EDIT1: excuse me i didn't see your post about thinking to go forge compactible, but as far as i know the mod was already compatible?
Dear Nerdboy64,
i have been using your mod for some time now, and it worked flawlessly with the other mods i installed.
untill recently.
one of my mods uses modloader and forge and if you didnt hear about it yet, forge has a pre-installed modloader now.
since this update my game crashes with this error:
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT a91776cc --------
Generated 18-7-12 12:42
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_30, Sun Microsystems Inc.
VM: Java HotSpot™ 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: AMD Radeon HD 6700 Series version 4.2.11733 Compatibility Profile Context, ATI Technologies Inc.
java.lang.NullPointerException
at mod_SimpleGuns.keyboardEvent(mod_SimpleGuns.java:645)
at BaseMod.keyBindingEvent(BaseMod.java:35)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.keyBindEvent(ModLoaderModContainer.java:681)
at cpw.mods.fml.client.KeyBindingHandler.onEndTick(KeyBindingHandler.java:70)
at cpw.mods.fml.client.FMLClientHandler.onPostWorldTick(FMLClientHandler.java:258)
at net.minecraft.client.Minecraft.k(Minecraft.java:1892)
at net.minecraft.client.Minecraft.x(Minecraft.java:822)
at net.minecraft.client.Minecraft.run(Minecraft.java:750)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 65381452 ----------
as i look at the error, with the small knowledge i have, i do see it has something to do with the keybindings. as i made clear with the colour red
the mods i have installed are these:
12 mods loaded
Optifine OptiFine_1.2.5_HD_MT_AA_A7
Minecraft Forge 3.3.7.135
FML v2.2.48.135
Forge Mod Loader version 2.2.48.135 for Minecraft 1.2.5
mod_3DItems_Forge : Available (minecraft.jar)
mod_MinecraftForge : Available (minecraft.jar)
mod_ModLoaderMp : Available (minecraft.jar)
mod_ReiMinimap : Available ([1.2.5]ReiMinimap_v3.1.zip)
mod_Backpack : Available (Backpack_v2.3.5_FML_Client.zip)
mod_zipline : Available (Mod Zipline 1.2.5V5.zip)
mod_SimpleGuns : Available (nerdboy64s SimpleGuns Client v6.0.2 MC 1.2.5.zip)
mod_RecipeBook : Available (Recipe Book.zip)
mod_slimeBoots : Available (Slime Boots+ 1.2.5.a.zip)
mod_SpawnerGUI : Available (Spawner GUI.zip)
mod_startingInventory : Available (Starting Inventory 1.2.5.a.zip)
mod_treecapitator : Available (Treecapitator 1.2.5.e.zip)
as far as i know the error only occurs when pressing any button on my keyboard, not only SimpleGuns keybindings.
clicking the mouse does work and firing the guns (without pressing the keyboard) works aswell.
any idea on what this problem could be, and if so how to solve this?
i wouldnt like anything better then to see my mods working together as best friends again
thanks in advance and thanks for reading
exaron
ps. dont mind any spelling errors, it happens:p
Well, the reason for the error is that this mod is designed for regular ModLoader and not Forge ModLoader. There's probably a slight difference in variable or method names deep within the code that's causing the problem, and I regret to inform you that I can't fix it. It may have something to do with MLMP and Forge not wanting to play nicely together.
I've updated the mod to v7.0. Not many new features yet; the new "special" bombs didn't make it in time either. However, I've gotten a fair amount of behind-the-scenes work that will make future additions easier. Also, tell me if I missed anything in the OP. I did the edit over the course of multiple days, and was quite tired when I did it, so I probably made a few mistakes.
Rollback Post to RevisionRollBack
My Website. I make mods for Minecraft and am also making my own game.
the problem with step 6 is a known fact about 7-zip the work around is to open both the mod and your minecraft.jar by right clicking them then select 7-zip open archive that works on computers running 7-zip please put this in so that there is less hassle
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT ccd65d1c --------
Generated 21/07/12 07:29
Minecraft: Minecraft 1.2.5
OS: Windows XP (x86) version 5.1
Java: 1.7.0_03, Oracle Corporation
VM: Java HotSpot™ Client VM (mixed mode, sharing), Oracle Corporation
LWJGL: 2.4.2
OpenGL: GeForce 9500 GT/PCI/SSE2 version 3.0.0, NVIDIA Corporation
java.lang.Exception: No more empty item sprite indices left!
at ModLoader.getUniqueItemSpriteIndex(ModLoader.java:708)
at ModLoader.getUniqueSpriteIndex(ModLoader.java:719)
at ModLoader.addOverride(ModLoader.java:357)
at mod_Console.load(mod_Console.java:73)
at ModLoader.init(ModLoader.java:891)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(RenderManager.java:86)
at ahu.<clinit>(RenderManager.java:14)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 4bbea47f ----------
it doesn't take an java expert to read that you have too many mods for minecraft to run you litteraly have modded your minecraft to the max
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT ccd65d1c --------
Generated 21/07/12 07:29
Minecraft: Minecraft 1.2.5
OS: Windows XP (x86) version 5.1
Java: 1.7.0_03, Oracle Corporation
VM: Java HotSpot™ Client VM (mixed mode, sharing), Oracle Corporation
LWJGL: 2.4.2
OpenGL: GeForce 9500 GT/PCI/SSE2 version 3.0.0, NVIDIA Corporation
java.lang.Exception: No more empty item sprite indices left!
at ModLoader.getUniqueItemSpriteIndex(ModLoader.java:708)
at ModLoader.getUniqueSpriteIndex(ModLoader.java:719)
at ModLoader.addOverride(ModLoader.java:357)
at mod_Console.load(mod_Console.java:73)
at ModLoader.init(ModLoader.java:891)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(RenderManager.java:86)
at ahu.<clinit>(RenderManager.java:14)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 4bbea47f ----------
There's a known incompatibility between Forge and ModLoaderMP. I saw a third-party fix for it somewhere, but I don't have the link at the moment.
Rollback Post to RevisionRollBack
My Website. I make mods for Minecraft and am also making my own game.
I don't see the textures what do i do i have these mods:rei_minimap,battletowers AS
Dungeonpack , EE2, Industrialcraft , MAtmos , Railcraft , trainmod , optifine ,
Well, if you've got the full version the mod conflicts with Optifine so if you uninstall Optifine it should work Hoped it worked
I don't see the textures what do i do i have these mods:rei_minimap,battletowers AS
Dungeonpack , EE2, Industrialcraft , MAtmos , Railcraft , trainmod , optifine ,
As mynameisss pointed out, the full version is incompatible with Optifine. Using the light version or removing Optifine might fix it. I'll check the downloads just to be sure it isn't my fault, because I was a bit tired when I posted the update.
Rollback Post to RevisionRollBack
My Website. I make mods for Minecraft and am also making my own game.
I have seen your kind of work and think that With how you are doing your guns and how well you do them, then you could try and make this happen. http://www.minecraft...832-cowboy-mod/ This is a link to request made not by me but someone with the same mindset and greater thought on it. Seeing as you make different time periods. I personally think that these guns would be a good addition to the mod. Now I am not asking that you make the said "Cowboy Towns Town Sheriff (Shoots you if you kill settlers) Settlers (Lives in the cowboy towns) Trains (Like mine carts but are activated with coal)" thank you for the great mod -Krr56
hey man really nice job on the mod, but I have a suggestion. Snipers? Zoom scopes? Sniping is really fun. SInce flans mod is incomplatable with forge 3.3.8 you can be the first to bring a really nice gun mod with snipers
hey man really nice job on the mod, but I have a suggestion. Snipers? Zoom scopes? Sniping is really fun. SInce flans mod is incomplatable with forge 3.3.8 you can be the first to bring a really nice gun mod with snipers
There is a scope that can be attached to the bolt rifle in the full version. I appear to have forgotten to put it in the change log, however.
Rollback Post to RevisionRollBack
My Website. I make mods for Minecraft and am also making my own game.
Heya, NB64! For the longest while I'd been using (or at least trying to use) SimpleGuns 6.0.2, though there's seemingly a little bug of some sort that tends to rear it's arthropodian head when I press the "N" key, especially when typing my new world names. Such would spit out some silly error about keybindings, but I'm putting my money on the prospect that it's not so apparent in v 7.0.0 .
I'll admit, I love texturing stuff for this mod, and as you may already know, I do share a lot of the HD textures with you on occasion. I also love using the modification itself, and now that you mention that there's add-on capabilites, this might be a good start to do more than just a simple texture replacement for modern weapons. Even so, I'm glad to have provided higher definition textures for those interested. It seems there's a little more to get done now though, as you've added bayonettes and a scope to some of the guns. It's not a problem at all, rather, it's a challenge! I'll look around and see what inspiration can be gathered about their real counterparts and bayonetted models. It's simply a blade mounted on the end of the muzzle, right? I'll see what I can do, no doubt.
As per usual though, any add-ons would be a good touch as long as they're kept on topic, right? Or maybe not, but you've got the tutorial there, so nothing's holding them back! ... Except a little trial and error, but the tutorial looks good as gold when it comes to explaining the process. If only I could figure out the MCP setup business though.. I just might take you up on that offer for those code snippets, but we'll save that for another plane.
Also, seems a lot of folks are interested in seing either a mainly Forge compatible version or both that and Modloader compatiblity already. Good thinking, and great minds think alike! I think you'll know what I mean when I say you've got a heads up on the progress of that already~! Best of luck in the process and greatest of effort to you along the way!
In the meanwhile, I'll try to keep up with the progress of the modification as a whole. I'm always glad to help! Thank you for developing it, too!
Hmm.. Seems it's still spitting out errors about KeyboardEvents.. Here's what kind of error I'm getting, pardon the missing quotations:
java.lang.NullPointerException
at mod_SimpleGuns.keyboardEvent(mod_SimpleGuns.java:674)
at BaseMod.keyBindingEvent(BaseMod.java:35)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.keyBindEvent(ModLoaderModContainer.java:709)
at cpw.mods.fml.client.KeyBindingHandler.onEndTick(KeyBindingHandler.java:70)
at cpw.mods.fml.client.FMLClientHandler.onPostWorldTick(FMLClientHandler.java:286)
at net.minecraft.client.Minecraft.k(Minecraft.java:1896)
at net.minecraft.client.Minecraft.x(Minecraft.java:825)
at net.minecraft.client.Minecraft.run(Minecraft.java:753)
at java.lang.Thread.run(Unknown Source)
Apparently this happens when I press one of the following keys, mainly but not limited to the Create World text entry field:
N
M
K
R
As much as it bugs me to see a bug in such a great modification, It seems these keys are no-go's when typing or even assigning functions. This bug seems to have shown up especially after updating to the very latest forge ("Stable 164"), if not just for the sprite extender. Before I updated, I had been using a type of "barebones neccessities" sprite extender from an old Millenaire update. It worked in some ways, but still provided sprite indices a chance to run out with too many mods installed, almost as if it were still dependent on Modloader. This might not be an entirely Forge/Modloader problem, though.
We should get to the bottom of this at some point, as long as you're up to it. As for the time being, I'll try looking for workarounds. Please, as always, feel feel to incline or decline the matter.
Thanks for reading, NB64~!
~ wuff ~
EDIT:
Seems these keys are the exact same ones I've mapped to each of the 4 functions added by the modification itself. It certainly didn't do this before.. I'll keep looking around for more clues.
EDIT-EDIT:
I've set the keys to 1 through 4 on the upper row of number keys, but now when I press those it seems to crash again. Incidentally, it also seems as though the previously mentioned keys are mappable now, and don't crash the game when pressed. Methink's I'll switch back to the old barebones extender and wait this one out, hopefully it still works.
when i saw this mod, i felt like its a cool mod that will bring action then when i saw that it requires modloader and modloadermp my hopes drop.
Sorry to say, but you're not going to get very many good mods without ModLoader, and MLMP is almost required to make a non-Forge mod work in multiplayer. Unless, of course, this is a cleverly disguised request to switch to Forge without actually mentioning it.
Hmm.. Seems it's still spitting out errors about KeyboardEvents.. Here's what kind of error I'm getting, pardon the missing quotations:
java.lang.NullPointerException
at mod_SimpleGuns.keyboardEvent(mod_SimpleGuns.java:674)
at BaseMod.keyBindingEvent(BaseMod.java:35)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.keyBindEvent(ModLoaderModContainer.java:709)
at cpw.mods.fml.client.KeyBindingHandler.onEndTick(KeyBindingHandler.java:70)
at cpw.mods.fml.client.FMLClientHandler.onPostWorldTick(FMLClientHandler.java:286)
at net.minecraft.client.Minecraft.k(Minecraft.java:1896)
at net.minecraft.client.Minecraft.x(Minecraft.java:825)
at net.minecraft.client.Minecraft.run(Minecraft.java:753)
at java.lang.Thread.run(Unknown Source)
Apparently this happens when I press one of the following keys, mainly but not limited to the Create World text entry field:
N
M
K
R
As much as it bugs me to see a bug in such a great modification, It seems these keys are no-go's when typing or even assigning functions. This bug seems to have shown up especially after updating to the very latest forge ("Stable 164"), if not just for the sprite extender. Before I updated, I had been using a type of "barebones neccessities" sprite extender from an old Millenaire update. It worked in some ways, but still provided sprite indices a chance to run out with too many mods installed, almost as if it were still dependent on Modloader. This might not be an entirely Forge/Modloader problem, though.
We should get to the bottom of this at some point, as long as you're up to it. As for the time being, I'll try looking for workarounds. Please, as always, feel feel to incline or decline the matter.
Thanks for reading, NB64~!
~ wuff ~
EDIT:
Seems these keys are the exact same ones I've mapped to each of the 4 functions added by the modification itself. It certainly didn't do this before.. I'll keep looking around for more clues.
EDIT-EDIT:
I've set the keys to 1 through 4 on the upper row of number keys, but now when I press those it seems to crash again. Incidentally, it also seems as though the previously mentioned keys are mappable now, and don't crash the game when pressed. Methink's I'll switch back to the old barebones extender and wait this one out, hopefully it still works.
Thanks for reading the Edits too~!
That's a weird error, especially considering K isn't even bound to something in this mod. I think the problem is that it tries to perform in-game actions when you are not actually in the game. I'll look into this, and hopefully there will be a convenient way to tell whether or not the player is in the game. Also, I don't mind the long messages; I'd rather read something long and intelligent than short and annoying.
Rollback Post to RevisionRollBack
My Website. I make mods for Minecraft and am also making my own game.
I found a bug, I do not want to be annoying just thought you would like to know if you did not already know, if you right click on a open gun rack without a gun it will crash the game.
Sorry to say, but you're not going to get very many good mods without ModLoader, and MLMP is almost required to make a non-Forge mod work in multiplayer. Unless, of course, this is a cleverly disguised request to switch to Forge without actually mentioning it.
Hah! You got me. In the past im a modloader and modloadermp user because most of the gun related mods use those as their primary requirement but then the big mods i use switch to forge so in that case, i dropped modloader and modloadermp mods which is disappointing..
A reckoning is not to be postponed indefinitely. Lacre cannot bury the law. All shall be well and all manner of things shall be well.
Well, the reason for the error is that this mod is designed for regular ModLoader and not Forge ModLoader. There's probably a slight difference in variable or method names deep within the code that's causing the problem, and I regret to inform you that I can't fix it. It may have something to do with MLMP and Forge not wanting to play nicely together.
Already coming in version 7.0.
My Website. I make mods for Minecraft and am also making my own game.
My Website. I make mods for Minecraft and am also making my own game.
There's a known incompatibility between Forge and ModLoaderMP. I saw a third-party fix for it somewhere, but I don't have the link at the moment.
My Website. I make mods for Minecraft and am also making my own game.
Well, if you've got the full version the mod conflicts with Optifine so if you uninstall Optifine it should work Hoped it worked
And nerdboy64.. for you and your mod
As mynameisss pointed out, the full version is incompatible with Optifine. Using the light version or removing Optifine might fix it. I'll check the downloads just to be sure it isn't my fault, because I was a bit tired when I posted the update.
My Website. I make mods for Minecraft and am also making my own game.
I have seen your kind of work and think that With how you are doing your guns and how well you do them, then you could try and make this happen. http://www.minecraft...832-cowboy-mod/ This is a link to request made not by me but someone with the same mindset and greater thought on it. Seeing as you make different time periods. I personally think that these guns would be a good addition to the mod. Now I am not asking that you make the said "Cowboy Towns Town Sheriff (Shoots you if you kill settlers) Settlers (Lives in the cowboy towns) Trains (Like mine carts but are activated with coal)" thank you for the great mod
-Krr56
There is a scope that can be attached to the bolt rifle in the full version. I appear to have forgotten to put it in the change log, however.
My Website. I make mods for Minecraft and am also making my own game.
I'll admit, I love texturing stuff for this mod, and as you may already know, I do share a lot of the HD textures with you on occasion. I also love using the modification itself, and now that you mention that there's add-on capabilites, this might be a good start to do more than just a simple texture replacement for modern weapons. Even so, I'm glad to have provided higher definition textures for those interested. It seems there's a little more to get done now though, as you've added bayonettes and a scope to some of the guns. It's not a problem at all, rather, it's a challenge! I'll look around and see what inspiration can be gathered about their real counterparts and bayonetted models. It's simply a blade mounted on the end of the muzzle, right? I'll see what I can do, no doubt.
As per usual though, any add-ons would be a good touch as long as they're kept on topic, right? Or maybe not, but you've got the tutorial there, so nothing's holding them back! ... Except a little trial and error, but the tutorial looks good as gold when it comes to explaining the process. If only I could figure out the MCP setup business though.. I just might take you up on that offer for those code snippets, but we'll save that for another plane.
Also, seems a lot of folks are interested in seing either a mainly Forge compatible version or both that and Modloader compatiblity already. Good thinking, and great minds think alike! I think you'll know what I mean when I say you've got a heads up on the progress of that already~! Best of luck in the process and greatest of effort to you along the way!
In the meanwhile, I'll try to keep up with the progress of the modification as a whole. I'm always glad to help! Thank you for developing it, too!
Thanks for reading, NB64!
~ wuff ~
Hmm.. Seems it's still spitting out errors about KeyboardEvents.. Here's what kind of error I'm getting, pardon the missing quotations:
java.lang.NullPointerException
at mod_SimpleGuns.keyboardEvent(mod_SimpleGuns.java:674)
at BaseMod.keyBindingEvent(BaseMod.java:35)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.keyBindEvent(ModLoaderModContainer.java:709)
at cpw.mods.fml.client.KeyBindingHandler.onEndTick(KeyBindingHandler.java:70)
at cpw.mods.fml.client.FMLClientHandler.onPostWorldTick(FMLClientHandler.java:286)
at net.minecraft.client.Minecraft.k(Minecraft.java:1896)
at net.minecraft.client.Minecraft.x(Minecraft.java:825)
at net.minecraft.client.Minecraft.run(Minecraft.java:753)
at java.lang.Thread.run(Unknown Source)
Apparently this happens when I press one of the following keys, mainly but not limited to the Create World text entry field:
N
M
K
R
As much as it bugs me to see a bug in such a great modification, It seems these keys are no-go's when typing or even assigning functions. This bug seems to have shown up especially after updating to the very latest forge ("Stable 164"), if not just for the sprite extender. Before I updated, I had been using a type of "barebones neccessities" sprite extender from an old Millenaire update. It worked in some ways, but still provided sprite indices a chance to run out with too many mods installed, almost as if it were still dependent on Modloader. This might not be an entirely Forge/Modloader problem, though.
We should get to the bottom of this at some point, as long as you're up to it. As for the time being, I'll try looking for workarounds. Please, as always, feel feel to incline or decline the matter.
Thanks for reading, NB64~!
~ wuff ~
EDIT:
Seems these keys are the exact same ones I've mapped to each of the 4 functions added by the modification itself. It certainly didn't do this before.. I'll keep looking around for more clues.
EDIT-EDIT:
I've set the keys to 1 through 4 on the upper row of number keys, but now when I press those it seems to crash again. Incidentally, it also seems as though the previously mentioned keys are mappable now, and don't crash the game when pressed. Methink's I'll switch back to the old barebones extender and wait this one out, hopefully it still works.
Thanks for reading the Edits too~!
Sorry to say, but you're not going to get very many good mods without ModLoader, and MLMP is almost required to make a non-Forge mod work in multiplayer. Unless, of course, this is a cleverly disguised request to switch to Forge without actually mentioning it.
That's a weird error, especially considering K isn't even bound to something in this mod. I think the problem is that it tries to perform in-game actions when you are not actually in the game. I'll look into this, and hopefully there will be a convenient way to tell whether or not the player is in the game. Also, I don't mind the long messages; I'd rather read something long and intelligent than short and annoying.
My Website. I make mods for Minecraft and am also making my own game.
Hah! You got me. In the past im a modloader and modloadermp user because most of the gun related mods use those as their primary requirement but then the big mods i use switch to forge so in that case, i dropped modloader and modloadermp mods which is disappointing..