Everything posted by LexManos
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death event world freeze bug report
This issue is not on our end. If it only happens with your mod then its your mod. If you're unable to reproduce it hound your users untill they tell you how. Nothing we can do on out end the event works just fine just like the hundreds of other events we fire.
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Error at the scal-lib file on setup
Read your logs it tells you what to do.
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[Solved][CUSTOM LAUNCHER] FML error: unable to inject
Use the main entry point.
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[Solved][CUSTOM LAUNCHER] FML error: unable to inject
You know the applet launcher is dieing right? Quit using it.
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entity interraction distahce modifier
Last I looked, block reach and entity interact used the same number for it's calculations. MC just trusted that if it got the interact event it should do it.
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Can't start Minecraft with Forge Modloader installed.
Logs they are in your MC folder. ALWAYS POST LOGS! Also read the EAQ will probably help.
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FTB Ultimate Forge Error
Please consult the FTB team. Also when aksing for help ALWAYS post the FULL log.
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Epic Idea for a Mod-Loader!!!
1) Bold and 36pt font NEVER do that again. I dont think you know what that word means.... .... what mod api? Sending to mod developer would just be tedious spam and it's impossible to 'fix crashes' as if you could do that generically, nothign would ever crash. STEAL ALL THE THINGS Not possible, markeing hype Possible to do automatically but much better to just inform the user and let him deal with himself then randomly deleitng there shit. Anyways because you're annoying and quite obviously don't know what the hell you're talking about and then linked to some random website full of downloads that I am in no way caring enough to verify... GTFO.
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Quick Question
No, there is no simple way to do it. Especially if its a ModLoader mod and that old the best choice you have is to re-write it. If you're not up to the task you'll have to find someone who is.
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Decompiling issue.
Humm it should accept standard memory arguments. But either way seems the other one worked.
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fontRender a litle bit stange....
FontRendere binds the texture but desn't unbind it, you need to make sure you reset it before exiting.
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[SOLVED] Forge loader exception, proxy injector error and heap space error
Pretty sure it doesn't. But the full log would be useful.
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FML state engine corrupt
Seems like your block ids are not bytes, thats your problem. Not to mention you're registering a null icon, both are problems you should fix.
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Disable console warning
There are plenty of image splitters. IIRC there is even a fairly popular one specifically designed for modders and minecraft. Don't remember the name but im sure a bit of searching will reveal it to you. Im sure if you take some time to look into how the icon system works, you'll see the method I am refering to. it exists in both Block and Item. As for memory what you're failing to grasp is im not talking about system memory, Albeit thats a issue. One of the main concerns is graphics memory which 20MB on a lot of users systems is actually quite a lot. Average users have 256-512MB cards as they use the default that comes with there computer and don't ever upgrade. Remember, Minecraft is a casual game, it's main userbase is kids. Aside from that, if ever anyone wanted to make a texturepack for your mod they could easily exponentially enlarge that footprint. Also remember, when dealing with the graphics it is in UNCOMPRESSED ARGB. Just because the png file is small on disc doesn't mean it is small in memory. Anyways as I said, before, using spritesheets like this at runtime is nothing but waistful. So ya not gunna help you with it. It can be done, but if you insist on doing thigns wrong you've gotten all the help you're gunna get.
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Crashes everytime
There is no such thing as 'getFontTexturepack' in minecraft. This comes from Optifine. You have optifine. So either you're woefully oblivious to what you're doing. Or flat out lieing. Either way. Completely delete minecraft from your computer and start from scratch. Seince you cant seem to understand deleting just the jar.
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Forge troll me!
Wait Let me guess you have /mods/Meteorus/mod_meteorus.class right? Well thats wrong. you need /mods/{some other folder typically the name of your mod}/Meteorus/mod_meteorus.class /mods/SubFolder/ is the root of the class path Not /mods.
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[SOLVED] Hook for custom dispenser behaviour?
You don't have to edit any base classes. Just do the same thing that DispenseBehaviors is doing in your code. REGISTER your handler... You can do that from anywhere in your code without having to have it in a base class...
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FML state engine corrupt
Full logs typically this is caused by an error that is printed above this.
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Decompiling issue.
1G is compleetly valid... Humm try doing it in MB like so: -Xms1024M -Xmx1024M
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Decompiling issue.
So there was a massive error which spit out a lot of crap into the console.. and you didn't think it was nessasary to send that to us... Anyways you need to go into your fml/conf folder, find mcp.cfg and look for CmdRecomp such as this line here: https://github.com/MinecraftForge/FML/blob/master/conf/mcp.cfg#L155 Add -Xmx1G to that line after %s giving a space ofcorse. And try agian, your recompile is running out of ram.. why? No clue. Try giving it more.
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Installing Modloader mods with Forge
Just put them in your mods folder like normal... If they tell you to put them in your jar then they are base class mods and not modloader mods and as such are not supported.
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Decompiling issue.
.. Are you even running install.cmd? THERE IS ALWAYS something on the screen ALWAYS. Unless you're working in a headless environment with no form or user interface. If you are, how the hell are you doing that, its black magic.
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Disable console warning
So, every sprite sheet you use ALWAYS has ALL 256 icons in use? If it doesn't it's a massive waist of memory for the end user. That alone is enough reason to not use a sprite sheet system anymore. As for the on disc name having anything to do with the item unlocalized name. Override updateIcons and that doesn't have to be the case. Its just the default because it's simple. As for the unorganized aspect. You can still develop in the spritesheet format, a small script to explode the sheet into logical names would work just fine. As for orginization if as you say you split rows to ids and columns to metdata, you could easily explode it to be: /mods/{yourname}/textures/{item/block}/ID/Metdata.png Seems orginized to me and you follow the standards set forth by minecraft on how resources should be structured so that texture pack creators can deal with it easier. There is no reason for you to make them dig around inside your package to try and find your textures. But basically, to address your main point, no, we're not gunna help you hide that 'spam' as its not spam and critical warnings that you're loading your textures wrong.
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Decompiling issue.
Seriously guys what the HELL do you nto get. ALWAYS ALWAYS ALWAYS ALWAYS Post your damn log files when asking for help. If there is text printed to the screen WE NEED TO SEE IT.
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Disable console warning
Why exactly are you still using spritesheets instead of allowing the stitcher to do it's job properly? Dev time is fine but all released code should be unstitched. Easily automated.
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