Jump to content

Recommended Posts

Posted

I am trying to use a video decode library (org.bytedeco) in the mod. The code can be called in the source code and  compiled correctly, but when i enter the game, it throws ClassNotFoundException org.opencv.core.Core and NoClassDefFoundError org/opencv/core/Core. I just implemented 4 libs like this:

    implementation 'org.bytedeco:ffmpeg:5.0-1.5.7'
    implementation 'org.bytedeco:javacpp:1.5.7'
    implementation 'org.bytedeco:javacv:1.5.7'
    implementation 'org.bytedeco:opencv:4.5.5-1.5.7'

And considering the runtime dependency, i also used jarJar:

    implementation(group : 'org.bytedeco', name : 'ffmpeg', version : '[5.0-1.5.7,6.0)' ){
        jarJar.pin(it,'5.0-1.5.7')
    }
    implementation(group : 'org.bytedeco', name : 'javacpp', version : '[1.5.7,1.6)' ){
        jarJar.pin(it,'1.5.7')
    }
    implementation(group : 'org.bytedeco', name : 'javacv', version : '[1.5.7,1.6)' ){
        jarJar.pin(it,'1.5.7')
    }
    implementation(group : 'org.bytedeco', name : 'opencv', version : '[4.5.5-1.5.7,6.0)' ){
        jarJar.pin(it,'4.5.5-1.5.7')
    }

i don't know why the compilation can be correct but when i run the game it contains errors. 

or i need to add external jar libs in other ways...

Posted

The libraries you adding in the first example are not mods.  So forge won't load them.

You could of course change them into mods by adding a META-INF/mods.toml to them.

 

JarJar is not something I know a lot about, but I do know you have to enable it in your build.gradle

https://forge.gemwire.uk/wiki/Jar-in-Jar#Using_ForgeGradle_to_generate_a_Jar-In-Jar

  Quote

To enable it, you need to call `jarJar.enable()` anywhere in your buildscript

Expand  

 

Shading is another option mentioned on that wiki link, e.g.

https://imperceptiblethoughts.com/shadow/introduction/

 

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hello all. I'm currently grappling with the updateShape method in a custom class extending Block.  My code currently looks like this: The conditionals in CheckState are there to switch blockstate properties, which is working fine, as it functions correctly every time in getStateForPlacement.  The problem I'm running into is that when I update a state, the blocks seem to call CheckState with the position of the block which was changed updated last.  If I build a wall I can see the same change propagate across. My question thus is this: is updateShape sending its return to the neighbouring block?  Is each block not independently executing the updateShape method, thus inserting its own current position?  The first statement appears to be true, and the second false (each block is not independently executing the method). I have tried to fix this by saving the block's own position to a variable myPos at inception, and then feeding this in as CheckState(myPos) but this causes a worse outcome, where all blocks take the update of the first modified block, rather than just their neighbour.  This raises more questions than it answers, obviously: how is a different instance's variable propagating here?  I also tried changing it so that CheckState did not take a BlockPos, but had myPos built into the body - same problem. I have previously looked at neighbourUpdate and onNeighbourUpdate, but could not find a way to get this to work at all.  One post on here about updatePostPlacement and other methods has proven itself long superceded.  All other sources on the net seem to be out of date. Many thanks in advance for any help you might offer me, it's been several days now of trying to get this work and several weeks of generally trying to get round this roadblock.  - Sandermall
    • sorry, I might be stupid, but how do I open it? because the only options I have are too X out, copy it, which doesn't work and send crash report, which doesn't show it to me, also, sorry for taking so long.
    • Can you reproduce this with version 55.0.21? A whole lot of plant placement issues were just fixed in this PR.
    • Necro'ing that thread to ask if you found a solution ? I'm encountering the same crash on loading the world. I created the world in Creative to test my MP, went into survival to test combat, died, crashed on respawn and since then crash on loading the world. Deactivating Oculus isn't fixing it either, and I don't have Optifine (Twilight forest is incompatible)
  • Topics

  • Who's Online (See full list)

    • There are no registered users currently online
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.