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ChampionAsh5357

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Everything posted by ChampionAsh5357

  1. The version you are using is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Currently supported versions are 1.19.2 (Latest) and 1.18.2 (LTS).
  2. The version you are using is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Currently supported versions are 1.19.2 (Latest) and 1.18.2 (LTS).
  3. The version you are using is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Currently supported versions are 1.19.2 (Latest) and 1.18.2 (LTS).
  4. This is an english only forum, so please provide your commentary in English. Secondly, provide the debug.log from the logs folder.
  5. Then use a drive link or a gist. Your debug.log file should not be 100s of megabytes.
  6. Do what I wrote and don't change anything. It doesn't matter which Windows operating system you have (at least for the modern ones).
  7. Please provide the debug.log in the logs folder from your girlfriend.
  8. Are you making a mod or what is this for?
  9. The Forge version you are using is too old, you need to update to 43.2.0 or above.
  10. You'll need to run Jarfix as the file associations are incorrect.
  11. Please provide the log in the form of a gist or paste. We will not download files from unknown users onto our computers.
  12. It seems like there is a number of different reasons this issue could be caused from a quick google search. Going off a similar issue from react, you may need to change the region time format.
  13. Well, it seems as though your client failed to authenticate. In order to root out one of the more common issues, we'll need to see your hosts file. Here's the steps to getting this file. 1) Press the Win + R key on your keyboard. 2) Paste the following into the prompt that opens: notepad %windir%\system32\drivers\etc\hosts 3) Use Ctrl+A to select everything in the file, then Ctrl+C into the textbox to post to this thread.
  14. The model is incorrect, as I've stated. The position offsets of the base model parts (not your additions) need to be set to the offsets of the original humanoid model, which you can find just by looking at the mesh construction. Additionally, since you're using a humanoid model, go back to using the method you were using previously. You have no reason to set the data yourself. Parts should not be rotated unless they are the main model parts or that it is needed for specific stylization. Additionally, you don't need to replace parts that you have not modified in the slightest, and if you are adding cubes, you should to add them as children to the main model itself. Finally, if you are adding cubes to a model part, you need to add back the cubes from the original model as they will be replaced.
  15. Ok, then I'm going to assume you didn't redirect your launcher to use the .minecraft folder in the D drive. If you copied and pasted it assuming it does, then that won't work. You either need to force the minecraft launcher to use the .minecraft folder in the separate folder using the `-w` or `--workDir` arguments or create a symlink to the .minecraft folder in the D drive to where it's supposed to be in the C drive.
  16. The version you are using is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Currently supported versions are 1.19.2 (Latest) and 1.18.2 (LTS).
  17. The version you are using is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Currently supported versions are 1.19.2 (Latest) and 1.18.2 (LTS).
  18. Minecraft 1.16.5 requires Java 8 while 1.19.2 requires Java 17. They both can't use the same `java` command as one will always be ahead of the other on the PATH. To remedy this, you would need to use the absolute location of the `java` command for each version rather than the one currently on the PATH.
  19. The version you are using is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Currently supported versions are 1.19.2 (Latest) and 1.18.2 (LTS).
  20. The version you are using is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Currently supported versions are 1.19.2 (Latest) and 1.18.2 (LTS).
  21. Your item and block textures need to be in textures/item and textures/block respectively. Mojang changed how textures are loaded to improve performance, meaning it will only recognize the above two locations unless otherwise specified by the resource pack.
  22. The version you are using is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Currently supported versions are 1.19.2 (Latest) and 1.18.2 (LTS).
  23. This looks like the debug.log of the server itself. Could you provide one from a client which is having trouble connecting?
  24. Assuming you redirected your launcher to use the .minecraft folder in the D drive, you would also need to tell Forge where in the D drive the minecraft folder is located; otherwise, you won't be able to see it in the launcher installations.
  25. Codewise, it probably needs a lot more than this. I've been thinking about this on and off and I may have been wrong in my initial explanation on how to achieve the desired effect. In general, here is what needs to happen: 1. The entity is drawn to a separate render target. This is such that you know where the entity is that needs to be drawn without any background noise. Preferably, this would be all one depth so it's drawn either all 0 or 1s. 2. Draw the outline of the render target using an edge detection shader. This will replace the entity and only be drawn to one depth. 2. The rest of the rendering is drawn to the render target, inverting whatever overlays with the entity outline. Anything that doesn't overlay wherever the initial entity is located is discarded. This should isolate the outline which is obscured by other items. 3. Draw the rendering to the screen using the always depth test of choice. In this case, since we expect the outline to be rendered last, we can just render it as is and it will be on the foreground of the drawn image. Now, the issue with this solution is that it requires a substantial amount of the rendering pipeline to be injected or written to. My original solution was to mess around with the render target, but since it only contains the entity's whose outlines are going to be rendered and is rendered after the rest of the blocks, it may be unlikely to apply a correct outline with its edge detection method. I may be overcomplicating this and there probably is a simple solution, but this is the best I can think up currently.
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