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Showing content with the highest reputation on 12/01/18 in all areas

  1. Keeping MCreator-generated code in private to stay secure.........................................
    1 point
  2. Would work be paused for Christmas and then continued for January? As I am sure the people who work on Forge will want to have time with their family.
    1 point
  3. Any reason you are using 1.9? You should update to the latest version. You can see how the game handles it's own lists at GuiScrollingList. Alternatively the algorithm is basically the following: You have a variable that represents your scrollbar position, in a range of [0-1] {scrollbar}. You have a scrollbar area itself, that starts at {startY} and spans {Height} When the scrollbar is clicked interpolate the mouse coordinates relative to {startY} and {startY + Height} to a range of [0-1]. That is your new scrollbar position. When the mouse wheel is scrolled your scrollbar position changes by a certain value, I would use {entriesFittingIntoTheBox} / {entries}.size(), then clamped to a range of [0-1]. So that is how you determine the scrollbar position. Next you have a collection of entries {entries} that is all of entries you have. You can get the range of entries that are currently displayed as [{entries}.size() * {scrollbar}, {entries}.size() * {scrollbar} + {entriesFittingIntoTheBox}]. Obviously clamped to a [0-{entries}.size()]. Additionally if range[1] - range[0] is less than {entries}.size() and less than {entriesFittingIntoTheBox} then range[0] becomes range[0] - ({entriesFittingIntoTheBox} - (range[1] - range[0])). Again, clamp to [0-{entries}.size()]. Now expand the range by 1 keeping it in the [0-{entries}.size()] range. Now you can start drawing your stuff. Start iterating the collection in the range you've just calculated. The position of element 0 will be {baseY} + ({elementY} - {elementIndex} * {unifiedElementSize}) <- this is assuming all your elements are of a unified height. The position of all next elements becomes {offsetY} + {baseY} where {offsetY} is either kept as a variable and added to or calculated as ({elementIndex} - range[0]) * {unifiedElementSize}. The rendering of elements is up to you, I'm just telling you where to render them. Now comes the interesting part - the stencil test. Stencil test is opengl's way of discarding fragments that don't fit into a defined scope. The stencil is it's separate buffer and can be of any shape but you are only interested in the basic quad for now. You can look up how to setup stencil rect or ask here - I will be able to provide you with a sample if you need it.
    1 point
  4. I created a simple GuiList for my mod some time ago, it is based on the vanilla Gui classes. Maybe it helps. github
    1 point
  5. My opinion: Learn Java and do it properly.
    1 point
  6. Hi, sorry for the late response! The StopModReposts team is currently working on a mod that authors can integrate into their mods and modpacks (more about the mod here: https://stopmodreposts.org/dl/splashscreenmod.html). The "mod" basically shows you a popup on the first game start, which tells you about the campaign and where to download mods. I personally agree that the Forge Developers are NOT responsible/liable to show users where to download, but some fake websites like files.minecraftforge.com should be taken down via domain abuse if further illegal activities take place on the site (currently, weird redirects which aren't illegal). We would be happy to further discuss this topic on the official StopModReposts Discord Server which can be found here: https://stopmodreposts.org/. Sorry for my English sometimes. I'm German! ? Kind Regards, Paul (MECTAG/berrysauce) @ StopModReposts
    1 point
  7. Optifine is the same issue yes, it improves SOME users, but in our testing breaks things on a lot more. If it works for you good, but don't believe it is a magic fix-all thing. Also, personal opinion here: I don't like that its closed source and hacks around internals magically, i'd much rather SEE what it is doing/claiming to do.
    1 point
  8. I basically spammed it for a while until it downloaded everything, wtf is going on.
    1 point
  9. You can view the entirety of Forge 1.13 here: https://github.com/MinecraftForge/MinecraftForge/tree/1.13-pre?files=1 I think that Forge 1.13 is 80-90% done based on: - Forge Gradle 3 is finished (this was the part that unexpectedly took the longest) - I believe the MCP mappings are pretty much done for 1.13 - From what I’ve seen on the comits they’ve managed to get Forge 1.13 (without all the patches) to compile and run (I’m traveling right now so I can’t test it and confirm it myself) - I judge that the rewriting of the mod loading system is probably more than half done as they’ve already merged Minecraft and MCP into 1 “mod” with the new loading system (I think the new loading system is amazing and is a massive upgrade from the previous system) - I think that the remaining 10-20% of work is going to be going through all the patches from 1.12.x and seeing if they still need to exist and if so what changes have to be made to them because of changes to the vanilla code. Here’s the list of patches to review https://github.com/MinecraftForge/MinecraftForge/issues/5162
    1 point
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