If so; do each of the symbols have a specific dimension (pixel x pixel)?
Open the mod zip file, and open the folder DITextures, there is 3 different skin examples in here. You can add skins by making a new folder in the .minecraft directory in the DISkins folder. There is a skin.cfg that tells damage indicators the dimensions to use for your textures.
hey if you dont mind i really didnt want to do a mod showcase so i threw it in my modded survival lets play to show it off here is the video if you want to check it out
Open the mod zip file, and open the folder DITextures, there is 3 different skin examples in here. You can add skins by making a new folder in the .minecraft directory in the DISkins folder. There is a skin.cfg that tells damage indicators the dimensions to use for your textures.
I found it. Thank you for this feature. I was wondering if I could submit my textures to you when they are finished. If I can, how would you like me to give them to you?
I found it. Thank you for this feature. I was wondering if I could submit my textures to you when they are finished. If I can, how would you like me to give them to you?
You can post here, i am sure others would like more skin varieties as well.
I upgraded and noticed visual artifacts using *only* forge 7.7.1.675 and Damage Indicators 2.6.1. I tested on forge 7.7.1.667 as well with similar results. The 2.6.0 version has no such artifacts.
Yep. Minecraft 1.5.1, Damage Indicators 2.6.1 and Forge first with the raccomended version and later changed with the latest. I really can't understand what went wrong.
How did you install. Did you put damage indicators in the mods directory? What OS are you running?
You can try fixing it by pressing period and changing between skins.
Yup, I followed the instruction to install it and tried to switch between skins but nothing. The skinless only is visible. I'm on Mac OS X 10.6.4 aaaand... hmm... maybe it's because I used Magic Launcher to install it?
This is probably it, Open the mod zip and put all the folders inside of DITextures into the folder called DISkins in your .minecraft folder.
I haven't found a solid way to reproduce this but it doesn't seem to be related to damage or mouse over. Here is a video on my server that I originally noticed it on. Since it happens less frequently on a server with just forge and DI, I'll try to get video of that when I have more time.
I particularly love this mod, but can't use it for my server, as it is not compatible with Monster Apocalypse, and thus mob health is displayed incorrectly. If you could find the time to make the plugin portion compatible, I would be very much appreciative!
I particularly love this mod, but can't use it for my server, as it is not compatible with Monster Apocalypse, and thus mob health is displayed incorrectly. If you could find the time to make the plugin portion compatible, I would be very much appreciative!
I tried to do what you said, but nothing changed. I also installed the Sphax skin and doesn't show it either. I post a list of mods I installed, maybe you know any conflict:
Armor Status HUD
Ars Magica
BaMs Grave
Bibliocraft
bspkrs Core
Chicken Chunks
Craftable Spawners
Elemental Creepers
Ender Storage
Equivalent Exchange
Harder Peaceful
iChun Util
Inventory Tweaks
Iron Chests
Mine Little Brony
More Health Enhanced (tried to remove it but nothing changed)
Mystcraft
PlasmaCraft
Portal Gun
Status Effect HUD
Thaumcraft
Tinker's construct
Xycraft
Zan's Minimap
- Jarmods
BaMs Flat Bedrock
Damage Indicators (obviously)
Forge ModLoader
Liteloader
Mine Little Pony
Optifine
- Coremods -
CodeChickenCore
Not Enough Items
Anyway, if you can't find a solution no problem. I can still use the skinless version.
Yeah the issue is it is unable to locate it's own resources. It also physically searches the folder CustomDISkins for FOLDERS that contain skins. So i assumed this would work, but as you use a custom launcher, this might also get broken in the path setting, or physical location of the instance of minecraft. I will look into it, it is possible the default skin loading is failing thanks to macintoshes custom version of java.
DamageIndicators[1.5.1]v2.6.2 released.
Cleaned up some potential rendering glitches from left over code.
Reimplemented older more compatible rendering if optifine is not installed.
Added a check for optifine, to manual render particles to avoid render order particle bugs that prevent damage pop offs from being visible if rendering particles the typical way.
Added a fallback routine to overcome issues with java versions/launchers causing the skins to not directly be detected.
Cleaned up the advanced gui, save button now has more appropriate placement.
Added a check so invalid values will default instead of crashing the client.
Fixed some gui rendering issues with both skinned and unskinned portrait previews.
Added additional rendering resets to encourage higher ui mod compatibility.
Well it shows the monster's default amount of HP, rather than the modified. For example, my zombies have 50 Health. When I have the mod installed, along with the plugin, they still display as having 20 health. I can keep hitting them without getting number splashes, until they drop down to 20 health or below, when things start working normally.
So basically the mod and plugin don't detect any health changes made by Monster Apocalypse.
Open the mod zip file, and open the folder DITextures, there is 3 different skin examples in here. You can add skins by making a new folder in the .minecraft directory in the DISkins folder. There is a skin.cfg that tells damage indicators the dimensions to use for your textures.
I found it. Thank you for this feature. I was wondering if I could submit my textures to you when they are finished. If I can, how would you like me to give them to you?
You can post here, i am sure others would like more skin varieties as well.
Strange. Is this occuring when you mouse over, all the time, or when you damage a mob?
Is this the newest version? 1.5.1?
Thanks
How did you install. Did you put damage indicators in the mods directory? What OS are you running?
You can try fixing it by pressing period and changing between skins.
This is probably it, Open the mod zip and put all the folders inside of DITextures into the folder called DISkins in your .minecraft folder.
Please read the bold underlined text at the top of my original post.
Monster Apocalypse Plugin: http://dev.bukkit.or...ter-apocalypse/
Monster Apocalypse HP API: http://dev.bukkit.or...ges/health-api/
Can you explain 'incorrectly'?
Yeah the issue is it is unable to locate it's own resources. It also physically searches the folder CustomDISkins for FOLDERS that contain skins. So i assumed this would work, but as you use a custom launcher, this might also get broken in the path setting, or physical location of the instance of minecraft. I will look into it, it is possible the default skin loading is failing thanks to macintoshes custom version of java.
Cleaned up some potential rendering glitches from left over code.
Reimplemented older more compatible rendering if optifine is not installed.
Added a check for optifine, to manual render particles to avoid render order particle bugs that prevent damage pop offs from being visible if rendering particles the typical way.
Added a fallback routine to overcome issues with java versions/launchers causing the skins to not directly be detected.
Cleaned up the advanced gui, save button now has more appropriate placement.
Added a check so invalid values will default instead of crashing the client.
Fixed some gui rendering issues with both skinned and unskinned portrait previews.
Added additional rendering resets to encourage higher ui mod compatibility.
Well it shows the monster's default amount of HP, rather than the modified. For example, my zombies have 50 Health. When I have the mod installed, along with the plugin, they still display as having 20 health. I can keep hitting them without getting number splashes, until they drop down to 20 health or below, when things start working normally.
So basically the mod and plugin don't detect any health changes made by Monster Apocalypse.