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luacs1998

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Everything posted by luacs1998

  1. This topic has been moved to Modder Support. [iurl]http://www.minecraftforge.net/forum/index.php?topic=16390.0[/iurl]
  2. FE dev speaking Well, we killed it because Abrar's too busy and I can't cope alone. And for Worldedit for forge, there's https://github.com/sk89q/worldedit/tree/master/src/forge/java but apparently they dont release builds for it.
  3. You are told where to get a log file in the EAQ. Read it, and then come back with one.
  4. This topic has been moved to Modder Support. [iurl]http://www.minecraftforge.net/forum/index.php?topic=16355.0[/iurl]
  5. Problem with the mod, speak to mod author
  6. This topic has been moved to Support & Bug Reports. [iurl]http://www.minecraftforge.net/forum/index.php?topic=16252.0[/iurl]
  7. This topic has been moved to Support & Bug Reports. [iurl]http://www.minecraftforge.net/forum/index.php?topic=16243.0[/iurl]
  8. Oh that. Please read the EAQ available in the support section.
  9. 1) No sob stories 2) Next time, look on the file server. http://adf.ly/673885/http://files.minecraftforge.net/maven/net/minecraftforge/forge/1.7.2-10.12.0.1025/forge-1.7.2-10.12.0.1025-installer-win.exe
  10. If you're using windows you can download the installer-exe version and run it normally. Windows will warn about digital signatures, run anyway.
  11. This topic has been moved to Modder Support. [iurl]http://www.minecraftforge.net/forum/index.php?topic=16154.0[/iurl]
  12. This topic has been moved to Servers. [iurl]http://www.minecraftforge.net/forum/index.php?topic=16166.0[/iurl]
  13. How to get log files? Look in the EAQ (the big red sticky + subforum at the top of this forum!)
  14. Are you kidding? It's painful! Don't get me wrong, it's much much better than nothing and I'm very grateful they made it, but if you're doing more than a handful of names it gets real tedious real quick. And it seems to be impossible to correct mistakes, even if you've just entered a new name yourself and notice a spelling error. Well that's easy enough to accommodate. Download the name mappings from the server, apply to the local decompiled obfuscated code by gradle or whatnot, then after refactoring the names, run a gradle "diff script" or similar on the client, and send the information back to the server again. -TGG I actually find it more convenient. I keep a MCPBot DCC chat open in the background behind my IDE, so when I figure out a name I can just directly hop it over to MCPBot. And if you need to change a name you can go to #mcp, they can help you.
  15. MCPBot is good enough, it's as far as I know the least hands-on approach. And we have to respect the fact that you can't redistribute unmodified mojang code (deobf isn't counted)/
  16. This topic has been moved to Modder Support. [iurl]http://www.minecraftforge.net/forum/index.php?topic=15818.0[/iurl]
  17. This topic has been moved to Modder Support. [iurl]http://www.minecraftforge.net/forum/index.php?topic=16080.0[/iurl]
  18. Here's a list I compiled myself a while ago: http://www.minecraftforge.net/wiki/Minecraft_Forge:Releases You need the appropriate ML or MLMP versions.
  19. I don't get what you mean, though I'll just leave this here: ForgeGradle is the FUTURE. Embrace it. Gradle simply allows us to do many things we can't with the normal MCP (Srg2Source, for example)
  20. Did you download this file from files.minecraftforge.net ? And I see you use windows, you can download the .exe installer too.
  21. 1) Don't necro, it's BAD 2) Have you people tried running gradle setupDecompWorkspace --refresh-dependencies ?
  22. It's all crowdsourced mcp mappings, if you can get on IRC and operate MCPbot you can fix it yourself. And usually they're renamed for a purpose.
  23. Build 964 uses ForgeGradle and is 1.6 compatible.
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