[API] Minecraft Forge
#2481
Posted 23 November 2011 - 08:06 PM
1) Create a new method in Entity and copy lines 138 - 144 (in 1.8.1) of EntityRenderer there.
2) Replace those lines in EntityRenderer with calling the method you created in step 1.
3) In my own entity just override that method.
I don't want to edit 2 base classes, so can you please add this to Forge?
- 1) You are on the internet.
- 2) You are on minecraftforum.net.
- 3) You are reading DiEvAl's sig.
- 5) You didn't notice that there is no 4.
- 6) You just checked it.
#2482
Posted 23 November 2011 - 08:20 PM
#2483
Posted 24 November 2011 - 03:08 AM
#2485
Posted 24 November 2011 - 04:25 PM
If you can that would be great, thanks.
P.S
Loving this.
#2486
Posted 24 November 2011 - 05:05 PM
DiEvAl, on 23 November 2011 - 08:06 PM, said:
1) Create a new method in Entity and copy lines 138 - 153 (in 1.8.1) of EntityRenderer there.
2) Replace those lines in EntityRenderer with calling the method you created in step 1.
3) In my own entity just override that method.
I don't want to edit 2 base classes, so can you please add this to Forge?
EntityRenderer (commented some code and added a single line after comment):
for(int i = 0; i < list.size(); i++)
{
Entity entity = (Entity)list.get(i);
/*if(!entity.canBeCollidedWith())
{
continue;
}
float f2 = entity.getCollisionBorderSize();
AxisAlignedBB axisalignedbb = entity.boundingBox.expand(f2, f2, f2);
MovingObjectPosition movingobjectposition = axisalignedbb.func_1169_a(vec3d, vec3d2);
if(axisalignedbb.isVecInside(vec3d))
{
if(0.0D < d2 || d2 == 0.0D)
{
pointedEntity = entity;
d2 = 0.0D;
}
continue;
}*/
MovingObjectPosition movingobjectposition = entity.intersectWithSegment(vec3d, vec3d2);
if(movingobjectposition == null)
{
continue;
}
double d3 = vec3d.distanceTo(movingobjectposition.hitVec);
if(d3 < d2 || d2 == 0.0D)
{
pointedEntity = entity;
d2 = d3;
}
}
Entity (added a new method):
public MovingObjectPosition intersectWithSegment(Vec3D start, Vec3D end) {
if(!canBeCollidedWith())
{
return null;
}
float bordersize = getCollisionBorderSize();
AxisAlignedBB axisalignedbb = boundingBox.expand(bordersize, bordersize, bordersize);
if(axisalignedbb.isVecInside(start))
{
return new MovingObjectPosition(0, 0, 0, 0, start);
}
else
{
return axisalignedbb.func_1169_a(start, end);
}
}
- 1) You are on the internet.
- 2) You are on minecraftforum.net.
- 3) You are reading DiEvAl's sig.
- 5) You didn't notice that there is no 4.
- 6) You just checked it.
#2487
Posted 24 November 2011 - 06:53 PM
Coupon22, on 24 November 2011 - 01:30 PM, said:
I too would like this for my high speed rails.
Beardedcow, on 24 November 2011 - 04:25 PM, said:
If you can that would be great, thanks.
P.S
Loving this.
Already exists:
FurnaceRecipes.smelting().addSmelting(itemId, meta, outputStack);
#2488
Posted 24 November 2011 - 07:22 PM
While I still believe in the vision behind the Forge, creative differences with a key team member that run counter to the collaborative spirit of this project, and the increasingly invasive nature of the changes made by the API to the Minecraft code-base, have resulted in a situation that I am not at all comfortable with.
During the transition, I will likely be distributing a heavily modified and trimmed-down version of the Forge with Better Than Wolves for MC 1.0, along with the source for those changes as per the Forge licensing agreement. With successive releases, I'll be removing remaining dependencies until the mod is completely detached from the API.
My apologies in advance for the incompatibilities that this will inevitably cause with your mods. It is a very unfortunate situation from which I believe it is simply best to extricate myself for my own peace of mind.
#2489
Posted 24 November 2011 - 08:24 PM
#2490
Posted 24 November 2011 - 08:30 PM
FlowerChild, on 24 November 2011 - 07:22 PM, said:
While I still believe in the vision behind the Forge, creative differences with a key team member that run counter to the collaborative spirit of this project, and the increasingly invasive nature of the changes made by the API to the Minecraft code-base, have resulted in a situation that I am not at all comfortable with.
During the transition, I will likely be distributing a heavily modified and trimmed-down version of the Forge with Better Than Wolves for MC 1.0, along with the source for those changes as per the Forge licensing agreement. With successive releases, I'll be removing remaining dependencies until the mod is completely detached from the API.
My apologies in advance for the incompatibilities that this will inevitably cause with your mods. It is a very unfortunate situation from which I believe it is simply best to extricate myself for my own peace of mind.
From what I remember of your interviews, you are a very principled person and this comes as no surprise. Not that I'm saying that's a bad thing.
While obviously there will be growing pains with you moving BTW off Forge, in the long term will you be continuing working to your philosophy of keeping Better Than Wolves compatible with as many other mods as possible? I was playing it with Buildcraft and several of the "Good Mixers" on the BTW Wiki and it worked so beautifully.
#2491
Posted 24 November 2011 - 08:50 PM
Mionface, on 24 November 2011 - 08:30 PM, said:
For the time being it should be assumed that BTW will be compatible with *nothing* and will exist only as a standalone mod.
I realize that this is unfortunate, and I will see what I can do in the future in this regard (especially if/when the mod API is released), but for the time being I feel that I need to focus on my mod and its functionality independent of others.
I would ask folks to please post any further inquiries about this matter in the BTW thread, as I do not want to completely derail this topic and will likely not be checking back here again.
#2492
Posted 25 November 2011 - 12:08 AM
#2493
Posted 25 November 2011 - 02:17 AM
#2494
Posted 25 November 2011 - 03:31 AM
Then click the following link to get the latest, working forge version! Official Forge Update Build System
#2496
Posted 25 November 2011 - 03:30 PM
FlowerChild, on 24 November 2011 - 08:50 PM, said:
I realize that this is unfortunate, and I will see what I can do in the future in this regard (especially if/when the mod API is released), but for the time being I feel that I need to focus on my mod and its functionality independent of others.
I would ask folks to please post any further inquiries about this matter in the BTW thread, as I do not want to completely derail this topic and will likely not be checking back here again.
#2497
#2498
Posted 25 November 2011 - 05:21 PM
Eurymachus, on 25 November 2011 - 04:10 PM, said:
I believe Eloraam is the main maintainer of forge these days. According to FlowerChild of BTW, we shouldn't expect an update to the forge until Eloraam's mod is ready to be released using the new forge.
#2499
Posted 25 November 2011 - 05:33 PM
bechill, on 25 November 2011 - 05:21 PM, said:
Eloraam, SpaceToad, and a third person (lexmanos I think?) have all had forge commits in relatively recent memory. SpaceToad actually has the most recent commit (10 days ago).
Also, that's not how dependencies work. RP2 needs Forge, thus Forge must be updated first. Unless you're insinuating that Eloraam is going to make a super-secret 1.0.0 Forge and then keep it all to herself while she updates RP2.
#2500
Posted 25 November 2011 - 06:14 PM
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