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L6[00:29:29] <cjm721> Is there a built in
number localization support?
L7[00:30:12] <mezz> yes see
NumberFormat
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L10[00:36:16] <cjm721> Do I need to pass it
the locale or is minecraft changing the default Locale when the
user changes languages
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L17[00:53:34] <mezz> cjm721, I added a
method in 1.11 for that,
net.minecraftforge.client.MinecraftForgeClient#getLocale
L18[00:54:04] <mezz> before 1.11 you just
have to use the machine's locale
L19[00:59:59] <mezz> minecraft doesn't
change the default locale
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L28[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170530 mappings to Forge Maven.
L29[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170530-1.11.zip
(mappings = "snapshot_20170530" in build.gradle).
L30[02:00:17] <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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L33[02:09:31] <cjm721> How do you find the
max texture sheet size?
L34[02:12:46] <ghz|afk> why do you need
to?
L35[02:12:52] <ghz|afk> and it's a property
of the gpu
L36[02:13:14] <cjm721> To know how big I
can make my textures
L38[02:13:42] <ghz|afk> literally first
result in google for "opengl get max texture size"
L39[02:14:23] <cjm721> Is that the same as
the texture sheet forge uses. Or that only for individual
textures
L40[02:14:31] <ghz|afk> there isn't a
difference
L41[02:14:35] <ghz|afk> the atlas is just a
texture
L42[02:14:37] <LexMobile> That's for the
max size on your gfx card
L43[02:14:42] <LexMobile> Basically Dont
make huge textures
L44[02:14:49] <ghz|afk> so the atlas can be
as big as any other texture
L45[02:15:37] <ghz|afk> so basically, if
you try to stitch one 16384x16384 texture into the atlas
L46[02:15:40] <ghz|afk> chances are nothing
else will fit in it
L47[02:16:34] <LexMobile> Chances are it
wont work on 80% of users computers :P
L48[02:16:39] <ghz|afk> that too
L49[02:16:40] <ghz|afk> ;P
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L52[02:22:40] <cjm721> I have a target
audience was going to have them get some system information that I
could pass to my Artist
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L55[03:01:32] <Subaraki> can we precise a
minimum requirement of a certain mod in the dependencies annotation
?
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L58[03:05:16] <diesieben07> @Subaraki,
sure. "before:SomeMod@[1.2,)" depends on version 1.2 and
up
L59[03:05:44] <Subaraki> nice !
thanks
L60[03:07:18] <Subaraki> dependencies =
"required-after:subcommonlib@[1.2,)" something like this
?
L61[03:07:35] <Subaraki> what's the comma
and bracket for ?
L62[03:08:08] <Ordinastie> [ = inclusive, (
= exclusive
L63[03:08:22] <Ordinastie>
[fromVersion,toVersion)
L64[03:10:56] <Subaraki> thanks
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L67[03:34:48] <cjm721> How would I go about
overriding what textures are mapped to what resource locations (ie
I want to have different resolution textures based on config
settings). Assuming it has to do with TextureStichEvent but is
there any way to do it without having a custom resource pack?
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L77[04:02:33] <gigaherz|work> cjm721: I
recommend using a custom resource pack.
L78[04:02:42] <gigaherz|work> as in
L79[04:02:45] <gigaherz|work> even if it's
a virtual one
L80[04:03:17] <gigaherz|work> so that when
mc requests "yourmod:textures/something" you can
translate it to
"yourmod:textures/highres/something"
L81[04:03:34] <gigaherz|work> and return
the real location
L82[04:04:01] <gigaherz|work> however
L83[04:04:18] <gigaherz|work> wouldn't it
be simpler to actually use different textures?
L84[04:04:33] <gigaherz|work> so like, have
different model variants that reference different textures?
L85[04:07:21] <cjm721> For some things yes,
for others I can just downscale
L86[04:08:04] <gigaherz|work> the problem
with using a custom resource pack is that it wouldn't support
reading from real resource packs
L87[04:08:33] <gigaherz|work> because the
only one t hat would know that "tesxtures/x" is really
"textures/highres/x" would be your virtual pack
L88[04:08:47] <gigaherz|work> and the
moment a real one has a file like "textures/x.png", it
would stop working
L89[04:09:10] <cjm721> Wouldn't that depend
on the order it looks in the resource packs
L90[04:09:45] <gigaherz|work> well
L91[04:09:56] <gigaherz|work> yes, but you
don't want yours to show up on the list
L92[04:10:01] <gigaherz|work> so it would
have to be in the default packs set
L93[04:10:10] <gigaherz|work> which is
always below the user-defined ones
L95[04:11:14] <gigaherz|work> \o/ release
on friday if all goes well
L96[04:12:26] <cjm721> Is there any easier
way to inject into the default pack without using reflection?
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L98[04:14:28] <cjm721> Think I might have
asked you that last time when I made my virtual pack...
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L100[04:17:52] <gigaherz|work> I don't
think so
L101[04:18:05] <gigaherz|work> this is
what I do in my guidebook mod
L104[04:18:29] <gigaherz|work> it's not
really complicated in any way
L105[04:19:26] <cjm721> Ya thats what I
currently have. also add myself to the fallback for my modid
L107[04:22:29] <z0ttel> oh -
reflectionhelper sounds like something I should use
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L109[04:32:53] <Abastro> FMLClientHandler
seems to hold the reference as well. No need to deal with srg name
with it.
L110[04:33:30] <gigaherz|work> hmm does
it?
L111[04:33:46] <diesieben07> in a private
field, yes. please don't reflect into FML/Forge...
L112[04:34:15] <gigaherz|work> oh, yeah if
it doesn't have a getter then nothx
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L114[04:34:50] <abab9579> Welp
L115[04:36:26] <Abastro> Oh
L116[04:36:46] <Abastro> Besides, I think
I heard that there's an alternative way.
L117[04:39:01] <Abastro> Nvm
L118[04:43:34] <Subaraki> is it possible
to NOT give a texture in a json model, and just use a texture bind
in a renderer that isn't the TextureMap ?
L119[04:44:36] <abab9579> The question is:
Where
L120[04:45:25] <abab9579> Typically it's
impossible
L121[04:46:14] <Subaraki>
dorenderlayer
L122[04:46:30] <Subaraki> problem being i
got 16 different textures (the wool blocks) for one item
L123[04:46:40] <Subaraki> dont feel like
making 16 copies just for texture sake
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L125[04:46:55] <gigaherz|work> Subaraki:
if you aredoing custom rendering instead of using normal rendering
for the model
L126[04:47:09] <gigaherz|work> then it's
possible to have a custom texture getter
L127[04:47:27] <Subaraki> yeah, im baking
a model and rendering it to the player
L128[04:47:30] <gigaherz|work> which you
could use to return a dummy TextureAtlasSprite object
L129[04:47:48] <gigaherz|work> but
L130[04:48:04] <gigaherz|work> you don't
have to make 16 copies
L131[04:48:12] <gigaherz|work> you can
call IRetexturableModel#retexture
L132[04:48:15] <Subaraki> i could also
just use the white block texture and color the block
L133[04:48:23] <gigaherz|work> in order to
get a new IModel instance with a different texture
L134[04:48:28] <gigaherz|work> so in
practices you can have one json file
L135[04:48:30] <Subaraki> i mean
model
L136[04:48:33] <gigaherz|work> but load 16
different models in memory
L137[04:48:39] <abab9579> ^
L138[04:48:50] <gigaherz|work> and I think
that is the correct way to do it.
L139[04:51:17] <Subaraki> hmm, seems like
my helper class already has some code to replace textures
L140[04:51:22] <Subaraki> this is nice
^^
L141[04:52:19] <cjm721> Is
getExtendedState meant to be client side only?
L142[04:53:05] <diesieben07> Yes
L143[04:53:42] <gigaherz|work> yup, the
only use for it is to pass IUnlistedProperties to the IBakedModel's
getQuads
L144[04:55:44] <cjm721> Trying to figure
out if there is a way to have dynamic hardness / texture /
materials blocks that are decided by the server
L145[04:56:21] <gigaherz|work>
texture/model is exclusively the domain of the client
L146[04:56:34] <gigaherz|work>
"material" is shared
L147[04:56:54] <cjm721> Well have the
server tell the client the type and based on that type get the
right texture
L148[04:57:02] <gigaherz|work> note
that
L149[04:57:07] <gigaherz|work> there's
getActualState
L150[04:57:14] <gigaherz|work> which IS
available on the server
L151[04:57:23] <gigaherz|work> but it CAN
NOT contain extended states
L152[04:57:45] <gigaherz|work> so if what
you have are variants defined by tileentity data or such
L153[04:57:49] <gigaherz|work> you can use
getActualState for it
L154[04:58:05] <cjm721> I don't want to
make my block a TE
L155[04:58:13] <diesieben07> well, you
have to store the data somewhere
L156[04:58:23] <gigaherz|work> well you
have exactly 4 bytes of metadata value
L157[04:58:25] <gigaherz|work> that's all
you can store
L158[04:58:27] <gigaherz|work> eh
L159[04:58:28] <gigaherz|work> 4
bits**
L160[04:58:31] <diesieben07> IBlockState
is just a representation of what is stored elsewhere
L161[04:58:41] <gigaherz|work> so if you
have more than 16 variants...
L162[04:58:43] <diesieben07> that
elsewhere being metadata, TileEntity data, neighboring blocks,
etc.
L163[04:59:00] <gigaherz|work> ah yes
neighbours.
L164[04:59:03] <cjm721> I want these
blocks to be buildable with (ie make entire worlds out of them)
can't exactly do that with TEs
L165[04:59:07] <gigaherz|work> you can
also use neighbour info in getActualState
L166[04:59:23] <gigaherz|work> cjm721: how
many variants do you want to have?
L167[04:59:39] <cjm721> Effectively
infinite.
L168[04:59:45] <gigaherz|work> then you
can't do it without a TE
L169[04:59:48] <gigaherz|work> that
simple
L170[05:00:20] <diesieben07> note that a
TE can be non-ticking (the default) which is not too bad
L171[05:00:20] <cjm721> I currently do it
by registering a block for each one, just that requires same
configs
L172[05:00:37] <gigaherz|work> which is
very discouraged
L173[05:00:48] <gigaherz|work> you should
NOT choose what to register based on config
L174[05:01:19] <cjm721> Rather useful for
server owners to be able to do
L175[05:04:09] <cjm721> That does remind
me I need to look at the hashmap for TEs again. I remember it being
inefficent
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L180[05:32:50] <Subaraki> masa, was it you
that pointed me to a ModelHandle class you had ?
L181[05:32:54] <Subaraki> or was it
someone else ?
L182[05:33:14] <gigaherz|work> ModelHandle
is mine
L183[05:33:29] <gigaherz|work> unless
someone else has one with the same name
L184[05:33:30] <gigaherz|work> ;P
L185[05:33:31] <Subaraki> yeah, just
noticed after doing a quick google
L186[05:33:32] <Subaraki> lol
L187[05:33:42] <Subaraki> so uhm
L188[05:33:49] <Subaraki> how does the
texture replacement work ? ._.
L189[05:34:08] <Subaraki> what format do
the strings need to be ?
L190[05:34:29] <gigaherz|work>
ModelHandle.of("cube/all").replace("all",
"blocks/iron_block")
L191[05:34:53] <Subaraki> ooooh
L192[05:34:54] <Subaraki> model =
model.replace("blocks/wool_colored_white",
"blocks/wool_colored_red");
L193[05:35:01] <Subaraki> i tried this but
it didnt work P:
L194[05:35:05] <gigaherz|work> yeah that
wouldn't work
L195[05:35:23] <gigaherz|work> you choose
texture for the alias
L196[05:35:34] <Subaraki> it works !
genius ^^
L197[05:35:48] <Subaraki> who comes up
with these codes ? must be great people !
L198[05:35:53] <Subaraki> *cough
cough*
L199[05:36:12] <gigaherz|work> yes of
course, it must have been some very smart coder ;P
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L207[06:17:01] <SquareWheel> Copying an
itemstack of stacksize 0 doesn't retain the original item
reference. :(
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L209[06:18:15] <Subaraki> because the game
might see it as a stack that needs not existing ?
L210[06:18:50] <SquareWheel> There's
probably a technical reason for it, but it's an issue for me. Need
to do a full object copy and set the stack size to get the item
reliably.
L212[06:20:23] <SquareWheel> Hey, thanks.
Mind if I copy your copy code? :)
L213[06:20:51] <Subaraki> why would you
need to copy an empty itemstack ?
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L215[06:21:13] <Subaraki> ive remedied
that by checking if the next step would be 0, and work with the
stack that still has a size of 1
L216[06:21:31] <SquareWheel> In my case,
I'm doing an instanceof check and if the stack is 0, it'll check
against air instead.
L217[06:21:44] <SquareWheel> The item in
this case is Tea from Simply Tea. Unsure why he does it like
that.
L218[06:23:01] <Subaraki>
inventory.setStackInSlot(RESULT, itemstack);
L219[06:23:02] <Subaraki>
getEntry().shrink(1);
L220[06:23:08] <Subaraki> i had that in a
recipe problem
L221[06:23:18] <Subaraki> needed to shrink
after setting stacks
L222[06:23:40] <Subaraki> doing the other
way around would result indeed in an Empty Stack (air)
L223[06:24:47] <Subaraki> also,
gigaherz|work , replacing the texture with modelhandle should be
memory safe right ? as it returns 'this' if the texture string is
the same
L224[06:25:04] <gigaherz|work> hm?
L225[06:25:16] <Subaraki> so i can just
replace the texture on rendering , without having to make a bunch
of checks to make sure it isn't already the same thing
L226[06:25:54] <gigaherz|work> it's not
designed for that
L227[06:26:08] <gigaherz|work> but
yes
L228[06:26:11] <gigaherz|work> it should
be supported
L229[06:26:34] <gigaherz|work> however
note that it only knows about the replacements that it already has
been given -- it won't know if you replace a texture with the
default one
L230[06:28:04] <Subaraki> not bad !
L231[06:28:30] <Subaraki> i'll add in some
checks though, so i can skip getting the instance over and
over
L232[06:30:08] <SquareWheel> By the way
Subaraki, did you get my note that I'd released Nutrition?
L233[06:30:45] <Subaraki> yes ! sorry that
i didn't answer
L234[06:30:50] <Subaraki> its looks
awesome ^^
L235[06:30:58] <Subaraki> haven't had the
time to play with it yet though
L236[06:31:19] <SquareWheel> Ah no
worries. You seemed interested before, so just wanted to make sure
you were aware
L237[06:31:45] <Subaraki> but i downlaoded
it ! :D
L238[06:32:27] <SquareWheel> Haha, hope
you grabbed 1.0.1. I hotfixed an entity detection bug early
on.
L239[06:32:44] <SquareWheel> Just working
on some additional food support now that KnightMiner PR'd.
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L241[07:15:23] <Jvie> SquareWheel: That
mod looks just like what I was looking for. Good job.
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L255[08:21:12] <Intektor> is
EntityPalyer#getPositionEyes(float) always correct
L256[08:21:13] <Intektor> ?
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L263[08:27:50] <Intektor> like even when
the player is flying with an elytra?
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L267[09:00:22] <Subaraki> uuh
L268[09:00:25] <Subaraki> good
question
L269[09:00:43] <Subaraki> activate the
bounding box f3 b and check if his eye height changes
L270[09:01:04] <Subaraki> represented by a
square with a red line pointing to where he sees
L271[09:02:50] <gigaherz|work> I think so
far as the server code is concerned, the elytra-flying player is
still vertical, just slightly under one block tall instead of
slightly under 2
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L275[09:46:09] <Subaraki> can a layer
specify a rendering pass ?
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L289[10:07:27] <Subaraki> since when does
the player bob when flying in the air ? :o
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L294[10:28:09] <Intektor> can I get the
Texture from an item from the texture atlas sprite
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L298[10:42:22] <barteks2x> in vanilla what
happens if an entity falls into clientside unloaded chunk? (entity
that actually isnupdated clientide, like an item)
L299[10:42:48] <ghz|afk> hm?
L300[10:43:02] <ghz|afk> have you ever
seen that client desync bug
L301[10:43:23] <barteks2x> what do you
mean?
L302[10:43:24] <ghz|afk> where an item is
in one place in the server and another place in the client
L303[10:43:30] <ghz|afk> and it keeps
falling over and over
L304[10:43:33] <barteks2x> it happens
sometimes
L305[10:43:35] <ghz|afk> but keeps going
back up?
L306[10:43:41] <barteks2x> yes, I've seen
it
L307[10:43:45] <ghz|afk> I presume the
same will happen for missing chunks
L308[10:44:02] <barteks2x> I mean MC wou;d
trynto add entity to EmptyChunk...
L309[10:44:08] <barteks2x> but that
methiod is no-op there..
L310[10:44:14] <barteks2x> so thet
entity/item would siappear
L311[10:44:30] <barteks2x> but I've never
seen it happen
L312[10:44:37] <barteks2x> even when there
is no check in place to prevent it
L313[10:45:12] <barteks2x> are there other
entities that are also moved clientside?
L314[10:46:39] <barteks2x> some basic
physics seems to be applied to entities clientside
L315[10:46:44] <barteks2x> so it could
happen in principle...
L316[10:47:27] <barteks2x> I want to test
it and see what happens
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L319[10:49:44] <barteks2x> (and I know I'm
coming up with some ridiculous corner cases here but they *are*
relevant to me
L320[10:51:01] <Intektor> ĥow do I rotate
a texture in 2d?
L321[10:51:04] <Intektor> with gl
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L323[10:55:41] <ghz|afk> there's no 2D in
opengl, the rotation is still 3d, you just rotate around the Z axis
(since in a 2D configuration, the XY coords are horizontal and
vertical of the screen, and the Z is near/far)
L324[10:56:08] <Intektor> hm
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L326[10:59:43] <AndersBillLind> Is there a
way to output text on certain screen coordinates using
bukkit?
L327[10:59:52] <AndersBillLind> Maybe this
is not the right place to ask
L328[10:59:56] <Intektor> no
L329[10:59:59] <Intektor> well
L330[11:00:00] <Intektor> yes
L331[11:00:20] <Intektor> you could send
these new big messages
L332[11:00:28] <Intektor> but not at
acertain position
L333[11:00:38] <Intektor> and this is
forge so not the right place
L334[11:00:39] <AndersBillLind> I want to
have a messaging function
L335[11:00:48] <AndersBillLind> Like a
mailbox
L336[11:00:49] <Intektor> just send it in
chat then?
L337[11:00:59] <Intektor> write a chat
addon
L338[11:01:03] <Intektor> but still not
right here
L339[11:01:18] <AndersBillLind> It should
not require client modding
L340[11:01:41] <AndersBillLind> Maybe I
should just add some commands to list "mails"
L341[11:01:48] <TechnicianLP> for putting
text onto the screen clientside fom serverside you have a few
options: chat, jukebox-text, bossbar, invisible named entities,
titles/subtitles
L342[11:01:50] <AndersBillLind> And write
out a summary when someone connects
L343[11:02:06] <AndersBillLind> hm, that
is actually not bad
L344[11:02:19] <AndersBillLind> The boss
bar is kinda limited...
L345[11:03:11] <AndersBillLind> It would
be great if it was possible to scroll through the text, maybe even
go to the next "message
L346[11:03:13] <AndersBillLind>
"
L347[11:03:43] <Intektor> just do commands
or clicking on chat I dont know
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L349[11:04:02] <barteks2x> exactly as I
predicted, the items have disappeared
L350[11:04:15] <barteks2x> I could pick
them but but couldn't see them
L351[11:04:30] <TechnicianLP> well moving
them to emptychunk sounds like they are supposed to get unloaded
...
L352[11:04:43] <barteks2x> but it was only
clientside, while the server was froze
L353[11:05:14] <barteks2x> server
continued, sent the correct position, but the items were no longer
in chunks
L354[11:09:08] <barteks2x> and same thing
may happen to any mod moving it's entities clientside
L355[11:11:43] <Intektor> how can I flip a
texture, I found something with setScale -1 but that isnt
working
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L358[11:15:03] <TechnicianLP> flipping
texture should be as simple as flipping the uv-coordinates
...
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L366[11:45:04] <Subaraki> any way to turn
this into decent String so my book doesnt get fucked up in non-dev
environement ?
L367[11:47:19] <TechnicianLP> lang
files?
L368[11:48:24] <Subaraki> chat formatting
?
L369[11:48:28] <Subaraki> oh, i see what
you mean
L370[11:48:40] <Subaraki> a lang file
should turn the dollar stuff etc into colors and not just signs
?
L371[11:50:00] <PaleoCrafter> Subaraki,
use EnumChatFormatting
L372[11:50:13] <PaleoCrafter> or make sure
that your file is properly encoded as UTF-8
L373[11:51:55] <PaleoCrafter> but the raw
text should really be in a lang file, while formatting can then be
done in code
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L402[14:24:05] <dyeo> how would i go about
dumping an entire nbt tag compound to a string
L403[14:24:54] <TechnicianLP> iirc there
was a NBTUtils class
L404[14:25:10] <tterrag> dyeo: NBT
implements toString
L405[14:25:12] <tterrag> just call
that
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L426[16:38:12] <jjtParadox> Where's the
best place to store client-only data that does not persist across
dimensions and worlds?
L427[16:41:58] <killjoy> Does world
support capabilities?
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L429[16:42:51] <killjoy> Yes, it
does
L430[16:42:55] <killjoy> use that,
jjtParadox
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L432[16:43:41] <ghz|afk> killjoy:
client-side world caps do NOT save
L433[16:43:46] <ghz|afk> oh wait
L434[16:43:49] <ghz|afk> "does not
persist"
L435[16:43:54] <ghz|afk> sounds good
enough
L436[16:43:55] <killjoy> oh, client
L437[16:43:55] <ghz|afk> ;P
L438[16:44:07] <ghz|afk> dunno if world
caps work in the client though
L439[16:44:08] <killjoy> In that case,
create a config for each server
L440[16:44:12] <killjoy> or world
L441[16:44:21] <ghz|afk> wait
L442[16:44:25] <ghz|afk> jjtParadox:
uhm
L443[16:44:29] <ghz|afk> if it's
client-only
L444[16:44:33] <ghz|afk> and does not need
to persist at all
L445[16:44:41] <ghz|afk> just use a static
field somewhere
L446[16:44:42] <ghz|afk> ;P
L447[16:44:49] <ghz|afk> like, in your
client proxy ;p
L448[16:44:55] <ghz|afk> or
something
L449[16:44:59] <killjoy> he said not
across dimensions and worlds
L450[16:45:04] <jjtParadox> That'll
persist between worlds if the player closes one world and loads
another
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L452[16:45:05] <ghz|afk> well
L453[16:45:11] <ghz|afk> all he needs to
do is wipe it on dimension change ;P
L454[16:45:14] <killjoy> So I think he
wants it be be per-world
L455[16:45:33] <jjtParadox> Pretty
much
L456[16:45:37] <killjoy> does it *have* to
be client-side?
L457[16:45:49] <jjtParadox> The server
doesn't need to be bothered with it
L458[16:46:03] <ghz|afk> jjtParadox: store
it in a static place or singleton or something
L459[16:46:11] <ghz|afk> along with the
entity id and the dimension id
L460[16:46:15] <ghz|afk> if either of
those numbers change
L461[16:46:19] <ghz|afk> wipe the info and
create a new instance
L462[16:46:37] <ghz|afk> you don't need to
make it more complicated.
L463[16:47:09] <jjtParadox> Doesn't a
player's entity match their UUID that persists everywhere?
L464[16:47:39] <ghz|afk> the uuid,
yes
L465[16:47:43] <ghz|afk> but the internal
entity id does not
L466[16:47:51] <killjoy> entityID is
arbitrary
L467[16:48:06] <killjoy> only rely on it
for packets
L468[16:48:43] <ghz|afk> hmm I wonder if
the id could match if you exit a save and open a new one
L469[16:48:47] <ghz|afk> you may be id=1
in both cases ;P
L470[16:49:33] <killjoy> I wouldn't be
surprised if the player is always 0 in singleplayer
L471[16:49:40] <ghz|afk> would be easily
fixed if you also wipe the data when mc.player is null
L472[16:50:03] <ghz|afk> assuming you have
a client tick handler checking it each tick ;P
L473[16:50:12] <ghz|afk> hmm or
L474[16:50:15] <ghz|afk> maybe even
easier
L475[16:50:15] <killjoy> afaik, mc.player
is only null when a world hasn't been loaded
L476[16:50:33] <ghz|afk>
EntityEvent.EntityConstructing
L477[16:50:41] <ghz|afk> if you wipe the
data on a client-side EntityConstructing
L478[16:50:44] <ghz|afk> you'll solve ALL
the issues ;P
L479[16:50:50] <jjtParadox> Hm!
L480[16:51:12] <jjtParadox> Is that
garaunteed to work over dimension transfers?
L481[16:51:19] <ghz|afk> checking.
L482[16:51:23] <killjoy> playerController
is set to null though
L483[16:52:56] <ghz|afk> yes --
EntityPlayerSP is recreated when switching dimensions.
L484[16:54:02] <ghz|afk> if it works for
going to the nether, it will work for going to the end, and even
more so for returning to the end (which counts as a death but
keeping items)
L485[16:54:02] <jjtParadox> Now the
question is how many people will hate me for using a single static
field and just resetting it on entity recreate XD
L486[16:54:19] *
ghz|afk shrugs
L487[16:54:56] <jjtParadox> Tho that
sounds better than my NBT shenanigans that I was attempting
L488[16:54:58] <killjoy> Do what you
will
L489[16:55:47] <jjtParadox> Thx all
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L502[18:13:38] <dyeo> is it possible to
make a taglist of taglists
L503[18:13:48] <dyeo> (for nbt)
L504[18:19:48] <tterrag> probably
L505[18:20:05] <dyeo> i guess we'll find
out soon
L506[18:20:33] <dyeo> i'm trying to store
a HashMap<String, ArrayList<Object>> in
WorldSavedData
L507[18:20:49] <tterrag> thats not a list
of lists then
L508[18:21:48] <dyeo> i'm putting each of
the lists in a "Network" list, where the titles of the
lists are the key String
L509[18:21:52] <tterrag> just assign each
list to the map key
L510[18:22:15] <dyeo> yeah that
L511[18:22:26] <tterrag> there's no need
to have a list of lists to store that data
L512[18:22:36] <dyeo> i don't need to make
a tag that stores them?
L513[18:22:54] <tterrag> stores what
L514[18:23:00] <dyeo> the lists
L515[18:24:30] <tterrag> sure, but it
would just be a compound tag
L516[18:24:33] <tterrag> storing
string->list mappings
L517[18:24:35] <tterrag> like...a
map
L518[18:25:08] <dyeo> but i mean does
minecraft prefer when you encapsulate your nbt data in a compound
tag?
L519[18:25:11] <dyeo> is it a good
practice?
L520[18:25:19] <tterrag> to avoid key
collision, yes
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L522[18:31:59] <LexMobile> If you can keep
it as a primitive thing then yes use the primitive thing.
L523[18:32:28] <LexMobile> For example if
you want to serialize a int array, then just use a NBTIntArray. But
if you're serializing a map, use a compound tag.
L524[18:32:41] <LexMobile> Cuz... that's
what they are... a map of <String, NBTTag>
L525[18:35:01] <dyeo> now when reading
back the compound tag how do i iterate through it?
L526[18:35:33] <dyeo> i recall there used
to be a getTags() method, but i can't see it anymore
L527[18:35:39] <LexMobile> What functions
does NBTTagCompound have?
L528[18:37:36] <dyeo> there are a lot
here, a bunch of get and set functions for setting child tags
L529[18:37:55] <LexMobile> I know, keep
looking
L530[18:38:02] <LexMobile> It's obvious
which one you want.
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L532[18:38:21] <dyeo> getKeySet?
L533[18:38:36] <LexMobile> Is that a
question?
L534[18:39:13] <dyeo> i mean that would do
it so i guess not really
L535[18:39:55] <dyeo> i was looking for a
function more akin to HashMap's EntrySet so I missed this one
L536[18:40:06] <LexMobile> Work with what
you got.
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L623[19:53:32] <LordFokas> does anyone
know what is the uniqueness of Entity#entityId? per server? per
world?
L624[19:54:44] <williewillus>
serverwide
L625[19:54:54] <williewillus> but
different between each run of the server
L626[19:55:33] <williewillus> i.e. the
same entity will always have the same, unique integer ID while the
server is running, but may/will probably get a different one on
relog
L627[19:56:05] <LordFokas> well that
doesn't matter because when the server is not running the clients
cannot be connected, which fits my usecase nicely
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L629[19:56:30] <LordFokas> although on
this tangent you just exposed a tricky loophole in my code
L630[19:56:35] <Flashfire> Can I have
multiple layers with builtin/generated item models?
L631[19:56:36] <LordFokas> so thanks for
both
L632[19:57:02] *
LordFokas hands a chocolate donut to williewillus
L633[19:57:10] <Flashfire> Like if I add a
2nd texture called "layer1" will it work?
L634[19:57:17] <williewillus> Flashfire:
yes
L635[19:57:21] <Flashfire> Yay
L636[19:57:24] <Flashfire> Thanks
L637[19:57:31] <williewillus> vanilla
supports up to 4, forge has unlimited (iirc?)
L638[19:58:17] <Flashfire> williewillus
I'm adding a bow to my spectrite mod and want to add an overlap
texture for regular arrows when I'm using those
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L643[20:13:43] <LordFokas> is there a
client side event for when the client joins a server?
L644[20:25:02] <williewillus>
ClientConnectedToServerEvent
L645[20:25:31] <williewillus> :P
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L648[20:46:47] <cjm721> Is that any
documentation for how to use net.minecraftforge.common.config
annonations
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L657[21:06:12] <Abastro> Moving 80block/s
is fine for MC, right?
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L659[21:08:24] <cjm721> Depends on the
computer and if you are causing updates
L660[21:10:02] <Abastro> By update you
mean chunk updates?
L661[21:12:22] <killjoy> and loading
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L664[21:14:47] <A1b3> With chunk loading,
can 80block/s be problematic?
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L667[21:17:30] <A1b3> *can ->
would
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L676[21:51:00] <Flashfire> Why does
playing sounds too frequently give me a NPE on
world.playSound?
L677[21:51:11] <Flashfire> The NPE is on
the player instance, which is null
L678[21:51:19] <Flashfire> But it's
nullable so it should be able to be null
L679[21:53:41] <Flashfire> I think I
figured it out...
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L684[22:09:17] <cjm721> Ok was changing
over to the forge config and somehow I broke the resouce manager:
"domain overloaded is missing a resource manager - it is
probably a side-effect of automatic texture processing"
L685[22:12:14] <cjm721> Don't know what I
could have even changed that would of effected that
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L690[22:26:07] <cjm721> Ok... I don't even
know how this could fix it. Just stashed to test old build again,
it worked. poped and it all works...
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L693[22:33:46] <tterrag> make sure to do
your hail mary's too
L694[22:34:26] <cjm721> lol last time I
did those had a lot of clients data on the line.... was up all
night watching my script go
L695[22:34:55] <tterrag> I was making a
joke because you said you "poped" :P
L696[22:36:19] <cjm721> do I need to urban
dictionary that.... popped...
L697[22:38:12] <tterrag> poped = past
tense of pope, if it were used as verbe
L698[22:38:23] <tterrag> -e
L699[22:38:50] <cjm721> pope can be a
verb
L700[22:42:50] <cjm721> +?
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