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Draco18s

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Everything posted by Draco18s

  1. If you're doing a simple 3x3x3 cube around the block being broken, you can do that with a dirt-cheap 3-layer for-loop. One for x, -1 to 1, one for y, -1 to 1, and one for z, -1 to 1.
  2. IIRC, initGui is called every time the screen changes size. So that button and label are being recreated each time. The super-method, I believe, contains a call to buttonList.clear() and labelList.clear() which is why it only happens to your gui (you don't call super).
  3. Entity entity = event.getEntity(); World world = event.getEntity().getEntityWorld(); "Eh, just fuck that reference we made. Call that method again! "
  4. Note: you only need to check one parent, even though it, too, might have a patent.
  5. That's still 17 chunks long. The loaded size of the world is typically only 15 or so. Even at the maximum render distance (21 chunks) your entity is still 83% of that full diameter. There is no way in HELL you are going to make this work.
  6. We are not here to teach you English. Your goal is still not clear: stone will exist in the world somewhere. Checking to see if it exists at a location requires calling World#getBlock(x, y, z) and checking that it equals Blocks.stone Part 2 still makes no sense to me.
  7. Your entity is larger than the entire volume of world being loaded.
  8. IIRC, onRightClick is only run client side. In order to damage an item, you need to do it server side. Ergo packets.
  9. LookingGlass had to be custom built to handle other dimensions, but it works just fine in a single dimension.
  10. His example has two: the ore color (blue) and the stone color (white). In any case, if the OP wishes to go the custom TextureAtlasSprite route (which renders the color once) I've got some posts on this forum on how to do precisely that. I don't know if the class has changed in 1.8+ however, and due to the nature of a custom load() method in that class, a lot of the "texture not found" error messages get dropped (and instead you get NPEs in later parts of the rendering code), so you'd be mostly on your own.
  11. Rather than randomly determine if a location gets an update, randomly determine a location to update.
  12. You may be interested in Looking Glass
  13. I think it's some kind of "game" that could be built out of even just command blocks. All this fellow is trying to do is render the chat-context information as a HUD element rather than as chat messages. That is: the game can be played without the mod he's writing and the "Checkpoint Reached!" is just a chat message sent by whatever operates the game to the player so that player has some sort of feedback. He's just trying to fancy it up some. Admittedly I would still rebuild the system from the bottom up and use packets, but whatever. Also, Ernio, that is a fantastic image.
  14. It shows once a day. http://www.minecraftforge.net/forum/index.php/topic,39689.msg209119.html
  15. Someone was asking just the other day how to disable the nag.
  16. The forum's new syntax highlighter is trying to syntax highlight your comments.
  17. sharedHexColor needs to be white, not black, by default for this to work. Right now if you don't pass a color the integer's default value of 0 is used. That's 0x000000 which is black.
  18. I'm D18, does that make me 11 revisions better?
  19. Sketchup is terrible at assigning UVs. Try http://www.geeks3d.com/20090303/lithunwrap-free-uv-mapper-for-windows/ (You will have to zoom out a lot in order to see the polys)
  20. You need to fix your obj's UVs
  21. Do you understand Java? At all? The block is passed a World object and a BlockPos object. Use them.
  22. registerItem is struck-out because it's deprecated. Use GameRegistry.register() Be sure to call setRegistryName

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