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Everything posted by Bektor
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[SOLVED][1.8.9] Using Forge Mod Update Check system
Bektor replied to Bektor's topic in Modder Support
Ok, I tested it with Dropbox, too, its still not working. https://dl.dropboxusercontent.com/content_link/9iCZTSSkB90ewvxhAQoAvFpPep9Kfr7V6WQrHHzEcgj2kJtlP7CbwPlg7e72N8N9/file https://www.dropbox.com/s/050us1ta4sunxml/update.json Both links gave me no working result... @Mod(modid = Constants.MOD_ID, name = Constants.MOD_NAME, version = "2.0.0", dependencies = Constants.FORGE_VERSION, acceptedMinecraftVersions = Constants.MC_VERSION, updateJSON = "https://dl.dropboxusercontent.com/content_link/9iCZTSSkB90ewvxhAQoAvFpPep9Kfr7V6WQrHHzEcgj2kJtlP7CbwPlg7e72N8N9/file") So, after this did not work, I think I'm going now to work without such a system at first and when there is more progress on the mod, I'm going to add my own system which does exaclty the same... but well... its working with Dropbox (from where I know? because I used it with a small tool I released about 2 years ago and it worked there perfectly). But maybe while I'm working on other things, someone finds a idea how to solve this problem, so I don't need to add my update check system (which was never made for mods or anything which works like them). Bektor -
[SOLVED][1.8.9] Using Forge Mod Update Check system
Bektor replied to Bektor's topic in Modder Support
Ok, thx. Now I'm wondering if I can use bitbucket to upload the update.json in a public project, because when I'm doing this and even using the raw link, nothing is happening, but it seems to be that with every change on the file on bitbucket the raw links is also changing.... Thats the newest link for testing purpose: https://bitbucket.org/MinecraftPlaye/primeval-forest-public/raw/fd9dc401e4ec2a7f6459be43dea9a63b93e46a4e/update.json Thats the original link: https://bitbucket.org/MinecraftPlaye/primeval-forest-public/raw/ea79503b667d0c8e65ac7506f50dd11914faffea/update.json Any idea? Because I really want to use this feature, but I don't have anything else like Webspace to upload this to. Bektor -
Hi, I'm wondering how to use the "Mod Update Check system" from Forge (https://gist.github.com/LexManos/7aacb9aa991330523884). And I'm wondering when I'm going to put the json file on bitbucket, if I'm able to use the raw link for it. Thx in advance. Bektor
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Ok, thx.
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What are these "camera-facing billboards"?
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Hi, I'm wondering how to render something like this in Minecraft: http://vignette4.wikia.nocookie.net/thaumcraft-3/images/6/6a/Unstable_Node.png/revision/latest?cb=20130227070418[/img] I don't want the exact same thing, but I want something which goes into this direction, but I've got no idea how to do this... Is it just a texture which is rendered or is it something else? How would you render something like this? Thanks in advance. Bektor
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So, what else makes Minecraft so slow? But Minecraft with OpenGL 3.3 would still be cool and would make it more cool, because I'm currently learning OpenGL 3.3 with GLSL 330.
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Ok, thx. Now its working perfectly. And yeah, MC has such a performance, there are such things really negligible. (I'm wondering how the performance would be when MC would use OpenGL 3.3, Java 8 and would be optimised on performance and speed (same graphics), I think it would run faster)
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So I should do it that way: stack.getSubCompound(Constants.MOD_ID, true).getInteger("timer") And set it the same way? Correct? And does I need to have a check in the addInformation to see if the NBTTagCompound is null or not? And when will the onCreated method called? Only when the item gets created or when the object gets re-created (like after the Game was restarted)? (just want to know, because I want to know if I have to check if the NBT Tag I want to set already exists or if I just can create it because it will never override an existing one, because it will never be called when the Game was loaded and the item already exists in the world which was loaded) EDIT: oh and how much performance does stack.getSubCompound(Constants.MOD_ID, true).getInteger("timer") cost? Because I'm wondering if its a good idea to use it in the update method, too, to set and get the "timer" variable. (use it here multiply times per update)
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Ok, I did it now this way: public int tickExist = -1; @Override public void onCreated(ItemStack stack, World worldIn, EntityPlayer playerIn) { stack.getSubCompound(Constants.MOD_ID, true); if(stack.getTagCompound() != null && stack.getTagCompound().getInteger("timer") == -1) stack.getTagCompound().setInteger("timer", tickExist); } @Override @SideOnly(Side.CLIENT) public void addInformation(ItemStack stack, EntityPlayer playerIn, List<String> tooltip, boolean advanced) { if(stack.getTagCompound() != null) { this.tickExist = stack.getTagCompound().getInteger("timer"); } tooltip.add(EnumChatFormatting.DARK_AQUA + "" + (15 - TimeUtil.ticksToSeconds(tickExist) < 0 ? "0" : 15 - TimeUtil.ticksToSeconds(tickExist) + " seconds left")); } In the update method, the tickExist are going to be updated. So, is it correct that I'm using stack.getTagCompound().getInteger("timer"); Oh and now all items got the same value. So, what is wrong?
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Hi, I'm wondering how to create NBT tags for Items in MC 1.8.9, so that every item got a different timer and all timers will be saved, so that after reloading the world, they are not resetted. Thanks in advance. Bektor
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[SOLVED[1.8.9] Replace Item in Inventor & destroy dropped item
Bektor replied to Bektor's topic in Modder Support
Ok, thx. -
[SOLVED[1.8.9] Replace Item in Inventor & destroy dropped item
Bektor replied to Bektor's topic in Modder Support
And how do I add a stack containing Item z to the same position where Item xy was? -
Hi, after a long break from Minecraft I'm finally back (if anyone noticed that I took a break ) So now I wanted to start modding MC again and run directly into a problem: FAILURE: Build failed with an exception. * What went wrong: A problem occurred configuring root project 'primeval-forest'. > Failed to notify project evaluation listener. > MISSING REPLACEMENT DATA FOR MAPPING_CHANNEL > MISSING REPLACEMENT DATA FOR MAPPING_CHANNEL * Try: Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. BUILD FAILED Total time: 6.336 secs Does anyone know what this mean and how to fix this? If you need more information, please leave a comment behind. Thx in advance. Bektor EDIT: Here is the build.gradle file: Its basically just the one I used in my old 1.7 projects, but this time updated to 1.8.9. build.propeties file: minecraft_version=1.8.9 primeval_major=0 forge_version=11.15.0.1684 primeval_minor=1 primeval_build=0
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Sorry, that it took so long to reply here, but I had not much time. So, my own block is rendered by the TileEntitySpecialRenderer, too: And there I put the texture path to the path of Minecraft. (I tried it with: "textures/entity/chest/normal.png" and with "minecraft:textures/entity/chest/normal.png".) Block Texture: works Container Texture: works 3D-Inventory-Rendering: works Block break particle: does not work So any idea what to do to fix it, because I'm no longer really interested in updating my mod to 1.8.... (I have better stuff to do then that, stuff that makes more fun, like working on the Beta for 1.7.10 and on my own small Game)
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Well, this doesn't help, too. The blockbreak particles are still not working and now I'm getting errors. blockstates: (lockedChest.json) { "variants": { "normal": { "model": "minecraft:chest" }, "facing=north": { "model": "minecraft:chest"}, "facing=east": { "model": "minecraft:chest", "y": 90 }, "facing=south": { "model": "minecraft:chest", "y": 180 }, "facing=west": { "model": "minecraft:chest", "y": 270 } } } and here the log from eclipse (because there is no error/crash log):
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Ok. Here is the code of the Client proxy: and the block code: (Don't forget, I have no model and texture created, all textures and models that this block is using are from the normal minecraft chest)
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Try changing your model name in your blockstate file. You are now referencing to minecraft's chest model, so "normal": { "model": "yourmodel_id_lowercased:block_model_file_name" } Well, but I want to use the chest model from minecraft, because I'm not interested in creating a new chest model. No, my break block particles are not blue, they are still using the "missing texture" texture from minecraft. Ok, how can I set a breakpoint in eclipse? And the model is correct, but the particles are wrong. Thats the output from eclipse without loading a world: So any idea?
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This will not work, too. models/item: { "parent": "builtin/entity", "textures": { "layer0": "minecraft:planks_oak" }, "display": { "thirdperson": { "rotation": [ 10, -45, 170 ], "translation": [ 0, 1.5, -2.75 ], "scale": [ 0.375, 0.375, 0.375 ] } } } models/block: { "parent": "block/cube", "textures": { "down": "minecraft:blocks/chest", "up": "minecraft:blocks/chest", "north": "minecraft:blocks/chest", "east": "minecraft:blocks/chest", "south": "minecraft:blocks/chest", "west": "minecraft:blocks/chest", "particle": "blocks/planks_oak" } } blockstates: { "variants": { "normal": { "model": "minecraft:chest" } } }
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Ok, I tested it with the "particle": "blocks/lapis_block" , but this will not work.
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Hello, I created a block that is using the model from the chest, but now I have one question: How to set the texture for the particles that appears if you break a block to "planks_oak"? I hope here someone can help me, because on minecraft.de they tried to help me, but nothing seems to work... So this are my .json files: blockstates: { "variants": { "normal": { "model": "minecraft:chest" } } } models/block: { "parent": "block/cube-all", "textures": { "all": "minecraft:blocks/chest" } } models/item: { "parent": "builtin/entity", "textures": { "layer0": "minecraft:planks_oak" }, "display": { "thirdperson": { "rotation": [ 10, -45, 170 ], "translation": [ 0, 1.5, -2.75 ], "scale": [ 0.375, 0.375, 0.375 ] } } } Bektor
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Ok, thanks.
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Hello, I have one question: Is it possible to create a custom Creative Tab for my mod with a custom background. So that I'm using my own texture instead of the one from Mojang. Because I found the setBackgroundImageName method, but it seems to be that this method allows only to load stuff that's inside of the jar from Minecraft itself. Bektor