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Posts
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Posts posted by hydroflame
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after setting the new nbt, did you write anythign to it? because if not thats kindof normal
public class vec3{ public float x = 0, y = 0, z = 0; } in program: vec3 = new vec3(); println(vec3.x); "oh its 0 :\" "yeah thats normal"
or are you legitimatelly writing to it and its not apparing
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public void openChest() { if(bagpack.hasTagCompound()) { System.out.println("hastag");//never gets printed readFromNBT(bagpack.getTagCompound()); } }
well this code alone will not make bagpack magicly have a tagCompount
you should have a else then set a new tag compound like gotolink said in his post
public void openChest() { if(bagpack.hasTagCompound()) { System.out.println("hastag");//never gets printed readFromNBT(bagpack.getTagCompound()); }else{ bagpack.stackTagCompound = new NBTTagCompound();//im assuming that bagpack is an instance of ItemStack .. ?? ? } }
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when A block or when ALL block are right clicked ?
EntityPlayer player; ItemStack itemInHand = player.inventory.getCurrentItem(); itemInHand.itemID == theId; itemInHand.getItemDamage() == theMeta;
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well what you are trying to do is obviously possible, did you even debug at all?? try to check where it was saving/not saving
System.out.println("text");
System.out.println("the value of derp is: "+derp);
or even
try{
throw new Exception("weird thing happenning here !");
}catch(Exception e{
e.printStackTrace();
}
if you really need ?
i dont knwo just by looking at it whats wrong, but i know what you are trying to do is not impossible
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I give up.
this, its someting simple but you "give up" ... oh well one less mod on the market...
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hmmm.. i cant really say "aaahh go open source because open source is good" becuase my own mod is closed source, but heres the thing. as far as i can see your mod doesnt have any huge/unique features that other peopel might want to "steal" (if thats what you're afraid of)
and 2, you could use bitbucket, which the private repo option is free so it would make things a lot easier
not forcing you just showing you different options , ill still take a look at the code once i have time even if its not on a repo
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daaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaamn
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@Override
public void doRender(Entity entity, double d0, double d1, double d2,
float f, float f1)
{
GL11.glPushMatrix();
GL11.glPopMatrix();
GL11.glRotatef(90F, 0F, 1.0F, 0.0F);
}
dafuq is this ?
lets place this into my gl-to-english translator
String glCode = "GL11.glPushMatrix(); GL11.glPopMatrix(); GL11.glRotatef(90F, 0F, 1.0F, 0.0F);" String englishOutput = GLTranslator.translateGlCode(glCode); System.out.println(englishOutput);
console:
-save the current matrix state
-restore the latest matrix state//2 statement which togheter do absolutelly nothing
-rotate the whole world with the quaternion (90, 0, 1, 0)//yes you will mess everything up with this
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i *think* you cant have both meta and reparable as the item damage is the meta, but you can use the NBTTagCompound of the item to store the different states
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<the more you know>
well you CAN run code staticly using this format
public class MyClass{ public static int member1; public static float member2; { member1 = 5; member2 = member1*2; }
which is valid ... but yeah java syntax error shouldnt get to us
</the more you know>
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I can't find it in your post history
dont event search i have more then a thousand post
they didnt get rid of coremods btw, they just changed the way it works a little
let me pack it up and ill PM it to you
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no need to do it again, i have a coremod that does that and forge essential coremod does that too, just use theirs or mine
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reference players by entityId its faster and more secure
else youll have to get the entity lost and check by yourself
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because we need a block place event too
and reflection is slower, sure asm takes some time to implement but once its working its native java speed. since block place/break event are one of the few things preventing forge from being a good high population mod it would be nice to have those integrated within standard forge.
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cuz the texture highlighted in the folderseems all black too...
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#hes-probably-staticly-instanciating-his-items
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heu ... we dont even know whats wrong
explanation + pics if needed ?
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@mazetar, take it easy, have you ever spend some time on minecraftforums>mods>request ? if not i recommend you read the first few post. these people are ignorant and impolite. at least people on the board underatand that it takes some work to get a mod doneand most of them are willing to learn(even though for some of them "learn" = "copy paste")
at least op demonstrate that he is able to search for answers, he makes a mention to glBindTexture which i have rarely seen metionned elsewhere (glBindTextureis the method called by TextureManager btw )
the real question is, op why do you need getTexture ?
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well the wiki seems down (at least for me)
but search the wiki for "hydroflame guide to textures" and youll find everything you need
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@dies *facepalm* guess im still using my coremod then
@chillbill haha, sorry about that buddy
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can we have some pictures
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you can use wavefrotn files if you want, (.obj) and usually the unwrapping will be much better then with techne
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you could tottally use the same code for the IItemRenderer as the TileEntitySpecialRenderer, nothign is stopping you to do it
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@gotolink: yeah thats what i tought too BUT
http://www.minecraftforge.net/forum/index.php/topic,3094.msg20926.html#msg20926, one of my very first thread :')
give it a read you'll understand why RIGHT_CLICK_BLOCK is wrong :\
@dies if they are havign bukkit overhead they are doing it wrong
also, left_blick_block also has a bug with it and cant be use fully as a block break event (video demonstration:
in this video i am adding exp everytime a Left_click_block event is fired, which obviously isnt enough, i would also like to know how gotolink does that)
Saving data w/ items [Solved]
in Modder Support
Posted
can i see that ? (the code)
also dont be afraid to debug a lot, println a lot maybe you cna stpo something weird