Everything posted by dark2222
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how do i make a ID list in a text file and how do i make an other file to log in
I was talking about your intention of doing something on the client. The client can always be hacked, the server can't. Do as much as you can on the server. ok that's nice to now but i actually set this project on pause until i now a bit more java and forge coding so i am working on another mod and i have some problems with that (gui problems) and probably gonna make a post in modder support here for that soon (never added a GUI/tile entitiy/container before so having small problems) EDIT- never mind about that with making a new post found and fixed the problem
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how do i make a ID list in a text file and how do i make an other file to log in
It will still be a lot of data. And you shouldn't do stuff like that on the client, or your mod will be easily exploitable. how can a mod that only log player name, when it happen, where it happen(cord maybe also dim) and what got placed be exploitable? the only way i can see it as exploitable is that is tells the players cord for ops/admins
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how do i make a ID list in a text file and how do i make an other file to log in
a) if i made it universal cud i not then make the client sync with a ID List that the server have so instead of checking all blocks being placed the client will send a package when it place a block that match one of the ID's from the list? b) i searched a bit around before posting this and i found PlayerInteractEvent.Action.RIGHT_CLICK_BLOCK i may be able to detect it with that some way and i now there are is bukkit plugins that are far betta then i can quickly make but who said it shall be a quick and easy mod? not all mods works on bukkit (if they even do, don't now). and i wanna make a more advanced mods most bekos my last mod is alot basic stuff (just adding alot of stuff)
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how do i make a ID list in a text file and how do i make an other file to log in
what i want to do is make a mod that can say/log when a player place a specific block. i don't now else how to explain it more so i am gonna tell how i got the mod idea. I was in a teamspeak server one day and they had some tps/server lag and they found out that 2 quarry's what overflowing and the admin didn't now who's quarry's it was so i though that it cud be allot easier if he cud type a command and see who place it, where he placed it (cords), when he placed and what he placed. that's about it i don't now how else to say it
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how do i make a ID list in a text file and how do i make an other file to log in
You can't store information about a world in your config file as the config file is for general stuff like block ids. These don't change between worlds. But the quarry id is an information which is bound to the world, so you can't store it in the config (there is only ever ONE config file, not one per world). So you have to use the WorldSavedData class, which allows you to save additional arbitrary data to the world save. so with a WorldSavedData class can i make a ID List that is changeable for server host's and maybe ops using commands? EDIT- Sorry if i sound like a big noob never made a mod that did this before
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how do i make a ID list in a text file and how do i make an other file to log in
what do you mean? EDIT- i'm trying too make it server side and detect all block's placed with a specific ID
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how do i make a ID list in a text file and how do i make an other file to log in
thanks the config file works but do you now how i can make a ID list of in-game stuff that i don't add? example if i want to now when players place a quarry from buildcraft i want just to put the quarry ID in a file (maybe make a id list in the config file?)
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how do i make a ID list in a text file and how do i make an other file to log in
for the ID list? EDIT- sorry are new to config files EDIT- just tried add that code but i can't find event.getSuggestedConfigurationFile()
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how do i make a ID list in a text file and how do i make an other file to log in
my first question is how do i make a ID list in a text file players can go in and change? (adding or removing ID's) my second question is how do i make an other file my mod can write stuff in? (like the FML log) EDIT- maybe can a bit more info of my mod idea help. my mod idea is to have a server-side (or universal that depends on if im gonna need some client info) and what the mod is checking if any blocks placed match a ID list (that's where the first question come in) and if the block match it will write/log time, player name, what block, maybe cords.
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Disable my mod if it's not found on the server
if you not add items/blocks i think you can do it Client sidded and only make it change if it is a single player map
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1.6.2 Armor Multiplayer Issues
that's bekos it is proxys the commonproxy is the server proxy and the clientproxy is the client proxy if you look in the client proxy the same method is there and the client extends the commonproxy I seen that.But I just don't get it.So what you are saying is that for the server you do not need to register through the RenderRegistry but for the client you have too. And if this is the case, how is the method in the ClientProxy called?Is it because they are proxies, when you call a function in the CommonProxy it automatically calls the same function with the same arguments in the ClientProxy? I've got to look more into proxies, I haven't realized this was a proxy problem. And one more thing, I see that for each piece of armor you have a different name, so do I have to register a RenderRegistry value for every armor item I have? EDIT: Anyways, I did it the same as you and it worked.I understand how proxies work now.Thanks! yea the server side do not use any textures so i return 0 and when the method is called on commonproxy it will do the same in the client proxy where i then return the render register. glad that it works now (if you need more help feel free too pm me
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creative tab error out of eclipse [solved]
run reobfuscate_srg.bat some weird way i fixed it
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1.6.2 Armor Multiplayer Issues
that's bekos it is proxys the commonproxy is the server proxy and the clientproxy is the client proxy if you look in the client proxy the same method is there and the client extends the commonproxy
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1.6.2 Armor Multiplayer Issues
Thanks, I will look into it now! Edit: It's working finally!!! Thank you so much! Can you share the code with me?I have exactly the same problem but I can not seem to fix it.I am getting an error in my main mod class at this line: private static int renderingRegistry=RenderingRegistry.addNewArmourRendererPrefix("reinforcedarmor"); And when I register the armor I do it like this: reinforcedHelmet = new ReinforcedHelmet(reHelmet, ReinforcedArmorMaterial, renderingRegistry, 0) .setUnlocalizedName("reinforcedhelmet").setCreativeTab(CreativeTabs.tabCombat); reinforcedChest = new ReinforcedChest(reChest, ReinforcedArmorMaterial, renderingRegistry, 1) .setUnlocalizedName("reinforcedchest").setCreativeTab(CreativeTabs.tabCombat); However, I am not quite sure if this is how I am supposed to do it... feel free too look my mods github https://github.com/henrikse55/Item-Pack and btw it is not a int I looked at your mod but I could not find the exact declarations of your armor items and where you did the RenderingRegistry thing. And also, I checked out the RenderingRegistry.class, and the functions returns an int... /** * Add a new armour prefix to the RenderPlayer * * @param armor */ public static int addNewArmourRendererPrefix(String armor) { RenderBiped.bipedArmorFilenamePrefix = ObjectArrays.concat(RenderBiped.bipedArmorFilenamePrefix, armor); return RenderBiped.bipedArmorFilenamePrefix.length - 1; } EDIT: I managed to find where you are registering your armor, but instead of the RenderingRegistry, you just use a function that returns 0 for every armor item... i do not register the armors i just use a code that checks if it is helmet, chestplate,legs or boots here a small explanation of how it works public class ObsidianArmor extends ArmorCore{ private String texturePath = "armor:"; ----- this is the first part of the folder:texture_1.png private String type = "obsidian"; <---- this is a part of the texture file string public ObsidianArmor(int par1, EnumArmorMaterial par2EnumArmorMaterial, int par3, int par4) { super(par1, par2EnumArmorMaterial, par3, par4); this.setCreativeTab(CreativeTabs.tabCombat); this.setArmorType(type.toLowerCase(), par4); } private void setArmorType(String type, int par4){ <--- this code checks what armor it is switch (par4){ case 0: this.texturePath += type +"_1.png"; ------ break; case 1: this.texturePath += type +"_1.png"; ------- break; case 2: this.texturePath += type +"_2.png";------- break; case 3: this.texturePath += type +"_1.png";------- all this make the texturePath complete by putting _1.png or _2.png at the end break; } } public String getArmorTexture(ItemStack itemstack, Entity entity, int slot, int layer){ return this.texturePath; --- this use the texturePath and use it as the texture you will see when you equip the armor } hope this helped a bit more
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1.6.2 Armor Multiplayer Issues
Thanks, I will look into it now! Edit: It's working finally!!! Thank you so much! Can you share the code with me?I have exactly the same problem but I can not seem to fix it.I am getting an error in my main mod class at this line: int renderingRegistry=RenderingRegistry.addNewArmourRendererPrefix("reinforcedarmor"); And when I register the armor I do it like this: reinforcedHelmet = new ReinforcedHelmet(reHelmet, ReinforcedArmorMaterial, renderingRegistry, 0) .setUnlocalizedName("reinforcedhelmet").setCreativeTab(CreativeTabs.tabCombat); However, I am not quite sure if this is how I am supposed to do it... feel free too look my mods github https://github.com/henrikse55/Item-Pack and btw it is not a int
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creative tab error out of eclipse [solved]
i now this sound stupid but how do i do that? i am using the pahimar set up
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1.6.2 Armor Multiplayer Issues
Thanks, I will look into it now! Edit: It's working finally!!! Thank you so much! no problem glad too help
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1.6.2 Armor Multiplayer Issues
But the ModLoader.addArmor("emerdian"); function just calls the RenderRegistry.addNewArmourRenderingPrefix("emerdian"); function. Do you have any idea on have to get the armor working or do you know of any open source mods for 1.6 that adds armor? my mod is is for 1.6.2, feel free too look at my github. this link will send you too my armor class https://github.com/henrikse55/Item-Pack/blob/origin/IP_common/com/dark2222/itempack/armor/ObsidianArmor.java
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creative tab error out of eclipse [solved]
have you heard a word that is called relax?
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creative tab error out of eclipse [solved]
Exactly what I said. I can't see your code. Judging from the (incomplete) Log you might have forgotten to reobfuscate your mod. you can see at the github https://github.com/henrikse55/Logical-Armory-Mod and here is the complete log http://pastebin.com/ukFvGB4X
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creative tab error out of eclipse [solved]
what do you mean? like this? cpw.mods.fml.common.LoaderException: java.lang.NoSuchFieldError: tabMaterials at cpw.mods.fml.common.LoadController.transition(LoadController.java:149) at cpw.mods.fml.common.Loader.loadMods(Loader.java:522) at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:182) at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:470) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:796) at net.minecraft.client.main.Main.main(SourceFile:101) 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:57) at net.minecraft.launchwrapper.Launch.main(Launch.java:18) Caused by: java.lang.NoSuchFieldError: tabMaterials at simple_armors_mod.Armory.<init>(Armory.java:15) at simple_armors_mod.ArmorMod.load(ArmorMod.java:254) 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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:540) 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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296) at com.google.common.eventbus.EventBus.post(EventBus.java:267) at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194) at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174) 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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296) at com.google.common.eventbus.EventBus.post(EventBus.java:267) at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105) at cpw.mods.fml.common.Loader.loadMods(Loader.java:521) ... 10 more
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creative tab error out of eclipse [solved]
when i try too start minecraft client/server (after installing forge) it crashed when i install a mod i am helping with making SMP here's the code cpw.mods.fml.common.LoaderException: java.lang.NoSuchFieldError: tabMaterials at cpw.mods.fml.common.LoadController.transition(LoadController.java:149) at cpw.mods.fml.common.Loader.loadMods(Loader.java:522) at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:182) at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:470) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:796) at net.minecraft.client.main.Main.main(SourceFile:101) 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:57) at net.minecraft.launchwrapper.Launch.main(Launch.java:18) Caused by: java.lang.NoSuchFieldError: tabMaterials at simple_armors_mod.Armory.<init>(Armory.java:15) at simple_armors_mod.ArmorMod.load(ArmorMod.java:254) 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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:540) 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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296) at com.google.common.eventbus.EventBus.post(EventBus.java:267) at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194) at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174) 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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296) at com.google.common.eventbus.EventBus.post(EventBus.java:267) at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105) at cpw.mods.fml.common.Loader.loadMods(Loader.java:521) ... 10 more the fun part that i works completely in eclipse server and client side
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i am getting a wired error [solved]
just made a github too the mod (i am just helping with a persons mod) https://github.com/henrikse55/Logical-Armory-Mod
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i am getting a wired error [solved]
what code do you mean? (there are alot of file's and codes)
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i am getting a wired error [solved]
no one the client just lost connection and the server say player lost connection: disconnect.genericReason/disconnect.EndOfStream
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