Everything posted by Draco18s
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[1.8] Help implementing an outline similar to the spectator 'Player Outlines'
I'd suggest trying to figure out how the "Glowing" effect in 1.9 gets rendered and backporting it.
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[1.8.9]Messing with rendering the player?
IIRC there is ItemStack#areStacksEqual which does item stack comparison. But if you want to check against item and item only then, ItemStack#getItem will suffice.
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[1.8.9] Continuous jump animation
It's in a god damn CSV file, its super easy to open that up in Excel and hit Ctrl-F. The hard part is remembering where that CSV file is located. C:\Users\[username]\.gradle\caches\minecraft\de\oceanlabs\mcp\mcp_snapshot\[snapshot num]\fields.csv
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[1.8.8] Can't activate block while holding something
This. Shift-Click with blocks by vanilla bypasses block activation and places the block.
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[SOLVED][1.7.10] Preventing Block Placement
You want to look at canBlockBePlacedAt BlockRedstoneWire uses it.
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Overlaying IIcons
They're are two options here. Option 1 (easy, fast): render the block twice in both pass 0 and pass 1 (Google "multi pass blocks"). Option 2 (hard, beautiful): make a custom TextureAlasSprite class that overrides the load method. I've made a few posts here with fully functional code, but be aware that crashes/bugs that result from handling the icon loading yourself are very difficult to debug because the problem occurs much father down the line, obscuring the true error. My code also includes a colorize method (works on the HSV spectrum).
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[1.7.10] Projectile stops in mid-air?
I also have code here for making fireballs that are shot off based on lookvec.
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[1.7.10] Changing texture based on item in Gui slot
He just told you: That's a parent class and a method.
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[1.7.10] Projectile stops in mid-air?
There is another set of fields called acceleration.
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[1.8] Event that is fired each tick?
By all means, do whatever. Just keep in mind that every entity handles its own movement. That is, gravitational acceleration is handled in multiple places, depending on the entity type.
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Getting an item to change into another item when dropped in water
In an event handler.
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[1.8] Event that is fired each tick?
You mean like the real life effect that occurs do to air resistance and really, actually, exists and effects all objects? https://en.m.wikipedia.org/wiki/Terminal_velocity
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[1.8] Event that is fired each tick?
I think you didnt get my point. I am doing this for fun. Testing different accelerations. It is true that entities have downward motion but i want to simulate the gravity on earth at minecraft. Shortly i want to see how will the minecraft world change if i change the motion value. You missed my point. The downward acceleration already experienced is identical to that of Earth's. It would make sense if you wanted to fiddle with those values, sure, but making them "Like Earth" involves "Doing Nothing."
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Getting an item to change into another item when dropped in water
Its an event not a method, and completely useless to you. Both as previously stated and because when it does fire, it fires when the item is immediately removed from the player's inventory. That is, 3 blocks away from the water.
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[1.8] Event that is fired each tick?
...Entities already have gravitational downward motion..?
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[SOLVED][1.8.9] Rendering Question
Its a quad that always faces the camera. Sometimes it might have a restricted rotational axis (such as only rotating around the y-axis). Its relatively easy math to work out, a little trig, based on the player's lookVec.
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Draw a cube above an entity
More specifically: I love how you add a translation after you finish drawing.
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[SOLVED][1.8.9] Rendering Question
Fancy textures and camera-facing billboards.
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[SOLVED] [1.7.10] Ore doesn't generate
I realize this has nothing to do with your question, but what is with people moving all of their FML event code into the common proxy? All I can figure is that you guys all read some tutorial where the author did that "for reasons" that were never explained just because it was their style.
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1.8.8 Set shouldSideBeRendered() false Vanilla Block
Yes. Why don't you want leaves to render the side, though?
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[1.8.8] [SOLVED] Overlay String on itemstack
ASM is very powerful and very hard to think in terms of writing. Everyone who does it inserts as extremely few bytes as possible, usually an INVOKE_VIRTUAL call to a static method that you can write in regular Java.
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[1.8.9] I need help drawing a box using WorldRenderer
Some of the names MCP has given things are just weird.
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[1.8.8] [SOLVED] Overlay String on itemstack
Solution 3 is writing new classes and replacing things when the player opens a GUI. You'd have to write a new ChestGUI, new WorkbenchGUI, FurnaceGui, InventoryGUI, and so on. Solution 1 will always show the additional text, doesn't matter who's gui, where it is, anything. Just because of what you're trying to do, I actually would recommend looking into ASMing the item renderer function. It's not only the simplest, but most effective.
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[1.8.9] I need help drawing a box using WorldRenderer
Well, you want mode 7 because that's GL11.GL_QUADS which is squares. Your problem is likely that you're trying to draw this square at a location in the world* and it's huge. Also note that a quad is only visible from one side. In this case, the north side. If you're trying to draw to pixel locations on the screen,* then it would be pointed away from the camera. *I'll admit that I'm not entirely sure what getWorldRenderer() does.
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Error in Forge (Not my mod's fault)?
< and > are used to denote arrays. You also didn't include the actual configuration line you are using, new Configuration isn't important at all.
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