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Everything posted by Draco18s
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Seriously? It's like four checks (on the assumption that it's a single mod). Check 7 of 15 Check 4 of (7 or 8 ) Check 2 of 4 Check 1 of 2 --Problem mod located-- While harder to track down, you have determined that each half contains one of the two problem mods. Cut in half the other way next (think of the list of mods as being labeles on slices of pie: you've cut the pie one way, now cut it at a 90 degree angle). If you get the same result, check the diagonals. If you get a working half and a non-working half, you have now narrowed down the search space. Repeat. It might be monkey work, but at some level, everything is monkey work. That's why we have trained monkeys. Now, it's nice to have tools that help, but with such a small collection its often faster to do it manually than spend the time trying to find the tool.
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Yes, they do. I've even reported it to them. But in poking around on my own I found that if I added a new entry manually the program was smart enough to fill in the missing versions.
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[SOLVED] [1.7.2] Simple Block with Inventory
Draco18s replied to mercrutio's topic in Modder Support
Synching tile entities is super easy. public Packet getDescriptionPacket() { NBTTagCompound nbtTag = new NBTTagCompound(); this.writeToNBT(nbtTag); return new Packet132TileEntityData(this.xCoord, this.yCoord, this.zCoord, 1, nbtTag); } public void onDataPacket(INetworkManager net, Packet132TileEntityData packet) { readFromNBT(packet.data); } As long as your TE saves its inventory correctly in writeToNBT and reads it back in readFromNBT, that's all you need. https://github.com/Draco18s/Artifacts/blob/master/draco18s/artifacts/entity/TileEntityDisplayPedestal.java -
[Solved][1.6.4] White Box Renders in Place Of Custom Mob
Draco18s replied to Jerry99666's topic in Modder Support
No. new ResourceLocation("textures/entity/Skeith.png"); But unless your resource is in Minecraft's assets folder, it won't find it. -
[Solved][1.6.4] White Box Renders in Place Of Custom Mob
Draco18s replied to Jerry99666's topic in Modder Support
java.lang.NullPointerException at jerry99666.skeith.mobs.ModelSkeith.<init>(ModelSkeith.java:278) Null pointer exception At line 278 in ModelSkeith Go there. Figure out why. No bloody wonder you were having trouble. You kept walking around the door that was locked trying to figure out why you weren't getting inside instead of using the key, like a normal person. -
[Solved][1.6.4] White Box Renders in Place Of Custom Mob
Draco18s replied to Jerry99666's topic in Modder Support
Alright what've tried. Changing the client proxy to registerRenderers which caused a crash. Changing the mainmod to call registerRenderInformation which caused a crash. Am I doing this wrong? Depends on what the crashes are. Rather than going "oh that caused a crash, better not do that" you should read the crash and go "oh, that's WHY it crashed" and fix it. -
public void onCollideWithPlayer(EntityPlayer par1EntityPlayer) { if (!this.worldObj.isRemote) { if (this.field_70532_c == 0 && par1EntityPlayer.xpCooldown == 0) { par1EntityPlayer.xpCooldown = 2; this.playSound("random.orb", 0.1F, 0.5F * ((this.rand.nextFloat() - this.rand.nextFloat()) * 0.7F + 1.8F)); par1EntityPlayer.onItemPickup(this, 1); par1EntityPlayer.addExperience(this.xpValue); this.setDead(); } } } There's no hook there. I don't think you'll be able to do what you want to be able to do.
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[1.6.4]Achievement/Creative tab name registration
Draco18s replied to Robosphinx's topic in Modder Support
Gah! Don't use the language registry >..< Make a lang file. So easy. All you have to do is make a lang file and put [thing to translate]=[translation] Everything in every lang file is added to the language registry automagically. https://github.com/Draco18s/Artifacts/blob/master/assets/artifacts/lang/en_US.lang -
Oh that. That's actually easy to fix. There's a list of versions MMC has (its plain text). Just copy the top one and change the version numbers to the version you want. Like magic it'll find it (and ALL the inbetweens). Can't recall the name of the file offhand. Edit: [mmc directory]/mods/minecraftforge/list.json You just need another chunk like this: "build": 944, "files": [ { "branch": "", "buildnum": "944", "buildtype": "changelog", "ext": "txt", "jobbuildver": "9.11.1.944", "jobname": "minecraftforge", "jobver": "9.11.1", "mcver": "1.6.4", "url": "http://files.minecraftforge.net/minecraftforge/minecraftforge-changelog-1.6.4-9.11.1.944.txt" }, Replacing all instances of "944" with whatever version you need. (the mcver number too, if necessary)
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Only 30 mods? Binary search the fucker out. You can complain about being lazy when you have to set up a server for two hundred and eighty.
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Custom particles are annoying me to no end. I still haven't gotten them rendering the way I want (too dark, still 50% transparent, for no discernible reason), then I noticed another problem. The texture file I'm using gets bound before Minecraft has finished rendering all of its particles, and rebinding Minecraft's texture doesn't (completely) fix it. There's got to be another way to use a custom particle texture without calling Minecraft.getMinecraft().renderEngine.bindTexture(texture);
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[1.6.x] Rendering Particles without Z-Sorting
Draco18s replied to Draco18s's topic in Modder Support
Nah, not really. You're not turning of lights, you're turning of shadows. Edit: Disabling lighting had zero effect on the rendering of the particle. -
Class names can stay with capitals (it's good practice that class names are CamelCase with InitialCaps). Anyway, is it still not working?
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Still doesn't work Can you take a screenshot of your folders and files? Eg.
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Ok two things wrong here: 1) You don't need to do both. The second (setTextureName) only means anything if you're not overriding registerIcons. 2) setTextureName("tutorialBlock") tells Minecraft (if you weren't overriding registerIcons) to look in the default minecraft assets directory which is wrong. It should look in your asset directory. That's what the "tutorial:" part of your registerIcons method is doing. Try changing everything to all lower case. Instead of tutorialBlock, use tutorialblock. Do the same to all folders and files from /assets on down as well as all references in your code.
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[1.6.4][SOLVED] Trying To Randomly Generate Floating Object
Draco18s replied to T3ctonic's topic in Modder Support
I full understood your intend mate Edit: Pun not intended, but cool. Reply was a general comment, not specifically directed at you, but related to what you had posted. -
...It's....kind of important to know WHERE you have that chat line...
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[1.6.4][SOLVED] Trying To Randomly Generate Floating Object
Draco18s replied to T3ctonic's topic in Modder Support
I thought that might be the issue. It was hard to tell with the indenting not being equal. -
remove your registerIcons function and add this to the constructor: setTextureName(Tutorial.modid+":tutorialBlock")
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[1.6.x] Rendering Particles without Z-Sorting
Draco18s replied to Draco18s's topic in Modder Support
I actually managed to get it to work, in typing out a message to someone who had gotten the effect I wanted but hadn't posted code. All I had to do was tell the tessellator to draw what it had in its draw buffer, then start drawing with GL_ALWAYS, add verts, draw, set back to GL_LEQUAL, and start drawing again (leaving the tessallator in the same state it was given to me). Now I just have a brightness problem. http://s29.postimg.org/fvj50xs7r/2014_01_13_13_33_07.png[/img] I'll try GL11.glDisable(GL11.GL_DEPTH_TEST) and see if that makes any difference though. Edit: Depth-test didn't change anything (that is, all things being equal the two methods of ignoring the z-buffer render the same). Still have a brightness issue that I don't know how to fix. -
[1.6.4][SOLVED] Trying To Randomly Generate Floating Object
Draco18s replied to T3ctonic's topic in Modder Support
Hit: Ctrl+A Ctrl+I Then post another screenshot. -
I'm trying to get a particle to render in front of everything (i.e. blocks) but it's not working. public void renderParticle(Tessellator par1Tessellator, float par2, float par3, float par4, float par5, float par6, float par7) { //skipping various variable setup, texture binding, etc. //turn off z-buffer GL11.glDepthFunc(GL11.GL_ALWAYS); par1Tessellator.setColorRGBA_F(this.particleRed * f14, this.particleGreen * f14, this.particleBlue * f14, this.particleAlpha); par1Tessellator.addVertexWithUV((double)(f11 - par3 * f10 - par6 * f10), (double)(f12 - par4 * f10), (double)(f13 - par5 * f10 - par7 * f10), (double)f7, (double)f9); par1Tessellator.addVertexWithUV((double)(f11 - par3 * f10 + par6 * f10), (double)(f12 + par4 * f10), (double)(f13 - par5 * f10 + par7 * f10), (double)f7, (double)f8); par1Tessellator.addVertexWithUV((double)(f11 + par3 * f10 + par6 * f10), (double)(f12 + par4 * f10), (double)(f13 + par5 * f10 + par7 * f10), (double)f6, (double)f8); par1Tessellator.addVertexWithUV((double)(f11 + par3 * f10 - par6 * f10), (double)(f12 - par4 * f10), (double)(f13 + par5 * f10 - par7 * f10), (double)f6, (double)f9); //set z-buffer back to normal GL11.glDepthFunc(GL11.GL_LEQUAL); } From what I understand, this should work. But it doesn't. If I remove the GL11.glDepthFunc(GL11.GL_LEQUAL); line, things do render as expected (i.e. I can see the lava at the bottom of the world, as the depth buffer is ignored). Here's one of the particles showing it being rendered half inside a block, but not fully visible: http://s7.postimg.org/r5dwbeggb/2014_01_13_13_19_36.png[/img]
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More information required. Possibly code.
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[1.6.4][SOLVED] Trying To Randomly Generate Floating Object
Draco18s replied to T3ctonic's topic in Modder Support
What's the error? -
MultiMC 5 should work. MultiMC 4 would not, as locations of files have changed (they're no longer hosted on Amazon's cloud services).