Everything posted by LexManos
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forge-1.7.2-10.12.0.1024-src Library Missing Error (&1025)
missing return statement typically means decompile failed, typical reason for that is out of memory in fernflower. Give your jvm more ram {thats a gradle/os specific thing i think, so try googeling it} Or dont use decomp and just use dev.
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Can't load my a world.....please help
Then post a full log as that error you posted has been fixed for a while. Seriously, ALWAYS post logs.
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Minecraft with forge crashes when loading up a world and going into Multiplayer
Interesting, this StackOverflow might be relevant. Try adding -Djava.net.preferIPv4Stack=true tot he vm arguments in the profile config.
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Can't install Forge.
It takes a while, it's a fairly large file. Give it time, or you can try running the installer fromt he command line and telling it what it says.
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Can't load my a world.....please help
Update Forge.
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The Ice Dimension problem !
Wow... don't be an ass, anyone with that mindset is not welcome in the community. To quote you: The Ban Hammer Has Spoken !
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[1.7.2] build 1024 Multiple Mob bugs.
Thought I fixed that enderman thing.. May be in my 'pending' part. I remember needing to wait for cpw's registry change. As for the witch sounds, vanilla minecraft doesn't have witch sounds in 1.7.2. At least not in the asset list they have currently pushed to the public. So that isn't our issue.
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Can't load my a world.....please help
Those are server logs, not really helpful. In your client folder there is a 'logs' folder with a FML log file in it. We need that.
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Minecraft with forge crashes when loading up a world and going into Multiplayer
Random guess, you're using avast anti-virus? Try disabeling your firewall. {Even if not using avast try it} Thats what usually causes this error.
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client/server mod compatibility
For the most part, if you have extra content on the client that the server doesn't know about. You can connect to the server and play just fine. As long as the client content doesn't screw with the content the servers knows about. Example: You add a mod that adds obsidian tools. Connect to a vanilla server Try the crafting recipe, it'll show up as craftable, but when you craft it it will look like ti worked for a second, but then the item will dissapear and you'll get your creafting materials back. So you'll get some of those things, but ya for the most part it's a non issue
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Forge 10.12 Minecraft 1.7.2
Forge Version: 10.12.0.1024 Minecraft Version: 1.7.2 Downloads: Changelog (Direct) Windows Installer (Adfly) (Direct) Other Installer (Adfly) (Direct) Javadoc (Adfly) (Direct) Source (Adfly) (Direct) Universal (Adfly) (Direct) So, it's been a while since I posted one of these. I can tell you one thing, the 1.7 update was a dusey. For those over you who don't know, Mojang did MAJOR work in the 1.7 update. Complete conversion of the networking system. Complete conversion of the Item and Block registry system. Now every Minecraft update is a pain in the but, but typically there are only small sub-systems that change and we can typically match ~90% of the Minecraft code base back to what it was in the previous version. However in this case, because of those two above changes, {and other minor changes done} only about 40% of the MC code base could be mapped. Which means that we had to go through and deobfusicate the rest of it. Some of those changes that Mojang did actually completely broke the current tools that we had in place. I won't go into much detail, but without MAJOR edits the current tools could not decompile minecraft into recompile-able code. So we got to work, You can see some of the technical side of things here (and subsequent commits). As well as the overall changes you can see on the Forge github. In addition, since 1.7 was a MAJOR change, it allowed us to take the opportunity to clean up the Minecraft modding scene a bit. Try to move it into a more organized, expansive, and standard format. With the introduction of 'ForgeGradle'. This is mainly directed twards the modders, but for those who don't know, Gradle is a java based build automation toolset. It allows for Modders to have a clean environment with a clear separation of Mojang's code from there code. If you take a look at some of the open source mods out there (Like IronChests) You can see how it organizes the code structure, removes the necessity of custom build setup scripts, tings like that. One of the MAJOR benifits, is that it a industry standard tool, that allows for full expansion and customization. It opens up a world of possibilities... Right now, it can publish mods to file servers, maven servers, ftp servers, wherever and however you want. In the fiture I would not be surprised if mod hosting servies such as FTB, Technic, or Curse come along and make there own plugins. That allow the modder to automate the uploading and distribution of there mods. Combine it with it's ability to apply a digital signature to jar files. Think about it, EVERY mod out there AUTOMCATICALLY uploading to FTB/Technic/Curse. EVERY mod out there being signed by the mod author. All launchers being able to verify that signature so that you KNOW that you have a mod from the author that you trust. This is a major stepping stone into making the modding community a better place for everyone. Anyways, so that took some time to put into place. AbrarSyed our resident gradle expert has been working his but off to make that, and the other projects that we're working on. Combine it with some just horrible timing. Minecon, New years, a crapload of personal real life shit i've had to take care of. Waiting for KingLemming for the fluids, a bunch of stuff. It was just a pain in the rear. All I can say is sorry for the delay, BUT a 1.7.2 build HAS been available for modders and end users since December 26th Either way, we are still not done with all the cool new toys we are giving out to modders, but as it sits Forge is pretty much good to go for 1.7.2 development. 1.7.4 is a relatively small update, so once thing settle down a bit we'll poke it to that version. However I advise {and have been for a while} that all modders start development on 1.7.2, as 1.7.4 update will be super easy. Before we get to the nitty gritty one MAJOR change in Forge/FML needs to be rought up. FML is now in control of the Block and Item registry, and all references to items should be using obects instead of ids. What does this mean? Unless a modder extremely derps something up, there should be NO more ID issues, as far as the end modder/user is concered IDs should NOT EXIST at all. Load a world sent to you by a friend? No problem Connect to a server? No problem Add new mods to your pack? No problem As long as modders don't do something stupid you should never have to see another 'id' in a config ever again. I'm bad at typing, so lets get down to the nitty gritty, as always this is a highly condensed version see the changelog for full details: Minecraft Forge 10.12.0 Changelog: ============================================================================ Updated to Minecraft 1.7.2. New: Compleetly new network trnalsation layer on top of Vanilla's protocol that allows Mods full netty channels. {Super awesome network stuff that kills 'unknown packet id' } IDs will be synchronized when loading a world or connecting to a server. {No more ID issues whoot!} New build system that allows for easier modder updates and expanded functionality. New logging system New graphics on the Server list GUI that tells you what type of server it is and what mods they have loaded. {If it's a modded server} Moved Forge's event system into FML. Removing the need for reflection and causing a increase in performance. Reworked command line auth for Mojang's new auth system to allow modders to debug real servers in dev. Added Launch4J wrapper to the installer so that windows users have a easier time running it. {Same system Mojang uses for there launcher exe} New version check added to Forge, to notify when important release are made. Can be disabled in config. New more expansive hooks for harvesting/effenecy. New network related events. Exposed more ItemStack senstive functions. Moved model system to resource location based opposed to URL based. Created crowdin for Forge translations {to be integrated into build later}, added a few new languages. New simple event driven networking system to complement netty system. New world backup system when updating 1.6 worlds to 1.7. Enabled recipe sorting by default, this should address the issues with conflicting/hidden recipies. As long as modders address it correctly. New pretty formatting of bad packet data, cuz pretty is better then random hex New hook for custom records and sound location. New events for when a player uses a item {similiar to a bow} New weather renderer hook. Many many more Bug Fix: Lets jsut say a lot, over 200 commits worth Parting words: As I stated above this is a BIG update. I'm sure I misplaced one or two parentheses or something, so if you do have an issue please report it correctly and respectfully. Thank you.
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Can't load my a world.....please help
Post your logs, we always need logs, without them we have no way to tell anything you're talking about.
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Updating Forge MouseEvent and Hooks
So, what EXACTLY are you trying to do? Be as thorough as possible, Screen shots, annotations all good. You should ALWAYS be as through as possible when thinking through ideas. Base edits are a LAST resort, if you're just intercepting some mouse clicks, then it's easy to do. Remember, how 3D games work. The mouse is ALWAYS in the center of the screen when looking in the world. If it moves, then the camera adjusts around it to bring it back into the center.
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Updating Forge MouseEvent and Hooks
I never advocate breaking compatibility, however, CoreMods are a construct in FML to allow modders to do specialized edits to the internal MC code HOPEFULLY keeping the best compatibility {unless you do something retarded} However the more I look into it the more I se that core mods arnt needed. Also, canceling the vent prevents Minecaft from processing it. And just moves on to the next Mouse event. How is that confusing? Also all of our sources are open so you can easily verify for yourself what it does.
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Why is my game crashing, help please...
at WarandMagecraft.BloodcursedDagger.func_77619_b(BloodcursedDagger.java:148) at TMIUtils.loadItems(TMIUtils.java:282) Seems to be a error with TMI and 'WarandMagecraft' You'll have to speak with those authors to get more detail.
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Updating Forge MouseEvent and Hooks
So, you're wanting us to replace {from a quick search} over 100 instances in the MC code to our wrapper, Not to mention the fact that Mouse is a static class, NOT a Object we can override. I've seen touch screen done before, pretty sure MC has support for it natvly. However, what you COULD do, is reflectivly set things, or write a coremod that override the lwjgl classes. Not to mention the MouseEvent is designed as a PASSIVE event. Just because it has a reference to those values doesn't mean changing those values would actually do anything. But I fail to see the reason you're needing to do this precisely? I advise you do a bit of research get your hands into exactly whats going on. Rahter then what you THINK is going on.
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Weird random lag for 15 minutes+ each time
We can['t diagnose 'Random lag' You'll have to learn how to use a profiler, like JProfiler, or start killing your mods and trying to reproduce. If you're around a certain area, or you're causing world gen, things like that will help you track down the issue. However Forge doesn't case 'random lag'
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Forge src not downloading anything.
there is a log file in your gradle folder, make sure you run with -debug.
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[1.7.2] .jar Mod Crashes
You guys missed the important part, This is why FULL logs are important. Judging by the first post, you've fucked something up bad which is causing a circular inheritance list. AE: A extends B, B extends A
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[1.7.2] [Unsolved] How to create a coremod in 1.7.2? (modify vanilla classes)
Thread locked for being stupid, we DO NOT support editing base classes like that, stop being lazy/stupid/incompatible.
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Minecraft 1.7 - News
Yes debugging during dev is wonderful. Which is why we haven't COMPLEETLY removed the ability for you to do that {Which we could do if we so pleased} However, it's not avalible by default and shoved in the normal modders face because only those who know what they are doing and understand that MC should be treated as a COMPLEETLY SEPRATE project should do it. Anyways, I decided to stop waiting for Abrar {as he's busy} and Update the mappings Should help developers adopt a bit easier. IF I can get GOOD reports from modders and users. I'll make a RB this weekend {after my meeting}. So, as it sits, in now on you guys to test and let me know the stability of the current version. No excuses, it's no longer anyone on our end holding back a RB
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Troubles Loading Forge w/Mods
UE is broken, try removing it.
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forge isnt working
The ghost of the squirrel you ran over when you were younger on your bike is back to haunt you. It's sitting inside your computer case and gnawing at all the bits and bobs inside. {Seriously, that's a best guess as any based on the information you've given us. This is why we NEED log files.}
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C# Modding Support
Being blunt here, If you're to lazy to write in Java, you're way to lazy for a project like this. Minecraft IS Java, There is no getting around this, when you start introducing things outside the JVM you run into a whole buss load of other issues and a even tinier userbase. So i'd advise you just buckel down and get comfurtable with Java. Hell it'll help you in the real world where a lot of systems are purely java and if you told your project lead 'I am gunna inject .net before I do anything else' they would laugh at you, and probably fire you.
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forge does not load solo worlds and crashes on mp
Something is telling Forge to unload a world that was never loaded, this should never be possible.... I'd try without the modset you have. May be one of those is interfering with the world classes.
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