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    posted a message on help figuring out making tools with properties not linked to swords/pickaxes/shovels/axes
    the workspace i did it in was C:\Modding\Forge 1.7.2\eclipse\

    the workspace i opened up was C:\Modding\Forge 1.7.2\ecplipse\

    but i think i found traces of my source code files within Forge 1.7.2\bin\

    the directories look familiarly named

    bin\com\hazymods\fomc

    i'm gonna try to open the bin folder as a workspace
    Posted in: Modification Development
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    posted a message on help figuring out making tools with properties not linked to swords/pickaxes/shovels/axes
    but....but..... i dont understand

    OGAWDNO i saved and closed my source code last night and i just opened it back up WHERE'D IT GO? :( this is gonna be more trouble than i thought it was gonna be, making this mod. especially if it don't save right

    i refreshed it too and nothing appeared D:


    EDIT i'm probably just an idiot who has no idea what he was doing. the screenshot i was gonna take originally was gonna be of the missing textures ingame but nothing loaded so i ended up taking screenshot of nothing loading....
    Posted in: Modification Development
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    posted a message on help figuring out making tools with properties not linked to swords/pickaxes/shovels/axes
    note the toonmetal stuff is the material i'm going to have the guns be crafter out of for survival.
    *Edit* I didn't want to have to give spoilers but if i have to to get it working i'm ok with it XD
    this is actually the furthest i've ever made it with a mod. note to self: liteloader is not a good modloader to start on. always try forge first
    Posted in: Modification Development
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    posted a message on help figuring out making tools with properties not linked to swords/pickaxes/shovels/axes
    i changed the folders to lowercase, it didn't work, then i changed ALL of the directories i was working with to lowercase, and i removed guns from the modid cause the mod has been going almost exactly the opposite of what i had planned for it at first. still didn't work. here, have a screenshot of my code:
    Posted in: Modification Development
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    posted a message on help figuring out making tools with properties not linked to swords/pickaxes/shovels/axes
    also,i'm having alot of issues getting textures to work.

    i have a block texture in assets.Fomcguns.textures.block under resources

    and i have a call for it at com.mod.fomcguns.common/fomcguns.java using .setBlockTextureName("Fomcguns:xxxxxxxxx") and no matter what i do i cant get it to show anything but the purple-and-blue missing texture! i've also tried to texture an item with .setTextureName("Fomcguns:xxxxxxxxx") but neither items nor blocks will texture themselves! the tutorial i've been following says to put the modid:texturepngname but i can't get it to work.anyone know what to ACTUALLY put? i tried importing the assets.Fomc.textures.block directory and calling the texture file through the import but that didn't work either.

    using xxxxxxx'es so not to spoil what EXACTLY my my ores and blocks and items are going to be named lol.
    Posted in: Modification Development
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    posted a message on help figuring out making tools with properties not linked to swords/pickaxes/shovels/axes
    thanks for the feedback i really needed the input now i have some idea of what to do! i'm also making blocks and ores so you can make these guns in survival, of course i would kind of need to do that anyway or i'd get alot of complaints about not being able to make these stuffs in survival....... enough explaining myself i gotta (and wanna) get to work!
    Posted in: Modification Development
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    posted a message on help figuring out making tools with properties not linked to swords/pickaxes/shovels/axes
    i've been going through all the forge mod tutorials, but i can't find how to make items that do custom events. I'm a beginner modder trying to make his own gun mod, and i need help trying to figure out how to put code through to do the following:

    1: custom weapons with a programmable accuracy (like 0 is pinpoint and 100 makes it to where bullets can fly 90* off course from the intended aim target or something)

    2: spawning a bullet from the item (it could be a modified arrow, i don't care)

    3: optionally how to make the items 3d models in the hand (i can do without)

    4: honestly i'm just trying to remake the TF2 weapons mod how i see it: very capable but it's not what it could be.

    disclaimer: i am using no part of the source code of the TF2 weapons mod, not even the textures, as i am starting from scratch.

    help would be highly appreciated.

    and i'm also going to use a different name, i don't know what yet i think i'll name it "FoMC Guns"

    i might even remake the sentry/dispenser/teleporter mod and put it in, then it could just be "FoMC".

    but it should work fine without those, as those are already pretty good mods and would still look great as a seperate mod sideloaded with this one (if i can ever get to making it)
    i'm pretty fluent with the ROBLOX implementation of LUA coding already, as i coded in that game ~2009-2011, so I shoud be able to catch on pretty quickly.
    Posted in: Modification Development
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    posted a message on automod server+client API possible idea?
    so, I was thinking- there are plenty of bukkit servers out there that have plugins which make special use of the materials already inside minecraft, but i've never seen a modded server that has fully custom items in it that don't require you to download certain mods before you're able to join! my idea to fix this need? have a forge based client/server plugin that detects whether you have the required mods or not and downloads them automatically before joining the server! of course it loads the plugins into another folder so it doesn't change your singleplayer experience by adding mods you didn't want there, instead uploading them to .minecraft/automod/serverid/. there will be a setting called "serverid" where the servers can set their own unique ID to distinguish their server's mods from other server's mods. the fact that it's downloading through minecraft itself means that forge can detect and automatically enable it therefore you won't have to restart minecraft to make it work. this mod would assure 99.99% of the time that even new, inexperienced players can join any server they want, even the ones that need you to install certain some mods as a prequisite. I hope to see someone take advantage of this idea and maybe even see the forge developers themselves provide a couple of APIs to help whoever takes advantage of this idea.
    Posted in: Requests / Ideas For Mods
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    posted a message on automod server+client API possible idea?
    so, I was thinking- there are plenty of bukkit servers out there that have plugins which make special use of the materials already inside minecraft, but i've never seen a modded server that has fully custom items in it that don't require you to download certain mods before you're able to join! my idea to fix this need? have a forge based client/server plugin that detects whether you have the required mods or not and downloads them automatically before joining the server! of course it loads the plugins into another folder so it doesn't change your singleplayer experience by adding mods you didn't want there, instead uploading them to .minecraft/automod/serverid/. there will be a setting called "serverid" where the servers can set their own unique ID to distinguish their server's mods from other server's mods. the fact that it's downloading through minecraft itself means that forge can detect and automatically enable it therefore you won't have to restart minecraft to make it work. this mod would assure 99.99% of the time that even new, inexperienced players can join any server they want, even the ones that need you to install certain some mods as a prequisite. I hope to see someone take advantage of this idea and maybe even see the forge developers themselves provide a couple of APIs to help whoever takes advantage of this idea.
    Posted in: Requests / Ideas For Mods
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    posted a message on LiteLoader
    Quote from julialy

    Looking for MCP 1.7.2 ?
    http://www.mediafire...tpra/mcp903.zip

    thanks a ton
    Posted in: Minecraft Mods
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    posted a message on LiteLoader
    ok, so i want to develop some mods and update others that haven't been updated in a long while (for personal use, of course) but going through your tutorial, I noticed that the MCP program is still 1.6.4, and i want my mods to be up-to-date with the 1.7.2 liteloader. will MCP for 1.6.4 still work for making liteloader 1.7.2 mods?
    Posted in: Minecraft Mods
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    posted a message on moving mouse causing VERY heavy lagg
    bump still happening
    Posted in: Java Edition Support
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    posted a message on moving mouse causing VERY heavy lagg
    i have the drivers updated. it had mouse-induced framelagg with the initial installation (333.7) and i updated to the latest beta drivers (337.2 because i heard alot of things were going wong with the latest release drivers 335.4) and that did not seem to help. yes i was bumping desperately, don't take any offense on it i was adding updates to the status with the bumps. If we can find a solutoon to this maybe future victims will find a possible solution faster.
    edit: i dont even know anymore. I half dont care and i feel desperate at the same time it's such a weird combination of emotion O_O.....
    I havent tried reinstalling windows yet, though my windows 8 installation is almost sparkly new and the same exact problem occurs on that gnarly old windows 7 hard drive that i way overinstalled software to (did i mention i had somewhere between 100GB and 300GB of pure downloads on it before i cleaned up my secondary drive for my windows 8 install?). i dont think it's my drivers or power supply, its definitely not the graphics card itself, it's not the bluetooth mouse (the mouse worked completely fine back in my GeForce 210 days), i am probably completely stumbling over something but not realize it i know. the NVIDIA website says that the 9800GT is supposed to have two PCI extra power plug slots, but the XFX GeForce 9800GT doesn't meet NVIDIA's requirements, having a total of 0 power plugs and taking all its power through the motherboard. could this lack of power plugs be the problem by any unlikely chance? i want to know how to fix this soooooooo bad right now.
    Posted in: Java Edition Support
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    posted a message on moving mouse causing VERY heavy lagg
    minecraft worked OK with this exact same setup before (except i had my GeForce 210 instead of my GeForce 9800GT) so please help me!!!!!!!!!
    Posted in: Java Edition Support
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