starchasers / ocglasses Goto Github PK
View Code? Open in Web Editor NEWmod for minecraft and addon for Open Computers
License: zlib License
mod for minecraft and addon for Open Computers
License: zlib License
I didn't know where to post this, but the download link here is broken.
Hi!
I am sure you already have some plans for this, but here is my take on how upgrades should work:
Right now you take your glasses, put them on a anvil, place the desired upgrade on top of it and smack it as hard as you can until it's inside of the glasses them self. But it would be neat if it worked similar to OC's other devices such as the Tablet or Drone where you put a casing into the Electronic Assembler and thereafter put the upgrades inside. I made a picture of it for some reason:
And instead of been given a random address it would need a Linked Card which is the medium between the Computer and the glasses. The other pair could be inserted into a A) OG Terminal or B) a small card container you open by right clicking and placing the Linked Card inside and then put that container into ex. a Robot or Drone (Upgrade Slot)(might be tricky to use the Linked Card as receiver/transmitter directly inside a computer, so a compatibility layer that reads the Linked Card's address).
It would be cool, if you can show different widgets to different people.
For example, to create AR-chat. Or make virtual interface with admin features, that only visible to system owner.
The terminal glasses from OpenPeripherals are able to display the icon of an item, as it would appear in a player's inventory, on the screen. Is there any chance this feature could be implemented here?
so users can store fonts on the OC machine instead of requiring each client to have the font installed
Why the bridge can not determine the distance to player, and from player to objects?
Line 308 of OpenGlassesTerminalTileEntity seems to be the place this is done? I'm not familiar with OpenComputer's arch.
Basically, whenever the terminal is powered up, it sucks the living daylights out of my power setup. Would like to lessen the amount of power required. Also respecting Creative cases would be another config item.
I'm currently in the process of writing a little button API helper for the OC glasses.
Great mod so far for sure, Having a good bit of fun with it.
The problem i'm running into is that the color of the textlabel the same is as the rectangle its on.
For example i create a rectangle by glasses.addRect() and then setColor(0,0,0) and then do a glasses.addTextLabel() and do setColor(1,1,1) the text appears black instead of white.
This follow the color of the rectangle. So changing the rectangle to 0,1,0 would give a green rectangle with green text.
The code i'm using can be see in this Gist
Note: the click functionality hasn't been implemented yet
In OpenGL you can pass the renderer a list of vertices to be rendered in one call, rather than many calls for each individual triangle. I propose a widget that takes an table of vertices in it's initializer and renders them all at once. The table would be a simple numeric array {#, #, #, #, #, #, #, #, #}, with each set of 3 numbers representing a triangle.
It'd be nice
Nope, I am seriously. These glasses need chat commands like in OpenPeripheral. No matter what prefix must be used (@ or $$ or ## idk) but chat commands would be nice. Through some kind of "ar_chat_command" event or something.
Hi!
I recently got a VR gear, and I noticed there is a mod for Minecraft called Vivecraft that adds VR support.
OG does work no problems, but how Vivecraft renders stuff makes the hud appear on the left hand. But holding down the keybind to free the mouse changes it to "wide mode" where the hud is rendered on the whole screen. My suggestion is that HUD elements will not render until you hold the OG pointer keybind if Vivecraft is installed, then you wouldn't have a huge paperboard clued to your left hand.
I figure this is a long shot, but are there any plans to allow these glasses to be used from ComputerCraft as well?
Render textures of items and blocks.
OpenComputers v1.5.13.28
OpenGlasses-1.0.47.jar
[Server thread/ERROR] [FML]: The mod openglasses (OC Glasses) requires mods [OpenComputers] to be available
[Server thread/ERROR]: Encountered an unexpected exception
cpw.mods.fml.common.MissingModsException:
Missing Mods:
OpenComputers : [1.4.0,)
https://gist.github.com/ProsperCraft/5b9d1ba628f6263320a10f93a6a8acfe
##modlist-
https://minecraft.curseforge.com/projects/towncraft
##Environment.
[16:59:01] [Server thread/INFO]: SpongeForge
Minecraft: 1.12.2
SpongeAPI: 7.1.0-SNAPSHOT-bec74cd
SpongeForge: 1.12.2-2611-7.1.0-BETA-3016
Minecraft Forge: 14.23.2.2627
Well, the title says all. A few links are broken.
After the widget has been added with component.glasses.add*(), if you disconnect the terminal you can still call functions on the widget and the changes apply to the game
For example:
`local rect = require("component").glasses.addRect()
rect.setPosition(0,0)
rect.setSize(10,10)
--disconnect the terminal here
rect.setColor(1,1,1) --works`
Hi!
I've been working on a button API for your mod OpenGlasses in latest (OpenGlasses-MC1.12.1-1.5.4) version of it. I was done with the graphics, so I was going to add functionality to the buttons now. So I made a event test for click on the screen. Seems to be working fine but I noticed when I had a small square to be placed on the x
and y
values that it was incorrect. The higher up I went on the axis the more off it was. At 0,0
it was right on spot, but the more the values grew the more off they were. I made a small gif to show the effect.
Gif
Script:
component = require("component")
event = require("event")
glasses = component.glasses
local box = glasses.addRect()
box.setSize(10,10)
box.setColor(1,1,1)
box.setAlpha(0.8)
while true do
local _,_,_,x,y = event.pull("interact_overlay")
box.setPosition(x,y)
print(x,y)
end
This is a typo. It should be setVisible.
You may want to have the old name there for backwards compat but the correct spelling should be there too.
I have been trying to get an object to render on a player, in this case, a white sphere, and using the 'Living' or 'Player' types, it doesn't work. However, it does work with 'All'.
I couldn't figure out what the issue was myself, however I'm not very well versed in lua so it could be user error.
Player standing next to a chick-
https://imgur.com/Om42lFV
Here's the snippet I ran to generate that-
component = require("component")
fh = io.open("/home/test.obj", "r")
objData = fh:read("*a")
fh:close()
g = component.glasses.addEntityTracker3D()
g.addScale(0.5, 0.5, 0.5)
g.loadOBJ(test)
g.setTrackingType("LIVING", 32)
When placing down a Glasses Terminal my client will get kicked from server (Internal server error) server says http://pastebin.com/hnXHXNqs
I tried with forge, same error with a forge in place of cauldron error. Also says "[02:18:15 WARN]: Selector.select() returned prematurely 512 times in a row; rebuilding selector."
When you log back in you have the glasses terminal in your inventory along with the one you placed before crashing.
Running OpenGlasses v1.0.43 and OpenComputers v1.5.2.9
Side Note: I can access the Glasses terminal via computer just fine.
There could be a remote for having players hold to interact with the fake environment.
Perhaps it could hook left click/right click and send an event to the computer about which click type and where the player is and looking.
and forget all their settings and upgrades... (might just be client<>server desync)
if someone figures out how to reproduce this, please post a comment
Recipe could involve Potion of Nightvision and Texture Picker from OC
Hello. For some reason i cant use Custom3D from OpenGlasses2.
When try to draw simple triangle it is actually drawn only in approximately 10% of attempts. In other 90% nothing is drawn. Also sometimes when i try to draw a triangle my game crashes. Here is crash log.
This is my test lua code :
glassesTerminal = require("component").glasses
glassesTerminal.removeAll()
local custom = glassesTerminal.addCustom3D()
custom.addVertex(2, 4, 0)
custom.addVertex(0, 2, 0)
custom.addVertex(0, 4, 0)
custom.addColor(1, 0, 0, 0.5)
custom.setShading("FLAT")
custom.setGLMODE("TRIANGLES")
local custom = glassesTerminal.addCustom3D()
custom.addVertex(0.2, 0.4, 0)
custom.addVertex(0, 0.2, 0)
custom.addVertex(0, 0.4, 0)
custom.addColor(1, 0, 0, 0.5)
custom.addTranslation(0, 2, 0)
custom.setShading("FLAT")
custom.setGLMODE("TRIANGLES")
I love this mod, but I kniw that a part of the world still uses CC. Can you add CC support to this awesome mod?
Hi,
There is a 502 bad gateway error on https://starchasers.pl
I cannot reach http://starchasers.pl/OpenGlasses/doku.php?id=start
Where can I find the actual documentation ?
Thanks for your help.
currently Text3D is always rendered centered, so we should add a way to align them left/right
Hey could this mod be updated please really wanna use this for an Idea I have
this is the place to post weird render results...
https://i.imgur.com/IUomRuk.png => https://pastebin.com/gJJxqNVc
Another example => #43 (comment)
It would be nice to have a way to obtain the 2d overlay bounds, so that UI can be scaled to the player's screen.
glasses.getOverlayBounds(user:string): number, number
Returns the maximal x and y coordinates for the given player.
This probably requires a client round-trip to actually query since the current screen size affects these values.
they should only render in overlay...
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