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Showing content with the highest reputation on 01/16/20 in all areas

  1. in certain minecraft forge mdk you are enable to compile, build, clean or setupDecompWorkspace since http://repo1.maven.org/maven2/ Became https://repo1.maven.org/maven2/ Please introduce forge gradle for older versions that has the one character fix it's not alot to ask. https://links.sonatype.com/central/501-https-required https://support.sonatype.com/hc/en-us/articles/360037845633-How-to-Redirect-HTTP-requests-to-HTTPS-
    2 points
  2. I read somewhere on here (I'll try to find the post) that you need to create (not register) your EntityType during Item registration, because Items register before EntityTypes, so if you create the EntityType during its registration, when the Item tries to register (before the EntityType), the resulting EntityType passed to the spawn egg is null. edit: Found the post: https://www.minecraftforge.net/forum/topic/75045-solved1144-entities-and-spawneggs/?tab=comments#comment-359588
    1 point
  3. I did this by splitting my entity into separate models and rendering them with separate rotations etc. You can make your own animation system if you want though (Pixelmon Generations has something you can use IIRC).
    1 point
  4. Short answer: No. Long answer: Json models are loaded and baked into objects that can easily be uploaded to your GPU for rendering. It is possible to animate these models but it is hard. What exactly are you trying to do, from a player's perspective?
    1 point
  5. Extending ArrowEntity fixes some of this. More info here and here.
    1 point
  6. The rendering code has changed massively since 1.7.4 so that snipped of code is no longer usable. However, the intent of the code can still be implemented. I'm not sure how this could be implemented with the current rendering changes (I would wait till 1.15 stabilises before attempting it) but unless the smooth lighting code has changed a lot you would likely be looking at changing AmbientOcclusionFace. Pictures from MC-43968:
    1 point
  7. A new RB is pending, just waiting on the LTS Team {tterrag/giga/illy} to make a RB build/post. The plan was to do both 1.15.1 and 1.14.4 RB at the same time, but 1.15.2's announcement put the 1.15 RB on hold.
    1 point
  8. I wouldn't use Minecraft at any stage of learning anything.
    1 point
  9. I think that is the opposite. "Frequency" means how often, so if you want more you would increase it. But I'm not entirely sure, let me check the code and I'll respond on the thread. Some of the special vanilla trackers are set as follows: public void track(Entity entityIn) { if (net.minecraftforge.fml.common.registry.EntityRegistry.instance().tryTrackingEntity(this, entityIn)) return; if (entityIn instanceof EntityPlayerMP) { this.track(entityIn, 512, 2); EntityPlayerMP entityplayermp = (EntityPlayerMP)entityIn; for (EntityTrackerEntry entitytrackerentry : this.entries) { if (entitytrackerentry.getTrackedEntity() != entityplayermp) { entitytrackerentry.updatePlayerEntity(entityplayermp); } } } else if (entityIn instanceof EntityFishHook) { this.track(entityIn, 64, 5, true); } else if (entityIn instanceof EntityArrow) { this.track(entityIn, 64, 20, false); } else if (entityIn instanceof EntitySmallFireball) { this.track(entityIn, 64, 10, false); } else if (entityIn instanceof EntityFireball) { this.track(entityIn, 64, 10, true); } else if (entityIn instanceof EntitySnowball) { this.track(entityIn, 64, 10, true); } else if (entityIn instanceof EntityLlamaSpit) { this.track(entityIn, 64, 10, false); } else if (entityIn instanceof EntityEnderPearl) { this.track(entityIn, 64, 10, true); } else if (entityIn instanceof EntityEnderEye) { this.track(entityIn, 64, 4, true); } else if (entityIn instanceof EntityEgg) { this.track(entityIn, 64, 10, true); } else if (entityIn instanceof EntityPotion) { this.track(entityIn, 64, 10, true); } else if (entityIn instanceof EntityExpBottle) { this.track(entityIn, 64, 10, true); } else if (entityIn instanceof EntityFireworkRocket) { this.track(entityIn, 64, 10, true); } else if (entityIn instanceof EntityItem) { this.track(entityIn, 64, 20, true); } else if (entityIn instanceof EntityMinecart) { this.track(entityIn, 80, 3, true); } else if (entityIn instanceof EntityBoat) { this.track(entityIn, 80, 3, true); } else if (entityIn instanceof EntitySquid) { this.track(entityIn, 64, 3, true); } else if (entityIn instanceof EntityWither) { this.track(entityIn, 80, 3, false); } else if (entityIn instanceof EntityShulkerBullet) { this.track(entityIn, 80, 3, true); } else if (entityIn instanceof EntityBat) { this.track(entityIn, 80, 3, false); } else if (entityIn instanceof EntityDragon) { this.track(entityIn, 160, 3, true); } else if (entityIn instanceof IAnimals) { this.track(entityIn, 80, 3, true); } else if (entityIn instanceof EntityTNTPrimed) { this.track(entityIn, 160, 10, true); } else if (entityIn instanceof EntityFallingBlock) { this.track(entityIn, 160, 20, true); } else if (entityIn instanceof EntityHanging) { this.track(entityIn, 160, Integer.MAX_VALUE, false); } else if (entityIn instanceof EntityArmorStand) { this.track(entityIn, 160, 3, true); } else if (entityIn instanceof EntityXPOrb) { this.track(entityIn, 160, 20, true); } else if (entityIn instanceof EntityAreaEffectCloud) { this.track(entityIn, 160, Integer.MAX_VALUE, true); } else if (entityIn instanceof EntityEnderCrystal) { this.track(entityIn, 256, Integer.MAX_VALUE, false); } else if (entityIn instanceof EntityEvokerFangs) { this.track(entityIn, 160, 2, false); } } So you can see that fast moving things have higher numbers for higher frequency. I think people are getting a bit confused. The actual movement of the entities on the server happens according to the movement (speed, pathfinding, etc.) but that information has to make it to all the clients attached to the game. The tracking range and frequency indicate how often that synchronization happen. There is a balance because if something is fast moving it should also have higher tracking frequency as it can get more out of sync between sync packets. Anyway, again I would suggest using values similar to the vanilla.
    1 point
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