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OvermindDL1

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Everything posted by OvermindDL1

  1. How and where do i do that at? Is is standard in the open source programming community, on Minecraft Forge's GitHub page.
  2. The scripts do that all automatically and properly. Just extract MCP. Setup minecraft pre-setup with modloader into MCP, do not run any script yet. Put the forge directory into mcp Run the script in the forge directory to install and setup into MCP, all automatic then.
  3. Ask whoever made your launcher? Without the stacktrace and log then it is exceedingly difficult to help you.
  4. i am sorry if i am i irritates you but.. how do i do a subbclass that work. I have tried manny times but i always get errors. Oh not irritating at all, I just described what you need to do is all. If you do not know how to subclass though then might I recommend you learning Java first? Google knows of *quite* a few tutorials.
  5. Elaborate? Because it is not Forge that does that but rather is ModLoader.
  6. Yep, and mods that happened to get here fast and are on the front page will be moved to the Various Mods section soon if their traffic does not meet.
  7. I think they do from what i've read out of the code and on forums. If they are that means i'm doing something wrong. Either something is overriding the data or server side is not spawning the guard right. Think you can show me how you do it in your code? then i can compare and find my mistake. I just copied how EntityWolf did it was all actually.
  8. Your 4096fix is out of date. EDIT: Bah, Ninja'd...
  9. Or just compile and use a recent OpenJDK on the PowerPC, it runs well enough.
  10. I thought they were linked and were synchronized automatically, have been for me anyway.
  11. I just have my own ItemFoodITexture class that just subclasses ItemFood but implements the ITextureProvider interface.
  12. Mostly Lex's discretion, but likely if the board of it in the Various Mods area gets busy enough that it is accounting for a reasonable amount of the site traffic then it will be moved to the front. Reasonable amount being completely arbitrary as something even like 1% might be too high considering the traffic the Forge area gets. But basically, if it has, oh, lets just say about 20+ posts a day it would, and probably a good bit less too. If your board starts getting a lot of traffic then just ask us to look and consider it.
  13. For note, this is not 'Shift' click, but rather 'Sneak' click (which is usually shift, and is what IC2 and RP2 and BC3 and so forth do to suppress the GUI) they just check if the player isSneaking first, if so then they return from the callback without launching the GUI.
  14. Kind of looks like a debug render. Does MC 'require' an entity renderer associated with an entity?
  15. For note, Forge can open a GUI from anywhere and from any action, you do not need BlockContainer.
  16. A great thing would be to say 'how' you did it for others, or perhaps a nice tutorial on the wiki?
  17. I see no getTileEntity() function in block. Are you subclassing from BlockContainer? If so then do not subclass from BlockContainer.
  18. Sounds like it is being redefined later. Cannot help without seeing source code.
  19. A 'lot' in this context means there there are more examples in the vanilla codebase then is actually needed to demonstrate what to do.
  20. Exactly, never initialize statically, always initialize in the loaded callback.
  21. Working for me too, but you should not use that one, use the recommended version.
  22. The function where you return your tileentity instance (getTileEntity or something like that?) has a metadata version.
  23. I hate releasing unfinished/imperfect things...
  24. For anyone that is curious, you make a custom Renderer and bind a new instance of it to your Entity class type.
  25. Also the server install link is: http://minecraftforge.net/wiki/Installation/Server
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