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Satscape

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Everything posted by Satscape

  1. I get this all the time with MC + Forge + lots of mods, now it's happening in real life! :-)
  2. This appears to work client side: ModLoader.getMinecraftServerInstance().getFolderName(); Not sure that's the correct way though :-)
  3. Thanks for that, but still no luck. I did see something like that while googling, looks like it does fix Minecraft starting up, but no effect inside Eclipse. Going to re-install linux this weekend, as it used to work, I must have done something to upset it :-( UPDATE: Re-installed Linux, all is well again. Just wish I knew what it was that I did to break it, so I don't do it again! :-)
  4. Removing "liblwjgl.so" - says java.lang.UnsatisfiedLinkError: no lwjgl in java.library.path - (liblwjgl64.so is definitely in there) Renaming liblwjgl64.so to liblwjgl.so I get: ...liblwjgl.so: failed to map segment from shared object: Operation not permitted I've switched back to my Windows pc for now, I'll take another look at this when I have time, thanks for your suggestions. One last thing, should I be using OracleJDK or OpenJDK...or do they both play well with Eclipse?...or is there some heated debate about which one is best?
  5. I posted this on someone else's thread http://www.minecraftforge.net/forum/index.php/topic,9148.0.html, but they've [resolved] theirs, I have not, so..... Hello, I'm getting this same issue, yesterday it was working fine, today not so much, running Mint Linux 15 64 bit In Eclipse I get: Caused by: java.lang.UnsatisfiedLinkError: /media/scott/Stuff/Java Source code/forge/mcp/jars/versions/1.6.2/1.6.2-natives/liblwjgl.so: /media/scott/Stuff/Java Source code/forge/mcp/jars/versions/1.6.2/1.6.2-natives/liblwjgl.so: wrong ELF class: ELFCLASS32 (Possible cause: architecture word width mismatch) Reinstalled Eclipse, deleted my forge installation and done a clean ./install.sh of it. Downloaded lwjgl, the zip contains exactly the same files I already have in forge/mcp/jar/versions/1.6.2/1.6.2-natives From the error, it looks like it's using the 32-bit liblwjgl.so instead of liblwjgl64.so (which is in this folder), so how would I tell it to load the 64 bit one? Also, tried stepping through the code where it loads the library and... String library_path = System.getProperty("org.lwjgl.librarypath"); is getting a NULL, is that the problem? and if so, how would I fix that. My next step is re-install Linux. :-O I'd rather not do that.
  6. Try it again now WilliamLe, mine just started working (804)
  7. I'm getting the HTTP forbidden 403 on all versions for MC1.6.2 at the moment, tried 804, 800,789,784 Is there some technique of double-clicking the install.cmd ?
  8. *UPDATE* Just double clicked the 804 install again, all working again..Thanks whoever it was who applied a redstone signal to the webserver, that fixed it! --------------------------------------------------- Doing a fresh install of Forge 804 today, double click the install.bat and I get this, tried 800, gonna keep going back just in case one of them works...but thought I'd let you know. Fixing MCP Workspace Traceback (most recent call last): File "install.py", line 76, in <module> decompile=options.decompile, gen_conf=False) File "install.py", line 17, in fml_main disable_assets=disable_assets) File "S:\Java Source code\forge\fml\fml.py", line 1013, in decompile_minecraft pre_decompile(mcp_dir, fml_dir, disable_assets=disable_assets) File "S:\Java Source code\forge\fml\fml.py", line 1061, in pre_decompile download_minecraft(mcp_dir, fml_dir) File "S:\Java Source code\forge\fml\fml.py", line 1125, in download_minecraft failed = download_libraries(mcp_dir, version_json['libraries'], mc_info['nat ives_dir']) or failed File "S:\Java Source code\forge\fml\fml.py", line 1181, in download_libraries headers = get_headers(url) File "S:\Java Source code\forge\fml\fml.py", line 173, in get_headers response = urllib2.urlopen(HeadRequest(url)) File "urllib2.pyc", line 126, in urlopen File "urllib2.pyc", line 406, in open File "urllib2.pyc", line 519, in http_response File "urllib2.pyc", line 444, in error File "urllib2.pyc", line 378, in _call_chain File "urllib2.pyc", line 527, in http_error_default urllib2.HTTPError: HTTP Error 403: Forbidden
  9. Change that line to... event.manager.soundPoolSounds.addSound("nc:"+soundFiles[i]); Also, make sure everywhere you use your mod id, it's in lower-case, it tends to fail otherwise.
  10. Solution is here -> http://www.minecraftforge.net/forum/index.php/topic,10078.0.html
  11. Thanks xerca, that worked for me!
  12. Anyone know if this lack of sound issue is fixed in latest forge yet? If so, what is the correct formatting for registering and playing sounds now that the URL parameter is dropped. Got my textures working, but still no sound effects UPDATE: Forge 784 is current recommended as of an hour ago
  13. I'm getting the same two errors as Yagoki too. I even re-watched Direwolf20's new video on how easy it is to install forge now, just in case I missed something. I consider myself a seasoned mod installer and mod author, but I have no idea whats going wrong. Suppose it's something to do with the official 1.6.2 release today?
  14. Thanks guys, my mod doesn't add new planks, it uses planks in it's recipes, but it looks like I can use OreDictionary.getOres() method to get all planks available (including Forestry planks etc) and add a recipe for each type, nice!
  15. Hi all, I have several recipes in my mod that use planks: GameRegistry.addRecipe(new ItemStack(buildingConstructor, 1), new Object[]{ "PPP", "CWC", "CCC", Character.valueOf('C'), Block.cobblestone, Character.valueOf('P'), Block.planks, Character.valueOf('W'), Block.workbench }); I've noticed in NEI when looking up recipes that other mods can use planks from other mods such as Forestry and XtraBiomesXL. How do I do that with mine, as they currently only accept vanilla planks. Is it something to do with the ore dictionary? (even though planks are not ores!) or are they using the respective mod's API ? Thanks.
  16. Thanks cpw. Tried upgrading it, but still the same, removing it fixed the problem. Sorted.
  17. Hi all, just trying to track down a problem I'm having not sure if it's forge itself or one of the 49 mods I have installed. The world in front of me either takes an age to load, or doesn't load at all (see picture) If I restart MC, the chunks that are missing do load just fine, but then chunks in the opposite direction from won't load. Used MultiMC to try a variety of Forge versions, currently on 489. I remember reading a tweet or post by cpw about a 'scary landscape bug' (or similar wording), is this it? Thanks for any help.
  18. Thanks Rich! It wasn't exactly the solution I used, as I still need it to use the ModelFolkFemale model as well as the extra rendering, but it got me thinking on the right lines... so I got the FolkRender to find out the gender and render or not render the extra 'lady parts' :-) Cheers,
  19. Hi All, I'm converting a mod from RML to FML and something isn't working right for me, and I can't think why. I have a male and female version of a living entity: EntityFolkF and EntityFolkM that subclass my EntityFolk, each one has a different model and so in my ClientProxy I have: RenderingRegistry.registerEntityRenderingHandler(EntityFolkM.class, new RenderFolk(new ModelBiped())); RenderingRegistry.registerEntityRenderingHandler(EntityFolkF.class, new RenderFolk(new ModelFolkFemale())); This sort of works, I see the ModelBiPed, but if I put a break-point in my RenderFolk's doRender() override, it never hits it / never gets called and I need it. The RenderFolk's constructor is definitely getting called. if I remove the female one from the two lines above and alter the male one to: RenderingRegistry.registerEntityRenderingHandler(EntityFolk.class, new RenderFolk(new ModelBiped())); Eg. use the superclass instead. It works fine, the doRender() gets called and I can do my extra stuff, but of course I can only use one or the other model. This worked using RML, so is there a Forge way of doing this, or better way. I just need to have two different models for the genders and the gender isn't decided until the point that I need to spawn one in, they're not just random spawns, I spawn specific ones in at specific locations. Thanks in advance for any suggestions.
  20. Lex: Just had a look and the NPE is happening on this line of my mod during load() File source = new File(ModLoader.class.getProtectionDomain().getCodeSource().getLocation().toURI()); I use it to find the .minecraft/mods/simukraft/ folder where I keep lots of resources. Any ideas how to make this compatible with FML ?
  21. Hi, I'm the author of Sim-U-kraft. I'll take a look at that NPE, I have it working fine with FML on MC 1.2.5 + Tekkit, but no go with 1.3.2 and the latest FML. Certainly no plans to convert my mod over to FML for 6 months, then convert over again to use Mojang's workbench :-)
  22. Ok, so clean copy of MC 1.3.2 + regular Modloader + Sim-U-Kraft (my mod) = all fine, releasing it on Friday. Clean copy of MC 1.3.2 + ForgeModloader (latest) + Sim-U-Kraft + RedPower core = crashyness (I may try it without Redpower later). attached the crashlog. Cheers, Scott (Satscape)
  23. Thanks for clarifying that, so I guess if there is plenty of Block Ids, I don't really need to put my 6 blocks all on one.
  24. Hi guys, Currently having a go at converting my mod from modloader to Forge, at the same time I would like to change things over to use one BlockId instead of the current 6. All gone well so far, textures working, blocks rendering fine, just one thing I need to do, and I can't figure it out. One of the 6 blocks is post-shaped instead of a regular block, so I used: public void setBlockBoundsForItemRender() { setBlockBounds(0.4f,0.0f,0.4f, 0.6f,0.9f,0.6f); //post shaped } So, is there any way I can do that ONLY if the meta/damage value of the block is ==5 Doesn't Redpower do something like this to have all those building blocks/half blocks etc? As a follow up question, in NEI mod, hovering over the blocks, redpower has stuff like 2345:4096 is that Block ID 2345, meta 4096 ? If so how do I use block IDs above 255 and in a tutorial, I read you can only have meta values up to 16.
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