• 0

    posted a message on [1.12] Kingdom Keys Re:Coded 0.9.2.2 - The Organization Update

    So apparently this is what happens when you try to stick a keyblade in a sword pedestal from the Bibliocraft mod.

    Posted in: Minecraft Mods
  • 0

    posted a message on [SEMI HIATUS] The Legend of Zelda: Dark Mirror
    Quote from rabidgoodra27»

    Hold it all, folks. The other day I had an interesting idea. I really don't want this map to die, but I also don't feel motivated to actually work on it. The reason for this is how much the concept behind this map has evolved over the past two and a half years.


    So, when I started working on this map about two and a half years ago, I didn't really have a plan. For roughly a year, I just built whatever popped into my head, for example, New Kokiri Town and Rogor City. As time went by, the story started changing and becoming more of what I've posted in the past week or so.


    I've had some difficulty implementing the new, more thought out story, because in order to change things to how I want them, I'd have to destroy something I worked hard on in the past. Due to this, I've lost motivation to work on new stuff because I can't bring myself to overhaul the early segments.


    I have attempted to create a new Zelda map, but I've just been at a loss for ideas; however, writing out that story several days ago gave me an idea: What if, instead of creating a new map, I "reboot" this map on the latest version of Minecraft? (turtles yay!)


    If I were to do this, I could start out with a clean slate, doing things in a more professional manner, such as creating the terrain with World Painter. I would make the map in vanilla, but Optifine would be required for some aesthetic features. That way I would not be modbound to the worst version ever in terms of mods (1.8-1.8.9) I would also make some changes to the story and dungeons because of new redstone features that would make new puzzle and enemy mechanics possible.


    Another possible benefit of doing this would be that I already have many redstone mechanics already made and ready to install in a world. It probably wouldn't take that long to build the first parts, seeing as I've already made it and know pretty much exactly how I want certain things, although areas would be larger and more detailed. Also, with the new Functions feature, the dialogues in the chat would be FAR easier to create, which would be great, becuase they are EXTREMELY time consuming to make with command blocks. Area and boss music would also be far more practical.


    What do you guys think? Should I go with this idea? Or should I just start a completely new map?


    You should do what you feel is the best course of action. I personally would like to see the map rebooted.
    Posted in: WIP Maps
  • 1

    posted a message on [SEMI HIATUS] The Legend of Zelda: Dark Mirror
    Quote from rabidgoodra27»

    Well, I guess that it'd be okay if I gave some general spoilers as well. Here's what the basic flow of the map would have been:


    MORE SPOILERS AHEAD


    Opening Cutscene (scrapped)
    Begin Map in Kokiri Village
    Get Mission to go to Rogor
    Pass through Ron Ron Field
    Finish Mission in Rogor
    Fall into the sewer and get lost and come out in the forest temple, forcing you to complete the dungeon.
    Beat the Dungeon
    Learn about quest and discover that the book that reveals the location of the Master Sword is in the Temple of Wisdom at Zora's Domain
    Go to Zora's Domain and meet with King Zora
    Buy the Water Temple Key from the Curiousity Shop and the Zora Tunic from the shop (optional, but really recommended)
    Finish the Water Temple and discover that the book you're looking for is not there
    Go to Kakariko Village to ask the elder about it
    He tells you that you need to find all five fire crystals to find the location of the master sword and that the crystals are in an old monastery in Death Mountain Crater
    Make your way up Death Mountain, all the while fighting monsters and solving puzzles
    You reach a cave and discover that you have to pass through the goron village to get to the crater; however, the gorons are not exactly on good terms with the humans at the moment, so you have to sneak through (aka stealth segment)
    You get to the monastery built in the crater and the summit and fight the monsters within and find the fire crystals, the final one held by the dungeon's boss
    The crystals point to New Kokiri Town and the big door is opened because you proved your courage, wisdom, and power by beating the first three dungeons
    You take the master sword from its pedestal and it reveals the locations of the triforce of wisdom
    You travel to Kakariko Village, a new section of the village having been opened
    You meet Zelda and her legal guardian Impa and have a brief discussion about the triforce
    You run an errand for Impa
    You come back to realize you led a mysterious person who calls himself "The King of the Dead" to Zelda and captured her
    You track him and find that his tracks split in two: on set going to Lanayru Province and another going through a dark forest. You have a choice as to which dungeon you do first. The flow of the story is up to the player at this point. For sake of this narrative I will say that the player goes into the forest first
    The player journeys through the dark forest and finds a massive cathedrel and graveyard (really big shadow dungeon)
    The player confronts the King of the Dead and discovers that he holds a shard of the triforce of power and that he split the triforce of wisdom into two pieces and put one in an ancient pyramid in Lanayru and kept the other
    The player defeats him in combat and takes the half of the triforce of wisdom before the King of the Dead escapes
    The player goes back to Lanayru and discovers that the Gerudo don't allow anyone into the ancient pyramid unless they have proved their skill
    The player competes in a horserace and a target shooting competion, and upon winning gains entry to the dungeon
    The player travels into the dungeon and defeats the boss and gains the other piece of the triforce of wisdom. The player is then challenged by the King of the Dead to single combat, claiming that he had completed the triforce of power and that he is invincible
    The player goes to the grove where they obtained the Master Sword and travels to the End
    The King of the Dead claims he is invincible and battles the player.
    Upon his defeat, the King of the Dead attempts to resurrect the Demon King, Ganon, which fails miserably and ends with his death
    The player fights Ganon and defeats him in a massive boss battle, thus saving Zelda and the world. They use the completed Triforce to restore the damage done to the land by evil and return to their world
    The player is free to explore and do side content to their heart's content


    So, yeah. That was basically the plan. I just felt kind of overwhelmed and slowly lost motivation. Next I'll do a more detailed look at the items, dungeons, locations, and sidequests.


    Wow. This sounds like it would have been great.
    Posted in: WIP Maps
  • 1

    posted a message on [SEMI HIATUS] The Legend of Zelda: Dark Mirror
    Quote from rabidgoodra27»

    Mabye so. Don't know how long it'll be before the map is done, and it's pretty painful admitting that I no longer have a desire to work on it.


    The way I look at it: You said something. It's like you said, most maps just die. Nothing said or anything. You told us it was dead, that you have no desire to work on it anymore. That gives us closure on the matter. That goes a long way.
    Posted in: WIP Maps
  • 0

    posted a message on [SEMI HIATUS] The Legend of Zelda: Dark Mirror
    Quote from rabidgoodra27»

    Wow, it's been a while, hasn't it?


    I'm not going to lie: I don't really work on this map much. However, before I declare this map officially dead, I'd like to at least push out the fabled 1.5.5, which would include the new great fairy minidungeon as well as many other things.


    The custom OST probably isn't going to happen, due to low rendering quality I'm getting with several songs (curse you, FL Studio Demo!).


    I know most maps just die without any word, but I'd like to at least do mine some justice. :)


    That's it then?
    Posted in: WIP Maps
  • 0

    posted a message on [SEMI HIATUS] The Legend of Zelda: Dark Mirror
    Quote from rabidgoodra27»

    Haha, this post was really short when I read it. Replies in bold.

    Okay. Lots of stuff to report.
    -
    I think it's a good time to reveal a new mechanic I've been considering for a while: rings. The system would be akin to the one in the Oracle games (which were two of my favorite games in the franchise) but would function in a somewhat different way. For instance, there would be the normal stat boosting rings that can be bought and sold in shops, and then there would be special *cough* transformation ri- *cough* that would be activated sort of like items. They would have their own inventory slot devoted to them. You would have to equip them at the ring shop (or whatever that ends up being) because I'm breaking my back to not make inventory management a thing.
    -
    I've been remixing some VGM lately, and I have begun working on a little "soundtrack" for this map. I'll be remixing some songs from the Zelda Franchise, as well as a few songs from the Pokemon franchise as well as other games. This will probably not come out with the next release (as a decent remix typically takes about an hour or two to make) but that's something else I'm wasting time on.
    -
    The script/story is also undergoing some changes, as I want to make the story more unique and not so stereotypical. I plan to start focusing on subplots and character development as two major themes.
    -
    Notice that most of this will not be implemented immediately, but over a period of time.
    -
    What to expect in the next update:
    Probably some custom music
    A rebuilt second half of the first dungeon
    A finished version of Maron's subplot
    A Great Fairy minidungeon
    An update to MC version 1.8.9
    An intro cutscene
    An overhauled Rupee system
    Rebuilt Temple of Wisdom, Rogor City, and New Kokiri Town, all by @ZidaneRob
    -
    What NOT to expect in the next update:
    More than three or four songs
    Rings
    *hack* transforma- *cough*
    A re-written script
    A third dungeon
    Death Mountain
    The main villian
    -
    When to expect the next update:
    Tommorro-
    Come on. You guys know how I am.


    The ring system... I want to see how you handle that. Maybe you could tie a few into completing sidequests or getting Heart Pieces?
    Posted in: WIP Maps
  • 0

    posted a message on Zelda Sword Skills: 1.8.9 v3.4 and 1.7.10 v2.5.1 (03/08/2017)
    Quote from coolAlias»

    I don't want a Twitch account and don't want to support companies that force their users to do things they don't want to do.

    Simple as that. ;)

    I just got done reading all (currently) six pages of public outcry. I'm essentially speechless. This really isn't something that needs to occur.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.12] Kingdom Keys Re:Coded 0.9.2.2 - The Organization Update

    How will the worlds be presented when you guys implement them? Will they be structures or world generation?

    Posted in: Minecraft Mods
  • 0

    posted a message on Metroid Cubed 3 | 0.3.33.1 (Beta) | NEED MODELERS AND ANIMATORS
    Quote from StretchyNiRA»

    Metroid: Samus Returns is now on sale!

    Yay!



    Hold up. There's a special edition? What's in it?

    Posted in: WIP Mods
  • 0

    posted a message on [SEMI HIATUS] The Legend of Zelda: Dark Mirror
    Quote from rabidgoodra27»

    It's been a while, eh?

    Honestly, I haven't been working on this map in a while. My motivation is at an all-time low. I know what you're thinking: "Ug, the usual 'this map is officially dead' speech". But that's not what I'm saying. I'm considering putting this map on "hiatus" (which is usually code for "this map is dead, I just don't want to admit it"...). However, I've been getting back into Minecraft lately, playing and reviewing some maps (I've been having a lot of fun with the Exodus series, highly recommend it to anyone who is into Minecraft maps that are games within a game) and I need some motivation. Seeing as this thread is where I get roughly ninety percent of my motivation, I figured I would come here and divulge some of the new stuff.

    Okay, so the minidungeon is another forest-temple kind of thing, but I am trying to give it a different atmosphere. It is a great fairy shrine thing in which you must collet a certain amount of stray fairies. It's turning out a tad bigger than I thought it would, which might not be bad... The problem is that I need ideas for the loot the player receives from the great fairy at the end of the minidungeon.

    In unrelated news, I have been working on some music stuff. The thing that has grieved me most when making this map is the trouble with background. I can't simply stop /playsound commands with /stopsound like I would in 1.9+. The custom npc method works, but can mess up if the area is circular. Which causes me to look for other options. I'm trying to see if I can use scripts to turn on/off music npc's. This would be very useful, as I could have a music npc with a radius of about a hundred or so, and I could simply turn it on or off depending on which area the player is in.

    As for actual music, I am putting together a soundtrack with music from games outside of the zelda franchise (don't worry, I'm not spamming Undertale xD). I want to have the music in a separate resource pack which will be an optional download, that way downloads will be sped up a bit if you have slow internet and don't care about the music.


    Thanks for reading this post. Post your thoughts.


    For loot? Maybe an expansion to the player's magic meter? A piece of heart? A Mask? An upgrade to their sword?
    Posted in: WIP Maps
  • 0

    posted a message on Zelda Sword Skills: 1.8.9 v3.4 and 1.7.10 v2.5.1 (03/08/2017)
    Quote from PartyPug123»

    Quick question. How do you get the skull hammer and megaton hammer?


    They're in the secret rooms. Check for rooms that require things like the gauntlets and hammer to access. That's where I usually find them.
    Posted in: Minecraft Mods
  • 1

    posted a message on Zelda Sword Skills: 1.8.9 v3.4 and 1.7.10 v2.5.1 (03/08/2017)
    Quote from smashbro596»

    How soon are we gonna see the next version of zelda Sword skills?


    When it comes out.
    Posted in: Minecraft Mods
  • 0

    posted a message on Zelda Sword Skills: 1.8.9 v3.4 and 1.7.10 v2.5.1 (03/08/2017)
    Quote from Kye_Duo»

    1. spoiler tag not code tag

    2. it is the ZSS add-on. it hasn't been updated in a while and will cause that.


    ZSS add-on is currently no longer in development.
    Posted in: Minecraft Mods
  • 0

    posted a message on Metroid Cubed 3 | 0.3.33.1 (Beta) | NEED MODELERS AND ANIMATORS
    Quote from StretchyNiRA»

    I don't know how to see game output log in new launcher. Sorry.


    In launcher:
    The game crashed whilst rendering screen
    Error: java.lang.NullPointerException: Rendering screen


    Crash report:

    ---- Minecraft Crash Report -------- Minecraft Crash Report ----// I blame Dinnerbone.
    Time: 17/08/07 16:49Description: Rendering screen
    java.lang.NullPointerException: Rendering screen at net.minecraft.client.gui.achievement.GuiAchievements.func_146552_b(GuiAchievements.java:375) at net.minecraft.client.gui.achievement.GuiAchievements.func_73863_a(GuiAchievements.java:210) at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1061) at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1001) 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 net.minecraft.client.gui.achievement.GuiAchievements.func_146552_b(GuiAchievements.java:375) at net.minecraft.client.gui.achievement.GuiAchievements.func_73863_a(GuiAchievements.java:210)
    -- Screen render details --Details: Screen name: net.minecraft.client.gui.achievement.GuiAchievements Mouse location: Scaled: (193, 199). Absolute: (581, 120) Screen size: Scaled: (427, 240). Absolute: (1280, 720). Scale factor of 3
    -- Affected level --Details: Level name: MpServer All players: 1 total; [EntityClientPlayerMP['(My ID)'/303, l='MpServer', x=-228.13, y=77.62, z=246.35]] Chunk stats: MultiplayerChunkCache: 577, 577 Level seed: 0 Level generator: ID 00 - default, ver 1. Features enabled: false Level generator options: Level spawn location: World: (-236,64,236), Chunk: (at 4,4,12 in -15,14; contains blocks -240,0,224 to -225,255,239), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511) Level time: 1156 game time, 1156 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: 122 total; [EntityCreeper['Creeper'/523, l='MpServer', x=-159.50, y=61.00, z=243.50], EntityZombie['Zombie'/538, l='MpServer', x=-227.50, y=18.00, z=243.50], EntityZombie['Zombie'/539, l='MpServer', x=-227.50, y=18.00, z=242.50], EntitySkeleton['Skeleton'/541, l='MpServer', x=-269.50, y=40.00, z=236.50], EntityPig['Pig'/49, l='MpServer', x=-308.50, y=68.00, z=204.50], EntitySkeleton['Skeleton'/55, l='MpServer', x=-305.50, y=28.00, z=322.50], EntityCreeper['Creeper'/57, l='MpServer', x=-297.97, y=47.00, z=252.72], EntityZombie['Zombie'/58, l='MpServer', x=-298.69, y=47.00, z=253.69], EntityCreeper['Creeper'/59, l='MpServer', x=-290.50, y=22.00, z=274.50], EntitySkeleton['Skeleton'/60, l='MpServer', x=-292.69, y=46.00, z=272.31], EntitySkeleton['Skeleton'/61, l='MpServer', x=-293.13, y=45.00, z=275.47], EntitySkeleton['Skeleton'/62, l='MpServer', x=-303.09, y=30.00, z=312.56], EntityBat['Bat'/63, l='MpServer', x=-285.50, y=31.75, z=315.49], EntityCreeper['Creeper'/75, l='MpServer', x=-278.50, y=58.00, z=172.50], EntitySkeleton['Skeleton'/76, l='MpServer', x=-274.50, y=14.00, z=181.50], EntitySpider['Spider'/77, l='MpServer', x=-277.50, y=39.00, z=204.50], EntityBat['Bat'/78, l='MpServer', x=-283.88, y=37.84, z=208.02], EntityBat['Bat'/79, l='MpServer', x=-279.54, y=41.24, z=217.50], EntityCreeper['Creeper'/80, l='MpServer', x=-273.50, y=19.00, z=228.50], EntityCreeper['Creeper'/81, l='MpServer', x=-275.50, y=19.00, z=229.50], EntityZombie['Zombie'/82, l='MpServer', x=-274.50, y=39.00, z=227.50], EntityCreeper['Creeper'/83, l='MpServer', x=-285.50, y=40.00, z=244.50], EntitySkeleton['Skeleton'/84, l='MpServer', x=-285.47, y=23.00, z=278.25], EntityZombie['Zombie'/88, l='MpServer', x=-264.47, y=46.00, z=174.97], EntitySkeleton['Skeleton'/89, l='MpServer', x=-258.50, y=58.00, z=190.50], EntityCreeper['Creeper'/90, l='MpServer', x=-256.50, y=58.00, z=189.50], EntityZombie['Zombie'/91, l='MpServer', x=-258.50, y=59.00, z=181.50], EntitySkeleton['Skeleton'/92, l='MpServer', x=-258.50, y=58.00, z=187.50], EntitySkeleton['Skeleton'/93, l='MpServer', x=-258.50, y=58.00, z=186.50], EntityCreeper['Creeper'/94, l='MpServer', x=-262.56, y=35.00, z=218.56], EntityZombie['Zombie'/95, l='MpServer', x=-254.30, y=36.00, z=213.78], EntityCreeper['Creeper'/96, l='MpServer', x=-258.50, y=36.00, z=221.50], EntitySpider['Spider'/97, l='MpServer', x=-258.22, y=18.00, z=230.94], EntitySpider['Spider'/98, l='MpServer', x=-269.78, y=39.00, z=238.94], EntityBat['Bat'/99, l='MpServer', x=-256.75, y=39.10, z=236.69], EntityBat['Bat'/100, l='MpServer', x=-263.75, y=27.00, z=244.75], EntityBat['Bat'/101, l='MpServer', x=-261.75, y=32.10, z=246.50], EntityZombie['Zombie'/102, l='MpServer', x=-259.50, y=56.00, z=313.50], EntitySkeleton['Skeleton'/111, l='MpServer', x=-254.50, y=58.00, z=190.69], EntityCreeper['Creeper'/112, l='MpServer', x=-253.50, y=58.00, z=185.50], EntitySkeleton['Skeleton'/113, l='MpServer', x=-253.00, y=58.00, z=189.69], EntityWitch['Witch'/114, l='MpServer', x=-247.72, y=57.00, z=182.84], EntityWitch['Witch'/115, l='MpServer', x=-252.50, y=58.00, z=188.50], EntitySkeleton['Skeleton'/116, l='MpServer', x=-237.49, y=60.46, z=174.78], EntityBat['Bat'/117, l='MpServer', x=-245.47, y=60.54, z=181.57], EntityBat['Bat'/118, l='MpServer', x=-252.94, y=58.02, z=188.03], EntityBat['Bat'/119, l='MpServer', x=-248.06, y=47.33, z=202.39], EntityCreeper['Creeper'/120, l='MpServer', x=-255.56, y=37.00, z=223.03], EntityCreeper['Creeper'/121, l='MpServer', x=-257.03, y=18.00, z=228.44], EntityZombie['Zombie'/122, l='MpServer', x=-245.50, y=19.00, z=244.59], EntityEnderman['Enderman'/123, l='MpServer', x=-246.53, y=20.00, z=250.16], EntityZombie['Zombie'/124, l='MpServer', x=-241.50, y=27.00, z=303.50], EntitySmallEnergyRefill['Small Energy'/125, l='MpServer', x=-242.50, y=27.00, z=300.50], EntityItem['item.item.rottenFlesh'/126, l='MpServer', x=-242.88, y=28.13, z=303.88], EntitySkeleton['Skeleton'/127, l='MpServer', x=-253.50, y=40.00, z=296.50], EntityZombie['Zombie'/128, l='MpServer', x=-252.50, y=39.00, z=293.50], EntityBat['Bat'/129, l='MpServer', x=-240.78, y=30.10, z=306.47], EntitySpider['Spider'/130, l='MpServer', x=-238.75, y=35.00, z=312.59], EntitySkeleton['Skeleton'/131, l='MpServer', x=-248.50, y=56.00, z=316.50], EntityZombie['Zombie'/132, l='MpServer', x=-251.69, y=54.08, z=310.88], EntitySkeleton['Skeleton'/133, l='MpServer', x=-255.50, y=58.00, z=322.50], EntitySkeleton['Skeleton'/135, l='MpServer', x=-256.06, y=58.00, z=325.53], EntitySkeleton['Skeleton'/136, l='MpServer', x=-244.94, y=56.00, z=323.78], EntityPig['Pig'/140, l='MpServer', x=-226.50, y=79.00, z=196.50], EntityPig['Pig'/141, l='MpServer', x=-227.22, y=79.00, z=198.53], EntityPig['Pig'/142, l='MpServer', x=-230.36, y=80.69, z=203.49], EntityPig['Pig'/143, l='MpServer', x=-228.50, y=79.00, z=197.06], EntityWitch['Witch'/144, l='MpServer', x=-225.59, y=19.00, z=229.97], EntityBat['Bat'/145, l='MpServer', x=-229.30, y=41.00, z=217.66], EntitySmallEnergyRefill['Small Energy'/146, l='MpServer', x=-238.97, y=16.16, z=243.03], EntitySpider['Spider'/147, l='MpServer', x=-232.50, y=46.00, z=289.16], EntityZombie['Zombie'/148, l='MpServer', x=-230.50, y=46.00, z=291.50], EntityCreeper['Creeper'/149, l='MpServer', x=-225.50, y=45.00, z=300.50], EntityZombie['Zombie'/150, l='MpServer', x=-232.66, y=60.00, z=303.34], EntityCreeper['Creeper'/151, l='MpServer', x=-239.41, y=60.00, z=319.03], EntityCreeper['Creeper'/152, l='MpServer', x=-234.03, y=60.00, z=306.41], EntityCreeper['Creeper'/164, l='MpServer', x=-212.44, y=21.00, z=215.88], EntityBat['Bat'/165, l='MpServer', x=-208.16, y=20.32, z=212.50], EntityPig['Pig'/166, l='MpServer', x=-213.53, y=70.00, z=217.47], EntityPig['Pig'/167, l='MpServer', x=-211.31, y=70.00, z=216.53], EntityPig['Pig'/168, l='MpServer', x=-213.50, y=72.00, z=213.50], EntityBat['Bat'/424, l='MpServer', x=-165.72, y=61.71, z=241.21], EntityPig['Pig'/169, l='MpServer', x=-211.53, y=75.00, z=301.52], EntityPig['Pig'/170, l='MpServer', x=-213.50, y=73.00, z=297.19], EntityPig['Pig'/171, l='MpServer', x=-211.53, y=75.00, z=299.45], EntityPig['Pig'/172, l='MpServer', x=-210.30, y=75.00, z=300.45], EntitySheep['Sheep'/173, l='MpServer', x=-214.65, y=72.00, z=302.62], EntitySheep['Sheep'/174, l='MpServer', x=-211.50, y=72.00, z=308.50], EntitySheep['Sheep'/175, l='MpServer', x=-209.41, y=72.00, z=306.59], EntitySkeleton['Skeleton'/185, l='MpServer', x=-199.50, y=25.00, z=187.50], EntityZombie['Zombie'/186, l='MpServer', x=-200.59, y=25.00, z=187.50], EntityZombie['Zombie'/187, l='MpServer', x=-195.50, y=29.00, z=201.50], EntityPig['Pig'/188, l='MpServer', x=-207.81, y=76.00, z=217.81], EntityPig['Pig'/189, l='MpServer', x=-194.50, y=72.00, z=299.50], EntityPig['Pig'/190, l='MpServer', x=-194.50, y=72.00, z=299.50], EntityPig['Pig'/191, l='MpServer', x=-196.81, y=75.00, z=296.50], EntitySheep['Sheep'/192, l='MpServer', x=-207.50, y=72.00, z=307.50], EntityClientPlayerMP['(My ID)'/303, l='MpServer', x=-228.13, y=77.62, z=246.35], EntityBat['Bat'/207, l='MpServer', x=-180.79, y=18.27, z=204.44], EntitySkeleton['Skeleton'/208, l='MpServer', x=-187.50, y=49.00, z=293.50], EntityPig['Pig'/209, l='MpServer', x=-185.81, y=79.00, z=295.50], EntityCreeper['Creeper'/210, l='MpServer', x=-186.50, y=33.00, z=311.50], EntitySheep['Sheep'/211, l='MpServer', x=-191.25, y=72.00, z=313.13], EntitySheep['Sheep'/212, l='MpServer', x=-186.97, y=72.00, z=317.81], EntitySheep['Sheep'/213, l='MpServer', x=-185.50, y=71.00, z=313.50], EntitySheep['Sheep'/214, l='MpServer', x=-188.38, y=71.00, z=307.25], EntityPig['Pig'/215, l='MpServer', x=-176.25, y=72.00, z=312.25], EntityPig['Pig'/216, l='MpServer', x=-176.25, y=72.00, z=314.75], EntityPig['Pig'/217, l='MpServer', x=-177.56, y=72.00, z=313.50], EntityPig['Pig'/218, l='MpServer', x=-185.81, y=72.00, z=318.03], EntityCreeper['Creeper'/219, l='MpServer', x=-194.03, y=40.00, z=322.31], EntityCreeper['Creeper'/224, l='MpServer', x=-164.50, y=27.00, z=220.50], EntitySkeleton['Skeleton'/225, l='MpServer', x=-171.50, y=42.00, z=211.50], EntityCreeper['Creeper'/226, l='MpServer', x=-173.00, y=27.00, z=266.50], EntityCreeper['Creeper'/227, l='MpServer', x=-164.31, y=25.05, z=261.31], EntityZombie['Zombie'/228, l='MpServer', x=-165.50, y=19.00, z=301.50], EntitySkeleton['Skeleton'/235, l='MpServer', x=-151.31, y=35.00, z=274.25], EntityZombie['Zombie'/236, l='MpServer', x=-159.53, y=18.00, z=291.91], EntitySheep['Sheep'/237, l='MpServer', x=-156.53, y=71.00, z=292.81], EntitySheep['Sheep'/238, l='MpServer', x=-159.50, y=74.00, z=298.50], EntitySheep['Sheep'/239, l='MpServer', x=-153.80, y=71.47, z=293.51], EntitySheep['Sheep'/240, l='MpServer', x=-158.50, y=70.00, z=297.50]] Retry entities: 0 total; [] Server brand: fml,forge Server type: Integrated singleplayer serverStacktrace: 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:919) at net.minecraft.client.main.Main.main(SourceFile:148) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.ja
    va: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: 143419232 bytes (136 MB) / 417521664 bytes (398 MB) up to 3207856128 bytes (3059 MB) JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx3G -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: 12, tallocated: 94 FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1558 6 mods loaded, 6 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 MC3ASMCore{0.1} [Metroid Cubed 3 ASM Core] (minecraft.jar) UCHIJAAAA extendedshaders{3.0} [Extended Shaders] ([1.7.10] Extended Shaders 3.0.jar) UCHIJAAAA mc3{0.3.31.2} [Metroid Cubed 3] ([1.7.10] Metroid Cubed 3 0.3.31.2.jar) GL info: ' Vendor: 'Intel' Version: '4.4.0 - Build 20.19.15.4483' Renderer: 'Intel(R) HD Graphics 520' Launched Version: 1.7.10-Forge10.13.4.1558-1.7.10 LWJGL: 2.9.1 OpenGL: Intel(R) HD Graphics 520 GL version 4.4.0 - Build 20.19.15.4483, Intel 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)


    I believe there's an option to enable that under settings.
    Posted in: WIP Mods
  • 0

    posted a message on [SEMI HIATUS] The Legend of Zelda: Dark Mirror
    Quote from rabidgoodra27»

    Getting back to work on this...


    Do you have any plans for a bonus dungeon?
    Posted in: WIP Maps
  • To post a comment, please or register a new account.