07-12-2014, 02:27 AM
(07-12-2014, 12:55 AM)͝ ͟ ͜ Wrote: Wow, MCP 9.03 was hard to find. It would be much better if this could be done automatically - most people aren't willing to go through this process.
Welp sorry about that, I just updated it to 9.08. :3 And yes you're right, I don't expect end-users to do so. MCP's licence requires written permission to use their data files, so for now I cannot redistribute them together with the source. But ways of not even relying on MCP will be fun with a Chibill or Chibill-like system.
(07-12-2014, 12:55 AM)͝ ͟ ͜ Wrote: I'm confused by what I have to compile. I assume it's StartSim.java (which code::blocks refuses to), but why you left it as a java source file instead of creating a .jar is beyond me.
Isn't code::blocks for C/C++? xD But alright, as soon as I have time controls working, I'll create a .jar. Which will be at least a few days, as I won't be home much. I just rushed to get open-source asap, didn't focus on end-users at all yet. If you're only interested in the .jar, you can download an older version here:
http://forum.openredstone.org/showthread...9#pid20359
(07-12-2014, 12:55 AM)͝ ͟ ͜ Wrote: The entire purpose of this simulator also confuses me. If it's to basically run minecraft in a controlled environment, I think an in-game combination of noclip, gametickediting and GUI tools would do the trick better.I'll defend my case! In game editing is a whole other experience than in the simulator, here's some planned features to show you what's possible:
- An overview of as many layers as you want at once, as opposed to a single viewport.
- Practical time controls; tick, play forwards, forwards asap, backwards, ...
- The ability to share images of your creation.
- Tools built in python, compatible with MCedit filters but with specific functions for the sim too.
- Much more direct copy/paste capabilities.
- Importing other user's schematics and use it in your own. Think building computers by just dragging components and using some autobussing tool.
- Eventually I'll build a website with an API to create a repository of schematics, cataloged and documented. For example an option to select how big you want it for tileable circuits and also persistent labels.
- The simulator part will become a library, so it can be used for other projects as well.
- Slightly dreamy idea, but it would be awesome to generate command blocks compiled from a command-block scripting language.
Also because of this setup, as opposed to a very invasive mod, is that I can nit-pick the things I want to load and just do that. A mod would work the other way around and disable most systems, plus it would mean a new mod for every update, and I may be gone for months. The whole purpose of the MCP thing and the extensible xml files is to keep it working even without dev intervention. Sure there can be architectural changes which require fixing, but at least this has a window of working versions as opposed to only the ones that I release.
I'm sure that this one is better than all redstone simulators that have been, because I've got the best of both worlds (everything can be simulated and a self-defined interface).