I like this idea... that would make the game full costumizable!
I'm starting to read stuff to understand the "codings" (cos' I have no talent or knowledge of programing (maybe just... yet), i'm only able to create artistic works) and I would like to push that further; learn some basics of coding, but programing is a "foreign language" for me.
So that simple mod development tool would be very great for me and others with same ability, and it would enhance the Minecraft experience a lot!
It would be tough to develop, thats for sure: the forums will be crowded with problems like it was said earlier (I agree) and a lot of texture problems with all new stuffs modded (or created). But for people like me, it would be very nice.
On the other hand, I totally agree with all the modders that know and learned the coding aspect; it would make their work "pointless" (maybe it's not the correct word); they have the privilege to know the modding (they studied it or learned it anyhow).
Bottom line: I would like it a lot for sure; I understand some won't; that's my humble opinion.
* Some synthax or phrase might be wrong - english isn't my first language*
Anyway... Cheers to all minecrafters!!!
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Mar 7, 2012Hello!Posted in: Screenshots
TNTQc World is still growing up and
the section called: "The Yeti Caves" is now finished.
This area is a icy, snowy and dark labyrinth with traps and hard jumps to avoid drowning.
If you can manage your way through it, you will end face to face with
the giant Hymalayan mythic creature; Abominable Snowman;
The Yeti !!!
(Texture pack used: LB Photo Realism,
mods used: SPC (Worldedit)and the Aether)
Hope you'll enjoy... if you do, please leave encouraging comments
The beginning of the cave is below the totem called: Inuksuk
(the Gate to the Yeti caves will be open if the Metroid section is passed
(look previous sectoin called: TNTQc Metroid tribute)
The caves are made with snow blocks, ice, lots of water pits and some cobblestones.
Dark ice labyrinth
And finally... the Yeti !!!
- Thank you! See you next time!
Jan 18, 2012Hi Lou, I didn't want to post here... all I wanted is to give you a +1 reputation :smile.gif:Posted in: Legacy Support
You answered a lot of my questions in spc thread
and you seem to be a funny guy with some replies and info (like your location)!
Jan 15, 2012TNTQc posted a message on [Mod Install] How to install the Aether Mod using MCPatcher [01/11/2012]Fresh Windows installed, fresh Minecraft...Posted in: Tutorials
and after following the video tutorial,
it works all like a charm!!!
Special thanks to Lunaqua for his helping thread and cooperation and to cocopuffs99 for his help too... really, thanks guys!
(I couldn't see the video before (Windows problems) and the way I was installing had small differences with the tutorial;
I guess it made all the diference, hourray!!)
I put the stuff in this order (spc just before aether and the spc-playerAPI patch right after aether (like I did manually, but the patcher did the difference, no more water-lava bugs!))
Here a snapshot of my detailed install order:
Again, thank you!
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Jul 14, 2012Xubersnak88 posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]Just wondering if there is a command in here that allows you to change the distance it takes for a spawner to spawn monsters in relation to the player? I know right now its 16 and I was wondering if there is a command on this that changes that? I read over the commands and all but I was kinda crossing my fingers that maybe I missed it.Posted in: Minecraft Mods
Jul 12, 2012xxxminecraftplay10xxx posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]Posted in: Minecraft ModsQuote from Thekillarjij
hey simo_415 i have the cracked version if minecraft running on mineshafter squared client ...... well when i open it and login it just freezes at loading ..... can u help me plz
Fix: Buy Minecraft
Jun 29, 2012LoRaM100 posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]Posted in: Minecraft ModsQuote from llloyd4
>.< Pardon while I point to the "Edit:" part where I said I did just that, I backed up everything, deleted everything, and redownloaded Minecraft, and on an unmodified vanilla 1.2.5 MC it still wouldn't work. >.< Let's see if the Console will work with MultiMC.
Edit: That works. Woot! Thanks.
After you run a command, with the console active, press the up arrow.
It'll step back through previous commands. Quite handy.
Did you try changing the chat key to something other than t? Just to see if that works. I can't imagine what might cause your initial problem.
Jun 15, 2012I am proud to announce my newest redstone computer- "Red Thought v3"Posted in: Redstone Discussion and Mechanisms
I have been working quite hard to quicken, and also simplify redstone circuts. I now bring to you the combination of the two, the computer with a simple layout, that is also fast. (Please note that for the busing i used instant repeaters, but all core components are vanilla...ALU runs at about 4-5 ticks)
Do note that I am using a texture pack. Everything is just simple colors like blue wool is just all blue, except the pistons are green (Looks more like old school electronics) If you guys don't like it I will take the pics in default.
Update 1: Overview of ROM, RAM, And CPU
An over view the the computer. The full computer will have an input interface, the GPU cores+memory, and a 7-seg screen as well as an 8x8 pixel screen.
Purple=Rom decoder, program counter
White=Clock and Memory Timer
Input to the CPU 8x2 bit data input, 7 bit operation input, and 8 pit output.
Picture of the Full Adder
Program counter, Clock, and Memory Timer
Loop data: Orange is the conditions, Grey determines where the program loops too. One of the conditions says to loop to the value of the CPU's output.
Memory Bank for ROM plates. Each Rom section is 8 bytes, or 64 bits. The total for each plate is 320 bytes, or 2560 bits. Load RAM A and B is red, CPU operation is Blue, Save RAM A and B is Green, Cyan is the GPU operation code, Purple is the GPU directional codes, and black at the end is additional GPU coding.
RAM busing is covered and the CPU is covered, but the top can open so you can see the CPU easily if diagnostics are needed. This decrease lag, and lag spikes. In fact FPS drop about 1 or 2 during operation.
Picture of the 16x2 bytes of RAM. It has a latency of 2 ticks, would be probably 14 ticks in vanilla
Update 2 Tetris Coding and more:
Hi guys!! Small Update, but big news.
First off, some info-graphics:
The Full Adder.
Overview of the adder.
Also, I found a way to integrate user input. I decided that a button would trigger the code, if allowed in the code, to loop to a protected section of the overall program. For example lines 2,3,4 say what happens if button 1 is pressed, and control what happens once that action is completed. Works VERY well!
I also added in a clock controller. I basically just disable the clock when needed. Makes it convenient to reduce lag, and also have more control over the program. A manual tick is required to get the program on its merry way.
Pictures of the loop controller.
This is where the code for the button enters the PC.
GPU: Running Strawberry
Okay so I have almost finished my GPU.. when I got just mad. It is so freaking large that just I can only take small bits a day. Very close to getting it integrated correctly, but still need a way to bridge the architectures. So far I have decided upon a command to load values to the RAM, and also normal picture rendering. (Just moving pixels here and there, like move this image 3 down, and 2 right, and move this other image 5 up and 1 left) It has 4 blocks of 4 bytes of ram, but each picture is 4 bytes. Need moar Ram. (╯°□°)╯︵ ┻━┻
So program updates:
Multiplication: got it working, but strangely unstable at times. No Input or output, but must input number manually.
I have been thinking very long and hard about this. I finally have a plan. What is really easy is getting the pieces to move down, and left or right as needed. I actually have done this before, solely with GPU imputing. (SO many levers)
But the hard part is getting it to stop when there is a piece below it. It then thought that it would be quickest to have the static portions stored in horizontal rows. This makes it faster for the CPU to check if the piece will move. In fact, every single movement will probably only take 5 clock cycles, which is only 8ish seconds. Only.
So, say you have a 2x2 block that is in rows 4 and 3, columns 1 and 2. This means that the cpu will take the code 11000000 (the x coordinates of the block) and cross reference it with the X coordinates of the blocks in row 2. This process takes all of 4 seconds. I am actually super excited because I am so close, but then I remember I have to finish that @!!#$%^&**^@#$***&%$#!@# GPU.
I will use only the 2x2 block for the first test, then maybe the T or L.
But I feel like I get closer every day. Maybe I can make Minecraft history this summer.
Update 3: GPU
Hi guys! Great news, the GPU is done. The GPU I have developed basically renders 2d images. In a nutshell, it can move a certain collection of pixels. This makes Tetris very possible, for it frees up the CPU to do background processing. The way it works is each image is 4 bytes big, where 2 bytes of X coordinates and 2 bytes for the Y coordinates. The GPU first erases the image, renders the new one, and then prints it on the screen. It does this in only 2.4 seconds. It is running on a 32 bit system.
To start off, here is a short video
Here is a video of the old GPU and outdated technology. The old one is slow and big. But it ran on a 64 bit architecture.
The whole GPU, and the rest of the computer under it.
A single 'vector' core. (That is what I have named them)
The I/O interface. Two simple buttons. Move left, move right. The screen uses a matrix to find the points on the screen. Each pixels has it's own T flip flop, so all that is needed is a short pulse to write or erase pixels.
The GPU also comes with RAM. Right now there are a total of 4 image slots, but in the future it should have 16, totaling 64 bytes.
Until next time!
Jun 8, 2012Andy608 posted a message on [1.7.10] CrazyOres - Dungeons, Epic Golems, Mobs, Food, Unique Armor, and much much more!I'm proud to say that, after much testing, in V7.0 the Meteorite Armor will now be Lava / Fire-proof!Posted in: Minecraft Mods
Jun 8, 2012FallenFriend posted a message on The Wizarding World [Hogwarts In Minecraft] [1/1 Scale!] AmazingHello and welcome to The Wizarding WorldPosted in: Screenshots
General NewsThe Wizarding World Is Now Currently In Beta!MoreContent Coming Soon!EpicTitle And Banner Coming Soon!
I have spent countless months on the project. First by studying the wiki, movies and other sources for countless hours. Second, by building two previous Hogwarts. And third, 10 Months solo have been put into building the Beta Version of Hogwarts that rightfully deserves the title of: Worlds Biggest, Worlds Most Detailed, and Worlds Best.
PlansHogwarts will be made into at least 9 Adventure Maps
Hogwarts as a Massive Mob arena
NotesIf you would like to see the build, join 22.214.171.124. The Server is up 95% of the time! Ask Any staff for godmode and fly to tour the castle!
Clock Tower (Almost Done)
First Floor Corridor
The Wood Brige
Meet The Builders
Other WIP Hogwarts
A Video I made a Little While Ago
titleproblem's hogwarts Link HERE
May 15, 2012LoRaM100 posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]@ abababab;Posted in: Minecraft Mods
If you found any of TNTQc's posts helpful, clicking his green ↑ is one way to say thank you.
Apr 20, 2012Hello, I am back to bring you the Temple of Paragon.Posted in: Screenshots
The temple, in my storyline of Desino city, it was made by the ancients. The ancients created this temple
to honor Concordia the goddess of harmony, and to conceal 'Xenosis' the pill that will send you traveling through time and into your own mind. Go here, obtain the pill, and discover the truth about your consciousness.
Check all of this out on the server it's on! Click
Can you guess what this is going to be?
Be sure to leave me a comment &
Check out more pictures here:
Apr 9, 2012Appo24 posted a message on Ancient cliff city (based off of mesa verde and machu pichu)The city is about 99% finished, pics in the 4th postPosted in: Screenshots
Hey everyone! I'm working on my second adventure map ( sequel) and I came here to get some thoughts, suggestions and feedback on an area I'm close to completing. So here's a quick overview of what these screenshots are of.
You can call this area the first "dungeon" if you want of the map. It's a mix of outdoors and indoors. It's an incan city built into the cliffs and mountains of Peru. Inspired by Machu Pichu in Peru and Mesa Verde in Colorado.
I'll post 3 shots so you can get an idea of the place from different angles.
This is a shot of some of the valley floor, the whole place is surrounded by custom mountains made with a mix of mcedit and hand crafting. You can see the main gate to a mountain with a temple on it in the distance as well as the stairs up to the temple.
This is a shot of the south side of the cliffs, I went went with very basic and ancient style stone buildings similar to ones seen in real life cliff cities
This is the north cliffs on the opposite side of the valley. The stone structures going fromt eh top to the bottom are for waterfalls that are controlled by pistons and a lever, used as a checkpoint system if you fall.
I went with night shots to give an idea of how the lighting makes the place look at night. Once again any feedback, suggestions or thoughts would be appreciated thank you
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