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    posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.0-beta
    Quote from CaerMaster»

    Oh dear.


    [14:02:21] [Server thread/ERROR] [FML]: Index: 1 Listeners:
    [14:02:21] [Server thread/ERROR] [FML]: 0: NORMAL
    [14:02:21] [Server thread/ERROR] [FML]: 1: ASM: [email protected] onPlayerTick(Lnet/minecraftforge/fml/common/gameevent/TickEvent$PlayerTickEvent;)V
    [14:02:21] [Server thread/ERROR] [FML]: 2: ASM: [email protected] tickEvent(Lnet/minecraftforge/fml/common/gameevent/TickEvent$PlayerTickEvent;)V
    [14:02:21] [Server thread/ERROR] [FML]: 3: ASM: [email protected] onTick(Lnet/minecraftforge/fml/common/gameevent/TickEvent$PlayerTickEvent;)V
    [14:02:21] [Server thread/ERROR] [FML]: 4: ASM: class com.rwtema.extrautils2.dimensions.deep_dark.WorldProviderDeepDark tickStart(Lnet/minecraftforge/fml/common/gameevent/TickEvent$PlayerTickEvent;)V
    [14:02:21] [Server thread/ERROR] [FML]: 5: ASM: [email protected] tickStart(Lnet/minecraftforge/fml/common/gameevent/TickEvent;)V
    [14:02:21] [Server thread/WARN]: Failed to handle packet for /10.24.32.20:51480
    net.minecraft.util.ReportedException: Ticking player
    at net.minecraft.entity.player.EntityPlayerMP.func_71127_g(EntityPlayerMP.java:380) ~[lu.class:?]
    at net.minecraft.network.NetHandlerPlayServer.func_73660_a(NetHandlerPlayServer.java:162) ~[me.class:?]
    at net.minecraftforge.fml.common.network.handshake.NetworkDispatcher$1.func_73660_a(NetworkDispatcher.java:213) ~[NetworkDispatcher$1.class:?]
    at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:287) ~[eo.class:?]
    at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:180) [md.class:?]
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:732) [MinecraftServer.class:?]
    at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:387) [ld.class:?]
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:613) [MinecraftServer.class:?]
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471) [MinecraftServer.class:?]
    at java.lang.Thread.run(Thread.java:748) [?:1.8.0_131]
    Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/resources/I18n
    at com.thexfactor117.levels.leveling.Attribute.getName(Attribute.java:145) ~[Attribute.class:?]
    at com.thexfactor117.levels.leveling.Attribute.addAttribute(Attribute.java:111) ~[Attribute.class:?]
    at com.thexfactor117.levels.util.WeaponHelper.getRandomizedAttributes(WeaponHelper.java:168) ~[WeaponHelper.class:?]
    at com.thexfactor117.levels.util.WeaponHelper.create(WeaponHelper.java:64) ~[WeaponHelper.class:?]
    at com.thexfactor117.levels.event.EventCreateWeapon.create(EventCreateWeapon.java:62) ~[EventCreateWeapon.class:?]
    at com.thexfactor117.levels.event.EventCreateWeapon.onPlayerTick(EventCreateWeapon.java:37) ~[EventCreateWeapon.class:?]
    at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_149_EventCreateWeapon_onPlayerTick_PlayerTickEvent.invoke(.dynamic) ~[?:?]
    at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90) ~[ASMEventHandler.class:?]
    at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:185) ~[EventBus.class:?]
    at net.minecraftforge.fml.common.FMLCommonHandler.onPlayerPreTick(FMLCommonHandler.java:360) ~[FMLCommonHandler.class:?]
    at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:189) ~[zs.class:?]
    at net.minecraft.entity.player.EntityPlayerMP.func_71127_g(EntityPlayerMP.java:303) ~[lu.class:?]
    ... 9 more
    [14:02:22] [Server thread/INFO]: CaerMaster lost connection: TextComponent{text='Internal server error', siblings=[], style=Style{hasParent=false, color=null, bold=null, italic=null, underlined=null, obfuscated=null, clickEvent=null, hoverEvent=null, insertion=null}}



    I'll look into it when I get a chance. I figured I'd have some kind of issue with it...

    Quote from JustJinxed»

    New levels 3 pretty much fails to read an NBT data from my levels 2. My axe has tag:{ENABLED:1b,RARITY:6} and when trying to hover over it, I get an index out of bounds on array (6), along with a lovely client crash. Should we be running a NBT cleaner on our gear before installing this? My sword seems fine. Perhaps just a quirk?


    Tell you right now, I don't like randomness. I liked being able to choose where my weapon is going. It's why I despise the default enchanting system and picked up levels to begin with.


    I forgot to mention the NBT tags have been changed, meaning compatibility might not work properly between Levels 2 and Levels 3. That's my fault. Also, thanks for the feedback on the randomization, I'm looking into ways of implementing it properly, so if you have any particular suggestions let me know.

    Quote from Partonetrain»

    I am also not a fan of the randomness. I'd be okay with it if there was some way to remove attributes and store them as items like in Blood Magic.


    I'm looking into tweaking this aspect of the mod. If you have any suggestions though, let me know too.
    Quote from CaerMaster»



    I wonder if this is why I got the crash posted above. Do we need some way to clean NBT data between removing Levels 2 and installing Levels 3? Because an update-in-place didn't seem to work too well.





    Randomness in the default enchanting system is, I totally agree, utterly unforgiveable. If you are setting out to deliberately enchant something, you should know what enchantment you're going to get. That was one of those "I totally don't know what Mojang was thinking here" things, and it is why I now avoid vanilla enchanting at all costs. I'd sooner go without an enchantment than cast fortune to the winds and end up with an enchantment that not only doesn't help, but will actually BLOCK me forever from getting the enchantment I wanted on that item. It is no accident that people prostrate themselves and pledge eternal servitude to modders like Azanor whose mods give them total control over their enchanting. (As well as making it a heck of a lot more fun.)

    HOWEVER, in this particular case, where you start out with a plain, mundane weapon or armor piece that periodically gains — or reveals — new abilities as you use it, I'm OK with randomness. In fact I'd be OK with having a config option to have only some items even leveling up — say, a configuration option to control whether Basic quality items ever level up at all. (Better yet, also have an option to hide the rarity of items until the first time they level up.) Not every weapon in, say, Lord of the Rings was forged by Noldor smiths in Gondolin. Levels abilities are in parallel to enchantment, and I am totally OK with weapon abilities coming as surprises. Wow, look, man, the glowstone sword I picked up off that zombie yesterday IS FREAKING MYTHIC...! It just sucked the soul out of that Enderman!


    Thanks for the feedback too about the new systems. If you have any ideas about the new systems, that would be appreciated too.
    Posted in: Minecraft Mods
  • 1

    posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.0-beta

    Levels 3 has been released!


    Levels 3 completely re-writes and overhauls the entire mod. While many features are similar and remain the same, some concepts have been removed and even re-written. Bows and Enemy Leveling is no longer in the mod, however, they will likely be re-written at a later point. For now, I have been focusing on working to create weapons and armors as in-depth as possible. Abilities have also been removed in favor of Attributes. Attributes work in a similar way, however, the key difference is they will be randomly assigned and unlocked on a per weapon/armor basis like in the original Levels. This idea might change, however, depending on how people like it. Other than this, the experience formula has changed slightly while the max level cap has increased to 10 by default. On top of all of these additions, Levels 3 has been completely re-written and many of the existing bugs should be fixed now. You can view a full list of changes below.


    Downloads can be found here (1.10.2 and 1.11.2). Note this is a beta build. I've tested the mod a good bit and things seem to work normally, but I've been the only one testing it. There might be some issues.


    Changelog:

    + Added Attributes (which replace Abilities).
    + Added Damage, Attack Speed, Armor, and Armor Toughness modifiers to all weapons and armor.
    + Added multipliers in which multiply the four aspects above each time you level up.
    + Added config option for Unlimited durability.
    - Removed Enemy Leveling for the time being.
    - Removed bow support for the time being.
    - Removed Ultra Rare rarity.
    - Removed Abilities.
    - Removed GUI's. Attributes are gained randomly now.
    * Increased difference between different rarities. Legendary and Mythic weapons are now much more powerful.
    * Weapon experience is only gained when a mob is killed.
    * All experience is now based on the enemies health and damage.
    * Changed Archaic rarity to Mythic.
    * Increased max level to 10. Configurable in the config.
    * Unlimited durability now uses the Unbreakable tag.
    * Fixed many bugs and issues with Levels 2.
    * Optimized lots of code from Levels 2.

    Posted in: Minecraft Mods
  • 0

    posted a message on KeyInputEvent not working

    Hmm...I used the Keyboard class and everything worked perfectly fine.

    Posted in: Modification Development
  • 0

    posted a message on KeyInputEvent not working

    Can you not do Keyboard.KEY_L for example?

    Posted in: Modification Development
  • 1

    posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.0-beta
    Quote from ThunderBolt_6»


    can you integrate it in waila/the one probe?


    Yes, that is planned.
    Posted in: Minecraft Mods
  • 0

    posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.0-beta
    Quote from ThunderBolt_6»

    This, in the config...


    # Determines the location of the enemy level display. Can either be 'default', 'topleft', 'topright', 'bottomleft', 'bottomright', or 'cursor'. Default: 'default'
    S:enemyLevelStringPosition=default



    Visual explanation please?


    Enemies have levels, and that level is displayed on the HUD when you are looking at a monster. This option essentially means where the String is displayed. It can be in any of those positions, with default being on the top and in the middle of your screen.
    Posted in: Minecraft Mods
  • 0

    posted a message on [pre1-0.1.2.0] Lost Eclipse -- A Challenging, Immersive RPG Mod -- Pre-Alpha 1: Procedural Dungeons!

    Thanks for the feedback! We are working hard on getting several new features implemented in the next couple pre-alpha builds.

    Posted in: WIP Mods
  • 0

    posted a message on Custom Stats/skills or Rendering a GUI using information from the server.

    And converting to capabilities might take some time too.


    But for 1.7.10, the way to this is through IExtendedProperties. Since 1.7.10 has been a heavily modded version, there are plenty of tutorials out there for it if you need them.

    Posted in: Modification Development
  • 0

    posted a message on Custom Stats/skills or Rendering a GUI using information from the server.

    Or update to use Forge's capabilities. They are easier than IExtendedProperties, and you'll need to convert your system over if you ever decide to update. Plus, 1.7.10 is extremely outdated now.

    Posted in: Modification Development
  • 0

    posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.0-beta

    r1.2.8 has been released, fixing the issues in r1.2.7.


    Everything should work properly now. Let me know if it doesn't.


    Changelog:

    * Fixes issues with r1.2.7


    Downloads can be found here.

    Posted in: Minecraft Mods
  • 0

    posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.0-beta

    Use r1.2.6 - the builds have been removed from curse forge, but the issues in r1.2.7 will be fixed in r1.2.8.

    Posted in: Minecraft Mods
  • 0

    posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.0-beta

    I don't. It's working perfectly fine in my environment, but I'm looking into fixing it right now. I'll delete those builds for now, since they seem broken.

    Posted in: Minecraft Mods
  • 0

    posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.0-beta

    r1.2.7 has been released.


    Fixes a weird in issue in when armor abilities could display weapon abilities.


    Full Changelog:

    * Fixes issue where armor abilities were displayed as weapon abilities.


    Downloads can be found here.

    Posted in: Minecraft Mods
  • 0

    posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.0-beta

    I'll definitely look into adding a config option and displaying the percentage. I'm also thinking about removing the percentage chance and making it occur all the time.

    Posted in: Minecraft Mods
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