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  1. Official Discord http://wildwest.retg.net Welcome to the official Minecraft Forum thread for Wild West Frontier. Please feel free to add any feedback, suggestions, images or videos in this thread. About The Pack: The server is based around the old west. It features open world pvp where only spawn is safe. We use towny to encourage players to band together and work as a team to protect themselves from bandits and prosper. We have custom guns from the historic west including repeater rifles, revolvers, shotguns and scoped rifles. To encourage PvP and raiding, the servers uses physical based currency so players will have to ensure their bases are secure! We make heavy use of the CustomNPCs mod to provide a bank, shops and quests. How To Play: Playing on our server is easy and requires only a few steps no matter which way you want to play. The recommended way is to use a launcher such as Curse or Technic, however, you can also install the pack yourself. To install using Technic (Recommended - this will always be up to date!). 1. Download the Technic client from: http://www.technicpack.net/download. 2. Install the client and log in with your minecraft account. 3. Now that you are logged in, click the modpacks tab. 4. In the search bar, type 'Wild West Frontier', click the pack on the left and press Install. 5. Hit play. Having issues? Check out common problems and solutions here : Wild West - Common Issues To install using Curse. (Warning, Curse is usually out of date after an update, they have a different submission system that requires a moderator to inspect all files) 1. Download the Curse client from: https://www.curse.com/download. 2. Install the client and log in with your curse account. 3. Now that you are logged in, there should be a minecraft icon on the left. Click that and press browse modpacks. 4. In the search bar, type 'Wild West Frontier' and press Install. 5. Hit play. To install without a launcher. 1. Download forge version 1614. 2. Once you have forge set up (there are different ways to install it), download our files from our official project page here http://minecraft.curseforge.com/projects/wild-west-frontier. 3. Unzip the overrides folder into the root directory of minecraft. You should now be good to go! Are these not working for you? Try our site's guide, it's always up to date! http://wildwest.retg.net/connection-guide/ Screenshots: OLD: Final Note: Please let us know what you think of the server and post screenshots and videos. We will reward people who create trailers/lets plays of the pack so make sure we know that you have done it!
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  2. That is exactly the case, The JRE that the Minecraft launcher installs does not actually inform the OS that it's installed anywhere. So running the jar normally, or through Launch4J has no idea that install even exists. We are working on a a new exe wrapper that is specifically tailored to Minecraft, and will check the known default Minecraft locations as well as the known installed JREs. But that's still in the works and needs a lot more testing. Until then, we're stuck with this.
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  3. I totally understand the mirroring method of Cartesian rotation. And it isn't that hard but the problem with the swapping method is that there are a couple details in calculating the center with potential for causing some confusion. Maybe not confusing for you, or me, but for the average modder probably. Imagine your matrix is a 5 x 4 matrix: A B C D E F G H I J K L M N O P Q R S T And you're rotating clockwise by 90 degrees to get: P K F A Q L G B R M H C S N I D T O J E So I believe, correct me if there is simpler way, the steps for your algorithm are: find center block of the base matrix. Easy right -- just divide the dimensions in half so it must be 2.5, 2. But wait if I look at the array the center is really at the 3rd position across and 2.5 down, so isn't the center then actually 3, 2.5? Okay, but wait in computing we start counting at 0 so the center is really at the array index 2, 1.5. Now we can start swapping. We'll create an empty new array and populate it. The dimensions should be a 4 x 5 array now. For rotation we want to implement it by transforming (x, z) to (-z, x). The first element in the base is at index 0, 0 but we need to convert that to a relative coordinates from the center so let's say the first element is at relative position -2, -1.5. We swap that so it is now 1.5, -2. Also the swap results are now relative to the new array center at index 1.5, 2 so we add them and get index of 3, 0. Yay, it worked! Now I admit that isn't that hard, but you have to imagine the "average" modder on this forum implementing this without the hints I gave above. Wouldn't you bet that we'd be getting questions where it wasn't working because people screwed up by not figuring out the center properly? By the way, the point of my recommendation was to "pre-rotate" the structures. I'm not at all against using this algorithm for doing it in advance. I just think people will muck it up combining the rotation into the loop that does the actual checking. P.S. Thanks for taking the time to make the animated pictures!
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  4. I believe this is because the JRE that Minecraft ships with is 1) Horrifically out of date 2) Not exactly "installed" on the user's system, it's more just extracted into Minecraft's program files, so there are no registry keys or environment variables pointing to it, a program that wants to use it has to already know where it is.
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  5. OR you could just switch the active itemstack and the new custom slot. @IdrisQe Your goal can't be achieved through normal means.
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  6. I swear, you're either misrepresenting the argument on purpose in order to create strawman or you're actually not understanding it. Lets take this layout: The left side is just a mirror of the right, so I'm not bothering to draw its offsets. If we want to rotate it, we get this: Notice how two of the positions (besides the center) remain filled, even though they are different parts of the whole layout: This is because of how rotations work: they swap the X and Z values (and sometimes flip their sign). https://math.stackexchange.com/questions/1330161/how-to-rotate-points-through-90-degree In order to make what we want to happen, we treat things as relative. Instead of +2X we call it +2R. if Facing.Forward.Z is our Forward offset (moves up under no rotation) and Facing.Forward.X is our Right offset (moves right under no rotation) We'll do this process by focusing only on this blue block: In this orientation it's +1F,+2R. Lets animate that. Now lets rotate it 90 degrees. HOLY SHIT IT WORKS
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  7. Server staff is are very kind and understanding. If you have any issues they will do their best to help you, I am looking forward to seeing how the server will grow. I look forward to meeting all the new people.
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  8. You can view the entirety of Forge 1.13 here: https://github.com/MinecraftForge/MinecraftForge/tree/1.13-pre?files=1 I think that Forge 1.13 is 80-90% done based on: - Forge Gradle 3 is finished (this was the part that unexpectedly took the longest) - I believe the MCP mappings are pretty much done for 1.13 - From what I’ve seen on the comits they’ve managed to get Forge 1.13 (without all the patches) to compile and run (I’m traveling right now so I can’t test it and confirm it myself) - I judge that the rewriting of the mod loading system is probably more than half done as they’ve already merged Minecraft and MCP into 1 “mod” with the new loading system (I think the new loading system is amazing and is a massive upgrade from the previous system) - I think that the remaining 10-20% of work is going to be going through all the patches from 1.12.x and seeing if they still need to exist and if so what changes have to be made to them because of changes to the vanilla code. Here’s the list of patches to review https://github.com/MinecraftForge/MinecraftForge/issues/5162
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  9. I agree! A percentage of completion shown on the main download page would be great! Or just something to show people how far development is. If there's anything I've learnt in my career, it's that people don't like to be kept out of the loop or uninformed about something they invest a lot of time into. People like to see progress. This would be beneficial to people so they can clearly see progress, and it would be beneficial to the devs because it would lift a weight off of their shoulders by not having to deal with people constantly asking about progress or if it's done yet.
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