
calclavia
Forge Modder-
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Everything posted by calclavia
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That might defeat the purpose then because other mods who wants to use potions would be overwritten by my potion replacement...
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I am a fan of your mod! I am glad you are finally making multiplayer. I always wanted to have your mod on my server and bombarding the villages with ICBM for peaceful purposes. Anyway, keep up the good work on Millenaire. I am looking forward to the SMP version of it!
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Thanks to you guys, I wrote a tutorial on how to add sound to Forge. http://minecraftforge.net/wiki/Adding_Custom_Sounds_to_Minecraft! Correct the tutorial if I wrote anything wrong!
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I wouldn't say that, but I would say "I won't be using them because it takes too much work to install a non-Forge mod and having it to work". Forge all the way
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\ =_= the hardest part is not making the thing. I think the hardest part is getting getting people to actually use the thing. We don't want to make something that no one uses...
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Setting up MCP with Forge & AudioMod
calclavia replied to RawrGamerHD's topic in Support & Bug Reports
Don't use audio mod. Use the ISoundHandler. -
Yeah we're simply making a mod installer that displays the ads of the mods so it's legal.
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^like what he said. Don't use outdated stuff. It will cause you more trouble. Forge is now the ultimate API for modding.
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I understand your point. Thank you for stopping us before we take any action
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Yes but that counts as modifying base files which is not really a good way to do it... Correct me if I am wrong, but what you are telling me to do is to change Potion.potionTypes[32] into [4096]? Or do you mean something else? I can't change the array because it is public static FINAL so it's not replaceable...
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I am not sure. This is a side project after all for me. My main projects are ICBM and Universal Electricity which are pretty big projects. I looked at this example and I thought it might be helpful for you: http://netbeans.org/kb/docs/java/gui-functionality.html I will be posting source codes in this Repo in the future: https://github.com/calclavia/mod-installer
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I noticed the potionTypes array has a limited amount (32) of potions a mod can add. Can Forge increase this array to a number big like 4096 so there won't be potion ID conflicts? I currently have two potion effects and 2/32 is a lot (not counting the vanilla potions). I could do a pull request if you want.
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You speak the truth. We were just coming up with ideas. No action has been actually done yet. The reason I wanted this to be part of Forge is because it will sound "more official" than just a random installer, and also Forge is so far the more organized forum on mods. But if Forge officials do not agree with this (you), so be it. You said previously that even after the modding API comes out, Minecraft won't have such a thing. I am not sure if that is an assumption or a fact. I don't think mods are mojang's responsibility until the modding API comes out. What would Forge be after the modding API comes out? A communnity for modders? But anyway, I respect your rejection, an its fine. If it's just a installer, it should be easy enough. Consider making this in Java so it would be Mac compatible.
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Yes. We should start with a java Forge Launcher. I am learning on how to create Java standalone apps. Never done it before yet, but I am going to try. Once I get something like a basic GUI, I will post it on GitHub. Btw, the new GitHub Windows app is so user friendly. No bash required
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Yup. Waiting for some Forge approval. Mainly from OvermindDL1 since he is the admin (and good with website stuff).
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Yeah same here. I want to get some Forge guy to approve this first. Your list is good. For web, we will use the Forge accounts to login. Once logged in, the modder can write his/her mod info by creating a new mod page. The mod page's data will be saved as an XML file via PHP. XML files are great for these things. I thought about it and I think we don't even need a SQL database. All we need is to save and load XML files from a PHP page. What your (Darkguardsman) Forge Launcher will have to do is to connect to a specific PHP page from the Forge server. For example, let's name the page getModInfo.php. You can ask for data like this: getModInfo.php?req=XXXXX. The php page will print out some data and you can decode that data into human-readable things for display. The data will include everything about that specific mod and etc. I like your list of things, but I think the only thing we need is a Forge Launcher. You can config, browse, download, install, update mods from the Forge Launcher. I don't think you need an in-game mod if you have a launcher.
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How can I save some data between minecraft sessions?
calclavia replied to nado's topic in General Discussion
Use NBT data -
Good ideas. Hmm I see what you mean by not having it in the jar and I agree with you. Your solution would be the most ideal. Your fourth idea however should be done like... Afterwards. So I think we will be using your plan. Forge should record down all the mods and what IDs they use in game and Auto configure it when a player joins into a server. Just like what you said. This saves the player the trouble of manually configurating things and etc. Also, you shouldn't be able to use blocks and items that does not exist on the server. Currently we can take blocks out of the creative menu even if it is not installed on the server. But that's a bit off topic. The reason (I think) why a lot of people prefer vanilla Minecraft over modded Minecraft is because vanilla Minecraft is not cumbersome and "hard to install". When you start modding, you have to worry about config files, updating the mods, changing config to join servers etc. If we can get this to happen, I think there will be more players who will play modded Minecraft rather than vanilla Minecraft. However, I am only do the plain talking. Technically I don't really have a code structure in mind on how to do this. I only know how to write the website part of it. DarkGuardsman you seem to be a good "Installer maker". I think this project will have to start from you. What programming language you need for the installer? I am not very good at programming standalone applications (never done it before so I don't know). I suggest you can the installed the Forge Launcher and have it work similar to magic launcher. As for the website, I can do that. If Overmind you would open a server, I will be happy to start programming the things. I will started a github repo on the source files of the website. It would be great if, Darksgaurdsman you can open a github with the source files of the installer so other people can help out on it. GitHub (Empty) Repo: https://github.com/calclavia/mod-website Just to confirm, the server will have an MYSQL database and PHP installed right?
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How do I know if it's right? Try it out. Btw, I suggest you to use world.playSoundEffect(...) instead of the current function you are using.
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Is there any Forge hooks or registrations related to potions?
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It doesn't have to be exactly automatic. I got a basic plan on how this will work. Website - The mod website will feature all the Forge mods and can be updated by the mod creator. Everything will be organized to be FOR THE PLAYER and USER FRIENDLY (and for dummies). There will be a link on each mod's page for the mod's download and that link can lead to adfly or any sort of advertisement system. P.S Also have the website make the mod makers enter the default block IDs they are using. Have this feature so then a mod maker can simply search for a block ID and see if it is occupied. If it is, then the modder is recommended not to use that block ID. Since we got 4096, there are plenty of block IDs out there to use. But there should be a feature to allow modders to know which block IDs are occupied and should be avoided to be used. In-Game Mod Menu - After the player installed Forge, they can view the Mod menu via the button from the main menu of Minecraft. There it will show a search bar that connects with the server and can list mods like how it does from the website. Once the player clicks on a download link for the mod, it will open up that link in a window WITHIN the Minecraft game. Whatever that is downloaded from this window will have the download file placed inside the mods folder automatically and saves the trouble for the player to place it themselves. Similar to how in Google Chrome you can set up the download location, in this case the download location is always the mods folder. If we are going to do this, a mod will not need a "mcmod.info" file and instead Minecraft will connect to the internet and check from the website database all information on this mod. If the mod has an update, it will suggest the player to get the update. Now when a player tries to join a Forge server, and if the player does not have the required mods for the server, it will list them all (like how it is done now). The list will also link to the mod's download page (if it is available as a Forge mod) for the player to download all the mods in-game. All of this could be done without any type of internet explorer. After the download Minecraft will automatically restart and have the new mods installed in it. Any suggestions? I am good at PHP, Javascript, HTML, CSS and of course, Java. However, I am not good at integrating these two thing and this is what this project is about. I have, however a basic idea on how this is going to work. I am thinking of having the server have a MYSQL database (or any other type of database) with all the information of the mods stored inside. The Minecraft client will call a PHP page (e.g getModInfo.php) and retrieve data from the server. That is basically all it needs to do - to retrieve data from the server. There won't be the need to upload data to the server for this project. I can help with the website programming but I am not really good at integrating the Java app with the server. There will be a lot of people out there who are better than me in this. Darkguardsman: If this project can be done, people won't need mod installer at all. The Minecraft client itself will become a mod installer making everything a lot easier to do. The main reason I would really want to see this thing happening is because a lot of my friends who play Minecraft are tech-stupid and they can't figure out how to mod their Minecraft (especially when you have like 20 mods installed). Having this will definitely solve that problem and make Forge a more welcoming place for players who wish to play Minecraft modded.
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Thats the plan with what i mean by list. The server owner will make the list and the player just types in the server name. The program then just grabs the list from the server and goes to work. Good idea. But I am still not sure if this is "legal" to provide direct download to others people's mod without permission, I think they still want explicit permission before you do something like that even if you are not directly distributing their mods.
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Make a config file for the downloaded so Server managers can change what mod it downloads etc.
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I have a problem. I created a custom potion effect and it works no problem. The only problem is that when the player saves the world and quit Minecraft, the next time the player joins the world the potion effect is "null" and crashes with null point exception. I think this is related with Minecraft not saving my custom potion effect and thus creating this problem. It only happens if the player leaves the world with the potion effect on. How I created the potion is basically have a class extend the Potion class and have my own potions with my own potion ID. I think the problem with this is that the potion doesn't get recognized when Minecraft reload as it doesn't load my potion and hence the null point exception. Any solution to this?
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I don't think that much people hate Forge. I bet most people actually would prefer Forge rather than having all mods incompatible with each other. I think what Forge lacks is the ease-of-access which makes some players do not like it. I know it is very easy to install Forge for people like you and experienced modders, but there are stupid (as in tech stupid) people out there who does not even know how to install Java. Also, you don't have to do this project alone. It's the modders who would be doing it as a spare task. I am pretty decent at PHP, HTML, MYSQL and CSS and I bet there are modders out there who are even better. If you make this like a Git-Hub project, then it will probably work.