Everything posted by Mazetar
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How to override classes
You didn't read his post correctly, he did tell you exactly how to change other mod's classes without changing them directly and that's the only way to do it as well.
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Class not found error on class that exists
Actually it does NOT exist and it's logical that it crashes What am I talking about? Well it exists only on client side, and you try to ask the Server to do something with a render class, which the server has NO CLUE about Rendering is meaningless for a server, it has no display nor any input or well any of the client only functions. Trying to call for these from the server will result in such crash Check that you register renders on the client side only, use the ClientProxy or @SideOnly
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Making an entity equip an item?
Look into Zombies mate
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Problem with MCP&Eclipse
Have you set your workspace to the eclipse folder found inside the mcp dir? or did you try to import the minecraft project from some other workspace loc?
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How to override classes
As mentioned above You don't override a class, you override methods. The simple answer is, if it's not in their API you can't And to my knowledge without knowing anything about the code for the thing you want to extend and change, well then it simply ain't possible to do such a thing.
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Well that's a new one [facepalm, no help actually required]
"I blame Dinnerbone" Lol, well now it's confirmed the compiler is not only stupid but also blind, that's fun..
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OBJ not rendering correctly
did it still rendered something, like in the image above or did it render nothing? Just curious as I wouldn't expect it to render anything when the render isn't registered so if this is the solution it would be nice to know for later similar questions
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OBJ not rendering correctly
I was told that "Triangulate Faces [ ]" should be on when exporting to minecraft, dunno if it's requirement but it fixed a problem I had earlier at least Also is there any output in the console during launch of minecraft or placement of the block which relates to it?
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[1.6.4] Problem using class transformer
ASM is hard, and throws weird errors. Combine that with the fact that only few people know how to use it properly and it's thereby hard to find help for problems related to it, well you will need to be quite proficient in java. Now that being said, I have to ask one thing; What are you trying to do which you need to utilize ASM for? As in what are you trying to achieve?
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Create a Bike
By help does that mean "create a bikemod for me" ? If not then ask about the specific thing which is giving you trouble, and not about the whole thing, if you need to ask about everything you should probably study the minecraft src and programming some more At first this may seem like a weird question, but I'm serious and it's vital to creating such a thing in minecraft: What is a bike? Or rather what is a bike really in minecraft? Consider that, and if you can answer it correctly in detail then you would be quite close to having everything you need
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How to override classes
As I stated above, you should go study programming in general before anything else. Focusing on OOP and programming methodology. That is, if you want to participate in ModJam and create awesome mods, then this is the way to go! The only alternative to doing the above is the courses by Vswe, but I'd recommend that you actually take time studying on the basics of programming As for TickHanlders and the other things you mentioned, google will reveal several tutorials on the subjects Now go learn to walk before you run a marathon <3
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How to override classes
Yeah good luck with that
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Huge Tree Generation
How do you logically thing it would work? and what code have you tried to use? Edit: Okay here's some hints: You can use the method of World called getBlockId(int, int, int) which gets the block ID of the block at coords (x,y,z) you pass into it. Use that to check for which blocks are where in relation to the current block
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Write/read nbt to ByteArrayDataOutput
Have you looked into how their are made? It's pretty easy they just grab the NBT into the packet and ship it off. You can look into which packets the TE's are using and how and just use the same way yourself
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How to override classes
You are the one making it hard to understand. I think you should look into some basic programming introduction as you need to expand your understanding of the terms used, it will not only make it easier for you to understand what is going on, but also easier for us trying to understand you Anyways, if you want to see if an engine is running then first find the engine (world.getBlock(x,y,z) to get the block at a coord) if it's an engine block, access it's TileEntity (world.getBlockTileEntityAt(x,y,z) and do the checks to see if it's providing power. How to check that, well you will have to read into the Build Craft's code. It is open source as mentioned above, so read into that and if you have trouble with it then consider reading up on OOP programming and java
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Jar fingerprints/signing
Just a question, for a minecraft mod WHY would you use jar fingerprinting?
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How to override classes
So you want to make a core (as in a main module) mod, and then have sub modules for the other mods. That's not about overriding a class, that's about dividing a mod into modules. If you look into BC's code you should be able to see how they do it, BC is open source and can be found here: https://github.com/BuildCraft/BuildCraft Divine-RPG uses submods for each of it's dimensions like Arcana, Twilight and Iceika, you can see that code here: https://github.com/mazetar/Divine-Rpg Also there are a few statements about this around the forum if you search for "modular" or "modules" etc. I'm sure that you will find them
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[1.6.2 & 1.5.2] Block in GUI to dark
If this is inside the GUI window or with the item renderer: have you tried using the GL11.glDisable to disable lightning calculations?
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How to override classes
And by coremod you mean a forge coremod as in this ? www.minecraftforum.net/topic/1854988-tutorial-162-changing-vanilla-without-editing-base-classes-coremods-and-events-very-advanced/ Well I'm sorry from my limited understanding what you are saying sounds absurd, I'm afraid you are on your own on solving your troubles.
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How does Minecraft internally store blocks in memory?
Thanks a lot draco! <3
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Looking for a co-developers!
If you want to recruit people to a project it's generally a good idea to reveal some information about yourself and the project. That way, readers will know if this is something they are interested in or not by looking at your post, if they can't decide that from the post they are unlikely to bother with asking Lack of information would indicate lack of interest and then a reader would not be interested in joining now, would he? Some information a co-modder / project member would like may include: - How much experience do you have with modding and doing such projects? - How skilled are you in programming? how many years of education or as a hobby-programmer do you have? - How big is the project? - How do you manage files for the project? - What is the mod about? Without explaining the concept it's hard to know if it's within ones interest to join it - How many people do you seek for the project? - And how hard is the project aka. what quality and skill do you want from applicants? That should help you recruit people for your current and future projects.
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How to override classes
Tell me how do you write any tile if you can't override any methods of a tile or a block? By what you are saying using anything which extends Block would be wrong? Or well at least anything which extends block and modifies any method that makes no sense at all.
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Looking for someone who can code dimensions
Okay just saying, that it would be a lot less work that way by having two id ranges you occupy. Anyways if you or anyone else is interested the change you need to do is in the ChunkProvider's provideChunk(int int) method. This is where the byte array is declared like this: byte[] data = new byte[32768]; After that it's used inside the generateTerrain and replaceBlocksForBiome both of which are inside the ChunkProivder. Then it calls for cavegen and other generation classes. And lastly it passes the byte array into a new Chunk. Inside the chunk's constructor it's turned into ID's in the ExtendedBlockStorage which is used by the world. So you would have to create your own version of chunk, which just has a new constructor. And do some changes in the ChunkProvider (and optionally in the cavegen and other gen classes like that). The most notable thing to understand would be how a given x/y/z position relates to a spot in the array. Within the generateTerrain you find this line: int position = var42 + var10 * 8 << 11 | 0 + var11 * 8 << 7 | var12 * 4 + var31; which is used to get the position in the byte array, based on where in the 5 for loops we are atm. I haven't gotten further yet myself, as I haven't had more time but it seems like it isn't to much which needs to be done in order for it to work nicely
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[solved!][1.6.4] texture woes
Can you navigate and see the png file from within the package explorer of eclipse?
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How does Minecraft internally store blocks in memory?
What draco said ^ + if you look into world.setBlock methods, and follow it down into it's deepest level you will get to the extended block storage, that should give you a view of exactly how a block is set or get from the world Also this blog may give insight into some of minecrafts internals: http://greyminecraftcoder.blogspot.no/p/list-of-topics.html
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