The Meaning of Life, the Universe, and Everything.
Join Date:
3/5/2012
Posts:
47
Minecraft:
atrieisan
Member Details
So far this looks epic! I've been playing around with the mod so far and it's been quite a bit of fun. There were a few issues and things I'd like to point out if you're interested.
Currently, you're models are simply fantastic, the movement is smooth and they just overall are fantastic. When it comes to technicals things start getting a bit buggy, but that's normal when it comes to mod development. I personally find that the horses are a bit too slow and I can't seem to find a speed difference between the mustang and the arab. I dunno if you're done with this coding yet or not. It just bugged me that I could outrun the horse on foot... I was thinking maybe you could add a key in like "G" or something to make them gallop, or just automatically do so, currently they just feel like they're trotting along smelling the flowers. lol
The lasso is finicky at times. It usually only works if I click on the horse's chest/ neck (more or less their front.) More or less it's just difficult to get it to work overall. It's nice of the accuracy rating when it comes to real life lassoing, though in game it can be a bit troubling. ^^; I also noticed that there are times where if you right click the ground it spawns random mustangs (either wild or tame).
The last issue I want to bring up is actually the first thing I noticed while in game. I scoured the landscape for over 2 hours and couldn't find a single wild herd of horses. I had to spawn a couple of them in so that I could test the other features. More or less I dunno if this is a codin error, or if they're really really rare. (maybe a bit too rare?)
So far that's really the only trouble I've run into since I downloaded the mod. Otherwise it's quite entertaining and I can't wait to see how it develops over time. (I'm especially looking foreward to the carts and wagons. Wagons are always fun. XD )
Keep up the good work! I can't wait to test out the new features when you get around to them.
Possible Glitch: Horses may not be lassoed to planks.
Edit: I lol'd, Horses can be lasso'd to one another? Is this intentional? If it isn't it is still awesome xD
There is a glitch in relation to this though
Lasso'd Horses to One Another Taming Glitch: If a horse that has another horse lasso'd to it becomes tame or broken, the horse lasso'd to it forgets that it is lasso'd to it. (Lasso horse 2 to horse 1. Tame (Or break) horse 1. Horse 2 will no longer be lasso'd)
Edit2: Speed Glitch: If player gets on horse when flying, horse moves 2x as fast.
Tame Glitch: Tamed horses go from full health to hurt health? Head lowers so I assume there is a health difference of some sort.
Robopig, I believe that's an function of the game's spawning algorithms. When messing with the Wild Horse's spawning rate, I find that the game does replace groups of mobs.
Haru, I'm glad you're enjoying the mod! Like Rokudaim said, you sprint to make your horses gallop. I'm sure you'll notice a speed difference then |D. As for the lasso accuracy, you can at the moment only lasso a horse by right-click their front half as I'm still working out how to create an oblong bounding box (I can't seem to cover their entire bodies unless I also sacrifice the ability to move them through 1-block-wide openings. And the rarity is not intentional. There is a weird glitch causing horses to only spawn in deserts that I'm trying very hard to fix ._.;;
Rokudaim, that pic is just epic. I wish I had a more Epona-like skin =p! As for the double arrow... I'll figure out how to fix that.
Bryguy, I only made horses hitchable to fences and logs (posts and branches, basically). And yes, it is intentional that you can hitch horses to horses. This will be very important when I add carts and wagons =P.
Bryguy, I only made horses hitchable to fences and logs (posts and branches, basically). And yes, it is intentional that you can hitch horses to horses. This will be very important when I add carts and wagons =P.
Absolutely love it =D I didn't realize that you could, so when I was trying to lasso multiple horses I was wondering why they just kept following other ones
Suggestion: Lasso'd horses move the same speed you do (If walking, they walk. If sprinting, they move at your sprint speed (Or as fast as they can in a foal's case), if galloping, they gallop at their fastest, etc etc. Hard to explain fully when I'm rather in need of sleep)
Suggestion 2: Only be able to lasso horses to currently broken, tame, or lasso'd horses? (When lassoing to another horse)
I really do want to do that. I have to figure out exactly how, since player speed is a complicated thing X.x.
Very true that. I've only partially looked at it, but I do agree.
Glitch: While sprinting with an Arabian while being followed by horses (Lasso'd to the Arabian), horses that fall too far behind occasionally teleport next to the Arabian and shove it (And myself) to the side at sprinting speed, offsetting our forward movement.
Lasso Suggestion: Make lassos work on Pigs, Sheeps, Cows, etc? I don't know if the coding for this is in the horse class or the lasso class, so this may or may not be applicable.
Edit: You could of course, in regards to movement speed while lasso'd, do some work-arounds...
You could run a function which sets speed if lasso'd. If the lassoer's speed is less than or equal to the horse type's fastest speed (Which could be set with an variable), then the speed could be set to the lassoer's speed. If the speed is greater than the max speed, then the speed could be set to equal the max speed.
And I have just found a handy function which looks like it allows one to change speed... I'm not sure on the specifics yet, but it may be either that it sets speed or it multiplies speed or adds to speed. I believe it to be the latter.
Foal Glitch?: Foals do not recognize their mother if she is broken or tamed.
Lasso+Diving Glitch: Lassoing a horse and then going deep sea-diving causes the horse to teleport to you, float to the top (Or at least higher up) and then teleport back again. If deep enough this causes the horse to drown.
I've been playing around with the mod for nearly 3 hours, and I have to say I'm amazed at how quickly everything is being developed I didn't really come across anything bug wise that hasn't been previously mentioned, so keep up the good work and I can't wait to try out the next release
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Thanks Canucks. No Bugs is Good Bugs! Have you noticed the spawning issue as well? There seems to be a problem where horses are almost exclusively spawning in deserts.
Lasso'd Taming Glitch: Yeeah I don't have a way implemented that will tell the lasso'd horse to change lassoee's |D Speed Glitch: Eh, if you're flying, then you're in creative. If you're in creative, rules don't matter xD. Tame Glitch: Yeah, I have a "transfer stats" method that I use to easily transfer one horse's data to the horse it turns into. When you break a Wild Horse or Tame a Mustang, it actually kills the old horse and spawns a new one in its place. Same for Foals growing up. You can imagine how complicated transfering data around could get, so I made a method that does it for me. I think I added a line that transfers health, which doesn't work so well since most "breed changes" are to an animal that has a higher max health than the original. Sprinting Glitch: Those Arabians have been giving me nothing but trouble. I'll look into this. Breeding Glitch: I know. I haven't implemented a way for different breeds to breed together |D
Lasso Suggestion: Actually, I wrote that code already in part, but removed it for technical reasons; namely, the lasso can only remember two non-equine animals at a time. I can get a non-equine animal to follow another, but only one pair at a time. In horses, this is done by the horses and their individual AI, but I can't add that kind of thing to animals with editing base classes or trying something insane with arrays.
And about that speed-editing function; if you figure it out, let me know (or if you don't, let me know anyway). I'd love to take a look at it.
Also this BS spawning issue is really frustrating me. *sigh* All this for a bug that has absolutely no source based in anything I've done...
I've just installed this mod and I must say how much I love it! Although I had to travel a bit far to find an unloaded chunk to find a herd, after that everything's been great. :3 My only negative comment would be that the teleport range for lassoed horses is a bit short, so maybe it could be lengthened by a few blocks? But again, overall everything is wonderful and thank you so much for making it!
And about that speed-editing function; if you figure it out, let me know (or if you don't, let me know anyway). I'd love to take a look at it.
I have a nasty headache so I'm going to hit the sack, but here is the function's name
func_48098_g(speed)
Found in entity living. Speed is simply a float. Between 0 and 1 seems to do the best of not making things move too fast. Found it by tracing back some of the AI code (Specifically for fleeing, how animals and villagers move faster while fleeing then normal. I set it to about 25 once for chickens.... let's just say that smacking chickens made them move EXTREMELY fast. Like gone in a blink fast)
Glad you enjoy the mod so far, Kiwi. I'm working on fixing the spawning issue, as there is a weird glitch in the system somewhere. Check back soon 83. Unfortunately, at the moment since horses move slower than the player, there will always be a teleport issue, but I'm looking to fix that somehow.
Thanks Avii, I'll try =)
Before I do, what does your spawning code look like? I might be able to help some with that (Some, don't know how much but some)
Did some quick looking at the regular spawn coding for minecraft, and all I've been able to figure out is this:
Mine was the same (and generally the same with ModLoader, but then this glitch happened. out of nowhere. My current wip fix has been to max out their probability and designate specific biomes for them (which I'll have to do anyway to restrict them to spawning to plains). I just didn't want to have to do that in the alpha...
I was laying in bed thinking, and I think I know the problem. It isn't anything with your code, just the game doing what it always has.
(The following isn't entirely accurate, but it is fairly close)
First off, when an area is selected for spawning it goes through the weighted list and chooses a type of mob to spawn (The higher the probability, the higher the chance)
Second, after having selected a mob, it runs a function in that mob's entity file to see if the mob can spawn there: Monsters spawn where it is dark; Animals spawn where there is grass; Squids spawn in water.
It's this second that is the problem. You see, animals spawn in every biome except deserts. This means that, for every spot selected, the only mob that matches up is your horses. It then goes from a low 10-20% chance of spawning to 100%. This is your issue.
My suggestion is to see about adding a code in your base Horse code (Or simply your wild horse code) which detects whether the spot select is sand or not. If it is, then run some random integer (rand.nextInt(YourSpecifiedNumber). If the integer is equal to on or two numbers, then return true. Else, return false.
int n = rand.nextInt(9); // between 0 and 9, 10 numbers total.
if(n <= 1){ //2/10 would be 20%. You could use doubles or floats instead I believe if preferred.
return true;
}else{
return false;
}
Shouldn't be too hard, I had to do something like this for a mob I made (Except that one had to check for the amount of the same type in a given area)
Off to bed now, goodnight! Hopefully this has helped somewhat. I do apologize, I am a bit harder to understand when I'm not functioning 100%.
Currently, you're models are simply fantastic, the movement is smooth and they just overall are fantastic. When it comes to technicals things start getting a bit buggy, but that's normal when it comes to mod development. I personally find that the horses are a bit too slow and I can't seem to find a speed difference between the mustang and the arab. I dunno if you're done with this coding yet or not. It just bugged me that I could outrun the horse on foot... I was thinking maybe you could add a key in like "G" or something to make them gallop, or just automatically do so, currently they just feel like they're trotting along smelling the flowers. lol
The lasso is finicky at times. It usually only works if I click on the horse's chest/ neck (more or less their front.) More or less it's just difficult to get it to work overall. It's nice of the accuracy rating when it comes to real life lassoing, though in game it can be a bit troubling. ^^; I also noticed that there are times where if you right click the ground it spawns random mustangs (either wild or tame).
The last issue I want to bring up is actually the first thing I noticed while in game. I scoured the landscape for over 2 hours and couldn't find a single wild herd of horses. I had to spawn a couple of them in so that I could test the other features. More or less I dunno if this is a codin error, or if they're really really rare. (maybe a bit too rare?)
So far that's really the only trouble I've run into since I downloaded the mod. Otherwise it's quite entertaining and I can't wait to see how it develops over time. (I'm especially looking foreward to the carts and wagons. Wagons are always fun. XD )
Keep up the good work! I can't wait to test out the new features when you get around to them.
You have to double tap w or whatever key you have set to move forward so that the horse will gallop.
Edit: I lol'd, Horses can be lasso'd to one another? Is this intentional? If it isn't it is still awesome xD
There is a glitch in relation to this though
Lasso'd Horses to One Another Taming Glitch: If a horse that has another horse lasso'd to it becomes tame or broken, the horse lasso'd to it forgets that it is lasso'd to it. (Lasso horse 2 to horse 1. Tame (Or break) horse 1. Horse 2 will no longer be lasso'd)
Edit2: Speed Glitch: If player gets on horse when flying, horse moves 2x as fast.
Tame Glitch: Tamed horses go from full health to hurt health? Head lowers so I assume there is a health difference of some sort.
Haru, I'm glad you're enjoying the mod! Like Rokudaim said, you sprint to make your horses gallop. I'm sure you'll notice a speed difference then |D. As for the lasso accuracy, you can at the moment only lasso a horse by right-click their front half as I'm still working out how to create an oblong bounding box (I can't seem to cover their entire bodies unless I also sacrifice the ability to move them through 1-block-wide openings. And the rarity is not intentional. There is a weird glitch causing horses to only spawn in deserts that I'm trying very hard to fix ._.;;
Rokudaim, that pic is just epic. I wish I had a more Epona-like skin =p! As for the double arrow... I'll figure out how to fix that.
Bryguy, I only made horses hitchable to fences and logs (posts and branches, basically). And yes, it is intentional that you can hitch horses to horses. This will be very important when I add carts and wagons =P.
Absolutely love it =D I didn't realize that you could, so when I was trying to lasso multiple horses I was wondering why they just kept following other ones
Suggestion: Lasso'd horses move the same speed you do (If walking, they walk. If sprinting, they move at your sprint speed (Or as fast as they can in a foal's case), if galloping, they gallop at their fastest, etc etc. Hard to explain fully when I'm rather in need of sleep)
Suggestion 2: Only be able to lasso horses to currently broken, tame, or lasso'd horses? (When lassoing to another horse)
Very true that. I've only partially looked at it, but I do agree.
Glitch: While sprinting with an Arabian while being followed by horses (Lasso'd to the Arabian), horses that fall too far behind occasionally teleport next to the Arabian and shove it (And myself) to the side at sprinting speed, offsetting our forward movement.
Lasso Suggestion: Make lassos work on Pigs, Sheeps, Cows, etc? I don't know if the coding for this is in the horse class or the lasso class, so this may or may not be applicable.
Edit: You could of course, in regards to movement speed while lasso'd, do some work-arounds...
You could run a function which sets speed if lasso'd. If the lassoer's speed is less than or equal to the horse type's fastest speed (Which could be set with an variable), then the speed could be set to the lassoer's speed. If the speed is greater than the max speed, then the speed could be set to equal the max speed.
And I have just found a handy function which looks like it allows one to change speed... I'm not sure on the specifics yet, but it may be either that it sets speed or it multiplies speed or adds to speed. I believe it to be the latter.
Foal Glitch?: Foals do not recognize their mother if she is broken or tamed.
Lasso+Diving Glitch: Lassoing a horse and then going deep sea-diving causes the horse to teleport to you, float to the top (Or at least higher up) and then teleport back again. If deep enough this causes the horse to drown.
Lasso'd Taming Glitch: Yeeah I don't have a way implemented that will tell the lasso'd horse to change lassoee's |D
Speed Glitch: Eh, if you're flying, then you're in creative. If you're in creative, rules don't matter xD.
Tame Glitch: Yeah, I have a "transfer stats" method that I use to easily transfer one horse's data to the horse it turns into. When you break a Wild Horse or Tame a Mustang, it actually kills the old horse and spawns a new one in its place. Same for Foals growing up. You can imagine how complicated transfering data around could get, so I made a method that does it for me. I think I added a line that transfers health, which doesn't work so well since most "breed changes" are to an animal that has a higher max health than the original.
Sprinting Glitch: Those Arabians have been giving me nothing but trouble. I'll look into this.
Breeding Glitch: I know. I haven't implemented a way for different breeds to breed together |D
Lasso Suggestion: Actually, I wrote that code already in part, but removed it for technical reasons; namely, the lasso can only remember two non-equine animals at a time. I can get a non-equine animal to follow another, but only one pair at a time. In horses, this is done by the horses and their individual AI, but I can't add that kind of thing to animals with editing base classes or trying something insane with arrays.
And about that speed-editing function; if you figure it out, let me know (or if you don't, let me know anyway). I'd love to take a look at it.
Also this BS spawning issue is really frustrating me. *sigh* All this for a bug that has absolutely no source based in anything I've done...
Yeah, like I said though previously mentioned
I honestly have no idea on what could cause it, as I'm not much of a programmer :/ Good luck on the fix
I have a nasty headache so I'm going to hit the sack, but here is the function's name
Found in entity living. Speed is simply a float. Between 0 and 1 seems to do the best of not making things move too fast. Found it by tracing back some of the AI code (Specifically for fleeing, how animals and villagers move faster while fleeing then normal. I set it to about 25 once for chickens.... let's just say that smacking chickens made them move EXTREMELY fast. Like gone in a blink fast)
And Bryguy, get some rest, feel better!
Thanks Avii, I'll try =)
Before I do, what does your spawning code look like? I might be able to help some with that (Some, don't know how much but some)
Did some quick looking at the regular spawn coding for minecraft, and all I've been able to figure out is this:
Which, when filled in for sheep, looks like
Pre-glitch:
Post-glitch:
(The following isn't entirely accurate, but it is fairly close)
First off, when an area is selected for spawning it goes through the weighted list and chooses a type of mob to spawn (The higher the probability, the higher the chance)
Second, after having selected a mob, it runs a function in that mob's entity file to see if the mob can spawn there: Monsters spawn where it is dark; Animals spawn where there is grass; Squids spawn in water.
It's this second that is the problem. You see, animals spawn in every biome except deserts. This means that, for every spot selected, the only mob that matches up is your horses. It then goes from a low 10-20% chance of spawning to 100%. This is your issue.
My suggestion is to see about adding a code in your base Horse code (Or simply your wild horse code) which detects whether the spot select is sand or not. If it is, then run some random integer (rand.nextInt(YourSpecifiedNumber). If the integer is equal to on or two numbers, then return true. Else, return false.
Shouldn't be too hard, I had to do something like this for a mob I made (Except that one had to check for the amount of the same type in a given area)
Off to bed now, goodnight! Hopefully this has helped somewhat. I do apologize, I am a bit harder to understand when I'm not functioning 100%.
break one then put a saddle on it then sneak and right click,that should do it.(only arabians and mustangs tho :P) are you sure your doing it on an arabian or mustang?you cant saddle clydesdales,and for the second problem,you need to 'break' them first.