Alternate Render Method - This uses an alternate hook to render damage indicators, in case you have an incompatible mod installed.
High Compatibility Mod - This will perform additional resets to ensure higher compatibility with mods with leaking set attributes. This will, however, decrease performance, so use it only if you have problems.
Both of these options can be found in the Repositioning gui as well, so you do not even need to modify the config manually.
All of the gui's have been tweaked to fix a few lingering bugs from minecraft changes.
When in any of the guis, the mob or player displayed will follow your cursor around the screen.
Mouse overs in the advanced gui now work off of real time, and will not fail to fade in and out if you have a high framerate anymore.
I seem to be getting a bug while using this mod where the screen freezes and the area where the gui is isn't frozen so I can play, however I can only use a small 2 inch square window. I tried using 2.9.1.5 and 4 but it happened with both.
I am using this mod in conjunction with many others, however, I tested it alone, and the same thing happened.
I seem to be getting a bug while using this mod where the screen freezes and the area where the gui is isn't frozen so I can play, however I can only use a small 2 inch square window. I tried using 2.9.1.5 and 4 but it happened with both.
I am using this mod in conjunction with many others, however, I tested it alone, and the same thing happened.
Did you read the patch notes? Press period and select Alternate Render Method. If that doesnt do it for you, on the bottom of the screen, there is an option for high compatibility mode, one of the combinations of these should fix you up.
If it fixes it or not may or may not be immediately apparent, depending on the issue. So remember to restart minecraft after changing.
[04:18:27 INFO]: Client> 2013-11-25 04:18:27 [INFO] [STDERR] java.lang.NullPointerException
[04:18:27 INFO]: Client> 2013-11-25 04:18:27 [INFO] [STDERR] at DamageIndicatorsMod.core.DIEventBus.updateMouseOversSkinned(DIEventBus.java:414)
[04:18:27 INFO]: Client> 2013-11-25 04:18:27 [INFO] [STDERR] at DamageIndicatorsMod.core.DIEventBus.rendergui(DIEventBus.java:279)
[04:18:27 INFO]: Client> 2013-11-25 04:18:27 [INFO] [STDERR] at net.minecraftforge.event.ASMEventHandler_217_DIEventBus_rendergui_Pre.invoke(.dynamic)
[04:18:27 INFO]: Client> 2013-11-25 04:18:27 [INFO] [STDERR] at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
[04:18:27 INFO]: Client> 2013-11-25 04:18:27 [INFO] [STDERR] at net.minecraftforge.event.EventBus.post(EventBus.java:108)
[04:18:27 INFO]: Client> 2013-11-25 04:18:27 [INFO] [STDERR] at net.minecraftforge.client.GuiIngameForge.pre(GuiIngameForge.java:870)
[04:18:27 INFO]: Client> 2013-11-25 04:18:27 [INFO] [STDERR] at net.minecraftforge.client.GuiIngameForge.renderPortal(GuiIngameForge.java:290)
[04:18:27 INFO]: Client> 2013-11-25 04:18:27 [INFO] [STDERR] at net.minecraftforge.client.GuiIngameForge.func_73830_a(GuiIngameForge.java:121)
[04:18:27 INFO]: Client> 2013-11-25 04:18:27 [INFO] [STDERR] at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1014)
Render error with Damage Indicators 2.9.1.1, this is when looking at Mob Dismemberment's gibs. Would like to let you know when I moved Mob Dismemberment/Amputation to Forge I renamed the class to EntityGib. Didn't expect for mods to special case them out XD.
Also you may have an issue with my new mod Shatter, which uses the same method as Mob Dismemberment and spawns a clientside only mob. Entity is EntityShatter.
Both EntityShatter and EntityGib aren't registered to the EntityRegistry, if that helps.
Rollback Post to RevisionRollBack
If you're going to PM me, please read this first...
complete class name would be helpful
And yes, a while ago i had to special case out your EntityGib, I had to do the same for the mystbook as well. The null pointer may be a bug on my part due to your mod using an unregistered mob, i will look into it to prevent crashes in this situation in the future, but I will likely still blacklist it since i should not give those mouseovers to begin with.
Thought of a more elegant and more universal approach, to simply ignore all mobs not registered, as I cannot think of any circumstance that using an unregistered living entity could actually function as a living entity requiring mouseovers.
DamageIndicators[1.6.X]v2.9.1.6 released.
Added a bugfix for mods that use entities that extend a living entity, but never actually register the entity, leading to a null pointer.
Fixed a rendering glitch with some mods due to a workaround to prevent name tags from rendering.
Added a different workaround that should universally disable nameplates but still allows all calls to execute.
The old mob rendering can be enforced by enabling the alternate rendering method option.
I have DI installed and try am trying to used various skins for it, but can't. If a skin is applied monsters bodies are turned upside down and their head is attached to their feet. Also the text disappears.
I have tried to find a solution to this the only one I have found that works is the skinned skin. Alternative rendering, and High comparability don't seem to make any difference when using skins. The only thing close I can find is someone who had not purchased the game. Yes I have checked the advanced settings... does the same thing in there. I can't find anything in the logs that would say there was a error.
Actually I take that back I just checked logs again after taking the pics below and I have a stream of gl errors:
Yup taking out better Fonts fixed the problem with DI not working right... arg I liked them fonts.
Not sure now if its DI triggering the GL errors or something else.
Thank you for looking and finding the problem.
Sorry about the double post
That mod appears to be replacing the default font renderer. It is not my mod, as that mod should have backwards compatibility with the vanilla font renderer, which obviously, it does not.
Added 2 new configuration options:
Alternate Render Method - This uses an alternate hook to render damage indicators, in case you have an incompatible mod installed.
High Compatibility Mod - This will perform additional resets to ensure higher compatibility with mods with leaking set attributes. This will, however, decrease performance, so use it only if you have problems.
Both of these options can be found in the Repositioning gui as well, so you do not even need to modify the config manually.
All of the gui's have been tweaked to fix a few lingering bugs from minecraft changes.
When in any of the guis, the mob or player displayed will follow your cursor around the screen.
Mouse overs in the advanced gui now work off of real time, and will not fail to fade in and out if you have a high framerate anymore.
I am using this mod in conjunction with many others, however, I tested it alone, and the same thing happened.
Did you read the patch notes? Press period and select Alternate Render Method. If that doesnt do it for you, on the bottom of the screen, there is an option for high compatibility mode, one of the combinations of these should fix you up.
If it fixes it or not may or may not be immediately apparent, depending on the issue. So remember to restart minecraft after changing.
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[04:18:27 INFO]: Client> 2013-11-25 04:18:27 [INFO] [STDERR] at DamageIndicatorsMod.core.DIEventBus.updateMouseOversSkinned(DIEventBus.java:414)
[04:18:27 INFO]: Client> 2013-11-25 04:18:27 [INFO] [STDERR] at DamageIndicatorsMod.core.DIEventBus.rendergui(DIEventBus.java:279)
[04:18:27 INFO]: Client> 2013-11-25 04:18:27 [INFO] [STDERR] at net.minecraftforge.event.ASMEventHandler_217_DIEventBus_rendergui_Pre.invoke(.dynamic)
[04:18:27 INFO]: Client> 2013-11-25 04:18:27 [INFO] [STDERR] at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
[04:18:27 INFO]: Client> 2013-11-25 04:18:27 [INFO] [STDERR] at net.minecraftforge.event.EventBus.post(EventBus.java:108)
[04:18:27 INFO]: Client> 2013-11-25 04:18:27 [INFO] [STDERR] at net.minecraftforge.client.GuiIngameForge.pre(GuiIngameForge.java:870)
[04:18:27 INFO]: Client> 2013-11-25 04:18:27 [INFO] [STDERR] at net.minecraftforge.client.GuiIngameForge.renderPortal(GuiIngameForge.java:290)
[04:18:27 INFO]: Client> 2013-11-25 04:18:27 [INFO] [STDERR] at net.minecraftforge.client.GuiIngameForge.func_73830_a(GuiIngameForge.java:121)
[04:18:27 INFO]: Client> 2013-11-25 04:18:27 [INFO] [STDERR] at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1014)
Also you may have an issue with my new mod Shatter, which uses the same method as Mob Dismemberment and spawns a clientside only mob. Entity is EntityShatter.
Both EntityShatter and EntityGib aren't registered to the EntityRegistry, if that helps.
And yes, a while ago i had to special case out your EntityGib, I had to do the same for the mystbook as well. The null pointer may be a bug on my part due to your mod using an unregistered mob,
i will look into it to prevent crashes in this situation in the future, but I will likely still blacklist it since i should not give those mouseovers to begin with.Thought of a more elegant and more universal approach, to simply ignore all mobs not registered, as I cannot think of any circumstance that using an unregistered living entity could actually function as a living entity requiring mouseovers.
shatter.client.entity.EntityShatter
Added a bugfix for mods that use entities that extend a living entity, but never actually register the entity, leading to a null pointer.
Fixed a rendering glitch with some mods due to a workaround to prevent name tags from rendering.
Added a different workaround that should universally disable nameplates but still allows all calls to execute.
The old mob rendering can be enforced by enabling the alternate rendering method option.
I have DI installed and try am trying to used various skins for it, but can't. If a skin is applied monsters bodies are turned upside down and their head is attached to their feet. Also the text disappears.
I have tried to find a solution to this the only one I have found that works is the skinned skin. Alternative rendering, and High comparability don't seem to make any difference when using skins. The only thing close I can find is someone who had not purchased the game. Yes I have checked the advanced settings... does the same thing in there. I can't find anything in the logs that would say there was a error.
Actually I take that back I just checked logs again after taking the pics below and I have a stream of gl errors:
Ok and now I just saw the new update... just tried it, and getting same results. So. yeah. Help please.
Any suggestions please, and thank you.
Pictures:
Skinned:
No other errors but that? Even when the game is starting up?
If I remove the mod the gl errors go away.
It might just be an incompatibility with one of the many mods I am using at the moment.
I was also going to try and do a clean setup of minecraft. To see if it will make a difference.
Log files:
forge: https://dl.dropboxus...er-client-0.log
client: https://dl.dropboxus...tput-client.log
server: https://dl.dropboxus...tput-server.log
2013-11-24 16:35:37 [INFO] [STDOUT] [BetterFonts]: Class axy patched!
2013-11-24 16:35:37 [INFO] [STDOUT] Setting up custom skins
2013-11-24 16:35:37 [INFO] [STDERR] java.net.MalformedURLException
2013-11-24 16:35:37 [INFO] [STDERR] at java.net.URL.<init>(Unknown Source)
2013-11-24 16:35:37 [INFO] [STDERR] at java.net.URL.<init>(Unknown Source)
2013-11-24 16:35:37 [INFO] [STDERR] at java.net.URL.<init>(Unknown Source)
2013-11-24 16:35:37 [INFO] [STDERR] at net.minecraft.client.renderer.ThreadDownloadImageDataINNER1.run(SourceFile:65)
2013-11-24 16:35:37 [INFO] [STDERR] Caused by: java.lang.NullPointerException
2013-11-24 16:35:37 [INFO] [STDERR] ... 4 more
That may be related. Seeing how it errors when it gets to the text.
Not sure now if its DI triggering the GL errors or something else.
Thank you for looking and finding the problem.
Sorry about the double post
That mod appears to be replacing the default font renderer. It is not my mod, as that mod should have backwards compatibility with the vanilla font renderer, which obviously, it does not.
Please reply
It says 1.6.X. The X means any number.
Developer for the new and improved DivineRPG.