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    posted a message on [Outdated] Advanced modding
    @Tei

    By using dropbox, it would be easy to access, share and add new content.

    I created a shared folder and used tiny.cc

    http://tiny.cc/minecraftpedia
    http://tiny.cc/minepedia
    (there's nothing except a minecraft image right now, I did this to
    demonstrate how easily some documentation could be added that way)


    Maybe creating another wiki or something like that would be more useful but
    creating this with Dropbox took me about 30 seconds.

    Furthermore, I can add anyone to the "shared folder" so modders and involved people
    could develop and add content fairly easily. It would be more structured than only one thread.

    By the way, dropbox just create a folder in "my documents" folder and everything you put in there
    is saved on dropbox servers. You can get a public link for sharing with everythings you put in the
    public folder and even share folder so modifications made by one are saved on the server.
    Posted in: Tutorials
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    posted a message on [Outdated] Advanced modding
    I already thought making some "batch renaming" script according to an "index" that would analyse the code
    and change obfuscated class names, variable, function to identified name.

    Also, I think it would be possible to use specific regular expressions to read a new version of the code (ex : next update) and find the new names of everything to rename accordingly.


    A gui to :
    - create new craftable blocks type, setting up a recipe for it, setting up hardness and linking it to a sprite.
    (Later on, it would even be possible to add "linking" option to existing functions. )

    Yes, for more advanced operation, you'll still have to code it yourself but Just adding custom craftable block or "decoration items", bigger painting collections, etc... would expand basic moddings to more people that may have more "artistic talent" but no coding skills at all.

    Adding a "remote compile option" so projects download on my server and then are compiled and sent back to the user (so the user do not need to install anything) could be possible too.


    Anyway, for now it's just talk...
    I still have to find some basic informations like using a new sprite for a new item and probably
    a lot of investigation to do on the source code. I'm familiar with programming but never actually
    played around Java so, I have to be able to mod some simple things before I go with this
    "other project".


    @SpongeBob
    I've added your Bookshelve mod and Rideable pig+saddle mod along with the apple tree mod in the first post.
    Do not hesitate to post in here any new mods so i'll add them as soon as I see them.
    (It also keep that thread up !)
    Posted in: Tutorials
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    posted a message on [Outdated] Advanced modding
    Quote from Tei »
    I have started to document the server class in the Google Docs.

    Almost all client class are already documented (sometimes with just a vague comment).



    Nice, what's the link for the server class spreadsheet ?
    I'll add it to the first post for the benefit of all.

    The client side one was added as soon as I read you post about it 2 pages ago.

    Great initiative, by the way !
    Posted in: Tutorials
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    posted a message on [Outdated] Advanced modding
    Quick tip :

    Download all mods available on the first page and learn from there.
    You can use winmerge to see difference between the original java file and the modded one.
    From there, try to make a slight modification and see the result.

    Good mods to study :

    - Light sensor (risugami's mod)
    - You can learn how to create a new item recipe

    - Arrow mod 1.3
    - New item with brand new item sprite (image).
    - I'll try to see if I can apply what I discover to create a brand new item myself.

    If I succeed, i'll try to post a simple tutorial of how to create useless items
    (just for the look for now) and then, i'll explore adding functions.

    I don't promise anything, but i'll do my best.
    Posted in: Tutorials
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    posted a message on [Outdated] Advanced modding
    Hint : The if.class is really bad.

    It will mess recompiling with netbeans a class file that call for the if class since it's
    also a keyword.

    So, rename the if.class for something like "iffix.class" and calls on the file you modify and it
    should correct all the red spot.
    Posted in: Tutorials
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    posted a message on [Outdated] Advanced modding
    First and second post updated

    Added : Url to a new optional tool, url to some useful threads, All or almost all findings about class of the current version.

    More to come.
    Posted in: Tutorials
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    posted a message on [Outdated] Advanced modding
    I'll try to do that later on today ( have some things to do + paperwork to get ready for tomorrow )

    Also, i'll include further useful informations in the first post, including the list of already referenced
    obfuscated code.

    I shall look into creating a little application to make the modding easier ( not an API as suggested above, it's out of my skill range but some sort of remove obfuscated code by replacing it with community provided code using a pattern that would adapt itself to updates )
    Posted in: Tutorials
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    posted a message on [Outdated] Advanced modding
    Quote from blitz104 »
    Just follow these steps:


    Thank you. It solves the problem I had. I knew it was something like this but not being familiar with Netbeans, I didn't do it correctly .

    I'll add theses informations to the first post.



    Quote from OpticalDelusion »
    I like the idea here. The main problem is, at least for me, I have trouble finding which classes I want to modify due to the obfuscation. It is so inconvenient every update for me to go through all the classes to find what I want. If there was an updated list that was collaboratively updated that would be fantastic. Of course, I feel like Notch would frown upon such a practice.

    - OpticalDelusion


    I think it would not be against the forum and game rules to do such things.
    If so, i'll keep a list at the top of the thread...
    (Have to read forum and game agreement before just to be certain of that )

    Some classes have already been mentionned in the first page ( Server classes and Client class one post later)
    Posted in: Tutorials
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    posted a message on [Outdated] Advanced modding
    Quote from blitz104 »

    How do you recompile a single .java in netbeans?



    I'm stuck there too.

    I gave the procedure after it's recompiled because that's how you install actual mods
    but i'm still looking how to recompile correctly ...
    Posted in: Tutorials
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    posted a message on [Outdated] Advanced modding
    Quote from blitz104 »
    Sage Pourpre, in your original post, you said to modify the jar file directly in the archive. How can you do that? Don't you have to extract a class file to open it in jd gui and netbeans?



    In fact, you do both things.

    You have to extract your minecraft.jar into a folder
    Then, you decompile class files to .java with Jd-gui
    You make all the modifications you need and recompile modified .java back to .class
    Then, you open the minecraft.jar archive using 7-zip.
    Finally, you drag & drop modified class files into the jar files.

    Don't forget to delete meta-inf directory and making the assumption
    your mod is well done, the game should launch normally, except, with your
    mod inside.


    Quote from SpongeBob »
    This thread was helpful. I put out my first simple mod thanks to it:

    viewtopic.php?f=25&t=48407



    Nice !
    Glad to hear that.
    I'll add the mod to the list :smile.gif:

    That said, if you don't mind, could you explain how you did recompile your file ?

    I got tons of errors when trying to recompile.

    Here's what I do :
    Open netbeans IDE 6.9.1
    Create new Java - Class Library project
    Put all minecraft.jar files previously decompiled back to .java (using jd-gui) into the
    src folder of my project.

    Then I use the Run menu and "Build Project" or "Compile File" but... I must have missed
    something important because it does not compile.


    Also, how did you came to the conclusion that jz.class was holding tree parameters ?

    Regards, Sage Pourpre
    Posted in: Tutorials
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    posted a message on [Outdated] Advanced modding
    Hmmm ... Got 100 errors

    class, interface, or enum expected everywhere.

    There is obviously something wrong but I can't say what.
    Maybe one of the actual modders will pass by this thread again soon *cross fingers*
    Posted in: Tutorials
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    posted a message on [Outdated] Advanced modding
    EDIT :
    Posted in: Tutorials
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    posted a message on [Outdated] Advanced modding
    Quote from CRAZYTickster »
    All very nice mods but I think that they all need MAC support such as installing the .class files which seems to be harder than I thought



    Can't you just do the same as in windows ?

    I mean :

    - open minecraft.jar with winrar for mac or some unzipping utility (just open archive, not unzip it)
    - Copy class files into the archive
    - Profit (or not ?)

    But, I don't have a mac, so I can't confirm this.
    Posted in: Tutorials
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    posted a message on My ideas about Guns
    Look In my thread. I list all Advanced mods i'm aware of :
    How to: Advanced Modding

    In the mods currently listed, what you seek in that list is Risugami Mods

    his elemental arrows mod currently include :
    - Ice arrow
    - Fire arrow (ignite on contact)
    - Explosive arrow
    Posted in: Suggestions
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    posted a message on Guides and Resources
    How to : Advanced modding


    A thread I started.

    There is already useful informations on it.
    - What compiler / decompiler to use
    - other tools
    - basic understanding of modding
    - Existing mods (not textures mods)

    Thread started yesterday but I hopes it will grow a lot
    (I need more example stuff and comprehensive modding tutorials... but... It's just starting)
    Posted in: Mods Discussion
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