tessellator.addVertexWithUV(x,y, z, x on sprite, y on sprite);
Once you know what the variables means it becomes kind of easy to rotate it. Swap everything in the first column with the second and you'll rotate it one way. Reverse the order of the column and you flip it 180. Just play with the variables and you'll get your different directions.
So, to what extent can you do things with plug-ins? Example of the stuff intended:
- New GUI elements that the players will see.
- Clients must be aware of certain data values, in order for those GUI elements to know what value to show (e.g. HP of other players, or a custom value that the server wants the client to know about).
- Adding items.
- Modifying items.
- Modifying the physics of jumping and knockback.
- Modifying damage received from different sources.
I would think much of this isn't going to work out for a plug-in, right?
If by plug-in you mean something that doesn't edit the base code at all, then the last three would be challenging. Depending what you want to accomplish they might be possible but even then they may create incompatibilities with other mods. The first three are definitely possible although the second might require more work at times.
The float experience is how far through the current level the player is on a scale of 0 - 1. So experience times xpBarCap() will give you the current level's experience.
Look at the pig and check out how they've did it, Im pretty sure theres a method you need to add and not just add the AI, should be pretty simple
That method is only used for boosting the mounts speed with a carrot on a stick. In my opinion, it's worth missing that feature in order to avoid editing the base class.
The issue here is that there is not a unique Block file created for each Block in the world, so if you change the isActive variable in the file then it will change for every instance of the Block in the world. The only way around this is to add a TileEntity to your block which can story info specific to that instance of the block.
Yes, he is saying you only need one. You use the 'ID' variable to determine which GUI you need to return, and you can look at the code he linked for an example of how to do that.
@Stewiecraft my opinion is that of a person who sees no reason for withdrawing the ability to use certain code, and I in fact HAVE spent a great amount of time on something. It wasn't coding, however it was still voluntary. I GMed until just a few days ago on a private server, 4 hours of every day, without miss. I've been doing it awhile, so I do know what it is to make an investment into something, whether it be time or money.
I don't think that necessarily translates because you haven't invested your time into creating something only to be told that it doesn't belong to you and your being selfish.
However, I also see from the position of a philosopher and a humanist, that taking away something you already made is pointless. It will be fixed in the end, and it only delays the release in this case. In other cases it's like donating a piece of art to a museum, then saying all of a sudden after a few showings "you can't use this anymore." In this case that is "harming" us, as people who use this mod, and I wish that he could have been a bit more like graceful like agin and left his code to be used and cleaned up while still retaining the right to say that he was a main developer in the beginning, and that his code was being used at least for awhile after he left.
Whether what they did was right or not is besides the point I was trying to make. Remember that I don't necessarily disagree with you on this - just look at my history. Every mod I've made has been freely updated by others after I became less inactive. Hell, I've even created things in DivineRPG and you don't see my name in the credits but I'm not complaining about that.
You realize you could have quoted, not just used @SilverTrick, Right?
I didn't want to quote the massive post and the smaller post wasn't exactly what I was responding to. It accomplished the same thing, no?
edit: And I didn't need to quote them so that they get a notification as I'm rather certain they check this frequently.
edit2: A forum that I post on more frequenty lets you go @Username and it sends them a notification. It's awesome. I knew it wouldn't work here though.
You make some very good points but I wish your post wasn't tainted with assumptions and judgement. You might be right about the outcome of these disputes but it's unfair towards everyone who was put in countless hours to making content for you when you try to belittle their concerns to "petty squabbles" and call them children. I don't have much of an opinion on what actually happened but without knowing what actually did happen (hint: neither of us do) then it's not worth making assumptions. I also highly encourage you to learn coding and invest your own time into things for other people before you say what you would do in their position. You have no idea what it's like.
On the bright side, even if this is yet another project that sits on the backburner at least something came of it. The fire bow found a home in DivineRPG apparently.
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Once you know what the variables means it becomes kind of easy to rotate it. Swap everything in the first column with the second and you'll rotate it one way. Reverse the order of the column and you flip it 180. Just play with the variables and you'll get your different directions.
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If by plug-in you mean something that doesn't edit the base code at all, then the last three would be challenging. Depending what you want to accomplish they might be possible but even then they may create incompatibilities with other mods. The first three are definitely possible although the second might require more work at times.
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That method is only used for boosting the mounts speed with a carrot on a stick. In my opinion, it's worth missing that feature in order to avoid editing the base class.
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I don't think that necessarily translates because you haven't invested your time into creating something only to be told that it doesn't belong to you and your being selfish.
You said it was a "petty squabble" and that he was acting like a "peeved child" when you don't know the details of the dispute, only the outcome.
Whether what they did was right or not is besides the point I was trying to make. Remember that I don't necessarily disagree with you on this - just look at my history. Every mod I've made has been freely updated by others after I became less inactive. Hell, I've even created things in DivineRPG and you don't see my name in the credits but I'm not complaining about that.
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I didn't want to quote the massive post and the smaller post wasn't exactly what I was responding to. It accomplished the same thing, no?
edit: And I didn't need to quote them so that they get a notification as I'm rather certain they check this frequently.
edit2: A forum that I post on more frequenty lets you go @Username and it sends them a notification. It's awesome. I knew it wouldn't work here though.
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You make some very good points but I wish your post wasn't tainted with assumptions and judgement. You might be right about the outcome of these disputes but it's unfair towards everyone who was put in countless hours to making content for you when you try to belittle their concerns to "petty squabbles" and call them children. I don't have much of an opinion on what actually happened but without knowing what actually did happen (hint: neither of us do) then it's not worth making assumptions. I also highly encourage you to learn coding and invest your own time into things for other people before you say what you would do in their position. You have no idea what it's like.
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