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Showing content with the highest reputation on 09/28/18 in all areas

  1. I think this was only briefly mentioned on this topic, so i decided to create a proper topic for this. Since build 2761 i experienced an abnormal stuttering when walking, this doesn't happen on previous builds. Its hard to properly document this since i have a "normal" lag when playing (my hardware isn't that good) but i tried the best making a video: The stuttering is best viewed when i ran away from the chest at 0:07 to 0:10. And of course both logs from my logs folder: https://gist.github.com/vpontin/9d63bd01da71eb13e6c6770f9094c612
    1 point
  2. Can someone help me out with this crash? I have no clue what is wrong.
    1 point
  3. Make a util method in another class and pass in your arguments. Also unless your actually talking about a cat, you might want to make the name of the variable myCat less ambiguous
    1 point
  4. That admonition only applies when JSON can do the job. In this case it cannot (well practically not, for as you said it won't scale as you could quickly need thousands of recipes) so you gotta code it. If you're going to code it you can either do it the simple way I already mentioned (generate a bunch of regular IRecipe instances using loops) or you can be a bit more sophisticated and create an IRecipe implementation that directly accepts all the axe types as being equivalent. However, with all that being said, are you sure the Ore Dictionary can't do what you want? You could make a new ore dictionary definition for your axes and register all the axe types against that, then your JSON recipe could just refer to the ore dictionary ingredient.
    1 point
  5. If you want to brute force it, you can! Your a programmer, automate it! You might want to take a look at my implementation here (I call the function in my main mod class) you should only use this if your recipes aren’t exponentially large, otherwise you should use oreDictionary/ the Tag system/ a custom IRecipe. Your case seems to be at the edge of what should be done so you can choose whatever you think best suits your code & intentions
    1 point
  6. They didn't. You said "Start a new project". Someone made their own game with their own renderer.
    1 point
  7. Minecraft.getMinecraft().entityRenderer.enableLightmap(); You are enabling it(even though it should aready be) but not doing anything with it at all. If you are going to work with the lightmap - do so, set it's coordinates. Your issue is that you are using too much GL and not enough tessellator. tessellator.getBuffer().begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX) -> tessellator.getBuffer().begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX_LMAP_COLOR) And then you can simply have the lightmap coordinates in your VertexBuffer vertices. Or even better use a FastTESR. It's format is BLOCK([3]f pos, [1]hex color, [2]f uv, [2]s lightmap) so it already has the format that is fine for your cause. That is the preferred solution as if you do it correctly(and it is pretty easy to do so) you will achieve exactly what you need without any need for GL calls at all and will gain a significant performance boost.
    1 point
  8. We just made threads about the same thing simultaneously
    0 points
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