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Posted

I've been working on updating Millénaire to MC 1.3/Forge 4 and I finally got it to run. I like the new APIs and the general setup, but the upgrade is a bit steep ;) I really like the new event system though.

 

Anyway, I have a few questions linked to some stuff that's not working yet. The most important as the title say regards resource loading. In MC 1.2 I loaded my active textures that way:

 

ImageIO.read((net.minecraft.client.Minecraft.class).getResource("/graphics/item/ML_om_amulet.png"));

 

Where the PNG file is in mod/millenaire/graphics/item/ (not zipped). In 1.2 it worked fine, in 1.3 the resource is null. Has anything changed there? Same problem BTW with custom items, blocks and skins.

 

Otherwise, two bonus questions:

 

- is there a convenient way of knowing which side we are in in IConnectionHandler.connectionClosed()? And of getting the name of the user if it's server-side? It used to be possible to get it from the networkManager but that doesn't seem to work anymore.

- in MCP, if I make an Eclipse project with the code from common and minecraft it compiles fine (with the proper libraries in the build path of course). However if I make one with common and minecraftserver, I get 20 compile errors, the most common being due to BaseMod missing (in ASMModParser and ModLoaderModContainer for instance). Is this normal? Is there a way of configuring a server env in MCP?

 

Thanks!

 

K.

Posted

If you use the install script that forge provides it replaces the eclipse workspace with a single project that is named 'Minecraft' and has two debug configs 'Client' and 'Server'

That is all you need its all configured properly to test the did server vs the client.

 

Aside from that, loading textures should work as it always has, as the Loading code has not changed to much between 1.2 and 1.3. It loads all the folders inside /mods/ to the classpath, so it should work. Not sure why it doesnt on that front.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Posted

If you use the install script that forge provides it replaces the eclipse workspace with a single project that is named 'Minecraft' and has two debug configs 'Client' and 'Server'

That is all you need its all configured properly to test the did server vs the client.

 

Aside from that, loading textures should work as it always has, as the Loading code has not changed to much between 1.2 and 1.3. It loads all the folders inside /mods/ to the classpath, so it should work. Not sure why it doesnt on that front.

You're nice to people that know what they're talking about.  ;)

 

So, what would happen if I did push that shiny red button over there? ... Really? ... Can I try it? ... Damn.

Posted

Yes I am, because they arnt pestering me with stupid questions that they can answer themselves with 10 seconds of looking.

So if i'm 'mean' to you, you know you are in the wrong.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Posted

Yes I am, because they arnt pestering me with stupid questions that they can answer themselves with 10 seconds of looking.

So if i'm 'mean' to you, you know you are in the wrong.

I know how that works!

 

So, what would happen if I did push that shiny red button over there? ... Really? ... Can I try it? ... Damn.

Posted

Yes I am, because they arnt pestering me with stupid questions that they can answer themselves with 10 seconds of looking.

So if i'm 'mean' to you, you know you are in the wrong.

I know how that works!

well hes not called the 'Forge Code God' or 'Noob Slayer' for no reason lol

Posted

Yes I am, because they arnt pestering me with stupid questions that they can answer themselves with 10 seconds of looking.

So if i'm 'mean' to you, you know you are in the wrong.

I know how that works!

well hes not called the 'Forge Code God' or 'Noob Slayer' for no reason lol

the only problem with the noob slayer part is when the person did spend time looking

like for my sound problem , i spent a good day before asking , then another day trying what ppl said to before a single sound loaded properly XP . and when i did get awnsers they were the kind where if you haven't been working with forge or haven't helped make forge you wouldn't have known to begin with. that said i did get a good answer in the end

Posted

Or, you could of look in the code for sound related hooks and read, anyways this thread as gone way off topic, shutup if you're not on topic.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Posted

If you use the install script that forge provides it replaces the eclipse workspace with a single project that is named 'Minecraft' and has two debug configs 'Client' and 'Server'

That is all you need its all configured properly to test the did server vs the client.

 

Thanks, that works. I hadn't seen it because I do my own project configs due to wanting to use my existing workspace. This means BTW that the code in minecraftserver is no longer used at all?

 

Aside from that, loading textures should work as it always has, as the Loading code has not changed to much between 1.2 and 1.3. It loads all the folders inside /mods/ to the classpath, so it should work. Not sure why it doesnt on that front.

 

Very strange. And I get the same error when running it with your Eclipse workspace. I also tried zipping it and same deal. I guess I'll try and see if I can get an other Forge mod to work.

 

Anyone has anything to suggest regarding this? :

 

- is there a convenient way of knowing which side we are in in IConnectionHandler.connectionClosed()? And of getting the name of the user if it's server-side? It used to be possible to get it from the networkManager but that doesn't seem to work anymore.
Posted

- is there a convenient way of knowing which side we are in in IConnectionHandler.connectionClosed()? And of getting the name of the user if it's server-side? It used to be possible to get it from the networkManager but that doesn't seem to work anymore.

 

Did you try:

if(FMLCommonHandler.instance().getSide().isClient()) to check if it's on the client or

if(FMLCommonHandler.instance().getSide().isServer()) to check if it's on the server

?

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

Posted

Won't that always return client though if it's not a stand-alone server, even if the event is being triggered by a LAN player disconnecting, in which case it's really a "server-side" event?

 

Huh, that's true. Then I have no idea :/

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

Posted

I figured out the resource problem, if anyone else is having the same. It's due to me splitting the Millénaire mod between a millenaire zip file that contains the classes and a millenaire folder with the content, including the textures. Forge 3 loaded the content of the folder as resources even if it wasn't a "mod" folder as such. Forge 4 doesn't. So I'll now package the textures in the zip file instead.

Posted

Fmlcommonhanlder.get environment side is a guess as to the side in an integrated server. Random files are no longer added to the class path. You can get stuff straight from your mod zip: I give you a file in pre unit that is your mod zip..

Posted

One thing I always hated about Millenair was how many folders it made in random place ;)

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Posted

Eah last time I used it it has a folder in the root of the MC dir.

And you could just setup those folders for yourself when the mod loads for the first time.

Anything more complicated then 'Put this zip in /mods/' is a bad idea :P

Instead of relying on on classpaths, you could write a little bit to load things from that folder first if they exist.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Posted

I would tend to agree with lex. You get given your zip distributable as a file in preinit event so if you want to open it up and deploy it somewhere and then do stuff, do it there. I don't want to add random paths. Mcpatcher is already annoying in that respect...

Posted
I'm not sure why it would be easier for users to install a zip instead of a zip and two folders in the same place ;)
You give WAY to much credit to the end user.

Hell, its a miracle they even understand how to put the mod in the right folder.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Posted

Yeah, often they do not even know that the 'mods' folder is the folder they put mods in, even when told to, you should make that explicit.  Many end users are about the least intelligent people that you will find.  ;)

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