Jump to content

Vertice

Members
  • Posts

    18
  • Joined

  • Last visited

Posts posted by Vertice

  1. Rival Rebels B'day!!!!

     

    This December 9th RR Mod will be celebrating 2 years since it's initial release. I was 12 at the time,  porting the mod from my sloppy vanilla version, to the crazy ModLoader 1.3.1, to finally Forge 1.4.5.

    Thats how I learned coding :)

    So, Happy RR day to all and thank you, especially to the Forge dudes, Lex, CPW and Overmind.

    Happy holidays!

     

    Here is the original mod teaser vid. A classic!

     

    [embed=560,315]

    [/embed]

     

     

  2. This may help, be sure to update your Mac to Java 7 http://java.com/en/download/mac_download.jsp

     

    After installing Java 7 from oracle, you may have to set the runtime environment! go into System Pref > Other > Java > Java (tab) > View > and set (a top) the Java 7 platform on the list to be used by the user and or system.

     

    width=320 height=182http://1.bp.blogspot.com/-qVWTHYU_ZiQ/UmGY3K60YmI/AAAAAAAABtU/1LhZzXIk-fE/s320/java+runtime+mac.jpg[/img]

  3. Hello,

     

    I'm Vertice (aka Rodol) the developer of Rival Rebels

    I'm looking for some advice here, or to know what are my options. Yesterday I learnt and then confirmed that 4 of my class files that I developed and included in Rival Rebels version 1.4.7 are now present on another mod v. 1.5.2.  And when I compared them they where exact matches of my original code. Even two classes that I called Vertice, my profile name here. The other two are the ones that really concern me, the plasma cannon projectile render.

    So to make it short, this person even copied parts of the code that were left overs. And when I contacted him, he refuses to remove my code. Saying that as far as he is concerned his mod is older than mine...

     

    So please, let me know what are my options, I feel very bad because of it. And I already gave him the chance to settle this in a cordial manner, but he refuses.

     

    Thank you

  4. Rival Rebels 1.7.10U For Minecraft 1.7

     

    This is a pvp war mod that adds powerful weapons to the game, featuring The Mammoth, Rhodes 3 Boss Robot, Fat Nuke, S202 Seeker, M202 Hack, Roda's Crow Bar, Flamethrower, ADS turrets (Automatic Defense System), Tesla, Force Fields Emitters, The ToKaMaK Reactor, the B-2 Stealth Bomber, the LTD-RR (Laser Target Designator), the Controller (mobile command post), the b-83 Tactical Nuke, the M202-RR (Rocket Launcher), the Ein-Sten (fragmentation laser), the Tsar Bomba, Plasma Cannon, lots of explosives, traps, machines, auto-building structures, a custom gravity explosion system, a custom mob fragmentation system, a custom spawn lobby GUI selector, two teams, four classes, plus the original Nuke! The mod automatically deploys two faction objectives that have to be protected while trying to nuke the other team objective in order to win each round.

    Please check the official website for the latest download.

     

     

    More info here. Rival Rebels v 1.7.10U

     

    Now you can drop the Fat Tsar Bomb!

    [embed=560,315]

    [/embed]

     

     

    mammoth1.jpg

     

    width=680 height=341https://4.bp.blogspot.com/-lkaMRd9UEg0/VtDXEfMSI7I/AAAAAAAADik/r3vpj0eVUZc/s1600/b2_steath_promo_mod10.jpg[/img]

     

    width=680 height=341http://2.bp.blogspot.com/-KtUpKLx8n74/Vc65pP0nCiI/AAAAAAAADG8/z91Kb2QLfE8/s1600/Rhodes_promo_13.jpg[/img]

     

    width=680 height=341https://lh5.googleusercontent.com/-5ut30sxqpKE/VfoKV71porI/AAAAAAAADLQ/Q1jwZYgJw_w/w992-h500-no/promo_mod_flag.jpg[/img]

     

    width=680 height=341http://3.bp.blogspot.com/-VY-FTq6btg4/VOkJKd6yPrI/AAAAAAAAC1s/-wqs-l5P2X8/s1600/seeker_promo9.jpg[/img]

     

    width=680 height=341http://4.bp.blogspot.com/-QhPxwLWKCbs/VLhIuz289KI/AAAAAAAACzc/YjqNdGVOq20/s1600/hack_m202_4.jpg[/img]

     

    width=680 height=341http://3.bp.blogspot.com/-5ASWnGidN0M/VIzPV4jVCDI/AAAAAAAACws/wdJCzIQcJ3w/s1600/promo_rodas1.jpg[/img]

     

    width=680 height=341http://3.bp.blogspot.com/-S1nTGIDHEOc/U68fyyy9_7I/AAAAAAAACp0/K8ZZVQ5uog8/s1600/dragon_promo2.jpg[/img]

     

    width=680 height=341https://lh3.googleusercontent.com/-TXkD_FEY3kQ/U5pUYrimPwI/AAAAAAAACoc/a6so_T69xz0/w1054-h632-no/flamethrower1_1.jpg[/img]

     

    FFbase6.jpg

     

    width=680 height=341https://lh6.googleusercontent.com/-4q5DI410FHk/UsMY_lviO1I/AAAAAAAAB8Y/cDB99HVZXVE/w900-h341-no/b2bomber4.jpg[/img]

     

    m202rr9.jpg

     

    einsten2.jpg

     

    einsten5.jpg

     

    The Ein-Sten fragments all MC mobs

     

    tsarbomba14.jpg

     

    Actual Tsar Bomba's mushroom cloud render

     

    width=680 height=341http://1.bp.blogspot.com/-da43YAI4yXg/UZpucdIe36I/AAAAAAAABMI/rTZ3-_7Gl3E/s1600/selectorgui2.jpg[/img]

     

    Server Lobby

     

     

    plasma-model.jpg

     

    The new 3D Plasma Cannon

     

     

    width=680 height=341http://2.bp.blogspot.com/-Q-WMyZ3k0bM/USub6K_RGoI/AAAAAAAAAy8/YUljh863oM0/s1600/diskrelease.jpg[/img]

     

    The Leader Rank Rod Disk

     

    width=693 height=393http://2.bp.blogspot.com/-atzyziS3wAs/UOhtKdQuaFI/AAAAAAAAAiE/hG3oiSlrCpQ/s1600/nuke13_1.jpg[/img]

     

    width=693 height=393http://1.bp.blogspot.com/-JIcfcFiJVxc/UOhtKaCVgAI/AAAAAAAAAiI/6OKZLyf0eas/s1600/nuke13_2.jpg[/img]

     

     

    The nuclear bomb with 25 megatons of radioactive elements beginning to explode

  5. Thanks for the help!

    The problem was where I was spawning it. For some reason it was falsely colliding (which it never did this before, and it shouldn't) and it was hitting the player and not rendering any more, but still there, because it would keep flying and hit the ground and make the rocket explosion. What I did to workaround this odd glitch was I made it so that on the first tick that the rocket is spawned, I set the position to the current position, plus the object's motion*2, plus the shooter's motion if there is any. I add the shooters motion because if you are running and shoot, it will stop rendering because of a temporary collision with the shooter. I did this instead of multiplying the motion of the rocket times 3 instead of 2 because it would pass through walls if I did. Here is the code:

    if (ticksInAir == 0 && shootingEntity instanceof EntityPlayer)
    {
        this.setPosition(posX + motionX * 2 + shootingEntity.motionX, posY + motionY * 2 + shootingEntity.motionY, posZ + motionZ * 2 + shootingEntity.motionZ);
    }
    

    Something odd is that only the render breaks, but not the entity. It still makes the explosion, but doesn't render while it flies. Maybe the entitytracker isnt tracking it after it sort of "collides" falsely? I have no idea.

    Sorry for the late post too, ~Rodol

  6. I have changed my code so that it is like yours. I removed

    EntityRegistry.registerGlobalEntityID(EntityRocket.class, "Rocket", rpgrocketID);
    

    and changed my

    if (event.getSide().isClient())
    {
          ClientProxy.registerRenderInformation();
    }
    

    to

    proxy.registerRenderInformation();
    

    with "proxy" declared like yours with the package changes. Here is how i declared mine:

    @SidedProxy(clientSide = "RivalRebels.common.ClientProxy", serverSide = "RivalRebels.common.CommonProxy")
    public static CommonProxy proxy;
    

    I also have the method in the CommonProxy as well as the ClientProxy, with the ClientProxy having the render registries.

    Thanks for replying, but my problem remains, and now instead of the old problem, there are white boxes that dissapear instantly. It appears that they may be colliding with the person shooting, but the if statement that prevents the entity from colliding with the shooter within the first five seconds is still left untouched. I fiddled around with it but to no prevail.

    Thanks in advance, ~Rodol

  7. Heya, this is my first post! :)

     

    I am finishing migrating my 1.2.5 modloader mod to the latest Forge because risugami posted this image: http://tiny.cc/PAIN and I am having problems registering my NON-living entities. I use the method called registerModEntity as well as the method registerGlobalEntityID, and my problem is that when I set SendsVelocityUpdates parameter in registerModEntity to true, my non-living entity does not render in server or in singleplayer. it only temporarily appears sometimes, then disappears. If I set it to false, it renders, but it sort of sidewinds then faces downward and keeps flying. I am using an entity with almost replicated behavior to that of an arrow, but with modified physics and different actions and reactions. The pitch and yaw handling is untouched. The code for registering my entity is right here:

        EntityRegistry.registerModEntity(EntityRocket.class, "RPGRocket", rpgrocketID, this, 250, 1, false);
        EntityRegistry.registerGlobalEntityID(EntityRocket.class, "RPGRocket", rpgrocketID);
    

    The IDs are variables because they are written in the config file. For the rocket ID I am using 26 as a default. I believe it is not occupied, and other of my entities are using different IDs. None of my entities work as they used to, but if you help me fix one I can fix them all easily. I am also registering the renderers in my proxy by calling it in the load method like this:

    if (event.getSide().isClient()) {
          ClientProxy.registerRenderInformation();
    }
    

    I use an if statement, then the class ClientProxy, because if I use proxy (a variable declared earlier with the @SidedProxy stuff) without the if statement, all my entities render as white boxes. The method in the ClientProxy contains:

    RenderingRegistry.registerEntityRenderingHandler(EntityRocket.class, new RenderRocket());
    

    as-well as my block  textures and my other entity renderers.

    My render file is the arrow render file with my texture in it, the imports, and the name changes (including EntityRocket instead of EntityArrow as the parameters).

    Please do not come here and call me a noob, because I actually am not. I know my java :)

     

    Thanks in advance, ~Rodol

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.