Jump to content

Recommended Posts

Posted

I have a bug when I open my GUI (or try to). IT DOESN'T WORK AND CRASHES THE GAME!

Here is my relevant code=

NetworkProxy:

package com.sear.tutorial.proxy;

import com.sear.tutorial.Tutorial;
import com.sear.tutorial.gui.GuiHandler;

import cpw.mods.fml.common.network.NetworkRegistry;

public class ServerProxy {
public void registerRenderThings(){


}
public void registerNetworkStuff(){
	NetworkRegistry.INSTANCE.registerGuiHandler(Tutorial.modInstance, new GuiHandler());

}
}

GuiHandler:

package com.sear.tutorial.gui;

import scala.Console;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.world.World;

import com.sear.tutorial.Tutorial;
import com.sear.tutorial.gui.containerMagicGui;

import cpw.mods.fml.common.network.IGuiHandler;
import cpw.mods.fml.common.network.NetworkRegistry;

public class GuiHandler implements IGuiHandler{
public GuiHandler(){
	NetworkRegistry.INSTANCE.registerGuiHandler(Tutorial.modInstance, this);
	Console.out().println("RUBIES: GuiHandler registered.");

}
@Override
public Object getServerGuiElement(int ID, EntityPlayer player, World world,
		int x, int y, int z) {

	if(ID == 0){
		return new containerMagicGui(player);			
	}
	else{

	return null;
	}
}

@Override
public Object getClientGuiElement(int ID, EntityPlayer player, World world,
		int x, int y, int z) {

	if(ID == 0){
		return new magicGui(player);
	}
	else{
		return null;

	}

}

}

MagicGui:

package com.sear.tutorial.gui;

import org.lwjgl.opengl.GL11;

import scala.Console;

import com.sear.tutorial.Tutorial;
import com.sear.tutorial.magic.spells;

import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.GuiButton;
import net.minecraft.client.gui.GuiControls;
import net.minecraft.client.gui.GuiScreen;
import net.minecraft.client.gui.inventory.GuiContainer;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.util.ResourceLocation;

public class magicGui extends GuiScreen{
ResourceLocation texture = new ResourceLocation(Tutorial.MODID, "textures/gui/magicGui.png");
public final int xSizeOfTexture= 200;
public final int ySizeOfTexture= 500;
public magicGui(EntityPlayer player){

}
@Override
public void drawScreen(int x, int y, float f){
	drawDefaultBackground();
	GL11.glColor4f(1F, 1F, 1F, 1F);
	Minecraft.getMinecraft().getTextureManager().getTexture(texture);
	int posX = (this.width - xSizeOfTexture) / 2;
	int posY = (this.height - ySizeOfTexture) / 2;
	drawTexturedModalRect(posX, posY, 0, 0, xSizeOfTexture, ySizeOfTexture);
	super.drawScreen(x, y, f);
	Console.out().println("RUBIES: MagicGUI screen drawn.");
}
@Override
public boolean doesGuiPauseGame(){
	return false;

}
public void initGui(){

	int posX = (this.width - xSizeOfTexture) / 2;
	int posY = (this.height - ySizeOfTexture) / 2;

	this.buttonList.add(new GuiButton(1, posX, posY, 200, 20, "Fireball"));
	this.buttonList.add(new GuiButton(2, posX, posY + 20, 200, 20, "Ice Blast"));
	this.buttonList.add(new GuiButton(3, posX, posY + 20, 200, 20, "Weak Heal"));
	this.buttonList.add(new GuiButton(0, posX, posY + 20, 200, 20, "No Spell..."));
}
public void actionPerformed(GuiButton button){
	switch(button.id){
		case 0: spells.setActiveSpell(0);
		case 1: spells.setActiveSpell(1);
		case 2: spells.setActiveSpell(2);
		case 3: spells.setActiveSpell(3);
		default: Minecraft.getMinecraft().thePlayer.sendChatMessage("I am really good at breaking things!");

	}
	Console.out().println("RUBIES: MagicGUI Switch completed.");
}
}


ContainerMagicGui:

package com.sear.tutorial.gui;

import scala.Console;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.inventory.Container;

public class containerMagicGui extends Container{
public containerMagicGui(EntityPlayer player){
	Console.out().println("RUBIES: Dunno what this is... some server-side GUI mumbo-jumbo? But it's loaded, and that's the point.");

}
@Override
public boolean canInteractWith(EntityPlayer var1) {
	return true;
}

}

And the class that calls all this:

package com.sear.tutorial.magic;

import scala.Console;
import net.minecraft.client.renderer.texture.IIconRegister;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.world.World;

import com.sear.tutorial.Tutorial;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

public class ItemWarlockSpellbook extends Item {
public boolean hasEffect(ItemStack par1ItemStack){
	return true;

}
public ItemWarlockSpellbook(){
	super();
	setUnlocalizedName("ItemWarlockSpellbook");
	setTextureName(Tutorial.MODID + ":" + getUnlocalizedName().substring(5));
	setCreativeTab(Tutorial.tabMagic);
	setMaxStackSize(1);
}
@Override
public ItemStack onItemRightClick(ItemStack itemstack, World world, EntityPlayer player)
    {
	Console.out().println("RUBIES: GUI is attempting to open...");
	player.openGui(Tutorial.modInstance, 0, world, (int)player.posX, (int)player.posY, (int)player.posZ);
	Console.out().println("RUBIES: GUI should have opened, check console.");
        return itemstack;
    }
@Override
@SideOnly(Side.CLIENT)
public void registerIcons(IIconRegister icon) {
	this.itemIcon = icon.registerIcon(Tutorial.MODID + ":" + getUnlocalizedName().substring(5));

}
}

It has me stumped... Can anyone figure out why this is happening?

Developer of the WIP Rubies mod.

Posted

Need more info. This isn't enough information to know EXACTLY what's wrong, but I would advise opening the GUI on the client.

-Mitchellbrine

 

Minecraft can do ANYTHING, it's coded in Java and you got the full power of Java behind you when you code. So nothing is impossible.

It may be freaking fucking hard though, but still possible ;)

 

If you create a topic on Modder Support, live by this motto:

I don't want your charity, I want your information
Posted

I have noticed that you have registered your GuiHandler twice. Once in your registerNetworkStuff() method, and then inside the constructor of your GuiHandler. Try removing the one inside your GuiHandler's constructor and see if that fixes it. If it doesn't, post the crash report.

We all stuff up sometimes... But I seem to be at the bottom of that pot.

Posted

It fixed it... partially. The GUI will open and close now, but buttons don't do ANYTHING.

So..

How do I set the texture of a button?, and

How do I see if it is working?

Developer of the WIP Rubies mod.

Posted

Use the actionPerformed method. You get a GuiButton parameter which you can use to get the id, which you canuse to identify the button, and do stuff based on the button that was clicked.

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

Posted

I did. I actually solved the button problem by doing *gasp* nothing.

I just tried gradlew building it again and it worked fine. Weird.

Developer of the WIP Rubies mod.

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

    • After reinstalling and rebuilding server, now I get another error which is Internal Exception: io.netty.handler.codec.DecoderException: java.lang.IndexOutOfBoundsException: readerIndex(2829) + length(1) exceeds writerIndex(2829): UnpooledHeapByteBuf(ridx: 2829, widx: 2829, cap: 2829/2829)
    • In 1.20.1, while creating an addon(mod) for Epic Fight, I tried to runclient and it crashed with the following error rg.spongepowered.asm.mixin.throwables.MixinApplyError: Mixin [mixins.epicfight.json:MixinEntityRenderer] from phase [DEFAULT] in config [ mixins.epicfight.json] FAILED during APPLY Could you please tell me how to solve this problem? build.gradle   plugins { id 'eclipse' id 'idea' id 'maven-publish' id 'net.minecraftforge.gradle' version '[6.0,6.2)' //id 'org.parchmentmc.librarian.forgegradle' version '1.+' //id 'org.spongepowerd.mixin' version '0.8.5' } version = mod_version group = mod_group_id base { archivesName = mod_id } // Mojang ships Java 17 to end users in 1.18+, so your mod should target Java 17. java.toolchain.languageVersion = JavaLanguageVersion.of(17) println "Java: ${System.getProperty 'java.version'}, JVM: ${System.getProperty 'java.vm.version'} (${System.getProperty 'java.vendor'}), Arch: ${System.getProperty 'os.arch'}" minecraft { // The mappings can be changed at any time and must be in the following format. // Channel: Version: // official MCVersion Official field/method names from Mojang mapping files // parchment YYYY.MM.DD-MCVersion Open community-sourced parameter names and javadocs layered on top of official // // You must be aware of the Mojang license when using the 'official' or 'parchment' mappings. // See more information here: https://github.com/MinecraftForge/MCPConfig/blob/master/Mojang.md // // Parchment is an unofficial project maintained by ParchmentMC, separate from MinecraftForge // Additional setup is needed to use their mappings: https://parchmentmc.org/docs/getting-started // // Use non-default mappings at your own risk. They may not always work. // Simply re-run your setup task after changing the mappings to update your workspace. mappings channel: mapping_channel, version: mapping_version // When true, this property will have all Eclipse/IntelliJ IDEA run configurations run the "prepareX" task for the given run configuration before launching the game. // In most cases, it is not necessary to enable. // enableEclipsePrepareRuns = true // enableIdeaPrepareRuns = true // This property allows configuring Gradle's ProcessResources task(s) to run on IDE output locations before launching the game. // It is REQUIRED to be set to true for this template to function. // See https://docs.gradle.org/current/dsl/org.gradle.language.jvm.tasks.ProcessResources.html copyIdeResources = true // When true, this property will add the folder name of all declared run configurations to generated IDE run configurations. // The folder name can be set on a run configuration using the "folderName" property. // By default, the folder name of a run configuration is the name of the Gradle project containing it. // generateRunFolders = true // This property enables access transformers for use in development. // They will be applied to the Minecraft artifact. // The access transformer file can be anywhere in the project. // However, it must be at "META-INF/accesstransformer.cfg" in the final mod jar to be loaded by Forge. // This default location is a best practice to automatically put the file in the right place in the final jar. // See https://docs.minecraftforge.net/en/latest/advanced/accesstransformers/ for more information. // accessTransformer = file('src/main/resources/META-INF/accesstransformer.cfg') // Default run configurations. // These can be tweaked, removed, or duplicated as needed. runs { // applies to all the run configs below configureEach { workingDirectory project.file('run') // Recommended logging data for a userdev environment // The markers can be added/remove as needed separated by commas. // "SCAN": For mods scan. // "REGISTRIES": For firing of registry events. // "REGISTRYDUMP": For getting the contents of all registries. property 'forge.logging.markers', 'REGISTRIES' // Recommended logging level for the console // You can set various levels here. // Please read: https://stackoverflow.com/questions/2031163/when-to-use-the-different-log-levels property 'forge.logging.console.level', 'debug' mods { "${mod_id}" { source sourceSets.main } } } client { // Comma-separated list of namespaces to load gametests from. Empty = all namespaces. property 'forge.enabledGameTestNamespaces', mod_id } server { property 'forge.enabledGameTestNamespaces', mod_id args '--nogui' } // This run config launches GameTestServer and runs all registered gametests, then exits. // By default, the server will crash when no gametests are provided. // The gametest system is also enabled by default for other run configs under the /test command. gameTestServer { property 'forge.enabledGameTestNamespaces', mod_id } data { // example of overriding the workingDirectory set in configureEach above workingDirectory project.file('run-data') // Specify the modid for data generation, where to output the resulting resource, and where to look for existing resources. args '--mod', mod_id, '--all', '--output', file('src/generated/resources/'), '--existing', file('src/main/resources/') } } } // Include resources generated by data generators. sourceSets.main.resources { srcDir 'src/generated/resources' } repositories { // Put repositories for dependencies here // ForgeGradle automatically adds the Forge maven and Maven Central for you maven { url "https://cursemaven.com" content { includeGroup "curse.maven" } } // If you have mod jar dependencies in ./libs, you can declare them as a repository like so. // See https://docs.gradle.org/current/userguide/declaring_repositories.html#sub:flat_dir_resolver // flatDir { // dir 'libs' // } } dependencies { // Specify the version of Minecraft to use. // Any artifact can be supplied so long as it has a "userdev" classifier artifact and is a compatible patcher artifact. // The "userdev" classifier will be requested and setup by ForgeGradle. // If the group id is "net.minecraft" and the artifact id is one of ["client", "server", "joined"], // then special handling is done to allow a setup of a vanilla dependency without the use of an external repository. minecraft "net.minecraftforge:forge:${minecraft_version}-${forge_version}" // Example mod dependency with JEI - using fg.deobf() ensures the dependency is remapped to your development mappings // The JEI API is declared for compile time use, while the full JEI artifact is used at runtime // compileOnly fg.deobf("mezz.jei:jei-${mc_version}-common-api:${jei_version}") // compileOnly fg.deobf("mezz.jei:jei-${mc_version}-forge-api:${jei_version}") // runtimeOnly fg.deobf("mezz.jei:jei-${mc_version}-forge:${jei_version}") implementation fg.deobf("curse.maven:epic-fight-mod-405076:5922122") annotationProcessor 'org.spongepowered:mixin:0.8.5:processor' // Example mod dependency using a mod jar from ./libs with a flat dir repository // This maps to ./libs/coolmod-${mc_version}-${coolmod_version}.jar // The group id is ignored when searching -- in this case, it is "blank" // implementation fg.deobf("blank:coolmod-${mc_version}:${coolmod_version}") // For more info: // http://www.gradle.org/docs/current/userguide/artifact_dependencies_tutorial.html // http://www.gradle.org/docs/current/userguide/dependency_management.html } // This block of code expands all declared replace properties in the specified resource targets. // A missing property will result in an error. Properties are expanded using ${} Groovy notation. // When "copyIdeResources" is enabled, this will also run before the game launches in IDE environments. // See https://docs.gradle.org/current/dsl/org.gradle.language.jvm.tasks.ProcessResources.html tasks.named('processResources', ProcessResources).configure { var replaceProperties = [ minecraft_version: minecraft_version, minecraft_version_range: minecraft_version_range, forge_version: forge_version, forge_version_range: forge_version_range, loader_version_range: loader_version_range, mod_id: mod_id, mod_name: mod_name, mod_license: mod_license, mod_version: mod_version, mod_authors: mod_authors, mod_description: mod_description, ] inputs.properties replaceProperties filesMatching(['META-INF/mods.toml', 'pack.mcmeta']) { expand replaceProperties + [project: project] } } // Example for how to get properties into the manifest for reading at runtime. tasks.named('jar', Jar).configure { manifest { attributes([ 'Specification-Title' : mod_id, 'Specification-Vendor' : mod_authors, 'Specification-Version' : '1', // We are version 1 of ourselves 'Implementation-Title' : project.name, 'Implementation-Version' : project.jar.archiveVersion, 'Implementation-Vendor' : mod_authors, 'Implementation-Timestamp': new Date().format("yyyy-MM-dd'T'HH:mm:ssZ") ]) } // This is the preferred method to reobfuscate your jar file finalizedBy 'reobfJar' } // However if you are in a multi-project build, dev time needs unobfed jar files, so you can delay the obfuscation until publishing by doing: // tasks.named('publish').configure { // dependsOn 'reobfJar' // } // Example configuration to allow publishing using the maven-publish plugin publishing { publications { register('mavenJava', MavenPublication) { artifact jar } } repositories { maven { url "file://${project.projectDir}/mcmodsrepo" } maven { url "https://cursemaven.com" content { includeGroup "curse.maven" } } } } tasks.withType(JavaCompile).configureEach { options.encoding = 'UTF-8' // Use the UTF-8 charset for Java compilation }  
    • I have a custom 3d model which works perfectly. BUT I want it to be held diffrently on the players hand when the item is being used. My JSON file under assets/examplemod/items looks like this: { "model": { "type": "minecraft:condition", "on_false": { "type": "minecraft:model", "model": "examplemod:item/example_item" }, "on_true": { "type": "minecraft:model", "model": "examplemod:item/example_item_using" }, "property": "minecraft:using_item" } }   This works fine until the item is used. The correct model will be displayed but with a full black texture instead of the actuall texture. Any idea why? (I want to use the exact same texture for both items, because their model is the same just diffrent displays on firstperson_righthand and firstperson_lefthand). The models JSON's are fully blockbench files inlcuding the elements, display, textures with texture_size.   Also is this the correct way to do it? Because it feels so dumb to change the exact same model just for a diffrent right- and lefthand view.   (fyi: ItemUseAnimation is BLOCK for this item)
    • I just backed up my world then tried to create new mod with currently equipped mod but with new world still made same error. Sooo I think it's not world error. also It's working fine on singleplayer. + but it made some another weird error with new world
    • Maybe the file is too large - you can upload the log file via Mediafire
  • Topics

×
×
  • Create New...

Important Information

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