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Everything posted by Elix_x
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Yes, for rendering use GL11.glScaled(scaleX, scaleY, scaleZ)...
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[1.7.10] Rendering block in inventory (has a custom render)
Elix_x replied to M4thG33k's topic in Modder Support
It probably is rendered, but somewhere on other side of screen. In debug mode, open inventory with item and in rendertype.inventory - try to play with gl11.translated and gl11.scaled... -
Is it possible to let another player open a gui
Elix_x replied to ItsAMysteriousYT's topic in Modder Support
EntityInteractEvent... -
[SOLVED] Issue setting blocks in world using World.setBlockState
Elix_x replied to Arkathorn's topic in Modder Support
Post whole method, including all checks. On of them may limit server side... -
RenderPlayerEvent
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How and where you set it?
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As i know and if you haven't said it: static nested classes do not require instance of parent class (can be instanated by new ParentClass.NestedClass()), but non static do (only new parentClassIntsance.NestedClass() will work)...
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[1.7.10] Why for RenderWorldEvent, IBlockAccess is casted to ChunkCache???
Elix_x replied to Elix_x's topic in Modder Support
Thanks for the answer! So, to solve this i have to move to 1.8... Is no there any workaround in 1.7.10 for this? No? -
[1.7.10] Why for RenderWorldEvent, IBlockAccess is casted to ChunkCache???
Elix_x replied to Elix_x's topic in Modder Support
Looking more, i don't seem to find any special use of special methods ChunkCache against IBlockAccess in event... -
[1.8]Custom armor not rendering in Minecraft but works in Eclipse
Elix_x replied to Hamster_Furtif's topic in Modder Support
Then i have no idea. I think TGG may have answer to this... -
And also, why are you working on 1.6.4?
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[1.8]Custom armor not rendering in Minecraft but works in Eclipse
Elix_x replied to Hamster_Furtif's topic in Modder Support
Only one thing left, and if it works, i don't know. And prinit for location string in getArmorTexture, and see what it is in deobf and in obf (eclipse & mc). If it is exactly the path, i don't have any more ideas... -
[1.8]Custom armor not rendering in Minecraft but works in Eclipse
Elix_x replied to Hamster_Furtif's topic in Modder Support
Can you post screen of eclipse package explorer with armor texture? -
Hello everybody, i have a little question: Why for RenderWorldEvent, IBlockAccess is casted to ChunkCache??? Because it's now forge that stops me from doing what i'm trying to do... So, while searching for solutions for this problem, i found that all render blocks getters are based around one IBlockAccess. So why don't replace it with one that returns what i want where i want, and super value where i don't care... I came with new instance of IBlockAccess, that is called from new RenderBlocks(), wiht previous blockAcces parameter as default access and then this new instance gets saved instead. But this gave me problems: It crashes when forge tries to cast this render blocks to ChunkCahce for posting event. The question is: why forge needs ChunkCache for their event??? Why can't forge use IBlockAccess??? Thanks for help! If you have any questions - just ask!
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Are you sure that player is not null? And that it's you? And that whole code block is getting called on server side? And that code succesfully reaches priority.heal?
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Of course! Any game affective changes on must happen on server!
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Instead of using "<" use "<=" ? This way it should read the whole array Nope, beacause it may/will throw IndexOutOfBounds: when there's 1 element it's put on place 0, and size returns 1. When 2, they are placed on 0, 1 and size returns 2. You got the idea... @cmchenry Also why can't you use for(String string : list)?
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BlockSau!=Sau
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[1.8][SOLVED] Can/How to get currently opened container server-side?
Elix_x replied to Ernio's topic in Modder Support
It must not, according to FMLNetworkHandler.openGui: EntityPlayerMP entityPlayerMP = (EntityPlayerMP) entityPlayer; Container remoteGuiContainer = NetworkRegistry.INSTANCE.getRemoteGuiContainer(mc, entityPlayerMP, modGuiId, world, x, y, z); if (remoteGuiContainer != null) { entityPlayerMP.getNextWindowId(); entityPlayerMP.closeContainer(); int windowId = entityPlayerMP.currentWindowId; FMLMessage.OpenGui openGui = new FMLMessage.OpenGui(windowId, mc.getModId(), modGuiId, x, y, z); EmbeddedChannel embeddedChannel = channelPair.get(Side.SERVER); embeddedChannel.attr(FMLOutboundHandler.FML_MESSAGETARGET).set(OutboundTarget.PLAYER); embeddedChannel.attr(FMLOutboundHandler.FML_MESSAGETARGETARGS).set(entityPlayerMP); embeddedChannel.writeOutbound(openGui); entityPlayerMP.openContainer = remoteGuiContainer; entityPlayerMP.openContainer.windowId = windowId; entityPlayerMP.openContainer.addCraftingToCrafters(entityPlayerMP); } EDIT: More informative reading gives following: if no container is opened, then openContainer=playerInventory, else it is opened container (inventory if inventory is opened)... EDIT 2: To check that, read all occurences of openContainer in EntityPlayer, and you will understand what is happenning... -
[1.8][SOLVED] Can/How to get currently opened container server-side?
Elix_x replied to Ernio's topic in Modder Support
I think player.openContainer is what you are looking for. Untested, based of documentation (/** The Container the player has open. */)... -
I know... I will have a lot of problems... But for now, do i just remove my dim mapping from ForgeChunkManager.forcedChunks in order to disable modded chunk loading there?
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[1.8]Making configurations for Biome and Dimension IDs
Elix_x replied to NovaViper's topic in Modder Support
What do you mean by it? Version number in top of config??? -
Yes, i have chunks with coordinates: x and z. Loading whole chunk at xz will just crash server with out of memory... What i'm doing is 65% done concept in the way that i'm doing it... Basically, each chunk is separated in to minichunks (on y axis), which them are handling blocks, lighting, entities, tileentities, loading, unloading... Yes, this needs some asm in order to work. Especially for replacing AnvilChunkLoader with mine in chunk providers, and isValidBlockPos in World in order to "remove" 256 height limitation... (By creating minichunks on y, i can handle many more blocks in one chunk, because not all of it is loaded. Now you can see, why i need y of chunk loader)... So apearently, i have to write my own system for chunk loading my dimension... Now the last question is: how to disable "modded" chunk loading in my dimension? Or maybe just remove all mapped values each tick/sec/min/...? (if it is impossible - i will have some problems)...
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[1.8]Making configurations for Biome and Dimension IDs
Elix_x replied to NovaViper's topic in Modder Support
It adds missing values. Let's say that your user configured your mod to hardcore mode, and by default it comes in normal mode. Then when update comes and new property is added, if config file is removed and re-added, then all values get defaulted. So it will be set back to normal mode... Forge does not delete existing vlaues, but adds missing ones... -
Ticket#getModData I am not 100% sure, but yes, that is what it does I think. It will only load the one chunk the entity is in though, if anything. The "source position"? It depends on what created the Ticket. If it's a TE you'd have to store that TE's coordinates in the custom data. world.getPersistentChunks Probably not, but I haven't looked into this too deeply. No. They are using the vanilla stuff. Relevant classes are PlayerManager (keeps track of which player is loading which chunks) and EntityPlayerMP#onUpdate for loading and unloading of chunks for that player. The difference here is that chunk loaders are saved to disk and loaded at world startup so that the relevant chunks can be loaded as well. Player chunks only load when the player is actually online. It is not saved which chunks the player loads. Borders? Zones? Tickets contain a set of chunks (=chunk coordinates) which should be kept loaded. See above. Thanks for all that info, but "common" way i was asking is common way of writing position/source to the ticket... Actually, all i need is to know x,y,z coord of chunk loader and it's range (if it is not special shape)... And if it is specially shaped or it's pos (especially y) is unknown, to disable it... PS: Apearently with what i'm doing in my dim, i should use custom chunk loading system for it, and disable all others...