The Meaning of Life, the Universe, and Everything.
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Somewhere
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3/7/2015
Posts:
212
Location:
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DaPorkchop_
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CurseForge would be an improvement, I will grant you that. A lot of people (me included) almost exclusivley look on CurseForge for new mods, and not mcforums.
Also as a side note, the only problem I've found with VW (sounds like volkswagen :P) and optiFine is that shaders don't seem to work. Even turning on Fast Render doesn't (seem to) cause any problems at all.
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"Theory is when you know something, but it doesn't work. Practice is when something works, but you don't know why. Programmers combine theory and practice: Nothing works and they don't know why."
-- Unknown
"Theory is when you know something, but it doesn't work. Practice is when something works, but you don't know why. Programmers combine theory and practice: Nothing works and they don't know why."
-- Unknown
The Meaning of Life, the Universe, and Everything.
Join Date:
8/23/2012
Posts:
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AridholGM
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Question for everyone: Does this mod have any survival mode compatibility yet? I mean, are the blocks craftable and can you play without using commands all the time?
And a side question.. it is possible for in the future (config maybe?) to make the engines consume materials to generate lift? Like, coal/wood/burnables for starters, and ideally add in compatibility with mods later? Coal coke, for one such example. I mean, hell, if you could go so far as to generate electricity on the thing and have Immersive engineering external heaters work with the engines.. omg.. Lol. Amazing.
Anyways the physics look balls to the walls awesome by themselves, and I realize its a buggy, early version.. But this is exciting stuff! Minecraft mods have loooong lacked vehicle options that really made sense to minecraft and applied sensible physics that were ALSO survival friendly. Here's hoping for the future!!
The Meaning of Life, the Universe, and Everything.
Location:
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Posts:
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Location:
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Some of the items are craftable. The two big issues ATM are that you need to relog in order to see any blocks you placed on the airship, and when not flying I (idk about anyone else) tend to get stuck or even pushed into the ground.
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"Theory is when you know something, but it doesn't work. Practice is when something works, but you don't know why. Programmers combine theory and practice: Nothing works and they don't know why."
-- Unknown
Hey all, I've been under the hood of this mod for quite a while now! Since it's public, I'm going to start rolling out videos and tutorials centered on VW. First up is a basic block overview and ship creation tutorial. If you have questions, let me know! I haven't been having any of the reported visual bugs- if you are using multiple mods, be sure to try with none, then add them one at a time until errors occur. The more specific the problem, the quicker it can be fixed. Anyway, enjoy!
The Meaning of Life, the Universe, and Everything.
Join Date:
8/23/2012
Posts:
350
Minecraft:
AridholGM
Member Details
Okay! After having looked into this now finally, I have some relatively easy to fix (and probably already coming!) things for you to take to heart!
First: The Control Block GUI needs to be overhauled! It needs tooltips when hovering over each field explaining them in at least decent detail, and it needs BASIC words beside the fields for at-a-glance control. Such as: The top field needs to say, MAINTAIN HEIGHT or something next to it, and etc
Secondly: Recipes and resource costs! I mentioned this before in my comment (before I had looked at the mod myself) and it is still a very important thing to take a look at! The recipes I think are actually not bad, with the exception of the cannon which does not yet have a recipe (lots of iron blocks!). What I think it needs though, is resource costs for the Ether Compressors. Make them work like a furnace, essentially! Give us something that we have to work at in order to keep us in the air!
Third: Keep up the good work! The concepts here are fantastic, and I really do want to see you succeed! The mod is pretty darn awesome and I have high hopes for you! Thank you for all that you've done, and for what you have yet to do! You can always PM me if you need someone to help test stuff - I have a dedicated server that I use for myself and my friends and we switch in and out our own private modpacks all the time, and I'm sure we'd enjoy giving this a thorough stress testing!
Last - do you have a github setup for posting issues? The MCForum page is hardly helpful for keeping track of bugs
EDIT: With additional reflection: I think that the control block GUI should also have buttons for increasing and decreasing too - instead of having to type the field every time. The height should have maybe, +10, +1, -1, -10, and the others have just +0.1 and -0.1? This would help a ton
The Meaning of Life, the Universe, and Everything.
Join Date:
8/23/2012
Posts:
350
Minecraft:
AridholGM
Member Details
I do have to say: I placed some TNT and a lever on my ship, to see how it might act like a bomber... and hot damn, it works perfectly! So, much congratulations to you on that!
I'm having another issue where the menu will do nothing to make it fly. I have added enough antigravity engines (the entire roof is made of it and it's a 3x4 elevator)
Hey all, I've been under the hood of this mod for quite a while now! Since it's public, I'm going to start rolling out videos and tutorials centered on VW. First up is a basic block overview and ship creation tutorial. If you have questions, let me know! I haven't been having any of the reported visual bugs- if you are using multiple mods, be sure to try with none, then add them one at a time until errors occur. The more specific the problem, the quicker it can be fixed. Anyway, enjoy!
You video fades to black in alot of areas so I can't see anything you are talking about
Sorry guys, I didn't notice that the render messed up! A corrected version is in the original comment. And as for the mic- I didn't know TheBest was going public this week, so I'm away from my usual mic. Quality will improve on subsequent videos. I'll try to get to your questions if TheBest doesn't.
Wait so some people aren't having the block rendering glitch? I am just using Valkyrien and always have been and whenever I place or remove a block it doesn't update the texture until I relog. EX: I break a wooden log on a physics structure and the wooden log looks like it's still there. Another example, when I place a wooden log on a physics structure, the wooden block is there but I can't see it, this issue happens with no exception to other blocks for me so far.
I've been getting that. Anybody else?
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"Theory is when you know something, but it doesn't work. Practice is when something works, but you don't know why. Programmers combine theory and practice: Nothing works and they don't know why."
-- Unknown
@DaPorkchop is the rendering bug only happening when you have optifine installed? Also do you have the Mod Compatibility jar installed as well?
Also people have been pointing out that Mod Compatibility.jar is just an empty jar, but if you open the Meta-inf you see I use it to launch a CoreMod. This is because the geniuses at forge determined you can only have 1 CoreMod per jar.
Anyway I'll get to checking if rendering updaes can be done without ASM, hopefully to avoid the problem altogether.
@DaPorkchop is the rendering bug only happening when you have optifine installed? Also do you have the Mod Compatibility jar installed as well?
Also people have been pointing out that Mod Compatibility.jar is just an empty jar, but if you open the Meta-inf you see I use it to launch a CoreMod. This is because the geniuses at forge determined you can only have 1 CoreMod per jar.
Anyway I'll get to checking if rendering updaes can be done without ASM, hopefully to avoid the problem altogether.
I don't have the mod compatibility installed, it's vanilla forge with one Mod (Valkyrian warfare). I get the issue both with and without optiFine, so that's not the problem. When I get home I will try it with compatible enabled to see if that makes a difference.
Rollback Post to RevisionRollBack
"Theory is when you know something, but it doesn't work. Practice is when something works, but you don't know why. Programmers combine theory and practice: Nothing works and they don't know why."
-- Unknown
Just had had a thought... what GPU do you have? I'm thinking it might be an issue with OpenGL... can't be sure though.
Rollback Post to RevisionRollBack
"Theory is when you know something, but it doesn't work. Practice is when something works, but you don't know why. Programmers combine theory and practice: Nothing works and they don't know why."
-- Unknown
The Meaning of Life, the Universe, and Everything.
Location:
Somewhere
Join Date:
3/7/2015
Posts:
212
Location:
In my chair
Minecraft:
DaPorkchop_
Member Details
When I get home I'll pull out my old GT 610 and see if it still happens. Would be quite interesting
Rollback Post to RevisionRollBack
"Theory is when you know something, but it doesn't work. Practice is when something works, but you don't know why. Programmers combine theory and practice: Nothing works and they don't know why."
-- Unknown
The Meaning of Life, the Universe, and Everything.
Location:
Somewhere
Join Date:
3/7/2015
Posts:
212
Location:
In my chair
Minecraft:
DaPorkchop_
Member Details
Made a simple technic modpack, it has 4 versions.
0.85a Only Valkyrien Warfare
0.85a-with-compat Has Valkyrien Warfare and Mod Compat
0.85a-with-optifine Has Valkyrien Warfare and Optifine
0.85a-with-compat-and-optifine Has Valkyrien Warfare, Mod Compat and OptiFine
I will keep this updated as new versions of Valkyrien Warfare come out. You will also be able to access different versions of the mod using this, as I'm using Solder.
"Theory is when you know something, but it doesn't work. Practice is when something works, but you don't know why. Programmers combine theory and practice: Nothing works and they don't know why."
-- Unknown
CurseForge would be an improvement, I will grant you that. A lot of people (me included) almost exclusivley look on CurseForge for new mods, and not mcforums.
Also as a side note, the only problem I've found with VW (sounds like volkswagen :P) and optiFine is that shaders don't seem to work. Even turning on Fast Render doesn't (seem to) cause any problems at all.
BTW, made a Discord. When @thebest108 joins, I will transfer ownership to him.
https://discord.gg/YgBfkM5
Question for everyone: Does this mod have any survival mode compatibility yet? I mean, are the blocks craftable and can you play without using commands all the time?
And a side question.. it is possible for in the future (config maybe?) to make the engines consume materials to generate lift? Like, coal/wood/burnables for starters, and ideally add in compatibility with mods later? Coal coke, for one such example. I mean, hell, if you could go so far as to generate electricity on the thing and have Immersive engineering external heaters work with the engines.. omg.. Lol. Amazing.
Anyways the physics look balls to the walls awesome by themselves, and I realize its a buggy, early version.. But this is exciting stuff! Minecraft mods have loooong lacked vehicle options that really made sense to minecraft and applied sensible physics that were ALSO survival friendly. Here's hoping for the future!!
Some of the items are craftable. The two big issues ATM are that you need to relog in order to see any blocks you placed on the airship, and when not flying I (idk about anyone else) tend to get stuck or even pushed into the ground.
Hey all, I've been under the hood of this mod for quite a while now! Since it's public, I'm going to start rolling out videos and tutorials centered on VW. First up is a basic block overview and ship creation tutorial. If you have questions, let me know! I haven't been having any of the reported visual bugs- if you are using multiple mods, be sure to try with none, then add them one at a time until errors occur. The more specific the problem, the quicker it can be fixed. Anyway, enjoy!
Excellent! This will be useful, however, I would suggest getting a better mike, as it is loud. :3
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Okay! After having looked into this now finally, I have some relatively easy to fix (and probably already coming!) things for you to take to heart!
First: The Control Block GUI needs to be overhauled! It needs tooltips when hovering over each field explaining them in at least decent detail, and it needs BASIC words beside the fields for at-a-glance control. Such as: The top field needs to say, MAINTAIN HEIGHT or something next to it, and etc
Secondly: Recipes and resource costs! I mentioned this before in my comment (before I had looked at the mod myself) and it is still a very important thing to take a look at! The recipes I think are actually not bad, with the exception of the cannon which does not yet have a recipe (lots of iron blocks!). What I think it needs though, is resource costs for the Ether Compressors. Make them work like a furnace, essentially! Give us something that we have to work at in order to keep us in the air!
Third: Keep up the good work! The concepts here are fantastic, and I really do want to see you succeed! The mod is pretty darn awesome and I have high hopes for you! Thank you for all that you've done, and for what you have yet to do! You can always PM me if you need someone to help test stuff - I have a dedicated server that I use for myself and my friends and we switch in and out our own private modpacks all the time, and I'm sure we'd enjoy giving this a thorough stress testing!
Last - do you have a github setup for posting issues? The MCForum page is hardly helpful for keeping track of bugs
EDIT: With additional reflection: I think that the control block GUI should also have buttons for increasing and decreasing too - instead of having to type the field every time. The height should have maybe, +10, +1, -1, -10, and the others have just +0.1 and -0.1? This would help a ton
I do have to say: I placed some TNT and a lever on my ship, to see how it might act like a bomber... and hot damn, it works perfectly! So, much congratulations to you on that!
I'm having another issue where the menu will do nothing to make it fly. I have added enough antigravity engines (the entire roof is made of it and it's a 3x4 elevator)
M̋͡ủ̯͜c̛͘h ͋ͬd́̏̄i̔̅s̙̯̿tơ̺ͅṙ͉t̾̇͡. ̾V̠̠e̛r̶͕̗y̧ ̡wͩaŗped̫.̶̒͆ ̶W̺ơ̖w̹!
Interesting mod. I support it. Keep at it mate.
You video fades to black in alot of areas so I can't see anything you are talking about
M̋͡ủ̯͜c̛͘h ͋ͬd́̏̄i̔̅s̙̯̿tơ̺ͅṙ͉t̾̇͡. ̾V̠̠e̛r̶͕̗y̧ ̡wͩaŗped̫.̶̒͆ ̶W̺ơ̖w̹!
Sorry guys, I didn't notice that the render messed up! A corrected version is in the original comment. And as for the mic- I didn't know TheBest was going public this week, so I'm away from my usual mic. Quality will improve on subsequent videos. I'll try to get to your questions if TheBest doesn't.
I've been getting that. Anybody else?
@DaPorkchop is the rendering bug only happening when you have optifine installed? Also do you have the Mod Compatibility jar installed as well?
Also people have been pointing out that Mod Compatibility.jar is just an empty jar, but if you open the Meta-inf you see I use it to launch a CoreMod. This is because the geniuses at forge determined you can only have 1 CoreMod per jar.
Anyway I'll get to checking if rendering updaes can be done without ASM, hopefully to avoid the problem altogether.
I don't have the mod compatibility installed, it's vanilla forge with one Mod (Valkyrian warfare). I get the issue both with and without optiFine, so that's not the problem. When I get home I will try it with compatible enabled to see if that makes a difference.
I'm not having that problem.. weird
Just had had a thought... what GPU do you have? I'm thinking it might be an issue with OpenGL... can't be sure though.
Mine's a Nvidia geforce gtx 750...
When I get home I'll pull out my old GT 610 and see if it still happens. Would be quite interesting
Made a simple technic modpack, it has 4 versions.
0.85a Only Valkyrien Warfare
0.85a-with-compat Has Valkyrien Warfare and Mod Compat
0.85a-with-optifine Has Valkyrien Warfare and Optifine
0.85a-with-compat-and-optifine Has Valkyrien Warfare, Mod Compat and OptiFine
I will keep this updated as new versions of Valkyrien Warfare come out. You will also be able to access different versions of the mod using this, as I'm using Solder.
http://www.technicpack.net/modpack/valkyrien-warfare.917995