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hydroflame

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Everything posted by hydroflame

  1. i dont think your renderer needs to know about which item it renders, it pretty much just needs to know how to render wtv you're asking it to do new RenderRockSnowball(ashtonsmod.RockSnowball)//bold probably not required or adding giving any information to the renderer
  2. hydroflame replied to mrkirby153's topic in Modder Support
    sure
  3. in what case do you need specificly a bufferedImage and cant use mc texture system ?
  4. @dies, you could also make the change in your dev env, so that it compiles thinking there will be a field called "myAwesomeField" and make sure the coremod insert that field. this is how I would solve that.
  5. probably in your implemebtation of the shift click option
  6. was it my guide ? if yes the i can confirm my nethod doesnt work with multiple project setup (you have 1 folder for your mod and 1 for mc source) i can also confirm that you can still load texture when having multiple projects. just im not sure how though i know theyre are other threads that talk about this on the forums and they found valid solution i will also update my guide for case like this
  7. or dont have negative temperature (degree kelvin ?)
  8. *puts on glasses* afaik there is no way to do that, for some reason mc uses displayList for 99% of the blocks then TileEntitySpecialRenderer for the other 1%, the thign that i hate is that there is no middle, you either need a TileEntity or you dont and cant use animation/render every frame .... :\ optifine has something for that but unfortunatelly that a mod in itself and now included in vanilla mc
  9. you could also maybe use only reflection, maybe this would be simpler then ASM (which usually hit people like a truck)
  10. you need flow control if the temperature is negative though :\ like i said that "roughly" the formula
  11. hydroflame replied to mrkirby153's topic in Modder Support
    object oriented programming, a term probably as common as LOL in the programming world
  12. no srly i expected you to tell me like batch/bash/shell/html/php/perl etc like a lot of scripting language. sorry im just surprise you have not heard/think about the @Override because it a similar concept exists in cpp too
  13. 1 it relates directly to bukkit so yes it bukkit related 2 the description of the board CLEARLY states this board is not a java classroom. when your question is clearly related to java basics. you call bukkit method like you would for ANY other method, the fact that its bukkit, forge, modloader or another 3rd party software doesnt change anything, java is java hint, how to call System.out.println(String) System.out.println(String);
  14. which language (beside java) have you coded with? if none of them were oop (object oriented programming) you might want just to do a quick overview of it to know wtf were doing with oop
  15. you still have to point to the new package/class
  16. i am also suspicious about that, but since some language dont have inheritance ill let it go... [lmgtfy]java inheritance[/lmgtfy]
  17. free: blender3d if you have a license: 3ds max, maya, cinema4d
  18. yes it is, theres a tutorial on the wiki about wavefront files ... but .... its probably goign to suck since wavefront technicly cannot be animated. it would be nice to have a colladae loader though ...
  19. stop flooding the boards with basic java question!
  20. well logicly its roughly float x = wtv; round = ((int)((wtv+0.1)*5))/5f;
  21. aww no one mention my tutorial about packet
  22. yea they are, negative motionY mean the entity is going down, technicly at 0, 0, 0 the entity doesn't move
  23. yes of course, but i mean the main concept was to do it for plants. so it might be more plant related then anything but ill still make it generic(thats how i do all things anyway)
  24. im actually thinking about doing it. ive always wanted to make farming more interresting

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