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Cadiboo

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Everything posted by Cadiboo

  1. Well, Mojang seems to have decided to write Minecraft from the ground up in 1.14-1.15 so...
  2. I think Forge attempted a build this week, it failed but it proves they are very close to being done
  3. What version of optifine do you currently have installed?
  4. Can you show the model too?
  5. They won’t be if they modify the registry after vanilla does
  6. Yes
  7. I might just be clinging onto my idea, but I still don’t see what’s wrong with using the finished bufferbuilders (after all the blocks have been rendered into them) Something like BudferBuilder.splitIntoParts(BufferBuilder.getVertexSize()).forEach((bytes)->{ vertexToModel(BufferBuilder.getFormat(), bytes); });
  8. Make an entity that dies after a few ticks, and doesn’t stop/die on collision. You should be able to just extend entity throwable and spawn some particles on its path
  9. I’m pretty sure that casting your entity size (float) to an int won’t be helping whatever your problem is. I’m not sure what they do, but you could look in the method at what happens to them.
  10. You could make a new item that extends the terra shatterer and override it in the registry
  11. You might want to use a method handle to reduce the overhead of reflection. Example
  12. I think for the item you should extend ItemSword and override the leftClick method (I’ve forgotten what it’s called). What is your entity meant to be? A thrown sword or something else?
  13. Try building it with ./gradlew build
  14. How did you build the jar? Are you using the --all version?
  15. Those tiled maps are not going to be rendered inside Minecraft, they are going to be rendered in a separate program. Not in game. The tiles are going to be exported. I'm trying to find out how you would turn raw BufferBuilder data into a file that can be loaded and rendered by another program.
  16. I'm guessing basically reverse everything thats done when models are turned into IBakedModels and grab the texture map? Sounds like a lot of work
  17. The texture they are rendering the chunk onto is not in the game, they need to get the chunk render data out of the game and into a format they can render later in a different program
  18. @AntiRix is trying to capture a chunk and turn it into a file. I'm very interested in this, and I'm wondering how one would go about saving the BufferBuilder data into another format
  19. Try checking if the current open GUI is the MainMenu, and if so set the sound of the event to null with PlaySoundEvent#setResultSound
  20. You should use a more recent version of minecraft. What Optifine version do you have installed? Optifine only works on specific versions of Forge, and may not be a version it supports
  21. The logs you posted didn't really contain anything useful. You're 100% sure there aren't any logs in similar folders? How are you launching the server?
  22. Please post your debug log (Using GitHub Gist or PasteBin) as described in my signature and the EAQ
  23. I found out that you can debug Vanilla Minecraft with IntelliJ recently. Heres how 1) Go to the Minecraft Launcher and add -agentlib:jdwp=transport=dt_socket,server=y,suspend=n,address=5009 to your JVM arguments 2) Launch Minecraft normally 3) In IntelliJ go to Run > Attach to Process 4) Select net.minecraft.launchwrapper.Launch Hope this helps someone
  24. This code will not compile. You have complete control over your parameters for your GUI. Why do you need an IInventory? Modders should never use IInventory! Take a look at https://github.com/Cadiboo/WIPTechAlpha/blob/fb5883e9d76ef0361ec1ebbcb9c508611dd2ef6b/src/main/java/cadiboo/wiptech/util/ModGuiHandler.java#L100
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