Everything posted by Eternaldoom
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		[1.7.10] Clientside chunk ticking lag in custom dimension
		
		Hi, I have several custom dimensions that I'm updating, and they all seem to severely reduce the FPS when they are entered. The console is spammed with "Client side chunk ticking took some # of ms." Here's a link to one of the chunk providers. The problem is not with WorldGen, as commenting it out didn't fix the lag, nor is it with the specific blocks generating.
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		How Minecraft 1.8 works
		
		This looks great! Thanks!
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		[1.8] How to have a custom chest render correctly in inventory?
		
		Both of those are gone in 1.8. What I did is make an ordinary item json and copy the shape of a chest, but I think the IronChest mod has gotten it to work.
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		[1.8] How to make a 3D model item <Not Solved>
		
		No, that's for 1.7 and below. In 1.8 you need to use the JSON model files. Have a look at the anvil.
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		[1.7.10] RenderPlayerEvent when rendering multiple players
		
		Anyone?
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		[1.7.10] RenderPlayerEvent when rendering multiple players
		
		Anyone?
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		[1.7.10] RenderPlayerEvent when rendering multiple players
		
		@SubscribeEvent public void playerRender(RenderPlayerEvent.Pre evt) { if(isDeveloperName(evt.entityPlayer.getCommandSenderName())) { GL11.glPushMatrix(); GL11.glRotatef(-evt.entityPlayer.rotationYaw, 0, 1, 0); GL11.glTranslatef(0f, -0.1f, 0f); GL11.glRotatef(evt.entityPlayer.rotationPitch, 1, 0, 0); GL11.glTranslatef(-0.5f, 0.1f, -0.5f); GL11.glTranslatef(0f, 0.2f, 0f); Minecraft.getMinecraft().renderEngine.bindTexture(new ResourceLocation("divinerpg:textures/model/devhat.png")); hat.renderAll(); GL11.glPopMatrix(); } }
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		[1.7.10] RenderPlayerEvent when rendering multiple players
		
		Thanks, that fixed the rotation. I still have a problem though. From the perspective of the player that should not have a hat (in 3rd person), when the player with the hat is in view, the 1st player appears to have a hat, but with the 2nd player's rotation.
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		[1.8] Item Meshing Please Help {FML}
		
		You haven't registered your items, and you need to register them for meshing in init, not preInit. Also, don't use the global entity id system.
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		[1.7.10] RenderPlayerEvent when rendering multiple players
		
		Hi, Since capes are no longer recommended/allowed, I have decided to add developer hats to replace them. This looks great in singleplayer, but in multiplayer, when rendering more than 1 player, it behaves strangely (renders on the wrong player, wrong rotation angles, etc). How do you recommend fixing this? Here's my code: @SubscribeEvent public void playerRender(RenderPlayerEvent.Pre evt) { if(isDeveloperName(evt.entityPlayer.getCommandSenderName())) { GL11.glPushMatrix(); GL11.glRotatef(-evt.entityPlayer.rotationYaw, 0, 1, 0); GL11.glTranslatef(0f, -0.1f, 0f); GL11.glRotatef((evt.renderer.modelBipedMain.bipedHead.rotateAngleX)*57.2957795f, 1, 0, 0); GL11.glTranslatef(-0.5f, 0.1f, -0.5f); GL11.glTranslatef(0f, 0.2f, 0f); Minecraft.getMinecraft().renderEngine.bindTexture(new ResourceLocation("divinerpg:textures/model/devhat.png")); new ModelHat().renderAll(); GL11.glPopMatrix(); } }
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		[1.8] Item Meshing Please Help {FML}
		
		Post your code. You should register items in preInit, and register them for meshing in init.
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		[1.8] Item Creation {FML}
		
		You have to register it for meshing.
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		Liquids, Gasses, Rendering, And Others?
		
		For rendering, I'd use the forge fluid system. Idk about vanilla drowning, but since it's a gas it might be best to have your own "drowning" effect (without bubbles).
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		[1.8] [SOLVED] Trying to get the highest block at the location
		
		I'm pretty sure you can use world.getHorizon EDIT: Never mind
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		Structure will not spawn in custom dimension [1.7.2]
		
		Update to 1.7.10, and check to see what is and isnt getting called.
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		[1.7.10] Custom cape help
		
		Is doesn't matter if its a new model, mojang doesn't want capes in mods. Do hats or something instead.
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		[1.8][Open Source] Realms of Chaos Alpha 1.1
		
		Not a problem! Im glad it helped.
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		Updating your mod to 1.8
		
		Post your code. And you might want to make a modder support topic.
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		[1.8] [SOLVED] How to register Blocks, items and entites?
		
		For the bow, thats not currently possible without ASM. For the GUI code, use world.getTileEntity(new BlockPos(x, y, z)).
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		[1.8] [SOLVED] How to register Blocks, items and entites?
		
		Look at http://www.minecraftforge.net/forum/index.php/topic,24263.0.html. You need to register the items for meshing. The renderers need a RenderManager as a parameter. Use Minecraft.getMinecraft().getRenderManager(). For particles, if they are vanilla ones, look at EnumParticleType. For custom ones, this should still work.
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		[1.8] [SOLVED] How to register Blocks, items and entites?
		
		setBlockName is now setUnlocalizedName IIRC. setTextureName is gone as the textures are now handled by JSON files. Item rendering is also handled by these files.
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		Updating your mod to 1.8
		
		The item name for meshing it should be the registered name. For variants, you can call it whatever you want.
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		Updating your mod to 1.8
		
		Metadata item files are the same as normal ones. Register them for meshing with: Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, metadata, new ModelResourceLocation(itemName, "inventory")); Then add the variants with: ModelBakery.addVariantName(item, new String[]{"your", "different", "subitems", "here"});
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		[1.8] Making IIcon storage.
		
		Currently, it doesn't look like this is possible without ASM (due to the new model stuff). You could register different models (that correspond to the textures) as metadata values of the item (you won't actually need metadata), and use ASM to transform some methods (one would be RenderItem.func_175049_a). Hopefully forge will have hooks for this in the future.
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		[1.8] Armor 
		
		EnumHelper.addEnum also crashes. However, if you use a vanilla armor material and ISpecialArmor it should work fine.
 
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