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Everything posted by delpi
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I haven't played much with nested classes. So if it wasn't nested, then i wouldn't have the issue?
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That did it. Thanks. Would you mind explaining to me why Minecraft can't handle it without it being static?
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I tried that, made no difference. Besides in a conversation between diesieben07 and coolAlias it was clearly stated that you could. Dany's example shows it as well. Here is the crash log As mentioned, it doesn't show much of use.
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I followed a combo of these two tutorials and some general reading, plus previous experience. http://www.minecraftforge.net/forum/index.php/topic,20135.0.html]]http://www.minecraftforge.net/forum/index.php/topic,20135.0.html '> https://gist.github.com/CatDany/4a3df7fcb3c8270cf70b I'm pretty stumped right now. Any Help would be appreciated. I'm getting a crash in the SimpleNetworkWrapper. Log isn't much help on this one but i traced the error in debug to the following spoiler section. I'm going to admit I don't get what that section of code does 100%. however, it fails when it gets to the "return handler.newInstance();" portion. If i check the newInstance and try to go to it in Eclipse, I get "Source not Found". I'm using 1.7. Can see all other source, not sure what the issue is with that. Perhaps I'm missing something in the setup? Main Class Call in PreInit PacketHandler I tried commenting out the first line in "registerMessage" just to make sure the side didn't make a difference. It didn't. Faction_List (this is the first one and the one it fails on)
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I did that originally, but got into tick count issues. I'll give it another whirl. At the least, I might hide my systems inside the ai calls instead of in the entity.
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Hmmm, I'll look into that today. For now I just fixed it, so that I can get the mod running in 1.8. But, it may be time to take a look and see if there is a more gracefull way to do what I'm doing. Essentially, they are guards that are tied to a block. They have a modifiable list of safe players and entities to leave alone. They can also be told to patrol a certain path around their block. Lastly they have a custom path finding routine that runs outside of the minecraft thread that just notifies back when it is done. If the enemy is close it runs in less than a tick but if it is 50 or so blocks away it can take 3 ticks. With a fair number of guards, that led to bad bad things leaving it inside the main thread. This way they can do some pretty fancy things with no impact. This all worked great in 1.7.2, but had to change a few things for 1.8. Despite Ernio's unique way of suggesting it, that got me thinking it might be time to look at it again and see if there is a more graceful way to pull it off. I've overridden and modified so much of the base entitymob code, I'm not sure why i'm using it anymore.
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Thanks for sharing. In this particular case, there is a reason for it and I disagree.
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That is what I was planning on doing to fix it, but was checking to see if there was an easier way. What do you mean by "Stop being an ape and start using new stuff - MC changes, Forge changes - you should too (more compatybility and better code)" I have no clue what you are talking about.
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I've never used reflection to replace a method, just variables. Got an example you could share?
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updateEntityActionState is final in EntityLiving. I have a custom AI that completely replaces the base activities in that method that I was using in 1.7.2. Is there a graceful way around this? So dang annoying Mojang made that final.
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Found it. They added a limitation on title length. It has to be under 32 characters now.
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For anyone else having trouble with the suspend in eclipse, here is a link that should help. http://help.eclipse.org/luna/index.jsp?topic=%2Forg.eclipse.jdt.doc.user%2Freference%2Fbreakpoints%2Fref-suspendpolicy_option.htm
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That give me an idea. I'll look up if there is a way to change the behavior of breakpoint when I get home tonight to "Suspend All".
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Do you use that EntitySpawnPlacementRegistry line after the EntityRegistry? Or just by itself (seems to be missing some info, but maybe its in the method?
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Yeh, that exactly describes what happens. I wonder if I grab the other side and pause it, if that would fix things? Would have to be quick. An automated way would be easier. larsgerrits - I'll grab a snapshot of the log the next time it happens.
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Question on the debugger. Since the code is in the minecraft library, I just go in and find the render part and toggle a breakpoint? A second question for folks more experienced with debugging minecraft in eclipse, when i use the breakpoint, either the client or server crashes after about 5 seconds of one or the other being frozen. Is there a better way to do that activity?
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I've looked around and can't find anything on how to fix this. It worked find in 1.7.2, but something must have changed for books. The book is fine except for there is nothing on the pages but "* Invalid book tag *" Here is my code Interestingly enough, if I generate a writable book, the text shows up, but then it has a quill and all that.
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[1.8] Binding Texture With Texture Manager
delpi replied to EverythingGames's topic in Modder Support
Here is a tutorial I found that might help you as well. http://forgetutorials.weebly.com/3d-item-render.html -
[1.8] Binding Texture With Texture Manager
delpi replied to EverythingGames's topic in Modder Support
As I said, I'm in the process of converting. I'll probably get to one of my mods that has custom item renders this weekend. If I figure something out, i'll post it. -
[1.8] Binding Texture With Texture Manager
delpi replied to EverythingGames's topic in Modder Support
Look at this for example. Its far more than you probably need, but this works right so you should be able to compare and figure out what is messing up in yours. This is from 1.7.2. In the process of moving to 1.8 now, but taking some time. -
[1.8] Binding Texture With Texture Manager
delpi replied to EverythingGames's topic in Modder Support
If you put the item on a mob, you are going to have that same issue with the render oddity. Its happening because of just what you said. You are basing it on whether the player is in 1st person or 3rd. I can't think of a way off the top of my head to fix. I'll poke around tonight with some of my stuff. I'm assuming in the render you are grabbing something like "minecraft.theplayer.view". I know that is the wrong code, but you are getting the perspective from the client is the part I'm interested in. -
[1.8] Binding Texture With Texture Manager
delpi replied to EverythingGames's topic in Modder Support
Be sure as you go out a layer to grow the model by .01% or something or there will be rippling. Use GLSCALE. -
[1.8] Binding Texture With Texture Manager
delpi replied to EverythingGames's topic in Modder Support
I've rendered multiple models several times. One example is I wanted some effects to show up on players skins. I render the normal player and then render a every so slightly larger model with the effect in just certain places. looks seamless. -
Ok, scratch that. Using that line tries to put Forge into it and everything freaks out. Could still use some help if anyone knows how to do this.
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[1.7.10]How to add slots to the Playerinventory?
delpi replied to ItsAMysteriousYT's topic in Modder Support
And it turns out, I used your tutorial the first time I did something like this. It was well put together.