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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from sicktitck2 »
    Since my question wasnt really answered Ill ask it differently. Is it possible for me to import my normal singleplayer world into adventurecraft?


    Yep. Copy and paste your SP save from .minecraft\saves to AdventureCraft\maps. S'that easy =P. All you do after that is start a new world, then choose your map from the map list (you may want to rename its folder to something other than World#).

    @Coupon: Someone else asked a similar question recently. As I explained to them, this is usually due to the game not having enough RAM to run, or random memory spikes/leaks that make it think that's the case. It usually helps to fix it if you close programs or other games that use a lot of RAM while playing AdventureCraft, such as Skype, iTunes, 3D or other memory-heavy games, and so forth.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from Cryect »
    Damn it how did I break food items I wonder :sad.gif:

    I want something with currency but alas not there yet.


    Are you sure you broke food, or is it just the can't-use-any-items-while-highlighting-blocks issue that I mentioned earlier? If the prior, that makes two unfortunate new big bugs to be fixed =X.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Awesome! Lots of bugfixes = gooood. Cryect also smoothed over the issue where music projects only from the west, which wasn't mentioned in the bugfixes =P.

    Would you mind either adding a link to or copypasting my in-depth instructions to the first post? I've seen a few questions on here that were answered in those instructions, such as whether or not AdventureCraft is standalone. Hopefully it will keep some of the sillier questions from being re-asked.

    (I also recommend adding warnings about not supporting pirated versions, and an explanation that you won't release individual parts of AC as standalone mods, for your sake =P.)

    Note to all: You must delete all worlds and restart them from their absolute map files for music blocks to work completely properly, it seems.


    Edit: I was having lots of music issues at first, such as music restarting upon contact with its trigger block, but now for some reason (after deleting the world entirely and restarting the map fresh) it seems to work fine.

    Here's a definite new bug though: Block highlighting was re-enabled when out of debug mode, which prevents you from using any item from either hand when you have a block highlighted. Therefore resulting in unprecedented moments where you can't attack an enemy, and so forth.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from eap21997 »
    I seem to be having an issue with the adventurecraft.exe closing randomnly when playing. I would like to know how to fix it?


    In my experience, that usually happens when you don't have enough memory for the game to run on. And by memory I mean RAM. You might try closing some RAM- or cpu-heavy programs while you run AC, see if that works. (If you don't know what I mean, things like Skype, iTunes, and other games are some examples of programs that use a lot of RAM).

    @Prince: Sounds like an issue with just Java. Try reinstalling Java, maybe?
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from Trickedpast »
    This is the error


    Does anyone know how I can fix this D:

    Additional Info : I get this error when running both Install.exe and Installlogin.exe D:


    Looks like your best option would be to reinstall Java. Have you tried?

    @CyborgDragon Ah yeah, I had that tugging at the back of my mind while I wrote that post, but wasn't sure whether or not that field was in fact a part of user profiles. Good to know =P.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from warshod »


    I dont get it?


    As Nashor said, this implies that you haven't bought, and therefore do not legally own, Minecraft. (It is a script on the official Minecraft website which checks whether a certain username is registered to own and play MC, which you must, in order to run AdventureCraft.) BUT this assumes that your Minecraft username is the same as your forum username, which uhh, very well may not be the case. I think that was a bit overly-presumptuous of Cryect =P. Or maybe he gathered this information from the error report you posted, not sure.

    In any case, if you haven't already bought Minecraft, you must if you want to use this mod.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from warshod »
    bah, of course the installer is done im not a Idiot. adventurecraft just doesn't even load anything, its gay. srsly if this actually had "instructions" not this lame 2 step crap. it would be alot easier


    Look back around page ~27-29 for a realllly long post. I wrote some in-depth installation instructions for windows users, which came before the "LoginInstaller." They should still work with "Installer.exe," which is provided inside the AdventureCraft folder.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from Shen »
    lol
    i could try it, i think it wont restart the samesong...
    so a repeater that activates the same triggerblock(musicblock with song 1) would work....
    so with that it should be possible O.o'
    tryng out now ...

    EDIT: @Saber Mage
    it works! just build a repeater with a redstone trigger that has a musicblock selected
    it will repeat that song (and will only start if that song is over!) :biggrin.gif: (dont know but it can be that there is a realy small delay (redstone cicle delay ?) i build a 5clock one, because its stable ....

    About battle music, if you spawn mobs you can trigger a music block .... (i dont realy like it how the old song Stops and the other one starts... it need a better overflow or something (dont know how you call it)
    ... the other proble is that you need to reactivate the old music block :/
    then you have to build a memory trigger with activates on detrigger ....

    much much work ! xD

    it just happend once that the musicblock didnt want to play any music anymore (with that mysterious Error Forcing Reload!.... mysterious! )


    Hmm, I tested and, using a collision trigger [T] block to activate music *will* restart the song even if it's already playing. Haven't tested other trigger sources like redstone, but according to you they don't have this same issue. If that is indeed the case, then yeah you can use a 5-clock to loop music. The problem though is that it will never be seamless looping. Only by being coded-in directly can the game restart the track fast enough for it to be seamless.

    I edited out my battle music request because it seemed too cheap. Really, you only need music for "triggered" or "event" battles, and that's really easy to pull off: trigger the battle music block along with the mob spawner block at the same time. Set one of the triggers in the mob spawner to activate the ambient/non-battle music, for when the battle is done. Simple as paah!

    I do agree that smoother transitioning between two songs is a fair request and should be considered, if possible. Just like a 1-second interval in which the old song fades out, and the new song fades in simultaneously (so they both cross at 50% volume). Or perhaps the player could even determine how long the fade takes, using a GUI slider like the ones in mob spawners. (i.e. because you want battle themes to fade in fast, but ambient music to fade in slow)

    Music bug: It seems that either songs beyond a certain file size, or songs beyond a certain length, stop playing early on in the song. In my test, t'was a song slightly beyond 20 MB.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from Pyrohawk »
    Chat doesnt work.wtf?


    :sleep.gif:; You have to be in debug mode to use the chat to input commands. Press F4 to enter debug mode.


    I agree with Shen that the music block could use a little more functionality. At least code seamless repeating of the audio file, aye. Volume control would be nice, but unnecessary. What, you expect us to time the loop point with redstone delay or something? =P (it would be doable if not for the second of the bugs below, however it still wouldn't be seamless)

    - Music bug: Audio always projects from the west. Face south, it's only in the right channel (headphone/speaker). Face north, only in the left channel. Face west and east, centered (if you're facing those directions perfectly). The music panning spins as you move through a dungeon xD
    - Music bug: Music that's already playing gets restarted when triggered
    - Request: For the default random-interval music to be removed
    - Idea: Day/night trigger, for different day than night music in whichever areas, and other such time-related things.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from CyborgDragon »
    Cryect, I'm not sure if you saw what I said in IRC, but I seem to have an issue in which all of my customizable spawners that were set to timers have duplicated themselves, the entity that is. For example, I'm getting two slimes spawning at one now, and if I change the setting in the block to say, a bat, I get a slime and bat spawning at it. I also can't seem to select the zombie option on my spawners, whenever I click the option it doesn't change it.


    Have you been using F6 to reset all blocks? If so: each time you reset all blocks, mob spawners lose track of whether or not they already have an entity (mob) spawned and alive, so they start over and spawn a new one that they begin to track. Otherwise, I'm not too sure. Might have to do with the spawners being in and out of unloaded chunks, maybe?

    @Cryect: Is it possible to make mob attacks do more subtle damage? Bats and rats doing 1/2 heart seems kinda like a lot compared to their size. Of course, one could argue, "that's what armor's for." *shrug* Just thought I'd ask to see what you think of it.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from Equeon »
    Rat mob? Do you have any pictures up yet?

    And for the people who only don't use this mod because it is a complete overhaul (such as myself,) would you ever think of releasing the rat and bat separately?


    He posts pictures and such frequently on his blog.

    So far, Cryect has said "no" to all requests for a separate release of any individual parts of this mod.


    @Cryect: "Activate on Detrigger" for memory blocks doesn't save between map exit and re-entry
    - Hotbar selection resets to the first two slots upon entering a map
    - There is an issue where, when resetting all blocks, all redstone power sources flicker. This causes any memory blocks linked to redstone systems to become set, and working around it is a pain.

    Can't wait to try out music blocks and rats! What do you think about making rat eyes "glow in the dark?"
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Ah I see, and okay. Quite understandable, aye.

    Just got this at crash + report, after firing a second arrow at a skeleton and having it bounce back and (probably) collide with me right before the crash:

    java.lang.NullPointerException
    at eu.protectedByShield(EntityPlayer.java:497)
    at ig.protectedByShield(EntityLiving.java:935)
    at nj.handleHitEntity(EntityArrow.java:233)
    at nj.q_(EntityArrow.java:182)
    at dn.a(World.java:1492)
    at dn.e(World.java:1464)
    at dn.e(World.java:1437)
    at net.minecraft.client.Minecraft.i(Minecraft.java:1289)
    at net.minecraft.client.Minecraft.run(Minecraft.java:518)
    at java.lang.Thread.run(Unknown Source)

    Some GUI elements are outside the view/window when the screen is maximized. Seems they scale somewhat incorrectly? (most notable with the mob spawner)
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from Coupon22 »
    Keys won't work. Each time I right click on a door nothing happens. Why?


    I usually left-click the door. As long as you have the key in your inventory, it should "unlock" the door. No need to have it in your hands. Also, make sure it's made of "locked door" and not "triggered door" blocks. It should have at least part of a golden lock on one side of it.

    @Cryect: I might be wrong, but it seems that Far Clip Plane On/Off isn't saving between sessions.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Assuming the official modding API will be versatile enough to host all the changes added thus far in AdventureCraft, official mod support is definitely going to be a blessing for everyone having these installation issues, once released.

    Are you planning/considering moving AdventureCraft to the official API once it's out and in full motion, Cryect?
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Another bug to report. It seems the hookshot has broken -- nothing happens when clicking with it equipped in either hand.
    Posted in: Minecraft Mods
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