Posted February 5, 20178 yr Hello everyone, I want to render the Inventory Player to the main Menu but it makes problems. Description: Initializing game java.lang.NullPointerException: Initializing game at net.minecraft.client.gui.inventory.GuiInventory.drawEntityOnScreen(GuiInventory.java:103) at net.minecraft.client.gui.GuiMainMenu.initGui(GuiMainMenu.java:213) at net.minecraft.client.gui.GuiScreen.setWorldAndResolution(GuiScreen.java:556) at net.minecraft.client.Minecraft.displayGuiScreen(Minecraft.java:1011) at net.minecraft.client.Minecraft.startGame(Minecraft.java:575) at net.minecraft.client.Minecraft.run(Minecraft.java:402) at net.minecraft.client.main.Main.main(Main.java:114) at Start.main(Start.java:11) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Stacktrace: at net.minecraft.client.gui.inventory.GuiInventory.drawEntityOnScreen(GuiInventory.java:103) at net.minecraft.client.gui.GuiMainMenu.initGui(GuiMainMenu.java:213) at net.minecraft.client.gui.GuiScreen.setWorldAndResolution(GuiScreen.java:556) at net.minecraft.client.Minecraft.displayGuiScreen(Minecraft.java:1011) at net.minecraft.client.Minecraft.startGame(Minecraft.java:575) -- Initialization -- Details: Stacktrace: at net.minecraft.client.Minecraft.run(Minecraft.java:402) at net.minecraft.client.main.Main.main(Main.java:114) at Start.main(Start.java:11) -- System Details -- Details: Minecraft Version: 1.8 Operating System: Mac OS X (x86_64) version 10.12.1 Java Version: 1.8.0_91, Oracle Corporation Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 870970032 bytes (830 MB) / 1038876672 bytes (990 MB) up to 1038876672 bytes (990 MB) JVM Flags: 3 total; -Xincgc -Xmx1024M -Xms1024M IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0 Launched Version: mcp LWJGL: 2.9.1 OpenGL: Intel(R) Iris(TM) Graphics 6100 GL version 2.1 INTEL-10.20.23, Intel Inc. GL Caps: Using GL 1.3 multitexturing. Using GL 1.3 texture combiners. Using framebuffer objects because ARB_framebuffer_object is supported and separate blending is supported. Shaders are available because OpenGL 2.1 is supported. VBOs are available because OpenGL 1.5 is supported. Using VBOs: No Is Modded: Definitely; Client brand changed to 'Cose' Type: Client (map_client.txt) Resource Packs: [] Current Language: English (US) Profiler Position: N/A (disabled) #@!@# Game crashed! Crash report saved to: #@!@# /Users/nevinpeters/Documents/Cose/jars/./crash-reports/crash-2017-02-05_14.09.16-client.txt AL lib: (EE) alc_cleanup: 1 device not closed It makes Problems here: public static void drawEntityOnScreen(int x, int y, int scale, float mouseX, float mouseY, EntityLivingBase entity) { GlStateManager.enableColorMaterial(); GlStateManager.pushMatrix(); GlStateManager.translate((float)x, (float)y, 50.0F); GlStateManager.scale((float)(-scale), (float)scale, (float)scale); GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F); //here float var6 = entity.renderYawOffset; float var7 = entity.rotationYaw; float var8 = entity.rotationPitch; float var9 = entity.prevRotationYawHead; float var10 = entity.rotationYawHead; GlStateManager.rotate(135.0F, 0.0F, 1.0F, 0.0F); RenderHelper.enableStandardItemLighting(); GlStateManager.rotate(-135.0F, 0.0F, 1.0F, 0.0F); GlStateManager.rotate(-((float)Math.atan((double)(mouseY / 40.0F))) * 20.0F, 1.0F, 0.0F, 0.0F); entity.renderYawOffset = (float)Math.atan((double)(mouseX / 40.0F)) * 20.0F; entity.rotationYaw = (float)Math.atan((double)(mouseX / 40.0F)) * 40.0F; entity.rotationPitch = -((float)Math.atan((double)(mouseY / 40.0F))) * 20.0F; entity.rotationYawHead = entity.rotationYaw; entity.prevRotationYawHead = entity.rotationYaw; GlStateManager.translate(0.0F, 0.0F, 0.0F); RenderManager var11 = Minecraft.getMinecraft().getRenderManager(); var11.func_178631_a(180.0F); var11.func_178633_a(false); var11.renderEntityWithPosYaw(entity, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F); var11.func_178633_a(true); entity.renderYawOffset = var6; entity.rotationYaw = var7; entity.rotationPitch = var8; entity.prevRotationYawHead = var9; entity.rotationYawHead = var10; GlStateManager.popMatrix(); RenderHelper.disableStandardItemLighting(); GlStateManager.disableRescaleNormal(); GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit); GlStateManager.func_179090_x(); GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit); }
February 5, 20178 yr Author In GuiMainScreen i gave it so: EntityLivingBase elb = mc.thePlayer; [...] GuiInventory.drawEntityOnScreen(ex, ey, 30, (float)(ex) - GuiInventory.oldMouseX, (float)(ey) - GuiInventory.oldMouseY, elb);
February 5, 20178 yr That is null until you join a world... I think But what is mc? Classes: 94 Lines of code: 12173 Other files: 206 Github repo: https://github.com/KokkieBeer/DeGeweldigeMod
February 5, 20178 yr Author mc is Minecraft(). Isnt there a possibility that i can render it ? Has somebody a workaround?
February 5, 20178 yr I guess Minecraft.getMinecraft()? Also, can you show your full code instead of little pieces? Classes: 94 Lines of code: 12173 Other files: 206 Github repo: https://github.com/KokkieBeer/DeGeweldigeMod
February 5, 20178 yr Author Here is the Part where it is called (GuiMainMenu) public void initGui() { int sx = (int) (width * 0.025); int sy = (int) ( height * 0.25); int ex = width / 2 - 150; EntityLivingBase elb = mc.thePlayer; EntityPlayerSP player = new EntityPlayerSP(); int ey = height / 2 - 150; int swidth = 80 * (int) (width / 427.0); int sheight = 150 * (int) (height / 150.0); updateList = new GuiScrollList(sx, sy, swidth, sheight, 1073741823, "Updates", InfoUpdates.lines, true); GuiInventory.drawEntityOnScreen(ex, ey, 30, (float)(ex) - GuiInventory.oldMouseX, (float)(ey) - GuiInventory.oldMouseY, player); [...] }
February 5, 20178 yr Author How do you make that? I would make to it also a Skin Edited February 5, 20178 yr by Flawn_
February 5, 20178 yr 5 minutes ago, diesieben07 said: You will need to create a fake player to render, if you are not in the world yet there is no player. Jay, I said something right Classes: 94 Lines of code: 12173 Other files: 206 Github repo: https://github.com/KokkieBeer/DeGeweldigeMod
February 5, 20178 yr Author 4 hours ago, diesieben07 said: You will need to create a fake player to render, if you are not in the world yet there is no player. But how? Pls say it
February 5, 20178 yr How do you know what inventory to render? Each save has a different player profile, with a different inventory... Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
February 7, 20178 yr On 2/6/2017 at 10:07 AM, TheSunCat said: That makes more sense... Look at how it's done in the Inventory Gui. That could give you a hint. I have never personally done this myself, as I am not skilled in rendering (I have had a LOT of trouble with simple directional blocks... :P), but I believe that the Inventory Gui has the code for rendering the player. Just use that with a fake player. Basically, FakePlayer fakePlayer = new FakePlayer(argumentsHere); FakePlayer requires a world argument, and if it's null, it will output an NPE.
February 7, 20178 yr Author Yes, but even when i render it in the world it gives me a black screen if i have something in the hand .-.
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