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SanAndreaP

Forge Modder
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Everything posted by SanAndreaP

  1. Your graphics card is too old. It simply doesn't support the way the new loading screen does things.
  2. The difference is that the first doesn't actively reference CCC or NEI classes. Thus I don't need those when I compile the mod. The second one does reference NEI (for a compatibility thing), thus I need those classes to compile the mod. And the CCL reference may be an old one I didn't remove, now that I think about it. Since it's not in the maven repo (anymore), you don't need it. Also please note the first code is always needed, but the second one only if you actively reference a class from the mods.
  3. You need to define the sound as stream, or it'll load the entire track into the memory when played. http://minecraft.gamepedia.com/Sounds.json
  4. If a mod provides a maven repo, I highly suggest using that! for CCC and CCL, here's what I do: https://github.com/SanAndreasP/SAPManagerPack/blob/master/build.gradle#L50-L60 (Please note those versions are quitte outdated, but they work for testing) I don't depend on those in this mod, if you do, you'll need to declare CCC, CCL and NEI inside the buildscript area: https://github.com/SanAndreasP/VarietyChests/blob/master/build.gradle#L1-L28
  5. Your domain is called "test_mod", but your asset folder is "Test_Mod". The asset path is case sensitive. I'd suggest renaming your asset folder to "test_mod".
  6. How do you "move it into minecraft forge"?
  7. Just a few things about the command line I want to tell you, OP: C:\Documents and Settings\USERNAME>C:\Documebts and Settings\USERNAME \Desktop\java -Xmx2G -jar forge.jar 'C:\Documebts' is not recognized as an internal or external command, operable program or batch file. This doesn't work as the command line detects command/program and its parameters with a space in-between. It'll try to execute the program C:\Documebts.exe , (or .cmd or .bat ) with the parameters and , Settings\USERNAME\Desktop\java and so on. You can quote the path however, to include spaces: C:\Documents and Settings\USERNAME>"C:\Documents and Settings\USERNAME\Desktop\java" -Xmx2G -jar forge.jar Also there's something else wrong with it, which I'll show you on another command of yours: C:\Documents and Settings\USERNAME>Desktop\java -Xmx2G -jar forge.jar This will NOT execute java in Desktop/ but rather tries to execute a java.exe lying on your Desktop. You java is in the Program Files folder. A correct Java install lets you do: C:\Documents and Settings\USERNAME>java -Xmx2G -jar forge.jar C:\Documents and Settings\USERNAME>Desktop If you're trying to change the current command line directory, you do it with the cd command: C:\Documents and Settings\USERNAME>cd Desktop Otherwise, as I've said previously, it'll try to execute Desktop.exe (or .cmd or .bat )
  8. If you encounter any crash / bug, it's advisable to update to the latest version. The crash / bug may be fixed in that.
  9. CodeChickenCore is still outdated, current version available is 1.0.6.43 (CurseForge) or 1.0.7.47 on http://chickenbones.net/Pages/links.html
  10. What website? The official CoFH page shows me the 3.0 version as latest... http://teamcofh.com/downloads/
  11. Do you mind giving us the log from the client which actually crashed? It's in .minecraft/logs/fml-client-latest.log Please use https://gist.github.com, post it there and give us the link (to prevent cluttering the thread)
  12. More Health Enchanted seems to have an update for it. Just redownload 6.3 again (for both client and server) and try. If it still doesn't work, report to the author.
  13. CoFHCore{2.0.0.5} [CoFH Core] (CoFHCore-2.0.0.5.jar) Your CoFHCore version is WAY outdated. Update! Out now is 3.0.3-303. You should also look for updated version of all other mods.
  14. witchery-1.7.10-0.20.0 Update witchery, out right now is 0.24.1
  15. I've read that if Optifine distorts texts, you need to disable fast rendering in the options.
  16. The absolute simplest way to release a mod is to build it, upload it to CurseForge and make a MC Forums thread linking to the CurseForge mod and an explanation. For versioning I'd suggest Semantic Versioning, specifically in the style of MCVersion-ModVersion , for example 1.8-1.0.1 You can use any publicly available bug tracker. If you're hosting your source on github/bitbucket/etc., then I'd suggest to use their bug tracker as well, so you don't have everything spreaded around the place. For hosting your source: If you want to do that, make sure if anyone decides to fork it (for pull requests etc.), that person can easily run gradlew setupDecompWorkspace and use your mod in a dev environment. So include your build.gradle, the gradle-wrapper files (gradlew, gradlew.bat and the gradle folder), your source and resources. Being OpenSource is completely optional, but preferred if you want help with your mod. If you decide to host on CurseForge, be aware it has a Rewards Program, so you don't need AdFly/AdFocus/etc.. If not, you can use those url shortener, but out of goodwill, you may want to provide a direct link as well, for those who can't access them. I usually do beta-testing as follows: a group of people get a pre-alpha, then I release a "full" alpha/beta for all. But you can do whatever you want. A personal website is not needed. I don't have one for my mods (yet), but [tt=http://botaniamod.net/]Botania[/code], for example, does.
  17. Ever heard of sites like http://pastebin.com ? They are great for posting logs without messing up the thread. Anyway, we need the fml-client-latest.log
  18. 1) I trimmed it (there's about 12 lines I removed, checking for various things). I know about push/pop. In retrospect I should have left that in. 2) GL11.glPushAttrib(GL11.GL_ENABLE_BIT) fixed the block outline color though, thanks! But I still have an issue with the lighting on the quads being incorrect. For the light I'd suggest using OpenGlHelper.setLightmapTextureCoords() : // save the previous lighting brightness float prevBrightX = OpenGlHelper.lastBrightnessX; float prevBrightY = OpenGlHelper.lastBrightnessY; // declare new brightness (0xF0 is the max. possible) int bright = 0xF0; int brightX = bright % 65536; int brightY = bright / 65536; // set new brightness OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, brightX / 1.0F, brightY / 1.0F); // do rendering here // reset original brightness, so it doesn't mess up anything post-rendered OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, prevBrightX, prevBrightY);
  19. So, you are saying there are some mods which are different!? If so, then try removing those mods one-by-one and see if that'll help. What I'd also suggest is using visualvm (if your server supports GUIs)
  20. Try disabling the new loading screen. Read the EAQ on how to do so.
  21. Disable the loading screen, your graphics card/driver is borked and doesn't support it. Read the EAQ on how to do it.
  22. Post the fml-client-latest.log from your logs folder, use https://gist.github.com for that and give us the link
  23. I will shamelessly self-ad my tutorial again: http://www.minecraftforge.net/forum/index.php/topic,30137.0.html But you got it right.
  24. Then you need to set the blockIcon field in your block to an icon. You can either use your own or a vanilla icon. You'd set that in registerBlockIcons()
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