Thanks! I checked and in fact it's saying that it cannot find vecmath even after I install java3d. At least I now know that that is STILL the problem and I don't have to look at everything else under the sun.
I'll try to find the correct way to add Java3d. At this point, I technically could take it out of the project entirely and it would work. But since I'll need it in the future, I might as well figure out the solution to this problem now.
EDIT: Actually, come to think of it, I might not need it given an overhaul I made to the rendering a a week or so back. The tools I need for rotation now may be far less than before. I'll think about it. It would save users the trouble of downloading something secondary.
Ok tested, less errors show up on my Magic launcher, but see below for the magiclauncher log...
BTW: i have again been stumped by how exactly does one make a block "move", i place and i use keys but no luck...
Now for error log of MagL (MagicLauncher)
OK in the error log the only thing ive noticed is it EXCESSIVLY spams the line "mass 0.0" and it seems it spams it every tick.
in my opinion its like a forgotten
while true do
print(mass) -that "mass 0.0" line
sleep(x) -The x is the integer value of seconds in one tick. if that makes sense:?
Oh yeah, those were some console prints I was using to make sure everything was working properly. It shouldn't keep it from working, but I'll try to make sure I don't leave those in there next time I upload something.
So moving the block... You got a block to place right? It was bobbing right? There was a bug earlier that caused the program to place a regular block, just over the water, instead of place a moving block. I thought I fixed it. If the block is PERFECTLY still, hovering just above the water, that's your problem. If you place gold, it should sink. Other blocks, probably too.
BUGS & Incompatibilities&Suggestions:
BUG : Water is funky, it has a tendency to make water sources disappear leaving behind annoying flows.
BUG : the controles are buggy, I faced in its Forwards direction and found its left and right were switched.
Incompatible: Modloader, Forge, and thus most mods.
Error log for above incompatibility :
NOTE: it is a basic NPE.
LWJGL Version: 2.4.2
Exception in thread "Minecraft main thread" java.lang.ExceptionInInitializerError
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NullPointerException
at sun.reflect.UnsafeFieldAccessorImpl.ensureObj(Unknown Source)
at sun.reflect.UnsafeObjectFieldAccessorImpl.get(Unknown Source)
at java.lang.reflect.Field.get(Unknown Source)
... 3 more
Add a stearing wheel of some kind, i know you already do plan on changing the controls.
Add rotation, the static direction is abit of a annoyance to use.
FOR FUTURE: redstone controled movers: when a block is powerd by a redstone wire it will imitate a specific key press for a specfic move block, perfect for doors, and fancy machines.
Name for the "move blocks" : MobeBlock. from Mobile Block. Pronounced Mowb-Block.
Mod name suggestion: Mobility Minecraft.
That is all. Server testing wont be done until the modloader is fixed. Many servers use it or forge(forge uses modloader so modloader is priority) and thus the modloader needs fixing before any other possible server bugs can be fixed.
Also, already started on rotation. There are obviously bugs in the way moving blocks add and remove water, but I wanted to wait to smooth out issues with water displacement and collisions until I added rotation. Without rotation, I don't know what the final state of my algorithms for ship-world contact are going to be, so any debugging spent on it now would be wasted later after rotation is added.
Also, since I'm adding rotation first instead of extra physics (also affected by rotation) I'll set up a better controls system (how else are you going to rotate it?)
Also, steering wheels: I have a plan in the future for how to handle steering once I add physics. It requires the addition of only two new items with very diverse applications, but steering will be the first that comes to mind. I don't want to add a steering block that just does one specific thing like, "Oh this makes said object move!". Notch added something as simple and basic as the piston block, and from that, users made high-speed elevators. He add delayers, and with that and inverters, players could make any type of circuit known to man.
I want to add something simple, but with numerous applications, more than I can think of off the top of my head. I have two things in mind, but I won't go into them until I've started on their development.
Until then, current programming itinerary:
-Fix Modloader incompatibility
-Add rotation (and controls for rotation, with less clunky controls overall)
-Improve lag issues with move controls over servers
-Add more complex drag physics
-Add more complex weight system
-Optimize force collision and water displacement calculations (I have a few things in mind that should make it MUCH faster)
-Next step, I'll explain when I get there
Steps after that:
-set it up so that you can create any number of ships
-Add hot air physics.
Okay, it should be compatible with modloader now (although I haven't checked it with modloaderMP). Re-download it at the link provided at top.
Also, thanks for the bug reports! I don't have time to check these things myself, and I'm also not familiar with the most common applications among the minecraft mod community. All information is greatly appreciated.
If you find any mods that it doesn't work with, let me know. (It may not work with a LOT of mods. This mod currently edits more original minecraft files then it needs to, and every original file that it edits is one more chance for it to conflict with another mod's original-file-edit. However, I may be able to fix many of these issues, but knowing the exact points of conflict is helpful.)
EDIT: Oh yeah, also forgot. The revised download contains a new subtle issue with viewing the ship. I edited some of the rendering code to allow for rotations, and it caused some weird issues with rendering. The boat may appear to move a tad when you look up or down. It also may appear to move with you momentarily when you move around... and then snap back to its original position (there's always SOMETHING that comes up when I try to change ONE THING. It's annoying.) It should be fixed by next update. Can't get rotations right until I fix this.
Also, as far as the mod name: I'll keep brainstorming. I've discovered I'm not a particular fan of anything with "craft" at the end that also describes this mod, but whatever. Small issue. I'll think it over.
ANOTHER EDIT: Fixed the weird rendering bug, but I don't have time to update the download right now. Maybe later once I've updated a few other things.
OK I will be sure to test when i get home this afternoon, also now that its Modloader compatible ill run a temp server on my pc over my Wireless for my CTWUG friends to help test, they allways a good bunch to test as ive found they allways find a bug in my server mods on my server XD
I did some checks on a former method of cycling through sides for collision testing, and checked how much time it took with a considerable number of blocks. It didn't look pretty, and my game slowed down considerably. I changed the method for storing collision locations, and the timing reduced to about a thousandth it's original.
So if you're game slows to a crawl, my apologies, but I should have a fix soon (along with rotations around all 3 axes (careful not to capsize your ship.)) But now I have to overhaul buoyancy calculations, collisions, and water displacement to account for the new changes. I hope I'll have it up soon, but it could take some time.
Also server controls lag: I'll try to have that improved for next update as well.
Sorry to say i wont be able to test or help for awhile since i got a server to manage, and my holidays after school, i wish to spend some time not testing stuff and play on my server. Though hopefully then ill return to a bigger mod with more fun testing to do
Fixed the player-to-block collisions issue. Also, the player will move and turn with the boat now. Also made some fixes to the instructions.
And the survival-mode-block-breaking embargo? False alarm. You CAN break them, you just don't see the cracks forming as it's breaking. I'll try to get that and the strangely misplaced block-breaking particles fixed soon.
Just re-download the preview for the fixes.
Contacted djoslin about help with hydraulics. Fingers-crossed, although considering he already has a help-wanted posted for the spider-queen mod, and therefore he's low on time to develop his own mods, I'm not sure he can even think about helping me with this one.
But in any case, I'll wait on the hydraulics and start on some of the other issues. Re-implementing SMP, block breaking graphics bugs, blocks that don't work, multiple ships, ropes and axels.
If anyone has a preference as to what they want to see first, please post. I suspect I'll have less time in the future to work on this than I've had in the past month.
I forgot to mention a change in the saves file system. Here's a new edit to the top post:
Note: the file system has changed for this version. If you were working with a previous version, and you would like to update your files for this one, it should be a simple matter of changing directories. Before, all moving blocks data was stored under saves > yourworldsavefile > SUB. Now, it's under saves> yourworldsavefile > Physics > SUB0 for the first ship, SUB1 for the second, SUB2 for the third, etc. etc.
I haven't tried this myself, but if you put your old SUB file in a Physics folder, and rename it SUB0 (or SUB followed by any integer for that matter,) it should work i think. Nothing else about the saved data was changed.
Ropes and Resizeable blocks update. I'll include the main additions to the top post here:
After i realized Minecraft has an update just a few weeks off that will completely alter programming for SMP, I decided to wait on re-implementing SMP until then. For now, I'll work on features of the mod that shouldn't require too much change for the update.
Rope and Resizeable Blocks preview media (not released yet. Block scaling is near END of video (not EXACT end, but shortly before.) See youtube comments (pasted in spoiler below video) for details):
The block scaling only came up recently after I realized it could solve my keel building and boat internal-mechanics size issues. It had been in the back of my mind for a while, when I realized the linear algebra for scaling would be a breeze after already implementing the math for rotation and translation. But since it wasn't directly related to my intentions, I ignored it until it occurred to me it could be useful. No intention to rip off the LittleBlocks mod here! Although I... technically am..
I figure the way I'll implement it for player use is similar to the hammer method I saw on an old mod (not sure if it was LittleBlocks) only instead of a crafting menu, you hold an actual hammer, and smash things with it. Also may be a "ninja chop" mode for axes that slice blocks in half. In any case, I'll try to get it incorporated sensibly in the future.
But for now, ROPE! I need to work out the items and crafting recipes for it, as well as placing it, tying ropes together, etc. before I can release a version of the mod with the ropes feature.
Then you should be able to build anchors, swinging chandeliers, rickety bridges and maybe even lassos (if you're feeling Indiana-Jonesy).
Also, do I need to trim down my main post? Sheesh! It's getting dense.
EDIT: Also FRAPS IS AWESOME! No more poor video recording framerates from the other software. This vid is a lot smoother than the previous ones.