• 0

    posted a message on Stupid computer questions people ask you.
    I don't mind if someone doesn't know a whole lot about computers, but it's when they pretend they do.

    The ultimate annoyance is when you correct someone saying something completely stupid (Real example: "I can code in OpenGL") and then they try to defend themselves and put themselves above you.

    Dude, you don't code in OpenGL. Stop being retarded.



    Another:
    Me: "You don't use Chrome? I like Chrome. What do you use?"
    Him: "Internet." *Moves mouse and motions to Internet Explorer*

    I later found out he didn't understand the concept of web browsers, and just thought that IE was the only option.
    Posted in: Computer Science and Technology
  • 0

    posted a message on Diamond ore and block retexture
    I must say, I like the new block. Current ore blocks look pretty bad.
    Posted in: Suggestions
  • 1

    posted a message on Jackfirecracker's Mods: Zombie Hunt, Extra Big villages and more
    Can't wait for Zombie Hunt 1.3.2, I've been waiting to do a YouTube Miniseries on it. I just recently hit 1,500 subs and 500k total views, so I want to do something cool.
    Posted in: Minecraft Mods
  • 0

    posted a message on Minema 3.2 - The smooth movie recorder
    I tried it (The general PC Speed test [TNT]) and it ended up getting some screen weirdness around the edges when I turn. The finished movie also played back at around 1.5X speed, at 30 fps, so it's not even 30.

    This looks really cool, and if there's a fix for that I'll definitely use it.
    Posted in: Minecraft Mods
  • 0

    posted a message on Jackfirecracker's Mods: Zombie Hunt, Extra Big villages and more
    I remember zombie hunt :) Just re-found it. I can't wait for the update!
    Posted in: Minecraft Mods
  • 0

    posted a message on [ModLoader] Tools and Swords Tutorial - Basics, Rarity and Enchanting!
    Can you do tools as well?
    Posted in: Tutorials
  • 0

    posted a message on Where would I add a delay between punches? (What class file) [Modding]
    I'm fairly far into my new mod, no problems, I have new ores generating in new biomes which can be made into different weapons and armor, but I want to slow the punching speed.

    So like, if you're using a huge sword, you have a delay of 1 second before you can swing again, etc. As opposed to if you have a dagger, you can hit like normal.

    So, what class would I find this in to edit? And maybe more specifically, where?

    Thanks!
    Posted in: Modification Development
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    posted a message on [1.3.2] Dan's Modloader Modding Tutorials!
    Intro
    Hey guys, Dan here! Welcome to my modloader modding tutorials! Before you go and talk about how there's a ton out there already, I want to stop you right there. Here's some problems with a LOT of existing tutorials: They don't explain the code, just tell you to copy, paste, and change. They also often do unnecessary things, leading you to develop bad Java habits. I want to show you guys the quickest and easiest way to get on to making mods!

    Things that I'll be doing differently are I'll be explaining some of the code, so you start to grasp Java faster. How do you think I figured out some of these methods? You have to look around the rest of the modloader and Minecraft class files to figure some things out!

    I'll also be providing the quickest and easiest way to do things, and making sure that I don't leave anything out. For example, in some tutorials, the person says "These swords can't be enchanted." Why not? They are swords in Minecraft! They need to be enchanted! So I went and figured out how to make my swords enchantable. I did that with some other tutorials too, so you'll probably be seeing some new stuff here that isn't exactly identical to anything you've seen before.








    To-do List

    Here's my to-do list of tutorials. Feel free to suggest things, and I'll throw them up here.

    - Armor
    - Trees
    - Mobs (Currently broken in 1.3.2 modloader)







    Tutorials

    Let me just start off by saying that I'm assuming that you have used MCP to decompile Minecraft, and have eclipse up and running. I won't restate that, because that tutorial is the exact same everywhere. You can ask questions about it, but I'm not writing a huge thing about it right now.



    Weapons

    In this example we will be making a quick mod for a dirt sword. It will be crafted like a traditional sword, and have a custom strength and durability.


    mod_dirtsword.java:

    package net.minecraft.src;
    public class mod_dirtsword extends BaseMod{
    
    public static final Item dirtsword = new dirtsword(2000).setItemName("dirtsword");
    
    public void load(){
    ModLoader.addName(dirtsword,"Dirt Sword");
    dirtsword.iconIndex = ModLoader.addOverride("/gui/items.png", "/dirtswordmod/dirtsword.png");
    
    ModLoader.addRecipe(new ItemStack(dirtsword, 1), new Object[]{ "#", "#", "|", Character.valueOf('#'), Block.dirt, Character.valueOf('|'), Item.stick});
    
    }
    
    public String getVersion(){
    return "1.3";
    }
    }

    The first 2 lines are nothing to worry about, they are standard for any modloader mod.

    public static final Item dirtsword . . . defines the sword initially. This is standard for adding any item. the (2000) after new dirtsword is the Item ID. Make sure that you don't use the same one for multiple items. Not any number is available, but around 2000 is fine.

    ModLoader.addName is adding the actual in game name that you see when you move your mouse over the item. This should be a something like "Dirt Sword" and not "dirtsword".

    dirtsword.iconIndex is overriding the texture. The texture will go in your minecraft.jar, and you can specify a path. Start with a /, and go from there. For example, mine is in a folder called dirtswordmod and it is a .png file called dirtsword. You must use png files.

    Adding the recipe is the next part, and it's fairly simple. The first set of quotes represent the top 3 spaces in the crafting table, and the next quotes the middle, and the last the bottom. So something like this; "XXX", "X X", "XXX", with the character value of X being planks, would create a chest.

    That's basically it for your mod_dirtsword class!

    dirtsword.java:
    package net.minecraft.src;
    public class dirtsword extends ItemSword
    {
    protected int damage;
    protected int enchantability;
    
    public dirtsword(int par1){
    super(par1, EnumToolMaterial.WOOD);
    setMaxDamage(8);
    damage = 12;
    enchantability = 25;
    }
    
    public int getDamageVsEntity(Entity par1Entity)
    {
    return damage;
    }
    
    public int getItemEnchantability()
    {
    return enchantability;
    }
    }

    Now, let me explain that, starting at the top.

    public class dirtsword extends ItemSword
    This bit classifies this class file as a sword, saying that it extends ItemSword, which is Minecraft's overall sword class. Change dirtsword to the name of your class file.

    The protected ints you don't really need to worry about, there's nothing you should be changing about them.


    public dirtsword(int par1){
    super(par1, EnumToolMaterial.WOOD);
    setMaxDamage(8);
    damage = 12;
    enchantability = 25;
    }


    This little bit actually defines the new sword. the EnumtoolMaterial would normally be changed to your material class, but using this way, we don't need one of those, instead, we define it's attributes in this class. So you can keep it as wood.

    SetMaxDamage is the durability. With this sword, we could swing it at mobs or break blocks 8 times. Not a whole lot, considering diamond has around 1500 and even wood has around 60 (Use those as reference points).

    Damage is the amount of... well... damage your sword does! This is counted in half hearts, so this dirt sword will do 6 hearts of damage on a non armoured player or mob. It's fairly strong for a basic sword. Diamond has 7 and wood & gold both have 4. So 3.5 and 2 hearts damage, respectively. Change the value to whatever you want.

    Enchantability is a fairly complicated one, because the formula for calculating possible enchantments is quite complex itself. Basically though, higher values will make it possible to get better enchantments at lower levels. It won't change the minimum or maximum values for enchantments, but it will essentially make it easier to get better enchantments, or more enchantments. For example, diamond is 10, gold is 22, wood is 5, stone is 15, and iron is 14. So it's easiest to get good enchantments on gold tools and weapons, and hardest on wood. Choose this value wisely.

    Those last two public ints you also don't have to worry about, it's just closing off everything and making sure it will work properly. The above things are the customizable options.






    Biomes
    Soon!




    How To Ask Questions (READ):
    Please use the below submission outline for questions about errors you have. If you don't, I might ignore you.

    What is supposed to happen:
    
    What actually happens:
    
    Your mod_*** file (In spoilers):
    
    Your other class file(s) that are likely causing the problem (In spoilers):
    
    The error log (Once again, spoilers):
    
    Anything else:







    Terms
    Use these tutorials, release the mods, and do whatever you want from there (staying within Minecraft's terms of course) but just don't, I repeat, DON'T, copy my tutorials, or release my example mods. Go make a sand sword, ok. Don't release a ****ing dirt sword mod the exact same as this one. Maybe it spawns dirt where you look, ok, cool. But NEVER copy my examples and release them, OR post them anywhere else. Feel free to make video versions of these tutorials however, that's fine with me.
    Posted in: Tutorials
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    posted a message on Dan's Modding Tutorials (1.3.2 Ready!) (Modloader)
    Quote from ottoguy2

    Wrong section. This should be posted in the tutorials section

    ****.... I'll go repost it there.
    Posted in: Modification Development
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    posted a message on Dan's Modding Tutorials (1.3.2 Ready!) (Modloader)
    Delete this thread, I'm moving it to the tutorials section XD

    Posted in: Modification Development
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    posted a message on [ModLoader] Tools and Swords Tutorial - Basics, Rarity and Enchanting!
    ****ing phenomenal! I can't find anywhere else that includes enchanting, or even the rarity OR enchantment upon crafting! I never even thought of that! That's ****ing awesoem!
    Posted in: Tutorials
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    posted a message on Adding attributes to custom blocks?
    Quote from Zoropirates

    I came up with this

    package net.minecraft.src;
    import java.util.Random;
    public class TileEntityTerraStone extends TileEntity
    {
    public Block terraBlock;
    
    //This method should be run on each block around the stone that increases the growth
    public void updateAdjacentCrop(World world, int x, int y, int z)
    {
    if(Block.blockList[worldObj.getBlockId(xCoord ,yCoord ,zCoord)] instanceof BlockCrops)
    {
    if(Random.nextInt(1) == 0);
    }
    }
    }


    What am I doing wrong?


    I don't quite know about that, and I know that post is kind of old, but I DO know that you should definitely keep everything in one mod_ Class.

    For example: mod_elementalrocks (or something like that).java would contain your declaring the blocks, registering them, and whatnot. You still do need a class for each block, to determine other properties, but one mod_class is good and easier to work with.

    So just put all the stuff in each mod_ class into one.

    Hope that helped. When I first started I did the same thing and it messed stuff up and I got really confused. Had to rewrite a LOT of stuff.

    Sorry I couldn't help you with your special properties though.
    Posted in: Modification Development
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    posted a message on Jdembo's Forge/Modloader Modding Tutorials (How to install/create mods!) - [1.4.7]
    Quote from Jdembo

    Well, Modloader screwed up NPC's, but I DO know a non-modloader way. Im just wondering if I should upload it.


    Most definitely! I'm trying to add human mob extensions but I CANNOT get it to work! Modloader broke NPCs... Also, ARMOR! I can't find a SINGLE armor tutorial for 1.3.2 on the internet. I really want this!
    Posted in: Tutorials
  • 0

    posted a message on TechGuy's Modding Tutorials
    Can anyone direct me to a ModLoader 1.3.2 Human NPC tutorial? This one isn't working (I know he said it isn't) and I can't figure it out on my own.

    Also, what about armor? I am looking for a tutorial on armor as well.
    Posted in: Mapping and Modding Tutorials
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