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zlappedx3

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Everything posted by zlappedx3

  1. In really i don't want to talk about this i just convert the skin to byte array for save in data world for use on the gui screen but have the problem just can't ImageIO of skin if the player not in the world i can't use skin from that player but if i Steam out from link gui screen on game will slowly open gui how to fixed this problem ?
  2. I'm try on EntityJoinWorldEvent on cilent side only when i use account of mojang i mean real account i try ImageIO.read() url on real account but it send can't use steam url but if i use on the eclipse IDE or other lancher at is not mojang ImageIO.read() can normally running when i print Cause() have this result. sun.security.validator.ValidatorException: PKIX path building failed: sun.security.provider.certpath.SunCertPathBuilderException: unable to find valid certification path to requested target This is my link for SteamIn : https://api.minetools.eu/skin/davethepig101 And i try send the skin in game use by TextureUtil.readBufferedImage() can't use on account of mojang too.
  3. Now i can use the obj model on 1.14.4 but have the problem i can't use the texture map on model please try look the my code. https://github.com/thepdone/testOBJ
  4. Hi before i can use the packet message but in 1.14.4 i can't readTag from ByteBufUtils when i look vanilla i see getContentDump but it's String How read the PacketBuffer for CompoundNBT ?
  5. I can't find in vanilla but i think this can work thank you. public WorldData() { super(key); } storage.getOrCreate(WorldData::new, key); Untested
  6. Hello diesieben07 How are you ?
  7. I normally use MapStorage with getPerWorldStorage () to call NBT or Data. public static WorldData forWorld(ServerWorld world){ World a = (World)world; DimensionSavedDataManager storage = world.getSavedData(); storage.set(new WorldData(key)); //MapStorage storage = world.getPerWorldStorage(); //WorldData result = (WorldData)storage.getOrLoadData(WorldData.class, key); /* if (result == null) { result = new WorldData(key); storage.setData(key, result); }*/ return result; } WorldSavedData get(String nbame) {return this;}
  8. Hi i have the problems abount WorldSavedData i know want use DimensionSavedDataManager but i don't know how to use please Example.
  9. Hi i'm need use the model obj function before, I had already asked on 1.13.2 but larsgerrits tell me Please if 1.13 or 1.14 can use it sample code or doc for me i'm need update my mod.
  10. Yes which method do you use ? I just download your src and use only But not yet write more.
  11. Thank you but your method is not available.
  12. In the Client proxy I called use OBJLoader.INSTANCE.addDomain then send to FMLCommonSetupEvent and the json file I think that is not wrong. please help !!!! https://github.com/thepdone/mysrc
  13. Now i can play it thank you for reply this post. How i play it. @SideOnly(Side.CLIENT) @SubscribeEvent public void addSound(PlaySoundEvent event) { if(event.getName().equals("music.game") || event.getName().equals("music.creative")) { Random rand = new Random(); int n = rand.nextInt(2) + 1; if(n == 2) { int m = rand.nextInt(6) + 1; if(m == 1) { event.setResultSound(PositionedSoundRecord.getMusicRecord(Register.mo_ce01)); }else if(m == 2) { event.setResultSound(PositionedSoundRecord.getMusicRecord(Register.mo_ce02)); }else if(m == 3) { event.setResultSound(PositionedSoundRecord.getMusicRecord(Register.mo_ce03)); }else if(m == 4) { event.setResultSound(PositionedSoundRecord.getMusicRecord(Register.mo_ce04)); }else if(m == 5) { event.setResultSound(PositionedSoundRecord.getMusicRecord(Register.mo_ce05)); }else if(m == 6) { event.setResultSound(PositionedSoundRecord.getMusicRecord(Register.mo_ce06)); } } } }
  14. I use SoundEvent registry sound and set category are music, stream true in .json but why can't play it. Ummm if possible i don't need remove original backgound music but i want to add for random with original.
  15. I can use addVertexData and addVertexWithUV from Tessellator but i understand that want call getWorldRenderer() on 1.8.9++ how to use addVertexWithUV from other version ? In 1.7.10 i can rending it. public void updateMirror(float partialTick) { int w, h; float y, py, p, pp; boolean hide, pause; int view, limit; long endTime = 0; MovingObjectPosition mouseOver; w = mc.displayWidth; h = mc.displayHeight; y = mc.getRenderViewEntity().rotationYaw; py = mc.getRenderViewEntity().prevRotationYaw; p = mc.getRenderViewEntity().rotationPitch; pp = mc.getRenderViewEntity().prevRotationPitch; hide = mc.gameSettings.hideGUI; view = mc.gameSettings.thirdPersonView; limit = mc.gameSettings.limitFramerate; mouseOver = mc.objectMouseOver; switchToFB(); mc.displayHeight = 180; mc.displayWidth = 320; mc.gameSettings.hideGUI = true; mc.getRenderViewEntity().rotationYaw += 180; mc.getRenderViewEntity().prevRotationYaw += 180; mc.getRenderViewEntity().rotationPitch = -p + 18; mc.getRenderViewEntity().prevRotationPitch = -pp + 18; GL11.glPushAttrib(GL11.GL_VIEWPORT_BIT | GL11.GL_ENABLE_BIT | GL11.GL_CURRENT_BIT | GL11.GL_POLYGON_BIT | GL11.GL_TEXTURE_BIT); mc.entityRenderer.updateCameraAndRender(partialTick, mc.getSystemTime()); GL11.glPopAttrib(); mc.objectMouseOver = mouseOver; mc.getRenderViewEntity().rotationYaw = y; mc.getRenderViewEntity().prevRotationYaw = py; mc.getRenderViewEntity().rotationPitch = p; mc.getRenderViewEntity().prevRotationPitch = pp; mc.gameSettings.limitFramerate = limit; mc.gameSettings.hideGUI = hide; mc.displayWidth = w; mc.displayHeight = h; mc.gameSettings.thirdPersonView = view; switchFromFB(); } public void TickUpdate(float partialTick) { Tessellator tes = Tessellator.getInstance(); if (mc.theWorld == null || mc.currentScreen != null || mc.gameSettings.thirdPersonView != 0 || mc.thePlayer == null) return; GL11.glPushAttrib(GL11.GL_ENABLE_BIT | GL11.GL_CURRENT_BIT | GL11.GL_POLYGON_BIT | GL11.GL_TEXTURE_BIT); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, mc.displayWidth, mc.displayHeight, 0, 1000, 3000); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glTranslatef(0, 0, -2000); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_LIGHTING); tes.getWorldRenderer().begin(GL11.GL_QUADS, tes.getWorldRenderer().getVertexFormat()); GL11.glColor3ub((byte) 24, (byte) 24, (byte) 24); tes.getWorldRenderer().addVertexData(vertexData); tes.draw(); GL11.glColor3ub((byte) 255, (byte) 255, (byte) 255); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glBindTexture(GL11.GL_TEXTURE_2D, mirrorTex); tes.getWorldRenderer().begin(GL11.GL_QUADS, tes.getWorldRenderer().getVertexFormat()); tes.draw(); if (framecount++ % 2 == 0) { updateMirror(partialTick); } GL11.glPopAttrib(); mc.entityRenderer.setupOverlayRendering(); } But other version how to use ?(sample from 1.8.9) public void updateMirror(float partialTick) { int w, h; float y, py, p, pp; boolean hide, pause; int view, limit; long endTime = 0; MovingObjectPosition mouseOver; w = mc.displayWidth; h = mc.displayHeight; y = mc.getRenderViewEntity().rotationYaw; py = mc.getRenderViewEntity().prevRotationYaw; p = mc.getRenderViewEntity().rotationPitch; pp = mc.getRenderViewEntity().prevRotationPitch; hide = mc.gameSettings.hideGUI; view = mc.gameSettings.thirdPersonView; limit = mc.gameSettings.limitFramerate; mouseOver = mc.objectMouseOver; switchToFB(); mc.displayHeight = 180; mc.displayWidth = 320; mc.gameSettings.hideGUI = true; mc.getRenderViewEntity().rotationYaw += 180; mc.getRenderViewEntity().prevRotationYaw += 180; mc.getRenderViewEntity().rotationPitch = -p + 18; mc.getRenderViewEntity().prevRotationPitch = -pp + 18; GL11.glPushAttrib(GL11.GL_VIEWPORT_BIT | GL11.GL_ENABLE_BIT | GL11.GL_CURRENT_BIT | GL11.GL_POLYGON_BIT | GL11.GL_TEXTURE_BIT); mc.entityRenderer.updateCameraAndRender(partialTick, mc.getSystemTime()); GL11.glPopAttrib(); mc.objectMouseOver = mouseOver; mc.getRenderViewEntity().rotationYaw = y; mc.getRenderViewEntity().prevRotationYaw = py; mc.getRenderViewEntity().rotationPitch = p; mc.getRenderViewEntity().prevRotationPitch = pp; mc.gameSettings.limitFramerate = limit; mc.gameSettings.hideGUI = hide; mc.displayWidth = w; mc.displayHeight = h; mc.gameSettings.thirdPersonView = view; switchFromFB(); } public void TickUpdate(float partialTick) { Tessellator tes = Tessellator.getInstance(); if (mc.theWorld == null || mc.currentScreen != null || mc.gameSettings.thirdPersonView != 0 || mc.thePlayer == null) return; GL11.glPushAttrib(GL11.GL_ENABLE_BIT | GL11.GL_CURRENT_BIT | GL11.GL_POLYGON_BIT | GL11.GL_TEXTURE_BIT); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, mc.displayWidth, mc.displayHeight, 0, 1000, 3000); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glTranslatef(0, 0, -2000); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_LIGHTING); tes.getWorldRenderer().begin(GL11.GL_QUADS, tes.getWorldRenderer().getVertexFormat()); GL11.glColor3ub((byte) 24, (byte) 24, (byte) 24); tes.getWorldRenderer().addVertexData(vertexData); tes.draw(); GL11.glColor3ub((byte) 255, (byte) 255, (byte) 255); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glBindTexture(GL11.GL_TEXTURE_2D, mirrorTex); tes.getWorldRenderer().begin(GL11.GL_QUADS, tes.getWorldRenderer().getVertexFormat()); tes.draw(); if (framecount++ % 2 == 0) { updateMirror(partialTick); } GL11.glPopAttrib(); mc.entityRenderer.setupOverlayRendering(); }
  16. I see src of mod Rearview from 1.6.4 updateCameraAndRender can use on tickEnd from implements ITickHandler but i need new making other version. i use updateCameraAndRender on RenderGameOverlayEvent but can't use it on 1.7.10. I comeback make 1.7.10 just i'm fear other version can't use updateCameraAndRender.
  17. I use LivingAttackEvent and ExtendedPlayer implements by IExtendedEntityProperties. @SubscribeEvent public void onEvent(LivingAttackEvent event){ if(event.entity instanceof EntityPlayer){ EntityPlayer ishit = (EntityPlayer)event.source.getEntity(); ExtendedPlayer player = ExtendedPlayer.get(ishit); EntityPlayer isDeath = (EntityPlayer)event.entity; ExtendedPlayer player2 = ExtendedPlayer.get(isDeath); if(player.getTeam() != 0 && player.getTeam() == player2.getTeam()){ event.setCanceled(true); } } } And I use hitEntity in sword by spawn EntityLightningBolt while hit. public boolean hitEntity(ItemStack par1ItemStack, EntityLivingBase par2EntityLivingBase, EntityLivingBase par3EntityLivingBase) { World world = par2EntityLivingBase.worldObj; EntityLightningBolt lightningBolt = new EntityLightningBolt(world, par2EntityLivingBase.posX, par2EntityLivingBase.posY, par2EntityLivingBase.posZ); par1ItemStack.damageItem(1, par3EntityLivingBase); world.spawnEntityInWorld(lightningBolt); world.addWeatherEffect(lightningBolt); return true; } And this is log Error.
  18. I can't refer entityplayer by profile this code. GameProfile profile = new GameProfile(UUID.fromString("uuid"), "name"); EntityPlayer player = new EntityPlayer(world, profile)
  19. I want see mana of other player that is not own. I mean IExtendedEntityProperties of other player by gui.
  20. in BlockLiquid or BlockDynamicLiquid of Vanilla, it will use Material.lava for setfire. But i don't know how set fire in BlockLiquid do by Fluid. If you have how create new Material block you want explain to me.
  21. How do you check that a itemstack item or block ?
  22. and i can check itemstack that is block or item ? I'm sorry I can't explain in English what you understand.
  23. OK i try change "textures/atlas/items.png" to "textures/atlas/blocks.png" but it show texture, not block. now i need how to render model block in guiscreen.

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