Edit: I looked on that thread and I see you are having other problems Or what exactly are the problems? My mod doesn't cause rendering issues with that mod AT ALL. It only gives incorrect health info, and the author of that mod already stated as to why. Is this the problem or is it something else?
I'm sure my flickering issue has nothing to do with your mod as it is only present when infernal mobs is running. It also has nothing to do with the health indicator for rare mobs. It's a separate issue completely. Please don't mix the two up
I'm sure my flickering issue has nothing to do with your mod as it is only present when infernal mobs is running. It also has nothing to do with the health indicator for rare mobs. It's a separate issue completely. Please don't mix the two up
What is the issue? This mod does support the Inferno Mobs mod. The only issue is the max health with that mod. Are you experiencing another problem?
This mod looks fantastic, but I get a crash whenever I look at a hostile mob:
java.lang.ArrayIndexOutOfBoundsException: -1
at DamageIndicators.EntityConfigurationEntry.generateDefaultConfiguration(EntityConfigurationEntry.java:62)
at DamageIndicators.DITicker.updateMouseOversSkinned(DITicker.java:287)
at DamageIndicators.DITicker.tickEnd(DITicker.java:82)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:22)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:137)
at cpw.mods.fml.common.FMLCommonHandler.onRenderTickEnd(FMLCommonHandler.java:371)
at net.minecraft.client.Minecraft.J(Minecraft.java:880)
at net.minecraft.client.Minecraft.run(Minecraft.java:773)
at java.lang.Thread.run(Unknown Source)
EDIT: I suspected that it may of been related to the amputation/decapitation mod, and taking it out stopped the crash. I can live without that one, but maybe it's worth taking a look to see if there's a reason they're conflicting?
I can create no errors with the newest version. Perhaps the issue is fixed now, or I didn't recreate the issue.
Also either my mod is realizing the body parts aren't really a mob now, or the author fixed the problem on his side, but now the body parts no longer register as a creature anymore.
java.lang.NullPointerException
at bap.a(RenderEngine.java:426)
at bap.a(RenderEngine.java:354)
at DamageIndicators.ClientProxy.buildFontFile(ClientProxy.java:317)
at DamageIndicators.DITicker.tickStart(DITicker.java:63)
at cpw.mods.fml.common.SingleIntervalHandler.tickStart(SingleIntervalHandler.java:16)
at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:118)
at cpw.mods.fml.common.FMLCommonHandler.onRenderTickStart(FMLCommonHandler.java:366)
at net.minecraft.client.Minecraft.J(Minecraft.java:876)
at net.minecraft.client.Minecraft.run(Minecraft.java:773)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 5305e512 ----------
[spoiler/]
got this error only when i use hdtxtpacks, problem with optifine or one other mod screwed up?
or just becuase is use magiclauncher?
You are running out of memory. Open the config and set B:Build_TexturePack_Font=true to B:Build_TexturePack_Font=false.
Optionally, you could also give java more memory to work with by modifying the command line, send me a message if you need help with that.
The issue is minecraft doesn't have enough available memory for the image manipulations I perform. I create a font file on the fly at startup.
Accidentally left in debugging code removed.
Will now no longer use a fixed name unless you specifically set the mobs name. YOU WILL NEED TO DELETE YOUR ADVANCED DIRECTORY IN THE CONFIG DIRECTORY FOR THIS TO APPLY!
Hey, I found a strange bug with 2.2.5. When I look and a mob with the default skin everything is just fine. But if I turn on the WoW skin it does this:
btw it does this with or without my mods. Forge: 1.4.5-6.4.2 build: 445
Thanks
Edit: Oh and yes, I did delete the Advanced Directory.
Hey, I found a strange bug with 2.2.5. When I look and a mob with the default skin everything is just fine. But if I turn on the WoW skin it does this:
btw it does this with or without my mods. Forge: 1.4.5-6.4.2 build: 445
Thanks
Edit: Oh and yes, I did delete the Advanced Directory.
Hello there, It seems this is incompatible with Optifine; Can you please fix that please?
My testing environment has included optifine for a very long time. Can you please be more specific? Please tell me the version, all your mods, and YOUR REASON for saying there is an incompatibility. 'it doesn't work' helps me zero.
No new version number pushed as only only skinned portraits in 1.4.5 effected; client side only, to preserve versioning between 1.4.5 and 1.4.6. Server's unaffected. Tonight's daily update will sync everything back up.
No new version number pushed as only only skinned portraits in 1.4.5 effected; client side only, to preserve versioning between 1.4.5 and 1.4.6. Server's unaffected. Tonight's daily update will sync everything back up.
Great!
Edit: Also I had a suggestion. It would be cool if when you moused over anything in your inv that does more than a punch it would show how much damage it does under the name.
Edit: Also I had a suggestion. It would be cool if when you moused over anything in your inv that does more than a punch it would show how much damage it does under the name.
Well I wouldn't be able to replace the in-game GUI(potential incompatibilities), but I could add more information that would be automatically added by the in-game GUI. I am sure other mods do this too, so I will add an option to disable it in case another mod is trying to as well.
Well I wouldn't be able to replace the in-game GUI(potential incompatibilities), but I could add more information that would be automatically added by the in-game GUI. I am sure other mods do this too, so I will add an option to disable it in case another mod is trying to as well.
I figured it would be a togglable feature anyway. Thanks alot!
When are you people going to give up on modloader? lol, I cant believe people who seem to intentionally avoid using Forge. It's the single greatest mod that makes modding so easy!
I find ModLoader very easy to install and MCPatcher-friendly. Forge won't work for me. Also my mods require ModLoader, not Forge.
That's why ModLoader won't die.
I can learn how the mod works and see what I can do to make ModLoader version. It's possible for me, I learn Java quickly!
I find ModLoader very easy to install and MCPatcher-friendly. Forge won't work for me. Also my mods require ModLoader, not Forge.
That's why ModLoader won't die.
I can learn how the mod works and see what I can do to make ModLoader version. It's possible for me, I learn Java quickly!
I don't think you understand the power of forge.
Forge is a better version of modloader. You can almost all the time use it instead of modloader. I have not seen one modloader mod not work with forge instead.
However, I encountered 1 issue, probably related to Forge.
When I click on Test Minecraft from MCPatcher, it works well.
But when I use launcher, I get black screen. Waited 5 minutes and nothing, had to close Minecraft.
That's why I want to work on ModLoader version because Forge refuses to work with my preferred launcher.
However, I encountered 1 issue, probably related to Forge.
When I click on Test Minecraft from MCPatcher, it works well.
But when I use launcher, I get black screen. Waited 5 minutes and nothing, had to close Minecraft.
Are you using the normal minecraft launcher. If its not physically possibly to use the minecraft launcher use magic launcher.
I'm sure my flickering issue has nothing to do with your mod as it is only present when infernal mobs is running. It also has nothing to do with the health indicator for rare mobs. It's a separate issue completely. Please don't mix the two up
What is the issue? This mod does support the Inferno Mobs mod. The only issue is the max health with that mod. Are you experiencing another problem?
I can create no errors with the newest version. Perhaps the issue is fixed now, or I didn't recreate the issue.
Also either my mod is realizing the body parts aren't really a mob now, or the author fixed the problem on his side, but now the body parts no longer register as a creature anymore.
Damage Indicators Updated to 1.4.6.
You are running out of memory. Open the config and set B:Build_TexturePack_Font=true to B:Build_TexturePack_Font=false.
Optionally, you could also give java more memory to work with by modifying the command line, send me a message if you need help with that.
The issue is minecraft doesn't have enough available memory for the image manipulations I perform. I create a font file on the fly at startup.
DamageIndicators[1.4.5]v2.2.5
Accidentally left in debugging code removed.
Will now no longer use a fixed name unless you specifically set the mobs name. YOU WILL NEED TO DELETE YOUR ADVANCED DIRECTORY IN THE CONFIG DIRECTORY FOR THIS TO APPLY!
Thanks
Edit: Oh and yes, I did delete the Advanced Directory.
Developer for the new and improved DivineRPG.
It's not, do you use magic launcher or some other launcher?
And how do you know its optifine.
Developer for the new and improved DivineRPG.
Oh my bad, fix is coming.
Edit:
Fixed.
Please redownload.
Ok thanks.
Developer for the new and improved DivineRPG.
My testing environment has included optifine for a very long time. Can you please be more specific? Please tell me the version, all your mods, and YOUR REASON for saying there is an incompatibility. 'it doesn't work' helps me zero.
No new version number pushed as only only skinned portraits in 1.4.5 effected; client side only, to preserve versioning between 1.4.5 and 1.4.6. Server's unaffected. Tonight's daily update will sync everything back up.
Great!
Edit: Also I had a suggestion. It would be cool if when you moused over anything in your inv that does more than a punch it would show how much damage it does under the name.
Developer for the new and improved DivineRPG.
Well I wouldn't be able to replace the in-game GUI(potential incompatibilities), but I could add more information that would be automatically added by the in-game GUI. I am sure other mods do this too, so I will add an option to disable it in case another mod is trying to as well.
I figured it would be a togglable feature anyway. Thanks alot!
Developer for the new and improved DivineRPG.
I find ModLoader very easy to install and MCPatcher-friendly. Forge won't work for me. Also my mods require ModLoader, not Forge.
That's why ModLoader won't die.
I can learn how the mod works and see what I can do to make ModLoader version. It's possible for me, I learn Java quickly!
I don't think you understand the power of forge.
Forge is a better version of modloader. You can almost all the time use it instead of modloader. I have not seen one modloader mod not work with forge instead.
Developer for the new and improved DivineRPG.
However, I encountered 1 issue, probably related to Forge.
When I click on Test Minecraft from MCPatcher, it works well.
But when I use launcher, I get black screen. Waited 5 minutes and nothing, had to close Minecraft.
That's why I want to work on ModLoader version because Forge refuses to work with my preferred launcher.
Are you using the normal minecraft launcher. If its not physically possibly to use the minecraft launcher use magic launcher.
Developer for the new and improved DivineRPG.