Well you will be very happy to know that the Russian update has had quite some progress! Both the Mosin-Nagant and PPSh-41 have been completed. The Korovin pistol, however, is not planned anytime soon since it was very uncommon in WW2, being the first Soviet Semi-Auto Handgun. The TT-33 Pistol has been added already though, with the Nagant M1895 soon to follow. You can find pictures of the Mosin-Nagant and PPSh on my twitter, will put up pictures of the TT-33 shortly!
Yay! So I just see magazines but don't see a gun. I'd like to hold. By the way, I'm probably much to ask, but a simple animation of spinning in the hands of weapons do - your events will be perfect.
Yay! So I just see magazines but don't see a gun. I'd like to hold. By the way, I'm probably much to ask, but a simple animation of spinning in the hands of weapons do - your events will be perfect.
Oh in game? The magazines weren't even supposed to be there yet, I plan to release all the Russian content together =P Expect the update that actually has the guns to hold in about a week.
And what would the animation of spinning the weapons be for?
Oh in game? The magazines weren't even supposed to be there yet, I plan to release all the Russian content together =P Expect the update that actually has the guns to hold in about a week.
And what would the animation of spinning the weapons be for?
Mmm... I think when idle or walk long the character would have twisted the weapon in his hands, as if inspecting it, evaluating it.
Poll closed, Automatic weapons will now be increasingly inaccurate the longer you fire it =)
This is one of the many features that I wanted Flansmod to add. Also, just to be clear, this mod does have ADS accuracy right? If not, you should add that ASAP, otherwise there is no point in aiming down the ironsights.
Also, if you're making a content pack system, can you please make the WW2 guns a separate content pack as well as all the misc items like the zombie infection cure, parachute, bandages, ext.
This is one of the many features that I wanted Flansmod to add. Also, just to be clear, this mod does have ADS accuracy right? If not, you should add that ASAP, otherwise there is no point in aiming down the ironsights.
Also, if you're making a content pack system, can you please make the WW2 guns a separate content pack as well as all the misc items like the zombie infection cure, parachute, bandages, ext.
For single shots, all guns accuracy are based off of it's caliber. Rifle rounds are perfectly accurate at the moment, while pistol rounds are not. So if your gun is not recoiling at that moment, it's the same whether you are in ironsights or not.
However, ADS has a purpose regardless. 1, is realism. 2, is that it gives a clear idea of where the bullet is going to land. Since crosshairs take away from realism, you will notice that there is no crosshair when holding a gun. Instead, to be sure of where your bullet is going to land you need to aim down the sights. Unless the target is pretty close, firing without sights is not very effective unless you have an automatic. And even then, at longer ranges it's still good to use sights for short bursts with automatic weapons. Eventually I will probably add bullet drop, which will add even more reason to use ironsights, as they will be adjustable for range.
Lots of paragraphs coming up, I attempted to mix up things like colors and fonts for an ease of read, tell me if it makes things better or worse =P
No, I will not make the WW2 guns a separate content pack. It will take a ton of reorganizing and registering everything all over again. Not to mention it will take a while before all the functionality of my different guns are possible to make in content packs. Coding functionality is a lot easier because you have complete freedom, but making it possible for the community to add each possible feature is another story, and is much more time consuming and I'm not going to try to release it all in one update, that's too stressful.
Also, I will never move from enjoyable freedom of programming guns into the base of this mod to the more restrictive outside registry. As a programmer, I like to have all my stuff in one place. I don't like to leave the IDE, preferring to flow around adding guns and then fixing their bugs all within the same IDE. This mod started out in 1.6.4. I finally realized 1.6.4 was obsolete when I was about to release the mod, so before releasing I updated to 1.7.10.
I was horrified to learn that all the clean registry of sounds I had made to work so easily without any trouble at all was all ruined.... the use of .json was forced upon us for sounds. I begin the slow and dreadful process of adding over 100 sounds to the .json registry.... I had done about 2 guns and was very annoyed with how slow of a process it was compared to the nice code I had written for making things easy. I stopped right there. I decided right then I am done slowly copy-pasting each guns sounds and changing the values. I then went about making it overwrite the .json from code with values based on my custom sound registry, and all my troubles went away.... for-loop capabilities returned, sound registry from method declarations restored! Now are you beginning to get an idea of why I am so against moving my WWII items into a content pack?
Finally, and most important of all, this is Call to Battle-The WWII Mod. As the title suggests, it is primarily a WWII mod, content packs was a complete after thought. The WWII guns being a separate content pack would make it cease to be Call to Battle-The WWII Mod. It's not the title that I am concerned about of course, it's what this mod was built upon: World War 2, in honor of my Grandfather.
The content pack system is only being made because I want to give the community a chance to create the mods that I will never have a chance to, Vietnam, World War 1, etc. Making the WWII section simply a content pack would diminish my enjoyment in working on this mod completely, as it would feel as if I am not working on the dream that started a year ago: making a WWII mod. That would detract from both parts of the mod, as me having less enjoyment would cause me to move onto other things, and this mod would slowly become abandon.
Hey, Mosin-Nagant arranged in such a way that no bayonet bullet goes right, the very same bayonet reflect the gases coming from the barrel to the left, gasses deflect a bullet in the same direction. If anything, the bayonet is on the left. If confused, I can explain in more detail. Google translate is really strange. \(_-_)/
Listen, Mosin-Nagant bayonet is, it adjusts the movement of the bullet.
"The rifle was reduced to a normal fight with a bayonet, that is, when the shooting he had to be adjoin - otherwise hit point significantly shifted and the relatively long distance to get a weapon into something without a new reduction to normal battle became almost impossible when shooting. with a bayonet in the 100m middle point of contact (STF) is deflected by the reduced to the normal battle without his rifle left by 6-8 cm and bottom 8-10 cm, offset put back to normal combat. " I do not know you will understand - you do not understand, I stuffed the Google translator.[/pre]
Listen, Mosin-Nagant bayonet is, it adjusts the movement of the bullet.
"The rifle was reduced to a normal fight with a bayonet, that is, when the shooting he had to be adjoin - otherwise hit point significantly shifted and the relatively long distance to get a weapon into something without a new reduction to normal battle became almost impossible when shooting. with a bayonet in the 100m middle point of contact (STF) is deflected by the reduced to the normal battle without his rifle left by 6-8 cm and bottom 8-10 cm, offset put back to normal combat. " I do not know you will understand - you do not understand, I stuffed the Google translator.
---- Minecraft Crash Report ----
// Who set us up the TNT?
Time: 10/14/16 1:25 AM
Description: Rendering screen
java.lang.OutOfMemoryError: unable to create new native thread
at java.lang.Thread.start0(Native Method)
at java.lang.Thread.start(Unknown Source)
at io.netty.util.concurrent.SingleThreadEventExecutor.startThread(SingleThreadEventExecutor.java:812)
at io.netty.util.concurrent.SingleThreadEventExecutor.execute(SingleThreadEventExecutor.java:690)
at io.netty.channel.AbstractChannel$AbstractUnsafe.register(AbstractChannel.java:414)
at io.netty.channel.SingleThreadEventLoop.register(SingleThreadEventLoop.java:60)
at io.netty.channel.MultithreadEventLoopGroup.register(MultithreadEventLoopGroup.java:69)
at io.netty.bootstrap.AbstractBootstrap.initAndRegister(AbstractBootstrap.java:296)
at io.netty.bootstrap.Bootstrap.doConnect(Bootstrap.java:133)
at io.netty.bootstrap.Bootstrap.connect(Bootstrap.java:115)
at net.minecraft.network.NetworkManager.func_150722_a(NetworkManager.java:277)
at net.minecraft.client.Minecraft.func_71371_a(Minecraft.java:2137)
at cpw.mods.fml.client.FMLClientHandler.tryLoadExistingWorld(FMLClientHandler.java:696)
at net.minecraft.client.gui.GuiSelectWorld.func_146615_e(GuiSelectWorld.java:183)
at net.minecraft.client.gui.GuiSelectWorld$List.func_148144_a(GuiSelectWorld.java:257)
at net.minecraft.client.gui.GuiSlot.func_148128_a(GuiSlot.java:209)
at net.minecraft.client.gui.GuiSelectWorld.func_73863_a(GuiSelectWorld.java:216)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1061)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1001)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
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:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.lang.Thread.start0(Native Method)
at java.lang.Thread.start(Unknown Source)
at io.netty.util.concurrent.SingleThreadEventExecutor.startThread(SingleThreadEventExecutor.java:812)
at io.netty.util.concurrent.SingleThreadEventExecutor.execute(SingleThreadEventExecutor.java:690)
at io.netty.channel.AbstractChannel$AbstractUnsafe.register(AbstractChannel.java:414)
at io.netty.channel.SingleThreadEventLoop.register(SingleThreadEventLoop.java:60)
at io.netty.channel.MultithreadEventLoopGroup.register(MultithreadEventLoopGroup.java:69)
at io.netty.bootstrap.AbstractBootstrap.initAndRegister(AbstractBootstrap.java:296)
at io.netty.bootstrap.Bootstrap.doConnect(Bootstrap.java:133)
at io.netty.bootstrap.Bootstrap.connect(Bootstrap.java:115)
at net.minecraft.network.NetworkManager.func_150722_a(NetworkManager.java:277)
at net.minecraft.client.Minecraft.func_71371_a(Minecraft.java:2137)
at cpw.mods.fml.client.FMLClientHandler.tryLoadExistingWorld(FMLClientHandler.java:696)
at net.minecraft.client.gui.GuiSelectWorld.func_146615_e(GuiSelectWorld.java:183)
at net.minecraft.client.gui.GuiSelectWorld$List.func_148144_a(GuiSelectWorld.java:257)
at net.minecraft.client.gui.GuiSlot.func_148128_a(GuiSlot.java:209)
at net.minecraft.client.gui.GuiSelectWorld.func_73863_a(GuiSelectWorld.java:216)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1061)
-- Screen render details --
Details:
Screen name: net.minecraft.client.gui.GuiMainMenu
Mouse location: Scaled: (236, 53). Absolute: (708, 608)
Screen size: Scaled: (456, 256). Absolute: (1366, 768). Scale factor of 3
Stacktrace:
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1001)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
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:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8.1 (x86) version 6.3
Java Version: 1.8.0_101, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 133851120 bytes (127 MB) / 360833024 bytes (344 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 12, tcache: 0, allocated: 13, tallocated: 103
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1558 19 mods loaded, 19 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAAAAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAAAAAAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1558-1.7.10.jar)
UCHIJAAAAAAAAA Forge{10.13.4.1558} [Minecraft Forge] (forge-1.7.10-10.13.4.1558-1.7.10.jar)
UCHIJAAAAAAAAA CodeChickenCore{1.0.7.47} [CodeChicken Core] (minecraft.jar)
UCHIJAAAAAAAAA NotEnoughItems{1.0.5.120} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.5.120-universal.jar)
UCHIJAAAAAAAAA FastCraft{1.23} [FastCraft] (fastcraft-1.23.jar)
UCHIJAAAAAAAAA ww2{1.0} [Call To Battle] (Call to Battle-The WWII Mod 1.7.10.jar)
UCHIJAAAAAAAAA lootablebodies{1.3.6} [DrCyano's Lootable Bodies] (CyanosLootableBodies-1.7.10-backport_1.3.6.jar)
UCHIJAAAAAAAAA DynamicLights{1.3.9} [Dynamic Lights] (DynamicLights-1.7.10.jar)
UCHIJAAAAAAAAA DynamicLights_onFire{1.0.5} [Dynamic Lights Burning Entity Module] (DynamicLights-1.7.10.jar)
UCHIJAAAAAAAAA DynamicLights_creepers{1.0.4} [Dynamic Lights Creeper Module] (DynamicLights-1.7.10.jar)
UCHIJAAAAAAAAA DynamicLights_dropItems{1.0.8} [Dynamic Lights EntityItem Module] (DynamicLights-1.7.10.jar)
UCHIJAAAAAAAAA DynamicLights_entityClasses{1.0.1} [Dynamic Lights Entity Light Module] (DynamicLights-1.7.10.jar)
UCHIJAAAAAAAAA DynamicLights_mobEquipment{1.0.8} [Dynamic Lights Mob Equipment Light Module] (DynamicLights-1.7.10.jar)
UCHIJAAAAAAAAA DynamicLights_flameArrows{1.0.0} [Dynamic Lights Fiery Arrows Light Module] (DynamicLights-1.7.10.jar)
UCHIJAAAAAAAAA DynamicLights_floodLights{1.0.2} [Dynamic Lights Flood Light] (DynamicLights-1.7.10.jar)
UCHIJAAAAAAAAA DynamicLights_otherPlayers{1.0.8} [Dynamic Lights OtherPlayers Light Module] (DynamicLights-1.7.10.jar)
UCHIJAAAAAAAAA DynamicLights_thePlayer{1.1.4} [Dynamic Lights Player Light Module] (DynamicLights-1.7.10.jar)
UCHIJAAAAAAAAA XaeroMinimap{1.9} [Xaero's Minimap] (Xaeros_Minimap_1.9_Forge_1.7.10.jar)
GL info: ' Vendor: 'Intel' Version: '4.3.0 - Build 10.18.14.4062' Renderer: 'Intel(R) HD Graphics 5500'
Launched Version: 1.7.10-Forge10.13.4.1558-1.7.10
LWJGL: 2.9.1
OpenGL: Intel(R) HD Graphics 5500 GL version 4.3.0 - Build 10.18.14.4062, Intel
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
It will be cool if you do so that the bullet will go right to the 6-8 cm without a bayonet. But I'm no fool, I know that Americans alglichane Germans - your core audience will not understand that it is necessary to lead a normal rifle bayonet combat, so I propose to make the rifle on the table right from the bayonet, but that it can be removed later. And for a particularly slow-witted and prompt Make:
______________________
|Mosin rifle |
|For normal battle this rifle |
|is provided with a bayonet.|
It says you ran out of memory. This means either you don't have enough memory allocated to minecraft or you have too many background processes running. I can't help with memory allocation as I have never gotten it to work for me, and often a simple restart of the game will be fine with that error.
It will be cool if you do so that the bullet will go right to the 6-8 cm without a bayonet. But I'm no fool, I know that Americans alglichane Germans - your core audience will not understand that it is necessary to lead a normal rifle bayonet combat, so I propose to make the rifle on the table right from the bayonet, but that it can be removed later. And for a particularly slow-witted and prompt Make:
______________________
|Mosin rifle |
|For normal battle this rifle |
|is provided with a bayonet.|
There are currently two mosins, one is the standard M91/30 and the other is the M44 Carbine, which comes with a bayonet that can't be detached like in real life.
It says you ran out of memory. This means either you don't have enough memory allocated to minecraft or you have too many background processes running. I can't help with memory allocation as I have never gotten it to work for me, and often a simple restart of the game will be fine with that error.
i watch youtube and play minecraft in one time
nothing happen
is there russian update?
yes, i knew that, but iam making a adventure map and i want bots to follow you, idont want to just spawn random bots with random names and random weapons, i want it tlet me spawn them how i want them to be
Oh, sorry there is currently no support for spawning bots how you want them to be. Although with map making tools such a venture may be possible. I will be sure to add support later though!
Oh, sorry there is currently no support for spawning bots how you want them to be. Although with map making tools such a venture may be possible. I will be sure to add support later though!
i use 66 mod and custom npcs have gun no bug
like flansmod
Russian update will come first though =P
Check out my other mods on MinecraftForum or my old 1.6.4 mods here: http://www.planetminecraft.com/member/beardielover/ Working on updating them to 1.7, once that is done will upload them here.
Yay! So I just see magazines but don't see a gun. I'd like to hold. By the way, I'm probably much to ask, but a simple animation of spinning in the hands of weapons do - your events will be perfect.
Oh in game? The magazines weren't even supposed to be there yet, I plan to release all the Russian content together =P Expect the update that actually has the guns to hold in about a week.
And what would the animation of spinning the weapons be for?
Check out my other mods on MinecraftForum or my old 1.6.4 mods here: http://www.planetminecraft.com/member/beardielover/ Working on updating them to 1.7, once that is done will upload them here.
Mmm... I think when idle or walk long the character would have twisted the weapon in his hands, as if inspecting it, evaluating it.
That would be a nice feature, maybe I will make it later. There are more important things to add right now of course.
Check out my other mods on MinecraftForum or my old 1.6.4 mods here: http://www.planetminecraft.com/member/beardielover/ Working on updating them to 1.7, once that is done will upload them here.
That's awesome! It's not so much important, I think much more important is the view from 3rd person.
This is one of the many features that I wanted Flansmod to add. Also, just to be clear, this mod does have ADS accuracy right? If not, you should add that ASAP, otherwise there is no point in aiming down the ironsights.
Also, if you're making a content pack system, can you please make the WW2 guns a separate content pack as well as all the misc items like the zombie infection cure, parachute, bandages, ext.
For single shots, all guns accuracy are based off of it's caliber. Rifle rounds are perfectly accurate at the moment, while pistol rounds are not. So if your gun is not recoiling at that moment, it's the same whether you are in ironsights or not.
However, ADS has a purpose regardless.
1, is realism. 2, is that it gives a clear idea of where the bullet is going to land. Since crosshairs take away from realism, you will notice that there is no crosshair when holding a gun. Instead, to be sure of where your bullet is going to land you need to aim down the sights. Unless the target is pretty close, firing without sights is not very effective unless you have an automatic. And even then, at longer ranges it's still good to use sights for short bursts with automatic weapons. Eventually I will probably add bullet drop, which will add even more reason to use ironsights, as they will be adjustable for range.
Lots of paragraphs coming up, I attempted to mix up things like colors and fonts for an ease of read, tell me if it makes things better or worse =P
I was horrified to learn that all the clean registry of sounds I had made to work so easily without any trouble at all was all ruined.... the use of .json was forced upon us for sounds. I begin the slow and dreadful process of adding over 100 sounds to the .json registry.... I had done about 2 guns and was very annoyed with how slow of a process it was compared to the nice code I had written for making things easy. I stopped right there. I decided right then I am done slowly copy-pasting each guns sounds and changing the values. I then went about making it overwrite the .json from code with values based on my custom sound registry, and all my troubles went away.... for-loop capabilities returned, sound registry from method declarations restored! Now are you beginning to get an idea of why I am so against moving my WWII items into a content pack?
Finally, and most important of all, this is Call to Battle-The WWII Mod. As the title suggests, it is primarily a WWII mod, content packs was a complete after thought. The WWII guns being a separate content pack would make it cease to be Call to Battle-The WWII Mod. It's not the title that I am concerned about of course, it's what this mod was built upon: World War 2, in honor of my Grandfather.
The content pack system is only being made because I want to give the community a chance to create the mods that I will never have a chance to, Vietnam, World War 1, etc. Making the WWII section simply a content pack would diminish my enjoyment in working on this mod completely, as it would feel as if I am not working on the dream that started a year ago: making a WWII mod. That would detract from both parts of the mod, as me having less enjoyment would cause me to move onto other things, and this mod would slowly become abandon.
Check out my other mods on MinecraftForum or my old 1.6.4 mods here: http://www.planetminecraft.com/member/beardielover/ Working on updating them to 1.7, once that is done will upload them here.
Hey, Mosin-Nagant arranged in such a way that no bayonet bullet goes right, the very same bayonet reflect the gases coming from the barrel to the left, gasses deflect a bullet in the same direction. If anything, the bayonet is on the left. If confused, I can explain in more detail. Google translate is really strange. \(_-_)/
Can you make the bazooka,panzerfaust or grenade break block when the explode?
Close, it's actually explosionBreaks. Stupid name, yes. The next update will change it to something along the lines of "blockDestruction"
Check out my other mods on MinecraftForum or my old 1.6.4 mods here: http://www.planetminecraft.com/member/beardielover/ Working on updating them to 1.7, once that is done will upload them here.
Listen, Mosin-Nagant bayonet is, it adjusts the movement of the bullet.
"The rifle was reduced to a normal fight with a bayonet, that is, when the shooting he had to be adjoin - otherwise hit point significantly shifted and the relatively long distance to get a weapon into something without a new reduction to normal battle became almost impossible when shooting. with a bayonet in the 100m middle point of contact (STF) is deflected by the reduced to the normal battle without his rifle left by 6-8 cm and bottom 8-10 cm, offset put back to normal combat. " I do not know you will understand - you do not understand, I stuffed the Google translator.[/pre]Makes a little bit of sense =P
Check out my other mods on MinecraftForum or my old 1.6.4 mods here: http://www.planetminecraft.com/member/beardielover/ Working on updating them to 1.7, once that is done will upload them here.
---- Minecraft Crash Report ----
// Who set us up the TNT?
Time: 10/14/16 1:25 AM
Description: Rendering screen
java.lang.OutOfMemoryError: unable to create new native thread
at java.lang.Thread.start0(Native Method)
at java.lang.Thread.start(Unknown Source)
at io.netty.util.concurrent.SingleThreadEventExecutor.startThread(SingleThreadEventExecutor.java:812)
at io.netty.util.concurrent.SingleThreadEventExecutor.execute(SingleThreadEventExecutor.java:690)
at io.netty.channel.AbstractChannel$AbstractUnsafe.register(AbstractChannel.java:414)
at io.netty.channel.SingleThreadEventLoop.register(SingleThreadEventLoop.java:60)
at io.netty.channel.MultithreadEventLoopGroup.register(MultithreadEventLoopGroup.java:69)
at io.netty.bootstrap.AbstractBootstrap.initAndRegister(AbstractBootstrap.java:296)
at io.netty.bootstrap.Bootstrap.doConnect(Bootstrap.java:133)
at io.netty.bootstrap.Bootstrap.connect(Bootstrap.java:115)
at net.minecraft.network.NetworkManager.func_150722_a(NetworkManager.java:277)
at net.minecraft.client.Minecraft.func_71371_a(Minecraft.java:2137)
at cpw.mods.fml.client.FMLClientHandler.tryLoadExistingWorld(FMLClientHandler.java:696)
at net.minecraft.client.gui.GuiSelectWorld.func_146615_e(GuiSelectWorld.java:183)
at net.minecraft.client.gui.GuiSelectWorld$List.func_148144_a(GuiSelectWorld.java:257)
at net.minecraft.client.gui.GuiSlot.func_148128_a(GuiSlot.java:209)
at net.minecraft.client.gui.GuiSelectWorld.func_73863_a(GuiSelectWorld.java:216)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1061)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1001)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
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:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.lang.Thread.start0(Native Method)
at java.lang.Thread.start(Unknown Source)
at io.netty.util.concurrent.SingleThreadEventExecutor.startThread(SingleThreadEventExecutor.java:812)
at io.netty.util.concurrent.SingleThreadEventExecutor.execute(SingleThreadEventExecutor.java:690)
at io.netty.channel.AbstractChannel$AbstractUnsafe.register(AbstractChannel.java:414)
at io.netty.channel.SingleThreadEventLoop.register(SingleThreadEventLoop.java:60)
at io.netty.channel.MultithreadEventLoopGroup.register(MultithreadEventLoopGroup.java:69)
at io.netty.bootstrap.AbstractBootstrap.initAndRegister(AbstractBootstrap.java:296)
at io.netty.bootstrap.Bootstrap.doConnect(Bootstrap.java:133)
at io.netty.bootstrap.Bootstrap.connect(Bootstrap.java:115)
at net.minecraft.network.NetworkManager.func_150722_a(NetworkManager.java:277)
at net.minecraft.client.Minecraft.func_71371_a(Minecraft.java:2137)
at cpw.mods.fml.client.FMLClientHandler.tryLoadExistingWorld(FMLClientHandler.java:696)
at net.minecraft.client.gui.GuiSelectWorld.func_146615_e(GuiSelectWorld.java:183)
at net.minecraft.client.gui.GuiSelectWorld$List.func_148144_a(GuiSelectWorld.java:257)
at net.minecraft.client.gui.GuiSlot.func_148128_a(GuiSlot.java:209)
at net.minecraft.client.gui.GuiSelectWorld.func_73863_a(GuiSelectWorld.java:216)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1061)
-- Screen render details --
Details:
Screen name: net.minecraft.client.gui.GuiMainMenu
Mouse location: Scaled: (236, 53). Absolute: (708, 608)
Screen size: Scaled: (456, 256). Absolute: (1366, 768). Scale factor of 3
Stacktrace:
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1001)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
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:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8.1 (x86) version 6.3
Java Version: 1.8.0_101, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 133851120 bytes (127 MB) / 360833024 bytes (344 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 12, tcache: 0, allocated: 13, tallocated: 103
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1558 19 mods loaded, 19 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAAAAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAAAAAAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1558-1.7.10.jar)
UCHIJAAAAAAAAA Forge{10.13.4.1558} [Minecraft Forge] (forge-1.7.10-10.13.4.1558-1.7.10.jar)
UCHIJAAAAAAAAA CodeChickenCore{1.0.7.47} [CodeChicken Core] (minecraft.jar)
UCHIJAAAAAAAAA NotEnoughItems{1.0.5.120} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.5.120-universal.jar)
UCHIJAAAAAAAAA FastCraft{1.23} [FastCraft] (fastcraft-1.23.jar)
UCHIJAAAAAAAAA ww2{1.0} [Call To Battle] (Call to Battle-The WWII Mod 1.7.10.jar)
UCHIJAAAAAAAAA lootablebodies{1.3.6} [DrCyano's Lootable Bodies] (CyanosLootableBodies-1.7.10-backport_1.3.6.jar)
UCHIJAAAAAAAAA DynamicLights{1.3.9} [Dynamic Lights] (DynamicLights-1.7.10.jar)
UCHIJAAAAAAAAA DynamicLights_onFire{1.0.5} [Dynamic Lights Burning Entity Module] (DynamicLights-1.7.10.jar)
UCHIJAAAAAAAAA DynamicLights_creepers{1.0.4} [Dynamic Lights Creeper Module] (DynamicLights-1.7.10.jar)
UCHIJAAAAAAAAA DynamicLights_dropItems{1.0.8} [Dynamic Lights EntityItem Module] (DynamicLights-1.7.10.jar)
UCHIJAAAAAAAAA DynamicLights_entityClasses{1.0.1} [Dynamic Lights Entity Light Module] (DynamicLights-1.7.10.jar)
UCHIJAAAAAAAAA DynamicLights_mobEquipment{1.0.8} [Dynamic Lights Mob Equipment Light Module] (DynamicLights-1.7.10.jar)
UCHIJAAAAAAAAA DynamicLights_flameArrows{1.0.0} [Dynamic Lights Fiery Arrows Light Module] (DynamicLights-1.7.10.jar)
UCHIJAAAAAAAAA DynamicLights_floodLights{1.0.2} [Dynamic Lights Flood Light] (DynamicLights-1.7.10.jar)
UCHIJAAAAAAAAA DynamicLights_otherPlayers{1.0.8} [Dynamic Lights OtherPlayers Light Module] (DynamicLights-1.7.10.jar)
UCHIJAAAAAAAAA DynamicLights_thePlayer{1.1.4} [Dynamic Lights Player Light Module] (DynamicLights-1.7.10.jar)
UCHIJAAAAAAAAA XaeroMinimap{1.9} [Xaero's Minimap] (Xaeros_Minimap_1.9_Forge_1.7.10.jar)
GL info: ' Vendor: 'Intel' Version: '4.3.0 - Build 10.18.14.4062' Renderer: 'Intel(R) HD Graphics 5500'
Launched Version: 1.7.10-Forge10.13.4.1558-1.7.10
LWJGL: 2.9.1
OpenGL: Intel(R) HD Graphics 5500 GL version 4.3.0 - Build 10.18.14.4062, Intel
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
It will be cool if you do so that the bullet will go right to the 6-8 cm without a bayonet. But I'm no fool, I know that Americans alglichane Germans - your core audience will not understand that it is necessary to lead a normal rifle bayonet combat, so I propose to make the rifle on the table right from the bayonet, but that it can be removed later. And for a particularly slow-witted and prompt Make:
______________________
|Mosin rifle |
|For normal battle this rifle |
|is provided with a bayonet.|
It says you ran out of memory. This means either you don't have enough memory allocated to minecraft or you have too many background processes running. I can't help with memory allocation as I have never gotten it to work for me, and often a simple restart of the game will be fine with that error.
There are currently two mosins, one is the standard M91/30 and the other is the M44 Carbine, which comes with a bayonet that can't be detached like in real life.
Check out my other mods on MinecraftForum or my old 1.6.4 mods here: http://www.planetminecraft.com/member/beardielover/ Working on updating them to 1.7, once that is done will upload them here.
So... Cool, not questions yet.
i watch youtube and play minecraft in one time
nothing happen
is there russian update?
Oh, sorry there is currently no support for spawning bots how you want them to be. Although with map making tools such a venture may be possible. I will be sure to add support later though!
Check out my other mods on MinecraftForum or my old 1.6.4 mods here: http://www.planetminecraft.com/member/beardielover/ Working on updating them to 1.7, once that is done will upload them here.
i use 66 mod and custom npcs have gun no bug
like flansmod
already support