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vemerion last won the day on May 30

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About vemerion

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  1. The forge documentation about sounds explains which methods to use in different situations.
  2. You can't really have an instance field like extraArmor in item classes, since items are singleton and every stack will share the same item. This means that for example if one player uses the item and changes the extraArmor field, it will also change for all other players that also have that item.
  3. No problem, I am glad I could be of assistance!
  4. The problem is that you are adding a new layer every time RenderPlayerEvent is called. You should add the layer to the player renderer only once at startup.
  5. The UUID is used to identify the attribute. This means that if two items have the same UUID for an attribute, the most recently equipped one will override the other if both are equipped at the same time. The Minecraft wiki has some info about it on the attribute page here. What I usually do is generate a random UUID once with UUID.randomUUID(), and then use that in UUID.fromString().
  6. You are using the overload for ModelRenderer.render() that doesn't take rgb parameters and always renders the texture white. Change the call to body.render() in the renderToBuffer() method in your PoggModel class to actually use the supplied red, green, blue, alpha parameters.
  7. Note that I am no expert on mappings, and I think generally it is best to use the same mappings as most other people use to make life easier for everybody. However, with that said, this should work: 1. Add this to your build.gradle to create a local maven repo on your computer: repositories { maven { url "file:///${project.projectDir}/mappings" } } 2. Change back the mappings channel (the mappings channel is hardcoded to use 'official', 'snapshot' and 'stable' so you have to use one of those): mappings channel: 'snapshot', version: 'vemerion-mappings' You can
  8. You can useFOVUpdateEvent.setNewfov() to set it to the old value to avoid the FOV change.
  9. Strange, because this works for me: matrixStack.push(); matrixStack.translate(0, 0, 500); if (count != 1) this.font.drawStringWithShadow(matrixStack, num, startX + (i * 26), startY + (j * 26), 1); matrixStack.pop();
  10. Export the model as a java class, and then return an instance of it in the getArmorModel() method in your item. You can also override getArmorTexture() to change the texture of the armor.
  11. Things related to input and graphics are done on the client. Most other things related to the actual logic of the game should be done on the server. A bit of common sense goes a long way. For example, if you want to damage the player, you only want to do that on the server, since it is the server that keeps track of all the players and their state. If you want to place a block, you have to do it on the server, otherwise you end up with 'ghost-blocks' etc. When you use runServer for the first time a text file called eula.txt should be generated, which you have to edit to set 'eu
  12. When you are breaking a block, the "this" entity in the condition is the player, and since the primalmagic:drops_bloody_flesh tag contains the player, the condition is met. You would have to add another condition that checks that an entity was actually killed.
  13. Player movement is controlled by the client, that is you need to set the movement on the client.
  14. From what I can see you don't do a translation on the matrix stack. Have you tested that?
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