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L1[00:00:06] <tterrag> yikes
L2[00:00:11] <tterrag> you know he did a new
series on 1.7 right?
L3[00:00:15] <tterrag> not that it's much
better...
L5[00:00:42] <AbrarSyed> IIRC he did
L6[00:00:46] <Cooper> Is there another
resource you'd recommend? I know MineMaarten's course builds on
Pahimar's
L7[00:00:55] <AbrarSyed> pahi did a letsMod
reboot series
L8[00:00:57] <AbrarSyed> shoudl be
updated
L10[00:01:21] <AbrarSyed> Cooper, ^
L11[00:01:35] <tterrag> Cooper: I just
posted the best resource
L12[00:01:51] <tterrag> pahimar's tuts are
not always the best methods
L13[00:02:00] <Cooper> Thanks I just found
it. I didn't realize he had a new version.
L14[00:02:00] <AbrarSyed> true I
guess
L15[00:02:37] ⇦
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L16[00:02:54] <Cooper> What do you mean his
aren't always the best methods? As in the best environment, Java,
modding style?
L17[00:02:57] <infinitefoxes> Is there a
way to change a block's texture depending on the graphical setting
(fast/fancy quality) in 1.8?
L18[00:03:02] <tterrag> no, as in his code
isn't always great
L19[00:03:08] <tterrag> he doesn't teach
good practices all the time
L20[00:03:21] <tterrag> infinitefoxes: look
at leaves?
L21[00:03:34] <AbrarSyed> infinitefoxes,
see leaves
L22[00:03:36] <infinitefoxes> I did, but it
seems to be hardcoded.
L23[00:03:41] <infinitefoxes> or I'm
incredibly stupid
L24[00:03:44] <AbrarSyed> then hardcode it
for you too :)
L25[00:03:46] <tterrag> yes, it is
hardcoded
L26[00:03:50] <tterrag> what did you
expect? :P
L27[00:04:44] <AbrarSyed> cant you just do
a quick if statement for your block models?
L28[00:04:49] <AbrarSyed> err, in the
blockState?
L29[00:05:10] <AbrarSyed> IIRC back in the
day there was litterally if (tessellator.isFancyGraphics) { ..
}
L30[00:05:17] <AbrarSyed> I guess all the
model crazynes kiled that though...
L31[00:05:52] <infinitefoxes> As in the
.json?
L32[00:06:02] <tterrag> ah right, 1.8
L33[00:06:05] <tterrag> can't help you
there
L34[00:08:53] <infinitefoxes> it's
fine
L35[00:09:05] <infinitefoxes> the only
reason I wanted to change the textures is that the markings get
hard to see on the block when it's opaque
L36[00:09:09] <infinitefoxes> it's not
major
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L48[00:40:00] <Cobbleopolis> Do all the
item/block models work in 1.8?
L49[00:42:30] ⇦
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L52[00:44:40] <shadekiller666> ?
L53[00:47:02] ⇦
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L54[00:49:34] <Horfius> No, of course not.
Why would they?
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L63[01:08:28] <Devoenix> My friend
installed ClaySoldiers on a KCauldron server
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L66[01:10:56] <tterrag> ASM crash
L67[01:11:01] <Devoenix> ASM?
L68[01:11:04] <tterrag> also, not the right
place to report that
L69[01:11:36] <tterrag> report it to
whoever made SAPManPack-1.7.10-2.4.0.jar
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L72[01:12:35] <Devoenix> okie
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L75[01:28:27] <laci200270> update missing
from tileEntity in 1.8?
L76[01:28:34] <laci200270> *update()
L77[01:29:57] <xaero> sort of, it's hiding
behind the IUpdatePlayerListBox interface or however that's
called
L78[01:30:06] <laci200270> ohvthanks
L79[01:35:12] <laci200270> anything is
wrong with this blockState file?
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L82[01:36:23] <shadekiller666> you're
missing "forge_marker": 1, before variants, i think thats
needed for custom model loaded models
L83[01:37:24] <shadekiller666> at least for
you to be able to change camera transforms it is
L84[01:40:16] <laci200270> what is the
camera transform?
L85[01:41:33] <shadekiller666> the values
you set in jsons to change the position of a model in third
person/first person/guis/on your head
L86[01:42:02] <shadekiller666> if you look
in the vanilla models/item jsons, they're the "translate"
"rotate" and "scale" values
L87[01:42:48] <laci200270> so i need to
resize the models?
L88[01:42:52] <laci200270> and
rotate?
L89[01:42:55] <shadekiller666> you
might
L90[01:43:19] <shadekiller666> but to do
that for the actual block in the world you'll have to change it in
your modelling program
L91[01:43:24] <shadekiller666> then
re-export
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L93[01:44:23] <laci200270> I can't do it
from json?I need to to it from blender?
L94[01:45:52] <shadekiller666> for the
in-world block models yes... which is very strange
L95[01:46:53] <laci200270> ok i'll do
that
L96[01:48:22] <shadekiller666> i think the
new forge blockstates should add support for in-world block model
offsets
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L98[01:49:31] <laci200270> i can't
understand this: No root mesh in model
energymod:models/block/engine.b3d and no mesh name in location,
skipping
L99[01:49:56] <shadekiller666> change that
"variants" to "defaults"
L100[01:50:01] <shadekiller666> should be
fine
L101[01:50:34] <laci200270> i now updating
github i done rework
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L104[01:55:11] <laci200270> now it is
correct?
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L106[01:57:54] <shadekiller666> ...
L107[01:58:04] <shadekiller666> b3d
supports animation
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())
L109[01:58:45] <shadekiller666> fry has
the loader set up so that you can use an ExtendedBlockState and
B3DLoader.B3DProperty.instance to set a frame number
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L112[02:00:35] <shadekiller666> so your
"isrunning=false" state can just be a frame in the
animation
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L114[02:00:55] <shadekiller666> and no,
its not right, you'll still get that error
L115[02:01:23] <laci200270> what is
wrong?
L116[02:03:52] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150707 mappings to Forge Maven.
L117[02:03:56] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150707-1.8.zip (mappings
= "snapshot_20150707" in build.gradle).
L118[02:04:07] <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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L120[02:05:33] <laci200270>
shadekiller666: what is the wrong with my code? sorry my IRC client
log out autmatically
L121[02:05:54] <shadekiller666> you need a
"defaults": key above the "variants" key, with
"model": "energymod:engine.b3d"
L122[02:07:24] <laci200270> now i get
this: java.lang.RuntimeException: Encountered an exception when
loading model definition of
'energymod:dieselGenerator#isrunning=true' from:
'energymod:blockstates/dieselGenerator.json' in resourcepack:
'FMLFileResourcePack:energymod'
L123[02:07:52] <laci200270> Caused by:
com.google.gson.JsonSyntaxException: Missing variants, expected to
find a JsonObject
L124[02:07:53] <shadekiller666> check the
forge github for the example that fry included with the model
loader
L125[02:08:09] <shadekiller666> ya, cuz
you're not defining things properlly
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L127[02:09:26] <laci200270> what can be
wrong now?
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L131[02:12:03] <shadekiller666> you need
"forge_marker", "defaults" {
"textures": {}, "model": "<insert modid
+ model here>"}, and "variants":
{"normal": [{}], "inventory":
[{"transform": "forge:default-block"}]}
L132[02:13:18] <laci200270> ok
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L138[02:21:18] <laci200270> *latest
L139[02:21:53] <Wuppy> \o/ job interview
today
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L142[02:24:05] <Wuppy> also, I must buy
Withcer 3 and play the hell out of it
L143[02:24:07] <shadekiller666> laci,
DON'T COPY PASTE SHIT
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L145[02:24:21] <PrinceCat> Wuppy, it's so
good!
L146[02:24:35] <Wuppy> I'll have a pc
before the end of this week
L147[02:24:36] <shadekiller666> remove the
"#texture" and "#chest" lines from
"textures"
L148[02:24:41] <PrinceCat> I haven't
finished it yet and I've sunk like 60 hours into it.
L149[02:24:46] <Wuppy> problem is, I want
to play Withcer 2 first :P
L150[02:25:08] <Wuppy> which I alreyad
have
L151[02:25:13] <Wuppy> and will probably
hit 50+ hours
L152[02:25:19] <PrinceCat> It helps if
you've played the ones previously in the series. There are
references in them.
L153[02:25:25] <Wuppy> yeah
L154[02:25:27] <PrinceCat> You'd be a
little confused jumping straight in.
L155[02:25:30] <Wuppy> the first 2 are
also pretty cool
L156[02:25:37] <shadekiller666> and you
don't need "transform": { "rotation" ... } in
"normal" most likely
L157[02:25:39] <PrinceCat> I remember
playing the first one, good times.
L158[02:25:44] <Wuppy> I mean the gameplay
of witcher 1 is terrible
L159[02:25:49] <Wuppy> but the game is
just so.....
L160[02:25:51] <Wuppy> amazing
L161[02:25:57] <laci200270> i removed some
lines
L162[02:26:15] <laci200270> which begins
with #
L163[02:26:32] <shadekiller666> ?
L164[02:26:40] <shadekiller666> oh,
ya
L165[02:26:41] <shadekiller666> ok
L166[02:26:47] <laci200270> the #chest and
#texture
L167[02:26:49] <Wuppy> :O there will be
expansions to The Withcer 3
L168[02:26:52] <PrinceCat> I definitely
want to read the book the series is based off.
L169[02:26:57] <PrinceCat> Yeah! They're
all free too!
L170[02:26:57] <Wuppy> is that really
necessary? :P
L171[02:27:06] <Wuppy> PrinceCat, there
are small free DLCS
L172[02:27:09] <shadekiller666> now
assuming you have everything in the proper locations, it should
work fine
L173[02:27:12] <Wuppy> but there's also
actual new paid content packs coming
L174[02:27:13] <Wuppy> big ones
L175[02:27:28] <PrinceCat> It's not
necessary... but I think it'd be an interesting read.
L176[02:27:39] <PrinceCat> Oh, neat. I'll
definitely have to put some money aside for them.
L177[02:27:58] <Wuppy> I'm not sure
L178[02:28:05] <Wuppy> might get bored of
it after 150 hours :P
L179[02:29:16] <PrinceCat> That's very
true, haha. :P
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L181[02:30:08] <laci200270> still the same
error
L182[02:32:10] <laci200270> latest code is
on github
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L184[02:40:21] <PrinceCat> Remember to
call the super in onEntityItemUpdate() kids...
L185[02:40:36] <PrinceCat> Goodbye all
motion handling, haha.
L186[02:41:52] <shadekiller666> laci, why
do you have a forge blockstate json AND an item model json...
L187[02:43:04] <laci200270> oh i ued
previously
L188[02:43:13] <laci200270> what should i
dlete?
L189[02:43:16] <laci200270> *delete
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L191[02:43:20] <shadekiller666> in the
"variants" block in your blockstate json, you can define
the "thirdperson" "firstperson" "gui"
and "head" values the same way you define the
"inventory" tag
L192[02:43:55] <shadekiller666> well, you
don't need either of the files you have in models/item
L193[02:44:23] <laci200270> i deleted the
item thingy
L194[02:44:27] <laci200270> the json
L195[02:44:32] <shadekiller666> ok
L196[02:45:10] <shadekiller666> and
please, remove the "transform" from "normal" in
"variants"...
L197[02:45:16] <shadekiller666> that was
for demonstration...
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L199[02:47:51] <laci200270> removed
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L201[02:49:33] <shadekiller666> and?
L203[02:53:41] <shadekiller666> laci,
ClientProxy, replace line 30 with
ModelLoader.setCustomModelResourceLocation(item, 0, new
ModelResourceLocation(EnergyMod.modid.toLowerCase() +
":engine.b3d", "inventory"));
L204[02:54:31] <shadekiller666> so replace
"ModelBakery...." with that line
L205[02:55:01] <laci200270> ok
L206[02:55:51] <shadekiller666> are you
following a tutorial or something? or trying to write this as you
go along?
L207[02:57:32] <laci200270> i not found a
tutorial so i write this to the github .b3d and similar things I
tried to find what I need but still not working
L210[03:00:00] <laci200270> I already took
a loot at
L211[03:00:09] <laci200270> I can't
understand why not work
L212[03:00:51] <shadekiller666> the
majority of your problem is with registering the model and with the
formatting of the blockstate json
L213[03:01:19] <shadekiller666> for the
animations, thats shown in CustomModelBlock in
ModelLoaderRegistryDebug
L214[03:01:29] <shadekiller666> did you
replace the line i told you to?
L215[03:01:34] <laci200270> yes
L216[03:02:40] <shadekiller666> and? same
error?
L218[03:04:27] <shadekiller666> damn it
laci...
L219[03:04:32] <shadekiller666> give me a
moment
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L222[03:09:49]
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L224[03:11:16] <Cazzar> Heh // This is
clearly obvious... *shrugs*
L225[03:11:40] <shadekiller666> and
replace that line in your client proxy with the one i posted
earlier
L226[03:12:50] <laci200270> replaced
L227[03:13:18] <shadekiller666> after
you've replaced both of them, try running the game again
L228[03:15:13] <covers1624_> soo, let me
get this right, pre 1.4 minecraft had individual texturesheets for
each mod and 2 for mc itself, and 1.5 to 1.7 all the textures are
stiched together in to 2 sheets right?
L229[03:15:31] <shadekiller666> well
L230[03:16:14] <Cazzar> Another: // THIS
IS ALWAYS FALSE!
L231[03:16:20] <shadekiller666> all of the
block models are stitched together into 1 sheet, the items have
their own, then theres other sheets for icons/buttons/other
things
L232[03:16:33] <shadekiller666> Cazzar,
what are you looking at
L233[03:16:36] <covers1624_> right
L234[03:16:44] <Cazzar> shadekiller666:
Private TF2 plugin
L235[03:16:58] <shadekiller666> oh, and
the 16 different font sheets...
L236[03:17:23] <covers1624_> so thats what
ForgeHooksClient.bindTexture and ForgeHooksClient.unbindTexture
were for?
L237[03:17:36] <shadekiller666> thats what
they're still for
L238[03:17:39] <laci200270> still not
working
L239[03:18:04] <shadekiller666> is the
error any different laci?
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L242[03:20:52] <shadekiller666> cuz you're
not doing anything with BlockStates in your block class...
L243[03:21:13] <shadekiller666> take a
good look at ModelLoaderRegistryDebug on the MinecraftForge
github
L244[03:21:36] <covers1624_> Oh i see now,
nvm
L245[03:21:37] <shadekiller666> everything
you need to do with your block/main mod class is written in
there
L246[03:22:37] <shadekiller666> things are
done deliberately laci, do them the same way
L247[03:23:22] <shadekiller666> you don't
have to nest your block class inside your main mod class, but do
things the same way in those classes for your mod
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L250[03:27:04] <laci200270> ok
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L254[03:34:49] <OrionOnline> hi guys is
there a way to detect if my mod is running in a
DevEnvironment?
L255[03:35:06] <shadekiller666>
gradle?
L256[03:36:12] <Vigaro> OrionOnline: I
usually add a system propertie to my run config and check for it in
the code
L257[03:36:19] <Vigaro> property*
L258[03:36:27] <OrionOnline> oke
L259[03:37:36] <laci200270>
shadekiller666: it is possible to b3dloader trying to parse b3d
mdoel as json?
L260[03:37:43] <shadekiller666> nope
L261[03:38:02] <laci200270> acording to
this: Caused by: com.google.gson.JsonSyntaxException: Missing
model, expected to find a string
L262[03:38:21] <shadekiller666> B3DLoader
doesn't touch Json
L263[03:38:44] <laci200270> or minecraft
engine
L264[03:38:51] <shadekiller666> that error
is a result of vanilla's parser trying to read the forge blockstate
json
L265[03:39:09] <laci200270> this is
normal?
L266[03:39:16] <shadekiller666> which, if
everything is done correctly, won't happen
L267[03:39:25] <shadekiller666> no it
isn't
L268[03:39:30] <laci200270> so the problem
with the json
L269[03:39:38] <shadekiller666> forge
blockstate json overrides vanilla's
L270[03:40:03] <laci200270> now i put
breakpoint to that line
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L272[03:42:43] <shadekiller666> you
shouldn't worry about what the json parser is doing
L273[03:42:54] <shadekiller666> define
things properlly and it will work fine
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L276[03:48:41] <laci200270> *pasted
L277[03:49:33] <shadekiller666> no... you
didn't
L278[03:50:08] <laci200270> what is
worong?
L279[03:50:11] <laci200270> *wrong
L280[03:51:58] <laci200270> it is possible
to this error caued by b3d animated?
L281[03:53:04] <shadekiller666> this error
has to do with what your json says should be output from the
B3DLoader, and what your block says should be output from the
B3DLoader
L282[03:53:50] <laci200270> i don't
understand.. Can you expleain
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L284[03:54:02] <laci200270> ?
L285[03:54:12] <laci200270> *explain
L286[03:54:30] <shadekiller666> the
"variants" block defines different versions of the
model
L287[03:55:01] <shadekiller666>
"inventory" is the version of the model rendered for the
gui and item stuff
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L289[03:55:18] <shadekiller666> in your
block class
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L291[03:56:07] <shadekiller666> when you
do things with states, you're telling the game to grab the version
of the model that was defined in the json for that state of the
block
L292[03:56:40] <laci200270> so i need
another json
L293[03:56:41] <laci200270> ?
L294[03:56:42] <shadekiller666> no
L295[03:57:00] <shadekiller666> it can all
be done in a single json now
L296[03:57:28] <shadekiller666> assuming
it is formatted correctly, and that you're returning the proper
blockstates from the methods in your block class
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L298[03:59:22] <shadekiller666> its too
early in the morning where i am to be able to figure out exactly
how to fix your problem, (its 2:00 AM), if you are here later today
i should be able to help you better
L299[03:59:53] <shadekiller666> but for
right now i need to go, so goodnight, and good luck
L300[04:00:01] <laci200270> for me its
11:00 am
L301[04:00:04] <laci200270> good
night
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L310[04:34:07] <Lumien> If i want to
"add" an ender chest like inventory to the player and
also want to modify it even when the player is offline would it be
to expensive to load and then save the player again when i want to
modify it?
L311[04:34:19] <Lumien> e.g. should i
rather "schedule" these changes to happen when the player
is actually online?
L312[04:35:35] <minecreatr> Lumien, well
it depends on how you store it, you could store it seperately from
the player.dat but have it linked to the player uuid
L313[04:35:44] <minecreatr> using custom
level storage
L314[04:35:59] <sham1> WorldSaveData
L315[04:36:13] <minecreatr> ^
L316[04:36:30] <minecreatr> even though I
think thats per dimension sham1
L317[04:36:37] <minecreatr> one of them is
per dimension and one is per save
L318[04:36:43] <minecreatr> forgot which
is which
L319[04:36:52] <sham1> The per save one
would be the more useful one
L320[04:37:38] <Lumien> I don't think
there is a per save one
L321[04:37:43] <Lumien> would have to make
my own file for that then
L322[04:39:34] <sham1> Just make that file
and make it save NBT data
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L334[05:05:21] <laci200270> anyone can
help with blockstate + b3d?
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L338[05:24:57] <PaleoCrafter> Lumien, the
storage type depends on the map you use
L339[05:25:21] <PaleoCrafter>
perMapStorage or something is per dimension, iirc
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L343[05:29:30] <minecreatr> for some
reason when I start mc in my dev environment it stops loading after
Calling tweak class
cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
L344[05:29:47] <minecreatr> nothing
happens after, no errors, the program is still running
L345[05:29:51] <minecreatr> just nothing
happens
L346[05:29:56] <sham1> 1.8 or 1.7.x?
L347[05:30:20] <laci200270> minecreatr: do
you have any codechicken stuff?
L348[05:30:36] <minecreatr> yes and
1.7
L349[05:30:53] <laci200270> you need to
select gradle cache directory
L350[05:31:14] <laci200270> if everything
is good should pop-up a window to open a folder
L351[05:31:38] <minecreatr> how do I set a
gradlew cache directory laci200270 ?
L352[05:32:07] <laci200270> it should pop
up a windows
L353[05:32:10] <laci200270> *window
L355[05:33:18] <minecreatr> using
intellij
L356[05:33:29] <laci200270> its not
relevant
L357[05:33:56] <laci200270> close and
reopen you mc
L358[05:34:10] <laci200270> it should pop
up a window
L359[05:34:19] <minecreatr> its not
popping up
L360[05:34:58] <minecreatr>
laci200270,
L361[05:35:10] <laci200270> try minimalize
every window
L362[05:35:15] <laci200270> it hsould pop
up
L363[05:35:19] <laci200270> *should
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L365[05:37:28] <minecreatr> ok that
worked, thanks laci200270
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L369[05:42:10] <laci200270> this what
means? No root mesh in model energymod:models/block/engine.b3d and
no mesh name in location, skipping my model isn't good?
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L372[05:43:53] <laci200270> there are any
b3d verifier?
L373[05:43:56] <sham1> It means there is
no root mesh
L374[05:44:24] <Lumien> PaleoCrafter the
data is meant to be global, just going to create my own nbt file in
the save directory
L375[05:44:30] <laci200270> sham1: what is
the root mesh?
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L377[05:46:03] <minecreatr> for some
reason referencing a mod as a module causes forge to see duplicates
of that mod
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L379[05:46:44] <laci200270> minecreatr how
do you refernece
L380[05:46:59] <minecreatr> as a module in
intellij
L381[05:47:17] <laci200270> that's not
good
L382[05:47:23] <laci200270> add to
clashpath
L383[05:47:25] <Vigaro> Did you add it to
the mods folder AND to idea's classpath?
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L385[05:47:53] <laci200270> ^ only add in
one place
L386[05:47:58] <minecreatr> ok
L387[05:48:33] <Vigaro> I feel so sad, my
new games just arrived and I have to go to work =(
L388[05:48:55] <laci200270> Vigaro: what
games?
L389[05:49:19] <Vigaro> A bunch of random
cheap games, specially the humble borderlands bundle and hack n'
slash
L390[05:49:23] <Vigaro> gtg
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L393[05:51:49] <laci200270> sham1: where
the problem can come?from the code or from the json, or the
model?the mesh thing
L394[05:52:08] <sham1> mesh node
L395[05:52:16] <laci200270> and where it
is?
L396[05:52:25] <sham1> You create
it...
L397[05:52:39] <laci200270> I haven't
created
L398[05:53:04] <sham1> Well, that's
why
L399[05:54:41] <laci200270> how I can
create it?
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L402[05:59:13] <laci200270> sham1: how I
can create it?
L403[05:59:20] <sham1> Google
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L406[06:01:47] <laci200270> i can't find..
what is keyword
L407[06:02:02] <laci200270> ?
L408[06:03:05] <sham1> Why ask me :C
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L410[06:03:51] <laci200270> because i
don't know and I thinked you know
L411[06:04:23] <sham1> Never used it
L412[06:04:36] <sham1> But I can still
read error messages
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L414[06:14:26] <halvors> When dealing with
subblocks, how do i set what block should have what metadata
?
L415[06:18:18] <Lumien> If you mean how
you get the item to place the proper block extend ItemBlock
L416[06:19:00] <Lumien> And register the
ItemBlock in GameRegistry.registerBlock
L417[06:19:26] <Lumien>
ItemBlock.getMetadata
L418[06:19:45] <PrinceCat> If not, you
need to Override getSubBlocks()...
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L420[06:25:19] <Lumien> Is there an event
that would be ideal to save my custom nbt file? I thought about
WorldEvent.Save but that is fired for every single world
right?
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L431[06:50:54] <Gliby> wut
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L433[07:01:22] <halvors> Lumien: Thanks,
but how do i know that metadata id it would get.
L434[07:01:38] <halvors> Does it start at
0 for the first registered block and count upwards?
L435[07:01:42] <Lumien> ?
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L437[07:01:50] <Lumien> Generally the
metadata of the placed block is the damage of the item
L438[07:03:14] <laci200270> i foudn what
was the problem proalby
L439[07:03:36] <laci200270> i used a forge
that was about uploaded two months ago
L440[07:03:48] <sham1> :P
L441[07:06:19] <laci200270> i'm so
stupid
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L455[07:34:20] <Gliby> is
constructor.newInstance() bad for perf?
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L457[07:35:21] <tmtu> probably
L458[07:36:04] <Gliby> meh ill still use
it for entity init
L459[07:36:15] <Gliby> google says its not
bad
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L467[08:05:40] <PaleoCrafter> Lumien, as I
said, there's a per save variant :P let me boot up my PC xD
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L469[08:10:24] <PaleoCrafter> Lumien,
World.setItemData
L470[08:10:57] <Lumien> That'S world
specific though
L471[08:12:16] <PaleoCrafter> it isn't
:P
L472[08:12:39] <PaleoCrafter> it is per
save, perWorldStorage would be dimension specific
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L474[08:13:55] <Lumien> oh ok
L475[08:13:56] <Lumien> thx
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L484[08:32:33] <sham1> So many twitter
posts :C
L486[08:41:01] ⇦
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L487[08:41:34]
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L488[08:42:18]
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(~textual@99-70-93-220.lightspeed.rcsntx.sbcglobal.net)
L489[08:43:33] <Cooper> I'm trying to set
up my development environment and after I build forge source with
gradle and setup Idea when I launch minecraft on my Mac the font is
messed up every time I launch.
http://imgur.com/a/xaf2F When I
do the same process on Windows it's working just fine
L490[08:44:32] <PaleoCrafter> Cooper, try
turning off the loading screen
L491[08:45:02]
⇨ Joins: Vazkii
(~Vazkii@a79-169-163-74.cpe.netcabo.pt)
L492[08:45:02] <Cooper> In
splash.properties?
L493[08:45:07] <PaleoCrafter> set enabled
to false in <rundir>/config/splash.properties
L494[08:45:27] ***
olee is now known as olee|off
L495[08:45:33] <PaleoCrafter> yeah
L496[08:47:25] <Cooper> Thanks, that
worked! Is there any fix for it to be able to use the launch screen
or is that the only solution?
L497[08:48:16] <PaleoCrafter> it's the
only solution, some drivers and GPUs have problems with the loading
screen
L498[08:49:19]
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L499[08:49:44] <PaleoCrafter> because it
requires some massive hack to make it somewhat decent on Windows,
iirc
L500[08:49:56] <Cooper> That's strange, it
works just fine on regular forge minecraft when I play but not when
I launch it from Idea
L501[08:49:58] ⇦
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L503[08:50:14] <PaleoCrafter> okay, that
is weird
L504[08:50:29] <PaleoCrafter> do you have
the same version of forge in both environments?
L505[08:52:22] <Cooper> No, I'm using 1408
for playing and 1481 in the dev enviroment
L506[08:53:00] <PaleoCrafter> 1) ugh, 1.7
2) There was a change to texture stitching recently, that + the
loading screen might cause it
L507[08:53:33] <Cooper> No, Minecraft
1.7.10 for both
L508[08:53:52] <PaleoCrafter> I know, but
1.7 is oooold :P
L509[08:53:55] <Cooper> Oh sorry I thought
you said 1.7.2 not 1.7 2)
L510[08:54:00] <PaleoCrafter> hehe
L511[08:54:03] ⇦
Quits: RichardG (richardg86@187.105.72.202) (Remote host closed the
connection)
L512[08:54:29] <sham1> 1.7.x is old
L513[08:54:33] <sham1> Old I say
L514[08:55:52] ***
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L515[08:57:17] ⇦
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L516[08:58:37] ⇦
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L517[09:04:01]
⇨ Joins: laci200270
(~user@31-46-236-252.pool.kapulan.hu)
L518[09:05:48] <HassanS6000> Anyone know
when fry will b back?
L519[09:05:53] ⇦
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(Ping timeout: 204 seconds)
L520[09:06:04] <laci200270> i think he is
on minecon
L521[09:06:11] <HassanS6000> Didn't it end
2 days ago :p
L522[09:06:22] <laci200270> Idle for: 4
days, 17 hours, 38 minutes
L523[09:06:26] ⇦
Quits: Hunterz (~hunterz@2001:af0:8000:1c01:6af7:28ff:fe37:5d6a)
(Quit: Leaving.)
L524[09:06:55] <HassanS6000> When is
breakBlock called?
L525[09:07:06] <HassanS6000> Cuz lol I'm
breaking a block and it ain't doin shit
L526[09:08:44] <Lex|Hotel> Cooper, mail me
your mac so i can test locally and figure things out, and MAYBE
itll be fixe.
L527[09:09:19] <HassanS6000> !gm
breakBlock
L528[09:09:23] <Cooper> Okay, what address
would I ship that too?
L529[09:09:30] <HassanS6000> !gm
breakBlock 1.7.10
L530[09:09:40] <sham1> Dem Macs
L531[09:09:45] <HassanS6000> ^ ikr
L532[09:10:00] <Lex|Hotel> If you're
serious i can give you one :P
L533[09:10:17]
⇨ Joins: Emris
(~Miranda@chello062178245147.2.12.vie.surfer.at)
L534[09:10:32] <Lex|Hotel> but ya i cant
reproduce the isues on mything i have access to so it's not
possible for me to debug
L535[09:10:54] <Lex|Hotel> on a side
note.. i should probabl get a po box setup..
L536[09:11:25] <Cooper> Nah, but when I
play on Minecraft Forge 1408 I use the splash screen and it works
fine but in 1481 I had to disable the loading screen.
L537[09:11:28] <lukegb> po boxes are
great
L538[09:11:38] <HassanS6000> Lex didn't
you say you're feelin really sick or something?
L539[09:12:21] <Lex|Hotel> yes
L540[09:12:50] <Lex|Hotel> oh
L541[09:12:52] <Lex|Hotel> wait
L542[09:13:01] <Lex|Hotel> 1408 vs
1481
L543[09:13:04] <Lex|Hotel> well no
shit
L544[09:13:15] <Lex|Hotel> thats a lot of
fucking changes things could happen
L545[09:13:21] <Lex|Hotel> try narrowing
that down
L546[09:13:32] <laci200270> use
multimc
L547[09:13:35] <laci200270> its easy
L548[09:13:46] <sham1> Or just
upgrade
L549[09:14:36] <laci200270> if you need to
test something with multiple versions of forge the best choice is
multimc
L550[09:14:57] <laci200270> isn't
it?
L551[09:15:43] <HassanS6000> God damn it
why won't breakBlock ACTUALLY GET CALLED
L553[09:16:00] <laci200270> HassanS6000:
try with events
L554[09:16:31] <sham1> dat semicolon on
registerBlockIcons
L555[09:16:36] <HassanS6000> :P
L556[09:16:38] <HassanS6000> lol
L557[09:17:29] <sham1> Try to add
if(!world.isRemote) just in case
L558[09:17:37] <sham1> It is always best
to check
L559[09:17:56] <tterrag> sham1: a NO-OP
represented by a semicolon is actually a decently common
practice
L560[09:18:14] <HassanS6000> oh lol nvm
it's working
L561[09:18:16] <Lex|Hotel> BURN THE
HEATHEN
L562[09:18:16] <sham1> Well I use // NO-OP
so
L563[09:18:23] <tterrag> HassanS6000: you
should still only do that logic on the server
L564[09:18:25] <sham1> :C
L565[09:18:31] <tterrag> it's bad practice
to do logic on both sides
L566[09:18:36] <sham1> yeh
L567[09:18:38] <HassanS6000> tterrag, I
didn't mean its working I meant its gettin called
L568[09:18:41] <sham1> Client can do jack
shit
L569[09:18:41] <tterrag> (and also a waste
of resources)
L570[09:18:45]
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L571[09:19:38] <laci200270> only logic
that need to to it on client is entity movement because maybe
entity move laggy
L572[09:20:25] <HassanS6000> I love CTRL +
I so much
L573[09:20:27] <HassanS6000> In
Ecliupse
L574[09:20:30] <HassanS6000>
*Eclipse
L575[09:20:40] <sham1> Eclipse..
L576[09:20:43] ⇦
Quits: prassel|brok (~prassel@osiris.stary2001.co.uk) (Quit: ZNC -
http://znc.in)
L577[09:20:44] <sham1> :P
L578[09:21:23] <HassanS6000> FUCK THE
LOGIC OF MY WHOLE FUCKING IDEA IS FLAWED
L579[09:21:33] <sham1> Now now
L580[09:21:35] <laci200270> ctrl shift o
is also good
L581[09:21:35] <HassanS6000> :'(
L582[09:21:53]
⇨ Joins: prasselpikachu
(prassel@osiris.stary2001.co.uk)
L583[09:22:26] <laci200270> my computer
went slow because thermal throlling
L584[09:22:48] <laci200270> 37C°
L585[09:22:58] <sham1> How the hell
L586[09:23:07] <laci200270> nnot the
cpu
L587[09:23:19] <HassanS6000> I wish I had
water coolin...
L588[09:23:22] <sham1> Also 30C, this aint
good
L589[09:23:32] <HassanS6000> Kraken X41 is
what I want :P
L590[09:24:53] <laci200270> I don't want
to imagine what is the thermal round the CPU
L591[09:25:03] <laci200270> Minimum
100C°
L592[09:25:33] <laci200270> I'll need a
Usb ventillator to my desk
L593[09:28:24]
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(Gnasp@host81-149-214-135.in-addr.btopenworld.com)
L594[09:31:25] <Gliby> ctrl shift o is the
reason i don't really use the package explorer
L595[09:31:28]
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L596[09:32:45] ⇦
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L597[09:33:16] ***
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L598[09:33:32]
⇨ Joins: flappy (~flappy@y39.ip2.netikka.fi)
L599[09:33:36] <Gliby> so how did
clienthax get banned for life?
L600[09:33:46]
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(~games@host86-134-124-199.range86-134.btcentralplus.com)
L601[09:34:02] <laci200270> what is the
root mesh in b3d?my consol says is missing
L602[09:34:17] <PaleoCrafter> Gliby, kinda
paid a guy to bug Lex with "How much dedodated wam do I need
to run Pixelmon" or something :P
L603[09:34:36] <Gliby> that is pretty
funny though
L604[09:36:41] <Gliby> why would clienthax
get banned for that, just an innocent joke.
L605[09:37:13] <PaleoCrafter> I didn't
actually get to see the actual ban, I only know the story because
hax told me beforehand :P
L607[09:38:24] <PaleoCrafter> well, there
you have it
L608[09:38:43] <PaleoCrafter> Lex didn't
like that he made fun of the original kid with that :P
L609[09:39:11] <Gliby> the great
superkai64
L610[09:40:40] <Lex|Hotel> client has
always been a twat
L611[09:40:46] <Lex|Hotel> but that was
just fucking retarded
L612[09:41:45] <PaleoCrafter> he might
have had more retarded things up his sleeve for your panel :P
L613[09:41:58] <PaleoCrafter> but he went
for the meh question
L614[09:42:18] <Lex|Hotel> did he actually
aska question? I dont know who client actually is
L615[09:42:20] <Gliby> were the majority
of people at minecon kids?
L616[09:42:29] <PaleoCrafter> he was the
guy in the yellow shirt
L617[09:42:33] <Lex|Hotel> yes, its almost
like minecraft is for kids.
L618[09:42:38] <PaleoCrafter> asked the
penultimate quesiton I think
L619[09:42:39] <boni> Gliby: ALL of them
were kids
L620[09:42:42] <boni> some just were a bit
bigger than others
L621[09:42:51] <Lex|Hotel> dont recall,
someone needs to find me a vod of our panel
L622[09:42:52] <Lex|Hotel> i want it
L623[09:43:12] <Gliby> that kind of makes
me sad
L624[09:43:37] <Gliby> i remember
minecraft was this little bubble, some players were kids, but some
weren't.
L625[09:43:45] ***
AFK is now known as Vigaro
L626[09:43:52] <Gliby> now it's just
children on public servers :(
L627[09:44:18] <Lumien> Is there currently
a way to hook into the IInteractionObject 1.8 gui thingy in
forge?
L628[09:44:22] <Lumien> hook / use ?
L629[09:44:36] <Gliby> did anyone mention
notch in any of the q&a's?
L630[09:44:46] <Lex|Hotel> well the game
is for kids its a simplistic one, there are a lot of adults who
play so its not that big of a issue.
L631[09:45:21] <boni> Gliby: notch hasn't
had anything to do with minecraft in years, why would
anybody?
L632[09:45:41] <boni> Lumien: i haven't
looked into it, but what keeps you from using it?
L633[09:45:51]
⇨ Joins: sww1235 (~sww1235@129.82.198.9)
L634[09:46:03] <laci200270> lex forge will
be ported mcpe?I readed somewhere
L635[09:46:08] <laci200270> *to mcpe
L636[09:46:08] <Lumien> The string gui ids
appear to be hardcoded in EntityPlayerSP.displayGui
L637[09:46:08] <Lex|Hotel> no?
L638[09:46:34] <Lex|Hotel> Windows 10 is a
port of the PE code base
L639[09:46:46] <laci200270> because I
reded mojang guys talked about with you and the offical api
L640[09:46:47] <Lex|Hotel> IF Forge was to
be added it would be a re-write from the ground up NOT a port
L641[09:47:02] <Lex|Hotel> because PE is
in C++ NOT java
L642[09:47:20] <Gliby> boni because people
in minecon 2013 asked notch a bunch of minecraft related questions.
he stopped working on mc, and was developing 0x10c.
L643[09:48:09] <PaleoCrafter> hm, Mojang
had the videos of each talk up fairly quickly back in 2013 :/
L644[09:48:19]
⇨ Joins: SirWill
(~SirWill@ipb21b3f02.dynamic.kabel-deutschland.de)
L645[09:48:21] <auenf> stream
archives?
L646[09:48:39] <Gliby> kids still think
notch is the god of minecraft. people are still making "What
if Notch" minecraft machinimas.
L647[09:49:02] <sham1> they dont know any
better
L648[09:49:14] <boni> Lumien: curious.
looks like a missing hook, yes. i'd suggest you look into it and
open an issue with the needed info so it can be fixed
L649[09:49:32] <boni> i know people have
been doing guis in 1.8 though
L650[09:49:53] <PaleoCrafter> auenf, no
past broadcasts on twitch, and youtube doesn't have archives anyway
(at least not accessible ones)
L651[09:50:04] <Gliby> windows 10 mc is
for tablets and stuff
L652[09:50:15] <Gliby> minecraft's home
will always be in java, hopefully.
L653[09:50:23] <sham1> I would imagine you
can still play the desktop version
L654[09:50:25] <PaleoCrafter> boni, that's
because the old IGuiHandler thing was ported straight away :P
L656[09:50:49] <boni> i suppose it should
only be IInteractionObject? what do they do?
L657[09:51:01] <laci200270> im using
rainwarrior's b3d export and client says no root mesh
L658[09:51:03] <Lex|Hotel> what ?
L659[09:51:04] <boni> like, what do i do
if i want to display a gui that's not connected to an object,
trough an event or whatever?
L660[09:51:13] <Lex|Hotel> shit you all
bitching about missing hook?
L661[09:51:29] <PaleoCrafter> Lex, they
are just wondering whether Forge could use the new vanilla GUI
opening stuff
L662[09:51:34] <PaleoCrafter> instead of
IGuiHandler
L663[09:51:54] <Lex|Hotel> there was a
reason why it wasnt possible
L664[09:51:59] <Lex|Hotel> i cant
remember
L665[09:52:02] <PaleoCrafter> heh
L666[09:52:04] <Lex|Hotel> plus ours
should be simpler
L668[09:52:07] <boni> i just wonder what
the advantage would be
L669[09:52:13] <boni> ..or if there is any
reason to
L670[09:52:17] <Lex|Hotel> Dont know do
researcha nd document me
L671[09:52:19] <Lex|Hotel> get back to
me!
L672[09:52:23] <Lumien> I find it
easier
L673[09:52:34] <Lumien> At least for block
guis
L674[09:52:34] <PaleoCrafter> well, we'd
have one interface, boni :P
L675[09:52:49] <boni> i haven't looked
into it, but from a glimpse it looks like a simple TE/Block ->
gui mapping?
L676[09:53:20] <laci200270> so auto reads
the slots an such?
L677[09:53:25] <laci200270> *and
L679[09:53:57] <Gliby> mojang have dug a
deep whole. there is console minecraft(xbox 360, ps3, xbox one,
ps4), phone minecraft(android, ios, windows phone), java minecraft,
windows10 minecraft, minecraft for raspberry pi
L680[09:53:58] <Gliby> oh god
L681[09:54:08] <Lex|Hotel> thats not a
dicussion thats redditors being retarded
L682[09:54:49] <boni> there isn't really
any discussion to be had, imo
L683[09:54:52] <Lex|Hotel> Lumien, write
up the specs and pr it to the documents repo
L684[09:55:13] <Lex|Hotel> i havent sat
down and digested it yet
L686[09:55:25] <auenf> "But you
cannot use it for your own GUIs, since it is (as you might have
guessed) still hardcoded to only work properly with vanilla GUIs
(the IDs are hardcoded)."
L687[09:55:43] <Lumien> kk
L688[09:55:46] <boni> the question still
is WHY you want to use it though
L689[09:55:55] <sham1> Reddit/10
L690[09:56:15] <sham1> They dont have
reading comprehension
L691[09:56:23] ⇦
Quits: VikeStep
(~VikeStep@CPE-124-186-239-153.lns8.woo.bigpond.net.au) (Quit:
Leaving)
L692[09:56:42] <Gliby> saying that about
the whole reddit is stupid
L693[09:56:48] <Gliby> reddit is a hub for
communities
L694[09:56:50] <Lex|Hotel> where is it
hard coded?
L695[09:56:53] <Lex|Hotel> and can it be
expanded
L696[09:56:58] <Lex|Hotel> if it uses ids
thats an issue
L697[09:57:03] <PaleoCrafter> it uses
string ids
L698[09:57:03] <Lex|Hotel> docs and
prs!
L699[09:57:08] <PaleoCrafter> like
"minecraft:chest" etc.
L700[09:57:09] <Lex|Hotel> oh well thats
less of a issue
L701[09:57:09] <boni> ..i just had it
open, bah
L702[09:57:27] <PaleoCrafter> and it
should be fairly easy to extend, but I have other matters to attend
to :P
L703[09:57:35] <Lumien> I will try to make
a pr or something
L704[09:57:36] <Lex|Hotel> so
L705[09:57:42] <auenf> nfi if that thread
is completely accurate
L706[09:57:49] <Lex|Hotel> to order room
service r put on pants and find somewhere to eat..
L707[09:58:47] <laci200270> lex do you
know anything about fry?
L708[09:59:15] <Gliby> lex how was it
meeting all the other minecraft modders?
L709[10:00:05] <Lex|Hotel> con was
con
L710[10:00:09] <Lex|Hotel> and what about
him?
L711[10:00:12] <boni> Lumien: just write a
small document that explains how it'd be used and PR it to the
documents repository (NOT an actual forge PR) is what lex is
saying, if i'm not mistaken
L712[10:00:20] <boni> you shoudl be able
to do all of that on the github page directly even
L713[10:00:25]
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L714[10:00:39] <PaleoCrafter> oh,
actually, that vanilla system might not be really usable, it
doesn't send position anywhere which mods might rely on (it just
creates a dummy inventory on the client instead)
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L717[10:05:12] <laci200270> who can help
with b3d?
L718[10:07:22] <PaleoCrafter> I might be
able to, laci200270
L719[10:08:13]
⇨ Joins: Galvas (~Galvas@179.235.7.66)
L720[10:08:49] <laci200270> PaleoCrafter:
i continously get this error message: No root mesh in model
energymod:models/block/engine.b3d and no mesh name in location,
skipping
L721[10:09:06] <laci200270> something
might be wring with the model?
L722[10:09:08] <PaleoCrafter> uhm,
pastebin the whole log please
L723[10:09:16] <PaleoCrafter> and yeah,
that's a possibility :P
L724[10:09:30] <Galvas> did anyone get a
VOD on the mod dev pannel at Minecon?
L725[10:09:45] <PaleoCrafter> I couldn't
find one, Galvas
L726[10:10:08] <Galvas> me neither, I
really wanted to see it =/
L727[10:10:13] <PaleoCrafter> probably
easiest to wait for Mojang to upload all talks, if they do this
time around
L728[10:10:45] <Galvas> I hope they
would
L729[10:10:47] <diesieben07> isnt the
whole thing on twitch?
L730[10:10:50] <boni> laci200270: debug
the loading process and check where it goes wrong?
L731[10:10:54] <PaleoCrafter> no VOD,
diesieben07 :P
L732[10:11:00] <PaleoCrafter> at least not
of the panels
L733[10:11:17] <Galvas> and I think this
one wasnt even on the main stage
L734[10:11:24] <PaleoCrafter> yeah, it
wasn't
L735[10:11:47] <diesieben07> meh
L736[10:11:54] <diesieben07> only the main
stream is archived apparently
L737[10:12:09] <PaleoCrafter> as I said,
only option is to wait for Mojang
L738[10:12:20] <Galvas> oh =(
L739[10:12:42] <laci200270> here is the
log:
L741[10:12:52]
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L742[10:14:00] ***
Ashlee|off is now known as Ashlee
L743[10:15:19]
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L744[10:15:25] <laci200270> yes something
is wrong with the model :/
L745[10:15:44] <PaleoCrafter> yup, looks
like it
L746[10:15:54] <laci200270> i replaced the
modeldefinition with the forgedebugs and now works
L747[10:16:05] <laci200270> but i used
fry's exporter
L748[10:16:05] <PaleoCrafter> could you
make a screenshot of the outline in blender?
L749[10:16:24] <laci200270> what is
outline? is the wireframe thing?
L750[10:16:35] <PaleoCrafter> the thing
where it shows all objects in your scene
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L755[10:19:17] <PaleoCrafter> try removing
the lamp and the camera
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L757[10:21:52] <laci200270> still
bad
L758[10:22:49] <laci200270> PaleoCrafter:
same error
L759[10:23:09] <PaleoCrafter> hm, try
creating a new blender file with a simple cube and export
that
L760[10:25:25] <laci200270> now its
good
L761[10:26:07] <laci200270> PaleoCrafter:
it renders properly
L762[10:26:15] <PaleoCrafter> now try to
add one part of your proper model after the other and see when it
fails :P
L763[10:26:51] <laci200270> it is possible
the error due to because I added a circle to the model?(MC not
likes circles)
L764[10:27:04] <laci200270> and simplied
to a hexagon
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L766[10:27:24] <PaleoCrafter> nah
L767[10:27:37] <laci200270> what?
L768[10:28:00] <PaleoCrafter> that isn't
the cause :P
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L772[10:31:06] <laci200270> now I exported
to obj and imported back and exported b3d still not works
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L774[10:31:16] <laci200270> so something
in the model causes
L775[10:32:13]
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L776[10:33:39] <PaleoCrafter> we've
already established that, haven't we? :P
L777[10:33:42] <laci200270> PaleoCrafter:
any ideas?
L778[10:34:05] <PaleoCrafter> do as I told
you :P
L779[10:34:18] <laci200270> remodel the
whole model?
L780[10:34:44] <PaleoCrafter> sort
of
L781[10:35:18] <laci200270> after every
piece export, and test..
L782[10:35:33] <laci200270> maybe the
animation can cause this?
L783[10:35:40] <PaleoCrafter> I honestly
have no idea :P
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L788[10:41:05] <Wuppy> these shirst
:D
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L793[10:45:30] <laci200270> PaleoCrafter:
after I added a cylinder the model stopped working
L794[10:45:41] <laci200270> but now
without error message
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L796[10:46:31] <Gnasp> Hey folks! I'm
planning on trying my hand at some modding. I come from a c#
background. I'm not too worried about java etc, but I've decided to
use Forge. Any top tutorials out there for getting started with
Forge?
L797[10:46:50] <Gnasp> I've installed from
source already, and got eclipse workspace set up
L798[10:46:57] <laci200270> wuppy's
tutorials for the beginning
L799[10:47:01]
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L800[10:47:06] <Wuppy> \o/
L801[10:47:08] <Gnasp> Just a "first
mod" tutorial I'm looking for.
L802[10:47:13] <R9000> Hello all :)
L803[10:47:17] <laci200270> yes look at
wuppy
L804[10:47:19] <laci200270> s
L806[10:47:21] <Gnasp> wuppy. cool. is
that on youtube?
L807[10:47:32] <Wuppy> for the basics,
I've got both text and youtube tutorials
L808[10:47:35] <Wuppy>
wuppy29.com/minecraft/
L809[10:47:36] ⇦
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L810[10:47:48] <Gnasp> Wuppy: is that book
based on Forge API?
L811[10:47:55] <Wuppy> yep
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L813[10:48:09] <Wuppy> for Minecraft
1.7
L814[10:48:11] <Gnasp> Smashing!
Thanks!
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L816[10:49:20] <R9000> I'm having a little
trouble updating some entity rendering code from 1.6.4. Could
anyone please help?
L817[10:49:21] <Gnasp> Ouch, the Kindle
version of that book is actually more expensive than the
paperback.
L820[10:50:05] <gigaherz> R9000: we need
crash logs and/or code pastes
L822[10:50:41] <gigaherz> R9000: also, are
you upgrading TO 1.7.10 or 1.8?
L823[10:52:10] <R9000> 1.8
L824[10:52:16] <R9000> Here's the render
class
L826[10:53:03] <R9000> It's telling me
that render() is undefined. has any new abstract method been added
since 1.6.4?
L827[10:53:44] <gigaherz> what's
"ModelDrillBot"?
L828[10:54:17]
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L829[10:54:20] <R9000> It's the entity
model I use. Are they not used any more? Or would you like the
class?
L830[10:54:41] <gigaherz> I don't really
know, since I never used Entities before 1.8
L831[10:54:55] <R9000> I see.
L832[10:54:58] <Gnasp> Wuppy:Thanks for
the links.
L833[10:55:07] <R9000> Well I'll give you
that too. 1 sec
L834[10:55:08] <gigaherz> but the
rendering system changed quite a lot
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L836[10:55:25] <gigaherz> so it wouldn't
surprise me if the old entity rendering also changed
L837[10:55:25] <R9000> I didn't think it
changed quite as much for entities
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L843[10:57:47] <gigaherz> R9000: look at
RenderLivingEntity
L844[10:58:04] <gigaherz> it uses a
ModelBase to render
L845[10:58:08] <gigaherz> you may be able
to use that directly
L846[10:58:11] <Gnasp> Question about 1.9
modding. Will it be possible to mod minecraft to allow access to
the new "Structure" block?
L847[10:58:24] <gigaherz> we haven't seen
the code, Gnasp
L848[10:58:27] <gigaherz> so... no
idea?
L849[10:58:29] <Gnasp> Theoretical I
know...
L850[10:58:40] <gigaherz> te whole point
of modding vs "plugins"
L851[10:58:45] <gigaherz> is that we can
access anything and everything
L852[10:59:06] <gigaherz> it's a matter of
what's worth hooking as a general case, and what's worth making a
coremod for
L853[10:59:10] <gigaherz> so we'll
see.
L854[10:59:33] <Gnasp> So, in theory, as
long as the "structure block" is in code...which it
should be, then we should be able to find a way to "turn it
on" in the client.... That's what I'm hoping for.
L855[10:59:52] <R9000> thing is, gigaherz,
it's not living. I know that's kind of by-the-by, but things like
the lasso not entity just extend Render()
L856[11:00:06] <gigaherz> structure block,
you mean the structure pattern spawner thingy right?
L857[11:00:33] <Gnasp> the block with
"S" mode, "L" mode and so on that they showed
at the con
L858[11:00:46] <Gnasp> previously the
"mystery block"
L859[11:00:46] <gigaherz> the lasso is
drawn by RenderEntity (subclass of RenderEntityLiving)
L860[11:00:58] <gigaherz> I'm just giving
you an example of HOW to draw a ModelBase
L861[11:01:24] <R9000> From what I can
see, public class RenderEntity extends Render
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L864[11:01:38] <gigaherz> and
RenderLivingBase.renderModel calls ModelBase.render(
L865[11:01:51] <gigaherz> eh
RenderLivingEntity
L866[11:02:22] <gigaherz> if that code
works as an example for you, then good, if not, well I tried
;P
L867[11:02:34] <gigaherz> Gnasp: ah no
idea then
L868[11:02:37] <gigaherz> we'll see.
L869[11:02:39] <gigaherz> patience.
L870[11:02:42] <gigaherz> no point
speculating.
L871[11:02:53] <R9000> Thanks for the
help, I'll try with RenderEntity
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L873[11:03:48]
MineBot sets mode: +o on LexManos
L874[11:03:56] <R9000> By the way, I'm not
sure how much of the new features panel you guys saw, but from the
sounds of it, they will add the 'structure' block soon-ish. Most
probably not in 1.9 though.
L875[11:05:00] <LexManos> wtf
L876[11:05:05] <Lex|Hotel> HAX
L877[11:05:13] <LexManos> Who the hell are
you
L878[11:05:18] <Lex|Hotel> SHUTUP
IMPOSTER
L879[11:05:31] ***
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L880[11:05:39] <diesieben07> lol
L881[11:05:40] <williewillus> lol
L882[11:05:46] <R9000> Well that was
interesting.
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L886[11:06:11] <PaleoCrafter> wut
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L889[11:08:43] <Gliby> wuuuuuuut
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L891[11:09:15] <diesieben07> he has
finally gone completely insane :D
L892[11:10:19] <Lex|Hotel> finally?
L893[11:10:38] <diesieben07> idk :D
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L895[11:11:00] <AbrarSyed> lol
L896[11:16:20] <R9000> Does anyone know of
some example 1.8 mod entity rendering code I could look at?
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L899[11:19:57] <Lex|Hotel> if only
minecraft had someentities that you could easily access and see
what they did
L900[11:21:23] <williewillus> (and
entities really didnt change in 1.8 besides layers)
L901[11:22:06] <R9000> I'm looking at them
now, but they all use RenderManager(). That seems to link all
entities in vanilla with their renderers, but I have no idea then
what to do with my own.
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L905[11:25:44] <R9000> They all use
entityRenderMap.put(), which seems like
RenderingRegistry.registerEntityRenderingHandler() in my client
proxy, but this doesn't solve the fact that my renderer still needs
a RenderManager from somewhere.
L906[11:27:16] <williewillus> there's only
one
L907[11:27:40] <Gnasp> Is
"registerServerCommand" used for single player mods as
well as server mods?
L908[11:27:56] <williewillus> and it's
right where you expect it :D (Minecraft class)
L909[11:28:08] <williewillus> Gnasp:
depends on what you mean by "Singleplayer mod"
L910[11:28:14] <williewillus> you mean
truly clientside?
L911[11:28:18] <diesieben07> there is no
such thing as singleplayer
L913[11:28:23] <diesieben07> singleplayer
is a multiplayer server with one player
L914[11:28:28] <Gliby> new in glibys
physics mod
L915[11:28:39] <Gnasp> of course... it
runs a server behind the scenes too.
L916[11:28:47] <diesieben07> so... what is
your question then
L917[11:29:05] <Gnasp> But if I'm running
a modded client, connected to a vanilla server, will
"registerServerCommand" work?
L918[11:29:22] <Gliby> yes
L919[11:29:25] <diesieben07> of course
not, since the *server* is not modded
L920[11:29:29] <diesieben07> well, it will
work
L921[11:29:35] <diesieben07> but the
command won't be available on a vanilla server
L922[11:30:01] <Gnasp> right... so will it
be available only when playing a single player world?
L923[11:30:01] <Gliby> i don't know if tab
completion will work though
L924[11:30:20] <Lex|Hotel> what you want
is a client commnad
L925[11:30:31] <Gliby> those exist?
L926[11:30:40] <williewillus> they have
for a while lol
L927[11:30:46] <diesieben07>
ClientCommandHandler
L928[11:30:53] <Gliby> i thought those
were a taboo in minecraft
L929[11:30:54] <Gliby> huh
L930[11:31:05] <williewillus> vanilla has
half-baked support for them but not really lol
L931[11:31:08] <Lex|Hotel> doing anything
ont he client is stupid
L932[11:31:20] <Gliby> my man
L933[11:31:21] <williewillus> yeah you
probably just want a server command
L934[11:31:24] <Lex|Hotel> but if you MUST
be a client only mod then ya thats where to hook in
L935[11:31:34] <Gnasp> Lex, thanks. I
thought that it would make sense to have something like that. I'm
just learning my way around.
L937[11:32:52] <R9000> ok willie, I used
Minecraft.getMinecraft().getRenderManager() to provide the
RenderManager. That's correct, right?
L938[11:33:54] <williewillus> yeah
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L940[11:35:03] <R9000> But I'm still
getting a nullPointer at bindEntityTexture(Entity)
L941[11:35:21] <williewillus> can you show
the entity renderer class?
L942[11:35:39] <diesieben07> R9000, entity
renderers must be registered in init, not preINit
L944[11:37:16] <R9000> In the main mod
class?
L945[11:37:42] <williewillus> also, you're
creating a new model every frame.... :p
L946[11:38:38] <Gliby> R9000 u better
start using proper package conventions~!
L947[11:38:52] <Gliby> or im going to
complain everytime u post code
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L949[11:40:00] <R9000> Well if I hadn't
been out of the loop for a year and just had to re-setup my
workspace, maybe they would be proper conventions. What do you mean
by that anyway?
L950[11:40:18] <diesieben07> packages are
all lowercase, for a start
L951[11:41:01] <R9000> not
camelcase?
L953[11:43:18] <R9000> Well the last time
I did modding was in Vswe's lectures in 1.6.4. I was never taught
that camelcasing in package names was bad.
L954[11:43:22] <PaleoCrafter> maven naming
has nothing to do with this, Gliby :P
L955[11:43:38] <Gliby> yes i know
L957[11:43:54] <Gliby> i was lazy
L958[11:43:57] <Gliby> pls forgiv
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L963[11:47:14] <R9000> Oh hey hey hey! The
model renders now! No texture, but it's a start.
L964[11:48:39] <gigaherz> yay ;P
L966[11:49:13] <R9000> Thanks guys
L967[11:49:44] <gigaherz> np that's why we
lurk aroudn here
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L969[11:49:46] <gigaherz> ;P
L970[11:50:00] <R9000> So why am I
creating a new model every frame? I didn't realize.
L971[11:50:13] <gigaherz> no idea ;P
L972[11:50:29] <R9000> I mean, what line,
if you know.
L974[11:50:55] <R9000> I know I'm a noob,
and I'm sorry for that.
L975[11:51:37] <diesieben07> line 28
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L977[11:52:39] <R9000> So I should do that
outside the method?
L978[11:53:05] <Ordinastie> yes
L979[11:53:33] <R9000> I see. I shall try
now.
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L984[12:00:18] <R9000> Ok, problem is, I
need to use the entity to specify the features of the model (model
renders differently depending on the entity's fields). I can't get
the entity from outside the doRender() or renderBot()
methods.
L985[12:00:50] <R9000> So I can't create
the model outside them.
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L987[12:01:47] <shadekiller666> has anyone
here written a power method?
L988[12:03:44] <shadekiller666> power
system*
L989[12:04:16] <gigaherz> I didn't feel
the need
L990[12:04:19] <gigaherz> RF is nice
enough
L991[12:04:23] <gigaherz> why?
L992[12:04:38] <sham1> I had but it is
based around Forge fluid api
L993[12:04:58] <shadekiller666> i'm trying
to help hassan write one and we're both getting confused
L994[12:05:05] <gigaherz> confused
by?
L995[12:05:09] <Cooper> Lex, I was testing
more with the launch screen and text. On forge 1456 the text is
fine every time. On 1469 the text is messed up. I'd be happy to
send you any logs, files, etc. if you'd like or test more since you
said you can't reproduce on your end.
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L997[12:05:28] <gigaherz> a power system
has providers, cables/relays, and receivers
L998[12:05:50] <gigaherz> and it can work
in 3 modes: either the providers push into dables/receivers,
L999[12:06:01] <gigaherz> the cables
negotiate (suck from providers and push into receivers)
L1000[12:06:07] <gigaherz> or the
receivers pull from the network
L1001[12:06:25] <gigaherz> if it's relays
instead of cables, you'll then need a pairing system
L1002[12:06:37] <gigaherz> in order to
avoid rescanning the blocks around the relay constantly
L1003[12:06:45] <sham1> I dont like RF
personally, it does not fit for me
L1004[12:08:05] <shadekiller666> giga,
we're having trouble with getting things to update properlly
L1005[12:08:16] <gigaherz> hm?
L1006[12:08:46] <shadekiller666> so the
power system we're working on is based on voltage
L1007[12:09:06] <gigaherz>
markBlockForUpdate?
L1008[12:09:06]
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L1009[12:09:29] <shadekiller666> it has
generators, receivers, and "both"-types (cables and
transformers), and we're trying to make things update when new
blocks are placed or broken
L1010[12:09:45] <shadekiller666> we're
currenly trying a parent/child system
L1011[12:10:25] <shadekiller666> where
things that output power get parent status, and things receiving
power get child status
L1012[12:10:32] <shadekiller666> on a
per-block basis
L1013[12:10:36] <gigaherz> hmmmm
L1014[12:10:58] <gigaherz> so that power
system is provider-centric
L1015[12:11:04] <gigaherz> as in,
providers will push power into the network
L1016[12:11:08] <PaleoCrafter> Cooper, as
I said, it's the texture stitch change
L1017[12:11:27] <HassanS6000> gigaherz,
exactly..
L1018[12:11:29] <shadekiller666> so if
you have a bunch of cables that are un-powered, and you place a
generator next to one of them, the generator is meant to be a
parent of the cable immediately adjacent to it
L1019[12:11:34] <PaleoCrafter> try adding
-Dfml.skipFirstTextureLoad=false to your JVM params, Cooper
L1020[12:11:56] <gigaherz>
shadekiller666_: yeah
L1021[12:12:01] <gigaherz> you don't need
any "parent" definition
L1022[12:12:13] <shadekiller666> well,
you do
L1023[12:12:20] <shadekiller666> for
cables/transformers
L1024[12:12:32] <gigaherz> you can do two
things
L1025[12:12:41] <gigaherz> one option is
to have all the cable network behave as one single entity
L1026[12:12:43] <shadekiller666> to
determine if the cable should be powered, one or more parents need
to be powered
L1027[12:12:46]
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L1028[12:12:48] <gigaherz> and keep a
list of all connected blocks
L1029[12:12:57] <gigaherz> and then do
network-aware management
L1030[12:12:59] <gigaherz> or
L1031[12:13:05] <gigaherz> you can give
each cable a certain capacity
L1032[12:13:25] <Cooper> That does fix it
but I wasn't sure if he needed information to make an actual fix
for it so an argument isn't required.
L1033[12:13:33] <gigaherz> and simply
work by spreading the charge to the neighbours
L1034[12:13:44] <PaleoCrafter> just
wanted to make 100% sure it's that ^^
L1035[12:13:55] <HassanS6000> what if the
one that is supposed to be spreading is broken gigaherz ?
L1036[12:13:57] <shadekiller666> for the
first option
L1037[12:14:08] <gigaherz> HassanS6000:
then the cables will fill up and stop spreading
L1038[12:14:09] <shadekiller666> where
would the large list of blocks be stored?
L1039[12:14:20] <HassanS6000> gigaherz
but how will they turn OFF?
L1040[12:15:03] <gigaherz>
shadekiller666: you don't need to store it, simply rebuild the
connection list dynamically upon loading of the chunk
L1041[12:15:08] <gigaherz> by
"discovering" neighbours
L1042[12:15:14] <gigaherz> when each
individual block is awakened
L1043[12:15:36] <shadekiller666> ok, and
what would be the best way to determine how energy should be
transferred?
L1044[12:15:44] <gigaherz> if you want to
simulate a more realistic kind of electricity, that's the best
method
L1045[12:16:02] <gigaherz> the energy
provider looks for each neighbour
L1046[12:16:11] <shadekiller666> if you
only have a list it can get complicated if you have a non-linear
cable network
L1047[12:16:24] <gigaherz> builds a list
of receivers
L1048[12:16:30] <gigaherz> either direct,
or through a cable
L1049[12:16:38] <shadekiller666> ok
L1050[12:16:47] <gigaherz> then divides
the power among all of them, and gives them a chance to take
it
L1051[12:16:59] <gigaherz> and any power
that wasn't taken, can be divided again with all the ones that
still cantake more
L1052[12:17:41] <HassanS6000> ok
L1053[12:17:42] <gigaherz> if no one can
take more, and power still remains, then it's either lost, or saved
up in the internal storage
L1054[12:18:09] <gigaherz> this system is
instant, doesn't cause delays per block
L1055[12:18:18] <gigaherz> since power is
sent directly to receivers
L1056[12:18:20] <shadekiller666> giga, is
this how the RF system works?
L1057[12:18:22] <gigaherz> but it's a LOT
more complex to manage
L1058[12:18:24] <gigaherz> no
L1059[12:18:34] <shadekiller666> how does
that handle things
L1060[12:18:37] <gigaherz> in RF each
cable has its own internal storage
L1061[12:18:50] <gigaherz> either the
generators, or the cables
L1062[12:18:59] <gigaherz> but generally
the cables
L1063[12:19:08] <gigaherz> take power
from neighbours to fill themselves up
L1064[12:19:14] <gigaherz> and send power
to other neighbours
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L1066[12:19:28] <gigaherz> there may be
an internal state
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L1068[12:19:32] <gigaherz> that tells it
who's sending to who
L1069[12:19:36] <gigaherz> to avoid loops
and such
L1070[12:19:47] <gigaherz> so like, if
you receive from the East
L1071[12:19:50] <gigaherz> you won't try
to send back to the east
L1072[12:20:01] <gigaherz> this way a
"flow" is eventually established
L1073[12:20:01] <shadekiller666> thats
kinda what we're trying to do
L1074[12:20:15] <shadekiller666> with the
parent/child thing
L1075[12:20:17] <gigaherz> but at the
same time, no one needs to know who its neighbours are
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L1077[12:21:14] <gigaherz> only if the
neighbours at providers or receivers or both
L1078[12:21:52] <gigaherz> but the ting
is
L1079[12:21:54] <R9000> Did
ResourceLocations change since 1.6 at all?
L1080[12:22:02] <gigaherz> is it
NECESSARY to add a new power system
L1081[12:22:04] <HassanS6000> R9000, to
what version..
L1082[12:22:09] <gigaherz> even Ancient
Warfare uses RF api
L1083[12:22:12] <R9000> 1.6 to 1.8
L1084[12:22:16] <gigaherz> for its
mechanical torque shafts
L1085[12:22:16] <gigaherz> ;P
L1086[12:22:25] <HassanS6000> Yes i think
they did R9000
L1087[12:22:37] <gigaherz> itsimply
"spins" the axle faster the more power it has
L1088[12:22:39] <shadekiller666> is the
RF api distributable with your mod jar?
L1089[12:22:53] <gigaherz> anyone can use
the RF api yes
L1090[12:22:57] <R9000> because it looks
like it can't find my model texture
L1092[12:23:13] <HassanS6000> R9000,
code?
L1093[12:23:25] <R9000> public static
final ResourceLocation texture = new
ResourceLocation("botCraft",
"textures/models/DrillBot.png");
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L1095[12:23:33] <shadekiller666> what i
mean is, for people downloading a mod that uses it they don't have
to go get the api as well as getting the mod right?
L1096[12:23:42] <R9000> in the
renderer^
L1097[12:23:42] <PaleoCrafter> your
resource domain should be all lowercase, R9000
L1098[12:23:42] <gigaherz> nono
L1099[12:23:45] <gigaherz> it "just
works"
L1100[12:23:45] <gigaherz> ;P
L1101[12:23:53] <R9000> Ah, that might be
why
L1102[12:23:54] <gigaherz> as in
L1103[12:24:00] <gigaherz> each mod may
contain a copy of the API
L1104[12:24:10] <jotato> o/ all
L1105[12:24:11] <shadekiller666> ok
L1106[12:24:52] <gigaherz> I don't know
if java simply ignores duplicates
L1107[12:24:54] <R9000> Yep, that was
why. Thanks Paleo and Hassan!
L1108[12:24:58] <gigaherz> or it's
something FML does
L1109[12:25:01] <gigaherz> but it
works.
L1110[12:25:04] <PaleoCrafter> np
L1111[12:25:54] <HassanS6000> np
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L1114[12:30:39] <shadekiller666> giga, is
there anything that needs to be done with gradle to set the api as
a dependency?
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L1119[12:33:01] <gigaherz>
shadekiller666: no idea
L1120[12:33:05] <gigaherz> I just dumped
it into src/main/
L1121[12:33:08] <gigaherz> and it
works
L1122[12:33:10] <shadekiller666> ok
L1123[12:33:16] <PaleoCrafter> meh,
williewillus, was done using JS :P
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L1125[12:34:04] <williewillus> first of
all, who makes a JS to command block compiler? :p
L1126[12:34:57] <PaleoCrafter> it's not
really that
L1127[12:35:05] <PaleoCrafter> but more
of an automation sort of thing
L1128[12:35:11] <PaleoCrafter> but still,
not hand written commands, duh
L1129[12:37:35] <shadekiller666> MCEdit
has a command block editting plugin
L1130[12:38:17] <gigaherz> williewillus:
I don't think the commandblock syntax is turing-complete
L1131[12:38:31] <williewillus> I didn't
think so either lol
L1132[12:41:53] <williewillus> where in
the code can i test spawn protection?
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L1134[12:42:00] <williewillus> thought it
was world.isBlockProtected but apparently not
L1135[12:42:19] <williewillus> ah it's in
server, nvm
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L1140[12:54:29] <gigaherz> oh wow the
"quit message virus" .. I hadn't seen that since the
90s
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L1142[13:00:14] <sham1> We are doing it
mainstream again
L1143[13:00:22] <sham1> making it*
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L1153[13:14:49] <HassanS6000> gigaherz, I
would I implement receiveEnergy for my cables?
L1154[13:17:02] <gigaherz> hm?
L1155[13:17:08] <gigaherz> oh from tyhe
RF api?
L1156[13:17:12] <HassanS6000> Yea
L1157[13:17:23] <HassanS6000> Like for my
cables/power lines would I need to do anything with the
direction?
L1158[13:17:30] <gigaherz> look at how
Thermal Expansion cables do it
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L1160[13:18:09] <HassanS6000> can you
gimme a link pls?
L1161[13:18:28] <gigaherz> ah it's not
opensource
L1162[13:18:32] <gigaherz> only cofh core
is
L1163[13:18:33] <HassanS6000> o lol
xD
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L1166[13:21:09] <HassanS6000> ty
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L1180[13:43:45] <HassanS6000> gigaherz,
lol just wrote out everything..
L1181[13:43:49] <HassanS6000> Lets see
what it does
L1182[13:44:07] <HassanS6000> lol it's
totally fucked
L1183[13:46:03] <HassanS6000> xD
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L1186[13:51:20] <minecreatr> how do I use
the fontRendererObj during the RenderOverlayEvent to draw a colored
string?
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L1188[13:55:44] <tterrag> minecreatr:
there is a drawString method which takes a color arg
L1189[13:56:23] <minecreatr> ok, tterrag
, whenever I have used that in the past it causes other things to
act strange
L1190[13:56:40] <tterrag> uhhh you'll
have to show what you mean
L1191[13:56:42] <tterrag> never had an
issue
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L1196[14:03:24] <HassanS6000> huh..
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L1199[14:04:01] <HassanS6000> None of the
methods are even getting called..
L1200[14:04:32] <sham1> Because you dont
do anything with them
L1201[14:04:42] <tterrag> what are you
expecting to call them? lol
L1202[14:04:50] <HassanS6000> lol
idk
L1203[14:05:08] <HassanS6000> How am I
supposed to use it lol
L1204[14:05:20] <tterrag> RF is push
based
L1205[14:05:29] <tterrag> if your block
is supposed to export power, then do it
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L1208[14:05:54] <HassanS6000> so like in
the update method just export power?
L1209[14:06:11] <tterrag> if that's what
you want it to do
L1210[14:06:18] <sham1> Wow, those
methods look a lot like the Forge IFluidHandler ones
L1211[14:07:38] <tterrag> because guess
who wrote those
L1212[14:08:02] <sham1> mm
L1213[14:08:25] <sham1> It is just funny
because it looks so familliar
L1214[14:10:16] <sham1> SO I do indeed
like
L1215[14:10:22] <gigaherz> [21:04]
(tterrag): RF is push based
L1216[14:10:24] <gigaherz> it is?
L1217[14:10:29] <tterrag> yes
L1218[14:10:36] <gigaherz> I thought only
extrautilities generators pushed on their own
L1219[14:10:45] <gigaherz> I thought the
cables did the work otherwise
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L1221[14:11:20] <HassanS6000>
AWESOME
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L1223[14:11:24] <HassanS6000> IT WORKED
:D
L1224[14:11:27] <tterrag> gigaherz:
nope
L1225[14:11:38] <gigaherz> ho well, then
i misinformed someone the other day ;p
L1226[14:11:42] <gigaherz> oh*
L1227[14:11:45] <tterrag> most if not all
RF cables are reactive
L1228[14:11:50] <HassanS6000> lol it wont
turn off
L1229[14:12:02] <sham1> push based
transport = best transport IMO
L1230[14:17:41] <killjoy> I just learned
that a class only has to be named the same as the file if it's
public
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L1232[14:17:50] <sham1> TIL
L1233[14:18:05] <killjoy> so you can put
class DifferentName in SameName.java
L1234[14:18:32] <sham1> yeh
L1235[14:18:35] <killjoy> I was wondering
why I couldn't find it after refactoring
L1236[14:18:55] <tterrag> weird
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L1238[14:19:08] <sham1> Because othervice
multiple classe on same file would be kinda impossible unless it is
a inner class
L1239[14:19:09] <Ordinastie> sham1,
except it can only be public anyway
L1240[14:19:18] <sham1> :P
L1241[14:19:20] <williewillus> I like
learning the weird stuff about the vm and language :p (like how
switch on string is implemented)
L1242[14:19:20] <tterrag> Ordinastie: not
true
L1243[14:19:30] <tterrag> you can declare
a top level class as package-protected (no modifier)
L1244[14:19:53] <sham1> How does string
on switch work
L1245[14:20:01] <tterrag> sham1:
switch(string) {}
L1246[14:20:02] <tterrag> lol
L1247[14:20:08] <sham1> ...
L1248[14:20:13] <tterrag> it works like a
normal switch? what more is there to say
L1249[14:20:14] <williewillus> compiler
magics it using the hashcode of the string
L1250[14:20:18] <sham1> How is it
implemented...
L1251[14:20:18] <tterrag> ^ also
that
L1252[14:20:18] <killjoy> Now I just made
2 top-level classes
L1253[14:20:24] <williewillus> and then
switches on an int :p
L1254[14:20:25] <tterrag> which is why
you can compile string switches to java 6 bytecode
L1255[14:20:30]
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L1256[14:20:35] <tterrag> it compiles to
switch(string.hashCode())
L1257[14:21:07] <sham1> oh nice
L1258[14:21:10] <killjoy> Everything I
knew about inner classes are wrong
L1260[14:21:42] <tterrag> killjoy: java
is a strange beast
L1261[14:21:44] <tmtu> tterrag: string
switch?
L1262[14:22:01] <sham1> Yeah java is
strange
L1263[14:22:02] <tterrag> tmtu: in java 7
they added the ability to compile switch statements using
strings
L1265[14:22:13] <tmtu> yeah, it's not
just switch(hashcode)
L1266[14:22:15]
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L1267[14:22:45] <tmtu> it has to handle
collisions as well
L1268[14:22:48] <tterrag> it's a tad more
compilicated yes
L1269[14:22:51] <tterrag> as williewillus
just showed
L1270[14:23:00] <tterrag> but point is it
compiles to J6 bytecode
L1271[14:23:05] <tterrag> so you can
technically use it with mods :P
L1272[14:23:10] <HassanS6000> Hey so am I
supposed to write my own checks to see if it should receive/output
power or does the API handle that?
L1273[14:23:11] <tmtu> \o/
L1274[14:23:15] <HassanS6000> I'm
guessing I have to handle it right?
L1275[14:23:19] <tmtu> it's basically a
glorified hashtable
L1276[14:23:21] <tterrag> HassanS6000:
what do you mean
L1277[14:23:29] <killjoy> but
sourceCompatibility can't be above targetCompatibility
L1278[14:23:40] <tterrag> killjoy: er,
yes it can
L1279[14:23:50] <HassanS6000> tterrag, I
have a powerline and a generator. I want the powerline to only
receive power if next to a generator
L1280[14:23:50] <williewillus> another
thing that's weird is the try-finally return thing
L1281[14:23:51] <killjoy> I must have it
reversed
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L1283[14:24:15] <tterrag> HassanS6000:
receivePower(...) { if ( // next to generator ) { // impl }}
L1284[14:24:26] <sham1> Make the
generator push the power ^^
L1285[14:24:28] <sham1> Or that
L1286[14:24:31] <tmtu> lambdas are also
j7 bytecode compatible, iirc
L1287[14:24:34] <tterrag> also yes
L1288[14:24:35] <HassanS6000> tterrag,
that's what I wanted to know lol..
L1289[14:24:41] <williewillus> yeah they
use invokedynamic
L1290[14:24:43] <tterrag> the generator
should be what is pushing the power, maybe the logic should be
there, no?
L1291[14:24:44] <HassanS6000> sham1, what
you mean?
L1292[14:24:54] <HassanS6000> Also why is
it filling up to MAX capacity
L1293[14:25:04] <tterrag> tmtu: need 6
for it to be usable
L1295[14:25:29] <williewillus> oops copy
failed
L1297[14:25:48] <tmtu> lol java's mascot
is so ugly
L1298[14:26:20]
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L1299[14:26:21] <sham1> Duke's not ugly
>:(
L1300[14:27:44] <tterrag> tmtu: also,
according to that article lambdas require streams, which is j8
only
L1301[14:27:47] <HassanS6000> sham1, how
would I make it push power
L1302[14:27:58]
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L1303[14:28:27] <sham1> Time to look at
the Redstone flux api
L1304[14:28:31] <HassanS6000> lol
L1305[14:28:42] <sham1> Never used
i
L1306[14:28:44] <sham1> it*
L1307[14:28:58] <HassanS6000> cuz right
now all I'm having it do is receive power if its next to a
generator
L1309[14:29:28] <tterrag> that's old code
though
L1310[14:29:34] <tterrag> you would use
IEnergyReceiver over IEnergyHandler
L1311[14:29:42] <sham1> receiveEnergy on
any TEs next to your generator
L1312[14:29:55] <HassanS6000> ty
L1313[14:30:10] <sham1> And remove the
sent energy from your EnergyStorage so you dont get infinite
energy
L1314[14:30:51] <sham1> Unless making a
generator that creates infinite energy
L1315[14:31:53] ***
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L1324[14:47:35] <Steel_Arm> HassanS6000,
gave up and went with RF? :)
L1325[14:47:45] <HassanS6000> Steel_Arm,
pretty much.. lol
L1326[14:47:56] <tterrag|away> No need
for yet another energy
L1327[14:48:11] *
Steel_Arm nods
L1328[14:48:19] <sham1> My mod actually
can justify it I swear
L1329[14:48:23] <sham1> It is a
gimmick
L1330[14:49:09] <flappy> i hear a tree
called justification fallin in the woods
L1331[14:49:16] <sham1> My mod transfers
the power as fluid. Now I know it has been done before.
L1332[14:50:33] <flappy> RF pretty much
is fluid by another name
L1333[14:50:57] <sham1> Plus my mod is
1.8
L1334[14:52:27] <sham1> I could use 1.8
but that would mean I would have to wait for a long time or
downgrade
L1335[14:52:35] <sham1> RF I mean
L1336[14:52:38] <sham1> I already use
1.8
L1337[14:52:53] <Steel_Arm> Technically
it is fluid, really.... destabilized redstone :P
L1338[14:53:03] <sham1> bleh
L1339[14:53:14] <sham1> That does not
explain leadstone conduits
L1340[14:53:22] <shadekiller666> anyone
know when fry will be back?
L1341[14:53:27] <sham1> When he is
L1342[14:54:21] <sham1> But from the RF
API standpoint, RF is just a number. Now you can argue that
FluidStacks are also numbers, and I do agree
L1343[14:54:38]
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L1344[14:56:18] <sham1> So yeah
L1345[14:57:48]
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L1347[14:57:58] <HassanS6000> Pushing
energy that is
L1348[14:58:08]
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L1349[14:58:09] <sham1> Did you just post
the same link twice?
L1350[14:58:19] <HassanS6000> lol I did
sham1 :P
L1351[14:58:25] <HassanS6000> wasn't
payin much attention
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L1353[15:02:09] <HassanS6000> nvm
L1354[15:03:47] <HassanS6000> it's
pushing just weird
L1355[15:04:27] <shadekiller666> sham, if
your mod is a fluid power system that utilizes like in-world
flowing water and such, thats pretty awesome
L1356[15:04:39] <Ordinastie> anybody
would know under which condition tessellator.setColorOpaque_I()
would have no effect ?
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L1359[15:06:05] <sham1> In-world flowing
water has been implemented
L1360[15:06:10] <sham1> Immersive
Engineering
L1361[15:06:44] <sham1> For power-gen I
mean
L1362[15:07:21] <sham1> But to be fair,
it is kinda hard to be original with modding nowadays
L1363[15:07:40] <sham1> A lot of cool
stuff has been already done
L1365[15:11:42] <sham1> Also I already
made my pipes a really smart fluid carrying AI
L1366[15:13:18] <HassanS6000> :( tterrag
is away
L1367[15:14:09] ***
tterrag|away is now known as tterrag
L1368[15:14:17] <HassanS6000> tterrag!
:)
L1370[15:15:14] <tterrag> pushing to
what?
L1371[15:15:20] <Steel_Arm> why are you
setting your powerline energy to 0 if its next to a power source?
O.o
L1372[15:15:24] <tterrag> also that code
is bad
L1373[15:15:27] <HassanS6000> other wires
tterrag
L1374[15:15:33] <tterrag> you are sending
power but not checking if the receiver took it all
L1375[15:15:38] <tterrag> also not
checking if you HAVE that much power
L1376[15:15:46] <HassanS6000> Steel_Arm,
if it's NOT next to a power source
L1377[15:15:53] <tterrag> there is a
reason I use storage.extractEnergy(ieh.receiveEnergy(dir,
storage.extractEnergy(getOutputSpeed(), true), false),
false);
L1378[15:16:05] <Steel_Arm> Oh right, my
bad.
L1379[15:16:10] <sham1> I do that with
IFLuidHandler.fill and IFluidTank.drain
L1380[15:16:25] <HassanS6000> tterrag, so
in my pushEnergy my extract/receive is bad?
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L1382[15:16:45] <sham1>
tank.drain(fluidHandler.fill(dir, tank.getFluid(), true)true)
L1383[15:16:46] <tterrag> well, it should
still push something
L1384[15:16:54] <tterrag> go through it
with the debugger, I'm not magic
L1385[15:17:02] <sham1> yes you are
L1386[15:17:04] <HassanS6000> :p you're
magic to me
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L1388[15:19:14] <HassanS6000> Is there an
event that is fired when a player changes to a different item in
the hotbar?
L1389[15:19:14] <shadekiller666> is there
an event that gets fired when the selected slot on the player's
hotbar changes?
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L1391[15:20:06] <diesieben07> no
L1392[15:20:14] <shadekiller666> ok
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L1394[15:20:23] <diesieben07> you need a
tick handler
L1395[15:20:29] <sham1> Eugh
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L1397[15:20:32] <shadekiller666> thought
so
L1398[15:20:38] <forgenick> Hi guys -
just wondering if anyone knows how I can send an action bar message
to a player clientside? I know it's message ID two but how do I use
that?
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L1400[15:20:58] <HassanS6000> wtf
this.storage.getEnergyStored() never returns anything but 0..
L1401[15:21:02] <sham1> "Action bar
message" What
L1402[15:21:10] <sham1> There's no
energy
L1403[15:21:26] <forgenick> It's a
message that appears one line above the item name display line in
your hotbar, used for locked chests
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L1405[15:21:50] <forgenick> I just need a
way of specifying the message type ID
L1406[15:21:58] <diesieben07> forgenick,
new S02PacketChat(IChatComponent, 2)
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L1409[15:22:08] <shadekiller666> i'm
working on the rendering tool for item camera transforms, and the
renderItemModelTransforms method in RenderItem stops being called
once the selected slot is empty
L1410[15:23:09] <forgenick> @diesieben07
Thanks - what method do I call to send the packet to a
player?
L1411[15:23:40] <Steel_Arm> Does anyone
know how to do add-ons or know of a resource that explains such?
Trying to work with Tinkers, but I'm not finding any resources, and
the source code readme isn't very elaborate.
L1412[15:23:43] <diesieben07>
player.playerNetServerHandler.sendPacket(<packet>)
L1413[15:24:20] <forgenick> How do I get
the multiplayer player though? Sorry, I've just started
modding.
L1414[15:24:28] <tterrag> Steel_Arm: for
the most part just find examples
L1415[15:24:31] <tterrag> there are
plenty of Tcon addons
L1416[15:24:49] <diesieben07> forgenick,
cast to EntityPlayerMP, on the server every player is of tht
class
L1417[15:24:49] <sham1> Steel_Arm, It is
basically doing the same thing as modding normally, but now youy
have TCon to use as well
L1418[15:25:18] <forgenick> I mean, I'm
running a clientside mod. I've got the player through
Minecraft.getMinecraft().thePlayer - can that just be cast?
L1419[15:25:34] <diesieben07> no
L1420[15:25:42] <diesieben07> on the
client you dont need a packet
L1421[15:26:09] <forgenick> How would I
send that message on a client then?
L1422[15:26:10] <diesieben07> on the
client you just call
Minecraft.getMinecraft().ingameGUI.setRecordPlaying
L1423[15:26:21] <Steel_Arm> Good points.
Thanks.
L1424[15:27:14]
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L1427[15:29:29] <shadekiller666> diesie,
what event bus do TickEvents get fired on?
L1428[15:30:09] <diesieben07> look at the
package of the event
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L1431[15:30:56] <sham1> Am I correct to
assume that if the package is FML it will be FML bus and if the
package is forge's it would be forge's bus
L1432[15:31:32] <diesieben07> yes
L1433[15:31:43] <diesieben07> except for
the outsiders which are the terrain gen bus
L1434[15:32:24] <shadekiller666> oh,
they're handled in the fml event bus
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L1437[15:32:50] <shadekiller666> isn't
there a third event bus somewhere?
L1438[15:32:59] <diesieben07> terrain gen
bus
L1439[15:33:01] <diesieben07> and ore gen
bus
L1440[15:34:51] <sham1> Also diesieben,
who did that ASM Bytecode Manipulation video that you linked
L1441[15:35:14] <sham1> Is it a shameless
plug or something else
L1442[15:35:14] <diesieben07> VikeStep,
he was in irc, not sure if he still is sometimes
L1443[15:35:20] <sham1> Ah
L1444[15:35:25] <diesieben07> its the
only reasonable one i know of
L1445[15:35:34] <diesieben07> and i cant
make one myself until i bought a reasonable new mic
L1446[15:35:50] <diesieben07> speaking of
that... anything to recommend? :D
L1447[15:35:53] ***
Firedingo is now known as Firedingo|Sleep
L1448[15:35:58] <diesieben07> (besides
the usual "blue ***")
L1449[15:36:33] <sham1> Steelseries
^^
L1450[15:36:44] <sham1> They have great
mics
L1451[15:36:50]
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L1453[15:37:24] <HassanS6000> Ugh it
still won't push power..
L1454[15:37:38] <diesieben07> i only see
headsets :D
L1456[15:38:01] <shadekiller666> diesie,
where does one get the instance of the fml event bus to register a
listener?
L1457[15:38:03] <sham1> You get two flies
with one swipe there
L1458[15:38:21] <diesieben07> i already
have great headphones though :P
L1459[15:38:27] <shadekiller666> nvm, got
it
L1460[15:38:29] <diesieben07> shade,
FMLCommonhandler.instace().bus()
L1461[15:38:31] <sham1> No offense Hassan
but your indentation is bad
L1462[15:39:37]
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L1463[15:39:37] <Lordmau5> \o
L1465[15:40:21] <sham1> :P
L1468[15:41:54] <sham1> Look out, he has
learned new words
L1470[15:42:35] <HassanS6000> xD sham1
;)
L1471[15:42:51] <Lordmau5> Steel_Arm, you
take the deobfuscated (deobf) version of the mod and add it as a
library to your project
L1473[15:43:20] <shadowfacts> MineMaarten
does a good job of explaining it
L1474[15:43:35] <Steel_Arm> Alright,
thanks.
L1475[15:44:42] <minecreatr> is there any
event that fires whenever a player breaks a block?
L1476[15:44:56] <Lordmau5> the break
block event?
L1477[15:44:58] <shadowfacts>
BlockBreakEvent?
L1478[15:45:00] <Lordmau5> that
L1479[15:45:03] <diesieben07>
BlockEvent.BreakEvent
L1480[15:45:13] <diesieben07> get your
facts s8 m8
L1481[15:45:16] <minecreatr> oh ok
L1482[15:45:18] <diesieben07> *str8
L1483[15:45:24] <minecreatr> didn't see a
block break event, thanks diesieben07
L1484[15:45:42] <shadowfacts> I can
totally remember names
L1485[15:45:47] <Lordmau5> So I assume no
one in here is good with Tessellation... damn :<
L1486[15:46:01] <minecreatr>
BlockBreakEvent is bukkit
L1487[15:48:35] <tterrag> Lordmau5: sure,
just clip the UVs you are rendering
L1488[15:48:56] <Lordmau5> huh? I thought
about scissoring, but that's 2d-only. How would clipping work then?
:)
L1489[15:48:56] ***
Ashlee is now known as Ashlee|off
L1490[15:49:06] <tterrag> calculate how
much of the icon you need to render
L1491[15:49:17] <tterrag> then the top
u/vs should be that % of the total
L1492[15:49:22] <tterrag> simple
math
L1493[15:49:36] <Lordmau5> hmm
L1494[15:50:31] <Lordmau5> so, I got the
minU, maxU, minV and maxV
L1495[15:50:41] <Lordmau5> and the
renderHeight , which is between 0 and 1.
L1496[15:50:51] <diesieben07> you
calculate the delta between minU and maxU
L1497[15:50:58] <diesieben07> then you
add a percentage of that delta to minU
L1498[15:51:02] <diesieben07> and you get
your new maxU
L1499[15:51:17] <sham1> Maths
L1500[15:51:19] <sham1> My god
L1501[15:52:18] <gigaherz> blaaaah
L1502[15:53:07] <HassanS6000> tterrag,
how would I avoid sending power to a cable that's sending
power?
L1503[15:53:16] <tterrag> wat
L1504[15:53:17] <gigaherz> normalizing:
(X-min)(max-min)
L1505[15:53:25] <HassanS6000> Ex.
generator -> wire1 -> wire2
L1506[15:53:38] <HassanS6000> how would
wire2 make sure it doesn't power wire2
L1507[15:53:38] <gigaherz> re-ranging?
min+X*(max-min)
L1508[15:53:39] <tterrag> why would you
want to avoid that?
L1509[15:53:42] <Lordmau5> what
L1510[15:53:44] <tterrag> O.o
L1511[15:53:48] <Lordmau5> I don't
understand a wrord, gigaherz xD
L1512[15:53:50] <Lordmau5> word*
L1513[15:54:02] <gigaherz> Lordmau5:
sorry random brainfart
L1514[15:54:04] <tterrag> how in the
world could the wire power itself
L1515[15:54:08] <Lordmau5> aha xd
L1516[15:54:08] <gigaherz> my mind puked
it on IRC
L1517[15:54:09] <gigaherz> XD
L1518[15:54:22] <gigaherz> if you want to
take a value on the range A to B
L1519[15:54:24] <gigaherz> and make it
0..1
L1520[15:54:29] ***
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L1521[15:54:31] <gigaherz> you simply do
(X-A)/(B-A)
L1522[15:54:41] <gigaherz> if you want to
take a number 0..1, and make it be A..B
L1523[15:54:51] <gigaherz> you do a lerp:
A + X*(B-A)
L1524[15:54:52] <HassanS6000> tterrag,
because then if I BREAK THE GENERATOR they wires would stay
powered..
L1525[15:54:59] <Lordmau5> what would I
have to do in this case though :S?
L1526[15:55:05] <gigaherz> no idea I
didn't read up
L1527[15:55:05] <gigaherz> XD
L1529[15:55:39] <gigaherz> oh
L1530[15:55:42] <gigaherz> well you know
the %
L1531[15:55:44] <gigaherz> just apply the
% ;P
L1532[15:55:53] <Lordmau5> the % is
between 0 and 1 xD
L1533[15:55:56] <gigaherz> yeah
L1534[15:55:59] <gigaherz> hence: A +
X*(B-A)
L1535[15:56:11] <gigaherz> A is the
lowest U/V, B is the highest
L1536[15:56:11] <Lordmau5> where would I
have to apply that is the question though
L1537[15:56:16] <gigaherz> no idea
XD
L1538[15:56:27] <Lordmau5> I have 4
variables - minU, minV, maxU, maxV :p
L1539[15:56:33] <gigaherz> it's
11pm
L1540[15:56:34] <Lordmau5> lowest U/V
should be min then
L1541[15:56:37] <gigaherz> and it's 30C
inside
L1542[15:56:43] <Lordmau5> you think it's
different over here?
L1543[15:56:46] <gigaherz> my brain isn't
quite up to its normal standards
L1544[15:56:46] <Lordmau5> xD
L1545[15:57:03] <gigaherz> in fact,
that's whay I said "blaaaah" earlier
L1546[15:57:06] <Lordmau5> ah
L1547[15:57:12] <gigaherz> because I
wanted to say words, but they didn't happen
L1548[15:57:18] <gigaherz> why*
L1549[15:57:30] <gigaherz> gah the effort
of typing semi-coherent sentences in this heat is tiring
L1550[15:57:33] <Lordmau5> tterrag :(
Plz
L1551[15:57:35] <tterrag> HassanS6000:
what, is the power coming from nowhere?
L1552[15:57:43] <Lordmau5> I have my AC
running, my window open, and it's still hot as fuck,
@gigaherz
L1553[15:57:49]
⇨ Joins: Gaz492 (~Gaz492@2a01:4f8:131:2288::2)
L1554[15:57:51] <gigaherz> HassanS6000:
the wires remain powered until they run out of "internal
charge"
L1555[15:57:54] <tterrag> Lordmau5: wat
do you want
L1556[15:57:57] <Lordmau5> you're not
getting around the fact that other people are suffering too
L1557[15:57:58] <HassanS6000> tterrag,
the wires think each other are power
L1558[15:57:59] <gigaherz> then they
don't have anything else to give
L1559[15:58:03] <HassanS6000> gigaherz,
they never run out
L1560[15:58:06] <Lordmau5> uhm, how would
I apply the variables now? :S
L1561[15:58:10] <diesieben07> Lordmau5,
having the window open with AC is counter productive
L1562[15:58:13] <gigaherz> then you
aren't subtracting from the internal buffer
L1563[15:58:17] <tterrag> the math is not
that complex, the top UV coords need to be clipped to match the
percentage of the texture you are rendering
L1565[15:58:28] <gigaherz> you can't give
more than you currently have
L1566[15:58:35] <tterrag> minecreatr: you
need to rebind the inventory texture
L1567[15:58:42] <gigaherz> and you need
to subtract what you give from what you have
L1568[15:58:42] <tterrag> the
fontrenderer binds the font texture
L1569[15:58:54] <gigaherz> simple coin
tracking ;P
L1570[15:58:54] <minecreatr> how do I
rebind it?
L1571[15:59:15]
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L1572[15:59:16] <gigaherz> createa new
fontrenderer object with a different font?
L1573[15:59:28] <gigaherz> oh wait you
mean the hunger bar
L1574[15:59:30] <tterrag> minecreatr:
look at GuiINgame
L1575[15:59:41] <gigaherz> you need to
restore it to the texture it had before
L1576[15:59:57] <Lordmau5> so maxU and
maxV are at around 0.187 and 0.687
L1577[16:00:10] <Lordmau5> applying *
(renderHeight - rY) to it makes them... one sec
L1578[16:00:14] <tterrag> *sigh*
L1579[16:00:30] <tterrag> UVs are just a
percentage placement on the larger texture sheet
L1580[16:00:45] <tterrag> you first need
to find the difference between the mins/maxes
L1581[16:00:46] <Lordmau5> don't I have
to apply that percentage to those UV values? ;_;
L1582[16:00:57] <Lordmau5> differences
would be (max - min), right?
L1583[16:01:01] <Lordmau5> That should be
basic math
L1584[16:01:03] <shadowfacts> tterrag,
aren't you having so much fun getting bothered by everyone?
:P
L1585[16:01:04] <tterrag> you need to
apply that percentage to the DIFFERENCE BETWEEN those UV
values
L1586[16:01:19] <tterrag> if you just
multiply the straight up UV value by a number, it's going to go all
wack, of course it is
L1587[16:01:27] <tterrag> Lordmau5:
yes
L1588[16:01:40] ***
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L1590[16:02:14] <Lordmau5> flowMaxU =
(flowMaxU - flowMinU) * (renderHeight - rY); is wrong too, I assume
>_>
L1591[16:02:37] <tterrag> it would be the
minU plus that value
L1592[16:02:52] <tterrag> you determined
the percentage you need then you add the difference to the
min
L1593[16:03:03] <Lordmau5> ooh
L1594[16:03:25] <Lordmau5> well, let's
say that fixed the texture for the "renderHeight == 1"
rendered-blocks
L1595[16:03:26] <shadekiller666> where
are all of the forge commands defined/registered?
L1596[16:03:43] <Lordmau5> but the
"renderHeight < 1" blocks are still acting weird
;_;
L1597[16:04:03] <gigaherz> Lordmau5:
that's not what I said ;P
L1598[16:04:08] <gigaherz> I said
(X-min)(max-min)
L1599[16:04:20] <Steel_Arm> HassanS6000:
Quick solution. Make it so your wires consume a small amount of
power every tick.
L1600[16:04:20] <gigaherz>
(x-min)/(max-min)
L1601[16:04:25] <Lordmau5> what is
"X" in this case
L1602[16:04:31] <gigaherz> x is a value
0..1
L1603[16:04:32] <Lordmau5> the
renderHeight of mine that is between 0..1?
L1604[16:04:34] <Lordmau5> ah
L1605[16:04:34] <HassanS6000> Steel_Arm,
lol that is actually counter productive
L1606[16:04:36] <gigaherz> eh
L1607[16:04:39] <gigaherz> x is a vlaue
between min and max
L1608[16:04:40] <HassanS6000> It killed
my whole system for some reason
L1609[16:04:43] <gigaherz> that you want
to make into 0..1
L1610[16:04:49] <gigaherz> gah
L1611[16:04:52] <gigaherz> I'll just stop
talking
L1612[16:05:01] <gigaherz> nevemind
anything I say
L1613[16:05:04] <gigaherz> ;P
L1614[16:05:37] <Lordmau5> wtf did you
just tell me to code in here XD now it#s even more fucked up
haha
L1615[16:05:44] <Lordmau5> or well, what
kindof math did you just tell me
L1616[16:05:50] <gigaherz> ignore my
math
L1617[16:05:53] <Lordmau5> I am so
confused at this rendering + math + everything right now
L1618[16:06:04] <gigaherz> pretend not to
have read anything I said
L1619[16:06:07] <Lordmau5> ok
L1620[16:06:12] <HassanS6000> lol WTF it
just stopped transferring power ALL together..
L1621[16:06:12] <gigaherz> even if the
math is correct, it may not be the math you need for this
L1622[16:06:17] *
gigaherz goes watch Teen Wolf
L1623[16:06:19] <Lordmau5> should I just
"bug" tterrag again then? ;_;
L1624[16:06:26] <Lordmau5> I don't want
to bug one single person though, I feel sorry for doing that
L1625[16:06:32] <gigaherz> okay
L1626[16:06:35] <gigaherz> let's
see
L1627[16:06:44] <gigaherz> you have a %
value
L1628[16:06:51] <Lordmau5> renderHeight,
yes
L1629[16:06:52] <gigaherz> between 0 and
max?
L1630[16:06:55] <Lordmau5> 0 and 1
L1631[16:06:57] <gigaherz> 0..1?
L1632[16:06:59] <gigaherz> okay
L1633[16:06:59] <tterrag> HassanS6000:
your problem should be a nonissue
L1634[16:07:04] <tterrag> the wires
should not be creating power from nothing
L1635[16:07:07] <tterrag> that is a bug
in itself
L1636[16:07:10] <gigaherz> and you want
it "transformed" into minV..maxV?
L1637[16:07:15] <gigaherz> or well,
U
L1638[16:07:22] <HassanS6000> tterrag,
the wires are both IEnergyReceivers and IEnergyProviders
L1639[16:07:25] <gigaherz> then it's the
OTHER formula
L1640[16:07:27] <tterrag> he already
knows the IIcon min/max UVs
L1641[16:07:30] <Lordmau5> I have the
minU/V and maxU/V for the fluid icon
L1642[16:07:36] <tterrag> he needs to
clip the top UVs to the percentage of the texture he wants to
render
L1643[16:07:42] <gigaherz> minU +
renderHeight * (maxU-minU)
L1644[16:07:49] <tterrag> which is,
simply put, difference * percentage + min
L1645[16:08:03] <gigaherz> which is
basically a LERP function
L1646[16:08:14] <gigaherz> lerp(minU,
maxU, renderHeight)
L1647[16:08:20] <tterrag> but it probably
needs to be inverted since you are rendering bottom-up
L1648[16:08:29] <tterrag> so instead max
- (difference * percentage)
L1649[16:08:38] <Drullkus> lol
L1650[16:08:40] <Drullkus>
"lerp"
L1651[16:08:42] <Drullkus> xD
L1652[16:08:49] <Lordmau5> that is the
max though, right, tterrag ?
L1653[16:08:50] <gigaherz> Drullkus:
Linear intERPolation ;P
L1654[16:09:01] <Drullkus>
Interesting
L1655[16:09:02] <Lordmau5> like
"maxU = [math]"
L1656[16:09:05] <gigaherz> it's the
common name in the graphics world XD
L1657[16:09:09] <Drullkus> XD
L1658[16:09:13] <HassanS6000> tterrag, no
comment?
L1659[16:09:46] <Lordmau5> I'M DEAD
L1660[16:09:47] <tterrag> HassanS6000: no
because you aren't hearing what I'm saying
L1661[16:09:50] <Lordmau5> I LOVE
RENDERING BUGS
L1663[16:09:58] <Lordmau5> this looks
freakin' amazing
L1664[16:09:59] <HassanS6000> tterrag,
what are you saying?
L1665[16:10:07] <HassanS6000> the wires
should not be creating power from nothing
L1666[16:10:12] <tterrag> your problem is
that when you remove the wires they just keep making power?
L1667[16:10:18] <tterrag> sorry, remove
the generator
L1668[16:10:22]
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L1669[16:10:26] <HassanS6000> Yes the
wires power each other
L1670[16:10:32] <HassanS6000> Like the
wires should turn off
L1671[16:10:37] <tterrag> is that a
problem? should the wires not retain energy?
L1672[16:10:42] <HassanS6000> YES
L1673[16:10:47] <shadekiller666> tterrag,
they aren't creating power from nothing, his issue is that they end
up powering each other
L1674[16:10:50] <HassanS6000> The wires
SHOULD NOT retain energy
L1675[16:10:54] <Lordmau5> and btw
tterrag, it is actually bottom to top
L1676[16:11:17] <Lordmau5> first vertex
has rY, 2nd has rY + renderHeight (which is between 0 and 1), 3rd
has rY + renderHeight, 4th has rY
L1677[16:11:33] <shadekiller666> so when
he breaks the generator, the wire closest to the generator remains
powered, because other adjacent wires, which are receiving power
from it, are also powering it
L1678[16:11:41] <tterrag> HassanS6000:
are you trying to create a power network from completely separate
entities? it would be in your best interest to creat a network
manager probably
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L1680[16:11:51] <tterrag> something which
can control and inform multiple wires in the same
"network"
L1681[16:12:03] <HassanS6000> tterrag, I
have seperate TileEntities
L1682[16:12:03] <tterrag> working with
completely separate entities gets complicated and slow
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L1686[16:13:30] <HassanS6000> lol so what
does your mod do?
L1687[16:13:40] <HassanS6000> If you
don't use multiple entities
L1688[16:13:55] <tterrag> it does use
multiple entities, but they delegate their logic to a network
L1689[16:14:03] <HassanS6000> ok
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L1691[16:14:18] <tterrag> each conduits
can know every input/output on the network
L1692[16:14:26] <tterrag> so they are not
each passing power between each other
L1693[16:14:30] <tterrag> which would be
horrible inefficient
L1694[16:14:56] <gigaherz> HassanS6000: I
did say earlier, if you don't want to have "dumb"
conduits, you are goign to have to do network-level tracking
L1695[16:15:00] <HassanS6000> So its all
managed by the network.
L1696[16:15:03] <Steel_Arm> Um, well,
guys, maybe a simple example? If your PNG is 16x16, and you only
want to render half, then minU:0, maxU:16, minV:16, maxV:8, no? If
your block geometry height is 0..1 (specifically lets just say
0.7), then you simply do maxU = atlasOffset - (0.7f *
tileHeight);
L1697[16:15:05] <HassanS6000> giga, you
did say that lol
L1698[16:15:20] <tterrag> Steel_Arm: no,
UVs are always on a scale of 0-1
L1699[16:15:27] <tterrag> pixel width is
irrelevant
L1700[16:16:18] <tterrag> otherwise yeah
your math works
L1701[16:16:47] <Lordmau5> fcking
hell
L1702[16:16:52] <Lordmau5> I think I
fixed it ;_;
L1703[16:17:38] <Lordmau5> or not
L1704[16:17:52] <Lordmau5> the texture is
acting real weird now O.o
L1705[16:18:56] <gigaherz> Lordmau5: I
think this is a case where you need pen and paper
L1706[16:19:01] <gigaherz> in order to
understand what you are doing
L1708[16:19:10] <Lordmau5> hmm
L1709[16:19:30] <gigaherz> you
arechanging thewrong coord
L1710[16:19:41] <Lordmau5> I am changing
maxU and maxV
L1711[16:19:42] <gigaherz> you adjusted
the U when you needed V
L1712[16:19:50]
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L1713[16:19:50] <Lordmau5> flowMaxU =
(flowMaxU - flowMinU) * (renderHeight - rY) + flowMinU;
L1714[16:19:53] <gigaherz> but it only
grows vertically
L1715[16:20:08] <tterrag> you are
adjusting both why?
L1716[16:20:09] <gigaherz> so why change
the horizontal coord?
L1717[16:20:11] <tterrag> the V should
always be the same...
L1718[16:20:25] <Ordinastie> ^ the
U
L1719[16:20:38]
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L1720[16:20:40] <gigaherz> isn't U=X,
V=Y?
L1721[16:20:47] <Ordinastie> iyes
L1722[16:20:49] <Steel_Arm> Fine fine,
normalized then, lol. minV = (tileRow*tileSize/imageHeight) and
maxV = minV - (blockHeight*tileSize/imageHeight)
L1723[16:21:03] <tterrag> er, yeah
L1724[16:21:24] <sham1> U is U and V is
V
L1725[16:21:25] <gigaherz> Steel_Arm: IRC
makes it hard to explain such things
L1726[16:21:50] <gigaherz> sham1: well at
shader level
L1727[16:21:58] <sham1> The best
level
L1728[16:22:13] <gigaherz> vec4.xyzw ==
vec4.uvwt == vec4.rgba
L1729[16:22:22] <gigaherz> (can't
remember the "t"
L1730[16:22:30] <gigaherz> but that's the
letter that sounds right)
L1731[16:22:44] <bob_twinkles> isn't it
uvrst?
L1732[16:22:47] <bob_twinkles> er,
uvst
L1733[16:22:49] <sham1> wurst?
L1734[16:22:51] <gigaherz> maybe
L1735[16:22:56] <gigaherz> doesn't REALLY
matter
L1736[16:23:22] <gigaherz> most cases are
UV, a few use 3d textures, and only some crazy maths use the 4th
one when dealing with texcoords
L1737[16:23:23] <gigaherz> ;P
L1738[16:23:24] <bob_twinkles> well it
does, if you're using 3D textures =P
L1739[16:23:28] <tmtu> gigaherz:
uvst
L1740[16:23:36] <Lordmau5> yay!
<3
L1741[16:23:54] <bob_twinkles> of course,
when setting texture parameters is stpq because Reasons (TM)
L1742[16:23:56] <gigaherz> well, never
used 3d textures with shaders so I guess I stand corrected ;P
L1743[16:24:16] <gigaherz> anyhow
L1744[16:24:30] <gigaherz> that wasn't
even thep oint XD
L1745[16:24:30]
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L1746[16:24:50] <gigaherz> normally, the
U coord represents the horizontal, which is also represented by X
in bitmaps
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L1748[16:25:10] <gigaherz> hence why
using world-space pos.xy works for doing textures
L1749[16:25:26] <gigaherz> since they
were nice enough to map them to the same "conceptual"
axis
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L1751[16:26:38] <Kobata> GLSL spec says
{x, y, z, w} {r, g, b, a} {s, t, p, q}
L1752[16:26:54] <tmtu> oh right
L1753[16:27:08] <Kobata> Also has note
that 'p' is sometimes called 'r', but got renamed so r could be
used for the color set
L1754[16:27:36] <gigaherz> I'll keep
calling them uvw since that's how the sequence continues ;P
L1755[16:27:49] <gigaherz> cos fuck
remembering stpq
L1756[16:27:50] <gigaherz> XD
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L1758[16:28:10] <gigaherz> or more
accurately, next time I do shaders on glsl, I'll simply write
xy
L1759[16:28:10] <gigaherz> XD
L1760[16:28:20] <gigaherz> which is what
I do on Cg/HLSL anyhow
L1761[16:28:21] <Kobata> That's probably
what most people do
L1762[16:28:35] <Steel_Arm> do you think
Microsoft will make Mojang use DirectX eventually?
L1763[16:28:46] <bob_twinkles> probably
not
L1764[16:28:48] <Kobata> Probably not in
the java one
L1765[16:28:55] <jamierocks> never
L1766[16:28:57] <gigaherz> Steel_Arm: not
for the JAva version of MC
L1767[16:28:59] <bob_twinkles> if GL
bindings suck in Java, there isn't anything good in the DX
space
L1768[16:29:01] <Kobata> MCPC already has
at least two different renders anyway
L1769[16:29:05] <gigaherz> but chances
are the Win10 version they announced DOEs use dx
L1770[16:29:14] <Kobata> (GLES for
iOS/Android, DX11 for WP/Win10)
L1771[16:29:15] <gigaherz> DOES*
L1772[16:29:20] <jamierocks> doubt
it
L1773[16:29:26] <gigaherz> Kobata: and
the Win10 version is based on the PE code
L1774[16:29:26] <gigaherz> ;P
L1775[16:29:31] <gigaherz> (I
guess)
L1776[16:29:34] <gigaherz> (sincei th as
PE features)
L1777[16:29:35] <jamierocks> the win10
version is a port of pocket
L1778[16:29:50] <Kobata> Yeah, the win10
is a port of MCPE winphone pretty much
L1779[16:29:56] <gigaherz> with support
for joystick and keyboard gameplay
L1780[16:30:05] <jamierocks> and
hololens
L1781[16:30:20] <gigaherz> I can't
imagine mc with a gamepad
L1782[16:30:26] <gigaherz> and I know the
xbox version works like that
L1783[16:30:29] <gigaherz> but I still
can't picture it
L1784[16:30:29] <gigaherz> XD
L1785[16:30:33] <Steel_Arm> I hate it....
I've played the console version.
L1786[16:30:38] <gigaherz> there are
certain games that need mouse
L1787[16:30:39] <jamierocks> it's a pain
the the arse
L1788[16:30:40] <gigaherz> and mc is one
of them
L1789[16:30:57] <bob_twinkles> I tried
playing the PC version with a controller 'cause I hate mice... it
was pretty meh
L1790[16:31:13] <gigaherz> why hate
mice?
L1791[16:31:22] <gigaherz> it's a good
way to represent the movement of your arm
L1792[16:31:30] <gigaherz> without
full-on powerglove-style input
L1793[16:31:31] <bob_twinkles> yes but
that involves moving my arm =P
L1794[16:31:48] <gigaherz> your arm is
much more precise than a joystick though
L1795[16:31:55] <Steel_Arm> I grew up on
PC FPS games. Give me a mouse and WASD and I'll out perform any
console FPS player. :P
L1796[16:31:59]
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L1797[16:32:03] <bob_twinkles> I would
love if someone could build good haptic gloves, then I could switch
between typing and controlling a cursor much easier
L1798[16:32:06] <Kobata> You could
probably make it work with a UI mod to make inventory snap to
slots
L1799[16:32:26] <Kobata> Since UI things
are going to be the biggest pain with a controller
L1800[16:32:38] <bob_twinkles> yeah,
sticks just aren't precise enough to handle MC's inventory and
looking around
L1801[16:33:07]
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L1802[16:33:17] <gigaherz> mouse is a
good 2D relative-movement input device
L1803[16:33:30] <gigaherz> joystick is
absolute-positioned instead, which makesit annoying
L1804[16:33:39] <gigaherz> it just
doesn't map well to moving a cursor
L1805[16:34:01] <gigaherz> even steam
controller's touchpad is a better fit
L1806[16:34:41] <gigaherz> i'm
semi-interested in the steam controller, by the way
L1807[16:34:44] <gigaherz> not enough to
pre-purchase
L1808[16:34:51] <gigaherz> but enough to
keep it in my mind
L1809[16:34:56] <Kobata> DS4Win maps the
PS4 controller's pad to mouse by default... it works decently if
you're used to those from laptops
L1810[16:35:09] <gigaherz> Kobata: that
sounds nice enough
L1811[16:35:13] <gigaherz> although it's
a tiny surface
L1812[16:35:25] <gigaherz> and the laptop
touchpads already feel limiting... >_<
L1813[16:35:45] <gigaherz> hmmm
L1814[16:35:47] <gigaherz> MC
question
L1815[16:35:56] <gigaherz> the dragon
egg
L1816[16:35:59] <gigaherz> is a
block?
L1817[16:36:04] <Steel_Arm> anyone got an
occulus? Minecraft really makes your head spin on that thing the
first couple times.
L1818[16:36:07] <gigaherz> I think so but
confirming
L1819[16:36:07] <gigaherz> XD
L1820[16:36:20] <gigaherz> wait it must
be, it behaves like sand, falling-wise
L1821[16:36:27] <gigaherz> Steel_Arm:
nope.
L1822[16:36:41] <gigaherz> almost every
single 3D thing I have tried, makes me get headaches
L1823[16:36:43] <Kobata> Yeah it's just a
block with a reaction to most interactions of teleporting
L1824[16:37:02] <Kobata> If it was an
entity most of the tricks for getting it to drop properly wouldn't
work
L1825[16:37:03] <Steel_Arm> And by head
spin, I mean literally. It will make you sick until you get used to
it.
L1826[16:37:04] <gigaherz> so I'm
skipping every single VR system until they do holographic
screens
L1827[16:37:15] <gigaherz> and I mean
truly holographic
L1828[16:37:36] <gigaherz> not the shit
they brand as "holographic" when they mean
stereoscopic
L1829[16:37:59] <gigaherz> proper
computer-generated holography would let your eyes focus on
different depths
L1830[16:38:02] <gigaherz> as if it was
real depth
L1831[16:38:18] <gigaherz> it's only a
few thousand times more expensive to compute
L1832[16:38:18] <gigaherz> ;P
L1833[16:38:24] <bob_twinkles> turns out
that air is a pretty crappy projection medium though =P
L1834[16:38:25]
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L1835[16:38:39] <gigaherz> bob_twinkles:
that's not holography either
L1836[16:38:40]
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L1837[16:38:56] <gigaherz> holography,
from greek "holos" (whole)
L1838[16:39:06] <gigaherz> captures the
light interference patterns into a 2d surface
L1839[16:39:36] <gigaherz> in a way that
if you emit a laser through the hologram, it emits the same light
patterns
L1840[16:39:50] <gigaherz> it looks like
if you watched an actual 3d world behind a glass
L1841[16:40:00] <gigaherz> ... xcept it
can't reproduce proper color and such
L1842[16:41:05]
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L1843[16:41:07] <gigaherz> problem is
that EVERYONE calls "hologram" when they mean something
3D that "pops out" into thin air
L1844[16:41:16] <gigaherz> and not what
was originally called an hologram
L1845[16:41:18] <Steel_Arm> Yeah.
L1846[16:41:23] <gigaherz> which is what
you see in the front of a credit card
L1847[16:41:28] <gigaherz> or a legit
Windows DVD
L1848[16:41:29] ***
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L1849[16:41:38] <sham1> Legit
windows
L1850[16:41:42] <sham1> :P
L1851[16:41:54]
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L1852[16:41:56] <bob_twinkles> huh. That
sounds... really hard to engineer
L1853[16:42:21] <gigaherz> if you wanted
a 100% accurate hologram
L1854[16:42:26]
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L1855[16:42:27] <gigaherz> you'd need to
compute, for each "pixel"
L1856[16:42:32] <gigaherz> all the
possible frequencies of light
L1857[16:42:43] <gigaherz> directions,
AND polarization direction
L1858[16:42:50] <gigaherz> which is a
rather... infinite number
L1859[16:42:57] <gigaherz> for an
approximation
L1860[16:43:05] <Steel_Arm> The scifi
holograms would require something tangible that can reflect light.
Eg, in Star Trek, they used "force fields".
L1861[16:43:06] <gigaherz> you can limit
to 1 polarization direction, which worksfor our eyes
L1862[16:43:16] <gigaherz> you can limit
to basically two directions
L1863[16:43:26] ***
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L1864[16:43:31] <gigaherz> (a few more
since you want focusing to be workable)
L1865[16:43:46] <sham1> All we know Star
Wars just uses the Force to project the holograms
L1866[16:44:01] <gigaherz> and then find
a way to configure a metamaterial
L1867[16:44:06] <gigaherz> to emit those
same patterns
L1868[16:44:11] <gigaherz> that is
L1869[16:44:21] <gigaherz> each
"pixel" needs something like 100 sub-elements
L1870[16:44:29] <gigaherz> emitting in
different directions and with different frequencies
L1871[16:45:06] <gigaherz> it's rather
intensive ;P
L1872[16:45:16] <gigaherz> but the result
would feel much rather real life ;P
L1873[16:45:25] <gigaherz>
-rather+like
L1874[16:45:48] <gigaherz> I need an AC,
but I don't havea job currently so I can't afford one XD
L1875[16:46:21]
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L1877[16:49:09] <mrkirby153> Why is my
item showing up as tile.null.name even though it has an unlocalized
name?
L1878[16:49:40] <gigaherz> are you sure
it does?
L1879[16:49:43] <Ivorius> Because it's an
itemBlock and ignores the item's unlocalized name
L1880[16:49:48] <Ivorius> Using the
block's instead
L1881[16:49:52] <gigaherz> tile.*
L1882[16:49:55] <gigaherz> is a block's
name
L1883[16:50:03] <mrkirby153> Acutally, I
meant item.null.name
L1884[16:50:04] <gigaherz> ... so what
Ivorius said
L1885[16:50:05] <mrkirby153> my bad
:p
L1886[16:50:20] <Ivorius> Then you're
lying
L1887[16:50:23] <gigaherz> well, are you
SURE it does have a name?
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L1889[16:50:35] <mrkirby153> I'm
returning something for the getUnlocalizedName()
L1890[16:50:43] <gigaherz> uh
L1891[16:50:45] ***
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L1892[16:50:46] <gigaherz> don't override
that
L1893[16:50:50] <gigaherz> just call
setUnlocalizedName()
L1894[16:50:57] <gigaherz> unless you
have subitems
L1895[16:51:03] <gigaherz> then override
the one that works for subitems
L1897[16:52:01] <gigaherz> check lines 52
and 67
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L1899[16:58:30] <mrkirby153> !gm
Item.onItemUse 1.7.10
L1900[16:58:52]
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L1907[17:20:59] <HassanS6000> tterrag,
can you help US use the RF API?
L1908[17:21:05] <HassanS6000> We're
having a lot of issues..
L1909[17:21:38] <Lapiman> If I'm
implementing a new log type
L1910[17:21:43] <tterrag> Just ask
L1911[17:21:44] <sham1> "Can you
help United States use the RF API"
L1912[17:21:46] <HassanS6000> We kinda
have no idea what we're doing..
L1913[17:21:47] <Lapiman> Should I extend
BlockLog? BlockNewLog?
L1914[17:21:54] <HassanS6000> xD
sham1
L1915[17:21:54] <tterrag> if anyone can
help they will
L1916[17:22:01] <HassanS6000> Can you?
:P
L1917[17:22:13] <gigaherz> tterrag: he's
asking for active help, as in "code it for me" ;P
L1918[17:22:20] <shadekiller666> tterrag,
we mean like, maybe a skype call or something to walk us through
this
L1919[17:22:36] <HassanS6000> gigaherz,
that's not what I mean
L1921[17:22:47] <gigaherz> my experience
with RF is limited to receiving
L1922[17:22:51] <gigaherz> so I can't
really help
L1923[17:22:56] <HassanS6000> We tried
this... it doesn't work.. just the PUSHING of POWER is
failing..
L1924[17:23:01] <sham1> Mine is looking
at the code in the repo
L1925[17:23:20] <sham1> Never used
it
L1926[17:23:42] <tterrag> There's 100
mods out there that do it fine
L1927[17:24:20] <gigaherz> HassanS6000:
uhm
L1928[17:24:23]
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L1929[17:24:51] <gigaherz> isn't pushing
just like, ask the neighbour for how much space they have
L1930[17:25:08] <gigaherz> and give
min(what you have, what they can receive) to them?
L1931[17:26:04] <tterrag> yes, yes it
is
L1932[17:26:06] <sham1> I thought you
dont even need to do that
L1933[17:26:14] <sham1> At least with
fluid I didnt
L1934[17:26:27] <gigaherz> oh right
L1935[17:26:36] <gigaherz>
receiveEnergy'sreturn value is how much you actually consumed
L1936[17:26:37] <gigaherz> so
L1937[17:26:47] <sham1> Yeh
L1938[17:26:54] <sham1> And how much
would have if stimulated is true
L1939[17:27:03] <gigaherz> powerContained
-= neighbour.receiveEnergy(direction, powerContained);
L1940[17:27:09]
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L1941[17:27:14] <gigaherz> eh
,false
L1942[17:27:29] <gigaherz> that doesn't
seem so complicated to me, but maybe I'm missing something ;P
L1943[17:27:45] <sham1> And this is why I
prefer names such as drain and fill
L1944[17:27:55] <sham1> They are not as
ambiguous
L1945[17:28:19] <gigaherz> meh
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L1947[17:28:35] <gigaherz> you could
still take "fill" as "fill me(target to add energy
into)"
L1948[17:28:48] <gigaherz> for
receiver-centric designs
L1949[17:29:22] <sham1> Well true
L1950[17:29:42] <sham1> That is how I
think of it when it is IFluidHandler
L1951[17:29:47]
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L1952[17:29:58] <HassanS6000> So how is
that different than what we did?
L1953[17:30:24] <gigaherz> HassanS6000:
you don't "subtract" that energy from anywhere?
L1954[17:31:00] <HassanS6000> ?
L1955[17:31:01] <HassanS6000>
storage.extractEnergy(ier.receiveEnergy(dir,
storage.extractEnergy(10, true), false), false);
L1956[17:31:13] <gigaherz> oh right
L1957[17:31:17] <gigaherz> I ignored all
the comments
L1958[17:31:17] <gigaherz> ;P
L1959[17:31:36] <HassanS6000> I tried
storage.extractEnergy(ier.receiveEnergy(dir,
storage.extractEnergy(10, true), false), false); before I tried
anything else..
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L1961[17:32:07] <gigaherz> well all I can
think of
L1962[17:32:09] <sham1> why are they
false
L1963[17:32:11] <sham1> Wait
L1964[17:32:12] <gigaherz> is
"isAdjacent returns false.
L1965[17:32:12] <sham1> No
L1966[17:32:22] <sham1> I am thinking
about doDrain and doFill
L1967[17:32:24] <sham1> I am derp
L1968[17:32:30] <sham1> Also I am
groot
L1969[17:32:39] <gigaherz> hello derp,
nice to meet you
L1970[17:32:45] <mrkirby153> How can I
make a block that a player can pass through unless they are holding
shift?
L1971[17:33:13] <gigaherz> mrkirby153:
hmm there's addCollisionBoxesToList, which takes an entity
L1972[17:33:18] <gigaherz> but I don't
know if that's called every frame or not
L1973[17:33:27] <sham1> Then instanceof
and see if it is player
L1974[17:33:34] <gigaherz> if it is,
thenyou can see if it's player
L1975[17:33:39] <gigaherz> and if so,
isCrouching()
L1976[17:33:44] <sham1> That
L1977[17:33:55] <gigaherz> ... if it's
not called every frame/tick, then... no idea.
L1979[17:34:13] <gigaherz> HassanS6000:
note the *unless they are holding shift* part
L1980[17:34:13] <gigaherz> ;P
L1981[17:34:27] <sham1> It can be used as
the basis for this
L1982[17:34:37] <HassanS6000> gigaherz,
then you'd juts have to check if they're holding shift and if they
are DON'T return null :p
L1983[17:34:39] <HassanS6000> *just
L1984[17:36:26] ***
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L1985[17:36:56] <gigaherz> hmm
L1986[17:37:07] <gigaherz> what was the
event to add custom tooltips to non-owned items?
L1987[17:37:32] ***
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L1988[17:37:47] <williewillus>
ToolTipEvent
L1989[17:38:22] <gigaherz> is that
server-side or client-side?
L1990[17:38:49] <williewillus> client ofc
:p
L1991[17:39:01] <williewillus> server has
no notion of gui's even
L1992[17:39:54] <shadekiller666> i'm
working on a rendering tool to help set up camera transform values
esier
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L1995[17:42:12] <shadekiller666>
currently i have it rendering the tool when the F3 screen is shown,
which is rather intrusive if you just want to know your coords and
such, and i want to make it so that two presses of F3 would bring
up the tool, would it be better to do that, or to add a command or
something?
L1996[17:42:30] <Ivorius> Do a f3 + key
hotkey
L1997[17:42:36] <Ivorius> Like Mojang
does it
L1998[17:42:40] <Ivorius> And make it
rebindable
L1999[17:43:24] <shadekiller666> are the
vanilla F3 + key combinations rebindable?
L2000[17:43:31] ***
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L2001[17:43:31] <shadekiller666> also,
where are those checked?
L2002[17:43:43] <sham1> Ahh I love
Git
L2003[17:43:47] <sham1> So awesome little
tool
L2004[17:44:11] <Ivorius> 1) i don't
recall, it doesn't matter, because it's vanilla
L2005[17:44:16] <Ivorius> Mods must be
configurable
L2006[17:44:23] <Ivorius> 2) It doesn't
matter, you're a mod, not the game
L2007[17:44:39] <Ivorius> Just do it in
some event where you can consume / use key presses
L2008[17:44:43] <shadekiller666> well,
technically i'm forge atm
L2009[17:44:44]
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L2010[17:45:10] <Ivorius> I certainly
hope you're not, because it will not get pulled
L2011[17:45:11] <shadekiller666> the
rebinding would be a bit complicated
L2012[17:45:17] <Ivorius> Forge provides
no such features
L2013[17:45:27] <Ivorius>
'complicated'??
L2014[17:45:30] <Ivorius> Holy shit
dude
L2015[17:45:39] <Ivorius> It's literally
an entry in a config file + field
L2016[17:45:48] <shadekiller666>
true
L2017[17:46:07] <shadekiller666> i was
thinking about the minecraft key rebind screen thing
L2018[17:46:22]
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L2020[17:47:54] <shadekiller666> and why
would such a feature not be included
L2021[17:47:58] <mrkirby153> !gf
func_149636_a
L2022[17:48:03] <mrkirby153> !gm
func_149636_a
L2023[17:48:07] <Ivorius> Because Forge
is a mod manager
L2024[17:48:14] <Ivorius> Not a
convenience toolkit
L2025[17:48:31] <sham1> It does do
convenience as well
L2026[17:48:36] <sham1> But it is not the
main focus
L2027[17:48:42] <Ivorius> Forge adds
nothing to the game.
L2028[17:48:48] <shadekiller666>
blockstate json
L2029[17:48:55] ***
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L2030[17:48:57] <sham1> ^
L2031[17:49:22] <shadekiller666> thats
could be considered a convienience feature
L2032[17:49:23] <Ivorius> what are you
babbling about
L2033[17:49:28] <Ordinastie> it's not
convenience, it's a fix
L2034[17:49:28] <Ivorius> blockstate
jsons are not part of the game
L2036[17:49:53] <Ordinastie> to make json
models somewhat usable
L2037[17:50:09] <sham1> They already were
usable
L2038[17:50:10] <Ordinastie> it's like
saying FML state events are convenience
L2039[17:50:17] <sham1> They just were
very verbose
L2040[17:50:55] <Ivorius> Blockstate
jsons are API / modding tools only
L2041[17:51:00] <Ivorius> They cannot be
used or edited in the game
L2042[17:51:03] <Ivorius> Case in
point
L2043[17:51:19] <sham1> They are still
convenient for the modder at the very least
L2044[17:51:26] <Ivorius> > for the
modder
L2045[17:51:33] <Ivorius> > Because
Forge is a mod manager
L2046[17:51:34] <sham1> >yes
L2047[17:51:46] <sham1> >also you're
doing it wrong
L2048[17:51:46] <Ivorius> It's for
modders, not end users
L2049[17:51:53] <Ivorius> No, I'm
not
L2050[17:51:59] <Ivorius> I'm using
'>' for quote
L2051[17:52:09] <Ivorius> Meme
arrows
L2052[17:52:32] <sham1> There's a
difference?
L2053[17:52:45] <shadekiller666> ivorius,
thats why i'm making this tool, for modders to have an easier time
with setting the proper values in their json
L2054[17:52:48] <shadekiller666>
files
L2055[17:53:13] <shadekiller666> its
intended to be a modding tool
L2056[17:53:18] <Ivorius> It's not that
it's a feature that would be bad in Forge
L2057[17:53:26] <Ivorius> I just think
you'll have a hard time justifying it
L2058[17:53:30]
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L2059[17:53:38] <Ivorius> Lex doesn't
just pull any random feature thrown at him
L2060[17:54:38] <sham1> You need to show
the importance and the impact
L2061[17:55:03] <shadekiller666> anyone
who has loaded a model through the custom model loader that wasn't
your standard block/item/tool transform has had a hard time setting
up transform values
L2062[17:56:04] <Steel_Arm> I don't see
CodeChickenLib on ChickenBones' maven, but I need it as a
dependency according to TiC and MineMaarten's video about adding
Waila via gradle dependency. Anyone know what's up with that?
L2063[17:56:12] <shadekiller666> because
the transforms are applied as 3D transforms, figuring out how to
rotate the model and translate it from its starting point to where
you want it can take a matter of hours
L2064[17:56:57] <HassanS6000> Ivorius,
shadekiller666's rendering helper thing would save LOTS of
developers HOURS of time..
L2065[17:56:59] <williewillus> Steel_Arm:
it gets deploaded by CCC whenever it starts up
L2066[17:57:27] <Ivorius> Personally, I
wouldn't use it
L2067[17:57:36] <sham1> You dont
L2068[17:57:37] <Ivorius> A tool that
lets me edit the values in real time, yes
L2069[17:57:37] <HassanS6000> I did it
without it, and it's very frustrating trying to set JSON values
WHEN YOU CAN'T SEE what you're modifying..
L2070[17:57:37] <shadekiller666>
especially if the origin upon which those transforms operate is not
centered on the item
L2071[17:57:40] <Steel_Arm> Ok, thanks
williewillus.
L2072[17:57:44] <Ivorius> Merely showing
values, no
L2073[17:58:05] <HassanS6000> Ivorius,
how are you supposed to set JSON values for things you can't
see?
L2074[17:58:11] ***
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L2075[17:58:16] <sham1> Trial and
error
L2076[17:58:21] <HassanS6000> ^ takes
hrs
L2077[17:58:27] <HassanS6000> Which is
what I did
L2078[17:58:29] <sham1> I got me plenty
of hours
L2079[17:58:41] <HassanS6000>
shadekiller666's thing would make it easier.
L2080[17:58:51] <HassanS6000> That's the
whole reasoning behind why he's creating it..
L2081[17:58:52] <Ivorius> Which is why
I'm saying
L2082[17:59:02] <Ivorius> Even dynamic
resource reload is a lot more useful than this
L2083[17:59:13] <Ivorius> I don't recall
if it will reload model files, but it might as well
L2084[17:59:29] <shadekiller666> the idea
is to show the origin point, with lines oriented along XYZ axis of
the camera transform space, with values showing what the current
position/rotation/scale values are, to make finding the values you
need easier
L2085[17:59:31] <HassanS6000> F3 + S
reloads model files...
L2086[17:59:52] ***
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L2087[18:00:12] <shadekiller666> models
are considered to be resources
L2088[18:00:45] <HassanS6000> Doesn't F3
+ S reload all resources shadekiller666 ?
L2089[18:00:46] <sham1> Makes enough
sense
L2090[18:01:00] <shadekiller666> it
does
L2091[18:03:14]
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L2093[18:06:06] <ItsANoBrainer> Any other
way to drawing strings on a gui because drawString? Like font
and/or font size
L2094[18:06:20] <ItsANoBrainer> Methods
already there I can utilize
L2095[18:07:01] <williewillus> i thought
f3+s reloads sounds engine
L2096[18:07:11] <williewillus> and f3+t
was formerly textures but now resources
L2097[18:07:13] <Ordinastie> I use
F3+T
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L2100[18:09:50] <shadekiller666> F3+T
doesn't reload models i don't think
L2101[18:09:57] <shadekiller666> F3+S
does though
L2102[18:10:19] <williewillus> yeah its
gotten all scrambled, I remember way back when f3 s was only sounds
and t was textures and that was it :p
L2103[18:10:28] <williewillus> with the
resource packs and all they kinda do the same thing
L2104[18:10:49]
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L2107[18:13:46] <shadekiller666>
currently A reloads all chunks
L2108[18:14:14]
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L2109[18:15:00] <tterrag> ItsANoBrainer:
what more do you need?
L2110[18:15:20] <ItsANoBrainer> I want to
be able to change the font size, really it.
L2111[18:15:22]
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L2112[18:15:29] <shadekiller666> b is
entity hitbox visibility, c is debug crash, d is clear chat
history, h is item ids in tooltips, p is toggle auto-pause when
minecraft loses focus, t is reload textures + models, s is reload
all resources including sound
L2114[18:22:30] <Steel_Arm> good to
know
L2115[18:26:54] <gigaherz> HMF
L2116[18:26:58] <gigaherz> what to
do...
L2117[18:27:02] <gigaherz> so in my magic
mod
L2118[18:27:15] <gigaherz> I have
magic-imbued gems, which contain magic
L2119[18:27:19] <gigaherz> and the wands
and staves
L2120[18:27:30] <gigaherz> the primary
way to transfer magic is through the Essentializer block
L2121[18:27:50] <gigaherz> but I'd like a
means to recharge a wand/staff on the go
L2122[18:28:11] <Commoble> smack enemies
with your merlin-stick to refill it
L2123[18:28:24] <gigaherz> nono
L2124[18:28:33] <gigaherz> I mean how to
transfer the essences from the gems, into the wands
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L2126[18:28:45] <gigaherz> I considered
adding a shift-rightclick GUI to the wands
L2127[18:28:55] <Commoble> throw the gem
at a sheep like a pokeball and then whack it with your stick
L2128[18:29:03] <gigaherz> but it's not
elegant enough
L2129[18:29:07] <Commoble> mm
L2130[18:29:10] <gigaherz> hmm
L2131[18:29:11] <gigaherz> oh
L2132[18:29:14] <gigaherz> I had an
idea
L2133[18:29:16] ***
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L2134[18:29:19] <gigaherz> throw the gem
into the ground
L2135[18:29:25] <shadekiller666> you
could make it a right-click function of the gems, which would
recharge any wands on the hotbar
L2136[18:29:30] <gigaherz> and
shift-rightclick in its direction
L2137[18:29:37] <ItsANoBrainer> Anyway I
can change the font size of a drawn string?
L2138[18:29:52] <gigaherz> ItsANoBrainer:
glScale
L2139[18:30:29] <shadekiller666> ItsANo,
to change the font "size", you can use
GlStateManager.scale before calling into the fontrenderer to print
the string
L2140[18:30:37] <shadekiller666> but
thats your only option really
L2141[18:32:44]
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L2142[18:34:18] <gigaherz>
shadekiller666: hmm I'm thinking something else instead
L2143[18:34:36] <gigaherz> I'll make the
wand "take" essences directly from a gem that's next to
it in the hotbar
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L2145[18:34:58] <shadekiller666> does it
have to be next to it?
L2146[18:35:05] <shadekiller666> can't it
just be on the hotbar
L2147[18:35:14] <gigaherz> thne you
wouldn't be able to choose which one to draw from
L2148[18:35:41] <Commoble> what if it's
next to two gems
L2149[18:36:26] <gigaherz> it wouldn't
care, beyond the immediately next one
L2150[18:36:57] <gigaherz> by next I mean
slot to the right
L2151[18:37:00] <gigaherz> not both
sides
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L2153[18:37:11] <gigaherz> like how
tinker's tools do it
L2154[18:37:25] <gigaherz>
Hm.....................
L2155[18:37:41] <gigaherz> I could also
make a means to swap the gem
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L2157[18:37:51] <gigaherz> isntead of
drawing from it
L2158[18:38:03] <gigaherz>
shift-rightclick == swap gem with the one to the right
L2159[18:38:27] <gigaherz> but no that
wouldn't work
L2160[18:39:06] <gigaherz> Staves have a
5x multiplier over wands,
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L2162[18:39:57] <gigaherz> so if you swap
the gem, I can't just divide the contained magic by 5, it would
suck XD
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L2165[18:41:44] <gigaherz> gah can't
think of any way that's both elegant and not overly complicated to
program XD
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L2167[18:42:24] <gigaherz> I'll end up
implementing the "suck from item entities in the
ground"
L2168[18:42:45] <gigaherz> but that will
require adding some graphical effect/particles
L2169[18:43:09] <Cobbleopolis> I'm having
trouble with the 1.8 json files
L2170[18:44:00] <shadekiller666>
hmm
L2171[18:44:12] <Commoble> aye, that
seems to be a popular subject
L2172[18:44:41] <shadekiller666> i'm
thinking of going with a command to toggle the tool on/off, and to
switch what transform values its currently showing
L2173[18:45:02] <Cobbleopolis> I really
don't understand why the json files are a thing
L2174[18:45:59] <shadekiller666> and i'm
wondering if i could also make it serve as a means of editing the
values directly... and then write the new values into the
corresponding json
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L2177[18:50:00] <gigaherz> Cobbleopolis:
that answer is simple: Resource Packs.
L2178[18:50:21] <gigaherz> the json
system lets resource pack authors customized the look of any item
and many blocks
L2179[18:50:32] <Cobbleopolis> gigaherz:
There must be a better system
L2180[18:50:56] <gigaherz> sure, they
could have chosen a million other combinations rather than
json
L2181[18:51:04] <gigaherz> in which case
they'd have had to program specialized parsers and loaders
L2182[18:51:08] <gigaherz> instead of
using json serialization
L2183[18:51:34]
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L2184[18:51:40] <williewillus> lol xml
blockstates
L2185[18:51:44] <williewillus>
anyone?
L2186[18:51:58] <gigaherz> yaml?
L2187[18:52:02] <gigaherz> ;P
L2188[18:53:09] <unascribed> no clearly
they should have been NBT
L2189[18:53:17] <unascribed> or some
other similar arbitrary binary format
L2190[18:54:03] <gigaherz> yes! because
that's so much easier to edit by resourcep ack makers!
L2191[18:54:31] <gigaherz> andm aybe
instead of .zip, they should have used .mpq files
L2192[18:56:03] <ItsANoBrainer> gigaherz
GL11.glScalef or GL11.Scaled
L2193[18:56:14] <gigaherz> floats or
doubles? ;P
L2194[18:56:29] <Mimiru> ints!
L2195[18:56:33] <Mimiru> :P
L2196[18:56:37]
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L2197[18:56:44] <ItsANoBrainer> lol so it
doesnt matter
L2198[18:57:06] <gigaherz> surei t
matters! the "d" version lets you have extra precision!
yo ucan scale to 1.00000001!
L2199[18:57:21] <ItsANoBrainer> wow cool
wow
L2200[18:57:29] <ItsANoBrainer> dat
feature doe
L2201[18:57:37] <tmtu_> floats
L2202[18:57:39] <tmtu_> always
floats
L2203[18:59:35] <williewillus>
implementation detail question - if I'm mapping players (both
potentially offline and online) to data, should I store their UUID
in string form or in UUID object form
L2204[18:59:53] <williewillus> because
calling UUID.fromString and toString is tedious but there might be
some need to use uuid object
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L2206[19:00:34] <gigaherz> williewillus:
keep the object form in memory, store the string form when
serializing
L2207[19:00:45] <gigaherz> unl3ess UUID
is serializable
L2208[19:00:49] <williewillus> it
probably is
L2209[19:00:51] <gigaherz> then just work
with the object form
L2210[19:00:56] <williewillus> ok
L2212[19:01:48] <tterrag> williewillus:
converting an object to a string for no good reason is generally a
bad idea
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L2214[19:02:09] <williewillus> kk
L2215[19:02:13] <Steel_Arm> I used to
write my own file loaders/savers when coding MUDs. Something like
this:
http://pastebin.com/QTqdNwMJ very easy to read and
edit by anyone.
L2216[19:03:40] <ItsANoBrainer> Uhh, I
used GL11.glScalef and halfed the size, then used it again to
normalize the size, and now everthing is half sized
L2217[19:04:24] <williewillus> Steel_Arm:
that seems like reinventing the wheel when things like json exist
:p
L2218[19:05:00] <tterrag> ItsANoBrainer:
you should always push/pop matrix before doing
transformations
L2219[19:05:00] <Steel_Arm> Well, I can
assure you that existed long before json :P
L2220[19:05:06] <tterrag> well, push
before, pop after
L2221[19:07:41] <ItsANoBrainer> thanks
=D
L2222[19:08:05] ***
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L2223[19:09:12] <Steel_Arm> I just added
Waila, NEI, and CodeChickenCore to my eclipse, and now when I click
Run it's popping up with a file selection box asking "Select
an mcp conf dir for the deobfuscator". Anyone know what I
should do?
L2224[19:09:48] <gigaherz> yeah, point it
to ...
L2225[19:09:51] <gigaherz> sec looking
up
L2226[19:11:12] <gigaherz>
%userprofile%\.gradle\caches\minecraft\net\minecraftforge\forge\<VERSION
HERE>\unpacked\conf
L2227[19:11:18] <tterrag> bingo
L2228[19:11:25] <tterrag> or I believe
the forge src zip has it as well
L2229[19:11:28] <tterrag> same relative
dir
L2230[19:11:36] <tterrag>
build/unpacked/conf
L2231[19:13:27] <gigaherz> so I made a
little change to my mod, which adds the possibility for a new
mechanic
L2232[19:13:32] <gigaherz> I'll record a
vid to show it off ;P
L2233[19:13:51]
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L2234[19:17:01] <ItsANoBrainer> Is there
a way to align a drawn string to the right, or do I have to create
some formula based on its length
L2235[19:17:27] <Steel_Arm> Nothing can
ever just "work". -_- NEI is giving missing class def
now.
L2236[19:17:57] <gigaherz> ItsANoBrainer:
PosX - getStringWidth(string)
L2237[19:18:47] <williewillus> that's
because it's nei
L2239[19:19:51] ***
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L2240[19:19:59] <tterrag> it's not
"because it's NEI"
L2241[19:20:02] <tterrag> show the
log
L2242[19:20:12] <tterrag> ItsANoBrainer:
no built-in way
L2243[19:20:14] <tterrag> but it's not
really hard
L2244[19:20:53] <ItsANoBrainer> Yeah I
tried making my own formula earlier but wouldnt align
correctly
L2245[19:21:01] <ItsANoBrainer>
sadboys
L2246[19:21:09] <ItsANoBrainer> Gotta try
again
L2247[19:21:16] <tterrag> start at the
right edge and subtract the string width for the x position
L2248[19:21:17] <tterrag> that;s it
L2249[19:22:03] <gigaherz> I jsut gave
the "formula" ;P
L2250[19:22:23] <gigaherz> rightEdge -
font.getStringWidth(string)
L2251[19:22:51] <tterrag> yep, not rocket
science :P
L2254[19:24:16] <tterrag> Caused by:
java.lang.ClassNotFoundException:
codechicken.lib.inventory.ContainerExtended
L2255[19:24:20] <tterrag> seems like
you're missing CCL
L2256[19:24:20]
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L2258[19:24:30] <ItsANoBrainer> Well that
explains why my one earlier wasnt working, wasn't working off the
right edge I was aligning too lol
L2259[19:25:57] <tterrag> this is going
to sound crazy...but is there such a thing as a multitable? like
there is a multimap?
L2260[19:26:07] <gigaherz> multi?
L2261[19:26:09] <tterrag> i.e. object
-> object -> Collection<object>
L2262[19:26:18] <gigaherz> ah two
keys
L2263[19:26:24] <tterrag> er no
L2264[19:26:33] <tterrag> multimap is
object -> collection
L2265[19:26:47] <gigaherz> Oh
L2266[19:26:48] <tterrag> i.e. if I
specify MultiMap<A, B> it's really <A,
Collection<B>>
L2267[19:26:52] <tterrag> but that is
handled for you
L2268[19:27:12] <gigaherz> no idea
XD
L2269[19:27:16] <gigaherz> I didn't evne
know multimap xD
L2270[19:27:18] <Steel_Arm> I didn't
include cclib in build.gradle because it's not on maven. I was told
cccore just downloaded it. And cclib IS in my referenced libraries
of my workspace.
L2271[19:27:39] <gigaherz> cclib should
be in the 1.7/1.8 folder inside mods
L2272[19:27:44] <tterrag> Steel_Arm: then
it's not being exported to the run config
L2273[19:28:35] <shadekiller666> terrag,
you could do a multimap of object -> pair<object,
collection>
L2274[19:29:09] <Steel_Arm> Indeed, cclib
is not in the mods/1.7.10 folder. Interesting.
L2275[19:29:31] <tterrag> shadekiller666:
nah, won't work
L2276[19:29:34] <tterrag> I need table
style
L2277[19:29:41] <tterrag> it needs to be
object -> object -> collection
L2278[19:29:59] <gigaherz> Map<A,
MultiMap<B, C>>?
L2279[19:30:05] <tterrag> ew
L2280[19:30:09] <tterrag> I'll just use a
table .-.
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L2284[19:38:17] <tterrag> Steel_Arm:
export it to the run config
L2285[19:38:19] <tterrag> that's what I
have to do
L2287[19:39:59] <HassanS6000> What
direction has an offset of 0?
L2288[19:40:04] <HassanS6000>
ForgeDirections
L2289[19:40:09] <tterrag> eh?
L2290[19:40:22] <tterrag> offset in what
direction?
L2291[19:41:41] <gigaherz> tterrag: he
means which value of the enum has ordinal 0
L2292[19:42:03] <tterrag> how about you
let him decide that ;)
L2293[19:42:38] <Steel_Arm> That's weird
tterrag. My "User Entries" has a folder under it called
"Minecraft (Default classpath)" and inside of that are
all the libraries. cclib is in there. Should I pull it up to be
directly under "User Entries"?
L2294[19:42:56] <tterrag> why do you have
a Minecraft project is the real question
L2295[19:43:56] <HassanS6000> It's
Unknown :P
L2296[19:45:58] <Steel_Arm> I don't know.
I just downloaded the lastest 1.7.10 forge, and did the two
commands "gradlew setupDecompWorkspace
--refresh-dependencies" and "gradlew eclipse"...
Unless gradle's cache is messed up because I have forge for
1.8.
L2297[19:46:04] ***
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L2298[19:47:18] <tterrag> you MADE a
Minecraft project
L2299[19:47:22] <tterrag> gradle does not
do that
L2300[19:47:24] <tterrag> I asked
why
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L2302[19:48:45] <williewillus> hmm so
vanilla bug where mounted entities receive suffocation damage at
twice the rate
L2303[19:48:51] <williewillus> where does
it happen?
L2304[19:49:48] <Steel_Arm> No, I did
not, honest. With a fresh dev environment, there is a project in
eclipse called Minecraft. I didn't make one.
L2305[19:50:55] <Steel_Arm> I didn't
bother to rename the project though.
L2306[19:53:37] <tterrag> Steel_Arm: are
you sure you didn't set up a FORGE dev environment? even then that
wouldn't happen...
L2307[19:53:48] <tterrag> there is a
difference between developing FOR forge, and developing AGAINST
forge
L2308[19:54:03] <tterrag> look...all you
need to do
L2309[19:54:08] <tterrag> create a fresh
workspace
L2310[19:54:16] <tterrag> make a new
folder (with your mod source)
L2311[19:54:26] <tterrag> copy over the
buildscript from the forge download and fill in the name
L2312[19:54:27] <tterrag> then run
setup
L2313[19:54:31] <tterrag> and import that
folder as a project
L2314[19:57:12]
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L2316[20:02:20] <Steel_Arm> That makes
sense to me, but I haven't seen any tutorials do that as far as I
recall. I've just been putting all my code in src/main and all my
assets in src/resources
L2317[20:03:39] <tterrag> ech
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L2319[20:03:44] <tterrag> all your mods
in one project, who's idea was that?
L2320[20:03:48] <tterrag> it makes no
sense
L2321[20:03:59] <tterrag> but yet
everyone new seems to do it
L2322[20:04:01] <tterrag> someone is
teaching it
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L2324[20:04:57] <Steel_Arm> No, I only
have one mod in there at a time. I just been switching out the
files as needed.
L2325[20:06:40] <Steel_Arm> Well, I added
CodeChickenLib under User Entries. Still same error.
L2326[20:07:20] <Steel_Arm> maybe I just
need a different version.
L2327[20:07:26] <tterrag> perhaps
L2328[20:07:32] <tterrag> just go with
latest of everything
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L2330[20:08:43] <Steel_Arm> I thought I
did, but this is a very old cclib... 1.1.1.106. What the heck? If
I'm using the latest codechickencore, shouldn't it be downloading
the latest cclib?
L2331[20:09:50] <tterrag> deploader is a
plague, who knows why it does what it does
L2332[20:09:53] <tterrag> just download
it manually :P
L2333[20:10:00] <tterrag> or require it
via maven in your build.gradle
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L2335[20:12:52] <Steel_Arm> but cclib
isn't on his maven :\
L2336[20:15:20] <tterrag> no, it's on the
forge maven
L2337[20:15:48] <Steel_Arm> ahhh
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L2341[20:22:38] <Cobbleopolis> Apperently
IntelliJ isn't seeing the assets folder. Does anyone else have
this?
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L2343[20:23:16] <Cobbleopolis> Or at
least MC isn't seeing it
L2344[20:25:57] <tterrag> idea { module {
inheritOutputDirs = true } }
L2345[20:26:40] <Cobbleopolis> Where Do I
put that?
L2346[20:26:49] <bob_twinkles>
build.gradle
L2347[20:27:39] <Cobbleopolis> Doesn't
matter where?
L2348[20:28:05] <tterrag> I don't use
idea
L2349[20:28:10] <tterrag> I just know
that line fixes that problem
L2350[20:28:12] <tterrag> and nothing
more
L2351[20:28:16] <Cobbleopolis> O
L2352[20:28:18] <Cobbleopolis> K
L2353[20:28:48] <bob_twinkles> IIRC it
doesn't
L2354[20:29:04] <Cobbleopolis>
Ya...
L2355[20:29:16] <Cobbleopolis> It doesn't
seem to fix it
L2356[20:29:50] <williewillus> you have
to rerun setupDecompWorkspace
L2357[20:30:03] <williewillus> also you
can just reduce that to idea.module.inheritOutputDirs = true
L2358[20:30:06] <williewillus> no need
for braces
L2359[20:31:31] <Cobbleopolis> Ok
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L2362[20:34:45] <Steel_Arm> Putting cclib
in build.gradle did the trick. Thanks tterrag.
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L2364[20:35:24] <williewillus> eclipse
support for highDPI is blegh >.<
L2365[20:35:27] <williewillus> eyes
hurt
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L2367[20:36:16] <Cobbleopolis> No
luck...
L2368[20:37:09] <williewillus> hm do you
have it in src/main/resources/assets?
L2369[20:37:13] <williewillus> marked as
a resource folder
L2370[20:37:35] <M4thG33k> Greetings! I
was wondering if there was a "built-in" method to check
if there is nothing but air between two sets of coordinates in a
world.
L2371[20:37:37] <gigaherz> Cobbleopolis:
I use IDE and I have no issues at all
L2372[20:37:44] <gigaherz> IDEA*
L2373[20:37:53] <Cobbleopolis> resources
is marked as resources
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L2375[20:38:11] <Cobbleopolis> What
version of forge are you using?
L2376[20:38:24] <gigaherz> gradle
setupDecompWorkspace -> import gradle into IDEA -> gradle
genIntellijRuns -> profit
L2377[20:38:33] <gigaherz> both 1.7.10
and 1.8
L2378[20:38:38] <gigaherz> separate mods,
of course
L2379[20:38:50] <williewillus> ^
L2380[20:39:35] <HassanS6000> !gm
onBlockPlacedBy 1.7.10
L2381[20:41:58] <HassanS6000> I love
infinite loops
L2382[20:41:59] <HassanS6000> not.
L2383[20:42:02] <Cobbleopolis> Still
nothing
L2384[20:42:11] <Cobbleopolis> Why is
this so dificult
L2385[20:42:14] <Cobbleopolis> :/
L2386[20:42:40] <gigaherz> poitn is it's
not supposed to be!
L2387[20:42:43] <gigaherz> point*
L2388[20:43:04] <gigaherz> it's just a
sequence of 3 steps, that SHOULD work
L2389[20:43:11] <Cobbleopolis> Let's burn
it all with fire
L2390[20:43:21] <gigaherz> do you have
changes to the gradle file?
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L2392[20:43:27] <Cobbleopolis> and start
from scratch
L2393[20:43:35] <gigaherz> keep the src/
folder
L2394[20:43:39] <Cobbleopolis> only the
idea.module.inheritOutputDirs = true
L2395[20:44:03] <gigaherz> when you say
idea "isn't seeing"
L2396[20:44:08] <gigaherz> you mean it
doesn't appear in the IDE
L2397[20:44:13] <gigaherz> or you get
errors while running?
L2398[20:44:45] <gigaherz> because if the
issue is only when you debug mc
L2399[20:44:57] <Cobbleopolis> No when I
run MC it acts as if it doesn't exist
L2400[20:45:01] <gigaherz> then chances
are your problem isn't that mc doesn't "see" the folder
,but rather that your resources folder isn't named correctly
L2401[20:45:07] <Cobbleopolis> like it
doesn't see the lang file
L2402[20:45:50] <gigaherz>
src/assets/resources/<yourmodidinlowercase>/lang/en_US.lang
L2403[20:46:01] <Cobbleopolis> Yup
L2404[20:46:07] <Cobbleopolis> it's
there
L2405[20:46:24] <Cobbleopolis> but MC is
like nah
L2406[20:46:37] <gigaherz> weird
L2407[20:46:43] <HassanS6000>
Cobbleopolis, did you spell everything right?
L2408[20:46:43] <gigaherz> it has never
failed me
L2409[20:46:54] <HassanS6000> Same thing
happened to me.. I had spelled assets wrong :P
L2410[20:46:54] <gigaherz> at least not
after adding the "idea { module { inheritOutputDirs = true }
}" line
L2411[20:47:06] <Cobbleopolis> As far as
I can tell
L2412[20:47:07] <gigaherz> check for
typos
L2413[20:47:13] <gigaherz> check that
it's en_US and not en-US
L2414[20:47:32] <Cobbleopolis> Imma try
it all in the example mod to make sure it's not a typo
L2415[20:47:38] <gigaherz> check that you
are using the right value in
L2416[20:47:39] <gigaherz>
@Mod.Instance(value = ElementsOfPower.MODID)
L2417[20:47:48] <gigaherz> well
YourModClassName.MODID
L2418[20:47:58] <gigaherz> which should
be a static final string
L2419[20:48:07] <Cobbleopolis> Ok
L2420[20:48:57] <tterrag> is your modid
all lowercase?
L2421[20:49:02] <Cobbleopolis> actually I
didn't have a @Mod.Instance
L2422[20:49:07] <gigaherz> aha
L2423[20:49:10] <Cobbleopolis> but now I
have to wait for gradle
L2424[20:49:11] <gigaherz> well that'd
explain why
L2425[20:49:17] <gigaherz> wait for
gradle?
L2426[20:49:22] <gigaherz> nah just hit
debug in IDEA ;P
L2427[20:49:25] <Cobbleopolis> I'm
rebuilding it all
L2428[20:49:38] <gigaherz> oh
L2429[20:50:08] <gigaherz> tterrag: none
of my MODIDs are lowercase, I only make lowercase the folder name
in assets ;P
L2430[20:50:58] <tterrag> then you must
also address your resources with MODID.toLowerCase(), yes?
L2431[20:51:19] <gigaherz> nope
L2432[20:51:31] <Cobbleopolis> Now we
have to wait for IntelliJ to start
L2433[20:51:32] <gigaherz> forge/mc seems
to lowercaseify that for me ;P
L2434[20:52:06] <gigaherz> I don't even
use all-lowercase in the json files themselves
L2435[20:52:12] <gigaherz> it... jsut
works
L2436[20:52:13] <Lex|Hotel> anyone know
basic video editing?
L2437[20:52:19] <Lex|Hotel> need a video
rippedand the audio boosted
L2438[20:53:04] <gigaherz> hmm I can
manage a few things, but I don't have the tools installed in this
pc
L2439[20:53:38] <tterrag> gigaherz: that
won't work
L2440[20:53:45] <tterrag> file paths are
case sensitive inside jar files
L2441[20:53:46] <gigaherz> tterrag: it
does, though xD
L2442[20:53:50] <tterrag> not outside
dev
L2443[20:53:56] <gigaherz> hmm
L2444[20:54:03] <gigaherz> that may
explain why the matrices are not working
L2445[20:55:25] <williewillus> are we
allowed to ASM into net.minecraftforge classes? (not doing anything
horribly borken, just need to fix a vanilla GuiIngame bug, but
forge overwrites with a subclass)
L2446[20:55:42] <tterrag> williewillus:
allowed? yes, you are "allowed" to do anything :P
L2447[20:55:47] <Lex|Hotel> williewillus,
no
L2448[20:55:50] <tterrag> if it's a true
but, you should PR it
L2449[20:55:52] <tterrag> bug*
L2450[20:56:03] <williewillus> ok
lol
L2451[20:56:46] <gigaherz> williewillus:
that aside, just because it's replaced with a subclass, doens't
mean the original code isn't run
L2452[20:57:07]
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L2454[20:57:21] <tterrag> regardless,
since forge already has a class for it, you should just PR the
fix
L2455[20:57:32] <Lex|Hotel> if
L2456[20:57:33] <Lex|Hotel> it
L2457[20:57:34] <Lex|Hotel> is
L2458[20:57:35] <Lex|Hotel> a
L2459[20:57:37] <Lex|Hotel> fucking
bug
L2460[20:57:39] <Lex|Hotel> in
canilla
L2461[20:57:40] <Lex|Hotel> PR IT
L2462[20:57:43] <Lex|Hotel> END OF
STORY
L2463[20:57:46] <Lex|Hotel> DO NOT ASM
IT
L2464[20:57:53] <Lex|Hotel>
vanilla*
L2465[20:58:02] *
williewillus hides :<
L2466[20:58:08] <tterrag> a bug in my
faucet?
L2467[20:58:13] <Lex|Hotel> "Should
I asm it?" NO
L2468[20:58:25] <Lex|Hotel> That is
ALWAYS the answer
L2469[21:00:27] <gigaherz> tterrag: I did
change it all to lowercase, but it made no difference. I'll keep it
lowercase since it does sound more "correct", but having
the ModelResourceLocation()s using the TitleCased MODID wasn't
hurting anything
L2470[21:00:44] <Lex|Hotel> that breaks
things
L2471[21:00:48] <tterrag> ^
L2472[21:00:57] <Lex|Hotel> mc actually
lcases domains in resources
L2473[21:05:01] <Cobbleopolis> I added
the @Mod.Instance and no luck
L2474[21:06:03] <M4thG33k> Which API adds
IWrenchable?
L2475[21:06:19] <TehNut> I think
IC2
L2476[21:06:37] <M4thG33k> cool. I'll
look into that.
L2477[21:07:08]
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L2479[21:09:10] <tterrag> M4thG33k:
probably not as well supported as IDismantleable
L2480[21:09:12] <tterrag> (from
CoFH)
L2481[21:09:22] <tterrag> dunno
though
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L2483[21:09:47] <M4thG33k> That would
make more sense, since most of the mods I've played with are
cenetered aroudn CoFH.
L2484[21:11:40] <Cobbleopolis> I redid
the project, added the @Mod.Instance and still no luck. MC won't
even show the examplemod's mcmod.info
L2485[21:13:06] <gigaherz> that REALLY
sounds like your modid doesn't match the folder name
L2486[21:13:07] <williewillus> what
working directory do you have for the run configuration?
L2487[21:13:27] <williewillus> actually
nvm that wouldn't change anythjing
L2488[21:13:28] <gigaherz> unless there's
some bizarre environment bar messing it all up
L2489[21:13:44] <gigaherz> or... are you
by any chance using a folder with spaces? that has a tendency to
mess up Java things
L2490[21:13:45] <gigaherz> ;P
L2491[21:14:20] <gigaherz> I prefer to
ahve all my dev-relted things in space-free directories
L2492[21:14:31] <gigaherz> simply because
of the convenience to navigate them from commandline
L2493[21:14:57] <Cobbleopolis> All space
free and it matches the modid
L2494[21:15:47] <Cobbleopolis> Does the
Main mod class require to be in Java (i'm writing it all in
scala)
L2495[21:16:42] <gigaherz> yeah somewhere
inside src/main/java
L2496[21:16:55] <gigaherz> but if it was
the mod class, it wouldn't be working at all
L2497[21:16:56] <tterrag> uh no
L2498[21:16:59] <Cobbleopolis> no like
language
L2499[21:17:07] <gigaherz> eh
L2500[21:17:12] <tterrag> you can write
in scala, you just need to specify the language adapter as
scala
L2501[21:17:16] <gigaherz> well obivously
not /java/ if it's scala XD
L2502[21:17:40] <Cobbleopolis> I am
L2504[21:21:12]
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L2506[21:24:19] <Cobbleopolis> As far as
I can tell that is correct
L2507[21:25:14] <Cobbleopolis> I never
had this in 1.7
L2508[21:26:56] <gigaherz> no idea, the
moment you mentioned scala, I was out of the game ;P
L2509[21:27:59] <Cobbleopolis> I think
it's a project/gradle issue
L2510[21:28:06]
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L2511[21:31:03] <gigaherz> maybe, but I
don't know if using scala require any extra steps that java does
not
L2512[21:31:07] <gigaherz>
requires*
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L2515[21:33:55] <HassanS6000> 3 is
actually an unlucky number
L2516[21:33:57] <HassanS6000> cuz
Illuminati
L2517[21:34:11] <killjoy> It's a good
thing it's 7/7
L2518[21:38:32] <Cobbleopolis> gigaherz,
if it was a scala thing wouldn't the example mod be fine (as it's
in Java)?
L2519[21:39:08] <gigaherz> I
suppose
L2520[21:39:12] <gigaherz> well
actually
L2521[21:39:26] <gigaherz> you'd need to
change the resources folder to match the example mod's modid
L2522[21:40:48] <Cobbleopolis> Uh there
isn't one...the mcmod.info is just in resources
L2523[21:41:22] <tterrag> the mcmod.info
specifies the modid inside it
L2524[21:41:27] <Cobbleopolis> O
L2525[21:41:42] <Cobbleopolis> That'd
help
L2526[21:43:13] <Cobbleopolis> Still
nothing...
L2527[21:43:55] <Cobbleopolis> it should
just be in resources right? not assets or assets/modid
L2528[21:45:12]
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L2530[21:46:30] <gigaherz_b> ugh if a
line came through one minute ago, disregard it, otherwise,
nevermind ;P
L2531[21:46:39] <tterrag> Cobbleopolis:
just src/main/resources
L2532[21:46:48] <Cobbleopolis>
Thanks
L2533[21:47:03]
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L2535[21:47:38] <Cobbleopolis> ya that's
where I have it and MC isn't seeing the mcmod.info or any of the
other assets
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L2537[21:50:58] <tterrag> dunno, I use
eclipse
L2538[21:51:19] <Cobbleopolis> I blame
1.8
L2539[21:51:33] <tterrag> don't
L2540[21:51:50] <tterrag> resources not
being on the classpath is your IDE's problem
L2541[21:54:42] <gigaherz_b> I use 1.8
and mc has no issues finding my resources, so if yo uare certian
the paths are right, must be something else in your
IDE/system
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L2545[21:58:40] <Cobbleopolis> what Java
are you running?
L2546[21:59:18] <gigaherz_b> JDK7, I
believe
L2547[21:59:27] <gigaherz_b> yeh
L2548[21:59:31] <Cobbleopolis> Ok
L2549[21:59:35] <Cobbleopolis> I'm
running 8
L2550[21:59:35] <gigaherz_b> jdk
1.7.0_71
L2551[21:59:40] <Cobbleopolis> let me try
7
L2552[21:59:42] <gigaherz_b> I didn't
update since back in january
L2553[21:59:56] <tterrag> backdating java
won't fix it
L2554[22:00:00] <tterrag> and it's a bad
idea anyways
L2555[22:00:10] <gigaherz_b> yeah I'll
take this chance to upgrade my jre
L2556[22:00:24] <gigaherz_b> eh
L2557[22:00:25] <gigaherz_b> my jdk
L2558[22:00:28] <gigaherz_b> the jre is
already 8
L2559[22:01:00] <Cobbleopolis> Hm
L2560[22:01:07] <gigaherz_b> hmm java8 is
at u45 already, I'm using u31 XD
L2561[22:01:24] <gigaherz_b> I'll make
everything up to date XD
L2562[22:02:05] <Cobbleopolis> ya I'm
runnin 8u45
L2563[22:02:35] ***
tterrag is now known as tterrag|away
L2564[22:02:45] <gigaherz_b> well give me
a few minutes and I'll confirm that my mods work in jdk8
L2565[22:03:10] <Cobbleopolis> I just re
run gradlew setupDecompWorkspace idea and it looks like it's re
downloading gradle?
L2566[22:04:23] <Cobbleopolis>
Why???
L2567[22:05:18] <Cobbleopolis> Hopefully
it fixes what ever was wrong
L2568[22:11:50]
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L2569[22:14:16] <gigaherz_b> there,
updated java, launched IDEA, configured a new JDK folder, and
everything is still the same as before
L2570[22:14:23]
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L2576[22:29:11] <Cobbleopolis> IT
WORKS!
L2577[22:29:18] <Cobbleopolis> I DON'T
KNOW HOW
L2578[22:29:19] <Cobbleopolis> HA
L2579[22:29:22] <Cobbleopolis> I
WIN!
L2580[22:29:45] <Cobbleopolis> INT YOUR
FACE MY COMPUTER
L2581[22:31:42] <ItsANoBrainer> Okay, so
this is going to sound really dumb and be a really easy fix. I know
this because ive had this issue before and had it resolved, I just
keep forgetting how.
L2582[22:31:57] <ItsANoBrainer> Why is
double test = 1/2; outputting 0.0
L2583[22:32:04] <gigaherz_b> because
int/int = int
L2584[22:32:17] <gigaherz_b> both
"1" and "2" are integer literals
L2585[22:32:24] <gigaherz_b> they can be
implicitly casted to float/double
L2586[22:32:27] <gigaherz_b> but they are
still ints
L2587[22:32:39] <gigaherz_b> simply do
1.0/2 to get 0.5
L2588[22:32:49] <ItsANoBrainer> yeaaaap
thats it
L2589[22:33:00] <ItsANoBrainer> right
when you said the first line im line
L2590[22:33:04] <ItsANoBrainer> wow
L2591[22:33:08] <ItsANoBrainer>
like*
L2592[22:33:14] <ItsANoBrainer>
thanks
L2594[22:36:20] ***
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L2595[22:38:48] <Cobbleopolis> It's all
good in the hand and inv and as an in entity it's just when it's a
block
L2596[22:39:01] <Cobbleopolis> would that
be in block state?
L2597[22:41:07] <gigaherz_b> do you have
actual blockstates?
L2598[22:41:11] <gigaherz_b> or just the
default one?
L2599[22:41:25]
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L2601[22:42:40] <Cobbleopolis> I named
the folder "blockstate" rather than
"blockstates"
L2602[22:42:59] <Cobbleopolis> aaand that
didn't help
L2603[22:43:10] <Cobbleopolis> but I just
have the default ont
L2604[22:43:24] <gigaherz_b> do you
register it as "inventory"?
L2605[22:43:36] <gigaherz_b> and have
"normal" in the blockstates/<whatever>.json?
L2606[22:43:42] <Cobbleopolis> I do
L2607[22:43:44]
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L2608[22:44:03] <gigaherz_b> what's the
error in the log?
L2609[22:44:53] <Cobbleopolis> There
isn't one that I can see
L2610[22:45:33] <gigaherz_b> can you
paste the whole log from clicking debug until it reaches the main
menu?
L2611[22:45:47] <gigaherz_b> in IDEA you
can just right-click -> create GIST
L2613[22:47:00]
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L2614[22:47:40] <gigaherz_b> [23:46:05]
[Client thread/WARN] [FML]: * Illegal extra prefix swaggg for name
swaggg:tutorialBlock, invalid registry invocation/invalid
name?
L2615[22:47:43] <gigaherz_b> so this is
"nothing"?
L2616[22:48:05] <Cobbleopolis> I didn't
see that
L2617[22:48:17] <gigaherz_b> well you
shouldn't include the modid in the registration
L2618[22:48:30] <Cobbleopolis>
Really?
L2619[22:48:41] <gigaherz_b> for
registering the item/block just do
L2620[22:48:41] <gigaherz_b>
essentializer = new BlockEssentializer();
L2621[22:48:41] <gigaherz_b>
GameRegistry.registerBlock(essentializer,
"essentializer");
L2622[22:48:45] <Cobbleopolis> tutorials
lie
L2623[22:48:47] <gigaherz_b> with your
block's name ;P
L2624[22:49:10] <gigaherz_b> you do need
it in the renderer registration, when creating the
ModelResourceLocation
L2625[22:49:15] <gigaherz_b> but not in
the GameRegistry
L2626[22:49:56]
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Orwell))
L2628[22:50:56] <Cobbleopolis>
unlocalized name?
L2629[22:51:06] <gigaherz_b> yes
L2630[22:51:13] <gigaherz_b> it's used to
query the lang file
L2631[22:51:13] <Cobbleopolis> ok
L2632[22:51:21] <gigaherz_b> note that
they don't need to match
L2633[22:51:26] <gigaherz_b> but it's
good if they do
L2634[22:51:39] <gigaherz_b> helps with
not making your brain a mess
L2635[22:51:39] <Cobbleopolis> ok
L2636[22:51:56] <HassanS6000> Can anyone
help me out?
L2637[22:51:59] <Cobbleopolis> It's still
not rendering correctly in the world
L2638[22:52:06] <gigaherz_b> HassanS6000:
no because we don't know what your problem is
L2639[22:52:15] <gigaherz_b>
Cobbleopolis: error messages in logs?
L2640[22:52:26] <gigaherz_b> if you can't
find it yourself, then paste another gist, or update the existing
one
L2641[22:52:31] <HassanS6000> I've got a
power system running off of RF API and there's an issue whihch is
that if power is incoming from three directions, there's a
crash.
L2642[22:52:37] ***
KJ4IPS is now known as KJ4IPS|Gone
L2643[22:52:39] <Cobbleopolis> One sec
starting MC
L2644[22:52:45] <HassanS6000> It creates
an infinite loop as the power is being sent to things trying to
send power to it..
L2645[22:53:02] <gigaherz_b> well, never
send power back to a side that has just sent power to you
L2646[22:53:18] <gigaherz_b> not sure
what's the best way to manage that
L2647[22:53:25] <gigaherz_b> but it may
solve your issue
L2648[22:53:30] <HassanS6000> gigaherz_b,
that's what we did.. the issue is only for 3's
L2649[22:53:45] ***
willieaway is now known as williewillus
L2650[22:54:03] <HassanS6000> It's cuz
when it pushes power to this newly placed item
L2651[22:54:06] <HassanS6000>
*cable
L2653[22:54:13] <HassanS6000> It then
tries to push to other shit.
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L2657[22:55:28] <gigaherz_b>
Cobbleopolis: what doesyour blockstates json look like?
L2658[22:55:31] <gigaherz_b> and your
model json?
L2660[22:57:02] <Cobbleopolis> all
three
L2661[22:57:40] <gigaherz_b> hmm looks ok
to me
L2662[22:58:04] <Cobbleopolis> do I need
to do something w/ the mesher?
L2663[22:58:33] <HassanS6000>
Cobbleopolis, did you try it without block/
L2664[22:58:45] <Cobbleopolis> in the
block model?
L2666[22:58:55] <HassanS6000> instead of
"swaggg:block/tutorialBlock" do
"swaggg:tutorialBlock"
L2667[22:59:00] <gigaherz_b> no that's
ok
L2668[22:59:04] <HassanS6000> The loader
should know its a block anyway :P
L2669[22:59:04] <gigaherz_b> block/ is
needed
L2670[22:59:12] <HassanS6000> no it's
not
L2671[22:59:12] <gigaherz_b> it doesn't,
it only know it's a model
L2672[22:59:13] <Cobbleopolis>
should
L2673[22:59:18] <gigaherz_b> anyhow
L2675[22:59:26] <gigaherz_b> I have
block/ in all of mine, and they work
L2676[22:59:31] <HassanS6000> Works with
mine without it
L2677[22:59:39]
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L2678[22:59:41] *
gigaherz_b shrugs
L2679[22:59:51] *
HassanS6000 shrugs agreeingly
L2680[22:59:56] <Cobbleopolis> Uh it's
working w/o it
L2683[23:00:38] <gigaherz_b> ah no
crap
L2685[23:00:39] <Cobbleopolis>
there
L2686[23:00:42] <gigaherz_b> not for the
blockstates!
L2687[23:00:49]
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L2688[23:00:50] <gigaherz_b> only for the
textures ;P
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L2690[23:01:19] <HassanS6000>
Cobbleopolis, :D
L2691[23:01:19] <gigaherz_b> you were
right HassanS6000, the blockstates one does NOT use block/
L2692[23:01:20] <gigaherz_b> ;p
L2693[23:01:27] <HassanS6000> gigaherz_b,
told ya so
L2694[23:01:51] <gigaherz_b> I was
confused by the fact that my dust block, uses the forge blockstates
system
L2695[23:01:56] <gigaherz_b> instead of
the minecraft one
L2697[23:02:29] <gigaherz_b> I'm tired of
seeing those numbers in red
L2698[23:02:36] <gigaherz_b> if they work
with quotes, I'll add them XD
L2699[23:02:45]
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L2700[23:02:53] *
HassanS6000 can still be kinda dumb
L2701[23:03:10] <gigaherz_b> I have heat
issues
L2702[23:03:19] <gigaherz_b> it's 6am
here, and even with the windows open all night
L2703[23:03:23] <gigaherz_b> the room
temp is still 30.5C
L2704[23:03:47] <gigaherz_b> the cool
breeze evens out with the computer heat
L2705[23:06:01] <HassanS6000> gigaherz_b,
you need AC :P
L2706[23:06:22] <gigaherz_b> can't afford
it
L2707[23:06:35] <HassanS6000> gigaherz_b,
lol get a job xD
L2708[23:06:38] <gigaherz_b> I wish my
wallet was in a state that allowed me to have an AC
L2709[23:06:50] <HassanS6000> gigaherz_b,
at least you have food and internet and a computer
L2710[23:07:00] <gigaherz_b> I'm trying
do get into gamedev, I have a demo ready, and I ahve to prepare my
"upcoming" kickstarter campaign
L2711[23:07:05] <gigaherz_b> which is one
of the most boring tasks ever
L2712[23:07:09] <HassanS6000> xD
L2713[23:07:11] <gigaherz_b> hence why
I'm doing minecraft modding
L2714[23:07:20] <HassanS6000> cool
L2715[23:08:34] <HassanS6000> lol.. I did
this and it didn't even fix da issue..
L2717[23:08:56] <HassanS6000> it just
made all voltage
L2718[23:08:58] <HassanS6000> 0
L2719[23:16:06] <Horfius> Oh god your
hardcoded TE cases
L2720[23:16:13] <Horfius> So
unnecessary
L2721[23:16:18]
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L2723[23:23:21] <HassanS6000> Lol
L2724[23:23:43] <HassanS6000> I hard
coded those cases Horfius to make sure it worked..
L2725[23:26:16] ***
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L2732[23:36:17] <DarkEvilMac> Is there a
method I can use to render a baked model, I can't find the correct
class to use.
L2733[23:36:31] ***
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L2737[23:45:41] <HassanS6000>
DarkEvilMac, do you already have the IBakedModel?
L2738[23:45:48] <HassanS6000>
DarkEvilMac, what Forge/MC version?
L2739[23:45:57] <DarkEvilMac> 1486
L2740[23:46:02] <DarkEvilMac> and I
believe so.
L2741[23:47:13] <HassanS6000>
DarkEvilMac, what kind of model is this
L2742[23:47:44] <HassanS6000> B3D or
.JAVA or other?
L2743[23:47:50] <DarkEvilMac> ....
L2744[23:47:53] <DarkEvilMac>
IBakedModel.
L2745[23:48:13] <DarkEvilMac> Using 1.8,
trying to render a baked model in world with my TESR
L2746[23:48:20] <HassanS6000> lol I meant
the file..
L2747[23:48:24] <HassanS6000> xD doesn't
matter anyway
L2748[23:48:32] <HassanS6000> Look at how
I rendered my IBakedModel bakedBullet
L2750[23:49:30]
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L2751[23:51:48] <HassanS6000>
DarkEvilMac, you got it?
L2752[23:54:59] <DarkEvilMac>
HassanS6000, I think I've got the general idea.
L2753[23:55:15] <HassanS6000> Okay. Lemme
know if you need anymore help! :D
L2754[23:57:47]
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