• 1

    posted a message on Zelda Sword Skills: 1.8.9 v3.4 and 1.7.10 v2.5.1 (03/08/2017)

    this what happens everytime. i tried to remove some mods and it didn't work. i even removed all the mods for a test and it didn't work still. here is a example. each one is different,



    [12:55:50] [main/WARN] [FML]: The coremod mods.battlegear2.coremod.BattlegearLoadingPlugin does not have a MCVersion annotation, it may cause issues with this version of Minecraft
    [12:55:50] [main/WARN] [FML]: The coremod mods.battlegear2.coremod.BattlegearLoadingPlugin does not have a MCVersion annotation, it may cause issues with this version of Minecraft
    [12:56:02] [main/INFO] [LaunchWrapper]: Launching wrapped minecraft {net.minecraft.client.main.Main}
    [12:56:02] [main/INFO] [battlegear2]: M&B - Patching Class Minecraft (bao)
    [12:56:02] [main/INFO] [battlegear2]: Patching method Click Mouse in Minecraft
    [12:56:02] [main/INFO] [battlegear2]: M&B - Patching Class Minecraft done
    [12:56:02] [main/INFO] [battlegear2]: M&B - Patching Class Minecraft (bao)
    [12:56:02] [main/INFO] [battlegear2]: Patching method Click Mouse in Minecraft
    [12:56:02] [main/INFO] [battlegear2]: M&B - Patching Class Minecraft done
    [12:56:03] [main/INFO] [battlegear2]: M&B - Patching Class EntityPlayer (yz)
    [12:56:03] [main/INFO] [battlegear2]: Adding new fields to EntityPlayer
    [12:56:03] [main/INFO] [battlegear2]: Patching constructor in EntityPlayer
    [12:56:03] [main/INFO] [battlegear2]: Patching method onUpdate in EntityPlayer
    [12:56:03] [main/INFO] [battlegear2]: Patching method onItemUseFinish in EntityPlayer
    [12:56:03] [main/INFO] [battlegear2]: Patching method setCurrentItemOrArmor in EntityPlayer
    [12:56:03] [main/INFO] [battlegear2]: Creating new methods in EntityPlayer
    [12:56:03] [main/INFO] [battlegear2]: M&B - Patching Class EntityPlayer done
    [12:56:03] [main/INFO] [battlegear2]: M&B - Patching Class EntityPlayer (yz)
    [12:56:03] [main/INFO] [battlegear2]: Adding new fields to EntityPlayer
    [12:56:03] [main/INFO] [battlegear2]: Patching constructor in EntityPlayer
    [12:56:03] [main/INFO] [battlegear2]: Patching method onUpdate in EntityPlayer
    [12:56:03] [main/INFO] [battlegear2]: Patching method onItemUseFinish in EntityPlayer
    [12:56:03] [main/INFO] [battlegear2]: Patching method setCurrentItemOrArmor in EntityPlayer
    [12:56:03] [main/INFO] [battlegear2]: Creating new methods in EntityPlayer
    [12:56:03] [main/ERROR] [battlegear2]: M&B - Patching Class EntityPlayer FAILED!
    Caused by: java.lang.ClassFormatError: Duplicate interface name in class file net/minecraft/entity/player/EntityPlayer



    See all those duplicate lines ?
    You installed Battlegear twice. Check everywhere under your mods folder.

    And latest version for 1.7.10 is at 1.0.8.4.

    Posted in: Minecraft Mods
  • 1

    posted a message on [SOLVED] Github Branches and Eclipse Question

    Git keeps track of the changes for each commit. When you switch branch through 'git checkout', the changes on the old branch are 'undone', while the changes on the new branch are applied.

    Thus, as long as you commit all the changes you intend to keep, git checkout will 'unplay'/'replay' them when appropriate.

    If you think the changes in a 'test' branch are good enough to include in 'master' branch, you use 'git merge <test>' to apply them on the current branch.

    Posted in: Modification Development
  • 2

    posted a message on Mine & Blade Battlegear 2 - Bullseye (1.0.9.0)

    Well since Mojang "dual wield" and Battlegear "dual wield" have different purposes, it should be quite simple to understand.

    Mojang slot is for eating/drinking the item in left hand. Left exactly as-is.

    Battlegear slots are for hitting with the item in left hand.

    Both shields types will hopefully be compatible with either slots.

    Unless we manage to fit both displays on screen, the slots content will be displayed depending on "battle mode", ie if "active" Battlegear item slots, if not, defaults.


    As for our weapons "special" attacks, we'll see how the update plays out. Maybe some cool animations can be introduced.

    Possible rebalancing of item stats due to Mojang "attack stamina" thingy.


    That is the basic plan as for today.

    Posted in: Minecraft Mods
  • 1

    posted a message on What happened to modding beyond 1.7.10?

    Quote from Frontsalat >>

    Is updating from 1.7.10 to 1.8.9 really such a pain in the ass? Would it make more sense to start a Mod from scratch? I primarly want to update to 1.8.9 to prepare for another jump to 1.9 and following 1.9.*.


    Also, a lot of server based Mods have been dropped beyond 1.7.10, most noticeable Bukkit. Others are gone as well, what the heck is going on? Why where they recoding the game beyond 1.7.10 anyways? They knew the game reached its peak only because of Modders?



    Yes, it is a real pain. No, it wouldn't make much sense to start from scratch, as it wouldn't help get the result any faster. As confusing as that may sound, the biggest changes from 1.7 to 1.8 isn't in code, but in the added "custom model" system. We are stuck with undebugable, undecypherable, Mojang-designed, text-to-json formatted models. A complete mess, impossible to maintain or deal with in a reasonable timeframe. And to add insult to injury, Mojang broke it while going from 1.8 to 1.9, as they always do with the rendering since i started modding. Half of the work you do in 1.8, you will have to "convert" in 1.9. Without the help of your IDE (since custom format) nor software support from Mojang, of course.

    Bukkit was secretly bought by Mojang some years ago. When some unpaid individuals realised, they stopped working on it. Then Mojang did what they do best when dealing with modding : Nothing. So bukkit is simply dead forever.
    Posted in: Mods Discussion
  • 1

    posted a message on Getting the coordinates of a block.

    As i said, this is not setting anything. You are fetching the values, they are not going to change this way.


    Whether you work for server or client depends on the result you expect.

    If it is visual, client is required.

    If you want to change the game world (like blocks or player), server is required.

    Posted in: Modification Development
  • 1

    posted a message on Mine & Blade Battlegear 2 - Bullseye (1.0.9.0)

    Support for later forge versions has been added.

    This issue was not particularly important anyway.

    You simply shouldn't have any crash to begin with :P

    Posted in: Minecraft Mods
  • 2

    posted a message on [1.7.10] Ancient Warfare [Forge][SMP][WIP][D/L]
    Quote from skyskraper1201»

    Please help!!, Whenever i try to create a world with this mod it crashes;


    java.lang.IndexOutOfBoundsException
    	at java.nio.Buffer.checkIndex(Buffer.java:540)
    	at java.nio.DirectIntBufferU.get(DirectIntBufferU.java:253)
    	at net.minecraft.client.renderer.RenderGlobal.func_72712_a(RenderGlobal.java:350)



    Your render distance is set too high. Most likely, you went to play in 1.8, changed the render distance, then forgot about it when going back to 1.7.

    Solution: down your render distance.

    Quote from Krhymez»

    Anyone know how to have a PvP battle?

    This mod is in a pack i made of curse called "Cilvilization"


    My problem is, we cant make our NPC attack other players or their NPC, even with a command rod.


    Any ideas on how?



    You can setup /scoreboard teams for players. All players in a team will be allied, along with their NPC.

    Quote from CosmicDan»

    Heya's,


    I've made a pull request on the repo with a new "NPC alarm" feature on the Town Hall and thought I'd let any players know, if it interests them. Basically all it is is that, if a Town Center gets a redstone signal, it will cause all NPC's within range (the same range in the Town Hall block itself) to run home and wait there until the signal is disabled. Useful for disaster cases from other mods which have associated sensors e.g. Tornado, Nuclear Meltdown, Bloodmoon, and so on :)


    PR link: https://github.com/shadowmage45/AncientWarfare2/pull/425



    Which has been tested and included into the latest version.

    Posted in: WIP Mods
  • 1

    posted a message on Need help with canPlaceBlockAt

    You need to override the ItemBlock class, just like beds do.

    Register a class that extends ItemBlock and override the placement method. Use EntityPlayer argument for your needs.

    Posted in: Modification Development
  • 1

    posted a message on Inventory , items drop if i click on them

    You should add the slots to the container in the order of the index you want them.

    You are also missing the hotbar slots in the container.

    Posted in: Modification Development
  • 1

    posted a message on Rendering item on Entity won't stop spinning

    When rendering the item, you are passing the "yaw" rotation value, called "par" in your code. Set a fixed value instead.

    Posted in: Modification Development
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