How nice. I've suddenly had a complete loss of activity on all my threads. I wonder why.
GG Twitch. Ruined yet another good thing.
How nice. I've suddenly had a complete loss of activity on all my threads. I wonder why.
GG Twitch. Ruined yet another good thing.
I wasn't quite as angry about this as everyone else when reading it, but now I'm furious to see it's effectively killing about half of the community.
I once considered twitch, now I absolutely hate it. If you think this is a smart business move to get more people on either Twitch or Minecraftforum, then you are gravely mistaken. Gravely mistaken beyond belief.
Quote from Mastermined»
Well, too bad. I don't like Twitch. The fact I have to deal with it existing alongside Minecraft Forums is no problem. But I'm not gonna create a separate account I am never gonna use anyways just to continue posting here.
Sorry for disappointing you, I guess.
Quote from The_Real_Spirit_Guardian»
I have yet to work with Ruby.
Don't forget that sometimes you have to hard code features in to figure out what is wrong, then code them in modularly after the problems have been resolved. In terms of the Auto jump, you were right on your first assessment; beyond needing to place the code in the right location, adding the auto jump would have been relatively easier than coding in a polar bear.
Adding the polar bear requires the addition of sound/texture references, localization (since they have plenty of languages it needs to be translated to and the new subtitle system for the deaf/hard of hearing), animations, adjusted AI so they don't act too similarly to other animals in the game, and a few other things I am probably forgetting (but I think I made my point).
I think what took them the most time was figuring out what to add, finding/fixing bugs, and making/adding the new resources (sounds/textures/etc). Those dang bugs can hide anywhere, even in lines of code that seem to work correctly.
I would like to apologize for making assumptions, since that is a sort of "coder sin". It is terribly bad to make assumptions within your code, and within life, since that is where a lot of bugs and problems will pop up.
The only exception for script kiddies I give are people who are just starting off and use it as a base to start coding, since that mod maker thing seems to be able to also add in custom code (or it could about 2 years ago, not sure about now).
Quote from The_Real_Spirit_Guardian»
I don't believe you. I have not modded for minecraft, but I work as a software engineer and I can tell you that it takes more than one line of code; unless you ignore all whitespace and collapse the code to individual lines for each change.
You do not have legal access to the source code of minecraft, but if you had half a brain you would be able to tell that it is a couple thousand lines of code split up into several files. Minecraft is more complex than any mod, even The Aether mod since it is working off of minecraft as a base. To assume that some of these changes only take a few minutes to a few hours is ridiculous.
Do not compare game development to Mod development. A mod I would like to point out that uses only vanilla features to work is the Herocraft Mod, which is hosted on a server (go to hc.to for more info). The Herocraft mod has RPG elements such as custom classes, useable skills, bosses, dungeons, and items without requiring users to download any mods.
The reason I point out this mod is because it is using primarily only vanilla resources and functions, and everything is handled server side without players needing to make any modifications to their game.
Not only did you understate the number of lines of code needed, you also understated the number of hours needed. You cant just have an idea and add it in that instant, you have to plan how to implement it in order to reduce the number of bugs created.
They first have to figure out what to add, then they have to decide how they will implement it, and after they have decided how to implement it they begin the test phase (snapshots) to see if it works; during the test phase they will refine the features and remove any bugs they found.
If you honestly think it is that easy to program a game, even just adding features you think should be easy to add, then I will never get any mod you "make"; because you obviously don't plan what you are adding and any mod you have will be rife with bugs and missing features. I bet your "mod making" consists of that script kiddie "minecraft mod maker" thing that does everything for you. Tools can only go so far.
Of course I'm not comparing game development to modding. One feature I may have not thought through thoroughly is the auto jump, that definitely took planning in order to reduce bugs since it adds a new way in which the game works. A basic block that doesn't change how the game works however, takes such a minuscule amount of time due to it basically being a template. I have worked with many programming languages including Ruby, C#, JS, and ovbiously Java. Not going to count irrelevant langauges to this situation of course, such as HTML.
In each of these languages, once you have a base class, you will create instances of it. If you want more functionality than the base class has, you will have to make a new class that extends it, which will be a bit more work depending on the extra functionality, but likely won't affect other parts of the program since it is in a new class. If you want and object that is the same as the base class, you make in instance of it rather than a new class. Making an instance of a new class only takes one line, disregarding white space. In the Minecraft src, they set the block hardness, resource location, and all that on the same line as registering it, such as new BlockSomething().setHardness(random number), and so on. Ovbiously they probably have whitespace and a different name for their methods, but after decompiling it removes whitespace and everything is named func_somenumberhere so my example is likely a bit different than theirs.
About the last part of your message, you are gravely mistaken. Next time, you should look into what a person has made before making assumptions. Otherwise if I didn't change my mind about it, I could have made you look really stupid. I originally did, and ran back home to edit because I realized it was wrong to do so.
Click Here to see my most popular mod. Just take a look at some of the screenshots and you will see evidence everywhere that it is not made with a modmaker. Crouching and proning should be enough to convince you though.
EDIT 2:
P.S. I actually strongly despise kiddie "minecraft mod makers" since from my opinion, they insult me as a programmer. You didn't insult me, actually I really enjoyed your message, just letting you know where I stand on things like MCreator.
Quote from Byeforever2»
Thank you.. ^_^^_^
Quote from Byeforever2»
Wow...
At the end, I'm a little shocked.
I thought Jeb was a really hard-working developer for Minecraft: Ocean Monument, Elytra, Shulker, End City, Woodland Mansion, etc. Personally, I would not like to get lazy and not be as productive. And one of my reasons comes from consumers's reactions, including what I've read at this very moment.
But, if I ever become a rich game developer, like Mr. Jeb, should I even bother if people are saying I'm not working hard enough??
Whether you bother should be based on the enjoyment you are getting out of it. If you do ever become a rich game developer, and still want to be productive but don't want to really work on a certain game of yours, the best thing in my opinion is starting a new project, while still giving the other it's needed support for bugs and the like. Or if you have a trusted friend that would take your game in the right direction, a fresh developer on the game is excited to work on new content and will take great enjoyment out of it.
That's my advice to you on what I would do, and likely will do once I release a game of my own =)
You still haven't explained to me what you think Jeb is doing with his time, considering he's used months to code something that you're essentially claiming that you could do in a day.
If fact, maybe you should make your own games, because not a single indie developer out there seems to be capable of adding content at the rate that you're talking about here.
Also, as a programmer I assume you're familiar with searching and sorting of data structures? So I find it's peculiar that you, of all people would say that "if the array is too small, you just increase the array". If you increase an array size, then every search through that array is going to be slower, because there's more to search through.
Anyways, this is getting off topic, so I'm gonna let you have the final word. Peace.
And in your modding experience, why do you suppose Jeb spent months on this?
I always find it amusing how modders, who only needs to write code at the highest level in an already highly functional environment that has been spoonfed to them by the actual programmers who go down and dirty with the actual source code, sit and lecture programmers in how programming is done.
It's not always that simple. When you write only 1 line of code, that assumes something about the source code that takes that line of code. What if a given block doesn't fit inside an array? Or whatever else that may be the case for new content.
Also, afaik each block texture has been hardcoded into the game, for efficiency. So it's not just 1 line of code. Secondly, the Magma block has game logic attached to it. That's additional lines of code.
"Tweaked cooldown mechanics to be less confusing"
Just tested the update, and now the mechanics are even more confusing for me. This patch is like if you got a new pair of clothes with a hole in it, and then try to fix it with the fabric from old clothes, which ends up making the hole even bigger.
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That was probably a bug, does it still happen? (Sorry for the late reply, I wasn't aware MC forums was still active haha!)
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Thank you Misha, you are quite right! =)
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A large expansion update is coming soon....... War in the East! Watch out for it =)
In further news, the official server is now open to everyone as of this week. Be sure to download this weeks update to join the server
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Oh I see. Well, I can't really fix such a problem, it sounds like Orespawn modifies something with minecraft, and obviously I'm not the developer of orespawn. You'll just have to play without one of the two, unfortunately.
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Does the problem only occur with orespawn installed?
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Well yeah, I gathered as much, my question was what does it mean that he's posting it here..... but I can see it easily coming across differently.
I'm very confused as to why he would post that lol
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............................? Whaaat? What is this supposed to mean lol
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They both link to the same place, Mediafire, which has the latest version. I tested it just now to be sure.
Unfortunately, it is a case of people not knowing that "outdated version" could possibly mean they need to update the mod.
Unless, are you not using the join server button on the main menu? That could certainly cause it, because we had an IP change. I specifically made it so that if you attempt to connect to the old IP it says outdated CTB version, so that people would download the new update with the button that links to the new server IP.
Don't use direct connect or server list for the official server, but my guess for most people it's they somehow can't understand the error message. Especially because I didn't exactly share the server IP, because you can join through the main menu
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..............
How.
Just how.......
How many of you people? HOW MANY xDDDD
I mean seriously, how many people can possibly not even get the slightest idea that when they get the error message "Outdated CTB Version" that they need to download the latest version of the mod?
I'm not angry or frustrated, just the amount of people somehow don't understand the extremely clear message makes me lose hope in humanity XD
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xD I'm glad you like them, I'm an extremely random person! Although, a couple are references of course =P
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Hmm, well that's not something I expected the update to fix, because I'm still trying to figure out why it happens for you(Nobody else reports it and I can't get it to happen....)
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HUGE Update! Spawning in QuickSkirmish should work now too
-Fixed lots of potential exploits
-Added Grenade Launcher for Kar98k, M1 Garand and Arisaka coming soon!
-Increased Accuracy of certain weapons, i.e. Stg.44 rarely hit at mid range using 4x scope
-Added Wirecutters to technician class
-Cutting wires now gives XP for your class
-Heavily Increased XP gain for national level when defending a base
-Doubled XP gain for national level when capturing a base
-Fixed resetting of bunker doors
-Fixed player syncing to preven team imbalance
-Fixed resetting of normal and metal ladders(Now the maps won't get screwed up anymore, wooo!)
-Improved aim sync so that where you look is where you hit
-Keep chunks loaded on bases so that resetting maps always works properly(No more will the bridge on bulge always be down!)
-Fixed shots going into the floor sometimes when prone
-Fixed Panzershreck recieving the wrong bullet type
-Fixed explosives not damaging bunker doors that are outside a block physics zone
-Fixed floating sandbags
-Gun Volume in settings actually works now
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Huh.... that's weird.... I can't get the bots to break but you are right about spawning not working! I'll see what I can do to fix
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Thank you, I appreciate it =)
Due to the over-complication of setup for other gamemodes, until I find a simpler way it's built to always set up Quick Skirmish.
It's super simple to set up, just do the following:
1. Grab the selector tool, right click a central fighting point(used for bot pathfinding)
2. Shift-right click it, set the ally spawn point
3. Shift-right click it, set the axis spawn point
4. /startGame
I'm thinking the switch gamemode button is probably what broke it, as for now that is not meant to be used except to clear a gamemode(/ctbGamerule gameType none) =P
Odd the textures are missing for class menu for you... I'll try to see if I can reproduce that.
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https://www.mediafire.com/file/zwm4qd4cdeja30n/The Vale of Shadows[1.7.10].jar
Heres a direct link ^