
Everything posted by Cadiboo
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Milking Cow Bug
try stepping through your code with the debugger. Also, don't use IHasModel
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Forge 1.7.10 server keeps crashing
Sorry we don't support 1.7.10 on this forum anymore due to its age (4+ years old). 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.
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updateTick() for Blocks is Being Slow
Please don't, either make a TileEntity or use net.minecraft.block.Block#onNeighborChange
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Forge 1.13.2
Where did you download it from? Please give an URL
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updateTick() for Blocks is Being Slow
This is pretty much the entire purpose of tile entities
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“The game crashed whilst initializing game” game message loading forge 1.11.2
Do you have Optifine installed?
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Drawing a blur background on gui
It is possible. Sorry we don't support 1.8.9 on this forum anymore due to its 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.
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How do I properly use TickEvents
if you use @Mod.EventBusSubscriber, your methods need to be static
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How to decompile minecraft snapshots
You could try and use MCP, but don't. You should wait for Forge to update to 1.13, then the devs of Forge & MCP will update to 1.14.
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Double Slab game crash
*sees no code* *can't help* What does this have to do with your models?
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[SOLVED][1.12.2] Some explanation on ICustomModelLoader
Edit your original post and add "[SOLVED] " to the title, and please post your solution for people in the future.
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[SOLVED] [1.12.2] Compatibility with Optifine (Forge 14.23.4.2729)
You can get a decompiled version of Optifine to use as a library by remapping the Optifine jar using simpledeobf with this command (for OSX) (You can also add --forcePublic to the end to make all methods public in the dev version) You can view the source code of Optifine by decompiling the "dev" jar you just made with your preferred decompiler (I use Bytecode-Viewer with FernFlower because it spits it out as a normal zip) You can run Optifine in your dev workspace by placing it and the OptiFineDevTweaker mod into your run/mods folder.
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Questions About My Mod.
I need the code (everything related to insantiating & registering loot tables and items) and preferably your entire debug log. Why can't you post your code as a GitHub repository?
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Questions About My Mod.
Sounds about right. Can you post your code as a GitHub repository?
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Where is worldRenderer.startDrawing()?
GLStateManager.disablLight(int)
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OpenGL/Render Java Tutorials?
You might want to look at https://github.com/Cadiboo/WIPTechAlpha/blob/fb5883e9d76ef0361ec1ebbcb9c508611dd2ef6b/src/main/java/cadiboo/wiptech/client/ClientUtil.java#L87
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Will forge still be doing 1.13.x or go straight to 1.14?
It got a lot of attention and good answers
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World Gen Help
You should also check our Jabelar’s tutorials, their very comprehensive
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Questions About My Mod.
Can you post the entire log? It looks like your registering an override for Minecraft clock. If you could post your code as a GitHub repo that would be nice. Overriding getAttackDamage (or similarly named) will give you more control over the damage, there’s nothing wrong with your way though. Don’t use static initialisers! Instantiate your items in the registry event. If you need static references to your items, use @ObjectHolder
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Orthographic and Isometric projection
I meant step through what happens when the camera’s viewpoint changes. You could make your own simpler implementation of RenderChunk/rebuildChunk that only deals with what you want or you could instantiate a new RenderChunk with the chunk you want to render, call rebuildChunk (and other necessary methods) to rebuild the chunk, and then get the data (rendered blocks) from the BufferBuilders stored in this. You might not even need reflection to acces the data. I would do it this way because I already have a bit of knowledge and experience on how chunks are rendered. Another way might work better for you
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World Gen Help
Do you mean custom dimensions?
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[SOLVED][1.12.2] Some explanation on ICustomModelLoader
The non-cuboid form might be a bit of an issue, but it is achievable. You might want to use a different model format though
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Minecraft crash when shooting
Where’s your packet? I think you might be calling code from one thread (the packet handler thread) that modified stuff in another thread (the Minecraft thread) causing a concurrent modification exception
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Orthographic and Isometric projection
You may want to look at what happens when you change Minecraft.currentViewEntity (or similarly named) and what happens when you go into either of the 3rd person views. The way I would do this would be to use RenderChunk.rebuildChunk to generate the render of the terrain, then use reflection to access the BufferBuilder instances that it writes to and draw what you need to draw with that data.
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[SOLVED][1.12.2] Some explanation on ICustomModelLoader
What do you mean? Just make a cuboid with different textures on different sides in JSON. You can make a parent model that just deals with the back and sides, and have child models that specify the front texture.
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