Everything posted by Allskill
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[1.12] GUI Rendering player
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.
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[1.12] GUI Rendering player
https://hastebin.com/uxiqofetin.java And heres the fakeworld, if that has any significance https://hastebin.com/izadewezap.java
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[1.12] GUI Rendering player
Sorry I think I misunderstood what you said, my fakerender class now extends renderplayer but made no difference.
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[1.12] GUI Rendering player
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.
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[1.12] GUI Rendering player
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
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[1.11] Rotate and translate item in hand
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.
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[1.11] Disable attack animation
Solved by setting attack speed attribute to 20
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[1.11] Disable attack animation
I've been looking through the itemrenderer but I can't seem to find anything that would have any relation to this
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[1.11] Disable attack animation
Oh I compared the difference and I see now, thanks! Though is there any way to remove that little bobbing animation that still happens?
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[1.11] Disable attack animation
I already do this and return true yet i still see the animation swing, https://gyazo.com/1dc8b9fbadbdf05a08bb700c12875f23
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[1.11] Disable attack animation
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
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[1.11] [GUI] Questions
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
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[1.11] Capability NPEs
https://hastebin.com/bidupelatu.java client proxy https://hastebin.com/ehexiyosam.java capabilityhandler
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[1.11] Capability NPEs
https://hastebin.com/lovudodego.cpp
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[1.11.2] File Not Found Exception
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.
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[1.11] Capability NPEs
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
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[1.11] Capability NPEs
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();
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[1.11] Capability NPEs
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;
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[1.11] Capability NPEs
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?
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[1.11] Capability NPEs
Is there no instance of the capability on the player client side?
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[1.11] Capability NPEs
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
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[1.10.2] Custom item models in code
I recently had a question very similar to this, i was told to use forge blockstates to add the submodels
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[1.11] An item model with attachments?/addons
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
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[1.11] An item model with attachments?/addons
Does nobody know how to do this? is my explanation not clear enough?
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[1.11] Packets/capabilties confusion (Synchronizing)
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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