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Everything posted by Cadiboo
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This is what I'm trying to achieve. @jabelar No offence taken, this is a pretty big project and I'm out of my depth. In 1.7 (which is the MC version the old mod was ported to (not written for - theres a good story there)) there was an actual WorldRender class that was modified with ASM (I think, as I've said I've never used ASM, but that looks like what I expect it to be)
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[1.12] Player control riding custom entity
Cadiboo replied to Spaceboy Ross's topic in Modder Support
You said this amazingly eloquently and motivatingly. I have to say though that using debug mode you can hot swap code which is absolutely invaluable. -
[1.12] Player control riding custom entity
Cadiboo replied to Spaceboy Ross's topic in Modder Support
did you make any breakpoints? how did you launch it? what are your computer specs? -
[1.12] Player control riding custom entity
Cadiboo replied to Spaceboy Ross's topic in Modder Support
Have you stepped through it with a debugger and seen whats happening (if its being called at all)? -
I want to do it without a core-mod for increased compatibility (haha its changing the entire rendering engine) and so that I don't have to use ASM. Can you explain in detail how the renderer works or tell me somewhere that does? As I understand it every time a block state in a chunk (16x16x16) is changed the renderer builds 1 big thing that can be passed directly to the GPU out of all the baked models in the chunk & caches this thing until a block state changes again. How it does any of this I have no idea.
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[1.12] Player control riding custom entity
Cadiboo replied to Spaceboy Ross's topic in Modder Support
Looks that way to me too, do you understand whats being done in the code and how its moving the entity? -
[1.12] Player control riding custom entity
Cadiboo replied to Spaceboy Ross's topic in Modder Support
do you understand what the code is doing? -
[1.12] Player control riding custom entity
Cadiboo replied to Spaceboy Ross's topic in Modder Support
Sorry. Its 2 am here. Go through the code. Refactor the code i.e. rename the variables to have names that make sense. Remove stuff that you don't need (if your SURE you don't need it) (HINT: AI stuff) Please post your entire code. What do you mean eclipse froze? do you mean Minecraft froze or that Eclipse crashed? Programs are meant to freeze when they hit a breakpoint. Where did you place your breakpoint? did you put it on a variable (breaks on read/write access) or on a line of code (breaks right before the program executes that line) -
[1.12] Player control riding custom entity
Cadiboo replied to Spaceboy Ross's topic in Modder Support
so what do they do? what is p_191986_1_ and what does it do? -
[1.12] Player control riding custom entity
Cadiboo replied to Spaceboy Ross's topic in Modder Support
Why are there SRG Named arguments in your code and why is there AI stuff in your code. -
[1.12] Player control riding custom entity
Cadiboo replied to Spaceboy Ross's topic in Modder Support
You obviously just cut & pasted that, you need to understand the code. Step through the code with the debugger. You literally copy & pasted it verbatim it still has SRG arguments & the code still has stuff to do with AI! Make sure that canPassengerSteer can return true. Also please post your entire code not just a snippet -
I'm trying to recreate no-cubes for 1.12.2. How should I go about replacing the world renderer? I see in these classes in CosmicDan's re-implementation use a core-mod (2 IClassTransformers and an IFMLLoadingPlugin). I don't know anything about ASM, and I've heard its a massive pain. Would I be able to do this with reflection (or even better with registry events, though I don't think this is possible). I just want to get a working world renderer (my one one) that works exactly like vanilla before trying to do anything with block smoothing.
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To quote Draco18s Have you considered putting this code in a for loop like this? //inside model registry event for(Item item : myItems) { Main.proxy.registerItemRenderer(item, 0, "inventory"); } It stops you having to write the exact same code for each item
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Where are the particles spawned? Wouldn't whatever class that is in know what the potion effect is?
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Mod Request:Trading Block Like Noppes NPC Traders do.
Cadiboo replied to frank_2018's topic in Modder Support
Learn programming & modding and make it yourself! Its a great skill to have- 1 reply
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Shouldn’t it be null and shouldn’t you be using @ObjectHolder?
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Those methods are specifically made for ContainerWorkbench & break when used in any other class. Someone (shadow facts I think? The code was made for 1.7 or something and still works perfectly) made a method that works on any container and I copied it. Have a look at https://github.com/Cadiboo/WIPTechAlpha/blob/73e647149fd26bebf7d56d6bfbac4818e33dcf78/src/main/java/cadiboo/wiptech/util/ModUtil.java#L237-L270 and the method below it if you need it and have a look at any of the classes in https://github.com/Cadiboo/WIPTechAlpha/tree/73e647149fd26bebf7d56d6bfbac4818e33dcf78/src/main/java/cadiboo/wiptech/inventory
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Where did you get these methods from?
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Looks good - I thought it was IntelliJ, I might try it. The only methods that would cause it would be methods called by with you or methods using parameters given by you.
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Make sure that both inventories are instantiated. And place a breakpoint where it crashes and find out why it does
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That’s eclipse? Remember array indexes start at 0 not 1. So your array index range is between 0 and array.length-1