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    posted a message on [1.2.5] EvilMinecraft v0.666 - Bugfix released!
    Quote from micim987

    Need compatibility with TMI so i can moderate my server with out having to tab out to see an item sheet!
    Is there a patch or something?

    Planned, should be done soon along with the OptiFine patch. (I'm not sure what baseclass TMI uses, anyway... )
    Quote from xployd2

    Any way i can get rid of the new "block breaking" cause it lags me way to much!

    Options -> Evil Minecraft Options -> Fancy Blocks: OFF

    This only affects the highpoly 3D break model; persistent blockbreaking is a permanent feature :P Note, this will also revert other fancyblocks (grass, rails, ladders, etc) to their boring vanilla renders, along with 3D item drops. I might make the blockbreak models their own option in the next version...
    Quote from tekken220

    Installed with MCPatcher, but game crashes after loading/creating a world. Help?

    I wouldn't really trust external installers. Direct manual installation into the .jar with WinRAR is the most reliable for me. Also, the mod does NOT work with existing saves, as Evil_Notch has mentioned several times. This is because of the major changes to the save format we made (blockbreak data array, full usability of the 4096 blockIDs that are only half-implemented in vanilla, and most save-breakingly, block metadata is now bytes instead of nibbles). A world converter is planned already in progress according to the commit logs...


    Also, to everyone having major lag issues: the best advice I can give you is to try disabling Smooth Lighting. Besides the major increase in polycount that Fancy Blocks adds, everything else in the mod adds a lot of overhead that, combined with ambient occlusion, creates one Nether of a lagfest. (Heck, turning off Smooth Lighting in vanilla doubles my framerate, of course I'm on a really low-end laptop not meant for gaming but that's beside the point.)
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] EvilMinecraft v0.666 - Bugfix released!
    Quote from benji2015

    Quick bug:

    Came across this little patch of nothingness: http://puu.sh/qKF3

    Whenever I place a block near it, it reveals itself to be grass (http://puu.sh/qKFg) but as soon as I remove the block, it becomes invisible again.




    Also, I have a Q6600 @2.4ghz + a 1gb HD6870 oc'd, and it's laggy for me even on normal distance. Maybe it's just my processor or something idunno


    Edited:

    Amazing mod by the way.

    Okay, that is a Blame Notch bug that's been around since late MCAlpha. Sometimes, blocks with unusual (read: anything other than a full 1m cube) render models will randomly decide not to render. It happened with fences a lot, until Notch apparently fixed it.

    However, it seems to have come back to affect blockmodels in ModLoader. If a chunk-layer (a 16x16 area, one block thick) consists of nothing but air and ModLoader.RenderWorldBlock() models, with no normal blocks in the same chunk-layer and at or above the affected blocks, they just won't render. The reason it's happening with grass is, obviously, my fancygrass models. No one knows why it happens, and as you found out, the only solution is to put a block in the same chunk-layer that is a solid opaque cube (most normal blocks).
    Posted in: Minecraft Mods
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    posted a message on [1.2.3] Modern Winter Mode - Snow, feature-creeped! - Unofficial update wanted!
    Quote from FunkyOnionPeel

    Ooh! This looks lovely!



    So, do you mean you just aren't updating for 1.2.4? Or are you stopping altogether?

    I don't mind living in 1.2.3 until 1.3 comes out, if you're going to update it then. :3


    Whoops, sorry to confuse you. I am NOT stopping the mod altogether, I'm just not updating it until the next major Minecraft release. Too busy with EvilMinecraft right now, and I've got like twelve MCP instances on my desktop already (that's not an exaggeration, though only three of them are MCP6.1)...
    Posted in: Minecraft Mods
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    posted a message on [1.2.4] TrollMinecraft v0.667
    Hey guys, just letting you know there'll be a hotfix in a few minutes. Found a problem where ores couldn't be mined properly, and something to do with water and lava. (Come on MCP, reobfuscate faster!)

    Edit: Lol, inb4'd.
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    The 1.2.4 preview version works great. Even though I normally use Multithreaded, the Standard Preview still helps. Oddly enough, in a flatland world I was getting almost 80fps vanilla with smoothlighting off, 35fps with smoothlighting on. 1.2.4 Preview got the with-smooth-lighting up to about 45fps, and since 40fps is the minimum threshold for CamStudio to capture anything (Fraps doesn't like my hardware and I can't buy things online), it was the difference between me releasing the next episode of "Paper Minecraft" today and releasing it later this week, so thanks for releasing a Preview version.

    Can't wait for you to finish the official update including Multithreaded, since both Standard and Vanilla load chunks kinda slow...
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] You know what time it is? It's GaryCXJk +-TIME->!
    Okay, this has been irking me for a long time: Is it possible to use Turbo Model Thingy for non-TileEntity block models, and if so, how the heck do I do it? I played around in non-TMT Techne for a bit because I needed a 3D curve-rail model for EvilMinecraft, but the problem is, Techne only spits out ModelRenderer code, which can't be used for regular block models. (I did figure out a way to convert the ModelRenderer coordinates into setBlockBounds() format, at least...) I also believe I found a way to create angled boxes in block models that might be similar to how TMT works, but it still only allows six-face, eight-vertex boxes.
    Posted in: Minecraft Mods
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    posted a message on [1.2.3] Modern Winter Mode - Snow, feature-creeped! - Unofficial update wanted!
    Just to nip it in the bud before anyone asks: I am probably NOT going to bother with updating the mod to 1.2.4, since it would require me to create yet ANOTHER instance of MCP (I've already got six different EvilMC ones on my desktop!) and spend an entire day updating the mod for what is basically a minor-bugfixes version that could have been just a regular Weekly Snapshot with no net change in importance.

    If you want to keep using the mod (which seems to be breaking as it is), please stay on 1.2.3. The obfuscation DID change between versions (it usually doesn't for minor updates, but according to Searge it did), so the mod will not work in a 1.2.4 jar or with 1.2.4 ModLoader.
    Posted in: Minecraft Mods
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    posted a message on [1.2.3] Modern Winter Mode - Snow, feature-creeped! - Unofficial update wanted!
    Quote from llloyd4

    Quick question, as I am puzzled. It says Modloader required *yet* the install instructions say dump the files into the Minecraft.jar folder. *Usually* ModLoader mods get put into the /mods folder, hence the need for Modloader. So is it a Modloader mod that gets put into the /mods folder or is it a non-Modloader mod that is put into the .jar file? O.o

    It's a ModLoader mod because of the custom renders and toggleability, but since it modifies base classes, and those baseclass changes have to be there immediately at runtime (the load order is MC baseclasses, then ModLoader itself, then mod_ files and non-baseclass mods installed in the .jar, and mods in .minecraft\mods last), I'm saying that it won't work if you just put it in \mods because the changed base classes won't have been loaded at the right time.
    Posted in: Minecraft Mods
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    posted a message on [1.2.3] Modern Winter Mode - Snow, feature-creeped! - Unofficial update wanted!
    Quote from vincentpasquier

    Hi, I'd like to use your mod on my server but i can't find the config file for the server mod. How can I configure it?

    Thanks in advance.
    Sorry, there isn't one. I had to get a server version out ASAP so I could get back to work on EvilMinecraft, and ModLoaderMP hadn't been updated at the time. The server version behaves according to the "presetModernMode" settings of the client.
    Posted in: Minecraft Mods
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    posted a message on [1.2.3] Modern Winter Mode - Snow, feature-creeped! - Unofficial update wanted!
    Quote from kiruclanz

    I downloaded the client and there's no config file in it.

    It generates when you first run the mod. That's how ModLoader's property-file system works.
    Posted in: Minecraft Mods
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    posted a message on [1.2.3] Modern Winter Mode - Snow, feature-creeped! - Unofficial update wanted!
    Quote from SOTMead

    Couldn't you do a search in the code for 'superflat' or whatever's on the button, and trace it back from there?

    Oddly enough, no results found from either Notepad++ find-in-files (string literal search) or Eclipse (field search). I made sure it wasn't case-sensitive or anything, and it found literally nothing. Not a single instance of the world anywhere in Client/src/net/minecraft/src/.

    *sigh* Oh Minecraft, why must you be so difficult... WorldType -> WorldProvider -> ChunkProviderGenerate (normal world with biomes) and ChunkProviderFlat (superflat world with no biomes). Still don't know how to actually implement a new world type (and I'm still busy with EvilMinecraft...), and I still don't know why Notepad++'s string-literal search didn't find "superflat", even though it has to be in there somewhere because how could the word be on the world-type button otherwise?
    Posted in: Minecraft Mods
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    posted a message on TooManyItems, the inventory editor and more (1.8 Forge is here!)
    Quote from peronix

    I replaced the missing block label things with "return true;"

    Also in TMIUtils you need to change 'a' in 'Field field = (net.minecraft.client.Minecraft.class).getDeclaredField("a");' to 'theMinecraft'

    That does work, however it causes TMI to derp. Specifically, it hardlocks Minecraft into Survival mode. There's no way to play in Creative, not by changing gamemode in TMI, not even by the worldsave being set to Creative.
    Posted in: Minecraft Mods
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    I'm gonna go ahead and post this error someone left on my own mod thread:
    Quote from micim987

    I'm getting this with the magic launcher:

    Missing class member: public (Lalc;III)V a, class: gx, mod: ModernWinterMode1.2.3-Client.zip

    gx.class is BlockSnow (which I modded the heck out of), and (if I'm reading the error right), it's referring to method gx.a, BlockSnow.setBlockBoundsBasedOnState(), which I removed because it was interfering with the snow render changes I made.

    Point is, I think the Magic Launcher may be having issues where a mod removes a method from a class, even if it should be able to use the superclass version (this method is an override of a Block method, which is empty, but can still be called implicitly as the "missing" method). The launcher is expecting there to be a class-specific version, even though Java itself knows the superclass' version is just as valid.
    Posted in: Minecraft Tools
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    posted a message on [1.2.3] Modern Winter Mode - Snow, feature-creeped! - Unofficial update wanted!

    Make Winter Mode its own World Type.
    If I knew how...
    Posted in: Minecraft Mods
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    posted a message on [1.2.3] Modern Winter Mode - Snow, feature-creeped! - Unofficial update wanted!
    Quote from micim987

    I'm getting this with the magic launcher:

    Missing class member: public (Lalc;III)V a, class: gx, mod: ModernWinterMode1.2.3-Client.zip

    No clue. gx.class is BlockSnow, so... oh wait, think I get it. It might be refering to a method BlockSnow uses (that is an override of a Block method), that I commented out to make my changes work. Only possibility I can think of... uh, it might be setBlockBoundsBasedOnState(), so whatever Magic Launcher does is expecting a BlockSnow-specific version, and it is given the generic empty Block version instead.

    I think I already mentioned that direct installation into minecraft.jar is the only officially-approved method. Mod auto-installers might possibly work, but they're not recommended (as you already noticed), and since the mod pokes several vital-at-runtime classes (particularly BiomeGenBase), having ModLoader load it from a zip in .minecraft\mods\ does NOT work.
    Posted in: Minecraft Mods
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