this mod is awsome but i've got a question:
is it normal that i can't climb vines ???
Vine Climbing mechanics are different with SmartMoving than in Vanilla. You need to hold grab to climb vines, and use Jump instead of the forward key to climb up hanging vines (otherwise you just go through and fall off the other side)
The Meaning of Life, the Universe, and Everything.
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9/11/2011
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Minecraft:
Thisguy_
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Is there any way to make the wonderful flying animation work with something Zombe flymod or Mycraft? Or, is there a mod that lets you use creative fly in a server/survival mode?
im not sure what im doing wrong, maybe is mod incompability or something but every time i go into any game menu like pressing the inventory or pressing esc, the game turns into the dirt texture main menu background and it says "saving chunks" and it freezes then it just exits itself
i have modloader, modloadermp, minecraft forge, redpower, player api, toomanyitems, and singleplayer commands
Is there any way to make the wonderful flying animation work with something Zombe flymod or Mycraft? Or, is there a mod that lets you use creative fly in a server/survival mode?
I think Divisor is working on that, and, please make that last sentence more readable
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 968652e3 --------
Generated 12.3.18 17.15
Minecraft: Minecraft 1.2.3
OS: Windows XP (x86) version 5.1
Java: 1.7.0_03, Oracle Corporation
VM: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: Intel 945GM version 1.4.0 - Build 7.14.10.4926, Intel
java.lang.NoClassDefFoundError: PlayerBase
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at net.minecraft.move.playerapi.SmartMovingPlayerAPI.RegisterPlayerBase(SmartMovingPlayerAPI.java:16)
at net.minecraft.move.SmartMovingMod.ModsLoaded(SmartMovingMod.java:92)
at mod_SmartMovingMp.modsLoaded(mod_SmartMovingMp.java:30)
at ModLoader.init(ModLoader.java:898)
at ModLoader.addAllRenderers(ModLoader.java:186)
at aho.<init>(aho.java:79)
at aho.<clinit>(aho.java:9)
at net.minecraft.client.Minecraft.a(Minecraft.java:395)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: PlayerBase
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 21 more
--- END ERROR REPORT 9f39dcf1 ----------
Experiencing what I believe to be a glitch. If move.config.send is set to true then setting move.climb.free to false in smart_moving_options.txt on a server still allows free climbing, even if the client has move.climb.free to false. (Forces free climbing on) However, if move.config.send is false and the move.climb.free is false on the client, then it can be disabled. So the only thing I can think to be the problem is, according to the server free climbing is always on regardless of its config option, and when overriding the client config it automatically turns free climbing on.
Speaking of bugs, it seems that you don't "land" (after flying, that is) as soon as you should. You can actually go down a little farther than you should be able to which causes your legs to go into the ground. If you continue further down, you will then land and be popped up so you're actually standing on the ground like you should be.
I don't know how you're checking whether or not a person is close enough to the ground yet to land them but I'm guessing the normal default "eye-level" isn't being compared against the height above the ground. Whatever the case is and however you do it, it's preventing proper landing after flying.
Speaking of bugs, it seems that you don't "land" (after flying, that is) as soon as you should. You can actually go down a little farther than you should be able to which causes your legs to go into the ground. If you continue further down, you will then land and be popped up so you're actually standing on the ground like you should be.
I don't know how you're checking whether or not a person is close enough to the ground yet to land them but I'm guessing the normal default "eye-level" isn't being compared against the height above the ground. Whatever the case is and however you do it, it's preventing proper landing after flying.
I've noticed it too, but that'll need a relocation of the player while flying (relocate at the legs instead of the head). But would your eyes be at your feet? I don't think so. Maybe make it so when the player is flying (horizontally) that he/she will take 2 horizontal blocks in size. That also would need to be added for swimming and crawling since the player is 2 blocks tall and 2 blocks long (when crawling, flying, swimming). Maybe add it later in the project.
I've noticed it too, but that'll need a relocation of the player while flying (relocate at the legs instead of the head). But would your eyes be at your feet? I don't think so. Maybe make it so when the player is flying (horizontally) that he/she will take 2 horizontal blocks in size. That also would need to be added for swimming and crawling since the player is 2 blocks tall and 2 blocks long (when crawling, flying, swimming). Maybe add it later in the project.
Actually, you just need to check the flying eye-level against the standing eye-level on or above solid ground when not in or above liquid. Foot level wouldn't matter whatsoever. If the "flying" eye-level meets the "normal/standing" (non-flying) eye-level, make the player stop flying and stand instead. If they player is above or in liquid (water, lava, etc), ignore it since they can go swimming instead and there is no reason to automatically stand when swimming near the ground underwater.
Actually, you just need to check the flying eye-level against the standing eye-level on or above solid ground when not in or above liquid. Foot level wouldn't matter whatsoever. If the "flying" eye-level meets the "normal/standing" (non-flying) eye-level, make the player stop flying and stand instead. If they player is above or in liquid (water, lava, etc), ignore it since they can go swimming instead and there is no reason to automatically stand when swimming near the ground underwater.
Sadly in practice it's not that easy... Minecraft is a game with ever changing terrain, so when you try to define "standing eye-level", there's no definite answer, additionally Minecraft does not contain a way to check a player's location in relevance to a block other than collision, Layman's terms: "There's no way to register there is a block 'X distance' below the player."
What your proposing in theory would be simple, but because Minecraft's "standing eye-level" can change at any given time by editing terrain, that method is currently impossible.
What do the "easy medium and hard" modes mean when switching through f9 mean? I know i'm stupid... But it doesn't make a difference when switching for me
Even without having to change any key-bindings, that default method for sprinting still works for me.
Vine Climbing mechanics are different with SmartMoving than in Vanilla. You need to hold grab to climb vines, and use Jump instead of the forward key to climb up hanging vines (otherwise you just go through and fall off the other side)
i have modloader, modloadermp, minecraft forge, redpower, player api, toomanyitems, and singleplayer commands
Turn off Generic sprinting in the config, and turn on "running"
I think Divisor is working on that, and, please make that last sentence more readable
You're forgetting Player API
Read the title..
but wat is title?
Not to be dumb.
Speaking of bugs, it seems that you don't "land" (after flying, that is) as soon as you should. You can actually go down a little farther than you should be able to which causes your legs to go into the ground. If you continue further down, you will then land and be popped up so you're actually standing on the ground like you should be.
I don't know how you're checking whether or not a person is close enough to the ground yet to land them but I'm guessing the normal default "eye-level" isn't being compared against the height above the ground. Whatever the case is and however you do it, it's preventing proper landing after flying.
I've noticed it too, but that'll need a relocation of the player while flying (relocate at the legs instead of the head). But would your eyes be at your feet? I don't think so. Maybe make it so when the player is flying (horizontally) that he/she will take 2 horizontal blocks in size. That also would need to be added for swimming and crawling since the player is 2 blocks tall and 2 blocks long (when crawling, flying, swimming). Maybe add it later in the project.
Actually, you just need to check the flying eye-level against the standing eye-level on or above solid ground when not in or above liquid. Foot level wouldn't matter whatsoever. If the "flying" eye-level meets the "normal/standing" (non-flying) eye-level, make the player stop flying and stand instead. If they player is above or in liquid (water, lava, etc), ignore it since they can go swimming instead and there is no reason to automatically stand when swimming near the ground underwater.
Sadly in practice it's not that easy... Minecraft is a game with ever changing terrain, so when you try to define "standing eye-level", there's no definite answer, additionally Minecraft does not contain a way to check a player's location in relevance to a block other than collision, Layman's terms: "There's no way to register there is a block 'X distance' below the player."
What your proposing in theory would be simple, but because Minecraft's "standing eye-level" can change at any given time by editing terrain, that method is currently impossible.