In my game none of the armors render properly, or at all to be exact. I can see that they are equipped, but they don't show up on my character.
Sounds like my render layer isn't being added... Does the green lantern shield glow work? Do the armors show up on stands? Do you have any other mods installed that mess with the player?
Sounds like my render layer isn't being added... Does the green lantern shield glow work? Do the armors show up on stands? Do you have any other mods installed that mess with the player?
The green lantern shield glow does not work. The armors show up on stands (with the heads sideways, but since that has been addressed I assume it is normal). And no, even with only this mod installed it did not work. I had smart moving installed previously, and the suits showed up, but were bugged in the fact that they did not follow the player's actions. They just stood motionless, not even turning to face the right direction. I then deleted smart moving along with all of it's requirements and then the suits just stopped rendering. Another bug is that if the lantern armor is in any inventory slot (excluding armor slots), the game crashes and cannot be opened again due to the item remaining in your inventory.
The green lantern shield glow does not work. The armors show up on stands (with the heads sideways, but since that has been addressed I assume it is normal). And no, even with only this mod installed it did not work. I had smart moving installed previously, and the suits showed up, but were bugged in the fact that they did not follow the player's actions. They just stood motionless, not even turning to face the right direction. I then deleted smart moving along with all of it's requirements and then the suits just stopped rendering. Another bug is that if the lantern armor is in any inventory slot (excluding armor slots), the game crashes and cannot be opened again due to the item remaining in your inventory.
Yeah, smart moving will break the suits, It gets rid of the default player and replaces it with it's own. I can't think of any way I could get it to follow the player, other than making a completely separate mod for smart moving compatibility. However, I'm not sure why the suits aren't rendering when smart moving is removed. I'll try to do the same and figure out what the problem is, maybe if I add my layer at a different time it will work. I fixed the lantern armor bug for the next release, that was an oversight, should just remove it from your inventory
Just a thought, but maybe you could add on a boss mob at the end of the Kryptonian update to be the ultimate challenge for the Demi-God race!
DOOMSDAY!!!
A being so strong that he was able to literally KILL SUPERMAN! And not by trickery or Kryptonite, but with pure brawn!
This beast would be locked away in a randomly generated underground facility. It would start out confined in it's cell, all limbs restrained along with all of it's body restrained as well. Wrapped up in a sea foam green suit that inhibits moment. To release this thing you will need five nether stars as keys. Once unlocked? It's name says it all.
It will destroy everything, from mobs, to npcs, to players, to the environment itself! Only a fully realized Kryptonian has the ability to kill it. Though it is fairly likely that the Kryptonian will die as well.
Just a thought, but maybe you could add on a boss mob at the end of the Kryptonian update to be the ultimate challenge for the Demi-God race!
DOOMSDAY!!!
A being so strong that he was able to literally KILL SUPERMAN! And not by trickery or Kryptonite, but with pure brawn!
This beast would be locked away in a randomly generated underground facility. It would start out confined in it's cell, all limbs restrained along with all of it's body restrained as well. Wrapped up in a sea foam green suit that inhibits moment. To release this thing you will need five nether stars as keys. Once unlocked? It's name says it all.
It will destroy everything, from mobs, to npcs, to players, to the environment itself! Only a fully realized Kryptonian has the ability to kill it. Though it is fairly likely that the Kryptonian will die as well.
Whatcha think? =D
I like that, I'll likely add it so that only one spawns in the entire world, and once you've killed it one way, it can't be killed again by that damage type.
The green lantern shield glow does not work. The armors show up on stands (with the heads sideways, but since that has been addressed I assume it is normal). And no, even with only this mod installed it did not work. I had smart moving installed previously, and the suits showed up, but were bugged in the fact that they did not follow the player's actions. They just stood motionless, not even turning to face the right direction. I then deleted smart moving along with all of it's requirements and then the suits just stopped rendering. Another bug is that if the lantern armor is in any inventory slot (excluding armor slots), the game crashes and cannot be opened again due to the item remaining in your inventory.
Hey! According to Wulfyk, the armors don't render if you're using a pre-1.8 skin. I assume that it's because skins if you have an old skin it bypasses the layer rendering system. Sorry about that, if there's a lot of demand I'll work some reflection magic and try and fix it, but for now as far as I can see it's the easiest, if not the only way to add 3d armor. Sorry about that! I might add a config to just make the armor render like normal armor for people who don't want to update their skins.
My laptop mic is awful and I have no idea where around the house my blue snowball is, but I might throw up a couple simple teaser videos if anyone's interested.
how many potential points to unlock first skill? and command to give potential points?
First skill just costs 1 mega point, /poahsetmega <value> and /poahsetpotential <value> (And /poahreset) in the next update it will say how much they cost and a little bit about them when you hover over it
Hey! According to Wulfyk, the armors don't render if you're using a pre-1.8 skin. I assume that it's because skins if you have an old skin it bypasses the layer rendering system. Sorry about that, if there's a lot of demand I'll work some reflection magic and try and fix it, but for now as far as I can see it's the easiest, if not the only way to add 3d armor. Sorry about that! I might add a config to just make the armor render like normal armor for people who don't want to update their skins.
Hmm, I updated my skin to a 1.8 skin and it still doesn't show up at all.
As a side note, do you plan having the different corps have varying constructs from each other? For example, Green lanterns using a baseball bat or something while the Yellow lanterns use some weapon covered in blades and spikes. I think it would be good for there be more to make a decision based off of than your favorite color.
Hmm, I updated my skin to a 1.8 skin and it still doesn't show up at all.
As a side note, do you plan having the different corps have varying constructs from each other? For example, Green lanterns using a baseball bat or something while the Yellow lanterns use some weapon covered in blades and spikes. I think it would be good for there be more to make a decision based off of than your favorite color.
Dang, I thought that would fix it I'll still try to look for the problem.. I'm sorry you're dealing with this
To answer your question, yes, absolutely, the corps will be much more different from both their current forms and each other by the time I'm done with them, I just wanted to get the basic concept down. For instance, I don't think the boxing glove will be for anyone except green and red (maybe blue). Yellow Lanterns will probably get a skull that causes a fear effect and lots of scary looking constructs, red will be mostly relying on augmenting their strength and the napalm breath, and have constructs as a tier 3 type of thing, seeing as in the comics only a select few red lanterns can make them. Orange will have their army of "living" constructs, similar to black that will focus on raising the dead. Green will likely be the most construct based, and have all sorts of variations (or at least as many as I can think of that don't serve the exact same purpose) Blue will be unable to use any skills past tier 1 without a green near, but they will heal and be able to supercharge the green lanterns, Indigo will be last since they will have elements from the other 6 due to weird power to harness every other light (When it's around), Violet will be able to trap their foes in those crystal thingies, and have their love tether. White will have everything. All of it(Except black obviously). That's the plan anyway, it's just getting motivation to work on essentially the same hero and just include some variations that is the problem. It'll happen eventually, I just feel like all I ever do is work on lanterns! I'm basically done with kryptonians though, so we'll see if I can go back. Blue will be the first to change, because it's the one that is drastically different than it should be right now, followed by red, and then yellow. Then I'll add orange, black, and indigo. I don't know if anyone will read this mess, but basically that's my entire thought process for lanterns poured out onto the page with no formatting whatsoever. So if you disagree with how I'm handling them or have suggestions on how to make it better, let me know and I'll take it into consideration.
Dang, I thought that would fix it I'll still try to look for the problem.. I'm sorry you're dealing with this
To answer your question, yes, absolutely, the corps will be much more different from both their current forms and each other by the time I'm done with them, I just wanted to get the basic concept down. For instance, I don't think the boxing glove will be for anyone except green and red (maybe blue). Yellow Lanterns will probably get a skull that causes a fear effect and lots of scary looking constructs, red will be mostly relying on augmenting their strength and the napalm breath, and have constructs as a tier 3 type of thing, seeing as in the comics only a select few red lanterns can make them. Orange will have their army of "living" constructs, similar to black that will focus on raising the dead. Green will likely be the most construct based, and have all sorts of variations (or at least as many as I can think of that don't serve the exact same purpose) Blue will be unable to use any skills past tier 1 without a green near, but they will heal and be able to supercharge the green lanterns, Indigo will be last since they will have elements from the other 6 due to weird power to harness every other light (When it's around), Violet will be able to trap their foes in those crystal thingies, and have their love tether. White will have everything. All of it(Except black obviously). That's the plan anyway, it's just getting motivation to work on essentially the same hero and just include some variations that is the problem. It'll happen eventually, I just feel like all I ever do is work on lanterns! I'm basically done with kryptonians though, so we'll see if I can go back. Blue will be the first to change, because it's the one that is drastically different than it should be right now, followed by red, and then yellow. Then I'll add orange, black, and indigo. I don't know if anyone will read this mess, but basically that's my entire thought process for lanterns poured out onto the page with no formatting whatsoever. So if you disagree with how I'm handling them or have suggestions on how to make it better, let me know and I'll take it into consideration.
I totally understand the reason for the blue lanterns needing a green lantern around to use more advanced skills, but still wish it wasn't the case. It seems like a huge nerf to the blue lanterns to need to be on multiplayer with a green lantern as a friend. I don't know if there is any way around it though if you want to remain loyal to the comics. My only idea is making a skill at some point in the blue lantern tree that gives them willpower of their own (only enough to power their constructs of course).
As an Idea to keep motivated to work on the lanterns, my suggestion would be to work on one color to a point where you're satisfied, then work on another hero, work on them for a while, and once they're in a presentable state, work on the next color. This way you can probably keep motivated better, and it won't always just be "Lantern Update #27", giving much better variety to your work as a modder and to the experience for those who are using the mod.
I should also probably address the fact that the coding for the flight is a bit messed up. You probably set it so that upon activating the skill it would run something along the line of : "Player.canFly = True". however, this code is a toggle, and you don't seem to be turning it back off when the skill is deactivated. The best solution I know of would be to do something like putting an if statement that checks the result of Player.canFly when you press the button. Then have it set Player.canFly to true if it was false, and vice versa. The goal being that if it is set to true, set it to false when you press the button. And if it is false, set it to true when you press the button.
That's just my thoughts, and you seem to be a way better modder than me, but i'd like to try to help. That should work going by the logic in my head, but sometimes java logic is just stupid.
I totally understand the reason for the blue lanterns needing a green lantern around to use more advanced skills, but still wish it wasn't the case. It seems like a huge nerf to the blue lanterns to need to be on multiplayer with a green lantern as a friend. I don't know if there is any way around it though if you want to remain loyal to the comics. My only idea is making a skill at some point in the blue lantern tree that gives them willpower of their own (only enough to power their constructs of course).
As an Idea to keep motivated to work on the lanterns, my suggestion would be to work on one color to a point where you're satisfied, then work on another hero, work on them for a while, and once they're in a presentable state, work on the next color. This way you can probably keep motivated better, and it won't always just be "Lantern Update #27", giving much better variety to your work as a modder and to the experience for those who are using the mod.
I should also probably address the fact that the coding for the flight is a bit messed up. You probably set it so that upon activating the skill it would run something along the line of : "Player.canFly = True". however, this code is a toggle, and you don't seem to be turning it back off when the skill is deactivated. The best solution I know of would be to do something like putting an if statement that checks the result of Player.canFly when you press the button. Then have it set Player.canFly to true if it was false, and vice versa. The goal being that if it is set to true, set it to false when you press the button. And if it is false, set it to true when you press the button.
That's just my thoughts, and you seem to be a way better modder than me, but i'd like to try to help. That should work going by the logic in my head, but sometimes java logic is just stupid.
Yeah I figured that out while I was testing too, I had some code to turn it back off implemented, it just wasn't running when you toggle off the skill and I wasn't aware of it. 95% of the bugs in this mod are me leaving stupid mistakes in the code and not testing everything before each release. Thanks for the help though, I appreciate it! As for the blue lanterns.. In the comics their powers work if there is a green lantern power battery around, so I might add one as a reward deep in their skill tree. It still makes them reliant on making sure there's will around, it makes it accurate to comics, and it doesn't nerf them SO much. But I feel like anyone whose favorite lanterns are blue would be able to make friends pretty easy too, not to mention how popular they would be among any green lanterns in the server with the huge power boost they would give. I'll add reliance on green lanterns as a config option, that may be enough.
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The system seems a bit glitchy sometimes. When testing I found that upon death you loose your skills, but only sometimes. Is this intentional? Also sometimes I'll kill enough mobs to have 200+ potential without gaining any mega potential. I don't think my luck is that bad.
The system seems a bit glitchy sometimes. When testing I found that upon death you loose your skills, but only sometimes. Is this intentional? Also sometimes I'll kill enough mobs to have 200+ potential without gaining any mega potential. I don't think my luck is that bad.
No, you shouldn't lose your skills on death. Is there a certain way you're dying that makes it happen? I can't get it to make me lose them through any way I'm trying, if something bypasses the LivingDeathEvent when it kills the player it won't save the skills before you die. As for the mega potential, it may be that it really is that difficult to get, the code doesn't leave a lot of room for error, I'll turn the chance up a little bit for next release, and make sure I'm getting some points before I release it.
No, you shouldn't lose your skills on death. Is there a certain way you're dying that makes it happen? I can't get it to make me lose them through any way I'm trying, if something bypasses the LivingDeathEvent when it kills the player it won't save the skills before you die. As for the mega potential, it may be that it really is that difficult to get, the code doesn't leave a lot of room for error, I'll turn the chance up a little bit for next release, and make sure I'm getting some points before I release it.
Hmm, I don't know if it's a certain way of death each time, but I have also noticed that the shield drains in creative. The big problem with this is that when it is that it not only drains your ring energy, but when it is fully depleted, you take damage and can die in creative. I don't know if this is part of the problem, but try testing dying with the shield active to see if that's it.
Hmm, I don't know if it's a certain way of death each time, but I have also noticed that the shield drains in creative. The big problem with this is that when it is that it not only drains your ring energy, but when it is fully depleted, you take damage and can die in creative. I don't know if this is part of the problem, but try testing dying with the shield active to see if that's it.
Ooh, I didn't realize that would happen, thanks! I fixed it for next release, but I still didn't lose my skills when dying from it
In light of all these new bugs, I think I'll just finish up the kryptonian's skill icons real quick and release something tomorrow without the flash, batman, and magic stuff I've been working on so that the current version isn't insanely buggy
Sounds like my render layer isn't being added... Does the green lantern shield glow work? Do the armors show up on stands? Do you have any other mods installed that mess with the player?
The green lantern shield glow does not work. The armors show up on stands (with the heads sideways, but since that has been addressed I assume it is normal). And no, even with only this mod installed it did not work. I had smart moving installed previously, and the suits showed up, but were bugged in the fact that they did not follow the player's actions. They just stood motionless, not even turning to face the right direction. I then deleted smart moving along with all of it's requirements and then the suits just stopped rendering. Another bug is that if the lantern armor is in any inventory slot (excluding armor slots), the game crashes and cannot be opened again due to the item remaining in your inventory.
Yeah, smart moving will break the suits, It gets rid of the default player and replaces it with it's own. I can't think of any way I could get it to follow the player, other than making a completely separate mod for smart moving compatibility. However, I'm not sure why the suits aren't rendering when smart moving is removed. I'll try to do the same and figure out what the problem is, maybe if I add my layer at a different time it will work. I fixed the lantern armor bug for the next release, that was an oversight, should just remove it from your inventory
Just a thought, but maybe you could add on a boss mob at the end of the Kryptonian update to be the ultimate challenge for the Demi-God race!
DOOMSDAY!!!
A being so strong that he was able to literally KILL SUPERMAN! And not by trickery or Kryptonite, but with pure brawn!
This beast would be locked away in a randomly generated underground facility. It would start out confined in it's cell, all limbs restrained along with all of it's body restrained as well. Wrapped up in a sea foam green suit that inhibits moment. To release this thing you will need five nether stars as keys. Once unlocked? It's name says it all.
It will destroy everything, from mobs, to npcs, to players, to the environment itself! Only a fully realized Kryptonian has the ability to kill it. Though it is fairly likely that the Kryptonian will die as well.
Whatcha think? =D
Life is a game... I have cheat codes enabled.
I like that, I'll likely add it so that only one spawns in the entire world, and once you've killed it one way, it can't be killed again by that damage type.
Yeah that shouldn't be too difficult, I'll give it a try.
Hey! According to Wulfyk, the armors don't render if you're using a pre-1.8 skin. I assume that it's because skins if you have an old skin it bypasses the layer rendering system. Sorry about that, if there's a lot of demand I'll work some reflection magic and try and fix it, but for now as far as I can see it's the easiest, if not the only way to add 3d armor. Sorry about that! I might add a config to just make the armor render like normal armor for people who don't want to update their skins.
My laptop mic is awful and I have no idea where around the house my blue snowball is, but I might throw up a couple simple teaser videos if anyone's interested.
First skill just costs 1 mega point, /poahsetmega <value> and /poahsetpotential <value> (And /poahreset) in the next update it will say how much they cost and a little bit about them when you hover over it
I want to see teasers as well that would be soooooo cool.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2540127-1-8-heroicraft-mod-wip-looking-for-coders
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2407030-superheroes-in-minecraft-project-superhuman
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287160-1-7-10-superheroes-unlimited-mod-v4-1-2-multi
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Hmm, I updated my skin to a 1.8 skin and it still doesn't show up at all.
As a side note, do you plan having the different corps have varying constructs from each other? For example, Green lanterns using a baseball bat or something while the Yellow lanterns use some weapon covered in blades and spikes. I think it would be good for there be more to make a decision based off of than your favorite color.
Dang, I thought that would fix it I'll still try to look for the problem.. I'm sorry you're dealing with this
To answer your question, yes, absolutely, the corps will be much more different from both their current forms and each other by the time I'm done with them, I just wanted to get the basic concept down. For instance, I don't think the boxing glove will be for anyone except green and red (maybe blue). Yellow Lanterns will probably get a skull that causes a fear effect and lots of scary looking constructs, red will be mostly relying on augmenting their strength and the napalm breath, and have constructs as a tier 3 type of thing, seeing as in the comics only a select few red lanterns can make them. Orange will have their army of "living" constructs, similar to black that will focus on raising the dead. Green will likely be the most construct based, and have all sorts of variations (or at least as many as I can think of that don't serve the exact same purpose) Blue will be unable to use any skills past tier 1 without a green near, but they will heal and be able to supercharge the green lanterns, Indigo will be last since they will have elements from the other 6 due to weird power to harness every other light (When it's around), Violet will be able to trap their foes in those crystal thingies, and have their love tether. White will have everything. All of it(Except black obviously). That's the plan anyway, it's just getting motivation to work on essentially the same hero and just include some variations that is the problem. It'll happen eventually, I just feel like all I ever do is work on lanterns! I'm basically done with kryptonians though, so we'll see if I can go back. Blue will be the first to change, because it's the one that is drastically different than it should be right now, followed by red, and then yellow. Then I'll add orange, black, and indigo. I don't know if anyone will read this mess, but basically that's my entire thought process for lanterns poured out onto the page with no formatting whatsoever. So if you disagree with how I'm handling them or have suggestions on how to make it better, let me know and I'll take it into consideration.
Just leaving here with no context whatsoever
Except it doesn't lag. That's my laptop starting up a new world.
I totally understand the reason for the blue lanterns needing a green lantern around to use more advanced skills, but still wish it wasn't the case. It seems like a huge nerf to the blue lanterns to need to be on multiplayer with a green lantern as a friend. I don't know if there is any way around it though if you want to remain loyal to the comics. My only idea is making a skill at some point in the blue lantern tree that gives them willpower of their own (only enough to power their constructs of course).
As an Idea to keep motivated to work on the lanterns, my suggestion would be to work on one color to a point where you're satisfied, then work on another hero, work on them for a while, and once they're in a presentable state, work on the next color. This way you can probably keep motivated better, and it won't always just be "Lantern Update #27", giving much better variety to your work as a modder and to the experience for those who are using the mod.
I should also probably address the fact that the coding for the flight is a bit messed up. You probably set it so that upon activating the skill it would run something along the line of : "Player.canFly = True". however, this code is a toggle, and you don't seem to be turning it back off when the skill is deactivated. The best solution I know of would be to do something like putting an if statement that checks the result of Player.canFly when you press the button. Then have it set Player.canFly to true if it was false, and vice versa. The goal being that if it is set to true, set it to false when you press the button. And if it is false, set it to true when you press the button.
That's just my thoughts, and you seem to be a way better modder than me, but i'd like to try to help. That should work going by the logic in my head, but sometimes java logic is just stupid.
Yeah I figured that out while I was testing too, I had some code to turn it back off implemented, it just wasn't running when you toggle off the skill and I wasn't aware of it. 95% of the bugs in this mod are me leaving stupid mistakes in the code and not testing everything before each release. Thanks for the help though, I appreciate it! As for the blue lanterns.. In the comics their powers work if there is a green lantern power battery around, so I might add one as a reward deep in their skill tree. It still makes them reliant on making sure there's will around, it makes it accurate to comics, and it doesn't nerf them SO much. But I feel like anyone whose favorite lanterns are blue would be able to make friends pretty easy too, not to mention how popular they would be among any green lanterns in the server with the huge power boost they would give. I'll add reliance on green lanterns as a config option, that may be enough.
Yep! Thanks!
So is the next update going to be just Kryptonians? Or will it be Kryptonians and The Flash as well?
Kryptonians, Flash, the start of some bat gadgets, maybe more
The system seems a bit glitchy sometimes. When testing I found that upon death you loose your skills, but only sometimes. Is this intentional? Also sometimes I'll kill enough mobs to have 200+ potential without gaining any mega potential. I don't think my luck is that bad.
No, you shouldn't lose your skills on death. Is there a certain way you're dying that makes it happen? I can't get it to make me lose them through any way I'm trying, if something bypasses the LivingDeathEvent when it kills the player it won't save the skills before you die. As for the mega potential, it may be that it really is that difficult to get, the code doesn't leave a lot of room for error, I'll turn the chance up a little bit for next release, and make sure I'm getting some points before I release it.
Hmm, I don't know if it's a certain way of death each time, but I have also noticed that the shield drains in creative. The big problem with this is that when it is that it not only drains your ring energy, but when it is fully depleted, you take damage and can die in creative. I don't know if this is part of the problem, but try testing dying with the shield active to see if that's it.
Ooh, I didn't realize that would happen, thanks! I fixed it for next release, but I still didn't lose my skills when dying from it
In light of all these new bugs, I think I'll just finish up the kryptonian's skill icons real quick and release something tomorrow without the flash, batman, and magic stuff I've been working on so that the current version isn't insanely buggy