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Disconsented

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Everything posted by Disconsented

  1. So I am rendering a few objects and the first one is fine however the rest of them have a weird green coloring. Any ideas? Class rendering from: https://gist.github.com/disconsented/9cb3f592428dcc53de64
  2. Forge isn't going to insert the kinds of data you need. You're on your own here. Thought as much, time to at the very least learn how moving items between containers works
  3. Time to dig up my old code for that , maybe it would be better to PR the events I need into forge?
  4. As the title says I would like to be able to track who put items in the furnace, however there appears to be a lack of inventory events so this is problematic. I was planning to attach a list to the item stack with the UUID's of each player and then make use of the smelting event to apply what I want based on those UUID's. Any one any ideas on how to find who placed an item stack (preferably in a way that works with people putting in half of a stack) and then retaining that data as the items are converted?
  5. I suspect I need to shelve this for now, it doesn't look like this is possible without some reflection.
  6. While it works I really don't like having to lookup that information, especially when I know it can be stored within the object itself.
  7. I already have map's but I don't like how it works. This isn't really for 'shits n giggles' rather its to start me out on learning ASM as well as reworking existing code to something I am happy with.
  8. IExtendedEntityProperties doesn't quite do what I want and besides this is just a proof of concept. Basically what I want to do is store a single field on: Players, All Entity's of a type, All Item's of a type and All Block's of a type. The Players field is already done and works really well outside of needing to edit the source.
  9. I figured out I could edit mc source distributed with forge however in doing so that will break travis.ci I am sure there has to be a proper way to do this, any ideas?
  10. Relevant code [1] [2] Evidence that the transformation was done successfully (playerData field) Basically how do I resolve this so that I can build again and/or my IDE stops throwing up warnings (I think I mind need to edit a local copy of one of the sources)
  11. I know its a mess and I have learned a lot whilst making this. Good to know, after I have the GUI sorted I was planning to go through and redo a ton of code anyway I originally was using it without really understanding how it worked. Became frustrated with it and decided to handle it myself so I knew how it worked Will keep that it mind when I go back over that code Looks like a simple enough fix thanks for your help diesieben07 and TheGreyGhost
  12. You need to break a block to bring it up (temporary solution) . What I was doing was selecting one of the non null buttons from the list and press go. For the sake of consistency here are the configs I have been using
  13. https://github.com/disconsented/ANSSRPG Its all there and I haven't done anything since the last commit
  14. Well after break pointing both of those methods and none of them being tripped. Could this be a forge/mc bug? Lucas1998 has reported that he is unable to send packets from client to the server as well. Also the constructor and toBytes method is being when I am expecting it to
  15. Nope , I can send packets from the server to the client fine but not the other way around. If it matters I am using forge 1230
  16. The code to send it is defiantly being called but I am unsure if the packet is actually being sent
  17. I believe the issue is that the request packet isn't bent received by the server (I have a print to console to check)
  18. I am having some difficulty receiving packets on the server(or packets sent from the client in general) Where the packet is being sent (verified via breakpoints that it is being called) Where the packet is registered Handler class Packet class
  19. @Override protected void mouseClicked(int par1, int par2, int par3) { System.out.println("A click "+par1+" "+par2+" "+par3); for (int i = 0; i < buttons.size(); i++){ if (buttons.get(i).mousePressed(Minecraft.getMinecraft(), par1, par2)){ buttons.get(i).enabled = false; } else{ buttons.get(i).enabled = true; } } } That is what I managed to come up with and its the behavior I want (Only one button can be selected at a time)
  20. Cheers for confirming my suspicions Any ideas on how to make the buttons activate-able? Edit: It looks like I have to do it myself
  21. I am looking for an implementation of GuiButton (net.minecraft.client.gui.GuiButton) to attempt to figure out how to properly implement it Trying to figure out how to make the buttons render correctly (I suspect the size of the buttons is the issue here) http://pastebin.com/QxwtXjtG
  22. Resolved, I found the mapwriter source GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); Tessellator tes = Tessellator.instance; tes.startDrawing(GL11.GL_TRIANGLES); tes.addVertex(20, 20, 0); tes.addVertex(20, 30, 0); tes.addVertex(30, 20, 0); tes.draw(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_BLEND);
  23. Removed those last 3, no dice. Asking again on IRC revealed that it might be an issue with the opengl options that are being set. Any ideas on that?
  24. Just tried both -75 and 75. No luck same with drawing the triangle backwards again no luck

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