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 Keon's Dev Log

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Keon
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PostSubject: Re: Keon's Dev Log   Fri Mar 02, 2012 12:49 am

Okay, it says that Schematic files are based off of NBT files. Does this mean they are NBT files, or are they slightly different? If so, in what ways?

Heh, never worked with that much binary before.
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PostSubject: Re: Keon's Dev Log   Fri Mar 02, 2012 12:56 am

from your earlier post it looks like they are NBT files
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PostSubject: Re: Keon's Dev Log   Fri Mar 02, 2012 1:23 am

Danice123 wrote:
from your earlier post it looks like they are NBT files

Actually I had a breakthrough 5 minutes ago. It turns out they were zipped. Now they actually make sense. So, I will be working on decripting this now.
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PostSubject: Re: Keon's Dev Log   Fri Mar 02, 2012 1:44 am

Breakthrough! I understand .schematic files now!

I need Mackeroth's permission to go further.

While I'm waiting, I'll manually make myself a house schematic. With BLAZES!!! (Only to test my knowledge, of course.)
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PostSubject: Re: Keon's Dev Log   Fri Mar 02, 2012 3:57 am

14z(2z-5)+2z(4z-9)= 28z...
Hmm?
I was doing some Maths homework. It was really boring because I was working out
the answers faster than I could write them.

What exactly is it you're asking, it doesn't seem specifically clear?
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PostSubject: Re: Keon's Dev Log   Fri Mar 02, 2012 11:14 am

Dr. Mackeroth wrote:
14z(2z-5)+2z(4z-9)= 28z...
Hmm?
I was doing some Maths homework. It was really boring because I was working out
the answers faster than I could write them.

What exactly is it you're asking, it doesn't seem specifically clear?

My current idea is to use .schematic files. That way, people can still build in game, and for the cad idea, worldedit and mcEdit both have exporting to schematic. So people can build in their singleplayer, multiplayer, worldedit, or MCEDIT.
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PostSubject: Re: Keon's Dev Log   Fri Mar 02, 2012 11:45 am

Okay, my status will be posted at the end of the OP from now on, unless I need to bump or ask questions. Still waiting on Mackeroth's approval.
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PostSubject: Re: Keon's Dev Log   Fri Mar 02, 2012 12:12 pm

Just get to work, Keon. Consider approval given unless Mac says otherwise - just show us what you're made of.
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PostSubject: Re: Keon's Dev Log   Fri Mar 02, 2012 4:19 pm

Hey I found this, it might be useful
http://www.moddb.com/games/minecraft/downloads/nbtedit
Lets you view the contents of a nbt file.
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PostSubject: Re: Keon's Dev Log   Fri Mar 02, 2012 4:25 pm

Okay. Once I have access to eclipse I'll start going. Danice, that looks good, I'll open it later.
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PostSubject: Re: Keon's Dev Log   Fri Mar 02, 2012 4:50 pm

Keon wrote:
Okay. Once I have access to eclipse I'll start going. Danice, that looks good, I'll open it later.

you need help?

or you just cant download it?

or You're waiting on MCP?

or they just hate you?
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PostSubject: Re: Keon's Dev Log   Fri Mar 02, 2012 5:24 pm

Okay, that makes things a lot clearer Keon. Sure, go ahead.
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PostSubject: Re: Keon's Dev Log   Fri Mar 02, 2012 8:48 pm

coalminingalchemist wrote:
Keon wrote:
Okay. Once I have access to eclipse I'll start going. Danice, that looks good, I'll open it later.

you need help?

or you just cant download it?

or You're waiting on MCP?

or they just hate you?

Or am I not at home.
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PostSubject: Re: Keon's Dev Log   Fri Mar 02, 2012 9:44 pm

oh

why can I never see the obvious?
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PostSubject: Re: Keon's Dev Log   Sat Mar 03, 2012 1:56 am

Alright, I have run into a wall. Does anybody know a way to get blockActivated to open a GUI without overwriting base classes (I need to get mc passed to it to open a GUI, I think.)? Otherwise, I have to edit EntityPlayer. Otherwise, progressing rather smoothly, should have a chest with two buttons out soon and a text bar out soon. Hopefully.
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PostSubject: Re: Keon's Dev Log   Sat Mar 03, 2012 12:55 pm

Do it through modloader

ModLoader.OpenGUI(entityplayer, new Gui());
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PostSubject: Re: Keon's Dev Log   Sat Mar 03, 2012 12:56 pm

Danice123 wrote:
Do it through modloader

ModLoader.OpenGUI(entityplayer, new Gui());

That's what I needed. Thanks.
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PostSubject: Re: Keon's Dev Log   Sat Mar 03, 2012 3:23 pm

I (*)can't Believe this is getting done so fast Very Happy


the overall progress I mean, of the entire mod

and this


Last edited by coalminingalchemist on Sat Mar 03, 2012 3:28 pm; edited 1 time in total
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PostSubject: Re: Keon's Dev Log   Sat Mar 03, 2012 3:26 pm

coalminingalchemist wrote:
I Believe this is getting done so fast Very Happy


the overall progress I mean, of the entire mod

and this

No it isnt. My GUI isn't displaying. And that is bad. It goes fast for you. But not me D:{

But by all means continue thinking it is going fast.
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PostSubject: Re: Keon's Dev Log   Sat Mar 03, 2012 3:28 pm

I mean like 10 times faster than I thought it would go
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PostSubject: Re: Keon's Dev Log   Sat Mar 03, 2012 3:33 pm

coalminingalchemist wrote:
I mean like 10 times faster than I thought it would go

I don't do Fr0sts job. That stuff is amazing work, and if I did it it would go 1000 times slower than your slowest estimate could ever go.

I guess I should figure out what is up with that gui. But, in other news, I invented the ultimate greifer tool. I'll distribute it if anybody wants it.

I created... The Hole. Craftable with dirt, made when I played with my code from the shipyard.
Keon Corporation is not responsible if the world explodes through using this product. I can make a sequal that deletes system32, if that's what you want.
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PostSubject: Re: Keon's Dev Log   Sat Mar 03, 2012 3:43 pm

Send me the code! I'm curious. And if you can't get your gui to show up I could take a look at it if u want. Or there's always my git, I have several guis that work (for me) on there.
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PostSubject: Re: Keon's Dev Log   Sat Mar 03, 2012 3:49 pm

what have you created O_O


No I mean I seriously underestimate minecraft mods and modders

not sure why
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PostSubject: Re: Keon's Dev Log   Sat Mar 03, 2012 3:50 pm

Danice123 wrote:
Send me the code! I'm curious. And if you can't get your gui to show up I could take a look at it if u want. Or there's always my git, I have several guis that work (for me) on there.
The Hole's code? Oh, it just has a script that onBlockPlaced deletes every block in a huge radius and then places more Holes at the edges.
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PostSubject: Re: Keon's Dev Log   Sat Mar 03, 2012 4:08 pm

Haha nice.
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