Noppes
Forge Modder-
Posts
83 -
Joined
-
Last visited
-
Days Won
1
Everything posted by Noppes
-
1) gradlew build crashes when trying to generate the sources.jar when you have your own classes in the net.minecraft package. crash log: http://pastebin.com/i4Sjy6X0 Im not sure if it's discouraged to do this. I generally only do this to call protected methods. 2) In LayerArmorBase.renderLayer it is calling minecrafts getArmorResource and not forges one, which breaks custom armors. (it is calling the correct one for the overlay texture) Using forge: 1608
-
That works, thanks for the info
-
Yea but they are disappearing when I register them by the same name.
-
AnimalBikes and CustomNPCs are both mine and Im not going to switch as long as it makes existing entities dissapear. Is there a way to convert existing entities?
-
I have a couple of Blocks with TileEntitySpecialRenderers and I've been trying to make them render properly when you hold them in your hand. All I got though were chests rendering instead. Turns out you can't because the TileEntityItemStackRenderer which renders special blocks in your hand, renders the chest if it doesnt know the block. The only way I could fix this is by overwriting the TileEntityItemStackRenderer.instance, but that would conflict with other mods if they do that too.
-
Seems fair. In that case you can probably drop the RenderLivingEvent too. I would like to request to keep atleast one Pre render event. Preferably after mainModel.setRotationAngles is called and before renderModel is called. To be able to make changes to model rotations for animations etc and to be able to hide/change existing model parts without having to swap out the entire model. Thanks for the quick response.
-
Looks like none of the RenderPlayerEvents are being called anymore. Is that intended? Should we be using the RenderLivingEvent instead?
-
Item Scrambling across different worlds
Noppes replied to Regina1997's topic in Support & Bug Reports
Ah in that case Ill probably not add a fix for 1.7 as the fix becomes pointless in 1.8. Actually Ive been saving it like this since 1.7.3 beta kinda ironic it finally semi-broke in 1.7 ^^ Anyway thanks for the info. -
Item Scrambling across different worlds
Noppes replied to Regina1997's topic in Support & Bug Reports
No, of course not. Every inventory saves ItemStacks that way. Only when you start saving data to files that may be shared across worlds you need to either write the current ID-Map with the file or use textual IDs. Ugh this is such a stupid issue why dont they just save the itemsname when writing the nbt and when loading check if it has the name and than use the name otherwise the id. Oh well it's an easy fix. Thanks for the help was not aware of world id maps -
Item Scrambling across different worlds
Noppes replied to Regina1997's topic in Support & Bug Reports
All I do is save the ItemStacks NBT data use minecraft default methods aka CompressedStreamTools and ItemStack.loadItemStackFromNBT. Is that considered wrong? -
The 1.8 changelog says 3 things that might affect my mods: - Cleanup GUI rendering - Changed Entity, now unique by UUID - Rewrote the inventory system I hope the inventory rewrite and the gui cleanup arent too big. The entity UUID, do they mean the one we register it with or all the different spawned entities ingame? Don't think the blockrendering and new blockmetadata should give many problems as long as the old way of doing it is still supported. Anyway have fun at the con Lex and take your time, dont stress too much. You gonna cosplay as something?
-
The bug has been fixed in the latest version of forge. Thanks Lex
-
Honestly Im also unable to replicate it. I just know that some older maps have problems with it For example this map: http://www.mediafire.com/?jf7q4mzl6yapw86
-
The bed bug is indeed minor and is a vanilla bug. Doors and other blocks dissapearing is not that minor is it? Sure it happens to old worlds but still. That is defenitely not a vanilla bug as when I load the world with vanilla minecraft the doors are there, but with just forge no mods installed they dissapear. Sure that my blocks, items and entities dissapear thats normal, but vanilla blocks isnt.
-
Im not sure that bed bug is a forge problem could you check in vanilla 1.7.2 minecraft if your map has the same problem with beds?
-
Ive not really been able to replicate the bug myself, but it seems to happen with older worlds. For example this map: http://www.minecraftforum.net/topic/1921671-152-advrpgsurvwip-tes-vi-valenwood-requires-custom-npcs-mod/ Its made with my mod for 1.5.2, but when its opened in 1.7.2 with or without my mod multiple blocks seem to have dissapeared. Log file: https://www.mediafire.com/?cx54mo4758uu95f
-
Still happening on the latest (1034)
-
When trying to join a world I often, but not always, get this error: It repeats 4 times ChannelRegistrationHandler exception, FMLIndexedMessageCodec exception, HandshakeMessageHandler exception, NetworkDispatcher exception Trying to join the world again afterwards lets me join the world normally. If I had to guess it probably has something todo with the NetworkRegistry.INSTANCE.newEventDrivenChannel
-
[1.7.2]Sending a packet to the server with the new netty system
Noppes replied to Miclebrick's topic in Modder Support
There is an easier way to do networking. Ive made a simple example mod https://dl.dropboxusercontent.com/u/3096920/NetworkExampleMod.zip -
to 4. Run eclipse -data forgedir\eclipse That seems to fix my workspace. Whenever I run gradlew build it still gives the errors though
-
[1.7.2]Sending a packet to the server with the new netty system
Noppes replied to Miclebrick's topic in Modder Support
How does one send the packet then? In my code above, I'm writing: ByteBuf data = buffer(4); data.writeInt(42); C17PacketCustomPayload packet = new C17PacketCustomPayload("NetworkExample", data); EntityClientPlayerMP player = (EntityClientPlayerMP)updateEvent.entityLiving; player.sendQueue.func_147297_a(packet); Would I just change the packet class to ServerCustomPacketEvent when sending from client to server? It looks like you send them using the FMLEventChannel event and with FMLProxyPacket. Though Im very much unsure if this is the correct way of doing it. Im currently getting an error when I call newEventDrivenChannel: cpw.mods.fml.common.network.NetworkEventFiringHandler is not a @Sharable handler, so can't be added or removed multiple times. Not sure how Im supposed to be calling it edit: I found cpws examples, but those give errors when I try to register my handler https://github.com/MinecraftForge/FML/commit/9cab2ab36e7981c847e3e9ae8c3fbbb36531ba6d -
[1.7.2]Sending a packet to the server with the new netty system
Noppes replied to Miclebrick's topic in Modder Support
Not that difficult to find [embed=425,349] FMLEventChannel event = NetworkRegistry.INSTANCE.newEventDrivenChannel("YourChannelName"); event.register(new YourPacketHandler()); [/embed] Then in your packet handler you have two functions [embed=425,349] @SubscribeEvent public void onServerPacket(ServerCustomPacketEvent event) { } @SubscribeEvent public void onClientPacket(ClientCustomPacketEvent event) { } [/embed] -
[1.7.2]Sending a packet to the server with the new netty system
Noppes replied to Miclebrick's topic in Modder Support
Taken from build 999s changelog: Add in a simple(ish) event driven network handling system. Register using newEventDrivenChannel and you'll get a simple network handler that will fire events at the subscriber(s) of your choice, whenever a packet is received. You'll also get some convenience methods for sending to things. It looks like cpw is working on making it easier. -
An open mods folder button in the Mods GUI. Would make it easier for people to install mods, as they cant being in the wrong folder than and you dont have to explain how to get to the .minecraft folder.
-
People who use forge #611, dont get get this crash and people with the newest version do. Players can equip armor to my npcs and I was using ForgeHooksClient.getArmorTexture to get the texture location. I guess the function changed and now its not backwards compatible anymore? Could perhaps the old function be readded only depricated and be removed at a mayor forge update? java.lang.NoSuchMethodError: net.minecraftforge.client.ForgeHooksClient.getArmorTexture(Lnet/minecraft/item/ItemStack;Ljava/lang/String;)Ljava/lang/String; at noppes.npcs.entity.renderer.RenderNPCHumanMale.setArmorModel(RenderNPCHumanMale.java:65) at noppes.npcs.entity.renderer.RenderNPCHumanMale.func_77032_a(RenderNPCHumanMale.java:363) at net.minecraft.client.renderer.entity.RenderLiving.func_77031_a(SourceFile:84) at noppes.npcs.entity.renderer.RenderNPCInterface.func_77031_a(RenderNPCInterface.java:200) at noppes.npcs.entity.renderer.RenderNPCHumanMale.renderPlayer(RenderNPCHumanMale.java:142) at noppes.npcs.entity.renderer.RenderNPCHumanMale.func_76986_a(RenderNPCHumanMale.java:380) at net.minecraft.client.renderer.entity.RenderManager.func_78719_a(RenderManager.java:310) at net.minecraft.client.renderer.entity.RenderManager.func_78720_a(RenderManager.java:279) at net.minecraft.client.renderer.RenderGlobal.func_72713_a(RenderGlobal.java:508) at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1150) at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:991) at net.minecraft.src.EntityRendererProxy.func_78480_b(EntityRendererProxy.java:36) at weather.EntityRendererProxyWeatherMini.func_78480_b(EntityRendererProxyWeatherMini.java:50) at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:867) at net.minecraft.client.Minecraft.run(Minecraft.java:756) at java.lang.Thread.run(Unknown Source)