Everything posted by mnn
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Chat Handler and All user Commands and Time Handler (on SERVER)
1. take a loot at ServerChatEvent, from code it looks like you can change chat text 2. try overriding getRequiredPermissionLevel (haven't tried it, I might be wrong) 3. implement ITickHandler (or IScheduledTickHandler) and register it via TickRegistry.registerTickHandler
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directional problem
I meant push in a git way .
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directional problem
Look (again) at the wiki post. There's all the code you need. Pay attention mainly to this parts: /*This will rotate your model corresponding to player direction that was when you placed the block. If you want this to work, add these lines to onBlockPlacedBy method in your block class. int dir = MathHelper.floor_double((double)((player.rotationYaw * 4F) / 360F) + 0.5D) & 3; world.setBlockMetadataWithNotify(x, y, z, dir, 0);*/ GL11.glRotatef(dir * (-90F), 0F, 1F, 0F); If you still have a problem, try to write what exactly isn't working (the code in git repo doen't seem to implement any of those, didn't you forget to push your code?).
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How to check what dimension the player is in
It's possible that it's only server-side. But you can easily implement a custom packet to trigger something on a client (if it's really server-side only).
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How to check what dimension the player is in
implement a class implementing IPlayerTracker (register it with GameRegistry.registerPlayerTracker) and when a player changes dimension it will run onPlayerChangedDimension method in your class .
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Simple Render Error
shouldn't it be: Minecraft.getMinecraft().renderEngine.bindTexture("/textures/items/modParticles/woodParticle.png"); ?
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Making it compatible with tekkit tubing
False. Current pack have all permissions perfectly alright. Even FTB isn't that sunny as I thought it is. Allegedly they ignore smaller mods when dividing money from donations, they won't even place "donate" links to a smaller mods on their page. I also read that they asked modmaker to pay them money because they promote his/her mod (I think it was something with UE). To the topic: IMO if you use Liquid Dictionary it should be fine (but I could be wrong, haven't done any liquid yet).
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Tree gen. frequency?
it's not that difficult . generate method is called for every chunk (= 16x16 blocks when looking from top) - so in a generate method firstly we determine if we generate a bush patch here (something like if (random.nextFloat()<0.05) ) then you can just use the second for cycle (maybe tune the numbers a bit - having 40bushes in 16x16 area, it could be a bit crowded depending on a size of your bush).
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CraftingHandler tutorial
you implement ICraftingHandler and register it by GameRegistry.registerCraftingHandler. if you want to create "leftovers" in a crafting matrix beware that after crafting all itemstacks there will have stack size decreased by one.
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Tree gen. frequency?
Been there before. (I think) This happens when you generate stuff outside of a current chunk borders and you're generating "too much". If you try to generate stuff outside it triggers a generation of that chunk, but it also triggers generating of a next chunk which was requested because stuff generated here were overlapping to the next one and so on. So either don't generate outside or generate just patches of bushes.
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.obj loader?
Techne is using WPF, it's incredibly complex (not-only) gui framework. Even Mono (partial .NET port to Linux) guys said that they will never implemented it because of its complexity. It's not a matter of easy fix, it would take thousands of hours to properly implemented this thing (probably even more). EDIT: I have no experience with Blender, but it looks like you a model, export uv layout to gimp and you can start texturing. source: http://pioneerwiki.com/wiki/UV_coordinates_in_Blender
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Throwable Entity not rendering at all
Common error is to forget set proper coordinates. Could you post EntityZeusLightningBolt (the code tag seems broken)?
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[SOLVED] Noob-Problem with GameRegistry.registerBlock / LanguageRegistry.addName
Are you setting a name of your block(s) - setUnlocalizedName? The name in registerBlock method is imo just for FML, but the unlocalizedName is used by LanguageRegistry to look-up a title for GUI. similar (or same?) topic - http://www.minecraftforge.net/forum/index.php/topic,7798.msg39631.html
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Invisible custom rendered block
As stated by Naitenne we need code, without the code it's just guessing what you could do wrong/miss... All I can do is throw a few common solutions: make sure your TE is spawned with your block, check if your model isn't misplaced (e.g. being rendered underground), check if you're registering your TE and TE renderer.
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Blender 3D model of how?
It should be doable by forge itself (without conversion), some tutorial -> http://minalien.com/tutorial-advancedmodelloader/ .
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Scala
I saw a bunch of scala-related commits in FML and it reminded me this thread. So, nobody on this forum writes mod(s) in Scala (or knows how to do it without writing custom compiling scripts around MCP ones)?
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Shutdown normal rendering system
It's quite advanced stuff (and I'm still noob at it myself ). If you use asmifier tool you don't even need to know too much about java bytecode. If you go the ASM way expect a lot of time spent reading and experimenting. I honestly don't think you have much choices left - IMO it's either editing directly base classes or in a runtime... some links: http://asm.ow2.org/ http://download.forge.objectweb.org/asm/asm4-guide.pdf
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Shutdown normal rendering system
Use ASM - insert "if(MyMod.doRenderBlocks)" to wrap "flag1 |= renderblocks.renderBlockByRenderType(block, k2, i2, j2);" in WorldRenderer (to be precise, it won't be "if" but instruction, I used it just for sake of simplicity). Then change static boolean field in your mod class whenever you want to turn it on/off and you're done. Test of hook's position:
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How to use tools in a crafting recipe
(I'm not sure if I understood your question.) If you want the recipe to accept any damage value then use OreDictionary.WILDCARD_VALUE in dmg of ItemStack in the recipe.
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How to use tools in a crafting recipe
(I'm not sure if I understood your question.) If you want the recipe to accept any damage value then use OreDictionary.WILDCARD_VALUE in dmg of ItemStack in the recipe.
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Floating Mob
"no collision" occurs when a block is returning null from getCollisionBoundingBoxFromPool, but I'm not so sure about the snow .
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Floating Mob
"no collision" occurs when a block is returning null from getCollisionBoundingBoxFromPool, but I'm not so sure about the snow .
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CRASH UPON STARTING MINECRAFT [TON OF FORGE MODS]
I'd guess it's something with the manifest file (in META-INF directory).
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CRASH UPON STARTING MINECRAFT [TON OF FORGE MODS]
I'd guess it's something with the manifest file (in META-INF directory).
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bonemeal issues
I glanced over your code, but I don't see anything wrong . You can try to compare your code with this, maybe you spot something. https://github.com/mnn/jaffas/blob/470f03cc54d2220219e27ace00b4acdedc1fe555/src/minecraft/monnef/jaffas/trees/block/BlockFruitSapling.java#L41 https://github.com/mnn/jaffas/blob/470f03cc54d2220219e27ace00b4acdedc1fe555/src/minecraft/monnef/jaffas/trees/JaffasTrees.java#L472
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