
Russoul
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Find it out yourself. Download dev build of thaumcraft and scan it
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Nope, that's not the case
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I'm writing a custom obj model loader/renderer, not using the existing one because i want to load models dynamically, bypassing ResourceLocation thing + just want to do it myself. I'm using simple minecraft Tessellator to render a whole 3d object and as a result i'm getting a massive fps drop rendering high poly models. How can i fix that ?
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AAAAAAAAaaaaaaaaaaaaaa what a derpy derp !!! I'm so sorry for that stupid post
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I'm always getting this error when trying to save my entity extended properties to nbt Code: public static void saveInventoryToExtendedProps(EntityPlayer player, InventoryEX inv){ InventoryProperties props = InventoryProperties.get(player); NBTTagCompound tag = new NBTTagCompound(); for(int i = 0;i<size;i++){ ItemStack stack = inv.getStackInSlot(i); if(stack != null)ChatUtils.sendMsg(player,""+i+" "+(stack == null ? "null":stack.getDisplayName())); if(stack != null)tag.setTag(i+"",stack.writeToNBT(tag)); } props.inventory = tag; } tag is an nbt instance that is being saved. What's wrong here ?
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[1.7.10]Sending serious, huge data via packets ?
Russoul replied to Russoul's topic in Modder Support
I want to use netty system to send a whole directory of files, their size should be unlimited Client -> Server. I know that netty can perform this kind of a task, but i just need to figure out how to do it ingame, using already established connection between Client and Server. In the worst case i would need to create a separate program that would deal with it. -
As the subject says, may huge chunks of data (like long strings or even files) be sent via packets or not ? Time is not a problem. Or maybe another method of sending data between client and server ?
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Got it ! Now it works !!! Thank you
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Why do i need to do that ? These all are IIcon based ones, renderblocks takes an icon for each side. I removed if(pass != block.getRenderBlockPass()) return; and got that http://i.imgur.com/Tkp0zdO.png The textures are not derping anymore.
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Hello ! I'm experiencing a rendring bug, can't imagine what can cause it, so any help ? Screenshorts http://imgur.com/eNXMSDi,lhf944V,IHP6uuC#0 First img - when i look down, below these 2 multipart blocks Second img - when i look a little bit above the first position Third img - looking directly at the block Code /** * Render the dynamic, changing faces of this part and other gfx as in a TESR. * The Tessellator will need to be started if it is to be used. * @param pos The position of this block space relative to the renderer, same as x, y, z passed to TESR. * @param frame The partial interpolation frame value for animations between ticks * @param pass The render pass, 1 or 0 */ //This is a meth from ForgeMultipart rendering thing @SideOnly(Side.CLIENT) public void renderDynamic(Vector3 pos, float frame, int pass){ GL11.glPushMatrix(); GL11.glTranslated(pos.x, pos.y, pos.z); GL11.glTranslated((bounds.max.x-bounds.min.x)/2+bounds.min.x, (bounds.max.y-bounds.min.y)/2+bounds.min.y,(bounds.max.z-bounds.min.z)/2+ bounds.min.z); GL11.glRotated(rotX,1,0,0); GL11.glRotated(rotY,0,1,0); GL11.glRotated(rotZ,0,0,1); GL11.glScaled(bounds.max.x-bounds.min.x, bounds.max.y-bounds.min.y, bounds.max.z-bounds.min.z); RenderBlocks renderBlocks = new RenderBlocks(); renderBlocks.setRenderBoundsFromBlock(block); RenderBlockUtils.drawFaces(renderBlocks, null, this.getBlock().getIcon(0, blockMeta), this.getBlock().getIcon(1, blockMeta), this.getBlock().getIcon(2, blockMeta), this.getBlock().getIcon(3, blockMeta), this.getBlock().getIcon(4, blockMeta), this.getBlock().getIcon(5, blockMeta), true); GL11.glPopMatrix(); } RenderBlockUtils.drawFaces(Args...) public static void drawFaces(RenderBlocks renderblocks, Block block, IIcon i1, IIcon i2, IIcon i3, IIcon i4, IIcon i5, IIcon i6, boolean solidtop) { Tessellator tessellator = Tessellator.instance; GL11.glTranslatef(-0.5F, -0.5F, -0.5F); tessellator.startDrawingQuads(); tessellator.setNormal(0.0F, -1.0F, 0.0F); renderblocks.renderFaceYNeg(block, 0.0D, 0.0D, 0.0D, i1); tessellator.draw(); if (solidtop) GL11.glDisable(3008); tessellator.startDrawingQuads(); tessellator.setNormal(0.0F, 1.0F, 0.0F); renderblocks.renderFaceYPos(block, 0.0D, 0.0D, 0.0D, i2); tessellator.draw(); if (solidtop) GL11.glEnable(3008); tessellator.startDrawingQuads(); tessellator.setNormal(0.0F, 0.0F, 1.0F); renderblocks.renderFaceXNeg(block, 0.0D, 0.0D, 0.0D, i3); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.setNormal(0.0F, 0.0F, -1.0F); renderblocks.renderFaceXPos(block, 0.0D, 0.0D, 0.0D, i4); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.setNormal(1.0F, 0.0F, 0.0F); renderblocks.renderFaceZNeg(block, 0.0D, 0.0D, 0.0D, i5); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.setNormal(-1.0F, 0.0F, 0.0F); renderblocks.renderFaceZPos(block, 0.0D, 0.0D, 0.0D, i6); tessellator.draw(); GL11.glTranslatef(0.5F, 0.5F, 0.5F); }
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if you don't find a good method of doing your stuff, you can always use reflection to check if your mod is available and if it is, get items or mobs for further usage
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You can make your mod dependant on both mods: mobs one and items one. Then link those mods to your IDE and use Item from needed mod using linked object for other mod mob drops
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I need to make a independent thread that can run an infinite loop while minecraft is up. But all my attempts led to the freeze of the game. Is there a way of doing that ? EDIT: Managed to do it myself !