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LexManos

Forge Code God
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Posts posted by LexManos

  1. If you're willing zip up your source and send it to me so I can do some testing.

    I cant seem to figure out why this is happening as the two threads that deal with the entity list deal with different chunk instances.

    So having a mod that can reproduce this and figure out exactly what causes this. If it is indeed Forge, or if its user error.

  2. Do I really have to spell it out?

    Its the same damn download, the exact same one for both sides.

    EXACTLY THE SAME.

     

    So update Forge.

     

    Q) Is the client side up to date with the latest build?

    Y) Move on

    N) Update it

     

    Q) Is the server side up to date with the latest build?

    Y) Move on

    N) Update it

     

  3. mm, ModLoader limits you to just the net.minecraft.src package for mods when developing, which is unacceptable. Hence the searching along the entire classpath. However, we'll see if something can be done to clean up excessive searching. Wouldn't be an issue if MCPatcher didn't add the root for no reason :P

  4. It does, it appears to be a bug that cpw fixed recently that didnt apply the overrides properly. Wait for the next FML update in forge and try again.

    However, you do know, that adding a 32x32 texture using a override, to a 16x16 sprite sheet doesnt work right?

    You're better off, as I said, using your own full sprite sheet, and not using addOverride at all.

  5. https://github.com/cpw/FML/commit/907cf2d925ae0c29b58fd1fcd8b4a34feb88160a

    Due to Risugami not publishing javadocs, we require modders to give us example mods that use any new functionality of ML.

    So if you know of a mod that uses serverSendPacket, post it and it'll get added.

     

    Remember, FML is made by cpw using purely user input and documentation of ML. cpw does not look at ML itself, its all clean room for him.

    Like I said, Risugami didn't publish his javadocs, so, cpw cant update all functionality till he gets test cases.

  6. This is nothing to do with the other thread, the other thread states that he is adding things specifically to the mods folder, that he does not want to be loaded as a mod. I think we can all agree that's fucking moronic.

     

    Now, onto your issue. This does indeed seem odd, it stems from, as you say, MCPatcher adding the root minecraft folder to the classpath. For what reason we do not know. However, I've made cpw aware of this and he is taking a look into what needs to be done to play nicer together. From my understanding the full classpath walk was designed so that modders could debug there mods easily in MCP. And in any package/folder they wished. Being limited to just "<MinecraftHome>/mods" would cause issues on that front.

     

    So ya, cpw is working on it.

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