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DavidM

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Everything posted by DavidM

  1. 1. Use punctuations. 2. Please read the EAQ and post the appropriate logs.
  2. Umm no. The 64 in the registering is the tracking distance; it has nothing to do with the teleport distance. You can edit your bow to shoot the arrow with more velocity.
  3. You cannot restore the save if it is gone. However, if you made back-ups, then you could use those.
  4. You can comment on the mod's CurseForge page if there is one, or follow the author's instructions of issue reporting if there is one on the CurseForge page.
  5. Pattysmoretools is broken. Remove it and report to its author.
  6. I was a bit ambiguous. By "applying" the camera's transform, I meant to transform the 3D point according to the camera's transform in a certain way that maps the point to the viewport. I illustrated the algorithm in this post: https://www.minecraftforge.net/forum/topic/75508-how-do-i-convert-a-3d-point-to-screen-coordinates/?tab=comments#comment-361755.
  7. Things seems fine in-game does not means there is no mistake in the code. If there are problematic code and they get unnoticed, errors can still pop-up once in a while and things can behave in unexpected ways. It sounds like you are creating multiple materials for your tools. This should not happen, as each material should contain information such as attack damage and mining speed, and tools of the same tier should use the same material (i.e. diamond sword and diamond shovel).
  8. Please post the crash log.
  9. It sounds like you are doing something terribly wrong. Please post all of your code, preferrably in a GitHub repo.
  10. Directly accessing the JVM is not a good idea. This will break the game when there are other mods using ASM. Moreover, looking up fields and methods during runtime via reflection (yes, even through JVM) is much, much slower than writing your code in Java, as the latter is compiled to bytecode and have direct access. Therefore, you should not be writing mods in languages other than Java, as it is unnecessarily expensive. As for your question, the easiest way would be via GLM. Simply apply the camera's transform onto the 3D point you want to transform. You can look up the specific calling on GLM's documentation. The transformation is relative to the transform of the camera. If I understood your intention correctly, you need to offset the position of your 3D points by the position of the player. Also: 1. Please don't use raw pointers. 2. There is no need to cast the ptrs to a float array and copy it into a double array. gluProject takes in a void pointer; you can simply throw ptr into it without any explicit conversions. 3. Using GLdouble to store rendering data like model and projection is slow and unnecessary. Float should suffice, as the precision difference is not enough to be displayed on a pixelated viewport.
  11. There must be. Otherwise there is something terribly wrong and you will have to rebuild your workspace.
  12. You are already extending EntityArrow. Why did you copy its code again?
  13. Please do not bump threads every 3 minutes.
  14. The constructor of RenderBiped already adds an instance of LayerHeldItem. You are adding another layer for held item in your own class, resulting in two layers of held item in total. Your class should not inherit from RenderBiped if you need a custom layer for held items; extend your class from RenderLiving instead.
  15. Items are singleton; changing the value in one instance will change every ItemStack containing that item. Instead, store the damage amount in the ItemStack's NBTTag, preferably via a Capability.
  16. Do not use static initializers. Please post more of your code. Also, do you know Java?
  17. There is no simple solution. The lighting is hard-coded into the chunk format in the range of 0-15. You cannot simply exceed the brightness value over 15 to make a light brighter. However, you could dim the brightness of all other light-emitting blocks as well as the brightness of the sky while tuning the alpha value up for more contrast between torches and other lights. Otherwise, shader is probably the only solution in this case. The shader under discussion here is not the shader you mentioned; it is a program (part of your mod in this case) that directly alter how rendering data is pushed and processed in the GPU via OpenGL. You can still enable other shaders with a shader mod while having a custom shader that amplifies torch lighting.
  18. I have received complaints from users that a modpack with my mod (a torch mod which emit light) in it occasionally freezes the client when a block is placed/broken. Other users are guessing that the client freeze is caused by the light updates. However, as far as I know, light updates are handled by the server, and will not cause client-side freezing. Are light updates completely server side?
  19. In Minecraft one can use /title <targets> title <titleText> to create a title text to be displayed on the screen for the target. I would like to create the same effect for a client (in a client-side mod). How would I achieve this?
  20. My current idea is to subscribe to ClientTickEvent and check whether PlayerEntity#fishingBobber is not null. diesieben07 beats me . Thanks. I will keep that in mind.
  21. I am creating a client-side mod that warns the player when a fish is hooked during fishing. This should be triggered when a fish "bites" the hook. What is the best way to achieve this? Is there an event for such case?
  22. JourneyMap and InventoryTweaks are client only mods. Putting them on a server does nothing.
  23. 1. Stop bumping every hour. 2. Please read the EAQ and post your debug.log.
  24. Please post your code. This should be done with a loot table in 1.14.4.
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