ya you can't install modloader with forge anymore, forge has its own version of modloader already installed called forge modloader(fml).
Also the AI for the guards simi works they will return to there post but sometimes can take up to 5mins to do so. Also the meele guards will wander around for now so they have a wider search range and look like they are patrolling.
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Author of Fluid Mechanics, Assembly Line, ICBM, Come Closer, and Artillects. Including Java Freelancer for hire specializing in creating and fixing minecraft mods.
Also, yes I am using PlayerAPI client and server, it is a dependancy of Smart moving.
hmm normal PlayerAPI doesn't change the we.class file. Smart Moving doesn;t either so i'm not sure why its not working. However, i'll get to work on a back version. Also are you using Bukkit? Just in case i need to port to bukkit in the process.
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Author of Fluid Mechanics, Assembly Line, ICBM, Come Closer, and Artillects. Including Java Freelancer for hire specializing in creating and fixing minecraft mods.
It used to be a tekkit server but i've modded/changed so much that it's pretty much not tekkit anymore.
I've also grabbed the regular client and put all the mods in there so people wouldn't need tekkit to join my server.
I just personally distribute the mod package to them, if I were to upload it anywhere i'd get trouble with the mod makers ofcourse.
Anyhow, thank you very much in advance from me and all the players that join my server.
;/ not a big fan of bukkit-modded but anyways while i keep working on this can you list every last mod you have installed. there are a few others that toy with player Render file.
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Author of Fluid Mechanics, Assembly Line, ICBM, Come Closer, and Artillects. Including Java Freelancer for hire specializing in creating and fixing minecraft mods.
I wil do a mod review for u. my youtube is theminemaseter03
thanks, wondering when someone would spot light one of my mods. Also if you need me to update or fix anything just ask.
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Author of Fluid Mechanics, Assembly Line, ICBM, Come Closer, and Artillects. Including Java Freelancer for hire specializing in creating and fixing minecraft mods.
Same idea here about the mod spotlight, me and my pals on my server are waiting for your mod to come out so we can have a massive hunger games fest going :")
should be soon just cleaning it up,testing and seeing if i can do something extra. Also do you want a locked in range or do you want to be able to set it. Locked in range means i get it to you faster
Edit:
Here is a new version of comeCloser range is preset to 4 when sneaking and 8 when standing. There is no config to change it yet but i was working on a system to control the range from the server. If you want i can finish it later and upload a new version, or change the default range. https://sourceforge.net/projects/comeclosermcmod/files/Client/ComeCloser1.2.5Custom4T8.zip/download
Author of Fluid Mechanics, Assembly Line, ICBM, Come Closer, and Artillects. Including Java Freelancer for hire specializing in creating and fixing minecraft mods.
the download has the client and server version in it. For your client grab the stuff in ForgeAndPlayerAPIRender.zip in place in minecraft.jar. Which btw if that errors out try just the withForge. For the server place the withForgeServerBukkit and place in server's mod folder.
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Author of Fluid Mechanics, Assembly Line, ICBM, Come Closer, and Artillects. Including Java Freelancer for hire specializing in creating and fixing minecraft mods.
Works, also no errors found within the client or server, I've been trying it but it seems to go without problems.
Any chance lowering the range what I requested earlier?
Thanks!
EDIT: Also added you on steam.
good to know hope you and your buddies are having fun
also i'll upload a new version late that allows you to change the range server side and have it change the clients range. Though its being a pain compared to 1.3.2 code.
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Author of Fluid Mechanics, Assembly Line, ICBM, Come Closer, and Artillects. Including Java Freelancer for hire specializing in creating and fixing minecraft mods.
What does "install mod in mod folder" mean? Because I install forge build 241 and put the Guardsman1.3.2r3.zip in the mods folder and it crashes with the following error. (I have also tried it with forge build 240)
- Minecraft Version: 1.3.2
- Operating System: Windows 7 (x86) version 6.1
- Java Version: 1.6.0_33, Sun Microsystems Inc.
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
- Memory: 475409120 bytes (453 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- FML: FML v3.0.165.344 Minecraft Forge 4.0.0.241 4 mods loaded, 4 mods active
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
GSMNPC [GSM NPC Pack] (Guardsman1.3.2r3.zip) Unloaded->Errored
Guardmsan2 [Guardsman] (Guardsman1.3.2r3.zip) Unloaded->Errored
- LWJGL: 2.4.2
- OpenGL: ATI Radeon HD 4250 GL version 3.2.9606 Compatibility Profile Context, ATI Technologies Inc.
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
cpw.mods.fml.common.LoaderException: java.lang.IllegalArgumentException: Can not set static GsmApi.GsmMain field GsmApi.GsmMain.instance to GSM.GuardsmanMain
at cpw.mods.fml.common.LoadController.transition(LoadController.java:102)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:443)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:141)
at net.minecraft.client.Minecraft.a(Minecraft.java:405)
at net.minecraft.client.Minecraft.run(Minecraft.java:737)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.IllegalArgumentException: Can not set static GsmApi.GsmMain field GsmApi.GsmMain.instance to GSM.GuardsmanMain
at sun.reflect.UnsafeFieldAccessorImpl.throwSetIllegalArgumentException(Unknown Source)
at sun.reflect.UnsafeFieldAccessorImpl.throwSetIllegalArgumentException(Unknown Source)
at sun.reflect.UnsafeStaticObjectFieldAccessorImpl.set(Unknown Source)
at java.lang.reflect.Field.set(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.parseSimpleFieldAnnotation(FMLModContainer.java:329)
at cpw.mods.fml.common.FMLModContainer.processFieldAnnotations(FMLModContainer.java:255)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:349)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:81)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:442)
... 4 more
hmm it seem for some reason my mod doesn't work with some newer forge builds. I'll fix it and upload a new version.
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Author of Fluid Mechanics, Assembly Line, ICBM, Come Closer, and Artillects. Including Java Freelancer for hire specializing in creating and fixing minecraft mods.
Maybe you should tell us which Forge it does work with. I tried it with build 200 and got the following crash
---- Minecraft Crash Report ----
// On the bright side, I bought you a teddy bear!
Time: 9/4/12 11:11 AM
Description: Failed to start game
java.lang.NullPointerException
at cpw.mods.fml.common.FMLModContainer.getName(FMLModContainer.java:106)
at cpw.mods.fml.common.Loader.sortModList(Loader.java:236)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:416)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:192)
at net.minecraft.client.Minecraft.a(Minecraft.java:402)
at net.minecraft.client.Minecraft.run(Minecraft.java:734)
at java.lang.Thread.run(Unknown Source)
Relevant Details:
- Minecraft Version: 1.3.2
- Operating System: Windows 7 (amd64) version 6.1
- Java Version: 1.7.0_07, Oracle Corporation
- Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
- Memory: 72873928 bytes (69 MB) / 142016512 bytes (135 MB) up to 1670316032 bytes (1592 MB)
- JVM Flags: 0 total;
- LWJGL: 2.4.2
- OpenGL: ATI Radeon HD 4250 GL version 3.2.9606 Compatibility Profile Context, ATI Technologies Inc.
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
I am doing it right? just putting the whole zip into the mods directory? That is what I asked you the first time and you didn't say.
i think i use build 230 or 221 in my actual workspace for the mod. Also yes you stick the entire zip in the mod directory. I'm still not sure why the mod will not start in forge build 240, no errors show up in the actual code ;/
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Author of Fluid Mechanics, Assembly Line, ICBM, Come Closer, and Artillects. Including Java Freelancer for hire specializing in creating and fixing minecraft mods.
i think i use build 230 or 221 in my actual workspace for the mod. Also yes you stick the entire zip in the mod directory. I'm still not sure why the mod will not start in forge build 240, no errors show up in the actual code ;/
Yes I tried it with Forge build 230 and it worked! Hey sympathies man. That does not look like an easy bug to track down. Good luck!
Enjoying your mod with massive hunger games on a large scale map.
Smart moving + this mod makes it truly amazing.. people can hide under tree outlets and shoot blowdarts at passing people without being seen at all..
EDIT: There should be a nice showcase coming soon with your mod and smartmoving included.
good to hear
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Author of Fluid Mechanics, Assembly Line, ICBM, Come Closer, and Artillects. Including Java Freelancer for hire specializing in creating and fixing minecraft mods.
Author of Fluid Mechanics, Assembly Line, ICBM, Come Closer, and Artillects. Including Java Freelancer for hire specializing in creating and fixing minecraft mods.
For all those that care Guardsman series has not and might not be updated for a very long time. I still plan on working on it some day but for the moment i've moved on to machine based mods using Universal Electric Mods series. You can find some of my work on http://universalelectricity.com/ site under the username DarkGuardsman. Sorry for any of you that actual liked my mod.
On another note ComeCloser mods has been updated and the download is on the forge forum. Follow the link in the main post too get too it. Its been improved from the original version by removing the need for installing in the client jar, as well adding server side configs.
Author of Fluid Mechanics, Assembly Line, ICBM, Come Closer, and Artillects. Including Java Freelancer for hire specializing in creating and fixing minecraft mods.
Also the AI for the guards simi works they will return to there post but sometimes can take up to 5mins to do so. Also the meele guards will wander around for now so they have a wider search range and look like they are patrolling.
Your welcome
hmm normal PlayerAPI doesn't change the we.class file. Smart Moving doesn;t either so i'm not sure why its not working. However, i'll get to work on a back version. Also are you using Bukkit? Just in case i need to port to bukkit in the process.
;/ not a big fan of bukkit-modded but anyways while i keep working on this can you list every last mod you have installed. there are a few others that toy with player Render file.
Wow an i though i modded my servers heavy. I see about 4 of those i might need to check into that could be conflicting.
thanks, wondering when someone would spot light one of my mods. Also if you need me to update or fix anything just ask.
should be soon just cleaning it up,testing and seeing if i can do something extra. Also do you want a locked in range or do you want to be able to set it. Locked in range means i get it to you faster
Edit:
Here is a new version of comeCloser range is preset to 4 when sneaking and 8 when standing. There is no config to change it yet but i was working on a system to control the range from the server. If you want i can finish it later and upload a new version, or change the default range.
https://sourceforge.net/projects/comeclosermcmod/files/Client/ComeCloser1.2.5Custom4T8.zip/download
good to know hope you and your buddies are having fun
also i'll upload a new version late that allows you to change the range server side and have it change the clients range. Though its being a pain compared to 1.3.2 code.
---- Minecraft Crash Report ----
// On the bright side, I bought you a teddy bear!
Time: 9/4/12 11:11 AM
Description: Failed to start game
java.lang.NullPointerException
at cpw.mods.fml.common.FMLModContainer.getName(FMLModContainer.java:106)
at cpw.mods.fml.common.Loader.sortModList(Loader.java:236)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:416)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:192)
at net.minecraft.client.Minecraft.a(Minecraft.java:402)
at net.minecraft.client.Minecraft.run(Minecraft.java:734)
at java.lang.Thread.run(Unknown Source)
Relevant Details:
- Minecraft Version: 1.3.2
- Operating System: Windows 7 (amd64) version 6.1
- Java Version: 1.7.0_07, Oracle Corporation
- Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
- Memory: 72873928 bytes (69 MB) / 142016512 bytes (135 MB) up to 1670316032 bytes (1592 MB)
- JVM Flags: 0 total;
- LWJGL: 2.4.2
- OpenGL: ATI Radeon HD 4250 GL version 3.2.9606 Compatibility Profile Context, ATI Technologies Inc.
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
I am doing it right? just putting the whole zip into the mods directory? That is what I asked you the first time and you didn't say.
Yes I tried it with Forge build 230 and it worked! Hey sympathies man. That does not look like an easy bug to track down. Good luck!
actual i found it but no it wasn't easy to find. rewrote half the mod looking for it and it came down to @Instance in the main class file.
good to hear
On another note ComeCloser mods has been updated and the download is on the forge forum. Follow the link in the main post too get too it. Its been improved from the original version by removing the need for installing in the client jar, as well adding server side configs.
We are giving a FREE copy of Arma3 or TITANFALL once or YouTube channel hits 100 subscribers!!!