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warjort

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Everything posted by warjort

  1. There is no 1.19.4 version of ftb lib? https://www.curseforge.com/minecraft/mc-mods/ftb-library-forge/files
  2. If you are running it inside eclipse, it doesn't use the gradle build directly. You need to (re)generate the eclipse run configurations from the gradle build. Also their wiki says you need to use the "badpackets" mod as well: https://docs.bai.lol/wthit/plugin/getting_started/ But, I suggest you contact the mod author about their mod. These are the forge support forums.
  3. You shouldn't be playing with opengl calls directly, you will likely just break things when you change things in ways minecraft doesn't understand. Use minecraft's RenderSystem. But in this case, directly modifying the opengl state using any of those calls is not going to work. You are using a buffer to do the rendering. That means it is not doing the rendering immediately. Instead once everybody has had a chance to fill the buffer (long after your code has run); * The rendering state is initialised from the RenderType of the buffer * The buffer is flushed to the graphics card * The relevant shader(s) are called to process the buffer. If you want to do something different you will likely have to make your own RenderType (if one does not already exist that does what you want) or draw directly so you have control of the rendering state. I am not an expert on rendering, so I can't really help you with how to do that.
  4. Try this: https://forums.minecraftforge.net/topic/119038-1192-failed-to-run-example-mod-on-fresh-setup/#comment-522788 or one of the other solutions linked from that thread. Including contact AMD about bugs in their driver.
  5. Why are you doing it with a mixin? The end of renderLevel() is almost certainly the wrong place. You will likely break the transparency rendering? Use this event with stage AFTER_BLOCK_ENTITIES which gets called just before the vanilla rendering code. https://github.com/MinecraftForge/MinecraftForge/blob/01846c729a21c13cb86447c4e233b83a314b6856/src/main/java/net/minecraftforge/client/event/RenderLevelStageEvent.java That way your code will be in the right place.
  6. You are trying to load client classes on the server.
  7. The error says the image isn't loaded for some reason. It does not say which mod is causing the problem. Since this is something related to texture loading, try it without optifine or your custom texture packs. Also, since the error uses the word "allocated", it might mean you need to give it more memory?
  8. curseforge and minecraftforge are not the same thing. Try here: https://support.curseforge.com/en/support/home
  9. This is not the AMD support forum, ask them. Why would you trust some random person on the internet to tell you how to download/install operating system software anway? 🙂
  10. https://github.com/MinecraftForge/MinecraftForge/blob/01846c729a21c13cb86447c4e233b83a314b6856/src/main/java/net/minecraftforge/event/entity/EntityEvent.java#L129 You can force a recalculation of the dimensions using Entity.refreshDimensions()
  11. Different error.
  12. That's stored in the GossipContainer of the villager. It's only available on the server. If you want it on the client, you will have to find some way to send it over the network.
  13. Looks like you are missing the geckolib mod?
  14. Entity.isPickable() allows your entity to be ray traced. If you don't know what you are doing, you are going to find it difficult building your first entity directly from the Entity class. There are many policy methods you have to get right. You should look at one of the vanilla entities or a modded entity that is similar to what you are trying to achieve. e.g. the Boat
  15. Issue with immersive portals, probably a conflict with rubidium or oculus from the error message? Check you have the latest versions then contact the mod author
  16. That is the same error. https://github.com/ValhelsiaTeam/Valhelsia-Structures/issues/147 Note the "wontfix" tag.
  17. Use the correct/latest version of optifine for your version of minecraft/forge. If that doesn't fix it, you need to post the logs/debug.log, crash report and/or launcher_log.txt - see my footer
  18. Check you have the latest version then contact the mod author.
  19. It is hardwired to sqrt(1024) = 32 blocks in LevelRenderer.renderLevel() - see the code after profilerFiller.popPush("destroyProgress")
  20. Use java 17
  21. You are not checking the stage, so you are rendering at every stage. https://github.com/MinecraftForge/MinecraftForge/blob/01846c729a21c13cb86447c4e233b83a314b6856/src/main/java/net/minecraftforge/client/event/RenderLevelStageEvent.java#L57 and That's not always true. e.g. when minecraft draws the normal block/entity hitboxes the matrix has been transformed to the camera or if you are using the normal renderers it will have already translated to the block/entity otherwise it will likely be at world 0,0,0 ?
  22. Broken config file. If you don't have a backup, delete i t and it will be recreated with default values.
  23. Crash in your graphics card driver. Make sure it is up-to-date or try this: https://forums.minecraftforge.net/topic/119038-1192-failed-to-run-example-mod-on-fresh-setup/#comment-522788
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