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    posted a message on [Aesthetic] Animated Player - Compatibility and Flying! [v1.5.1]
    Alright, I have most of it working. However, it seems I'm not resetting something properly because on servers with large amounts of PVP (armor, arrows stuck in people, etc), I get floating upside down armor in my face, and water (and signs and anything transparent) tends to disappear/float/render weirdly.
    Posted in: Minecraft Mods
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    posted a message on [Aesthetic] Animated Player - Compatibility and Flying! [v1.5.1]
    Quote from Zaggy1024

    You should send him a PM asking for permission to release it. If he isn't planning to update it himself, then he'll probably give permission.

    Btw, perhaps if he gives you permission, you should make the mod use the RenderPlayer API instead of modifying base classes. :)


    Of course. I've worked with him in the past though, but it will still be for personal use until I get permission.

    Things I have working: the animations, however with default skin I cannot really test the eyes/eyebrows/mouth :(
    I'm also having trouble with getting the image map.

    This mod doesn't really modify base classes. It just replaces parts of RenderPlayer using the entity registry (?). It's really well made.
    Posted in: Minecraft Mods
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    posted a message on [Aesthetic] Animated Player - Compatibility and Flying! [v1.5.1]
    Quote from karpinskijd

    Except he wouldn't be able to release it due to the copyright on the front page...


    Well, that's the sad thing.

    The good news, is that I have an update semi-working. Just cleaning out some derps
    Posted in: Minecraft Mods
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    posted a message on [Aesthetic] Animated Player - Compatibility and Flying! [v1.5.1]
    Quote from Evan11900

    They didn't change the code or how mods work at all. Everyone automatically assumes that because they changed the installation process. The code for mods hasn't changed. Only thing that has changed is the installation.


    Before you start talking about something that you know barely anything about, I suggest you try decompiling the MC code and updating the mod yourself.

    It's difficult, mainly because there were a lot of behind the scenes updates to how player rendering works. The new texture loading system does not help matters either.

    If you manage to update it however, you will get a golden cookie from everyone who is begging for an update. So what are you waiting for?
    Posted in: Minecraft Mods
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    posted a message on [Aesthetic] Animated Player - Compatibility and Flying! [v1.5.1]
    Quote from JKPwnage

    What I mean by that is that to install the mod currently, you have to place the contents into the minecraft.jar file, thus making it a jar mod. The latest Forge versions no longer allow jar mods, and are only compatible with mods that go in the 'mods' or 'coremods' folders. He is probably making it so that it is possible to install it that way.

    My point is he probably has a pretty valid reason for why the update to 1.6.2 for this mod is taking so long, so please be patient.


    I installed this mod for 1.5.2 by placing it in the mods folder.

    He has a valid reason, the code for loading textures has changed significantly (I tried to update it myself, but couldn't find the skin URL variable, and some methods from RenderPlayer have been entirely removed)
    Posted in: Minecraft Mods
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    posted a message on [Aesthetic] Animated Player - Compatibility and Flying! [v1.5.1]
    Quote from The_Nanobots

    And that means what exactly? The mods that you install in the jar are called jar mods. (almost always modloader mods if I am not mistaken). Non jar mods can edit base classes as well. Therefore your argument is invalid.


    This mod uses Forge's entity renderer registry to replace RenderPlayer.

    This mod uses Forge.

    He doesn't need to make it Forge compatible because it already is.

    Your argument is invalid.
    Posted in: Minecraft Mods
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    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!
    I don't know about you, but here's what I'm thinking of if anyone is looking for ideas for enchantment effects:

    Protection, Projectile Protection, etc - some sort of tessellated forcefield pattern (something like this, or the Crysis 3 armor effect). More specifically, I was thinking of a hex pattern for Blast Protection. Perhaps glowing demonic lines for fire protection? They should cycle too.

    Sharpness, Power - a constant beam of electricity arcing across the item.

    Bane of Arthropods - a festering, biological animation.

    Knockback, Punch - a black hole, or a vortex of some sort. (It doesn't make sense but it would be easy to recognize)

    Silk Touch - slowly moving magical silk strands or some sort of similar effect?

    These aren't particularly good ideas, and I'm just throwing them out there.
    Posted in: Resource Packs
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    posted a message on [Aesthetic] Animated Player - Compatibility and Flying! [v1.5.1]
    Quote from 702cooper

    So what's the reason GOOD reason for it not being updated?


    Do you want to know the good reason?

    The texture loading code for 1.6 has changed significantly, which means the code for loading skins is completely different. Sorry to say but from what it looks like it is going to take a long time to update.
    Posted in: Minecraft Mods
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    posted a message on Shoulder Surfing - Modded Third Person Camera
    Is there a way to separate the crosshair so that one half renders at the exact position of the player's aim, and the other half renders at the center of the screen?
    Posted in: Minecraft Mods
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    posted a message on Camera Studio [V2.18] (standalone - MODLOADER - FORGE) (VIDEO RECORDER)
    Quote from Kalika

    Hey, I recently downloaded this really cool mod. I was playing around with it, and did /rec for the first time, and it said:

    An error occured with the video recorder: more infos can be found in the log file..


    Where can I find this log file? Also, what did I do wrong?

    I am using ModLoader and putting the .zip file in the mods folder. When I put the files directly into the minecraft.jar it gives the same message.


    You need to download the VR dependency file for recording to work.
    Posted in: Minecraft Mods
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    posted a message on [1.5 and UP] [Forge] TwitchTV IRC Mod v2.9 - TwitchTV Chat ingame!
    Hi,

    Is it possible to make this mod compatible with TabbyChat?

    Thanks.
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] [WORKS IN MP] Clientside Tweaks! Better Third Person! Sticky arrows! Old Beacons! Better Flaming Arrows! Make your game
    I'm so sorry guys, I am just about to start my exams. I will update these as soon as possible.
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] [WORKS IN MP] Clientside Tweaks! Better Third Person! Sticky arrows! Old Beacons! Better Flaming Arrows! Make your game
    I will work on updating these mods tomorrow hopefully. Thank you all for being awesome :Notch:
    Posted in: Minecraft Mods
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    posted a message on Rendering True Aiming Position?
    I'm currently working on a mod which enables freelook/aiming deadzone (the aiming position moves around the screen, instead of being glued to the center). However, I am having issues making the crosshair work.

    OBJECTIVES:
    Keep the standard crosshair. In addition, render a new one which is always at the true aiming position of the player. It should be the same size no matter what the distance is however.

    I'm using the EntityRenderer class, if possible I want to keep everything inside it. All of my past attempts to render a crosshair either cause a crash or don't render anything at all.

    I'm unfamiliar with OpenGL and I need some help getting this to work. Everything works except for the crosshair.

    Also, another issue I'm having is clipping of the held item at very close ranges. This is not caused by zNear being too long, but instead it being too short. I'm not sure what to make of this.
    Posted in: Modification Development
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