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hydroflame

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Everything posted by hydroflame

  1. never use @sideonly its only causing more confusion then anything NEVER with this logic the mod is un-codable, the thing you must understand is that packet are good but you MUST filter them, dont accept anything "just because" IRL example: in my mod people have a skill tree that they can buy spell from, but player dont tell the server "hey im now max level" when they want to buy a new skill they send a packet to the server saying "can i buy this ?" and the server will decide yes or no, so theres no way around usign a hacked client on this you feed stuff in a stream on one side and collect it on the other ....
  2. FUCK TECHNE GO WAVEFRONT WOUUUUUUU!!! buuuut here a sample code public class TESR implements/extends TileEntitySpecialRenderer{ private IModelCustom model; public TESR(){ model = AdvanceModelLoader.loadModel("/model.obj"); public void renderTileEntityAt(bunch of args){ //opengl setup (like pushMatrix and translate etc) model.renderAll(); //end of gl setup like popMatrix } } } "/model.obj" refers to the path: mcp/src/minecraft/model.obj i recommend blender when you export your obj make SURE to check triangulated face becasue forge obj loader doesnt accept them (you should always triangulate your shit anyway) if you load your model and it tells you something like cannot load becasue "o usemlt 19368 136 136" line xxx just remove line xxx and re run gl hf !! EDIT: my wavefront tutorial: http://www.minecraftforge.net/wiki/Using_wavefront_model
  3. main model is a private variable and so you cannot use it from a RenderPlayerEvent perspective
  4. ahahahah no meant ALL the render code public void renderInventoryBlock(Block block, int metadata, int modelID, RenderBlocks renderblocks) { GL11.glPushMatrix(); //code you already have GL11.glPopMatrix(); } now if thats true it means that there is a seeeeeeeeeeeeeeeerious problem with mc render engine ! and it also mean that ISBRH is way usefull then i tought sorry for not being that much help, i usually use TESR becasue you can add animation to it :\ but basicly considering what pelep said, it is worth to note that the calls to startDrawingQuads and draw() should probably not appear in a ISBRH
  5. ok well first you need to make a new ResourceLocation like this public static final ResourceLocation myImage = new ResourceLocation("modid", "path/to/texture") the 2nd string must NOT start with a "/" btw ex: public static final ResourceLocation myImage = new ResourceLocation("forgerev", "textures/models/spacepirate.png") and the file system for that will be: mcp/src/minecraft/assets/forgerev/textures/models/spacepirate.png then just renderEngine.func_110577_a(myImage); also surround ALL your render code with GL11.glPushMatrix(); //render code GL11.glPopMatrix();
  6. english is not my first language (french is) so yes please do yes but you can not change texture for the 3 different quads or change the color
  7. create them in your preInit instead of staticly yes and no, you coded in c++ before ? because those names dont really follow java convention usually class name start with a capital and variable name use the camel notation, and we dont use the hungarian notation, but of course it shouldnt affect the code , ps: derp "public static final" <- yeah ok i should look more closely next time, sorry
  8. well then OP will have to reinvent math in order to make his mod work
  9. no its not 1 why are your names obfuscated ? 2 are you creating the items BEFORE adding them to the recipes ? 3 your variable names and class names .... are horrible ... sorry
  10. Packet132TileEntityData cannot be sent to server without causing the server to kick the client, but it can be send from server to client, but thats basicly what the method markBlockForUpdate do
  11. actually its possible to make stack of 100+ item, but i dont know if its causing a problem with ISidedInventory, im jsut saying in general, you can
  12. @GotoLink, im pretty sure a single argument count for a method declared public void myMethod(Object ... args){ //hi link }
  13. you initialise the item AFTER crafting, it should be the other way aroudn because it execute the crafting recipe first, but then it doesnt know what a camo is at this point because it gets created only later in your code aka put addCrafting after creating all your items
  14. these happen still consider making a base item if its worth (i dont know what you're actually trying to do :\
  15. do you mind showing us some code ? but it hasnt happened to me the other thing (a tip) maybe if you had some baseItem that implements these "charge" effect for you would prevent problem like this, it would either not work at all or everything works aka onItemRightClick(){ [...] if(timeUse > getTriggerTime()){ triggerEffect(); } } abstract getTriggerTime(); abstract triggerEffect(); jsut suggesting
  16. not sure really this didnt happen to me note1: if scalac cannot be found it should NOT be a problem as scala is not mandatory for forge i see your path already has mcp installed, but forge doesnt need to have mcp installed anymroe because it will download it itself. can you retry using only forge ? (see wiki for install instruction)
  17. println, are you registering your renderer correctly ?
  18. what do you mean fake ? like you can walk through it and you wont pick it up ? liek a ghost ?
  19. well in all honestly you could always use PlayerInteractEvent to check whenever someone uses a chest and keep track of every chest in the world and who use it last, then save the result when the server closes and load them when it loads, but i dont think that a solution that scales very well unless you know how to store all thsi information super efficiently
  20. yes here:http://www.minecraftforge.net/wiki/Tessellator you dont have to make 4 call to addVertexWithUV before calling another draw()/startDrawing() but it has to be multple of 4 if you started with "startDrawingQuads()" (extra info, you cna if you want startDrawing(GL11.GL_TRIANGLES) but stick with quads becseu itll be easier in your case and yes the reason you don't have any texture is mostly becasue there no call to renderEngine.func_110577_a(ResourceLocation); at all, so the render engine doesn't have any texture to place on your quads

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