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L7[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20180122 mappings to Forge Maven.
L8[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20180122-1.12.zip
(mappings = "snapshot_20180122" in build.gradle).
L9[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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L21[04:37:14] <McJty> Bah, why is there no
world instance in BiomeEvent.CreateDecorator
L22[04:37:46] <McJty> Are there events for
tree generation?
L23[04:38:01] <gigaherz|work> yes
L24[04:38:04] <gigaherz|work> well
L25[04:38:04] <gigaherz|work> sorta
L26[04:38:37] <McJty> Oh I found
DecorateBiomeEvent
L27[04:38:39] <McJty> I think that can do
it
L29[04:38:58] <gigaherz|work> this is how I
did it.
L30[04:39:12] <McJty> yes,
DecorateBiomeEvent. Thanks
L31[04:39:20] <gigaherz|work> to replace
vanilla tree generation with my own tree stuffs
L32[04:44:09] <McJty> Hmm that event is
another bus it seems
L33[04:44:15] <gigaherz|work> yes
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L35[04:44:32] <gigaherz|work> thought you
knew, so I didn't mention :P
L36[04:44:46] <gigaherz|work>
MinecraftForge.TERRAIN_GEN_BUS
L37[04:45:08] <McJty> Thanks
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L39[04:54:01] <McJty> Hmm.. I set the
result to DENY but the jungle tree still grows
L40[04:58:53] <McJty> Hmm I think I have to
actually calculate the chunkposition with (x-8)>>4,
(z-8)>>4 because decoration happens offset with 8/8 isn't
it?
L41[05:00:06] <gigaherz|work> hmmm
dunno
L42[05:00:46] <gigaherz|work> I'm at work
so I don't know waht ev.getPos() contains
L43[05:01:04] <gigaherz|work> but
maybe.
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L50[07:23:25] <McJty> gigaherz|work, I
found the problem. Apparently you can not have fine control per
tree but only per chunk
L51[07:23:34] <McJty> The event is called
with a chunk coordinate but not for every single tree
L52[07:24:12] <McJty> Very
annoying...
L53[07:28:56] <McJty> Ok. I may be able to
solve this by providing my own biome decorator
L54[07:37:10] <gigaherz|work> oh... right,
yes
L55[07:37:28] <gigaherz|work> now that you
mention it, I do use it on a per-chunk basis, and not
per-tree
L56[07:40:08] <McJty> I'm thinking about a
number of solutions
L57[07:40:17] <McJty> One is that I deny
the generation of trees but do it manually in my event
L58[07:40:33] <McJty> The other is a custom
biome decorator but that seems more complicated
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L60[07:45:06] <McJty> Argh, these events
don't pass nearly enough information
L61[07:45:22] <McJty> I don't get the
decorator or biome in the Decorate event
L62[07:45:58] <gigaherz|work> BiomeGenBase
gen = ev.getWorld().getBiomeGenForCoords(ev.getPos());
L63[07:46:09] <gigaherz|work>
BiomeDecorator decorator = gen.theBiomeDecorator;
L64[07:46:14] <gigaherz|work> that's what I
did
L65[07:46:44] <McJty> ok that would work
yes
L66[07:46:45] <McJty> Thanks
L67[07:47:51] <Arcanitor> making a custom
armor model by overriding getArmorModel(); why are some of the
faces of a box overlapping in the texture?
L68[07:48:06] <Arcanitor> specifically the
top and bottom face are overlapping the front and back face for
some reason
L69[07:48:27] <gigaherz|work> if you make
your boxes EXACTLY the same size as the player model, they will
"fight" that way
L70[07:48:37] <gigaherz|work> your boxes
should be slightly larger, like the vanilla armor model does
L71[07:51:05] <Arcanitor> now i have to
figure out how to scale my models...
L72[07:51:42] <Arcanitor> gigaherz|work:
right now my boxes are 10w*8h*2d, scale 1
L73[07:52:01] <gigaherz|work> try scale
1.01?
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L75[07:53:09] <gigaherz|work> welp time to
leave work
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L77[07:53:36] <Arcanitor> gigaherz|work: do
i scale every box up by 1.01 or is there a general scale function i
can call on the ModelRenderer object
L78[07:53:48] <gigaherz|work> hmm can't
remember from memory
L79[07:54:45] <Arcanitor> there's no scale
function on ModelRenderer
L80[07:56:06] <gigaherz|work> you can
always loop through the boxes, I guess
L81[07:56:11] <gigaherz|work> as I said,
gotta leave work
L82[07:56:17] *
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L87[08:03:11] <Arcanitor> that didn't
work
L88[08:03:18] <Arcanitor> my model is
squish
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L92[08:11:46] <Arcanitor> anyone know where
is 0,0 on a texture in ModelRenderer offset coordinates?
L93[08:12:18] <Arcanitor> seems to be that
Y+ = down, and presumably X+ = right
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L98[08:47:09] <Arcanitor> ok, i figured out
my problem
L99[08:47:19] <Arcanitor> the trick is to
not use negative values for box dimensions
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L111[10:14:52] <Overreacted> Could anyone
tell me why getHorseVariant returns a correct value when I call it
using entityJoinWorldEvent on a superflat world, but returns mostly
0 on a default generated world? I'm struggling to figure it
out.
L112[10:18:53] <malte0811> Has anyone here
ever had issues with UnpackedBakedQuad.Builder's having null
textures when they shouldn't?
L113[10:31:22] <Arcanitor> Can
ModelRenderer support animated textures?
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L116[11:03:49] <Arcanitor> I have a
ModelBiped for a custom armor renderer, with a bunch of
ModelRenderers attached to it.
L117[11:03:58] <Arcanitor> For some
reason, two arbitrary pieces of it are not rendering.
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L119[11:32:46] ***
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L139[14:47:46] <ben_mkiv> GuiWinGame so
thats a thing...
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L141[14:47:59] <ben_mkiv> but what element
would i use for multiline text?
L142[14:48:12] <ghz|afk> element?
L143[14:48:18] <ghz|afk> just use
drawStringWrapping?
L144[14:48:23] <ghz|afk> or you want
scrolling also?
L145[14:49:01] <ben_mkiv> my ide cant find
drawStringWrapping
L146[14:49:11] <ben_mkiv> or did you mean
drawString and it supports wrapping?
L147[14:49:23] <ghz|afk> nope
L148[14:49:43] <ghz|afk> there's
something
L149[14:49:52] <ghz|afk> maybe that name
was my own
L150[14:49:56] <ben_mkiv>
fontRenderer.drawSplitString()
L151[14:49:59] <ben_mkiv> did you mean
that?
L152[14:50:13] <ben_mkiv>
drawSplitString(String str, int x, int y, int wrapWidth, int
textColor)
L153[14:50:18] <ghz|afk>
drawSplitString
L154[14:50:22] <ben_mkiv> ok, thanks
L155[14:50:22] <ghz|afk> yes that ;P
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L165[15:17:16] <ben_mkiv> is there a way
to access the settings of AI Tasks from entities?
L166[15:17:31] <ben_mkiv> like for example
what item is used for EntityAITempt
L167[15:19:44] <Commoble> probably, lemme
look
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L169[15:24:46] <Commoble>
EntityLiving.tasks.taskEntries is a Set of EntityAITaskEntries,
each of which holds an EntityAIBase
L170[15:25:56] <Commoble> so you go
through all of those, check if it's an instance of the AI class you
need, and if it is cast it to that type and get the info from
it
L171[15:27:40] <Commoble> mind you the
fields on the EntityAIBase classes are typically private but you
can probably get at them with access transformers
L172[15:44:44] <ben_mkiv> sounds like
coremod stuff :/
L173[15:49:25] <Commoble> I haven't used
access transformers myself but I don't think they're coremod
stuff
L174[15:49:50] <Commoble> in the sense
that the whole point of them is to prevent you from having to go
and edit the actual vanilla code from private to public
L175[15:50:21] <ben_mkiv> actually i just
want to read them
L176[15:50:31] <ben_mkiv> i can remove
them and readd them with new values :P
L177[15:50:41] <Commoble> still need to
change private fields to public if you want to read them :/
L178[15:50:51] <Ordinastie> you can use
reflectiopn
L179[15:51:00] <Commoble> yeah that's what
I was getting at
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L181[15:51:49] <ghz|afk> technically if
you have an AT, you are coremodding, just "soft"
coremodding, vs "hard" codemodding (ASMing)
L182[15:52:29] <barteks2x> at some point
it all depends on definition of coremodding
L183[15:52:39] <barteks2x> for some
definition of it, @SideOnly would be coremodding
L184[15:52:45] <ghz|afk> yup
L185[15:52:55] <ghz|afk> technically, it's
forge itself coremodding
L186[15:52:58] <ghz|afk> (same for
ATs)
L187[15:53:16] <ghz|afk> but you are
causing the code to get patched more than it would have been
otherwise
L188[15:54:36] <barteks2x> also reflection
for me had one huge downside: unless the modder does things exactly
the right way it is very likely to break in other mod's dev
environment when using different mappings version
L189[15:55:04] <barteks2x> I had it happen
to me
L190[15:55:39] <barteks2x> (as in other
mod breaking in my dev environment due to using reflection)
L191[15:55:51] <ghz|afk> yes if you do
like
L192[15:56:09] <ghz|afk> hardcode the
"pretty name" alongside the srg name
L193[15:56:16] <ghz|afk> it CAN fail on
another mapping version
L194[15:56:42] <barteks2x> which is what
pretty much all mods do
L195[15:56:47] <ben_mkiv> oh because the
names are mapped, forgot about that
L196[15:56:54] <barteks2x> because the
only alternative is parsing the mappings file yourself
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L198[15:57:05] <ben_mkiv> but wouldnt it
rather break if the vanilla name changes?!
L199[15:57:25] <barteks2x> define
"vanilla name"
L200[15:57:34] <barteks2x> you have srg
names, which don't change, and the MCP names
L201[15:58:02] <ben_mkiv> well the name of
a class/method for example
L202[15:58:43] <ben_mkiv> or are those all
generated by the decompiler?
L203[15:59:04] <barteks2x> class names
onbly sometimes change across MC versions
L204[15:59:26] <barteks2x> then you have
SRG names that never change and MCP (human-readable) names that can
change with MCp mappings version update
L205[15:59:50] <barteks2x> in dev
environment everything has the pretty MCP names
L206[16:00:04] <barteks2x> but when
running from launcher, you have just SRG names everywhere
L207[16:00:41] <barteks2x> that issue is
my only complaint about using reflection
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L212[16:25:14] <LexMobile> 13:52
<ghz|afk> technically, it's forge itself coremodding
L213[16:25:40] <LexMobile> Yes, but we
know what we are doing, and we're open source, so you can see what
we are doing. So... we're like 5,000x better then any other coremod
:P
L214[16:26:27] <ghz|afk> XD
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L221[17:13:35] <SuperCoder79> lol
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L225[17:46:39] <Arcanitor> ghz|afk: my
texture problem was solved by not using negative values for the
length, width, and depth args
L226[17:48:13] <ghz|afk> I don't remember
what your texture problem was so... okay :P
L227[17:48:24] <ghz|afk> good to know you
solved it, regardless
L228[17:50:07] <Arcanitor> the mapping was
messed up
L229[17:50:35] <Arcanitor> my
ModelRenderers were grabbing their textures from effectively random
parts of my texture file
L230[17:51:00] <ghz|afk> oh, you asked
while I was at work, right?
L231[17:51:15] <ghz|afk> yeah sorry
boundary effect
L232[17:51:20] <ghz|afk> but as I said,
good to know ;P
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L234[17:53:35] <Arcanitor> just wanted to
tell you for future reference, in case anyone else has a similar
problem
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L237[18:32:00] <Ordinastie> how do you
return early from a static init?
L238[18:34:47] <Ordinastie> short answer,
you can't :(
L239[18:35:26] <quadraxis> just call a
static method and return from that?
L240[18:35:50] <Ordinastie> at this point,
I'll just wrap the code inside the if()
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L242[18:53:27] <ben_mkiv> oO its probably
something else like you tried return; with code following
L243[18:53:35] <ben_mkiv> then just do a
if(true)return;
L244[18:55:59] <Ordinastie> no, you just
can't
L246[18:57:10] <ben_mkiv> this compiles
fine
L247[19:00:41] <kashike> that's not a
static init
L248[19:00:42] <kashike> lol
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