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hydroflame

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Everything posted by hydroflame

  1. <the more you know >jar files are only zipped file with a different extension btw</the more you know > but, you can use JarEntry or ZipEntry class to check the content of your jar
  2. ok finally i can start advertising this mod ahah, the day has come ! first of all let me introduce myself, primary author of the forge revolution i am trying to make a real mmo experience for players who always wanted more of it in minecraft lets start with some pictures (video is in the making atm) a picture of the new steve (we have multiple models for each piece of equipment) health bar indicator (you can turn those on and off, its also a separate mod if you want) the new equipment screen top row: head, amulet 2nd row: ring1 body armor ring2 3rd row: main weapon, pants, offhand (shield, mage orb, secondary weapon etc) 4th: boots http://i.imgur.com/r9rsAsl.png the new in game ui (also shows spell bar) the leveling system (well talk about it later, but you basicly level however you want) a randomly apparing meteor(texture missing btw :\): the result of a meteor (btw those are new ore only found in meteor crash): the party menu(invite people and see their health on the screen): top left, the health of someone in your party (actualy display information may change, only text is kinda boring): a plot (a piece of land you can buy to have destroy/place right over the area), the player does not own this plot, so the price is displayed: my new shop system (lets get rid of the sign-shop system now : example of a spell: the skill menu(drag n drop your spells): a generic staff with stats (of course this is not a staff you can make in game): a teleporter (allow you to teleport between towns): ok now lets talk about this now in order to give a good mmo experience we started by introducing a couple of "server friendly" submods the party system: so the party system is like you would expect in any game, you invite people to your party, they accept and you see their health (maybe mana later) on your screen while playing, it is updated real time the new shop system: i.. hate... sign/chest shop literally this is the 2nd feature i worked on. the new shop system allow player to store ALL their item they want to sell inside the shop. not 1 chest per item ... nono, i do it the good way, 1 block for a whole shop so people place their items inside the shop block and later (even while offline) other players can buy from the shop using the search function yay we dont have to search a 50 floor building when we want to buy something specific town(protected area): a player can create a new town and start selling plot inside its town. other player can buy plots and start building in them i wont get into the details of who has destroy/place access inside the plots, but know that chest and furnace can ONLY be accessed by the owner of the plot (so its fair) new equipment system: to make it more mmorpg style, player will have a brand new equipment system, each piece will increase certain stats (giving more defence, speed or attack, etc) but we wanted to keep the main idea of minecraft, the craft part that is, so weapon are not dropped by random mobs but you craft them, and enchant them with more powerfull stats (enchant in this case is different then vanilla enchant) leveling grid: the hex grid (as we call it) is a massive grid composed of hexagons, every cell contains either a increase in stats or a new spell, so player aren't specificly one class, they can be anything, every cell also cost a certain amount of points, which can be spent buying more hp, mana or other stats (and spells) spells: so pressing the ~ (english name is grave key) will switch between your spells and items, while in spell more right clicking will cast whatever spell you have active at the moment, some spells are target only, some are free cast (meaning you dont have to target someone specificly) spells can have a variety of effects, from healing to giving shields, to dealing damage or even teleporting away or pushing / pulling mobs, they could also give you temporarelly more defence or more damage output we still have a lot of new features to do (like a trade menu between players) please comment if you like this mod .. or if you don't :'(, your active love and hate can help me make a better mod also comment if you have question of course -hydroflame-
  3. you dont reimplement writeToNBT and readFromNBT which is where you would normally save/read data from the file
  4. its sad that we are STILL using commands at all
  5. caps are not allowed for mod ids
  6. src/minecraft/assets/*modid*/test.png
  7. typing answer on a phone, im sure you can still read "first" "registering" "tickhandler" return a tick type of server then, because server side doesnt call tickhandler of type client and render
  8. most of the problem lies in the fact that for some unknown reason we are still using the shitty sign-shop
  9. *pretend i didnt see anything.............* in your frirst post you talk about registerng with the server yet your tickhabdler return a tick type of client and render, 2 type which dont exists server side. you want this tick handler server side or client side ?
  10. TickRegistry.registerTickHandler() or similar name
  11. search for "hydroflame guide to texture" in the wiki
  12. hey if no one is going to use those id because "theres not a lot free" ill gladly use them without looking back im not saying we should store 32000 new id on datawatchers im saying we could use the remaining ids to store value that require update on a regular basis (mana?, energy?) lets take the example of a mod that adds energy to plauers and want the energy to change the way the player is rendered (he looks like exhaustedwhen he is low) the datawatcher is a perfect place to store that as it update on a regular basis and it will update only to players who needs it (i dont need to spend time optimizing the distance from player to send the packet, mojang already did that for me) also maybe just changing one class isnt enough, but my test showed me that it seems possible i just want to check the efficiency of the system before and after to make sure performance hasnt dropped dramatically
  13. ah i see, probably missed it last night. in any case theres still a couple of free id and it wouldnt be imposible to rewrite the methods to expand to higher id
  14. so lets talk about this guy basicly the datawatcher is a threadsafe object that will detect changes in values that should be sync between the client and the server. it allows you to store a variety of different type (byte, short, int, float, string, ItemStack and ChunkCoordinates) and will automaticly sync them between clients and the server. sounds good now DataWatchers watch object (of type enumerated above) and place them in a hashmap, yet for some reason there seem to be a check to have a data id smaller then 32 which is weird because obviously a hashmap can contain MANY more values :\ and the method that writes the object into the packets isnt restricted in any way about the amount of information that can be sent in it: public static void writeObjectsInListToStream(List par0List, DataOutput par1DataOutput) throws IOException { if (par0List != null) { Iterator iterator = par0List.iterator(); while (iterator.hasNext()) { WatchableObject watchableobject = (WatchableObject)iterator.next(); writeWatchableObject(par1DataOutput, watchableobject); } } par1DataOutput.writeByte(127);//terminator btw } now if we look into example EntityPlayer class, we can see that the maximum data id that will be occupied by the EntityPlayer data watcher is id 18 protected void entityInit() { super.entityInit(); this.dataWatcher.addObject(16, Byte.valueOf((byte)0)); this.dataWatcher.addObject(17, Float.valueOf(0.0F)); this.dataWatcher.addObject(18, Integer.valueOf(0)); } this implies that there are still a couple of values left free that modders could potentially use (of course in other class too) Is there a reason why we are not increasing the limit of datawatchers ? (note that would require a partial rewrite of DataWatcher.readWatchableObjects because it does something related to the 31 limit) also i search a little into the forge class and there didn't seem to be anything that would "reserve" a data id for your mod (alerting other mods that this is was already taken) couldn't there be a sort of system that would automatically allocate the available id between the different mods that needs them ?
  15. this ... this question is so beautifull ....:') its nice to see a change from "hurr durr im 8 and i want to make mod ,whats an int ?"
  16. my magic code viewing device is broken, sorry
  17. keyhandlers are client side only
  18. you have a if(something){ //something break; }else{ //something break; } the code will unevitably hit one of the 2 break and go out of the loop
  19. Hey guys, heres a (VERY) small mod that will show health bar above every mob server side not required gl hf http://imgur.com/UMR2gHW,tiGpJky http://imgur.com/UMR2gHW,tiGpJky#1 the download http://adf.ly/TjSf5 goes in %appdata%/.minecraft/mods/ press 'c' to toggle between show/hide health bar
  20. yeah ok so fix it? BlockFence.java public BlockFence(int par1, String par2Str, Material par3Material) { super(par1, par3Material); this.field_94464_a = par2Str; this.setCreativeTab(CreativeTabs.tabDecorations); }
  21. both class return the same render id but at some point itll try to cast the BlockFence2 into a BlockFence which obviousl wont happen because BlockFence2 isnt a BlockFence tldr; make your blockFence2 extends BlockFence why ?
  22. to future reader, this is the final version of my health displayer, feel free to use it and change ForgeRevCommonProxy.blankTexture to a white texture 1x1 well start by usign a white 1x1 texture, after that adding a border wouldn't be hard (and you can always surround everythign with a if(entity instanceof Caveman) if you dotn want to render the other entities the same way
  23. GuiContainer extends GuiScreen so its suppose to be ok you can always use Minecraft.getMinecraft()

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