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L1[00:04:01] ⇨
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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
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
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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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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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...
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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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
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
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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
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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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L421[14:38:03] ***
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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
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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!" :(
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 :(
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
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
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.
L544[17:02:05] ***
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L545[17:02:40] <Abastro> Anyway,
thanks!
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
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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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
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