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LexManos

Forge Code God
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Everything posted by LexManos

  1. I'll have to look into this, Been a while seince I've looked at ModLoader itself, I've left it all to cpw to do all the FML stuff. And we're trying to get it as compatible as we can. So its good to get these discrepancy reports.
  2. Mind posting up a small example mod to showcase this difference. I haven't loaded up eclipse to look into it, but last I recall all of ML's ticks are called in world.doTick which doesn't exist in the main menu.
  3. Minecrafts lighting engine doesnt support dynamic lights like this without quite a bit of a re-write.
  4. Pretty sure that is the same way ModLoader does its ticking. ModLoader doesn't do any running outside the world.
  5. https://github.com/MinecraftForge/MinecraftForge/commit/3b523d57a9ceef4684442b45a787a4441df612ed You now are rivaling RP for hooks, 26 base edits for just you. Go! Make many good tutorials on how to use this. Make mods take advantage of this. Make RedPower take advantage of this! Make it worth my while!
  6. We specifically don't add those 1 line helper functions because they are stupid. If you use them, move to the proper way of doing things. But ya the bulk of the stuff in your first post looks fine.
  7. Well you would need to transmit the textures tot he client. Even if you specify the url. If you really want to do something like this, just make your mod download the texture.
  8. Posting a full log from setup would help.
  9. anything that is above 1.6_31, 31 has a bug that causes this issue.
  10. Humm, woke up to your pull request, Will need to look into it and see whats whats, but, you also forgot the server side But, only a bit of a issue there, I would move those tree-lists to just plain Block methods. And make them all world/location {and therefor TileEntity/Metadata} sensitive.
  11. As long as you are doing things properly, as Minecraft does them, None of this should be an issue. If you're having issues when converting, its MLMP, or your fault. Not ours. Go look into how clicks are sent to the server for normal MC stuff, figure out why its not working for your GUI.
  12. FML hash basic HD texture support, however it does not support the fancy stuff for lava/water/etc.. that things like Optifine does. So just install OptiFine after Forge and you should be good. I just got this email from sp614x: So, it should be fine.
  13. You have to open the gui in whatever form that allows you to put items in. And you need to do whatever you need to do to make sure the client sends the click events to the server. Just like you've always had to, for any gui.
  14. If anyone had bothered to be in the IRC we had a discussion on this ysterday. It may, or may not, be added for FML/Forge, so quit harping on it. Its not like we don't know about it.
  15. Dont use the Vinella distro on bukkit.. simple as that. Go get the bukkit port -.-
  16. It isn't on the roadmap, its been scrapped.
  17. Make sure you've copied the conf folder from forge/conf to mcp/conf The setup script does not automatically do that, {as it would be stupid} No patches should fail, so thats probably your issue.
  18. .... There are plunty of tutorials for this crap out there, Go look at ModLoader.getNextBlockModelID
  19. Use setup, working ON Forge is different then working WITH forge.
  20. Seems fairly straight forward, something in your code is null at the time you try to access it. Learn to debug your own code please, we are not a IDE.
  21. What is null in your function?
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