User:Jonkadelic

From BTA-Mirror
Revision as of 08:43, 16 November 2021 by imported>Jonkadelic (Created page with "== Jonkadelic == Hi, I'm Jonkadelic! (You can call me Jonk if you want). I'm one of the main devs on BTA at the moment, the other being the project lead Mak/Skydeckagogo. I s...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Jonkadelic

Hi, I'm Jonkadelic! (You can call me Jonk if you want). I'm one of the main devs on BTA at the moment, the other being the project lead Mak/Skydeckagogo.

I started working on BTA in the 1.7.4 era, originally working an as-yet-unreleased port of Doku's RPG for BTA. Now, Beta 1.7.3, and thus 1.7.4, didn't support textures larger than 16x16 because of how the fire, lava and water animations worked - their positions were hard-coded, meaning if you tried to use a 32x32 texture pack you'd see a tiny fire texture on your pumpkin, and lava and water textures on your bricks. Historically, you could use a tool called MCPatcher to fix that, but since that's not open-source, any HD texture fix integrated in BTA would need to be reverse-engineered manually. I didn't have any experience with modding Minecraft before this point, but I was an experienced programmer in my own right, so I figured I may as well give it a go. I didn't have access to BTA's source at this point, so I worked off the Beta 1.7.3 codebase and sent Mak snippets of code and instructions on where to add them, and eventually, it worked. At this point BTA had a list of features and fixes that Mak wanted to include in 1.7.5, so I ended up working through each of those as well using the same back-and-forth method until Mak eventually decided, in his infinite wisdom, to make me a full-fledged BTA developer. Since then I've worked on 1.7.5 and 1.7.6, with 1.7.7 now in progress, and I have to say, it's been one of the most rewarding projects I've ever worked on.