Everything posted by Animefan8888
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[SOLVED] [1.10.2] Proper TileEntity rendering
Try disabling the lightning instead of enabling it. And you take into account somethings before using a TESR. Is it supposed to be rendered dynamically? Can it be made using JSONs, can it be made using OBJ models, can you make it using IBakedModels? If it cannot and is not fulling dynamic you need to find a way to render it not every frame, but only when it needs to be rendered.
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[1.8]Make booleans stay after quitting Minecraft
It says Do you not know what that means?
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[1.8]Make booleans stay after quitting Minecraft
Ok, in preInit load your config into static variables ie public static boolean doesStuff; public void preInit(FMLPreInitializationEvent event) { Configuration config = new Configuration(event.getSuggestedConfigurationFile()); doesStuff = config.get(name, category, defaultValue, comment); } Then in your Gui#actionPerformed(GuiButton) change doesStuff to what you want to.
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[1.8]Make booleans stay after quitting Minecraft
And how can I put it into the button? It only works when it is in the preInit. doesStuff = config.get(name, category, false, "").getBoolean(); Loads a boolean called doesStuff into code. Then I can change that boolean and it will change in the file. In case of a button you use Gui#actionPerformed(GuiButton). Check if the button is the button you want then change the boolean called doesStuff in this example.
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[1.11] Capability Display not updating.
Where do you set it? And where do you call your methods that change the amount of mana.
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[1.11] Capability Display not updating.
You have a EntityLivingBase field in your capability right? Is that not supposed to be the player? If not you need some way to set the player in the capability.
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[1.11] Capability Display not updating.
SimpleNetworkWrapper#sendTo(new Message(), player);
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[1.11] Capability Display not updating.
Check to see if your toBytes and fromBytes are being called. Nevermind I now see the problem you are sending it to the server and not the client.
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[1.11] Capability Display not updating.
Try Minecraft.getMinecraft().theWorld instead of Minecraft.getMinecraft().
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[1.11] Capability Display not updating.
Does it ever get passed this if statement? if(Minecraft.getMinecraft().thePlayer.hasCapability(CapabilityMagic.MANA, null)) { And if so what side is not updating it will say this if you add a string to your println.
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[1.11] Crashing when launching through Eclipse
"Forgeworkspace"\run\options.txt is where you need to put it. But the one you need to copy is under .minecraft\options.txt
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[1.10.2] Keep text above player head from "dimming"
Try disabling blend.
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[1.11] Capability Display not updating.
I'm trying to sync a cap between the client and server, however, I'm having a bit of a hard time doing so Show where you send the packet the whole method(s) and your packet and handler.
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[1.10.2]GuiContainer: draw texture in foreground of an item in slot
Draw ItemStack is indeed called after drawContainerForeground, but drawSlots is called before drawContainerForeground so all you need to do is change the zLevel field in your gui before and then after you draw your texture/image aver the slots.
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[1.11] Crashing when launching through Eclipse
Are you able to load normal Minecraft 1.11? And if so copy over your settings file to the workspace.
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[1.11] Crashing when launching through Eclipse
Was this in the process of loading Minecraft or the world itself?
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[Solved][1.10.2] Incorrectly sized GUI texture
Try something like this. int i = (this.width - this.xSize) / 2; int j = (this.height - this.ySize) / 2; this.drawTexturedModalRect(i, j, 0, 0, this.xSize, this.ySize);
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[1.11] Capability Display not updating.
You also have to sync it when the player logs in.
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[1.10.2] Keep text above player head from "dimming"
Yes. GL states aren't affected by push/pop matrix. The translation matrix only handles translation, rotation, and scale. Color, blending, light, culling, ztest, and so on are not covered by push/pop matrix. Awe, that is kinda disappointing, it would be so cool if it did, because then I wouldn't have to assume that "all" states are not what I want them to be. But i guess there are reasons.
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[1.10.2] Keep text above player head from "dimming"
GL has a number of capabilities that can be enabled or disabled. Before you actually render anything you may need to change several of these. After you are done rendering, you should disable any capabilities you enabled and enable any capabilities you disabled. Doing this prevents strange behaviour when something else is rendered. The call to enableLighting() is present after OP finishes rendering because they called disbleLighting() before they started rendering. Does it really matter if he calls GLStateManager.pushMatrix() and GLStateManager.popMatrix() though?
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[1.11] Capability Display not updating.
Why are you sending the packet there? You should be sending it after changing the value and did you update your registry to say Side.CLIENT instead of Side.SERVER?
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[1.10.2] Keep text above player head from "dimming"
Could you provide a screen shot or tell me what exactly is "dimming"?
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[1.11] Block Triangle Render
It can't be done with JSON, not sure about obj, but you can use a TESR (maybe an IBakedModel...).
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[1.11] Capability Display not updating.
Two things, when you register your packet it needs to be Side.CLIENT because the client should be receiving the packet and you will need to send this packet as shown in diesiebens tutorial everytime you change the mana.
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[1.11] Capability Display not updating.
Try moving the handler to its own class file.
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