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    posted a message on How do arrows come from our right hand?
    Well in your diagram, you had a yaw, and the java took a sine and cosine of the yaw. Why, in your diagram, did you take the sin and cosine of 90 - yaw?

    Thanks again btw XD
    Posted in: Modification Development
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    posted a message on How do arrows come from our right hand?
    Quote from Vic_»

    I'm sorry then. Sometimes I just can't read and get annoyed by things like that far too easy. Anyhow, Link is right, you obviously have to use sin & cos because you want to move it to the right, from your point of view.

    Here is a visualization:


    Note that this NOT how MC is doing it, I swapped x & z for example. Alpha and beta are a little bit odd in this sketch but I was too lazy to redraw it. I think you get the general idea though...

    Thank you for your explanation! However, I totally don't understand how you got that diagram. Here's what I thought (/still think) it did:

    What do you think is wrong with this interpretation? I feel like it moves the arrow 0.16 blocks into the person's chest.
    Why are you subtracting the α from 180? Where does the subtraction even come from?
    I probably don't understand what yaw even means, although I don't quite know how
    Thanks for your help though, I feel like a trig noob idk why
    Posted in: Modification Development
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    posted a message on How do arrows come from our right hand?
    Quote from GotoLink»
    Step 6 with Entity#setPosition(x, y, z)
    This is offset to the right.

    This?:


    this.posX -= (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F);
    this.posZ -= (double)(MathHelper.sin(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F);
    How though?

    It just multiplies the sin and cosine of the yaw by 0.16, so basically a triangle with angle yaw and hypotenuse 0.16....
    That has nothing to do with a right offset....
    Posted in: Modification Development
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    posted a message on How do arrows come from our right hand?
    Quote from Vic_»
    0.10000000149011612D
    0.007499999832361937D

    Those are both rounding errors, initially it was 1/10D and 0.0001 * 3/4D
    Either that or 0.1D & 0.0075D, anything else is just ugly.
    Make it look like it was your code at least, same goes for the unnecessary (double) casts.

    I know that -_-

    I copied that "word-for-word" from the MCP, and then explained what I thought the code did, and how I couldn't see how that makes the arrow move right. I never made any of it......
    Posted in: Modification Development
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    posted a message on How do arrows come from our right hand?
    In minecraft, when you fire/shoot a bow, you should have noticed that the bow fires from your right hand. More literally, when you fire a critical arrow, you never see particles to the left of your cross-hair.



    I looked at the mcp for 1.7.4 (the right-hand effect existed way before that) and I couldn't find anything that had the power to move the arrow to the right a bit.

    Here is what I think I translated the java into:

    1. You shoot the bow
    2. x = number of seconds you've been holding the bow back
    3. power level = (x^2 + 2x) / 3
    4. A new arrow is formed at [Player X], [Player Y] + [Player Eye Height], [Player Z]
    5. The arrow goes down ~0.1
    6. The arrow moves 0.16 forward (of where the player is looking)
    7. The target point is set to 1 forward (of where the player is looking)
    8. It adds some normal-distribution randomness * ~3/400 to the target point
    9. The target point is dilated by (power level) * 3
    None of this seems to have the ability to move the arrow rightward, though. What is responsible for this effect?


    My thought process:
    Step 1:
    You shot
    Step 2 [par1ItemStack = the bow, par2World = world, par3EntityPlayer = the guy, par4 = item in use-ticks]:
    int var6 = this.getMaxItemUseDuration(par1ItemStack) - par4;
    float var7 = (float)var6 / 20.0F;
    Step 3:
    var7 = (var7 * var7 + var7 * 2.0F) / 3.0F;
    Step 4 [par1World = par2World, par2EntityLivingBase = par3EntityPlayer, par3 = var7 * 2]:
    this.setLocationAndAngles(par2EntityLivingBase.posX, par2EntityLivingBase.posY + (double)par2EntityLivingBase.getEyeHeight(), par2EntityLivingBase.posZ, par2EntityLivingBase.rotationYaw, par2EntityLivingBase.rotationPitch);
    Step 5:
    this.posY -= 0.10000000149011612D;
    Step 6:
    this.posX -= (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F);
    this.posZ -= (double)(MathHelper.sin(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F);
    Step 7:
    this.motionX = (double)(-MathHelper.sin(this.rotationYaw / 180.0F * (float)Math.PI) * MathHelper.cos(this.rotationPitch / 180.0F * (float)Math.PI));
    this.motionZ = (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI) * MathHelper.cos(this.rotationPitch / 180.0F * (float)Math.PI));
    this.motionY = (double)(-MathHelper.sin(this.rotationPitch / 180.0F * (float)Math.PI));
    Step 8 [par1 = this.motionX, par3 = this.motionY, par5 = this.motionZ, par7 = par3 * 1.5, par8 = 1]:
    float var9 = MathHelper.sqrt_double(par1 * par1 + par3 * par3 + par5 * par5);
    par1 /= (double)var9;
    par3 /= (double)var9;
    par5 /= (double)var9;
    par1 += this.rand.nextGaussian() * (double)(this.rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D * (double)par8;
    par3 += this.rand.nextGaussian() * (double)(this.rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D * (double)par8;
    par5 += this.rand.nextGaussian() * (double)(this.rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D * (double)par8;
    Step 9:
    par1 *= (double)par7;
    par3 *= (double)par7;
    par5 *= (double)par7;
    this.motionX = par1;
    this.motionY = par3;
    this.motionZ = par5;
    Posted in: Modification Development
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    posted a message on Decompiling 1.9pre2
    I badly want to know how the potions worked back then, so I figured I would ask here.

    I don't know too much about how Minecraft gets deobfuscated, but I know MCP could do the job. For some reason, no MCP 1.9pre2 version exists, the latest 1.9 one is 1.9pre5 and before that is 1.8.1 beta (or at least I can't find it: http://mcpold.ocean-labs.de/index.php/MCP_Old_Releases)

    The guy who made the cauldron mod somehow did it, and the guy who made the 1.4.7 cauldron mod claims to have used the original code to make it, but he hasn't existed since August.

    Do any of you know how to deobfuscate/decompile 1.9pre2?
    Posted in: Modification Development
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    posted a message on Diamond Generation
    Does the 1 vein per chunk thing still apply to 1.7.4?
    I was chunk mining and I found 3 diamond veins at least 5 blocks separate from each other and completely contained within the same chunk. Two of them were near the edges of the chunk (~2 blocks away) and one was in the middle.

    If for some reason you can't find this occur:
    Vanilla 1.7.4
    Seed: -2140139135, default generator
    Chunk 1, 19 at layer 5
    Posted in: Survival Mode
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    posted a message on Should Realms support CraftBukkit or Mod API
    A really really really long time ago, Notch himself stated that he wants to incorporate a plugin architecture into Minecraft.
    Somewhere it appears to seem they are also working on a Mod API.
    But for sure, they aren't going to put some third party thing directly into their stuff.
    The only way this could happen is if the Bukkit people make it happen, which may not be even possible.
    --
    It's like I say that and a Bukkit for Realms appears officially along with them putting a bunch of third party things directly into their stuff.
    Posted in: Minecraft Realms
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    posted a message on How do I make a Minecraft seed?
    Quote from Olive48

    It would be better if you could just have a list of all seeds never used.

    There are about 300,000,000,000,000 minecraft seeds in the world
    Quote from Natecraft

    Seeds are a random number (if you type in a word, it converts the letters to numbers) and than uses that random number in a formula that generates the terrain, some numbers end up creating some really crazy terrain.

    Basically this.
    Quote from TurboCraft

    Then how come someone made a seed called artomix? it works. I'm pretty sure you can make a seed.

    He typed it into the box and it turned out cool and you can't 'make' a seed
    Quote from TurboCraft

    I need help. I have good ideas and a good spot for a seed, but I need to know how to make one (duh).

    I was just wondering if anyone knew how, since, well, there's already a lot of seeds made by some of you guys.

    Super ultra mega useful information: http://en.wikipedia....iki/Random_seed
    A seed: A number that gets a random number creator going
    Minecraft works off of random numbers. It uses random numbers for mob drops, random numbers for generation like strongholds and mineshafts, it uses random numbers for cavern creation, it uses random numbers to decide what to put in a village chest, it uses random numbers to decide when a sapling should grow into a tree, or when wheat should mature, it uses random numbers to create explosion craters, it uses random numbers to spawn underground ores, it uses random numbers to spawn monsters, it uses random numbers to separate biomes, [ . . . ], and it also uses random numbers to produce the hills and terrain and stuff.
    Well what happens if you don't type a seed? It makes itself one by using the computer's date and time and somehow merging that into a seed (usually java core libraries handle this)
    Well what happens if you type letters into the seed box?
    It uses the java string method "HashCode()" to get the string's "Hash code" and uses that to make a string.
    Oracle says it does this:


    public int hashCode() Returns a hash code for this string. The hash code for a String object is computed as

    s[0]*31^(n-1) + s[1]*31^(n-2) + ... + s[n-1]
    using int arithmetic, where s[i] is the [i]i[/i]th character of the string, n is the length of the string, and ^ indicates exponentiation. (The hash value of the empty string is zero.)



    Well then how do you get your world's seed: You type "/seed" or you hit F3 or use a method shown above.
    Basically you don't make a seed, you find an interesting world and you take it's seed. Or you type some words into the box and find something interesting in the world.

    Bottom Line:
    If I can Google it, you can too.Believe it or not I don't think even half of all ~300 trillion seeds have been used yet and you want to make a list of them all.
    Posted in: Seeds
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    posted a message on [Mod Installer Creator] MIG - Create an installer for your mod
    Mod Installer Generator (MIG)
    Ever find it hard to get people to install your mod?

    No worries! Without absolutely NO work, generate a mod installer for your mod using this program.
    Instructions: Open the zip file containing the stuff (that the user would normally have to drag into their jar) and hit the button. An installer will be generated and appear.

    It's literally that easy! Don't believe me? Look at it's simple interface:


    After you click the button, it will paste the filepath to the installer onto your clipboard!

    Instructions for user: Now all the user has to do is click the "Install Mod" button and wait for it to automatically close.

    It's literally that easy! Don't believe me on that too?
    Heres a look at the installer it generates (the thing you distribute):


    When the user starts his minecraft, he will discover that it has been modded!
    Download link to Mod Installer Generator: http://www.mediafire.com/?pcxbk38e8e0657c
    The one and only drawback: Both you and the mod user have to be running Windows with MS.NET 4.0
    Looking for someone who is good at turning C# Windows Apps into Mac ones for free, like maybe @jaquadro
    Posted in: Minecraft Tools
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    posted a message on Alagaesia Map Build
    The landscaping part
    Hello there, It's bwhodle.
    I've read the books and I love this series.
    I've not particularly enthusiastic about this Map, but I am quite good at terrain making and I started imagining things about an Alagaesia map.
    Sadly I can't really play on servers. :(
    No big deal...
    If you tell me how I should scale the continent (I mean like how many blocks x how many blocks the map should be.
    If so, I could build an alagaesia continent with like the forest and islands and the mountains and stuff and send it to you somehow and then you could just import it into the server.
    Note that if you "hire" me I will not build any of the cities/buildings/mansions/Galbatorix castle/things in the elf forest or anything like that because I suck at building big towns and cities and stuff. I could make the physical terrain pretty well though.
    Posted in: Server Recruitment
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    posted a message on [Jar Creator] Minecraft Jar Generator (MCJG) Beta 1.0
    Poof it's different now.
    Posted in: Minecraft Tools
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    posted a message on [Jar Creator] Minecraft Jar Generator (MCJG) Beta 1.0
    Yes sir good point sir.
    Posted in: Minecraft Tools
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    posted a message on [Jar Creator] Minecraft Jar Generator (MCJG) Beta 1.0
    Well thanks! It isn't really a mod but still. I would like people to test out this version so I can ensure it's bug-free before adding more stuff.
    Posted in: Minecraft Tools
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    posted a message on [Jar Creator] Minecraft Jar Generator (MCJG) Beta 1.0
    :( Bump
    Please give suggestions.
    Posted in: Minecraft Tools
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