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Papa_Prime

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Papa_Prime last won the day on November 15 2020

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About Papa_Prime

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  1. Thanks, I will experiment with other GL modes. I resorted to using GL11 directly because I did not even manage to render it with the wrapper. Edit: And the line strip works. now to just get it working with the wrappers
  2. hello, I am attempting to render lines in a GUI. This will not be possible to achieve with textures. I have attempted to use the methods documented in this for unbatched environments but the methods do not seem to exist this is the documentation https://gist.github.com/williewillus/30d7e3f775fe93c503bddf054ef3f93e. I further tried to do this using GL11. I have successfully rendered a line but I was unable to change the colour of the line. This is what I tried in the render method: GL11.glPushMatrix(); GL11.glPushAttrib(GL11.GL_COLOR_MATERIAL); GL11.glEnable(GL11.G
  3. I caught on to that when I went to test it. Going to update it here now, this is what I got to work.
  4. Here is the update code, not fully functional yet but getting there: public class ActionControlCSPacket { static Map map; public ActionControlCSPacket(Map controlMap) { map = controlMap; } public static void encode(ActionControlCSPacket msg, PacketBuffer buf) { Integer[] players = (Integer[]) map.keySet().toArray(new Integer[0]); int[] id = new int[players.length]; for(int i = 0; i < players.length; i++) { id[i] = players[i].intValue(); } Integer[] preValues = (Integer[]) map.values().toArray(
  5. Hello, I am currently trying to sync the client with the server. I am currently unable to find a way in which I can encode entity identifiers from the server to the client. This is my current code: public class ActionControlCSPacket { static Map map; public ActionControlCSPacket(Map controlMap) { map = controlMap; } public static void encode(ActionControlCSPacket msg, PacketBuffer buf) { PlayerEntity[] players = (PlayerEntity[]) map.keySet().toArray(new PlayerEntity[0]); CompoundNBT tag = new CompoundNBT(); for(int t = 0; t < pl
  6. Fair, I will begin working on the addition to forge then. Edit: This will need far more changes to be convenient. I understand why nobody has added this as a feature of forge yet. Will try to find another way to mess with UseActions
  7. I'm guessing that in the correct order, a PR is made first?
  8. Thank you, the only alternative to avoiding coremodding in my case is making a PR. That was planned for after the system I have in mind is stable and using mixins makes porting easier.
  9. Thank you, can you recommend a work around for this or should I try to handle it myself?
  10. Hello, this is how I embed the jar using my buildscript buildscript { repositories { maven { url = 'https://files.minecraftforge.net/maven' } maven { url = "https://repo.spongepowered.org/maven" } jcenter() mavenCentral() } dependencies { classpath group: 'net.minecraftforge.gradle', name: 'ForgeGradle', version: '3.+', changing: true classpath 'org.spongepowered:mixingradle:0.6-SNAPSHOT' } } import net.minecraftforge.gradle.common.task.SignJar import groovy.json.JsonSlurper import groovy.json.JsonOutput
  11. I have done a bit of digging and managed to find a solution. This is the build script as I have it now: buildscript { repositories { maven { url = 'https://files.minecraftforge.net/maven' } maven { url = "https://repo.spongepowered.org/maven" } jcenter() mavenCentral() } dependencies { classpath group: 'net.minecraftforge.gradle', name: 'ForgeGradle', version: '3.+', changing: true classpath 'org.spongepowered:mixingradle:0.6-SNAPSHOT' } } plugins { id 'org.spongepowered.plugin' version '0.6' } apply pl
  12. Hello, I am trying to embed a library into my mod. This is the documentation I am using which also seems out of date https://forgegradle.readthedocs.io/en/latest/user-guide/shading/. This is my build.gradle: buildscript { repositories { maven { url = 'https://files.minecraftforge.net/maven' } maven { url = "https://repo.spongepowered.org/maven" } jcenter() mavenCentral() } dependencies { classpath group: 'net.minecraftforge.gradle', name: 'ForgeGradle', version: '3.+', changing: true classpath 'org.spongep
  13. Hello, I would really like to avoid any form of core modding or vanilla file replacement. I have got this but entity models are not possible to modify in this way after registration. Either way here is my attempt: @SubscribeEvent public static void renderPlayer(RenderPlayerEvent.Pre event) { PlayerEntity player = event.getPlayer(); PlayerModel<AbstractClientPlayerEntity> model = event.getRenderer().getEntityModel(); if (player.getCapability(VoidProvider.VOID, null).isPresent()) { IVoid cap = player.getCapability(VoidProvider.VOID, null)
  14. You have shown us very little information. Generally you could check if the model file name is the same as the registry name and if the model points to the correct texture in the format of modid:path_here . You should also check the log and search for the registry name of your item to check what is not loaded and why.
  15. Marking solved. silly mistake. I did not specify the positions of the particleand thus it spawned at the world origin 0,0,0 as expected from the vertex code
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