Hey Corosus, you know how in Black Ops they always have certain weapons in certain rooms.This is what i mean:
First room: m14&Olympia
1st Second:room: mpl
other second room: pm63
1st Third: Ak74u
2nd Third: Stakeout and/or MP40
I'm not going to say more for sake of time, but you know i mean right?
The weapons are in rank for each room the more you progress.
My Question is, what is the weapon ranking system for ZC 3?
@gasgas120 Yeah from my understanding most levels do that sort of progression, or at least try to, can't just give you the best to start out with! At the moment there are 5 guns (6 if you count the half finished sniper rifle) so not too much progression possible yet, but that will be fixed soon. On a side note I am interested in a pack-a-punch type upgrade thing, would be a good dynamic for extending playability on the higher wave stages, a feature like that will require a whole system to manage and will take some time to do, I'll consider its addition once I've caught up on the still missing features from ZC Classic.
So yeah, I just wrote up a 2 page guide on map editing for ZC 3 Beta 2, I've got my private VPS running it great without issue and am just about ready to make the download available to you guys. I will hold off on putting it on my site till I get a couple of good multiplayer sessions in to make sure I haven't missed anything, it can be easy to overlook things without that outside perspective on this ~4 months of work I've been slaving over.
Chances are there will be a link to download it by the time the west coast wakes up.
I'd like to open by VPS to people to play on it but I'll have to restrict it only about 6 people for lag reasons, and only when I'm around for potential bugtracking reasons.
Edit:
Okay, lets do this, for the purpose of testing multiplayer and getting an early start on map editing, here it is: ZombieCraft 3.0 Beta 2 Download: Link Removed - 3 maps included for now, rest being converted
To Install: Needs Minecraft 1.4.2 and MinecraftForge universal build 332 or newer, then extract my zip and do as the folder says, and also read the 2 text files for more info.
Okay, lets do this, for the purpose of testing multiplayer and getting an early start on map editing, here it is: ZombieCraft 3.0 Beta 2 Download: Link Removed - 3 maps included for now, rest being converted
Every map takes me to a flat world with "Level Build in Progress: 2147483647%"
Am I doing something wrong?
Also you can shoot any gun really fast if you keep clicking
Every map takes me to a flat world with "Level Build in Progress: 2147483647%"
Am I doing something wrong?
Also you can shoot any gun really fast if you keep clicking
Yep me and corosus, were playin a little. The verison we were on has some issues fixed including the shotgun, Shot way to fast was way op. Not sure if that build is public yet soo
Edit: you are not doing anything wrong, its just the spawning code is a buggy, we had issues with that alot.
Yep me and corosus, were playin a little. The verison we were on has some issues fixed including the shotgun, Shot way to fast was way op. Not sure if that build is public yet soo
Edit: you are not doing anything wrong, its just the spawning code is a buggy, we had issues with that alot.
I see. So is there a certain way I need to run the maps? I've just been using the schematic files.
EDIT: And third person looks amazing by the way.
@Mixmaster1190 It should only do that with the non schematic files for now, haven't had issues with the other ones. Multiplayer needs some serious work for getting everyone together, gonna try to get this fixed today:
- vanilla mob spawning
- multiplayer rejoining on death issues, force respawn on round end, and readd players that disconnect and rejoin so friendly fire is off etc
- make it teleport ALL PLAYERS IN ZC REALM to spawn spot
- make it teleport fresh players in realm to spawn spot
- fix camera first time use flickering
- remove c & b debug keys, make camera key proper keybind
- Minecraft Version: 1.4.2
- Operating System: Mac OS X (x86_64) version 10.6.8
- Java Version: 1.6.0_37, Apple Inc.
- Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
- Memory: 480647864 bytes (458 MB) / 534708224 bytes (509 MB) up to 1069416448 bytes (1019 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
- FML: MCP v7.19 FML v4.2.6.422 Minecraft Forge 6.0.1.341 Optifine OptiFine_1.4.2_HD_U_A7 10 mods loaded, 10 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_AnimalBikes [mod_AnimalBikes] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
mod_ReiMinimap [mod_ReiMinimap] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
mod_TooManyItems [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
Kirwiis DSMod [DeathScythe mod] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
AIBlock [AIBlock] (Weather 1.22 for MC 1.4.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
ExtendedRenderer [Extended Renderer] (Weather 1.22 for MC 1.4.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
WeatherMod [Weather and Tornadoes] (Weather 1.22 for MC 1.4.2.zip) Unloaded->Constructed->Pre-initialized->Errored
- LWJGL: 2.4.2
- OpenGL: NVIDIA GeForce 8600M GT OpenGL Engine GL version 2.1 NVIDIA-1.6.36, NVIDIA Corporation
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
- Vec3 Pool Size: ~ERROR~ NullPointerException: null
java.lang.IndexOutOfBoundsException: bitIndex < 0: -1
at java.util.BitSet.clear(BitSet.java:358)
at cpw.mods.fml.client.SpriteHelper.getFreeSlot(SpriteHelper.java:129)
at cpw.mods.fml.client.SpriteHelper.getUniqueSpriteIndex(SpriteHelper.java:105)
at cpw.mods.fml.client.registry.RenderingRegistry.addTextureOverride(RenderingRegistry.java:98)
at ModLoader.addOverride(ModLoader.java:192)
at weather.ClientProxy.registerRenderInformation(ClientProxy.java:171)
at weather.WeatherMod.load(WeatherMod.java:712)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:440)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:651)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:196)
at net.minecraft.client.Minecraft.a(Minecraft.java:465)
at net.minecraft.client.Minecraft.run(Minecraft.java:752)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT 5b301d3b ----------
- Minecraft Version: 1.4.2
- Operating System: Mac OS X (x86_64) version 10.6.8
- Java Version: 1.6.0_37, Apple Inc.
- Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Apple Inc.
- Memory: 480647864 bytes (458 MB) / 534708224 bytes (509 MB) up to 1069416448 bytes (1019 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
- FML: MCP v7.19 FML v4.2.6.422 Minecraft Forge 6.0.1.341 Optifine OptiFine_1.4.2_HD_U_A7 10 mods loaded, 10 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_AnimalBikes [mod_AnimalBikes] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
mod_ReiMinimap [mod_ReiMinimap] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
mod_TooManyItems [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
Kirwiis DSMod [DeathScythe mod] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
AIBlock [AIBlock] (Weather 1.22 for MC 1.4.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
ExtendedRenderer [Extended Renderer] (Weather 1.22 for MC 1.4.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
WeatherMod [Weather and Tornadoes] (Weather 1.22 for MC 1.4.2.zip) Unloaded->Constructed->Pre-initialized->Errored
- LWJGL: 2.4.2
- OpenGL: NVIDIA GeForce 8600M GT OpenGL Engine GL version 2.1 NVIDIA-1.6.36, NVIDIA Corporation
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
- Vec3 Pool Size: ~ERROR~ NullPointerException: null
java.lang.IndexOutOfBoundsException: bitIndex < 0: -1
at java.util.BitSet.clear(BitSet.java:358)
at cpw.mods.fml.client.SpriteHelper.getFreeSlot(SpriteHelper.java:129)
at cpw.mods.fml.client.SpriteHelper.getUniqueSpriteIndex(SpriteHelper.java:105)
at cpw.mods.fml.client.registry.RenderingRegistry.addTextureOverride(RenderingRegistry.java:98)
at ModLoader.addOverride(ModLoader.java:192)
at weather.ClientProxy.registerRenderInformation(ClientProxy.java:171)
at weather.WeatherMod.load(WeatherMod.java:712)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:440)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:651)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:196)
at net.minecraft.client.Minecraft.a(Minecraft.java:465)
at net.minecraft.client.Minecraft.run(Minecraft.java:752)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT 5b301d3b ----------
You need a very specific version of forge, try build 338, i think that could be causing a the issue
I'm really saddened by the fact that there is no Modloader support for Zombie Awareness.
Forge installed fine for me but Zombie Awareness didn't work and I couldn't use MCPatcher for a texture pack.
Also, the link to the Zombie Awareness mod on the front page doesn't actually properly link to your site, it just links to this thread's front page.
The reason behind the change to to forge, forge has alot more for it. Fuctions and hooks and the infinite sprite sheet. Its kinda hard not to transfer over to to forge. All you do is put the files into the mod folder, texter pack where texture packs go and sounds were sounds go. Just like installing another mod. They do not go inside the jar
@Mixmaster1190 Hmm, odd, what was the actual filename of the file you were trying to play? Also I forgot to mention that only schematic files will load at the moment (yellow), red and green listed maps wont load.
@gasgas120 Bad left over debug keys, I've removed them in the latest download
@DoomlordKarthus Ya ZombieAwareness is kinda broken for servers at the moment or something, also thanks for mentioning the derped link, fixed
---
I think at around 6-7pm last night I updated the same download link to a newer Beta 2 of ZC3, fixes I remember are:
x Fire spread, though now fire never goes away
x vanilla mob spawning
x multiplayer rejoining on death issues, force respawn on round end, and readd players that disconnect and rejoin so friendly fire is off etc
x make it teleport ALL PLAYERS IN ZC REALM to spawn spot
x remove c & b debug keys
x make camera key proper keybind
x fix doors walkthroughable
Could you make a config setting for the fall damage reduction in MovePlus? It reduces fall damage too much for my taste, kinda removes the danger of falling.
Also, is there a way to turn off those rain particles in your weather mod and get the default ones back? It looks kinda funny with a texturepack
EDIT: tried editing them, putting in a higher resolution sample, but they kinda turned into something that didn't really look like rain:
Could you maybe make the raindrops have a higher resolution? Or an adjustable size, and support for png transparency maybe, and random rain drops perhaps.
I could make the raindrops in that case, I personally think it would be a great addition because the rain doesn't look really spectacular atm, would be awesome if you would consider it
This is officially awesome. Turns out that bug I had earlier was fixed by running Minecraft in the .minecraft folder. Would you mind if I updated the old maps to Zombiecraft 3? Like Courtyard, Observation Deck, etc? Also, I got new bugs for you:
-Zombies can fly when you use the AK-47. You can slowly lift them off the ground by shooting them and looking upwards (see , videos always explain better).
-Out of ammo sounds play way too fast when you hold down the button.
-When fully reloaded, you can't shoot again until about a second after. Your gun will still move like it was shooting (Again, see the video).
-Zombies sink into the ground when moving fast.
-If you quit a level and load a new one, the points from last game are still displayed until you get more points.
Could you make a config setting for the fall damage reduction in MovePlus? It reduces fall damage too much for my taste, kinda removes the danger of falling.
Also, is there a way to turn off those rain particles in your weather mod and get the default ones back? It looks kinda funny with a texturepack
EDIT: tried editing them, putting in a higher resolution sample, but they kinda turned into something that didn't really look like rain:
Could you maybe make the raindrops have a higher resolution? Or an adjustable size, and support for png transparency maybe, and random rain drops perhaps.
I could make the raindrops in that case, I personally think it would be a great addition because the rain doesn't look really spectacular atm, would be awesome if you would consider it
Thtas a good, idea, would help out alot to make a little more compatability and such
This is officially awesome. Turns out that bug I had earlier was fixed by running Minecraft in the .minecraft folder. Would you mind if I updated the old maps to Zombiecraft 3? Like Courtyard, Observation Deck, etc? Also, I got new bugs for you:
-Zombies can fly when you use the AK-47. You can slowly lift them off the ground by shooting them and looking upwards (see , videos always explain better).
-Out of ammo sounds play way too fast when you hold down the button.
-When fully reloaded, you can't shoot again until about a second after. Your gun will still move like it was shooting (Again, see the video).
-Zombies sink into the ground when moving fast.
-If you quit a level and load a new one, the points from last game are still displayed until you get more points.
He is already updating the older maps, so you dont need to.
Flying zombies that is interesting, werid bug
out of ammo sounds are not a bug, just a tweek that needs to be done,
and the points is another interesting,
The Meaning of Life, the Universe, and Everything.
Join Date:
11/25/2011
Posts:
109
Location:
'Murica
Minecraft:
harpwner
PSN:
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Member Details
Coro, i have a request, first off, i love tornadoes, but smp is still bugged so im stuck with hamachi lan, but it is fine for now.
thats not why im here though, i made a log cabin recently and it is indestructible by tornadoes, any chance you can make logs get thrown around by tornadoes
Zombiecraft Maps!
@Mixmaster1190 woo
So yeah, I just wrote up a 2 page guide on map editing for ZC 3 Beta 2, I've got my private VPS running it great without issue and am just about ready to make the download available to you guys. I will hold off on putting it on my site till I get a couple of good multiplayer sessions in to make sure I haven't missed anything, it can be easy to overlook things without that outside perspective on this ~4 months of work I've been slaving over.
Chances are there will be a link to download it by the time the west coast wakes up.
I'd like to open by VPS to people to play on it but I'll have to restrict it only about 6 people for lag reasons, and only when I'm around for potential bugtracking reasons.
Edit:
Okay, lets do this, for the purpose of testing multiplayer and getting an early start on map editing, here it is: ZombieCraft 3.0 Beta 2 Download: Link Removed - 3 maps included for now, rest being converted
To Install: Needs Minecraft 1.4.2 and MinecraftForge universal build 332 or newer, then extract my zip and do as the folder says, and also read the 2 text files for more info.
Into the cellar! There's a ternader a'comin!
Am I doing something wrong?
Also you can shoot any gun really fast if you keep clicking
Zombiecraft Maps!
Yep me and corosus, were playin a little. The verison we were on has some issues fixed including the shotgun, Shot way to fast was way op. Not sure if that build is public yet soo
Edit: you are not doing anything wrong, its just the spawning code is a buggy, we had issues with that alot.
EDIT: And third person looks amazing by the way.
Zombiecraft Maps!
- vanilla mob spawning
- multiplayer rejoining on death issues, force respawn on round end, and readd players that disconnect and rejoin so friendly fire is off etc
- make it teleport ALL PLAYERS IN ZC REALM to spawn spot
- make it teleport fresh players in realm to spawn spot
- fix camera first time use flickering
- remove c & b debug keys, make camera key proper keybind
Into the cellar! There's a ternader a'comin!
- Minecraft Version: 1.4.2
- Operating System: Mac OS X (x86_64) version 10.6.8
- Java Version: 1.6.0_37, Apple Inc.
- Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
- Memory: 480647864 bytes (458 MB) / 534708224 bytes (509 MB) up to 1069416448 bytes (1019 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
- FML: MCP v7.19 FML v4.2.6.422 Minecraft Forge 6.0.1.341 Optifine OptiFine_1.4.2_HD_U_A7 10 mods loaded, 10 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_AnimalBikes [mod_AnimalBikes] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
mod_ReiMinimap [mod_ReiMinimap] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
mod_TooManyItems [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
Kirwiis DSMod [DeathScythe mod] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
AIBlock [AIBlock] (Weather 1.22 for MC 1.4.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
ExtendedRenderer [Extended Renderer] (Weather 1.22 for MC 1.4.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
WeatherMod [Weather and Tornadoes] (Weather 1.22 for MC 1.4.2.zip) Unloaded->Constructed->Pre-initialized->Errored
- LWJGL: 2.4.2
- OpenGL: NVIDIA GeForce 8600M GT OpenGL Engine GL version 2.1 NVIDIA-1.6.36, NVIDIA Corporation
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
- Vec3 Pool Size: ~ERROR~ NullPointerException: null
java.lang.IndexOutOfBoundsException: bitIndex < 0: -1
at java.util.BitSet.clear(BitSet.java:358)
at cpw.mods.fml.client.SpriteHelper.getFreeSlot(SpriteHelper.java:129)
at cpw.mods.fml.client.SpriteHelper.getUniqueSpriteIndex(SpriteHelper.java:105)
at cpw.mods.fml.client.registry.RenderingRegistry.addTextureOverride(RenderingRegistry.java:98)
at ModLoader.addOverride(ModLoader.java:192)
at weather.ClientProxy.registerRenderInformation(ClientProxy.java:171)
at weather.WeatherMod.load(WeatherMod.java:712)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:440)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:651)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:196)
at net.minecraft.client.Minecraft.a(Minecraft.java:465)
at net.minecraft.client.Minecraft.run(Minecraft.java:752)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT 5b301d3b ----------
You need a very specific version of forge, try build 338, i think that could be causing a the issue
The reason behind the change to to forge, forge has alot more for it. Fuctions and hooks and the infinite sprite sheet. Its kinda hard not to transfer over to to forge. All you do is put the files into the mod folder, texter pack where texture packs go and sounds were sounds go. Just like installing another mod. They do not go inside the jar
AMAZING GASGAS120
Zombiecraft Maps!
@gasgas120 Bad left over debug keys, I've removed them in the latest download
@DoomlordKarthus Ya ZombieAwareness is kinda broken for servers at the moment or something, also thanks for mentioning the derped link, fixed
---
I think at around 6-7pm last night I updated the same download link to a newer Beta 2 of ZC3, fixes I remember are:
x Fire spread, though now fire never goes away
x vanilla mob spawning
x multiplayer rejoining on death issues, force respawn on round end, and readd players that disconnect and rejoin so friendly fire is off etc
x make it teleport ALL PLAYERS IN ZC REALM to spawn spot
x remove c & b debug keys
x make camera key proper keybind
x fix doors walkthroughable
ZC 3.0 Beta2 updated DL: http://bitly.com/T0Q0lb
Edit: woot, Sniper rifle and M4 has bullet penetration now!
Into the cellar! There's a ternader a'comin!
Also, is there a way to turn off those rain particles in your weather mod and get the default ones back? It looks kinda funny with a texturepack
EDIT: tried editing them, putting in a higher resolution sample, but they kinda turned into something that didn't really look like rain:
Could you maybe make the raindrops have a higher resolution? Or an adjustable size, and support for png transparency maybe, and random rain drops perhaps.
I could make the raindrops in that case, I personally think it would be a great addition because the rain doesn't look really spectacular atm, would be awesome if you would consider it
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-Zombies can fly when you use the AK-47. You can slowly lift them off the ground by shooting them and looking upwards (see , videos always explain better).
-Out of ammo sounds play way too fast when you hold down the button.
-When fully reloaded, you can't shoot again until about a second after. Your gun will still move like it was shooting (Again, see the video).
-Zombies sink into the ground when moving fast.
-If you quit a level and load a new one, the points from last game are still displayed until you get more points.
Zombiecraft Maps!
Thtas a good, idea, would help out alot to make a little more compatability and such
He is already updating the older maps, so you dont need to.
Flying zombies that is interesting, werid bug
out of ammo sounds are not a bug, just a tweek that needs to be done,
and the points is another interesting,
us.shotbow.net or eu.shotbow.net
Could someone walk me through how to install v1.22 of the Weather and Tornado mod on a Mac? I've been trying to do this for HOURS and so far no luck.
We'd appreciate it, thanks!
Supedad
Into the cellar! There's a ternader a'comin!
thats not why im here though, i made a log cabin recently and it is indestructible by tornadoes, any chance you can make logs get thrown around by tornadoes
thanks,
Harpwner53
Hey everybody, the post is above my signature...