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hydroflame

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Everything posted by hydroflame

  1. is it printing in the render method ?
  2. well first The import net.minecraft.src.forge cannot be resolved topazitem.java /Minecraft/src/Asip/topaz line 31 Java Problem you have an import that doesnt exists that kinda like saying in one of your files import derp.herp when you have nothing called derp.herp go to that file and press ctrl+shift+o (the letter o not zero) looking into the 2nd
  3. yeah ok and whats the result of this ?
  4. change your pastebin to forge pastebin and ill help you(my work network block pastebin)
  5. LanguageRegistry.addName(ItemNames.UNLOC_HEX_DUST, ItemNames.LOC_HEX_DUST); LanguageRegistry.addName(ItemNames.UNLOC_HEX_CRYSTAL, ItemNames.LOC_HEX_CRYSTAL); you should be using either (ItemStack, String), (Block, String) OR (Item, String)
  6. change the declaration of public CommonProxy proxy to public static CommonProxy proxy and then try to access registerRenderers() in a non-static way (proxy.registerRenderers())
  7. when the println is appearing this would mean that this method is executed, meaning the whole rendering code is executed and there would be a problem starting there, but since its not executed you knwo theres a problem BEFORE rendering
  8. well really you have 2 options 1 get the blood of a virgin 2 make a circle using chuck noris beard 3 craft some runes in the name of love 4 5 profit OR show us some code because im not a magician and i have no idea wtf is wrong without some code basicy the error just says: Illegal object for naming hexDust this would probably mean you're NOT using a string to name an object hexdust, but i cant be certain
  9. no if a System.out.println("text") isnt appareing that mean the problem is elsewhere! the fact that it doesnt appear mean that this code is never executed
  10. i approve ralphyrafa just do it!
  11. 2013-07-24 16:01:50 [sEVERE] [ForgeModLoader] Caught exception from hexperience java.lang.IllegalArgumentException: Illegal object for naming hexDust
  12. not exactly, you see with your solution i can change what item the player has "equipped" but my options are only the items in the main inventory/hotbar. In my case, the item i want to set the player as holding is located in another inventory then the main player inventory (a battle gear inventory) meaning i can set that player X is "holding" a mage staff even if the staff isn't in the player's main inventory. Technicly i COULD use a tickhandler and check every tick if it has changed.... but for 1 the "set equipped item" packet (Packet5 i think) will be sent anyway. so i would ahve to resend a packet saying "no actually its this item" and i think this would cause the other players to see people changing item super quickyl but always landing on their weapon and 2 efficiency would be greatly reduced compared to making an event for it note that if the game sees that a player press a different number (like your hotbar was at 1 and you press 3) if both items are the same it will NOT send a itemchange packet so im my case if the player is in "combat mode" and the player press 1-9 it will always return the same item and the server will not send the packet since the "equipped" item server side doesnt change
  13. 1 with the debugging 101 skill you just got, you could have checked if you could println in your render method 2 if you check at the error logs it says that Attempted to load a proxy type assets.blutricity.client.ClientProxy into assets.blutricity.common.Mainclass.proxy, but the field is not static
  14. your image must have an alpha of 255 instead of the white
  15. holy shit ... learn java dude
  16. idk, its still a huge pain in the ass to code asm for obfuscated code ...
  17. can i see your code ?
  18. yep, mostly because you can forget all this and do GL11.glTranslate(x, y, z); but let him figure out
  19. openGL? openGL, openGL, openGL, openGL, openGL, openGL, openGL, openGL, openGL, openGL, openGL, openGL, openGL, openGL, openGL, openGL, openGL, openGL, openGL, openGL, openGL, openGL, openGL, openGL, openGL, openGL, openGL, open? G ? L? yes openGL
  20. what does eclipse says ?
  21. any/all related, if theres a lot put a link to your git repo... there not much else i can say just by looking at this error
  22. you're gonna have to show us some code i guess we ( I ) have no idea
  23. no its literally a packet this is sent who is crashing, the client or the server ?
  24. would be more appropriate
  25. ok this is going to be a long post, im assuming you dont know exactly what an object is because static and object go togheter ill be using this class during this lesson: public class SimpleClass{ public static int staticInt = 0; public int memberInt = 0; public void memberDoSomething(){ memberInt++; System.out.println("memberInt: "+memberInt); } public void memberDoSomethingStatic(){ staticInt++; System.out.println("staticInt: "+staticInt); } public void staticDoSomething(){ staticInt++; System.out.println("staticInt: "+staticInt); } } so basicly an object is an instance (or representation ) of a class during a certain state whenever you do "new Somethign();" you are creating an object of type "Something" (minecraft example: new Item(), new Block(), new TileEntity() etc) class are kinda like template for object, basicly if i create above multiple object of type SimpleClass SimpleClass c1 = new SimpleClass(); SimpleClass c2 = new SimpleClass(); i have create twice the same object from the same Class so technicly they should be the same EXCEPT when you alter their state like this: c1.memberInt = 2; after executing this line, c1.memberInt is 2 and c2.memberInt is 0; why? because they are 2 different object, their state are independant when it comes to MEMBER variables and method now theres also something called staticInt... lets change it for fun c1.staticInt = 4; after executing this line, BOTH c2.staticInt and c1.staticInt will be equal to 4, STATIC mean that its the same for every object of that class now heres the catch you can call static method and variable from a member context BUT NOT THE OTHER WAY AROUND calling c1.staticInt is using staticInt (a static variable ) from c1 (an object) basibly if you're using an object you're using it in the context of this particular object to call something from a STATIC context, you usually call the EXACT class name SimpleClass.staticDoSomething(); this line above is valid. when you use the exact class name you are saying "hey btw im using a static context here" and staticDoSomething is ALSO static so it works if we were executing all the code so far it would print "staticInt: 5" and staticInt would be equal to 5 now you CANNOT call member code from a static context the lack of the keyword static in from of memberDoSomething() means that SimpleClass.memberDoSomething(); is absolutelly invalid heres why: by calling SimpleClass. wtv you're saying that theres is no object that you want to take the values from (no c1, no c2 or any other isntance) so basicly calling SimpleClass.memberInt does not make any sens because in a static context memberInt does not even exists. suppose you created 1000 000 SimpleClass (by doing new SimpleClass()). which memberInt are you refering to? so if i link this to your minecraft problem, calling: ClientProxy.registerRenderers(); does not make ANY sens because you dont specificly tell the program from which object this NON-STATIC method should be called from basciyl what you should be doing is something like this: //somewhere in your code in the declaration of item, block, and other public CommonProxy proxy; //inside your init/load/preinit method proxy.registerRenderers(); now before you ask i KNOW that in your code you NEVER do proxy = new ClientProxy(); thats because forge does this for you behing your back (sneaky bastard i know)

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