i did what you said and this came out.i did delete and replace META_INF for the client version
-----Minecraft Crash Report-----
// MyBad
Time: 6/20/13 8:45 PM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: mods.guncus.GunCus
at cpw.mods.fml.common.LoadController.transition(LoadController.java:147)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:514)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:163)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:411)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: mods.guncus.GunCus
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:238)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:56)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:425)
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:314)
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:192)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:172)
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:314)
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:103)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:504)
... 5 more
Caused by: java.lang.NullPointerException
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:227)
... 33 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_21, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 386749608 bytes (368 MB) / 518979584 bytes (494 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
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 v7.51 FML v5.2.23.737 Minecraft Forge 7.8.1.737 4 mods loaded, 4 mods active
mcp{7.51} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{5.2.23.737} [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge{7.8.1.737} [Minecraft Forge] (coremods) Unloaded->Constructed
GunCus{1.5.2 BETA v6} [Gun Customization] (guncus) Unloaded->Errored
LWJGL: 2.4.2
OpenGL: Intel(R) HD Graphics Family GL version 3.1.0 - Build 8.15.10.2476, Intel
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
i did what you said and this came out.i did delete and replace META_INF for the client version
-----Minecraft Crash Report-----
// MyBad
Time: 6/20/13 8:45 PM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: mods.guncus.GunCus
at cpw.mods.fml.common.LoadController.transition(LoadController.java:147)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:514)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:163)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:411)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: mods.guncus.GunCus
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:238)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:56)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:425)
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:314)
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:192)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:172)
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:314)
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:103)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:504)
... 5 more
Caused by: java.lang.NullPointerException
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:227)
... 33 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_21, Oracle Corporation
Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
Memory: 386749608 bytes (368 MB) / 518979584 bytes (494 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
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 v7.51 FML v5.2.23.737 Minecraft Forge 7.8.1.737 4 mods loaded, 4 mods active
mcp{7.51} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{5.2.23.737} [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge{7.8.1.737} [Minecraft Forge] (coremods) Unloaded->Constructed
GunCus{1.5.2 BETA v6} [Gun Customization] (guncus) Unloaded->Errored
LWJGL: 2.4.2
OpenGL: Intel® HD Graphics Family GL version 3.1.0 - Build 8.15.10.2476, Intel
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Wenn ich das WaffenPack "WholyGunCustom" einfüge, crasht minecraft. Das Munitions-Addon funktioniert einwandfrei.
Crash-Log:
---- Minecraft Crash Report ----
// There are four lights!
Time: 20.06.13 22:44
Description: Failed to start game
java.lang.IndexOutOfBoundsException: Index: 5, Size: 5
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at mods.guncus2.GunCus2.guns(GunCus2.java:453)
at mods.guncus2.GunCus2.loadGunPacks(GunCus2.java:102)
at mods.guncus2.GunCus2.preInit(GunCus2.java:76)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
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:314)
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:192)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:172)
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:314)
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:103)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:515)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:163)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:411)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_13, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 447194896 bytes (426 MB) / 648740864 bytes (618 MB) up to 3817799680 bytes (3640 MB)
JVM Flags: 2 total; -Xms512m -Xmx4096m
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 v7.51 FML v5.2.23.737 Minecraft Forge 7.8.1.737 8 mods loaded, 8 mods active
mcp{7.51} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{5.2.23.737} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized
Forge{7.8.1.737} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized
CodeChickenCore{0.8.7} [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized
NotEnoughItems{1.5.2.28} [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized
eplus{1.15} [Enchanting Plus] (EnchantingPlus-1.15.jar) Unloaded->Constructed->Pre-initialized
GunCus{1.5.2 BETA v6} [Gun Customization] (GunCus 1.5.2 BETA v6.zip) Unloaded->Constructed->Pre-initialized
GunCus2{1.5.2 BETA v6} [Gun Customization Addon] (GunCus Custom Guns Addon 1.5.2 BETA v6.zip) Unloaded->Constructed->Errored
LWJGL: 2.4.2
OpenGL: GeForce GTX 670/PCIe/SSE2 GL version 4.3.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Setz die IDs von allen Waffen mal runter (unter 31.000)
// Informations: Whats coming next to GunCus? - Tactical Knife (standalone usable) - Pistols (attatchments: improved grip and tactical knife) - Shotguns - 4 different projectiles for shotguns (buck, flechet, slug, frag) - Shotgun Box to change the shotgun ammo type (buck -> flechet, flechet -> slug etc.) - Bugfix: when having more packs installed as the server the weapon box generates wrong weapons
Also, the addon list has been updated so you can see whats coming next. And: Official guns are nearly finished
When I was recharge my magazine.... (log server) >2013-06-23 21:28:15 [SEVERE] [ForgeModLoader] A critical server error occured handling a packet, kicking 3917 java.lang.ClassCastException: net.minecraft.inventory.ContainerPlayer cannot be cast to mods.guncus.GunCusContainerAmmoMan at mods.guncus.GunCusPacketHandler.onPacketData(GunCusPacketHandler.java:136) at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:265) at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:254) at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:88) at net.minecraft.network.NetServerHandler.func_72501_a(NetServerHandler.java:2069) at net.minecraft.network.packet.Packet250CustomPayload.func_73279_a(SourceFile:59) at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:442) at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:213) at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:53) at net.minecraft.server.dedicated.DedicatedServerListenThread.func_71747_b(SourceFile:30) at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:860) at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:320) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:729) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:613) at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573) 21:28:15 [WARNING] Failed to handle packet for WholyMortal/ (MY IP): java.lang.ClassCastException: net.minecraft.inventory.ContainerPlayer cannot be cast to mods.guncus.GunCusContainerAmmoMan java.lang.ClassCastException: net.minecraft.inventory.ContainerPlayer cannot be cast to mods.guncus.GunCusContainerAmmoMan at mods.guncus.GunCusPacketHandler.onPacketData(GunCusPacketHandler.java:136) at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:265) at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:254) at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:88) at net.minecraft.network.NetServerHandler.func_72501_a(NetServerHandler.java:2069) at net.minecraft.network.packet.Packet250CustomPayload.func_73279_a(SourceFile:59) at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:442) at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:213) at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:53) at net.minecraft.server.dedicated.DedicatedServerListenThread.func_71747_b(SourceFile:30) at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:860) at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:320) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:729) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:613) at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
A question: will the gamemodes have got a kill count?
2 question: can you do the mobs will use guns like skeleton with bow?
3 Question: has it got gamemode like CS mode? (for example, when you will die on the battleground, you will be a lobby (spectator mode)
Does this crash still happen? Because its really strange
Well, I am going to throw my 2 cents and 5 minutes for suggestions, first of all, you have made the most realistic gun mod to date, I love it...
__Suggestions__
M203 Grenade Launcher(U.S. Standard and it keeps the same grenades)
GP-25 Grenade Launcher(Russian standard, uses 40mm caseless grenades)
Semi auto system(Switch the gun to semi auto)
Burst fire system(Switch the gun to burst fire)
Full auto system(Switch the gun to full auto)
M26 MASS(Underbarrel Shotgun, 3-5 round box mag)
Extended magazine
Unlink the ammunition from the gun and make it a seperate folder(more room for mistakes, but allows multiple ammo types for the same gun, like slugs and buckshot) This also allows AP and hollow point rounds
Add explosive properties to bullets(good for breaching rounds, explosive tips, and AT/AA)
Add timer for those explosives(I love how your underbarrel grenadelaucher works and its useful for other guns too)
Add Shrapnel particals to exposives(good for frags)
Add fire properties(good for incendiary rounds)
Add Multiple bullet particals to bullets(Such as buckshot)
Specify the damage of a bullet as a standard and a multiplier for the gun(usually its the gun that would affect the accuracy, not damage)
Use a function to load single shots into the gun(like Ctrl rightclick)Useful for the next suggestion
Add an internal tube/cylinder magazine that use just the ammo without magazines(like some shotguns and revolvers)
After this you put to shame all other gun mods, what really made me pick this over all other gun mods is the ability to hold onto magazines, refill them and even unfil enemy magazines for their ammo. I am going to use your mod in my lets build, you are on my list of permanents mods, even if you fill up my NEI with 200 pages of guns.(I went nuts with the creator and custom flan mod textures...)
Well, I am going to throw my 2 cents and 5 minutes for suggestions, first of all, you have made the most realistic gun mod to date, I love it...
__Suggestions__
M203 Grenade Launcher(U.S. Standard and it keeps the same grenades)
GP-25 Grenade Launcher(Russian standard, uses 40mm caseless grenades)
Semi auto system(Switch the gun to semi auto)
Burst fire system(Switch the gun to burst fire)
Full auto system(Switch the gun to full auto)
M26 MASS(Underbarrel Shotgun, 3-5 round box mag)
Extended magazine
Unlink the ammunition from the gun and make it a seperate folder(more room for mistakes, but allows multiple ammo types for the same gun, like slugs and buckshot) This also allows AP and hollow point rounds
Add explosive properties to bullets(good for breaching rounds, explosive tips, and AT/AA)
Add timer for those explosives(I love how your underbarrel grenadelaucher works and its useful for other guns too)
Add Shrapnel particals to exposives(good for frags)
Add fire properties(good for incendiary rounds)
Add Multiple bullet particals to bullets(Such as buckshot)
Specify the damage of a bullet as a standard and a multiplier for the gun(usually its the gun that would affect the accuracy, not damage)
Use a function to load single shots into the gun(like Ctrl rightclick)Useful for the next suggestion
Add an internal tube/cylinder magazine that use just the ammo without magazines(like some shotguns and revolvers)
After this you put to shame all other gun mods, what really made me pick this over all other gun mods is the ability to hold onto magazines, refill them and even unfil enemy magazines for their ammo. I am going to use your mod in my lets build, you are on my list of permanents mods, even if you fill up my NEI with 200 pages of guns.(I went nuts with the creator and custom flan mod textures...)
Grenade Launchers: I was thinking about the M203, too. But I will stay at M320 only, because more tubers arent needed I think.
Switch: already possible
M26 Mass: Well let me add shotguns first.
Extended mags are not possible on the mod's system sry.
Extendet bullets: this will be setable in the gun's file
same for explosives
same for timer
same for shrapnel
same
same xD
Ill think about it
Thats a really nice Idea.
Grenade Launchers: I was thinking about the M203, too. But I will stay at M320 only, because more tubers arent needed I think.
Switch: already possible
M26 Mass: Well let me add shotguns first.
Extended mags are not possible on the mod's system sry.
Extendet bullets: this will be setable in the gun's file
same for explosives
same for timer
same for shrapnel
same
same xD
Ill think about it
Thats a really nice Idea.
Thanks for feedback!
Your Welcome.
The extra tubes are just for fun for more variety.
Extended magazines are actually usable in your set up, all you need to do is adjust the naming and add another line for ammo cap and item id.
The mode of fire parts are not for normal use, its for guns that don't have the function, machine guns with a semi auto or snipers with full auto. Real world guns sometimes need modified to have these functions.
The tube idea was the most fun thought, its basically for pump action shotguns and revolvers, add as many rounds to the gun as you need, sometimes you need to shoot before they are all loaded in, but it takes more time regardless then a normal box magazine. Your gun mod is now part of my apocalypse building series. I am very pleased with it.
I am a fan of the infamy modpack and the dev has informed the community about your amazing mod. I would really appreciate it if you would allow him to use it
I am a fan of the infamy modpack and the dev has informed the community about your amazing mod. I would really appreciate it if you would allow him to use it
I will check it out soon, sticking with the 1.5.2 version for my Lets build and lets play, but I might review it for 1.6.2, I will link the video if I do today.
I will check it out soon, sticking with the 1.5.2 version for my Lets build and lets play, but I might review it for 1.6.2, I will link the video if I do today.
I will feature your review when its finished ^^
just give me the link
I just have to get use to the new system, I just wish they were separated into their own folders for mods, so I could have 1 folder for 1 set of mods and 1 for another. I literally have to do the same system before the launcher to have multiple mod sets, heh
-----Minecraft Crash Report-----
// MyBad
Time: 6/20/13 8:45 PM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: mods.guncus.GunCus
at cpw.mods.fml.common.LoadController.transition(LoadController.java:147)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:514)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:163)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:411)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: mods.guncus.GunCus
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:238)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:56)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:425)
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:314)
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:192)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:172)
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:314)
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:103)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:504)
... 5 more
Caused by: java.lang.NullPointerException
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:227)
... 33 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_21, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 386749608 bytes (368 MB) / 518979584 bytes (494 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
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 v7.51 FML v5.2.23.737 Minecraft Forge 7.8.1.737 4 mods loaded, 4 mods active
mcp{7.51} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{5.2.23.737} [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge{7.8.1.737} [Minecraft Forge] (coremods) Unloaded->Constructed
GunCus{1.5.2 BETA v6} [Gun Customization] (guncus) Unloaded->Errored
LWJGL: 2.4.2
OpenGL: Intel(R) HD Graphics Family GL version 3.1.0 - Build 8.15.10.2476, Intel
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
you installed it wrong
Setz die IDs von allen Waffen mal runter (unter 31.000)
Ill add it later
// Informations:
Whats coming next to GunCus?
- Tactical Knife (standalone usable)
- Pistols (attatchments: improved grip and tactical knife)
- Shotguns
- 4 different projectiles for shotguns (buck, flechet, slug, frag)
- Shotgun Box to change the shotgun ammo type (buck -> flechet, flechet -> slug etc.)
- Bugfix: when having more packs installed as the server the weapon box generates wrong weapons
Also, the addon list has been updated so you can see whats coming next. And: Official guns are nearly finished
Does this crash still happen? Because its really strange
1. Set up your gamemode however you want (time and/or tickets (lifepool) and/or kills)
2. No, sorry.
3. Sorry, Idk what you mean :S
http://www.minecraftforum.net/topic/1856355-152forge-gamemodes-server-mod-that-allows-playing-gamemodes-like-ffatdmsd/
----------
New releases
So a team version of last man standing. Yes, it will be possible
Packs,or make your own,there are no "official guns"
there is a folder called guncus addon
I know ^^
theres a folder called "Addons" next to the files at mediafire, its inside of that folder
//Added new important infos!
__Suggestions__
M203 Grenade Launcher(U.S. Standard and it keeps the same grenades)
GP-25 Grenade Launcher(Russian standard, uses 40mm caseless grenades)
Semi auto system(Switch the gun to semi auto)
Burst fire system(Switch the gun to burst fire)
Full auto system(Switch the gun to full auto)
M26 MASS(Underbarrel Shotgun, 3-5 round box mag)
Extended magazine
Unlink the ammunition from the gun and make it a seperate folder(more room for mistakes, but allows multiple ammo types for the same gun, like slugs and buckshot) This also allows AP and hollow point rounds
Add explosive properties to bullets(good for breaching rounds, explosive tips, and AT/AA)
Add timer for those explosives(I love how your underbarrel grenadelaucher works and its useful for other guns too)
Add Shrapnel particals to exposives(good for frags)
Add fire properties(good for incendiary rounds)
Add Multiple bullet particals to bullets(Such as buckshot)
Specify the damage of a bullet as a standard and a multiplier for the gun(usually its the gun that would affect the accuracy, not damage)
Use a function to load single shots into the gun(like Ctrl rightclick)Useful for the next suggestion
Add an internal tube/cylinder magazine that use just the ammo without magazines(like some shotguns and revolvers)
After this you put to shame all other gun mods, what really made me pick this over all other gun mods is the ability to hold onto magazines, refill them and even unfil enemy magazines for their ammo. I am going to use your mod in my lets build, you are on my list of permanents mods, even if you fill up my NEI with 200 pages of guns.(I went nuts with the creator and custom flan mod textures...)
Grenade Launchers: I was thinking about the M203, too. But I will stay at M320 only, because more tubers arent needed I think.
Switch: already possible
M26 Mass: Well let me add shotguns first.
Extended mags are not possible on the mod's system sry.
Extendet bullets: this will be setable in the gun's file
same for explosives
same for timer
same for shrapnel
same
same xD
Ill think about it
Thats a really nice Idea.
Thanks for feedback!
Your Welcome.
The extra tubes are just for fun for more variety.
Extended magazines are actually usable in your set up, all you need to do is adjust the naming and add another line for ammo cap and item id.
The mode of fire parts are not for normal use, its for guns that don't have the function, machine guns with a semi auto or snipers with full auto. Real world guns sometimes need modified to have these functions.
The tube idea was the most fun thought, its basically for pump action shotguns and revolvers, add as many rounds to the gun as you need, sometimes you need to shoot before they are all loaded in, but it takes more time regardless then a normal box magazine. Your gun mod is now part of my apocalypse building series. I am very pleased with it.
no, sorry.
Thanks
I will check it out soon, sticking with the 1.5.2 version for my Lets build and lets play, but I might review it for 1.6.2, I will link the video if I do today.
I will feature your review when its finished ^^
just give me the link
Thanks ^^