• 1

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from killeraled

    :SSSS: :SSSS: :SSSS: :SSSS: :SSSS: :SSSS: please make it smp i neeeeeeeed this on my server and please make it soooooon :SSSS: :SSSS: :SSSS: :SSSS: :SSSS: :SSSS:


    Thats the third time you've asked for it this week. Stop asking.
    Posted in: WIP Mods
  • 1

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from Estee008

    I installed the mod following the instructions (install Modloader, copy the downloaded .zip to .minecraft/mods,copy wu.class to minecraft.jar) and got this:

    Mods loaded: 3
    ModLoader 1.2.5
    mod_Biosphere 1.2.5
    mod_Zeppelin 1.2.5.0.30

    Minecraft has crashed!
    ----------------------

    Minecraft has stopped running because it encountered a problem.




    --- BEGIN ERROR REPORT 1ea3dcbd --------
    Generated 22.04.12 0:29

    Minecraft: Minecraft 1.2.5
    OS: Windows Vista (amd64) version 6.1
    Java: 1.6.0_10, Sun Microsystems Inc.
    VM: Java HotSpot™ 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
    LWJGL: 2.4.2
    OpenGL: ATI Mobility Radeon HD 5400 Series version 4.1.10600 Compatibility Profile Context, ATI Technologies Inc.

    java.lang.RuntimeException: javax.imageio.IIOException: Error reading PNG metadata
    at ModLoader.registerAllTextureOverrides(ModLoader.java:1356)
    at ModLoader.onTick(ModLoader.java:1074)
    at EntityRendererProxy.b(EntityRendererProxy.java:22)
    at net.minecraft.client.Minecraft.x(SourceFile:752)
    at net.minecraft.client.Minecraft.run(SourceFile:671)
    at java.lang.Thread.run(Unknown Source)
    Caused by: javax.imageio.IIOException: Error reading PNG metadata
    at com.sun.imageio.plugins.png.PNGImageReader.readMetadata(Unknown Source)
    at com.sun.imageio.plugins.png.PNGImageReader.readImage(Unknown Source)
    at com.sun.imageio.plugins.png.PNGImageReader.read(Unknown Source)
    at javax.imageio.ImageIO.read(Unknown Source)
    at javax.imageio.ImageIO.read(Unknown Source)
    at ModLoader.loadImage(ModLoader.java:1016)
    at ModLoader.registerAllTextureOverrides(ModLoader.java:1348)
    ... 5 more
    Caused by: java.io.EOFException
    at javax.imageio.stream.ImageInputStreamImpl.readFully(Unknown Source)
    at java.io.DataInputStream.readUTF(Unknown Source)
    at javax.imageio.stream.ImageInputStreamImpl.readUTF(Unknown Source)
    at com.sun.imageio.plugins.png.PNGImageReader.parse_iTXt_chunk(Unknown Source)
    ... 12 more
    --- END ERROR REPORT 79c72dd6 ----------



    What am I doing wrong?


    Update your java version, and it should be fixed.
    Posted in: WIP Mods
  • 1

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from Philosophiac

    It's been a long while since I posted in here, but I find that I have a fairly legitimate question.

    Basically, I was flying along minding my own business... when suddenly this massive mountain appeared in my way. I was rather interested in the idea of mining said mountain, so I hopped off of my fully-loaded cargo ship and went down to have a looksee. The only problem was, I accidentally parked my ship a square away from the mountainside, and fell down into a hole.

    The second problem is that my ship wasn't entirely stopped after all, and kept on flying away without me.

    Now, I'm not certain, but I was wondering what exactly HAPPENS to runaway ships. Is there any use in my going out to hunt for it? Is all my hard-earned loot forever lost? Can nothing be saved?

    All these questions have arisen, and more.

    Worse still, I fell off the damn ship I went out in to look for the FIRST one, and now it's gone off into the world alone as well, and I've seen no sign of the thing since.


    Once a ship hits an unloaded chunk, the ship unloads as well. If you walk that direction, as soon as the chunk loads, the ship loads and runs away into the next unloaded chunk.

    BUT

    If you logout, all the ships stop. You can then head in the direction your ship went, and it should be there, waiting for you. This is also handy, if you fall off and see your ship escaping, just hit ESC, wait for the save to finish, then exit and reload your world. The ship will be stopped.
    Posted in: WIP Mods
  • 1

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from MineCrak

    w00t! I've just verified that the Cart Mod v1.1 Dispenser Cart shoots, and kills, just fine while on a moving Zeppelin! I was also able to harness a cow I had on the Zeppelin with me while we were in flight. Afterwards I used the cart to shoot it as well as shoot holes in the Zeppelin itself while we were in flight (I know, not smart ;) ). Plus, this was while Cart Mod + Mo Creatures + Zeppelin were all installed and working together smoothly.


    Woot :)
    Posted in: WIP Mods
  • 1

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from Piniritong_Isda

    Thank you.

    Here is the crash report I got when I activated the control block while connected to a leaf block.

    Mods loaded: 2
    ModLoader 1.2.5
    mod_Zeppelin 1.2.5.0.30

    Minecraft has crashed!
    ----------------------

    Minecraft has stopped running because it encountered a problem.




    --- BEGIN ERROR REPORT c6be9968 --------
    Generated 4/14/12 12:52 PM

    Minecraft: Minecraft 1.2.5
    OS: Windows 7 (amd64) version 6.1
    Java: 1.7.0_02, Oracle Corporation
    VM: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
    LWJGL: 2.4.2
    OpenGL: Intel® HD Graphics Family version 3.1.0 - Build 8.15.10.2509, Intel

    java.lang.NullPointerException
    at ack.a(SourceFile:864)
    at xd.a(SourceFile:98)
    at aem.c(SourceFile:183)
    at vl.i(vl.java:1459)
    at vl.b(vl.java:132)
    at Zeppelin.RenderBlockGridEntity.a(RenderBlockGridEntity.java:96)
    at ahu.a(ahu.java:149)
    at ahu.a(ahu.java:143)
    at l.a(SourceFile:313)
    at lr.a(SourceFile:838)
    at lr.b(SourceFile:693)
    at EntityRendererProxy.b(EntityRendererProxy.java:21)
    at net.minecraft.client.Minecraft.x(SourceFile:752)
    at net.minecraft.client.Minecraft.run(SourceFile:671)
    at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT ee56bb12 ----------


    Found it, was a naming bug between my two MCP versions. Fixed for next release.
    Posted in: WIP Mods
  • 1

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from Arenus_Obscurus

    Awesome looking Mod! Since I play virtually no SSP however I'm waiting for it to become SMP compatible.

    I had an idea concerning the use of ladders though, blakmajik. Seeing how you wrote they require the player class to be edited, would it be possible to add the feature as an addon mod so players could decide to use the "usable zeppelin" ladders mod at the risk of losing compatibility with other mods, without forcing the issue on the rest of those that use the mod in combination with other mods?

    EDIT: To clarify, what I propose is a second mod file that serves as an addon to the vanilla mod, which players can download in order to make climbing ladders on zeppelins possible.


    I could do that, it would probably be similar to how the guiControls works, a different download with some class files to replace. Same for pistons probably.
    Posted in: WIP Mods
  • 1

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from JT`

    And, finally, a third post unrelated to the above two:

    Could we get a user option to have the compass block point "real north" rather than "original north"? Currently it points towards the rising sun, which I understand is no longer officially north even though it is still Notch's north.

    Finally, having a secondary option for the compass block (or even a second parallel compass block that you can choose from in the game) to point towards the spawn point of the player who activated the ship rather than "eastnorth" would be pretty nice, since then your compass blocks and hand compasses will be pointing the same way and everything will be all nice and consistent for we obsessive-compulsive types.

    *knocks the desk three times* Three posts. Also, "obsessive compulsive types" is three words.


    Yes, I want to implement these compasses when I get the chance. There's plenty of metadata left for new compasses :) Not sure how to differentiate the recipes though...
    Quote from JT`


    ... snip ...

    [edit] For the scenario where a non-collidable block is present when the ship rejoins the world... just delete the non-collidable block. A 500 ton airship that lands on a flower is going to have a small red stain on the bottom, which in Minecraft terms is simply "bye bye flower". (Admittedly, though, the craft probably only has a few pounds of ground pressure per square centimetre. Sometimes I wish I was a little more blissfully ignorant about how the world worked.)


    When the physics are done, "bye bye flower" is exactly what will happen. The craft will have significantly more kinetic energy than will be required to break the flower block, and it will break.

    Once you start hitting icebergs, the ship won't fair as well ;)

    But that is still coming. Deciding to do something different with each collision that occurs is.... intensive for now.
    Posted in: WIP Mods
  • 1

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from Daxtely

    Well.. It didn't work. I did what you said.
    The good news though, IT DIDNT CRASH!! (:
    But, when I checked in creative it wasn't there... I even gathered up the materials to craft it but it didn't work.
    Then I downloaded Too many items. Generated a new world (Survival) with TMI. And It wasn't there.....
    I even gathered up the things i needed to make it, put it in the crafting table... But the outcome was nothing.
    I'm sure its some noob mistake somewhere round there.
    So help?!! (Sorry If Im bugging you too much :P )


    The mod_Zeppelin-client-1.2.4.0.29.zip needs to be in your mods folder. Don't unzip it, just put the downloaded file there. Modloader reads it straight out of the zip.
    Posted in: WIP Mods
  • 1

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from Eissesh

    Hi everyone!
    I just installed this awesome mod a few days ago, hoping it is soon SMP compatible, because I want to install it on my server...but first I decided to try out some things, because mostly I want to use it for warship battles, xD

    I actually built an aircraft with a tnt cannon (using djoslin's cannonpowder) and added a shield system with some Deflectors from Modular Force Field System powered by a nuclear reactor from Industrialcraft 2 (crazy, isn't it?) xD
    Right now everything is working beautifully (as long as the craft is stopped and it has rejoined the world, but nevermind) The problem is that when I stop the warship oriented differently as I built it, the Deflectors and the MSFU don't change their orientation, so the whole system is pretty useless. I think I can resolve it with the MetaRotation info, but I didn't understand a thing about how it works, although I read the "tutorial" inside...can anyone help me?

    Thank you! ^^


    If you can find out what the metadata numbers are for the MSFU and Deflectors, I can show you how to make a MetaRotation file for them.
    Quote from ChenSun

    So can you please tell me what I'm doing wrong when it comes to SDK mod and the zeppelin mod. I use mod loader, when I install sdk it works fine, when I install zeppline it works fine, but when I install them together, my minecraft crashes.


    Post a crash report and I can maybe help you. Otherwise, you're on your own. You can use MCPatcher to get the crash, or see the instructions in the first post for the command you can use on windows.
    Quote from darkrage93

    hey um dunno if this has been asked but is there a way to get the water and TNT physics where water keeps tnt from blowing stuff up to work on an active craft?


    Djoslin has a cannon powder mod that will work quite well on Zeppelin when 0.28 is released.
    Posted in: WIP Mods
  • 1

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Ok 0.26 is almost ready, should be out in the next hour.

    Edit: Issues with reobf, delayed :(

    Edit2: Yay fixed! Packing now.
    Posted in: WIP Mods
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