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Allskill

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Everything posted by Allskill

  1. if i remove the overridden getEntityTexture in FakeRender, or if i create an instance of renderplayer instead of fakerender in my fakerenderfactory it makes no difference.
  2. https://hastebin.com/uxiqofetin.java And heres the fakeworld, if that has any significance https://hastebin.com/izadewezap.java
  3. Sorry I think I misunderstood what you said, my fakerender class now extends renderplayer but made no difference.
  4. I'm trying to get the players skin as I'm rendering the player on the main menu so the client hasn't gotten the players skin yet.
  5. I'm having an issue with my GuiSreen, I render an AbstractClientPLayer on the main menu but the texture doesn't seem to be working. https://hastebin.com/doqutoneto.java thats my code, this is what it shows atm https://gyazo.com/645c798464e195b033d9ad6bf7e568e Console is also spammed with: [pool-2-thread-1/ERROR]: Signature is missing from textures payload Thanks! Console is also spammed with
  6. https://hastebin.com/migabivato.java My goal is to make the gun move from the right to the center of the screen. If I remove the Glstatemanager.rotate the gun translates to the center just fine, but when i had the rotate none of it works.
  7. Solved by setting attack speed attribute to 20
  8. I've been looking through the itemrenderer but I can't seem to find anything that would have any relation to this
  9. Oh I compared the difference and I see now, thanks! Though is there any way to remove that little bobbing animation that still happens?
  10. I already do this and return true yet i still see the animation swing, https://gyazo.com/1dc8b9fbadbdf05a08bb700c12875f23
  11. I have an item, and it is supposed to run an action on left click. And but when you left click an item the attack animation plays. I was wondering if anybody knew how I would go about disabling this, I've been looking through the item and bow classes and found nothing Thanks
  12. I have a few questions about working with GUI. How do you set a background of over x256 (ive seen it done before) How do you use images over x256 (for clarity) Is there a way to make it more modular? i.e I would have one class handling one part of the gui, and another handling the second, on a single GuiScreen an example of the above would be, https://gyazo.com/914ca1f3d15868fe92c0aad293a4619c thats my main menu, i would like to have more complete and dynamic GUi to the right of the menu buttons, but it might get a bit messy it it was inside the same class Also, an issue im having is when I enter another gui, such as GuiWorldSelection for the singleplayer worlds, and Escape out of that, i get this weird black box around the buttons http://prnt.sc/emz14n
  13. https://hastebin.com/bidupelatu.java client proxy https://hastebin.com/ehexiyosam.java capabilityhandler
  14. https://hastebin.com/lovudodego.cpp
  15. I'm no expert, but the directories given in your item json do not correspond with the ones in your mods assets folder. An e.g. where it says tutorial:items/tutorial_item the mod is looking for a folder called assets.tutorial.items.tutorial_item I highly recommend you familiarize yourself with the java and json before attempting this. It'll make the process much smoother.
  16. The capability is null once the world is loaded. Do u know what could cause this? I register the capability with CapabilityManager.INSTANCE.register(ICraftZData.class, new CraftZDataStorage(), new CraftZData.Factory()); in my common proxy
  17. My method 'isAiming' has an NPE when called. I attach my capabilities here https://hastebin.com/dakozuzeyo.cs in my common proxy. The isaiming method just returns that boolean above. And is called in the PlayerTickEvent ICraftZData data = event.player.getCapability(CraftZDataProvider.CRAFTZ_DATA_CAP, null); boolean canZoom = data.isAiming();
  18. Thanks jay, that solved my NPE on the player object. But I'm getting another on 'isAiming' which I don't understand as by default private boolean isAiming = false;
  19. I'm still unsure as to why I'm getting a NPE from this though. The capability has a boolean 'isAiming' should be false when a new capability is created. So why is it null?
  20. Is there no instance of the capability on the player client side?
  21. I'm not sure why my capability is getting an NPE on line 69 of https://hastebin.com/anadohisef.java https://hastebin.com/aviwugevav.java https://hastebin.com/imirexerap.java https://hastebin.com/gosumibeki.java
  22. I recently had a question very similar to this, i was told to use forge blockstates to add the submodels
  23. Thanks a lot ! I'm goign to try the2nd option as it seems more organised if i was to also add different skins to the guns
  24. Does nobody know how to do this? is my explanation not clear enough?
  25. Hi I'm confused as to how I would use capabilities and packets to sync the server and the client. E.g. I've seen some mods use PlayerData objects to hold info on a specific player. But now, are capabilities an alternative to this? e.g. A player presses a key to aim a gun. The client needs to know this so it can render the gun aimed/gun scope on the client side. The server needs to know it so the player is shown to be aiming with his/her gun by the other players. How would i accomplish this

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