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whiskeyfur

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Everything posted by whiskeyfur

  1. Is your server.properties listing your server as offline or is online still equal to true? That was what I had to change on mine to make it work.
  2. That would be extremely helpful Delpi, thank you. I have the commands ready to go aside from that one piece.
  3. Do you have some example code to show this? I've yet to see a way to get around making a portal in game without effectively recreating the CommandServerTP class.
  4. Check to see that your server.properties has "online-mode=false". That's what kept it from working for me until I fixed that.
  5. it's a recode, not a restart. I'm not rebuilding this thing from scratch... though there will be significant portions changed. As it is, the whole issue might be a moot point because the guy whose's asking me to do the work changed his mind and said he doesn't need the old data files ported over now, they're willing to start from scratch. I'm just going to tell him 'good, wasn't going to happen anyways'.
  6. Have you tried only changing the type, -or- only changing the method you are registering with to see which one of these two changes might be the culprit? Changing both at once makes debugging slightly harder.
  7. I wonder if you can use the java.util.KeyListener class here... http://stackoverflow.com/questions/14309177/java-key-listener-press-once import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.util.Timer; though.. I keep thinking these should already be present or have an equivalent in minecraft. Just food for thought.
  8. If the key is released, is there an event that's fired? If so, you can use your proxy class to hold the client state of which key is being held down and set it when the key is pressed, and reset the flag when released.
  9. It's not a matter of being confusing or getting used to a version... I program in at least 3 different languages at work alone. Not just library versions, full language differences and somehow I'm expected to make them all work together. Keeping version's straight isn't a problem. Yes, 1.7.2 is the end goal, but I have to know what I'm starting with first, and that includes using the old environment to generate the encrypted data files that need to be readable in both 1.6.4 and 1.7.2. And the only way to test that is to actually make said files with known data.
  10. I understand that method would work, though I'm not a real big fan of it because it feels more like a hack than a solution. For example, if they happen to be standing on obsidian, like a lava lake turned obsidian from a firestone, then this'll end up deleting obsidian blocks that didn't come from a portal. I'm looking at possibly grabbing the worldserver for their source and destination worlds and telling them to remove and add the player respectively, then update their position. I don't think this'll work but it's worth a shot. //WorldServer start = DimensionManager.getWorld(plyr.dimension); //start.getPlayerManager().removePlayer(plyr); WorldServer overworld = DimensionManager.getWorld(0); overworld.getPlayerManager().addPlayer(plyr); ChunkCoordinates c = overworld.getSpawnPoint(); plyr.setPositionAndUpdate(c.posX, c.posY, c.posZ); Edit: This was a fail.
  11. Unfortuntely I'm trying to avoid those portal all together. The code I'm doing this for is so the player can /home, do what he needs to, then /back to where he went. In most cases, he certainly didn't have a nether portal near him when he left that dimension so... yea.
  12. Gettin' a little tired of putting nether portals all over the place in the game when trying to /home. Since forgeessentials hasn't been worked on for a while I'm trying to code my own. What is the best way to move an entity from one world to an another without creating those obsidian gateways?
  13. I'm trying to recode one of my mods which was written in 1.6.4, and part of that includes reinstalling the old environment because I had stepped away from modding for a bit. But... downloading the latest 1.6.4 and running the install script results in a failed install because the digest of minecraft_server.jar does not match what is expected. This isn't an attempt to mod for 1.6.4, this is an attempt to go from a known state to a new one, testing included, so for that I like to have a working base to start with. Does anyone have any advice on how to proceed?
  14. I need a bit of help in doing the following tasks: 1 - intercept keyboard directional commands so the player object doesn't move, and lets me work on that input. 2 - Use that input to control a remote camera. What kind of support is there in Forge for these tasks? If this isn't possible then it's quite alright as I'm researching what's doable, for a mod I'm in the planning phases of. If I can't intercept the movement commands and redirect them to a remote camera, then this enhancement I won't be able to do. On a side note, if it is doable, does the remote camera/view use absolute reference to the world or relative to the player icon? If it's relative then I'm not sure it'll work as if the player gets hit by a zombie, the camera view should NOT jump which is what I am afraid a relative offset will do. I have looked at the code but apparently there is something I'm missing. Credentials: I've programmed in a few other languages, C++, C#, perl, so I've a few years of experience.. but I do NOT have that experience with Java so this is new territory for me. If there is someone here who was in a similar boat and has advice to help me get up to speed, that would be appreciated as well.
  15. Had a second look at it too and realized what I missed there. Sincerest apologies. I didn't have a stack trace to look at because the game stopped the internal server and hung there, no stack traced displayed on the screen, and the only reason I had something to report is because of the logger that was active at the time due to FTB launcher. If it were not for that, then all I could say was "it didn't work". And I'm not going to just post that up here. I'm not familiar with FML, so I'm not entire sure what would be the correct to report, since the SEVERE issue reported, didn't actually stop the game from running and in fact I had ran it several times since, that issue always appears but everything runs fine. I didn't have a stack trace of a FATAL error to report because, like stated, the game simply hung. It didn't go to an error screen.
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