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Athire

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    You say bug... I say feature!!

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  1. Thank you guys! SanAndreasP's solution seems to have worked. I was sure there must be a way to do that, but Java isn't my Forte so wasn't sure of the syntax. On the convention note, I learned camelCase (as opposed to CamelCase) at my university for other languages and it's become a bit of a bad habit. I'll try to get better at sticking to the java coding conventions Thanks again, you guys rock! Marking as solved!
  2. Hello all! Me again! It's been awhile but I'm continuing on with my mod. Here's my dilemna: I have a tool class that is going to be used to create 7 or 8 different instances of that tool with different properties (below). In particular, the material and the buffVal will differ between instances of this class. My goal is that when a player has this weapon in hand, it increases an extended player property by the buffVal. My issue is I don't want to check player.getCurrentEquippedItem().getItem() 7 or 8 times to hit every tool. Is there a way to check if an item is one of the various instances of a class like that? I've been looking but haven't come across anything yet. The other issue I run into is that I need the buffVal of the particular instance of the class the player has equipped. Is there an easy way to get that without hard coding in every value and comparing 8 times? Here is some pseudocode to illustrate what I mean: Thanks in advance for any help you guys can provide! I'm trying to code this smartly (for a change ) and it's throwing me for a loop!
  3. ...I am literally so dumb. I quadruple checked the item initialization but never checked that I was actually registering it. As soon as you mentioned the registration I realized what was wrong. Both projectiles are now rendering. Thank you so much, I've been trying to figure this out for way too long. I was sure it was a rendering issue! Related question: Whenever I try to thank some one on this forum it doesn't look like it takes effect. I just hit the applaude button right? Thanks again, marking this as solved!
  4. I updated it to use RenderSnowball() but still nothing Any other ideas? Thanks again for your help, I'll include the changed ClientProxy code below. Client Proxy:
  5. Ok thanks! I'll try updateing that. In the meantime here are the rendering classes in question. They are pretty much the same. I copied them from the snowball rendering class a long time ago, has something here depricated?I just realized I haven't thought to check the new snowball code since updating, I'll do that now. Thanks again! renderSpiritBolt: renderHolyLight
  6. I think I did. I added the initKeys() method to my common proxy and got rid of the client side only call. Here is my updated code. By the way, thank you for the explanation of the client/common proxy system. That was always a bit confusing to me but makes a lot more sencee now. Load: ClientProxy: CommonProxy:
  7. I finally had a minute to look at this. I moved the registerModEntity() calls to the load function but the projectiles still will not render. Any other ideas? Thanks again.
  8. Hello All! Sorry to be back so soon. Thanks to your help I was able to take care of most of the remaining issues and I finally have my mod into a playable state in 1.7. I have one last bug I could use some help with. I have two projectiles which I could render fine in the 1.6 version of my mod. They fire ok, I can shoot them at mobs and they do what I want them to, but they are completely invisible. I don't even get the untextured white cube. I've been looking through this for a while, so maybe a fresh set of eyes can figure out what I'm doing wrong. Thanks in advance! Client Proxy Load Function SpiritBolt Renderer (copied from RenderSnowball). Holy Light Renderer (Much the same as Spirit Bolt Renderer) Thanks again! Once I fix this I get to start adding new content!
  9. I figured it out! It was a super stupid mistake like I thought, but my fromBytes method was writing and my toBytes method was reading, when it should have been the other way around! I'm having other issues now but they aren't related to this so I'll try and solve it on my own and mark this as solved! Thanks again for your help guys!
  10. I did add the default constructor, but here is all the relevant code: Registration: Key Input Handler: Packet Class: Packet Handler: Please let me know if there is anything relevant that I've left out. Thanks again!
  11. Thanks so much. So I am using the new version of forge now but that doesn't appear to be solving my issue here. I'll include the error log below again because it looks a little different this time (which could be due to the new forge version).
  12. I'm not sure I did this right. In the directory for forge 1180 I changed the build.gradle version number to: version = "1.7.10-10.13.4.1448-1.7.10" and ran gradlew setupDecompWorkspace in that directory. A lot of items seem to be skipping here. When I open Eclipse I still see the changelog titled " forge-1.7.10-10.13.0.1180-changelog.txt ". Am I changeing the version in the right place? And is there a better way to check which forge version I'm using in my eclipse project? Thanks again for your help guys. I'm not too familiar with forge other than the actual coding part, so anything you can tell me is a huge help.
  13. Quick qestion relating to this (it's been awhile since I've updated Forge and all the tutorials just show the setup from scratch). I've downloaded a new version of forge and run gradlew setupDecompWorkspace and gradlew eclipse, but in eclipse the forge changelog under src still shows version 1180. How do I get my current eclipse project running with the new version Forge? (I thought thats what gradlew eclipse did). Thanks again in advance. Most of the resources I'm finding show the setup from scratch but not how to update a current project.
  14. Thanks, I'll try that and post back here if I have further issues!
  15. I'm using Forge 10.13.0.1180. I think this is a fairly early version, were there known issues with it?
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