
Jedispencer21
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Everything posted by Jedispencer21
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[1.8] Render not taking into account the world lighting.
Jedispencer21 replied to Jedispencer21's topic in Modder Support
So I have searched around for the setLightmapTextureCoords and the most common use is using Entity#getBrightnessForRender but when I apply that to my render, nothing changes, I also syso the value of the getBrightnessForRender, but that never changes either. -
If you want to learn how to generate blocks on the surface look in WorldGenTallGrass to see how it is done there.
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[1.8] Render not taking into account the world lighting.
Jedispencer21 replied to Jedispencer21's topic in Modder Support
I disable it when I draw the background but not when drawing the text. -
[1.8] Render not taking into account the world lighting.
Jedispencer21 replied to Jedispencer21's topic in Modder Support
I already do disable and enable the lighting, it gets disabled in the setupRendering method, and enabled after the render is done at the end of the methods. -
[1.8] Render not taking into account the world lighting.
Jedispencer21 replied to Jedispencer21's topic in Modder Support
No one? -
have you looked in BlockSapling to see how it is done there.
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What I wondering is how does vanilla render things such as a player name/entity name tag above the entity and get it to take into account the world lighting, I have setup a sort of text render that renders above the horse to tell its stats but the text does not take into account the lighitng. This is what it looks like: This is the code:
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[1.8] [SOLVED] get pos of block player is looking at
Jedispencer21 replied to frenchtoaster10's topic in Modder Support
Look in net.minecraft.gui.GuiOverlayDebug and then search for Looking at and see how it is done there. -
[1.7.10] ResourceLocation not working
Jedispencer21 replied to killedzezima's topic in Modder Support
Any errors in the console? and also why are you substringing it? -
[1.8] Best way to send packets to specified amount of people
Jedispencer21 replied to Jedispencer21's topic in Modder Support
the way my waypoints work is that there is two types of waypoints, just a normal "Waypoint", and then there is the "Shared Waypoint", the waypoint is what is created when a user creates a new waypoint, a shared waypoint is what a user receives from other users. The waypoint is editable, but the shared waypoint is not editable, meaning that only the user that shared the waypoint can edit it, and the users who have received that waypoint should get the edited version once the creator of the waypoint clicks the confirm edit button. I have up to the point so that it can send the update to a specified player, but I cannot figure out how to send it to all the players that are stored in a List of Strings (it is strings because it stores their usernames). I have the usernames stored in the list instead of an array since to add a new name to an array I would have to create a new array, but instead I can just add it to a list. -
[1.8] Best way to send packets to specified amount of people
Jedispencer21 replied to Jedispencer21's topic in Modder Support
the thing is is that I cannot use a string array since every time someone shares the waypoint with someone else it must add a player name to the list. -
[1.8] Best way to send packets to specified amount of people
Jedispencer21 replied to Jedispencer21's topic in Modder Support
Since I send the update message from the actual packet what would be the best thing to go with to send to players, a String array or a List of Strings since I am storing the name of players the waypoint has been shared with, also how would I send their data through the packet since I know you can send strings, but not string arrays or lists. -
Basically what I am doing is that, I has some waypoints in which you can share with other people, the only thing is, is that if the person who shared the waypoint updates that waypoint, it will not change for anyone else who they have shared the waypoint with. So what I am wondering is what would be the best way to send an updated waypoint packet to everyone else who the waypoint is shared with.
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[1.8] [Solved]Crash on planting custom crop
Jedispencer21 replied to Cleverpanda's topic in Modder Support
Why don't you extend BlockCrops? -
I know that and they get the response time based on the iteration through the list of players.
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I do know that there is a way to do it without calculating it myself because the pixelmon mod does it with their custom tab list with the vanilla methods.
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The only reason I wanted the players ping was for my HUD to tell the player what their ping was, since I already have it displaying the server IP.
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Maybe, but I would also expect the ping to update every so often, but it seems the stay at the same number for long periods of time. EDIT: What happens it when I join a server the ping will be a single number for about 5-10 seconds, then goto 0, then a random time later will be another number, and continuously do that.
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Try looking into ItemBucket to see how that does it.
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What I am trying to do is in my hud I am trying to display some information. I have tried: and it sometimes works, but most of the time it returns 0.
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So instead of doing that I used the PlaySoundEvent and tested that if the sound name was game.player.hurt, I would change the result to a different PositionSound. This is the code I used:
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I know how to make a resource pack, but the thing is, is that I want the changed sound to be toggleable so that it can either be the default sound or the changed sound.
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and how would I do that?
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What I am trying to do is when ever a player gets hurt I would like for it to play a custom sound rather than the default hurt sound. I have it sort of working for when the player gets hurt, but when other players get hurt it still plays the regular hurt sounds. I have used the PlaySoundAtEntityEvent to change the sound for the player so I would assume there is an event for changing sounds that are not played at the entity.
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[SOLVED] Getting correct RGB values
Jedispencer21 replied to Jedispencer21's topic in Modder Support
tried int color = (this.red << 16 | this.green << 8 | this.blue); Gui.drawRect(drawX, drawY, rectX2, rectY2, color << 24 | color); and int color = (this.red << 16 | this.green << 8 | this.blue); Gui.drawRect(drawX, drawY, rectX2, rectY2, color | color << 24); but it made no difference.