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SanAndreaP

Forge Modder
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Everything posted by SanAndreaP

  1. That event doesn't deal with tooltips at all... Busti: There's sadly no real event for rendering a tooltip, so you're stuck with the ItemTooltipEvent and manipulating its content. You may be able to hack something together with the DrawScreenEvent , which fires if any Gui is open: You'd need to empty the list in ItemTooltipEvent , get the Gui, get the Gui slots, check if there's your item in one of the slots, check if the mouse hovers that item, draw your custom tooltip. But this would be pretty expensive, especially on render, where the event gets called every frame...
  2. There is an event to manipulate the content of the tooltip called ItemTooltipEvent . I dunno if you're able to render anything on it, though, as it gets called before the tooltip gets drawn...
  3. I don't see any error here... It's not downloading because it doesn't need to. Please provide FULL logs (use http://gist.github.com to post them)
  4. You've installed a coremod for Minecraft 1.7 on 1.8.
  5. SportsMod crashed, report to the author. Also update Forge, you're way outdated.
  6. That is the point I made: you cannot change a file on github without committing the change! In your case, the only option would be the suggestion I made with Pastebin, or count the DLs on those links like you said. By the way, is the GitHub repo considered a pure issue tracker or is the mod source on it?
  7. 1. Your motion vector doesn't get correctly applied to your FX, due to EntityFX's standard motion parameters. What you should do, and what the vanilla SmokeFX does (where it works correctly) is give the super constructor within your particles constructor a value of 0.0 on all three motion axes (X;Y;Z), then manually set the motionX/Y/Z fields within your constructor to the motion parameters. public Particle(world, x, y, z, velX, velY, velZ, r, g, b, a) { super(world, x, y, z, 0.0D, 0.0D, 0.0D); this.motionX = velX; this.motionY = velY; this.motionZ = velZ; } 2. Your IIcon instance does absolutely nothing. Sadly there's no standard implementation of IIcon for particles, so I wrote my own: https://github.com/SanAndreasP/SAPManagerPack/blob/master/java/de/sanandrew/core/manpack/util/client/IconParticle.java Feel free to use it. And here's an example on how to use it: https://github.com/SanAndreasP/TurretModRebirth/blob/master/java/de/sanandrew/mods/turretmod/client/particle/ParticleItemTransmitterAction.java#L20 (Please note that I don't bind my texture in renderParticle, since it is rendered in my own particle renderer, so you can ignore this detail) Another problem I see is you try to bind the texture in the renderParticle method, which breaks every particle in existance, since it is now bound to your texture. Re-binding back to the vanilla texture doesn't fix it, it just breaks your particles, because the renderer only uses the last bound texture. What you'd need to do is: draw the current Tessellator via tesselarator.draw() re-initialize the Tessellator drawing via tesselarator.stardDrawingQuads() bind your texture render your particle call tesselarator.draw() again to render your particle re-initialize the Tessellator drawing again via tesselarator.stardDrawingQuads() bind the vanilla texture Please consider this decreases performance and is a VERY HACKY solution, since you draw each particle of yours in a seperate drawing cycle and effectively splitting the default one. This was the reason I made my own FX renderer. You can find the files for those here, if you're interested: https://github.com/SanAndreasP/SAPManagerPack/blob/master/java/de/sanandrew/core/manpack/mod/client/particle/SAPEffectRenderer.java https://github.com/SanAndreasP/SAPManagerPack/blob/master/java/de/sanandrew/core/manpack/mod/client/event/EventWorldRenderLast.java https://github.com/SanAndreasP/SAPManagerPack/blob/master/java/de/sanandrew/core/manpack/util/client/EntityParticle.java EDIT: world.spawnEntityInWorld will render your particles as cubes, since it spawns them as entities (hence the name) and not as particles. The RenderManager doesn't have any rendering info for particles. The correct method to spawn custom particles is Minecraft.getMinecraft.effectRenderer.addEffect(customParticleInstance)
  8. Don't use 1.7.2. It's outdated and you should use 1.7.10 if you don't want to use 1.8. For 1.8, what's the crash there? The report is for 1.7.2...
  9. They are for me as well, but I have the meaning of those right here: World p_150560_1_ - The world object Random p_150560_2_ - The RNG of the ChunkProvider, its seed is the world seed Block[] p_150560_3_ - The chunk block array, Its size is 16x16x256 = 65536 byte[] p_150560_4_ - the chunk block metadata array, Like p_150560_3_ , it's 65536 fields big int p_150560_5_ - the current block X-position int p_150560_6_ - the current block Z-position double p_150560_7_ - stoneNoise value (?) But I already gave you the solution: In your biome, override genTerrainBlocks , copy the code from BiomeGenBase#genBiomeTerrain and paste it into your overridden method. Then look at where it sets the Block array to gravel and change that line (or just remove the whole [else if] block).
  10. How deep is your dimension? Because anything below 57 (minus a semi-random value), the top block will be replaced by gravel, and the filler block by stone. You can look up this behavior in BiomeGenBase#genBiomeTerrain(...) . You can override this by overriding genTerrainBlocks(...) (genBiomeTerrain is final ) in your biome class, copying the code from the aforementioned method and change the behavior.
  11. The only way to do this is if your mod commits every change to the file. Problem with that is if two of your beta testers connect and edit the file at the same time, it will cause conflicts, thus resulting in you having to merge those commits... What I'd suggest rather than messing with GitHub is using Pastebin. Create a new user there for your purpose and use the API to create new paste files containing the unique string under that user. Then you can go through each paste and see if there are duplicates of your string. Here have the documentation of the pastebin API: http://pastebin.com/api But if you really want to use GitHub, then the only way you can programatically edit files in a repo is via GitHub API -> https://developer.github.com/v3/
  12. Do you want to see the memory usage of the Java VM? Then I already gave you the answer... Use the top command for example. It'll give you a table with all Processes currently running and their CPU / Memory usage (kinda like the Task Manager of Windows). You can sort it by memory usage with M . the COMMAND column has the process name in it. Anything other than that, you'll need a Java profiler, unfortunately VisualVM doesn't run on console-only, so you'll need a different one... You can probably use HPROF, but I never used it personally, so I can't help you with that other than link to the official documentation.
  13. Update MrTJPCore, the latest version is 1.1.0.24, you have 1.0.9.19
  14. http://www.binarytides.com/linux-command-check-memory-usage/
  15. Do you use the default resource pack? If not, remove any resource pack in your resourcepacks folder and try again. Can you play 1.8 without Forge? Are your graphics card drivers up to date? Either way, your graphics card doesn't support big textures, so you may not be able to avoid a hardware upgrade.
  16. Your log states it finished loading, but you have some mods installed: [13:48:20] [Client thread/DEBUG] [FML/]: Mod sorting data [13:48:20] [Client thread/DEBUG] [FML/]: BiblioCraft(BiblioCraft:1.10.4): BiblioCraft[v1.10.4][MC1.7.10].jar () [13:48:20] [Client thread/DEBUG] [FML/]: ChiselAPI|Carving(API: ChiselAPI|Carving:0.0.2): Chisel2-2.3.10.37.jar () [13:48:20] [Client thread/DEBUG] [FML/]: ChiselAPI(API: ChiselAPI:0.0.2): Chisel2-2.3.10.37.jar () [13:48:20] [Client thread/DEBUG] [FML/]: chisel(Chisel 2:2.3.10.37): Chisel2-2.3.10.37.jar [13:48:20] [Client thread/DEBUG] [FML/]: customnpcs(CustomNpcs:1.7.10c): CustomNPCs_1.7.10c.jar () [13:48:20] [Client thread/DEBUG] [FML/]: fossil(Fossils and Archeology Revival:1.7.10 Build 7.2.1): Fossils_Archeology_Revival-1.7.10_Build-7.2.1.jar () [13:48:20] [Client thread/DEBUG] [FML/]: cfm(§9MrCrayfish's Furniture Mod:3.4.7): MrCrayfishFurnitureModv3.4.7(1.7.10).jar () [13:48:20] [Client thread/DEBUG] [FML/]: mudcraft(MUDCraft:0.0.1): MUDCraft-1.7.10-0.0.1.jar () Remove all of them from your mods folder and try again. If it's not freezing anymore, it's a mod that's causing that. Readd your mods one at a time and see when it freezes again. Then report this to the mod author of the freezing mod.
  17. Try to add -Djava.net.preferIPv4Stack=true in your Profile's JVM arguments.
  18. Forge is not out for 1.8.7 yet. You need Minecraft 1.8 in order to use Forge.
  19. You have a mixture of 1.2.5 bukkit plugins / mcpc mods and 1.6.4 mods... Also this is not a pure Forge server (vanilla server jar with forge installed) so no support here.
  20. Please don't use the mods folder... The libs folder is there for a reason. I'd do it like this: Place the jars into the libs/ folder rerun gradlew setupDecompWorkspace (or gradlew setupDevWorkspace if you don't want the MC source). It'll automatically add the jars inside the libs/ folder as libraries. No need to download anything... If you've set up ForgeGradle correctly, the conf dir is C:\Users\[YOUR_USERNAME]\.gradle\caches\minecraft\net\minecraftforge\forge\[YOUR_FORGE_VERSION]\unpacked\conf (Windows path, other OS may differ) PS: If you're feeling really fancy and know your way around the build.gradle script, add CCC and NEI as dependencies: https://github.com/SanAndreasP/TurretModRebirth/blob/master/build.gradle#L25-L27 https://github.com/SanAndreasP/TurretModRebirth/blob/master/build.gradle#L83-L85 and rerun the gradlew setupDecomp/DevWorkspace command with the --refresh-dependencies parameter, like gradlew setupDecompWorkspace --refresh-dependencies ... effectively skipping Step 1 and 2. PPS: A nice fact about CCC: It automatically decompiles any mod dropped inside the libs/ (or mods/) folder, very useful if you want to do compatibility stuff for a mod and you don't have any source for it available.
  21. seems like Jurassicraft tries to download a pastebin which was removed. Talk to the author.
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