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TechoMan

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Everything posted by TechoMan

  1. i think you in wrong category... and Eloraam did make its mod by itself...he even was making forge , soo i dont think what its unreal to do...making forge and RP is a lot harder , than just making RP.And there is tons of changes , that did make world a lot easyer for codders...
  2. I'm back...Its my second atempt of creating liquid.Now i'm having new problem - fluid dont want to flow at all....or actyallu it will flow , but in very strange method. When placed , they are only 1 "pixel thik" , but i even used setQuantaPerBlock to 12, but it still only 1 thick...wich is very strange ( http://snag.gy/6NMpm.jpg <= screnshot of it , idk how to attach screnshot to post , so i'm using snag.gy ).Next - its cind of realistic how it works , but i dont want that. When they fall on top of themself....they like in real - stacking into bigger liquid.They even flow then , but its like in real life.I dont think MC players will like that , so why does it happen? And second question - how i can apply effects when player in liquid? Like lava makes you in fire.
  3. there is other events....I think better to use player tracker for client side , and for server side - i think server load will be ok , beacos its the latest what happyning on server startup...when commands are added.
  4. you need to change logic of spawners , beacos they using only vanillas mobs...The same as spawning egg - they just dont know what you entity exists.
  5. i'm about the same...*Good what forge dont neex 2x blocks for fluids...*
  6. ik what its using metadata alredy. And why its bad idea? using only for pricy liquids...hmmm...but yea , i can make just tons of it wia big pyromid
  7. Again , i'm making someting that dont use tons of blockIDs.Now - its fluids.I'm making ~14 diffrent fluids , and i dont want to use 14 diffrent blocks for them.Is there build in that cind of feature into forge , or do i need to use tileEntity for that? And is it a good idea , to do that?
  8. i think you didnt install it right.
  9. beacos if player just reconects - what will be? It will load that default values..Or actually it will be worse - it will load from NBT value 0.Beacos getInteger returns 0 , if its cant find that tag. Or why dont do both of that? 1.If there is no that tag , what we a searching in NBT , dont modify HashMap. 2. If there is that value in NBT , load it from NBT. So if you do default values , it will load them , beacos player dont have that tag. If you are saving and loading NBT properly, the value you load will be correct; loading from NBT is not the place to set a default value. When the player first starts a world, the constructor is called without reading from NBT afterward, so the default value you set there will then be saved and loaded just fine. hmm , didnt know that *lafing at bad documented wiki*. What about if player was alredy playing on server?
  10. hmm , that is strange.I dont think what its get removed...Are you sure what its gone? *going to find forge source for 1.7*
  11. oh , you dont open gui... You have GUI only at client-side , and its not opening on server-side. You mod NEED TO BE @networkmod . Just put @NetworkMod after @Mod in you main mod. Or you dont register you GuiHandler. GUI and networking not documenting that good at wiki.There is nothing about network mod , and what you cant use GUI without it. And the same with Entitys - you MC will just crash if it will spawn , and you mod without @NetworkMod. And i think tileEntity buggy too without @NetworkMod.....TM@NetworkMod
  12. Very easy.There is even tut on wiki. http://www.minecraftforge.net/wiki/Multiple_Pass_Render_Blocks <- but use it only for one render pass...
  13. you can easy add attributes via potions....Heh , will search if noone know that...maybe will make tuts for people like me
  14. beacos if player just reconects - what will be? It will load that default values..Or actually it will be worse - it will load from NBT value 0.Beacos getInteger returns 0 , if its cant find that tag. Or why dont do both of that? 1.If there is no that tag , what we a searching in NBT , dont modify HashMap. 2. If there is that value in NBT , load it from NBT. So if you do default values , it will load them , beacos player dont have that tag.
  15. Search in RenderBlocks(package net.minecraft.client.renderer;).Its just blocktype , like torch rails and other that kind of renderers. public boolean renderBlockBeacon(BlockBeacon par1BlockBeacon, int par2, int par3, int par4) { float f = 0.1875F; this.setOverrideBlockTexture(this.getBlockIcon(Block.glass)); this.setRenderBounds(0.0D, 0.0D, 0.0D, 1.0D, 1.0D, 1.0D); this.renderStandardBlock(par1BlockBeacon, par2, par3, par4); this.renderAllFaces = true; this.setOverrideBlockTexture(this.getBlockIcon(Block.obsidian)); this.setRenderBounds(0.125D, 0.0062500000931322575D, 0.125D, 0.875D, (double)f, 0.875D); this.renderStandardBlock(par1BlockBeacon, par2, par3, par4); this.setOverrideBlockTexture(this.getBlockIcon(Block.beacon)); this.setRenderBounds(0.1875D, (double)f, 0.1875D, 0.8125D, 0.875D, 0.8125D); this.renderStandardBlock(par1BlockBeacon, par2, par3, par4); this.renderAllFaces = false; this.clearOverrideBlockTexture(); return true; }
  16. there is other thing - if you want to have diffrent texture , that changing from TileEntity , you need to have make own ItemRender. Saving and loading stuff is easy - just use alredy made in you TileEntity readFromNBT / writeToNBT .Parameters - ItemStack's NBT tag.
  17. Pumpkin dont render in game overlay...there is function for that in Item class , for rendering stuff if you armor is equiper on player. /** * Called when the client starts rendering the HUD, for whatever item the player currently has as a helmet. * This is where pumpkins would render there overlay. * * @param stack The ItemStack that is equipped * @param player Reference to the current client entity * @param resolution Resolution information about the current viewport and configured GUI Scale * @param partialTicks Partial ticks for the renderer, useful for interpolation * @param hasScreen If the player has a screen up, which will be rendered after this. * @param mouseX Mouse's X position on screen * @param mouseY Mouse's Y position on screen */ @SideOnly(Side.CLIENT) public void renderHelmetOverlay(ItemStack stack, EntityPlayer player, ScaledResolution resolution, float partialTicks, boolean hasScreen, int mouseX, int mouseY){}
  18. Why not just check in load from nbt , is there alredy mana value or no? If there is no that value , then make it 200.I think there is even function for that in NBT....get stuff , but if its dont exists it will return "first value".
  19. no i want them to be added to players , and stuff like that , by myself in mod.I want make items that will give some effects , but i dont want to make own attribute system , if there is alredy one exists And its good , what i can make that.Can you give example of cheking , does player have attribute or no?
  20. 1. Just use HashMap of recipies , with entry. Watch Vanilla furnace , how it does work , and you will undestend that. All what you need to modify - change in furnace code , to use entrys. 2. When shift - click? you didnt make you Container right , public ItemStack transferStackInSlot(EntityPlayer player, int slot) <- its when someone shift clicks. Again , watch vanilla code to make its more stable. How to watch vanilla code? Click Ctrl+Shift+T in eclipse , and type TileEntityFurn .It will search for class with that name. For containers - ContainerFurnace.
  21. You need to use ICustomItemRender to do that.There is tutorial about it on wiki
  22. I think that is beacos of render type. Can you show you block and item registration , beside only that class? Oh , and can you send screenshot of what heppening / explain to me , what "just title" mean?
  23. I want to make my own attributes , like damage resistance and stuff like that. I'm loving attribute system , and how it works.So question is - can i make my own attribute?
  24. evrywhere List in what "renderers" that i used it turned on: - Inventory renderer - Block in world renderer - TileEntity renderer - Entity renderer Where its turned off for some reason(why idk) : - in hand render - when item is dropped and why you stopped developing of camera craft?(
  25. heh , i will help you then GL_CULL_FACEL - render only that sides , that screen ( AND YES , ACTUALLY SCREEN , not player.) can see.Its faster to render stuff , but can be buggy in "bad code developers" hand. What it can do - from one side , poly / square is visible , but from other no.That is acually what it does at all - you can see from one side , but cant from other.Its sometimes very needed , but sometimes it can srev up you render.There is diffrent modes on it , and i dont know what mode MC use...That not a problem - i just turn it off , but....meh , -0.05 fps , just dont care .But for some one its more than that , and it very importen for "tons of" render.When you rendering 1M of someting - YOU NEED IT.
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