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hydroflame

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Everything posted by hydroflame

  1. @pelep, well that or start with a call to draw(), change texture to the one you need, startDrawing(), bunch of addVertexWithUV, draw(), rechange back to vanilla texture, startDrawingQuads() to resetup for vanilla drawing. i dont know what are the implication of that btw, so test with care
  2. why not calcel spawning usign a handler given a random change its a hack in solution but itll work (aka spawn onyl if Math.random() > 0.9)
  3. no keep it on the forums, because suppose you add me and ask me something, if i dont know about it youll have to post something anyway. plus if im not there you wont be able to continue, while if its always on the forums someone will answer ASAP and togheter we have way mroe knowledge then an invdividual.
  4. @gotolink, yea like months ago @op, forgeessentials coremod probably does that as well as mine if you need
  5. fuck it you're on my blacklist, maybe someone else has time to put up with your shit.
  6. valid, raytracing is the only option left then
  7. mcp/src/minecraft/assets/modid/textures/items/myitm.png
  8. so guys .. what not working ? i have "entities" that arent mobs but they wernt affected by a change from 1.5.2 to 1.6.2
  9. dont you mean World.markBlockForUpdate(x, y, z)?
  10. i htink theres a good one on the wiki, its not for items but it works the same way foudn it: http://www.minecraftforge.net/wiki/How_to_use_NBT_Tag_Compound gl hf
  11. yes BUT you have to make sure the same random number is not generated twice because that could screw things up try looking into NBTCompoundTag
  12. suspicious look float angleDifference = entity1.rotationYaw-entity2.rotationYaw; if they are facing itll be roughly 180, if its on the side itll be roughly 90 or 270 (depending on sides) if its from the back itll be roughly 0 ... now you're just mean. be honest, tell me if you dont want my help
  13. there's really no difference in term of difficulty between using wavefront or techne, except techne will only allow you to use very primitive shapes while wavefront you can do anything. sure the learning curve of every 3d model editor is a bit bigger, but at least you get legitimately good models. also, ease off the sarcasm and btw, yes some code notch made is pretty retarded, tweaking it a little can give you MUCH more power. I don't think you've noticed that I'm actually giving my utility code away. I'm not some douchebag that's just posting that he has better code but doesn't share it
  14. hmmm i dont really remember about that in 152 but i thing that would mean its looking for a files at mcp/src/minecraft/mods/GenericMod/etc
  15. i also cover those on the forge wiki except im using wavefront file because techne sucks
  16. nah that ok, a lot of ppl mod without having any ogl knowledge (and it bites them in the ass alter but ) basicly when youre calling your updateTradeBubble also pass the event that comes with it becuase it hold which entity is being rendered. now take the difference between the local player and the entity and translate by that amount code ish EntityPlayer localPlayer = Minecraft.getMinecraft().thePlayer; double x = localPlayer.posX - event.entity.posX; same for y, smae for z GL11.glPushMatrix(); GL11.glTranslated(x, y, z); //your render code here GL11.glPopMatrix(); it might be event.entity.posX-localPlayer.posX or the other way aroudn, try both if one doesnt work
  17. it might be the main mod but it might be another one, what we need is the file with "GameRegistry.registerWorldGenerator()" its probably the main mod file but maybe not
  18. yeah you need to translate to teh position of the entity before drawing
  19. ok i click on the link and search for "getVersion" and/or "GameRegistry" its nowhere to be found ... so now can you please link us to the class that makes the call to GameRegistry.registerWorldGenerator(IWorldGenerator); its also a class that has a getVersion() method, which both of those link DONT have
  20. if I'm useless please show me the code and tell ill let you say anything you want about me btw you're the one asking about a SYNTAX error
  21. shit minemaarten is right, forgot about that part (and also about how stupid vanilla code is )
  22. yes because you cannot provide the problem which is obviously is the class with getVersion and the call to GameRegistry.registerWorldGenerator(IWorldGenerator)
  23. neither of your links have what i asked for well then if you know whats the problem why are you asking for help ? im willing to bet 20 bucks it HAS something to do with the class because its a "syntax error" not a filenotfound error, not a null pointer, not a illegal argument exception, cannot cast X to Y syntax
  24. openGL isn't really good at rendering lines, do you think there could be another way to do that? what are you trying to do exactly ?, liek whats the goal behign drawing a line in the world

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