Jump to content

thebombzen

Members
  • Posts

    19
  • Joined

  • Last visited

Everything posted by thebombzen

  1. I think FML should (in theory) be smart enough to know that a mod is client-side only if it starts like this: @SideOnly(Side.CLIENT) @Mod(modid = "autoswitch", name = "AutoSwitch", version = "5.0.2", ... SideOnly(Side.CLIENT) looks like pretty convincing evidence that it's a client-side only mod. I know what @SideOnly does. I know that it prevents the class from being added to the classpath unless the Loader's Side matches Side.CLIENT. I know that it's not a substitute for network mods and such. But I don't think it's unreasonable to assume that FML can have the ability to know it's a client-side only mod, because a mod that won't even be added to the server's classpath is clearly client-side only. Nobody's programmed that in yet, but it's not such a stretch.
  2. I set up ForgeGradle and finished my mod, and I'd like to export it (reobfuscated). I tried running ./gradlew assemble, but I get stuck on :compileJava. :compileJava FAILURE: Build failed with an exception. * What went wrong: Could not resolve all dependencies for configuration ':compile'. > Could not resolve :forgeSrc:1.7.2-10.12.0.1012. Required by: thebombzenapi:ThebombzenAPI:1.0 > Could not GET 'https://libraries.minecraft.net//forgeSrc/1.7.2-10.12.0.1012/forgeSrc-1.7.2-10.12.0.1012.pom'. Received status code 403 from server: Forbidden * Try: Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. BUILD FAILED The stacktrace is: I don't understand why forge would try to download forgeSrc from minecraft.net. That seems like a bug. How can I fix this? Thanks. EDIT: I'm running x86_64-ubuntu-linux, Java 1.7.0_51. I tried running ./gradlew --refresh-dependencies, and it successfully ran, but the error with compileJava persisted. EDIT2: Typos
  3. Read the thread. They are still working on it, LexManos/cpw/everyone who's working on it (thanks by the way) and the MCP team are taking this big update as a chance to completely redo the MCP codebase/modding process and also Forge. It will take time, they've said this. Read this thread for details.
  4. When I say metadata, I'm not talking about metadata in terms of a workaround designed to make different blocks fit in less space, but rather a way to specify block properties (piston direction, wool color, etc.). This brings another question (using wool as an example): Will all wool blocks be referenced by the same String identifier, or will each color have its own identifier? If they have different identifiers, how will a mod programmer ask the registry if a block is any wool block? If they have the same identifier, how will a mod programmer ask the registry if a block is red wool? EDIT: Also, when I said specify blocks in a configuration file I wasn't trying to allow the user to change a custom blockID to prevent ID conflicts. One of my mods switches tools based on the block the player's mining and it allows players to configure its behavior for specific blocks (e.g. avoid using fortune pickaxes on coal ore), which requires the user to specify which block they're referring to in the configuration file.
  5. If Block and Item IDs are gone, I assume that in configuration files, users will have to use the unlocalized block name rather than the ID (which won't exist). However, previously there was a very easy way to specify both the ID and metadata of a block (Users could specify spruce logs using ID:Meta as in 17:1). Now, how will users specify both the ID and metadata of the block? Or is this not necessary because different variations of the same block (e.g. Spruce Logs) get their own identifier? If different block variations get their own identifier, how will we specify a global identifier (as in all wool blocks or all logs), and if each variation uses the same identifier, how will we specify specific variations or specific damage values (for items)?
  6. because all the class files are sorted into packages now, you lose a lot of access to protected class members that have no business being protected e.g. Block.createStackedBlock(int metadata). Forge should attempt to make these methods public, as long as they already edit the class file (as in Block.java). EDIT: Fields such as EntityLiving.activePotionsMap should also be made public, not just methods.
  7. I downloaded The Zombie map on the home page of the minecraft forums. I then set my self to survival then jumped in the lava. After dying and hitting the respawn button I crash.
  8. Hello, I installed forge 380 on the 1.4.5 prerelease. When I tried to respawn after dying, I got a client crash. No mods other than Forge/FML were installed. Here's ForgeModLoader-client-0.log: http://paste.minecraftforge.net/view/d863f774 Here's the crash report: http://paste.minecraftforge.net/view/fed1c43a Thanks.
  9. Just updated minecraft to 1.4.4, and Forge to 6.3.0.372. Magic Launcher still can't load forge on Linux with NoSuchMethodError. Here's my ForgeModLoader-client-0.log: http://pastebin.com/hadDykbk
  10. But I'm not trying to install forge 1.4.2 on a 1.3.2 jar. I'm not stupid. Here's the ForgeModLoader-client-0.log. Also, if you do try to install forge 1.4.2 on a 1.3.2 jar, Magic Launcher would say "not compatible."
  11. There's a glitch when Magic Launcher tries to load Minecraft Forge. I've seen it in Forge 353. I get 2012-10-30 13:00:24 [iNFO] [sTDERR] Exception in thread "Minecraft main thread" java.lang.NoSuchMethodError: ix.a(Liz;)Lix; 2012-10-30 13:00:24 [iNFO] [sTDERR] at net.minecraft.client.Minecraft.a(Minecraft.java:434) 2012-10-30 13:00:24 [iNFO] [sTDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:752) 2012-10-30 13:00:24 [iNFO] [sTDERR] at java.lang.Thread.run(Thread.java:722) I looked up the reobfuscation tables for ix.a(Liz;)Lix; Here's the reobfuscation log: MD: net/minecraft/src/Achievement/setStatStringFormatter (Lnet/minecraft/src/IStatStringFormat;)Lnet/minecraft/src/Achievement; ix/a (Liz;)Lix; meaning that the error is that Minecraft can't find the method public Achievement setStatStringFormatter(IStatStringFormat par1IStatStringFormatter) inside Achievement.java. I'm not sure whether this is a Forge issue or a Magic Launcher issue. The line where the error occurs inside Minecraft.java is AchievementList.openInventory.setStatStringFormatter(new StatStringFormatKeyInv(this)); Going to Achievement.java, there appears to be a Forge annotation above setStatStringFormatter: @SideOnly(Side.CLIENT) public Achievement setStatStringFormatter(IStatStringFormat par1IStatStringFormat) { this.statStringFormatter = par1IStatStringFormat; return this; } I think there is some kind of error because of this annotation. Could you try to fix this glitch? Thanks. If it helps, I'm running Linux.
  12. Hey, I'm the person who wrote AutoSwitch, and I just tested AS 2.3.0 with Forge 297, and it worked. I think something is wrong with your installation.
  13. Hello, I installed nothing but Forge 297 by dragging and dropping all the files into minecraft.jar and deleting META-INF. I generated a world, and there are no mushrooms, red or brown. This shows very prominently in a swamp biome. To do this for yourself, generate the seed 3584015967154582872 and go to the coordinates x = -500 y = 64 z = 200 This takes you to a swamp biome with no mushrooms. You could also download a zip file of the world on mediafire, where steve is standing at the coordinates and there are no mushrooms. My java -version returns java version "1.7.0_06-icedtea" OpenJDK Runtime Environment (fedora-2.3.1.fc17.2-x86_64) OpenJDK 64-Bit Server VM (build 23.2-b09, mixed mode) Which means that yes, I'm on Linux. Hope you can fix this, Thanks!
  14. I'm using Forge 3.3.8.152, and it doesn't support it. What I did as a work around was I overrode the method bindTexture(RenderEngine) from par1RenderEngine.getTexture("/terrain.png") to par1RenderEngine.getTexture(mod_ChemicalCraft.hno3Flowing.getTextureFile()) That fixed the problem, so seeing this implemented in the base TextureFX class would be nice.
  15. I know how to add blocks with ModLoader Here's my code: And BlockHNO3Stationary.java: And BlockHNO3Flowing.java:
  16. Hello, I have a texture FX for a liquid I'm adding which I'm just testing with: package net.minecraft.src; public class TextureHNO3FX extends TextureWaterFX { public TextureHNO3FX(){ super(); this.iconIndex = mod_ChemicalCraft.instance.hno3Flowing.blockIndexInTexture; } } and @Override public void registerAnimation(Minecraft minecraft) { ModLoader.addAnimation(new TextureHNO3FX()); } That block uses a custom terrain.png with MinecraftForgeClient.preloadTexture(). Unfortunately, the renderer isn't getting the message that it's not the default terrain.png, and it's rendering the top of every grass block with TextureWaterFX!!! How do I set it so it uses the preloaded Texture rather than the default terrain.png?
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.