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L8[00:17:02] <pig> having trouble running
the game in IDEA, just spits out this at me: Error: Could not find
or load main class GradleStart
L9[00:17:07] <pig> clean install of latest
build, setupDecompWorkspace idea
L10[00:17:11] <pig> anyone have any
ideas?
L11[00:21:06] <illy> pig, did you set the
classpath module to <modname>_name?
L12[00:21:16] <FusionLord> _main**
L13[00:21:20] <illy> s/name/main/
L14[00:21:34] <FusionLord> illy that was
the issue I helped in #ForgeGradle
L16[00:21:57] <pig> thanks again :P
L17[00:22:06] <pig> illy: FusionLord sorted
me out in #ForgeGradle, thanks
L18[00:22:26] <FusionLord> can prob set the
module in build.gradle... runs off to investigate.
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L23[00:29:45] <FusionLord> no dice.... :/
I'll have to look later.
L24[00:30:09] <FusionLord> so pig... nudge
nudge whatcha working on?
L25[00:31:41] <pig> updating java/idea/mc
workspace
L26[00:32:17] <FusionLord> xD you could
have spared the specifics :P
L27[00:32:36] <pig> there's a reason I'm
being specific
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L49[01:55:45] <ghz|afk> [03:58]
(quadraxis): in practice, is there a difference between
ObfuscationReflectionHelper and ReflectionHelper?
L50[01:55:54] <ghz|afk> ORH is pointless,
IMO
L51[01:55:59] <ghz|afk> it just wraps RH,
which does the same
L52[01:56:07] <ghz|afk> [06:08] (immibis):
quadraxis: last I checked (1.8.1), ORH will check multiple names,
and RH won't
L53[01:56:16] <ghz|afk> nah,
ReflectionHelper takes an array of names
L54[01:56:20] <ghz|afk> varargs
L55[01:56:22] <immibis> okay then, that has
changed
L56[01:56:57] <ghz|afk> usually
RH.findField(class, ..., "srg name", "pretty
name")
L57[01:57:15] <ghz|afk> so that in non-dev
environments, it succeeds on the first attempted name
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L59[02:00:00] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161114 mappings to Forge Maven.
L60[02:00:04] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161114-1.10.2.zip
(mappings = "snapshot_20161114" in build.gradle).
L61[02:00:14] <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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L66[02:11:29] <Keridos> is it possible to
set different max stacksizes for subitems in the same item?
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L73[02:25:30] <Subaraki> Keridos, i dont
think so
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L75[02:26:57] <Subaraki> anyone knows how
to make a mirror ?
L76[02:27:58] <AshIndigo> Like it reflects
the model back to you?
L77[02:28:03] <Subaraki> yeah
L78[02:28:10] <Subaraki> i was thinking
about just rendering a second player on my block plane
L79[02:28:16] <Subaraki> but i don't think
that's how it works
L80[02:29:08] <Subaraki> because the player
is like a 3d model. so it would clip and stuff
L81[02:29:26] <Subaraki> then i was
thinking about putting in a second camera... but that's not the way
to go either i think
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L83[02:31:11] <AshIndigo> Fake player then
display its camera view onto the glass?
L84[02:31:19] <AshIndigo> If fake players
even work like that
L85[02:33:07] <Subaraki> maybe i should not
make a mirror ? :P
L86[02:33:26] <Subaraki> i'm trying to find
a way to enable players to open their wardrobe gui
L87[02:33:31] <Subaraki> i was thinking a
bout a mirror
L88[02:33:35] <Subaraki> maybe something
else
L89[02:33:50] <AshIndigo> Hand mirror and
replicate what travelers gear did?
L90[02:33:59] <Subaraki> oh ?
L91[02:34:05] *
Subaraki googles travelers gear
L92[02:34:22] <AshIndigo> Check out its inv
tab
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L96[02:37:04] <Subaraki> AshIndigo, it's a
scroll
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L99[02:38:15] <AshIndigo> You can rotate
the model with the arrows below
L100[02:39:35] <Subaraki> ooooh
L101[02:39:40] <Subaraki> yeah, i already
do that in my gui
L102[02:40:02] <Subaraki> it's the
in-world part that is hard x)
L103[02:41:47] <AshIndigo> Hmm
L104[02:44:02] <Subaraki> AshIndigo, maybe
i could render something like this over the player when he has the
gui open ?
L106[02:46:19] <AshIndigo> Perhaps
L107[02:46:50] <Subaraki> sounds like a
plan to me
L108[02:47:08] <Subaraki> now... do i set
a tile entity on the current (air)block the player is standing on
?
L109[02:47:25] <Subaraki> or an imovable
entity ? but that would push the player out of it ...
L110[02:47:36] <Subaraki> just an entity
with no bounding box then
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L112[02:53:24] <AshIndigo> Entity with no
box since its just a cover right?
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L114[03:02:33] <Subaraki> yeah, it's just
a cover AshIndigo. so no bounding box, no gravity, no ai
L115[03:02:36] <Subaraki> just a
cover
L116[03:03:20] <gigaherz|work> sup?
L117[03:03:34] <Subaraki> o/
L118[03:03:37] <Subaraki> hi giga
L119[03:03:50] <Subaraki> i'm making a
cover-up for when people are using the wardrobe ^^
L121[03:04:04] <Subaraki> something liek
thi
L122[03:04:09] <Subaraki> like this
/
L123[03:04:10] <Subaraki> *
L124[03:04:18] <Subaraki> ._. (just woke
up...)
L125[03:04:21] <gigaherz|work> lol
L126[03:04:47] <AshIndigo> :I
L127[03:04:49] ***
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L128[03:06:26] <gigaherz|work> Subaraki:
So, is it like, an entity you "ride" while changing? or
just something rendered on top of the player?
L129[03:06:54] <Subaraki> its an entity
rendered on top of the player
L130[03:07:10] <Subaraki> i thought about
riding, but that would mean i need to hassle with riding
offset
L131[03:07:31] <Subaraki> just an ai-less
entity, with no bounding box, no gravity
L132[03:07:34] <Subaraki> should do
it
L133[03:07:47] <Subaraki> despawn it when
the player quit's the gui
L134[03:08:17] <gigaherz|work> or you can
just use a layer renderer on the player ;P
L135[03:09:01] <Subaraki> :O
L136[03:09:05] <Subaraki> omg,
totally
L137[03:09:40] <AshIndigo> What the hell
am I doing here???
L138[03:09:52] <AshIndigo> I swear ive
fixed this twice already
L139[03:10:10] <Subaraki> no idea ash
....
L140[03:10:12] *
AshIndigo questions his sanity
L141[03:10:17] <Subaraki> what ARE you
doing here ?
L142[03:10:56] <AshIndigo> Existing
L143[03:11:04] <Subaraki> better then
nothing !
L144[03:11:09] <Subaraki> :D
L145[03:12:23] *
AshIndigo makes philosophical questions
L146[03:12:57] *
Subaraki joins philosophical debate
L147[03:13:15] *
Subaraki and AshIndigo suddenly grow an awesome beard and wear
white toga
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L152[03:22:58] <Subaraki> gigaherz|work,
how would i render a json model as a layer ?
L153[03:23:14] <gigaherz|work> well the
layer renderer has a doREnder
L154[03:23:20] <gigaherz|work> like a TESR
or similar
L155[03:23:27] <gigaherz|work> so just....
get it and draw it
L156[03:23:48] *
AshIndigo gives Subaraki a pencil
L159[03:24:22] <gigaherz|work> I have this
ModelHandle helper thingy
L160[03:24:49] <gigaherz|work> that takes
care of loading, caching, and rendering resource-based models
(json, obj, or anything else used through
ICustomModelLoaders)
L161[03:26:46] <gigaherz|work> this is how
I use it:
L164[03:31:37] <Subaraki> why does this
all need to be so complicated ? :s
L165[03:31:50] <gigaherz|work> it isn't
really that complicated
L166[03:31:58] <AshIndigo> Welcome to
modding?
L167[03:32:15] <gigaherz|work> loading the
model means calling ModelLoaderRegistry.getModel
L168[03:32:19] <gigaherz|work> this
returns an IModel
L169[03:32:22] <AshIndigo> Where some
things are easy and some is way to complicated
L170[03:32:28] <gigaherz|work> with that
IModel, you have to call the .bake method
L171[03:33:08] <gigaherz|work> using
model.getDefaultState() and DefaultVertexFormats.ITEM
L172[03:33:19] <gigaherz|work> then that
returns an IBakedModel
L173[03:33:30] <gigaherz|work> you then
want to render the quads using the tesellator
L174[03:33:39] <gigaherz|work> for which I
recommend you copy my renderModel function
L175[03:33:51] <gigaherz|work> either the
version with color arg, or the version without
L176[03:34:17] <gigaherz|work> it's pretty
straightforward, IMO
L177[03:34:22] <gigaherz|work> just, you
will want to cache the models
L178[03:34:34] <gigaherz|work> and maybe
support replacing textures
L179[03:34:45] <gigaherz|work> and maybe
chanding the model transforms
L180[03:34:52] <gigaherz|work> and...
eventually you end up with something like what I wrote
L181[03:36:18] <gigaherz|work> but if you
"believe" that it works
L182[03:36:41] *
Subaraki lowers his arms and shamelessly copies over the
code
L183[03:37:04] <gigaherz|work> then using
ModelHandle is as easy as ModelHandle.of(resloc) and then
handle.render()
L184[03:37:25] <gigaherz|work> all you
have to do is call the init method from your clientproxy, during
preinit
L185[03:37:35] <gigaherz|work> so that it
can properly wipe the cache on resourcemanager reload
L186[03:37:58] ***
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L191[04:06:40] <Ordinastie> !gm
func_146281_b
L192[04:06:52] <Ordinastie> !gm
func_75134_a
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L200[04:47:02] <Subaraki> gigaherz|work,
nothing is rendering :s
L201[04:51:28] <AshIndigo> How would I
check what mod an item is from?
L202[04:53:54] <Subaraki> is that possible
?
L203[04:54:29] <AshIndigo> I could do
string magic with the item name
L204[04:54:42] <AshIndigo> But I was
hoping forge would have something cleaner
L205[04:54:43] <LatvianModder> ...
getRegistryName().getDomain();
L206[04:54:57] <LatvianModder> (or
getDomainLocation()? can't remeber. smth like that)
L207[04:58:16] <AshIndigo>
getResourceDomain seems to be iy
L208[05:04:16] <PitchBright> o/
L209[05:04:57] <AshIndigo> Hi
L210[05:05:33] <PitchBright> how's it's
goin', Ash?
L211[05:06:50] <AshIndigo> Good you?
L212[05:07:00] <PitchBright> right
on
L213[05:07:02] <PitchBright> i'm good
thanks
L214[05:27:45] <Subaraki> gigaherz|work,
for tile entities, you need to translate it to the block's
position
L215[05:27:52] <Subaraki> for layer's, you
normally do not need to do that
L216[05:28:09] <Subaraki> it's rendered at
the player itself right ? but the model i'm rendering is not
visible :/
L217[05:32:33] <Subaraki> do i need a
block vertex model ?
L218[05:37:17] <gigaherz|work> no, either
.ITEM or .ENTITY
L219[05:37:20] <gigaherz|work> but it
shouldsn't matter
L220[05:40:09] <Subaraki> are there any
key things i need to do ?
L221[05:40:13] <Subaraki> like rescale or
something ?
L222[05:40:57] <gigaherz|work> depends on
the size of the model
L223[05:40:58] <gigaherz|work> dunno
L224[05:41:04] <gigaherz|work> maybe it
has to be bigger
L225[05:41:11] <gigaherz|work> or
smaller
L226[05:41:25] <gigaherz|work> I don't
know how big your json model is
L227[05:41:48] <Subaraki> its 2
blocks
L228[05:41:56] <Subaraki> 'i made it life
sized'
L229[05:42:13] <Subaraki> i made it 'life
sized' *
L230[05:42:24] <gigaherz|work> then try to
make it *16 and /16
L231[05:42:28] <gigaherz|work> see if one
of them helps
L232[05:43:27] <gigaherz|work> you can use
modelhandle.state(trsrtransformation)
L233[05:50:51] <Subaraki> nope, doesnt
help
L234[05:52:13] <Subaraki> it does work for
json right ?
L235[05:52:23] <Subaraki> because your
code only has a .obj example
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L237[06:01:26] <Subaraki> gigaherz|work,
default vertex . Entity doesnt exist
L238[06:01:37] <gigaherz|work> eh ITEM
then
L239[06:01:44] <gigaherz|work> the vertex
format isn't the issue.
L240[06:01:51] <gigaherz|work> it's either
position or size
L241[06:02:17] <gigaherz|work> and my code
should work for any model that can be loaded through the custom
loader system
L242[06:03:43] <Subaraki> lets say its
size, then having it scale from 0 to 100 (progressivly, up and
down) should make it visible at one point right ?
L243[06:03:57] <Subaraki> and if its the
position, translating to the player's position should do it ?
L244[06:04:02] <gigaherz|work> but
wait
L245[06:04:07] <gigaherz|work> you are
looking in third person, right?
L246[06:04:10] <Subaraki> yeah
L247[06:04:20] <gigaherz|work> okay
because layers are not used in first person ;P
L248[06:04:26] <Subaraki> x)
L249[06:04:54] <gigaherz|work> and Idon't
know about the position
L250[06:05:05] <gigaherz|work> isn't it
like, already translated in relation with the camera?
L251[06:05:13] <gigaherz|work> so
translating to the provided x,y,z should be enough
L252[06:06:15] <gigaherz|work> ah it
doesn't even have x,y,z
L253[06:06:21] <gigaherz|work> so you
shouldn't need to translate, I think
L254[06:06:47] <gigaherz|work> yep, see
the elytra layer
L255[06:06:53] <gigaherz|work> it doesn't
do any special translations
L256[06:07:06] <gigaherz|work> just a tiny
0.125F on Z, to make it be slightly behind the player
L257[06:08:08] <Subaraki> yeah
L258[06:08:15] <Subaraki> that's why i'm
so confused
L259[06:08:20] <gigaherz|work> so you
shouldn't need anything extra
L260[06:08:24] <gigaherz|work> try doing
the scale thing
L261[06:08:51] <gigaherz|work>
exp(sin(T+partialT)*10)
L262[06:09:12] <gigaherz|work> will
oscillate between like 0.02 and 20
L263[06:09:58] *** V
is now known as Vigaro
L264[06:15:19] <Subaraki> i went from 0 to
100 and back to 0
L265[06:15:22] <Subaraki> i still see
nothing
L266[06:15:40] <gigaherz|work> does the
model work if you use it for a block?
L267[06:15:46] <gigaherz|work> and if you
use it on a TESR?
L268[06:16:20] <Subaraki> i dont know, i
dont have any blocks
L269[06:16:23] <Subaraki> maybe from
another mod
L270[06:16:26] <Subaraki> let me try
L271[06:16:34] <gigaherz|work>
because
L272[06:16:37] <gigaherz|work> it has
worked for me
L274[06:16:39] <gigaherz|work> even on
entities
L275[06:16:48] <gigaherz|work> i jut
haven't used it specifically for a layer renderer
L276[06:16:55]
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L277[06:17:33] <gigaherz|work> but... I
have never used it with anything other than .OBJ
L278[06:17:40] <gigaherz|work> so if
nothing works, maybe it only works for .OBJ models :/
L279[06:17:49] <gigaherz|work> it
shouldn't
L280[06:17:55] <gigaherz|work> there's no
reason for it to only work with .OBJ models
L281[06:17:57] <gigaherz|work> but
/shrug
L282[06:21:31] <Subaraki> ive put it in a
tileentity renderer
L283[06:21:41] <Subaraki> on the same
place where i render my model
L284[06:21:45] <Subaraki> i see
nothing
L285[06:23:54] ***
Keridos|away is now known as Keridos
L286[06:26:25] <Subaraki> do i need
anything else apart from the model and the render code ?
L287[06:26:28] ⇦
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L288[06:26:32] <Subaraki> like somehwere i
need to bake the model or so ?
L289[06:27:08] <Subaraki> maybe i need to
bind the correct texture ?
L290[06:27:20] <Subaraki> i bind the block
texture to the renderer
L291[06:27:29] <Subaraki> because the json
uses minecraft block textures
L292[06:28:49]
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L299[07:03:38] <Subaraki> can you not get
an IModel from the model bake event anymore ?
L300[07:07:51] <Subaraki>
gigaherz|work,
L301[07:08:02] <Subaraki> IModel mod =
ModelLoaderRegistry.getModel(handle.getModel());
L302[07:08:15] <Subaraki> i might need to
put the model in there, right ?
L303[07:08:41] <gigaherz|work> in
where?
L304[07:09:09] <gigaherz|work> getModel
will load the models from resources automatically
L305[07:09:13] <gigaherz|work> you don't
have to "put" them anywhere
L306[07:11:05]
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L308[07:13:17] <Subaraki>
ModelLoaderRegistry.getModel(handle.getModel()); i need to register
the model
L309[07:13:25] <Subaraki> or else it wont
be able to get it out of the registry ?
L310[07:14:41] <Ordinastie> so you want to
call ModelLoaderRegistry.getModel to register the model ?
L311[07:14:42] <Subaraki>
registerItemModel(EnderRiftMod.riftOrb);
L312[07:14:46] <Subaraki> yeah
L313[07:14:53] <Subaraki> but you need an
item or a block for that
L314[07:15:09] <Subaraki> i just wanted to
render a model
L315[07:15:11] <Ordinastie> let me
rephrase that :
L316[07:15:20] <Subaraki> with no item or
block bound to it
L317[07:15:20] <Ordinastie> you think a
method called "getModel" will register a model ?
L318[07:15:29] <Subaraki> no
L319[07:15:32] <Subaraki> that gets the
model
L320[07:15:39] <Subaraki> i need to put it
in the registry
L321[07:15:44] <Ordinastie> why ?
L322[07:15:56] <Subaraki>
ModelLoader.setCustomModelResourceLocation(item,metadata,new
ModelResourceLocation((ModId+":"+location),
"inventory"));
L323[07:16:11] <Subaraki> because nothing
is getting rendered currently
L324[07:16:39] <Subaraki> and giga's code
is supposed to work. so i'm just concluding i need an extra
step
L325[07:16:47] <Subaraki> like registering
the model at a certain point or so
L326[07:17:03] <Ordinastie> I should
probably read the back log, but I really don't feel like it
L327[07:17:14] <Subaraki> don't
worry
L328[07:17:17] <Subaraki> you don't need
to
L329[07:17:27] <Subaraki> the quads are
getting reached and called as well as drawn
L330[07:17:30] <Subaraki> but i can't see
shit
L331[07:17:38] <Subaraki> so i was
resorting to the modelbakeevent
L332[07:17:47] ⇦
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L333[07:17:50] <Subaraki> but apperantly
ModelLoader#getModel doesnt exist anymore
L334[07:17:51] <Ordinastie> it means that
position/size si wrong
L335[07:18:15] <Subaraki> layers are
rendered at the player's position, so no need to position stuff
normally.
L336[07:18:19] ⇦
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L337[07:18:26] <Subaraki> and for the
size, i scaled from 0 to 100 and back
L338[07:18:30] <Subaraki> going 0.2 per
tick
L339[07:18:38] <Subaraki> still nothing to
see
L340[07:18:59] <Subaraki> the texture i'm
binding is the block texture map, because my json refers to 3 block
textures.
L341[07:19:19] <Ordinastie> you're binding
a texture ?
L342[07:19:37] <Subaraki> i didn't
before
L343[07:19:53] <Subaraki> so i thought,
maybe its not visible because i didnt bind a texture
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L349[07:26:40] <Subaraki> so i'm resorting
to the modelbake event
L350[07:27:12] <Subaraki> but it looks
like that was 1.8 stuff. i can't find the getmodel, or an
equivalent to get an IModel, in the model loader
L351[07:31:07] ⇦
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L353[07:32:00] <gigaherz|work> Subaraki:
sorry busy with work
L354[07:32:02] <gigaherz|work> as I
said
L355[07:32:15] <gigaherz|work> NO, you do
not need to register models for them to work with the .getModel
method
L356[07:33:09] <Subaraki> then why am i
not seeing anything >_<
L357[07:33:18] <gigaherz|work> I have no
idea, and I'm not home so I can't test
L358[07:33:23] <Subaraki> anyway
L359[07:33:33] <Subaraki> i'm trying to
figure out modelbakeevent now
L360[07:33:48] <gigaherz|work>
ModelBakeEvent is for injecting things into the resloc-to-model
cache
L361[07:34:11] <gigaherz|work> the one
used by items and blocks to resolve the ModelResourceLocations into
an IBakedModel
L362[07:34:21] <gigaherz|work> but you are
not working at the MRL level
L363[07:34:35] <gigaherz|work> so the
MRL->IBakedModel table is not used here
L364[07:35:41] <Ordinastie> wait, what
?
L365[07:35:45] <Ordinastie> "busy
with work" ?
L366[07:35:48] <Ordinastie> that's a new
one :p
L367[07:36:08] <gigaherz|work> no it
isn't, I just normally don't bother opening the IRC client while at
work, if I'm already busy
L368[07:36:51] <gigaherz|work> today has
been weird, so far
L369[07:36:56] <gigaherz|work> I do have
work to do
L370[07:37:02] <gigaherz|work> but have
you ever had to write some code
L371[07:37:05] <gigaherz|work> knowing
it's wrong
L372[07:37:08] <gigaherz|work> knowing you
are doing something ugly
L373[07:37:18] <gigaherz|work> but unable
to find any other way to achieve the task you have been
given?
L374[07:37:34] <gigaherz|work> because
that's how I feel like now. XD
L375[07:37:43] <AshIndigo> Give it 5 weeks
and you'll think of a better solution
L376[07:38:00] <gigaherz|work> I can't
mess with the database transaction algorithm, and not feel
dirty.
L377[07:39:47] <gigaherz|work> so I pushed
to my work branch, and gave the link to my project manager, to see
if that approach is acceptable, or they have a better idea.
L378[07:41:26]
⇨ Joins: fdz (~fdz___@216.157.214.194)
L379[07:44:26] <fdz> hi, i have this weird
issue where my minecraft when joining my forge server, gets
disconnected from it, the client says the server terminated the
connection and the server says the client terminated it. It used to
work without mods and forge. I have changed out my router from
pfsense to ubiquitys edge router lite. the issue still persists. I
can join the server eventually after joining it over and over again
and one of those times itll let me in,
L380[07:44:26] <fdz> but i cant die or
travel inter dimentionally or it will kick me for the same reason.
I have deleted my player data file and the issue still persists,
nobody else playing this server has this problem, only me on my
network. but when i join from a different network it works as
usual.
L381[07:44:46] <gigaherz|work> logs?
L382[07:44:50] <gigaherz|work> on the
client and server?
L383[07:45:00] <gigaherz|work>
(pastebin)
L384[07:45:15] <fdz> i would rather not
give my logs..
L385[07:45:21] <fdz> it would make you not
want to help me
L386[07:45:31] <gigaherz|work> well then
at the very least, is there any crash or error in them?
L387[07:45:31] <AshIndigo> Wat?
L388[07:45:36] <gigaherz|work> and why
would that be?
L389[07:45:37] <fdz> as i know this is a
purly forge 1.10 irc chat
L390[07:45:48] <AshIndigo> Oh 1.7.10
L391[07:45:48] <gigaherz|work> we just
don't like to help people make new mods for old versions
L392[07:45:58] <gigaherz|work> helping
people with crashes while playing is a whole other story
L393[07:46:07] <fdz> i wont get banned for
mentioning previous versions?
L394[07:46:22] <gigaherz|work> that
depends wildly in the situation
L395[07:46:39] <fdz> say in this
situation
L396[07:46:43] <gigaherz|work> but really,
is there ANYTHING in the logs, that indicates a crash or some other
issue
L398[07:47:18] <AshIndigo> Can you upload
them?
L399[07:47:19] <gigaherz|work> no error
messages before the disconnection?
L400[07:47:24] <gigaherz|work> really just
paste them
L401[07:47:35] <AshIndigo> On paste
bin
L402[07:47:37] <fdz> im attempting to get
them atm. hold one moment
L403[07:47:50] <gigaherz|work> try to get
both client and server logs, if you can
L404[07:48:16] <Subaraki> okay, update for
gigaherz|work : i can render an anvil
L405[07:48:36] <gigaherz|work> so the
anvil model works, but yours does not?
L406[07:49:13] <Subaraki> indeed
L407[07:50:03] *
gigaherz|work scratches head
L408[07:50:07] <Subaraki> its also upside
don
L409[07:50:09] <gigaherz|work> you said
it's a json model, right?
L410[07:50:13] <Subaraki> down, but that
can be fixed
L412[07:50:19] <Subaraki> yeah, my model
is a json model
L413[07:50:21] ⇦
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L414[07:50:30] <gigaherz|work> and what
texture is it using?
L415[07:50:36] <gigaherz|work> can you
pastebin/gist the json model?
L416[07:50:41] ⇦
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L418[07:52:04] <Subaraki> wool, stone, and
oak wood planks
L419[07:52:45] <Subaraki> do i need to
parent a block or something ?
L420[07:53:01] <gigaherz|work> I don't see
why :/
L421[07:54:37] <Ordinastie> aren't models
restricted to 1x1 space ?
L422[07:54:42] <Ordinastie> so 16 max
?
L423[07:54:53] <Subaraki> not that i know
of
L424[07:54:54] <gigaherz|work>
sortof
L425[07:54:58] <gigaherz|work> models can
be bigger
L426[07:55:09] <gigaherz|work> but the
lighting system only handles the 1x1x1 cube properly
L427[08:08:35] ⇦
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L428[08:10:08] ***
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L429[08:16:00] <masa> so, 1.11 did come
out...
L430[08:16:18] <masa> now I have to hurry
to finish my current update for 1.10.2 before I need to start
porting for 1.11
L431[08:16:27] <gigaherz|work>
already?!
L432[08:16:42] <masa> yep 15 min ago
L433[08:16:43] <gigaherz|work> I was
thinking it would be out by the end of the week, not today XD
L435[08:16:56] <masa> well it was supposed
to come out today
L436[08:17:12] <gigaherz|work> oh I didn't
know there was a date set
L437[08:17:39] <masa> they said it some
time last or the previous week that it would come out on the 14th
if possible
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L444[08:27:58] <Koward> Anyone could
remind me, to change vanilla items burning time, can we just check
them in our own IFuelHandler (in getBurnTime()) ?
L445[08:29:11] <masa> I don't think that
works at least for vanilla furnaces
L446[08:29:30] <masa> see
TileEntityFurnace and the static method for getting the burn
time
L447[08:30:11] <masa> because the forge
fuel handler call is checked after the hard coded vanilla
items
L448[08:32:10] <gigaherz|work> there was a
PR
L449[08:32:21] <gigaherz|work> but I think
it needed some work
L450[08:32:26] <Subaraki> so, i made a
tinier model of my wardrobe
L451[08:32:28] <gigaherz|work> so it
hasn't been merged yet
L452[08:32:32] <Subaraki> one that fits in
a 16x16 space
L453[08:32:40] <Subaraki> starting the
game to see if it helped anything
L454[08:32:49] <gigaherz|work> oh
wait
L455[08:32:51] <gigaherz|work> fuel time,
nevermind
L456[08:34:33] <Koward> If the forge fuel
handler call is after the hardcoded vanilla one, maybe it overrides
the previous value ?
L457[08:35:09] <Koward> I'll check
TEFurnace myself in a min
L458[08:36:59] <Koward> Oh damn it returns
it directly
L459[08:38:43] <Subaraki> gigaherz|work,
it works, but only if i do not cache the field for
ModelHandle
L460[08:38:52] <gigaherz|work> o_O
L461[08:39:11] <gigaherz|work> there's a
cache in ModelHandle#get
L462[08:39:15] <gigaherz|work> try to
disable that
L463[08:39:38] <gigaherz|work> (just the
one in get, not the one in loadModel)
L464[08:42:22] ⇦
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L468[08:49:33] <Subaraki> its working
now
L469[08:49:36] <Subaraki> both small and
big model
L470[08:49:39] <Subaraki> didn't remvoe
the cache
L471[08:49:42] <Subaraki> i'm
puzzled
L472[08:53:52] <Subaraki> ....
L473[08:53:56] <Subaraki> so, with this
working now
L474[08:54:01] <Subaraki> i forgot this
could happen ...
L476[08:54:03] <Subaraki> x)
L477[08:59:35]
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L478[09:01:47] ***
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L479[09:03:39] <gigaherz|work> LOL
L480[09:04:34] <Subaraki> defies the
purpose of the cabinet really ...
L481[09:04:58]
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L483[09:11:36] <Subaraki> masa, you said
1.11 came out, but my launcher doesn't download it ?
L484[09:12:13] <Subaraki> wait
L485[09:12:14] <Subaraki> mine does
L486[09:12:18] <Subaraki> my gf's
doesnt
L487[09:12:26] *
Subaraki tells her to restart her darned computer
L489[09:12:44] <masa> re-start the
launcher probably?
L490[09:13:19] <Subaraki> there
L491[09:13:21] <Subaraki> fixed it
L492[09:13:29] <Subaraki> she was almost
sad :o
L493[09:13:33] <Subaraki> coul'dnt let
that happen
L494[09:13:47] *
Subaraki throws chocolate at gf
L495[09:14:22] ⇦
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L496[09:15:19] <Subaraki> gigaherz|work, i
also just concluded that I check for an open container
L497[09:15:33] <Subaraki> i might want to
change that to a boolean in player data so i can send packets
around
L498[09:16:41] ⇦
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L500[09:26:41] ⇦
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L501[09:26:53] <Keridos> ah wuah MC 1.11
and I am still porting stuff :/
L502[09:27:04] <AshIndigo> 1.11 is
out?
L503[09:27:11] <Keridos> yes since today
apparently
L504[09:27:23] <AshIndigo> 0.o
L505[09:27:56] <AshIndigo> Hope it doesn't
take to much to port mods
L506[09:28:46] <Keridos> like the 1.9.4 to
1.10.2 patch
L507[09:28:59] <Keridos> i think I had to
change about 20 linues of code in one of my mods
L508[09:29:15] <AshIndigo> Hope its as
easy as that
L509[09:30:33]
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L511[09:38:56]
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L514[09:46:36] <masa> it is a bit more
than 1.9.4 to 1.10
L515[09:47:03] <masa> because that one for
most mods was just change the supported version :p
L516[09:48:19] <masa> now null ItemStacks
are gone, the Item#onUse() lost the stack argument (unless Forge
added it back already), all mobs are now their own class, all
resloc/ids/whatever need to be lowercase etc
L517[09:48:52] <Keridos> that is not to
bad for my two mods
L518[09:48:52] <masa> and there is
apparently a proper entity registry now
L519[09:49:02] <AshIndigo> What replaces
null itemstacks?
L520[09:49:12]
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L521[09:49:12] <Eragonn1490> so theres no
way to spawn an entity from nbt?
L522[09:49:13] <Keridos> ok the entity may
need some work in OMT
L523[09:49:17] <masa> ItemStack.EMPTY or
whatever, with an Air item
L524[09:49:29] <AshIndigo> OK
L525[09:50:01] <masa> Eragonn1490: what do
you mean?
L527[09:51:07] <Subaraki> Eragonn1490,
you're just doing it wrong imo
L528[09:51:44] <Eragonn1490> how do i do
it correctly .-. ive tried 6^10 times
L529[09:52:15] <masa> oh I thought your
question was related to my 1.11 comment, hehe
L530[09:52:18] <Subaraki> NbtTagCompound
nbt = new nbttagcompound.
EntityInteractedWith.writeToNbt(nbt)
L531[09:52:27] <Subaraki> same for
writeEntityToNbt
L532[09:52:44] <Subaraki> then Entity e =
new Entity(whateverParams)
L533[09:52:59] <Subaraki>
e.readFromNbt(tagFromStack)
L534[09:53:08] <Subaraki>
e.readEntityFromNbt(otherTagFromStack
L535[09:53:13] <Subaraki> spawn(e)
L536[09:53:15] <masa> Eragonn1490: you
don't set the entity position, so they spawn at 0, 0, 0
L537[09:53:25] <Subaraki> that as well
^
L538[09:54:25] <Subaraki> but with my
method, you don't need to, the position is loaded from the
nbt
L539[09:54:37] <Eragonn1490> let me
trythat
L540[09:54:38] <masa> for that: Entity
entity = EntityList.createEntityFromNBT(tag, world);
L541[09:54:56] <Subaraki> also, don't
forget to put those nbt's as a tag to the stack's nbt
L542[10:01:56] <Eragonn1490> @subaraki i
seem to have gotten lost...
L543[10:02:02] <Subaraki> just a sec
L546[10:04:41]
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L547[10:05:20] <Subaraki> thats how to
read the nbt. i do it in the constructor. note that my entity has
the itemstack in it's constructor.
L548[10:05:36] <Subaraki> i'm guessing
that you catch an animal by rightclicking it with a stack ?
L549[10:05:53] <Subaraki> if that's the
case, you can write it's nbt to the itemstack
L550[10:05:59] <Subaraki> and recreate it
like linekd above
L551[10:06:19] <Subaraki> if that is not
what you do, i was mistaken, and you should listen to masa
L552[10:07:04]
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L553[10:07:05] <masa> well my item is
exactly that, it captures and releases entities
L554[10:08:23] <Eragonn1490> hold on
L555[10:09:09] <Subaraki> mine as
well
L556[10:09:15] *
Subaraki holds on
L557[10:09:19] <masa> Subaraki: why do you
call both reads? Entity#readFromNBT() already calls
Entity#readEntityFromNBT()
L558[10:09:33] <Subaraki> does it ?
L559[10:09:43] <masa> check near the
bottom
L560[10:09:46] <Subaraki> i might have
started out with readEntityFromNbt
L562[10:09:50] <Subaraki> and it didnt
work
L563[10:09:54] <Subaraki> so i called the
other one as well
L564[10:09:55] <Subaraki> :s
L565[10:10:02] *
Subaraki advices Eragonn1490 to listen to masa
L566[10:11:43] *
AshIndigo slaps windows
L567[10:12:23]
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L568[10:12:40] <masa> Eragonn1490: did you
add setting the location?
L569[10:12:46] <masa> that paste still
doesn't have it
L570[10:12:48] <Eragonn1490> doing that
now
L571[10:13:32] <masa> also why are you
removing a bunch of tags, do you specifically want to reset those
attributes?
L572[10:15:05]
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L573[10:15:51] <Eragonn1490> yes
L574[10:16:40] ⇦
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L577[10:21:11] <Subaraki> AshIndigo, why
the violence towards windows ?
L578[10:21:34] <AshIndigo> Because it
hates me at times
L579[10:22:49]
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L580[10:23:11] <masa> that's okay, we hate
it all the time
L581[10:23:24]
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L582[10:25:16] <ghz|afk> I hate other OSes
a lot more, so you could say I like Windows
L583[10:25:25] <ghz|afk> but it's more
like it's the OS that annoys me the least
L584[10:25:37] <Eragonn1490> its like the
election all will hurt you, so you choose the one that hurts you
the least
L585[10:26:05] <ghz|afk> I use macOS at
work (macbook pro)
L586[10:26:13] <ghz|afk> and some things
are just stupid
L587[10:26:19] <Eragonn1490> @masa now i
have a new issue..when i spawn the mob it says skipping entity with
id:
L588[10:26:41] <ghz|afk> like home/end
meaning "start of scrollable area"/"end of
scrollable area" instead of start/end of line
L589[10:27:14] <ghz|afk> or that there is
NO WAY to just switch windows, you have to enter the
"tiled" view first
L590[10:27:27] <masa> no alt + tab at all?
wow
L591[10:27:32] <ghz|afk> yes
L592[10:27:33] <ghz|afk> for apps
L593[10:27:37]
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L594[10:27:47] <ghz|afk> alt-tab rotates
around the app
L595[10:27:55] <ghz|afk> not within the
individual windows
L596[10:27:59] <masa> huh?
L597[10:28:12] <ghz|afk> say you have IRC,
IntelliJ, Chrome
L598[10:28:21] <masa> Eragonn1490: which
id? an empty id? check your NBT stuff
L599[10:28:21] ⇦
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L600[10:28:22] <ghz|afk> alt-tab will
switch from IRC, to IntelliJ, to Chrome
L601[10:28:27] <ghz|afk> but if you have
more than one chrome window
L602[10:28:33] <ghz|afk> you can't alt-tab
through them
L603[10:28:36] <ghz|afk> at least not that
I know of
L605[10:28:48] <ghz|afk> there may be some
weird key combination for it
L606[10:28:57] <ghz|afk> but it's not
straightforward, and I'm not a fan of combos
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L608[10:29:13] <ghz|afk> IMO, the
windows7+ taskbar is the best task management system
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L610[10:29:51] <Subaraki> ^
L611[10:29:52] <ghz|afk> I believe that's
why windows has been able to stay for so long without native
"virtual desktops"
L612[10:29:59] <ghz|afk> because they
aren't needed
L613[10:30:01] <masa> so alt + tab between
different apps also cycles through all? or does it switch between
the last two unless you alt+tab+tab...
L614[10:30:18]
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L615[10:30:19] <ghz|afk> I haven't tried,
actually XD
L616[10:30:24] <ghz|afk> I think it's the
last two
L617[10:30:27] <ghz|afk> but I could be
wrong
L618[10:30:37] <ghz|afk> I don't really
feel like taking out the MBP from the backpack ;P
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L620[10:30:45] ***
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L621[10:30:59] <masa> my main PC has ran
linux since somewhere around 2004 or 2005
L622[10:31:11] <ghz|afk> in linux, I favor
xfce
L623[10:31:15] <ghz|afk> it's almost good
enough
L624[10:31:23] <masa> I'm so used to
virtual desktops that I often accidentally try to use them on my
gaming PC where I also do my modding atm
L625[10:31:29] <ghz|afk> and I say almost,
because it has no way to make the icons on the task switcher widget
bigger than 16x16
L626[10:31:39] <masa> which is win 10
these days
L627[10:31:44]
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L628[10:31:45] <masa> the gaming PC OS
that is
L629[10:31:45] <ghz|afk> win10 has virtual
desktops
L630[10:31:52] <ghz|afk> but no idea how
to set them up / switch between them
L631[10:32:01] <masa> apaprently eyah,
still don't know where they are hidden :p
L632[10:32:11] <ghz|afk> wait, I do
L633[10:32:18] <ghz|afk> you know that
button that makes things tiled?
L634[10:32:23] <ghz|afk> there's a
"+
L635[10:32:26] <ghz|afk> " icon in
it
L636[10:32:29] <ghz|afk> with "new
desktop"
L637[10:32:38] <masa> button that makes
things tiled?
L638[10:32:57] <ghz|afk> the
"[|_|]" icon
L639[10:33:13] <ghz|afk> next to the
windows button
L640[10:33:25] <masa> huh?
L641[10:33:29] <ghz|afk> uhm
L643[10:33:39] <masa> okay
L645[10:34:04] <ghz|afk> it works a lot
like macOS
L646[10:34:16] <ghz|afk> once you create a
new desktop, you have it on a bar, and you can drag windows to
it
L647[10:34:38] <ghz|afk> no idea what the
keyboard shortcuts for that are
L648[10:34:54] <ghz|afk> Windows key +
Tab.
L649[10:34:55] <ghz|afk> okay.
L650[10:36:21] <ghz|afk> Windows Key +
Ctrl + Left / Right – Switch to the virtual desktop on the left or
right.
L651[10:36:26] <ghz|afk> AHA, that's what
I was looking for
L652[10:36:27] <ghz|afk> ;P
L653[10:37:03] <ghz|afk> yep, 99% like
macos, xcept the virtual desktops affect ALL the screens at
once
L655[10:37:59] <ghz|afk> handy page, if
you like to use the keyboard ;P
L656[10:41:15] <Subaraki> on another note,
how would i create a fake player for client side ?
L657[10:41:28] <Subaraki> a new fake
player requires a world server, which i do not have in my gui
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L659[10:42:16] <ghz|afk> what is the
purpose of this fake player?
L660[10:42:25] <AshIndigo> Pass over world
in the constructor?
L661[10:42:45] <ghz|afk> the normal one is
for calling functions that normally need a player
L662[10:42:50] <ghz|afk> that is
L663[10:42:58] <ghz|afk> stuff like
machines that place or break blocks
L664[10:43:06] <TechnicianLP> ash: that
would work on singleplayer only (maybe)
L665[10:43:09] <ghz|afk> so it's meant for
the server
L666[10:43:16] <ghz|afk> AshIndigo: you
can't have WorldServer on client ;P
L667[10:43:45] <AshIndigo> :/ ok
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L670[10:45:17] <Subaraki> i found another
way
L671[10:45:22] <Subaraki> set data, draw,
reset data
L672[10:45:25] <Subaraki> works fine as
well :P
L673[10:47:54] <masa> I also need a fake
player and WorldServer on the client side for my placement preview
mod
L674[10:48:03] <masa> it gets really nasty
and messy fast :D
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L677[10:50:22] <Ordinastie> why would you
need WorldSever ?
L678[10:50:26] <Ordinastie> +r
L679[10:51:13] <ghz|afk> [17:41]
(Subaraki): on another note, how would i create a fake player for
client side ?
L680[10:51:13] <ghz|afk> [17:41]
(Subaraki): a new fake player requires a world server, which i do
not have in my gui
L681[10:51:17] <ghz|afk> I haven't
verified that claim ;p
L682[10:52:11] <Subaraki> public
FakePlayer(WorldServer world, GameProfile name)
L683[10:52:15] <ghz|afk> lol I was looking
at the class list, and I see FakeClientPlayer
L684[10:52:21] <ghz|afk> I was
"wat?" -- it's from JEI ;P
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L688[10:54:05] <Subaraki> yay
L689[10:54:38] <ghz|afk> LOL
L691[10:55:07] <ghz|afk> Subaraki: nice
;P
L692[10:55:55] <Subaraki> nice editing
skills xD
L693[10:56:56] <Subaraki> thanks ghz
=)
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L696[11:03:15] <Subaraki> since when do
village paths that go into water turn into wood planks ?
L697[11:03:19] <Subaraki> ive never seen
this before
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L699[11:11:50] <masa> 1.9 or 1.10
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L702[11:13:41] <ghz|afk> 1.10
L703[11:18:50]
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L704[11:19:41] <barteks2x> 1.11 is there
and I'm stuck with not yet finished uncommited changes :( just like
with 1.9 and 1.9.4 and 1.10
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L707[11:21:02] <Subaraki> in 1.11, the mob
heads are turned backwards
L709[11:21:42] <Eragonn1490> you could be
me stuck with an update.. and then the working version XD
L710[11:22:16] <diesieben07> ghz, i mean,
they kinda don't have a choice :D
L711[11:22:42] <diesieben07> they need to
make their money somehow and since windows is not really making
them as much as they want to... they are now a different kinda
company i guess
L713[11:22:56] <ghz|afk> that looks
horribly like xcode
L714[11:23:27] <Eragonn1490> @masa are you
still around?
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L716[11:25:09] <masa> yes
L717[11:26:07] <Eragonn1490> its still not
working XD
L718[11:26:30] <masa> barteks2x: well
forge for 1.11 isn't quite ready yet, you still have a few days
:p
L719[11:26:52] <barteks2x> it may not be
enough considering how broken my code is now
L720[11:26:55] <masa> Eragonn1490: well
what have you done with it? do you know if the NBT data you store
is correct?
L722[11:27:49] <Eragonn1490> im updating
this from 1.6.4 it worked then... although since things have
changed not anymore
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L724[11:27:54] <quadraxis> was expecting
it to be fixed for the release, but eh
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L726[11:38:39] <gr8pefish> Do you know if
the animation system in 1.10 can do variable-speed
animations?
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L740[12:13:39] <TangentDelta> How's it
going?
L741[12:13:47] <TangentDelta> Everything
forgey?
L742[12:15:18] <ghz|afk> minecraft 1.11 is
out
L743[12:15:44] <ghz|afk> so we are
twiddling our thumbs until forge 1.11 is ready
L744[12:16:17] <TangentDelta> Oh. What's
new in 1.11?
L745[12:16:28] <TangentDelta> Anything
exciting for modders?
L746[12:16:36] <ghz|afk> yup
L747[12:16:45] <ghz|afk> ItemStack
paramteres and return values can't be null anymore
L748[12:16:51] <ghz|afk> there's a
ItemStack.EMPTY now
L749[12:17:03] <TangentDelta> I saw that
new "addon" system. I feel very mixed on it.
L750[12:17:05] <TangentDelta> Why?
L751[12:17:09] <ghz|afk> where if you call
.getItem on it, returns AIR
L752[12:17:16] <ghz|afk> because that way,
there's less null pointer issues in code
L753[12:17:23] <TangentDelta> Mmm.
Okay.
L754[12:17:35] <ghz|afk> and since we
don't need null checks, everything is slightly faster
L755[12:17:58] <ghz|afk> there's also a
register for TileEntities
L756[12:18:02] <ghz|afk> and a registry
for Entities
L757[12:18:20] <ghz|afk> so forge will
have to adapt internally to support those correctly
L758[12:18:34] <ghz|afk> the changes to
ItemSTack also mean they will have to make breaking changes to the
fluid api
L759[12:18:45] <TangentDelta> Hmm. Does
Mojang do stuff like this to make modding easier for modders, or to
make their internal development process faster?
L760[12:18:52] <ghz|afk> because the Item
field in the itemstack is now final -- immutable item
L761[12:18:57] <ghz|afk> both.
L762[12:19:14] <ghz|afk> the changes make
future development more robust
L763[12:19:18] <ghz|afk> while also
helping a lot with modding
L764[12:19:20] ***
PaleOff is now known as PaleoCrafter
L765[12:19:29] <TangentDelta> So, what
you're saying is, you can't have custom, dynamically created
buckets any more?
L766[12:19:41] <ghz|afk> sure you
can
L767[12:19:49] <ghz|afk> well
L768[12:20:00] <ghz|afk> the Dynamic
bucket from forge just identifies the fluid on the NBT
L769[12:20:08] <TangentDelta> I'm guessing
I just don't understand how the fluid API works.
L770[12:20:11] <ghz|afk> or whatever
L771[12:20:11] <TangentDelta> Ah.
L772[12:20:12] <ghz|afk> anyhow
L773[12:20:17] <ghz|afk> what I meant
is
L774[12:20:22] <ghz|afk> you can't do
ItemStack.setItem anymore
L775[12:20:31] <ghz|afk> so the fluid api
can't change which item is contained in the stack
L776[12:20:39] <TangentDelta> Got
it.
L777[12:20:43] <ghz|afk> meaning it has to
return ItemStack in some cases where it wasn't done before
L778[12:23:54] ***
cpw is now known as cpw|out
L779[12:24:26] <TangentDelta> I see Mojang
is getting snekky.
L780[12:24:39] ⇦
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Leaving)
L781[12:30:57] <TangentDelta>
:new-session
L782[12:31:02] <TangentDelta> whoops
L783[12:34:58]
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L789[12:44:08] ⇦
Parts: Eragonn1490|Moving (~eragonn14@172.58.184.153)
())
L790[12:44:38] <barteks2x>
gnome-screenshot says it defaults to saving screenshots to
~/Pictures, but for me it saves them in ~/, any way to change
it?
L791[12:44:46] <TangentDelta> Even if I
get my CPU mod wotking the way I want it to, I can't get any good
speeds out of the core.
L792[12:44:53] <barteks2x> wrong
chat
L793[12:45:39] <barteks2x> How other
people avoid that...
L794[12:46:17]
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L795[12:46:55] <diesieben07> anyone know
how to check out the 1.11 branch on forge? it's trying to pull mcp
stuff from mojang's cdn for me
L796[12:47:07] <ghz|afk> mcp 1.11 hasn't
been published
L797[12:47:12] <diesieben07> oh so i
cant
L798[12:47:14] <diesieben07> i see.
L799[12:47:15] <ghz|afk> not yet
L800[12:47:24] *
diesieben07 goes to cry in a corner
L801[12:48:55] <barteks2x> I would like to
see the differences... Those that affect me
L802[12:51:53] <McJty> Most likely
ItemStack changes will affect nearly everyone
L803[12:52:01] <McJty> Other then that I
believe it is pretty minor
L804[12:52:46] <barteks2x> ItemStack
changes probably won't affect me
L805[12:52:55] <McJty> What mod do you
have?
L806[12:53:00] <barteks2x> Cubic
Chunks
L807[12:54:04] <diesieben07> is that even
functional at this point? :D
L808[12:54:30] <barteks2x> more or less
functional
L809[12:54:45] <barteks2x> but still not
stable enough for release and world format change planned
L810[12:55:21] <diesieben07> heh
L811[12:56:05] <barteks2x> In cpw's stram
I saw some chunk loader patches failed o apply, so there may be
changes that affect me
L812[12:56:22] ⇦
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L813[12:56:23] <barteks2x> *forgot that it
may ping him
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L817[13:04:16] <williewillus> anyone know
of a good tool to make flow charts? :P
L818[13:04:19] <williewillus> linux
preferable
L819[13:05:08] <williewillus> jk there's a
LaTeX thing, of course
L820[13:06:06] <ghz|afk> there's an app
called "Dia"
L821[13:06:13] <ghz|afk> it's a
general-purpose diagram editor
L822[13:07:02] *** V
is now known as Vigaro
L823[13:08:31] <McJty> You can also do
this in google drive
L824[13:08:36] <McJty> Although I don't
know if it is good enough
L825[13:08:41] <McJty> But I've used it
for some smaller diagrams
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L829[13:22:56] <TangentDelta> .
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L843[13:53:34] ***
ghz|afk is now known as gigaherz
L844[13:55:37] <masa> there is also one
called Umbrello
L846[13:56:12] *
TechnicianLP does not need an umbrella now
L847[13:56:20] ***
Sub|shop is now known as Subaraki
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(~AshIndigo@188.29.164.110.threembb.co.uk)
L849[14:03:07] <immibis> if you're looking
for web apps there's draw.io
L850[14:04:02] <TechnicianLP> max health
of a player is 20f? or is it 10f
L851[14:04:23] <diesieben07> 20, measured
in half-hearts
L852[14:04:32] <TechnicianLP> thanks
L853[14:16:02] <bartman> libreoffice
supports visio thats what I usually use
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L871[15:39:45] *
diesieben07 slaps gigaherz
L872[15:39:50] <gigaherz> wat?
L873[15:40:13] <diesieben07> nix :P
L874[15:40:33] <diesieben07> for posting
that stupiditiy
L875[15:40:45] <gigaherz> XD
L876[15:45:30] <TechnicianLP> why not show
your food to your nighbours ...
L877[15:46:14] <gigaherz> welp
L878[15:46:22] <gigaherz> I jut released a
bugfix for one of my mods
L879[15:46:25] <gigaherz> and while
releasing
L880[15:46:29] <gigaherz> a creeper blew
up
L881[15:46:36] <gigaherz> and killed the
testing server
L882[15:46:38] <gigaherz> oops.
L883[15:46:50] <Lord_Ralex> boom
L884[15:47:04] <gigaherz> now why's the
capability null...
L885[15:49:08] <tterrag> cpw: what's
stateless4j going to be used for?
L886[15:50:17] <masa> what is that?
L887[15:50:50] <howtonotwin> state
machines
L889[15:51:16] <howtonotwin> seeing how
the animation API is based around SMs maybe that
L890[15:51:17] <gigaherz> maybe for FML
lifecycle?
L891[15:51:34] <TechnicianLP> fml !=
float
L892[15:51:41] *
TechnicianLP got confused
L893[15:51:49] <gigaherz> wat?
L894[15:52:00] <TechnicianLP> i wanted to
type float - but type fml
L895[15:52:26] <TechnicianLP> dont read
irc at the same time as programming ...
L896[15:52:27] <howtonotwin> That made the
question more questiony.
L897[15:52:29] <howtonotwin> :P
L898[15:53:06] <gigaherz> UGH!
L899[15:53:12] <gigaherz>
AttachCapabilitiesEvent<EntityPlayer> doesn't fire for
EntityPlayerMPs
L900[15:53:13] <gigaherz> XD
L901[15:53:27]
⇨ Joins: AshIndigo__
(~AshIndigo@188.29.164.110.threembb.co.uk)
L902[15:54:09] <TechnicianLP> doesnt that
just fire if you pass in Entity?
L903[15:54:10] <howtonotwin> I don't think
it fires at all...
L904[15:54:18] <howtonotwin> It only fires
Entity
L905[15:54:23] <howtonotwin> *Only Entity
fires
L906[15:54:24] <gigaherz> that is...
stupid
L907[15:54:25] <gigaherz> XD
L909[15:55:13] <howtonotwin> Lex says it's
for performance
L910[15:55:30] <HassanS6000> What is the
keyboard shortcut to view bounding boxes?
L911[15:55:37] <howtonotwin> F3+B
L912[15:55:38] <gigaherz> I see
L913[15:55:39] ⇦
Quits: AshIndigo (~AshIndigo@178.62.124.53) (Ping timeout: 186
seconds)
L914[15:55:43] <howtonotwin> and F3+Q for
help
L915[15:55:44] <gigaherz> meh
L916[15:55:48] <gigaherz> it removes the
optimization on my side
L917[15:55:58]
⇨ Joins: AstralSorcerer
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L918[15:56:02] *
gigaherz shrugs
L919[15:56:19] ***
AshIndigo__ is now known as AshIndigo-Asleep
L920[15:56:44] <gigaherz> I wonder, then,
what the advantage is of AttachCapabilitiesEvent<Entity> vs
.Entity
L921[15:56:51] <gigaherz> just the
flexibility of adding caps to more things?
L922[15:57:05] <TechnicianLP> .ENtity is
deprecated?
L923[15:57:13] <heldplayer> It probably
is
L924[15:57:18] <gigaherz> yes, in favor of
<Entity>
L925[15:57:29] <howtonotwin> It's that
it's generic :P
L926[15:57:30] <HassanS6000> How would I
go about making an EntityLiving non-collidable?
L927[15:57:33] <heldplayer> And the
advantage is you can attach capabilities to stuff that doesn't
normally have capabilities
L928[15:57:38] <howtonotwin> you can fire
your own ACE<Blah>
L929[15:57:42] <gigaherz> no
L930[15:57:43] <HassanS6000> Realized
boundingbox doesn't do anything
L931[15:57:46] <howtonotwin> without
subclassing ACE yourself
L932[15:58:03] <gigaherz> you can only
attach capabilities to things you implemented capabilities
into
L933[15:58:03] <heldplayer>
("normally have capabilities" here meaning it's not a
standard class having it)
L934[15:58:04] <gigaherz> ;P
L935[15:58:30] <heldplayer> Still needs to
implement the interface, but I couldn't find a better way to word
it :P
L936[15:58:30] <gigaherz> WAT
L937[15:58:49] <gigaherz> why are creepers
catching fire... must be some mod I have for testing XD
L938[15:59:35] <TechnicianLP> should they
explode when lit?
L939[16:00:00] <gigaherz> no I mean
L940[16:00:02] <gigaherz> due to
sunlight
L941[16:02:43] <HassanS6000> Is there any
way I can make it so players can't push other entities, or make it
so an entity (like a boat) cannot be collided with
L942[16:03:48]
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L949[16:22:47] ***
fry is now known as fry|sleep
L950[16:24:51] <Subaraki> did piston
elevators break in 1.11 ?
L951[16:25:04] <Subaraki> i can't pull
myself troug ha psiton anymore
L952[16:25:06] <Ordinastie> yes
L953[16:25:10] <Subaraki> fuck
L954[16:25:33] ⇦
Quits: Samario
(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Quit: You
think you are above consequences.)
L955[16:26:23] <gigaherz> Subaraki: it was
a bug, it was known to be a bug, and it was obvious they'd fix it
;P
L956[16:26:32] <Subaraki> :/
L957[16:26:33] <Subaraki> sad
L958[16:26:39] <Subaraki> 'twas the best
invention ever
L959[16:26:50] <Subaraki> should not have
been a bug imo
L960[16:31:41] ⇦
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L961[16:33:34] ⇦
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(~maxanier@cable-89-16-153-148.cust.telecolumbus.net) (Quit:
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L962[16:33:44] <gigaherz> so yeah
L964[16:33:47] <gigaherz> new release is
up and such
L965[16:33:49] <gigaherz> ;P
L966[16:36:12] ⇦
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L968[16:48:50] ⇦
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L969[16:58:28] <Tencao> Is there a clean
cpu friendly way to see if two blocks can see each other or not, as
in nothing inbetween
L970[17:00:26] <gigaherz> not really
L971[17:00:32] <gigaherz> you'd have to
raytrace
L972[17:00:38] <gigaherz>
(world.rayTRaceBlocks)
L973[17:02:49] <Tencao> How taxing is
rayTrace, before I start putting it on TileEntities
L974[17:03:16] <gigaherz> depends on the
distance
L975[17:03:19] <tterrag> ^
L976[17:03:22] <gigaherz> let me explain
how it works:
L977[17:03:24] <tterrag> but generally,
it's decently expensive
L978[17:03:26] <gigaherz> you have a
starting point
L979[17:03:32] <Tencao> We're talking 4-5
blocks apart
L980[17:03:39] <tterrag> then probably
rather cheap, just don't spam it
L981[17:03:44] <gigaherz> you compute the
next intersection plane on each pair of axes
L982[17:03:51] <gigaherz> and move to the
closest intersection
L983[17:03:53] <tterrag> it has to do a
block lookup and AABB comparison for each world coord the line
passes through
L984[17:03:58] <gigaherz> then you compute
the closest intersection plane again
L985[17:04:02] <Tencao> I'll probably add
alot of conditions before using it then
L986[17:04:05] <gigaherz> and move to that
closest neighbour
L987[17:04:11] <tterrag> gigaherz: not to
mention that there are two intersection checks per block
space
L988[17:04:14] <gigaherz> and so on, until
you reach the target
L989[17:04:28] <gigaherz> if ALL of the
blocks along the way have been MAterial.AIR
L990[17:04:29] <tterrag> one for the 1x1x1
cube of possible block, and another for the actual block's
collision bound(s)
L991[17:04:34] <gigaherz> the raytrace
failed
L992[17:04:40] <gigaherz> otherwise, the
first hit is returned
L993[17:04:45] <gigaherz> tterrag:
true
L994[17:04:50] <Tencao> It's mostly
because I'm sending particles from one block to another, and I dont
want them to pass through solid blocks
L995[17:05:06] <gigaherz> Tencao: how
often do you plan on calling it?
L996[17:05:09] <tterrag> er, couldn't you
just turn off noclip on the particles?
L997[17:05:12] <gigaherz> if it's 4-5
blocks away and once a second
L998[17:05:16] <gigaherz> it's not
much
L999[17:05:38] <gigaherz> if you refresh
the visibility like, once every 5 seconds
L1000[17:05:47] <Tencao> If it's taxing,
I plan on trying to only call it every few seconds, since it
doesn't need to be dead accurate
L1001[17:05:48] <gigaherz> you'd be even
lighter
L1002[17:05:59] <Ordinastie> you could
raytrace only once and store the passed pos
L1003[17:06:09] <Ordinastie> check if
they changed before rayTracing again
L1004[17:06:11] <gigaherz> true
L1005[17:06:55] <Tencao> That could
work
L1006[17:07:00] <Ordinastie> although, I
have blocks that would make that not work ><
L1007[17:07:51] <gigaherz> well you'd
have to call getActualState on each block
L1008[17:08:24] <gigaherz> or
.getBoundingBox
L1009[17:08:27] <gigaherz> and compare
the result
L1010[17:08:35] <gigaherz> or
.addCollisionBoxToList, and compare each value
L1011[17:08:37] <gigaherz> hmf
L1012[17:08:39] <gigaherz> too
complicated
L1013[17:08:46] <gigaherz> faster to just
raytrace again efery couple seconds
L1014[17:09:35] ***
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L1015[17:13:05]
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L1016[17:13:33] <MattDahEpic> is there a
good way to see if a command is registered?
L1017[17:14:11] <MattDahEpic> like to see
if another mod adds a command that your mod adds
L1018[17:19:56] <diesieben07>
MattDahEpic, ICommandManager has getCommands
L1019[17:20:45] <Tencao> Although an easy
way to generally avoid conflicts is just to have your mod name or
initials at the start of the command
L1020[17:21:05] <Tencao> Or if you're
worldedit just do //
L1021[17:21:08] <Tencao> Both work
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L1023[17:26:31] <howtonotwin> There's
also a mechanism in Forge for defining trees of subcommands.
L1024[17:26:39] <howtonotwin> so you can
just define one command /modid
L1025[17:26:45] <howtonotwin> and have
everything else be a subcommand
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L1074[21:49:23] <Tencao> Just wondering,
whats the easiest way to tell if a block is an ore or not
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L1076[21:51:38] <TehNut> instanceof
BlockOre
L1077[21:51:49] <TehNut> But that's not
guarenteed, since an ore can be any kind of block
L1078[21:52:06] <TehNut> Could get it's
stack and check if it's registered in the oreDict
L1079[21:54:53] <Tencao> I was hoping to
do oreDict, I just don't know how to specifically check if it's
stored as an ore
L1080[21:58:39] <immibis> you could check
if it's registered as any name starting with "ore"
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L1085[22:18:03] <tterrag> oredict also
doesn't guarantee an ore, despite its name
L1086[22:18:12] <tterrag> immibis' way
might be the best, but nothing is going to be 100%
L1087[22:18:15] <tterrag> this sounds
like an XY problem
L1088[22:18:21] <tterrag> Tencao: why do
you need to tell if something is an ore?
L1089[22:19:09] <Tencao> I want to add a
filter for a tool to check if the item can find the block, but I
want to restrict the filter to just ores
L1090[22:19:52] <tterrag> why? what if I
want to find something else in the world?
L1091[22:19:57] <barteks2x> uh... stupid
idea formatter. it reformats x->{} to take 2 lines
L1092[22:20:09] <tterrag> you can
probably change that
L1093[22:20:15] <tterrag> but generally,
I think that's a good idea :P
L1094[22:20:29] <barteks2x> what is good
idea?
L1095[22:21:04] <tterrag> formatting code
blocks across multiple lines
L1096[22:21:12] <barteks2x> it's
literally emoty lambda
L1097[22:21:14] <barteks2x> *empty
L1098[22:21:52] <tterrag> again, you can
probably change it
L1099[22:22:44] <Tencao> The item is a
tool to help dig for ores, if I made it literally find anything,
then it has the potential to be exploited, such as finding and
stealing peoples items
L1100[22:23:03] <Tencao> I know not
everyone cares about that, but I do
L1101[22:23:07] <barteks2x> except that I
don't know which option it is
L1102[22:23:21] <barteks2x> I can't find
anything that seems to control that looking at names
L1103[22:23:52] <barteks2x> found
it...
L1104[22:23:54] <tterrag> Tencao: if it
searches for blocks how could it find items? also, isn't that
mostly not an exploit? if I have free access to your base, game
over
L1105[22:25:28] <Tencao> Items maybe not,
but machines, chests etc. Either way I want the tool to be designed
for finding ores, not just anything
L1106[22:25:52] <tterrag> then like I
said, immibis' suggestion is going to be the best way
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L1108[22:27:27] <immibis> some ores won't
be registered
L1109[22:27:42] <immibis> like if they
have Chicken Bones installed, there's pretty much no way you can
distinguish Chicken Ore from any other block
L1110[22:27:56] <immibis> you could check
if the *name* contains "ore" but that's even less
reliable
L1111[22:31:54] <TehNut> Especially
because of localizations
L1112[22:32:20] <Tencao> I see
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L1115[22:43:30] <masa> wouldn't it be
best to make it configurable and leave it to pack authors to
configure it to the pack in question?
L1116[22:47:10] <gr8pefish> tterrag, I
missed the earlier part of the conversation and am curious, what is
immibis' way of handling the *ore problem?
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L1119[22:56:39] <TehNut> You joined 4
minutes after that
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L1124[23:01:26] <gr8pefish> hehe thanks
TehNut :)
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