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 Keon's Dev Log

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Keon
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PostSubject: Keon's Dev Log   Thu Mar 01, 2012 12:17 pm

I'm making fighters, so welcome to the...

Fighter Challenge:

You need to make a model of a fighter. This can be any design. You should also include with your submission a short description of it's speed, maneuverability, weapons, hull, etc.

Old post:

Spoiler:
 


Last edited by Keon on Mon Jun 18, 2012 12:35 pm; edited 24 times in total
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PostSubject: Re: Keon's Dev Log   Thu Mar 01, 2012 12:43 pm

You can't edit people yet, but if your work is good Mac might give you the green-light to Modhood.
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Keon
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PostSubject: Re: Keon's Dev Log   Thu Mar 01, 2012 12:45 pm

Shiva wrote:
You can't edit people yet, but if your work is good Mac might give you the green-light to Modhood.

I know. Well, any comments on how I see shipyards working? They better come before they are done.
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PostSubject: Re: Keon's Dev Log   Thu Mar 01, 2012 12:48 pm

Would it be possible to create a ship outside the game a la that Village mod (What's it called? the one with the Normans and the Mayans and Indians?) which you can create buildings in an editor and then import them into the game for construction?
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Keon
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PostSubject: Re: Keon's Dev Log   Thu Mar 01, 2012 12:51 pm

One thing most people have agreed on is that you need to build one ship yourself before you mass produce them. However, ship data will just be a folder, so anybody who wanted to could make a 3d array maker and plop it in there. So, I won't include it, but others could. Maybe me later.
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PostSubject: Re: Keon's Dev Log   Thu Mar 01, 2012 1:02 pm

hmm... I wish i could help but my java is... limited, and I suck at modding

I guess implement the tiered system, and possibly danices power system

I might try to update that to 1.1 as an exercise...

idk, I'll let you know If i succeed

EDIT: it's millenaire


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PostSubject: Re: Keon's Dev Log   Thu Mar 01, 2012 2:26 pm

I disagree with that progress bar lol. Easiest part would be the output, just tell minecraft to set blocks when it has the materials, easy. Gui is probably the hardest part, and maybe the 3d array. GUI's blow
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Keon
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PostSubject: Re: Keon's Dev Log   Thu Mar 01, 2012 4:08 pm

Danice123 wrote:
I disagree with that progress bar lol. Easiest part would be the output, just tell minecraft to set blocks when it has the materials, easy. Gui is probably the hardest part, and maybe the 3d array. GUI's blow

GUI is hard. I think that the 3d array should be easy too, saving might be hard, but now that I think about it, it might be easy. I can't change right now though.
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PostSubject: Re: Keon's Dev Log   Thu Mar 01, 2012 4:09 pm

ugh, this was a bad day to start modding
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PostSubject: Re: Keon's Dev Log   Thu Mar 01, 2012 4:14 pm

Saving is variable depending on how you do it. Just writing to a text file is pretty easy. But then its a text file, so you have to read it back in a understandable way... NBT is easier to read and write structured data with, but it sucks to set up.
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PostSubject: Re: Keon's Dev Log   Thu Mar 01, 2012 4:25 pm

We were planning something else when it came to shipyards.
You will be able to construct holographicly and have "flight
simulators" to test drive ships before you have actually finished
constructing them.

This holographic mode will allow you to easily construct ships, as it gives you
extra editing tools, similar to MCedit or World Edit, plus the ability to pass
through the holographic blocks. When you are done designing, you feed the
actual materials into the dock's construction material depot. It will then
assemble your ship for you, layer by layer.

The design/schematic (whatever you'd rather call it) of your ship then appears
in a directory on the control chair of the shipyard. You can access this
schematic to clone your ship(s).
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PostSubject: Re: Keon's Dev Log   Thu Mar 01, 2012 4:28 pm

Most of that is just bells and whistles, though. I can certainly help with that much if the base stuff is already done.

But more importantly, Keon can code?
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PostSubject: Re: Keon's Dev Log   Thu Mar 01, 2012 4:38 pm

fr0stbyte124 wrote:

But more importantly, Keon can code?

that's what I thought when I saw this
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PostSubject: Re: Keon's Dev Log   Thu Mar 01, 2012 5:13 pm

I prefer mackeroth's ideas unless there the same as Keons, i dont remember.
Reminds me of buildcraft's builders except more advanced. Its funny because i been using creative mode and mc edit to build my ship, build one half of the ship , copy , mirror and paste. Done. I like this idea.
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PostSubject: Re: Keon's Dev Log   Thu Mar 01, 2012 8:49 pm

Ouch. So, import google sketch up, then go from there?

How about shipyards take a file, and then we make a converter from .obj to that. Then people can design in any CAD and import a model from there. That would be easier.

My thinking is .schematic files. That way, people can take their MC edit .schematic and plop it in a folder. Then we chose that and build from there. Then there is also an option to write to the folder. The problem with .schematics is that they store a lot.
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PostSubject: Re: Keon's Dev Log   Thu Mar 01, 2012 10:02 pm

hmm, I don't think it should be schematics, just because its would make cheating a lot easier


could you use part of a world save?

I wouldn't mind .schematic for now though, I'll try to think of some way to balance it
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PostSubject: Re: Keon's Dev Log   Thu Mar 01, 2012 10:44 pm

coalminingalchemist wrote:
hmm, I don't think it should be schematics, just because its would make cheating a lot easier


could you use part of a world save?

I wouldn't mind .schematic for now though, I'll try to think of some way to balance it

How would you cheat with schematics?
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PostSubject: Re: Keon's Dev Log   Thu Mar 01, 2012 10:56 pm

coalminingalchemist wrote:
could you use part of a world save?

Yes technically. But then you would have to create the ship within minecraft on a client running the mod. But it's do-able
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PostSubject: Re: Keon's Dev Log   Thu Mar 01, 2012 11:01 pm

Danice123 wrote:
coalminingalchemist wrote:
could you use part of a world save?

Yes technically. But then you would have to create the ship within minecraft on a client running the mod. But it's do-able

Does anybody understand the .schematic? I know it has

Code:
TAG_Compound("Schematic"): Schematic data.
TAG_Short("Width"): Size along the X axis.
TAG_Short("Length"): Size along the Z axis.
TAG_Short("Height"): Size along the Y axis.
TAG_String("Materials"): This will be "Classic" for schematics exported from Minecraft Classic levels, and "Alpha" for those from Minecraft Alpha, Minecraft Beta and Minecraft worlds.
TAG_Byte_Array("Blocks"): Block IDs defining the terrain. 8 bits per block.
TAG_Byte_Array("Data"): Block data additionally defining parts of the terrain. Only the lower 4 bits of each byte are used.
TAG_List("Entities"): Each TAG_Compound in this list defines an entity in the schematic. See the Entity Format for Alpha levels.
TAG_List("TileEntities"): Each TAG_Compound in this list defines a tile entity in the schematic. See Tile Entity Format.

From the MC wiki.

But I don't understand how this all is encoded.
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PostSubject: Re: Keon's Dev Log   Thu Mar 01, 2012 11:03 pm

NBT is how minecraft reads and writes data. Look up the NBT source files from the minecraft source for a start.

To open this you would want to do

Code:
NBTTagCompound nbttagcompound = CompressedStreamTools.loadGzippedCompoundFromOutputStream(new FileInputStream(file));

then to load data
Code:
 NBTTagWHATEVER name = nbttagcompound.getTagWHATEVER("name");
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PostSubject: Re: Keon's Dev Log   Thu Mar 01, 2012 11:10 pm

Keon wrote:
coalminingalchemist wrote:
hmm, I don't think it should be schematics, just because its would make cheating a lot easier


could you use part of a world save?

I wouldn't mind .schematic for now though, I'll try to think of some way to balance it

How would you cheat with schematics?

I'm kinda of thinking ahead to actual futurecraft, its a lot easier to build in MCedit then an actual client

but then again mackeroth said he wanted an MCedit type of interface :/

meh, disregard my commenting
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PostSubject: Re: Keon's Dev Log   Thu Mar 01, 2012 11:14 pm

coalminingalchemist wrote:
Keon wrote:
coalminingalchemist wrote:
hmm, I don't think it should be schematics, just because its would make cheating a lot easier


could you use part of a world save?

I wouldn't mind .schematic for now though, I'll try to think of some way to balance it

How would you cheat with schematics?

I'm kinda of thinking ahead to actual futurecraft, its a lot easier to build in MCedit then an actual client

but then again mackeroth said he wanted an MCedit type of interface :/

meh, disregard my commenting

I'm with you. I dislike the idea that you can simply do an in-game mcEdit. I guess a deal is to have it directly compatible with mcEdit.
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PostSubject: Re: Keon's Dev Log   Thu Mar 01, 2012 11:26 pm

Keon wrote:
coalminingalchemist wrote:
Keon wrote:
coalminingalchemist wrote:
hmm, I don't think it should be schematics, just because its would make cheating a lot easier


could you use part of a world save?

I wouldn't mind .schematic for now though, I'll try to think of some way to balance it

How would you cheat with schematics?

I'm kinda of thinking ahead to actual futurecraft, its a lot easier to build in MCedit then an actual client

but then again mackeroth said he wanted an MCedit type of interface :/

meh, disregard my commenting

I'm with you. I dislike the idea that you can simply do an in-game mcEdit. I guess a deal is to have it directly compatible with mcEdit.

yeah, that would be good for now

although how are you going to save it as a .schematic? was that the stuff you were talking to danice about?


I wonder if you could auto-hide the folder where its saved, or something

would you have to ask the MCedit guys?

wait, no, they dropped the project
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PostSubject: Re: Keon's Dev Log   Thu Mar 01, 2012 11:34 pm

The project is still supported. Right now I am looking at the NBT file type, which the schematic is based on.
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PostSubject: Re: Keon's Dev Log   Thu Mar 01, 2012 11:38 pm

The 3d array would be so much easier. But I guess this makes sense. I need a binary notepad.
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