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    posted a message on Dragon Mounts r46 [WIP]

    This mod has a lot of nice features, but it needs some help with the details. I'd love to see this mod combine with Dr. Zhark's Mo'Creatures, as I think they would complement each other well. I know that Zharky is re-writing his coding to optimize with 1.8+, and I think this could use a little bit of that.

    Posted in: WIP Mods
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    posted a message on Dragon Mounts r46 [WIP]
    Try scrolling up a couple if you are looking for r41, 1.7.10
    Posted in: WIP Mods
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    posted a message on Dragon Mounts r46 [WIP]
    Nether of the links work, nor have they worked since the 27th.

    I'll probably get a forum warning for this, but in the community interest, we are hosting up a direct link on our enjin site at Pumpkinworld. Copy and paste: http://www.mediafire.com/download/1c2bnmr8ee1do3r/DragonMounts-r41-1.7.10.jar . We are in the process of updating, and so we had a copy of the file on hand.
    Posted in: WIP Mods
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    posted a message on Dragon Mounts r46 [WIP]
    Any chance of getting an r41 port for 1.7.2? We're kinda stuck there (mo'creatures hates 1.7.10). Also, will dragons be able to swim at some point? We've had annoying issues with submarine dragons. We've also seen some in-ground teleportation issues (hit boxes?).

    Love this mod, though, and the players don't want to give it up.
    Posted in: WIP Mods
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    posted a message on *20% OFF!* Mineocity Hosting | US & Europe Locations | DDoS Protection | Owned Hardware | 40000+ Hosted | One-Click Modpacks
    I usually do not give endorsements, however, when a Zen level of happiness has been achieved, I feel the need to share the path with others.

    There are three criteria I look for in a server host: reliability over time, technical support, and value. Few companies can balance these criteria well, but Mineocity has performed brilliantly. I want to personally thank Cameron Black at Ocity Hosting (a Mineocity brand) for his help and consideration.

    I would recommend Mineocity to anyone looking to relocate their server to obtain better value, anyone looking for feedback from an actual person, and particularly anyone who needs to be able to adjust their server capabilities rapidly, without having to dump money directly into the purse of that Danica Patrick woman.
    Posted in: Minecraft Server Hosting
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    posted a message on More Player Models 2 (Adds a character creation screen, animations and more)
    They should still be posted somewhere, because, while our Cauldron runs the commands nodes at startup, it does NOT automatically give the permissions. I guess my question should be "Why isn't it automatically giving the permissions?" I'm copying them into the PEX file, but I'm still puzzled about why they didn't automatically work.

    UPDATED: Interesting. Even with the permission nodes added to PEX, they don't work, and the console is indicating some issues. I'll try to post them, as I'm going through the log right now.

    [16:00:19] [Server thread/WARN] [/customnpcs]: ScriptEngineManager providers.next(): javax.script.ScriptEngineFactory: Provider scala.tools.nsc.interpreter.IMain$Factory not found
    Posted in: Mods Discussion
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    posted a message on More Player Models 2 (Adds a character creation screen, animations and more)
    I have an MCPC+/Cauldron server with both Custom NPCs 1.7.2.2 and More Player Models 1.7.2 installed, and yet my players are not able to use the various typed commands such as /sit. The buttons work alright, but they are receiving a "no permissions" error when they try to type the command. According to the information on Noppes site, and his videos, the commands should work automatically. Are there permissions nodes, or does that only work in SP? Anyone have any ideas? If they do exist, where the heck are they posted?
    Posted in: Mods Discussion
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    posted a message on Dragon Mounts r46 [WIP]
    Any chance in getting the r41 update ported back to 1.7.2?
    Posted in: WIP Mods
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    posted a message on Dragon Mounts r46 [WIP]
    We have this up and functioning correctly on our server. The dragons can actually fly faster than new chunks can be rendered by the server, and clients with lower spec. computers may experience some hesitation when cruising in rendered chunks. To help address the situation, we are pre-rendering out to our world border, and I would recommend that anyone else using this mod consider doing the same thing. We have had multiple dragons in close proximity, and it has worked, although there has been a slight drop in TPS at the time. Strangely, the dragons are actually better across most terrain than either the Mojang or Mo'Creatures horses, which tend to pause at ridiculous intervals, lower polys not withstanding. If you run multiple worlds (Twilight, etc,) you will see a significant performance hit when both dragons and additional worlds are loaded. I am NOT suggesting that the dragon speed be turned down.

    I would like to request that:

    1) all dragons be enabled to swim. They don't drown, but we've had some nasty underwater issues with dragons, leads, and their inability to float. The water dragon and frost dragon should certainly be able to swim. Dr. Zhark did it for his wyverns, so it's certainly possible (ask him maybe?). Perhaps the red, nether, and end dragons should take a small amount of damage (configurable) each second they are in water?

    2) A special tool needs to be made to control the dragon and to avoid accidental right clicking with the bone. The tool should be able to summon the dragon (like a whistle) on terrain clearance check, OR make the dragon sit (and not tp) when within say 10 blocks of the dragon. Players are reporting occasional teleports with sitting dragons. I have not been able to verify this personally.

    3) Would it be possible to use dragons as a teleportation device? Or at least compatible with the renamed Zan's? As you know, with Voxelmap, the player can teleport to a waypoint. It would be handy if the dragons could "jump" while being ridden. Just a Dragonriders of Pern thought, I have no idea if that would even be possible.

    4) Hit boxes be corrected and adapted for size! Dragons are blundering through houses, sand, dirt, etc. We almost lost one to a sand pile.
    Posted in: WIP Mods
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    posted a message on Dragon Mounts r46 [WIP]
    First, thank you for responding with sarcasm. I enjoy it as much as the next person, but in this case, it's misplaced. You might consider that, for whatever reason, the forums have been buggy as hell lately. Pages are either NOT loading, or taking forever to load. Simply posting a reply to this topic took 3 minutes for the "loading" part to clear. I suspected, based on a response I could read, that the issue had been touched upon, but I quite literally could not get the damned pages to come up for me. You would think with the amount of money scattered between Mojang and Curse, they could get their collective excrement together.

    I will add, for those using Cauldron, Mo'Creatures, and Custom NPCs/More Player Models in addition to Dragon Mounts: the entity error can cause a player using the various NPC wands to crash to error screen when scrolling through the models. The server itself appears to remain unaffected. Having had some experience with servers and the Mo'Creatures Wyverns (which have a similar impact on server performance as the Dragon Mount mod might), I can say that it takes about a dozen of those models, in motion, in a small area to begin to affect server performance significantly. This is why we spawn them in the overworld, in carefully controlled numbers, over multiple chunks, and not in the "Wyvern Lair."
    Posted in: WIP Mods
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    posted a message on Dragon Mounts r46 [WIP]
    Sorry if this was covered before. Console kicked out this message. Is this on my side, or yours? Your, I think.

    [21:41:28] [Server thread/WARN]: Mod DragonMounts is missing the required element 'version' and a version.properties file could not be found. Falling back to metadata version r40-backport-1.7.2
    Posted in: WIP Mods
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    posted a message on More Player Models 2 (Adds a character creation screen, animations and more)
    Lots of bugs and things that can cause crashes still. Here's an example:

    at info.ata4.minecraft.dragon.client.render.DragonRenderer.getEntityTexture(DragonRenderer.java:223)
    at info.ata4.minecraft.dragon.client.render.DragonRenderer.func_110775_a(DragonRenderer.java:219)
    at net.minecraft.client.renderer.entity.RendererHelper.getTexture(RendererHelper.java:15)
    at noppes.npcs.client.gui.model.GuiCreationScreen.func_146284_a(GuiCreationScreen.java:219)
    Posted in: Mods Discussion
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    posted a message on EULA Revisited: an Updated Q&A From Mojang
    IMO:

    First, I doubt there's any way the changes to the EULA will withstand close legal scrutiny in most court systems, because of the number of exceptions already created by the sweeping rights granted by Mojang to mod creators. To enforce the EULA as it stands, Mojang would have to declare a position contrary to allowing modded content, and that mean angering the entire community, reviewers, columnists, and potential customers. Essentially, what Mojang is now saying two different things 1) We encourage modding and are allowing you absolute control over your mod, and two, 2) You don't have control over the use of your mod; we control how your mod is implemented... even if it doesn't alter our proprietary code... even if we don't own the server. Mojang (whether it likes it or not) set the precedent for themselves, back in the day, when they took a very liberal stand on modding.

    Undoubtedly, Mojang has consulted legal advice; we'll assume that it was competent. They were probably warned that there are so many problems with enforcement, jurisdictional interpretation being one, that the very act of declaring the new EULA was a waste of breath. We'll assume they already know that, which means they are essentially threatening to pull the same bullying tactics that the makers of Elder Scrolls formerly pulled on them. They are counting on the fact that most servers will not be able to afford the expenses of a prolonged legal conflict, and will comply without legal action; a battle the server would almost certainly win - eventually. That's how it's done, right? You see folks, in corporate law, it doesn't matter who is right, it only matters who is left. But I think they are more worried about the amount of money changing hands, right?

    In fact, this EULA looks more like an attempt to retain control of a revenue stream more than any attempt to implement game fairness or control proprietary content. I never bought that statement, and no one in business operates under that principal. Follow the money; it's all that matters. The only question is why now? Well, let's see, the Minecraft Realm servers have just come online world-wide, certainly a potential revenue stream; one that does not support modded content, however. Those would be in direct competition with? Private servers which do support modded content. So if you can restrict the activity of privately held servers by threatening legal action without having to actually do anything except send letterhead, that's as good as money in the bank, isn't it? But wait, couldn't that be interpreted as restraint of trade? At the very least, it's a hell of a conflict of interest. But even get into the hassle of maintaining servers (even if contracted)? I think it probably has something to do with console sales and cross-platform technology. What if your console could link you in to a Minecraft Realms world hosted on a PC server for a small subscription... you know, one allowed under the new EULA. The technology is there, but that sort of thing is only done where the potential revenue makes it appealing. The amount of money being raked in by some of the large servers indicates that there are people willing to pay to play, and THAT makes it appealing. Any five-year-old with a box of crayons can connect the dots and see what's going on. I'm betting a court will, too.

    So for Mojang:

    Are you seriously planning on going after a non-profit server for the way they use content NOT created by Mojang on servers not owned or operated by Mojang? Content which does not in any way modify your code, and content formerly determined to be solely the property of the creating programmers by competent authorities at Mojang? Yeah, good luck with that. I can't wait to see how that plays out in the press... I mean the courts.
    Posted in: Discussion
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    posted a message on Snapshot 14w21b Ready for Testing - XBOne, PS News!
    Developers are responsible for keeping their promises. My clan has put a simply staggering amount of time and money into supporting this game, promoting this game, and all the mods we use for this game. We did that with the assurance that some issues were going to be addressed. They haven't been. When someone doesn't keep their promises, it's up to the consumers to whine and complain and badger and do whatever else is necessary to let the developer know that we do not approve. When you release a product to the market, you are responsible for supporting that product; whether you like it or not. And when someone pays for that product, they have a right to complain, whether you like it or not.

    If you don't understand that, I would suggest either paying more attention to your middle school classes, or enrolling in adult education courses; whichever is most appropriate.

    If you enjoy the single player aspect of this game, hey, that's great. But the future is, and has been SMP, and for a long time, MODDED SMP.
    Posted in: Minecraft News
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    posted a message on Snapshot 14w21b Ready for Testing - XBOne, PS News!
    About 2 years ago, in this very forum, a promise was made regarding mod API. It was followed up by an interview in which one of the Mojang employees stated what the capabilities of the API would be. That was followed up by an announcement that Mojang was accepting recommendations from modders about what the capabilities of the API should be. After that came a post that the promise about the API had never been made, and the awareness that the API had not even been started, so stating what capabilities it would have was really pretty silly.

    For those of you who do not understand the significance of an API, let me just say that it enables mods to work with Minecraft. Most mods these days rely on an API of some sort to work. There are, naturally, some exceptions; mostly those that change how the game performs, but that do not add content (such as Optifine). The significance of this is that virtually every major mod that adds content to Minecraft is stuck on 1.7.2. Furthermore, as I've said in the past, rumors coming out of the Forge team and others indicate that unless an API work-around is supported, 1.7+ might be the last mod-able version of Minecraft.

    The Minecraft modding community is huge. By the last poll I saw, those who have experimented with mods far outnumber those who have not. Unless an API is implemented, or the existing API programmers are properly supported, that will end. It is the single most significant step that should be taken in Minecraft today, and STILL has not been done.

    So when 1.8 comes around, and everyone is griping about how there are no mods for it, and why hasn't their favorite mod updated, you can take consolation from the fact that at least you'll have sticky blocks, colored windows, and horses.
    Posted in: Minecraft News
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