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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
L26[04:09:14] <barteks2x> https://github.com/OpenCubicChunks/CubicChunks/blob/MC_1.12/src/main/resources/log4j2.xml
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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?
L199[16:25:44] *** PaleoCrafter is now known as PaleOff
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
L225[16:50:02] <Galaxtone> https://github.com/Galaxtone/Javascript-Computers/blob/master/src/java/com/galaxtone/jscomputers/tileentities/ComputerTileEntity.java
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)
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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
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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
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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
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L306[18:47:29] <vrackfall> Hello someone here that know how to deal with ModelBakery without using jsons? Help needed
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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] ⇦ Parts: bms_ (~bms_@cpe-76-188-199-137.neo.res.rr.com) ())
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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