Posts by aidancbrady

    Greetings IC2 community, and anyone else who reads this. My name is Aidan, I've been into the modding, well, 'business' for about one and a half years now. My latest goal has been allowing compatibility between different major mods, and because of this the IC2 API came into my mind. Below is a quickly-put-together list of requests I hope Alblaka will accept.


    *I have the right to compile, package, and distribute the IndustrialCraft2 API in my mod.
    *I have the right to include the IndustrialCraft API source with my mod's on a public GitHub repo, for Jenkins building reasons.
    *I have the right to use Adf.ly links when distributing my mod.
    *I have the right to freely use the API to my liking. Details:

    • In my mod, I have a similar form of dust usage. As my mod also includes Gold and Iron Dust, I have the right to, when IC2 is installed, use it's Gold and Iron Dust instead of my mod's.
    • I have the right to use IC2 batteries and cables to power my machines.
    • I have the right to let my energy storing items and blocks work with IC2 batteries and cables.
    • All the uses I have for now, hopefully there are no restrictions either here or in other features of the API.

    Also, I was curious if this would technically make my mod a specific IC2 addon, and if so, what restrictions there are. Does it mean I can't distribute my mod anywhere else, or just that I have the right to post it in the addons board? I want my mod to be a standalone Minecraft modification that doesn't require anything other than Forge.


    I have to be honest, I picked up the API a few weeks back without reading the terms and conditions. I only just looked over them, and I wanted to clarify to make sure I don't get into any longterm trouble. My mod does not include any of IC2's source code, everything has been written by me. I hope you accept this, and that I haven't caused any problems by using this API without your permission. I will remove it immediately if for some reason you do not approve.


    Thank you again,
    -aidancbrady

    No crash on startup, but a few things I found:
    Seems you forgot something in the @Mod annotation:
    @Mod(modid = "AdvancedMachines", name = "IC2 Advanced Machines Addon", version = "4.2", dependencies = "after:mod_IC2")


    "after:mod_IC2" -- Industrial Craft mod class is now just 'IC2.' Instead use 'after:IC2.'


    Also, nothing shows up in creative inventory.


    -aidancbrady

    First of all, I'm not sure where this post should go. Move it if it's in the incorrect area.
    Your AudioManager confuses me. From what JD-GUI has shown me, here's what you need (or can try) doing:


    In TileEntityElectricMachine, you use AudioSource.stop() instead of cull(). Cull flushes the sound system and basically 'ends' the audio. More efficient than stop(). In onNetworkEvent, case 2, replace



    case 2:
    if (this.audioSource != null) this.audioSource.stop();
    break;


    with



    case 2:
    if (this.audioSource != null) this.audioSource.cull();
    break;


    tell me if my genius fixes your problem.


    EDIT:


    if that doesn't work, try checking if the audio source is currently playing in AudioSourceClient.java.



    public void stop()
    {
    if (!this.valid) return;
    if (!this.isPlaying) return;
    -> if (!this.soundSystem.playing(sourceName) return;


    this.isPlaying = false;


    this.soundSystem.stop(this.sourceName);
    }


    -aidancbrady

    GregoriousT, regarding TextureFX, I was updating my textures just like you were. I had a timer that would markBlockNeedsUpdate() every 5 ticks, letting the block cycle between 16 textures. However, markBlockNeedsUpdate() forces the world renderer to reload the entire chunk, and that generates quite a bit of lag. I would recommend using ModTextureAnimation, it's already included in cpw's FML and is EXTREMELY easy to use. It cycles between a vertical column of textures, and you can add a custom update rate in the constructor.


    Here's a link to my 'TextureAnimatedFX:' https://github.com/aidancbrady…nt/TextureAnimatedFX.java


    Just register it in the ClientProxy with TextureFXManager.instance().addAnimation(new TextureSomethingFX(params));


    Notice in my code I bind the texture with GL11. Each instance of your TextureFX must have a custom iconIndex, and the texture you put in GL11 should be your 256x256 terrain sprite sheet. Just make sure the custom iconIndex isn't used by any other blocks.


    Parameters for ModTextureAnimation:


    Code
    super(index /*iconIndex*/, 1 /*tile size, 1=16x16*/, texture /*String of texture path*/, TextureFXManager.instance().loadImageFromTexturePack(FMLClientHandler.instance().getClient().renderEngine, texture) /*BufferedImage*/, 5 /*update rate*/);


    Pretty simple, and it reduces lag. Also, now your computer block won't change textures whenever a block is placed!


    -aidancbrady

    Name: Aidan
    Nick: aidancbrady in most places, but bradyaidanc on MC.
    Timezone: GMT -500 (EST)
    Position request: Beta tester
    Experience: {


    I've always loved pitching in to improve things I love. One of those things, of course, is Industrial Craft. I've been modding for about 1 year now, and have always been a fan of this mod. That's more praise than experience, though.


    *I've helped Flan update his mods to 1.3.2 using Forge v4.0.
    *I've single-handedly updated SDK's mods and TheThirdMike's mods to 1.2.5.
    *I'm currently maintaining an industrial-craft like (not really) mod called Obsidian Ingots.
    *I'm nice :)


    Thanks for considering, and I hope maybe I'll be the 301st beta tester!


    -aidancbrady

    I'm split on this. Adf.ly is a great way to support the owner of a mod, but it shouldn't be required. Always nice to have a dropbox/mediafire link as well.