Everything posted by Aeronica
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RENDERING CUSTOM 3D MODEL IN HANDS
When given lemons, make lemonade! And with that try searching the web for Combustible Lemon Launcher and git-hub and see what you find. It's a fun mod that is open source. I've found it very useful to see how to do a number of things.
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Minecraft Server terminates without a word (1.6.4, 9.11.0.898)
I have the same issue, so I went back to 1.6.4-9.11.0.884. I've not been able to figure it out.
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How do I debug a server side mod?
Try this and see if this works for you: Save all the code and run the client to make sure it compiles and runs in SSP mode. Exit. Open the command prompt/shell etc and go into the forge/mcp directory and run the recompile script, then the reobsfucate script. After doing that you can run the server from eclipse and then start the client from eclipse afterwards and connect to the server.
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Fluid Textures
Oh something like this perhaps? Two different fluids: Water and a custom fluid. No mixing, just plain ugly. Though I don't think this is what you mean. Can you post a screenshot?
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Fluid Textures
Are you talking about the particle effects of the water splashes?
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Fluid Textures
One of the regular posters Maztar has a little tutorial that tell you exactly how. It works well in 1.6.2 http://www.minecraftforum.net/topic/1886370-forge16x-mazs-tutorials-working-custom-sounds-w-random-sound-from-soundpool-190713/#entry23300693 There is spoiler tag called "Creating a new simple Fluid" farther down the page.
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[Solved-ish]Make sound "stick to" or follow player/entity
Try making the first floating parameter 10.0f. That is the volume. That should set the sound at a constant level for some distance around you. I took this hint from looking at the Ghast code since the sounds they make, make them seem closer to you then they really are. e.g. target.worldObj.playSoundAtEntity(player, ModInfo.ID.toLowerCase() + ":" + "mysound", 10.0F, 1.0F);
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confused on how to install new forge
I always start with a fresh forge install for each new version and simply copy my source files into it after it's installed. No worries about kruft from a previous installation. e.g. 789/forge... 804/forge...
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[1.6.2] How to make mcmod.info file the right way ?
Does your mod version match exactly?
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how to add sounds
What version of minecraft and forge are you trying to work with? Based on what I've seen of some of the code and examples I'd guess 1.6.1+. I verified that you can use .wav files without needing to register a codec first in MC 1.6.2 and Forge 789. I'm betting you have a name and path issue. What is the console log showing you? Are there errors indicating your .wav file can't be found? Please remove the .1. from the file name and see if that helps Numbers at the end of a sound file names are removed by MC so you can register several version of the same sound file and MC will play one of them randomly. It adds a bit of variety, e.g. // You add sounds them the same way as you add blocks. Keep it all lowercase please for max compatibility. event.manager.addSound("modname" + ":" + "soundfilename" + "1.ogg"); event.manager.addSound("modname" + ":" + "soundfilename" + "2.ogg"); event.manager.addSound("modname" + ":" + "soundfilename" + "3.ogg"); event.manager.addSound("modname" + ":" + "panflute" + ".wav"); // The location of my sound files in the development environment are as follows // C:\Work\minecraftdev\mcforge1.6.2-9.10.0.789\forge\mcp\src\minecraft\assets\modname\sound // Your final zip file would look like this // <root of the zip>assets\modname\sound // <root of the zip>modname\<class files> // <rooy of the zip>mcmod.info Your play code looks fine. Here's what I've used successfully. // plays soundfilename1.ogg, soundfilename2.ogg, or soundfilename3.ogg randomly target.worldObj.playSoundAtEntity(player, "modname" + ":" + "soundfilename", 1.0F, 1.0F); // plays just the one .wav file target.worldObj.playSoundAtEntity(player, "modname" + ":" + "panflute", 1.0F, 1.0F); // I'm pretty new to modding, but I hope this helps.
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