• 3

    posted a message on [Notepad++ Addons] Minecraft Commands Language [Now with Auto-Completion!]

    Hello everyone! Today, I bring to you my simple, yet very useful, user-made coding language for Notepad++ based on Minecraft commands. It highlights most Minecraft-related tags, as well as all commands, block ids, sounds, entities, etc. Here's it in action:



    Now, it also includes an auto-completion file! What that means is that, when writing your commands, you don't need to try and remember the id of that block, or how to spell an entity's name, or what the name of a certain command is: by typing in the first letters, it'll show a list of names to complete your words!



    If I missed anything, should add something else or if you have any idea related to this, let me know, and I'll happily reply (and probably execute your request).


    Here's the file for you guys to try out:


    Download files:


    mc.xml Version 1.1 [Dropbox]

    Minecraft Cmnds.xml Version 1.0 [Dropbox]


    (Note: for being on Dropbox, every occasional update holds the same link, so all you need to do is redownload on the same link)


    How to install a user-made language:



    First, once you have Notepad++ open, go to [Language], then [Define your language...].



    Next, on the pop-up menu that will, well, pop up, look for the [Import] button.



    Browse into the folder where you saved the .xml file, then double click the file. If you selected the right file, this should appear:



    That's it! Now you'll need to restart Notepad++ for it to show up. Once you've closed and re-opened it, the custom language should show up in the [Language] tab already.



    If it is there, just click it and have fun building amazing overcomplicated contraptions!!!


    How to uninstall/reinstall a user-made language:


    First, you're going to need to go to the [Language] option and search for [Define your language...].



    Next, once the pop-up shows up, go to the "User language:" list and select the user-made language installed.



    Then, you'll click the [Remove] button with the language selected.



    Once a confirmation window pops up, press [Yes].

    If you want to reinstall or update a user-made language, just follow the installation explanation after uninstalling.



    How to install Auto-Completion files:



    First, go to your Notepad++ installation file (most commonly at C:\Program Files\Notepad++). Open it and look for the plugins folder. Open it, and go to the APIs folder. Open it.



    Drag the file you've downloaded for the Auto-Completion (should be named Minecraft Cmnds.xml) and drop it on the opened folder:



    And that's it! Your auto-completion file is ready to go! However, you need to activate the feature inside Notepad++ itself.


    Activating/deactivating Auto-Completion for Notepad++:



    First, go to the [Settings] tab on Notepad++, then open the [Preferences...] option:



    Once the Preferences window opens, select "Auto-Completion" in the right tab:


    Once that tab is selected, mark the "Enable auto-completion on each input" checkbox. Make sure that the first option, "Function completion", is the one selected. Additionally, you may change the value of "From [N] th character" to whatever number suits your needs better:



    And that's it! If you want to remove the auto-completion functionality, simply follow all these steps again, but uncheck the checkbox instead. Furthermore, if you want the auto-completion function, but in a non-invasive way, you may use the auto-completion shortcut (default to [Ctrl]+[Space]).

    Posted in: Minecraft Tools
  • 1

    posted a message on Quantum Conundrum in Minecraft Mod - QuantumCraft
    Quote from col6y

    Yikes. However, are you sure that the motherboard is the problem? Unless you're using an integrated graphics card it doesn't sound like a motherboard problem.

    Yes, I'm using an integrated graphic card, but that's not the only problem: even if my PC could run Minecraft, it would be EXTREMELY buggy, and would turn off sometimes (like what happens with Mari0).
    Quote from col6y

    Actually, I removed it because Minecraft 1.5 uses a different texture system that isn't compatible, so the modified texturepack would need a complete change.
    Also - the problem with large files is also a problem with hosting them. If I store too much big stuff, I have to pay more.
    And, having two downloads would greatly increase the amount of time that it takes to publish new releases.

    OK. But if at some point you decide to re-implement them, just tell me. The textures are already done (most of them) since some old builds, but to me is easy to adapt them to the new texture pack system...
    Quote from col6y

    That would be great! Thanks.

    You're welcome. I will try to do them as soon as I can :)

    EDIT: "As soon as I can" is now!



    But don't forget: you'll need to "parent" the head, the beak, the top hat's top, the top hat's bottom and the neck to rotate, together, in an axis next to the neck's end (more or less the middle of the body).
    Good luck :)
    Posted in: Minecraft Mods
  • 3

    posted a message on [1.4.6/1.4.7] HBD's QuantumCraft Texture Pack [QuantumCraft Mod]
    Build 14:
    (Minecraft 1.4.6/1.4.7)


    IMPORTANT: Due to some computer issues, I'll not be able to update this texture pack to 1.5 and to mod's build 34 this month. So, at least for now, this texture pack is OUTDATED.

    Hello, guys. I'm back now with this texture pack that I'm making to use together with Col6y's Quantum Conundrum mod (see his topic right here: [1.4.6][SSP] QuantumCraft - Quantum Conundrum in Minecraft). Well, it's still work-in-progress, but you all can help me. I am really thankful to all you guys that helped me to terminate this texture pack. I know that doesn't look much, but it is much to me!
    And now, as I promissed, THIS TEXTURE PACK IS FINNALLY FINISHED! Now it has:
    • Textures looking like in the game;
    • Custom paintings;
    • Custom mod's items and blocks;
    • Fluffy textures;
    • Heavy textures;
    • Slow-Mo textures;
    • Antigravity textures.
    Obviously, it's not 100% completed, because the mod and Minecraft are always updated, but I'll update the texture pack together to them. But you can already download this version, compatible with Minecraft 1.4.6/1.4.7 and, actually, to mod's Build 29/30/31 (REALLY COMPATIBLE!).



    That's how this texture pack looks:

    Screenshots:

    Wools:



    Original:

    Blocks:


    That water at the side of the glass "was" the ice block. That's how it looks:



    Original:


    Original:

    Plants (UPDATED):


    (Now the grass is darkest, then easier to see)

    Original:


    Oak leaves/Jungle leaves/grass:


    Original:


    Minecarts/Rails/Miscelaneous:


    I forgot to show the custom signs in this screenshots. That's how they look:



    Original:



    Original:

    Mushrooms:



    Original:

    Redstone (UPDATED):



    Original:


    Wooden doors:


    Stone block/Stone pressure plate/Stone button:


    Ores/Mineral Blocks:



    Original:

    Mod things:

    Normal:


    Fluffy:


    Heavy:


    Slow-Mo:


    Antigravity:


    Items:


    Laser/Light beams:

    Paintings:

    Normal:


    Fluffy:


    Heavy:


    Slow-Mo:

    (Now this painting is fixed. There's no more "white dots" in the image)

    Antigravity:

    Life/Hungry/Experience/Inventory



    Original:


    Menu (UPDATED):

    Main Menu:


    Secondary menu:


    Start-Up Screen:

    Dimensions (UPDATED):

    Pumpkin (With "pumpkin blur" edited):




    Normal:


    Fluffy:


    Heavy:


    Slow-Mo:


    Antigravity:



    And here's a simple banner I made quickly, for people who likes to show other's works:

    [url=http://www.minecraftforum.net/topic/1405169-144145-hbds-quantumcraft-texture-pack-quantumcraft-mod/][img]http://2.bp.blogspot.com/-W7koGaHxY1U/UEAKpzt7ZVI/AAAAAAAABEM/I_dmX1g-a_g/s1600/that_beautiful_banner_by_HugoBDesigner.png[/img][/url]


    To do:
    -Update the texture pack together to mod/Minecraft updates.

    HBD's Q.C. pack - mod's Build 29/30/31
    Posted in: Resource Packs
  • 3

    posted a message on [1.4.5][SSP][ADV/PUZ] Portal 2: The Return [PortalGun mod map][UPDATE 2]



    Map updates:

    Update 1:

    > Lightning fixes;
    > Some redstone signals are longest;
    > Normal pistons replaced by sticky pistons (decorative floor platforms);
    > Compatibility with Optifine;
    > Old-Aperture chambers pre-recorded messages are played only once;
    > Wheatley-meeting scene bug fixed (you'll only have to exit and open Minecraft);
    > Other minor fixes;

    Update 2:

    >Fixed the door looping around in the first chamber;
    >Added delay to the first laser chamber's door;
    >Fixed button Flip-Flop in the first laser chamber;
    >Other minor fixes;

    Texture pack updates:

    Update 1:

    > Sticky pistons now have the 2x2 metal block texture;
    > Improved tiles (of concrete and yellow tiles);
    > Added compatibility with Optifine;
    > Edited textures from mod's items (cubes, Aerial Faith Plates, fizzler...);
    > Edited wheat texture for starting scene;
    > Texture pack now has it's own topic.
    > Other minor fixes;

    Update 2:

    > Edited Wheatley, GLaDOS and redstone lamps to look more clean;
    > Edited redstone to look like small dots;
    > Farmland blocks looks like grass;
    > Grass sides looks like the Portal 1 round table;
    > Edited cobweb to vertical wires;
    > Added custom textures for Thermal Discouragement Beam Emitter, Catcher and Sensor;
    > Other minor fixes;






    Translated to Russian by Krutx (Update 2) - Part 1:

    Translated to Russian by Krutx (Update 2) - Part 2:








































    You decided to back to Aperture, and GLaDOS started testing with you again. But you needed to be redirected to the "Old Aperture" chambers, because "[...]you've managed to destroy the water pipes after here.". Then, you're introduced to the "Energy Rod" and to the "Teleportation Device" (in Minecraft terms, "Fishing Rod" and "Ender Pearl"). After a lot of tests, you're redirected, again, to the normal (and abandoned) chambers, after meet GLaDOS in her reconstructed old lair. In some point, GLaDOS have the idea of recycle the "Energy Rod" and the "Teleportation Device". So, she moves you to new chambers she made. After some tests, Wheatley (who previously have send pre-recorded messages for you and GLaDOS) fall on the Earth again, right in Aperture. So, GLaDOS makes him responsible to fix the destroyed chambers. After all this, you back to the Relaxation Vault, waiting for new tests.













    [url=http://www.minecraftforum.net/topic/1626922-145sspadvpuz-portal-2-the-return-portalgun-mod-map/][img]http://3.bp.blogspot.com/-7xrWF-KFy2A/UOKQ2oBAe2I/AAAAAAAABZg/LeYWkslwnXg/s1600/Signature_MCforum_100.png[/img][/url]


    Posted in: Maps
  • 1

    posted a message on [1.4.4/1.4.5] HBD's Portal Pack [PortalGun mod] [UPDATE 2]



    Map updates:

    Update 1:

    > Lightning fixes;
    > Some redstone signals are longest;
    > Normal pistons replaced by sticky pistons (decorative floor platforms);
    > Compatibility with Optifine;
    > Old-Aperture chambers pre-recorded messages are played only once;
    > Wheatley-meeting scene bug fixed (you'll only have to exit and open Minecraft);
    > Other minor fixes;

    Update 2:

    >Fixed the door looping around in the first chamber;
    >Added delay to the first laser chamber's door;
    >Fixed button Flip-Flop in the first laser chamber;
    >Other minor fixes;

    Texture pack updates:

    Update 1:

    > Sticky pistons now have the 2x2 metal block texture;
    > Improved tiles (of concrete and yellow tiles);
    > Added compatibility with Optifine;
    > Edited textures from mod's items (cubes, Aerial Faith Plates, fizzler...);
    > Edited wheat texture for starting scene;
    > Texture pack now has it's own topic.
    > Other minor fixes;

    Update 2:

    > Edited Wheatley, GLaDOS and redstone lamps to look more clean;
    > Edited redstone to look like small dots;
    > Farmland blocks looks like grass;
    > Grass sides looks like the Portal 1 round table;
    > Edited cobweb to vertical wires;
    > Added custom textures for Thermal Discouragement Beam Emitter, Catcher and Sensor;
    > Other minor fixes;







































































    [url=http://www.minecraftforum.net/topic/1692601-144145-hbds-portal-pack-portalgun-mod-update-1/][img]http://1.bp.blogspot.com/-bt-LVJtqxfk/USANo5ulwuI/AAAAAAAAB8o/Wvy7Tkj5DwM/s1600/Signature_MCforum_100_PtPack.png[/img][/url]

    Posted in: Resource Packs
  • 1

    posted a message on Quantum Conundrum in Minecraft Mod - QuantumCraft
    Quote from col6y

    What do you mean?
    Trapdoors aren't affected by normal gravity, are they?

    I mean, if you're in Antigravity dimension, the trapdoors goes up. And if you're in the normal dimension, they goes down. Maybe this could be adjustable in /config.

    Quote from col6y

    Good idea. Maybe in /config, though. Any specific settings that I should add?

    Things like:
    -What block(s) can break with fluffy;
    -Set the slowmo velocity;
    -Set on/off the trapdoor affected by antigravity dimension;
    -Set the lasers damage.
    These things, maybe :)

    Quote from col6y

    Actually, I tried this.
    The problem: Sand only falls when an adjacent block updates. This allows for floating sand.
    When the dimension is switched to Anti-Gravity, they don't get updated. So all sand doesn't fall until a block next to it changes.
    This makes it worthless for maps, as you'd need to manually update the sand.
    I could update all the sand in the world when the dimension switches to Anti-Gravity, but that would be very slow.
    And, it would be annoying and laggy if all the sand in the world flew off into the sky.

    You could make it configurable in the /config file. This setting starts inactive, then the player can set if sand, gravel or both should fly.

    Quote from col6y

    I was planning this, maybe by changing texturepacks dynamically. I'll see if that's even possible, though.
    It might turn out to not be.

    You could put it in the /config file, like "If the dimension is (dimension name), then block is (block id)". Or, also, something like "If the dimension is (dimension name), then texture pack is (texture pack name)"

    Take a look in this "properties file" example that I've made: quantum_conundrum_mod.txt

    Thanks for have accepted my ideas before, and again thanks for reading.
    Posted in: Minecraft Mods
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