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    posted a message on [1.6.2][Forge]Matrix Mod|200+ downloads!
    Hey guys, for those of you that haven't read the topic, I am the coder for this mod. First of all I would like to say I am super glad to see there is still interest and hype about this mod. Second, I'd like to say I am super sorry that I haven't updated the mod in such a long time due to being a full time student with after school stuff. I am happy to say however that I will try and find time to start working on the mod more, and I promise that as soon as I can get the GUI working I will update(there is no eta on that tho). Thanks for all the support and I hope you like the next update, whenever that may be!
    Posted in: WIP Mods
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    posted a message on [1.6.2][Forge]Matrix Mod|200+ downloads!
    Quote from Flying_Bat

    Could you add some photos of the mod?

    I think a alpha review is in the works but I'll see what I can do. If you did download, what is your opinion? We are always looking for feedback
    Posted in: WIP Mods
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    posted a message on [1.6.2][Forge]Matrix Mod|200+ downloads!
    Hey guys, I'm the dev on this project(you can check) and I wanted to let those of you that follow this mod to know that it is not dead. I am a full time student and haven't had much time to code. Also, I have an update because I cannot get a hold of siaba(who made the thread). Just a note, this version is only tested to version 1.6.2-9.10.1.851 of forge. Here ya go: http://www.mediafire.com/download/djsxnmxi2k8nevd/Matrix_Mod pre2.2.zip
    Posted in: WIP Mods
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    posted a message on [1.6.2][Forge]Matrix Mod|200+ downloads!
    Ill get you the .jar file to put in, it'll be missing a texture but it'll be there
    Posted in: WIP Mods
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    posted a message on What is at the end of minecraft?
    It doesn't stop generating anymore. Minecraft is infinite. the Farlands no longer exist.
    Posted in: Discussion
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    posted a message on How do I recompile/reobfuscate source outside src/minecraft?
    Now it's telling me antcall must not be used at top level?
    Posted in: Modification Development
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    posted a message on How do I recompile/reobfuscate source outside src/minecraft?
    Oh wow, thanks man!!
    Posted in: Modification Development
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    posted a message on How do I recompile/reobfuscate source outside src/minecraft?
    Quote from glassesofdoom

    can i see a copy of your build.xml


    <?xml version="1.0" ?>
    <project name="Matrix Mod" default="build">

    <property file="build.properties" prefix="build" />
    <property file="build_Number.properties" prefix="build_number" />

    <target name="clean">
    <delete file="${build.dir.development}\mcp\src\minrcraft\mcmod.info" />
    <delete dir="${build.dir.development}\mcp\src\minecraft\ppp129" />
    <delete dir="${build.dir.development}\mcp\reobf\minecraft" />
    </target>

    <target name="increment_build_number">
    <propertyfile file="build_number.properties">
    <entry key="build_number" type="int" operation="+" default="1" />
    </propertyfile>
    </target>

    <target name="prep">
    <copy todir="${build.dir.development}\mcp\src\minecraft">
    <fileset dir="${build.dir.development}\source\Matrix Mod\Matrix Mod Common" />
    </copy>
    </target>

    <target name="recompile">
    <exec dir="${build.dir.development}\mcp" executable="cmd" osfamily="windows">
    <arg line="/c recompile.bat" />
    </exec>
    <exec dir="${build.dir.development}\mcp" executable="bash" osfamily="unix">
    <arg line="/c recompile.sh" />
    </exec>
    </target>

    <target name="reobfuscate">
    <exec dir="${build.dir.development}\mcp" executable="cmd" osfamily="windows">
    <arg line="/c reobfuscate_srg.bat" />
    </exec>
    <exec dir="${build.dir.development}\mcp" executable="bash" osfamily="unix">
    <arg line="reobfuscate_srg.sh" />
    </exec>
    </target>

    <target name="build">

    <antcall target="clean" />
    <antcall target="increment_build_number" />
    <antcall target="prep" />
    <antcall target="recompile" />
    <antcall target="reobfuscate" />
    </target>

    <mkdir dir="${build.dir.release}\${build.release.minecraft.version}\${build.release.mod.version}" />
    <jar destfile="${build.dir.release}\${build.release.minecraft.version}\${build.release.mod.version}\Matrix Mod-${build.release.mod.version}.${build_number.build_number}.jar">
    <fileset dir="${build.dir.development}\mcp\src\minecraft\" includes="mcmod.info" />
    <fileset dir="${build.dir.development}\mcp\reobf\minecraft" />
    <fileset dir="${build.dir.development}\source\Matrix Mod\Resources" excludes="**/xcf/** **/psd/**" />
    </jar>
    </target>


    <antcall target="clean" />
    </project>


    sorry I dont know how to use the spoiler thing
    Posted in: Modification Development
  • 0

    posted a message on How do I recompile/reobfuscate source outside src/minecraft?
    Quote from glassesofdoom

    Here's a quick tutorial using my build.xml as a example. This also assumes your using the build environment used by .

    The first thing we'll do is make the project

    Make a file called build.xml
    <?xml version="1.0" ?>
    <project name="ScienceAndMagick" default="build">
    </project>

    Then we'll make the property file references
    <?xml version="1.0" ?>
    <project name="YourModName" default="build">
    
    <property file="build.properties" prefix="build" />
    <property file="build_Number.properties" prefix="build_number" />
    
    </project>

    Once those are made make a file called build.properties and the inside should looked look like this
    dir.development=../../
    dir.release=Releases
    release.minecraft.version=
    release.mod.version=

    The build.properties must in the directory were you store you Modname_common and resources folder. and the dir.development must have the ../../ to work and all the fields must be filled in or YOUR BUILD WILL FAIL!

    Then we'll make the targets. You can think of the targets as methods. Because this is a lot of typing im going to just put in my clean, increment_build_number, prep, recompile, reobfuscate targets into a spoiler and explain there purposes in the spoiler.

    <project name="YourModName" default="build">
    <property file="build.properties" prefix="build" />
    <property file="build_Number.properties" prefix="build_number" />
    
    
    <target name="clean">
    <delete file="${build.dir.development}\mcp\src\minrcraft\mcmod.info" />
    <delete dir="${build.dir.development}\mcp\src\minecraft\com\glassesofdoom" />
    <delete dir="${build.dir.development}\mcp\reobf\minecraft" />
    </target>
    
    <target name="increment_build_number">
    <propertyfile file="build_number.properties">
    <entry key="build_number" type="int" operation="+" default="1" />
    </propertyfile>
    </target>
    
    <target name="prep">
    <copy todir="${build.dir.development}\mcp\src\minecraft">
    <fileset dir="${build.dir.development}\source\ScienceAndMagick\sam_common" />
    </copy>
    </target>
    
    <target name="recompile">
    <exec dir="${build.dir.development}\mcp" executable="cmd" osfamily="windows">
    <arg line="/c recompile.bat" />
    </exec>
    <exec dir="${build.dir.development}\mcp" executable="bash" osfamily="unix">
    <arg line="/c recompile.sh" />
    </exec>
    </target>
    
    <target name="reobfuscate">
    <exec dir="${build.dir.development}\mcp" executable="cmd" osfamily="windows">
    <arg line="/c reobfuscate_srg.bat" />
    </exec>
    <exec dir="${build.dir.development}\mcp" executable="bash" osfamily="unix">
    <arg line="reobfuscate_srg.sh" />
    </exec>
    </target>
    
    </project>


    While this looks like a lot it really isn't the clean target is used to clean the src directory and rebof directory when your beginning to build the jar and when your done building the jar. The only part that you need to change is where it says /com/glassesofdoom to /yourfilepath in your MODname_common folder.

    The increment_build_number target tells you the build number at the end of your mod and auto increments up. You don't need to edit this target.

    The Prep target gets prepares for the building of the jar by placing your code into mcp's src directory the only part you need to change is the \source\ScienceAndMagick\sam_common you need to change it to \source\YourModName\MODname_common.

    The recompile and reobfuscate don't need to be changed and should work with Windows, Linux/Unix, and Mac. They do what there name says they recompile and then reobfuscate your mod.

    As I said before you can think of targets as methods the main method we're going to use is the build target sense the build target is more complicated I'll split it into two parts. The first part of the build target we'll make is the is the part that calls all the other methods it'll look like this.
    <project name="YourModName" default="build">
    <property file="build.properties" prefix="build" />
    <property file="build_Number.properties" prefix="build_number" />
    
    <target name="clean">
    <delete file="${build.dir.development}\mcp\src\minrcraft\mcmod.info" />
    <delete dir="${build.dir.development}\mcp\src\minecraft\com\glassesofdoom" />
    <delete dir="${build.dir.development}\mcp\reobf\minecraft" />
    </target>
    
    <target name="increment_build_number">
    <propertyfile file="build_number.properties">
    <entry key="build_number" type="int" operation="+" default="1" />
    </propertyfile>
    </target>
    
    <target name="prep">
    <copy todir="${build.dir.development}\mcp\src\minecraft">
    <fileset dir="${build.dir.development}\source\ScienceAndMagick\sam_common" />
    </copy>
    </target>
    
    <target name="recompile">
    <exec dir="${build.dir.development}\mcp" executable="cmd" osfamily="windows">
    <arg line="/c recompile.bat" />
    </exec>
    <exec dir="${build.dir.development}\mcp" executable="bash" osfamily="unix">
    <arg line="/c recompile.sh" />
    </exec>
    </target>
    
    <target name="reobfuscate">
    <exec dir="${build.dir.development}\mcp" executable="cmd" osfamily="windows">
    <arg line="/c reobfuscate_srg.bat" />
    </exec>
    <exec dir="${build.dir.development}\mcp" executable="bash" osfamily="unix">
    <arg line="reobfuscate_srg.sh" />
    </exec>
    </target>
    
    <target name="build">
    <!-- Prepar to Build -->
    <antcall target="clean" />
    <antcall target="increment_build_number" />
    <antcall target="prep" />
    <antcall target="recompile" />
    <antcall target="reobfuscate" />
    </target>
    
    </project>

    antcall calls and runs targets that we have already made and runs them in the order that we call them in.

    Now for the jar this next bit of the script will make the jar file, place your textures in the jar, archive your mod, and clean up your mcp src directory when it's done and only in seven lines of code.

    <project name="YourModName" default="build">
    <property file="build.properties" prefix="build" />
    <property file="build_Number.properties" prefix="build_number" />
    
    <target name="clean">
    <delete file="${build.dir.development}\mcp\src\minrcraft\mcmod.info" />
    <delete dir="${build.dir.development}\mcp\src\minecraft\com\glassesofdoom" />
    <delete dir="${build.dir.development}\mcp\reobf\minecraft" />
    </target>
    
    <target name="increment_build_number">
    <propertyfile file="build_number.properties">
    <entry key="build_number" type="int" operation="+" default="1" />
    </propertyfile>
    </target>
    
    <target name="prep">
    <copy todir="${build.dir.development}\mcp\src\minecraft">
    <fileset dir="${build.dir.development}\source\ScienceAndMagick\sam_common" />
    </copy>
    </target>
    
    <target name="recompile">
    <exec dir="${build.dir.development}\mcp" executable="cmd" osfamily="windows">
    <arg line="/c recompile.bat" />
    </exec>
    <exec dir="${build.dir.development}\mcp" executable="bash" osfamily="unix">
    <arg line="/c recompile.sh" />
    </exec>
    </target>
    
    <target name="reobfuscate">
    <exec dir="${build.dir.development}\mcp" executable="cmd" osfamily="windows">
    <arg line="/c reobfuscate_srg.bat" />
    </exec>
    <exec dir="${build.dir.development}\mcp" executable="bash" osfamily="unix">
    <arg line="reobfuscate_srg.sh" />
    </exec>
    </target>
    
    <target name="build">
    <!-- Prepar to Build -->
    <antcall target="clean" />
    <antcall target="increment_build_number" />
    <antcall target="prep" />
    <antcall target="recompile" />
    <antcall target="reobfuscate" />
    <!-- Build the jar -->
    
    
    <mkdir dir="${build.dir.release}\${build.release.minecraft.version}\${build.release.mod.version}" />
    <jar destfile="${build.dir.release}\${build.release.minecraft.version}\${build.release.mod.version}\ScienceAndMagick-${build.release.mod.version}.${build_number.build_number}.jar">
    <fileset dir="${build.dir.development}\mcp\src\minecraft\" includes="mcmod.info" />
    <fileset dir="${build.dir.development}\mcp\reobf\minecraft" />
    <fileset dir="${build.dir.development}\source\ScienceAndMagick\resources" excludes="**/xcf/** **/psd/**" />
    </jar>
    </target>
    
    <!-- Clean up the MCP source now that we are done -->
    <antcall target="clean" />
    </project>

    There are only two parts of this that you have to change the first would be the ScienceAndMagick-${build.release.mod.version}.${build_number.build_number}.jar you would change that to YourModName-${build.release.mod.version}.${build_number.build_number}.jar The second part you have to change is the \source\ScienceAndMagick\resources" excludes="**/xcf/** **/psd/**" /> you have to change the ScienceAndMagick to the name of the directory where your storing you MODname_common and resources directories.
    All you need to do now is run ant build and it should work!

    Hopefully this helps dont hesitate to tell me if somethings wrong or if there's a spelling issue. I will be making a more in-depth video tutorial as well as forum topic tomorrow it's now 5AM I need to sleep lol.
    I run ant build and it tells me i need a </project> to end it and theres one there, i even put two there just to see, any idea what the problem is? I'm fairly new to ANT
    Posted in: Modification Development
  • 1

    posted a message on [Forge] Domini Ex Machina(mech mod) [it is back!] (more) coders needed
    How far have you guys gotten on code, cause i have a bit and would be willing to work with you guys?
    Posted in: WIP Mods
  • 0

    posted a message on Domini ex Machina (Mech Mod!)
    Just wanted to let the team of this mod that I am also in the process of making a mech mod. I just wanted to say that I hope I'm not seen as a threat or that I'm "Stealing the idea." I just want to see a good Mech mod put out soon and I can't wait to see your finished product. It is a very requested mod. Good luck!!
    Posted in: Requests / Ideas For Mods
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    posted a message on free texturer for your mod
    Um......"Minecaft Mech Mod" in the foreground and whatever you recommend for the background. A mech if that's not too complex

    There all ready is a laser that will be rapid fire able.
    Posted in: Requests / Ideas For Mods
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    posted a message on free texturer for your mod
    Well it looks like a far along mod, i actually know of a few people making a mech mod, I think the more people doing it will increase the chance of a good one coming to light.

    And could you also do a Banner for me if you make them?

    Thanks man, you're a mod saver.
    Posted in: Requests / Ideas For Mods
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    posted a message on -----
    They come out too quickly and are sometimes unstable
    Posted in: Requests / Ideas For Mods
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    posted a message on free texturer for your mod
    You know i think i can work with that, if its alright that i make small changes to them for upgrade purposes.

    *-Mod name: Minecraft Mech Mod

    -blocks: None ATM
    -items:
    Mech Leg
    Mech Torso
    Mech Arm
    Mech Head
    Mech Gatling Gun
    Mech Laser
    Mech Coal Gen
    Mech Solar Gen
    Mech Steam Gen
    *all Gens are not blocks, just items
    -placeable items(like torches, doors ,etc):None
    -guis(like workbench, furnace, etc menu: I'll have to get back with the design
    -tools:None
    -armors: None yet.
    -ingame guis(like when wearing pumpkin) : Mech Screen, Not to intrusive if you could.Also do you do Mod Banners?
    Posted in: Requests / Ideas For Mods
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