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    posted a message on [WIP] [1.5.2] [SMP] [FORGE]The Shur'tugal Mod- Mod Discontinued, Source Code Released

    Just for those who don't know, there is an ancient language magic mod which is still being developed on (source: I'm contributing and talking to the owning dev) here: Alagaesia Ancient Language Mod


    (Note: that is not a full Inheritance Cycle mod, it only develops the magic side, people have bugged him before on that)

    Posted in: WIP Mods
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    posted a message on Looking for Duel Weild for 1.7.10

    one of those mods are failing, sending invalid packets, 52 mods make it really easy for something to go wrong

    Posted in: Mods Discussion
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    posted a message on Looking for Duel Weild for 1.7.10
    Quote from KatManChince»

    i cant seem to make it work i always get a crash report it loads up the main screen but i made a new world then tried it out but as soon as i get this far it crashes




    First, major issue, check your options, go to video settings and click the view slider, it is common that going from 1.8 in Forge to 1.7.10 will allow the view to be above 10, which will fail in a world because 1.8 creates more objects at a further distance then 1.7.10 and which 1.7.10 isn't able to comprehend, the buffers don't go above ten which crashes the game. Check to make sure this isn't your problem.


    Otherwise if it still crashes, that means you must paste your log (the full thing, I mean everything, don't drop a single thing) into pastebin.com and give the link here (only do this when you verify it isn't the above problem)

    Posted in: Mods Discussion
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    posted a message on Looking for Duel Weild for 1.7.10

    Have you used Battlegear 2

    This is the last 1.7.10 direct link on the github repo


    Probably should lookup the thread for more details on BG2

    Posted in: Mods Discussion
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    posted a message on Any idea what "java.lang.NullPointerException: Unexpected error" means?

    A full log is more useful, snipping out one section makes helping really hard.

    Posted in: Java Edition Support
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    posted a message on Alagaesia's Ancient Language - Cast Dynamic Spells!

    Since my API PR was pulled, I have a few fixes that can prevent future problems or unexpected behaviors, its a minor PR though.


    Also, I have two issues on the tracker, one discussing wards and the handling of them, and another on event integration, right now I'm working on the events, will produce tests when finished.


    I'll probably also try to fix up the original design I PR'ed if you'd like me to, I think it could use a few fixes.


    Also, just making sure, would you like all the API stuff to be ready before 1.0, or does it not matter (more of question of when do you plan to allow extensions?)


    Also, you might want to redirect on the github repo to here

    Posted in: WIP Mods
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    posted a message on ADVANCED ARMOURY - Highly customizable gun & weapon mod! (Alpha 0.0.11)
    Quote from Flenix»

    0.0.11 out!


    A lot of stuff tweaked but nothing majorly amazing. Guns are starting to be a bit more functional for a survival system now though (Just need range/damage/recoil to vary and damage components, plus recipes for components, then they'll be stable (but not recommended!) for survival mode.)


    The log of changes:


    • Started work on loot crates - admin-created/world-generated boxes which will give the player that uses it an item. They work in two ways - either they log the player name and give every using player the item, or they will regenerate over a configurable time. This means you can make locations much more interesting for every player, instead of just one. My randomly generated military bases will have these. (They will probably look like the lootables in Borderlands - fancy modernistic chests etc)
    • Note: you can’t rotate them just yet!
    • Began weapon accuracy system:
      • Gun parts have a base effect on accuracy. Accuracy is shown as a percentage on the gun’s tooltip.
      • Aiming down sights will increase accuracy, as will sneaking.
      • Moving, taking damage, and firing will reduce accuracy
    • Added a custom crosshair
      • Crosshair changes colours for nothing (white), passive mob (green), hostile (red) or unknown (yellow)
      • Crosshairs also move closer/further from one another to visually represent accuracy
    • Reworked some gun code to make it cleaner and more efficient.
    • You can now fire a gun in creative mode. If a round is in the chamber, it’ll use that (without consuming it), else it’ll create one with brass casing and a lead bullet and use it instantly.
    • Fixed Xray shooting (Guns would totally ignore walls and shoot an entity clean through them.)
    • Added VERY EARLY recoil system. The autoreset is a little slow, and there’s no accelerator for multiple shots yet either, and the recoil is a flat rate (Will eventually be set based off the weight of parts and length of gun)
    • By popular request, opened the source. It's still messy for now but apparently people want to see how I do stuff or something. (The key is I'm raytracing to my target instead of firing entities at them - it's much quicker, cleaner, more accurate and more realistic than the way most gun mods work.)

    I need someone who can design awesome banners and logos for free because I'm a cheapskate. If you love doing stuff for free (You'll get credit of course), message me and I'll describe what I want :)

    If it's really really good I might chuck my next Amazon voucher from curse your way. I just don't have any money :D


    Amazing changes, and awesome Open-source, I will try my best to see what I can contribute given the chance. This is however an awesome mod.
    Posted in: WIP Mods
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    posted a message on Clay Soldiers Mod v. 3.0.0-alpha.3 (MC 1.12.x) / 2.0.0-beta.2 (MC 1.7.10)

    the bug is in every version i tried having them build huts in 1.6.2 did not pickup logs wouldn't access chests


    https://github.com/SanAndreasP/ClaySoldiersMod/issues/17

    Does anybody ever pay attention?
    Quote from Lukeistoocool»

    Okay well then idk what I"m talking about, but i heard certain mods couldn't make it to 1.8. So i"m not sure...

    First, I have to ask why you thought Mojang was involved in the modding community?

    Next, no, you heard that certain developers don't want to go to 1.8, lots of people hate/dislike the 1.8 update because the code changes are so drastic and painful, it would take months, maybe even a year or two just to port most mods, and with how the CSM is, it will take a while yet. That is why developers avoid 1.8

    Either way, LexManos, the apparent leader of the Forge project, has been trying to get everyone to move to 1.8/1.8.9 Forge since they stabilized them.

    All in all, I honestly don't get where you heard most of what was stated.
    Posted in: Minecraft Mods
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    posted a message on Clay Soldiers Mod v. 3.0.0-alpha.3 (MC 1.12.x) / 2.0.0-beta.2 (MC 1.7.10)
    Quote from Lukeistoocool»

    The modding feature for 1.8 was removed by mojang. it has been added in 1.9

    What are you talking about? Mojang is not directly involved with the modding community (well, 99% of the time, an employee occasionally replies to the Forge github repo, and have contributed to the project before), nor has 1.8 modding been removed, 1.8 and 1.8.9 modding still exists and 1.8 is still the most stable up to date version Forge has (1.8.9 is close, but not exactly, though 1.9 is not even ready, it is still 90% unusable right now)
    Posted in: Minecraft Mods
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    posted a message on Why is there a use VBOs option?
    Quote from LapisSea»

    Yeah you do have a valid point. As for detecting if the GPU can handle the VBOs it's really not that hard. You just get the capabilities of the GPU or you try to make one and use it with a try and catch.
    But I guess it's safe to say that if mojang really wanted it could remove it and use auto detect but since it is neutral on that it's not going to happen.


    Last I recall, specific extensions don't report accurately all the time (depending on the GPU). And I'm not sure about trying working to weed it out, but I haven't messed with OGL on Java much (I'm more of C/C++ guy), so I could be wrong, still would like to know why the Use VBOs crashes a PC that doesn't support it though if it could be checked (even a hack to retrieve whether it exists, without actually using, kind of like what you said, if that could work, would be better then a full on crash)

    Posted in: Modification Development
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    posted a message on Clay Soldiers Mod v. 3.0.0-alpha.3 (MC 1.12.x) / 2.0.0-beta.2 (MC 1.7.10)
    Quote from Lukeistoocool»

    That feature has been TEMPORARY removed.

    Technically, it never existed, but good enough explanation

    https://github.com/SanAndreasP/ClaySoldiersMod/issues/17
    Posted in: Minecraft Mods
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    posted a message on Why is there a use VBOs option?
    Quote from LapisSea»

    Just wondering why is there an option for using VBOs. They are beneficial to efficient rendering (you can use instanced rendering and stuff like that what makes rendering so much faster) and faster than render lists and are also supported by pretty much every console/graphic driver that also supports OpenGL 2 (what is required for mc to even run). Also there is no downsides to using VBOs, even if you have a graphic card merged with your processor. (in this case they have almost no effect)



    So could anyone explain existence of this option?

    Did I get something wrong? Please correct me if I did! :)





    There are computers which have crappy GPUs which may not support VBOs (don't ask me why, I only know they do this), I had one such PC and it would crash if the VBOs are enabled (given Minecraft otherwise runs pretty well on it otherwise). If you don't have a GPU or have a crappy GPU, it means support is not really possible for it, and it is usually hard to test the GPU accurately (the extensions can be a bit hard to test for), so allowing the user to tell the system seems like an easier solution.


    It could also be a legacy Minecraft thing. (they just never bothered to remove it)


    As for why leave it in any case? Possibly cause it was already there, or it allows legacy PC support, as Minecraft without VBOs still doesn't eat much, so maybe they just left it and didn't feel like taking it out, at this spot it be more of a Mojang thing.

    Posted in: Modification Development
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    posted a message on Clay Soldiers Mod v. 3.0.0-alpha.3 (MC 1.12.x) / 2.0.0-beta.2 (MC 1.7.10)

    Can you make the Soldiers build a wood hut again please


    https://github.com/SanAndreasP/ClaySoldiersMod/issues/17
    Posted in: Minecraft Mods
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    posted a message on ADVANCED ARMOURY - Highly customizable gun & weapon mod! (Alpha 0.0.11)

    Awesome work

    Posted in: WIP Mods
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    posted a message on error with EntityEggInfo ?

    First I would say try to avoid using EntityEggInfo, and avoid integer ids, or getUniqueEntityId(), it is not only deprecated, it will eventually crash your game if too many entities exist. (iirc)


    Next, this is probably a better idea then using Entity integer id stuff: http://jabelarminecraft.blogspot.com/p/minecraft-forge-1721710-creating-custom.html (make sure you store the egg item yourself instead of placing in the EntityList)


    (If you still want help with that above, I'll open up my workspace and see whats wrong, but I really suggest not using entity id stuff)

    Posted in: Modification Development
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