• 0

    posted a message on Minecraft Science Theater 3000
    Quote from vahkl

    WWitch song is it?

    This is the Joel-era version of the main theme for the show "Mystery Science Theater 3000".
    Posted in: Videos
  • 0

    posted a message on Minecraft Science Theater 3000
    I humbly present my finished project:

    Yes, I'm aware that I'm using the wrong era Cambot. But there are only a handful of pictures of the Joel-era Cambot, and he's pretty complex compared to other iterations.


    What do you think, sirs?
    Posted in: Videos
  • 0

    posted a message on Minecraft Science Theater 3000
    Okay, I'm in the final stages of my epic construction, so I thought I'd share pictures of the models I built:








    I built Tom first, followed by Crow, then Gypsy, and finally Cambot.

    These are, I'd say, 80% legit*. I used MCedit to provide the building materials (Crow was originally made of gold, and I had nowhere NEAR enough, even after I mined every gold ore block within 10km. And honestly, I doubt I would have had the patience to find, for one, all the flowers I needed for dyes.), but I built the models by hand (so to speak).
    I also used MCedit to clean up excess sand and scaffolding, as well as move them around for positioning.

    Gypsy was the hardest one to figure out, despite her design being so simple. There are far fewer pictures of her than of Tom or Crow, and even fewer that gave me a good angle to take measurements. I actually built her wrong the first time with skewed angles and had to scrap her and start over.
    She's actually almost too big as of 1.5, since from the 'land', the back wall doesn't even render.

    I chose the Mike-era Cambot because, frankly, he's the easiest of them to design and build (also, I doubt anyone would recognize the KTMA or Season 1 Cambots). I wanted to do the Joel-era one (), but there are virtually no images of him and NO high-res images (that I could find).


    What do you think, sirs?

    *although that depends on how you define 'legit' and how much of the process (from design to reality) you count
    Posted in: Screenshots
  • 0

    posted a message on Controlled/Limited Chunk Loading
    I've been having trouble with a build that spans quite a large distance. Some parts of the build aren't loaded in time for me to see them. I tried deleting all chunks other than the ones I'm interested in (just the build itself), but the map simply regenerated new ones. Is there a way to limit the map size to a pre-set area or controlling which chunks load?
    Posted in: Mods Discussion
  • 0

    posted a message on Updating an Outdated Mod with Basic Coding Skills
    Okay, I think I'm in the final stretch. The final hurdle (hopefully):
    src\minecraft\net\minecraft\src\mod_CartPhysics.java:11: cannot find symbol
    symbol  : method b()
    location: class net.minecraft.client.Minecraft
    private static String getAppdata() { return Minecraft.b().getPath(); }
    ^

    What is the b() for? Is there supposed to be a reference in the main Minecraft.java file? Or has the method been renamed by MCP?

    EDIT: Figured it out. MCP did indeed rename it, so the link works now. And my little adventure comes to an end, as I've successfully installed the mod into Minecraft.

    Fin
    Posted in: Mods Discussion
  • 0

    posted a message on Coding Help for Props
    Solved the last problem for this line (I hope) by deleting "boolean".
    Now I'm having trouble with the label itself. For some reason, earlier in the file, it references the label. Eclipse tells me, however, that the label is undefined. How do I define it?

    EDIT: Defined! Finished!
    Posted in: Mods Discussion
  • 0

    posted a message on Coding Help for Props
    Solved three of the problems (the "illegal start" and "';' expected" ones) by changing this
    label449: boolean isDelim = (c == ':') || (c == '=');

    to this
    label449: boolean isDelim ((c == ':') || (c == '='));

    Still have "not a statement" (x2) and "'.class' expected". Help would be appreciated.
    Posted in: Mods Discussion
  • 0

    posted a message on [Help] Mods. Too many I guess?
    Do any of these mods have overlapping customized .class files? (More than one mod having you install, say, "by.class".)
    'Cause that might do it.
    Posted in: Mods Discussion
  • 0

    posted a message on - Old help page -
    Quote from sargunster »
    Is there any other way to make my block interact with the world around it within a 5 block radius at least once every 1 or 2 seconds?

    This is an idea that is quite possibly impossible or more difficult than you'd want, but what about making a creature that's a block? Just make it so it can't move but still tries to. Or have it constantly interact with the surrounding blocks. Or you could tie an invisible tiny creature to the block, like a hermit crab situation.
    Although despawning would be a problem.

    What if you looked at the interaction rules for lava? If it's applicable, then the function that deletes items by falling in lava could be used in your situation.
    Or cactus and the rules for when it grows next to an existing block and drops.
    Maybe the rules for leaves disappearing when there's no tree trunk?

    I guess maybe it depends on how you want it to interact. Do you mean interact like if it's at the bottom of a floating sand pile, the sand falls automatically? Or do you mean the block itself updates that often?

    My worry would be that if you use some kind of loop, it could potentially end up consuming a great deal of processing power. Especially if there are many of these blocks. (EDIT: Just did a quick check, and for a 5-block radius, you're looking at anywhere between 552 to 1000 blocks, depending if you go for a sphere or a cube.)
    Although... you could make it an especially *long* loop and have a multiple checks within it rather than a single check-loop. It seems to me that the single-check-loop could cascade and cause memory problems.
    Maybe if there was one overarching check algorithm that checked all the specific blocks rather than each block having its own check system.

    Again, not much of a coder. Just my attempt at creative problem-solving. I'm sure that one or more of these ideas is terrible.
    Posted in: Mods Discussion
  • 0

    posted a message on - Old help page -
    Was hoping for some quick coding help:
                label449: boolean isDelim = (c == ':') || (c == '=');

    This code (or the file that this is in) gives me 6 errors. All from this line. The six errors are: "'.class' expected", "not a statement" (2 of these), "illegal start of expression", and "';' expected" (2 of these).
    I'm sure it's a simple fix that my lack of knowledge fails to find. What should the code be?
    (It's part of a Props file.)

    Aaand nevermind, figured it out. (Correct line is "label449: isDelim ((c == ':') || (c == '='));")
    Posted in: Mods Discussion
  • 0

    posted a message on Coding Help for Props
    Okay, making a Props file. Can't recompile due to 6 errors in one line of the file:
            label449: boolean isDelim = (c == ':') || (c == '=');

    What's wrong with it?
    Or do you need to see more of the file?
    For the record, the six errors are: "'.class' expected", "not a statement" (2 of these), "illegal start of expression", and "';' expected" (2 of these). For all 6 errors, the arrow points to the beginning of the line.
    Posted in: Mods Discussion
  • 0

    posted a message on Updating an Outdated Mod with Basic Coding Skills
    Okay, I think I figured it out. The version of MCP I got didn't have a readme, which is why I couldn't figure it out. I found one online and got everything sorted out (Thanks, MCP!).
    Long story short: changing that single variable produced the change I wanted; I didn't need to alter anything else. Unfortunately, now that variable has the new value instead of a redirect. Which means that if I want to change it again, I have to decompile everything, change it, then reassemble everything.

    Is there a simple way to have the value pulled from an external text file? So that I can change the value without going into the .jar file?
    Posted in: Mods Discussion
  • 0

    posted a message on - Old help page -
    Quote from iPixeli »
    Looks like you changed the constructor?! Which file is this?

    I didn't change anything intentionally. This is xb.class.
    Posted in: Mods Discussion
  • 0

    posted a message on - Old help page -
    Like other people, I won't repost the whole thing, but this is my problem.
    The main thing now is recompiling. I get two errors when trying to recompile a .class file that I haven't changed yet:
        xb.java:519: float cannot be dereferenced
           return bm.b(d1, d2, d3);
        xb.java:708: reference to a is ambiguous, both method a(rj) in rj and method a(la) in gh match
           gh1.a(this);
        2 errors

    Thanks.

    EDIT: I figured it out, for the most part. New question: Is there a simple way to have a variable (normally a predefined value) pulled from an external text file? So that I can change the value without going into the .jar file?
    (So instead of x = .4, it would be something like x = external_file.text_value)
    Posted in: Mods Discussion
  • 0

    posted a message on Updating an Outdated Mod with Basic Coding Skills
    I'm getting lost trying to figure this out. I downloaded MCP but I really have no idea how to use it or even start it.
    I read somewhere that DJJD has issues with the version of Java I have so I got a different decompiler, and this one makes a different file than DJJD. It also has many many more errors than the DJJD version. (It said 100, but I'm guessing there are more since it seemed to be naming every single variable.) Most of them are "missing symbol" messages.
    I'm not really sure where to turn for any of this. What am I doing wrong?
    Any help would be greatly appreciated.
    Posted in: Mods Discussion
  • To post a comment, please or register a new account.