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FlenixRoads 2 - Total recode for 1.7
Hey guys!
I'm here today with an announcement regarding my FlenixRoads mod.
When I started the mod, I knew next to nothing about Java, my knowledge was very limited. Over the past year, I've learned a lot, and the time came for me to update FR to 1.7.
I dusted off the Eclipse project, opened it up and I was horrified by the mess of code that was contained in there. This was the thing I was dreading - the reason I hadn't touched the mod in such a long time.
So, I came to the decision that I'm going to entirely rewrite the mod from the ground up. It's going to be a LOT better, with a LOT more options of how to design your roads!
Some of the most important changes:
Paint is now separate to the road.
It will still appear to be on the road, but it's placed as a block "above" the road. By doing this, you can have different styles of tarmac which all accept the same type of paint. You can even paint on things like grass to make a football pitch!
Paint is now "smart"
If you place two centre white lines in a corner shape, the middle one will automagically change to a corner line instead. As a picture speaks a thousand words:
Roads can now be any one of 16 height options.
In the original mod, roads were always 0.75 high. I still believe this to be "optimum" positioning, but now you can set them at any of 16 heights. That's twice as many as vanilla Snow! The new lines will align correctly on top of the road. This is also shown very nicely in the image above.
Roads will dynamically "connect" to alternate heights to form natural ramps
This feature is being worked on currently. In the image above, there are small "steps" between the lower and upper blocks. In the released edition, there will be no step- the road will automatically slope up towards blocks of a different height, providing they are a road block. If it's not a road, it's ignored.
By doing this, roads can have natural looking hills and curving ramps.
Blocks like the street light and traffic light will A) work, and B) be multipart
As it says on the tin. It'll work with FMP, and the old poles will act as a redstone cable. Other FMP redstone cables (for example those in Project Red) will also work.
I'm very much open to any and all feedback people have to offer.
And yes, this means any roads built in 1.6 will not survive into 1.7. That's what happens when you use a beta mod.
I'm here today with an announcement regarding my FlenixRoads mod.
When I started the mod, I knew next to nothing about Java, my knowledge was very limited. Over the past year, I've learned a lot, and the time came for me to update FR to 1.7.
I dusted off the Eclipse project, opened it up and I was horrified by the mess of code that was contained in there. This was the thing I was dreading - the reason I hadn't touched the mod in such a long time.
So, I came to the decision that I'm going to entirely rewrite the mod from the ground up. It's going to be a LOT better, with a LOT more options of how to design your roads!
Some of the most important changes:
Paint is now separate to the road.
It will still appear to be on the road, but it's placed as a block "above" the road. By doing this, you can have different styles of tarmac which all accept the same type of paint. You can even paint on things like grass to make a football pitch!
Paint is now "smart"
If you place two centre white lines in a corner shape, the middle one will automagically change to a corner line instead. As a picture speaks a thousand words:
Roads can now be any one of 16 height options.
In the original mod, roads were always 0.75 high. I still believe this to be "optimum" positioning, but now you can set them at any of 16 heights. That's twice as many as vanilla Snow! The new lines will align correctly on top of the road. This is also shown very nicely in the image above.
Roads will dynamically "connect" to alternate heights to form natural ramps
This feature is being worked on currently. In the image above, there are small "steps" between the lower and upper blocks. In the released edition, there will be no step- the road will automatically slope up towards blocks of a different height, providing they are a road block. If it's not a road, it's ignored.
By doing this, roads can have natural looking hills and curving ramps.
Blocks like the street light and traffic light will A) work, and B) be multipart
As it says on the tin. It'll work with FMP, and the old poles will act as a redstone cable. Other FMP redstone cables (for example those in Project Red) will also work.
I'm very much open to any and all feedback people have to offer.
And yes, this means any roads built in 1.6 will not survive into 1.7. That's what happens when you use a beta mod.
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Agh when will it be ready to download THIS MOD IS NECESSARY WRAAGH
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When is the download gonna be ready?
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Hey, I went to get the download from your Facebook page, and it says that the file cannot be dowloaded...not sure if you are aware of this or not...
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is it up for download yet???
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Awesome!
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if ya need anyone that can help ya test the mod im willing to do that:P
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Silvania... I had to unsubscribe from you
To re-experience the joy of subscribing again ;D
To re-experience the joy of subscribing again ;D
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Wow, mind blown on the Flenix Vehicles
I can't believe Flan wouldn't want to fix a glitch between two awesome mods
Anyways good luck with the update!
I can't believe Flan wouldn't want to fix a glitch between two awesome mods
Anyways good luck with the update!
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I actually told Flan exactly how to fix it. He wasn't interested.
Goes to show how much he doesn't really care about his own mod. No wonder updates are few and far between.
Goes to show how much he doesn't really care about his own mod. No wonder updates are few and far between.
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Geez that's so rude.... well when his mods start dying out and yours become super super popular, he'll take that back. Maybe you can make a better car mod *nudge*
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Or maybe I already did and just didn't release it yet
http://ctrlv.in/359286
Now for a fun fact to get this back on topic, the class shown in that screenshot is the end of the line rendering. the tess. part is the actual face that renders the line into the world - as it's a line there's only one, but for the rest of the road blocks there's 6.
http://ctrlv.in/359286
Now for a fun fact to get this back on topic, the class shown in that screenshot is the end of the line rendering. the tess. part is the actual face that renders the line into the world - as it's a line there's only one, but for the rest of the road blocks there's 6.
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Nice roads, shame Flan vehicles will do crazy backflips over it anyway.
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yeah, they really need to fix that.
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And think, if you liked my facebook page you'd already be testing a pre-alpha by now
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Alright, im gonna do that!
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Wow that looks really nice so far
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Nice job as always Silvania!
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Looks way better that the ramps on the old flenix roads.
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#Teaser
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This is going to make it SOOOO much better. its good that there is another update.