Not sure if the Clip Blocks are done but projectiles wont go through any of them regardless what item/projectile, Clip Block, or gamemode
Also, I have no idea how to use the PhysicsZone Block
I followed the manual and nothing happened, though I think I'm doing something wrong
Same with the Logic_Target and Logic_Shaped_Target, no idea how to use them
Really hope Storage Blocks are implemented soon as well as duel wielding
Great job so far, I've been hoping for this remake
Dude! He made that entire mod and inspired this new version for free on his own time. Cryect did an amazing job and I don't blame him for loosing interest.
It happens to everyone and I'm pretty sure most of us would not continue investing large amounts of time into something that we dont find fun anymore. Calling him selfish over that is realy rubs me the wrong way and makes you look like the selfish and entitled one.
No offense, I get where your coming from but still, give the man some respect....
Aaaaanyway Thanks so much to Snow and Longor You 2 are amazing
Uninspired. I don't blame him for losing interest, but he should've passed on the torch before clocking out.
I agree. Take Bungie for example. They created Halo, a top selling Xbox game, and had a lot of fun doing it. But, they did it for ten years, with no breaks. That would get pretty tiring. When their contract expired, they passed it on to 343 instead of letting it die.
I agree. Take Bungie for example. They created Halo, a top selling Xbox game, and had a lot of fun doing it. But, they did it for ten years, with no breaks. That would get pretty tiring. When their contract expired, they passed it on to 343 instead of letting it die.
Was there something for Cryect to give to Longor and Snow? I don't think so, it's even better to start from scratch, was he did actually is given new ideas.
I agree and disagree. There's a big modding community on MinecraftForum. I'm willing to bet at least one person wouldve been interested in carrying on the mod after learning the mechanics. But, then again, you're right; maybe this is just the next step in AdventureCraft.
Yes, but Bungie immediately passed it on. Cryect left us waiting for an answer until we decided ourselves that he wasn't coming back. Even if he didn't pass on AC itself, we still waited hoping something would happen.
I was offline because of a school trip.
Sorry for not telling you.
I am now going to complete the voxel-brush tool,
and then its time for a small update!
The voxel-rbush commands are for now:
// The commands do only accept full numbers (integers) as input!
// FOR THE BRUSH COMMAND TO WORK, YOU MUST HOLD A VOXEL-BRUSH IN THE HAND!
brush INIT, if you just took a new voxel-brush from the creative menu, use this to initialize it.
brush d <size>, sets the size of the brush to size/size/size.
brush d <horizontal> <vertical>, sets the size of the brush to horizontal/vertical/horizontal.
brush d <width> <height> <depth>, sets the size of the brush to width/height/depth.
brush b <id>, sets the block to place to <id>/0
brush b <id> <meta>, sets the block to place to <id>/<meta>
But you also have the brains to code that fast too.
Haha. Brain to Code. (I don't know why, but I laughed about that!)
Fun fact:
I have a mental disease, that has more positive effects than negative ones!
Also: I am really fast coding stuff.
// The commands do only accept full numbers (integers) as input!
// FOR THE BRUSH COMMAND TO WORK, YOU MUST HOLD A VOXEL-BRUSH IN THE HAND!
brush INIT, if you just took a new voxel-brush from the creative menu, use this to initialize it.
brush d <size>, sets the size of the brush to size/size/size.
brush d <horizontal> <vertical>, sets the size of the brush to horizontal/vertical/horizontal.
brush d <width> <height> <depth>, sets the size of the brush to width/height/depth.
brush b <id>, sets the block to place to <id>/0
brush b <id> <meta>, sets the block to place to <id>/<meta>
brush s <shape>, sets the current shape to another one.
brush f set <filter>, sets a new filter for the brush. Typing in 'def' switches to the default one.
brush f ..., configures the filter?
brush phy, sets if the brush should cause update updates, toggles the current flag.
brush phy <true/false>, sets if the brush should cause update updates.
I think the voxel-brush tool is complete.
// The commands do only accept full numbers (integers) as input!
// FOR THE BRUSH COMMAND TO WORK, YOU MUST HOLD A VOXEL-BRUSH IN THE HAND!
brush INIT, if you just took a new voxel-brush from the creative menu, use this to initialize it.
brush d <size>, sets the size of the brush to size/size/size.
brush d <horizontal> <vertical>, sets the size of the brush to horizontal/vertical/horizontal.
brush d <width> <height> <depth>, sets the size of the brush to width/height/depth.
brush b <id>, sets the block to place to <id>/0
brush b <id> <meta>, sets the block to place to <id>/<meta>
brush s <shape>, sets the current shape to another one.
brush f set <filter>, sets a new filter for the brush. Typing in 'def' switches to the default one.
brush f ..., configures the filter?
filter:replace
{
brush f b <id>, sets the block to replace to <id>/0
brush f b <id> <meta>, sets the block to replace to <id>/<meta>
}
brush phy, sets if the brush should cause update updates, toggles the current flag.
brush phy <true/false>, sets if the brush should cause update updates.
Now there are 3 shapes to use: box, sphere, hsphere
Update comes soon.
All avaible Voxel-Brush commands:
// The commands do only accept full numbers (integers) as input!
// FOR THE BRUSH COMMAND TO WORK, YOU MUST HOLD A VOXEL-BRUSH IN THE HAND!
brush INIT, if you just took a new voxel-brush from the creative menu, use this to initialize it.
brush d <size>, sets the size of the brush to size/size/size.
brush d <horizontal> <vertical>, sets the size of the brush to horizontal/vertical/horizontal.
brush d <width> <height> <depth>, sets the size of the brush to width/height/depth.
brush b <id>, sets the block to place to <id>/0
brush b <id> <meta>, sets the block to place to <id>/<meta>
brush s <shape>, sets the current shape to another one.
brush f set <filter>, sets a new filter for the brush. Typing in 'def' switches to the default one.
brush f ..., configures the filter?
filter:replace
{
brush f b <id>, sets the block to replace to <id>/0
brush f b <id> <meta>, sets the block to replace to <id>/<meta>
}
shapes:
{
box, a Box.
sphere, a Sphere.
hsphere, a hollow Sphere.
}
brush phy, sets if the brush should cause update updates, toggles the current flag.
brush phy <true/false>, sets if the brush should cause update updates.
InDev Changelog:
Changes:
- Added voxel-brush tool.
- Added new command: /brush XXXXX, used to configure the voxel-brush one holds in his hand.
- Added new command: /tick <true/false>, disables ticking mobs/weather/blocks.
- Added wand selection rendering.
- Added AC1 paste tool.
- Added AC1 nudge tool.
- Added creative teleport tool.
- Added chunk repopulator tool. (very buggy)
- Added creative tab 'Everything'.
- Added creative tab 'Custom Items'.
- Added 512 custom scriptable items, starting from the ID 8000 on. (The editor for them is missing!)
- Added AC1 Trigger Block - Not yet functional!
- Added new Manual Page: CommandBatch Command
- Changed teleportPlayerToEntity command so it preserves the players motion.
- Fixed a bug in the JobManager.
- Fixed textureOverlay bug: texture not rendered.
Planned Changes:
- .obj Model Entity
- Custom-Scriptable-Item InGame Editor
- Automagic Asset Downloading
- AC1 Ladders
- AC1 Chains/Ropes
- AC1 Chairs
- AC1 Tables
- Fix the scalable Saplings!
not to rush, but when is the new update coming out?
In a couple of minutes.
I just need to (as always) clean up the code.
There are some experimental scraps inside the whole thing that need to be deleted.
InDev Changelog:
Changes:
- Added voxel-brush tool.
- Added new command: brush XXXXX, used to configure the voxel-brush one holds in his hand.
- Added new command: tick <true/false>, disables ticking mobs/weather/blocks.
- Added wand selection rendering.
- Added AC1 paste tool.
- Added AC1 nudge tool.
- Added creative teleport tool.
- Added chunk repopulator tool. (very buggy)
- Added creative tab 'Everything'.
- Added creative tab 'Custom Items'.
- Added 512 custom scriptable items, starting from the ID 8000 on. (The editor for them is missing!)
- Added AC1 Trigger Block - Not yet functional!
- Added new Manual Page: Index (Automagically generated!)
- Added new Manual Page: CommandBatch Command
- Added new Manual Page: Voxel-Brush Tool
- The manual now allows to scroll the page.
- Changed the way the manual loads its pages.
- Changed teleportPlayerToEntity command so it preserves the players motion.
- Moved all assets the mod needs into the 'jar!mods/Talecraft' package.
- Fixed a bug in the JobManager.
- Fixed textureOverlay bug: texture not rendered.
Planned Changes:
- .obj Model Entity
- Custom-Scriptable-Item InGame Editor
- Automagic Asset Downloading
- AC1 Ladders
- AC1 Chains/Ropes
- AC1 Chairs
- AC1 Tables
- Fix the scalable Saplings!
You can have and use every resource in there, I hope it come in handy for your maps or whatever else. (I think there is a problem in onUpdate.js... there is a "/*" missplaced, Im not really sure since i lost my AC build and i cant install a new one... anyway )
Maybe, I will include some readme later to explain some scripts and how the work...Maybe.
Also, I have no idea how to use the PhysicsZone Block
I followed the manual and nothing happened, though I think I'm doing something wrong
Same with the Logic_Target and Logic_Shaped_Target, no idea how to use them
Really hope Storage Blocks are implemented soon as well as duel wielding
Great job so far, I've been hoping for this remake
Dude! He made that entire mod and inspired this new version for free on his own time. Cryect did an amazing job and I don't blame him for loosing interest.
It happens to everyone and I'm pretty sure most of us would not continue investing large amounts of time into something that we dont find fun anymore. Calling him selfish over that is realy rubs me the wrong way and makes you look like the selfish and entitled one.
No offense, I get where your coming from but still, give the man some respect....
Aaaaanyway Thanks so much to Snow and Longor You 2 are amazing
The Legend of Zelda: Seal of Time
I agree. Take Bungie for example. They created Halo, a top selling Xbox game, and had a lot of fun doing it. But, they did it for ten years, with no breaks. That would get pretty tiring. When their contract expired, they passed it on to 343 instead of letting it die.
Perfect example.
I agree and disagree. There's a big modding community on MinecraftForum. I'm willing to bet at least one person wouldve been interested in carrying on the mod after learning the mechanics. But, then again, you're right; maybe this is just the next step in AdventureCraft.
Yes, but Bungie immediately passed it on. Cryect left us waiting for an answer until we decided ourselves that he wasn't coming back. Even if he didn't pass on AC itself, we still waited hoping something would happen.
I was offline because of a school trip.
Sorry for not telling you.
I am now going to complete the voxel-brush tool,
and then its time for a small update!
The voxel-rbush commands are for now:
Back to coding!
- Longor1996
Im a modder/programmer! I am on Twitter and YouTube, and some more I won't tell you about!
I can type around 1500 characters per minute.
That isn't very much I think.
- Longor1996
Im a modder/programmer! I am on Twitter and YouTube, and some more I won't tell you about!
But you also have the brains to code that fast too.
Haha. Brain to Code. (I don't know why, but I laughed about that!)
Fun fact:
I have a mental disease, that has more positive effects than negative ones!
Also: I am really fast coding stuff.
I think the voxel-brush tool is complete.
- Longor1996
Im a modder/programmer! I am on Twitter and YouTube, and some more I won't tell you about!
Thanks.
Now there are 3 shapes to use: box, sphere, hsphere
Update comes soon.
All avaible Voxel-Brush commands:
InDev Changelog:
- Longor1996
Im a modder/programmer! I am on Twitter and YouTube, and some more I won't tell you about!
In a couple of minutes.
I just need to (as always) clean up the code.
There are some experimental scraps inside the whole thing that need to be deleted.
InDev Changelog:
UPDATE!
Main Post will be edited in a minute!
- Longor1996
Im a modder/programmer! I am on Twitter and YouTube, and some more I won't tell you about!
Great...the Method I use to load resources doesn't work IN the jar?
What the heck, it worked last time!
I am going to fix this very fast.
- Longor1996
Im a modder/programmer! I am on Twitter and YouTube, and some more I won't tell you about!
The fatal bug is fixed and update 0.6.1 is uploaded.
It should work now.
Please tell me if it doesn't work!
- Longor1996
Im a modder/programmer! I am on Twitter and YouTube, and some more I won't tell you about!
I really hope my map will be compatible with this new adventurecraft
What is the problem with the installation?
Are there any errors?
Any crash-reports?
- Longor1996
Im a modder/programmer! I am on Twitter and YouTube, and some more I won't tell you about!
You can have and use every resource in there, I hope it come in handy for your maps or whatever else. (I think there is a problem in onUpdate.js... there is a "/*" missplaced, Im not really sure since i lost my AC build and i cant install a new one... anyway )
Maybe, I will include some readme later to explain some scripts and how the work...Maybe.
Good luck guys!