• What are you working on? v15
    5,001 replies, posted
[QUOTE=Overv;28188820]I usually use the zlib license for my projects.[/QUOTE] Thats the best one, use under your own responsibility, dont mention us when using it, dont bother us about it. Anything else do as you wish [editline]21st February 2011[/editline] [QUOTE=Robber;28188721]That's deprecated, but you can use the Minecraft Coder Pack to decompile and deobfuscate it automatically: [url]http://mcp.ocean-labs.de/[/url][/QUOTE] I dont understand, why doesnt notch get pissed off or even atleast say something about people decompiling minecraft?
I use MIT, because it's no bullshit do whatever you want.
[QUOTE=Richy19;28188872]I dont understand, why doesnt notch get pissed off or even atleast say something about people decompiling minecraft?[/QUOTE] Decompiling leads to mods, and good mods lead to more sales..
[QUOTE=Icedshot;28188905]Decompiling leads to mods, and good mods lead to more sales..[/QUOTE] Yes, without decompiling, the ambient occlusion mod wouldn't exist.
[QUOTE=Richy19;28188872]I dont understand, why doesnt notch get pissed off or even atleast say something about people decompiling minecraft?[/QUOTE] He said he doesn't like it, but since it's currently the only way to mod Minecraft his only counter measure is developing a modding API.
[QUOTE=Richy19;28188872] I dont understand, why doesnt notch get pissed off or even atleast say something about people decompiling minecraft?[/QUOTE] Too busy spending yo monaaaay $$
Hey Catdaemon, I think you may have answered this before, but where did you learn to do that dynamic lighting. Its amazing.
[QUOTE=bobthe2lol;28189646]Hey Catdaemon, I think you may have answered this before, but where did you learn to do that dynamic lighting. Its amazing.[/QUOTE] I seem to remember a really nice article about 2D dynamic lighting on Gamedev.net floating around a thread or two ago but I can't find it now...
[QUOTE=Icedshot;28188905]Decompiling leads to mods, and good mods lead to more sales..[/QUOTE] Then why did he obfuscate it in the first place? It just slows down modders.
[QUOTE=BlkDucky;28189930]I seem to remember a really nice article about 2D dynamic lighting on Gamedev.net floating around a thread or two ago but I can't find it now...[/QUOTE] That's precisely the one I used. I didn't implement the soft shadows though - The performance hit is obscene. If you're going to do that you're better off using shaders and such.
[QUOTE=Richy19;28188872]I dont understand, why doesnt notch get pissed off or even atleast say something about people decompiling minecraft?[/QUOTE] No mods, and suddenly minecraft is boring after doing the same thing over and over again.
[QUOTE=Catdaemon;28189974]That's precisely the one I used. I didn't implement the soft shadows though - The performance hit is obscene. If you're going to do that you're better off using shaders and such.[/QUOTE] In fact, I love the hard edges to the shadows. It just makes it look so... cool! I love it. Do you know what article it was by any chance? Not this one by any chance? [url]http://www.gamedev.net/page/resources/_/reference/programming/isometric-and-tile-based-games/298/razorblades-isometric-dynamic-lighting-algorithm-r749[/url]
[QUOTE=thomasfn;28189932]Then why did he obfuscate it in the first place? It just slows down modders.[/QUOTE] Maybe to stop skiddies going "Lol look at awful variable names"? I dont know, youll have to ask him
[QUOTE=bobthe2lol;28190039]In fact, I love the hard edges to the shadows. It just makes it look so... cool! I love it. Do you know what article it was by any chance? Not this one by any chance? [url]http://www.gamedev.net/page/resources/_/reference/programming/isometric-and-tile-based-games/298/razorblades-isometric-dynamic-lighting-algorithm-r749[/url][/QUOTE] Here it is: [url]http://archive.gamedev.net/reference/programming/features/2dsoftshadow/[/url]
[QUOTE=bobthe2lol;28190039]In fact, I love the hard edges to the shadows. It just makes it look so... cool! I love it. Do you know what article it was by any chance? Not this one by any chance? [url]http://www.gamedev.net/page/resources/_/reference/programming/isometric-and-tile-based-games/298/razorblades-isometric-dynamic-lighting-algorithm-r749[/url][/QUOTE] [url]http://archive.gamedev.net/reference/articles/article2032.asp[/url] edit: argh Actually looking at this mine works quite differently. Much trial and error went into it.
[QUOTE=Catdaemon;28190209][url]http://archive.gamedev.net/reference/articles/article2032.asp[/url] edit: argh Actually looking at this mine works quite differently. Much trial and error went into it.[/QUOTE] That's the one. Bookmarked so I don't lose it this time. :v:
heh, i completely made up my own 2d lighting i also get the feeling it was completely not what you're meant to do.
[QUOTE=Z_guy;28190197]Here it is: [url]http://archive.gamedev.net/reference/programming/features/2dsoftshadow/[/url][/QUOTE] Thanks... I feel really really stupid after reading that... wow. Once they got to the actual lighting part, i understood 1 word in 3... Wow I feel stupid! [editline]21st February 2011[/editline] [QUOTE=Icedshot;28190489]heh, i completely made up my own 2d lighting i also get the feeling it was completely not what you're meant to do.[/QUOTE] Do you have any pictures of it in action?
[QUOTE=bobthe2lol;28190591]Thanks... I feel really really stupid after reading that... wow. Once they got to the actual lighting part, i understood 1 word in 3... Wow I feel stupid![/QUOTE] Yeah they chat a lot of shit.. I muddled through it as best I could. The upside is because mine works differently I can have spotlights and shit without changing the code. [img]http://img.meteornet.net/uploads/orlmaz2/RECT-21-02-2011_18.14.47.png[/img] Here is my WIP flashlight weapon. In order to make this work properly I need to make entity parents replicate.. something I was putting off :v: To make this weapon I did this: [code] Type Flashlight Extends Item Field on:Byte = False Field myLight:Light Field LastFire:Int = 0 Method New() ImageName = "test gun" End Method Method Fire() If MilliSecs() > LastFire Then LastFire = MilliSecs() + 500 Else Return EndIf on= Not on If (on) Then myLight = New Light myLight.Pos = Self.Pos myLight.sprite="light_slice" myLight.Ang=self.Ang myLight.NetReplicate() AddEntList(myLight) myLight.SetParent(Self) Else myLight.Remove() myLight = Null EndIf End Method Method Tick() Super.Tick() End Method EndType [/code]
[QUOTE=Catdaemon;28190616]Yeah they chat a lot of shit.. I muddled through it as best I could. The upside is because mine works differently I can have spotlights and shit without changing the code. [img_thumb]http://img.meteornet.net/uploads/orlmaz2/RECT-21-02-2011_18.14.47.png[/img_thumb] Here is my WIP flashlight weapon. In order to make this work properly I need to make entity parents replicate.. something I was putting off :v: [/QUOTE] Did you make that scripting language yourself? Oh, and is that Java or C++ or what?
So I have some progress on my AirTraffic game: [media]http://www.youtube.com/watch?v=tZNAj0I6u5E[/media] Recording makes it lag a bit so drawing the paths isn't the best thing. Anyways now there are collisions and runways and aircrafts also spawn on themselves. Aircrafts now are able to fly around the screen, but coming out from the edge is still a bit ugly (especially when trying to fly out of a corner). I think I should make some programmer art soon so it can really be called a game.
[QUOTE=bobthe2lol;28190691]Did you make that scripting language yourself?[/QUOTE] :v: It's the programming language I'm writing the game in. It's called BlitzMax if you want to read up more about it. I find it's far easier to do the same tasks in this than C++ or any other language I've tried. The downside is it costs money.
[QUOTE=Rocket;28190719]Is it just me, or is that BASIC? (Unstructured) :ninja:[/QUOTE] Yep. Always confuses people when my high performance applications are written in this garbage.
[QUOTE=sim642;28190714]So I have some progress on my AirTraffic game: Recording makes it lag a bit so drawing the paths isn't the best thing. Anyways now there are collisions and runways and aircrafts also spawn on themselves. Aircrafts now are able to fly around the screen, but coming out from the edge is still a bit ugly (especially when trying to fly out of a corner). I think I should make some programmer art soon so it can really be called a game.[/QUOTE] Son, where is my interpolation?
[QUOTE=thomasfn;28189932]Then why did he obfuscate it in the first place? It just slows down modders.[/QUOTE] Because he doesn't want us to see his source, but he can't do anything about someone deobfuscating it except telling us that he doesn't approve.
[QUOTE=Overv;28190886]Son, where is my interpolation?[/QUOTE] Wherever you left it. :rimshot:
[QUOTE=Robber;28191013]Because he doesn't want us to see his source, but he can't do anything about someone deobfuscating it except telling us that he doesn't approve.[/QUOTE] I guess the reason he doesn't want us to see his source is because it's so bad...
[QUOTE=Overv;28190886]Son, where is my interpolation?[/QUOTE] Well, I tried to make paths smoother by making points every 10 pixels. That was better than before, but I'm planning to implement real intrerpolation soon. Any tutorials on that?
[QUOTE=sim642;28191670]Well, I tried to make paths smoother by making points every 10 pixels. That was better than before, but I'm planning to implement real intrerpolation soon. Any tutorials on that?[/QUOTE] Interpolation is literally just moving smoothly from one point to another. [code] Method Interpolate() Local dist:Float = PointDistance(interpos.x, interpos.y, pos.x, pos.y) * 0.9 interpos.x = MoveTowards(interpos.x, pos.x, (dist * cc_interp.GetFloat()) * FrameTime) interpos.y = MoveTowards(interpos.y, pos.y, (dist * cc_interp.GetFloat()) * FrameTime) End Method [/code] :| [editline]21st February 2011[/editline] So interpos is the "interpolated position" - It not being quite there yet. That is the position I display. The real position is always ahead but it doesn't really matter.
[img]http://localhostr.com/files/GcE3Iv3/Pseudo-Random%20Statistics.png[/img] And the conclusion: It's decently random.
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