Boshaw's various client mods

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Re: Boshaw's various client mods

Postby Radenk » Fri Sep 09, 2011 3:30 am

You have to edit the files from haven.jar, adding the green lines and deleting the red ones.
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Re: Boshaw's various client mods

Postby Radenk » Fri Sep 09, 2011 4:13 am

Well after hours of trying to pull this shit I realized that I suck at it. Source files in Ender's client are different from the original ones (the ones in your github) so following the instructions there (add/remove certain lines) doesn't work. It'd be much appreciated if you could make some modifications to your mods so they can be easily implemented into Ender's source files, since most people including me use Ender's. I realize that this might be a workload since you'd have to modify every mod separately so there's really no pressure.
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Re: Boshaw's various client mods

Postby boshaw » Fri Sep 09, 2011 4:29 am

=Key Binding Mod=
Git:
https://github.com/boshaw/haven-client/ ... 4bf65e308d
https://github.com/boshaw/haven-client/ ... d0c029ef90 [fixes]
https://github.com/boshaw/haven-client/ ... 851c8a3afd [fixes]
https://github.com/boshaw/haven-client/ ... 40c6725b0e [enhanced]

Info: Allows the user to customize their key bindings for the following things:
--Key Movement north,south,east,west
--Profiling MV,GLOB,ILM
--Opening CMD ':'
--Opening of Inventory,Equip Screen,Char Window,Kin(Buddy) Window, Land Window,Global Chat
--Opening keybind window...
pic:
Image

*IF you see a square in one of the key bind windows it means that java doesn't have a rendered view of said key. Most likely you did CTRL+SOME_KEY which i didn't define. I defined string output for all the ones that are used by the default window openers.

How to add in your own stuff?
-Follow these steps below whenever you see a string like ENTER_YOUR_VAR_HERE that means you can edit in your own name for said statement
1) Define the KeyFunction with static SKEY then the actual KeyFunction and then add it to funcs List:
THIS IS DONE IN KeyFunction.java
Code: Select all
static String YOUR_OWN_SKEY_NAME = "BLAH_BLAH_BLAH";
...//make your object before or after that long list of other objects already defined
public static KeyFunction YOUR_OWN_KFUNC_VAR_NAME = new KeyFunction(YOUR_OWN_SKEY_NAME){
   public void dokey(UI ui,KeyEvent ev){
      //THIS IS WHERE IT EXECUTES WHAT YOU WISH IT TO DO
   }
};
... //find that list of funcs.add towards the bottom and add:
funcs.add(YOUR_OWN_KFUNC_VAR_NAME);

2) We now need to define some defaults for this new key function
THIS IS DONE IN Config.java
Code: Select all
...//find the function: public static int default_key_int(String key){...} and ADD this to the big if/elseif/else statements:
//You might notice didn't follow this standard but it's easier to do it this way, i'll probably fix up my own statements at a later date
else if(key.equals(KeyFunction.YOUR_OWN_SKEY_NAME+"_INT")) {
     return DEFAULT_INTEGER;
}
..//Now find the function: public static String default_key_bool(String key){ ... } (should be right under the above function)
[b]//IF your KeyBind defaults to a ASCII value where (char)key <= 127 which means it's not a special key like arrow keys
//Then you DO NOT HAVE TO DO THIS STEP[/b]
//IF your KeyBind uses one the KeyEvent.VK_SHIT only type key then you have to add this to the if/elseif statements:
if(key.equals(KeyFunction.YOUR_OWN_SKEY_NAME+"_BOOL"))
   return "true";

3) Now we can add it to the Key Binding Window so you can change it if you want at a later date easily.
THIS IS DONE IN KeyBindWnd.java
...//Go to the constructor for KeyBindWnd.java, should be near the top and add this to that list of keywdgs.add.... stuff:
Code: Select all
keywdgs.add(new GKeyWdg(new Coord(0,ay),sz,this,"YOUR OWN LABEL:",KeyFunction.YOUR_OWN_KFUNC_VAR_NAME)); ay+=spacing;



IF everything was done successfully then you should have a new working Key Bind.



teengames wrote:So to put it in the technically challanged language:
I copy the git
Compile it
Place it in a folder (what folder like what should the path be)
...and then it gets foggy is the compiled file a .jar or what kind of file would it be
Do I still launch the autohaven.jnlp and the mod is built in to run?

Ty again and can you also make the default resizeable/zoomable :D

1)git clone my git
2)compile via ant jar
3)make a new folder
4)in this new folder copy over:
-haven.jar, jogl.jar,haven-res.jar,gluegen-rt.jar
-gluegen-rt.dll,jogl.dll,jogl_awt.dll,jogl_cg.dll

The dll's will depend on your hardware and java bit version 32 vs 64

I'll keep a updated compiled haven.jar in my first post from now on if you someone wishes to see it but can't compile it. Also it does have resizeable windows (slenhud has a slight error atm, i'll fix that later), no zooming yet i'll add that at a later date as well.


Radenk wrote:Well after hours of trying to pull this shit I realized that I suck at it. Source files in Ender's client are different from the original ones (the ones in your github) so following the instructions there (add/remove certain lines) doesn't work. It'd be much appreciated if you could make some modifications to your mods so they can be easily implemented into Ender's source files, since most people including me use Ender's. I realize that this might be a workload since you'd have to modify every mod separately so there's really no pressure.


I'll start porting over what i have currently released for ender client files then post those as well. I'll still keep doing all my mods first on the default then i'll port to enders. This Key Bind should be fun to port over lol...
Last edited by boshaw on Sun Sep 11, 2011 4:43 am, edited 1 time in total.
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Re: Boshaw's various client mods

Postby Tonkyhonk » Fri Sep 09, 2011 12:18 pm

boshaw wrote:I'll start porting over what i have currently released for ender client files then post those as well. I'll still keep doing all my mods first on the default then i'll port to enders. This Key Bind should be fun to port over lol...

i hope you'll make it easy enough for computer illiterates such as myself :| to be able to use your mods <3

will the day when we can finally easily distinguish coniferous forest tiles from broadleaf forest tiles come with your mod? 8-)
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Re: Boshaw's various client mods

Postby ElGato » Fri Sep 09, 2011 4:32 pm

Tonkyhonk wrote:
boshaw wrote:I'll start porting over what i have currently released for ender client files then post those as well. I'll still keep doing all my mods first on the default then i'll port to enders. This Key Bind should be fun to port over lol...

i hope you'll make it easy enough for computer illiterates such as myself :| to be able to use your mods <3

will the day when we can finally easily distinguish coniferous forest tiles from broadleaf forest tiles come with your mod? 8-)

I don't think we can modify tiles
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Re: Boshaw's various client mods

Postby boshaw » Fri Sep 09, 2011 4:53 pm

ElGato wrote:
Tonkyhonk wrote:
boshaw wrote:I'll start porting over what i have currently released for ender client files then post those as well. I'll still keep doing all my mods first on the default then i'll port to enders. This Key Bind should be fun to port over lol...

i hope you'll make it easy enough for computer illiterates such as myself :| to be able to use your mods <3

will the day when we can finally easily distinguish coniferous forest tiles from broadleaf forest tiles come with your mod? 8-)

I don't think we can modify tiles


I can mod it tho so you can blend colors with select tiles and /or add transparency effects to them
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Re: Boshaw's various client mods

Postby Tonkyhonk » Fri Sep 09, 2011 4:59 pm

boshaw wrote:I can mod it tho so you can blend colors with select tiles and /or add transparency effects to them

so it is possible to see them as different tiles? <3
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Re: Boshaw's various client mods

Postby boshaw » Fri Sep 09, 2011 6:30 pm

Image
Image
Image

just proof of concept of blending/transparency mods with tiles (clearly not perfected, but i'll work on it so maybe release in a few days)
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Re: Boshaw's various client mods

Postby Tonkyhonk » Fri Sep 09, 2011 6:35 pm

*hugs*
looking forward to it! thank you <33333
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Re: Boshaw's various client mods

Postby teengames » Sat Sep 10, 2011 2:45 am

problem im on a mac and i dont know how to install ant jar compiler i know how to compile individual files using terminal but over 50% of the time there are errors and it would take a long time any suggestions
(also a bump :D)
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