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Emris

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Posts posted by Emris


  1. I had a closer look at the code and even though a few things have changed in TFC animal code, it shouldn't be that hard to upgrade... i'm already about 50% done :P

     

    It would be much simpler to just add the features into TFC though :) .. adding other animals to the mix would also be very cool.

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  2. I had a quick look, and it could be implemented into TFC, but a few classes would need to be changed, maybe even rewritten.

    But i'm not sure this will ever happen considering in what state TFC is in right now. With "state" i mean only fixing bugs and doing miner changes.

     

    Another possibility is making an addon, but for that to work you would need to disable and replace all TFC doors, and that's kind of a "don't do that" gray area :)

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  3. Kitty stop it, you can't be making valid suggestions in a Ridiculous Suggestions forum topic :P

     

    Lets try to fix this.

     

    TFC has a nice sandwich making system, so lets add "bread+vegetable+rotten flesh+vegetable+bread=Rotten Burger" which will give you a few effects.

     

    - 100% Skin color change

    - Will make you sick and you will loose up to 80% health

    - Your body may reject any type of food except raw meat

    - Zombies will hunt you down because you ate there friend

    - Spiders will run away in fear because, who knows, maybe you want to try the "Bug Burger" next :)

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  4. I had a closer look at his GitHub repo and i have to say his code looks much different then TFC.

    And even though many in game things look very similar, or even same, the game play is totally different.

     

    His project is GPL just like TFC, so you can't call it intellectual theft, he also has a few direct links to TFC stating that his project is based off of many things that can be found in TFC, which satisfies the GPL license. Besides, as far as i can see, there is no copy/paste TFC code in his project, which even if he did have, would be ok because his mod is also licensed under GPL.

     

    Correct me if i'm wrong, but as far as the ideas on this forum go, that "anyone" can find and read, like his 3D fire pit(which looks great imo) , are public domain. That's how Minecraft was born, from Dwarf Fortress, right?

     

    And when it comes to GPL license, i am allowed to fork(copy) the TFC project, add anything i like, delete anything i don't like, name it CraftFirmaTerra, and release it as a new project. As long as my new project is also GPL, and i do not hide any information how this project came to life, so anyone can do the same with my new project and go with, e.g. FirmaCraftTerra, it's all good :)

    That's how XviD was born from DivX, and many many other open source projects out there that we like and use.

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  5. The KickStarter project started yesterday, so for only one day it's looking pretty good i would say :)

     

    And like i said, for me it's not all about the game itself, i support his hard work, dedication and all of the great tutorials that he made, and if the kickstarter is successful, all the tutorials that he will still make.

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  6. With all the resources(infos, demos, open source code, ...) that we have today, i think it would be possible, but it would be very time consuming. Making a game from scratch instead of "just" a mod is a whole new kind of beast. A few months ago, i thought "whats the big deal, you just sit down and code your own game engine, add stuff you need/want and game done", so i started to make one... lets just say, now i think differently :wacko:

     

    So, would Kickstarter work? Sure, but only if you already did the hard work and can present a playable demo, imho.

    After you have that, you can polish and add new stuff to keep the player community happy.

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  7. Instead of using a world load event and network packets i used this:

    @EventHandlerpublic void serverStarted(FMLServerStartedEvent e){    Recipes.loadAnvilRecipes();}

     

    The problem is timing.

    The anvil manager needs the world super-seed to randomize the recipes, so using this code in the main mod class seems to work.

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  8. It doesn't look like TFC is the problem here, at least the crash report is not pointing in that direction.

     

    But there are a few things that i would do in this case.

     

    - Update Java. If i remember correctly there were some issues with version 1.8 _25

    - You are only using 1G of RAM, i would use -Xmx2G

    - You may have installed forge version 10.13.4.1448-1.7.10 but in your crash report you are still using forge-1.7.10-10.13.2.1230.jar. You can fix that in your MC profile.

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  9. My Run Configuration looks like this:

     

    Main class:

    net.minecraft.launchwrapper.Launch

     

    Program argumants:

    --version 1.7 --tweakClass cpw.mods.fml.common.launcher.FMLTweaker --username=YourMCName --accessToken FML --userProperties={} --assetIndex 1.7.10 --assetsDir C:UsersYourName.gradlecachesminecraftassets

     

    VM argumants:

    -Xincgc -Xmx2G -Xms1G -Dfml.ignoreInvalidMinecraftCertificates=true -Dfml.coreMods.load=com.bioxx.tfc.TFCASMLoadingPlugin

     

    Working directory:

    ${workspace_loc:AddOnPath/run/Client}

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  10. After you have a working TFC project you can make your own addon project in almost the same way.

    You can take a look at my simple project here ->  https://github.com/emris/LeatherWaterSacTFC

     

    The only difference is that after adding your addon project to the workspace, you have to do a bit of cleaning up in your Referenced Libraries and add the TFC project in the Projects tab in Java Build Path. I never tried it but it should even work if you delete all of the libraries because they are all a part of the TFC project, and by adding the TFC project as a dependency all the needed libraries can be found there.

    Add a new Run Configuration... for your addon and all should work for the development part.

    I also define different "Working directories"(which i name "runClent" and "runServer") in the "Run Configuration" for every project, that way nothing gets mixed up :)

     

    Building your addon with "gradle build" will not work, because gradle cant find TFC. For that to work just build the TFC project and copy the *deobf*.jar into the "libs" directory where your addon is. You may need to create the libs directory first. Gradle looks in the libs directory for any dependencies it needs to build your addon project successfully.

    You may also need to copy the "dirtyArtifacts" from the TFC project to your addon build directory, not sure if gradle needs it for building or not.

     

    I hope this gives you an idea of at least one way of how you can setup a TFC addon project dev env.

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