Posted August 20, 20196 yr Hey. I'm new to developing with Forge and I've hit a bit of a dead-end. I've looked up quite a few videos on this but can't find one that actually works the best. I'm trying to make a GUI (that's not a container just a GuiScreen) that would show buttons and whatever (haven't got to that part yet) I have imported all of my assets and nothing seems to be working. Here's my code GuiModules.java (My GUI) package me.infdev.mod.client.gui; import org.lwjgl.opengl.GL11; import net.minecraft.client.gui.GuiScreen; import net.minecraft.util.ResourceLocation; public class GuiModules extends GuiScreen { public GuiModules() { System.out.println("test"); } @Override public void initGui() { super.initGui(); } @Override public void drawScreen(int mouseX, int mouseY, float partialTicks) { System.out.println("draw screen"); drawDefaultBackground(); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); this.mc.getTextureManager().bindTexture(new ResourceLocation("infdev/textures/gui/gui.png")); drawTexturedModalRect((this.width - 256) / 2, (this.height - 256) / 2, 0, 0, 256, 256); super.drawScreen(mouseX, mouseY, partialTicks); } } EventListener.java (where i call the displayGuiScreen()) package me.infdev.mod.client.events; import me.infdev.mod.client.InfDev; import me.infdev.mod.client.gui.GuiModules; import net.minecraft.client.Minecraft; import net.minecraftforge.client.event.RenderGameOverlayEvent; import net.minecraftforge.client.event.RenderGameOverlayEvent.ElementType; import net.minecraftforge.fml.common.eventhandler.SubscribeEvent; import net.minecraftforge.fml.common.gameevent.PlayerEvent.PlayerLoggedInEvent; public class EventListener { @SubscribeEvent public void onGameOverlayRender(RenderGameOverlayEvent e) { if (e.type == ElementType.TEXT) { InfDev.INSTANCE.fr.drawStringWithShadow("§cInfDev DEMO §b{" + InfDev.INSTANCE.MODID + ":" + InfDev.INSTANCE.VERSION + "}", 1, 1, 0xfffff); } } // Look here VVVVVV @SubscribeEvent public void onPlayerJoin(PlayerLoggedInEvent e) { System.out.println("event fired"); Minecraft.getMinecraft().displayGuiScreen(new GuiModules()); } } I do have a GuiHandler but I'm using displayGuiScreen() so I don't think I need to use it. If you can see the things I've put out to the console, the only one's that worked were "event fired" and "test" I am rather new to this so forgive me if I'm doing anything that is considered bad practice within FML or if I just seem like I'm acting dumb. If anybody can help, that'd be appreciated. TIA Edited August 20, 20196 yr by InfDev >>>>>> ULTRA GAMEMODES <<<<<<In development since early July 2019 : @UGamemodes (https://twitter.com/UGamemodes) or Follow my development on Twitter : @InfDev3 (https://twitter.com/InfDev3) 2+ Years of Good Java Knowledge .NET (VB, C#), Java, HTML, PHP, CSS Owner of W.I.P Ultra Gamemodes
August 20, 20196 yr 10 minutes ago, InfDev said: RenderGameOverlayEvent You need to specify the type of RenderGameOverlayEvent you want to use. IE RenderGameOverlayEvent.Post or PRE VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator.
August 20, 20196 yr Author Done that, got any other ideas that could make the GUI show? That did nothing (because that was for writing the text on the screen, a different thing I was doing) >>>>>> ULTRA GAMEMODES <<<<<<In development since early July 2019 : @UGamemodes (https://twitter.com/UGamemodes) or Follow my development on Twitter : @InfDev3 (https://twitter.com/InfDev3) 2+ Years of Good Java Knowledge .NET (VB, C#), Java, HTML, PHP, CSS Owner of W.I.P Ultra Gamemodes
August 20, 20196 yr You should use EntityPlayer#openGui Im not sure if you want to open it once or have smth render the entire time. If its the first thing then use my mentioned method. https://github.com/CAS-ual-TY/Visibilis [1.14] How to Villagers, Trades, Professions, Fix Trades https://minecraft.curseforge.com/projects/gun-customization-infinity / https://github.com/CAS-ual-TY/GunCus https://minecraft.curseforge.com/projects/ygo-dueling-mod https://minecraft.curseforge.com/projects/mundus-magicus https://minecraft.curseforge.com/projects/deuf-duplicate-entity-uuid-fix
August 20, 20196 yr 13 minutes ago, InfDev said: Done that, got any other ideas that could make the GUI show? That did nothing (because that was for writing the text on the screen, a different thing I was doing) Oh wrong event then lol. I think PlayerLoggedInEvent is too early to open a GUI so you need to use EntityJoinWorldEvent. 3 minutes ago, CAS_ual_TY said: You should use EntityPlayer#openGui This should be used if it has a contnainer. No reason to use it if it doesn't. VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator.
August 20, 20196 yr Author Ok, I will try that. I'll let you know how it goes ? >>>>>> ULTRA GAMEMODES <<<<<<In development since early July 2019 : @UGamemodes (https://twitter.com/UGamemodes) or Follow my development on Twitter : @InfDev3 (https://twitter.com/InfDev3) 2+ Years of Good Java Knowledge .NET (VB, C#), Java, HTML, PHP, CSS Owner of W.I.P Ultra Gamemodes
August 20, 20196 yr Author Didn't work either. Here's the code if it helps. @SubscribeEvent public void onPlayerJoinWorld(EntityJoinWorldEvent e) { if (e.entity instanceof EntityPlayer) { System.out.println("event fired"); Minecraft.getMinecraft().displayGuiScreen(new GuiModules()); } } One thing though, it called the sysout's twice. [18:37:51] [Server thread/INFO]: [me.infdev.mod.client.events.EventListener:onPlayerJoinWorld:24]: event fired [18:37:51] [Server thread/INFO]: [me.infdev.mod.client.gui.GuiModules:<init>:11]: test [18:37:52] [Client thread/INFO]: [me.infdev.mod.client.events.EventListener:onPlayerJoinWorld:24]: event fired [18:37:52] [Client thread/INFO]: [me.infdev.mod.client.gui.GuiModules:<init>:11]: test >>>>>> ULTRA GAMEMODES <<<<<<In development since early July 2019 : @UGamemodes (https://twitter.com/UGamemodes) or Follow my development on Twitter : @InfDev3 (https://twitter.com/InfDev3) 2+ Years of Good Java Knowledge .NET (VB, C#), Java, HTML, PHP, CSS Owner of W.I.P Ultra Gamemodes
August 20, 20196 yr 46 minutes ago, InfDev said: e(new ResourceLocation("infdev/textures/gui/gui.png")); Oh I'm bad. This isn't a proper ResourceLocation. A resource location expects a modid:textures/path/to/texture.png At least in this instance. VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator.
August 20, 20196 yr 52 minutes ago, Animefan8888 said: This should be used if it has a contnainer. No reason to use it if it doesn't. Pretty sure I read somewhere that you should do it regardless.. But doesnt matter. OP, remember to register this event handler only on client side. Also, dont use GL11.glColor Use the GlStateManager instead. https://github.com/CAS-ual-TY/Visibilis [1.14] How to Villagers, Trades, Professions, Fix Trades https://minecraft.curseforge.com/projects/gun-customization-infinity / https://github.com/CAS-ual-TY/GunCus https://minecraft.curseforge.com/projects/ygo-dueling-mod https://minecraft.curseforge.com/projects/mundus-magicus https://minecraft.curseforge.com/projects/deuf-duplicate-entity-uuid-fix
August 20, 20196 yr Author Ok, changed it to this this.mc.getTextureManager().bindTexture(new ResourceLocation(InfDev.MODID + "/textures/gui/gui.png")); However, can't see it making a difference because the debug is pretty much saying that the GuiModules class isn't being instantiated for whatever reason and I don't know why. I have registered my events and I'm a bit confused. Edited August 20, 20196 yr by InfDev >>>>>> ULTRA GAMEMODES <<<<<<In development since early July 2019 : @UGamemodes (https://twitter.com/UGamemodes) or Follow my development on Twitter : @InfDev3 (https://twitter.com/InfDev3) 2+ Years of Good Java Knowledge .NET (VB, C#), Java, HTML, PHP, CSS Owner of W.I.P Ultra Gamemodes
August 20, 20196 yr Author Nevermind, all is fixed now. I managed to use threads to delay the show of the GUI by 2 seconds from the initial spawn into the world. Thanks all. >>>>>> ULTRA GAMEMODES <<<<<<In development since early July 2019 : @UGamemodes (https://twitter.com/UGamemodes) or Follow my development on Twitter : @InfDev3 (https://twitter.com/InfDev3) 2+ Years of Good Java Knowledge .NET (VB, C#), Java, HTML, PHP, CSS Owner of W.I.P Ultra Gamemodes
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