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calclavia

Forge Modder
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Everything posted by calclavia

  1. I have this idea but it might be a bit too far fetched. Maybe Forge should create a webpage that is like a Mod Download site, similar to how FireFox has an add-on website for their browser (https://addons.mozilla.org/en-US/firefox/) or something like the Google Market. It will be a website where players can simply download mods and search for them. There won't be any forum thread inside. It will be clean and organized and unlike the messy forum in Minecraft for different mods. The pages for the mods will be in the same format giving players an easy access to these mod's official pages or forum threads. For modders, simply just submit your Forge mod onto that webpage and it will indexed with a category and etc. Integrate this feature with the new FML feature. You know where in the Minecraft in-game menu you have this new page for the list of Mods? Have the player be able to open to this Forge Mod Site where the player will easily be able to pick and download their mods. I think something like this should really be made and Forge would be a good place to start it. Any opinions?
  2. Thanks Took a few hours to program that editable system.
  3. AHHH No wonder it didn't work. I forgot to type .ogg behind the file name. *FACEPALM* for few hours of trying to solve this. Thank you for your help!
  4. I started modding with Forge included, so I never had to "move" to Forge. You should create a bunch of tutorials in the tutorial wiki from beginning on how to mod with Forge WITHOUT ModLoader. Your tutorials will get more views since it will be updated to the newest version of Forge which does not include ModLoader.
  5. I don't want to spam the general discussion board with irrelevant information. I posted a reply to your previous post here: http://minecraftforge.net/forum/index.php/topic,446.0.html
  6. Also, I suggest you to use some type of Minecraft mod installer instead of including all the mods in your mod package (since this might not be legal). Simply have an installer that downloads all the mods from their directory and install it. This way the player doesn't need to download the ENTIRE package and it is also a lot more legal and saves the trouble of having to ask every modder for permission. One more thing. You should uninstall computer craft since RedPower has computers now and having duplicating computer systems makes things a lot messier. On the website I listed out SOME of the mods you have on the server but I am not really sure what mods you have. After you register an account you can edit and change that information. Also, provide links to each mod so people can easily download them if they wish to install the mods manually.
  7. Thanks for the help! I understand about sound a lot more now thanks to your explainations! While I am developing my mod (and I don't have a mod zip file), do I just place all sound files in the jar like how I put all textures in the jar?
  8. I am still pretty decent with HTML, CSS and PHP. So web programming is still my strong point (although after doing so much Java, you feel that PHP's syntax is HORRIBLE and too un-strict). Can you register an acocunt via http://calclavia.com/register.php ? Tell me your username and I will grant you permission to edit and create pages in your sub-site. I did some changes and moved the site address to http://calclavia.com/industrialwar/. I edited the page and moved most of the things about your server from the Google Sites onto the webpage.
  9. Yeah there should be a tutorial on how to setup a repo for Minecraft Mods because it is not very similar in creating a repo for a average application.
  10. I decided to help you with your server site. I created a new sub-site within the Calclavia domain: http://calclavia.com/industrywar/ It's not finished yet, and it currently (temporarily) has the same visual theme as ICBM. But I will change it soon. What color schems you want the webpage to be? Also, you will be able to edit it. Register an account in the Calclavia website and I will give you permission to edit it (tomorrow). It is like a wikipedia page that is editable. Programmed that system myself and still proud of it Also, we should come up a better name for your server. "Dark Industrial War" is too general and doesn't sound good enough.
  11. It will (hopefully) be big after ICBM multiplayer comes out. Then it will be total war. Install a backup plugin
  12. Exactly. I have been looking forward to this. Once a recommended build for it comes out, I am going to have my default block IDs set like 2000
  13. I used .getClassLoader().getResource() but it didn't seem to work. Does the name of the sound file (e.g "random.explosion") matter?
  14. Hmm in that case I don't really think it is cheating. As long as it is not free and overpowered and doesn"t ruin the game, it should be fine.
  15. www.calclavia.com/darksmcwar This server is hosted by DarkGuardsman. Requires a lot of mod though. On 24/7. Website not finished yet.
  16. I got all the packt working with some closes I created via UEPacketManager and UEIPacketReciever. Thanks for the help.
  17. private int ticks = 0; onUpdate() { if(ticks % 20 == 0) { System.out.println("one second!"); } ticks ++; }
  18. I have another problem now though. The data of the tile entity seems to not be syncing with the server. I did some print line tests and the server had all the variables set correctly, but on the client side the variables are not correct. How would I make sure those variables in the tile entities are synced? EDIT: I tried using packets to send the data. But things start to get really messy. Is there any structured way I can send data packets?
  19. To all your questions, the answer would be yet. If you don't want to show the damage to the player, use item NBT data. Actually I think the main purpose of having a damage value for an item is to have it to show a damage bar. Besides that, you can easier replace the damage with NBT data. I am not sure why you want the damage to be only even... Also, you can use the Universal Electricity API if you don't bother converting the electricity. UE is natively compatible with Buildcraft and will try to be compatible with IC2 and RP in the future (via add-ons). Official Page: http://minecraftforge.net/forum/index.php/board,50.0.html
  20. Not lazy. It is for code aesthetic purposes but anyway it's not important. Thanks for adding this new feature. Makes ores a lot easier to handle.
  21. This guy here helped me the most:
  22. OK. I accidentally lied. The GUI still doesn't open up on multiplayer. I am not sure what I am doing wrong. I have both server and client using IGuiHandler. I have ONLY the client doing action with the IGUIHandler because the server can not have a GUI class inside of it. Here are the sources. Scroll to the very bottom for the GUI handle function. CLIENT GUI HANDLER: https://github.com/calclavia/Universal-Electricity/blob/master/minecraft/net/minecraft/src/universalelectricity/components/UniversalComponents.java SERVER GUI HANDLER: https://github.com/calclavia/Universal-Electricity/blob/master/minecraft_server/net/minecraft/src/mod_UniversalElectricity.java
  23. Thanks! It works now! Is it possible to have more than one GUI handler in a mod? It doesn't really feel neat if I have all my GUIs handled at one location. But if there is no option, that is fine. That is just for coding aesthetics. One more question though. My tile entity saves NBT data and stuff. How do I make sure those datas are synced with the client? Or are they synced automatically themselves when I do an NBT save?
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