Jump to content

Recommended Posts

Posted

I'm going to keep this short, and simple. I've got logs - I've tried this with your FML installer code, and my modified version (see my github/pull to your repo).

Every time I try to set up a Forge MCP workspace (IE forge downloads all needed resources, patches them), I run in to errors when patching the minecraft source. This is the correct MCP version, the correct MC Jar version, and the correct Forge version. Nothing is wrong in the downloads/resources department. These files (MC jar, etc..) have in no way been altered prior to their being processed by MCP and Forge.

After Forge fails to automate decompilation, I try to decompile - I am told consistently (IE every try) the a certain class `qp' is missing.

 

My diagnosis: It looks like the wrong patchfiles got included. I may be wrong, however. Regardless, decompiling consistently fails.

 

Links (Be sure to read any #'d comments):

`forge_i_c.log' (Console session, /bin/bash): http://pastie.org/6575782 (PB captchas are currently broken, only got to post one time)

`forge_i.log' (Forge install, referenced from console session log): http://pastebin.com/NWFxvfXC

 

My pull request with the patch I applied (this works - nothing is wrong here): https://github.com/MinecraftForge/FML/pull/202

Posted

What versions of astyle do you have installed? Typically EVERY patch failing is caused by you either not having astyle, its config being compleetly diffrent then the one mcp needs, or some other bug on there end.

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

Come to think of it, astyle not being installed may be the issue. I was relatively unaware of its ncessity, seeing as (no offence) some of the documentation for workspace setup is not present, hard to find, or provided by 3rd parties (generally "tutorial" people on youtube that have no f* idea what they're doing). I'll post back/edit this post if that fixes it.

Posted

Zip your mcp/src folder and upload it somewhere. Something is causing your decompiled source to be unintelligible to the install script.

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
00:31:12 -    ERROR: Method func_70041_e_ ()Z couldn't be decompiled.

00:31:12 - java.io.FileNotFoundException: /home/king_bowser/Projects/BureauCraft-Forge/forge/mcp/temp/cls/minecraft/net/minecraft/entity/item/EntityTNTPrimed.class (Too many open files)

Not sure exactly how you'd do it but seems you need to expand the number of open files you can have at a time. Or make sure you've cleaned up all externious handels before running install.

 

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

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

    • I see. I'm sure I tried again with a lower case word, a few times. I ended up doing the same thing as pixxy in the end. Is this beyond the scope of the admins to fix? Are they already aware of it, or should I use 'contact us' to post a ticket?
    • I’m working on a Manta Ray entity in MCreator using GeckoLib animations, and my goal is to have a looping (flip) animation that ends at −360°, then transitions seamlessly into a swim animation starting at 0°. However, every method I’ve tried—like quickly interpolating the angle, inserting a brief keyframe at 0°, or using a micro “bridge” animation—still causes a visible “flash” https://imgur.com/a/5ucjUb9 or "jump" when the rotation resets. I want a perfectly smooth motion from the flip’s final rotation to the swim’s initial rotation. If anyone has solved this in MCreator/GeckoLib, or found a better trick for handling the −360° →0° gap without a snap, I’d appreciate some advice ! P.S.- I cannot set swim to start at -360 because I would have the same issue but in reverse. Here's the custom LoopingAnimationGoal :   class LoopingAnimationGoal extends Goal { private final MantaRayEntity entity; private final int cooldownTime; private int animationTimer; private int cooldownTimer; // New boolean to prevent double calls private boolean isLoopingActive = false; public LoopingAnimationGoal(MantaRayEntity entity, int cooldownTime) { this.entity = entity; this.cooldownTime = cooldownTime; this.animationTimer = 0; this.cooldownTimer = 0; this.setFlags(EnumSet.of(Flag.MOVE, Flag.LOOK)); } @Override public boolean canUse() { System.out.println("[DEBUG] LoopingGoal canUse => cooldownTimer=" + cooldownTimer); if (cooldownTimer > 0) { cooldownTimer--; return false; } BlockPos entityPos = entity.blockPosition(); boolean canUse = entity.isWaterAbove(entityPos, 4); System.out.println("[DEBUG] LoopingGoal canUse => WATER " + (canUse ? "DETECTED" : "NOT DETECTED") + " at " + entityPos + ", returning " + canUse); return canUse; } @Override public void start() { entity.setAnimation("looping"); animationTimer = 63; isLoopingActive = true; System.out.println("[DEBUG] Looping animation STARTED. Timer=" + animationTimer + ", gameTime=" + entity.level().getGameTime()); } @Override public boolean canContinueToUse() { System.out.println("[DEBUG] LoopingGoal canContinueToUse => animationTimer=" + animationTimer); return animationTimer > 0; } @Override public void tick() { animationTimer--; System.out.println("[DEBUG] LoopingGoal TICK => animationTimer=" + animationTimer); // We stop ONLY if we are still looping if (animationTimer <= 0 && isLoopingActive) { System.out.println("[DEBUG] condition => animationTimer <= 0 && isLoopingActive"); stop(); } } @Override public void stop() { // Check if already stopped if (!isLoopingActive) { System.out.println("[DEBUG] stop() called again, but isLoopingActive = false. Doing nothing."); return; } System.out.println("[DEBUG] Looping STOP at tick=" + entity.level().getGameTime() + ", last known rotation=" + entity.getXRot() + "/" + entity.getYRot() + ", animationTimer=" + animationTimer); // Immediately switch to "swim" entity.setAnimation("swim"); // Reset cooldown cooldownTimer = cooldownTime; // Disable looping to prevent a second stop isLoopingActive = false; System.out.println("[DEBUG] Looping STOP => setAnimation('swim'), cooldownTimer=" + cooldownTimer); } }  
    • So is the intention of the crusher for ores meant to be used with a silk touch pickaxe or something? Cause that seems like too much effort just to profit off of the machine, when everything drops as raw materials now. Am I just missing something? 
  • Topics

×
×
  • Create New...

Important Information

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