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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
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
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"?
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
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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
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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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
:)
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
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
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
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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