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L2[00:01:41] <killjoy> If it was updated, I
would suggest people use Tabula
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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
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L25[01:04:23] <p455w0rd> I am currently
unable to create an issue on the Forge repo, dunno why. But I was
wondering if there has been any headway on #2523 "Capabilities
with NBTSerialization On Dedi-Servers" - This isn't limited to
Creative Tabs. This breaks any item using the Tesla energy API, and
I would have to assume the Forge Energy API as well. I tried
spawning an item in via /give, JEI, and crafting the
L26[01:04:23] <p455w0rd> item to no avail.
It works perfectly in and integrated environment. Gif showing the
bug:
http://imgur.com/a/cAsYE
L27[01:06:13] <tterrag> what do you mean
you can't create an issue
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L33[01:09:28] <p455w0rd> Does the same when
creating a new issue
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L45[01:59:41] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161021 mappings to Forge Maven.
L46[01:59:45] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161021-1.10.2.zip
(mappings = "snapshot_20161021" in build.gradle).
L47[01:59:55] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L91[05:21:49] <barteks2x> My internet is
doing weird things again... the same weird things as
yesterday
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L177[10:22:32] <randomdude998> MCPBot in
#mcp says that a symbol is deobfuscated (last change was 3 months
ago too), but in the latest Forge mdk, it is still obfuscated. Why
is it so?
L178[10:22:42]
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L179[10:23:10] <ghz|afk> randomdude998:
which one?
L180[10:23:15] <ghz|afk> also
L181[10:23:19] <ghz|afk> symbols are not
in the MDK
L182[10:23:27] <ghz|afk> you choose the
mappings version in your build.gradle
L183[10:23:30] <ghz|afk> if you want the
latest one
L184[10:23:34] <randomdude998> well after
running setupDecompWorkspace
L185[10:23:34] <ghz|afk> you have to edit
the mappings= line
L186[10:23:37] <randomdude998> oh
L187[10:23:50] <ghz|afk> !!latest
1.10.2
L188[10:23:51] <MCPBot_Reborn> === Latest
Mappings ===
L189[10:23:52] <MCPBot_Reborn> MC Version
Forge Gradle Channel
L190[10:23:53] <MCPBot_Reborn> 1.10.2
snapshot_20161021
L191[10:24:03] <ghz|afk> use a single ! if
you want to query somethin
L192[10:24:15] <ghz|afk> the double-! is
for public display
L193[10:24:33] <randomdude998> ok,
thanks!
L194[10:24:36] <ghz|afk> latest mappings
are generated every morning around 9am europe time
L195[10:24:52] <ghz|afk> something like
midnight west coast time
L196[10:24:58] <ghz|afk> (if you are in
the US)
L197[10:25:48] <ghz|afk> yup 24:00
PST
L198[10:27:07] <ghz|afk> anyhow what I
meant is
L199[10:27:11] <ghz|afk> forge MDK can't
keep up with that
L200[10:27:17] <randomdude998> yeah I
understand...
L201[10:27:23] <ghz|afk> so the MDK
mapings version is very rarely updated
L202[10:27:35] <Ordinastie> it could
update sometimes though
L203[10:27:48] <ghz|afk> yeah or take the
latest mappings from the buildscript
L204[10:27:54] <ghz|afk> so that it
generates with whatever latest happens to be
L205[10:28:15] <howtonotwin> I think we're
still on 1.9.4 mappings (if not in the MDK in actual forge)
:P
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L210[10:47:34] <randomdude998> well now I
have the new jars in some snapshot directory but idea still uses
the old ones. Any idea how I could get it to update? (no pun
intended)
L211[10:49:18] <ghz|afk> wat?
L212[10:49:46] <ghz|afk> what exactly are
you doing and what are you attempting to achieve (they are often
different things)
L213[10:50:06] <randomdude998> i reran
gradlew SetupDecompWorkspace with the new mappings.
L214[10:50:28] <randomdude998> This
generated new forge jars but intellij idea still uses the old
ones.
L215[10:50:33] <ghz|afk> oh
L216[10:50:38] <ghz|afk> in the gradle
panel
L217[10:50:40] <ghz|afk> inside
intellij
L218[10:50:43] <ghz|afk> there's a blue
refresh icon
L219[10:51:06] <ghz|afk> (not the one on
the main toolbar, the one that is in the gradle panel)
L220[10:51:32] <randomdude998> yes I
presed it and now gradle is doing something
L221[10:51:40] <randomdude998>
s/presed/pressed
L222[10:51:55] <howtonotwin> Let the black
magic do its thing...
L223[10:51:56] <howtonotwin> :P
L224[10:52:14] <x3n0ph0b3> PREZ IT. PEZ
it. DEPRESS IT. IMPRESS IT. COMPRESS IT. EXPRESS IT. EMPRESS
IT.
L225[10:52:22] <x3n0ph0b3> All the
presses
L226[10:52:24] <randomdude998> yay, it
worked!
L227[10:52:27] <x3n0ph0b3> woot \o/
L228[10:52:46] <x3n0ph0b3> Emperess? That
word looks like I spelled it wrong. Emporess?
L229[10:53:25] <x3n0ph0b3> Weird. Empress.
Emperor.
L230[10:54:02] <randomdude998> also, why
does files.minecraftforge.net/maven return a 500 error?
L231[10:54:12] <x3n0ph0b3> server not
found is what that is.
L232[10:54:20] <x3n0ph0b3> it might be
down? bad path?
L233[10:54:27] <x3n0ph0b3> wait no, 500 is
internal server innit
L234[10:54:35] <TechnicianLP> jut try
again ...
L235[10:54:37] <x3n0ph0b3> unsure.
L236[10:54:45] <tterrag|ZZZzzz> You can't
browse root
L237[10:54:50] <tterrag|ZZZzzz> on that
maven
L238[10:55:11] <randomdude998> well idea
keeps telling me there are unindexed remote repositories becuase of
that
L239[10:55:26] <randomdude998> also a 500
is probably a bad way to say that
L240[10:55:45] <tterrag|ZZZzzz> No you are
missing the trailing slash
L241[10:55:54] <tterrag|ZZZzzz> You get
404 with a slash at the end
L242[10:56:10] <randomdude998> well idea
doesnt let me edit that
L243[10:56:25] <randomdude998> and in the
build.gradle it is above the "DONT EDIT ABOVE THIS LINE"
line
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L245[10:57:19] <tterrag|ZZZzzz> ignore it
then
L246[10:57:29] <tterrag|ZZZzzz> It doesn't
need to index the repo
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L253[11:09:20] <TechnicianLP> is github
down?
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L256[11:12:38] <TechnicianLP> its is
running ... dns just does not seem to work for me right now
...
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L260[11:18:42] <barteks2x> vanilla
accesses server world (including server chunks) from client
thread...
L261[11:20:15] <Ordinastie> pretty sure it
doesn't
L262[11:21:18]
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L263[11:21:54] <JustWhoAmI> I used
Mekanism as a Referenced Library
L264[11:22:01] <JustWhoAmI> because the
api is broken
L265[11:22:08] <JustWhoAmI> and it gives
this error upon launching
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L267[11:22:30] <JustWhoAmI> [21:50:00]
[Client thread/ERROR] [FML]: Caught exception from Mekanism
L268[11:22:30] <JustWhoAmI>
java.lang.NoClassDefFoundError:
mcmultipart/block/BlockMultipartContainer
L269[11:22:32] <sham1> Umn, is it just me,
or is Github down
L270[11:22:43] <JustWhoAmI> it's up for
me
L271[11:22:55] <Ordinastie> GH is
down
L272[11:22:55] <howtonotwin> it's down for
me
L273[11:23:28] <heldplayer> I assume it's
related to the DDoS attack against a DNS service
L274[11:23:34] <heldplayer> Twitter is
failing to load for me
L275[11:23:36] <sham1> oh ffs
L276[11:23:43] <Ordinastie> probably
L277[11:23:45]
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L278[11:23:50] <sham1> Strangely enough
Google is not down
L279[11:24:04] <heldplayer> Well I mean it
loads but then I don't have any CSS or scripts or link
shorteners
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L281[11:24:33] <heldplayer> I think the
attack was against DynDNS, but I can't check the status on that
because I can't resolve their IP
L282[11:24:34] <JustWhoAmI> okay now it's
loading broken html for me
L283[11:24:41] <sham1> I just wanted to
find an OSS project to contribute to
L284[11:25:02] <JustWhoAmI> and all of a
sudden it's working
L285[11:25:11] <JustWhoAmI> what got
ddos'ed?
L286[11:25:22] <sham1> Github is still not
up for me
L287[11:25:25] <sham1> annoying
L288[11:26:03] <heldplayer> How to fix:
clear your DNS cache Kappa
L289[11:27:00] <sham1> I could probably
change my DNS to the Google one
L290[11:27:18] <heldplayer> I am using the
google one
L291[11:27:35] <heldplayer> And it doesn't
work
L292[11:27:44] <sham1> well shit
L293[11:27:54] <heldplayer> Luckilly imgur
is still up
L294[11:28:55] <sham1> So is Reddit
L295[11:30:26] <sham1> Why would anyone
DDOS something like Github
L296[11:30:42] <howtonotwin> An Imgurian
in the wild!
L297[11:31:53] <sham1> Maybe a reboot will
help this /s
L298[11:33:30] <howtonotwin> try dd
if=/dev/random of=/dev/mem
L299[11:33:30] <barteks2x> so it's not
only me?
L300[11:33:37]
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L301[11:33:41] <barteks2x> gothubs is down
for more people?
L302[11:33:55] <howtonotwin> there's a
chance that the random data will match what's on GH
L303[11:34:14] <sham1> apparently
L304[11:34:43] <barteks2x> Apparently I
have a crash caused by vanilla accessing server chunks from client
thread...
L305[11:35:26] <Ordinastie> like I said,
vanilla doesn't do that
L306[11:35:39] <barteks2x> it does
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L309[11:36:05] <McJty> barteks2x, it is
not because it crashes in vanilla that it is vanilla that is
causing it
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L311[11:36:47] <barteks2x> it does that
only when debug screen (f3) is enabled, and I get this crash only
when it's enabled
L312[11:37:10] <howtonotwin>
GuiOverlayDebug:145
L313[11:38:04] <barteks2x> so cubic chunks
is now incompatible with debug screen
L314[11:38:29] <barteks2x> on
singleplayer
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L317[11:40:35] <barteks2x> it actually
crashes much later, but this seems to be the real cause
L318[11:43:31] <heldplayer> Managed to
resolve t.co finally
L319[11:43:35] <heldplayer> Still no
github
L320[11:44:56] <howtonotwin> I don't know
too much about this topic, but it gets the difficulty on line 143
without getting the integrated server's world, and I don't know why
something that works on clients connected to dedicated servers
would need to be second-guessed for integrated. Could you
explain?
L321[11:46:04] <heldplayer> Oh yes, github
now but without CSS
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L323[11:48:47] <barteks2x> Who? me? I have
no idea why they do that. getDifficuiltyFromLocation accesses
chunks and there is a race condition there when calling from client
thread
L324[11:49:20] <barteks2x> so it sometimes
causes that chunk to be generated. From client thread.
L325[11:49:35] <barteks2x> when flying
fast close to unloaded area
L326[11:50:47] <masa> huh? how can the
client generate chunks? it uses a different ChunkProvider that
should generate anything?
L327[11:50:57] <masa> *shouldn't,
dammit
L328[11:51:04] <barteks2x> it accesses
integrated server's world
L329[11:51:16] <masa> oh right that
L330[11:51:24] <masa> huh... time for
Mojira?
L331[11:51:31] <barteks2x> it doesn't
crash vanilla
L332[11:51:33] <howtonotwin> MOJANG!
L333[11:52:01] <masa> wait so what does it
crash?
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L335[11:52:06] <ghz|afk> NOOOOOO github is
down?!
L336[11:52:11] <howtonotwin> cubic
chunks
L337[11:52:17] <BordListian> dyndns is
getting ddosed
L338[11:52:25] <howtonotwin> which
obviously does great hackery with worlds
L339[11:52:25] <ghz|afk> githubv has a
dyndns?!
L340[11:52:27] <ghz|afk> -v
L341[11:52:31] <ghz|afk> wait
L342[11:52:37] <ghz|afk> they use
cloudflare, right?
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L344[11:52:57] <masa> twitter is also
screwed atm for me
L345[11:53:06] <BordListian> the dns
server is getting ddosed, not github themselves
L346[11:53:08] <ghz|afk> twitter works
just fine
L347[11:53:16] <ghz|afk> but twitter has
different datacenters
L348[11:53:26] <barteks2x> The problem is
that vanilla dosn't have special mapping for ExtededBlockStorage, I
do and it causes issues when vanilla does this hack
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L350[11:54:34] <masa> has it been reported
on Mojira? Report it if it hasn't, because obviously that is hacky
shit they are doing there
L351[11:56:02] <barteks2x> so I should
report it even if it works in vanilla?
L352[11:56:21] <ghz|afk> they are not
completely oblivious to modding
L353[11:56:39] <ghz|afk> you'd have to
word it correctly, though, I suppose
L354[11:56:52] <ghz|afk> "this
situation causes mc to access the integrated server and generate
chunks in it"
L355[11:57:01] <ghz|afk> is a legitimate
issue, either way
L356[11:57:20] <ghz|afk> it may not be
noticeable, but it would still take up cpu and memory
L357[11:57:20] <barteks2x> you would have
to fly very fast or have slow computer, but that could happen
L358[11:57:30] <ghz|afk> well if it
happens in slow computers
L359[11:57:34] <ghz|afk> that's more of a
reason for them to care
L360[11:57:35] <ghz|afk> ;P
L361[11:57:39] <howtonotwin> does fly very
fast include /tp?
L362[11:57:43] <howtonotwin> :P
L363[11:58:14] <barteks2x> possibly, I
detected it by adding if(notServerThread) crash; in one place
L364[11:58:26] <howtonotwin> Or maybe
Speed CCLV
L365[11:58:44] <barteks2x> It only crashes
cubic chunks when flying at spectator speed
L366[11:58:47] <barteks2x> and not very
frequently
L367[12:00:05]
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L368[12:00:53] <barteks2x> still, i don't
think I would be able to word the report the right way
L369[12:01:07] <barteks2x> And I want to
do a few more tests in vanilla first
L370[12:01:25] <barteks2x> maybe I will
actually get it to crash
L371[12:01:29] <howtonotwin> /tp @a ~100 ~
~ in a spawnchunk commandblock = 2,000 km/s movement. If it doesn't
work add 30 speed.
L372[12:04:40] <barteks2x> wait, I can't
find command block in creatove inventory
L373[12:04:47] <masa> does a teleport load
and generate the chunk on the server first? then due to network
packet ordering the client would have the chunk before it is moved?
or does it not work like that at all?
L374[12:05:01] <masa> barteks2x: it's not
there, you have to /give
L375[12:05:30] <masa> or use JEI
L376[12:05:33] <howtonotwin> you want a
repeating commandblock btw
L377[12:05:44] <howtonotwin> with requires
redstone false in the GUI
L378[12:06:02] <masa> take note of the
exact loaction of the command block if you care about that world
:p
L379[12:06:27] <howtonotwin> ^
L380[12:06:29] <masa> which you probably
don't
L381[12:07:34] <masa> you could build a
fancy detector for it, detecting a special item held in hand for it
to swoop you through the world :p
L382[12:08:04] <masa> or a magic hat
L383[12:08:11] <barteks2x> I simply made a
fast repeater clock
L384[12:08:27] <masa> that's not
fast
L385[12:08:39] <barteks2x> fast
enough
L386[12:08:41] <howtonotwin> that's
half(?) the speed
L387[12:08:47] <masa> toggle the command
block to repeat mode and you get every tick
L388[12:10:22] <barteks2x> now it really
is fast
L389[12:11:05]
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L390[12:11:22] <BlueMonster> what would i
do in order to prevent blocks being placed above my own
block?
L391[12:11:50] <howtonotwin> cancelling
the event should do it
L392[12:11:57] <BlueMonster> ok
L393[12:13:08] <TechnicianLP> do pistons
trigger a placevent
L394[12:13:32] <BlueMonster> good
question, i wanna know that :D
L395[12:14:02] <masa> there certainly are
things that won't trigger it
L396[12:14:16] <TechnicianLP> what kind of
block do you have?
L397[12:14:44] <BlueMonster> its a tile,
so it should be fine right?
L398[12:15:01]
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L399[12:15:13] <BlueMonster> nm, that just
stops it being pushed...
L400[12:15:22] <BlueMonster> its a block
that is larger than 1 block
L401[12:16:15] <masa> make it a
multiblock?
L402[12:16:41] <ghz|afk> BlueMonster:
place a dummy item on top
L403[12:16:42] <masa> you can't realiably
prevent other things from being in an adjacent position unless you
place something there yourself
L404[12:16:51] <ghz|afk> eh block*
L405[12:17:03] ⇦
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L406[12:19:38] <BlueMonster> I think i'll
just improvise :D
L407[12:21:37] <JustWhoAmI> I used
Mekanism as a Referenced Library because the api is broken and it
gives this error upon launching
L408[12:21:49] <JustWhoAmI> [21:50:00]
[Client thread/ERROR] [FML]: Caught exception from Mekanism
L409[12:21:49] <JustWhoAmI>
java.lang.NoClassDefFoundError:
mcmultipart/block/BlockMultipartContainer
L410[12:22:09] <JustWhoAmI> is mcmultipart
another mod i need to install?
L411[12:23:05] <ghz|afk> BlueMonster:
how's "place a dummy block in there" not a valid solution
for you? ;P
L412[12:23:25] <ghz|afk> JustWhoAmI: seems
so
L413[12:23:43] <BlueMonster> It seems like
it will take longer than i have today
L414[12:24:33] <JustWhoAmI> ghz|afk, Would
I just drop into mods folder or add as referenced lib?
L415[12:24:43] <ghz|afk> also, if you have
a thiung that takes up two blocks vertically
L416[12:24:51] <ghz|afk> you should use
two halves of the model
L417[12:24:55] <ghz|afk> and have a
multiblock like the doors
L418[12:25:04] <JustWhoAmI> any paladins
players here?
L419[12:25:06] <ghz|afk> where each half
of the door has its own piece of the model, collider, etc
L420[12:25:12] <barteks2x> All the issues
I find with vanilla are completely hidden , there is no way it
happens vanilla
L421[12:25:47] <ghz|afk> JustWhoAmI:
create a libs/ folder, and then add
L422[12:25:48] <ghz|afk> compile
fileTree(dir: 'libs', include: '*.jar')
L423[12:25:50] <ghz|afk> to your
dependencies
L424[12:25:58] <ghz|afk> and refresh
gradle
L425[12:26:12] <JustWhoAmI> I made a libs
folder and that's where i put mekanism
L426[12:26:16] <ghz|afk> however
L427[12:26:18] <JustWhoAmI> i didn't do
any of that fileTree stuff tho
L428[12:26:38] <ghz|afk> that just does
the referenced libraries stuff for you
L429[12:26:44] <ghz|afk> anyhow as I was
sayinfg
L430[12:26:46] <ghz|afk> you'll have to
use a dev/deobf jar
L431[12:27:00] <ghz|afk> so you'll have to
use BON2 to deobfuscate if they don't provide dev jars
L432[12:27:06] <JustWhoAmI> is that the
reason i didn't get sources in my ide
L433[12:27:15] <JustWhoAmI> and just
unreadable class files
L434[12:27:35] <ghz|afk> well you won't
get sources either way
L435[12:27:37] <ghz|afk> only decompiled
code
L436[12:27:48] <ghz|afk> the difference
is
L437[12:27:50] <ghz|afk> if you dont'
deobf
L438[12:27:50] <amadornes> JustWhoAmI, you
do need MCMP
L439[12:27:54] <ghz|afk> it will have SRG
names
L440[12:27:57] <amadornes> not sure why
it's not a hardcoded dep in-code
L441[12:28:01] <amadornes> but it really
should be
L442[12:28:17] <ghz|afk> they probably
forgot required-after in their @Mod dependencies
L443[12:31:58] <InusualZ> github is
down?
L445[12:32:56] <JustWhoAmI> amadornes, do
I just drop mcmultipart in the mods folder or add it using the lib
folder?
L446[12:33:11] <amadornes> mods folder
should do
L447[12:33:24] <amadornes> twitter is
alright
L448[12:33:28] <amadornes> it's their cdn
that's dead
L449[12:33:35] <amadornes> but yeah
L450[12:33:39] <amadornes> dyn.com is
being DDoSed
L451[12:33:59] <barteks2x> And I blamed
that weird firewall for all my internet issues...
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L484[14:09:33] <MasterKrain> Hi, how do i
check if a block is on fire?
L485[14:10:21] <MasterKrain> i assumed
through the worldclient, but i cant find a function for this
L486[14:10:35] <Ordinastie> worldclient
?
L487[14:10:40] <Ordinastie> why not world
?
L488[14:10:51] <MasterKrain>
Minecraft.getMinecraft().theWorld
L489[14:10:58] <MasterKrain> its of type
worldclient
L490[14:11:06] <Ordinastie> yes I
know
L491[14:11:13] <Ordinastie> but as its
name indicates
L492[14:11:18] <Ordinastie> it's
"client"
L493[14:11:41] <MasterKrain> so...?
L494[14:11:53] <Ordinastie> it's also type
of Worl
L495[14:11:53] <Ordinastie> d
L496[14:12:17] <MasterKrain> oh, well
anyways, i just said worldclient to clarify what ref i meant
L497[14:13:43] <Ordinastie> that didn't
clarify, that just makes us think you only looks into WorldClient
class, which doesn't make sense anyway because that kind of logic
would be needed on server
L498[14:13:52] <MasterKrain> oh
L499[14:13:55] <MasterKrain> ok
sorry
L500[14:14:18] <Ordinastie> so, did you
check in World ?
L501[14:14:55] <MasterKrain> i checked in
Minecraft.getMinecraft().theWorld
L502[14:15:40] <Ordinastie> so check in
World ?
L503[14:16:09] <Ordinastie> quick reminder
too : Minecraft class doesn't exist on dedicated servers
L504[14:18:16] <MasterKrain> the only
thing i want to do is extinguish a block at a specific blockpos if
its on fire
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L512[14:22:16] <Mr_Rockers> Hey! Sorry, I
stopped modding for over a year or so and I'm almost completely out
of the loop and have forgotten nearly everything. -_- I started
again this morning and I'm getting the hang of it, but I'm stuck on
trying to make an inverted light source. I have a block by the name
of "dimstone" and it's *supposed* to dim the blocks
around it but I
L513[14:22:16] <Mr_Rockers> can't figure
out how to do it. Can anyone point me in the right direction?
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L516[14:23:56] <Ordinastie> Mr_Rockers,
I'm not even sure that's possible
L517[14:24:06] <TechnicianLP> i know
thamic tinkerer had something to make an are dimmer
L518[14:24:24] <BordListian> place air
blocks with some light opacity down around it
L519[14:24:36] <Ordinastie> ^ but that's
really ugly
L520[14:24:42] <MasterKrain> maybe
override the effect of external light sources?
L521[14:24:49] <BordListian> you got a
better idea?
L522[14:25:12] <Mr_Rockers> I'll take a
look at the Thaumic Tinkerer's source code and see if anything
comes up. Thanks for the help!
L523[14:25:31] <TechnicianLP>
AttachCapabilitiesEvent<EntityPlayer> does not work ...
:(
L524[14:32:09]
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L525[14:33:22] <Intektor> is it possible
to make the player lean sidewards, like in some fps with q and e if
you know what I am talking about
L526[14:34:08] <MasterKrain> o.o
L527[14:34:23] <Ordinastie> should be
yes
L528[14:34:50] <MasterKrain> i'd reckon it
would be super hard tho
L529[14:34:52] <Intektor> is there A event
fired or something
L530[14:35:17] <PitchBright> MasterKrain:
about the 'block on fire' thing
L531[14:35:29] <PitchBright> i don't know
that blocks have a property of being on fire, per se
L532[14:35:39] <MasterKrain> @PitchBright
i already found out how to do it :)
L533[14:35:54] <PitchBright> oh okay sweet
sweet
L534[14:36:24] <MasterKrain> theres a
function 'extinguishFire' that attempts to extinguish a block face
if its on fire
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L536[14:40:21] <howtonotwin> Intektor: for
rendering that effect: every time a player is rendered the
RenderPlayerEvent{.Pre, .Post,} events fire
L537[14:40:28] <howtonotwin> in pre you
can rotate the GL state
L538[14:40:40] <howtonotwin> and in post
you undo it
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L542[15:02:18] <KomradeSpectre> Trying to
figure out if there is a way to have a colored creative tab on
1.10.2. Anyone know if this is possible?
L543[15:02:31] <KomradeSpectre> Outside of
a texture pack, of course.
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L545[15:10:14] <Mr_Rockers> Well, I did
something that kinda worked. I tried BordListian's idea but I was
being stupid and set the opacity of ALL of the air blocks to 255,
instead of an individual block's. Either way, it didn't always work
on blocks that can directly see the sky. I can see how this is an
ugly hack.
L546[15:11:01] <BordListian> err
what
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L548[15:11:14] <BordListian> if something
has full opacity it should block out skylight too
L549[15:11:41] <Mr_Rockers>
worldIn.getBlockState(currentPosition).getBlock().setLightOpacity(255);
?
L550[15:11:50] <Ordinastie> no
L551[15:12:06] <Ordinastie> you need to
place your own block with your opacity
L552[15:12:39] <Mr_Rockers> So I need to
create a custom air block with dark opacity? It makes sense
lol
L553[15:12:40] <howtonotwin> `Block` code
does not mean "block" in world.
L554[15:12:47] <howtonotwin> and yes
L555[15:12:48] <Mr_Rockers> Yeah, I
realise lol
L556[15:12:52] <Mr_Rockers> I derped
L557[15:14:04] <BordListian> are you
telling me that line up there actually did something
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L559[15:15:17] <howtonotwin> what was the
last version you modded on? Just to see if anything needs to be
urgently retaught. :P (And trust me, lots of things need to be
retaught.)
L560[15:15:32] <Mr_Rockers> Me?
L561[15:15:36] <howtonotwin> yes
L562[15:17:11] <Mr_Rockers> Err.. 1.8? -_-
(I haven't touched Java in a year though, they changed some little
things like GameRegistry.register which confused me for a little
bit until I googled it. I'm kinda annoyed at myself for
forgetting.)
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L564[15:18:40] <howtonotwin> Main changes
from that were registries, models, and capabilities iirc.
L565[15:18:54] <howtonotwin> capabilities
are nice and have docs on the rtd page
L566[15:19:00] <howtonotwin> so you can
read that :P
L567[15:19:07] <howtonotwin> registries
are also nice
L568[15:19:09] <howtonotwin> but have no
docs
L569[15:19:44] <kenzierocks> dont really
need docs for them...
L570[15:19:49] <howtonotwin> they
(surprise surprise) register things and give names to them
L571[15:19:57] <howtonotwin> where the
names are resourcelocations
L572[15:20:05] <howtonotwin> there's a
registry registry
L573[15:20:30] <kenzierocks> what about a
registryregistryfactory
L574[15:20:33] <BordListian> can i make
a
L575[15:20:36] <BordListian>
goddamnit
L576[15:20:40] <kenzierocks> rekt
L577[15:20:43] <howtonotwin> and
GameRegister.register finds the appropriate registry for an object
from the registry registry, and then registers it in there
L578[15:21:28] <howtonotwin> and some more
stuff has been shoved into the registries since 1.8
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L580[15:21:40] <howtonotwin> enchantments
potions biomes and probably some more
L581[15:22:23] <howtonotwin> notable
exception: entities and fluids do not have a proper registry
L582[15:22:37] <Mr_Rockers> Are they the
same as before?
L583[15:22:47] <howtonotwin> fluids
approximate a registry (it's kinda weird) but it's not an
IRegistry
L584[15:22:53] <howtonotwin> entities
didn't change much
L585[15:22:57] <howtonotwin> except
capabilities
L586[15:23:02] <howtonotwin> you should be
using those
L587[15:23:41] <howtonotwin> fluids
idk
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L590[15:26:26] <howtonotwin>
Block::colorMultiplier and Item::getColorFromItemStack have been
refactored into IBlock/ItemColor and are registered via
Block/ItemColors
L591[15:26:33] <howtonotwin> and loot
tables are a thing
L592[15:27:32] <howtonotwin> and potion
brewing has been overhauled
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L594[15:27:51] <howtonotwin> should be
about it
L595[15:29:05] <howtonotwin> oh and the
registry events
L596[15:29:24] <howtonotwin> I presume you
normally register blocks and stuff in your mod's preinit?
L597[15:29:44] <howtonotwin> that's
changed now (it still works but no longer recommended)
L598[15:29:55] <howtonotwin> events now
support generics
L599[15:30:17] <howtonotwin> so
AttachCapabilityEvent<EntityPlayer> will filter ACEs to only
players
L600[15:30:34] <howtonotwin> and so we
have RegistryEvent.NewRegistry and Register<T>
L601[15:31:02] <howtonotwin> in the
handler for NewRegistry you should register your own
registries
L602[15:31:09] <howtonotwin> and in
Register<T> you register your Ts
L603[15:31:45] <howtonotwin> so now you
define handlers for Register<Block> and Register<Item>
and register things in there
L604[15:32:20] <howtonotwin> but a caveat
is that registry events fire BEFORE preinit
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L606[15:32:46] <howtonotwin> so you have
to register the handler before preinit
L607[15:32:48] <howtonotwin> which is
easy
L608[15:32:59] <howtonotwin> because of
the @Mod.EventBusSubscriber annotation
L609[15:33:04] <howtonotwin> you apply
that to a class
L610[15:33:20] <TechnicianLP>
AtacchCapabilityEvent<EntitPlayer> didnt seem to work for me
earlier
L611[15:33:37] <howtonotwin> and when the
mod is loaded that class's Class<T> gets registered to
MinecraftForge.EVENT_BUS
L612[15:33:56] <howtonotwin> so your
block/item registering looks like this now
L613[15:35:25] <howtonotwin>
@EventBusSubscriber public class Registerer { @SubscribeEvent
public static void
registerBlocks(RegistryEvent.Register<Block> e) {
e.getRegistry().registerAll(...); } @SubscribeEvent public static
void registerItems(RegistryEvent.Register<Item> e) {
e.getRegistry().registerAll(...); } }
L614[15:35:33] <howtonotwin> note the
static
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L616[15:36:54] <howtonotwin> oh god
looking at that makes my eyes bleed...
L617[15:36:55] <howtonotwin> Use
linebreaks kids
L618[15:37:31] <howtonotwin>
questions?
L619[15:40:17] <Intektor> which event gets
called before the world renders?
L620[15:41:13] <Mr_Rockers> Could I ask
why I would need my own registries?
L621[15:42:08] <howtonotwin> whenever
you'd need a registry like thing
L622[15:42:10] <howtonotwin> like...
L623[15:42:23] <howtonotwin> something
like TC aspacts
L624[15:42:27] <howtonotwin>
*aspects
L625[15:42:29] <Mr_Rockers> Oh, like any
object. Not just Blocks and Items?
L626[15:42:32] <howtonotwin> yes
L627[15:42:33] <howtonotwin>
anything
L628[15:42:34] <Mr_Rockers> ahh
L629[15:42:49] <howtonotwin> registries
are generic
L630[15:43:24] <Mr_Rockers> I noticed that
above, but I read it as something else. Is this for better mod
integration?
L631[15:43:35] <howtonotwin> yes
L632[15:44:07] <howtonotwin> also
@ObjectHolder
L633[15:44:33] <howtonotwin> which injects
values from registries into public static final fields of a
class
L634[15:45:15] <howtonotwin> So you can
say "give me block x:y (from mod x)" without having to go
through a mod specific API
L635[15:46:42] <Mr_Rockers> That'll make
it easier to integrate with other mods for sure! Great! Thanks for
informing me about that.
L636[15:47:07] <Mr_Rockers> Oh, I also
managed to create "darkness" with a custom dark
block.
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L638[15:48:33] <howtonotwin> [yay sound
effect]
L639[15:48:49] <Mr_Rockers> I just need to
have run on some form of an update loop to make sure that the dark
blocks don't get replaced with normal air.
L640[15:48:54] <Mr_Rockers> \(._.)/
L641[15:49:36] <Mr_Rockers> Maybe it would
be more efficient if I hooked into the Air Block class?
L642[15:51:00] <howtonotwin> ?
L643[15:51:51] <howtonotwin> actually,
botania does something similar. It has a flower that blocks water
in a radius (for underwater building). It does it by creating
custom air too.
L644[15:52:50] <howtonotwin> you can see
if they have anything better
L645[15:53:07] <Mr_Rockers> I was going to
have it so that whenever an air block is added, replace it with a
"dark" air block if it's within a radius of a "dark
glowstone" block. That is unless the air block is literally
null.
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L648[15:53:54] <BordListian>
world.isAir
L649[15:54:04] <Mr_Rockers> I think I'm
talking a load of nonsense.
L650[15:54:14] <Intektor> is there a event
fired when the player moves the mosue to look around?
L651[15:54:52] <Mr_Rockers>
InputEvent.MouseInputEvent
L652[15:55:11] <Mr_Rockers> Part of the
FMLCommonHandler.bus()
L653[15:55:28] <Mr_Rockers> Unless they
changed it from the HTML table I downloaded
L654[15:55:52] <howtonotwin> ergh
FMLCH.bus
L655[15:56:03] <howtonotwin> it's
MinecraftForge.EVENT_BUS now
L656[15:56:14] <howtonotwin> the other one
just returns the new one
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L658[15:56:44] <Intektor> yeah, but it
gets called even when I dont even move the mosuer
L659[15:56:47] <Intektor> so this cant be
right
L660[15:57:05] <Mr_Rockers> Couldn't you
do something with acceleration?
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L662[15:57:33] <Mr_Rockers> Unless
MouseInputEvent only counts towards mouse button clicks.
L663[15:57:42] <Mr_Rockers> In which case,
I have no idea.
L664[15:57:53] <Intektor> I would like to
modify the way the player looks around
L665[15:57:57] <Ordinastie> what are you
trying to do exactly ?
L666[15:58:07] <Intektor> so I need some
event that can do this
L667[15:59:17] <Mr_Rockers> As in the
movement/rotation of the player camera?
L668[15:59:31] <Intektor> yes
L669[15:59:54] <Intektor> When I change
the roll of the camera, the player of course should also move that
way
L670[15:59:58] <howtonotwin> see
elytra?
L671[16:00:47] <howtonotwin> what you're
doing is basically elytra rotated 90 degrees and controlled with
keys instead of by flight.
L672[16:01:27] <Mr_Rockers> Oh, with your
q and e thing. Yeah, see either elytra or some iChun mods.
L673[16:01:30] <howtonotwin> so I assume
most of what you're doing can be done by studying it.
L674[16:02:02] <howtonotwin> and then
looking for the events fired closest to it :P
L675[16:02:25] ***
Drullkus is now known as DrullAFKus
L676[16:03:07]
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L677[16:04:28] <Mr_Rockers> Did Tile
Entities change since 1.8?
L678[16:04:39] <Mr_Rockers> *Have
TileEntities changed since 1.8?
L679[16:04:52] <kenzierocks> anyone up to
help with some rendering problems
L680[16:05:34] <howtonotwin> we have
fastTESR
L681[16:05:41] <howtonotwin> and they have
caps
L682[16:05:44] <howtonotwin> but not
really
L683[16:05:52] <Ordinastie> kenzierocks,
don't ask to ask? :p
L684[16:05:56] <howtonotwin> hi
L685[16:05:58] <kenzierocks> yea
L686[16:06:01] <kenzierocks> i'm uploading
something
L687[16:06:03] <kenzierocks> plz
hold
L688[16:06:07] <howtonotwin> here is model
guru #3
L689[16:06:15] <howtonotwin> :P
L691[16:06:31] <kenzierocks> see that
weird thing that doesnt have a bbox
L692[16:06:35] <kenzierocks> that's my
"entity"
L693[16:06:42] <Ordinastie> setSize
?
L694[16:06:48] <kenzierocks> that is not
the problem
L695[16:06:56] <Ordinastie> (I should
probably wait for the actual question :p)
L696[16:06:59] <kenzierocks> yes
L697[16:07:13] <kenzierocks> the little
yellow tip should be pointing along that blue line
L698[16:07:17] <kenzierocks> that's the
entities rotation
L699[16:07:23] <kenzierocks>
unfortunately, that's not happening
L700[16:07:55] <Ordinastie> client and
server rotation are correct ?
L701[16:08:21] <kenzierocks> yes
L702[16:08:27] <kenzierocks> let me get
you code
L703[16:08:40] <Ordinastie> so it's
strictly renderer side ?
L705[16:09:07] <kenzierocks> this is my
renderer
L706[16:09:19] ***
Darkhax is now known as Darkhax_AFK
L707[16:09:32] <kenzierocks> there's weird
recalculations because for performance reasons i don't move the
entity, just interpolate it's position along a line
L708[16:10:03] <kenzierocks> basically, my
rotations aren't working out properly and i don't know why
L709[16:11:15] <Ordinastie> I'm not sure
there anything we could do for you at this point
L711[16:11:29] <kenzierocks> i just don't
understand how to properly rotate this i guess
L712[16:11:40] <kenzierocks> perhaps my
model needs to start out at a certain rotation?
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L714[16:16:16] <BordListian> okay so i'Ve
learned that having silly pathfinding is easy
L715[16:16:34] <BordListian> now i need to
know how it's properly done
L716[16:17:46] <BordListian> how would i
make mobs properly ignore air-like blocks instead of thinking
they're solid?
L717[16:19:00] <Ordinastie> make it really
air like
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L720[16:20:03] <BordListian> oh
L721[16:20:06] <BordListian> it's just
iblockstate.isFullCube()
L722[16:20:14] <BordListian> cool
mojang
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L724[16:25:13] <BordListian> ...for wolves
only
L725[16:25:15] <BordListian> cool
L726[16:25:21] <BordListian> for
everything else its isPassable
L727[16:25:24] <BordListian>
apparently
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L732[16:34:33] <Mr_Rockers> Oops
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L737[16:36:59] <Intektor> where is the
player look processed, when the player moves his mouse and the look
changes, where is this progressed
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L751[17:12:34] <barteks2x> Is there really
no way to tell git that I'm renaming file instead of deleting old
one and creating new one?
L752[17:14:08] <howtonotwin> git mv
L753[17:14:37] <howtonotwin> use git mv
and rm to ensure that git never borks up on file
rename/delete
L754[17:16:47] <barteks2x> I'm renaming
classes with idea refactoring options...
L755[17:17:50] <barteks2x> I renamed all
that I wanted to rename, and then one by one reverted back to old
names until git didn't see any file delete+add, ended up with no
renamed classes bu changing variable, field and method names
everywhere
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L758[17:25:12] <howtonotwin> not quite
sure what you're saying there xD
L759[17:25:55] <Mr_Rockers> Oh god. I just
realised I'm creating a custom lighting system with opaque blocks
xD
L760[17:26:40] <howtonotwin> Lighting +
barteks = bugs
L761[17:26:58] <howtonotwin> of which 50%
are vanilla, 40% are him, and 10% are nasal demons
L762[17:27:06] <howtonotwin> :P
L763[17:27:45] <Mr_Rockers> Has barteks
had problems with lighting in the past?
L764[17:28:30] <howtonotwin> he's writing
cubic chunks
L765[17:28:38] <howtonotwin> which entails
hackery
L766[17:28:40] <howtonotwin> lots of
L767[17:28:45] <howtonotwin> and ofc with
MC's codebase
L768[17:28:54] <howtonotwin> things
break
L769[17:29:01] <howtonotwin> often and in
great numbers
L770[17:29:04] <howtonotwin> :P
L771[17:29:39] <Mr_Rockers> I'm grateful
that I don't have to do anything like that xD
L772[17:30:02] <barteks2x> Serverside
worldgen lighting mostly works now
L773[17:30:17] <barteks2x> everything else
lighting relates is still broken for now
L774[17:30:34] <howtonotwin> there was one
time where he managed to turn lighting inside out
L775[17:30:40] ***
Darkhax_AFK is now known as Darkhax
L776[17:30:40] <howtonotwin> where caves
generated bright
L777[17:30:48] <howtonotwin> the entrances
were dark
L778[17:30:49] <howtonotwin> etc.
L779[17:31:23] <Mr_Rockers> Awesome! Lucky
him. I'm stuck creating inverted glowstone.
L780[17:31:46] <barteks2x> you want to
create black light source/antilight?
L781[17:32:00] <howtonotwin> yep
L782[17:32:19] <Mr_Rockers> I already
managed to create that portion of it. I'm just creating the logic
for the darkness-intensity.
L783[17:32:20] <barteks2x> you probably
want to look at world.checkLightFor
L784[17:32:32] <Mr_Rockers> Oh, I did a
dirty hack.
L785[17:32:56] <Mr_Rockers> I recreated
the air block with differing opaque intensities.
L786[17:33:12] <howtonotwin> why is that
method even called that when the profiler literally calls it
"getBrightness" xD
L787[17:33:37] <barteks2x> profiler names
different sections of it, not the whole method
L788[17:33:53] <barteks2x> I'm more
wondering why ChunkProviderClient isn't MultiplayerChunkCache
L789[17:33:54] *
howtonotwin is blind
L790[17:35:03] <barteks2x> as for inverted
light - its definitely possible with modified version of
world.checkLightFor
L791[17:35:24] <Mr_Rockers> I don't know
if I want to include raycasting, to see if the "darkness"
can see the block. I think it would become too intense considering
it's being updated every quarter of a second. I know I'm going to
need to change it soon. I'll take a look at world.checkLightFor
too.
L792[17:35:45] <Mr_Rockers> Having it
update like that is bad practice, I think.
L793[17:35:52] <BlueMonster> what is it
that makes mcmod.info files work, because mine is not
L794[17:35:57] <barteks2x> if you want to
spread darkness just like vanilla spreads light - this would be the
way to do it
L795[17:36:15] <howtonotwin> BlueMonster,
more info?
L796[17:36:17] ***
Mine|away is now known as minecreatr
L797[17:36:26] <Mr_Rockers> Update it
regularly?
L798[17:36:27] <BlueMonster> lemme
gist
L800[17:37:18] <BlueMonster> but it isnt
loading in, says contact mod author etc..
L801[17:37:19] <barteks2x> it would
actually ba hard based on how checkLightFor works
L802[17:37:32] <howtonotwin> where is
it?
L803[17:37:35] <BlueMonster> the modid and
name match what i feed @Mod
L804[17:37:36] <howtonotwin> it's
path?
L805[17:38:03] <BlueMonster> its in the
assets/mymodid
L806[17:38:10] <howtonotwin> there it
is
L807[17:38:17] <howtonotwin> should be
beside assets
L808[17:38:26] <BlueMonster> ohhh...
thanks :D
L809[17:38:30] <howtonotwin> np
L810[17:40:05] <barteks2x> checkLightFor
would try to spread light from other blocks on block update, and it
wouldn't be aware of the inverted light. That seems like the
best-for-performance way woud be similar to how ColoredLights
works
L811[17:40:42] <barteks2x> but that would
involve even worse hackery
L812[17:41:14] <howtonotwin> This is his
first block in over a year of not modding xD
L813[17:41:30] <howtonotwin> I don't think
it's a good idea to tell him to rewrite the World
L814[17:42:00] <barteks2x> that would be
"only" rewriting ExtendedBlockStorage :D
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L819[17:49:32] <Mr_Rockers> I'm kinda
scared to run this code in-case it fails miserably. Oh well.
L820[17:50:18] <Intektor> I want every gui
in game to look like a hologram for the player and be in front of
the player
L821[17:51:08] <Intektor> I dont have a
problem with opengl in this case, I know ho wto do this, but which
event should I use for that
L822[17:51:58] <Intektor>
GuiScreenEvent.DrawScreenEvent.Pre seems to late alreafy
L823[17:52:46] <Mr_Rockers> Like
Borderlands or to just have the appearance of it from the first
person perspective?
L824[17:53:58] <Intektor> it should like
like a hologram, and the play shoudl acually be able to look
around, so the gui moves
L825[17:54:26] <Intektor> I havent played
borderlands so I cant tell you :P
L827[17:55:31] <Intektor> it should
display it in first person, and it should also behave like a
hologram
L828[17:55:52] <Intektor> it it shouldnt
only work with my guis, but with every gui already
implemented
L829[17:56:02] <howtonotwin> I feel like
you'd have to rewrite gui rendering completely
L830[17:56:24] <Intektor> no, definetly
not
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L833[17:58:54] <Mr_Rockers> The gui system
is 2D in minecraft and drawn separately. If it's drawn straight on
with some arbitrary library, then you'll have to rewrite it using
OpenGL completely. If it's already partially written in OpenGL, you
may be able to hook into the program to set up a 3D perspective.
Even then, that'll still be a behemoth of a task. (I'm afraid I
never
L834[17:58:55] <Mr_Rockers> delve that
deep with modding.)
L835[18:00:50] <BordListian> errr
L836[18:00:53] <BordListian> what
L837[18:01:24] <Mr_Rockers> It made sense
in my head. Idk, I'm coming from C++ and assuming you can reflect
into anything in Java. Please correct me if I'm wrong.
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L839[18:04:07] <barteks2x> kind of, but
not always java with reflection, but it's usually a bad idea
L840[18:04:21] <killjoy> reflection is
second to last resort
L841[18:04:26] <Mr_Rockers> kk
L842[18:04:26] <killjoy> last resort is
asm
L843[18:04:32] <BordListian> github is
worthless for searching strings isn't it
L844[18:04:36] <howtonotwin> yes
L845[18:04:37] <howtonotwin> very
L846[18:04:45] <howtonotwin> honestly it's
embarrassing
L847[18:04:49] ⇦
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L848[18:04:55] <howtonotwin> "class
A" will find the definition of class A
L849[18:05:01] <howtonotwin> but it'll be
100 pages in
L850[18:05:04] <Mr_Rockers> @Intektor Is
this the class you were talking about?
L852[18:05:46] <PitchBright> I'm trying to
read additional NBT data on an entity... I'm able to read
NBTTagCompounds... but I'm wondering if it's possible to read
NBTTagLists in a similar fashion?
L853[18:05:58] <killjoy> I would just
clone it and do the search in your IDE
L854[18:07:14] <howtonotwin> "read
additional NBT data"?
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L857[18:07:44] <PitchBright> ya... I've
created an Entity with an Equipment list
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L859[18:08:51] <PitchBright> the Equipment
list is used to render stuff on the Entity. Works fine in SSP. I'm
assuming the equipments not overlaying in the render because the
client doesn't get that data from the Entity in SMP.
L860[18:09:04] <howtonotwin> you mean
directly deserialize NBTTagList from binary data?
L861[18:09:52] ***
MrKickkiller is now known as MrKick|Away
L862[18:09:56] <PitchBright> well, I'm not
sure if that's what I mean xD Basically... there's a nice easy way
to read the NBTTagCompounds on line 3 of that pastebin...
L863[18:10:06] <howtonotwin> you won't
find a way bc that goes against the NBT spec
L864[18:10:08] <PitchBright> was hoping
there'd be some similar way to do that for TagLists
L865[18:10:29] <howtonotwin> NBT spec
states that an NBT file is a gzipped compound tag, complete with
name and everything
L866[18:10:54] <PitchBright> hm, maybe i'm
thinking of this wrong then...
L867[18:11:36] <PitchBright> what happens
is Line 17 of that pastebin... doesn't pass (even though there is a
TagList called "Equipment" on the Entity)
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L869[18:22:12] <barteks2x> no... I did the
mass rename starting from the wrong branch... can't merge
automatically...
L870[18:22:45] <barteks2x> I really hope
conflicts are not so bad...
L871[18:24:35] ***
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L875[18:32:53] <howtonotwin> thank you
xkcd
L876[18:37:30] <barteks2x> I have issues
with git again...
L877[18:38:00] <barteks2x> when I try to
switch to one branch I end up in "detached head"
state
L878[18:38:11] <howtonotwin> eh?
L879[18:38:23] <barteks2x> ^exactly my
reaction
L880[18:38:29] <howtonotwin> by the
definition of detached HEAD that should be impossible already
L881[18:38:38] <howtonotwin> but ok
then
L882[18:38:40] <howtonotwin> gitk
--all
L883[18:38:45] <howtonotwin> and
screenshot it
L885[18:39:16] <howtonotwin> need to know
what happened before something gets borked and we're searching the
reflog
L886[18:39:17] <barteks2x> I didn't see
your message
L887[18:39:29] <barteks2x> what is
gitk?
L888[18:39:35] <howtonotwin> a pun
L889[18:39:40] <howtonotwin> git + gtk =
gitk
L890[18:39:49] <howtonotwin> it visualizes
git history
L891[18:39:50] <howtonotwin> :P
L893[18:41:13] <howtonotwin> reflog means
nothing :P
L894[18:41:20] <howtonotwin> it's a
history of HEAD
L895[18:41:40] <howtonotwin> it's a way to
recover data if you bork the history and end up with commits
unreferenced
L896[18:41:46] <barteks2x> O.o I somehow
wrote git instead of sudo
L897[18:42:03] <barteks2x> that was a
weird typo
L898[18:42:19] <howtonotwin> btw if you
haven't already, put "alias sudo="sudo "" in
your bashrc :P
L899[18:42:33] <howtonotwin> now things
like sudo ll will expand to sudo ls -laF
L900[18:43:04] <howtonotwin> anyway can
you say what you tried to do with your repo?
L902[18:44:48]
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L903[18:45:24] <Mr_Rockers> I leave my PC
for 20 mins and I comeback to it on it's lock screen with nothing
open. I swear, I thought Eclipse didn't save.
L904[18:45:27] <Mr_Rockers> I was going to
cry.
L905[18:45:57] <howtonotwin> looks fine
from here
L906[18:46:12] <barteks2x> it's right now
in detached head state
L907[18:46:45] <howtonotwin> "moving
from master to origin/cleanup/renames"
L908[18:47:01] <howtonotwin> which means
it isn't moving to the local branch
L909[18:47:06] <howtonotwin> it's going to
the remote
L910[18:47:09] <barteks2x> oh...
L911[18:47:20] <barteks2x> so I was
switching to that branch the wrong way
L912[18:47:35] <howtonotwin> how do you
switch to a branch the wrong way xD
L913[18:48:22] <barteks2x>
origin/branchname instead of simply branchname...
L914[18:48:31] <barteks2x> I really
thought they would be the same
L915[18:48:44] <barteks2x> git never stops
surprising me
L916[18:48:46] <howtonotwin> well git is
p2p
L917[18:48:54] <howtonotwin> there is no
such thing as "this is the master repo"
L918[18:49:08] <howtonotwin> therefore git
models branches on other repos
L919[18:49:36] <howtonotwin> as just being
ordinary branches with a "remote/" tacked on
L920[18:49:39] <barteks2x> it makes sense
if you already know about it
L921[18:50:17] <howtonotwin> a better way
to say it is probably that git is not a VCS, not at its core
L922[18:50:44] <howtonotwin> in reality,
all it does is store and hash data as objects, and store those
objects
L923[18:51:10] <howtonotwin> all the stuff
about VCS is a nice thing that comes out of this
L924[18:51:53] <howtonotwin> by parsing
data contained in commit and tree objects into the structure of an
actual directory, and then reading data into files in that
structure
L925[18:52:18] <howtonotwin> I have to
work on this
L927[18:52:33] <howtonotwin> ...
L928[18:52:36] <howtonotwin> did that
guy
L929[18:52:40] <howtonotwin> he did didn't
he
L930[18:52:52] <howtonotwin> I do hope
that it's satire
L931[18:52:54] <howtonotwin> xD
L932[18:53:24] ⇦
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L936[18:59:19] <Mr_Rockers> Is there a way
to update a chunk's lighting?
L937[18:59:48] <barteks2x> for the whole
chunk?
L938[19:00:11] <barteks2x> why would you
do that?
L939[19:02:24] <Mr_Rockers> My dark cubes
of death. It's actually at the edges of a square of dark air
blocks. I didn't know if there was a method for whole chunks, but
that would be horribly inefficient I suppose. Is there a method for
updating the light level on a block state? (P.s Your way is better,
but I forgot what method it was.)
L940[19:02:56] <Mr_Rockers> *Your way of
"generating" darkness.
L941[19:03:15] <barteks2x> I invented 2
ways
L942[19:03:28] <barteks2x> anyway, what do
you mean bu updating light levels on block state?
L943[19:03:53] <barteks2x> Spreading light
from a block/un-spreading it's light?
L944[19:04:05] <barteks2x> or simply
setting light value?
L945[19:04:56] <Mr_Rockers> Well, updating
it. Maybe if I linked a screenshot it would be easier than me
trying to explain it. :)
L947[19:05:43] <Ordinastie> Mr_Rockers,
it's already updated
L948[19:05:50] <barteks2x> so you want it
to be smoothed out instead of that instant transition? Or I
understand it wrong?
L949[19:05:51] <Ordinastie> you won't get
better than that
L950[19:07:10] <Mr_Rockers> Yeah, that's
what I meant. I thought that the lighting wasn't updated. (You know
when you see ravines in the game that have those black lighting
errors. -I thought that was what was happening.)
L951[19:07:37] <Mr_Rockers> I suppose
beggars can't be choosers. Unless I want to rework the entire
lighting system.
L952[19:07:45] <barteks2x> So you have
weird opaque air blocks there, right?
L953[19:07:49] <Mr_Rockers> Yep
L954[19:08:07] <barteks2x> if it has
opacity 1 - simply use world.checkLighhtFor
L955[19:08:15] <barteks2x> on the
edges
L956[19:08:32] <Mr_Rockers> What will that
do?
L957[19:08:41] <Ordinastie> his lights are
already like it should
L958[19:08:49] <Ordinastie> his air block
is dark, the neighbor is lit
L959[19:09:09] <barteks2x>
world.checkLightFor spreads light values starting from given block,
or un-spreads it
L960[19:09:39] <barteks2x> if you set that
air opacity to 1 the light willl decrease by 1 each block it goes
in it
L961[19:09:52] <barteks2x> if opacity is 5
- it will decrease by 5 each block
L962[19:10:04] <howtonotwin> I recall you
set it to 255
L963[19:10:08] <howtonotwin> which means
instadark
L964[19:10:27] <barteks2x> so simply set
it tom simething like 4 or 5 and it should work
L965[19:10:31] <barteks2x> (the block
opacity)
L966[19:10:46] <Mr_Rockers> I set it to
210 now. 255 was just for testing. I'll try changing the block
opacity and see if that'll work.
L967[19:10:55] <howtonotwin> 210 is
instadark too :P
L968[19:10:57] <barteks2x> anythign above
15 is the same
L969[19:11:00] <Mr_Rockers> Oh
L970[19:11:10] <Mr_Rockers> I thought it
went from 0 - 255
L971[19:11:14] <barteks2x> it is
L972[19:11:30] <barteks2x> but only values
0-15 have any real meaning other than insta-dark
L973[19:11:46] <howtonotwin> Is a #mojang
appropriate here?
L974[19:12:07] <barteks2x> that was
invented by notch
L975[19:12:15] <barteks2x> and never
changed
L976[19:13:25] <barteks2x> I guess he
planned light values to be 0-255 but for some reason ended up with
0-15
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L979[19:17:44] <killjoy> who needs more
than 16 values of gray?
L980[19:18:14] <Ivorius> I'm fine with 15
shades, man
L981[19:18:19] <howtonotwin> E. L.
James
L982[19:18:21] <howtonotwin> that's
who
L983[19:18:29] <Ivorius> Oh wait, it was
50
L984[19:18:43] <Mr_Rockers> Damn it. You
beat me to it.
L985[19:18:57] <Ivorius> It was fairly
obvious
L986[19:19:01] <Ivorius> I half suspect a
set-up
L987[19:19:01] <Mr_Rockers> ik
L988[19:19:10] <Mr_Rockers> Probably, but
I'm slow.
L989[19:19:19] <Mr_Rockers> It's still an
achievement xD
L990[19:25:21] <Mr_Rockers> I'm reworking
my lighting to work based on whether the "dimstone" is
broken or not instead of updating it every quarter of a
second.
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L996[19:52:47] <Tarig> hey guys does
anyone know where the auto jump condition code is?
L997[19:54:24] <howtonotwin> watchpoint on
player y coordinate?
L998[19:54:56] <howtonotwin> that should
be a pretty good indicator
L999[19:58:44] <ghz|afk> Tarig: change
your mappings to something recent
L1000[19:58:51] <ghz|afk> then search for
"autojump" in project&libraries
L1001[19:59:20] <ghz|afk> although I can
tell you in advance, all of the code is in EntityPlayerSP, and
GameSettings
L1002[19:59:34] <ghz|afk> (the latter for
the config)
L1003[19:59:44]
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L1005[20:00:30] *
ghz|afk jumps into bed
L1006[20:01:34] <howtonotwin>
*CRACK*
L1007[20:01:49] <howtonotwin> :P
L1008[20:03:01] <Tarig> so the mappings
in the recomended may not be considered up to date?
L1009[20:03:39]
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L1010[20:03:40] <Tarig> mdk that is
L1011[20:03:50] <ghz|afk> not at
all
L1012[20:03:53] <ghz|afk> !!latest
1.10.2
L1013[20:03:54] <MCPBot_Reborn> ===
Latest Mappings ===
L1014[20:03:55] <MCPBot_Reborn> MC
Version Forge Gradle Channel
L1015[20:03:56] <MCPBot_Reborn> 1.10.2
snapshot_20161021
L1016[20:04:04] <ghz|afk> there's daily
snapshots
L1017[20:04:10] <ghz|afk> and the MDK has
mappings from months ago
L1018[20:04:33] <ghz|afk> and yes, I lied
with my leaving ;P
L1019[20:06:37] <ghz|afk> okay now,
night!
L1020[20:06:39] *
ghz|afk poofs
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L1025[20:37:55] <killjoy> maybe we should
have the default mdk dynamic.
L1026[20:49:25] <Mr_Rockers> Hmm
L1027[20:49:31] <Mr_Rockers> My block
isn't dropping anything.
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L1034[21:05:31] <barteks2x> why you don't
have overrides there?
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L1036[21:08:59] <Mr_Rockers> I went to
the bathroom and remembered that I forgot to put them in. It's 3AM
here.
L1037[21:09:19] <Mr_Rockers> Ah, close
but no cigar.
L1038[21:09:35] <Mr_Rockers> Didn't
work.
L1039[21:10:32] <barteks2x> you could try
to see if getItemDropped is actually called there
L1040[21:10:49] <killjoy> either use a
breakpoint or println
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L1044[21:13:26] <Mr_Rockers> Oh, a
stacktrace. Lovely.
L1045[21:14:51] <Mr_Rockers> This
line:
L1046[21:14:52] <Mr_Rockers> return
MathHelper.clamp_int(this.quantityDropped(random) +
random.nextInt(fortune), 2, 6);
L1047[21:14:59] <Mr_Rockers> Is seemingly
negative
L1048[21:15:37] <Mr_Rockers> I'll run a
println to see what fortune is.
L1049[21:17:26] <Tarig> breakpoints allow
you to change your code on the fly if you find an issue
L1050[21:17:39] <Mr_Rockers> I think it's
to do with the random being exclusive.
L1051[21:17:43] <Mr_Rockers> Isn't that
buggy though?
L1052[21:18:45] <Mr_Rockers> I just had
to add 1 on to fortune. And I'll try debugging. :)
L1053[21:23:33] <Mr_Rockers> That problem
has been solved now. Earlier, I blindly copied sections of the
glowstone class without paying too much attention to detail,
randomly editing values here and there. :/ But now another problem
has popped up. If there's a vein (i.e. more than one of these
blocks) connected together, they won't drop any items. I'll figure
it out later.
L1054[21:23:37] <Mr_Rockers> Good
night!
L1055[21:23:57] <Mr_Rockers> Thanks for
all the help. :)
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L1064[22:09:23] <theFlaxbeard> Using
OpenGL, is there a way I can render something greyscale?
L1065[22:10:26] <theFlaxbeard> Would I
need to use shaders?
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L1082[23:37:14] <PitchBright>
theFlaxbeard: do you mean render an RGB texture, as
Greyscale?
L1083[23:37:33] <PitchBright> or just
render a Greyscale texture?
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L1085[23:40:37] <theFlaxbeard>
PitchBright: Render an RGB texture as greyscale
L1086[23:40:41] <theFlaxbeard> I'm
assuming I'll need shaders?
L1087[23:41:05] <PitchBright> I don't
think so. I've not tried to do what you're trying... but I found
some solutions in this link ,that look like they'd work.
L1089[23:42:21] <PitchBright>
particularly the posts by Salinga and LiraNuna
L1090[23:43:18] <PitchBright> dunno if
that helps you, or not.
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