Jump to content

FLUFFY2

Forge Modder
  • Posts

    424
  • Joined

  • Last visited

Everything posted by FLUFFY2

  1. Updating to 1.7.10 i realy easy. For me i just have to change about 6 line.
  2. Try it like so: .openGui(Main.instance, yourGuiID, par2World, (int)player.posX, (int)player.posY, (int)player.posZ); Also not use serverPos for gui. Hope its working now.
  3. ITS SLOVED A LONG TIME AGO!
  4. The door, bed and more texture bugs are fixed in 1.7.10. Update to Forge 1.7.10.
  5. I know, but its his mod and he ask for a help. If you ask me the shadows should stay, but its not my choise.
  6. if those are custom blocks you can set the light opacity to 1F. .setLightOpacity(1.0F) Than they should let the light go trought them. If thay are not than, sorry but i have no clue.
  7. You can try to make a new class and put the evemt there. Than refister it in your main mod. You probably know that Clientproxy is for client only, right?
  8. I shouldn`t tell him to use .setBlocTextureName. That will cause problems. Just trying to help him don't know whats wrong in that.
  9. setMaxDamage means the max damage it can take without breaking.
  10. *this.setMaxDamage(0); Probably: this.setMaxDamage(2);
  11. I don't know. Mayebe rayTrace is easier to understand. But it LEGOlords's choise
  12. http://www.minecraftforge.net/forum/index.php/topic,20135.msg101552.html#msg101552
  13. "setTextureName(Novacraft.MODID + ":" + "novasword");" This is your problem. Take a closer look at it!
  14. Sure it is, but whats the problem with that? He can always send a packet when he looking at the right block.
  15. Found them in the Block.class in 10 second: public void onBlockDestroyedByPlayer(World p_149664_1_, int p_149664_2_, int p_149664_3_, int p_149664_4_, int p_149664_5_){} public int onBlockPlaced(World p_149660_1_, int p_149660_2_, int p_149660_3_, int p_149660_4_, int p_149660_5_, float p_149660_6_, float p_149660_7_, float p_149660_8_, int p_149660_9_) {}
  16. Guys, guys.... What about that poor rayTracing? int var9 = Minecraft.getMinecraft().thePlayer.rayTrace(100.0D, 1.0F).blockX; int var10 = Minecraft.getMinecraft().thePlayer.rayTrace(100.0D, 1.0F).blockY; int var11 = Minecraft.getMinecraft().thePlayer.rayTrace(100.0D, 1.0F).blockZ; if(world.getBlock(var9, var10, var11) == Your.block){} And you can use PlayerTickEvent to get the player without pakets.
  17. I use mouseClicked() for focusing on the text input field. I use actionPreformed() for buttons. But they dont even click.
  18. Hu everyone, I made a working gui with text input and one button. If i put the method mouseClicked() i can't click the button. If its not there i can click on it. Note it dosen't meter what i put in the method! Thanks for helping!
  19. How many times we have to say do NOT use @$ideOnly. Its not what it looks like. Use if(!world.isRemote)!
  20. What you want to make is called dynamic light. You dont have to use pakets for it! *thanks to diesieben You only need a PlayerTickEvent and IExtendedEntityProperties to save some data. Everything other is calculation and logic. Its not that hard. Before you ask im not gonna give you my system.
  21. Tested out there is no difference between 1122 and 1123. Both of them causes the "chunk ticking" problem. I don't realy understand how visualvm works i just simply did a memory profiling while generatin a new world. I got an error spam about the same error: *** Profiler engine warning: class sun.reflect.GeneratedConstructorAccessor17 that should be instrumented is not loaded by target VM *** Requested classloader: sun.reflect.DelegatingClassLoader@751d885a, its class = class sun.reflect.DelegatingClassLoader, index = 97, hashcode = 1964869722 *** Profiler engine warning: target VM cannot load class to instrument sun.reflect.GeneratedConstructorAccessor17 *** probably it has been unloaded recently *** Profiler engine warning: class sun.reflect.GeneratedConstructorAccessor18 that should be instrumented is not loaded by target VM *** Requested classloader: sun.reflect.DelegatingClassLoader@3c62ed1f, its class = class sun.reflect.DelegatingClassLoader, index = 98, hashcode = 1013116191 *** Profiler engine warning: target VM cannot load class to instrument sun.reflect.GeneratedConstructorAccessor18 *** probably it has been unloaded recently *** Profiler engine warning: class sun.reflect.GeneratedConstructorAccessor19 that should be instrumented is not loaded by target VM *** Requested classloader: sun.reflect.DelegatingClassLoader@4e4780a5, its class = class sun.reflect.DelegatingClassLoader, index = 99, hashcode = 1313308837 *** Profiler engine warning: target VM cannot load class to instrument sun.reflect.GeneratedConstructorAccessor19 *** probably it has been unloaded recently
  22. For me MC(fancy, far distance) runs with Min:200 Max:300 FPS. I think thats not where the problems come from. I will collect some data for you.
  23. Same for me! My computer also not the problem. Also the same without mods! I got my log spammed with "Client side chunk ticking took ...ms!" When thats happening i get a horrible lag and a lot of bad chunks. However after ~15s the lag and bad chunks are gone.
  24. I got it sloved before you. Thanks anyway. I use what vanilla door uses if you look at the bottom or top part. Than i can set the y pos to -1 or +1. So it works after all.
  25. Hi everyone, I made a working door with a kinda working lock/unlock system. Now the only problem is when i lock or unlock the door it only applies to its upper or lower part. My question is how can i make my TileEntity for connect both side of the door(top/bottom)? Right now if i lock the bottom part i can still open the door with the upper part. And the same reversed... Thanks for helping!
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.