I like the mod- it is a nice visual representation of the damage that springs "pops" from the enemy as you hit it- the number seems to grow larger as it travels away from the struck mob.
I appreciate it, but I have a feeling that is going to be the shortest review of all time, hit a mob, done
10 hour mod review challenge accepted!
Humble suggestion: Version your releases please. The configuration analyst in me cringes. Also, place the version numbers in the file name too. Suggested ways:
DamageIndicators-0.1_1.4.2.zip or DamageIndicators-0.1[1.4.2].zip ... I think you get the point. I am using the following format for personal use since I like to keep track of what versions of mods I have installed for troubleshooting purposes: DamageIndicators-0.2[1.4.2].zip
“There are 10 types of people in the world. Those that understand binary and those that do not.” – anonymous computer geek 01100100 01100001 01101101 01110101 01101110 01111010 01111001
Could you add a config to change the damage indicator's color though? That would be awesome!
EDIT: Tested this with OptiFine while it was raining, and noticed something pretty funny:
Wouldn't mind a fix for that if it's not too much
EDIT EDIT: Noticed that it does the same without Optifine and without texturepack, but with different colors:
Also, when applying it to a server with Forge 337 installed it gives the following error report:
[SEVERE] Encountered an unexpected exception NoClassDefFoundError
java.lang.NoClassDefFoundError: awz
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 cpw.mods.fml.common.network.NetworkModHandler.tryCreatingPacketHandler(NetworkModHandler.java:176)
at cpw.mods.fml.common.network.NetworkModHandler.<init>(NetworkModHandler.java:114)
at cpw.mods.fml.common.network.FMLNetworkHandler.registerNetworkMod(FMLNetworkHandler.java:251)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:415)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:478)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:80)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:339)
at hg.c(DedicatedServer.java:49)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:454)
at fp.run(SourceFile:818)
Caused by: java.lang.ClassNotFoundException: awz
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:126)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 35 more
Caused by: java.lang.RuntimeException: Attempted to load class awz for invalid side SERVER
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:38)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:163)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:119)
... 37 more
And though not related to this mod, when using your paint mod with Forge 337 on a server I get this:
java.lang.NullPointerException
at cpw.mods.fml.common.LoadController.printModStates(LoadController.java:194)
at cpw.mods.fml.common.LoadController.transition(LoadController.java:96)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:652)
at cpw.mods.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:88)
at cpw.mods.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:344)
at hg.c(DedicatedServer.java:110)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:454)
at fp.run(SourceFile:818)
I like the mod- it is a nice visual representation of the damage that springs "pops" from the enemy as you hit it- the number seems to grow larger as it travels away from the struck mob.
10 hour mod review challenge accepted!
Humble suggestion: Version your releases please. The configuration analyst in me cringes. Also, place the version numbers in the file name too. Suggested ways:
DamageIndicators-0.1_1.4.2.zip or DamageIndicators-0.1[1.4.2].zip ... I think you get the point. I am using the following format for personal use since I like to keep track of what versions of mods I have installed for troubleshooting purposes: DamageIndicators-0.2[1.4.2].zip
Current release is version 1.0.1. Any future changes will result in an incompatible version. I had a few critical bugs at release, but those are ironed out and version incremented to 1.0.1. Now that the mod has attention, all future updates will abide by a strict versioning standard.
Could you add a config to change the damage indicator's color though? That would be awesome!
EDIT: Tested this with OptiFine while it was raining, and noticed something pretty funny:
Wouldn't mind a fix for that if it's not too much
EDIT EDIT: Noticed that it does the same without Optifine and without texturepack, but with different colors:
Also, when applying it to a server with Forge 337 installed it gives the following error report:
[SEVERE] Encountered an unexpected exception NoClassDefFoundError
java.lang.NoClassDefFoundError: awz
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 cpw.mods.fml.common.network.NetworkModHandler.tryCreatingPacketHandler(NetworkModHandler.java:176)
at cpw.mods.fml.common.network.NetworkModHandler.<init>(NetworkModHandler.java:114)
at cpw.mods.fml.common.network.FMLNetworkHandler.registerNetworkMod(FMLNetworkHandler.java:251)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:415)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:478)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:80)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:339)
at hg.c(DedicatedServer.java:49)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:454)
at fp.run(SourceFile:818)
Caused by: java.lang.ClassNotFoundException: awz
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:126)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 35 more
Caused by: java.lang.RuntimeException: Attempted to load class awz for invalid side SERVER
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:38)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:163)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:119)
... 37 more
And though not related to this mod, when using your paint mod with Forge 337 on a server I get this:
java.lang.NullPointerException
at cpw.mods.fml.common.LoadController.printModStates(LoadController.java:194)
at cpw.mods.fml.common.LoadController.transition(LoadController.java:96)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:652)
at cpw.mods.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:88)
at cpw.mods.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:344)
at hg.c(DedicatedServer.java:110)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:454)
at fp.run(SourceFile:818)
I am currently working on making the mod fully client side, not requiring any server intervention. On that release, there will be an feature rich config. I already did it for 1.2.5, it simply needs to be converted and reimplimented. First things first, client side exclusivity is what the mod needs.
Thanks for the bugs, i'll see what's up, and I thought I ironed out that particle visual bug back in 1.2.5, let me look at it again.
This mod looks really useful, about all it's missing I think is some form of health bar showing up above the monster. Those combined would be amazing for judging how many more hits a monster will take. The random damage of enchanted weapons make that hard to judge.
Current release is version 1.0.1. Any future changes will result in an incompatible version. I had a few critical bugs at release, but those are ironed out and version incremented to 1.0.1. Now that the mod has attention, all future updates will abide by a strict versioning standard.
I am currently working on making the mod fully client side, not requiring any server intervention. On that release, there will be an feature rich config. I already did it for 1.2.5, it simply needs to be converted and reimplimented. First things first, client side exclusivity is what the mod needs.
Thanks for the bugs, i'll see what's up, and I thought I ironed out that particle visual bug back in 1.2.5, let me look at it again.
Thank you for looking into all of that, I'll be awaiting the fixes and features
Rollback Post to RevisionRollBack
Click on the image to visit my Soundcloud profile! Alternatively, visit my site: http://www.aquanova-mp.com/
Ok just an update, I'll be releasing an update tonight with as many bug fixes as I can get done. The wrong texture file glitch is fixed(raining numbers), this happened because of a lack of an adequate custom texture file hook for particle effects in forge, so I implemented a bindtexture swap at a specific time, this obviously didn't work for 1.4.2, but this time I am purging the tessellation quads before binding texture, add my quads, purge again, then stick the original texture reference back in, and let the other particles behave as they expect. Would be nice to have real support, but this will work.
And though not related to this mod, when using your paint mod with Forge 337 on a server I get this:
java.lang.NullPointerException
at cpw.mods.fml.common.LoadController.printModStates(LoadController.java:194)
at cpw.mods.fml.common.LoadController.transition(LoadController.java:96)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:652)
at cpw.mods.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:88)
at cpw.mods.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:344)
at hg.c(DedicatedServer.java:110)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:454)
at fp.run(SourceFile:818)
Silly forge, racked my head over that one, looks like that is how block conflicts are registering now. Try configuring the block ID's. A new version of Paint Mod up shortly, so hold out on bug reporting until then.
I answered that already, but I will again this time As soon as I work out if I can hook the damage event without server interaction, this will be added to the todo list.
Even if it won't happen, I will probably still add it in the future.
Hello.
I ditched event handling on the proxy, it was not behaving. Also, now the server will communicate with the client via packets.
Tested on lan, works great, both of us see the damage indicators bounce off mobs, it doesn't matter what or who hurt it.
Also, I noticed finding wolves is easy, cause you see digits bouncing in the distance from wolves eating sheep.
Appreciate it.
I appreciate it, but I have a feeling that is going to be the shortest review of all time, hit a mob, done
I like the mod- it is a nice visual representation of the damage that springs "pops" from the enemy as you hit it- the number seems to grow larger as it travels away from the struck mob.
10 hour mod review challenge accepted!
Humble suggestion: Version your releases please. The configuration analyst in me cringes. Also, place the version numbers in the file name too. Suggested ways:
[1.4.2]DamageIndicators-0.1.zip - initial release
[1.4.2]DamageIndicators-0.2.zip - multiplayer update
[1.3.2]DamageIndicators-01.zip - initial release
or
DamageIndicators-0.1_1.4.2.zip or DamageIndicators-0.1[1.4.2].zip ... I think you get the point. I am using the following format for personal use since I like to keep track of what versions of mods I have installed for troubleshooting purposes: DamageIndicators-0.2[1.4.2].zip
01100100 01100001 01101101 01110101 01101110 01111010 01111001
Could you add a config to change the damage indicator's color though? That would be awesome!
EDIT: Tested this with OptiFine while it was raining, and noticed something pretty funny:
Wouldn't mind a fix for that if it's not too much
EDIT EDIT: Noticed that it does the same without Optifine and without texturepack, but with different colors:
Also, when applying it to a server with Forge 337 installed it gives the following error report:
And though not related to this mod, when using your paint mod with Forge 337 on a server I get this:
Click on the image to visit my Soundcloud profile! Alternatively, visit my site: http://www.aquanova-mp.com/
Current release is version 1.0.1. Any future changes will result in an incompatible version. I had a few critical bugs at release, but those are ironed out and version incremented to 1.0.1. Now that the mod has attention, all future updates will abide by a strict versioning standard.
I am currently working on making the mod fully client side, not requiring any server intervention. On that release, there will be an feature rich config. I already did it for 1.2.5, it simply needs to be converted and reimplimented. First things first, client side exclusivity is what the mod needs.
Thanks for the bugs, i'll see what's up, and I thought I ironed out that particle visual bug back in 1.2.5, let me look at it again.
Thank you for looking into all of that, I'll be awaiting the fixes and features
Click on the image to visit my Soundcloud profile! Alternatively, visit my site: http://www.aquanova-mp.com/
Im out of work in a few, hang tight.
It should fix most of the bugs reported. I reworked the packet handling as well, tested working over LAN. Dedicated server is yet to be tested.
Silly forge, racked my head over that one, looks like that is how block conflicts are registering now. Try configuring the block ID's. A new version of Paint Mod up shortly, so hold out on bug reporting until then.
Can you make a ModLoader version of it later when Modloader gets updated?
No.
I answered that already, but I will again this time As soon as I work out if I can hook the damage event without server interaction, this will be added to the todo list.
Even if it won't happen, I will probably still add it in the future.