Everything posted by LexManos
-
help for forge
What part of update forge didn't you get? http://lexmanos.no-ip.org:8080/job/Forge/136/changes
-
Forge MP, Bukkit and Minecraft 1.3
Humm, I can't seem to find any proper tutorials beyond this. I am not good at writing tutorials, so I leave it up to other people. However if you have specific things I can point you in the proper direction. Registering your entities: MinecraftForge.registerEntity Registering guis: IGuiHandler -> MinecraftForge.registerGuiHandler Sending keys, you'd have to write your own packet handler, and honestly, you'd prolly wanna do that for a lot of other things, so I suggest looking at IConnectionHandler, IPacketHandler. Like i said, give it a poke and if you get to specific parts, ask. One thing you really should remember though, is to separate your logic. So that you only do the real logic when you know that you are the definitive source. {AE: you only set blocks, or things when you're the server, or you're on SSP} As for the incompatibilities, for the most part, most major APIs are compatible with Forge. PAPI, GuiAPI, etc... If we are incompatible with certain apis, we can become compatible. And if its really something important, the author can submit a PR to Forge and get his API cleaned up and used by more users. The point of Forge is to be open source and allow for people to submit things, and have them incorporated. Forge strives for more compatibility and ease of use between mods. As well as keeping in development with what modders need to make there mods better and easier for the end user to use. An example of this would be ISoundHandler, which is a interface that lets you deal with sound events. This allows for many things such as accessibility mods, which allows deaf people to see sound cues. Or ease of use for the end user's by allowing modders to add there sounds directly from inside the mod's zip to remove the need for the end user to do anything more then drop the zip into the mods folder. This required editing the same class that AudioMod edited, so at first, we made it so that things worked properly if someone installed AudioMod alongside Forge, but after more research, found that AudioMod was actually almost completely PaulsCode and improperly attributed. So we incorporated it's opensource parts and gave proper attribution. Therefore giving more credit to the original authors, keeping compatibility, making the install easier for users, and allowing us to have more useful functionality. So ya, I would go to those 15-20% of your users, and ask them exactly which mods/apis are incompatible with Forge. And see if we can resolve the issues. All mods should be solely 'drop this zip in mods folder', and all APIs should strive to be compatible with anything they can and provide unique functionality. I am always willing to have modders come to me and discuss how we can make everything work together.
-
Forge MP, Bukkit and Minecraft 1.3
We determine the mod matching using the mod.toString(), which defaults to getName() + " " + getVersion(). So if you override toString() to only change when you want it to not match. I was thinking of expanding that to something a bit more complicated (NetworkMod.checkModMatch(String)), but nobody has shown any interest in this particular aspect. As for the issue of your users not using forge because it's compatibility issues, in most cases the mod they wish to use either 1) They arnt installing it correctly. 2) Doesn't really need to edit base classes, and the modder should update to Forge. or 3) Its not really a good mod or 4) The modder doesn't care about compatibility. If you're editing base classes, in your mod, you're honestly doing something wrong.
-
Endermen able to carry more
ModLoader.getPrivateValue(EntityEnderman.class, 0)[myBlock.blockID] = true
-
Forge bug with mods using .jar files
Disable IC2 sounds, this isn't a forge issue, its them. Jars are exactly the same as zips so they would not cause the issue.
-
Render Error
You mean like this or this Not exactly like we're a closed source national secret
-
Render Error
Its fairly straight forward: If you're a average user, use the recommended build unless a mod you use specifically tells you to use something higher. If you're a modder: Use the recommended build if you don't care about anything new, but if you do, to you're wanting to suggest something/report a bug. Verify that what you're suggesting/reporting hasn't already been fixed in the latest. How is that difficult to understand? As for flipping out, I'm just really getting tired explaining basic logic to you.
- Potion
-
Render Error
Please understand the fucking basic release structure. You introduce a new feature You test it After being tested you release it EXA in forge: You introduce a new feature: 4096, marked as latest/build You test it: People download the latest, if bugs are found, you make new builds After being tested you release it: People test and find that it works, promote to recommended. If you build against something that isn't marked as the recommended build, you just tell your users, 'Get build ###+' That's why we use build numbers, instead of arbitrary numbers. And your excuse of 'Maybe you installed a part of my build.', that's just asinine, do you REALLY think i'm that stupid. do you REALLY think that I would install something of yours and then decompile it and run it in my dev env? And on top of that, mistake it for my own code? Really.. really.. you think i'm THAT stupid? You should be smart enough to understand that if you're suggesting something you should check the latest version to see if we are already doing it. It's like going to blizzard after seeing the cata announcements. And saying, 'Hey you know what you should do, add a dragon!' 'Oh you day you did, are you SRUE you did, cuz in my version you didn't'
-
Render Error
Yes I have tried it, along with custom textures and a plethora of custom items/block. They all work fine. Also, thats some horrible design in that mod... And the fact that you even think that it would make a difference where the block is from shows you don't understand what you're talking about.
-
Mod Download Site
'it' being the entire project, the server backend, the support experience and experience designing the architecture that will be needed to run this type of thing.
-
Render Error
It works perfectly fine, you're just being stupid.
-
Mod Download Site
Never said a web browser was hard to make, that is not the parts that i'm saying would be hard...
-
Potion
It is totally replaceable, go learn how!
-
Render Error
Yes, it does, also https://github.com/MinecraftForge/MinecraftForge/commit/c3bdc6e58368a0c471c7d24ba23b8dc5721d943b I know what i'm talking about, you do not. Go look at that link for a PROPER 4096 fix.
-
Render Error
Update your forge, the version you're using doesn't support 4096. If you updated properly this wouldn't happen. Also note, that changin that 256 to 4096 is NOT a proper solution as it fucks up vanilla items.
-
Forge MP, Bukkit and Minecraft 1.3
Shameless OS plug: If you toss up a github repo i'd be more then happy to sit down and help you clean up and get thing working properly on SMP. Especially if you're saying you're gunna drop that whole annoying 'Forge Lite' crap. That is really annoying.. hehe Anyways, Forge and FML are designed to keep the modding API fairly consistent, while still allowing for active development. However when it comes to 1.3, there will be many things that are different but I plan on making 1.3 as easy to merge to for modders as I can. As there is no public official information on what exactly is changing under the hood of Minecraft I can not garentee that it will be instantly compatible, but it'll be as easy as I can get it. Gitting your environment setup for SMP work, and then tackling each task one at a time would be the best method of getting help I think. Feel free to ask as many questions as you need.
-
Mod Download Site
As long as you guys understand that it is far more then just coming up with ideas, or coming up with functional code. a project like this has many many facets that if you don't plan for will make things explode. I never said that after the modidng api comes out, Mojang won't have such a thing. And if I did, times have changed. All I have to say about that is that I can't speak of it definitively because the information I have been given is neither official nore mine to give out. But, a undertaking of such magnitude is something best left for those with the resources and experience to pull it off properly. {Mojang} There is nothing wrong with spitballing theoretical ideas, but just to remind you, Forge has already crashed 3 high end servers with its downloads, what would you expect from something that has to chime in every time someone connects to a server or logs in? For the current time modding is a good enough state that unless people are really stupid they should be just fine installing things. However, if you really want to be helpful, you could write tutorials and point people in the direction of the plethora of already available tools. Most people don't use them simply out of ignorance to there existence.
-
Updating Forge questions
Stack trace, or ban.
-
[Error] Can you help me please on Ore Gen?
The string 'null' is not what a null pointer is... One of your objects. that you use on line 60 is null. Check your objects. Do some debugging.
-
Potion
I don't seem any people using this, but, even in your own code you could easily expand this array to whatever you want. If your mod uses ids that are > then the current size, resize and preserve the array.
-
Increased block limit code for Forge
1) Nobody use this as I haven't verified what it doesn't and it does break old worlds. 2) Forge ALREADY supports 4096 in a better fashion 3) If its something important you should submit a PR to forge, not release 'custom builds' as that's just fucking stupid.
-
help for forge
You are not using a compatible version of 4096, just update to the latest build and get rid of 4096 entirely, and you''ll be fine.
-
Creating dimension using Forge
Because the world gen only replaces stone when it sets up the top blocks... You'd have to write your own world gen.
-
Linux server Fails to start
Makes no difference you're doing *something* wrong that causes it not to copy the files over properly.
IPS spam blocked by CleanTalk.