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Everything posted by daHappy

  1. Hey i have som trouble to get this code work right... it doesent render transparent and i realy not know why Every tipp is welcome So heres the code
  2. Hey i simply want to add a String as Overlay ... In the past i simply put the Font Renderer in the onTickinGame and everything was fine but now the String is flickering. Where is my mistake? package dahappy.minecraft.LandInfo; import java.util.EnumSet; import cpw.mods.fml.common.ITickHandler; import cpw.mods.fml.common.TickType; import net.minecraft.client.Minecraft; import net.minecraft.client.gui.GuiScreen; public class Ticker implements ITickHandler { @Override public void tickStart(EnumSet<TickType> type, Object... tickData) { // TODO Auto-generated method stub } @Override public void tickEnd(EnumSet<TickType> type, Object... tickData) { // TODO Auto-generated method stub if(type.equals(EnumSet.of(TickType.CLIENT))) { GuiScreen curScreen = Minecraft.getMinecraft().currentScreen; if(curScreen != null) { onTickInGui(); } else onTickInGame(); } } @Override public EnumSet<TickType> ticks() { // TODO Auto-generated method stub return EnumSet.of(TickType.CLIENT); } @Override public String getLabel() { // TODO Auto-generated method stub return null; } private void onTickInGame() { mc.fontRenderer.drawString("Test", sr.getScaledWidth()/2-mc.fontRenderer.getStringWidth(str)/2, 10, 0xff00FF00); } private void onTickInGui() { //do stuff out of the world... } }
  3. Hey i wannt a method that is called when the Client Disconnects from a Server @SideOnly(Side.CLIENT) The only thing i found was in the BaseMod the public void clientDisconnect(NetClientHandler handler) Method ... but i didn't find a way to use it without creating a mod_wtf class file that extends BaseMod... Is there a way to use it direct in my ForgeMod? And please if it is a obviously solution don't be angry iam still a java noob And Sorry for my bad English Greetz daHappy
  4. Because i wrote a mod where i have to update the WorldRenderer class but Optifine replace them or better has his own 2 in the moment i have to decompile optifine with mcp insert dummy classes do the optifine updates and then do the real mod with forge (because i like it much more then ModLoader) ... it works ... but its not a nice solution -.-
  5. Hey there iam asking me how i could decompile minecraft with optifine and forge ... If i use die install bat from forge it loads his own CLEAN jars when i use mcp to decompile he couldn find the forge classes by google or something like this ... But there have to be a way to do it ... or?...
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