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Forge Modder
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About Eternaldoom

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    Dragon Slayer


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    Lead developer of DivineRPG.

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  1. Hi, I'm currently updating a mod from 1.7.10 to 1.9 and wish to draw an Item's icon in 2d. Does the current item model system even allow for this? Here is the code I used before: public static void drawItem(ItemStack stack) { if (stack.getItem() instanceof ItemBlock) Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.locationBlocksTexture); else Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.locationItemsTexture); IIcon i = stack.getItem().getIcon(stack, 0); Tessellator t = Tessellator.instance; GL11.glPushMatrix(); t.startDrawingQuads(); t.addVerte
  2. Hi, I'm trying to make a small mod for a server that prevents the 'Cheating Essentials' mod from being used on it. What I'd like to do is see if the list of mods when the player joins contains this mod's ID, and if so, prevent the player from joining. However, I'm not quite sure how to go about this. I know the mod list is of the type FMLHandshakeMessage.ModList, and is sent in a FMLHandshakeMessage. Can I access the data in this packet when it is received? Thanks.
  3. Thanks Jabelar. Wouldn't it have to go very fast or be very small for that to look good though? I assume you just mean move each piece to the last tick position of the piece in front of it? Yes, it'll be a bit like Naga.
  4. I'd like it to be actually multipart, so the body can bend around corners and it genuinely acts like a snake.
  5. Hi, I've wanted to create a multipart snake mob for a while now. The idea is a long chain of entities that follow each other in a smooth looking animation. Here's an example of what I mean: https://www.youtube.com/watch?v=9UxAZouGJfU. So far I've tried making the parts simply follow each other, but that just looks like mobs following each other, the rotation of each piece is very wobbly. Any idea how to go about this? Thanks!
  6. Hi, I have many server -> client packets registered, all of which work fine. However, my one client -> server packet (sent to server when a key is pressed) sometimes disconnects the client with the error "internal exception io.netty.handler.codec.decoderexception packet was larger than i expected, found 5 bytes extra whilst reading packet 28." I'm registering it like so: network.registerMessage(ServerToClientMessage.Handler.class, ServerToClientMessage.class, 18, Side.CLIENT); network.registerMessage(ClientToServerMessage.Handler.class, ClientToServerMessage.class, 19, Sid
  7. Yep, and already tried doing that several times. So, I fixed the crash by removing my overridden verifySellingItem in EntityDivineRPGVillager. No idea why that'd made it crash. EntityDivineRPGVillager in case it's relevant: public abstract class EntityDivineRPGVillager extends EntityVillager { private int randomTickDivider; private Village villageObj; private String lastBuyingPlayer; private EntityPlayer buyingPlayer; private MerchantRecipeList buyingList; private int timeUntilReset; private b
  8. Hi, I've build my mod many times and have never had this error before. After running gradlew build, my mod crashes the game on startup. There is no problem in my eclipse workspace, and the class the game crashed on is in fact in the correct path in the jar. Full crash report: ---- Minecraft Crash Report ---- // I just don't know what went wrong Time: 9/11/15 4:44 PM Description: There was a severe problem during mod loading that has caused the game to fail cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/divinerpg/entities/vanilla/EntityJackOMan at cpw.m
  9. Yep, it was the update frequency. No idea how that happened... Thanks!
  10. Happens with all my mobs, not just the scaled-up ones.
  11. How is this different from how the Giant is scaled up in Vanilla?
  12. Hi, I've had this issue for a while and am not quite sure what the problem is. My mobs' animations seem a bit choppy, as seen here. The mob is just a scaled up ModelBiped. The Renderer class: public class RenderSizeable extends RenderLivingCreature { protected float scale; public RenderSizeable(ModelBase var1, float shadowsize, float scale, ResourceLocation texture) { super(var1, shadowsize * scale, texture); this.scale = scale; } public void preRenderScale(EntityMob var1, float var2) { GL11.glScalef(this.scale, this.scale, this.scale); } @Override protected void pre
  13. Never mind. I suppose this.posY-- was creating a client->server position difference.
  14. Hi, I'm creating a mob that's supposed to appear as a grass block until the player goes near it. However, this "illusion" is broken by the mob periodically bouncing up. Is there a way to prevent this? A video of the issue I'm having: http://gfycat.com/MeagerDentalBallpython Mob code: public class EntityKobblin extends EntityDivineRPGMob { public EntityKobblin(World par1World) { super(par1World); this.setSize(0.75F, 1F); } @Override public void entityInit() { super.entityInit(); this.dataWatcher.addObject(17, 0); this.da
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