Initial developmental build is done, Modders, check jenkins, Report back how things go.
Once I get a good set of thumbs-ups i'll mark as 1.4 and release.
is there a tutorial somewhere on how to port mods to forge, i'm already using both modloader and modloader mp, but i imagine that the methods changes to assign sprites?
nice thanks a lot :), it's a good thing to read this before it update, as i got little work to do with my images loll, but not that bad, anyway have no choice, as i managed to run out of sprite indices with maybe 1/4 of what i want to do in... lol
Initial developmental build is done, Modders, check jenkins, Report back how things go.
Once I get a good set of thumbs-ups i'll mark as 1.4 and release.
Everything ran good on the source side of things. Might want to update the mappings one more time though. I updated the MCP mappings right before installing forge. Then the Forge patches wrote over those and caused them to be out of date. Here's my results: http://pastebin.com/8W969Hqi
EDIT: Most definitely update the mappings. MCP is outputting the modified classes from Forge.
The last thing the install script should be doing is calling updatemd5's, which should make it not spit out all the forge modified files...
can you track down why yours would not be running that?
Sorry for the misunderstanding. I meant when I reobfuscate my mod files. It outputs the edited forge files as well. No worries though. I updated to the latest build and everything is smooth now. About to begin testing my mod now for any bugs I may find. I'll let you know if I find anything.
Initial developmental build is done, Modders, check jenkins, Report back how things go.
Once I get a good set of thumbs-ups i'll mark as 1.4 and release.
I have been working with the dev build from Jenkins and noticed that all of the blocks are added to creative including those that shouldn't be there(bed, redstone tile, stem, doors(as block),water lava, ...)
ha, wasn't sure if it was normal, but noticed that too. And don't know if it's only me, but the textures for the blocks i added are ok in the inventory, and also when placed on the ground, but when i'm holding them, they are just random texture from the original terrain.png, i followed and rereaded the tutorial 3 time to make sure i was not making an error, but still the same. i'll try the last version maybe sometime tonight to see if it fix it.
other peoples say it's because of the mod, but in my case it''s my mod i'm converting to forge, got ITextureProvider set in my block, my texture is preloaded in my mod file, and the correct icons are set to my blocks, but still exactly like in the page above, my blocks looks ok in the inventory and on the ground, it's only when holding them that they don't looks right.
give me an example mod of the issue with the textures.
I'll see if i can reproduce and figure it out.
I added ITextureprovider to ItemBlock so it should spit out the right texture. So toss me a sample mod and i'll see whats what.
Why did you have to move the link to minecraft forge? Beacuse it confusing the heck out of me. I went onto the other site. Downloaded what version i thought i needed and it didn't work. Then I tried the more older versions which i thought looked right. (there is no refrence to which version of minecraft they are, i am using 1.1) and they didn't work iver. I don't know what i'm doing wrong. I'm pretty good with installing mods and i've followed acuple of tuts to see if i was doing anything wrong. Could somebody please give me the stright link to the Forge download for minecraft version 1.1 beacuse i feel like an idiot. =/
public class mod_Beds extends BaseModMp
{
public static final Block limestone = new
BlockLimestone(206,2).setHardness(3.0F).setResistance(5.0F).setBlockName("limestone");
public void load()
{
ModLoader.registerBlock(limestone);
public class BlockLimestone extends Block implements ITextureProvider
{
protected BlockLimestone(int i, int j)
{
super(i, j, Material.rock);
setStepSound(soundStoneFootstep);
}
public String getTextureFile()
{
return "/Beds/terrain.png";
}
public int quantityDropped(Random random)
{
return 1;
}
public int idDropped(int i, Random random, int j)
{
return blockID;
}
is there a link someone can direct me to for MC version 1.2.3 for minecraft forge? didn't realize I needed this for pams mod.
Go to: http://www.mod-build...orge-downloads/ (Which is also the main download link on the front page if you want to click on that instead)
Then click on the Latest Client link.
1.2.3 seems to be working fine on the latest release.
I am STILL waiting on modders to give me a shout if its stable enough to be officially released.
So complain to your favorite modder to actually report back to me.
Once I get a good set of thumbs-ups i'll mark as 1.4 and release.
nice thanks a lot :), it's a good thing to read this before it update, as i got little work to do with my images loll, but not that bad, anyway have no choice, as i managed to run out of sprite indices with maybe 1/4 of what i want to do in... lol
thanks again!
Everything ran good on the source side of things. Might want to update the mappings one more time though. I updated the MCP mappings right before installing forge. Then the Forge patches wrote over those and caused them to be out of date. Here's my results: http://pastebin.com/8W969Hqi
EDIT: Most definitely update the mappings. MCP is outputting the modified classes from Forge.
can you track down why yours would not be running that?
ha, wasn't sure if it was normal, but noticed that too. And don't know if it's only me, but the textures for the blocks i added are ok in the inventory, and also when placed on the ground, but when i'm holding them, they are just random texture from the original terrain.png, i followed and rereaded the tutorial 3 time to make sure i was not making an error, but still the same. i'll try the last version maybe sometime tonight to see if it fix it.
Edit: same problem as one mentionned in ths page : http://www.minecraftforum.net/topic/514000-api-minecraft-forge/page__st__4420
other peoples say it's because of the mod, but in my case it''s my mod i'm converting to forge, got ITextureProvider set in my block, my texture is preloaded in my mod file, and the correct icons are set to my blocks, but still exactly like in the page above, my blocks looks ok in the inventory and on the ground, it's only when holding them that they don't looks right.
I'll see if i can reproduce and figure it out.
I added ITextureprovider to ItemBlock so it should spit out the right texture. So toss me a sample mod and i'll see whats what.
on the forge download page: Old Milestones:
1.3.2 MC: 1.1, Build: 1, ML: 1.1, MLMP: 1.1v2/1.1v2.1
1.3.3 MC: 1.1, Build: 12, ML: 1.1, MLMP: 1.1v2/1.1v2.1
1.3.4 MC: 1.1, Build: 29, ML: 1.1, MLMP: 1.1v2/1.1v2.1
mod_Beds:
BlockLimestone:
If it's not updated on the main post then the creator hasn't updated it yet.
Go to: http://www.mod-build...orge-downloads/ (Which is also the main download link on the front page if you want to click on that instead)
Then click on the Latest Client link.
Aaaaah, Now I need to wait for that too....
Here is prove for That ModloaderMP is 1.2.3, http://www.minecraft...-mputils-teams/
I am STILL waiting on modders to give me a shout if its stable enough to be officially released.
So complain to your favorite modder to actually report back to me.