Everything posted by WildHeart
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[1.10] Custom external folder for obj models.
I need this because I have a custom mod, i.e. you can create many items and blocks without programming knowledge, but not everyone knows about, what resources should be in the jar file. And I want to do more conveniently, without any knowledge it was possible to add models, textures, etc. Now we've seen one mod that does what I need, but he does it with asm. Link. Still before I start using this mod, will I be able to do it with standard tools without the intervention of asm?
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[1.10] Custom external folder for obj models.
Hello, I have many models and I don't want to store them in a jar of my mod. Can I specify an external directory(outside the jar) or will have to write its own boot loader?
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[1.12] Send players data.
So and next, i must do get entityPlayer from uuid?
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[1.12] Send players data.
Hello, i created a groups manager(List of players) and i dont know how to send List<EntityPlayer> to client. How to made it?
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[1.10] Invisible water
Hrm, ok, it's my fail, sry.
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[1.10] Invisible water
I wrote that for a block has been applied to the render, I have not seen the new versions of the render which was in 1.7.10, so tesr the easiest way to do this.
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[1.10] Invisible water
Above I applied the fix.
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[1.10] Invisible water
Fixed by GL11.glDepthMask(false);
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[1.10] Invisible water
Hello, i created a sphere for my block and if i look to water through sphere, then the water disappears. How to fix it? P.s. sphere from a glu.
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How to create a big bounding box?
How to do it in 1.7?
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How to create a big bounding box?
Do not tell me how to do this on 1.7?
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How to create a big bounding box?
Hmm, then what are ideas? Phantom blocks? By the way, looked DecoCraft mod, here it is interesting.
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How to create a big bounding box?
I heard about addCollisionBoxesToList. With the help of it you can make large size.
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How to create a big bounding box?
Hello, i create a big fence and i want create big bounding box. But the thing is that if I specify (0, 0, -2.0 F, 1.0 F, 3.0 F, 2.0 F) the player on the Y-coordinate begins to sway, and X and Z as it usually goes.
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[1.12] How to get selected slot index on client side?
So? private byte[] writeToByteArray(ArrayList<UObject> list) throws IOException { ByteArrayOutputStream baos = new ByteArrayOutputStream(); ObjectOutputStream out = new ObjectOutputStream(baos); for (UObject element : list) { out.writeObject(element); } return baos.toByteArray(); }
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[1.12] How to get selected slot index on client side?
How to send packet with List<String>? (How to convert List<String> to bytes.)
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[1.12] How to get selected slot index on client side?
Not to create a separate topic, could you tell me how to pass packets through the ArrayList?
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[1.12] How to get selected slot index on client side?
Ok, thanks.
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[1.12] How to get selected slot index on client side?
Hello, i created custom GuiScreen on client and Container on server, now I was faced with the problem of how to obtain on the client which slot was clicked/selected by mouse click. On the server in the container I created the variable, and the client does not know how to do. Can you tell me?
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Loop sound
Currently working with 1.11.2 I found a mod Siren Mod, it does what I need, and most interestingly, the code is identical to mine, it's very strange:\
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Loop sound
Hello, i created radio for my mod and i want to have music playing all the time. I created class extended from MovingSound(As well as MovingSoundMinecart): public class RepeatSound extends MovingSound { public RepeatSound(TileRadio radio) { super(new ResourceLocation("modid", "radio_sound_1")); this.repeat = true; this.volume = 1.0F; this.xPosF = radio.xCoord; this.yPosF = radio.yCoord; this.zPosF = radio.zCoord; } @Override public void update() {} } In sounds: { "radio_sound_1": { "category": "music", "sounds": [ { "name": "modid:radio_sound_1", "stream": true } ] } } In TileRadio @Override public void updateEntity() { if (play) { play = false; Minecraft.getMinecraft().getSoundHandler().playSound(new RepeatSound(this)); } } And it's not working, there is a small period of 1 second, and sometimes does not work. How to fix it? The fact that I used the same code on 1.7.10 and 1.11.2, and still all the same.
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[1.12] How to send packet from server side mod?
This is code not public, I deleted it
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[1.12] How to send packet from server side mod?
empty
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[1.12] How to send packet from server side mod?
Hello, i have a server side mod and i send to client player data from server, but packet the package does not reach to the client player. How to fix it?
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Update entity data on client
Hello, i created Entity and interact with him, but i have a problem. If click to entity, it entity name is updated on server and if relogged to world, it the name appears on the client. Before that, the name is not displayed. How to fix it? Code in entity for interact(method processInitialInteract): BlockPos pos = this.getPosition(); this.code.put("hand", new HandMethods(this)); this.code.setCodeFromBook(this.getEntityWorld(), player, this, pos, heldItem); PythonBookItem bookItem = (PythonBookItem) item; bookItem.itemInteract(heldItem, this); And method itemInteract: public boolean itemInteract(ItemStack stack, HandEntity handEntity) { if (handEntity != null) { if (stack.getItem() == ModItems.python_book) { NBTTagCompound tagCompound = stack.getTagCompound(); if (tagCompound == null) return false; if (tagCompound.hasKey("title")) { if (tagCompound.getString("title").isEmpty()) { handEntity.setCustomNameTag(I18n.format("item.hand.tooltip.info")); } else { handEntity.setCustomNameTag(tagCompound.getString("title")); } } } return true; } return false; } And in processInitialInteract: if (!world.isRemote) { return handleItemInteraction(player, player.getHeldItem(hand)); } return true;
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