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rbdyck

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Everything posted by rbdyck

  1. From the main page, when I click on Tutorials, all I get is the following: Warning: require(/home/overforge_vps/minecraftforge.net/forum/SSI.php) [function.require]: failed to open stream: No such file or directory in /home/overforge_vps/minecraftforge.net/w/skins/Vector.php on line 15 Fatal error: require() [function.require]: Failed opening required '/home/overforge_vps/minecraftforge.net/forum/SSI.php' (include_path='.:/usr/local/lib/php:/usr/local/php5/lib/pear') in /home/overforge_vps/minecraftforge.net/w/skins/Vector.php on line 15 I'm running Internet Explorer 8. That's the latest version that can be installed on Windows XP. Sure, there are people at Microsoft who want to force everyone to buy the newest latest version of their product, Windows 8, but this is not Microsoft. I could go on about why I don't like Windows 8, but the point is this isn't Microsoft, and Minecraft does support Windows XP. Could you please fix the website? Obviously this page does work. Thanks
  2. Looks like I solved it. A friend did a Google for this error, and found 2 suggestions: update video driver, and increase Windows swap file. I found NVIDIA did come out with a new driver on September 19 of this year, but that didn't fix the problem. Then I increased the Windows swap file. That did fix it.
  3. Excerpt from the log: 2013-09-23 02:20:28 [FINE] [ForgeModLoader] Runtime patching class net.minecraft.client.gui.achievement.GuiAchievements (input size 7316), found 1 patch 2013-09-23 02:20:28 [FINE] [ForgeModLoader] Successfully applied runtime patches for net.minecraft.client.gui.achievement.GuiAchievements (new size 10361) 2013-09-23 02:20:28 [FINE] [ForgeModLoader] Runtime patching class net.minecraft.client.gui.inventory.GuiContainerCreative (input size 12366), found 1 patch 2013-09-23 02:20:28 [FINE] [ForgeModLoader] Successfully applied runtime patches for net.minecraft.client.gui.inventory.GuiContainerCreative (new size 15968) 2013-09-23 02:20:28 [FINE] [ForgeModLoader] Runtime patching class net.minecraft.item.EnumRarity (input size 983), found 1 patch 2013-09-23 02:20:28 [FINE] [ForgeModLoader] Successfully applied runtime patches for net.minecraft.item.EnumRarity (new size 1195) 2013-09-23 02:20:56 [FINE] [ForgeModLoader] Runtime patching class net.minecraft.block.BlockBaseRailLogic (input size 5119), found 1 patch 2013-09-23 02:20:56 [FINE] [ForgeModLoader] Successfully applied runtime patches for net.minecraft.block.BlockBaseRailLogic (new size 6158) 2013-09-23 02:22:19 [iNFO] [Minecraft-Server] [rbdyck: Set the time to 0] 2013-09-23 02:22:20 [iNFO] [Minecraft-Client] [CHAT] Set the time to 0 2013-09-23 02:22:30 [iNFO] [Minecraft-Server] [rbdyck: Changing to clear weather] 2013-09-23 02:22:30 [iNFO] [Minecraft-Client] [CHAT] Changing to clear weather 2013-09-23 02:22:42 [FINE] [ForgeModLoader] Runtime patching class net.minecraft.world.gen.feature.WorldGenDeadBush (input size 745), found 1 patch 2013-09-23 02:22:42 [FINE] [ForgeModLoader] Successfully applied runtime patches for net.minecraft.world.gen.feature.WorldGenDeadBush (new size 1069) 2013-09-23 02:25:17 [sEVERE] [Minecraft-Client] ########## GL ERROR ########## 2013-09-23 02:25:17 [sEVERE] [Minecraft-Client] @ Post render 2013-09-23 02:25:17 [sEVERE] [Minecraft-Client] 1285: Out of memory Full log: This shows ForgeModLoader made alterations that increased memory. Immediately prior to "Out of memory". The only renderer in my mod was not active. It renders toxic gas. When I tested, that did not produce any error. When this problem occured, I was in a completely different part of the world. I deliberately teleported so far that it would force generation of new chunks; from (-100, 64, 200) to (1100, 120, 800). I had originally teleported to (1000, 120, 1000), but after wandering around a bit, had discovered a jungle temple. After playing with the locking mechanism and taking items from the chest, the memory error happened. Prior tests had shown when I move to a new chunk and alter something, this problem can occur. But if you really want to see my render code, here it is:
  4. Testing my mods with Minecraft 1.6.4, Forge 9.11.0.880, FML 6.4.2.880 After running the game for a while, it locks up for several seconds. It will proceed, often a single frame, then again lock up for several seconds. Debug Screen shows Used Memory is 30% or less. Allocated Memory is 35%. The Launcher Development Console has the following message: Client> 2013-09-23 02:30:21 [sEVERE] [Minecraft-Client] ########## GL ERROR ########## Client> 2013-09-23 02:30:21 [sEVERE] [Minecraft-Client] @ Post render Client> 2013-09-23 02:30:21 [sEVERE] [Minecraft-Client] 1285: Out of memory I'm running on Windows XP Professional, 32-bit, with SP3 and all updates. I have Java version 7 update 40 (build 1.7.0_040-b43), also the latest. My computer has 4GB of RAM, but Java is allocated 1GB. JVM Arguments: "-Xmx1G". That's the maximum that Java will take; it crashes if I set it any higher. Video card is GeForce 8800 Ultra with 768MB. My current test just has Forge and one of my mods. It doesn't appear to matter which mod(s) are active.
  5. I have a mod that requires an update whenever the player changes the client setting for fancyGraphics. I could perform the update whenever any game setting is changed. What hook is available? Is there something on the event bus? A direct hook? Thanks
  6. Ok. Now where do I put my textures, so they work in Eclipse? With 1.5.2 I had to add them to /jars/bin/minecraft.jar and within that /mods/mymodname/textures/blocks for blocks. Where do they go now?
  7. Tried a few more variations. Always when I run forge/install.cmd it produces a text window with messages indicating it's working, but the files just aren't there. No 'src' folder, nothing. I can run MCP separately, but the eclipse folder has sub-folders for Client and Server. These become projects when I run Eclipse. I tried MCP 8.02 because docs/README-MCP.TXT form MCP 8.04 claimed it was 8.02 for Minecraft 1.6.1. I guess the MCP team hasn't updated that README yet. I noticed the console message when running forge/install.cmd claimed it downloaded MCP 8.03. So many versions. But nothing works. When I run decompile.bat from MCP itself, it does produce the 'src' folder. But no forge.
  8. I did. In couldn't figure out what was missing until I downloaded MCP separately. It had useful error messages. Then ran installation for Forge. Downloaded today. So MCP 8.04 and Forge 1.6.2 9.10.0 build 776. It runs in Eclipse, without my mods. But rather than one project for Minecraft with multiple packages, it has separate projects for Client and Server. The source appears to be duplicated. And Forge isn't in there at all. For 1.5.2 the folders in Windows had: src minecraft cpw ibxm net paulscode now for 1.6.2 the folders are: src minecraft net minecraft_server net Now that I look at it again, when I run in Eclipse, the Mods button is missing. The FML "hello" pop-up doesn't show. And MCP, FML, and Forge version numbers, and mod counts are missing from the menu.
  9. Ok, I don't know where to start. I finally got MCP and Forge to installed. It's 1.6.2 now, so my mod will jump from 1.5.2 to 1.6.2. But the source folder/directory structure is completely different! Client and Server are separate. And Forge isn't even in the 'src' folder. Forge source appears to be in the 'forge' folder. Does this screw up the "Side" annotation? Where do I drop the source folders for my mods? Help. Thanks.
  10. My understanding is overriding a block ID with the same ID causes Minecraft to crash.
  11. Every time I've asked for something, you've pointed out I can do it with existing features. Fine, using existing features is preferable. I only come here after I've exhausted everything. This time I don't think there's an easy alternative, but if you know one then please be gentle. I need a call-back for the furnace. My mod requires smelting ore produces an effect: certain ores produce toxic gas. What I did was replace the furnace with a new one that extends BlockFurnace. It has exactly the same texture, exactly the same functions. It works exactly the same, except the gas. To do this and keep it general, I wrote an interface. The new furnace implements that interface. This also simplifies interaction between Block and TileEntity, so the TileEntity doesn't have to hard-code the Block that creates it. Interface Block TileEntity Mod I've found the CallbackFurnace interface very useful. But the key thing is BlockFurnace itself. To call a method in my mod when inventory changes. Also, I had to copy significant code for TileEntity due to private variables. What I've done works. But the issue is replacing the furnace with a new block creates a new BlockID. This is only a problem when another mod wants to use the furnace as an ingredient for crafting. It creates an incompatibility. I have a few users asking for a resolution. A hook when inventory changes would resolve it. Thanks
  12. I have a problem. With my mods loaded, when I harvest an item, it will replace footwear (boots). It doesn't produce the "pop" sound that MC normally plays when picking up an item. If the item drops to the ground then I approach, it picks up correctly. This problem only occurs if the item flies direct from where it's harvested to the player. For example, using an empty hand to destroy a cocoa pod on a jungle tree to release cocoa beans. One bean will replace my boots, and my boots disappear. Since footwear does not stack, I only get one cocoa bean. The same happens when harvesting wheat, or potatoes, or a crop I wrote. It doesn't matter if the crop is vanilla or from a mod. To make this more confusing, the problem does not occur in single player. Just multiplayer when connected to a server. And the problem does not occur in Eclipse, either single player or multiplayer client/server. The only mods I have loaded are Forge plus ones I wrote myself. I have ensured mods for the client are exactly the same file as installed on the server.
  13. I have the same problem with my mods. I have a dedicated server running on Linux, but develop on Windows. I can run single-player in Eclipse with all my mods. I can install my mods in Minecraft and run the client in single-player, with any or all my mods. I can install any one of my mods on the server. However, if I install more than one mod on the server, I get item discrepencies. Just to be clear, I wrote my mods to require both client and server modification, so installed mods have to match. But again, if I have more than one installed, I get item discrepencies as soon as I try to connect to the server. I've recompiled and re-obfuscated many times. Mods to the client and server are from the same .zip files, so they are identical. Following instructions, mods are injected into the mincraft.jar file on client, but not into the miencraft_server.jar file on the server. The .zip files are copied to the "mods" folder on the server. The server is started by running 'java -jar minecraftforge.jar". I tested with the MCP test server, run within Eclipse. All my mods worked together.
  14. Ok, now the error is: java.lang.NoClassDefFoundError: bdg java.lang.ClassNotFoundException: bdg To ensure I didn't modify any Minecraft base class, I took a fresh copy of Minecraft, both client and server, re-installed Forge, rebuilt the project in Eclipse, recompiled with MCP's batch script, and ran the script reobfuscate. When I install the .zip file on my server, I renamed it to .jar, but when I start the server I get exactly the same error.
  15. ... and the error is? java.lang.NoClassDefFoundError: package/Class java.lang.ClassNotFoundException: package.Class Replace "package" with my package name. And this pair of errors is repeated by an interface that this class implements. Replace "Class" with my class name. It's the first custom class called in my mod. As a point of trivia, the interface is in the other mod. Oh, wait... Is that why it can't find it?
  16. I'm hoping this is a simple problem. I have a Minecraft Forge Server, running on a Linux box set up just for this purpose. I tried to install my mod, but nothing works. Documentation says I don't have to modify minecraft_server.jar anymore. Run from that server directory the command "java -jar minecraftforge.jar" (or whatever you called it). That creates a bunch of stuff that Forge needs, including a directory (folder) called mods. Then just copy my mod to "mods". Ok, did that. When I start minecraftforge now, it generates a bunch of errors. It says it can't find my class files. Within my .zip file is a folder with the name of my package. All my class files are in that folder. That's how Forge is supposed to be done. And how it's installed in the client. I tried a bunch of different variations, but always an error. Usually the same error. Please help.
  17. @SideOnly(CLIENT) private void RenderYourblock(Block block, int x, int y, int z, RenderBlocks renderblocks) { ... return true; } @SideOnly(CLIENT) private void RenderBlock2(Block block, int x, int y, int z, RenderBlocks renderblocks) { ... return true; } @SideOnly(CLIENT) private void RenderBlock3(Block block, int x, int y, int z, RenderBlocks renderblocks) { ... return true; } @Override public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelID, RenderBlocks renderer) { if(modelID == mod_YourMod.yourblockModelID) { return RenderYourblock(block, x, y, z, renderer); } else if(modelID == mod_YourMod.block2ModelID) { return RenderBlock2(block, x, y, z, renderer); } else if(modelID == mod_YourMod.block3ModelID) { return RenderBlock3(block, x, y, z, renderer); } else { return false; } } Here I used if...else if... statements instead of a switch. Why? Eh! Whatever. Individual render methods do not have @Override, just renderWorldBlock. But those individual render methods have @SideOnly(CLIENT) so they aren't included in server code. Don't want to bog down a server. I think you can add that to renderWorldBlock as well. Your proxy client is only run on the client side anyway, so the render class won't get registered on a server.
  18. I figured it out on my own. I used this tutorial to convert my renderer from ModLoader to Forge. http://www.minecraftforge.net/wiki/Upgrading_To_Forge_for_1.3.1#Custom_Block_renders The explanation of renderId isn't very good. But I got it to work. Here's what I did. Your render class has... public class yourBlockRenderClass implements ISimpleBlockRenderingHandler { ... @Override public int getRenderId(); { return 0; } } That method "getRenderId" in your render class is useless. It just distracts you. Don't use it for anything. It has to be there, or your code won't "compile", but just return something simple, such as always return zero. Your block class has to return renderId. That's how the game knows which render class to call. ModLoader called it a modelId, so I'll use that name. The method in your block class is "getRenderType", so watch the name change. @Override public int getRenderType() { return mod_YourMod.yourblockModelId; } This renderId has to be static, so store it in your mod class. package yourPackage; @Mod(modid = "mod_YourMod", name = "YourMod", version = "someNumber") @NetworkMod(clientSideRequired=true, serverSideRequired = true) public class mod_YourMod { @SidedProxy(clientSide = "yourPackage.YourModClient", serverSide= "yourPackage.YourModProxy") public static YourModProxy proxy; @Instance("mod_YourMod") public static mod_YourMod instance; public static int yourblockModelId; ... } Next is the important part, the thing missing from the tutorial. Assign your renderId, what ModLoader called a modelId. This is done in your proxy client class. And to make it more clear, I've written this to assign modelId for 3 blocks. package yourPackage; import cpw.mods.fml.client.registry.RenderingRegistry; import net.minecraftforge.client.MinecraftForgeClient; public class YourModClient extends YourModProxy { @Override public void registerRenderInformation() { MinecraftForgeClient.preloadTexture("/yourPackage/terrain.png"); MinecraftForgeClient.preloadTexture("/yourPackage/items.png"); mod_YourMod.yourblockModelID = RenderingRegistry.instance().getNextAvailableRenderId(); mod_YourMod.block2ModelID = RenderingRegistry.instance().getNextAvailableRenderId(); mod_YourMod.block3ModelID = RenderingRegistry.instance().getNextAvailableRenderId(); RenderingRegistry.instance().registerBlockHandler(mod_YourMod.yourblockModelID , new YourModRender()); RenderingRegistry.instance().registerBlockHandler(mod_YourMod.block2ModelID , new YourModRender()); RenderingRegistry.instance().registerBlockHandler(mod_YourMod.block3ModelID , new YourModRender()); } } You will have to write method "renderWorldBlock" in your render class (here called YourModRender) to have a switch statement, call a different method for each renderId (aka modelId).
  19. I'm converting a mod I wrote from ModLoader to Forge. The current issue is my custom block renderer. It just isn't getting called. I also have a problem with "renderId", is that modelId or something else? There doesn't appear to be anything to allocate modelId like ModLoader. Do I just assign them from zero on myself, with custom modelId for my renderer? If so, what is renderId? Does that allow multiple renderers for a single package? What I did was assign modelId starting at 0 (this mod has 3 custom block renderers), and assign renderId as 0. If I got that wrong, it should render every block with the first renderer. But my renderer isn't being called at all, it's using default block style with my texture. One issue is with registering a renderer. I used the tutorial, the same one linked above. It's written for Minecraft 1.3. It says to add a line to registerRenderInformation in my package Proxy. That line is: RenderingRegistry.instance().registerBlockHandler(new BoozeRender()); The problem is "instance" is marked Depricated. So what is the new/current way of registering a block renderer?
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