OvermindDL1
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Everything posted by OvermindDL1
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Never heard of it, does it overwrite base files? Nope, it's a ML mod. As long as they do not edit any base files then they should work. MCPatcher breaks things. Which exactly? MCPatcher's code for texture handling conflicts with forge, MCPatcher needs to update. Never heard of it, does it overwrite base files? Yes, but only yw.class. Other classes are intact. Forge has hooks in yw.class, so it is unlikely that they would work together, one or the other would break, depending on install order, and if Forge breaks it usually means a crash due to how low level it is. I think I was able to, but been a long while since I have tried. Can you try it for me? I don't want to try strange things like magic launcher that let me have different jars, unless I have to. Hmm, I do not have any non-forge servers to test on right now. As for your set up you can always do as I do, I just have multiple directories with fully self-contained MC installs.
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Magic launcher says 2 errors for forge.
OvermindDL1 replied to scoput2's topic in General Discussion
Exception in thread "Thread-9" java.lang.Error: Interrupted attempt to aquire write lock at javax.swing.text.AbstractDocument.writeLock(Unknown Source) at javax.swing.text.AbstractDocument.insertString(Unknown Source) at javax.swing.text.PlainDocument.insertString(Unknown Source) at magic.launcher.ae.a(Unknown Source) at magic.launcher.ae.write(Unknown Source) at magic.launcher.ab.write(Unknown Source) /* snip */ That is an error in magic launcher, not forge. Try it without magic launcher. -
Optifine is currently not compatible with the latest version of Forge, Optifine needs to update. Also, your 'Modloader.txt' pastebin id is invalid, but not needed anyway. Do note, Forge has basic HD texture support up to 128x right now I think, so if that is what you are using optifine for then you can wait, else optifine will (hopefully) be compatible soon with all its far more advanced rendering features.
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It is illegal to distribute the MC jar. It is likely that yours works fine. It is likely that they are not putting it in the correct place.
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I could see a possible way using a white list while disallowing duplicates, maybe, any problems with that idea?
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Never heard of it, does it overwrite base files? MCPatcher breaks things. Not incompatible, but not needed anymore, Forge basically includes its functionality now. Never heard of it, does it overwrite base files? Never heard of it, does it overwrite base files? I think I was able to, but been a long while since I have tried.
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Forge "ICustomItemRenderer" Error
OvermindDL1 replied to OneEye0pen's topic in Support & Bug Reports
That error generally means that the installation was not complete, either a file was not included or one was overwritten. Make sure you have no other base class editing mod. Also, the 4096 thing was not updated last I saw, and if it is not then it would corrupt the installation thus it could cause this problem. So try it without the 4096 fix, and make sure to use a good zip program, if you are on Windows then use 7zip. -
That is generally caused by not resetting the lighting state in your TESR before rendering anything. I do not have the code handy so I do not know it off hand, but I think the enchantment table and piston use it, so maybe look at their rendering code?
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Heh, cute. Oh, modder rank given.
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They are not using what you sent them then, they are likely using what their system contains. That is the *only* thing it could be from what I see.
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Very easily. Just scan the recipe manager and remove any recipes that you do not want.
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Does not matter, that is only saving/loading, not internal processing.
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Compass and such updating is done purely in its TextureFX.
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Switching facing texture of a block
OvermindDL1 replied to DarkGuardsman's topic in General Discussion
I changed my code to setBlockMetadataWithNotify . The texture still doesn't update unless there is a block change nearby. EDIT: I figured it out. I need to set this: this.setRequiresSelfNotify(); Ah, yes, forgot about that, I always set that on my blocks. Setting a metadata to the same thing causes MC to skip it, thus doing nothing. To force an update you can mark your block as needing an update, forgot what the function was called but if you check the source of the setBlockMetadataWithNotify function it calls the functions that mark a block as needing to be updated like that, just call whatever functions it calls, but directly. -
You could make it very simple and do protection per chunk like factions and and a few other protection mods do, just store the data in the chunk save handler.
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Unsure then, my identical builds work fine on windows and linux I know, but I have never tested a mac.
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MC freeze after forge install
OvermindDL1 replied to Dagorbragollach's topic in Support & Bug Reports
Unsure, but from a guess it sounds like the install is corrupted. Either a bad download (redownload everything) or modded wrong (try a fresh MC jar and re-mod, if you are on windows use 7zip as it seems to work best). -
Actually you are the useless one. If you bothered to read the link that I nicely gave you (instead of outright banning you), you would see that it tells you the information that is needed, how to get it, etc... Without that information there is no way that we can help, especially the stacktrace and mod listings, really need that.
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Easy, I remove a few vanilla recipes in my mod as I move them to other things.
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Switching facing texture of a block
OvermindDL1 replied to DarkGuardsman's topic in General Discussion
You are probably calling world.setBlockMetadata, you need to call world.setBlockMetadataWithNotify I think. -
What does the server log say when they join and that happens?
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Switching facing texture of a block
OvermindDL1 replied to DarkGuardsman's topic in General Discussion
No. Because every block does it different, even the blocks in my mod do. Sometimes they need to rotate only on one axis, something the faces need to rotate around an axis while having the body also rotate around. Sometimes it needs to be stored in metadata, other times Tile Entities. Some times it is generated based on some state, some times it might just be a variable. In all cases it is still very simple to do. -
I am quite certain that it exists, cannot check what it was called right now, but look in the dispenser class and you should see the Forge hook callback, follow that back to see what you need to hook in to.