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    posted a message on Metroid Cubed 3 | 0.3.33.1 (Beta) | Metroid Cubed 4 now in development

    I'm currently running a server with this mod as well as many others, and any time the dark skeleton gets pingged it causes the server to crash

    I tried changing it to peaceful mode but it hasn't helped.

    Posted in: WIP Mods
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    posted a message on Metroid Cubed 3 | 0.3.33.1 (Beta) | Metroid Cubed 4 now in development
    Quote from FirEmerald»

    because it's mc3, not mc.

    that's what I meant to type, I tried mc3. and mc3: and neither worked.
    Posted in: WIP Mods
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    posted a message on Metroid Cubed 3 | 0.3.33.1 (Beta) | Metroid Cubed 4 now in development

    I still can't get the bgm block to work, I tried using a cylender set around my feet, and tried mc:mpt_title.mp3 mc.mpt_title.mp3 mc:mpt_title and mc.mpt_title none of these did anything when I used a lever on the block.

    Posted in: WIP Mods
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    posted a message on Metroid Cubed 3 | 0.3.33.1 (Beta) | Metroid Cubed 4 now in development

    when using the UI for the blocks I didn't get the sound one correct the first time, the boss one I tried clicking a mob in the bottom right, and set the dimensions on the left, but nothing happened when I applied redstone to it with a lever.


    Also, thanks for the command, I didn't know the weapon explosions would be affected by that.

    Posted in: WIP Mods
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    posted a message on Metroid Cubed 3 | 0.3.33.1 (Beta) | Metroid Cubed 4 now in development

    I was trying to start working on a adventure map for this, but for some reason the bgm block and boss block don't do anything when I think I have them set up correctly. Am I missing a guide on how to use them somewhere?


    I apply a redstone signal and nothing happens, my bgm stays the same and no boss mob spawns.


    Also, how do I disable the block damage effects of weapons so they can only break their specified imitation blocks?

    Specifically since the powerbomb could easily break a adventure map with this feature not being turned off for the map


    I have also noticed that the galactic federation blasters are not rendering properly, they are being held by the tip and in first person view seem to be pointing somewhere off to the right.


    I attatched the first WIP shot of the adventure map for what I've made just today, it's using an amplified world seed, and I'm using worldedit to help with creation. The picture is of the Galactic Federation base the player would start at before going to the full game area.

    Posted in: WIP Mods
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    posted a message on Magical Crops - Farm your resources! [3.2.0] Who stole my tiger? [Magical Crops 4 BETA download available]

    I have magical crops, metroid cubed 3, and thaumcraft all using the most recent versions in a personal pack I set up for recording youtube videos.

    Every time I place a harvest golem near my magical crops, it will break the crops, and destroy the seeds. I have it upgraded with order, and I even set the "second seed drop chance" percentage to 100, but I don't get second seed drops 100% of the time with that setup and the crops break completely. I do also have harvestcraft installed and see nothing in that config that should be affecting this.

    I should also note that I have a version of pnumaticraft that does still have the different seed types, but none of them are generating in my world either.

    I also can not craft the thaumic shard seeds from magical crops.


    Even using the minefactory compatability doesn't harvest the essence without destroying the plant.


    I'm just hoping someone here will know how to fix this.

    Posted in: Minecraft Mods
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    posted a message on [WIP](1.11.2) 10-9-17 Digimobs(0.9.9) Pre-Release Redux-er Digimon in Minecraft! Now for 1.11.2

    I hope you are able to de-stress. I'm sorry if I contributed any to your stress with my other post in this topic, I left it because I hadn't seen the issue mentioned here, and didn't know about the technic forum.

    Posted in: WIP Mods
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    posted a message on [WIP](1.11.2) 10-9-17 Digimobs(0.9.9) Pre-Release Redux-er Digimon in Minecraft! Now for 1.11.2

    Technic launcher also can't download the modpack update and I can't connect to the server.

    Posted in: WIP Mods
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    posted a message on Metroid Cubed 3 | 0.3.33.1 (Beta) | Metroid Cubed 4 now in development

    the update fixed the shader issues ^.^

    Posted in: WIP Mods
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    posted a message on Metroid Cubed 3 | 0.3.33.1 (Beta) | Metroid Cubed 4 now in development
    Quote from FirEmerald»

    It's because your computer mysteriously only has 8 texture units - despite that I'm fairly certain even OpenGL 3.0 specifies at least 16. I'm working on reducing to 8 texture units - MC3 is already set, I just need to release a new ES version,

    Where do I check for, and hopefully fix that. I run windows 7 on a custom built computer.
    Posted in: WIP Mods
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    posted a message on Metroid Cubed 3 | 0.3.33.1 (Beta) | Metroid Cubed 4 now in development

    the shaders still look like in the bug video for me. They worked fine before. Also, I just looked in the active log while switching visors, and a huge code error came up.



    [11:24:41] [Client thread/ERROR]: Failed to compile vertex shader: 0(1) : warning C7551: OpenGL first class arrays require #version 120
    0(6) : warning C7551: OpenGL first class arrays require #version 120
    0(11) : warning C7551: OpenGL first class arrays require #version 120
    0(12) : warning C7551: OpenGL first class arrays require #version 120
    0(13) : warning C7551: OpenGL first class arrays require #version 120
    0(78) : error C1008: undefined variable "gl_MultiTexCoord8"
    0(79) : error C1008: undefined variable "gl_MultiTexCoord9"
    0(80) : error C1008: undefined variable "gl_MultiTexCoord10"
    0(81) : error C1008: undefined variable "gl_MultiTexCoord11"
    0(82) : error C1008: undefined variable "gl_MultiTexCoord12"
    0(83) : error C1008: undefined variable "gl_MultiTexCoord13"
    0(84) : error C1008: undefined variable "gl_MultiTexCoord14"
    0(85) : error C1008: undefined variable "gl_MultiTexCoord15"
    
    [11:24:41] [Client thread/ERROR]: uniform sampler2D[16] tex;
    varying vec4 fragCol;
    varying vec3 fragNorm;
    varying vec4 eyePos;
    varying vec4 objectPos;
    uniform bool[16] useTex;
    uniform bool useFog;
    uniform bool isAlias;
    uniform bool isEntity;
    uniform bool useNormals;
    uniform bool[64] texGen;
    uniform int[64] texGenMode;
    uniform vec4[128] texGenParams;
    void processTexCoords(int tex, vec4 texCoord)
    {
        int index = tex * 4;
        int index2 = tex * 8;
        if (texGen[index])
        {
            if (texGenMode[index] == 9216)
            {
                texCoord.s = dot(texGenParams[index2], eyePos);
            }
            else if (texGenMode[index] == 9217)
            {
                texCoord.s = dot(texGenParams[index2 + 1], gl_Vertex);
            }
        }
        if (texGen[index + 1])
        {
            if (texGenMode[index + 1] == 9216)
            {
                texCoord.t = dot(texGenParams[index2 + 2], eyePos);
            }
            else if (texGenMode[index + 1] == 9217)
            {
                texCoord.t = dot(texGenParams[index2 + 3], gl_Vertex);
            }
        }
        if (texGen[index + 2])
        {
            if (texGenMode[index + 2] == 9216)
            {
                texCoord.p = dot(texGenParams[index2 + 4], eyePos);
            }
            else if (texGenMode[index + 2] == 9217)
            {
                texCoord.p = dot(texGenParams[index2 + 5], gl_Vertex);
            }
        }
        if (texGen[index + 3])
        {
            if (texGenMode[index + 3] == 9216)
            {
                texCoord.q = dot(texGenParams[index2 + 6], eyePos);
            }
            else if (texGenMode[index + 3] == 9217)
            {
                texCoord.q = dot(texGenParams[index2 + 7], gl_Vertex);
            }
        }
        gl_TexCoord[tex] = gl_TextureMatrix[tex] * texCoord;
    }
    
    void main()
    {
        gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
        eyePos = gl_ModelViewMatrix * gl_Vertex;
        gl_FogFragCoord = abs(eyePos.z/eyePos.w);
        if (useTex[0]) processTexCoords(0, gl_MultiTexCoord0);
        if (useTex[1]) processTexCoords(1, gl_MultiTexCoord1);
        if (useTex[2]) processTexCoords(2, gl_MultiTexCoord2);
        if (useTex[3]) processTexCoords(3, gl_MultiTexCoord3);
        if (useTex[4]) processTexCoords(4, gl_MultiTexCoord4);
        if (useTex[5]) processTexCoords(5, gl_MultiTexCoord5);
        if (useTex[6]) processTexCoords(6, gl_MultiTexCoord6);
        if (useTex[7]) processTexCoords(7, gl_MultiTexCoord7);
        if (useTex[8]) processTexCoords(8, gl_MultiTexCoord8);
        if (useTex[9]) processTexCoords(9, gl_MultiTexCoord9);
        if (useTex[10]) processTexCoords(10, gl_MultiTexCoord10);
        if (useTex[11]) processTexCoords(11, gl_MultiTexCoord11);
        if (useTex[12]) processTexCoords(12, gl_MultiTexCoord12);
        if (useTex[13]) processTexCoords(13, gl_MultiTexCoord13);
        if (useTex[14]) processTexCoords(14, gl_MultiTexCoord14);
        if (useTex[15]) processTexCoords(15, gl_MultiTexCoord15);
        fragNorm = gl_NormalMatrix * gl_Normal;
        fragCol = gl_Color;
        if (useNormals)
        {
            vec3 color = vec3(0.0);
            vec3 Idiff = color;
            vec3 pos = gl_LightSource[0].position.xyz-eyePos.xyz;
            vec3 L = normalize(pos);
            float d = dot(fragNorm, L);
            if (d > 0.0)
            {
                Idiff = gl_LightSource[0].diffuse.rgb * max(d, 0.0);
                Idiff = clamp(Idiff, 0.0, 1.0);
                color += Idiff;
            }
            pos = gl_LightSource[1].position.xyz-eyePos.xyz;
            L = normalize(pos);
            d = dot(fragNorm, L);
            if (d > 0.0)
            {
                Idiff = gl_LightSource[1].diffuse.rgb * max(d, 0.0);
                Idiff = clamp(Idiff, 0.0, 1.0);
                color += Idiff;
            }
            color = vec3(0.4) + (color * 0.6);
            fragCol.rgb *= clamp(color, 0.0, 1.0);
        }
    }




    I have support for opengl 4.5 for everything but shader language, and 4.4 for shader language.


    I know warnings do not cause the code to fail, but the errors seem to indicate undefined variables in your code.

    Posted in: WIP Mods
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    posted a message on Metroid Cubed 3 | 0.3.33.1 (Beta) | Metroid Cubed 4 now in development

    I have Extended Shaders 3. even showed the mods I had installed in the video.

    Posted in: WIP Mods
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    posted a message on Metroid Cubed 3 | 0.3.33.1 (Beta) | Metroid Cubed 4 now in development

    ok, so I got a glitch with the visors, figure it is easier to show than try to describe it


    I will delete the video after you've seen it.

    Posted in: WIP Mods
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    posted a message on Harvest Festival ~ A Harvest Moon mod ~ Cooking, relationships, townships and more!
    Quote from Viri»


    yes, i have 4 feeding trays in between the nest boxes


    odd, mine tend to lay eggs after I pick it up and put it down(only have one currently)
    Posted in: Minecraft Mods
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    posted a message on Harvest Festival ~ A Harvest Moon mod ~ Cooking, relationships, townships and more!

    how do I repair tools? I tried putting a hoe in a anvil with an iron ingot and nothing happened,


    NVM, figured it out. Had to talk to the blacksmith while holding it.

    Posted in: Minecraft Mods
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