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L10[01:50:15] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20171013 mappings to Forge Maven.
L11[01:50:18] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20171013-1.12.zip
(mappings = "snapshot_20171013" in build.gradle).
L12[01:50:29] <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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L41[07:13:50] <Kruptein> hi I have a
problem that my minecraft suddenly has no languages anymore at all,
does anyone know what could be the cause of this ? I can find the
files in assets/virtual/1.11/minecraft/lang/ ,also the 1.11.2.jar
contains the en_US lang file and the 1.11.2-13.20.1.2454 forge jar
also has a bunch of lang files
L42[07:14:28] <Kruptein> (i.e. the language
selection gui is empty)
L43[07:14:59] <Kruptein> I know this is not
strictly modding related, but I found it because my mod crashed
when attempting to read the language
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L46[07:46:34] <Kruptein> did something
change to how the launcher loads language files or something
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L51[08:23:51] <c64cosmin> just entered in
the Windows10 Minecraft version
L52[08:23:58] <c64cosmin> and there is a
stupid store thing...wtf
L53[08:24:20] <c64cosmin> looks silly
L54[08:27:05] <c64cosmin> well the Oculus
version is worth it a guess(until you feel sick) but anyhow
L55[08:28:18] <c64cosmin> also my skin is
not synched with the Java version...
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L57[08:41:43] <c64cosmin> also my free
Win10 version is just a trial
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L62[08:58:38] <c64cosmin> and toghether
ness doesn't work either :(
L63[08:58:46] <c64cosmin> I wnated to
connect to my private serv
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L79[10:52:41] <ghz|afk> c64cosmin: the
"better together" stuff only applies to the win10, PE
(ios/android), xbox one, and switch versions
L80[10:53:08] <ghz|afk> that means
L81[10:53:21] <ghz|afk> you would need a
bedrock server
L82[10:53:25] <ghz|afk> rather than a java
one
L83[11:03:06] <ben_mkiv>
"all"
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L86[11:13:44] <ben_mkiv> it happens when
the mod is running on a sponge/forge server
L87[11:13:55] <ben_mkiv> but i dont ever
use EntityPlayerSP in my code
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L90[11:32:47] <barteks2x> ben_mkiv, is it
your mod or someone else's that does it?
L91[11:33:27] <ben_mkiv>
"mine"
L92[11:33:32] <ben_mkiv> i'm working on
it
L93[11:33:46] <ben_mkiv> but neither server
or client to write a stacktrace to the logs
L94[11:33:56] <ben_mkiv> -to
L95[11:35:06] <barteks2x> what acrually is
the problem? (t's not obvious from the screenshot)
L96[11:35:48] <ben_mkiv> i'm not sure, but
seems some code refers to entityplayersp
L97[11:35:51] <ben_mkiv> which i dont use
in the code
L98[11:36:02] <ben_mkiv> it works fine when
running on the internal minecraft server :/
L99[11:36:28] <barteks2x> And breaks only
on dedicated server?
L100[11:36:32] <ben_mkiv> yes
L101[11:36:33] <barteks2x> or only on
sponge?
L102[11:36:43] <ben_mkiv> havent tried
without sponge yet
L103[11:37:21] <ben_mkiv> let me do that
now
L104[11:38:46] <ben_mkiv> so, same problem
with a normal forge server
L105[11:38:50] <barteks2x> I assume it's
supposed to print something else, what is it supposed to do?
L106[11:39:03] <ben_mkiv> it should give
back an lua table
L107[11:39:17] <barteks2x> example?
L108[11:39:19] <ben_mkiv> actually
internal it creates a java widget, which holds tons of
functions
L109[11:39:24] <barteks2x> (not too
familliar with lua)
L111[11:40:12] <ben_mkiv> thats some
successful call in singleplayer
L112[11:40:34] <barteks2x> maybe the code
is trying to access the client's player on the server?
L113[11:40:44] <barteks2x> it seems to do
something with rendering or related
L114[11:41:33] <ben_mkiv> yes, but that
stuff should internal be marked as clientside only
L115[11:42:04] <barteks2x> and the lua
code is executed on client or server...?
L116[11:42:12] <ben_mkiv> on server
L117[11:44:11] <barteks2x> a wild guess is
that the code is trying to access (maybe through some other mod;'s
API, indirectly?) EntityPlayerSP
L118[11:45:13] <barteks2x> are you using
some other mods api?
L119[11:45:36] <ben_mkiv> nope
L120[11:45:46] <ben_mkiv> let me try
something else
L121[11:45:56] <ben_mkiv> seems theres a
more verbose debug option for callback errors
L122[11:46:01] <ben_mkiv> this should be
an cb error
L123[11:46:16] <barteks2x> Without knowing
more it's hard to imagine what to do next
L124[11:46:34] <barteks2x> If all else
fails, I would enable classloading debug
L125[11:48:18] <ben_mkiv> ok, that debug
thing helps
L126[11:48:28] <ben_mkiv> got some way
more detailed error now
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L128[11:58:11] <ben_mkiv> well good guy oc
with the verbose log, without i would never have figured out
xD
L129[11:59:27] <barteks2x> what was the
issue?
L130[12:00:10] <ben_mkiv>
if(Minecraft.getMinecraft().world.isRemote)
L131[12:00:10] <ben_mkiv> player =
Minecraft.getMinecraft().player;
L132[12:00:11] <ben_mkiv> probably
L133[12:00:43] <ben_mkiv> one missing !
:>
L134[12:01:13] <ben_mkiv> as the else tree
uses the fml server handler to get a player object
L135[12:01:51] <barteks2x> wait what...?
to me it seems correct to use Minecraft.getMinecraft.player on
remote (client) world
L136[12:02:19] <ben_mkiv> yea, wasnt the
issue ;/
L137[12:06:37] <ben_mkiv> well the last
line in stracktrace refers to this "public WidgetModifiers
WidgetModifierList = new WidgetModifiers();"
L138[12:06:46] <ben_mkiv> which is a
custom object with empty constructor
L139[12:06:55] <ben_mkiv> damn this
xD
L140[12:07:47] <ben_mkiv> afaik this isnt
a thing on servers, right? => import
net.minecraft.client.Minecraft;
L141[12:08:26] <ben_mkiv> yea, its
probably that its trying to access it, hmm
L142[12:10:07] <barteks2x> probably
L143[12:10:29] <barteks2x> try to
explicitly load this class somewhere in intiaizlization, before loa
code runs
L144[12:10:51] <barteks2x> if it fails,
thats definitely this class
L145[12:11:08] <ben_mkiv> and i would
probably get a more specific java stacktrace?!
L146[12:12:02] <barteks2x> you would
definitely get a java stacktrace
L147[12:12:14] <barteks2x> probably one
that tells you more
L148[12:12:28] <ben_mkiv> thanks, thats a
good idea
L149[12:14:57] <ben_mkiv> same
stack...
L150[12:15:06] <ben_mkiv> i think this
happens when parsing the class
L151[12:15:22] <ben_mkiv> because of that
Minecraft thing, so i would have to check if im on server
before
L152[12:15:35] <ben_mkiv> to not run into
that Minecraft.getMinecraft call
L153[12:17:16] <barteks2x> what is the
stacktrace?
L154[12:17:35] <barteks2x> Could be that
just referring to Minecraft class there causes issues
L155[12:17:40] <ben_mkiv> it refers to the
same line of code just at the new place where i've placed it
L156[12:17:47] <ben_mkiv> yea thats what i
think
L157[12:17:54] <barteks2x> Can I see the
code?
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L160[12:19:13] <ben_mkiv> but i'm trying
now with the FML Helpers to detect if im on server before doing the
other call
L161[12:19:57] <barteks2x>
if(Minecraft.getMinecraft().world.isRemote) ...
L162[12:20:05] <barteks2x> so you are
checking if the client world is a client world
L163[12:20:07] <barteks2x> genius
L164[12:20:43] <ben_mkiv> that thing is
also available on the internal server^^
L165[12:20:52] <ben_mkiv> to differ that
from the "client"
L166[12:20:59] <barteks2x> biut it is
getting the client world
L167[12:21:14] <barteks2x>
Minecraft.getMinecraft.world is always the client world
L168[12:21:35] <ben_mkiv> how would one
ever need this flag then? :>
L169[12:21:43] <ben_mkiv> if its allways
true? :P
L170[12:21:49] <barteks2x> for example if
you have server world
L171[12:22:21] <barteks2x> if you access
one of the Worlds from MinecraftServer you will get server
worlds
L172[12:23:14] <barteks2x> also what is
the purpose of the player name input if you are always retutrning
the current client player anyway?
L173[12:23:29] <barteks2x> to me it looks
like there is something very wrong in the way this mod treats
client and server
L174[12:24:31] <barteks2x> and unless the
code snipped I've seen is just one thing like this, it's not going
to be easy to fix
L175[12:25:01] <ben_mkiv> the whole
function is, i made that a while back and never tested on
server
L176[12:25:11] <ben_mkiv> as you noticed
it doesnt need the client stuff at all -.-
L177[12:25:17] <ben_mkiv> thanks
L178[12:26:19] <barteks2x> "as you
noticed it doesnt need the client stuff at all -.-" your code
says exactly the opposite
L179[12:27:12] <ben_mkiv> nope, this
function is only called from lua backend. so allways
serverside
L180[12:28:49] <barteks2x> It's called
always server side and always accesses client stuff...
L181[12:28:52] <barteks2x> that's not
right
L183[12:29:06] <ben_mkiv> this is the
fixed function
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L186[12:57:46] <ajb> intellij is doing
that thing where running the client loads every mod except the one
i am working on
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L203[14:36:07] <Baughn> Aaand it works
again. Hmm.
L204[14:36:15] <ajb> i'm sure i did
everything wrong too
L205[14:36:46] <barteks2x> ajb, the link
leads to "create pull request"
L206[14:37:02] <ajb> oh sorry, for me it
shows the changes
L208[14:37:30] <barteks2x> removing
?expand=1 fixes it
L209[14:38:07] <barteks2x> and I will be
back in 15-20 min
L210[14:38:17] <Baughn> Well... the one
thing that pops out at me, because I made the same mistake, is that
this is no better than a torch.
L211[14:38:57] <Baughn> You can use
virtual light blocks to make the light strength 15 for more than
the single block of the light itself.
L212[14:39:47] <ajb> Baughn: that's a very
good point. i plan to implement something like that has a higher
tier version
L213[14:39:49] <Baughn> Also there's a lot
of behaviour here that has nothing to do with the light, e.g. lines
58-63; that should be factored out.
L214[14:40:12] <ajb> which file?
L215[14:40:20] <Baughn>
BlockLamp.java
L216[14:40:28] <ajb> that's the bounding
box?
L217[14:40:50] <ajb> the block isnt a
cube
L218[14:41:01] <Baughn> Looks like a
cuboid to me
L219[14:41:32] <Baughn> In which case, you
should only be defining three numbers here. Well, ideally you'd
autogenerate them from the model, but eh.
L220[14:41:45] <ajb> it is
orientable
L221[14:42:00] <Baughn> Sure.
L222[14:42:05] <Baughn> But what I'm
suggesting is:
L223[14:42:34] <Baughn> - Define the
bounding box as three numbers, height/width/length. This is the
only bit that goes in BlockLamp.
L224[14:43:03] <ajb> i do, then i
pre-calculate the bb for each orientation
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L226[14:43:26] <Baughn> You're
pre-calculating it in the wrong place, is the point.
L227[14:43:35] <ajb> where should i
pre-calculate it then?
L228[14:43:44] <Baughn> Just stick a bare
function in a file somewhere.
L229[14:43:47] <Baughn> Misc.kt or
whatever
L230[14:43:58] <Baughn> You'll want to do
this more than once.
L231[14:44:24] <Baughn> That can return a
6-element array, and getBoundingBox can also be shared between
blocks.
L232[14:44:27] <ajb> bare function in
java?
L233[14:44:37] <Baughn> ...too used to
kotlin. Static function.
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L235[14:45:08] <ajb> i dont see how that
is better
L236[14:45:24] <Baughn> You'll be doing
this more than once.
L237[14:45:29] <ajb> why?
L238[14:45:39] <Baughn> ..for the *next*
not-full-block block?
L239[14:45:55] <ajb> assuming it even
exists, that will be a totally different shape
L240[14:46:11] <Baughn> Probably still a
cuboid.
L241[14:47:29] <ajb> i think i see what
you're saying
L242[14:47:51] <Baughn> It'd also be good
if you could express the rotations as rotations rather than
explicit locations, but that's not as severe an issue.
L243[14:48:18] <ajb> well, they are not
really rotations as such
L244[14:48:26] <ajb> it's just "which
side is it stuck on"
L245[14:48:36] <Baughn> Over in
TileLamp.java, line 37/38
L246[14:48:41] <Baughn> They don't specify
the units.
L247[14:48:52] <Baughn> And that's
rotations. :P
L248[14:49:13] <Baughn> 40-42 can be
deleted.
L249[14:50:10] <ajb> units? you want me to
comment that it's RF or whatever TR uses?
L250[14:50:19] <ajb> i'm not actually sure
what the units even are
L251[14:50:22] <Baughn> Yes, please.
:)
L252[14:50:32] <ajb> it isn't balanced at
all
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L254[14:51:07] <Baughn> At some point this
will need to be maintained, so try to code as if you're going to
have to read it having no idea what it's about.
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L256[14:51:11] <Baughn> (Chances are you
will.)
L257[15:06:37] <ajb> one thing i don't
understand is why i had to override causesSuffocation()
L258[15:06:58] <ajb> TR cables don't
override it and they don't suffocate you
L259[15:07:51] <ajb> also why i had to set
the material to glass to be able to walk on it. cables dont do that
and i can walk on them fine
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L324[23:40:46] <darkevilmac> Is there any
use case where getting the item in a players hand wouldn't be the
block/stack being placed in a PlaceEvent?
L325[23:40:52] <darkevilmac> As well as
MultiPlaceEvent
L326[23:58:19] <billy> i would imagine if
another mod caught the event first and changed the hand item
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