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L1[00:00:35] <blood> good call, javadocs
ftw
L2[00:01:20] ⇦
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L3[00:01:22] <blood> lol game crashes when i
do that
L4[00:01:27] <blood> ok back to old
method
L5[00:03:22] <AbrarSyed> now thats weird as
hell
L6[00:04:58] <blood> aye not going to spend
any more time on it
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L13[01:00:48] <PaleoCrafter> blood, when
are you calling it for it not to work (yet not crash)? :P
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()
L15[01:41:17] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170919 mappings to Forge Maven.
L16[01:41:20] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170919-1.12.zip
(mappings = "snapshot_20170919" in build.gradle).
L17[01:41:31] <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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L27[03:05:58] <ben_mkiv> is there an easy
way to lookup what happens in original minecraft functions? for
example isSneaking() on the player object
L28[03:06:19] <ben_mkiv> would like to
figure out whats happening there to check it
L29[03:08:54] <PaleoCrafter> CTRL + click
:P
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L31[03:09:10] <ben_mkiv> guess that needs
an IDE
L32[03:09:19] <PaleoCrafter>
>.>
L33[03:09:34] <ben_mkiv> seems i cant get
around one of those xD
L34[03:09:55] <PaleoCrafter> you *could*
manually browse the source JAR, but why torture yourself? :P
L35[03:10:12] <ben_mkiv> probably
installing the IDE on my machine is a torture, too
L36[03:10:18] <ben_mkiv> still using gnome2
with old gtk stuff
L37[03:10:18] <PaleoCrafter>
(alternatively, have a Forge dev workspace setup, but that's also
meh)
L38[03:10:23] <PaleoCrafter>
<.<
L39[03:10:34] <ben_mkiv> never touch a
running system^^
L40[03:10:49] <ben_mkiv> well, worst case
is some VM for that stuff...
L41[03:12:10] <PaleoCrafter> jesus
L42[03:14:46] <ben_mkiv> well well, i got
it :>
L43[03:17:16] <ben_mkiv> and thanks for the
help :)
L44[03:23:22] <ben_mkiv> is there some way
to set a generic filename for the output jar?
L45[03:23:50] <ben_mkiv> so that i dont end
up with different version jars in my minecraft session
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L47[03:24:05] <ben_mkiv> using idea^
L48[03:25:01] <PaleoCrafter> uhm...
L49[03:25:27] <PaleoCrafter> use `gradle(w)
gIR` and use the generated run configs :P
L50[03:25:46] <ben_mkiv> whut? XD
L51[03:26:13] <ben_mkiv> allready had
gradle setup before, and just imported the settings in idea for
now
L52[03:26:26] <PaleoCrafter> but how are
you running the game?
L53[03:26:36] <PaleoCrafter> don't tell me
you build a new JAR for every test you make
L54[03:26:48] <ben_mkiv> i do build a jar
for every test
L55[03:26:57] <ben_mkiv> xD
L56[03:26:59] <PaleoCrafter> Oh dear
L57[03:27:06] <PaleoCrafter> have you ever
used an IDE? :P
L58[03:27:19] <ben_mkiv> ja, visual studio
2000 or something like that :D
L59[03:27:22] <ben_mkiv> yea^
L60[03:27:50] <PaleoCrafter> Ugh...
okay
L61[03:28:11] <PaleoCrafter> You remember
that that had like a Release and Debug build option and a run
button next to the selection for that? :P
L62[03:28:33] <ben_mkiv> so i'm launching
minecraft with multimc and do copy over the jar within my build
command to some static file
L63[03:28:54] <PaleoCrafter> yeah, no,
that's horrible and you should feel ashamed for that :P
L65[03:28:57] <ben_mkiv> that was my
workflow for now together with some basic editor
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L67[03:29:19] <PaleoCrafter> ForgeGradle
can generate the run configs for you with the genIntellijRuns
task
L68[03:30:49] <ben_mkiv> ok, seems i got to
study this thing xD
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L73[03:35:35] <ben_mkiv> ok, but where are
the coffeebreaks if i can rebuild/debug at runtime? :P
L74[03:36:03] <ben_mkiv> almost got burnout
from starting to read the docs
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L77[03:40:14] <ben_mkiv> seems my project
is to small to deserve breaks, it compiles in seconds ;(
L78[03:40:27] <ben_mkiv> gonna bloat it
up
L79[03:40:30] <gigaherz|work> in mc, the
breaks are while you wait for mc to launch ;P
L80[03:40:40] <gigaherz|work> just register
a lot of items with a lot of variants that need model loading
L81[03:40:46] <gigaherz|work> and you'll
get a nice slow loading process
L82[03:40:49] <ben_mkiv> xD
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L104[06:27:21] <Abastro> !latest
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L120[08:00:08] <Hunterz> 1.12 / 1.12.1
mods will work with 1.12.2 forge?
L121[08:01:07] <PaleoCrafter> yes
L122[08:01:13] <Hunterz> thx
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L137[10:14:36] <barteks2x> Can anyone give
me a fml-latest-client file from a dev environment with some
deobfCompile dependency loaded?
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L139[10:21:54] <barteks2x> uh... any idea
wha can cause this? Caused by: java.lang.NoSuchMethodError:
org.objectweb.asm.Handle.isInterface()Z
L140[10:22:08] <quadraxis> old version of
asm?
L141[10:22:18] <barteks2x> I see only 5.2
in classpath
L142[10:23:04] <barteks2x> at ;east in
what IDEA shows as dependencies list
L143[10:23:26] <kashike> it's an old
version of ASM somewhere
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L145[10:24:02] <barteks2x>
"/home/bartosz/.gradle/caches/modules-2/files-2.1/org.ow2.asm/asm/5.0.3/dcc2193db20e19e1feca8b1240dbbc4e190824fa/asm-5.0.3.jar"
L146[10:24:06] <barteks2x> from jvm
args
L147[10:24:11] <barteks2x> but HOW!?
L148[10:24:18] <kashike> this cubic
chunks?
L149[10:24:30] <barteks2x> yes
L150[10:24:51] <barteks2x> fresh after
setupDecompWorkspace
L151[10:26:11] <barteks2x> the strangepart
is that it woprked BEFORE setupDecompWorkspace but IDEA didn't see
forge sources and was alwaysdecompiling classes instead
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L153[10:27:37] <barteks2x> I do see 5.0.2
version but it has scope=test
L154[10:31:00] <kashike> barteks2x:
launchwrapper uses 5.0.3
L155[10:31:01] <kashike> +---
net.minecraft:launchwrapper:1.12
L156[10:31:04] <kashike> | +---
org.ow2.asm:asm-debug-all:5.0.3 -> 5.2
L157[10:31:16] <barteks2x> what... how did
it ever work then?
L158[10:31:17] <kashike> chances are it's
playing up on the classpath
L159[10:31:42] <kashike> usually a
re-import will fix it
L160[10:31:45] <barteks2x> And strangely
it works through gradlew runClient
L161[10:32:18] <barteks2x> reimport or
refresh gradle project?
L162[10:32:45] <kashike> reimport would be
the best bet
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L164[10:36:52] <barteks2x> I think it
works now
L165[10:37:13] <barteks2x> but now I don't
know in which class I had a breakpoint again...
L166[10:37:19] <barteks2x> and need to
find it again(forge class)
L167[10:40:33] <barteks2x> I still need a
log from dev environment when loading a deobfCompile dependency
coremod that also contains a mod
L168[10:41:00] <barteks2x> (in the
non-recommended way)
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L171[10:44:23] <barteks2x> why fml logs
aren
L172[10:44:27] <barteks2x> 't
aarchived...
L173[10:58:44] <kashike> heh
L174[11:01:29] <barteks2x> Now looking at
it, I don't see how loading a mixin+coremod+mod as a dependency
could hacve ever worked in forge...
L175[11:02:35] <barteks2x> or actually any
coremod+mod
L176[11:02:57] <kashike> I mean we use
MalisisCore in another project - our own mixins/mod/coremod, plus
MCore's mixins/mod/coremod
L177[11:02:59] <kashike> it works?
L178[11:03:21] <Ordinastie> you do?
<3
L179[11:03:32] <barteks2x> I'm trying to
debug the issue with mixin where the mod won't load
L180[11:03:34] <kashike> Ordinastie:
Almura :p
L181[11:03:36] <barteks2x> coremod and
mixin loads
L182[11:03:49] <Ordinastie> oh, didn't
know you were on it too ><
L183[11:03:56] <barteks2x> and looking at
the firge code, I can't find out how it has ever worked
L184[11:04:15] <barteks2x> even without
mixin
L185[11:04:42] <barteks2x> that's why I
want to see a log from it working without mixin
L186[11:05:51] <barteks2x> unless
(core)mod loading has changed in 1.12
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L196[11:44:38] <Hink> Can I make a custom
3rd person perspective camera view without a coremod?
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L207[12:07:17] <PaleoCrafter> Hink, I'm
fairly certain that you can, yes :P
L208[12:08:59] <Hink> What classes should
I look at to get an idea of to accomplish this?
L209[12:11:55] <quadraxis> EntityRenderer,
proabably
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L213[12:44:35] <killjoy> vanilla supports
a platform view
L214[12:44:43] <killjoy> but you have to
mod it to enable it
L215[12:44:48] <killjoy> it's a debug
mod
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L221[13:13:18] <blood|wrk> any way I can
set a mod to accept a version range due to bug fixes?
L222[13:13:26]
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L223[13:13:40] <blood|wrk> so if my mod is
10.0.0 and i release 10.0.1, i want 10.0.0 to be able to connect to
10.0.1 servers
L224[13:13:52] <blood|wrk> i remember
seeing something about accepted versions
L225[13:14:22] <quadraxis>
acceptableRemoteVersion or something along those lines I
think
L226[13:14:49] <Lorentz> Yes, it's in the
@Mod annotation in the main class
L227[13:14:51] <quadraxis>
acceptableRemoteVersions,
L228[13:14:59] <blood|wrk> thanks let me
try
L229[13:21:06] <Lorentz> Should 10.0.0
servers also accept 10.0.1 clients?
L230[13:22:32] <blood|wrk> yes
L231[13:22:41] <blood|wrk> i already got
it =)
L232[13:23:48] <Lorentz> :)
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L235[13:29:51] <blood|wrk> hrmm
L236[13:30:01] <blood|wrk>
[10.1.0,12.0.1]
L237[13:30:14] <blood|wrk> clients with
10.1.0 cannot connect
L238[13:31:43] <Lorentz> Strange
L239[13:32:23] <Lorentz> What's the full
@Mod annotation?
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L243[13:37:09] <Lorentz> Alternatively you
can implement a @NetworkCheckHandler
L244[13:39:55] <blood|wrk> uh sec
L245[13:40:25] <blood|wrk> it literally
has modid, name, version, acceptableRemoteVersions
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L247[13:47:38] <Lorentz> Your version
string looks correct so I don't know what's wrong.
L248[13:48:31] <ghz|afk> uhm
L249[13:48:40] <ghz|afk> blood|wrk: mc
isn't at v10
L250[13:48:46] <ghz|afk> it's at
1.12
L251[13:49:12] <ghz|afk> you probably want
[1.10.1,1.12.1] instead
L252[13:49:23] <ghz|afk> or wait
L253[13:49:24] <Lorentz> I thought that
annotation was for mod version.
L254[13:49:31] <ghz|afk> is it mc version
or mod dependency?
L255[13:49:41] <ghz|afk> oh I see
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L257[13:50:19] <ghz|afk>
acceptableRemoteVersions, yeah nevermind
L258[13:50:23] <ghz|afk> I have only ever
used it with "*"
L259[13:50:32] <Lorentz> Same, and that
always works, heh
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L265[14:19:34] <Corosus> trying to make a
pure item only json that uses obj model, i have one for blockstate
that works well and ItemBlock use works well for that, but not sure
how the items model json should look for a non block based item,
anyone have examples? ImmersiveEngineerings one uses its own crazy
java code based way of doing it
L266[14:20:17] <Corosus> cant think of any
other mods that have 3d item models
L267[14:20:49] <ben_mkiv> you are talking
about blocks, which aren't cubic?
L268[14:21:53] <ben_mkiv> or stuff like
tools which are used by the player?
L269[14:22:41] <Corosus> tools i
guess
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L271[14:23:29] <ben_mkiv> enderio has lots
of them
L272[14:23:42] <ben_mkiv> theoneprobe is
also small mod which adds a tool
L274[14:26:07] <Corosus> i dont see any
obj tutorials there, and cant see any obj models in enderio
assets
L276[14:30:33] <Corosus> ahhh not entirely
json
L277[14:30:37] <Corosus> thats not too
bad
L278[14:30:39] <Corosus> thanks :D
L279[14:33:02] <Lorentz> Press X to
JSON
L280[14:42:22] <ghz|afk> Corosus: if you
want an item to use a .obj model, you can use a blockstates json
file for the item ;P
L281[14:42:40] <Corosus> was pondering
that, and just hiding the block itself
L282[14:42:53] <Corosus> cant find any
clean pure item only json examples for obj otherwise
L284[14:43:03] <ghz|afk> there
L285[14:43:07] <ghz|afk> that's only an
item, no block at all
L286[14:43:18] <Corosus> hacky, but hey it
works
L287[14:43:32] <ghz|afk> all you need
"in java" is ModelLoader.setCustomModelResourceLocation
like for any json
L288[14:43:37] <Corosus> yep
L289[14:43:43] <Corosus> cool cool, thanks
:D
L290[14:43:44] <ghz|afk> forge made it so
that blockstates json files work for items
L291[14:43:45] <Corosus> might go that
route
L292[14:43:50] <ghz|afk> so that's not
hacky: it's the "official" way to do it
L293[14:43:52] <Corosus> yeah that is
handy
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L295[14:43:56] <Corosus> ah, its just
weird
L296[14:44:04] <Corosus> blockstate for
item
L297[14:44:08] <Corosus> feels wrong
L298[14:44:17] <ghz|afk> it's just a wrong
name
L299[14:44:24] <ghz|afk> pretend instead
of blockstates/
L300[14:44:26] <ghz|afk> was
modelmappings/
L301[14:44:34] <Corosus> mmmm ye
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L325[17:30:26] <ben_mkiv> is it possible
to render both sides with fontRender.drawString
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L327[17:31:33] <ben_mkiv> and/or whats the
best way to cheat that? would rendering twice work while one render
is rotated 180� and mirrored with scale -1?
L328[17:32:52] <ghz|afk> try it?
L329[17:33:00] <ghz|afk> try to draw with
scale of -1
L330[17:33:09] <ghz|afk> if it still shows
up, then it may be an option
L331[17:33:18] <ghz|afk> but
L332[17:33:26] <ghz|afk> you can disable
culling ;P
L333[17:33:30] <ghz|afk> and then it won't
matter
L334[17:33:45] <ben_mkiv> culling is what
disables "not visible" faces?
L335[17:34:01] <ghz|afk> yes, the common
setting is to set culling to "backface"
L336[17:34:09] <ghz|afk> in which case it
will skip drawing the back faces of polygons
L337[17:34:20] <Ordinastie> if you disable
culling, it will be read backwards from the other side
L338[17:34:28] <ghz|afk> but you can set
it to cull front, or none
L339[17:34:57] <ben_mkiv> yea Ordinastie,
have to figure out what i actually want
L340[17:35:10] <Ordinastie> probably do
that first then
L341[17:35:11] <ben_mkiv> but its weired
if it's only visible from one side :>
L342[17:35:16] <ben_mkiv> -e
L343[17:35:31] <ghz|afk> depends on what
it is
L344[17:35:42] <ghz|afk> forthings like
nameplates, it's a billboard, so it always faces the camera
L345[17:36:17] <ben_mkiv> its a widget
which users can setup as they want, facing the player is an option
but not necessary
L346[17:36:34] <ghz|afk> in that
case
L347[17:36:39] <ghz|afk> you have two
choices
L348[17:36:44] <ben_mkiv> maybe i should
leave it as it is, and they have to implement the backside on their
own
L349[17:36:47] <ghz|afk> either it acts
like transparency film
L350[17:36:56] <ghz|afk> so you can look
at it from behind and see it backward
L351[17:37:04] <ghz|afk> or you can draw
WITH culling, and draw twice
L352[17:37:12] <ghz|afk> so that
regardless of which side you are in, it reads the right way
L353[17:38:38] <ben_mkiv> thats the part
of moddev i hate most, to decide how something should behave if
there are several options xD
L354[17:39:09] <Ordinastie> you realise
that's pretty much how life works too ?
L355[17:39:32] <ben_mkiv> true
that^^
L356[17:41:32] <ben_mkiv> may just add a
userflag to setup culling, and if they want to read it backwards
they have to add the textwidget twice -.-
L357[17:41:45] <ben_mkiv> so every usecase
should be covered
L358[17:47:50] <ghz|afk> night ppl
L359[17:47:52] *
ghz|afk poofs
L360[17:47:56] <ben_mkiv> night, and
thanks
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L362[18:42:22] <Hink> killjoy— what is
this debug mode you speak of?
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L373[20:07:29] <killjoy> Hink, it's in the
render logic for third person.
L374[20:07:49] <killjoy> If you use
reflection to enable it, it will move the camera to 0,90,0
L375[20:08:33] <killjoy> no, just
mc.gameSettings.debugCamEnable
L376[20:09:23] <killjoy> That setting has
no config serializer
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L393[21:59:53] <nekosune> Living Hurt
Event, does cancelling or setting damage to 0 cancel the health
loss and the animation?
L394[22:00:09] <Ordinastie> test it?
L395[22:01:20] <nekosune> ab jt daah, it
does cancel it
L396[22:01:24] <nekosune> ...
L397[22:01:26] <nekosune> ahh it
does*
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L399[22:02:12] <nekosune> was hoping there
would be a hook into the existing PVP switch, but this will do
instead
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L406[23:00:15] <Hink> killjoy— can't I
just use Minecraft.getMinecraft().gameSettings.debugCamEnable =
true;?
L407[23:00:18] <Hink> No reflection
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