| Keon's Dev Log | |
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+22Burnttoaster ACH0225 Ivan2006 Commander Kobialka hyperlite Tell blockman42 Iv121 r2fart2 Dux Tell31 Commander Error Tiel+ Red Fang Last_Jedi_Standing hell2o xanex21 fr0stbyte124 The Schmetterling Danice123 Laibach Shiva Keon 26 posters |
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Keon Lord/Lady Rear Admiral 1st
Posts : 3076 Join date : 2012-01-17 Location : Hahahaha.
| Subject: 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:
Because I'm not a dev. Well, now I am a dev. I can edit posts, I am using green. I can access 51. Not that it exists, of course. I can't ban you. I can lock your topics. Orbital Shipyards:Currently, my idea for orbital shipyards is such. They will, when crafted and placed, clear an area and then deploy themselves. Inside that area, ships can be built, (or houses, for that matter.) by placing building a ship inside the boundaries. Then, on a gui of the OS Core, you hit the copy button, which saves the whole ship to a 3d array, and then load some materials and energy into the GUI. The shipyard then can be turned on, by pressing another button. The ship will be teleported to the nearest dock location, which will be another block. Another ship will be built, and then teleported to another dock. If all docks are full, it stays right there and the machine shuts down. Cores are placed afterwards. EDITED IDEA FOLLOWS: I will be saving to the .schematic file. Thusly, you can make a ship in MC edit and have it designed for you! Any ideas? Post them here. And here are the pics of Keon Shipyards The progress bar: (Needs updating.)
Image: What is Keon Doing???March 2: I need Mackeroth's approval to continue with my plan. I am building a schematic for a house of blazes without using mcEdit. In the Hexidecimal values. Later same date: Mack has given approval, now I am finishing the GUI. March 3: Working on getting the dumb slots to work. I need to add a tile entity and a container it turns out. D: Anyway, if you are bored enough to actually read through my diary, here is a present: . It creeps me out. March 4: Does anybody read this? And should I call Mackeroth "Mac", "Mack", "Mackeroth", "Doc", or "Dr. Mackeroth"? Anyway, right now it crashes when I right click. So now I am checking what part causes the problem. I think it is the actual GUI, not the TileEntity. Later same date: I got it working. It is a chest so far, now adding buttons. Pics to come soon. However, chunks with the block in them don't save properly. D:{ Also Same Date: I forgot to register my tileEntity. I feel dumb. . But, NOW IT WORKS!!! MY SHIPYARD GUI WORKS! IT'S A CHEST! Okay, now to add two buttons and a text input. That may be easy or hard. March 5: Adding the buttons and text input. Looks to be easy. Progress bar may go up soon. In other news, today I built a big shipyard. It looks epic, but you don't get to see. March 6: I HATE GUIS! I'll just keep working, sooner or later the buttons will not mess up everything. Same date: Did not get much work done, had homework. March 7: Okay, does not seem like buttons play nice with inventorys. I think what I will do is code buttons myself, much as the Enchantment table does, at least from what I can see. Either way, Enchantment tables found a way. Problem is that I have a lot of obfusciated code. Let me see how many get fixed when I update the names. Same date: Well, I think I might know a way to get buttons to work. Follow TMI code. Pi Day: Well, I ditched that plan because I hate it. Instead, I broke it into modules and a core. The core lets you command using buttons, the modules do other stuff for the core. All are blocks. All I can say is that GUIs are dumb and I hope they rot inside an aardvark. Oh, and Happy Pi Day! Tau is wrong, Pi is better. March 15: GUI works.
Last edited by Keon on Mon Jun 18, 2012 12:35 pm; edited 24 times in total | |
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Shiva Admin
Posts : 489 Join date : 2011-08-30 Age : 30
| Subject: 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 Lord/Lady Rear Admiral 1st
Posts : 3076 Join date : 2012-01-17 Location : Hahahaha.
| Subject: 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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Shiva Admin
Posts : 489 Join date : 2011-08-30 Age : 30
| Subject: 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 Lord/Lady Rear Admiral 1st
Posts : 3076 Join date : 2012-01-17 Location : Hahahaha.
| Subject: 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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Laibach General
Posts : 2024 Join date : 2012-01-23 Age : 73 Location : Frozen Fields
| Subject: 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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Danice123 DEV
Posts : 607 Join date : 2012-01-06 Age : 30 Location : The Dankins
| Subject: 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 Lord/Lady Rear Admiral 1st
Posts : 3076 Join date : 2012-01-17 Location : Hahahaha.
| Subject: 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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Laibach General
Posts : 2024 Join date : 2012-01-23 Age : 73 Location : Frozen Fields
| Subject: 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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Danice123 DEV
Posts : 607 Join date : 2012-01-06 Age : 30 Location : The Dankins
| Subject: 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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The Schmetterling DEV
Posts : 3123 Join date : 2011-08-31 Location : I'm a butterfly.
| Subject: 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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fr0stbyte124 Super Developrator
Posts : 1835 Join date : 2011-10-13
| Subject: 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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Laibach General
Posts : 2024 Join date : 2012-01-23 Age : 73 Location : Frozen Fields
| Subject: 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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xanex21 Newbie
Posts : 131 Join date : 2012-01-21 Location : Between the Delta and Alpha Quadrant (trexies)
| Subject: 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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Keon Lord/Lady Rear Admiral 1st
Posts : 3076 Join date : 2012-01-17 Location : Hahahaha.
| Subject: 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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Laibach General
Posts : 2024 Join date : 2012-01-23 Age : 73 Location : Frozen Fields
| Subject: 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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Keon Lord/Lady Rear Admiral 1st
Posts : 3076 Join date : 2012-01-17 Location : Hahahaha.
| Subject: 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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Danice123 DEV
Posts : 607 Join date : 2012-01-06 Age : 30 Location : The Dankins
| Subject: 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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Keon Lord/Lady Rear Admiral 1st
Posts : 3076 Join date : 2012-01-17 Location : Hahahaha.
| Subject: 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:
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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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Danice123 DEV
Posts : 607 Join date : 2012-01-06 Age : 30 Location : The Dankins
| Subject: 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:
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NBTTagCompound nbttagcompound = CompressedStreamTools.loadGzippedCompoundFromOutputStream(new FileInputStream(file)); then to load data - Code:
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NBTTagWHATEVER name = nbttagcompound.getTagWHATEVER("name"); | |
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Laibach General
Posts : 2024 Join date : 2012-01-23 Age : 73 Location : Frozen Fields
| Subject: 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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Keon Lord/Lady Rear Admiral 1st
Posts : 3076 Join date : 2012-01-17 Location : Hahahaha.
| Subject: 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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Laibach General
Posts : 2024 Join date : 2012-01-23 Age : 73 Location : Frozen Fields
| Subject: 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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Keon Lord/Lady Rear Admiral 1st
Posts : 3076 Join date : 2012-01-17 Location : Hahahaha.
| Subject: 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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Keon Lord/Lady Rear Admiral 1st
Posts : 3076 Join date : 2012-01-17 Location : Hahahaha.
| Subject: 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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