• 0

    posted a message on [Discontinued] [DayM] [1.4.7] | Alpha 1.1.5 | Zombie Survival | 3D Guns & Vehicles [Forge]
    Quote from TheKobr4

    How to start the Wave mode? is there a map for it or how does it work?c:


    In our latest unreleased build the defense mode currently only runs properly in singleplayer.
    Posted in: WIP Mods
  • 0

    posted a message on [Discontinued] [DayM] [1.4.7] | Alpha 1.1.5 | Zombie Survival | 3D Guns & Vehicles [Forge]
    Quote from TheSheriff1990

    will the vehicles be implemented for the alpha release?

    BTW I'm always getting the same error, every time I click on something in the main menu the game crashes. I don't know if my computer is too old


    ---- Minecraft Crash Report ----
    // Shall we play a game?

    Time: 27.02.13 16:58
    Description: Updating screen events

    java.lang.NoClassDefFoundError: paulscode/sound/SoundSystem
    at net.minecraft.client.audio.SoundManager.playSoundFX(SoundManager.java:531)
    at net.minecraft.client.gui.GuiScreen.mouseClicked(GuiScreen.java:124)
    at net.minecraft.client.gui.GuiScreen.handleMouseInput(GuiScreen.java:204)
    at net.minecraft.client.gui.GuiScreen.handleInput(GuiScreen.java:178)
    at net.minecraft.client.Minecraft.runTick(Minecraft.java:1517)
    at net.minecraft.client.Minecraft.runGameLoop(Minecraft.java:847)
    at net.minecraft.client.Minecraft.run(Minecraft.java:772)
    at java.lang.Thread.run(Thread.java:680)
    Caused by: java.lang.ClassNotFoundException: paulscode.sound.SoundSystem
    at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:185)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
    ... 8 more
    Caused by: java.lang.NullPointerException
    at org.objectweb.asm.ClassReader.<init>(Unknown Source)
    at net.minecraftforge.transformers.EventTransformer.transform(EventTransformer.java:29)
    at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:228)
    at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:173)
    ... 10 more


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- Head --
    Stacktrace:
    at net.minecraft.client.audio.SoundManager.playSoundFX(SoundManager.java:531)
    at net.minecraft.client.gui.GuiScreen.mouseClicked(GuiScreen.java:124)
    at net.minecraft.client.gui.GuiScreen.handleMouseInput(GuiScreen.java:204)
    at net.minecraft.client.gui.GuiScreen.handleInput(GuiScreen.java:178)

    -- Affected screen --
    Details:
    Screen name: net.minecraft.client.gui.GuiMainMenu
    Stacktrace:
    at net.minecraft.client.Minecraft.runTick(Minecraft.java:1517)
    at net.minecraft.client.Minecraft.runGameLoop(Minecraft.java:847)
    at net.minecraft.client.Minecraft.run(Minecraft.java:772)
    at java.lang.Thread.run(Thread.java:680)

    -- System Details --
    Details:
    Minecraft Version: 1.4.7
    Operating System: Mac OS X (x86_64) version 10.6.8
    Java Version: 1.6.0_37, Apple Inc.
    Java VM Version: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Apple Inc.
    Memory: 363934192 bytes (347 MB) / 534708224 bytes (509 MB) up to 1069416448 bytes (1019 MB)
    JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -Xms512M -Xmx1024M
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Suspicious classes: FML and Forge are installed
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 4 mods loaded, 4 mods active
    mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
    DayM [DayM] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
    LWJGL: 2.4.2
    OpenGL: NVIDIA GeForce 9400M OpenGL Engine GL version 2.1 NVIDIA-1.6.36, NVIDIA Corporation
    Is Modded: Definitely; Client brand changed to 'forge,fml'
    Type: Client (map_client.txt)
    Texture Pack: Default
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: ~~ERROR~~ NullPointerException: null


    Are you using a mac?
    Posted in: WIP Mods
  • 1

    posted a message on [Discontinued] [DayM] [1.4.7] | Alpha 1.1.5 | Zombie Survival | 3D Guns & Vehicles [Forge]

    a. How do you add atachments to your weapons?

    b. Will you add some sort of hive as a source for maggots/ where they come from;
    maybe spawns near villages?


    a. There will be a block which allows the addon and removal of attachments.
    b. Maggots come from killing infested zombies.



    Hey guys we have our own website and forum now! http://www.daym.org
    Posted in: WIP Mods
  • 0

    posted a message on [Discontinued] [DayM] [1.4.7] | Alpha 1.1.5 | Zombie Survival | 3D Guns & Vehicles [Forge]
    So Forge has been updated to 1.3.2 but Modloader hasn't caught up yet.. Also it seems like forge is putting everything into one universal project so it makes modding a lot easier not having to mess with both client/server. Meaning newer people like me will have a much more swell time making this mod.
    Posted in: WIP Mods
  • 1

    posted a message on Need help converting mod from ssp to smp
    So here I am new developing a Minecraft mod (DayM), and I'm trying to convert all my client side changes, but I'm lost in all the files I've edited and what I'm allowed to simply overwrite and what I haft to sift through and change. Anyway it's causing a lot of trouble for me and this is a request for someone to convert my mod to SMP. This mod is currently running using Minecraft 1.2.5 and Forge version 3.3.8. I'm still new to all of these different versions of APIs and having to code client and server side so any help offered is very appreciated. Post or PM if this is something you would like to help me with.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [Discontinued] [DayM] [1.4.7] | Alpha 1.1.5 | Zombie Survival | 3D Guns & Vehicles [Forge]
    And there's the fatal error, hurrah for obfuscation.

    Fwaelo;higWRS LO;HIg ohiGGUGK GBVHWBJROpgouhiv

    Does anyone want to port this for me? I'm using an install of FML for mc 1.2.5 and this is killing me.
    Posted in: WIP Mods
  • 0

    posted a message on [Discontinued] [DayM] [1.4.7] | Alpha 1.1.5 | Zombie Survival | 3D Guns & Vehicles [Forge]
    My logic tells me I need an unlit an lit version of the campfire... Well I guess I'll forget about it for now and start converting to SMP.

    [EDIT]
    Got 341 errors to sift through in the port. yay.
    Posted in: WIP Mods
  • 0

    posted a message on [Discontinued] [DayM] [1.4.7] | Alpha 1.1.5 | Zombie Survival | 3D Guns & Vehicles [Forge]
    Lmao the campfire turns into a furnace when you try to cook something... Then crashes the game when you close the menu and try to open it again, this is not good....

    [EDIT] But WHERE in the code is that possible!?!?! I didn't tell it to turn into a furnace.. RAGGGGEGEGEGEGFGh;grsghughEGAg
    Posted in: WIP Mods
  • 0

    posted a message on [Discontinued] [DayM] [1.4.7] | Alpha 1.1.5 | Zombie Survival | 3D Guns & Vehicles [Forge]
    Quote from TheFLuffey

    Will this have server support?


    The whole point of this mod is for multiplayer survival based on and around the idea of DayZ and the like.
    Posted in: WIP Mods
  • 0

    posted a message on [Discontinued] [DayM] [1.4.7] | Alpha 1.1.5 | Zombie Survival | 3D Guns & Vehicles [Forge]
    Whoohoo I have added in a campfire model thanks to Techne and it renders properly.

    Campfires will be player made and are used as furnaces.
    Campfires have a duration of 10 minutes.
    Upon being put out campfires drops charcoal depending on how long it has burned.
    Camp fires can be "Stomped" or put out by the player to receive charcoal early (Must burn for at least 2 mins, ever two mins = +1 charcoal max of 5). Destroying the campfire and or letting it run out will remove it altogether. Campfires produce light but do not currently attract zombies.

    An M9 handgun has been successfully added to the game with sound effects. However; the bullets are still small grey squares, if anyone who knows how to could make a small custom bullet model and renderer, that would be awesome, because until I find out how to, it's what we're dealing with. (I might use Techne but idk).
    Posted in: WIP Mods
  • 0

    posted a message on [Discontinued] [DayM] [1.4.7] | Alpha 1.1.5 | Zombie Survival | 3D Guns & Vehicles [Forge]
    I hate using sound in java so much... I had everything set up right but was getting errors and I couldn't think of anything I was doing wrong and the runtime error was some bs nullpointer that pointed to a library. Ended up spending hours trying to figure it out and and for the hell of it I converted the .ogg files to .wav and then fkloiwaegrouhiaeg happened and now it works.

    Anyone want to make gun item textures?
    Posted in: WIP Mods
  • 0

    posted a message on [Discontinued] [DayM] [1.4.7] | Alpha 1.1.5 | Zombie Survival | 3D Guns & Vehicles [Forge]
    Nvm I'm preparing what we have now straight for smp play.

    [Update]
    Players can now make Tool Racks (Placed like ladders). This is an alternative to the workbench because creating solid blocks is still restricted. (Until certain blocks are created which can be destroyed by zombies)

    [Update]
    Attempting to add custom sound effects now.
    Posted in: WIP Mods
  • 0

    posted a message on [Discontinued] [DayM] [1.4.7] | Alpha 1.1.5 | Zombie Survival | 3D Guns & Vehicles [Forge]
    Quote from Muzuh

    What about in the military bases, you can rarely find juggernaut armor. Which is basically like vanilla diamond.

    ^^
    Military bases are not too far off into being in the mod. I spent a lot of time messing around with Structure generation and I have so far been able to recreate all the essential code for custom structure generation. Right now I have replaced villages with Infected Villages which house zombie soldiers. As Zombie soldiers they are hostile to any player and even other zombies that enter their territory.

    [Update]
    I've worked in my own ghillie suit which aids in reducing player detection by zombies, though the textures need some work.

    I'm currently working on an M9 pistol which will be craftable (really hard to do).
    Chances are there will be no bullet rendering yet until later versions, so you'll just have to deal with it.

    Once I have one gun in I feel like I'll be able to hand this over for a demo. After that there will not be much else for players to test until we start the smp beta. This mod is not intended as a ssp mod, ​most of the core functionality and interpretation of gameplay is intended as a multiplayer experience.

    See ya until the next video and first release!
    Posted in: WIP Mods
  • 0

    posted a message on [Discontinued] [DayM] [1.4.7] | Alpha 1.1.5 | Zombie Survival | 3D Guns & Vehicles [Forge]
    Going to take care of a few more things then I'm going to update the smp side. A playable demo should be available sometime late tonight or tomorrow. If not in a launcher then I will just give you a .rar of the files.
    Posted in: WIP Mods
  • 0

    posted a message on [Discontinued] [DayM] [1.4.7] | Alpha 1.1.5 | Zombie Survival | 3D Guns & Vehicles [Forge]
    Quote from bigman3699

    You guys are amazing coders i have done some coding but i keep getting errors and i try to fix em but some of them dont work so what i do is teast it but it didnt work :( please give a tutorial on YT or tell me what C++ program do u use :( oh and i can texture very nice


    Everything here is being coded in Eclipse by me right now using the recommended install of FML.
    As for tutorials, lol, I had to spend several hours looking on YT just to figure out where to start and how to use ModLoader to at items, blocks, entities, but now has I look through more class files I can sorta understand what code causes a certain effect in the game so I've just been modding that a lot.
    Posted in: WIP Mods
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