-
Posts
1511 -
Joined
-
Last visited
Posts posted by hydroflame
-
-
@mazetar, actually the whole class is just pure trolling
-
entityPlayerMP.theItemInWorldManager.isCreative()
-
time for today funny mojang code
BlockCarpet.java (extends Block btw)
protected void func_111047_d(int par1) { byte b0 = 0; float f = (float)(1 * (1 + b0)) / 16.0F; this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, f, 1.0F); }
this function does NOT override anythign in Block
the argument par1 has absolutelly NO use in the function
b0 is specificly set to something :\
theres a "1*somethign"... why would you do that ?
basicly this is the same thing as:
this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1/16f, 1.0F);
-
Well I assume this works in eclipse just not when exported to MC?
Three things then:
1. Is your modid lowercase only? if not you will have problems when exporting.
2. Are your package names lowercase only?
3. Have you reobfuscated the files before throwing them into mc?
i didnt know about package lowercase, java convention is to not use uppercase for package anyway but thats good to know
(yes i know not a lot of people follow java convention)
-
did you run recompile.sh then reobfuscate.sh (or .bat if you're a windows user)?
-
weird, because trapdoors have a way smaller box (and doors too)
-
hmmm, i would try to copy the code for slab to try to at least make if different successfully, then try to make it change according to your rules.
-
but it shouldn't push me out with a special one either.
no no of course, but at least we know theres nothign super weird goign on
public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4){
return AxisAlignedBB.getAABBPool().getAABB((double)par2 + this.minX, (double)par3 + this.minY, (double)par4 + this.minZ, (double)par2 + this.maxX, (double)par3 + this.maxY, (double)par4 + this.maxZ);
}
vanilla is doign it a biiiit differently, im thinking maybe you have a mismatch :\, maybe try something that is closer to what vanilla is doing ?
or actually BlockHalfSlab doesnt even override that method.
ps: i dont really know whats the problem, im jsut trying to debug with you
-
hmmm, well ok thsi is obviously a problem with the aabb, can you try giving something more simple, like a standard 1x1x1 aabb, maybe just to see if it works or not :\
-
pushes out like youre getting teleported or you're slowly moving out of the block ?
-
code to open a gui
-
well if you were using a keyhandler you wouldnt have to worry about that, but no there isnt
-
yeah in Minecraft.gameSettings.keyBindings
-
if its suppose to be "tunnels" connecting the end togheter, why would you make a cube out of it ?
like i dont get the advantage of having a 9x9x6 versus just a 9x1x1 you want to get to point A to B, so take the smallest road possible ?
-
Nah, I'll just stick with a TickHandler. I think I'll need it later in a little bit.
*hydroflame goes suspicisous mode.... hmmmm*
anyway
hum you are returning null
@Override public EnumSet<TickType> ticks(){ return null; }
and you should be returning something :
@Override public EnumSet<TickType> ticks() { return EnumSet.of(TickType.PLAYER); }
-
why would you need a packet handler ? its a key press
example:
import java.util.EnumSet; import net.minecraft.client.Minecraft; import net.minecraft.client.settings.KeyBinding; import org.lwjgl.input.Keyboard; import cpw.mods.fml.client.registry.KeyBindingRegistry.KeyHandler; import cpw.mods.fml.common.TickType; public class HBKeyHandler extends KeyHandler { public HBKeyHandler() { super(new KeyBinding[]{new KeyBinding("configure health bar", Keyboard.KEY_C)}, new boolean[]{false}); } @Override public String getLabel() { return "hbkh"; } @Override public void keyDown(EnumSet<TickType> types, KeyBinding kb, boolean tickEnd, boolean isRepeat) { if(Minecraft.getMinecraft().inGameHasFocus){ Minecraft.getMinecraft().thePlayer.openGui(MainMod.instance, 0, Minecraft.getMinecraft().theWorld, 0, 0, 0); } } @Override public void keyUp(EnumSet<TickType> types, KeyBinding kb, boolean tickEnd) { } @Override public EnumSet<TickType> ticks() { return null; } }
also, your TickHandler is not working because you are not returning null in "public EnumSet<TickType> ticks()"
-
ok i figured a few thing
for 1, for a reason i wont explain , you cannot use glTranslated, you have to surroudn your code with
tessellator.addTranslation(x, y, z);
and finish with
tessellator.addTranslation(-x, -y, -z);
now this will make place the tessellator where something like this
tess.addVertex(0, 0, 0); tess.addVertex(0, 1, 0); tess.addVertex(1, 1, 0); tess.addVertex(1, 0, 0);
will cover the entire face of a block (the one you want to render)
after that you can easilly use the tessellator normally to render wtv u want
unless you intended to render models (like IModelCustom) then you would need another layer of setup (which i can explain if you want)
-
which I might be over estimating
i think you are, unless you are expecting people to make network over hundreds and hundreds of block away it should be instant (at least to you)
also, if the other block is literally hundreds of block away, you still need to get there and minecraft doesn't have a lot of fast travel methods so you probably wouldn't even see the difference.
-
thats the beauty, you DONT have to know what are the child class
List<Object> classList = new ArrayList<Object>(); ClassPath cp = ClassPath.from(TheMod.class.getClassLoader()); for(ClassPath.ClassInfo info: cp.getTopLevelClassesRecursive("com.hydroflame")){//iterate every class in my mod Class c; c = Class.forName(info.getName());//get the class for the name aka this will get EVERY class one by one if(MyInterface.class.isAssignableFrom(c)){ List weapons = ((MyInterface)c.newInstance()).getNewWeapons();//retreive the new weapons from the class }
sorry about formatting
and
i remove all try catch block to make it easier to read
-
just little warning, if you use System.nanoTime, ALL your block will be extremelly synchronized
when i mean extremmelly, i mean like very very synchro
(btw my code is synchonized but thats just because i did not have time to implement the synchro break
to "break" this synchro you will need to use value that change from one block to another, the one i recommend using is x, y, z that is coviniently given to you by the method
now we need to use those to differentiate one animation from the other
imagine that all our animation are based on one factor
lets say:
float f = System.nanoTime()/1000000f;
now that would mean everything is synchro, what would happen if we were to add somethign to differentiate them from one another:
int loopFactor = 50; float f = System.nanoTime()/1000000f + (x%loopFactor)/attenuationFactor;
and attenuationFactor im not sure what is a good value, to high will make it look weird, too low too
basicly we introduced the x variable of the TE to make sure 2 TE with 2 different x will not be in synchronization, repeat for y and z to make sure that nothign is synchro ever
of course this will only make the animation be at different "time" in their loop, but at least it looks nice
now i know this isnt very clear, please ask if you want another explanation
-
you can also make a class that extends KeyHandler and regsiter that class, will probably be easier
-
However I don't understand how to use it to get subclasses, or classes that implement an interface.
that more a question of knowing exactly which function to use
in the case to check is some class is child of another
Parent.class.isAssignableFrom(PotentialChild.class);
or if you're usign an object:
Parent.class.isAssignableFrom(myObject.getClass());
in a minecraft related example:
Block.class.isAssignableFrom(BlockOre.class)
will return always true because BlockOre extends Block
same thing for interfaces
ISimpleBlockRenderingHandler.class.isAssignableFrom(MyISBRH.class)
will return true because MyISBRH implements ISimpleBlockRenderingHandler
-
But how did you time the animation of the texture
can you give me your deffinition of that, because we could think 2 different stuff when we read that
im thinking 3d texture or multiple texture that gets dispalyed one after the other
how did I do it? well i personally like to use cyclic animation (the same thing over and over)
since all i want is somethign that moves, i usually take the system and transform it into the matrix transform i want to apply it to
hard to type but heres a real live example from my mod:
//sorry about extremmelly shitty qualitycode that does that:
import org.lwjgl.opengl.GL11; import com.hydroflame.mod.ForgeRevCommonProxy; import com.hydroflame.mod.TheMod; import net.minecraft.block.Block; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.OpenGlHelper; import net.minecraft.client.renderer.RenderBlocks; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer; import net.minecraft.tileentity.TileEntity; import net.minecraft.util.ResourceLocation; import net.minecraft.world.IBlockAccess; import net.minecraftforge.client.model.AdvancedModelLoader; import net.minecraftforge.client.model.IModelCustom; import cpw.mods.fml.client.registry.ISimpleBlockRenderingHandler; public class RenderTeleporter extends TileEntitySpecialRenderer{ private IModelCustom teleporter; private ResourceLocation texture = new ResourceLocation(TheMod.modid, "/models/textures/teleporter.png"); private float[] pos; int displayList = -1; public RenderTeleporter(){ teleporter = AdvancedModelLoader.loadModel("/teleporter.obj"); pos = new float[30]; for(int i = 0; i < pos.length; i++){ pos[i] = (float) Math.random()*2; } } @Override public void renderTileEntityAt(TileEntity tileentity, double d0, double d1, double d2, float f) { //here for(int i =0; i < pos.length; i++){ } float size = 0.1f; Tessellator tess = Tessellator.instance; for(int i = 0; i < pos.length; i++){ pos[i]+=0.01f; if(pos[i] > 2){ pos[i] = 0; } } Minecraft.getMinecraft().renderEngine.func_110577_a(ForgeRevCommonProxy.portalParticle); GL11.glPushMatrix(); GL11.glTranslated(d0+0.5, d1+1, d2+0.5); for(int i = 0; i < pos.length; i++){ GL11.glRotated(360/pos.length, 0, 1, 0); GL11.glPushMatrix(); GL11.glTranslated(0, pos[i], 1); tess.startDrawingQuads(); tess.addVertexWithUV(-size, -size, 0, 0, 0); tess.addVertexWithUV(-size, size, 0, 0, 1); tess.addVertexWithUV(size, size, 0, 1, 1); tess.addVertexWithUV(size, -size, 0, 1, 0); tess.addVertexWithUV(-size, -size, 0, 0, 0); tess.addVertexWithUV(size, -size, 0, 1, 0); tess.addVertexWithUV(size, size, 0, 1, 1); tess.addVertexWithUV(-size, size, 0, 0, 1); tess.draw(); GL11.glPopMatrix(); } GL11.glPopMatrix(); GL11.glColor3f(1, 1, 1); Minecraft.getMinecraft().renderEngine.func_110577_a(texture); GL11.glPushMatrix(); GL11.glTranslated(d0+0.5, d1+1, d2+0.5); GL11.glScaled(1.3, 1.3, 1.3); Tessellator.instance.setColorOpaque_F(1, 1, 1); teleporter.renderAll(); Minecraft.getMinecraft().renderEngine.func_110577_a(ForgeRevCommonProxy.portalRune); GL11.glTranslated(0, 0.2, 0); GL11.glRotated(System.nanoTime()/100000000f, 0, 1, 0); tess.startDrawingQuads(); tess.addVertexWithUV(-0.5, 0, -0.5, 0, 0); tess.addVertexWithUV(-0.5, 0, 0.5, 0, 1); tess.addVertexWithUV(0.5, 0, 0.5, 1, 1); tess.addVertexWithUV(0.5, 0, -0.5, 1, 0); tess.draw(); GL11.glPopMatrix(); } }
-
well look up java reflection on google, theres ton of beautifull content for it (and seiously reflection is soooo sexy )
but yeah, basicly make every "submod" implements a interface X
use reflection to find all those class
then use the interface to get the requried information
like idk
public interface extraMod{
public List<Item> getExtraItems();
public List<Block> getExtraBlocks();
public List<Object> getExtraEventHandlers();
}
NoSuchFieldError when i run my mod outside of eclipse
in Modder Support
Posted
well the bin directory is not obfuscated so its normal it crash
i dont understand why peopel do that, it only causes problem later :\