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    • Thanks for the confirmation!  Works like a charm on both server and client.  Ended up using both checks just to be extra certain and it all seems just fine.
    • 1.12 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
    • Open the link to get the error
    • when i try to open minecraft with code chicken lib 1.12.2 i get this error https://paste.ubuntu.com/p/75YSmsmPS7/ I got rid of it and miencraft worked but some mods didn't. I really need this mod please help
    • So now the particle's various ticking methods are being called, but the particle is not being rendered. I can also confirm that the texture's frame is correctly calculated as well.   mc.getTextureManager().bindTexture(SLASH_TEXTURE); float f = (float)(currentAnimationFrame / 2.0); float f1 = f + 0.4995F; float f2 = 0.0F; float f3 = f2; float f4 = 1.0F; float f5 = (float)(this.prevPosX + (this.posX - this.prevPosX) * (double)partialTicks - interpPosX); float f6 = (float)(this.prevPosY + (this.posY - this.prevPosY) * (double)partialTicks - interpPosY); float f7 = (float)(this.prevPosZ + (this.posZ - this.prevPosZ) * (double)partialTicks - interpPosZ); GlStateManager.pushMatrix(); GlStateManager.enableBlend(); GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA); GlStateManager.alphaFunc(516, 0.003921569F); GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F); bufferIn.begin(7, VERTEX_FORMAT); bufferIn.pos((double)(f5 - rotationX * f4 - rotationXY * f4), (double)(f6 - rotationZ * f4 * 0.5F), (double)(f7 - rotationYZ * f4 - rotationXZ * f4)).tex((double)f1, (double)f3).color(this.particleRed, this.particleGreen, this.particleBlue, 1.0F).lightmap(0, 240).normal(0.0F, 1.0F, 0.0F).endVertex(); bufferIn.pos((double)(f5 - rotationX * f4 + rotationXY * f4), (double)(f6 + rotationZ * f4 * 0.5F), (double)(f7 - rotationYZ * f4 + rotationXZ * f4)).tex((double)f1, (double)f2).color(this.particleRed, this.particleGreen, this.particleBlue, 1.0F).lightmap(0, 240).normal(0.0F, 1.0F, 0.0F).endVertex(); bufferIn.pos((double)(f5 + rotationX * f4 + rotationXY * f4), (double)(f6 + rotationZ * f4 * 0.5F), (double)(f7 + rotationYZ * f4 + rotationXZ * f4)).tex((double)f, (double)f2).color(this.particleRed, this.particleGreen, this.particleBlue, 1.0F).lightmap(0, 240).normal(0.0F, 1.0F, 0.0F).endVertex(); bufferIn.pos((double)(f5 + rotationX * f4 - rotationXY * f4), (double)(f6 - rotationZ * f4 * 0.5F), (double)(f7 + rotationYZ * f4 - rotationXZ * f4)).tex((double)f, (double)f3).color(this.particleRed, this.particleGreen, this.particleBlue, 1.0F).lightmap(0, 240).normal(0.0F, 1.0F, 0.0F).endVertex(); Tessellator.getInstance().draw(); GlStateManager.popMatrix();   It's supposed to spawn at the player's position. 
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