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N247S

Forge Modder
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Everything posted by N247S

  1. Nobody is going to program the whole mod for you. So please try to search for the answer in the classes full of working examples forge is providing you. (E.g. EntityBoat, EntityPig, EntityHorse - names may be slightly different though with a bit of effort easy to find). A few tips are already given for a possible solution. You need some way of keybinding. And the Entity that needs to recieve the motion is the Entity the player is riding, not the Player itself.
  2. Hmm, yea this looks like the first steps I saw when pausing the program. Mc eventually gets to the main menu and other stacktraces might be vissible, though its very laggy, and not playable at all. Unfortunatly I cant help you any further with this besides confirming that this is the same problem I was experiancing. And that in my opinion this still might be caused by a faulty classLoading system. Although I havent found any flaws myself when reverse engeneering the ClassLoading system
  3. Im not familar with Intellij unfortunatly, doesnt it show up when you enter debug mode? (like in eclipse?)
  4. I wanna add on this, that the native method he got stuck on is the exact same method where my game was stuck. @op Im quite curious what classes/method can be found in the stacktrace leading to this method on your side.
  5. Odd indeed. Have you tried pausing the program to see what it is doing at that time?
  6. I had the exact same problem. (with eclipse) what I was doing is refering to an external project which didnt contain an Class with the @Mod annotation. In this project I was doing some rendering (I experianced this twice, both after adding the rendering codes). I was realy strugling in what I did wrong in my codes, and I noticed that when I pause the runtime (debug mode), it had only one active/unpaused/not waiting Thread which was simply loading in Vanilla Classes! So my first thought was that the forge Classloader has some kind of a bug. Though after some research, and backwards engeneering I found out that this would likly not be the case. So at last I tried to add the @Mod annotation in a last attempt, and that solved all the problems!!?! A few days later I was discussing this wierd behavior with another programmer, and we both thought that this had to be some kind of bug. But when I tried to replicate it (e.g. remove the @Mod annotation) it was still working! So I (we) have no clue what have happend, or what might have caused this.
  7. I posted the same problem before. Its because you assign the EntityFX to an other Layer than FxLayer 3. If you've bound it to FXLayer 3 note that you must call (Tess =tessellator parameter): Tess.startDrawingQuads(); //Tess.vertex methos Tess.draw(); Hope this helped you out!
  8. oke, I think its the best to end the discussion here Since you got an answer already. Besides I'm probably confusing others, which is not the purpose of a forum . Again I'm so sorry for this, I feel bad for creating this mess!
  9. Im verry sorry, I indeed misunderstood something. And I think I used a wrong word.( Im not English). Anyway, I still think that this way is a bit complicated since you can simlly use the resourceManager in combination with a resourceLocation to get an inputStream. No need for reflection. Again Im sorry for misunderstanding
  10. Noo, you shouldnt create a fake resourcepack! The Json library (Gson) which is implemented in mc by default and is accesible as long as you add the minecraft project to the classpath of your modproject.
  11. I think in this case you can better use the onItemUse Event. Its only fired on left click with the Item, so no wories about opengui stuff, equiped Itemstack checking etc.
  12. Why dont you use the mainpart.addChild() method? That whay all parts will stay at their places when you rotate the mainPart. That way you only have to worry about one rotation. Also keep in mind that the rotation point of the player is the exact centre of the player model, while your model is separated a fair bit from that point!
  13. As a last option I would suggest TeamViewer if you want to help someone with anything pc related. It gives you the possibility to watch somebodys screen. And if they want, you can even control that pc.
  14. Why dont you use the tickEvents? Those get called every tick, the only thing left is adding the calls to every update() method. You can hardcode these calls or use reflection to add methods dynamically.
  15. Sure, Jabelar gives an perfect example in his animation tutorial(cant find a link that fast, though google should do fine ). Basically you can check the entity's previous pos and current pos to determine if an entity has moved, how fast, which direction etc.. So go crazy on that stuff if you want.
  16. I think that can easilly be accomllished by adding rotations to the whole model according the players yaw and pitch. Wait... didn't you say that already? Maybe you asked something different from what you meant. Anyways, the rotation can be simply added through the gl_rotateF() method (capitals might be off).
  17. Thats right, because sounds are client only. I think what happens with those events is that there is a packet send to all player which triggers the soundEvent. How to disable? 1. Prevent package from being send(serverSide) 2. Disable the trigger of the soundEvent(ClientSide) 3. Disable the soundEvent itself(ClientSide) In my opinion option 3 is the easiest way, though clients would have to have it installed the mod. On the other hand, making it server side only may be pretty tricky, and isnt recommended if other options are available.
  18. rather simple, the recipes contains the recipe input and output. the only thing you have to do is iterate through the whole list, determine if its a shaped or shapeless recipe. than create every recipe in your Crafting Manager just the same way as you add a custom recipe. The parameters are the same as the input and output as the vanilla recipes in this case. I didnt mentioned you should add it . I tried to give some thoughts on what could cause the nbt problem. So could you check if the items are saved before you close the gui? (e.g. if changes in the crafting grid are save at all?)
  19. That makes no sence indeed, but can you craft things without closing the gui? It could be that its autocrafting, or that there are some ghostblocks. Ps. You dont have to add recipes manualy, you only have to switch them over to your recipe type. I think thats easy possible with some methods
  20. Hey, Im verry sorry that I forgat to relply, I had some bussy days. Anyway, the recipe problem is there because you add the vanilla recipes to the recipe List. The methods in the vanillaRecipe Classes are hardcoded to only search in (the first) 3x3 area. To work around this problem you need to recreate them in your own craftingSystem. As to the nbt problem, you seems to do everything oke, so I would have to test it a bit more to find the problem, though unfortunatly Im not able to do that right now.
  21. doRender(parameters) { // this is an empty method }
  22. Dont render it at all? Im not sure if this answer your question though. Could you explain a bit more what you are looking for? For examle: the potion effect, semi transparant rendering, switching from visible to invisible and back, partial transparant etc.
  23. Oke, so you got to remember that the server is responsible for all the desicion makings etc. While the Client only renders the world. Since the items has logic(= server) and rendering(= Client), you need to decide what should be called where. In case of the blockPlacement you need to check if the method is called by the server side, otherwise the blockchanging would be only a visible effect, not a physical one. Add this line to check if its the server who calls //if(!World.isremote) if(!world.isremote) { world.setBlock(x, y, z, Blocks.air); } Edit: Thanks for noticing. I was typing on a mobile phone, and totaly missed that accidential typed capital.
  24. I re-tested it, and you are right. though there is some strange behavior I can't explain. first, the particle Alpha gets ignored when its brightness isn't 0 or 15728880(max). instead of blending in and addapting the alpha, it will just overrule the bound texture... second, I made a copy of the tessellator class, and modified it so it was capable to render triangles instead. everything works fine, till the brightness gets messed upp. (I don't think its completly onto this topic, though it fits with the wierd behaviour) To clarify I've posted an link to an image on the bottom of this post. what you see is an grey model rendered through a tileEntity renderer class.(cutted out the unnesecery parts, Left is by night, Right is by day) all of it has the same texture bound to it, and yet you still se a difference. but only when the block is facing north or south! In this case I didnt pass through any light value, if I did it would make matters even worse. image example: http://imgur.com/kU5wZoy; codes: Traingle tess. + model

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