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L1[00:01:41] ⇨
Joins: shauncjones
(shauncjones!~shauncjon@24.32.58.235)
L2[00:02:45] <shauncjones> hey guys,
wondering if anyone could help with a crash I keep getting while
trying to add a container to an Item. The game runs but every time
I right click the item it crashes and says "Invalid hand
null"
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L11[01:53:46] <gigaherz> shauncjones: you
should accompany all requests for help with debug logs :P
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L14[01:54:19] <gigaherz> (and/or source
code, depending on the case)
L15[01:55:06] <shauncjones> gigaherz: I
actually fixed the crash but my method for implementing it was
horrible.. so back to the drawing board! Any advice is appreciated!
:P
L16[01:55:35] <gigaherz> well given that I
don't know how you did it, I can't really give much advice :P
L17[01:57:37] <shauncjones> Well when I add
the GUI to a block I can get it to work quite well, but if I switch
it to an item it goes horribly wrong.. I have a feeling its
something to do with the TileEntitiy and POS
L18[01:58:58] <gigaherz> hmmm yeah instead
of giving the gui handler a location and getting a tileentity from
it
L19[01:59:05] <gigaherz> you would probably
want to give it a player and a slot number
L20[01:59:49] <gigaherz> then you can get
the itemstack from that slot, and the item handler from the
itemstack
L21[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20180114 mappings to Forge Maven.
L22[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20180114-1.12.zip
(mappings = "snapshot_20180114" in build.gradle).
L23[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/
L24[02:00:51] <shauncjones> so get rid of
the tileentity all together?
L25[02:01:21] <gigaherz> well an ItemStack
can't have a tileentity
L26[02:01:28] <gigaherz> so there's no
point to it
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L28[02:01:42] <gigaherz> ItemStacks would
store the data in the stack's NBT
L29[02:02:45] <gigaherz> although assuming
you attach the items using a capability, the capability can handle
that on its own
L30[02:02:57] <shauncjones> thanks! I'll
give it a shot and let you know how it turns out!
L31[02:03:00] <gigaherz> (that is, it can
store the items separately without having to upedate the stack's
NBT)
L32[02:04:47] <shauncjones> well we will
see how it goes. This is my first time playing around with GUIs and
I'm just having fun with it.. :[
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L37[02:52:23] <Abastro> Identity?
L38[02:52:30] <Abastro> *ItemEntity?
L39[02:54:43] <ben_mkiv> is it possible to
provide own capabilities to any entity?
L40[03:00:36] <Abastro> Yes, use
AttachCapabilitiesEvent<Entity?
L41[03:00:45] <Abastro>
*<Entity>
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L43[03:18:25] <ben_mkiv> thanks
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L45[03:28:50] <Abastro> you're
welcome
L46[03:31:49] <Abastro> Besides. Why are
there no ItemEntity in MC?
L47[03:33:36] <shauncjones> I think an
ItemEntity would make what I'm trying to do easier... :(
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L51[03:47:43] <gigaherz> Abastro: what? why
would there be?
L52[03:47:50] <gigaherz> that's pretty much
waht the ItemStack is for
L53[03:48:03] <gigaherz> it's an object
instance holding data for an item
L54[03:48:17] <gigaherz> if you need MORE
data, you can attach a capability.
L55[03:48:35] <Abastro> As it can be
extended.
L56[03:48:47] <Abastro> I mean vanilla
MC.
L57[03:49:04] <gigaherz> they don't need
it
L58[03:49:32] <Abastro> Why? I'd like to
hear the reason.
L59[03:49:49] <gigaherz> they don't NEED
it
L60[03:49:51] <gigaherz> there's no
reason
L61[03:49:59] <gigaherz> they just don't
implement things that aren't needed
L62[03:50:13] <Abastro> I mean why they
don't need it.
L63[03:50:19] <gigaherz> that's not how
things work
L64[03:50:25] <gigaherz> why would they
need it?
L65[03:50:36] <gigaherz> everything an
itemstack needs, they store in NBT
L66[03:50:39] <gigaherz> it's good enough
for them
L67[03:50:50] <gigaherz> so what reason
would they have to change that?
L68[03:50:53] <Abastro> So it was a design
decision.
L69[03:51:02] <Abastro> I see.
L70[03:51:17] <gigaherz> when notch
implemented itemstacks initially
L71[03:51:20] <gigaherz> they didn't even
have NBT
L72[03:51:25] <gigaherz> they just had a
damage value
L73[03:51:43] <gigaherz> when they needed
to have sub-items, such as dyes
L74[03:51:47] <gigaherz> they reused the
damage value
L75[03:51:51] <gigaherz> as a metadata
value
L76[03:52:07] <gigaherz> when they
introduced enchantments, they needed a way to store the enchantment
data
L77[03:52:41] <gigaherz> and in order to
make it flexible, they used the NBT system to attach data to each
ItemStack
L78[03:53:03] <Abastro> That's what I
wanted to hear, thanks!
L79[03:53:11] <gigaherz> they could have
added a component system at that point
L80[03:53:21] <gigaherz> where different
things "register" different components
L81[03:57:33] <Abastro> Before item
capabilities, I created ItemEntity for my mod. I was just curious
why in the sake of 'symmetry'.
L82[03:58:01] <Abastro> *curious why there
was no ItemEntity in MC
L83[04:02:40] <gigaherz> how did you keep
track of which ItemEntity belongs to each ItemStack?
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L86[04:32:20] <Abastro> I checked them
every tick. That was the only way, as far as I know.
L87[04:32:50] <Abastro> Fortunately, there
are not so many inventory slots, so it doesn't have problems
performance-wise.
L88[04:33:13] <Abastro> Also I needed to
create world representation of inventory.
L89[04:33:23] <gigaherz> so if someone
replaced an item with a different one, it broke?
L90[04:33:33] <Abastro> No
L91[04:34:29] <Abastro> When the item
changes, I update the tiles as well.
L92[04:35:02] <Abastro> It took several
days to fix all the bugs.
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L94[04:47:32] <Abastro> People won't use
inventory furnace, right?
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L96[05:12:22] <shauncjones> hey guys,
wondering if y'all can help with this error "PackContainer
cannot be cast to net.minecraft.client.gui.GuiScreen" here is
the PackContainer file
https://pastebin.com/EKRhJ4Su
L97[05:17:47] <gigaherz> you are returning
a Container from something that expects a Gui
L98[05:18:20] <gigaherz> or otherwise
trying to cast something that is a Container into GuiScreen
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L100[05:19:28] <shauncjones> Yeah I had a
derp moment and didn't create the GuiContainer class...
L101[05:22:32] <shauncjones> well now I
have a new problem maybe you can help. I got the item to make a GUI
but when I put items in and close it they are gone when I reopen
it.. How can I make them stay?
L102[05:24:50] <gigaherz> you have to
store the items into the itemstack
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L112[07:31:45] <Ordinastie> was there a
netty change recently ?
L113[07:32:08] <Ordinastie> or forge
change related to packet stuff ?
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L116[07:51:24] <Ordinastie> ffs, I was
trying to debug something and I can't duplicate the bug anymore
:/
L117[07:54:28] <shauncjones> Okay I got it
to work, not hopefully a simple fix. My custom GUI slots are like 1
pixel off to the left how do I move them
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L133[10:35:14] <Raycoms> Hmm I have a
problem, I'm drawing a custom sized texture in my GUI but it's not
scaling, the other ones I use scale fine but this one
L134[10:37:22] <barteks2x> what do you
mean by doesn';t scale?
L135[10:37:25] <barteks2x>
screenshots?
L136[10:37:51] <Raycoms> incoming
L138[10:38:12] <Raycoms> how it is
supposed to look like
L140[10:38:51] <Raycoms> how it looks
like
L142[10:40:09] <Raycoms> the image is
32*32 and we want it 16*16 and 24*24
L143[10:40:14] <barteks2x> show the
code?
L145[10:42:15] <Raycoms> And I debugged
it, it runs into the customsize one with the correct size
params
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L148[10:43:37] <barteks2x> ao qhT ew thw
values?
L149[10:44:39] <barteks2x> ... how did I
make so many typos?
L150[10:45:54] <Raycoms> Let me get my
crypto software
L151[10:45:58] <Raycoms> I might find out
what you meant
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L154[10:46:40] <Raycoms> x,y at the
position, the offset is 0, 0 in this case, imageWidth and
imageHeight = 0, but getWidth and getHeight = 16
L155[10:46:52] <Raycoms> mapWidth,
mapHeight = 32 (original size)
L156[10:52:44] <barteks2x> Raycoms, I
don't think drawModalRectWithCustomSizedTexture is the right method
to use here
L157[10:52:52] <barteks2x> and I don't
think the method is even named correctly
L158[10:53:30] <Raycoms> which one would
be?
L159[10:53:49] <barteks2x> actually... try
to give it textureWidth/heigth same as width/height
L160[10:55:45] <barteks2x>
darwTexturedModalRect might just work
L161[10:56:08] <Raycoms> Nope, I tried
that
L162[10:56:22] <barteks2x> ah right it
assumes constant texture size
L163[10:56:39] <Raycoms> I just found
drawScaledCustomSizeModalRect
L164[10:56:47] <Raycoms> but this one
wants a lot more variables
L165[10:57:46] <barteks2x> I also found
it
L166[10:58:03] <barteks2x>
drawModalRectWithCustomSizedTexture seems to be right but is
interpreting the inputs in confusing way
L167[10:58:35] <Raycoms>
drawModalRectWithCustomSizedTexture works perfectly for us
"upsizing textures" and also works perfectly downsizing
them into one direction for now
L168[10:58:42] <Raycoms> but it doesn't
seem to work in this case
L169[11:00:15] <barteks2x> it's intended
to draw unscaled texture with custom size
L170[11:00:25] <barteks2x> by providing it
wrong information you can do whatever you want
L171[11:01:08] <barteks2x>
drawScaledCustomSizeModalRect you have additional uWidth and
uHeight which are the size of the texture
L172[11:01:13] <barteks2x> try that
L173[11:01:37] <barteks2x> well, by size
of the texture I mean how much of the texture in pixels you want to
draw
L174[11:01:53] <Raycoms> but what's the
difference between the previous textureWidth and
textureHeight?
L175[11:02:00] <barteks2x>
tileWidth/height is total size of the texture
L176[11:02:25] <barteks2x> in the second
method textureWidth/height equivalent is the last 2 arguments
L177[11:02:30] <barteks2x> which specify
how big the whole texture is
L178[11:02:40] <barteks2x> uWidth and
uHeigth specify how much of that you want to draw
L179[11:03:34] <Raycoms> and then width
and height?
L180[11:03:42] <Raycoms> nt uWidth, int
vHeight, int width, int height, float tileWidth, float
tileHeight
L181[11:03:46] <Raycoms> I mean there are
those 6 here
L182[11:03:55] <Raycoms> 2 are the actual
size and 2 are the size I want to draw
L183[11:04:00] <Raycoms> but what might
the other 2 be? =D
L184[11:04:20] <barteks2x> x, y ->
coords on screen, u, v -> start texture coords, uWidth, uHeight
-> how much of the texture to draw, widthy, height-> size on
screen, textureWidth/height -> total size of the texture
L185[11:05:36] <barteks2x> *
textureWidth/height -> tileWidth/height
L186[11:07:37] <Raycoms> ty =D
L187[11:12:00] <Raycoms> Seems to work
thanks
L188[11:12:15] <barteks2x> actually is it
possible to update the javadoc from mcpbot?
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L191[11:14:24] <Raycoms> Idk
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L199[12:18:13] <barteks2x> How can I debug
a gradle plugin... debug mode just doesn't workj
L200[12:37:20] <barteks2x> half of
automated optifine deobfuscation using gradle is done :D
L201[12:37:51] <barteks2x> now I need to
make it discard net/minecraftforge part, modify MANIFEST.MF and add
the ATs
L202[12:37:55] <barteks2x> and add it to
dependencies
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L225[13:51:03] <cjm721> Ok for rending
enchant glint, when it is on my items they look fine but when it is
on my armor it borks out.
https://youtu.be/62hVuGhxuHk
L226[13:51:36] <gigaherz> that looks fine
to me ;P
L227[13:51:42] <gigaherz> makes the armor
look high-tech!
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L229[13:52:03] <gigaherz> also like a
glitch
L230[13:52:06] <gigaherz> but a high-tech
glitch!
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L233[14:02:06] <barteks2x> asking someone
who knows a bit of ASM: if I don't use COMPUTE_MAXS |
COMPUTE_FRAMES, is it required to specify local variables when
creating class from the scratch?
L234[14:04:55] <barteks2x> well, I will
see if it explodes later
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L236[14:18:01] <barteks2x> so I just
realized... I'm writing asm code that writes a class
transformer
L237[14:18:11] <barteks2x> that wraps
optifine class transformer
L238[14:21:49] <cjm721> During the day it
does the whole turn completely white.
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L240[14:27:30] <barteks2x> and somehow
with each run gradle uses more and more ram, at some point
exceeding 1.5GB...
L241[14:27:34] <barteks2x> with 1GB
assigned to it
L243[14:46:27] <TechnicianLP> (thats a mc
instance though)
L244[14:46:28] <Corosus> what makes that
visualization?
L245[14:46:34] <TechnicianLP>
jemalloc
L246[14:46:51] <blackgem> Hey guys, what's
the fastest you've gotten the player to move without ending up with
errors 'cause of it, without changes to vanilla
infrastructure?
L247[14:46:51] <Corosus> cool
L248[14:47:19] <TechnicianLP> jemalloc
gathers the data - ubut the other program is in the suite
L249[14:47:20] <barteks2x> TechnicianLP,
is that MC 1.13?
L250[14:47:41] <TechnicianLP> 1.12
L251[14:47:56] <TechnicianLP> buti expect
to to also be the cause of a 1.7.10 leak i had
L252[14:47:57] <barteks2x> well 1.13
snapshots leak a ton of memory for me
L253[14:48:06] <TechnicianLP> didnt try
those yet
L254[14:48:10] <barteks2x> like 10+GB
before getting into main menu
L255[14:48:24] <TechnicianLP> did you turn
off gc? xD
L256[14:48:30] <barteks2x> it's native
memory leak
L257[14:48:41] <TechnicianLP> gonna take a
look later
L258[14:50:11] <barteks2x> the new
snaposhots don't seem to do that but the first 3 or so definitely
did
L259[14:50:19] *
blackgem squints at the channel
L260[14:51:32] <malte0811> Is there any
premade way to apply a matrix to a baked quad?
L261[14:51:59] <gigaherz> you could check
how the TRSRTransformation does it
L262[14:53:38] <barteks2x> my
autotransformed optifine jar almost works :D
L263[14:54:05] <barteks2x> I found that I
do need to specify the locals in bytecode
L264[14:58:41] <barteks2x> it works
:D
L265[14:58:57] <barteks2x> I have a gradle
plugin that generates dev environment optifine jar
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L267[15:01:27] <TechnicianLP> barteks2x:
orking fine for me ...
L268[15:01:35] <TechnicianLP> you still
run arch?
L269[15:01:40] <barteks2x> *gentoo
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L279[16:51:05] <cjm721> Ok am I missing
something, how do most mods check if an item is enchantable (for
things like Auto-enchanter etc). I can enchant my stuff just fine
with an anvil but not working in modded enchanters
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L281[17:10:58] <gigaherz> cjm721: well,
one would presume they do something similar as the anvil, and check
enchantment.canApply
L282[17:12:11] <cjm721> Ya I was being
stupid and was looking in the wrong class... Had it correct the
whole time just never applied it to the class I was
trying....
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L300[20:13:42] <Ferrettomato> Is there any
way to stop Forge from automatically creating potion items when I
register a PotionType?
L301[20:14:04] <Ferrettomato> Or, at the
very least, to stop those items from appearing in the Creative
menu?
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L303[20:18:05] <Ferrettomato> I'm using my
own custom items to apply my potion effect, but I get errors when I
try to use it without registering it.
L304[20:18:51] <abab9579> If you aren't
using potion items, why do you register it as a potion
effect?
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L306[20:22:00] <shauncjoness> Is there any
good docs on the Forge Energy system or the RF API?
L307[20:22:26] <Ferrettomato> So I can
apply it with other items. That technically works without
registering it, but I get errors when I try to create a lingering
cloud with it (An Entity type
net.minecraft.entity.EntityAreaEffectCloud has thrown an exception
trying to write state. It will not persist.)
L308[20:24:57] <abab9579> Oh so you only
don't need it on potion items.
L309[20:25:21] <abab9579> Did you look
into the potion class creating the item?
L310[20:26:42] <abab9579> I mean
PotionType
L311[20:28:30] <Ferrettomato> The vanilla
class? I can't see anything to do with it.
L312[20:31:22] <Ferrettomato> I mean, I
could try using reflection to register the effect directly in
PotionType, but that feels hacky and unstable to me.
L313[20:35:25] <abab9579> I guess you have
to substitute ItemPotion for that.
L314[20:37:15] <abab9579> Yeah, ItemPotion
loads items for all the potions
L315[20:37:36] <abab9579> So you need to
register substitute for ItemPotion.
L316[20:38:11] <Ferrettomato>
"register substitute"?
L317[20:40:16] <abab9579> Yes.
L318[20:40:30] <Ferrettomato> I'm not
familiar with that.
L320[20:41:09] <abab9579> This thread
contains how to register substitute on both 1.12.2 and prev
versions
L321[20:45:30] <abab9579> It's simple.
Just register your item as a substitute.
L322[20:47:04] <abab9579> Yet, it could
break some mods.
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L324[20:48:43] <Ferrettomato> Hm... Maybe
I'll just leave the error for now. It isn't causing any major
problems, afaik. Thanks for the help, though- I'll have to remember
that substitution stuff.
L325[20:51:17] <abab9579> You're welcome.
Besides if you don't really need the change, I think it's better to
let it be like that.
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L328[21:01:51] <tterrag> Ferrettomato:
what's the issue with having vanilla potion items?
L329[21:01:58] <tterrag> this was always
done in vanilla even when some were unobtainable
L330[21:02:05] <tterrag> as long as
there's no recipe, what's the harm?
L331[21:02:47] <Ferrettomato> The
automatic potion items are showing up in the creative menu. That's
the problem.
L332[21:04:04] <Ferrettomato> If I could
just get them out of there, everything would be fine.
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L334[21:21:46] <ben_mkiv> are "item
models" just 2d png images? Oo
L335[21:22:52] <Commoble> they can
be
L336[21:23:02] <ben_mkiv> ok, so its the
simplest form?
L337[21:23:21] <Commoble> Item models can
be 2D or 3D
L338[21:23:49] <Commoble> if it's 2D, it
uses a png for the inventory and it generates a 3D model for when
it's floating on the ground
L339[21:23:51] <ben_mkiv> 3D also for
tools like a shovel?
L340[21:24:06] <Commoble> shovel is
2D
L341[21:24:39] <Commoble> You can
alternatively define a 3D model (itemblocks do this but they don't
have to use the same model as the block)
L342[21:25:16] <ben_mkiv> kk, thanks
L343[21:25:59] <Commoble> for example I
have a block in one project that uses a TileEntitySpecialRenderer
for the block and the item model has a simplified 3D model so it
still looks sort of like the special-rendered block
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L354[23:30:18] <ben_mkiv> anyone got an
idea why raytrace returns a block for me even while facing a
entity?