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FillyCam: A Pony Eye View addon for MineLP (For MC 1.9 and down)


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#1 Hepolite

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Posted 27 May 2013 - 01:28 PM

When I first started using the foal model in the well-known mod Mine Little Pony by Verdana, I felt that there was a critical component that was missing. While it was satisfying to be able to customize the character to my liking, it was too much of an immersion killer to not be able to view the world as said character.

 

This lead to me making a mod, FillyCam, to make this happen. It worked very well, and I was thinking that perhaps someone else would want it, so I made it public. Shortly after, Verdana announced and released Pony Eye View, which many have fallen in love with; me being one of them. Long story made short, this mod became redundant and Verdana contacted me and implied that we could join forces in order to improve Pony Eye View, which I agreed to.

 

However, due to various reasons, things has changed these days. Pony Eye View will no longer be part of MineLP due to various issues. However, many people love this feature and the thought of losing it was not something I could bear, especially not since I knew how to construct a mod to get it back. Since I had access to the clever method Verdana had utilized, as well as a custom algorithm I made to work specifically with that method, I was able to construct this mod in a way that has a minimal impact on the game itself, so that it would be compatible with many, many mods.

 

As for this mod itself, it's a very simple mod which allows the user a few basic controls over the camera, such as height from the ground and distance to the player in 3rd person mode. More options might become available as time moves on and new updates rolls out.

 

But now, for the one thing people probably are looking for, if they want this mod:

 

Download links:

Newest version:

FillyCam 3.1.0 (Minecraft 1.9 Forge)

FillyCam 3.1.0 (Minecraft 1.8.9 Forge)

FillyCam 3.1.0 (Minecraft 1.8.9 LiteLoader) (Thanks to JoyJoy for porting to LiteLoader and updating!)

I might have derped something up, but I'll fix it quickly if I did!

 

All you need to to is to drop this file into your "mods" folder (Under appdata/roaming/.minecraft), in the same place you have your MineLP mod file. You will need Forge or LiteLoader to run this mod; the mod was built against Forge 1863, but I believe that any Forge for 1.9 will work.

 

Older downloads, if you for some reason want to go back in time:

 

How to use this mod:

To change things in the mod itself, just hit "F8" or whatever key you bind the settings to (From Minecraft's option screen), and the mod config GUI will pop up. The settings themselves should be fairly self-explanatory, but here they are anyway:

 - The "Camera Height" setting determines how far from the feet the camera will be.

 - The "Camera Distance" setting determines how far from the character the camera will be in 3rd-person view.

 

The various presets allows you to quickly set the settings to a commonly used size.

 

Changelog:

Spoiler

 

Images:

Since some people go with the "no pic, no click" philosophy, I'll drop some images here to show some of the features.

 

Spoiler

 

Known issues:

 - Dropped items won't spawn at eye level. It's likely this can't be fixed on the client side

 - Bucket, bow, throwables etc. don't behave in an expected way when the view height is different from the default

 - Running through grass in third-person mode while having a low camera is annoying

 - The preset values are slightly off (A few centimeters) from what they should be


Edited by Hepolite, 11 April 2016 - 10:31 AM.


#2 greebster

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Posted 27 May 2013 - 01:47 PM

Excellent! I can be a real filly now :)



#3 Silverwind

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Posted 27 May 2013 - 02:35 PM

This is great. Well looks it. I'm defiantly getting it when my internet is back up! I'm making my own Technic mod-pack, if it like it. May i use it? Well... if the pack works that is.


Edited by Silverwind, 27 May 2013 - 02:37 PM.


#4 Distortion_

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Posted 27 May 2013 - 02:38 PM

interesting



#5 Hepolite

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Posted 27 May 2013 - 03:03 PM

This is great. Well looks it. I'm defiantly getting it when my internet is back up! I'm making my own Technic mod-pack, if it like it. May i use it? Well... if the pack works that is.

Sure, if it is all compatible. Be warned, though. I am not completely sure how this will react with the mods there. I don't think anything will crash, but there might be some annoyances in-game, as some items expect you to have a normal height.



#6 JoyJoy

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Posted 27 May 2013 - 03:24 PM

Seems promising. Are the heights variable or fixed? If they're variable, this could make a great combo with voxelplayer as well as minelittlepony. Can't wait to try it out.

Edit: I used it and can see that it still has the issues that mine little pony has in regards to voxel world. I'm not sure if its the same in the optifine version. I also noticed that the default keybind is the same that's used for voxel time. I suggest using something like [ ] and including a reset button.

Edited by Killjoy, 27 May 2013 - 03:43 PM.


#7 Hepolite

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Posted 27 May 2013 - 07:06 PM

What kind of issues are there with Voxel world? Might be able to do some cheating to get past that, depending on the complexity of the problems.

I'll try to make some kind of GUI for this so that no keys are required at all. As for now, just change the key binds to avoid conflicts. Also, you can already reset the height by pressing * (Default)



#8 JoyJoy

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Posted 27 May 2013 - 07:12 PM

It's just that the force fog and weather don't work. You can get the same effect if you install optifine or enable the pony-eye-view in mine little pony.

#9 Luigi

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Posted 27 May 2013 - 07:18 PM

The pony's eye view in MineLP worked perfectly for me. Sometimes it doesn't update properly but you just have to go into third person and back and it fixes it. Also, the placing blocks glitch thingy was fixed in the newest update.

DgQGCQ5.png


Edited by Luigi, 27 May 2013 - 07:18 PM.


#10 JoyJoy

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Posted 27 May 2013 - 07:31 PM

Sure, it works, but wouldn't you want to hook this into voxelplayer? When you change your player size, your view also changes.

#11 Luigi

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Posted 27 May 2013 - 07:39 PM

That does sound cool. But doesn't the mod just give you the ability to change it manually?



#12 JoyJoy

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Posted 27 May 2013 - 07:47 PM

True, but wouldn't it be cool if it did it automatically?

#13 Luigi

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Posted 27 May 2013 - 07:49 PM

I guess.



#14 Ratty

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Posted 27 May 2013 - 08:52 PM

Is this better/different than the pony's-eye-view option introduced in 1.5.2.5?

http://www.minelittl...wiki/Change_log

#15 JoyJoy

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Posted 27 May 2013 - 09:11 PM

This gives you more freedom in what your height is as well as providing an optifine compatible version.

#16 Hepolite

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Posted 27 May 2013 - 09:15 PM

Is this better/different than the pony's-eye-view option introduced in 1.5.2.5?

http://www.minelittl...wiki/Change_log

 

Well, all this mod does is give the player the possibility to set the camera height to any value relative to the player, it's not limited to only a few heights. I'm not completely sure how the Ponyview works, as I wasn't able to make it work on my client (Probably other mods conflicting with it), but as I understand it, it doesn't allow you completely free control over the camera height. This mod here does.

I'll probably experiment some more, to give even more control over where the camera is.

 

 

I'll see if I can make this compatible with VoxelWorld, if that's possible at all.

 


Edited by Hepolite, 27 May 2013 - 09:16 PM.


#17 TheCytox

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Posted 27 May 2013 - 10:56 PM

when i go to options to change controls the default controls are not there is it cause im on mac?



#18 Hepolite

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Posted 28 May 2013 - 05:12 PM

Small update! Fixed a couple of issues.

I've managed to make this work with VoxelWorld (This includes the Optifine version). However, by doing so you're going to need to have VoxelWorld installed, otherwise this is likely to crash. If you do not have VoxelWorld installed, just use the old version, it should work just fine.

The camera should also no longer fall under the bed when sleeping.

To upgrade, just install this new version over the old, no need to install everything from scratch again.

 

I'll try to make some kind of GUI for this so that no keys are required at all.

Doing this seems to be harder than I expected, but I'm still going to look deeper into this once I have more time on my hands. As for now, changing the camera height using the keys (Or via the config file) is all I can offer.

 

It's just that the force fog and weather don't work. You can get the same effect if you install optifine or enable the pony-eye-view in mine little pony.

This has been fixed.

 

when i go to options to change controls the default controls are not there is it cause im on mac?

I'm sorry, I can't seem to figure out why that is the case. I'm not familiar with how a mac works, or how mods affect Minecraft when running on a mac. If you are unable to change the height via the keyboard, you should still be able to use the config file under the "mods" folder (The 'height' variable is relative to the normal camera height, so a negative number would place the camera closer to the ground).



#19 JoyJoy

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Posted 28 May 2013 - 08:30 PM

I think what Crytox means is that macs don't come with a numpad by default, so there's no way to use the mod without changing the keybinds.  In addition, the * can't be changed.



#20 TheCytox

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Posted 28 May 2013 - 08:35 PM

I think what Crytox means is that macs don't come with a numpad by default, so there's no way to use the mod without changing the keybinds.  In addition, the * can't be changed.

I have a keyboard and try my - and + from there yet it only change the time of day (voxel time)



#21 JoyJoy

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Posted 28 May 2013 - 08:40 PM

That's voxel essentials that's doing that. Change your key binds.

#22 Hepolite

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Posted 28 May 2013 - 08:47 PM

I think what Crytox means is that macs don't come with a numpad by default, so there's no way to use the mod without changing the keybinds.  In addition, the * can't be changed.

Well, I'll probably change to some other default keybinds then. Are you sure you can't change the *? It works fine on every build I've tested it on, don't have any issues at all related to it. Under option, it's called "Reset height"

 

I have a keyboard and try my - and + from there yet it only change the time of day (voxel time)

I suspect that a mac doesn't load the mod properly, so that the input from the keyboard isn't registered in this mod. I believe the issue might be related to LiteLoader and how it loads the mods, but I'm not sure. Not sure if I can do anything about this...


Edited by Hepolite, 30 May 2013 - 05:32 PM.


#23 JoyJoy

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Posted 28 May 2013 - 08:48 PM

I'm running it on a Mac and it works fine. I just had to rebind the keys.

Edit: are you saying that you just fixed the issue of optifine and voxel world?

Edited by Killjoy, 28 May 2013 - 08:52 PM.


#24 Hepolite

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Posted 30 May 2013 - 05:38 PM

Edit: are you saying that you just fixed the issue of optifine and voxel world?

Yes, yes I did!

Currently running both VoxelWorld and Optifine, and I haven't experienced any issues related to that yet.

Spoiler

 

I'm going to make this clear, this mod will also make Optifine work with VoxelWorld!  ^_^


Edited by Hepolite, 30 May 2013 - 05:39 PM.


#25 JoyJoy

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Posted 12 June 2013 - 06:10 AM

I just got an idea for this mod and It would be nice if you could add it.  When you increase/decrease your view height, also make it effect your third-person view.  You can get this effect kind of when you get close to a block, such as the floor or wall, but it would be awesome to be able to customize this.

 

I've created some screenshots of what the effect can look like with the help of voxelplayer to make me look tiny.  The first image is before (looking ahead); the second image is with the view against the floor.

 

iUxqoi4.png

wAm9NQz.png

 

Feel up to it?



#26 Hepolite

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Posted 12 June 2013 - 01:17 PM

That's actually a very good idea. I'll definitely look into that!

However, considering I'll be leaving tomorrow, and be gone for about three weeks, I won't be able to get too much done, definitely not everything I had in mind. I can probably make a tiny update with just that feature before I leave though. It's a simple thing to add, apparently.

 

Still, I'll work on integrating this mod with VoxelMenu when I get back, until then you'll still have to use the keyboard or the config file to change settings... Nothing I can do about that yet :/

 

EDIT: Alright, got a small update ready soon-ish. There seems to be some issues with the regular version I got to figure out of first, before I can publish the changes. The update is ready! Download links can be found on the first page! Make sure to read the note "Important" before attempting to upgrade!

 

Spoiler

 

Changes:

Spoiler

 

If I'm not able to correct the issue before I leave, I'll publish it anyway. The mod will function, you just aren't able to use the keyboard to change the settings, if you are affected by the issue. The config file will still work, though.


Edited by Hepolite, 12 June 2013 - 05:50 PM.


#27 Shroom Agent

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Posted 23 June 2013 - 11:11 PM

Not sure if doing something wrong here, but this...

Spoiler


I think I did everything correctly, but not sure. (This is an error genereated by my .bat console, so it isn't from a crash report.)

#28 Hepolite

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Posted 26 June 2013 - 09:21 PM

Sorry for this late reply, but since I'm still far from home and not having a reliable way to keep track of things here, I haven't noticed your post.

 

According to the tests I did before I left, that error is caused by you not deleting the "FillyCam.config" file under "mods" in the mincraft folder when upgrading from an older version of the mod. Go delete that file and re-run Minecraft and it should all work again. The mod will regenerate an updated configuration file.

If it doesn't just copy-paste this into the config file, and save it:

Spoiler

Edited by Hepolite, 26 June 2013 - 09:21 PM.


#29 Rori

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Posted 26 June 2013 - 10:16 PM

uhm.. i have tried to use this, and i am still confused about how i should do this.

 

Should i open up my (minecraft bin) with 7zip, then put the files separate, one by one inside?

no folders for them.. though

 

or should i just open up my (.minecraft), find the mods folder and just copy and paste the whole mod folder after download inside?

thanks



#30 JoyJoy

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Posted 26 June 2013 - 11:29 PM

uhm.. i have tried to use this, and i am still confused about how i should do this.

 

Should i open up my (minecraft bin) with 7zip, then put the files separate, one by one inside?

no folders for them.. though

 

or should i just open up my (.minecraft), find the mods folder and just copy and paste the whole mod folder after download inside?

thanks

The first one.



#31 JoyJoy

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Posted 08 July 2013 - 02:00 AM

Wow!  With the latest version of this mod, "Ah am a big pony."

pEscf8c.png



#32 Angry Brachydios

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Posted 08 July 2013 - 02:10 AM

I'd like to make a recommendation to the mod!

 

Perhaps you can make a small menu (using VoxelMenu or something) that you can press a specific key to choose which model you want to view from the viewpoint of!

 

This way, I don't have to migrate to a completely new Minecraft.jar when I go back to a Mare/Stallion skin, and the same would apply for all others who get the mod. c:



#33 Hepolite

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Posted 08 July 2013 - 01:00 PM

I'd like to make a recommendation to the mod!

 

Perhaps you can make a small menu (using VoxelMenu or something) that you can press a specific key to choose which model you want to view from the viewpoint of!

 

This way, I don't have to migrate to a completely new Minecraft.jar when I go back to a Mare/Stallion skin, and the same would apply for all others who get the mod. c:

 

 

Already done!

I'm just waiting for the 1.6 update for MineLP and Optifine so I can test that everything works, before I release this new update.

(If you want the 1.5.2 version, send me a PM. I won't upload it publicly because it's a bit weird ATM, but it does work!)

 

So, what I've done is to move the majority of the controllers over to the voxel menu thingy, similar to what MineLP does. However, I will still ship the mod with the keyboard controls with it (Disabled by default, but can easily be activated again).

I've also changed things around a bit, so that this mod should work if you have only Mine Little Pony installed, that mod contains everything this mod needs to work! How cool is that? ^_^ (But as I said, I need the 1.6 update of MineLP first to test this...)

You no longer need VoxelWorld in order to use this mod, but if you have it, you'll still be able to use it (and Optifine, if you want).

 

As for the "completely new Minecraft.jar when I go back to Mare/Stallion", you don't have to do that at all, even at the current version of this mod... You can just click the "Reset camera" button, which is by default the * key. You can change that under the controls under options from the in-game menu or the main menu of the game.

This will effectively set the camera height and distance back to the default values of Minecraft (Pressing the same key again will change the settings back to what they were the first time).


Edited by Hepolite, 08 July 2013 - 01:12 PM.


#34 Angry Brachydios

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Posted 08 July 2013 - 01:36 PM

 

Already done!

I'm just waiting for the 1.6 update for MineLP and Optifine so I can test that everything works, before I release this new update.

(If you want the 1.5.2 version, send me a PM. I won't upload it publicly because it's a bit weird ATM, but it does work!)

 

So, what I've done is to move the majority of the controllers over to the voxel menu thingy, similar to what MineLP does. However, I will still ship the mod with the keyboard controls with it (Disabled by default, but can easily be activated again).

I've also changed things around a bit, so that this mod should work if you have only Mine Little Pony installed, that mod contains everything this mod needs to work! How cool is that? ^_^ (But as I said, I need the 1.6 update of MineLP first to test this...)

You no longer need VoxelWorld in order to use this mod, but if you have it, you'll still be able to use it (and Optifine, if you want).

 

As for the "completely new Minecraft.jar when I go back to Mare/Stallion", you don't have to do that at all, even at the current version of this mod... You can just click the "Reset camera" button, which is by default the * key. You can change that under the controls under options from the in-game menu or the main menu of the game.

This will effectively set the camera height and distance back to the default values of Minecraft (Pressing the same key again will change the settings back to what they were the first time).

 

Yaaay!

 

Thanks for taking my request before I even madeit! (Or was its? I don't even know)



#35 EarStomp

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Posted 08 July 2013 - 05:11 PM

i dont need this anymore i modded the bmp installer to install the full minelp so i could get  pony's eye

:D



#36 SilverOtter

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Posted 08 July 2013 - 10:44 PM

i dont need this anymore i modded the bmp installer to install the full minelp so i could get  pony's eye

:D

 

Can you stop talking about your modded version of BMP before another newbie asks for it?



#37 Squint

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Posted 30 June 2014 - 11:31 PM

One year necrobump!!!

 

Let-party-unicorn-with-party-pooper.gif

 

Under the assumption this works with 1.7.whateveritis, this is awesome!



#38 Seabreeze

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Posted 30 June 2014 - 11:44 PM

Don't think the new version has this, it required heavy rewriting of the core rendering code.



#39 Rori

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Posted 30 June 2014 - 11:57 PM

Don't think the new version has this, it required heavy rewriting of the core rendering code.

they don't anymore, because they said it was buggy. Hopefully one day they do try to find a way around that - but for now, no.



#40 Squint

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Posted 01 July 2014 - 12:02 AM

Would having it as a separate mod get around the bugs or no? It probably wouldn't, I guess



#41 Pinkamena 314

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Posted 01 July 2014 - 12:53 AM

Um, I know I'm kinda revealing my total ignorance of modding for Java/Minecraft, but how hard exactly would it be to include an option to set the player's collision box to one block tall? For single player only, or only on servers that are running the mod and explicitly allow it, obviously! You've already done more than enough to make me happy, I've sorta resigned myself to weird collisions on the grounds that otherwise I'd have an advantage over other players, but it would be nice...



#42 Rori

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Posted 01 July 2014 - 02:13 AM

Um, I know I'm kinda revealing my total ignorance of modding for Java/Minecraft, but how hard exactly would it be to include an option to set the player's collision box to one block tall? For single player only, or only on servers that are running the mod and explicitly allow it, obviously! You've already done more than enough to make me happy, I've sorta resigned myself to weird collisions on the grounds that otherwise I'd have an advantage over other players, but it would be nice...

i always wanted this sort of mod, it would be like... WOW... SO COOL :o

Like, the fillies can actually fit through the lowerhalf ofthose double doors in the show - like in the episode with zecora. Applebloom litterally just walks out, while the others have to open the whole door.

 

It would be awesome,but wouldn't work very well, like in Colonisations, some people could get into a small hole somewhere and be safe, and it looks weird.

Mayb we should have a dwarf pony race... now that would be fun.



#43 Squint

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Posted 01 July 2014 - 02:43 AM

That would be awesome for RP. I'm pretty sure there is a mod that does this, I think it's called the gulliver mod. Alice in Wonderland server RP fyeah



#44 Rori

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Posted 01 July 2014 - 03:11 AM

That would be awesome for RP. I'm pretty sure there is a mod that does this, I think it's called the gulliver mod. Alice in Wonderland server RP fyeah

that would be awesome.

Actually, wow. much want now.



#45 RunningWolf251

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Posted 01 July 2014 - 03:41 AM

I don't think the actual point of this mod was to change the collision size on the player character. It was more to change the position of the camera in relation to the player's pony size and make it more immersive. The collision thing would probably fit more into MineLittlePony itself as opposed to this.



#46 Pinkamena 314

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Posted 01 July 2014 - 03:48 AM

That would be awesome for RP. I'm pretty sure there is a mod that does this, I think it's called the gulliver mod. Alice in Wonderland server RP fyeah

The Gulliver mod does do that, yeah, but it also comes with a ton of other non-pony stuff and messes with the actual player model size, so it doesn't really work for simulating a filly (as far as I know).

 

I don't think the actual point of this mod was to change the collision size on the player character. It was more to change the position of the camera in relation to the player's pony size and make it more immersive. The collision thing would probably fit more into MineLittlePony itself as opposed to this.

Sort of, yes, but remember that Mine Little Pony has long been billed as a client-only visual mod, one that doesn't affect anything other than how things look. The reason I suggested it here is because in FillyCam, Hepolite made an addon, something the Mine Little Pony team didn't want to officially do - just like adjusting player collision. If he doesn't want to do this or if it's a lot harder than it sounds I totally understand, I'm already grateful for what we have, but I just had to ask!



#47 Hepolite

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Posted 01 July 2014 - 06:27 AM

Would having it as a separate mod get around the bugs or no? It probably wouldn't, I guess

No, it won't. There are some bugs that seems impossible to eradicate as long as one cannot temper directly with Minecraft files. However, the way I've done things here should be a lot more stable and bug-free than Pony Eye View ever was. The few issues there are should hardly be noticed, except for the bucket thing, which seems to be one of the issues that just can't be fixed.

 

One year necrobump!!!

[image]

Under the assumption this works with 1.7.whateveritis, this is awesome!

You don't think I'd let out something that doesn't work on the recent versions, do you? ; )

On all the tests I've ran, this works on 1.7.2, both regular Liteloader and Liteloader combined with Forge. Works with and without Voxel Mod Pack and a few other mods I've tested.

 

Um, I know I'm kinda revealing my total ignorance of modding for Java/Minecraft, but how hard exactly would it be to include an option to set the player's collision box to one block tall? For single player only, or only on servers that are running the mod and explicitly allow it, obviously! You've already done more than enough to make me happy, I've sorta resigned myself to weird collisions on the grounds that otherwise I'd have an advantage over other players, but it would be nice...

I've been experimenting with changed collision boxes in the past, changing stuff only on clientside. This is possible, but it's ridiculously hard to get correct, and might not even work properly (or even at all) for everyone. The way I did that involved writing a custom movement and collision system for MC and utilizing VoxelFlight's Noclip mode to make that work on the server. It was just awkward to both work with and use, but it was a working concept and could make players one block tall.

 

"If he doesn't want to do this or if it's a lot harder than it sounds I totally understand," It's hard and very challenging, which is why I try a lot of things! You know what, I'll dig up that old code of mine and see if it can be fixed at all. It will provide no additional bonuses on server-side (Other than being able to move through small openings), the bounding box will have the regular size there, but on client side the bounding box can be smaller (or larger). I make no promises here, mind you. It's very likely this project is doomed to fail.

 

I don't think the actual point of this mod was to change the collision size on the player character. It was more to change the position of the camera in relation to the player's pony size and make it more immersive. The collision thing would probably fit more into MineLittlePony itself as opposed to this.

This is correct - the only thing I intended to do with this mod was to provide perspective on things ^^

However, I suspect I'll add a few more camera controls eventually, just because it's possible the way I do things.


Edited by Hepolite, 01 July 2014 - 06:39 AM.


#48 Squint

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Posted 01 July 2014 - 10:02 AM

I don't think the actual point of this mod was to change the collision size on the player character. It was more to change the position of the camera in relation to the player's pony size and make it more immersive. The collision thing would probably fit more into MineLittlePony itself as opposed to this.

Yeah, we know that, we were just speculating :P 

 

You don't think I'd let out something that doesn't work on the recent versions, do you? ; )

On all the tests I've ran, this works on 1.7.2, both regular Liteloader and Liteloader combined with Forge. Works with and without Voxel Mod Pack and a few other mods I've tested.

 

Awesome! Definitely getting this now. :D



#49 Harakhti

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Posted 01 July 2014 - 11:06 AM

What hepo says, collision boxes so far normally needed server side rigging to actually work.



#50 Seabreeze

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Posted 01 July 2014 - 12:29 PM

Um, I know I'm kinda revealing my total ignorance of modding for Java/Minecraft, but how hard exactly would it be to include an option to set the player's collision box to one block tall?

 Extremely, there aren't any mods that can do it.



#51 JoyJoy

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Posted 01 July 2014 - 04:09 PM

Extremely, there aren't any mods that can do it.


Morph can do this.

Edited by Killjoy, 01 July 2014 - 04:16 PM.


#52 RunningWolf251

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Posted 01 July 2014 - 07:05 PM

Actually, Morph does not do this. It only changes the player's character.

 

http://youtu.be/I5AqeTbNNHk?t=8m45s



#53 Squint

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Posted 01 July 2014 - 07:18 PM

 

Ancient video so it might not apply to how the mod works now, but it's sort of an all in one resizing, perspective and collision box, complete with potions and everything. It's in 1.6.2 at the moment, however, and I don't know if it's going to be updated.

 

http://www.minecraft...0000-downloads/



#54 Rene_Z

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Posted 01 July 2014 - 08:01 PM

Great work on the update, everything works fine even with my installation of I-don't-know-how-many mods :)
 
I have one suggestion though. I think it would be better to limit the minimum eye height a bit above 0, roughly at -0.96 (which would be ~0.065).
Because when you set your eye height at 0, this happens: http://i.imgur.com/9oZDk4l.png.
I know there are x-ray bugs in the game and many other x-ray mods, but given such an easy opportunity some players may abuse this. This could only get this mod banned on some servers.
The minimum eye height with the limit looks like this: http://i.imgur.com/INva6Vs.png
 
And another unrelated thought:
The issue with the buckets is difficult to solve, since the block position is calculated on the server. Since in Singleplayer the Client actually is the Server it should be solvable rather easily (I believe the code for that is located un ItemBucket, but I haven't checked this), but on an unmodified Vanilla or Bukkit Client this becomes nearly impossible.
I can think of an (almost complete) solution, but it is quite complicated: ^^
The server assumes the normal eye height and calculates together with the yaw and pitch where the player points. Because the pitch on the client only points at the correct block with the altered eye height, this leads to problems. Here, I made an overly complicated illustrationâ„¢: http://imgur.com/a/6NQlw
Basically you can change the pitch that is sent to the server to point at the correct block. I did the math and if I'm correct the formula should be:
alpha' = arctan(tan(alpha) - (eye height offset / x-z-distance between player and block))
with alpha being the pitch (in some simple relation).
The only issue that could come up is when you cannot reach the aimed block from normal eye height: http://imgur.com/a/6NQlw#1
Then the water is being placed at the wrong position or not at all. But this could also be a problem for normal blocks with a restrictive anti-cheat plugin that checks the reachability for blocks. You could also detect this rare situation yourself and prevent it in some way.
 
So you could hook into the code where the bucket placement is being sent and do these calculations beforehand. Then you can sneak another PlayerLook packet in before the bucket use packet. I know this is not a very clean solution, fairly complicated and probably not worth the effort, but I heard you like challenges. ;)
(I'm not even sure if it would work, but in theory it should. But the reality in Minecraft doesn't always match the theory...)

#55 Rainbow Dash McStarley

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Posted 01 July 2014 - 09:02 PM

Morph can do this.

 

*snip*

 

Ancient video so it might not apply to how the mod works now, but it's sort of an all in one resizing, perspective and collision box, complete with potions and everything. It's in 1.6.2 at the moment, however, and I don't know if it's going to be updated.

 

http://www.minecraft...0000-downloads/

 

Remember, if it requires the server to be modded (thus requiring anyone and everyone who joins/tries to join to have the mod), we won't use it. Plugins only.


Edited by Rainbow Dash McStarley, 01 July 2014 - 09:02 PM.


#56 Squint

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Posted 01 July 2014 - 09:26 PM

Remember, if it requires the server to be modded (thus requiring anyone and everyone who joins/tries to join to have the mod), we won't use it. Plugins only.

Is that due to incompatibility or inconvenience?

 

Nevermind, I read the bracket :P


Edited by Squint, 01 July 2014 - 09:26 PM.


#57 Hepolite

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Posted 02 July 2014 - 04:58 PM

 Extremely, there aren't any mods that can do it.

As I mentioned, I've found a way to make that possible (although not without relying on the noclip feature to work properly on servers). So actually, there is a mod that can do it on clientside and runs on LiteLoader, a mod I made for 1.6.2. It's hard to do, yes, but not impossible. I'm sure someone more clever than me could find a way to make this work without having relying on other noclip mods, such as VoxelFlight.

 

Great work on the update, everything works fine even with my installation of I-don't-know-how-many mods :)
 
I have one suggestion though. I think it would be better to limit the minimum eye height a bit above 0, roughly at -0.96 (which would be ~0.065).
Because when you set your eye height at 0, this happens: http://i.imgur.com/9oZDk4l.png.
I know there are x-ray bugs in the game and many other x-ray mods, but given such an easy opportunity some players may abuse this. This could only get this mod banned on some servers.
The minimum eye height with the limit looks like this: http://i.imgur.com/INva6Vs.png
 
And another unrelated thought:
The issue with the buckets is difficult to solve, since the block position is calculated on the server. Since in Singleplayer the Client actually is the Server it should be solvable rather easily (I believe the code for that is located un ItemBucket, but I haven't checked this), but on an unmodified Vanilla or Bukkit Client this becomes nearly impossible.
I can think of an (almost complete) solution, but it is quite complicated: ^^
The server assumes the normal eye height and calculates together with the yaw and pitch where the player points. Because the pitch on the client only points at the correct block with the altered eye height, this leads to problems. Here, I made an overly complicated illustrationâ„¢: http://imgur.com/a/6NQlw
Basically you can change the pitch that is sent to the server to point at the correct block. I did the math and if I'm correct the formula should be:

alpha' = arctan(tan(alpha) - (eye height offset / x-z-distance between player and block))
with alpha being the pitch (in some simple relation).
The only issue that could come up is when you cannot reach the aimed block from normal eye height: http://imgur.com/a/6NQlw#1
Then the water is being placed at the wrong position or not at all. But this could also be a problem for normal blocks with a restrictive anti-cheat plugin that checks the reachability for blocks. You could also detect this rare situation yourself and prevent it in some way.
 
So you could hook into the code where the bucket placement is being sent and do these calculations beforehand. Then you can sneak another PlayerLook packet in before the bucket use packet. I know this is not a very clean solution, fairly complicated and probably not worth the effort, but I heard you like challenges. ;)
(I'm not even sure if it would work, but in theory it should. But the reality in Minecraft doesn't always match the theory...)

Ah, that thing with the camera slipping slightly underground. I see what you mean, and indeed that could be an issue on some servers. I'll make sure to prevent that from happening. Simply limiting the height range would be the cleanest and easiest solution.

 

As for the bucket solution, it just wouldn't cut it. It's too not precise enough for my liking; I suspect it will be close enough to work alright in most cases, then there's those cases it won't work which will drive users mad. Right now the issue is consistent - the error can be predicted and the user can compensate and place fluids somewhat properly. As for the location of the calculations, you're right; they are performed in "ItemBucket", or more precisely, in the method "getMovingObjectPositionFromPlayer". Anyway, I'll look into that method you're suggesting and see what can be done. I could at least make that a toggleable setting, so that the ones who like things the way they are now can have them. Your idea of using packets gives me some additional ideas as well;  I'll do some experimentations and test out a few things.

 

When it comes to the block placement, you're right; that's one thing I forgot to think of. Shouldn't be too hard to figure out if a block is about to be illegally placed or not, but stopping that block from being placed... That's going to be the problem. Haven't looked deeply into finding a solution yet, but I'll see what can be done. Glad to get some feedback on what could be improved upon ^^


Edited by Hepolite, 02 July 2014 - 05:04 PM.


#58 Cosmic Dash

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Posted 02 July 2014 - 08:44 PM

In my opinion I think that the hitbox resize thing should be based on what MineLittlePony render you use. Might not be good for Alicorns (it would be like 2 1/2 blocks), Regular old pony thing would be normal, and filly would be 1 block or 1 1/2 blocks. But it would be like IN the MineLittlePony. Just and idea, though will probably never hapopen because I'm too lazy to learn how to code litemods. Anyone know how to code or modify them with software or something

Spoiler



#59 JoyJoy

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Posted 04 July 2014 - 06:16 PM

I noticed that you lift the camera up when the player's in a minecart to make up for the issues with it, but this also happens when it doesn't need to.  Can I suggest you change it so that when you're in a vehicle, pressing [space] will make you "peek" above the edge of the vehicle?



#60 Hepolite

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Posted 04 July 2014 - 07:31 PM

Ah, I see what you mean about that. It seems to be that I forgot to test that feature while using the default height. Oops ^^

As for that suggestion, that's actually a nice idea. I'll see what I can do to handle that.

 

In other news, I have found a way to partially solve the bucket issue, but it seems to only work while flying at a sufficient distance from blocks along the Y-axis (Usually a block or so). The problem that prevents my method from working while on the ground, is that the server doesn't like me trying to trick it into thinking the player is inside a block and then quickly put the player back at the original spot. However, I implemented Rene's method to handle the case while on the ground, which seems to work as expected. In short, the bucket issue has been fixed, sort of. There will still be issues, but they aren't as bad as they were.


Edited by Hepolite, 05 July 2014 - 12:02 AM.


#61 Hepolite

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Posted 06 July 2014 - 11:41 AM

Just a head's up! Got a lot of stuff done; have an update!

FillyCam 2.1.2 (Minecraft 1.7.2 [And probably up to 1.7.5])

 

Changes:

 - Added a threshold for the absolute minimum height and distance allowed

 - Made it impossible to place/remove blocks outside the reach of the player

 - Added compatibility with Zombe's Modpack

 - Added a fix for the bucket issue (And bow, and boat. And fishing rod. And throwables! Fixed them all! [partially...])

 - Fixed some incorrect text

 - Added an alicorn preset

 - Added a peek setting (Used when riding boats, minecarts, horses etc)

 - Added labels to the config GUI

 - Added the possibility to enable/disable parts of the mod, or the entire mod altogether, without having to restart the game



#62 Squint

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Posted 07 July 2014 - 02:10 AM

Brilliant!

 

But the question is... Is it compatible with Voxel?



#63 JoyJoy

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Posted 07 July 2014 - 03:14 AM

Why don't you test and find out?



#64 BackwaterOtter

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Posted 07 July 2014 - 05:43 AM

*Le smile at Le link*

I can't wait till I work stuff out on this nice and fast computer :D

#65 Krasniye

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Posted 07 July 2014 - 06:48 AM

So I always liked the pony eye feature as well! But back when we still had thebronymodpack I always thought filly height needed something. You see you can look the part, but you can't ACT the part! You look like you could fit into a 1 block high space but you never could. There was once a mod called mini miner, but it was abandon a LONG time ago which made you do this. You may say: this is cheating, but remember. We can use noclip anyway! I believe this could be a great addition, and if it's included in fillycam, it should automatically be off, or even better, be a separate mod, for those who want to play survival and such. Anyway I always thought it was a great idea, but maybe I'm just overenthusiastic. Anyway here's a link to the horrendously outdated mod: http://www.minecraft...mini-miner-v0-1

 

And a video from yesteryear showing it off:



#66 Squint

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Posted 07 July 2014 - 08:44 AM

Why don't you test and find out?

It's just a question, isn't it? I was going to anyway, though.



#67 Hepolite

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Posted 07 July 2014 - 03:54 PM

Brilliant!

 

But the question is... Is it compatible with Voxel?

It should be. I use it with the Voxel Mod Pack, seems to work just as expected. Haven't tried all features of Voxel, so can't say for sure if it's 100% compatible. If anyone notices something that doesn't work, let me know and I'll see if it can be fixed.

 

So I always liked the pony eye feature as well! But back when we still had thebronymodpack I always thought filly height needed something. You see you can look the part, but you can't ACT the part! You look like you could fit into a 1 block high space but you never could. There was once a mod called mini miner, but it was abandon a LONG time ago which made you do this. You may say: this is cheating, but remember. We can use noclip anyway! I believe this could be a great addition, and if it's included in fillycam, it should automatically be off, or even better, be a separate mod, for those who want to play survival and such.

The fact that a player can't navigate in small spaces when utilizing a small model is something that bothers me. Something that bothers me is something I'll dedicate time to in order to find a solution. However, note that I don't promise anything here. I will try to make a mod that allows this, but the chances of that not working out are high. It's also highly likely that the approach I will use is incompatible with a lot of other mods.


Edited by Hepolite, 07 July 2014 - 04:03 PM.


#68 Krasniye

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Posted 07 July 2014 - 11:16 PM

It should be. I use it with the Voxel Mod Pack, seems to work just as expected. Haven't tried all features of Voxel, so can't say for sure if it's 100% compatible. If anyone notices something that doesn't work, let me know and I'll see if it can be fixed.

 

The fact that a player can't navigate in small spaces when utilizing a small model is something that bothers me. Something that bothers me is something I'll dedicate time to in order to find a solution. However, note that I don't promise anything here. I will try to make a mod that allows this, but the chances of that not working out are high. It's also highly likely that the approach I will use is incompatible with a lot of other mods.

Best of luck!



#69 Hepolite

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Posted 06 August 2014 - 12:37 AM

After a hiatus for some time, I finally got back to this problem at hand... It turns out to be a lot bigger system that needs to be altered in order to actually be able to allow players to run around as fillies and colts. "How much needs to be done", you might ask. Well, the way I'm doing this means I need to rewrite the entire movement system of Minecraft. Yup. The whole thing, including collision detection and animation handling, and movement sounds. But that's just a fun thing to do, and it gives me the chance to actually make a movement system that's better than vanilla MC. It's something I've wanted to do for some time, but never bothered starting.

 

And what do I have to show for this work? Well, this:

Spoiler

 

I did sort of want to merge this with FillyCam, but ended up deciding against it in the end, simply because this mod is going to be incredibly bloated with all sorts of stuff that has nothing to do with what I wanted to achieve with FC. However, I'll make those two mods communicate with each other to reduce the amount of settings that needs to be tweaked in the future. This means that you could simply click a couple of buttons to make all settings suit your character. And, if something was to be off, it wouldn't be hard to tweak them to your liking with a few more clicks.

 

Nonetheless, since this method I'm using requires a noclip mod (*Cough* VoxelFlight *Cough*), it's probably not going to work on many, if any other, servers than Brohoof (On the creative side only. You can't noclip on Col unless you're one of those sneak admins). It will work on single player and likely LAN as well.

 

So far I've been able to get the ground and air movement to something that's in a working state, so it's possible to move around and fly. However, I have yet to add swimming and fix the animation/sound issues that are deeply rooted into the vanilla movement system. Sneaking and running has some hick-ups as well; some problems really doesn't want to vanish easily.

 

While this is still a mod that is far, far from done, it is in a sort of working state. I'm going to put up a link for my sort of stable prototype version, it would be great if anyone could throw in some ideas and thoughts before I get too far.

I'd like this mod to be more focused on the actual movement system, but given that this mod requires such huge amount of work, I'd prefer to not take the wrong route and do something nobody likes. So I'll ask, what do you folks want from something like this? A movement system that works much the same way Minecraft works, or something different? I'd personally prefer to use the same ground movement system as MC has, perhaps tweaked a bit, and a completely new and much more immersive and realistic (As realistic as colored, winged horses can be) flight system.

 

In case you wish to give the prototype a go, here's something that's nice to know:

Spoiler


#70 RainbowBullet

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Posted 09 August 2014 - 02:49 AM

does the link download the mod to .minecraft because i dont know how to do that without doing what i did last computer -never worked again- i tried getting the tconstruct mod



#71 JoyJoy

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Posted 09 August 2014 - 04:01 AM

does the link download the mod to .minecraft because i dont know how to do that without doing what i did last computer -never worked again- i tried getting the tconstruct mod

No, it will download it to your Downloads folder.  You'll have to move it to .minecraft/mods manually.  And be sure the extension is .litemod and not .zip.



#72 darknessninja575

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Posted 12 August 2014 - 07:43 AM

There was a mod called pony powers that had a new flight system which let you "flap" your wings by pressing a button and you were able to slowly able to grid back down. I thought it was a pretty good way of doing it so maybe you could look in implementing it in?

 

I think this is the post that has the flight in it.

http://www.minecraft...her?comment=635



#73 potworjan

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Posted 15 August 2014 - 05:54 PM

When is this going to be updated for 1.7.10?

#74 Hepolite

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Posted 17 August 2014 - 08:14 PM

There was a mod called pony powers that had a new flight system which let you "flap" your wings by pressing a button and you were able to slowly able to grid back down. I thought it was a pretty good way of doing it so maybe you could look in implementing it in?

 

I think this is the post that has the flight in it.

http://www.minecraft...her?comment=635

Shouldn't be hard to do. Already have a few ideas in mind of how to handle this.

 

When is this going to be updated for 1.7.10?

When it's ready. Which means right now.

 

FillyCam 2.1.4 (Minecraft 1.7.10)

 

Changes:

 - Updated to Minecraft version 1.7.10

 - Replaced the "Common" classes with a core library. This will improve communication between all mods I make.

 - Added a stallion preset

 - Various behind-the-scenes changes for features that are still in development.

 



#75 darknessninja575

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Posted 18 August 2014 - 05:47 AM

oh good to hear.

 

there seems to an issue going on, I'm getting a start up error with lightloader at the main menu.

 

Spoiler

Edited by darknessninja575, 18 August 2014 - 09:19 AM.


#76 Saccharin

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Posted 18 August 2014 - 12:22 PM

oh good to hear.
 
there seems to an issue going on, I'm getting a start up error with lightloader at the main menu.
 

Spoiler


Me as well. I took a screen of the actual error log just in case (Well two screens because I had to scroll the log, but I combined the screens).
Spoiler

Edited by Saccharin, 18 August 2014 - 12:24 PM.


#77 potworjan

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Posted 18 August 2014 - 12:42 PM

Me as well. I took a screen of the actual error log just in case (Well two screens because I had to scroll the log, but I combined the screens).

Spoiler


I got exactly the same error and same log.

#78 Hepolite

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Posted 18 August 2014 - 01:00 PM

Hm, interesting, but strange. When I tested the mod with the BMP, everything worked as expected. Although, I can't really tell from that image what happens. My guess would be that something wasn't properly installed, perhaps there's something wrong with VoxelCommon, which this mod needs. It would be great if you could look up the file "liteloader.log" under the folder ".minecraft\modpacks\bronymodpack\liteconfig" or, if not using the BMP, under ".minecraft\liteconfig", and copy the contents there to "pastebin.com" or just send that to me in a PM and tell me what other mods you have installed.


Edited by Hepolite, 18 August 2014 - 01:06 PM.


#79 Saccharin

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Posted 18 August 2014 - 01:22 PM

http://pastebin.com/pJM2QFv4

I've got Optifine and WorldEditCUI and MineLP, though I tried FillyCam without Optifine with the same or similar results earlier.

#80 Hepolite

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Posted 18 August 2014 - 02:23 PM

Hm, that is what I expected... I can't see VoxelLib (Which I meant by VoxelCommon) being loaded, hence my mod fails to load.

 

The only way I can reproduce this issue is by setting up some strange stuff that prevents VoxelLib from being loaded, thus leading to this error.

 

Solution: Reinstall the modpack, but make sure you install VoxelLib (lib_voxellib_2.3.1_mc1.7.10.litemod) as well. If you move some mods from the modpack folder to the "mods" folder directly under ".minecraft", make sure you move VoxelLib as well.



#81 JoyJoy

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Posted 18 August 2014 - 03:11 PM

Or you could include it with the archive like it is in the standalone versions of VoxelCam and MineLittlePony.  This would allow you to provide your own version of VoxelLib if you wish.



#82 Hepolite

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Posted 18 August 2014 - 04:15 PM

Hm, suppose that could be done rather easily. Though I'd prefer to not distribute anything I didn't make, especially not since I seem to be unable to prevent some silly stuff related such as making the correct authors appear in the mod description for VoxelLib.



#83 JoyJoy

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Posted 18 August 2014 - 05:10 PM

Hm, suppose that could be done rather easily. Though I'd prefer to not distribute anything I didn't make, especially not since I seem to be unable to prevent some silly stuff related such as making the correct authors appear in the mod description for VoxelLib.

Each different version has a different entry in the mods list. It's packaged as a jar in the root of the archive.  Just look inside the standalone versions of the mods I meantioned.



#84 Saccharin

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Posted 18 August 2014 - 07:23 PM

Solution: Reinstall the modpack, but make sure you install VoxelLib (lib_voxellib_2.3.1_mc1.7.10.litemod) as well. If you move some mods from the modpack folder to the "mods" folder directly under ".minecraft", make sure you move VoxelLib as well.


So I ended up solving this by extracting VoxelCommon-2.3.1.jar from the mod_minelp_1.7.10.0_mc1.7.10.litemod and putting it in the mods folder, and renaming it to a .litemod file.

I did this because you said the solution was to reinstall a mod pack, but I use the stand alone version so there's no modpack to reinstall, and I couldn't find anywhere where I could grab "lib_voxellib_2.3.1_mc1.7.10.litemod" all by itself with my Google-fu.

Anyway, that did the trick, so thanks for pointing me in the direction of "Needs a basic Voxel thing". I mean, I got it right out of my already in use MineLP file, so you'd think it would just work, but I won't look a function pony in the mouth any further.

Edited by Saccharin, 18 August 2014 - 07:23 PM.


#85 darknessninja575

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Posted 18 August 2014 - 09:09 PM

Yep that worked!



#86 rainbowdash4ever

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Posted 21 September 2014 - 05:49 PM

This mod is missing the class FillyCamGUI.  Please add it back in!



#87 Hepolite

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Posted 21 September 2014 - 06:42 PM

The class "FillyCamGUI" is indeed in the mod, it was never removed. Since you're just implying that something went wrong, I can't do much to help, I can just guess what went wrong. It's likely your game failed to load the class up because this mod doesn't have access to VoxelCommon.

 

If you're using Minecraft 1.7.2 or on Minecraft 1.7.10 + using a modpack, then I'll need your log file that is located at ".minecraft/liteconfig/liteloader.log" or ".minecraft/modpacks/MODPACKNAME/liteconfig/liteloader.log". If you're using Minecraft 1.7.10 and NOT using a modpack but the standalone version of MineLP, then you'll need to open MineLP using WinRAR, 7Zip or a similar program and extract the file "voxelcommon-2.3.1.jar" and put it into your "mods" folder and rename it to "voxelcommon-2.3.1.litemod". That should fix any issues with VoxelCommon.


Edited by Hepolite, 21 September 2014 - 06:49 PM.


#88 Soda_Drinker

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Posted 20 October 2014 - 07:15 PM

The arrows, throwables, and fishing line aren't appearing from where they should be in 1.7.10. Is this what the bucket/reach distance button was for? I tried clicking that, but it didn't seem to do anything.



#89 Hepolite

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Posted 20 October 2014 - 09:36 PM

The arrows, throwables, and fishing line aren't appearing from where they should be in 1.7.10. Is this what the bucket/reach distance button was for? I tried clicking that, but it didn't seem to do anything.

Ah, no, the reach/distance fix doesn't solve that issue. The fix is simply to make these things hit where you are actually aiming, and prevent you from breaking things outside of your reach.

 

Previously if you aimed at a certain block five blocks ahead of you with a bow, you'd miss that block and fire above it instead, if playing as a filly. That's what the fix attempts to correct, but the arrow (and fishing line hook, snowballs and enderpearls and all that) will spawn where they used to. If you fly sufficiently far from the ground while using these items, the mod will compensate and these items should act as intended (spawning at eye level), but if you're on the ground they are still acting strangely. That's not something I can fix at this point in time, simply because of how Minecraft works internally.



#90 Soda_Drinker

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Posted 08 November 2014 - 10:51 PM

There seems to be an incompatiblity with MAtmos. The sliders freeze up and the camera no longer corresponds with the reach.

 

I also had an idea...the Morph mod is one of the only mods that successfully changes both the camera view and collision box, and it happens to be open source. Would it be concievable to modify morph so that it changes the camera and collisions, but not the look of the model? Or allow another mod to override morph's models?


Edited by Soda_Drinker, 08 November 2014 - 10:51 PM.


#91 JoyJoy

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Posted 09 November 2014 - 02:33 AM

There seems to be an incompatiblity with MAtmos. The sliders freeze up and the camera no longer corresponds with the reach.

 

I also had an idea...the Morph mod is one of the only mods that successfully changes both the camera view and collision box, and it happens to be open source. Would it be concievable to modify morph so that it changes the camera and collisions, but not the look of the model? Or allow another mod to override morph's models?

Except Morph is a server mod.  If we were somehow to be able to change the hitbox, it wouldn't make a difference unless the server knew about it.  If the server detects a player in a place he/she shouldn't be, like a 1x1 tunnel, it will force him/her back.

 

Hepolite brought up a way he was going to try earlier. It involves using partial noclip, so that seems to be the best option so far.



#92 Soda_Drinker

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Posted 09 November 2014 - 03:11 AM

Except Morph is a server mod.  If we were somehow to be able to change the hitbox, it wouldn't make a difference unless the server knew about it.  If the server detects a player in a place he/she shouldn't be, like a 1x1 tunnel, it will force him/her back.

I mean to keep Morph exactly as it is, except not letting it visually change the player model when you morph into something else (correct me if that's impossible; I know nothing about modding).

 

The idea would be to morph into something that matches the size of your model--like a pig, if you're a pony--and still be able to look like a pony.

Hepolite brought up a way he was going to try earlier. It involves using partial noclip, so that seems to be the best option so far.

I tried it, but the game always crashes when I load a world...has anyone else been able to get it working?



#93 Hepolite

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Posted 09 November 2014 - 03:57 AM

There seems to be an incompatiblity with MAtmos. The sliders freeze up and the camera no longer corresponds with the reach.

 

I also had an idea...the Morph mod is one of the only mods that successfully changes both the camera view and collision box, and it happens to be open source. Would it be concievable to modify morph so that it changes the camera and collisions, but not the look of the model? Or allow another mod to override morph's models?

I can't find any strange interaction between MAtmos and this mod, I use MAtmos myself as well. I just tested the most up-to-date version of MAtmos I could find but, couldn't find anything that was faulty. What other mods do you have installed? Got a log file to share?

 

I mean to keep Morph exactly as it is, except not letting it visually change the player model when you morph into something else (correct me if that's impossible; I know nothing about modding).

 

The idea would be to morph into something that matches the size of your model--like a pig, if you're a pony--and still be able to look like a pony.

I tried it, but the game always crashes when I load a world...has anyone else been able to get it working?

As for changing the collision boxes... If only it was that simple. The problem is that while the client is free to do a lot (which is why flight is possible even if the server doesn't allow it), changing the collision box isn't one of those things. The server will also outright deny a player to move into a solid block, unless noclipping is allowed on the server side. Morph fixes this easily by also modifying the server.

 

I try to do everything on the client, meaning that nothing is required on the server side. For the end user, this means you can connect to any server you want, and have the mod work like expected. Had the mod been a server mod, you'd only be able to use the mod on the servers that has the mod installed.

 

This is why, as Killjoy said, I tried to use noclipping to make the server just ignore the player's movements completely. I was able to solve the movement and collision issues relatively easily, but the problem is that the vanilla movement system is so unbelievably hardcoded into the rest of Minecraft that pretty much everything needs to be ripped out and recoded. In fact, it's easier to make a new voxel game than it is to fix Minecraft (Yes, I actually did that, in less time, too!). As for that prototype, it definitely needs more work. If it crashes before use, I dare say that's the lesser evil between it working and not working. In its current state, it definitely will not improve the immersion. It'll take plenty more hair pulling and months of research and frustration, unless someone less stupid than me attempts to crack this nut.



#94 Soda_Drinker

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Posted 09 November 2014 - 05:48 AM

I can't find any strange interaction between MAtmos and this mod, I use MAtmos myself as well. I just tested the most up-to-date version of MAtmos I could find but, couldn't find anything that was faulty. What other mods do you have installed? Got a log file to share?

Oops, you're right! Turns out it was actually EnviroMine. Here's the log on startup: http://pastebin.com/isyn6vZQ

 

As for changing the collision boxes... If only it was that simple. The problem is that while the client is free to do a lot (which is why flight is possible even if the server doesn't allow it), changing the collision box isn't one of those things. The server will also outright deny a player to move into a solid block, unless noclipping is allowed on the server side. Morph fixes this easily by also modifying the server.

 

I try to do everything on the client, meaning that nothing is required on the server side. For the end user, this means you can connect to any server you want, and have the mod work like expected. Had the mod been a server mod, you'd only be able to use the mod on the servers that has the mod installed.

I see, that's a shame.

What if finding servers with the mod installed wasn't an issue? As it is, it seems like the only viable option...


Edited by Soda_Drinker, 09 November 2014 - 06:07 AM.


#95 JoyJoy

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Posted 09 November 2014 - 06:49 AM

Soda, that's not an issue with this mod; it's not even installed. Your issue is with cofhcore. Update forge to at least 1230.

#96 Soda_Drinker

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Posted 09 November 2014 - 07:23 AM

Soda, that's not an issue with this mod; it's not even installed. Your issue is with cofhcore. Update forge to at least 1230.

Haha! No, the issue is that I'm a spaz...it's the wrong log! Must be the soda sugar high. Here's the correct one:

http://pastebin.com/N7Jh5Pf3


Edited by Soda_Drinker, 09 November 2014 - 07:29 AM.


#97 RedheartFiM

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Posted 26 January 2015 - 07:22 PM

Hey guys, I seem to be having a slight issue with the FillyCam mod. I asked about these errors on a regular forum and my only solution was to make sure Forge and Liteloader are up-to-date but they are now and I'm still getting errors from Fillycam. Can you explain these?

Spoiler

Spoiler



#98 JoyJoy

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Posted 26 January 2015 - 07:35 PM

Install minelp. This requires voxel common, which minelp bundles.

#99 Captain Char

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Posted 26 January 2015 - 10:45 PM

I'd suggest just full install voxelmodpack 12.0 but minus the voxeltextures, since we don't use it here

#100 JoyJoy

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Posted 10 May 2015 - 10:03 PM

I'm crashing while using this with CoFHTweaks.

 

http://pastebin.com/Hj0FFYKk




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