The Meaning of Life, the Universe, and Everything.
Join Date:
11/20/2013
Posts:
58
Minecraft:
SgtSarcasm7
Member Details
Great mod, but I have a few problems with it. Being a builder, I'm very used to the vanilla flying but love all the other features of this mod. I've looked in the config folder of Minecraft but found no config file for this mod. So if there's any easy way to toggle that without removing the mod let me know.
Great mod, but I have a few problems with it. Being a builder, I'm very used to the vanilla flying but love all the other features of this mod. I've looked in the config folder of Minecraft but found no config file for this mod. So if there's any easy way to toggle that without removing the mod let me know.
The config file should be located in your .minecraft not in the config folder itself.
Great mod, but I have a few problems with it. Being a builder, I'm very used to the vanilla flying but love all the other features of this mod. I've looked in the config folder of Minecraft but found no config file for this mod. So if there's any easy way to toggle that without removing the mod let me know.
Wait, you don't like Smart Moving's flight? I LOVE it. It's one of the best features of the mod. Vanilla creative-mode flight makes my teeth bleed — I'm not sure which is worse, it or the no-hovering flight that you get from things like IC2 jetpacks. Frankly, I avoid both wherever possible. Both are equally terrible, just in different ways. Smart Moving's flight — fly-where-you-look, with hovering ability, plus the cool Superman pose except without the outside underpants — is flight as flight in Minecraft SHOULD be.
(I'll admit I wish it was a bit easier to make small adjustments of position while hovering.)
Divisor I've been looking into compatibility issues with TFC && carpenters blocks as you may recall. I think the best compatibility solution would be to have a registry of ladder types, basically another config file specifically for registering blocks from other mods.
entries should be able to be entered in reference either to ID or fully-specified classname (you could have it use reflection @ runtime to do the comparisons if you deem that sensible, so that if/when ids are changed in other mods users don't have to come back and edit the other config again if they KNOW the classname), then specifying what climbable type the ladder is.
distinct ladder types that I can think of currently:
vines/ropes (may animate differently, but not altogether different)
wall-mounted ladders (vanilla ladders behave like this)
stand-alone ladders
ladders that may be wall mounted OR standalone (Carpenter's Ladders)
Complex Logic ladders: (Defer to block's FML isLadder function, or potentially other named functions so long as they take standard arguments, should be possible with reflection or ASM commands) TFC has some wall chiseling patterns in its blocks that can become climbable if they meet certain shape-based rules.
There also needs to be a registry for fence-blocks, metal bars, and other from mods that may be entities or otherwise wouldn't work by default that the users think should be grab-climbables.
Stand alone refers to ladders like carpenter's ladders when placed in the center of a block that has no surfaces horizontally nearby.
I know that you've been trying to defer to the isLadder functions, but in my experience the functions are not always recognized or called properly, in part because smart moving does not have the capacity currently to know how to handle ladders that are not wall-mounted. (and thus have 2 climbable sides, a top and/or bottom, and 2 not climbable sides), and also because smart moving was checking for ladder identity against vanilla ladder & vine IDs instead of just asking whether the block was climbable and accepting that result as a valid isLadder boolean.
There should also be a way to register which meta-data values refer to which directional facing, in case they don't follow the vanilla standard with this.
This probably means you'll need to create some new facing objects to account for the behavior required by freestanding ladders. (i.e. they aren't just climbable only on one side, and they aren't climbable from ALL sides either, need to account for both whether the facing is N-S / E-W and how the player's avatar is approaching/facing the sides)
Just dont forget the other tall-climbables like registering mod-fences and/or support beams and other such things. Hell, a treetrunk style ladder type (for animation purposes) as suggested above would be pretty cool too.
maybe allow_tree_climbing true/false could be a value in the config file, and then one of the ladder types would be "log".
This would be particularly cool in TFC, as the leaves are set to non-solid, so you could climb straight up the tree.
Perhaps one could also set the climbing difficulty for certain ladders to be higher, and have it drain the smart moving endurance bar. (so you don't have people just climbing straight up a sequoia)
edit----
it occurs to me that for the ladders that stand alone in the middle of a block, it may make sense to query the block for which portions are solid so you animate the climbing according to the position of the solid ladder within the block. IT isn't required for functionality, but given that the blocks could be varying thicknesses having only one animation might look slightly derpy on thin vs thick or off-center vs centered ladders if someone were to make these.
Mine & Blade Battlegear 2 mod's source being viewable on Github is there any way you could add compatibility in Smart Moving to fix 2 small errors that happen when both are used together (Crawling with 2nd sword out and swinging left hand sword)? Or would it require changes on their part to make it work?
Smart Moving and Battlegear are 2 very fun mods to use together, but it's a bit annoying for 3rd person animations to be broken when used together.
(If you want to see the issue in action just use the latest verison they have in their release folder on Github, their download on the forums is out of date compared to the Github)
The Meaning of Life, the Universe, and Everything.
Join Date:
3/3/2012
Posts:
192
Location:
United Kingdom
Member Details
I finally got this working. It turns out that I had to install Forge. I had FML installed instead.
Anyway, why I installed this in the first place is because someone had posted something about Smart Moving in my shader pack topic and how it made the player character vanish, but since now I was able to test I worked out a solution to avoid the problem (you have to restart Minecraft, select the shader pack in question, and then load up a world).
But now this mod is awesome. I love all the extra movement options!
I can't sneak while jumping/falling. The camera moves but the player model doesn't move. This is a problem with Thaumcraft 4's Acance Levitator's sneak to float down function. Is there anyway to use vanilla sneaking without having to change modes every time?
On an MCPC+ server using this mod, would it be at all possible to somehow limit the use of Smart Moving features to certain users, preferably via permissions?
On an MCPC+ server using this mod, would it be at all possible to somehow limit the use of Smart Moving features to certain users, preferably via permissions?
You can restrict access to Smart Moving flight by restricting the essentials.fly permission. (Assuming you have Essentials installed.) I'm not aware of any other Smart Moving mode that can be restricted via permissions, and I confess I don't quite understand why you would want to.
You can restrict access to Smart Moving flight by restricting the essentials.fly permission. (Assuming you have Essentials installed.) I'm not aware of any other Smart Moving mode that can be restricted via permissions, and I confess I don't quite understand why you would want to.
I'm planning on hosting a roleplay server based on Assassins Creed, and I would like to restrict the ability to parkour to certain classes (thieves, Assassins, etc.)
Hi, this mod is awesome! I've been using it for a while, and the time has come where i must ask a question of ye holy mod/thread creator Divisor, or anyone else who can help, if i may.
I'm trying to get smart moving's hunger generation to behave as close to classic minecraft as i can, because all i really want is the climbing features right now(without exhaustion). I'm spoiled by it and want it in everything - it seems like an almost required movement option for minecraft to make scaling things much less of a headache.
However, all of my attempts to navigate the hunger configuration in the config txt have failed.
Is there a deeper explanation of how the hunger generation system in smart moving works that i missed somewhere and can be pointed to, or can you flesh it out for me if you've got time?
What I tried recently:
Turned exhaustion generation for all movement off. (Hunger stopped generating completely) So then I:
Set hunger generation to a pure "true" because it looked as if it was based on exhaustion. At least i assume that's what the true;e:false meant. (Then the hunger bar didn't decay until after 5 minutes of classic sprinting and jumping, and when it started to decay, it decayed wayyyy too fast, especially when i attacked things. It was all gone in like 12 seconds!)
I also tried tweaking some of the hunger generation factor values, but the differences made were small and didn't seem to solve the elephants in the room above, so to speak.
So i'm gathering that there is some kind of threshold on the hunger gen before it actually begins maybe? And it doesn't look like there is a way to change hunger gen when attacking things i suppose? Let me know if i'm way off. The config file confuses me.
There may be weird typos in the config comments too that i can report. For example, is the second comment here supposed to be "Standing hunger generation factor"?
Love the mod but the only problem i have is i cant climb blocks or have the swimming/ diving animation but overall love it i was thinking making a call of duty related map to this
Mods amazing! Only problem is, with other mods, it makes the game extremely laggy. I had it off on one world, world was running smoothly, as soon as i exited and added smart moving, ran at like 2/fps. Other than that, when there's no lag, probably a revolutionary mod.
Divisor I need help! In my mods folder I can't find smart moving so I can't delete it! And everytime I try to start up Minecraft this happens please help me
---- Minecraft Crash Report ----
// Sorry
Time: 2014-01-24 18:13
Description: Initializing game
java.lang.RuntimeException:
========================================
Smart Moving could not find the required API "Client Player"!
----------------------------------------
Download Player API forge from: http://www.minecraft.../topic/738498-/
and install it on your system to fix this specific problem.
========================================
at net.smart.utilities.Assert.clientPlayerAPI(Assert.java:41)
at net.smart.render.mod.Client.create(Client.java:24)
at mod_SmartRender.<init>(mod_SmartRender.java:23)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.constructMod(ModLoaderModContainer.java:496)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:509)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:472)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:807)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.smart.utilities.Assert.clientPlayerAPI(Assert.java:41)
at net.smart.render.mod.Client.create(Client.java:24)
at mod_SmartRender.<init>(mod_SmartRender.java:23)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.constructMod(ModLoaderModContainer.java:496)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:509)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:472)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:807)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_25, Oracle Corporation
Java VM Version: Java HotSpot™ Client VM (mixed mode, sharing), Oracle Corporation
Memory: 45995984 bytes (43 MB) / 138125312 bytes (131 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.20.916 Minecraft Forge 9.11.1.916 5 mods loaded, 5 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.4.20.916} [Forge Mod Loader] (minecraftforge-9.11.1.916.jar) Unloaded->Constructed
Forge{9.11.1.916} [Minecraft Forge] (minecraftforge-9.11.1.916.jar) Unloaded->Constructed
mod_SmartMoving{Not available} [mod_SmartMoving] (1.6.4-Forge9.11.1.916.jar) Unloaded->Errored
mod_SmartRender{Not available} [mod_SmartRender] (1.6.4-Forge9.11.1.916.jar) Unloaded->Errored
Launched Version: 1.6.4-Forge9.11.1.916
LWJGL: 2.9.0
OpenGL: Mobile Intel® 4 Series Express Chipset Family GL version 2.1.0 - Build 8.15.10.2302, Intel
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: Default
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
(I'll admit I wish it was a bit easier to make small adjustments of position while hovering.)
entries should be able to be entered in reference either to ID or fully-specified classname (you could have it use reflection @ runtime to do the comparisons if you deem that sensible, so that if/when ids are changed in other mods users don't have to come back and edit the other config again if they KNOW the classname), then specifying what climbable type the ladder is.
distinct ladder types that I can think of currently:
vines/ropes (may animate differently, but not altogether different)
wall-mounted ladders (vanilla ladders behave like this)
stand-alone ladders
ladders that may be wall mounted OR standalone (Carpenter's Ladders)
Complex Logic ladders: (Defer to block's FML isLadder function, or potentially other named functions so long as they take standard arguments, should be possible with reflection or ASM commands) TFC has some wall chiseling patterns in its blocks that can become climbable if they meet certain shape-based rules.
There also needs to be a registry for fence-blocks, metal bars, and other from mods that may be entities or otherwise wouldn't work by default that the users think should be grab-climbables.
Stand alone refers to ladders like carpenter's ladders when placed in the center of a block that has no surfaces horizontally nearby.
I know that you've been trying to defer to the isLadder functions, but in my experience the functions are not always recognized or called properly, in part because smart moving does not have the capacity currently to know how to handle ladders that are not wall-mounted. (and thus have 2 climbable sides, a top and/or bottom, and 2 not climbable sides), and also because smart moving was checking for ladder identity against vanilla ladder & vine IDs instead of just asking whether the block was climbable and accepting that result as a valid isLadder boolean.
There should also be a way to register which meta-data values refer to which directional facing, in case they don't follow the vanilla standard with this.
This probably means you'll need to create some new facing objects to account for the behavior required by freestanding ladders. (i.e. they aren't just climbable only on one side, and they aren't climbable from ALL sides either, need to account for both whether the facing is N-S / E-W and how the player's avatar is approaching/facing the sides)
I scored 100% on the Minecraft Trivia Quiz. How much do you know about Minecraft?
maybe allow_tree_climbing true/false could be a value in the config file, and then one of the ladder types would be "log".
This would be particularly cool in TFC, as the leaves are set to non-solid, so you could climb straight up the tree.
Perhaps one could also set the climbing difficulty for certain ladders to be higher, and have it drain the smart moving endurance bar. (so you don't have people just climbing straight up a sequoia)
edit----
it occurs to me that for the ladders that stand alone in the middle of a block, it may make sense to query the block for which portions are solid so you animate the climbing according to the position of the solid ladder within the block. IT isn't required for functionality, but given that the blocks could be varying thicknesses having only one animation might look slightly derpy on thin vs thick or off-center vs centered ladders if someone were to make these.
Smart Moving and Battlegear are 2 very fun mods to use together, but it's a bit annoying for 3rd person animations to be broken when used together.
(If you want to see the issue in action just use the latest verison they have in their release folder on Github, their download on the forums is out of date compared to the Github)
Anyway, why I installed this in the first place is because someone had posted something about Smart Moving in my shader pack topic and how it made the player character vanish, but since now I was able to test I worked out a solution to avoid the problem (you have to restart Minecraft, select the shader pack in question, and then load up a world).
But now this mod is awesome. I love all the extra movement options!
Jelly World (Ver. 5.1) - Bendy Ground (Ver. 1.1) - The Wave (Ver. 1.0)
Edit: I meant to edit this yesterday but it didn't. but my problem is fixed now.
I'm planning on hosting a roleplay server based on Assassins Creed, and I would like to restrict the ability to parkour to certain classes (thieves, Assassins, etc.)
I'm trying to get smart moving's hunger generation to behave as close to classic minecraft as i can, because all i really want is the climbing features right now(without exhaustion). I'm spoiled by it and want it in everything - it seems like an almost required movement option for minecraft to make scaling things much less of a headache.
However, all of my attempts to navigate the hunger configuration in the config txt have failed.
Is there a deeper explanation of how the hunger generation system in smart moving works that i missed somewhere and can be pointed to, or can you flesh it out for me if you've got time?
What I tried recently:
Turned exhaustion generation for all movement off. (Hunger stopped generating completely)
So then I:
Set hunger generation to a pure "true" because it looked as if it was based on exhaustion. At least i assume that's what the true;e:false meant. (Then the hunger bar didn't decay until after 5 minutes of classic sprinting and jumping, and when it started to decay, it decayed wayyyy too fast, especially when i attacked things. It was all gone in like 12 seconds!)
I also tried tweaking some of the hunger generation factor values, but the differences made were small and didn't seem to solve the elephants in the room above, so to speak.
So i'm gathering that there is some kind of threshold on the hunger gen before it actually begins maybe? And it doesn't look like there is a way to change hunger gen when attacking things i suppose? Let me know if i'm way off. The config file confuses me.
There may be weird typos in the config comments too that i can report. For example, is the second comment here supposed to be "Standing hunger generation factor"?
I would really appreciate the help and clarification! Thanks a bunch for your time.
http://www.minecraft.../topic/738498-/
and install it on your system to fix this specific problem.
That's all you do, just install PlayerAPI