actually my browser used to do that too, it's due (was, in my case anyway) due to a weird version of a plugin to force youtube videos to buffer the entire video before it starts playing.
i don't want to upset anyone (if that's even the reason why with aether, not quite sure from above), but is there anything that could be done about compatibility with unclemion's gulliver mod?
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
i have a question. What happens when Renderplayer API isn't installed on the client version of smart moving. Are some of the features unusable or do they just animate less fluidly.
Divisor, what is your policy/requirements regarding the use of smart moving (and any of your mods required to run it) in a private FTB modpack? the modpack will be used on a hamachi server between me and 1 other friend. thnx
Is Wall Jumping every going to be more efficient? Right now there's no point to it, really. And it seems pretty cool. It would be cool if it gave more of an upward boost.
When you put a carpet upon another carpet you cant jump when standing on the second carpet. I know that sounds realy wierd so i have included a picture to ilustrate.
When standing on any of these carpets (Exept the one on the far right) you cant jump!
Edit: Fixed the image (I hope :-))
I have not modified any of the configuration files, nor the mod difficulty.
I have tested whitout Smart Moving and Player API, and whit only Player API, and the bug only shows up when im using both Smart Moving and Player API.
This ocures in any gamemode (In creative you can still fly of the carpet, but not jump)
How do I make a texture pack overwrite the textures for this mod? I know how to normally do it, but because textures aren't in the assets folder, I can't seem to get my texture pack to overwrite the mod's textures. Am I doing something wrong? I've tried putting the icons.png into TexturePack>net>smart>resources>gui, but the in-game textures aren't being overwritten.
Hey, I'm running a bunch of mods together, and one of them add a variation of vines that they call Ivy. Could you put an option in the config to add blocks for climbing like ceiling climbing?
When I change the controls, after restarting Minecraft they change back to default. Any way to fix that?
I had that same problem, and I learned a way to fix it.
The keybinds for most/all of mods are stored in the same .txt file as the vanilla ones: options.txt. For whatever reason, whenever minecraft is started up, all of the settings in options.txt are wiped and then recreated probably do to some mod. I'm really not sure why. What I did is that I right-clicked the options.txt file and went to the properties, then checked the "read-only" box. What this means is that programs will only read this file, and never edit it. Thus, when minecraft starts up, it won't wipe options.txt. What you can then do is google search "minecraft key binds" and go to the wiki page. This will show you the key-ids for use in the options.txt. In options.txt, you should see lines that say "key_(whatever the action is, like jump or sneak):(number). The number at the end represents the key id, and thus the keybind.
Note: afer options.txt is set to read-only, even notepad can't save over it. You need to go back into the properties, uncheck read-only, alter the stuff you want, and then re-check read-only.
I hopes this helps, and remember, google is your friend.
I had that same problem, and I learned a way to fix it.
The keybinds for most/all of mods are stored in the same .txt file as the vanilla ones: options.txt. For whatever reason, whenever minecraft is started up, all of the settings in options.txt are wiped and then recreated probably do to some mod. I'm really not sure why. What I did is that I right-clicked the options.txt file and went to the properties, then checked the "read-only" box. What this means is that programs will only read this file, and never edit it. Thus, when minecraft starts up, it won't wipe options.txt. What you can then do is google search "minecraft key binds" and go to the wiki page. This will show you the key-ids for use in the options.txt. In options.txt, you should see lines that say "key_(whatever the action is, like jump or sneak):(number). The number at the end represents the key id, and thus the keybind.
Note: afer options.txt is set to read-only, even notepad can't save over it. You need to go back into the properties, uncheck read-only, alter the stuff you want, and then re-check read-only.
I hopes this helps, and remember, google is your friend.
Was wondering what the status is of compatibility between this mod and Mine & Blade Battlegear 2 mod. From my own testing it seems only 2 things aren't playing nicely together, but otherwise everything else works. Crawling with a 2nd sword and right clicking with a 2nd sword results in some painful looking animations:
I didn't see anything in the first post about this, so I figured I would ask. Mine & Blade Battlegear 2 was just recently updated so I'm not sure if you've tested it out on the new version. From my understanding the other mod uses Forge's method for player rendering and Smart Moving uses your own that is a coremod, so shouldn't it be able to play nicely now?
Edit: I've asked the other mod creator a similar question and this was his response:
The problem is that Divisor replaces the player model with his own custom model, furthermore this "custom model" is also closed source. As far as I am consernced it is in his ball park to fix the issue as he is the only one with access to both code bases.
Divisor, I would like to ask you a thing, it's not urgent though:
What is the possibility of Galacticraft supporting Smart Moving?
I saw in the Render Player API and Player API topics that Galacticraft uses these APIs, but when I add SM with Galacticraft for 1.5.1 and 1.5.2 I get the same problem as Modular PowerSuits: the armor doesn't follow player model rotation. SM + Galacticraft 1.6.2, Minecraft crashes on startup.
If you need more details, feel free to ask.
-----
Addendum:
I made a search in Render Player API topic and I found this:
I had a look at Galacticrafts player rendering - it uses its own player rendering system.
This system is designed to meet Galacticrafts and only Galacticrafts needs - it completly messes up Render Player API along the way and is thereby 100% incompatible with it.
I can think of only way to increase compatibility in this situation: The creator of Galacticraft needs to be encouraged to use Render Player API instead of a completely proprietary system.
This explains a bit. Additionally, Galacticraft has 4 more movements: holding flag, placing flag, carrying rocket and holding parachute. I guess he wanted to implement his own animations.
Even so, I could nag him to consider using your API... but not much. ^^'
i don't want to upset anyone (if that's even the reason why with aether, not quite sure from above), but is there anything that could be done about compatibility with unclemion's gulliver mod?
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
I run a Smart Moving server with no whitelist. I'd post the IP here if that's ok with Divisor.
My Smart Moving server's IP is putchute.no-ip.biz
Pumpkin is not rendered in the 3rd person video if the player puts it on. I remove SM and the bug vanishes.
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I didn't know there was a 1.2. Now it's fixed. Thank you.
EzerArch.com | Armourer's Workshop Skins | MCHeli Content Pack Addons | Resource Packs | YouTube | G+ | Twitter
When you put a carpet upon another carpet you cant jump when standing on the second carpet. I know that sounds realy wierd so i have included a picture to ilustrate.
When standing on any of these carpets (Exept the one on the far right) you cant jump!
Edit: Fixed the image (I hope :-))
Minecraft 1.6.2
Mods used:
-Forge 9.10.0.828
-Forge Mod Loader 6.2.43.828
-Optifine 1.6.2_HD_U_B4
-Minecraft Coder Pack 8.04
-Player API 1.1 (Forge Version)
-Smart Moving 14.3
I have not modified any of the configuration files, nor the mod difficulty.
I have tested whitout Smart Moving and Player API, and whit only Player API, and the bug only shows up when im using both Smart Moving and Player API.
This ocures in any gamemode (In creative you can still fly of the carpet, but not jump)
I hope I am not wasting your time!
-Menawir-
Hmmmm, i dont know why, it works fine for me.
I think i fixed it, here it is: (Please tell me if it works)
I had that same problem, and I learned a way to fix it.
The keybinds for most/all of mods are stored in the same .txt file as the vanilla ones: options.txt. For whatever reason, whenever minecraft is started up, all of the settings in options.txt are wiped and then recreated probably do to some mod. I'm really not sure why. What I did is that I right-clicked the options.txt file and went to the properties, then checked the "read-only" box. What this means is that programs will only read this file, and never edit it. Thus, when minecraft starts up, it won't wipe options.txt. What you can then do is google search "minecraft key binds" and go to the wiki page. This will show you the key-ids for use in the options.txt. In options.txt, you should see lines that say "key_(whatever the action is, like jump or sneak):(number). The number at the end represents the key id, and thus the keybind.
Note: afer options.txt is set to read-only, even notepad can't save over it. You need to go back into the properties, uncheck read-only, alter the stuff you want, and then re-check read-only.
I hopes this helps, and remember, google is your friend.
I didn't see anything in the first post about this, so I figured I would ask. Mine & Blade Battlegear 2 was just recently updated so I'm not sure if you've tested it out on the new version. From my understanding the other mod uses Forge's method for player rendering and Smart Moving uses your own that is a coremod, so shouldn't it be able to play nicely now?
Edit: I've asked the other mod creator a similar question and this was his response:
What is the possibility of Galacticraft supporting Smart Moving?
I saw in the Render Player API and Player API topics that Galacticraft uses these APIs, but when I add SM with Galacticraft for 1.5.1 and 1.5.2 I get the same problem as Modular PowerSuits: the armor doesn't follow player model rotation. SM + Galacticraft 1.6.2, Minecraft crashes on startup.
If you need more details, feel free to ask.
-----
Addendum:
I made a search in Render Player API topic and I found this:
This explains a bit. Additionally, Galacticraft has 4 more movements: holding flag, placing flag, carrying rocket and holding parachute. I guess he wanted to implement his own animations.
Even so, I could nag him to consider using your API... but not much. ^^'
EzerArch.com | Armourer's Workshop Skins | MCHeli Content Pack Addons | Resource Packs | YouTube | G+ | Twitter