Curse Notch and his hardcoding of his abandoned features!

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RaustBlackDragon
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Curse Notch and his hardcoding of his abandoned features!

Post by RaustBlackDragon »

So I began work on my next project, "Mighty Maps", today, only to discover that in order to do much of anything to make maps useful, I will have to modify the "itemrenderer" base class, because it's specifically hardcoded into that class that ONLY THE ORIGINAL MAP ITEM WILL RENDER AS A MAP, nothing else will, even if it extends itemmap.

...Why, notch? You almost did the same thing with wolves, hardcoding their attack behavior into the entityplayer class, but I could work around that. But this... there's no getting around it. I can't make an item render as a map without A, making it the original vanilla map, or B, modifying a fundamental piece of code.

*exasperated scream*
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walker_boh_65
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Re: Curse Notch and his hardcoding of his abandoned features

Post by walker_boh_65 »

My only question would be, would it make it incompatible with BTW?
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RaustBlackDragon
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Re: Curse Notch and his hardcoding of his abandoned features

Post by RaustBlackDragon »

walker_boh_65 wrote:My only question would be, would it make it incompatible with BTW?
It will if FlowerChild ever decides he wants an item to render differently than the standard 2D item or 3D block forms.
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walker_boh_65
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Re: Curse Notch and his hardcoding of his abandoned features

Post by walker_boh_65 »

RaustBlackDragon wrote:
walker_boh_65 wrote:My only question would be, would it make it incompatible with BTW?
It will if FlowerChild ever decides he wants an item to render differently than the standard 2D item or 3D block forms.
Well, either way, I would still love to try it out, so don't let base class editing stop what could become a really nice mod.
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RaustBlackDragon
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Re: Curse Notch and his hardcoding of his abandoned features

Post by RaustBlackDragon »

Alternatively, I could edit just the map itself, and make it contain all of the features I'm planning, but that'd be trickier. I think I'll give it a shot though.
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Larmantine
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Re: Curse Notch and his hardcoding of his abandoned features

Post by Larmantine »

Good luck with this, and please make it compatible with btw.
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Stormweaver
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Re: Curse Notch and his hardcoding of his abandoned features

Post by Stormweaver »

Well, you're the modder. Personally I'd be in favour of modifying the class so as not to mess with existing maps and what have you, but I suppose for the moment it's whatever seems the best option.

I'll be willing to try this out once you're done raust, so good luck :)
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Ferrus.Manus
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Re: Curse Notch and his hardcoding of his abandoned features

Post by Ferrus.Manus »

My main problem is that I'm pretty sure editing itemrenderer.class would clash with Optifine (correct me if I'm wrong), which is essential for me to have decent visual settings.
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RaustBlackDragon
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Re: Curse Notch and his hardcoding of his abandoned features

Post by RaustBlackDragon »

Ferrus.Manus wrote:My main problem is that I'm pretty sure editing itemrenderer.class would clash with Optifine (correct me if I'm wrong), which is essential for me to have decent visual settings.

I KNEW SOMETHING LIKE THIS WOULD HAPPEN!

WHY!?

Ugh. Well then, guess I'm gonna have to add the features to the vanilla map. *groan*
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Urian
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Re: Curse Notch and his hardcoding of his abandoned features

Post by Urian »

It's not possible to do something like copying the relevants parts of itemrenderer.class to a new class-file, alter the names a bit and have your own maps call on that file instead? I are knowing programming - I knew how to program my calculator to print "Hello world" once upon a time ;)
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Kwilt
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Re: Curse Notch and his hardcoding of his abandoned features

Post by Kwilt »

D'aww. Poor Raust.

Sorry to hear that the maps are giving you so much trouble. Alas, Notch, Y U no maek kool but usles?

Still can't wait to play with it when it's done, no matter what it takes.
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RaustBlackDragon
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Re: Curse Notch and his hardcoding of his abandoned features

Post by RaustBlackDragon »

Urian wrote:It's not possible to do something like copying the relevants parts of itemrenderer.class to a new class-file, alter the names a bit and have your own maps call on that file instead? I are knowing programming - I knew how to program my calculator to print "Hello world" once upon a time ;)
That would require dual-loading of files. Itemrenderer tells the game what items are supposed to look like. I'd need to edit ANOTHER base class to do what you describe.
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MoRmEnGiL
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Re: Curse Notch and his hardcoding of his abandoned features

Post by MoRmEnGiL »

Make a map extender API, promote it, make it the standard in MC modding, and you're golden :P
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Fracture
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Re: Curse Notch and his hardcoding of his abandoned features

Post by Fracture »

RaustBlackDragon wrote:That would require dual-loading of files. Itemrenderer tells the game what items are supposed to look like. I'd need to edit ANOTHER base class to do what you describe.
I see what you mean. Pulled open the code, and yeah, itemrenderer doesn't have anything to let any object except maps render the way maps do. No calls, since it's actually built into itemrenderer. I love this man's game, but his code makes me want to burn things.
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Pseudosavior
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Re: Curse Notch and his hardcoding of his abandoned features

Post by Pseudosavior »

MoRmEnGiL wrote:Make a map extender API, promote it, make it the standard in MC modding, and you're golden :P
I'm with this idea. It's not like there's a TON of work for it! :P
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