Ehh trying to get used to controls but i found a bit of a mini problem. Currently i cant figured out how to drop or fire anything even though im using the correct keys, what am i missing here?
PS: THere should also be a way to go DIRECTLY UP :/ space bar and going forward gets me away from my projects :S
wtf do you do with source codes?! and why is it so hard to write a read me?!??! im ashamed to say that i think this is a fluke and that all u did was make a mod that we start, login and then it closes minecraft. atleast thats whats going on for me. you mind explaining a bit more you lazy person you. Oh, and if you think im trolling im not, i just cant figgure out what do do with a damn source code, so im venting.
Rollback Post to RevisionRollBack
Just cuz you got pants dont mean you gotta wear em.
AAAAAALLLLLRRRRIIIIIIIGGGGHHHHHHT!
wtf do you do with source codes?! and why is it so hard to write a read me?!??! im ashamed to say that i think this is a fluke and that all u did was make a mod that we start, login and then it closes minecraft. atleast thats whats going on for me. you mind explaining a bit more you lazy person you. Oh, and if you think im trolling im not, i just cant figgure out what do do with a damn source code, so im venting.
The source code is for developers who want to see how I did stuff, that's why I said "Don't know what that is? You don't need it.".
What you download is the compiled binaries, which is above. It's the same installation procedure as pretty much EVERY SINGLE MOD.
Bump! I just released a bugfix patch. I figured out why (Or rather, how to fix) a bug where sometimes drops / arrows would not spawn, most often for mobs. I think there was another bugfix in there too, but I forgot what it was. I think it was just code related, so.
Mods loaded: 6
ModLoader Beta 1.3_01v5
mod_Somnia 1.3_01 v2
mod_Trivia Beta 1.3_01
mod_cjb_hardcore v2.1.1
mod_cjb_daytimecounter v2.1.0
mod_EasyArrow Beta 1.3_01
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT 6b30e4c8 --------
Generated 19/03/11 12:46 PM
Minecraft: Minecraft Beta 1.3_01
OS: Windows Vista (x86) version 6.0
Java: 1.6.0_24, 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 2.1.2, NVIDIA Corporation
java.lang.NoClassDefFoundError: WidgetSinglecolumn
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:165)
at ModLoader.readFromClassPath(ModLoader.java:649)
at ModLoader.init(ModLoader.java:520)
at ModLoader.AddAllRenderers(ModLoader.java:87)
at pd.<init>(pd.java:55)
at pd.<clinit>(pd.java:8)
at net.minecraft.client.Minecraft.a(SourceFile:270)
at net.minecraft.client.Minecraft.run(SourceFile:632)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: WidgetSinglecolumn
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 14 more
--- END ERROR REPORT 7388c728 ----------
wtf do you do with source codes?! and why is it so hard to write a read me?!??! im ashamed to say that i think this is a fluke and that all u did was make a mod that we start, login and then it closes minecraft. atleast thats whats going on for me. you mind explaining a bit more you lazy person you. Oh, and if you think im trolling im not, i just cant figgure out what do do with a damn source code, so im venting.
Wow, em, first, learn to use grammar. Second, it is clearly said that the source code is not needed. Third, your closing minecraft could be of several things.
-Did you delete meta-inf?
-Did you install modloader and GUI API?
-Did you install it right?
-When does Minecraft shut down exactly?
-What other mods are you using?
Mods loaded: 6
ModLoader Beta 1.3_01v5
mod_Somnia 1.3_01 v2
mod_Trivia Beta 1.3_01
mod_cjb_hardcore v2.1.1
mod_cjb_daytimecounter v2.1.0
mod_EasyArrow Beta 1.3_01
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT 6b30e4c8 --------
Generated 19/03/11 12:46 PM
Minecraft: Minecraft Beta 1.3_01
OS: Windows Vista (x86) version 6.0
Java: 1.6.0_24, 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 2.1.2, NVIDIA Corporation
java.lang.NoClassDefFoundError: WidgetSinglecolumn
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:165)
at ModLoader.readFromClassPath(ModLoader.java:649)
at ModLoader.init(ModLoader.java:520)
at ModLoader.AddAllRenderers(ModLoader.java:87)
at pd.<init>(pd.java:55)
at pd.<clinit>(pd.java:8)
at net.minecraft.client.Minecraft.a(SourceFile:270)
at net.minecraft.client.Minecraft.run(SourceFile:632)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: WidgetSinglecolumn
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 14 more
--- END ERROR REPORT 7388c728 ----------
Mods loaded: 6
ModLoader Beta 1.3_01v5
mod_Somnia 1.3_01 v2
mod_Trivia Beta 1.3_01
mod_cjb_hardcore v2.1.1
mod_cjb_daytimecounter v2.1.0
mod_EasyArrow Beta 1.3_01
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT 6b30e4c8 --------
Generated 19/03/11 12:46 PM
Minecraft: Minecraft Beta 1.3_01
OS: Windows Vista (x86) version 6.0
Java: 1.6.0_24, 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 2.1.2, NVIDIA Corporation
java.lang.NoClassDefFoundError: WidgetSinglecolumn
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:165)
at ModLoader.readFromClassPath(ModLoader.java:649)
at ModLoader.init(ModLoader.java:520)
at ModLoader.AddAllRenderers(ModLoader.java:87)
at pd.<init>(pd.java:55)
at pd.<clinit>(pd.java:8)
at net.minecraft.client.Minecraft.a(SourceFile:270)
at net.minecraft.client.Minecraft.run(SourceFile:632)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: WidgetSinglecolumn
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 14 more
--- END ERROR REPORT 7388c728 ----------
This mod is awesome. I like using boat mode and switching to hover mode to cruise over islands.
I play with the storage, projectiles, and drop disabled so it plays more like a regular hovercraft.
Anyway, I was wondering if there was a way to reduce hover mode's jump height to +2 squares and to reduce its moving and stopped hover heights both to +1 squares?
Also, is there a way to switch the movement controls to be similar to running on ice? Like using A to strafe left, D to strafe right, W to go forward, S to go backwards, mouselook to steer left and right, and have some slippery friction since it is in the air?
This mod is awesome. I like using boat mode and switching to hover mode to cruise over islands.
I play with the storage, projectiles, and drop disabled so it plays more like a regular hovercraft.
Anyway, I was wondering if there was a way to reduce hover mode's jump height to +2 squares and to reduce its moving and stopped hover heights both to +1 squares?
Also, is there a way to switch the movement controls to be similar to running on ice? Like using A to strafe left, D to strafe right, W to go forward, S to go backwards, mouselook to steer left and right, and have some slippery friction since it is in the air?
Sounds like an idea. I'll add some settings for the hover itself whenever I finish up what I am working on now. Question though, would you want it global between hover and flight mode, or did you want it so you could increase hover height in hover mode and decrease it in flight mod (Or vice versa of course)?
And for the steering, do you mean that it is like flight mode, with the differences of:
Turning turns the boat, whether you are moving or not and A and D made the boat strafe, without causing it to reorient itself? (I'd add 'slippery' but it already is: I suppose this mode can make it more so, and I might just add an option for resistance outright for all modes).
This mod is awesome. I like using boat mode and switching to hover mode to cruise over islands.
I play with the storage, projectiles, and drop disabled so it plays more like a regular hovercraft.
Anyway, I was wondering if there was a way to reduce hover mode's jump height to +2 squares and to reduce its moving and stopped hover heights both to +1 squares?
Also, is there a way to switch the movement controls to be similar to running on ice? Like using A to strafe left, D to strafe right, W to go forward, S to go backwards, mouselook to steer left and right, and have some slippery friction since it is in the air?
Sounds like an idea. I'll add some settings for the hover itself whenever I finish up what I am working on now. Question though, would you want it global between hover and flight mode, or did you want it so you could increase hover height in hover mode and decrease it in flight mod (Or vice versa of course)?
And for the steering, do you mean that it is like flight mode, with the differences of:
Turning turns the boat, whether you are moving or not and A and D made the boat strafe, without causing it to reorient itself? (I'd add 'slippery' but it already is: I suppose this mode can make it more so, and I might just add an option for resistance outright for all modes).
I suppose it would be fine that the moving and stationary hover heights are adjusted globally for flight and hover modes, but the jump heights should be adjustable for at least hover mode. And possibly add a jump option for hover mode: enabled (jump that descends once the set height is reached), disabled (no jumping), and continuous (like it is now where the set height is maintained when space bar is held).
Yes, the boat turns with your mouse even when stationary and strafing just shifts the boat left or right (same left/right tilting animation) and does not reorient the boat, and add in reversing and possibly a back/forward tilt i.e. front end goes a little up when reversing and down when going forward (since the raised side would represent the side propulsion off the air).
Adjustable friction resistance sounds like a perfect idea, it could ride tight like a go cart or super loose like a fun hockey puck :biggrin.gif:
This mod is awesome. I like using boat mode and switching to hover mode to cruise over islands.
I play with the storage, projectiles, and drop disabled so it plays more like a regular hovercraft.
Anyway, I was wondering if there was a way to reduce hover mode's jump height to +2 squares and to reduce its moving and stopped hover heights both to +1 squares?
Also, is there a way to switch the movement controls to be similar to running on ice? Like using A to strafe left, D to strafe right, W to go forward, S to go backwards, mouselook to steer left and right, and have some slippery friction since it is in the air?
Sounds like an idea. I'll add some settings for the hover itself whenever I finish up what I am working on now. Question though, would you want it global between hover and flight mode, or did you want it so you could increase hover height in hover mode and decrease it in flight mod (Or vice versa of course)?
And for the steering, do you mean that it is like flight mode, with the differences of:
Turning turns the boat, whether you are moving or not and A and D made the boat strafe, without causing it to reorient itself? (I'd add 'slippery' but it already is: I suppose this mode can make it more so, and I might just add an option for resistance outright for all modes).
I suppose it would be fine that the moving and stationary hover heights are adjusted globally for flight and hover modes, but the jump heights should be adjustable for at least hover mode. And possibly add a jump option for hover mode: enabled (jump that descends once the set height is reached), disabled (no jumping), and continuous (like it is now where the set height is maintained when space bar is held).
Yes, the boat turns with your mouse even when stationary and strafing just shifts the boat left or right (same left/right tilting animation) and does not reorient the boat, and add in reversing and possibly a back/forward tilt i.e. front end goes a little up when reversing and down when going forward (since the raised side would represent the side propulsion off the air).
Adjustable friction resistance sounds like a perfect idea, it could ride tight like a go cart or super loose like a fun hockey puck :biggrin.gif:
Eh, I'll make it adjustable for both. And adding configuration to max jump height (And speed?) is a good idea too. Now, for the options, did you want that like in the menu, or as a cycle (If so, please suggest keys, I think it's running out...)
I can try and add in reversing, but did you want that only when in that mode? Right now it has reversal protection (Basically to prevent flipping views when trying to stop), so did you want that disabled when in this mode, or did you want it left in?
Tilting is a really good idea though, I'll add that in now.
Sounds like an idea. I'll add some settings for the hover itself whenever I finish up what I am working on now. Question though, would you want it global between hover and flight mode, or did you want it so you could increase hover height in hover mode and decrease it in flight mod (Or vice versa of course)?
And for the steering, do you mean that it is like flight mode, with the differences of:
Turning turns the boat, whether you are moving or not and A and D made the boat strafe, without causing it to reorient itself? (I'd add 'slippery' but it already is: I suppose this mode can make it more so, and I might just add an option for resistance outright for all modes).
I suppose it would be fine that the moving and stationary hover heights are adjusted globally for flight and hover modes, but the jump heights should be adjustable for at least hover mode. And possibly add a jump option for hover mode: enabled (jump that descends once the set height is reached), disabled (no jumping), and continuous (like it is now where the set height is maintained when space bar is held).
Yes, the boat turns with your mouse even when stationary and strafing just shifts the boat left or right (same left/right tilting animation) and does not reorient the boat, and add in reversing and possibly a back/forward tilt i.e. front end goes a little up when reversing and down when going forward (since the raised side would represent the side propulsion off the air).
Adjustable friction resistance sounds like a perfect idea, it could ride tight like a go cart or super loose like a fun hockey puck :biggrin.gif:
Eh, I'll make it adjustable for both. And adding configuration to max jump height (And speed?) is a good idea too. Now, for the options, did you want that like in the menu, or as a cycle (If so, please suggest keys, I think it's running out...)
I can try and add in reversing, but did you want that only when in that mode? Right now it has reversal protection (Basically to prevent flipping views when trying to stop), so did you want that disabled when in this mode, or did you want it left in?
Tilting is a really good idea though, I'll add that in now.
I think options in the menu make the most sense.
Reversing would work fine if the camera stayed forward while reversing (since the camera would be locked to steering left/right, the front of your boat would always be in-line with the camera), much like when you walk backwards, so there wouldn't be an issue of camera flipping.
Also, being able to go forward/reverse, strafe left/right would allow for diagonal movements, obviously there would only be 8 directions to worry about but, could each diagonal have a tilt animation as well?
BTW, thank you for considering my input. :biggrin.gif:
PS: THere should also be a way to go DIRECTLY UP :/ space bar and going forward gets me away from my projects :S
*bookmarked*
Ditto
It's drag and drop like everything else.
AAAAAALLLLLRRRRIIIIIIIGGGGHHHHHHT!
I can't reproduce it, and the code says to drop one. Does this happen all the time for all cactus's?
The source code is for developers who want to see how I did stuff, that's why I said "Don't know what that is? You don't need it.".
What you download is the compiled binaries, which is above. It's the same installation procedure as pretty much EVERY SINGLE MOD.
I don't know :sad.gif:.
Wow, em, first, learn to use grammar. Second, it is clearly said that the source code is not needed. Third, your closing minecraft could be of several things.
-Did you delete meta-inf?
-Did you install modloader and GUI API?
-Did you install it right?
-When does Minecraft shut down exactly?
-What other mods are you using?
Member of the official ctm pillar club
This says updated / install lahwran's settings api.
Ah, I had 0.9.6 version not 0.9.7, thanks :biggrin.gif:
Silver is the money of Gentlemen
Copper is the money of Peasants
Debt is the money of Slaves
"Always forgive your enemies - nothing annoys them so much."
I play with the storage, projectiles, and drop disabled so it plays more like a regular hovercraft.
Anyway, I was wondering if there was a way to reduce hover mode's jump height to +2 squares and to reduce its moving and stopped hover heights both to +1 squares?
Also, is there a way to switch the movement controls to be similar to running on ice? Like using A to strafe left, D to strafe right, W to go forward, S to go backwards, mouselook to steer left and right, and have some slippery friction since it is in the air?
Sounds like an idea. I'll add some settings for the hover itself whenever I finish up what I am working on now. Question though, would you want it global between hover and flight mode, or did you want it so you could increase hover height in hover mode and decrease it in flight mod (Or vice versa of course)?
And for the steering, do you mean that it is like flight mode, with the differences of:
Turning turns the boat, whether you are moving or not and A and D made the boat strafe, without causing it to reorient itself? (I'd add 'slippery' but it already is: I suppose this mode can make it more so, and I might just add an option for resistance outright for all modes).
I suppose it would be fine that the moving and stationary hover heights are adjusted globally for flight and hover modes, but the jump heights should be adjustable for at least hover mode. And possibly add a jump option for hover mode: enabled (jump that descends once the set height is reached), disabled (no jumping), and continuous (like it is now where the set height is maintained when space bar is held).
Yes, the boat turns with your mouse even when stationary and strafing just shifts the boat left or right (same left/right tilting animation) and does not reorient the boat, and add in reversing and possibly a back/forward tilt i.e. front end goes a little up when reversing and down when going forward (since the raised side would represent the side propulsion off the air).
Adjustable friction resistance sounds like a perfect idea, it could ride tight like a go cart or super loose like a fun hockey puck :biggrin.gif:
Eh, I'll make it adjustable for both. And adding configuration to max jump height (And speed?) is a good idea too. Now, for the options, did you want that like in the menu, or as a cycle (If so, please suggest keys, I think it's running out...)
I can try and add in reversing, but did you want that only when in that mode? Right now it has reversal protection (Basically to prevent flipping views when trying to stop), so did you want that disabled when in this mode, or did you want it left in?
Tilting is a really good idea though, I'll add that in now.
I think options in the menu make the most sense.
Reversing would work fine if the camera stayed forward while reversing (since the camera would be locked to steering left/right, the front of your boat would always be in-line with the camera), much like when you walk backwards, so there wouldn't be an issue of camera flipping.
Also, being able to go forward/reverse, strafe left/right would allow for diagonal movements, obviously there would only be 8 directions to worry about but, could each diagonal have a tilt animation as well?
BTW, thank you for considering my input. :biggrin.gif: