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Russoul

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Everything posted by Russoul

  1. Find it out yourself. Download dev build of thaumcraft and scan it
  2. 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 ?
  3. AAAAAAAAaaaaaaaaaaaaaa what a derpy derp !!! I'm so sorry for that stupid post
  4. 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 ?
  5. 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.
  6. 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 ?
  7. Got it ! Now it works !!! Thank you
  8. 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.
  9. 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); }
  10. 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
  11. 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
  12. Thank you all for your answers ! I did deobfuscation manually, just figuring out what every func_blabla means, and that was not the best time
  13. 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 !
  14. When i tried to build my mod with gradle, it errored with symbol: class 'SOME_KIND_OF_CLASS_FROM_SOME_KIND_OF_MOD'. I m pretty sure that gradle don't compile my mod with a dependency correctly. So how do i setup one right ?
  15. I need to draw my stuff on the item of another mod or draw overlay when the item is hold by specified entity . Event handlers, tickhandlers where should i start ? Any suggestions ?
  16. Also if problem is defined right see this : http://www.minecraftforge.net/forum/index.php/topic,14250.msg73036.html
  17. Without scanning all your code, im 99% sure that the cause is not syncing server-client, you should send a packet to client with data you need
  18. I have some odd issues while rendering a hud Here is my code from rendertickhander : if (player.getCurrentEquippedItem() != null && !TCKeyHandler.radialActive && ThaumcraftApiHelper.isResearchComplete(player.username, "Complex Essentia Draw")){ if ((player.getCurrentEquippedItem().getItem() instanceof ItemWandCasting)){ ItemStack wand = player.getCurrentEquippedItem(); ItemWandCasting wandINTR = (ItemWandCasting) player.getCurrentEquippedItem().getItem(); GL11.glPushMatrix(); GL11.glClear(256); GL11.glMatrixMode(5889); GL11.glLoadIdentity(); GL11.glOrtho(0.0D, res.getScaledWidth_double(), res.getScaledHeight_double(), 0.0D, 1000.0D, 3000.0D); GL11.glMatrixMode(5888); GL11.glLoadIdentity(); int k = res.getScaledWidth(); int l = res.getScaledHeight(); ResourceLocation hud = new ResourceLocation("thaumcraft", "textures/gui/hud.png"); ResourceLocation utilR = new ResourceLocation("rs","textures/utils/stuff.png"); GL11.glTranslatef(k, 0, -2000.0F); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glEnable(3042); GL11.glBlendFunc(770, 771); GL11.glPushMatrix(); GL11.glScaled(0.5D, 0.5D, 0.5D); Minecraft.getMinecraft().renderEngine.bindTexture(hud); GL11.glTranslatef(-32, 32, 0); GL11.glRotatef(270, 0, 0, 1); GL11.glTranslatef(32, -32, 0); UtilsFX.drawTexturedQuad(-64, 0, 0, 0, 64, 64, -90.0D); GL11.glPopMatrix(); /*for testing GL11.glPushMatrix(); Minecraft.getMinecraft().renderEngine.bindTexture(utilR); GL11.glTranslatef(-32, 32, 0); UtilsFX.drawTexturedQuad(0,0, 10, 0, 1, 1, -90F); GL11.glPopMatrix(); */ Minecraft.getMinecraft().renderEngine.bindTexture(hud); int max = wandINTR.getMaxVis(wand); for(int i = 0;i<6;i++){ GL11.glPushMatrix(); GL11.glScaled(0.5D, 0.5D, 0.5D); GL11.glTranslatef(-32, 32, 0); GL11.glRotatef(105-i*24, 0, 0, 1); GL11.glTranslatef(-8+i*0.2F, 26, 0); GL11.glPushMatrix(); UtilsFX.drawTexturedQuad(0, 0, 72, 4, 16, 42, -90F); GL11.glPopMatrix(); if(player.getCurrentEquippedItem().stackTagCompound.hasKey(EDUtils.COMPLEX_POOL)){ NBTTagCompound taggy = player.getCurrentEquippedItem().stackTagCompound.getCompoundTag(EDUtils.COMPLEX_POOL); AspectList visA = new AspectList(); visA.readFromNBT(taggy); if(visA.getAspects().length-1 >= i && visA.getAspects()[i] != null){ GL11.glPushMatrix(); GL11.glPushMatrix(); int loc = (int)(30.0F * visA.getAmount(visA.getAspects()[i])/ max); Color ac = new Color(visA.getAspects()[i].getColor()); GL11.glColor4f(ac.getRed() / 255.0F, ac.getGreen() / 255.0F, ac.getBlue() / 255.0F, 0.8F); UtilsFX.drawTexturedQuad(4, 4, 104, 0, 8, loc, -90.0D); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glPopMatrix(); if(player.isSneaking()){ GL11.glPushMatrix(); GL11.glRotatef(-90, 0, 0, 1); Minecraft.getMinecraft().ingameGUI.drawCenteredString(Minecraft.getMinecraft().fontRenderer, Math.round(visA.getAmount(visA.getAspects()[i])/100)+"", -50, 50, 16777215); GL11.glPopMatrix(); } GL11.glPopMatrix(); } } GL11.glPopMatrix(); } GL11.glPopMatrix(); } } I confess that a bunch of code is just pasted, i did only some basics. Here is an issue : http://s29.postimg.org/wi0c7exgn/2014_03_17_21_49_27.png right top corner (not the locations of 100s, white scribble on the hud is the problem and it happens when player is sneaking)
  19. You should replace your onrightclick method with onItemUseFirst and onUsingItemTick (see them in Item.class) and here is a sounds tut : http://www.minecraftforum.net/topic/1886370-forge16x-mazs-tutorials-custom-sounds-fluids190713/ Edit: some stuff maybe outdated, so try to search for the equivalents.
  20. I looked at http://greyminecraftcoder.blogspot.com.au/2013/10/user-input.html and found out where that is done but here follows another question : i noticed that Container.slotclick is called twice in my case, the first call is MyContainer.slotclick and then follows Container.slotclick, whats interesting that i don't call super.slotclick. And one more problem that can be ralated to the first one : when i tried to print what is the side Client or Server im on than initing Container, it return CLIENT. Is that ok ? I call player.opengui from my packethandler class, packets work right .
  21. I need to disable/block/restrict vanilla 1-9 keyboard clicking mechanics (swapping hotbar items with the clicked slot item) when my container is opened. I thought that its done in slotclick method of the Container.class but its not.
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