Quote from Corosus
Hmmmmm, not entirely sure whats up with the DimensionChunkCache related crashes(im not having the issue), but I might have been able to patch the problem with a fallback, anyone getting the issue try this CoroUtil: https://dl.dropboxusercontent.com/u/16326915/new/CoroUtil-1.0 for MC 1.7.10.jar - this is probably compatible with current releases of my mod, if not let me know and ill update the mods to use this one, cant wait till I have CoroUtil with its own mod page so I can avoid updating every mod just to update CoroUtil \>_>/
Whatever was done, has now fixed it with that file, Corosus. Thank you.
Back to testing.
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Since it's part time to start I should still have time to work on modding things, assuming I'll even want to. At the moment I've been enjoying not having to think about modding as I clearly did not survive the updating to 1.7.x all that well. Definitely burnt out in one way or another. If I do care to make new features for modding I'll probably focus on having more fun with it than trying to keep my popular ones alive so I can eat. At the very least I will maintain some form of support for my ongoing mods, maybe a push of weather to 1.8 when the time comes.
I plan on releasing a test build of zombiecraft for 1.7.10, it was in a pretty decent state where I left it, I need to update CoroUtil as well, I think I left some debug stuff on as some have mentioned seeing weird render stuff (I was playing around with opengl). Also we feel tropicraft for 1.7.10 is so close to done we just need to give it one good push and we'll get it out so that should happen at some point.
For the next week or 2 I'm just not going to worry about modding much at all given the changes and really needing a mental break from modding. Then maybe catch up on some support and we'll see how things go from there. Keeping up with minecraft updates these days is taking all the fun out of modding given the size of some of my projects.
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So many things still need fixing, I need to rework door rendering and the check why purchase plates dont get their data loaded in from schematic, also a pile of packet issues, getting there, reeaalllyy slowly, maybe I'll finish it intime to be able to start updating it to 1.8! *kills himself*
@start1818 I recall moving that class to there at some point, perhaps try the CoroUtil from 1.6.4 ver of weather2, should be the latest version for 1.6.4 http://coros.us/mods/weather2
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Going to play around with reworking my old scripts that packaged things to maybe use a java applet to package them. Most mods these days seem to do the 'download as a jar file and pop into mods folder' thing but for now I will stick with my usual way of packaging the main mod alongside its requirements into a zip that you extract into .minecraft. I might decide to change that in the future but we'll see.
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@minecraftian1251 Cool! I'll have a look
@LClouds my 1.6.4 mods wont run on gradle versions of forge, which you are using, use a forge from this page: http://files.minecraftforge.net/minecraftforge/index_legacy.html
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Then a new issue came up! The new packet system called netty only allows a max byte(array?) size of 256, a lot of my packets exceed this (like the information required to populate EZ GUI with data from server side). So I'll need another day to work out an underlying system that lets me convert a server side NBTTagCompound into muliple netty packet sends, which then the client waits for all packets to come in so it can finally reconstruct the NBTTagCompound on the client side. In theory what I've got planned to fix this should go smoothly but who knows what Issues I could run into.
Edit: oh wait, I was just dealing with some packet code not updated to new system, seems ok now, yay! EZ GUI functioning, now to clean up some stuff and do a dedicated server test and test outside dev environment.
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@minecraftian1251 cool thanks :D, might work well in the meantime, however I feel I should say this now, if I do end up getting my own wiki up, I'll want to use mine everywhere possible because it's another potential source of adrevenue for me (which I depend on to pay all my bills atm) so theres that unfortunate fact.... However, given my hit or miss ability to keep up with maintained information on my mods, I wont stop you from setting one up or anything, and if it does become the more preferred wiki to use over my own future one I wont ***** so feel free to set one up ;). But yeah just wanted to put that out there, money puts annoying motivations like that into play, I miss just modding for fun xD
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@deadman001 I tried but the code is too walled off in 1.6.4, apparently theres a volume scale for it in 1.7.x so I can perhaps dynamically adjust it, I'll try it once I'm all updated
@stormix890 would be awesome to do yeah, for now its beyond my skillset, one day maybe though!
@asederf thanks for the report, not sure when that issue snuck in, looks like its been there for a while. I'm releasing a 0.4.3 to solve the issue, though take note, the fix is from within CoroUtil so install hostile worlds last after any of my other mods as it currently has the only CoroUtil with the actual fix, download 0.4.3 here: http://coros.us/mods/hostileworlds
@RolandoSPOK :>
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@Mixmaster1190 Roger, I've noted most of those bugs in a 'might persist to 1.7' txt file for myself, A wave of bugfixes will probably come while I'm updating the backend of ZombieCraft to mc 1.7. Oh yeah the crash, just uploaded 3.3.5, it _should_ fix that clearStartArea crash, sorry for the delay.
@minecraftian1251 pastebin the fml log or crash report to pastebin.net and link here please
@deadman001 thanks for the screenshot, that made me pretty sure of what the issue is, read above in this post if you havent already
@minecraftmods2012 id rather just add any features from weather and tornados to weather2, an easier GUI to spawn what you want might be an idea yeah, to be reminiscent of the old weather GUI
@RolandoSPOK woah! I'm an idiot for letting that code happen, here comes weather 2.3.2! Thanks for the crash report
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Weather 2.3.2 out: Fixed crash using weather deflector on server
ZombieCraft 3.3.5 out: Fixed crash loading a level
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1.7 updates slowly getting there, modconfig submod updated, parts of CoroUtil updated, still a lot to go before I can even start updating the actual mods.
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I will catch up on replies from here sometime tomorrow most likely, before I start tackling Weather 2.3 for updating to mc 1.7, might take a bit of a break first ;D
Edit: Aside from waves, if there are any features/configuration setups you feel should be added to make things more compatible/similar to how weather1 did something, please let me know, I'd like to minimize the number of issues for people migrating from weather1 to weather2 as much as possible. I will also be putting some moer effort into explaining some configurations a little better either by adding an ingame book to weather2, or possibly a mini wiki on it.
Weather 2.3
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New
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- Weather Forecast block now projects active storms on a mini grid of the area around the block
- Water spouts have a random chance to form from high wind over water
- Water spouts and forming tornados have a constantly bending funnel
- new EZ GUI entry in preferences tab: Tornados and Cyclones
- EZ GUI Dimensions tab now works
- Added Anemometer block (spinny wind gauge thingy)
- new config "Block_WeatherMachineNoTornadosOrCyclones" disables tornados and cyclones from weather machine
- new config "Storm_NoTornadosOrCyclones" can disable formation of tornados and cyclones for natural and machine based creation
- Added lightning/high wind/hail stages to weather machine
Changes
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- Seriously reduced the damage rate of cyclones
- prevented F1 and greater tornados from turning into cyclones once they hit water
- Made player only grabbed by strong wind if outside or near outside
- Revised non player grabbing by strong wind (less accurate than player, only checks if exposed to sky)
- Made the vertical pull increase slightly for each stronger tornado and cyclone type
- limited how fast non player living entities get pulled upwards
- Revised Weather Deflector to remove all found storms within radius of 150, instead of just the closest storm
Fixes
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- Fixed a bug that caused some cloud/rainstorms to fail to get removed client side and causing endless rain
- Fixed client side wind effects dimension list to not also include weather manager and vanilla cloud disable feature
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probably the biggest update yet, definitely a more polished version:
New
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- EZ GUI! click it in ingame menu or type /weather2 config
- Mod compatibility improving feature 'overcast Mode' that makes storms only develop if server side rain is active, also forces a minimum amount of rain (I wish I could reduce the vanilla rain sound >:U)
- Tropical Cyclones and Hurricanes added, will only form over water, for now cyclones/hurricanes rip blocks similar to tornados but in a gigantic radius, also their look is more of a fat tornado for now until I get inspired on how to revise it
- Config option 'Particle_VanillaAndWeatherOnly' to make client wind visuals ONLY effect vanilla and weather mod based particles, helps for mod compatibility
- Config options 'Storm_OddsTo1OfOceanBasedStorm' for creation of ocean based storms
- leaves blowing in the wind sound effect (volume configurable)
- Weather machine that can cycle between rain, F1 Tornado, and Stage 1 Cyclone
- Weather Deflector that kills off any storms within a 100 block radius
- Super professional programmer quality textures for Weather forecast, machine, and deflector blocks
Changes
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- Storm progression changed to how weather1 used to do it, every storm starts at thundering, and each stage has an increasingly weighted random chance to progress to next stage of intensity, thunder -> high wind -> hail -> sign of formation of tornado/cyclone -> F1 / cyclone stage 1 to stage 5, stage 5 cyclone is a hurricane
- High wind and hail stages use the enhanced cloud formation look that tornados have in 2.1, and has a bit of a ground effect to show wind speed and direction
- Widened block damage radius of all tornados
- Added support to make snow happen outside biomes, but for now only unnaturally spawned storms can do that, its just so messy otherwise
- Turned off all new snow feature configs after determining they kill framerates and eat memory. Turn back on at your own risk.
- changed smooth snow placement default to false until its less buggy
- renamed config Wind_Particle_leaf_rate to Wind_Particle_effect_rate
- added fake hail visuals that renders along with the real hail that can hurt you
- Added more data to weather forecast block
- Made wind able to have no wind events for as long as half a minecraft day
Fixes
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- Potential fix for an endless loop stack trace overload crash caused by my snowfall
- Fixed wind vane render bounding box
Coming soon to next version (possibly the last major 1.6.4 version)
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- block grab rule rework to grab topmost/exposed blocks first
- entity(or just player) grab rule rework to make them only grabed when calculated to be 'outside'
- waterspouts
- EZ GUI dimension tab and maybe a sounds tab
- spinny thing for measuring wind speed
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