--- BEGIN ERROR REPORT 9e30d104 --------
Generated 2/8/11 4:51 PM
Minecraft: Minecraft Beta 1.2_02
OS: Windows Vista (x86) version 6.0
Java: 1.6.0_21, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 6150SE nForce 430/PCI/SSE2/3DNOW! version 2.1.1, NVIDIA Corporation
java.lang.NoClassDefFoundError: Setting
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:157)
at ModLoader.readFromClassPath(ModLoader.java:662)
at ModLoader.init(ModLoader.java:527)
at ModLoader.AddAllRenderers(ModLoader.java:81)
at oc.<init>(oc.java:55)
at oc.<clinit>(oc.java:8)
at net.minecraft.client.Minecraft.a(SourceFile:253)
at net.minecraft.client.Minecraft.run(SourceFile:606)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Setting
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 14 more
--- END ERROR REPORT 2b72b36f ----------
--- BEGIN ERROR REPORT 9e30d104 --------
Generated 2/8/11 4:51 PM
Minecraft: Minecraft Beta 1.2_02
OS: Windows Vista (x86) version 6.0
Java: 1.6.0_21, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 6150SE nForce 430/PCI/SSE2/3DNOW! version 2.1.1, NVIDIA Corporation
java.lang.NoClassDefFoundError: Setting
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:157)
at ModLoader.readFromClassPath(ModLoader.java:662)
at ModLoader.init(ModLoader.java:527)
at ModLoader.AddAllRenderers(ModLoader.java:81)
at oc.<init>(oc.java:55)
at oc.<clinit>(oc.java:8)
at net.minecraft.client.Minecraft.a(SourceFile:253)
at net.minecraft.client.Minecraft.run(SourceFile:606)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Setting
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 14 more
--- END ERROR REPORT 2b72b36f ----------
Just installed this wonderfully overpowered and fun mod. Flying with the boat is the closest thing to an aircraft right now and damn if it isnt' fun. Being able to Park and just stay at a random height is such an advantage over mobs on the ground too.
My only gripe is that the thing seems to always be moving forward even without my keyboard input. Is this supposed to happen? If so, is that why there's a whole "Park" function?
to-do: reconsider getting an "explosives don't destroy blocks" mod so I can go on carpet bombing runs.
Thanks.
As for the bug, no, it's not supposed to. Is it always in one direction, or is it relative to the boat? Is it in the original steering mode, keyboard only mode, or both? If one to each, if you turn the mouse, will it track that?
I think it's a sensitivity problem. I'll tap a direction key and the boat won't ever lose momentum from that press. I'll tap forward for less than a second, but then the boat will just continue at the highest speed it was at before I "took my foot off the pedal". In addition to the standard "Keyboard, Mouse, and Camera are all conspiring to have you make blind turns" boat controls that has for the boat (which I use), it makes it annoying if not extremely difficult to get the boat to manually slow to a stop.
Unlike the regular boat mode (where I don't get this problem) I can't bring myself to a stop just by holding the "backwards" key, since the hoverboat's sensitivity.... No, the default control scheme translates "press backward" into "turn the whole thing backward while not keeping the camera in a relevant direction". So really this is just terrible default minecraft boat controls. Sadly it's the one we're all ingrained into so it's the only one I can successfully use for my (extremely stress relieving) nightly mob bombing runs.
Can I change the steering sensitivity of the boat in the Mod Options screen?
Just installed this wonderfully overpowered and fun mod. Flying with the boat is the closest thing to an aircraft right now and damn if it isnt' fun. Being able to Park and just stay at a random height is such an advantage over mobs on the ground too.
My only gripe is that the thing seems to always be moving forward even without my keyboard input. Is this supposed to happen? If so, is that why there's a whole "Park" function?
to-do: reconsider getting an "explosives don't destroy blocks" mod so I can go on carpet bombing runs.
Thanks.
As for the bug, no, it's not supposed to. Is it always in one direction, or is it relative to the boat? Is it in the original steering mode, keyboard only mode, or both? If one to each, if you turn the mouse, will it track that?
I think it's a sensitivity problem. I'll tap a direction key and the boat won't ever lose momentum from that press. I'll tap forward for less than a second, but then the boat will just continue at the highest speed it was at before I "took my foot off the pedal". In addition to the standard "Keyboard, Mouse, and Camera are all conspiring to have you make blind turns" boat controls that has for the boat (which I use), it makes it annoying if not extremely difficult to get the boat to manually slow to a stop.
Unlike the regular boat mode (where I don't get this problem) I can't bring myself to a stop just by holding the "backwards" key, since the hoverboat's sensitivity.... No, the default control scheme translates "press backward" into "turn the whole thing backward while not keeping the camera in a relevant direction". So really this is just terrible default minecraft boat controls. Sadly it's the one we're all ingrained into so it's the only one I can successfully use for my (extremely stress relieving) nightly mob bombing runs.
Can I change the steering sensitivity of the boat in the Mod Options screen?
Well, what you call sensitivity is actually acceleration. That said, a while ago to try and combat this I added a brake key (Default 'c'). This will slow it down quite fast. In the next version, if you want I can add a setting for how fast it does (I don't think there is one now, looking back it's a good idea and I might add it when I get home).
I might also add a toggle to stop reaim after a certain point if the player is trying to move, that would also combat the issue. For example, if the difference in direction between what it's currently aiming at and what the boat is trying to move to is over 100 degrees, stop movement entirely and don't rotate. Sound like an idea?
Well, what you call sensitivity is actually acceleration. That said, a while ago to try and combat this I added a brake key (Default 'c'). This will slow it down quite fast. In the next version, if you want I can add a setting for how fast it does (I don't think there is one now, looking back it's a good idea and I might add it when I get home).
I might also add a toggle to stop reaim after a certain point if the player is trying to move, that would also combat the issue. For example, if the difference in direction between what it's currently aiming at and what the boat is trying to move to is over 100 degrees, stop movement entirely and don't rotate. Sound like an idea?
Is "brake" still in the mod's current version, and doesn't park do nearly the same thing?
The second bit here sounds great. However, how about instead of "stop movement entirely" you make it "drastically reduce speed"? Also, I think you could reduce that "new function" activation angle to about... say about 90 degrees?
How about a third type of control scheme? I don't know how hard it is to code control schemes for this thing, but I think this kind would be a good "simplified" one:
- HoverBoat does not respond to Left and Right keys
- HoverBoat only takes input from Forward and Back
- Steering Left/Right is dictated by Cursor angle in relation to the front center of the boat. The farther away left or right from center the cursor's angle is, the harder the HoverBoat turns.
- Steering Left/Right only responds if the player is pressing Forward or Back, that way you can still take a pause to fire at something onshore by letting off the gas, turning, and firing.
So how's that sound?
Also, I don't want to sound nitpicky since you made such an awesomely usefully overpowered mod, but the OP is a little messy to understand. Try bullet points?
EDIT: just reread the OP. Any mod?? Does this mean I can make it rain pigs from max height to litter the ground with easy porkchops?
Well, what you call sensitivity is actually acceleration. That said, a while ago to try and combat this I added a brake key (Default 'c'). This will slow it down quite fast. In the next version, if you want I can add a setting for how fast it does (I don't think there is one now, looking back it's a good idea and I might add it when I get home).
I might also add a toggle to stop reaim after a certain point if the player is trying to move, that would also combat the issue. For example, if the difference in direction between what it's currently aiming at and what the boat is trying to move to is over 100 degrees, stop movement entirely and don't rotate. Sound like an idea?
Is "brake" still in the mod's current version, and doesn't park do nearly the same thing?
The second bit here sounds great. However, how about instead of "stop movement entirely" you make it "drastically reduce speed"? Also, I think you could reduce that "new function" activation angle to about... say about 90 degrees?
How about a third type of control scheme? I don't know how hard it is to code control schemes for this thing, but I think this kind would be a good "simplified" one:
- HoverBoat does not respond to Left and Right keys
- HoverBoat only takes input from Forward and Back
- Steering Left/Right is dictated by Cursor angle in relation to the front center of the boat. The farther away left or right from center the cursor's angle is, the harder the HoverBoat turns.
- Steering Left/Right only responds if the player is pressing Forward or Back, that way you can still take a pause to fire at something onshore by letting off the gas, turning, and firing.
So how's that sound?
Also, I don't want to sound nitpicky since you made such an awesomely usefully overpowered mod, but the OP is a little messy to understand. Try bullet points?
EDIT: just reread the OP. Any mod?? Does this mean I can make it rain pigs from max height to litter the ground with easy porkchops?
Yes, it's still in the current version. Break slows it down over time, park is instant 'stop now and don't move again, ever, for any reason'.
It will only come in to play if you try and go backwards. For example, if you are moving fast and try to hit back to stop. When you go into negatives (EG right after it stops), it will see you are trying to go backwards and it will try to reorient the boat as such UNLESS it sees the player is trying to stop, and if it does it will just stop the boat, sort of like park mode does. That 100 degrees thing will probably be configurable like everything else is.
That control scheme seems like it could be easy to add in. If I wasn't currently busy trying to get my family computer back up, along with messing with the way I display settings I could probably have it up and running in 20-30 minutes, including settings. That said, what would you name them? Mode 1 though 3 seems a bit hard to guess.
Yeah, the OP is messy as hell. I was never really good at organizing information like that. That's my sad attempt at it.
I think you mean mob, and yes. That also means string, sulfur, bones, arrows, leather, etc.
Related to that, I found that the fallingsand entity works for any block. Last night I was experimenting by shooting mob spawners and portals by editing the block ID.
That's why I'm going to reformat the settings menu if I can. You may be able to select what items you can select with the left - right keys, for both 'cannons' and 'drops'. That entity is also great for carpet bombing lava. Napalm, anyone?
Napalm strike? Oh yes please do add that sometime later. Why not take it a step more literal and have it drop actual "fire" blocks, if possible?
Default key for Brake is C? Which file do I edit (if I can) to reassign that key? It's currently one I use for another mod (it turns on my NVGs right now).
As for naming the control schemes...
Mouse + Keyboard you could just call "MC Default" for good reason.
Keyboard ONLY (which you added) you could call "Free Style" (since you're "free" to use the cursor)
Keyboard + Mouse (the one I suggested) you could call "Flight Style" since it's definitely easier to use in Flight Mode.
YES. I will definitely now turn to the HoverBoat whenever I need more porkchops. But don't let it drop ore blocks, or else you'll risk offending inventory editor programs/mods everywhere, haha.
I could probably trim down the OP to something leaner for you, if you want.
Hope all this stuff I'm typing is helping out this mod. Keep up this awesome(ly overpowered*) mod!
*that is not a bad thing for this mod.
Napalm strike? Oh yes please do add that sometime later. Why not take it a step more literal and have it drop actual "fire" blocks, if possible?
Default key for Brake is C? Which file do I edit (if I can) to reassign that key? It's currently one I use for another mod (it turns on my NVGs right now).
As for naming the control schemes...
Mouse + Keyboard you could just call "MC Default" for good reason.
Keyboard ONLY (which you added) you could call "Free Style" (since you're "free" to use the cursor)
Keyboard + Mouse (the one I suggested) you could call "Flight Style" since it's definitely easier to use in Flight Mode.
YES. I will definitely now turn to the HoverBoat whenever I need more porkchops. But don't let it drop ore blocks, or else you'll risk offending inventory editor programs/mods everywhere, haha.
I could probably trim down the OP to something leaner for you, if you want.
Hope all this stuff I'm typing is helping out this mod. Keep up this awesome(ly overpowered*) mod!
*that is not a bad thing for this mod.
If at all possible, you will be able to drop any block you like. It won't be able to drop items, and inventory editors will still be easier to use, so.
Settings menu, like all the others. I will be looking into submenus with the next release, which as usual will be valve time. Currently, just go into the pause menu, Options, Mod Settings, Hoverboat, and scroll down.
Nice ideas for names, I will get that part updated.
Eventually I'll get it all typed up and try and organize it instead of typing it all up whenever I update it as basic documentation.
I have it working. Could it have a SDK mod extension so you can snipe things from the safety of your hoverboat? Also, TNT blast radius setter. 1945 FTW.
I have it working. Could it have a SDK mod extension so you can snipe things from the safety of your hoverboat? Also, TNT blast radius setter. 1945 FTW.
Technically you can now, just park it and get out.
I'm hopefully going to have a selection menu for drops and cannons in the next version, so I may add support for it.
Hey ShaRose, you ever considered making alternate skins for the HoverBoat?
Maybe make one of a miniature airplane? Flying Carpet? Flying Creeper Carpet?
Hey ShaRose, you ever considered making alternate skins for the HoverBoat?
Maybe make one of a miniature airplane? Flying Carpet? Flying Creeper Carpet?
You can just replace hoverboat.png with whatever you want.
And someone did actually make a flying carpet skin earlier in the thread.
It's funny how the HoverBoat acts like a car if you go into Boat mode while on plain ground. It's a nice alternative to hover mode while on ground, if you prefer a lower viewpoint or don't need the super-high jump.
I'm thinking there could be other names for this... It's no longer just a boat, but more an all-in-one vehicle really...
It's funny how the HoverBoat acts like a car if you go into Boat mode while on plain ground. It's a nice alternative to hover mode while on ground, if you prefer a lower viewpoint or don't need the super-high jump.
I'm thinking there could be other names for this... It's no longer just a boat, but more an all-in-one vehicle really...
Yeah, 'car' mode was a suggestion a while ago.
Note that it will hop as well, enough to clear 1 block.
Generated 2/8/11 4:51 PM
Minecraft: Minecraft Beta 1.2_02
OS: Windows Vista (x86) version 6.0
Java: 1.6.0_21, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 6150SE nForce 430/PCI/SSE2/3DNOW! version 2.1.1, NVIDIA Corporation
java.lang.NoClassDefFoundError: Setting
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:157)
at ModLoader.readFromClassPath(ModLoader.java:662)
at ModLoader.init(ModLoader.java:527)
at ModLoader.AddAllRenderers(ModLoader.java:81)
at oc.<init>(oc.java:55)
at oc.<clinit>(oc.java:8)
at net.minecraft.client.Minecraft.a(SourceFile:253)
at net.minecraft.client.Minecraft.run(SourceFile:606)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Setting
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 14 more
--- END ERROR REPORT 2b72b36f ----------
What happened??
You didn't install settings API.
Any idea why i can't still use the mob shooter thing?
Went really high in fly mode was not able even to throw a cow
Any idea why?
It doesn't throw mobs, it drops them like tnt. I may be doing something up for that in the future though.
I think it's a sensitivity problem. I'll tap a direction key and the boat won't ever lose momentum from that press. I'll tap forward for less than a second, but then the boat will just continue at the highest speed it was at before I "took my foot off the pedal". In addition to the standard "Keyboard, Mouse, and Camera are all conspiring to have you make blind turns" boat controls that has for the boat (which I use), it makes it annoying if not extremely difficult to get the boat to manually slow to a stop.
Unlike the regular boat mode (where I don't get this problem) I can't bring myself to a stop just by holding the "backwards" key, since the hoverboat's sensitivity.... No, the default control scheme translates "press backward" into "turn the whole thing backward while not keeping the camera in a relevant direction". So really this is just terrible default minecraft boat controls. Sadly it's the one we're all ingrained into so it's the only one I can successfully use for my (extremely stress relieving) nightly mob bombing runs.
Can I change the steering sensitivity of the boat in the Mod Options screen?
Well, what you call sensitivity is actually acceleration. That said, a while ago to try and combat this I added a brake key (Default 'c'). This will slow it down quite fast. In the next version, if you want I can add a setting for how fast it does (I don't think there is one now, looking back it's a good idea and I might add it when I get home).
I might also add a toggle to stop reaim after a certain point if the player is trying to move, that would also combat the issue. For example, if the difference in direction between what it's currently aiming at and what the boat is trying to move to is over 100 degrees, stop movement entirely and don't rotate. Sound like an idea?
Is "brake" still in the mod's current version, and doesn't park do nearly the same thing?
The second bit here sounds great. However, how about instead of "stop movement entirely" you make it "drastically reduce speed"? Also, I think you could reduce that "new function" activation angle to about... say about 90 degrees?
How about a third type of control scheme? I don't know how hard it is to code control schemes for this thing, but I think this kind would be a good "simplified" one:
- HoverBoat does not respond to Left and Right keys
- HoverBoat only takes input from Forward and Back
- Steering Left/Right is dictated by Cursor angle in relation to the front center of the boat. The farther away left or right from center the cursor's angle is, the harder the HoverBoat turns.
- Steering Left/Right only responds if the player is pressing Forward or Back, that way you can still take a pause to fire at something onshore by letting off the gas, turning, and firing.
So how's that sound?
Also, I don't want to sound nitpicky since you made such an awesomely usefully overpowered mod, but the OP is a little messy to understand. Try bullet points?
EDIT: just reread the OP. Any mod?? Does this mean I can make it rain pigs from max height to litter the ground with easy porkchops?
Yes, it's still in the current version. Break slows it down over time, park is instant 'stop now and don't move again, ever, for any reason'.
It will only come in to play if you try and go backwards. For example, if you are moving fast and try to hit back to stop. When you go into negatives (EG right after it stops), it will see you are trying to go backwards and it will try to reorient the boat as such UNLESS it sees the player is trying to stop, and if it does it will just stop the boat, sort of like park mode does. That 100 degrees thing will probably be configurable like everything else is.
That control scheme seems like it could be easy to add in. If I wasn't currently busy trying to get my family computer back up, along with messing with the way I display settings I could probably have it up and running in 20-30 minutes, including settings. That said, what would you name them? Mode 1 though 3 seems a bit hard to guess.
Yeah, the OP is messy as hell. I was never really good at organizing information like that. That's my sad attempt at it.
I think you mean mob, and yes. That also means string, sulfur, bones, arrows, leather, etc.
Related to that, I found that the fallingsand entity works for any block. Last night I was experimenting by shooting mob spawners and portals by editing the block ID.
That's why I'm going to reformat the settings menu if I can. You may be able to select what items you can select with the left - right keys, for both 'cannons' and 'drops'. That entity is also great for carpet bombing lava. Napalm, anyone?
Default key for Brake is C? Which file do I edit (if I can) to reassign that key? It's currently one I use for another mod (it turns on my NVGs right now).
As for naming the control schemes...
Mouse + Keyboard you could just call "MC Default" for good reason.
Keyboard ONLY (which you added) you could call "Free Style" (since you're "free" to use the cursor)
Keyboard + Mouse (the one I suggested) you could call "Flight Style" since it's definitely easier to use in Flight Mode.
YES. I will definitely now turn to the HoverBoat whenever I need more porkchops. But don't let it drop ore blocks, or else you'll risk offending inventory editor programs/mods everywhere, haha.
I could probably trim down the OP to something leaner for you, if you want.
Hope all this stuff I'm typing is helping out this mod. Keep up this awesome(ly overpowered*) mod!
*that is not a bad thing for this mod.
If at all possible, you will be able to drop any block you like. It won't be able to drop items, and inventory editors will still be easier to use, so.
Settings menu, like all the others. I will be looking into submenus with the next release, which as usual will be valve time. Currently, just go into the pause menu, Options, Mod Settings, Hoverboat, and scroll down.
Nice ideas for names, I will get that part updated.
Eventually I'll get it all typed up and try and organize it instead of typing it all up whenever I update it as basic documentation.
Technically you can now, just park it and get out.
I'm hopefully going to have a selection menu for drops and cannons in the next version, so I may add support for it.
Maybe make one of a miniature airplane? Flying Carpet? Flying Creeper Carpet?
You can just replace hoverboat.png with whatever you want.
And someone did actually make a flying carpet skin earlier in the thread.
I'm thinking there could be other names for this... It's no longer just a boat, but more an all-in-one vehicle really...
Yeah, 'car' mode was a suggestion a while ago.
Note that it will hop as well, enough to clear 1 block.
Like a bloody living hell, that's how =P