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L2[00:01:41] <killjoy> If it was updated, I would suggest people use Tabula
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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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L30[01:06:48] MineBot sets mode: +v on Actuarius
L31[01:07:40] <p455w0rd> I click submit, and -> http://prntscr.com/cwz6kc
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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?
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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] ⇨ Joins: JustWhoAmI (~admin@122.171.77.216)
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
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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?
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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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L308[11:36:04] <barteks2x> http://pastebin.com/V9KdrebC
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
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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
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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?
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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*
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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?
L444[12:32:27] <p455w0rd> http://www.businessinsider.com/amazon-spotify-twitter-github-and-etsy-down-in-apparent-dns-attack-2016-10
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 ... :(
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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
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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
L690[16:06:21] <kenzierocks> https://i.imgur.com/5I7NYTr.png
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 ?
L704[16:09:02] <kenzierocks> https://gist.github.com/kenzierocks/8008b5968f74c4164d5f922dc5060517
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
L710[16:11:17] <kenzierocks> here's an image with no rotation https://i.imgur.com/aVVYulT.png
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
L733[16:34:34] <Mr_Rockers> http://puu.sh/rR0x9/12d3e24cb3.png
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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?
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L797[17:36:26] <Mr_Rockers> Update it regularly?
L798[17:36:27] <BlueMonster> lemme gist
L799[17:37:04] <BlueMonster> It's like this: https://gist.github.com/bluemonster122/c0730526f35bca474054878b11b55d0b
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
L826[17:54:48] <Mr_Rockers> http://media1.gameinformer.com/imagefeed/screenshots/Borderlands2/Salvador_Inventory_1396915006.jpg
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
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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?
L851[18:05:05] <Mr_Rockers> http://pastebin.com/6GLUUmP6
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"?
L855[18:07:18] <PitchBright> http://pastebin.com/E5vJGw9H
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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?
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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...
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L874[18:32:31] <howtonotwin> On the topic of lighting calculations, the first paragraph to this paper is gold: http://www.sciencedirect.com/science/article/pii/0022407364900202/part/first-page-pdf
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
L884[18:39:05] <barteks2x> http://pastebin.com/FVZHgxHB
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
L892[18:40:24] <barteks2x> don't have it, this is relevant part of reflog http://pastebin.com/mdpAZHUc
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?
L901[18:44:35] <barteks2x> so here, gitk screenshot, not sure if done properly http://i.imgur.com/gC2ud4s.png
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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
L926[18:52:19] <barteks2x> this is how I see your explanation: http://tartley.com/?p=1267
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
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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. :)
L946[19:04:57] <Mr_Rockers> http://puu.sh/rR9oB/8cd5cc512b.png
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)
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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?
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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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L1030[20:56:45] <Mr_Rockers> I'm probably missing something obvious. http://pastebin.com/JtNYAHH3
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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.
L1088[23:41:08] <PitchBright> http://www.pouet.net/topic.php?which=5167
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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L1095[23:51:40] MineBot sets mode: +v on RichardG
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