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micdoodle8

Forge Modder
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Everything posted by micdoodle8

  1. Thank you, it was a combination of not stitching the texture into the block map, and the texture not being square. The non-square texture worked in <1.8 but the error got lost in the log with a lot of other problems on the go.
  2. Edit, UVs now appear to be working but the texture is not being loaded properly.
  3. Hey there, I can't seem to get the correct texture from the block texture map to display on my OBJ model. 1.7.10: 1.8.9: 1.7.10 code: 1.8.9 code: OBJ File Material File If anyone has any ideas about why the texture is not being mapped properly, it would be much appreciated.
  4. Found the issue, it was the OpenGL alpha function call. Must have changed values in 1.7 To anyone else having this issue (I doubt it, but here it is anyway): GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F);
  5. Hey there, Seems as through there's an issue rendering entities... Or I'm missing something after the 1.7 update Rendering works fine in third person, but not in first person. It was working fine before the 1.7 update. The doRender function is being called at all times, but only actually renders when not in third person. doRender code: http://pastebin.com/eN19E9Pv Server log: http://pastebin.com/kRyZY1Q9 Edit: Also, disabling textures causes the entity to be rendered (just with a solid color of course). I assume this is an issue with something leaving the OpenGL (blend, possibly) state incorrect?
  6. After unloading a hotloadable world, chunks seem to be removed from the ChunkProviderServer loadedChunkHashMap only to be re-added again by ChunkProviderServer.loadChunk. After not finding the chunk in the hashmap (because it was just removed), ChunkProviderServer.loadChunk provides a new chunk and adds it to the hashmap. Is this a bug, or something I'm doing incorrectly? Thanks
  7. I'm using the only forge pre-release for 1.5 that is listed on the site, aka, the latest version.
  8. Using the pre-release, clicking any mod in the mods list will crash the client.
  9. This is still happening in latest build. The dimension unloads even though it is set not to, then I get a message saying the world has leaked. 2013-02-16 00:05:13 [iNFO] [ForgeModLoader] Unloading dimension -23 2013-02-16 00:05:18 [sEVERE] [ForgeModLoader] Detected leaking worlds in memory. There are 2 worlds that appear to be persisting. A mod is likely caching the world incorrectly 2013-02-16 00:05:18 [sEVERE] [ForgeModLoader] The world 5939ab84 (New World) has leaked.
  10. #552 Just Galacticraft and Render Player API installed. Might be my mod, but I haven't changed anything major in the last couple days and the stack trace doesn't point to anything Galacticraft-based.
  11. Since updating my mod to 1.4.5, motion and rotation is very choppy, studdering to the correct angle and position. Has anyone else noticed this? Vanilla entities don't seem to be affected, although the code doesn't appear to have changed (from a quick looks through). Thanks.
  12. Hmm, it seems it's unloading the Nether, and then when you enter the portal back, it loads it back again. This doesn't happen to you? The way my mod works, it takes the list of loaded dimensions, and displays it as a list that you can travel to... so souldn't there be a way to disable hotloading? This all started when the mystcraft changes were made (commit)
  13. Hey, Whenever I leave my custom dimensions, they are unloaded. Last time I checked this also happened with the nether. Setting keepLoaded to true does nothing. Thanks
  14. After further investigation, this only happens while spawning particles outside of RenderGlobal.
  15. Darn, not the answer I was looking for.. but most of the smart mods have config files anyway, so compatibility won't be affected too much. Anyway thanks Lex.
  16. So even if I am using my own chunk provider, I would have to edit the ExtendedBlockStorage class to use IDs > 256 is what you're saying.
  17. Hello, I can't seem to get my world gen working properly with block IDs over 255. When I change the block ID under 255, it works fine. Problematic source: https://github.com/micdoodle8/Galacticraft/blob/master/src/common/micdoodle8/mods/galacticraft/mars/GCMarsChunkProvider.java Thanks.
  18. Sorry for bumping, but I really need this fixed...
  19. Yup that's what I don't understand, why would it be spawning a null effect when there's lots of particles.
  20. Getting an error when spawning lots of small custom particles. If anyone knows how to avoid this any help is much appreciated. Thanks. Error: 2012-10-06 19:17:47 [iNFO] [sTDERR] java.lang.NullPointerException 2012-10-06 19:17:47 [iNFO] [sTDERR] at net.minecraft.src.EffectRenderer.updateEffects(EffectRenderer.java:67) 2012-10-06 19:17:47 [iNFO] [sTDERR] at net.minecraft.client.Minecraft.runTick(Minecraft.java:1804) 2012-10-06 19:17:47 [iNFO] [sTDERR] at net.minecraft.client.Minecraft.runGameLoop(Minecraft.java:845) 2012-10-06 19:17:47 [iNFO] [sTDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:775) 2012-10-06 19:17:47 [iNFO] [sTDERR] at java.lang.Thread.run(Unknown Source) Spawn Code: The method it's calling:
  21. Well makeCorridor() is calling buildComponent() in the corridor class, so it wouldn't create an infinite loop. The cme is in MapGenStructure, which is code I don't access and never edited.
  22. Still getting them, even though I'm following the way that the vanilla code does. Error: http://pastebin.com/tZB8G10u Source: https://github.com/micdoodle8/Galacticraft/blob/master/src/common/micdoodle8/mods/galacticraft/GCComponentCreeperPitRoom.java
  23. Ahh, it was a bad for loop yep... I did it exactly the same as the vanilla code, so I don't know why. Anyway thanks Lex.
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