the latest version I had was 1.3.0 Beta which didn't have a server mod
there was an earlier version that had a server mod, but was much more buggy...
to get 1.3.0 Beta working with textures
I had to put the [CustomSteve/] folder in the [mods/] folder because it didn't work in the [.minecraft/] directory
I know I've explained this before, but I keep seeing cases of "my textures don't work" here and nobody recommending this solution
.minecraft/mods/CustomSteve/ is what you need to get textures working
at least on 1.7.10 anyways
if anyone needs 1.3.0 Beta for whatever reason, I might be able to send it
although I'm not sure if it was ever updated, let alone had a server version mod released
tbh it's easy to detect if the mod is running on the client or server and he could just build a single jar that runs on either, which is much easier to maintain (I would know).
just wanted to note here, I've found a replacement for Minecraft and have gotten rid of Microsoft's last handle on me, so consider everything I'd previously been working on for this project discontinued.
(it was lost anyways thanks to Western Digital's unreliability around me, all of my projects are stuck on a disk with dead heads)
so yeah, I won't be playing Minecraft anymore.
1.7.10 wasn't well supported by this mod anyways, and I couldn't run any higher version due to the massive RAM usage.
it was fun while it lasted, but I can do more with the replacement game than I could with this mod (eg emissive textures)
see ya guys later, and good luck devs with the continued efforts on this mod
use a single desired variable to store the latest index to use and update it when referencing:
should work about the same without much change to the previous code
it should be pretty straight forward how to set it up, but lemme know if you have any difficulty
also, I recommend watching DireWolf's spotlight/tutorial
note you can select the variable tab and specify the index of the variable for whatever
I'm going to assume it's not possible to get NBT keys yet
I need it for building an autocrafting service that can be more easily managed than with workstations by storing the recipes in a container.
(was looking at doing this with OpenComputers, but RFT(C) is just sooooooo much better)
plud I'd already built an RFT multi-crafter with the aid of AE2, and it was SUPER fast...
but I'd run into issues with interfacing that made me put the recipes on floppy disks and made OC identify what I had in my ME for it's autocrafting management which was much more scalable...
but I ran into issues with OC that prevented me from crafting the farming drones and machine robots, which RFT just does better anyways...
just need a way to retrieve NBT tags and I'll be set.
@Phrongorre
here's a comparative example to python that should help you out
Programs:
RFTC:
Python:
Results:
RFTC:
Python:
not to note, you call() a function in python
where as RFTC does the calling for you
you need to set a tuple or vector on a var before signaling, and reference from that var in the signal-space if you want to supply arguments.
anyone ever figure out how to get shaders to work??
apparently CS only handles shaders if using shadersmod for some reason...
(I don't understand why it doesn't just use GL20, but whatever)
but I can't seem to figure out how shaders work...
it does seem to handle light (emission) and specular textures internally which is interesting, but I can't seem to figure out the structure for any of this...
I did try placing (*ModelName*/*TextureName*).(vert/frag) in the CustomSteve/shaders/ directory, but that didn't seem to do anything...
0
the latest version I had was 1.3.0 Beta which didn't have a server mod
there was an earlier version that had a server mod, but was much more buggy...
to get 1.3.0 Beta working with textures
I had to put the [CustomSteve/] folder in the [mods/] folder because it didn't work in the [.minecraft/] directory
I know I've explained this before, but I keep seeing cases of "my textures don't work" here and nobody recommending this solution
.minecraft/mods/CustomSteve/ is what you need to get textures working
at least on 1.7.10 anyways
if anyone needs 1.3.0 Beta for whatever reason, I might be able to send it
although I'm not sure if it was ever updated, let alone had a server version mod released
tbh it's easy to detect if the mod is running on the client or server and he could just build a single jar that runs on either, which is much easier to maintain (I would know).
0
just wanted to note here, I've found a replacement for Minecraft and have gotten rid of Microsoft's last handle on me, so consider everything I'd previously been working on for this project discontinued.
(it was lost anyways thanks to Western Digital's unreliability around me, all of my projects are stuck on a disk with dead heads)
so yeah, I won't be playing Minecraft anymore.
1.7.10 wasn't well supported by this mod anyways, and I couldn't run any higher version due to the massive RAM usage.
it was fun while it lasted, but I can do more with the replacement game than I could with this mod (eg emissive textures)
see ya guys later, and good luck devs with the continued efforts on this mod
0
ayy McJty, you should allow us to name variables rather than indexing them by using a hashmap to store the names.
You can still keep a count of the variables in the hashmap for RAM-use purposes, but it'll be much easier for us to have to manage
here's a modification of the python code I provided for Phrongorre to show it's just as simple as changing the ints to strings:
you should still be able set an index, but it's up to you if you want to allow the index to be part of it's own name, or index an existing name.
the way python behaves with dicts would make the index part of it's own name.
0
think about that a different way
use a single desired variable to store the latest index to use and update it when referencing:
should work about the same without much change to the previous code
it should be pretty straight forward how to set it up, but lemme know if you have any difficulty
also, I recommend watching DireWolf's spotlight/tutorial
note you can select the variable tab and specify the index of the variable for whatever
0
I'm going to assume it's not possible to get NBT keys yet
I need it for building an autocrafting service that can be more easily managed than with workstations by storing the recipes in a container.
(was looking at doing this with OpenComputers, but RFT(C) is just sooooooo much better)
plud I'd already built an RFT multi-crafter with the aid of AE2, and it was SUPER fast...
but I'd run into issues with interfacing that made me put the recipes on floppy disks and made OC identify what I had in my ME for it's autocrafting management which was much more scalable...
but I ran into issues with OC that prevented me from crafting the farming drones and machine robots, which RFT just does better anyways...
just need a way to retrieve NBT tags and I'll be set.
0
@Phrongorre
here's a comparative example to python that should help you out
Programs:
RFTC:
Python:
Results:
RFTC:
Python:
not to note, you call() a function in python
where as RFTC does the calling for you
you need to set a tuple or vector on a var before signaling, and reference from that var in the signal-space if you want to supply arguments.
0
is it possible to get the values of NBT keys??
0
@OCDKirby
Am I seriously the only "helpful" person here? :srs:
your textures should be placed in CustomSteve/textures/*model name*/
keep in mind the model may require relative directories in it's materials.
(if the textures are not ordered as required, contact the model's creator)
^ you can also use blender or other tools supporting pmx to figure out the image locations.
and png format should work, that's what I'm using for my model:
https://photos.app.goo.gl/8pZ6yRtT3JFPqP5k1
@everyone
note: images and textures are not the same thing.
for modern standards, materials can hold multiple textures, and textures can hold multiple image maps (images).
pmd/pmx is no exception to these standards, it just simplifies them to lower support standards.
0
sorry for responding so late...
if notifications worked I'd've gotten in touch with you alot sooner...
anyways, I'm only on 1.7.10 because a few vital dead-mods I use don't have replacements yet in 1.10.2.
other than that, yes, 1.10.2 is so much better at everything.
but yes, alot of devs still work on 1.7.10 and release for all supported versions.
0
Do you guys have a Discord by chance??
I don't do Twittand this place keeps crashing my ke
1
1.4.0 download for 1.7.10??
can it be installed on Linux servers??
0
anyone ever figure out how to get shaders to work??
apparently CS only handles shaders if using shadersmod for some reason...
(I don't understand why it doesn't just use GL20, but whatever)
but I can't seem to figure out how shaders work...
it does seem to handle light (emission) and specular textures internally which is interesting, but I can't seem to figure out the structure for any of this...
I did try placing (*ModelName*/*TextureName*).(vert/frag) in the CustomSteve/shaders/ directory, but that didn't seem to do anything...
0
thanks man
0
I'm having an issue with SEUS where everything just looks super dark.
but I didn't come here to complain
I would like to ask permission to use the source as a base to edit for my own pack.
SEUS looks just plain beautiful!, but runs like S.
(~47-75FPS (VSYNC) on internal, ~2-5FPS on SEUS)
^ I can't even fly
but that's not the only reason I want to work on my own shaderpack, let alone the realreason.
I'm already working on my own modpack and want to work on a signature shaderpack specifically tailored to it.
please and thanks
0
if he followed standards for mod development, the SERVER side should be integrated into the mod entirely...
it's actually a bad practice to separate the sides because of lan worlds...
I've been doing research for my own mod.
also, is the server mod for beta 130 updated yet??
I'm hosting a Linux server ofc...