
cad435
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Everything posted by cad435
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thats it, thx! and the lines of code below the "if(..." are actually marked as a comment, but idk why the "/*" symbols aren't there^^
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As i said before, its in Mod's Main-class, however here's the whole main-class http://pastebin.com/30MYzRXd
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yes i tested that in suvival, eg. jump of a tree and get hurt^^ Event didn't get catched...
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I just want to Register an LivingFallEvent, to prevent players Fall-Damage, but the @SubscribeEvent is not catched somehow.... (Console didn't print out "EVENT!" at any time...) According to this list: https://dl.dropboxusercontent.com/s/h777x7ugherqs0w/forgeevents.html it has to be registered on MinecraftForge.EVENT_BUS , wich i've done Here: and i think i had this with an PlayerLoggedOutEvent too, a short time ago but haven't think about it because i did it another way... (running on Forge #1291)
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"gradlew build" suddenly went wrong (without canging java-code)
cad435 replied to cad435's topic in ForgeGradle
Well, i just tried it again; Gradle again download some files and compiles without any errors... haven't changed code or setup... -
"gradlew build" suddenly went wrong (without canging java-code)
cad435 posted a topic in ForgeGradle
well, i just want to build my mod, trying to build with "gradlew build" (in win7 cmd-line) gradle updates some files and stops compiling, saying: and i haven't change those classes for at least a week, and yes i know the "getBlock" and "setBlock" methods aren't supported in Forge for Minecraft 1.8 - i'm developing at Minecraft 1.7 (running from Intellij just works fine!) any suggestions? Edit: here is gradle output log, run with --info : http://pastebin.com/U4mWhZxZ -
[1.7.10] New overlay to acess wich "Raw" LWJGL features
cad435 replied to cad435's topic in Modder Support
Allright, i managed it to get quads drawn, but i've got a problem with the texture binding... Complete class: http://pastebin.com/ufrai5BY and heres the result: https://www.dropbox.com/s/lvufkd7qapt2cic/2015-01-11_22.15.00.png?dl=0 the first frame you are able to see the correct Texture, but than it draws the icons.png texture... i try to unbind(release) the texture, but then the item-Bar and everything gets white... i need to place the right texture back... ah and when i try to load the image every frame (which of course is little stupid because the VRAM reach its max very fast), the texture gets drawn right, but than the Air bubbels disappeare any suggestions? EDIT: Well nevermind, seems Forge don't let you play directly with GL Texturebinding, you have to use "mc.renderEngine.bindTexture(<Texture>);" so that means drawing fancy Text with Slick-Util (or using other OpenGL-Utils) isn't possible -
[1.7.10] New overlay to acess wich "Raw" LWJGL features
cad435 replied to cad435's topic in Modder Support
i don't understand this... you said i should initialize the gui-class inside itself? -
[1.7.10] New overlay to acess wich "Raw" LWJGL features
cad435 replied to cad435's topic in Modder Support
so, i wrote this class: Result is the same as the last pic i posted... -
[1.7.10] New overlay to acess wich "Raw" LWJGL features
cad435 replied to cad435's topic in Modder Support
Whats better, taking the first fired EntityJoinWorldEvent(player who joins a world for the first time) or the first RenderWorldEvent.Pre that'll occur? -
[1.7.10] New overlay to acess wich "Raw" LWJGL features
cad435 replied to cad435's topic in Modder Support
main class at post init -
[1.7.10] New overlay to acess wich "Raw" LWJGL features
cad435 replied to cad435's topic in Modder Support
Ok, managed it: Result: (@11FPS) https://dl.dropboxusercontent.com/u/56021465/2015-01-10_20.52.31.png Next Step(note the line: "font=new TrueTypeFont...") That happens: (@1300FPS (yes its that high!)) https://dl.dropboxusercontent.com/u/56021465/2015-01-10_20.54.26.png PS: there is a potion Effekt, you can ignore the blue boxes up and left down -
[1.7.10] New overlay to acess wich "Raw" LWJGL features
cad435 replied to cad435's topic in Modder Support
ah, the first priority is to get it working, thats why i load all things inside the RenderEvent^^ i know, loading the font and stuff have to go outside the render... Well, but i think i missed that i can use the eventtype... Thx for it! so, now it looks like this: than it all works correct (but with weak performance) but if i move the line 'font = new TrueTypeFont(awtFont, true);' out of the render Funktion, it looks weird(kinda like blue Boxes); Is this because the EventType.Hotbar(renderer) scratched it up? is it possible to add a new EventType (or a event) wich is more suitable(I think about an event that extends RenderGameOverlayEvent)? or should i just use another eventType? -
[1.7.10] New overlay to acess wich "Raw" LWJGL features
cad435 replied to cad435's topic in Modder Support
Ups i write GuiDraw event instead of RenderGameOverlayEvent... sry, that doesnt work: GUI Code and this happens: (well can't upload an image direktly, so here's the link:) https://dl.dropboxusercontent.com/u/56021465/Unbenannt.PNG you may recognize the big blue Text(thats what it should look like), but also the ugly experience/Hunger-bar... any suggestions? PS: why game is in Pause menu? can't manage to get back in, seems like 1 FPS per minute or so, so i take a screenshot... -
I wonder if its possible to code a complete new overlay, wich you can access with LWJGL code (for example drawing quads or drawing text with slick-Util) i tried it with a custom gui, but it seems not to like Open-GL directly (or Slik-Util) i managed it to get a string with Arial-Font drawn on screen(that's what slick-Util does), by extending gui and registering a RenderGameOverlayEvent(and put the slick-Util code in the funktion) But the Hotbar somehow disapears and Minecraft is about 1Frame each 15seconds... so question is: is it possible to get it to a HUD, or is it possible to get a new overlay?
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What about the AdvancedModelLoader to load Wavefront and the IModelCustom? Anybody know if they'll remain? I just looked up at githup 1.8-Branch, but seems not to be integrated yet
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ah, i added the Line on TOP of the skript... and Intellij then don't know what variable ist "sourceSets"... (maybe you could clarify it in your Tut, don't know if anyone else is as stupid as i am^^) let me try that... Edit: it worked... This Forum has damn good people!
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Thanks, i'll update the runfix and will try to import the buid.gradle.... Edit: http://www.minecraftforge.net/forum/index.php/topic,21354.0.html hmm i can't find the runfix... still this topic? http://www.minecraftforge.net/forum/index.php/topic,21354.0.html Edit#2: ok i think i got it, the line "sourceSets { main { output.resourcesDir = output.classesDir } }" pasted on top of the gradle skript replaces the runfix.class that was stated before? And i just saw a build.gradle allready were imported, now i created a build configuration(is marked as a groovy config, not gradle config?!)... running that it said: "Error running build: forge-1.7.10...src i not backed by gradle" any parameters to add to the "buld"-Runconfiguration? €#3 As i just screw up my IDEA (trial and error to get the export running) i have now completely deleted the working-dir and try to import from gradle - it works well but only without the line "sourceSets { main { output.resourcesDir = output.classesDir } }" so i imported it without that and falled back to the old Idea14 Fix problem remains: how can i export my mods to a .jar file?
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gradlew build executed simply from cmd?
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Well, i just wanted to export my mod, with Build -> Build Artifacts, but its greyed out (mod works well in IDE!) i searched and found this Wiki-Site: http://www.minecraftforge.net/wiki/Forge_Development_in_IntelliJ_IDEA but as i use MC 1.7.10 i klick the redirect on top and come to: http://www.minecraftforge.net/forum/index.php/topic,21354.0.html I setup my intellij as diesieben07 told in this topic, except im not installing in inside Itellij, but with cmd and "gradlew SetupDecompWorkspace" and " gradlew idea" i tried to create the artifacts as the wiki (first link) states, but it won't let me select any Main-Classesand without a selected main-class i can't continue... any suggestions? PS if it matters: the intellij 14.0 Runfix from diesieben07 is installed
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[Solved]Importing .obj into Minecraft and Handle it as a Placeable Block
cad435 replied to cad435's topic in Modder Support
Well, i got it working I just load a Sphere in Minecraft thx you guys a lot for your help! @Mod(this.isSolved=true, this.canBeClosed=true) €: just found out, that i can modify this myself with "[solved]", nvm... -
[Solved]Importing .obj into Minecraft and Handle it as a Placeable Block
cad435 replied to cad435's topic in Modder Support
Well thanks alot!, i'll try to Register the TSER tomorrow and see whats happening And i'll Look up the proxys again... -
[Solved]Importing .obj into Minecraft and Handle it as a Placeable Block
cad435 replied to cad435's topic in Modder Support
haha, i just edited my classes to the post above^^ And yes i've read it, many times the last tree days... ok, it seems I'm not completely wrong; Rendering Handler: should be that code here: http://pastebin.com/awmM2qL6 (TESR) Ok, second Point i don't understand, if i want a new Block, in need a new Blockclass that extends the original block.Block? and this extension needs a "super(material)" to the block.Block class, right? So i have to write my own complete Block class, will I? I Just try to register the rendering Handler, at the FMLPreinit event: "RenderingRegistry.registerBlockHandler(ComplexTileEntitySpecialRenderer());" but it won't let me (I have a TESR, need i rewrite it to a ISBR?)... Do you have a tutorial/doc/etc to explain what "render ID" is? -
[Solved]Importing .obj into Minecraft and Handle it as a Placeable Block
cad435 replied to cad435's topic in Modder Support
Sure, i want to use the integrated ModelLoader, cause this ModelLoader is the reason why i start trying to import obj to Minecraft The Question is wheather its possible and if so, HOW its possible to get a loaded .obj that you can place like a block... I need a BlockContainer? than i try to bind a TileEntity to that Container? than i try to set my obj as the TileEntity? thats how i get it... But im not sure if thats right, and if its right, how to do so :'D PS: i got it already loaded correctly... Here are my classes (maybe it helps you saying if im completely wrong or not) objloader (Mainclass): http://pastebin.com/ANRxZTk5 ComplexTileEntitySpecialRenderer (extends TileEntitySpecialRenderer): http://pastebin.com/awmM2qL6 ComplexBlock (extends BlockContainer): http://pastebin.com/zMadttiG ComplexTileEntity (extends TileEntity): http://pastebin.com/0eFu1zHV