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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Quote from Maharlxlaharl

    Two: If you use Mo' Creatures, this won't work apparently.

    Is Divine RPG incompatible with Mo Creatures? I hadn't tried combining them yet, but just saw some new Mo Creatures changes and was considering.
    Posted in: Minecraft Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Repeating myself, but I'd really like to see Dynmap support for the custom blocks that Divine RPG adds. Also of note, the modder of EpicBoss said something about there being a conflict with Divine RPG; for example, the Ender Sword will oneshot any and every boss you create via EpicBoss, and causes it to bug out and start respawning rapidly... 's kinda funny. But it really puts a damper on any RPGing when I can't create boss encounters.
    Posted in: Minecraft Mods
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    posted a message on Hit Splat Damage Indicators v3.3.2 RPG UI and Damage Amount Mod
    Well, I can't find this so I figured I'd ask... Portraits by default seem huge, so how can I change the GUI scale of the portrait?
    I know it can be done, but for the life of me can't seem to find it in-game... it doesn't seem to be listed when you hit period to bring up that menu, and though I tried to manually change Gui_Scale in DamageIndicatorsMod.cfg, that didn't do anything in-game so I set it back to the default 0.75.

    But for example, at 4:05 in the first Spotlight by BebopVox, it shows a GUI Scale option, which I totally don't see. I'll note that we're playing on 1.4.7 for FTB, in case version has anything to do with it. In which case I'd like to know if it's possible to scale down the portrait at all in 1.4.7.
    Posted in: Minecraft Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Is there any chance of a DivineRPG-texture.txt being created so Dynmap will properly show the blocks from this mod? Otherwise, they don't show up on the map at all.

    I tried my hand at it, but just can't get it to work, and haven't found one if anybody else made one.

    For example, this was my crappy attempt thusfar, trying to get at least Netherite Bricks to show up on Dynmap:

    # Files
    texturefile:id=blk0,filename=DivineRPG/Xolovon.png,xcount=16,ycount=16
    # Blocks
    block:id=netheritebricks,data=0,allsides=81,topbottom=81,txtid=blk0
    Posted in: Minecraft Mods
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    posted a message on Dragon Mounts r46 [WIP]
    Quote from ThinkChees

    Texture packs do not support the texture of the ender dragon in this mod as this mod adds a new mob with a new model.
    If you wish to change the texture of the dragon, change the body.png file in:

    C:\Users\'Your user here'\AppData\Roaming\.minecraft\mods\dragonmount'version'\resources\dragons\textures\ender

    ''= different for each person

    Thank you for actually providing useful information. That seems easy enough Oh, hm, I take it after looking at your texture that this new model has different texture mapping... It doesn't match up with the default template (the wings in particular look like they're placed differently), and doesn't map right when I tried a regular enderdragon texture from a pack. :P
    I'd recommend this sort of info being placed in the main post somewhere so texture artists can provide custom dragon skins more easily.

    And I don't have that folder (regarding dragonmount'version' ). How do we know exactly what to name it? ... were you referring to the mod's current version... I have no idea what format to put that in. Full name of the zip, like dragonmount_v0.9pre2_mc1.3.2?
    Might be easier if I just pasted my own texture into that path in the .jar.


    Anyway, my point was just that it would've saved me the trouble so I didn't try to use a regular enderdragon texture from my texpack, if I'd known this was a new mob with a new texture.
    For example, this is a texture that works on a normal enderdragon in The End.
    This is your Charizard texture. Looking between the two, you can see the differences, like the eyes in a different place, multiple wings, etc. The first link does not work on this mod's dragons. This just should be stated somewhere so people know.
    Posted in: WIP Mods
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    posted a message on Dragon Mounts r46 [WIP]
    Quote from HALOBoy789

    Ideas: Texture packs comapatable so that dragons could look different,

    I was actually just about to inquire as to why my texture pack's custom Ender dragon texture wasn't showing up, I just get the default black with this mod... And I despise vanilla resolution. ><

    At any rate, this mod is amazing, I'm very impressed. <3 Keep up the awesome work!
    Posted in: WIP Mods
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Quote from Pikminkirby

    I'm not exactly sure why I'm getting this error. I started from a fresh install too.

    java.lang.NullPointerException: null
    magic.launcher.Q.a(Unknown Source)
    magic.launcher.Q.a(Unknown Source)
    magic.launcher.Q.i(Unknown Source)
    magic.launcher.Q.G(Unknown Source)
    magic.launcher.Q.a(Unknown Source)
    magic.launcher.Z.itemStateChanged(Unknown Source)
    javax.swing.JComboBox.fireItemStateChanged(Unknown Source)
    javax.swing.JComboBox.selectedItemChanged(Unknown Source)
    javax.swing.JComboBox.contentsChanged(Unknown Source)
    javax.swing.AbstractListModel.fireContentsChanged(Unknown Source)
    javax.swing.DefaultComboBoxModel.setSelectedItem(Unknown Source)
    javax.swing.JComboBox.setSelectedItem(Unknown Source)
    javax.swing.JComboBox.setSelectedIndex(Unknown Source)
    magic.launcher.Q.a(Unknown Source)
    magic.launcher.MagicLauncher.g(Unknown Source)
    magic.launcher.D.actionPerformed(Unknown Source)
    javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
    javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
    javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
    javax.swing.DefaultButtonModel.setPressed(Unknown Source)
    javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)
    java.awt.AWTEventMulticaster.mouseReleased(Unknown Source)
    java.awt.Component.processMouseEvent(Unknown Source)
    javax.swing.JComponent.processMouseEvent(Unknown Source)
    java.awt.Component.processEvent(Unknown Source)
    java.awt.Container.processEvent(Unknown Source)
    java.awt.Component.dispatchEventImpl(Unknown Source)
    java.awt.Container.dispatchEventImpl(Unknown Source)
    java.awt.Component.dispatchEvent(Unknown Source)
    java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
    java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
    java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
    java.awt.Container.dispatchEventImpl(Unknown Source)
    java.awt.Window.dispatchEventImpl(Unknown Source)
    java.awt.Component.dispatchEvent(Unknown Source)
    java.awt.EventQueue.dispatchEventImpl(Unknown Source)
    java.awt.EventQueue.access$000(Unknown Source)
    java.awt.EventQueue$1.run(Unknown Source)
    java.awt.EventQueue$1.run(Unknown Source)
    java.security.AccessController.doPrivileged(Native Method)
    java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
    java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
    java.awt.EventQueue$2.run(Unknown Source)
    java.awt.EventQueue$2.run(Unknown Source)
    java.security.AccessController.doPrivileged(Native Method)
    java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
    java.awt.EventQueue.dispatchEvent(Unknown Source)
    java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
    java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
    java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
    java.awt.EventDispatchThread.pumpEvents(Unknown Source)
    java.awt.EventDispatchThread.pumpEvents(Unknown Source)
    java.awt.EventDispatchThread.run(Unknown Source)


    This happens when I hit setup and the move up and down buttons for the mods. It still seems to instal my mods fine and everything though, so right now it's just a major annoyance. Can anyone tell me what I may have done wrong? XD

    Edit: Wow, ignore that. Not sure what I did, but I don't get the problem anymore. Might have had something to do with the things I had open. -Shrug-

    Works great again, looking forward to the updates!

    I'm getting the exact same error after a fresh install. Here's hoping you can fix this, but with the 1.2.5 snapshot coming out, that might change a lot of stuff.
    Posted in: Minecraft Tools
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from sp614x

    The RandomMobs bugs are already fixed, available in next version.

    While I respect the time and effort involved (and much thanks for an awesome mod), any idea on when that might be happening? I had just hoped this would be fixed in 1.2.3. I thought it seemed like a minor bug, but I'd very much like to have my random mobs back. Kinda takes a lot out of Minecraft without the variety.
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Whoops. Dunno where I got that idea from. Thank you, sp614x.

    As a sidenote, I've noticed that when Random Mobs is on, non-tamed wolves have random textures but tamed wolves are no longer showing up with random textures (whereas they did when I was using MCPatcher, was nice having different colored ones.)
    Obviously the same texture pack and name format, i.e. wolf3.png, wolf_tame3.png, etc.

    It also seems particularly finicky. Out of 4 cow textures, I spammed some cow eggs and it seemed to spawn them all in one color for a while, then eventually switch to another, and I never got cow2.png to spawn at all. Not a big issue, obviously, but I like variety in my Minecraft, and I have to give up MCPatcher for Optifine.
    Posted in: Minecraft Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    "-Added waving leaves and fire"

    So... I installed it just fine and I'm getting dynamic shadows, waving grass... but... none of the leaves are moving at all. Is this actually in or what?
    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Problem has been fixed.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Edit: Somehow managed to download an ancient version of this patcher, dunno how the hell that magically happened. Got it fixed, works like a charm now. /derp
    Posted in: Resource Packs
  • 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from sp614x

    A. Easy Installation

    1) Download and start the Magic Launcher
    2) Click Setup, click Add, select the downloaded zip file
    3) Click OK, login and play Minecraft

    If it's that easy, then why am I getting these 4 errors on Magic Launcher's log after having done precisely this...
    Class member is not public: F e, class: lo, mod: OptiFine_1.2.3_HD_MT_B.zip
    Class member is not public: private Z l, class: ni, mod: OptiFine_1.2.3_HD_MT_B.zip
    Missing class member: public (Lhr;Ljava/lang/String;Laar;)V initialize, class: ni, mod: OptiFine_1.2.3_HD_MT_B.zip
    Missing class member: public (Lnet/minecraft/client/Minecraft;)V setTileSize, class: aar, mod: OptiFine_1.2.3_HD_MT_B.zip


    This is with a fresh .jar, and the only other mod installed at all is the most recent Modloader. Is this just an issue with the Multi-Threading version of Optifine? (and for the record, yes, I obviously have a multicore processor. Would love to be able to make use of it.)
    Posted in: Minecraft Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    BTW, when the first post says "Updated (v05): March 2, 2012" and yet the title is still "compatible with Minecraft 1.1", you may want to change that to 1.2.3 or something to indicate if it is or isn't fully updated.

    Also, the current installer.exe isn't installing properly: (from View Log)

    Found mod Shaders
    
    Starting installation
    Unpacking JAR
    
    ==== Installing Shaders ====
    Error installing Shaders!
    javassist.NotFoundException: a(..) is not found in kz
        at javassist.CtClassType.getDeclaredMethod(CtClassType.java:1215)
        at Hooks.install(Hooks.java:34)
        at daxnitro.nitrous.InstallThread.installMods(InstallThread.java:125)
        at daxnitro.nitrous.InstallThread.run(InstallThread.java:44)
    ==== Shaders Failed Installation ====
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5]NerfGriefingMobs [SSP][SMP]
    Personally, I'd love to see this updated to 1.2.3, I hope you continue working on it. I was actually browsing for a mod like this for my new world, and some other guy referenced this one.
    Posted in: Minecraft Mods
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