| 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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Commander Error Sergeant
Posts : 1237 Join date : 2011-12-07 Age : 28 Location : Look up.
| Subject: Re: Keon's Dev Log Mon Mar 05, 2012 1:05 pm | |
| - coalminingalchemist wrote:
- lol, he already has one from gemcollecter/redfang
Please note "possible" texture. | |
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Laibach General
Posts : 2024 Join date : 2012-01-23 Age : 73 Location : Frozen Fields
| Subject: Re: Keon's Dev Log Mon Mar 05, 2012 1:06 pm | |
| he's using the one he has, why I said it, check the picture on the OP ironically they look alike I think anyway | |
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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 Mon Mar 05, 2012 4:27 pm | |
| Wow, both look good. Too lazy to change, right now. But it's up to the Devs to decide what texture is fin- Wait, I am a Dev! Use either. | |
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Danice123 DEV
Posts : 607 Join date : 2012-01-06 Age : 30 Location : The Dankins
| Subject: Re: Keon's Dev Log Mon Mar 05, 2012 6:33 pm | |
| you think your lazy? I don't use textures at all! Mostly cause modloader hates me but still... | |
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Red Fang Recruit
Posts : 201 Join date : 2011-12-03 Age : 98 Location : In my cave full of treasure.
| Subject: Re: Keon's Dev Log Mon Mar 05, 2012 7:15 pm | |
| Personally I think his is better designed. | |
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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 Tue Mar 06, 2012 11:51 am | |
| Well this sucks. Unless one of the other Dev's knows a way to make buttons play nice with inventories, it looks like what I have to do is go the enchantment table way and make my own. It works fine without the buttons. | |
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Laibach General
Posts : 2024 Join date : 2012-01-23 Age : 73 Location : Frozen Fields
| Subject: Re: Keon's Dev Log Tue Mar 06, 2012 11:58 am | |
| hmm.. weird, could the buttons be making the GUI "bigger" and messing up the values you entered before?
I'm not really sure how any of that works, i assume there's a grid or something, like 4, -6 for coordinates
does altering the positions of GUI stuff fix anything?
just taking a stab in the dark, I hope it helps somehow | |
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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 Tue Mar 06, 2012 11:59 am | |
| Actually, that's a good idea. Let me check that. See what I mean, GUI's hate me. | |
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Laibach General
Posts : 2024 Join date : 2012-01-23 Age : 73 Location : Frozen Fields
| Subject: Re: Keon's Dev Log Tue Mar 06, 2012 12:02 pm | |
| yay I helped! | |
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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 Wed Mar 07, 2012 11:59 am | |
| Well, my essay is done, more time can be devoted to this. | |
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Dux Tell31 Recruit
Posts : 379 Join date : 2012-01-05 Location : That is out of the question
| Subject: Re: Keon's Dev Log Wed Mar 07, 2012 5:40 pm | |
| Cool story bro, tell it again. | |
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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 08, 2012 12:14 pm | |
| /me does not get your post. But no need to explain.
Well, I just messed up my code. Fixed it, now it should work. Anyway, those GUI's hate me. Somebody should make a GUI to make GUI's. | |
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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 08, 2012 12:21 pm | |
| That would be a great API | |
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Shiva Admin
Posts : 489 Join date : 2011-08-30 Age : 30
| Subject: Re: Keon's Dev Log Fri Mar 09, 2012 10:16 am | |
| Yay, one step closer to Futurecraft Reality! | |
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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 Fri Mar 09, 2012 5:08 pm | |
| Well, another idea. Since 27 slots of 64 blocks apiece doesn't really work for the materials, what I am doing is breaking them into several blocks; the "Core" and the "Modules". Modules will be things like chests, range extenders, error checkers, and speeder-uppers. | |
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Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 27 Location : AFK
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Laibach General
Posts : 2024 Join date : 2012-01-23 Age : 73 Location : Frozen Fields
| Subject: Re: Keon's Dev Log Fri Mar 09, 2012 5:39 pm | |
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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 15, 2012 10:52 am | |
| And the Cancel button works. Oh, the red things are Chest ShipyardModules. Progress bar updating. | |
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Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 27 Location : AFK
| Subject: Re: Keon's Dev Log Thu Mar 15, 2012 11:51 am | |
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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 15, 2012 12:08 pm | |
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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 15, 2012 3:07 pm | |
| Suggestion for Ship Builder: *Function *GUI *Some Conditions
You should be able to place your ship builder block any where in the sky or on ground. When you place the ship builder block creates a boundary say 10 x 10 x10. When you go inside the boundary you enter into creative like mode. All blocks become available to your character only inside the boundary. Inside, every block you place down in the boundary becomes a virtual block, semi transparent. Any block that is in you boundary when you place your ship builder block will remain as a physical block until you use your tools to remove. Now when you want to make your ship building area bigger from the inside of the boundary you place a virtual block outside the boundary. Or when you place your ship builder block, the gui when right clicked gives you the option to set your dimensions for you boundary.The gui including the dimensions will include 200 slots and a meter for how much power or energy the machine has, a blueprint maker slots and a start and stop build button. Like in buildcraft you create a blueprint and the machine encodes the blue print on to the blank blue print. This is an option in case you want to save your ship design, otherwise destroying the ship building block destroys the design.So keeping a blue print is vital in case something goes wrong.When placing ship building block the boundary cannot over lap another ship building boundary, this boundary only allows players through, no mobs. When your done placing virtual blocks, and you start the builder by pressing build in the gui, the machine will build your ship ,but it will take time.IF no virtual blocks are placed and your start to build button, the system will respond with "No Virtual blocks place". You can stop the build and edit your ship or you can add virtual blocks to your ship while it creates it. If you break the building block while encoding your blue print it will cancel your blue print and turn it blank again. Of course if you dont put physical blocks into to machine it will never build your ship from thin air. Thats what the 200 slots in the gui is for, which allows you to place all your mined or smelted blocks. As for the copy , paste and mirror functions i'm at a loss, unless you guys can some how get MCedit into the game.
Keep in mind all of this is a suggestion, i hope you consider my 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 15, 2012 7:33 pm | |
| xanex, that would be epic. What I plan on doing is have it so you go in WorldEdit, MCEdit, SinglePlayer, Multiplayer, or a combination of such, then when you are done, export to a .schematic file.
I thought about doing it your way, but in the end I decided it was more trouble then it was worth, as it would force me to overwrite base classes or work around them, and I can't do a better job than MCEdit and WorldEdit on making a easy, powerful tool. Also, there would be problems with creative, as it would turn into a "safe zone" of sorts. I may add some tools like this later, though. | |
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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 15, 2012 8:29 pm | |
| I think that xanex's idea should be at least attempted some time in the future. Its definitely do-able and it is really what a mod of this size deserves, not some hack-up to read and write schematic files based on a program that we haven't created and isn't updated regularly anymore. Schematics are fine for a start, but something like this should be in the end product. | |
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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 15, 2012 8:35 pm | |
| Okay. I don't understand what you mean though. Do you just want infinite blocks and flying, or do you want an actual CAD? | |
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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 Fri Mar 16, 2012 2:00 am | |
| This is what i described the GUI to look like: Or what imagine. I created this using various screen shots and editor software: | |
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