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hydroflame

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Everything posted by hydroflame

  1. i was kidding about the actually doing it, you will go to prison if you do that btw
  2. yes link i know that but just because the message gets to the server doesnt meant that it is sent FROM the server. i jsut want to make sure the server is actually SENDING the packet, if its not sending it the client is obviously not receiving it if(player.openContainer instanceof ContainerAnimator && ((ContainerAnimator)player.openContainer).getControl() == tile) player.openContainer.detectAndSendChanges(); //manager.addToSendQueue(getPacket((TileEntityAnimator) tile)); System.out.println("yes i have send the packet "); player.worldObj.markBlockForUpdate(data[1], data[2], data[3]); }
  3. @gotolink is right and event.ammount is never changed
  4. ok but when the gui is changed, can you println right before you send the packet so you can tell for sure that the server is sending the packet, because if it IS sending it then you know your client packet handler is not registered correctly
  5. well we can make everyone except you win make a bot that downloads it through adfly, so youll go to prison but your feature will be released kidding btw jars are zip files btw, jsut a different name, nothing else is different
  6. is not really different then its just that its the same everywhere so thats probably not goign to help can you at least println BEFORE the packet from server is sent ? (making sure that it WAS send )
  7. how are your skills in java (ill answer differently depending)
  8. in single player the server has access to the client and the client to the server. how are they registered ?
  9. only accepts GeneralRef.PACKET_CHANNELS[0] wtf formatting ? also, yeah those kind of error sucks !
  10. oh, im sorry its so simple, you're not sending the packet with the right channel server will send a packet using GeneralRef.PACKET_CHANNELS[1] but client only accepts [0]
  11. btw im looking at your code atm i just wanted to tell you i made a tutorial about tile entity synchronizing on the wiki (its kindaof shitty though) its called: "synchronizing tile entities" or something similar
  12. if you look at the wiki you can find tutorials for even handlers, LivingAttackEvent is a kind of event handler
  13. player.openContainer.detectAndSendChanges(); //manager.addToSendQueue(getPacket((TileEntityAnimator) tile)); player.worldObj.markBlockForUpdate(data[1], data[2], data[3]); this is commented ?
  14. 1: can you NOT use xxx yyy as variable name, it makes the code 1000 000 times harder to read -if your variables are actually called xxx yyy it is VERY shitty name btw 2: can you println in your packet handler (client side) to check if you are actually receiving the packet ?
  15. @OP, you realise that the forge team is making money off adfly right? and by downloading automaticly you will remove that income from them
  16. am i the only one who actually traced the code and foudn out that the currGold should NOT be static 1 everythign in thsi class is static except the constructor (but it cant sooo ... ) 2: public static void addGold(EntityPlayer player, int gold) { int index; GoldHandler instance; for(int i=0; i<PlayerHandler.names.size(); i++) { if(PlayerHandler.names.get(i).equalsIgnoreCase(player.username)) { index = i; instance = PlayerHandler.gh.get(i); break; } } currGold += gold; NBTTagCompound tag = player.getEntityData(); tag.setInteger("player" + player.username + "Gold", currGold); } what exactly is the variable "instance" suppose to do ? same for "index" this code is the same as: public static void addGold(EntityPlayer player, int gold) { currGold += gold; NBTTagCompound tag = player.getEntityData(); tag.setInteger("player" + player.username + "Gold", currGold); } same here ? instance and index are never used (actually most IDE would be whining about this) public static void removeGold(EntityPlayer player, int gold) { int index; GoldHandler instance; for(int i=0; i<PlayerHandler.names.size(); i++) { if(PlayerHandler.names.get(i).equalsIgnoreCase(player.username)) { index = i; instance = PlayerHandler.gh.get(i); break; } } currGold -= gold; NBTTagCompound tag = player.getEntityData(); tag.setInteger("player" + player.username + "Gold", currGold); } is the same as: public static void removeGold(EntityPlayer player, int gold) { currGold -= gold; NBTTagCompound tag = player.getEntityData(); tag.setInteger("player" + player.username + "Gold", currGold); } if you want to see how it doesnt work do this: take 2 player, set their gold to 50 each add 25 gold to one player remove 10 gold to the OTHER player
  17. so what was the solution ? also, you didnt told us you had eclipse shortcut ? you think that would have been an important information ?
  18. is the item texture mcp/src/minecraft/assets/RubyModMain/items/RubyLeggings.png
  19. 1 run recompile.bat (or .sh if linux/mac ) 2 run reobfuscate.bat (same as above) 3 open mcp/reobf/minecraft (and dig until you see the TOP level folder of your mod, aka my mod is in com.hydroflame.*, so i would travel to mcp/reobf/minecraft because the next folder is "com" 4 ZIP (not rar, 7z or any other format, ZIP) all your class after this i have mcp/reobf/minecraft/somefile.zip/com/hydroflame/etc 5 rename that file to .jar (and that not even necessary i think) 6 move that file to .minecraft/mods/ 7 8 profit
  20. forge recently (1.5.2/1.5.1 ?) added a "RenderPlayerEvent" which is great because you can add a LOT of stuff to them. but you also forgot to make the Timer in Minecraft public. This timer hold the variable renderPartialTicks which is basicly used for interpolation of EVERYTHING in minecraft (and updated as fast as possible) without this variable you can only translate the gl matrix using entity.posX/Y/Z and this will cause your animation /wtv you're rendering on the player to "jump" because steve position is interpolated while whatever you render in RenderLivingEvent isn't possible solution : use a AccessTransformer ?-> this problem is relevant to everyone who uses the RenderPlayerEvent, why not include it in forge ? use your own Timer object ?-> it gets slighty out of sync with the original thanks you ^^
  21. i dont know if its the right way to do this but its deffinitelly going to work so your custom sword need to make special implementation of: onItemRightClick(ItemStack, World, EntityPlayer) you will also need a "LivingAttackHandler" to know about NBT and events basicly what you do is when the player right clicks, in the Item method you override you change the nbt of the itemstack (cycle through numbers from 0 to max) in the LivingAttackHandler you check if the attacking entity is a player, who is holding your custom sword if both thos condition are true then you check the nbt of the item and change the damage of the damageSource appropriately
  22. there doesnt seem to be anything in the like either make a coremod or make a custom fishing rod
  23. your block can be static but surelly they cannot be final final would mean that they are constructed inside the constructor of you MainMod class. a time where i THINK forge isnt prepared to create new blocks. they should be initialized in your preInit method
  24. what exactly is null ? because there nothing initialized in the tile entity related to NBT and the gui doesnt ask for anything either (anything related to NBT )
  25. yeah actually we have pretty different features. (some overlap but thats ok) by reading your post i understand that you want to make the ranking accross all server that has your mod, if you want to do that youll have to developp another application (not related to minecraft in any way) that will receive updates from SSP and servers and handle ranking request, but i think thats a great idea (or maybe im wrong and misread like crazy)

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