Actually, the developer's package I linked in the OP works for it, but hold off since I'm doing a silent update to fix a long standing bug thanks to rivvest, as well as getting rid of the huge amount of debug checkerror calls I had added it to solve said bug (not like it would have anyways though).
And now it's getting held off on for testing to see if that fix actually worked!
Oh, and to the people asking for a developer bundle for 1.4.2: files didn't change between 1.3.2 and 1.4.2, except for a few cases where method names changed in the examples.
Did the fix work? If yes: Release it! Release it nao! If not: Try again!
The person who reported it didn't actually HAVE the error, sadly. If you know someone who DOES get that exception, please point them my way. (Oh, and get them to try the newest builds of GuiAPI for an updated stacktrace: the ones I released DO have the extra checkerror calls)
ShaRose I notice GuiAPI still says it needs to go into the .jar yet IDResolver has been updated to go into the coremods folder. I'm going to see if GuiAPI will run from core mods in hopes the documentation is a little out of date. So I guess my intent here is twofold. If GuiAPI will run from coremods would you be so kind as to update the install method on your original post. If, however, it will not run from coremods would you please consider the option to have it do so?
ShaRose I notice GuiAPI still says it needs to go into the .jar yet IDResolver has been updated to go into the coremods folder. I'm going to see if GuiAPI will run from core mods in hopes the documentation is a little out of date. So I guess my intent here is twofold. If GuiAPI will run from coremods would you be so kind as to update the install method on your original post. If, however, it will not run from coremods would you please consider the option to have it do so?
Well, as it is atm guiapi doesn't require forge or modloader, so I'm trying to avoid causing issues with either. I have debated that though.
When ever i try to get into my inventory and by pressing E its says quitting or something I've tried changing the the inventory button still the same please help in need this to play mo creatures and other mods!!!
When ever i try to get into my inventory and by pressing E its says quitting or something I've tried changing the the inventory button still the same please help in need this to play mo creatures and other mods!!!
What mods are you using and in what order are they applied / installed? Got any crash log / stack traces for us?
I just came across this API pack and am considering using it. I currently use Forge, Optifine, Player API, Render Player API, and QuinOptions...Though I'm not sure if I would get use out of GUIAPI, ModOptions, or ChickenBones, and I worry they may just cause problems down the road. If it does, It would be easier to just install all my API's one at a time. I also see somebody has an issue with this bundle/QuinOptions.
Did you post this in the wrong thread? Was it supposed to pe posted on the topic in my sig?
Yea...I must have had multiple tabs open and posted in the wrong thread, lol. Meant to post under the Ultimate API Pack. Regardless, mind answering my question? lol
All right then. I've got this (And ID Resolver) updated, and for GuiAPI, I updated TWL and made it baseclass edit free, working with Forge and ModLoader. This means I finally got around to adding the code needed to make it dynamically add the button!
The problem is I found the other two mods that I did this specifically for hardcode the button positions, so it might be all for naught! But at least I'll have the source to my button placement code on github so they can add it. And I get to have one of those fancy mcmod.info things for forge users! But it's 1 am, so. Expect a final release tomorrow (hopefully).
Finally getting this uploaded. When it's done, I'll update the OP. Releases are 0.15.0 for 1.4.4 and 0.15.1 for 1.4.5.
Updated TWL to HG revision 25636fe4a000.
Made GuiAPI baseclass-edit free, now requires either FML or ML. Not like that's a problem.
Added an mcmod.info file.
MIGHT work in the mods folder, didn't have time to test it out though.
Didn't commit the changes though yet, will do so when I get home.
Oh, and to the people asking for a developer bundle for 1.4.2: files didn't change between 1.3.2 and 1.4.2, except for a few cases where method names changed in the examples.
The person who reported it didn't actually HAVE the error, sadly. If you know someone who DOES get that exception, please point them my way. (Oh, and get them to try the newest builds of GuiAPI for an updated stacktrace: the ones I released DO have the extra checkerror calls)
Well, as it is atm guiapi doesn't require forge or modloader, so I'm trying to avoid causing issues with either. I have debated that though.
What mods are you using and in what order are they applied / installed? Got any crash log / stack traces for us?
- - -
I just came across this API pack and am considering using it. I currently use Forge, Optifine, Player API, Render Player API, and QuinOptions...Though I'm not sure if I would get use out of GUIAPI, ModOptions, or ChickenBones, and I worry they may just cause problems down the road. If it does, It would be easier to just install all my API's one at a time. I also see somebody has an issue with this bundle/QuinOptions.
Thoughts and opinions? I'd appreciate it!
Yea...I must have had multiple tabs open and posted in the wrong thread, lol. Meant to post under the Ultimate API Pack. Regardless, mind answering my question? lol
The problem is I found the other two mods that I did this specifically for hardcode the button positions, so it might be all for naught! But at least I'll have the source to my button placement code on github so they can add it. And I get to have one of those fancy mcmod.info things for forge users! But it's 1 am, so. Expect a final release tomorrow (hopefully).
Oh, and the source for the mod_GuiAPI file if anyone's curious https://gist.github.com/4122981
Updated TWL to HG revision 25636fe4a000.
Made GuiAPI baseclass-edit free, now requires either FML or ML. Not like that's a problem.
Added an mcmod.info file.
MIGHT work in the mods folder, didn't have time to test it out though.
Didn't commit the changes though yet, will do so when I get home.
I feed off changelogs.
Asking for updates is spam. Really.
I make some mods that are pathetically slow to update. Join in on the wait here and here.
This is basically an API for other mods to use.