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BTarb's ImDeity ModPack

Discussion in 'Kingdoms General' started by btarb24, August 16, 2013.

  1. btarb24

    btarb24

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    Version 1.2.2 released

    New features:
    • Incorporated the Horsey mod to display stats on a horse. (refunds will be issued to players who bought horsey)
    • Added a Done button to the main options screen
    • Receiving a TPA request from a player now counts as a whisper and will beep if you have whisper alerts turned on
    • Light level stat display. Ignores sunlight level. Shows level at your feet (f3 shows it at your head, which is often off by 1).
    • Game time. The time in the game. 12 AM = moon directly over head. 12 PM = sun directly over head.
    • Player coordinates. simple x y z of your your character
    • Current biome. The name of the biome that you're in right now.. useful when mining for emerald, etc.
    • The ModPack now ONLY works in single player and when you're on ImDeity server. It will disable itself if you're on any other server.
    Bug Fixes:
    • [Fixed] Hide Player Tags incorrectly hides the recipient name on a whisper message. Comes up as [me -> bla instead of [me -> them] bla
    Installation Tips:
    1. I still highly recommend using forge instead of installing manually. If you use forge then just delete the old jar and drop the new one in its place.
    2. If you install manually then it is advisable to start with a fresh minecraft jar and then install your mods over again.
    [​IMG] [​IMG]
     
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  2. BriarRose

    BriarRose

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    I have never used any mods with minecraft. What is this 'forge' that you speak of?
     
  3. NAHANINJA

    NAHANINJA

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    It allows you to install mods easier. It is really a great help :D
     
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  4. tchand

    tchand

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    Idk if you have managed to solve the problem but I would suggest opening with winrar, winzip, 7zip ot something of the like
     
  5. Kenekeu

    Kenekeu

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    Wow, thanks for doing this, I am thrilled to enjoy the parts you have built already. Here are some of the things that I would love to see.

    I usually use Macro Keybind mod to give me 1 key access to the /fly on command as well as easy hooks to /t spawn and /main and /mine. I would love it if you would incorporate even a rudimentary quick keys system so we can eliminate some of the redundant typing. It is very hard to quickly type "/fly on" when you are falling to your death. ;-)

    Also, for town management it would be cool to be able to set up fast commands like, /set plot for-sale 300 or /t claim or even /plot claim.

    Finally, we used to be able to easily get basic information about residents instead of having to go to the website. Particularly days since having logged in to check for absentee residents. Even better would be the ability to get a daily report of any town members who have been absent more than 'x' days. OMG, that would be amazing for Mayors.
     
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  6. Mojinax

    Mojinax

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    Pertaining to the horse mod, before I downloaded the mod pack I used F3 to gauge height, keeping a steady eye on the y coordinates. The y coordinates were positioned on my feet, and they started at 69.700. When I jumped on my horse, I gauged somewhere around 74.500 as the highest jump, meaning my horse can jump 4.8 blocks. However, the mod says it can jump 5.2 blocks high, so which one is more accurate or correct?

    Also, while snooping around your horses (per usual, as is the Mojinax way) I recognized that your horses exceed the current record speed, which is 13.1 BPS. Is there a chance your calculations are wrong, or are the others wrong?
     
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  7. Majora_Unmasked

    Majora_Unmasked

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    Ideas
    • When you click someone's name in chat, it returns their /res info
    • Maybe a command like /res info active that shows the last time they were on ingame
    • In addition to letting you know when a friend joins, maybe an alert for when they sign out (in red text perhaps)
     
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  8. Vershye

    Vershye

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  9. Majora_Unmasked

    Majora_Unmasked

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    Oh sorry, I didn't really get what he meant by a "context menu for quick shortcuts to common commands" xD
     
  10. LordStormKnight

    LordStormKnight

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    It is really cool to see the community this involved on a server. Thank you for coding all of this BTarb24! :D
     
  11. Pescotti

    Pescotti

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    If someone can find out a way to have optifine, macro mods and forge with this mod working, I'd really appreciate it.
     
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  12. btarb24

    btarb24

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    Hiya moj. Thanks for conducting some testing. I'll list the formulas i came up with below. Health was easy. Speed seemed like a simple formula that got close to what others were reporting from testing. Jumping is quite likely wrong and needs tweaked. If you check the wiki it states that the metrics for jumping and speed are still unknown. Most of the horse code is still obfuscated, so it requires a great deal of digging and analyzing to come up with what the variables mean and what the methods do.

    Frankly, i don't want to spend much time conducting tests to determine if the values are spot on. My dev time is better spent adding other features. If someone comes up with a way to determine a true formula then i'll gladly code it in, but for now i think the current ones are sufficient to be able to compare horses with each other. So long as everyone on the server is running on the same formula then we have a reliable way to compare horses to see who has the fastest, highest jumping etc.

    the formulas i'm using:
    Code:
        private void setSpeed(double value) {
            speed = "Speed: " + df.format((value * 100) / 2) + " bps";
        }
     
        private void setHealth(double value) {
            health = "Health: " + df.format(value / 2) + " hearts";
        }
     
        private void setJump(double value) {
            jump = "Jump: " + df.format(value / .9 * 5.5) + " blocks high";
        }

    As far as i know, I don't have a way to determine this on the client end. I'll try to dig around sometime to see if there's a list of player entities that i can iterate, but i really don't see why there would be on the client side. I'm assuming that the only to have this notification is to have the server output it in the chat window for me to parse.

    Adding in some simple keybinding macros sounds like a decent idea. I'll add it to the list of things to implement. I'm a slight bit worried about people using it to spam chat.. but i suppose they will get banned quickly enough if they decide to go that route.
     
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  13. RyanRugenus

    RyanRugenus

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    not sure about macro mods... but here is optifine and forge...
     
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  14. btarb24

    btarb24

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    Edit: Ryan responded while i was researching this. I'd try his video first since videos are generally easier to follow than textual steps.

    I just downloaded the optifine jar to take a look at the contents. It modifies a large number of core minecraft files. Some of which i know that Forge also makes use of.

    Some info about my mods & Forge. Forge doesn't provide an API for everything i need to tap into for my mods, so i have to override a couple core minecraft files. At the moment, ones i override are:
    • aqg.class - BlockSign.Java
    • bdf.class - EntityClientPlayerMP.java
    • bix.class - TileEntitySignRenderer.java
    Luckily, Optifine does not override any of these files, so if you can get Optifine to work with Forge, then you should inherently have compatibility with my ModPack too. Here is a link that states instructionson how to get optifine and forge working in 1.6.2 (i didn't test to verify).
    I'm not sure what macro mod you're using (i've never used any of them). Though, perhaps if i add the macro support that was mentioned by Kenekeu earlier today thenyou'd have everything you need? What are some examples that you use the macro mod to accomplish?
     
  15. Vershye

    Vershye

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    http://www.minecraftforum.net/topic/467504-162-macro-keybind-mod-0910/

    It uses his own 'Liteloader' to load the mod. He used to rely on Modloader until the developer didn't update correctly and he had to fix modloader to work correctly.

    Right now, b/c of the new launcher, you have to run the liteloader installer then start minecraft once with the default launcher. I use magic launcher, so after I do that, I run magic launcher using the 1.6.2_liteloader.jar and add my mods normally through magic launcher.

    I don't use your mod so don't know how/if it's compatible with the macros mod.
     
  16. Micklen

    Micklen

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    I have the 1.6.2 version of Liteloader for the keybind mod and used Forge to install BTarb's mods. I installed Forge, then BTarb's mod packs, then Liteloader, and finally keybind. Liteloader has a selection to chain to Forge, make sure you select that. Then start using the Liteloader profile. I have not had any problems with it loading and running.
     
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  17. btarb24

    btarb24

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    I heart you. I was contemplating adding in an adapter to tie into liteloader, but if they already wrote one to tie into forge then there's no point. yay :)

    I just read through some of the Optifine page and it says that it is forge compatible. Since they don't utilize the same core files that i do, it should be compatible with me as well. With Micklen's steps above:
    1. start with a clean Minecraft versions folder (delete the 1.6.2 folder and then run launcher to have it download a fresh copy)
    2. install forge
    3. run minecraft. then close it.
    4. put the ModPack jar and the Optifine jar in the mods folder
    5. install liteLoader, taking care to "chain to forge"
    6. Install keybind
    7. run minecraft using the liteloader profile.
    Note that i didn't run through these steps myself, but if micklen's steps work then these ones should logically work to include optifine.
     
  18. Pescotti

    Pescotti

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    I'm sorry if this is a simple question, but is your core.jar required for this modpack?
     
  19. melvin484

    melvin484

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    I think the core is included in his Modpack, as when I installed it forge said that Btarbs core was installed.
     
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  20. btarb24

    btarb24

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    Twitchy is right. The core is now embedded in the modpack. So, now my other mods (which now just consists of shop snoop) actually depend on the modpack. I did this consolidation to simplify the installation of the modpack.
     

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