Everything posted by delpi
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[1.7.2] onUpdate Method Not Being Called for Custom Item
Grey, I've used that type of debugging in VBA and other applications and loved it. I had 'assumed' incorrectly that with how we were running the testing environment for Eclpise that thye wouldn't work here. what happens to the server or client when the other hits one of these breaks in the testing envioronment?
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Inventory Render Orange color
You my friend are a freaking genius. GL11.glEnable(GL11.GL_ALPHA_TEST); After looking with your tool, that was the difference.
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Inventory Render Orange color
Took some screenshots and noticed a pattern. If one of my custom items is after another one, it seems to happens to it. The hammers happen no matter what, but it is a different color. It doesn't happen to the items that are armor. https://sites.google.com/site/clandoolittle/home/dimension-manager/Capture1.PNG?attredirects=0[/img] https://sites.google.com/site/clandoolittle/home/dimension-manager/Capture2.PNG?attredirects=0[/img]
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[1.7.2]My throwable entity renders with no motion except falling
I tried to trace out that code recently to figure out why it wasn't working and I couldn't find the error. During my efforts and such I noticed some oddities on when the entity appears on the client. For example, another player on the client originally doesn't have the right UUID. It gets fixed shortly after creation, but I haven't been able to get the sequence right. I watch on the client for the uuid of a player to change and then ask the server for certain things from its extendproperties instead of doing it when created. Minor thing, but they both tie together on how minecraft sync's the client and server (or doesn't). For anything with a trajectory, I end up setting it in the constructor (usually a custom one). Once it is moving, things seem to stay together. At one point I added some datawatchers to make sure position and motion were syncd. It was funny. The damn fireball looks liked it was having a seizure as it moved through the air.
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[1.7.2] adding wearable items that arent armor
I've got a crown with stats that is the only peice of armor for one set. It has no recipe and works fine. It imparts no armor benefit.
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Mob Holds Item
Its the easiest way. If you want to do something really fancy, there are some times you need to deviate.
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[1.7.2] adding wearable items that arent armor
It is possible, but it won't be easy. The easiest way it to make it armor. What is the reason you don't want to? Give it zero armor value, ect. The render code is all standard, ect.
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Mob Holds Item
From your clientproxy where you tell it to use this render, you can specify a custom model if you have one. Done. You don't need anything else. ignore how i define where the texture is and use the standard method. I have a database type lookup.
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Mob Holds Item
He is rendering a biped. All he needs to do is extend renderbiped and change what skin texture and/or model is being used. Everything else will work. Or, he can go through and recreate all the work.
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[1.7.2]Want to add a canon
http://www.minecraftforge.net/wiki/Tutorials/Basic_Shooter_Item_-_Blaster_Rifle
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[1.7.2]My throwable entity renders with no motion except falling
Anytime I've done this, I have had to set the motion myself on both client and server.
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[1.7.2] How to do ThrowableEntity that generates particles on hitting entities?
The impact block and impact entity is different sections. Haven't traced it out to see if it registers correctly.
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Mob Holds Item
Extend RenderBiped instead of RenderLiving
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[1.7.2] How to do ThrowableEntity that generates particles on hitting entities?
Are you sure the onImpact is called on the client side?
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Mob Holds Item
You just want a mob to hold an item like a sword? You don't mess with rendering for that. You give the entity the item. this.setCurrentItemOrArmor(0, new ItemStack(Items.iron_sword)); This is part of my constructor for a custom entity. You could as easily replace this with whatever entity you are looking at. If the entity is a normal biped, it will work fine. If you are trying to get a creeper to hold and item, now you need to get off in the weeds of custom rendering and such.
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Strange GUI rendering for some users'
I haven't had that error in forge, but I have had it in other applications related to the box being a popup or not. Is it possible they have another gui open behind it or right before it? Can you open it in different ways?
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Is "this" Important?
I don't like it either, but sometimes if I have trouble remembering the name of a variable or method "this." brings up the options and helps me out. I go back and delete the 'this' at that point. However, its not really hurting anything. I just think it looks ugly.
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[1.7.2]Want to add a canon
Do you know how to set a custom render for an entity? Your 'bullet' flying through the air is an entity, give it a custom render for a potato.
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[1.7.2]Want to add a canon
Put a potato in it before firing ? In a more serious answer, look up the gun tutorials. They all tell you how to generate a custom projectile.
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[1.7.2] Sandwich that you can add stuff to
Going off memory and guesswork but here is an idea. I think you will have to create all the shapeless recipies to generate your sandwich. Have it output the same 'empty' sandwich. Might want a different name. use the crafting event to see what you did and add nbt data to your itemstack for your sandwich indicating what is in it. Have your render check to see to chagne graphic. Probably need some packets love here. Also could change tooltip. When you do this on the crafting event, if it is full, change it to a different item so the crafting won't work anymore. It could be a simple extension of the previos item so you don't have to recode, but that will stop the crafting.
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Inventory Render Orange color
I'll take some tonight. The 2nd and 3rd hotbar slots. The 2nd inventory starting from top, and then something like the 13th and 18th. They aren't in line or next to each other except for the first 2. I'm assuming (as you suggested) that some openGL setting is leaking over. I've checked all my stuff and its enclosed in pop/push except for this because its getting some settings from outside. I might try enclosing it as well. I looked at your link and I'm having a little trouble figuring out how to use it. Do you have an example where you used it?
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[1.7.2] Using IExtendedEntityProperties
Use spoilers around your code. Notice the "Sp" button right above. In your error log, it will tell you what line of your code is offending. Tell us that so we don't have to read the entire thing and guess.
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[1.7.2]Do I have to register entities that are transitory and invisible?
That is a very good question. I dug into the entity register at one point for other reasons and the bulk of the code was to do with syncing it up with the client. However, I am a bit suprised it works without registerying. I wouldn't think it would update the entity for movement to occure. I'm not curious too. If it moved outside of a loaded are, i imagine it will just go poof. Have you tested this away from spawn to see if it still does what you want? Anyhow, i'm with your last statement. I'd register it just in case.
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[1.7.2] Using IExtendedEntityProperties
Looked up ExtendedEntityProperties.
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Rendering...
For a block? Generally you don't need to rotate it. In your case, you are making rail, so I assume you need east/west vs north/south. That is just rotating the 7 90deg. Easy. Where it gets complicated is deciding on joined tracks but you already need to figure that out. You would probably need a unique model for a few of those scenarios depending on how you handel. Then just pass it your variable you decided which 'case' it is. Of course you could just make one model and decide which parts to show based upon the case. That is what I have done in the past.
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