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NomNuggetNom

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Everything posted by NomNuggetNom

  1. EDIT: Misunderstood.
  2. Also, there have been changes to item rendering. RenderItem has been changed to require a TextureManager and ModelManager argument, but you can get an instance of the RenderItem in Minecraft#getRenderItem(). It appears the rendering bit isn't deobfuscated, but RenderItem#func_175042_a(ItemStack, int, int) will draw your item. Args: item stack to draw, x coord, y coord. This also seems to draw any effects, combining the two separate methods in 1.7. GuiScreens can now throw exceptions on key and mouse inputs, so those will need to be handled accordingly too.
  3. Okay, thanks for all your help anyway. Also, perhaps this thread should be moved to the ForgeGradle sub-category?
  4. Could you give a quick how-to? I'm checking out the GitHub page, but not sure what is required for my needs.
  5. Right. So you suggest using the Gradle Shadow Plugin to ship the dependency?
  6. Ugh, I'll take your word for it, though I can't imagine people have JSoup installed... Why does gradlew build not throw any errors? Because I have the requirements on my system? Also, you mentioned something in another topic about all jars in /build/libs being marked as dependencies. Can that help me?
  7. No, JSoup works fine, please trust me. I have used it for some time, and created versions of my mod where JSoup was used successfully.
  8. By "it can store armor items" do you mean it can wear armor?
  9. But nobody has had problems with JSoup. Could it be because JSoup has no other dependencies but XStream does?
  10. Why doesn't it work like jsoup does?
  11. For some reason, my dependency doesn't seem to be working. I used the XStream library (version 1.4.7) in my mod. So, in my build.grade I included the following: compile 'org.jsoup:jsoup:1.7.2' compile 'com.thoughtworks.xstream:xstream:1.4.7' As you can see, I also have a jsoup dependency, which is working fine and dandy. You can view the XStream maven info here. When I run gradlew build, there is no error thrown (in fact, I could see it downloading everything). But, when I give someone else the file, they receive this error upon running: Any ideas how I could fix this?
  12. Sweet and simple. Thanks .
  13. I have an odd problem that I feel should be easy. I am using Forge's configuration system, and I want to be able to change a value outside of the configuration itself. Let's say I have a boolean in my configuration file that I want to set false outside of the config screen. If I set it to false, it works until the configuration is synced (obviously). When the configuration is synced, it replaces the value with whatever is saved to the .cfg file. Do I have to force write my own value to the .cfg file for it to be preserved? Thanks.
  14. Is there a way to force it into it's own section in root, then divide it up into tick/render as I feel fit? Right now it's forcing it into render & tick.
  15. Can't seem to find it. What package is it in? EDIT: Oh. the profiler package. Thank you! Do I need to do anything specific for the section name or will any string show up? EDIT2: Got it!
  16. I'm getting an annoying tick lag in my mod that I'm hoping to track down. How can I add more information to the pie chart that displays on the Shfit + F3 menu? Like adding all processing that happens under my mod in a different section, e.g. root.modid.
  17. Man, I was so close! I had found the ChatClickEvent but I had no idea how to add it to the ChatComponent. The almighty diesieben does it again
  18. Sweet and simple: How do I send a message with a link that players can click on? I have tried putting the raw URL, e.g. "http:///www.google.com/" to no avail. I found two other topics where the same question was asked, but nobody had the answer. http://www.minecraftforge.net/forum/index.php?topic=17370.0 http://www.minecraftforge.net/forum/index.php?topic=16685.0
  19. Cannot believe I didn't find that. Thanks as always .
  20. I want people to be re-directed to my GuiScreen when they hit "Multiplayer" on the main MC menu. How can I do this?
  21. Sorry for the late reply. I've been busy recently... I think it is setup properly take a look: Here are the code links: http://bit.ly/1wT4JX9 http://bit.ly/VXY3Wr http://bit.ly/1wT4Y4s If anyone can help me please feel free to let me know whats wrong... I followed pahimar's tutorial on how to do it but it doesn't work for me. Have you established a reference to your GuiFactory in your Main instance?
  22. Ok, that's something else. But then they should have asked for that and not how to write to the assets folder. To do that, implement IResourcePack yourself and register it. This is just me inferring. I'm having the same problem he is, as far as I can tell. I'm digging around in the IResourcePack code and I'm not sure how it would help me. Let's say, for example, you download an image and want to draw it on the screen. I have no problem downloading the image, but let's say it ends up in the root .minecraft directory. Now I have a method that requires a ResourceLocation, such as bindTexture - how do I reference the image I just downloaded?
  23. A lot of methods require a ResourceLocation as a parameter. I think the OP is trying to use a file that is outside assets folder, which obviously has no ResourceLocation.
  24. So then how would I link my file to my mod's assets? In Eclipse, your should have a folder named "src/main/resources". In this folder, you can create an "assets" folder and then your mod ID. So the final path is roughly "src/main/resources/assets/modid." I have my image in the folder: src/main/resources/assets/modid/image.png To reference it, I do: new ResourceLocation("modid", "image.png"); Does that answer your question? No, it doesn't. I know how to reference a resource location. The resource location is linked to my mods assets. I want to know how to link a file to my mods assets So, theoretically, download an image and then use it as a ResourceLocation? I was struggling to do that today myself. Even if that's not your problem I'm curious about a solution
  25. So then how would I link my file to my mod's assets? In Eclipse, your should have a folder named "src/main/resources". In this folder, you can create an "assets" folder and then your mod ID. So the final path is roughly "src/main/resources/assets/modid." I have my image in the folder: src/main/resources/assets/modid/image.png To reference it, I do: new ResourceLocation("modid", "image.png"); Does that answer your question?
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