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[HELP]Minecraft 1.6.2 Forge Basic GUI Editing


Draxick

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it would help if you gave it an actual argb color... so get a signed value for FF FF FF FF = white = -1

 

by only putting FFFF (guessing you thought colors were 4 bit rather than 8 bit per part... 32 overall) you are omitting the alpha and the red, alpha is all that matters here in terms of why it's not showing. your alpha is 0, so it's fully transparent.

 

how minecraft handles colours:

            this.alpha = (float)(par4 >> 24 & 255) / 255.0F; // takes the first 8 binary digits, then converts to a float between 0 and 1
            this.red = (float)(par4 >> 16 & 255) / 255.0F; //second 8, then converts to a float between 0 and 1
            this.blue = (float)(par4 >> 8 & 255) / 255.0F; // 3rd set of 8, then converts to a float between 0 and 1
            this.green = (float)(par4 & 255) / 255.0F; // last 8, then converts to a float between 0 and 1

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Don't edit base classes.

Subscribe to the RenderGameOverlayEvent.Text it gives you access to two Lists containing the default text lines for the Debug screen. You can edit these lists to your liking.

Sorry i quite don't understand what you mean :/
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He means that rather than going in and changing the base classes to add your string, you can use the method he said to add the overlay instead. Editing base classes directly is very bad practice, as it causes incompatibility with other mods, as well as breaching mojangs TOU (when you distribute their source code), hence they asked forge to stop doing it meaning forge now has an installer which ships with no minecraft source code

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He means that rather than going in and changing the base classes to add your string, you can use the method he said to add the overlay instead. Editing base classes directly is very bad practice, as it causes incompatibility with other mods, as well as breaching mojangs TOU (when you distribute their source code), hence they asked forge to stop doing it meaning forge now has an installer which ships with no minecraft source code

Oh i see, do you think you can link me ? i'm new to this and i'm starting to struggle >.<
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@yagoki, do you know what it implies if you decide to ship modified source? I'm doing some base class for my mod.

 

forge will not boot with your mod installed in the jar, which is a required if you edit base classes (it checks through all the classes there before starting to see if they match). so your mod will cause the game not to run. I'm not sure mojang will do too much about it as there are far too many people doing it anyway (modloader ect). You can build an installer like the forge one which will allow you to do this, i'm pretty sure optifine is working on this/has done this. the forge installer is open source so you can look through this if you want to do this. There are normally ways you could do things without base edits, but I know it's not always possible.

 

Why am i so confused  :-\

 

how am I supposed to know :P

 

here's a tutorial on forge events, just replace the event with the one you've been told to use, and you should be able to access the required fields from the parameter.

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@yagoki, interresting, well im inserting my files directly inside the jar and it has always worked this way (maybe 1.6 will bring bad news, im still 1.5.2)  and i know for sure that my features REQUIRE basemod change

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

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just out of curiosity, what are you doing to the base class?

 

The change happened in 1.6.2 apparently

from the change log:

Build 1.6.2-9.10.0.780
LexManos
	Updated FML:
	MinecraftForge/FML@c997f2adbc4c11cd8c2abe5f82ccd00b0e954b68 FML now verifies that the minecraft jar is correct and intact. This is intended to discourage those who think that modifying the minecraft jar is still acceptable.
	MinecraftForge/FML@0db4624b27a5ecf59ed506ccfc26459ca26ee408 Don't initialize the server.
	MinecraftForge/FML@4fa375683fdb7edff67c951fb371ab4a23435308 Fix NPE in new debug line when patch targets don't exist.

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hmmm

 

ok maybe today there are things to make what i do via base change but ive been on thsi mod for a while now and back then there wasnt anything (maybe thing have changed)

 

made a living heal event

made a block break and block place event (dont talk to me about playerInterrectEvent it doesnt work)

made a event to be notified when right click (to be able to cast my spells)

made some change to be able to set what item is viewed as "in hand"

entity range interraction (not block, its 2 different things and theres nothing forge made to change this value)

made some base change to be able to render over in game gui <- i abandoned thsi one with the arrival of the RenderGameOverlayEvent

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

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If you could strip some of those down to basics you could probably submit them to be included in forge (not too sure about how you go about this, but it is a thing) I know there are times where I've wished there was a block break event.

 

block break event, called when the player breaks a block

nested inside PlayerEvent

 

there seems to bee quite a few nested in various places which you could try checking to see if they hold any relevance to what you're doing :D

 

you could also possibly try ASM, if you're willing to dip your feet in those waters

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also, i forgot about this, but its possible to force a block break event without vanilla changes, but the solution is to copy EVERY block class, replace EVERY block in the game with your modded vanilla block and redirect the "onBlockBreak" method of the modded block class to an event (but it would be f****** long to code)

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

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also, i forgot about this, but its possible to force a block break event without vanilla changes, but the solution is to copy EVERY block class, replace EVERY block in the game with your modded vanilla block and redirect the "onBlockBreak" method of the modded block class to an event (but it would be f****** long to code)

 

or just use ASM to add the required methods to the onBlock broken method...

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I have a feeling that as soon as I try to do anything with it however that will be a different story.

 

yeah, its mostly why i didn't try anything with it at first .. and because jsut changing it in the code was way easier too :P

 

thanks for the guide. i was looking at the wiki and wasnt sure were this was going.

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

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