Forum posts

Posted 5 years ago2018-11-12 14:44:59 UTC
in TWHL Modded Minecraft Server Post #341235
Yeah that seems to happen occasionally. I've restarted it, should be working again.
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-11-10 00:16:05 UTC
in TWHL Modded Minecraft Server Post #341222
Any recommendations for a good launcher that'll deal with the mods & skins & whatnot
I don't use any custom launcher so I can't recommend anything. Solokiller probably knows some.

You are both whitelisted. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-11-08 17:47:13 UTC
in TWHL Modded Minecraft Server Post #341219
Good work. You got a lot of stuff already. Crazyness. :nuts:

@Urby: Did you fix your account yet?
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-11-06 16:41:45 UTC
in TWHL Modded Minecraft Server Post #341209
/06.11 10:40:00 [Server] Server thread/INFO Could not add Urbanebula to the whitelist/ (Text formatting seems broken)

Looks like that name isn't correct. Did you convert your Minecraft account into a Mojang account? You can do that here: https://account.mojang.com/migrate
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-11-05 22:55:00 UTC
in TWHL Modded Minecraft Server Post #341202
You can now login.

Heard you can't login, that sucks man. I feel bad now.
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-11-05 15:40:36 UTC
in TWHL Modded Minecraft Server Post #341197
I will do that now. Thanks for letting me know. :)

Edit: Done.
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-11-05 02:10:21 UTC
in TWHL Modded Minecraft Server Post #341191
My bad. You're whitelisted. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-11-04 14:55:31 UTC
in TWHL Modded Minecraft Server Post #341183
So on a scale of "not that bad" to "university finals", how difficult is it to learn / get a grasp on most of the mods on this server? Might join if it's not too bad
Not that bad. Some mods come with ingame manuals with a 'Getting Started' section. There will be times where you'll need to use Google to get information about a block or item. You can also ask here if you have questions. I'm well experienced with most of the mods on the server, as well as Solokiller (I presume).
I'm unable to connect to the server. The error message says connection refused with no further information.
Because it's not done yet. :P Just wait for my signal. Check back in an hour or so. :)

Edit: GO GO GO!

To Urby, Shepard, torekk, Jessie, Instant Mix, remember to give me your MC usernames to be whitelisted.
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-11-04 00:52:02 UTC
in TWHL Modded Minecraft Server Post #341169
It worked without problems for me. You may need to download the missing mods though, best to download the entire zip file, everything will be included this time.

Hopefully I'll see you in server next week then. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-11-03 20:35:16 UTC
in TWHL Modded Minecraft Server Post #341164
Well then I don't know. :nuts:

Yeah Forge download server is up again. Going to install server now.
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-11-03 20:27:02 UTC
in TWHL Modded Minecraft Server Post #341162
That happens when you add mods and then load a world that was created without those mods, causing the worldseed to changed. That means that those worldseed you posted earlier probably produce a different world now.
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-11-03 15:38:19 UTC
in TWHL Modded Minecraft Server Post #341155
I will configure it, then repack the zip file, it will include the mods I forgot to add.
I'm just waiting for the Forge website to work normally again, as I need to install Forge on this computer (I was on my laptop earlier).

Also,
no more than 15/20 or so mods
Well then... I guess I failed there. :nuts:
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-11-03 15:29:36 UTC
in TWHL Modded Minecraft Server Post #341153
I'll add it, but then it would be fair to only have it vein mine ores and clay, not sand, gravel or various stones.
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-11-03 15:20:09 UTC
in TWHL Modded Minecraft Server Post #341151
VeinMiner, doesn't that mine an entire vein of ore? I've never been a fan of that, it's too easy in my opinion. I already made it easier to progress in Ender IO. Plus, there are mining tools available that allow you to mine multiple blocks at once. Let me think about it.
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-11-03 14:51:02 UTC
in TWHL Modded Minecraft Server Post #341149
Bummer you're having issues, Jesse, hopefully Solokiller's Twitch mod profile will work for you.

It looks like the Forge site is having problems, I can't seem to download Forge as well. I'm sure it'll be fixed soon.

I apologize, but I forgot two small mods:
FTB Utilities and /Dank/Null. I will add these to the zip file and provide a manual download:

FTB Utilities: https://minecraft.curseforge.com/projects/ftb-utilities/files/2634405
FTBLib: https://minecraft.curseforge.com/projects/ftblib/files/2634401
/Dank/Null: https://minecraft.curseforge.com/projects/dank-null/files/2624277
p455w0rdslib: https://minecraft.curseforge.com/projects/p455w0rds-library/files/2616338

And it appears I also forgot to include OptiFine, so get that here: http://optifine.net/adloadx?f=OptiFine_1.12.2_HD_U_E2.jar

@SourceSkyBoxer: didn't you leave TWHL two months ago?
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-11-02 19:06:19 UTC
in TWHL Modded Minecraft Server Post #341130
Never had such problems with JourneyMap.

That looks like a nice starting area. Will go with that. :)

Edit: How about this one: 145125832356022098
Should spawn you next to a village in a relatively flat savanna biome.
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-11-02 14:44:05 UTC
in TWHL Modded Minecraft Server Post #341125
When are you planning to open it up?
Hopefully saterday or sunday. I will upload the zip file with all the mods and other client side files very soon. Check back later in half an hour or so.
That pirate ship is actually from Quark, if I recall correctly. Atleast I had this exact same ship in my singleplayer world, and I'm sure I didn't got Roguelike Dungeons installed.
Must've been a different pirate ship then because I'm pretty sure RogueLike Dungeons has one as well.
I also didn't run into any problems regarding Quark and ProjectRed, though not sure if I got the whole "Suite", there's only 7 mods regarding ProjectRed in my mods folder.
Odd, looks like the same files, maybe you had an older version of Quark that didn't caused the crash? Who knows.
You forgot one important client side mod which is "OptiFine" (because I love me some performance boosts) ^^
Oops. I will add that one.
EnderIO doesn't seem to like OptiFine that much though, but It'll work.

For those that don't know, instructions on installing the client is now in the first post. Link to the required Forge installer and the zip file can be found as well.
I haven't decided on a seed yet so feel free to try out some singleplayer worlds to get a nice looking worldseed for the server.
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-11-01 18:38:26 UTC
in TWHL Modded Minecraft Server Post #341120
No, that ship is generated by Roguelike Dungeons. It's a dungeon type, basically.
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-11-01 18:12:59 UTC
in TWHL Modded Minecraft Server Post #341118
I'm at least able to go into the Quark config screen after entering a world, so I guess it's fine.

Arrrrrr matey!
User posted image
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-11-01 18:05:34 UTC
in TWHL Modded Minecraft Server Post #341116
This was just a test launch on a creative world.
I cannot guarantee that spawn is located at such a location though. I will try a couple of seeds out and see what I get.

There's seems to be an issue between ProjectRed and Quark. On the 'Quark Configuration - First Load' screen, clicking the 'Configure Quark' button, crashes the game:

The game crashed whilst rendering screen
Error: java.lang.NullPointerException: Rendering screen


On the next startup, the game boots up fine.
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-11-01 17:24:04 UTC
in TWHL Modded Minecraft Server Post #341114
I've added Quark and NoMoreRecipeConflict, the latter sounds useful. :)

First test launch:
User posted image
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-10-31 22:02:27 UTC
in TWHL Modded Minecraft Server Post #341109
Extreme Reactors it is.
Yeah, the new Ender IO is grindy but honestly I thought it wasn't too bad. It took me some effort to get that advanced SAG Mill though and honestly, I kinda liked working towards that goal.

I considered adding Draconic Evolution as well but maybe we shouldn't.

I think that's enough mods for now. I'm going to put everything together and update the first post with a download link to the zip containing all the mods. This may take a day or two.
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-10-31 16:27:46 UTC
in TWHL Modded Minecraft Server Post #341107
Mystical Agriculture is another good one. A good alternative to quarrying holes in the world.
Immersive Engineering also has some good stuff, and lets you make stuff like ziplines.
RFTools has good machines for various tasks.
Tinkers' Construct has tools to make mining go way faster.
I'll add these, I have experience with all of those mods, except Mystical Agriculture, but it looks interesting.
You'll probably want integration mods between them too, so you can do stuff like smelt TE metals in a TC smeltery.
I think you can do that already. What other integration mods do you suggest?

Not sure about Biomes O Plenty, It just adds too many biomes. Sure, you can disable some but meh, I'd rather stick with vanilla biomes. We could instead have an alternate terrain gen mod, like this one: https://imgur.com/a/jGt5H
I'm interested, would it be possible to have a list of links for the confirmed mods with their versions?
Once we've decided which mods to play, I'll put together and provide a zip file containing all the necessary client side files, this includes all the mod jar files and config files.
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-10-30 20:41:53 UTC
in TWHL Modded Minecraft Server Post #341104
I'm going to create a zip file with all the mods inside, there's no need to download each one individually. If you have any mod suggestions, now is the time to tell. A list of currently confirmed mods will be in the first post.
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-10-30 19:59:12 UTC
in TWHL Modded Minecraft Server Post #341101
Posted 5 years ago2018-10-30 19:18:06 UTC
in TWHL Modded Minecraft Server Post #341099
I only accept mods compatible with 1.12.2, Ex Nihilo with Compressum and SolarFlux are 1.7.10 mods.
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-10-30 19:06:07 UTC
in TWHL Modded Minecraft Server Post #341097
User posted image
I happen to have a server available! :D TWHL Minecraft Server #3, anyone?

How about getting started with some Modded Minecraft this time around? We've been playing vanilla on all of the previous TWHL Minecraft server so let's change things up a bit with some mods. I'm thinking, just a handful of mods, no more than 15/20 or so mods so things keep running smoothly.

First things first though, we need to decide what mods to choose. Do we want tech mods, nature mods, magic mods, building mods? Before I even install the server, these are the things we need to get sorted out.

The base Minecraft version will be 1.12.2.

Current confirmed mods: (excluding any core mods and libraries)
  • Actually Additions
  • Actually Baubles
  • Baubles
  • Baubley Heart Canisters
  • Better Builders Wands
  • Better Records
  • BiblioCraft
  • Chisel
  • Chisels & Bits
  • Connected Texture Mod
  • Cosmetic Armor Reworked
  • /Dank/Null
  • Dark Utilities
  • Ender IO
  • Ex Compressum
  • Ex Nihilo: Creatio
  • Exchangers
  • Extra Bit Manipulation
  • Extra Utilities 2
  • Extreme Reactors
  • Forge MultiPart
  • FTB Utilities
  • Galacticraft
  • Immersive Engineering
  • Immersive Petroleum
  • Industrial Foregoing
  • Industrial Wires
  • Just Enough Items
  • Metal Chests
  • Mod Name Tooltip
  • Mystical Agriculture
  • No More Recipe Conflict
  • OpenBlocks
  • OpenComputers
  • Project Red Suite
  • Quark
  • Quick Leave Decay
  • RFTools
  • Random Things
  • Ranged Pumps
  • Refined Storage
  • RoqueLike Dungeons
  • Solar Flux Reborn
  • SpaceCraftX
  • The One Probe
  • Thermal Mods Suite
  • Tinker's Construct
  • VeinMiner
Client side (optional) mods:
  • FoamFix
  • Inventory Tweaks
  • JourneyMap
  • Mouse Tweaks
  • OptiFine
  • TexFix
  • VanillaFix
Client downloads:

Minecraft Forge 14.23.5.2772 for 1.12.2 Installer

All the mods 115 mb

Server IP: 198.20.126.99:25565

How to install:

1. Download the Forge installer and run it. Choose Install client. This will create a new profile in your launcher. If you don't use the official vanilla launcher, additional steps may be required to get the profile created.

B. Optional step: Skip to step 3 if you do not wish to install your client at a different location, or if you use a third party launcher
Consider installing your client in a different location other than the default location (AppData\Roaming\.minecraft). This makes it easier for you to get work done on config files or updating mods. My client installation is located at D:\TWHL Modded Minecraft\.

3. Fire up your launcher and make sure the correct Forge profile is selected. Allocate 6 gb of memory to Minecraft. If you did step B, set Game Directory to that custom location you've set in step B.

4. Run the game with the new Forge profile selected to verify if it's working. On the main menu screen, in the bottom left corner, it should say:

Minecraft 1.12.2
MCP 9.42
Powered by Forge 14.23.5.2772
4 mods loaded, 4 mods active

5. Download the zip file with all the mods if you haven't already. Inside the zip, you'll find 3 folders. Extract all 3 into your client game folder. A config and a mods folder should exist already so simply overwrite these.

6. Launch the game. If you get to the main menu without any crashes, installation is successful.

7. Give me your MC usernames so you can be whitelisted.

8. Enjoy!
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-10-20 15:24:25 UTC
in Now Gaming: ... Post #341054
Following the recent announcement of a possible remaster, I've fired up the very first Command & Conquer (Tiberian Dawn):
User posted image
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-08-27 13:50:13 UTC
in Competition 35: Vanilla Half-Life Post #340693
Do you map with texture filtering disabled, Urby?
I've just disabled it myself and found that it actually helps aligning things more accurately because of the sharp edges of each individual pixel.
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-08-19 02:06:16 UTC
in Competition 35: Vanilla Half-Life Post #340600
Judging will be based on how well your design matches the original game in addition to the standard measures such as lighting, architecture, ambience and texturing.
This is confusing me. Is this saying we should... 'mimic' Valve's sloppy style of mapping? By sloppy I mean:
  • Limited usage of fancy angled surfaces, rounded corners and precision vertex manipulation
  • For lighting, create a block, put light texture, don't bother scaling and/or shifting the texture
  • Even worse, don't even bother with texturelights, just point lights only
  • Forget to align textures on some faces
  • To connect two area together, built a square corridor with barely any detail work
  • No more than a 5 faces cylinder primitive brush
Stuff like that, Half-Life's official maps are full of such examples of sloppiness.
Is this what we will be judged on, or can we go all out with insane high levels of detail, spend hours vertex manipulating that perfect cliff wall, support pillar, computer terminal as well as spend days getting that perfect lighting going?
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-08-18 19:19:13 UTC
in Competition 35: Vanilla Half-Life Post #340597
For someone who wants to participate but doesn't have any ideas, I would have tried to imagine what was behind the broken elevator you see just after entering C3A1. You know, it has a loading point inside but leads to nowhere.
Funny that you mention this, last year, Don (Unq) over at Run Think Shoot Live hosted a Half-Life anniversary live-stream in which he played through Half-Life in one sitting. It was me who suggested taking a look what's behind those elevator doors: There's a func_button that targets an info_landmark referencing a non-existing bsp file. Great trivia.
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-08-12 23:38:27 UTC
in (Release) Half-Life: Echoes Post #340508
Well I just finished it. Good lord man. That's all I have to say. User posted image
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-08-11 22:40:15 UTC
in (Release) Half-Life: Echoes Post #340493
Hahaha your very funny, My display card is very strong and has not problem with OpenGL because I am very far to Half-Life's OpenGL minimal version. ( possible 3.3 or older than < 3.0 version of OpenGL. ) Why do you not buy new computer or are you jobless
Don't be such a dick, Skyboxer.

I got through echoes12 after reloading from a previous save from a previous map. My game crashed again when playing through echoes12, but then It worked fine and got to the next map.
It's quite a pesky bugger though.
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-08-11 19:35:11 UTC
in (Release) Half-Life: Echoes Post #340491
Even if I put it back at 2048 the game crashes uncontrollably. I'm unable to continue now. I don't want to manually load the next level as I don't want to skip anything.
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-08-11 19:10:51 UTC
in (Release) Half-Life: Echoes Post #340489
I'm getting a lot of random crashing to desktop with no error message in the map echoes12. I did add the key 'edicts' to the liblist.gam file and upped the value to 3072 (What's a good value?) and I've commented out the commandargs line. Didn't seem to help though.
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-07-27 13:03:27 UTC
in Half-Life Echoes releasing soon Post #340282
This looks fantastic. I'll totally play this when it's out. ^^
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-07-15 23:11:13 UTC
in 6 minutes speedrun of Half-Life Post #340150
I can't stand speedruns. It's bullshit.

But damn, I have no idea what is going on (hah) in that video, it doesn't make any sense to me how that glitch is supposed to work.
The Mad Carrot The Mad CarrotMad Carrot
Either way, as you can clearly see from the screenshots you've posted, HLCSG found a problem with a brush in your map:

hlcsg: Error: Entity 0, Brush 422: outside world

Find the damaged brush by using the "Go to brush number" or a similar named function in one the menu's and delete or recreate the brush.
The Mad Carrot The Mad CarrotMad Carrot
The p0 file doesn't exist because according to your log, HLCSG did not run. Make sure you have the paths to the compile tools correct in your editor of choice.
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-07-09 23:52:00 UTC
in Host_Error when I compile my map Post #340118
I've check out your "editor" as well. Then Avira woke up:
User posted image
It found the TR/Dropper.Gen trojan horse. Now this could be a false positive but the fact that Windows Defender on Solokiller's computer marked it as malware as well, makes me think that modified version of Hammer has very likely been tampered with and I don't trust it, it looks too fishy to me.
I suggest you stop using that fishy editor immediately and try a different editor, Sledge or J.A.C.K. These are overall much better editors in terms of functionality and features. Hammer is getting old.

I wouldn't be surprised if that tampered version of Hammer is the whole cause of the problem. You should rule out the likely possibility of a buggy fishy editor by trying an alternative editor.

Get Sledge here
Get J.A.C.K. here

I used the word fishy a lot.
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-07-08 17:23:27 UTC
in Host_Error when I compile my map Post #340087
Unless you messed up copying/pasting the log somehow, the log you posted shows that CSG ran last. It should run first, then BSP, then VIS and finally RAD.

Make sure the paths to the tools are correctly defined in your editor of choice.
The Mad Carrot The Mad CarrotMad Carrot
Assuming that by switch you mean the retinal scanner, instead of it being a func_button, make it a func_wall. When you trigger the retinal scanner, the texture will animate, like as if it's 'used' by the player. That way you can mimic the func_button functionality and the player can't interact with it because it's a func_wall. You may want to add an ambient_generic for the retinal scanner activating sound effect because a func_wall can't play sounds, obviously.

So in short, change the retinal scanner from func_button to func_wall. You also need another trigger to trigger the door or whatever it is that the retinal scanner targets when it was a func_button.
I'd recommend a multimanager.

Also I think the multisource is redundant in this case, this whole set up can totally be done without one.
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-06-19 15:15:49 UTC
in E3 2018 Post #339965
"See you at E3" they said. "Please join Croteam at E3 2018 for the full game reveal" they said.

Turns out this did not apply to the public, but press only, on an invitation basis.

!@#$%^&
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-06-09 19:12:28 UTC
in E3 2018 Post #339853
Got excited for only 2 seconds!

RIP
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-06-09 12:50:35 UTC
in E3 2018 Post #339841
Nothing interests me so for, except one:
User posted image
The Mad Carrot The Mad CarrotMad Carrot
This post was made on a thread that has been deleted.
Posted 5 years ago2018-06-04 01:22:17 UTC
in TWHL4 Discussion / Bug Reports Post #339803
I don't like how map vault entries no longer tell you the date at which a given map was uploaded, like it did with TWHL3:
User posted image
I know, a minor nitpick. But sometimes even the smallest change can be an annoyance. Any chance of bringing it back? Perhaps combine it with the current method:

Created 21st October, 2006 (11 years ago)
Updated 8th August, 2013 (4 years ago)

Or something similar.
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-06-02 13:42:42 UTC
in TWHL4 Discussion / Bug Reports Post #339769
That'd be great, Penguin, I just got shoutboxbombed by Jesse while typing that shoutbox post.
User posted image
Edit: Already love the new formatting options. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 years ago2018-06-02 13:12:38 UTC
in TWHL4 Discussion / Bug Reports Post #339765
Oh hey, you boys finally made it public. For a second I thought 'have we been hacked?' No, it's just the new site design. It's a little bit of getting used to, but that's fine. Not sure how I feel about the Shoutbox being on the right, is there a way to move it to the left side of the page? It looks like that should be possible as the Shoutbox is a separate... thing, it isn't attached or isn't part of the main layout.

Other than that, congrats on finally making the dang thing public. :)

Let's go back in time and take a look at how TWHL looked like on June 8 2003: Fire up the timemachine
The Mad Carrot The Mad CarrotMad Carrot
This post was made on a thread that has been deleted.