
WildHeart
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Everything posted by WildHeart
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Hello, how to get the sources of forge server?
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Thank you! Solved!
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Hello, i need to get the item that is held by the cursor(not in hand!) in container. How to get it?
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Prompt then as it is necessary correctly as I carried out many tests and did not receive desirable result, can it is connected with the fact that I have experience of development of system of particles only on javascript
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I interpolate all values for motion, color change, etc, but use deltaPartialTick. Can I expect to move in updateScreen or better to use drawScreen for this? If not, then there are a few more examples of how I should use updateScreen. Thanks!
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Hello, I can't figure out which cases need updateScreen. I can for example calculate the movement of something (particles, animations) in the drawScreen and the movement will be smooth. If perform all the same actions with updateScreen, I will not get a smooth animation, and get the movement at 20 fps. So I want to understand why it is needed, I know that it is used for Gui TextField and beacon, comments in the code do not make it clear what you can still use this updateScreen. Thanks!
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Hello, I have a problem when create the GUI in full screen. The fact that minecraft scales resolution in gui and etc. I have a question, is it possible to disable it, that the resolution is not scaled? My code: glMatrixMode(GL_PROJECTION) glMatrix { glLoadIdentity() glViewport(0, 0, mc.displayWidth, mc.displayHeight) glOrtho(0.0, 800.0, 600.0, 0.0, 1000.0, 3000.0) glMatrixMode(GL_MODELVIEW) glMatrix { glLoadIdentity() glTranslated(0.0, 0.0, -2000.0) glClearColor(1.0f, 1.0f, 1.0f, 0.0f) glClearDepth(1.0) glClear(GL11.GL_COLOR_BUFFER_BIT or GL11.GL_DEPTH_BUFFER_BIT) // render something glMatrixMode(GL_MODELVIEW) } glMatrixMode(GL_PROJECTION) } P.s. glMatrix -> GLStateManager.pushMatrix() block() <- Kotlin blocks GLStateManager.popMatrix()
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I know, but what can be in it that can cause?
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Not entity, this is tileEntity
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Yes, thank u) But not entity, it's tile
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I want to disable loading chunks in mod.
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I want to disable this in mod. It is necessary not only in one tileEntity but also in the nearest in a chunk
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How to update tileEntity when the player is not in the vicinity?
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Not exactly. I know chunk loaders: ForgeChunManager, ChunkEvent.Load/Unload. But there are still vanilla ways I don't know about. That's what I'm asking.
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Oh, sry, it's a stupid translator. "I have a mod that has a mechanism, this mechanism loads chunk when is enabled". I know that it is possible to load the chunk using method getChunkFromChunkCoords, but what else like this can cause a сhunk loading or tileEntities update in the vicinity?
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I have a mod that has a mechanism, this mechanism is enabled when it loads your chunk, but I need to remove it as on my server logs are created. It doesn't mention ChunkEvent.Unload / Load or ForgeChunkManger. So, I need more ways of loading the chunk which I don't know. Thanks!
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Hi, how to update the chunk if it was unloaded?
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Well, then it's time to try Mixin by spongepowered Thanks for help!
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So I ask if there is any other easier way to do. But apparently will have to use IClassTransformer.
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What about allowUserToConnect? If it is null then the player can join to server
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Yes, but there are plugins that allow you to do this. Plugins writen with bukkit api