• 0

    posted a message on [1.5.2] GuiAPI - An Advanced GUI Toolkit
    Let's say I want to make a mod using GuiApi and a java application using TWL. I want them to use the same GUI (different themes are fine obviously). Would it be possible to reuse the same code? And if it is, how difficult would it be?
    Posted in: Minecraft Mods
  • 0

    posted a message on Does Anyone Know Why This Isn't Added?
    I think, yes. Sorry, I couldn't resist.
    Posted in: MCPE: Discussion
  • 0

    posted a message on forge grenade rendering issues[solved]
    Getting stuck in thin air is caused by block existing on server, but not on client. Make sure that explosion happens on both sides.
    Posted in: Modification Development
  • 1

    posted a message on Java bug/glitch with calculating percentages? Please help!
    Do you mean 7.000000000000000001%, 14.000000000000000002% and 28.000000000000000004%? It's because of rounding errors. The easiest way to prevent this in your case is to multiply before dividing.
    Posted in: Modification Development
  • 0

    posted a message on Creating a custom map, need some help.
    1. No.
    2. You can activate it with redstone. And to activate redstone you can also use BUDs and proximity sensors.
    3. I haven't used that filter, so I can't help.
    4. I heard that you can do it by putting that item into their armor slot. But...
    Quote from docm77 »
    Don't quote me on this;-)
    Posted in: Maps Discussion
  • 0

    posted a message on Editing Maps with Third Party Programs?
    Try this. I used it about a year ago. Not sure if it works still.
    Posted in: Maps Discussion
  • 0

    posted a message on Electric Cave [Puzzle map] Brand New Puzzle Idea! 100% ORIGINAL PUZZLES!
    1) Items from dispensers often get stuck on the roof. I needed to go to NBTEdit, enable commands, do /gamemode 1, break the ceiling and then /gamemode 0. Pretty annoying.
    2) Some areas are IMHO too dark.
    3) When you are using redstone torches for lightning, make sure that player can't use them to power redstone.
    4) RAIN IS ANNOYING! Make a clock that does "/time set day /weather clear" every few minutes (I usually use minecart falling through webs for this). Or at least enable commands so player can turn off rain manually.
    Posted in: Maps
  • 0

    posted a message on Looking for Skilled builders
    Any plans on updating the server to 1.4.4?
    Posted in: Maps Discussion
  • 0

    posted a message on Looking for Skilled builders
    Quote from blackduckie

    I liked your application a lot! You made it!

    What is the server IP?

    BTW, here is another screenshot:
    Posted in: Maps Discussion
  • 0

    posted a message on Looking for Skilled builders
    Role: redstoner
    Name: DiEvAl
    IGN: DiEAl
    Age: 16
    Skype: dieval96
    Country: Ukraine

    Proof-of-skill: Currently working on an NPC dialog system. It's about 60% done. I still need to add one decoder, do some more testing, MCEditing, and make it more user-friendly. http://imgur.com/a/gXImb . I hope it can be used in this map.

    Tell us about yourself: I played minecraft since September 2009, bought it in November 2009 (after pirating for a month). I like redstone, programming, and watching etho and DocM77;-). My first languages are Russian and java; I also know English, Ukrainian, C++, C#, and of course dasm16;-)
    Posted in: Maps Discussion
  • 0

    posted a message on [Puz] [Park] [Boss FIGHT] Theory of Teleportation [1.4.2] *Lots of BRAND NEW challenges* [2000+ Downloads!] [Updated 11/3/12] [
    37 emeralds, although I cheated a little bit in parkour.
    Posted in: Maps
  • 0

    posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]
    Command block with "/time set 1000" stopped working when I installed devbuild of spc.
    Posted in: Minecraft Mods
  • 1

    posted a message on Need Help Making a Tekkit Adventure Map~!
    Have you considered using Feed The Beast instead of tekkit? It has mostly the same mods, but it doesn't have those legal issues that tekkit has.
    Posted in: Maps Discussion
  • 0

    posted a message on DiEvAl's bugfixes for Mojira
    Note: all code here is taken from MCP and refactored to be more similar to those few snippets of original minecraft code that I saw. (@mojang to increase the accuracy, increase number of those snippets ;))

    Quote from Indigo »

    Players and mobs can fall through extending/retracting pistons
    Player + retracting: http://i.imgur.com/MeZHz.gif
    Mob + extending: http://i.imgur.com/2DarX.gif

    Download: http://www.sendspace.com/file/h41500
    Screenshots:

    Test setup with cows:



    Broken DocM77's Iron Lung (one of the pads is transparent due to an unrelated glitch, you can see mobs on it not falling through):


    Inside the pads:


    Code changes (for mojangsta):

    1) If block collision box extends out of the block in any direction other than up (fences), it doesn't collide properly.
    In Level in methods
    public List<AABB> getCollidingBoundingBoxes(Entity e, AABB box)

    public List<AABB> getCollidingBoundingBoxes(AABB box)

    replace
    for (int i = minX; i < maxX; i++) {
        for (int j = minZ; j < maxZ; j++) {
            if (blockExists(i, 64, j)) {
                for (int k = minY - 1; k < maxY; k++) {

    with
    for (int i = minX - 1; i < maxX + 1; i++) {
        for (int j = minZ - 1; j < maxZ + 1; j++) {
            if (blockExists(i, 64, j)) {
                for (int k = minY - 1; k < maxY + 1; k++) {


    2) Piston bounding box is calculated incorrectly.
    In MovingPistonTile.getCollisionBB replace
    if (entity.isExtending()) {
        progress = 1 - progress;
    }

    with
    if (entity.isExtending()) {
        progress = 1 - progress;
    } else {
        progress--;
    }

    and in MovingPistonTile.getBoundingBox replace
    if (Facing.xOffsets[side] < 0) {
        box.minX -= Facing.xOffsets[side] * progress;
    } else {
        box.maxX -= Facing.xOffsets[side] * progress;
    }
    
    if (Facing.yOffsets[side] < 0) {
        box.minY -= Facing.yOffsets[side] * progress;
    } else {
        box.maxY -= Facing.yOffsets[side] * progress;
    }
    
    if (Facing.zOffsets[side] < 0) {
        box.minZ -= Facing.zOffsets[side] * progress;
    } else {
        box.maxZ -= Facing.zOffsets[side] * progress;
    }
    
    return box;

    with
    box.minX -= Facing.xOffsets[side] * progress;
    box.maxX -= Facing.xOffsets[side] * progress;
    box.minY -= Facing.yOffsets[side] * progress;
    box.maxY -= Facing.yOffsets[side] * progress;
    box.minZ -= Facing.zOffsets[side] * progress;
    box.maxZ -= Facing.zOffsets[side] * progress;
    return box;



    More bugfixes coming soon!
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.5] PhysicsCraft Pre-Beta [0.18]: Cloth Physics and Rope Collisions Preview Vid Added
    Quote from anicet74



    what mod is it???

    UgoCraft
    Posted in: WIP Mods
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