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Messages - XBLToothPik

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1
Your Projects / [WIP] Re: TMF:MP [Multiplayer Mod]
« on: January 13, 2018, 12:10:32 PM »
New Connect UI when you Activate the mod

2
Your Projects / [WIP] TMF:MP [Multiplayer Mod]
« on: January 12, 2018, 07:27:28 AM »
TMF: MP
by XBLToothPik


Client Mod Here: https://github.com/XBLToothPik/TotalMiner-Network---Mod
Server Program Here: https://github.com/TotalMiner/PikNet/releases


More info coming soon.


3
Video / YouTube - Total Modder
« on: January 11, 2017, 06:59:21 PM »
Total Modder
https://www.youtube.com/channel/UCWrf0Xtlrs2-NlxcNaMLCwg

Free Total Miner Modding Information and Resources
The channel is still heavily under construction, more to come on this topic.  Please stand by.


4
Your Projects / [Other] Re: TM PC Modding API
« on: December 11, 2016, 08:07:42 AM »
ok new question, can we animate any modded in textures?
There are two modding options.

1. A mod that does everything via the games modding API.
2. A mod that does not.

Option 1 does not have support for animated textures (at this time).
Option 2 allows you to do practically anything, if you know how.
so what you're saying is that i'm screwed
Well, unless you are a C# expert and an MSIL expert, and know how to reverse engineer the games executable, know how to inject some MSIL into the games executable to create hooks into your code, then yeah, you're pretty much screwed.

If only..

5
Fun House / Re: PC lottery
« on: November 14, 2016, 03:27:29 PM »
Allowed to guess for Early Access and full?  If not, then I choose full, but:

Early Access: December 19th, 2016 (chancin it)
Full: August 8th, 2017

6
Your Projects / [Other] Re: TM PC Modding API
« on: November 02, 2016, 08:19:17 PM »
Not when it initially comes out on early access,

I guess this confirms you ARE bringing it to early access (had only been talked about)?  If so, what kind of a timeframe do you think this would be?

7
Total Miner Discussion / [PC] Re: Total Miner: Forge PC Edition - Discussion
« on: September 19, 2016, 03:24:11 AM »
3) The method of making these mods is done on a RGH, since it can only be done by modifying the game's executable which violates the XBox's signing of packages, which cannot be done on a retail unfortunately.  I'm doing these mods on my RGH, but I'm not sure yet whether or not if I can change the size of the world bounds and then have it save to a save file for use by other people on retails, I will have to look into doing this.

Where did you buy the supplies to RGH your console? I've got a couple spare 360's (Slims, specifically) laying around I want to toy with.

I didn't RGH it, I bought it pre-RGH'd

8
Total Miner Discussion / [PC] Re: Total Miner: Forge PC Edition - Discussion
« on: September 17, 2016, 02:19:56 PM »

This is fascinating. It's also the reason I love being around modders.

A few questions.
1: How well does the game perform under extreme conditions of world height?

2: Are there any settings left to change the width of the world? If so, Does it allow larger worlds, Or only smaller worlds?

3: Is this retail friendly, Or does it require an RGH/JTAG to play these worlds?
I can imagine that if the previous question answers yes, This could lead to some great sharable maps. A 1024x10240x1024 DD world would be a great challenge for any DD lovers here.

And a 2048x1024x2048 creative world would massively expand people's builds.

1) Good so far, haven't expanded the worlds actual size beyond it's bounds (widths), just depth.

2) Definitely, but I haven't found it yet (TMF's code is massive)

3) The method of making these mods is done on a RGH, since it can only be done by modifying the game's executable which violates the XBox's signing of packages, which cannot be done on a retail unfortunately.  I'm doing these mods on my RGH, but I'm not sure yet whether or not if I can change the size of the world bounds and then have it save to a save file for use by other people on retails, I will have to look into doing this. 

9
Total Miner Discussion / [PC] Re: Total Miner: Forge PC Edition - Discussion
« on: September 16, 2016, 09:09:04 PM »
I can't find the post, but the other day someone asked if it would be possible to change the depth of the world (through modding), for DigDeep as an example, to a much larger depth than defaultly in game.  This is just to answer the question that was asked, and to show that it can easily be done, especially for PC.

Changed max sea depth to 5,000 and max height to 5,000, which has some interesting results:

I managed to fall to a depth of 4824 in the ocean, before hitting a mountain (I could go deeper), but didn't take a screenshot of it.  I can fall all the way to the max value I set it (5000)
Spoiler for Hidden Content:





EDIT: In 2.5, the Infinite Biome type is in the game, but not functioning (I'd imagine the code isn't complete yet), here's what happens when I changed DigDeep to load as an "Infinite" biome type:
Spoiler for Hidden Content:
Really looking forward to infinite biomes/terrains



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Total Miner Discussion / [PC] Re: Total Miner: Forge PC Edition - Discussion
« on: September 11, 2016, 05:17:37 PM »
How large is the block id limit?

I believe the block ID limit is 255 as of right now.

Technically it would be 256 since nothing is a block.


As you are no doubt aware, Each block is represented as a single byte. So 256 possible outcomes.

:P

Updated my post, certain the ID limit is 65535, so 65536 possible blocks, 0 being the "None" block.

(don't quote me on this, I'm not Craig  :P)

[edit] - From Craig - sorry I accidently edited instead of quoted - your OP reinstated.

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