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    posted a message on [1.4.7] Kiterosma's Herobrine Mod [v0.4]
    Guess what? The mod has finally been updated to 1.4.7! Unfortunately, the content is the same as in 1.3.2, with the exception of Herobrine being able to place lava blocks when you mine. Don't worry though, there's some serious work being done on the mod, and there will be a large update, bringing in lots of new features. So sit tight, but in the meantime, you can at least enjoy the mod in its current state.

    Also, the installation instructions have slightly changed: when installing the HerobrineSound folder, place it in resources/sound3/mob/.
    Posted in: WIP Mods
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    posted a message on Modded Sounds Not Working
    Quote from lockNload147

    In 1.4.2 and up, the install resource type newsound and sound got replaced with sound3. Maybe that's the issue.

    Oh wow you were spot on, I put my sounds into that folder and it's fixed! Now I can finally update my mod... thanks!

    Edit: now I notice the glaring "As of 1.4.2, minecraft change the sound type "newsound" and "sound" to the name "sound3"." in your tutorial.
    Posted in: Modification Development
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    posted a message on Modded Sounds Not Working
    Quote from microjunk

    Try here

    Actually I've seen that tutorial and my code already matches the instructions. That's why I'm not sure why what's wrong.
    Posted in: Modification Development
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    posted a message on Modded Sounds Not Working
    Quote from microjunk

    modloader or forge?...


    Modloader.
    Posted in: Modification Development
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    posted a message on Modded Sounds Not Working
    Anyone? Halp?

    Btw, if it helps at all, I looked up the following line in the SoundManager class under playSoundFX():
    SoundPoolEntry var4 = this.soundPoolSounds.getRandomSoundFromSoundPool(par1Str);

    I then printed out whether or not var4 was null when I activated a sound. Turns out, var4 was indeed null. So, does that give anyone any leads?
    Posted in: Modification Development
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    posted a message on NullPointerException when trying to ASSIGN to a variable.
    Quote from packetpirate

    Ok, so after like two hours of googling, I found the actual tutorial for MCP and realized I had missed a step... I didn't know I needed to delete the META-INF folder in the minecraft.jar file. The tutorial I was reading could have mentioned that...


    Oof, I wouldn't have thought of that lol, glad the problem was that simple.
    Posted in: Modification Development
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    posted a message on NullPointerException when trying to ASSIGN to a variable.
    Quote from packetpirate

    EDIT: That did the trick! Thanks!


    No problem!
    Posted in: Modification Development
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    posted a message on NullPointerException when trying to ASSIGN to a variable.
    Quote from packetpirate

    No, all I did was add a new key binding, add code to toggle the step boolean when that key binding is activated, and then those lines you see there in GuiIngame.java. I only added to the code. I didn't remove anything. I'm a Java developer, not a modding newbie, so I'd like to think I have some idea of what I'm doing.


    My sincerest apologies. Then I assume you added your code into the "if (this.mc.thePlayer != null)" block?
    Posted in: Modification Development
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    posted a message on Extendeding Mob Calsses
    Quote from RedFoxy3

    Wrong. Last time I used ModLoader, I had *no* issues with un-registering entities from the game.


    In that case I'd really like to see how to do that.
    Posted in: Modification Development
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    posted a message on Extendeding Mob Calsses
    Quote from VampireYuriGirl

    With the dupicate class would both types of creeper spawn or would the duplicate override the other one?


    Well you have to directly go into the code that spawns mobs. Like
    caagr98 said, you'd probably have to edit base classes in order to force minecraft to stop spawning the original mobs. Although what you can do for sure without editing base classes is to spawn the new mob that you make. You could possibly introduce some code such that when your "duplicate" mob spawns, it checks for any "original" mobs in the world and despawns them. So effectively, you could make one mob override the other.
    Posted in: Modification Development
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    posted a message on NullPointerException when trying to ASSIGN to a variable.
    Actually it is still possible that you are trying to retrieve a value from a null variable. However, stepHeight cannot be null, because it is valued as a float. So most likely, either thePlayer is null, or mc is null; however, I doubt mc is null, because I have no idea how that could happen. Is your code doing anything that might cause thePlayer to become null? Or perhaps the code is being executed before any EntityPlayer constructors are called?
    Posted in: Modification Development
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    posted a message on Modded Sounds Not Working
    Up until this point, my mod was only updated for 1.3.2. In that version, all of the sounds that I added worked perfectly. Now that I'm updating the mod to 1.4.7, all of the new sounds that I added are not working at all. Note that to install resources I use mc.installResource(), and to play the sound I use mc.sndManager.playSoundFX(), each with the appropriate arguments ("mc" is a Minecraft instance). Has anyone else had problems with sounds lately? Any ideas on what might be causing this?

    Just to be clear, all of the vanilla Minecraft sounds and music are working. It's only the modded sounds that seem to be muted.
    Posted in: Modification Development
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    posted a message on HELP....MODDING "CUSTOM SOUNDS"
    Quote from lockNload147

    Check out this tutorial
    http://www.minecraft...ounds-and-more/


    That's an excellent tutorial. I've had custom sounds in my mod for quite some time, using the same "vanilla" methods... however, for some very strange reason, all of my custom sounds seem to be muted since the latest minecraft updates. I call the mc.installResource() method, just like in the tutorial, and to play the sound I use mc.sndManager.playSoundFX(). In both methods, I'm positive that the arguments are correct, and there are no errors or exceptions being caused by trying to play sounds. It's as if the sounds aren't even there... Oh, and I didn't have anything muted in game either. Any suggestions?
    Posted in: Modification Development
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    posted a message on Redstone/Computercraft Checkers
    This is an automated checkerboard, operated by a 9 button control panel. Everything was implemented with the aid of computercraft and redpower. All of the logic was programmed in lua into each of the computers used to operate the checkerboard.

    Here's a link to the world file (place in "saves" folder in tekkit): http://www.mediafire.com/download.php?gbor319atrq0s1b

    Enjoy!

    Posted in: Other Videos
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    posted a message on [1.4.7] Kiterosma's Herobrine Mod [v0.4]
    Quote from supermariozelda1

    I think you should update the mod to 1.4.5 and make the dimension later.


    Yeah that's another thing I was considering. I'll probably do that, but at this point I need to get rid of the dimension code that's already in there. Maybe there will be a update out more quickly than I was saying before.
    Posted in: WIP Mods
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