All right, be honest, who else is tired of the default Minecraft animations? Who else misses the Crazy Endermen and Rocking Creepers from Better Animations Collection Revived? Who else thinks that "2" looks entirely out of place pasted over the logo of the previous incarnation of this mod?
For anyone who answered the first two questions with "YES!", "YEAH!", or "meh let's see what this guy's got", I present to you..... Better Animations Collection Revived 2.
Currently I've only got the mod functioning up to an alpha release for 1.8.9, and even then, I think know I paralyzed Steve. Alex is in no better condition, but honestly never knew what it was like to bend her knees or scratch her back.
Beta 0.3.0 has been released for 1.8.9 through 1.10.x, bringing this mod almost up to where it once was in terms of functionality when it died out last time, albeit with a few additions of my own. I've still got a few bugs to work out though, but once I get those issues resolved, this should finally be ready for an official, non-beta release. I forgot to verify that the mod works outside of a dev environment, since it's so rarely an issue. However, player models were a massive change to the mod, and broke several things. For now, I've removed 0.3.0 from the download list, so please continue to use 0.2.1 until I can fix what's going on and release version 0.3.1
I've set the easter eggs up in such a way that if you type a certain code (sorry, no Konami code yet, as there's no easter egg that quite fits it) it'll unlock the button to toggle it. There are currently three hints out there, in a sense. Two of them can be figured out if you comb the page for the original version of the mod, and the third is in a picture on my twitter, for a version that can't be accessed yet
When updating from alpha, delete bacr2.json in .minecraft/liteconfig/common
0.3.0 Beta
-Added player models
-Added new easter egg
-fixed bug where chicken beaks don't bob
0.2.1 Beta
-forced iron golems to remain in the visible spectrum
-killed creepers' dreams of flying two pixels off the ground
-gave chickens back their awesome wings
-inspired endermen to continue dancing
-offset the collar texture on dogs when they roll over so it's a little better -- not perfect yet
-internal restructuring to conform with "the plan"
0.2.0 Beta
-Introducing the control panel -- requires a restart for any changes to affect mobs, still lacks a way to edit tentacle length for ghasts (can be done manually via .minecraft/liteconfig/common/bacr2.json, just edit "Ghast.EvenTents.Length" to a number between 1-15)
-added secret setting(s) obtained by typing secret codes with the config panel open
-removed player models for now to get rid of errors
-cleaned up code
-ported to 1.9, 1.9.4, and 1.10.x
0.1.0 Alpha
-Initial port to 1.8.9 from 1.6.4, many features non-functional
For older versions or easter egg hints (sorry, none exist for 1.7.x or 1.8.0) please visit the original thread here.
I will be announcing all updates, major or minor, via my twitter, which can be found in my signature block below.
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With "Ghast.EvenTents.Length": 15, as default value Minecraft is crashing.
The maximum possible value is 14 (like in Better Animations Collection Revived 1).
All my iron golems are now invisible and ghast also from time to time.
(Minecraft 1.10.2 with BACR2 Beta 0.2.0 for Minecraft 1.10.x)
I hadn't really messed around with the ghast tentacle length setting yet (thus the reason it's not an in-game option yet) but 15 is supposed to randomize the length like the original does.
As far as invisible iron golems, I had simply included the wrong model when I compiled the mods, just like I did with endermen (their arms do nothing currently). I've already fixed both of these bugs and more in version 0.2.1 for 1.8.9, but without anything other than mobile data on my phone as far as internet's concerned, I can't compile it for the rest of the versions I support, much less upload them.
EDIT: looking into the code for ghast tentacle length, it seems that when I decompiled the mod from NosirrahK's final version, the decompiler threw in some code that is supposed to do something if the length is set to 15, but it's some sort of shorthand that I didn't understand until I looked it up a few minutes ago. I'll need to play with it to really make sure, but in the meantime, could you try to recreate it with Beta 0.2.1 and upload the crash report if it happens again?
SECOND EDIT: After some experimentation, I'm not having any issues with the mod as is, either 0.2.0 or 0.2.1. Are you running any other mods that might be affecting it? A crash report would still be extremely helpful to determine what's going on.
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Yeah, the golems being invisible was my fault. I was testing out a new model to see if I could make it any more efficient, then forgot to change back to the regular one when my attempts failed. (I blame the lack of a consistent internet connection that's interrupting my ability to continue working on the mod when I want to)
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I won't be making the mod for forge since liteloader and forge are capable of running side by side, and converting the code to be forge-compatible would be extremely difficult
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The Meaning of Life, the Universe, and Everything.
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Reshirou
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Slimes are completely opaque, and mobs will randomly turn invisible when moving.
They turn back as soon as I move or if they move enough.
Specifically the Spider flickers.
I love this, though, it's a great thing you did reviving it.
It works well with Mo' Bends, except the Spider is invisible unless you disable their animation in the Mo' bends config, and I fear this will happen with player bends as well because turning the Spiders animation{legs} off in the BACR config and leaving Mo' Bends Spider on still makes it invisible, so I assume the same would happen for the player, or it'd just crash.
So, a better way to disable animations {and perhaps separating Spiders from Cave Spiders?} would be fantastic; as well as the opaque Slimes.
EDIT: Opaque Slimes are a big problem because their faces don't show, by the way. The outer layer of slime is what I'm talking about.
The Meaning of Life, the Universe, and Everything.
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Ghast tentacles are also on top of the Ghast instead of under them. It wasn't always like that so I'll see if it has something to do with another mod I have.
that's actually one of the easter eggs, and shouldn't be enabled by default
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Turns out that the 0.3.0 update only works in the dev environment, not the actual game, so I had to remove the download link shortly after I uploaded it. I'm working on reverting the massive internal change that broke it in the first place between 0.2.1 and 0.3.0, and it's taking a while, but once I do, it'll be released as version 0.3.1
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As I said before, since LiteLoader and Forge can run side by side, there's very little point in me converting all the internal code to match with the Forge platform.
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Is it possible to make this compatible with Mo' Bends? It works otherwise fine but spiders are invisible. Anyway, very nice mod and I like it. Keep up the good work!
It's still in beta, and I'm still trying to get a few more features working (model hotswapping instead of full restarts of mc and new models) before I can consider supporting all recent releases, much less compatibility with other mods. I do plan on this at some point in the future though.
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Okay, thanks for the quick answer. It's nice to hear that the compatibility might be added at some point.
EDIT:
I forget to mention that slimes doesn't have opacity and face at all. This is probably caused too by the beta stage on the mod?
Yes, this is another known bug in the beta, though I'm not sure what's causing it yet.
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The Meaning of Life, the Universe, and Everything.
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I must be missing something since most of the times I get everything to work by myself. But I don't see any of the animations.
I have used 1.10 with latest liteloader (12 other mods) and 1.10.2 with latest liteloader (12 other mods) and no errors. In the liteloader tab this mod is enabled and also all animations are ON in the settings. But In both single player or on a server the animations are not showing.
Before posting this, I thought I'd try to make it work by only using this mod, but still nothing.
I must be missing something since most of the times I get everything to work by myself. But I don't see any of the animations.
I have used 1.10 with latest liteloader (12 other mods) and 1.10.2 with latest liteloader (12 other mods) and no errors. In the liteloader tab this mod is enabled and also all animations are ON in the settings. But In both single player or on a server the animations are not showing.
Before posting this, I thought I'd try to make it work by only using this mod, but still nothing.
Any idea's?
Some of the animations are subtle, but the ones that should be pretty blatant are creepers and ghasts. Could you list what other mods you're using?
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The Meaning of Life, the Universe, and Everything.
Join Date:
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JK82NL
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They are all only Liteloader mods, but like I said even while disabling them all and only having Better Animations enabled I still dont see any changes. And I know what it is supposed to look like true video's and stuff.
I use ChatBubbles, ChunkBorders, Macros, VoxelMap, WorldEditCUI, ArmorsHUD Revived, BiomeBorders Revived, GammaBright, Omniscience, PopEnchantTags Revived, XrayMod.
I forgot to mention I also use optifine.
I had 1.9, 1.9.4 and 1.10.x versions of your mod in mods folder together (as I also have for all other mods). Out of experience it seems liteloader picks the correct one to use for the chosen MC version but deleter 1.9 and 1.9.4 to be sure. Still no changes.
working on it, but I left the code in between versions while trying to add new features, and life's been crazy
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Cool mod! It's been a while since I've seen it last. I'll check it out when I have some free time.
Glad to see you're still around, even if it's just passing through on occasion. I went ahead and sent you a pm, to hopefully get some input from you.
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Currently I've only got the mod functioning up to an alpha release for 1.8.9, and even then, I think know I paralyzed Steve. Alex is in no better condition, but honestly never knew what it was like to bend her knees or scratch her back.Beta 0.3.0 has been released for 1.8.9 through 1.10.x, bringing this mod almost up to where it once was in terms of functionality when it died out last time, albeit with a few additions of my own. I've still got a few bugs to work out though, but once I get those issues resolved, this should finally be ready for an official, non-beta release.I forgot to verify that the mod works outside of a dev environment, since it's so rarely an issue. However, player models were a massive change to the mod, and broke several things. For now, I've removed 0.3.0 from the download list, so please continue to use 0.2.1 until I can fix what's going on and release version 0.3.1I've set the easter eggs up in such a way that if you type a certain code (sorry, no Konami code yet, as there's no easter egg that quite fits it) it'll unlock the button to toggle it. There are currently three hints out there, in a sense. Two of them can be figured out if you comb the page for the original version of the mod, and the third is in a picture on my twitter, for a version that can't be accessed yet
-Added player models
-Added new easter egg
-fixed bug where chicken beaks don't bob
0.2.1 Beta
-forced iron golems to remain in the visible spectrum
-killed creepers' dreams of flying two pixels off the ground
-gave chickens back their awesome wings
-inspired endermen to continue dancing
-offset the collar texture on dogs when they roll over so it's a little better -- not perfect yet
-internal restructuring to conform with "the plan"
0.2.0 Beta
-Introducing the control panel -- requires a restart for any changes to affect mobs, still lacks a way to edit tentacle length for ghasts (can be done manually via .minecraft/liteconfig/common/bacr2.json, just edit "Ghast.EvenTents.Length" to a number between 1-15)
-added secret setting(s) obtained by typing secret codes with the config panel open
-removed player models for now to get rid of errors
-cleaned up code
-ported to 1.9, 1.9.4, and 1.10.x
0.1.0 Alpha
-Initial port to 1.8.9 from 1.6.4, many features non-functional
Have an idea for a mod? Join me on Discord or let me know here! (I prefer Discord though)
Keep track of the latest news and updates by following my twitter!
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I hadn't really messed around with the ghast tentacle length setting yet (thus the reason it's not an in-game option yet) but 15 is supposed to randomize the length like the original does.
As far as invisible iron golems, I had simply included the wrong model when I compiled the mods, just like I did with endermen (their arms do nothing currently). I've already fixed both of these bugs and more in version 0.2.1 for 1.8.9, but without anything other than mobile data on my phone as far as internet's concerned, I can't compile it for the rest of the versions I support, much less upload them.
EDIT: looking into the code for ghast tentacle length, it seems that when I decompiled the mod from NosirrahK's final version, the decompiler threw in some code that is supposed to do something if the length is set to 15, but it's some sort of shorthand that I didn't understand until I looked it up a few minutes ago. I'll need to play with it to really make sure, but in the meantime, could you try to recreate it with Beta 0.2.1 and upload the crash report if it happens again?
SECOND EDIT: After some experimentation, I'm not having any issues with the mod as is, either 0.2.0 or 0.2.1. Are you running any other mods that might be affecting it? A crash report would still be extremely helpful to determine what's going on.
Have an idea for a mod? Join me on Discord or let me know here! (I prefer Discord though)
Keep track of the latest news and updates by following my twitter!
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Yeah, the golems being invisible was my fault. I was testing out a new model to see if I could make it any more efficient, then forgot to change back to the regular one when my attempts failed. (I blame the lack of a consistent internet connection that's interrupting my ability to continue working on the mod when I want to)
Have an idea for a mod? Join me on Discord or let me know here! (I prefer Discord though)
Keep track of the latest news and updates by following my twitter!
Feel like playing MC with me? Join me on the official PC Gamer US server here!
I won't be making the mod for forge since liteloader and forge are capable of running side by side, and converting the code to be forge-compatible would be extremely difficult
Have an idea for a mod? Join me on Discord or let me know here! (I prefer Discord though)
Keep track of the latest news and updates by following my twitter!
Feel like playing MC with me? Join me on the official PC Gamer US server here!
Slimes are completely opaque, and mobs will randomly turn invisible when moving.
They turn back as soon as I move or if they move enough.
Specifically the Spider flickers.
I love this, though, it's a great thing you did reviving it.
It works well with Mo' Bends, except the Spider is invisible unless you disable their animation in the Mo' bends config, and I fear this will happen with player bends as well because turning the Spiders animation{legs} off in the BACR config and leaving Mo' Bends Spider on still makes it invisible, so I assume the same would happen for the player, or it'd just crash.
So, a better way to disable animations {and perhaps separating Spiders from Cave Spiders?} would be fantastic; as well as the opaque Slimes.
EDIT: Opaque Slimes are a big problem because their faces don't show, by the way. The outer layer of slime is what I'm talking about.
Ghast tentacles are also on top of the Ghast instead of under them. It wasn't always like that so I'll see if it has something to do with another mod I have.
that's actually one of the easter eggs, and shouldn't be enabled by default
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It only happened on a my testing purposes flatworld, and they were disabled. It's fine now that it's a new world.
If I find out why I'll let you know.
EDIT: Only the Ghasts, the slimes are still opaque.
Somewhere in this thread mentions the 0.3.0 update, where can I download the update?
Turns out that the 0.3.0 update only works in the dev environment, not the actual game, so I had to remove the download link shortly after I uploaded it. I'm working on reverting the massive internal change that broke it in the first place between 0.2.1 and 0.3.0, and it's taking a while, but once I do, it'll be released as version 0.3.1
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no forge? D:
As I said before, since LiteLoader and Forge can run side by side, there's very little point in me converting all the internal code to match with the Forge platform.
Have an idea for a mod? Join me on Discord or let me know here! (I prefer Discord though)
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It's still in beta, and I'm still trying to get a few more features working (model hotswapping instead of full restarts of mc and new models) before I can consider supporting all recent releases, much less compatibility with other mods. I do plan on this at some point in the future though.
Have an idea for a mod? Join me on Discord or let me know here! (I prefer Discord though)
Keep track of the latest news and updates by following my twitter!
Feel like playing MC with me? Join me on the official PC Gamer US server here!
Yes, this is another known bug in the beta, though I'm not sure what's causing it yet.
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I must be missing something since most of the times I get everything to work by myself. But I don't see any of the animations.
I have used 1.10 with latest liteloader (12 other mods) and 1.10.2 with latest liteloader (12 other mods) and no errors. In the liteloader tab this mod is enabled and also all animations are ON in the settings. But In both single player or on a server the animations are not showing.
Before posting this, I thought I'd try to make it work by only using this mod, but still nothing.
Any idea's?
Some of the animations are subtle, but the ones that should be pretty blatant are creepers and ghasts. Could you list what other mods you're using?
Have an idea for a mod? Join me on Discord or let me know here! (I prefer Discord though)
Keep track of the latest news and updates by following my twitter!
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They are all only Liteloader mods, but like I said even while disabling them all and only having Better Animations enabled I still dont see any changes. And I know what it is supposed to look like true video's and stuff.
I use ChatBubbles, ChunkBorders, Macros, VoxelMap, WorldEditCUI, ArmorsHUD Revived, BiomeBorders Revived, GammaBright, Omniscience, PopEnchantTags Revived, XrayMod.
I forgot to mention I also use optifine.
I had 1.9, 1.9.4 and 1.10.x versions of your mod in mods folder together (as I also have for all other mods). Out of experience it seems liteloader picks the correct one to use for the chosen MC version but deleter 1.9 and 1.9.4 to be sure. Still no changes.
working on it, but I left the code in between versions while trying to add new features, and life's been crazy
Have an idea for a mod? Join me on Discord or let me know here! (I prefer Discord though)
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Love this mod. really looking forward to seeing it.
i just hope mojang doesn't push out another freaken version b4 you update it xD
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Glad to see you're still around, even if it's just passing through on occasion. I went ahead and sent you a pm, to hopefully get some input from you.
Have an idea for a mod? Join me on Discord or let me know here! (I prefer Discord though)
Keep track of the latest news and updates by following my twitter!
Feel like playing MC with me? Join me on the official PC Gamer US server here!