Could you explain the method that you used, and if you used a craftbukkit server along with the version ect?
I don't use Bukkit. Mine is a modded vanilla server. After installing ModloaderMP and Forge for the server, I copy the files in McCahon's "put in server jar" folder into the server jar and kick it off. This will create a KaevatorSlopes.prop* file in the same location as your minecraft_server.jar.
Stop the server and open the .prop file with Notepad++ or Notepad. Any blocks you don't want in the game, change the ID to 0. Any blocks you do, assign an available block ID. You have from 123 to 254 to work with, but don't change block IDs for blocks already in your world. I keep a spreadsheet of every block ID I'm using.
Once the server is running without errors, now it's time for the client. Install Modloader, ModloaderMP, and Forge** into your client's minecraft.jar. Then install Kaevator's client files into the jar. Next, install the files under McCahon's "put in minecraft" folder into your jar. Kick off the client. It'll create a KaevatorSlopes.prop file in .mincraft\config. Now edit this one so that the block IDs are identical to the IDs in your server jar. DO NOT just copy the server jar over. The field names are different.
For example, if you set BlockKaevWoodCornersID=178 in the server file, then BlockKaevWoodCorners=178 must be set in the client file (for all clients).
You should be able to run and connect to the server and build the new blocks.
With the announcement of 1.2 having 4096 block IDs, I'm using up 18 of my 24 IDs on slopes with the intent to not update again until I can move to 1.2. I can't wait until I can enable all the slopes. (Told you I would be in trouble if Mojang upped the block ID limit. I'll never stop modding the server!)
*I can't remember if that's the *exact* name of the file, but you should be able to find it.
**I run a ton of Forge mods like Redpower 2, Buildcraft, and Industrialcraft 2, so I can't remember if this mod actually requires Forge or not.
I know Jsn_man was doing this but got busy and hasn't really updated anything since 1.0. It would be awesome if you are able to do this as so many people play on servers but there are so few SMP mods out there.
If you taking requests for mods we would like to see made SMP...my requests are:
Hi fella i got my slops working on both sides all ok but i did not have a server side config, it did not make one at first run could you send me yours please im trying to do redwool, only need redwool. Pleasae help me out here. Thank You Nick
It's in the main server directory not the config folder.
I need to know when my mod port is done and did you modify any client files so that i have to change the client version download in my post or did you just add a server version that is already compatible with the current client version.
I have not started modifying the base classes yet, I am not sure when I can I am quite busy with my classes and am not currently at home. I will be back on friday.
I have not started modifying the base classes yet, I am not sure when I can I am quite busy with my classes and am not currently at home. I will be back on friday.
I would love to see Fossil/Archaeology ported, too, but I think Jsn_man was close to being done with that, so it would probably be worth checking into that first before spending your time on it. Same with Mo'Creatures. (I swear, the first person who successfully ports a mob mod to multiplayer will be a god among men).
Added a link to your bukkit port in the OP, Great Job doing the port saved me some time. I Would still love to figure out how to port for bukkit tho XD.
You could try to be more courteous. Unless you're paying mccahon for his time and skill, this reeks of entitlement. He doesn't owe you or any of us anything.
Has anyone else had issue with modifying the block IDs of the bukkit port of super slopes? It seems that the super slopes prop file is being generated into the server's main folder instead of the config folder. I've tried modifying the one it generates as well as placing a copy of the modified one in the config folder, but it overwrites the one I modify in the server's main folder with the default prop file, and won't let me change the block IDs.
Is it just my version of Bukkit? I'm using Tekkit.
I don't use Bukkit. Mine is a modded vanilla server. After installing ModloaderMP and Forge for the server, I copy the files in McCahon's "put in server jar" folder into the server jar and kick it off. This will create a KaevatorSlopes.prop* file in the same location as your minecraft_server.jar.
Stop the server and open the .prop file with Notepad++ or Notepad. Any blocks you don't want in the game, change the ID to 0. Any blocks you do, assign an available block ID. You have from 123 to 254 to work with, but don't change block IDs for blocks already in your world. I keep a spreadsheet of every block ID I'm using.
Once the server is running without errors, now it's time for the client. Install Modloader, ModloaderMP, and Forge** into your client's minecraft.jar. Then install Kaevator's client files into the jar. Next, install the files under McCahon's "put in minecraft" folder into your jar. Kick off the client. It'll create a KaevatorSlopes.prop file in .mincraft\config. Now edit this one so that the block IDs are identical to the IDs in your server jar. DO NOT just copy the server jar over. The field names are different.
For example, if you set BlockKaevWoodCornersID=178 in the server file, then BlockKaevWoodCorners=178 must be set in the client file (for all clients).
You should be able to run and connect to the server and build the new blocks.
With the announcement of 1.2 having 4096 block IDs, I'm using up 18 of my 24 IDs on slopes with the intent to not update again until I can move to 1.2. I can't wait until I can enable all the slopes. (Told you I would be in trouble if Mojang upped the block ID limit. I'll never stop modding the server!)
*I can't remember if that's the *exact* name of the file, but you should be able to find it.
**I run a ton of Forge mods like Redpower 2, Buildcraft, and Industrialcraft 2, so I can't remember if this mod actually requires Forge or not.
If you taking requests for mods we would like to see made SMP...my requests are:
All of Pam's mods - http://www.minecraftforum.net/topic/402069-11forgesmp-pams-harvestearthwoodbonewaxclothdesertcraft-weee-flowers-feb-15th-two-new-mini-mods/page__st__2940__gopid__12798346#entry12798346 (this one Jsn_man did to 1.0 but hasn't updated it since then...so it has gotten pretty far behind where Pam's SSP mods are)
Fossil & Archeology mod - http://www.minecraftforum.net/topic/446117-110fossil-archeology-v58sspmuti-language/
Mo Creatures - http://www.minecraftforum.net/topic/81771-v110-mo-creatures-v322-with-goats-jellyfish-mantarays-and-stingrays/
Phosphorus Caverns - http://www.minecraftforum.net/topic/936394-110-phosphorus-caverns-modloader/
It's in the main server directory not the config folder.
I have not started modifying the base classes yet, I am not sure when I can I am quite busy with my classes and am not currently at home. I will be back on friday.
Alright, will waiting :tongue.gif:.
http://www.minecraftforum.net/topic/976429-11-dragon-mod-v022wip/
Added a link to your bukkit port in the OP, Great Job doing the port saved me some time. I Would still love to figure out how to port for bukkit tho XD.
I never got the source from you... I told you I cand decompile the class files you have because MCP refuses to work and I never found a fix.
You could try to be more courteous. Unless you're paying mccahon for his time and skill, this reeks of entitlement. He doesn't owe you or any of us anything.
Works fine for anyone else, read the instructions clearly your mistake is the outlier. Nobody else has had problems.
Any suggestions?
Thank You
Is it just my version of Bukkit? I'm using Tekkit.