garvek Posted February 5, 2014 Posted February 5, 2014 This approach using the Gui Handler is interresting (and makes me think I still don't really understand why it is called Gui here). But what tickles me is the usage of MC obf stuff. The lesser we have, the lesser mod porting effort we have when MC updates ... Quote
sirgingalot Posted February 5, 2014 Posted February 5, 2014 Noppes: Yeh, I was aware of this, I just like having my packets as self containing objects so they are responsible for their own encoding/decoding. Your method is definitely the simpler option for beginners though! In the end it's just a matter of preference really as there are pros and cons to both. You should post your example on the wiki though as the more information out there the better! Quote
Wicked1 Posted February 9, 2014 Posted February 9, 2014 Forge rookie here- I am going to use the NOPPES basic netty approach first. The dynamic packet way is just a bit of information overload, and I would rather use a basic method for a mod or 2 (or many) to get a real understanding of what its doing and why it does it.... I want to LEARN netty, not just use it. Then, later when I have a fancy mod doing a lot of stuff with a bunch of packets, once I understand Nopes basic netty I can tackle the fancy Wiki-Sirgingalot advanced netty thats just my 2cents The Noppes basic netty is a smaller lesson to learn, I avoid InfoOverload Mindfry from having to learn all this 172 stuff at once to get my mod up from 164 Quote http://i1149.photobucket.com/albums/o583/battleaxe333/mcMML-objBanner.png[/img]
pitman-87 Posted February 21, 2014 Posted February 21, 2014 There is an easier way to do networking. Ive made a simple example mod https://dl.dropboxusercontent.com/u/3096920/NetworkExampleMod.zip The Example works pretty good, but the ServerPacketHandler have to be registered inside load() of the mod-class and not in the commonProxy. Quote My mods: TF2 Teleporter + Sentry + Dispenser Familiars API SpecialArmor & PrinterBlock
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