Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Client cant connect to any server


Blub
 Share

Recommended Posts

Hello,

i have made my own client for the Minecraft Version 1.8.8. I can play normaly in Singelplayer but i cant connect to any server. It always says "cant connect to server" but when i change to a other client, for example the standard 1.8.8, i can join servers again. Any tips?

Link to comment
Share on other sites

Do not make custom clients.

Some tips:

Spoiler

Modder Support:

Spoiler

1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
 Share



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • i found it guys
    • So i just bought a RLcraft server for me and my friends to play on. I launched it and it is working fine but it tells me that i need to download all the mods i go to mods and press "minecraft forge" and nothing shows up that i can open files. If anyone have a suggestion i would need the help. This is the server hosting i  used 
    • i did it in 1.12.2 not walking for me can anyone help me get it pls???  
    • Got the rotation working. I had to look at LivingEntityRenderer#render and setupRotations a little more closely, and I realized that I needed to change the custom entity's yBodyRot and yBodyRotO.  private static boolean renderingCustomEntity = false; private static CustomEntity customEntity; private static void refreshCustomEntity(LocalPlayer localPlayer, LivingEntity livingEntity) { if (customEntity == null || customEntity.isRemoved()) { customEntity = ModEntities.CUSTOM_ENTITY.get().create(localPlayer.clientLevel); } if (!customEntity.level.dimension().equals(livingEntity.level.dimension())) { customEntity.discard(); } } @SubscribeEvent public static void replaceMobModel(RenderLivingEvent.Pre<LivingEntity, EntityModel<LivingEntity>> event) { LocalPlayer localPlayer = Minecraft.getInstance().player; if (localPlayer != null && event.getEntity() instanceof Mob mob) { if (/* put your own condition here */) { if (!renderingCustomEntity) { try { renderingCustomEntity = true; event.setCanceled(true); refreshCustomEntity(localPlayer, mob); // (truth be told, my custom entity does not have a "head", so these lines aren't needed) // customEntity.setYHeadRot(mob.getYHeadRot()); // customEntity.yHeadRotO = mob.yHeadRotO; customEntity.setYBodyRot(mob.yBodyRot); customEntity.yBodyRotO = mob.yBodyRotO; customEntity.setPose(mob.getPose()); Minecraft.getInstance().getEntityRenderDispatcher().getRenderer(customEntity).render( customEntity, customEntity.yBodyRot, event.getPartialTick(), event.getPoseStack(), event.getMultiBufferSource(), event.getPackedLight() ); } finally { renderingCustomEntity = false; } } } } }   As shown in my code, if the mob whose model is replaced moves to a different dimension, I unload the custom entity with Entity#discard and then reinitialize it on the next tick. I wonder if I also have to unload the custom entity when the mob it is "replacing" dies.
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.