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Posted

Hello guys! I'm working on a mod adding armor and some other stuff. I've got the armor rendering working, but I've been working for hours trying to get it to work on multiplayer.

 

To help me you probably need the crash-report and code so here it is:

Crash-report

---- Minecraft Crash Report ----
// This doesn't make any sense!

Time: 24.07.13 00:09
Description: Exception in server tick loop

java.lang.NoSuchMethodError: net.minecraft.src.ModLoader.addArmor(Ljava/lang/String;)I
at dcx.emerdian.Emerdian.<clinit>(Emerdian.java:51)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:264)
at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:42)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:519)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:193)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:173)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:104)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:510)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:86)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
at net.minecraft.server.dedicated.DedicatedServer.startServer(DedicatedServer.java:69)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:443)
at net.minecraft.server.ThreadMinecraftServer.run(ThreadMinecraftServer.java:16)


A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------

-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows Vista (x86) version 6.0
Java Version: 1.7.0_03, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 1028066144 bytes (980 MB) / 1060372480 bytes (1011 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 3 total; -Xincgc -Xms1024M -Xmx1024M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.04 FML v6.2.19.789 Minecraft Forge 9.10.0.789 7 mods loaded, 7 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.2.19.789} [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge{9.10.0.789} [Minecraft Forge] (coremods) Unloaded->Constructed
DCXCore{0.01-dev} [DCX Core] (minecraft) Unloaded
DCXEmerdian{0.01-dev} [DCX Emerdian] (minecraft) Unloaded
DCXMoreCrafting{0.01-dev} [DCX More Crafting] (minecraft) Unloaded
DCXMoreEatables{0.01-dev} [DCX More Eatables] (minecraft) Unloaded
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)

 

Emerdian.java (Yes thats the name of my mod, removed lots of code to make it shorter):

package dcx.emerdian;

import net.minecraft.block.Block;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.item.EnumArmorMaterial;
import net.minecraft.item.EnumToolMaterial;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.src.ModLoader;
import net.minecraftforge.common.EnumHelper;
import cpw.mods.fml.client.registry.RenderingRegistry;
import cpw.mods.fml.common.Mod;
import cpw.mods.fml.common.Mod.EventHandler;
import cpw.mods.fml.common.Mod.Instance;
import cpw.mods.fml.common.SidedProxy;
import cpw.mods.fml.common.event.FMLInitializationEvent;
import cpw.mods.fml.common.network.NetworkMod;
import cpw.mods.fml.common.registry.GameRegistry;
import cpw.mods.fml.common.registry.LanguageRegistry;
import dcx.core.EasyItem;

@Mod(modid="DCXEmerdian", name="DCX Emerdian", version="0.01-dev",dependencies = "required-after:DCXCore")
@NetworkMod(clientSideRequired=true, serverSideRequired=false)
public class Emerdian {
public final static String assetsFolder = "dcxemerdian";

public static EnumArmorMaterial armorEmerdian = EnumHelper.addArmorMaterial("EMERDIAN", 1000000, new int[] {100,100,100,100}, 30);
// Armor
public static Item emerdianHelmet = new ItemEmerdianHelmet(7507, armorEmerdian, ModLoader.addArmor("emerdian"), 0).setUnlocalizedName("emerdianHelmet").setCreativeTab(CreativeTabs.tabCombat);
public static Item emerdianChestplate = new ItemEmerdianChestplate(7508, armorEmerdian, ModLoader.addArmor("emerdian"), 1).setUnlocalizedName("emerdianChestplate").setCreativeTab(CreativeTabs.tabCombat);
public static Item emerdianLeggings = new ItemEmerdianLeggings(7509, armorEmerdian, ModLoader.addArmor("emerdian"), 2).setUnlocalizedName("emerdianLeggings").setCreativeTab(CreativeTabs.tabCombat);
public static Item emerdianBoots = new ItemEmerdianBoots(7510, armorEmerdian, ModLoader.addArmor("emerdian"), 3).setUnlocalizedName("emeridanBoots").setCreativeTab(CreativeTabs.tabCombat);

@Instance("Emerdian")
public static Emerdian instance;

@SidedProxy(clientSide="dcx.emerdian.client.ClientProxy", serverSide="dcx.emerdian.CommonProxy")
public static CommonProxy proxy;

@EventHandler
public void load(FMLInitializationEvent event) {
	// Armor Language
	LanguageRegistry.addName(emerdianHelmet, "Emerdian Helmet");
	LanguageRegistry.addName(emerdianChestplate, "Emerdian Chestplate");
	LanguageRegistry.addName(emerdianLeggings, "Emerdian Leggings");
	LanguageRegistry.addName(emerdianBoots, "Emerdian Boots");

	// Armor Crafting
	GameRegistry.addShapedRecipe(new ItemStack(emerdianHelmet), "eee", "e e", 'e', new ItemStack(emerdianItem));
	GameRegistry.addShapedRecipe(new ItemStack(emerdianChestplate), "e e", "eee", "eee", 'e', new ItemStack(emerdianItem));
	GameRegistry.addShapedRecipe(new ItemStack(emerdianLeggings), "eee", "e e", "e e", 'e', new ItemStack(emerdianItem));
	GameRegistry.addShapedRecipe(new ItemStack(emerdianBoots), "e e", "e e", 'e', new ItemStack(emerdianItem));
}
}

 

ItemEmerdianHelmet(The others are mostly the same):

package dcx.emerdian;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.entity.Entity;
import net.minecraft.item.EnumArmorMaterial;
import net.minecraft.item.ItemArmor;
import net.minecraft.item.ItemStack;

public class ItemEmerdianHelmet extends ItemArmor {

public ItemEmerdianHelmet(int par1, EnumArmorMaterial par2EnumArmorMaterial, int par3, int par4) {
	super(par1, par2EnumArmorMaterial, par3, par4);
	// TODO Auto-generated constructor stub
}

@SideOnly(Side.CLIENT)
    public void registerIcons(IconRegister iconRegister) {
        this.itemIcon = iconRegister.registerIcon(Emerdian.assetsFolder + ":" + (this.getUnlocalizedName().substring(5)));
    }

public String getArmorTexture(ItemStack itemStack, Entity entity, int slot, int layer) {
	return Emerdian.assetsFolder + ":textures/models/armor/emerdian_1.png";
}

}

 

I know it's probably an easy error, but I've been looking at it for hours. Now I'm asking you for help(hopefull you're can see it :D).

 

Thanks in advance, see you in-game! :)

Posted

i understand why the mod not is working on multiplayer.

if you are using a modloader methot in you mod it will be SSP only

 

if any person(s) wonna say i am wrong then don't say it bekos i say what i have learned

Posted

Still can't get it to work in multiplayer, but if it is like you say and I can't use ModLoader. How can I add armor in multiplayer? I have changed so i only call the function 1 time. Also switched over from

ModLoader.addArmor("emerdian");

to

RenderRegistry.addNewArmourRendererPrefix("emerdian");

Posted

RenderRegistry.addNewArmourRendererPrefix("emerdian");

 

i think this is for rendering

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Posted

RenderRegistry.addNewArmourRendererPrefix("emerdian");

 

i think this is for rendering

 

But the ModLoader.addArmor("emerdian"); function just calls the RenderRegistry.addNewArmourRenderingPrefix("emerdian"); function. Do you have any idea on have to get the armor working or do you know of any open source mods for 1.6 that adds armor?

Posted

RenderRegistry.addNewArmourRendererPrefix("emerdian");

 

i think this is for rendering

 

But the ModLoader.addArmor("emerdian"); function just calls the RenderRegistry.addNewArmourRenderingPrefix("emerdian"); function. Do you have any idea on have to get the armor working or do you know of any open source mods for 1.6 that adds armor?

my mod is is for 1.6.2, feel free too look at my github.

this link will send you too my armor class

https://github.com/henrikse55/Item-Pack/blob/origin/IP_common/com/dark2222/itempack/armor/ObsidianArmor.java

Posted

my mod is is for 1.6.2, feel free too look at my github.

this link will send you too my armor class

https://github.com/henrikse55/Item-Pack/blob/origin/IP_common/com/dark2222/itempack/armor/ObsidianArmor.java

 

Thanks, I will look into it now!  :)

 

Edit: It's working finally!!! :D Thank you so much!

 

Can you share the code with me?I have exactly the same problem but I can not seem to fix it.I am getting an error in my main mod class at this line:

 

private static int renderingRegistry=RenderingRegistry.addNewArmourRendererPrefix("reinforcedarmor");

 

And when I register the armor I do it like this:

 

reinforcedHelmet = new ReinforcedHelmet(reHelmet, ReinforcedArmorMaterial, renderingRegistry, 0)
			.setUnlocalizedName("reinforcedhelmet").setCreativeTab(CreativeTabs.tabCombat);
reinforcedChest = new ReinforcedChest(reChest, ReinforcedArmorMaterial, renderingRegistry, 1)
			.setUnlocalizedName("reinforcedchest").setCreativeTab(CreativeTabs.tabCombat);

 

 

However, I am not quite sure if this is how I am supposed to do it...

 

 

Posted

my mod is is for 1.6.2, feel free too look at my github.

this link will send you too my armor class

https://github.com/henrikse55/Item-Pack/blob/origin/IP_common/com/dark2222/itempack/armor/ObsidianArmor.java'>https://github.com/henrikse55/Item-Pack/blob/origin/IP_common/com/dark2222/itempack/armor/ObsidianArmor.java

 

Thanks, I will look into it now!  :)

 

Edit: It's working finally!!! :D Thank you so much!

 

Can you share the code with me?I have exactly the same problem but I can not seem to fix it.I am getting an error in my main mod class at this line:

 

int renderingRegistry=RenderingRegistry.addNewArmourRendererPrefix("reinforcedarmor");

 

And when I register the armor I do it like this:

 

reinforcedHelmet = new ReinforcedHelmet(reHelmet, ReinforcedArmorMaterial, renderingRegistry, 0)
			.setUnlocalizedName("reinforcedhelmet").setCreativeTab(CreativeTabs.tabCombat);

 

 

However, I am not quite sure if this is how I am supposed to do it...

feel free too look my mods github

https://github.com/henrikse55/Item-Pack

and btw it is not a int :)

Posted

my mod is is for 1.6.2, feel free too look at my github.

this link will send you too my armor class

https://github.com/henrikse55/Item-Pack/blob/origin/IP_common/com/dark2222/itempack/armor/ObsidianArmor.java'>https://github.com/henrikse55/Item-Pack/blob/origin/IP_common/com/dark2222/itempack/armor/ObsidianArmor.java

 

Thanks, I will look into it now!  :)

 

Edit: It's working finally!!! :D Thank you so much!

 

Can you share the code with me?I have exactly the same problem but I can not seem to fix it.I am getting an error in my main mod class at this line:

 

private static int renderingRegistry=RenderingRegistry.addNewArmourRendererPrefix("reinforcedarmor");

 

And when I register the armor I do it like this:

 

reinforcedHelmet = new ReinforcedHelmet(reHelmet, ReinforcedArmorMaterial, renderingRegistry, 0)
			.setUnlocalizedName("reinforcedhelmet").setCreativeTab(CreativeTabs.tabCombat);
reinforcedChest = new ReinforcedChest(reChest, ReinforcedArmorMaterial, renderingRegistry, 1)
			.setUnlocalizedName("reinforcedchest").setCreativeTab(CreativeTabs.tabCombat);

 

 

However, I am not quite sure if this is how I am supposed to do it...

feel free too look my mods github

https://github.com/henrikse55/Item-Pack

and btw it is not a int :)

 

 

I looked at your mod but I could not find the exact declarations of your armor items and where you did the RenderingRegistry thing.

 

And also, I checked out the RenderingRegistry.class, and the functions returns an int...

 

    /**
     * Add a new armour prefix to the RenderPlayer
     *
     * @param armor
     */
    public static int addNewArmourRendererPrefix(String armor)
    {
        RenderBiped.bipedArmorFilenamePrefix = ObjectArrays.concat(RenderBiped.bipedArmorFilenamePrefix, armor);
        return RenderBiped.bipedArmorFilenamePrefix.length - 1;
    }

 

EDIT: I managed to find where you are registering your armor, but instead of the RenderingRegistry, you just use a function that returns 0 for every armor item...

Posted

my mod is is for 1.6.2, feel free too look at my github.

this link will send you too my armor class

https://github.com/henrikse55/Item-Pack/blob/origin/IP_common/com/dark2222/itempack/armor/ObsidianArmor.java'>https://github.com/henrikse55/Item-Pack/blob/origin/IP_common/com/dark2222/itempack/armor/ObsidianArmor.java

 

Thanks, I will look into it now!  :)

 

Edit: It's working finally!!! :D Thank you so much!

 

Can you share the code with me?I have exactly the same problem but I can not seem to fix it.I am getting an error in my main mod class at this line:

 

private static int renderingRegistry=RenderingRegistry.addNewArmourRendererPrefix("reinforcedarmor");

 

And when I register the armor I do it like this:

 

reinforcedHelmet = new ReinforcedHelmet(reHelmet, ReinforcedArmorMaterial, renderingRegistry, 0)
			.setUnlocalizedName("reinforcedhelmet").setCreativeTab(CreativeTabs.tabCombat);
reinforcedChest = new ReinforcedChest(reChest, ReinforcedArmorMaterial, renderingRegistry, 1)
			.setUnlocalizedName("reinforcedchest").setCreativeTab(CreativeTabs.tabCombat);

 

 

However, I am not quite sure if this is how I am supposed to do it...

feel free too look my mods github

https://github.com/henrikse55/Item-Pack

and btw it is not a int :)

 

 

I looked at your mod but I could not find the exact declarations of your armor items and where you did the RenderingRegistry thing.

 

And also, I checked out the RenderingRegistry.class, and the functions returns an int...

 

    /**
     * Add a new armour prefix to the RenderPlayer
     *
     * @param armor
     */
    public static int addNewArmourRendererPrefix(String armor)
    {
        RenderBiped.bipedArmorFilenamePrefix = ObjectArrays.concat(RenderBiped.bipedArmorFilenamePrefix, armor);
        return RenderBiped.bipedArmorFilenamePrefix.length - 1;
    }

 

EDIT: I managed to find where you are registering your armor, but instead of the RenderingRegistry, you just use a function that returns 0 for every armor item...

i do not register the armors i just use a code that checks if it is helmet, chestplate,legs or boots

here a small explanation of how it works

public class ObsidianArmor extends ArmorCore{

private String texturePath = "armor:"; ----- this is the first part of the folder:texture_1.png
private String type = "obsidian"; <---- this is a part of the texture file string

    public ObsidianArmor(int par1, EnumArmorMaterial par2EnumArmorMaterial,
            int par3, int par4) {
        super(par1, par2EnumArmorMaterial, par3, par4);
        this.setCreativeTab(CreativeTabs.tabCombat);
        this.setArmorType(type.toLowerCase(), par4);
    }
    
private void setArmorType(String type, int par4){ <--- this code checks what armor it is
	switch (par4){
	case 0: 
		this.texturePath += type +"_1.png";  ------
		break;
	case 1:
		this.texturePath += type +"_1.png"; -------
		break;
	case 2:
		this.texturePath += type +"_2.png";-------
		break;
	case 3:
		this.texturePath += type +"_1.png";------- all this make the texturePath complete by putting _1.png or _2.png at the end
		break;
	}
}
public String getArmorTexture(ItemStack itemstack, Entity entity, int slot, int layer){
	return this.texturePath; --- this use the texturePath and use it as the texture you will see when you equip the armor
}

 

hope this helped a bit more :)

Posted

I understand that.My problem is not with the class itself, it's with this:

 

ObsidianHelmet = new ObsidianArmor(Itemids.OBSIDIAN_HELMET, ObsidianArmor1, CommonProxy.addArmor(Strings.OBSIDIANARMOR), 0).setUnlocalizedName(Strings.OBSIDIANHELMET);

 

And this

 CommonProxy.addArmor(Strings.OBSIDIANARMOR)

just returns 0 for whatever string it's there, not a RenderingRegistry thing.That's what I do not understand.

Posted

I understand that.My problem is not with the class itself, it's with this:

 

ObsidianHelmet = new ObsidianArmor(Itemids.OBSIDIAN_HELMET, ObsidianArmor1, CommonProxy.addArmor(Strings.OBSIDIANARMOR), 0).setUnlocalizedName(Strings.OBSIDIANHELMET);

 

And this

 CommonProxy.addArmor(Strings.OBSIDIANARMOR)

just returns 0 for whatever string it's there, not a RenderingRegistry thing.That's what I do not understand.

that's bekos it is proxys

the commonproxy is the server proxy and the clientproxy is the client proxy

if you look in the client proxy the same method is there and the client extends the commonproxy

Posted

I understand that.My problem is not with the class itself, it's with this:

 

ObsidianHelmet = new ObsidianArmor(Itemids.OBSIDIAN_HELMET, ObsidianArmor1, CommonProxy.addArmor(Strings.OBSIDIANARMOR), 0).setUnlocalizedName(Strings.OBSIDIANHELMET);

 

And this

 CommonProxy.addArmor(Strings.OBSIDIANARMOR)

just returns 0 for whatever string it's there, not a RenderingRegistry thing.That's what I do not understand.

that's bekos it is proxys

the commonproxy is the server proxy and the clientproxy is the client proxy

if you look in the client proxy the same method is there and the client extends the commonproxy

 

I seen that.But I just don't get it.So what you are saying is that for the server you do not need to register through the RenderRegistry but for the client you have too.

And if this is the case, how is the method in the ClientProxy called?Is it because they are proxies, when you call a function in the CommonProxy it automatically calls the same function with the same arguments in the ClientProxy?

I've got to look more into proxies, I haven't realized this was a proxy problem.

 

And one more thing, I see that for each piece of armor you have a different name, so do I have to register a RenderRegistry value for every armor item I have?

 

EDIT: Anyways, I did it the same as you and it worked.I understand how proxies work now.Thanks!

Posted

I understand that.My problem is not with the class itself, it's with this:

 

ObsidianHelmet = new ObsidianArmor(Itemids.OBSIDIAN_HELMET, ObsidianArmor1, CommonProxy.addArmor(Strings.OBSIDIANARMOR), 0).setUnlocalizedName(Strings.OBSIDIANHELMET);

 

And this

 CommonProxy.addArmor(Strings.OBSIDIANARMOR)

just returns 0 for whatever string it's there, not a RenderingRegistry thing.That's what I do not understand.

that's bekos it is proxys

the commonproxy is the server proxy and the clientproxy is the client proxy

if you look in the client proxy the same method is there and the client extends the commonproxy

 

I seen that.But I just don't get it.So what you are saying is that for the server you do not need to register through the RenderRegistry but for the client you have too.

And if this is the case, how is the method in the ClientProxy called?Is it because they are proxies, when you call a function in the CommonProxy it automatically calls the same function with the same arguments in the ClientProxy?

I've got to look more into proxies, I haven't realized this was a proxy problem.

 

And one more thing, I see that for each piece of armor you have a different name, so do I have to register a RenderRegistry value for every armor item I have?

 

EDIT: Anyways, I did it the same as you and it worked.I understand how proxies work now.Thanks!

yea the server side do not use any textures so i return 0 and when the method is called on commonproxy it will do the same in the client proxy where i then return the render register. :)

glad that it works now (if you need more help feel free too pm me :))

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