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  • Nick82285

Nick82285

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    20
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    October 20, 2018
  • Last visited

    September 15
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Posts posted by Nick82285

  1. How would I use dependencies with mutliple versions

    in Modder Support

    Posted September 11 · Edited September 11 by Nick82285


    38 minutes ago, DaemonUmbra said:

    What do you need the library for? What library is it? 

    VLCJ 4.2.0, VLCJ-Natives 4.1.0, JNA 5.2.0, JNA Platform 5.2.0, I just want a way to be able to use both at the same time preferably

     

    Vlcj requires this library to create it's media player

  2. How would I use dependencies with mutliple versions

    in Modder Support

    Posted September 11


    2 minutes ago, Animefan8888 said:

    Is there a version of this library that uses 4.4.0? 

    I am considering that, however previous versions, are buggy/makes my code messier. If there's no other way I could do that then I will revert back

  3. How would I use dependencies with mutliple versions

    in Modder Support

    Posted September 11


    I am developing in eclipse and I have an external library that requires Java Native Access (JNA) version 5.2.0, however one of MinecraftForge's dependencies is JNA version 4.4.0. Is there any way to get these dependencies to play nice? I only have one class that actually uses this library so is there a way to force my compiled mod to use 5.2.0, by either embedding the dependency into the jar itself or something else?

     

    I am running on 1.12.2 Forge Version 14.23.5.2768

  4. [1.12.2] How would I send variable over network (using Simpleimpl) from command->server->remote client?

    in Modder Support

    Posted September 6


    16 minutes ago, diesieben07 said:

    this should be done in preInit or init, not in a static initializer

    Fair (I fixed it), Just following the example in the ForgeDocs for 1.12

    21 minutes ago, diesieben07 said:

    Your IDE should be warning you about this.

    Fair as well (fixed as well), but doesn't :/ and I don't know why. It's Eclipse 2019 06. That and I'm not the best programmer.

     

    31 minutes ago, diesieben07 said:

    Your code is a giant security problem. You are allowing the server to send arbitrary paths to the client

    I don't quite see that. This will only be used by command blocks and the commands won't be changed unless there is a rogue admin (potentially preventing a redirect to access system files). The client then checks if the local directory/local video file exists before executing on it.

     

    Should I hard code in these directories or sync a json file (with a third party program, however this adds another security concern) to update these directories? It's kind of difficult if I need a fast working environment to do either.

     

    Is there any way to get it to work?

  5. [1.12.2] How would I send variable over network (using Simpleimpl) from command->server->remote client?

    in Modder Support

    Posted September 6


    10 hours ago, diesieben07 said:

    Don't post random snippets of your code, it makes it near impossible to understand what's actually going on. 

    Everythings' in the new pastebin link

  6. [1.12.2] How would I send variable over network (using Simpleimpl) from command->server->remote client?

    in Modder Support

    Posted September 6 · Edited September 6 by Nick82285
    put all classes into pastebin, fixed code


    The synopsis is that I have a command that sends out data to the server in the form of a CharSequence (I used system.out to verify that this variable is only sent/initialized if I send it to the server first by the way of SimpleNetworkWrapper#sendToServer). I then need to be able to relay that variable to a remote client that's separate from the player who executed the command. Is there a simple way to implement this effectively?

     

    Here's my netcode, please don't judge

    https://pastebin.com/CrpEvtkY

     

    I bet you that you can't guess what my code actually does (Joke)

     

     

    Edit 1: Updated code based on Animefan8888/diesieben07. If you want to test it, I believe everything you need is in the paste (If not P.M me). My goal is to create a command that's executed by a command block/player to tell a connected client to create an overlay on the client specified in the command.
    https://pastebin.com/irwqLW5q

     

    Edit 2: I used the VLCJ (3.12.1), slf4j-api (1.7.25) and the installation directory for VLC media player in C:\Program Files\VideoLAN\VLC

  7. [Solved] [1.12.2] How do I manually pause the game programatically?

    in Modder Support

    Posted September 4 · Edited September 4 by Nick82285
    Solved


    Is there a function I can call to pause/unpause the game?

  8. [1.12.2] Display texture over screen

    in Modder Support

    Posted November 15, 2018 · Edited November 15, 2018 by Nick82285


    17 minutes ago, Cadiboo said:

    Look at the parameters

     

    mc.ingameGUI.drawTexturedModalRect(x, y, textureX, textureY, width, height);
    mc.ingameGUI.drawTexturedModalRect(scaledRes.getScaledWidth() / 2, scaledRes.getScaledHeight() / 2, 0, 0, 59, 8);

     

    The width is 59, the height is 8, and it starts analyzing the texture at (0, 0)

    The position is centered on the screen.

     

    It just seems to stretch 1 pixel in a 59x8 rectangle, not scale the texture. 

  9. [1.12.2] Display texture over screen

    in Modder Support

    Posted November 15, 2018


    Just now, Cadiboo said:

    It's drawing at the middle of the screen from 0,0 to 59,8. Do you want it to draw something else?

    The 0,0 is the place in the texture where I want to start and 59, 8 is the position that I want to stop.

     

    Look at the texture

  10. [1.12.2] Display texture over screen

    in Modder Support

    Posted November 15, 2018


    2 minutes ago, Cadiboo said:

    what do you mean by this?

    It seems to only display the top left pixel of the texture, I would like to display the entire texture.

  11. [1.12.2] Display texture over screen

    in Modder Support

    Posted November 15, 2018 · Edited November 15, 2018 by Nick82285


    My goal is to display a texture on the screen with transparency and at a certain position. This has been a challenge because the default function Minecraft.ingameGUI.drawTexturedModalRect only shows part of the texture. What's wrong and is there any way to mitigate this?

     

    @SubscribeEvent
    	public void doTheOtherThing(RenderTickEvent event) {
    
    		Minecraft mc = Minecraft.getMinecraft();
    		ScaledResolution scaledRes = new ScaledResolution(mc);
    
    		mc.getTextureManager().bindTexture(new ResourceLocation("xpsystem:textures/gui/xp_bar.png"));
    
    		mc.ingameGUI.drawTexturedModalRect(scaledRes.getScaledWidth() / 2, scaledRes.getScaledHeight() / 2, 0, 0, 59,
    				8);
    	}

     

    Here's what I've got so far... https://imgur.com/a/9GAZVt7 (I can't upload images on here except for imgur for some reason).

     

    Sidenote: when I use anything but the RenderGameOverlayEvent and I bind the texture it, it binds the texture to the hearts and the hunger bar removing them and turning them into a red bar like the texture.

     

    The Texture:

    xp_bar.png.42a84ad805781a0ecc337661e9a279ec.png

     

  12. [1.12.2] Remove Default Experience Bar

    in Modder Support

    Posted November 13, 2018


     

    At the moment, I am working on a mod that creates a custom GUI element (similar to fallout). As far as I know, the exp bar rendering is in the GuiInGame class and I need to figure out how to stop it from rendering. Could I make a class that extends GuiInGame to just return before it renders? If so how would I open that GUI onto the screen or just stop it from rendering?

     

     

     

    Capture.PNG

  13. Can't download Forge

    in Support & Bug Reports

    Posted November 3, 2018


    Gotta wait it out, its entirely server side and nothing can be done other than the forge team fixing it.

  14. 1.7.10 Forrge server mods wont work

    in Support & Bug Reports

    Posted November 3, 2018


    You are running a client-side only mod in the server, it tries to find "minecraft.jar" when it doesn't exist on the server, as seen here in the crash report:

    Caused by: java.lang.ClassNotFoundException: net.minecraft.client.Minecraft

     

    I had this same experience with Flans back in the day if you don't have the required packs then as soon as you place any entities from that mod you crash not only the games but the server. Make sure every person has all the right mods/mod versions and that visual mods like better-foliage are only on the client.

    • Like 1
    • Thanks 1
  15. [1.11.2] Unable to setupDecompWorkspace, Downloading 'Incomplete File'

    in ForgeGradle

    Posted November 3, 2018 · Edited November 3, 2018 by Nick82285


    For the last 10 minutes, I've been trying to set up the eclipse workspace, it consistently closes with this error:

    https://pastebin.com/RgDjHghE

     

    As far as I know, this is server-side because when I try to download the file in a web browser it fails with a network error of "File Incomplete":

    http://files.minecraftforge.net/maven/net/minecraftforge/gradle/ForgeGradle/2.2-SNAPSHOT/ForgeGradle-2.2-20180422.205239-40.jar

     

    I have done a lot of searching and I'm unable to find a fix. I'm aware this is a 'legacy version', however I am out of options.

     

    In short, this is the error 'Premature end of Content-Length delimited message body (expected: 12700427; received: 107746' when it tries to download ForgeGradle

     

    A fix would be gladly appreciated :) 

    • Like 1
  16. [1.10.2] What are these obfuscated fields in GlStateManager?

    in Modder Support

    Posted October 31, 2018


    4 minutes ago, V0idWa1k3r said:

    Also I think this is slightly illegal since you are planning to use this code in your mod and not decompiling for educational purposes.

    Sure thing, you're right, I contacted him on the MinecraftForum to see if he's okay with it. He has stopped developing his mod at 1.8.9 and he hasn't seemed to be online for a while, but I'm willing to wait.

     

    Appreciate the help :)

  17. [1.10.2] What are these obfuscated fields in GlStateManager?

    in Modder Support

    Posted October 31, 2018 · Edited October 31, 2018 by Nick82285
    Grammar


    So I recently decompiled a mod to see how it rendered the arm in the first person with an item in hand. This is the code I came up with, deobfuscated to the best of my ability. I used bytecode viewer to decompile if that helps. I need to know the unknown fields in the code

     

    public void renderFirstPersonArm() {
    		Minecraft mc = Minecraft.getMinecraft();
    		Render render = mc.getRenderManager().getEntityRenderObject(mc.thePlayer);
    		RenderPlayer renderplayer = (RenderPlayer) render;
    		GlStateManager.func_179094_E();
    		GlStateManager.rotate(42.0F, 0.0F, 1.0F, 0.0F);
    		GlStateManager.rotate(-80.0F, 0.0F, 0.0F, 1.0F);
    		GlStateManager.rotate(100.0F, 1.0F, 0.0F, 0.0F);
    		GlStateManager.func_179109_b(-0.13F, -0.24F, 0.64F);
    		GlStateManager.func_179152_a(0.8F, 0.8F, 1.2F);
    		if ((mc.field_71439_g.field_82175_bq) && (mc.field_71439_g.field_110158_av >= 1)) {
    			GlStateManager.rotate(60.0F, 0.0F, 1.0F, 0.0F);
    			GlStateManager.rotate(-10.0F, 0.0F, 0.0F, 1.0F);
    			GlStateManager.rotate(-5.0F, 1.0F, 0.0F, 0.0F);
    			GlStateManager.func_179109_b(0.6F, 0.0F, 0.0F);
    		}
    
    		ResourceLocation skin = Minecraft.getMinecraft().thePlayer.getLocationSkin();
    		Minecraft.getMinecraft().renderEngine.bindTexture(skin);
    		renderplayer.renderRightArm(mc.thePlayer);
    		Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
    		GlStateManager.func_179121_F();
    		if ((mc.field_71439_g.func_70694_bm() != null)
    				&& (mc.field_71439_g.func_70694_bm().func_77973_b() == AmnesiaLights.LanternOff)) {
    			GlStateManager.func_179094_E();
    			GlStateManager.rotate(15.0F, 0.0F, 1.0F, 0.0F);
    			GlStateManager.rotate(-88.0F, 0.0F, 0.0F, 1.0F);
    			GlStateManager.func_179109_b(-0.12F, -0.75F, 0.12F);
    			GlStateManager.func_179152_a(0.8F, 1.2F, 0.8F);
    			Minecraft.func_71410_x().func_110434_K()
    					.func_110577_a(Minecraft.func_71410_x().field_71439_g.func_110306_p());
    			renderplayer.func_177138_b(mc.field_71439_g);
    			Minecraft.func_71410_x().func_110434_K().func_110577_a(TextureMap.field_110575_b);
    			GlStateManager.func_179121_F();
    		}
    	}

     

    This is the original code of obfuscated functions, again if it helps

    public void renderFirstPersonArm()
    {
    	Minecraft mc = Minecraft.func_71410_x();
         Render render = mc.func_175598_ae().func_78713_a(mc.field_71439_g);
         RenderPlayer renderplayer = (RenderPlayer)render;
         GlStateManager.func_179094_E();
         GlStateManager.func_179114_b(42.0F, 0.0F, 1.0F, 0.0F);
         GlStateManager.func_179114_b(-80.0F, 0.0F, 0.0F, 1.0F);
         GlStateManager.func_179114_b(100.0F, 1.0F, 0.0F, 0.0F);
         GlStateManager.func_179109_b(-0.13F, -0.24F, 0.64F);
         GlStateManager.func_179152_a(0.8F, 0.8F, 1.2F);
         if ((mc.field_71439_g.field_82175_bq) && 
           (mc.field_71439_g.field_110158_av >= 1)) {
           GlStateManager.func_179114_b(60.0F, 0.0F, 1.0F, 0.0F);
           GlStateManager.func_179114_b(-10.0F, 0.0F, 0.0F, 1.0F);
           GlStateManager.func_179114_b(-5.0F, 1.0F, 0.0F, 0.0F);
           GlStateManager.func_179109_b(0.6F, 0.0F, 0.0F);
         }
         
         ResourceLocation skin = Minecraft.func_71410_x().field_71439_g.func_110306_p();
         Minecraft.func_71410_x().func_110434_K().func_110577_a(skin);
         renderplayer.func_177138_b(mc.field_71439_g);
         Minecraft.func_71410_x().func_110434_K().func_110577_a(TextureMap.field_110575_b);
         GlStateManager.func_179121_F();
         if ((mc.field_71439_g.func_70694_bm() != null) && (mc.field_71439_g.func_70694_bm().func_77973_b() == AmnesiaLights.LanternOff)) {
           GlStateManager.func_179094_E();
           GlStateManager.func_179114_b(15.0F, 0.0F, 1.0F, 0.0F);
           GlStateManager.func_179114_b(-88.0F, 0.0F, 0.0F, 1.0F);
           GlStateManager.func_179109_b(-0.12F, -0.75F, 0.12F);
           GlStateManager.func_179152_a(0.8F, 1.2F, 0.8F);
           Minecraft.func_71410_x().func_110434_K().func_110577_a(Minecraft.func_71410_x().field_71439_g.func_110306_p());
           renderplayer.func_177138_b(mc.field_71439_g);
           Minecraft.func_71410_x().func_110434_K().func_110577_a(TextureMap.field_110575_b);
           GlStateManager.func_179121_F();
         }
       }

     

  18. [1.10.2] Render the players arm with an item in their hand

    in Modder Support

    Posted October 31, 2018 · Edited October 31, 2018 by Nick82285


    45 minutes ago, V0idWa1k3r said:

    Any particular reason for using 1.10 anyway?

     

    I'm an inexperienced modder looking to learn, however, the other mods I'm working with (specifically spongeforge mods like voxelsniper, worldedit and wizardry) don't have support for versions above 1.10.2.

     

    It's more or less a catch 22

  19. [1.10.2] Render the players arm with an item in their hand

    in Modder Support

    Posted October 31, 2018


    23 minutes ago, V0idWa1k3r said:

    Then in your custom renderer you can render the player's arm as you want - you can look at ItemRenderer#renderArmFirstPerson for an example.

     

    Don't feel obligated to answer because I know you probably get a secondary question but Item#getTileEntityItemStackRenderer doesn't exist, so how would I go about using ItemRenderer#renderArmFirstPerson?

  20. [1.10.2] Render the players arm with an item in their hand

    in Modder Support

    Posted October 31, 2018


    I came across a mod (with no source code), that uses the RenderPlayerAPI/ModelPlayerAPI called Amnesia Lights for 1.8.

    I need a way to render the arm with the item in the player's hand like the picture below.

    I tried changing the position of the model int the json but the arm doesn't show up, so is there a way with the GlStateManager to rotate the arm and force this functionality?

     

     

    Example.jpg

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