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[1.7.10] - SMP Custom Particle Effect Problem


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Posted

Dear reader,

First of all let me start off by saying I know that 1.7.10 is heavily outdated and not supported here anymore, so if you refuse to help me for this reason then I accept that.
However, I'm still in 1.7.10 since my mod has over the years turned out to become quite large, and I don't have a lot of time on my hands to mod, let alone update it all the way to the newest version.

This being said, I'm having an issue concerning the spawning of a custom particle and just can't find the solution.

This particle is supposed to be linked to a custom potionEffect, the potion effects works as intended, and the particle seems to aswell.
However, when I cast world.isRemote to spawn the particle within the potionEvent, it doesn't show the particle on other entities unless I relog into the game, this goes for both players aswell as regular entities.

If I don't use the world.isRemote it spawns the particles in but they glitch and seem to get dragged to a faraway corner from time to time, also they seem to be placed about a block in size above the location of the last situation.

The way I have set it up is the following: (I have cleaned up the bigger classes)

particle class:
https://github.com/mathioks/ParticleEffect/blob/master/Particle

ServerProxy class:
https://github.com/mathioks/ParticleEffect/blob/master/ServerProxy

ClientProxy class: has the same function as ServerProxy but here it actually does something.
https://github.com/mathioks/ParticleEffect/blob/master/ClientProxy

PotionEvent class: does all the things the potion is supposed to do (spawn the particle and damage the entity if the potion is active) called from the proxy.
https://github.com/mathioks/ParticleEffect/blob/master/PotionEvent

 

Main mod class: (removed most things to just show the ones affected in this case)
https://github.com/mathioks/ParticleEffect/blob/master/Main


I can spawn the particle in other (custom) entities using their onUpdate this way, which makes me think it has to do with nearby entities not being notified of the particle's existence either because of the LivingUpdateEvent, or because I'll have to send a packet.

I have a packetdispatcher setup and use packets throughout my mod, however I can't figure out how to send a packet with particle info.

Many thanks to anyone for taking their time to read this.

Posted
1 hour ago, Sagu said:

First of all let me start off by saying I know that 1.7.10 is heavily outdated and not supported here anymore

So you post a support request anyway... LOCKED

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

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