I see so a screen nuke not much in the way of environmental damage? also I've been seeing the strangest issue with the missile launcher combined with super missiles if I fire a missile it'll make the sound of the arm cannon charging afterwards and it seems that it is cause if i fire a missile again it will launch a super missile
Yeah, that's a bug that's been fixed in the latest version, it just hasn't been released yet.
By the way, if anyone here plays the metroid prime series on dolphin (trilogy version) and currently has the plasma beam unlocked, let me know, I could use your help with something (I'm the texture guy)
oh, one thing that would be helpful is that my maps used the blocks that are in the older version and that would also save you a lot of time in finding textures for blocks. no rush though, just giving ideas since I know how much work it is to make a mod since I've tried to myself but did a super crummy job though. I just like helping out others in any way I can.
Uh, what version of forge did you build it with? I ran it with 7.10.88.1024, and it crashed instantly. Nevermind, it was in my FML folder, not my forge one! Sorry for wasting your time!
Is one life across infinite realities immortality? Does the death of an entire universe matter when there are infinite parallel ones? Does any choice, even a grave one, matter if the universe ends the same either way, and all records are lost? Is such a universe even worth living in? Well? Is it?
Uh, what version of forge did you build it with? I ran it with 7.10.88.1024, and it crashed instantly. The text log from the launcher was this:
[20:16:30] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLTweaker
[20:16:30] [main/INFO] [LaunchWrapper]: Using primary tweak class name cpw.mods.fml.common.launcher.FMLTweaker
[20:16:30] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLTweaker
[20:16:30] [main/INFO] [FML]: Forge Mod Loader version 7.10.88.1024 for Minecraft 1.7.10 loading
[20:16:30] [main/INFO] [FML]: Java is Java HotSpot(TM) 64-Bit Server VM, version 1.8.0_25, running on Windows 10:amd64:10.0, installed at C:\Users\[Bitc* you thought!]\Desktop\runtime\jre-x64\1.8.0_25
[20:16:30] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
[20:16:30] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLDeobfTweaker
[20:16:30] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
[20:16:30] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
[20:16:30] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
[20:16:31] [main/INFO] [FML]: Found valid fingerprint for Minecraft. Certificate fingerprint cd99959656f753dc28d863b46769f7f8fbaefcfc
[20:16:31] [main/ERROR] [FML]: FML appears to be missing any signature data. This is not a good thing
[20:16:31] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLDeobfTweaker
[20:16:32] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.TerminalTweaker
[20:16:32] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.TerminalTweaker
[20:16:32] [main/INFO] [LaunchWrapper]: Launching wrapped minecraft {net.minecraft.client.main.Main}
[20:16:32] [main/INFO]: Setting user: Voidchimera
[20:16:32] [main/INFO]: (Session ID is token:35036db5e4ca47c198533fa878b186d3:22e453db6dbb459792f31fd83e08f4f6)
[20:16:34] [main/INFO] [STDOUT]: [net.minecraft.client.main.Main:main:144]: Completely ignored arguments: [--nativeLauncherVersion, 286]
[20:16:34] [Client thread/INFO]: LWJGL Version: 2.9.1
[20:16:35] [Client thread/INFO] [MinecraftForge]: Attempting early MinecraftForge initialization
[20:16:35] [Client thread/INFO] [MinecraftForge]: Completed early MinecraftForge initialization
[20:16:35] [Client thread/INFO] [FML]: Config directory created successfully
[20:16:35] [Client thread/INFO] [FML]: Searching C:\Users\[Bitc* you thought!]\AppData\Roaming\.minecraft\mods for mods
[20:16:38] [Client thread/INFO] [FML]: Forge Mod Loader has identified 3 mods to load
[20:16:38] [Client thread/INFO] [FML]: Attempting connection with missing mods [mcp, FML, mc3] at CLIENT
[20:16:38] [Client thread/INFO] [FML]: Attempting connection with missing mods [mcp, FML, mc3] at SERVER
[20:16:38] [Client thread/INFO]: Reloading ResourceManager: Default, FMLFileResourcePack:Forge Mod Loader, FMLFileResourcePack:Metroid Cubed 3
[20:16:38] [Client thread/INFO] [STDOUT]: [net.minecraft.client.Minecraft:func_71377_b:350]: ---- Minecraft Crash Report ----
// Don't be sad. I'll do better next time, I promise!
Time: 1/10/16 8:16 PM
Description: Initializing game
java.lang.NoSuchMethodError: net.minecraft.creativetab.CreativeTabs.<init>(Ljava/lang/String;)V
at com.firemerald.metroidcubed3.Main$1.<init>(Main.java:84)
at com.firemerald.metroidcubed3.Main.<clinit>(Main.java:83)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:344)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:420)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:492)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:204)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:481)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:862)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.firemerald.metroidcubed3.Main$1.<init>(Main.java:84)
at com.firemerald.metroidcubed3.Main.<clinit>(Main.java:83)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:344)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:420)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:492)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:204)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:481)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:862)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 84702000 bytes (80 MB) / 216383488 bytes (206 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.88.1024 3 mods loaded, 3 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{7.10.88.1024} [Forge Mod Loader] (fml-1.7.10-7.10.88.1024.jar) Unloaded->Constructed
mc3{0.2B} [Metroid Cubed 3] ([1.7.10]MetroidCubed3V0.2cB.jar) Unloaded
Launched Version: 1.7.10-FML7.10.88.1024
LWJGL: 2.9.1
OpenGL: Intel(R) HD Graphics 4000 GL version 4.0.0 - Build 10.18.10.4276, Intel
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
[20:16:38] [Client thread/INFO] [STDOUT]: [net.minecraft.client.Minecraft:func_71377_b:360]: #@!@# Game crashed! Crash report saved to: #@!@# C:\Users\[Bitc* you thought!]\AppData\Roaming\.minecraft\crash-reports\crash-2016-01-10_20.16.38-client.txt
and the (less informative) crash log is here:
---- Minecraft Crash Report ----
// Don't do that.
Time: 1/10/16 8:16 PM
Description: Initializing game
java.lang.NoSuchMethodError: net.minecraft.creativetab.CreativeTabs.<init>(Ljava/lang/String;)V
at com.firemerald.metroidcubed3.Main$1.<init>(Main.java:84)
at com.firemerald.metroidcubed3.Main.<clinit>(Main.java:83)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:344)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:420)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:492)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:204)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:481)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:862)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.firemerald.metroidcubed3.Main$1.<init>(Main.java:84)
at com.firemerald.metroidcubed3.Main.<clinit>(Main.java:83)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:344)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:420)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:492)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:204)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:481)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:862)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 84702000 bytes (80 MB) / 216383488 bytes (206 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.88.1024 3 mods loaded, 3 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{7.10.88.1024} [Forge Mod Loader] (fml-1.7.10-7.10.88.1024.jar) Unloaded->Constructed
mc3{0.2B} [Metroid Cubed 3] ([1.7.10]MetroidCubed3V0.2cB.jar) Unloaded
Launched Version: 1.7.10-FML7.10.88.1024
LWJGL: 2.9.1
OpenGL: Intel(R) HD Graphics 4000 GL version 4.0.0 - Build 10.18.10.4276, Intel
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
that's not even a 1.7.10 version of forge.
I'm using forge 10.13.4.1558.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/30/2015
Posts:
55
Member Details
Hey could you update this mod to 1.8.9? I just don't like going back down to lower versions of minecraft or if you are going to update the forge version of it at all. Just wondering.
Are you guys going to create an adventure map with this mod?
I'm having problems when I go into the dark portal and when the dimension loads my game crashes so can you fix that
I am unsure if that is a problem with the version or the setup. after 0.2dB is release it will most definitely be working, so if it still crashes it is your setup.
Hey could you update this mod to 1.8.9? I just don't like going back down to lower versions of minecraft or if you are going to update the forge version of it at all. Just wondering.
Are you guys going to create an adventure map with this mod?
As has been stated multiple times, and needs to be added to the FAQ, this mod WILL be updated to 1.8 versions, but only once I have someone who can make item models for 1.8
Okay guys, 0.2dB is the last iteration of 0.2B I am releasing. 0.3B may take a while, so don't be expectiong any new features for at least a couple weeks.
Okay guys, 0.2dB is the last iteration of 0.2B I am releasing. 0.3B may take a while, so don't be expectiong any new features for at least a couple weeks.
well given the wealth of content and nuances as is, I doubt anyone's gonna be impatient with what we've got so far. p.s. I love the HUD now
well given the wealth of content and nuances as is, I doubt anyone's gonna be impatient with what we've got so far. p.s. I love the HUD now
Thanks!
Also, I keep forgetting to mention that there is a slight t version - if you press a visor switch key combination while not wearing anything in the helmet slot, the game crashes. Since I'm on now, I'll add it to the known bugs - this IS fixed for 0.3B.
Thanks!
Also, I keep forgetting to mention that there is a slight t version - if you press a visor switch key combination while not wearing anything in the helmet slot, the game crashes. Since I'm on now, I'll add it to the known bugs - this IS fixed for 0.3B.
also I forgot to mention it but I'm having the strangest bug nothing game breaking but all the textures for all vanilla mobs in my game are the textures of the safe zones in dark aether
also I forgot to mention it but I'm having the strangest bug nothing game breaking but all the textures for all vanilla mobs in my game are the textures of the safe zones in dark aether
sounds like an issue on your client, since the entities set their own textures when they render - might be a graphics memory bug. try restarting minecraft.
this mod has caused graphics memory leaks for me in the past if I stay on paused without the world rendering (basically switch out of minecraft while the world is still loading). But that was on a computer with low graphics memory anyway.
It's been a VERY long time since I've installed a mod that wasn't a .jar file, so I don't remember how I install this mod... Unzipping the file and placing it in the mods folder crashed the game, so I'd like to ask what I'm doing wrong.
EDIT:
Never mind, I wasn't supposed to unzip the file...
It's been a VERY long time since I've installed a mod that wasn't a .jar file, so I don't remember how I install this mod... Unzipping the file and placing it in the mods folder crashed the game, so I'd like to ask what I'm doing wrong.
EDIT:
Never mind, I wasn't supposed to unzip the file...
That's odd, I didn't upload a zip file...
Even the file hosting service say's it's a .jar file.
That's odd, I didn't upload a zip file...
Even the file hosting service say's it's a .jar file.
I downloaded a .zip, which worked... That's strange. Either way, the mod's pretty cool. If I could suggest something, I'd say try to make the light beam super missile more like the primal focus from Thaumcraft.
Hope to see some mobs, biomes, and structures in the future. When this mod isn't still in VERY early beta.
Super metroid-style beams! what i mean is the basic beams (power, wave, spazer, ice, and plasma) with their super metroid properties... including the ability to stack beams! what i mean is... you can make the wave,ice, charge, and plasma stack on each other to make a super-powerful beam!
also... the super metroid hyper beam (as in the rainbow beam) could also be implemented as an end-game item that works like it does in super metroid (medium-slow fire, can't be charged, rainbow version of the plasma beam, able to destroy most enemies in a single hit) and the ability to toggle the beam stacking and super metroid hyper beam on and off.
ran into an error with mobs... chickens, sheep, etc are missing their textures....
Super metroid-style beams! what i mean is the basic beams (power, wave, spazer, ice, and plasma) with their super metroid properties... including the ability to stack beams! what i mean is... you can make the wave,ice, charge, and plasma stack on each other to make a super-powerful beam!
also... the super metroid hyper beam (as in the rainbow beam) could also be implemented as an end-game item that works like it does in super metroid (medium-slow fire, can't be charged, rainbow version of the plasma beam, able to destroy most enemies in a single hit) and the ability to toggle the beam stacking and super metroid hyper beam on and off.
ran into an error with mobs... chickens, sheep, etc are missing their textures....
Here's my thoughts as to that:
1. No beam stacking - that interferes with the gameplay design I have in mind involving multiple exploration lines, covering each of the Prime games. Also, such systems enhances linear gameplay, such as with the 2-D games, but hinders exploration-based gameplay, such as Minecraft and the Metroid Prime Trilogy. Additionally to that, you would loose the special effects carried by each beam and it's charge combo, such as the ice beam dealing extra damage to blazes, and the plasma beam dealing less damage to them.
2. The hyper-beam from Super Metroid is an extremely OP weapon designed to not only allow players to beat mother brain, but exemplify Samus Aran's rage at the death of the Baby Metroid. In this way, it is not fit to be a weapon used in normal gameplay. Plus, having a set end prevents the gameplay style I have in mind, where you are forced to pick certain storyline-based paths to obtain certain items, but at the same time are not restricted to only one path.
As for the error, I think it is related to a graphics memory leak. I believe I have traced the source of the problem to be the shaders registering multiple times if you leave the world paused, but not loaded (achieved by starting up the world and switching to another window before the world is loaded.). this is fixed for 0.3B
Here's my thoughts as to that:
1. No beam stacking - that interferes with the gameplay design I have in mind involving multiple exploration lines, covering each of the Prime games. Also, such systems enhances linear gameplay, such as with the 2-D games, but hinders exploration-based gameplay, such as Minecraft and the Metroid Prime Trilogy. Additionally to that, you would loose the special effects carried by each beam and it's charge combo, such as the ice beam dealing extra damage to blazes, and the plasma beam dealing less damage to them.
2. The hyper-beam from Super Metroid is an extremely OP weapon designed to not only allow players to beat mother brain, but exemplify Samus Aran's rage at the death of the Baby Metroid. In this way, it is not fit to be a weapon used in normal gameplay. Plus, having a set end prevents the gameplay style I have in mind, where you are forced to pick certain storyline-based paths to obtain certain items, but at the same time are not restricted to only one path.
As for the error, I think it is related to a graphics memory leak. I believe I have traced the source of the problem to be the shaders registering multiple times if you leave the world paused, but not loaded (achieved by starting up the world and switching to another window before the world is loaded.). this is fixed for 0.3B
actually I found the error that was causing my issue it was optifine I removed optifine and mob textures were back to normal
Yeah, that's a bug that's been fixed in the latest version, it just hasn't been released yet.
By the way, if anyone here plays the metroid prime series on dolphin (trilogy version) and currently has the plasma beam unlocked, let me know, I could use your help with something (I'm the texture guy)
oh, one thing that would be helpful is that my maps used the blocks that are in the older version and that would also save you a lot of time in finding textures for blocks. no rush though, just giving ideas since I know how much work it is to make a mod since I've tried to myself but did a super crummy job though. I just like helping out others in any way I can.
Uh, what version of forge did you build it with? I ran it with 7.10.88.1024, and it crashed instantly.Nevermind, it was in my FML folder, not my forge one! Sorry for wasting your time!Is one life across infinite realities immortality? Does the death of an entire universe matter when there are infinite parallel ones? Does any choice, even a grave one, matter if the universe ends the same either way, and all records are lost? Is such a universe even worth living in? Well? Is it?
that's not even a 1.7.10 version of forge.
I'm using forge 10.13.4.1558.
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I'm having problems when I go into the dark portal and when the dimension loads my game crashes so can you fix that
Hey could you update this mod to 1.8.9? I just don't like going back down to lower versions of minecraft or if you are going to update the forge version of it at all. Just wondering.
Are you guys going to create an adventure map with this mod?
I am unsure if that is a problem with the version or the setup. after 0.2dB is release it will most definitely be working, so if it still crashes it is your setup.
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As has been stated multiple times, and needs to be added to the FAQ, this mod WILL be updated to 1.8 versions, but only once I have someone who can make item models for 1.8
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Okay guys, 0.2dB is the last iteration of 0.2B I am releasing. 0.3B may take a while, so don't be expectiong any new features for at least a couple weeks.
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well given the wealth of content and nuances as is, I doubt anyone's gonna be impatient with what we've got so far. p.s. I love the HUD now
Thanks!
Also, I keep forgetting to mention that there is a slight t version - if you press a visor switch key combination while not wearing anything in the helmet slot, the game crashes. Since I'm on now, I'll add it to the known bugs - this IS fixed for 0.3B.
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also I forgot to mention it but I'm having the strangest bug nothing game breaking but all the textures for all vanilla mobs in my game are the textures of the safe zones in dark aether
sounds like an issue on your client, since the entities set their own textures when they render - might be a graphics memory bug. try restarting minecraft.
this mod has caused graphics memory leaks for me in the past if I stay on paused without the world rendering (basically switch out of minecraft while the world is still loading). But that was on a computer with low graphics memory anyway.
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It's been a VERY long time since I've installed a mod that wasn't a .jar file, so I don't remember how I install this mod... Unzipping the file and placing it in the mods folder crashed the game, so I'd like to ask what I'm doing wrong.
EDIT:
Never mind, I wasn't supposed to unzip the file...
That's odd, I didn't upload a zip file...
Even the file hosting service say's it's a .jar file.
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I downloaded a .zip, which worked... That's strange. Either way, the mod's pretty cool. If I could suggest something, I'd say try to make the light beam super missile more like the primal focus from Thaumcraft.
Hope to see some mobs, biomes, and structures in the future. When this mod isn't still in VERY early beta.
heres some ideas:
Super metroid-style beams! what i mean is the basic beams (power, wave, spazer, ice, and plasma) with their super metroid properties... including the ability to stack beams! what i mean is... you can make the wave,ice, charge, and plasma stack on each other to make a super-powerful beam!
also... the super metroid hyper beam (as in the rainbow beam) could also be implemented as an end-game item that works like it does in super metroid (medium-slow fire, can't be charged, rainbow version of the plasma beam, able to destroy most enemies in a single hit) and the ability to toggle the beam stacking and super metroid hyper beam on and off.
ran into an error with mobs... chickens, sheep, etc are missing their textures....
Here's my thoughts as to that:
1. No beam stacking - that interferes with the gameplay design I have in mind involving multiple exploration lines, covering each of the Prime games. Also, such systems enhances linear gameplay, such as with the 2-D games, but hinders exploration-based gameplay, such as Minecraft and the Metroid Prime Trilogy. Additionally to that, you would loose the special effects carried by each beam and it's charge combo, such as the ice beam dealing extra damage to blazes, and the plasma beam dealing less damage to them.
2. The hyper-beam from Super Metroid is an extremely OP weapon designed to not only allow players to beat mother brain, but exemplify Samus Aran's rage at the death of the Baby Metroid. In this way, it is not fit to be a weapon used in normal gameplay. Plus, having a set end prevents the gameplay style I have in mind, where you are forced to pick certain storyline-based paths to obtain certain items, but at the same time are not restricted to only one path.
As for the error, I think it is related to a graphics memory leak. I believe I have traced the source of the problem to be the shaders registering multiple times if you leave the world paused, but not loaded (achieved by starting up the world and switching to another window before the world is loaded.). this is fixed for 0.3B
Creator of Metroid Cubed 3, a Metroid-themed mod! Become a donator today!
actually I found the error that was causing my issue it was optifine I removed optifine and mob textures were back to normal
that's a shame - that means this mod is not compatible with the version of optifine you were using.
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