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Vtec234

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  1. I have bought the game, it's just theoretical. And yes, you CAN run the game as ForgeDevName, but as I said before, you can't connect to the server (I get the same crash as when using only --username).
  2. Thanks, I was actually wondering why I still had the default skin. It works with --username and --password. However, when I don't provide anything and use the default ForgeDevName I get the same crash. Does that mean you have to have bought Minecraft in order to test server-client?
  3. Default ForgeGradle ones, except I changed the username in client to my own. CLIENT Main class: GradleStart JVM: -Xincgc -Xmx1024M -Xms1024M -Djava.library.path="D:/Programowanie/Java/MinecraftForgeDev\build\natives" -Dfml.ignoreInvalidMinecraftCertificates=true Program arguments: --username=Vtec234 SERVER Main class: GradleStartServer JVM: -Xincgc -Dfml.ignoreInvalidMinecraftCertificates=true Program arguments: none
  4. Hello, I'm using the latest Forge (10.13.0.1187) and Minecraft 1.7.10. This error happened in a dev enviroment, but the stack trace doesn't say anything about my mod, so I'm posting this issue here. Basically, the server runs fine, but when I try to connect to it with client, the client crashes. Here are the Forge logs: server > https://gist.github.com/anonymous/37914c517774ff094c35 Note: The error at line 183 is something else, it happens while closing the server manually. Client crash is at line 91. client > https://gist.github.com/anonymous/577de12346e8fb31718a From line 156.
  5. I already rerouted this through a proxy because spawnParticle() requires the particle to be registered with a String name, but thanks for the info about when to use Minecraft.xxxxx
  6. Excuse me for starting so many threads here, but one's gotta learn somehow. One of my items crashes the server when I try to run it. It renders particles on use, but the particle rendering is never called on server side, and it crashes anyway, so I have to ask. Here's the error log: https://gist.github.com/anonymous/12336aa0745323f1d4cc from line 87. This is where it crashes: dustRainbow = new ItemRainbowDust(); And here's the ItemRainbowDust class: public class ItemRainbowDust extends Item { private Vector3d target = new Vector3d(0.0d, 0.0d, 0.0d); protected ItemRainbowDust() { super(); setUnlocalizedName("dustRainbow"); setTextureName(Reference.MODID + ":" + getUnlocalizedName().substring(5)); setCreativeTab(CreativeTabsAwesom.tabAwesom); } @Override public boolean onItemUse(ItemStack itemStack, EntityPlayer player, World world, int x, int y, int z, int side, float offsetX, float offsetY, float offsetZ){ if (world.isRemote) { if (player.isSneaking()) { this.target = new Vector3d(x+0.5d, y+1.5d, z+0.5d); player.addChatMessage(new ChatComponentTranslation("Target set to X: " + target.x + " Y: " + target.y + " Z: "+target.z)); } else { double x1 = (double) (x + offsetX); double y1 = (double) (y + offsetY); double z1 = (double) (z + offsetZ); Minecraft.getMinecraft().effectRenderer.addEffect(new EntityRainbowFX(world, x1, y1, z1)); //Minecraft.getMinecraft().effectRenderer.addEffect(new EntityFXTargettingParticle(world, x1, y1, z1, target.x, target.y, target.z, 1F)); } } return false; } } As you can see, in onItemUse, everything is only called on isRemote worlds, meaning the client. And the stack trace tells me it crashed at ItemRainbowDust constructor. Thanks in advance When I comment out these lines: Minecraft.getMinecraft().effectRenderer.addEffect(new EntityRainbowFX(world, x1, y1, z1)); Minecraft.getMinecraft().effectRenderer.addEffect(new EntityFXTargettingParticle(world, x1, y1, z1, target.x, target.y, target.z, 1F)); it works.
  7. Try this: private static final ResourceLocation textureLocation = new ResourceLocation(TutorialMod.modid, "textures/models/Wandering_Entity.png");
  8. Ok, so when I use a for each loop, is the screen variable in it not a reference to an object in the screens array? EDIT: Nevermind, I finally got this. It would work if I used an array of Objects from start, and not an array of null pointers.
  9. Hello. I already posted this issue in a previous thread, but nobody answered, and then I switched to 1.7.10 to see if it changes anything - it didn't. I can't find any difference in how those two loops work, so potentially both should run fine, but it appears like for each doesn't. Here's what I'm doing (this is in a ModelBase extending class): -First I create a ModelRenderer array: ModelRenderer[] screens = {null, null, null, null, null, null, null}; -Then, in the constructor, I fill the array with models. There are two, theoretically identical ways to do this. First one is a for loop: int textOffsetY = 66; for (int i = 0; i < 7; i++) { screens[i] = new ModelRenderer(this, 0, textOffsetY); screens[i].addBox(0F, 0F, 0F, 28, 20, 0); screens[i].setRotationPoint(-14F, 20F, -4F); screens[i].setTextureSize(64, 256); screens[i].mirror = true; setRotation(screens[i], 0F, 0F, 0F); textOffsetY += 21; System.out.println(i); } -The second way is a for each loop: int textOffsetY = 66; int i = 0; for (ModelRenderer screen : screens) { screen = new ModelRenderer(this, 0, textOffsetY); screen.addBox(0F, 0F, 0F, 28, 20, 0); screen.setRotationPoint(-14F, 20F, -4F); screen.setTextureSize(64, 256); screen.mirror = true; setRotation(screen, 0F, 0F, 0F); textOffsetY += 21; System.out.println(i); i++; } They both work, because I've checked the console and both output the i variable, from 0 to 6. -After this I try to render one of the array elements in a TileEntitySpecialRenderer: modelArcadeGameTop.screens[0].render(0.0625F); Here's when it gets really wierd. If I've intialized the models with a for loop, everything works fine. However, if I've used the for each loop, I get this: https://gist.github.com/anonymous/4f85c79b11749d821e72 I am either having a complete brainfart here and don't know how Java works, or there's something seriously wrong with Forge/FML/Minecraft/OpenGL. Any help would be appreciated
  10. Blocks in the inventory also are items, they use the ItemBlock class.
  11. .obj files can be exported easily from Blender. As to loading them into Minecraft, it's a little harder. You need to write your own, custom .obj loader and TileEntitySpecialRenderer that is going to render the model. Or, you can try to find one somewhere in the internet.
  12. @Override only checks if you've overriden a supertype method, so you get an error when you didn't, and because of that you know where you've made a mistake. This annotation, however, doesn't actually make the method override anything. For it to override a supertype method, it has to have the same signature and the modifiers as the one in the superclass. A signature of a method is what follows: its name: onBlockPlaced its parameter types: World, int, int, int, int, float, float, float, int While the method name is important, the parameter names are only for your convenience. Now look at the error you got. It says that the method onBlockPlaced(World, int, int, int) must override or implement a supertype method. The supertype method signature for onBlockPlaced is: onBlockPlaced(World, int, int, int, int, float, float, float, int) And the modifiers are: public int As you can see, it is not the same as your method. You have to change the parameters of your method to be the same as in the supertype, and then it is going to override it.
  13. Your onBlockPlaced doesn't work, because you're not overriding it, you created your own function. The signature for it is not the same as in the Block class. Always use @Override annotations to check if you overrode it correctly. Here are the signatures for these methods in Block.java: public void onBlockAdded(World, int, int, int) public int onBlockPlaced(World, int, int, int, int, float, float, float, int) public void onBlockPlacedBy(World, int, int, int, EntityLivingBase, ItemStack)
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