Nope, I am still unable to recreate your issue. What kind of video card are you using and list all mods you currently have installed. Include your forge version.
I try a lot and I think I found the problem. I start Minecraft with the default texture pack and the mod works perfectly. After this, I started it with the Dokucraft texturepack and I had this problem. Switching to default don't help. Only patching witch MCPatcher repaired it. I think, it's the fault of the texturepack.
Yes, this is why I let you force to use the default texture pack font in the config was the texture pack put in the jar? this is not doing it right xD
Guess what guys? I finally made that Bukkit plugin wrapper for damage indicators. Now leave me alone about it not working in smp and bug your server admin!
No
I used MCPatcher and chose the texture pack ingame
If it happens again, try going to your .minecraft/config/DamageIndicators.cfg file and change "Build TexturePack Font"=true to "Build TexturePack Font"=false
Damage Indicators [1.4.2]v1.0.8 released. A few more settings now in the config file. Old configs should be fine, only after the first run, youll see more settings to change. Descriptions are in the config.
Another annoying suggestion: changelog in OP (Opening Post). Also, just curious on the move to JAR file over ZIP- why? Thanks again for the great mod!
Rollback Post to RevisionRollBack
“There are 10 types of people in the world. Those that understand binary and those that do not.” – anonymous computer geek 01100100 01100001 01101101 01110101 01101110 01111010 01111001
Another annoying suggestion: changelog in OP (Opening Post). Also, just curious on the move to JAR file over ZIP- why? Thanks again for the great mod!
Because i got flooded by clicks night before last and many of my files got blocked by adf.ly following their inability to pay out AGAIN. Using a jar get's around that.
Honestly I don't know what exactly is causing them to block it, but using a jar extension when blocked usually fixes the issue. It makes no difference to the user.
I don't think I will be changing anything else anyways, not until the next minecraft version or someone reports a bug(I haven't had a real bug since 1.0.8)
1.0.9 was a optimization for font building.
I've been experiencing some weird graphical glitches with particles and grass when using this mod along OptiFine.
Here are some screenshots:
From time to time, particles suddenly become fullbright, the effect seems come and go all the time.
Side grass being rendered in fast mode while it shouldn't, also comes and goes. Particles from breaking tree logs seem to look like little bits of numbers, same as the other problems, pops up now and then, and goes.
After removing your mod the issue wasn't there anymore.
Tested with OptiFine version A7 and B3.
Graphics card: Sapphire Radeon HD 6870
EDIT: Using the latest version of your mod, the grass issue seems to be resolved. The issue with the weird particles when breaking logs however is still there.
EDIT2: Nevermind, it's all still there :\
Detailed explanation of what happens:
The fast grass thingy happens mostly when looking in a certain direction, or when placing a block against grass. All of the sides of the other grass blocks suddenly seem unaffected by the biome color like in the screenshot, similar to the "fast" rendertype.
Same goes for the log particles. When breaking logs, sometimes when looking in a certain direction the particles start to mess up and turn into little bits of the minecraft font like shown in the screenshot.
All the same again for breaking stone/ores, though much and much rarer now, I think it's gone.
I'm 100% sure this is related to your mod, as removing it solves all of the mentioned issues immediately.
Yes this is known and understood, the issue is that the particle api is non-existant when it come to custom textures, and I also generate my texture, so there is no physical file to use the implemented map system. So I have to do out of rotation buffer writes, which case problems much worse than you describe. I think it's current state is it's best case scenario until some semblance of custom textures for particles gets implemented It's this, or raining numbers, or number blacking out horribly(color loss).
Can you try to make non-Forge version? Forge isn't compatible with ModLoader.
I wanted to try the mod but Forge is incompatible with ModLoader.
How can I install damage indicator while trying to keep ModLoader mods on?
Correct me if I am wrong, but If you run forge, most modloader mods work AND forge mods work, while running modloader, ONLY modloader mods work. Why would I make a release for modloader when one could just use forge?
Well I kind of meant for it to be 2D floating digits, this is the style of many RPG's, so not only is it easier, it's nicer.
It is easy to do the 3D effect, but then you have to make sure they pop up facing the right direction and stay legible but at the end of the day, the 2D version is stylistic, and easier to read and implement.
In the original version, I implemented a config file that allowed for custom colors, adjusting the transparency, size of the numbers, how high the numbers bounce, etc.
If you guys want it, I can add it again.
Already answered this, and the customized config is already implemented
Yes this is known and understood, the issue is that the particle api is non-existant when it come to custom textures, and I also generate my texture, so there is no physical file to use the implemented map system. So I have to do out of rotation buffer writes, which case problems much worse than you describe. I think it's current state is it's best case scenario until some semblance of custom textures for particles gets implemented It's this, or raining numbers, or number blacking out horribly(color loss).
Okay understood, hopefully the upcoming modding API will provide an answer to mods like this one
Rollback Post to RevisionRollBack
Click on the image to visit my Soundcloud profile! Alternatively, visit my site: http://www.aquanova-mp.com/
Okay understood, hopefully the upcoming modding API will provide an answer to mods like this one
I don't think it will, unless I am very lucky. Lex over at forge doesn't even want to talk about it, even tho it is well known how it is lacking, so who knows.
In version 2.0 I will probably ditch particles entirely and go for entities instead(like how snowballs and arrows render). This will be much more involved, but at least my hands will no longer be tied, and it will give me room for much more.
Well, after this comment, I managed to reduce the bugginess further, In fact, I can produce no bugs at all.
I don't think it will, unless I am very lucky. Lex over at forge doesn't even want to talk about it, even tho it is well known how it is lacking, so who knows.
In version 2.0 I will probably ditch particles entirely and go for entities instead(like how snowballs and arrows render). This will be much more involved, but at least my hands will no longer be tied, and it will give me room for much more.
Well, after this comment, I managed to reduce the bugginess further, In fact, I can produce no bugs at all.
Alright, I'll try it out and let you know if I encounter any weird stuff.
EDIT: So far, so good! All the glitches I had in the past seem to be gone (fast grass glitch, log particle glitch)
Well I give up looking for real bugs. If anyone see's any let me know.
I guess next I will work on a damage queue, since when mobs take damage too fast, the numbers overlap. Like on many rpg's, I plan to throttle the damage pop off's so they all legible.
After that, I might add damage based stats and achievements.
I don't want to hear about the healthbar stuff either, i already have hack slash mine fanboi's wanting to see my source(I have never even used that mod, just for the record). Not that it matters, they did theirs completely different than mine(mine was coded with customization and custom texture packs in mind, using forge, not base class modding.. sigh), but just putting it out there so I stop getting messages and ignorant assumptions on the subject.
Damage Indicators [1.4.2]v1.1.1 released. Added a queue system for damage messages, so more than one damage indicator doesn't pop up at the same time. When that happens, the actual damage you deal could not be legible, especially when using scattershot from the PaintMod, so now the damage shows in order it was applied, throttled so every digit can be read.
The rate of throttle can be changed in the config file.
Probably right, I'll see if I can recreate this.
can you try NEI instead? For testing if nothing else
Yes, this is why I let you force to use the default texture pack font in the config was the texture pack put in the jar? this is not doing it right xD
Guess what guys? I finally made that Bukkit plugin wrapper for damage indicators. Now leave me alone about it not working in smp and bug your server admin!
Damage Indicators Bukkit Wrapper (for server admins)
Source
If it happens again, try going to your .minecraft/config/DamageIndicators.cfg file and change "Build TexturePack Font"=true to "Build TexturePack Font"=false
01100100 01100001 01101101 01110101 01101110 01111010 01111001
Because i got flooded by clicks night before last and many of my files got blocked by adf.ly following their inability to pay out AGAIN. Using a jar get's around that.
Honestly I don't know what exactly is causing them to block it, but using a jar extension when blocked usually fixes the issue. It makes no difference to the user.
I don't think I will be changing anything else anyways, not until the next minecraft version or someone reports a bug(I haven't had a real bug since 1.0.8)
1.0.9 was a optimization for font building.
Here are some screenshots:
From time to time, particles suddenly become fullbright, the effect seems come and go all the time.
Side grass being rendered in fast mode while it shouldn't, also comes and goes. Particles from breaking tree logs seem to look like little bits of numbers, same as the other problems, pops up now and then, and goes.
After removing your mod the issue wasn't there anymore.
Tested with OptiFine version A7 and B3.
Graphics card: Sapphire Radeon HD 6870
EDIT: Using the latest version of your mod, the grass issue seems to be resolved. The issue with the weird particles when breaking logs however is still there.
EDIT2: Nevermind, it's all still there :\
Detailed explanation of what happens:
The fast grass thingy happens mostly when looking in a certain direction, or when placing a block against grass. All of the sides of the other grass blocks suddenly seem unaffected by the biome color like in the screenshot, similar to the "fast" rendertype.
Same goes for the log particles. When breaking logs, sometimes when looking in a certain direction the particles start to mess up and turn into little bits of the minecraft font like shown in the screenshot.
All the same again for breaking stone/ores, though much and much rarer now, I think it's gone.
I'm 100% sure this is related to your mod, as removing it solves all of the mentioned issues immediately.
Click on the image to visit my Soundcloud profile! Alternatively, visit my site: http://www.aquanova-mp.com/
I wanted to try the mod but Forge is incompatible with ModLoader.
How can I install damage indicator while trying to keep ModLoader mods on?
Correct me if I am wrong, but If you run forge, most modloader mods work AND forge mods work, while running modloader, ONLY modloader mods work. Why would I make a release for modloader when one could just use forge?
Already answered this, and the customized config is already implemented
Okay understood, hopefully the upcoming modding API will provide an answer to mods like this one
Click on the image to visit my Soundcloud profile! Alternatively, visit my site: http://www.aquanova-mp.com/
I don't think it will, unless I am very lucky. Lex over at forge doesn't even want to talk about it, even tho it is well known how it is lacking, so who knows.
In version 2.0 I will probably ditch particles entirely and go for entities instead(like how snowballs and arrows render). This will be much more involved, but at least my hands will no longer be tied, and it will give me room for much more.
Well, after this comment, I managed to reduce the bugginess further, In fact, I can produce no bugs at all.
Damage Indicators [1.4.2]v1.1.0 is released now, hopefully now, completely bug free(knocking on wood).
Alright, I'll try it out and let you know if I encounter any weird stuff.
EDIT: So far, so good! All the glitches I had in the past seem to be gone (fast grass glitch, log particle glitch)
Click on the image to visit my Soundcloud profile! Alternatively, visit my site: http://www.aquanova-mp.com/
Well I give up looking for real bugs. If anyone see's any let me know.
I guess next I will work on a damage queue, since when mobs take damage too fast, the numbers overlap. Like on many rpg's, I plan to throttle the damage pop off's so they all legible.
After that, I might add damage based stats and achievements.
I don't want to hear about the healthbar stuff either, i already have hack slash mine fanboi's wanting to see my source(I have never even used that mod, just for the record). Not that it matters, they did theirs completely different than mine(mine was coded with customization and custom texture packs in mind, using forge, not base class modding.. sigh), but just putting it out there so I stop getting messages and ignorant assumptions on the subject.
The rate of throttle can be changed in the config file.