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L17[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170702 mappings to Forge Maven.
L18[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170702-1.12.zip
(mappings = "snapshot_20170702" in build.gradle).
L19[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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L22[02:23:04] <capitalthree> damn I could
solve my problem with either an AT or reflection, and I'm having
trouble with both D:
L23[02:23:57] <capitalthree> my access
transformer made forge say "hunk failed" and print an
enormous amount of code xD
L24[02:32:08] <tterrag> that sounds like
you're on FG 2.2
L25[02:33:52] <capitalthree> hm I'm not
though, I'm on 2.3
L26[02:34:00] <capitalthree> but yeah I
just realized commenting out my AT didn't fix that
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L30[03:02:20] <capitalthree> tterrag: do
you know what I can do about it?
L31[03:02:33] <capitalthree> classpath
'net.minecraftforge.gradle:ForgeGradle:2.3-SNAPSHOT'
L32[03:02:40] <capitalthree> is it possible
to be using FG 2.2 by accident?
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L47[04:12:50] <TechnicianLP> !gf
185177
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L53[04:46:24] <c64cosmin> !gf 185177
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L60[04:56:55] <capitalthree> tterrag: wow
it turned out to be the opposite, it was FG 2.3 that wasn't working
on 1.11.2, I had to go back to 2.2
L61[04:57:33] <kashike> ..well yes
L62[04:57:40] <kashike> FG 2.3 is for
1.12
L63[05:07:46] <PaleoCrafter> gah, where's
willie when you need him xD
L64[05:08:20] <kashike> for what
PaleoCrafter
L65[05:08:46] <PaleoCrafter> question
regarding PlayerInteractEvent, he initially implemented the new
version
L66[05:09:23] <kashike> ah
L67[05:10:44] <PaleoCrafter> The docs on
RightClickItem say "Note that this is NOT fired if the player
is targeting a block" but it definitely is xD
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L74[05:41:41] <c64cosmin> is there any way
that the portal animation can be changed, or add new visuals?
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L83[06:40:43] <ghz|afk> hmmm I recall Lex
mentioning the possibility of making forge load recipes and such
from the config folder, was that ever done?
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L93[07:25:51] <ghz|afk> has anyone made a
mod that lets you leash one boat to another boat?
L94[07:25:54] <ghz|afk> someone should.
XD
L95[07:26:32] <Shambling> does it work if
you put a chicken in the other boat?
L96[07:27:29] <ghz|afk> that's the
point!
L97[07:27:32] <Shambling> what are they
called ghz?
L98[07:27:36] <Shambling> I'm testing right
now with a sheep
L99[07:27:41] <Shambling> how do
vanilla
L100[07:27:46] <ghz|afk> wat?
L101[07:28:05] <ghz|afk> I'm
confused
L102[07:28:06] <Shambling> awwww the sheap
gets out of the boat when you put a lead on it
L103[07:28:14] <ghz|afk> oh
L104[07:28:21] <Shambling> lets see if I
can shove it back
L105[07:28:29] <ghz|afk> yeah that's why I
said to put it on the boat itself, and then tie that boat to
another one ;P
L106[07:28:29] <Shambling> lead pops
off
L107[07:28:38] <Shambling> so only thing
you'd need to do is change lead behavior to not unlead when
boated
L108[07:28:57] <Shambling> or make boats a
living entity so you can put a lead on them
L109[07:29:20] <Shambling> holy shit don't
shuriken a sheep in a boat
L110[07:29:30] <Shambling> it looks like
it tries to damage the player instead :o
L111[07:29:39] <Shambling> o.... I got
desynced
L112[07:29:52] <Shambling> someone want to
reproduce that and put in a bug report? I have to go to work and am
lazy :P
L113[07:30:31] <Shambling> not desynced,
but now I can't break grass
L114[07:30:32] <Shambling> o.0
L115[07:31:15] <Shambling> breaking the
boat makes it so you can break grass again :P
L116[07:32:14] <Shambling> see ya later
ghz, have a good day
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L119[07:59:53] <TechnicianLP> is there an
easy way to get my modcontainer?
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L122[08:11:49] <TechnicianLP> getting the
activ container during preinit should work ...
L123[08:12:27] <PaleoCrafter>
TechnicianLP, you could get the container from the pre-init event
itself, but it requires reflection
L124[08:13:28] <capitalthree> watching
piles of chests bounce around trying to find legal places to place
themselves is funny as hell xD
L125[08:13:46] <capitalthree> (aka, I got
legal placement detection working for my volatile blocks mod)
L126[08:17:48] <capitalthree> thanks again
everyone who gave me help
L127[08:17:54] *
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L129[08:21:40] <wundrweapon> back in
1.10.2, register your items and use setCustomMRL and bam textures.
is there something else i need to do, because clearly 1.12
disagrees
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L133[08:27:02] <ScottehBoeh> Hey guys
:)
L134[08:27:11] <ScottehBoeh> Is there a
way for me to activate a button block without the player?
L135[08:27:12] <wundrweapon> hiya
L136[08:27:23] <ghz|afk> wundrweapon: 1.11
requires the resource locations to be lowercase
L137[08:27:36] <wundrweapon> ghz they all
are
L138[08:27:37] <ghz|afk> that's the only
major thing that changed
L139[08:28:09] <wundrweapon> scot what do
you mean by "button block" or am i an idtio
L140[08:28:21] <ScottehBoeh> I mean the
actual button block its self. Stone/wood buttons
L141[08:28:27] <ScottehBoeh> I have a fire
arm, and I want to make it activate a button when shot
L142[08:28:46] <ScottehBoeh> I may have
found the solution...
L143[08:29:16] <wundrweapon> wood buttons
can be held down by arrows - steal that code
L144[08:29:29] <ghz|afk> I believe that
code is in the button
L145[08:29:37] <ghz|afk> but if you just
want the button to press and unpess as if you had clicked it
L146[08:29:47] <ghz|afk> you should be
ableto just call onBlockActivated for it?
L147[08:30:05] <ScottehBoeh> Yeah just
thought that
L148[08:34:27] <ScottehBoeh> sub x,y,z...
hmmm
L149[08:35:18] <wundrweapon> how do i deal
with pack.mcmeta, if it's required
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L156[09:01:23] <halvors> Anyone knows how
to render obj models in a TESR in 1.10.2? I need to call some code
to only render parts of the model. Also groups of the obj file like
i could with the AdvancedModelLoader and IModelCustom on 1.7.10,
any ideas?
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L160[09:09:21] <ghz|afk> halvors: well,
you can load the model using ... eh it will be easier if I show you
the tool class I use
L163[09:09:54] <ghz|afk> feel free to take
the entire class if you want to
L164[09:10:11] <ghz|afk> the mod's
opensource (MIT or BSD, can't remember which one I used)
L165[09:11:02] <ghz|afk> this is how I use
that helper
L168[09:13:24] <ghz|afk> ...
L169[09:13:25] <ghz|afk> so, meh
L170[09:13:37] <ghz|afk> I was trying out
this Open Glider mod that I found on curseforge
L171[09:13:40] <ghz|afk> it looked
interesting
L172[09:14:00] <ghz|afk> but it's really
just a fancy clone of the openblocks one, I was hoping for some
elytra-style pitch control
L173[09:14:02] <ghz|afk> but not even that
;P
L175[09:34:03] <halvors> You see the
renderOnly function? Something like that :)
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L180[09:53:19] <terraflops> Dumb question
but I haven't done this in years: I'm trying to put 3 glDisable
calls before each player gets rendered and then glEnable right
after. Do I use RenderPlayerEvent.Pre and Post?
L181[09:55:37] <ghz|afk> halvors: well,
there's a visibility groups thing
L182[09:55:43] <ghz|afk> but I don't
really know how to use it myself
L183[09:55:52] <ghz|afk> it IS possible
though
L184[09:55:59] <ghz|afk> I just don't have
example code for it
L185[09:57:58] <TechnicianLP> are
server-stateevents triggered on client when a player connects to a
dedicated server?
L186[10:00:38] <halvors> ghz|afk: Where do
you know about this from? Any source i might be interested
in?
L187[10:01:02] <halvors> ghz|afk: Does it
allow you to select out the barts based on string names as i showed
you from 1.7.10?
L188[10:01:15] <ghz|afk> yes
L189[10:01:29] <ghz|afk> you may need to
read the source code of the objmodel stuff
L190[10:01:42] <ghz|afk> I know this
because I was here on IRC when the person who wrote that code was
explaining it
L191[10:01:55] <ghz|afk> I just prefer to
keep the pieces separate
L192[10:01:59] <ghz|afk> and draw them
together on demand
L193[10:02:04] <ghz|afk> rather than have
one big complex model
L194[10:02:11] <ghz|afk> and hide parts of
it
L196[10:05:02] <halvors> ghz|afk: Thanks,
you would prefer just creating another modelHandle object and
render them from different obj files?
L197[10:05:04] <ghz|afk> see that
OBJState? it has a map for visible groups
L198[10:05:26] <ghz|afk> well that's the
thing
L199[10:05:36] <ghz|afk> you WILL have to
bake() multiple IBakedModels
L200[10:05:40] <ghz|afk> with the
different visibility groups
L201[10:05:47] <ghz|afk> so it's up to
you
L202[10:06:03] <ghz|afk> if you split them
up into separate files, you will have to draw more than once
L203[10:06:25] <ghz|afk> if you don't, you
may have more combinations to bake
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L205[10:06:34] <Raycoms> o/
L206[10:06:52] <ghz|afk> bake(new
OBJState("Part1", "Part2", "Part3"),
...)
L207[10:07:00] <Raycoms> protected void
onContentsChanged(final int slot) is there a way to get more
information about what exactly changed?
L208[10:07:07] <ghz|afk> will give your an
IBakedModel with only Part1, Part2, and Part3 enabled
L209[10:07:28] <ghz|afk> Raycoms: no
L210[10:07:37] <halvors> ghz|afk: Thanks,
will try that out :) But the code seems to be deprecated?
L211[10:07:56] <ghz|afk> yes but
eh...
L212[10:08:06] <ghz|afk> it's deprecated
in favor of using custom data from the blockstates json
L213[10:08:22] <ghz|afk> which can be used
to declare visibility sets
L214[10:08:31] <ghz|afk> and activate each
set from different blockstates and such
L215[10:08:43] <halvors> oh.
L216[10:08:48] <ghz|afk> but you asked
about rendering on a TESR so I answered for that ;P
L217[10:09:14] <Raycoms> Does this method
get called regularly or only if a real interaction happened? (Does
chunkload trigger it p.e)
L218[10:09:37] <ghz|afk> look for
usages?
L219[10:09:54] <halvors> ghz|afk: Thanks
:)
L220[10:10:39] <TechnicianLP> What
RecipeBuilder is the javadoc on RegistryEvent.NewRegistry refering
to?
L221[10:10:54] <ScottehBoeh> Is it
possible to get a list of all files the java session is
accessing?
L222[10:11:10] <ScottehBoeh> Say I have a
class constantly reading a text file, is there a way to get a list
that includes that text file?
L223[10:11:30] <TechnicianLP> why do you
need that?
L224[10:12:01] ⇦
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L225[10:12:05] <ScottehBoeh> I'm working
on a cool file management thing for extra textures in my mod
L226[10:13:12] <ghz|afk> ScottehBoeh: are
you on windows?
L227[10:13:18] <ScottehBoeh> Yes
L228[10:13:22] <ScottehBoeh> is there no
Java file stream list?
L229[10:13:25] <ghz|afk> there's a program
called procmon ;P
L231[10:14:09] <ghz|afk> but I suppose you
want to see it FROM the java code
L232[10:14:29] <terraflops> On linux you
can access /proc/self/fd
L233[10:15:05] <terraflops> It will list
the used file descriptors as links to the files that are open
L234[10:15:49] <terraflops> Or you can
just make a helper function called "openFile" that keeps
track of all files that you open; you'll find that in a large
program like Forge, there's plenty of files being opened
L235[10:20:12] ⇦
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L236[10:24:45] <Raycoms> I have the
ItemHandler capability at my tileEntity but I cannot open its
inventory
L237[10:24:49] <Raycoms> as a player
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L239[10:25:51] <Raycoms> Something else I
have to do so that it functions as a chest for the player?
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L241[10:29:13] <Raycoms> brb
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L245[10:48:38] <ScottehBoeh> ima add a
Rope block that works the same was as a water fall :D
L246[10:49:28] <ghz|afk> isn't there a
ropes mod already? ;p
L247[10:49:38] <ScottehBoeh> I'm making
one for my Zombie Apocalypse mod :)
L248[11:03:38] <halvors> ghz|afk: Do you
know of a way to get all the names for all the groups of a .obj
model in code?
L249[11:03:49] <halvors> Or do i have to
manually map it up?
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L251[11:04:52] <OrionOnline> Hello
L252[11:06:45] <ScottehBoeh> hey
Orion
L254[11:08:13] <OrionOnline> Anybody had
this before?
L255[11:09:27] <c64cosmin> o/ just
dropping this stupid, yet do-able, idea, there could be an entity
which is spawned only when there is a internet connection between
the server and the "entity_server", this entity could be
a human controlled mob from across the network, that would be
insane for the players
L256[11:12:50] <ghz|afk> halvors: nope
sorry, I have no idea if that info is available from outside
L257[11:13:27] <ghz|afk> OrionOnline: you
didn't update forgegradle to 2.3
L258[11:13:38] <OrionOnline> ghz ah
:D
L259[11:13:39] <ghz|afk> and now the cache
is messed up and you'll have to manually delete the cache files or
use cleanCache
L260[11:13:44] <OrionOnline> Missed that
up
L261[11:14:14]
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L262[11:14:18] <terraflops> so let's say I
want to make players visible through blocks. On 1.8 (the last
version I developed) I put in a custom RenderPlayer with
glDisable(GL_DEPTH_TEST) before rendering the player and
glEnable(GL_DEPTH_TEST) afterward. Now that does nothing. What do I
do?
L263[11:15:05] <ghz|afk> terraflops: try
doing it in RenderLivingEvent.Pre/.Post
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L265[11:18:16] <terraflops> and that's
with @SubscribeEvent like the others?
L266[11:19:01] <ghz|afk> ofc
L267[11:19:45] <ScottehBoeh> My rope works
:)
L268[11:20:04] <ScottehBoeh> ima get a vid
of it in a min
L269[11:23:05] <halvors> ghz|afk: Also, is
there a texture on the example you sent me? I managed to get my
model to render in the world, but without texture it seems. The
texture is not mincrafts "not found texture" but just
black.
L270[11:28:30] <terraflops> Did
FMLCommonHandler.instance().bus() get merged with
MinecraftForge.EVENT_BUS?
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L272[11:39:55] <OrionOnline> Is their a
way to remove a final from a Class, using an AT?
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L279[12:09:32] <TechnicianLP> ok if i
understood it correctly: every time one connects to a server (even
integrated) all advancements get copied into the advancementlist in
ClientAdvancementManager ... or did i misunderstand that?
L280[12:19:46] <terraflops> OrionOnline --
if it's a static final, it often gets inlined so even if you change
it it may/may not be reflected in the running of the program
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L285[13:05:39] <terraflops> How do I get
the velocity of a server-side entity on the client?
L286[13:05:58] <terraflops> is it
e.posX-e.prevPosX (and all the other components) or is it
lastTickPosX
L287[13:06:04] <terraflops> or
motionX
L288[13:06:30]
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L289[13:09:53] <tterrag> terraflops:
motionXYZ
L290[13:09:58] <tterrag> (three different
variables)
L291[13:10:53] <terraflops> and this works
even if the server does not have the mod installed?
L292[13:11:06] <tterrag> entity veolcity
is entirely clientside
L293[13:11:09] <terraflops> okay
L294[13:11:11] <terraflops> thx
L295[13:14:43]
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L296[13:14:57] <Shambling> dear freaking
lord, they changed youtube's layout to be even more moronically
cell phone like
L297[13:15:10] <Shambling> hrmmm... maybe
html5 got turned back on
L298[13:15:27] <ghz|afk> Shambling:
wat?
L299[13:15:46] <Shambling> the layout, it
just got a ton larger and dumbed down
L300[13:16:07] <Shambling> the watch later
button is huge now :(
L301[13:16:14] <ghz|afk> hmm
L302[13:16:17] <Hubry> you can turn the
new design off I think
L303[13:16:22] <Shambling> feels like I'm
at a kindergarten website for the developmentally challenged
L304[13:16:34] <ghz|afk> maybe you are in
an AB test
L305[13:16:36] <ghz|afk> I mean
L306[13:16:38] ***
mumfrey is now known as Mumfrey
L307[13:16:41] <ghz|afk> I have used the
new design for weeks
L308[13:16:46] <ghz|afk> and I quite like
it
L309[13:16:49] <ghz|afk> but it's not
dumbed down in any way
L310[13:16:53] <ghz|afk> it's just a bit
more "spacey"
L311[13:17:08] <Hubry> I think the new
design is laggier
L312[13:17:08] <Shambling> yeah I don't
need the space, I want it tight and easy to get alot on the
screen
L313[13:17:16] <Shambling> I'm not on a 4k
monito, so I don't need it in VCR mode :(
L315[13:17:37] <Shambling> that looks
good
L316[13:17:45] <Shambling> all of mine
look like they are zoomed about 125%
L317[13:17:49] <Shambling> and I checked
my zoom :P
L318[13:17:51] <ghz|afk> that IS zoomed
in
L319[13:17:55] <Shambling> I'll just clear
my cache and check it again
L320[13:18:05] <ghz|afk> no wait it
isn't
L321[13:18:06] <ghz|afk> hmm
L322[13:18:10] <ghz|afk> I could have
sworn it was
L323[13:18:13] <Shambling> it looks...
windows 10 ified
L324[13:18:19] <ghz|afk> oh well doesn't
matter, I like that font size
L325[13:18:20] <ghz|afk> XD
L326[13:18:23] <Shambling> maybe chrome
updated lol
L327[13:18:30] <ghz|afk> yeah the dark
mode fits perfectly with Edge :P
L328[13:18:36] <ghz|afk> Edge's dark mode,
that is
L329[13:19:28]
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L331[13:20:06] <Shambling> hrmmm clearing
cache fixed it
L332[13:20:10] <Shambling> maybe it was a
fluke
L333[13:20:19] <PaleoCrafter> >
Edge
L334[13:20:22] <ghz|afk> I use edge on the
laptop
L335[13:20:26] <ghz|afk> for youtube
L336[13:20:30] <ghz|afk> it works really
well
L337[13:20:36] <ghz|afk> much lighter than
firefox
L338[13:20:39] <ghz|afk> right now
L339[13:20:43] <ghz|afk> if I were to stop
using firefox
L340[13:20:46] <ghz|afk> I'd switch to
Edge
L341[13:20:48] <PaleoCrafter> wut, Games
Night is its own channel? :O
L342[13:20:54] <ghz|afk> yup
L343[13:20:56] <ghz|afk> for a long
while
L344[13:21:25] <PaleoCrafter> why didn't I
know about this? >.>
L345[13:21:53] <ghz|afk> they have
mentioned it a hundred times on the main channel
L346[13:22:28] <Shambling> games
night?
L347[13:22:39] <ghz|afk> yogscast tabletop
channel
L348[13:22:47] <Shambling> ah
L349[13:22:49] <ghz|afk> they play card
games and such
L350[13:23:10] <Shambling> yeah tabletop
right? not that blizzard and witcher stuff right?
L351[13:23:23] <Shambling> I'm so sick of
that blizzard card game on all the channels, I think its finally
died off
L352[13:23:42] <Shambling> either that or
I unfollowed everyone that had it too often
L353[13:23:44] <ghz|afk> yeah nothing
computer-based on there
L354[13:23:53] <ghz|afk> they have another
one for those
L355[13:30:19] <Shambling> the enderio
github is confusing. It looks like 3 different 1.11 branches
L356[13:30:33] <Shambling> must be so they
can separate out potential bugs from one aspect while working on
another
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L358[13:40:36] <c64cosmin> how do I get a
particular color of the dyes while on onBlockActivated?
L359[13:41:03] <KnightMiner> If you know
its a vanilla dye, EnumDyeColor gives color ints
L360[13:41:14] <KnightMiner> Otherwise ask
for oredict names and try and get meta rom that
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L364[13:53:54] <Drakmyth> Is there a way
to find the loot table resource location used by an entity given
that entities id prior to LootTableLoadEvent firing?
L365[13:54:01] <Drakmyth> I'm trying to
add an item to the loot table of all mobs whose id appears in my
config file
L366[13:54:27] <terraflops> Where's the
javadoc for Forge? I'm looking at mcforge.rtfd.io
L368[13:55:20] <Drakmyth> No
javadocs
L369[13:55:31] <Drakmyth> I think you just
have to look in the code now
L370[13:55:43] <Drakmyth> They stopped
publishing javadocs a while back to my knowledge
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L372[13:58:28] <terraflops> oh okay
L373[13:58:40] <terraflops> So a player's
"position" denotes the position of the middle of the
bounding box?
L374[14:00:11] <LexMobile> Javadocs are
useless in MC code. As they are mapping dependant. So only way you
get anyhting is to look at the javadocs built by your IDE
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L376[14:04:14] <c64cosmin> @KnightMiner
you mean using the Item.getItemById?
L377[14:04:26] <LexMobile> you should
never do that
L378[14:05:21] <c64cosmin> I supose that
function will return wether item is bound to what int, right?
L379[14:05:28] <ghz|afk> c64cosmin: no
that is NOT what he meant
L380[14:06:02] <ghz|afk> all dye items are
the same item
L381[14:06:07] <c64cosmin> I so no way of
using the "data" tag for that and I need to test if the
currently held item is dye_blue
L382[14:06:07] <ghz|afk> with different
metadata values
L383[14:06:48] <LexMobile> The 'data' tag
is exactly what you use. 0-15 Look at EnumDyeColor
L384[14:06:58] <ghz|afk> so like lapis is
minecraft:dye with meta=14 (or something like that)
L385[14:07:13] <ghz|afk> EnumDyeColor
helps you work with those values
L386[14:07:19] <ghz|afk> which is what
knight pointed you at
L387[14:09:06] <c64cosmin> oh...I see what
you mean now...aha...I check if it is Item.DYE and then check for
the metadata...duh!
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L392[14:16:08] <terraflops> Is there a
quick function to approximate the latency of the client-server
connection?
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L394[14:18:44] <ghz|afk> well the tab gui
shows the connection health indicator thing
L395[14:19:03] <ghz|afk> (which is
relative to the latency)
L396[14:19:06] <ghz|afk> so maybe look
there?
L397[14:23:15] <ghz|afk> LOL
L398[14:23:21] <ghz|afk> I just founda bug
in mc 1.11.2
L399[14:23:28] <ghz|afk> (or in forge for
1.11.2, whichever the case)
L400[14:23:42] <ghz|afk> I was testing
some changes to my Inventory Spam mod
L401[14:23:49] <ghz|afk> and I dropped
some things to the ground from the creative menu
L402[14:24:03] <ghz|afk> and the main
inventory slots don't update until I close the gui
L403[14:24:23] <ghz|afk> (the hotbar does,
but the slots that aren't visible while on a creative tab,
don't)
L404[14:24:43] <ghz|afk> I thought it was
my hacky stuff, but I tried with a different dev env, and it also
happens there
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L407[14:38:47] ***
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L408[14:39:07] <KnightMiner> c64cosmin:
no, I mean EnumColor.fromDyeMeta() or something like that
L409[14:39:45] <c64cosmin> thanks a lot, I
worked my way into that, thought that you'd have something like
Items.DYE.getType(...BLUE) or something
L410[14:40:45] <c64cosmin> guys, seems
like getCollisionBoundingBox and getBoundingBox are deprecated,
should I use them? or is there any other better way? (for a
block)
L411[14:42:14] <KnightMiner> Might be thee
blockstate thing again
L412[14:42:37] <KnightMiner> There is no
alternative to override, but if you are calling it you should go
through the blockstate
L413[14:43:08] <BlueMonster> heh, blue is
used quite often in examples
L414[14:44:54] <c64cosmin> @BlueMonster
failed to properly use Google, found no relevant results :(
L415[14:45:17] <terraflops> hmm I get an
InstantiationException when trying to register my event handler for
RenderLivingEvent
L416[14:45:30] <terraflops> Do I need to
listen for RenderLivingEvent.Pre and Post separately?
L417[14:46:29] <ghz|afk> c64cosmin: that
deprecated annotation means "don't call from
outside"
L418[14:47:04] <ghz|afk> it's methods that
exist in IBlockState
L419[14:47:10] ⇦
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())
L420[14:47:17] <ghz|afk> so outside
callers should always use state.whatever isntead of
state.getBlock().wahtever
L421[14:47:32] <ghz|afk> but for internal
use, just slap your own @Deprecated into them
L422[14:47:54] <ghz|afk> terraflops: what
EXACTLY does the exception do?
L423[14:47:56] <ghz|afk> eh say*
L424[14:48:19] <ghz|afk> there we go
L426[14:48:35] <ghz|afk> I'm happy enough
about the mod that I bumped the version to 1.0.0 ;P
L427[14:49:01] <PaleoCrafter> heh, almost
forgot about that logo
L428[14:49:02] <terraflops> It says Error
registering event handler FMLMod:mycrappymod{0.0.0} class
net.minecraftforge.event.RenderLivingEvent
L429[14:49:10] <terraflops> then my method
name (in an internal class)
L430[14:49:18] <terraflops>
java.lang.InstantiationException: null
L431[14:49:30] <terraflops> The internal
class has a default constructor
L432[14:50:02] <terraflops> then the stack
trace
L433[14:50:05] <ghz|afk> dude
L434[14:50:06] <ghz|afk> pastebin
L435[14:50:11] <terraflops> kay
L436[14:50:37] <ghz|afk> PaleoCrafter:
XD
L438[14:55:07] <terraflops> yeah the
formatting is messed up because pasting from PowerShell is
garbage
L439[14:57:06] <Javaschreiber> Eww.
PowerShell.
L440[14:58:01] <Ordinastie> show
code
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L446[15:03:55] <ghz|afk> terraflops:
that's an inner class, not a nested class
L447[15:04:03] <ghz|afk> so it is strongly
bound to the parent class
L448[15:04:13] <ghz|afk> you may want to
add "static" in the class
L449[15:04:23] <ghz|afk> so that it's not
bound to the instance of the parent class
L450[15:04:58] <Ordinastie> shouldn't
matter
L451[15:05:05] <ghz|afk> also
L452[15:05:08] *
TechnicianLP has a feeling theres a resourceleak in firefox
somewhere ... 2.4gb ram usage is a bit high ...
L453[15:05:09] <ghz|afk> why the F do you
have one method with instanceof
L454[15:05:14] <ghz|afk> instead of having
two methods with .Pre and .Post?!
L455[15:05:30] <ghz|afk> jsut subscribe
the other methods!
L456[15:16:53] ⇦
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L457[15:21:31] ***
SatanicSanta is now known as Santa|afk
L458[15:24:55] <terraflops> yeah I
know
L459[15:25:06] <terraflops> I wanted it to
function more as a lambda before those came out
L460[15:25:24] <terraflops> yeah it had to
do with some really old version
L461[15:30:21] ⇦
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L463[15:30:42] <Raycoms> Hey
L464[15:30:59] <Raycoms> I have my
tileEntity with itemHandler capabilities, but I as a player can't
access it, do I have to add something else?
L465[15:33:25] <ghz|afk> uhm
L466[15:33:28] <ghz|afk> if you want a GUI
for it
L467[15:33:37] <ghz|afk> you have to write
a GUI for it
L468[15:33:41] <ghz|afk> its' not
automatically
L469[15:34:46] <Raycoms> Aww, okay thanks
=D
L470[15:35:46]
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L471[15:36:04] <ghz|afk> eh that sentence
came out wrong
L472[15:36:13] <ghz|afk> it's not
automatically / it's not done automatically for you /
wahtever
L473[15:36:18] <ghz|afk> again
L474[15:36:19] <ghz|afk> ¬¬
L475[15:36:21] <ghz|afk> it's not
automatic*
L476[15:36:40]
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L480[15:43:49] <Raycoms> I have only the
ItemHandler, do I need to create an IInventory as well for
display?
L481[15:43:56] <ghz|afk> no
L482[15:44:01] <ghz|afk> the Container can
make use of SlotItemHandler
L483[15:44:13] <ghz|afk> instead of the
vanilla Slot classes
L484[15:44:15] ⇦
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L485[15:44:30] <Raycoms> okay that means I
can't leverage displayGuiChest
L486[15:44:31] <Raycoms> =D
L487[15:44:38] <ghz|afk> nope
L488[15:45:17] <Raycoms> what a pity
L489[15:45:29] <ghz|afk> making GUIs isn't
really that hard
L490[15:45:37]
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L492[15:47:00] <Raycoms> I even have the
GuiHandler already
L493[15:47:13] <Raycoms> as the server gui
element I can return the ItemHandler or do I have to construct
something?
L494[15:47:17] <ghz|afk> and since it's a
chest you can reuse the vanilla texture and ... take inspiration
from the vanilla chest gui
L495[15:47:17] <ghz|afk> ;p
L496[15:47:33] <ghz|afk> the server gui
element would be an instance of a Container class
L497[15:48:21] <Raycoms> Uhh but you said
I wasn't supposed to overwrite container with the block
L498[15:49:10] <ghz|afk> wat?
L499[15:49:32] <ghz|afk> wait
L500[15:49:35] <ghz|afk> you mean
BlockContainer
L501[15:49:38] <ghz|afk> that's completely
unrelated
L502[15:49:50] <Raycoms> Ahh I thought
that's related
L503[15:49:54] <ghz|afk> well
L504[15:49:56] <ghz|afk> once upon a
time
L505[15:50:06] <ghz|afk> the only
TileEntities were containers
L506[15:50:13] <ghz|afk> Chest, Furnace,
...
L507[15:50:29] <ghz|afk> so BlockContainer
meant BlockWithTileentity
L508[15:51:04] <Raycoms> Ahh =D
L509[15:51:07] <ghz|afk> but they didn't
really want to make all the blocks with tileentity extend that
class
L510[15:51:07] <Raycoms> So I also have to
create the container class.
L511[15:51:14] <ghz|afk> so Mojang added
ITileEntityProvider
L512[15:51:21] <ghz|afk> which is a clumsy
implementation
L513[15:51:37] <ghz|afk> so forge added
two methods to Block: hasTileEntity and createTileEntity
L514[15:52:07] <ghz|afk> which wrap
vanilla's "this instanceof ITileEntityProvider" and
"((ITileEntityProvider)this).createNewTileEntity()"
L515[15:52:44] <Raycoms> Sometimes I
wonder how minecraft still works
L516[15:53:00] <ghz|afk> think
differently
L517[15:53:10] <ghz|afk> it's a matter of
"if it works, don't fix it"
L518[15:55:16] <ghz|afk> oh hey
L520[15:55:34] <Raycoms> Okay, and that
container class I have to create how do I define it in the
tileEntity? I mean I did that already, but usually with TileEntity
extends TileEntityLockAble
L521[15:55:44] <ghz|afk> you don't
L522[15:55:51] <ghz|afk> the only things
that care about the Container object
L523[15:56:04] <ghz|afk> are the
GuiHandler and the gui class that should extend GuiContainer
L524[15:57:12] <ghz|afk> as a working
example
L526[15:57:59] <Raycoms> And there is no
default wrapper or similar if I have an inventory which should
follow the chest gui 1:1 ?
L527[15:58:06] <ghz|afk> not that I know
of
L528[15:58:10] <ghz|afk> but making one is
quite easy
L529[15:58:13] <ghz|afk> look at the
link
L530[15:58:19] <ghz|afk> the Container and
the Gui classes
L531[15:58:41] <ghz|afk> ignore these
lines
L533[15:58:51] <ghz|afk> they are a
convoluted way to find the IItemHandler
L534[15:59:32] <ghz|afk> you probably
won't need the "SlotNoAccess", since that's for the
backpack items
L535[15:59:45] <ghz|afk> (to prevent
removing the backpack while the backpack is open)
L536[16:09:13] <c64cosmin> I'm trying to
use Stencils but they don't work, my code is well written 100%
sure, has anyone encountered this?
L537[16:09:54] <capitalthree> if I have a
subclassed EntityItem, will it turn into normal EntityItems on
unload-reload, or disappear?
L538[16:10:03] <c64cosmin> could it be
that Minecraft does not start with a stencil map enabled?
L539[16:11:52] <ghz|afk> c64cosmin: could
be, they probably have no reason to request it
L540[16:15:10] <c64cosmin> I fail to
understand how the End Portal is drawn, that can be easily be
achieved with stencils....or...a shader
L541[16:15:50] <c64cosmin> it seems to be
changing the texture sampling matrix transform :/ :(
L542[16:17:51] <ghz|afk> well
TileEntityEndPortalRenderer woudl have the answers ;P
L543[16:18:27] <ghz|afk> it's basically an
environment map
L544[16:18:41] <ghz|afk> rather than using
normal texturing, it uses environment mapping
L545[16:21:21] <c64cosmin> yes, I forgot
that in the older GL versions you can change the matrix transform
for the sampler
L546[16:21:36] <c64cosmin> I found this
FrameBuffer.enableStencil() though
L547[16:21:40]
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L548[16:21:57] <c64cosmin> anyone have any
idea when that should be executed?
L549[16:22:18]
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L550[16:22:46] *
TechnicianLP2 suspects some broken laws
L552[16:24:48] <capitalthree> so anything
I should do to register a subclass of EntityItem if I'm spawning it
in-world?
L553[16:24:57] <capitalthree> or will it
be covered by EntityItem
L554[16:32:12] <terraflops> wait what's
the way to look up the runtime names of variables so I can use
Reflection?
L555[16:33:20] <Raycoms> ghz do I have to
do anything so that the container doesn't lose my items? I put them
in, close it, reopen it, vanished, somehow
L556[16:33:54] <ghz|afk> hmm
L557[16:34:00] <ghz|afk> that is not waht
should happen
L558[16:34:22]
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L559[16:34:35] <Raycoms> It seems like it
reset the moment I reopen it
L560[16:34:39] <ghz|afk> can you show your
TE, Container, GuiContainer and GuiHandler?
L564[16:36:23] <Raycoms> gui
container
L566[16:37:12] <TechnicianLP2> teraflops:
lookup ReflectionHelper class (and !gf/!gm on irc )
L567[16:37:57] <killjoy> Does
reflectionhelper require mcp names for dev or can them via
csv?
L568[16:38:26] <ghz|afk> you pass a list
of strings
L569[16:38:34] <ghz|afk> usually srg name,
followed by pretty name
L570[16:38:43] <terraflops> Wait
ReflectionHelper maps the readable names to the runtime
names?
L571[16:38:43] <killjoy> Should just be a
srg name
L572[16:38:55] <ghz|afk> no it does not,
you have to give it both
L573[16:38:57] <killjoy> No, but
LiteLoader's Obf class does
L574[16:39:05] <ghz|afk> it would be nice
if it did
L575[16:39:06] <ghz|afk> but it doesn't
;p
L576[16:39:11] <ghz|afk> someone PR that
;P
L577[16:39:13] <killjoy> Sadly
L578[16:39:29] <quadraxis> well there's
ObfuscationReflectionHelper, but I think that does something
else
L579[16:40:08] <terraflops> !gf
RenderManager#entityRenderMap
L580[16:40:13] <terraflops> oops I messed
that up
L581[16:40:42] <terraflops> !gf
playerRenderer
L582[16:41:15] <ghz|afk> quadraxis: it
calls ReflectionHelper
L583[16:41:18] <ghz|afk> it's just a
wrapper for it
L584[16:41:25] <quadraxis> I know
L585[16:41:34] <quadraxis> it remaps some
names
L586[16:41:37] <killjoy> Now that we're on
java 8, we can use the path api, right?
L587[16:41:46] <quadraxis> but I dont
think it maps srg -> mcp
L588[16:41:55] <terraflops> I love
Reflection... I just tossed out the SecurityManager :D
L589[16:42:08] <ghz|afk> Raycoms: the
container class looks sane, so does the guihandler
L590[16:42:23] <killjoy> Because your
security manager didn't prevent you from deleting itself
L591[16:42:25] <ghz|afk> and the gui
class
L592[16:43:34] <ghz|afk> okay found your
issue
L593[16:43:41] <ghz|afk> Raycoms: you ahve
this weird code in oncontentschanged
L594[16:43:47] <ghz|afk> that eventually
calls setBlockState
L595[16:43:57] <ghz|afk> by default
L596[16:44:03] <ghz|afk> setBlockState on
a non-vanilla block with TE
L597[16:44:11] <ghz|afk> is assumed to be
a different block
L598[16:44:16] <Raycoms> Aww
L599[16:44:18] <ghz|afk> and causes the TE
to be recreated from scratch
L600[16:44:28] <ghz|afk> you have to
override shouldRefresh in your TE class
L601[16:44:37] <ghz|afk> and return
oldState.getBlock() != newState.getBlock();
L602[16:44:41] <ghz|afk> instead of the
default implementation
L603[16:44:41] <Raycoms> How can I switch
the state of the block (same block) without switching the
tileEntity
L604[16:44:48] <ghz|afk> I just said it
;p
L605[16:44:50] <Raycoms> Ah
L606[16:44:57] <Raycoms> sorry I was too
slow sending and too fast writing
L607[16:45:23] <Raycoms> Thanks =D
L608[16:46:14] <halvors> ghz|afk: Also, is
there a texture on the example you sent me? I managed to get my
model to render in the world, but without texture it seems. The
texture is not mincrafts "not found texture" but just
black.
L609[16:46:31] <ghz|afk> halvors:
hm?
L610[16:46:36] <halvors> Talking about the
TESR obj model rendering.
L611[16:46:56] <terraflops> !gf
skinMap
L612[16:47:03] <ghz|afk> the texture would
be in the .mtl file
L613[16:47:16] <halvors> Ok, not in
json?
L614[16:48:10] <ghz|afk> yo ucan replace
it in the blockstates json
L615[16:48:23] <ghz|afk> but you aren't
using a blockstates json, are you?
L616[16:48:54] <Raycoms> ghz I also get
Caused by: java.lang.IndexOutOfBoundsException: Index: 58, Size: 46
when changing the player inv
L617[16:49:09] <Raycoms> and unfortunately
If I click on the blocks in the gui they vanish
L618[16:50:26] <terraflops> wait if I
gradlew runClient are the names translated into srg names?
L619[16:50:34] <terraflops> or are they
the readable ones?
L620[16:50:36] <ghz|afk> not that i'm
aware of
L621[16:50:44] <ghz|afk> it just does
basically the same as running from the IDE
L622[16:50:56] <terraflops> okay so that's
my bug...
L623[16:51:18] <ghz|afk> Raycoms: oh I
see
L624[16:51:25] <ghz|afk> the player
inventory has only 3 rows `the hotbar
L625[16:51:30] <ghz|afk> not as many rows
as the chest
L626[16:52:14] <halvors> ghz|afk: Hmm,
neither .json or .mtl seems to work...
L627[16:52:50] <ghz|afk> halvors: well
they work for me
L628[16:52:55] <ghz|afk> maybe your obj
file isn't properly exported?
L629[16:53:00] <ghz|afk> doesit have
texcoords in it?
L631[16:53:07] <terraflops> dumb question:
what's the method that tells you whether you're in a dev
environment or an obfuscated one?
L632[16:55:17] <Raycoms> so the error is
in transferStack? ghz ?
L633[16:55:31] ⇦
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L634[16:57:57] <terraflops> cmon xray mod
work
L635[16:58:06] <ghz|afk> Raycoms: does the
crash happen when you shift-click?
L636[16:58:08] ⇦
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L638[16:58:21] <Raycoms> No it always
appears
L639[16:58:37] <ghz|afk> then no ;P
L640[16:59:04] <Raycoms> Then I don't see
it
L641[16:59:06] <ghz|afk>
transferStackInSlot is for shift-clicking
L642[17:01:10] <terraflops> yass ghz thx
for your help. now my xray mod works :D
L643[17:01:49] <ghz|afk> now I feel
dirty...
L644[17:03:49] <terraflops> lol it also
does alt checking, basic statistics collection, and snowball
aimbot. It's a paintball server "hack"
L645[17:10:46] <Raycoms> I think I found
the problem, client and server inventories are not synched because
I only open it on the client
L646[17:10:47] <Raycoms> ...
L647[17:10:54] ***
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L648[17:13:12]
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L649[17:14:33] ***
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L650[17:19:33] <c64cosmin> encountered a
very weird situation, seems like the TESR can only render solid
color faces, in other words you cannot blend using multiple color
for each quad vertex
L651[17:20:48] <ghz|afk> cna't say I have
tried to assign colors per vertex
L652[17:21:19] <Raycoms> It seems like
shift clicking does not trigger onContentChanged
L653[17:21:20] <Raycoms> -.-
L654[17:21:42] <c64cosmin> seems like the
last color in the quad will determine the quad's color, but it
makes me wonder how the smooth lighting was implemented :/
L655[17:22:11] <halvors> ghz|afk: How do i
check that?
L656[17:22:47] <halvors> ghz|afk: If i
just refer to the model in json it renders correctly with texture,
but statically.
L657[17:23:04] <halvors> So it should also
work when rendering in TESR?
L660[17:23:36] <halvors> Doesn't that look
ok?
L661[17:23:40] <ghz|afk> wait
L662[17:23:47] <ghz|afk>
TextureStitchEvent
L663[17:23:56] <ghz|afk> you have to ask
mc to stitch the textures into the atlas
L664[17:24:10] <ghz|afk> I forgot about
that
L665[17:24:10] <ghz|afk> XD
L667[17:25:10]
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L668[17:26:26] <halvors> ghz|afk: Oh, that
explains a lot :)
L669[17:31:13] ⇦
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L670[17:34:28] <halvors> ghz|afk: Do i
need to register the model in "registerModels()" event
to?
L671[17:34:31] <halvors> too*
L672[17:38:07] <ghz|afk> no
L673[17:38:13] <ghz|afk> that's for
items
L674[17:38:36]
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L675[17:39:43] <Darva> I just tried
running setupdecompworkspace with the Recommended version of the
1.12 MDK, and it's failing at recompileMc, I've done a cleancache
and tried again, i've tried with my local gradle, as well as with
the gradlew wrapper. What else could I be overlooking?
L676[17:39:45] <halvors> Ok :)
L677[17:40:19] <Darva> setupDevWorkspace
does work, but not setupDecompWorkspace.
L679[17:41:55] ⇦
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L680[17:42:21] <ghz|afk> Darva: when you
say it fails
L681[17:42:26] <ghz|afk> can you provide
logs of HOW it fails?
L682[17:42:44] <ghz|afk> killjoy:
heh
L683[17:42:50] <halvors> ghz|afk: When
registering the texture as you said, the model is not black. With
not default texture, is the rendering messed up and the texture
actually there?
L684[17:42:54] <halvors> hmm.
L685[17:43:36] <ghz|afk> could be
L686[17:43:42] <ghz|afk> your gl settings
may be wrong
L687[17:43:55] <ghz|afk> or maybe you are
passing "0" as the color multiplier
L688[17:44:34] <Darva> rerunning it with
--info and piped to a file, i'll toss it on pastebin when it's
done.
L689[17:45:08] <ghz|afk> if it's failing
due to blahblah failed to apply hunk blah blah
L690[17:45:18] <ghz|afk> it means you
forgot to change forgegradle:2.2-snapshot to 2.3
L691[17:45:38] <Darva> I've got
2.3-snapshot, which is how it came in the MDK. Should it be 2.3,
instead of 2.3-snapshot?
L692[17:45:45] <ghz|afk> nono
L693[17:45:47] <ghz|afk>
2.3-snapshot
L694[17:45:47] ⇦
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L695[17:45:55] <Darva> It's failing with a
bunch of javac compile errors, i know that much.
L696[17:45:57] <ghz|afk> but people who
updated from an old version often make the mistake
L697[17:46:18] <Darva> I'm already past
that point, heh, i unzipped the MDK into a brand new directory, to
isolate it from problems like that.
L698[17:46:24] <quadraxis> I'd suspect an
issue with the mappings version used
L700[17:48:10] <Darva> The issue was
happening with the supplied mappings. I tried updating them to
"snapshot_20170702" on advice from a developer Discord
room, but the same issue persisted.
L701[17:48:41] <ghz|afk> can you pastebin
your build.gradle too?
L702[17:48:48] <ghz|afk> or is it strictly
default from the MDK?
L703[17:48:48] <Darva> Ya. one sec.
L704[17:49:04] <halvors> ghz|afk: Only
using the render function not render(Color)
L705[17:49:06] <Darva> The only change
from default is the updated mappings.
L706[17:49:56] <quadraxis> try updating
jdk??
L707[17:50:39] <Darva> Ok, gimmie a
few.
L708[18:02:12] <ghz|afk> welp time to
sleep, night ppl
L709[18:02:13] *
ghz|afk poofs
L710[18:02:45] <Darva> still failing with
131 version of java... About to check if it's the same
reason.
L711[18:02:58] <c64cosmin> today is monday
:(
L712[18:04:48] ⇦
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L713[18:05:16] <Darva> Yup, same exact
error. I did cleancache before trying to build it after updating
java.
L714[18:06:57] <Darva> Ack, wait, it still
built with the old java version.. what the heck.
L715[18:08:53] <halvors> ghz|afk: Good
night :)
L716[18:10:14]
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L717[18:12:27] <c64cosmin> o/
L718[18:15:00] <Darva> Yup, it was the jdk
version. *grumbles*
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L720[18:34:17] <killjoy> ghz|afk, how
should I merge that pretty name into ReflectionHelper
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L725[18:40:28] <halvors> I have a TESR
rendering a .obj model, but somehow the texture is transparent,
also the block becomes invisible.
L726[18:40:36] <halvors> Any ideas why
that might be?
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L729[18:50:38] <c64cosmin> what kind of
rendering you do in the TE?
L730[18:51:29] <c64cosmin> return
EnumBlockRenderType.ENTITYBLOCK_ANIMATED; ?
L731[18:51:41] <c64cosmin> inside the
public EnumBlockRenderType getRenderType(IBlockState state)
function?
L732[18:51:54] <c64cosmin> this is in the
Block not in TE
L733[18:52:10] <c64cosmin> @halvors
L734[18:53:49] <halvors> Oh, no it return
model
L735[18:54:16] <halvors> Also default.
Maybe that is the problem?
L736[18:54:18] <halvors> Will check.
L737[18:55:56] <c64cosmin> is it still the
proper texture displayed?
L738[18:56:49] <halvors> What do you
mean?
L739[18:57:51] <halvors> c64cosmin: If i
renders the obj with json instead (static render) the texture works
fine.
L740[19:01:46] <halvors> c64cosmin: Its
just turns invisible when it finds the texture i think, when it
doesn't the texture is "minecrafts not found
texture".
L741[19:02:07] <halvors> Even if i set the
EnumBlockRenderType.ENTITYBLOCK_ANIMATED
L742[19:02:43] <Raycoms> bye folks
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L747[19:32:58] <cjm721> what was that test
mod that shows you the texture sheet?
L749[19:34:23] <cjm721> tyty
L750[19:47:26] <c64cosmin> @halvors that
is strange, though you might not have a texture bound, but that is
not the case, give a look in the MC code, some Entities, sorry
couldn't help :(
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L752[20:03:16] <halvors> Thanks for trying
:)
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L754[20:21:05] <Raycoms> How do I store an
IItemhandler to nbt?
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L756[20:26:29] <Raycoms> Is there a good
way besides storing every single slot manually?
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L767[21:01:46] <Raycoms> o&
L768[21:01:49] <Raycoms> o/
L769[21:02:40] <Raycoms> Is there an easy
way to store an IItemhandler to nbt
L770[21:03:09] <Raycoms> private final
IItemHandlerModifiable inventory = new ItemStackHandler(27)
L771[21:03:13] <Raycoms> like a simple
one
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L773[21:03:22] <Raycoms> or must I store
every single stack to nbt?
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L782[21:26:16] <capitalthree> I notice
getMobilityFlag and getMaterial are both deprecated on Block.
Should I avoid using them? What's the best way to see a block's
mobility flag?
L783[21:26:32] <capitalthree> (in
1.11.2)
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L785[21:32:26] <mezz> feel free to use
deprecated block methods if you see no alternative, they are marked
as deprecated by mojang because they are going away in favor of
blockstate methods
L786[21:33:14] <capitalthree> fair enough.
it's very strange to mark stuff deprecated before the recommended
alternative is actually available, that's why I was asking
L787[21:33:20] <mezz> agreed
L788[21:33:27] <capitalthree> but yeah I
assume it's not going to disappear within a minecraft version, and
porting is porting anyways, so I'll use 'em
L789[21:33:30] <capitalthree>
thanks!
L790[21:33:34] <mezz> no problem
L791[21:41:48] <tterrag> they are marked
deprecated because they are not directly called anymore
L792[21:41:58] <tterrag> it is perfectly
fine to override deprecated methods, just not to *call* deprecated
methods
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L795[21:48:48] <darkevilmac> I had asked
yesterday but I think I asked at a poor time. What would be the
best way for me to rendera texture over top my block, I need to
render an indicator for whenever my block does something but I'm
not sure what the best way to go about it would be.
L796[21:49:44] <capitalthree> tterrag: but
calling them is what I need!
L797[21:49:49] <tterrag> don't
L798[21:49:54] <tterrag> use the state
version
L799[21:50:06] <capitalthree> ok then
that's why I asked
L800[21:50:10] <tterrag> darkevilmac: er,
just make a different model?
L801[21:50:10] <capitalthree> I wanted to
know what to do instead
L802[21:50:11] <capitalthree> thanks
:D
L803[21:52:32] <darkevilmac> tterrag, I
need to render over the block, an overlay.
L804[21:53:16] <darkevilmac> And I'm using
a TESR for this as the amount of updates that using blockstates
would cause is... undesirable.
L805[21:57:07] <capitalthree> ok yep,
BlockState has a mobilityFlag that's not deprecated
L806[21:59:41] <capitalthree> so there are
4 mobility states, normal, destroy, block, ignore
L807[21:59:46] <capitalthree> the first 3
are obvious. anyone know what ignore is?
L808[22:01:40] <mezz> the only thing with
EnumPushReaction.IGNORE seems to be EntityAreaEffectCloud
L809[22:02:02] <capitalthree> there's a
block for area effect cloud?
L810[22:02:16] <capitalthree> hmm maybe
ignore means it can displace into
L811[22:02:25] <mezz> apparently, it's
news to me too. maybe it's dragon's breath? needs
investigation
L812[22:03:06] <capitalthree> OH I
see
L813[22:03:06] <mezz> hm even creepers
create it when they die. must be a new 1.12 thing
L814[22:03:10] <capitalthree> it's not a
block, it's an entity
L815[22:03:22] <capitalthree> it's used in
the entity pushing code
L816[22:03:29] <capitalthree> so I am
assuming blocks won't return that flag
L817[22:06:26] <mezz> you never know with
modded
L818[22:06:27] <capitalthree> so I'll let
blocks with pushreaction NORMAL or BLOCK piston other blocks when
placing.
L819[22:06:43] <capitalthree> yeah I went
ahead and just decided that on the off chance something returns
IGNORE, I won't let it piston
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L822[22:25:14] <halvors> Is there any good
documentation on how to register fluids in 1.10.2 and texture
them?
L823[22:47:11] <tterrag> darkevilmac: and
why can't a model do that?
L824[22:47:23] <tterrag> can you explain
more what you're trying to do?
L825[22:47:46] <darkevilmac> I don't know
exactly how I can make it more clear. I'm trying to overlay a
texture on top of an existing model.
L826[22:47:59] <tterrag> yes. and my
question is why can't that overlay be part of the model
L827[22:48:10] <tterrag> what exactly is
preventing that?
L828[22:51:24] <darkevilmac> The model is
from the block, the overlay is being done via a TESR. The block
model doesn't have any indicator on it, I'm doing that through the
TESR, as the amount of times the indicator changes per second would
mean causing absurd amounts of block updates that just aren't
needed.
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L831[22:59:57] <primetoxinz> what's the
correct way to give an entity a gui? IGuiHandler doesn't work to
well, as there is no way to get information about the entity
L832[23:00:15] <primetoxinz> too*
L833[23:00:48] <darkevilmac> primetoxinz,
there's a player a world and a position, what information do you
need?
L834[23:00:56] <primetoxinz> the entity
itself
L835[23:01:18] <primetoxinz> that was
interacted, essentially like a villager
L836[23:01:41] <primetoxinz> I could
probably encode the info into the gui ID... not preferable
L837[23:01:42] <tterrag> use the id
L838[23:01:58] <darkevilmac> That's what
the id is for.
L839[23:01:58] <tterrag> pass it as one of
the integer data parameters
L840[23:02:03] <tterrag> no, not the GUI
ID
L841[23:02:08] <tterrag> the specific
entity ID
L842[23:02:10] <darkevilmac> Oh the entity
id.
L843[23:02:15] <primetoxinz> oh,
true
L844[23:02:31] <primetoxinz> that'll work
prefectly
L845[23:03:13] <tterrag> darkevilmac: I
guess you would just use the tessellator and draw it
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