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L9[02:00:05] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170607 mappings to Forge Maven.
L10[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170607-1.11.zip (mappings = "snapshot_20170607" in build.gradle).
L11[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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L16[03:00:14] <gigaherz|work> https://twitter.com/Dinnerbone/status/872357674968641536
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L33[04:40:11] *** PaleOff is now known as PaleoCrafter
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L38[04:56:51] <Stroam> Hi
L39[04:57:18] <gigaherz|work> o/
L40[04:57:38] <Stroam> \o
L41[04:58:24] <gigaherz|work> o\
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L43[05:09:35] ⇦ Parts: Yuri6037 (webchat@80.12.34.174) ())
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L45[05:10:38] <Yuri60371> Hey all, I'm trying to use the new forge animation API, but I have trouble getting it to work on my models... I have an error telling I need a parametter in my animation state machine however I do not intend to have any...
L46[05:13:22] <Yuri60371> Here is my animation state machine : https://pastebin.com/uhZT3W59
L47[05:14:29] <PaleoCrafter> you usually need a parameter to determine the frame of your animation to display?
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L49[05:15:21] <Yuri60371> I need the code to define which state to run : when the weapon recharges it should enter in rotating state otherwise default state
L50[05:15:47] <Yuri60371> Here is my armature if you need to see how I made it : https://pastebin.com/erftY1yX
L51[05:16:43] <Yuri60371> But I don't need a parameter because that should be automatic as it just should loop over and over on the rotating state until the code changes the state
L52[05:17:17] <PaleoCrafter> when using the apply option, you have to pass a time parameter. How should the animation know how far along it is otherwise?
L53[05:18:05] <Yuri60371> the issue is that I can not provide such parameter by code it would require a new loop...
L54[05:18:24] <PaleoCrafter> https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/test/resources/assets/forgedebugmodelanimation/asms/block/engine.json take this as an example
L55[05:19:37] <Yuri60371> What is this cycle_length and what do I pass to it from code ?
L56[05:21:31] <PaleoCrafter> I don't know exactly myself, but I assume it's how long (in seconds) it takes before the animation loops. you could technically hardcode it
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L59[05:26:51] <Yuri60371> Ok
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L62[05:49:06] <Yuri60371> Done added the cycle length and the world_to_cycle variables I set the cycle_length to new VariableValue(0)
L63[05:53:07] <Yuri60371> Now I have another error (or actualy spam error in console) : Unable to find clip default in the model ancientaddinmod:items/dronelauncher. However the clip default and rotating does exist in my armature...
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L66[05:56:38] <Yuri6037> Hey all I'm back
L67[05:57:00] <Yuri6037> I got disconnected sorry my connection sometimes breaks...
L68[06:03:14] <Yuri6037> I can't find any of my clips in the armature like if it does not load the armature file
L69[06:08:40] <Yuri6037> I don't know why it does not correctly load the armature for the item model...
L70[06:09:31] <Yuri6037> I checked the armature is inside armatures/item/dronelauncher.json and the model inside models/item/dronelauncher.json
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L73[06:27:13] <Yuri6037> Ok so the location for the armature is not exactly what the tutorial said... It was modid:item/mymodel
L74[06:28:02] <Yuri6037> Now I get another issue : the game crashes when it tried to render the model...
L75[06:28:47] <Yuri6037> net.minecraft.util.ReportedException: Rendering item
L76[06:28:47] <Yuri6037> at net.minecraft.client.renderer.RenderItem.renderItemAndEffectIntoGUI(RenderItem.java:389) ~[RenderItem.class:?]
L77[06:28:47] <Yuri6037> ReportedException : Rendering item
L78[06:29:04] <gigaherz|work> look at the caused by
L79[06:29:09] <gigaherz|work> always look at the caused by
L80[06:29:24] <Yuri6037> Caused by: com.google.common.util.concurrent.UncheckedExecutionException: java.lang.NullPointerException
L81[06:29:40] <Yuri6037> that's not from my mod....
L82[06:29:44] <gigaherz|work> no
L83[06:29:52] <gigaherz|work> but it's from the collections library
L84[06:30:11] <Yuri6037> at com.google.common.cache.LocalCache$Segment.get(LocalCache.java:2201) ~[guava-17.0.jar:?]
L85[06:30:13] <gigaherz|work> and it happened within the item rendering code
L86[06:30:28] <gigaherz|work> which means something in your models may be null
L87[06:30:28] <kashike> pastebin your whole crash report -.-
L88[06:31:39] <Yuri6037> Here : https://pastebin.com/A4tRxYzF
L89[06:31:58] <Yuri6037> The models are not null as I can render them perfectly without loading the ASM
L90[06:32:38] <gigaherz|work> well the animation system works through models, by re-baking into different meshes based on the animation frame state
L91[06:32:51] <gigaherz|work> so it seems to imply that something in your animation configuration is causing the system to return null
L92[06:33:03] <gigaherz|work> I have no idea how the animation stuff works, so I can't help track down the reason
L93[06:33:32] <gigaherz|work> but it's basically from this
L94[06:33:36] <gigaherz|work> Caused by: java.lang.NullPointerException
L95[06:33:36] <gigaherz|work> at net.minecraftforge.client.model.animation.ModelBlockAnimation$MBClip.initialize(ModelBlockAnimation.java:155) ~[forgeSrc-1.11-13.19.1.2189.jar:?]
L96[06:33:51] <gigaherz|work> you should always look at the *last* caused by, and work out the reason from there
L97[06:35:37] <Yuri6037> Line 155 is if (!eventsRaw.isEmpty()) that would mean eventsRaw is null yeah but why and what is it ?
L98[06:36:35] <Yuri6037> does this means that I need at least one event even if it does not do anything ?
L99[06:36:42] <gigaherz|work> do you have a list of events in the jsons somewhere?
L100[06:36:52] <gigaherz|work> maybe there's something needed that you didn't include in the jsons
L101[06:36:57] <gigaherz|work> I can't tell you what though
L102[06:37:00] <gigaherz|work> I don't know the system.
L103[06:37:28] <Yuri6037> no as I have no events
L104[06:37:38] <gigaherz|work> maaybe you must have a list of events, even if it's empty
L105[06:37:42] <quadraxis> https://twitter.com/Dinnerbone/status/872416633574346752
L106[06:37:58] <gigaherz|work> SOOOOOOOOOOOOOOOOOOOON!!!!!!!!!
L107[06:41:43] <Yuri6037> Ok so adding "events": { }, in both of my clips fixed the crash
L108[06:41:50] * gigaherz|work nods
L109[06:41:57] <Yuri6037> Now I can try to tell the ASM to run the animation
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L111[06:56:49] <quadraxis> https://twitter.com/Dinnerbone/status/872421602075586560
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L113[07:01:15] <gigaherz|work> IT IS OUT!!!!!
L114[07:01:24] <gigaherz|work> too bad i'm at work
L115[07:01:27] <IoP> forge?!
L116[07:01:41] <gigaherz|work> nono
L117[07:01:44] <gigaherz|work> vanilla 1.12
L118[07:01:49] <gigaherz|work> 5 minutes ago
L119[07:01:54] <gigaherz|work> forge... will take longer lol
L120[07:02:04] <IoP> :/
L121[07:02:16] <quadraxis> forge probably won't take too long
L122[07:02:52] <quadraxis> I think most of the bigger technical changes got pushed to 1.13
L123[07:03:43] <gigaherz|work> well
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L125[07:04:07] <gigaherz|work> they didn't include the ability for mc to load recipes from the world folder
L126[07:04:26] <Yuri6037> I could fix another crash by removing all variable of type origin_x, y and z from the animation... However it does not render any animated data...
L127[07:04:47] <Yuri6037> anyways gtg bye all
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L129[07:25:59] <Abastro> Oh no.. 1.13...
L130[07:26:52] <gigaherz|work> wat?
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L135[08:03:49] <barteks2x> how high is savanna M biome supposed to go i vanilla?
L136[08:04:17] <barteks2x> with my worldgen code I have it reaching y=240
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L141[08:12:01] <Meronat> I don't believe that high by default but I bet it looks pretty cool
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L144[08:30:28] <Subaraki> so I18n is client side only. how do i set a book nbt with translation ? if nbt server side is king, then setting it client side only wont have any effect right ?
L145[08:31:38] <gigaherz|work> you have three choices basically
L146[08:31:49] <gigaherz|work> 1. have the server know the translations WITHOUT using the normal translation system
L147[08:32:09] <gigaherz|work> however this will mean that the book is hardcoded to one language after the itemstack is generated
L148[08:32:19] <gigaherz|work> and if the player drops it and someone else picks it up, it will still be translated
L149[08:32:43] <gigaherz|work> 2. have the client send the translations to the server. thisi s like 1, but less secure and has the same drawbacks
L150[08:32:59] <gigaherz|work> 3. create a custom book item that can apply the translations on the client
L151[08:33:02] <Subaraki> its a recipe. so its hardcoded already
L152[08:33:10] <gigaherz|work> or hmmm
L153[08:33:11] <barteks2x> Meronat, it'sconfigurable, but default configuration should equal vanilla. So it means I did something wrong
L154[08:33:12] <gigaherz|work> wait
L155[08:33:15] <gigaherz|work> !
L156[08:33:22] <gigaherz|work> there are TextComponentTranslation
L157[08:33:24] <barteks2x> and my worldgen code is different enough that it's nowhere near obvious
L158[08:33:50] <gigaherz|work> hmmm but dunno if you can include those in a book
L159[08:34:09] <Subaraki> if its for a string, might as well
L160[08:34:11] <Subaraki> let me try
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L162[08:34:28] <kashike> gigaherz|work: you can
L163[08:34:33] <kashike> book pages are Components
L164[08:34:44] <gigaherz|work> hmm but not in the NBT form
L165[08:34:56] <kashike> yes they are
L166[08:34:57] <gigaherz|work> unless you can encode the text components to NBT
L167[08:35:08] <kashike> it just stores it as json
L168[08:35:12] <gigaherz|work> OH
L169[08:35:37] <gigaherz|work> then yeah, 4. use textcomponenttranslation ;P
L170[08:35:59] <kashike> https://gist.github.com/kashike/50361d0b992e6775507a4270cdf39317#file-itemwrittenbook-java-L99
L171[08:36:01] <gigaherz|work> note however that if the language requires more lines, mc will not re-paginate
L172[08:36:15] <gigaherz|work> it will jsut not paint the extra lines that don't fit in a page
L173[08:36:35] <Subaraki> new TextComponentTranslation(text).getFormattedText()
L174[08:36:41] <kashike> no
L175[08:36:53] <kashike> just new TextComponentTranslation(translationKey)
L176[08:37:25] <Ordinastie> what's the event for when a chunk is unloaded client side again ?
L177[08:37:46] <Subaraki> can i mash that in between a string ?
L178[08:37:56] <kashike> ...no
L179[08:38:13] <Subaraki> then whats the point ._.
L180[08:38:35] * kashike sighs
L181[08:40:27] <Ordinastie> wait, is there even an event for it ?
L182[08:40:59] <Subaraki> https://hastebin.com/iyuvajobuk.js
L183[08:41:13] <Subaraki> my text still comes from the lang files :/
L184[08:42:19] <gigaherz|work> uhm
L185[08:42:28] <gigaherz|work> you aren't supposed to do getformattedText
L186[08:42:40] <kashike> https://gist.github.com/kashike/770e6388eea70bf3f145a7e6a769b203
L187[08:42:45] <kashike> learn to use text components
L188[08:42:47] <gigaherz|work> you want to have the string encoding of the textcomponent
L189[08:43:15] <Subaraki> i need chat formatting though
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L191[08:43:28] <kashike> <kashike> learn to use text components
L192[08:43:35] <gigaherz|work> Subaraki: that's part of the text components
L193[08:43:43] <gigaherz|work> they have style attributes and things
L194[08:43:46] <kashike> refresh
L195[08:43:48] <kashike> my gist
L196[08:44:27] <Subaraki> ugh, good
L197[08:44:30] <kashike> concat'ing TextFormatting + strings is bad and is deprecated/bad behaviour
L198[08:44:33] <Subaraki> i'll go recode this entire shit book again
L199[08:44:34] <kashike> and mods that do it should be shot
L200[08:44:53] <gigaherz|work> kashike: you can start shooting practically all of my mods, then
L201[08:44:54] <gigaherz|work> ;p
L202[08:45:04] * kashike shoots gigaherz|work instead
L203[08:45:10] <kashike> get rid of the root issue >:)
L204[08:45:14] <gigaherz|work> well
L205[08:45:20] <gigaherz|work> now my mods will forever remain bad
L206[08:45:41] <Ordinastie> so, I need to unregister some rendered models when the chunk they're in gets unloaded on the client. Any idea ?
L207[08:45:44] * kashike clones your mods and investigates
L208[08:45:53] <gigaherz|work> Ordinastie: wat?
L209[08:46:08] <gigaherz|work> kashike: mostly gui.drawString calls
L210[08:46:21] <Ordinastie> I need to know when a client stops rendering a chunk
L211[08:46:35] <kashike> gigaherz|work: in those cases it's fine
L212[08:46:49] <kashike> cases where you should be using components (sending from server to client) is not
L213[08:47:04] <gigaherz|work> yeah I don't do many of those (if at all)
L214[08:47:29] <Ordinastie> I want a better solution thant server UnwatchEvent + packet
L215[08:47:52] <kashike> that seems like a good solution, what's wrong with it?
L216[08:48:40] <Ordinastie> I'd rather have a client only solution
L217[08:48:53] <Ordinastie> I thought there would be a client equivalent
L218[08:49:33] <kashike> SPacketUnloadChunk is sent to the client
L219[08:49:37] <kashike> go look at net.minecraft.client.network.NetHandlerPlayClient#processChunkUnload and what it calls
L220[08:51:24] <Ordinastie> wait, looks like Unload event is called on the client too...
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L223[08:52:38] <Abastro> So there's a need of 1.13 update, what changed?
L224[08:53:05] <gigaherz|work> wat?
L225[08:53:13] <gigaherz|work> 1.12 was just released
L226[08:53:28] <kashike> ^
L227[08:53:30] <kashike> 1.13 isn't for months
L228[08:53:47] <Abastro> Ah
L229[08:53:51] <Abastro> 1.12
L230[08:54:11] <Ordinastie> oh wait, chunk at 0,0 is never unloaded right ?
L231[08:54:24] <gigaherz|work> no idea on the client
L232[08:54:29] <Abastro> I was focused on other game recently, and it's on 1.3 :P
L233[08:54:37] <gigaherz|work> the server keeps a region 128 blocks across loaded, iirc
L234[08:55:14] <Abastro> What is changed in 1.12?
L235[08:55:30] <gigaherz|work> https://minecraft.net/en-us/article/world-color-released
L236[08:55:40] <gigaherz|work> we don't know yet how that will affect mods
L237[08:56:32] <Abastro> So code change is not known yet. Thanks.
L238[08:57:48] <Ordinastie> ok, so the event is called when I move away, but not when I change dimension...
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L242[09:00:57] <kashike> main thing: achievements are gone, so whoever adds any will have a lot to do :D
L243[09:01:49] <gigaherz|work> Ordinastie: I think changing dimension implies dropping everything and starting over with a new world
L244[09:02:29] <Ordinastie> hum, how can I handle that then ?
L245[09:02:51] <gigaherz|work> no idea, looked for events for changing dimensions for my "inventory spam" mod, but I couldn't find anything
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L248[09:12:39] <quadraxis> barteks2x: wiki says savannah m can go up to the world height limit, I looked and found heights at y230ish
L249[09:13:01] <barteks2x> then this is right, but something awful is still going on in my swampland generation
L250[09:13:47] <barteks2x> because it looks closer to flooded extreme hills than swamplands in some places
L251[09:15:58] <Ordinastie> what's the start point for changing dimension ?
L252[09:16:19] <Ordinastie> also, why the fuck can't it stay on peaceful? :/
L253[09:16:48] <gigaherz|work> on the server, Entity# .... changeDimension or moveTodimension or something along those lines
L254[09:16:50] <barteks2x> the start point of changing dimension is in Teleporter class
L255[09:17:42] <Ordinastie> thx
L256[09:24:15] <Ordinastie> can't see anything useful to me :/
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L258[09:27:05] <barteks2x> what are you looking for?
L259[09:28:13] <barteks2x> also I really can't figure out why my swamplands look like this: http://i.imgur.com/rCp8Aya.png
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L261[09:30:00] <Ordinastie> I need to know when to stop rendering stuff
L262[09:30:08] <barteks2x> clientside?
L263[09:30:16] <barteks2x> what are you rendering that you need to know it?
L264[09:30:18] <Ordinastie> well, "rendering" :)
L265[09:30:32] <Ordinastie> I know when the block is destroyed, I know when the chunk is unloaded
L266[09:30:45] <Ordinastie> but I don't know when the player changes dimension
L267[09:31:06] <barteks2x> when the player respawns?
L268[09:31:16] <barteks2x> I'm almost sure dimension change is equivalent to respawn
L269[09:32:12] <Ordinastie> oh, there is a playerChangedDimensionEvent
L270[09:32:26] <barteks2x> is it fired clientside?
L271[09:32:29] <Ordinastie> of course, server :/
L272[09:32:52] <Ordinastie> so is the respawn event
L273[09:32:54] <copygirl> Is there a standard way or helper method of rendering an item into a GUI (config in my case) or would I have to scrape the relevant code from GuiContainer?
L274[09:33:22] <barteks2x> server sends respawn packet when changing dimension
L275[09:33:40] <barteks2x> and of course IDEA froze when I want to find something...
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L277[09:35:20] <gigaherz|work> copygirl: mc.getRenderItem().renderItemIntogui
L278[09:35:41] <gigaherz|work> if yu are in a guiscreen, there should be a renderitem field right there iirc
L279[09:35:45] <gigaherz|work> or even a renderItem method
L280[09:35:52] <barteks2x> Ordinastie, there is WorldEvent.Unload which is fired when changing dimensions clientside
L281[09:36:01] <Ordinastie> it's not
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L283[09:36:53] <barteks2x> it should be, ti's fired from Minecraft#loadWorld, which is called from NetHandlerPlayClient#handleRespawn
L284[09:37:11] <copygirl> giga: Not directly on a GUI, and itemRender is protected, but thank you ;)
L285[09:37:29] <copygirl> Will figure it out from here.
L286[09:37:43] <gigaherz|work> copygirl: uhm, Minecraft.getMinecraft().getRenderItem() should still be available
L287[09:37:51] <barteks2x> Ordinastie, there is also WorldEvent.Load which is fired directly from WorldClient constructor
L288[09:38:12] <copygirl> giga, indeed.
L289[09:38:46] <barteks2x> and curiously, WorldUnload event fires *after* World load event here
L290[09:38:47] <Ordinastie> oh wait, you said WorldEvent.Unload
L291[09:38:59] <Ordinastie> I read ChunkEvent
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L294[09:39:09] <Ordinastie> yeah, that should work, let me try
L295[09:39:17] <copygirl> Totally not confusing that there's also a getItemRenderer() with similar methods.
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L298[09:44:05] <Ordinastie> yep, that solves it
L299[09:44:10] <Ordinastie> thanks barteks2x
L300[09:44:39] <barteks2x> I still need to figure out why my terrain generation us so obviosuly wrong, in so non-obvious way
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L304[09:56:48] <barteks2x> java, that error message really is not that helpful: "Exception in thread "main" java.lang.IllegalArgumentException: Color parameter outside of expected range: Blue"
L305[09:57:00] <barteks2x> I expected a number here...
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L308[10:02:20] <barteks2x> my noise generation was broken... (actually, my noise generator hack had a typo...)
L309[10:03:03] <barteks2x> I had this: https://gist.github.com/b93a9bc4d8047f003216adf1cff27179
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L313[10:39:55] <ghz|afk> hmmm
L314[10:39:58] <ghz|afk> so I just lñaunched 1.12
L315[10:40:11] <ghz|afk> and it seems to be rather laggy
L316[10:41:34] <fry> and did you compare it to 1.11 vanilla? :p
L317[10:41:38] <ghz|afk> no I mean
L318[10:41:45] <ghz|afk> I opened a brand new save
L319[10:41:52] <ghz|afk> and broke the bonus chest
L320[10:42:00] <ghz|afk> and it took like 3 seconds for the server to drop the contents
L321[10:42:33] <ghz|afk> but it seems to work now, breaking other things
L322[10:48:04] <Hawaii_Beach> lol
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L324[10:53:05] <copygirl> Is it possible to check if a resource (in this case loot table) exists? I want to make it possible to select one in a config GUI and validate it.
L325[10:59:13] <ghz|afk> the resource system is not designed to enumerate/check
L326[10:59:23] <ghz|afk> you can only try to get it, and catch the not found exception
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L332[12:13:21] <Subaraki> kashike, any way to add a return ?
L333[12:13:24] <Subaraki> like skip a line
L334[12:14:57] <kashike> \n
L335[12:15:20] <Subaraki> appendsibling \n then ?
L336[12:15:28] <kashike> mhm
L337[12:16:32] <tterrag> copygirl: there is resourceExists
L338[12:16:40] <tterrag> but as ghz said, it's just doing a trycatch under the hood
L339[12:17:15] <copygirl> If I have a ResourceLocation, do I need a.. mhh.. domain too? Such as loot_tables?
L340[12:17:23] <copygirl> Haven't looked at it yet, where is that method?
L341[12:19:19] <tterrag> loot_tabls isn't a domain
L342[12:19:25] <tterrag> and that method I believe is in IResourceManager
L343[12:19:32] <tterrag> !!gm resourceExists
L344[12:19:33] <MCPBot_Reborn> === MC 1.11: net/minecraft/client/resources/IResourcePack.resourceExists (bzx.b) UNLOCKED ===
L345[12:19:34] <MCPBot_Reborn> Name : b => func_110589_b => resourceExists
L346[12:19:35] <MCPBot_Reborn> Descriptor : (Lkq;)Z => (Lnet/minecraft/util/ResourceLocation;)Z
L347[12:19:35] <MCPBot_Reborn> Comment : None
L348[12:19:36] <MCPBot_Reborn> SRG Params : ResourceLocation p_110589_1_
L349[12:19:37] <MCPBot_Reborn> MCP Params : ResourceLocation location
L350[12:19:37] <MCPBot_Reborn> Last Change: 2013-07-07 13:11:21-04:00 (Kobata)
L351[12:19:39] <tterrag> oh nope...
L352[12:20:18] <copygirl> I'll take a look around, thank you <3
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L354[12:21:11] <copygirl> I was just wondering how one differenciates between an item called "backpack" and a loot table called "backpack".
L355[12:21:16] <copygirl> Or.. if that's a collision.
L356[12:21:25] <tterrag> because they would be in different paths?
L357[12:21:38] <copygirl> They would be, but the resource location is the same.
L358[12:21:48] <copygirl> "wearablebackpacks:backpack", no?
L359[12:22:32] <tterrag> it's context dependent
L360[12:22:42] <tterrag> that's not the true location
L361[12:23:21] <copygirl> Exactly. So to check if it exists, I'd need the context, that's what I called "domain" - which probably isn't correct.
L362[12:23:55] <tterrag> the domain is what is before te colon
L363[12:24:12] <tterrag> MC will just add loot_tables/%s to the path
L364[12:48:51] <Subaraki> do lang files need to be all lower case now ?
L365[12:50:10] <barteks2x> for some reason my uppercase one still works
L366[12:50:46] <barteks2x> they should be all lowercase
L367[12:53:37] <barteks2x> do I see it right that there was just some activity in plasmacraft project?
L368[12:53:54] <barteks2x> it seemed to be dead for a few years now
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L374[13:22:14] <ghz|afk> Subaraki: there's two options
L375[13:22:20] <ghz|afk> by default
L376[13:22:24] <ghz|afk> forge mods are pack version 2
L377[13:22:34] <ghz|afk> that means that the lang files are like en_US.lang
L378[13:22:47] <ghz|afk> but you can add a pack.mcmeta file in the resources root
L379[13:23:02] <ghz|afk> with the pack format 3 tag in it
L380[13:23:12] <ghz|afk> and then the lang files will have to be lowercase
L381[13:23:16] <ghz|afk> barteks2x ^
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L386[13:35:14] <barteks2x> why forge didn't make it the default?
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L388[13:36:12] <kashike> barteks2x: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/mdk/src/main/resources/pack.mcmeta#L4
L389[13:36:14] <kashike> it is
L390[13:36:49] <barteks2x> for abou a month, and 1.11.2 exists a bit longer
L391[13:37:07] <ghz|afk> yeah
L392[13:37:10] <ghz|afk> and that's in the examplemod
L393[13:37:14] <ghz|afk> if you are UPGRADING
L394[13:37:24] <barteks2x> then you won't notice
L395[13:37:24] <ghz|afk> it will stick to the fallback pack.mcmeta INSIDE FORGE
L396[13:37:31] <ghz|afk> which is format 2
L397[13:37:52] <ghz|afk> wait what
L398[13:37:56] <ghz|afk> it used format 1 in 1.10.2
L399[13:38:01] <ghz|afk> and was changed toformat 2 in 1.11?
L400[13:38:05] <ghz|afk> why not switch to format 3 lol
L401[13:38:24] <kashike> no idea, but i'd say it should be format 3 with 1.12 imo
L402[13:38:39] <ghz|afk> does 1.12 keep format 3?
L403[13:38:43] <ghz|afk> no format 4 yet? ;P
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L405[13:39:59] <kashike> not as far as I've seen
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L409[13:50:45] <illy> boop o/
L410[13:50:55] <kashike> bop
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L418[14:06:40] <Subaraki> http://i.imgur.com/Z5GLN5Y.png
L419[14:06:45] <Subaraki> title should be bold and underlined
L420[14:06:47] <Subaraki> what am i missing ?
L421[14:07:28] <Subaraki> looks like the skiplines aren't working quite correct either
L422[14:07:43] <Subaraki> wait, those do , sorry my bad
L423[14:07:47] <kashike> well
L424[14:07:50] <kashike> it's obvious why
L425[14:07:54] <LexMobile> what does setBold return?
L426[14:08:02] <kashike> the same component
L427[14:08:07] <kashike> you're setting it to false after
L428[14:08:15] <kashike> styling is inherited to appended components
L429[14:08:28] <kashike> you'll want to set the styling for the title, not the root component
L430[14:08:43] <Subaraki> aah, okay, thanks
L431[14:08:59] <LexMobile> Ah, guess styles are mutable, random guess.
L432[14:09:03] <kashike> yup
L433[14:09:07] <Subaraki> so every appended component starts with a blank slate
L434[14:09:17] <kashike> yes, but it inherits
L435[14:09:27] <kashike> so if the parent is bold, it will be unless it's set to false explicitly
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L437[14:10:52] <Yuri6037> hey all I'm back...
L438[14:11:01] <kashike> hi back
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L440[14:11:55] <Yuri6037> Still trying to figure out why the animation API does not work in my case...
L441[14:13:53] <Yuri6037> I made the ASM, the armature, I could link the ASM to the model. I also put the ASM start animation to my loop rotating animation to test if it works, but it does not render the model animated it renders the model static...
L442[14:17:58] <illy> ASM as in animation state machine?
L443[14:18:51] <tterrag> yes
L444[14:19:08] <PaleoCrafter> Yuri6037, you have an AnimationTESR?
L445[14:19:43] <Yuri6037> Not using block animation instead iteam animation
L446[14:19:49] <PaleoCrafter> oh, right
L447[14:20:26] <Yuri6037> I'm using ICapabilityProvider
L448[14:21:56] <Yuri6037> The only thing that I could think that would be not working is the cycle_length parameter that nobody is able to explain exactly what it is and how i should update it
L449[14:23:06] <PaleoCrafter> you don't need cycle_length if you don't want to change the animation from code
L450[14:23:39] <Yuri6037> If I put no parametters then forge refuses to load my ASM
L451[14:23:52] <Yuri6037> there must be at least one parameter
L452[14:24:15] <PaleoCrafter> you have to have parameters in your ASM, but they don't have to be ones you set from code (i.e. those you pass in the load function)
L453[14:24:45] <Yuri6037> The probkem is here I have no parameters required
L454[14:25:02] <Yuri6037> I just need a looping rotation animation
L455[14:25:57] <barteks2x> argh... properly explainig what the constants for cave generation do is awfully hard... the position changes each step based on direction. The direction changes each step based on some sort of acceleration, which also randomly changes each step and this also can be configured...
L456[14:26:02] <PaleoCrafter> you require *some* parameter for your animation, in order to determine how far along the animation is based on a continuous "time" value
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L459[14:26:52] <Yuri6037> In that case I need a code value to set each rendering frame
L460[14:28:05] <PaleoCrafter> each parameter you define in the ASM file is based on that continuous value, every operation (for example, ["/", 2]) is performed on that value, in this example: param = input / 2
L461[14:28:47] <Yuri6037> Here is my ASM : https://pastebin.com/TczvA2CG
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L463[14:29:45] <PaleoCrafter> try using a hardcoded 2 or something instead of that cycle_length
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L466[14:30:46] <PaleoCrafter> https://gist.github.com/RainWarrior/964ed4692f4da1fd4964 this is the best (and worst) resource for understanding ASMs
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L469[14:33:31] <Yuri6037> When I try a hardcoded 2 I get com.google.gson.JsonSyntaxException: java.io.IOException: Expected TimeValue reference, got "2"
L470[14:33:57] <PaleoCrafter> uhm... did you leave the quotes?
L471[14:34:15] <Yuri6037> Yes
L472[14:34:35] <Yuri6037> I shouldn't have ?
L473[14:35:24] <Yuri6037> I'm not too familiar with this JSON syntax... I'm more familier with C and C++ derived syntaxes...
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L475[14:36:44] <PaleoCrafter> well, every string will be interpreted as a variable, but you want to pass a literal 2, so yes, no quotes
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L478[14:37:52] <Yuri6037> Understood, right now it no longer errors but it still does not render any animation...
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L480[14:43:31] <Yuri6037> do I need to do anything other than referencing the ASM in code ?
L481[14:45:56] <PaleoCrafter> I honestly don't know, never did an item animation
L482[14:46:23] <killjoy> animation should just need a .mcmeta file
L483[14:46:52] <Yuri6037> Animation of 3D JSON models ?
L484[14:47:05] <killjoy> ah
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L486[14:56:59] <quadraxis> https://github.com/ModCoderPack/MCPBot-Issues/issues/428 <-- if anyone wants to comment, now's the time
L487[14:58:46] <killjoy> ^ Locked
L488[14:58:53] <killjoy> cannot comment
L489[14:59:16] <quadraxis> see the linked issues
L490[14:59:29] <quadraxis> or just search by label
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L499[15:26:32] <kashike> https://git.io/mcpbot-input-wanted
L500[15:26:37] <kashike> cc killjoy quadraxis
L501[15:29:26] * ghz|afk peeks
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L505[15:49:00] <Subaraki> is there a way to register a server ? fmlclient handler checks for a list if the ServerData is in there
L506[15:49:07] <Subaraki> trying to open a sevrer on button click
L507[15:51:51] <Subaraki> hmm, maybe this could help
L508[15:51:52] <Subaraki> net.minecraft.client.network.ServerPinger.ping(serverdata)
L509[15:52:14] <Subaraki> seems to call net.minecraftforge.fml.client.FMLClientHandler.instance().bindServerListData(server, serverstatusresponse); so that should fix the problem
L510[15:54:19] <Hawaii_Beach> did 1.12 change a lot? will it take a *long* time for MCP to be released?
L511[15:55:02] <tterrag> the only person who would know is lex
L512[15:55:06] <tterrag> and he's probably busy working on it
L513[15:55:08] <quadraxis> mcp? probably be out soon
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L515[15:57:43] <ghz|afk> Hawaii_Beach: we can only guess based on waht we see
L516[15:58:00] <ghz|afk> that is, the actual features in the game, and the things we can extrapolate from the tweets and such
L517[15:58:23] <ghz|afk> 1. achievements are gone, advancements are in their place, declared in json files
L518[15:58:52] <ghz|afk> 2. vanilla mc now supports side-specific solidity checks (fences connect to sides of stairs, torches cna be placed on them, etc)
L519[15:59:17] <quadraxis> i do fear that (2) might end up still being a mess
L520[15:59:19] <ghz|afk> 3. there was an in-development recipe json system, that didn't make it in, but are the recipes now as json, or was that reverted?
L521[15:59:34] <kashike> ghz|afk: yes it did make it in
L522[15:59:36] <kashike> recipes are json
L523[15:59:47] <quadraxis> i think crafting recipes are json, but no custom defined stuff
L524[15:59:52] <ghz|afk> yep then the recipe code will have changed
L525[16:00:01] <ghz|afk> probably a lot
L526[16:00:31] <ghz|afk> there's probably more, but I can't think of anything else "big" right now
L527[16:00:51] <ghz|afk> the piston code may have changed somewhat, since they must have added something for the terracotta
L528[16:01:03] <quadraxis> tesr beds -_-
L529[16:01:20] <ghz|afk> but knowing Mojang, the slime blocks will just have an if(blockstate.getBlock() != glazed_terracotta)
L530[16:01:25] <ghz|afk> ah yes
L531[16:01:39] <ghz|afk> colored beds... but using custom renderers
L532[16:04:25] <tterrag> Hawaii_Beach: looks like the answer is now https://twitter.com/LexManos/status/872559563026735104
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L535[16:07:17] <ghz|afk> nice ^_^
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L544[16:21:30] <Hawaii_Beach> that's good
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L557[17:02:59] <Tahg> how hard would it be to have a mod, where you have basically a static CCTV? basically a montor looking block where when you click on it it shows a static image of a different view in a GUI
L558[17:07:43] <tterrag> there was a CCTV mod ages ago
L559[17:07:46] <tterrag> so it's doable
L560[17:07:54] <tterrag> but rendering "elsewhere" has always been a notoriously hard problem
L561[17:08:29] <Tahg> ya, in my case, I don't need realtime, but I do want the state of the world when viewed
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L563[17:09:46] <Tahg> and to be simpler, the view would be within the client's loaded area (in general, the same room or a room next door, but from a very specific viewpoint)
L564[17:10:04] <tterrag> that's a necessity, sadly. any other way would allow exploits to kill servers
L565[17:10:18] <tterrag> if the player's view is hidden entirely, then it's doable
L566[17:10:24] <tterrag> you could just "move" the player clientside and render normally
L567[17:10:29] <tterrag> I would think
L568[17:11:10] <Tahg> ya, but the player doesn't do that, I'd often want to view "straight down", the player has a limited pitch
L569[17:12:55] <Tahg> there's this, which sorta does what I want, but not really https://minecraft.curseforge.com/projects/cmdcam
L570[17:13:37] <Tahg> it probably could handle the rendering side of it, but it's not suitable for an adventure map
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L576[17:42:12] <PaleoCrafter> could decompile Portal Gun and then just use its stuff to draw to a texture (considering you want static images)
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L578[17:45:29] <Tahg> ya
L579[17:46:14] <Tahg> considering I might be able to do sort of what I want with maps of some sort, and some more clever map design, but still looking through avail mods for options
L580[17:46:29] <Ordinastie> wasn't diesieben working on that ?
L581[17:46:47] <PaleoCrafter> mebbe
L582[17:47:08] <PaleoCrafter> technically he's still working on CameraCraft, I suppose?
L583[17:47:56] <Tahg> last I see on that is MC 1.4.7 orso
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L585[17:53:37] <Tahg> really have a bunch of options I guess, another way would be if I could remotely read blocks in the world (in something like OC) and display that as a pic, less ideal than a world render tho
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L598[19:31:08] <primetoxinz> can someone help me figure out why the coords are off on horizontal axis for this https://imgur.com/a/Fzdvd?
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L603[20:11:51] <barteks2x> in lang file, why would this: %.2f not give me the right float formatting? it still uses as many digits as it wants
L604[20:15:23] <barteks2x> WTF minecraft? It replaces all formatting with %s
L605[20:18:44] <Tahg> I think that should give you something like 123.45
L606[20:20:07] <barteks2x> it doesn't. Minecraft replaces things like %.2f in lang files with %s
L607[20:20:33] <barteks2x> completely silently, without any message, it just silently does the wrong thing
L608[20:20:50] <Tahg> dafuq
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L611[20:22:50] <Tahg> where is the code that does that?
L612[20:23:00] <barteks2x> no idea, I just saw that %s there with debugger
L613[20:23:14] <barteks2x> where I have %.2f in my lang file
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L615[20:23:59] <Tahg> got a screenshot or code snippet?
L616[20:24:37] <Tahg> cause I don't see anything that might do that in the code
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L618[20:24:56] <barteks2x> screenshot of what?
L619[20:25:28] <Tahg> to show what it's turning into what, or where
L620[20:26:13] <barteks2x> I have code that calls I18n.format, I give ti something like "modid.something.something" where that thing in my lang file contains %.2f, I set breakpoint there, step in with debugger and see that vanilla turns that into %s
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L623[20:27:58] <Tahg> ok
L624[20:28:02] <barteks2x> now that I doscovered it I changed it to %s myself and I'm giving it preformatted numbers
L625[20:31:25] <barteks2x> it's most likely done whn reading the land file
L626[20:31:29] <barteks2x> *lang
L627[20:31:47] <Tahg> it looks like it replaces this: %(\d+\$)?[\d\.]*[df] with this: %$1s
L628[20:32:06] <Tahg> why it does that? idk
L629[20:34:17] <Tahg> so that's uh... it replaces one or more digits followed optionally by a . and 0 or more digits and a d or f, to just the first number <.<
L630[20:34:35] <Tahg> so basically it strips decimal formatting?
L631[20:37:09] <barteks2x> it does, as I said - it replaced my %.2f with %s
L632[20:37:46] <Tahg> yep
L633[20:38:29] <Tahg> oh, ? is 0 or 1 times, ya
L634[20:41:43] <Tahg> could always try a %#.2f to throw it off, but the whole thing seems stupid to me
L635[20:42:24] <Tahg> I think that makes something like 1 -> 1.00, but not entirely sure
L636[20:43:20] <barteks2x> %.2f makes it always have 2 decimal places, yes
L637[20:43:36] <barteks2x> and that's what I wanted to do, now I have to do that part in code
L638[20:44:02] <barteks2x> which complicates already nontrivial code even more
L639[20:44:36] <Tahg> ya, like I say you can try %#.2f, which should fail the pattern matching and not really affect the output from how I understand it
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L641[20:45:40] <barteks2x> I'm already halfway through the refactoring to finish it, and I need to do the change anyway
L642[20:45:46] <Tahg> alright
L643[20:45:55] <Tahg> it might be the localizer only accepts string arguments
L644[20:46:19] <Tahg> although no... seems to take an Object[]
L645[20:47:43] <Phanta> hey is there a built-in way to perform a raytrace with a block blacklist
L646[20:48:05] <Phanta> i.e. trace until the ray collides with a block not on the blacklist
L647[20:54:07] <barteks2x> finally done that gui: http://i.imgur.com/9CYT2VK.png
L648[20:56:09] <barteks2x> (names are still work in progress)
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L662[22:11:43] <killjoy> What mod would cause this? http://i.imgur.com/Ehe2wZV.png
L663[22:11:56] <killjoy> mods: NEI, Thaumcraft 4, Thaumic Tinkerer, Forbidden Magic, Tainted Magic, Witchery, Twilight Forest, Bibliocraft, Xaero's Minimap, Waila, Baubles
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L667[22:47:12] <BreeOge> Hello, Anyone here know why /forge track te is not returning any information? do I need to do something? It says tracking but nothing ever displays
L668[22:48:16] <BreeOge> it says Tile Entity tracking enabled for 10 seconds. But nothing comes back, I have a hopper causing massive TPS and I am trying to find the offending Hopper
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L677[23:47:59] <LordFokas> I'm having this issue with entities, where in my onEntityUpdate() I set the entity's health to 0 so that it dies (and it does, next tick). But if I leave the game (integrated server) and come back in, it will be alive (and eventually the same code will kill it later).
L678[23:48:55] <LordFokas> Does anyone have any idea what the actual fuck might be happening here? I can't figure this out :(
L679[23:57:41] <Tahg> you're sure it's the same one?
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