Now how do I add waila and silk spawners as a dependency? Also I got a client side proxy registry the class to NEI if loader is mod loaded NEI. I want to make sure there are no crashes.
Chisel Facades: For all your decorative pipe-hiding needs.
Please don't PM me to ask for help or to join your mod development team. Asking your question in a public thread preserves it for people who are having the same problem in the future. I'm not interested in developing mods with people.
I am slowly converting to newer versions. If you looked at my github I am fixing bugs that couldn't be fixed if I directly ported the mod. It would nearly be impossible to find/fix all of these bugs. I have tried 4 times(technically more[snapshots]) now to port to newer versions when the mod is in a bugged state and was nearly impossible to trace after porting to newer versions. My solution is to make it bug free before porting directly to 1.11. I am getting close to a bugged free state. Just a feature update (4 items less then a week to do), and figure out how to manually change spawners with custom NBT on world load.
Also tell me how to remove all the bad features that Microsoft did for 1.9+. (combat, severe lag, holes rendering in the world again, render issues, a pain to set up a model mesher etc.. axes doing more damage then they should be able to wooden axe is way too op).
The above error was caused by class not found error. I was wondering how to get around this. I did the proxy thing on client. Does forge not support this or did I do something wrong? I guess I can figure this out on my own.
I got it working thank anyways. The blueprints for later versions is developing. Everything is methods, everything has little to change besides method names for newer versions and I am almost going to be done with an update. One of a couple. This is the biggest one since over 60 bugs has been fixed.
I am in the process of re-writing my core mod for 1.10.2
I would like to know how minecraft knows where to render the font renderer? All I want to change is the rgb's of the color which seems to be in a network of private methods? I can't just copy the class over since it would no longer be able to be type casted into a font renderer meaning it wouldn't render anything if I overrided it in my item class for it's font renderer.
For example let's say I parsed it by "$(r,g,b)" but, I also wanted the additional features of vanilla text colors/italic/bold/strikethrough as well.
I strongly recommend updating straight to 1.12.1, or at least 1.11.2. 1.10.2 is no longer being actively maintained.
The FontRenderer#colorCode field contains the colours for each colour code. These are used by FontRenderer#renderStringAtPos, which is (indirectly) called by FontRenderer#drawString(String, float, float, int, boolean) and FontRenderer#renderStringAligned.
The former is public and can be directly overridden, but the latter isn't; you'll need to override FontRenderer#drawSplitString (which indirectly calls it) instead.
You'll need to extend FontRenderer and override these methods to do the same thing as the super methods, but call your own methods instead of FontRenderer's private methods. You'll need to handle the custom colour codes in your copy of the FontRenderer#renderStringAtPos method.
Rollback Post to RevisionRollBack
Chisel Facades: For all your decorative pipe-hiding needs.
Please don't PM me to ask for help or to join your mod development team. Asking your question in a public thread preserves it for people who are having the same problem in the future. I'm not interested in developing mods with people.
I strongly recommend updating straight to 1.12.1, or at least 1.11.2. 1.10.2 is no longer being actively maintained.
The FontRenderer#colorCode field contains the colours for each colour code. These are used by FontRenderer#renderStringAtPos, which is (indirectly) called by FontRenderer#drawString(String, float, float, int, boolean) and FontRenderer#renderStringAligned.
The former is public and can be directly overridden, but the latter isn't; you'll need to override FontRenderer#drawSplitString (which indirectly calls it) instead.
You'll need to extend FontRenderer and override these methods to do the same thing as the super methods, but call your own methods instead of FontRenderer's private methods. You'll need to handle the custom colour codes in your copy of the FontRenderer#renderStringAtPos method.
ok looking at the font renderer class I could override it but, I don't understand from where vanilla is calling the color integer that's where I really need to override
/**
* Draws the specified string.
*/
public int drawString(String str, int x, int y, int color)
{
return this.drawString(str, x, y, color, false);
}
ok looking at the font renderer class I could override it but, I don't understand from where vanilla is calling the color integer that's where I really need to override
/**
* Draws the specified string.
*/
public int drawString(String str, int x, int y, int color)
{
return this.drawString(str, x, y, color, false);
}
That overload of FontRenderer#drawString is called from most GUIs to draw a string, the color argument is whatever the GUI wants the base colour of the text to be. Any colour codes in the string will change the text colour until the next colour code or reset code.
Rollback Post to RevisionRollBack
Chisel Facades: For all your decorative pipe-hiding needs.
Please don't PM me to ask for help or to join your mod development team. Asking your question in a public thread preserves it for people who are having the same problem in the future. I'm not interested in developing mods with people.
That overload of FontRenderer#drawString is called from most GUIs to draw a string, the color argument is whatever the GUI wants the base colour of the text to be. Any colour codes in the string will change the text colour until the next colour code or reset code.
so how do I fix the syntax and make it so it supports any color either rgb or hexadecimal?
You'll need to add a new escape code for the custom colours, probably something like WoW's |cAARRGGBB.
Rollback Post to RevisionRollBack
Chisel Facades: For all your decorative pipe-hiding needs.
Please don't PM me to ask for help or to join your mod development team. Asking your question in a public thread preserves it for people who are having the same problem in the future. I'm not interested in developing mods with people.
well if you remember how to get 1.7.10 let me know. or if you have the dev folder directly.
Ok I got the Dev workspace working.
Code Chicken core in mods folder
Code Chicken Lib in seperate folder
Waila is already decompiled in the SRC
Now how do I add waila and silk spawners as a dependency? Also I got a client side proxy registry the class to NEI if loader is mod loaded NEI. I want to make sure there are no crashes.
Edit: I got the tooltip removed. Now how do I make a dependency optional so forge will load without it?
Also I set up the proxy thing but, it still crashes without the required mods what should I do?
Here is the code: https://gist.github.com/jredfox/6bb00c4f3573a1adb7e12147b80a4cb3
Crash Report: http://pastebin.com/69wV96vY
I don't offer support for 1.7.10 any more.
Chisel Facades: For all your decorative pipe-hiding needs.
Please don't PM me to ask for help or to join your mod development team. Asking your question in a public thread preserves it for people who are having the same problem in the future. I'm not interested in developing mods with people.
I am slowly converting to newer versions. If you looked at my github I am fixing bugs that couldn't be fixed if I directly ported the mod. It would nearly be impossible to find/fix all of these bugs. I have tried 4 times(technically more[snapshots]) now to port to newer versions when the mod is in a bugged state and was nearly impossible to trace after porting to newer versions. My solution is to make it bug free before porting directly to 1.11. I am getting close to a bugged free state. Just a feature update (4 items less then a week to do), and figure out how to manually change spawners with custom NBT on world load.
Also tell me how to remove all the bad features that Microsoft did for 1.9+. (combat, severe lag, holes rendering in the world again, render issues, a pain to set up a model mesher etc.. axes doing more damage then they should be able to wooden axe is way too op).
The above error was caused by class not found error. I was wondering how to get around this. I did the proxy thing on client. Does forge not support this or did I do something wrong? I guess I can figure this out on my own.
I got it working thank anyways. The blueprints for later versions is developing. Everything is methods, everything has little to change besides method names for newer versions and I am almost going to be done with an update. One of a couple. This is the biggest one since over 60 bugs has been fixed.
I am in the process of re-writing my core mod for 1.10.2
I would like to know how minecraft knows where to render the font renderer? All I want to change is the rgb's of the color which seems to be in a network of private methods? I can't just copy the class over since it would no longer be able to be type casted into a font renderer meaning it wouldn't render anything if I overrided it in my item class for it's font renderer.
For example let's say I parsed it by "$(r,g,b)" but, I also wanted the additional features of vanilla text colors/italic/bold/strikethrough as well.
I strongly recommend updating straight to 1.12.1, or at least 1.11.2. 1.10.2 is no longer being actively maintained.
The FontRenderer#colorCode field contains the colours for each colour code. These are used by FontRenderer#renderStringAtPos, which is (indirectly) called by FontRenderer#drawString(String, float, float, int, boolean) and FontRenderer#renderStringAligned.
The former is public and can be directly overridden, but the latter isn't; you'll need to override FontRenderer#drawSplitString (which indirectly calls it) instead.
You'll need to extend FontRenderer and override these methods to do the same thing as the super methods, but call your own methods instead of FontRenderer's private methods. You'll need to handle the custom colour codes in your copy of the FontRenderer#renderStringAtPos method.
Chisel Facades: For all your decorative pipe-hiding needs.
Please don't PM me to ask for help or to join your mod development team. Asking your question in a public thread preserves it for people who are having the same problem in the future. I'm not interested in developing mods with people.
I am going to port to 1.10.2 and once the apis are set up port to 1.12 and then wait till 1.13
I will try what you said once I get a chance and will send further issues with the font renderer here thanks
ok looking at the font renderer class I could override it but, I don't understand from where vanilla is calling the color integer that's where I really need to override
That overload of FontRenderer#drawString is called from most GUIs to draw a string, the color argument is whatever the GUI wants the base colour of the text to be. Any colour codes in the string will change the text colour until the next colour code or reset code.
Chisel Facades: For all your decorative pipe-hiding needs.
Please don't PM me to ask for help or to join your mod development team. Asking your question in a public thread preserves it for people who are having the same problem in the future. I'm not interested in developing mods with people.
so how do I fix the syntax and make it so it supports any color either rgb or hexadecimal?
I explained that in post #29.
You'll need to add a new escape code for the custom colours, probably something like WoW's |cAARRGGBB.
Chisel Facades: For all your decorative pipe-hiding needs.
Please don't PM me to ask for help or to join your mod development team. Asking your question in a public thread preserves it for people who are having the same problem in the future. I'm not interested in developing mods with people.
Ok thanks