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Jdb100

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Everything posted by Jdb100

  1. Jdb100

    Gui

    don't use a website to download your code use forges paste.minecraftforge.net
  2. where's your worldprovider,chunkprovider,chunkmanger,genlayer and such
  3. just a question but why not just give them the items instead of dropping them
  4. Jdb100

    Gui

    Maybe i didn't make myself clear but if you want a slot to be in the gui for a block to be held you HAVE to make a container and the tile entity IS NEEDED so you can open the gui and don't think you can just avoid doing this unless you change base code so stop being lazy and just make the stupid tile entity and container. now lock this thread and learn basic java.
  5. ok from what it looks like you do the same thing as me decompiling where you have a seperate folder for the mcp files and then add the external jars so what it looks like is you forgot to add the minecraft.jar as i had a similar problem when i forgot to.
  6. Jdb100

    Gui

    you have to make a tile-entity to call your proxy's which call your container and your gui as the container is what the server uses to detect all the changes in the gui well the gui renders on the player's client then you will need recipes class and buttons to detect the item in the slot then when the button to change the item is pressed you detect the item in the slot and change it to what you want. So you know gui's work on both servers and clients by using the container and gui system. and here is a list of tutorials: http://lmgtfy.com/?q=minecraft+forge+gui+tutorial also you could look at how the furnace does it duh.
  7. You must not of had divinerpg and the twilightforest installed what you should do is check with the loader then initalize if the mod is loaded
  8. you can check if there is a thing that says protected in front of one of your variables. also check this site so you can get a basic knowledge of java before you start modding http://docs.oracle.com/javase/tutorial/
  9. here watch this 3 episode series
  10. no use Vec3 look = player.getLookVec() then call look.xCoord and look.yCoord and look.zCoord and then combine those together for whatever you are doing and you have the exact pixel that the player is looking at
  11. Or you can use the built in feature "look"
  12. Ya opengl does that but you have to make a custom GLLoader with all the details so that is why i need a tutorial on opengl or lwjgl.
  13. Yes i know about techne but techne doesn't give you the power to make super hd models.
  14. So for the last while i have been using a cinema 4d making models for my mod but i couldn't understand OpenGL or LWJGL. There aren't many good tutorials that explain the stuff about so i tried looking at the online docs but they are pretty huge and scary and half the stuff doesn't make sense such as what is GL_POLYGON_STIPPLE_BIT because the description is simply "constant field value" and the title is that explanitory.
  15. you can take the api and if they are java classes you can just put it in your eclipse when recompiling you will see them so just throw them out.
  16. no what the error is was that your head was the same the same color as the background in the menu EDIT: lol me and diesieben07 had the exact same answer at the same time
  17. http://lmgtfy.com/?q=minecraft+forge+gui+tutorial P.S. next time try harder there are litteraly hundreds if not thousands
  18. Ok first of all the idea of adding extra ingame menu slots wouldn't work unless you edit guiInGame and to add another slot you have to edit the inventory gui and container as well this is just something i though as the extra rows would take up a lot of the space in the game
  19. So from the looks if it there is no getModDir(). So how would find the mod directory
  20. So i can't tell if i am just stupid now but for the life of me i can't find a getModDir() or something similar. There's a getConfigDir() in Loader but i can't find the getModDir().
  21. This is more of an api thing so if the mod author wants it they put a link in a website i make and if it is approved the mod will automatically be in the list of addons accessable to the players. EDIT: so I think i have most of the stuff working but i am stuck on how to actually get the files to download but if i put a file in the downloaded mods folder it is transferred to the mods folder in startup
  22. public ItemStack onItemRightClick(ItemStack itemstack, World world, EntityPlayer entityplayer) { itemstack.damageItem(100, entityplayer); if (!world.isRemote) { if(par3EntityPlayer.capabilities.isCreativeMode||par3EntityPlayer.inventory.hasItem(Item.fireballCharge.itemID) { Vec3 look = entityplayer.getLookVec(); EntityFireAmmo fireball2 = new EntityFireAmmo(world, entityplayer, 1, 1, 1); fireball2.setPosition( entityplayer.posX + look.xCoord * 1, entityplayer.posY + look.yCoord * 1, entityplayer.posZ + look.zCoord * 1); fireball2.accelerationX = look.xCoord * 0.1; fireball2.accelerationY = look.yCoord * 0.1; fireball2.accelerationZ = look.zCoord * 0.1; world.spawnEntityInWorld(fireball2); } } return itemstack; }
  23. So I was making my mod and i had an idea to add another mod that can install other mods for you. I don't know if this is physically possible because i don't know how it would handle having a mod be put in the mods folder well minecraft is running. If this isn't possible i am pretty sure that if i have them downloaded in a seperate folder then when you restart minecraft if any mods are in there it will be transferred to the mods folder before the mods are loaded. Also i am pretty sure that i going to need a core mod because i will be changing the main gui to add another button but my problem is that i don't understand coremods at all; and i don't know how i could download something from a website i know adventurecraft does it but i can't really check to see how they do it.Thanks for reading this super long post.
  24. ever thought about checking the ItemPickAxe class
  25. you are no legally allowed to decompile code unless it is open-source or you are given permission.
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