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jonstar

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  1. See. I knew I was tired. I read your "can be named" as I could name them. Thanks again.
  2. So maybe the work days are too long... but I can't figure this out. Are you saying that after moving to 1.8; I should be able to refactor -> rename parameters within a jar? I did setup intellij for 1.8, ported a few basic mods over without issue but it still says, "refactoring cannot be performed File.java is in a jar.". All that I'm doing is cmd-clicking either an object or an inherited method that's taking me to the proper java source within forgeSrc*sources.jar.
  3. That's pretty cool. Thanks, I'm going to play with it.
  4. Ernio -- It's ok, I think you missed the whole 'prior to gradle' part of my post. I'm just curious what is the best way to do what I used to do regarding mc source. Right now I'm thinking to just extract the deobfuscated sources into another module/project and manage it that way -- nothing that would get compiled into the mod, just a place to keep source that I modify for saner names.
  5. Hi! Prior to gradle, mc source was in the project. What I used to do was spend time renaming variables and things to make code easier to read and keep in my head. Much easier when you know that p_70299_1 is a World object. Is there any way to do something like that now? If there's a nicer way that others use to manage the source with saner names, I'm open to suggestions. Thanks.
  6. I've been unable to either have a run config in idea start the server or to just do a `gradle runServer` at the command line. I've removed ~/.gradle completely, ran setupDecompWorkspace twice, the 2nd time with refresh deps, etc. Does anyone know what the problem might be? Thanks! > gradle runServer **************************** Powered By MCP: http://mcp.ocean-labs.de/ Searge, ProfMobius, Fesh0r, R4wk, ZeuX, IngisKahn, bspkrs MCP Data version : unknown **************************** :compileApiJava UP-TO-DATE :processApiResources UP-TO-DATE :apiClasses UP-TO-DATE :sourceMainJava :compileJava warning: [options] bootstrap class path not set in conjunction with -source 1.6 1 warning :processResources :classes :jar :getVersionJson :extractUserDev UP-TO-DATE :extractNatives UP-TO-DATE :getAssetsIndex :getAssets :makeStart SKIPPED :runServer [00:32:01] [main/INFO] [GradleStart]: Extra: [] [00:32:01] [main/INFO] [GradleStart]: Running with arguments: [--tweakClass, cpw.mods.fml.common.launcher.FMLServerTweaker, --tweakClass, net.minecraftforge.gradle.GradleStartCommon$GradleStartCoremodTweaker] [00:32:01] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLServerTweaker [00:32:01] [main/INFO] [LaunchWrapper]: Using primary tweak class name cpw.mods.fml.common.launcher.FMLServerTweaker [00:32:01] [main/INFO] [LaunchWrapper]: Loading tweak class name net.minecraftforge.gradle.GradleStartCommon$GradleStartCoremodTweaker [00:32:01] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLServerTweaker [00:32:01] [main/INFO] [FML]: Forge Mod Loader version 7.10.85.1291 for Minecraft 1.7.10 loading [00:32:01] [main/INFO] [FML]: Java is Java HotSpot(TM) 64-Bit Server VM, version 1.7.0_67, running on Mac OS X:x86_64:10.10.2, installed at /Library/Java/JavaVirtualMachines/jdk1.7.0_67.jdk/Contents/Home/jre [00:32:01] [main/INFO] [FML]: Managed to load a deobfuscated Minecraft name- we are in a deobfuscated environment. Skipping runtime deobfuscation [00:32:01] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.gradle.GradleStartCommon$GradleStartCoremodTweaker [00:32:01] [main/INFO] [GradleStart]: Injecting location in coremod cpw.mods.fml.relauncher.FMLCorePlugin [00:32:01] [main/INFO] [GradleStart]: Injecting location in coremod net.minecraftforge.classloading.FMLForgePlugin [00:32:01] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker [00:32:01] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLDeobfTweaker [00:32:01] [main/INFO] [LaunchWrapper]: Loading tweak class name net.minecraftforge.gradle.GradleStartCommon$GradleStartAccessTweaker [00:32:01] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker [00:32:01] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker [00:32:01] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper [00:32:01] [main/ERROR] [FML]: The binary patch set is missing. Either you are in a development environment, or things are not going to work! [00:32:02] [main/ERROR] [FML]: FML appears to be missing any signature data. This is not a good thing [00:32:02] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper [00:32:02] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLDeobfTweaker [00:32:03] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.gradle.GradleStartCommon$GradleStartAccessTweaker [00:32:03] [main/ERROR] [GradleStart]: AccessTransformer.modifiers field was somehow not found... [00:32:03] [main/ERROR] [LaunchWrapper]: Unable to launch java.lang.ClassCastException: com.google.common.collect.ArrayListMultimap cannot be cast to com.google.common.collect.Multimap at net.minecraftforge.gradle.GradleStartCommon$GradleStartAccessTweaker.injectIntoClassLoader(Unknown Source) ~[start/:?] at net.minecraft.launchwrapper.Launch.launch(Launch.java:115) [launchwrapper-1.11.jar:?] at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.11.jar:?] at net.minecraftforge.gradle.GradleStartCommon.launch(Unknown Source) [start/:?] at GradleStartServer.main(Unknown Source) [start/:?]
  7. And then... sometimes you do have to go out of your way. Thanks!
  8. Thanks for the response. I did look at LivingAttackEvent but didn't see a straight forward way to persist anything, like a state of frozen What I'm doing on my custom entities is within attackEntityFrom() I check the damagesource to see if it's an iceblast then set the entity's state to frozen. During the onUpdate() for that entity, if it's frozen, it does nothing. I looked at using LivingAttackEvent, tracking a collection of entities that were hit with an iceblast and referencing them in a LivingUpdateEvent handler to freeze them, but it felt like overkill. Often when my solutions go out of the way, I'm approaching it wrong.
  9. I have some custom mobs and custom weapons with custom damage sources It's straight forward to have my own entities reacted to those custom damage sources because I can put whatever I please into attackEntityFrom(). Is there a straight forward way to do that for vanilla entities? Thanks!
  10. I played with this more today and I noticed that if I hit F5 and am in 3rd person it doesn't disappear, I can strafe, move around, etc... and it's just fine. Why would this be happening in 1st person only?
  11. Hello! I really could use a hand on a problem. I have a tomahawk that spins when it's thrown. It seems to render fine, spins around and does its thing. Unfortunately if I strafe left or right just a bit, it disappears. If I strafe back into the position from which the tomahawk was thrown, I can see it spinning away again. Not sure what's going on or in what direction to search to determine why it stops being visible. I appreciate any help! public void renderTomahawk(EntityTomahawk tomahawk, double x, double y, double z, float yaw, float partialTickTime) { this.bindEntityTexture(tomahawk); GL11.glPushMatrix(); { GL11.glTranslatef((float)x, (float)y-0.5f, (float)z); GL11.glRotatef(tomahawk.prevRotationYaw + (tomahawk.rotationYaw - tomahawk.prevRotationYaw) * partialTickTime - 90.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(tomahawk.prevRotationPitch + (tomahawk.rotationPitch - tomahawk.prevRotationPitch) * partialTickTime, 0.0F, 0.0F, 1.0F); GL11.glEnable(GL12.GL_RESCALE_NORMAL); GL11.glScalef(1.0F, 1.0F, 1.0F); Tessellator tessellator = Tessellator.instance; float minU = 0.0F; float maxU = 1.0F; float minV = 0.0F; float maxV = 1.0F; float thickness = 0.0625f; float angle = (float)tomahawk.getAngle(); GL11.glMatrixMode(GL11.GL_TEXTURE); { GL11.glPushMatrix(); GL11.glLoadIdentity(); GL11.glTranslatef(0.5F, 0.5F, 0.0F); GL11.glRotatef(-angle*50, 0.0F, 0.0F, 1.0F); GL11.glTranslatef(-0.5F, -0.5F, 0.0F); ItemRenderer.renderItemIn2D(tessellator, maxU, minV, minU, maxV, 256, 256, 0.0625F); GL11.glPopMatrix(); } GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glDisable(GL12.GL_RESCALE_NORMAL); } GL11.glPopMatrix(); } Solved: EntityRegistry.registerModEntity, it helps to do that. I also was instantiating the entity and spawning in world on both the client and server, rather than insuring that I was on the server before spawning in world.
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