• 0

    posted a message on Is it possible to have multiple mod setups in the same minecraft folder?
    So I currently am running 1.6.4 with both a vanilla and forge profile. I want to keep the forge profile intact (as I run a private server with that mod setup), but I want to install a 1.5.2 jar with mods (specifically, Better Than Wolves).
    Is there any remote chance that this is possible on the same install, or am I going to have to backup my current minecraft folder, install the 1.5.2 stuff, then swap the folders out?

    Cheers!
    ~Alt
    Posted in: Mods Discussion
  • 0

    posted a message on Saturday with Sach: My First Night
    Ah, beta 1.8! I had been reading up on the game for quite a while, but never was willing to shell out the cash to try it. One day in October of 2011 I broke down and bought the game. And boy, I'm glad I did!

    My actual first night was in peaceful, and my true first night was really nothing to write home about, and I really don't recall it. My most memorable world was when I seeded an NPC village and turned it into a small city (repaving the streets, building apartments, etc.) in survival, which I found quite fun.

    Then I discovered mods, and I actually changed my major (film/video to computer science) partly because of their influence.

    So, in a nutshell, Minecraft changed my life!
    Posted in: Minecraft News
  • 0

    posted a message on BattleTech Mod
    Sorry, haven't really been checking the forums lately, with calculus trying to kill me and all.

    Quote from Warzel_Drake

    I apologize for not reading through the whole long thread. I am just so excited to see something like this up, I revived my old curse account and brought it over to this site just to pledge my assistance. Now I have no idea exactly what it is you need or what direction you are exactly taking, and to be honest, I do not care. I will literally do anything you need just to see this project succeed. I would learn 5 new languages and personally build models out of paper if it would help (no I do not think it would, I am just using a strange exaggeration to express that I am sure I could contribute in anyway you could possibly need)
    I am a digital editor, have done some 3d modeling, an honest to god avionics tech, very passionate about Battle Tech (although personally I think we would stand a better chance of building such mechs with hydraulics even though technology similar to myomer bundles does currently exist, a few other personal notes I am a big quad fan, would love to see one show up somewhere... {hint hint} and as cool as the whole mod sounds I have some concerns, but more about that later), have a roommate with a bachelor's degree in programming (like I said learn a few new languages if needed), and not to mention I have been known to dabble in programming myself from time to time.
    Short story, I can and will do anything on this project I have some spare time to burn anyways. Just bring me up to date and point me in a direction.
    Now for some concerns(please keep in mind these are a little blind):

    Size?
    Being that minecraft has a standard 1 block = one meter and that there is not exactly a standard size given for mechs, I could see any number of ideas popping up and each one of them would have their own concerns. Mechs that were too big could easily be unrealistic and/or not fit into the mincraft setting well. Mechs that were too small could cause contention and problems when it comes to controlling the models(if you were planing on piloting them in real time similar to the Mech Warrior video games). My two bits (far too little and far too late I know) would be to try to build a turn based game using the BattleTech table top game as a reference and have one block = one game board block. Sure it would take some tinkering to either change over to a square grid or line of site instead of the hex grid we all know ever so well. You could then simplify the models down to about one block high and control them via some form of gui. As much fun as that sounds for me (why bash an old idea over and over again Mech Warrior is great but is it really BattleTech? and the flip side of the coin if Mechwarrior is what you are going for why fly the battletech flag?) I doubt you are or even could feasibly head in this direction at this point in time. Although come to think of it, if the atlas is only about 16 meters tall, 16 blocks is really not all that bad to play with in minecraft anyways. it might not fit in all the standard places but that is what flame throwers are for right? anti-personal and clearing foliage right?

    Fitting the host game vs cannon
    as much as i love battle tech I would be more willing to butcher it on behalf of the host game, it might even simplify things like rather then find some C-bill to minecraft conversion would it not just be simpler to build a repair bay and treat it basically like the anvil? Add X number of resource to repair. (iron for iron plating, diamond for diamond plating, redstone for internal wiring ext.) after all every one here will be playing minecraft first, your mod second. I see no reason to not add a few new ores or resources to suit needs but why go haywire and reinvent the myomer here.

    Single player Vs Multi player
    No mater the direction this is going being that minecraft has a multi player setting. I am sure the need to play with friends will show up however I would like to see you take a page from history and learn an important lesson from Steel Battalion. Multi player is great but being that the vanilla mincraft mobs are likely to be a little incompatible/weak for this kind of heavy artillery I foresee the eventual need for custom NPCs to keep the battle going.

    Well this has been a long rant about problems I am sure have ether already been hashed over or useless gibbering either way I am here to help just let me know where to start. I would be more then willing to contact you via whatever medium is best suited to the projects needs.



    First off, if you or your roommate could explain the basics of the new launcher and forge modding with it in a cliffnotes version to me, that would really be appreciated. Also, we have a coder position open right now, so if your interested... (granted, any coder is welcome, no matter how many we have.)

    Next, your size concerns: Because the 'mech's are so huge, there is a threshold for size reduction that wouldn't really detract from their appearance. For example, if an Atlas was only 12 blocks/meters tall vs 16 meters, and everything else was relatively scaled from that, the Atlas would still scare the pants off of anyone facing it. In the heat of battle, it is likely no one would really notice. This would make it more feasible to add.

    Thoughts on canon: I'm trying to keep it as canon as possible. However, I'm also trying to keep Minecraft as canon as possible, as well. My goal for the mod is to make it feel like your a hero for your chosen faction, yet this feeling should fit seamlessly enough with the standard Minecraft experience that nothing is 'jarring'. For example, I only want to use 16x textures for everything, and leave the BattleMechs as 'blocky' as possible. On the C-Bill idea, perhaps resource trading? For example, after smelting Iron, you could sell it for C-Bills, and then if your 'mech needs repairs, you could buy materials with the C-Bills. This would make automated farms and the like much more useful in a high-tech society.

    Finally, your SSP concerns: A while back, I had an idea for allowing mobs to 'steal' a 'mech and use it against you. Passive mobs would fight alongside you, neutral mobs would attack you only if you attacked them, and hostile mobs would try to take the royal family hostage at every opportunity. Of course, this has its flaws (If you logged into a server for the first time, and they had creepers spawning in lance after lance, that would really suck), but it does add a way to power up the mobs so that they aren't completely helpless against robotic destruction.

    Thank you once again for your interest.


    Quote from LordSmashmore

    uuum sorry if u guys get this a lot im kind of new here(like 10 minute old profile new lol) and i was just wondering if this mod is still alive as i have been watching for a while now and havent seen any progress reports in a while


    We're still going, albeit slowly.

    Quote from MechJunky

    I'm pretty sure this is still up and is in progress. Are you guys gunna make a server for this?


    Absolutely! I think one of our team members was looking into an FTB pack, as well.
    Posted in: WIP Mods
  • 0

    posted a message on BattleTech Mod
    Quote from MechJunky

    Well, I hate saying stuff that's been said over and over, but do you have an idea of when it will be made? Before you finish, you should consider making a Tekkit modpack. It's way easier to download for the people and it would be easy to set up a multiplayer server. I made a decent Tekkit server, so maybeI could learn to add your mod into it.


    I'm actually considering a FTB modpack, and since I plan on using the UE API, it will be compatible with such gems as galacticraft and ICBM.
    Still no release date.

    Quote from Shadow_Miner123

    If this mod is still alive and well, i can help code.


    Um... yes! I would love another coder!

    Cheers!
    ~Alt
    Posted in: WIP Mods
  • 1

    posted a message on BattleTech Mod
    Haven't been on in a while... It's been a bit busy, it seems.

    Quote from MechJunky

    Alright then that would be bad. I didn't know they could copyright the sounds.

    What mechwarrior game are you thinking of taking sounds from?

    Or are you going to make your own?


    They can copyright anything they please, actually. In answer to the question, we have some sounds ripped from Mechwarrior 2 and 3, some I ripped (and edited) from other games (for example: Empire Earth II), and I may make some other ones.

    Quote from vistawiz

    Oh hi, happy LATE 4th of July! Anyways, sense its July, I expected some people to be out of school, but I don't know how the other schools work. Anyways, if some of the people who are working on this mod got out of school, I wan't to ask them a question. What progress do you have right now? Like I said, I don't know how the other schools work, but just asking with curiosity, but sometimes curiosity kills the cat, or the MadCat. o_O


    I present a certain portion of my paystub as indication as to our progress:


    Keep in mind "Year to date" spans from early May onward.

    Also, Waddles temporarily (I hope) left, I only recently heard from Kielaran, and everyone else appears to be MIA. If I ever find the time, I promise I will release an alpha build (which will likely be extremely glitchy) for you guys to play with.

    Cheers!
    ~Alt
    Posted in: WIP Mods
  • 0

    posted a message on BattleTech Mod
    Quote from mechwarrior15743

    is this topic still alive? if it is do you have a estament on a release date? it seams like you guys have been doing this for around 2 years.

    Quote from CyclonerM

    The project is still alive but rhight now most of the team is going to school. They will probably make more progresses this summer.


    Yes, the topic is still alive. The reason it's this old is because I posted this when I had no knowledge of java whatsoever (like a stupid noob), and RL got in the way of getting anything done.

    In fact, RL is still getting in the way. I put in 101 hours at my job in the last two weeks, and I haven't had a real day off (I had to go in and do a few things) in about 3 weeks.

    However, school should be wrapping up for the rest of the team here soon, and things should start settling out at work within the next 2 weeks, so we should get going on it soon.

    Cheers!
    ~Alt
    Posted in: WIP Mods
  • 0

    posted a message on Keeping mod in 1.2.5
    This is probably not a good idea. Developing for 1.2.5 is akin to saying that you want to develop a game that runs only on DOS. Nobody really uses 1.2.5 anymore (I do very rarely). However, I do understand both of those reasons.

    If you do go ahead and do it, I guess I'll pull my fresh jar backup of 1.2.5 and give it a try.

    ~Alt
    Posted in: Mods Discussion
  • 0

    posted a message on BattleTech Mod
    Quote from Kielaran

    lets not forget that any mechbay worth its salt could would (sometimes halariously failing) at chopping up busted mechs and splicing them together.. Thats just my bit personally~

    Quote from CyclonerM

    If you can, you could simply make a rudimental hardpoints system: IS 'mechs can only mount only ballistic, energy or missile weapons in their hardpoints while Clan 'mechs can mount a more variable range of weapons in each hardpoint,just like MW4.


    Thanks for the ideas. Here's another one: conventional 'mechs cannot be refitted. You can customize them all you want while crafting them, but once they're built, that's it. The only way to refit the 'mech is to break it down into its components (as Kielaran was suggesting) and rebuild it with a different loadout. In the early mod builds (or maybe permanently?), this is accomplished by placing the weapons directly into the weapon slots when you craft it.

    Omnimechs mount 'omnipods' in the weapon slots. This will allow you to access a GUI that you can place your weapons in. That means that you can change out weapons in the 'mech bay quickly and easily.

    Thoughts?
    ~Alt
    Posted in: WIP Mods
  • 0

    posted a message on BattleTech Mod
    Quote from Hexidecimark

    Just use an Urban mech for mining. Also, I'd put in the Black Hawk (It's an Omni most of the time, and even though it's medium, I took out a Kodiak with it once. I feel like the Omni mechs would add an impressive level of extra customizability, which is obviously something you want in minecraft.) Of course, if that's too much work, it's understood.


    I'm planning on putting the Urbanmech into an optional pack (once we get that far) because only a few would really want it. Why not mining? Because there are some awesome looking ICE 'mechs specially built for the purpose: http://www.sarna.net/wiki/Category:Industrial_%27Mechs

    As far as Omnimechs go, they are a Clan-only tech, so that wouldn't work entirely. However, since customizable mechs are a necessity for the game, there would have to be some sort of benefit for Omnimechs vs conventional 'mechs that didn't take away the customizability of the conventional 'mechs. Perhaps a 'weapon mount' that is consumed after every refit?

    Sorry, thinking aloud. Thank you for your interest!

    Cheers!
    ~Alt
    Posted in: WIP Mods
  • 0

    posted a message on Who is the strongest Pokemon in the world? (Poll)
    I typically stick to gen 1, thus making me admit my age.

    The way I play the game (which is "utterly ripping it apart"), the strongest stable Pokemon I've come across is X ゥ- xゥ, (its stats are through the roof, and in total comparison, are almost 100 greater than Arceus), and it can learn the TMTrainer move.
    Posted in: General Gaming
  • 0

    posted a message on Good earbuds for $25 or less
    Quote from SpartanBlockhead


    They look decent. Do they cancel outside noise to a decent extent and keep sounds inside?


    They will keep noise out as good as any OSHA rated earplugs, and I can comfortably listen to music while running loud equipment (mine got a workout today. Got off a mower literally 2 hours ago). They also add some punch to the bass that is quite noticeable outside of a work environment.
    Posted in: Hardware & Software Support
  • 0

    posted a message on Good earbuds for $25 or less
    Don't know if they're the best quality ever, but I bought a pair of JVC marshmallow earbuds (at least, I think that's what they're called), and will definitely buy them again. I use them for running string trimmers, mowing, etc. and they work as good as any pair of earplugs I've used, so they should cancel noise pretty well. They'll set you back 15$, and sound good enough for what you pay for them.

    ~Alt
    Posted in: Hardware & Software Support
  • 0

    posted a message on BattleTech Mod
    Quote from Brinith

    umm... is there really any progress on this mod anymore? Seems more of a MechWarrior nostalgia thread


    Indeed, there has been. I hope to update the OP soon to show some of the changes, as soon as I get a couple of screenshots of the models from my modelers.

    Sorry it's taking so long. School and work come first, and one or the other (depending on who you ask) are heavily effecting production. As for your observation on how it seems like a mechwarrior nostalgia thread, it kinda is. That's part of the fun of the mod! Rest assured that you will soon be stomping across blocky plains and extreme hills.

    Development hell sucks.

    ~Alt
    Posted in: WIP Mods
  • 0

    posted a message on BattleTech Mod
    Quote from Kielaran

    I myself use a quad array of L lasers on a firefly with BAP AMS and MASC. Intended for hit and run sniping with if I remember right a top speed of 163kph. And I well intended to fire off every lazer at once in order for the highest damage..

    Quote from vistawiz

    I find my self using 4-5 gauss rifles on a Supernova, with a small laser or MGuns. A way of sniping, considering 4 to 5 gauss rifles can take out a leg, so yeah.


    I'm more of a fan of conventional weaponry. In the board game, one of my favorite 'mechs is the Ryoken 'D' config. 2 SRM launchers, 2 LRM launchers, and a decent amount of ammo (so I'm not too concerned about running out). If kept just outside of the thick of battle, they are absolutely brutal.

    The Hunchback IIC is also pretty good for rush offense or ambushes, but it doesn't last very long in the thick of combat. I tend to use them a lot on city maps.

    ~Alt
    Posted in: WIP Mods
  • 0

    posted a message on BattleTech Mod
    Quote from CyclonerM

    I hope now you'll try to convince Alt to make this.. not forgetting,if possible, joystick support :)
    Little off topic: i hope you could help me to learn that damned dive with SmartMov.

    Sorry I'm replying late, but this is the first time I've had time in a while.

    I actually found an API for input devices (joysticks and the like), so I'll see if I can incorporate it. I'd really like to get the Saitek x52 as an input for my version:



    Is this totally cool or what!?

    I plan on making the controls as customizable as possible, too, so that you can adjust them to your preference.

    And as to your question on Smart Moving dives: what works best for me is to run, press and hold the grab key, then hit the sneak key just as your going off a cliff. So for me: [WW] (double-tap W to run), [F]-hold as you approach, [shift] as you go off. I perfected this method with the Twilight Forest mod in the tops of the massive oak trees. Hope this works for you!
    Posted in: WIP Mods
  • To post a comment, please .