No viewportframes or any uploaded image used. Fully EditableImage/EditableMesh
Minecraft pausing screen, redstone, physics and alot alot of working blocks/items.
Before saying anything, this is vibecoded via opus 5.5, so I don’t take any single credit for anything shown here and admitting this is not impressive at all
const ScriptEditorService = game:GetService("ScriptEditorService")
const ReplicatedStorage = game:GetService("ReplicatedStorage")
const StudioService = game:GetService("StudioService")
const SelectedFile = ReplicatedStorage.Features.Minecraft.Settings
const Banks = {}
const Files = StudioService:PromptImportFilesAsync({"ogg"})
if not Files or #Files == 0 then
return
end
for _, Item in Files do
const Index = tonumber(string.match(Item.Name, "(%d+)%.ogg$"))
if Index and Index >= 1 and Index <= 10 then
Banks[Index] = Item:GetTemporaryId()
end
end
const Lines = {"{"}
for Index = 1, 10 do
table.insert(Lines, string.format('\t[%d] = %q,', Index, Banks[Index] or ""))
end
table.insert(Lines, "}")
const NewTable = table.concat(Lines, "\n")
ScriptEditorService:UpdateSourceAsync(SelectedFile, function(Source)
const function Fixup(Prefix)
return Prefix .. NewTable
end
local NewSource, Count = string.gsub(Source, "(const%s+SoundBanks%s*:%s*%b{}%s*=%s*)%b{}", Fixup, 1)
assert(Count == 1, "SoundBanks table not found")
return NewSource
end)
print("SoundBanks updated!")
Idk if I should do that, EditableMesh limit is very annoying and can causes alot of issue, the game can only handle like 5 player max ( using a triangle trick instead of texture, make a minecraft character costs 5-12k+ triangles, textures cause low quality and SurfaceAppearance.ResampleMode is not out yet )
Makes sense. Do you think it would be ok with maybe 1 or 2 players instead of 5 with block placement? I’m fine with a lower player limit if it means it can work…
It works, but there’s will be a limit of block placement. ( unless we use static meshes, but that would cause some minor lag when place block )
I will try to make it works somehow
This is somewhat illegal because it violates Mojang EULA ( distribute a direct translation of the original code ) and seems to be unauthorized derivative work
maybe if u remove all the art, and assets in general and require people to supply their own you can distribute it. not sure. like how nintendo recomps usually work.
I was slept yesterday so I kinda lazy to continue to port, but I will port it later if i had free time
This only work for old system ( n64, ps1 and such ), is still count as gray area ( neither illegal or legal )
But minecraft in the other hand are different, from this rules, it said you are not allowed to distribute decompiled source code or modified versions of the game
sorry geeking out over ts since like I wanted to figure out how tf yall got audio samples through w/out uploading them as assets to Roblox. Honestly (even if obviously Claude wrote ts) thank you for letting me know that rbxtemp:// is a thing
also genuinely crazy that you’re able to just play them back via PlaybackRegion
wait actually, could this be taken a step further and have the soundbank pulled over HTTP each Studio session instead of making the user keep the .ogg locally? I mean I know you could probably do some of that in plugin-context but idk about studio-level runtime scripts.
the issue I can think of is whether there’s any way to turn the downloaded bytes into something AudioPlayer can actually use, since afaik it still wants a Content/asset ref. Which would probably require some form of EditableAudio API[1] if i’m correct…