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Everything posted by LexManos
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[SOLVED]1.5 Forge Decompile/Recompile Error with 7.7.0.580
LexManos replied to TheMacMini09's topic in Support & Bug Reports
Ah so what youre satingd is that adding more ram fixed it and you were waistring my tine, got it -
Whats hard to get... youre sending in a null...
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How will the new texture work in 1.5?
LexManos replied to MinecraftTheGuys's topic in General Discussion
https://github.com/cpw/ironchest/commit/ed2df512e4359e80737954f7f87180130365f68f -
bug/I'm installing wrong help me post.
LexManos replied to ddotthomas's topic in Support & Bug Reports
y u no update your forge? -
[SOLVED]1.5 Forge Decompile/Recompile Error with 7.7.0.580
LexManos replied to TheMacMini09's topic in Support & Bug Reports
And where are you point those. Seriously dude BE AS DETAILED AS POSSIBLE. Hell Go make a video of you doing each and every step and explaining each and every step. -
[SOLVED]1.5 Forge Decompile/Recompile Error with 7.7.0.580
LexManos replied to TheMacMini09's topic in Support & Bug Reports
And how did you set those ram values? -
Considering FML doesnt attempt to access the 'b' class in 1.5 i highly doubt you're having the same issue. All in all, its just you're not installing the required data from Forge. Just like the 99% of other people who think forge has issues -.-
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[SOLVED]1.5 Forge Decompile/Recompile Error with 7.7.0.580
LexManos replied to TheMacMini09's topic in Support & Bug Reports
As I said, many users on mac have had this issue the error log does NOT print the out of memory error, however all of the people who are encountering it state that adding more memory to FernFlower/Java fixes the issue. So You're going to have to give a step by step instruction on what you did and why it did not work. This is not a forge/fml issue. -
Then have your gui handler dispatch to your modules...
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Whatever tool you used to merge the forge zip with your minecraft.jar failed, you need to make sure it adds ALL the files from forge to your minecraft.jar
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That's typically caused when you've failed to install all of the forge class files. Namely net/minecraftforge/event/Event.class
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Forge Version: 7.7.0 Minecraft Version: 1.5 Downloads: Universal (Adfly) (Direct) Source (Adfly) (Direct) Javadoc (Adfly) (Direct) Minecraft Forge 7.7.0 Changelog: ============================================================================ Updated to FML v1.5-7.7.0 Updated to Minecraft v1.5 New: Tools for Modders to sign there jars Ability to WorldTypes to display the 'Customize' button and react to it Chunk load events for client side worlds Re-write of block update packets to reduce unneeded tile entity network traffic Registry method to allow for alternative TileEntity names Gave entities and tile entities access to the second render pass for translucency. Re-worked Chest item generation Callback in Item for armors that are currently being worn Callback in item to check if it can be equiped as armor Add item frame transformations to the EntityItem render helper Kill generated timestamp in config files, if you want to retreive this information ItemStack sensitive versions of Item.getPotionEffect and Item.isPotionIngredient Allowed mods to speicy 'domains' for textures: /mods/{domain}/textures/<item|block>/{texture}.png Rework configuration, configs should now use Config.hasChanged to deterne if thehould call save() Callback on TextureStitched to control texture loading New world event for controlling potential entity spawnlists Add an Icon to the LiquidStack, for rendering the liquid in various ways Support the MCP format of partial reobfuscation for portability. Ensure modloader-like compatibility Deprecated Forge's ISidedInventroy, there is a vanilla solution Temporary config option to use legacy furnace slot orientation Scala support! It's still primitive, I hope that people will like it. I do Global object registry, also, support the new itemblockwithmetadata constructor Use the reobfuscation maps in the reflection helper for field lookups: should help some reflection cases with the deobf. Change type of connection queue to a concurrent linked queue. Much more efficient, hopefully Some tweaks to the liquid dictionary, to allow for canonical liquid stacks for things like rendering Add call to EntityLiving when counting entities for Spawning Cap Config toggle to atempt to remove TileEntities and Entities that error during there update without fully crashing the server, use at your own risk Bug Fix: Check in getItem() to allow lowest item ID "Entity already added" when using the dormant chunk cache system Catch exceptions in TileEntityChestRenderer Issues with vanilla blocks and silk touch Chunk manager will nolonger issue tickets over the configured limit TESR Culling for double chests, beacons, and enchanting tables ServerBrand retriever- forge is now forge,fml Profiler issue with RenderGlobal patch EventTransformer throwing an NPE when transforming a class that doesn't exist Fortune modifier always passed as 0 to idDropped Stacking of items in creative invetories for deletion LiquidStack.isLiquidEqual(ItemStack) properly check the contained liquid, in addition to obvious id/meta Actually use the line parameter in ServerChatEvent Entity colision above max world height, and below 0 Disable automatic equipt of picked up items for players, and fixed index issues in Player.setCurrentItemOrArmor Movement speed hack checks WorldGen*Trees shoud now respect custom soils ItemSeedFood respecting custom soils Capture Minecraft logs into FML logging Early define CrashReport classes to combat invalid crash details State transition derp when the server crashes with an error- it shouldn't double-derp Multi-part entity children ID issue, mobs with custom spawning must deal with child ids themselves. "0 mods" display when installed in forge. Coremods without a manifest crashing the game RenderItem to work with items that use the terrain texture map that aren't in the block ID range This is a MAJOR update to the rendering engine, so some mods may time a while to update. However, we have had 1.5 builds of Forge ready seince mid January. so many mods are already udpating. Pushing this as out first build for 1.5 as 1.5 officially released today. Major Changes: Runtime Deobfusication: FML will deobfusicate minecraft to srg names at runtime, this should provide a staibler codebase for modders to develop against. We also added tools for modders to allow them to obfusicate there mods to these srg names. What does this mean? Potentially, smaller mods will not have to update for new versions of minecraft. However, this is NOT a garentee of this as we can never garentee what will happen when minecraft updates. And all mods should always go throught the mod author when dealing with issues. Especially when it comes to cross-version mods. This also means, for you modders, that crash logs will be eaiser to read whoot! New branched build system: The FML and Forge development cycle has been changed to add support for paralell version building. Allow us to easily build forge for multiple versions of Minecraft without screwing up our build servers. What does this mean? Easier development for PR submitters. Allows us to easily develop minecraft for snapshots while still working on the main official release. And just all around smoother development. Minecraft Rendering Engine: Minecraft has moved to a runtime stitcher for there textures. This allows all textures int he game to be stitched together in memory and treated as a single texture. What does this mean? No more need for custom sprite sheets in Forge. Mod authors need to split there spritesheets into single files and have the engine put them back together. For the end user, this could be a significant performance increase for older graphics cards who had issues swaping textures all the time. TESR Culling: This was added at the end of the 1.4.7 cycle so i'll mention it here. Forge will now attempt to optimize the rendering of TileEntities by not rendering tile entities that are not on the screen. What does this mean? For the end user a SIGNIFICANT performance increase in areas with a lot of tile entites. However! The downside is there might be some rendering issues while modders adapt. Namely tile entities 'dissapearing' when they are ont he edges of your view area. Simply report these to the mod authors and allow them time to update to the new system. It's well worth the small growing pains. To modders: You simply need to implement TileEntity.getRenderBoundingBox() properly for your tile entities. There are MANY more changes all over Minecraft itself, FML and Forge. However, I honestly can't remember them all of the top of my head. This is the first major release of Forge for the MC 1.5 branch, spo as always there may be bugs. Please follow the forum rules and search before reporting a bug. And ALWAYS post a log when you make reports. Remember the logs can be found in your .minecraft folder. Also when updating REMEBER always remember to check your coremods folder before reporting errors!
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[SOLVED]1.5 Forge Decompile/Recompile Error with 7.7.0.580
LexManos replied to TheMacMini09's topic in Support & Bug Reports
That message is normal, and has been in every version that has used FML. anyways go take a look at your mcp log, it's been reported by many people that simply expanding the memory works. Aside fomr that not sure sure as this is a fernflower/mcp issue not a forge issue particularly. -
Update
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[SOLVED]1.5 Forge Decompile/Recompile Error with 7.7.0.580
LexManos replied to TheMacMini09's topic in Support & Bug Reports
Known issue with macs, give your java more ram by defailt in either your system settings or in mcp.cfg in the fernflower command line. -
Locked because you are both fucking morons. YOU CAN NOT DEFINE A FUNCTION INSIDE OF A FUCKING FUNCTION LIKE THAT! Go learn some basic java.
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I'm not sure what you're actually trying to do... As ModLoader Does NOT give the functionality that FML does, there is literally NO way to have a mod that is dependent on FML classes/functionality to work with pure modloader... So... What are you talking about?
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Unless you've derped something up, the fml_at.cfg will grant access to the b class. Make sure you've installed the correct version into your jar.
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[solved]Can I disabled ForgeModloader Update Check Manually?
LexManos replied to CriSLyx's topic in General Discussion
That's not forge, forge does not do update checks. flat out, PERIOD, it DOES NOT. One of your mods is doing it. -
Manually update the md5s yourself and deal with the screw ups, or just hold your damn horses for a new mcp version.
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[solved]Can I disabled ForgeModloader Update Check Manually?
LexManos replied to CriSLyx's topic in General Discussion
FML Doesn't auto-update. It downloads required libraries, if you have those libraires it won't even try to connect. Some other mod you have installed must be connecting out. -
There was a 'stealth update' meaning the files changed on mojang's side but they didnt announce it.
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You need to make sure that fml_at.cfg is in your MC jar.
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ticking memory connection error (i think this is a forge bug)
LexManos replied to tuskiomi's topic in Support & Bug Reports
seems like you have a NPE in your mod, doesn't seem like this has anything to do with forge.