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Everything posted by Two

  1. The error occurred again yesterday, and I can now say for sure that it is a re-obfuscation failure. I had just finished an update, did clean & build, tested the result in the IDE (non-obfuscated) and everything was working fine. So I copied the lib from that build to a real MC environment and it failed with the rock issue. I hit clean & build again, copied the lib again and then everything was working fine.
  2. I had this issue starting with at least Forge version 1277 and I still have the issue with 1481. You can find my mods here: https://github.com/twothe/ Affected are all mods that somehow use stone/rock as written above. I could not yet find any pattern to this, it seems to happen just randomly and does not seem to be associated to my code.
  3. I am not sure if there is even any other way. So yes: I am using the standard gradle tasks like clean and build.
  4. Whenever I have a block in my mod that uses Blocks.stone or Materials.rock reobfuscation completely randomly fails sometimes. That is: the code works, then (without any change) I do a re-compile, and the game crashes with Then I recompile the exact same code-base (without any changes) and the crash is gone. I have not seen this happen with anything but Materials.rock / Blocks.stone. This is really annoying when you do a quick recompile to change something like version number after extensive testing, upload the mod just to realize that it is crashing because of this.
  5. I managed to find your topic: http://www.minecraftforge.net/forum/index.php/topic,20135.0.html After some more fiddling with the way Minecraft handles worlds, I realized that the TileEntity (probably) needs to be requested as follows: - On the server: DimensionManager.getWorld(message.dimensionID) - On the client: Minecraft.getMinecraft().theWorld (not sure about this one) The client often re-creates the world around the player, i.E. if he dies, which will cause the tile entity to be re-created as well, which however - to complicate things further - is NOT the tile that is ac
  6. Ok, I will have a look at them. Thank you.
  7. From the corresponding block to the tile entity code above: @Override public boolean onBlockActivated(final World world, final int x, final int y, final int z, final EntityPlayer player, final int side, final float hitX, final float hitY, final float hitZ) { if (world.isRemote == false) { final TileEntity tileEntity = world.getTileEntity(x, y, z); if (tileEntityClass.isInstance(tileEntity)) { tileEntityClass.cast(tileEntity).giveItemsToPlayer(player); } else { FMLLog.severe("Grave TileEntity expected %s, but found %s", tileEntityClass.getName(), t
  8. The code that adds the items. Log output tells me that all items are properly added on the server: public void giveItemsToPlayer(final EntityPlayer player) { int count = GravesAssets.itemsPerSecond >= 0 ? GravesAssets.itemsPerSecond / TICKS_PER_SECOND : Integer.MAX_VALUE; FMLLog.info("Giving %d of %d items back to %s...", count, this.inventoryContent.size(), player.getDisplayName()); if (count == 0) { return; } InventoryContent content; final Deque<InventoryContent> notAdded = new LinkedList<InventoryContent>(); while ((count-- > 0) &
  9. That is what I am doing. The client inventory however stays empty until relogging, then the items magically appear.
  10. I am currently trying to write a mod that sets items to specific player inventory slots (like armor) without using any containers or similar. I got that working so far using player.inventory.setInventorySlotContents(...), however the items are only visible after relogging, which tells me that I am missing something to synchronize that change to the player. How do I properly synchronize a batch change to the player's inventory?
  11. In theory - that's as far as I could figure out - there needs to be a log4j.xml file somewhere, in which some handler needs to be reconfigured in some way to output trace/debug log entries on the IDE console. Italic font parts are those I wasn't able to figure out yet.
  12. The benefit of not doing that is that you can leave important debug output inside the code, but have it hidden in release mode until you need it. System.out will just pollute the output.
  13. I've been searching through the logging configuration for a while but can't seem to figure out how to get the trace/debug output of my mod to log on the console output (what you see when hitting 'run' in your IDE). I can see that the stuff is logged properly to the file, just not to my console. Any help would be appreciated.
  14. I got a fast PC with a fast SSD and it still feels like it takes ages to start Minecraft with Forge and a few mods.
  15. You're not sure if you can trust an official file used by thousands of people, but you do trust random people form the Internet? My advice: get a virus scanner. If you have no clue which one, try this one.
  16. Took a little more try and error, but finally I got it. For future reference, this is how you load any texture from a given block IIcon (use block.getIcon to get that icon): /* Returns the pixel data of the texture described by icon in ARGB format */ static int[] loadTexture(final IIcon icon) { try { final ResourceLocation resourceLocation = getResourceLocation(icon.getIconName()); final IResourceManager resourceManager = Minecraft.getMinecraft().getResourceManager(); final IResource resource = resourceManager.getResource(resourceLocation); final Inp
  17. Would you have an example code for that by any chance? I am trying to figure out how to load those for a while now and can't seem to find a working example.
  18. The way I want them to use I would only read them once, then reduce them to a single pixel value and cache that. So is there a way to do that other than to use the texture memory?
  19. That did it, thank you very much. =)
  20. That was my second try, however the texture I get is very strange and does not include many blocks that are present in the world. The UV of leaves for example points to an empty part of that texture, and I am not sure yet why. It might be an error on my part, but then I figure that at some point the textures are loaded from disk anyway, so why get them via texture buffer? As far as I understand it, there has to be some point where the texture files are actually loaded from disk in the form of a BufferedImage. What I would like to do is to either somehow do the same, or to intercept that e
  21. One build.gradle coming up:
  22. Thanks, but that's the part I already know. I am looking to access the pixel data from that icon, but I don't know hot to get it.
  23. I am currently trying to write a minimap addon and I am desperately trying to find a method that allows me to get a block's top texture reliably. So far I tried to get the texture directly from the IIcon by casting it to a TextureAtlasSprite if possible, but that is limited to only a few blocks. I also tried to fetch the image directly from the texture that holds the block faces, but that feels very hacky to me and requires exact timing to actually get the block texture properly. Is there a better/reliable way to get the top texture of any block that has one?
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