jredfox
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Everything posted by jredfox
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I work on proxies last I just need it to work for client without people going there is too many classes I am not looking at your code
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Code: https://pastebin.com/0qj3JfQP I registered my class to fire the model event and the registry but, it appears it's not firing at all I printed "fire_event" 100 times didn't see it in the console and textures were not re-registered
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where is the class that minecraft resets the open gl because, when rendering multiple entities via tile entity it appears to have render errors such as lighting glitches I fixed the lighting but, I need the default reset method to totally fix it. For example rendering the spider messes with the lighting then next renders the skeleton on top it's lighting value acts like it's daytime no matter what and there is many more effects that mobs could redo so I need the code that resets it back to normal. I know the default reset method doesn't fix wither/dragon gui screen effects how do I reset it back to normal color after rendering one of these mobs?
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I also tried world load event nope nothing
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Code That works but, can't tab: https://pastebin.com/c8HimeQX Video: Code that tabs but, overrides the current gamerule boolean: https://pastebin.com/H8uu9RiV Video:
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so you want me making a poll and code that's going to mess up forge rather then just making a suggestion so you can do it right in 2 seconds fine? There is no current event to altar the text I tried all of the gameoverlay none of them were for the held item tooltip
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None of these Items I am messing with are my own items the point of a forge event is to stop people from replacing classes via asm and replacing via new system. I will look at this and reply shortly if I can modify the text if I can't why did you post this the most I can do is manually re-draw it and for a simple text edit it should be easier just like the other tooltip event so I would rather make a poll at that point Edit the event you gave me does nothing it doesn't exist I am not replacing the gui in game to break render to edit text when it can be edited in a poll before the render
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ok I will make a pull for this but, I wouldn't have a clue of where to change the base classes to change the text. It looks like the item stack determines the text at the last possible second but, I think that's where the forge event should be since all it is at that level is text and not rendering as for gamerenderoverlay I am not sure but, I will try mine first
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Me and zDoctor looked for hours but, couldn't find any text for the event. I saw enum for hud render but, I never saw any text we printed everything either something isn't working or there is no event we tried all of the RenderGameOverlayEvent events. For the text event I printed e.getLeft() and e.getRight() text array lists and they returned empty array lists. Zdocotor said he even canceled the events and it still rendered the hud text
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BlockPlaceEvent Needs To Fire on Client Side and Fire First on Client Side
jredfox replied to jredfox's topic in Suggestions
well what about ClientBlockPlaceEvent ? I have already simulated it replacing a itemblock for the mob spawner and it works perfectly. The tile entity needs to read from nbt on client in the same time it's happening on the server. Compare the difference if you comment out my line on silk spawners to replace the itemblock. This below is what it use to do compared to now where it's instant no pigs. This is the simulation of what forge would do for all block placements difference is on line 50 compared to the other itemblock.class. Now the reason Why I am asking for a global event is silkspawners 2.0 is suppose to work with modded spawners and I don't want to see no pig for modded spawners, and I also don't want to replace all itemblocks for the modded blocks Working Fix Code for video: https://gist.github.com/jredfox/a36805e025581efca9ccd8295e362d46 Before Fix After Fix: -
there is no way to replace tile entities since the block always returns a new instanceof that class that you just removed instead of being a string value to get it's tile entity and if this event were to exist I could cancel the event if it's this tile entity and use my own.
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I think you misunderstood what tooltip I am talking about. I am not talking about the mouse highlight I am talking about the hud tooltip there is a screenshot there and it's unmodifiable if it's not your own item.
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because, it's not my block. Also I need to know what tile entity it's going to be and the block contains the tags to override it and change a spawner this is the only and proper way of doing it for something that's not my block.
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The block place event currently only first on server it needs to fire where it happens first on client place then on server. Example of why it causes issues: on block place event I make tile entity read data to update a spawner based on the nbt of the block It renders pig for a couple ticks now on client side because the server needs to send an update packet. I need the client to already have the update to begin with so it doesn't render pig when it's suppose to be a creeper spawner. So I need the data manipulation to happen on both sides client and server. How you would do this: change the way you fire the event to ItemBlock.class on line 59-60 and fire your event there and then. It would fix my issues no I can't just use BlockEntityTag for the NBT because, TileEntityMobSpawner denies non ops to mess with that tag, so the only logical thing to do is for you to change the line and class of where you fire the event.
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No this isn't my issue this is forge's issue. I need it to do everything in one tick and blockplace fires way too late to sync the render and has errors. I also can't delete tile entities if there is no creation event for when they spawn into the world I am not saying on constructed I am saying when they spawn into the world. Making this event would allow for a clean replace tile entity and also do stuff for like my mods since they need it's data replaced on the same tick on both client and server and block place event only does server. Also again it would allow me to replace tile entities and other people to do stuff
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I looked under all of them and none of them provided any text I used event.getLeft() and event.getRight() fire the text and they both returned an empty arraylist this needs to be it's own event
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ok forum all cleaned up please if you like it tell the coders to add it. My simplified version would be less then 30 lines for them, same for the tile entity creation events
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The held item tooltip that appears after you scroll/click number key above your hotbar. It's called held item tooltip from vanilla classes. This would allow modders without asm to dynamically change names of blocks/items in combination with ItemToolTipEvent.
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this event is for modifying a tile entity and or deleting it once it hits the world say for replacing purposes or for rendering glitches would happen otherwise. Example: removing tile entities before they can get into the world for replacing purposes
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This event will be fired so users can change their held item tool tip. It sends in the stack and string and outputs a string for minecraft to then render and is cancelable . You can change the name of a block dynamic with tooltips but, not helditems I thought that would be the first event you would right. Optional: send in an array of text lines with the bottom displaying on the hotbar and top x amount of indexes up for more advanced rendering. But, the second part is a suggestion I would be happy with just editing a string variable screenshot for people who don't know what that is https://imgur.com/24oVrHd
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[Solved]Letting Client Player know It Needs to read NBT
jredfox replied to jredfox's topic in Modder Support
I am a programmer myself, and I did describe the precise issue and when he didn't understand I gave him multiple views both general and specific. I am not mixing any data and serialization. the playerdata is a file when and on world creation/ several other events it puts them into variables. I already knew how to update the playerdata files that wasn't the issue just the variables. readFromNBT() with the player doesn't do it's job if it's only vanilla and if you were not to teleport anywhere. He didn't show multiple attempts. If you look he waisted my time. I clearly said for a page and a half how do you fool the server/client that the player has respawned/died. He clearly understood but, didn't recommend manually firing forge event's. I am done talking here if you want to waist my time I am going to be pissed as well. I am not a noob here. I don't like dealing with people that waist my time, won't listen or don't get it since they won't listen. -
[Solved]Letting Client Player know It Needs to read NBT
jredfox replied to jredfox's topic in Modder Support
Thanks for that but, no that wasn't the cause of the bug and no my terminology was just fine. I had to describe a player's data and it just happens to be stored as a file for further use later so I was describing the in memory data needs to be updated in multiple different ways to him and he didn't help. The bug was I wasn't syncing all the forge events that mods depend on for updating data for player properties. For vanilla data the solution was readFromNBT() on both client and server and change dimension, the other solutions I had to do a bit figuring out on my own by decompiling other people's mods and seeing what events are necessary. Yes I tried to explain this to him in multiple different terminology he either didn't want to help, wasn't fully listening or simply didn't care. He has done this on every forum I have ever posted no matter how simple the problem is. Like how do I get the static liquid from the flowing liquid -
[Solved]Letting Client Player know It Needs to read NBT
jredfox replied to jredfox's topic in Modder Support
Again you waisted my time without actually helping me. You can fool the client that he/she has respawn by simply firing the forge event yourself. I sent the player to another dimension readfromnbt, fired the respawn event then on next tick let the client know that it has new nbt by calling readFromNBT when it has detected an error. This is an official update method I could do alot more with this if I felt like it. For older versions for AoA compatibility this was made for a fix for AoA yes I will update to 1.10.2 if(currentdim != cached_nbt.getInteger("Dimension")) MinecraftServer.getServer().getConfigurationManager().transferPlayerToDimension(player,cached_nbt.getInteger("Dimension") , new CustomTeleport(player.mcServer.worldServerForDimension(currentdim))); e.player.readFromNBT(cached_nbt); player.playerNetServerHandler.setPlayerLocation(e.player.posX, e.player.posY, e.player.posZ, e.player.cameraYaw, e.player.cameraPitch); FMLCommonHandler.instance().firePlayerRespawnEvent(player);//Make Mods Compatible -
[Solved]Letting Client Player know It Needs to read NBT
jredfox replied to jredfox's topic in Modder Support
if your not going to help why do you waist my time. I simply asked how do I fool the game into thinking that the player has re-logged into the world or has died fully? By playerdata I refer to the entire players stats, nbt and other stuff written to the disk that I attempt to grab and try to update, the entire playerdata is updated on relog into world and on death. So by playerdata I mean the stats you wanted me to stop calling it NBT since it is nbt reading/writing just across a file on world re-log and packets -
[Solved]Letting Client Player know It Needs to read NBT
jredfox replied to jredfox's topic in Modder Support
When you die your entire playerdata updates