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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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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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L44[05:10:10] ⇨
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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...
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
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...
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$Segment.get(LocalCache.java:2201)
~[guava-17.0.jar:?]
L85[06:30:13] <gigaherz|work> and it
happened within the item rendering code
L86[06:30:28] <gigaherz|work> which means
something in your models may be null
L87[06:30:28] <kashike> pastebin your whole
crash report -.-
L89[06:31:58] <Yuri6037> The models are not
null as I can render them perfectly without loading the ASM
L90[06:32:38] <gigaherz|work> well the
animation system works through models, by re-baking into different
meshes based on the animation frame state
L91[06:32:51] <gigaherz|work> so it seems
to imply that something in your animation configuration is causing
the system to return null
L92[06:33:03] <gigaherz|work> I have no
idea how the animation stuff works, so I can't help track down the
reason
L93[06:33:32] <gigaherz|work> but it's
basically from this
L94[06:33:36] <gigaherz|work> Caused by:
java.lang.NullPointerException
L95[06:33:36] <gigaherz|work> at
net.minecraftforge.client.model.animation.ModelBlockAnimation$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
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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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
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
L124[07:04:05]
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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
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
L161[08:34:18]
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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
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 ?
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
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?
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...
L239[08:58:29] ⇦
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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?
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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...)
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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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L331[12:05:07] ***
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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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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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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
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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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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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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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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
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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
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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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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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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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
L648[20:56:09] <barteks2x> (names are
still work in progress)
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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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L674[23:37:35] ***
tterrag is now known as tterrag|ZZZzzz
L675[23:40:07] ⇦
Quits: McJty (~jorrit@94-224-152-129.access.telenet.be) (Quit:
Leaving)
L676[23:43:05]
⇨ Joins: LordFokas (LordFokas@znc.theender.net)
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?