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calclavia

Forge Modder
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Everything posted by calclavia

  1. No it's not just one or two things being named like that, ALL VARIABLES are being named like that. In 1.2.5, there are some variables named like that but most of them are correctly named. Anyway, i will one again try nuking MCP and re-doing it again. I saw your new build so I'm testing it out right now... Edit: Installation failed: MCMerger failed. Edit 1: Redownloading all jar files and testing it out again.
  2. You're right. I redid everything and now it works better now. However, there are still a bunch of problems that makes it impossible to mod. Everything works fine except the variable names in Minecraft are all messed up... They are all named like: field_71969_a and such. In addition to that, when I install, it still tells me there are a bunch of errors but Eclipse works with it no problem though. Thanks Lex.
  3. Just to support the Forge team, I will use the ad version of the links Alright. I'm not sure if you know this bug (or if it's a bug at all), but I installed Forge properly like how I do for 1.2.5 (put bin and resource folder in the jar folder and click "install.bat"). The installation gave me about 500 errors. Here's a snapshot of it. I'm using the latest Forge build 177. Edit: I starting up Eclipse and Eclipse seems to be all messed up and confused. It can't find the src folders. Going to try to reinstall and give you more feed back.
  4. OHHHH!!! OHHHHHHH!! FINALLY :D I was so excited these past few days, waiting for this moment!
  5. I love pickles and I'll take them all. And the dog, because I love dogs too! With 1.3.2 upcoming, will you release a 1.3.1 version if 1.3.2 is earlier? 1.3.2?! Really?! OH HELL NAWW!! Need to update twice?! =_=
  6. So let's say I get a mod updated to 1.3.1 with no problem in single player with only minecraft.jar. To get the minecraft server jar working, I can simply copy and everything from the client source and it should work? I wish Forge was like Optifine where they showed the percentage they completed for the next update. I'm feeling anxious about this like all the other modders here grabbing my hair now and going to wait...
  7. Same here. I told some of my players that...
  8. Use NBT data like how a furnace stores it's items in it's inventory.
  9. Best time for them to change over is now, 1.3 needs a good amount of re-coding anyway. EDIT: Also ForgeAPI has a better packet system, at first it isn't as easy as MLMP but as soon as you get the hang of it its far superior. When I converted my mod I cut my packet data down to a 3rd of what MLMP was sending and debugging was easier. Yeah. I screwed around with packet data once, and it was unbelievable how many were sent just to do simple stuff. Hopefully my UE API can handle your packets and reduce the hassle you gotta make...
  10. Don't bother with fools who claim to find something that doesn't exist yet. People here at the Forge forums should be the first to know when Forge releases.
  11. As Lex said before, the Forge API now uses an annotation based system to do so called hooks and things. More efficient. Hopefully Lex will explain to us after the update and give us an example of how this works.
  12. So I have to write a SSP and SMP?!?! Yup. Both in minecraft.jar clent
  13. Yes, and No, its nto FULLY contained as all the codepath used for actually launching the server is not in MC. AE: MinecraftServer.main() and anything related to the server GUI. Which is well, annoying. As for what you need to do for tile entities, yes, you need to make it so that they send things to themselves as you're not really sending to yourself you're sending to a different instance of the tile entity, in a compleetly different world. It just HAPPENS to be in the same process. Lol I get it. It sounds awkward sending to yourself (when actually you are sending to yourself in another network). Thanks.
  14. Oh. Wait so I have to write my tileEntities so the tile entities would send packets to itself?
  15. I'm not exactly sure how DamageSource.java work. I want to create a new type of DamageSource called "Radiation" and if you're wearing lead armor it won't damage you. How would I do something like that? I don't see any functions in DamageSource.java that can relate to this. Can armors check what damage sources are coming towards them?
  16. Just some questions about MC 1.3.1. Do you need to write code for both the minecraft source and minecraft_server source for it to work? Is the minecraft_server.jar a basically stripped down version of the minecraft.jar removing all client features? Do I need to write code for both the server and client for it to function or does the client have to include server code in itself when running "single player"? Also Lex, is you EventBus system usable by other mods too? Let's say I've a mod that has a bunch of add-ons for it and I want to use these EventBust Listener things. Can I simply use the Forge's even bus or do I have to make one myself?
  17. Hmm seems pretty complicated but it looks like a more effective system. Can't wait to use it without the need of implementing all these interfaces you've used to have and registering all of them.
  18. Have you tried decompiling 1.3? The code obviously won't be directly copy/pasteable, but Villagers now open a GUI with a Container. I retried putting UE into there and I just ran into tons of errors messages. Also, 1.3 seems to have world.isRemote and I think that variable is pretty useless considering the fact that it's ALWAYS remote/SMP?
  19. Copy and paste the AI from some mobs to make it wander.
  20. Too lazy to. But my mod Universal Electricity is open source and it has some network code you can take a look at: Client: https://github.com/calclavia/Universal-Electricity/tree/master/minecraft/net/minecraft/src/universalelectricity/network Server: https://github.com/calclavia/Universal-Electricity/tree/master/minecraft_server/net/minecraft/src/universalelectricity/network
  21. I'm actually even lazier than that. I made it so the client doesn't do ANYTHING at all except display correct GUI information. That should also reduce all client lag issues. With 1.3 coming up, I'm planning to make the client side do nothing at all except be a "display" while server sides does all the work. Hopefully this will reduce lag.
  22. Modloader just released for 1.3.1 in less than a week so it looks like it's not THAT hard to update your mod, but it depends on what stuff you have inside the mod. If I'm correct, Forge should be out tomorrow or Tuesday for 1.3.1? How does these annotation things work? So far I only know the @Override annotation but I can't seem to grasp how custom annotation can replace Forge's old implementation system...
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