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L1[00:00:02] <tterrag> idk what I'm doing
now, I've tried all my tricks
L2[00:01:08] ⇦
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L5[00:03:43] <tterrag> I can't see anything
obviously wrong
L6[00:03:46] <tterrag> see
renderItemStack
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L9[00:04:23] <Zaggy1024> Hmm
L10[00:04:34] <Zaggy1024> It seems like
block models are loaded twice
L11[00:05:04] <Zaggy1024> Once before I've
registered my IStateMapper and once after
L12[00:05:24] <Zaggy1024> so it spams a
whole bunch of errors to the console about missing files the first
time around
L13[00:05:27] <Ordinastie> tterrag, yeah, I
don't know
L14[00:05:29] <Zaggy1024> Anybody know of a
solution?
L15[00:05:30] ⇦
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L16[00:05:35] <Ordinastie> comment
everything, see if it still bug
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L18[00:05:46] <Ordinastie> uncomment little
by little until it bugs again
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L21[00:07:52] <VikeStep> hmm, that is odd.
it seems that exiting the bed at any circumstance calls a
wakeUpPlayer method, even if its not a new day. that changes what I
thought a little
L22[00:09:24] <Zaggy1024> check time of
day?
L23[00:09:32] <VikeStep> oh, i can figure
it out
L24[00:09:36] <VikeStep> its just i didnt
think it was like that
L25[00:10:19] <VikeStep> because at the end
it sets the spawn of the player, but doesnt enabled
spawnForced
L26[00:10:42] <VikeStep> spawnForced should
be enabled if the spawn should check for a bed nearby
L27[00:11:42] <VikeStep> or its a case of
bad mapping
L28[00:11:47] <VikeStep> i think its the
latter
L29[00:16:35] *
Zaggy1024 doesn't understand what you're talking about
:P
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L31[00:17:01] <VikeStep> MCP has mapped a
field to EntityPlayer.spawnForced when it should be
EntityPlayer.spawnNotForced
L32[00:17:04] <VikeStep> or something
similar
L33[00:17:10] <VikeStep> ive asked about it
in #mcp though
L34[00:17:21] <ollieread> tterrag: I like
block
L35[00:17:27] <ollieread> "It's a
feature, not a bug"
L36[00:18:53] <Zaggy1024> ah
L37[00:19:38] <VikeStep> Zaggy1024, seems i
misunderstood forced actually. i thought it meant forced bed
checking, rather than forced spawning. man, i'm tired
L38[00:21:59] <Zaggy1024> heh
L39[00:22:09] <Zaggy1024> Well, this is
literal crap
L40[00:22:28] <VikeStep> Zaggy1024, maybe
giving us relevant code might help
L41[00:23:07] <Zaggy1024> It looks like
there's no way to register my IStateMapper before it attempts to
find the resources
L42[00:23:16] <Zaggy1024> It's a widespread
issue
L43[00:23:33] <Zaggy1024> Forge has no hook
to register IStateMappers in time
L44[00:23:39] <Zaggy1024> AFAIK
L45[00:23:54] <Zaggy1024> So any mod that
uses IStateMappers will have the console spam errors :(
L46[00:24:14] <Zaggy1024> perhaps fry
should look into it
L47[00:24:24] <Zaggy1024> (I believe it's
his area)
L49[00:25:59] <MCPBot_Reborn> MCPBot_Reborn
is now in read-only mode. Commands that change database data are
currently disabled.
L50[00:26:03] <MCPBot_Reborn> === Mappings
Commit ===
L51[00:26:06] <MCPBot_Reborn> Total: 12
method changes committed, 1 field changes committed, 14 method
parameter changes committed
L52[00:26:10] <MCPBot_Reborn> [STABLE CSV]
Pushing stable_16 mappings to Forge Maven.
L53[00:26:13] <MCPBot_Reborn> [STABLE CSV]
Maven upload successful for mcp_stable-16-1.8.zip (mappings =
"stable_16" in build.gradle).
L54[00:26:24] <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/
L55[00:26:27] <MCPBot_Reborn> MCPBot_Reborn
is no longer in read-only mode. All commands are now available
again.
L56[00:26:41] <Zaggy1024> Oh, by the way...
the IStateMappers are actually registered in Mod.init() because
before that point the necessary fields in the Minecraft class
aren't initialized
L58[00:28:59] <Zaggy1024> As far as I could
tell, no Forge events are triggered between
ModelBakery.registerAllBlocks() and ModelLoader.loadBlocks()...so I
can't register my IStateMappers in time
L59[00:30:30] <Zaggy1024> ...is it all
right to ping fry to notify him of this problem?
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L65[00:36:40] <xaero> you already have :P
but yea he does the rendering stuffs, so I'd go to him about
that
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L67[00:37:41] <Zaggy1024> well... his
nickname isn't fry right now, so would that ping him?
L68[00:38:23] <Zaggy1024> (If it does, then
sorry, I assumed it wouldn't :|)
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L72[00:42:38] <xaero> depends on the client
settings I guess; I've set mine up to ping my nick no matter if I
have suffixes like |away or _, etc
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L80[00:53:44] <VikeStep> whats the
difference between getUniqueID() and getPersistentID()?
L81[00:54:01] <VikeStep> for entities that
is
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L85[01:00:50] <Zaggy1024> VikeStep, it
looks like they're just different ways of getting the same thing,
so they're basically the same
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L88[01:01:22] <VikeStep> Zaggy1024, whats
interesting is that there is an unused persistentID variable in
Entity
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L90[01:02:38] <Zaggy1024> huh
L91[01:02:41] <Zaggy1024> weird
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L93[01:03:41] <Zaggy1024> looks like it's a
Forge field, you could bug it if you want, I guess
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L97[01:07:50] <Waterpicker> Does anyone
know how to get 1.6.4 forge to work with java 8?
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L99[01:22:26] <furyhunter> Waterpicker: the
easy answer is you don't
L101[01:23:29] <Waterpicker> Found it
earilyer afte a couple minutes of posting.
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L104[01:27:02] <Genuine> Dear decompiler,
please stop wrapping code with an else { ... } after an if ( ... )
return/throw;
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L108[02:02:07] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150210 mappings to Forge Maven.
L109[02:02:11] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150210-1.8.zip (mappings
= "snapshot_20150210" in build.gradle).
L110[02:02:21] <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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L114[02:12:49] <matthewprenger> looking
through decompiled 1.8.2-pre6 and I see: Map<String, a> <3
<3 <3 generics
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L117[02:14:33] <matthewprenger> and lots
of snowman characters >_>
L118[02:17:07] <Lex_> why yes
L119[02:17:10] <Lex_> thats a lot of
stuff
L120[02:17:27] <Lex_> 1.6.2 is gunna take
quite a bit of work
L121[02:17:30] <Lex_> 1.8.2
L122[02:18:45] <matthewprenger> It should
require some less hackery right? since proguard settings were
loosend up
L123[02:19:01] *
matthewprenger doesn't know a whole lot about the mcp
tools
L124[02:19:10] <Lex_> it'll require more
hackery
L125[02:19:15] <matthewprenger>
oh...
L126[02:19:30] <Lex_> just gives us more
to work with
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L139[02:57:37] <Zaggy1024> oh.
L140[02:58:58] <Zaggy1024> Looks like fry
fixed the issue I was talking about earlier, in a slightly later
build than the one I'm on. Cool.
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L151[03:39:30] <McJty> How can I play a
popping sound similar to the sound you get when breaking a block in
creative.
L152[03:39:36] <McJty> Or the sound that
quarries often make when breaking blocks.
L153[03:40:40] <Ivorius> 'popping
sound'?
L154[03:40:48] <Ivorius> Every block has a
different breaking sound :P
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L156[03:41:14] <McJty> Hmm, also in
creative?
L157[03:41:21] <McJty> I thought it just
said pop no matter what block.
L158[03:41:32] <McJty> Anyway, that's also
ok. I just need the breaking sound :-)
L159[03:43:41] <Ivorius> McJty:
block.stepSound.getBreakSound()
L160[03:43:58] <McJty> Ah, I saw stepsound
but given that name I thought it was only the step sound.
L161[03:44:01] <Ivorius> And play that
with one of the world.playSound thingies
L162[03:44:03] <McJty> Didn't know if also
has the other sounds.
L163[03:44:41] <McJty> Thanks
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L165[03:45:54] <McJty> Hmm, need to figure
out how to initiate that sound server side.
L166[03:47:15] <ollieread> Don't the
materials control the breaking sound
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L168[03:47:18] <ollieread> Rather than the
block?
L169[03:47:52] <McJty> stepSound is part
of Block
L170[03:50:22] <Ivorius> ollieread: Maybe
they should, but nah :P
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L184[04:59:36] <fry> Oh yes yes generics
finally
L185[04:59:48] *
fry prepares for everything breaking
L186[05:00:56] <Wuppy> \o/ breaking
things
L187[05:02:13] <Genuine> What do you mean?
What is this news?!
L188[05:02:16] <Wuppy> now if only I knew
why my shit is breaking
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L204[05:53:28] <Mox[NL]> damn, this bukkit
takedown makes it really confusing to find plugins/mods that will
still work with newer versions of minecraft...
L205[05:54:02] <Mox[NL]> also the big 1.8
change doesn't really help
L206[05:55:33] <Mox[NL]> so, if I want
some anti-griefing tools for my new minecraft server.. where do I
start?
L207[05:55:55] <Quetzi> the
whitelist
L208[05:57:01] <Mox[NL]> you mean the
vanilla minecraft whitelist?
L209[05:59:58] <Mox[NL]> or does forge
have a mod-whitelist somewhere?
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L232[06:55:57] <Wuppy> hey fry I've got a
pdf request :P
L233[06:56:07] <Wuppy> Game programming
gems 5 and 7
L234[06:56:49] <Wuppy> and 8
L235[06:57:03] *
fry won't be a torrent search engine for you :P
L236[06:57:10]
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L237[06:57:30] <Wuppy> 5 and 7 aren't on
torrents as far as I can tell
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L239[06:57:40] <Wuppy> kickass, torrentz
and tpb don't have them
L240[06:57:55] <Wuppy> or am I missing
some good torrent website?
L241[07:03:26]
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L242[07:05:14] ⇦
Parts: sp614x (webchat@62.80.52.46) ())
L243[07:05:46] <Wuppy> if anyone knows
where to get 5 and/or 7 I'd be very happy
L244[07:05:48]
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L245[07:07:04] <Quetzi> amazon would be a
pretty safe bet
L246[07:07:09] <Wuppy> :|
L247[07:07:13] <Wuppy> we are poor
students
L248[07:08:18] <Quetzi> save then ;)
L249[07:08:25] <Wuppy> but... beer and
parties :P
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L252[07:20:16] <ollieread> Anyone in here
ever dealt with user generated dimensions?
L253[07:20:47] <McJty> ollieread, me
L254[07:20:57] <McJty> Well depends on
what you mean exactly
L255[07:21:05] <McJty> But in my mod the
user can make his own dimensions.
L256[07:21:24] <ollieread> Well,
that
L257[07:21:29] <ollieread> I have a few
purposes
L258[07:21:51] <ollieread> But the primary
one right now would be a tiny dimension, no block placing, only
like 3 or 4 different blocks in the dimension
L259[07:22:09] <McJty> Well dimensions are
always infinite.
L260[07:22:16] <McJty> But you can of
course add artificial borders.
L261[07:22:31] <ollieread> One of the
features of my mod is that you can build a teleporter network
L262[07:22:31] ⇦
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L263[07:23:01] <ollieread> The idea is
that you have an ability to summon a door, which takes you to this
dimension, and once entering, you're presented with a corridor of
doors, representing your teleporters
L264[07:23:22] <McJty> Sounds a bit like
Dimensional Doors mod.
L265[07:23:25] <McJty> You ever saw
that?
L266[07:23:27] <ollieread> Yeah
L267[07:23:33] <ollieread> It's a very
similar principal
L268[07:24:00] <ollieread> Though you have
no control over this dimension
L269[07:24:11] <ollieread> Literally just
a hallway with doors and you can only interact with the doors
L270[07:24:46] <ollieread> Do you have any
code online pertaining to the creation, loading and registered of
the dimensions?
L271[07:24:55] <McJty> yes, lots.
L272[07:25:00] <McJty> My mod is open
source
L273[07:25:07] <ollieread> Oh cool, do you
have a link?
L274[07:25:12] <McJty> But it is perhaps
not the easiest source as my mod is already rather complex
L276[07:25:38] <ollieread> Thank you
L277[07:25:54] <McJty> One of the more
complicated things is having dimensions dynamically.
L278[07:26:03] <McJty> With mods like
Twilight Forest the dimension id is known in advance.
L279[07:26:12] <McJty> But mods like
Mystcraft and rftools can't benefit from that.
L280[07:26:16] <McJty> As dimensions are
created on the fly.
L281[07:26:21] <McJty> And that gives some
complications.
L282[07:26:29] <ollieread> Yeah, that's
the bit I'm stuck on
L283[07:26:31] <McJty> Took me a while to
get that working :-)
L284[07:26:43] <McJty> I can point you to
one of the crucial parts in solving this
L286[07:27:18] <McJty> The
onConnectionCreated event is crucial
L287[07:27:34] <McJty> It allows the
server to send over registered dimensions to the client BEFORE the
client tries to place the player in the world.
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L289[07:27:46] <McJty> If you don't do
that the client will crash because the dimension isn't registered
yet
L290[07:28:03] <ollieread> Ahh
L291[07:28:24] <McJty> For single player
that's less an issue
L292[07:28:39] <McJty> You also have to
make sure to unregister dimensions on the client.
L293[07:28:53] <McJty> Otherwise you have
left-over registered dimensions from a previous connection to a
server.
L294[07:29:03] <McJty> And then you get
clashes when making a new world or loading a single player
world.
L295[07:29:07] <McJty> Or connecting to a
different server.
L296[07:29:11] <McJty> Lots of hairy
details :-)
L297[07:29:28] <ollieread> You store the
dimensions in worlddata?
L298[07:29:32] <McJty> yes
L299[07:30:24] <ollieread> I always
thought that worldata was specific to a world
L300[07:30:42] <ollieread> Guess not
L301[07:30:46] <McJty> Depends
L302[07:30:48] <McJty> You have both
L303[07:30:56] <McJty> There is global
world data and world data for a single world
L304[07:32:19] <McJty> world.mapStorage is
global
L305[07:32:31] <ollieread> ahh
L306[07:32:40] <McJty> perWorldStorage is
not
L307[07:32:54] <ollieread> Excellent,
thanks
L308[07:33:42] <McJty> ollieread, I think
my current system is good in all cases but I have been wrong
before.
L309[07:33:53] <McJty> So it is possible
that there are still situations where it fails.
L310[07:34:00] <ollieread> Just looking
through it now
L311[07:34:01] <McJty> But I haven't found
any so for now I consider it ok :-)
L312[07:34:05] <ollieread> I'm sure I'll
break the concept lol
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L314[07:35:44] <npe|office> ollieread, why
do you need to create dimensions dynamically?
L315[07:36:03] <npe|office> and multiple
dimensions at all
L316[07:36:04] <McJty> Yes, it would
certainly be easier if you can avoid that
L317[07:36:07] <McJty> I can't in my
mod
L318[07:36:10] <Wuppy> does anybody here
have experience with run length encoding on images?
L319[07:36:11] <McJty> But maybe you
can?
L320[07:36:45] <ollieread> Well I do
actually have a feature where you build a dimension
L321[07:36:52] <ollieread> So that'd
require dynamic ones
L322[07:37:03] <ollieread> But this
feature I think also requires a dynamic dimension
L323[07:37:22] <npe|office> okay. I just
thought you want to have your "hallway" dimension
L324[07:37:29] <npe|office> and only
that.
L325[07:37:35] <McJty> If you have a
finite (artificially bounded) dimension you can also use the same
dimension but in other locations
L326[07:37:45] <McJty> So you could reuse
the same dimension for multiple 'mazes'
L327[07:37:50] <ollieread> hmm
L328[07:37:53] <npe|office> (That hallway
thing sounds like an awesome idea btw)
L329[07:38:09] <ollieread> The problem is,
that the dimension is dynamic
L330[07:38:23] <npe|office> how it is
dynamic?
L331[07:38:33] <npe|office> what do you
mean by "dynamic"
L332[07:38:35] <ollieread> It represents a
network in the over world
L333[07:38:41] <ollieread> It'll change to
reflect that
L334[07:38:56] <npe|office> so there can
be multiple hallways?
L335[07:39:06] <ollieread> Yeah
L336[07:39:12] <ollieread> of varying
length
L337[07:39:17] <npe|office> you could
still use a single dimension for those
L338[07:39:22] <ollieread> Which I guess
could be done by just putting them next to each other
L339[07:39:32] <npe|office> yes
L340[07:39:39] <npe|office> that's what I
thought.
L341[07:39:51] <ollieread> But I haven't
decided exactly whether it'd be a hallway, or a representation on a
smaller scale
L342[07:40:00] <McJty> I know what I had
to go through to get dimensions dynamically. I recommend to anyone
to avoid it if they can :-)
L343[07:40:02] <ollieread> The way that
nether portals in the nether work
L344[07:40:23] <ollieread> So if you have
4 portals over the space of 250 blocks
L345[07:40:32] <ollieread> They'd be over
25 in this dimension
L346[07:40:59] <ollieread> As in, they'd
be spread over 25 blocks
L347[07:41:02] <ollieread> That sort of
thing
L348[07:41:54] <McJty> ollieread, anyway.
It is up to you. You can peruse my code if it is useful to
you.
L349[07:42:00] <npe|office> if you decide
to go for that "downscale" approach, may I use that
hallway idea? :D
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L351[07:42:12] <McJty> ollieread, I would
appreciate it if you notify me if you find anything that resembles
a bug :-)
L352[07:42:24] <ollieread> Will do
L353[07:42:32] <ollieread> npe|office: You
can use it either way
L354[07:43:33] <npe|office> nah, I would
like not to use other peoples ideas if they want to implement them
by themself
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L356[07:44:21] <npe|office> I would feel
like I robbed them of their idea then
L357[07:44:30] <npe|office> if you know
what I mean
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L359[07:44:55] <ollieread> It's up to
you
L360[07:44:59] <ollieread> Personally I
don't mind
L361[07:45:16] <ollieread> I have a few
concepts that I've got from other mods, though I've tried to do my
own take on them
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L368[08:04:14] ***
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L369[08:04:33] <Wuppy> does anyone have an
idea on how I could store the first order of difference between 2
pixels of an image and then use run length encription on
that?
L370[08:07:50] <ghz|afk>
"encription"
L371[08:08:07] <ghz|afk> encoding !=
encrypting
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L373[08:08:20] <Wuppy> woops, I meant
encoding
L375[08:08:41] <ghz|afk> these are two
clearly separate operations
L376[08:08:46] <ghz|afk> or more
accurately, 3
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L378[08:08:52] <Wuppy> what's the
third?
L379[08:08:55] <ghz|afk> first, you have
to load the image into a pixel array
L380[08:09:03]
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L381[08:09:17] <Wuppy> done
L382[08:09:22] <ghz|afk> then, you scan
the image and compute the difference
L383[08:09:35] <ghz|afk> then, you take
the image and encode it using an RLE algorithm ;P
L384[08:09:48] <Ivorius> (BufferedImage in
Java :P)
L385[08:09:57] <Wuppy> I've done the third
part as well already
L386[08:10:01] <Wuppy> and it's in
c++
L387[08:10:08] <ghz|afk> well then
L388[08:10:12] <Wuppy> but how would I
store the difference in a good way
L389[08:10:23] <ghz|afk> output[i] =
input[i+1] - input[i]
L390[08:10:24] <Ivorius> I'm sure they
have formats better than byte[] as well :P
L391[08:10:46] <Wuppy> ghz|afk, then how
would you know what the difference of each pixel is?
L392[08:10:51] <ghz|afk> ?
L393[08:11:10] <Wuppy> because 12312 could
be 1, 2312 & 12, 312 & 123 12 etc.
L394[08:11:15] <Wuppy> between px 1, 2 and
3
L395[08:11:30] <ghz|afk> either the
original pixel at the top left
L396[08:11:37] <ghz|afk> or the final
pixel at be bottom right
L397[08:11:44] <Wuppy> the first pixel
will be in there
L398[08:11:45] <ghz|afk> will have the
original pixel value
L399[08:11:53] <ghz|afk> since the
"other" is 0
L400[08:12:01] <Wuppy> but how will I know
if the difference between pixel 1 and 2 is 3 or 5 numbers
long?
L401[08:12:13] <ghz|afk> what do you
mean?
L402[08:12:14] <Wuppy> because the
difference could be 123 but also 1234 in a string of 1234
L403[08:12:27] <Wuppy> what if the first
color is 125
L404[08:12:33] <Wuppy> the second color is
200
L405[08:12:39] <Wuppy> then the difference
is 75
L406[08:12:47] <Wuppy> the third color is
300
L407[08:12:56] <Wuppy> so the difference
between the second and third is 100
L408[08:13:02] <ghz|afk> ? colors are
usually 0..255
L409[08:13:05] <ghz|afk> ;P
L410[08:13:07] <Wuppy> yeah I
know...
L411[08:13:21] <Wuppy> but how will I
ensure that it reads 75 and not 751
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L414[08:13:27] <ghz|afk> why would
it?
L415[08:13:32] <Wuppy> where the 1 comes
from the difference between pixel 2 and 3
L416[08:13:34] <ghz|afk> you save the
BYTES into the rle algorithm
L417[08:13:52] <ghz|afk> if you are
working with strings, then you are doing it completely weird
;P
L418[08:14:04] ***
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L419[08:14:17] <Wuppy> you'll have to
write it down in a file somehow though right?
L420[08:14:29] <ghz|afk> sure, what's
wrong with a plain binary file?
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L422[08:14:44] <Wuppy> and the difference
between black and white won't fit in a byte does it?
L423[08:14:53] <ghz|afk> of course it
will
L424[08:15:02] <ghz|afk> well
L425[08:15:10] <ghz|afk> it may
overflow
L426[08:15:11] <Wuppy> but that difference
is way higher than a byte can store
L427[08:15:16] <ghz|afk> but by the magic
of two's complement
L428[08:15:18] <ghz|afk> it doesn't
matter
L429[08:15:27] <ghz|afk> when you reverse
the operation
L430[08:15:31] *
Wuppy doesn't understand anymore
L431[08:15:36] <ghz|afk> it will
"overflow back" into the right value
L432[08:15:36] <ghz|afk> XD
L433[08:15:48] *
Wuppy is very confused :(
L434[08:15:54] <ghz|afk> you didn't
explain the purpose
L435[08:16:07] <Wuppy> I have to encode an
image
L436[08:16:10] <Wuppy> compress it
L437[08:16:15] <Wuppy> by using fod and
then rle
L438[08:16:24] <ghz|afk> it's different if
you want to store the image in a differential-RLE encoding
system
L439[08:16:32] <ghz|afk> than if you want
to actually save the signed differences for some otherp
urpose
L440[08:16:57] <ghz|afk> if you just want
a simplistic compression method
L441[08:16:59] <Wuppy> basically, what I
have to do is get the differences between all of the pixels, store
them somehow
L442[08:17:05] <Emile> Hey. Does anyone
know how to find all chunks that are being rendered?
L443[08:17:06] <Wuppy> and then use rle to
compress them
L444[08:17:30] <Emile> In 1.8, that
is
L445[08:17:49] <fry> Not easily
L446[08:17:55] <fry> Why do you need that?
:P
L447[08:18:17] <Emile> I am trying to
render schematics into the world, want to make sure it only renders
the parts that are loaded so I dont break computer
L448[08:18:27] ⇦
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L449[08:18:42] <Emile> If theyre huge
schematics, or there are many, the performance cost will be too
huge
L450[08:19:22] <fry>
GameSettings.renderDistanceChunks might be enough info you need
:P
L451[08:19:39] <Ivorius> You can always
call world.isChunkLoaded
L452[08:19:41] <fry> (+ player
position)
L453[08:19:47] <Emile> Ahhh fair enough,
that should work yeah
L454[08:19:59] <Emile> Thanks
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L458[08:23:52] ***
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L459[08:24:53] <KrasnyiNeko> Quick
question. Anyone know where I would go to change the default
Minecraft "hurt sound"?
L460[08:25:33] ⇦
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L461[08:25:38] <ghz|afk> assets?
L462[08:25:52] <ghz|afk> that's something
resource packs can change I believe
L463[08:26:15] ⇦
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L464[08:26:34] <KrasnyiNeko> Sorry, I
meant more along a case by case basis. So a certain damage type
plays a certain sound.
L465[08:26:37]
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L466[08:27:57] <KrasnyiNeko> Just
wondering if anyone had a general idea. I don't mind looking around
the code. Just haven't been able to find it
L467[08:28:20] <ghz|afk> no idea then
;P
L468[08:28:34] <KrasnyiNeko> :b thanks
though
L469[08:34:58] <Ivorius> KrasnyiNeko:
Overwrite getHurtSound
L470[08:35:09] <Ivorius> Well, although
that doesn't pass you anything
L471[08:35:32] <Ivorius> The next best
overwrite would be at handleHealthUpdate and attackEntityFrom
L472[08:35:44] <Ivorius> But there's no
wrapping, so the damage source has no say in the matter, just the
entity
L473[08:36:16] <Ivorius> You can, of
course, play an additional sound
L474[08:36:16] <KrasnyiNeko> Alright, That
should be more than enough. Thanks mate!
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L501[09:15:00] <Brycey92> does anyone know
how to have a client command that can still be run while connected
to a server?
L502[09:15:28] <Brycey92> i used
clientcommandhandler but the command only works in
singleplayer
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L522[09:51:53] <fhjds> hello. I want to
change that when the player use the axe I created the drop will be
coal and not wood. how I change that?
L523[09:53:07] <diesieben07>
HarvestDropsEvent
L524[09:53:13] ***
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L525[09:53:39] <Genuine> Is generic type
information stored in the constants in the generated class?
L526[09:53:52] <Genuine> Or the
metadata?
L527[09:54:13] <diesieben07> in the
signature, so in the metadata
L528[09:54:18] <diesieben07> not sure why
it would be constants
L529[09:55:11] <Genuine> idk, I assumed
maybe if it were smart it would be in the constant pool as a Class
that was assigned as some argument of that field/param.
L530[09:55:44] <diesieben07> no, the
generic informatino is just metadata, thats not used at all unless
you inspect it via reflection
L531[09:55:58] <Genuine> Can you
even?
L532[09:56:11] <diesieben07> look at
guava's typeToken
L533[09:56:11] <Genuine> I've only seen
the getters for generics.
L534[09:56:14] <diesieben07> it feels like
magic :P
L535[09:56:15] <Genuine> Never
setters.
L536[09:56:23] <Genuine> In
reflection*
L537[09:56:24] <diesieben07> what do you
even mean by that...
L538[09:56:30] <diesieben07> what woudl
you set
L539[09:56:41] <Brycey92> anyone know the
answer to my question?
L540[09:56:53] <Brycey92> waaaaay up there
^
L541[09:57:14] <diesieben07> should not be
any different in SP/MP
L542[09:57:17] <diesieben07> as they both
work the same way
L543[09:57:32] <Genuine> It's not like you
can Class<Map> clazz = TreeMap.setGenerics(String.class,
Integer.class).
L544[09:57:40] <Genuine> Is what
I'msaying.
L545[09:57:54] <Genuine> There is a getter
for that generic type information but no setter.
L546[09:57:56] <Brycey92> well somehow my
server is taking over handling of the command and returning
"Unknown command. Type /help for help."
L547[09:57:59] <diesieben07> wat
L548[09:58:04] <diesieben07> i have no
idea what you are saying Genuine
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L550[09:58:16] <diesieben07> show your coe
Brycey92
L551[09:58:22] <Brycey92> ok 1 min
L552[09:58:37]
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L553[09:59:26] <Genuine>
Class<Map<?, ?>> clazz = TreeMap.class; is fine. But if
you wanted to set generic type information at runtime (to recast
key and value class) you can't do it.
L554[09:59:50] <diesieben07> well of
course not
L555[09:59:59] <diesieben07> because
Map<String> and Map<Integer> are the exact same
class
L556[10:00:15] <diesieben07> So you can't
actually have a Class<Map<String>>
L557[10:00:34] <Genuine> So why even
include getting generic type information, if you can't set it at
runtime, and it doesn't actually matter at runtime.
L558[10:00:36] <diesieben07> if you need
stuff like that, use guava's TypeToken
L559[10:00:43] <Genuine> Since the casts
are compiled into bytecode?
L560[10:00:51] <diesieben07> for
libraries
L561[10:00:53] <KrasnyiNeko> Just
wondering, what would what you are talking about dies be used
for.
L562[10:01:00] <diesieben07> if you
interact with a library with generics adn you dont have the srouce
code...
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L565[10:01:10] <Brycey92> diesieben07,
there's the command;s class
L566[10:01:11] <diesieben07> KrasnyiNeko:
?
L567[10:01:14] <Brycey92> command's*
L568[10:01:36] <Brycey92>
ClientCommandHandler.instance.registerCommand(new
OpenURLCommand());
L569[10:01:46] <Genuine> And yet you can
strip all generic type information with no side effects.
L570[10:01:46] <Brycey92> and that's run
in load()
L571[10:01:50] <masa> are there any issues
that may be caused when I store my tool type in NBT, instead of
damage? should I rather store the type in damage and actual damage
in NBT?
L572[10:01:53] <Genuine> So why is it
needed at all.
L573[10:01:58] <fry> Genuine: javac will
check generic signatures at compile time :P
L574[10:02:04] <Genuine> Correct.
L575[10:02:12] <diesieben07> if you have a
library without source code
L576[10:02:16] <fry> (That's the reason it
exists :P)
L577[10:02:16]
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L579[10:02:18] <diesieben07> you could not
do String foo = map.get("hello")
L580[10:02:19] <masa> I noticed NEI is
showing all the tool types whenever I query the recipe for ine of
those tools
L581[10:02:20] <Genuine> But at runtime,
why even compile the generics into the metadata?
L582[10:02:22] <fry> *they
L583[10:02:24] <diesieben07> you would hav
eto explicitcly cast
L584[10:02:28]
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L585[10:02:38] <diesieben07> unless you
had the sourcecode available
L586[10:02:49] <Genuine> diesieben07,
Because at runtime String foo = map.get("hello") is in
bytecode String foo = (String) map.get("hello")
L587[10:02:54] <diesieben07> i know.
L588[10:03:03] <Genuine> Grr.
L589[10:03:06] <diesieben07> but at
compile time you might interact with already compiled
libraries.
L590[10:03:12] <Genuine> Of course.
L591[10:03:16] <diesieben07> if those dont
haev the generics in there...
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L593[10:03:45] <Genuine> It all gets
compiled to the same bytecode regardless.
L594[10:03:47] <diesieben07> not sure
Brycey92, that should work...
L595[10:03:54] <diesieben07> yes,
true.
L596[10:03:57] <fry> That's the nature of
erasure - you don't have all the info at runtime that you had at
compile time
L597[10:04:04] <Brycey92> should that line
of code be run on both server and client?
L598[10:04:06] <Brycey92> or just
client
L599[10:04:16] <diesieben07> client only
of course.
L600[10:04:21] <fry> (It all ends up as
typeless bytes on the processor at the end :P)
L601[10:04:31] ***
iDynious is now known as Dynious
L602[10:04:33] <Genuine> fry, I disagree,
you have MORE type information at runtime than compile time.
L603[10:04:44] <diesieben07> Genuine: but
you would have to cast explicitly if the generic informatino is not
available in .class files.
L604[10:04:45] <Brycey92> shoot, I didn't
put that in a proxy
L605[10:04:46] <Brycey92> herp
L606[10:04:49] <Brycey92> one minute
L607[10:05:50] <Genuine> All generic casts
are implicit at compile time even if all the generic information is
available at compile time.
L608[10:06:10] <Genuine> And compiled into
the bytecode.
L609[10:06:18] <Genuine> Meh.
L610[10:06:19] <diesieben07> yes.
L611[10:06:27] <fry> Genuine: you have
different kind of information. "Exact type of that
object" is available only at runtime, "That list will
only ever contain Strings" is only compile time :P
L612[10:06:31] <diesieben07> but those
implicit casts are not possible, if the class files don#t have the
genric information.
L613[10:06:50] <Genuine> diesieben07, I
see.
L614[10:07:03] <diesieben07> because if
those are nto there, map.get only returns object
L615[10:07:04] <diesieben07> not T
L616[10:07:10] <diesieben07> and you have
to cast all the time.
L617[10:07:16] <fry> Generic type info
tells you that those runtime casts won't throw
ClassCastExceptions
L618[10:08:05] <Genuine> This is some sort
of backwards compatibility. It's the reason MC even runs since even
though the implicit casts were compiled in to the bytecode, you no
longer 'need' the tgeneric type information at runtime.
L619[10:08:08]
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L620[10:08:11] <Genuine> Bah!
L621[10:08:29] <Genuine> Diamonds
suck!
L622[10:08:32] <Genuine> :P
L623[10:08:57] ⇦
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L624[10:08:58] <diesieben07> but its what
makes interacting with Lists in MC awkward :)
L625[10:09:05] <diesieben07> but it's
gonna get better in 1.8.2
L626[10:09:21] <Genuine> I hear that
1.8.2-pre6 has ALL generic metadata intack.
L627[10:09:26] <Genuine> intact*
L628[10:09:38] <diesieben07> yep
L629[10:09:44] <diesieben07> and all local
variables are named snowman
L630[10:09:52] <Brycey92> perfect
L631[10:09:54] <Genuine> Why do we use FF
and not Luyten?
L632[10:09:55] <Brycey92> lol
L633[10:10:12] <diesieben07> well, if
there IS a name, you can remap it ;)
L634[10:10:19] <diesieben07> right nwo
tehre is NO name, so we can't name them
L635[10:10:56] <Genuine> diesieben07,
According to R4wk and the others, nominallity isn't even needed
really :P
L636[10:11:09] <diesieben07> hm?
L637[10:11:23] <diesieben07> also for not
using procyon... it has a few bugs according to lex
L638[10:11:24] <Genuine> I mean, how do
you think the MCP maps fields/methods/params?
L639[10:11:32] <diesieben07> they have
names in the jar...
L640[10:11:38] <diesieben07> and params
are a special case
L641[10:11:47] <diesieben07> they just
have *bad* names
L642[10:11:51] <Genuine> But the names
change per release.
L643[10:11:57] <diesieben07> yes...
and?
L644[10:12:06] <diesieben07> but they have
toosl for that.
L645[10:12:12] <diesieben07> but if there
is nothing that you can remap, you can't remap
L646[10:12:27] <diesieben07> the local var
table is compleltely missing in the jar
L647[10:12:47] <Genuine> The fact that
srg's shit works is because it's replaces the nominallity of the
original source to a more methododic*? process.
L648[10:12:57] <diesieben07> yes.
L649[10:13:09] <diesieben07> but in case
of local vars there IS no nominallity in the original source
L650[10:13:17] <Genuine> Ahh.
L651[10:13:28] <diesieben07> which is what
they changed now.
L652[10:13:35] <diesieben07> they rename
it all to snowman, so it uses the value
L653[10:13:38] <diesieben07> btu we have a
source name
L654[10:13:49] <Genuine> Are variables
withing the scope of a method preserved in the latest MC?
L655[10:14:08] <Genuine> variable
names*
L656[10:14:16] <diesieben07> well,
kinda
L657[10:14:33] <diesieben07> they leave
all the information intact (where the var scope starts, etc.)
L658[10:14:49] <diesieben07> but they
change the names to "<snowman>1" and so on
L659[10:14:56] <diesieben07> with
<snowman> being the unicode symbol
L660[10:16:03] <Brycey92> wait you were
serious about the snowman thing?
L661[10:16:14] <diesieben07> yes.
L662[10:16:23] <Brycey92> that's so absurd
i thought it was a joke
L663[10:16:31] <Brycey92> what is mojang
doing over there?
L664[10:16:44] <Genuine> So considering
how SRG works the fields/methods/params will still be serialized to
a unique name that is predictable.
L666[10:17:01] <diesieben07> sure. all
that will not change
L667[10:17:12] <diesieben07> we just now
will get basically SRG names for variables, too
L668[10:17:20] <Genuine> Nice.
L669[10:17:39] <Genuine> That's a huge
relief to all involved.
L670[10:17:52] <diesieben07> (note that I
have no involvement in this process whatsoever, so I am just
talking what I know... or think i know)
L671[10:18:03] <Genuine> Liar!
L672[10:18:05] <Genuine> :P
L673[10:19:50] <diesieben07> :P
L674[10:19:54] <diesieben07> I'm out
L675[10:20:20] <Genuine> fry, You Scala
bruh?
L676[10:20:25] ***
diesieben07 is now known as diesieben|away
L677[10:20:30] <fry> what? :P
L678[10:20:40] <Genuine> YOU SCALA
BRUH!?!
L679[10:20:50]
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L680[10:20:58] <Genuine> You Scala
bruh.
L681[10:21:23] <Genuine> :P
L682[10:21:41] <Genuine> The correct
answer is: I Scala bruh.
L683[10:22:25] <Genuine> fry, Is your
Scala method overriding working now?
L684[10:22:29] ⇦
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L685[10:22:38] <Genuine> In
subclasses.
L686[10:23:35]
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L687[10:24:24] <fry> It should, Lex did
post a fix yesterday
L688[10:24:32] *
fry didn't test it though :P
L689[10:24:43]
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L690[10:25:04] <Vorquel> A fix for
what?
L691[10:25:15] <Genuine> Some lame Scala
stuff.
L692[10:25:23] <Vorquel> Ah. Okay
L693[10:25:27] ⇦
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L694[10:26:07] <Genuine> The Scala
compiler was omitting overridden Subclass method references or
something like that.
L695[10:26:15] <Genuine> I don't
know!
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L698[10:26:49] <Vorquel> That's...
odd.
L699[10:27:30] <Genuine> Something about
the method wasn't receiving the attribute of being an
"Override"?
L700[10:27:45] <Genuine> fry could
probably explain it better.
L701[10:28:19] <Vorquel> I was just
curious. I don't need a grand thesis on it :P
L702[10:28:29] <fry> Scala relied on
something that should've been there but wasn't
L703[10:28:45] <fry> And javac/IDEs didn't
rely on that :P
L704[10:29:31] <Vorquel> So a missing
dependency?
L705[10:29:31] ⇦
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L706[10:30:26] <fry> "something"
was an attribute in bytecode :P
L707[10:30:32] <Genuine> The capture
invocation of the the call site was being biased by not caching a
call with a method handler after the first constructor call.
L708[10:30:37] <Genuine> ^ Made all that
up.
L709[10:30:46] <fry> You sure did :P
L710[10:31:00] <Vorquel> I thought I lost
my mind for a moment there.
L711[10:31:04] <Genuine> Heh.
L712[10:31:20] <Genuine> Heap
management.
L713[10:31:32] <Genuine> Scalability
impediment.
L714[10:31:48] <Genuine> Dominating
strategy.
L715[10:32:04] <Vorquel> Buzzword
bingo?
L716[10:32:30] <Genuine> Reprocessing
metafactory procedures.
L717[10:32:32] <Ivorius> Guys, you just
need to credibly synthesize holistic alignments via
mission-critical functionalities.
L718[10:32:43] <Vorquel> of course
L719[10:32:46] <Genuine> I concur,
whole-heartedly.
L720[10:32:53] ***
big_Xplo|Off is now known as big_Xplosion
L721[10:33:02] <Ivorius> Then you'll at
least be able to authoritatively monetize plug-and-play leadership
after process-centric meta-services.
L722[10:33:13] <Genuine> Fuck her right in
the pussy.
L723[10:33:17] <Vorquel> Why not just
krelve it?
L724[10:33:33] <Genuine> /shrug
L725[10:33:49]
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(~Loetkolbe@ipbcc322a2.dynamic.kabel-deutschland.de)
L726[10:34:43] <Vorquel> Seriously though,
why wasn't the atribute showing up?
L727[10:35:29] <Genuine> Something about
having revisit each class twice? Idk.
L728[10:36:03] <Genuine> If Lerx were up
he'd kick me for being an idiot.
L729[10:36:03] <Vorquel> fry?
L730[10:36:32] <fry> You said you didn't
want a grand thesis :P
L731[10:36:36]
⇨ Joins: Kruptein (~Kruptein@193.190.253.144)
L732[10:36:42] <Vorquel> I changed my mind
:P
L733[10:36:47] <Genuine> Dick.
L734[10:36:57] <Kruptein> hi, im updating
my mod to 1.8 and GuiTextField now requires an extra int argument
as its first parameter
L735[10:37:03] <Genuine> Fry is the dick
not you Vorquel :P
L736[10:37:15] <fry> InnerClasses was only
present on the parent-child classes, not i every class referencing
them
L737[10:37:17] <Kruptein> I tried looking
at the GuiTextField class but couldnt find out what it is used
for
L738[10:37:28] <Genuine> Kruptein, The
parameter isn't named?
L739[10:37:38] <Kruptein> int
p_i45542_1_,
L740[10:37:42] <Genuine> Not even int eh
super class?
L741[10:37:51] <Genuine> in the*
L742[10:38:05] <Kruptein> thats in
GuiTextField.java
L743[10:38:15] <Kruptein> the
constructor
L744[10:38:47] <Vorquel> Does the bot have
a real name for it?
L745[10:38:50] <Genuine> Not In
mine.
L746[10:38:57] <Kruptein> which version do
you have of forge ?
L747[10:38:58] <Genuine> What version of
forge?
L748[10:39:02] <Kruptein> 1299
L749[10:39:22] <Kruptein> ill update to
the latest
L750[10:39:22] <Brycey92> 1299 is
out?
L751[10:39:32] <Brycey92> oh wait
1.8
L752[10:39:41] <Genuine> oh
L753[10:39:56] <Kruptein> 1299 was
recommended
L754[10:40:01] <Kruptein> but latest is
1309
L755[10:42:35] <Vorquel> I've heard that
minebot can give meaningful names for some parameters, not that I
know how to call on said bot.
L756[10:43:03] <Kruptein> !minebot
help
L757[10:43:06] <Kruptein> nope
L758[10:43:23] <Kruptein> I downloaded the
javadoc of the latest build
L759[10:43:24] <Dynious> Vorquel, use
MCPBot_Reborn
L760[10:43:25] <Kruptein> still no
name
L761[10:43:46] <Kruptein> how do I call it
Dynious
L762[10:44:06] <Dynious> to get a method
!gm methodName
L763[10:44:09] <bspkrs> !gp
p_i45542_1_
L764[10:44:17] <bspkrs> !!gp
p_i45542_1_
L765[10:44:17] <MCPBot_Reborn> === MC 1.8:
net/minecraft/client/gui/GuiTextField.GuiTextField.componentId
UNLOCKED ===
L766[10:44:18] <MCPBot_Reborn> Name :
p_i45542_1_ => componentId
L767[10:44:19] <MCPBot_Reborn> Method :
bul.bul => GuiTextField.func_i45542_ =>
GuiTextField.GuiTextField
L768[10:44:20] <MCPBot_Reborn> Descriptor
: (ILbty;IIII)V =>
(ILnet/minecraft/client/gui/FontRenderer;IIII)V
L769[10:44:20] <MCPBot_Reborn> Comment :
None
L770[10:44:21] <MCPBot_Reborn> Last
Change: 2014-12-28 11:45:30.546280-05:00 (vilu)
L771[10:44:38] <bspkrs> use a single ! for
private feedback
L772[10:44:52] <bspkrs> do not abuse !!
for public output as I will get my ass reamed for it
L773[10:45:00] <Dynious> or preferably go
in a private convo with MCPBot_Reborn
L774[10:45:04] <Kruptein> ok thanks
L775[10:45:34] <bspkrs> use !help to get a
list of available commands
L776[10:45:51] <bspkrs> also, #mcpbot is a
good place for all this
L777[10:46:11] <Kruptein> ok so its a
componentId
L778[10:46:48] <bspkrs> yes, sorta like a
buttonId
L779[10:46:56] <Kruptein> I guess
L780[10:47:01] <Kruptein> so I just assign
it a unique value ?
L781[10:47:25] <bspkrs> it doesn't have to
be unique unless you are going to reference it
L782[10:47:47] <Vorquel> This is why I'm
staying away from GUIs for now :P pure magic.
L783[10:47:59] <TTFTCUTS> hmmm, anyone
able to point me to where I can get the loaded worlds from within
the server tick event?
L784[10:48:03] <Kruptein> I use keyTyped
with a focus check so I guess I can now check for the unique id
instead of a focused field
L785[10:48:09] <Kruptein> I assume
L786[10:48:21] <bspkrs> not really... it's
just rendering text and components on the screen
L787[10:48:25] <Kruptein> oh
L788[10:48:30] <bspkrs> and handling their
events
L789[10:48:54] <bspkrs> Kruptein, that
wasn't directed at you
L790[10:49:14] <Kruptein> haha didnt
notice ttftcuts
L791[10:49:33] <bspkrs> I haven't looked
into using the componentID, but you could probably use it that
way
L793[10:51:48] <TTFTCUTS> found it
L794[10:52:18] <Unh0ly_Tigg> bspkrs, is
there something built into the bot that disconnects it from a dcc
after a certain period of inactivity?
L795[10:53:05] <bspkrs> no... I think that
might be specific to clients
L796[10:53:10] <Unh0ly_Tigg> hmm
L797[10:53:49] <bspkrs> having a DCC
issue?
L798[10:54:05] <Unh0ly_Tigg> well, after
~5-10 minutes after the last message I send to the bot, if I send
another message, I get no response and have to abort the dcc and
run !dcc again...
L799[10:54:23] <bspkrs> what client do you
use?
L800[10:54:36] <bspkrs> and are you going
through a bouncer?
L801[10:54:55] <Unh0ly_Tigg> hexchat, no
bouncer
L802[10:54:56] ***
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L804[10:55:59] <Unh0ly_Tigg> so,
umm...
L805[10:56:10] <Unh0ly_Tigg> when was
Gui.drawModalRectWithCustomSizedTexture introduced?
L806[10:56:29] <bspkrs> lol
L807[10:56:57] <bspkrs> Unh0ly_Tigg, I'll
double check the bot code, but I'm pretty sure it isn't set to
timeout
L808[10:57:03] *
fry waits for a day when mapped name length extends JVM class
format limits :P
L809[10:57:55] <bspkrs> that name came
before MCPBot_Reborn... our max length is 32
L810[10:58:18] <bspkrs>
drawModalRectWithCustomSizedTexture is 36
L812[10:59:17] ***
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L813[10:59:45] <Kruptein> that doesnt say
a lot
L814[10:59:48] <bspkrs> fhjds, could you
be more vague? too many people know exactly how to fix your issue
:p
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L816[11:00:41] <Unh0ly_Tigg> hmm, from
what I can tell, there doesn't appear to be a limit to method
names, since in the method info section of the class file, the name
is pulled from the constant pool via an index.
L817[11:01:06] <fhjds> I want to check the
current held item so I use
player.getCurrentEquippedItem().getItem() but I get error under
player and I cant find how to fix it
L818[11:01:26] ⇦
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L819[11:01:36] <Unh0ly_Tigg> can you
pastebin the class, and the error that your ide is giving
you?
L820[11:02:50] <Kruptein> hm
RenderingRegistry.registerBlockHandler is gone
L821[11:02:56] <fhjds> OK
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L825[11:04:32] <Kruptein> player does not
exist in that context
L826[11:04:38] <Unh0ly_Tigg> replace
player with event.player, see if that works
L827[11:04:38] <fry> Unh0ly_Tigg: well,
strings have 2-byte length, from what I can tell :P
L828[11:04:51] <Unh0ly_Tigg> 2 byte
length? wut
L829[11:05:17] <Vorquel> fhjds, you need
to use event.player to get the player
L830[11:05:45] <Vorquel> NM, I'm being
dumb
L831[11:06:19] <Unh0ly_Tigg> ok,
apparently, string literals are limited to only 65535 bytes of utf8
data
L832[11:06:40] <fhjds>
if(event.player.getCurrentEquippedItem().getItem()==ElementCraft.FireAxe)
? still the same error
L833[11:06:58] ⇦
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L835[11:07:33] <Unh0ly_Tigg>
event.harvester
L836[11:07:59] <Vorquel> ^ fhjds
L837[11:09:24] <fhjds> thak you
L838[11:09:29] <fhjds> thank**
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L842[11:15:39] <Kruptein> so updateEntity
is gone, am I right that I should just implement
IUpdatePlayerListBox and use update() instead ?
L843[11:15:48] <Unh0ly_Tigg> yes
L844[11:16:20] <Kruptein> ok thank
you
L845[11:17:00] <Kruptein> is there some
central place where I can find all this info? untill now I have
just been googling/asking here whem I encounter something
changed
L846[11:17:09] ⇦
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L848[11:18:34] <Vorquel> You mean other
than L*x's mind?
L849[11:18:42] <Kruptein> yes :p
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L852[11:19:36] <Vorquel> I wish I knew.
I'm not updating to 1.8 until my mod is stable for 1.7
L853[11:20:03] <fry> Writing
docs/tutorials is much harder than answering questions on IRC
:P
L854[11:20:16] <Kruptein> I totally
understand :D
L855[11:21:38] <Kruptein> we had our own
Coord class system
L856[11:21:42] <Kruptein> so now I have to
convert everything :p
L857[11:21:48] <Ivorius> Who didn't
L858[11:21:56] <Unh0ly_Tigg> me
L859[11:22:00]
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L860[11:22:19] <Ivorius> That was a
rhetorical question
L861[11:22:24] <Ivorius> Your answer is
invalid
L862[11:22:26] <Unh0ly_Tigg> fry, with
item models, is it possible to create a smart item model that has
some objects rotate based on time, and 'toggle' rotation based on
certain parameters (which can change from frame to frame)?
L863[11:22:33] <Ivorius> You are not
allowed to choose this response
L864[11:22:41] <Kruptein> :p
L865[11:23:00] <fry> Unh0ly_Tigg:
yes
L866[11:23:22] <Unh0ly_Tigg> there's
nothing that says I CAN'T respond to a rhetorical question...
L867[11:23:25] <Kruptein> do you guys use
worldObj or getWorld() etc
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L869[11:24:27] <Vorquel> fields are faster
than methods, but methods can be safer if their coded for it.
L871[11:24:39] <Vorquel> *they're
L872[11:24:53]
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L873[11:25:05] <Kruptein> I just like that
fields are shorter
L874[11:25:09] <Kruptein> but it feels
wrong
L875[11:25:30] <fry> Unh0ly_Tigg: looks
replicatable :P
L876[11:25:31] <Unh0ly_Tigg> using raw
fields takes up less memory overhead
L877[11:25:52] <Vorquel> It's not like
Minecraft has that good of encapcilation to begin with :P
L878[11:26:09] <Unh0ly_Tigg> fry, I know
that a lot of the GL11 calling code can be replicated via the item
camera transformations
L879[11:27:15] <Kruptein> !gm
func_148857_g
L880[11:27:57] <fry> Unh0ly_Tigg: not
neccecarily item camera transformatios, simple normal matrix math
:P
L881[11:28:09] <Unh0ly_Tigg> Though, what
I'm doing to do actual rendering is render the icon from the item
(renderFrame), and then rendering model info with different
textures depending on nbt data of the item (renderPortalCore)
L882[11:28:21] ⇦
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L883[11:28:27] <KrasnyiNeko> Any one know
often is onItemRightClick called?
L884[11:28:33]
⇨ Joins: megamit (~megamit@90.194.37.175)
L885[11:28:42] <Lumien> ?
L886[11:28:45] <KrasnyiNeko> is it per
tick?
L887[11:28:47] <Unh0ly_Tigg> also, I wish
there was an IBlockState like function for Items...
L888[11:29:08] <Unh0ly_Tigg> KrasnyiNeko,
it's in the name, it's called when you right click with the item in
hand
L889[11:29:25] <KrasnyiNeko> Hmm
true.
L890[11:29:39] <KrasnyiNeko> Thanks
L891[11:29:42] <Vorquel> Or just go the
empirical path: println when it happens and test :D
L892[11:29:53] <Unh0ly_Tigg> how often it
actually gets called is dependent on what you do
L893[11:29:57] <fry> Unh0ly_Tigg: use
stack's NBT for now, and I'm sure there will be something in the
future :P
L894[11:30:21] <Unh0ly_Tigg> so, how would
I do the time based rotations?
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L898[11:32:28] <Brycey92> is there a way
around this?
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L900[11:34:04] <fry> Unh0ly_Tigg: global
timer somewhere :P
L901[11:34:07] ***
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L902[11:34:17] <fry> (same way you do it
already :P)
L903[11:35:14] <Kruptein> if I used to
have if(meta < 6) should that convert to
if(state.equals(Block.getStateById(6))) ?
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L905[11:37:08] <fry> You shouldn't use
metadata anywhere except when storing your state
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L907[11:38:12] <Kruptein> I assumed so but
how do I check if the block is in a certain state
L908[11:38:17] <Kruptein> I have the block
its state
L909[11:38:24] <Kruptein> nvm
L910[11:38:32] <fry>
World.getBlockState
L911[11:38:40] ⇦
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L912[11:38:41] <Kruptein> yh I got
that
L913[11:38:46] <Kruptein> my mind
completely blanked there
L914[11:38:57] <Unh0ly_Tigg> fry, how
often does ISmartItemModel.handleItemState get called?
L915[11:39:22] <fry> Right before it's
rendered, every time
L916[11:39:26] <Unh0ly_Tigg> hmm
L917[11:39:33] <fry> You may assume it's
in the same frame
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L919[11:39:51] <fry> (same for blocks, but
it's of course cached until next block update)
L920[11:40:00] ***
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L921[11:40:12] <Unh0ly_Tigg> well, I'm
going to start thinking up how I'm going to go about this. but for
now, I need to get some sleep, been up all night.
L922[11:40:26] <Unh0ly_Tigg> (9:40AM where
I am)
L923[11:40:38] <Kruptein> good night
:)
L924[11:40:58] <Unh0ly_Tigg> technically,
it would be good morning, but meh
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L926[11:45:41] <Kruptein> wait
L927[11:45:48] <Kruptein> a pos itself
does not contain world information
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L946[12:09:06] *
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L948[12:10:02] <clienthax>
;;;;;;;;;;;;;;;;;;;;
L949[12:12:54]
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L950[12:13:02] <Brycey92>
::::::::::::::::
L951[12:13:20] ***
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L952[12:13:57] <clienthax> cat + ham in
proximity to keyboard = ;;;;;;;;;;;;;;;
L953[12:13:58] <clienthax> ;D
L954[12:14:04] <Brycey92> lol
L955[12:14:17] <Brycey92>
;;;;;;;;;;;;;;;;;D
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L968[12:44:17] <Lumien> if i have a block
with a certain property but i want all blocks to have the same
block model ignoring that property, is there an easy way to do
that?
L969[12:45:09] ⇦
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timeout: 378 seconds)
L970[12:45:53] <fry> IStateMapper
L971[12:46:19] <Zaggy1024> Would it be
possible to add an option to StateMap to have a prefix for mod
resource domains? Currently, if you set the StateMap's main
property, it doesn't add the prefix :|
L972[12:46:21] <fry> (vanilla has examples
of exactly that with their StateMap)
L973[12:46:35] <fry> (that comment was for
Lumien :P)
L974[12:47:05] <Zaggy1024> (Like with
trees, where the resource is "treetype_log" instead of
"log0")
L975[12:47:15] <Lumien> sooo
ModelLoader.setCustomStateMapper ?
L976[12:47:15] ***
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L977[12:47:23] <Zaggy1024> Lumien,
yep
L978[12:47:45]
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L980[12:48:49] ⇦
Parts: Smilesdc (webchat@46.150.109.29) ())
L981[12:49:29] <Lumien> ok so that map is
IBlockState,IBakedModel?
L982[12:49:59] <Zaggy1024> huh?
L983[12:50:01] <fry> Zaggy1024: I'd simply
wrap StateMap with an IStateMap that'll delegate to it, and would
add your mode prefix :P
L984[12:50:13] <Lumien> oh no
ModelResourceLocation
L985[12:50:14] <Lumien> ok
L986[12:50:23] *
Zaggy1024 thought about wrapping it, but all the fields are private
:|
L987[12:50:35] <Zaggy1024> I didn't want
to do a ton of reflection
L988[12:51:06] <Zaggy1024> er...maybe I
didn't think it through properly...
L989[12:52:27] <fry> class PrefixStateMap
extends StateMapperBase { @Override protected ModelResourceLocation
getModelResourceLocation(state) { return "modid:" +
super.getModelResourceLocation(state); }}
L990[12:52:32] <fry> something like that
:P
L991[12:52:36] <Zaggy1024> yeh
L992[12:52:52] <Zaggy1024> For some reason
my probably tired brain thought that I needed access to its fields
:P
L993[12:52:58] <Lumien> hmm do i have to
put every possible IBlockState in that map from IStateMapper or can
i put something in there that will just always be used?
L994[12:53:26]
⇨ Joins: KilRoYDK (~KilRoYDK@95.154.28.57)
L995[12:53:38] <fry> Lumien: you can
extend StateMapperBase
L996[12:53:44] <Zaggy1024> Lumien, just
extend StateMapperBase and implement its method
L998[12:54:00]
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(~Dynious@099-168-045-062.dynamic.caiway.nl)
L999[12:54:01] <Zaggy1024> and then you
can turn the IBlockState into whatever resource location you
want
L1000[12:54:11] <Lumien> ohh i didn't
know there was a method to get all possible block states
L1001[12:54:12] <Lumien> ok
L1002[12:54:19] <Zaggy1024> With
"#property=value,otherproperty=othervalue" after
L1003[12:54:39] <Zaggy1024> if you need
to, of course :P
L1004[12:54:50]
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L1005[12:55:04] <fry> That's both the
upside and downside of blockstates - they're enumerable :P
L1006[12:55:17]
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L1011[13:02:21] <Zaggy1024> What bugs me
about StateMap is that when you don't set the main property, it
gets the mod ID from the block's default resource location, but
then if you set the main property it forgets about the prefix
:(
L1013[13:05:55] <Zaggy1024> you don't
need all that :P
L1014[13:06:02] <Zaggy1024> Just extend
StateMapperBase
L1015[13:06:16] <Zaggy1024> Then it'll do
iteration over the valid states for you
L1016[13:06:29] <Zaggy1024> and it'll
create the map for you
L1017[13:06:59] <Zaggy1024> but
yes...that does look like it would work
L1018[13:08:24] ***
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L1019[13:08:41] <Zaggy1024> crap.
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L1022[13:09:19] <Zaggy1024> fry,
getModelResourceLocation is protected :|
L1023[13:09:38] <fry> Notice that I
extend stuff :P
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L1026[13:10:17] <Zaggy1024>
uh...hmm
L1027[13:10:53] ***
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L1028[13:11:14] <fry> (Won't be as
expressive as Builder, but should still do the job :P)
L1029[13:11:16] <Lumien> my block is
purple :(
L1030[13:11:31] <Lumien> do i need to do
something else in addition to the state mapper?
L1031[13:11:37] <fry> Welcome to the club
:P
L1033[13:11:45] <Zaggy1024> Can't extend
StateMap because its constructors are protected
L1034[13:11:47] <Zaggy1024> er
L1035[13:11:53] <Zaggy1024> private, I
guess
L1036[13:12:05] <fry> ah, hmm
L1037[13:12:17] <Zaggy1024> can't extend
StateMapperBase because then I don't have access to a StateMap's
getModelResourceLocation
L1038[13:12:30] <fry> Iterate over the
returned map then :P
L1039[13:12:35] <Zaggy1024> bleh
L1040[13:12:43] <fry> Less nice, but
still works :P
L1041[13:14:00] <fry> Lumien: in world or
in inventory?
L1042[13:14:05] <Lumien> in world
L1043[13:14:13] <tattyseal> MarkR please
show your code.
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L1045[13:14:59] <fry> Lumien: Are there
any errors in the log?
L1046[13:15:04] <Lumien> nope
L1047[13:15:12] <fry> (they might be
small, without stacktraces :P)
L1048[13:15:21] <Lumien> besides the
inventory variant not being found
L1049[13:15:26] <Zaggy1024> MarkR, it's a
simple NPE, just find where the NPE occurred and find out what was
null
L1050[13:15:27] <Lumien> but they don't
have an item model yet anyway
L1051[13:15:48] <Zaggy1024> It's probably
something you forgot to assign a value or check for null, it should
be easy to fix
L1052[13:15:58] <Lumien> nope,
nothing
L1053[13:16:38] <fry> What does your
ModelResourceLocation look like, and blockstate json?
L1054[13:16:43] <Zaggy1024> fry, does it
print an error when it doesn't find a texture?
L1055[13:16:59] <fry> I don't think
so
L1056[13:17:08] *
fry should do something about that at some point :P
L1057[13:17:18] <Lumien> my model
resource location is "randomthings:coloredGrass", and i
thought the state mapper somewhat replaces the block state
file?
L1058[13:17:25] <Ivorius> fry, fix root
meshes first :P
L1059[13:17:33] <Ivorius> And y
rotations
L1060[13:17:35] *
fry kicks Ivorius
L1061[13:17:45]
⇦ Parts: Ivorius (~Ivorius@2604:a880:800:10::55b:8001) (Oh
no!))
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L1063[13:17:51] <ghz|afk> the blockstates
json maps the state names to models
L1064[13:17:59] <ghz|afk> because
multiple models can have the same model
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L1066[13:18:01] <Zaggy1024> dat IPv6
doe
L1067[13:18:03] <ghz|afk> multiple
states*
L1068[13:18:03] <Zaggy1024> :P
L1069[13:18:51] <Lumien> yes, which is
what the state mapper does right?
L1070[13:18:53] <fry> Lumien:
ModelResourceLocation = ResourceLocation of the blockstate file +
variant name
L1071[13:19:06] <Lumien> wot
L1072[13:19:13] <MarkR> Zaggy1024, I've
had this problem for a while and still had problems with it and
couldn't find anything.
L1073[13:19:16] <Lumien> oh ok :P
L1074[13:19:24] <Lumien> i thought it
should point directly at the model
L1075[13:19:29] <Zaggy1024> Lumien, did
you check if your texture is in the right place?
L1076[13:19:38] <fry> (Except for
inventory, in which case the resource location of the model is
handled in the special way :P)
L1077[13:19:42] <Zaggy1024> MarkR, what's
on the line where the NPE occurred?
L1078[13:19:48] <Zaggy1024> in vanilla
code, I mean
L1079[13:20:08] <Lumien> so it should be
"randomthings:coloredGrass","normal"
then?
L1080[13:20:18] <Lumien> when i want
every block state to have the model described in normal?
L1081[13:21:10] <Zaggy1024> um...
L1082[13:21:25] <Zaggy1024>
"randomthings:coloredGrass#variant=normal"...maybe?
L1084[13:21:34] <ghz|afk> like that
L1085[13:21:37] <ghz|afk> but with your
states ;P
L1086[13:21:50] <fry> Lumien: yes,
"randomthings:coloredGrass","normal"
L1087[13:22:02] <Lumien> it's still
purple :P
L1088[13:22:13] <Lumien> oh wait
L1089[13:22:13] <Lumien> xD
L1090[13:22:15] <MarkR> Line 88 in the
Slot class, getStack() method.
L1091[13:22:38] <Lumien> ok
L1092[13:23:00] <Lumien> there needs to
be an error message if it can't find a model file
L1093[13:23:26] <Brycey92> does anyone
know how, from a server command, to make the same command run on a
client?
L1094[13:23:42] <fry> It should've
printed "Model definition for location %s not
found"
L1095[13:24:11] <fry> (if there's no
corresponding blockstate found)
L1096[13:25:59] <Lumien> i don't think it
did
L1097[13:26:03] <Lumien> might have
missed it somehow
L1098[13:27:07]
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connection)
L1100[13:30:15] ***
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L1107[13:41:06] <clienthax> that was...
strange, all my mobile network just went poof
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L1110[13:43:59] ***
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L1111[13:45:11] <Wuppy> quick question
for someone with modeling/art experience, what is a lot of
verts/edges/faces for a helicopter?
L1112[13:48:53] <Ivorius> Define 'a
lot'
L1113[13:49:02] <Ivorius> To render as
animated, statically, or pre-rendered?
L1114[13:49:21] <Wuppy> animated
L1115[13:50:10] <Ivorius> Gotta keep it
low if you want to animate it
L1116[13:50:22] <Wuppy> define 'low'
:P
L1117[13:51:04] <Ivorius> I dunno, maybe
try to stay under 100 quads
L1118[13:51:32] <Wuppy> how do I see the
quad count in maya?
L1119[13:52:08] <Ivorius> Or tris,
rather
L1120[13:52:17] <Ivorius> 100 tris
L1121[13:52:20] <Wuppy> hmm, 1200 tris
:(
L1122[13:52:23] <Ivorius> lawl
L1123[13:52:27] <Ivorius> Yeah, that's a
bit much :P
L1124[13:52:43] <Wuppy> how can you keep
a full heli around 100 tris though?
L1125[13:52:56] <Ivorius> Depends on the
detail level
L1126[13:53:00] <minecreatr> is there any
event that is triggered when a player swims in a liquid?
L1127[13:53:07] <Ivorius> If it's far
away you should even go under that
L1128[13:53:11] <Ivorius> If it's close
you can go all-out
L1129[13:53:45] <Ivorius> If it looks
round without textures, it's too much subdivision
L1130[13:53:46] <Wuppy> it's basically
the showcase of a single model with an animation, texture and
everything
L1131[13:54:14] <Ivorius> In games, you
can normally easily see edges if textures are disabled and there is
only hard lighting
L1132[13:54:45] <Ivorius> If you want to
literally only render the helicopter, that's fine, lol
L1133[13:54:49]
⇨ Joins: pixlepix
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L1134[13:54:54] <Ivorius> It just depends
on too many factors
L1135[13:54:57] <fry> Wuppy: in MC or in
general? :P
L1136[13:54:59] <Ivorius> 'If it lags
it's too much'
L1137[13:55:22] <Wuppy> in my case, it's
a model showcase
L1138[13:55:23] *
clienthax places wuppy in oven
L1139[13:55:44] <Wuppy> in unity
L1140[13:55:48] <Wuppy> clienthax,
?
L1141[13:56:03] <fry> Then the answer is
much, much more than in MC :P
L1142[13:56:10] *
clienthax really doesn't know
L1143[13:56:21] *
clienthax deletes wuppys book update progress
L1144[13:56:22] <clienthax> huhuhu
L1145[13:56:33] <Wuppy> yeah I got about
that far fry :P
L1146[13:56:37] <Wuppy> :(
L1147[13:57:02] <Wuppy> clienthax, why
you gotta be so rude...
L1148[13:57:12] *
Wuppy randomly starts singing :P
L1149[13:57:49]
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L1150[13:57:58] <gayan> hello guys i
having problem when launching my server "Equal objects must
have equal hashcodes. During rehashing, Trove discovered that the
following two objects claim to be equal "
L1151[13:58:08]
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L1152[13:58:15] <gayan> there is no crash
report just a report in .zip
L1153[13:58:21] <Ivorius> gayan is an
awesome name
L1154[13:58:27] <Ivorius> Are you like a
gay super sayan? :P
L1155[13:58:50] <Ivorius> Also, is it
your mod?
L1156[13:59:12] <Ivorius> The error is
pretty much what it says - if the objects return true on equals,
the hash codes must be the same
L1157[13:59:42] <gayan> i dunon why its
saying that because it was working well before
L1158[13:59:58] <Ivorius> Answer my
questions? :P
L1159[14:00:37]
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L1160[14:00:41] <gayan> no its not my
mod, i've made a private modpack regoruping nice mods
L1162[14:00:55] <Ivorius> Then it's a
bug
L1163[14:01:05] <Ivorius> You'll have to
report it to the programmer responsible
L1164[14:01:29] <gayan> it was working
well just before we removed advanced genetics because it was
bugging
L1165[14:01:37] <Ivorius> Wuppy: Pretty
sure that's not 1200 tris :P
L1166[14:01:42] ***
big_Xplo|AFK is now known as big_Xplosion
L1167[14:01:42] <pixlepix> Thats a bug
you have to report to the mod author
L1168[14:01:55] <gayan> yes but i dont
kow from where its coming
L1169[14:02:01] <Wuppy> Ivorius, it
displays 1234 atm according to maya
L1170[14:02:09] <tattyseal> Wuppy, nice
model!
L1171[14:02:34] <Ivorius> Then you have a
lot of unnecessary tiny tris somewhere
L1172[14:02:45] <Wuppy> maybe on the
inside :(
L1173[14:03:03] <Wuppy> thanks
tatty
L1174[14:04:41] <gayan> how can i do to
know from where its coming ? while it was working well this morning
it strange
L1175[14:05:08] <Ivorius> Can you stop
saying that, it's completely normal that bugs come and go x)
L1176[14:05:10]
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L1177[14:05:33]
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L1178[14:05:36] <gayan> :o
L1179[14:05:42] <Ivorius> You can single
out the mod by slowly removing mods
L1180[14:05:52] <Ivorius> And if the bug
is gone, it was one of the removed mods
L1181[14:06:15] <Ivorius> If it's still
there when all mods are gone, it's a vanilla bug (even if possibly
induced by previous mod data)
L1182[14:06:20] <Ivorius> (Or
Forge)
L1184[14:06:48] <gayan> some lines are
talking about therma; exp
L1185[14:07:01] <gayan> i'll try without
it
L1186[14:07:49] <Ivorius> killjoy: return
money.clone();
L1187[14:08:05] <killjoy> That's
piracy!
L1188[14:08:16] <Ivorius> ur mum is a
piracy m8
L1189[14:08:38]
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L1193[14:09:18] <killjoy> That makes me
think. Is DRM possible in computercraft programs?
L1194[14:09:47] <AbrarSyed> ts actualy
forgery.. not piracy.. but anyways
L1195[14:10:06] <killjoy> Event
worse
L1196[14:10:12] <killjoy> *even
L1197[14:12:08] <minecreatr> !gm
handleWaterMovement
L1198[14:14:02]
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L1205[14:22:01] <nathan5462> hello
L1206[14:22:24] <Sil3ntScript3r> Would
someone mind helping me with a weird texturing issue?
L1207[14:22:26] <nathan5462> is there an
easy way to tell the client about a string of text
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L1209[14:22:59] <nathan5462> silent what
do you mean?
L1210[14:23:01] <Sil3ntScript3r> If just
the server has the text, you'd have to make a packet handler
L1212[14:23:12] <Sil3ntScript3r> Having
this issue
L1213[14:23:29]
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L1214[14:24:35] <nathan5462> Silent i
have a tile entity that has a itemstack. I want to display the
display name to the client
L1215[14:25:04] <Sil3ntScript3r> Display
it where, like a GUI?
L1216[14:25:17] <nathan5462> yes
L1217[14:25:57]
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L1218[14:26:14] <Sil3ntScript3r> Well
assuming the client and server both change the text, you should be
able to just access the text fine
L1219[14:26:33] <Sil3ntScript3r> But if
just the server's changing the text, you'd have to make a packet
sending/handling for the client to get the text
L1220[14:27:02] <nathan5462> hmm ok
L1221[14:27:34] <Sil3ntScript3r> If
wherever the ItemStack is being sent is in a if(!world.isRemote)
check, you'd need packets. Otherwise I think you should be
fine
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L1223[14:29:01] <nathan5462> is there a
way i can use the minecraft way of sending the itemstacks to the
client?
L1224[14:29:13] <minecreatr> is there any
way to detect when handleWaterMovement is called without asm?
L1225[14:29:17] <Sil3ntScript3r> Pretty
sure vanilla uses packets
L1226[14:29:57] <nathan5462> no i mean an
existing method
L1227[14:30:07] <nathan5462> for sending
the packet
L1228[14:30:16] <Sil3ntScript3r> I don't
know if one exists, no
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L1230[14:31:39] <nathan5462> silent is
your block registered with a different name than its texture
L1231[14:32:03] ***
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L1232[14:32:16] <Sil3ntScript3r> Fairly
certain no
L1233[14:32:23] <nathan5462> because I
was having the same problem with .jsons until I renamed my texture
to my block's name
L1234[14:33:49] <Sil3ntScript3r>
Everything is using the name from the class, and all the jsons are
named right
L1235[14:35:09]
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L1243[14:58:03] <Jugz> Anyone know why my
block is coming up as "tile.Lab Bench.name" when the
unlocalized name is set to "Lab Bench"? This is for
1.8
L1244[14:58:22] <killjoy>
lab_bench?
L1245[14:58:55] <Ivorius> ^
L1246[14:58:56] <Sil3ntScript3r> Yea,
don't think you can have a space in the unlocal name
L1247[14:58:57] <Ivorius> No spaces
L1248[14:58:59] <Jugz> thanks
L1249[14:59:04]
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L1250[14:59:11] <killjoy> Also best to
have no capitols.
L1251[15:01:17] <Ivorius> Yeah I never
liked London anyway, and Berlin too
L1252[15:01:42] <Jugz> now it comes up as
tile.lab_bench.name
L1253[15:01:50] <Sil3ntScript3r> What do
you have after that?
L1254[15:01:59] <killjoy> Is your .lang
file correct?
L1255[15:01:59] <Jugz> what do you
mean?
L1256[15:02:01] <Sil3ntScript3r> It has
to be tile.lab_bench.name=Name Name
L1257[15:02:23] <Jugz> how do I set up
the lang file, I'm guessing I just missed a step
L1258[15:02:32] <Ivorius> lol
L1259[15:02:36] <killjoy>
assets/modid/lang/en_US.lang
L1260[15:02:39] <Ivorius> Is it supposed
to guess the name of your block, Jugz
L1261[15:03:22] <Lymia> <Kruptein>
we had our own Coord class system
L1262[15:03:22] <Lymia> <Kruptein>
so now I have to convert everything :p
L1263[15:03:22] <Lymia> You mean you
won't still have one?
L1264[15:03:26] <Lymia> Minecraft's is
Java, the APi is probably terrible.
L1265[15:03:43] <Ivorius> Holy shit
Lymia, are you reading the log back like 12 hours
L1266[15:03:54]
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L1268[15:04:05] <Lymia> I was in
class.
L1269[15:04:08] <Lymia> of course.
L1270[15:04:29] <Ivorius> > implying
anybody here knows you're in school x)
L1271[15:04:40] <Ivorius> But I don't
read the full log back from when I was gone :P
L1272[15:05:14] <Lymia> Who except
students have time to work on Minecraft mods?
L1273[15:05:14] <Lymia> :P
L1274[15:05:18] <Ivorius> Besides,
BlockPos from vanilla is pretty okay
L1275[15:05:22] <Lymia> Retired
people?
L1276[15:05:22] <Lymia> :D
L1277[15:05:32] <Ivorius> I mean, hell,
what can you do wrong with a 3 int vec
L1278[15:05:40] <Ivorius> Has decent
usecase coverage
L1279[15:05:43] <Lymia> Make it
mutable.
L1280[15:05:53] <Ivorius> Eh.
L1281[15:06:02] <Lymia> Make it use an
instance pool.
L1282[15:06:03] <Ivorius> Problem is you
never know who the owner is
L1283[15:06:12] <Ivorius> Instance pool
in Java is a waste of your time
L1284[15:06:21] <Ivorius> Especially with
3 ints :P
L1285[15:06:23] <Lymia> I was listing
ways you could mess it up
L1286[15:06:24] <Lymia> :P
L1287[15:06:30]
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L1289[15:06:32] <Ivorius> Oh, lol
L1290[15:06:38] <Ivorius> Well, I've
heard people arguing for both :P
L1291[15:06:43] <Ivorius> But they do
neither
L1292[15:07:04] <Lymia> Mutable
coordinate class is just
L1293[15:07:05] <Lymia> wtf
L1294[15:07:56] <Ivorius> BlockPos should
be a C-Struct
L1295[15:08:07] <Ivorius> Then people
would stop complaining about bad GC performance
L1296[15:08:51]
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L1297[15:08:51] <Ivorius> And while we're
at it, Java should be ARC rather than GC
L1298[15:08:57] <Ivorius> But eh.
x)
L1299[15:09:30] <Lymia> BlockPos is
worrying, at least.
L1300[15:09:38] <Lymia> I have problems
in 1.7.x already because of GC
L1301[15:09:59] <Ivorius> I heard J1.8
does GC up to 30% faster for some people
L1302[15:10:11] <fry> Lymia: Unemployed
people :P
L1303[15:10:30] <Lymia> (Or maybe heap
fragmentation, as my girlfriend theorizes.)
L1304[15:10:30] <Ivorius> Oh yeah, and
University students
L1305[15:10:35] <Lymia> Well.
L1306[15:10:41] <Lymia> University
students are unemployed usually... :P
L1307[15:10:42] <Ivorius> I don't go to
classes, I go to lectures
L1308[15:10:42]
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L1309[15:10:45] <Ivorius> Or don't
:P
L1310[15:11:01] <Lymia> IDK what's wrong
with FTB for me
L1311[15:11:04] <Ivorius> Eh, if you
count them as unemployed, school students are just that too,
lol
L1312[15:11:41] <Lymia> After playing for
a while (esp when lots of chunks get loaded and unloaded), stuff
like rain particles cause unplayable lag -- restarting the client
fixes it for a while.
L1313[15:11:55] <Ivorius> Turn down your
render distance
L1314[15:11:59] <Ivorius> That's too many
vertices :P
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L1316[15:12:12] <Lymia> Rain particles
don't cause any lag at all if I just started the client though.
:P
L1317[15:12:28] <Ivorius> Exactly.
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L1319[15:12:34] <Ivorius> Not much stuff
loaded in yet
L1320[15:12:42] <Lymia> After all the
chunks load in to.
L1321[15:12:43] <Lymia> too*
L1322[15:13:06] <Lymia> By "a
while" I mean for, like, 30 minutes of playing until I go age
hopping or end up exploring. :P
L1323[15:13:16] <Ivorius> Minecraft
rarely gets to load in all the chunks :P
L1324[15:13:27] <Ivorius> You move
around, some are left over, some are not loaded yet
L1325[15:13:37] <Lymia> I don't see how
render distance helps. :P
L1326[15:13:40] <Ivorius> For me the lag
fixes itself after I press f3 a
L1327[15:13:50] <Lymia> What's f3
a?
L1328[15:13:51] <Ivorius> And if I turn
down the render distance generally
L1329[15:13:59] <Ivorius> 'reload all
resources, flush all caches'
L1330[15:14:00] <Ivorius> Sort of
L1331[15:14:03] <Lymia> Ah.
L1332[15:14:09] <Ivorius> Most
importantly, re-render all chunks :P
L1333[15:14:37] <Ivorius> Actually it
only does that, I think. I think resource reload was another
key
L1334[15:14:42] <Lymia> At least, from
playing, it seems to me like it's probably something lower level
than "too many vertexes"
L1335[15:15:00] <Lymia> Since jumping
from one age to another doesn't fix the lag-- it makes it
worse.
L1336[15:15:23] <Ivorius> ¯\(º_o)/¯
L1337[15:15:32] <Ivorius> Get a profiler
up in that bitch
L1338[15:15:52] <Lymia> I think there's
probably some mod in FTB that's stupid and does something
super-super dumb. My GF thinks it's lower level, and heap
fragmentation being a problem.
L1339[15:15:52] <Ivorius> Or live with
restarting your client, it's your life :P
L1340[15:16:42] <Lymia> Don't
profillers
L1341[15:16:46] <Lymia> Make it
super-slow to begin with? :P
L1342[15:16:52] <fry> depends :P
L1343[15:17:01] <Lymia> I don't think I
can play with a profiller long enough for the massive lag to
start.
L1344[15:17:12] <Lymia> Or tell when it
starts since it's always lagging massively.
L1345[15:17:13] <Lymia> :P
L1346[15:17:26] <Ivorius> Quit whining
:P
L1347[15:18:00]
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L1348[15:18:50] <Ivorius> I've seen
people play in literally slideshows
L1349[15:19:09] <Ivorius> Someone should
add an inter-frame Ken Burns effect filter mod
L1350[15:19:16] <Ivorius> For those poor
saps
L1351[15:19:41] <Lymia> I don't think I
could do it.
L1352[15:19:57] <Lymia> Last time it went
slideshow for me, I died in a Twilight Forest hill.
L1353[15:20:00] <Lymia> Horribly.
L1354[15:20:21] <Ivorius>
#thingsthatwouldnothappenwiththekenburnsmod
L1355[15:20:25] <Lymia> And the time
before that, I fell into the void in my age, and couldn't get
creative flight up because the timing was changed by lag.
L1356[15:20:26] <Ivorius>
#kenburnsmod2015
L1357[15:21:09]
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L1358[15:21:42] <Lymia> Have fun with
your coremodding
L1359[15:21:54]
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L1360[15:21:55] <Lymia> And rendering
images while the GPU is busy crunching 3D frames with too many
polys for it
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L1362[15:22:58] <Ivorius> I'll ship a
separate Ken Burns Graphics Card ®
L1363[15:23:17]
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L1365[15:25:44] <Lymia> (Honestly)
L1366[15:26:08] <Lymia> (I think the
thing that'd really fix it is making input processing not lag if
other stuff lags)
L1367[15:26:14] <Lymia> (Since it seems
like that's what ends up killing you)
L1368[15:26:29] <Ivorius> (And how would
you do that?)
L1369[15:26:34] <Ivorius> (Oh right,
multithreading)
L1370[15:26:53] <Ivorius> (I heard there
are problems involved with that :P)
L1371[15:27:53] <pixlepix> Should be
pretty east to do that for input processing
L1372[15:28:52] <Ivorius> Probably
L1373[15:28:58] <Ivorius> But then again,
the main problem would remain
L1374[15:29:23] <Ivorius> Honestly, who'd
want to put much time into making the game play better for people
watching a slideshow anyway :P
L1375[15:31:14] <pixlepix> :P
L1376[15:31:24] <pixlepix> Testing that
mod would be interesitng
L1377[15:32:19] <Ivorius> Add some music
and you have a dynamic slideshow of a guy running into trees and
getting mauled by zombies at night
L1378[15:32:24] <Ivorius> 10/10 would
bu
L1379[15:32:26] <Ivorius> *buy
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L1383[15:39:51] <Zaggy1024> yay, thanks,
fry
L1384[15:40:01] <Zaggy1024> You made my
config not be filled with missing file references :P
L1385[15:40:04] <Zaggy1024> *log
L1386[15:41:15] <Zaggy1024> (because I
was registering StateMaps through in my mod init() so it was too
late for the first round of resource loading)
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L1388[15:41:55] <Lymia> It's a big
problem sometimes.
L1389[15:42:03] <Lymia> Like, I'm at the
point in the game where I have creative flight.
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L1391[15:42:08] <Lymia> If I have too
much lag, it just fails to activate
L1392[15:42:14] <Lymia> Since both space
taps happen in the same frame
L1393[15:42:16] <tterrag|away> Lumien:
curse you and your way of doing complicated things really simply
:l
L1394[15:42:19] <Lymia> I guess it's the
void for e
L1395[15:42:20] <Lymia> me*
L1396[15:42:26] <tterrag|away> I just
found resource loader...something I tried to do a while ago and
couldn't figure out
L1397[15:42:37] <Lumien> ?
L1398[15:42:40] <Lumien> ^^
L1399[15:43:53] <Lumien> yeah i needed
custom ressources for my mods and i didn't wanna build that
functionality into all of them
L1400[15:44:40]
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L1401[15:45:00] <Lymia> Resource loader?
:P
L1402[15:45:13] <Zaggy1024> the thing
that loads resources :)
L1403[15:47:19] <Zaggy1024> lol... I just
got a runtime exception because I modified a method at a breakpoint
that was registering a block, so it registered the block twice
:)
L1404[15:47:44] <tterrag|away> yep
L1405[15:47:46] <tterrag|away> that'll
happen
L1406[15:47:50] <Zaggy1024> :D
L1407[15:51:09]
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L1413[15:56:05] <Zaggy1024> hmm,
registering my item model resource locations for my tree log
variants isn't working :(
L1414[15:56:25] <Temportalist> that
sucks
L1415[15:56:40] <Temportalist> can you
put your (assuming) jsons on a pastebin or gist?
L1416[15:56:59] <Zaggy1024> jsons aren't
the problem though, I believe
L1417[15:57:10] <Zaggy1024> It just
doesn't seem to be looking where I'm telling it to
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L1419[15:57:34] <Zaggy1024> Hang on, I'll
pastebin the relevant code
L1421[15:57:59]
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L1422[15:58:20] <Zaggy1024>
type.getName() returns "log" for my log block
L1423[15:58:44] <killjoy> I just wrote a
piece of code that may require minecraft to add a seizure
warning.
L1424[15:58:53] <Zaggy1024> IMetadata is
an interface extending ISerializable
L1425[15:58:55] <Zaggy1024> killjoy,
nice
L1426[15:59:05] <Zaggy1024> what is it?
:P
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L1430[16:01:26] <killjoy> Sadly, it will
never use 0xffffffff
L1431[16:01:28] <Temportalist> what does
registerModel do?
L1432[16:01:49] <Mitchellbrine> Bad
killjoy. Bad bad killjoy
L1433[16:01:50] <Zaggy1024> On client, it
calls:
L1434[16:01:50] <Zaggy1024>
ModelLoader.setCustomModelResourceLocation(item, metadata, new
ModelResourceLocation(Constants.ASSETS + textureName,
"inventory"));
L1435[16:02:15] <killjoy> But I didn't
make the random color generator for that purpose
L1436[16:02:18] <Zaggy1024> oh, I guess I
kind of just answered my own question as to waht's wrong with it
:P
L1437[16:02:24] <Zaggy1024> gg me
L1438[16:02:37] <Temportalist> so post
method its "Constants.ASSETS + Constants.ASSETS +
variant.getName() + "_" + type.getName()
L1439[16:02:40] <Temportalist>
"
L1440[16:02:40] <Lymia> killjoy, why
;-;
L1441[16:02:47] *
Mitchellbrine gives Zaggy a big GG
L1442[16:02:50] <killjoy> Don't you ever
want a random color?
L1443[16:02:53] <Mitchellbrine> G to the
G
L1444[16:02:59] <Lymia> new
Random().nextInt()
L1445[16:03:00] <Zaggy1024> GGWP
L1446[16:03:02] <Zaggy1024> Everybody
wins
L1447[16:03:09] <Zaggy1024> Ice cream
sandwiches for everyone
L1448[16:03:14] <Lymia> You're a terrible
programmer and should feel bad.
L1449[16:03:25] <Temportalist>
Zaggy1024
L1450[16:03:32] <Zaggy1024> yeh?
L1451[16:03:51] <Mitchellbrine> Ur cod is
bad & u shood fell bad
L1452[16:03:53] <Mitchellbrine> :P
L1453[16:04:10] <Temportalist> new
ModelResourceLocation(Constants.ASSETS + Constants.ASSETS +
variant.getName() + "_" + type.getName(),
"inventory") is what you are doing
L1454[16:04:21] <Zaggy1024> Yeah, I
noticed :P
L1455[16:04:36] <Temportalist>
Mitchelbine: *Your code is bad & you should feel bad
L1456[16:04:38] <Zaggy1024> Thanks to you
asking me what that method did, so thanks
L1457[16:04:45] <Zaggy1024> oh.
L1458[16:04:48] <Zaggy1024> Still not
working :|
L1459[16:04:54] <Temportalist> well, that
was one issue
L1460[16:05:19] <Mitchellbrine>
Temportalist: *Your code is bad and you should feel bad
L1461[16:05:21]
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L1462[16:05:30] <Temportalist> & is
valid good sir
L1463[16:05:30] <Mitchellbrine> Why use
ampersands if you can use the word and?
L1464[16:05:38] <Temportalist> why
not
L1465[16:05:45] <Temportalist> the rest
is just slang :P
L1466[16:05:58] ***
big_Xplosion is now known as big_Xplo|Off
L1467[16:06:00] <Mitchellbrine> Idk, it
just bother me sometimes
L1468[16:06:09] <Temportalist> then why
did you use it!? haha
L1469[16:06:17] <Mitchellbrine> People
use & in formal writing and I cringe
L1470[16:06:22] <Mitchellbrine> I was
just making a joke
L1471[16:06:28] <Temportalist> oh ok
haha
L1472[16:06:37]
⇨ Joins: mezz
(~quassel@2601:9:6b00:9e0:6d70:363e:dd8c:4de)
L1473[16:06:39] <Temportalist> my
apologies them
L1474[16:06:52] <Mitchellbrine> It's okay
:D
L1475[16:07:13]
⇨ Joins: Sprocks
(~Sprocks@BMTNON3746W-LP130-03-1242451596.dsl.bell.ca)
L1476[16:07:26]
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(Ping timeout: 198 seconds)
L1477[16:08:06]
⇦ Quits: Doty1154 (~doty1154@50.136.193.35) (Quit:
Leaving)
L1478[16:08:23]
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L1479[16:09:09] ***
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L1480[16:09:51] <Zaggy1024> does
"genesis:archaeopteris_log#inventory" look for
"assets/genesis/models/item/archaeopteris_log" or is it
looking for a variant in
"assets/genesis/blockstates/archaeopteris_log"?
L1481[16:10:18] <Temportalist>
latter
L1482[16:10:26] <Temportalist> AND
former
L1483[16:10:34] <Temportalist> but
assets/genesis/models/item/archaeopteris_log.json
L1484[16:10:37]
⇨ Joins: Hea3veN (~Hea3veN@181.165.169.102)
L1485[16:10:42] <Temportalist> and
assets/genesis/blockstates/archaeopteris_log.json
L1486[16:10:44] <Temportalist> hehe
L1487[16:11:03] <Lymia> This .json
nonsense sounds terrible.
L1488[16:11:03] <Zaggy1024> yeh
L1489[16:11:05] <Zaggy1024> I know
:P
L1490[16:11:19] <Zaggy1024> heh, it's not
absolutely horrendous
L1491[16:11:24] <Zaggy1024> it's just
mildly annoying
L1492[16:11:28] <Temportalist> i dont use
jsons for most of my stuff
L1493[16:11:38] <Lymia> Enterprise code.
\o/
L1494[16:11:48] <Temportalist>
ISmartModels \o/
L1495[16:12:03] <Lymia> I hate
programmers.
L1496[16:12:04] <Lymia> :(
L1497[16:12:21] <Temportalist>
hehehehehe
L1498[16:12:50] <Zaggy1024> temportalist,
then what about resource pack artists? :P
L1499[16:12:50] <Temportalist> Just dont
blink
L1500[16:13:17]
⇦ Quits: tattyseal (~tattyseal@95.144.48.36) (Ping timeout:
198 seconds)
L1501[16:13:20] <Temportalist> Zaggy1024:
Most of the stuff i do with ISmartModels relies off of other
textures/models ingame
L1502[16:13:35] <Zaggy1024> oh
L1503[16:13:36] <Temportalist> Such as:
Compressed blocks, SecretRooms, WeepingAngel's statue
L1504[16:13:37] <Zaggy1024> aight
L1505[16:13:42] <Zaggy1024> cool
L1506[16:14:02] <Temportalist> Currently
working on Compression (Compressed blocks for ALL normal blocks
:D)
L1507[16:14:06] ***
kroeser is now known as kroeser|away
L1508[16:14:36] <Zaggy1024> seems like
it's got the right resource location now but it's still not finding
my json :|
L1509[16:14:43] <Temportalist>
hahaha
L1510[16:14:47] <Temportalist> any
erros?
L1511[16:14:51] <Temportalist>
errors*
L1512[16:15:08] <Zaggy1024> 'ang on
L1513[16:15:29] *
Zaggy1024 is going to stick breakpoints everywhere
L1514[16:18:07] <Zaggy1024> hmm
L1515[16:18:14]
⇦ Parts: Kruptein (~Kruptein@193.190.253.144)
(Leaving))
L1516[16:18:40] <Zaggy1024> If I have an
IStateMapper for the block that ItemBlock goes with, does it
interfere with the item model resource location somehow?
L1517[16:19:48] ***
Delaxarnyazer is now known as Delax|Away
L1518[16:19:58] <Temportalist>
ummmmmm
L1520[16:20:43]
⇦ Quits: MarkR
(~MarkR@cpc3-sgyl29-2-0-cust760.sgyl.cable.virginm.net) (Quit:
Leaving)
L1521[16:21:49] <Zaggy1024> heh.
L1522[16:21:51] <Zaggy1024> Scala is kind
of alien to me
L1523[16:22:38] ***
matthew|gone is now known as matthewprenger
L1524[16:23:09] <Zaggy1024> I guess I see
what you're doing there
L1525[16:23:23] <Zaggy1024> But it looks
like it's essentially the same as what I do :|
L1526[16:23:32] ***
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L1527[16:24:21] <Temportalist> scala is
just more adept java. its not bad
L1528[16:24:59]
⇦ Quits: Z6fans
(~Z6fans@pool-71-162-180-192.phlapa.fios.verizon.net) (Ping
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L1529[16:25:13] *
Temportalist got all that from fry
L1530[16:25:19]
⇨ Joins: fredtargaryen
(~fred@cpc68127-seve20-2-0-cust301.13-3.cable.virginm.net)
L1531[16:25:34] *
Temportalist mutters something about fry being a master wizard of
render sorcery
L1532[16:26:20]
⇦ Quits: Emile (~Emile@s529d439f.adsl.online.nl) (Ping
timeout: 198 seconds)
L1534[16:26:48] <Temportalist> :D
L1535[16:27:04] <Temportalist> thats so
great fry
L1536[16:27:09]
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(~Z6fans@pool-71-162-180-192.phlapa.fios.verizon.net)
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(~turmfalke@p54A69A45.dip0.t-ipconnect.de)
L1538[16:27:34] <Zaggy1024> using some
sissy laptop instead of a desktop, that's what >:(
L1539[16:27:37] <Zaggy1024> jk :D
L1540[16:27:50] <Temportalist> I use my
MBPro
L1541[16:28:18] ***
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⇦ Quits: fredtargaryen
(~fred@cpc68127-seve20-2-0-cust301.13-3.cable.virginm.net) (Client
Quit)
L1543[16:29:11]
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(Ping timeout: 198 seconds)
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(Ping timeout: 378 seconds)
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(~quassel@2601:9:6b00:9e0:6d70:363e:dd8c:4de)
L1548[16:34:04] <Zaggy1024> heh, turns
out I gotta register my item's variant names as well, so it can
actually find the jsons
L1549[16:34:15] <ghz|afk> yup
L1550[16:34:18] <Temportalist> :P
L1551[16:37:42] <Zaggy1024> yay, it works
nwo
L1552[16:37:43] <Zaggy1024> :)
L1553[16:37:59]
⇨ Joins: tattyseal (~tattyseal@95.144.48.36)
L1554[16:38:09] <Zaggy1024> time to copy
and paste a whole bunch of jsons
L1555[16:38:22]
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(~ElgarL@cpc6-hawk15-2-0-cust537.18-1.cable.virginm.net)
L1556[16:38:35] <Temportalist> :D
L1557[16:38:45] *
Temportalist uses ISmartModels
L1558[16:39:25]
⇨ Joins: VikeStep
(~VikeStep@CPE-123-211-234-236.lnse4.woo.bigpond.net.au)
L1559[16:39:42] <Zaggy1024> cool story
bro
L1560[16:39:48] <Zaggy1024> :)
L1561[16:42:28] <Zaggy1024> That was the
most fun I've had in a while. /s
L1562[16:42:32] <Zaggy1024> Time to do
some more! :D
L1563[16:42:36]
⇨ Joins: Drullkus
(~Drullkus@c-76-102-110-237.hsd1.ca.comcast.net)
L1564[16:43:30] ***
Magik6k|off is now known as Magik6k
L1565[16:44:35] <VikeStep> so... i found
someone on github who is rehosting decompiled and deobfuscated
source code of various mods
L1566[16:44:51] <ghz|afk> of
non-opensource mods?
L1567[16:44:55] <VikeStep> yes
L1568[16:45:10] <ghz|afk> then the mod
authors have a reason to be annoyed ;P
L1570[16:45:19] <VikeStep> like gregtech
is up there
L1571[16:45:41]
⇦ Quits: Noppes (~Noppes@82-168-212-152.ip.telfort.nl) (Ping
timeout: 198 seconds)
L1572[16:45:45] <VikeStep> seems that the
Extra Utilities repo he has there has been DMCA'd already
L1573[16:46:04] ***
weneg|off is now known as weneg
L1574[16:46:37] ***
Techokami is now known as Techokami|Off
L1575[16:49:02] <TTFTCUTS> the GT one is
just the API...
L1576[16:49:08] <matthewprenger>
VikeStep, yeah someone else discovered that a few days ago
L1577[16:49:12] <killjoy> What's the
guava equivalant of Consumer?
L1578[16:49:13] <TTFTCUTS> which is meant
to be loaded as a dev jar anyway
L1579[16:50:02] <matthewprenger> funny
thing Is he took some open source mods, decompiled their binaries,
and hosted them under a different license 0_o
L1580[16:50:26] *
Temportalist facepalms
L1581[16:51:03]
⇦ Quits: Vtec234
(~Vtec234@095160039171.warszawa.vectranet.pl) (Quit: I'M LEAVING
BAI)
L1582[16:51:09] <VikeStep> also that some
of the mods he rehosted were already open source
L1583[16:51:11] <Zaggy1024> Well...he's
an idiot then
L1584[16:51:16] <VikeStep> and he went to
the trouble of decompiling and deobfuscating
L1585[16:52:03] <matthewprenger> yeah I
know Mobius filed an issue with github about it
L1586[16:52:12] <matthewprenger> a few
others did too
L1587[16:52:14]
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L1590[16:55:51] <Temportalist> I really
should if any of mine are on there
L1591[16:56:00] ***
Riking|away is now known as Riking
L1592[16:56:00] *
Temportalist should check if his mods are on that idiots
list
L1593[16:59:27]
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(~Dugar@c-24-8-63-46.hsd1.co.comcast.net)
L1594[16:59:45] ***
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L1596[17:00:11] <Dugar> I think I
installed forge and the forge server, but I don't see how to
install mods on the server or anything explaining how
L1597[17:00:26] ***
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L1598[17:00:42] ***
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L1599[17:01:53] <SkySom> You drop them in
the mods folder
L1600[17:03:23] <ghz|afk> drop the zips
"as is" in the mods folder
L1601[17:03:23]
⇨ Joins: xaero
(xaero@ip70-162-11-251.ph.ph.cox.net)
L1602[17:03:38] <ghz|afk> zips/jars
L1603[17:03:51] <ntzrmtthihu777> Dugar:
more or less the same. to run a forge server you must execute the
forge jar (the one inside the installer), not the
minecraft_server.x.x.x.jar
L1604[17:04:15] ***
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L1606[17:04:33] <Dugar> alright, I did
that. How do I know if it worked?
L1607[17:05:02] <SkySom> There will be
mods on your server?
L1608[17:05:35] <killjoy> Where is the
missing texture resource?
L1609[17:05:48] <Dugar> I guess I need to
find the neon pink everything mod
L1610[17:05:56]
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timeout: 198 seconds)
L1611[17:06:02] <Dugar> thanks for the
help guys I think I can figure it out from here
L1612[17:06:51]
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(~moe@magical.girl.lyrical.lymia.moe)
L1614[17:11:42] ***
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(~DemoXin@adsl-98-84-219-64.gsp.bellsouth.net) (Killed (NickServ
(GHOST command used by Xinphreak)))
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L1618[17:17:41] ***
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L1620[17:19:21]
⇨ Joins: nixter1029 (nixter1029@irc.alexmr.me)
L1621[17:19:35] <nixter1029> khazhyk`: I
ordered CPU Seperate
L1622[17:19:40] <nixter1029> ignore that
^
L1623[17:20:44] <killjoy> test
post?
L1624[17:22:41] <killjoy> Looks like my
color picker is going to use rgb instead of hsv
L1625[17:24:08] ***
tterrag is now known as tterrag|away
L1626[17:24:13] <Zaggy1024> Did someone
mention a way to convert a Techne model into a json?
L1627[17:24:41] <Zaggy1024> (and if there
is a way, does it generate a model that's efficient with its
polygon use?)
L1628[17:24:52]
⇦ Quits: Temportalist
(~thetempor@24.115.239.98.res-cmts.lcp.ptd.net) ()
L1629[17:26:44]
⇨ Joins: pixlepix
(~localmaca@cpe-72-228-15-137.nycap.res.rr.com)
L1630[17:27:31] ***
BAWKI is now known as bawki
L1631[17:27:32] *
Zaggy1024 is trying to figure out the best option for a modeler to
make a json model.
L1632[17:28:11]
⇨ Joins: nathan5462
(~nathan546@pool-74-107-75-199.bltmmd.fios.verizon.net)
L1633[17:29:14] <AbrarSyed> Zaggy1024,
your hand :)
L1634[17:30:29] <Zaggy1024> So...you're
saying I should make the json by hand?
L1635[17:30:37] <Zaggy1024> heh, I may
end up doing that in the end, I suppose
L1636[17:31:18]
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(~Horfius@c-50-177-126-199.hsd1.nh.comcast.net)
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mikeprimm)
L1645[17:40:13] ***
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Techokami|Off is now known as Techokami
L1647[17:44:21] <Isi> MCM89-8M77Q-TLK0N
<- Free steam game for anyone who happens to be around.
L1648[17:44:48] ***
heldplayer is now known as heldplayer|off
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(~minecreat@uva-120-73.ResHall.Berkeley.EDU)
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L1656[17:54:10] <Ordinastie> Isi, maybe
tell which one first ?
L1657[17:54:47] <AbrarSyed> Isi, ^
L1658[17:54:52] <Isi> If I tell you, you
research it. You research it, you ruin the whole game for yourself.
And so I miss the 90s xD
L1659[17:55:10] <Geforce> ^
L1660[17:55:34] <Ordinastie> I won't take
a game I may not be interested in from someone that might want
it
L1661[17:55:57] <AbrarSyed> well... I
think I just tried to activte it.. and I see 4 free days of
interstellar marines.. but I dont think I just activated
that..
L1662[17:56:17] <nathan5462> I just
figured out you can use getDescriptionPacket for gui values
L1663[17:56:44] <nathan5462> That way you
can tell the client about strings and items and stuff like that to
render in the gui
L1664[17:57:19]
⇨ Joins: Katrix
(Mibbit@cm-84.210.96.132.getinternet.no)
L1665[17:57:19] <minecreatr> for some
reason on forge 1.8 I cant place a block where a fluid block
is....
L1666[17:57:58] <VikeStep> Did anyone
else get locked out of twitter out of curiosity?
L1667[17:58:20]
⇨ Joins: chbachman
(~chbachman@c-73-45-124-6.hsd1.il.comcast.net)
L1668[17:58:20] <nathan5462> VikeStep
what do you mean?
L1669[17:59:11] ***
Geforce is now known as Geforce|Away
L1671[18:00:33] <nathan5462> did you spam
tweets?
L1672[18:00:42] <VikeStep> nope xD
L1673[18:00:49] ***
Xaw4 is now known as Xaw4|Afk
L1674[18:00:51] <nathan5462> what did you
do?
L1675[18:00:54] <VikeStep> also the
confirmation link doesnt work. so I need to contact twitter
support
L1676[18:00:56] <VikeStep> i didnt do
anything
L1677[18:01:18] <Prophet> lots of people
are locked out
L1678[18:01:34] <VikeStep> ok, so its not
just me Prophet? thats comforting somewhat
L1679[18:01:37] <Prophet> most of us
aren't recieving anything when we unlock
L1680[18:01:53] <Prophet> i've unlocked 3
times and still locked out lol
L1681[18:02:35] <VikeStep> well that
settles it
L1682[18:03:35] ***
Horfius|Away is now known as Horfius
L1683[18:04:29] <Prophet> finally
unlocked
L1684[18:04:50] <Prophet> it unlocked on
my 2nd account that i didn't try to recover
L1685[18:04:53]
⇦ Quits: pixlepix
(~localmaca@cpe-72-228-15-137.nycap.res.rr.com) (Quit:
pixlepix)
L1686[18:04:55] <Prophet> so try yours
VikeStep
L1687[18:05:10]
⇨ Joins: pixlepix
(~localmaca@cpe-72-228-15-137.nycap.res.rr.com)
L1688[18:05:12] <VikeStep> im guessing
their sms servers were overloaded
L1689[18:05:44] <Prophet> others ive
talked to are slowly getting theirs unlocked
L1690[18:06:07] <Prophet> by others i
mean reddit :P
L1692[18:06:26]
⇨ Joins: mikeprimm
(~mikeprimm@cpe-70-116-51-5.austin.res.rr.com)
L1693[18:06:58] <VikeStep> mines
back
L1694[18:07:10]
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(~DemoXin@adsl-98-84-219-64.gsp.bellsouth.net) (Killed (NickServ
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L1698[18:09:28] *
Katielyn eats clienthax
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L1703[18:20:45] <Kruptein> hi
L1704[18:20:54] <Kruptein> im having a
bit of trouble with the jsons
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L1706[18:21:06] <Kruptein> I have a
certain block that has one model, but 5 different textures
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L1708[18:21:31] <Kruptein> so I added 5
variants in the blockstates json that all point to the same
model
L1709[18:21:36] <Zaggy1024> DasUmlaut,
how can't vanilla do that?
L1710[18:21:46] <Zaggy1024> I mean, it
_doesn't_ do it, but it can...
L1711[18:21:58] <Kruptein> and in the
models/block json I added for each of those variants a line to the
textures var
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L1713[18:22:52] <Kruptein> but they all
appear as the black/purple cube in game
L1714[18:23:14] <Kruptein> they do all
have the same name tough
L1715[18:23:19] <Kruptein> in the
inventory
L1716[18:23:39] <Zaggy1024> pastebin the
jsons
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L1718[18:23:51] <Kruptein> sure brb
L1720[18:25:46] <Zaggy1024> hmm
L1721[18:25:50] <Zaggy1024> I'm not sure
if that's possible
L1722[18:26:04] <Zaggy1024> Although I
feel like I may have seen something like that before
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L1725[18:26:09] <Kruptein> it used to do
the textures based on the meta data
L1726[18:26:17] <Kruptein> im trying to
convert it to the blockstates system
L1727[18:26:19] <Kruptein> but so far no
luck
L1728[18:26:22] <Zaggy1024> yeh
L1729[18:26:26] <Kruptein> I managed to
get another block to show up
L1730[18:26:32] <Kruptein> but that one
had only one model and one texture
L1731[18:26:36] <Zaggy1024> Normally I
would expect you would need block models for each variant
L1732[18:26:45] <Zaggy1024> (for each
texture, in this case)
L1733[18:26:49] <Kruptein> ill see if
that works
L1734[18:26:59] <Kruptein> it sounds ugly
though =p
L1735[18:27:02] <Zaggy1024> yeah
L1736[18:27:17] <Zaggy1024> jsons are
ugly for a lot of custom blocks like that
L1737[18:28:47] <minecreatr> !gf
isAdventureModeExempt
L1738[18:29:09] <nathan5462> I've heard
people talk about using tesseltators to render custom blocks
L1739[18:30:05] <Zaggy1024> not in 1.8,
AFAIK
L1740[18:30:21] <Kruptein> it didnt solve
the problem
L1741[18:30:42] <Kruptein> but the fact
that they all show up with the same name in my inventory isnt good
either
L1742[18:30:48] <Kruptein> so maybe it
has something to do with that
L1743[18:31:01] <nathan5462> Zaggy then
what does the sign use?
L1744[18:31:16] <nathan5462> is there
something hard coded?
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L1747[18:34:34] <DasUmlaut> ^ reasons I'm
afraid to go to 1.8 :/
L1748[18:34:57] <Kruptein> I managed to
do everything
L1749[18:35:02] <Kruptein> but the
renders so far :p
L1750[18:35:24] <nathan5462> It took me a
while to figure out how to get my cauldron's water to change
colors
L1751[18:35:42] <nathan5462> but other
than that my transition was pretty smooth
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L1753[18:36:26] <Kruptein> do you have
any models with multiple textures ?
L1754[18:37:00] <nathan5462> do you mean
like a different texture on a different side?
L1755[18:37:05] <Kruptein> no
L1756[18:37:13] <Kruptein> like a green
light
L1757[18:37:15] <Kruptein> red
light
L1758[18:37:15] <Kruptein> etc
L1759[18:37:17] <Kruptein> but all same
model
L1760[18:37:18] <nathan5462> Oh
L1761[18:37:31] <Kruptein> I have
different .pngs for the colors
L1762[18:37:50] <nathan5462> my cauldron
is normal water sometimes and tinted water other times
L1763[18:38:42] <nathan5462> are you
wondering how to tint a side in a model?
L1764[18:38:47] <nathan5462> cause I have
done that
L1765[18:39:31] <Kruptein> I want to
change the texture of the entire thing depending on its
blockstate
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L1767[18:39:42] <Kruptein> at least thats
what I think I want
L1768[18:41:07] <nathan5462> Oh you can
do that easily with different models I think
L1770[18:41:15] <Zaggy1024> Anybody got
an idea what's going on with that?
L1771[18:41:22] <Zaggy1024> some sides of
the pixels are missing :|
L1772[18:41:34] <Kruptein> nathan5462, I
tried that but no much success either
L1773[18:41:45] <Kruptein> but I think
the problem might be with something else
L1775[18:41:49] <nathan5462> is it just
giving you a missing texture?
L1776[18:41:54] <Kruptein> yeah
L1777[18:42:12] <Kruptein> but they dont
show up as lightbulb_red in my inventory just lightbulb
L1778[18:42:22] <Kruptein> they used to
appear _red in 1.7
L1779[18:42:27] <Kruptein> so maybe I
need to do something extra
L1780[18:42:55] <nathan5462> is your
blockstates .json registered with the same name as your
block?
L1781[18:42:59] <Kruptein> yes
L1782[18:43:03] <nathan5462> ok
L1783[18:43:25] <nathan5462> are you
getting any console errors?
L1784[18:43:36] <Kruptein> how does the
inventory know which name to show
L1785[18:43:42] <Kruptein> does it check
the json for all variants ?
L1786[18:44:10] <Kruptein> or does it
just use the getName method you now need in your block
classes
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L1788[18:44:23] <Kruptein> and do I need
to change it depending on its blockstate
L1789[18:44:26] <Kruptein> gonna try
that
L1790[18:44:42] <nathan5462> ok
L1791[18:45:02] <Kruptein> at least I
already get in the game
L1792[18:45:05] <Kruptein> thats
something I gues
L1793[18:45:09] <Kruptein> guess*
L1794[18:45:46] <nathan5462> we need a
way to hack past .jsons
L1795[18:45:55] <Kruptein> well that did
nothing
L1796[18:45:57] <Kruptein> darn
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L1799[18:47:18] <nathan5462> are you sure
your blockstates has the exact same name as you registered the
blocks with
L1800[18:47:41] <Kruptein> do I need to
register the block for every blockstate seperately ?
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L1802[18:48:00] <nathan5462> no
L1803[18:48:03] <ghz|afk> no
Kruptein
L1804[18:48:16] <ghz|afk> only the ones
that are in the inventory
L1806[18:48:21] <ghz|afk> that is,
"inventory" ;P
L1807[18:48:44] <Kruptein>
renderItem.getItemModelMesher().register(Item.getItemFromBlock(lightBulbConsumer),
0, new ModelResourceLocation(Constants.MODID + ":" +
lightBulbConsumer.getName(), "inventory"));
L1808[18:48:51] <ghz|afk> note that the
inventory state takes "normal" if it doesn't have an
explicit one with that name
L1809[18:49:23] <Kruptein> so I need a
line for each one I want in the inventory
L1810[18:49:27] <Kruptein> ok Ill try
that
L1811[18:49:49] <ghz|afk> I believe you
can't have the other states in the inventory
L1812[18:49:52] <nathan5462> why do you
have 5 variants for the same model?
L1814[18:50:40] <Kruptein> I did not
write the models/renders etc someone else on the team did that, im
just running a test to see if I can get the mod to 1.8
L1815[18:50:57] <nathan5462> I think you
need 1 model per blockstate if you want the blocks to appear
differently
L1817[18:51:03] <ghz|afk> these are my
blockstates files
L1818[18:51:15] <ghz|afk> the idea is
that
L1819[18:51:33] <ghz|afk> multiple states
can share a model
L1820[18:51:40] <ghz|afk> but each state
can only have one visual aspect
L1821[18:52:01] <ghz|afk> blockstates are
a superset of the old "meta" value
L1822[18:52:05] <nathan5462> ghz|afk if
the blockstates shared a model then they would appear the same
right?
L1823[18:52:10] <ghz|afk> of course
L1824[18:52:14] <ghz|afk> one model = one
aspect
L1825[18:52:38] <ghz|afk> unless you are
using a TESR to render it manually, then all bets are of
L1826[18:52:39] <ghz|afk> f
L1827[18:52:51] <nathan5462> that is why
I was asking because a yellow light should probably look different
than a green one
L1828[18:52:56] <Kruptein> we do have
some tesr I think but not for this block
L1829[18:53:13] <ghz|afk> the idea
is
L1830[18:53:16] <ghz|afk> you have the
block
L1831[18:53:22] <ghz|afk> with a property
"color"
L1832[18:53:32] <Kruptein> ok
L1833[18:53:36] <ghz|afk> each possible
value implies a different blockstate
L1834[18:53:42] <Kruptein> uhu
L1835[18:53:49] <ghz|afk> which has to go
into the blockstates/.json
L1836[18:53:53] <nathan5462> Kruptein do
all the lights look the same minus the color?
L1837[18:53:59] <ghz|afk> then
L1838[18:54:03] <ghz|afk> each line in
the blockstates
L1839[18:54:04] <Kruptein> yes
nathan5462
L1840[18:54:08] <ghz|afk> would have
like
L1841[18:54:17] <ghz|afk> light_color1,
light_color2 ...
L1842[18:54:22] <nathan5462> cause then
you could wash out one and use colorMultiplier(IBlockAccess
worldIn, BlockPos pos, int renderPass)
L1843[18:54:28] <ghz|afk> each of those
would have its json file in models/block
L1844[18:54:40] <ghz|afk> BUT
L1845[18:54:45] <ghz|afk> all of the
lights have the same basic look
L1846[18:54:51] <ghz|afk> so you can have
a light_base.json
L1847[18:55:05] <ghz|afk> and then
light_color1 that has parent: "themod:light_base"
L1848[18:55:08] <ghz|afk> and just
changes a texture
L1849[18:55:15] <nathan5462> ghz
L1850[18:55:22] <Kruptein> hm I see
L1851[18:55:25] <nathan5462> sorry i
wasn't finished typing
L1852[18:55:29] <ghz|afk> that's assuming
it's not just multiplying gray by a color ;P
L1853[18:55:58] <ghz|afk> in which case
you can use a tint like leaves and such ;P
L1854[18:56:16] <nathan5462> that's what
I would do ^
L1855[18:56:49] <ghz|afk> you can declare
multiple texture layers
L1856[18:56:52] <Kruptein> in the
variants of the blockstates does it matter if I just use
off/yellow/red or should I use colour=red,colour=yellow etc
L1857[18:57:01] <ghz|afk> and have one
layer tinted
L1858[18:57:26] <Zaggy1024> heh,
interesting
L1859[18:57:51] <Zaggy1024> Apparently
having a partially transparent pixel in a generated item model
makes it leave the neighboring pixels blank?
L1860[18:58:00] <nathan5462> you wouldn't
need blockstates if you tinted
L1861[18:58:05] <Zaggy1024> Er, the edges
of neighboring pixels
L1862[19:00:28] <Zaggy1024> Time to watch
the Flash
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L1869[19:17:46] <tterrag> Lumien: curious
though, why did you write your own IResourcePack instead of using
FolderResourcePack that already exists?
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L1876[19:32:17] <portablejim> Is there
any reason why mcmod.info dependencies get ignored during mod
sorting?
L1877[19:32:25] <portablejim> (or would
get ignored)
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L1890[19:45:52] <tterrag> portablejim:
because that's not how you do runtime dependencies?
L1891[19:45:57] <tterrag> that's just
info for users afaik
L1892[19:46:30] <tterrag> use the @Mod
dependencies
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L1896[19:54:39] <killjoy> Dumb local
branch merge filled my diff with junk >:(
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L1898[19:58:55] <Ordinastie> from
Minecraft wiki concerning block model json : An element : from:
Start point of a cube according to the scheme [x, y, z]. Values
must be between -16 and 32.
L1899[19:59:11] <Ordinastie> does that
mean that in 1.8 BB can extend 1 block ?
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L1907[20:19:13] <clienthax> and here we
have the nhs, so bad that the error page errors
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L1913[20:28:18] <DasUmlaut> clienthax
this is true, but finding information on visitors visa on gov.uk
was awesome
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L1916[20:35:24] <clienthax> lol
L1917[20:35:35] <clienthax> fucking
goverment id
L1918[20:35:36] <clienthax>
funtimes
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L1920[20:41:16] <DasUmlaut> yeah...
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L1951[21:25:05] <AbrarSyed> hmmm what was
that interface you coud use for TE's again?
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L1953[21:25:37] <Ordinastie> ITEP
:)
L1954[21:26:05] <AbrarSyed> right,
thanks
L1955[21:26:16] <tterrag> pointless
interface >.>
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L1957[21:26:47] <AbrarSyed> right now im
trying to find a way to NOT break the world when your mod is
installed/uninstalled Ordinastie
L1958[21:27:05] <Ordinastie> wow, good
luck :p
L1959[21:27:32] <ghz|afk> UnknownBlock,
UnknownBlockTE, which just holds the NBT internally and saves it
when necessary?
L1960[21:27:45] <AbrarSyed> there are
some hacks that can be done.. its very interresting :0
L1961[21:28:38] <AbrarSyed> Ordinastie, I
can not break when your mod is instaleld.. but when its
uninstaleld... im basically screwed
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L1965[21:29:01] <AbrarSyed> unless there
is some onBlockLoaded hook somewhere I can grab...
L1966[21:30:16] <ghz|afk> doesn't forge
have a list of blocks and items registered by mods? the one it uses
when loading a world to tell you which blocks are missing?
L1967[21:30:44] <AbrarSyed> ghz|afk, i
mean.. is there a wayI can recreate or fix a broken tileEntity when
my block is laoded
L1968[21:31:12] <ghz|afk> using that
list, wouldn't it be possible to register a placeholder block that
is uninteractive, but preserves the TE with nbt?
L1969[21:32:13] <AbrarSyed> ghz|afk, its
mod comapt. when the other mod is there I use a differentTE with a
different mod.. when the other mod is removed.. the block stays but
the TE is gone.. so I need a way to recreate the correct TE
L1970[21:32:20] <ghz|afk> OH
L1971[21:32:35] <AbrarSyed> yeah.. fun
isnt it
L1972[21:32:52] <ghz|afk> can't you
abstract it? ;P
L1973[21:33:00] <ghz|afk> make a wrapper
TE
L1974[21:33:14] <ghz|afk> with its own
nbt read/save methods
L1975[21:33:25] <ghz|afk> that internally
creates the other mod's TE
L1976[21:33:29] <ghz|afk> and forwards
all necessary calls
L1977[21:33:55] <ghz|afk> unless the
other mod's TE won't be used, then you could handle it
differently
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L1979[21:34:22] <ghz|afk> as far as
forge/mc is concerned, you'd always use your own TE
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L2002[22:23:40] <Ordinastie> I love how
with the new json model stuff, you have no way to know why it
doesn't work :x
L2003[22:27:32] <minecreatr> !gf
motionY
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L2005[22:28:16] <ghz|afk> Ordinastie: how
so? it prints to console if it didn't load
L2006[22:28:34] <Ordinastie> only thing
in console : [05:24:47] [Client thread/ERROR] [FML]: Model
definition for location mt:blockTest#inventory not found
L2007[22:28:45] <Ordinastie> which makes
sense, I didn't make a json for the item
L2008[22:29:04] <Ordinastie> but in world
it's still a plain purple/black cube
L2009[22:29:38] <TTFTCUTS> ... is that
unexpected? I figured that'd be the default model
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L2012[22:30:51] <Ordinastie>
"normal" : { "model" : "vertical" }
<= that means I need vertical.json inside models/block right
?
L2013[22:30:51] <ghz|afk> yeah the
black/purple texture is the default texture
L2014[22:30:56] <ghz|afk> and the cube is
the default mesh
L2015[22:30:58] <minecreatr> !gf
isRemote
L2016[22:31:02] <ghz|afk> yes
L2017[22:31:16] <ghz|afk> it means
exactly that ;p
L2018[22:31:32] <Ordinastie> well,
doesn't look like it's reading it
L2020[22:31:57] <ghz|afk> if you want a
sortof "worst-case" scenatio, look at this WIP mod
;P
L2021[22:31:58] <Ordinastie> -_-
L2022[22:32:08] <ghz|afk> I had... a few
states
L2023[22:32:09] <ghz|afk> XD
L2024[22:32:09] <Ordinastie> and that's
why I will NEVER make json models
L2025[22:32:28] <ghz|afk> aroudn 750 to
be exact
L2026[22:32:28] <ghz|afk> ;P
L2027[22:32:42] <ghz|afk> it owuld have
been perfectly fine
L2028[22:32:46] <ghz|afk> if I could make
combinations
L2029[22:32:57] <Ordinastie> oh, you need
to add the modid ? :s
L2030[22:33:05] <ghz|afk> oh wait,
yes
L2031[22:33:10] <ghz|afk> otherwise it's
minecraft: ;P
L2032[22:33:20] <Ordinastie> makes
sense
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L2034[22:33:57] <Ordinastie> ok, that fix
part of it
L2035[22:34:02] <_Seymore> anyone here
good with GUI textures?
L2036[22:34:21] <Ordinastie> now, how do
you ref vanilla texture ?
L2037[22:34:27] <ghz|afk> the json system
would be easy if you could define a block that's composed of two
separate jsons
L2038[22:34:28] <ghz|afk> like
L2039[22:34:34] <ghz|afk> in the case of
my branch model
L2040[22:34:46] <ghz|afk> part 1 is the
branch itself, with thickness 0..7
L2041[22:34:55] <ghz|afk> and part 2 is
the leaves, which may or may not be present
L2042[22:35:09] <Ordinastie> I would make
a renderer for that
L2043[22:35:31] <ghz|afk> in hindsight, I
may switch to a custom baked model
L2044[22:35:44] <ghz|afk> just to remove
those 750ish files from the repository ;P
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L2046[22:36:03] <ghz|afk> I don't really
want to use a TESR though
L2047[22:36:20] <Ordinastie> ok, so the
from/to doesn't actually impact the bounding box...
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L2049[22:36:33] <ghz|afk> no the bounding
box is in the Block object
L2050[22:36:35] <ghz|afk> 100% code
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L2052[22:36:52] <ghz|afk> the json is for
graphics exclusively
L2053[22:37:00] <ghz|afk> a resource pack
can't change collisions
L2054[22:37:02] <Ordinastie> so, do you
know how I can ref a vanilla texture ?
L2055[22:37:09] <Ordinastie> true
L2056[22:37:10] <ghz|afk> sure:
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L2059[22:37:32] <ghz|afk> no wait
L2060[22:37:33] <ghz|afk> wrong one
L2062[22:37:46] <ghz|afk> like that
L2063[22:37:46] <ghz|afk> ;P
L2064[22:38:22] <Ordinastie> didn't
work
L2065[22:38:49] <Ordinastie> wait
L2066[22:38:59] <minecreatr> is there any
way for me to detect when a player jumps?
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L2068[22:39:22] <Ordinastie> yeah, works
better with the right identifier
L2069[22:40:03] <Ordinastie> minecreatr,
I think there is a flag whether or not the player is on ground but
that doesn't mean he jumped
L2070[22:40:38] <Ordinastie> ghz|afk, do
you have a screen of your trees ? I'm curious
L2071[22:40:42] <ghz|afk> yes
L2073[22:41:01] <minecreatr> Ordinastie,
that wouldn't work in this case, do you kno of any other
ways?
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L2075[22:41:22] <Ordinastie> no, just
look inside player classes
L2077[22:41:42] <ghz|afk> the tree
generation is a lot less ... nice
L2078[22:41:46] <ghz|afk> but it shows
more of the idea
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L2080[22:41:47] <ghz|afk> ;P
L2081[22:42:03] <minecreatr> !gf
jumpMovementFactor
L2083[22:42:07] <ghz|afk> very early test
;P
L2084[22:42:11] <ghz|afk> before I
started with generation
L2085[22:42:17] <ghz|afk> the branches
are placed and grown manually ;P
L2087[22:42:31] <ghz|afk> another
one
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L2089[22:42:41] <KuuOtava> >.> That
is neat.
L2091[22:42:56] <ghz|afk> not as new as
the firsts creen, but shows the trees better
L2092[22:43:05] <Ordinastie> now I need
to get that whole state stuff :x
L2093[22:43:18] <ghz|afk> feel freeto
look at my wip mod
L2094[22:43:24] <ghz|afk> it doesn't do
anything XCEPT manage the branch states
L2095[22:43:25] <ghz|afk> XD
L2096[22:43:29] <Ordinastie> I am
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L2098[22:43:33] <KuuOtava> ghz? Do the
leaf/branches drop sticks?
L2099[22:43:38] <ghz|afk> not yet
L2100[22:43:43] <ghz|afk> but that's the
plan
L2101[22:43:43] <KuuOtava> Well, I meant
'intended to'
L2102[22:43:54] <ghz|afk> width 1 -> 1
stick
L2103[22:43:56] <ghz|afk> width 2 -> 1
planks
L2104[22:44:03] <ghz|afk> widht 3 -> 1
stick + 1 planks
L2105[22:44:06] <ghz|afk> etc
L2106[22:44:21] <KuuOtava> That'll tie in
well with better beginnings. >.>
L2107[22:45:02] <ghz|afk> my idea was
that
L2108[22:45:07] <ghz|afk> for brancheswit
hleaves
L2109[22:45:16] <KuuOtava> Course... You
could just have them drop as a branch block.. Have them process it
in their crafting thing.
L2110[22:45:17] <ghz|afk> the first hit
with a sword or axe would remove leaves
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L2112[22:45:29] <KuuOtava> Or that.
L2113[22:45:39] <minecreatr> looks like
there is a LivingJumpEvent
L2114[22:45:45] <ghz|afk> and if fully
broken, then it would drop the stick/branch
L2115[22:45:49] <ghz|afk> I considered
that but
L2116[22:45:56] <ghz|afk> then I have to
make the inventory item
L2117[22:46:16] <KuuOtava> True,
true.
L2118[22:46:18] <ghz|afk> because the
item can't have blockstates
L2119[22:46:49] <ghz|afk> if I did
that
L2120[22:46:56] <ghz|afk> I'd have 7
branch items
L2121[22:47:01] <ghz|afk> 7 sub-items
that is
L2122[22:47:11] <ghz|afk> each one with a
different texture
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L2124[22:47:51] <ghz|afk> I should get
back to it someday
L2125[22:48:10] <ghz|afk> I'm delaying it
because tree generation is annoying XD
L2126[22:48:43] <ghz|afk> not just the
actual generation of trees
L2127[22:48:51] <ghz|afk> but also how to
generate the trees into the world itself
L2128[22:49:04] <ghz|afk> replacing the
minecraft ones
L2129[22:49:31] <KuuOtava> No way to just
tell it 'Noooo stahhhhp'?
L2130[22:49:44] <ghz|afk> I started doing
that
L2131[22:49:52] <ghz|afk> I handled the
chunk decoration event
L2132[22:50:06] <ghz|afk> denied
minecraft the standard generation
L2133[22:50:24] <ghz|afk> and copied part
of the tree algorithm which I modified to use my own
L2134[22:50:38] <KuuOtava> ghz? >.>
If this doesn't come out Biomes o Plenty compatible... I might
cry.
L2135[22:50:39] <ghz|afk> but it wasn't
perfect
L2136[22:51:16] <ghz|afk> there isn't a
hook for "about to generate THIS tree, HERE"
L2137[22:51:30] <ghz|afk> if that
existed, it would be easy ;P
L2138[22:52:06] ***
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L2139[22:52:30] <ghz|afk> the branch
itself is as generic as possible
L2140[22:52:41] <ghz|afk> in theory, it
can handle ANY tree
L2141[22:53:05] <ghz|afk> all it requires
is someone to inherit the existing class and create a new
BlockBranch<name> for it
L2142[22:53:23] <ghz|afk> the annoying
part is adding a new tree means adding a LOT of json files
L2143[22:53:46] <ghz|afk> there's 6
facings, with 8 thicknesses, and optionally the presence of
leaves
L2144[22:54:02] <ghz|afk> that's 6 * 8 *
2 block states PER TREE TYPE
L2145[22:54:16] <ghz|afk> 96 json files
for the models
L2146[22:54:24] <ghz|afk> + 1 file for
the blockstates
L2147[22:55:09] <ghz|afk> so yeah if I
want to make it extensible, I need to make the model generation
dynamic
L2148[22:55:21] <ghz|afk> but then I lose
the ability for resource packs to customize
L2149[22:55:41] <ghz|afk> although who,
in their right mind, would edit 96 files to customize a tree?
L2150[22:56:00] ***
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L2151[22:56:40] <ghz|afk> (all this crap
is why I haven't continued yet XD)
L2152[22:57:32] <ghz|afk> I'm open to PRs
though, if they make sense ;P
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L2155[23:03:14] <ghz|afk> ugh 6am, I
shoud have been sleeping hours ago xD
L2156[23:05:30] <minecreatr> !gf
posY
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L2158[23:09:50] <minecreatr> for some
reason I cant put a block where water is with forge 1.8
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L2161[23:13:09] <xaero> forge build
version, steps to reproduce, pics, what does happen, etc..
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L2181[23:50:23] <KuuOtava> ghz you still
here?
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