Jimmynator's VoxelSniperGUI v1.6

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Jimmynator's VoxelSniperGUI v1.6

Postby Jimmynator » Fri Jul 27, 2012 6:40 am

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TOPIC MOVED TO THE MINECRAFT FORUM: HERE
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Last edited by Jimmynator on Sat Sep 01, 2012 4:42 am, edited 18 times in total.
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Re: Jimmynator's VoxelSniperGUI v1.0

Postby thedeadlybutter » Fri Jul 27, 2012 6:57 am

Looks awesome! Thanks for making it!
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Re: Jimmynator's VoxelSniperGUI v1.0

Postby Jimmynator » Fri Jul 27, 2012 7:08 am

thedeadlybutter wrote:Looks awesome! Thanks for making it!

Thanks :-D . Tell me if something doesn't work as expected and I'll fix it ;-).
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Re: Jimmynator's VoxelSniperGUI v1.0

Postby peridox » Fri Jul 27, 2012 7:29 am

It's amazing except there's a mistake in the post - no one hates VoxelSniper
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Re: Jimmynator's VoxelSniperGUI v1.0

Postby Jimmynator » Fri Jul 27, 2012 7:30 am

peridox wrote:It's amazing except there's a mistake in the post - no one hates VoxelSniper

I know :-P
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Re: Jimmynator's VoxelSniperGUI v1.0

Postby psanker » Fri Jul 27, 2012 9:31 am

Very nice. I'd recommend, however, that the content fields are translucent as snipers like to see what they are doing.
Overall, good work. A+ for you.
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Re: Jimmynator's VoxelSniperGUI v1.0

Postby Mumfrey » Fri Jul 27, 2012 10:45 am

peridox wrote:It's amazing except there's a mistake in the post - no one hates VoxelSniper

Did you read the post properly:
Jimmynator wrote:Do you hate the VoxelSniper plugin? Ever wanted it to be even more difficult to use? Well, then this mod is not what you were searching, because this is for VoxelSniper lovers, and makes using VoxelSniper MUCH easier.

Like someone asking "Do you hate doughnuts? Because if so you'll hate my awesome new doughnut shop locator".
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Re: Jimmynator's VoxelSniperGUI v1.0

Postby Jimmynator » Fri Jul 27, 2012 10:59 am

psanker wrote:Very nice. I'd recommend, however, that the content fields are translucent as snipers like to see what they are doing.
Overall, good work. A+ for you.

That's a pretty good Idea. I'll see what I can do.
For the time being, you can just make them transparent in the inside, even though you won't see the texts.

Mumfrey wrote:Like someone asking "Do you hate doughnuts? Because if so you'll hate my awesome new doughnut shop locator".

LOL

BTW, I need some feedback. Do you think the materials window I did is a good way to use materials and performers at the same time or should they be separated?

EDIT: DONE :-D
Last edited by Jimmynator on Sat Jul 28, 2012 5:15 am, edited 1 time in total.
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Re: Jimmynator's VoxelSniperGUI v1.0

Postby Matthewar » Fri Jul 27, 2012 4:57 pm

Seems really good! It'll be easier if it were added to the modpack of course, but obviously this is up to the modernators; also, I like the clear GUI rather than the filled one, is there a way to make it look like that instead?
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Re: Jimmynator's VoxelSniperGUI v1.0

Postby MikeMatrix » Fri Jul 27, 2012 5:09 pm

Man Jimmy will be pissed, when we start changing things around (^_^)
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Re: Jimmynator's VoxelSniperGUI v1.0

Postby Matthewar » Fri Jul 27, 2012 6:47 pm

Another thing, do the GUI images of items change with the texture pack?
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Re: Jimmynator's VoxelSniperGUI v1.0

Postby MuttonChops24 » Fri Jul 27, 2012 8:15 pm

Matthewar wrote:Another thing, do the GUI images of items change with the texture pack?


Im pretty sure those images are pulled from whatever terrain.png you're using. I could be wrong though.
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Re: Jimmynator's VoxelSniperGUI v1.0

Postby Jimmynator » Sat Jul 28, 2012 4:57 am

Matthewar wrote:Seems really good! It'll be easier if it were added to the modpack of course, but obviously this is up to the modernators; also, I like the clear GUI rather than the filled one, is there a way to make it look like that instead?

I'll add the clear GUI as the default one. I also added a text color rectangle to allow the artists to change that too in the version I'm uploading

Matthewar wrote:Another thing, do the GUI images of items change with the texture pack?
.
Yes, they do.

MikeMatrix wrote:Man Jimmy will be pissed, when we start changing things around (^_^)

What things?
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Re: Jimmynator's VoxelSniperGUI v1.0

Postby Greace » Sat Jul 28, 2012 4:58 am

So this is a tool to make Sniping much easier?
I like it!
This statement is false, is it false or true?
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Re: Jimmynator's VoxelSniperGUI v1.0

Postby Jimmynator » Sat Jul 28, 2012 5:00 am

Greace wrote:So this is a tool to make Sniping much easier?
I like it!

Yes. :-)
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Re: Jimmynator's VoxelSniperGUI v1.0

Postby Greace » Sat Jul 28, 2012 5:02 am

Keep this idea alive, I want to see the updates come and go.
I also think that having this would make the voxelsniper much easier to understand and it would take less time to make things like landscapes, environments e.t.c.
Last edited by Greace on Sat Jul 28, 2012 5:07 am, edited 1 time in total.
This statement is false, is it false or true?
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Re: Jimmynator's VoxelSniperGUI v1.1

Postby Jimmynator » Sat Jul 28, 2012 5:06 am

Greace wrote:Keep this idea alive, I want to see the updates come and go.

I just updated :-D
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Re: Jimmynator's VoxelSniperGUI v1.0

Postby MikeMatrix » Sat Jul 28, 2012 5:07 am

Jimmynator wrote:
MikeMatrix wrote:Man Jimmy will be pissed, when we start changing things around (^_^)

What things?

Things that are coming in the future and won't tell something about it in public? :>
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Re: Jimmynator's VoxelSniperGUI v1.0

Postby Jimmynator » Sat Jul 28, 2012 5:12 am

MikeMatrix wrote:
Jimmynator wrote:
MikeMatrix wrote:Man Jimmy will be pissed, when we start changing things around (^_^)

What things?

Things that are coming in the future and won't tell something about it in public? :>

I'm exactly how I was before :-P
If it's related to VoxelSniper changes, I'll deal with it. I've made myself an api to make it easier to add brushes.
If not, I don't know what you're talking about :P

BTW, has someone tested it? I'd like some feedback or bug reports.
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Re: Jimmynator's VoxelSniperGUI v1.0

Postby thedeadlybutter » Sat Jul 28, 2012 11:34 am

Jimmynator wrote:I'm exactly how I was before :-P
If it's related to VoxelSniper changes, I'll deal with it. I've made myself an api to make it easier to add brushes.
If not, I don't know what you're talking about :P

BTW, has someone tested it? I'd like some feedback or bug reports.


hint: this entire gui needs a rewrite, now guess why and its changes
hehehehehehehehehe
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Re: Jimmynator's VoxelSniperGUI v1.0

Postby Jimmynator » Sat Jul 28, 2012 1:23 pm

thedeadlybutter wrote:
Jimmynator wrote:I'm exactly how I was before :-P
If it's related to VoxelSniper changes, I'll deal with it. I've made myself an api to make it easier to add brushes.
If not, I don't know what you're talking about :P

BTW, has someone tested it? I'd like some feedback or bug reports.


hint: this entire gui needs a rewrite, now guess why and its changes
hehehehehehehehehe

LOL, that might be a bit more complicated. Even if that happens, the contents of the windows can be changed in a matter of minutes :-P
Plz tell me what 'r' ya doin' :-(
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Re: Jimmynator's VoxelSniperGUI v1.1

Postby thedeadlybutter » Sat Jul 28, 2012 1:54 pm

Time will come young padawan...

AKA: nope
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Re: Jimmynator's VoxelSniperGUI v1.1

Postby krossbowkitty » Sat Jul 28, 2012 2:49 pm

*stares at computer screen blankly*

I have no idea what's going on. First we're talking about the API and then butters comes out with some star wars shit. WTF
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Re: Jimmynator's VoxelSniperGUI v1.1

Postby Jimmynator » Sat Jul 28, 2012 5:34 pm

krossbowkitty wrote:*stares at computer screen blankly*

I have no idea what's going on. First we're talking about the API and then butters comes out with some star wars shit. WTF

Me neither. :-D
Oh, and BTW, I updated the mod to work much better thanks to the feedback from MehStrongBadMeh.
There's only ONE thing missing: the Entity brush. That's because doing that is very time cosuming. However, it is the first thing in my to-do list.
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Re: Jimmynator's VoxelSniperGUI v1.1

Postby thedeadlybutter » Sat Jul 28, 2012 10:54 pm

Jimmynator wrote:
krossbowkitty wrote:*stares at computer screen blankly*

I have no idea what's going on. First we're talking about the API and then butters comes out with some star wars shit. WTF

Me neither. :-D
Oh, and BTW, I updated the mod to work much better thanks to the feedback from MehStrongBadMeh.
There's only ONE thing missing: the Entity brush. That's because doing that is very time cosuming. However, it is the first thing in my to-do list.


In Bukkit you can create a list and set it equal to something like Entities.values(), then just iterate through it and print it out. There is probably something in modloader for that, might wanna check its api reference/java doc

EDIT: Found the way entity brush does it: https://github.com/TVPT/VoxelSniper/blo ... ntity.java
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Re: Jimmynator's VoxelSniperGUI v1.2

Postby MikeMatrix » Sat Jul 28, 2012 11:13 pm

Which can be used on any enum.
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Re: Jimmynator's VoxelSniperGUI v1.2

Postby Jimmynator » Sun Jul 29, 2012 4:20 am

Unfortunately, there's nothing like that in ModLoader.
I have foud a way to do it, it's just that I need some time to complete it.
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Re: Jimmynator's VoxelSniperGUI v1.2

Postby MikeMatrix » Sun Jul 29, 2012 5:08 am

You write in java, don't you?
If yes... There is enum.
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Re: Jimmynator's VoxelSniperGUI v1.2

Postby Jimmynator » Sun Jul 29, 2012 7:53 am

That's not the problem, I can get an entity list easily. The problem is how to put the entities in the GUI. However, that is solved, as I'm making a selection box.

EDIT: Done :-)
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Re: Jimmynator's VoxelSniperGUI v1.2

Postby thedeadlybutter » Sun Jul 29, 2012 1:45 pm

Jimmynator wrote:That's not the problem, I can get an entity list easily. The problem is how to put the entities in the GUI. However, that is solved, as I'm making a selection box.

EDIT: Done :-)


Well if you were for examples making a bunch of text fields:

You could iterate through a list of all entities, make a new text field, and set the text/GUI to the respective entities object data (Eg: creeper.getName() etc)
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Re: Jimmynator's VoxelSniperGUI v1.2

Postby Jimmynator » Sun Jul 29, 2012 5:22 pm

thedeadlybutter wrote:
Jimmynator wrote:That's not the problem, I can get an entity list easily. The problem is how to put the entities in the GUI. However, that is solved, as I'm making a selection box.

EDIT: Done :-)


Well if you were for examples making a bunch of text fields:

You could iterate through a list of all entities, make a new text field, and set the text/GUI to the respective entities object data (Eg: creeper.getName() etc)

The problem is that the space is limited, so that wouldn't work.
Anyways, it is solved now.
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Re: Jimmynator's VoxelSniperGUI v1.3

Postby TNT3530 » Sun Jul 29, 2012 10:54 pm

Darn. I was making one and this completly destroyed it. :(
By the way, mad props!
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Re: Jimmynator's VoxelSniperGUI v1.3

Postby ayyy » Mon Jul 30, 2012 8:40 am

The menus seem to be quite small on my screen. A feature to resize them would be awesome.
Also, great work. :D
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Re: Jimmynator's VoxelSniperGUI v1.3

Postby Jinzha » Mon Jul 30, 2012 12:14 pm

I'd say 'good job', if this wasn't so great, so now I'll say 'great job' instead.

Great job!
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Re: Jimmynator's VoxelSniperGUI v1.3

Postby Jimmynator » Mon Jul 30, 2012 1:27 pm

ayyy wrote:The menus seem to be quite small on my screen. A feature to resize them would be awesome.
Also, great work. :D

That's because of the GUI size option. You can resize it there if you want.
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Re: Jimmynator's VoxelSniperGUI v1.3

Postby ayyy » Tue Jul 31, 2012 1:31 am

Jimmynator wrote:That's because of the GUI size option. You can resize it there if you want.

Yea, I have it on normal. But the "Material" box is always 4 blocks wide, It would be nice if you could resize and it would be, lets say 7 blocks wide. :D
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Re: Jimmynator's VoxelSniperGUI v1.3

Postby Jimmynator » Tue Jul 31, 2012 2:11 am

ayyy wrote:
Jimmynator wrote:That's because of the GUI size option. You can resize it there if you want.

Yea, I have it on normal. But the "Material" box is always 4 blocks wide, It would be nice if you could resize and it would be, lets say 7 blocks wide. :D

The problem is that people with the large GUI would have problems. I'll try though.
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