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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    4 months of work on my map..... and now I cant open AC to work on it... should have released it in parts. V_V

    Cryect, is there anyway you can make a launcher with a smaller heapsize for those of us having this JVM error?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    I get this message in the dos window that pops up behind the launcher, when trying to launch adventurecraft after installing

    Exception in thread "AWT-EventQueue-0" java.lang.ClassFormatError: Incompatible
    magic value 1768779887 in class file AdventureCraft
            at java.lang.ClassLoader.defineClass1(Native Method)
            at java.lang.ClassLoader.defineClassCond(Unknown Source)
            at java.lang.ClassLoader.defineClass(Unknown Source)
            at java.security.SecureClassLoader.defineClass(Unknown Source)
            at java.net.URLClassLoader.defineClass(Unknown Source)
            at java.net.URLClassLoader.access$000(Unknown Source)
            at java.net.URLClassLoader$1.run(Unknown Source)
            at java.security.AccessController.doPrivileged(Native Method)
            at java.net.URLClassLoader.findClass(Unknown Source)
            at java.lang.ClassLoader.loadClass(Unknown Source)
            at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
            at java.lang.ClassLoader.loadClass(Unknown Source)
            at LauncherPanel.actionPerformed(LauncherPanel.java:72)
            at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
            at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
            at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
            at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
            at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Sour
    ce)
            at java.awt.Component.processMouseEvent(Unknown Source)
            at javax.swing.JComponent.processMouseEvent(Unknown Source)
            at java.awt.Component.processEvent(Unknown Source)
            at java.awt.Container.processEvent(Unknown Source)
            at java.awt.Component.dispatchEventImpl(Unknown Source)
            at java.awt.Container.dispatchEventImpl(Unknown Source)
            at java.awt.Component.dispatchEvent(Unknown Source)
            at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
            at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
            at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
            at java.awt.Container.dispatchEventImpl(Unknown Source)
            at java.awt.Window.dispatchEventImpl(Unknown Source)
            at java.awt.Component.dispatchEvent(Unknown Source)
            at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
            at java.awt.EventQueue.access$000(Unknown Source)
            at java.awt.EventQueue$1.run(Unknown Source)
            at java.awt.EventQueue$1.run(Unknown Source)
            at java.security.AccessController.doPrivileged(Native Method)
            at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown
    Source)
            at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown
    Source)
            at java.awt.EventQueue$2.run(Unknown Source)
            at java.awt.EventQueue$2.run(Unknown Source)
            at java.security.AccessController.doPrivileged(Native Method)
            at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown
    Source)
            at java.awt.EventQueue.dispatchEvent(Unknown Source)
            at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
            at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
            at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
            at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
            at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
            at java.awt.EventDispatchThread.run(Unknown Source)
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from Lahleon

    Hmmm, did it used to work before?
    What did you do before it stopped working?


    it used to work fine before with the exception that I had to edit the .bat file to say 512 instead of 1024

    it started erring when I updated to 755
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from Lahleon

    A friend of mine has a similar problem
    Update Java?
    Don't know if it'll work but I think it has something to do with that


    thanx Lahleon,

    the update didnt work
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Ok after 2.5 hours of searching this forum, minecrafts forum, AC's wiki and google, I am no closer to figureing out why I can no longer launch the game. It installs fine and everything but i get the "could not create Java virtual machine" error when trying to launch.

    Ive tried:

    • fresh install of AC after fresh install of minecraft
    • installing from all three launchers
    • installing via login
    • altered the "Xms1024m" in the bat file to '512m' (which used to solve this problem)
    • extracted the adventurcraft.class from the Adventurecraft.jar and changed the '1024' to '512' in that file and replaced it in the jar. (this stopped the error message but still no launch)

    Im running xp with amd duocore and 1g of ram.

    has anyone found the same error, or found a solution?
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.7.3] Dragons [WIP][v2.4.2]
    PWNAGE!!
    this is awesome!
    could you release your source? Ive been working on a way to make mobs 'evolve' for the past 3 months with absolutely no luck. if so thanx.
    if not I understand
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Cryect,

    you are a genius, I dont even play regular minecraft anymore and I blame you.
    I have a few suggestions though

    1. would it be possible to implement different skins for minecart tracks? Maybe as a dirt path or cobble road ect..
    2. could you add a second set of spikes that is skinnable and not passable (as a thorn bush for walling off outdoor pathways)
    3. And this one is probably way too farfetched but what about an item that would allow you to play as your tamed wolf and or command him to attack a mob, sniff out treasure, or move to a certain spot to activate a trigger
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    I get this error after installing and running


    Exception in thread "main" java.lang.VerifyError: (class: net/minecraft/client/M
    inecraft, method: l signature: ()V) Incompatible argument to function
            at java.lang.Class.getDeclaredFields0(Native Method)
            at java.lang.Class.privateGetDeclaredFields(Unknown Source)
            at java.lang.Class.getDeclaredField(Unknown Source)
            at AdventureCraft.main(AdventureCraft.java:21)
    Press any key to continue . . .
    Posted in: Minecraft Mods
  • 0

    posted a message on [Creating Mods] Modding tutorials [21/5/11]
    how would i go about making an npc check the players hand for a block ID instead of a item id

    this is my current code and it turns up an unknown variable error @ 'itemstack.blockID = '

    	public boolean interact(EntityPlayer entityplayer)
    	  {
    		if(entityplayer.getCurrentEquippedItem() != null) {
                ItemStack itemstack = entityplayer.getCurrentEquippedItem();
    
                if(itemstack.blockID == this.foodtypea && itemstack.stackSize > 0) {
                    itemstack.stackSize--;
    
                    if(itemstack.stackSize <= 0) {
                        itemstack.func_1097_a(entityplayer);
                        entityplayer.destroyCurrentEquippedItem();
                        this.blockseatena++;
                    }
                }
            else 
                if(itemstack.blockID == this.foodtypeb && itemstack.stackSize > 0) {
                    itemstack.stackSize--;
    
                    if(itemstack.stackSize <= 0) {
                        itemstack.func_1097_a(entityplayer);
                        entityplayer.destroyCurrentEquippedItem();
                        this.blockseatenb++;
                   }
                }
    		 }   
          }

    im not sure i correctly understand how to use the itemstack variable
    Posted in: Tutorials
  • 0

    posted a message on [Creating Mods] Human Mobs (MCP) [4/17/11]
    how would i go about making an npc check the players hand for a block ID instead of a item id
    Posted in: Tutorials
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    posted a message on [Creating Mods] Human Mobs (MCP) [4/17/11]
    Im SO close to accomplishing the "getting them on the map" part of the development of my mod :happy.gif:

    th :Diamond: nks to these tutorials.

    one problem though, I've created two mobs. one of them is visible on the map in game and the other is not. I can spawn the second one with SSP commands and see its shadow but not its body texture
    in attempting to fix this I have:

    went over the coding 0var 9,000 times
    made sure its in the minecraft.jar file in the mobs folder
    made sure the png files were sized and named correctly (they are only just recolors of each other)

    what else can I do? here is my mod_mob.class
    package net.minecraft.src;
    
    import java.lang.reflect.Method;
    import java.util.Map;
    
    public class mod_stonit extends BaseMod
    {
      public String Version()
        {
            return "mod_stonit version 0.3";
        }
        public mod_stonit()
        {
           ModLoader.RegisterEntityID(Entitystonit.class, "Stonit", ModLoader.getUniqueEntityId());
           spawnlist.add("Surface biomes", spawnlist.CREATURE, new Object[] {"Stonit", Entitystonit.class});
    
           ModLoader.RegisterEntityID(Entitystonitb.class, "BlueStonit", ModLoader.getUniqueEntityId());
           spawnlist.add("Surface biomes", spawnlist.CREATURE, new Object[] {"BlueStonit", Entitystonitb.class});
    
    }
              public void AddRenderer(Map map)
        {
            map.put(Entitystonit.class, new Renderstonit(new Modelstonit(), 0.5F));
            map.put(Entitystonitb.class, new Renderstonitb(new Modelstonitb(), 0.5F));
    
        }
    }
    Posted in: Tutorials
  • 0

    posted a message on [Creating Mods] Modding tutorials [21/5/11]
    Quote from smith_61 »

    Make sure you have the right package for your class.


    do you mean "package net.minecraft.src;"?

    I have that at the top of my mod_stonit.class

    I tried removing it and i get the same error pluss an error on line 122 of the font renderer class

    Ive found the modloader files in patches but there are only 3 of them, should I try putting the full modloader in the modloader.jar?
    Posted in: Tutorials
  • 0

    posted a message on [Creating Mods] Modding tutorials [21/5/11]
    [loading java\text\SimpleDateFormat.class(java\text:SimpleDateFormat.class)]
    [loading java\util\Date.class(java\util:Date.class)]
    [loading org\lwjgl\Sys.class(org\lwjgl:Sys.class)]
    [loading java\lang\Error.class(java\lang:Error.class)]
    [loading java\lang\RuntimeException.class(java\lang:RuntimeException.class)]
    [loading java\awt\Frame.class(java\awt:Frame.class)]
    [loading net\minecraft\src\BaseMod.class(net\minecraft\src:BaseMod.class)]
    sources\minecraft\net\minecraft\src\mod_stonit.java:6: cannot access net.minecraft.src.BaseMod
    bad class file: net\minecraft\src\BaseMod.class(net\minecraft\src:BaseMod.class)
    class file contains wrong class: BaseMod
    Please remove or make sure it appears in the correct subdirectory of the classpath.
    public class mod_stonit extends BaseMod {
                                    ^


    I get this error when trying to recompile my mod in MCP with modloader activated. It seems it cant load the BaseMod.class .... but im not sure where its located in the source files since we arent supposed to inject it ourselves could someone please help me out?
    Posted in: Tutorials
  • 0

    posted a message on [Creating Mods] Modding tutorials [21/5/11]
    Ok so Ive finished making the basic mob for the mod I am working on, but I cant seem to figure out how to do two things. Could someone please help me out?...

    I need the mob to:
    A. "eat" blocks handed to it by the player, and keep count of the type and number of blocks eaten
    B. "transform" or change model's after the so many of a certain type block is consumed (similar to the wtfisneko mod)

    also, is it possible "tame" a mob to where it wont despawn on exiting the game?
    Posted in: Tutorials
  • 0

    posted a message on [V1.3_01] CCTV Block [v0.1, MLv5]
    damn... If you guys keep modding this game its gonna take over what little bit of my life it already hasnt. Minecraft has already rendered my xbox360 and wii obsolete.

    This...... is epicness though!
    :Diamond: :Diamond: these are for you.
    Posted in: Minecraft Mods
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