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L12[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20171104 mappings to Forge Maven.
L13[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20171104-1.12.zip (mappings = "snapshot_20171104" in build.gradle).
L14[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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L36[05:30:34] <copygirl> Hello everyone. I need some advice.
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L38[05:31:34] <copygirl> So to syncronize settings, I send packages to every player on the server. There's a slight bug with a LAN server player sending a sync packet to themself, so.. I'd like to avoid sending this message in the first player.
L39[05:32:05] <copygirl> Is there any way to check if a certain player entity is the LAN server owner? Supposedly there's a getServerOwner field, though that returns a username, which is not ideal.
L40[05:32:18] <copygirl> method*, not field.
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L42[05:32:43] <copygirl> in the first place*
L43[05:34:20] <copygirl> (Alternatively, I can ignore the sync message when the client knowingly runs an integrated server, but that feels more like a workaround.)
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L49[06:18:55] <copygirl> Though.. hmm.. it appears that the integrated server would not allow a player on that has the same name.
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L61[07:51:19] <barteks2x> Is there any way I can inform the user that he should backup the world NOW on a specific exception I throw and be almost sure the message gets read, both on client and dedicated server?
L62[07:52:46] <barteks2x> it's generally very hard to debug, and once it occurs on a specific world - it tends to reoccur there. And it's essentially "something is very wrong bu no clue what" exception
L63[07:54:27] <barteks2x> I had people get that exception in their world very reliably and delete that world "because it's broken" and then tell me that it crashed...
L64[07:55:05] <TechnicianLP> theres startupquery for servers and custome guis for client ...
L65[07:55:37] <barteks2x> this exception only occurs serverside
L66[07:56:10] <barteks2x> well, it is possible clientside but it never actually happened there
L67[07:57:24] <barteks2x> I had this exception get thrown for various reasons since 2 years ago or more. The only way to debug it is add trace logging to chunk loading code
L68[07:57:38] <barteks2x> and wait for it to happen with that trace logging enabled
L69[07:58:24] <barteks2x> and it has a potential to corrupt the world
L70[07:59:28] <barteks2x> so I would need a way to make sure the user reads my message. Noone seems to actually read crash reports
L71[08:00:50] <barteks2x> back when Minecraft actually showed a crash gui, some people would actually read the exception message. Now everyone will just give me the crash report file and nothing else
L72[08:13:48] <TechnicianLP> did they remove the crash screen? i liked that as well ....
L73[08:14:58] <TechnicianLP> looks like it ...
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L76[08:52:40] <barteks2x> The last time i've seen the crash screen is something like MC 1.4 or something
L77[09:07:24] <barteks2x> I hate now there is no non-fragile way for me to tell the user what to do with that
L78[09:08:10] <barteks2x> if I try to continue running the game to show a GUI that tells the user about it, things may go wrong, crash (especially when other mods are involved) leading to further confusion
L79[09:08:43] <barteks2x> I could show a message box, but that may not play well with fullscreen
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L81[09:22:56] <barteks2x> and since it's long after the game loads, I can't use the special exception that shows custom message
L82[09:27:19] <billy> ok.. so, i cant for the life of me figure out what to change in my ridable entity (a car, to be exact) to make it so the sky does not darken when riding it :S
L83[09:29:47] <billy> anyone able to shine some light on this dark sky for me?
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L85[09:35:57] <barteks2x> billy, that looks like something related to brightness/light level. The game probably thinks it's dark in the player position
L86[09:36:19] <barteks2x> are you by any chance offsetting player position?
L87[09:41:30] <billy> i dont think I am. but with the ModelBase coordinate system being so weird I might be and not realize it
L88[09:43:52] <billy> ok, apparently I am somewhere.. I'm 0.35 blocks below the entity it seems: https://gyazo.com/328e0809a30414ca288554d8a7d7e047
L89[09:44:14] <barteks2x> what is the block at that location?
L90[09:44:30] <barteks2x> (take floor() of this location)
L91[09:44:31] <billy> grass
L92[09:44:36] <barteks2x> so it's darkj
L93[09:44:40] <barteks2x> it's below the surface
L94[09:44:50] <billy> yeah, i'm in the grass lol
L95[09:45:06] <barteks2x> well, it should also add getEyeHeight() to that
L96[09:45:18] <billy> but its drawing me just fine. this is all so weird. *sits back and rethinks things*
L97[09:45:56] <barteks2x> are you calling player.setSize?
L98[09:47:13] <billy> ok, so when I first rendered the car in the world is was well below the ground. i added 1.48F to the renderer Y to make it draw it above the ground. the collisionbox and everything else draw in the proper spots just fine without modification. the only place I can see where I move the player is the getMountedYOffset(), which I override to return 0
L99[09:48:13] <billy> if i dont override that method the sky is fine, but i'm drawn way above the seat of my entity https://gyazo.com/f5610fd0b3da0f55a7d13a479ab410b8
L100[09:50:54] <billy> and no, i'm not calling player.setSize, I'm using the boat code as a reference and thats not called anywhere in the boat code either
L101[09:53:30] <barteks2x> what do you mean by "added somethin to render Y"?
L102[09:55:02] <billy> https://gyazo.com/155fd4f6ecdcc028095e7283d257891d
L103[09:55:19] <billy> i add 1.48F to translate Y so it draws the car above the ground
L104[09:55:44] <barteks2x> maybe it was rotating below the ground because scale=-1 means upside down and everything?
L105[09:55:55] <barteks2x> anyway, that shouldn'tbe an issue
L106[09:56:28] <billy> no idea. boat scales and translates the same way
L107[09:56:38] <billy> but boat only translates on Y 0.375
L108[09:57:39] <barteks2x> by default mountedYOffset is return (double)this.height * 0.75D; which seems like a reasonable default
L109[09:57:49] <barteks2x> is your entity actually much higher than it's model?
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L111[09:59:18] <billy> i made the model using Tabula and it rests on the ground/grid
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L113[10:00:36] <barteks2x> World.getSkyColorBody just takes the position without taking into account eye height
L114[10:00:51] <barteks2x> it may just work for boats because the block is almost always water
L115[10:01:02] <barteks2x> maybe take a look at how it's done with minecarts?
L116[10:01:11] <billy> hmmm
L117[10:01:23] <billy> you're right, sitting in a boat on land makes the sky dark too
L118[10:02:27] <billy> minecart makes sky dark too.. how weird
L119[10:02:31] <billy> i never noticed this before
L120[10:02:46] <barteks2x> Do they also make sky dark in vanilla without forge?
L121[10:02:51] <barteks2x> if no, then it's a forge bug
L122[10:02:59] <barteks2x> if yes, then it's vanilla bug
L123[10:03:24] <billy> firing up vanilla to test
L124[10:04:15] <billy> yup, dark in vanilla in minecart and boat
L125[10:05:01] <ben_mkiv> are entitys with custom rig a thing in minecraft?
L126[10:05:05] <barteks2x> then I wouldn't worry about fixing it. Maybe find the MC bug report for it and if there isn't alread, add a comment explaiuning why it happens
L127[10:05:28] <barteks2x> (ie. getSkyColor not taking player eye position into account)
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L129[10:07:28] <barteks2x> if it is actually reported and confirmed vanilla bug, it could also be fixed by forge
L130[10:09:24] <barteks2x> https://bugs.mojang.com/browse/MC-51150 there already is explanation given for it
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L135[11:02:07] <billy> found the bug, barteks2x. line 294 of EntityRenderer doesnt take into consideration the eye height. changed it, and works as intended now. https://gyazo.com/c3e7b27fd63f154ff0ace130e225a810
L136[11:02:55] <barteks2x> hm... I thought it's world.getSkyColorBody
L137[11:03:11] <billy> i thought so too. but i just spent the last hour digging and found it there
L138[11:03:41] <barteks2x> you fixed it actually in forge code or somehow from your mod?
L139[11:04:01] <billy> in forge dev environment
L140[11:06:42] <TechnicianLP> if i want the server to know about a clientside gui i have to add a container i assume?
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L150[12:59:55] <masa> know about what in the GUI?
L151[13:00:32] <TechnicianLP> the gui existing/how to handle incoming data from it
L152[13:00:32] <masa> the server doesn't really know about anything in a GuiContainer either, the only thing it gets are slot clicks, unless you send packets yourself
L153[13:01:56] <masa> if you need slots/items in the GUI, then use a Container, otherwise there is not much point, just use a regular GuiScreen and send packets
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L155[13:13:12] <Ri5ux> I'm having a bit of trouble emitting light from a block. I've got a block emitting light, but it is restricted to a very small area around it, almost as if the surrounding blocks aren't being notified, but I am notifying the neighbors. In fact, if I place a block next to this one, the light expands outwards. https://i.imgur.com/vYmElub.png
L156[13:14:46] <Ri5ux> Here's how I'm doing it: https://gist.github.com/Ri5ux/c6e8018b86ef821b3f944996f19cedca#file-gistfile1-txt-L25
L157[13:15:12] <Ri5ux> (of course I wouldnt normally do that in update() constantly, just for a brief test)
L158[13:15:54] <barteks2x> Ri5ux, use world.checkLightFor
L159[13:16:06] <barteks2x> or world.checkLight
L160[13:16:16] <Ri5ux> I also tried that, after and before, it prevented the light from working at all
L161[13:16:17] <barteks2x> no need to use setLightFor
L162[13:16:28] <barteks2x> checkLightFor **without** setLightFor
L163[13:16:32] <Ri5ux> oh
L164[13:16:35] <Ri5ux> Okay, sec
L165[13:16:59] <barteks2x> because when checkLightFor sees that the light at the source is correct, it thinks it's all up to date
L166[13:17:38] <Ri5ux> How do I set the light output then?
L167[13:18:07] <Ri5ux> I tried it and got nothing
L168[13:18:08] <barteks2x> just make the block return the right value as it's light value
L169[13:18:45] <barteks2x> world.getLightValue or world.getEmittedLight or something
L170[13:18:53] <barteks2x> something like that. you may need to override that
L171[13:19:00] <Ri5ux> Can I use getLightValue(IBlockState, IBlockAccess, BlockPos) or am I restricted to getLightValue(IBlockState)?
L172[13:19:10] <barteks2x> use the 3-arguments one
L173[13:19:42] <barteks2x> the first one is only used from chunk constructor to avoid some hard to solve issues, iirc
L174[13:20:55] <Ri5ux> Gotcha, testing
L175[13:21:28] <Ri5ux> Wow, that was surprisingly easy, it worked. Thanks!
L176[13:22:24] <quadraxis> if you're overriding it, you should override the simple method
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L178[13:23:05] <barteks2x> which is?
L179[13:23:18] <quadraxis> getLightValue(IBlockState)
L180[13:23:28] <Ri5ux> What if I need the BlockPos?
L181[13:23:36] <Ri5ux> (Tile Entity)
L182[13:23:47] <barteks2x> ^thats what I assumed from looking at the code
L183[13:23:50] <quadraxis> then you need to override the othe as well
L184[13:24:00] <Ri5ux> Why both?
L185[13:24:22] <quadraxis> you might not need to override both
L186[13:24:38] <Ri5ux> But.. isn't that what you just said?
L187[13:24:43] <quadraxis> if the default value is appropriate
L188[13:25:10] <barteks2x> which is probably is if he can't figure out the correct value without location
L189[13:25:16] <barteks2x> the default is "off" in that case
L190[13:26:11] <barteks2x> also public int getLightValue(IBlockState state) is deprecated
L191[13:26:39] <quadraxis> so are all the block methods that exist in blockstate
L192[13:26:42] <Ri5ux> I think someone mentioned that was normal. That Mojang uses it as some sort of marker without actually deprecating it
L193[13:26:52] <barteks2x> and the IBlockState.getlightValue is also deprecated
L194[13:27:05] <barteks2x> the no-arguments one
L195[13:27:14] <quadraxis> for calling
L196[13:27:24] <barteks2x> so nothing should really use it
L197[13:27:25] <quadraxis> you should call that one if you can
L198[13:27:36] <quadraxis> but you should override the basic one if you can
L199[13:27:49] <quadraxis> as the other implementation defers to it by default
L200[13:28:04] <quadraxis> and the multi-arg method isn't always available
L201[13:28:35] <barteks2x> currently it's only impossible to use before the chunk is fully created
L202[13:28:41] <barteks2x> which as I said is in Chunk constructor
L203[13:28:59] <barteks2x> and in some methods called by terrain generator before the chunk is added to world
L204[13:29:21] <barteks2x> so unless the block is used in that early stage in world generation 9which it can't be if it has tile entity) it doesn't matter
L205[13:30:32] <quadraxis> in this case the multi-arg method *is* needed
L206[13:30:48] <quadraxis> so what I was saying doesn't apply so much
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L215[15:12:14] <TechnicianLP> if need other Attributes pushed than are by GlStateManager - i have to use direct GL calls?
L216[15:12:34] <TechnicianLP> (Specfically the ScissorBit)
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L224[15:47:36] <TechnicianLP> i hate it when that happens when i hit restart: https://hastebin.com/ipunapubes.pas
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L230[16:08:20] <barteks2x> I've never actually did that before... for most things there are registry events. Is there some recommended way to deal with registering dimension types? (and equivalent of ObjectHolder for them?)
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L232[16:12:39] <quadraxis> not that i'm aware of
L233[16:12:59] <TechnicianLP> DimensionManager is the class you want to look at
L234[16:13:05] <barteks2x> is it ok to register a dimension in static initializer? or should that be avoided?
L235[16:13:54] <barteks2x> so what does DimensionType.register do?
L236[16:13:56] <TechnicianLP> you can - but you never know who might load your class somwhen unintended
L237[16:14:22] <quadraxis> something called during preInit I'd say
L238[16:14:24] <barteks2x> so I can either do static initialization or have it nonfinal..
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L245[17:33:22] <ben_mkiv> are custom rigs possible?
L246[17:34:11] <PaleoCrafter> u wot
L247[17:34:18] <ben_mkiv> for models
L248[17:36:14] <gigaherz> .b3d animations sure
L249[17:36:46] <ben_mkiv> is that blender3d? :>
L250[17:36:50] <gigaherz> no
L251[17:36:52] <ben_mkiv> ;_;
L252[17:36:56] <gigaherz> but
L253[17:37:02] <gigaherz> the official export plugin is for blender
L254[17:37:10] <ben_mkiv> that sounds good :)
L255[17:37:11] <ben_mkiv> http://pasteall.org/pic/show.php?id=120063
L256[17:37:11] <gigaherz> the format is older, from some game
L257[17:37:16] <ben_mkiv> want to bring this baby alive :D
L258[17:37:29] <gigaherz> I don't know if there's anything newer: https://github.com/RainWarrior/B3DExport
L259[17:37:49] <gigaherz> that seems WAY too detailed for mc ;P
L260[17:38:01] <gigaherz> or not detailed, but rather, "too many angles"
L261[17:38:49] <ben_mkiv> well if i get that to work at all i want to make different tiers
L262[17:38:54] <ben_mkiv> so the lower ones can be ugly xD
L263[17:39:16] <gigaherz> I'm not saying it should be ugly
L264[17:39:24] <ben_mkiv> didnt want so much detail, but i ended up with this
L265[17:39:25] <gigaherz> I'm just saying it looks out of place ;P
L266[17:39:36] <ben_mkiv> well galacticraft is also pretty detailed
L267[17:41:33] <ben_mkiv> but you are welcome to make a model :D
L268[17:42:13] <gigaherz> I could, but it wouldn't be made in blender, and it wouldn't be rigged ;P
L269[17:42:46] <ben_mkiv> rigging is kinda easy on them/and for minecraft
L270[17:43:56] <ben_mkiv> but i wonder about the collision detection
L271[17:49:24] <gigaherz> first approximation: https://i.imgur.com/2fags0H.png
L272[17:49:25] <gigaherz> ;P
L273[17:49:57] <ben_mkiv> xD
L274[17:50:24] <ben_mkiv> but yea, it should probably be kinda like that
L275[17:50:56] <gigaherz> if you want a .obj of that ;P
L276[17:51:08] <ben_mkiv> guess i'm able to copycat that
L277[17:51:10] <ben_mkiv> :D
L278[17:51:12] <gigaherz> :P
L279[17:51:52] <gigaherz> better angle: https://i.imgur.com/rJv4LW6.png
L280[17:52:48] <gigaherz> as for collision: mc isn't the best in terms of collision
L281[17:52:58] <gigaherz> that's probably why the end dragon has multiple separate parts
L282[17:53:36] <ben_mkiv> hm, thought of something like that, a entity for each foot/arm/... but no idea how well that works out
L283[17:53:44] <gigaherz> check EntityDragon
L284[17:53:58] <gigaherz> it implements IEntityMultiPart
L285[17:54:19] <gigaherz> which allows you to know which part is being attacked
L286[17:54:27] <gigaherz> so you could use that to allow people to disable the arms or such
L287[17:57:11] <ben_mkiv> thats a good resource, thanks
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L291[18:16:13] <barteks2x> is there a command that can teleport me to any dimension in 1.12?
L292[18:16:45] <barteks2x> or do I have to create my own way to teleport?
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L294[18:38:55] <gigaherz> so far as I'm aware, nope
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L308[20:28:44] <cjm721> Anyone know of a mod that allows getting online UUIDs while in offline mode (for server behind bungeecord)
L309[20:29:00] <gigaherz> does it have to be a mod?
L310[20:29:11] <gigaherz> oh wait
L311[20:29:30] <gigaherz> you mean make mc still work with real UUIDs even in offline mode
L312[20:29:32] <cjm721> No, was debating about creating a custom forge build
L313[20:30:05] <gigaherz> yeah when I have some "special case" like that, I tend to just build a custom forge
L314[20:30:14] <gigaherz> like, to disable movement speed checks
L315[20:30:33] <cjm721> Ya, just did not want to have build forge myself. Last time I did that took a few hours but that was like 1.3
L316[20:30:39] <gigaherz> (which cause rubber-banding for creative-style flight in survival)
L317[20:34:06] <cjm721> I guess time to figure out where that code is at
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L319[20:35:43] <gigaherz> welp time for me to sleep
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L321[20:35:47] <ghz|afk> night
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L324[20:43:18] <cjm721> looks like this is going to be a change in minecraft. It is detailed somewhere how to udpate the .patch files. Assume its generated off an actual local minecraft serouce
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L331[21:50:04] <cjm721> Ok with the forge source I made changes to minecraft's files. How do I regenerate those patch files then build the jar?
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