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Draco18s

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Everything posted by Draco18s

  1. I am also interested in this. I know Reika has a gradle.build file that does it for him (I've got a copy, but I can't decipher it in order to use it).
  2. RenderManager is a class, not an object instance.
  3. public boolean onItemUse(ItemStack par1ItemStack, EntityPlayer par2EntityPlayer, World par3World, int par4, int par5, int par6, int par7, float par8, float par9, float par10) For the love of god, rename those parameters to something meaningful.
  4. http://www.deitel.com/articles/java_tutorials/20060422/PlayingVideowithJMF/JMF_Page2.html Found via "how to play a video in Java" in google. Left as an exercise to the reader on how to combine that code with a Minecraft gui render handler.
  5. Show your item class. Prediction:
  6. You can't. http://www.minecraftforge.net/forum/index.php/topic,27370.0.html http://www.minecraftforge.net/forum/index.php?topic=27608.0.html http://www.minecraftforge.net/forum/index.php?topic=14587.0.html
  7. ItemStack will never equal Item. Also, as soon as the player's hand is empty and that code runs, the game will crash with a Null Pointer Exception.
  8. Also, here's how I rendered a container item. https://github.com/Draco18s/Artifacts/blob/master/main/java/com/draco18s/artifacts/client/ModelPedestal.java#L60-80 It only does one item (intended to be rotated flat against a top surface) but it should give you an idea of the necessary parts.
  9. http://www.minecraftforge.net/wiki/Basic_Tile_Entity
  10. You will need a tile entity for your block that has an inventory. Then you'd render each inventory element in the appropriate place based off its index.
  11. itemStack.damageItem(amount, player) ?
  12. To fix that problem, insure that the upload process completes.
  13. Why aren't you using the provided item stack and instead creating a new one? @Override public String getItemStackDisplayName(ItemStack parItemStack) { return (MagicBeansUtilities.stringToRainbow(StatCollector.translateToLocal(getUnlocalizedNameInefficiently(new ItemStack(this)) + ".name")).trim()); }
  14. Note: updating some things is a right pain in the arse. Like the javadoc for an already renamed function.
  15. You never told the game what texture to use.
  16. Question: What the hell is p_77653_1_, why does it have an obfuscated name, and why the hell are you using it to store a string, and why the hell is it always null?
  17. Ok, show your main mod file, as some aspect of your @mod annotation is fucked up
  18. Question: Why are you accessing that class with reflection and not wrapping it in a try...catch?
  19. Its not mine, of course, but for some reason their @Mod annotation is missing the version number. The file name contains it, but not the @mod or the mcmod.info file, so Fore assumes the version is 1.0 and given that some changes were made that my mod depends on, I can't directly say "I need Mod X version Y" in my dependencies, because Forge can't tell 1.0 ("1.2.15") apart from 1.0 ("1.2.18"). Because of this, I'm using Reflection to see if the classes I need exist, but I'm not sure how to prevent the game from successfully loading (because as soon as WorldGen happens, it'll crash).
  20. Is there a way to show the "You don't have mod X of version Y" screen when loading mods, such that state detection not related to things Forge can see (cough, a mod not reporting a version number) and display a message to the user about the missing requirement? I'd much prefer to do that than throw an IllegalStateException and crash the game.

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