
nintendofan9797
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1.7.2 Strange world rendering bug
nintendofan9797 replied to nintendofan9797's topic in Support & Bug Reports
Oh dear. I hope I haven't caused too much of an issue. I wish I could help more, but I'm not too good with OpenGL. If you need any fixes for this problem tested I'm always happy to help when I have time -
1.7.2 Strange world rendering bug
nintendofan9797 replied to nintendofan9797's topic in Support & Bug Reports
It appears that it was too early to count the proverbial chickens. I'm not sure if this is a different issue, but now whenever I hold an item the screen goes weird. E.g. I'll have another look to see if this is the case in earlier builds. Edit: It just occurred to me, I remember having this issue with one of the first Minecraft 1.7 vanilla versions. I removed Forge entirely. It seems to only be occurring when I hold an item such as a tripwire hook or a flower. Is there a way of reporting bugs to Mojang that I should know about? Edit 2: scratch that. It appears by resetting my graphics card to default settings the bug with the items is gone. Sorry Again, I can't express how grateful I am for the original fix. -
1.7.2 Strange world rendering bug
nintendofan9797 replied to nintendofan9797's topic in Support & Bug Reports
Thanks ever so much! I am unable to convey how grateful I am for the help -
1.7.2 Strange world rendering bug
nintendofan9797 replied to nintendofan9797's topic in Support & Bug Reports
Allright, I have got the build numbers: Forge 10.12.0.1040 was the last version to work properly and Forge 10.12.0.1041 was the first version to give me graphical issues. I hope this helps Edit: after looking at the changelog, it appears that something that seems to be rendering-related was in-fact changed: -
1.7.2 Strange world rendering bug
nintendofan9797 replied to nintendofan9797's topic in Support & Bug Reports
Thank you While I test out the builds I have a screenshot here. I'll get back with the build number ASAP. -
I have been having a very strange issue with the newer versions of Forge (1.7.2 versions). These issues take place both in compiled Minecraft and decompiled Minecraft (in the workspace that ForgeGradle sets up). Basically, my issue is that the world renders with the underground visible and textures start clipping randomly. This does not take place in Vanilla Minecraft where Forge is not installed. If pictures help to visualise the issue I will be happy to provide some. I have checked these forums for similar bug reports but failed to find any. I also checked the GitHub repository for any issues that might be relevant but failed to find any there as well. Forge 1025 works fine, but would like to upgrade to the later versions of Forge to take advantage of the new bugfixes and improvements whilst modding. I have changed every setting on my graphics card that I could find, but upgrading the drivers is out of the question; I attempted to do such a thing upon upgrade to Windows 8, but found that the computer manufacturer (Sony) has requested a special driver set from ATI which when looking on the ATI website for driver updates constantly redirects me back to the Sony website, which indicates that I have the "latest" driver set. The only thing in my log that seems out of place is the repeated mention of "1280: Invalid Enum". I have a log, which I created in the development environment because I assume that the logging output may be more verbose here (If I am wrong about this and I should have created the log from the launcher then I would be happy to provide a log from there ASAP). Log: http://pastebin.com/3AvGp37S (a small note, this development environment is untouched and no changes have been made to it). Forge version: 10.12.0.1055 Sorry if I made any mistakes, and thanks in advance for any help.
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How do I switch off fall damage?
nintendofan9797 replied to nintendofan9797's topic in Modder Support
Thank you SO much. I was wondering if I would ever be able to do it. -
How do I switch off fall damage?
nintendofan9797 replied to nintendofan9797's topic in Modder Support
Your method wasn't there, so I updated from forge .204, to forge .241, and it still wasn't there. -
How do I switch off fall damage?
nintendofan9797 replied to nintendofan9797's topic in Modder Support
I tried it, put it in my same class that had ticked code to allow creative flight in survival mode, Both livingFall and livingHurt didn't stop me from taking fall damage. Am I missing something really obvious. I haven't had to use the forge event system before. Like do they have to be in their own class that extends something, or implements something? -
How do I switch off fall damage?
nintendofan9797 replied to nintendofan9797's topic in Modder Support
I'll try this. What exactly does "@ForgeSubscribe" do? (just so I know for future reference). -
I have code that allows one to fly in survival mode if they are wearing a certain piece of armor. BUT, when the player lands, they die, and I have found that I can edit base code to switch off damage, but I don't want to do that, as I have found ways to move away from base code edits on other places, and don't want that work to go to waste. So I was wondering if there was a hook in forge to switch off fall damage, or a flag in vanilla Minecraft that I am missing that just switches off fall damage. Thanks in advance for any help.
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Yep. I got it: If anyone wants the code: if (!par1World.isRemote){ for (int var6 = 0; var6 < 4; ++var6) { int var7 = par2 + par5Random.nextInt(3) - 1; int var8 = par3 + par5Random.nextInt(5) - 3; int var9 = par4 + par5Random.nextInt(3) - 1; if (par1World.getBlockId(var7, var8, var9) != 0){ par1World.setBlockWithNotify(var7, var8, var9, <your block here>); par1World.setBlockWithNotify(par2, par3, par4, 0);
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I wanted to create a block, that will destroy a world, so I can balance out the OP stuff that I have in my mod. For example, I created a very valuable ore, and it is rather OP, so if I make it only generate in the "corrupted biome" and then if the player didn't get to it fast enough, they would lose it to the "corruption block". I have already got a timer working (one that will initiate the spread code, every couple of ticks (it chooses a random integer between 0 and 250), then will tick up to it. When it reaches the integer, it will reset the counter, then choose another integer.) It will also call the spreading code. I was wondering, now I have this, how can I make it check for and replace blocks. Any help is much appreciated.