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Everything posted by LexManos
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What version of optifine are you using? As i've tested the basic FML HD texture changes as we touch nothing related to entity skins.
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When is why you should make a video for the noobs. I'm a brass person. I don't particularly like to coddle people. Hence the rules of stacktraces or bans. I am also not good at writing or making anything 'noob proof', which is where the community needs to come in. So, make the vid, so I can point people to it to smack there heads on as you say.
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New Item SMP mod. How do I manage item IDs?
LexManos replied to meathelix's topic in Support & Bug Reports
Wireshark is a good one. -
New Item SMP mod. How do I manage item IDs?
LexManos replied to meathelix's topic in Support & Bug Reports
Interesting the issue is that you are running into a kick message, with a blank message... or so it would seem. And what version of Forge are you using ojn the client? And why are you not using 152? Any chance I could get you to run a packet logger. {Google if you don't know how} -
New Item SMP mod. How do I manage item IDs?
LexManos replied to meathelix's topic in Support & Bug Reports
Do NOT Install ModLoader, or ModLoader MP. This is your issue. -
Haven't been able to use Forge in forever
LexManos replied to Mclena45's topic in Support & Bug Reports
Dont use MCPatcher -
HELP when I open minecraft all liquids are invisible
LexManos replied to meltdown44's topic in Support & Bug Reports
We dont support going back to older versions as a option as they have issues. If you use Forge along with a compatible optifine version (the C series, and whatever version works on your computer) then it will work. -
How would i add crafting recipes to a custom crafting table
LexManos replied to cammygames's topic in General Discussion
Ah, you should look into how minecraft does it, go look at the Crafting table's Container class. -
New Item SMP mod. How do I manage item IDs?
LexManos replied to meathelix's topic in Support & Bug Reports
Learn to run the normal game from the command line, if its truly an error you can always get a stack trace. And yes, those ids are unused in vanilla, but may be used by other mods. So ya, get a stacktrace, or we cant do anything. -
Ah for keeping data synced post spawn, you would have to use the datawatcher inside your entity. Or do it manually.
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New Item SMP mod. How do I manage item IDs?
LexManos replied to meathelix's topic in Support & Bug Reports
Forge does not do ID resolution, whatever tutorial you used was wrong or you misunderstood it. You need to pick ids that are not in use. Hence why configurations and initializing your items properly is a good idea. http://www.minecraftwiki.net/wiki/Data_values#Item_IDs Remember to add 256 to your id to get the id on that chart. As for the exception, show a proper stack trace and we could prolly help. -
.... http://lexmanos.no-ip.org:8080/job/Forge/changes
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HELP when I open minecraft all liquids are invisible
LexManos replied to meltdown44's topic in Support & Bug Reports
Update/try a different optifine version. -
How would i add crafting recipes to a custom crafting table
LexManos replied to cammygames's topic in General Discussion
You would find how that custom crafting table stores it's recipe list, and then add to it.... Cant really help much on such a vague question. -
Look at MinecraftForge.registerEntity, and ISpawnHandler. Take a look at PlayerControllerMP.windowClick, it does all the normal things that clicking on a window does but it also sends to the server, that it clicked the window. Yup, in this particular case, it edits the inventory, which on the server signifies that it should send the new slot data to the client. Ever played on a server and gotten your damage values out of sync, had a item in your hand break, but then reappear? This is the exact reason why. However, there are some cases where the code should only be run on one side, and the event is fired on both. In such cases you should use world.isRemote, to determine if you are the authoritative side of the conversation or not. Droping items from blocks is an example, When a block drop is created, it checks world.isRemote, if that is true, it doesn't add it to the world. If it did, the client would see duplicate entities.
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There is a ported server, cpw keeps up to date with forge quite quickely. And forge doesnt do a version check between client and server, beyond a few things. Such as the 4096 fix, client and server changes wouldnt matter.
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We need to see your fertalize function. If you set the block's metadata properly with notify, then it should instantly show.
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Of corse there is no forge on the title screen because you're freakin using a version before that function was added! Just drop everything and use 152, no ModLoader.
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At first seems like 'classic' loading error BUT:
LexManos replied to alechanted's topic in Support & Bug Reports
The screenshot link is not valid, and there should be no difference between running the error batch, and running normally. -
There really sin't an equivalent for entites. But the reason the server sides uses Containers is because the bulk of Vanilla GUIs do exactly the same thing, they have a slot and you move item stacks around. All the container code is vanilla minecraft, nothing to do with forge. the openGUI is just a generic interface that deals with signaling the client that it should open a block related GUI, and signing the server that it should expect the client to have a block related GUI open. A couple of modders have hacked around with the openGui function to do some odd stuff, for example, the EnderStorage uses the X value to send the color code of the bag its opening, and ignores the Y/Z. The X/Y/Z are just ints that are transferred intact to the client without manipulation, so you can use them for whatever you want.
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-.- You STILL fail to fucking get a stack trace, when i linked you to the damn tutorial on how to get one. And why the hell are you installing ModLoader or ModLoaderMP you shouldn't use any of those. If you crash, you ALWAYS get a stack dump. We CANT help you without it. If you post again without that dump, I'm going to ban you.
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Well your Container on the server can have as much information as you want, as you can make your own subclasses of Container. As for things with the text related field, the server doesn't need to know that it is a GUI at all, it just needs to know that the client has pressed button XYZ. Your best bet would be to setup a communication system between the server and client using the internal messaging system. You can look at Forge's internal handlers in it's code and this. Not the best in the world, but should be able to point you in the right direction.
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Well having a full blown file transfer system for your mod from the server isn't to bad of a idea, nor is it particularly difficult. Anyways, All server side GUIs are containers, you will probably have to write something quite special for some of your GUI's. It's been to long since I've played your mod to determine which specific types of GUIs you're referring to. What is your GUI needing to do?