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Showing content with the highest reputation on 05/20/19 in all areas

  1. Patty's More Stuff appears to be broken.
    1 point
  2. There is nothing causing the problem, our downloads ARE safe. Google is just paranoid and has taken it upon themselves to be the police of the internet claiming ANYTHING that isn't made by them is a threat.
    1 point
  3. You should be pretty comfortable with rendering and computer graphics before attempting this. The best way to do this is to get your input data (the mountain), render it to a BufferBuilder (how you do it is tricky and up to you) and then render that BufferBuilder every frame in the RenderWorldLastEvent or your TESR. I have an example of how to render blocks this way at https://gist.github.com/Cadiboo/753607e41ca4e2ca9e0ce3b928bab5ef. Since your not rendering blocks, you don’t need to deal with a separate BufferBuilder for each render layer, and you can also just initialise the BufferBuilder statically (if the mountain data never changes) because you’re only concerned about your input data and nothing else. You might be interested in https://github.com/Cadiboo/NoCubes/blob/751bffc602cbf18859969227218b5a0fb256e5c6/src/main/java/io/github/cadiboo/nocubes/client/ClientEventSubscriber.java#L462 where I do something very like what you’re aiming for. Looking over that code, I’m not sure why I start & draw multiple times when only once is necessary. I’ll go fix it. I also do something very similar in https://github.com/Cadiboo/NoCubes/blob/751bffc602cbf18859969227218b5a0fb256e5c6/src/main/java/io/github/cadiboo/nocubes/client/render/RenderDispatcher.java#L365 however I don’t call draw each time. In this code I need to call draw and start in reverse order because of some weird side effects caused by BufferBuilder.noColor (which is called in the method right before my method that I have no control over). You likely won’t need to deal with this problem and should call start and draw in the moral order.
    1 point
  4. Short answer: with pain Long answer: You’re going to want to draw directly with the BufferBuilder in the RenderWorldLastEvent or a TESR.
    1 point
  5. Forge Version: 1.12.2-14.23.5.2768 Minecraft Version: 1.12.2 Downloads: Changelog (Direct) Windows Installer (AdLink) (Direct) Other Installer (AdLink) (Direct) MDK (AdLink) (Direct) Universal (AdLink) (Direct) Alright boys and girls it's that time again. Even tho the Forge team is working hard on 1.13 development, which is going well, we have almost all the final tools finished and the installer working, we have not left 1.12 stagnate. There have been many bug fixes, features, and exploit fixes in this new version. Minecraft Forge 14.23.5 Changelog: ============================================================================ New: Cleaner error handling for mod exceptions thrown during loading. Stricter validation of recipes to prevent exceptions and issues on clients. Reworked server console and input handling. Cleaner dimension management code. Performance improvements. New Farmland Trample Event. New Fluid Place Block Event for when fluid changes blocks in world. Added support for FluidStack-dependant colouring to Forge bucket Allow configurations of log levels using system properties: forge.logging.console.level, forge.logging.file.level, forge.logging.debugFile.level Better rendering of models that use the Forge fluid model. Extended IItemHandler to better control what items can enter the inventory. Added custom background image support for creative tabs. Added swim speed attribute to living entities. New resource type sentitive resource reloading. This is disabled by default as it can break some mods that assume old behavior, however it can be enabled in the Forge config. Improved performance of FluidRegistry.getBucketFluids. New SleepingTimeCheckEvent to add yet another way to control sleeping. Removed BlamingTransformer, we run naively on Java 8 now so we do not need to track java version. Optimized some class transformers to improve loading times. Allowed the universal bucket item to update to new fluids when mods get swapped in and out. New event to handle game rule changes. Increased world gen entity spawning performance. Bug Fix: Fixed names in JSON annotation data not matching expected format. Fixed crash from search tree processing invalid recipes. Fixed black flickering on animated models by clamping max diffuse lighting multiplier to 1.0. Fixed scala mods crashing with the json annotation cache. Fixed structure template processors causing cascading world generation. Fixed vertex lighter using stale normal data. Fixed AutomaticEventSubscriber error message. Fixed memory issue related to missing/broken models. Fixed flickering leaves when mods break the blurMipmap settings. Fixed model loading issues when mods declare generic models AND specific models for the same item. Fixed vanilla issue with breaking animation. Fixed FML entity network spawning not using EntityBuilder's factory. Fixed NPE when sleeping in some custom beds. Fixed some ClassCastExceptions incorrectly being logged in FML handshake. Fixed ISpecialArmor to allow for "Unblockable" damage to be handled if the armor opts in. Fixed player movement status not syncing when traveling across worlds. Fixed ItemHandlerHelper.giveItemToPlayer creating item entities with incorrect contents. Fixed potential deadlock when chunkload raises non-IO exception Fixed onItemUseFirst being called when entire actions were canceled. Fixed color events not being fired for mesa and swamp biomes. Fixed received data for last vertex format element not being recorded. Fixed SlotItemHandler.isItemValid check. Fixed Redstone and RedstoneDiodes placement on modded blocks that use BlockFaceShape.SOLID for Top. Fixed loading languages with no underscore in the name. Fixed ModList cache never being updated. Fixed overworld spawn point reset when respawning in another dimension. Fixed modded packets not being able to be sent during ServerConnectionFromClientEvent. Fixed server watchdog thread occasionally crashing on first run. Fixed saved toolbars not working with non-vanilla items. Fixed class loader issue with some apache libraries used by mods. Fixed --mods and --modListFile arguments not making it past LaunchWrapper. Fixed vanilla chunk loading issue related to mounted entities. Fixed vanilla entity tracking issues that caused potential duping exploits. Thanks Aikar.
    1 point
  6. I swear, you're either misrepresenting the argument on purpose in order to create strawman or you're actually not understanding it. Lets take this layout: The left side is just a mirror of the right, so I'm not bothering to draw its offsets. If we want to rotate it, we get this: Notice how two of the positions (besides the center) remain filled, even though they are different parts of the whole layout: This is because of how rotations work: they swap the X and Z values (and sometimes flip their sign). https://math.stackexchange.com/questions/1330161/how-to-rotate-points-through-90-degree In order to make what we want to happen, we treat things as relative. Instead of +2X we call it +2R. if Facing.Forward.Z is our Forward offset (moves up under no rotation) and Facing.Forward.X is our Right offset (moves right under no rotation) We'll do this process by focusing only on this blue block: In this orientation it's +1F,+2R. Lets animate that. Now lets rotate it 90 degrees. HOLY SHIT IT WORKS
    1 point
  7. Update your forge version to the current version 1.13.2-25.0.209 yours is .149 Then provide logs, as described in the EAQ, to enable us to help you. Mods will only work with the matching version of Minecraft and Forge. In the EAQ there is more information about mods.
    0 points
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