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Showing content with the highest reputation on 05/26/22 in Posts

  1. Xironite Minecraft Server [1.8.x – 1.18.x] Xironite is a server dedicated to interacting with our community through hosting events and listening to player feedback! Our main feature is Towny! Towny gives our players a chance to work together and try to make the largest town while recruiting more players to help them. If competition is more your speed, you can compete against other towns in a variety of contests! You can do anything you want, from creating the largest town with your friends to dominating the economy and skill leaderboards! Xironite also adds a tonne of features to Survival, making it feel fresh once again. From custom enchants and tools to dungeons and bosses that will test your skills, Xironite has plenty to keep you busy! On top of all that, our player ranks can be earned in-game through playtime and resource gathering. No need to pay for cool perks! Xironite is constantly evolving based on player feedback and ideas from our amazing management. Join now before you miss our next event! How to Join? Join now using our IP: mc.xironite.org Features Bosses Dungeons Crates & Lootbags Events Robust Anti-Cheat Friendly & Active Community Custom Enchants Custom Tools & Armour PyroMining & PyroFishing Player Feedback & Suggestions Custom Textures ...and much more! Social Media Discord Instagram TikTok YouTube
  2. i have found the problem with my geckolib : I just dint notice that i downloaded the fabric version but now its thankfully working
  3. 1 point
    Hi, this article is more of a experience sharing instead of a tutorial, the code themselves should be self-explanatory, and the way I do things may not be the best practice, or most efficient. Product: I started with the textures, we need the textures/icons that are being rendered to the world, and the ones for the UI. The blue textures are used when the option is hovered. Then, we need to find out where the mouse is at and which one is selected, we can check the distance and angle from the screen center and decide which part it is on: private int getHoveringType(Minecraft minecraft) { double mX = minecraft.mouseHelper.getMouseX(); double mY = minecraft.mouseHelper.getMouseY(); double actualW = minecraft.getMainWindow().getWidth() / 2.0F; double actualH = minecraft.getMainWindow().getHeight() / 2.0F; double mX2 = mX - actualW; double mY2 = mY - actualH; double angle = AVAWeaponUtil.getAngleFromCoord(mX2, -mY2) + 30; if (Math.sqrt(mX2 * mX2 + mY2 * mY2) <= 15 * minecraft.getMainWindow().getGuiScaleFactor()) return -1; if (angle > 360 || angle <= 60) return 0; return ((int) angle / 60); } public static double getAngleFromCoord(double x, double y) { double angle; angle = abs(atan2(x, y) * 180.0D / PI); if (x < 0) angle = 360 - angle; return angle; } In this case the angle is 60 because 360 / 6 options = 60, and if the mouse is within radius of 15 from the screen center then no action is performed (-1) And then the rendering can be done. @Override public void render(Minecraft minecraft, PlayerEntity player, MatrixStack stack, IPlayerAction capability, float screenWidth, float screenHeight) { float x = screenWidth / 2.0F; float y = screenHeight / 2.0F; float size = 60; int type = getHoveringType(minecraft); AVAClientUtil.blit(stack, type == -1 ? UI_BG_LIT : UI_BG, x - size, y - size, x + size, y + size); for (int i = 0; i < 6; i++) { stack.push(); stack.translate(x, y, 0.0F); stack.rotate(Vector3f.ZP.rotationDegrees(i * 60)); stack.translate(-x, -y, 0.0F); AVAClientUtil.blit(stack, type == i ? UI_BG_2_LIT : UI_BG_2, x - size, y - size, x + size, y + size); stack.pop(); } AVAClientUtil.blit(stack, UI_BG_ICON_LAYER, x - size, y - size, x + size, y + size); } public static void blit(MatrixStack stack, @Nullable ResourceLocation texture, float x1, float y1, float x2, float y2) { if (texture != null) Minecraft.getInstance().getTextureManager().bindTexture(texture); Matrix4f matrix = stack.getLast().getMatrix(); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder bufferbuilder = tessellator.getBuffer(); bufferbuilder.begin(7, DefaultVertexFormats.POSITION_TEX); bufferbuilder.pos(matrix, x1, y2, 0.0F).tex(0.0F, 1.0F).endVertex(); bufferbuilder.pos(matrix, x2, y2, 0.0F).tex(1.0F, 1.0F).endVertex(); bufferbuilder.pos(matrix, x2, y1, 0.0F).tex(1.0F, 0.0F).endVertex(); bufferbuilder.pos(matrix, x1, y1, 0.0F).tex(0.0F, 0.0F).endVertex(); tessellator.draw(); } If the type is -1, then the circle at the center use the blue texture. Otherwise if the type equals the index of the option, it uses the blue texture (or just use RenderSystem.color4f). By rotating an identical texture we don't need to have 6 different textures for each option. public static boolean ACTIVE = false; public static Vector3d VEC = null; @Override public void tick(Minecraft minecraft, PlayerEntity player) { if (minecraft.isGameFocused() && minecraft.currentScreen == null && AVAClientConfig.ENABLE_PING_HOTKEY.get()) { if (AVAClientUtil.middleMouseDown()) { if (!ACTIVE) { Vector3d eye = AVAWeaponUtil.getEyePositionFor(player); BlockRayTraceResult result = player.world.rayTraceBlocks(new RayTraceContext(eye, eye.add(player.getLookVec().scale(100.0F)), RayTraceContext.BlockMode.VISUAL, RayTraceContext.FluidMode.NONE, player)); if (result.getType() != RayTraceResult.Type.MISS) { ACTIVE = true; minecraft.mouseHelper.ungrabMouse(); if (minecraft.gameSettings.keyBindPickBlock.getKey().getKeyCode() == GLFW.GLFW_MOUSE_BUTTON_MIDDLE) AVAClientUtil.unpressKeybind(minecraft.gameSettings.keyBindPickBlock); VEC = result.getHitVec(); } } } else { int type = getHoveringType(minecraft); if (ACTIVE && VEC != null && type != -1) AVAPackets.INSTANCE.sendToServer(new PingMessage(VEC, ActivePingEffect.Type.values()[type])); reset(minecraft); } } else reset(minecraft); } If player's focusing, the middle mouse is down, then we check if there's terrain (block) in player's sight within 100 blocks, if not, reset the vec, regrab the mouse and set active to false. MouseHelper#ungrabMouse call allows players to move mouse around the screen. Once we have the VEC set (where the ping will occur), we can render a line between the center of the screen and the ping location. (White line) { ActiveRenderInfo info = minecraft.gameRenderer.getActiveRenderInfo(); Vector3f view = info.getViewVector(); Vector3d vec = info.getProjectedView().add(view.getX(), view.getY(), view.getZ()); drawLine(stack, (float) vec.x, (float) vec.y, (float) vec.z, (float) pingVec.x, (float) pingVec.y, (float) pingVec.z, 255, 255, 255, 1.0F) } public static void drawLine(MatrixStack stack, float x1, float y1, float z1, float x2, float y2, float z2, int r, int g, int b, float a) { AVAClientUtil.drawTransparent(true); IRenderTypeBuffer.Impl impl = IRenderTypeBuffer.getImpl(Tessellator.getInstance().getBuffer()); IVertexBuilder builder = impl.getBuffer(RenderType.LINES); Vector3d view = Minecraft.getInstance().gameRenderer.getActiveRenderInfo().getProjectedView(); stack.push(); stack.translate(-view.x, -view.y, -view.z); Matrix4f matrix = stack.getLast().getMatrix(); builder.pos(matrix, x1, y1, z1).color(r, g, b, (int) (a * 255.0F)).endVertex(); builder.pos(matrix, x2, y2, z2).color(r, g, b, (int) (a * 255.0F)).endVertex(); stack.pop(); impl.finish(); AVAClientUtil.drawTransparent(false); RenderSystem.color4f(1.0F, 1.0F, 1.0F, 1.0F); } If you did not add the look offset to the camera position it will not be visible. Then we send a packet to the server to notify all other players that I've ping the location. Once players receives the location of the pings, it's time to render them. RenderSystem.disableDepthTest(); AVAClientUtil.drawTransparent(true); Vector3d view = Minecraft.getInstance().gameRenderer.getActiveRenderInfo().getProjectedView(); Vector3d vec = activePing.getVec(); double distance = activePing.getVec().distanceTo(view); if (distance > 100.0F) continue; renderObjectAt(minecraft, activePing, world, stack, (float) (distance / 20.0F), 0.0F, activePing.getTexture()); double x = vec.x - view.getX(); double y = vec.y - view.getY(); double z = vec.z - view.getZ(); stack.push(); stack.translate(x, y, z); stack.rotate(minecraft.getRenderManager().getCameraOrientation()); stack.rotate(Vector3f.ZP.rotationDegrees(180.0F)); float size = (float) (distance / 200.0F); stack.scale(size, size, size); IRenderTypeBuffer.Impl impl = IRenderTypeBuffer.getImpl(Tessellator.getInstance().getBuffer()); String text = AVACommonUtil.round(distance, 2) + "m"; minecraft.fontRenderer.func_243247_a(new StringTextComponent(text), -minecraft.fontRenderer.getStringWidth(text) / 2.0F, 10, AVAConstants.AVA_HUD_TEXT_WHITE, false, stack.getLast().getMatrix(), impl, true, 0, 15728880); impl.finish(); stack.pop(); private static void renderObjectAt(Minecraft minecraft, EnvironmentObjectEffect object, World world, MatrixStack stack, float size, float offsetScale, ResourceLocation texture) { Vector3d vec = object.getVec(); stack.push(); Vector3d view = Minecraft.getInstance().gameRenderer.getActiveRenderInfo().getProjectedView(); double x = vec.x - view.getX(); double y = vec.y - view.getY(); double z = vec.z - view.getZ(); if (Math.sqrt(Math.pow(x, 2) + Math.pow(y, 2) + Math.pow(z, 2)) > 100.0F) return; stack.translate(x, y, z); Direction direction = object.getDirection(); if (direction != null) { Vector3i offset = direction.getDirectionVec(); stack.translate(offset.getX() * offsetScale, offset.getY() * offsetScale, offset.getZ() * offsetScale); rotateByDirection(stack, direction); } else { stack.rotate(minecraft.getRenderManager().getCameraOrientation()); stack.rotate(Vector3f.ZP.rotationDegrees(180.0F)); } if (object.doBlend()) { Color colour = new Color(world.getBlockState(object.getPos()).getMaterialColor(world, object.getPos()).colorValue); RenderSystem.color4f(colour.getRed() / 255.0F, colour.getGreen() / 255.0F, colour.getBlue() / 255.0F, object.getTransparency()); } AVAClientUtil.blit(stack, texture, -size, -size, size, size); RenderSystem.color4f(1.0F, 1.0F, 1.0f, 1.0F); stack.pop(); } In the code I change the size of the object according to the distance ( (distance / 20.0F) ), so the object will stay at similar size no matter the distance between them, and so does the text size. The direction is always null, and doBlend is false. They are used in my other renderings.
  4. For anyone who comes across this in the future, running with `--no-daemon` seems to solve it https://github.com/MinecraftForge/ForgeGradle/issues/563

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