The Meaning of Life, the Universe, and Everything.
Join Date:
4/9/2011
Posts:
37
Member Details
You probably already know this but normally the momentum works but if you go from the highest block that you can place down it doesn't have any speed coming out of the other portal. I don't know if you want to fix this but I just thought I'd tell you.
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You probably already know this but normally the momentum works but if you go from the highest block that you can place down it doesn't have any speed coming out of the other portal. I don't know if you want to fix this but I just thought I'd tell you.
At high speeds, the game detects block collision before the mod detects you hit the portal. End result; total loss of speed. Nothing can be done unless iChun decides to work on portal prediction (the mod guesses when you're going to hit the portal before you actually do).
Bug/anomaly (but it seems to be like this due to engine): After changing last setting to 1 (Aerial Faith Plate needs to be powered to work), if redstone powers one part of a plate, standing on it launches entities like it should, but second part needs to be powered by other means to work.
Its a bug on my part >.> Sorry, will fix that in v3 this weekend.
Excuse me, but I noticed in my game that the Portal audio wasn't working, and Audiomod was installed. So I re-installed Audiomod, and when I tried to run the game, it crashed and this was the error report via cmd.
--- BEGIN ERROR REPORT 20ba3e95 --------
Generated 7/10/11 12:14 PM
Minecraft: Minecraft Beta 1.7.3
OS: Windows 7 (x86) version 6.1
Java: 1.6.0_26, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 6150SE nForce 430/PCI/SSE2 version 2.1.2, NVIDIA Corporation
java.lang.NoSuchMethodError: yf.<init>(Lfd;J)V
at xa.b(SourceFile:43)
at fd.b(SourceFile:174)
at fd.<init>(SourceFile:160)
at fd.<init>(SourceFile:133)
at net.minecraft.client.Minecraft.a(SourceFile:1544)
at rq.e(SourceFile:158)
at mg.a(SourceFile:206)
at lg.a(SourceFile:164)
at rq.a(SourceFile:178)
at px.b(SourceFile:553)
at EntityRendererProxy.b(EntityRendererProxy.java:14)
at net.minecraft.client.Minecraft.run(SourceFile:781)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT ee7be10d ----------
EDIT: Actually, this is what came up in the cmd window. The message above appeared in the Minecraft window.
===Simple Minecraft Error Test===
Starting Minecraft...
16 achievements
151 recipes
ModLoader Beta 1.7.3 Initializing...
Overriding /terrain.png with /portalgun/Block_PortalBlueBottom.png @ 30. 82 left
.
Overriding /terrain.png with /portalgun/Block_PortalBlueTop.png @ 54. 81 left.
Overriding /terrain.png with /portalgun/Block_PortalBlueRound.png @ 76. 80 left.
Overriding /terrain.png with /portalgun/Block_PortalOrangeBottom.png @ 77. 79 le
ft.
Overriding /terrain.png with /portalgun/Block_PortalOrangeTop.png @ 78. 78 left.
Overriding /terrain.png with /portalgun/Block_PortalOrangeRound.png @ 85. 77 lef
t.
Overriding /terrain.png with /portalgun/Block_PortalWeightedCube.png @ 100. 76 l
eft.
Overriding /terrain.png with /portalgun/Block_PortalCompanionCube.png @ 101. 75
left.
Overriding /terrain.png with /portalgun/Block_PortalSignTick.png @ 111. 74 left.
Overriding /terrain.png with /portalgun/Block_PortalSignCross.png @ 125. 73 left
.
Overriding /terrain.png with /portalgun/Block_PortalHEPCSideInactive.png @ 126.
72 left.
Overriding /terrain.png with /portalgun/Block_PortalHEPCSideActive.png @ 127. 71
left.
Overriding /terrain.png with /portalgun/Block_PortalHEPCFloorInactive.png @ 136.
70 left.
Overriding /terrain.png with /portalgun/Block_PortalHEPCFloorActive.png @ 137. 6
9 left.
Overriding /terrain.png with /portalgun/Block_PortalHEPTSide.png @ 138. 68 left.
Overriding /terrain.png with /portalgun/Block_PortalHEPTTopActive.png @ 139. 67
left.
Overriding /terrain.png with /portalgun/Block_PortalHEPTTopInactive.png @ 141. 6
6 left.
Overriding /terrain.png with /portalgun/Block_PortalSpawner.png @ 142. 65 left.
Overriding /terrain.png with /portalgun/Block_PortalCheckpoint.png @ 143. 64 lef
t.
Overriding /terrain.png with /portalgun/Block_PortalAFPBottom.png @ 148. 63 left
.
Overriding /terrain.png with /portalgun/Block_PortalAFPTop.png @ 153. 62 left.
Overriding /terrain.png with /portalgun/Block_PortalAFPBody.png @ 154. 61 left.
Overriding /gui/items.png with /portalgun/Block_PortalSignTick.png @ 38. 129 lef
t.
Overriding /gui/items.png with /portalgun/Img_ThroughPortal.png @ 46. 128 left.
Overriding /gui/items.png with /portalgun/Item_PortalTurretDefective.png @ 61. 1
27 left.
[Portal Gun 1.7.3v1] Loading properties
[Portal Gun 1.7.3v1] Initializing blocks and items.
Overriding /gui/items.png with /portalgun/Item_PortalRecord.png @ 62. 126 left.
Overriding /gui/items.png with /portalgun/Item_PortalRecord2.png @ 91. 125 left.
Overriding /gui/items.png with /portalgun/Item_Portal2Record.png @ 101. 124 left
.
Overriding /gui/items.png with /portalgun/Item_PortalGunBlue.png @ 102. 123 left
.
Overriding /gui/items.png with /portalgun/Item_PortalGunOrange.png @ 105. 122 le
ft.
Overriding /gui/items.png with /portalgun/Item_PortalGunCore.png @ 106. 121 left
.
Overriding /gui/items.png with /portalgun/Item_AdvancedKneeReplacement.png @ 107
. 120 left.
Overriding /gui/items.png with /portalgun/Item_PortalHeelSpring.png @ 108. 119 l
eft.
Overriding /gui/items.png with /portalgun/Item_PortalFizzler.png @ 109. 118 left
.
Overriding /gui/items.png with /portalgun/Item_PortalTurret.png @ 117. 117 left.
Overriding /gui/items.png with /portalgun/Item_PortalAPG.png @ 118. 116 left.
Overriding /gui/items.png with /portalgun/Item_PortalAFP.png @ 119. 115 left.
[Portal Gun 1.7.3v1] Adding statistics and achievements.
[Portal Gun 1.7.3v1] Achievement Pages not detected.
Mod Loaded: mod_PortalGun 1.7.3v1
Done.
WARNING: Found unknown Windows version: Windows 7
Attempting to use default windows plug-in.
Loading: net.java.games.input.DirectAndRawInputEnvironmentPlugin
Starting up SoundSystem...
Initializing LWJGL OpenAL
(The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.or
g)
OpenAL initialized.
java.lang.NoSuchMethodError: yf.<init>(Lfd;J)V
at xa.b(SourceFile:43)
at fd.b(SourceFile:174)
at fd.<init>(SourceFile:160)
at fd.<init>(SourceFile:133)
at net.minecraft.client.Minecraft.a(SourceFile:1544)
at rq.e(SourceFile:158)
at mg.a(SourceFile:206)
at lg.a(SourceFile:164)
at rq.a(SourceFile:178)
at px.b(SourceFile:553)
at EntityRendererProxy.b(EntityRendererProxy.java:14)
at net.minecraft.client.Minecraft.run(SourceFile:781)
at java.lang.Thread.run(Unknown Source)
Stopping!
Heh, Just Wanted to point Out that ( Well, Atleast for me) That The "Vertical" on the Faithplates controls the "Horizontal", And Vise-Versa for The Horizontal
It would be amazing if you put a turret on a faith plate it would scream one of these things: HURRAY, WHEEEE, I'M FLYING, I'M AFRAID OF HEIGHTS, :laugh.gif:
16 achievements
151 recipes
MCPatcherUtils initialized. Directory C:\Documents and Settings\Justin\Applicati
on Data\.minecraft
ModLoader Beta 1.7.3 Initializing...
Overriding /terrain.png with /portalgun/Block_PortalBlueBottom.png @ 30. 82 left
.
Overriding /terrain.png with /portalgun/Block_PortalBlueTop.png @ 54. 81 left.
Overriding /terrain.png with /portalgun/Block_PortalBlueRound.png @ 76. 80 left.
Overriding /terrain.png with /portalgun/Block_PortalOrangeBottom.png @ 77. 79 le
ft.
Overriding /terrain.png with /portalgun/Block_PortalOrangeTop.png @ 78. 78 left.
Overriding /terrain.png with /portalgun/Block_PortalOrangeRound.png @ 85. 77 lef
t.
Overriding /terrain.png with /portalgun/Block_PortalWeightedCube.png @ 100. 76 l
eft.
Overriding /terrain.png with /portalgun/Block_PortalCompanionCube.png @ 101. 75
left.
Overriding /terrain.png with /portalgun/Block_PortalSignTick.png @ 111. 74 left.
Overriding /terrain.png with /portalgun/Block_PortalSignCross.png @ 125. 73 left
.
Overriding /terrain.png with /portalgun/Block_PortalHEPCSideInactive.png @ 126.
72 left.
Overriding /terrain.png with /portalgun/Block_PortalHEPCSideActive.png @ 127. 71
left.
Overriding /terrain.png with /portalgun/Block_PortalHEPCFloorInactive.png @ 136.
70 left.
Overriding /terrain.png with /portalgun/Block_PortalHEPCFloorActive.png @ 137. 6
9 left.
Overriding /terrain.png with /portalgun/Block_PortalHEPTSide.png @ 138. 68 left.
Overriding /terrain.png with /portalgun/Block_PortalHEPTTopActive.png @ 139. 67
left.
Overriding /terrain.png with /portalgun/Block_PortalHEPTTopInactive.png @ 141. 6
6 left.
Overriding /terrain.png with /portalgun/Block_PortalSpawner.png @ 142. 65 left.
Overriding /terrain.png with /portalgun/Block_PortalCheckpoint.png @ 143. 64 lef
t.
Overriding /terrain.png with /portalgun/Block_PortalAFPBottom.png @ 148. 63 left
.
Overriding /terrain.png with /portalgun/Block_PortalAFPTop.png @ 153. 62 left.
Overriding /terrain.png with /portalgun/Block_PortalAFPBody.png @ 154. 61 left.
Overriding /gui/items.png with /portalgun/Block_PortalSignTick.png @ 38. 129 lef
t.
Overriding /gui/items.png with /portalgun/Img_ThroughPortal.png @ 46. 128 left.
Overriding /gui/items.png with /portalgun/Item_PortalTurretDefective.png @ 61. 1
27 left.
[Portal Gun 1.7.3v2] Loading properties
[Portal Gun 1.7.3v2] Error loading properties.
[Portal Gun 1.7.3v2] Saving properties
java.lang.NullPointerException
at mod_PortalGun.loadProperties(mod_PortalGun.java:1175)
at mod_PortalGun.<clinit>(mod_PortalGun.java:3049)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Sou
rce)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:272)
at ModLoader.readFromModFolder(ModLoader.java:1169)
at ModLoader.init(ModLoader.java:811)
at ModLoader.AddAllRenderers(ModLoader.java:183)
at th.<init>(th.java:60)
at th.<clinit>(th.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:318)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Unknown Source)
[Portal Gun 1.7.3v2] Initializing blocks and items.
Overriding /gui/items.png with /portalgun/Item_PortalRecord.png @ 62. 126 left.
Overriding /gui/items.png with /portalgun/Item_PortalRecord2.png @ 91. 125 left.
Overriding /gui/items.png with /portalgun/Item_Portal2Record.png @ 101. 124 left
.
Overriding /gui/items.png with /portalgun/Item_PortalGunBlue.png @ 102. 123 left
.
Overriding /gui/items.png with /portalgun/Item_PortalGunOrange.png @ 105. 122 le
ft.
Overriding /gui/items.png with /portalgun/Item_PortalGunCore.png @ 106. 121 left
.
Overriding /gui/items.png with /portalgun/Item_AdvancedKneeReplacement.png @ 107
. 120 left.
Overriding /gui/items.png with /portalgun/Item_PortalHeelSpring.png @ 108. 119 l
eft.
Overriding /gui/items.png with /portalgun/Item_PortalFizzler.png @ 109. 118 left
.
Overriding /gui/items.png with /portalgun/Item_PortalTurret.png @ 117. 117 left.
Overriding /gui/items.png with /portalgun/Item_PortalAPG.png @ 118. 116 left.
Overriding /gui/items.png with /portalgun/Item_PortalAFP.png @ 119. 115 left.
[Portal Gun 1.7.3v2] Adding statistics and achievements.
[Portal Gun 1.7.3v2] Achievement Pages not detected.
Mod Loaded: mod_PortalGun 1.7.3v2
Error loading properties.
java.io.FileNotFoundException: \mod_SpeakerBlock.properties (The system cannot f
ind the file specified)
at java.io.FileInputStream.open(Native Method)
at java.io.FileInputStream.<init>(Unknown Source)
at java.io.FileInputStream.<init>(Unknown Source)
at mod_SpeakerBlock.LoadProperties(mod_SpeakerBlock.java:112)
at mod_SpeakerBlock.<clinit>(mod_SpeakerBlock.java:210)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Sou
rce)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:272)
at ModLoader.readFromClassPath(ModLoader.java:1104)
at ModLoader.init(ModLoader.java:812)
at ModLoader.AddAllRenderers(ModLoader.java:183)
at th.<init>(th.java:60)
at th.<clinit>(th.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:318)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Unknown Source)
Overriding /terrain.png with /imgz/speakerblock.png @ 156. 59 left.
Mod Loaded: mod_SpeakerBlock Speaker Blocks for v1.7.2
Error loading properties.
java.io.FileNotFoundException: C:\Documents and Settings\Justin\Application Data
\.minecraft\bin\mod_Sensor.properties (The system cannot find the file specified
)
at java.io.FileInputStream.open(Native Method)
at java.io.FileInputStream.<init>(Unknown Source)
at java.io.FileInputStream.<init>(Unknown Source)
at mod_Sensor.LoadProperties(mod_Sensor.java:80)
at mod_Sensor.<clinit>(mod_Sensor.java:116)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Sou
rce)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:272)
at ModLoader.readFromClassPath(ModLoader.java:1104)
at ModLoader.init(ModLoader.java:812)
at ModLoader.AddAllRenderers(ModLoader.java:183)
at th.<init>(th.java:60)
at th.<clinit>(th.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:318)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Unknown Source)
Overriding /terrain.png with /imgz/woodsensor.png @ 157. 58 left.
Overriding /terrain.png with /imgz/stonesensor.png @ 158. 57 left.
Overriding /terrain.png with /imgz/ironsensor.png @ 159. 56 left.
Overriding /terrain.png with /imgz/nethersensor.png @ 166. 55 left.
Mod Loaded: mod_Sensor Sensors for v1.7.2
Mod Loaded: mod_MinapticsVisual 1.7.2r4
Mod Loaded: mod_TooManyItems 1.7.2 2011-07-01
Done.
Loading: net.java.games.input.DirectAndRawInputEnvironmentPlugin
Starting up SoundSystem...
Initializing LWJGL OpenAL
(The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.or
g)
OpenAL initialized.
[Portal Gun 1.7.3v2] Loading properties
[Portal Gun 1.7.3v2] Error loading properties.
[Portal Gun 1.7.3v2] Saving properties
java.lang.NullPointerException
at mod_PortalGun.loadProperties(mod_PortalGun.java:1175)
at mod_PortalGun.PortalGunTick(mod_PortalGun.java:1020)
at mod_PortalGun.OnTickInGame(mod_PortalGun.java:596)
at ModLoader.OnTick(ModLoader.java:1006)
at EntityRendererProxy.b(EntityRendererProxy.java:16)
at net.minecraft.client.Minecraft.run(SourceFile:781)
at java.lang.Thread.run(Unknown Source)
If it makes a difference, my other mods are: Toomanyitems, Minaptics, SensorBlock, and SpeakerBlock. I also have the HD Texture Patch.
Do you have a mod_PortalGun.properties file in the /mods/ folder? if you do, remove it and use the one in mods/portalgun/.
Also you have a problem with mod_Sensor.properties, the game can't find it.
I have only one problem with this mod. When I use it the Cubes appear to be Purple. Purple as in, it could not find texture. Is there anyway to fix this?
Did you install the companion cube mod from the extras folder? Its been known to cause this. Don't install the comp cube mod if you're using the full mod.
I downloaded the mod and everything and I start my level and it says that AKR Mod is conflicting Companion cube and the weighted storage cube so now they are all purple
You don't need anything from the extras mod if you use the full mod >.>
either the portal mod is incompatible with the Le Parkour mod or The afp's don't work. :/
I get the "saving chunks" and a black screen but no error log.
Run the game with cmd.
===========================
Also updated the MCModcenter link, since they updated all mods on the site were gone.
I'm having issues (possibly compatibility) But this is like no other issue i've seen before...
Yes I have other mods installed and the mod works fine with a clean .jar but I was hoping I could get it to work with my other mods. I know it isn't an ID conflict because I already fixed those.
So what happens is I get into the game fine but as soon as I try to fire the portal gun or place down a sentry gun or anything from that mod, the comes up with a screen saying "saving chunks" without the loading screen, then shortly blackscreens and crashes, giving me this error:
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT 603ffca5 --------
Generated 12/07/11 3:54 PM
Minecraft: Minecraft Beta 1.7.2
OS: Windows XP (x86) version 5.1
Java: 1.6.0_24, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 7500 LE/PCI/SSE2/3DNOW! version 2.0.3, NVIDIA Corporation
java.lang.NoSuchMethodError: Portal_EntityAPG.e(DDD)V
at Portal_EntityAPG.w_(Portal_EntityAPG.java:124)
at fd.a(SourceFile:1181)
at fd.f(SourceFile:1157)
at fd.g(SourceFile:1100)
at net.minecraft.client.Minecraft.k(SourceFile:1494)
at net.minecraft.client.Minecraft.run(SourceFile:754)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT a0368806 ----------
iChun I thought I had read a post on here before about how to make world specific unportable blocks. I tried changing the mod_PortalGun_world.properties line
unportalbleID=0
to
unportalbleID=49
and
worldOverride=0
to
worldOverride=1
but that didn't work. So then I tried it without
worldOverride=1
but it still didn't work. My map isn't playable without the unportable blocks because it makes it way too easy. Do you happen to know what's going on?
so, this is the error i get when starting from command line:
Mods loaded: 2
ModLoader Beta 1.7.3
mod_PortalGun 1.7.3v2
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT ca0b0074 --------
Generated 12/07/11 20.13
Minecraft: Minecraft Beta 1.7.3
OS: Windows 7 (x86) version 6.1
Java: 1.6.0_26, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: Intel(R) G41 Express Chipset version 2.1.0 - Build 8.15.10.2302, Intel
java.lang.NoSuchMethodError: yf.<init>(Lfd;J)V
at xa.b(SourceFile:43)
at fd.b(SourceFile:174)
at fd.<init>(SourceFile:160)
at fd.<init>(SourceFile:133)
at net.minecraft.client.Minecraft.a(SourceFile:1544)
at rq.e(SourceFile:158)
at rq.a(SourceFile:121)
at da.a(SourceFile:72)
at da.f(SourceFile:120)
at da.e(SourceFile:108)
at net.minecraft.client.Minecraft.k(SourceFile:1299)
at net.minecraft.client.Minecraft.run(SourceFile:754)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 52471a5f ----------
Alright, so I downloaded the mod and installed it the way the installation(.)txt said, but still it causes my MC to crash.
I've tried the different installations, but it doesn't work either. Also, I know it is the 1.7.3_Portalgun_v2(.)zip that is making it all crash, because it works without it. Please iChun, HELP! I want this mods, it's awesome! ^^
Open the zip and take a look at it.. You should see around 30 class files and 2 folders. if you don't its in the folder place in mods.
bug report: some weirdness when you place a portal on a portal spawner.
1:portal spawner changes color to that of the portal place on it.
2:when I powered a spawner that I had placed a portal of a different color on (the portal was still there) it completely dissapeared.
1: eh really?
2: Its supposed to change to the new colour. There was a disappearing issue i fixed for v3, slotted for this weekend. See how it is then? :/
At high speeds, the game detects block collision before the mod detects you hit the portal. End result; total loss of speed. Nothing can be done unless iChun decides to work on portal prediction (the mod guesses when you're going to hit the portal before you actually do).
Yeah, that.
"portal prediction" is underway actually, the first step is by making arrows work on portals. They work on portals now in v3.
===================
EDIT: v3 will be coming this weekend.
I may have missed out some posts somewhere, if i did i apologise, i'm in a rush at the moment.
Anyone who has download this mod just put the files in a .zip and upload it to mediafire, dropbox, rapidshare, megaupload. Anything but hotfire.
SIR, stop spamming this post! If you did read the copyright note below, you would KNOW that that is STRICTLY not allowed, in fact it is illegal. Also, in the FAQ, it is stated very clearly that iChun will not make a mirror, for now. So if it doesn't download for you, find other ways. Don't bother asking for any mirrors from any other people. Redistribution is not allowed without the author's consent, and he did not allow it.
Sorry, didn't meant to be that harsh, but seriously, you shouldn't spam the thread with so many of your posts just because no one mirrors the file, there's a reason for not doing so.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/9/2011
Posts:
37
Member Details
Has anybody else but 4 oracle turrets looking in the same direction in a row? It plays "Turret Wife Serenade" Lol. Pretty awesome.
Rollback Post to RevisionRollBack
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I have one suggestion about weighted cube and companion cube:
I think it would be better if they were mobs instead of blocks, like the turrets. This way, you could place them to press pressure plates instead of drop them. And would be really easier to transport them through portals. The only disadvantage I can see is that you coudn't walk on them.
Actually, it hasn't happened since, so that's good, but I do have this weird problem.
For some reason the arial faith plates have two different settings. Sometimes they'll shoot me a shorter distance, and sometimes they'll shoot me a longer distance. Normally the first time you go on it you shoot a shorter distance, but the second on you go farther. I think the front of the plate may be weaker than the back, but it's really aggravating o.0
And, really looking forward for v3! I love this mod =D
I'm having a problem crashing, and I know for sure it's the portal mod. All other mods (TMI, SPC) were working and then the portal gun was installed and now it crashes. It's also a new thing, this just started to happen today. I've installed everything 3 times and I'm starting to get a headache... It also doesn't give a crash report. It shows the Mojang logo and then dirt, then the crash report for a split second. It could be HD textures, I'll check real quick.
SILLY ME. FORGOT I HAD THOSE DARN TEXTURES IN THERE.
Keep up with the mod, I'm looking forward to new features, but pace yourself.
Yeah, that.
"portal prediction" is underway actually, the first step is by making arrows work on portals. They work on portals now in v3.
any chance you coul make things come out at the same position relative to the portals while you're at it?
@iChun;
1) Can't wait for v3!
2) Possible title addition for v3(instead of AERIAL FAITH PLATES! FAITH!!!): "What th' Where'd THAT come from?!?" or something similar in honor of portaling projectiles.
*edit; 3) When it comes to prediction, I'd rather have it set to detect entrance a little loosely rather than too strictly. Or make it another setting like they did in the original Portal.*
@Quarg; I don't think we need to worry about that to much until portals become transparent. For now, knowing we exit relative to ourselves is confusing enough.
*edit; OH! I guess you meant how HEP's can enter from any position on the portal, but they'll always exit from the bottom half. Yeah, that's a nice bug though for puzzle solvers, not makers.*
I have one suggestion about weighted cube and companion cube:
I think it would be better if they were mobs instead of blocks, like the turrets. This way, you could place them to press pressure plates instead of drop them. And would be really easier to transport them through portals. The only disadvantage I can see is that you coudn't walk on them.
Until you can pick objects up without breaking them, no point in that really.
This mod is AMAZING.
But i everytime i try to throw down a block, (or dispensers) the block would dissappear. i cant throw down anything. Is this supposed to happen?
I REALLLLLYYYYYYY want to use the stuff from the updates… but Vertical Redstone hasn't been updated for 1.7 yet… and my map NEEDS Vertical Redstone. :/
At high speeds, the game detects block collision before the mod detects you hit the portal. End result; total loss of speed. Nothing can be done unless iChun decides to work on portal prediction (the mod guesses when you're going to hit the portal before you actually do).
Run via cmd. Might just be a block id issue (edit in portalgun properties).
Its a bug on my part >.> Sorry, will fix that in v3 this weekend.
Could you show me a setup of how you crash it?
The error you have is something to do with Chunks, i'm not sure about that.
Fixed in v2.
Done for v3.
Do you have a mod_PortalGun.properties file in the /mods/ folder? if you do, remove it and use the one in mods/portalgun/.
Also you have a problem with mod_Sensor.properties, the game can't find it.
Did you install the companion cube mod from the extras folder? Its been known to cause this. Don't install the comp cube mod if you're using the full mod.
Convenience, flexibility, and just plain ease of use. If you want to go back to the hard way, thats your choice.
I do like them, but yeah I can't just get them all out in an update, or two...
You don't need anything from the extras mod if you use the full mod >.>
Run the game with cmd.
===========================
Also updated the MCModcenter link, since they updated all mods on the site were gone.
The mod's for 1.7.3, not compatible with 1.7.2
I will look into this.
I don't touch any main classes. its another mod.
Open the zip and take a look at it.. You should see around 30 class files and 2 folders. if you don't its in the folder place in mods.
TMI used to cause this... Do you have it installed?
I respect it as a seperate mod, and as such I'll leave it that way for now.
1: eh really?
2: Its supposed to change to the new colour. There was a disappearing issue i fixed for v3, slotted for this weekend. See how it is then? :/
Yeah, that.
"portal prediction" is underway actually, the first step is by making arrows work on portals. They work on portals now in v3.
===================
EDIT: v3 will be coming this weekend.
I may have missed out some posts somewhere, if i did i apologise, i'm in a rush at the moment.
@someone posting a mirror: no.
SIR, stop spamming this post! If you did read the copyright note below, you would KNOW that that is STRICTLY not allowed, in fact it is illegal. Also, in the FAQ, it is stated very clearly that iChun will not make a mirror, for now. So if it doesn't download for you, find other ways. Don't bother asking for any mirrors from any other people. Redistribution is not allowed without the author's consent, and he did not allow it.
Sorry, didn't meant to be that harsh, but seriously, you shouldn't spam the thread with so many of your posts just because no one mirrors the file, there's a reason for not doing so.
Support my mod!
CO-OP and GELS
CO-OP: Multiplayer support.
GELS: Propulsion, Repulsion and White Gel.
Have some diamonds!
[url=http://www.minecraftforum.net/viewtopic.php?f=1018&t=149179#SMP [/url]
I think it would be better if they were mobs instead of blocks, like the turrets. This way, you could place them to press pressure plates instead of drop them. And would be really easier to transport them through portals. The only disadvantage I can see is that you coudn't walk on them.
Actually, it hasn't happened since, so that's good, but I do have this weird problem.
For some reason the arial faith plates have two different settings. Sometimes they'll shoot me a shorter distance, and sometimes they'll shoot me a longer distance. Normally the first time you go on it you shoot a shorter distance, but the second on you go farther. I think the front of the plate may be weaker than the back, but it's really aggravating o.0
And, really looking forward for v3! I love this mod =D
SILLY ME. FORGOT I HAD THOSE DARN TEXTURES IN THERE.
Keep up with the mod, I'm looking forward to new features, but pace yourself.
@iChun;
1) Can't wait for v3!
2) Possible title addition for v3(instead of AERIAL FAITH PLATES! FAITH!!!): "What th' Where'd THAT come from?!?" or something similar in honor of portaling projectiles.
*edit; 3) When it comes to prediction, I'd rather have it set to detect entrance a little loosely rather than too strictly. Or make it another setting like they did in the original Portal.*
@Quarg; I don't think we need to worry about that to much until portals become transparent. For now, knowing we exit relative to ourselves is confusing enough.
*edit; OH! I guess you meant how HEP's can enter from any position on the portal, but they'll always exit from the bottom half. Yeah, that's a nice bug though for puzzle solvers, not makers.*
Until you can pick objects up without breaking them, no point in that really.
But i everytime i try to throw down a block, (or dispensers) the block would dissappear. i cant throw down anything. Is this supposed to happen?
I havn't played portal 2 yet, or portal 1 for that matter, but I love the mod!! :biggrin.gif:
Can't wait for Repulsion Gel!!
EDIT: Just found the serenade!! NICE!!
4 Oracle turrets.. 1 regular turret.. sad thing the final turret has to die..
Why you little son of a *****...
Hmmm………… what? :sad.gif:
That idea is absolutely brilliant. I wish I had thought of it.
O..O
Those look... exactly like.. the ... real portal 2 test chambers...
O......O