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DaPorkchop_

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  1. Is there a way to do this? It always crashes due to the fact that the MDK is deobfuscated. I had it working in 1.7.10, but can't seem to figure out what exactly has changed between those versions. I'm doing some stuff with custom renderers, and want to see if it works with OptiFine, and it's a real pain to constantly build the project and then copy the file around and then launch it via the normal launcher. Much easier to press the big green button
  2. Title says it all. I've used ASM to change a few fields from private to public. As expected, it still shows up as an error in Eclipse because "field is not visible", and Gradle can't "gradle build" for the same reason. How am I supposed to overcome this? I know that there's got to be a way (or else there wouldn't be any CoreMods at all) but finding a good tutorial was hard enough, I can't find any information on my issue at all. Anybody here know anything?
  3. It's not intended as a fully functional system, just a test to see if it COULD work. The idea is that I create classes for all the old 1.7 things (i.e. cpw.mods.whatever) and redirect calls to their 1.8 equvalents (or add stuff to make it work, or just leave empty functions). I know that it probaby won't work and definitely will never be fully functional, but it's worth a try.
  4. I'm working on a mod to allow 1.7 mods to run on 1.8, and the only thing that seems to be holding me back at this point is recognizing the legacy mod as something that can be launched. The idea is that once the 1.7 mod is a ModCandidate, then I can quickly intervene (maybe a bit of ASM to fire an event when all the mods are candidates) and then load them into an array. Then using a placeholder mod which has all the normal Forge EventHandlers I can call the mods as the need comes. However, even after quite a bit of digging around inside FML, I still haven't found the code which filters out the ModCandidates, and therefore don't know where my code needs to run. Anybody here know what class (or even better, what function) the removal of useless mods happens at???
  5. Nevermind, I fixed it by removing BoP and when that didn't help, Clonecraft as well. Didn't really need it anyway.
  6. Ok. Tell me if this is in the wrong section, I didn't know where I should put this. I have 2 problems with my custom modpack, both involving servers. Befone anyone asks, yes both client and server are running forge 1.7.10 - 10.13.4.1614. First problem: Whenever certain people connect to my modded server, their client immediately crashes. Server log= http://pastebin.com/3GjFXX0M Client crash= http://pastebin.com/XsRtHJSi Deleting playerdata fixes it, but... yeah. Players like having their items on them, not in the recycle bin. Second problem: There also seem to be certian places where nobody can go to. If they go anywhere near these areas they are kicked off the server with the following screen: http://daporkchop.ddns.net/owncloud/index.php/s/wxfaF74X1NkcIto The server prints the following message: http://pastebin.com/q8XB3tza None of which help me very much. This can be fixed by teleporting the player back to spawn via NBTExplorer or deleting playerdata. Any ideas on how I can fix either of these issues? If the issue(s) are from a mod and not forge, sorry, none of the error messages say very much. Thanks! EDIT: Here's a link to the mod list: http://daporkchop.ddns.net/owncloud/index.php/s/wpxf2xy2cKcpyOJ
  7. Thanks! I eventually found this in NetHandlerLoginServer: protected GameProfile func_152506_a(GameProfile p_152506_1_) { UUID uuid = UUID.nameUUIDFromBytes(("OfflinePlayer:" + p_152506_1_.getName()).getBytes(Charsets.UTF_); return new GameProfile(uuid, p_152506_1_.getName()); }
  8. Hi, I'm trying to make a mod for transporting players to other servers and I need to send the player's player.dat file to the destination server. I already have a way of doing this (a sort of webserver running in the mod) and a way to download the data to the world/playerdata directory. The problem is that I need to get the UUID of the player on the receiving side, and want to know if there's any way to get it on an offline server. I can use MojangApi for online servers, but so far skimming through the DedicatedServer code I havent found anything useful for resolving offline UUIDs. How does minecraft resolve them on servers with online mode off and how can I implement this (i.e. will the same player have a different UUID on two different offline servers?) Thanks!
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