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  • TechGuy543
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  • Member for 9 years, 3 months, and 24 days
    Last active Fri, Feb, 23 2018 22:35:36
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    Mar 15, 2013
    TechGuy543 posted a message on [SOLVED]Code for Transparent Block
    Quote from _Boolean

    You called?

    What? And why bump a topic over a year old.
    Posted in: Modification Development
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    Mar 15, 2013
    TechGuy543 posted a message on MCP suddenly doesn't work
    Quote from DFTBA

    I don't have PATH, but I do have Path , PATHEXT, and CLASSPATH. Which of these do I need? Or, like you said, do I need to make a new PATH?

    Use Path.

    EDIT: Ninja'd ;)
    Posted in: Modification Development
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    Mar 13, 2013
    TechGuy543 posted a message on Is there a tutorial on how to add new items with 1.5?
    Quote from Bernkastell

    Because 1.5 seems to simplify adding new items to the game, does anyone know if there is a guide anywhere on how to do so? for instance, how to add a new sword and change its durability and strength. I host a small server just for me and my friends so I really want to learn how to do this stuff.

    There are plenty of tutorials on how to make mods in the tutorials section, if that is what you are looking for.

    Quote from lolwizzard

    Where do you even get the MCP for 1.5?

    Searge's Twitter.
    Posted in: Modification Development
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    Mar 8, 2013
    TechGuy543 posted a message on Need help installing forge offline.
    Download MCP and Forge separately. Then put the forge folder in the root of MCP and run install.bat in the Forge folder. It should work fine.

    You could also just run the Forge install batch file on an online computer and let it download MCP then move all the files to the offline one.
    Posted in: Modification Development
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    Mar 8, 2013
    TechGuy543 posted a message on I'm lost (Projectile Render)
    Change the view distance argument when registering it if using a ModEntity.
    Posted in: Modification Development
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    Mar 3, 2013
    TechGuy543 posted a message on Lightning Bolt Render bug[Solved]
    Quote from Oneric

    If the bolt had been only spawn on the client, the mobs woudn't have been hurt.
    ANd other players can ear the Lightning Bolt, but they can't see it.

    So that's not the problem. But thanks anyway.

    ~Oneric~

    Yes, I know. Figured it was worth a try anyway.
    Posted in: Modification Development
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    Mar 3, 2013
    TechGuy543 posted a message on Mob not working?!?!
    Firstly, create a CommonProxy class:
    package techguy.mods.undead.common;
    
    import net.minecraft.entity.player.EntityPlayer;
    import net.minecraft.world.World;
    public class CommonProxy
    {
    public static void registerRenderInformation()
    {
    	 //No rendering on servers.
    }
    
    }


    Then create a ClientProxy:
    package techguy.mods.undead.client;
    import net.minecraftforge.client.MinecraftForgeClient;
    import cpw.mods.fml.client.registry.RenderingRegistry;
    public class ClientProxy extends CommonProxy
    {
    public static void registerRenderInformation()
    {
    MinecraftForgeClient.preloadTexture("/undeadPlus/terrain.png"); //preload your texture sheets in here too
    MinecraftForgeClient.preloadTexture("/undeadPlus/items.png");
    RenderingRegistry.instance().registerEntityRenderingHandler(EntityClass.class, new RenderClass(new ModelClass(), 0.5F)); //Register the rendering for your entities.
    }
    }


    Then in your main class, in the method with the @Init annotation:
    ModUndeadClientProxy.registerRenderInformation();
    Posted in: Modification Development
  • View TechGuy543's Profile

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    Mar 3, 2013
    TechGuy543 posted a message on Lightning Bolt Render bug[Solved]
    Looks like you are only spawning it on the client. Spawn it on the server:
    Minecraft.getMinecraft().getIntegratedServer().worldServerForDimension(playerMP.dimension).spawnEntityInWorld(new EntityLightningBolt(world, posX , posY , posZ);
    Posted in: Modification Development
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    Mar 3, 2013
    TechGuy543 posted a message on Mob not working?!?!
    You haven't added the renderers in the ClientProxy by the looks of that.
    Posted in: Modification Development
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    Mar 2, 2013
    TechGuy543 posted a message on How can I make my mob get hurt in water?
    You need to use super in onLivingUpdate.
    Posted in: Modification Development
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    Mar 1, 2013
    TechGuy543 posted a message on Help with mob held item code.
    Are you calling the registerRenderInformation method?
    Posted in: Modification Development
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    Feb 28, 2013
    TechGuy543 posted a message on I am so stupid
    Decompile again in a fresh workspace. You can't share source code.
    Posted in: Modification Development
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    Feb 28, 2013
    TechGuy543 posted a message on Help with mob held item code.
    Quote from Jestorm

    Umm, I switched to Forge and it seems to don't be working again. Any clue what I must add or change?
    Anyone?

    Forge handles entity rendering differently. You must register the entity in your client proxy. There are dozens of tutorials on it.
    Posted in: Modification Development
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    Feb 28, 2013
    TechGuy543 posted a message on I know absolute nothing about coding/modding, but i want to make a mod to replace the ender dragon model, where do i start?
    Quote from 13thMurder

    just one. how would i go about distributing this mod outside minecraft.jar?

    also, more importantly, how could i go about making it animate? a static model wouldn't be so good for the ender dragon replacement.

    You would need to program the animation.
    Posted in: Modification Development
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    Feb 27, 2013
    TechGuy543 posted a message on Custom ore breaking with any pickaxe?
    After some testing, I have found that you need to initialise the block before setting the harvest level.
    Posted in: Modification Development
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