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L8[01:46:32] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170831 mappings to Forge Maven.
L9[01:46:36] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170831-1.12.zip
(mappings = "snapshot_20170831" in build.gradle).
L10[01:46:47] <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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L44[03:55:13] <SparkVGX> \o
L45[03:55:26] <SparkVGX> is the crafting
event mentioned in this forum post no longer available?
L47[03:56:46] <PaleoCrafter> Uhm... that's
a Sponge thing?
L48[03:58:11] <SparkVGX> oopsie ^_^;; wrong
room
L49[04:00:49] <SparkVGX> sorry about
that
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L51[13:24:34] *** Server sets mode: +CQcnrtf
#RegisterYourNameMoron
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L54[13:31:39] <PaleoCrafter> Uhm, Lex, I'm
here now
L55[13:32:05] <Ivorius> That's the best
'hello' I've heard in a while :P
L56[13:32:35] <PaleoCrafter> I suppose I
should've disconnected with IRCcloud >.>
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L62[13:46:12] <barteks2x> lots of fun
happens when you end up with a mod that has it's coremod part
loaded, but the mod part doesn't end up loaded... Like "This
is a critical error and should be impossible"
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L69[14:03:26] <LexMobile> Anyways I don't
remember if we talked, but have you looked into redlining
forgedevelop.com ?
L70[14:04:03] <LexMobile> @paloe
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L74[14:10:36] <PaleoCrafter> I have looked
into it a bit some time ago
L75[14:11:22] <PaleoCrafter> But I hadn't
come up with anything satisfying and then other stuff became more
important ^^
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L78[14:12:51] <PaleoCrafter> I don't have a
lot of spare time in September, but I'll give it another shot in
October and maybe squeeze in a bit of work during the coming
weekends
L79[14:13:13] <PaleoCrafter> It's basically
supposed to be a portfolio site for you, right?
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L86[14:40:11] <ben_mkiv> Block b =
e.world.getBlockState(new BlockPos(e.posX, e.posY,
e.posZ)).getBlock();
L87[14:40:19] <ben_mkiv> e is EntityPlayer
and it throws a null pointer
L88[14:40:25] <ben_mkiv> any ideas?
L89[14:40:33] <ben_mkiv> getBlockState() is
what fails^
L90[14:40:55] <ghz|afk> when are you
running that?
L91[14:40:57] <ghz|afk> what context?
L92[14:41:07] <ben_mkiv> player client
rendering
L93[14:41:13] <ben_mkiv> overlay
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L95[14:41:31] <ghz|afk> ?
L96[14:41:39] <ghz|afk>
RenderGameOverlayEvent?
L97[14:42:08] <ben_mkiv> yes
L98[14:43:16] <LexMobile> Ya it's super
simple. Just somewhere to send people that isn't the tech support
forums for forge.
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L100[14:43:51] <LexMobile> Driving up to
Seattle right now so not checking here often
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L102[14:46:15] <ghz|afk> ben_mkiv:
RenderGameOverlayEvent can run before there is a world
L103[14:46:17] <ghz|afk> that is
L104[14:46:20] <ghz|afk> during the main
menu and such
L105[14:46:28] <ghz|afk> so you have to
make sure there is a player and that player has a world
L106[14:46:32] <ghz|afk> you can't assume
that they won't be null
L107[14:46:49] <ben_mkiv> would e.world be
null if its not initialized yet?
L108[14:46:50] <ghz|afk> so yeah
null-check those values
L109[14:47:14] <ghz|afk> yes the default
value of anything that hasn't been explicitly set to something
else, is null
L110[14:47:19] <ghz|afk> (xcept
primitives, which are 0/false)
L111[14:47:27] <PaleoCrafter> Uhm... that
particular event shouldn't be called outside of a world
L112[14:47:36] <ghz|afk> hm?
L113[14:47:50] <PaleoCrafter>
RenderGameOverlayEvent
L114[14:47:57] <ghz|afk> I thought that
runs in main menu also
L115[14:48:02] <PaleoCrafter> Nah
L116[14:48:16] <PaleoCrafter> It's
literally only called from GuiIngameForge
L117[14:48:16] <ghz|afk> nevermind
then
L118[14:48:54] <PaleoCrafter> The
GuiScreen drawing one or RenderTick runs in the main menu,
though
L119[14:49:44] <ben_mkiv> actually the
null checks fixed the crash
L120[14:49:49] <ben_mkiv> thanks much
again ghz|afk :)
L121[14:50:27] <ghz|afk> well if
PaleoCrafter is right (I assume he is)
L122[14:50:31] <ghz|afk> then it shouldn't
happen
L123[14:50:35] <ghz|afk> so I don't know
how it would be null
L124[14:50:54] <ben_mkiv> i think actually
e was null
L125[14:51:04] <ben_mkiv> because it still
crashed with only checking e.world
L126[14:51:41] <PaleoCrafter> It could be
that GuiIngameForge is set and called before there actually is any
player context
L127[14:53:56] <ben_mkiv> but it did crash
when joining/starting game
L128[14:54:01] <ben_mkiv> not while
loading or in menue
L130[14:55:53] <PaleoCrafter> Yeah, then
the event is fired in a transitional state where the HUD is already
drawn but the player and world context isn't set yet
L131[14:57:42] <ben_mkiv> okay, now i
wonder why this isnt true when i'm standing in water =>
e.world.getBlockState(new BlockPos(e.posX, e.posY,
e.posZ)).getMaterial().isLiquid()
L132[14:57:52] <ben_mkiv> e is my
EntityPlayer
L133[14:59:24] <PaleoCrafter> Are you
standing on a block in the water?
L134[14:59:30] <ben_mkiv> no
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L136[14:59:36] <ben_mkiv> floating in a
ocean
L137[14:59:42] <PaleoCrafter> Hm,
weird
L138[14:59:47] <ben_mkiv> to get sure it
hits a water block
L139[14:59:47] <ghz|afk> what does it
return?
L140[14:59:51] <ben_mkiv> false
L141[14:59:53] <ghz|afk>
getBlockState(...).toString
L142[14:59:55] <ghz|afk> what is
that?
L143[15:00:23] <PaleoCrafter> For proper
results, you should be interpolating the player position, btw
:P
L144[15:00:49] <ghz|afk> yeah but that
would just mean it becomes "jittery" when moving
L145[15:01:57] <PaleoCrafter> Of course,
just saying so they get it completely right ;)
L146[15:04:56] <barteks2x> uh... I need to
debug an infinite loop in my light propagator
L147[15:05:13] <ben_mkiv> actually... e is
still null for some reason
L148[15:05:23] <barteks2x> Ideally I would
like to export a 35x35x35 blocks are including liught values...
somewhere
L149[15:05:33] <barteks2x> what would be
the best way to do it?
L150[15:05:35] <ben_mkiv> so i guess dont
pass it right somewhere, which would explain why it failed before,
too
L151[15:05:36] <ghz|afk> ben_mkiv: well if
e is null, you should just give up and return without drawing
anything ;P
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L156[15:19:36] <ben_mkiv> yea, didnt pass
the player correct -.-
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L208[18:56:08] <Raycoms> To get info from
server to clientside tileEntity. Do I need an extra message?
L209[18:57:32] <Raycoms> got quite
confused, onDataPacket isn't getting triggered on markDirty on the
serverside
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L217[19:17:36] <Abastro> Not markDirty but
markBlockForUpdate
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L220[19:24:32] <Raycoms> Can'T find that
in 1.11
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L224[19:32:36] <Oddity> Hello all!
L225[19:33:19] <Raycoms> Hi
L226[19:36:22] <Abastro> Raycoms, there's
notifyBlockUpdate
L227[19:36:28] <Raycoms> How do I trigger
a message to update the clientside of the tileEntity, do I need to
write my own?
L228[19:37:12] <Abastro> I'd forgotten the
new name
L229[19:37:26] <Raycoms> But doesn't that
just trigger the update of the state?
L230[19:39:48] <Abastro> Yes afaik you can
change the state there.
L231[19:40:11] <Abastro> But it works as
well when you keep the state.
L232[19:40:42] <Abastro> I.e. put current
state in both oldState and newState params
L233[19:41:55] <Raycoms> That worked
=D
L234[19:41:56] <Raycoms> Thanks
L235[19:42:51] <Abastro> You're
welcome
L236[20:01:37] <Raycoms> Is there some
preset for scaling inventory sizes (scaling the GUI) ?
L237[20:02:37] <Abastro> Yes, afaik
ScaledResolution does it.
L238[20:03:59] <Raycoms> ScaledResolution
does scale the background and does not add more slots and a
scrollbar I guess?
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L240[20:04:29] <Oddity> Are there any
recommended semi-official or official guides on integrating RF
power and JEI into mods?
L241[20:14:46] <Abastro> Raycoms, yes it
is usually not used to add slots and such
L242[20:15:06] <Abastro> Instaed it scales
the gui as a whole.
L243[20:15:30] <Abastro> (I don't know
about either RF or JEI
L244[20:16:33] <Raycoms> It seems to scale
well from 27 to 54
L245[20:16:34] <Oddity> :/ I just don't
really know how to really get into a lot of the modding scene when
it comes to integration, you know?
L246[20:16:42] <Raycoms> and it doesn't
scale at all over 54
L247[20:16:49] <Raycoms> it just starts
drawing a second screen
L248[20:17:24] <Raycoms> Oddity I think
you should try to add a gradle dependencies and then debug what it
does
L249[20:17:35] <Raycoms> and how you get
it from a block next to it
L250[20:18:13] <Oddity> ok, thx. Just mess
around with it?
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L252[20:18:20] <Raycoms> Exactly
L253[20:24:30] <Abastro> What are you
trying to do with scaling incentory
L254[20:24:59] <Abastro> Are you going to
modify the gui depend on the screen size?
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L257[20:25:28] <Raycoms> I have a custom
block which has 27 slots but can be extended up to 54, but as the
chest it is stackable to a double chest and therefore needs 108
slots
L258[20:27:28] <Raycoms> So from 27 + 54
it works well but over that it starts repeating the gui
L259[20:27:32] <Raycoms> and I'd need a
scrollbar
L260[20:32:26] <Abastro> Then you need a
scrollbar
L261[20:32:34] <Abastro> Regardless of
scale.
L262[20:33:11] <Abastro> I guess you need
it when it's over 54 slots.
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L264[20:36:25] <Raycoms> Yeah, but is
there a good way to spawn it?
L265[20:38:24] <Abastro> Spawn? Afaik
there's two utility classes for gui
L266[20:38:30] <Abastro> Scrolling
L267[20:39:01] <Abastro> If I recall
correctly, there are GuiScrolling and GuiListEntry
L268[20:39:14] <Abastro> GuiScrolling
would be what you want.
L269[20:41:25] <Raycoms> Is there a mod
with a scrollable inventory so I can take that as an example
GUI?
L270[20:41:45] <Oddity> refined storage
has it for the grid i think
L271[20:43:30] <Raycoms> They wrote their
own scrollbar
L272[20:43:37] <Oddity> oh
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