Ender's Client with Radars/Highlighter

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Re: Ender's Client with Radars/Highlighter

Postby Oddity » Thu Dec 15, 2011 7:54 pm

It's 40.
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
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Re: Ender's Client with Radars/Highlighter

Postby Zelacks » Thu Dec 15, 2011 10:19 pm

I think this mod could be useful to anyone who wants to play zoomed in, without losing an advantage, or even play without having everything hidden. Personally however, I always play zoomed out while outside my village, so I dont really get an advantage using the herb tracker. I also dont really want to rely on a mod, incase it malfuctions and somehow causes an error.

For me, it's only use would be to detect intruders while I am inside my village, especially since most of the time I am playing zoomed in.

Suggestions:

I know its a bad practice, and ill probably get killed for it one day, but sometimes I alt tab to go look at something on the internet, while being outside on my character. It would be nice to have a loud sound play if someone if a hostile is detected. Also I heard that this mod is causing a lot of controversy because some people have modded it so it automatically teleports to hearth when someone is detected. Maybe you could somehow release this ability to the mainstream. Probably really unfair to raiders and killers, but bots are totally in right now.

Also maybe seperate the two downloads. I dont really have a use for the herb finder but I do for the enemy radar. I know people will say that you can just disable the herb finder in options, but just speculating, it feels like part of this mod is causing me to lag slightly. Also if its just "disabled", it still has the potential to cause an error, while having it not installed eliminates this. I could try manually removing the mod, but I dont know what does what, and I could cause an error.

Bug (?):

The mod doesnt recognise unkinned villagers as friendly, and therefore alerts me everytime some alt or new recruit is around. Obviously I can kin them them, but it reduces the urgency of detecting a hostile, and I wont be as motivated when I see a real hostile.


Anyhow, just my thoughts, would be nice to see these features added.
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Re: Ender's Client with Radars/Highlighter

Postby xXGhostxX » Thu Dec 15, 2011 10:39 pm

Zelacks wrote:The mod doesnt recognise unkinned villagers as friendly, and therefore alerts me everytime some alt or new recruit is around. Obviously I can kin them them, but it reduces the urgency of detecting a hostile, and I wont be as motivated when I see a real hostile.

Change friendlies/ villagers/alts from white to any color in your kin list.
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Re: Ender's Client with Radars/Highlighter

Postby Zelacks » Thu Dec 15, 2011 10:46 pm

xXGhostxX wrote:Change friendlies/ villagers/alts from white to any color in your kin list.

That is not what I meant. I said, unkinned, unmemorised (I didn't say this, but I guess it also applies) players that are part of your village (which you can tell as it is denoted by having a village banner above their head) appear as hostile. I would assume people you recruit do not have the intent of brutally murdering everyone part of the village, atleast no less than people in your kinslist.
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Re: Ender's Client with Radars/Highlighter

Postby ArvinJA » Thu Dec 15, 2011 10:59 pm

Zelacks wrote:
xXGhostxX wrote:Change friendlies/ villagers/alts from white to any color in your kin list.

That is not what I meant. I said, unkinned, unmemorised (I didn't say this, but I guess it also applies) players that are part of your village (which you can tell as it is denoted by having a village banner above their head) appear as hostile. I would assume people you recruit do not have the intent of brutally murdering everyone part of the village, atleast no less than people in your kinslist.

There's no magic way of identifying hostiles, potential hostiles must be identified by some criteria. :)
I'm making the code *way* faster right now, so performance shouldn't be an issue in the future, I'll try to separate the code as much as possible so that curio code won't be invoked if that feature isn't used (but performance-wise it will not matter much after this update). As to all other suggestions in this thread, some of them are really good and I'll get to them as soon as possible.
The performance-enhancing code will probably be released in a couple of hours (or sometime tomorrow, if I decide to go to bed).

A lot of people are talking about the "fairness" of using mods to ones advantage. Please, be realistic, the game is somewhat flawed in some respects, and until that is fixed many players will take advantage of those flaws. In this game you're not an island, if you choose to not use the game as efficiently as possible, someone else will, and that person will have an edge of you, and will be a serious threat to you. I released this mod to make it an even playing field, no-one has to use it, but don't think the decision to release evolved in a vacuum, the only reason for me making this was that some players were already getting ahead using these kinds of mods.

No-one will be happier than me the day these mods are no longer needed to make this game a level playing field.

EDIT: Now saw that you said "villagers", I'll try to add that to the criteria.
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Re: Ender's Client with Radars/Highlighter

Postby Zelacks » Thu Dec 15, 2011 11:10 pm

ArvinJA wrote:A lot of people are talking about the "fairness" of using mods to ones advantage. Please, be realistic, the game is somewhat flawed in some respects, and until that is fixed many players will take advantage of those flaws. In this game you're not an island, if you choose to not use the game as efficiently as possible, someone else will, and that person will have an edge of you, and will be a serious threat to you. I released this mod to make it an even playing field, no-one has to use it, but don't think the decision to release evolved in a vacuum, the only reason for me making this was that some players were already getting ahead using these kinds of mods.

No-one will be happier than me the day these mods are no longer needed to make this game a level playing field.

I tottally understand and agree with this statement. While I dont really approve of using game mods, haven and hearth is a competitive game, and means that by having "morals" to not utilise an advantage, you are just hurting yourself. At this point, if even one person uses a mod, and there is no rules against it, everyone needs to use the mod. Of course this is a totally different story if mods ever became bannable to use....

Hopefully, maybe this will move the devs.... hahahahahahahah..
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Re: Ender's Client with Radars/Highlighter

Postby jordancoles » Fri Dec 16, 2011 12:06 am

Map doesn't load properly with simple maps off :[
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Re: Ender's Client with Radars/Highlighter

Postby ArvinJA » Fri Dec 16, 2011 12:25 am

I have now updated the client, just re-download the haven.jar and replace the old one and the performance should be increased by *a lot*.
EDIT: Also updated my "to do", the things listed are changes that I intend to do, however, I have other projects and I can't promise you a time and date for when those things will be implemented.
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Re: Ender's Client with Radars/Highlighter

Postby ArvinJA » Fri Dec 16, 2011 1:09 am

jordancoles wrote:Map doesn't load properly with simple maps off :[

That's not specific enough, a screenshot or something would be good. Are you sure it's not an error that is shared by Ender's client?
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Re: Ender's Client with Radars/Highlighter

Postby jordancoles » Fri Dec 16, 2011 1:31 am

ArvinJA wrote:
jordancoles wrote:Map doesn't load properly with simple maps off :[

That's not specific enough, a screenshot or something would be good. Are you sure it's not an error that is shared by Ender's client?

It's not shared, it looks exactly like it did before the maps loaded fully on W6's beginning steps. Doesn't know hills also
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