o.O wow, that is a new one xD I'll look into it, this is a strange one.
Edit... wow, looks like this mod crashes with everything, even NEI... I am working on it...
Edit: Hmm, i think this is some kind of anticheat. I am going to have to add an exception for this mod, since it updates its own health, when I try to do it, I think the mod thinks you are cheating, and kills your pokemon.
You mean the pokemon mod? I assume you know I meant that mod, not my mod. My mod works with NEI. Maybe it was something on my side, but when testing the pokemon mod, it refused to not crash with nei.
Throttle redesigned to completely remove prolonged popup delay from many mobs taking damage at the same time, and packet count once again significantly reduced without sacrificing any responsiveness.
If a weapon does multiple damage at the same time(like balkons), the damage will add up before bouncing off. Not only does this increase responsiveness, it improves the experience with many mods. Pop offs trigger 10 times a second, but if it takes damage twice in a tenth of a second, the pop off will be the sum of the damage.(This sometimes causes the pop offs to cancel out when poisoned and regening, but this is acceptable)
Damage over 99 now supported. Although >99 digits are still never shown, damage over 99 is rolled over and the left over pops off a fraction of a second later, until all damage is shown. IE: damage of 249 would pop off 99, 99, 51.
Support added for font files of strange file formats, like the doku font file. They will now no longer have a black square background.(This should work for all font files, please report if it does not)
Some left over debugging code cleaned up so it no longer spams the console if you run the game in a console.
New config naming scheme that tries to use an Entities Mod's Name as the prefix for the Mob type in the advanced config. This will work with most mods. Those that it doesn't, the mod simply needs to register their mobs with forge's EntityRegistry.registerModEntity() for my mod to be able to retrieve it's mod owner.
Configs are now Much easier to read thanks to the new naming scheme, and forge no longer thinks it is a nested config(a new forge feature).
DELETE YOUR DIAdvancedCompatibility DIRECTORY IN YOUR CONFIG DIRECTORY BEFORE UPDATING!
I think that is what was bugging me. The zombie is coming at me, but the portrait makes it feel like it was going away. An option to have the portrait just match how it is on the screen may be a much easier task.
Done will be in the next update.
All rotation canceled out. Mobs will still move there heads and legs in the preview, but they will be locked looking forward.
I know this might be hard, but it would be cool if you made it so the mobs face relative to where the the player is. So If the mob was looking away from you it would be in the portrait also. Just an idea.
I know this might be hard, but it would be cool if you made it so the mobs face relative to where the the player is. So If the mob was looking away from you it would be in the portrait also. Just an idea.
I had suggestions for both, and both are equally easy(cancel mob rotation vs cancel player rotation). I will add an option in the config on the next release. Personally I liked the locked position more, but everyone doesn't have the same taste.
Edit: Also, the Main Config is due for some cleanup. And I am going to use the new config features of the newest forge releases(old releases simply wont be as organized, but will still work).
It will be much easier to modify in the next release.
Bug with pixelmon's mod finally located and workaround added. Now looking at the pokemon will not kill them. Due to the way the pokemon are generated, there is not a universal way for me to retrieve the mob names, so they will be incorrect. This fix must be done in the PixelMon Mod.
Configs cleaned up and a new config option added, Lock Position. This is the default behavior, but changing it to false will orient the portrait exactly like it would currently appear to the player(except it will be a mirror reflection).
Configs now take advantage of forges new nesting feature in config, allowing me to separate the settings in easier to understand categories.
Fix so if you do 99 damage, an extra popup of 0 damage does not happen.
Added config version awareness. This will allow me to do runtime cleanup of old configs so that afterwards, any unused entries are removed. This will also allow me the option of converting specific config versions to a later version, so redundant entries will not be required to preserve backwards compatibility.
Unfortunately, as a consequence, current config settings WILL be lost, in order to add the ability to prevent it in the future. So backup first.
This is because redundant code would need to be added to prevent it, and I cannot be sure how it would behave on very old configs, nor could I allow the depreciated method to stay in very long anyways.
Fully recoded the special thread for damage accumulation to implement a ConcurrentHashMap, which allows it to be stable without losing responsiveness due to extra access locks.
Damage Indicators now realizes when the player changes the texture pack, and will then use the new texture pack's font file without a restart.
I am having a problem with the indicators for health changing and the damage popups showing.... I am using Sphax res pack, Latest forge version, and tested on a server with the damage indicators put into the coremods folder.
I am having a problem with the indicators for health changing and the damage popups showing.... I am using Sphax res pack, Latest forge version, and tested on a server with the damage indicators put into the coremods folder.
This is not a coremod. It goes in the mods folder. The server mod is not running. You get no damage popups or changing health unless the mod is running. Put it in the mods folder, server and client and try again.
Even NEI? I hope this gets fixed soon.
don't click this link...
You mean the pokemon mod? I assume you know I meant that mod, not my mod. My mod works with NEI. Maybe it was something on my side, but when testing the pokemon mod, it refused to not crash with nei.
Throttle redesigned to completely remove prolonged popup delay from many mobs taking damage at the same time, and packet count once again significantly reduced without sacrificing any responsiveness.
If a weapon does multiple damage at the same time(like balkons), the damage will add up before bouncing off. Not only does this increase responsiveness, it improves the experience with many mods. Pop offs trigger 10 times a second, but if it takes damage twice in a tenth of a second, the pop off will be the sum of the damage.(This sometimes causes the pop offs to cancel out when poisoned and regening, but this is acceptable)
Damage over 99 now supported. Although >99 digits are still never shown, damage over 99 is rolled over and the left over pops off a fraction of a second later, until all damage is shown. IE: damage of 249 would pop off 99, 99, 51.
Support added for font files of strange file formats, like the doku font file. They will now no longer have a black square background.(This should work for all font files, please report if it does not)
Some left over debugging code cleaned up so it no longer spams the console if you run the game in a console.
New config naming scheme that tries to use an Entities Mod's Name as the prefix for the Mob type in the advanced config. This will work with most mods. Those that it doesn't, the mod simply needs to register their mobs with forge's EntityRegistry.registerModEntity() for my mod to be able to retrieve it's mod owner.
Configs are now Much easier to read thanks to the new naming scheme, and forge no longer thinks it is a nested config(a new forge feature).
DELETE YOUR DIAdvancedCompatibility DIRECTORY IN YOUR CONFIG DIRECTORY BEFORE UPDATING!
Done will be in the next update.
All rotation canceled out. Mobs will still move there heads and legs in the preview, but they will be locked looking forward.
Mobs no longer turn in the portrait preview, and are always in a slightly turned forward position(looks nicer than directly forward).
Developer for the new and improved DivineRPG.
I had suggestions for both, and both are equally easy(cancel mob rotation vs cancel player rotation). I will add an option in the config on the next release. Personally I liked the locked position more, but everyone doesn't have the same taste.
Edit: Also, the Main Config is due for some cleanup. And I am going to use the new config features of the newest forge releases(old releases simply wont be as organized, but will still work).
It will be much easier to modify in the next release.
Bug with pixelmon's mod finally located and workaround added. Now looking at the pokemon will not kill them. Due to the way the pokemon are generated, there is not a universal way for me to retrieve the mob names, so they will be incorrect. This fix must be done in the PixelMon Mod.
Configs cleaned up and a new config option added, Lock Position. This is the default behavior, but changing it to false will orient the portrait exactly like it would currently appear to the player(except it will be a mirror reflection).
Configs now take advantage of forges new nesting feature in config, allowing me to separate the settings in easier to understand categories.
Fix so if you do 99 damage, an extra popup of 0 damage does not happen.
Added config version awareness. This will allow me to do runtime cleanup of old configs so that afterwards, any unused entries are removed. This will also allow me the option of converting specific config versions to a later version, so redundant entries will not be required to preserve backwards compatibility.
Unfortunately, as a consequence, current config settings WILL be lost, in order to add the ability to prevent it in the future. So backup first.
This is because redundant code would need to be added to prevent it, and I cannot be sure how it would behave on very old configs, nor could I allow the depreciated method to stay in very long anyways.
Fully recoded the special thread for damage accumulation to implement a ConcurrentHashMap, which allows it to be stable without losing responsiveness due to extra access locks.
Damage Indicators now realizes when the player changes the texture pack, and will then use the new texture pack's font file without a restart.
Checking for updates is now fixed.
I made a mod review for the latest version of this mod. It's scheduled to go public at 2pm est today. I hope you enjoy it
I'll check it out once it goes public.
Visit my youtube channel at http://youtube.com/user/gazeofdisaster
This is not a coremod. It goes in the mods folder. The server mod is not running. You get no damage popups or changing health unless the mod is running. Put it in the mods folder, server and client and try again.
Yes.
Visit my youtube channel at http://youtube.com/user/gazeofdisaster
Visit my youtube channel at http://youtube.com/user/gazeofdisaster