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Nick82285

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Everything posted by Nick82285

  1. VLCJ 4.2.0, VLCJ-Natives 4.1.0, JNA 5.2.0, JNA Platform 5.2.0, I just want a way to be able to use both at the same time preferably Vlcj requires this library to create it's media player
  2. I am considering that, however previous versions, are buggy/makes my code messier. If there's no other way I could do that then I will revert back
  3. I am developing in eclipse and I have an external library that requires Java Native Access (JNA) version 5.2.0, however one of MinecraftForge's dependencies is JNA version 4.4.0. Is there any way to get these dependencies to play nice? I only have one class that actually uses this library so is there a way to force my compiled mod to use 5.2.0, by either embedding the dependency into the jar itself or something else? I am running on 1.12.2 Forge Version 14.23.5.2768
  4. Fair (I fixed it), Just following the example in the ForgeDocs for 1.12 Fair as well (fixed as well), but doesn't and I don't know why. It's Eclipse 2019 06. That and I'm not the best programmer. I don't quite see that. This will only be used by command blocks and the commands won't be changed unless there is a rogue admin (potentially preventing a redirect to access system files). The client then checks if the local directory/local video file exists before executing on it. Should I hard code in these directories or sync a json file (with a third party program, however this adds another security concern) to update these directories? It's kind of difficult if I need a fast working environment to do either. Is there any way to get it to work?
  5. The synopsis is that I have a command that sends out data to the server in the form of a CharSequence (I used system.out to verify that this variable is only sent/initialized if I send it to the server first by the way of SimpleNetworkWrapper#sendToServer). I then need to be able to relay that variable to a remote client that's separate from the player who executed the command. Is there a simple way to implement this effectively? Here's my netcode, please don't judge https://pastebin.com/CrpEvtkY I bet you that you can't guess what my code actually does (Joke) Edit 1: Updated code based on Animefan8888/diesieben07. If you want to test it, I believe everything you need is in the paste (If not P.M me). My goal is to create a command that's executed by a command block/player to tell a connected client to create an overlay on the client specified in the command. https://pastebin.com/irwqLW5q Edit 2: I used the VLCJ (3.12.1), slf4j-api (1.7.25) and the installation directory for VLC media player in C:\Program Files\VideoLAN\VLC
  6. mc.ingameGUI.drawTexturedModalRect(x, y, textureX, textureY, width, height); mc.ingameGUI.drawTexturedModalRect(scaledRes.getScaledWidth() / 2, scaledRes.getScaledHeight() / 2, 0, 0, 59, 8); The width is 59, the height is 8, and it starts analyzing the texture at (0, 0) The position is centered on the screen. It just seems to stretch 1 pixel in a 59x8 rectangle, not scale the texture.
  7. The 0,0 is the place in the texture where I want to start and 59, 8 is the position that I want to stop. Look at the texture
  8. It seems to only display the top left pixel of the texture, I would like to display the entire texture.
  9. My goal is to display a texture on the screen with transparency and at a certain position. This has been a challenge because the default function Minecraft.ingameGUI.drawTexturedModalRect only shows part of the texture. What's wrong and is there any way to mitigate this? @SubscribeEvent public void doTheOtherThing(RenderTickEvent event) { Minecraft mc = Minecraft.getMinecraft(); ScaledResolution scaledRes = new ScaledResolution(mc); mc.getTextureManager().bindTexture(new ResourceLocation("xpsystem:textures/gui/xp_bar.png")); mc.ingameGUI.drawTexturedModalRect(scaledRes.getScaledWidth() / 2, scaledRes.getScaledHeight() / 2, 0, 0, 59, 8); } Here's what I've got so far... https://imgur.com/a/9GAZVt7 (I can't upload images on here except for imgur for some reason). Sidenote: when I use anything but the RenderGameOverlayEvent and I bind the texture it, it binds the texture to the hearts and the hunger bar removing them and turning them into a red bar like the texture. The Texture:
  10. At the moment, I am working on a mod that creates a custom GUI element (similar to fallout). As far as I know, the exp bar rendering is in the GuiInGame class and I need to figure out how to stop it from rendering. Could I make a class that extends GuiInGame to just return before it renders? If so how would I open that GUI onto the screen or just stop it from rendering?
  11. Gotta wait it out, its entirely server side and nothing can be done other than the forge team fixing it.
  12. You are running a client-side only mod in the server, it tries to find "minecraft.jar" when it doesn't exist on the server, as seen here in the crash report: Caused by: java.lang.ClassNotFoundException: net.minecraft.client.Minecraft I had this same experience with Flans back in the day if you don't have the required packs then as soon as you place any entities from that mod you crash not only the games but the server. Make sure every person has all the right mods/mod versions and that visual mods like better-foliage are only on the client.
  13. For the last 10 minutes, I've been trying to set up the eclipse workspace, it consistently closes with this error: https://pastebin.com/RgDjHghE As far as I know, this is server-side because when I try to download the file in a web browser it fails with a network error of "File Incomplete": http://files.minecraftforge.net/maven/net/minecraftforge/gradle/ForgeGradle/2.2-SNAPSHOT/ForgeGradle-2.2-20180422.205239-40.jar I have done a lot of searching and I'm unable to find a fix. I'm aware this is a 'legacy version', however I am out of options. In short, this is the error 'Premature end of Content-Length delimited message body (expected: 12700427; received: 107746' when it tries to download ForgeGradle A fix would be gladly appreciated
  14. Sure thing, you're right, I contacted him on the MinecraftForum to see if he's okay with it. He has stopped developing his mod at 1.8.9 and he hasn't seemed to be online for a while, but I'm willing to wait. Appreciate the help
  15. So I recently decompiled a mod to see how it rendered the arm in the first person with an item in hand. This is the code I came up with, deobfuscated to the best of my ability. I used bytecode viewer to decompile if that helps. I need to know the unknown fields in the code public void renderFirstPersonArm() { Minecraft mc = Minecraft.getMinecraft(); Render render = mc.getRenderManager().getEntityRenderObject(mc.thePlayer); RenderPlayer renderplayer = (RenderPlayer) render; GlStateManager.func_179094_E(); GlStateManager.rotate(42.0F, 0.0F, 1.0F, 0.0F); GlStateManager.rotate(-80.0F, 0.0F, 0.0F, 1.0F); GlStateManager.rotate(100.0F, 1.0F, 0.0F, 0.0F); GlStateManager.func_179109_b(-0.13F, -0.24F, 0.64F); GlStateManager.func_179152_a(0.8F, 0.8F, 1.2F); if ((mc.field_71439_g.field_82175_bq) && (mc.field_71439_g.field_110158_av >= 1)) { GlStateManager.rotate(60.0F, 0.0F, 1.0F, 0.0F); GlStateManager.rotate(-10.0F, 0.0F, 0.0F, 1.0F); GlStateManager.rotate(-5.0F, 1.0F, 0.0F, 0.0F); GlStateManager.func_179109_b(0.6F, 0.0F, 0.0F); } ResourceLocation skin = Minecraft.getMinecraft().thePlayer.getLocationSkin(); Minecraft.getMinecraft().renderEngine.bindTexture(skin); renderplayer.renderRightArm(mc.thePlayer); Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE); GlStateManager.func_179121_F(); if ((mc.field_71439_g.func_70694_bm() != null) && (mc.field_71439_g.func_70694_bm().func_77973_b() == AmnesiaLights.LanternOff)) { GlStateManager.func_179094_E(); GlStateManager.rotate(15.0F, 0.0F, 1.0F, 0.0F); GlStateManager.rotate(-88.0F, 0.0F, 0.0F, 1.0F); GlStateManager.func_179109_b(-0.12F, -0.75F, 0.12F); GlStateManager.func_179152_a(0.8F, 1.2F, 0.8F); Minecraft.func_71410_x().func_110434_K() .func_110577_a(Minecraft.func_71410_x().field_71439_g.func_110306_p()); renderplayer.func_177138_b(mc.field_71439_g); Minecraft.func_71410_x().func_110434_K().func_110577_a(TextureMap.field_110575_b); GlStateManager.func_179121_F(); } } This is the original code of obfuscated functions, again if it helps public void renderFirstPersonArm() { Minecraft mc = Minecraft.func_71410_x(); Render render = mc.func_175598_ae().func_78713_a(mc.field_71439_g); RenderPlayer renderplayer = (RenderPlayer)render; GlStateManager.func_179094_E(); GlStateManager.func_179114_b(42.0F, 0.0F, 1.0F, 0.0F); GlStateManager.func_179114_b(-80.0F, 0.0F, 0.0F, 1.0F); GlStateManager.func_179114_b(100.0F, 1.0F, 0.0F, 0.0F); GlStateManager.func_179109_b(-0.13F, -0.24F, 0.64F); GlStateManager.func_179152_a(0.8F, 0.8F, 1.2F); if ((mc.field_71439_g.field_82175_bq) && (mc.field_71439_g.field_110158_av >= 1)) { GlStateManager.func_179114_b(60.0F, 0.0F, 1.0F, 0.0F); GlStateManager.func_179114_b(-10.0F, 0.0F, 0.0F, 1.0F); GlStateManager.func_179114_b(-5.0F, 1.0F, 0.0F, 0.0F); GlStateManager.func_179109_b(0.6F, 0.0F, 0.0F); } ResourceLocation skin = Minecraft.func_71410_x().field_71439_g.func_110306_p(); Minecraft.func_71410_x().func_110434_K().func_110577_a(skin); renderplayer.func_177138_b(mc.field_71439_g); Minecraft.func_71410_x().func_110434_K().func_110577_a(TextureMap.field_110575_b); GlStateManager.func_179121_F(); if ((mc.field_71439_g.func_70694_bm() != null) && (mc.field_71439_g.func_70694_bm().func_77973_b() == AmnesiaLights.LanternOff)) { GlStateManager.func_179094_E(); GlStateManager.func_179114_b(15.0F, 0.0F, 1.0F, 0.0F); GlStateManager.func_179114_b(-88.0F, 0.0F, 0.0F, 1.0F); GlStateManager.func_179109_b(-0.12F, -0.75F, 0.12F); GlStateManager.func_179152_a(0.8F, 1.2F, 0.8F); Minecraft.func_71410_x().func_110434_K().func_110577_a(Minecraft.func_71410_x().field_71439_g.func_110306_p()); renderplayer.func_177138_b(mc.field_71439_g); Minecraft.func_71410_x().func_110434_K().func_110577_a(TextureMap.field_110575_b); GlStateManager.func_179121_F(); } }
  16. I'm an inexperienced modder looking to learn, however, the other mods I'm working with (specifically spongeforge mods like voxelsniper, worldedit and wizardry) don't have support for versions above 1.10.2. It's more or less a catch 22
  17. Don't feel obligated to answer because I know you probably get a secondary question but Item#getTileEntityItemStackRenderer doesn't exist, so how would I go about using ItemRenderer#renderArmFirstPerson?
  18. I came across a mod (with no source code), that uses the RenderPlayerAPI/ModelPlayerAPI called Amnesia Lights for 1.8. I need a way to render the arm with the item in the player's hand like the picture below. I tried changing the position of the model int the json but the arm doesn't show up, so is there a way with the GlStateManager to rotate the arm and force this functionality?
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