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skullywag

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Everything posted by skullywag

  1. I worked it out, my folder structure was all wrong, couldnt get it to work on my laptop, tried my desktop and it worked but realised i had the build tools 1 level too deep. Switched to my lappy and did it again with the build tools 1 level up and it works now.
  2. edit 2 - actually does it with the latest version as well get this when launching from within eclipese Time: 28/06/14 16:10 Description: Initializing game java.lang.NullPointerException: Initializing game at com.google.common.base.Preconditions.checkNotNull(Preconditions.java:213) at com.google.common.base.Joiner.toString(Joiner.java:433) at com.google.common.base.Joiner.appendTo(Joiner.java:111) at com.google.common.base.Joiner.appendTo(Joiner.java:152) at com.google.common.base.Joiner.join(Joiner.java:193) at com.google.common.base.Joiner.join(Joiner.java:183) at cpw.mods.fml.common.ModMetadata.getAuthorList(ModMetadata.java:69) at cpw.mods.fml.common.FMLModContainer.getSharedModDescriptor(FMLModContainer.java:588) at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:259) at net.minecraft.client.Minecraft.startGame(Minecraft.java:532) at net.minecraft.client.Minecraft.run(Minecraft.java:941) at net.minecraft.client.main.Main.main(Main.java:164) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at net.minecraft.launchwrapper.Launch.launch(Launch.java:134) at net.minecraft.launchwrapper.Launch.main(Launch.java:28) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Stacktrace: at com.google.common.base.Preconditions.checkNotNull(Preconditions.java:213) at com.google.common.base.Joiner.toString(Joiner.java:433) at com.google.common.base.Joiner.appendTo(Joiner.java:111) at com.google.common.base.Joiner.appendTo(Joiner.java:152) at com.google.common.base.Joiner.join(Joiner.java:193) at com.google.common.base.Joiner.join(Joiner.java:183) at cpw.mods.fml.common.ModMetadata.getAuthorList(ModMetadata.java:69) at cpw.mods.fml.common.FMLModContainer.getSharedModDescriptor(FMLModContainer.java:588) at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:259) at net.minecraft.client.Minecraft.startGame(Minecraft.java:532) -- Initialization -- Details: Stacktrace: at net.minecraft.client.Minecraft.run(Minecraft.java:941) at net.minecraft.client.main.Main.main(Main.java:164) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at net.minecraft.launchwrapper.Launch.launch(Launch.java:134) at net.minecraft.launchwrapper.Launch.main(Launch.java:28) -- System Details -- Details: Minecraft Version: 1.7.10 Operating System: Windows 7 (amd64) version 6.1 Java Version: 1.7.0_60, Oracle Corporation Java VM Version: Java HotSpot 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 705525424 bytes (672 MB) / 1038876672 bytes (990 MB) up to 1038876672 bytes (990 MB) JVM Flags: 3 total; -Xincgc -Xmx1024M -Xms1024M AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0 FML: MCP v9.05 FML v7.10.1.1152 Minecraft Forge 10.13.0.1152 4 mods loaded, 4 mods active mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized FML{7.10.1.1152} [Forge Mod Loader] (forgeSrc-1.7.10-10.13.0.1152.jar) Unloaded->Constructed->Pre-initialized Forge{10.13.0.1152} [Minecraft Forge] (forgeSrc-1.7.10-10.13.0.1152.jar) Unloaded->Constructed->Pre-initialized SpawnCrystals{1.7.2-1.0} [spawn Crystals] (bin) Unloaded->Constructed->Pre-initialized Launched Version: 1.7 LWJGL: 2.9.1 OpenGL: Intel® HD Graphics 4400 GL version 4.0.0 - Build 9.18.10.3257, Intel GL Caps: Using GL 1.3 multitexturing. Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported. Anisotropic filtering is supported and maximum anisotropy is 16. Shaders are available because OpenGL 2.1 is supported. Is Modded: Definitely; Client brand changed to 'fml,forge' Type: Client (map_client.txt) Resource Packs: [] Current Language: ~~ERROR~~ NullPointerException: null Profiler Position: N/A (disabled) Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used Anisotropic Filtering: Off (1)
  3. ah probably should have posted that I already figured this out, its in breakBlock, but thanks for the reply. But o do have another problem related to this, my blocks change meta IDS on update so the blockBreak fires even though the block hasnt been "broken" how would I get around this...my initial question in OP still stands
  4. Hi all, If I want to check that a block of mine is being placed on top of a valid block and im building a list of these blocks and I want to include things like oreCopper, oreTin etc.. even if my mod doesnt implement these ores do I have to create a block and register it in the OreDict or can I add something else to the list that signifies oreCopper etc... for example: public static Object[] allowedBlocks = new Object[] {Block.oreCoal, Block.oreDiamond}; how would I add copper ore to that? or is there a better way of doing this?
  5. your issue is here: //ingot crafting recipe GameRegistry.addRecipe(new ItemStack(DMarble), new Object[] {" S ","SMS ", 'M', Marble, 'S', SIingot}); you have an extra space on the second line of the recipe. The log tells you this: at b.OOMOD.OOmain.Load(OOmain.java:223) = check line 223.
  6. Think it was a (not so) subtle hint, asking you to post your code so far.
  7. Hi all, Me again. One of those nights. So im trying to add some meta items to the drop array of a block using getBlockDropped, the issue is that I cannot get a the tile entity for said block inside this method which I need to do as it contains data i need to decide what item to drop, im guessing its called after the tile entity is removed however if i remove the block under my block (my block has a canStay method) it gets the TE and drops the right item. So for actual block breakage should I be doing this higher up the chain somewhere and if so where? just to confirm the process i want, my block when in meta 0,1,2 and 3 if destroyed will drop an item of metas 0-15 based on an NBT tag value on the TE. If its meta is 4 it drops a different item (with meta 0) so no problems there this works.
  8. Edit - ignore im being an idiot. The help text on this method is really wrong... ok so, is there an issue with really low level light, like using 10+ in setLightLevel when i place 4 blocks next to each other in a 2x2 the middle goes dark... edit - ok now its not....what the hell is going on with my lighting...
  9. yeah i got my numbers wrong, the post is correct. Straight returning the check as per above does not work i end up with no light emitted. So has anyone got meta block based lighting working when the block updates itself, i.e im not placing separate meta ID blocks, block 0 updates itself to block 1 updates to 2, 3 and finally4 where i want the light to be a different strength.
  10. Hi all, Im having issues with my blocks and lighting, the problem being that I have a block that as it grows using updateTick() it goes up through its meta blocks, so starts at meta 0 and goes up to 5. When its meta 0-4 the light value is 1 when it is meta 5 its light value is 2, ive done this via: public int getLightValue(IBlockAccess world, int x, int y, int z) { this.setLightValue(world.getBlockMetadata(x, y, z) == 4 ? 2 : 1); return lightValue[blockID]; } but when the block hits meta 5 I get a nasty shadow appear under the block and another side effect being that the light source for this block seems to move on me relogging.... and by that I mean I can break the block in the night and it still be lit up, I then need to place blocks around to find the source and kill it. (leftover TE?) what am I missing? Ill grab a pic if people need it.
  11. youre gonna need to add custom particle effects, check in net.minecraft.client.particle for how vanilla does it.
  12. haha I just read through your threads about this, ive got a feeling i might hit the same problem soon enough, im doing a sparkle effect on a crystal.... Cant work out where, granted im doing some fidly stuff with colours but not in anything to do with particles. Do I have to clear colours in the render engine to stop them being used in another area, like if made a te model pink and then rendered a particle white without clearing would I get pink particles? or are the renders seperate? edit - just put this in, problem went away. float colorIntensity = 1.0F; tess.setColorOpaque_F(this.particleRed * colorIntensity, this.particleGreen * colorIntensity, this.particleBlue * colorIntensity);//, 1.0F);
  13. Thanks guys I took a break from modding yesterday and came back to it today and it made sense, have now got it working to my satisfaction, however I am getting a strange problem, I havent specified colour or anything in my particle code yet the particle randomly ingame switches to a blue colour. Can rendering on the block/te affect particle rendering? it seems they switch from blue (wrong) to white (correct) at random intervals for a few seconds, ive hunted through my code but cant see why this is happening. Anyone come across a similar issue before?
  14. nope to cryptic for me sorry. Tried using it but cant work it out, I think going to need the players angle of view and then set it the opposite angle? ive had a few punts but to no avail. 1 more clue?
  15. Hi all, Title says it all, im having issues with my particles not facing me. Ive got custom ones ingame and all that jazz but they refuse to face me, heres my code can someone see what ive missed, im guessing I need some kind of rotation detection somewhere but cant picture where. My renderParticle public void renderParticle(Tessellator tess, float partialTicks, float par3, float par4, float par5, float par6, float par7) { Minecraft.getMinecraft().renderEngine.bindTexture(texture); glDepthMask(false); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glAlphaFunc(GL_GREATER, 0.003921569F); tess.setBrightness(240); float scale = 0.1F *particleScale; float x = (float)(prevPosX + (posX - prevPosX) * partialTicks - interpPosX); float y = (float)(prevPosY + (posY - prevPosY) * partialTicks - interpPosY); float z = (float)(prevPosZ + (posZ - prevPosZ) * partialTicks - interpPosZ); tess.addVertexWithUV(x - par3 * scale - par6 * scale, y - par4 * scale, z - par5 * scale - par7 * scale, 0, 0); tess.addVertexWithUV(x - par3 * scale + par6 * scale, y + par4 * scale, z - par5 * scale + par7 * scale, 1, 0); tess.addVertexWithUV(x + par3 * scale + par6 * scale, y + par4 * scale, z - par5 * scale + par7 * scale, 1, 1); tess.addVertexWithUV(x + par3 * scale - par6 * scale, y - par4 * scale, z - par5 * scale - par7 * scale, 0, 1); tess.draw(); glDisable(GL_BLEND); glDepthMask(true); glAlphaFunc(GL_GREATER, 0.1F); tess.startDrawingQuads(); } My block display ticking randomly public void randomDisplayTick(World par1World, int x, int y, int z, Random random) { float x1 = (float)x + 0.5F; float y1 = (float)y + random.nextFloat(); float z1 = (float)z + 0.5F; float f4 = random.nextFloat() * 0.6F - 0.3F; float f5 = random.nextFloat() * -0.6F - -0.3F; float f = 0.52F; float f1 = random.nextFloat() * 0.6F - 0.3F; Minecraft.getMinecraft().effectRenderer.addEffect(new EffectSparkleFX(par1World, (double)(x1 + f4), (double)(y1), (double)(z1 + f5))); } and while were on this subject, anyone know how to slow down the random display tick, seems a little quick, or shall I just stick a random in the random...
  16. strangely though changing the rotation on the model class itself doesnt seem to do anything, it seems locked at a certain facing and I cannot change it, that...cannot..be right. I must be seeing things, gonna test further.
  17. Thanks everyone, not only is it working perfectly now, but due to me now understanding how this all works now i tidied lots of code up and feel a lot happier about this. The block that is set uses 5 metas to render different stages of its model (it "grows" on update) so had to transfer the nbt "colour" to the new TE on update so it didnt lose its colour when it set the next block meta. other than that turns out this was pretty darnd simple. My only issue now is my models....techne seems to not like rotating things the right way, looks fine in techne, looks totally wrong in game. Dont suppose anyone knows why this is, seems to be an issue with the middleslider, I did find a post for help by who i can only assume is the maintainer of it: http://answers.unity3d.com/questions/375526/techne-y-rotation-bug-minecraft-modeling-program.html think this is the issue im having. Wonder if techne will ever get completed.
  18. ok its becoming clearer, let me set out what im doing: I have 16 meta items on an item ID, they use the getColorFromItemStack to set a colour to their icon based on a list of colours in the class(16 of them). In the onItemUse method once some checks have been passed it does a setBlock and sets a field on the TileEntity for this block to its metaID, the TileEntityRenderer grabs the metaID from the TE and converts it into a set of RGB colour floats (im probably doing this rather heavily but it works for now) it then uses glColor4f to set the colour to the block/te model when rendered. This all works fine I get coloured renders in world. The issue now is if i log off and back on, all my blocks are grey/white (the orginal texture colour before the gl pass), based on what youve said above should I be saving the colour in NBT as it will then survive past a restart. I that correct? and if so where is the best place to do the write to NBT. I have always set NBT like: NBTTagCompound nbt= tileEntity.getTagCompound(); nbt.setBoolean("something",(boolean)true); the issue I face is that the above doesnt seem to be posible from anywhere in the classes ive set out above, now this may be (and probably is) down to me screwing something up. Or am i finally going ot have to start working out the madness that is packets...
  19. Thanks guys, this was just a misunderstanding on my part of how I thought it worked (Java is not my main programming language in my day job), but a question does pop into my head after reading the above, granted I have access to the getter and setter for fields on the TE class so for this instance im good, but if i needed to how do i simply view whats currently in the NBT for the given entity, its something thats always bugged me and something ive not found anyone doing (probably because you wouldnt need it in the final code, debug only)
  20. Apologies for the vague title but couldnt fit it into one short sentence. Simply I need to get at the nbt of a tile entity created when onItemUse does a setBlock: public boolean onItemUse(ItemStack par1ItemStack, EntityPlayer par2EntityPlayer, World par3World, int par4, int par5, int par6, int par7, float par8, float par9, float par10) { if (par7 != 1) { return false; } else if (par2EntityPlayer.canPlayerEdit(par4, par5, par6, par7, par1ItemStack) && par2EntityPlayer.canPlayerEdit(par4, par5 + 1, par6, par7, par1ItemStack)) { int i1 = par3World.getBlockId(par4, par5, par6); Block soil = Block.blocksList[i1]; if (soil != null && soil == Block.cobblestoneMossy && soil.canBlockStay(par3World, par4, par5, par6) && par3World.isAirBlock(par4, par5 + 1, par6)) { par3World.setBlock(par4, par5 + 1, par6, this.blockType); --par1ItemStack.stackSize; TileEntity te = par3World.getBlockTileEntity(par4, par5+1, par6); return true; } else { return false; } } else { return false; } } You can see where I grab the tile entity in the above code but that "te" doesnt let me "getEntityData" or anything else to get the tag. Is this possible and if not how do i transfer data about the item being used to the block/te it creates? Am i again missing something plainly obvious.....(not having a good day for problem solving)
  21. So the method provided by Draco is almost perfect (i learned something new...I looked through the itemarmour class but for some reason this didnt jump out even though it has all the keywords...) the only issue is it seems no transparency, even though this isnt critical it would be nice. (the texture is at 90% transparency) Can I achieve it with this function or would I then need to go down the GL render route?
  22. Hate it when that happens..... but on a serious note, can you effect this at all, isnt it part of the player animation?
  23. define "Walks too much"? the speed of your rendered items movement should be exactly that of the arms movement speed, so I cant really picture how it could be moving too much. Like if you stand still the item should "sway" as steves arm does... edit - wait! we talking 1st person or 3rd?
  24. basically I have 16 meta items on 1 item ID, I want the 16 dye colours of vanilla minecraft applied to each of them but I dont want to make 16 textures (admittedly that would be easier, but I dont like doing things the easy way if you havent noticed). So I have 1 texture desaturated and I am passing the RGB to the Item renderer (ive confirmed this all works) my issue is simply how using GL do i "render" this and is using glColor4f correct for what im trying to do, from what ive read it seems to be. I believe grass and vines from vanilla do this with biome colours (the textures are grey) its just not obvious from those items how I can do it with custom items and IitemRenderer
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