Everything posted by hydroflame
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Using proxies as gui handlers
no
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GuiScreen and Item?
yeah make sens mc.displayGuiScreen(new GuiLavaCollector(player,world,tile)); this is wrong, you need a IGuiHandler and call this instead @Override public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer player, int a, float b, float c, float d) { TileEntity te = world.getBlockTileEntity(x, y, z); if(te != null){ TileEntityPlot tep = (TileEntityPlot)te; if(tep.isBought()){ return false; } if(player.username.equals(tep.owner)){ player.openGui(TheMod.instance, PlotSellerGui.GUI_ID, world, x, y, z); }else{ player.openGui(TheMod.instance, PlotBuyerGui.GUI_ID, world, x, y, z); } } return true; } example from one of my block ^^
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GuiScreen and Item?
hen .. well you implemented your class im a odd way, no render class should be called from server side, can we see that ?
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GuiScreen and Item?
never use @Sideonly period is there a bug if you DONT use it ?
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[1.6.2] 3D modeled Armor Render
using the step i enumerated or i am completelly ignorant and theres already something in forge to do it ?
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Remove Name Tag Mod
String username = // the username you need to update int newMode = //the new hide mode ex 0 for hidden 1 for visible MainMod.proxy.hideMap.put(username, newMode)
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Arrow acts wierd in survival
what about the renderer ?
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Check if player has a chest open and what the name of the chest is?
sendChatToPlayer(ChatMessageComponent.func_111066_d("HELOOOOOOOO!!!!!!!!!!!!"));
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Remove Name Tag Mod
the list can be in your server packet handler i guess
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Remove Name Tag Mod
So where would I make the list which one are we talking about? where should I make the packet that gets sent to all the players? some place that you have access to the server list of hide state
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Check if player has a chest open and what the name of the chest is?
oooooooooooooooooooooooooooooohhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh TIL!
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Check if player has a chest open and what the name of the chest is?
yes ok but all chest are going to have the same name right ?
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Check if player has a chest open and what the name of the chest is?
toString might simple the method from java.lang.Object afaik chest dont have names, why do you need something like this
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Check if player has a chest open and what the name of the chest is?
player.openContainer
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I want to create a sky dimension. [1.5.2]
ok this is some code i was working on, its not really the aether but it kinda looks like it import java.util.List; import java.util.Random; import net.minecraft.block.Block; import net.minecraft.block.BlockSand; import net.minecraft.entity.EnumCreatureType; import net.minecraft.util.IProgressUpdate; import net.minecraft.util.MathHelper; import net.minecraft.world.ChunkPosition; import net.minecraft.world.World; import net.minecraft.world.biome.BiomeGenBase; import net.minecraft.world.chunk.Chunk; import net.minecraft.world.chunk.IChunkProvider; import net.minecraft.world.gen.NoiseGeneratorOctaves; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.event.Event.Result; import net.minecraftforge.event.terraingen.ChunkProviderEvent; import net.minecraftforge.event.terraingen.PopulateChunkEvent; import net.minecraftforge.event.terraingen.TerrainGen; public class ChunkProviderAether implements IChunkProvider{ private Random endRNG; private NoiseGeneratorOctaves noiseGen1; private NoiseGeneratorOctaves noiseGen2; private NoiseGeneratorOctaves noiseGen3; public NoiseGeneratorOctaves noiseGen4; public NoiseGeneratorOctaves noiseGen5; private World endWorld; private double[] densities; /** The biomes that are used to generate the chunk */ private BiomeGenBase[] biomesForGeneration; double[] noiseData1; double[] noiseData2; double[] noiseData3; double[] noiseData4; double[] noiseData5; int[][] field_73203_h = new int[32][32]; public ChunkProviderAether(World par1World, long par2) { this.endWorld = par1World; this.endRNG = new Random(par2); this.noiseGen1 = new NoiseGeneratorOctaves(this.endRNG, 16); this.noiseGen2 = new NoiseGeneratorOctaves(this.endRNG, 16); this.noiseGen3 = new NoiseGeneratorOctaves(this.endRNG, ; this.noiseGen4 = new NoiseGeneratorOctaves(this.endRNG, 10); this.noiseGen5 = new NoiseGeneratorOctaves(this.endRNG, 16); NoiseGeneratorOctaves[] noiseGens = {noiseGen1, noiseGen2, noiseGen3, noiseGen4, noiseGen5}; noiseGens = TerrainGen.getModdedNoiseGenerators(par1World, this.endRNG, noiseGens); this.noiseGen1 = noiseGens[0]; this.noiseGen2 = noiseGens[1]; this.noiseGen3 = noiseGens[2]; this.noiseGen4 = noiseGens[3]; this.noiseGen5 = noiseGens[4]; } public void generateTerrain(int par1, int par2, byte[] par3ArrayOfByte, BiomeGenBase[] par4ArrayOfBiomeGenBase) { byte b0 = 2; int k = b0 + 1; byte b1 = 33; int l = b0 + 1; this.densities = this.initializeNoiseField(this.densities, par1 * b0, 0, par2 * b0, k, b1, l); for (int i1 = 0; i1 < b0; ++i1) { for (int j1 = 0; j1 < b0; ++j1) { for (int k1 = 0; k1 < 32; ++k1) { double d0 = 0.05D; double d1 = this.densities[((i1 + 0) * l + j1 + 0) * b1 + k1 + 0]; double d2 = this.densities[((i1 + 0) * l + j1 + 1) * b1 + k1 + 0]; double d3 = this.densities[((i1 + 1) * l + j1 + 0) * b1 + k1 + 0]; double d4 = this.densities[((i1 + 1) * l + j1 + 1) * b1 + k1 + 0]; double d5 = (this.densities[((i1 + 0) * l + j1 + 0) * b1 + k1 + 1] - d1) * d0; double d6 = (this.densities[((i1 + 0) * l + j1 + 1) * b1 + k1 + 1] - d2) * d0; double d7 = (this.densities[((i1 + 1) * l + j1 + 0) * b1 + k1 + 1] - d3) * d0; double d8 = (this.densities[((i1 + 1) * l + j1 + 1) * b1 + k1 + 1] - d4) * d0; for (int l1 = 0; l1 < 4; ++l1) { double d9 = 0.125D; double d10 = d1; double d11 = d2; double d12 = (d3 - d1) * d9; double d13 = (d4 - d2) * d9; for (int i2 = 0; i2 < 8; ++i2) { int j2 = i2 + i1 * 8 << 11 | 0 + j1 * 8 << 7 | k1 * 4 + l1; short short1 = 128; double d14 = 0.125D; double d15 = d10; double d16 = (d11 - d10) * d14; for (int k2 = 0; k2 < 8; ++k2) { int l2 = 0; if (d15 > 0.0D) { l2 = Block.stone.blockID; } par3ArrayOfByte[j2] = (byte)l2; j2 += short1; d15 += d16; } d10 += d12; d11 += d13; } d1 += d5; d2 += d6; d3 += d7; d4 += d8; } } } } } public void replaceBlocksForBiome(int par1, int par2, byte[] par3ArrayOfByte, BiomeGenBase[] par4ArrayOfBiomeGenBase) { ChunkProviderEvent.ReplaceBiomeBlocks event = new ChunkProviderEvent.ReplaceBiomeBlocks(this, par1, par2, par3ArrayOfByte, par4ArrayOfBiomeGenBase); MinecraftForge.EVENT_BUS.post(event); if (event.getResult() == Result.DENY) return; for (int k = 0; k < 16; ++k) { for (int l = 0; l < 16; ++l) { byte b0 = 1; int i1 = -1; byte b1 = (byte)Block.stone.blockID; byte b2 = (byte)Block.stone.blockID; for (int j1 = 127; j1 >= 0; --j1) { int k1 = (l * 16 + k) * 128 + j1; byte b3 = par3ArrayOfByte[k1]; if (b3 == 0) { i1 = -1; } else if (b3 == Block.stone.blockID) { if (i1 == -1) { if (b0 <= 0) { b1 = 0; b2 = (byte)Block.stone.blockID; } i1 = b0; if (j1 >= 0) { par3ArrayOfByte[k1] = b1; } else { par3ArrayOfByte[k1] = b2; } } else if (i1 > 0) { --i1; par3ArrayOfByte[k1] = b2; } } } } } } /** * loads or generates the chunk at the chunk location specified */ public Chunk loadChunk(int par1, int par2) { return this.provideChunk(par1, par2); } /** * Will return back a chunk, if it doesn't exist and its not a MP client it will generates all the blocks for the * specified chunk from the map seed and chunk seed */ public Chunk provideChunk(int par1, int par2) { this.endRNG.setSeed((long)par1 * 341873128712L + (long)par2 * 132897987541L); byte[] abyte = new byte[32768]; this.biomesForGeneration = this.endWorld.getWorldChunkManager().loadBlockGeneratorData(this.biomesForGeneration, par1 * 16, par2 * 16, 16, 16); this.generateTerrain(par1, par2, abyte, this.biomesForGeneration); this.replaceBlocksForBiome(par1, par2, abyte, this.biomesForGeneration); Chunk chunk = new Chunk(this.endWorld, abyte, par1, par2); byte[] abyte1 = chunk.getBiomeArray(); for (int k = 0; k < abyte1.length; ++k) { abyte1[k] = (byte)this.biomesForGeneration[k].biomeID; } chunk.generateSkylightMap(); return chunk; } /** * generates a subset of the level's terrain data. Takes 7 arguments: the [empty] noise array, the position, and the * size. */ private double[] initializeNoiseField(double[] par1ArrayOfDouble, int par2, int par3, int par4, int par5, int par6, int par7) { ChunkProviderEvent.InitNoiseField event = new ChunkProviderEvent.InitNoiseField(this, par1ArrayOfDouble, par2, par3, par4, par5, par6, par7); MinecraftForge.EVENT_BUS.post(event); if (event.getResult() == Result.DENY) return event.noisefield; if (par1ArrayOfDouble == null) { par1ArrayOfDouble = new double[par5 * par6 * par7]; } double d0 = 684.412D; double d1 = 684.412D; this.noiseData4 = this.noiseGen4.generateNoiseOctaves(this.noiseData4, par2, par4, par5, par7, 1.121D, 1.121D, 0.5D); this.noiseData5 = this.noiseGen5.generateNoiseOctaves(this.noiseData5, par2, par4, par5, par7, 200.0D, 200.0D, 0.5D); d0 *= 2.0D; this.noiseData1 = this.noiseGen3.generateNoiseOctaves(this.noiseData1, par2, par3, par4, par5, par6, par7, d0 / 80.0D, d1 / 160.0D, d0 / 80.0D); this.noiseData2 = this.noiseGen1.generateNoiseOctaves(this.noiseData2, par2, par3, par4, par5, par6, par7, d0, d1, d0); this.noiseData3 = this.noiseGen2.generateNoiseOctaves(this.noiseData3, par2, par3, par4, par5, par6, par7, d0, d1, d0); int k1 = 0; int l1 = 0; for (int i2 = 0; i2 < par5; ++i2) { for (int j2 = 0; j2 < par7; ++j2) { double d2 = (this.noiseData4[l1] + 256.0D) / 512.0D; if (d2 > 1.0D) { d2 = 1.0D; } double d3 = this.noiseData5[l1] / 8000.0D; if (d3 < 0.0D) { d3 = -d3 * 0.3D; } d3 = d3 * 3.0D - 2.0D; float f = (float)(i2 + par2 - 0) / 1.0F; float f1 = (float)(j2 + par4 - 0) / 1.0F; float f2 = 100.0F - MathHelper.sqrt_float(f * f + f1 * f1) * 8.0F; if (f2 > 80.0F) { f2 = 80.0F; } if (f2 < -100.0F) { f2 = -100.0F; } if (d3 > 1.0D) { d3 = 1.0D; } d3 /= 8.0D; d3 = 0.0D; if (d2 < 0.0D) { d2 = 0.0D; } d2 += 0.5D; d3 = d3 * (double)par6 / 16.0D; ++l1; double d4 = (double)par6 / 2.0D; for (int k2 = 0; k2 < par6; ++k2) { double d5 = 0.0D; double d6 = ((double)k2 - d4) * 8.0D / d2; if (d6 < 0.0D) { d6 *= -1.0D; } double d7 = this.noiseData2[k1] / 512.0D; double d8 = this.noiseData3[k1] / 512.0D; double d9 = (this.noiseData1[k1] / 10.0D + 1.0D) / 2.0D; if (d9 < 0.0D) { d5 = d7; } else if (d9 > 1.0D) { d5 = d8; } else { d5 = d7 + (d8 - d7) * d9; } d5 -= 8.0D; d5 += (double)f2; byte b0 = 2; double d10; if (k2 > par6 / 2 - b0) { d10 = (double)((float)(k2 - (par6 / 2 - b0)) / 64.0F); if (d10 < 0.0D) { d10 = 0.0D; } if (d10 > 1.0D) { d10 = 1.0D; } d5 = d5 * (1.0D - d10) + -3000.0D * d10; } b0 = 8; if (k2 < b0) { d10 = (double)((float)(b0 - k2) / ((float)b0 - 1.0F)); d5 = d5 * (1.0D - d10) + -30.0D * d10; } par1ArrayOfDouble[k1] = d5; ++k1; } } } return par1ArrayOfDouble; } /** * Checks to see if a chunk exists at x, y */ public boolean chunkExists(int par1, int par2) { return true; } /** * Populates chunk with ores etc etc */ public void populate(IChunkProvider par1IChunkProvider, int par2, int par3) { BlockSand.fallInstantly = true; MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Pre(par1IChunkProvider, endWorld, endWorld.rand, par2, par3, false)); int k = par2 * 16; int l = par3 * 16; BiomeGenBase biomegenbase = this.endWorld.getBiomeGenForCoords(k + 16, l + 16); biomegenbase.decorate(this.endWorld, this.endWorld.rand, k, l); MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Post(par1IChunkProvider, endWorld, endWorld.rand, par2, par3, false)); BlockSand.fallInstantly = false; } /** * Two modes of operation: if passed true, save all Chunks in one go. If passed false, save up to two chunks. * Return true if all chunks have been saved. */ public boolean saveChunks(boolean par1, IProgressUpdate par2IProgressUpdate) { return true; } public void func_104112_b() {} /** * Unloads chunks that are marked to be unloaded. This is not guaranteed to unload every such chunk. */ public boolean unloadQueuedChunks() { return false; } /** * Returns if the IChunkProvider supports saving. */ public boolean canSave() { return true; } /** * Converts the instance data to a readable string. */ public String makeString() { return "RandomLevelSource"; } /** * Returns a list of creatures of the specified type that can spawn at the given location. */ public List getPossibleCreatures(EnumCreatureType par1EnumCreatureType, int par2, int par3, int par4) { return null; } /** * Returns the location of the closest structure of the specified type. If not found returns null. */ public ChunkPosition findClosestStructure(World par1World, String par2Str, int par3, int par4, int par5) { return null; } public int getLoadedChunkCount() { return 0; } public void recreateStructures(int par1, int par2) {} } import net.minecraft.block.Block; import net.minecraft.util.ChunkCoordinates; import net.minecraft.util.MathHelper; import net.minecraft.util.Vec3; import net.minecraft.world.WorldProvider; import net.minecraft.world.biome.WorldChunkManagerHell; import net.minecraft.world.chunk.IChunkProvider; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; public class WorldProviderDimension extends WorldProvider { /** * creates a new world chunk manager for WorldProvider */ public void registerWorldChunkManager() { this.worldChunkMgr = new WorldChunkManagerHell(new BiomeGenAether(23), 0.5F, 0.0F); this.dimensionId = 1; this.hasNoSky = false; } /** * Returns a new chunk provider which generates chunks for this world */ public IChunkProvider createChunkGenerator() { return new ChunkProviderAether(this.worldObj, this.worldObj.getSeed()); } /** * Calculates the angle of sun and moon in the sky relative to a specified time (usually worldTime) */ public float calculateCelestialAngle(long par1, float par3) { return 0.0F; } @SideOnly(Side.CLIENT) /** * Returns array with sunrise/sunset colors */ public float[] calcSunriseSunsetColors(float par1, float par2) { return new float[]{1, 1, 1, 1}; } @SideOnly(Side.CLIENT) /** * Return Vec3D with biome specific fog color */ public Vec3 getFogColor(float par1, float par2) { int i = 10518688; float f2 = MathHelper.cos(par1 * (float)Math.PI * 2.0F) * 2.0F + 0.5F; if (f2 < 0.0F) { f2 = 0.0F; } if (f2 > 1.0F) { f2 = 1.0F; } float f3 = (float)(i >> 16 & 255) / 255.0F; float f4 = (float)(i >> 8 & 255) / 255.0F; float f5 = (float)(i & 255) / 255.0F; f3 *= f2 * 0.0F + 0.15F; f4 *= f2 * 0.0F + 0.15F; f5 *= f2 * 0.0F + 0.15F; return this.worldObj.getWorldVec3Pool().getVecFromPool((double)f3, (double)f4, (double)f5); } @SideOnly(Side.CLIENT) public boolean isSkyColored() { return true; } /** * True if the player can respawn in this dimension (true = overworld, false = nether). */ public boolean canRespawnHere() { return false; } /** * Returns 'true' if in the "main surface world", but 'false' if in the Nether or End dimensions. */ public boolean isSurfaceWorld() { return true; } @SideOnly(Side.CLIENT) /** * the y level at which clouds are rendered. */ public float getCloudHeight() { return 128.0F; } /** * Will check if the x, z position specified is alright to be set as the map spawn point */ public boolean canCoordinateBeSpawn(int par1, int par2) { int k = this.worldObj.getFirstUncoveredBlock(par1, par2); return k == 0 ? false : Block.blocksList[k].blockMaterial.blocksMovement(); } /** * Gets the hard-coded portal location to use when entering this dimension. */ public ChunkCoordinates getEntrancePortalLocation() { return new ChunkCoordinates(100, 50, 0); } public int getAverageGroundLevel() { return 50; } @SideOnly(Side.CLIENT) /** * Returns true if the given X,Z coordinate should show environmental fog. */ public boolean doesXZShowFog(int par1, int par2) { return false; } /** * Returns the dimension's name, e.g. "The End", "Nether", or "Overworld". */ public String getDimensionName() { return "Aether"; } } and register it like this DimensionManager.registerProviderType(dimensionID, WorldProviderDimension.class, false); i myself have copy pasted code so i dont knwo what it does/how it works
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Remove Name Tag Mod
the block shouldnt be holding the state your client proxy should be holding the hide state whenever the block is activated it send a packet to the server saying "i change my state to state : *insert state*" then the server will update HIS list of state and send the new player state to ALL player in the server
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Inventory Open [1.5.2]
@GotoLink, probably with a coremod :\
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Remove Name Tag Mod
im not quite sure what you did ... can you post code ?
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Custom Renderer with Transparent textures
done, search for "Tessellator" on the wiki, you might also want to look at my TESR tutorial
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Inventory Open [1.5.2]
do you need to interract with it ? like click on buttons and stuff, cuz it wont work if you need to
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A question about Datawatcher and entities
@airGamer well i was using entityID so far to sync between client/server but if its not the right way then my mod has possibly some HUGE bug right now :\
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Custom Renderer with Transparent textures
if you can wait maybe 30 min ill make a tutorial for it (on forge wiki)
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[1.6.2] 3D modeled Armor Render
so far no, im doing the same thing and heres the way to implement it: 1 make a coremod that will make the field RenderLivingEntity.mainModel public 2 make a event handler for the event "RenderPlayerEvent.Post" 3 rebuild the gl matrix transform tree inside this method and call to render your model where appropriate. also.. please stop using techne.... wavefront >>>> techne
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Animated parts on GUI
i meant more like ItemRender ItemRenderer ir = new ItemRenderer(player, new ItemStack(Block.lavaStill), 0); ir.renderItem()
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Animated parts on GUI
have you tried looking at how the lava in rendered in your inventory ?
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