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Jongh

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  1. Hello, I am trying to setup a Forge dev environment for 1.8.9 but I am running into some problems. The old process was to use "gradlew setupDecompWorkspace" but apparently that has been deprecated. I tried just skipping that step and having IntelliJ run the gradlew.build file but that doesn't grab the required Minecraft source jar. So I tried using the newest version of gradlew.build from Forge 1.14 (replacing the proper 1.8.9 Forge version in the dependency) and now I'm getting this error: https://gist.github.com/hjongh/e8446387ae71e3e43030b1831f717874 . Not sure whether I screwed things up when I was messing with Gradle beforehand, or the gradle version is too old (2.7). So my question is, how can I do the setup for 1.8.9 now? Could I just copy a 1.8.9 Minecraft source jar I have from my old mods and use that?
  2. Hi, so I'm looking through this mod's source code in github at the moment and I don't fully understand how the mod's xray is structured. https://github.com/MinecraftModdedClients/Resilience-Client-Source I can find some structural classes, like simple classes that add xray blocks to the 'xray list' and a little xray skeleton class just to save the block id, and then the actual xray module class: https://github.com/MinecraftModdedClients/Resilience-Client-Source/blob/master/com/krispdev/resilience/module/modules/world/ModuleXray.java that changes the boolean value in xrayutil to on and off, but I don't understand how, where, the actual xray part is executed, the part that decides what blocks to render or pass some sort of 'blocklist' to the renderer. Reason is because I'm trying to make a mod that has a similar functionality of being able to see through certain blocks, but I don't know how I can do it. I was thinking about just adding a renderevent somehow like most other mods but I think it would be really inefficient to calculate on each renderevent which blocks to render and which not to. Anyone know a good way to do this?
  3. Hey, So when I play Minecraft on Hypixel, my memory always seems to fill up really fast. I was looking through my logs recently and I saw that they are filled with this error message, just constantly printing over and over again (this is just 1 iteration) : https://gist.github.com/anonymous/bbc13706a20b006d4d81c2acb1318565 After some searching it seems like this might be caused because of new way that server sends chunks to client in 1.9+, and as I'm using 1.8.9 on Hypixel, which supports 1.8 - 1.11, this would be causing me to constantly get this error and fill up my memory (maybe?) Does anyone know why this is happening and how I could fix this?
  4. awwwwwwwwwwwwwwwwwwwwwwwwwww darn ok Any other way I can accomplish this then?
  5. I did what something similar to what mcenderdragon suggested and the event doesn't seem to fire at all. Specifically when I'm on servers* Here's what my eventhandler: https://gist.github.com/hjongh/efe1e2c9bf82d14bb96b16e991f554c6 and main classes: https://gist.github.com/hjongh/52c4937088a466ac15ec7776a6553614 look like at the moment.
  6. Ok so I tried hardcoding the player checking, just to test it, and it still doesn't work. https://gist.github.com/hjongh/b7139e7d016b3737a08effb810bc0e05 The mod functionality works when I'm in Singleplayer, so there isn't an issue with the player's name being returned in some weird format. It just doesn't work when I go on a server. Also I'm testing it by building it each time and running it with my actual Minecraft.
  7. I now pass the eventhandler class a reference to Minecraft from the Main class in its Constructor. Also I should have said but this is a mod, not a plugin. I tested it and it still doesn't work. The functionality works in singleplayer. I also have other listeners that are functioning in both singleplayer and on a server. But just this listener's code doesn't work on a server.
  8. So I'm trying to make a little stat indicator that shows kills and deaths stats in the corner. But it doesn't work on servers, only on singleplayer. I have some other listeners registered and they are all working on the server. Here is the eventhandler class, I have it subscribed to Forge event bus and everything: https://gist.github.com/hjongh/6271c57ad26a4940f92714f0ff51cb9c I was thinking that maybe this LivingDeathEvent is done only on server and client cannot access or something? For security/privacy reasons.
  9. Woahhhhkayyyy I got it to build successfully and not crash my Minecraft! Thanks so much for the help man really appreciate it. Now to finish my mod haha Thanks again!
  10. Ok so I wasn't entirely sure how it would work for jars, because your example code seems to be only including a single class dependency while I'm using a whole jar.. So I just added it in like this: https://gist.github.com/hjongh/f6f97391d2e150c4e3bfc9148a0592a8 But when I try to build, cmd shows "could not find method shadowJar()" which is not even a problem with how I included the jar dependency I think. EDIT: WAIT DERP IT LOOKS LIKE MY PLUGIN SECTION IS COMMENTED OUT LET ME TRY AGAIN BRB EDIT2: OK IT WORKS NOW BUT NOW THE WAY I USED THE JAR AS A DEPENDCY IS CAUSING A BUILD ERROR
  11. Hey, I'm trying to figure out how to use this and I'm not finding much. Is there any tutorial for installing gradle plugins? I can't seem to find any. And just like in general I'm sort of lost how to use this shadow plugin... There's just so much information on the Shadow Plugin user guide and I'm having some difficulty filtering it. Any help would be much appreciated.
  12. No, just my mod. But I'd rather prefer it if I didn't have to include other mods for mine to work... Is there any way I can bundle the hypixel api jar into my mod somehow? I'm pretty sure this is possible.
  13. So I'm trying to make a mod that uses the Hypixel api. I have a libs folder in the same mod folder that contains the eclipse, gradle, src folders. In that libs folder I have the api jar that I've added to Build Path in eclipse, and I also included it as a dependency in the build.gradle file using: dependencies { compile files ("libs/hypixeldev-publicapi.jar") } Here's a snip of the class hierarchy and some imports: The mod runs fine in Eclipse, but when I build the mod and try running it with Minecraft the game crashes with a ton of ClassNotFoundExceptions, I think because it couldn't find any of the classes in the API. Does anyone know how I can fix this?
  14. Thanks for help so far. I added the obfuscated/srg code name and now the mod is working fine. However, it's slightly choppy, especially in comparison to vanilla f3+b debug mode. Could anyone suggest how to make it smoother? I was thinking of using different event, as RenderWorldLastEvent runs the hitbox code after everything else so that might be the cause of lag. But when I use RenderWorldEvent pre/post no hitboxes ever render. Here's my code: Main: https://gist.github.com/hjongh/425840713795356c20195ea18a8a8025 Eventhandler class: https://gist.github.com/hjongh/41ab05b48920297ff5fcf97bf7badc53 Tesselator drawing class: https://gist.github.com/hjongh/14b53dd65425069731caed7d42531abe
  15. Uh so update The mod works as intended when I run it from eclipse without crashing, but when I try to run the mod in with actual Minecraft I get nullPointerException, coming from the reflection code in my Main preinit method. Here's what class looks like at the moment: https://gist.github.com/hjongh/e323d4c22dde606f7aa6b24fb98612fb
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