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Showing content with the highest reputation on 09/13/18 in all areas

  1. @LenManos Your staff / mods / whoever works with you was complaining about my mod code and cussing at me as well, and even other people i know said the forge forms are assholes to everyone and idc if i get baned. because you cant speak to someone like that saying you know everything. & you all so stop saying well we dont support this version any more youtubers still play with 1.7.10 & above so you really need to think twice
    1 point
  2. First off, you can't even spell my name right, secondly for those who see this, this is the thread he got a warning for, specifically the post where he called us all assholes http://www.minecraftforge.net/forum/topic/65936-forge-server-error/ As you can see, nobody cussed at him. As for us being assholes, because we are blunt and have rules, and refuse to support older versions does NOT make us assholes. The analogy I like to take is you going to Microsoft, and asking for support with Windows 95. They will tell you to either sod off or pay them a ABSURD amount of money. As for the way we speak to you, like we know 'everything', it's because piratically we do. In regards to the software WE'VE WRITTEN and spent the last 5+ years supporting and developing! You coming in, and failing to follow our directions on the SIMPLEST of errors just shows your arrogance and stupidity. {Note, I used stupidity, and not ignorance, because ignorance implies a ability to update your thinking} As for the youtubers who still play 1.7.10, that's fine. People can PLAY whatever they want. Hell you can {tho its highly discouraged} develop for whatever you want. However the line is drawn with your trying to force US to develop/support the old versions. It's a simple concept, if you want our help, stay updated. If not you're on your own. So ya, your last ban was for a week, you obviously didn't learn your lesson, so now enjoy the lifetime.
    1 point
  3. I'm not sure that is quite correct. There are PotionEffect, PotionType and Potion classes. Both PotionType and Potion can be registered but not PotionEffect (as far as I know). Background It's a bit confusing because like a lot of things in the Minecraft code there is a duplication of some information across those classes. But looking at the fields and methods each class gives better idea of what each is for: Potion just has a bit of information in it but includes the attribute map, some registry stuff, and some booleans like "isBadEffect". The registry contains the instances from the MobEffects class. These instances represent things like "regengeration" but not a specific level of regeneration. But an important thing about Potion class is it has the methods performEffect(), affectEntity() and isReady() which I think need to be overridden. PotionEffect actually has a single Potion associated with it, but has some key things like the duration, amplifier, whether it is a splash type, whether to show particles, etc. PotionType contains a list of (possibly multiple) PotionEffects. The registry is for specific variants of the PotionEffects. So for example, there is both "regeneration" and "long_regeneration". Anyway, my point is that @Nikedemos says he doesn't want his effect to show up as an actual potion in the creative inventory. I'm not certain but I would guess that the PotionType registry will result in it showing up in the creative inventory. Summary Putting it all together I believe you want to create a custom Potion class that overrides the performEffect(), affectEntity() and isReady() methods. You want to register this. Then you want to create a PotionEffect class that is associated with that Potion. There is no registry for this as they are not singleton instances, instead you will create an instance each time you want to apply it. So basically, the Potion is a registered "singleton" instance and PotionEffect is the actual instance in effect (i.e. duration is tracked within this instance). To apply it you can call PotionEffect#getPotion().applyEffect(). I think you probably do not want to create a PotionType or register it, because I think that will cause a potion to show up in the creative tab. Caveat I didn't try the above, but just looked at the code and that are the things that looked like are happening.
    1 point
  4. If you're updating between versions you'll often find that either the name of methods changes a bit, or the prototype for the method changes (i.e. maybe it has same name but different parameters need to be passed). Sometimes, the whole use of a method goes away replaced with another system. So what you need to do is figure this out yourself using the following steps: 1) Look in the class the method used to be in and look through all the available methods. It is often obvious which is the new method simply by the name. 2) Look at other places in the vanilla code that used to use the old method. To do this you need to load up the old version in Eclipse and look at the call hierarchy for the method. Remember some of the locations where the method was used. Then load up the new version and go to the same place in the vanilla code. You'll then see the new way of accomplishing the old thing.
    1 point
  5. Thanks for pointing this out, just taught my kid the importance of case sensitivity :)
    1 point
  6. Hey, I've been recently playing a lot with TRSRTransformation class and I realized that it could probably be easier to use a builder for it rather than passing a million arguments (I know it's just 4, but it looks neater). Let me show you what I mean. First, a few arguments why I even created a TRSR Util class: 1) I didn't know that there were cornerToCenter and centerToCorner methods and at first, they confused me since any rotation I do happens around the center of the block. (I think the majority of modders want it like that). 2) Quaternions. I don't think anybody uses quaternions to in their head to picture a rotation. I know that there are static methods in the TRSRTransformation class to get a quaternion from XYZ degrees, but that makes a horrible mess. 3) Readability. Tell me what is easier to read: TRSRTransformation tr = new TRSRTransformation(new Vector3f(0, 10F, 0), new Quat4f(0, 0.125F, 1, 0), new Vector3f(1, 1.25F, 1), null); VS TRSRTransformation tr = new TRSRTransformation.Builder() .translate(0.125F, 0, 0) .rotate(0, 90, 0) .scale(2, 2, 2) .postRotate(90, 0, 0) .build() You could even specify in the Builder's constructor if you want to use the corner or center version as a boolean variable (true - center, false - corner). And then, the Builder would do all the messy work, while you would just move on with your life. I can even provide a working Builder class I made myself if you all think that this would be a great addition, no matter how small it is, it would help modders a lot.
    1 point
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