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poopoodice

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Everything posted by poopoodice

  1. We were talking about doing that every tick. You don't have to worry about it then since it's not a big issue anyways.
  2. The problem's about ray tracing and network packets every tick 0.0
  3. Override attackEntityFrom and do checks there, for example DamageSource#isProjectile. Or check how Enderman does it.
  4. The vec contains x, y, and z
  5. Hi, I think this may be a little bit more related to math but I can't seem to find the solution. 1 stack.translate(1F, 2F, 3F); stack.rotate(Vector3f.XP.rotationDegrees(180)); stack.scale(2.0F, 3.0F, 4.0F); stack.rotate(Vector3f.ZP.rotationDegrees(x1)); 2 stack.translate(1F, 2F, 3F); stack.rotate(Vector3f.XP.rotationDegrees(180)); stack.rotate(Vector3f.ZP.rotationDegrees(x2)); stack.scale(2.0F, 3.0F, 4.0F); Is it possible, given x1 and calculate the value of x2? Thanks.
  6. The problem is it's only gathering the entities that are inside/intersects with the bb: player.getBoundingBox().expandTowards(player.getDeltaMovement()).inflate(1.0D) So make the bounding box bigger.
  7. For example doing this is in the start of the render tick ORIGINAL_GAMMA; settings = Minecraft.getInstance().gameSettings; if (player.isPotionActive(myeffect)) { ORIGINAL_GAMMA = settings.gamma; settings.gamma = 100; } then at the end of the render tick restore it. Just my thought.
  8. You can have the empty bar in the background texture and just blit the energy afterwards.
  9. Yes, but it will crash at Since it is always a client player, not server.
  10. It seems like you misspelled assets to assest? The image is too blurred.
  11. Case it to EntityRayTraceResult and get entity from it
  12. Interesting, I also noticed that at some point the projects hotswap starts to fail, however I haven't yet discover what's the cause...
  13. Solved, forgot to change java from 1.8 to 1.16. 😛
  14. Ran again after I got up, had a different error: PS C:\Users\user\Desktop\MinecraftForge> ./gradlew setup To honour the JVM settings for this build a single-use Daemon process will be forked. See https://docs.gradle.org/7.2/userguide/gradle_daemon.html#sec:disabling_the_daemon. Daemon will be stopped at the end of the build > Configure project : Version: 1.17.1-37.0.61 Java: 1.8.0_291 JVM: 25.291-b10(Oracle Corporation) Arch: amd64 > Configure project :clean WARNING: This project is configured to use the official obfuscation mappings provided by Mojang. These mapping fall under their associated license, you should be fully aware of this license. For the latest license text, refer below, or the reference copy here: https://github.com/MinecraftForge/MCPConfig/blob/master/Mojang.md, You can hide this warning by running the `hideOfficialWarningUntilChanged` task WARNING: (c) 2020 Microsoft Corporation. These mappings are provided "as-is" and you bear the risk of using them. You may copy and use the mappings for development purposes, but you may not redistribute the mappings complete and unmodified. Microsoft makes no warranties, express or implied, with respect to the mappings provided here. Use and modification of this document or the source code (in any form) of Minecraft: Java Edition is governed by the Minecraft End User License Agreement available at https://account.mojang.com/documents/minecraft_eula. FAILURE: Build failed with an exception. * Where: Build file 'C:\Users\user\Desktop\MinecraftForge\fmlcore\build.gradle' line: 7 * What went wrong: A problem occurred evaluating project ':fmlcore'. > java.lang.UnsupportedClassVersionError: org/javamodularity/moduleplugin/ModuleSystemPlugin has been compiled by a more recent version of the Java Runtime (class file version 55.0), this version of the Java Runtime only recognizes class file versions up to 52.0 * Try: Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights. * Get more help at https://help.gradle.org BUILD FAILED in 21s 2 actionable tasks: 2 up-to-date
  15. Hi I encountered an error while building gradle, I'm using a brand new cloned Forge Repository, on branch 1.17.x (no edits at all) What I tried: ./gradlew.bat setup Import Gradle Project Error: PS C:\Users\user\Desktop\MinecraftForge> ./gradlew.bat setup To honour the JVM settings for this build a single-use Daemon process will be forked. See https://docs.gradle.org/7.2/userguide/gradle_daemon.html#sec:disabling_the_daemon. Daemon will be stopped at the end of the build FAILURE: Build failed with an exception. * Where: Build file 'C:\Users\user\Desktop\MinecraftForge\build.gradle' line: 30 * What went wrong: Plugin [id: 'net.minecraftforge.gradleutils', version: '1.+'] was not found in any of the following sources: - Gradle Core Plugins (plugin is not in 'org.gradle' namespace) - Plugin Repositories (could not resolve plugin artifact 'net.minecraftforge.gradleutils:net.minecraftforge.gradleutils.gradle.plugin:1.+') Searched in the following repositories: Gradle Central Plugin Repository maven(https://maven.minecraftforge.net/) * Try: Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights. * Get more help at https://help.gradle.org BUILD FAILED in 1m 40s 2 actionable tasks: 2 up-to-date PS C:\Users\user\Desktop\MinecraftForge> Thanks.
  16. It's ok to create different attribute modifiers with identical UUID you just got to make sure you removes the previous one from the entity, so they don't clash.
  17. Are they? They shares the same instance: MATERIALS = MISC My think is that they might split them into different tabs in the future, or its just make things easier to identify when deciding their groups.
  18. I don't think it's a good idea to use both registry at the same time, you should choose either deferred registry or using registry events. Although it may not be the fix.
  19. https://github.com/MinecraftForge/MinecraftForge/blob/b7379953d50a04f4cc7f7c9912969959ed6268d2/src/main/java/net/minecraftforge/common/ForgeMod.java#L250
  20. So your custom one should extend it, or as diesieben said just store it yourself. Then render the custom one in RenderOverlayEvent.
  21. HI duck, I think you should be able to just render the player at the centre of the screen, and scale it according to the distance of the ray tracing. I have recently accomplished similar target, but in this case I'm doing the laser projection on the wall: Video The laser rotates, scales, and the alpha changes according to the position of the hit, which I think is probably easier than actually render the thing in the world. I might be wrong tho, I would also like to see if we have any other better solution.
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