Greetings all! As willeze has informed us a while back, he's no longer going to continue development on CubeBots, so I threw in my ballot and got the vote!
CubeBots is finally back on track! I've decided to open the mod up to be open-source, and have it located at a Git repository: https://github.com/T145/cubebots
The texture system has been resolved; all that's left to do is work out some crashes and it will be ready!
The first release will be a direct port of the 1.5.2 version, and from that point on I will begin adding in my own ideas! Any input is welcome!
dafuq? are you get permission from the creator of the mod it self ?
Yes, I did get permission from Will to continue CubeBots. Continuing a mod after the original developer leaves automatically applies ownership to the developer who has been granted continuation rights.
Looks good. If you need help I am a good coder, i think.
I think I've got the code "locked down" for now, but if you could post a snippet of code on how to assign textures to items and tile entities that would help!
For the code for item textures, wouldn't it just be setting an unlocalized name for each item and then creating the directory (resources\assets\textures\items) in your mod folder? Then creating a 16by16 (or 32by32, etc.).png with the unlocalized name? Or I am misunderstanding what you are asking
For the code for item textures, wouldn't it just be setting an unlocalized name for each item and then creating the directory (resources\assets\textures\items) in your mod folder? Then creating a 16by16 (or 32by32, etc.).png with the unlocalized name? Or I am misunderstanding what you are asking
Well, you've partly got it. Will, the previous author, set up a really weird texture management system w/in CubeBots. The system he made doesn't work well at all in 1.6.x, making it difficult to assign textures. I'm debating whether or not to just delete the whole system and start from scratch (there are some pieces of it that are good that I can try and use), or try and modify his system to work. Also, I already have Will's old textures and am planning on using them until someone else is willing to make some textures for the mod to help progress what I have planned in the future (and maybe w/ some other mods I'm working on :)). I hope that clears up the situation.
Very soon, once some other issues are addressed. Currently, a crash occurs when CubeBots are attempted to spawn in the world, whether by the world generation engine or a player. Once this is resolved, it will officially be in beta, and have a public thread under Mods!
Will you be adding any new features to the cube bots?
Ah, yes! I accidentally deleted that part of the post when editing it w/ the open source information. It should be up there now, but just to restate, the first release out of beta will be a direct port of the original mod (w/ some changes "under the hood" of course), and from that point on I'll begin adding in some of my own ideas! I do have quite a lot planned, but I want to primarily focus on adding in some cool features that interact well w/ other mods, so if your a mod fanatic (like myself :P), then gameplay w/ the mod will feel natural, like it belongs almost.
Hello T145, I am a new modder, and I would like to join your modding team, my skype is mcniff12345, and I can probably preform any number of odd jobs needed, and learn quickly how to code/texture for mods, I loved this mod in 1.5.2, and want to see its revival come quicker, I genuinely hope I am chosen for this project, as it means a lot to me
Hello T145, I am a new modder, and I would like to join your modding team, my skype is mcniff12345, and I can probably preform any number of odd jobs needed, and learn quickly how to code/texture for mods, I loved this mod in 1.5.2, and want to see its revival come quicker, I genuinely hope I am chosen for this project, as it means a lot to me
Well, there is no "being chosen"; just clone the GitHub project and edit the code how you see fit! I've mainly been shoving this off because life has been really busy, and my only free time has been devoted to Magistics.
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Curse PremiumCubeBots is finally back on track! I've decided to open the mod up to be open-source, and have it located at a Git repository: https://github.com/T145/cubebots
The texture system has been resolved; all that's left to do is work out some crashes and it will be ready!
The first release will be a direct port of the 1.5.2 version, and from that point on I will begin adding in my own ideas! Any input is welcome!
To check out Will's original mod thread of the 1.5.2 version, head over here: http://www.minecraft...-configuration/
And yes, this thread will look a bit better eventually!
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Curse PremiumWhy so suprised ?
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Curse PremiumYes, I did get permission from Will to continue CubeBots. Continuing a mod after the original developer leaves automatically applies ownership to the developer who has been granted continuation rights.
Ikr. Would you happen to be a graphics/texture maker?
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Curse PremiumLooks good. If you need help I am a good coder, i think.
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Curse PremiumI think I've got the code "locked down" for now, but if you could post a snippet of code on how to assign textures to items and tile entities that would help!
If you're referring to my port of CubeBots, then no. If you're referring to Will's 1.5.2 version of CubeBots, then no as well.
My $200* rig - http://pcpartpicker.com/b/IsU
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Curse PremiumWell, you've partly got it. Will, the previous author, set up a really weird texture management system w/in CubeBots. The system he made doesn't work well at all in 1.6.x, making it difficult to assign textures. I'm debating whether or not to just delete the whole system and start from scratch (there are some pieces of it that are good that I can try and use), or try and modify his system to work. Also, I already have Will's old textures and am planning on using them until someone else is willing to make some textures for the mod to help progress what I have planned in the future (and maybe w/ some other mods I'm working on :)). I hope that clears up the situation.
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Curse PremiumVery soon, once some other issues are addressed. Currently, a crash occurs when CubeBots are attempted to spawn in the world, whether by the world generation engine or a player. Once this is resolved, it will officially be in beta, and have a public thread under Mods!
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Curse PremiumAh, yes! I accidentally deleted that part of the post when editing it w/ the open source information. It should be up there now, but just to restate, the first release out of beta will be a direct port of the original mod (w/ some changes "under the hood" of course), and from that point on I'll begin adding in some of my own ideas! I do have quite a lot planned, but I want to primarily focus on adding in some cool features that interact well w/ other mods, so if your a mod fanatic (like myself :P), then gameplay w/ the mod will feel natural, like it belongs almost.
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Curse PremiumIt'll work on both. 1.6 code is so similar that they're practically synonymous.
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Curse PremiumWell, there is no "being chosen"; just clone the GitHub project and edit the code how you see fit! I've mainly been shoving this off because life has been really busy, and my only free time has been devoted to Magistics.