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L9[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170823 mappings to Forge Maven.
L10[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170823-1.12.zip
(mappings = "snapshot_20170823" in build.gradle).
L11[02:00:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
L12[02:02:49] <killjoy> Someone made a
response to /u/GoodBot_BadBot
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L38[07:03:31] <Achielleus> I would like to
set a blockstate based on values stored in NBT when loading a
world. At serverside I get it to work by calling setBlockState in
the onLoad method, but somehow this blockstate does not propagate
to client side. What am I doing wrong?
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L40[07:04:35] <Achielleus> And using the
onLoad on client side does not work either because the readFromNBT
is called after onLoad.
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L51[08:24:33] <Xilef11> ugh, people are
*still* on 1.10.2 and want fixes...
L52[08:25:22] <bspkrs> welcome to MC
modding, one of the most thankless hobbies ever
L53[08:27:24] <Xilef11> not that it's a
hard fix, but still
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L62[08:57:44] <gigaherz|work> Xilef11:
1.10.2 will be the next 1.7.10 -- we'll be shooing the 1.10.2ers
long after 1.13 is out ;P
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L65[09:02:32] <Kruptein> the good old
times
L66[09:02:33] <Kruptein> right
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L71[09:05:55] <quadraxis> the idea of
"the next 1.7.10" is the next 1.7.10
L72[09:06:23] <jordibenck> I am using a
packet to call some methods as well as opening gui´s for two
people, using the FMLNetworkHandler opengui method. However, the
gui´s are switched so gui 1 is open for player 2
L73[09:06:52] <jordibenck> Anyone has an
idea how that is?
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L115[11:53:19] <Dark> do you need to
register particles or is it optional?
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L117[11:57:04] <PaleoCrafter> You don't
need to, unless you want to use the Vanilla packets
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L120[11:59:18] <Dark> ty, next question.
How do I set the particle texture? Do I need to use JSON or am I
missing something (converting 1.7 code to 1.12)
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L123[11:59:53] <killjoy> I think that's
defined in the model
L124[11:59:55] <PaleoCrafter> I don't
think that has changed much if at all?
L125[12:00:46] <Dark> So I can call
Minecraft.getMinecraft().getTextureManager().bindTexture(icon); in
the render code?
L126[12:01:18] <PaleoCrafter> You should
be able to, yeah
L127[12:01:42] <PaleoCrafter> I haven't
done particles in ages, though, so I'm not entirely certain myself
:P
L128[12:01:54] <Dark> cool, that will save
me some effect. Now can I do normal open GL calls in the render
code still?
L129[12:02:27] <PaleoCrafter> Yep, should
be able to
L130[12:02:32] <malte0811> You should use
GlStateManager rather than Gl11 though
L132[12:03:23] <PaleoCrafter> You might
want to look at some special Vanilla particles, I think they've
added some stuff you need to do, because they actually batch the
particle draw calls now
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L137[12:27:22] <williewillus> !fh
BiomeDecorator.generateLakes
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L141[12:30:58] <williewillus> !mh
WorldProvider.hasNoSky
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L145[12:35:14] <williewillus> !mh
Container.retrySlotClick
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L149[12:48:00] <williewillus> !mh
EntityLivingBase.getHurtSound
L150[12:50:13] <Dark> is there a way I can
bake a model per camera transform?
L151[12:52:22] <killjoy> there's the
first_person model
L152[12:55:17] <ghz|afk> Dark: if you have
a custom model, you can specify each "sub-model" as a
dependency
L153[12:55:32] <ghz|afk> and return the
different models as appropriate
L154[12:55:55] <Dark> ok, confused on the
how... still need to custom models
L155[12:55:59] <ghz|afk>
IPerspectiveAwareModel -- in 1.12 it has been merged into
IBakedModel
L156[12:56:00] <Dark> *new
L157[12:56:14] <ghz|afk> well the proper
way:
L158[12:56:26] <ghz|afk> 1. you regsiter a
custom model loader during the model registry event
L159[12:56:50] <ghz|afk> 2. on your
blockstates json, you reference "model": "artificial
model location that you will accept from the model
loader"
L160[12:57:12] <ghz|afk> 3. on the model
loader you create an instance of a custom IModel class that will
take care of gathering the data needed for the model
L161[12:57:21] <ghz|afk> this includes
getDependenccies and getTextures if you need either
L162[12:57:47] <ghz|afk> 4. on
IModel#bake, you return a new instance of your custom IBakedModel,
based on the given model state (transforms), texture getter,
etc
L163[12:58:06] <ghz|afk> 5. the
IBakedModel can return custom quads on getQuads, or return a custom
model on handlePerspective, or ...
L165[12:59:45] <ghz|afk> (start from the
bottom)
L166[13:00:12] <ghz|afk> I don't have
handlePerspective there, since this isn't an item model, but the
basis for custom models is there
L167[13:04:05] <Abastro> What's a slave
map in registry?
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L170[13:11:33] <williewillus> !mh
Block.blocksMovement
L171[13:11:40] <PaleoCrafter> Abastro, the
block -> item map for instance is a slave map
L172[13:12:57] <Abastro> So it's only for
block -> item?
L173[13:14:01] <Abastro> I want a registry
with its element referencing elements of another registry.
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L175[13:14:43] <Abastro> Like how a block
has its item counterpart.
L176[13:17:14] <williewillus> !mh
Entity.entityAge
L177[13:17:20] <williewillus> !mh
EntityLiving.entityAge
L178[13:17:23] <williewillus> !fh
EntityLiving.entityAge
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L180[13:19:15] <bspkrs> williewillus, IIRC
you can't include the class name for the history commands
L181[13:19:32] <bspkrs> !fh
entityAge
L182[13:19:45] <williewillus> lol i just
went and dug up the rename ticket :P
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L184[13:20:01] <bspkrs> idleTime,
right?
L185[13:20:06] <williewillus> yea
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L191[13:40:01] <barteks2x> You know your
dev environment si screwed when exception.printStackTrace throws an
exception
L192[13:40:43] <killjoy> maybe it was
null
L193[13:41:01] <barteks2x> no, it throws
NoSuchMethodError somewhere in it because it can't find most of
log4j
L194[13:41:57] <barteks2x> and the
exception it's trying to print is... NoSuchMethod error... caused
by mostr of log4j being missing
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L203[14:09:18] <barteks2x> Looks like I
need to update IDEA and look at my probably already closed for
inactivity IDEA bug report
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L211[14:50:51] <quadraxis> [14:34:40]
[Client thread/ERROR] [FML]: The mod compactsolars (Compact Solar
Arrays) requires mods [IC2] to be available
L212[14:50:52] <quadraxis> [14:34:40]
[Client thread/ERROR] [FML]: Mod compactsolars (Compact Solar
Arrays) requires [IC2@[2.2,)]
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L214[14:53:52] <AnarchySage> hmm i didnt
see that, thank you
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L216[14:55:21] <AnarchySage> hmm that
didnt fix it, same crash
L217[14:56:58] <malte0811> The I18n
(localization) class is missing, no idea why. Is this a modpack you
downloaded?
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L219[15:03:32] <AnarchySage> was and i
removed/added a few
L220[15:03:42] <AnarchySage> maybe
download the localizations again?
L221[15:03:46] <malte0811> What did you
add?
L222[15:04:06] <malte0811> No, not the
lang files. The bit of MC that deals with translations
L224[15:04:20] <quadraxis> can you post a
new log
L226[15:09:14] <malte0811> Are you sure
you installed IC2?
L227[15:09:50] <malte0811> Oh, you removed
the solars
L228[15:09:56] <AnarchySage> correct
L229[15:10:01] <malte0811> You need to
remove gravi suit as well
L230[15:11:48] <AnarchySage> derp,
thanks
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L238[15:40:18] <AnarchySage> seems to have
fixed it, thanks
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L250[16:54:29] <TechnicianLP>
"downlaod" cant spell either ...
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