Jump to content

[1.10.2] [unsolved] How do i make a static line between 2 points?


YesImAHuman

Recommended Posts

Some conversion needs to be done to update this to 1.10 (Tessellator got renamed and some of the methods refactored, but I was able to update those in another place fairly easily; this code never got ported), but here's how I drew a line between two blocks

 

https://github.com/Draco18s/HarderStuff/blob/master/src/main/java/com/draco18s/hazards/client/HazardsClientEventHandler.java#L371

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.

Link to comment
Share on other sites

4 hours ago, Draco18s said:

Some conversion needs to be done to update this to 1.10 (Tessellator got renamed and some of the methods refactored, but I was able to update those in another place fairly easily; this code never got ported), but here's how I drew a line between two blocks

 

https://github.com/Draco18s/HarderStuff/blob/master/src/main/java/com/draco18s/hazards/client/HazardsClientEventHandler.java#L371

i tried using it and fixing the errors, but ive never tried anything with OpenGL, so it created some errors

This is what the code it now: https://pastebin.com/ayFFV06m
and it gives an error at line 10: tess.begin(7, new VertexFormat());
and i think it would probably make some more errors with the code using the Tessellator

Link to comment
Share on other sites

I believe that got replaces with something like .startDrawingQuads(), though I can't remember what I was even working on that I had to update some tessellator code. 

Find some other examples (eg vanilla usage) and see what they do.

Edited by Draco18s

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.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hello all! I'm currently trying to make the Biomes o' Plenty mod (1.12.2 version) compatible with my shaderpack (BSL v8.5). Even after I've already inserted a "shaders" folder with a correctly-formatted blocks.PROPERTIES file within the assets folder of the .jar, it still does not wave the textures from the mod. I definitely thought this was going to work since I noticed the 1.19.2 version of the mod laid it out exactly like that and it worked perfectly when my PC was able to run 1.19.2 Forge... ^^;;; Could there be some missing link I'm not getting at here?
    • After much experimentation I finally realised why this doesn't work and how to fix it. The critical component to understand here, is that ItemCraftedEvent is called before the crafting ingredients are purged from the crafting slots; this all happens in ResultSlot.java's onTake method: We can see here the first line fires checkTakeAchievements, this is what fires the ItemCraftedEvent (after a few method calls). Then we can see the purge behaviour. I worked around this by creating a CarverItem class, which uses hasCraftingRemainingItem and getCraftingRemainingItem to hook into ResultSlot.onTake: Now, I reconstruct my ItemCraftedEvent handler, and using some smart tags (which I omit for brevity), I handle two cases: 1. When crafting a carved item, I damage the tool used in the recipe 2. When crafting a carving tool from a repair recipe, I manually purge the input tools as with the new CarverItem class, as otherwise items would be duplicated   This has now greatly improved implementation, beyond my expectations, for the standard crafting table and the user's inventory crafting grid. A user can now click or shift-click 'carve' items, with no duplication or issues that I have spotted so far.  
    • Hi, I'm having issues launching my Forge 1.20.1 installation (47.2.0). I keep getting error code 1, and all the logs abruptly pause with the game attempting to open GL 4.6. Latest Crash: https://pastebin.com/zsP5Wipk Debug (No idea what the real name is) Log: https://pastebin.com/CzvqhNq0   Thanks for the help!
    • In the most up to date version of Allthemods 6 (v1.9.2) the stoned bee is not able to be interacted with apart from putting it into an empty bee jar. I can't breed the bee or put it into my aviary breeder. When I try to put it into the breeder it says import unsuccessful. The stoned bee is one of the most important bees for advancing in the mod so it is rather unfortunate that it is not working as intended.
    • Everytime I try to run the Forge 1.20.1 - 47.1.0 Installer, only appears an a black window and then closes. I don't appear the installing menu anymore.
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.