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ChampionAsh5357

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Everything posted by ChampionAsh5357

  1. There's a lot that can go wrong; otherwise, I wouldn't be saying so.
  2. The version you are using is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Currently supported versions are 1.19.3 (Latest), 1.19.2, and 1.18.2 (LTS).
  3. The version you are using is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Currently supported versions are 1.19.3 (Latest), 1.19.2, and 1.18.2 (LTS).
  4. So partial tick should only rise from 0 to 1. The fact that the value is decreasing on the same tick should not be possible. The fact that the value is jumping down probably means you are handling the client logic and then syncing the server logic at a later point which still has an old value loaded. In that case, I would suggest just doing the render all client side and not doing any of the rendering logic on the server, just syncing any specific key values that determine the animation state. Yeah, this looks more correct. The amount of values per tick is generally in correspondence to your refresh rate. I would assume you have the game running at 60fps so there would be three partial ticks for every tick.
  5. This is wrong, you need to replace `java` on the next line with the path and add program arguments before the %*. "C:\Program Files\Java\jdk-17\bin\Java.exe" @user_jvm_args.txt @libraries/net/minecraftforge/forge/1.18.2-40.1.80/win_args.txt -Xmx8G -Xms8G %* Probably like this if I had to venture a guess.
  6. Are you verifying this through a breakpoint or printing the server output? I don't see anything major preventing the execution, but I do question a number of the choices made.
  7. Probably has to do with `#canContinueToUse` returning false. You would be better off adding a breakpoint to see what's going on.
  8. So, if you want to use the postchain method, you can load a given effect via GameRenderer#loadEffect, the rest would be creating the json, vsh, and fsh as necessary. Nausea is rendered is highly hardcoded by manipulating the base posestack before everything else is rendered and the overlay is just a simple blit. As for the wobble shader, it's not really used anywhere afaik since it was probably part of the secret settings. It's illegal for this to be hosted.
  9. Yes, but you will not receive support on how to do so here since it'll probably ruin mod compatibility and be inconsistent across entries.
  10. Is this Forge on its own or are there other mods? Judging by the crash report, one of the mods is not for 1.19.3.
  11. One of the mods is not handling the client/server separation properly, but it does not say which one. You'll probably need to split your mod into piles and test each one until you can find the erroring mod. Then you need to report it to the mod author.
  12. Makes sense since flywheel does not have a 1.19.3 equivalent yet. Please make sure the mods you are downloading are supported for the version you are playing.
  13. We are not fabric; please ask wherever they provide support.
  14. The version you are using is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Currently supported versions are 1.19.3 (Latest), 1.19.2, and 1.18.2 (LTS).
  15. Please provide the debug.log in the logs folder from your game directory. We cannot accurately determine anything otherwise.
  16. The version you are using is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Currently supported versions are 1.19.3 (Latest), 1.19.2, and 1.18.2 (LTS).
  17. The version you are using is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Currently supported versions are 1.19.3 (Latest), 1.19.2, and 1.18.2 (LTS).
  18. The version you are using is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Currently supported versions are 1.19.3 (Latest), 1.19.2, and 1.18.2 (LTS).
  19. Please provide the debug.log from the logs folder in your game directory. We cannot determine anything otherwise.
  20. That's what the DatapackBuiltinEntriesProvider is for. It doesn't show the specific dimension, but it can handle any dynamic registry object. I'm guessing that comment is just something nobody bothered to do, which is fair since it affect nothing for dev or production. Probably minecraft:noise.
  21. As long as you are using it to handle the interpolation between ticks such that the value is between the previous movement height and the next one, there should be no issue. I assume you know this, so I'll also assume the math is right. In that case, it may have to do with what data is synced to the client or handled by the client. You could try printing out the parameters of the height method and see if there are any unusual values that appear when you pause and then unpause the game.
  22. It's using the java 19 version, hence the error. You can do the same exact thing for Java 17 if you want. You could also just put in the absolute path instead of copying it to the server folder. Same way you add any environment variable. It's not specific to only java.
  23. So it's probably one of those mods which cause errors for other mods. So it'll probably be better if you do a binary search: 1) Split the mods into two piles 2) Test the game with one of the piles - If an error occurs, split the pile again and repeat until you find the erroring mods.
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