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L6[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20171028 mappings to Forge Maven.
L7[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20171028-1.12.zip
(mappings = "snapshot_20171028" in build.gradle).
L8[02:00:17] <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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L18[03:33:19] <OrionOnline> Good
Morning
L19[03:33:25] <OrionOnline> I have a
question regarding Logging
L20[03:33:46] <OrionOnline> Is their a way
I can set the FmlSysOut Console Appender to Log my Debug messages
when I run unit tests
L21[03:33:48] <OrionOnline> ??
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L24[04:08:20] <barteks2x> OrionOnline, I
have a special log4j2.xml in my dev environment that always outputs
debug log
L25[04:08:34] <OrionOnline> Oeeh that would
be nice to see :D
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L28[04:11:29] <barteks2x> you may also want
to change this: <AppenderRef ref="FmlSysOut"/> one
to output ALL, but that may spam your console
L29[04:12:20] <barteks2x> wait, nvm, I
dotnconfused
L30[04:16:46] <OrionOnline> Thanks
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L74[10:12:11] <barteks2x> Uh... I need a 1d
texture in shader, and ShaderManager only supports 2d textures
:(
L75[10:13:41] <barteks2x> and do the
textures used in MC have to be power of 2 size?
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L77[10:14:33] <malte0811> I think we had a
88x88 one once. But mipmapping doesn't work too well IIRC.
L78[10:15:08] <barteks2x> I don't need (or
want) mipmapping
L79[10:15:26] <barteks2x> All I care about,
will the opengl version used by minecraft support them?
L80[10:15:41] <barteks2x> I want something
like 1x1600 texture
L81[10:16:19] <malte0811> I think so, no
idea whether a 1x1600 texture is a good idea though
L82[10:16:32] <barteks2x> it's actually
1x(biomeCount*16)
L83[10:17:05] <malte0811> Are there really
~100 biomes?
L84[10:17:16] <barteks2x> if you include M
variations? maybe
L85[10:18:38] <barteks2x> And this is a
texture that only has red and blue components :D
L86[10:19:01] <barteks2x> (well, 2 of the,
the colros aren't used as colors)
L87[10:25:23] <barteks2x> either I'm using
it wrong, or just about everything not used by mojang is broken in
ShaderManager
L88[10:42:49] <Aroma1997> is there a fancy
way of renderings tesrs in the inventory (for items)
L89[10:43:59] <malte0811> If they don't
need any data it's possible IIRC
L90[10:45:34] <Aroma1997> I know. Vanilla
chests do it as well
L91[10:45:38] <malte0811>
ForgeHooksClient#registerTESRItemStack. Apparently should have been
removed in 1.9, never used it, but looks like it should work
L92[10:45:50] <Aroma1997> hmmmmmmmmm
L93[10:47:16] <Aroma1997> thanks
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L98[11:35:52] <MennoMax> Hello, I want to
remove certain entities from my mod and reintroduce them using my
mods api as external mods. How could I prevent the entities from
being removed from the already exisiting worlds?
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L100[11:52:35] <barteks2x> MennoMax, I'm
not completely sure if it can solve the problem, but look into data
fixers
L101[11:55:31] <MennoMax> Thank you, I
will take a look at them.
L102[11:56:18] <barteks2x> Minecraft uses
them to update data from older save versions, so changing modid in
nbt shouldn't be hard
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L108[12:04:17] <MennoMax> DataFixers
appear to be only used for NBT Tags, my main issue is that the
modid will probably be different.
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L110[12:13:56] <barteks2x> MennoMax, the
whole Chunk is in the end serialized to NBT. So somewhere in that
NBT, there is the modid
L111[12:14:16] <barteks2x> and I'm pretty
sure there is a way for datafixers to change that part of NBT
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L113[12:16:39] <MennoMax> You are right,
that might work.
L114[12:24:19] <TechnicianLP> there are
missingmappingsevents too if some saved thingy is encountered that
is no longer registered (you can then remap that thingy to
something registered) - no clue if that exists for entities
L115[12:25:45] <barteks2x> oh, right.
Forgot about that one. That may work too, and much easier than
datafixers
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L117[12:47:50] <MennoMax> Yeah, I've
actually found them already while looking for more information
about DataFixers ^^
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L121[13:15:47] <MennoMax> Bye, thank you
for your help :)
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L127[13:55:47] <barteks2x> WHY lwjgl,
why... I have an org.lwjgl.util.vector.Vector3f and Matrix4f and I
want to just multiply the matrix by vector... WHY I CAN'T DO
THAT?
L128[13:56:49] <barteks2x> *Vector4f
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L131[13:58:49] <ghz|afk> barteks2x: it
should have either a .multiply, or a .transform method
L132[13:58:58] <barteks2x> it
doesn't
L133[13:59:02] <ghz|afk> otherwise it
would be useless
L134[13:59:35] <barteks2x> it's basically
matricies and vectors that are intended to be uploaded to
shaders...
L135[13:59:36] <ghz|afk>
Matrix4f.transform
L136[13:59:38] <ghz|afk> it's static
L137[14:00:15] <ghz|afk> yes, and it's
perfectly common to perform some computations on cpu, so it would
be silly not to have it at all
L138[14:00:38] <ghz|afk> the advantage of
it being static and using Vector4f as a mutable value, that I don't
know
L139[14:00:43] <barteks2x> but why a
static method...?
L140[14:01:01] <ghz|afk> well
L141[14:01:06] <barteks2x> just so that I
don't mess up the order?
L142[14:01:08] <ghz|afk> I guess it's to
avoid new'ing
L143[14:01:18] <ghz|afk> since there are
statics for other things
L144[14:01:22] <ghz|afk> and new instance
creation is slow
L145[14:01:35] <ghz|afk> people probably
want to use the static version on performance-critical code
L146[14:01:38] <ghz|afk> like
L147[14:01:46] <barteks2x> but vector
could still have a method to multiply by matrix...
L148[14:01:52] <ghz|afk> Vector4f temp1 =
new Vector4f();
L149[14:01:57] <barteks2x> and it could
mutate the vector instead of creating new one
L150[14:02:02] <ghz|afk>
Matrix4f.transform(matrix, vectorIn, temp1);
L151[14:02:11] <barteks2x> or tage the
destination vector as argument
L152[14:02:13] <ghz|afk> sure
L153[14:02:27] <ghz|afk> but I haven't
seen any vector library that puts those methods on the vector
object
L154[14:02:29] <ghz|afk> so dunno
L155[14:02:57] <barteks2x> actually, I may
be doing it completely wrong anyway so... I'm actually trying to
find out by how much my matrix currently scales a vector
L156[14:03:14] <barteks2x> my attempt at
this is to transform aunit vector and find it's length
L157[14:03:33] <barteks2x> hm... that
won't really work
L158[14:03:50] <barteks2x> I would have to
transform zero vector and unit vector, subtract them and then find
length of that
L159[14:04:03] <barteks2x> is there a
simpler way?
L160[14:04:58] <ghz|afk> yes, use a 3x3
matrix and a vector3 -- which can't translate or perspective
L161[14:04:58] <ghz|afk> ;P
L162[14:05:13] <ghz|afk> but I assume that
won't work for your sitaution
L163[14:05:17] <barteks2x> I also need the
translation
L164[14:05:28] <ghz|afk> you can decode
the matrix, then
L165[14:05:46] <ghz|afk> the 3x3 section
is the rotation
L166[14:05:56] <barteks2x> and scaling
too
L167[14:05:57] <ghz|afk> the last column's
3 first components are the translation
L168[14:06:10] <ghz|afk> the bottom-right
component is a global scaling factor
L169[14:06:21] <ghz|afk> and the last
row's first 4 components are perspective transform
L170[14:06:25] <ghz|afk> 3*
L171[14:06:45] <ghz|afk> (the last row
will be 0,0,0,1 on most matrices)
L172[14:06:49] <barteks2x> In my case a
3x3 matrix would also work because the vectors involved are
actually 2d...
L173[14:07:28] <barteks2x> I just first
created 4x4 and never changed it. And MC shaders code always
assumes 4x4 matricies
L174[14:10:57] <barteks2x> I guess I will
just assume there never is any rotation, and that scaling is the
same in x y and z axis, and just tame m00 value
L175[14:11:02] <barteks2x> *take
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L194[16:24:26] <Galaxtone> Hello
L195[16:24:29] <Galaxtone> I have a
problem
L196[16:24:39] <Galaxtone> I'm just trying
to do something simple like a cooldown in 1.10.2
L197[16:25:06] <Galaxtone> And I've
already talked to several people and they have no clue why it
doesn't work
L198[16:25:14] <Galaxtone> Anyone here
willing to help?
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L200[16:38:27] <ghz|afk> what do you mean
with a cooldown?
L201[16:38:29] <ghz|afk> cooldown of
what?
L202[16:43:07] <Galaxtone> uh...
L203[16:43:18] <Galaxtone> your |afk is
kinda misleading
L204[16:43:29] <Galaxtone> oh i havnt said
anything in 5 minutes, sorry
L205[16:43:41] <Galaxtone> the cooldown is
a integer variable
L206[16:43:50] <Galaxtone> that is
decreased every tick
L207[16:43:52] <Galaxtone> in a tile
entity
L208[16:44:10] <Galaxtone> and everytime i
click a block it is set up to 20 and wont let me do anything until
it hits 0
L209[16:44:28] <Galaxtone> however once i
hit the block nothing happens if i remove the update() code
L210[16:44:32] <Galaxtone> it should just
stay at 20
L211[16:44:33] <Galaxtone> nope
L212[16:44:46] <Galaxtone> everytime i
click it prints "starting to cooldown" in console
L213[16:44:53] <Galaxtone> and sayes the
variable is 0
L214[16:44:58] <Galaxtone> so thats my
isuse
L215[16:45:01] <Galaxtone> why is it
resetting?
L216[16:45:46] <ghz|afk> it's only
semi-misleading
L217[16:45:52] <ghz|afk> i'm playing Mario
Odyssey ;P
L218[16:46:05] <Galaxtone> yah i
heard
L219[16:46:10] <Galaxtone> well
L220[16:46:27] <Galaxtone> oafk
L221[16:46:29] <Galaxtone> occasionally
away from keyboard
L222[16:46:49] <ghz|afk> can you link to
that tile entity?
L223[16:49:38] <Galaxtone> @ghz|afk I
tried DM'ing you it... did it work?
L224[16:50:02] <Galaxtone> you know what i
dont care
L226[16:50:05] <Galaxtone> there
L227[16:50:34] ***
Galaxtone is now known as Galaxtone|brb
L228[16:51:29] <ghz|afk> the tileentity
seems fine
L229[16:51:30] <ghz|afk> but
L230[16:51:37] <ghz|afk> you have
blockstates, and you switch between them on the block
L231[16:52:00] <ghz|afk> this will
normally recreate the TE
L232[16:52:04] <ghz|afk> unless you
override shouldRefresh
L233[16:52:20] <ghz|afk> and make it
return newState.getBlock() != oldSate.getBlock()
L234[16:52:29] <ghz|afk> instead of the
default implementation which only does that for vanilla
blocks
L235[16:52:45] <ghz|afk> (because Forge
assumes that all blockstates are different blocks, for some stupid
reason)
L236[16:59:18]
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L237[16:59:53]
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L238[17:00:18] <shambling> I like how FTB
utils crashes on 2517 because forge made it so you can't add forge
commands
L239[17:00:32] <shambling> two thumbs up
for that override block :anti-smugface:
L240[17:01:23] <shambling> I mean, I can
see it from one way "your stupid commands deleted my
server" could get annoying when looking at submitted bugs
:)
L241[17:14:12] <Swordstone> hey @ghz how
good is that game
L242[17:14:17] <Swordstone> i heard it's
as good as 64 was
L243[17:14:50] <ghz|afk> Swordstone: if
you liked mario64, you'd love this
L244[17:14:57] <Swordstone> oh god
yes
L245[17:15:05] <ghz|afk> it has all the
good things from it
L246[17:15:15] <ghz|afk> and more
L247[17:15:20] <ghz|afk> the only
"bad" thing about the game
L248[17:15:24] <ghz|afk> is that it
doesn't have lives
L249[17:15:26] <ghz|afk> no "game
over"
L250[17:15:34] <Swordstone> meh
L251[17:15:38] <ghz|afk> well... it costs
10 coins to revive after dying
L252[17:15:40] <Swordstone> i usually
ended up stockpiling like 80 lives anyways
L253[17:16:01] <ghz|afk> but you can
easily get more if you run low
L254[17:16:03] <ghz|afk> (I haven't)
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L257[17:28:03] <Swordstone> is there a way
to use the end portal texture as a block texture?
L258[17:28:31] <ghz|afk> no idea
L259[17:28:43] <Swordstone> i've tried
looking around at other works, but TE tesseracts don't exist in
1.12.2 afaik
L260[17:29:08] <ghz|afk> well you should
be able to use it in a TESR
L261[17:29:10] <Swordstone> the vanilla
EndPortalGateway class is exactly what I'm looking for, but even
decompiled it's near impossible to read
L262[17:29:13] <ghz|afk> but probably not
in a static model
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L269[18:12:14] <Galaxtone|brb>
@ghz|afk
L270[18:12:21] <Galaxtone|brb> This
shouldRefresh
L271[18:12:26] <Galaxtone|brb> it's in the
Block class right?
L272[18:12:32] <Ordinastie> it's in the
TE
L273[18:12:38] <Galaxtone|brb> ah
thx
L274[18:13:47] <Galaxtone|brb>
shouldRefresh(World world, BlockPos pos, IBlockState oldState,
IBlockState newSate)
L275[18:13:50] <Galaxtone|brb>
newSate
L276[18:13:52] <Galaxtone|brb>
"SATE"
L277[18:14:37] <Galaxtone|brb> Welp
L278[18:15:18] <Galaxtone|brb> Theres a
mis-spelled parameter in the mapping
L279[18:18:18] <ghz|afk> yep
L280[18:18:30] <ghz|afk> [23:52]
(ghz|afk): and make it return newState.getBlock() !=
oldSate.getBlock()
L281[18:18:39] <ghz|afk> I misspelled the
wrong one ;P
L282[18:20:11] ⇦
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(Quit: Leaving)
L283[18:24:10] <Galaxtone|brb> @ghz|afk
You didn't mispell anything
L284[18:24:56] <Galaxtone|brb> unless you
helped in the deobfuscation and mispelled it
L285[18:25:02] ⇦
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L286[18:25:16] ***
Galaxtone|brb is now known as Galaxbone
L287[18:26:47] <ghz|afk> yes I did
L288[18:26:52] <ghz|afk> I wrote
"newState" and "oldSate"
L289[18:26:58] <ghz|afk> while it's really
"oldState" and "newSate"
L290[18:26:59] <ghz|afk> ;p
L291[18:27:28] <Galaxbone> anyway
L292[18:27:33] <Galaxbone> you enjoy
your...
L293[18:27:43] <Galaxbone> mario
odyssey
L294[18:27:52] <ghz|afk> already stopped
for today
L295[18:28:03] <ghz|afk> nearly 1:30am, so
I'm going to jump into bed soon
L296[18:28:03] <Galaxbone> well
L297[18:28:19] <Galaxbone> you go ahead
and enjoyed (past-tense) your mario odyssey
L298[18:28:30] <ghz|afk> I very much did.
;P
L299[18:29:03] <Galaxbone> nothing like
using a much slower programming language in java engine because of
cross-compatibility
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L301[18:30:27] <Galaxbone> Hello
DimmerWorld
L302[18:37:51] *
ghz|afk poofs
L303[18:40:19] <Swordstone> i love the
soundtrack to this wooded kingdom
L304[18:45:10] ⇦
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L305[18:46:40]
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L306[18:47:29] <vrackfall> Hello someone
here that know how to deal with ModelBakery without using jsons?
Help needed
L307[18:52:08]
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L308[18:52:20] <shambling> is there a way
on 1.12.2 to force a crash log when just the backend server crashes
in single player?
L309[18:52:35] <shambling> or should I try
making a dedicated server and connecting to that, and see if I can
replicate my random 'crashes'
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L311[19:01:33] ⇦
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L312[19:01:36] <vrackfall> Help needed
with ModelBakery. I need to replace a vanilla block model in 1.11.2
by another one without using json
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L317[19:36:51] <vrackfall> Anyone???
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