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Zethariel

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Everything posted by Zethariel

  1. Just straight? I'd look into Ghast and Blaze projectiles instead. AFAIK a large fireball is compelled to travel in a straight line by default, so you'd only need to see how a Ghast does it. I remember doing something similar in Bukkit (a fireball spell) and I don't recall any of that math present at all - just spawn the ball, apply a vector to it and go (your problem might be trynig to use motionXYZ instead of a addVector or similar method that might do the math for you).
  2. You should probably check if the main inventory is empty, for example. I'm not entirely sure, but the event you are using might not be triggered before the inventory is wiped post-death. I'd use a different event, one that actually triggers while the entity dies, and add to a droplist there.
  3. Hello! I am trying to use jFileChooser with my minecraft plugin, but I am unable to find a handle to the main window. Currently I am opening the chooser with a null argument, that more often than not puts the dialog under the MC window, especially in full screen mode. Is there a way to obrain the handle to the main window? And if not, is there an alternative to file choosing I could use, short of building my own GUI element for that? As always any suggestions are appreciated!
  4. You are using an entity as a key for a map? I don't think it's a good idea. While I don't know the specific mechanics of managing those, I imagine that each player that joins generates a new entity, which will never be the same as the ones stored - the hashes might not work due to some internal player data being different.
  5. After that horrible, horrible pun for which I will not apologise, I'd like to ask advice on how to go about rendering a texture with an additional overlay to a model? For example, in my races mod, there will be a race that will require the texture to be slightly transparent (so OpenGL blending) and with an additional layer of texture over that (cracks and crevices to simulate a rocky surface) I don't want to add this as an armor layer type, since it needs to stick on the skin, not float above it. Is there any OpenGL function I'm missing specifically designed to applying a texture over another, or do I need to actually generate a separate bindable texture? I mean, doing that wouldn't be such a horrible way out (because I could just apply the overlay during image processing after download from server) but I'd like to know if there is a cost efficient way that would allow me to retiain the original texture (and thus allow for instant race change without having to re-download the texture each time the change occurs) Any help or guidance is very appreciated!
  6. Example video: Hello! I would like to present to you a mod I've been working on for some time now - Pony Races It is a skin mod that changes your appearance to a pony - in the future, various other races will be included, such as minotaurs or gryphons. The mod is currently in what I'd call early usable stages, in that players could use it if they would be okay with some animation bugs. Current list of features(updated for 0.6 are bolded): - support for 1.8 format and clothing, as well as legacy (64x32) and minelittlepony format - HD format skins (up to 1024x1024/1024x512!) - custom skin server - 2 button skin upload process - In-game editable tail length - Wings with animation for flying - Tail animation during movement - First person pony skin replaces regular skin - Colored Unicorn levitation magic! (make sure pixel 0,1 contains a color for this to work) - Different pony sizes! - Mix and pick race features: you are no longer bound to any canon race, allowing you to have ponies with claws and horns and wings and whatever else would be available! - toggle between normal rendering and pony (if you have any other skin mods, Pony Races will allow you to revert on the fly!) - less bugs than before! Future/upcoming features: - deeper model customization (child/adult/alicorn size, more wing types, additional hair styles, claws, piercings) - ability to customize & use pre-drawn skins without having to upload them, or use them as a base for your own skin - special armor models for supporters - more hairstyles (i.e. a mohawk) - possibly in-game editor as separate mod! Looking for help! Please contact me if you know how to do pixel art - best if you could do any of the below mentioned items: - Armor (2 layers for a quadruped) - 15x15 GUI icons (symbols with colors, such as a male symbol, a wing, horn, etc) - pixel skin for pre-made pony skins (or you could donate your previous minelittlepony one to be available to all!) I would like to hear your thoughts and suggestions - and, if you're interested, PM me if you want to get involved in testing right now! Download link is HERE Cheers! Disclaimer: The mod makes use of a skinserver that I run/own. The mod does not store nor ask for user information such as usernames and passwords - the only things that are being stored is your skin PNG file and your UUID in minecraft.
  7. I think there is a word missing here. Oh my gosh, Oops! My typing was a little fast. It was supposed to be *how*. You either buy it from a certified vendor or self-sign one yourself using OpenSSL (at least on Linux). But a self-signed one isn't really honored anywhere, and the webpage will still be displayed as insecure
  8. Yeah, I didn't want to do that. In the end, the data I'll be sending won't be sensitive in the way that obtaining them will give a potential troublemaker any edge. I'll just make sure to hash the messages sent well enough so they can't be decrypted too easily. I don't imagine many people would want to waste time on trying to crack an encoded minecraft POST message, while not being too obvious for those who would do it out of curiousity due to low security
  9. I'd be sending a password through a non-encrypted POST. Very unsafe. If it doesn't improve the security of the change, I wouldn't want to make the client store any additional data anywhere. Salt and hash. Done. So basically add a crapton of data and work out my own encryption and decryption method. Okay, sounds good, I guess. Thanks!
  10. I'd be sending a password through a non-encrypted POST. Very unsafe. If it doesn't improve the security of the change, I wouldn't want to make the client store any additional data anywhere.
  11. Hello there. Recently I've been developing a skin swap mod, one that allows you to upload your skin from the mod to a 3rd party server. Now that everything more or less works how it should, I have found myself stumped on the problem of securing any changes made to said skins. The scenario: Player sends out POST to server with image data, his UUID and some other information. Server reads the image, stores it and updates database. The problem: Anyone with a utility that can send POSTs can send a similar package and overwrite user's skin to anything. How to make sure that: a) The player sending the data is the one owning the skin b) The utility used to send the data is the Mod. I've tried looking into Yggdrasil authentication, but it doesn't have a method to confirm to whom the security token belongs to - any valid token returns a positive response and would be a poor security measure. I don't want to use the Authentication method, since it would invalidate the user's own Minecraft token, and I don't have a SSL certificate on my server. At the moment I'm totally at a loss for what to do. I would appreciate any pokes in the right direction. Thanks
  12. That answers my question Thank you once again for your time!
  13. Thank you for the reply! I'll have to look into the displayList. I guess that means that for my custom Renderer (which will imitate a RenderPlayer) I only need one instance of said class? It will contain, as you said, one instance of a model (derived from ModelBiped) which will be manipulated and rendered. I just want to make super sure I'm not doing something horribly against the current flow.
  14. Hello! I have been looking through the Forge source as well as traced in debug mode, but can't be entirely sure of the answer to the following question: When an entity is being rendered, does each entity posses it's own model object, or does the renderer instantiate just one model, pose it for each entity, render and move on? The former seems unlikely to me, since every render frame all the info is basically replaced during a render event. The reason for this question is that I'm going about rendering a custom Player model not by substituting the modelrenderer, but by detecting and redirecting the render event to another modelrenderer - that way I can have the legacy renderer (as well as any others that the player might be using) and, at the press of a button, it can change to mine. What I need to know is if me instantiating just one ModelRenderer and one Model is okay for this kind of method, or do I need to go about this another way, such as a Map of UUID to ModelRenderer. If any of this is unclear, I'll try and elaborate in further posts. Any guidance is very appreciated!
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