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Everything posted by UncleMion

  1. Restarting the thread now that I've made a Gulliver Forged release as an April Fool's not-prank http://www.minecraftforum.net/topic/1112856-151mlforge-gulliver-the-resizing-mod-v0132-beta-april-1-changing-your-perspective-of-minecraft-over-90000-downloads/ It's only partway converted over to Forge. There's a lot more I want to do with using Forge hooks for Gulliver where possible, but I'm afraid it's still going to be a very base-class-heavy mod. My goal is to have reasonable "default" behavior for resized mobs, as well as scaled movements, block-breaking ability, etc. so that other mods are reasonably playable even before doing specific compatibility changes. Anyway, y'all are welcome to try the preliminary experimental Gulliver Forged thing and let me know what you think I'll ask more specific questions about code structure as I go along in the integration process.
  2. Quick FYI, I'm putting the Forge port on hold until after I get some particular mod features working. It'll be a lot easier to take care of those features before I fork Gulliver into 2 separate releases for ModLoader and Forge.
  3. Unfortunately with Macs, if you copy mod files and subfolders into the "minecraft.jar" folder (that you make while installing on a Mac) and "Replace" old files, if there were any subfolders of the same name already in the "minecraft.jar" folder, then it will remove everything from those subfolders and just replace them with the new files. What this means for you is that, since FML has a "paulscode" subfolder (containing the file "paulscode/sound/codecs/CodecIBXM.class"), everything that was already in "paulscode" goes away - your entire soundsystem. To get around this, you'll need to copy over everything else from that forge universal zip except for the "paulscode" subfolder, and then go down into the "paulscode/sound/codecs" subfolder and copy "CodecIBXM.class" directly into the "paulscode/sound/codecs" subfolder of your "minecraft.jar". Or else use a mod installer/launcher program like Magic Launcher to avoid touching the "minecraft.jar" at all. (It's a shame, really... if it weren't for that single "CodecIBXM.class" file, there'd be no problems with installing Forge on a Mac in the usual way.)
  4. Hmm, about how often does Forge add new features? In the "Recommended" releases at least. I can't really call my mod stable until I've finished adding the main features I've got planned and done a lot of code cleanup. I don't expect to be submitting any forge hooks until after a good thorough refactoring and consideration of what features would be useful to other mods. In the meantime it's more a matter of my mod supporting Forge and not the other way around It shouldn't be too much trouble to update to new versions once I've gotten the current Forge features taken care of.
  5. Thanks for the feedback Hm, I'd like to have Gulliver be Forge compatible but not required. I suspect that, since some of the Forged base classes I conflict with happen to implement Forge-specific interface classes, I'd be best off making 2 releases: one fully Forge compatible, one not (but close if possible). So... the Forge one would need to incorporate Forge code into the base classes I modify, and the less-Forged would use reflection on existing hooks wherever it can. Does that sound about right? I'd actually try to replace code with Forge hooks if possible, but it'd be trickier to maintain 2 very divergent forks. Probably worth it if the hooks are useful I'll see what I can figure out.
  6. Hello folks I've got a mod called Gulliver that allows you to change the size of the player and other entities, in both singleplayer and multiplayer: http://www.minecraftforum.net/topic/1112856-125smp-gulliver-the-resizing-mod-changing-your-perspective-of-minecraft Currently Gulliver uses ModLoader and supports ModLoaderMP. I would like to add Forge compatibility so my users can play with their Forge-based mods, not to mention that I've been wanting to see how well it works with RedPower sub blocks (drop ceilings & ductwork tunnels! ) Important caveat: Gulliver changes scads of base classes. I plan to reduce the number of base class changes eventually, but I doubt I can get away with not modifying any base classes, considering how much fundamental Minecraft code I've had to adjust to get this mod to work well. So, got any advice for a Forge noob trying to add compatibility for a ridiculously complex but highly amusing mod? Oh by the way, sp614x suggested that I ask you guys to add hooks for render view positioning and perspective changes. I'm still working out the rendering details, but would you be open to making hooks of that sort? Cheers, UncleMion
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