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Cadiboo

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Everything posted by Cadiboo

  1. This will crash on a dedicated server This entirely defeats the whole point of proxies and will crash very uglily on a dedicated server
  2. Forge for 1.13.2 is mostly done. However, Forge is built on top of Mojang’s minecraft code which doesn’t have “simple and clear interfaces, factories and classes for the rapid development of modifications”. Minecraft is not built with modding in mind at all and doesn’t have any code related to mods at all. Forge has many of these things though like event subscribing and Modder-friendly extensions to the vanilla system (like registries & capabilities). The documentation for vanilla methods is usually lacking or non-existent, but Forges methods are usually well documented. The Forge documentation (at https://mcforge.readthedocs.io/en/latest) hasn’t been (fully) updated for 1.13.2 yet. The Forge team is mostly focussed on fixing major bugs in 1.13 and preparing for 1.14. In future please upload your code as a working GitHub repository. People on these forums are unlikely to download random files from people they don’t know, and people on mobile can’t open zip files.
  3. Your class isn’t annotated with @EventBusSubscriber and your method isn’t static so everything should work, but here’s this just in case. You want the method Event#setCancelled(boolean) which translates to the code event.setCancelled(true/false); Your method should also begin with a lowercase (onEntitySpawn rather than OnEntitySpawn) and probably should be called onEntityJoinWorld because it’s not the same as spawning.
  4. Sorry we don't support 1.7.10 (it's 4+ years old!) or any version under 1.10 on this forum anymore due to their age. We simply don't know how to help you anymore. You can go to the Minecraft Forum where I think that they still still support older versions, or update to a modern version of Minecraft (the latest version or the one before it) to receive support on this forum.
  5. The test mods are disabled in 1.13.2
  6. Yes Yes. But it might not get accepted anytime soon with all the major work being done on 1.13 and 1.14
  7. If you make a good use case for it, it’s pretty likely that your PR will be accepted. You could also make a wrapper for the ingame gui and override renderHUDText
  8. That’s the vanilla code that renders all the blocks for a chunk, translucency works right for it so I was thinking you might want to compare your code to it
  9. You definitely shouldn’t be rebaking the model each frame
  10. Yes, you can play on 1.12.2 with 1.12.2 mods, and then play on 1.13.2 with 1.13.2 mods when they come out.
  11. Refresh the gradle project
  12. Here’s something super simple that you can expand upon. https://github.com/Krevik/Kathairis/blob/a11b48e9971033d136d276afa146d05d577e4210/src/main/java/io/github/krevik/kathairis/ForgeEventSubscriber.java#L32-L116
  13. What are you trying to do, from an end-user perspective?
  14. No. .mtl is not a .obj file. AFAIK It will look for .obj files first if you called OBJLoader.addDomain, then it will look for .json files.
  15. I don’t think that you should had “.obj” at the end of the model path. Also I think that everything should just work if you’re correctly calling OBJLoader.addDomain
  16. Everything that IHasModel does can be done better in a lot less code. https://gist.github.com/Cadiboo/3f5cdb785affc069af2fa5fdf2d70358
  17. It’s still looking for a json file instead of an obj file
  18. OreDictionary was entirely replaced by the vanilla Tag system in 1.13
  19. You might want to look at how Blocks are rendered in RenderChunk#rebuildChunk
  20. TIL. I thought autoboxing was done by the JVM for some reason. It makes a lot more sense that it’s the compiler though.
  21. Somethings going wrong with your models. Can you please post your debug log as described in my signature and the EAQ?
  22. There appears to be almost nothing at all wrong with that log. There are no crashes and the only warning appears to be related to pixelmon’s entity data manager.
  23. I use Java so that I can generate everything dynamically based on what’s in the Forge registries.
  24. You could look at the skull TESR code
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