Monthly Archives: June 2014

Hey guys,

Hats may have been marked feature complete on the release of 3.0.0, but with the release I’ve included a method for Hats to get mappings for custom mobs (like Morph’s Abilities).

At time of writing only Thaumcraft’s Pechs and Golems are partially supported (with thanks to Lomeli12). If you’re interested and you’d like to add mappings of your own/tweak existing mappings, the mappings (JSON file) can be found here, with instructions on how to create mappings here.

If you get a hat on a mob looking right, feel free to submit a Pull Request (see instructions).

I’m hoping this gets some of the community’s attention like how Morph’s Ability mappings has gotten, so please spread the word!

 

Cheers,
iChun

Notes about 1.7.10

As you guys may have noticed, Forge for 1.7.10 has been released.

A lot of things have changed between 1.7.2 and 1.7.10, so a few of my mods for 1.7.2 aren’t working on 1.7.10 just yet.

Worst case scenario, I’ll have to bump up my Mods’ versions to 4.X.X for 1.7.10, which will most likely be the case.

Those that are confirmed not working (crashing/unintended behaviour, etc) are listed here:

  • All mods (that were available in 1.7.2) have a working 1.7.10 version now.

 

This list will continue to be updated until all mods in list are working/updated to 1.7.10.

 

Cheers,
iChun

2.0.2 specific
– Fixed resizing the window causing strange renders from corners on PiPs.

3.0.2/2.0.2
– Fixed flickering chat windows/guis (minimaps aren’t fixed though).
– Added a transparency setting, by default the mode makes PiPs render slightly transparent when disabled.
– Added CN localizations.
– Added “list” command to show full tracked players list.
– Tweaked the commands to allow adding more of the same players.
– Tweaked the commands to only remove the first matching name of the first player.
– Configs are automatically adjusted if the player who sets them sets a player name with incorrect casing.
– Removed attempted VoxelMap fix, wasn’t working.

Get it here.

Statement on Serverside Integration.

Alright, so I’ve gotten some feedback, even before the mod was finished (I was livestreaming the development), there have been requests from people to allow servers to prevent clients from using this mod, due to fear or abuse. I understand the logic in this, but personally I’m going off the idea/concept that the mod is 100% clientside and has no server interaction, one that automatically tracks other players of interest with little to no hassle to the end user other than initial setup. This PiP mod was based off another private mod of mine (also called PiP) that I’ve used in my ForgeCraft series with the intent of showing people Mr_okushama‘s view since we shared a base, and was requested to be made public by Gigabit101.

Again, I understand the concern with the use of this mod on servers, but I will not be implementing any form of serverside integration in allowing the server to disable PiP or requiring other player’s consent before tracking. It all depends entirely on the end user on how they would like to use this mod… If for mischief, well, it shows the ugly side of these people so feel free to do whatever you want with them. Cause well, hey, a gun was made with the intent of protecting people, shame that the bad guys use it sometimes, right?

Then again, if I were to add the serverside integration bits, what’s stopping others from taking that part of the code out?

 

Tl;dr

Will servers/other players be able to disable PiP? No.

– Fixed other player hats rendering in First person view of other players.
– Fixed other players rendering as invisible in Third person view of other players.
– Attempted fix for certain issues with particles, most particularly the item-pickup bug.
– Attempted fix for VoxelMap flashing while rendering other player’s views. Will either work, not work, or crash the game (in which case… not work)

– Now uses iChunUtil and it’s memory-leak free packet system.
– Added config to require Op status for summoning the Pigzilla. Thanks Lomeli12 for the idea.
– Added Hats support as a cosmetic on Pigzillas.
– Fixed localization location in the zip.

– Now requires iChunUtil 3.2.0 or later. Uses iChunUtil’s Config system, Techne 1 + 2 importer, Networking system.
– Fixed clipping texture in the trade window.
– Tweaked several mob hat render helpers.
– Render helpers now have an Can Unlock Hat function.
– Basic third party mob hat support. Something like Morph’s Mod Mob Ability support.
– First person rendering of hats has been greatly improved. The only issue with it is view bobbing but if not for that, hats appear in first person perfectly.
– Added Mob Spawner Block detection to prevent hat farming.
– Added a Hat Inventory system. You can now store more than 1 of the same hat.
– Added a Hat Rarity system. Colours follow from common to rare: White < Green < Blue < Purple < Yellow < Gold < Aqua. This is done to encourage the use of Hat Trading.
– Added an Alpha slider for Hats.
– Default Hats are now stored on an online server and will be downloaded when the mod is ran. Allows new hats to be added to the mod without the need of a mod update.
– Techne 1 hats are converted into a Techne 2 save format and read in that format. However, the Techne 2 editor will not read these kinds of files just yet as the editor is missing the offset function from Techne 1. This is one way, be sure to make back ups of T1 models you do not want to lose.

And with that, I’d like to label Hats as feature complete.

Get it at the usual place.