• 0

    posted a message on Dungeon Mobs (reference to new thread in last post)

    I'll be honest, I have no idea. It could be something in my code, it could be something regarding my mod's interaction with one of the other multiple dozens of mods you're running. There's no good way to tell with that particular error.

    Posted in: Minecraft Mods
  • 0

    posted a message on Dungeon Mobs (reference to new thread in last post)
    Quote from MohawkyMagoo»

    Texture issues fixed. No crashes on my set up. You don't know how much my players have missed those Dungeon Mobs sounds when mining underground, I'm not going to tell them its back, just wait for the next mining expedition and brown trousers time :D


    Haha, you have no idea how much your cruelty to your players makes my day. :D

    Posted in: Minecraft Mods
  • 0

    posted a message on Dungeon Mobs (reference to new thread in last post)
    Quote from MohawkyMagoo»

    Can confirm texture issue


    Yeah, the issue is still the stupidity of the dev environment textures working even if they wouldn't in a live environment.


    I don't currently have MC 1.7.10 running or Forge'd up, so I literally can't test it in a live environment at the moment. Hopefully this fixes it; it looks like it should, but it's still Forge, so who knows.


    Oh, and on that note: you need at least Forge 1.7.10-10.13.2.1291 to run this.

    Posted in: Minecraft Mods
  • 0

    posted a message on Dungeon Mobs (reference to new thread in last post)

    Dungeon Mobs v4.0.1 is live.


    This should resolve the texture issue, as well as incompatibility with other mods that have mobs with the same names, provided that they did not also prepend "DM" to their names when they registered entities.


    Download here (mirror).

    Posted in: Minecraft Mods
  • 0

    posted a message on Dungeon Mobs (reference to new thread in last post)
    Quote from MnMbrothers»

    I know you just updated this, but the textures don't work


    ...


    I'm going to wait on someone else confirming that this is the case, because (1) everything is working just fine on my end, and (2) I see no reason for the code, as-is, to not function.


    Not calling you a liar, just want to confirm that it's not just you and is my code.

    Posted in: Minecraft Mods
  • 0

    posted a message on Dungeon Mobs (reference to new thread in last post)
    Quote from zqh»

    I can't wait for trying this mod!

    Er,it seems have not config file,and I found the entity id "troll" both in this mod and twilight forest that cause a crash , so I hope I could disable some mob in config


    Crash logs, people. Come on.

    Posted in: Minecraft Mods
  • 0

    posted a message on Dungeon Mobs (reference to new thread in last post)

    Dungeon Mobs v4.0.0, for MC 1.7.10, is live.


    You can download it here (mirror). I am presently unable to modify the OP, so we'll have to settle for doing it this way for the time being.


    This update is little more than an update; there were some bug tweaks and minor modifications to how mobs behave.

    Posted in: Minecraft Mods
  • 0

    posted a message on Dungeon Mobs (reference to new thread in last post)

    I'm testing the mobs as I go through, making myself reasonably sure they won't crash. Lag was never a problem until the lizalfos, and I know precisely why it's an issue, it's just a matter of figuring out a solid work-around. I'm not sure how I want to fix the thoqqua problem, but it's relatively simple compared to the lizalfos.


    And yes, all the mobs drop a significant amount of xp, and each has a drop. The drops aren't terribly interesting, but the amount of xp you get for killing of these things is pretty large compared to standard mobs.

    Posted in: Minecraft Mods
  • 1

    posted a message on Dungeon Mobs (reference to new thread in last post)

    I've got most of the mobs done at this point; five more to go. I had to spend an inordinate amount of time on the cave fisher to make its behavior functional; at present, the illithid seems to be having some problems (spawning a bunch of copies of helmets, for whatever reason), so I'll need to look into that.


    I'd also like to try my hand at - once again - dealing with the lizalfos lag problem, so that may delay things a bit, as well.


    Overall though, things are going well enough. Should definitely be able to post the update before the end of the week.


    Oh! - and if anybody is sufficiently fluent in a language and would like to assist in providing translations of names of things, that would be fantastic. My French isn't up to par for the task, and my knowledge of other actually-useful languages is paltry in comparison even to that.

    Posted in: Minecraft Mods
  • 0

    posted a message on Dungeon Mobs (reference to new thread in last post)
    Quote from MohawkyMagoo»

    Thanks for the update! Is it for 1.7.10 ?


    Yes. I have no idea what 1.8 looks like, code-wise. The move to 1.7 was complex enough as it was, with most information undocumented and taking a couple days to get my dev environment set up properly, again thanks to lack of proper documentation. I'm really not looking forward to going through that experience again.


    Once I update to 1.7.10, I have some ideas in the wings in terms of content; I'd like to implement them, as well as get some of the larger bugs fixed, before moving past that.

    Posted in: Minecraft Mods
  • 2

    posted a message on Dungeon Mobs (reference to new thread in last post)
    Quote from BlackJar72»

    While were doing compatibility plugs, I would like to point out the the Doomlike Dungeons API would allow mobs to be automatically added to the dungeon (as opposed to using special themes) with just one line of code per mob (Lycanite has already tested it with his mobs, so I know it works).


    I'll look into it.


    For now I am focusing primarily on updating the code and fixing minor bugs as I come across them. Adding new content and dealing with interfacing properly with other mods will come later, and may not be included in the initial 4.0 release.


    As an update: I'm about halfway done right now, provided the remaining mobs give me about the same level of difficulty as the ones I've already done. I have a busy weekend, though, so while I can say for certain that an update is inbound, it will probably not be posted until early next week.

    Posted in: Minecraft Mods
  • 1

    posted a message on Dungeon Mobs (reference to new thread in last post)

    Stay tuned.


    Posted in: Minecraft Mods
  • 4

    posted a message on Dungeon Mobs (reference to new thread in last post)
    Alright, I'll provide some thoughts here.

    First off, taking multiple 300-level CS courses simultaneously may not have been the best of plans. I'll be doing that again next semester (my last one, finally), so chances are good that I will not be committing a significant amount of time to this mod. That isn't to say that there will be absolutely no updates, but that you should definitely curb your expectations (not that they can get much lower than they have been as of late, I imagine).

    That said, however, I recently got into talks with some folks involved with one of the larger-scale Minecraft projects (I will refrain from saying which, until such time as things are solidified). If that goes well, I'll be diving into Minecraft coding (and probably for some variant of 1.7) over the winter interim. Should that come to pass, since I'll be dealing with 1.7 anyway, Dungeon Mobs will probably see an update.
    Posted in: Minecraft Mods
  • 1

    posted a message on Dungeon Mobs (reference to new thread in last post)
    Quote from BlackJar72
    I hate to bring bad news but it seems Lizalfos is still causing problems. :(


    I'd noted they weren't quite behaving properly, but hadn't run into any serious crashes.

    Just started up A&P this week, so it may be a bit before I have the time necessary to look into this.
    Posted in: Minecraft Mods
  • 0

    posted a message on Dungeon Mobs (reference to new thread in last post)
    Quote from Master_Hill_
    I've found that it is the Rediscovered mod causing the issue. I have no idea why, since it has nothing to do with imgur, but that's the problem at any rate.


    If I had to guess, I'd say that its mod info file was trying to fetch a file from imgur, and failing.
    Posted in: Minecraft Mods
  • To post a comment, please or register a new account.