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    posted a message on [1.0] SpaDusA's Mods [WIP: Elevators]
    Quote from Coupon22

    I will update Metal Detector to 1.0.0. It will be available on my thread.


    I will actually be updating the mod. Look for it in the next week or so on the original post.
    Posted in: Minecraft Mods
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    posted a message on [1.0] SpaDusA's Mods [WIP: Elevators]
    Quote from Drowchan »
    Now if only the gates would behave like doors when placed next to each other...and maybe some HD textures, and it'd be perfect.


    I'll look into this for the next iteration of the mod. I think I can make some magic happen so that I can detect if there are gates nearby and make them open accordingly. However, currently gates act EXACTLY as doors do as far as the logic goes, even when placed next to each other. They just LOOK different because gates are rendered in the middle of the block when closed (because of how fences are made) and on the edge of the block when open. Doors are rendered on the edge of block no matter what. If this doesn't make sense to you, take a second and Google minecraft double doors.
    Posted in: Minecraft Mods
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    posted a message on [1.0] SpaDusA's Mods [WIP: Elevators]
    Quote from Drascoll »
    Can you include a properties file in your next update so I can use your Gate mod with some of the other mods im using?


    Yes! I like that idea a lot. Next update gets a properties file.

    Quote from Iron_Hide4 »
    Another quick question: How big is the elevator? Is it a 2x2x3 upright rectangle, or can the size be customized?


    The elevator shafts are 3x3x1 and they stack. A cool feature of them is that you can place a new shaft on an existing shaft and it will automatically place it on the top of the stack, so you don't need to always go to the top of the elevator to make it larger.

    Quote from Iron_Hide4 »
    Quote from spadusa »
    Quote from Iron_Hide4 »
    How close to finishing the elevator mod do you think you are?

    Not extremely close. But I'm more than halfway. I'm currently rewriting the code that makes doors open and close correctly because it was a nightmare. After that, all I have to do is make choosing floors work correctly. This was a far bigger undertaking than I imagined it would be and so I have no idea how much more time it will take.


    Have you tried netbeans? It makes GUIs extreamly easy. It makes almost all java coding easy.


    NetBeans indeed makes Java coding easy. However, in the case of Minecraft modding, it does very little to make things easy. GUIs in Minecraft are completely different than Windows GUIs and NetBeans does absolutely nothing in that arena. The only thing NetBeans really affords Minecraft modders is the IntelliSense and refactoring abilities. Thanks for the suggestion, though!
    Posted in: Minecraft Mods
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    posted a message on [1.0] SpaDusA's Mods [WIP: Elevators]
    Quote from Iron_Hide4 »
    How close to finishing the elevator mod do you think you are?

    Not extremely close. But I'm more than halfway. I'm currently rewriting the code that makes doors open and close correctly because it was a nightmare. After that, all I have to do is make choosing floors work correctly. This was a far bigger undertaking than I imagined it would be and so I have no idea how much more time it will take.
    Posted in: Minecraft Mods
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    posted a message on [1.0] SpaDusA's Mods [WIP: Elevators]
    Quote from nhg1 »
    gates are great and all but i found a a bug


    I think this is actually not a bug. It looks as if you placed two gates side by side expecting to be able to make a double gate. But, the gates' hinges are places according to the direction in which the player is facing when the fence is placed. Now, I could completely rewrite the placement code to take the possibility of double gates into account and make it work. However, since the current gate mod is based on the same code that's used to render doors (and doors don't work correctly as double doors, either), and the fact that it would be a considerable amount of time to change, I probably am not going to do it in the near future.

    As an aside, the reason you can place two doors and make them appear to be double doors is due to the fact that open doors are rendered the same as closed doors, except on different sides of a block. The gate mod renders gates across the center of a block when closed, and down one side while open. This is the technical reason why gates cannot be placed as double gates.
    Posted in: Minecraft Mods
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    posted a message on [1.0] SpaDusA's Mods [WIP: Elevators]
    Quote from Elyon »
    Could you post the IDs of the gates? Cause a mod I have installed messes with it and I don't know which..


    The Wood Gate item is 18310, the Iron Gate Item is 18311.
    The Wood Gate block is 120, the Iron Gate block is 121
    Posted in: Minecraft Mods
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    posted a message on [REQ/IDEA] Elevator... thing
    Hey all. I'm currently working on a fully functional elevator mod. Check out my thread: viewtopic.php?f=1032&t=232870&start=30
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.0] SpaDusA's Mods [WIP: Elevators]
    Quote from OutlawLovesMinecraft »
    Does that mean we can now place them without it crashing?


    Yes, indeed. Sorry for the problems.
    Posted in: Minecraft Mods
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    posted a message on [1.0] SpaDusA's Mods [WIP: Elevators]
    I cannot look into the issue without an error report. Please read at the top of the main post to download the error test file. I cannot reproduce the crash, so there's nothing I can do until one of you can actually post an ERROR log. Not the ModLoader log, but an ERROR log.

    Thanks,
    spadusa

    EDIT: I'm a moron and forgot to package my bitUtils class with the Gate mod. I couldn't recreate the issue because my Elevators mod (which I'm actively developing) uses the bitUtils class, so it was present for me. I apologize for the inconvenience and have posted an updated version of the mod.
    Posted in: Minecraft Mods
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    posted a message on [1.0] SpaDusA's Mods [WIP: Elevators]
    For those of you experiencing problems with my gate mod, please download the following .bat file and run it. Copy/paste the output from the command prompt so I can fix the problem.

    http://tiny.cc/errortest_bat

    Thanks.
    Posted in: Minecraft Mods
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    posted a message on [1.0] SpaDusA's Mods [WIP: Elevators]
    I understand that you would like to run my mod with all the others you are running. But if you really have 30-40 different mods installed, it's going to take some time to figure out which mod is conflicting. If you are interested in helping me out, try weeding out a few at a time. If you can narrow it down to a few mods, I can do the rest and work on fixing it. Without that, though, I have nothing to help me figure out what's wrong.

    Thanks.
    Posted in: Minecraft Mods
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    posted a message on [1.0] SpaDusA's Mods [WIP: Elevators]
    @pixelated, BitUtil.class is a utility class I built to help make code more readable when it comes to bitwise expressions. The MetaData of each block is a single integer and Notch stores a lot of data in that one integer (direction the block is facing, whether it's open or closed, etc). My mod doesn't do anything unconventional or use any textures that aren't in the original game. In fact, to build the gate, it simply draws boxes with the wood texture. I'd attempt to copy your heavily modded minecraft.jar to a safe place, redownload the original and try installing my mod individually. I'm fairly certain you'll find that it works fine without all those mods.

    As far as it using more classes than usual, I don't have anything to say about that. My mod uses ModLoader, so the mod_SpaDusAGates is required to handle the initialization. Then I have ItemGate to handle the actual item, BlockGate to handle the block behavior and BitUtils to handle my bitwise operations. That seems pretty conventional to me....Let me know if you have success with installing my mod without others.
    Posted in: Minecraft Mods
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    posted a message on [1.0] SpaDusA's Mods [WIP: Elevators]
    @Pixelated, thank you for your post. I have no idea why you are having the issue with the gate working. What other mods are you using? Can you by chance send me a copy of your world? What happened to cause the issue? When you break the block, does it yield the gate item? I'll also make the recipe work on the top and bottom of the crafting grid. Do you have any other information that might help diagnose the problem?

    I look forward to hearing from you to help me correct the issue.

    @those of you who don't know what a .rar file is...I guess I'll upload mods from here on out as .zip in order to satisfy the non-computer literate folk.
    Posted in: Minecraft Mods
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    posted a message on [1.0] SpaDusA's Mods [WIP: Elevators]
    @Klona, thanks for the awesome screens. Mind if I use a few in the main description? Glad you're enjoying the mod!
    Posted in: Minecraft Mods
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    posted a message on [1.0] SpaDusA's Mods [WIP: Elevators]
    Quote from pashow »
    I started from an almost fresh minecraft.jar, only mods installed being modloader, toomanyitems and singleplayer commands. As far as i know these mods are supposed to be mostly compatible. Is this mod modloader compatible? Wich other mods are required?
    Also, i use a texture pack, but that can't be a problem since the game blackscreens after i click on login.


    Gates is only compatible with ModLoader v5. Also, make sure you delete your META-INF directory in the jar if you're starting with a new one. If that doesn't work, go to a command line and type this in:

    java -Xms512m -Xmx1024m -cp "%APPDATA%\.minecraft\bin\*" -Djava.library.path="%APPDATA%\.minecraft\bin\natives" net.minecraft.client.Minecraft


    Copy/paste whatever is displayed on the command line for me to see and troubleshoot.

    Thanks for the extra detail!
    Posted in: Minecraft Mods
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