• 0

    posted a message on [1.2.5][WIP] QuestAPI [v0.7][Forge Compatible]
    I am planning on making tutorials on how to make your own guis and also for quest chaining and how to make a quest that can be only accepted at a particular location and completed at another location (aka, one npc only gives the quest and another npc only takes the completed quest, useful for "hey, go talk to that guy!" quests). And tutorials on how to consume items when a quest is complete (pretty self explanatory, but still useful).
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.5][WIP] QuestAPI [v0.7][Forge Compatible]
    Ahh I see, didn't realize that you gave me the link. And you shouldn't have to, I'm asking Flam is this can just be a packageable api (aka, the modder packs it with their api so their users don't have to download from other locations).

    Ok new update should fix problems! Is downloaded as the source, so may cause issues if you don't use forge, but you should be able to just delete those lines that have to do with forge without comprimising the rest of the api itself.

    Edit: Added two new tutorials (for 3 total so far). Tell me how you like them and if anything needs to be cleared up, Thanks!
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.5][WIP] QuestAPI [v0.7][Forge Compatible]
    Quote from zildjian97



    Yea. Forge edits Minecraft.class aswell.

    as well as about 4 other classes or so.
    Well doing the decompile for it right now, and will merge the code soon enough!

    Ok next update should be forge compatible! Yay! Just have to make sure to put this in second, so I'll be releasing source so you can drag and drop files for it.

    ok, last edit: What is the mod in your signature? I can't actually click on it, so I don't know the url? Are you able to let them know, I wanted to see what it was really quick before getting off, but I guess I'll just have to look it up XD. Also, like the mod, will get updates so you can get yours update (seriously last update).
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.5][WIP] QuestAPI [v0.7][Forge Compatible]
    Quote from zildjian97



    It's not compatible with Modloader? Then how did I get it to work? lol. Uhmm, what base classes does this mod edit?

    I just wasn't sure was all, but it is, they don't edit any of the same classes. But it seems forge edits about 4 of the same classes as this, so I'll have to sort of blend the two. That will probably be available in the next update as well.
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.5][WIP] QuestAPI [v0.7][Forge Compatible]
    Quote from zildjian97



    Uhmm, just try it yourself. Try making a new MCP folder and use your download from the topic then decompile and test it without even doing anything. You'll see the line numbers there. The only thing I remembered was the loadfile thingy.

    Your topic shows everything including tags. Or did you do that?

    EDIT: You should also make this compatible with Forge. Forge is a must for big mods and your API is an awesome addition to big mods.


    It was once compatible with Forge, but I'm going to work on that and modloader compatibility.
    Also, you need to update mcp (or at least thats what I did) using the batch file that comes with mcp.
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.5][WIP] QuestAPI [v0.7][Forge Compatible]
    Quote from zildjian97

    Yay! Did you already fix the error when using the v0.65? I'm very excited. :) BTW, I think MCForums ruined your topic.

    Uhh, what is the error for v0.65? The string index thing? I believe so, but I'm having trouble actually reproducing the error, so I have my best guess as is.
    are you able to give me an error report with line numbers?

    And how have they ruined my topic?
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.5][WIP] QuestAPI [v0.7][Forge Compatible]
    Quote from zildjian97

    Good! Welcome!

    Sweet, after an exhaustive fix, I finally fixed it! So this should now work in the next update, which is coming soon.
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.5][WIP] QuestAPI [v0.7][Forge Compatible]
    Quote from zildjian97

    And also, I think there is a bug where the quest is resetted when you exit the game. Or is it just me, because I've done something wrong or edited something?



    EDIT: In my Eclipse, I tested it and it loaded all the the quests I had when I exited the game. But in the real minecraft, it doesn't.


    Huh, this is very strange, I'll have to look into it. And yea, I've added in some new features and bugfixes that will be released once I get all of this stuff down. Also going to have to redo tutorial now XDD (well edit, more like).
    This is going to be a difficult bug to fix, since I can't debug. If there are any modders out there with suggestions as to what might be causing this, It would be appreciated.
    EDIT: Figured out what is causing this, it is where I am reading quests into the allQuests variable of questAPI, it appears that it cannot find those quests, darn it! Well, this is going to take some time to figure out. Thanks for the heads up!
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.5][WIP] QuestAPI [v0.7][Forge Compatible]
    Quote from zildjian97

    I keep getting errors with both downloads. I started with a fresh MCP with modloader and questapi, and when I test, I didn't even do anything, it says string out of index.

    Edit: I think it's in loadfile in QuestAPI.class

    ok, I'll look into this to figure out where it may be, thanks. Thats odd because I don't get this issue.

    EDIT: I think I may have found this issue, can you give me the full report so I can make sure? I'll release the fix when I do the next update, thinking of making each quest allowed to have multiple types (and thus multiple conditions to complete the quest on, like, kill these two types of mobs, or kill this mob and get this item, and break this block, w/e).
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.5][WIP] QuestAPI [v0.7][Forge Compatible]
    Quote from Toystory30

    My friends and I are going to use the Quest API in a BIG mod we're working on, as big as Equivalent Exchange or the Aether or like that. (But doesn't take as long as Aether developement. We're taking about 1 month?)

    Sounds awesome! Also, uploading a cool new version and at least one tutorial. Now that I actually have time, I will try to make most, if not all, of the tutorials today.
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.5][WIP] QuestAPI [v0.7][Forge Compatible]
    Quote from zildjian97

    Nice! Waiting on the tutorials. :)

    Yea, sorry, I've been trying to make videos, but my computer keeps hassling me. I will probably just make some written tutorials for the newest update once I release that.
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.5][WIP] QuestAPI [v0.7][Forge Compatible]
    Sorry about the quick update, but now you should be able to create your own GUIs to be customized for whatever look or gui type you are looking for! I will create some videos for tutorials in a while, so be patient for just a bit on that (this is a WIP API after all).
    Also, Quest Log must now be accessed by using a new book looking item with no name, id 300 (creative only, no recipe), behind fire charge. Quest Log is in the example version only! You get to make your own for your mod!
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.5][WIP] QuestAPI [v0.7][Forge Compatible]
    Quote from zildjian97

    Well, work on tutorials please. :)

    Yea, tomorrow (for me) I will make some tutorials as well as an enhanced video (one that shows all the features accurately).
    If noone else has any suggestions, though, I will just continue work on SMP and have v0.7 with SMP!
    Then I need to test that throughout and then I should be able to make an official release!
    I may also make some different looking GUIs for dialogue and questlog if people find this interesting, as well as maybe fix up how the Quest Tracker works.


    Also, v0.5 is out with less Base class edits and better looking items in guis (aka scrolling over items tells you their name and all but the achievement looking thing will have the magic part of items fixed to look normal).

    EDIT: I think I'm going to change quest log and quest dialogue so that these are resources used by GUIs to print information about quests. AKA: Instead of actually including my own GUIs, you can make your own and use the resources for quest printing to print information about them to the screen!
    If you like this, go ahead and let me know!
    Posted in: WIP Mods
  • 0

    posted a message on Attempting to blow up Regenerators in the End pauses logic?
    Quote from shinyjiggly

    I'm guessing he means the ender crystal thingies that regenerate the enderdragon's health.

    Yes, that is what I mean, thank you.
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Attempting to blow up Regenerators in the End pauses logic?
    Quote from DooDooRoonys

    Oh. It just happens quite randomly. I could be mining, walking, or just simply standing around when it happens. Nothing specific seems to trigger it.


    Huh, thats interesting.
    Posted in: Recent Updates and Snapshots
  • To post a comment, please or register a new account.