new screenshot of improved armour's and banners... nearly finished. (no more previews till done)
Is that an Iron Man helmet?
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Let’s play good guys against bad guys… Yes. Let’s play that. Are you ready? You’re the bad guy. And when you’re bad, you just run. That’s fine right? Well… Shall we play?
The feathered-helmet seemed quite fruity when I saw it. Doesn't help I had a pink one. Haha.
Also. I would have figured Nerdboy had implemented a cloak/cape slot by now with the introduction of Banners; I know if you put on a decorated chest armour you get one, for those who are about to tell me about it =P
Awesome mod, regardless.
That would be pretty cool, but it would take up 16 or so item ids, and I don't think nerd-boy would want that.
Good idea though.
That would be pretty cool, but it would take up 16 or so item ids, and I don't think nerd-boy would want that.
Good idea though.
What about Meta-Data? It'd be one item named "Cloak". Just coloured variants what go in the quiver slot.
Anyhow, his mod, wouldn't want to be trampling ground already stood on in terms of "hey u shud do this cus it wood b awsum"
Plus, I think it'd mean editing a base-class, which is something no-one wants =P
What about Meta-Data? It'd be one item named "Cloak". Just coloured variants what go in the quiver slot.
Anyhow, his mod, wouldn't want to be trampling ground already stood on in terms of "hey u shud do this cus it wood b awsum"
Plus, I think it'd mean editing a base-class, which is something no-one wants =P
Derp, forgot about meta data.
I also don't think he would have the need to edit a base class, but I can't be sure.
Ok, firstly I would like to apologise to everyone. I just realise that I linked to the wrong version where the config file did not generate. If you give me 15 minutes I will upload a new one (and increase the version number yadda yadda yadda).
Again sorry.
Also due to the shear volume of posts, I can't really reply to all.
Couple minor bugs I have noticed:
1: When picking up arrows without the quiver equiped, the arrows still go into the relative slot, after placing and removing the quiver they pop into inventory
2: if a sheild is placed in the right hand slot, and then a bow is placed in the left, they are both equiped, however if the shield is placed after the bow it will not go
3: I am unable to get the config file to generate, I very clearly understand where it should be, and where the old one was, have done a clean install with only this mod,Forge(3.3.7.135) , Player API and Render Player API
3 will have a fix uploaded in about 15 minutes. I will start working on 1 & 2.
I loved this mod, untill the patch with quivers, love quivers, but hate how the weapons show on the side, i look so stupid now, and not badass anymore D:
Wait about 15 minutes and download the new version. Inside the config there is an option for using the alternate weapon sheath position (on your back). Just change the alternateSheath variable from false to true.
The feathered-helmet seemed quite fruity when I saw it. Doesn't help I had a pink one. Haha.
Also. I would have figured Nerdboy had implemented a cloak/cape slot by now with the introduction of Banners; I know if you put on a decorated chest armour you get one, for those who are about to tell me about it =P
Awesome mod, regardless.
EDIT: I made this comment so it would be saved in threads I've put content in for ease-of-assess, otherwise I wouldn't have posted and continued lurking.
Or just one id, and use metadata (similar to the armor) for the different colors.
Edit: never mind, you figured it out.
Wow, never thought this would be such a desired feature. I might add a new slot and try it out now if you guys want. They would however not be the normal minecraft capes but instead my style flat capes so I can do my trick with stuff on the back. The cape would then be removed from the knight armour.
Also it would only take up 1 item Id. I could either use metadata or do it the same way as I have done armour (A small tag attached to the itemStack)
Wow, never thought this would be such a desired feature. I might add a new slot and try it out now if you guys want. They would however not be the normal minecraft capes but instead my style flat capes so I can do my trick with stuff on the back. The cape would then be removed from the knight armour.
Also it would only take up 1 item Id. I could either use metadata or do it the same way as I have done armour (A small tag attached to the itemStack)
It'd probably be better to have the flat-style cape anyway, that way you can evade the "u copied the aether'z cape". As for the way you implement it, which ever way's easier, I don't think the users are going to be looking at the cape in third person going "if only they did it the other way".
Again, when 1.4 comes around a lot more RPGSMP fans would probably appreciate separate capes.
It'd probably be better to have the flat-style cape anyway, that way you can evade the "u copied the aether'z cape". As for the way you implement it, which ever way's easier, I don't think the users are going to be looking at the cape in third person going "if only they did it the other way".
Again, when 1.4 comes around a lot more RPGSMP fans would probably appreciate separate capes.
Agreed, and I personally like the current capes' renderer and the fact that only the bottom third flaps when you have something on your back, so the only thing that would be better is a way to change capes (similar to WoW and other MMORPGs).
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Quote from matty79321 »
-sigh- If only [forum n00bs] would read. Then the web would be a better place.
To be honest, I am thoroughly impressed by this mod, as many others have already stated. I'm even at a loss of words for how truly boss this is. Incredible.
The mod Mob Amputation V3 makes so the player can't turn around (in third person), the camera will do it's work but the player itself will only face one direction.
Here is the third person view of the already mentioned problem, in case someone can't notice, the camera is moving freely, but the player is not following.
(Ps: Only happens with the newest version of Mine & Blade).
No crash, no error logs, just a small annoying something.
Is that an Iron Man helmet?
oh didnt install player api, i only installed render api, i miss read the download and install sections, thanks for the help
That would be pretty cool, but it would take up 16 or so item ids, and I don't think nerd-boy would want that.
Good idea though.
What about Meta-Data? It'd be one item named "Cloak". Just coloured variants what go in the quiver slot.
Anyhow, his mod, wouldn't want to be trampling ground already stood on in terms of "hey u shud do this cus it wood b awsum"
Plus, I think it'd mean editing a base-class, which is something no-one wants =P
Derp, forgot about meta data.
I also don't think he would have the need to edit a base class, but I can't be sure.
Or just one id, and use metadata (similar to the armor) for the different colors.
Edit: never mind, you figured it out.
it sure is its a tron inspired iron man skinn converted to armour and customised 16 colours. realease date coming soon.
I did check the discription
Why u so scared of tah Creeper?
Again sorry.
Also due to the shear volume of posts, I can't really reply to all.
3 will have a fix uploaded in about 15 minutes. I will start working on 1 & 2.
Wait about 15 minutes and download the new version. Inside the config there is an option for using the alternate weapon sheath position (on your back). Just change the alternateSheath variable from false to true.
Wow, never thought this would be such a desired feature. I might add a new slot and try it out now if you guys want. They would however not be the normal minecraft capes but instead my style flat capes so I can do my trick with stuff on the back. The cape would then be removed from the knight armour.
Also it would only take up 1 item Id. I could either use metadata or do it the same way as I have done armour (A small tag attached to the itemStack)
It'd probably be better to have the flat-style cape anyway, that way you can evade the "u copied the aether'z cape". As for the way you implement it, which ever way's easier, I don't think the users are going to be looking at the cape in third person going "if only they did it the other way".
Again, when 1.4 comes around a lot more RPGSMP fans would probably appreciate separate capes.
Agreed, and I personally like the current capes' renderer and the fact that only the bottom third flaps when you have something on your back, so the only thing that would be better is a way to change capes (similar to WoW and other MMORPGs).
I used the newest (2.8.0.1) version and I know I installed it correctly, It was working fine back at 2.7.7.1.
I just don't know what I'm doing wrong.
Edit: if someone could post (in a spoiler or in code) what the new config should look like, that would help out a ton.
That's what it should look like.
EDIT: Re-download, just realised what the problem could be.
Here is the third person view of the already mentioned problem, in case someone can't notice, the camera is moving freely, but the player is not following.
(Ps: Only happens with the newest version of Mine & Blade).
No crash, no error logs, just a small annoying something.
I hope this is explained clear enough. \ô_