Help Sign In/Register

Minecraft Forums

Advanced Search
  • News
  • Rules
  • Forum
  • Chat
  • Mods
  • Maps
  • Resource Packs
  • MC Station
Desktop View
  • Home
  • Member List
  • SirEntropy's Profile
  • Send Private Message
  • View SirEntropy's Profile
  • SirEntropy
  • Registered Member
  • Member for 11 years, 9 months, and 5 days
    Last active Thu, Oct, 30 2014 19:57:16
  • 1 Follower
  • 620 Total Posts
  • 183 Thanks
  • Member
  • Posts
  • Threads
  • Followers
  • Reputation
  • Comments
  • Forum Posts
  • Article Comments
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • …
  • 41
  • Next


  • 10
  • 20
  • 30
  • 40
  • View SirEntropy's Profile

    0

    Nov 20, 2012
    SirEntropy posted a message on [1.2.5] Ships and Boats -- Looking for programmers who may take the lead developing this mod. See the main post.
    Quote from simonkra

    Hello SirEntropy. I would really enjoy to see your mod in future updates. Too bad you do not have too much time for updating it... Is there a way for me to get notified whenever you get progress done? Just so i don't miss any of your awesome work!
    Best regards, Simon.


    Look at the repository page, there you will see the latest code updates https://bitbucket.org/jpavlich/minecraft-mods
    Posted in: WIP Mods
  • View SirEntropy's Profile

    0

    Nov 18, 2012
    SirEntropy posted a message on [1.2.5] Ships and Boats -- Looking for programmers who may take the lead developing this mod. See the main post.
    Quote from MineHippie

    If I understand correctly you were/are planning on implementing jbullet into ships and boats. Correct? But if a recall correctly Eagle_Orion was basically building his own physics engine in PhysicsCraft. Were/are you planning on implementing that instead? Or a sort of picking and choosing of the two?

    Also, I am currently examining the code of PhysicsCraft with Eagle_Orion's permission. The repository he pointed us to is the repository you are also using. Is it acceptable to you that I examine Ships and Boats as well? I by no means fit your criteria stated earlier of being an experienced and able coder. I'm just dedicated and determined to keep these two mods alive in some form.


    Sure, we opened the repository so that anybody could take a look at our code. If you understand SaB code and feel that you could finish the SMP part, just let me know so I can give you write access to the repository.
    Posted in: WIP Mods
  • View SirEntropy's Profile

    0

    Nov 16, 2012
    SirEntropy posted a message on [1.2.5] Ships and Boats -- Looking for programmers who may take the lead developing this mod. See the main post.
    Quote from Jrc4055

    So, SirEntropy, have you gotten any other modders to help you out?


    Not yet. I will let you know as soon as I get somebody
    Posted in: WIP Mods
  • View SirEntropy's Profile

    0

    Nov 14, 2012
    SirEntropy posted a message on [1.2.5] Ships and Boats -- Looking for programmers who may take the lead developing this mod. See the main post.
    Quote from KayatoSan

    That's not what I meant.
    I said you should create a system that, if a player disconnects while he's on a boat, teleport him back to it when he reconnects, even if the ship was moved.


    Sounds good. Could you please submit it to my TODO list? https://code.google.com/p/mc-mods/issues/entry
    Posted in: WIP Mods
  • View SirEntropy's Profile

    0

    Nov 12, 2012
    SirEntropy posted a message on [1.2.5] Ships and Boats -- Looking for programmers who may take the lead developing this mod. See the main post.
    Hi, just to let you know, the mod repository is in https://bitbucket.org/jpavlich/minecraft-mods/overview

    There you will find the source code and also updates about any development activity over the mod.
    Posted in: WIP Mods
  • View SirEntropy's Profile

    0

    Nov 6, 2012
    SirEntropy posted a message on [1.2.5] Ships and Boats -- Looking for programmers who may take the lead developing this mod. See the main post.
    Quote from Danvern

    I could help, even though I'm not that advanced I could still help.
    Count me in :)


    Thanks for the offer :) though I really need somebody with lots of expertise. SaB programming is far more complex than regular mods, because I had to hack MC classes that manage worlds, blocks, and packets that communicate client and server.
    Posted in: WIP Mods
  • View SirEntropy's Profile

    0

    Nov 2, 2012
    SirEntropy posted a message on [1.2.5] Ships and Boats -- Looking for programmers who may take the lead developing this mod. See the main post.
    Quote from imshanedulong

    Could you put this on the front page as an edit? You're more likely to get applicants that way.


    Yep, I just did that.
    Posted in: WIP Mods
  • View SirEntropy's Profile

    2

    Oct 31, 2012
    SirEntropy posted a message on [1.2.5] Ships and Boats -- Looking for programmers who may take the lead developing this mod. See the main post.
    Hi Everyone. I would like to ask for your help.

    I'm having less time than ever to work in the mods, so progress is going extremely slow. Some of my teammates have been also very busy lately. Ships&Boat coding is much more complex than other mods, and now is more complex than ever, because of the SMP integration. To properly maintain SaB requires a lot of time that I do not have anymore. At this rate, it is taking too long to release new versions.

    That's why I want to find more programmers who would help developing our mods. Moreover, I would like to find somebody who could take the leading role developing the mods. It has to be somebody with advanced knowledge of Java, Minecraft internals, Mercurial, and Maven.

    Please tell everyone about this. If anyone has the required skills, please PM me.

    Meanwhile I will continue developing the mod in my spare time. However, expect long delays between releases.
    Posted in: WIP Mods
  • View SirEntropy's Profile

    0

    Oct 28, 2012
    SirEntropy posted a message on [1.2.5] Ships and Boats -- Looking for programmers who may take the lead developing this mod. See the main post.
    BTW, I recently received some donations! To thank them, I'm listing the donators in the main topic
    Posted in: WIP Mods
  • View SirEntropy's Profile

    0

    Oct 28, 2012
    SirEntropy posted a message on [1.2.5] Ships and Boats -- Looking for programmers who may take the lead developing this mod. See the main post.
    Quote from Jrc4055

    So, it sounds like Eagle_Orion is not gonna work on his mod for a while. I guess this means you guys are not going to combine mods?


    Things are going very slow. Both Eagle_Orion and I have had very little time to work in the mod, so please be patient
    Posted in: WIP Mods
  • View SirEntropy's Profile

    1

    Oct 21, 2012
    SirEntropy posted a message on [1.2.5] Ships and Boats -- Looking for programmers who may take the lead developing this mod. See the main post.
    Quote from Wolfman_Zack

    Hey. This is a great mod and i really enjoy using it but i was wondering if you could also add more realistic cannon balls that don't explode on impact?


    That's also in the TODO. See http://code.google.com/p/mc-mods/issues/list
    Posted in: WIP Mods
  • View SirEntropy's Profile

    2

    Oct 20, 2012
    SirEntropy posted a message on [1.2.5] Ships and Boats -- Looking for programmers who may take the lead developing this mod. See the main post.
    Dyable seats and steering wheels are already in my TODO list
    Posted in: WIP Mods
  • View SirEntropy's Profile

    2

    Oct 20, 2012
    SirEntropy posted a message on [1.2.5] Ships and Boats -- Looking for programmers who may take the lead developing this mod. See the main post.
    Quote from Jrc4055

    Yaya! Can't wait to see them! Any chance of a pre-release?(its fine if its still buggy) :)


    Sure I'll do a pre-release as soon as I get something barely usable. Just make sure to backup your saves! :)
    Posted in: WIP Mods
  • View SirEntropy's Profile

    3

    Oct 20, 2012
    SirEntropy posted a message on [1.2.5] Ships and Boats -- Looking for programmers who may take the lead developing this mod. See the main post.
    Hi everyone. My last two weeks have been quite busy, however I managed to do some progress. The new mod version lets players create new ships using the champagne bottle in SMP. Still very buggy. When I fix some bugs I will post some videos

    EDIT: Just to clarify, when I say the "new mod version" I mean the current code I'm developing. I haven't released any files yet
    Posted in: WIP Mods
  • View SirEntropy's Profile

    0

    Oct 15, 2012
    SirEntropy posted a message on [1.2.5] Ships and Boats -- Looking for programmers who may take the lead developing this mod. See the main post.
    Quote from rub3n213

    How did the merge with physics craft go? Or are you still trying to sew them together?


    First, I'm going to release a SMP version of SaB, then we are going for the merge.
    Posted in: WIP Mods
  • To post a comment, please login.
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • …
  • 41
  • Next


  • 10
  • 20
  • 30
  • 40
  • View SirEntropy's Profile
    Jun 26, 2012
    SirEntropy posted a message on Minecraft API Discussion - Sat, 20:00 CEST, #minecraftdev on Esper
    Quote from mayaknife

    In my view the specification of the API is much more important than its actual implementation.

    Let's say that Mojang is only able to implement 5% of the API per month. It might then be a year before many mods could start using it.

    But if Mojang was able to publish the specs for the entire API near the start, then modders could write their own implementations of the bits they needed. Those could then be retired when Mojang catches up, without having to rewrite the mod itself.

    Having designed an API for a large application I know that the specification alone represents quite a bit of work and that it is likely to be tweaked as implementation points out various difficulties with the original concept. But my experience has been that such changes only rarely require a complete redesign of an interface, so mods would still benefit greatly from having the specs in advance.

    Publishing the specs in advance of the bulk of their development would also give the modding community a chance to comment and provide potentially crucial feedback *before* too much time has been spent on implementing a flawed design.


    I agree with you. It would be best if Mojang publishes the API spec before implementing it, then using the feedback from the community to improve it.

    Regarding this Saturday's discussion, I will be out of town and without an internet connection, so I will not be able to participate :(

    If anybody from Mojang is reading this post, I have a suggestion:
    1.- Make an issue tracking system available to the modding community, give accounts to a select group of modders, and let them submit requirements for the modding API. Post thorough instructions about this process, so you can obtain a set of "good" requirements (see http://www.ibm.com/developerworks/rational/library/5170.html)
    2. - You can then select and prioritize those requirements and create a spec of the Modding API
    3. - Publish the API specs, then let modders submit new issues to suggest improvements over the API spec
    4.- GOTO 2

    After some iterations, the API spec should be more stable, so you can start developing the API. Of course development may trigger some changes to the API spec, but they shouldn't be that big, since most of the spec would have been analyzed by the modders.

    When choosing the modders who will help in this process, I would suggest to find all of those who:
    1.- Are developing the most used mods, eg. Modloader, MC Forge, Optifine, etc.
    2. - Are developing mods with complex features

    The first group will be very helpful to define the basic features of the Modding API. The second group will provide useful insights about more complex features, which will address the necessities of mods that are currently incompatible with many other mods, because of their special features.
    Posted in: News
  • To post a comment, please login.

Social Media

Services

Sign In

Help

Advertise

Resources

Terms of Service

Privacy Policy

Our Communities

  • MMO-Champion
  • HearthPwn
  • Minecraft Forum
  • Overframe
  • MTG Salvation
  • DiabloFans

MOBAFire Network

  • MOBAFire.com
  • Leaguespy.gg
  • CounterStats.net
  • Teamfight Tactics
  • WildRiftFire.com
  • RuneterraFire.com
  • SMITEFire.com
  • DOTAFire.com
  • ArtifactFire.com
  • HeroesFire.com
  • VaingloryFire.com
  • MMORPG.com

© 2023 Magic Find, Inc. All rights reserved.

Mobile View