The Meaning of Life, the Universe, and Everything.
Join Date:
7/25/2011
Posts:
594
Member Details
first and foremost you sir deserve a medal for doing this. (something that i have longed for in minecraft)! KUDOS!
in addition to the upcoming ram and siege towers may i suggest a trebuchette? they are like defensive catapults. longer range and more accurate but are immovable.
secondly, with this mod, clays would be very much needed. in some world that clay generation is a problem, can i ask for an alternative method of acquiring them? sand+dirt+water = clay for example?
thank you for your ears. very much looking forward for this grand mod.
you have my support kind sir!
IMO the landmine graphics look less medi-evally, no complaints.
...this will be Godly in multiplayer can't wait! :dance:
first and foremost you sir deserve a medal for doing this. (something that i have longed for in minecraft)! KUDOS!
in addition to the upcoming ram and siege towers may i suggest a trebuchette? they are like defensive catapults. longer range and more accurate but are immovable.
secondly, with this mod, clays would be very much needed. in some world that clay generation is a problem, can i ask for an alternative method of acquiring them? sand+dirt+water = clay for example?
thank you for your ears. very much looking forward for this grand mod.
you have my support kind sir!
IMO the landmine graphics look less medi-evally, no complaints.
...this will be Godly in multiplayer can't wait! :dance:
Lol, look 2 posts up and you will see the Trebuchet.
Hey, so far i haven't found any issues with the SMP vanilla 1.2.5 port. How/is the port coming along for the 1.2.5 bukkit port?
Glad to hear you haven't found any issues--do let me know if some crop up though.
So far the bukkit port status is:
I've re-org'd all my 1.2.5 code to be easier to port, and have been doing _almost_ enough reading on it to go through with it. Got the dev environment all set up for it, and pretty much just need to sit down and go-at-it. Looks like it won't be too tough once I get to working on it.
I've got a fairly substantial update for the 1.3.2 branch that I'm wrapping up soon (tonight/tomorrow hopefully), and that should give me a good stretch of time to do the port over the weekend. After that, I'm waiting for the bukkit 1.3.2 branch to stable-up a bit before I begin that port...but that one should be a bit easier with the new stuff that Forge has put in.
in addition to the upcoming ram and siege towers may i suggest a trebuchette? they are like defensive catapults. longer range and more accurate but are immovable.
And aye, trebuchet is actually coming before the others, and should be in the next update. So far it is farily large, immobile, and will have longer range than the other seige engines. It is currently less accurate than the other vehicles, especially at the longest ranges, but that can certainly be looked into (I'm definitely not an expert on mideval siege engines ).
Land mines definitely aren't mideval but I thought they would be a fun addition, even in survival mode/single player. Eventually they will either be invisible while you are mounted on a vehilce, or buryable under blocks (with a mine-detector/mine-sweeping tool to find them). Anti-Personell, Anti-Vehicle, and a few other fun types will all be in the next update.
And if you haven't made the Battering Ram model yet, can I try to make it?
Aye, if you would like to give it a go, I'll certainly take a look at what you come up with.
I'm using Techne as a model editor (only one that I know of) currently, and can provide the model of the vehicle base if you would like. (using the same base will make it easier to implement the armor rendering later--another WIP feature that will be in the next update)
Either way, post up a screenshot of what you come up with/send the techne/texture files and I'll take a look. (contact info will be provided if needed).
Features highlights:
Trebuchet
--triple-shot upgrade for the trebuchet
Four new land-mine types
Vehicle armor
Known issues
There are no recipes for armor aside from Iron Armor Teir 1. -- They will be coming soon
SMP movement code for other people on vehicles may look a bit inconsistent in this version, but should be improved in a future update.
More in-depth information has been added to the OP.
Aye, if you would like to give it a go, I'll certainly take a look at what you come up with.
I'm using Techne as a model editor (only one that I know of) currently, and can provide the model of the vehicle base if you would like. (using the same base will make it easier to implement the armor rendering later--another WIP feature that will be in the next update)
Either way, post up a screenshot of what you come up with/send the techne/texture files and I'll take a look. (contact info will be provided if needed).
Looking forward to seeing what you come up with
Ok, I'll get started immediately. And for you sending me the model base, that would be greatly appreciated.
P.S. Do you have skype?
EDIT: I will wait to start for you to send me the base of the model. And I'll be working on a model for something secret and absolutely awesome. Although it is before medieval times, it will be a great addition.
Ok, I'll get started immediately. And for you sending me the model base, that would be greatly appreciated.
P.S. Do you have skype?
EDIT: I will wait to start for you to send me the base of the model. And I'll be working on a model for something secret and absolutely awesome. Although it is before medieval times, it will be a great addition.
Link for the base model: Cat-Base.tcn -- it might need a texture set for the parts to even be visible in Techne, not sure.
(others can be provided if needed)
You can put pretty much whatever on top of the base turret wise--will make it much easier to implement the extra armor graphics. If it can't be used for whatever reason, that is fine too (as long as its a good model!)--it would just take me longer to design armor models and textures for it.
No skype at the moment, but I've been considering it of late. I'll let you know if I do set it up.
Bukkit 1.2.5 port status update:
Porting has started--tons of fun. Should be a day or three.
glad to hear the 1.2.5 bukkit port for smp is moving along, thanks again!
Aye, it is going faster than I expected so far.
I've got it loading into a server. You can login with the regular client, but there are a few issues that I've got to sort out with interaction/inventories and such. Should still be only a day or so.
Just to make sure--I'm currently working towards the port for CraftBukkit 1.2.5 R5.0 build 183 (most current build for 1.2.5)
RE-Update:
Hit a couple epihanies, and it looks like the mod is ported and working. I cannot do extensive testing on bukkit personally, but I'm going to test it a bit more and cleanup some debug stuff before posting a release. Hopefully by sometime later today.
Built on the latest MCPC CraftBukkit 1.2.5 R5.0 build 183 (snapshot)
Honestly, the 0.9.5 client should work just fine with the craftbukkit build, but I can make no guarantees, as there were alot of directory/structure changes between the two. (that is really the extent of the changes, no actual code...so it _should_ work)
Updated client and vanilla server files have also been provided for compatibility however, so please use the updated client if connecting to a craftbukkit server.
Links are also in the OP, they are a bit buried under spoiler tags under the 'version histor/older versions' spoiler
I won't be adding any new features into the 1.2.5 branches, but if bugs are encountered I will still do my best to push updates for them.
Please let me know if you encounter any issues with the bukkit port, I'll do what I can to look into them, though I'm still not too familliar with bukkit stuff.
The Battering Ram model is done. Although it doesn't have a texture, it looks good. And I don't know how to take pictures in Techne, so can you tell me how?
---- Minecraft Crash Report ----
// I blame Dinnerbone.
Time: 02/09/12 6:16 PM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.reflect.InvocationTargetException
at cpw.mods.fml.common.LoadController.transition(LoadController.java:102)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:591)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:158)
at net.minecraft.client.Minecraft.a(Minecraft.java:447)
at net.minecraft.client.Minecraft.run(Minecraft.java:734)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.reflect.InvocationTargetException
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:297)
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:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:123)
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:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:81)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:590)
... 4 more
Caused by: java.lang.NoSuchMethodError: cpw.mods.fml.client.registry.KeyBindingRegistry$KeyHandler.<init>([Lanf;)V
at shadowmage.catapult_mod.KeyBindHelper.<init>(KeyBindHelper.java:109)
at shadowmage.catapult_mod.ClientProxy.registerRenderInformation(ClientProxy.java:60)
at shadowmage.catapult_mod.CatapultMod.load(CatapultMod.java:58)
... 30 more
Relevant Details:
- Minecraft Version: 1.3.2
- Operating System: Windows 7 (x86) version 6.1
- Java Version: 1.7.0, Oracle Corporation
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
- Memory: 425829480 bytes (406 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- LWJGL: 2.4.2
- OpenGL: Intel(R) HD Graphics GL version 2.1.0 - Build 8.15.10.2622, Intel
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
Rollback Post to RevisionRollBack
GENERATION 35: The first time you see this, copy it into your signature on any forum and add 1 to the generation. This is a Social experiment. I like pie
... 4 more
Caused by: java.lang.NoSuchMethodError: cpw.mods.fml.client.registry.KeyBindingRegistry$KeyHandler.<init>([Lanf;)V
at shadowmage.catapult_mod.KeyBindHelper.<init>(KeyBindHelper.java:109)
at shadowmage.catapult_mod.ClientProxy.registerRenderInformation(ClientProxy.java:60)
at shadowmage.catapult_mod.CatapultMod.load(CatapultMod.java:58)
... 30 more
Looks like you have an out-of-date forge version. Make sure you are using at least build 240. If you can verify that, I will do further investigation.
I now have the textures for the battering ram done and it looks amazing! And tell me when you get Skype so I can add you.
Nice :). For images, I just take a screenshot (alt + printscreen), save it with windows paint, and throw them in dropbox.
Check your forum messages, I'm sending you my email / skype info (which I did setup on my tablet, but not too sure about its use--used to do ventrillo a ton back in my WoW days, but never skype). Can also email them to me if needed, might be easier
So, was in the process of updating my 1.3.2 server's mods today, and I installed your mods newest version. Loaded up fine, have to say I loved the look of the Trebuchet, and I'm looking forward to testing it. But, the main thing I noticed is that it reset all of my key binds. I went into the config file, found that it said they were correct and what I had set them to in the last version. Went back into my game, changed them, and restarted. Apparently the mod is not registering the old config file or saving changes to your controls. I also tried removing the old config and have it create a new one for me, but sadly it didn't. I dug through the entirety of my .minecraft folder and tried to find any file related to key bindings for the mod, but there was nothing. This is pretty annoying bug, and its really the only one we have found related to this mod. Every time I start my Minecraft now, I have to go and change all of my key-bindings again since they don't save. If you could do a quick fix for this, it would be great. My server users and me would be grateful.
Edit: Okay, I dug through my options file again, after refreshing it in Notepad++ once I loaded MC again, and the commands are in there now. However, I still cannot get the changes to save. Every time I restart Minecraft, it resets the commands to your mods defaults. Please find a way to fix this for me. Until then, I am going to have to remove it for the time being to keep people from complaining up a storm over key conflicts.
Thanks for the mod, look forward to laying siege to my enemies!
So, was in the process of updating my 1.3.2 server's mods today, and I installed your mods newest version. Loaded up fine, have to say I loved the look of the Trebuchet, and I'm looking forward to testing it. But, the main thing I noticed is that it reset all of my key binds. I went into the config file, found that it said they were correct and what I had set them to in the last version. Went back into my game, changed them, and restarted. Apparently the mod is not registering the old config file or saving changes to your controls. I also tried removing the old config and have it create a new one for me, but sadly it didn't. I dug through the entirety of my .minecraft folder and tried to find any file related to key bindings for the mod, but there was nothing. This is pretty annoying bug, and its really the only one we have found related to this mod. Every time I start my Minecraft now, I have to go and change all of my key-bindings again since they don't save. If you could do a quick fix for this, it would be great. My server users and me would be greatful.
I will certainly look into it. It might be a forge version thing that isn't on the recommended versions yet. I _had_ the feature/code in there to save keybinds to a mod-specific file and reload them at startup every time, but removed the code because forge was supposed to implement it where it saved to the minecraft keybinds. Honestly, I didn't check after I updated if it worked or not. I'll look at the behavior on my install and versions, and re-implement the config-file if necessary.
Just to be clear, are you talking about ALL your keybinds, or just the catapult-mod related ones? (if it is ALL the keybinds...that is a much bigger bug).
And...looking at the code, I left the debug keybinds active..which would definitely interfere with chat at least....
I'll activate the save-to-config file, and remove the conflicts, and push an update shortly.
--Update:
with forge 4.0.0.243 the keybinds do appear to save properly with minecrafts keybinds.
any forge version of at least http://jenkins.minec.../job/forge/241/ should have that fix in it. It was only rolled out a couple of days ago, and I've stayed pretty much on-top of the releases.
If you are using a version at least that new, please let me know, as that is something else I will need to look into, but they are saving properly for me on distrubutions on three computers.
I will still be releasing an update to fix the debug kebinds--they shouldn't even show up...and aren't bound to anything in the code currently.
I can still re-activate the save-to-config file if requested, it should not interfere with the vanilla save feature--rather it would take priority over it and force it to whatever was in the config file.
--Second update:
re-adding save-to-config anyway. No reason not to, and it works fine. Now you can set them via in-game controls menu, or the file in the /.minecraft/config directory...D/L coming soon
in addition to the upcoming ram and siege towers may i suggest a trebuchette? they are like defensive catapults. longer range and more accurate but are immovable.
secondly, with this mod, clays would be very much needed. in some world that clay generation is a problem, can i ask for an alternative method of acquiring them? sand+dirt+water = clay for example?
thank you for your ears. very much looking forward for this grand mod.
you have my support kind sir!
IMO the landmine graphics look less medi-evally, no complaints.
...this will be Godly in multiplayer can't wait! :dance:
Lol, look 2 posts up and you will see the Trebuchet.
Glad to hear you haven't found any issues--do let me know if some crop up though.
So far the bukkit port status is:
I've re-org'd all my 1.2.5 code to be easier to port, and have been doing _almost_ enough reading on it to go through with it. Got the dev environment all set up for it, and pretty much just need to sit down and go-at-it. Looks like it won't be too tough once I get to working on it.
I've got a fairly substantial update for the 1.3.2 branch that I'm wrapping up soon (tonight/tomorrow hopefully), and that should give me a good stretch of time to do the port over the weekend. After that, I'm waiting for the bukkit 1.3.2 branch to stable-up a bit before I begin that port...but that one should be a bit easier with the new stuff that Forge has put in.
And aye, trebuchet is actually coming before the others, and should be in the next update. So far it is farily large, immobile, and will have longer range than the other seige engines. It is currently less accurate than the other vehicles, especially at the longest ranges, but that can certainly be looked into (I'm definitely not an expert on mideval siege engines ).
Land mines definitely aren't mideval but I thought they would be a fun addition, even in survival mode/single player. Eventually they will either be invisible while you are mounted on a vehilce, or buryable under blocks (with a mine-detector/mine-sweeping tool to find them). Anti-Personell, Anti-Vehicle, and a few other fun types will all be in the next update.
Thanks for the supoort!
Anyhow...back to coding
http://www.shoshone....ieval/siege.htm
EDIT: Even better site.
http://www.pbs.org/wgbh/nova/lostempires/trebuchet/race.html
Aye, if you would like to give it a go, I'll certainly take a look at what you come up with.
I'm using Techne as a model editor (only one that I know of) currently, and can provide the model of the vehicle base if you would like. (using the same base will make it easier to implement the armor rendering later--another WIP feature that will be in the next update)
Either way, post up a screenshot of what you come up with/send the techne/texture files and I'll take a look. (contact info will be provided if needed).
Looking forward to seeing what you come up with
0.5.1.107-alpha is available in the OP.
Features highlights:
Trebuchet
--triple-shot upgrade for the trebuchet
Four new land-mine types
Vehicle armor
Known issues
There are no recipes for armor aside from Iron Armor Teir 1. -- They will be coming soon
SMP movement code for other people on vehicles may look a bit inconsistent in this version, but should be improved in a future update.
More in-depth information has been added to the OP.
Ok, I'll get started immediately. And for you sending me the model base, that would be greatly appreciated.
P.S. Do you have skype?
EDIT: I will wait to start for you to send me the base of the model. And I'll be working on a model for something secret and absolutely awesome. Although it is before medieval times, it will be a great addition.
Link for the base model:
Cat-Base.tcn -- it might need a texture set for the parts to even be visible in Techne, not sure.
(others can be provided if needed)
You can put pretty much whatever on top of the base turret wise--will make it much easier to implement the extra armor graphics. If it can't be used for whatever reason, that is fine too (as long as its a good model!)--it would just take me longer to design armor models and textures for it.
No skype at the moment, but I've been considering it of late. I'll let you know if I do set it up.
Bukkit 1.2.5 port status update:
Porting has started--tons of fun. Should be a day or three.
Aye, it is going faster than I expected so far.
I've got it loading into a server. You can login with the regular client, but there are a few issues that I've got to sort out with interaction/inventories and such. Should still be only a day or so.
Just to make sure--I'm currently working towards the port for CraftBukkit 1.2.5 R5.0 build 183 (most current build for 1.2.5)
RE-Update:
Hit a couple epihanies, and it looks like the mod is ported and working. I cannot do extensive testing on bukkit personally, but I'm going to test it a bit more and cleanup some debug stuff before posting a release. Hopefully by sometime later today.
Very minor updates to client and server, but for compatability, please use these versions for 1.2.5:
Client : Catapult_Mod-0.9.6-beta--Client-.zip
Server: Catapult_Mod-0.9.6-beta--Server.zip
and...
CraftBukkit server: Catapult_Mod-0.9.6-beta--CraftBukkit.zip
Built on the latest MCPC CraftBukkit 1.2.5 R5.0 build 183 (snapshot)
Honestly, the 0.9.5 client should work just fine with the craftbukkit build, but I can make no guarantees, as there were alot of directory/structure changes between the two. (that is really the extent of the changes, no actual code...so it _should_ work)
Updated client and vanilla server files have also been provided for compatibility however, so please use the updated client if connecting to a craftbukkit server.
Links are also in the OP, they are a bit buried under spoiler tags under the 'version histor/older versions' spoiler
I won't be adding any new features into the 1.2.5 branches, but if bugs are encountered I will still do my best to push updates for them.
Please let me know if you encounter any issues with the bukkit port, I'll do what I can to look into them, though I'm still not too familliar with bukkit stuff.
// I blame Dinnerbone.
Time: 02/09/12 6:16 PM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.reflect.InvocationTargetException
at cpw.mods.fml.common.LoadController.transition(LoadController.java:102)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:591)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:158)
at net.minecraft.client.Minecraft.a(Minecraft.java:447)
at net.minecraft.client.Minecraft.run(Minecraft.java:734)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.reflect.InvocationTargetException
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:297)
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:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:123)
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:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:81)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:590)
... 4 more
Caused by: java.lang.NoSuchMethodError: cpw.mods.fml.client.registry.KeyBindingRegistry$KeyHandler.<init>([Lanf;)V
at shadowmage.catapult_mod.KeyBindHelper.<init>(KeyBindHelper.java:109)
at shadowmage.catapult_mod.ClientProxy.registerRenderInformation(ClientProxy.java:60)
at shadowmage.catapult_mod.CatapultMod.load(CatapultMod.java:58)
... 30 more
Relevant Details:
- Minecraft Version: 1.3.2
- Operating System: Windows 7 (x86) version 6.1
- Java Version: 1.7.0, Oracle Corporation
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
- Memory: 425829480 bytes (406 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- LWJGL: 2.4.2
- OpenGL: Intel(R) HD Graphics GL version 2.1.0 - Build 8.15.10.2622, Intel
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
GENERATION 35: The first time you see this, copy it into your signature on any forum and add 1 to the generation. This is a Social experiment. I like pie
Make sure you have the right version of Forge and this mod. And also make sure you deleted META-INF.
@Shadowmage4513
I now have the textures for the battering ram done and it looks amazing! And tell me when you get Skype so I can add you.
Looks like you have an out-of-date forge version. Make sure you are using at least build 240. If you can verify that, I will do further investigation.
Nice :). For images, I just take a screenshot (alt + printscreen), save it with windows paint, and throw them in dropbox.
Check your forum messages, I'm sending you my email / skype info (which I did setup on my tablet, but not too sure about its use--used to do ventrillo a ton back in my WoW days, but never skype). Can also email them to me if needed, might be easier
Edit: Okay, I dug through my options file again, after refreshing it in Notepad++ once I loaded MC again, and the commands are in there now. However, I still cannot get the changes to save. Every time I restart Minecraft, it resets the commands to your mods defaults. Please find a way to fix this for me. Until then, I am going to have to remove it for the time being to keep people from complaining up a storm over key conflicts.
Thanks for the mod, look forward to laying siege to my enemies!
I will certainly look into it. It might be a forge version thing that isn't on the recommended versions yet. I _had_ the feature/code in there to save keybinds to a mod-specific file and reload them at startup every time, but removed the code because forge was supposed to implement it where it saved to the minecraft keybinds. Honestly, I didn't check after I updated if it worked or not. I'll look at the behavior on my install and versions, and re-implement the config-file if necessary.
Just to be clear, are you talking about ALL your keybinds, or just the catapult-mod related ones? (if it is ALL the keybinds...that is a much bigger bug).
And...looking at the code, I left the debug keybinds active..which would definitely interfere with chat at least....
I'll activate the save-to-config file, and remove the conflicts, and push an update shortly.
--Update:
with forge 4.0.0.243 the keybinds do appear to save properly with minecrafts keybinds.
any forge version of at least http://jenkins.minec.../job/forge/241/ should have that fix in it. It was only rolled out a couple of days ago, and I've stayed pretty much on-top of the releases.
If you are using a version at least that new, please let me know, as that is something else I will need to look into, but they are saving properly for me on distrubutions on three computers.
I will still be releasing an update to fix the debug kebinds--they shouldn't even show up...and aren't bound to anything in the code currently.
I can still re-activate the save-to-config file if requested, it should not interfere with the vanilla save feature--rather it would take priority over it and force it to whatever was in the config file.
--Second update:
re-adding save-to-config anyway. No reason not to, and it works fine. Now you can set them via in-game controls menu, or the file in the /.minecraft/config directory...D/L coming soon