The PC modding community made their own API which would curbstomp whatever Mojang put out(At first at least). The PE community meanwhile has a much more limited API. It makes sense that Mojang would focus on the community that needs an API rather than the one that already has one.
- Daomephsta
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Member for 9 years, 5 months, and 27 days
Last active Sat, Jan, 16 2021 23:13:39
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Oct 23, 2016Daomephsta posted a message on MCPE: 0.16 Now Live - Check Out Add-Ons!Posted in: News
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Oct 7, 2015Daomephsta posted a message on Snapshot 15w41b Ready for Testing: WINGS AND BOATS!Posted in: News
They don't modify creative flight. They work more like the OpenBlocks Glider, if you've used that.
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Aug 15, 2015Daomephsta posted a message on Snapshot 15w33c: Shields!Posted in: News
The banner has to have the same base colour as the shield. So a white banner with a top chevron can only be crafted with a white shield to produce a white shield with a top chevron.
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Aug 11, 2015Daomephsta posted a message on Windows 10 Edition Beta 0.12.2.0 - Woo!Posted in: News
They're pointless. Admit it. And I know the downsides and upsides of having different editions, but they're still pointless. There's a way to make it completely universal, but they either fail to acknowledge it, or just flat out refuse, because multiple editions would be more profitable.
What is this way you speak of?
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Jul 6, 2015Daomephsta posted a message on Day 2 Minecon: 1.9 Update Info!Posted in: NewsQuote from insomniac_lemon»
AFAIK it would probably be a library once they un-hardcode all of the hack-y bits they used to get it working before.
But yeah, the shaders in vanilla in 1.8 are an older (openGL 2.1) extremely limited version of GLSL shaders, because all they could really change was screen output. GLSL (OpenGL Shading Language) was created for making graphical effects easier than direct OpenGL (many games probably use GLSL as a way to achieve certain visual effects).
Not just the SUES type stuff is GLSL, but also the , water, Depth of Field, and the bump mapping stuff you may have seen. I'd imagine (and hope) that this would be planned not only so resource packs can change the visuals of the game more, but modders as well (they'd be able to make visual changes on certain things without changing core libraries).
When I saw that they were changing to shaders in the 1.9 changelog, I just thought "Cool, that'll be a lot more efficient", now that I understand the full possibilities I really want this. I enjoy modding as a hobby and although the most complex rendering things I have done were just modifications of vanilla code, I look forward to finding ways to use GLSL if it is implemented. Sadly the source of the information about GLSL shaders being added is a tweet by TheMogMiner posted last year, AFAIK TheMogMiner doesn't have anything to do with MC anymore, no one asked modding related questions at the 1.9 update announcement at MineCon and I can't find the more technical discussion the devs did later on. So it might not be added .
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Jul 6, 2015Daomephsta posted a message on Day 2 Minecon: 1.9 Update Info!Posted in: NewsQuote from insomniac_lemon»
I seriously hope they are upgrading the shader system to GLSL. I fully understand if global illumination shaders aren't included in default, but GLSL is so much more than that and can still give cool effects that aren't so intensive. I'm sure that shaders with effects similar to the ones we have now (or even better) you won't need a "very good computer" to use, and even then shaders are just that-optional.
Also, that's seriously short-sighted thinking, like "not many people can run HD packs" as excuse for the simple work it took to make them compatible in default (which they kinda did do that for a while), and now look at how higher-res packs is commonplace and doesn't seem like an unsupported thing.
They've already said they're moving away from fixed-function openGL, which I took to mean they were moving into GLSL. The system we have now isn't very good. With full GLSL and some .JSON setup calls we could probably even make resource packs with shaders that run by default, including some that would only work on certain things (like motion-blurred particles, certain blocks with vertex offset, more realistic glass, or actual bloom on certain light sources).
I was just clarifying that by shaders it didn't mean that everyone's game would look like SEUS(That's what he seemed to think).I also wrote GLSL shaders instead of GLSL Shaders Mod at one point. I'm not against shaders, if they're more efficient or better in some way(AFAIK they are much better), I'm all for them. What exactly are GLSL shaders though? Are they like the existing shaders applied by Super Secret Settings, or are they a Java Library?
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Jul 6, 2015Daomephsta posted a message on Day 2 Minecon: 1.9 Update Info!Posted in: News
If you're thinking of shaders like in the GLSL Shaders Mod, that's not what's being added(You need a very good computer to run GLSL Shaders Mod). Also this isn't the finished version and Mojang still develops MC, NOT Microsoft.
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Jul 5, 2015Daomephsta posted a message on Day 2 Minecon: 1.9 Update Info!Posted in: NewsQuote from XXLuigiMario»
Well, guess what? Boats won't be fixed after all... -.-
Also dual boating will be a PE exclusive feature, which is a shame.
Kinda hyped for the end stuff though, but I think all the new end islands will be the same biome...
For now, they said it will be added eventually.
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Jun 29, 2015Daomephsta posted a message on Telltale Games: "We've Got a Minecon Announcement"Posted in: News
I'd like it to be a prequel of sorts, which preferably leaves as much as possible to the player to decide. I'd rather it didn't happen though, part of the fun of Minecraft is that the story is completely up to you. Having an official story would wreck that.
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Jun 12, 2015Daomephsta posted a message on Time in Minecraft: Steve is AncientPosted in: News
I got my own account December last year, but I'd played before that.
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Jun 11, 2015Daomephsta posted a message on Time in Minecraft: Steve is AncientPosted in: News
Mine is 36.
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Hey Azanor, I noticed that Thaumcraft isn't using IItemHandler capabilities for its inventory tiles. This means that most mods don't see them as having inventories, since IInventory has been dropped entirely by Forge and most mods in favour of IItemHandler.
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The maximum value of an int in Java is 2,147,483,647. You are thinking of the maximum value of a short.
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No, for three reasons:
1. MCPE is barely moddable. Neither BlockLauncher nor behaviour packs offer the kind of API BB needs.
2. Even if BB could exist on MCPE, the MCPE codebase is separate from the Java Edition codebase, liekly requiring a complete rewrite of BB.
3. BB is in maintenance mode. I'm not adding new features or porting, just fixing bugs.
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I have an announcement. I'm going to put BB in maintenance mode, all versions will only be receiving bug fixes from now on. There are two reasons for this. Firstly, einsteinsci seems to have some ideas for reworking the mod, so I'd rather not develop new features when the mod's going to be reworked. Secondly, I just don't feel like it. I develop BB as a hobby in my free time, and I no longer want to invest my time into new features for BB.
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On that note, are you using the registry events? GameRegistry.register() is not present in 1.12+ in favour of the using the registry events. If you're not too far into TC6 dev, it might be worth switching to them now rather than later when there'll be much more to change.
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There's a minor bugfix update for 1.7.10.
Changelog
Download
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The project as a whole is under the GPL v3 license, so you can use the textures as long as you follow the terms of that license. It would be polite to ask the artist of those specific textures, unfortunately I have no idea who did that, BB has never had a texture artist. Legally, it's fine to use the textures as long as you abide by the previously mentioned license.
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No, mods don't work like that. It's very rare for the same mod .jar to work on multiple different versions.
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New release out, 0.9.8 R7c. It's been a while so there's a largish changelog. Mostly bugfixes, but other things are coming once I've finished some of my other projects.
Changelog:
Download
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1.7.10 BB is not completely unsupported. It is in bugfix only mode. Since this is a bug, open an issue on the github repo and I'll make sure it gets fixed.
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I have yet to figure out a way to do this. That part of the MT API was not built in a way that makes it easy to integrate it without a hard dependency. In this case you do not need transforms however. All PHC cookware items are container items, and all BB crafting methods will not consume container items.
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Nope. BB doesn't do anything of the sort.
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Why?
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An offline server is not a LAN server. Offline means that the server does not authenticate accounts with the Mojang auth server. You can put a dedicated server into offline mode in server.properties, but I'm not sure if LAN servers can be put into offline mode.