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L14[01:34:52] <ghz|afk> killjoy1: I have
never liked their choice of settings
L15[01:35:04] <ghz|afk> in general, I
mean
L16[01:35:21] <killjoy1> It's not made for
the graphics savvy
L17[01:35:26] <ghz|afk> these days I don't
even use gfex
L18[01:35:45] <ghz|afk> (I'm NOT creating
an account and logging in just to dl driver updates)
L19[01:36:06] <ghz|afk> but back when I did
have it installed, I'd never use their settings
L20[01:36:16] <ghz|afk> because most often,
they would choose frame rate over quality
L21[01:36:21] <killjoy1> I used their
settings once for skyrim
L22[01:36:29] <killjoy1> My drawing
distance was tiny
L23[01:36:39] <killjoy1> long story short,
I got killed by a bear
L24[01:36:43] <killjoy1> (suddenly
bear)
L25[01:36:58] <killjoy1> He killed my horse
and companion
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L28[01:54:25] <TechnicianLP> !latest
1.12
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L32[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170630 mappings to Forge Maven.
L33[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170630-1.12.zip
(mappings = "snapshot_20170630" in build.gradle).
L34[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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L38[02:42:41] <TechnicianLP> is there a
chance for CriteriaTrigger.register(ICreteriaTrigger) to be made
public (from private) in order to allow mods to register custom
advancementtriggers? (without reflection)
L39[02:47:21] <gigaherz|work> if it's a
static method, then it wouldn't be a breaking change
L40[02:47:26] <gigaherz|work> so the
chances would be > 0
L41[02:47:30] <gigaherz|work> however
L42[02:47:34] <gigaherz|work> lex really
wants data-driven
L43[02:47:49] <gigaherz|work> so it would
have more chances if you can register the triggers in a thing
similar to _factories.json
L44[02:50:25] <TechnicianLP> which makes
almost no sense in this case as the CriterionTriggers have calls to
them all over the place ... (which means you cant make them
datadriven easily (except if you do a "create an instance of
this class and put it into that map" ...))
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L47[03:03:02] <tterrag> gigaherz|work: I
don't think triggers make much sense to be json
L48[03:03:14] <tterrag> They are almost all
going to have unique implementations
L49[03:03:28] <tterrag> However, the
triggers would be *used* in json
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L52[03:17:26] <gigaherz|work> tterrag: yeah
tath's what factories.json is
L53[03:17:44] <gigaherz|work>
"triggers" { "name1":
"fully.qualified.Name", "name2": ... }
L54[03:17:56] <gigaherz|work> that's how it
works for recipe conditions, recipe ingredients, etc
L55[03:30:17] <tterrag> I still despise the
idea of providing class names in json
L56[03:37:59] <gigaherz|work> yeah not a
fan either -- those registrations really belong in code
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L75[06:50:42] <c64cosmin> how do I register
my custom renderer I'm currently doing this in the init() step of
the mod :
ClientRegistry.bindTileEntitySpecialRenderer(EntityRealmIgniter.class,
new EntityRealmIgniterRenderer());
L76[06:51:17] <c64cosmin> also my Block has
this render type EnumBlockRenderType.ENTITYBLOCK_ANIMATED;
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L78[06:52:03] <c64cosmin> debugging and
stepping through the Minecraft code I see that my registry is
executed after all the renderers were taken in consideration
L79[06:52:09] <c64cosmin> one last mention
I use 1.12
L80[06:52:42] <gigaherz|work> do it in the
ModelRegsitryEvent
L81[06:52:48] <gigaherz|work> and then it
should be ok regardless of version
L83[06:53:19] <gigaherz|work> line 45 is
where I register the tesr
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L85[06:53:53] <gigaherz|work> notice that
the handler is static, and there's a
@Mod.EventbusSubscriber(Side.CLIENT)
L86[06:54:22] <c64cosmin> outstanding,
thank you, let's see
L87[06:54:47] <c64cosmin> I though it might
be related to the new registration paradigm, was not sure and
couldn't find docs either
L88[06:55:04] <gigaherz|work> it's funny
that people still think of it as new
L89[06:55:08] <gigaherz|work> it has been
in place since 1.10.2
L90[06:55:10] <gigaherz|work> ;P
L91[06:55:16] <gigaherz|work> in terms of
registration
L92[06:55:24] <gigaherz|work> the same
1.10.2 code using the regsitry events would work on 1.12
L93[06:55:37] <gigaherz|work> but people
kept doing things in the wrong place
L94[06:55:48] <gigaherz|work> so they now
get the slap in the face
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L96[06:55:57] <c64cosmin> pre 1.10.2 were
deprecated but not forbidden
L97[06:56:06] <gigaherz|work> yes
L98[06:56:08] <gigaherz|work> that
means
L99[06:56:14] <gigaherz|work> "begin
updating now"
L100[06:56:18] <c64cosmin> last time I
modded was I think 1.8 so it's been a while
L101[06:56:29] <gigaherz|work> but people
really like to keep using deprecated features
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L104[07:03:40] <c64cosmin> indeed my
registration function was called before
TileEntityRendererDispatcher yet the render function from the
renderer is not called
L105[07:04:46] <c64cosmin> I might not
override the propper function :3
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L107[07:07:59] <c64cosmin> works
now!
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L109[07:16:45] <c64cosmin> where can I
find any example/documentation on the BufferBuilder
L110[07:17:10] <c64cosmin> I want to draw
a custom mesh, but cannot obtain it by utilizing the models
L111[07:17:14] <Dark> when baking models,
is there a way I can check if a texture is missing?
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L118[07:50:15] <c64cosmin> how do you bind
a texture when using a custom renderer?
L119[07:50:51] <ghz|afk>
bindTexture(resloc)
L120[07:50:58] <ghz|afk> assuming you
extend Renderer<T>
L121[07:51:12] <c64cosmin>
TileEntitySpecialRenderer<MyTileEntity> yes
L122[07:51:27] <ghz|afk> if you want the
texture to be on the atlas, like for normal blocks
L123[07:51:42] <ghz|afk> then you would
have to bind the atlas texture instead
L124[07:51:58] <c64cosmin> it will be a
texture made by me, I was just strugling to find how to bind
L125[07:52:08] <c64cosmin> this will also
load the texture if not loaded?
L126[07:52:19] <ghz|afk> yes
L127[07:52:24] <c64cosmin> superb!
L128[07:52:36] <ghz|afk> if you did want
to get it stitched into the atlas:
L130[07:52:42] <ghz|afk> you can use it
like that
L131[07:52:54] <ghz|afk> if you also use
the block/item model loader
L132[07:53:23] <ghz|afk> (ModelHandle is a
thing I made to help me with loading .obj models, but it works for
any model that uses the model pipeline)
L133[07:54:35] <c64cosmin> when should
create the ResourceLocation, in the same event for the registration
of the renderer?
L134[07:55:52] <ghz|afk> the
ResourceLocation is just a name
L135[07:56:00] <ghz|afk> an object that
holds a domain and a path
L136[07:56:06] <ghz|afk> so you can
instantiate it whenever you need it
L137[07:56:08] <ghz|afk> but since it's an
object
L138[07:56:17] <ghz|afk> you can use a
static final field so that you reuse the same instance
L139[07:56:29] <c64cosmin> don't spread it
all over the heap you meant ^^
L140[07:56:59] <ghz|afk> it's really up to
you
L141[07:57:16] <c64cosmin> hahaha xD
L142[07:57:22] <ghz|afk> like, if you work
with an URL object, where do you call "new URL("
http://blah.com/")"
L143[07:57:39] <ghz|afk> or "new
File("c:/something")"
L144[07:57:48] <ghz|afk> you can use it
whenever, or cache it
L145[07:57:49] <c64cosmin> once in a
constructor, or when needed
L146[07:58:14] <ghz|afk> consider the
ResourceLocation in the same category as URL or File
L147[07:58:50] <c64cosmin> oh.. so it can
be anything from within the built .jar
L148[07:59:48] <fry> fun fact: url stands
for universal resource locator :P
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L150[08:06:36] <c64cosmin> ummm....when
the world starts my block does not instanciate a new
TileEntity...why is that?
L151[08:16:21] <ghz|afk> when you reload
from disk, minecraft won't call createTileEntity
L152[08:16:24] <ghz|afk> it restores the
existing one
L153[08:16:32] <ghz|afk> based on the
tileentity registry
L154[08:16:47] <ghz|afk> so like, it saves
the name of the TE to disk, alongside the data
L155[08:16:58] <ghz|afk> and it looks up
the class name and instantiates it
L156[08:17:16] <ghz|afk> if you didn't
register it correctly, or you don't have the right constructor, it
will fail to load
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L159[08:23:57] <Raycoms> o/
L160[08:24:51] <Dark> when using custom
model loaders should I manually load information from model json
files? or is that done automaticly?
L161[08:25:07] <fry> automatically
L162[08:25:40] <Dark> hmm then how do I
test if its loading or rather not loading information, as I'm not
getting any transformations on my models
L163[08:25:48] <TechnicianLP> iirc the
model-transforms werent loaded
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L169[08:31:59] <Dark> when using a block
state json for an item, does the json file have to be in the
blockstates folder?
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L172[08:39:42] <ghz|afk> Dark: yes, all
blockstates files have to be in the blockstates folder
L173[08:39:57] <ghz|afk> and the models
referenced from the blockstates files will be in models/block
L174[08:40:02] <ghz|afk> rather than
models/item
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L177[08:44:47] <Dark> if I'm using a
custom model do I still need a model json as well as block state
json?
L178[08:44:58] <ghz|afk> no
L179[08:45:19] <ghz|afk> but your
ICustomModelLoader will receive a resourcelocation which has
models/block in the path
L180[08:45:29] <ghz|afk> I was just making
you aware of that
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L183[08:50:46] <Dark> then what is my best
bet for figuring out why my model is getting no transformations? As
I'm lost at this point :/
L184[08:51:47] <Dark> though the only
thing I am defining in the block state is "transform":
"forge:default-item"
L185[08:51:58] <Dark> not sure if I should
be doing something else
L186[08:52:24] <ghz|afk> hmmm
L187[08:52:32] <ghz|afk> are you using the
IModelState value on bake() ?
L188[08:52:41] <ghz|afk> because I believe
the transformations are provided through the IModelState
L190[08:53:48] <Dark> its basicly a
modified version of the forge bucket model
L191[08:55:49] <ghz|afk> that may be a bit
beyond my knowledge ;P
L192[08:56:01] <ghz|afk> hmm
L193[08:56:10] <ghz|afk> the map in line
101
L194[08:56:16] <ghz|afk> does it get
data?
L195[08:56:22] <ghz|afk> I mean, do you
see the transform values in it?
L196[08:56:26] <Dark> nope, always
empty
L197[08:56:31] <ghz|afk> aha
L198[08:56:39] <ghz|afk> no idea then,
sorry
L199[08:56:57] <Dark> ty for the help
anyways, might just write some hacky code in a second
L200[08:57:13] <Dark> as I think
IPerspectiveAwareModel I can manually provide transforms
L201[08:57:52] <Dark> or on line 101 as
well, getting confused by this code lol
L202[09:03:13] <Dark> hacky code solution
worked
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L205[09:06:04] <Dark> now that I got that
fixed, any idea why one side of the item would render with a darker
color?
L206[09:06:39] <fry>
"fixed"
L208[09:07:05] <fry> that's not a
fix
L209[09:07:22] <Dark> of course not, hince
why I called it a hacky solution
L210[09:08:14] <Dark> I would rather do it
the correct way but not making much progress on that
L211[09:09:09] <ghz|afk> !latest
1.11
L213[09:10:07] <Dark> ^ that is the new
problem I'm having
L214[09:10:15] <Dark> if anyone has an
idea how to fix
L215[09:10:29] <ghz|afk> don't item models
have a fake light?
L216[09:10:37] <Dark> no clue
L217[09:10:37] <ghz|afk> or is that only
in the inventory?
L218[09:10:53] <ghz|afk> if you drop the
model to the ground
L219[09:10:58] <ghz|afk> and look it from
one place
L220[09:11:06] <ghz|afk> does the color
change from one side to the other?
L221[09:11:11] <Dark> it seems to render
fine on the ground
L222[09:11:11] <ghz|afk> or only if you
look from the other end?
L223[09:11:22] <Dark> only notice the
problem in 3rd person
L224[09:11:24] <ghz|afk> andi s the
vanilla bucket different?
L225[09:11:35] <Dark> but it uses the
darker color on everything, and it doesn't effect vanilla
buckets
L226[09:12:02] <Dark> but that most likely
is due to it use simple item render code
L227[09:12:04] <ghz|afk> hmm
L228[09:12:05] <Dark> where I'm using
custom code
L229[09:12:15] <ghz|afk> does it happen to
forge's bucket?
L230[09:12:21] <Dark> not sure how to test
that
L231[09:12:28] <ghz|afk> enble the dynamic
bucket
L232[09:12:31] <ghz|afk> during
preinit
L233[09:12:36] <Dark> ah, one sec let me
check then
L234[09:13:16] <Dark> actually what class
do I call for that
L236[09:14:01] <Dark> ty :)
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L239[09:14:49] <ghz|afk> I'm wondering if
it's just that forge's bucket model has the 3d flag on, while
vanilla's bucket model has the 3d flag off
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L243[09:20:15] <Dark> hmm I've enabled it
and even requested buckets to be created with it. Not seeing any
forge buckets in the creative tab
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L245[09:30:16] <Dark> figured it out,
can't call it in pre-init as forge creates it before any mod's
preInit is called
L246[09:30:35] <Dark> yep, forge's model
has the same problem
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L248[09:33:13] <Dark> well its not that
big of a problem to worry about :), ty for the ghz
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L250[09:40:13] <c64cosmin> what is the
event and procedure to register TileEntity, and also what name
should I put, the name of the block?
L251[09:43:22] <Lumien> There is no event,
just use GameRegistry.registerTileEntity in preInit
L252[09:43:32] <Lumien> Same name as the
block is fine
L253[09:43:37] <ghz|afk> c64cosmin:
"good practice"
L254[09:43:43] <ghz|afk> is to do it in
the registry<Block> event
L255[09:43:47] <ghz|afk> right alongside
its block
L256[09:44:02] <ghz|afk> and to use a name
corresponding to what it is, which includes the modid to avoid
conflicts
L257[09:44:13] <ghz|afk> I use
block.getRegistryName().toString() for my TEs
L258[09:44:39] <ghz|afk> so there was a
short hailstorm jst a moment ago
L259[09:44:42] <c64cosmin> I also use
block.getRegistryName() too
L260[09:44:44] <ghz|afk> it lasted 5
minutes
L261[09:44:52] <ghz|afk> but the
hail-balls were quite large
L262[09:45:17] <c64cosmin> @ghz that's
insane, had one here too a week ago, the whole vision was cut to
something like 10m for about 5 minutes
L263[09:48:37] <c64cosmin> it's quite bad
for the crops :(
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L265[09:50:05] <ghz|afk> yup
L266[09:50:12] <ghz|afk> the rain now is
melting away all the proof
L267[09:50:21] <ghz|afk> but many crop
fields will be ruined regardless
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L275[10:04:44] <ghz|afk> WTF happend with
my Guidebook repository >_<
L276[10:05:02] <ghz|afk> (no I didn't lose
code, but wtf regardless)
L277[10:05:08] <ghz|afk> trying to fix the
mess
L278[10:05:22] <ghz|afk> git messed up
majorly here, thankfully I know how to tread this mess XD
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L286[10:15:02] <c64cosmin> the default
model&textures cannot be replaced by other states?
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L296[10:47:20] <ghz|afk> c64cosmin: that
blockstates file is highly redundant XD
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L298[10:49:34] <ghz|afk> c64cosmin: Hmm...
the way cube_all works
L299[10:49:39] <ghz|afk> is that it has
"cube"
L300[10:49:41] <ghz|afk> but then
does
L301[10:49:44] <ghz|afk>
"textures":{
L302[10:49:48] <ghz|afk> "east":
"#all",
L303[10:49:49] <ghz|afk> ...
L304[10:49:49] <ghz|afk> }
L305[10:49:51] <ghz|afk> so
L306[10:49:57] <ghz|afk> since you are
overwriting "east" etc
L307[10:50:02] <ghz|afk> it will never use
"all" at all
L308[10:50:09] <ghz|afk> so I think your
solution is this ...
L310[10:51:08] <ghz|afk> and it's much
simpler since you would be making use of the true power of forge
blockstates format
L311[10:51:31] <ghz|afk> (it will combine
property-value pairs into full variant strings for you)
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L315[11:05:45] <c64cosmin> @gigahertz
indeed I've done something like that, and did not use the default,
it was just a bit counter intuitive
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L324[11:57:12] <c64cosmin> How can I
render using the BufferBuilder and not take count of the lightning,
seems that it will always render in a rather dark shade
L325[12:09:31] <ghz|afk> disable lighting
before rendering?
L326[12:16:28] <ghz|afk> :3
rainstorm
L327[12:16:54] <ghz|afk> with a hint of
hail
L328[12:17:25] <ghz|afk> and quite strong
winds
L329[12:17:38] <ghz|afk> hadn't seen a
proper storm in many months
L330[12:18:29] <ghz|afk> wow this isn't
jsut frosty balls, this is proper solid ice orbs
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L361[13:44:04] <risux> Have particles
changed a lot between 1.7 and 1.10? I know the limit went up, but
the particles themselves.. anything significant?
L362[13:44:17] <ghz|afk> well
L363[13:44:21] <Corosus> they have their
own base class now
L364[13:44:23] <ghz|afk> they used to
extend Entity
L365[13:44:26] <Corosus> and a lot of
missing getters
L366[13:44:29] <ghz|afk> they now have a
Particle base class
L367[13:44:32] <ghz|afk> which is more
lightweight
L368[13:44:44] <ghz|afk> they were
optimized for more bulk use
L369[13:44:51] <ghz|afk> in the lingering
potions and dragon breath
L370[13:44:58] <ghz|afk> before that
L371[13:45:03] <ghz|afk> partciles were
used no more than 8 at a time
L372[13:45:08] <ghz|afk> due to the heavy
load
L373[13:45:30] <risux> Any functionality
changes? Like something odd that I might come across during
updating particles?
L374[13:45:30] <ghz|afk> they are still
very inefficient
L375[13:45:47] <ghz|afk> not really
...?
L376[13:45:52] <ghz|afk> but dunno
L377[13:45:56] <ghz|afk> I never used
particles in 1.7
L378[13:46:02] <risux> Ah
L379[13:47:00] <risux> Just asking,
because I'm updating one, and it appears to be.. invisible, but no
errors. I might be missing something obvious
L380[13:47:19] <ghz|afk> how
"custom" it is?
L381[13:47:23] <ghz|afk> do you have
custom rendering code in it?
L382[13:47:30] <risux> Yep
L383[13:47:46] <ghz|afk> did you compare
it with vanilla particles?
L384[13:47:54] <ghz|afk> maybe there's
some old state change that shouldn't be done anymore
L385[13:47:59] <ghz|afk> or something that
should be done but you don't do
L386[13:48:08] <risux> Attempting to
compare it with bubbles
L387[13:48:10] <ghz|afk> also make sure
you updated the code to use GlStateManager instead of direct GL11
calls
L388[13:48:43] <risux> Still have some
GL11 calls left, will update them
L389[13:49:05] <ghz|afk> (and GL14 GL20
etc)
L390[13:49:36] <Corosus> should really
only be doing direct buffer writes otherwise you are screwing with
vanilla particles performance and might as well just use your own
renderer system
L391[13:50:16] <risux> My extra gl11 calls
were just for blending and coloring
L392[13:50:59] <ghz|afk> those are the
most important to fix
L393[13:51:07] <ghz|afk> because they
screw with glstatemanager's internal cache
L394[13:51:10] <Corosus> ah cool shouldnt
mess with performance, might effect all of vanilla particles though
depending on how the draw call works
L395[13:51:36] <risux> Fixing em now,
maybe that'll fix it.
L396[13:57:41] <ghz|afk> !mh
moveEntityWithHeading
L397[13:58:10] <ghz|afk> anyone knows what
that became? ;P
L398[13:58:43] <ghz|afk> travel,
apparently
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L403[14:20:34] <c64cosmin> Finally setup
IRC on Android, gosh these clients suck :(
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L405[14:29:48] <tterrag> c64cosmin: what
are you using?
L406[14:29:50] <tterrag> I find andchat to
be pretty good
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L408[14:30:13] <c64cosmin> Exacly that
xD
L409[14:30:19] <tterrag> *shrug*
L410[14:30:24] <tterrag> I don't have any
issues with it
L411[14:31:22] <KnightMiner> I have found
AndroIRC to be particularly annoying
L412[14:31:45] <KnightMiner> AndChat has
been better
L413[14:31:56] <ghz|afk> COM ON BAUBLES!
BE ON 1.12 ALREADY!
L414[14:31:58] <ghz|afk> come*
L415[14:33:11] <KnightMiner> Just port it
yourself :P
L416[14:36:08] <ghz|afk> if I do that, I'm
100% sure the official 1.12 port won't be compatible
L417[14:37:18] <ghz|afk> also
L419[14:37:20] <ghz|afk> it's already
done
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L441[16:45:09] <risux> Is it just me or is
custom particle rendering a pain in the ass? I figured "OK,
before renderParticle() is called, ParticleManager begins
tessellating, so I'll cancel that by calling tessellator.draw() and
not call the superclass renderParticle() method." .. but nope.
All that does is cause all sorts of fuckery and graphcial
glitches
L442[16:46:03] <risux> Is there a better
way to cancel it?
L443[16:48:02] <Corosus> after calling
draw then doing your stuff, did you call the .begin again?
L444[16:48:37] <risux> I didn't even start
drawing my own particle, it caused glitches just by cancelling
tessellation
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L446[16:49:53] <risux> Wait, maybe I'm
confused
L447[16:49:54] <Corosus> if you dont call
.begin(etc...) again if you stop it with draw, everything else will
stop rendering
L448[16:50:11] <risux> Oh
L449[16:50:39] <risux> Yeah, you're right,
ParticleManager also calls tessellator.draw()
L450[16:50:56] <Corosus> thing im
referring to for example is vertexbuffer.begin(7,
DefaultVertexFormats.PARTICLE_POSITION_TEX_COLOR_LMAP);
L451[16:51:04] <risux> Yeah
L452[16:51:38] <Corosus> id still
recommend your own custom render so you can setup your own gl modes
in a cleaner way though ;>
L453[16:51:44] <risux> Ah crap, when I
tried it, I tried it using DefaultVertexFormats.POSITION_TEX
instead
L454[16:53:10] <risux> If I can't get this
to work, perhaps I will create my own custom particle
renderer
L455[16:53:40] <Corosus> its fairly easy
enough to copypasta the vanilla one and use in world render
event
L456[16:54:26] <JDLogic_> if you return 3
for getFXLayer() then it will leave all the rendering up to
you
L457[16:54:42] <risux> It will? o.o
L458[16:57:32] <Corosus> hmm might work,
there is 0-3 for that
L459[16:57:57] <risux> I don't see where
it checks for layer 3 in ParticleManager
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L462[16:58:20] <Corosus> renderParticles
seems to only iterate up to 0-2 though
L463[16:58:36] <Corosus> so i guess it has
a list but yeah, do your own render on them as it doesnt for that
layer
L464[16:59:14] <Corosus> in the
constructor it prepares the lists from 0-4, then in addParticle it
just adds to list depending on getFXLayer()
L465[16:59:28] <Corosus> err
updateEffects()
L466[16:59:58] <Corosus> yeah you could
just use that layer for getting them ticked, then render it
yourself, in theory
L467[17:00:13] <risux> Huh, that's
interesting
L468[17:00:49] <Corosus> for example,
MobAppearance uses that layer
L469[17:01:04] <Corosus> immediate
rendering code
L470[17:01:07] <Corosus> good catch
JDLogic_
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L472[17:01:52] <JDLogic_> np! ran into
that probem before
L473[17:02:28] <Corosus> ahhhhh,
renderLitParticles specifically renders for layer 3
L474[17:02:39] <Corosus> dont even need
your own manager for rendering \o/
L475[17:02:46] <risux> Nice
L476[17:05:00] <Corosus> i feel like
renderLitParticles should be renamed, not descriptive enough
L477[17:05:10] <risux> Agreed
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L483[17:29:00] <ScottehBoeh> You mess with
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L487[17:35:34] <kashike> lol
ScottehBoeh
L488[17:35:43] <ScottehBoeh> xD
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L495[17:50:29] <c64cosmin> o/ hello all,
I've tried to make my TESR render the texture with it's raw color,
yet it's darker, tried doing all these with no success
GL11.glDisable(GL11.GL_LIGHTING); GlStateManager.disableLighting();
GlStateManager.disableLight(0..7);
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L499[17:57:01] <ScottehBoeh> so you don't
want ANY light at all?
L500[17:57:07] <ScottehBoeh> Just solid
color. no brightness adjustment?
L501[17:57:32] <c64cosmin> exactly
L502[17:57:47] <ScottehBoeh> Which version
of Minecraft
L503[17:57:52] <c64cosmin> tried using raw
GL11 calls too no success
L504[17:57:55] <c64cosmin> 1.12
L505[17:58:02] <ghz|afk> never use raw gl
calls, ever ;P
L506[17:58:09] <ghz|afk> (if you feel you
need, ask here ;P)
L507[17:58:28] <ghz|afk> (maybe the only
solution is to use raw calls, buy you should ask first ;P)
L508[17:58:34] <infinitefoxes_> c64cosmin:
you can try GlStateManager.disableLightmap()
L509[17:58:48] <ScottehBoeh>
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit,
240F, 240F);
L510[17:58:52] <ScottehBoeh> That line
helped me
L511[17:58:55] <c64cosmin> I'm quite
experienced with OpenGL (especially modern versions) but that still
beats the purpose
L512[17:59:18] <infinitefoxes_> er sorry I
butchered that search in IntelliJ
L513[17:59:47] <c64cosmin> @infinitefoxes_
it's not defined :(
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L516[18:00:38] <infinitefoxes_> this is
what I'm using to render entities at full brightness
L517[18:00:44] <infinitefoxes_> I believe
it should work for TESRs as well
L518[18:02:49] <c64cosmin> I suppose that
sets a sampling point on a lightmap texture for x, y where the
limit is... 65536...
L519[18:05:49] <infinitefoxes_> the x/z
coords are normalized floats from 0 to 1
L520[18:07:12] <infinitefoxes_> (don't
quote me on that)
L521[18:08:09] <c64cosmin> I'm
experimenting with the values now...
L522[18:09:56] <infinitefoxes_> the
coordinate range seems to be from 0 to 256 for the lightmap
texture
L523[18:11:05] <infinitefoxes_> mc uses an
integer index into the lightmap texture for methods like
Entity#getBrightnessForRender(float)
L524[18:12:22] <c64cosmin> that gets the
local brightness to adjust to the env...
L525[18:17:46] <c64cosmin> @infinitefoxes_
I validate that the range is [0,256)
L526[18:18:46] <c64cosmin> @ScottehBoeh I
suspect that 255F, 255F might be even brighter
L527[18:19:09] <ScottehBoeh> I tried
higher and it messed up.. But you can try
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L529[18:20:04] <c64cosmin> yup so it is,
now I'm trying to determine what the values do
L530[18:20:17] <c64cosmin> you cannot go
higher than 255
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L533[18:23:15] <c64cosmin> we're playing
with coordinates on this texture, it is switched when drinking a
nightvision potion for example
L534[18:23:27] <c64cosmin> thanks
@infinitefoxes_ now it's clear for me :D
L535[18:27:42] <c64cosmin> curiously
enought 255 wraps back to dark, so @ScottehBoeh your solution is
working :D
L536[18:27:50] <c64cosmin> just wanted to
understand what I'm doing here...
L537[18:28:04] <ScottehBoeh> nice :)
L538[18:28:09] <ScottehBoeh> I can send my
whole section of code if you want xD
L539[18:28:15] <ScottehBoeh> its a quick
snippet
L540[18:28:26] <c64cosmin> sure, might
help
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L543[18:34:37] <c64cosmin> for pure
texture color one must use 2.0f,2.0f,2.0f color
L544[18:35:08] <c64cosmin> I think the
color space is clamped to [0,2] and then scaled with 0.5 for the
final color
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L547[18:36:32] <LexMobile> PaleOff: You
around?
L548[18:39:22] <c64cosmin>
DefaultVertexFormats.POSITION_TEX_LMAP_COLOR can be used for
specifying the Lightmap coordinates
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L557[19:02:10] <copygirl> Is it possibly
to replace Vanilla blocks?
L558[19:04:40] <copygirl> In 1.12, that
is.
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L572[20:23:52] <LexMobile> yes
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L575[20:38:40] <c64cosmin> my TileEntity
stops being drawn if exists that screen space, the rendered result
is quite large, is there a way to mitigate this?
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L577[20:39:50] <Ordinastie> there is a
rendering AABB method in TE
L578[20:40:31] <c64cosmin> this won't
affect the game AABB right?
L579[20:40:37] <Ordinastie> no
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L581[20:51:05] <c64cosmin> is there any
reason why my TE is rendered twice?
L582[20:51:26] <Ordinastie> yeah, you
fucked up
L583[20:51:47] <c64cosmin> it depends on
the orientation of the mouse...
L584[20:53:24] <c64cosmin> also rendering
with EnumBlockRenderType.ENTITYBLOCK_ANIMATED will always render
twice, redering with EnumBlockRenderType.MODEL will sometimes
render just once...
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L587[20:55:53] <c64cosmin> how to I revert
the GlStateHandler?
L588[21:03:42] <c64cosmin> the render
precedure is called twice, once for each TE instance, where one is
for the client and one for the server :/
L589[21:04:09] <Ordinastie> yeah, think
again about what you just said
L590[21:04:49] <Ordinastie>
"render" "server"
L591[21:05:31] <c64cosmin> but I'm using
the @SideOnly(Side.CLIENT) where I'm executing code that should
work only on client side
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L594[21:06:13] <Ordinastie> first,
@SideOnly is about physical side, not logical
L596[21:06:29] <Ordinastie> second, your
analisys is just wrong, the server doesn't render anything
L597[21:06:41] <tterrag> fry: you just
linked to mine >.>
L598[21:07:05] <fry> that's what google
suggsted ¯\_(ツ)_/¯
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L602[21:20:20] <c64cosmin> came to the
realisation that the rendering is done only for one TE though
sometimes the TESR is rendered twice...
L603[21:20:42] <Ordinastie> how do you
determine it's rendered twice ?
L604[21:20:57] <c64cosmin> I can show you
two print screens
L606[21:22:59] <c64cosmin> GL_FUNC_ADD is
used for blending
L607[21:23:32] <Ordinastie> again, what
tells you it's rendered twice ?
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L609[21:24:14] <c64cosmin> it's the only
explanation why there are two intensities depending on viewing
angle
L610[21:24:27] <Ordinastie> pretty sure
it's not the only one
L611[21:24:29] <Ordinastie> show your
code
L612[21:24:38] <c64cosmin> drawing with
blending and GL_FUNC_ADD twice
L614[21:26:27] <Ordinastie> and
drawTunnel() ?
L615[21:26:39] <c64cosmin> drawTunnel is
just the effect
L616[21:26:45] <c64cosmin> it populates
the Buffer
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L622[21:48:51] <c64cosmin> that was
pequliar, it was due to the fact that I didn't execute
GlStateManager.disableLighting();
L623[21:48:57] <c64cosmin> now it works
perfectly...
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L633[22:42:16] <Lach_01298> is there
anyway to change the font size of a string drawn in a gui?
L634[22:45:39] <SatanicSanta> What MC
version are the current MCP mappings for?
L635[22:45:44] <kashike> SatanicSanta:
1.12
L636[22:45:45] <SatanicSanta> like the
snapshots
L637[22:46:06] <SatanicSanta> kashike: Is
there a final version for 1.11.2?
L638[22:46:06] <kashike> see !latest
L639[22:46:10] <kashike> SatanicSanta:
yes
L640[22:46:16] <kashike> see !latest
L641[22:46:16] <SatanicSanta>
!latest
L642[22:46:20] <SatanicSanta> thanks
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L648[23:19:28] <SatanicSanta> Do I need to
update ForgeGradle from 2.2 for MC 1.11.2?
L649[23:21:16] <SatanicSanta> Oh no, that
was for 1.12, right.
L650[23:21:37] <SatanicSanta> MCForge docs
could really use with updating guides tbh
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