Okay. I had been using reflection because the newArmorMaterial function didn't work in the earlier versions (and wasn't present at all in FML 1.8), but I have switched over to the forge method in the latest update. I hope that fixes things.
Cool! I added the armor type parachute pack in 1.6.4.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/14/2014
Posts:
50
Member Details
i get the same crash as ^
simply removing the mod from serverside before restarting fixes player without delete
crashes instantly on parachute use, so seems unplayable on server atm
I've tested your parachutemod in singleplayer mode in MC 1.8 and was very pleased with the results.
Introducing it on a dedicated server though, using a parachute only works for a few seconds, no thermals work (spacebar or using the lava mechanics)and I get following crash (on server, client obviously just disconnects):
---- Minecraft Crash Report ----
// Ooh. Shiny.
Time: 1/3/15 2:24 PM
Description: Ticking entity
java.lang.NoSuchMethodError: net.minecraft.util.BlockPos.func_177973_b(Lnet/minecraft/util/Vec3i;)Lnet/minecraft/util/BlockPos;
at com.parachute.common.EntityParachute.func_70071_h_(EntityParachute.java:210)
at net.minecraft.world.World.func_72866_a(World.java:1865)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:732)
at net.minecraft.world.World.func_72870_g(World.java:1835)
at net.minecraft.world.World.func_72939_s(World.java:1664)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:571)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:703)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:364)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:598)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:478)
at java.lang.Thread.run(Thread.java:745)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.parachute.common.EntityParachute.func_70071_h_(EntityParachute.java:210)
at net.minecraft.world.World.func_72866_a(World.java:1865)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:732)
at net.minecraft.world.World.func_72870_g(World.java:1835)
I couldn't find a way to avoid this, maybe I'm just not seeing the obvious, but I would be very grateful for some help or even a hint.
Player needs to be erased from the map after a crash like this as the server cannot place him in the world anymore, so affected players cannot log on anymore.
simply removing the mod from serverside before restarting fixes player without delete
crashes instantly on parachute use, so seems unplayable on server atm
There was a problem with the parachute mod that caused it to crash on a dedicated server. That was fixed a couple of days ago. I have the new version uploaded to CurseForge. At this time the 1.8.0 version of the parachute mod seems to be stable on both client and server. Sorry for the late reply.
Yes, the client/server position/movement packets do seem to be out of sync. I had been playing with the ground detection code thinking it was me. But lately I've been noticing the client/server de-sync issue. The AAD approach is a good idea. Hopefully this issue will be fixed at some point.
I've been on the parachute over a tall spike of rock, just about to land and hit LSHIFT only to dismount about 20 blocks away over 100+ blocks of air. Or better yet, try to rise up beside an overhang and stop dead. Visually I'm beside the overhang, but the server thinks I'm under it. Nice.
I have posted a new version of the parachute mod to curseforge. This version includes a GUI configuration page that can be accessed from the mods button on the main page. Then choose the parachute mod and click the config button.
New versions of CrackedZombie and Reptile Mods posted to CurseForge. They both have mod config GUIs now. Some minor tweaks to improve the mods also. The parachute mod has been updated with a couple of very minor changes.
I'm having trouble installing the mod. I looked up a few youtube videos of installation process for 1.8 and I've been following them exactly, but it's just not working. Here's a link to the video I was using.
Yes! It finally worked. Thank you. I'm not sure what I was doing wrong before, but Ialready had forge downloaded and installed when you replied. It was crashing everytime I tried to run it with the mod in the folder. It worked that time though thank you so much!
Yes! It finally worked. Thank you. I'm not sure what I was doing wrong before, but Ialready had forge downloaded and installed when you replied. It was crashing everytime I tried to run it with the mod in the folder. It worked that time though thank you so much!
Thanks to Steeni for helping! Sorry I missed your post on Curseforge. I keep forgetting to check for comments there.
Thanks! I'm glad you like the parachute mod. I don't have any plans to develop more mods, no airships in the works. Sorry. It's enough to keep up with three mods as it is. I really like working on the parachute mod. The reptile mod and crackedzombie mods are not as good as others have made. I'm not an artist so the textures are not so good on the reptiles.
As for the German translations, that would be great. If you look at the lang files in the mods at my github, those are the items I would need. You can get to the source code by following the 'source' link on Curseforge. Thanks.
I have uploaded new versions of the parachute mod and crackedzombie mod. The parachute mod now has an altimeter. The crackedzombie mod now has an option to give a newly spawned player a sword with optional enchantments. See the changelogs on Curseforge for these mods.
Thanks Silvercatcher! I have added the German language locale files the the mods in dev. I will upload these soon.
At this time I don't want to take on anymore mods. Maybe in the future... As for the textures, if you or anyone wants to re-texture the reptiles, that would be great! The crackedzombie and parachute mods use in-game textures already.
Well, as long as those textures have only 5*5 Pixels for the faces of the smaller lizard, there is not much room for improvement (as far as I can see). I would increase the contrast on some, make others darker. The white pixel on the lace monitor looked a little to bright in contrast, but that's just my opinion. And maybe you could ask the developer of primitive mobs how he got his chameleon to adapt its color to the environment. Or just scratch that, since I honestly like his version better.
The crocodiles would look better with some more backbone in the model.
I did not yet have the time to test this mod more than a few minutes, but there are several things I liked from other reptiles:
Tortoises were ridable in tomassus reptile mod.
Also, you could try to put a stick into his crocodiles mouth and with some luck, it could not bite anymore.
Some monitors had a poisonous bite.
But I guess you already get enough suggestions.
...I like reading through you code. o.ô
The texture sizes can be increased. Probably 32x32 or 64x64 would be a good size for detail.
Hmmm, maybe adding a poisonous bite to some monitors would be something I could do. I could make this optional as well.
I like to make my comments entertaining sometimes. That way I get to like reading my code too! Thanks.
As for the reptile mod in general I think it was the first mod to introduce reptiles, but as others added reptiles to mods they mostly did a better job with the models and textures. Also I tried to follow the modelling of the other vanilla animals. For those reasons I don't put as much effort into that mod as I do the parachute. I have even thought about stopping development on the reptile mod. Others are doing it much better!
I'll probably not abandon the reptile mod just yet. I could improve the models. It's mostly the textures I'll need help with. One goal of my mods is to add on type of thing to the game. That way if you want that type of thing you only add that mod.
The reptiles (and cracked zombies) will spawn in any biome that has a BiomeGenBase in it's inheritance path. The reptile and crackedzombie mod were tested with Biomes o' Plenty. They did work at one time. If you look at the Reptiles.java class you'll see the biome code I use.
Thanks for your support. If you see any code improvements that could be made you can do a pull request or just let me know.
Wow, I've never seen a transparent monitor before. The render code is the same as the vanilla so I'm not sure what's happening there. It looks like that's a transparent rabbit too. I didn't do that! As for the croc on grass, it does look weird, but the grass doesn't have collision detection. I don't think there's anything to do about that. But I'll look into it.
Hey man, gonna be using this mod in my pack called "I Like Turtles" and just for safe keeping. do i have permission to use this pack in my Private and maybe turned into a Public pack?
and also according to the ATLauncher website (which im submitting it to) says we can't. if so can you clarify with them that IF we can use it Public or private?
Cool! I added the armor type parachute pack in 1.6.4.
simply removing the mod from serverside before restarting fixes player without delete
crashes instantly on parachute use, so seems unplayable on server atm
There was a problem with the parachute mod that caused it to crash on a dedicated server. That was fixed a couple of days ago. I have the new version uploaded to CurseForge. At this time the 1.8.0 version of the parachute mod seems to be stable on both client and server. Sorry for the late reply.
I've been on the parachute over a tall spike of rock, just about to land and hit LSHIFT only to dismount about 20 blocks away over 100+ blocks of air. Or better yet, try to rise up beside an overhang and stop dead. Visually I'm beside the overhang, but the server thinks I'm under it. Nice.
If anyone could help me I'd really appreciate it.
Thanks to Steeni for helping! Sorry I missed your post on Curseforge. I keep forgetting to check for comments there.
As for the German translations, that would be great. If you look at the lang files in the mods at my github, those are the items I would need. You can get to the source code by following the 'source' link on Curseforge. Thanks.
Thanks Silvercatcher! I have added the German language locale files the the mods in dev. I will upload these soon.
At this time I don't want to take on anymore mods. Maybe in the future... As for the textures, if you or anyone wants to re-texture the reptiles, that would be great! The crackedzombie and parachute mods use in-game textures already.
The texture sizes can be increased. Probably 32x32 or 64x64 would be a good size for detail.
Hmmm, maybe adding a poisonous bite to some monitors would be something I could do. I could make this optional as well.
I like to make my comments entertaining sometimes. That way I get to like reading my code too! Thanks.
As for the reptile mod in general I think it was the first mod to introduce reptiles, but as others added reptiles to mods they mostly did a better job with the models and textures. Also I tried to follow the modelling of the other vanilla animals. For those reasons I don't put as much effort into that mod as I do the parachute. I have even thought about stopping development on the reptile mod. Others are doing it much better!
The reptiles (and cracked zombies) will spawn in any biome that has a BiomeGenBase in it's inheritance path. The reptile and crackedzombie mod were tested with Biomes o' Plenty. They did work at one time. If you look at the Reptiles.java class you'll see the biome code I use.
Thanks for your support. If you see any code improvements that could be made you can do a pull request or just let me know.
function Jacky(Logic) { return Truth; }
Here ya go:
Hope you like it, I'd love to see it on the post! =)
Thanks for the awesome mod, and thanks for all you do for the Modding community! =D
Have a fancytastic day! =)
Mod Listings: https://docs.google.com/spreadsheet/ccc?key=0Antn9FC6OBzFdDR3MzltV2dZM29PM1R3enFOY0VtbUE#gid=0
and also according to the ATLauncher website (which im submitting it to) says we can't. if so can you clarify with them that IF we can use it Public or private?