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    posted a message on [WIP] [1.5.2] [SMP] [FORGE]The Shur'tugal Mod- Mod Discontinued, Source Code Released
    Quote from Taklok

    All that would just be Techne, other than adjusting animations. Texture maps and therefore textures would need to be changed to an extent though.
    true if u you left the same # of parts and that they were still there it wouldn't be unbelievably hard
    Posted in: WIP Mods
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    posted a message on [WIP] [1.5.2] [SMP] [FORGE]The Shur'tugal Mod- Mod Discontinued, Source Code Released
    Quote from Taklok

    We *could* do that, or we could devote more time to making really cool stuff. I like the latter more :P (I secretly agree with you)

    i think that would be really cool but doing so would be very hard because if i remember correctly the model used (and more importantly the animation that goes with it) is hard to change and would require a lot of coding(a lot). i think that is one of those things needed to be put on the end of the todo list.
    Posted in: WIP Mods
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    posted a message on [WIP] Standard Gauge --- Railway mod
    Wow, this is kinda an awesome idea, id love to see it done.
    Posted in: WIP Mods
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    posted a message on Dragon Mounts r46 [WIP]
    I am using your source on a mod based after the eragon books and i have used your Dragon because i really like the way you did it. and part of the mod i working on, is adding back breathing fire(which im using your fire from an older version). this is probably a problem of passing over the code but my fire is spawning at about where the player is, and it wont follow the dragons head.

    Any help would be very appreciated and any other code or information you need just ask

    code for the placement of flame emitter
    private void updateNeck(float yaw, float pitch) {
    float neckSpacing = dragon.getSize();
    
    for (int i = 0; i < 2; i++) {
    DragonPart neckPart;
    
    if (i == 0) {
    neckPart = neck;
    } else {
    neckPart = head;
    }
    
    float neckOfsX = neck.width * (i + neckSpacing);
    float neckOfsY = neck.height * (i + neckSpacing);
    float neckOfsZ = neck.width * (i + neckSpacing);
    
    // rotate
    neckOfsX *= -MathX.sin(yaw);
    neckOfsY *= MathX.sin(pitch) * 0.5f;
    neckOfsZ *= MathX.cos(yaw);
    
    neckOfsY += neckSpacing * (i + 1);
    
    neckPart.setPosition(
    dragon.posX + neckOfsX,
    dragon.posY + neckOfsY - dragon.yOffset,
    dragon.posZ + neckOfsZ);
    
    Vec3D look = dragon.getLookVec();
    double bbPosX = dragon.posX - look.xCoord * 2 * 2;
    double bbPosY = dragon.posY;
    double bbPosZ = dragon.posZ - look.zCoord * 2 * 2;
    
    if (i == 1) {
    flameBreath.setLocationAndAngles(
    bbPosX + neckOfsX,
    bbPosY + neckOfsY + (neck.height / 2.0),
    bbPosZ - neckOfsZ,
    dragon.rotationYaw + 180, dragon.rotationPitch + 15);
    flameBreath.motionX = dragon.motionX;
    flameBreath.motionY = dragon.motionY;
    flameBreath.motionZ = dragon.motionZ;
    flameBreath.onUpdate();
    System.out.println("Update");
    }
    }
    }
    Posted in: WIP Mods
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    posted a message on [WIP] [1.5.2] [SMP] [FORGE]The Shur'tugal Mod- Mod Discontinued, Source Code Released
    Quote from Taklok

    Problem with spoutcraft though.... not everyone uses Spout :/

    ya. just a thought, we shall see what it takes to do a multilayer after we finish ssp. which i am working on as we speak
    Posted in: WIP Mods
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    posted a message on [WIP] [1.5.2] [SMP] [FORGE]The Shur'tugal Mod- Mod Discontinued, Source Code Released
    Quote from Taklok

    There is zero chance of this being SMP at the moment, so I wouldn't worry about that too much. Humans would likely be as they are now, dwarves mine faster and are slightly stronger, Urgals are ugly, etc.

    With the massive number of changes in 1.3 i may have to write it as smp. but that i will have too see when it comes out. for now i just plan on finishing ssp within the next couple of weeks. ether way i would love to write a multilayer for this mod(i wonder if it would be easier to do as sproutcraft).
    Posted in: WIP Mods
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    posted a message on PowerLoader API (WIP)(Yes that means adding your own superpowers)
    Quote from neo_kun666

    I am sadly too inexperienced with modding, so I don't know how I could make such mod.

    ok.
    Posted in: WIP Mods
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    posted a message on [WIP] [1.5.2] [SMP] [FORGE]The Shur'tugal Mod- Mod Discontinued, Source Code Released
    Quote from Taklok

    PRAISE NOTCH! A CODER! You HAVE to be dedicated though, so if you'll be dedicated, then yes, you're in.

    I will be as dedicated as i can. i really dont like making promises i cant keep and i can easly give this atleast an hour a day(Most days a lot more)
    Posted in: WIP Mods
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    posted a message on PowerLoader API (WIP)(Yes that means adding your own superpowers)
    Quote from neo_kun666

    Could there be any way to make a mod with this where you teleport by, say, tripple jumping?

    yes it there is all most nothing stoping you from being able to do that , if you want the sorce to the api i can send it to you(to start on a mod/ power). i dont think i will be making any major changes to it just adding more stuff from now on.
    Posted in: WIP Mods
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    posted a message on [WIP] [1.5.2] [SMP] [FORGE]The Shur'tugal Mod- Mod Discontinued, Source Code Released
    -What Position are you applying for?
    coder/ modder(What ever you call the programmer)
    -Examples of past work relating to position.
    I im the prosses of righting a Infamous mod(http://www.minecraft.../#entry16066133) and a super power API(http://www.minecraft...wn-superpowers/) to go along both work in proggress but i am the only person working on it(and for like a week and a half at that).also i started a bunch but because no one was to intrested in them (including me) so i stopped. just look at my posts to see some of the other stuff
    -Do you have Dropbox? Skype?
    ill pm you with my skype
    -How often will you be available to work on the mod?
    most days i can put time in on it(I have nothing going on over the summer).(Ill put my other mods on the backburner)
    -Have you read the books? This is VITAL for a modeler/texturer!
    yes i have read and love all of them
    -What other skills do you have that would be valuable to the team?
    Skills really is good understanding of how minecraft works and how to do stuff in it. I love programming, its to the point where its how i think. and last but not least i can learn anything i need to, i started learning how to mod and the java languge at the begining of this year and have taugh my self evething i know about minecraft modding and java.
    Currently i am really good at coding items, and blocks and still learning enititys(i really good with thown or shot entitys but living not as much) but again i will try my hardest at learning what i need.
    (Please exuse my compleat lack of spelling skills)
    Posted in: WIP Mods
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    posted a message on Infamous mod(with SuperPower API),(WIP)(superpowers) - With updated download as of july 23
    Updated with new hud image and hopfully a video later to day.
    Posted in: WIP Mods
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    posted a message on New Hunger Bar?
    Ya ive been messing with rendering bars and i dont really think theres much way to do it without modloader and/or base class moding
    Posted in: Modification Development
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    posted a message on PowerLoader API (WIP)(Yes that means adding your own superpowers)
    Ok so a few of you may have seen my mod i started working on for the game InFamous ( Here http://www.minecraft.../#entry16066133) and for any of you who have never played infamous its a super powered, choose you side(good or evil) kinda game. well for my mod i planed to add a few powers and thats it but i got thinking that why stop at a few when by writing an API there is allmost nothing i cant add.

    This API(PowerLoader) works somewhat like ModLoader (hence the name) and will load power_*****.class files that are put into the mod folder on the start of a world. The main reson for Making it so much like ModLoader is that it is familiar to many. A detailed description below

    Right now Most of the functions are trigged of the EntityPlayer class(like when the player falls or jumps)but i would like an idea of more functions to add so that you have even larger number of things to do.
    Current list of functions()
    OnUpdate(called from Player.OnUpdate)
    RenderSurvialGUI(stuff to be rendered when in only survial type games)
    RenderCreativeGUI(stuff to be rendered in all modes)
    onPlayerJump
    onPlayerFall
    Load(called when you load a world)
    writeEntityToNBT(saveing info to player in the world file)
    readEntityToNBT(reading info from the world file)
    OnKIllEnity(called when player kill an entity)
    onDeath(called when player dies)
    onGainPower(When they first get this power ingame)
    onlosePower(When they lose power ingame)

    Any ideas on what to add /Question /Comments post below



    How it works(programing stuff you might not undstand)
    the powerfiles will be a file that inside will contain a power_*****.class, and a mod_****.class file, along with any other item block, or entity files writen for the power. the reason you have to have a mod_ file is to put renders on entity or add block or items. the power_file contains a large list of funtions or meathods called by PowerLoader when that power is active(Only one power at a time). powers can become active by anynumber of things. you could make it when a entity attacks you, you gain that power. When you eat somthing, ect.


    there is no version ready to be given out(Bugs to work out), so this topic is for trying to figure out what else i need to add by getting outside input on what i should do.
    Posted in: WIP Mods
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    posted a message on Infamous mod(with SuperPower API),(WIP)(superpowers) - With updated download as of july 23
    Update both blast and bolt are done and now you can try it yourself
    Posted in: WIP Mods
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