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Everything posted by delpi
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Ok, I'm not even sure what the previous post was trying to say. 'entity.getPosition' will give you where it is now. I assume you know how to shift up (.up()) Anyhow, several things to look at that could easily work for your work. There is another few methods in world for is block solid on a side. this.worldObj.isAirBlock(pos); this.worldObj.getBlockState(pos).getBlock().getMaterial()
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LivingAttackEvent called twice, on Client Side
delpi replied to skeeter144's topic in Modder Support
I'd suggest using proxies. Only put your client stuff you are interested for that handler on the client side and vice versa for the server. Will make it easier to troubleshoot. If I had to wager, by the time you do that, I'm betting the issue goes away. -
Ultimately, i'm trying to block the rendering of the name of my custom entity if it can't be seen. However, I'd settle right now just to figure out which method is rendering the name. I'm extending 'RendererLivingEntity' and doing nothing but changing the getEntityTexture method. To try and block the name, I originally overrode 'protected boolean canRenderName(EntityLivingBase targetEntity)' and I kept doing so. then I added overrode other functions to make them do nothing to try and fix this. protected boolean canRenderName(Entity entity) { return false;} public void passSpecialRender(EntityLivingBase p_77033_1_, double p_77033_2_, double p_77033_4_, double p_77033_6_) {} public void renderName(Entity entity, double x, double y, double z) {} And yes, I'm using the '@Override' tag, just didn't list above. The dang name still freaking shows up. Searched 'RendererLivingEntity' and 'render' for everplace name showed up and I can't find anything else. Anyone know how to do this?
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I was a bit overwhelmed when I was doing the conversion of all my mods. Can't remember why I settled on this. It isn't that hard to implement what I did. I realize you don't like it. Edit : Thank you both for the help and advice.
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Going to convert it now. This error still bugs me though, even though I shouldn't do it this way, I don't understand why it works in dev environment but not on server.
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I misunderstood something in a post about TileEntities not ticking on their own in 1.8 early on in the conversion. Just never changed it after I realized what the post really meant. And, it worked so... But, maybe that is the solution. Still don't understand the error with concurrent modification of something that really doesn't look to be.
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here it is Edit : Also just went and found the one tile currently in the world and deleted it, now it doesn't crash. Going to try other type tiles to see if it is just that block Edit 2 : yep, its just the protection block. The search narrows Edit 3: the search widens back. Even with no tiles (from that mod) in the world, it still creates the error teleporting to certain dimensions.
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This does not happen in the dev environment, it only happens when I put the mod on my server and a client logs out. I'm not sure if it matters if multiple clients are connected or just one. Haven't tested yet. I get the following crash for a concurrent modification CrashLog - not really much detail I added the print statements to try and determine where it is crashing. It makes no sense where it is crashing. The ServerTickEvent is called. It then goes to call my routine 'tick()' and it never gets into 'tick()' to its print statement. I tried it without the phase check, failure was the same. I actually just added the phase deal as part of testing this. I traced the calls to make sure nothing is calling this tick from somewehre else and it isn't. I don't understand why a client logging out would cause a concurrent error on something that is only called from one place... EDIT : Correction, I read the print statement timing wrong. It fails between the start and end tick without ever calling 'tick()' To make it more interested I commented out the call to 'tick()' and it still crashes with the exact same error and claimed location even though that peice of code is never called now. EDIT 2 : Just noticed it happens when I change dimensions as well.
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icore 7, 16gigs ram, duel video cars SLI, Solid state raid 0 main drives, ect ect. Windows 7. If it is the computer, then there should be a lot of people with issues. The 2nd computer I tested it on has similar specs but running windows 8.
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Plot Twist. Once I compiled the mods and ran them outside of the dev environment, zero stutter. Works perfect. I set up the dev environment on another pc and it does the same stutter. I have no clue what is going on, but since it doesn't impact the final product, I guess I can live with it.
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[1.7.10][semi-solved] Constructing a list of subItems on the server
delpi replied to wesserboy's topic in Modder Support
If the ID's on the client and server are different, you will have much bigger problems that your worry. -
oh, gotcha. That matches its behavior Is there a per dimension world-spawnpoint built in?
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[1.7.10] compileJava failed with 1 error and 1 warning [Unsolved]
delpi replied to larsgerrits's topic in ForgeGradle
add sourceCompatibility = 1.7 targetCompatibility = 1.7 after 'apply plugin' -
I don't want to drift off his topic. Only brought this up because it was relevant and I think this will work for him if used right (unlike what i'm doing). I'm going off memory, but I think it is world.getspawn. In 1.8 it returns a BlockPos. Also from memory, it goes into its WorldInfo to get the position. I've looked at a few times and been baffled as to why it doesn't work. It seems like it should be per dimension, but iterating through the worlds after setting it, seems to impact every dimension at the same time. I'll post the exact code later in a seperate post and let this one continue for just Mr Tea Cup
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I think what I typed mislead what I meant. Let me try an example. - normal dimensions -1,0,1 - Add other world groups every 5 starting up at 30, so 30,31,32 : 35,36,37, ect. The first being the overworld. When you get the world object reprsented by say dimension 35 and setspawn, it seems to be the spawn for every dimention. If I search for getspawn from all the other dimensions (say 0, 30, 40, ect), they all report the spawnpoint just set for 35. That is what I meant by what I said. If that is the intended impact, so be it, but it seems weird.
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I've had problems with this in the past. setspawn and get spawn seem to report the same position no matter what world you are in. Change it in one, and it changes it in another. Probably something I did wrong and there is another way to get to the goal, but I finally implemented my own teleporter class that looks at a different place for spawnpoints per world and I made it so all teleports use my method instead.
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That is another way to do it, but what I said is fine. Depending on what you are doing, there are advantages.
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It can't be the power of my PC. If it is, nobody could run minecraft. Did a search and only found some kid talking about turning off mob spawning to fix movement issues.
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Dang, so the mobs are going to keep doing that?
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don't do that. Lookup tutorials on creating a block with inventory and guihandler. just substitute the inventory from the block with inventory from the entity.
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Need help with PacketHandling for IExtendedEntityProperties[1.8]
delpi replied to ItsAMysteriousYT's topic in Modder Support
Yeh, I missed a few of your comments, didn't realize there was a 2nd page. -
Need help with PacketHandling for IExtendedEntityProperties[1.8]
delpi replied to ItsAMysteriousYT's topic in Modder Support
What do you think is going to happen. You are not writing anything to the packet or extracting anything from it. You are sending an empty packet. @Override public void fromBytes(ByteBuf buf) { } @Override public void toBytes(ByteBuf buf) { } I'm going to be honest, at this point I don't think you have done your homework and read any of the tutorials. Go do so if you want more help. -
Need help with PacketHandling for IExtendedEntityProperties[1.8]
delpi replied to ItsAMysteriousYT's topic in Modder Support
On your computer, open a program to interface the world wide web. Sometimes this is called Internet Explore, Chrome, or Mozilla, but go with your own preference. Find a search page. Google is nice. Perhaps Yahoo if you are old school. In the search window, type in 'Minecraft Forge Packet' or 'Minecraft Forge Packet Tutorial'. Read them. diesieben07 has a pretty good one out there thought it assumes you know things you might not. The others will fill in the gap. You could also go to the tutorial section of this forum and look. One you have put forth that level of effort, you will know what to do. If you struggle, post your code, and errors and ask for help. You could also search this forum for people talking about it. It is entirely possible that I have posted the exact answer to your question somewhere else. Lastly, "like how? How can I access the client?" What? your entire post here is about using a packet to go from the client to the server. You don't know how to go in reverse? -
Upgraded to 11.14.3.1450 last night. No change. Grrrr.. Going to try running it on a different PC and actually 'building' it and running it on my server for comparison.
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[Solved] [1.8] Could not find or load main class GradlewStart
delpi replied to delpi's topic in Modder Support
Thank you. I had been staring at it way to long to see the obvious.