Just an update, reuploaded to not include the examples because they were found to conflict with Robinton's 4096 mod (The item example's ID was too high), and also added a (lot) more openGL error checking to try and track down that issue with Invalid value (1281) some people are getting, since not a single one of the people actually GETTING the error ever come back with more information. This may slow down rendering a bit, but I want to track down that bug and this is clearly the only way to do it.
There's a bug in GuiAPI, that makes the screen freeze when entering a mod's options made with the api while being ingame.
I had this with Mo' Creatures and the Console mod (His experimental snapshot using GuiAPI), so I thought it must be something with the api then.
Minecraft doesn't crash or anything, it just freezes in the option screen of the mod, making you unable to click anything. I've heard from more people that they seemed to have this problem. Do you think you can fix it?
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Click on the image to visit my Soundcloud profile! Alternatively, visit my site: http://www.aquanova-mp.com/
There's a bug in GuiAPI, that makes the screen freeze when entering a mod's options made with the api while being ingame.
I had this with Mo' Creatures and the Console mod (His experimental snapshot using GuiAPI), so I thought it must be something with the api then.
Minecraft doesn't crash or anything, it just freezes in the option screen of the mod, making you unable to click anything. I've heard from more people that they seemed to have this problem. Do you think you can fix it?
I've never heard of such an issue before, and I've been doing that just fine before and after you reported it. If you are running linux, try updating your lwjgl.
You deleted the options. The actual examples are in the jar, and unless you deleted those.. Well.
I've never heard of such an issue before, and I've been doing that just fine before and after you reported it. If you are running linux, try updating your lwjgl.
Did that already, and I'm on Windows 7 32-bit. There also some other people with exactly the same problem.
The only mods that alter my .jar are OptiFine C2, Modloader, TMI, Rei's minimap.
I already tested this, but they don't seem to do anything wrong, so I'll now be testing my other mods to find out which one is causing this.
EDIT: Found it It's being caused by the Macro mod, could you maybe see for yourself? I'll also ask the guy that made it about the problem.
How would I make this work with MagicLauncher? When I attempt to use it, it tells me it's not in the jar. Because MagicLauncher dynamically patches the minecraft.jar, it seems to trick it into thinking it's not in the jar. Any idea on how to fix this? EDIT: May be that I forgot CMS... EDITEDIT: Nope :/
So... I want to make a mod with GUIs and such in it, but I already decompiled the data. What do I do to put it in where the decompiled classes are? Most of all, WHAT do i put in there?
I couldn't tell from your video, but are you using Linux or OSX? Try updating LWJGL. The version that ships with minecraft bugs out like that if memory serves.
Update: GuiAPI 0.14.4 for 1.2.5 is now out. Changes include:
It's now really hard to cause the game to crash if a mod's Item or Block fails to render in WidgetItem2DRender. It now changes to see if the Tesselator was left in a drawing state (in a few places) and makes sure that the stack doesn't get out of hand.
WidgetClassicTwoColumn / WidgetSinglecolumn now clips rendering when on a ScrollPane: This means that for anything that has a LOT of widgets on it, it should be a nice performance increase. Basically only ID Resolver did this though, but for Display ID Status it was a night-and-day boost. Really, I was amazed at how much better it preformed. (Not really, it makes perfect sense, but it was still nice to see).
And with regards to the above, there's an interface (IWidgetAlwaysDraw) that makes it so that it is excluded from said clipping. This should only really be used for Widgets that DO something when they draw, like WidgetTick for example.
Since Magic Launcher is being commonplace now and I have an actual reason to need to use it (Installing Forge (well, AudioMod) into the .jar seems to crash whenever I turn up the volume, and Magic Launcher seems to fix it,) I'd like to request that GUI API be slightly recoded to at least not deliberately crash Minecraft when installed via Magic Launcher, since it actually installs mods quite well.
Let’s play good guys against bad guys… Yes. Let’s play that. Are you ready? You’re the bad guy. And when you’re bad, you just run. That’s fine right? Well… Shall we play?
Since Magic Launcher is being commonplace now and I have an actual reason to need to use it (Installing Forge (well, AudioMod) into the .jar seems to crash whenever I turn up the volume, and Magic Launcher seems to fix it,) I'd like to request that GUI API be slightly recoded to at least not deliberately crash Minecraft when installed via Magic Launcher, since it actually installs mods quite well.
It doesn't, and hasn't for a month or more. I USED magic launcher to test 14.4 and ID Resolver update 2. The only issue with it now is that the dev who makes magic launcher apparently didn't read / ignored my PM asking him to stop the 'no guiapi' message if it's a new enough version.
It doesn't, and hasn't for a month or more. I USED magic launcher to test 14.4 and ID Resolver update 2. The only issue with it now is that the dev who makes magic launcher apparently didn't read / ignored my PM asking him to stop the 'no guiapi' message if it's a new enough version.
Oh. Sorry. Thanks. I guess Dr. Zhark links to an old version.
Any known incompatibilities? Judging by previous posts, it may be incompatible with SPC, but I can give up SPC for Mo' Creatures.
Let’s play good guys against bad guys… Yes. Let’s play that. Are you ready? You’re the bad guy. And when you’re bad, you just run. That’s fine right? Well… Shall we play?
Hoping a BDCraft patch comes out soon, it looks plain ugly. It's possible to live with.
Rollback Post to RevisionRollBack
Let’s play good guys against bad guys… Yes. Let’s play that. Are you ready? You’re the bad guy. And when you’re bad, you just run. That’s fine right? Well… Shall we play?
Yeah... I just figured out. I just took out the examples and it start to work.
Really now? Hmm. I didn't really want the examples there anyways, I guess I'll remove them from the zip if they might be causing issues.
I had this with Mo' Creatures and the Console mod (His experimental snapshot using GuiAPI), so I thought it must be something with the api then.
Minecraft doesn't crash or anything, it just freezes in the option screen of the mod, making you unable to click anything. I've heard from more people that they seemed to have this problem. Do you think you can fix it?
Click on the image to visit my Soundcloud profile! Alternatively, visit my site: http://www.aquanova-mp.com/
You deleted the options. The actual examples are in the jar, and unless you deleted those.. Well.
I've never heard of such an issue before, and I've been doing that just fine before and after you reported it. If you are running linux, try updating your lwjgl.
Did that already, and I'm on Windows 7 32-bit. There also some other people with exactly the same problem.
The only mods that alter my .jar are OptiFine C2, Modloader, TMI, Rei's minimap.
I already tested this, but they don't seem to do anything wrong, so I'll now be testing my other mods to find out which one is causing this.
EDIT: Found it It's being caused by the Macro mod, could you maybe see for yourself? I'll also ask the guy that made it about the problem.
Click on the image to visit my Soundcloud profile! Alternatively, visit my site: http://www.aquanova-mp.com/
My fan fiction of the game: http://www.minecraftforum.net/topic/1957118-programmer-my-first-fan-fiction/#entry24096758
i can repeat this regularly
I couldn't tell from your video, but are you using Linux or OSX? Try updating LWJGL. The version that ships with minecraft bugs out like that if memory serves.
It's now really hard to cause the game to crash if a mod's Item or Block fails to render in WidgetItem2DRender. It now changes to see if the Tesselator was left in a drawing state (in a few places) and makes sure that the stack doesn't get out of hand.
WidgetClassicTwoColumn / WidgetSinglecolumn now clips rendering when on a ScrollPane: This means that for anything that has a LOT of widgets on it, it should be a nice performance increase. Basically only ID Resolver did this though, but for Display ID Status it was a night-and-day boost. Really, I was amazed at how much better it preformed. (Not really, it makes perfect sense, but it was still nice to see).
And with regards to the above, there's an interface (IWidgetAlwaysDraw) that makes it so that it is excluded from said clipping. This should only really be used for Widgets that DO something when they draw, like WidgetTick for example.
It doesn't, and hasn't for a month or more. I USED magic launcher to test 14.4 and ID Resolver update 2. The only issue with it now is that the dev who makes magic launcher apparently didn't read / ignored my PM asking him to stop the 'no guiapi' message if it's a new enough version.
Oh. Sorry. Thanks. I guess Dr. Zhark links to an old version.
Any known incompatibilities? Judging by previous posts, it may be incompatible with SPC, but I can give up SPC for Mo' Creatures.
Did you read the post literally right above yours?
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