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L16[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20180123 mappings to Forge Maven.
L17[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20180123-1.12.zip
(mappings = "snapshot_20180123" in build.gradle).
L18[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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L26[02:33:03] <ben_mkiv> does anyone know
which resolution is used for GUI rendering?
L27[02:33:17] <ben_mkiv> is it just
clientresolution/guiscale?
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L29[02:44:42] <gigaherz|work> ben_mkiv:
check the ScaledResolution class
L30[02:44:56] <gigaherz|work> it is the one
that computes the guiscale value
L31[02:45:44] <ben_mkiv> ok, thanks
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L53[05:49:39] <ben_mkiv> why does vanilla
do this to me...
L54[05:50:00] <ben_mkiv> now i have to
decide if i want to hack around to move the vanilla inventory
render, or copy half of it to make a own renderer -.-
L55[05:51:07] <Ordinastie> and now you know
why I reimplemented everything :]
L56[05:51:11] <gigaherz> why?
L57[05:51:19] <gigaherz> what are you
trying to do that vanilla mc can't handle?
L58[05:51:39] <ben_mkiv> i want to align
the inventory on the screen
L59[05:51:43] <ben_mkiv> but not just like
centered
L60[05:52:43] <ben_mkiv> the thing is, when
one messes with the vanilla alignment vars is that it breaks the
whole mouse interaction -.-
L61[05:54:54] <gigaherz> update
guiLeft/guiTop?
L62[05:55:35] <ben_mkiv> yea, thats what
messes with the mouse in the end
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L69[07:31:57] <Arcanitor> Can you call the
localization functions in a server-side-only mod (l18n, etc.
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L72[07:40:55] <gigaherz> Arcanitor: for all
practical purposes, no
L73[07:41:06] <gigaherz> there ARE
server-side localization functions
L74[07:41:24] <gigaherz> but mc only loads
the internal en_us.lang contained in the dedicated server jar
L75[07:41:35] <gigaherz> there are no other
languages nor mod strings in the table
L76[07:41:50] <Arcanitor> i'm helping write
a server-side chat bridge, i need to be able to localize some
strings
L77[07:42:01] <Arcanitor> if they can only
be localized to EN_US so be it
L78[07:46:51] <gigaherz> it's more the fact
that mod strings won't be there, only vanilla ones
L79[07:47:07] <gigaherz> unless the mod
injects those strings itself
L80[07:48:12] <gigaherz> I believe the
players' chosen language is available somewhere, though, so if you
really want to return localized strings, you could look into
that
L81[07:48:20] <gigaherz> (I could be wrong
though)
L82[07:48:41] <gigaherz> you jsut won't be
able to use the I18n functions
L83[07:48:54] <Arcanitor> I mean it would
be nice if this was usable on primarily non-English servers but it
doesn't absolutely have to be
L84[07:49:10] <Arcanitor> most of what i
want to localize would be death messages and advancement
names
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L87[08:04:44] <Arcanitor> if i have a
custom item that extends net.minecraft.Item, myItem instanceof Item
is still true, right?
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L89[08:24:05] <Arcanitor> that's really
annoying
L90[08:24:43] <gigaherz> yes it is
L91[08:24:47] <gigaherz> if you want to
compare strictly
L92[08:24:59] <gigaherz> use
object.getClass().equals(TheClass.class)
L93[08:25:14] <Arcanitor> i don't
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L95[08:25:42] <Arcanitor> what is annoying
me currently is that advancementevent fires not just when the
server would display the "[Player] has earned the
advancement" text
L96[08:25:50] <Arcanitor> but also when you
unlock a new category
L97[08:26:01] <gigaherz> ah
L98[08:26:03] <gigaherz> no idea about
those things
L99[08:26:10] <Arcanitor> AND whenever you
learn new recipes
L100[08:26:41] <gigaherz> those are
advancements
L101[08:26:47] <gigaherz>
advancements/recipes/X.jaon
L102[08:26:53] <gigaherz> json*
L103[08:27:01] <gigaherz> are
"hidden" advancements that unlock recipes
L104[08:28:20] <Arcanitor> key word:
hidden
L105[08:28:25] <Arcanitor> aka don't relay
them over a chat bridge
L106[08:33:59] <gigaherz> sure but that
should be somewhere in the advancement?
L107[08:34:15] <gigaherz> (wether or not
it would be displayed on the advancement UI)
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L116[08:52:18] <ben_mkiv> is there an easy
way to suppress the rightClick event for a certain item
L117[08:52:37] <ben_mkiv> so that when
using it on a boat the player wont start to ride it
L118[08:52:51] <ben_mkiv> it = the
item
L119[08:57:14] <gigaherz>
PlayerInteractEvent.Entity or something like that
L120[08:57:17] <gigaherz> might be able to
do it
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L124[09:05:26] <ben_mkiv> nope
L125[09:05:51] <ben_mkiv> tried
event.setCanceled(true);
L126[09:06:01] <ben_mkiv> but probably
fires to late anyways
L127[09:06:31] <gigaherz> no more like
.setResult(DENY)
L128[09:13:21] <ben_mkiv> that works
L129[09:13:25] <ben_mkiv> thanks
L130[09:44:54] <gigaherz> so I just
learned that mc1.13 is going to have worldgen in json files
L131[09:45:08] <gigaherz> no idea how that
will look, but apparently they are rewriting world generation to be
data-driven
L132[09:45:23] <gigaherz> some modders are
going to have a lot of "fun" upgrading XD
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L134[10:20:24] <Arcanitor> gigaherz:
apparently the difference between hidden and nonhidden advancements
is whether a certain function returns a data structure or
null
L136[10:22:24] <gigaherz> depends on your
definition of "easy"
L137[10:22:43] <ben_mkiv> well not like
"write a custom renderer"
L138[10:22:45] <gigaherz> is that a json
model?
L139[10:23:09] <gigaherz> or a custom
model referenced from blockstates json?
L140[10:23:11] <ben_mkiv> well, its a
texture which is defined in a json file
L141[10:23:19] <gigaherz> okay so it is a
model json
L142[10:23:29] <gigaherz> or is it a
blockstates json with the fancy forge stuff?
L144[10:23:56] <ben_mkiv> thats the
content of the json
L145[10:24:05] *
gigaherz facepalms
L146[10:24:34] <ben_mkiv> guess its the
parent?!
L147[10:26:25] <gigaherz> okay let's
see
L148[10:26:39] <gigaherz> item/handheld
values are designed for use with "diagonal" type
tools
L149[10:26:42] <gigaherz> like the vanilla
axe and sword
L150[10:26:53] <gigaherz> meanwhile, your
texture is "vertical"
L151[10:27:00] <gigaherz> so the rotations
just simply don't work
L152[10:27:10] <gigaherz> your best choice
is to NOT use item/handheld
L153[10:27:17] <gigaherz> but rather
L154[10:27:23] <gigaherz> do like
item/handheld
L155[10:27:31] <gigaherz> copy the
"display" section to your model json
L156[10:27:36] <gigaherz> and tweak the
rotation values
L157[10:27:41] <gigaherz> for
3rdperson
L158[10:28:09] <gigaherz> the facepalm was
at you not knowing wether you were using a model json or not
L159[10:28:14] <gigaherz> the answer is
clearly: YES
L160[10:28:18] <gigaherz> since that's the
json you linked to
L161[10:28:46] <ben_mkiv> well, i didnt
mess much with the json stuff yet, and to me it looked like
everything but a model xD
L162[10:29:09] <gigaherz> it's a json
file, and it's within models/
L163[10:29:14] <gigaherz> that counts as a
model json
L164[10:29:20] <ben_mkiv> yea but its
minecraft
L165[10:29:23] <gigaherz> as opposite to a
json file in the blockstates/ folder
L166[10:29:27] <gigaherz> which would be a
blockstates json
L167[10:29:29] <ben_mkiv> north is south
and such...
L168[10:29:38] <gigaherz> or a json file
in the recipes/ folder which would be a recipe json ;P
L169[10:29:43] <gigaherz> it's not THAT
backward lol
L170[10:30:18] <gigaherz> most of the
confusing things are easily explained by poor community naming of
the obfuscated methods
L171[10:30:35] <gigaherz> or inadequate
code quality output from the decompiler
L172[10:31:04] <ben_mkiv> well, still
pretty good to work with at the current state
L173[10:31:28] <gigaherz> and it should be
getting even better
L174[10:31:31] <ben_mkiv> so why is north
on the negative z axis
L175[10:31:34] <ben_mkiv> instead of the
positive?
L176[10:31:38] <gigaherz> the more they
move to json, the less of the internal code we'll worry about
L177[10:31:38] <gigaherz> ;P
L178[10:31:47] <gigaherz> is it?
L179[10:31:50] <ben_mkiv> yes
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L181[10:33:08] *
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L182[10:33:17] <gigaherz> that explains
why their use of sin/cos in angle calculations are so weird.
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L218[15:26:09] <Raycoms> Is there a way to
have a different modjar on the server than on the client, let's say
when I want to add some logging to debug things but I don't want to
have all players download the updated mod?
L219[15:27:15] <Commoble> Servers and
clients don't have to have the same set of jars
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L229[15:34:48] <Arcanitor> Raycoms:
there's an allowedclientversions property you can set
L230[15:35:04] <Arcanitor> in the mod i'm
making its set to * because the mod is server-side-only
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L235[15:36:48] <Raycoms> so I could define
a range of version numbers there? thanks =)
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L237[15:37:38] <Arcanitor> yes
L238[15:37:40] <Arcanitor> you can
L239[15:37:55] <Arcanitor> it's in the
@Mod annotation of your main mod class
L240[15:38:17] <Arcanitor> you might be
able to set it in mcmod.info
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L242[15:54:19] <Raycoms> Thanks
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L245[16:17:33] <Raycoms> I have a weird
problem
L246[16:17:50] <Raycoms> I use
entity.setLocationAndAngles(x, y, z,
MathHelper.wrapDegrees(world.rand.nextFloat() * WHOLE_CIRCLE),
0.0F); and then world.spawnEntity(entityToSpawn)
L247[16:17:55] <Raycoms> to spawn my
custom entity at a location
L248[16:18:06] <Raycoms> but they spawn at
a completely different location than they should
L249[16:37:29] <Raycoms> Like 1000 blocks
away
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L266[18:11:23] <Raycoms> Anyone has an
idea?
L267[18:11:29] <Raycoms> I tried
setPositionAndAngles as well
L268[18:11:32] <Raycoms> but it doesn't
matter
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L271[18:38:48] <Raycoms> I tried setting
it with posX, posY and posZ as well
L272[18:38:50] <Raycoms> also not
working
L273[18:47:04] <Arcanitor> try spawning it
and then setting it?
L274[18:51:55] <Raycoms> hmm sounds like a
reasonable idea will try that tomorrow ty =)
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L278[19:43:16] <Abastro> z axis should
point south in favor of right hand rule.
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L293[22:30:01] <Arcanitor> hmm that's
neat
L294[22:30:25] <Arcanitor> I may not even
need to extend ItemArmor for this, just Item
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