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hydroflame

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Everything posted by hydroflame

  1. RenderGameOverlayEvent contains the type, check if its the type you want they are called very obvious names... like health,armor etc
  2. 1 register your event handler 2 in your handler check if its the thing you want to stop 3 cancel it
  3. no mew its fine because server side knows whos dead and whos alive, a random player cant revive himself with this mod
  4. How? Is there a proper structure for events? just extends event and use MinecraftForge.EVENT_BUS.post(Event) and after that every class that have a @ForgeSubscribe for thsi event wil be called ez pz
  5. well .. you might wnat to look into that on the forge wiki
  6. im more concerned at how he did it WITHOUT loops ....
  7. you must be kidding me... yes ok it works well on linux because you have auto complete and drawing all the icons take a butload of time, but for a game ?!?! sign-shop is the worst system in the world and really ? efficient? please tell me how typing "/gold" is faster then opening your eyes: Wow, could you possibly be more short-sighted and close-minded? Sure, in your gold scenario a gui display is more efficient. Though that's not the case for everything. My mod is an example of this. /list <item name> is way the hell faster to execute than hitting a hot key, clicking in the textbox, typing what you want, then hitting enter. Why would i want to go from mouse to keyboard more times than i need to? I could also just show a list of all items in the gui and have the user click one but that is obviously horrendously slow and requires more eye movement than simply typing in a chat window. FYI.. you know you can do auto-complete in the minecraft chat window, right? sigh. I'm done here. gui would still win by a long shot why do you have to click the textbox ... you could open the gui and already have to focus on it your method *seems* to be faster because you didn't optimize it for a gui. so first your text box should be automaticly focused. after that, maybe for 1 item the cli method will look faster, but when it comes to multiple item then gui will own cli by far imagine someone wants to buy redstone or get information about redstone related thigns why not just type "red" and get me everything that has red in it, heck every item that has the tag red in your mod. with only a few item showing up (redstone, redstone torch, redstone repeater etc) i get muuuch more info/time then with cli without also, suppose were talking about a more complex item,ones that have a lot of text under them, lets say a sword that has various stats on it (+str,+mana,+hp etc). how can you even efficiently filter those and sum up the information with the cli window can you imagine ?: sword 1(seller hydroflame): 35 attack damage +50 mana +50% mine speed sword 2(seller mew): 45 attack damage +90 strength splash damage with only these 2 item i have FILLED my cli. shopping for these kind of items would be terrible the only place where (i find) is acceptable for cli is 1 chat, because its typing stuff anyway, it make sens that your cli is managed by cli 2 server side stuff, commands like give when run on server side, only and only because some people have server without X11 or another windowing system and run everything via ssh. and i if you take the time you can make gui that will help you more, make more stuff,faster
  8. btw the easy way is to make a static hashmap ....
  9. its alreayd inside the entity class ... you dont have to redefine it
  10. yes its called the source code im not even joking you can find 50% of what you need in there, the other 45% on the wiki and the leftover 5% you should ask about
  11. no trust me theres worst, at least you admit it some peopel want to just mod and dont care when we say they should learn a bit before but some of them dont even know how to create a method, they just know ctrl+c and ctrl+v
  12. call hierarchy, type hierarchy, breakpoints and your eyez are the 4 most overpowered tools when modding minecraft
  13. cant you just remove the original and then insert the new one #reflection
  14. dedi/integrated is the same thing can we have code or something ?
  15. another one trying to run before he can walk ?
  16. no, use glScalef. best way anyway as you can control everything
  17. i just read about the Optional class .... i dont get its goal ... ok so you're goign to be more efficient in return values and can avoid NPE's ... but whats the difference between that and a simple check for not null ?
  18. have you even tried ? theres literally hundreds of thread about this AND a guide on the wiki...
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