Jump to content

Yuri6037

Members
  • Posts

    50
  • Joined

  • Last visited

Everything posted by Yuri6037

  1. @GotoLink Thanks for saying, that's realy helping so much... Don't be stupid, you know that if i'm asking here it's because i tried many many things : - Trying on 32bit Windows XP : same problem - Trying on 64 bits Windows 7 : same problem - Trying on Linux 64bits : same problem All my computers (the windows server 2008 edition too) failed all to install Forge by gradlew 1.7.2 ! All these computers was running Java JDK and JRE 1.6 ! I've tried with all my computers... It only rest to try on Mac. Anyway, i advanced a little on the problem : My friend with the optical fibre and a very very laggy PC seams to run your gradlew without any problem... So it seams like your programm need optical fibre or good connection to work properly ; in effect in my friend computers more files is downloaded than on my... Strange because i never had any issue with Multiplayer games (only S4League who is throwing you failed connect to the relay server) ; I have 8mb/s Download and 1mb/s Upload !
  2. **Code Removed by Yuri6037** REASON : Dimension problem solved... Note : All codes that i'm posting will dissapear like this one ; in effect StoneLineMod sources, textures and sounds are property of StoneLine Developpement Team. Like SLDevTeam rule say, never any projects will be opensource, all projects are obfuscated and contains codes to block deobfuscation. If someone decompile the mod it will be reported to me, and this person will no longer have access to any Server that uses official StoneLineMod ; in plus this person will be permanently banned from any server that Yuri6037 owns... So never try to decompile my codes or you will get in all my future game servers : The Ban Hammer Has Spoken !
  3. Thanks for help about trees, i will get rid by creating a structure gen... Did you find something about the portal creation problem ? Well, if i try to fire with my custom igniter the snow portal, world.setBlock is seams to not work with placing special blocks on snow... Have you find something to get rid of this ?
  4. I'm making a new dimension in plus of the stoneline dimension ! This new dimension uses the id -2. I've made the chunk provider looks like an overworld with only snow blocks and ice blocks... There are severals problems : - First no trees are spawning - Second with forcing tree spawning, the tree looks like vanilla ; they need to be in ice not in wood and leaves ! - Third some lava generates in the bassement (like in vanilla) ; this needs to be ice and not air or lava ! - Fourth monsters are still spawning at night when i difine that they aren't allowed in the world provider - Fifth the teleporter does not creates properly : it seams that when you try to generate a portal block on a snow block it makes portals blocks to dissapear ! - Sx'th is there any way to force snowing all the time (actually it snowing randomly, like in vanilla snow biome) ? My codes (yes i know there are a lot of !) The Chunk provider : --PRIVATE-- The World provider : --PRIVATE-- The Teleporter classes (two) : --PRIVATE-- --PRIVATE-- The biome now : --PRIVATE-- The portal block --PRIVATE-- The custom fire blocks used by the costom igniter for both dimensions : --PRIVATE-- These codes have been made a long time ago using Minecraft Beta... So with the new versions i've putted codes over others, coppied codes from tutorials, because dimension system has completely changed and i no longer understand how the new dimension management is working... Also codes may creates lags or may not be optimized... In the all mod, dimensions are the only thing i've not succeed to optimized and understand ; i realy don't understand the new Minecraft dimension system ! Thanks by advance, Yuri6037
  5. So you can provide a good api for advanced developper but you can't provide a good installer ?
  6. Here too ! Nobody knows why it is happening !
  7. I know about mods ! I just tell that in my side i have many many problem with this multiplayer in singleplayer !
  8. With forcing IntelliJ to launch the client, i got a super stack trace : [10:50:10] [main/INFO]: Loading tweak class name cpw.mods.fml.common.launcher.FMLTweaker [10:50:10] [main/ERROR]: Unable to launch java.lang.ClassNotFoundException: cpw.mods.fml.common.launcher.FMLTweaker at java.net.URLClassLoader$1.run(URLClassLoader.java:202) ~[?:1.6.0_45] at java.security.AccessController.doPrivileged(Native Method) ~[?:1.6.0_45] at java.net.URLClassLoader.findClass(URLClassLoader.java:190) ~[?:1.6.0_45] at java.lang.ClassLoader.loadClass(ClassLoader.java:306) ~[?:1.6.0_45] at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:301) ~[?:1.6.0_45] at java.lang.ClassLoader.loadClass(ClassLoader.java:247) ~[?:1.6.0_45] at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:104) ~[launchwrapper-1.9.jar:?] at java.lang.ClassLoader.loadClass(ClassLoader.java:306) ~[?:1.6.0_45] at java.lang.ClassLoader.loadClass(ClassLoader.java:247) ~[?:1.6.0_45] at java.lang.Class.forName0(Native Method) ~[?:1.6.0_45] at java.lang.Class.forName(Class.java:249) ~[?:1.6.0_45] at net.minecraft.launchwrapper.Launch.launch(Launch.java:97) [launchwrapper-1.9.jar:?] at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.9.jar:?] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.6.0_45] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) ~[?:1.6.0_45] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) ~[?:1.6.0_45] at java.lang.reflect.Method.invoke(Method.java:597) ~[?:1.6.0_45] at com.intellij.rt.execution.application.AppMain.main(AppMain.java:120) [idea_rt.jar:?] Is that normal ?
  9. Uh ! So it sounds like it's a bug in the Minecraft game itself... Thanks, Jeb, again thanks. Jeb, you succeed to make an ultra laggy game, ultra bugged game and crashing game and in plus you succeed to make a problem in your Entity interface ! Good, very good... @Draco18s After Notch cancelled the game, when the next version with Jeb comes up (Minecraft 1.3), i began to have almost a problem in all parts of the game... The last error i get is just Java heap space crash ! I just have 8 Gb of RAM, so Minecraft is taking more than 8Gb not possible, it's surely a problem in their side ! In plus every time (from the 1.3) i click on the connect to server button i get crash for 10 seconds and after i get the login screen ! In all cases almost of my problems begans when stupid Mojang put Multiplayer in Siglplayer (or the internal server) without this internal server i get not any bug, but when using it i get all the time a bug or a crash ! I can have a good PC, a PC that runs perfectly almost games, but only this game is not running perfectly ! But What the hell is that internal server ? Why this thing is creating so much problems ? Why they implemented that stupid thing ?
  10. Big problem ! I tried what you said, the project has been created. When oppenned it in IntelliJIDEA 13.0, i get : - Unresolvable import : "net.minecraft.init.Blocks" - Unresolvable import : "cpw.mods.fml.common.Mod" - Unresolvable import : "cpw.mods.fml.common.Mod.EventHandler" - Unresolvable import : "cpw.cpw.mods.fml.common.event.FMLInitializationEvent" And the other problem is that i have only one class in my src ! I give you the code of this only class... ExampleMod package com.example.examplemod; import net.minecraft.init.Blocks; import cpw.mods.fml.common.Mod; import cpw.mods.fml.common.Mod.EventHandler; import cpw.mods.fml.common.event.FMLInitializationEvent; @Mod(modid = ExampleMod.MODID, version = ExampleMod.VERSION) public class ExampleMod { public static final String MODID = "examplemod"; public static final String VERSION = "1.0"; @EventHandler public void init(FMLInitializationEvent event) { // some example code System.out.println("DIRT BLOCK >> "+Blocks.dirt.func_149739_a()); } } Yuri6037
  11. Solved ! My game was blocking it's FPS to 10 ! So LOL ! Now the 1.7.2 runs perfectly ! I'm downloading the new Forge 1.7.2 ; MCPC+ has in plus updated too ! Only problems : inventory has rendering bugs in this version, no one of my mods has updated... About StoneLineMod updating, that will be very very very long : More than 1000 lines of code to change because of obfuscated methods&fields, no longer Item.**.itemID and no longer Block.**.blockID !
  12. That's looks like a bump, because it's a bump...
  13. Nobody can help ? Can you confirm me that it's a bug with the game itself ? Do you need more code ? I have the container, block and GUI classes if you want ; I already posted the decompiling core (tile entity)... And if you know, CJB mods for old Minecraft 1.2.5, was adding a block acting like this one that I would like to make... Please help...
  14. I've advanced a little on the bug : It seam to be a bug in the Minecraft entity spawn/despawn system... I have tried to spawn each items after some seconds between the spawns, that not work... But if you place some Hoppers next to the block (for items to enter directly into hopper), all works fine ; there's no longer fake items or direct dispawns. But the bug is only coming if the player is next to the block !
  15. WTF !? I have solved all the fake itemsbugs ! So YAY ! Now i get a realy strange problem : The decompiler decompile only if no players are standing next to the block, i explain : - Jump over the block and stay on ; - Put some wood planks to decompile and get your logs back - WTF !? Items are spawning and right after they dispawned ! This bug will reproduce until you restart the game ! So if you stay next to the block you will never get the decompiled items and this bug will rest until you restart game... Do you have an idea ? Yuri6037
  16. if i use the !worldobj.isRemote, all the system is running into problems : All spawned items are not spawning or are fake items...
  17. Hi there, I'm trying to make an item decompiler that will decompile by report to a crafting result, but this is extremely buggy, in plus some dropped items are fake, or are not dropped at all, and enougn sometimes it dropes more than nessessary... Here is my TileEntity code (this class is handling the whole dropping and crafting recipe search system) : package fr.stoneline.tileentity; import net.minecraft.entity.item.EntityItem; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.inventory.IInventory; import net.minecraft.item.ItemStack; import net.minecraft.item.crafting.CraftingManager; import net.minecraft.item.crafting.ShapedRecipes; import net.minecraft.tileentity.TileEntity; import java.util.ArrayList; import java.util.List; public class TileEntityItemDecompiler extends TileEntity implements IInventory{ private ItemStack theSlot; public TileEntityItemDecompiler(){ theSlot = null; } public int getSizeInventory() { return 1; } public ItemStack getStackInSlot(int i) { return theSlot; } public ItemStack decrStackSize(int i, int j) { ItemStack var = theSlot; if (theSlot == null){ return null; } if (theSlot.stackSize <= j){ theSlot = null; } else { theSlot.stackSize -= j; } return var; } public void updateEntity(){ if (theSlot != null){ CraftingManager manager = CraftingManager.getInstance(); List content = manager.getRecipeList(); List<ShapedRecipes> var2 = new ArrayList<ShapedRecipes>(); for (int i = 0 ; i < content.size() ; i++){ if (content.get(i) instanceof ShapedRecipes){ var2.add((ShapedRecipes) content.get(i)); } } ShapedRecipes recipe = getKeyFromValue(theSlot, var2); if (recipe != null){ ItemStack[] var = recipe.recipeItems; for (ItemStack itemStack : var){ System.out.println(itemStack); if (itemStack != null){ EntityItem item = new EntityItem(worldObj, xCoord + 0.5, yCoord + 1, zCoord + 0.5, itemStack); worldObj.spawnEntityInWorld(item); decrStackSize(0, recipe.getRecipeOutput().stackSize); } } } } } private ShapedRecipes getKeyFromValue(ItemStack itemToCheck, List<ShapedRecipes> content){ for (ShapedRecipes recipe : content){ ItemStack var = recipe.getRecipeOutput(); if (itemToCheck.stackSize >= var.stackSize && itemToCheck.itemID == var.itemID && itemToCheck.getItemDamage() == var.getItemDamage()){ return recipe; } } return null; } public ItemStack getStackInSlotOnClosing(int i) { return theSlot; } public void setInventorySlotContents(int i, ItemStack itemstack) { theSlot = itemstack; } public String getInvName() { return "Item Decompiler"; } public boolean isInvNameLocalized() { return false; } public int getInventoryStackLimit() { return 64; } public boolean isUseableByPlayer(EntityPlayer entityplayer) { return worldObj.getBlockTileEntity(xCoord, yCoord, zCoord) == this && entityplayer.getDistanceSq(xCoord + 0.5, yCoord + 0.5, zCoord + 0.5) < 64; } public void openChest() {} public void closeChest() {} public boolean isItemValidForSlot(int i, ItemStack itemstack) { return false; } } About the inventory itself, it's completely working, that's only when it tries to decompile that problems are begening... Can you tell me why entities are so buggy and why sometimes it dropes not the correct items ? Yuri6037
  18. No longer need help with that ! I just used the render player API again, that's all ! This is now working : -Singleplayer -Multiplayer LAN -Multiplayer MCPC+ Server -Multiplayer Minecraft Forge Server ! No mods breaks the StoneLineMod ! In plus Smart moving is completely working with the sit system of StoneLine ! As long as I know the only mod that breaks is The Aether 2 ! Strangely SG-Craft is not crashing when make a Stargate in the StoneLine Dimension (and you can use it without crash)... The only thing that is buggy is some plugins : - Multiverse is simply ignoring the StoneLine Dimension Generator... - WorldEdit does not reconize any mod Id... - Essantials + /spawnmob herobrine only throw a good huge stack trace... - NoCheat seams to not be friend with the jump boost... Same with the speed boost... - NoCheat loves so much the sitsit ability of the player : it is banning the poor sitting player for noclip hack, so lol ! - Multiverse inventories not reconize the StoneLine Extended Player Inventory... - Lockette and LWC seams both hating the StoneLine Roleplay Engine (Secured door with Lockette or LWC throw a class cast exception it tries to cast the Roleplay engine with a chest)... But WorldGuard seams to love protecting the StoneLineMod containers (no problems !), so yay !
  19. I already have java 7... In plus the 64 bits version !
  20. @Ernio : The sitting system is using a plan that i've done : - Client send packet for sit key pressed - Server recieve data and set the extended player is sitting boolean to true (extended player is an extention of the player) - For every tick on server, if the current parsing extended player is sitting, then server is sending to client an update for forcing Minecraft client to be in sitting mode - The at least a class that is binded by Render Player API will check all extended players and render the player as sitting if nessessary. This plan is like that because in old StoneLine, players was able to sit down like they want in multiplayer, so i needed to find a way doing the same in Minecraft Forge 1.6.4 ! Don't think it's heavy, because i already tested that on Pentium 4 (yay a big shit i know), and it runs perfectly, the only problem is that it's lagging if make far render distance... About your code (Entity.height), well, i already tried that and not working it change nothing on the player ! @Draco18s : Well i'm sorry for your last post but i did not understand your two last italic sentences : If it is, what the fuck do you mean by that? If it isn't it sure looks like it to me! Maybe it's english humour... And sorry if my english is bad, because, well, I'm not English or American, but I'm French... And if came here, that's because i'm so loving your language, i found that it's the most cool language i've ever learned... In plus i love Developpement too ; i already made a 2D game using LWJGL OpenGL ! Yuri6037
  21. I told you that i have no codes about the player height ! Here is the code to render the player as sitting : I'm using the Render Player API : public void afterRender(Entity var1, float var2, float var3, float var4, float var5, float var6, float var7) { if (var1 instanceof EntityPlayer){ EntityExtendedPlayer extendedPlayer = EntityExtendedPlayer.get((EntityPlayer)var1); if (extendedPlayer.isSitting){ modelPlayer.onGround = 0.99999F; //GL11.glScalef(0.7F, 0.7F, 0.7F); modelPlayer.bipedRightArm.rotateAngleX += -((float)Math.PI / 5F); modelPlayer.bipedLeftArm.rotateAngleX += -((float)Math.PI / 5F); modelPlayer.bipedRightLeg.rotateAngleX = -((float)Math.PI * 2.5F / 5F); modelPlayer.bipedLeftLeg.rotateAngleX = -((float)Math.PI * 2.5F / 5F); modelPlayer.bipedRightLeg.rotateAngleY = ((float)Math.PI / 10F); modelPlayer.bipedLeftLeg.rotateAngleY = -((float)Math.PI / 10F); } } } public void afterSetRotationAngles(float var1, float var2, float var3, float var4, float var5, float var6, Entity var7) { if (var7 instanceof EntityPlayer){ EntityExtendedPlayer extendedPlayer = EntityExtendedPlayer.get((EntityPlayer)var7); if (extendedPlayer.isSitting){ modelPlayer.onGround = 0.99999F; //GL11.glScalef(0.7F, 0.7F, 0.7F); modelPlayer.bipedRightArm.rotateAngleX += -((float)Math.PI / 5F); modelPlayer.bipedLeftArm.rotateAngleX += -((float)Math.PI / 5F); modelPlayer.bipedRightLeg.rotateAngleX = -((float)Math.PI * 2.5F / 5F); modelPlayer.bipedLeftLeg.rotateAngleX = -((float)Math.PI * 2.5F / 5F); modelPlayer.bipedRightLeg.rotateAngleY = ((float)Math.PI / 10F); modelPlayer.bipedLeftLeg.rotateAngleY = -((float)Math.PI / 10F); } } } This code is in my ModelExtendedPlayer wich extends the ModelPlayerBase from Render Player API ! These two functions are forcing Minecraft to rotate player's legs to make the player sitting ! But like you can see in the photo the player is on the air... This code only rotate the player's members, but not rotate the colision bounding boxes ! The problem is that player colision bounding boxes are same as if the player is standing up ; i need the colision bounding boxes to be scaled by report to my rendering code... Can you do that ?
  22. How can i give you some codes if i haven't ! I'm asking if you know a way for changing the player's height ! I have no codes about that ; i'm searching for a code to do that !
  23. I can't post code, but i can post you the image that show you the bug : In this screen you can see that the player is sitting in air !
  24. @BigDaveNz : Thank you ; your answer great place is tutorials ! But I can't play Minecraft 1.7.2 in Multiplayer : when access to multiplayer screen i get : - Minecraft client freeze for about 30 seconds - Windows tell me : Java has stopped working, windows is searching a solution to the problem... - After i have 2 options : click cancel or wait - If cancel, all is closing (the JVM too) - Wait is doing nothing : the client continue to display the loading cursor of windows, and the only way to close Minecraft is to destroy the process ! In plus i have many many problems with Minecraft : - Sometimes no login to servers it gives a connection timed out about the login servers - Sometimes Minecraft unrenders the world (yes you can say WTF ?!) - Sometimes login to a server cause the game to freeze for 10 seconds and after it joins the server - Minecraft 1.7.2 crash on multiplayer screen - In some adventure maps, got crash and launcher tell me that Minecraft has generated a NullPointerException - When you press the forward key, it mouve forward, but if you unpress sometimes the player don't stop going forward - With Fraps now, Minecraft is blocking FPS at 60 ! All these bugs and problems had all comes up when i downloaded Minecraft 1.3 for the first time ! In 1.2.5 (or lower) no problems ; problems had began from the 1.3 of Minecraft ! I already tried to correct that, but i could not find any ways solving these isues ! For info that can't be my computer : - Intel Core i7 3.7 Ghz - 8 Gb RAM - GTX 650 TI DirectCU 2 2Gb - 4 hard disks (2 SATA and 2 IDE) - 2 DVD ROM burner (1 SATA and 1 IDE) - 1 750Mb ZIP drive (IDE, working correctly in Win 7) - ASUS Motherboard Computer compenents are not original (it was an empty computer tower)... And Microsoft Windows 7 Ultimate 64 bits activated and legal (not cracked) ! Minecraft and Steam are not cracked too ! Thanks, Yuri6037
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.