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Checkium

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Everything posted by Checkium

  1. It was a bug, it only happens when the box is on you, wich I will disable so no problem. Thanks for all the help man <3
  2. Also, a slightly thing I wanna change if its not hard: The box currently keeps teleporting around wich is annyoing me, is it possible to make it move smoother, and would it be hard? Also, how can I make the box don't show for myself?
  3. Ok so, I got the box working Is there any way to be able to control the box? Like, change its colors or remove it anytime I want? Maybe making some color variables and using them in the event?
  4. I think i'm finally getting somewhere
  5. So, I fixed the AABB, and now its like this: I didn't get the part about the vertex texture thing, could you explain better?
  6. With player can be assigned later I mean that I will asign players for the box to render later, so it need to be fired afterwards. This is my startDrawingESPs method: public static void startDrawingESPs(AxisAlignedBB bb, float r, float b, float g) { GL11.glPushMatrix(); GL11.glEnable(3042); GL11.glBlendFunc(770, 771); GL11.glLineWidth(1.5F); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_LINE_SMOOTH); GL11.glDisable(2929); GL11.glDepthMask(false); GL11.glColor4d(r, b, g, 0.185F); drawBoundingBox(bb); GL11.glColor4d(r, b, g, 1.0F); drawOutlinedBoundingBox(bb); GL11.glLineWidth(2.0F); GL11.glDisable(GL11.GL_LINE_SMOOTH); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(2929); GL11.glDepthMask(true); GL11.glDisable(3042); GL11.glPopMatrix(); } DrawBoundingBox method: DrawOutlinedBoundingBox Method
  7. for RenderLivingEvent, I dont think it will work even with post because it is only fired once afaik, and the player can be assigned much after. Currently i'm trying with RenderWorldLastEvent but its drawing nothing, this is my code: @SubscribeEvent public void Event(RenderWorldLastEvent e) { if (!(murder == null)) { AxisAlignedBB abb = new AxisAlignedBB(1, (double) murder.getYOffset(), 1, (double) murder.getYOffset(), 2, 1); // Usually the player Entity entity = Minecraft.getMinecraft().getRenderViewEntity(); //Interpolating everything back to 0,0,0. These are transforms you can find at RenderEntity class double d0 = entity.lastTickPosX + (entity.posX - entity.lastTickPosX) * (double)e.getPartialTicks(); double d1 = entity.lastTickPosY + (entity.posY - entity.lastTickPosY) * (double)e.getPartialTicks(); double d2 = entity.lastTickPosZ + (entity.posZ - entity.lastTickPosZ) * (double)e.getPartialTicks(); GL11.glPushMatrix(); GL11.glTranslated(-d0, -d1, -d2); GL11.glColor4f(0.27F, 0.70F, 0.92F, 1.0F); GLHelper.startDrawingESPs(abb, 0.27F, 0.70F, 0.92F); GL11.glPopMatrix(); } }
  8. RenderLivingEvent wouldn't work since it fires only on entity render, and the box is drawn after it. Also, I was thinking here, and wouldn't make it render the glowing effect on the entity be easier?
  9. Well TickEvent.RenderTickEvent doesn't have that, and wouldn't RenderWorldLastEvent not work since players move and that will only execute on world load?
  10. I'm trying to use the code you shown on that topic, whats the variable evt?
  11. So.... Got it working but something is broken. The box should be around that NPC
  12. That part is already done, look at the posts before yours.
  13. So, now that part is fine, but there a new part. What replaces RenderManager.renderPosX Y and Z and AxisAlignedBB.getBoundingBox?
  14. OH... than makes sense I was trying to use GL11.GL_QUADS as a method.
  15. GL11.GL_QUADS gives me error than its not a statement
  16. Sorry for all the noob questions but what would be the glMode for quads? Also, draw seems to not exist.
  17. What about startDrawing? EDIT: Also, I'm not being able to find the format enum
  18. The methods still don't exist, am I getting it correctly? VertexBuffer var2 = Tessellator.getInstance().getBuffer();
  19. So, I currently have this code from 1.8: public static void drawBoundingBox(AxisAlignedBB axisalignedbb) { Tessellator tessellator = Tessellator.getInstance(); tessellator.startDrawingQuads(); tessellator.addVertex(axisalignedbb.minX, axisalignedbb.minY, axisalignedbb.minZ); tessellator.addVertex(axisalignedbb.minX, axisalignedbb.maxY, axisalignedbb.minZ); tessellator.addVertex(axisalignedbb.maxX, axisalignedbb.minY, axisalignedbb.minZ); tessellator.addVertex(axisalignedbb.maxX, axisalignedbb.maxY, axisalignedbb.minZ); tessellator.addVertex(axisalignedbb.maxX, axisalignedbb.minY, axisalignedbb.maxZ); tessellator.addVertex(axisalignedbb.maxX, axisalignedbb.maxY, axisalignedbb.maxZ); tessellator.addVertex(axisalignedbb.minX, axisalignedbb.minY, axisalignedbb.maxZ); tessellator.addVertex(axisalignedbb.minX, axisalignedbb.maxY, axisalignedbb.maxZ); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.addVertex(axisalignedbb.maxX, axisalignedbb.maxY, axisalignedbb.minZ); tessellator.addVertex(axisalignedbb.maxX, axisalignedbb.minY, axisalignedbb.minZ); tessellator.addVertex(axisalignedbb.minX, axisalignedbb.maxY, axisalignedbb.minZ); tessellator.addVertex(axisalignedbb.minX, axisalignedbb.minY, axisalignedbb.minZ); tessellator.addVertex(axisalignedbb.minX, axisalignedbb.maxY, axisalignedbb.maxZ); tessellator.addVertex(axisalignedbb.minX, axisalignedbb.minY, axisalignedbb.maxZ); tessellator.addVertex(axisalignedbb.maxX, axisalignedbb.maxY, axisalignedbb.maxZ); tessellator.addVertex(axisalignedbb.maxX, axisalignedbb.minY, axisalignedbb.maxZ); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.addVertex(axisalignedbb.minX, axisalignedbb.maxY, axisalignedbb.minZ); tessellator.addVertex(axisalignedbb.maxX, axisalignedbb.maxY, axisalignedbb.minZ); tessellator.addVertex(axisalignedbb.maxX, axisalignedbb.maxY, axisalignedbb.maxZ); tessellator.addVertex(axisalignedbb.minX, axisalignedbb.maxY, axisalignedbb.maxZ); tessellator.addVertex(axisalignedbb.minX, axisalignedbb.maxY, axisalignedbb.minZ); tessellator.addVertex(axisalignedbb.minX, axisalignedbb.maxY, axisalignedbb.maxZ); tessellator.addVertex(axisalignedbb.maxX, axisalignedbb.maxY, axisalignedbb.maxZ); tessellator.addVertex(axisalignedbb.maxX, axisalignedbb.maxY, axisalignedbb.minZ); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.addVertex(axisalignedbb.minX, axisalignedbb.minY, axisalignedbb.minZ); tessellator.addVertex(axisalignedbb.maxX, axisalignedbb.minY, axisalignedbb.minZ); tessellator.addVertex(axisalignedbb.maxX, axisalignedbb.minY, axisalignedbb.maxZ); tessellator.addVertex(axisalignedbb.minX, axisalignedbb.minY, axisalignedbb.maxZ); tessellator.addVertex(axisalignedbb.minX, axisalignedbb.minY, axisalignedbb.minZ); tessellator.addVertex(axisalignedbb.minX, axisalignedbb.minY, axisalignedbb.maxZ); tessellator.addVertex(axisalignedbb.maxX, axisalignedbb.minY, axisalignedbb.maxZ); tessellator.addVertex(axisalignedbb.maxX, axisalignedbb.minY, axisalignedbb.minZ); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.addVertex(axisalignedbb.minX, axisalignedbb.minY, axisalignedbb.minZ); tessellator.addVertex(axisalignedbb.minX, axisalignedbb.maxY, axisalignedbb.minZ); tessellator.addVertex(axisalignedbb.minX, axisalignedbb.minY, axisalignedbb.maxZ); tessellator.addVertex(axisalignedbb.minX, axisalignedbb.maxY, axisalignedbb.maxZ); tessellator.addVertex(axisalignedbb.maxX, axisalignedbb.minY, axisalignedbb.maxZ); tessellator.addVertex(axisalignedbb.maxX, axisalignedbb.maxY, axisalignedbb.maxZ); tessellator.addVertex(axisalignedbb.maxX, axisalignedbb.minY, axisalignedbb.minZ); tessellator.addVertex(axisalignedbb.maxX, axisalignedbb.maxY, axisalignedbb.minZ); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.addVertex(axisalignedbb.minX, axisalignedbb.maxY, axisalignedbb.maxZ); tessellator.addVertex(axisalignedbb.minX, axisalignedbb.minY, axisalignedbb.maxZ); tessellator.addVertex(axisalignedbb.minX, axisalignedbb.maxY, axisalignedbb.minZ); tessellator.addVertex(axisalignedbb.minX, axisalignedbb.minY, axisalignedbb.minZ); tessellator.addVertex(axisalignedbb.maxX, axisalignedbb.maxY, axisalignedbb.minZ); tessellator.addVertex(axisalignedbb.maxX, axisalignedbb.minY, axisalignedbb.minZ); tessellator.addVertex(axisalignedbb.maxX, axisalignedbb.maxY, axisalignedbb.maxZ); tessellator.addVertex(axisalignedbb.maxX, axisalignedbb.minY, axisalignedbb.maxZ); tessellator.draw(); } But almost everything (startDrawingQuads, addVertex and startDrawing) doesn't exists in 1.9 and up versions. Is there any change list that can help or will I have to search every method on google (wich I've already tried and found nothing)?
  20. I'm having a problem on my server, when I load my base chunks, the whole server freezes, is there any way to fix it other than resetting the chunks? I have almost 5 months playtime on this world so I wouldn't like to reset it.
  21. I want to get other players inventory trougth a client-side mod. Such as a /invsee but instead of opening it, get a instance.
  22. I've seen that is possible to open other player's inventory trougth mdk. Could it be achieved with forge, but instead of opening inventory simply get an Inventory class of it so you can programatically check the items?
  23. @diesieben07Would there be any way that when any entity is removed it would get all nearby players? Also, is it possible to check the item in the player's hand when it changes?
  24. @Draco18syhea, I dont think so, what could I use instead? I don't care if it only logs rendered players.
  25. I'm trying to use it in a multiplayer vanilla server, and it isn't working. The mod is client-side only.
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