I forgot this bug, last time... it's a reoccuring one too.
0.6.4+
-When mapping your buttons in the Options menu, the zoom key will not accept.
-Workaround: Downgrade to 0.6.0, map zoom key, update to latest, map zoom key as the same one you mapped in 0.6.0, and enjoy new key.
This is rather frustrating, as I have to waste 10 minutes to MAP THE GOD DAMN ZOOM KEY TO Z. I have tried doing it in the config... Will not work.
Sorry it's so frustrating, I'll see if I can't replicate the issue and fix it. Mind telling me what OS you're on?
EDIT: Er, I thought you were talking about Radar Zoom In/Out, but after testing with Optifine for thoroughness's sake, I see that it's adding a "Zoom" key binding I wasn't even aware of! I didn't think Optifine did this, though... they didn't update the old version, did they?? Anyhow, I'll see what I can do to get this integrated, which I've been meaning to for a while now (and is necessitated now by a misleading interface.)
What surprises me is, you found a way to make it work! Cause it totally shouldn't be in the menu, let alone functioning properly O.o
Thank you, I would like to point out that the files where all original from the 6.4.2 download. So any other users that wish to make a server via Ubuntu or etc. will have that problem, capitalization matters! xD
Ah, now that is important info, I hadn't realized you weren't trying to customize anything. Sorry about this, already fixed for the next version.
Hack Slash Version: Single or Multiplayer: Multiplayer Operating System: Windows 7 64 bit
Version of Java: Version 7 update 9 Build 1.7.0_09-b05
Description of Problem: Disconnect from server when a mob spawns?
In the server console, I own the server, it says I disconnected, endOfStream, There is also nothing in the server log other then a disconnect.
It only happens maybe 3 times a day. The thing is that you cant reconnect until, I think, that certain mob is unloaded.
Hack Slash Version: Single or Multiplayer: Multiplayer Operating System: Windows 7 64 bit
Version of Java: Version 7 update 9 Build 1.7.0_09-b05
Description of Problem: Disconnect from server when a mob spawns?
In the server console, I own the server, it says I disconnected, endOfStream, There is also nothing in the server log other then a disconnect.
It only happens maybe 3 times a day. The thing is that you cant reconnect until, I think, that certain mob is unloaded.
This is a frequent issue that was much more prevalent during the alpha than now. I know it's annoying though, I'll see if I can't get this fixed before the next version.
I think it actually has a chance to occur whenever a mob is loaded onto a client (not spawned as the name would imply). With certainty, though, it's stemming from the effect system, which means it could be poison/ice/earth damage causing the issue, in addition to some item effects introduced in v0.6.4.
So in the mean time, you could probably fix temporary inability to reconnect by altering that player's position with an nbt editor (or using hastily using /tp if they blip onto the server when reconnecting, before getting dced.)
So I tried this just for fun and kinda... Well... Loved it more than I thought I would.
That you have plans to update it for newer version of mc was great news as well.
I have a few q's thought.
I ran a server for this so I could try it with a couple of friends and we all loved the way it worked. We do however aim really bad when we fight so we prob kill each others more often than not when we fight in a group. This was easy to fix by just turning of pvp. The problem thought is that we really like pvp to, we just would love if there was an easy way to create a party that prevented the players in the same party to harm each others...
Some way to protect each players things would be nice but not as important since it doesn't kill you as much as our bad aim.
Since I'm new here I start by asking just simply, does it already exist an easy way for this? If not, well, it would be nice if it did. ^^
I found a bug, I suppose, with the world generation.
It looks like towers spawn before villages and as such village buildings can destroy the indestructible tower outer walls.
I kinda took a lot of screenshots
The Tower Hut
exterior(note the gravel taking out some of the rim around the roof)
top floor
the floor below
Interior Peculiarities
the dungeon block viable is actually part of the roof
tower torch placement is after village generation
The Culprit
The Stairs
Tower Destruction
no blocks were destroyed below floor level
Is there a way to increase the war stomp damage?
I tried to look at the code and I can't even identify the strength increasing the spells length and the wiki doesn't list war stomp as a fighter spell yet so I am not sure how the stats affect it.
I fixed a few bugs as per the comments above, but have also begun working on the skill tree interface. It's already automatically building the tree based on how you configure prerequisite spells in hsmConfig, just gotta make actual, spendable skill points and it'll be there!
I may go ahead and improve how HSM displays stat points as well-- I'll probably stick a notification of both stat and skill points to the right of the action bar at the bottom of the screen.
Ambient music would play through the whole game. Just to give you something to listen to aside from Minecraft's music. The ambient music can either be composed by someone you know, or it could be royalty-free. I think it's a very cool idea.
And will there ever be more spells? There is a big spellbook menu, yet I don't think it serves a purpose. If it would be cool if you leveled up enough, you can unlock any spell for that level, Diablo 2 style.
I love the idea: in fact, I was originally planning on doing music myself, as I've been playing classical guitar and writing for years, in addition to growing up as video game music buff. (And classical guitars are perfect for ARPG music!) However, I'm hesitating to use my own music as I may want to use it for something else... we'll see. But if someone produced a lot of awesome music and wanted exposure, I'd seriously consider going that route.
And yes, there will be more spells and a skill tree! See above.
So I tried this just for fun and kinda... Well... Loved it more than I thought I would.
That you have plans to update it for newer version of mc was great news as well.
I have a few q's thought.
I ran a server for this so I could try it with a couple of friends and we all loved the way it worked. We do however aim really bad when we fight so we prob kill each others more often than not when we fight in a group. This was easy to fix by just turning of pvp. The problem thought is that we really like pvp to, we just would love if there was an easy way to create a party that prevented the players in the same party to harm each others...
Some way to protect each players things would be nice but not as important since it doesn't kill you as much as our bad aim.
Since I'm new here I start by asking just simply, does it already exist an easy way for this? If not, well, it would be nice if it did. ^^
In any case. Love the mod. It's pure awesomeness!
Thanks! You flatterer, you. I'm glad you enjoyed it
A party system is planned for the very near future, and for all I know it may be in the next update, depending on how much time I have. But its definitely soon on the agenda, so stay tuned...
You may interested to know that Lukeycraft has an HSM server with their own party system of sorts (check the amazing-server-list on the official wiki for details).
I found a bug, I suppose, with the world generation.
It looks like towers spawn before villages and as such village buildings can destroy the indestructible tower outer walls.
I kinda took a lot of screenshots
The Tower Hut
exterior(note the gravel taking out some of the rim around the roof)
top floor
the floor below
Interior Peculiarities
the dungeon block viable is actually part of the roof
tower torch placement is after village generation
The Culprit
The Stairs
Tower Destruction
no blocks were destroyed below floor level
sleeping under the sky
edit: seed and location if anyone wants it
Long time bug that'll require some serious overhauling to fix :/ Its not necessarily game breaking, as its generally obvious which towers are glitched and players know better than to fight through them. However, if you find a non-obviously glitched tower, lemme know, cause that's frustrating and I'll make a note to fix them sooner rather than later.
Is there a way to increase the war stomp damage?
I tried to look at the code and I can't even identify the strength increasing the spells length and the wiki doesn't list war stomp as a fighter spell yet so I am not sure how the stats affect it.
In hsmConfig, find spells.warrior_shockwave.effectScriptParams.BLOCK_ATTACK_PARAMS. It'll have 3 numbers: the first is added physical damage, the second is base damage multiplier, and the third is magic damage multiplier. The easiest way to make it rely on strength is to change the first param from "0" to "caster.getStr() * .1", replacing .1 with however much additional damage you want per strength
So the default warrior shockwave damage is half their base damage plus three quarters of their magic damage?
does strength increase base damage at the same rate intelligence increases magic damage?
do magic items that go along thew lines of "+3 damage" change the base damage parameter or are they a add on top of it for weapon attacks?
(my original question was actually about how the warrior shockwave worked by default not how to mod it but knowing how to mod the spells is good to know!)
So the default warrior shockwave damage is half their base damage plus three quarters of their magic damage?
does strength increase base damage at the same rate intelligence increases magic damage?
do magic items that go along thew lines of "+3 damage" change the base damage parameter or are they a add on top of it for weapon attacks?
(my original question was actually about how the warrior shockwave worked by default not how to mod it but knowing how to mod the spells is good to know!)
Yes, sort of, and on top
To clarify: magic damage in that context refers to elemental damage, and base damage refers to whatever stat is the modifier for your weapon (strength for melee, int for wands, and dex for bows.) The base damage increases at the same rate for each kind of stat (2 stats == 1 damage), whereas elemental damage gets a 1% bonus per int.
Frizzil, love the skill tree idea. I finally made a good heal spell, if you care to see:
if caster is None:
return False
if caster.getHealth() >= (caster.getMaxHealth()):
caster.playSound(!!FAIL!!)
return False
if caster.getHealth() >= (caster.getMaxHealth() - (caster.getWis() * 2)):
caster.setHealth(caster.getMaxHealth())
caster.playSound(!!SOUND!!)
pass
else : caster.setHealth(caster.getHealth() + (caster.getWis() * 2))
caster.playSound(!!SOUND!!)
return True
An error I've found with the setHealth is that the player still reacts like he has taken damage, so he does that annoying then when you get hit, where he like shakes and bends and such.
EDIT: is there a way to add custom textures for skills? If so I'd like to start creating a bunch of em'.... Where are the resources for skill textures?
1. You shouldn't have to edit that unless you edited the "mage_blockLeash" source and spell in the hsmConfig.JSON file, because is comes pre-capitalized.
2. When trying to connect to a hack/mine server you need to have that version of hack/mine, obviously. In the Technic Launcher, under the options (gear in the top right of the launcher) you must select the Beta build to use a version higher than 6.4.0
I think that if you trying to set up a 6.4.1 server you have to manually install that version of hack/mine because it is not the current beta or recommended build. An easy fix is just build a 6.4.2 server.
I'm trying to setup a server on my linux dedi server and I get the following error:
Error: couldn't load script from 'spells'!
java.io.FileNotFoundException: spells/spell_blockLeash.ss (No such file or directory)
at java.io.FileInputStream.open(Native Method)
at java.io.FileInputStream.<init>(FileInputStream.java:106)
at java.io.FileReader.<init>(FileReader.java:55)
at GameStatSystemConstants.getSpellFileReader(GameStatSystemConstants.java:167)
at Spell.getScriptFromString(Spell.java:235)
at Spell.makeSpell(Spell.java:288)
at HMCustomize.loadLocalSpells(HMCustomize.java:56)
at net.minecraft.server.MinecraftServer.s(MinecraftServer.java:253)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:537)
at dm.run(SourceFile:490)
java.lang.Error: Error: couldn't load custom HM options from disk!
at HMCustomize.loadLocalSpells(HMCustomize.java:96)
at net.minecraft.server.MinecraftServer.s(MinecraftServer.java:253)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:537)
at dm.run(SourceFile:490)
Caused by: java.lang.NullPointerException
at java.io.Reader.<init>(Reader.java:61)
at java.io.BufferedReader.<init>(BufferedReader.java:76)
at java.io.BufferedReader.<init>(BufferedReader.java:91)
at HMUtils.readToString(HMUtils.java:151)
at Spell.getScriptFromString(Spell.java:235)
at Spell.makeSpell(Spell.java:288)
at HMCustomize.loadLocalSpells(HMCustomize.java:56)
... 3 more
2013-03-11 22:09:06 [SEVERE] Unexpected exception
java.lang.Error: Error: couldn't load custom HM options from disk!
at HMCustomize.loadLocalSpells(HMCustomize.java:96)
at net.minecraft.server.MinecraftServer.s(MinecraftServer.java:253)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:537)
at dm.run(SourceFile:490)
Caused by: java.lang.NullPointerException
at java.io.Reader.<init>(Reader.java:61)
at java.io.BufferedReader.<init>(BufferedReader.java:76)
at java.io.BufferedReader.<init>(BufferedReader.java:91)
at HMUtils.readToString(HMUtils.java:151)
at Spell.getScriptFromString(Spell.java:235)
at Spell.makeSpell(Spell.java:288)
at HMCustomize.loadLocalSpells(HMCustomize.java:56)
... 3 more
if I include the "net" folder or
java.lang.NoSuchMethodError: in.<init>(JIZZLei;)V
at net.minecraft.server.MinecraftServer.a(SourceFile:241)
at net.minecraft.server.MinecraftServer.s(SourceFile:188)
at net.minecraft.server.MinecraftServer.run(SourceFile:333)
at dm.run(SourceFile:490)
2013-03-11 22:28:20 [SEVERE] Unexpected exception
java.lang.NoSuchMethodError: in.<init>(JIZZLei;)V
at net.minecraft.server.MinecraftServer.a(SourceFile:241)
at net.minecraft.server.MinecraftServer.s(SourceFile:188)
at net.minecraft.server.MinecraftServer.run(SourceFile:333)
at dm.run(SourceFile:490)
if not.
I have made a fresh 1.2.3 server jar and copied the files across with winrar on my windows PC and then uploaded the updated server jar.
Any ideas on what is causing this issue?
Many thanks,
Drodge
1. Put the 1.2.3 VANILLA server.jar into your new server folder.
2. Open you 1.2.3 VANILLA server.jar with your favorite archive editor.
3. Using "Ctrl + a" inside the Server folder, drag all of the contents into the opened 1.2.3 VANILLA jar.
4. Do the same thing as step 3, with the lib folder.
5. Put the spells folder into the new server folder (the same one as step one)
6. Run the server!
EDIT: sorry for changing instructions. ^That is what you need to do.
This is what I have done and I get the first error.
are you sure it's a 1.2.3 server.jar and that you are putting the spells folder not into the jar, but into the same directory? If so, that's strange, and just wait for frizzil...
At this point I would delete the 1.2.3 server jar, delete the hack/mine 0.6.4.2 folder and all of it's contents, and restart following the instructions to the point.
Sorry it's so frustrating, I'll see if I can't replicate the issue and fix it. Mind telling me what OS you're on?
EDIT: Er, I thought you were talking about Radar Zoom In/Out, but after testing with Optifine for thoroughness's sake, I see that it's adding a "Zoom" key binding I wasn't even aware of! I didn't think Optifine did this, though... they didn't update the old version, did they?? Anyhow, I'll see what I can do to get this integrated, which I've been meaning to for a while now (and is necessitated now by a misleading interface.)
What surprises me is, you found a way to make it work! Cause it totally shouldn't be in the menu, let alone functioning properly O.o
Ah, now that is important info, I hadn't realized you weren't trying to customize anything. Sorry about this, already fixed for the next version.
Single or Multiplayer: Multiplayer
Operating System: Windows 7 64 bit
Version of Java: Version 7 update 9 Build 1.7.0_09-b05
Description of Problem: Disconnect from server when a mob spawns?
Error Messages: There is a message in the client.
Link to pastebin of log: http://pastebin.com/q5f6FsHw
In the server console, I own the server, it says I disconnected, endOfStream, There is also nothing in the server log other then a disconnect.
It only happens maybe 3 times a day. The thing is that you cant reconnect until, I think, that certain mob is unloaded.
Here is a picture.
http://i.imgur.com/oiC5lJh.png
Yep! I may wait until summer to do this, since it'll take at least one solid week to port it over.
This is a frequent issue that was much more prevalent during the alpha than now. I know it's annoying though, I'll see if I can't get this fixed before the next version.
I think it actually has a chance to occur whenever a mob is loaded onto a client (not spawned as the name would imply). With certainty, though, it's stemming from the effect system, which means it could be poison/ice/earth damage causing the issue, in addition to some item effects introduced in v0.6.4.
So in the mean time, you could probably fix temporary inability to reconnect by altering that player's position with an nbt editor (or using hastily using /tp if they blip onto the server when reconnecting, before getting dced.)
That you have plans to update it for newer version of mc was great news as well.
I have a few q's thought.
I ran a server for this so I could try it with a couple of friends and we all loved the way it worked. We do however aim really bad when we fight so we prob kill each others more often than not when we fight in a group. This was easy to fix by just turning of pvp. The problem thought is that we really like pvp to, we just would love if there was an easy way to create a party that prevented the players in the same party to harm each others...
Some way to protect each players things would be nice but not as important since it doesn't kill you as much as our bad aim.
Since I'm new here I start by asking just simply, does it already exist an easy way for this? If not, well, it would be nice if it did. ^^
In any case. Love the mod. It's pure awesomeness!
It looks like towers spawn before villages and as such village buildings can destroy the indestructible tower outer walls.
I kinda took a lot of screenshots
The Tower Hut
exterior(note the gravel taking out some of the rim around the roof)
top floor
the floor below
Interior Peculiarities
the dungeon block viable is actually part of the roof
tower torch placement is after village generation
The Culprit
The Stairs
Tower Destruction
no blocks were destroyed below floor level
sleeping under the sky
I tried to look at the code and I can't even identify the strength increasing the spells length and the wiki doesn't list war stomp as a fighter spell yet so I am not sure how the stats affect it.
I fixed a few bugs as per the comments above, but have also begun working on the skill tree interface. It's already automatically building the tree based on how you configure prerequisite spells in hsmConfig, just gotta make actual, spendable skill points and it'll be there!
I may go ahead and improve how HSM displays stat points as well-- I'll probably stick a notification of both stat and skill points to the right of the action bar at the bottom of the screen.
I love the idea: in fact, I was originally planning on doing music myself, as I've been playing classical guitar and writing for years, in addition to growing up as video game music buff. (And classical guitars are perfect for ARPG music!) However, I'm hesitating to use my own music as I may want to use it for something else... we'll see. But if someone produced a lot of awesome music and wanted exposure, I'd seriously consider going that route.
And yes, there will be more spells and a skill tree! See above.
Thanks! You flatterer, you. I'm glad you enjoyed it
A party system is planned for the very near future, and for all I know it may be in the next update, depending on how much time I have. But its definitely soon on the agenda, so stay tuned...
You may interested to know that Lukeycraft has an HSM server with their own party system of sorts (check the amazing-server-list on the official wiki for details).
Long time bug that'll require some serious overhauling to fix :/ Its not necessarily game breaking, as its generally obvious which towers are glitched and players know better than to fight through them. However, if you find a non-obviously glitched tower, lemme know, cause that's frustrating and I'll make a note to fix them sooner rather than later.
In hsmConfig, find spells.warrior_shockwave.effectScriptParams.BLOCK_ATTACK_PARAMS. It'll have 3 numbers: the first is added physical damage, the second is base damage multiplier, and the third is magic damage multiplier. The easiest way to make it rely on strength is to change the first param from "0" to "caster.getStr() * .1", replacing .1 with however much additional damage you want per strength
does strength increase base damage at the same rate intelligence increases magic damage?
do magic items that go along thew lines of "+3 damage" change the base damage parameter or are they a add on top of it for weapon attacks?
(my original question was actually about how the warrior shockwave worked by default not how to mod it but knowing how to mod the spells is good to know!)
Yes, sort of, and on top
To clarify: magic damage in that context refers to elemental damage, and base damage refers to whatever stat is the modifier for your weapon (strength for melee, int for wands, and dex for bows.) The base damage increases at the same rate for each kind of stat (2 stats == 1 damage), whereas elemental damage gets a 1% bonus per int.
An error I've found with the setHealth is that the player still reacts like he has taken damage, so he does that annoying then when you get hit, where he like shakes and bends and such.
EDIT: is there a way to add custom textures for skills? If so I'd like to start creating a bunch of em'.... Where are the resources for skill textures?
Are you trying to set-up a 6.4.2 server? If so the directions are on the first page. Make sure you are using a 1.2.3 minecraft server jar.
Here's the original directions... are you using windows?
1. You shouldn't have to edit that unless you edited the "mage_blockLeash" source and spell in the hsmConfig.JSON file, because is comes pre-capitalized.
2. When trying to connect to a hack/mine server you need to have that version of hack/mine, obviously. In the Technic Launcher, under the options (gear in the top right of the launcher) you must select the Beta build to use a version higher than 6.4.0
3. Using the latest technic launcher download (http://www.technicpack.net/download) you have access to the latest hack/mine content.
I think that if you trying to set up a 6.4.1 server you have to manually install that version of hack/mine because it is not the current beta or recommended build. An easy fix is just build a 6.4.2 server.
1. Put the 1.2.3 VANILLA server.jar into your new server folder.
2. Open you 1.2.3 VANILLA server.jar with your favorite archive editor.
3. Using "Ctrl + a" inside the Server folder, drag all of the contents into the opened 1.2.3 VANILLA jar.
4. Do the same thing as step 3, with the lib folder.
5. Put the spells folder into the new server folder (the same one as step one)
6. Run the server!
EDIT: sorry for changing instructions. ^That is what you need to do.
just changed the steps, sorry I messed up.
are you sure it's a 1.2.3 server.jar and that you are putting the spells folder not into the jar, but into the same directory? If so, that's strange, and just wait for frizzil...
what version of hack/mine server are you trying to create?
where did you get the 1.2.3 jar? I personally use minecraft version changer found here: http://project.adshi...versionchanger/
At this point I would delete the 1.2.3 server jar, delete the hack/mine 0.6.4.2 folder and all of it's contents, and restart following the instructions to the point.
You're getting the same issue another guy was getting when setting up a Linux server. Sorry! It's completely my fault :/
@Everyone: If you're launching a client or server on Linux, you'll crash with an error! Do the following to fix it:
This is already fixed for the next version, which will be released either this weekend or the next.