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    posted a message on [WIP] Steve's Bizarre Adventure - JojoBAdv 1.0.0 - 15th January 2019 - 1.12.2 Update!!

    Hello, glad you enjoy playing the mod, hopefully you keep in mind its a very heavy WIP mod and there will be plenty more to come in future.

    Blank Stands are blank and are there to allow players to retexture and rename so that they can have their own sort of custom stand or even make them into stands not yet implemented. They do not have any abilities besides the basic punching. Custom stands are a feature in the future which will have abilities, not as unique and specific as stands from the show itself though.

    Hierophant Green is still a WIP stand, obviously from the Trello page you can see it has a promo image available and thus you can see what the stand will look like. I dont give out update days anymore I'm unless 100% sure I can release as it just gets hopes up when theres no need to do that. It matters not when an update will be or what will be in them.

    Posted in: WIP Mods
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    posted a message on [WIP] Steve's Bizarre Adventure - JojoBAdv 1.0.0 - 15th January 2019 - 1.12.2 Update!!

    Well the thing about config files, is that they are a file in the configs folder and werent originally in a menu in-game, if any mod says theres config files and there isnt the in-game option, the first thing to do is to go to the file itself to see if its actually there.. Changing the configs requires you to edit this file, as is the case for every mod out there.

    As for Mac, I would assume the config files are saved in a similar place. A google search on how to edit a minecraft mod config file is self explanatory and doesnt require me. Beyond that, make sure you activate the stand special.

    Also as I'm making a post now, the mod is still in development, I havent stopped. I just stopped posting here... Curse forge will still be the place to receive updates and theres a discord to join if you feel like doing so.

    Posted in: WIP Mods
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    posted a message on [WIP](1.7.10) Blockacy of Kain (0.4.9) Beta (Legacy of Kain/Soul Reaver/Blood Omen mod for Minecraft)

    Not beating a dead horse with a stick. The mod is more on pause than dead. Granted there hasnt been an update in forever and I have moved on to other mods as well. But have no fear, this mod will get an update at some point, I have some things half made that i never got to finishing and since working on other mods I've learnt a whole lot more and the next update, whenever that will be, should be quite a sight.

    Thank you for popping in and finding out about the mod, It's always nice to see another LoK fan and even more so if I think people will enjoy the mod. After you've had a good play, let me know about anything you think needs changing, is wrong, or broke etc. This will give me a good idea what kind of changes I might need to make to my indev version. I do still have a big list of plans for the mod that havent been publicly made available.

    Posted in: WIP Mods
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    posted a message on [Forge 1.7.10] Bleach Mod [SSP/LAN/SMP] Hollow Test Update Available!

    I have once again updated the Bleach mod.
    This time I have managed to add in one of the features that LBL had begun work on but didn't manage to get fully working, at least not within a 1.7.10 multiplayer environment. There are of course always going to be things that I need to work on, however it does work and I hope you enjoy.

    HOLLOWEEN!!

    Yes, Holloween is here (early for this year, but late in general), you can now become a hollow!

    https://minecraft.curseforge.com/projects/bleach_kd

    Now any future updates to this mod I won't be making a post about them here. This is because hollow faction was the next thing LBL had worked towards and anything added herein will either be smaller things that werent teased or brand new additions on my end.

    Posted in: WIP Mods
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    posted a message on [WIP] Steve's Bizarre Adventure - JojoBAdv 1.0.0 - 15th January 2019 - 1.12.2 Update!!
    Quote from BinaryPhantom_»

    Man you still have the "VG's code"? i want to edit it too !


    VG's code is still available for download from his blog. Don't have the link available myself but I think theres some links floating around somewhere.
    Quote from amaztastic13»

    been having this problem

    The game crashed whilst there was a severe problem during mod loading that has caused the game to fail

    Error: cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: src.jojobadv.ModBase.JojoBAdv


    That doesn't do me any good I'm afraid. That is saying that you don't have the main file of the mod in your install. Something's gone wrong on your end to have caused that. Hopefully you downloaded from curse forge and not a reupload anywhere else but that shouldnt have happened at all. If you can provide a full crash log it might shed more light into this.

    Posted in: WIP Mods
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    posted a message on [Forge 1.7.10] Bleach Mod [SSP/LAN/SMP] Hollow Test Update Available!

    I know, and I have spoken with Max Fury already and they have said it was too much for them. I contacted them back when I was attempting to contact LBL.

    But my point is that I made a post before yours, with a link, to an updated and server friendly version of this mod.

    Posted in: WIP Mods
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    posted a message on [Forge 1.7.10] Bleach Mod [SSP/LAN/SMP] Hollow Test Update Available!

    OR... you read literally my post before yours

    Posted in: WIP Mods
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    posted a message on [Forge 1.7.10] Bleach Mod [SSP/LAN/SMP] Hollow Test Update Available!

    I have updated Bleach.
    Here is a link : https://minecraft.curseforge.com/projects/bleach_kd
    I will make a Minecraft Forum thread at some point however I don't really need one until theres more of a difference compared to LBL's original post.

    For those wondering, yes I got permission and the source code directly from Little Bread Loaf. It would appear I left a few bugs still in but overall it's a full port to 1.7.10 will Multiplayer compatibility. I changed the modid to bleach_kd to distinguish, however I've still called the mod "LittleBreadLoaf's Bleach Mod" in respect of him and his team. Please no questions or comments about when something will be added, or if I can add such and such. Early days for me updating it.

    Posted in: WIP Mods
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    posted a message on [WIP] Steve's Bizarre Adventure - JojoBAdv 1.0.0 - 15th January 2019 - 1.12.2 Update!!

    It has most of the old 1.6.4 mod. Several powers had to be disabled whilst they get recoded, and in the 1.12.2 version Time Stop has been disabled as well until I can get that fixed. For clarity Vampires don't have anything special other than the boosts. Hamon is not available at all. Echoes is just an egg. Every stand besides Echoes has a basic attack, Emperor is just an infinite bow at this point, doesnt track in 1.12 but does in 1.7. The Hand has the most abilities, Magicians Red causes fire, Crazy Diamond can heal and make blocks do a "jump".

    That pretty much covers all of what you might need to know I think. Besides the controls. V for summoning, then punch and sprint+punch are options. Sneak+Jump has different uses and then its pretty much a mix between all of them. Have Fun!

    Posted in: WIP Mods
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    posted a message on [WIP] Steve's Bizarre Adventure - JojoBAdv 1.0.0 - 15th January 2019 - 1.12.2 Update!!

    Almost forgot, need to post here to bump it up to the front page.
    UPDATE!!!
    Version 1.12.2 is now out, Please check changelogs in the OP, and report any bugs or issues, or hell, any kind of feedback. I hope you all have fun with it, and don't expect an update for a while, I have many mods to work on now, and I said I'd update those before working more on Jojo's.
    I will promise though, that the next Jojo's update will be mostly new stuff, mainly stands.

    Posted in: WIP Mods
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    posted a message on [WIP] Steve's Bizarre Adventure - JojoBAdv 1.0.0 - 15th January 2019 - 1.12.2 Update!!

    I had to set up my own Dedicated Server on my PC in order to test it, any crash that occured it was close it all down, edit in eclipse, test it still worked in eclipse, export and place in both my Minecraft and the server mods folders. Such a long process. Not even everything works on servers. The particle effect of The Hand when sneaking for instance, that doesn't work. I'll solve it eventually but for now at least it works.


    • Very strange, code itself doesn't say to do this, it says to delete the Stand Arrow in case it hasn't. Although I could have messed it up and caused that. Won't make much difference really, players can either destroy that arrow or have an emperor backup.
    • It's possible, I haven't touched the code from VG in regards to the emperor apart from making it 1.7.10 compatible, I still intend to go through and update the code itself. Along with extra powers because at the moment its just an unlimited bow that can shoot through walls.

    • Suggestion noted, I do have Mel who's collecting sounds for me, hence why The Hand has 2 sounds added. Mel is getting more already, even new ones for old sounds.

    For those interested, I won't be doing another patch update for 1.7.10 until I make the 0.3.0 update. This will again be after I've released a 1.12.2 version of the mod for all of you waiting for it there. I am now not certain when I can get it out, it's updated but I have to now check against everything I've done in the 1.7.10 version and make sure it's in, then hopefully have plenty of time to still add new stuff. I hope you will all enjoy it when that happens.
    P.S. I believe the Stop Time ability is now even more bugged than before. Any and all bugs with the actual effect of this ability, do not report, I will be recoding the entire ability at some point after the 1.12.2 releases. If theres anything in terms of hunger usage or crashings, then you can.

    Posted in: WIP Mods
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    posted a message on [WIP] Steve's Bizarre Adventure - JojoBAdv 1.0.0 - 15th January 2019 - 1.12.2 Update!!

    It can be quite worthwhile making a nicely made mod. I get a nice feeling just knowing I've released an update. So thank you for your appreciation as that does help too. I've taken breaks... if you count work as breaks... or if you count making a random other mod (LockiesChests) as a break...
    And it is being problematic, and I already know about some issues on multiplayer side, you can report them if you wish, if you can just confirm / deny if some of them are fixed or still broken, that way I can have a fresh list. It definitely has issues, I have nowhere near fixed it.

    Beyond that, I've uploaded the patch and now updating posts.
    Version 0.2.3 should now be available to download, more bug fixes and a few changes. Read the changelogs :D

    Posted in: WIP Mods
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    posted a message on [WIP] Steve's Bizarre Adventure - JojoBAdv 1.0.0 - 15th January 2019 - 1.12.2 Update!!

    Ah ha, I see what the issue is with that crash. It most likely wouldn't occur often if at all and you just managed to luck out on it happenning. Either way I know what might cause it and I'll be rewriting that little bit of code right now.

    EDIT:
    I'm calling it quits on trying to fix all the issues for the Stop Time, however you'll be glad to know I fixed the hunger issue, had to rewrite the code line by line but I realised where I went wrong. It was like you said, where it was deactivating the ability, but not deactivating anything else. The code itself was confusing me because of the way I named things and I never ended up telling the stand that the ability was disabled and that it should update its reference to show its disabled, which never happened so would always take hunger.

    This all means I'll be finalising the patch today I hope. If you have anything extra you've found or thought of and releasing it todayish for New Years, Happy New Year all!

    Posted in: WIP Mods
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    posted a message on [WIP] Steve's Bizarre Adventure - JojoBAdv 1.0.0 - 15th January 2019 - 1.12.2 Update!!
    • Could you send the crash report for the rendering issue because that item doesn't do anything with the rendering side of things so it could be something to do with stands or your RAM or something else entirely.
    • Time Stop ability, as mentioned by you and Mel, appears to be very buggy in general, definitely doesn't work how it should in multiplayer but still works fine against other entities that aren't players. I'm looking at ways to disable the jumping effect of a player which will resolve temporarily some of the issues but most will likely stay. There are a few hunger issues, which I've tried to look into and rewritten how the player is told that time is no longer stopped, from my side I can only test so much and it appears to be fine, but besides that it might still be broke.

    I haven't had a chance to look at that mod you sent a link for, but I will do at some point. If it does work then it'll be great news for the mod. If it doesn't and that mod is stuck in 1.6.4 because of the whole client merged with server thing, then that means they weren't able to get it working with multiplayer. It may still prove helpful though so I won't just ignore it. If it does come down to it in the end then I'll more than likely have to rewrite the entire time stop ability, the good thing is that my current set up means its just 1 file that will need editing. I might need to think about using Packets to send information to and from the client/server to update positions of players but we'll see.

    Anyways, as for the mod, I've gone through every other bug that you and Mel have sent me and I believe I've fixed them. I've also found a few myself whilst looking in the code, will all be documented in the changelogs so no worries. A bonus is that a server should now launch with the mod installed even if it's not 100% multiplayer compatible.

    P.S. The Entity Knife thats created when thrown renders a block or two away from where it hits, I know the cause of this, but it will require rewriting the entire file which I won't be doing yet as the knife works perfectly fine right now, just looks a little weird.

    Posted in: WIP Mods
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    posted a message on [WIP] Steve's Bizarre Adventure - JojoBAdv 1.0.0 - 15th January 2019 - 1.12.2 Update!!
    Quote from ba70000»

    I certainly will!


    I did a bit of re-testing to see The World's Time Stop ability deactivation issue. I must have missed it.


    I noticed something, but it was not similar to Star Platinum's issue which was shown in the video in my previous post, which was:


    - Upon deactivation, "gotime.ogg" plays twice at the same time, as if the ability was deactivated twice at the same time.

    • This happens both on automatic deactivation and manual deactivation.

    Was it the same as Mel's?


    EDIT: Somehow, I was able to run 2 instances of Minecraft using 2 different accounts in one computer; I was able to perform some sort of "multiplayer" by creating a LAN server on one, and having the other join it.


    Would this be a valid way of "multiplayer testing"?

    If yes, then I will use this technique to help identify bugs on multiplayer.


    This would not be a valid way I'm afraid, at least not for direct server running, it would however work to find out how things work with more than 1 player. The reason for this is that launching through a LAN is just extending a client (integrated server) world, whereas a server itself is a dedicated server. It launches different things, say with client you need to know about the keybinds and renders, server doesnt need to know, its why in the modding theres a client proxy and a server proxy. But thank you for trying. I do in fact use this myself when making a mod, and now recently have a computer run server that will launch to test set up problems now.
    Quote from candrom112»

    First of all, I'm a huge Jojo fan and when I discovered this mod a year or so ago I was kinda let down since it was for 1.6.4 and was incomplete (Obviously that with so many characters it's expected for the mod to not be complete). However the design, powers and overall mechanics really appealed to me. Huge thanks both to the mod creator and you.


    I wanted to ask if you were planning on adding more stands? And if so which? I personally think you should add part 5 stands since they are pretty interesting in my opinion.


    Also I wanted to ask if maybe you could add a an "Awakening Arrow" which could give stands such as Killer Queen, Silver Chariot and Gold Experience (If he gets added) their upgraded abilities/forms.


    Keep up the good work!


    Well you're welcome, always nice to hear more people finding this mod again and liking it. I do plan to add more mods, preferably from Part 3 first as that's where they were first introduced and the mod is missing at least 2 iconic ones. Hierophant Green and The Fool. But I do hope to get every stand in the mod eventually. Echoes is high on the list because the Egg form is already in and I just need models for the Acts. As for an Awakening Arrow, eventually as Requim's are still a part of Jojo's just like any other stand, they are however lower down on the list of priority.
    Thanks for playing, and stay tuned for future updates.
    Posted in: WIP Mods
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