I've seen a gtx 970 struggling to keep 45 fps in some situations, but that doesn't make sense to me. I chose an i5 4590 and a GTX 960, which is great for gaming, but I've heard that FTB Infinity is a VERY heavy pack that really pulls down fps. Would I be able to max out the video settings or would that be asking for too much?
Use #getIsKeyPressed() rather than #isPressed() - the latter does not work very well, as you've discovered.
Also, since you are in a GUI, you have the keyTyped method that is called any time a key is pressed - you should use that instead.
Actually getIsKeyPressed doesn't work either!
As for the keyTyped method, I previously stated that I cannot use that because it does not supply continuous key input (There is no 'keyreleased' event in the gui).
I ran into a similar issue when developing the Quick Deposit portion of my mod (see sig). I ended up using a tick handler and checking if the key is down and the GUI is open which basically acts as a key listener for that GUI.
Ooo, that sounds interesting! So a tick handler can receive input events even if a gui is open? And will it prevent having to "steal" events from minecraft?
Yeah, I think that's my only option because I found out keybindings are only for when you're actually playing the game. When a gui is open, it doesn't detect key presses purposely. In the GuiScreen class, I found out that keyTyped actually uses handleKeyboardInput which uses lwjgl events directly, so I might just override the handleKeyboardInput method. I'm still surprised that there isn't any 'proper' way to do this. I know there exists a pacman arcade mod that also makes use of a playable game within a gui, so I'm guessing it uses the same technique.
Anyways, thanks for the help! (Because I doubt anyone else would have answered)
I'm going to be making an interactive game in a gui, but I need to be able to use the vanilla keybindings (like 'right', 'left' etc). I've tried detecting when one of those keys is pressed, but it's always false. I also can't use keyTyped because I need continuous key input. Here's what I've tried:
[/p]
[p]public class GuiGame extends GuiScreen {
public GuiGame() {
}
@Override
public void updateScreen() {
//Always false, doesn't print
if (mc.gameSettings.keyBindForward.isPressed()) {
System.out.println("Forward pressed");
}
}
@Override
public boolean doesGuiPauseGame() {
return false;
}
@Override
public void drawScreen(int arg0, int arg1, float arg2) {
drawDefaultBackground();
}
}[/p]
[p]
Is there something wrong with what I'm doing? Please help me if you know anything, I've been searching for 2 days!
A friend and I were planning to use this in a modpack that would be listed in the third party packs on the FTB launcher. May we have your permission to use it?
Firstly, if you don't need lava, than you are using version 1.0; version 1.1 includes the need for lava buckets for increased difficulty. If you want to upgrade, you can replace the old jar with the v1.1 jar.
Second: for now, I think I will keep it at 64 coal -> 1 diamond, because you're basically suggesting 32 coal -> 1 diamond (288 coal -> 9 diamond), which is a little too easy IMO.
As far as I can tell, yes. I've seen someone do a video where coal was being pumped into the compressor. I don't know fully how minecraft handles slots so there isn't any guarantee.
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I bought it for its high boost clock - 3.7ghz. I've only heard that an i5 has no problem with feed the beast. But I guess I'll find out!
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I just ordered the parts for my gaming PC and wanted to know how well I would be able to run FTB Infinity:
http://pcpartpicker.com/p/f9Hzt6
I've seen a gtx 970 struggling to keep 45 fps in some situations, but that doesn't make sense to me. I chose an i5 4590 and a GTX 960, which is great for gaming, but I've heard that FTB Infinity is a VERY heavy pack that really pulls down fps. Would I be able to max out the video settings or would that be asking for too much?
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Keyboard.isKeyDown indeed works, but I was seeing if I could find a solution that uses Minecraft's api. But if that's the only option, so be it!
Thanks jabelar and coolAlias
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Actually getIsKeyPressed doesn't work either!
As for the keyTyped method, I previously stated that I cannot use that because it does not supply continuous key input (There is no 'keyreleased' event in the gui).
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Ooo, that sounds interesting! So a tick handler can receive input events even if a gui is open? And will it prevent having to "steal" events from minecraft?
Thanks for answering
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Yeah, I think that's my only option because I found out keybindings are only for when you're actually playing the game. When a gui is open, it doesn't detect key presses purposely. In the GuiScreen class, I found out that keyTyped actually uses handleKeyboardInput which uses lwjgl events directly, so I might just override the handleKeyboardInput method. I'm still surprised that there isn't any 'proper' way to do this. I know there exists a pacman arcade mod that also makes use of a playable game within a gui, so I'm guessing it uses the same technique.
Anyways, thanks for the help! (Because I doubt anyone else would have answered)
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I'm going to be making an interactive game in a gui, but I need to be able to use the vanilla keybindings (like 'right', 'left' etc). I've tried detecting when one of those keys is pressed, but it's always false. I also can't use keyTyped because I need continuous key input. Here's what I've tried:
Is there something wrong with what I'm doing? Please help me if you know anything, I've been searching for 2 days!
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Yes!
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Second: for now, I think I will keep it at 64 coal -> 1 diamond, because you're basically suggesting 32 coal -> 1 diamond (288 coal -> 9 diamond), which is a little too easy IMO.
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As far as I can tell, yes. I've seen someone do a video where coal was being pumped into the compressor. I don't know fully how minecraft handles slots so there isn't any guarantee.
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