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hydroflame

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Everything posted by hydroflame

  1. did you first removed everything java related on yoru computer ?
  2. you create 2 class that implements IPacketHandler one with the server code and one with the client code and register them like this: IPacketHandler phs = new ServerPacketHandler(); IPacketHandler phc = new ClientPacketHandler(); NetworkRegistry.instance().registerChannel(phs, "FRG", Side.SERVER); NetworkRegistry.instance().registerChannel(phc, "FRG", Side.CLIENT); also remove every related thing in your @NetworkMod , aka @NetworkMod(clientSideRequired = true, serverSideRequired = true, clientPacketHandlerSpec = @SidedPacketHandler(channels = { "FRG" }, packetHandler = ForgeRevClientPacketHandler.class)) leave only @NetworkMod(clientSideRequired = true, serverSideRequired = true) because if you have it in your @NetworkMod and a code version (describe above) it will resgister it twice. use only the code version because its easier to understand what its doing. i understand why they use annotation but i think its more confusing then anything else :\, specially for newbie (not saying you're a newbie, just saying in general it's not a really used concept in java even though it exists)
  3. no actually that's wrong, more then 1 tile entity in the game use it beacon, command block, mob spawner and skull
  4. 1 your images are not working 2 are you doing any special rendering code ? tile entity special renderer RenderPlayerEvent ISimpleBlockRenderingHandler RenderGameOverlayEvent Class<? extends Render> if yes please post that code ps:i personally would think you forgot to ass pushMatrix popmatrix to your RenderGameOverlayEvent but maybe its not it
  5. what ? protected int maxStackSize = 64; <- ?? public class MyFood extends ItemFood{ public MyFood(args){ super(more args); this.maxStackSize = 999; <-... no problem there ... } } ItemFood.java public final int itemUseDuration; just use reflection to change it ?
  6. are you usign 2 different packet handlers ? (1 server, 1 client) and can you debug a little, try to see where its failing, can you register correctly server side ? can you send the packet successfully ? is the server receiving the packet ?, is the server passing all the condition to spawn the item ? is the item being spawned ? see my debug guide in my sig
  7. i dont think it is but i could be wrong, my point is its goign to cost you a hell lot of time to do that when in practice its not that usefull, relaunching minecraft because the server has a new version takes like 30 sec max and updating with a script /new launcher would take as much time as updating in-game anyway, if you still decide to do it i wish you good luck but it seems like a lot of trouble
  8. well idk, but if you want a solution thatll work for sure, delete all java, backup your source, reinstall forge (because i think it looks whats your current java version is at install time), reinstall java 7 ONLY and might as well grab the latest version of eclipse ("kepler" i think ) and recopy your code in the mcp/src/miencraft folder beside that im out of idea
  9. yknow you can use hashmaps to do something similar right ? like ok its not literally adding a new Block b; to the class, but to try to do this is completelly stupid no matter which programing paradigm you do it in and its especially a bad idea for staticly typed language ... beside block hardness (which can be taken care of with forge events btw ), what could you possibly change ? if you make a tottally new block you need to add a texture to it, if you need to add a texture to it you need to send that texture in some way. sending the texture at runtime ? yeah gl you're never goign to be able to change a jar at runtime. the JVM will go crazy and kill you. so if you cant add the texture dynamicly you need to send the client a copy in another way, which would require him to at least restart hsi client now the whole process is really starting to look like any mod update may i suggest you try to concentrate your efforts on making a new launcher for your mod instead of this ?
  10. try uninstalling it from the construction pannel ? (or wtv the fuck its called in windows ) build panel? control panel ? construction panel? admin panel ?
  11. yeah i meant add 1.7 on your PATH and remove 1.6 from it 1.6 and 1.7 i think have 2 very different install folder linux or windows ?
  12. less lines of code ... and i had to do like 1000 000 vanilla change anyway, so might as well
  13. uninstall 1.6 ... and add 1.7 to your PATH
  14. do you have texture animation in your mod ? (completelly not related to the issue ) character animation, wavefront (.obj), techne models or only new images?
  15. right click minecraft project > property -> java compiler
  16. since when ?? int a; <- boom also, this looks like a reaaaally bad idea
  17. if someone uses forge built in config file system and modify the default values (in the .cfg not the code) will the server automaticly sync the config with the clients ?
  18. should be server side everything you do that NOT ui is server side always
  19. you mean TESR == ISBRH ? or TESR == tessellator ? becasue TESR and ISBRH are kindof similar except the TESR gets called every frame while the ISBRH gets called ... every ... 50 tick ? more ? so animation is NOT possible with the ISBRH (which is why i kinda hate it :\ but i understand its purpose, aka rendering things like cactus) and yes i made a tutorial on TESR, just look on our wiki for "TESR" or "Tile entity special renderer" actually heres the link : http://www.minecraftforge.net/wiki/TESR
  20. i actually looked into thsi class later, but these utility class were already done so wtv and my like 500 different packet are all written with this class ... soooo i dont want to change all that
  21. they are on the wiki link i gave you .. so yes thats the point
  22. honestly i had that same problem (i wanted to render thing on steve left arm) so i made a coremod giving me the required tools
  23. yes only if you dont mind using MY classes....(located: http://www.minecraftforge.net/wiki/Organising_packet_handlers) //this code client side (in your gui ?) where the button was pressed or wtv int spawnItemId = 55; PacketWriteStream stream = new PacketWriteStream(); stream.put(spawnItemId); PacketDispatcher.sendPacketToServer(stream.makePacket("channel"); server side in method public void onPacketData(INetworkManager manager, Packet250CustomPayload packet, Player playerEntity) : int spawnItemId = 55; PacketReadStream stream = new PacketReadStream(packet); int packetID = stream.readInt(); if(packetID == spawnItemId){ //make check to see if its a valid state //spawn item //to get a reference to the player that send this: EntityPlayer player = (EntityPlayer)playerEntity; //then player.doSomething() or player.worldObj.spawnItemInWorld(new EntityItem etc) }

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