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TeNNoX

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  1. There's a version number in 3 locations: the @Mod annotation the build.gradle file the mcmod.info file I wondered, should they all be the same, real version number? I'm already using the ${version} replacement for the mcmod.info I've also seen mods where the @Mod version is always 1.0, or other weird combinations. When I omit the version in @Mod, I get a log message saying: Does that mean I could add a version.properties file with ${version}? What is the correct/best behaviour? (Is it possible to just have the version number in build.gradle?)
  2. Damnit, forgot that. Sorry! @Mods: delete this post please
  3. I got this error when starting forge 1.7.10-10.13.1.1217 in eclipse: http://pastebin.com/pBpsvtMk
  4. Got those errors when running the latest forge (1.7.10-10.13.1.1217): http://pastebin.com/7xuf6kiR The start continued without problems, though. Greetz, TeNNoX
  5. I tried to create a simple cube as entity. The entity is not really "living", it has no health, can get no damage, and it is flying not walking. How should I realize that? 1. Should I use Entity or EntityLiving as super class? 2. If not EntityLiving, how can I properly render it? 3. If EntityLiving, how can I properly render it? 4. How can I use the Minecraft Pathfinding for my entity? 5. Do you know a way to let the flying not look straight and linear?
  6. I changed the forge version in build.gradle to "1.7.10-10.13.0.1187" to update my mods to 1.7.10. Then I ran gradlew setupDecompWorkspace and after that gradlew eclipse. When I open eclipse now there are these errors: The I can't expand the forgeSrc in "Referenced libraries":
  7. Would be nice if you could notify me if the git pull works ...
  8. Sure, I have it on Bitbucket (also via git, but private repos are free). I tried to make the repository public, but I am not sure if it worked. If you have a better idea, I would be happy to hear http://goo.gl/18KcJD You can take your time, I just hope you will find something. -Greetz, TeNNoX
  9. the main problem still seems to be: (=> checkedPosition < toCheckCount) [Client thread/WARN]: Something's taking too long! 'root.tick.level.chunkCache.recheckGaps' took aprox 1349.424627 ms I tried deleting all stuff in PlanetoidChunkProvider and rewriting it after a tutorial. It works fine, but I got a default world. Then I removed the default generation code -> still works fine. (World generation takes about 5-10 seconds) When I added the planet generation code though, the problems came up again. The weird thing is: the provideChunk method (generation of the planets) is only taking up 3-5 seconds in the whole generation process, which takes 40-50 seconds!! When I disabled all planetoids except DIRT, I got this profile dump: In the console the profiler is mostly complaining about: Something's taking too long! 'root.levels.WORLDNAME.tick.tickBlocks.tickChunk' took aprox 112.277802 ms and as you can see the topmost timeconsuming thing is checkedPosition < toCheckCount - 59,05%/30,48% So I conclude that my code for generation is not taking very long, but it is causing minecraft to do something very timeconsuming, the problem is I don't know what! I'll post my code here and would be very happy if you could take a look and maybe you will find some stupid mistake of mine, like forgetting to generate a light map or something. PlanetoidChunkManager: http://pastebin.com/VEemPii5 Planet: http://pastebin.com/2jXeqncJ I hope you can find something
  10. So I can't test that while generating... Here is a profiling session dump: (ingame) http://pastebin.com/RaY481Rt Do you have an idea what could cause the lag? As I said: A guy also informed me that the lag is appearing mostly on serverside when running client/server seperately. (mostly world generation again)
  11. Well, the mod only provides World Generation, it is not changing anything after finished generating a chunk. There are no custom blocks or anything like that and I don't change any opacity or light values I only experience the lags ingame, but the world generation takes abnormally long. (I can't see the profiler in the loading world screen) I keep getting these messages in the log: [14:14:25] [Client thread/WARN]: Something's taking too long! 'root.tick.level.chunkCache' took aprox 286.612826 ms [14:14:25] [Client thread/WARN]: Something's taking too long! 'root.tick.level' took aprox 302.049894 ms [14:14:25] [Client thread/WARN]: Something's taking too long! 'root.tick' took aprox 309.558255 ms [14:14:25] [Client thread/WARN]: Something's taking too long! 'root' took aprox 339.65235 ms [14:14:26] [Client thread/WARN]: Something's taking too long! 'root.tick.gameMode' took aprox 269.158475 ms [14:14:26] [Client thread/WARN]: Something's taking too long! 'root.tick' took aprox 272.695252 ms [14:14:26] [Client thread/WARN]: Something's taking too long! 'root' took aprox 299.881455 ms (both contain the section "checkedPosition < toCheckCount") Do you know how to make profile dumps (LIKE THIS ONE), with something like this I could find out if the abnormally world generation is caused by the same thing. It is not caused by my own world generation code, I added some time-measuring functions to all methods, and they add up to 3-4 seconds, the world generation takes 10+
  12. You're right, I had those two constructors in PacketSorter, and the SideOnly annotation fixed it: public PacketSorter() { } @SideOnly(Side.CLIENT) public PacketSorter(GuiAssemblySorter gui) { active = gui.active; x = gui.tile.xCoord; y = gui.tile.yCoord; z = gui.tile.zCoord; } Thank you <3
  13. I have a mod with custom World Generation (Planetoids), but it has some problems with massive lags. The Minecraft profiler identifies the section "root.tick.level.chunkCache.recheckGaps.checkedPosition < toCheckCount" as the problem. (The section is located in World.updateLightByType(...)) Do you know by what this is caused (I know it's lighting) and maybe even how to fix this?
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