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L7[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170727 mappings to Forge Maven.
L8[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170727-1.12.zip
(mappings = "snapshot_20170727" in build.gradle).
L9[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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L36[06:59:49] <TechnicianLP> what are those
stacktraces? (the first two elements seem to be missing the
method-name)
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L42[07:54:02] <gigaherz|work> HAHAHA
L44[07:54:22] <gigaherz|work> \o/
L45[07:54:23] <gigaherz|work> \o/
L46[07:54:23] <gigaherz|work> \o/
L48[07:54:32] <gigaherz|work> block IDs are
officially gone
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L50[07:56:56] <PaleoCrafter> lol
L51[07:58:25] <PaleoCrafter> I fear that
"blocks being split up" will incur a lot of code bloat
>.>
L52[08:01:24] <kashike> gigaherz|work:
yay
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L55[08:08:26] <Javaschreiber> woot
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L57[08:10:17] <gigaherz|work> oh and
btw
L59[08:10:22] <gigaherz|work> 1.12.1
snapshot
L60[08:10:24] <gigaherz|work> next
week
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L64[08:44:44] <PaleoCrafter> he should show
the error messages a little longer <.<
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L66[08:48:39] <howtonotwin> TIL if you fuck
up your biome enough the grass becomes purple
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L88[11:03:47] <LexMobile> 05:54
<gigaherz|work> block IDs are officially gone ---- Lies
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L91[11:07:19] <tterrag> lex: from the looks
of that tweet it seems they've finally actually moved to chunk
pallettes
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L93[11:07:40] <Zidane> nono, they just
store it all as strings
L94[11:08:02] <tterrag> he specifically
said that wasnt true :P
L96[11:09:07] <howtonotwin> I wonder if
that means that a block with only one state will take up one ID
instead of taking 16 like it would now
L97[11:10:46] <LexMobile> maybe but ids
still excist
L98[11:11:05] <LexMobile> And I will only
beleive this shit is happeneing when the code is released in a
official full release.
L99[11:11:12] <LexMobile> Because this
shits been worked on for years
L100[11:13:03] <LexMobile> They already
have the ability to make a per-chunk pallet they just don't save
that to the chunk itself. And yes, if they did it correctly 1 state
== 1 id on disc/network. Would remove the 16 limit/min.
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L102[11:16:58] <PaleoCrafter> Lex, is the
signature for a mod stored anywhere? Might be worth displaying that
instead/in addition to the MD5 checksum?
L103[11:17:11] <LexMobile> Its already
displayed
L104[11:17:50] <PaleoCrafter> oh, okay,
lol
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L133[13:28:44] <Dark> is the chunk already
created and added to the world before world generators are
run?
L134[13:31:22] <ghz|afk> you shouldn't
care
L135[13:31:38] <ghz|afk> when decorating,
you are given a 32x32 area to work with
L136[13:32:00] <Dark> trying to figure out
why I'm getting an error saying I'm creating new chunks
L137[13:32:06] <Dark> from my ore
generator
L138[13:32:09] <ghz|afk> well
L139[13:32:15] <ghz|afk> show the
code?
L140[13:32:18] <ghz|afk> basically
L141[13:32:37] <ghz|afk> you should
generate things in xz+8
L142[13:33:04] <ghz|afk> but if you use
the vanilla ore generator helper, you don't need that
L144[13:34:36] <ghz|afk> ah you don't use
WorldGenMinable?
L145[13:34:49] <Dark> tbh not sure what
that is
L146[13:34:57] <ghz|afk> it's a class in
vanilla mc
L147[13:35:02] <ghz|afk> that does all the
ore veins
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L149[13:35:21] <Dark> ya this is custom,
it uses a pathfinder and is rather old
L150[13:35:28] <ghz|afk> well then
L151[13:35:46] <ghz|afk> youre generation
should be strictly limited to chunkorigin + [0..31]
L152[13:35:58] <ghz|afk> if you go <
chunk origin, or > chunkorigin+31
L153[13:36:02] <ghz|afk> you'll cause a
new chunk to generate
L154[13:36:04] <Dark> though chunks were
16x16?
L155[13:36:08] <ghz|afk> they are
L156[13:36:19] <ghz|afk> but minecraft
makes sure that there's a 2x2 area available for generation
L158[13:36:30] <ghz|afk> and you are
supposed to choose random start positions in the middle 16x16
square
L159[13:36:35] <ghz|afk> which gives you 8
blocks margin
L160[13:36:36] <Dark> well it should limit
to one chunk from what I can tell
L162[13:37:03] <Dark> it uses the chunk
position for a check
L163[13:37:04] <ghz|afk> well that message
means it's managing to get out of the 2x2 area
L164[13:37:07] <ghz|afk> (32x32)
L165[13:37:30] <ghz|afk> why's it so
custom?
L166[13:37:37] <ghz|afk> should it not
generate like a normal vanilla vein?
L167[13:37:48] <Dark> with configs it can
generate rather large viens
L168[13:38:05] <Dark> plus I wanted to toy
with the concept
L169[13:38:10] <ghz|afk> okay
L170[13:38:15] <ghz|afk> well
L171[13:38:30] <ghz|afk> try to put debug
logs on each x,z you generate in
L172[13:38:34] <ghz|afk> see if any of
them are out of range
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L177[14:01:19] <Dark> I think its fixed,
issue seems to have been the randomizer creating positions outside
of the chunk
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L184[14:24:09] <Dark> eh its not that bad,
someone added his face to one of my missiles a while back (wish I
kept the screenshot)
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L186[14:26:02] <killjoy> We've also got
his face on a bunch of maps
L187[14:26:24] <killjoy> I'd like to think
we sinlehandedly got him elected
L188[14:26:32] <Dark> lol
L189[14:26:49] <gigaherz> your server has
been trumped?
L190[14:27:25] <killjoy> Trump isn't a
president
L191[14:27:27] <killjoy> He's a meme
L192[14:27:38] <Lord_Ralex> he's a
troll
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L194[14:28:33] <gigaherz> the image of him
I get from the news here: he's a compulsive liar sitting in the
president's chair, doing whatever the fuck he pleases all day while
others have to go around cleaning up his messes, but often failing
to do so and shaming themselves even further
L195[14:28:57] <killjoy> He's also having
an affair with Putin
L196[14:28:57] <Lord_Ralex> you're image
isn't wrong
L197[14:29:01] <Lord_Ralex> your*
L198[14:29:09] <Lord_Ralex> i'm tired, i
need more coffee
L199[14:29:15] <ScottehBoeh> Hey, does
anyone know a good API/Library that can let me fetch a players
Username from their UUID?
L200[14:29:21] <killjoy> Yes.
L201[14:29:24] <ScottehBoeh> This isn't
through a Mod
L202[14:29:25] <killjoy> It's called
authlib
L203[14:29:27] <gigaherz> doesn't mc have
that?
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L205[14:29:45] <ScottehBoeh> Oh
damn..
L206[14:29:51] <ScottehBoeh> I'll check
that out now
L207[14:29:59] <killjoy> There's also a
web api if you want to do it manually
L209[14:30:20] <ScottehBoeh> Nah its all
automated
L211[14:31:08] <gigaherz> however note
this is NOT oauth, yo ucan't use that api to verify if they are
logged in or anything like that
L212[14:31:41] <ScottehBoeh> I understand
that. Its just for fetching usernames/uuids etc
L213[14:33:53] <raoulvdberge> !gm
func_180656_a
L214[14:33:54] <PaleoCrafter> is it just
me or has the rate of people using the issue tracker for basic tech
support increased as of late?
L215[14:34:50] <ScottehBoeh> Any known
documentation on Authlib?
L216[14:34:54] <PaleoCrafter> ScottehBoeh,
is this from within MC?
L217[14:34:56] <ScottehBoeh> Actually let
me google that for myself
L218[14:35:12] <ScottehBoeh> No this is
for a Management Server. I'm using Kryonet for the first time so
I'm experimenting with a little TDM thing
L219[14:35:19] <PaleoCrafter> ah,
okay
L220[14:35:29] <killjoy> reverse-engineer
how mc does it
L221[14:35:38] <ScottehBoeh> Alrighty,
I'll look into that now
L222[14:39:13]
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L227[14:51:57] <ScottehBoeh> I'm such an
idiot
L228[14:52:03] <ScottehBoeh> I wouldn't
need to get the username, if I can just do that Clientside
L229[14:52:13] <ScottehBoeh> and I have
the uuid anyways. All sorted
L230[15:17:47] <LexMobile> Paleo, you're
dumb :/
L231[15:18:08] <PaleoCrafter> yah, sorry,
didn't expect it to be a debug-level output, makes sense though, I
suppose :P
L232[15:18:43] <LexMobile>
"signature" search found it right away
L233[15:19:22] <gigaherz> [21:33]
(+PaleoCrafter): is it just me or has the rate of people using the
issue tracker for basic tech support increased as of late?
L234[15:19:29] <gigaherz> I see it as a
failure of logic for people
L235[15:19:37] <gigaherz> they learn of a
place where you can report bugs
L236[15:19:48] <gigaherz> but think of it
as "a place where you can get help for your
problems"
L237[15:19:57] <gigaherz> and don't
distinguish between game bugs, and user error
L238[15:20:10] <PaleoCrafter> I (wrongly)
assumed that it all would revolve around
FMLFingerprintViolationEvent and just looked at its usages and the
surrounding code xD
L239[15:20:24] <PaleoCrafter> I've never
noticed that section in the log files, either, though xD
L240[15:21:31]
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L241[15:22:19] <PaleoCrafter> Maybe it's
worth adding the signature to the crashes as well, though? Could
help a lot with people who are too stupid to post the entire log
right away :D
L242[15:23:59] ***
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L243[15:24:09] <Ordinastie> oh, I've just
seen, you fixed the overrides
L244[15:24:18] <PaleoCrafter> partially,
yes :P
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L251[15:32:52] <halvors> How can i render
particles like the old EntitySmokeFX class in 1.7?
L252[15:32:57] <halvors> With a custom
color.
L253[15:33:39] <PaleoCrafter> uhm... that
ParticleSmokeNormal still let's you apply a colour?
L254[15:33:49] <lashtear> PaleoCrafter, is
it supposed to be LATIN SMALL LETTER O WITH DIAERESIS ?
L255[15:34:01] <PaleoCrafter> Rösch, yes
:P
L256[15:34:09] <lashtear> well, they may
have got it right
L257[15:34:36] <lashtear> if I interpret
your image as showing you rendering the bytes interpretted as
latin-1...
L258[15:34:43] <PaleoCrafter> They're
using the wrong encoding for the email, I presume
L259[15:35:05] <lashtear> then
re-interpretting those bytes (C3 B6) as utf8, they encode codepoint
F6 ... which is what you wanted
L260[15:35:07] <lashtear> so yeah
L261[15:35:21] <lashtear> or more likely
they didn't specify one and everyone uses different defaults
L262[15:35:32] <PaleoCrafter> mebbe, just
found it funny xD
L263[15:35:54] <PaleoCrafter> considering
it's a German uni, one would expect them to come across this issue
themselves from time to time
L264[15:36:42] <lashtear> alternatively
you sent it to them in utf8, and they interpretted (and resent-as)
latin-1
L265[15:37:01] <lashtear> Any sufficiently
advanced incompetence is indistinguishable from malice.
L266[15:37:07] <PaleoCrafter> lol
L267[15:37:21] <TechnicianLP> the funnier
thing is they now want to introduce a uppercase variant of
"ß" - but most keyboards don't have a button for it (if
you hold shift on "ß" you get "?")
L268[15:37:42] <lashtear> well, easy
enough to handle that with an input method
L269[15:37:59] <lashtear> I mean really,
German has it stupid-easy compared to asian ideographics,
etc.
L270[15:38:00] <gigaherz> jsut because a
keyboard doesn't label it
L271[15:38:09] <gigaherz> doesn't mean you
can't expand the keyboard mapping to include it
L272[15:38:14] <lashtear> exactly.
L273[15:38:22] <PaleoCrafter> there has
been an uppercase variant of ß for ages, it just wasn't standard
practice to use it :P
L274[15:38:42] <gigaherz> example, in
windows, on the spanish keymap, the keyboard has two ways to type
€
L275[15:38:49] <gigaherz> altgr+E, and
altgr+5
L276[15:38:51] <gigaherz> both work
L277[15:38:55] <gigaherz> only one is
labeled
L278[15:39:07] <gigaherz> ugh
L279[15:39:11] <gigaherz> stupid Dark and
Light
L280[15:39:16] <TechnicianLP>
"½" nice € sign ...
L281[15:39:18] <gigaherz> one out of 3
times I run it
L282[15:39:23] <gigaherz> it overloads the
graphics driver
L283[15:40:01] <gigaherz> 100% vram
usage
L284[15:40:06] <gigaherz> and I have a
1070 -- 6gb vram
L285[15:40:34] <lashtear> I poked at
it
L286[15:40:37] <gigaherz> at least the
driver survived this time and I was able to access the menu and
exit, at 1fps
L287[15:40:46] <lashtear> ...there's
really no excuse for performance that bad on anything ~_~
L288[15:41:53] <gigaherz> it's normally
ok
L289[15:41:56] <gigaherz> like I restarted
the game
L290[15:42:00] <gigaherz> it now uses 4gb
vram
L291[15:42:07] <gigaherz> but every now
and then, it glitches out and uses WAY too much
L292[15:42:19] <gigaherz> other people
experience that as loading freezes
L293[15:42:24] <gigaherz> I get ingame,
but < 1fps
L294[15:45:53] <gigaherz> oh come on
L295[15:45:57] <TechnicianLP> ok - lets
say i want a model loaded an baked to be used in a fasttesr, what
is the best way to accomplish that? (preferably somewhat automatic
- or do i have to do something like get and bake manually in
ModelBakeEvent?)
L296[15:45:57] <gigaherz> the horse
disappeared... AGAIN
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L298[15:46:13] <gigaherz> welp, it's early
access... bugs are to be expected -_-
L299[15:46:30] <gigaherz> TechnicianLP: no
need for modelbakeevent
L300[15:46:47] <gigaherz> you do however
need to request the textures to be loaded in
TextureStitchEvent
L301[15:47:45] <gigaherz> I use this
helper class I wrote for all my custom rendering needs:
L303[15:48:20] <halvors> Do not forget
adding the textrures to the .mtl file.
L304[15:48:25] <gigaherz> I never added
FastTESR support
L305[15:48:26] <gigaherz> but
L307[15:48:43] <gigaherz> that render
function shows how to add to a given buffer
L308[15:49:05] <gigaherz> so you can do
the loop and addVertexData to the buffer provided to you
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L310[15:54:16] <TechnicianLP> so there is
no way to me to just tell the modelloader "hey i need this
model please"? (getting it back from the loader would be
stupid anyways ...)
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L312[15:57:23] <halvors> PaleoCrafter:
ParticleSmokeNormal seems to ignore the color parameter.
L313[15:57:54] <PaleoCrafter> oh,
interesting, it's only greyscale by default
L314[15:58:07] <PaleoCrafter> well, you
can override particleRed/Green/Blue manually
L315[15:58:48] <halvors> You mean adding a
new particle?
L316[15:58:57] <PaleoCrafter> Not
necessarily
L317[15:59:16] <howtonotwin> TechnicianLP,
create dummy blockstate file that depends on the models you
need
L318[15:59:37] <halvors> I'm trying to
spawn it using: world.spawnParticle(EnumParticleTypes.SMOKE_NORMAL,
args...);
L319[15:59:46] <halvors> howtonotwin: To
what end?
L320[15:59:55] <howtonotwin> The model
system marks any model a block or item needs as roots, and then
loads every model/texture dependency
L321[16:00:34] <howtonotwin> So if you
have a TESR, you can set the block to ignore the model and use the
TESR, but the model system will still load the blockstate and
deps
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L323[16:01:50] <halvors> howtonotwin: In
my experience i have to specify the texture in the .mtl file in
order to have it loaded.
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L325[16:02:22] <howtonotwin> Something
needs to depend on a texture to load it
L326[16:02:38] <howtonotwin> If you stick
it in an mtl then it's the obj model that depends on it
L327[16:02:57] <howtonotwin> If you have a
vanilla JSON model that uses it, it depends on it
L328[16:03:06] <howtonotwin> etc.
L329[16:03:44] <halvors> hopwtonotwin: Ah.
So the model needs to be a vanilla json model? Not the obj model
itself?
L330[16:04:13] <howtonotwin> no
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L333[16:04:36] <TechnicianLP> where did i
say anything about obj?
L334[16:04:45] <halvors> Oh, B3B?
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L336[16:04:59] <howtonotwin> he's doing a
tesr ?
L337[16:05:10] <halvors> Nevermind then
:)
L338[16:05:50] <halvors> PaleoCrafter: How
do you suggest i set the color of the ParticleSmokeNormal without
overriding it?
L339[16:06:06] <PaleoCrafter> send a
custom packet or only spawn it on the client
L340[16:06:15] <PaleoCrafter> then you can
directly add an instance to the effects renderer
L341[16:08:04] <halvors> Ah ok :)
L342[16:08:50] <Xilef11> What would be a
good way to create recipes (itemX9 <=> block) for
automatically generated items in 1.12? a custom IRecipe?
L343[16:11:53] <halvors> Is there a way to
spawn custom particles?
L344[16:12:23] <LexMobile> problem with
the crash report is sticking TO much in there.
L345[16:12:40] <LexMobile> Usually it
doesn't matter, so a 'Just give me the damn log!' would be the way
to go
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L354[16:20:49] <halvors> PaleoCrafter:
Thanks, got it working now. Actually only need it on the client
side as its rendered statically for a block in randomDisplayTick()
:)
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L357[16:26:55] <LexMobile> Paleo:
https://github.com/MinecraftForge/MinecraftForge/pull/4244
No, I have a ultra wide monitor and I can barely fit that on my
screen. I've explicitly decided NOT to show this stuff in the crash
log becuase honestly you'll need the FULL FML log for anything
important, and that's in there already
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L360[16:28:43] <PaleoCrafter> Yeah, I
suppose that's true, should I close it or leave it open for shits
and giggles? :P
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L363[16:34:19] ***
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L375[17:15:29] <halvors> Its a block with
different types, each of the blockstates loads an OBJ model.
L376[17:15:46]
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L377[17:15:55] <halvors> But somehow the
texture is ignored, isn't this json file valid?
L378[17:16:36] <halvors> I'm rendering the
block in world with a TESR.
L379[17:16:50] <howtonotwin> The json is
valid, but does the name "None" match the mtl?
L380[17:17:01] <halvors> The texture
defined in json is not available in
"TextureMap.LOCATION_BLOCKS_TEXTURE"
L381[17:17:02] <halvors> Yeah.
L383[17:18:02] <howtonotwin> Anything
funky in the logs?
L384[17:18:25] <halvors> Another strange
thin is that it sets the particle texture for the block, but only
when the block is facing north when breaking.
L385[17:18:35] <gigaherz> it's not
"None"
L386[17:18:41] <gigaherz> you have to
write "#None" in the json
L387[17:18:44] <gigaherz> it's a stupid
bug
L388[17:18:53] <gigaherz> but it has been
there since the beginning of the OBJ loader
L389[17:18:55] <howtonotwin> wat
L390[17:18:56] <gigaherz> and no one fixed
it
L392[17:19:00] <howtonotwin> It's #None in
the json
L393[17:19:01] <halvors> But should
matter?
L394[17:19:06] <gigaherz> in the
blockstates json
L395[17:19:08] <gigaherz> you have to
write
L396[17:19:11] <gigaherz>
"textures": {
L397[17:19:17] <gigaherz>
"#None": "something"
L398[17:19:17] <gigaherz> }
L399[17:19:21] <gigaherz> with the #
L400[17:19:38] <halvors> I have the
#
L401[17:19:39] <gigaherz> oh wait
L402[17:19:41] <gigaherz> it is hmm
L403[17:19:46] <gigaherz> that was my only
idea then
L404[17:20:19] <halvors> If i put this in
the json: "map_Kd
quantum:models/chemical_extractor"
L405[17:20:35] <halvors> The texture
works. But still only particle texture for when block is facing
north.
L406[17:20:40] <gigaherz> hmmm
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L409[17:20:43] <halvors> But i want
textures to be defined in json.
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L411[17:20:47] <gigaherz> wait
L412[17:20:47] <gigaherz> wait
L413[17:20:49] <gigaherz> particle?
L414[17:21:02] <gigaherz> that's a whole
other story
L415[17:21:21] <gigaherz> you use
"particle" in the json for that
L416[17:21:30] <halvors> Oh.
L417[17:21:45] <halvors> But anyway the
block texture is missing when defining like that in json.
L418[17:22:13] <gigaherz> hmm
L419[17:22:17] <gigaherz> waht if you put
both?
L420[17:22:22] <gigaherz> map_Kd in the
mtl
L421[17:22:25] <gigaherz> but also in the
json?
L422[17:22:26] <howtonotwin> What if you
stick a map_Kd texture in the mil?
L423[17:22:30] <howtonotwin> *mtl
L424[17:22:32] <howtonotwin> Oh lol
L425[17:22:40] <gigaherz> all my models
have both
L426[17:22:43] <gigaherz> and they
work
L427[17:22:46] <gigaherz> so maybe that's
why ;P
L428[17:22:48] <howtonotwin> Same in
Botania
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L432[17:23:35] <gigaherz> (I have one
shared .mtl file for multiple .obj models)
L433[17:24:28] <halvors> Hmm. Seems like
there might be a bug causing texture defined in json to be ignored
then...
L434[17:24:45] <gigaherz> it works fine
for me
L435[17:24:45] <halvors> But setting
particle texture in json is also ignored.
L436[17:24:52] <gigaherz> particle is a
separate issue
L437[17:24:56] <gigaherz> go one at a time
;P
L438[17:25:23] <halvors> gigaherz: Setting
texture in .mtl works for me as well, but i wanted to have it
defined in json.
L439[17:25:34] <halvors> Particle doesn't
work at all.
L440[17:26:18] <gigaherz> yes but
L442[17:26:21] <gigaherz> this json
L443[17:26:23] <gigaherz> it works for
me
L444[17:26:31] <gigaherz> it changes
texture depending on the gem
L445[17:26:44]
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L446[17:26:46] <gigaherz> so I don't know
why it isn't working for you
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L450[17:30:34] <ricket> is there a way to
enable logging for when chunks are loaded/unloaded and by which
mod?
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L453[17:36:17] <gigaherz> night ppl, gotta
sleep
L454[17:36:19] ***
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L456[17:36:22] *
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L467[17:55:16] <halvors> gigaherz: Didn't
you specify the texture in .mtl as well?
L468[18:03:23] <howtonotwin> So what's
happening is that the OBJ loader apparently doesn't know what to do
when the mtl doesn't contain a 'map_Kd'
L469[18:03:30] <howtonotwin> You can't get
around that
L470[18:04:00] <howtonotwin> Therefore you
must a) have a map_Kd line or b) figure out how to fix the
loader
L471[18:04:35] <howtonotwin> You can still
use a json to override the default in the mtl
L472[18:04:38] <howtonotwin> halvors,
^
L473[18:08:17] <halvors> Ah ok.
L474[18:08:19] <halvors> Thanks.
L475[18:08:25] <halvors> But what about
the particle texture?
L476[18:08:36] <halvors> How do i set that
then?
L477[18:09:48] <howtonotwin> I'm not sure
how OBJ models do particles
L478[18:09:50] <howtonotwin> I'll
check
L479[18:10:17] <halvors> Models loaded
with json works just fine.
L480[18:10:23] <halvors> Also the
particles.
L481[18:10:34] <halvors> Problem is the
TESR rendered OBJ model.
L482[18:11:42] <halvors> Btw json loaded
json models can have the texture set in json.
L483[18:14:22] <howtonotwin> Hold on a
tesr?
L484[18:14:36] <halvors> Yeah.
L485[18:14:56] <howtonotwin> The block
that the TESR is for, is that block's blockstate file the one from
above?
L486[18:15:53] <halvors> Yeah.
L488[18:16:46] <howtonotwin> TESR does not
handle particles
L489[18:16:51] <howtonotwin> The model
handles particles
L490[18:17:25] <howtonotwin> You'll have
to find out how to assign a texture to an OBJ model and then you
can do that in the blockstate json
L491[18:20:23] <halvors> Hmm. No idea how
to do that :(
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L493[18:26:23] <halvors> howtonotwin: But
thanks for help so far :)
L494[18:26:53] <howtonotwin> Good luck on
your quests!
L495[18:31:02] <halvors> :D
L496[18:31:20] <halvors> But still strange
that it has a particle texture set when facing north...
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L511[19:31:11] <halvors> Any good guides
on how capabilities work=
L512[19:31:13] <halvors> +*
L513[19:31:16] <halvors> ?*
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L520[19:58:23] <halvors> Few mods seems to
actually use it, any reason for that? Can it be avoided?
L521[19:59:13] <howtonotwin> wat
L522[20:00:14] <halvors> Seems overly
complicated.
L523[20:00:24] <halvors> Why not just
interfaces?
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L525[20:00:56] <howtonotwin> How do you
handle selectively exposing the interface?
L526[20:01:36] <howtonotwin> You can't
just unimplement IItemHandler if you don't have an item storage
upgrade
L527[20:01:46] <halvors> That's
true.
L528[20:02:10] <halvors> But i also have
to have an itemhandler designed for every block?
L529[20:02:10] <howtonotwin> Also, soft
mod deps
L530[20:02:25] <halvors> If it handles
items in different ways.
L531[20:02:37] ***
Mumfrey is now known as mumfrey
L532[20:02:45] <howtonotwin> IItemHandler
really should just be IInventory, but that name was taken
L533[20:02:48] <halvors> Is there any good
tutorials/examples on how to do fluid capabilities?
L534[20:03:16] <halvors> Could be renamed
when IInventory is removed, i suppose that's the plan?
L535[20:03:45] <howtonotwin> Now there's a
convention that caps are named IXXXHandler, so no
L536[20:04:27] <howtonotwin> If you just
want a basic fluid tank FluidTank implements IFluidHandler and you
can just use that
L537[20:06:17] <howtonotwin> Instantiate
it and stick it in your TE as a field, return it from
getCapability, return true from hasCapability and handle reading
and writing its NBT
L538[20:06:33] <howtonotwin> Also, can you
clarify:
L539[20:06:35] <howtonotwin> [21:02]
<halvors> But i also have to have an itemhandler designed for
every block?
L540[20:06:35] <howtonotwin> [21:02]
<halvors> If it handles items in different ways.
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L542[20:10:28] <halvors> What if i need
one tank for fluid input and one for fluid output?
L543[20:11:03] <howtonotwin> As two
different blocks?
L544[20:11:07] <halvors> I can only return
one, i get that i can return one for each EnumFacing, but that's
not how it works when just implementing IFluidHandler directly in
the TE.
L545[20:11:30] <halvors> As one machine
putting incoming fluid in the input tank and outputs fluid from the
output tank.
L546[20:12:18] <howtonotwin> IFluidHandler
doesn't let external entities get the amount of fluid in it
L547[20:12:39] <howtonotwin> So on input
it does *something* and marks that there was import
L548[20:12:41] <howtonotwin> *input
L549[20:12:56] <howtonotwin> And on output
it does *something* and figures out how much it has
L550[20:13:28] <halvors> I mean.
L551[20:13:55] <halvors> If i have to
FluidTank's (implementation of IFluidHandler). What do i return in
getCapability() ?
L552[20:14:03] <halvors> It can only
return one of them.
L553[20:14:23] <howtonotwin> You wrap them
in one IFluidTank that does your fancy logic
L554[20:14:27] <howtonotwin>
*IFluidHandler
L555[20:14:48] <halvors> How can i in
getCapability() know if it was an input or output?
L556[20:14:55] <howtonotwin> You
don't
L557[20:15:04] <halvors> So i have to
write my own IFluidHandler for every TE then?
L558[20:15:08] <howtonotwin> You defer
that to your custom implementation of Ifluidhandler
L559[20:15:10] <howtonotwin> yes
L560[20:15:15] <howtonotwin> Not every TE,
ofc
L561[20:15:16] <halvors> Or every TE that
handles fluid a little different.
L562[20:15:19] <howtonotwin> You can just
write one
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L564[20:15:40] <howtonotwin> Well of
course. You'd do the same thing without caps too
L565[20:15:53] <howtonotwin> Except you'd
place those methods directly in the TE
L566[20:16:33] <halvors> You mean 2
FluidTank's directly in TE?
L567[20:16:43] <howtonotwin> no
L568[20:16:54] <howtonotwin> What you
want, you can achieve simply like this:
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L570[20:17:15] <Coolguy3867> how do i use
ModelLoader.setCustomModelResourceLocation
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L574[20:18:15] <howtonotwin> halvors,
class FunkyFluids(val input: IFluidHandler, output: IFluidHandler)
extends IFluidHandler { /* impl */ }
L575[20:18:40] <howtonotwin> And then each
TE you have can instantiate that for it's own internal
FluidTanks
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L577[20:19:22] <howtonotwin> If you want
the there to be some custom logic on input and output, anon class
with said logic inside it
L578[20:19:22] <halvors> Oh, so Basically
in IFluidHandler with 2 FluidTank instances, one for input and ont
for output? :)
L579[20:19:28] <howtonotwin> yes
L580[20:20:26] <halvors> If i wanted to
input into input tank from top and drain from output tank from
bottom, i could just return different fluid handlers for each
EnumFacing right?
L581[20:20:36] <halvors> But in that case
the logic is in the TE :)
L582[20:20:48] <howtonotwin> Coolguy3867,
you call that method on the client-side only, during the
ModelRegisteryEvent
L583[20:20:56] <howtonotwin> yep
L584[20:24:41] <Inqy> ugh, when spawning
monster I get a "stuffed animal" effect
L585[20:25:15] <Inqy> = when I spawn a
monster, two copies get spawned. One is perfectly fine and the
other doesn't really exist, the model is there but it doesn't move
and isn't affected by anything
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L587[20:26:09] <Inqy> (I spawn it in
onBlockDestroyedByPlayer, I just create a new
EntitySpider(worldIn), setLocationAndAngles and then
world.spawnEntity(spider), that's all the code
L588[20:26:11] <Inqy> wtf?
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L595[20:30:50] <quadraxis> are you
checking client/server side?
L596[20:32:43] <Inqy> okay, that fixed it,
thanks. Noob mistake
L597[20:32:48] <Inqy> I didn't realize it
was fired on both sides
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L610[21:08:41] <Coolguy3867> howtonotwin
when is during the ModelRegistryEvent?
L611[21:09:07] <howtonotwin> An event
fired between preinit and init
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L613[21:09:56] <howtonotwin> You register
an event handler with a method @SubscribeEvent public void
registerModels(ModelRegistryEvent e) { ... }
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L615[21:14:25] <Coolguy3867> so i would
put that method in my event handle class?
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L617[21:14:50] <howtonotwin> Not
exactly
L618[21:15:17] <howtonotwin> You need to
have it only on the client
L619[21:15:44] <howtonotwin> But other
than that, yes
L620[21:16:15] <howtonotwin> Probably
place it in your ClientProxy and register your proxy as an event
handler
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L624[21:21:45] <howtonotwin> move
registerEvents to ClientProxy and register your it as an event
handler in your Mod class
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L628[21:28:18] <Coolguy3867> i also have a
event handler registration in my common proxy. should i move
that?
L629[21:28:30] <howtonotwin> no that's
fine
L630[21:31:25] <Coolguy3867> okay so what
do i put into the parameters for
setCustomModelResourceLocation
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L632[21:31:44] <howtonotwin> See that link
I posted a bit back
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L635[21:34:12] <Coolguy3867> that
documentation is confusing
L636[21:34:41] *
howtonotwin writes does he should rewrite it later
L637[21:34:59] <howtonotwin> The arguments
are the item itself, the meta value, and the location of the
model
L638[21:35:25] <Coolguy3867> how do i
figure out the meta value
L639[21:35:38] <Coolguy3867> and would i
just type a string for the model location?
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L641[21:36:21] <howtonotwin> If you're
using it, you'll know, if you're not, 0. The model location is an
MRL, usually new ModelResourceLocation(item.getRegistryName(),
"inventory")
L643[21:36:57] <howtonotwin> ?
L645[21:37:38] <Coolguy3867> all of it is
confusing
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L650[22:05:41] <Flashfire> Hey, I have
some custom fire, I am wondering if there is a way without ASM to
allow entities (including vanilla) to render my custom fire instead
of normal fire
L651[22:05:50] <Flashfire> When they are
burning, that is
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L653[22:07:28] <Flashfire> Can I maybe set
a custom attribute on entities when they are burned with my fire
and use an event with that attribute to cancel rendering vanilla
fire for my own?
L654[22:09:16] <halvors> How can i get a
capability for using in the hasCapability() function in order to
check if TE implements it?
L655[22:09:38] <Flashfire> Does your
capability already exist?
L656[22:10:26] <Flashfire> If so,
MyCapabilityProvider.myCapabilityInstance
L657[22:17:49] <howtonotwin> halvors, caps
tend to be in static final fields somewhere. Normally stuff like
<...>Capability.CAPABILITY_<...>
L658[22:18:20] <howtonotwin> Or you can
annotate a static final with @CapabilityInject and have Forge fill
it in if it exists
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L660[22:21:04] <joazlazer> What methods
(other than create) need to be called on RegistryBuilder to set up
a basic registry for a custom type (no delegates needed)?
L662[22:22:07] <joazlazer> I can provide
an fml log if needed, but if anyone knows what the problem is or
has a working example, please share. Thanks
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L668[22:27:47] <Flashfire> Anyone know how
I might go about that fire thing?
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L672[22:33:10] <howtonotwin> joazlazer,
you need to set a name
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L674[22:33:41] <howtonotwin> That should
be it but I'm not 100% sure
L675[22:33:50] <howtonotwin> Anyway, I
have to go. Good luck!
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L687[22:58:33] <halvors> Is there a good
example if a TE implementing item handler capability?
L688[22:58:44] <halvors> Like the
TileEntityFluidHandler?
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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
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