Everything posted by Checkium
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Updating 1.8 tessellator into 1.9 and up
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
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Updating 1.8 tessellator into 1.9 and up
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?
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Updating 1.8 tessellator into 1.9 and up
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?
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Updating 1.8 tessellator into 1.9 and up
I think i'm finally getting somewhere
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Updating 1.8 tessellator into 1.9 and up
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?
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Updating 1.8 tessellator into 1.9 and up
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
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Updating 1.8 tessellator into 1.9 and up
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(); } }
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Updating 1.8 tessellator into 1.9 and up
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?
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Updating 1.8 tessellator into 1.9 and up
Well TickEvent.RenderTickEvent doesn't have that, and wouldn't RenderWorldLastEvent not work since players move and that will only execute on world load?
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Updating 1.8 tessellator into 1.9 and up
I'm trying to use the code you shown on that topic, whats the variable evt?
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Updating 1.8 tessellator into 1.9 and up
So.... Got it working but something is broken. The box should be around that NPC
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Updating 1.8 tessellator into 1.9 and up
That part is already done, look at the posts before yours.
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Updating 1.8 tessellator into 1.9 and up
So, now that part is fine, but there a new part. What replaces RenderManager.renderPosX Y and Z and AxisAlignedBB.getBoundingBox?
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Updating 1.8 tessellator into 1.9 and up
OH... than makes sense I was trying to use GL11.GL_QUADS as a method.
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Updating 1.8 tessellator into 1.9 and up
GL11.GL_QUADS gives me error than its not a statement
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Updating 1.8 tessellator into 1.9 and up
Sorry for all the noob questions but what would be the glMode for quads? Also, draw seems to not exist.
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Updating 1.8 tessellator into 1.9 and up
What about startDrawing? EDIT: Also, I'm not being able to find the format enum
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Updating 1.8 tessellator into 1.9 and up
The methods still don't exist, am I getting it correctly? VertexBuffer var2 = Tessellator.getInstance().getBuffer();
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Updating 1.8 tessellator into 1.9 and up
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)?
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Server freeze when one chunk loads.
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.
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Getting other player inventory
I want to get other players inventory trougth a client-side mod. Such as a /invsee but instead of opening it, get a instance.
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Getting other player inventory
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?
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LivingDeathEvent not firing
@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?
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LivingDeathEvent not firing
@Draco18syhea, I dont think so, what could I use instead? I don't care if it only logs rendered players.
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LivingDeathEvent not firing
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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