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etopsirhc

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Everything posted by etopsirhc

  1. when i've loaded it up to play its always been almost instant. heres what i got from the eclipse console ( when it works ) and when i'm also looking up stuff or loading anything else ( about 70% of the time )
  2. why is it every time i hit run or debug forge decides to download guava and the scala-library? i mean hell i've probably downloaded them 40 time today alone. it wasnt happening on 1.4.7-6.6.2 but after updating to 1.5-7.7.0-592 it does.
  3. while not 100% sure most of them simply experimented with the vanilla furnace trying to add things to it untill it worked just right. i know thats what i've been doing with all my stuff, then when i hit a brick wall i ask for any help on exactly what i need. but in general you'd need a tile entity, thats where all the heavy work is done in the furnace a block that extends container, that way it holds the items needed and the interface the tile entity will need a array of itemstacks , one for each furnace slot. then farther down where it sets whats in the output slot ( 2 in the normal furnace ) you can put any item there or if items exist increment how many are there. its a bit big to just jump into the vanilla furnace and see whats happening , but if u need make a copy of the files and refactor them so the vars are easily readable and it should make it easier to figure out what all is happening. good luck.
  4. i had that problem a few min ago , and while i forgot what exactly fixed it the things i did was: 1) comment out the registering of a block i had commented the creation out of 2) add .setUnlocalizedName("string"); to my item i think the top fixed mine but the bottom one came up next with some name error the texture system isnt too bad really for what i'm doing ( as far as i can tell ) but essentialy in your mod folder you need a textures folder with items and blocks folders in that [edit] this is the function that ( for the workbench) will set the icons to vars needed so it can render, i think items are the same function. later in the get block texture function it returns those set variables @SideOnly(Side.CLIENT) public void func_94332_a(IconRegister par1IconRegister) { this.field_94336_cN = par1IconRegister.func_94245_a("workbench_side"); this.field_94385_a = par1IconRegister.func_94245_a("workbench_top"); this.field_94384_b = par1IconRegister.func_94245_a("workbench_front"); }
  5. you forgot the most important step , install a linux distribution over any existing windows operating system
  6. guess i'll do that in the morning then (er, afternoon? 3:40 am lol)
  7. ah the evil stack over flow error ( or close enough ) not sure how u did it, but you're causing the world to continuously regenerate itself
  8. everything your looking for should be in the ServerConfigurationManager to for example see if a player can use a command from a standard Player instance: (EntityPlayerMP) playerVar..mcServer.getConfigurationManager().areCommandsAllowed(this.username); this will ( on the server side ) cast player to the server sides multiplayer instance , get the server instance and then the configuration manager where it would return whether or not that player ( or any player with that name ) could use commands ( opped level ones, /me or /tell arnt included in that check )
  9. i managed to get my textures to render perfectly , but when i try and render even a single face with a vanilla texture i get the texture not preloaded message and very weird looking block. any idea how to get vanilla textures to render on the block too? still on 1.4.7
  10. dam , thought it was something that easy ( as well as easy to miss ) too ^^; thanks for the help =D
  11. currently i have a block that will write some info to nbt when activated, then just after that its supposed to update the texture of it. but using the iBlockAccess.getTileEntity(x,y,z); seems to only give me the default values i set for the TileEntity and not the ones i wrote to it when i activated it. i've already made sure that the block is activating, as well as the info is getting sent to the tile entity i've also set the tile entity to print out its info to console any time it reads or writes to/from nbt the data is apparently getting properly written, but when accessed though the iBlockAccess.getTileEntity(...) it seems to almost place a new one in that location, give me its default values , then after i finish with it read the old ones again. i've tried setting the block to update and even tick randomly in hopes of at least getting the proper values in the custom renderer , but nothing seems to work. if any one knows how to do this , or is good enough at nbt data and tile entities could u at least throw some ideas at me to try , cause at this point i have no clue what to try.
  12. @OP lemme know if you'r still going through with making it , if not i will. ( even did a few tests first to see if i could do it )
  13. didnt see that but i fixed it when typing it in any ways the problem is the super.func_77660_a() always returns false its hard coded that way in the parent . so i just made it so when ever it calls that function to make the gun be set to explode
  14. TY , the func_77660_a works =D but not how you had it set up , cause that function always returns false , so with a quick tweak i got my exploding guns
  15. i have a theory of how you might be able to , it would be extremely hacky though as you would need to force the client side chunks to display your ghost blocks. the problem is it would have to some how change the communication between the client and server some how forcing the display. i think their is a cache of the chunks that are loaded , so you'd have to edit that on the fly before the render pass i think. all just theory but the mod sounds great, hope you can get it working , and if not let me know i'll try to after i finish my current mod project
  16. is there any kind of event listener in some hidden part of forge that will pop up when a block is broken ? i've checked in the world events and in the entity , entity living , and entity player , but the closest thing is the start to break , witch i dont want to use cause it'd cause lots of exploding guns. now just to clarify i don't want the event to be on a block , cause i'm checking if an item the player has is in their hand when they break it , not ,for example, if should the block explode if not harvested properly. what i want to do is make it so if some one breaks a block with a gun , the next time the gun is used it will explode in their hands.
  17. well first off if your using eclipse you set that folder as your work space , and in it you should see a single project called minecraft. from there you just delve in to the code and start working at it. but if u want a solid start check out http://www.minecraftforge.net/wiki/Tutorials/Upgrading_To_Forge_for_1.3.1
  18. I know how that works! well hes not called the 'Forge Code God' or 'Noob Slayer' for no reason lol the only problem with the noob slayer part is when the person did spend time looking like for my sound problem , i spent a good day before asking , then another day trying what ppl said to before a single sound loaded properly XP . and when i did get awnsers they were the kind where if you haven't been working with forge or haven't helped make forge you wouldn't have known to begin with. that said i did get a good answer in the end
  19. YES!!!! TY !! =D after i got it working i changed it slightly from what you did i registered the event listner class in the preinit and set the @client side only on the sound load event so that i can register any event in there but only use the sounds on the client side pretty much same as what you have , but i can skip adding a second event listner for the server side by doing so
  20. hey , cut me a little slack , i'm relatively new to modding and b4 forge 4 came out i'd never used it XP but that said i think i got most of it right now , i just cant get it working right. in my preinit method i register the event handler class and have a soundLoadEvent handler setup , but even after setting it all up i get nothing. i've tried both ogg and wav formats . and while the playSoundAtEntity event is called for the right sound name , the sound fails to play.
  21. so u mean like SoundLoadEvent s = new SoundLoadEvent(new SoundHandler()); SoundHandler.java package etopsirhc.mods.tremmorCraft; import java.io.File; import net.minecraft.src.SoundManager; public class SoundHandler extends SoundManager { public SoundHandler(){ super.soundPoolSounds.addSound("gun.click",new File("/etopsirhc/mods/tremmorCraft/gun/click.ogg")); } } i seriously have no clue as how to load my own sounds , i've tried everything i could think of including using this in the client proxy FMLClientHandler.instance().getClient().sndManager.addSound("gun.click", new File("/path/file.ogg"))
  22. so whats the new way to add sounds ? do i need audio mod or did the registerSoundHandler get moved to some where else ?
  23. ok , i'll try that
  24. i pretty much tried rewriting each of them , but w/o the charge time and where the damage of the weapon is its ammo clip while keeping it from breaking. in the end i just ended up with errors , frustrated , and deleted the code to restart that part from a clean slate. spent pretty much all day yesterday doing that
  25. it'd be my own bullet instead of an arrow and I've tried deciphering that, cant figure out how it works ><
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