Ok, i will look for it later, have not the time yet to look for. The problem is I can't directly reproduce this bug and it's only sometimes. I hope there is something in the log.
I'm guessing the logs should show something, but I'm not certain. Out of curiosity, what version of Forge are you using?
In the meantime, I successfully made left-click functionality in creative work, so that will make it in the next update push.
I use the 686 Build. I have removed my used mods, only Forge, your Mod and Optifine D2 runs on MC 1.5.2 and I use only the standard TP. I have start a new Map and my first Tests didn't show this problems... start MC many times new and reload the Map many times, can't reproduce the Bug.
Before I remove the Mods, I had this Bug directly after I start MC and load the Map the first time, thats why I start MC directly new. I make more tests and add back my Mods (are not many).
I have looked on the Log Files, couldn't find any Error, all seems to be ok.
Edit: So, i have test some more only with Forge, your Mod and Optifine and it seems that when you place more of your Slopes that Bug come more often. I don't must restart the Game, only enter/leave the Word several times and I get this Bug and everytime some other Slopes are not correct loaded. Sometimes only some Slopes (under 10) are incorrect, sometimes over 50% are not loaded correct. Have placed between 150-200 Slopes. Actually i must reload the Map 1-5 times to get the Bug.
Sounds good. ^^
Thanks, I'll look into trying to reproduce this bug tonight and see what I come up with. If I can't come up with anything helpful, I'll push the new update with creative fix.
First off, fantastic mod. It's going to be a permanent fixture in my play.
I'd also like to throw a thought out, but it might be more aesthetically synchronous if the slopes were comprised of eight or sixteen "mini steps" instead of being a smooth slope. Perhaps an alternate base block (Carpenter's jaggedy slope?)
Can't really say if it would be better without seeing it, in my mind's eye maybe it does, but just thought I'd share.
First off, fantastic mod. It's going to be a permanent fixture in my play.
I'd also like to throw a thought out, but it might be more aesthetically synchronous if the slopes were comprised of eight or sixteen "mini steps" instead of being a smooth slope. Perhaps an alternate base block (Carpenter's jaggedy slope?)
Can't really say if it would be better without seeing it, in my mind's eye maybe it does, but just thought I'd share.
Rendering the slopes as "steps" as you mention would certainly be possible, but might be better suited for a separate mod that focuses solely on that.
Greate update, now its much more useful in Creative Mode. ^^
Too bad, that the Load Bug is still there. I will check later a newer Forge Version, I think it could also be a Forge Bug, but when the Question is if this a known Bug and if its fixed in a newer Version, 686 is not so old.
Hi Hoto,
I tried it out on my laptop a couple days ago with Forge 686 and just Carpenter's Slope. I built huge random sloped structures in chunks all over the place, but I was never able to reproduce the bug you speak of.
It sounds like the tile entities for the slope blocks aren't getting received or loaded correctly. This is something that should not happen under any circumstance - so I'm a tad clueless on what might cause it. Wish I could help.
I would like to recommend getting rid of Shift+Left Click. Left Click is often the default for destruction, not interaction. In combination with other mods (as in my scenario) creative doesn't respond normally and survival can be upped to the point where it is likewise. I don't really see purpose in trying to go around it, just make it simple and please just let us cycle through everything with a right click. Number is obviously not a problem, considering you have them all under a select key already.
I would like to recommend getting rid of Shift+Left Click. Left Click is often the default for destruction, not interaction. In combination with other mods (as in my scenario) creative doesn't respond normally and survival can be upped to the point where it is likewise. I don't really see purpose in trying to go around it, just make it simple and please just let us cycle through everything with a right click.
To be clear, are you saying that you would prefer the shift left click functionality to instead be mapped to shift right-click? I'll brainstorm on ways to make slope selection more intuitive.
In that regard, I'm also considering removing the slope cover's ability to pop off, as I've mistakenly popped them off during building construction. I may just make slope covers permanent.
To be clear, are you saying that you would prefer the shift left click functionality to instead be mapped to shift right-click? I'll brainstorm on ways to make slope selection more intuitive.
See that's where you have gone down the wrong path. There is only a handful of players who wanna see an more intuitive method of switching. The selection process shouldn't require a shift-right click, just right click. Your over complicating a simple thing. Just let us cycle through them all with one. If your going to go towards making it less packed, just make different types of slopes or hammers to work with. The singularity is preferred, but no need to go crazy on selections, it's not much to cycle through if you click one time too many. With it's application with other mods, most players who use this will be more inclined towards building, and many builders have patience. There is no need for fancy effects and crazy GUIs to select a slope, you've already consolidated a big mod into a smaller more efficient scale. There's no other options, so simplicity over quality isn't a choice you have to worry about with your audience.
I've already redone the hammer logic in a way that is easier to me, and requires no shift clicking as requested by Mystic_Tower. I won't bother implementing changes if I feel it would take the mod backwards, so I assure you it will make it better. Shift left clicking will still exist for one single purpose, however.
I'm happy to say I got the bounding box detection working for collision and selection, so accidental clicks on the slopes should be minimized significantly. c_death had mentioned implementing this behavior here, for the curious.
I really like this mod, it allows me to smooth the edges of my constructs so they are not as jagged looking. There are three suggestions that I have for this mod to enhance its utility.
1. Have the hammer open a simple GUI that will allow for faster selection of the slope that you want (not really needed, just another way of selecting the slope).
2. Have the slope take on the explosive resistance/immunity of the "skin" used. Kind of weird when a creeper goes boom and your main obsidian structure/walls are fine but the obsidian sloped corner is destroyed.
3. Allow for the use of "slope slabs". This will allow you to fill those small gaps in a construction that occur when you have a single slab next to a full block and also allow for lesser/greater slope angles. For example (pardon me using characters here I have no modeling/texture skill):
I really like this mod, it allows me to smooth the edges of my constructs so they are not as jagged looking. There are three suggestions that I have for this mod to enhance its utility.
In the current state of the mod, adding more slopes is no longer feasible. It would simply take too long to alter all the code. I'm currently working on improving the slopes that it does have, and fixing whatever bugs I run into along the way - a task that's already taking a great deal of time.
As for the slope selection, I've got it working with the Hammer so that it doesn't take long at all to find the correct one.
In the current state of the mod, adding more slopes is no longer feasible. It would simply take too long to alter all the code. I'm currently working on improving the slopes that it does have, and fixing whatever bugs I run into along the way - a task that's already taking a great deal of time.
As for the slope selection, I've got it working with the Hammer so that it doesn't take long at all to find the correct one.
That's cool, and I can totally understand what you are saying (I have some experience programming with the .Net framework). As Hoto mentioned above, it would take at least two more block IDs; one for the normal slab and one for the lesser/greater slab, and then at least twice as many slope configurations for each.
Thank you for the prompt reply . Also, here is the little construct I used the mod on:
one of the best building block mod, because the carpenter slope works with every single full-size blocks including all other mods that i installed (magical crops as example)
I've already redone the hammer logic in a way that is easier to me, and requires no shift clicking as requested by Mystic_Tower. I won't bother implementing changes if I feel it would take the mod backwards, so I assure you it will make it better. Shift left clicking will still exist for one single purpose, however.
I'm happy to say I got the bounding box detection working for collision and selection, so accidental clicks on the slopes should be minimized significantly. c_death had mentioned implementing this behavior here, for the curious.
Will have an update soon.
JOY! (as a note, a side effect of having cube binding boxes is if you built an oblique pyramid, you couldn't texture the inner triangles because the neighboring blocks would prevent clicking on them. Found this out the hard way and had to rip out half the blocks to texture the inside slopes. So awesome you found a way to implement this!)
I have to say, with the exception of the very super vast distant remote chance of having slab slopes, I currently have no further complaints, suggestions or comments at this time.
Edit - Actually that's not true. I have noticed a texture discrepancy with oblique slopes (used in pyramid shape) If you use inner oblique and outer oblique next to each other, the textures do not line up. This may be unavoidable due to the more common alignment with making just a corner with some normal slopes. (i believe that texture does line up, i forget) So I don't know if this is even fixable due to the multiple configurations of the corner to match up with other slopes and other corners.
Nother edit - oh as for making blocks pop out when you click on them. How about just make a config entry to enable / disable?
JOY! (as a note, a side effect of having cube binding boxes is if you built an oblique pyramid, you couldn't texture the inner triangles because the neighboring blocks would prevent clicking on them. Found this out the hard way and had to rip out half the blocks to texture the inside slopes. So awesome you found a way to implement this!)
I have to say, with the exception of the very super vast distant remote chance of having slab slopes, I currently have no further complaints, suggestions or comments at this time.
Edit - Actually that's not true. I have noticed a texture discrepancy with oblique slopes (used in pyramid shape) If you use inner oblique and outer oblique next to each other, the textures do not line up. This may be unavoidable due to the more common alignment with making just a corner with some normal slopes. (i believe that texture does line up, i forget) So I don't know if this is even fixable due to the multiple configurations of the corner to match up with other slopes and other corners.
To fix the texture pattern with obliques, I would have to split each sloped face into two... I may look into it after I'm done doing the slope hit boxes, but I've avoided it until now because I'm not sure if I will be able to accurately smooth out the shading between both surfaces.
To fix the texture pattern with obliques, I would have to split each sloped face into two... I may look into it after I'm done doing the slope hit boxes, but I've avoided it until now because I'm not sure if I will be able to accurately smooth out the shading between both surfaces.
Ehhh that doesn't sound like fun. It's not a HUGE deal so if it's too much of a pain, maybe it can be looked at when there's nothing else that needs work on.
EDIT:
Jeah like stated above, there should be an option to disable the possibility to get the texture-blocks popped out.
or maybe get it out with a specific item, there are many options, I don't know which one is the best (most easy) to implement though.
That's another option. Make a prybar that can pop covers off.
One possible idea is to have the hammer only modify slopes that are uncovered, after all wouldn't you usually have them in place THEN put on the texture? (that's how i do it anyway)
Then, if you use the hammer on a covered block, it will pop off the cover.
Simple, yet effective.
Rollback Post to RevisionRollBack
Spoiler tags are your friends when posting errors. USE THEM!
Version 1.25 brings a host of changes, some big, some small. Everything in the op has been updated to reflect the changes. A few I wish to point out include:
Configurable Slope Hitbox Precision: This lets you configure the slopes to be completely smooth when walking on them, or when pointing at them. It takes more processing power, but is really slick. One small quirk, however: Increased precision can make players hit their heads occasionally when walking through sloped doorways - requiring a small jump to clear it. I can't figure it out, but it's not a big deal. You can change the precision within the config file (it includes recommended values for smoothness).
Compatibility for Optifine Custom Color: If you have Optifine loaded, the slopes will now color correctly when Custom Colors and a texture pack that enables this feature are used. This can be changed in the config file.
Wedge shaped face render checking: Not a huge deal, but unseen faces of slopes will not render, improving performance for large sloped structures. In addition, it looks better without all the texture clutter between uncovered slopes, or slopes covered in glass.
Regarding the blast resistance of slope covers: I included methods to generally make the slope inherit properties of the cover, but it won't always work as intended. Most block properties are final when the game starts, so all I can do is return dynamic values where I'm able to.
Slope precision for interior obliques is omitted because I couldn't figure out an easy way to approximate the boxes. They will default to stair-type precision.
Regarding the oblique textures not connecting: it really is a low priority. I'm thinking I will start devoting time to some other mini mods I have in mind. These slopes already do more than I had hoped for when I started the mod.
Let me know if you run into any bugs and I shall fix them!
- Slope will now inherit solidness from cover block (semi-works).
Does this mean, in adventure mode, players will be able to break glowstone covered slopes with their hands or is this just for explosions? I hope it doesn't mean fists... I like being able to put glowstone and even glass on my adventure map using your slopes without players being able to grab it or break it.
Also... any chance you can make adventure mode rules, such as disallowing adv mode players from being able to place new covers on top of an old one (and thus popping out the old cover.)
I'm still using 1.24 of your mod... So I apologize if 1.25 does this already?
Also, with your "inheriting texture" function... it would be awesome if you were to add a similar block for steps, slabs and even one for normal square blocks.
This would trump ANY slab adding and Stair adding mod and make them pointless... It would also remove the need for having 5-6 child mods that add steps of different types from different parent mods... and thus cutting down on used item ids. :]
Also, the reason I suggest adding a reg square block one, is so you can make it an "indestructible" block that looks like anything for us in adventure maps that still allow axes, picks and shovels. This way you could surround your dungeon room in what looks like stone brick, but this would make it so players cant cheat around a door by using a pick axe (cause using bedrock everywhere is ugly). This would sorta be a cheat way to make your own "can/can't dig" rules for adventure mode.
1. You know.. I have no idea how this works in Adventure Mode - perhaps you could test if for me?
2. The solidness inheritance was meant to make the slope behave like quicksand or web when covered with that type of block (some mods have it). I said it semi-works because, well, it only kinda works. And no, it cannot be covered with web.
3. I looked over Stairs code a while back and found it's already coded to receive a block type. It probably wouldn't be too difficult to implement Carpenter's Stairs, or similar. The only problem is I've seen so many mods already implement stairs for their respective blocks that it seems kind of pointless.
4. A coverable block, you say? There must be some other mod or utility to accomplish what you're wanting.
I'm guessing the logs should show something, but I'm not certain. Out of curiosity, what version of Forge are you using?
In the meantime, I successfully made left-click functionality in creative work, so that will make it in the next update push.
Thanks, I'll look into trying to reproduce this bug tonight and see what I come up with. If I can't come up with anything helpful, I'll push the new update with creative fix.
I will take a look at it later, thanks!
I'd also like to throw a thought out, but it might be more aesthetically synchronous if the slopes were comprised of eight or sixteen "mini steps" instead of being a smooth slope. Perhaps an alternate base block (Carpenter's jaggedy slope?)
Can't really say if it would be better without seeing it, in my mind's eye maybe it does, but just thought I'd share.
Rendering the slopes as "steps" as you mention would certainly be possible, but might be better suited for a separate mod that focuses solely on that.
Hi Hoto,
I tried it out on my laptop a couple days ago with Forge 686 and just Carpenter's Slope. I built huge random sloped structures in chunks all over the place, but I was never able to reproduce the bug you speak of.
It sounds like the tile entities for the slope blocks aren't getting received or loaded correctly. This is something that should not happen under any circumstance - so I'm a tad clueless on what might cause it. Wish I could help.
To be clear, are you saying that you would prefer the shift left click functionality to instead be mapped to shift right-click? I'll brainstorm on ways to make slope selection more intuitive.
In that regard, I'm also considering removing the slope cover's ability to pop off, as I've mistakenly popped them off during building construction. I may just make slope covers permanent.
See that's where you have gone down the wrong path. There is only a handful of players who wanna see an more intuitive method of switching. The selection process shouldn't require a shift-right click, just right click. Your over complicating a simple thing. Just let us cycle through them all with one. If your going to go towards making it less packed, just make different types of slopes or hammers to work with. The singularity is preferred, but no need to go crazy on selections, it's not much to cycle through if you click one time too many. With it's application with other mods, most players who use this will be more inclined towards building, and many builders have patience. There is no need for fancy effects and crazy GUIs to select a slope, you've already consolidated a big mod into a smaller more efficient scale. There's no other options, so simplicity over quality isn't a choice you have to worry about with your audience.
I've already redone the hammer logic in a way that is easier to me, and requires no shift clicking as requested by Mystic_Tower. I won't bother implementing changes if I feel it would take the mod backwards, so I assure you it will make it better. Shift left clicking will still exist for one single purpose, however.
I'm happy to say I got the bounding box detection working for collision and selection, so accidental clicks on the slopes should be minimized significantly. c_death had mentioned implementing this behavior here, for the curious.
Will have an update soon.
1. Have the hammer open a simple GUI that will allow for faster selection of the slope that you want (not really needed, just another way of selecting the slope).
2. Have the slope take on the explosive resistance/immunity of the "skin" used. Kind of weird when a creeper goes boom and your main obsidian structure/walls are fine but the obsidian sloped corner is destroyed.
3. Allow for the use of "slope slabs". This will allow you to fill those small gaps in a construction that occur when you have a single slab next to a full block and also allow for lesser/greater slope angles. For example (pardon me using characters here I have no modeling/texture skill):
Normal block
* * * *
* * * *
* * * *
* * * *
Normal Slope
*
* *
* * *
* * * *
Side Slab Slope
* * * *
* * * *
Lesser Slope
* * * *
* *
Greater Slope
*
*
* *
* *
In the current state of the mod, adding more slopes is no longer feasible. It would simply take too long to alter all the code. I'm currently working on improving the slopes that it does have, and fixing whatever bugs I run into along the way - a task that's already taking a great deal of time.
As for the slope selection, I've got it working with the Hammer so that it doesn't take long at all to find the correct one.
That's cool, and I can totally understand what you are saying (I have some experience programming with the .Net framework). As Hoto mentioned above, it would take at least two more block IDs; one for the normal slab and one for the lesser/greater slab, and then at least twice as many slope configurations for each.
Thank you for the prompt reply . Also, here is the little construct I used the mod on:
JOY! (as a note, a side effect of having cube binding boxes is if you built an oblique pyramid, you couldn't texture the inner triangles because the neighboring blocks would prevent clicking on them. Found this out the hard way and had to rip out half the blocks to texture the inside slopes. So awesome you found a way to implement this!)
I have to say, with the exception of the very super vast distant remote chance of having slab slopes, I currently have no further complaints, suggestions or comments at this time.
Edit - Actually that's not true. I have noticed a texture discrepancy with oblique slopes (used in pyramid shape) If you use inner oblique and outer oblique next to each other, the textures do not line up. This may be unavoidable due to the more common alignment with making just a corner with some normal slopes. (i believe that texture does line up, i forget) So I don't know if this is even fixable due to the multiple configurations of the corner to match up with other slopes and other corners.
Nother edit - oh as for making blocks pop out when you click on them. How about just make a config entry to enable / disable?
To fix the texture pattern with obliques, I would have to split each sloped face into two... I may look into it after I'm done doing the slope hit boxes, but I've avoided it until now because I'm not sure if I will be able to accurately smooth out the shading between both surfaces.
That might be a good idea.
As for progress, might be a while... I'm getting there though.
Ehhh that doesn't sound like fun. It's not a HUGE deal so if it's too much of a pain, maybe it can be looked at when there's nothing else that needs work on.
That's another option. Make a prybar that can pop covers off.
One possible idea is to have the hammer only modify slopes that are uncovered, after all wouldn't you usually have them in place THEN put on the texture? (that's how i do it anyway)
Then, if you use the hammer on a covered block, it will pop off the cover.
Simple, yet effective.
Version 1.25 brings a host of changes, some big, some small. Everything in the op has been updated to reflect the changes. A few I wish to point out include:
Configurable Slope Hitbox Precision: This lets you configure the slopes to be completely smooth when walking on them, or when pointing at them. It takes more processing power, but is really slick. One small quirk, however: Increased precision can make players hit their heads occasionally when walking through sloped doorways - requiring a small jump to clear it. I can't figure it out, but it's not a big deal. You can change the precision within the config file (it includes recommended values for smoothness).
Compatibility for Optifine Custom Color: If you have Optifine loaded, the slopes will now color correctly when Custom Colors and a texture pack that enables this feature are used. This can be changed in the config file.
Wedge shaped face render checking: Not a huge deal, but unseen faces of slopes will not render, improving performance for large sloped structures. In addition, it looks better without all the texture clutter between uncovered slopes, or slopes covered in glass.
Regarding the blast resistance of slope covers: I included methods to generally make the slope inherit properties of the cover, but it won't always work as intended. Most block properties are final when the game starts, so all I can do is return dynamic values where I'm able to.
Slope precision for interior obliques is omitted because I couldn't figure out an easy way to approximate the boxes. They will default to stair-type precision.
Regarding the oblique textures not connecting: it really is a low priority. I'm thinking I will start devoting time to some other mini mods I have in mind. These slopes already do more than I had hoped for when I started the mod.
Let me know if you run into any bugs and I shall fix them!
Does this mean, in adventure mode, players will be able to break glowstone covered slopes with their hands or is this just for explosions? I hope it doesn't mean fists... I like being able to put glowstone and even glass on my adventure map using your slopes without players being able to grab it or break it.
Also... any chance you can make adventure mode rules, such as disallowing adv mode players from being able to place new covers on top of an old one (and thus popping out the old cover.)
I'm still using 1.24 of your mod... So I apologize if 1.25 does this already?
Also, with your "inheriting texture" function... it would be awesome if you were to add a similar block for steps, slabs and even one for normal square blocks.
This would trump ANY slab adding and Stair adding mod and make them pointless... It would also remove the need for having 5-6 child mods that add steps of different types from different parent mods... and thus cutting down on used item ids. :]
Also, the reason I suggest adding a reg square block one, is so you can make it an "indestructible" block that looks like anything for us in adventure maps that still allow axes, picks and shovels. This way you could surround your dungeon room in what looks like stone brick, but this would make it so players cant cheat around a door by using a pick axe (cause using bedrock everywhere is ugly). This would sorta be a cheat way to make your own "can/can't dig" rules for adventure mode.
This of course is all just wishful thinking. lol
In no particular order,
1. You know.. I have no idea how this works in Adventure Mode - perhaps you could test if for me?
2. The solidness inheritance was meant to make the slope behave like quicksand or web when covered with that type of block (some mods have it). I said it semi-works because, well, it only kinda works. And no, it cannot be covered with web.
3. I looked over Stairs code a while back and found it's already coded to receive a block type. It probably wouldn't be too difficult to implement Carpenter's Stairs, or similar. The only problem is I've seen so many mods already implement stairs for their respective blocks that it seems kind of pointless.
4. A coverable block, you say? There must be some other mod or utility to accomplish what you're wanting.