Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

jabelar

Members
  • Content Count

    3266
  • Joined

  • Last visited

  • Days Won

    37

jabelar last won the day on December 3 2019

jabelar had the most liked content!

Community Reputation

595 Excellent

4 Followers

About jabelar

  • Rank
    Reality Controller

Converted

  • Gender
    Undisclosed
  • URL
    http://adf.ly/pjeti
  • Personal Text
    I am new!

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. The event is probably technically working, but I suspect that most rendering code overwrites whatever you do there. The rendering events are good for ADDING something else to be rendered, or fully replacing what is rendered, but not really good for changing what is rendered. It is actually usually good practice for any rendering code to sort of "reset" some of the GL stuff to a known state, exactly so other code running before it can't mess it up. Now Minecraft code is quite inconsistent so you might get lucky and find some places where a judiciously placed alpha chang
  2. Your IDE should allow you to see all fields and methods for a class. In Eclipse it is called the Type Hierarchy. Just right-click on the class in the project hierarchy pane and select Type Hierarchy. There are a couple of "buttons" that affect the filtering of the view, I like to show everything including the inherited methods. That is a better way to scan for available methods than simply scrolling through class files themselves. In modding it is especially useful to look at the Type Hierarchy because you can actually get a lot of ideas for modding after you see some o
  3. Yes it is a common problem in client-server games. Ideally all "game truth" is enforced by the server but in order to get smooth movement and minimize network traffic the client usually processes the immediate movement with the server just sampling it to check the validity. But the problem then is how much "tolerance" the server has in this verification. The server can and does rule out impossible movement but what about the fringes of what is possible? As an ethical mod maker you can add a barrier to using it for cheating yourself by making your mod require that it also be loaded
  4. Well, the ScorePlayerTeam class has the getAllowFriendlyFire() method.
  5. The entity bounding boxes need to have the same length and width (i.e. square base). I believe this is to simplify path-finding. Similarly note that the bounding box never rotates even when the model does, so it wouldn't be that helpful even if you could specify different values. EDIT: Also the setEntityBoundingBox() method set's the actual box in the world meaning the values of the box would be related to the entity position. If the size was 2.0 wide and the entity is at x position of 300 then the bounding box would go from 299 to 301. You shouldn't ever use the setEnt
  6. I don't think your code will move them in a circle. It might spawn them in a circle, although the code for that looks a little weird for that too. Let's go through you update() method in the hastebin link. The first important thing is -- where is this update code? If you want to move the particles it would need to be in the particle class, but I kind of suspect you have it somewhere else like in an entity. So your first mistake is that your code isn't moving the particles, it is just spawning them constantly. It might also be possible to used particles in f
  7. The issue is that the term "entity" usually implies a number of things (such as registration) and functionality (like AI) that is expected to also be run on the server. ESPECIALLY note that if you want to do the following then the server MUST be involved: Syncing across multiple clients so that all players can see the entity. Saving so that the entity persists across saves. There are cases though where it can make sense for an entity that exists only for each play on the client side. In that case I think your best bet for client-side "entity" behavior is to create y
  8. Well you set the default state to have the check decay and decayable as false.
  9. I have some tutorial information on custom villagers, which also discusses trades a bit. http://jabelarminecraft.blogspot.com/p/minecraft-forge-modding-villagers.html
  10. For your original question, yes the approach of having a simple "queue" for scheduling things should work. The actual mechanics of the queue can be coded in different ways depending on how many things and how far in time you want to queue things. Unless there is a performance concern due to having a huge number of scheduled events, almost any sort of collection can be used that you cycle through. One detail is that if you're doing this for worlds that might be saved, you'll probably want the time to continue when the world is loaded again. In that case, you should also save the que
  11. I think so. I think maybe you can maybe you can handle the RenderHandEvent or the RenderSpecificHandEvent. You might also want to rotate the original model. Note that it (in order to be more gun-like) may be more important to control the rotation of the whole hand.
  12. Okay, that makes more sense. I'm wondering if there is a more efficient way to do the "rebuilding" then. Let me see what that is doing -- if it could be targeted to just the light map updating part that shouldn't really bog things down.
×
×
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.