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larsgerrits

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Everything posted by larsgerrits

  1. If you have Java knowledge and experience with Minecraft modding, you might be able to it yourself. Else, no. Every major Minecraft update (from eg. 1.6.X to 1.7.X) makes changes to the source making it impossible to make a 1.6.X mod work on MC 1.7.X.
  2. Don't do it that way! It is much easier! Open your build.gradle file and change the version number. Then rerun gradlew setupDecompWorkspace eclipse . This is the intended way to update Forge.
  3. When I did connected textures, I used an ISimpleBlockRenderingHandler to draw parts of a big texture map, so you can use 1 big texture instead of 63 individual textures.
  4. This topic has been moved to Support & Bug Reports. [iurl]http://www.minecraftforge.net/forum/index.php?topic=31060.0[/iurl]
  5. java.lang.OutOfMemoryError: Exception in server tick loop I don't think reading is that hard, isn't it?
  6. I saw other people use gradlew setupDecompWorkspace --refresh-dependencies .
  7. Have you run gradlew eclipse after the gradlew setupDecompWorkspace/setupDevWorkspace ?
  8. I don't know if it makes a difference, but I think the mods folder has to be lowercase.
  9. We won't be able to help you don't give us the full logs.
  10. I figured out the issue! I was looking at the deprecated version of the removedByPlayer() method, and saw it was called from 2 places: the non-deprecated removedByPlayer method, and in the onPlayerDestroyBlock() method in PlayerControllerMP . So I tryed overridong the deprecated version of the method, and that works!
  11. Well, I'll do some more digging, and in the meanwhile: I hope someone else knows what's going on...
  12. That is the animation and problem he is talking about.
  13. Well, why not remove it then? It isn't like it's hard to re-add it...
  14. public class WoWEventHandler extends Thread What?!?
  15. That's what I was thinking too. And this is my removedByPlayer() method: @Override public boolean removedByPlayer(World world, EntityPlayer player, int x, int y, int z, boolean willHarvest) { TileEntity tile = world.getTileEntity(x, y, z); if (tile instanceof TileEntityMultiblock) { TileEntityMultiblock tileMultiblock = (TileEntityMultiblock) tile; if (tileMultiblock.hasMaster()) { int[] offset = tileMultiblock.getOffset(); IMultiblock multiblock = tileMultiblock.getMultiblock(); multiblock.resetStructure(world, x - offset[0], y - offset[1], z - offset[2]); } } return super.removedByPlayer(world, player, x, y, z, willHarvest); } So I don't know what's wrong with it...
  16. Sorry, bad wording. Say, I have 2 of the same blocks next to each other. When I break one of them, the other's getIcon() method is called before the removedByPlayer() method on the block you are breaking. And when I break that block, it sets a variable to the surrounding blocks, which need to be accessed in the getIcon() method.
  17. java.lang.NullPointerException at cz.grossik.projektwow.handler.WoWEventHandler.NamingPlayers(WoWEventHandler.java:48) ~[WoWEventHandler.class:?] There is something null on that line. We could help you if you show us that line.
  18. As in the title, the getIcon() method is called before the removedByPlayer() method. I am sure it is, because I put a breakpoint in the getIcon() method and one in the removedByPlayer() method, and the breakpoint in the getIcon() method hit first, and after that the breakpoint in the removedByPlayer() method. The problem is, I need a value in the getIcon() method, which is set when the block is broken in the removedByPlayer() method. So does anyone know if there's a break-block method that is called before the getIcon() method?
  19. Maybe you can for like 1.3 meter tall blocks, but if you try for a block with a height of 2 full blocks, it starts to glitch out and makes the rubberbanding effect.
  20. TiC makes the cleaver swing slower by applying a slowness effect when the cleaver it in the hand.
  21. Pretty sure Tabula is for mod makers/modelers, so you probably don't need it.
  22. Don't make us download files from the internet. Post them on pastebin or something.
  23. Maybe the imports that start with net.minecraft :o
  24. Entity movement is a bit different then the rest of the game, as Entity movement has to be done on the client and server side, or it will be jiggly.
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