WildHeart
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Posts posted by WildHeart
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Hello, I have many models and I don't want to store them in a jar of my mod. Can I specify an external directory(outside the jar) or will have to write its own boot loader?
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6 minutes ago, Draco18s said:
You need to send a list of UUIDs.
So and next, i must do get entityPlayer from uuid?
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Hello, i created a groups manager(List of players) and i dont know how to send List<EntityPlayer> to client. How to made it?
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1 minute ago, Draco18s said:
No you didn't, you said, "i created a sphere for my block."
You can use OBJ models as well as JSON.
But how would I have known you hadn't seen it?
Hrm, ok, it's my fail, sry.
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Just now, Draco18s said:
Given that you didn't say how you were drawing the block...because you supplied no code...
How was I supposed to know that you were using a TESR for this?
I wrote that for a block has been applied to the render, I have not seen the new versions of the render which was in 1.7.10, so tesr the easiest way to do this.
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Just now, Draco18s said:
It's a vanilla bug
Above I applied the fix.
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Fixed by
GL11.glDepthMask(false);
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6 minutes ago, diesieben07 said:
What?
How to do it in 1.7?
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4 minutes ago, diesieben07 said:
Yes, you will need "phantom blocks".
Do not tell me how to do this on 1.7?
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5 minutes ago, diesieben07 said:
No, you cannot. A block's bounding box cannot exceed 1x1.5x1 at the very maximum.
Hmm, then what are ideas? Phantom blocks? By the way, looked DecoCraft mod, here it is interesting.
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4 minutes ago, diesieben07 said:
Blocks cannot be bigger than 1x1x1, if you need something bigger you need more than one block.
I heard about addCollisionBoxesToList. With the help of it you can make large size.
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Hello, i create a big fence and i want create big bounding box. But the thing is that if I specify (0, 0, -2.0 F, 1.0 F, 3.0 F, 2.0 F) the player on the Y-coordinate begins to sway, and X and Z as it usually goes.
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4 minutes ago, Jay Avery said:
Store the size of the list as an integer, then loop through the list and store each string. To read it, create a new list, read the size, and then loop through that number of times to read each string.
So?
private byte[] writeToByteArray(ArrayList<UObject> list) throws IOException { ByteArrayOutputStream baos = new ByteArrayOutputStream(); ObjectOutputStream out = new ObjectOutputStream(baos); for (UObject element : list) { out.writeObject(element); } return baos.toByteArray(); }
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4 minutes ago, Jay Avery said:
What do you mean?
How to send packet with List<String>? (How to convert List<String> to bytes.)
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6 minutes ago, Jay Avery said:
Use packets to send information from the server to the client.
Not to create a separate topic, could you tell me how to pass packets through the ArrayList?
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5 minutes ago, Jay Avery said:
Use packets to send information from the server to the client.
Ok, thanks.
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Hello, i created custom GuiScreen on client and Container on server, now I was faced with the problem of how to obtain on the client which slot was clicked/selected by mouse click. On the server in the container I created the variable, and the client does not know how to do. Can you tell me?
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4 minutes ago, jeffryfisher said:
Minecraft sound handling can be confusing because decision code for the server and "rendering" code for the client are partly mixed together with similarly named methods. Take some time to trace both the execution and data flows with an eye toward logical client-server separation.
Then look for a client-side vanilla classes with "continuous" in their names (I hope they haven't changed too much since I used them in 1.10). Finally, look up other threads about changes to Minecraft sounds in 1.12. I think there's some info on sound in 1.12 in the Forge docs area too.
Currently working with 1.11.2 I found a mod Siren Mod, it does what I need, and most interestingly, the code is identical to mine, it's very strange:\
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Hello, i created radio for my mod and i want to have music playing all the time. I created class extended from MovingSound(As well as MovingSoundMinecart):
public class RepeatSound extends MovingSound { public RepeatSound(TileRadio radio) { super(new ResourceLocation("modid", "radio_sound_1")); this.repeat = true; this.volume = 1.0F; this.xPosF = radio.xCoord; this.yPosF = radio.yCoord; this.zPosF = radio.zCoord; } @Override public void update() {} }
In sounds:
{ "radio_sound_1": { "category": "music", "sounds": [ { "name": "modid:radio_sound_1", "stream": true } ] } }
In TileRadio
@Override public void updateEntity() { if (play) { play = false; Minecraft.getMinecraft().getSoundHandler().playSound(new RepeatSound(this)); } }
And it's not working, there is a small period of 1 second, and sometimes does not work. How to fix it? The fact that I used the same code on 1.7.10 and 1.11.2, and still all the same.
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4 minutes ago, MrBendelScrolls said:
"Best code is no code, they say"
This is code not public, I deleted it
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Hello, i have a server side mod and i send to client player data from server, but packet the package does not reach to the client player. How to fix it?
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Hello, i created Entity and interact with him, but i have a problem. If click to entity, it entity name is updated on server and if relogged to world, it the name appears on the client. Before that, the name is not displayed. How to fix it?
Code in entity for interact(method processInitialInteract):
BlockPos pos = this.getPosition(); this.code.put("hand", new HandMethods(this)); this.code.setCodeFromBook(this.getEntityWorld(), player, this, pos, heldItem); PythonBookItem bookItem = (PythonBookItem) item; bookItem.itemInteract(heldItem, this);
And method itemInteract:
public boolean itemInteract(ItemStack stack, HandEntity handEntity) { if (handEntity != null) { if (stack.getItem() == ModItems.python_book) { NBTTagCompound tagCompound = stack.getTagCompound(); if (tagCompound == null) return false; if (tagCompound.hasKey("title")) { if (tagCompound.getString("title").isEmpty()) { handEntity.setCustomNameTag(I18n.format("item.hand.tooltip.info")); } else { handEntity.setCustomNameTag(tagCompound.getString("title")); } } } return true; } return false; }
And in processInitialInteract:
if (!world.isRemote) { return handleItemInteraction(player, player.getHeldItem(hand)); } return true;
[1.10] Custom external folder for obj models.
in Modder Support
Posted
I need this because I have a custom mod, i.e. you can create many items and blocks without programming knowledge, but not everyone knows about, what resources should be in the jar file. And I want to do more conveniently, without any knowledge it was possible to add models, textures, etc. Now we've seen one mod that does what I need, but he does it with asm. Link. Still before I start using this mod, will I be able to do it with standard tools without the intervention of asm?