Everything posted by cpw
-
ForgeDirection rotation matrix fix
Heh, I suck at directions. Always have. Please submit a PR
-
FML login logic and "FML" packet channel
FML modifies a couple of vanilla packet structures. To verify that the server is FML we send an unsolicited login packet that the server has to ack. You won't be able to emulate this in bukkit without changing the net server handler. Sorry.
-
IncompatibleClassChangeError
Get rid of the (1) in the name of the forge jar..
-
Minecraft keeps crashing :(
This is a vanilla bug. We've been playing whackamole with them for some time.. gotta catch 'em all..
-
Incompatible ModLoader Mod - NullPointerException
Heh, that's a result original. But NPE shouldn't happen with the code you quoted..
-
1.4.2 Smart Moving error
This problem only occurs when trying to run a ModLoader mod in a dedicated server context. Hence why it is very rarely seen. It is fixed, but to be honest, ModLoader mods don't fit very well with a dedicated server context and I recommend switching to a mod design that is...
-
Forge Incompattible with Custom Launcher
No, mineshafter is incompatible with FML/Forge. Tough. Sadly, because I don't support pirating what is an excellently cheap game, I'm not going to go out of my way to help them "fix" it either. If they figure it out for themselves, then whatever.
-
[Solved]EntityPlayerMP exists even if I'm playing SSP?
The entityplayermp is in the server. The entityclientplayermp is in the client. The client embeds an integrated server to simulate the world. Use a packet to tell the server when you key triggers. Then, as if by magic, your mod will work for SSP, LAN and dedicated server.Don't be a fuckwit and try and directly get the server player from a client side keyhandler..
-
Black Screen When I Installed FML
What launcher are you using?
-
Cant connect to my server with forge!
Update your client... it should have been rejected by the server actually...
-
Redstone timing / loop issues.
Keybounce, the best way I know of, is to wait for Eloraam to do her magic and then install redpower and wonder why you ever tried playing with vanilla redstone
-
Headless servers fail to start
Interesting that openjdk seems to be missing this stuff. That's very frustrating. I'll see if I can make a patch that works even without it, but it looks like it cannot even classload some of the graphical components, which is frankly ridiculous. *sigh*.
-
Headless servers fail to start
I need the *complete* log for that error graymayne. There should be something else there. This problem is practically impossible to reproduce, and others have tested and verified it works in practically identical environments. Most likely you are missing a key java component on your server.
-
Headless servers fail to start
You have an incorrect FML version. There is nothing that can be null in that method now, and that line doesn't even *exist* in the code... Update!
-
[Incompatablility] More Rocks Mod
Update forge!!!!
-
Allow @Init to be used outside @Mod
No, it becomes too hard to try and figure which init belongs where then. Use a delegate or so.e delegates. You get your loaded file at the pre init event as well as all the annotations it can find. I'm sure you could make a plugin system out of that
-
NetServerHandler.handleChat event hook please.
FML has one for ml compact. Check a recent fml
-
INCOMPATIBLE MOD! (Not modloader!) Realistic minecraft INCOMPATIBLE!
turtle: start from a clean MCP workspace, with just client and server jars. Add in the latest forge source drop and decompile. Then, figure out what you want to actually do. You should, really, write this stuff as a mod- most likely it's quite possible to make your changes through a mod rather than editing base classes. I suggest reading a few tutorials on how to make a mod. If you want to be modloader compatible, use a basemod. If not, use an @Mod (they're much easier in my opinion).
-
Unable to get modloader mods to work in forge 241.
Yes, this was missing chat handling. An utterly ridiculous, but probably one of the few viable non-FML/ML, ways of doing s->c comms. Thanks for the bug report. @Keybounce I want bug reports, not elaborate scripting environments. I want "mod x doesn't work with FML U.V.W" not "here's a thousand line essay on why you're a bad person because my ancient ways are going to have to change by a few lines." Links to broken mods, with client or server log files are good. Overelaborate criticisms that seem to go nowhere are bad. Here's how it could have gone down: '"SuperiorEnchanting is failing to establish client server comms". It has a non-modloader server side <here> that looks like it's complaining (error message here). No stack traces, it just can't "find" itself.' Instead of all that above.
-
Linking to an external library in your mod
Update FML. This was recently changed so random libs in the mods dir will be loaded into the classpath. Ugly though. You should package sqlite as a coremod and then everyone can use it and depend on it properly. Mostly it would just be adding a meta-inf and a simple mod container.
-
Crash screen after Pixelmon1.6.2 installation
Yes, but to fix it he adds the "modId" in the @Instance reference. It'll work everywhere then.
-
Crash screen after Pixelmon1.6.2 installation
He needs to fix his @Instance code to refer to modid: @Instance("ModId")
-
Headless servers fail to start
FYI, that should be in forge now, so enjoy!
-
Incompatible mod "Journeymap" (works with ML, but not FML)
OK I know why. javax is considered a privileged package and so FML refuses to load that from a mod zip... hmmmm
-
Incompatible mod "Journeymap" (works with ML, but not FML)
An interesting issue. I will investigate further...
IPS spam blocked by CleanTalk.