I would host my mod on here if the mod had been in its released state. We currently have multiple playtesters pushing feedback and suggestions so we don't release an unfinished product.
Why not announce a mod even if it's unfinished? I've thought of putting it out on the WIP modification section, but I really don't like the pressure of multiple people (not even having access to the mod yet) waiting on me to release it in some way or another. Sooner or later I will publicly release it, and announcing that here will be one of the first priorities for me.
I appreciate your honesty about open information, and I completely agree on what you say about it. But personally I use *that* platform for easier reach and contact (I wouldn't like to go by the old school PM system on here every time I want to talk about a feature).
If you or any others seeing this post want to ask about or playtest the project without using D****** please private message me on this platform. I check this site semi frequently and usually only lurk around, but I will definitely reply to your PM.
Interesting, thanks for the info! I'll do it this way now.
On a side note, is there any way I could contact you outside of Minecraft Forum? A platform like Discord or Telegram would suffice, I have a few questions regarding a specific part of the code...
As far as I know, the client_reobf.jar can be redistributed because it doesn't contain the whole minecraft jar but rather the changed code of the Java files (which as far as I heard is allowed by the EULA, as long as it does not allow someone to play Minecraft without a license).
Personally for my mod (currently in early development), I distribute the client_reobf.jar with instructions on how to patch it onto the vanilla jar file via MultiMC or manually deleting meta inf and all that. I personally have an automatic python file that patches the assets into the changed client_reobf, along with a hashed folder tree for the sounds (This is the same way that Right Branch of Development redistributed its files).
I'm a fan of the TMCW mod, it's been one of my main inspirations for my mod development after RBoD, and your forum posts are very interesting, I appreciate you lots!
You should probably start by learning Java first, because as with talking in a language, you cannot have full-length conversations with people just until you learn to use it.
However, I'm sure you're probably still insisting on working on this modification, so here's how it'll go:
(I have no idea how a1.2.6's codebase is, so I'll go off of 1.7.10's codebase)
Update the onUpdate() method with a check to see if the riddenByEntity is an EntityPlayer and the currentItem is your custom block, and if so, double the minecart's acceleration by using addVelocity() (See how it is used, then use it yourself)
Open launchclient.jar in MCP's root folder, and test.
If you're planning on making/releasing this mod outside of MCP:
Recompile your code from MCP's recompile.bat
Reobfuscate your code from MCP's reobfuscate.bat
Your new mod is now in /temp/ and is presumably called client_reobf.jar.
This may not be a ton of help, but it is a general outline of what to do. If you get stuck anywhere or not sure how to do something, see tutorials online on how to achieve it. Good luck!
This is like that one "Right branch of development" mod for 1.7.10 but instead of it bringing back old features without a change, it adds old features with a fun and balanced twist. Goodluck on development ! !
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Looks pretty awesome so far, looking forward to this!
EDIT: i just saw the date...
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I would host my mod on here if the mod had been in its released state. We currently have multiple playtesters pushing feedback and suggestions so we don't release an unfinished product.
Why not announce a mod even if it's unfinished? I've thought of putting it out on the WIP modification section, but I really don't like the pressure of multiple people (not even having access to the mod yet) waiting on me to release it in some way or another. Sooner or later I will publicly release it, and announcing that here will be one of the first priorities for me.
I appreciate your honesty about open information, and I completely agree on what you say about it. But personally I use *that* platform for easier reach and contact (I wouldn't like to go by the old school PM system on here every time I want to talk about a feature).
If you or any others seeing this post want to ask about or playtest the project without using D****** please private message me on this platform. I check this site semi frequently and usually only lurk around, but I will definitely reply to your PM.
0
Interesting, thanks for the info! I'll do it this way now.
On a side note, is there any way I could contact you outside of Minecraft Forum? A platform like Discord or Telegram would suffice, I have a few questions regarding a specific part of the code...
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As far as I know, the client_reobf.jar can be redistributed because it doesn't contain the whole minecraft jar but rather the changed code of the Java files (which as far as I heard is allowed by the EULA, as long as it does not allow someone to play Minecraft without a license).
Personally for my mod (currently in early development), I distribute the client_reobf.jar with instructions on how to patch it onto the vanilla jar file via MultiMC or manually deleting meta inf and all that. I personally have an automatic python file that patches the assets into the changed client_reobf, along with a hashed folder tree for the sounds (This is the same way that Right Branch of Development redistributed its files).
I'm a fan of the TMCW mod, it's been one of my main inspirations for my mod development after RBoD, and your forum posts are very interesting, I appreciate you lots!
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I found the solution!!
For my code atleast, I had to first run getchangedsrc.bat, and only after that I had to recompile and reobfuscate.
What I suspect the issue being is that the code creates markers using /modsrc/, and sometimes they have to be updated (?)
Well, whatever the issue was, it's fixed now.
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You should probably start by learning Java first, because as with talking in a language, you cannot have full-length conversations with people just until you learn to use it.
However, I'm sure you're probably still insisting on working on this modification, so here's how it'll go:
(I have no idea how a1.2.6's codebase is, so I'll go off of 1.7.10's codebase)
If you're planning on making/releasing this mod outside of MCP:
This may not be a ton of help, but it is a general outline of what to do. If you get stuck anywhere or not sure how to do something, see tutorials online on how to achieve it. Good luck!
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И что за мод?
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Those are some pretty cool models, not gonna lie. I wish you good luck in finding someone to work with!
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Did you manage to fix this issue? I can't even find a solution anywhere...
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about this... haha
I've been working on it for the recent time and I'm ready to open the playtesting stage of the mod.
Anyone is welcome! I'm only happy to be able to hopefully *continue* this mod's legacy.
Invite link:
https://discord.gg/HT4PzAjWJK
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so late haha, didn't check on this for a long time...
here's the link: https://www.mediafire.com/file/z3tdp60fv9fc55b/TRBD1.0.zip
have fun!!
p.s. i'm thinking of decompiling RC3 and adding my own stuff, maybe i'd get myself to revive it someday[/i]
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This is like that one "Right branch of development" mod for 1.7.10 but instead of it bringing back old features without a change, it adds old features with a fun and balanced twist. Goodluck on development ! !
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Looks like alexcrish decided to stop development for some reason. However he still makes animations, I think.
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Still waiting for an update...
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I keep getting this issue, i have already scavenged like half of the internet for a solution and to no avail.
I used the 1.18 Fabric example mod, and made it so it'd run on 1.16.5 via the musecow site
I DO NOT HAVE FABRIC 1.16.5 INSTALLED ON MINECRAFT, which may be the issue, but i dont fully know.