He's not a fan of supporting any older version of Minecraft which is a shame, a good map mod that because MC is updated the older versions are nowhere to be found.
permissions on servers can be very fine grained. You can grant /tp permission to people without making them ops. You'd have to read the documentation for your particular permissions system
This mod is not playing nice with other mods. If I have Zan Maps and ComputerCraft installed then I am missing items in NEI. If I remove either Zan or CC the problem goes away. I still have many other mods I would like to install, so it is important they all play nice, and right now Zan seems to be having an issue.
support is there, just needs someone to make icons. some guys on page 18 were talking about making icons for mo creatures. never heard back about it, maybe you can get the icons from them. Ideally they would come with mo creatures (or any other mod that wishes to be supported)
I Have been working my way though them, ill give out a zip with them when i am done This is support for All mo Creatures.
I Have been working my way though them, ill give out a zip with them when i am done This is support for All mo Creatures.
Wow awesome work, it would be nice if you could give us a link of your WIP version, some mobs are so dangerous in this mod it would be nice to see them on the map, for now I only can guess who they are by going near them which isn't safe for some of them...
Wow awesome work, it would be nice if you could give us a link of your WIP version, some mobs are so dangerous in this mod it would be nice to see them on the map, for now I only can guess who they are by going near them which isn't safe for some of them...
Thanks! I would rather just finish, it won't be long. I change them so frequently it would be a hassle for all. I am also going to submit it to the Mo Creatures thread.
the size at which they are displayed on the map is set by the filename. the suffix can be 8 (or nothing), 16, or 32. The actual size of the image doesn't matter; it will be resized based on the filename.
The suffix size is the size in pixels at smaller resolutions. Monitors (and Minecraft windows) with greater resolution can display them double size, so size 8 can make use of 16 pixels, 16 can make use of 32, and size 32 can make use of 64 pixels (with larger display size)
This is useful for things like wolves, with the nose offset by half a pixel from everything else. They should be displayed at size "8", the same size as mobs like pigs. But their nose is 3 pixels wide while their face is 6 pixels wide. If we actually use 8x8 pixels, it will look like the wolf on the left. If we double the pixels*, we can get the nose centered, like the wolf on the right
Of course at smaller display sizes, we'll still see it like the wolf on the left, since size 8 means "8x8 pixels at small display size". But at larger resolutions it can look correct.**
So the suffix size can be thought of as specifying the size relative to other icons. 8 (or no suffix) is normal, like pigs. 16 is larger (like a ghast), or just something that needs more room (like a cow with horns). 32 is super big. And for reasons explained with the wolf example, the actual size in pixels can be twice the suffix/relative size.
So if you want it to display larger, give it a relative size suffix. Actually making the icon larger won't help, they will always be resized according to the suffix. So instead of EntityName.png, do EntityName16.png. That will double the size, regardless of the amount of pixels actually in the image (it will blow up a small image (useful if you have a large mob with a low def skin for some reason), and shrink a larger image, so anything beyond 32x32 would be wasted on a size 16 icon)
As always, the included Twilight Forest icons should serve as good examples
*quadruple actually, since 16x16 is four times as much as 8x8
**default texture pack wolves in game will actually always look like the one on the left, since they aren't images shipped with the mod, but constructed at runtime from the current texture pack. Icon size for built in classes is determined by the TP resolution. Actual wolves will only have a centered nose (at higher display sizes) if the texture pack uses a larger scale than the default TP. This discussion was about premade icons though, and I used the wolf as an example that is familiar to everyone. The nice thing about premade icons is that, while they ignore texture pack changes (unless the texture pack ships its own icons!), you can force the image to use more pixels to center noses or whatever by using the suffix as detailed above
great I try to avoid having too many large icons (unless the mob itself actually is large). it can get hard to see the map! I haven't used mo creatures so I don't know what's what, sop sizes will of course be your call
For my icons, I've stuck with the face (exception: firefly just a glowing ball) but there's no reason not to have a shark fin etc look forward to seeing your stuff
Question, is the chat bubble mod the one that increases the visible range of user names over head? I thought it was part of the minimap, but its missing for me.
Also, would you like to also update the graphics and handling of the chat bubble at some point? I think the overall display can be better.
you'll have to be specific. The chatbubble mod I have for download at PMC is completely separate from the Voxel Modpack (though I've ported some code from it to the Voxel Modpack). If you are using the Voxel Modpack, I believe the chatbubbles and increased range for user names are handled by the same mod (VoxelPlayer), but the user names part was broken in the last release. That should be fixed for 1.5.2. Player names however are not handled at all by my Chatbubbles mod, which as I mentioned I've kept separate
So if you have suggestions about the display of chatbubbles, please indicate if you mean my Chatbubbles mod, or VoxelPlayer. I can edit the latter, but if the texture pack doesn't change to match it can look wrong (I don't control the texture pack)
I was using the Voxel modpack. But then switched to your version of the map, as I did not need the GUI changes and other overhead found in the Voxel Modpack. But in that switch, longer distance player names is missing. I had assumed it was part of your bubbles up there, so considered adding it too. But if its not, that's fine.
My comment about the chat bubbles was about how the image is used and or chopped up to create the bubbles. I have divorced myself of Voxel anything, so I am referring to yours. I Was going to suggest using a 9-Slice Scaling method, instead of the stretch and overlap it seems to be using now. It would provide less distortion to the bubbles themselves, it could also use a bit of padding around the words.
each bubble is currently rendered in nine parts. Center, top, left, right, bottom, and the four corners. The center is stretched, the sides are stretched in one dimension and the corners are static. The non stretchy outer bit is only a few pixels (6? 7? I forget); that buffer could be increased some
Really? Seems distorted on the corners, and the top left and bottom left corners seem to overlap if its only one line. Maybe I need to look again, but it looks distorted VS. the image file.
Really? Seems distorted on the corners, and the top left and bottom left corners seem to overlap if its only one line. Maybe I need to look again, but it looks distorted VS. the image file.
NVM then!
it may end up looking a little different than the source file, but will be consistently so. The borders will be the same width no matter how large the bubble is! Do feel free to screenshot and highlight any issues you think you see though
I Have been working my way though them, ill give out a zip with them when i am done This is support for All mo Creatures.
Wow awesome work, it would be nice if you could give us a link of your WIP version, some mobs are so dangerous in this mod it would be nice to see them on the map, for now I only can guess who they are by going near them which isn't safe for some of them...
Thanks! I would rather just finish, it won't be long. I change them so frequently it would be a hassle for all. I am also going to submit it to the Mo Creatures thread.
Question: You do some sort of size restriction don't you? Display wise. I noticed increasing the icon size to say, 64 or 128 seems to not matter.
The suffix size is the size in pixels at smaller resolutions. Monitors (and Minecraft windows) with greater resolution can display them double size, so size 8 can make use of 16 pixels, 16 can make use of 32, and size 32 can make use of 64 pixels (with larger display size)
This is useful for things like wolves, with the nose offset by half a pixel from everything else. They should be displayed at size "8", the same size as mobs like pigs. But their nose is 3 pixels wide while their face is 6 pixels wide. If we actually use 8x8 pixels, it will look like the wolf on the left. If we double the pixels*, we can get the nose centered, like the wolf on the right
Of course at smaller display sizes, we'll still see it like the wolf on the left, since size 8 means "8x8 pixels at small display size". But at larger resolutions it can look correct.**
So the suffix size can be thought of as specifying the size relative to other icons. 8 (or no suffix) is normal, like pigs. 16 is larger (like a ghast), or just something that needs more room (like a cow with horns). 32 is super big. And for reasons explained with the wolf example, the actual size in pixels can be twice the suffix/relative size.
So if you want it to display larger, give it a relative size suffix. Actually making the icon larger won't help, they will always be resized according to the suffix. So instead of EntityName.png, do EntityName16.png. That will double the size, regardless of the amount of pixels actually in the image (it will blow up a small image (useful if you have a large mob with a low def skin for some reason), and shrink a larger image, so anything beyond 32x32 would be wasted on a size 16 icon)
As always, the included Twilight Forest icons should serve as good examples
---------------------------------------------------
*quadruple actually, since 16x16 is four times as much as 8x8
**default texture pack wolves in game will actually always look like the one on the left, since they aren't images shipped with the mod, but constructed at runtime from the current texture pack. Icon size for built in classes is determined by the TP resolution. Actual wolves will only have a centered nose (at higher display sizes) if the texture pack uses a larger scale than the default TP. This discussion was about premade icons though, and I used the wolf as an example that is familiar to everyone. The nice thing about premade icons is that, while they ignore texture pack changes (unless the texture pack ships its own icons!), you can force the image to use more pixels to center noses or whatever by using the suffix as detailed above
EDIT: That was clearly what i was missing
For my icons, I've stuck with the face (exception: firefly just a glowing ball) but there's no reason not to have a shark fin etc look forward to seeing your stuff
Also, would you like to also update the graphics and handling of the chat bubble at some point? I think the overall display can be better.
So if you have suggestions about the display of chatbubbles, please indicate if you mean my Chatbubbles mod, or VoxelPlayer. I can edit the latter, but if the texture pack doesn't change to match it can look wrong (I don't control the texture pack)
My comment about the chat bubbles was about how the image is used and or chopped up to create the bubbles. I have divorced myself of Voxel anything, so I am referring to yours. I Was going to suggest using a 9-Slice Scaling method, instead of the stretch and overlap it seems to be using now. It would provide less distortion to the bubbles themselves, it could also use a bit of padding around the words.
2c
NVM then!
it may end up looking a little different than the source file, but will be consistently so. The borders will be the same width no matter how large the bubble is! Do feel free to screenshot and highlight any issues you think you see though