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    posted a message on Rails of War 1.7.10 (Don's Branch).

    I believe DAYdiecast used a program called FMCMODELER, but I have no clue as to what would be a good one to use (as making models is a lot harder then I thought).

    Posted in: WIP Mods
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    posted a message on Rails of War 1.7.10 (Don's Branch).

    Was there anything else that is fixed in 5.6.1. ?

    Posted in: WIP Mods
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    posted a message on Rails of War 1.7.10 (Don's Branch).

    Don doesn't have plans to add that, however there was a video Naiten posted a long time (if I remember correctly) that showed one, maybe it will be in the next release.

    Posted in: WIP Mods
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    posted a message on [1.7.10]Rails of War — Siemens-Schuckertwerke akkulok update

    I believe it's sneak and left-click it.

    Posted in: WIP Mods
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    posted a message on [1.7.10]Rails of War — Siemens-Schuckertwerke akkulok update

    You may want to read this, it's taken from that OP (which it doesn't seem that you read, " Naiten ( I forgot what your name was, I think that's it)). Oh and just so you know most people on here don't respond to people with one post on their post count.


    "This mod is about wide gauge, big turns, steam locomotives, trains, armoured trains, and other awesome stuff. I don't need modelling and/or artistic and/or idea help at the moment. Currently only programming help with developing the core is acceptable. When the core is done, I will announce that and start adding rolling stock you make/propose. Please, don't spam me or this thread with modelling/art help or RS suggestions until that moment."

    Posted in: WIP Mods
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    posted a message on [1.5 Update] Instant Structures Mod (ISM) by MaggiCraft [+40,000 Structures]
    Quote from MaggiCraft»

    It seems like this crash is caused by Java:
    A fatal error has been detected by the Java Runtime Environment:
    EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x4cdcb0f5, pid=6956, tid=5628
    JRE version: Java(TM) SE Runtime Environment (7.0_60-b19) (build 1.7.0_60-b19)

    or by "com.mumfrey.liteloader". I can rule out that the crash was caused by ISM.

    However it only happens when I put ISM in my mods folder, would've I seen something if it was with liteloader.
    Posted in: Minecraft Mods
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    posted a message on Rails of War 1.7.10 (Don's Branch).

    Well after re-reading this " Don I've been wondering lately, how hard would a diagonal crossing (plane wood texture, and the texture matching) to code? " it sounds more like I was talking about the ROWAM block and not the RoW style crossing. Oh and I must ask is diagonal track I had ask about still a future possibility? Oh and thanks for that response, would have seen it sooner but we had a bad storm, and lightning struck the substation that are house is on, so the power was out all night and into the early morning.

    Posted in: WIP Mods
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    posted a message on [1.7.10]Rails of War — Siemens-Schuckertwerke akkulok update

    Well the short answer is, we don't know. I personally think it will be around October before there's any update.

    Posted in: WIP Mods
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    posted a message on Rails of War 1.7.10 (Don's Branch).

    Well the switch worked ! However that pice of track must be the most needed thing in my building that I have ever ask for ( and that's say a lot in my case), and in order to to station plateforms that are two + blocks wide I'll need it (as even with the large parallel switch it can't get anthing more then three blocks of space, when I really need four).

    Posted in: WIP Mods
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    posted a message on [1.5 Update] Instant Structures Mod (ISM) by MaggiCraft [+40,000 Structures]

    crash with the 1.7.10 version, here is my game output: http://pastebin.com/eRLngNwp

    Posted in: Minecraft Mods
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    posted a message on Rails of War 1.7.10 (Don's Branch).

    Alright I've got two questions, one is for Don and the other is for the community.

    ok first question, Don I've been wondering lately, how hard would a diagonal crossing (plane wood texture, and the texture matching) to code?

    Second question for everyone I'm planning on a four track station (two center tracks, one on the left and right sides respectfully) and I was planning to do a shared loading platform for the two right and left tracks. My question is, well I guess is two really, is which one of the parallel switches should use and when I make the loading platforms due I still need to leave a block of space on either side of the track?


    Oh and I'll be basing it off of this picture of Knapford station (with one track moved) form the original modeled version of Thomas and Friends.


    Edit: Have another question, is there a way to add a pice of track ro fix this?

    Edit 2: Found a bug with the small parallel switches were I can't place it my right, and can do this with the other two.

    Posted in: WIP Mods
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    posted a message on Rails of War 1.7.10 (Don's Branch).
    Quote from don_bruce»

    @Mattrock607
    You don't have to use ROWAM to enable the cargo functionality for the Cher's Quarry tub, but you do need to have it to haul liquids in the tank carts. I've had some people want me to add cargo functionality to the boxcars, but that's rather low on my mod to-do list.

    @trainfan91
    As an alternative to pastebin, you could simply post your crash report inside a spoiler. All it takes is one click...

    I've just put out version 5.5.1. It fixes the track offset issues and hopefully the crashes.


    EDIT:

    @nickWtn3

    That issue wasn't fixed as the way the road blocks are rendered makes it impossible for the crossing blocks to tell what direction the texture should be rotated. The reason is kinda complicated, but the gist is that the rotation of the texture is done in the rendering routine and can't be figured out by the crossing block prior to it's rendering. I could have changed it so all textures rotated, but that'd break more textures than it would fix.



    Alright thanks anyways, do you think he could implement something like a non rotational block? Or something like that?

    Posted in: WIP Mods
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    posted a message on Rails of War 1.7.10 (Don's Branch).

    ok was this ever fixed?

    2016-06-27_21.13.58

    I seem to rember this happing in December of last year, but I dont remeber anything after this:


    "Hey, I tried the crossing blocks but there is a small problem: rotated blocks aren't correctly displayed. Dunno if you can fix this. I tried with vanilla blocks (like logs) and some modded blocks:

    The road blocks are from my mod, Road Stuff (link in my signature), I use metadatas to store the orientation and I rotate the texture (I don't have a rotated texture, vanilla logs do the same).

    Also when tracks are spaced with only one block (like on my screen), there is no way to complete the crossing. We need a variant with only a flat part, something like a slab but with the little part which goes above the rail (and of course the ability to get the custom texture)." and then this "

    @KillerMapper

    Implementing crossings that can detect rotation is much harder than it sounds, simply because the crossings aren't square blocks. Normally I'd just rotate the block to avoid changing the texture coordinates, but I can't do that for the crossings. Additionally, I'm assuming your blocks hold four rotations instead of the Vanilla two-rotation system for logs. I'm not sure how you implement rotating textures in your mod, but for me it's a pain that I'm not keen on inflicting to myself.

    I can solve your crossing gap issue, however:

    As to the making of items, I'm afraid you're out of luck asking me. I don't have access to ROW's source code, so I can't add in recipes for you." followed by this: "

    Hey, thanks for the gap fix! As for my rotated blocks, I have 2 orientations for my lines (like logs) and 4 for my corners. I rotate the texture using ISBRH and uvRotateTop, and metadatas to store the rotation. But I have many blocks in the same ID, for example in my line block meta 0 - 7 are storing the different blocks and meta 8 - 15 store the rotated form.


    Note: the crossing blocks make some shadows which is weird (I think it's the ambient occlusion), maybe you should disable them? It breaks the continuity of the road." then followed by this: "@KillerMapper
    I never really noticed the shadows, but they're gone in the new release. As to rotations, I'm not good at the graphical aspect of Minecraft so I do all my render calls just by passing things to the tessellator. I've got the crossings implemented as ISBRH's, and other mod items using GL11 calls, but I've never figured out how to implement any of the other rendering calls like uvRotateTop and it's family. Hence my trouble implementing rotating textures." then lastly this "uvRotateTop is easy to use in ISBRH, looks at my code: @Override
    public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer)
    {
    renderer.setRenderBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F);
    if(world.getBlockMetadata(x, y, z) >= 8)
    renderer.uvRotateTop = 1;
    renderer.renderStandardBlock(block, x, y, z);
    //Must reset the rotation or it will mess up all rotating blocks around
    renderer.uvRotateTop = 0;
    return true;
    } "

    Posted in: WIP Mods
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    posted a message on Rails of War 1.7.10 (Don's Branch).
    Quote from trainfan91»

    sorry, IDK how to use pastebin


    It's not that hard all you need to due is go pastebin and in the window that says "new paste" you copy and pastte the crash log in. Then you can give it a title andd then hit click "create new paste". Then it will take you to a page with your paste on it, like this one (using the crash report that you posted here): http://pastebin.com/h7QL5yHz , and then you would copy the link to the page and post it here. Oh and since I just did that for you will please edit your post and stick it in?
    Posted in: WIP Mods
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