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Everything posted by LexManos
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If you have the same code on both client and server, why would they make 'different choices'? Code is code, it doesn't think it just does exactly what you tell it to do. But yes the idea is to move all of your major logic to the server and make the client a 'dumb client'. This just makes good design sense because it lowers the complexity of the client. Thus lowering potential desync/processing/error issues. But it does introduce lag, and this is why some logic is good on the client. If the client can predict what the server is going to do then it can start doing that before the server has told it to. Or better yet the server can be less accurate in the information it sends to the client and the client can interpolate between the data. For example entity movement. Instead of sending one packet per tick per entity to every client. The server can send "this entity is moving this direction" when the movement starts and a "the entity is now at x,y,z" every, 20 ticks. That's instantly 1/20th of the bandwidth/processing time used. It's a balance between end user experience and performance. And there are many schools of thought onto which side is more important. As for Vanilla code, Vanilla code is horrible. Its all client side because the client and server were written separately for the bulk of the early development. The dumb-client approach wasn't even thought about until about MC 1.3, and there is so much code debut that you can't really get out of it. So we work with what we have.
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No idea, nothing on our side should cause this. And obviously its not reproducible over here. May want to try updating to 1.12.1, and/or using https://minecraft.curseforge.com/projects/tickprofiler/files to see whats hogging time.
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"Could Not Determine Owner" SMP dummy blocks issue
LexManos replied to Ordinator's topic in Support & Bug Reports
Alright, I *think* I understand the issue. Note: @Ordinator the log you posted is annoying in two ways 1) It doesn't have the debug flag set so is largely useless and 2) you uploaded it to a site that requires a login to download the raw file -.- BUT, I think I understand the issue. Being that the client is running a older version of the pack. Which contains a REAL entry for block X. But the server thinks that should be a dummy entry. So we need to remove the real entry and replace it with a fake one. Which should be done here https://github.com/MinecraftForge/MinecraftForge/commit/45dfce0013e61feec73b32f71035ba20afdb9789 So give the latest Forge a try and let me know. If it doesn't work post a log WITH THE DEBUG FLAG ENABLED! You can check if its enabled if you see any "Registry minecraft:block add" lines -
You dont..... Modding has nothing to do with creating unless you use a mod that ads cheats...
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Actually, No the thing that takes up 'the most space' is the entire assets needed to run the game. But those are only downloaded once into your cache folder. So you should eb fine. But overall we're talking <500MB so.. whats the issue?
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The 'gradle' projects ARE already designed to have 'one forge' and multiple mods. All the Forge asses code and data are kept in a single gradle cache folder in your user directory. Things are not duplicated unless they need to be by your setup. You don't have to do anything special. If you want to run multiple mods at once in the same IDE, just make one mod depend on the other in the IDE and you're fine. Simple as that.
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Yes.. yes you can, you define the interface, you define whatever you want.
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Use Java 8
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Any Forge 1.8 Version crashing ***ONLY*** if mods are laoded
LexManos replied to droppinggg's topic in Support & Bug Reports
1) Update to 1.12 if you want support 2) You have way broken mods in your setup. -
Delete everything and re-install. That file should exist. Unless you're using a broken launcher.
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Alright, this is stupid. Jred you're a fucking moron. First you have no idea what a Eula is. Second you have no idea how to actually read and comprehend the Best practices that you're referring to. Yes, there is a group of people out there who are in a circle jerk of misunderstanding and misinformation. People don't like working together, people don't like change. It's just how it is. The basic gist of it is that if you're screwing around with SOMEONE ELSES CODE. Which is LITERALLY the only reason to write a coremod, then you should be open to showing what you're doing. You're say you are doing vanilla and forge bug fixes. THEN SEND US THR BUG REPORTS SO WE CAN FIX THEM! As for the packaging, you can have whatever the he'll you want in a single download. End use wise this changes NOTHING. Download one jar file. Put it in your mods folder. DONE. The point is to structure what's IN that jar file so that Forge or any other loader out there can separate things out and manage things properly so that the crap we have been dealin with for the last 4 years can end. I could go on about the entire premis of the first post being stupid and clearly showing you lack of understanding of vanilla or forges code. But I neither have the time or the crayons to explain it to you. seriously this is nothing but you showing that you have no idea what the he'll you're talking about. This is done. PS: it's been a long time seince I've done a rant like this. Guys I've tried to behave but seriously this fucking guy...
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Running Forge on Portable Minecraft
LexManos replied to CreeperDestroyer7331's topic in Support & Bug Reports
javaw IS your JRE -.- Yes you NEED a JAVA RUNtime environment to RUN JAVA files. -
Running Forge on Portable Minecraft
LexManos replied to CreeperDestroyer7331's topic in Support & Bug Reports
You're doing something wrong then. But you can always use the java installer which the exe is just a wrapper for. Beyond that Forge doesn't care what JRE you use, or where it's installed as long as you configure minecraft correctly. -
Forge causes name to be changed to "Red_Master"
LexManos replied to Debatra's topic in Support & Bug Reports
Then post your logs, The name 'Red_Master' literally is nowhere in Forge. You probably have a crappy mod somewhere or you're running the game wrong. This is not Forge doing this. -
There is nothing to change on our side. They can easily define in their cap contract the need for notification. They could even do the monitoring generically internally. If you want eu as a cap write it yourself, it wouldn't be hard.
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Newly Downloaded Mods Not Showing on Mod List
LexManos replied to MomOfJeffersonCereal's topic in Support & Bug Reports
First off lucky blocks is a zip, thats not right, it should be a jar. Second off OpenTerrainGenerator should be a jar not a folder. As for PvZ you'd have to post your log. -
Forge causes name to be changed to "Red_Master"
LexManos replied to Debatra's topic in Support & Bug Reports
Nothing IN Forge would change your name to that, your log doesnt show anything except tree chopper installed, so I'd first start looking at that. -
ban/boycot fastcraft it is obfuscated and..
LexManos replied to loordgek's topic in General Discussion
That's not FastCraft, they are referring to Player's mod. The one that's been around for a while. -
[SOLVED] CAN NOT download files from file server
LexManos replied to CosPotato's topic in Support & Bug Reports
If you use the installer then the file will be in the libraries folder already and the launcher won't need to download it. So ya, use the vanilla launcher, use our installer and you're fine. -
[SOLVED] CAN NOT download files from file server
LexManos replied to CosPotato's topic in Support & Bug Reports
This is intentional, Use the installer. -
Stop making mods for old versions.
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Disable the loading screen as described in the EAQs
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Don't hijack others threads.
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This, like the 10,000 times it's been post IS NOT AN ERROR. Have you even tried running the damn game?