Everything posted by delpi
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[1.8] How to write data to vanilla entities?
diesieben07, one more question on this. When the client stops tracking the entity, does it deconstruct the entity? The reason i'm asking is that I'm tracking the valid extended properties on the client in order to do a clientside tick on them I found 'a' way to do this, but I'm a little fuzzy on when the client destroys the entity and then reconstructs it.
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Performance optimization suggestions or tutorial?
You are not going to bog down the minecraft tick with checking a 0-8 list unless you are doing it thousands and thousands of time a tick.
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[1.7.10][SOLVED] Problem with custom rendered Block after Exporting to.jar
One more thought. Get rid of the following temporarily. MinecraftForgeClient.registerItemRenderer(Item.getItemFromBlock(StuffForMC.blockFullyBrockenBedrock), new ItemRenderFullyBrockenBedrock(render1, new TileEntityFullyBrockenBedrock())); Just the item in your hand be rendered as the normal block and see if it stops what is going on in the world. There were some things in it there that seemed odd, but I I couldn't put my finger on anything wrong. BTW, I'm an engineer, I usually troubleshoot things by changing inputs, until I learn enough about how the outputs change to understand it.
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[1.8] How to write data to vanilla entities?
Never used that before, I'll check it out tonight. Thanks.
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[1.8] all items and blocks rendering as missing model texture.
Based upon your json, I think it should be renderItem.getItemModelMesher().register(bpick, 0, new ModelResourceLocation(MODID + ":" + "items/Tool/bluesteel_pick", "inventory")); or renderItem.getItemModelMesher().register(bpick, 0, new ModelResourceLocation(MODID + ":" + "items/tool/bluesteel_pick", "inventory")); if you changed it to all lower case.
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[1.8] How to write data to vanilla entities?
diesienben07, Since she is looking at name tags, she will probably need to sync it to the client. That brings up a question I'm hoping you have some experience with. I set mine up so that when the entity extended data constructed on the client, it send a packet to the server asking to be updated with its latest info. All the other updates after that works fine. However, the first one gets ugly because the entity has the wrong ID for a somewhat random time. So, what I did was set it up so that the extendedproperties kept the entity's Id and watched for it to change. when it changes, it asks for an update. Most often the initial ID would e something very low, 1, 2, ect and be a minecart. Any advice or experience on that?
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Performance optimization suggestions or tutorial?
your blocks are regular blocks? tile_entities? or do you have a really big resolution on your block texture?
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[solved] [1.7.10] review how I'm storing data please, tile entity!
Everything in "public void updateEntity()" should be in "if (!worldObj.isRemote)" . Might be wrong on your "this.updateBlock();" since its code isn't shown. The redundant "this.markDirty();" is excessive. how do you think this will work? you are never saving your items NBT to the main nbt.
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JSON Questions
Is there something about the minacraft source code the leads you to think they are skilled java programmers?
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[1.8] How to make seasons?
I would be interested in this as well. I tried this once, but never was happy with the result.
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Synchronizing GUI
Why care who has what open. If you update the tile on the server, mark it for update. Pull the data for the gui right from the tile on the client.
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Performance optimization suggestions or tutorial?
Just don't create any excessive loops or large frequent packet movement. If you do have to do something really big you can jump out of the thread and back in, but you really need to know what you are doing and understand things or it will go poorly.
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[1.7.10] I again buttoned the world am again Unset.
Yes he does. Use google.
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Give Player Items
You realize he is going to type in "EntityPlayer.inventory.addStackToInventory" and tell us it doesn't work.
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[1.8] all items and blocks rendering as missing model texture.
hand write out this instead to rule out an issue in your text manipulation renderItem.getItemModelMesher().register(item, 0, new ModelResourceLocation(MODID + ":" + item.getMaterial().name()+"_pick", "inventory")); I notice in your path to the texture you have a capital. From your code, thinking your modid does as well. Change to all lower caps as well. Those are always things I do first. Lastlly, in eclipse, you have clicked on the project and chosen 'refresh' right? If you don't eclipse won't always recognize any file changes. Do that anytime you add a texture, json, edit, ect.
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[1.7.10][SOLVED] Problem with custom rendered Block after Exporting to.jar
ignore the .json stuff. It is 1.8. Well shoot. I'm stumped.
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[PLEASE HELP] Masive Packet Handling Problems[1.8]
That is just horrid. Don't try and fix it, just delete it all and start over. What is your Java skill? You might need to go take some tutorials on it before proceeding. Look at this: http://jabelarminecraft.blogspot.com/p/packet-handling-for-minecraft-forge-172.html In particular the two links he gives to other's work are very handy.
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Rendering textures through the LivingHurtEvent event handler
You need to read what they said. Particle spawning is on client side. If you want just your current player to see it, then just spawn the particle from the client when hitting the zombie. If you want all players to see it, do the above, send a packet to the server with the particle info, then on server, distribute to all clients.
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[1.7.10][SOLVED] Problem with custom rendered Block after Exporting to.jar
Ok, one more shot in the dark @SideOnly(Side.CLIENT) public void registerBlockIcons(IIconRegister iconRegister){ this.blockIcon = iconRegister.registerIcon("StuffForMC" + ":" + "fullybrockenbedrockbreakingpartickles"); } Comment out the action @SideOnly(Side.CLIENT) public void registerBlockIcons(IIconRegister iconRegister){ //this.blockIcon = iconRegister.registerIcon("StuffForMC" + ":" + "fullybrockenbedrockbreakingpartickles"); } I don't think it will solve it for you, but it will change what happens and might make an error code happen in log that will help. Ytt, 1.8 will be horrible for his mod and what he is trying to do. It will never look like that in his hand without some serious trickery.
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[1.7.10][SOLVED] Problem with custom rendered Block after Exporting to.jar
I'm stumped at this point. Someone else will have to chime in.
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[1.7.10][SOLVED] Problem with custom rendered Block after Exporting to.jar
When this block malfunctions in your hand, is it one you had in your hand before you logged out? If you discard it and get a new one from the creative menu, does it fix itself at that point or remain busted? Try turning the following to false, I've never had good luck with true; @Override public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item, ItemRendererHelper helper) { return true; } I've never used the following and not at my normal computer. What does it do? Might try flipping it as well. @Override public boolean handleRenderType(ItemStack item, ItemRenderType type) { return true; }
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[1.7.10][SOLVED] Problem with custom rendered Block after Exporting to.jar
Don't do that translate deal. Could you explain your current problem in more detail. You restarted minecraft and the block rendered correctly. What type of your blocks was it supposed to be? On next try, what was it?
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[1.7.10] Entity Help
Cool, I'll be getting rid of my custom eggs tonight.
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[1.7.10] Entity Help
diesieben07, 1.8 will let you use vanilla spawn eggs with modentities? Could you share some specifics?
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[1.7.10][SOLVED] Problem with custom rendered Block after Exporting to.jar
Just one thought on your modid. I've had inconsistent problems in the past with capital letters. There are a lot of superstitions out there around what can be capitalized and what can't. "StuffForMC" could be the issue. "stuffformc" is the modid I would use. What part of loading do you call this from "public class StuffForMCClientProxy extends StuffForMCProxy {", pre, init, post, ect?
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