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Ivorius

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  1. Ah, I see it is not a vanilla feature now, but rather a ModLoader one. I'd still love for Forge to pick up this feature, though, because with FML you do aim for full ML mod compatibility, and this is most definitely a missing feature. =)
  2. Yo. So, in 1.5 or so Minecraft introduced a generic tile entity data packet type (finally, yaaay). However, Forge overrides it, so all my ML mods using this piece of code can't sync their data. This is not a problem in vanilla yet. It might become so, though, since they did implement it, and when did they ever implement code for mods before...? x) Okay, since vanilla code posting is not allowed, the code I'm talking about is in NetClientHandler, in handleTileEntityData(Packet132TileEntityData). If the actionType equals 255, it gets the custom param 1 (an NBTTagCompound), and extracts the string under value 'ID'. If this equals the registered Tile Entity ID, the tile entity data gets applied (it's a validity >> delay check). So yeah, in Forge, my packets never arrive the clients. This fucks up some logic and rendering, and thus renders the mods incompatible. This should be the case because Forge removes this feature [though I didn't specifically check]. I would be glad if someone could fix this one. Thanks in advance, ~Ivorius [edit: Used builds universal-1.5.2-7.8.0.700 and down]
  3. Okay, I described the hooks instead of posting Mojang code. I hope it's still understandable, but if one of these isn't, please tell me =)
  4. Hey, I've set up a basic shader for one of my mods, and need to edit a few classes for it to work. [Yeah, OpenGL doesn't exactly provide much information, by default...]. Making this work required me to modify EntityRenderer, RenderGlobal, and GuiIngame. I understand these are quite popular classes to be edited, for any rendering mod, so I'd very much love to leave them to Forge. These are about 15 hooks in total, with about 10 different new methods called. Instead of describing where all the hooks are, exactly, I've set up 3 pastebins. All changes I made are marked with //Psyche, so just ctrl+f that. This is 1.4.2 code, btw. --> Alright, no Mojang code. Here's the edited description: http://pastebin.com/AF2yv57Q About GuiIngame: I know you're supposed to render overlays inside the update methods, but that's, well, bad code. It can't really hurt to have a separate overlay method, right? It might be that I'll want to add 2 or three new ones sometime later. This, though, works pretty perfectly for any (basic) shader. Thanks for your time! I know this is not the most basic thing to request, but it would be pretty damn cool if this were actually added =)
  5. Edit: Apparently, this has been solved some version later than mine. Don't bother reading, then =) Hey, since the newest version (my Forge info says build number=372), I've not been able to use texture overwrites for my custom textures. Basically, I've used this setup up until now: (Note that filePath is my own filePath, not the standard MC one) MinecraftForgeClient.preloadTexture(filePath + "terrain.png"); MinecraftForgeClient.preloadTexture(filePath + "items.png"); String empty = ""; for(int i = 0; i < 256; i++) empty += "1"; SpriteHelper.registerSpriteMapForFile(filePath + "items.png", empty); SpriteHelper.registerSpriteMapForFile(filePath + "terrain.png", empty); texture1 = ModLoader.addOverride(filePath + "terrain.png", filePath + "myFirstTexture.png"); [...] This worked fine, at least last version. I personally like dynamically generated texture files better than pre-set up ones, because they're just easier to work with. Also, you can dynamically change them up according to property file settings, for example, so it just generally provides more features. Anyway, since the newest 1.4.4 version, ModLoader.addOverride(customTexture, customOverride); doesn't do anything anymore [at least, visually]. The lines before work perfectly, still, and it's also adding the overrides to all the lists, but it apparently doesn't load them later. I don't know if it was coincidence that it worked before, but I'd very much like it to work again. Solution: I figured out that it will work, if you set 'needApply' to stay over 0 inside onUpdate (Inside ModTextureStatic). @Override public void onTick() { if (oldanaglyph != anaglyphEnabled) { update(); } // This makes it so we only apply the texture to the target texture when we need to, //due to the fact that update is called when the Effect is first registered, we actually //need to wait for the next one. tileSize = (needApply == 0 ? 0 : storedSize); if (needApply > 0) { //needApply--; //This stays over 0, so tileSize stays one. } } I know that this way is not the appropriate solution. I don't want to bother with the rest of the logic behind this here, but I guess at least you know where to start looking when fixing it =)
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