
nado
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Everything posted by nado
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world.createExplosion called on server, but not propagating to clients.
nado replied to nado's topic in Modder Support
My code worked on older versions of Minecraft/Minecraftforge.. The explosion happens on the server side, and correctly propagates to clients when I am within a certain range. But in older versions of minecraft/minecraftforge I could go extremely far away and it would still work -
Hey guys, I'm having an issue where I call world.createExplosion on the server side, but the explosion doesn't propagate to clients.. I even wrote my own networking to notify clients and have the function be called.. Of course I forgot that it uses RNG so the explosion comes out different then on the server. Shouldn't the networking already be done for us though? Edit: My problem is only occurring when I am a certain distance away from the explosion. I wonder if explosions aren't sent to clients if they were a certain distance away?
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Hey guys! Here is the main thread that I maintain for EntangleCraft -> http://www.minecraftforum.net/topic/1639312-forge-mc-146147-entanglecraft-v10b/#entry20230006 The mod adds a bunch of cool stuff, such as - Fun Machines - Teleportation - A cableless and omnipotent power system (because science!) - Machines and items with 4 different channels - TP scrolls, Mysterious shards with abilities - Super powerful automatic miner - Power will soon be UE/IC2/BC compatible - Heaps of upcoming features! Check it out
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Sorry for slight necro. I'm doing some sounds using packets because I wasn't aware of what rich1051414 is saying. Does that apply for simple world.playsound(...) calls, rich105? I had tried that originally with no luck, so I did the packet sending myself.
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Re: clientPacketHandlerSpec receiving packets on server?
nado replied to nado's topic in Support & Bug Reports
Ok here is a basic overview of whats going on http://pastebin.com/BKDwRsiU If I didn't include anything important let me know. -
Re: clientPacketHandlerSpec receiving packets on server?
nado replied to nado's topic in Support & Bug Reports
Is support/bug reports really the place? I always thought this was for installation issues and stuff. Anyhow, my server packet handler sends packets to all clients like this MinecraftServer server = ModLoader.getMinecraftServerInstance(); server.getConfigurationManager().sendPacketToAllPlayers(packet); Feel like I'm gonna get raged at for using something from ModLoader, especially since I use it again for sending from client to server: ModLoader.sendPacket(packet); Just to clarify, the title of this thread isn't my problem; I just want to know how to set up packets correctly. This was Kinniken's thread title, sorry about the hi-jack. -
I see, thats interesting. I have to admit that I haven't used the things much They always just seemed a bit contrived.
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Sure. I like the concept, I just don't like the stupid way it assumes you want to carry on through the other cases. Like seriously, does anybody ever use them without breaks inbetween cases? I think they would just be way more elegant without that little annoyance. Call me OCD. edit; but since you have it nicely copy/pasted like that I'll probably use it anyway!
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Switches? those things are rank..
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Are we even supposed to use IGuiHandlers anymore? I can't find one anywhere. Times be changing!
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Haha, thats cool. Thanks again!
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Man Lex is the bro. This is gonna be awesome.
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I'm actually even lazier than that. I made it so the client doesn't do ANYTHING at all except display correct GUI information. That should also reduce all client lag issues. With 1.3 coming up, I'm planning to make the client side do nothing at all except be a "display" while server sides does all the work. Hopefully this will reduce lag. Thanks for this post, exactly what I needed to know. If you can be bothered Calclavia, you could make a wiki explanation? I'd like to compare my way of doing it to make sure its suitable. Otherwise, cheers for the help
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Maybe I should have been more specific. I understand this much, I just don't know if the client should be "smelting" on the client side as well as the server-side type of thing..
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There was an old thread on this but I feel starting a new one is appropriate. I would love it if someone knowledgeable would clear up some of my queries. If on a server, should the client-side tile-entity do anything or just wait for updates from the server-side tile-entity? For example say the block smelted stuff; should the client-side AND server-side tile-entities smelt? Or should the client-side tile-entity just get told whats up from the server? My tile-entities work in a crude way in SMP, but I really want to know how its supposed to be done. If anyone is up for making a tutorial I wouldn't mind at all.
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you don't override the textures you just set the new ones. Also you might want to look at renderChest as well. Yeah thats kinda what I meant, though I can understand my wording wasn't good. So have you done it?
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The fact that you were implementing ISoundHandler wasn't necessarily a problem - by extending the SoundHandlerAdaptor (or whatever it was called) you are extending a class which has implemented ISoundHandler. Its just a nice simple way to do it as the SoundHandlerAdaptor has default implementations you can override. Anyway, as long as you got it working its all good
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Have you guys tried it? the intuitive way to over-write the texture didn't work out for me
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So you guys can't get it to work following the tutorial? I had some trouble initially too, I think my code is basically the same as the tutorial except I didn't put a prefix on my sound files, this means I have to put my sound files in a Sounds/ folder as it assumes this for some reason. Make a class that extends SoundHandlerAdaptor. Most important method in there is onLoadSoundSettings, in general My onLoadSoundSettings : @Override public void onLoadSoundSettings(SoundManager soundManager) { String[] soundFiles = { "aSound.wav", "abeep.wav", "aSuperBeep.wav" }; for (int i = 0; i < soundFiles.length; i++){ soundManager.getSoundsPool().addSound(soundFiles[i], this.getClass().getClassLoader().getResource("/" + soundFiles[i])); } } In your mod_**** class, I simply created an instance of this soundHandler class, and then loaded it with MinecraftForge. //With my declarations public static awesomeSoundHandler soundHandler = new awesomeSoundHandler(); // Loading with MinecraftForge public void load() { MinecraftForgeClient.registerSoundHandler(soundHandler); } Then when testing in MCP, I put my custom sounds in the minecraft.jar Sounds/aSounds.wav for example. And playing a sound: world.playSoundEffect(xPos,yPos,zPos, "aSound", world.rand.nextFloat()*0.2f + 0.8f, world.rand.nextFloat() * 0.2F + 0.8F); Those parameters are reasonably self-explanatory bar the last 2. Note the lack of ".wav" in my sound name string. The last two paramaters are volume and pitch respectively. If you wish, a simple 1f will suffice. I think thats everything you need to do...?
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Is this an ok tactic? wondering if I can get all of the groovy animation functionality and just change the texture and such. Is it worth even trying to do this or should I just build my own from BlockContainer
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Need for a more sophisticated version matching for MP mods?
nado replied to Kinniken's topic in General Discussion
You did misunderstand him a bit -
I folllowed that tutorial and it worked for me. *NOTE* if you don't use a prefix for your sound files it assumes you have your sound in a "Sounds/" folder in the jar file. Thats built in to the codec thingy.
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UE (http://minecraftforge.net/forum/index.php/board,50.0.html) API will only suit your mod if it uses electricity. Yeah I saw that, guess I'll DIY