windows 7 home 64bit
just messed with the aero settings
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Last active Mon, Jun, 11 2012 17:02:59
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Jun 4, 2012:[Posted in: Mods Discussion
I was hoping that someone had already built a utility for this. I started working on my Prefix/Suffix mod during 1.1, and I've heavily modified a decent number of the original classes.
Maybe someday someone will program a utility that checks the original code of what you've created against modified code, then tells you were your additions are. That way, you at least know where all your changes are.
Apr 25, 2012I posted about this mod much earlier in development, and no one gave me input on it lol.Posted in: Modification Development
Since then, I have removed (I think) all glitch's with the textual information being passed from my Prefix-Suffix controller class, I removed the ability for prefixes/suffixes to be placed on crafted items, dead mob can drop prefixed/suffixed items, and finally added a chance factorization of the prefixes/suffixes. Here are in-game screenshots:
Currently only the text is functioning, but I have already begun work on the effects of the prefixes/suffixes.
My system will allow for 1 prefix, and 2 suffixes to be appended to the item's name.
"Cruel Iron Axe of Spiteful Retribution"
"Demonic Stone Sword of Intense Fire"
With each prefix/suffix giving the item a certain "effect" in game. For example, the prefix "Holy" & the suffix "Light" will both cause extra damage to the undead/demonic mobs.
As you can see by the above examples, I have set the code to generate all three prefixes/suffixes for developmental purposes, but this will be a very rare occurrence in the finished version.
-More prefix/suffixes (there are only about 5 each right now)
-Ability to find these "enchanted" items in chests
-Enchantments placed on random weapons without prefixes/suffixes (just regular magic weapons)
-Effects of prefixes/suffixes to appear in game
-Colored text of certain prefixes/suffixes (the word Fire will be red, Acidic will be green, etc.)
-Eventual addition of prefixes/suffixes for mobs
I am open to suggestions/criticism, though I currently do not wish to release the source code at this time.
Also, if there is already such a project in development or already developed, please let me know.
Feb 10, 2012I checked out its subclasses, and there are references on rendering all the mob.Posted in: Modification Development
So far I've found references to the snowman class, the wolf class, zombie class, and spider class, and I'm still looking. I've also found another "deadmau5" reference in a subclass that also mentions all the armor types, and it imports the same class as the original reference.
Most of the subclasses import org.lwjgl.opengl.GL11, so I know it has something to do with rendering.
On a side note: eclipse won't allow me to modify some class names. It only seems to be the ones that import openGL, but not all openGL imports do this.
would it kill you to use mcp? :smile.gif:
What's that? Like I said, I'm relatively new to java, and I've only started taking apart minecraft yesterday.
Feb 10, 2012I'm de-obfuscating MineCraft's source code right now, and while exploring, I found an odd bit of code where "deadmau5" is mentioned. It doesn't look like a terrain generation code, after all, it imports the "net.minecraft.client.Minecraft;" class. There is also a reference to "misc/glint.png" in the code as well. I'll post a screen cap.Posted in: Modification Development
I'm relatively new to java, and only started de-obfuscating yesterday, so I have no idea what most of the code does (yet). Does anyone know what this code does? I'm awfully curious, and I would greatly appreciate the help.
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