Everything posted by LexManos
-
Allow Spawning of Custom EntityFX in RenderGlobal
So you propose we add support for a single EntityFX.. Look at what your code is doing.... But, either way, if you want your custom particles, just spawn then directly, dont go through RenderGlobal.
-
Can't run minecraft forge while using Obsidian Server Hosting/ Multicraft
What jvm does your hosT use?
-
A way to change the particle textures for blocks
I can do digging and breaking, but sprinting is a bit odd, it isnt actually tied down to the actual tile location without a lot of hackary, we cant get the location of the tile. https://github.com/MinecraftForge/MinecraftForge/commit/c2d53e76514d04ca1649f751ea20b5def9397725
-
All blocks copying original blocks tile entity values.
You pasted your block twice. But im gunna take a wild stab in the dark. http://bit.ly/P4ab2i
-
Informing client that texture has changed without spamming packets?
getDescriptionPacket is the thing you should be looking at.
-
Decompiling Error.
Dont decompile mods, if you do there are certain things you have to do, which we arnt going to hold your hand for.
-
[4.1.1] registerGuiHandler will only open the last one
Why the fuck do you have 3 handlers?
-
Cannot decompile (could not find server jar) minecraftforge-src 4.1.1.265
Soo... You get a error message saying that it cant find something and that what you're doing require that thing and yet you still come here and ask if you fucking have to get it... This kids, is why I am such a dick -.-
-
MCP Forge Recompile problem
Full Logs or gtfo.
-
i keep geting this error with no mods installed
You have a invalid ModLoader class, don't fucking install ModLoader...
-
4.x Forge and Multicraft Control Panel
Because the old format wasn't a standard format for logging, typically, when you log something you want to have the time it happened. FML introduces more robust logging for trying to find out what went wrong when things do go wrong. Having time stamps is really useful.
-
Infinite Sprites and Block Rendering
.... Right.....
-
Recipes and HashMaps
http://bit.ly/Uh3yZ0
-
4.x Forge and Multicraft Control Panel
Seems like he has provided you with a valid solution, and it works fine. We may look into providing a config option for the format of the console log, but, it seems to be a non-issue.
-
MagicLauncher/Forge - 3 Errors on combination with ModLoader
No way in fucking hell are we gunna go out of our way to be compat with a cheat mod like xray or fullbright. Just go play in creative if you're gunna use those.
-
Recipes and HashMaps
We are not gunna read all of your code to find a bug for you, you're gunna have to track it down for yourself.
-
MCP Forge Recompile problem
Seems to me like you didnt install forge into your workspace properly, or that you didnt have clean jars when installing. Restart and give Install logs please.
-
[1.2.5] Forge 3.4.9.171 Crash with my mod
There is no legitimate reason to stay on 1.2.5, let alone write mods for it. If you do you're on your own for debugging it.
-
[Solved] Class file, classpath
-.- Why the hell do you think that having it in the MCP src folder Would add it to your obfusicated classpath? You need to stick the damn files into a zip file and shove it into your clients /mods folder, you know, like you do with every other mod... And by the stack traces and what you've said from your toher thread this is not happening in eclipse, this is happening in your obfusicated jar. So what does eclipse, or mcp have to do with anything?
-
Forge 4.1.1 Armor is invisible.
That or you could provide your own armor texture without using ModLoader, or you could use the FML version of the ML functions, or you could do it a million ways. Its fairly basic.
-
Infinite Sprites and Block Rendering
Wait so you havent even update dot 1.3.2 yet? Definitly should bite the bullet and move to forge then, you already have to re-write 90% of your shit that deals with modloader and servers. Forge does not add any significant additional strain on the client beyond what is needed for the mod, only reports ive ever heard of noticable performance drops were unsubstantiated. All worlds will be fine, we dont fuck up any save formats or anything. As for bukkit, the same groupe that did the ML ports does the Forge ports, specifically, the guy who does FML is the one who does the Forge ports. He hasnt done one yet for 1.3.2 as no real mods are updated yet, and it is a tedious process to port forge. We are however looking into ways to make this less tedious}
-
More Compact Main Menu GUI
Ya... FML adds no extra size to the menu, so if you have another mod that does, it's on them to clean it up. Aside from that you could just set your gui scale to smaller, or increase your window resolution. Either way, if someone takes it upon themselves to stick even more things on there to increase the size, its them that needs to be contacted not us. However, my personal option is this should probably get more compact but as I said its more for the mod that adds new buttons. Unless we start shipping a API to put more buttons on the main menu, I dont see Forge/FML altering the gui anymore then we do.
-
Running the latest forge on mac osx minecraft 1.3.2
Ya well we need that class or else users bitch about audiomod compatibility. However in the last 10 builds or so i've forced forge to be bundled with all of /paulscode/ to hopefully resolve this situation, its crappy and stupid I know, but... macs.... -.-
-
[1.2.5] Forge 3.4.9.171 Crash with my mod
You're over 90 versions out of date... Update that shit.
-
Infinite Sprites and Block Rendering
Rethink it, it'd be less work for you.
IPS spam blocked by CleanTalk.