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Bektor

Forge Modder
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Everything posted by Bektor

  1. Yes, I tried it without any mods on the server and without any mods on the client --> same result. It seems to be, that you can run faster then the chunks are sended to the client or generated. Because sometimes I ran and a few chunks for me the complete world is generating and inside the chunk I was standing one time trees and animals wasn't generated, there were only generated at this moment I was standing in this chunk, but mostly in creative you can see the chunk generation a few chunks before your location and in survival mode, you can't see the chunk generation, but you know it because of the lags and freezing screens... With loading chunks its the same problem, but there is not so extrem. (if you not flying) And so this problems make it inpossible to use speed postions. (not tested what then happens but I want not to know it, if without them its so laggy by generating and loading chunks... I think the only chunk that is loading realy fast and without big lags is the spawn location... EDIT: I have tested now a bit in Singleplayer and there the chunk generation and loading chunks lags too, but ony if you fly in creative mod, if you walk in survival mode, you didn't notice this lags the most time, only sometimes you notice them in surival mode too. EDIT2: If you stand in creative mod in Singleplayer awhile on one place you can fly then a bit longer without lags but after a few seconds you are faster or so fast as the chunk generation and loading (but loading makes not so big problems in Singeplayer...) EDIT3: I've tested it now in Singleplayer in other biomes, it seems to be, that this problems occures only in the jungle biome for the singleplayer. If this happens for the multiplayer in other biomes too, that there is no lag by generting things and so on, there I have no idea, because I didn't tested it yet.
  2. Ok. Here is the seed I used: Seed: 4272942612931852048 The coordinates are: x: -393 y: 65 z: -585 Oh and I think thats important, I played it on a Server (well important for the location, because the same seed in Singleplayer gives the same biome, but a different world...) And sometimes the logs will be generated wrong. There are vines that hanging down and there are one or more logs in the tree missing where vines are.
  3. Ok, here are the logs: And here is one Client log: Oh and this error "Using missing texture, unable to load minecraft:textures/blocks/MISSING_ICON_BLOCK_177_campFire.png" in the log cames from my mod, because I didn't added a texture to the game for my Block, because the block is completly rendered with a model, inside and outside of the inventory. I think the important lines in this Client log are this lines:
  4. But it was never so slow. Well, currently only one person --> me (but normaly two or three). I have 16GB Ram. And if I can run games like Battlefield 4 without problems on High Graphic Settings and with no laggs in SMP then I think, this Pc is good enough for a Server. And in 1.6.4, I had my last server running and there were no problems...
  5. Hello. Every time if I play on my local server (the server is only for testing the server part of my own mod) the server is really laggy, if new chunks will be generated... I've tested it with other mods and without mods --> no difference. (If you need it, here is my internet connection: http://www.speedtest.net/my-result/3566693859 [Yes, I know its slow, but I can't get faster internet without getting a new internet calbe for this street...]) The server is running on my local PC with Hamachi and Forge 1.7.2-10.12.2.1125. I've tested it with Forge 1.7.2-10.12.2.1124 and 1.7.2-10.12.2.1123, too --> same result. If I run an older Forge version (1.7.2-10.12.2.1121) everything works fine, only a few lags by generating new chunks, that you can only see in the console, that I think happens because I added there a really big modpack, but I didn't tested it without the modpack in these older Forge versions. A few more informations: The server has 4GB-Ram to run with. Its an Hamachi-Server. The server is running local on my Pc. http://www.speedtest.net/my-result/3566693859 If new chunks are generating the screen of the client is freezing for 1 or 2 seonds [without any other mods installed]. (the time is depending on how many new chunks are generating and on how fast are you running/moving/driving/.... and how many other mods are influence the terrain generation...with big mods that didn't influence the time, its more laggy too) I've tested it in a Jungle biome with a ocean nearby. tested with mods and without mods --> same result If you need more informations then say it...
  6. Not fixed. It happens not so oft, but its still not fixed. Mostly the jungle trees will be gernerated in Forge 1.7.2-10.12.2.1125 correct, but there are jungle trees too, that will spawn wrong, like before. Oh and if you run a mod that adds vines, then it happens sometimes by other trees too. (I'm not sure if it happens by other trees in Forge 1.7.2-10.12.2.1125, too but in older Forge version it happens...) See: https://imgur.com/DiGiuJW&xgDeGaY
  7. Yeah, its easy, but I asked because I thought I've done something wrong because my Achievements were rendered then in the normal page and my page crashs. But I've fixed it, but I've know idea, how I've fixed it...
  8. Hello. It seems to be that forge has an bug with generating vines on trees: Trees with vines and with Forge 1.7.2 [/img] Trees with vines and without Forge [/img] I'm using Forge 1.7.2-10.12.2.1121, but I think it happens with Forge 1.7.2-10.12.1.1103 too.
  9. And is there a way how to do it with an external class were all Achievements are inside, like the Twilight Forest mod in 1.6 did it? And if so, how?
  10. Ok, now it works. But one question, how could I render a block model inside of the inventory, that the block icon looks exact the same as the block is placed?
  11. Hello. I'm using the lastest forge version with Java 8 and I'm getting every time a crash when I add particle to my Campfire block. So what I'm doing wrong, and no its not the particle class, because the same code without TileEntity and custom renderer worked fine. And yes, I tested it with different Forge versions... Oh and before I forget it ... here is the crash: Bektor
  12. I called the init() method over the constructor of the PFBiomeBase.class and this class is first called in postInit() [but there only the method inside the PFBiomeBase.class that checks for ID-conflicts]. Later its called in WorldChunkMangerPrimevalForest.class, but there only one biome and not the class itself (only the PFBiomeBase.primevalforest). Oh and I only checked if its called in any world classes and if its called in the main class, because I didn't think that its called in any other class, because the rest is mostly Entity, Items, Blocks... And the PFGenLayerBiomes.class is called inside the abstract class PFGenLayer in this method: GenLayer[] makeTheWorld [GenLayer biomes = new PFGenLayerBiomes(1L);] Well I checked this out in the 1.6 version of my mod, because in which directiony and where the classes will be loaded, there is no difference between 1.6 and 1.7 of my mod and in the class PFGenLayerBiomes and PFGenLayer is no difference between that versions too.
  13. Ok. Oh and a small notice to it, now it worked, because I moved the biomes in the main class, that I can work on other parts of this mod, but well, thats not so nice. Here it is: PrimevalForest WorldChunkMangerPrimevalForest PFGenLayerBiomes PFBiomeBase I hope that this code will you to find out how I can fix it, so that I can move the biomes back into the PFBiomeBase class. Bektor
  14. Well, you didn't understand what I mean. It crashs if the method init() is static and if its not static. (There is only one method called init())
  15. That gives me this error: In line 70 of PrimevalForest.class the PFBiomeBase.init() will be called and its crashs with public static void init() public void init()
  16. Yes PFBiomeBase.magicalforest, PFBiomeBase.mountains, PFBiomeBase.pineForest, PFBiomeBase.primevalforest, PFBiomeBase.silverwood its null when the getInts() function is called, but I'm don't know how to fix it (if I load the Biome class in my main class I need to set an biome ID and to put every biome in the main class is not that what I want, only if there is no other way)
  17. Anyone who knows how to fix this?
  18. Yes, I'm sure that PFBiomeBase.init() is called, if not then my mod in 1.6 won't work too, but there everything works. Well, but I'm on some part confused. The WorldChunkManager says the Biome isn't null and the Main-Class says the biome is null. And then there is an error that says if I change the order what should be loaded first that there is a packet handling problem a few lines over it the nullpointerexception. Heres the second crash I get in this order in that the things will be loaded currently and the other order, well you see it in the comments And what eclipse says to that (a bit more detailed...)
  19. Ok, it tested it and with every of my biomes it crashs the game and I tested biome for biome and didn't test if it will work with "Mojang biomes". So here are my biome classes: BiomeSilverWood PFBiomeBase Oh and I post here only one biome class, because the other biome classes are exact the same, because I copied and renamed them only for testing if the code works. The biome ids are 200, 201, 202, 203, 204. I hope that this helps. Bektor
  20. Here are two tutorials for you, but both are for 1.6.4, but to understand how to create a new dimension, there are still good and if you have understand it how to create a new dimension, then you can update your dimension to 1.7.2. http://www.minecraftforum.net/topic/1797143-152-16-forge-dimension-tutorial-multi-biome-dimension-ore-gen-basic-house-gen-tree-gen-skyrenderer-githubsrc-code/ Bektor
  21. Ok, I checked if some ot the biomes is not initialised and all biomes are initialised. The Debug thing returns this line in the Minecraft ClassLoader class: final Class<?> clazz = defineClass(transformedName, transformedClass, 0, transformedClass.length, codeSource);
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