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Everything posted by JaredBGreat
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This mod will add dungeons meant to resemble levels from retro "2 1/2d" fisrt-person shooters and rpgs, and was inspired by earlier dungeons mods and by Oblige (especially version 3.57), a random level generator for Doom. The goal is to create interesting, tactically challenging, and highly varied multi-room dungeons that are fun to explore and rewarding to conquer. Are you tired of "dungeons" that consist of only one room? Ok, there are plenty of multi-room dungeon and structures orients mods out there already, but why not one more? This mod was inspired by the Oblige(http://oblige.sourceforge.net/), the best done level generator for such classic FPS games as Doom, Heretic, and Hexen, and is here to bring similar dungeon generation to Minecraft. This has not been fully realized so far, but its actually reasonably close now considering just how different those game really are from Minecraft. This mod also allows blocks, mobs, and items from other mobs to be used in the dungeons, while keeping to vanilla ones by default (should be compatible with practically everything). The mod has been plagued with several bugs in the past, but I think I've fixed them, at least the big ones. The mod will also enchant some items. Further plans may include possibly adding some more alternate romm generators and possibly trying to make the dungeons generate per chunk instead of all at once. For simplicity, I'm putting a link to the Minecraft Forums page here: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1293843-doomlike-dungeons Source code is at: https://github.com/BlackJar72/DoomlikeDungeons Download links can be found there. Liscense: Doomlike Dungeons by JaredBGreat (aka, BlackJar72) is licensed under a Creative Commons Attribution 4.0 International License.(http://creativecommons.org/licenses/by/4.0/).
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I probably won't try to update to 1.7.x (and 1.5.2) until both my current mod is in a usable state in 1.6.4 and some 1.7.x version of forge is mature enough to have non-obfuscated names for the functions I'm using. Fortunately, I used wrapper classes so I only have to interact with Minecraft in a few lines of code. Unfortunately, I need be able reference and place lot of blocks in whatever new way is available. Still very curious what the changes are like, especially this stuff about no IDs.
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I should probably let someone more experienced answer but I think its that the 1.7.2 version simply isn't ready to be recommended yet -- its still has a lot of work to be done before general use. I probably won't even fool with it until its more mature, though I have downloaded a src version and may look around (want to see how it handles blocks and world-gen now). But I suspect I won't be able to make much since of it until more is done.
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Anyone have an idea how to change the light levels at which spawners work -- preferably without core modding or creating a new blocks (I want my mod to be usable as a server mod as well as single player, without requiring player to have the mod when playing on a server)? Basically, I'm wanting to create a "hardcore spawners" option that cause mobs to spawn at all light levels, forcing players to smash the spawner in order to stop them (no putting down torches and saving it for future spawning). I'd like to create (yet another) dungeon generating mod, with large, multi-room dungeons, and don't want them terned into OP griders from hell. Also, since its all world gen I was hoping it could be set up to not require client side installation to use in SMP. Any ideas? Is this even possible? I don't see an option for it in MobSpawnerBaseLogic. Thanks.
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I've been hoping for this for some time, yet I have to admit I'm very surprised since mcp isn't updated as well -- yet there's not src download waitng on mcp for that). What's confusing to me is, how can users test it if mod authors can't update to it yet (no src). I guess I could be a guinea pig be creating a separate MC instance and seeing if any old mods work on it, of if otherwise unmodded games play smoothly...? Well, not really anything to complain about though -- a step forward can only be a good thing. Nevermind: I found with the SRC version was link, duh, uh-uh-uh....
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Never mind, Lex Manos has already fixed this problem sometime between my download this earlier today and attempted installation, and all that is needed is a new src package: http://www.minecraftforge.net/forum/index.php/topic,14700.msg74951.html#msg74951
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I'm connect by high-speed internet at all times, and my networks was definitely up at the time -- but I get the exact same error. I could restart my computer, but I don't see how that or a router (which I have) will help -- I am connected! -- but I guess I can try. I actually can open the source directory afterwards, but its clearly not complete and not surprisingly will not run. EDIT: Despite my scepticism I went ahead and restarted both my computer and router -- no difference! My error is very slightly different: http://pastebin.com/cbUBdmfd To me it seems the relevant part is: Downloaded 1.6.4.jar Backing up server Downloaded minecraft_server.1.6.4.jar Something failed verifying minecraft files, see log for details. Decompile Exception: 1 Which occurs after apparently downloading a bunch of files.
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EDIT: OK, this was barking up the wrong tree, the answer I needed was in this thread: http://www.minecraftforge.net/forum/index.php/topic,9148.0.html#msg46027
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[SOLVED] Changing Java Version for Install (Can I? How?)
JaredBGreat replied to JaredBGreat's topic in Modder Support
Well, thanks, that may be a sign I'm barking up the wrong tree looking for the solution. This does put my back to the "I have no clue what's going on" stage, though. -
[SOLVED] Changing Java Version for Install (Can I? How?)
JaredBGreat replied to JaredBGreat's topic in Modder Support
Before I installed scala, I was getting this error: == MCP 7.51 (data: 7.51, client: 1.5.2, server: 1.5.2) == "scalac" is not found on the PATH. Scala files will not be recompiled ...and my builds didn't run. I installed scala to fix that problem, but it didn't seem to work. I'm sure something is missing or decompiled wrong, its the only explanation, since the errors occur in fresh installs before I've touch the code in any way. (See my previous thread, http://www.minecraftforge.net/forum/index.php/topic,10735.0.html, if your at all interested.) -
Is there a way to change/set the Java version used by the install script? I have both 1.6 and 1.7 installed, but the script seems to use 1.6 even though 1.7 is the default: jared@Numenor:~$ java -version java version "1.7.0_21" Java(TM) SE Runtime Environment (build 1.7.0_21-b11) Java HotSpot(TM) 64-Bit Server VM (build 23.21-b01, mixed mode) jared@Numenor:~$ javac -version javac 1.7.0_21 jared@Numenor:~$ scala Welcome to Scala version 2.9.2 (Java HotSpot(TM) 64-Bit Server VM, Java 1.7.0_21). Type in expressions to have them evaluated. Type :help for more information. scala> ...but the script gives me this error... == MCP 7.51 (data: 7.51, client: 1.5.2, server: 1.5.2) == "scalac" does not support jvm-1.6 target, it is out of date. Ignoring I'm pretty sure this decompiling error is why my installations are not working in running test builds. Is there a way to change the version of Java use here? Any help is appreciated. Thank you. EDIT: OK, this was barking up the wrong tree, the answer I needed was in this post: http://www.minecraftforge.net/forum/index.php/topic,9148.0.html#msg46027
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OK, thanks, I've deleted and re-installed, but still no luck. A couple things: (1) I'm not sure what to pick to run (I've been using net.minecraft.client, and also tried start from the default package, both with similar results); I can start the net.minecraft.server, though and everything works fine. Maybe I'm not starting from the right class? (2) When downloading I see this message: == MCP 7.51 (data: 7.51, client: 1.5.2, server: 1.5.2) == "scalac" is not found on the PATH. Scala files will not be recompiled ...not sure if that might be what's missing. Tried installing scala (sudo apt-get install scala), now I trying to install I get: == MCP 7.51 (data: 7.51, client: 1.5.2, server: 1.5.2) == "scalac" does not support jvm-1.6 target, it is out of date. Ignoring ...and the same basic error as before when trying to test run. Tried installing scala manually from download from scala-lang.org, no change. I suspect this is the problem (not positive), but have no clue what to do about it. EDIT: Tried switching to the new Minecraft 1.6.2 build, and things are even worse it seems. I get the same scala error during installation. When trying to compile / test run with that I get: Exception in thread "main" joptsimple.MissingRequiredOptionException: Missing required option(s) ['version'] at joptsimple.OptionParser.ensureRequiredOptions(OptionParser.java:447) at joptsimple.OptionParser.parse(OptionParser.java:437) at net.minecraft.client.main.Main.main(Main.java:43) I'm pretty sure its that scala not wanting to work with java less than 1.7 while the install seems to insist on 1.6. Anyone know how to fix that (on linux), please?
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I forgot I had started a tutorial, so I deleted it. I got rid of the red X, but still get the same error, and there is an exclamation point that leads me to a class TaskWorldCreation.java in package net.minecraft.client.gui. I still seem to get the same error message; the results haven't changed. Other (!) are found, on in ThreadDownloadResources.java in net.minecraft.util; in RegionFile.java in net.minecraft.world.chunk.storage; also -- I know I didn't modify any of those. All the tutorial stuff was in its own package. Also, I was having trouble before I started the tutorial, but at first thought maybe some of the native libraries or something didn't like the deobfuscated version and that maybe it wasn't supposed to run.
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Thanks. It says... 2013-07-23 18:07:43 [iNFO] [ForgeModLoader] Forge Mod Loader version 5.2.23.738 for Minecraft 1.5.2 loading 2013-07-23 18:07:43 [iNFO] [ForgeModLoader] Java is Java HotSpot(TM) 64-Bit Server VM, version 1.7.0_21, running on Linux:amd64:3.8.0-26-generic, installed at /usr/lib/jvm/java-7-oracle/jre 2013-07-23 18:07:43 [iNFO] [ForgeModLoader] Managed to load a deobfuscated Minecraft name- we are in a deobfuscated environment. Skipping runtime deobfuscation 2013-07-23 18:07:44 [iNFO] [sTDERR] java.lang.reflect.InvocationTargetException 2013-07-23 18:07:44 [iNFO] [sTDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) 2013-07-23 18:07:44 [iNFO] [sTDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) 2013-07-23 18:07:44 [iNFO] [sTDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) 2013-07-23 18:07:44 [iNFO] [sTDERR] at java.lang.reflect.Method.invoke(Method.java:601) 2013-07-23 18:07:44 [iNFO] [sTDERR] at cpw.mods.fml.relauncher.FMLRelauncher.relaunchClient(FMLRelauncher.java:123) 2013-07-23 18:07:44 [iNFO] [sTDERR] at cpw.mods.fml.relauncher.FMLRelauncher.handleClientRelaunch(FMLRelauncher.java:38) 2013-07-23 18:07:44 [iNFO] [sTDERR] at net.minecraft.client.Minecraft.main(Minecraft.java:2237) 2013-07-23 18:07:44 [iNFO] [sTDERR] Caused by: java.lang.UnsatisfiedLinkError: /home/jared/Documents/src/eclipse/forge/mcp/jars/bin/natives/liblwjgl.so: /home/jared/Documents/src/eclipse/forge/mcp/jars/bin/natives/liblwjgl.so: wrong ELF class: ELFCLASS32 (Possible cause: architecture word width mismatch) 2013-07-23 18:07:44 [iNFO] [sTDERR] at java.lang.ClassLoader$NativeLibrary.load(Native Method) 2013-07-23 18:07:44 [iNFO] [sTDERR] at java.lang.ClassLoader.loadLibrary1(ClassLoader.java:1939) 2013-07-23 18:07:44 [iNFO] [sTDERR] at java.lang.ClassLoader.loadLibrary0(ClassLoader.java:1864) 2013-07-23 18:07:44 [iNFO] [sTDERR] at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1854) 2013-07-23 18:07:44 [iNFO] [sTDERR] at java.lang.Runtime.loadLibrary0(Runtime.java:845) 2013-07-23 18:07:44 [iNFO] [sTDERR] at java.lang.System.loadLibrary(System.java:1084) 2013-07-23 18:07:44 [iNFO] [sTDERR] at org.lwjgl.Sys$1.run(Sys.java:72) 2013-07-23 18:07:44 [iNFO] [sTDERR] at java.security.AccessController.doPrivileged(Native Method) 2013-07-23 18:07:44 [iNFO] [sTDERR] at org.lwjgl.Sys.doLoadLibrary(Sys.java:65) 2013-07-23 18:07:44 [iNFO] [sTDERR] at org.lwjgl.Sys.loadLibrary(Sys.java:81) 2013-07-23 18:07:44 [iNFO] [sTDERR] at org.lwjgl.Sys.<clinit>(Sys.java:98) 2013-07-23 18:07:44 [iNFO] [sTDERR] at net.minecraft.client.Minecraft.getSystemTime(Minecraft.java:2576) 2013-07-23 18:07:44 [iNFO] [sTDERR] at net.minecraft.client.Minecraft.fmlReentry(Minecraft.java:2247) 2013-07-23 18:07:44 [iNFO] [sTDERR] ... 7 more ...but I'm not sure what it means. I'm just trying to get set up and start learning.
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In tutorial videos people just download all the files, run the install.sh / install.bat, jump into Eclipse, and run the game right from there. Yet, I get one set of errors after another, and I haven't even added any code of my own yet. Why is this happening. This is what I get: A 51 second screen video is here: All the code seems to be there, and there are no errors highlighted now. What's going wrong? Am I supposed to be able to test run this way?
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How did you solve this? I've been getting this from NetBeans a lot / consistently (still can't figure out how to get this to work with Eclipse, though it's claimed to be easier, I don't know what directory to use and keep seeing an empty project). EDIT: I was getting that, now I get this: run: Exception in thread "main" java.lang.ExceptionInInitializerError at sun.misc.Unsafe.ensureClassInitialized(Native Method) at sun.reflect.UnsafeFieldAccessorFactory.newFieldAccessor(UnsafeFieldAccessorFactory.java:43) at sun.reflect.ReflectionFactory.newFieldAccessor(ReflectionFactory.java:140) at java.lang.reflect.Field.acquireFieldAccessor(Field.java:949) at java.lang.reflect.Field.getFieldAccessor(Field.java:930) at java.lang.reflect.Field.set(Field.java:680) at Start.main(Start.java:19) Caused by: java.lang.RuntimeException: Uncompilable source code - package com.google.common.collect does not exist at net.minecraft.client.Minecraft.<clinit>(Minecraft.java:124) ... 7 more Java Result: 1 BUILD SUCCESSFUL (total time: 0 seconds) Earlier it would start, show the forge "Setting up your Minecraft environment" progress bars, then crash with a message, "Minecraft can't run in this configuration." (Still no clue what to do with Eclipse to even see any code!)
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Well, maybe I accidently deleted a wrong folder or something, and managed to get things set up again, sort-of. I still can't get this to work. I've tried everything, Forge installer, the installer from MCP, used Eclipse, used NetBeans (which I prefer), installed Astyle (already had wine). Netbeans will now compile the sources, but not to anything that will run, I can't find them in Eclipse for forged while the MCP751 folder has sources but they don't seem complete (nothing compiles with eclipse). Nevermind me, I give up for now.
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I had the source decompiled and installed, and was able to recompile and run successfully. Unfortunately, without my doing anything, not even opening the directory, the entire source code for Minecraft and Forge have simply vanished, leaving and empty directory. What the hell causes this crap!!!
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Thanks. Java, yes, though I'm not an expert (wrote a couple fairly simple desktop apps, but no game mods); Bukkit no -- I'm a total noob at running a server, so I'm probably messing something up or leaving out a step. Problems with chunk protection does bother me, since anti-griefing was one of my first concerns (I'd rather be pro-active than have to fix things after the fact). I know enough to test mods on my whimpy old PC and then up-load them by hand with Filezilla and SSH -- but I know nothing about Bukkit or plugins. Right now I'm still experimenting and trying to figure things out before letting people on. EDIT: I've tried a newer version and it seems to work now (except, as other have noted, not the zoning / protection stuff, though I have a mod not for that).
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Every single plug-in I've tried has give listed its commands, and given me all or most of the relevant text, but has not actually worked at all (no actual effect on game play). I'm not sure if there's something else I need to do, if I've lucked into pick a lot of incompatible plugins, gotten an outdated version of BukkitForge, or what. I just know that none of them work. So far I've tried LWC, EpicZones, some chunk-based protections, etc., (I haven't had a chance to test NetherBan). I've all but given up on this -- I wonder if there is anything better out there for Forge / Bukkit compatibility? Or keep looking for a fix? Or just give up on Bukkit plugins (or maybe on using mods in SMP)? I'm amazed that several people here seem to have gotten it to work.
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I'm not sure I aggree with that specific argument, since a well make API could (and should) warn the player and ask their permission first, making it more a convenience for the player. Still, as I think about it I am starting to see other risks, specifically, knowing if the mod being install is what it claims to be or comes from where it claims to. I suppose the real danger is that a cracker could install there spyware or malware into someone else's mod, so that you think you're getting Twilight Forest or The Aether, but are really getting a modified version of the mod that has dangers even though the real version is safe (and you wouldn't know you weren't getting the original). Hmmm, I wish there was a safe way to make that work, just not sure there is any more -- at least not with Minecraft, not with a game that already exists. Now, if someone were to create a sand-box type game that included full vertualization around the game itself, isolating it from the rest of the system with modding the core game files in mind, that would be different. I don't think there's a way to do that with Minecraft (not based on its own programming, at the very least). Its really disappointing, since was wanting to use multiplayer with specifc mods, but feel like an a** telling everyone they must have the mods I happen to like to play (and none that conflict with it) -- yet this is why I picked Forge over Bukkit (and still haven't gotten good result from BukkitForge), and, for that mater, why I set up a server in the first place.
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I actually had not thought of this when I wrote before, but I have since and been concerned about it. However, it doesn't seem to me that it would be any more dangerous than installing them locally, especially compared to the only style mods where you open the minecraft.jar directly and drop things in. A determined cracker who want to turn Minecraft into spyware could, anyway -- but making access default ot the serever woudl be atleast marginally safer.
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It occurs to me that there's a need for an independent program for launching Minecraft that would allow you to select from several version (vanilla, Forge, Bukkit, etc.) and any mods you want to use that time, and then start that version of the game with those mods. Some servers -- like mine -- need Minecraft Forge, others need Bukkit, some need unmodified "vanilla" Minecraft, and occasion you run into things like SpoutCraft, etc. -- this way someone could play on all types without changing their core game each time, or worrying about issue between, say, Forge and Bukkit. Unfortunately, while this would be pathetically easy to do in Linux (and probably would work on Mac) I don't know of an obvious way to do this on Windows (one that's efficient and non-stupid) -- and Windows is what most people have EDIT: Well, maybe I'll write one myself -- I've got a good outline of what it need to do in my head. Maybe, if I get around to it.
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Hmmm... I'd love it if forge disable forge-based mods not used on the server, for the good of the person with the mod (so they don't try to do or make things the client thinnks are allowed but won't work on the server). Similarly, I'd like it if clients had a cloud-like feature of loading mod material from the servers mods folder. With things like that, someone could log into modded folders without having to change there Minecraft everytime they switched servers, and server admins could run modded servers without everyone having to have the same mods. As for cheat mods, or any non-forge mod, I don't see how this is really feasible, or even possible -- sure, you could make forge mod loader poll for and anounce mods it has loaded, but no way to prevent other mods from being hacked in. Bukkit has pluggins that claim to check "suspicious" behavior, but I'm always concerned than such thing might produce false positive, punishing innocent players, while not catching all cheats. I don't think the server performance should be effected by client mods directly, but I don't really know about ther.
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I hope someone answers this. I've been concerned with other things -- like mods on the server versus the client. I have learned by testing that the server ignores mods it doesn't have, not sure what happens if the client is missing a mod it does use (it would be great if it could load them from the servers mod directory, but not sure it does but plan to test it). As for server admin features / mods / plugins, this is a catch 22 -- the great mods use forge, the anti-griefing, anti-cheating, and general admin tool use bukkit (so its hard to run a non-white list / public server without it), and the too don't play nice together. I wish they'd be compatible, but....