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    posted a message on [1.4.7] Advanced HUD 4.8.1
    Quote from RenegadeXR

    It's just a bit ironic that Turbo was so adamant to place total focus on the new release of his mod to the extent that he was content to neglect the current mod and refuse to patch it to maintain basic compatibility with Minecraft updates.


    This has been an ongoing trend of mine during all major mod rewrites (this being the 5th one). It's a balancing game. Should I take time to rewrite the mod propper or release a steightforward update first and then do the rewire.

    The second comes with all the prereleases, bugfixes and all the goodness in between. Which from my perspective, a dev who wants to update his mod, is a lot of wasted time.
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] Advanced HUD 4.8.1
    Quote from EchoJerichoX

    Good riddance. Get a dev that is passionate about their work.

    - Thinking about stopping development of the mod since October 2012, but still updating it.
    - Taking a break the last month so I can be absolutely sure about this decision.
    - Making the mod public domain, so it's development can be continued by someone else.
    There's your passion.

    Or is it the adfly that's bothering you? I suggest you try and learn programming for 5 years so you can make something decent, then spend another 2 years on a project like this.

    I should also mention that you're going to see the same amount of passion (or, as you put it, the lack thereof) from the next guy in line.

    Quote from EnellGmz

    Enough guys, no more need of this. Being stupid is good but not all the time.

    Nah, let them. Like I said they're an example. I usually just report those kinds of posts.
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] Advanced HUD 4.8.1
    Wow tnx for all the great examples guys, you really help me get my point across.

    Quote from Wiitoy200
    Oh, I see. Well I'm sorry you feel that way, I honestly didn't mean to sound selfish when I asked

    You didn't. The first post isn't directed at (people like) you. It's pretty obvious that there's some thought and reasoning that went into your post.
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] Advanced HUD 4.8.1
    Quote from blaze1093

    That sucks, TurboSlow. I've seen too many good modders driven to honey badger status for the same exact reason. I remember one of the best mods for Skyrim went dark because of this reason.

    As for you not playing minecraft anymore... I can see it getting very stale for the committed players, although that isn't me. Happy trails!

    I don't know if Minecraft is getting that stale on me. It's got more to do with the way Mojang is going with it.
    I love games where you can create things. I used to play games like Tony Hawk Pro Skater, Revolt and Time Splitters all the time. It's the reason why I love programming.

    Quote from EnellGmz

    Alright, I must defer to your decision. I wouldn't want you to continue developing this mod if you don't want to. But only if you REALLY do. Thanks a lot for making it :)

    Thanks.
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] Advanced HUD 4.8.1
    Quote from EnellGmz

    immature, the trolls, the griefers, etc. are the 15 people that post here and drive you crazy? What about the rest of the people that use this mod who simply:

    1) Don't troll
    2) Don't post at all at this thread they just download the mod.
    3) Don't have a minecraft forums account at all.

    I said I don't like Minecraft's community in general, it's not (most of) the people in this topic. It's what I see on the rest of this forum, Reddit, PlanetMinecraft, FeedTheBeast, Tekkit, etc, etc.

    Quote from EnellGmz

    Why do you take them so seriously? and Why don't you imagine that there are tons of people who support by downloading the mod?
    AntVenom showcased this mod once which means he likes it, but also there were tons of positive comments about this mod there.

    I'm not saying I don't know of their existence. They are the signal. But there are for example a lot of people that don't realize how much time and effort a mod takes and just blatantly ask for an update. Again, signal to noise.

    The way I see it. This will open up opportunities for other people to experiment with the concept of the mod and bring their ideas to the table.
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] Advanced HUD 4.8.1
    Quote from RandomObj3ct

    i'm starting to think Turboslow never updates, Every update seems to mean 'time for an overhaul!'
    I'm on to you, re-doing your mod all the time, making it twice as amazing just because you just can't be bothered updating it. ;)

    Haha, that's kinda true. I do update every now and again though. What I like about programming is learning new stuff every time, then applying that new knowledge to your projects and making them better with each iteration.
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] Advanced HUD 4.8.1
    Increasing the fps isn't the outset of the mod though. So I doubt it'll be noticeable, unless you measure it. It's just a nice bonus to this whole MVC system.
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] Advanced HUD 4.8.1
    Quote from VorTr3x

    ah i understand this a bit :3 thanks for that one c++ class XD what would the data and logic be?

    If we take the healthbar as example, the data would be:
    - The total amount of hearts to render.
    - The the amount of filled hearts.
    - the transparency.
    - a flag for if the bar should flash.
    - a flag for hardcore mode.
    - the poison effect.
    - the wither effect.
    - the wiggle effect.
    - the regen effect.

    Logic means how the data is calculated. For example; in the case of the transparency value, if the health bar is set to fade, the value will be calculated based on what is happening (the player taking damage or not) and the settings (fade speed, fade threshold).

    Ready for the kicker? The "Settings for Healthbar" menu is also a view.


    The logic (model) gets calculated every Minecraft tick (rate of 20 times/second). The health bar gets rendered every single frame (rate of fps/second).
    When Minecraft renders, I only have call the associated display list (an OpenGL feature) instead of calculating everything every frame (vanilla Minecraft).

    Result: FPS increase at the cost of Memory usage increase + all other benefits of MVC, like customizability.
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] Advanced HUD 4.8.1
    Heh, I just realized I'm building the mod sort of in a MVC structure:

    (image source: http://www.moock.org/lectures/mvc)

    For example the solid bar and the icon strip are 2 different views that I can apply on any of the health, food, armor or air bars.
    /developertalk
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.4.7] Advanced HUD 4.8.1
    Quote from RenegadeXR

    The top one looks fine. I don't see an issue. If there's a specific size where pixels would be lost, maybe that should be defined as the minimum threshold for the smallest size setting. Since resizing the window running JVM where Minecraft resides in turn resizes the GUI elements, I assumed maybe there's a way to scale the GUI elements using some artificial boundaries instead of the full window size to more or less achieve custom sizes. Then again, I've never in my life written anything with a GUI, let alone a game that made use of sprites, so I have no idea.
    Do you mean GUI or OpenGL / DirectX?

    My current plan of attack is to create a new texture in memory, then copy and upscale the icons to it.

    Then, whenever the scale is an integer, I'll set the texture filtering to nearest (so it looks crisp, like default). And whenever the scale is a point number I'll set the filtering to linear. The result is a sprite that, because of the upscaling, isn't as blurry as the example above. It's a crude method of anti aliasing really.

    This will also allow me to clean up the locations of the icons on the texture which will result in only having to pass 1 set of coordinates to the renders for the icon strips (instead of 3 sets; full sprite, half sprite, background).
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] Advanced HUD 4.8.1
    The pixels in the top one are skewed. This will be even more noticeable when you shrink it, as some pixels even start to disappear.
    The bottom on has pixels from the sprites next to it bleeding trough on the edges. If you look at the hunger bar you can even see some pink from the placeholder texture.
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] Advanced HUD 4.8.1
    Quote from Evangeder

    Can we expect custom graphics for GUI sometime?
    I really can't wait to have Diablo-like gui in minecraft :3

    http://www.minecraft...0#entry19843543
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.4.7] Advanced HUD 4.8.1
    Quote from RenegadeXR

    The new features look pretty cool. I see why Turbo is taking his time with the update — it's not strictly just for compatibility.

    If there was a way to custom-scale GUI elements, including the item hotbar, to something other than "small, medium, large, scale to GUI" in a very granular fashion with maybe like a slider of some sort, that in itself would make this mod a must-have for any respectable Minecraft player.
    I'm actually currently toying around with that idea. Here's what it looks like:
    With nearest interpolation (Minecraft default):


    With linear interpolation:

    As you can see both examples produce horrible results. In order to get it to work in any decent way I'd need a 1 pixel gap in between all the sprites in the texture. I'd have to write something that will copy the icons to it's own texture every time the texturepack changes.

    Quote from Zpwner_383

    I can probably explain why this next update is taking so long...
    The recent Minecraft Version added more options with the chat box and this screwed up the compatibility with a lot of class files.
    That's why this next update is taking such a long time.
    I hope this answers the question everyone is asking...
    No, I'm actually recoding the mod from scratch. Don't worry, it'll be worth it, you'll see.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.4.7] Advanced HUD 4.8.1
    Quote from bowers12

    Yes, thank you, I thought it lacked that sort of customization.
    I have an idea you might be able to implement: Have it so the bars can have lines sort of like the XP bar.

    The scaling is one of the most requested features. Especially with the map.

    Quote from VorTr3x

    pretty good (although i still have no idea how to upload pictures XP) however the food bar maybe become too small to see if you resize the UI layout...

    That scale will be independant of the gui scale.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.4.7] Advanced HUD 4.8.1
    Here's what I'm currently working on:
    Posted in: Minecraft Mods
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