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L1[00:04:01] ⇨ Joins: DemonWav (~DemonWav@69.197.179.106)
L2[00:08:21] <Ferrettomato> The debugger says that my ModBlocks class is "not loaded". What does that mean, exactly?
L3[00:08:37] <Ferrettomato> And why wouldn't it be loaded?
L4[00:21:38] <Ferrettomato> Anyone?
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L11[01:06:44] <Ferrettomato> Never mind, I fixed it. I was trying to reference it in the constructor of an object I initialized in the main class's body.
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L25[01:47:55] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170828 mappings to Forge Maven.
L26[01:47:59] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170828-1.12.zip (mappings = "snapshot_20170828" in build.gradle).
L27[01:48:10] <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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L31[02:20:44] <cjm721> Is there a way to register a block later then the Register Block event? Need a way to reference blocks from other mods that may not be known until runtime so can't put it into the hardcoded dependencies.
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L39[02:53:29] <gigaherz|work> cjm721: you could, in theory, register a block during init (which would happen after the registry events), but it's highly discouraged since it would be AFTER the recipes are registered
L40[02:54:33] <cjm721> I have to do recipes by code anyways as all of this is dynamic content
L41[02:54:49] <gigaherz|work> well in 1.12
L42[02:54:58] <gigaherz|work> you can't add recipes after the recipe regsiter event
L43[02:55:06] <gigaherz|work> (they wouldn't appear in the book)
L44[02:55:25] <gigaherz|work> so you are pretty much limited to either doing what you can within the event
L45[02:55:30] <gigaherz|work> or making your blocks actually dynamic
L46[02:55:33] <cjm721> I already have the code working for recipe registration. If it does not show up in the book thats not a very big deal for me
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L52[03:18:24] <md678685> I thought there was an annotation for forge to fill fields with references to registry-defined blocks, but I don't remember what it was or if it's still a thing
L53[03:18:49] <gigaherz|work> @ObjectHolder
L54[03:19:15] <gigaherz|work> it takes the regitry type from the field type
L55[03:19:29] <gigaherz|work> so you should awlays declare the field as "Block" or "Item" or whatever registry type
L56[03:19:59] <md678685> I suppose that doesn't take before they're registered though
L57[03:20:02] <gigaherz|work> (I mean, iirc using BlockDirt wouldn't work, since it would try to find a registry for BlockDirt.class)
L58[03:20:20] <gigaherz|work> well objectholders are processed after the registry events
L59[03:20:32] <gigaherz|work> iirc the order is:
L60[03:21:01] <gigaherz|work> object registry event -> object holders -> item registry event -> item holders -> itemstack holders -> all other registries -> all other holders
L61[03:21:41] <md678685> Yeah, was going to suggest that to cjm but I don't know if that works in their case
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L76[04:40:47] <TechnicianLP> os something weird is going on with my modded instance: i run it with -Xmx4096m (4g) but after a while it will use up about 6.5g (at which point i have to restart it) according to visualvm it only is using ~2.5/3.5g of memory with 300m of metaspace - where are the reamining 2g hiding?
L77[04:41:24] <gigaherz|work> gpu resources?
L78[04:41:31] <gigaherz|work> native data?
L79[04:41:40] <gigaherz|work> also, you can use -Xmx4G
L80[04:41:47] <gigaherz|work> instead of 4096m ;P
L81[04:42:38] <TechnicianLP> gu should be on the gpu on the normal ram? (i guess/hope) - native data would be in the meta area (afaik)
L82[04:43:03] <TechnicianLP> s/gu/gpu resources
L83[04:43:05] <gigaherz|work> gpu stuff is often mirrored, having both a copy on vram and on system ram
L84[04:44:27] <TechnicianLP> so some mod is doing a vram-mem-leak ... nice
L85[04:44:39] * TechnicianLP googles how to turn the mirror off
L86[04:45:58] <gigaherz|work> you can't
L87[04:46:08] <gigaherz|work> and I'm not saying it must be that
L88[04:46:11] <gigaherz|work> just suggesting possibilities
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L123[05:56:07] <TechnicianLP> yay for writing classes you will have to be rewritten in 1.13 ...
L124[05:56:31] <gigaherz|work> ¯\_(ツ)_/¯
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L148[07:09:24] <Raycoms> Hi there
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L150[07:11:03] <Raycoms> I have a problem with some rendering
L151[07:11:18] <Raycoms> We use the structure rendering of minecraft to render some ghost blocks in the world
L152[07:11:20] <Raycoms> https://pastebin.com/Auj7Npsy
L153[07:11:39] <Raycoms> Nevertheless, walls and fences are not displayed correctly (walls not at all, fences unconnected)
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L161[07:33:29] <Raycoms> Anyone? =D
L162[07:33:54] <gigaherz|work> nope.
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L165[07:41:52] <ben_mkiv> i guess it changes the blockstate or something when you place the walls
L166[07:42:04] <ben_mkiv> to pick the right boundingbox/texture
L167[07:43:06] <ben_mkiv> botania has custom walls, maybe look at the source and see how they implement them
L168[07:44:10] <gigaherz|work> hmm actually
L169[07:44:31] <gigaherz|work> does a vanilla structure block show fences connecting ?
L170[07:45:01] <Raycoms> not sure, not even sure if they show walls
L171[07:45:20] <ben_mkiv> https://github.com/Minecolonies/minecolonies
L172[07:45:25] <ben_mkiv> this mod has some item called builder tool
L173[07:45:31] <ben_mkiv> which also projects stuff into the world
L174[07:45:34] <ben_mkiv> maybe worth a look, too
L175[07:45:38] <Raycoms> That's our mod
L176[07:45:39] <Raycoms> =D
L177[07:45:43] <ben_mkiv> oh lol :D
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L179[07:45:47] <ben_mkiv> nice mod btw :)
L180[07:45:51] <Raycoms> Thanks =D
L181[07:45:54] <ben_mkiv> thanks for sharing and caring =)
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L184[07:46:14] MineBot sets mode: +v on RichardG
L185[07:47:03] <Raycoms> Always trying to make it better =D
L186[07:47:33] <Raycoms> Always searching for more devs if interested as well =P
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L188[07:48:01] <ben_mkiv> i've just started 2 weeks ago and work on the fork of a small project for now to get used to java/minecraft "api"
L189[07:48:23] <Raycoms> okay =) previously already worked with java?
L190[07:48:35] <ben_mkiv> no, but c/c++,php,...
L191[07:48:46] <gigaherz|work> hmmm how about Schematica?
L192[07:48:53] <gigaherz|work> it also shows a ghost of the structure ;p
L193[07:49:08] <Raycoms> Yeah, we actually used schematica before developing our own system
L194[07:49:12] <ben_mkiv> actually made some good progress with my mod fork so far, so i guess i'll keep in modded business for a while :P
L195[07:49:17] <Raycoms> but after 1.10 it was just too laggy
L196[07:49:38] <Raycoms> Yeah Java is really easy to start with after already knowing c/c++
L197[07:49:43] <ben_mkiv> actually it also projects stuff into the world, so i would be interested in your solution :D
L198[07:49:52] <ben_mkiv> its AR Glasses for opencomputers
L199[07:49:54] <Raycoms> I started developing minecraft mods with minecolonies
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L201[07:50:43] <ben_mkiv> looks like 1.11 branch is current for minecolonies?
L202[07:51:19] <Raycoms> Yeah we're developing on 1.11.2 and porting to 1.10 and 1.12
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L208[07:54:50] <Raycoms> Btw if you need something to make easy GUI's we extracted our lib for that: https://github.com/Minecolonies/BlockOut
L209[07:55:08] <ben_mkiv> thanks, will take a look later
L210[07:55:33] <ben_mkiv> on a hurry to shop, cya later ;)
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L212[08:05:32] <Abastro> 20mb mod should be fine, right?
L213[08:06:04] <Abastro> Sry for keep asking these questions
L214[08:08:25] <Raycoms> Depends always on what your mod does =D
L215[08:09:20] <Abastro> Cosmetics
L216[08:09:30] <Raycoms> 20mb seems a big bit, our mod is huge and has a lot of sound files and textures and has ~11mb
L217[08:09:41] <Raycoms> bit big*
L218[08:09:57] <Abastro> Star data :p
L219[08:10:06] <Raycoms> And you can't make it a texturepack?
L220[08:10:28] <Raycoms> What is the best way to find out if at a certain position there is a village?
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L223[08:13:03] <gigaherz|work> Raycoms: villages are structures, you can check the list of structures from somewhere
L224[08:13:52] <Raycoms> I found this, but not sure if it is what I want: world.getVillageCollection().getNearestVillage(pos, distanceToSearch)
L225[08:14:19] <gigaherz|work> dunno
L226[08:14:49] <Abastro> Star data can't be texpack
L227[08:15:29] <Raycoms> You want to make a "night sky" full of stars?
L228[08:29:05] <barteks2x> (I don't actually need it yet, it's just an idea I have): how hard would it be to programatically simulate player placign a block from clientside? everything from raytrace to the block appearing serverside
L229[08:29:29] <gigaherz|work> hm?
L230[08:29:29] <Ordinastie> pretty easy I would assume
L231[08:29:56] <gigaherz|work> you mean like have the server believe a certain player has placed a block?
L232[08:30:05] <barteks2x> I want to do semi-automated tests
L233[08:30:11] <barteks2x> somethign similar to what forge does
L234[08:30:11] <gigaherz|work> ah
L235[08:30:19] <barteks2x> and I want to automate testing placing blocks
L236[08:30:29] <gigaherz|work> you could run an integrated server instance and send packets to it from the test?
L237[08:30:39] <barteks2x> It needs to include the clientside part
L238[08:30:46] <barteks2x> it will need actual client running
L239[08:30:50] <gigaherz|work> right
L240[08:30:59] <barteks2x> just like forge test mods, but I want it to be almost interaction free after the world load
L241[08:31:55] <barteks2x> and the bad part: these tests will need to be ran on dedicated server
L242[08:32:22] <barteks2x> because integrated server sends block break/place packets differently somehow and works even in cases where it's very obviously broken
L243[08:32:24] <Ordinastie> you want to test the client part on a dedicated server ?
L244[08:32:36] <barteks2x> these tests will need both client and dedicated server
L245[08:32:54] <barteks2x> because as I said on integrated server some parts that are very clearly bropken still work
L246[08:32:59] <Ordinastie> really doesn't sound easy anymore ><
L247[08:33:29] <barteks2x> I don't even know how mojang made it so
L248[08:33:54] <barteks2x> for example the packet sent when you place/break a block uses BlockPos.toLong
L249[08:34:04] <barteks2x> and yet, it worked fine on inetegrated server
L250[08:34:44] <Ordinastie> why wouldn't that work ?
L251[08:35:01] <barteks2x> BlockPos.toLong has height limit -2048 to 2047
L252[08:35:12] <barteks2x> so the blockpos in taht packet wouldn't be correct
L253[08:35:18] <barteks2x> and it did break on dedicated server
L254[08:37:14] <barteks2x> anyway, I will have to figure it out
L255[08:37:23] <barteks2x> maybe I will give up on testing dedicated server
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L257[08:41:25] <Abastro> Raycoms: no but telescopes.
L258[08:41:33] <Raycoms> Ahh okay
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L260[08:43:12] <Abastro> So I guess 20mb could be okay as there's a 16mb mod already
L261[08:46:33] <Raycoms> If I want to check for "any entity" at a certain blockPos, does this work: world.getEntitiesWithinAABB(Entity.class, new AxisAlignedBB(pos)).isEmpty()) ?
L262[08:47:52] <barteks2x> It should work
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L264[08:52:43] <Raycoms> Why can't I: world.getEntitiesWithinAABBExcludingEntity(EntityLivingBase.class, new AxisAlignedBB(pos));
L265[08:53:05] <Raycoms> Isn't EntityLivingBase also instanceof Entity?
L266[08:54:01] <Xilef11> excluding?
L267[08:56:04] <Raycoms> I want all entities besides Living ones
L268[08:56:11] <barteks2x> it takes actual entity instance
L269[08:56:16] <Raycoms> meaning I want things like armor stands and item frames
L270[08:56:53] <Ordinastie> instancce != class
L271[08:57:09] <barteks2x> use removeIf on the collection you get
L272[08:57:26] <barteks2x> or some stream magic
L273[08:57:40] <Raycoms> I hoped I wouldn't need to do the stream magic myself
L274[08:58:38] <barteks2x> getEntitiesWithinAABBExcludingEntity is used by vanilla to get all entities except the player
L275[08:59:18] <Raycoms> world.getEntitiesWithinAABB(Entity.class, new AxisAlignedBB(pos), entity -> !(entity instanceof EntityLivingBase));
L276[08:59:23] <Raycoms> I think that will do the job then
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L278[09:02:07] <Raycoms> Is there a way to get the 100% drops of an entity?
L279[09:06:28] <Xilef11> you can get the LootTables for it...
L280[09:06:31] <Xilef11> https://github.com/Xilef11/runesofwizardry-classics/blob/master/src/main/java/xilef11/mc/runesofwizardry_classics/runes/RuneResurrection.java#L167-L184
L281[09:06:40] <Xilef11> and https://github.com/Xilef11/runesofwizardry-classics/blob/master/src/main/java/xilef11/mc/runesofwizardry_classics/utils/LootUtils.java
L282[09:06:53] <Raycoms> do ItemFrames have a loottable? =D
L283[09:07:10] <Xilef11> oh, lol
L284[09:07:28] <Raycoms> I mean I want to get the drops of itemFrames, armorstands etc
L285[09:07:32] <Raycoms> Not of normal mobs
L286[09:07:45] <ben_mkiv> i guess they have their own break events
L287[09:08:02] <ben_mkiv> or/and some kind of inventory
L288[09:08:52] <Raycoms> They do, but I am trying to find a generic way to "kill them" and let them drop their stuff =D
L289[09:09:37] <barteks2x> i guess this is the kind of stuff mods have fake worlds for
L290[09:11:09] <barteks2x> wait you just want to kill them with them dropping items? why would that be hard?
L291[09:11:33] <Raycoms> entity.onKillCommand();
L292[09:11:36] <Raycoms> would it be that here?
L293[09:12:17] <ben_mkiv> nah, probably some check in onDamage
L294[09:13:09] <Raycoms> entity.attackEntityFrom(DamageSource.ANVIL, Float.MAX_VALUE);
L295[09:13:10] <Raycoms> =D
L296[09:15:42] <Raycoms> Let's test igt
L297[09:15:44] <Raycoms> Let's test it
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L302[09:48:45] <MalkContent> giga, does inventory spam work with 1.12.1?
L303[09:49:19] <gigaherz|work> so far as I know, yes
L304[09:49:25] <gigaherz|work> I have used it in a survival save
L305[09:49:48] <MalkContent> k, ty :)
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L323[12:08:46] <Xilef11> anyone less incompetent than me at rendering can figure out what I'm doing wrong? aside from the magic numbers everywhere ;p https://gist.github.com/Xilef11/7d6d5fbcf787f2fb1dbbd88295f4018e
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L331[12:50:47] *** PaleOff is now known as PaleoCrafter
L332[12:51:30] <PaleoCrafter> Welp, I can finally use social media again
L333[12:52:02] <ghz|afk> game of thrones finale?
L334[12:52:15] <ghz|afk> +season
L335[12:52:22] <barteks2x> Xilef11, how is thats upposed to work? https://gist.github.com/Xilef11/7d6d5fbcf787f2fb1dbbd88295f4018e#file-pagedustpattern-java-L141
L336[12:52:28] <PaleoCrafter> Yep
L337[12:53:29] <barteks2x> when size is likely to be (guiSize+constant)/patternCols/2, you multiply it by patternCols, so you get i*(guiSize+constant)/2
L338[12:53:30] <PaleoCrafter> Can't really say I particularly enjoyed this season, though
L339[12:53:57] <barteks2x> Shouldn't it be TileEntityDustPlaced.COLS there instead?
L340[12:54:02] <PaleoCrafter> Way too fast paced and the drift away from the books really hurt the plot
L341[12:54:22] <Xilef11> maybe?
L342[12:55:49] <barteks2x> I don't see how your code would produce the results you see but it doesn't look right
L343[12:56:04] <barteks2x> oh wait
L344[12:56:10] <barteks2x> it's grid lines isn't it?
L345[12:56:30] <barteks2x> I was looking at the wrong loops probably
L346[12:57:19] <Xilef11> yes that loop was for the grid lines
L347[12:57:52] <ghz|afk> PaleoCrafter: I have never really followed the tv show
L348[12:58:04] <ghz|afk> I wanted it to be a revisit of the books while I waited for the next book
L349[12:58:07] <ghz|afk> but it just didn't feel right
L350[12:58:14] <ghz|afk> lost interest after like 3 eps
L351[12:58:29] <ghz|afk> doesn't mean I don't know what happened
L352[12:58:35] <ghz|afk> that'd be impossible while being online
L353[12:58:49] <PaleoCrafter> Yeah, we've talked about this before :P
L354[12:59:03] <PaleoCrafter> Also established that you couldn't enjoy Malazan
L355[12:59:17] <ghz|afk> heh
L356[12:59:26] <ghz|afk> I recall the latter
L357[12:59:41] <ghz|afk> but I have no idea how many times I have explained that I don't follow GoT and to who
L358[12:59:44] <Xilef11> I think I'll start by adding a few variables instead of magic #s :p
L359[13:00:28] <barteks2x> I'm looking atthe code and aside of maybe wrong constants and integer division I don't see anythoing wrong
L360[13:00:43] <barteks2x> and somehow left/right and top/bottom seem reversed to me
L361[13:00:56] <barteks2x> o, wait, they aren't
L362[13:01:05] <barteks2x> I just don't know what that 40 and 15 is fir
L363[13:01:42] <PaleoCrafter> I really enjoyed the first few seasons, it started to drop off a little in season 5, season 6 had its moments and with season 7 you now just noticed that it has become a true TV show
L364[13:02:05] <PaleoCrafter> I hope for the wheel of time series not to turn out like that, but then again, that story at least is concluded
L365[13:03:39] <ghz|afk> yep
L366[13:03:46] <ghz|afk> and it has like 15 books?
L367[13:04:00] <ghz|afk> and chances are they would try to make one season per book
L368[13:04:29] <ghz|afk> xcept
L369[13:04:35] <ghz|afk> the first half of the first book is stupidly boring
L370[13:04:43] <Lord_Ralex> never doubt the industry
L371[13:04:49] <PaleoCrafter> 14, methinks
L372[13:04:50] <ghz|afk> and I doubt they'll make 8-10 episodes out of the town party
L373[13:05:07] <Lord_Ralex> turned 1 book into a series, turned a series into 1 movie....
L374[13:05:08] <PaleoCrafter> I haven't read it yet, so please no spoilers :P
L375[13:05:18] <PaleoCrafter> It's on my list, on the last Malazan book right now
L376[13:05:24] <PaleoCrafter> Then I'll see about my priorities
L377[13:06:10] <ghz|afk> well not really a spoiler: around 300 pages of the beginning of the first book, they are preparing for a town celebration, and the author described with excruciating detail every little aspect of those preparations
L378[13:06:27] <PaleoCrafter> Heh
L379[13:06:31] <ghz|afk> I almost gave up on the series before that was over
L380[13:06:34] <Xilef11> barteks2x 40 and 15 are for margins (guiTop/Left are not on the "page")
L381[13:06:38] <ghz|afk> but then I was told it is worth it
L382[13:06:40] <ghz|afk> and endured
L383[13:06:41] <ghz|afk> and it was.
L384[13:07:34] <ghz|afk> I see that as them making a double-length pilot episode, up to when that is over and things happen
L385[13:07:41] <barteks2x> Xilef11, and I assume that whatever you subtract from guiBase.x/ySize includes that
L386[13:08:03] <barteks2x> if it doesn't then it's obviously not going to be right
L387[13:09:54] <barteks2x> and aside of that the only thing I can think of is that the ItemStack array you get is actually bigger than you think it is
L388[13:10:19] <barteks2x> also color -1 == white
L389[13:11:00] <Xilef11> the scaling might just be because of integer division though
L390[13:11:26] <barteks2x> but the I wouldb't expect noticable error for small amoutn of rows/columns
L391[13:11:41] <barteks2x> but it would be noticable for high amount
L392[13:12:11] <barteks2x> and would probably make things too small. Now you can decide if you want to make the sizes look a bit irregular and do the right scaling, or do you want to give up on exact scaling and make it all aligned
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L394[13:13:51] <Xilef11> I mostly want things to fit on the page, not sure what you mean by "exact scaling"
L395[13:14:28] <barteks2x> I didn't see any case where it didn't fit
L396[13:14:48] <barteks2x> and by exact scaling I mean that it almost exactly fits the page
L397[13:16:30] <Xilef11> well, having it as big as possible is nice for large patterns, but I suppose that's where integer division may cause problems
L398[13:17:04] <Xilef11> e.g. if I need each square to be 5.8 pixels wide for a perfect fit, it has to be cut to 5
L399[13:20:05] <barteks2x> if you control all the patterns shown, you can make their size always so that it doesn't waste space
L400[13:28:32] <Xilef11> I don't really control the patterns, they're supposed to be drawn on blocks in a 4x4 grid
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L403[13:51:49] <Xilef11> I did manage to fix the gridlines though
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L407[13:56:46] <barteks2x> was it the issue with what I said initially?
L408[14:04:35] <Xilef11> mostly, there was also a *2 missing and a few other mistakes. adding proper variables really helped debugging
L409[14:05:12] <Xilef11> https://github.com/Xilef11/Runes-of-Wizardry/blob/guideapi/src/main/java/com/zpig333/runesofwizardry/integration/guideapi/page/PageDustPattern.java
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L416[14:27:48] <ben_mkiv> so i'm trying to write my custom renderthing for a moditem (glasses/googles) for baubles support
L417[14:28:06] <ben_mkiv> the glasses render fine on the player on helmet slot, but i cant get that result with my code (https://pastebin.com/za1TRmLf)
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L419[14:29:40] <ben_mkiv> when it looks aligned correct and look up or down the glasses get unaligned, any idea how to get the actual values minecraft uses to render it?
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L422[14:47:44] <Raycoms> I have a nice bug, where (only in smp), only with other mods, one of our textures is replaced by another one of another mod
L423[14:47:49] <Raycoms> And I don't know how this comes
L424[14:48:04] <Raycoms> https://cloud.githubusercontent.com/assets/16193803/25194664/d6a1f978-2543-11e7-822c-b341c6029eb0.png
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L429[14:50:38] <minecreatr> does anyone know how exactly the data in a VertexFormatElement translates to it index for use in functions such as glBindAttribLocation ?
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L453[15:24:47] <diesieben07> Getting this stupid thing again... "Your Access Transformers be broke!" :(
L454[15:25:15] <diesieben07> https://git.io/v5ZUS
L455[15:27:24] <Tahg> uhg...
L456[15:27:37] <Tahg> anyone here familiar with Java UI stuff?
L457[15:28:22] <Tahg> specifically, will a control really break horrile if I update it on a thread other than the event thread
L458[15:28:31] <Tahg> horribly*
L459[15:28:32] <diesieben07> Yes, it will.
L460[15:28:44] <diesieben07> SwingUtilities.invokeLater is what you need iirc
L461[15:28:58] <Raycoms> I have a nice bug, where (only in smp), only with other mods, one of our textures is replaced by another one of another mod.
L462[15:29:19] <Tahg> but...I want an invokeNow :(
L463[15:29:23] <Raycoms> https://cloud.githubusercontent.com/assets/16193803/25194664/d6a1f978-2543-11e7-822c-b341c6029eb0.png
L464[15:29:45] <diesieben07> why is invokeLater (the later is really misleading) a problem for you?
L465[15:29:51] <Tahg> in particular, I don't care if it's updated on the event thread, but I want to yield until that happens
L466[15:30:10] <diesieben07> i.e. you want your "other thread" to wait until the UI has updated?
L467[15:30:14] <Tahg> yes
L468[15:30:48] <diesieben07> SwingUtilities.invokeAndWait
L469[15:30:51] <diesieben07> even exists already :D
L470[15:30:53] <Tahg> ahah
L471[15:31:05] <Tahg> figured it'd be something common
L472[15:31:29] <Tahg> I have a scrollbar I use as a video seek timer, I set it, then read it back for frame control
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L475[15:35:52] <Tahg> uhg, it's apparently already on the event dispatch thread <.<
L476[15:36:11] <diesieben07> you're playing video on the event thread? fun :D
L477[15:36:20] <Tahg> no
L478[15:36:48] <Tahg> I have a video playlist, I select a new item in the list
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L481[15:37:11] <Tahg> and then in the changeSelection event that's fired I load a new video
L482[15:37:44] <Tahg> which...I probably shouldn't do that on the event thread but whatever, there's nothing the user can do while it's loading anyway
L483[15:38:09] <Tahg> the whole thing really needs a code review, tbh
L484[15:38:38] <diesieben07> don't block the even thread, man... bad things happen
L485[15:39:41] <Tahg> anything other than the window becoming unresponsive?
L486[15:40:12] <diesieben07> precisely that, Windows for example will show the "this application has crashed" thing if it is blocked for too long, iirc
L487[15:41:20] <Tahg> I'll look into it if it seems to be a problem, or later otherwise when I don't have a huge list of "things to get done this sprint"
L488[15:41:28] <diesieben07> :D
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L490[15:41:53] <Tahg> realities of programming, if it's not an issue atm, it gets pushed back
L491[15:42:03] <diesieben07> Oh, I know too well
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L502[16:40:46] <ghz|afk> [23:53] (@gigaherz): so, I have been undusting a little project I had around: https://1drv.ms/u/s!AvOILJoyO9_xjgB14_R8uLO693Xz
L503[16:40:46] <ghz|afk> [23:53] (@gigaherz): ignore the graphics I used for testing ;P
L504[16:40:47] <ghz|afk> [23:53] (@gigaherz): it's all about the control feel
L505[16:40:47] <ghz|afk> [23:54] (@gigaherz): (z=run, v = jump)
L506[16:41:19] <ghz|afk> (windows executable, sorry non-windows users, maybe i'll do an OpenGL build in the future ;P)
L507[16:41:41] <TechnicianLP> boooo
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L510[16:50:21] <ghz|afk> TechnicianLP: you got Mono around? ;P
L511[16:51:51] <ghz|afk> https://1drv.ms/u/s!AvOILJoyO9_xjgFwJqMVb33bQVcT
L512[16:52:05] <ghz|afk> this one is opengl, but I haven't tested it outside my windows 10 machine ;P
L513[16:52:14] <ghz|afk> (monogame)
L514[16:56:12] <Abastro> How can I save and load a Map with keys as a registry object?
L515[16:56:23] <ghz|afk> what?
L516[16:56:31] <ghz|afk> please explain better ;P
L517[16:56:45] <ghz|afk> do you want a registry object that is a Map with keys?
L518[16:56:53] <ghz|afk> or you want a map whose keys are registry objects?
L519[16:57:04] <Abastro> I want a map whose keys are reg objects.
L520[16:57:29] <Abastro> And I want to save and load them on WorldSavedData
L521[16:57:32] <ghz|afk> but
L522[16:57:37] <ghz|afk> ANY kind of registry object?
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L524[16:57:44] <Abastro> No, specific kind.
L525[16:57:52] <ghz|afk> so it's not just some random registry object, it's like
L526[16:57:54] <ghz|afk> Block or Item
L527[16:58:01] <Abastro> It's mine, yes
L528[16:58:04] <ghz|afk> yes
L529[16:58:18] <ghz|afk> so you have a certain object type, that happens to be IForgeRegistryEntry
L530[16:58:22] <ghz|afk> so
L531[16:58:37] <ghz|afk> that is completely unrelated to the map ;P
L532[16:58:49] <ghz|afk> your map can just be Map<YourThing, whatever the value type would be>
L533[16:58:51] <ghz|afk> and on saving
L534[16:58:59] <ghz|afk> your NBT would contain a list of items
L535[16:59:21] <ghz|afk> where each item is an NBTTagCompound, with string "key" = thing.getRegistryName().toString()
L536[16:59:28] <ghz|afk> and whatever value you need
L537[16:59:35] <Abastro> Oh.
L538[16:59:46] <ghz|afk> and on load
L539[16:59:47] <ghz|afk> you just do
L540[17:00:02] <ghz|afk> MY_REGISTRY.getObject(new ResourceLocation(getString("key")) or similar
L541[17:00:44] <Abastro> I thought there was a easier way.
L542[17:01:00] <Abastro> Like with control when there's no object for the key
L543[17:01:30] <Abastro> So I have to, e.g. remove the one on my own.
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L545[17:02:40] <Abastro> Anyway, thanks!
L546[17:10:27] <ghz|afk> [00:08] (ghz|afk): https://1drv.ms/u/s!AvOILJoyO9_xjgFwJqMVb33bQVcT
L547[17:10:27] <ghz|afk> [00:08] (ghz|afk): this one is opengl, but I haven't tested it outside my windows 10 machine ;P
L548[17:10:28] <ghz|afk> it works!
L549[17:10:33] <ghz|afk> jsut ran it in mono in xubuntu ;P
L550[17:10:40] <ghz|afk> inside a VM
L551[17:10:40] <ghz|afk> ;P
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L554[18:26:58] <LexMobile> You have to translate the string to the object on load, there is no way around that.
L555[18:27:18] <LexMobile> Not sure how thats a hard thing to do..
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L569[19:28:40] <Raycoms> Hey there, I'm working with the structure scans of minecraft, we scanned in some structures in 1.10 and they work in 1.11 besides entities
L570[19:28:50] <Raycoms> it seems like entity maps now have 21 and not 20 entries
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L572[19:32:57] <LexMobile> Was there a question?
L573[19:33:20] <Raycoms> Still coming, one moment
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L575[19:34:35] <Raycoms> Because of the "10 = {HashMap$Node@23997} "UpdateBlocked" -> "0b"" I am unable to port the scans from 1.10 to 1.11
L576[19:34:39] <Raycoms> Is there a way around this?
L577[19:35:17] <LexMobile> That means nothing....
L578[19:35:44] <LexMobile> First off, what do you mean by scans? The structure nbt files?
L579[19:36:22] <Raycoms> Yes
L580[19:36:25] <LexMobile> Secondly, you give no context what anything you quoted means, but im guessing that 10 is a index in a hashmap. And UpdateBlocked is a boolean set to false.
L581[19:37:09] <Raycoms> Okay sorry, let me restart, we use the .nbt structures to store our own structures. We scanned our structures once in 1.10 to have them compatible for 1.10+
L582[19:37:26] <Raycoms> Now, mojang added this "UpdatedBlocked" to the entity which blocks the retrieval of the entity from NBT
L583[19:37:37] <Raycoms> and therefore our 1.10 structures don't work
L584[19:38:44] <LexMobile> First off, the structure format has not changed
L585[19:38:59] <LexMobile> Secondly, Mojang didn't add the "UpdateBlocked" field, Forge did.
L586[19:39:10] <LexMobile> Thirdly it has nothing to do with loading entities from structures.
L587[19:39:33] <LexMobile> What problem are you actually running into when you try to load the structure because honestly, you don't sound like you actually know what you're digging into.
L588[19:39:41] <Raycoms> final Entity finalEntity = EntityList.createEntityFromNBT(compound, world);
L589[19:39:58] <Raycoms> We use this, and this doesn't work with the entities from 1.10
L590[19:40:05] <LexMobile> it should
L591[19:40:14] <LexMobile> define "doesn't work"
L592[19:40:18] <Raycoms> It returns null
L593[19:40:26] <LexMobile> Have you tried stepping through
L594[19:40:33] <LexMobile> and figuring out WHY its returning null?
L595[19:40:45] <LexMobile> Most likely its because your entity names are broken because thats what really changed in 1.11
L596[19:40:57] <LexMobile> and you're doing shit manually which means data fixers arnt being run.
L597[19:41:21] <LexMobile> Why not just use the mechanics in vanilla to load the Template {which is what they call structures}
L598[19:42:33] <Raycoms> Yeah it fails by "createEntityByIdFromName"
L599[19:43:12] <LexMobile> Seriously dude, next time do some basic debugging with your IDE to find the real problem instead of guessing
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L601[19:43:42] <Raycoms> Thought the extra field was the problem, anyway, is there a way to translate the old name to the new one?
L602[19:44:03] <LexMobile> Yes, there are data fixers that the STANDARD LOADING MECHANICS run like I just said.
L603[19:44:11] <LexMobile> Stop home brewing.
L604[19:44:49] <Raycoms> The thing is we need the "home brewing" because we use those templates to let npcs build the structures
L605[19:45:07] <LexMobile> Why does that require homebrewing?
L606[19:45:14] <Raycoms> So they get the information as an input and build the structure as an output
L607[19:45:30] <LexMobile> That has nothing to do with loading the input
L608[19:46:32] <LexMobile> Loading the input is simply the process of loading a file from disc, and translating it into a object in memory.
L609[19:47:06] <LexMobile> What you do with that data afterwords, such as using a NPC to build it, doesn't matter.
L610[19:47:47] <Raycoms> We use the template classes to store and retrieve it
L611[19:47:52] <LexMobile> https://github.com/LexManos/YUNoMakeGoodMap/blob/master/src/main/java/net/minecraftforge/lex/yunomakegoodmap/StructureUtil.java#L63-L66 Literally its that easy
L612[19:47:58] <Raycoms> It worked well, besides the 1.10 to 1.11 issue
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L614[19:49:09] <LexMobile> err actually no im wrong
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L616[19:49:26] <LexMobile> its not as simple as that you actually have to run the fixer, I was mistaken and thought it ran it in the read function
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L619[19:50:00] <Raycoms> Can you tell me the actual name of the fixer so I can run it here?
L620[19:50:06] <LexMobile> net.minecraft.world.gen.structure.template.TemplateManager.readTemplate(ResourceLocation) Thats the one you want, or manually runt he fixer yourself
L621[19:50:50] <Raycoms> Okay thanks for the help
L622[19:50:53] <LexMobile> Either way this is a simple thing you should of been able to find yourself if you spent 10 seconds in your IDE's debugging mode.
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L625[19:52:02] <Raycoms> Things get harder if you have to dig knee deep in undocumented code a dev which went MIA and is buggy
L626[19:54:06] <LexMobile> Not really, i'm not trying to be an ass. But its a fundemental skill. If you expect a non-null return from a function. Step through that function to see why its returning null. Once you figure that out you know that its because the entity names have changed. Then you look into how VANILLA deals with that by loding a 1.10 world in 1.11 set a break point where it creates its entities. See that the name is the correct name.
L627[19:54:06] <LexMobile> Then you just crawl up the stack until something looks liek ti changes the names
L628[19:54:48] <Raycoms> I thought it was returning null because it had a "field too much" and the loader couldn't handle that, my fault
L629[19:56:08] <LexMobile> Yes, which you would of known was incorrect if you used your IDE. Which is why im chastizing you. SO hopefully you'll remember to use it next time.
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L631[19:58:06] <Abastro> I thought there were another way with making use of the int id.
L632[19:58:24] <LexMobile> ?
L633[19:59:14] <Abastro> Storing Map<SomeRegistrableObject, INBTSerializable>
L634[19:59:56] <LexMobile> Firstly dont know what you'd ever need to do that but sure.
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L636[20:00:42] <LexMobile> Secondly, in memory unless accting the int id is cheap/free and the ids are densely packed, HashMaps on the obejects ae usually better.
L637[20:00:46] <LexMobile> accessing*
L638[20:00:54] <Abastro> I can't recall why I need that either :P
L639[20:01:17] <LexMobile> But serializing always needs to translate from something to the object.
L640[20:01:49] <LexMobile> If you don't want to have to deal with syncronizing ids, and you arnt storing/sending massive amounts of entires. Then saving via registry name is fine
L641[20:04:12] <Abastro> Thanks!
L642[20:05:40] <LexMobile> Speaking of IDs/Registries.. people on reddit are stupid. There is a guy literally advocating that manually assigning numerical ids is better then having mc/forge automate it because it would "never work unless forge did a lot of work to make sure all the ids stayed in sync" ... you know.. the shit we've been doing for 3 years...
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L644[20:13:42] <Raycoms> I mean, there a people how think the world is flat, because else it would mean it is rotating around the sun and not the other way around, and that's what happening for quite a while now
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L646[20:30:01] <Abastro> Agreed
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