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    posted a message on [1.6.4] [Forge] [SSP/SMP/LAN] Glacier Ice [V 6.6] - Back in Blue! Capes! [Updated 9/28/13]
    Quote from MCFUser6834578»
    Is it okay if I use this mod in a modpack? The glacier ice biomes are the feature that made me see this mod as fitting for the exploration vibe I am trying to go for in my mod since due to my use of BoP it would be a very rare biome.


    Quote from aang456»
    I am making a technic pack for a modded survival yt series and I would love it if I could use this mod May I?

    I plan to release to public eventually but again it will be on my youtube channel on a series my channel name is "The Minecraft Avatar" and It will be apart of 30 or so other mods

    This mod is open to be used in any modpack. You no longer need my permission. Go ahead! BTW, I'm now working on a 1.8.1 version.
    Posted in: Minecraft Mods
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    posted a message on Petition: Mojang needs to change the EULA!
    I thought I'd just say a little.

    First, I'll start off by saying that the modding community runs perfectly fine without an income stream. The difference is, it doesn't cost money to make a mod, just a lot of time. Running a server costs a lot of time AND money for renting/buying/maintaining hardware.

    Now, it's not that hard to understand. Cash is pouring into indie Minecraft servers that have their own hardware or rent it out from a website. Mojang releases realms, but there's already a bunch of competition. If you destroy the source of money that the indie servers rely on, guess who's left...

    A similar thing has happened to the music industry: (you don't have to read, I just thought it's an interesting view.)

    You had all the awesome new sounds of the 60s beginning with the Beatles and CCR all the way through Prince in the 80s.
    --We've got many different types of servers, and new ideas and genres are created daily.--

    In the 80s, technology became cheaper which allowed for a massive rise in indie recording labels.
    --Servers being free has caused an explosion in numbers ever since the beginning.--

    The biggest label(s) saw how they could survive and cash in big - buy up all the indie guys.
    --How is Realms going to compete with the indie servers we all have grown to know and love? Take out the ground underneath them - donations.--

    Now you'll find that pop music all has a similar sound. Maybe that's because it's the same group of producers from one of three record companies nearly every time.
    --Everyone uses Realms.--

    Competition is the driving force behind ingenuity and progress, and user-created servers and content has driven Minecraft to the height it is now.

    Now I'm off that. If you disagree, I fully understand the good points you could argue. Call me cynical, but I believe that however nice you are, business is business and in this case, unless something big is accomplished (such as the OP) I think I might try a game that gives users full control. I mean, they have the perfect formula that's gotten them this far. Why do you need to mess it up?
    Posted in: Discussion
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    posted a message on PaleoCraft -- Realistic Dinosaurs in Minecraft!
    WEBSITE CHANGE

    fisherman77.mcwargate.com is going to become fisherman77.tk

    Right now, mcwargate.com is no longer online, but fisherman77.tk should be online sometime within the next 2 days.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] [Forge] [SSP/SMP/LAN] Glacier Ice [V 6.6] - Back in Blue! Capes! [Updated 9/28/13]
    Sorry about the lack of update to 1.7, guys! Having some trouble with setting up Forge on a Mac!

    Once (hopefully) I do get it up and running, this'll be really quickly done!
    Posted in: Minecraft Mods
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    posted a message on PaleoCraft -- Realistic Dinosaurs in Minecraft!
    What do y'all say to the idea of adding some fun elements in addition to the realism we strive for?
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] fisherman77's Modding Tutorials [Last Updated: 10/31/13] - NEW CUSTOM MODEL MOB TUT
    Quote from Alpvax
    Your problem is that you didn't set the unlocalised name of the items, thus you are setting the string "" to each tool name, meaning the only one which displays is the last one added (hoe or shovel)

    Thank you! I usually cannot get around to answering people's questions and addressing people's problems.

    To people with problems: if I don't respond, I am sorry. BUT there are plenty of more qualified people on the Modding Support section here on the Forums and on the Minecraft Forge Forums.

    Quote from Esa92
    Man, your tutorials really have been the most useful ones around, providing such clean looking code. So thanks for that! Now, I've personally been trying to implement them with other ones to make some custom crops, sadly to no avail. So have you or would you consider making a tutorial about them here? Thanks a bunch in advance!


    Thank you. I think I will eventually get to that. 1st gotta get 1.7 tuts up and running.
    Posted in: Mapping and Modding Tutorials
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    posted a message on [1.6.4] [Forge] [SSP/SMP/LAN] Glacier Ice [V 6.6] - Back in Blue! Capes! [Updated 9/28/13]
    Quote from gotya2
    hey! ): i send you a map a cople week ago and you yet haven't put it in your maps section! i will send it to you one more time and make sure its there http://www.mediafire.com/download/3cu0ylggf3w3ukc/glacer_ice_map_(by_pip766).rar

    Sorry, been MIA for a while. I'll put that up there.

    Quote from BJK
    This is a very fun mod and I love it! Can I use it in m modpack

    Sure! BTW, official policy change: you may use this mod in any modpack, but you just have to let me know (I want to test it out :) )! Should probably put that up on OP.
    Quote from PsionicArchon
    I've run into a bit of an unforeseen issue with Glacier Ice. I believe it has a biome id conflict with a nether biome from Biomes O'Plenty. What is the Biome ID for the glacier biome?

    I will look into that.

    1.7 on the way, folks!
    Posted in: Minecraft Mods
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    posted a message on PaleoCraft -- Realistic Dinosaurs in Minecraft!
    I'm back from hiatus and developing again, Forge has just been released for 1.7, so we'll get on that.
    Posted in: Minecraft Mods
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    posted a message on PaleoCraft -- Realistic Dinosaurs in Minecraft!
    Quote from CodyOfMinecraft

    Hello Fisherman77 Thanks for such a cool mod. Stay frosty Fisherman :steve_wink:

    Thank you. I have to give most of the credit to the rest of the team though. They're the rockstars!
    Quote from Vilklaith

    Oyo! 'S'me again.

    1. I feel like this has probably already been noticed, but the Troodon head does funny things when it looks up. O.o
    2. Megalodon still land-sharks quite aggressively. xD It actually nearly had me laughing myself out of my chair, after the initial startle.
    3. Can we have Dromaeosaurus, Troodon, and Citipati drop raw chicken and feathers, or something like that? It'd be cool to do dinosaur farming!
    4. And, adding onto that, how about a way to breed dinosaurs? Dromaeosaurus, at the very least.

    We're working on it.
    Posted in: Minecraft Mods
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    posted a message on PaleoCraft -- Realistic Dinosaurs in Minecraft!
    Here's the deal about dev builds and GitHub:
    I honestly am fine with you using them. Remember that they very well can corrupt your world save, so that's a risk you take. The thing I really would prefer is if you do use dev builds, don't spew out new features that others might not know about. Don't ruin it for everyone else.

    I'm not angry, so don't apologize, but just moving forward :)
    Posted in: Minecraft Mods
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    posted a message on PaleoCraft -- Realistic Dinosaurs in Minecraft!
    Tip: If you are as worried as BARYONIX7 is about Wave 2, I've started using the Milestones feature of GitHub and have now kind of categorized Issues on GitHub. Note that we are much farther than it seems on Wave 2, as bugs and bigger stuff like putting in the dinos are weighted the same, so don't be freaked out.

    See here:
    https://github.com/fisherman77/Paleocraft/issues/milestones
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] fisherman77's Modding Tutorials [Last Updated: 10/31/13] - NEW CUSTOM MODEL MOB TUT
    I don't think I'm gonna call this an "NPC" since it isn't a biped/humanoid, and that's what I think of when I think of NPCs, but even though it's called a "Mob", it's basically just the same thing as the last tutorial, it's just that now we've got a custom Techne Model file (yay! not.) on our hands to deal with. I'll be using my Paleocraft model as an example for this.

    Creating a Mob with a Custom Model

    So, I'll be skipping the Entity and main mod implementation file in this tutorial, why?
    1. You can use the same one from a Biped NPC tutorial for this tutorial
    2. That would take up a lot of time and space that isn't necessary
    3. We're focusing on importing our custom Techne models into the game!
    So we begin with a brand new file in our fisherman77.tutorialmod.mobs package, or whatever you have called it, for me it'll be fisherman77.paleocraft.mobs. Create a new file titled, ModelMasso (change "Masso" to whatever your mob is called).

    Now here's the fun part. You've gotta export your model out of Techne! I mod on a Mac, and Techne unfortunately is not yet cross-platform compatible, but I believe you go File>Export>Export as Java File or something like that. Now save the java file, open it up in Eclipse, TextWrangler, Xcode, or some other simple code-viewer application, and then copy and paste all of that code into your Model----.java file in Eclipse.

    Yes. You will get errors. Fortunately, Eclipse is so smart that it has solutions ready to go. The first one will probably be the package declaration. Techne hasn't been updated in a while (I don't think) and so is still back in the ModLoader days when we used to put all our stuff in the net.minecraft.src package, but now we're in Forge, so mouse over that error and fix it by clicking that option to change your package declaration to whatever the package in which your class is in. Next, we've gotta import a bunch of stuff, but this can also be done by hovering over the red-underlined errors with your mouse and then clicking the "Import ..." option. If I remember correctly, you'll have to import ModelRenderer.java and Entity.java, and maybe something else. Now there will be an error with the setRotationAngles method. hover over that error and click the first fix. We'll work on animations in another tutorial.

    Now here's the last thing to look for. Occasionally, Techne makes hiccups in its exporting and you the modder have to fix them. If you respond with errors due to your inability to see this (which happens with most complex models), then I will respond with a link to this tutorial and a nicely put "READ!!!", so pay attention now.

    You should see something along these lines repeated over and over again for each part of your model in you model file:
          TailBase = new ModelRenderer(this, 91, 25);
          TailBase.addBox(0F, 0F, 0F, 8, 8, 10);
          TailBase.setRotationPoint(-4F, 11.5F, 13F);
          TailBase.setTextureSize(128, 128);
          TailBase.mirror = true;
          setRotation(TailBase, 1.570796F, 0F, 0F);

    That's the right way it should generate. The problem is when you start seeing this:
          TailBase.mirror = false;
          TailBase = new ModelRenderer(this, 91, 25);
          TailBase.addBox(0F, 0F, 0F, 8, 8, 10);
          TailBase.setRotationPoint(-4F, 11.5F, 13F);
          TailBase.setTextureSize(128, 128);
          TailBase.mirror = true;
          setRotation(TailBase, 1.570796F, 0F, 0F);
          TailBase.mirror = false;

    This is gonna give you errors due to the fact that your asking Minecraft not to mirror the texture for TailBase before it's even declared as what TailBase exactly is. So, simply delete the first line and the last line in this little snippet above (the parts that have "TailBase.mirror = false;"). If you experience problems with texture mirroring later on, you can fiddle with the one line that's left that says "TailBase.mirror = true;" and try changing that to false.

    Now in our render file, RenderMasso:
    package fisherman77.paleocraft.common.mobs;
    
    import cpw.mods.fml.relauncher.Side;
    import cpw.mods.fml.relauncher.SideOnly;
    import net.minecraft.client.model.ModelBase;
    import net.minecraft.client.renderer.entity.RenderLiving;
    import net.minecraft.entity.Entity;
    import net.minecraft.entity.EntityLiving;
    import net.minecraft.entity.EntityLivingBase;
    import net.minecraft.util.ResourceLocation;
    
    @SideOnly(Side.CLIENT)
    public class RenderMasso extends RenderLiving
    {
    private static final ResourceLocation skin = new ResourceLocation("paleocraft", "textures/entity/Masso.png");
    
    public RenderMasso(ModelBase modelbase, float shadowSize) {
    super(modelbase, shadowSize);
    }
    
    public void func_177_a(EntityMasso entityMasso, double d, double d1,
    double d2, float f, float f1) {
    super.doRenderLiving(entityMasso, d, d1, d2, f, f1);
    }
    
    public void doRenderLiving(EntityLivingBase entityliving, double d, double d1,
    double d2, float f, float f1) {
    func_177_a((EntityMasso) entityliving, d, d1, d2, f, f1);
    }
    
        @Override
    public void doRender(Entity entity, double d, double d1, double d2,
    float f, float f1) {
    func_177_a((EntityMasso) entity, d, d1, d2, f, f1);
    }
    
    @Override
    protected ResourceLocation getEntityTexture(Entity entity) {
    return skin;
    }
    }

    You're gonna need to change the EntityMasso files to whatever the name of your entity class is, but it should be pretty self-explanatory.

    Lastly, in PaleocraftClientProxy, same as the Basic NPC tutorial, but you'll have to change the render and model files, so that the line looks more like this:
    RenderingRegistry.registerEntityRenderingHandler(EntityMasso.class, new RenderMasso(new ModelMassospondylus(), shadowSize));


    That should be it.
    Posted in: Mapping and Modding Tutorials
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    posted a message on PaleoCraft -- Realistic Dinosaurs in Minecraft!
    Quote from BARYONIX7

    i will keep the name a secret


    No need to keep a secret about something you don't know. If you knew what it was, then you would need to keep a secret. Nice try.
    Posted in: Minecraft Mods
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    posted a message on PaleoCraft -- Realistic Dinosaurs in Minecraft!
    Quote from PCAwesomeness

    1.7 is Modding Doomsday. :( :( :(

    I don't care. Paleocraft WILL update. I just feel kinda sorry for Fossil/Archaeology because from 1.6.4 to 1.7.2 may be a big jump, but from 1.5.2 to 1.7.2 is probably gonna take some extreme determination.
    Posted in: Minecraft Mods
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    posted a message on PaleoCraft -- Realistic Dinosaurs in Minecraft!
    Quote from TheIcePhoenix
    Hey guys I am building a Paleocraft Park that mirrors Jurassic Park but with some tweaks and different ideas! But i would appreciate if you guys added different fossils for different dinos. Also, I need more than 5 creatures for my park! Crank out the dinos Dan, Blade, and of course, fisherman77! Can't wait to see what your amazing modding skills come up with! Good luck, Snowy P.S. When is Wave 2 expected to be released?


    Quote from BARYONIX7
    guys talk to me you have been so silent its making me nervis hear :steve_blushing: what ever hapind to teaming with the big bug mod what ever its called ?


    I'm actually kind of glad to hear that you both are concerned with more dinosaurs. I'm happy to say that you will be surprised with a new addition to Paleocraft (along with Wave 2) that will knock your socks off. I've been kind of working on it privately with myself and your favorite dino modelers from past and present. Okay, before I give it away, I'm gonna stop talking! Just saying, though, get ready!
    Posted in: Minecraft Mods
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