Now shows the Mob portrait preview with current health when you mouse over mobs! Every registered Mob type(mod mobs too) can have this preview adjusted using config files, so full compatibility is easy. Have a mob displaying incorrectly? Navigate to /.mincraft/config/DIAdvancedCompatibility/class.path.to.entity.cfg(Vanilla mobs will have obfuscated classpaths, but will still show the entity name in the filename), open it with whatever editor you use, and descriptions for all the adjustments are listed. If you fix a mob, PLEASE submit it to this forum. It will help not only me, but other users. I will compile all the submissions to be included in the next release as config defaults, so others will not need to worry about it. Because of this, I recommend deleting the DIAdvancedCompatibility folder on every update so you too get the improved default configs.
Edit: Forgot about obfuscation in config creation. Redownload if the mob type's real name is not appended to the end of the filename so you can still identify it.
Noticed one thing, Squids need to be adjusted, they are too low on the portrait.
Now all you need is an artist to make a cool skin for this, WoW style would look really cool
Edit: Oh I actually read your message. I was worried about opening the config, but that was really easy to fix. Here is the fixed config for squids:
# Configuration file
# Generated on 11/30/12 10:55 PM
####################
# ph
#===================
# These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
####################
ph {
# How much to upscale the image. 0 will cause it to disappear entirely. 22 is OK for most mobs
ScaleFactor=22.0
# If and how much to scale the mob is it has a size modifier(like slimes)
"Size Modifier"=0.0
# How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
"X Offset"=0.0
# How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
"Y Offset"=-17.0
}
Noticed one thing, Squids need to be adjusted, they are too low on the portrait.
Now all you need is an artist to make a cool skin for this, WoW style would look really cool
Edit: Oh I actually read your message. I was worried about opening the config, but that was really easy to fix. Here is the fixed config for squids:
# Configuration file
# Generated on 11/30/12 10:55 PM
####################
# ph
#===================
# These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
####################
ph {
# How much to upscale the image. 0 will cause it to disappear entirely. 22 is OK for most mobs
ScaleFactor=22.0
# If and how much to scale the mob is it has a size modifier(like slimes)
"Size Modifier"=0.0
# How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
"X Offset"=0.0
# How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
"Y Offset"=-17.0
}
Thank you. It will be the default on the next release.
# Configuration file
# Generated on 11/30/12 7:27 PM
####################
# pc
#===================
# These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
####################
pc {
# How much to upscale the image. 0 will cause it to disappear entirely. 22 is OK for most mobs
ScaleFactor=25.0
# If and how much to scale the mob is it has a size modifier(like slimes)
"Size Modifier"=0.0
# How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
"X Offset"=0.0
# How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
"Y Offset"=-5.0
}
# Configuration file
# Generated on 11/30/12 7:27 PM
####################
# pc
#===================
# These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
####################
pc {
# How much to upscale the image. 0 will cause it to disappear entirely. 22 is OK for most mobs
ScaleFactor=25.0
# If and how much to scale the mob is it has a size modifier(like slimes)
"Size Modifier"=0.0
# How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
"X Offset"=0.0
# How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
"Y Offset"=-5.0
}
Thanks.
Edit:
Late hotfix to address missing damage indicators. The couple of adjustments submitted are applied too.
I noticed the Bukkit Server Wrapper isn't sending the current health of a mob, it's just sending damage dealt.
Are you going to update it?
Eventually yes. I learned there was a flaw in my old calculation method, so it was changed entirely to gaurentee honest damage indicators, the bukkit server isn't updated yet(as I posted). I'll get around to updating it. Also, the damage dealt actually working is pure coincidence, and probably an outright lie, I will try to update it tomorrow.
Mostly cleanup from the transition to w.0 and the new mob display system. I recommend deleting all the damageindicator related configs after installing to get a cleaner version of these.
A few mobs added so they will display correctly.
Improvements made to the Mob rendering. No longer partially transparent mobs, as although I liked the idea, I found it ugly.
Eventually yes. I learned there was a flaw in my old calculation method, so it was changed entirely to gaurentee honest damage indicators, the bukkit server isn't updated yet(as I posted). I'll get around to updating it. Also, the damage dealt actually working is pure coincidence, and probably an outright lie, I will try to update it tomorrow.
Mostly cleanup from the transition to w.0 and the new mob display system. I recommend deleting all the damageindicator related configs after installing to get a cleaner version of these.
A few mobs added so they will display correctly.
Improvements made to the Mob rendering. No longer partially transparent mobs, as although I liked the idea, I found it ugly.
I can tell you the Bukkit wrapper was 100%140% precise! In fact, I did this:
- Set up a server with the wrapper
- Installed a plugin for arrow-headshots damage multiplying.
- Installed MobHealth, a plugin that showed up in chat how much damage is inflicted on mobs (it even shows you how much damage did the victim's armor resist)
So, I did a headshot on a Zombie (which has a 8% natural armor). MobHealth showed "8(+2)" (meaning 10 points of base damage -2 resisted by zombie's armor) and so did your mod show up 8, which is the actual final damage.
This shows the mod can tell the actual-final damage dealt to mobs even on modded servers with custom damage multipliers!
I can tell you the Bukkit wrapper was 100%140% precise! In fact, I did this:
- Set up a server with the wrapper
- Installed a plugin for arrow-headshots damage multiplying.
- Installed MobHealth, a plugin that showed up in chat how much damage is inflicted on mobs (it even shows you how much damage did the victim's armor resist)
So, I did a headshot on a Zombie (which has a 8% natural armor). MobHealth showed "8(+2)" (meaning 10 points of base damage -2 resisted by zombie's armor) and so did your mod show up 8, which is the actual final damage.
This shows the mod can tell the actual-final damage dealt to mobs even on modded servers with custom damage multipliers!
That is what I originally assumed, but it lied in some circumstances on forge servers.. btw: Damage Indicators Bukkit Wrapper updated.
This method takes nothing for granted, and shows real damage, meaning it is guaranteed to be correct, regardless of mods.(It monitors health dropping, and never directly addresses the damage, meaning damage shown is exactly how much the mob lost)
How it works is, when an entity changes, it checks it's last known HP, and if it has changed, it tells the client how much it changed. Since the damage isn't even looked at, it is not possible for damage modifying mods to destort the numbers. However, 0 damage hits will no longer display(When damage is fully absorbed), however, a 0 damage hit is obvious, as the hurt animation plays but no damage indicator does, and the health does not change.
Guys, I added Baby recognition for the Health Bar information, and now prefixes baby creatures with "Baby ". Also, it scales baby's up, so baby's are no longer too tiny with no way to correct it. By default, Babies will be displayed twice as large, which is perfect for the vanilla mobs, but I will add the ability to customize this in the config, for mod creatures that do not follow this pattern.
The Stuff I mentioned above will be in the next version, not the current one.
Sorry to bring bad news, but the updated version of the wrapper is broken
It sends this error at least 1000 times/sec:
17:01:58 [SEVERE] Could not pass event CreatureSpawnEvent to DamageIndicatorWrapper v0.5.0
org.bukkit.event.EventException
at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:341)
at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:62)
at org.bukkit.plugin.SimplePluginManager.fireEvent(SimplePluginManager.java:477)
at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:462)
at org.bukkit.craftbukkit.event.CraftEventFactory.callCreatureSpawnEvent(CraftEventFactory.java:226)
at net.minecraft.server.World.addEntity(World.java:904)
at net.minecraft.server.SpawnerCreature.spawnEntities(SpawnerCreature.java:158)
at net.minecraft.server.WorldServer.doTick(WorldServer.java:157)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:569)
at net.minecraft.server.DedicatedServer.r(DedicatedServer.java:222)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:493)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:426)
at net.minecraft.server.ThreadServerApplication.run(SourceFile:856)
Caused by: java.lang.NullPointerException
at DamageIndicatorWrapper.EntityDamageHandler.EntityEvent(EntityDamageHandler.java:62)
at DamageIndicatorWrapper.EntityDamageHandler.EntityDeath__(EntityDamageHandler.java:55)
at sun.reflect.GeneratedMethodAccessor29.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:339)
> ... 12 more
No indicators show, nothing happens. Just the same error again and again (it built a 5MB log file in less than a minute!).
Okay, I just reloaded the server and the indicators showed up, the health overlay worked (nice!), but the same error is always cluttering up the console. It always generates a really big log when the server is up.
Okay, I just reloaded the server and the indicators showed up, the health overlay worked (nice!), but the same error is always cluttering up the console. It always generates a really big log when the server is up.
What version of bukkit are you using, out of curiosity? I will remove the false error message until I find the real problem
Edit: I see the issue, the creature Spawn event can trigger before it actually spawns, All fixed.
I've ran into a bug in the is mod: Minecraft crashes when I look directly a Wisp from Thaumcraft3.
Crash report:
---- Minecraft Crash Report ----
// I bet Cylons wouldn't have this problem.
Time: 12/3/12 4:10 AM
Description: Unexpected error
java.lang.ClassCastException: thaumcraft.client.renderers.EntityWispRenderer cannot be cast to bby
at DamageIndicators.DITicker.drawTargettedMobPreview(DITicker.java:166)
at DamageIndicators.DITicker.updateMouseOvers(DITicker.java:102)
at DamageIndicators.DITicker.tickEnd(DITicker.java:59)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:22)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:136)
at cpw.mods.fml.common.FMLCommonHandler.onRenderTickEnd(FMLCommonHandler.java:370)
at net.minecraft.client.Minecraft.J(Minecraft.java:890)
at net.minecraft.client.Minecraft.run(Minecraft.java:783)
at java.lang.Thread.run(Thread.java:679)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at DamageIndicators.DITicker.drawTargettedMobPreview(DITicker.java:166)
at DamageIndicators.DITicker.updateMouseOvers(DITicker.java:102)
at DamageIndicators.DITicker.tickEnd(DITicker.java:59)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:22)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:136)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [ayk['EXTER_PR'/277, l='MpServer', x=7.91, y=68.62, z=24.10]]
Chunk stats: MultiplayerChunkCache: 441
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (48,64,252), Chunk: (at 0,4,12 in 3,15; contains blocks 48,0,240 to 63,255,255), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 540532 game time, 662888 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
-- System Details --
Details:
Minecraft Version: 1.4.5
Operating System: Linux (amd64) version 2.6.38-16-generic
Java Version: 1.6.0_24, Sun Microsystems Inc.
Java VM Version: OpenJDK 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
Memory: 189747792 bytes (180 MB) / 543621120 bytes (518 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 1686 (94416 bytes; 0 MB) allocated, 5 (280 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63
FML: MCP v7.23 FML v4.5.2.459 Minecraft Forge 6.4.1.409 20 mods loaded, 20 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
craftguide [CraftGuide] (CraftGuide-1.6.4.9.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DamageIndicatorsMod [Damage Indicators] (DamageIndicators[1.4.5]2.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_EllianDetector [mod_EllianDetector] (EllianDetector.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_InvTweaks [Inventory Tweaks] (InvTweaks-1.45-1.4.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MetallurgyCore [Metallurgy Core] (Metallurgy Core 2.3.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MetallurgyBase [Metallurgy Base] (Metallurgy Base Metals 2.3.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MetallurgyEnder [Metallurgy Ender] (Metallurgy Ender Metals 2.3.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MetallurgyFantasy [Metallurgy Fantasy] (Metallurgy Fantasy Metals 2.3.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MetallurgyNether [Metallurgy Nether] (Metallurgy Nether Metals 2.3.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MetallurgyPrecious [Metallurgy Precious] (Metallurgy Precious Metals 2.3.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MetallurgyUtility [Metallurgy Utility] (Metallurgy Utility Ores 2.3.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Thaumcraft [Thaumcraft] (Thaumcraft3.0.0d.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
weaponmod [Balkon's WeaponMod] (Weaponmod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_ReiMinimap [mod_ReiMinimap] ([1.4.5]ReiMinimap_v3.2_05.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
IronChest [Iron Chest] (ironchest-universal-4.3.0.145.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Mystcraft [Mystcraft] (mystcraft-uni-1.4.4-0.9.4.05.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
UsefulFood [UsefulFood] (usefulfood_v1.2.2-universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
LWJGL: 2.8.1
OpenGL: GeForce GTS 450/PCI/SSE2 GL version 4.1.0 NVIDIA 270.41.06, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: 1591 (89096 bytes; 0 MB) allocated, 558 (31248 bytes; 0 MB) used
I was just about to report the same bug. Nice to know that I'm not the only one getting the same crash. This crash as far as I can tell only effect the Wisp it doesn't happen when I look at an Angery Zombie or any of the Golems it only crashes when looking at the Wisp. My guess is that the mod can't figure out how to render the Wisp into the mob display area.
No, it is not done, and yes, you can probably guess what I am working on
Is possible make the numbers apear in 3D?
please... think about that question.
for it to be 3D, it would only be legible from 2 directions, unless it rototed with the camera, in which case, it is no longer 3d.
Now shows the Mob portrait preview with current health when you mouse over mobs! Every registered Mob type(mod mobs too) can have this preview adjusted using config files, so full compatibility is easy. Have a mob displaying incorrectly? Navigate to /.mincraft/config/DIAdvancedCompatibility/class.path.to.entity.cfg(Vanilla mobs will have obfuscated classpaths, but will still show the entity name in the filename), open it with whatever editor you use, and descriptions for all the adjustments are listed. If you fix a mob, PLEASE submit it to this forum. It will help not only me, but other users. I will compile all the submissions to be included in the next release as config defaults, so others will not need to worry about it. Because of this, I recommend deleting the DIAdvancedCompatibility folder on every update so you too get the improved default configs.
Edit: Forgot about obfuscation in config creation. Redownload if the mob type's real name is not appended to the end of the filename so you can still identify it.
Noticed one thing, Squids need to be adjusted, they are too low on the portrait.
Now all you need is an artist to make a cool skin for this, WoW style would look really cool
Edit: Oh I actually read your message. I was worried about opening the config, but that was really easy to fix. Here is the fixed config for squids:
# Configuration file
# Generated on 11/30/12 10:55 PM
####################
# ph
#===================
# These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
####################
ph {
# How much to upscale the image. 0 will cause it to disappear entirely. 22 is OK for most mobs
ScaleFactor=22.0
# If and how much to scale the mob is it has a size modifier(like slimes)
"Size Modifier"=0.0
# How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
"X Offset"=0.0
# How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
"Y Offset"=-17.0
}
Thank you. It will be the default on the next release.
Ocelot(ozelot?):
# Configuration file
# Generated on 11/30/12 7:27 PM
####################
# pc
#===================
# These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
####################
pc {
# How much to upscale the image. 0 will cause it to disappear entirely. 22 is OK for most mobs
ScaleFactor=25.0
# If and how much to scale the mob is it has a size modifier(like slimes)
"Size Modifier"=0.0
# How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
"X Offset"=0.0
# How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
"Y Offset"=-5.0
}
Thanks.
Edit:
Late hotfix to address missing damage indicators. The couple of adjustments submitted are applied too.
Just redownload if you got that version.
Are you going to update it?
I'm also on Minecraft PE! (Nexus 7, Xperia Play and iPod 4 owner)
Eventually yes. I learned there was a flaw in my old calculation method, so it was changed entirely to gaurentee honest damage indicators, the bukkit server isn't updated yet(as I posted). I'll get around to updating it. Also, the damage dealt actually working is pure coincidence, and probably an outright lie, I will try to update it tomorrow.
DamageIndicators[1.4.5]v2.0.1 released.
Mostly cleanup from the transition to w.0 and the new mob display system. I recommend deleting all the damageindicator related configs after installing to get a cleaner version of these.
A few mobs added so they will display correctly.
Improvements made to the Mob rendering. No longer partially transparent mobs, as although I liked the idea, I found it ugly.
I can tell you the Bukkit wrapper was
100%140% precise! In fact, I did this:- Set up a server with the wrapper
- Installed a plugin for arrow-headshots damage multiplying.
- Installed MobHealth, a plugin that showed up in chat how much damage is inflicted on mobs (it even shows you how much damage did the victim's armor resist)
So, I did a headshot on a Zombie (which has a 8% natural armor). MobHealth showed "8(+2)" (meaning 10 points of base damage -2 resisted by zombie's armor) and so did your mod show up 8, which is the actual final damage.
This shows the mod can tell the actual-final damage dealt to mobs even on modded servers with custom damage multipliers!
I'm also on Minecraft PE! (Nexus 7, Xperia Play and iPod 4 owner)
That is what I originally assumed, but it lied in some circumstances on forge servers.. btw:
Damage Indicators Bukkit Wrapper updated.
This method takes nothing for granted, and shows real damage, meaning it is guaranteed to be correct, regardless of mods.(It monitors health dropping, and never directly addresses the damage, meaning damage shown is exactly how much the mob lost)
Mind = Blown
Anyways, thanks for updating
I'm also on Minecraft PE! (Nexus 7, Xperia Play and iPod 4 owner)
How it works is, when an entity changes, it checks it's last known HP, and if it has changed, it tells the client how much it changed. Since the damage isn't even looked at, it is not possible for damage modifying mods to destort the numbers. However, 0 damage hits will no longer display(When damage is fully absorbed), however, a 0 damage hit is obvious, as the hurt animation plays but no damage indicator does, and the health does not change.
Guys, I added Baby recognition for the Health Bar information, and now prefixes baby creatures with "Baby ". Also, it scales baby's up, so baby's are no longer too tiny with no way to correct it. By default, Babies will be displayed twice as large, which is perfect for the vanilla mobs, but I will add the ability to customize this in the config, for mod creatures that do not follow this pattern.
The Stuff I mentioned above will be in the next version, not the current one.
It sends this error at least 1000 times/sec:
No indicators show, nothing happens. Just the same error again and again (it built a 5MB log file in less than a minute!).
I'm also on Minecraft PE! (Nexus 7, Xperia Play and iPod 4 owner)
I'm also on Minecraft PE! (Nexus 7, Xperia Play and iPod 4 owner)
What version of bukkit are you using, out of curiosity? I will remove the false error message until I find the real problem
Edit: I see the issue, the creature Spawn event can trigger before it actually spawns, All fixed.
Crash report:
I was just about to report the same bug. Nice to know that I'm not the only one getting the same crash. This crash as far as I can tell only effect the Wisp it doesn't happen when I look at an Angery Zombie or any of the Golems it only crashes when looking at the Wisp. My guess is that the mod can't figure out how to render the Wisp into the mob display area.