I guess it's time to start working on Payload and CP mechanics for me, then work on a map that I can put together, because this is going to be very playable soon.
This mod so far is really well done, im honestly impressed. A few things i want to note is that sometimes genjis swift strike takes a few seconds before it activates. I also think that the visuals for some projectiles look very bulky, especially scatter arrow. I really think hitscan should be worked on as well, and i think mccrees roll should be redone, he moves way to far, id say half of the current distance. Lastly, headshots. pls. I need this.
"sometimes genjis swift strike takes a few seconds before it activates" We have not experienced this other than when our test server is lagging. Check to make sure you do not have a cooldown active to prevent use of the strike. If you can get it to happen consistently when not lagging/on cooldown, let us know how, and we can look into it.
"mccrees roll should be redone, he moves way to far" I am getting about 11 blocks vs Overwatch's 6 m. Not too big of difference, but we can easily change it if we feel the need to.
"headshots. pls"
"hitscan should be worked on as well" You can vote on Furgl's new poll and suggest "Misc. things" for what we should work on more. http://www.strawpoll.me/14017326
"sometimes genjis swift strike takes a few seconds before it activates" We have not experienced this other than when our test server is lagging. Check to make sure you do not have a cooldown active to prevent use of the strike. If you can get it to happen consistently when not lagging/on cooldown, let us know how, and we can look into it. I have not experienced it either, but you should work on Genji's default (LMB) attack. It only sends out one shuriken when I click LMB, and only if I click 3 times fast enough it shoots out 3. This shouldn't be how it works and is very annoying. I'm not sure if this is a bug, or is intended (since in the videos you always show him shooting out 3 shurikens when he attacks), but you should really look into is."mccrees roll should be redone, he moves way to far" I am getting about 11 blocks vs Overwatch's 6 m. Not too big of difference, but we can easily change it if we feel the need to. 1 block in Minecraft is 1 m3, that means you're travelling 11 meters in the mod vs 6 meters in the actual game it's based off of. That IS a big difference, and it actually doesn't feel right if you're already used to how it works in Overwatch. Maybe you should lower it to 6-7 blocks, it would probably be more than enough of a change to make it feel better.
Genji's default attack will eventually be changed to shoot 3 shuriken sequentially, like in Overwatch. I prioritize bigger things like abilities and new heroes over small tweaks like this. For now, try holding down LMB while using his attack.
McCree's roll has already been adjusted to roll 6 meters properly and will be in the next update.
Fix: Fixed some strange bullet behavior when shot too close to entities
Fix: Genji’s Swift Strike cooldown now correctly resets when killing an entity
Fix: Reaper’s The Reaping now works properly
Fix: Ana and Widowmaker’s scopes can now be used when in the air
Fix: Other mods can no longer interfere with particle opacity
Entities holding weapons from the mod now have their bodies rotate to match their heads (so they shoot in the direction that they are looking, in 3rd person)
Changing to and from using 3D models for weapons no longer requires a restart
Knockback from exploding entities has been adjusted
Weapons and abilities no longer damage / hit entities on the same team
Weapon and entity models now have improved shading
Enemy Junkrat Traps now render partially in the ground
genji's deflect rarely deflects skeletons arrows, and he doesn't feel complete without his quick melee. I think If a gun is equipped, and you middle click, you'll melee.
genji's deflect rarely deflects skeletons arrows, and he doesn't feel complete without his quick melee. I think If a gun is equipped, and you middle click, you'll melee.
Genji's deflect barely reflected anything in the past few updates I checked, not sure if it has been fixed, haven't really been playing mc the past couple of weeks.
Quick melee would be cool, but it's probably on the way already, we just have to wait.
Just asking, will we get custom scoreboard objectives for healing done, dmg done, eliminations (I remember something about a killcounter being in-game already, but I'm not sure, just ignore this one if we have it), etc.? Would be cool for map makers to use.
Genji's deflect requires you to be looking towards oncoming projectiles, as in Overwatch. I may change it to be more lenient with what is considered "looking towards" projectiles for the next update.
Melee attacks with weapons is an option on the content poll, if you would like to vote for it. At the time that I'm writing this, it has 1/81 votes.
Genji's deflect requires you to be looking towards oncoming projectiles, as in Overwatch.
You dont have to be looking directly at the projetiles, for example, if a hanzo and a reaper are standing next to each other, and the hanzo fires a arrow at you, you can be looking straight at the reaper and the arrow will be deflected. Genjis deflect has a very large hitbox, 180 degrees across in the direction hes looking, and the only way something wont be deflected is when it comes from behind. Any projectile he can see he can deflect, but he has to aim it at its target, it doesn't auto aim.
The enemy heroes are having lots of glitches, their projectiles cant always be deflected, they tend to be invulnerable when your up to close, and sometimes they just dont take damage. Their health seems to be off sync, like you cant grenade+mine a 200 health target, you cant 2 shot them with widowmaker. There needs to be a system so you know you did hit them, and how much damage you hit them for. I know there is hit markers, but those also seem to not pop up when you damage them.
If you can find a completely reproducible instance (i.e. have a non-moving hero shooting at you from a certain position) where a projectile is not being deflected when it should, I will gladly look into it further. I have no idea what you mean by heroes tending to be invulnerable up close or not taking damage; they have the same damage mechanics as players or other mobs. Damage in the mod is proportional to damage in Overwatch, but armor / health is not yet adjusted properly (right now we just have approximations with different armor values per set - eventually we will add different health, armor, shields, etc.). I will likely have the armor turn red when an entity is hit as indication, just like normal entities do. You can also use a mod that adds hit markers, like the ToroHealth mod, if you would like.
So... I have been playing with the mod in a custom modpack for a couple of days, now that the hero mobs have been added, I've experienced an issue.
A random Mercy in the wild started damage boosting me (I turned off the hero mob spawning, didn't work, so I turned off them attacking the player) and the server crashed when she got close to me and touched me.
I'm not sure what caused the crash, either the Mercy touching me, or maybe it has to do with that I was wearing the Wyvern armour from Draconic Evolution and the game didn't like the two mods trying to get together.
Anyways, here's the crash log in case you can figure something out from it:
---- Minecraft Crash Report ----
WARNING: coremods are present:
p455w0rds Things (p455w0rdsthings-1.10.2-2.2.32.jar)
CoFH Loading Plugin (CoFHCore-1.10.2-4.1.12.17-universal.jar)
Brandon's Core (BrandonsCore-1.10.2-2.1.13.133-universal.jar)
CCLCorePlugin (CodeChickenLib-1.10.2-2.5.9.283-universal.jar)
OpenModsCorePlugin (OpenModsLib-1.10.2-0.11.2.jar)
LoadingPlugin (RandomThings-MC1.10.2-3.7.7.1.jar)
AppEngLoadingPlugin (appliedenergistics2-rv4-stable-1(1).jar)
NEICorePlugin (NotEnoughItems-1.10.2-2.1.3.220-universal(1).jar)
EnderCorePlugin (EnderCore-1.10.2-0.4.1.66-beta.jar)
FMLPlugin (InventoryTweaks-1.61-58.jar)
Contact their authors BEFORE contacting forge
// Don't be sad. I'll do better next time, I promise!
Time: 2017.12.04. 16:36
Description: Ticking entity
java.util.ConcurrentModificationException
at java.util.HashMap$HashIterator.nextNode(Unknown Source)
at java.util.HashMap$KeyIterator.next(Unknown Source)
at net.minecraft.entity.EntityLivingBase.func_70679_bo(EntityLivingBase.java:586)
at net.minecraft.entity.EntityLivingBase.func_70030_z(EntityLivingBase.java:343)
at net.minecraft.entity.EntityLiving.func_70030_z(EntityLiving.java:208)
at net.minecraft.entity.Entity.func_70071_h_(Entity.java:359)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1932)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:295)
at net.minecraft.entity.monster.EntityMob.func_70071_h_(SourceFile:52)
at twopiradians.minewatch.common.entity.hero.EntityHero.func_70071_h_(EntityHero.java:91)
at twopiradians.minewatch.common.entity.hero.EntityMercy.func_70071_h_(EntityMercy.java:31)
at net.minecraft.world.World.func_72866_a(World.java:1967)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:839)
at net.minecraft.world.World.func_72870_g(World.java:1937)
at net.minecraft.world.World.func_72939_s(World.java:1750)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:620)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:709)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:387)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:613)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Thread: Server thread
Stacktrace:
at java.util.HashMap$HashIterator.nextNode(Unknown Source)
at java.util.HashMap$KeyIterator.next(Unknown Source)
at net.minecraft.entity.EntityLivingBase.func_70679_bo(EntityLivingBase.java:586)
at net.minecraft.entity.EntityLivingBase.func_70030_z(EntityLivingBase.java:343)
at net.minecraft.entity.EntityLiving.func_70030_z(EntityLiving.java:208)
at net.minecraft.entity.Entity.func_70071_h_(Entity.java:359)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1932)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:295)
at net.minecraft.entity.monster.EntityMob.func_70071_h_(SourceFile:52)
at twopiradians.minewatch.common.entity.hero.EntityHero.func_70071_h_(EntityHero.java:91)
at twopiradians.minewatch.common.entity.hero.EntityMercy.func_70071_h_(EntityMercy.java:31)
at net.minecraft.world.World.func_72866_a(World.java:1967)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:839)
at net.minecraft.world.World.func_72870_g(World.java:1937)
-- Entity being ticked --
Details:
Entity Type: minewatch.mercy_hero (twopiradians.minewatch.common.entity.hero.EntityMercy)
Entity ID: 226672
Entity Name: Mercy
Entity's Exact location: 375,66, 95,46, 30,82
Entity's Block location: World: (375,95,30), Chunk: (at 7,5,14 in 23,1; contains blocks 368,0,16 to 383,255,31), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Entity's Momentum: -0,05, 0,27, 0,09
Entity's Passengers: []
Entity's Vehicle: ~~ERROR~~ NullPointerException: null
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1750)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:620)
-- Affected level --
Details:
Level name: world
All players: 2 total; [EntityPlayerMP['FlashHUN'/304, l='world', x=375,22, y=96,37, z=31,50], EntityPlayerMP['Sterbike'/17234, l='world', x=214,85, y=71,91, z=55,45]]
Chunk stats: ServerChunkCache: 820 Drop: 0
Level seed: -3448690901212121084
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (232,64,200), Chunk: (at 8,4,8 in 14,12; contains blocks 224,0,192 to 239,255,207), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 794688 game time, 446475 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 75975 (now: false), thunder time: 65825 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:709)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:387)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:613)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471)
at java.lang.Thread.run(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.10.2
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.8.0_121, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1386925152 bytes (1322 MB) / 2538602496 bytes (2421 MB) up to 3817865216 bytes (3641 MB)
JVM Flags: 1 total; -Xmx4G
IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94
FML: MCP 9.32 Powered by Forge 12.18.3.2511 55 mods loaded, 55 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.10.2-12.18.3.2511-universal.jar)
UCHIJAAAA Forge{12.18.3.2511} [Minecraft Forge] (forge-1.10.2-12.18.3.2511-universal.jar)
UCHIJAAAA appliedenergistics2-core{rv4-stable-1} [Applied Energistics 2 Core] (minecraft.jar)
UCHIJAAAA NotEnoughItems{2.1.3.220} [Not Enough Items] (NotEnoughItems-1.10.2-2.1.3.220-universal(1).jar)
UCHIJAAAA openmodscore{0.11.2} [OpenModsLib Core] (minecraft.jar)
UCHIJAAAA <CoFH ASM>{000} [CoFH ASM] (minecraft.jar)
UCHIJAAAA ccl-entityhook{1.0} [ccl-entityhook] (CodeChickenLib-1.10.2-2.5.9.283-universal.jar)
UCHIJAAAA appliedenergistics2{rv4-stable-1} [Applied Energistics 2] (appliedenergistics2-rv4-stable-1(1).jar)
UCHIJAAAA CodeChickenLib{2.5.9.283} [CodeChicken Lib] (CodeChickenLib-1.10.2-2.5.9.283-universal.jar)
UCHIJAAAA avaritia{${mod_version}} [Avaritia] (Avaritia-1.10.2-2.2.7-universal.jar)
UCHIJAAAA guideapi{@VERSION@} [Guide-API] (Guide-API-1.10.2-2.0.3-46.jar)
UCHIJAAAA JEI{3.14.7.417} [Just Enough Items] (jei_1.10.2-3.14.7.417.jar)
UCHIJAAAA BloodMagic{1.10.2-2.1.11-80} [Blood Magic: Alchemical Wizardry] (BloodMagic-1.10.2-2.1.11-80.jar)
UCHIJAAAA cofhcore{4.1.12} [CoFH Core] (CoFHCore-1.10.2-4.1.12.17-universal.jar)
UCHIJAAAA brandonscore{2.1.13} [Brandon's Core] (BrandonsCore-1.10.2-2.1.13.133-universal.jar)
UCHIJAAAA Chameleon{1.10.2-2.3.0} [Chameleon] (Chameleon-1.10.2-2.3.0.jar)
UCHIJAAAA chisel{MC1.10.2-0.0.14.33} [Chisel] (Chisel-MC1.10.2-0.0.14.33.jar)
UCHIJAAAA CodeChickenCore{2.4.1.103} [CodeChicken Core] (CodeChickenCore-1.10.2-2.4.1.103-universal.jar)
UCHIJAAAA thermalfoundation{2.1.5} [Thermal Foundation] (ThermalFoundation-1.10.2-2.1.5.12-universal.jar)
UCHIJAAAA draconicevolution{2.1.7} [Draconic Evolution] (Draconic-Evolution-1.10.2-2.1.7.266-universal.jar)
UCHIJAAAA endercore{1.10.2-0.4.1.66-beta} [EnderCore] (EnderCore-1.10.2-0.4.1.66-beta.jar)
UCHIJAAAA EnderIO{1.10.2-3.1.193} [Ender IO] (EnderIO-1.10.2-3.1.193.jar)
UCHIJAAAA exnihiloadscensio{0.1.5} [Ex Nihilo Adscensio] (exnihiloadscensio-1.10.2-0.1.20.jar)
UCHIJAAAA extrautils2{1.0} [Extra Utilities 2] (extrautils2-1.10.2-1.6.8.jar)
UCHIJAAAA mantle{1.10.2-1.1.5.205} [Mantle] (Mantle-1.10.2-1.1.5(1).jar)
UCHIJAAAA tconstruct{1.10.2-2.6.5.10} [Tinkers' Construct] (TConstruct-1.10.2-2.6.5(1).jar)
UCHIJAAAA immersiveengineering{0.10-61} [Immersive Engineering] (ImmersiveEngineering-0.10-61.jar)
UCHIJAAAA inventorytweaks{1.61-58-a1fd884} [Inventory Tweaks] (InventoryTweaks-1.61-58.jar)
UCHIJAAAA ironchest{1.10.2-7.0.15.804} [Iron Chest] (ironchest-1.10.2-7.0.15.804.jar)
UCHIJAAAA journeymap{1.10.2-5.5.2} [JourneyMap] (journeymap-1.10.2-5.5.2.jar)
UCHIJAAAA mcmultipart{1.4.0} [MCMultiPart] (MCMultiPart-1.4.0-universal.jar)
UCHIJAAAA mercurius_updater{1.0} [mercurius_updater] (MercuriusUpdater-1.10.2.jar)
UCHIJAAAA minefactoryreloaded{2.9.0B1} [MineFactory Reloaded] (MineFactoryReloaded-[1.10.2]2.9.0B1-230.jar)
UCHIJAAAA MineFactoryReloaded|CompatVanilla{2.9.0B1} [MFR Compat: Vanilla] (MineFactoryReloaded-[1.10.2]2.9.0B1-230.jar)
UCHIJAAAA minewatch{3.6.2} [Minewatch] (Minewatch-1.10.2-3.6.2.jar)
UCHIJAAAA Morpheus{1.10.2-3.1.13} [Morpheus] (Morpheus-1.10.2-3.1.13.jar)
UCHIJAAAA openmods{0.11.2} [OpenModsLib] (OpenModsLib-1.10.2-0.11.2.jar)
UCHIJAAAA openblocks{1.7.2} [OpenBlocks] (OpenBlocks-1.10.2-1.7.2.jar)
UCHIJAAAA oreexcavation{1.2.107} [OreExcavation] (OreExcavation-1.2.107.jar)
UCHIJAAAA ProjectE{1.10.2-PE1.3.1} [ProjectE] (ProjectE-1.10.2-PE1.3.1.jar)
UCHIJAAAA p455w0rdslib{1.0.30} [p455w0rd's Library] (p455w0rdslib-1.10.2-1.0.30.jar)
UCHIJAAAA p455w0rdsthings{2.2.32} [p455w0rd's Things] (p455w0rdsthings-1.10.2-2.2.32.jar)
UCHIJAAAA harvestcraft{1.10.2j} [Pam's HarvestCraft] (Pam's HarvestCraft 1.10.2j(1).jar)
UCHIJAAAA randomthings{3.7.7.1} [Random Things] (RandomThings-MC1.10.2-3.7.7.1.jar)
UCHIJAAAA StorageDrawers{1.10.2-3.7.10} [Storage Drawers] (StorageDrawers-1.10.2-3.7.10.jar)
UCHIJAAAA refinedstorage{1.2.26} [Refined Storage] (refinedstorage-1.2.26.jar)
UCHIJAAAA rftools{5.62} [RFTools] (rftools-1.10-5.62.jar)
UCHIJAAAA thermalexpansion{5.1.10} [Thermal Expansion] (ThermalExpansion-1.10.2-5.1.10.28-universal.jar)
UCHIJAAAA thermaldynamics{2.0.11} [Thermal Dynamics] (ThermalDynamics-1.10.2-2.0.11.19-universal.jar)
UCHIJAAAA tinkertoolleveling{1.10.2-1.0.1.DEV.f5def58} [Tinkers Tool Leveling] (TinkerToolLeveling-1.10.2-1.0.1.jar)
UCHIJAAAA tp{1.2.5} [Tiny Progressions] (tinyprogressions-1.10.2-1.2.6.jar)
UCHIJAAAA ts2k16{1.0.6} [Twerk-Sim 2K16] (TS2K16-1.0.6.jar)
UCHIJAAAA icse{1.1.0.0} [I Can See Everything] (Wawla-1.10.2-2.3.2.215.jar)
UCHIJAAAA wawla{2.3.2.215} [What Are We Looking At] (Wawla-1.10.2-2.3.2.215.jar)
Loaded coremods (and transformers):
p455w0rds Things (p455w0rdsthings-1.10.2-2.2.32.jar)
p455w0rd.p455w0rdsthings.asm.HorseArmorTransformer
CoFH Loading Plugin (CoFHCore-1.10.2-4.1.12.17-universal.jar)
cofh.asm.CoFHClassTransformer
cofh.asm.repack.codechicken.lib.asm.ClassHierarchyManager
Brandon's Core (BrandonsCore-1.10.2-2.1.13.133-universal.jar)
com.brandon3055.brandonscore.asm.ClassTransformer
CCLCorePlugin (CodeChickenLib-1.10.2-2.5.9.283-universal.jar)
codechicken.lib.asm.ClassHeirachyManager
codechicken.lib.asm.CCL_ASMTransformer
OpenModsCorePlugin (OpenModsLib-1.10.2-0.11.2.jar)
openmods.core.OpenModsClassTransformer
LoadingPlugin (RandomThings-MC1.10.2-3.7.7.1.jar)
lumien.randomthings.asm.ClassTransformer
AppEngLoadingPlugin (appliedenergistics2-rv4-stable-1(1).jar)
appeng.coremod.transformer.IntegrationTransformer
NEICorePlugin (NotEnoughItems-1.10.2-2.1.3.220-universal(1).jar)
codechicken.nei.asm.NEITransformer
EnderCorePlugin (EnderCore-1.10.2-0.4.1.66-beta.jar)
com.enderio.core.common.transform.EnderCoreTransformer
FMLPlugin (InventoryTweaks-1.61-58.jar)
invtweaks.forge.asm.ContainerTransformer
OpenModsLib class transformers: [pre_world_render_hook:ENABLED],[movement_callback:ENABLED],[player_damage_hook:FINISHED],[map_gen_fix:FINISHED],[player_render_hook:ENABLED],[horse_null_fix:FINISHED]
AE2 Version: stable rv4-stable-1 for Forge 12.18.3.2185
Pulsar/tconstruct loaded Pulses:
- TinkerCommons (Enabled/Forced)
- TinkerWorld (Enabled/Not Forced)
- TinkerTools (Enabled/Not Forced)
- TinkerHarvestTools (Enabled/Forced)
- TinkerMeleeWeapons (Enabled/Forced)
- TinkerRangedWeapons (Enabled/Forced)
- TinkerModifiers (Enabled/Forced)
- TinkerSmeltery (Enabled/Not Forced)
- TinkerGadgets (Enabled/Not Forced)
- TinkerOredict (Enabled/Forced)
- TinkerIntegration (Enabled/Forced)
- TinkerFluids (Enabled/Forced)
- TinkerMaterials (Enabled/Forced)
- TinkerModelRegister (Enabled/Forced)
minefactoryreloaded: -[1.10.2]2.9.0B1-230
NotEnoughItems Invalid Fingerprint Reports:
CodeChickenLib Invalid Fingerprint Reports:
CodeChickenCore Invalid Fingerprint Reports:
EnderIO: Found the following problem(s) with your installation (That does NOT mean that Ender IO caused the crash or was involved in it in any way. We add this information to help finding common problems, not as an invitation to post any crash you encounter to Ender IO's issue tracker. Always check the stack trace above to see which mod is most likely failing.):
* The RF API that is being used (1.5.0 from (guessing) null) differes from that that is reported as being loaded (1.8.9R1.2.0B1 from refinedstorage-1.2.26.jar).
It is a supported version, but that difference may lead to problems.
This may (look up the meaning of 'may' in the dictionary if you're not sure what it means) have caused the error. Try reproducing the crash WITHOUT this/these mod(s) before reporting it.
Detailed RF API diagnostics:
* RF API class 'EnergyStorage' is loaded from: jar:file:/C:/Users/Viktor/Desktop/minecraftmod/mods/BrandonsCore-1.10.2-2.1.13.133-universal.jar!/cofh/api/energy/EnergyStorage.class
* RF API class 'IEnergyConnection' is loaded from: jar:file:/C:/Users/Viktor/Desktop/minecraftmod/mods/BrandonsCore-1.10.2-2.1.13.133-universal.jar!/cofh/api/energy/IEnergyConnection.class
* RF API class 'IEnergyContainerItem' is loaded from: jar:file:/C:/Users/Viktor/Desktop/minecraftmod/mods/BrandonsCore-1.10.2-2.1.13.133-universal.jar!/cofh/api/energy/IEnergyContainerItem.class
* RF API class 'IEnergyHandler' is loaded from: jar:file:/C:/Users/Viktor/Desktop/minecraftmod/mods/BrandonsCore-1.10.2-2.1.13.133-universal.jar!/cofh/api/energy/IEnergyHandler.class
* RF API class 'IEnergyProvider' is loaded from: jar:file:/C:/Users/Viktor/Desktop/minecraftmod/mods/BrandonsCore-1.10.2-2.1.13.133-universal.jar!/cofh/api/energy/IEnergyProvider.class
* RF API class 'IEnergyReceiver' is loaded from: jar:file:/C:/Users/Viktor/Desktop/minecraftmod/mods/BrandonsCore-1.10.2-2.1.13.133-universal.jar!/cofh/api/energy/IEnergyReceiver.class
* RF API class 'IEnergyStorage' is loaded from: jar:file:/C:/Users/Viktor/Desktop/minecraftmod/mods/BrandonsCore-1.10.2-2.1.13.133-universal.jar!/cofh/api/energy/IEnergyStorage.class
* RF API class 'ItemEnergyContainer' is loaded from: jar:file:/C:/Users/Viktor/Desktop/minecraftmod/mods/BrandonsCore-1.10.2-2.1.13.133-universal.jar!/cofh/api/energy/ItemEnergyContainer.class
* RF API class 'TileEnergyHandler' is loaded from: jar:file:/C:/Users/Viktor/Desktop/minecraftmod/mods/BrandonsCore-1.10.2-2.1.13.133-universal.jar!/cofh/api/energy/TileEnergyHandler.class
Detailed Tesla API diagnostics:
* Tesla API class 'Tesla' could not be loaded (reason: java.lang.ClassNotFoundException: net.darkhax.tesla.Tesla)
* Tesla API class 'TeslaCapabilities' could not be loaded (reason: java.lang.ClassNotFoundException: net.darkhax.tesla.capability.TeslaCapabilities)
* Tesla API class 'ITeslaConsumer' could not be loaded (reason: java.lang.ClassNotFoundException: net.darkhax.tesla.api.ITeslaConsumer)
* Tesla API class 'ITeslaHolder' could not be loaded (reason: java.lang.ClassNotFoundException: net.darkhax.tesla.api.ITeslaHolder)
* Tesla API class 'ITeslaProducer' could not be loaded (reason: java.lang.ClassNotFoundException: net.darkhax.tesla.api.ITeslaProducer)
* Tesla API class 'BaseTeslaContainer' could not be loaded (reason: java.lang.ClassNotFoundException: net.darkhax.tesla.api.implementation.BaseTeslaContainer)
* Tesla API class 'BaseTeslaContainerProvider' could not be loaded (reason: java.lang.ClassNotFoundException: net.darkhax.tesla.api.implementation.BaseTeslaContainerProvider)
* Tesla API class 'InfiniteTeslaConsumer' could not be loaded (reason: java.lang.ClassNotFoundException: net.darkhax.tesla.api.implementation.InfiniteTeslaConsumer)
* Tesla API class 'InfiniteTeslaConsumerProvider' could not be loaded (reason: java.lang.ClassNotFoundException: net.darkhax.tesla.api.implementation.InfiniteTeslaConsumerProvider)
* Tesla API class 'InfiniteTeslaProducer' could not be loaded (reason: java.lang.ClassNotFoundException: net.darkhax.tesla.api.implementation.InfiniteTeslaProducer)
* Tesla API class 'InfiniteTeslaProducerProvider' could not be loaded (reason: java.lang.ClassNotFoundException: net.darkhax.tesla.api.implementation.InfiniteTeslaProducerProvider)
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!!!You are looking at the diagnostics information, not at the crash. Scroll up!!!
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AE2 Integration: IC2:OFF, RF:ON, RFItem:ON, Waila:OFF, THE_ONE_PROBE:OFF
Profiler Position: N/A (disabled)
Player Count: 2 / 3; [EntityPlayerMP['FlashHUN'/304, l='world', x=375,22, y=96,37, z=31,50], EntityPlayerMP['Sterbike'/17234, l='world', x=214,85, y=71,91, z=55,45]]
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
Looks like you found a fairly abstract vanilla bug with potion effects in 1.10.2 (this is patched in 1.11+). I'll have a fix to prevent this in the next update. For the meantime, it should only affect Mercy's regeneration passive and shouldn't happen very often.
I think i was taking damage that couldnt be deflected, or something like that. Although i had 6 heroes, they were all shooting at me, maybe there were too many projectiles to deflect.
Hey there! Impeccable coding, but is there a way to add headshots/critical hits? Sniping doesn't feel deadly enough. Thanks, keep up the good work! (By the way, there's a Team Fortress 2 mod that includes headshots
I guess it's time to start working on Payload and CP mechanics for me, then work on a map that I can put together, because this is going to be very playable soon.
This mod so far is really well done, im honestly impressed. A few things i want to note is that sometimes genjis swift strike takes a few seconds before it activates. I also think that the visuals for some projectiles look very bulky, especially scatter arrow. I really think hitscan should be worked on as well, and i think mccrees roll should be redone, he moves way to far, id say half of the current distance. Lastly, headshots. pls. I need this.
"sometimes genjis swift strike takes a few seconds before it activates"
We have not experienced this other than when our test server is lagging. Check to make sure you do not have a cooldown active to prevent use of the strike. If you can get it to happen consistently when not lagging/on cooldown, let us know how, and we can look into it.
"mccrees roll should be redone, he moves way to far"
I am getting about 11 blocks vs Overwatch's 6 m. Not too big of difference, but we can easily change it if we feel the need to.
"headshots. pls"
"hitscan should be worked on as well"
You can vote on Furgl's new poll and suggest "Misc. things" for what we should work on more.
http://www.strawpoll.me/14017326
Genji's default attack will eventually be changed to shoot 3 shuriken sequentially, like in Overwatch. I prioritize bigger things like abilities and new heroes over small tweaks like this. For now, try holding down LMB while using his attack.
McCree's roll has already been adjusted to roll 6 meters properly and will be in the next update.
v3.4 is out!
New: Added Junkrat
New: Added abilities:
Junkrat’s Total Mayhem
Junkrat’s Steel Trap
Mercy’s Guardian Angel
New: Added skins:
Junkrat’s Classic skin by Ringoster
Junkrat’s Scarecrow skin by -CenturianDoctor-
Junkrat’s Junkenstein skin by Nudle
McCree’s Lifeguard skin by OP_Beast
Genji’s Oni skin by DaDerpNarwhal
Reaper’s Dracula skin by DaDerpNarwhal
Soldier: 76’s Classic skin by Knap
Reaper’s Classic skin by Cayde - 6
Widowmaker’s Classic skin by KAWAI_Murderer
Ana’s Classic skin by Orbiter
New: Projectile speed and damage is now accurate to Overwatch (1 meter in Overwatch = 1 block in Minecraft), including hitscanning!
New: Projectiles are now aimed properly at the entity/block that is being looked at while shooting
New: Projectiles now spawn at the correct positions in first person consistently
New: Added a Wild Card Token that can be converted to other tokens
New: Added a command and button in the inventory tab to sync your config to the server’s config (on multiplayer servers)
Fix: Weapons will now damage the Ender Dragon properly
Fix: Weapons in the gui no longer look like white blobs…
Fix: Kill messages can now persist after death / reconnect
Fix: Most abilities can now be properly used while reloading
Fix: Genji’s Deflect should work more consistently with projectiles from the mod
Fix: Soldier: 76’s Helix Rockets now rotate cleanly
Fix: Mei’s frozen effect now recolors Minewatch armor
Muzzle flash particles now spawn consistently and follow the player
Mouse sensitivity is now reduced while scoping with Widowmaker or Ana
Ana’s primary fire has been updated with better particles and a damage-over-time effect
Ana’s primary fire uses different color particles depending on whether it will heal or damage
Ana and Mercy’s health particle texture has been updated and now only displays when an entity is below half health
Ana and Widowmakers’ scope textures have been improved
Mei’s Icicles now stick in blocks similar to arrows
Kill messages will now only display for entities that were damaged less than 10 seconds ago by the player
The default gui scale has been decreased
Reaper now levels his head and crosses his arms while teleporting
v3.5 is out!
New: Added Sombra
New: Added abilities:
Sombra’s Opportunist
Sombra’s Thermoptic Camo
Sombra’s Translocator
Widowmaker’s Venom Mine
Junkrat’s Concussion Mine
Bastion’s Reconfigure
Mei’s Cryo-Freeze
Reinhardt’s Fire Strike
New: Added Skins:
Sombra’s Classic skin by Nutellah
Sombra’s Classic skin by Orbiter
Sombra’s Mar skin by XxbalintgamerxX
Sombra’s Augmented skin by Grinshire
Sombra’s Cyberspace skin by oophelia
Sombra’s Tulum skin by Elec
Junkrat’s Classic skin by _Phantom
New: Added a Maps option to the survival inventory tab to show off Overwatch maps from the community
New: Added a Submit a Skin/Map option to the survival inventory tab
New: /minewatch hero <hero> now supports adding a target selector to the end
New: Added config option to toggle fall damage when wearing a full set of armor
New: Added partial Chinese translation by Mrkwtkr
Fix: Fixed some strange bullet behavior when shot too close to entities
Fix: Genji’s Swift Strike cooldown now correctly resets when killing an entity
Fix: Reaper’s The Reaping now works properly
Fix: Ana and Widowmaker’s scopes can now be used when in the air
Fix: Other mods can no longer interfere with particle opacity
Entities holding weapons from the mod now have their bodies rotate to match their heads (so they shoot in the direction that they are looking, in 3rd person)
Changing to and from using 3D models for weapons no longer requires a restart
Knockback from exploding entities has been adjusted
Weapons and abilities no longer damage / hit entities on the same team
Weapon and entity models now have improved shading
Enemy Junkrat Traps now render partially in the ground
genji's deflect rarely deflects skeletons arrows, and he doesn't feel complete without his quick melee. I think If a gun is equipped, and you middle click, you'll melee.
Genji's deflect barely reflected anything in the past few updates I checked, not sure if it has been fixed, haven't really been playing mc the past couple of weeks.
Quick melee would be cool, but it's probably on the way already, we just have to wait.
Just asking, will we get custom scoreboard objectives for healing done, dmg done, eliminations (I remember something about a killcounter being in-game already, but I'm not sure, just ignore this one if we have it), etc.? Would be cool for map makers to use.
Genji's deflect requires you to be looking towards oncoming projectiles, as in Overwatch. I may change it to be more lenient with what is considered "looking towards" projectiles for the next update.
Melee attacks with weapons is an option on the content poll, if you would like to vote for it. At the time that I'm writing this, it has 1/81 votes.
You dont have to be looking directly at the projetiles, for example, if a hanzo and a reaper are standing next to each other, and the hanzo fires a arrow at you, you can be looking straight at the reaper and the arrow will be deflected. Genjis deflect has a very large hitbox, 180 degrees across in the direction hes looking, and the only way something wont be deflected is when it comes from behind. Any projectile he can see he can deflect, but he has to aim it at its target, it doesn't auto aim.
That is correct. As I said, I will likely change it to be closer to the 180 degree direction for the next update.
v3.6 is out!
New: Added Hero Mobs!
Monsters that wear and use Heroes’ equipment, attacks, and abilities
There are MANY customizable options added for them in the config
New: Added Lucio
New: Added New Abilities:
Lucio’s Soundwave
Lucio’s Crossfade
Lucio’s Amp It Up
Bastion’s IronClad
New: Added New Skins:
Lucio’s Classic skin by Drazile
Lucio’s Roxo skin by electricgeek
Lucio’s Andes skin by Stuphie
Lucio’s HippityHop skin by Drzzter
Lucio’s Ribbit skin by DoctorMacaroni
Lucio’s Slapshot skin by BoyBow
Lucio’s Jazzy skin by Noire_
Mei’s Mei-rry skin by KevinAguirre2, edited from oEffy’s skin
Mei’s Luna skin by nikita505n
Mei’s Jiangshi skin by KevinAguirre2, edited from oEffy’s skin
Reinhardt’s Coldhardt skin by jay_zx_jc
New: Added New Maps:
Castillo by Isak20
New: Added config option to disable healing other mobs
Fix: Junkrat’s grenades can no longer get stuck bouncing indefinitely
Fix: Mei’s freezing effect now recolors other entities’ Minewatch armor properly again
Fix: Fixed a crash in 1.10.2 while left clicking with a Minewatch weapon in just the offhand
Fix: Other entities running with Soldier: 76’s gun now block with the gun properly
Fix: Sombra’s Translocator no longer goes on cooldown at incorrect times
Fix: Reinhardt’s primary attack only hits targets that he can see
Fix: Mercy’s power beam no longer requires her to be wearing a full set of armor to work
Added Portuguese translation by ProTFDSYT
Added German translation by KonradCrafter
The player’s hurt time (what causes the screen to shake) when hit has been limited when wearing a full set of Minewatch armor
The explosions you create using abilities will now knock you back while in creative mode
Genji’s deflect should now work against any projectiles within 180 degrees of where Genji is looking
The right and left click tracking now uses Minecraft’s Use Item/Place Block and Attack/Destroy keybinds
The enemy heroes are having lots of glitches, their projectiles cant always be deflected, they tend to be invulnerable when your up to close, and sometimes they just dont take damage. Their health seems to be off sync, like you cant grenade+mine a 200 health target, you cant 2 shot them with widowmaker. There needs to be a system so you know you did hit them, and how much damage you hit them for. I know there is hit markers, but those also seem to not pop up when you damage them.
If you can find a completely reproducible instance (i.e. have a non-moving hero shooting at you from a certain position) where a projectile is not being deflected when it should, I will gladly look into it further. I have no idea what you mean by heroes tending to be invulnerable up close or not taking damage; they have the same damage mechanics as players or other mobs. Damage in the mod is proportional to damage in Overwatch, but armor / health is not yet adjusted properly (right now we just have approximations with different armor values per set - eventually we will add different health, armor, shields, etc.). I will likely have the armor turn red when an entity is hit as indication, just like normal entities do. You can also use a mod that adds hit markers, like the ToroHealth mod, if you would like.
So... I have been playing with the mod in a custom modpack for a couple of days, now that the hero mobs have been added, I've experienced an issue.
A random Mercy in the wild started damage boosting me (I turned off the hero mob spawning, didn't work, so I turned off them attacking the player) and the server crashed when she got close to me and touched me.
I'm not sure what caused the crash, either the Mercy touching me, or maybe it has to do with that I was wearing the Wyvern armour from Draconic Evolution and the game didn't like the two mods trying to get together.
Anyways, here's the crash log in case you can figure something out from it:
Looks like you found a fairly abstract vanilla bug with potion effects in 1.10.2 (this is patched in 1.11+). I'll have a fix to prevent this in the next update. For the meantime, it should only affect Mercy's regeneration passive and shouldn't happen very often.
I think i was taking damage that couldnt be deflected, or something like that. Although i had 6 heroes, they were all shooting at me, maybe there were too many projectiles to deflect.
As I said, you found a vanilla bug with potion effects in 1.10.2. It has nothing to do with deflecting.
Hey there! Impeccable coding, but is there a way to add headshots/critical hits? Sniping doesn't feel deadly enough. Thanks, keep up the good work! (By the way, there's a Team Fortress 2 mod that includes headshots