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    posted a message on Version of Minecraft with MD3 based models?
    Can anyone tell me what the last version number of Minecraft it was which utilized the MD3 model format? What about the first version which used the MD3 format?

    Please be as specific as you can, inaccurate information is "urban myth" instead of "trivia".

    Thanks in advance!
    Posted in: Discussion
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    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    Quote from DraxisWuf

    I can't thank you enough, man. I do hope Formivore continues mod development, just because he's so dang good at it (His code is impressively tight considering all it does.) But just in case he does step down I'm glad that he had the consideration to make his projects open source, and that there are devoted people like you willing to take up development (Or at least updates.)

    Incidentally, y'think if Formivore retires (As he's said he might do) you'd actually be willing to continue the official development?


    I don't know if I'd have the cycles to take over as official maintainer, but as I love this mod you will likely find me updating the server side mod for personal use whenever a new Minecraft & MCP drops (and will continue to share it unless Formivore has an objection). There's a lot of wait-and-see with the pending official API, so I've been focusing on some back end modification packages pending the "final" hooks into Minecraft's API for a project I'm working on.

    I have the SSP code integrated and compiling, but in my quick tests earlier it didn't seem like ModLoader was calling/triggering the generators, so I'll have to dig in on what's new with ML123 as I get time to see if some hooks changed or what's going on (or not, in this case).
    Posted in: Minecraft Mods
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    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    Quote from ShampooCat

    Will this work with SP??


    These are the server-side version of the mod only. You can mod a minecraft_server.jar and play on it locally, however. I may give the SSP version of the mods a look today as time/work allows.
    Posted in: Minecraft Mods
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    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    I've put together a version of Formivore's Mod's for Server for MC 1.2.3 linked below. For all other information see Formivore's wiki & installation instructions (jars go into minecraft_server.jar, /resources folder goes into the same folder you will be running the server from).

    A few additional classes were modified in the process of cleaning up some variables MCP didn't recognize (primarily jungle/jungleHills biome related), so take that into account if you plan to add other mods to your server. I used Formivore's latest code, so it's slightly newer than 2.3.0.

    Tested & working with vanilla server.

    I've segregated this into two versions - one for vanilla purists, and one for those who wish to use ModLoaderMP. Both include Cities, Walls & CARuins.

    Vanilla: http://dl.dropbox.co...2.3.0-1.2.3.zip
    ModLoaderMP: http://dl.dropbox.co...0-1.2.3MLMP.zip

    Once Formivore releases his final version for 1.2.3 I'll likely yank this.
    Posted in: Minecraft Mods
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    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    I've got an unofficial version of the SMP mods for MC1.2.3 without CARuins (i.e. Cities/Walls only) available here: [REMOVED]
    It does not include the resources folder, so you will need to pull that out of the SMP 2.3.0 Official bundle.

    As this is beta/unofficial, it's likely not compatible with anything else, and will likely disappear once Formivore releases the real thing.

    Update: I've gone through Formivore's latest code and released a new version, includes both SSP & SMP, ModLoader 1.2.3 & ModLoaderMP 1.2.3v3 compatible. I will create a new post once I've tested them more thoroughly.
    Posted in: Minecraft Mods
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    posted a message on Dynamic Lights - portable and moving lightsources
    NeithanDiniem, on 28 February 2012 - 06:30 PM, said:

    Having a pretty big problem with this mod applied to my mcPatcher. When I drag the files into the .minecraft folder and try to patch, it takes MUCH longer for mcpatcher to analyze the jar (5 minutes compared to about 10 seconds). After finally analyzing, the two dynamic lights (optifine and non-optifine) in the patcher list are greyed out and unchangeable. No, Im not using optifine as it seems to not like my mods I use. I have my mods organized in the mods folder in a folder for minecraft versions ( mods/1.0/<modfiles> , mods/1.1/<modfiles> ) due to flip-flopping versions for a time. Kept it easy to patch in mods to the old jar files and then switch back later, but I doubt this is the issue. MCPatcher said the only incompatibilities are ones I have been aware of for longer than I have tried to use Dynamic Lights.

    Care to shed some light on this bug?

    EDIT: Patching takes just as long as analyzing, and moving the mcpatcher-mods file out of my .minecraft folder fixes the exponential time increases, but I cant use the mod then.

    Quote from AtomicStryker

    Try renaming your .minecraft folder and starting off with a fresh one. Check and provide the mcpatcher log.



    I'm seeing the same behavior - mod appears to be there as MCPatcher is scanning, then once it's done both DynamicLights are greyed out.

    FWIW - I also have your SimplyHax in there, and the MCP version of MultiMine for 1.2.2. I started with a fresh .minecraft folder, MCPatcher 2.3.3._02. No errors - it just won't install/activate it. This is on
    Win 7 x64.
    Posted in: Minecraft Mods
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    posted a message on The Forum Has Been Upgraded!
    Ugh.

    How do I get to the last page of a thread? Where did that button go?
    Why do I care about latest news items when I am in the forum?, I had to see them on the way there, wasting screen space with that junk.

    NEVER make UI changes that remove functionality without exceptional reason.
    Posted in: Minecraft News
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    posted a message on Maintenance over!
    Can't stand the extra cruft at the top, going to have to put together some script filters to get the site back to manageable. When I'm in the forums, I want to read the thread, not scroll past a bunch of garbage/space wasters.
    Posted in: Minecraft News
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    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    Quote from Jellly

    Just spent an hour trying to get this mod to work to no avail. :/ I literally just placed the resource folder into the main minecraft directory and merged while I put the class files into the minecraft.jar in minecraft/bin. Nothing happpens though. I did notice I don't have a GreatWallModSettings.txt when I tried to get infinite cities working though. Any ideas as to what's going on?

    If not/ cbf would someone be able to just make an infinite cities map and put it up for download?


    SSP requires Modloader.
    Posted in: Minecraft Mods
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    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    Quote from mojominer »

    Great mod, love it. Except... lol, I started a new world and close to my spawn point a ruined sandstone city popped up with ghast spawners on top of the towers inside the city. And not just a few. Any ideals so this won't happen again? I haven't looked for any other citys to see if this is just a fluke. lol. It did make things very interesting, lol. :laugh.gif:


    Varying the world seed should do it - use your current seed when you want to quicky look at the city (change to creative mode).
    As a thought Formivore, an option to exclude the spawn area (or current player location) for cities, or other features would be nice.
    Posted in: Minecraft Mods
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    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    Quote from formivore »

    Yay more bugs. I really should test the SMP better but it is soo time consuming so it's usually 1)is the server actually making cities and 2)look at a 3000x3000 generation in mcmap. Which doesn't look underground :tongue.gif: .


    I forget it's exact name & who makes it, but there is a mod which will get rid of all smoothstone so you could more easily spot underground cities (etc) when testing. or any of the "x-ray" mods...
    Posted in: Minecraft Mods
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    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    Quote from formivore

    Well this is dispiriting...

    <snip>

    What is going on with all the people who can't find any cities? Is the mod not working? Are they just not looking? I wish I understood this better.


    I suspect mod incompatibilities for the most part, granted when it's not a compatibility issue it's still a whole lot easier to find them when you spend a bunch of time flying around the map at high speed, and look at the test list of generated cities. Perhaps a higher default spawn rate to guarantee people see the goods, and then allow them to turn frequency down based on their testing.
    Posted in: Minecraft Mods
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    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    Quote from DraxisWuf

    Ugh, and this and the backpack mod are the only two I'm really missing before I can roll my server over to 1.1.

    Is it easy enough to update the source or would I be better off just waiting for Formivore at this point? No activity on the Google Code site since before 1.1 was released :unsure.gif:


    In World.java:
    Change WorldYMask to WorldYMax (and any other hits as well, looks like MCP typo, there were a handful)

    In the latest source files change:
    world.field_35472_c to world.WorldYMax
    field_35472_c to WorldYMax

    You will need to follow the rest of Formivore's notes in the comments of BuildingExplorationHandler.java and comment out a few references to ModLoader (Since ModLoder is only needed in client mod).
    Took 15-20 minutes to do in NetBeans.
    Posted in: Minecraft Mods
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    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    Quote from roxy1234 »
    1326736907[/url]' post='[url="tel:12013074"]12013074[/url]']

    Crash report:

    Mods loaded: 2
    ModLoader 1.1
    mod_WalledCity v2.2.0

    Minecraft has crashed!
    ----------------------



    Formivore hasn't released the 1.1 version yet. I've updated a version for server 1.1 using the latest source, but I would wait for Formivore to release a version for 1.1 if you don't want to dig into the code yourself.
    For those asking for a Bukkit port, there are some comments in the source for porting it, but I haven't dug in on that, so you'll have to wait for Formivore to announce when that's ready for prime time.
    Posted in: Minecraft Mods
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    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    Quote from Gaelstrom

    I know it's only these two mods (yours) and Campcraft, I tried changing the install order, but I get the same result.

    Now, I know I could just, not install the mod, but before I give up, is there anything I can do?


    CampCraft requires other mods (Forge), which are also incompatible - so it's either/or but not both.
    Posted in: Minecraft Mods
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