I started looking into what would need to be done for porting to 1.3.2, and it is not pretty. It would require a near total rewrite of the mod. This means I have two choices - I can rewrite the mod twice, once for 1.2.5 where I add a bunch of new stuff and then again for 1.3.2, or I rewrite it for 1.3.2 and then rewrite it and add a bunch of new things. Either way, I would be rewriting it twice.
Because of the shear amount of code I would need to put together, I decided to start work on 1.3.2, then add the new things. I know that this is different than what I was saying I would do before, but the amount of re-coding was the deciding factor. I just want to say, however, the fact that people were wanting this for 1.3.2 sooner had no bearing on this decision whatsoever.
However, I would like to ask if I should fix what issues I can for 1.2.5. I will be working on the 1.3.2 as I can, but will not delete what I have for 1.2.5. I have set up a topic poll with the options. Please only vote if you have played with this mod in the week that I've been working with it, and have seen at least one season change. If more people vote than what I believe should have, I will ignore the poll and ask in an alternate way.
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If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
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Are you using the right forge? Tell me the steps of what you do, and what you have installed already.
Open minecraft, force update.
Download fml from the mcforge forums.
Open minecraft.jar with 7-zip
Delete META-INF
Copy all files from FML into minecraft
It's not going to quite be a port... I wish it were, 'cause that would be faster. Because 1.3.2 runs a server for single player, I have to custom-tailor the files to use the new proxy system (is this for the server part or the client part for this client's game? >_< ). This also means I'm making a few files completely from scratch. At least I get to make a whole new set of bugs to fix...[/sarcasm]
EDIT: BTW, Forge 4.1.1 build 251 is the version of Forge that I'm coding against, as it's the newest "recommended" build.
Rollback Post to RevisionRollBack
If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
I program
From here on, I won't be able to work as fast as when I started. I'm not saying I won't keep working - quite the opposite, in fact. I just can't work as fast. Just please know, I will keep working, and I will get this mod to be perfected. And, yes, I did include this in my guess of a month for 1.3.2.
I also want to warn everyone that v3.0 will likely not have SMP support. I don't know how to deal with packets, but I have subscribed to some topics about them. If I don't learn them nor can I figure them out by the time the rest of the mod is rewritten, I will be going forward without SMP support. v3.1 would then likely bring support for SMP.
If you or someone you know knows how to deal with Minecraft's packets, please let me know and teach me (or have them teach me). This isn't required for v3.0, but it will be required for SMP support, and the sooner, the better.
Rollback Post to RevisionRollBack
If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
I program
From here on, I won't be able to work as fast as when I started. I'm not saying I won't keep working - quite the opposite, in fact. I just can't work as fast. Just please know, I will keep working, and I will get this mod to be perfected. And, yes, I did include this in my guess of a month for 1.3.2.
I also want to warn everyone that v3.0 will likely not have SMP support. I don't know how to deal with packets, but I have subscribed to some topics about them. If I don't learn them nor can I figure them out by the time the rest of the mod is rewritten, I will be going forward without SMP support. v3.1 would then likely bring support for SMP.
If you or someone you know knows how to deal with Minecraft's packets, please let me know and teach me (or have them teach me). This isn't required for v3.0, but it will be required for SMP support, and the sooner, the better.
The only person to ask in this situation is jamioflan. He taught me how to port anything to SMP using ModLoaderMP. He'll teach you packets, but not forge.
Thanks. I'll try to talk with him when I'm further along and it makes more sense to.
And, everyone, I've redone the opening post to try to decrease confusion that some people seemed to be having from the layout and compatibility patch. There is also a spoiler that tells what I've done so far for the next version, near the new banner section. I'll be updating it sporadically as I progress.
Still a lot to be done, both in the mod and here on the forums. Working as I can.
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If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
I program
Everyone, I found the correct way of using Forge's infinite sprite index with animated sprites. v2.1.1_2 is now available. This version corrects the texturing of the Season Watch and Thermometer so they are no longer leather helmets. I also just corrected the rendering code for the items for v3.0, which is what inspired me to fix this issue for 2.x.
To install this over 2.1.1_1, just replace all the mod's files in the jar.
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If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
I program
This version should not effect anything that 2.1.1_1 did, except rendering code and internal manipulation...
I played with it, though, and, sure enough, it crashed. Looking into it now. I'll edit this post and the download link soon, I hope...
EDIT: I might have found it... The mode detect is failing, so my guess is that it's trying to load a flower.
EDIT: Yep, it was the mode detect. A String constant was being changed during re-obfuscation. Fixed by breaking it into several Strings.
Everyone, if you downloaded the bad v2.1.1_2, please re-download it from the new link. Sorry about that. And thank you, NaurSirius, for finding that issue.
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If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
I program
I was looking through Nandonalt's original code (v1.34) and found that it contained a lot of features and code that are not in the current versions (2.x). I was also pleasantly surprised by how just how strait-forward and compatible his code was with what Minecraft is now. While it's not directly compatible, just skimming it for an hour taught me almost half as many things I can use with the current mod loading systems as I learned looking through RAWRMaD and Trak's v2.0 code as well as ModLoader, Forge, and Minecraft's documentation for a week.
This older version is more forwards-compatible and more features are implemented than 2.x. Because of this, I will port v1.34 to 1.2.5, then to 1.3.2. The re-write of the mod will still happen as planned to add new stuff. This shouldn't effect the time it will take me to get to 1.3.2 by very much, but will make the mod truer to it's roots.
In short, a new 1.2.5 version will be made soon. This new version will be more epic in almost every single way.
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If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
I program
Seasons Mod v1.5 for Minecraft 1.2.5 is now together and can be downloaded from the opening post. While this one does have a lower version number than v2.1.1_2, it is the current one, so don't be fooled. Please download and test this new version and let me know about any bugs, issues, or oddities you may find. The more things that are found now, the fewer there will be in the future.
And, please, do not install this version over a previous one, as this one does not use the base classes "aiy" and "qy" like the 2.x series.
Rollback Post to RevisionRollBack
If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
I program
Seasons Mod v1.5 for Minecraft 1.2.5 is now together and can be downloaded from the opening post. While this one does have a lower version number than v2.1.1_2, it is the current one, so don't be fooled. Please download and test this new version and let me know about any bugs, issues, or oddities you may find. The more things that are found now, the fewer there will be in the future.
And, please, do not install this version over a previous one, as this one does not use the base classes "aiy" and "qy" like the 2.x series.
Awesome!! I've been lurkin' this mod and followin' you for awhile now. Thanks for your hard work! Does it "require" Forge? or can I use it with Vanilla? Also, just so I don't screw my server up, it's SMP, correct?
Hate to ask another dumb question, but can I use a higher version of Forge? I'm using only 1 other mod, and I want to make sure it plays nice.
Forge is a requirement, rather than a suggestion. The mod is part way between a ModLoader mod and a Forge one, which is why it needs Forge to function. Sorry if that's a letdown...
On the positive side, this one is more compatible with other mods.
No, it's not yet SMP, only SSP for now. v1.5 contains more of the code towards SMP, but none of the server-client interactions. It will be in the works, though.
For other versions of Forge, my guess is that it will be alright. The mod isn't using the Forge hooks yet, just functions, so higher, and maybe lower, could very well work. I coded it while only looking at 3.3.8 build 152, though, because it's a recommended and a popular version. Of course, it all depends on what actually happens. And, BTW which mod is that? :3
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If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
I program
Using Magic Launcher, I found the problem: 2012-09-30 00:23:40 [SEVERE] There was a problem setting field v from pb
Now to see what's causing this. (And this is actually a different problem, just the same error log.)
EDIT: Found it. it was rather easy to solve once I noticed the modifiers for the different blocks in Block were "public", rather than "private". This also means that there is no longer a debug set of code, so there is also no longer a mode detection system. With this, hopefully there will not be a difference between my testing and what I put out any longer... But when will I learn to test in Minecraft, not just Eclipse? Sorry
Rollback Post to RevisionRollBack
If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
I program
Click Here to view my WIP Mod!
Currently developing a Tech/Space mod. PM if you can/want to help!
I program
Because of the shear amount of code I would need to put together, I decided to start work on 1.3.2, then add the new things. I know that this is different than what I was saying I would do before, but the amount of re-coding was the deciding factor. I just want to say, however, the fact that people were wanting this for 1.3.2 sooner had no bearing on this decision whatsoever.
However, I would like to ask if I should fix what issues I can for 1.2.5. I will be working on the 1.3.2 as I can, but will not delete what I have for 1.2.5. I have set up a topic poll with the options. Please only vote if you have played with this mod in the week that I've been working with it, and have seen at least one season change. If more people vote than what I believe should have, I will ignore the poll and ask in an alternate way.
I program
Open minecraft, force update.
Download fml from the mcforge forums.
Open minecraft.jar with 7-zip
Delete META-INF
Copy all files from FML into minecraft
Click Here to view my WIP Mod!
Currently developing a Tech/Space mod. PM if you can/want to help!
MCForge...? Go to page one on this thread. Under the requirements, there's a link to the official jenkins build site for Forge. (the "152")
You forgot this mod
I program
It's FML 1.3.2 that's the problem.
I meant when you port it.
Click Here to view my WIP Mod!
Currently developing a Tech/Space mod. PM if you can/want to help!
It's not going to quite be a port... I wish it were, 'cause that would be faster. Because 1.3.2 runs a server for single player, I have to custom-tailor the files to use the new proxy system (is this for the server part or the client part for this client's game? >_< ). This also means I'm making a few files completely from scratch.
At least I get to make a whole new set of bugs to fix...[/sarcasm]
EDIT: BTW, Forge 4.1.1 build 251 is the version of Forge that I'm coding against, as it's the newest "recommended" build.
I program
Click Here to view my WIP Mod!
Currently developing a Tech/Space mod. PM if you can/want to help!
Quoting myself...
I found the issue.
I use cracked minecraft, it's the launcher that I use.
The launcher has to remove a class which causes problems
Click Here to view my WIP Mod!
Currently developing a Tech/Space mod. PM if you can/want to help!
From here on, I won't be able to work as fast as when I started. I'm not saying I won't keep working - quite the opposite, in fact. I just can't work as fast. Just please know, I will keep working, and I will get this mod to be perfected. And, yes, I did include this in my guess of a month for 1.3.2.
I also want to warn everyone that v3.0 will likely not have SMP support. I don't know how to deal with packets, but I have subscribed to some topics about them. If I don't learn them nor can I figure them out by the time the rest of the mod is rewritten, I will be going forward without SMP support. v3.1 would then likely bring support for SMP.
If you or someone you know knows how to deal with Minecraft's packets, please let me know and teach me (or have them teach me). This isn't required for v3.0, but it will be required for SMP support, and the sooner, the better.
I program
The only person to ask in this situation is jamioflan. He taught me how to port anything to SMP using ModLoaderMP. He'll teach you packets, but not forge.
Click Here to view my WIP Mod!
Currently developing a Tech/Space mod. PM if you can/want to help!
And, everyone, I've redone the opening post to try to decrease confusion that some people seemed to be having from the layout and compatibility patch. There is also a spoiler that tells what I've done so far for the next version, near the new banner section. I'll be updating it sporadically as I progress.
Still a lot to be done, both in the mod and here on the forums. Working as I can.
I program
To install this over 2.1.1_1, just replace all the mod's files in the jar.
I program
I played with it, though, and, sure enough, it crashed. Looking into it now. I'll edit this post and the download link soon, I hope...
EDIT: I might have found it... The mode detect is failing, so my guess is that it's trying to load a flower.
EDIT: Yep, it was the mode detect. A String constant was being changed during re-obfuscation. Fixed by breaking it into several Strings.
Everyone, if you downloaded the bad v2.1.1_2, please re-download it from the new link. Sorry about that. And thank you, NaurSirius, for finding that issue.
I program
This older version is more forwards-compatible and more features are implemented than 2.x. Because of this, I will port v1.34 to 1.2.5, then to 1.3.2. The re-write of the mod will still happen as planned to add new stuff. This shouldn't effect the time it will take me to get to 1.3.2 by very much, but will make the mod truer to it's roots.
In short, a new 1.2.5 version will be made soon. This new version will be more epic in almost every single way.
I program
And, please, do not install this version over a previous one, as this one does not use the base classes "aiy" and "qy" like the 2.x series.
I program
Awesome!! I've been lurkin' this mod and followin' you for awhile now. Thanks for your hard work! Does it "require" Forge? or can I use it with Vanilla? Also, just so I don't screw my server up, it's SMP, correct?
Hate to ask another dumb question, but can I use a higher version of Forge? I'm using only 1 other mod, and I want to make sure it plays nice.
On the positive side, this one is more compatible with other mods.
No, it's not yet SMP, only SSP for now. v1.5 contains more of the code towards SMP, but none of the server-client interactions. It will be in the works, though.
For other versions of Forge, my guess is that it will be alright. The mod isn't using the Forge hooks yet, just functions, so higher, and maybe lower, could very well work. I coded it while only looking at 3.3.8 build 152, though, because it's a recommended and a popular version. Of course, it all depends on what actually happens. And, BTW which mod is that? :3
I program
Now to see what's causing this. (And this is actually a different problem, just the same error log.)
EDIT: Found it. it was rather easy to solve once I noticed the modifiers for the different blocks in Block were "public", rather than "private". This also means that there is no longer a debug set of code, so there is also no longer a mode detection system. With this, hopefully there will not be a difference between my testing and what I put out any longer... But when will I learn to test in Minecraft, not just Eclipse?
Sorry
I program