Jump to content

(Fixed, Supports 1.8.9, will be upgraded) CharacterOverrideUtils


Recommended Posts

Posted (edited)

Hey all!

 

I'd like to introduce to you my new project: CharacterOverrideUtils. This mod is actually the first formally-released mod I've ever created. All of my previous mods are super simple and add a block or item, just for messing around. Only for personal use, too. This is a bit of a change because it's got a lot more functionality, took a lot more work, and has been released here. Phew.

 

So - What is this? CharacterOverrideUtils is a mod that ties into Noppes's MorePlayerModels mod to append proportional collisions to your player model of choice. Writing this wasn't as easy as I had hoped, but I pushed through it and made sure I did it right. Came out rather well I think. Please note: This mod will not function unless you have MorePlayerModels active. Let me know what you think of it, as well as what you think should be added, changed, or removed.

 

Edit to mock how long it took me: After 10,000 years in development, hopefully it will have been worth the wait.

 

Functionality:

  • Whenever you change a property of your model (scale, for instance) or change the entity you're disguised as, your collision box and other corresponding properties will update to reflect that of the model automatically. If you become something small enough, you can fit in 1x1 spaces!
    • Suffocation mechanics have been reworked. A side effect of Minecraft's default method for detecting suffocation causes it to think the player should suffocate, should they be placed in a 1x1 tunnel. I've reworked this value accordingly. Please message me if you find any areas where it hurts you and shouldn't.
    • Block push mechanics have also been changed. These were the mechanics responsible for pushing you away if sand or gravel fell on you, for instance. They have been removed due to lack of adequate compatibility.
  • Command: /eyepos  - This command is used to offset your eye position. This is good for when you have a model that has a scale of 0.5, where the eye is just high enough to clip the ceiling if you jump.
    • /eyepos with no args will print your eye height offset.
    • /eyepos <value> will set the offset
    • /eyepos <value> <player> will set the offset for someone else
  • Game rules:
    • eyeOffsetDistanceLimit - The maximum value (plus or minus) for an acceptable value from /eyepos <value>
    • allowPlayerChangeEyes - Takes in true or false, and if true players can use /eyepos <value>. If false, only ops and the server owner can use the command
    • canOpsIgnoreEyeLimit - Self explanatory. If true, the eye limit will not be applied to ops.
  • A CoreMod written to support multiple versions! Through a value store I have been able to store the obfuscated names for the methods I replace, as well as any opcode changes.

 

Known bugs:

  • Rare inconsistencies with eye height offsets, though I think they've been patched. At times it may give you the wrong value. Just use /eyepos 0 if you really wanna make sure it's right.

 

Mod Jar file:

For Minecraft Forge 1.8.9 - Download via Google Drive

 

Media:

Spoiler

mDigypu.png

 

Air mechanics work too!

DwV8Mjz.png

 

Edited by Xan the Dragon
  • Like 1

Check out my website!

Posted (edited)
2 minutes ago, Differentiation said:

Cool stuff, however this Forum may soon abandon 1.8.9 so I suggest you update :o

Yeah. I had written for 1.8.9 because it was originally for a modpack my friends play on. If the obfuscated code inside of EntityPlayer hasn't changed (I can check on MCP pretty quick) then I can actually re-release the same code just with the transformer set to work for the latest version.

Edited by Xan the Dragon

Check out my website!

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I want to create block with entity, that will have height of 3 or more(configurable) and I tried to change first VoxelShape by increasing collision box on height I want and for changing block height on visual side i tried to configure BlockModelBuilder:  base.element() .from(0, 0, 0) .to(16f, 48f, 16f) .face(Direction.UP).texture("#top").end() .face(Direction.DOWN).texture("#bottom").end() .face(Direction.NORTH).texture("#side").end() .face(Direction.SOUTH).texture("#side").end() .face(Direction.WEST).texture("#side").end() .face(Direction.EAST).texture("#side").end() .end(); but, getting crash with next error: Position y out of range, must be within [-16, 32]. Found: %d [48.0]; Looks like game wont to block height modified by more than 32. Is there any way to fix that problem?
    • As long as the packets you are sending aren't lost, there's nothing wrong with what you're currently doing. Although, this sounds like something that would benefit from you making your own datapack registry instead of trying to arbitrarily sync static maps. Check out `DataPackRegistryEvent.NewRegistry`.
    • Hey all, I've been working a lot with datapacks lately, and I'm wondering what the most efficient way to get said data from server to client is.  I'm currently using packets, but given that a lot of the data I'm storing involves maps along the lines of Map<ResourceLocation, CustomDataType>, it can easily start to get messy if I need to transmit a lot of that data all at once. Recently I started looking into the ReloadableServerResources class, which is where Minecraft stores its built-ins.  I see you can access it via the server from the server's resources.managers, and it seems like this can be done even from the client to appropriately retrieve data from the server, unless I'm misunderstanding.  However, from what I can tell, this only works via built-in methods such as getRecipeManager() or getLootTables(), etc.  These are all SimpleJsonResourceReloadListeners, just like my datapack entries are, so it seems like it could be possible for me to access my datapack entries similarly?  But I don't see anywhere in ReloadableServerResources that stores loaded modded entries, so either I'm looking in the wrong place or it doesn't seem to be a thing. Are packets really the best way of doing this, or am I missing a method that would let me use ReloadableServerResources or something similar?
    • Hi, everyone! I'm new to minecraft modding stuff and want ask you some questions. 1. I checked forge references and saw there com.mojang and net.minecraft (not net.minecraftforge) and as I understand it's original game packages with all minecraft logic inside including renderers and so on, right? 2. Does it mean that forge has a limited set of instruments which doesn't cover all the aspects of the game? If make my question more specific then does forge provide such instruments that allow me totally change minecraft itself, like base mechanics and etc.? Or I have to use "original game packages" to implement such things? 3. I actively learning basic concepts with forge documentation and tutorials. So in my plans make different inventory system like in diabloids. Is that possible with forge? 4. It is last question related to the second one. So how deeply I can change minecraft with forge? I guess all my questions above because of that I haven't globally understanding what forge is and how it works inside and how it works with minecraft. It would be great if you provide some links or topics about it or explain it by yourself but I guess it's to big to be explained in that post at once. Anyway, thank you all for any help!
    • Im trying add to block a hole in center, just a usual block and in center of it on up side, there is should be a hole. I tried to add it via BlockModelBuilder, but its not working. Problem is that it only can change block size outside. I tried it to do with VoxelShape and its working, but its has been on server side and looks like its just changed collision shape, but for client, there is a texture covering this hole. I tried to use: base.renderType("cutout"); and removed some pixels from texture. I thought its should work, but game optimization makes block inside looks transparent. So, only custom model?
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.