• 0

    posted a message on [WIP]Path of a Villain/Hero (Superpowers Mod)
    Quote from Avatar_Eddy»

    Will there eventually be Ironman suits? Such as Hulkbuster, Thorbuster, and BioSym?


    Eventually. He hasn't been in the discussion for the first hero release so far.
    Posted in: WIP Mods
  • 0

    posted a message on [WIP]Path of a Villain/Hero (Superpowers Mod)

    Updated the first page with some sneak peeks!

    Posted in: WIP Mods
  • 0

    posted a message on [WIP]Path of a Villain/Hero (Superpowers Mod)

    Just an update for you guys, my free time is extending into this next week it seems, and I talked it over with the community and we decided to push the release back another week in order to get some sort of polished alpha.


    For sneak peeks and the ability to be involved in decisions like this one, or just to hang out and talk superheroes, join us at: https://discord.gg/P6rMUWc


    Thanks!

    Posted in: WIP Mods
  • 0

    posted a message on [WIP]Path of a Villain/Hero (Superpowers Mod)
    Quote from killerox15»

    Sweet! From the post you had on the powers that the villains had, it sounds pretty cool. Especially Ultron's ability to create and control sentries. Can't wait!


    Thanks for the support! I'm working hard on the mod this week, and I'd love to chat with you guys while I do, so I set up a discord server you can join here: https://discord.gg/P6rMUWc

    You can also catch me on the project superhuman server, if you prefer.

    Posted in: WIP Mods
  • 0

    posted a message on [WIP]Path of a Villain/Hero (Superpowers Mod)
    Quote from Gamerguy0811»

    Okay. What versions is it for?


    1.10.2

    Posted in: WIP Mods
  • 0

    posted a message on [WIP]Path of a Villain/Hero (Superpowers Mod)
    Quote from Gamerguy0811»

    Neato. I'm assuming it will be the update with Doctor Fate, right?

    This one will just have villains for now
    Posted in: WIP Mods
  • 1

    posted a message on [WIP]Path of a Villain/Hero (Superpowers Mod)
    Quote from vauky322»

    how much time it past? xD


    Eh, I'll probably release something next week.
    Posted in: WIP Mods
  • 1

    posted a message on [WIP]Path of a Villain/Hero (Superpowers Mod)
    Quote from vauky322»

    yes he right 100%


    Quote from sheriff1999»

    Ye, no... this mod is dead the creator of this mod clearly does not care about this mod or the community.

    I know right? Screw that guy. I bet he won't even reply to our messages
    Posted in: WIP Mods
  • 0

    posted a message on [1.7.10] SUPERHEROES UNLIMITED MOD - NOW APART OF THE LEGENDS MOD
    Quote from Iamdeminer»


    Oops... Silly me. Well, I tried using the recommended version and I STILL crashed. Since this is a different Forge version I'll post the crash report, but I'm kinda starting to lose hope.



    ---
    // You should try our sister game, Minceraft!

    Time: 6/28/16 11:49 AM
    Description: Unexpected error

    java.lang.IndexOutOfBoundsException
    at java.nio.Buffer.checkIndex(Buffer.java:540)
    at java.nio.DirectIntBufferU.get(DirectIntBufferU.java:253)
    at net.minecraft.client.renderer.RenderGlobal.func_72712_a(RenderGlobal.java:350)
    at net.minecraft.client.renderer.RenderGlobal.func_72732_a(RenderGlobal.java:294)
    at net.minecraft.client.Minecraft.func_71353_a(Minecraft.java:2216)
    at net.minecraft.client.Minecraft.func_71403_a(Minecraft.java:2146)
    at net.minecraft.client.network.NetHandlerPlayClient.func_147282_a(NetHandlerPlayClient.java:240)
    at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:70)
    at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:13)
    at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
    at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2061)
    at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:973)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
    at net.minecraft.client.main.Main.main(SourceFile:148)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:483)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

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

    -- Head --
    Stacktrace:
    at java.nio.Buffer.checkIndex(Buffer.java:540)
    at java.nio.DirectIntBufferU.get(DirectIntBufferU.java:253)
    at net.minecraft.client.renderer.RenderGlobal.func_72712_a(RenderGlobal.java:350)
    at net.minecraft.client.renderer.RenderGlobal.func_72732_a(RenderGlobal.java:294)
    at net.minecraft.client.Minecraft.func_71353_a(Minecraft.java:2216)
    at net.minecraft.client.Minecraft.func_71403_a(Minecraft.java:2146)
    at net.minecraft.client.network.NetHandlerPlayClient.func_147282_a(NetHandlerPlayClient.java:240)
    at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:70)
    at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:13)
    at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)

    -- Affected level --
    Details:
    Level name: MpServer
    All players: 0 total; []
    Chunk stats: MultiplayerChunkCache: 0, 0
    Level seed: 0
    Level generator: ID 01 - flat, ver 0. Features enabled: false
    Level generator options:
    Level spawn location: World: (8,64,8), Chunk: (at 8,4,8 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
    Level time: 0 game time, 0 day time
    Level dimension: 0
    Level storage version: 0x00000 - Unknown?
    Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
    Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
    Forced entities: 0 total; []
    Retry entities: 0 total; []
    Server brand: ~~ERROR~~ NullPointerException: null
    Server type: Integrated singleplayer server
    Stacktrace:
    at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:373)
    at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2444)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:927)
    at net.minecraft.client.main.Main.main(SourceFile:148)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:483)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

    -- System Details --
    Details:
    Minecraft Version: 1.7.10
    Operating System: Windows 10 (amd64) version 10.0
    Java Version: 1.8.0_25, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 1902459736 bytes (1814 MB) / 2134114304 bytes (2035 MB) up to 2134114304 bytes (2035 MB)
    JVM Flags: 8 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M -Xmx2048M -Xms2048M
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1558 8 mods loaded, 8 mods active
    States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
    UCHIJAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
    UCHIJAAAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1558-1.7.10.jar)
    UCHIJAAAA Forge{10.13.4.1558} [Minecraft Forge] (forge-1.7.10-10.13.4.1558-1.7.10.jar)
    UCHIJAAAA RenderPlayerAPI{1.0} [Render Player API] (minecraft.jar)
    UCHIJAAAA legends{1.6} [Legends Mod] (Legends Core-1.6.jar)
    UCHIJAAAA ironman{4.3.12} [Iron Man Armor Extension] (Superheroes Unlimited Mod-1.7.10-4.3.12.jar)
    UCHIJAAAA sus{4.3.12} [Superheroes Unlimited Mod] (Superheroes Unlimited Mod-1.7.10-4.3.12.jar)
    UCHIJAAAA susaddon{4.3.12} [Superheroes Unlimited Mod (Part 2)] (Superheroes Unlimited Mod-1.7.10-4.3.12.jar)
    GL info: ' Vendor: 'ATI Technologies Inc.' Version: '4.5.13399 Compatibility Profile Context 15.201.1151.1008' Renderer: 'AMD Radeon HD 8670D'
    Launched Version: 1.7.10-Forge10.13.4.1558-1.7.10
    LWJGL: 2.9.1
    OpenGL: AMD Radeon HD 8670D GL version 4.5.13399 Compatibility Profile Context 15.201.1151.1008, ATI Technologies Inc.
    GL Caps: Using GL 1.3 multitexturing.
    Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
    Anisotropic filtering is supported and maximum anisotropy is 16.
    Shaders are available because OpenGL 2.1 is supported.

    Is Modded: Definitely; Client brand changed to 'fml,forge'
    Type: Client (map_client.txt)
    Resource Packs: []
    Current Language: English (US)
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Anisotropic Filtering: Off (1)



    Load up vanilla 1.8 or higher minecraft, put your render distance way down, and go back to the forge one.


    Quote from CrunchGames37»

    That is the LATEST version, not the RECOMMENDED version. The newest recommended version for 1.7.10 is currently 10.13.4.1558.

    He was using the latest version again.

    You have the correct forge version and the required mods for SUM, so I would just double check that all you other mods are for Minecraft 1.7.10. I can see the headcrumbs mod might be for MC 1.7.1, so try deleting that before any thing else, and then reloading your game. Hope this helps.


    I see you on here a lot trying to help people with crashes, so for future reference for you, anytime you see java.nio.Buffer.checkIndex in the stacktrace, with RenderGlobal further down, it's nearly always an issue with their render distance being too high for 1.7.10 Minecraft. The latest/recommended version thing is rarely an issue this late in the development cycle, nothing extreme is being changed for 1.7.10 these days.
    Posted in: Minecraft Mods
  • 0

    posted a message on Project Superhuman: Infinity Crisis (Superhero RPG) - Still Active: Read Notice!

    Anyone willing to help me with this?

    ---- Minecraft Crash Report ----
    // Oops. Time: 5/26/16 4:55 PM
    Description: Unexpected error java.lang.IndexOutOfBoundsException
    at java.nio.Buffer.checkIndex(Buffer.java:540)
    at java.nio.DirectIntBufferU.get(DirectIntBufferU.java:253)
    at net.minecraft.client.renderer.RenderGlobal.func_72712_a(RenderGlobal.java:350)
    at net.minecraft.client.renderer.RenderGlobal.func_72732_a(RenderGlobal.java:294)
    at net.minecraft.client.Minecraft.func_71353_a(Minecraft.java:2216)
    at net.minecraft.client.Minecraft.func_71403_a(Minecraft.java:2146)
    at net.minecraft.client.network.NetHandlerPlayClient.func_147282_a(NetHandlerPlayClient.java:240)
    at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:70)
    at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:13)
    at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
    at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2061)
    at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:973)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
    at net.minecraft.client.main.Main.main(SourceFile:148)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:483)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28) A detailed walkthrough of the error, its code path and all known details is as follows:
    --------------------------------------------------------------------------------------- -- Head --
    Stacktrace:
    at java.nio.Buffer.checkIndex(Buffer.java:540)
    at java.nio.DirectIntBufferU.get(DirectIntBufferU.java:253)
    at net.minecraft.client.renderer.RenderGlobal.func_72712_a(RenderGlobal.java:350)
    at net.minecraft.client.renderer.RenderGlobal.func_72732_a(RenderGlobal.java:294)
    at net.minecraft.client.Minecraft.func_71353_a(Minecraft.java:2216)
    at net.minecraft.client.Minecraft.func_71403_a(Minecraft.java:2146)
    at net.minecraft.client.network.NetHandlerPlayClient.func_147282_a(NetHandlerPlayClient.java:240)
    at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:70)
    at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:13)
    at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212) -- Affected level --
    Details:
    Level name: MpServer
    All players: 0 total; []
    Chunk stats: MultiplayerChunkCache: 0, 0
    Level seed: 0
    Level generator: ID 00 - default, ver 1. Features enabled: false
    Level generator options:
    Level spawn location: World: (8,64,8), Chunk: (at 8,4,8 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
    Level time: 0 game time, 0 day time
    Level dimension: 0
    Level storage version: 0x00000 - Unknown?
    Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
    Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
    Forced entities: 0 total; []
    Retry entities: 0 total; []
    Server brand: ~~ERROR~~ NullPointerException: null
    Server type: Integrated singleplayer server
    Stacktrace:
    at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:373)
    at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2444)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:927)
    at net.minecraft.client.main.Main.main(SourceFile:148)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:483)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28) -- System Details --
    Details:
    Minecraft Version: 1.7.10
    Operating System: Windows 10 (amd64) version 10.0
    Java Version: 1.8.0_25, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 188450400 bytes (179 MB) / 375930880 bytes (358 MB) up to 1060372480 bytes (1011 MB)
    JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
    FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1558 5 mods loaded, 5 mods active
    States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
    UCHIJAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
    UCHIJAAAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1558-1.7.10.jar)
    UCHIJAAAA Forge{10.13.4.1558} [Minecraft Forge] (forge-1.7.10-10.13.4.1558-1.7.10.jar)
    UCHIJAAAA Baubles{1.0.1.10} [Baubles] (Baubles-1.7.10-1.0.1.10 (2).jar)
    UCHIJAAAA HeroSuits{2.0} [Project Superhuman] (ProjectSuperhuman - v2.0 prePrePreAlpha - Wolverine Forever Alone Edition r001 - 1.7.10.jar)
    GL info: ' Vendor: 'ATI Technologies Inc.' Version: '4.5.13416 Compatibility Profile Context 15.300.1025.1001' Renderer: 'AMD Radeon HD 7700 Series'
    Launched Version: 1.7.10-Forge10.13.4.1558-1.7.10
    LWJGL: 2.9.1
    OpenGL: AMD Radeon HD 7700 Series GL version 4.5.13416 Compatibility Profile Context 15.300.1025.1001, ATI Technologies Inc.
    GL Caps: Using GL 1.3 multitexturing.
    Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
    Anisotropic filtering is supported and maximum anisotropy is 16.
    Shaders are available because OpenGL 2.1 is supported. Is Modded: Definitely; Client brand changed to 'fml,forge'
    Type: Client (map_client.txt)
    Resource Packs: []
    Current Language: English (US)
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Anisotropic Filtering: Off (1)

    You need to go into a post-1.8 version and make your render distance lower. It's too high for the version you're playing on.
    Posted in: Minecraft Mods
  • 0

    posted a message on [WIP]Path of a Villain/Hero (Superpowers Mod)
    Quote from sheriff1999»

    Could you make the system like how it was before you get your powers by choosing a path not at the start of the game, but via points you earn from killing mobs, my only problem is it just seems a bit op to start off with these abilities. They should be earned, surely? However, I love the whole training idea, really great!


    That's why there's options to vote for how to unlock new abilities and how to get stronger. The initial unlock would just be how you become a superhero in the first place.

    Quote from Wulfyk»

    One of perks working on "secret project" was stockpile. If we need something we will ask. Don't worry


    Basically this, we have a ton of material to work with, it just needs to be fitted to a new vision.

    Quote from Gamerguy0811»

    This isn't Project Superhuman. Plus, the mod is called Path of a Hero. Just because you choose a path at the start doesn't mean you're instantly super-OP.

    Yep, I've always wanted a sort of progression in my mod, so that there's something to do rather than just run around and try out all the powers. That was one of the disagreements between me and the other mod author.

    Quote from sheriff1999»

    I'm talking about their old system it does not make sense to start as the hero.

    Sure, I can take inspiration from the old system, but the new one will likely not be very similar.
    Quote from Gamerguy0811»

    He never said you start with the powers, he said you choose a path at the start of the game. That doesn't mean you have powers as soon as you spawn, it could just mean you've chosen your power set and you have to unlock the powers.

    Basically this, it's only choosing what hero/villain you want to be, the other options to vote are there for the progression.
    Posted in: WIP Mods
  • 0

    posted a message on [WIP]Path of a Villain/Hero (Superpowers Mod)
    Quote from Gamerguy0811»

    I voted. :D


    Just want to say though, in the last one I voted for a full on storyline but I'd also like to be able to play the mod in survival. I like these unique ideas you've come up with! Keep up the good work!


    Awesome, thanks! Any content I add will likely be optional, even if I use it as the main form of gaining power or abilities, it will be a config option to switch to an easier way
    Posted in: WIP Mods
  • 0

    posted a message on [WIP]Path of a Villain/Hero (Superpowers Mod)

    Hey guys, what's up. I'm going to give you all a little insight into the behind the scenes of the mod, since we've been a bit secretive lately, and you guys should all know that that is generally not how Wulfyk and I do things. We've been like this because for the last month or two, we've been working with another modder, who I believe wants to remain nameless at this time for various reasons, and he wanted to keep the mod a secret until it was completely finished. It was going to come out with 30 heroes, 15 marvel and 15 DC, with three to four active powers each, all heroes, and had various other features which I won't go into because the other modder is still, to my knowledge, planning on running with some of them and wishes to keep it a secret. So, anyway, they messaged me a while ago saying that they wish to split up and after that I took a brief break to think about what I want to do with my mod now, as this gives me a great opportunity to reform my mod as something new again. So, I put up a bunch of polls to see what you guys would like to see from my mod, and I put up all the things my mod has been or was going to be as options. I may not go with what you guys choose if I strongly disagree with it, but I'd like to know what you think, and I believe that you all would like to have some input in the final version. Once we decide what it should look like, the mod should be out fairly quickly, seeing as the one thing I've gained from all of this is a large library of pre-coded superpowers that I already made and are there to choose from.


    TL;DR: vote on what you think the mod should be

    Posted in: WIP Mods
  • 0

    posted a message on [WIP]Path of a Villain/Hero (Superpowers Mod)
    Quote from sheriff1999»

    But he also has a leveling system im place

    No, he has different levels of Speedsters, no one else.
    Posted in: WIP Mods
  • 0

    posted a message on [WIP]Path of a Villain/Hero (Superpowers Mod)
    Quote from awesomsorce»

    But fiskfilles superhero mod is going to be released soon so you have a bit more competition and that mod looks amazing


    I'm not really a fan of Fisk's mod. I don't think it's going to be much of a competition, really. All of the things he brags about endlessly on twitter (Flash's speed trails, shrinking, etc), my new version does better.
    Posted in: WIP Mods
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