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    posted a message on Genesis Mod - Prehistoric Dimension
    Quote from Snowy_Neptune»

    Oh okay. But I don't know how to make resource packs. I'll stick with making mobs.

    You would have to work with the same stuff to make a resource pack as doing the models for the base mod (Minecraft's model json format).

    Posted in: WIP Mods
  • 6

    posted a message on Genesis Mod - Prehistoric Dimension

    New video to show off the egg placing animation better. This one is 60 FPS at 1080p, so hopefully it's as clear as it can be with the terrible YouTube compression. :)

    The colors are way off, though, not sure what's up with that. :P


    Quote from HeartofDragons»

    It looks fantastic! I especially liked the animation for egg-laying, 'cause that's exactly what it looks like when dragonflies (or damselflies) do it. Excellent work! :D



    Glad you like it, I'm happy with how it turned out.:)

    Posted in: WIP Mods
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    posted a message on Genesis Mod - Prehistoric Dimension
    Quote from Anaghold»

    The moss has 4 stages of growth. It growth in the shadow or near of water (up to latest stage). When the moss is under the sun, it will die slowly. Currently, the moss is generate randomly under the sun (stage 1-2), and stage 3 in the shadow and near of the water. In rainforest swamp the moss is generate between 0-1.


    I should clarify, the moss stages are 0-3. 0 is still moss, but it's the least amount it can have before it dies and becomes dirt.

    Posted in: WIP Mods
  • 0

    posted a message on Genesis Mod - Prehistoric Dimension
    Quote from Endguy14»

    Hi this mod looks really cool will you be adding geologic features like volcanic activity,plate tectonics etc. also throughout history climates changed as well as sea level and other environment factors. I also have a request will you be adding other biomes similar to the ones of the modern era like mangroves,coral reefs,tropical/subtropical savannas,rain forests,desert,shrublands,wetlands/marshes,etc. Is there a reason you are not going to up to include up to and through the Miocene era? I find that era a very unique time of earths history considering the high biodiversity of the time, also the megapiranhia,megaladon and giant crocydliyians lived during this time period as well


    If a mod were to try and make plate tectonics and volcanic activity, the game would lag to heck and it would become unplayable. Tracking and modifying large areas of the world is way too slow the way Minecraft is now. Such a system would also be a huge amount of work to implement, and our team is small currently.

    Volcanoes may be doable in some primitive way (like a lava spawning block at the top of a mountain), but that doesn't sound like what you're talking about.

    I don't know about the rest of that stuff because I'm just a simple programmer. :P

    Posted in: WIP Mods
  • 1

    posted a message on Better Archery v1.6.2 (Adds new bows, arrows, quivers, more)

    Looks like Dinnerbone has added quivers. This may require you guys to rethink how you're going to continue the mod. (Also, it looked like from the screenshot there will be potion arrows...so there's one feature the mod doesn't need anymore.)


    http://minecraft.fr/wp-content/uploads/2015/05/fr-minecraft_B95M_xej71bl.png


    One good thing coming from this...it sounds like Dinnerbone rewrote a some of the crap projectile code.

    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Improved First Person (Zaggy1024 taking over)
    Quote from vrackfall»

    So Zaggy how it is going ?


    Sadly, I can't seem to figure how to make the camera follow a model part properly. I can kind of get it to work in some limited cases, but it doesn't work to make the camera follow the player's head while they're sneaking, which is extremely frustrating.


    How much experience do you have with rendering code? Do you think you could help me figure out?

    Posted in: Minecraft Mods
  • 2

    posted a message on [1.6.4] Improved First Person (Zaggy1024 taking over)
    Quote from vrackfall»

    So how is it going ?


    I ran into an annoying speed bump trying to figure out how to make the camera follow a model part. It might take a while, because I'm not that great at figuring out matrix transformations. :\

    Quote from CIoudyroach»

    If you guys want to see how its like then there are a couple of modpacks containing IFP


    Why should people download a whole modpack just to try out one mod? 0.o

    Posted in: Minecraft Mods
  • 2

    posted a message on [1.6.4] Improved First Person (Zaggy1024 taking over)
    Quote from vrackfall»

    EDIT 1 : Make an 1.8 version is too complicate because the block pos replaced x y z.


    How is that a problem? We don't really have to deal with BlockPos.

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] Improved First Person (Zaggy1024 taking over)
    Quote from vrackfall»

    Nice, you're back :). But there's one problem if you wan't to try to update your mod to 1.7.10 or 1.8 :

    Animated player isn't updated.


    Yep, I noticed that. I'm just going to leave the Animated Player compatibility code commented out for now, and hope that it's updated sometime.


    Just curious, did you run into any other problems updating the mod to 1.7.10? At this point I'm thinking that backporting the mod may not be so difficult, so if you aren't still making a 1.7.10 version, I can make one after I'm done with 1.8.

    Posted in: Minecraft Mods
  • 3

    posted a message on [1.6.4] Improved First Person (Zaggy1024 taking over)

    I've finally gotten around to making a basic and crappy version of the mod run on 1.8. Now I have to work out how to fix the positioning of the head, because I'm unsatisfied with how it worked before.


    I welcome whoever may be working on a version for 1.7 to continue working on it, as backporting it will take time away from me working on new features for the mod.

    Posted in: Minecraft Mods
  • 3

    posted a message on [1.6.4] Improved First Person (Zaggy1024 taking over)
    I still want to update this mod to 1.8, because it's quite complicated the way the mod has to change the way the game renders in first person, and I'm afraid that to hand it off to someone else would just lead to me spending the same amount of time as I would updating it myself.

    Also, in the past, it hasn't been too hard for me to update, so it would be a nice thing to do in my free time on the weekends (although I'm going to work Sundays, so it won't be as much time as I'd like).

    Sorry I haven't updated the thread in so long.
    Posted in: Minecraft Mods
  • 0

    posted a message on Better Archery v1.6.2 (Adds new bows, arrows, quivers, more)
    Quote from EpicSubstances

    Where is the download?

    Sorry, forgot to re-add it after the WYSIWYG broke the first post. I've done that now, but here's the link anyway: http://minecraft.curseforge.com/mc-mods/59099-better-bows/files
    Quote from scarycreepa

    What will happen to improved first person?

    I'm not sure yet. Since the code for that is significantly more complex due to how it modifies the base code to render the body in first person, I'm afraid that I may have to give a lot of time to explaining to a new maintainer how to use ASM and things like that. I may just update it myself at some point, if it turns out not to be too hard to do.
    Posted in: Minecraft Mods
  • 0

    posted a message on Better Archery v1.6.2 (Adds new bows, arrows, quivers, more)
    I thought I should update everyone on what's going on with me and this mod. I just started a full-time job, so I won't have any time to update it to 1.8, I'm afraid. I'm going to put a note in the first post saying people can request the source so they can take over the mod.

    Just a note, I never had any plans to update it to 1.7. I planned to remake the mod once 1.8 came out, because my code was getting a bit bloated and wasn't made to handle different arrow heads, and I didn't want to update it and then have to remake it after that. I would recommend anyone that wants to take over the mod to do this, because it'll probably be hard to understand a lot of my non-commented code.

    If anyone wants to maintain the mod from now on, please PM me.

    If anyone wants to use the mod in a modpack, credit me and link to this thread, and you're good.
    Posted in: Minecraft Mods
  • 0

    posted a message on Better Archery v1.6.2 (Adds new bows, arrows, quivers, more)
    Quote from enofix2

    I was testing in creative mode to see what happens.
    I created several glass pillars to see the skeleton better.

    While the skeleton tries to walk closer, the bow animates. It switches continuously between the normal (relaxed) bow position and the position with the string drawn back (like prepared for shooting).

    It feels like if the skeleton tries to walk and shoot at the same time.
    He does this despite having no line of sight.

    edit: I also trapped 2 skeletons which where shooting each other.
    The bow animation (shooting mode) remained active after I placed a block between them.
    If I push one skeleton a bit further, it tries to come back to the optimal place but each step is interrupted by a rotation to his enemy. This makes him walk very slowly.

    Quote from ItsDaKoolaidDude

    I seem to have a slight problem with the skeletons. They tend to move veeery slowly... Pretty close to having Slowness 4-7 effect on them.

    That's strange, because I don't believe I changed anything that should affect how fast they walk. Only some code to tell the client when they start pulling back their bow. I haven't messed with the code for so long I don't remember what I did, though.

    Quote from KickFlow

    Zaggy, are you working on relearning the system, or are you coding now? I apollogize if I come off as impatient.

    I've decided to wait until 1.8, so that I don't have to start updating the mod again while I'm working on rewriting it for 1.7. (Plus I've started working on a game project, so I may not devote a lot of time to modding for a while)
    Posted in: Minecraft Mods
  • 0

    posted a message on Better Archery v1.6.2 (Adds new bows, arrows, quivers, more)
    An update for those of you that were wondering what was going on with updating to 1.7.2. I haven't yet done any updating, because I still have to familiarize myself with the changes that've been made to Minecraft, the Minecraft Coder Pack, and Forge (a lot of changes, if you don't already know).

    I'm also going to be rewriting large portions of the code to be cleaner and hopefully better for making addons to the mod. I'm going to code in multiple types of arrowheads and recoding the way I put in all the different abilities of the arrows so that the actual code for the arrows is separate from the modified vanilla code.
    Posted in: Minecraft Mods
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