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Jun 19, 2013To be technical, lightning doesn't actually have a position; It isn't really an entity. The coordinates you give it are the coordinates where the lightning will strike, not an actual place for it to move to. In that regard, Country is correct: you do not need the setPosition method after initialization.Posted in: Modification Development
Jun 13, 2013Before I begin, I did have the thought to do some research. Sadly, I have not found any significant help from articles about accurately simulating faling trees in videogames, but there are various videos on YouTube that can be used as a reference. I will be referencing .Posted in: Requests / Ideas For Mods
Quote from AustinMclEctro
Thanks for the realistic reply. Mind the pun. lol
I don't mind, I rather enjoy word play and that one illicited a decent chuckle
For ease's sake, perhaps the leaves would stay in their original positions relative to the logs. Leaves that hit the ground or other structures would just... disappear, perhaps? "Destroyed" in the felling process.
Or be randomly scattered within a certain distance of the felled tree?
-->I would actually go for a mixture of both results. Most leaves that get in the way are destroyed, but some randomly scattered.
The issue with Minecraft trees - or, primarily, jungle, oak, and possibly birch trees - is the branches that deviate from the tree's trunk. Normally, the branches would be, for the most part, smaller than the trunk. It appears that, because of this, any branches on the side that impact the ground first become, for all general purposes, flattened. Leaves do as well. But Minecraft tree branches are the same size throughout as the trunk is. Should the trunk land on a branch, it would have to be decided, likely by calculating the overall speed of the falling logs, whether or not the branch should be destroyed and subsequently dropped as items. Similarly, it would likely be wise to calculate whether the items that are landed upon - likely limited to foliage, wood, cobblestone, hay, beds, chests, wooden doors, fences, glass, sand, and the list continues for items that would likely be damaged by a large falling object - would be destroyed by the falling tree.
tl;dr: Whether or not the branches/leaves that initially hit the ground survive or not should probably depend on their falling speed/distance and the speed/distance of the blocks that land atop them, with an added random chance - maybe 33% or so for leaves and 10% for logs - of being destroyed on impact anyways.
Oh, and cliffs...
If a tree fell off of a cliff, I suppose everything falling would keep falling until it hit whatever was below, wouldn't it.
Kind of like sand or gravel..
Most likely, but then it would be rather entertaining if the entire tree could spin as it fell. The aforementioned video includes at least on tree which does this once cut. That would involve treating the entire falling tree as an entity, but it may be possible.
- Most leaves/branches that impact the ground first would likely have to be destroyed.
- Should calculate the speed of the falling tree to decide whether or not to destroy the previously mentioned leaves/branches, as well as any objects that are hit
- It would be rather interesting to have trees falling from greater heights act realistically in their overall fall
Jun 13, 2013I can't take on this, but I thought I would make mention regarding the followingPosted in: Requests / Ideas For Mods
Mobs: Custom Mobs, custom AI, and special events on some mobs.
Models: Custom models, for the mobs but I don't know how they get animated and blocks.
Models can be relatively simple, but, depending on the animation, that may not be. Truthfully, one of the most difficult aspects of entity models that I have encountered is how to render them appropriately. Since Minecraft uses a hard-coded animation system and not a - what I consider to be - more flexible keyframe animation system, it makes certain animations rather hard to make.
In my opinion though, the hardest part of your request is that of a custom AI. Creating an artificial intelligence is not, for most people, an easy task. Depending on the complexity of the AI you are requesting - which, I might add, you should probably fully describe so that people can know whether or not it would be possible for them to create - few people will likely be able to make it to your satisfaction.
Jun 13, 2013It is - potentially - possible to have the tree literally fall over (Not just go immediately from A to D without steps B and C), it'd just be bloody difficult, primarily because of the issues regarding landing. As mentioned, there is the issue of a objects, such as a wall, being in the way. Additionally, there is the difficulty of deciding which leaves would or would not survive the fall - since many of them would be destroyed by the falling logs - and where the remaining leaves would land. Would they remain in the same original position relative to the logs? Would they continue falling until it wasn't possible for them to fall anymore?Posted in: Requests / Ideas For Mods
The calculations for what should fall would likely be at least of medium difficulty to calculate, but the actually falling/calculation of where everything should go would be the hardest bit.
Still, it would make for an interesting mod, just bloody difficult to find fitting solutions to some of the aforementioned problems.
There are mods that add numerous entities, mods that add slants, mods that add microblocks, mods that can convert entire structures into airships or boats, and the list goes on. I don't think diagonal blocks would be much of an issue
Jun 4, 2013Bryguy posted a message on A Few, (Un)related Questions [Concerning: Mac, ModLoader, Forge, MCP, and Base MineCraft Files]In answer to your first question, I personally have not had any issues insofar. There have been a few times where the processes in tutorials have differed, but I have yet to have any significant incompatibility issues.Posted in: Modification Development
Tl;dr: Not that I know of, but every person's experiences differ. It is conceivable that others have had problems, but I have not, nor have I encountered anyone with significant problems caused by using a MacbookPro instead of a PC.
As for your second question, much of this is up for debate. Personally, for any experimentation I have no issues with modding base classes. In practice, I avoid it as much as possible for any mod I may publish. If I remember correctly, there are various processes that allow you to, essentially, modify base classes without actually modifying the class in your workspace. I believe Pahimar's Let's Mod series has information on setting up your workspace for this.
Tl;dr: It is generally left to opinion, although the majority of people do suggest avoiding editing base classes, for the sake of compatibility. Although incompatibility is not guaranteed, there is a higher likelihood of it occurring.
Finally, in terms of ModLoader versus Forge, it is really up to what you would rather use. ModLoader used to be the primary API used by most, but in recent history it has been primarily replaced by Forge. Additionally, Forge now includes its own version of ModLoader - Forge ModLoader, or FML - which, to my understanding, can be used to accomplish the same processes the the original ModLoader could. Lastly, Forge does have greater compatibility with other mods, since most mod creators utilize it.
Tl;dr: It is your choice, but Forge is the primary API now. For best compatibility, I would suggest it. It also can do what ModLoader does and more. The downside is that Forge has a higher learning curve than ModLoader.
I hope this helps somewhat.
Tl;dr: In the end, it is really your opinion that matters the most. For highest compatibility, I would suggest using Forge and avoiding Base class edits. The operating system you use should not matter. In theory, as long as it can use JDK and has at least some word processing application, you could use Linux or Ubuntu.
Good luck, and Happy Modding!
Edit: Whoops, I did forget to link you to Pahimar's Let's Mod series, found here.
Apr 24, 2013Normally I'm happy running anywhere from 10-70 fps, but I do play with an extremely heavily modded client...Posted in: Recent Updates and Snapshots
1.5.1 though, no mods, I've been getting approx. 100-300 fps. I could probably allocate more ram and get better, but I'm far too lazy for it.
Apr 20, 2013Posted in: Recent Updates and SnapshotsQuote from HC_Productions
How do you get this to work? When I tried it the leash broke and the pig fell to his grisly death. The leash also stayed attached to the post despite no longer being attached to an animal...
Place the animal on a block approximately 4-6 blocks beneath the post you are going to tether them to. Use the leash on the animal, use it on the fence, break the block beneath the animal. Because of the reduced or non-existent velocity, it will bob up and down.
Downside though is that if an animal dangling like this touches any nearby blocks in such a manner that they "land" on it they will likely die of fall damage.
Apr 19, 2013Okay, then for that you'll have to use subparts/children (however you feel like describing them)Posted in: Modification Development
This should help, it's the only specific place I've seen that actually tries to explain subparts
Alternatively, if you have the code I believe you just do something such as HEAD.addChild(HORN) (Where head and horn would be the names of your head and horn pieces)
Apr 19, 2013Hmm, I definitely see what you mean!Posted in: Modification Development
I did some research, and I can tell you that you aren't the first person to have problems similar to this (Browsing the Techne thread gives some results), but I'm having issues finding how people resolved their model issues. However, one person did suggest trying to switch the Y and Z values (or X and Z or X and Y) for either the Rotation Point, the addBox, or both. Try experimenting a bit with that and let me know if that helps at all, hopefully it will work for a simple solution.
Apr 19, 2013I know how to use Techne and other modelling programs to create Models, but the one thing I have never been able to figure out is how to create models (or pieces of them) that are similar to the Ender Dragon's wings, where it's essentially just the 2D texture and without any depth to it. Would someone be able to explain to me how this is made? I've seen numerous other people use it, but I simply cannot seem to figure it out.Posted in: Modification Development
Apr 19, 2013The answer to #1 is most likely not what you were hoping for: you can't. Specifically, Blender models are not compatible with Minecraft models, nor is there any software (That I know of) to convert a Blender model to a Minecraft model.Posted in: Modification Development
You can however create your own Minecraft player model using software made specifically for creating models compatible with Minecraft, such as Techne. I do not know of any way to use Blender models in Minecraft without a complete rewrite of Minecrafts model code.
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Apr 4, 2013Bryguy posted a message on Minecraft Surpasses 10 Million Sales, 1.6 Feature Spoiler AlertOh.. my... goodness...Posted in: News
They're adding blondes?!
Nov 25, 2012Posted in: News
- What can be modified in the game using the API?
I hope they keep this promise. Currently there are a ton of various things that are used to be modifiable, but because of how Jeb and the team have changed stuff aren't any longer. If they truly make it so that anything and everything is can be modified, I'll be extremely happy.
Feb 23, 2012Some bugs with the Golems:Posted in: News
- They sometimes will go too long before chasing zombies (Spawned a bunch next to one, waited 30 seconds before he did anything but wander)
- Sometimes will randomly "go idle" with zombies around (Killed one zombie, then just stood completely motionless)
- Don't detect zombies that aren't nearby
Jul 5, 2011Pretty cool, but does the wool actually have any reasoning other than looking cool? Is it on a timer, or does the wool have something to do with getting the notes to play? That's what I'd like to know. Still, pretty cool.Posted in: News
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