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#106718 [DISC/OpenSourced] Portable Peripherals 1.0 - PDAs, turtle transmitter!

Posted by mentlerd on 06 April 2013 - 04:40 AM in Peripherals and Turtle Upgrades

Well, I am going to graduate in a month, so I have to learn a lot.. And because a slight addiction to coding ( :P) I am falling behind with that.



#106184 [DISC/OpenSourced] Portable Peripherals 1.0 - PDAs, turtle transmitter!

Posted by mentlerd on 04 April 2013 - 09:30 PM in Peripherals and Turtle Upgrades

Well, I am sorry but it appears I wont be able to work on this at all anytime soon, so I decided to opensource it:

PPeripherals_stable.zip

Devs, do whatever you want to with it, just make sure to drop my name somewhere in your credits section. :)



#90012 [DISC/OpenSourced] Portable Peripherals 1.0 - PDAs, turtle transmitter!

Posted by mentlerd on 22 February 2013 - 04:49 AM in Peripherals and Turtle Upgrades

 PixelToast, on 22 February 2013 - 04:03 AM, said:

its probably term.clear not filling background colors >_<

That was it. Fixed, but I can't reproduce the crashing.

Download: PortablePeripherals 1.0c.zip
I am still not sure if it is doing the expected behavior, so could you check it please?

Edit:

 OmegaVest, on 22 February 2013 - 04:46 AM, said:

.. pullEvent works weirdly. Some pre-existing programs (such as help) don't recognize the redirect. I had to restart the base terminal to get it to do anything.

Also, terminate seems to not work yet, though I see the redirect in the code.

I am looking into this now. Not fixed in the test zip yet.



#89946 [DISC/OpenSourced] Portable Peripherals 1.0 - PDAs, turtle transmitter!

Posted by mentlerd on 22 February 2013 - 01:55 AM in Peripherals and Turtle Upgrades

I am not sure what it it supposed to do, could you provide a reference image, or explain what is expected?



#89377 [DISC/OpenSourced] Portable Peripherals 1.0 - PDAs, turtle transmitter!

Posted by mentlerd on 21 February 2013 - 03:22 AM in Peripherals and Turtle Upgrades

Fixed, thanks for the report

Download the updated 1.0b version



#88890 [DISC/OpenSourced] Portable Peripherals 1.0 - PDAs, turtle transmitter!

Posted by mentlerd on 20 February 2013 - 05:56 AM in Peripherals and Turtle Upgrades

Updated to 1.0

Added turtle peripheral for terminals, and antenna blocks. I tried to resolve compatibility issues, but did not really tested it.



#88099 [DISC/OpenSourced] Portable Peripherals 1.0 - PDAs, turtle transmitter!

Posted by mentlerd on 18 February 2013 - 09:58 AM in Peripherals and Turtle Upgrades

At the end, I decided to implement antenna blocks

View Postschilcote, on 18 February 2013 - 07:53 AM, said:

The range limit is going to be a tremendous pain for that though.

I might add a cheat antenn, uncraftable, and it would give you infinite range. If there is a need for it.

View Postabihoooo, on 18 February 2013 - 09:34 AM, said:

It would be awesome if you could make a turtle peripheral for the PDAs. RC turtles!

The refactoring has a positive side effect that transmitters can exist now without tile entites, so this is comeing in the next update!

Update:
Posted Image

I still have to work on antenn blocks, and a way to allow turtles to select their transmitters frequency.



#87999 [DISC/OpenSourced] Portable Peripherals 1.0 - PDAs, turtle transmitter!

Posted by mentlerd on 18 February 2013 - 03:48 AM in Peripherals and Turtle Upgrades

I tracked down the problem, I have to refactor the codebase entirely, because I made a design mistake with interfaces. I already made the code compile without errors, but I have to test everything again, so it will take a while. ( I think it will be done in less than 2 days )



#87473 [DISC/OpenSourced] Portable Peripherals 1.0 - PDAs, turtle transmitter!

Posted by mentlerd on 16 February 2013 - 11:49 AM in Peripherals and Turtle Upgrades

Thank you for the detailed crash report. Fixed.

Current versions changelog:
- Fixed mouse events being off
* added pda_scroll, and pda_drag events
- Moved items to the CC Creative tab
- Added config option for the transmitter max range



#87229 [DISC/OpenSourced] Portable Peripherals 1.0 - PDAs, turtle transmitter!

Posted by mentlerd on 15 February 2013 - 11:20 AM in Peripherals and Turtle Upgrades

View PostShnupbups100, on 15 February 2013 - 09:43 AM, said:

If you insert a crystal and then immediately try to access the terminal, Minecraft crashes. You have to close and re-open the PDA not to crash.

Could you send me the crashlog, or give more detailed info about this? I can't seem to reproduce.

I have fixed mouse events not working, also plan to add mouse_drag, mouse_scroll in the bugfix version. (Sometime tomorrow)



#87189 [DISC/OpenSourced] Portable Peripherals 1.0 - PDAs, turtle transmitter!

Posted by mentlerd on 15 February 2013 - 08:49 AM in Peripherals and Turtle Upgrades

PortablePeripherals v1.0b Discontinued

It appears I wont be able to work on this anymore, so I decided to make my source code public, hoping someone could make something out of it:

PPeripherals_stable.zip



Latest version: PortablePeripherals 1.0b

Since this is my first serious mod, I am open to any suggestions!

What is this?

This is a mod that adds wireless terminals (or PDAs if you prefer), and transmitters to computercraft! Using these these devices you can access your computers from 256-640 meters away, no more turtle chasing!




Posted Image


Terminals have support for multiple computer screens, colors, multiple users, and events! Pressing a key, or clicking the screen will queue an event on the host computer. For further info, see technical details.


How do I craft X?

Recipes are quite simple, they use vanilla minecraft items, for now. You can see their recipes on the image:
Spoiler

How do I use these items?

For a simple connection, you will need to create a transmitter, a terminal, and two quartz crystals. Transmitters and terminals are linked using crystals, if your terminal has a crystal that matches your transmitters, it will link up automatically.

If you wish to extend the range of your transmitter, put up to 4 antenna blocks on the top of it.

Altought crystals are not that simple. They have a frequency associated with. To change the frequency of a crystal, you need to 'pollute' it with other items. Put a crystal in the center of the crafting grid, and start placing items around: ( Be aware that the crystal does NOT support items that can be damaged, like tools, or armor )

Spoiler
As mentioned above, your crystals must have the same frequency to work!

Simplest usecase

Well, if you are not an advanced programmer, just use the built in program: transmit!
This little program will start the specified program, and transmit its output to a wireless transmitter. All events from the pda are translated, just like you started a program on a real computer!
transmit <side> <program>
transmit right shell

API

The api is quite simple, it is exactly the same as a monitors. You have to wrap the device, and you can use it just like a monitor!

Since version 1.0, there are a few new functions tough:
Spoiler

Technical details

The range of transmitters is limited to 256 right now, but it is a subject to change.
For people who want to mess with the internal workings, currently these events are supported:
Spoiler

Downloads, and Changelog

[CC. 1.481][MC 1.4.7] - PortablePeripherals_1.0b

[CC. 1.481][MC 1.4.7] - PortablePeripherals 0.9b
[CC. 1.481][MC 1.4.7] - PortablePeripherals 0.9 RC1


Changelog:
Spoiler



#84216 [API][MiscPeripherals] Interactive Sorter ID/Meta Reader API

Posted by mentlerd on 06 February 2013 - 02:15 AM in APIs and Utilities

He didn't. Added random salts to every property, but thats it. You can figure it out by inspecting a few items, and their IDs



#82945 gmod thread

Posted by mentlerd on 02 February 2013 - 12:00 PM in General

Yeah, I am no loger an active developer, but I used to be. ( Thats how I learnt lua )



#82616 [MC 1.7.10 | CC 1.65] OpenCCSensors

Posted by mentlerd on 01 February 2013 - 11:36 AM in Peripherals and Turtle Upgrades

Ok, you got me with this one :)



#82602 [MC 1.7.10 | CC 1.65] OpenCCSensors

Posted by mentlerd on 01 February 2013 - 10:50 AM in Peripherals and Turtle Upgrades

View PostCoolisTheName007, on 01 February 2013 - 06:09 AM, said:

I don't oppose to knowing world-coordinates: it gives a nice correspondence between what the player can see (world coordinates) and what the player can measure with the sensors (relative, non-rotated coordinates)...and even so, it's a weak one. But it only makes sense with a built-in-compass and consequently a getFacing method. Either rotated or non-rotated+getFacing would make sense.

I completely agree. We just need a getFacing, instead of a compass, or a way to change what card is used in the peripheral.



#82445 [CC 1.481][MC 1.4.7] BowTurtles - If melee is not enought

Posted by mentlerd on 01 February 2013 - 01:47 AM in Peripherals and Turtle Upgrades

Version 1.1.0 - I added a few adjustments to timing, and config options.

The dispenser idea is neat, I will think about it.



#82423 [CC 1.481][MC 1.4.7] BowTurtles - If melee is not enought

Posted by mentlerd on 01 February 2013 - 12:07 AM in Peripherals and Turtle Upgrades

I made a little program to demonstrate capabilities. Make sure you have OpenCCSensors installed!

When starting the program, the turtle have to face the 0 direction, or it will not work!
( Place the bow on the left side, and the sensor to the right, and place a proximity card in the last slot of the turtle )

http://pastebin.com/VEkKqrNf



#82283 [CC 1.481][MC 1.4.7] BowTurtles - If melee is not enought

Posted by mentlerd on 31 January 2013 - 12:31 PM in Peripherals and Turtle Upgrades

Hello everyone!

This is my first time posting a mod, so please be kind.

This mod adds turtles, with bows! It is a peripheral, instead a tool, but it has its reasons. It can be crafted just like the melee turtle, but with a bow.

The API itself is quite simple, there is only a single method:
bow = peripheral.wrap( side )

bow.shoot( [power], [deltaX], [deltaY] )

The power is a number from 0 - 1, where 1 equals a fully pulled shot from a player. DeltaX and deltaY give offset to the shot, so you could shoot sideways. ( In a limited cone of 45 degrees )
The parameters are optional, and will default to 1, 0, 0.

In order to use the peripheral, you must provide a bow in the selected slot. The turtle will use this bow to fire, and take its enchantments to account.

Downloads:
- Version 1.0.0
- Version 1.1.0

Screenshot:
Spoiler

The mod alone does not do a lot of things, but combined with OpenCCSensors it is very powerful!

Since this is my first mod, I am open to any suggestions!

Changelog:
Spoiler



#82169 [CC1.53][MC1.5.2] MiscPeripherals 3.3

Posted by mentlerd on 31 January 2013 - 04:21 AM in Peripherals and Turtle Upgrades

View PostRichardG867, on 31 January 2013 - 03:57 AM, said:

Released 3.0c, yet another UUID algorithm + nuclear control fixes.

String[] DIE_IN_A_FIRE = { "You are breaking the fun for other people who want to play this legit. Please go away." };

Oh. Well, got it. Thanks for at least replying for my PM.



#82132 [CC1.53][MC1.5.2] MiscPeripherals 3.3

Posted by mentlerd on 31 January 2013 - 01:43 AM in Peripherals and Turtle Upgrades

View PostSavageCore, on 30 January 2013 - 01:35 PM, said:

View PostPixelToast, on 30 January 2013 - 12:10 PM, said:

sorry, i posted this: http://www.computerc...dpost__p__79438
and richardG raged over it and decided to force us use random ones :s
(his response in my sig)

Well that sucks :(

Actually, it is not that bad. ;)

The modifictions in the UUID formula still allow reverse engineering, also opens up a little exploit.

I am new to the forums, so I a not sure if I am allowed to post what I got out of this (the decompiled UUID generation, and my solution code), but the new algorytm uses the world seed to change the item hashing per world, and that allows us to obtain the world seed on SMP servers.

Since you have the world seed, the formula is fully reverse engineerable again, you just have to do a little parametering per world, per server.



#79693 Octree - Efficient way of storing, and querying 3D data

Posted by mentlerd on 24 January 2013 - 03:20 AM in APIs and Utilities

Thank you for the compliments. You questioned my reasons for making this, so let me explain. (Initially I made this to learn, and get my lua knowledge back in shape.)

Well, it really turned out to be an overkill at the end, but I wanted to store a lot of data. I am currently using this ocrtee implementation in a turte, that digs for valuable ores in the ground, and in the modpack I am playing, there are huge areas filled with marble.

It is easy to dig, but very tiring, so I decided to make a turtle do all the job. As it digs blocks, the nodes of the octree collapse automatically (since I am storing the same values in them), so it saves me some trouble later on. (Detecting missed blobs is quite easy)

I also wanted to investigate, if isung an octree will speed up my turtles A* searches (programmer curiosity :)), altought I havent made an implementation based on my octrees yet; it now just relies on basic tables.



#78638 Octree - Efficient way of storing, and querying 3D data

Posted by mentlerd on 22 January 2013 - 05:07 AM in APIs and Utilities

Hello everyone!

This is my first time posting there, so I will make this post short.

I made an automatically mining turtle yesterday, and found that I need a way to store visited blocks, without knowing the size of the area I excavate. A well known solution popped into my mind: an octree

I would not like to expain its inner workings, but in sort, it is a three dimensional (in this case infinite) "array", where you can store values, in any shape, efficently.
In my implementation, I added a few tweaks, such as the octree can grow as big as you want it, without any side effects.

Basically, this data structure allows you to store data in an "infinite" three dimensional "array", without having to worry about resizing, or reallocating lua tables.

For further information about the data structure, take a look at the wiki page of octrees.

You can access the code here: https://gist.github.com/4587030

Almost forgot, the api:
tree = octree.new()
tree:get( x, y, z ) - Returns the previously set value, or nil
tree:set( x, y, z, value ) - Self explanatory