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L24[02:04:08] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150726 mappings to Forge Maven.
L25[02:04:12] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150726-1.8.zip (mappings = "snapshot_20150726" in build.gradle).
L26[02:04:22] <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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L624[05:52:16] <Szernex> hm, what's better practice: create a Set once and re-use it by emptying it with .clear() or create a new instance every time?
L625[05:52:47] <tmtu> clear
L626[05:52:50] <Szernex> okay
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L628[06:00:31] <Laceh> https://screencloud.net/v/7Tyl :D
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L633[06:31:26] <NPException> is it possible to prevent walk- and fall- particles from occuring on my mod block?
L634[06:31:50] <NPException> and if so: where should I start to look?
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L639[06:49:55] <Laceh> https://i.imgur.com/UZE6T8X.png :D
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L643[07:28:58] <OrionOnline> Guys is there a way to know which EntityPlayer has the UI open of certain TE?
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L647[07:36:53] <PrinceCat> You could save the information in the tile's nbt?
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L685[09:44:32] <danielhuisman_> OrionOnline: you can pass the player instance (from block right block) to the GUI constructor
L686[09:47:13] *** Mraoffle is now known as Mraof
L687[09:49:30] <McJty> Hi. I'm busy making a new dev env for a new mod with gradlew/IntelliJ. All seems to work fine (things build). However I get this when It try to run from without IntelliJ:
L688[09:49:30] <McJty> https://bpaste.net/show/f2c2dc7da36e
L689[09:49:39] <McJty> In my other mod it works fine so I probably forgot to do something.
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L691[09:50:04] <McJty> IntelliJ also comes ask me where I should put the mcp conf dir for the deobfuscator
L692[09:50:13] <McJty> Which doesn't happen with my other mod
L693[09:50:37] <gigaherz> rerun setupDecompWorkspace?
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L695[09:50:53] <McJty> Already did that
L696[09:51:05] <McJty> Including idea and genIntelliJruns --refresh-dependencies
L697[09:51:24] <sham1|LOST> did you run the idea task?
L698[09:51:30] *** sham1|LOST is now known as sham1
L699[09:51:34] <McJty> ^
L700[09:51:38] <sham1> Because that be bad mkay
L701[09:51:47] <McJty> Bad?
L702[09:52:01] <sham1> Bad may be a strong word
L703[09:52:04] <sham1> Unnessessary
L704[09:52:15] <McJty> How does one make an IntelliJ project otherwise?
L705[09:52:27] *** willieaway is now known as williewillus
L706[09:52:29] <sham1> you import the gradle file as your project in Idea
L707[09:52:47] <McJty> Yes but I cannot do that from my work computer as that can't get through the firewall.
L708[09:52:56] <McJty> So I have to use commandline
L709[09:52:58] <Boreeas> McJty: That's an issue with NEI/codechickencorelib
L710[09:53:07] <McJty> Boreeas, I guessed but what?
L711[09:54:03] <Boreeas> The mapping dir is .gradle\caches\minecraft\net\minecraftforge\forge\<version>\unpacked\conf
L712[09:54:43] <McJty> I don't even have a .gradle/caches
L713[09:54:51] <Boreeas> ah well
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L715[09:55:57] <McJty> I have no problems with this in my other mod so I guess I must have forgotten something
L716[09:55:59] <Boreeas> That's <user home>\.gradle, not <project root>\.gradle btw
L717[09:56:03] <McJty> ah
L718[09:56:27] <McJty> But why would I have to manually set that?
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L720[09:57:22] <sham1> Because CCC
L721[09:57:26] <Boreeas> Because CCCLib isn't able to find it for some reason
L722[09:57:29] <sham1> Also, will this mod be 1.8?
L723[09:57:38] <McJty> sham1, no 1.7.10
L724[09:57:43] <sham1> darn
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L727[10:07:24] <Ivorius> McJty: I use the gradle idea task
L728[10:07:34] <McJty> Ivorius, yes me too
L729[10:07:36] <Ivorius> So don't let them irritate you :P
L730[10:07:51] <PaleoCrafter> it's inferior though
L731[10:07:53] <PaleoCrafter> D:
L732[10:08:02] <Ivorius> I don't want my workspace to be somewhere else
L733[10:08:13] <Ivorius> And it's faster to run it and double click the ipr
L734[10:08:42] <McJty> Might be it is related to that maven thing I still haven't solved.
L735[10:09:07] <gigaherz> Ivorius: I heard it said it's not designed for idea 14 and causes issues
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L737[10:09:07] <Ivorius> fatal: No tags can describe '5623634f56b2c8a1de8264107d00dedd1b32502a'.
L738[10:09:09] <Ivorius> wut
L739[10:09:29] <Ivorius> gigaherz: The import has the same problem in idea 14
L740[10:09:33] <PaleoCrafter> gigaherz, so you've watched Sjin and Sips playing ARK? :P
L741[10:09:34] <Ivorius> That's why we have the ideafix
L742[10:09:56] <gigaherz> PaleoCrafter: sortof
L743[10:10:28] <McJty> Bah... Why isn't this working. Nobody knows what that error is about?
L744[10:10:37] <gigaherz> I have been watching Zueljin & sl1pg8r play ARK seriously, so seeing the yogscast people just feels stupid XD
L745[10:10:47] <PaleoCrafter> heh
L746[10:11:17] <gigaherz> I did watch the eps they released, both the sips&sjin ones and the duncan&lewis ones
L747[10:11:28] <McJty> Ok gradlew runClient gives the same error
L748[10:11:32] <McJty> So it is not IntelliJ related
L749[10:12:15] <Ivorius> https://gist.github.com/Ivorforce/5683982cb2b16433f189
L750[10:12:19] <Ivorius> Anybody have this before
L751[10:12:23] <Ivorius> When setting up the Forge repo
L752[10:12:58] <gigaherz> Ivorius: ideafix? isn't that the dog in Asterix?
L753[10:13:03] <Ivorius> My working copy is technically a very old version, but I did just pull from master
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L755[10:13:05] <gigaherz> XD
L756[10:13:30] <Ivorius> (after I deleted the fml submodule manually)
L757[10:13:41] <Ivorius> lol gigaherz
L758[10:13:42] <gigaherz> ah nope in english it's "Dogmatix"
L759[10:14:15] <Ivorius> That sounds awful
L760[10:14:27] <gigaherz> I prefer ideafix ;P
L761[10:15:04] <gigaherz> anyhow I had enver heard of that command
L762[10:15:21] <Ivorius> That's for the Forge repo
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L764[10:15:43] <gigaherz> as for the log, I haven ever cloned forge so no idea
L765[10:15:57] <gigaherz> have never*
L766[10:17:14] <gigaherz> oh I see, ideafix just appends "idea.module.inheritOutputDirs = true"
L767[10:17:44] <Ivorius> Yes :P
L768[10:18:00] <gigaherz> which is just a modern version of the old "sourceSets { main { output.resourcesDir = output.classesDir } }"
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L775[10:29:57] <Ivorius> Cloning clean Forge repo fixes the problem
L776[10:30:02] <Ivorius> So, w/e
L777[10:43:35] <Mraof> So is there any way to convert a ModelBase to the model format for blocks/items in 1.8 yet?
L778[10:44:07] <Mraof> I don't really want to have to convert all the weapon models from a 1.7 mod to work in 1.8 manually
L779[10:45:27] <gigaherz> so the models use gl calls?
L780[10:45:39] <gigaherz> I have never touched pre-1.8 models
L781[10:45:39] <gigaherz> ;P
L782[10:46:10] <Mraof> Well they have a ModelBase like https://github.com/mraof/Scapecraft/blob/master/src/scapecraft/client/model/ModelToragHammer.java
L783[10:46:32] <Mraof> And I rendered them like https://github.com/mraof/Scapecraft/blob/master/src/scapecraft/client/renderer/item/RenderItemWeapon.java
L784[10:47:00] <gigaherz> Ahh
L785[10:47:02] <gigaherz> addBox
L786[10:47:06] <Mraof> Yeah
L787[10:47:27] <gigaherz> hmmm
L788[10:47:29] <Mraof> https://github.com/mraof/Scapecraft/blob/master/src/scapecraft/client/ClientProxy.java#L310-L340
L789[10:47:52] <gigaherz> I can see potentially exporting a VRML file that you can later import into a 3d program
L790[10:48:14] <gigaherz> by creating a replacement object with the same addBox andsuch methods
L791[10:48:28] <PaleoCrafter> as long as you don't utilize rotations, writing a converter should be easy :P
L792[10:48:45] <gigaherz> he does, though xD
L793[10:49:17] <Mraof> Well the rotations might be unnecessary
L794[10:49:36] <Mraof> Besides 90° rotations, which don't seem like they'd be too hard to handle
L795[10:49:43] <gigaherz> ah
L796[10:49:46] <gigaherz> note also that
L797[10:49:51] <gigaherz> the 1.8 json format does NOT allow rotations
L798[10:50:03] <gigaherz> only 90degree aligned faces
L799[10:50:18] <gigaherz> so if you need anything more complex than that, you'd have to use .b3d/.obj
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L801[10:50:52] <Mraof> Most of the weapons are rotated 220° so they fit with the angle of the arm
L802[10:51:05] <PaleoCrafter> did you use techne to create the models?
L803[10:51:10] <Mraof> I'm guessing I wouldn't have to deal with that with 1.8 models
L804[10:51:19] <gigaherz> you can rotate whole models
L805[10:51:19] <Mraof> Techne was used, yeah
L806[10:51:24] <Mraof> I didn't make the models, though
L807[10:51:35] <PaleoCrafter> are the original tcn files still available?
L808[10:51:42] <Mraof> Various other people did for the mod before I took it over
L809[10:51:48] <gigaherz> ah because having the techne files would be a much nicer way
L810[10:51:48] <gigaherz> XD
L811[10:51:54] <Mraof> Some of them, I'm sure
L812[10:51:59] <Mraof> Why?
L813[10:52:12] <gigaherz> you can convert the tcn into obj
L814[10:52:14] <PaleoCrafter> you could use Tabula to export them to obj
L815[10:52:27] <Mraof> Hmm
L816[10:52:29] <PaleoCrafter> and then (optionally) run them through Cubik's obj import
L817[10:52:44] <gigaherz> or convert to b3d with blender
L818[10:53:31] <gigaherz> but hmmm
L819[10:53:33] <gigaherz> actually
L820[10:53:37] <gigaherz> the tvn file is an xml in a zip
L821[10:54:02] <gigaherz> so you could use some regexp trickery to convert the .java file to xml
L822[10:54:03] <gigaherz> XD
L823[10:54:11] <gigaherz> icn*
L824[10:54:13] <gigaherz> tcn**
L825[10:54:31] <PaleoCrafter> could use the same trickery to directly convert it to JSON :P
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L828[10:54:48] <gigaherz> jso nis per-face, though
L829[10:54:52] <gigaherz> json*
L830[10:54:54] <Mraof> What I could possibly do is make a java program that has its own ModelBase/ModelRenderer classes
L831[10:55:02] <gigaherz> yeah that was my initial suggestion
L832[10:55:15] <Mraof> But all it does is save that to the json format
L833[10:55:18] <gigaherz> make replacement ModelRenderer class that writes to a file when you call addBox and such
L834[10:55:22] <Mraof> That seems like the best choice to me
L835[10:55:33] <gigaherz> just keep in mind that json doesn't do per-box rotations
L836[10:55:34] <Mraof> I don't really know anything about the 1.8 json format, though
L837[10:55:52] <gigaherz> look at the fence json from the 1.8 jar
L838[10:56:31] <gigaherz> External Libraries -> forgesrc -> assets -> minecraft -> ...
L839[10:56:51] <Mraof> Oh, I just have a directory where I extracted the source jar
L840[10:58:04] <gigaherz> well, fence_ne.json
L841[10:58:06] <gigaherz> is a good example
L842[10:58:12] <minecreatr> if I want to launch the minecraftforge jar from java code using launchwrapper, do I have to specify the all the tweakers?
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L844[10:58:41] <gigaherz> I don't think lex supports discussion about creating launchers ;P
L845[10:58:44] <Mraof> Are you able to have faces or whatever at angles?
L846[10:58:49] <gigaherz> nope.
L847[10:58:54] <gigaherz> only axis-aligned faces
L848[10:58:59] <gigaherz> and a global model rotation
L849[10:58:59] <Mraof> Oh, that would be a problem
L850[10:59:43] <PaleoCrafter> you might want to go through obj/b3d then :P
L851[10:59:48] <gigaherz> which is why I started by suggesting exporting to a format understandable by 3d software
L852[10:59:55] <gigaherz> this can be techne xml
L853[11:00:03] <Mraof> http://mraof.com/temp/mcScreenshots/2015-01-22_18.50.40.png Like even just a simple sword like this has stuff at angles
L854[11:00:05] <gigaherz> going through .obj
L855[11:00:29] <gigaherz> or you can look for something readily importable into blender
L856[11:00:34] <gigaherz> speaking of such
L857[11:00:44] <gigaherz> https://gist.github.com/WorldSEnder/fc47f56f03415fc61d0c
L858[11:00:52] <gigaherz> I saw that last time
L859[11:01:03] <gigaherz> (last time ther ewas a conversation about porting to 1.8)
L860[11:01:05] <Mraof> Wait, can tabula export as a techne model?
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L862[11:01:40] <gigaherz> no idea
L863[11:01:47] <PaleoCrafter> yes it can
L864[11:01:49] <PaleoCrafter> iirc
L865[11:01:57] <gigaherz> but why would you want to EXPORT as techne?
L866[11:02:00] <gigaherz> just export as .obj
L867[11:02:01] <PaleoCrafter> ^
L868[11:02:01] <Mraof> Great, so I don't need to track down all the original models
L869[11:02:05] <Mraof> Okay
L870[11:02:16] <Mraof> Since I know tabula can grab models from in game
L871[11:02:23] <PaleoCrafter> ah, right
L872[11:02:32] <gigaherz> ah it can grab ModelBase-based models?
L873[11:02:35] <Mraof> Yeah
L874[11:02:38] <gigaherz> that's nice then
L875[11:02:41] <Mraof> Although only from mobs, I think?
L876[11:02:55] <Mraof> I can make mobs temporarily have weapon models, though
L877[11:02:55] <gigaherz> well worth a try
L878[11:02:56] <gigaherz> XD
L879[11:03:05] <gigaherz> XD
L880[11:03:12] <gigaherz> a walking gun XD
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L883[11:04:31] <gigaherz> I wonder if it can "grab" my baked models from my custom .obj loader
L884[11:04:32] <gigaherz> XD
L885[11:05:12] <Mraof> Actually that's probably better than converting from the original techne models
L886[11:05:31] <Mraof> Since some of them I adjusted in the code because the model was really off center and stuff
L887[11:05:47] <Mraof> (When I make ModelBase models, I like just coding them instead of using something like techne or tabula)
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L890[11:07:34] <gigaherz> whelp that was disappointing
L891[11:07:43] <gigaherz> tabula/ichunutil crashes on my dev env
L892[11:07:44] <gigaherz> XD
L893[11:08:48] <gigaherz> [18:06:17] [Client thread/ERROR]: Caught exception from Tabula
L894[11:08:48] <gigaherz> java.lang.NoSuchFieldError: boxName
L895[11:08:48] <gigaherz> at us.ichun.mods.ichunutil.client.model.ModelHelper.areModelsEqual(ModelHelper.java:455) ~[ModelHelper.class:?]
L896[11:09:37] <pig> your mappings are outdated
L897[11:09:43] <pig> now *I'M* disappointed
L898[11:11:26] <Mraof> Oh, awesome, it can import item models after all
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L900[11:13:28] <Flashfire> How can I set an item's texture (also text color) based on its damage?
L901[11:14:40] <PaleoCrafter> 1.8?
L902[11:15:03] <Flashfire> Yes
L903[11:15:28] <PaleoCrafter> implement ItemMeshDefinition
L904[11:15:39] <Flashfire> Oh I see, cool
L905[11:16:06] <PaleoCrafter> and then register it with ModelLoader.setCustomMeshDefinition
L906[11:16:18] <Flashfire> Alright
L907[11:16:27] <Flashfire> Thanks, I had no idea
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L909[11:18:05] <Flashfire> What do I put in the itemMeshDefinition parameter?
L910[11:18:14] <Flashfire> Do I need a class?
L911[11:18:20] <PaleoCrafter> you implement it :P
L912[11:18:32] <PaleoCrafter> in your own class, yes
L913[11:18:43] <Flashfire> Oh I see, what's in it?
L914[11:18:56] <shadekiller666> expand it and find out
L915[11:19:34] <Flashfire> I mean the class that I have to make and doesn
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L917[11:19:37] <Flashfire> t exist yet
L918[11:20:19] <PaleoCrafter> you implement ItemMeshDefinition with it
L919[11:20:24] <PaleoCrafter> that should be enough info :P
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L921[11:21:22] <Flashfire> I can't register the meshdefinition without a mesh definition object so how can it be?
L922[11:21:29] <shadekiller666> check out the example mods on the forge repo, theres at least one that uses ItemMeshDefinition
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L924[11:21:42] <shadekiller666> ...
L925[11:21:48] <Flashfire> Do I just put the same item twice?
L926[11:21:53] <shadekiller666> no
L927[11:22:10] <shadekiller666> you have to make a class that extends/implements ItemMeshDefinition
L928[11:22:32] <Flashfire> My item class does
L929[11:22:48] <shadekiller666> uhh ok
L930[11:22:55] <MattDahEpic> i was just commissioned to make a mod for 1.6.4... who even uses 1.6.4 anymore
L931[11:22:58] <shadekiller666> so i guess pass that in then
L932[11:23:05] <shadekiller666> matt, say no
L933[11:23:10] <PaleoCrafter> don't do that, Flashfire
L934[11:23:13] <sham1> matt nooo
L935[11:23:14] <PaleoCrafter> the interface is client-only
L936[11:23:29] <Flashfire> I thought that's what you told me to do
L937[11:23:30] <sham1> why would someone want a 1.6.4 mod anymore
L938[11:23:56] <MattDahEpic> shadekiller666, sham1, its a 1-liner, i already finished it
L939[11:24:11] <gigaherz> XD
L940[11:24:13] <shadekiller666> uhh k?
L941[11:24:40] <sham1> blast from the past, eh?
L942[11:25:07] <Flashfire> I can't find this example mod thing you mentioned shadekiller
L943[11:25:08] <MattDahEpic> yep, i had to remember what its like without gradle
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L945[11:25:54] <PaleoCrafter> gradle was introduced in late 1.6.4...
L946[11:26:06] <PaleoCrafter> don't use build 965 for development :P
L947[11:26:34] <MattDahEpic> 9.11.1.1345
L948[11:26:39] <MattDahEpic> doesnt have gradle
L949[11:26:42] <Flashfire> I need an example for this ItemMeshDefinition class
L950[11:26:44] <MattDahEpic> thats the lastest one
L951[11:27:11] <PaleoCrafter> don't use that either
L952[11:27:15] <PaleoCrafter> use 964 :P
L953[11:28:14] <PaleoCrafter> jesus, Flashfire, even new ItemMeshDefinition() { ... } suffices
L954[11:28:38] <Flashfire> But what goes in the "..."?
L955[11:28:51] <MattDahEpic> the ide should fill it in
L956[11:28:53] <PaleoCrafter> ^
L957[11:28:55] <Flashfire> Oh ok
L958[11:29:04] <Flashfire> Didn't know it was that easy
L959[11:29:19] <PaleoCrafter> it's basic Java
L960[11:29:50] <MattDahEpic> ^
L961[11:31:05] <MattDahEpic> woooow, i just found the source for my very first java project
L962[11:31:09] <MattDahEpic> this is ugly
L963[11:31:38] * Mraof looks at lizard videos for modding purposes
L964[11:32:04] <MattDahEpic> you need to only look at the cute lizards
L965[11:32:40] <sham1> Cute lizards are boring lizards
L966[11:32:48] <MattDahEpic> but theyre cute
L967[11:33:19] <Mraof> What lizards aren't cute?
L968[11:33:46] <MattDahEpic> the not cute ones
L969[11:33:50] <MattDahEpic> its subjective
L970[11:34:42] <MattDahEpic> i was making a bird model once and instead of 0.1F i put 1.0F and suddenly GIANT BIRD
L971[11:34:55] <sham1> Giant birds :3
L972[11:35:46] <MattDahEpic> so then i purposely made the bald eagle model a 0.7F size and named it freedom
L973[11:36:12] <MattDahEpic> and it sat on my sholder and engulfed my body
L974[11:36:29] <gigaherz> make it aggressive and have a boss bar
L975[11:36:40] <gigaherz> that's sortof how the US works ;P
L976[11:36:47] <MattDahEpic> name it 'murica and have it summon tanks
L977[11:36:53] <Mraof> I'm going to add a big mob to one of my mods
L978[11:37:10] <Mraof> https://38.media.tumblr.com/e35feba3dd520a9cbe8c42c9f6edaff2/tumblr_inline_nrbgp4PQLz1rrcjyp_540.gif See that thing in the background?
L979[11:37:17] <Mraof> https://33.media.tumblr.com/1e7158c360eb5af03ceb5672a5a038e6/tumblr_inline_nrbgrcdt6g1rrcjyp_540.gif Skeletal version
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L981[11:37:29] <MattDahEpic> homestuck?
L982[11:37:34] <Mraof> Yeah
L983[11:37:40] <Mraof> I'm adding it to Minestuck
L984[11:37:48] <gigaherz> lol
L985[11:37:51] <MattDahEpic> youre the one doing that?
L986[11:37:56] <Mraof> Yeah
L987[11:38:00] <gigaherz> I was just about to press enter on "did you call it Minestuck" when you said it
L988[11:38:01] <gigaherz> XD
L989[11:38:10] <dangranos> uh
L990[11:38:26] <MattDahEpic> i started on sburbcraft a while ago and made a grist crafting system then gave up
L991[11:38:26] <Mraof> Well me and kirderf are, kirderf has been the main one working on it since I started working on Scapecraft
L992[11:38:30] <MattDahEpic> it was the shit doe
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L994[11:38:33] <dangranos> are you making another minestuck? i'm sure i stumbled upon one long ago
L995[11:38:41] <Mraof> Hmm?
L996[11:38:52] <Mraof> https://github.com/mraof/Minestuck/
L997[11:39:16] <Flashfire> Can I change an item's material after initialization?
L998[11:39:45] <diesieben07> items have material? wat?
L999[11:39:53] <gigaherz> Flashfire: that woouldn't make sense
L1000[11:40:00] <diesieben07> also that
L1001[11:40:03] <Flashfire> My bad, tool material
L1002[11:40:23] <diesieben07> you can but it makes no sense
L1003[11:40:32] <gigaherz> so after initialization
L1004[11:40:34] <MattDahEpic> just initalize it with the ones you want
L1005[11:40:35] <gigaherz> suddenly your pick
L1006[11:40:39] <gigaherz> swould become swords?
L1007[11:40:42] <gigaherz> that makes no sense XD
L1008[11:40:46] <Flashfire> I want my tool to "evolve"
L1009[11:40:58] <gigaherz> that's an ItemStack thing
L1010[11:41:01] <diesieben07> it would evolve for ALL players at the same time
L1011[11:41:05] <shadekiller666> so a pickaxe evloves into a sword?
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L1013[11:41:06] <diesieben07> you need to store it in the ItemStack
L1014[11:41:07] <Flashfire> Would it?
L1015[11:41:09] <gigaherz> you'd have to change the item based on damage value and/or NBT
L1016[11:41:10] <MattDahEpic> your [Wooden Pickaxe] evolved into [Woodedn Sword]
L1017[11:41:12] <diesieben07> Item is a singleton
L1018[11:41:16] <diesieben07> it exists ONCE
L1019[11:41:24] <diesieben07> if you change it, the Item itself changes
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L1021[11:41:27] <gigaherz> Item and Block are "handlers"
L1022[11:41:36] <diesieben07> Item = ItemType, Block = BlockType
L1023[11:41:47] <PaleoCrafter> What? Wooden Pickaxe is evolving!
L1024[11:41:48] <gigaherz> only one exists and is responsible for ALL the items/blocks using that handler
L1025[11:42:18] <MattDahEpic> PaleoCrafter, bbbbbbbbbbbb
L1026[11:42:18] <gigaherz> you can create multiple instances of Item/Block, but only for the purpose of having multiple "item types" share the same implementation class
L1027[11:42:26] <gigaherz> such as Iron pick and Diamond pick
L1028[11:42:36] <Flashfire> So I can't seem to do it from the itemstack either
L1029[11:42:54] <Mraof> What are you trying to do
L1030[11:42:59] <diesieben07> you have to read the information from the ItemStack in your item class
L1031[11:43:03] <Flashfire> Make it change material
L1032[11:43:08] <Mraof> Why
L1033[11:43:12] <diesieben07> if you want to e.g. change the harvest level, override getHarvestLevel
L1034[11:43:13] <Mraof> What does that mean
L1035[11:43:14] <Flashfire> So it does different damage
L1036[11:43:23] <Mraof> Okay, so damage is what you want to change
L1037[11:43:42] <diesieben07> is it a sword?
L1038[11:43:46] <Flashfire> I'm extending ItemSword but maybe I should just override the damage method instead, yeah
L1039[11:43:54] <diesieben07> yes, override that
L1040[11:43:59] <diesieben07> and then read some value from the ItemStack
L1041[11:44:28] <Mraof> Having an item that can do more than a specific amount of base damage is harder than it used to be
L1042[11:44:38] <MattDahEpic> no...
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L1044[11:45:51] <Flashfire> But damageVsEntity doesn't have a stack argument
L1045[11:46:06] <Flashfire> So I can't check the damage
L1046[11:46:20] <Mraof> There used to be a method for it, now it uses the SharedMonsterAttributes thing
L1047[11:46:23] <diesieben07> getItemAttributeModifiers
L1048[11:46:28] <Flashfire> Ok, thanks
L1049[11:46:44] <diesieben07> look at what that does in ItemSword
L1050[11:46:50] <Mraof> Does that have a stack argument?
L1051[11:47:04] <diesieben07> it does
L1052[11:47:08] <diesieben07> forge patches it to have one
L1053[11:47:13] <Mraof> Oh, okay
L1054[11:47:25] <Mraof> Yeah that'll work, then
L1055[11:47:27] <Flashfire> No stack argument on that for me
L1056[11:47:42] <Flashfire> Ok there's 2, my bad
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L1061[11:59:06] <Wuppy> oh god, I've been infected by the moot virus
L1062[11:59:12] <Wuppy> I may or may not be a newfag now :C
L1063[11:59:49] <Mraof> It'll be fun making such a huge mob, maybe
L1064[11:59:55] <Mraof> Either fun or frustrating
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L1068[12:18:20] <gigaherz> Mraof: how *huge* is it meant to be?
L1069[12:18:53] <gigaherz> compared to like, twilight forest Hydra
L1070[12:20:26] <Mraof> Well those two pictures are the only two pictures of it
L1071[12:20:27] <gigaherz> ah
L1072[12:20:31] <gigaherz> wait wrong channel
L1073[12:20:45] <Mraof> Hmm?
L1074[12:21:00] <Mraof> https://38.media.tumblr.com/e35feba3dd520a9cbe8c42c9f6edaff2/tumblr_inline_nrbgp4PQLz1rrcjyp_540.gif
L1075[12:23:07] <Mraof> I'm thinking maybe those pillars on that building it's behind are one block wide?
L1076[12:23:13] <Mraof> Just so it isn't unreasonably huge
L1077[12:23:30] <Mraof> Since then it'd have trouble with hitboxes
L1078[12:26:35] <Mraof> So maybe its body will be 2 or 3 blocks tall
L1079[12:27:09] <Mraof> And length wise it'll be long
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L1081[12:31:56] <gigaherz> that would make the image 27:10, which makes the visible part of the mob in the bg 120 blocks long
L1082[12:32:13] <gigaherz> (27 pixels to 10 mc blocks)
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L1084[12:33:23] MineBot sets mode: +o on Lex__
L1085[12:34:24] <gigaherz> Flashfire: the ItemStack doesn't do anything, you override methods in YOUR Item class
L1086[12:34:30] <gigaherz> oops I somehow scrolled up
L1087[12:34:35] <gigaherz> wtf how did that happen?
L1088[12:34:51] <gigaherz> nevermind that ;P
L1089[12:35:16] *** willieaway is now known as williewillus
L1090[12:35:18] <MattDahEpic> im gunna want to get in on this minestuck thing
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L1093[12:41:03] <MattDahEpic> oh my god, i just watched the quakecon fallout 4 demo
L1094[12:41:08] <MattDahEpic> the hype is real
L1095[12:41:10] *** Cojo is now known as Cojo|noms
L1096[12:41:15] <Ashlee> lol
L1097[12:41:15] <dangranos> HYPE HYPE HYPE
L1098[12:41:24] <dangranos> speaking of hype
L1099[12:41:31] <MattDahEpic> ?
L1100[12:41:39] <dangranos> can i get a link so i can post it on hype's irc?
L1101[12:41:45] <MattDahEpic> sure
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L1103[12:43:50] MineBot sets mode: +o on LexManos
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L1106[12:46:27] <LexManos> Did that guy having the driver issues ever post his damn logs?
L1107[12:46:32] <LexManos> Also: https://github.com/LexManos/YUNoMakeGoodMap/pull/13 Stupid people
L1108[12:46:32] <MattDahEpic> no
L1109[12:46:44] <LexManos> See that is why we cant have nice things!
L1110[12:46:55] <LexManos> if shit broke. I need details
L1111[12:47:22] <MattDahEpic> for the record the phone number at the bottom of https://fallout4.com/ is callable and has a message
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L1113[12:51:40] <MattDahEpic> https://www.youtube.com/watch?v=Xhsj9J0BbqM
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L1116[12:55:46] <williewillus> lol
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L1130[13:54:04] <williewillus> in 1.7 we could use yOffset to offset where an entity rendered relative to its origin, is there an easy way to do that in 1.8? (without making another renderer, that is)
L1131[13:55:09] <Neon> Say I wanted to make a simple block GUI with one field where the player can choose any block available in the game (without putting one in, just choose the type). Big deal or not? Can you provide me with an example or code snippet?
L1132[13:56:08] <Giraffestock> what do you mean choose the type neon?
L1133[13:56:37] <williewillus> probably something like SFM where you can choose from a list of all items/blocks in the game
L1134[13:56:38] <williewillus> to filter
L1135[13:57:07] <Neon> Giraffestock, just choose a block. I've seen that in a video of a mod somewhere I think. I think it was a filter, maybe for Buildcraft pipes.
L1136[13:57:20] <Giraffestock> ah well the hard part will be that GUI d:
L1137[13:57:48] <Giraffestock> you can look at buildcrafts source to get a feel for it; you'll need a TextField for input and a custom slot
L1138[13:58:14] <Giraffestock> I recommend just using a TextField, no fancy selecting
L1139[14:00:10] <Neon> Yeah, a text field would be better probably. I've thought of that before, but I wasn't sure if I can find a block by a localized name, nor would I want the player to have to enter the internal name (minecraft:obsidian e.g.).
L1140[14:00:23] <Giraffestock> well you'll just need to see how it displays the names on hover
L1141[14:00:32] <Giraffestock> or when you select it in your hotbar
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L1143[14:00:46] <Giraffestock> (I'm not sure off the top of my head, sorry)
L1144[14:00:52] <Simulac> hey guys
L1145[14:01:00] <Giraffestock> hey guy
L1146[14:01:08] <williewillus> you probably want to search via unlocal names
L1147[14:01:18] <williewillus> for non-english players to use
L1148[14:01:30] <Giraffestock> doesnt getLocalizedName() return the translated name?
L1149[14:01:40] <Giraffestock> wait derp
L1150[14:01:43] <Giraffestock> nvm got them confused :D
L1151[14:02:23] <Neon> Or maybe when a player enters a string I can check their localization and then search for the block within their localized names, then buffer the internal name in the tile entity object.
L1152[14:02:36] <Giraffestock> there are plenty of ways to do it :)
L1153[14:02:48] <Giraffestock> but that does remind me, i need to add Regex support to my gui creator... damn
L1154[14:03:24] <Neon> So hopefully it doesn't take me much time to get into such GUIs. Never did one yet.
L1155[14:03:33] <Giraffestock> they're pretty fun imo
L1156[14:04:28] <Neon> And another thing: Is it possible (easily) to render a text onto a block?
L1157[14:04:34] <Giraffestock> sort of
L1158[14:04:36] <Giraffestock> let me find the code
L1159[14:04:42] <Neon> If not I'd use signs.
L1160[14:05:29] <Giraffestock> oh i think just fontRenderer.drawString will work
L1161[14:05:51] <Simulac> Anyone good with pathfinding?
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L1163[14:06:06] <Simulac> I've run into a problem
L1164[14:06:21] <Giraffestock> uh not in mc sorry simula
L1165[14:06:24] <Giraffestock> simulac*
L1166[14:06:24] <diesieben07> Neon, for the block selection, since its a gui you can do it clientside, "un-translate" the Block (make like a search function like the creative menu)
L1167[14:06:32] <diesieben07> then send the BlockID to the server in a packet
L1168[14:07:28] <Neon> Sounds good.
L1169[14:08:31] <diesieben07> and for storing in NBT use the text-ID (minecraft:stone for example)
L1170[14:09:09] <Neon> Of course. Numeric IDs are subject to change. :D
L1171[14:09:48] <diesieben07> well, in theory it is fine, since they are consistent per-world
L1172[14:09:57] <diesieben07> (and for packets they most certainly are fine)
L1173[14:10:20] <Neon> What if I remove a mod btw. Won't I be able to continue using the world then?
L1174[14:10:38] <diesieben07> sure
L1175[14:10:45] <diesieben07> but the IDs that mod used will not be freed up
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L1178[14:16:48] <Mraof> Hmm
L1179[14:16:59] <Mraof> How would I set a block and not have it update
L1180[14:17:18] <Mraof> So like torches could be floating midair until something forces to update and stuff
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L1182[14:18:21] <diesieben07> setBlock(x, y, z, Block, meta, 0)
L1183[14:18:23] <diesieben07> i think
L1184[14:18:27] <tterrag> yep ^
L1185[14:21:45] <Mraof> Okay
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L1191[14:35:15] <osum4est> hello, how come i have 169 jars in my mod folder, but when minecraft starts up it says that 224 mods have been loaded??
L1192[14:35:31] <diesieben07> mod jars can contain more than one mod
L1193[14:35:38] <diesieben07> (e.g. Buildcraft)
L1194[14:35:43] <osum4est> oohhh
L1195[14:35:48] <osum4est> ok
L1196[14:35:50] <osum4est> thanks
L1197[14:35:53] <shadekiller666> a lot of the time mods will have their dependencies in the same jar as well
L1198[14:36:00] <shadekiller666> if permissions allow of course
L1199[14:36:07] <shadekiller666> like libs and things
L1200[14:36:58] <PaleoCrafter> those aren't mods though :P
L1201[14:37:11] <osum4est> also, i've been thinking about a mod that tracks which blocks you place/break and then has the ability to regen the world with keeping placed blocks the same. is there already a mod that does this?
L1202[14:37:29] <shadekiller666> theres BlockSnapshots in forge
L1203[14:37:42] <shadekiller666> that are made whenever a block is placed
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L1205[14:39:34] <Flashfire> I have an issue with my metadata sword where "+# Attack Damage" isn't updating
L1206[14:39:41] <osum4est> interesting. and this snapshot includes nbt, metadata, and the tileentity?
L1207[14:39:42] <Flashfire> What code actually updates this?
L1208[14:39:47] <ntzrmtthihu777> osum4est: 13^2
L1209[14:40:02] <Simulac> Hmm I've kind of run into an algorithmic problem guys
L1210[14:40:19] <Simulac> It's for my pathfinding algorithm
L1211[14:40:26] <shadekiller666> osum, it includes the block, and possibly the tile entity, i know it has a blockpos tied to it, which would allow you to get the tile entity
L1212[14:40:29] <Simulac> I just can't kind find a good way to implement gap jumps
L1213[14:41:03] <osum4est> ok sounds good. i may attempt to make such a thing
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L1215[14:41:26] <osum4est> because using mcedit to regen my world is annoying
L1216[14:43:12] <shadekiller666> what are you doing that requires regening the world?
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L1218[14:44:32] <osum4est> adding in new mods with new ores, world gen stuff
L1219[14:45:01] <williewillus> Flashfire: the +x attack damage is read from vanilla atrributes
L1220[14:45:21] <Flashfire> Ok, how can I change it?
L1221[14:45:29] <williewillus> override getItemAttributeModifiers
L1222[14:45:32] <williewillus> look at ItemSword
L1223[14:45:34] <Flashfire> I did that though
L1224[14:45:37] <Flashfire> It didn't work
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L1226[14:45:54] <williewillus> what did you do in it?
L1227[14:46:02] <Flashfire> multimap.put(SharedMonsterAttributes.attackDamage.getAttributeUnlocalizedName(), new AttributeModifier(itemModifierUUID, "Weapon modifier", (double)this.attackDamage, 0));
L1228[14:46:24] <Flashfire> And this.attackDamage is in my class yet the value in the tooltip doesn't reflect the changes
L1229[14:46:44] <williewillus> what does it show?
L1230[14:46:51] <Flashfire> Just the initial value
L1231[14:46:59] <Flashfire> Since my material is set to gold it says +4
L1232[14:47:10] <Flashfire> But then I increase it and the change doesn't show
L1233[14:48:00] <williewillus> hm
L1234[14:48:11] <Flashfire> On one side debug shows that attackDamage doesn't change so it could be a client/server problem for all I know
L1235[14:48:34] <Flashfire> Actually, that's probably not a side but the attackDamage from itemSword
L1236[14:49:25] <williewillus> ive changed it without problems before, this is all i did and it was synced properly and everything: https://github.com/sinkillerj/ProjectE/blob/f8192274bc7f98b57dec640db8f035d84b61f25b/src/main/java/moze_intel/projecte/gameObjs/items/tools/DarkSword.java#L87
L1237[14:49:52] <sinkillerj> Willie loves to ping me with ProjectE urls in here X3
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L1239[14:50:43] <Flashfire> Should I use the AttributeModifier class?
L1240[14:50:47] <Flashfire> I haven't so far
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L1242[14:51:20] <Flashfire> Wait sorry, I read it wrong x_x
L1243[14:53:17] <Flashfire> Yeah I don'
L1244[14:53:27] <Flashfire> t know, it looks the same in essence
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L1250[15:07:34] <FusionLord> Hello all! o/
L1251[15:11:33] <MattDahEpic> hoi
L1252[15:14:02] <Flashfire> Attack damage fixed when I stopped extending ItemSword
L1253[15:14:28] <diesieben07> right, there was something
L1254[15:14:40] <diesieben07> vanilla hardcodes stuff in EntityLivingBase for instances of ItemSword
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L1256[15:15:34] <Flashfire> Wait no it changed it for all instances
L1257[15:17:28] <diesieben07> Flashfire, show your code.
L1258[15:18:30] <Flashfire> https://gist.github.com/Flashfyre/dd7591f5ecba15ccbde8
L1259[15:18:47] <Flashfire> For testing I am simply making it change damage with destroying any block
L1260[15:19:22] <diesieben07> remove the attackDamage field
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L1262[15:19:57] <Flashfire> Ok, that's in itemSword so I thought it was important
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L1264[15:20:16] <diesieben07> ok, as a rule of thumb:
L1265[15:20:30] <diesieben07> *ANYTHING* that is stored in your Item class, can ONLY be changed before the game starts (preInit)
L1266[15:20:39] <Flashfire> Good to know
L1267[15:20:48] <diesieben07> if you do it, weird things like this happen.
L1268[15:20:58] <Flashfire> How do I set the attack damage for instances then?
L1269[15:21:03] <diesieben07> metadata
L1270[15:21:05] <diesieben07> or ItemStack NBT
L1271[15:21:13] <Flashfire> Metadata would be nice
L1272[15:21:23] <diesieben07> go ahead and use it then
L1273[15:21:40] <diesieben07> although this i sa sword
L1274[15:21:45] <diesieben07> so metadata is used for durability
L1275[15:21:48] <diesieben07> you need to use NBT
L1276[15:21:51] <Flashfire> But since I have to register it with one instance of the item... how do I change stuff in the constructor based on metadata
L1277[15:21:58] <diesieben07> you can't.
L1278[15:22:06] <Flashfire> This item doesn't deteriorate so I can
L1279[15:22:14] <Ivorius> static Map<ItemStack, Integer> attackDamages;
L1280[15:22:21] * diesieben07 kills Ivorius
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L1282[15:22:40] <williewillus> lel
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L1284[15:23:02] <williewillus> if you want the damage to change based on meta couldn't you just check that in getAttributeModifiers(stack)?
L1285[15:23:12] <diesieben07> ^^
L1286[15:23:19] <Flashfire> Ok, thanks, I'll try it
L1287[15:23:20] <tterrag> Ivorius: don't you mean TObjectIntMap? :>
L1288[15:23:30] <tterrag> because THAT's what's wrong with that :D
L1289[15:23:36] <diesieben07> totally.
L1290[15:26:09] <Flashfire> What about damageVsEntity? There's no stack parameter
L1291[15:26:33] <williewillus> thats not attributes
L1292[15:26:33] <Flashfire> Don't I need an attack field?
L1293[15:26:48] <diesieben07> no you dont
L1294[15:27:29] <williewillus> you put a different value in the attribute modifier multimap based on whatever you want to check
L1295[15:27:34] <FusionLord> In IInventory what are the Field methods for?
L1296[15:27:58] <diesieben07> FusionLord, pretty useless since mojang still hardcodes it, but the idea is that you put stuff like furnace progress there and it gets synced to the client
L1297[15:28:01] <Flashfire> But how does that help me with getting the attack based on damage in damageVsEntity?
L1298[15:28:16] <williewillus> damageVsEntity doesnt have to do with anything
L1299[15:28:18] <FusionLord> thanks diesieben07
L1300[15:28:19] <diesieben07> you don't need damageVsEntity
L1301[15:28:23] <diesieben07> thats ItemSword specific
L1302[15:28:28] <Flashfire> Oh ok, I get it
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L1304[15:28:32] <diesieben07> it just translates that to the attribue modifier
L1305[15:28:39] <diesieben07> if oyu use the attributes directly, you dont need it
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L1307[15:32:32] <Flashfire> The actual text still isn't changing
L1308[15:39:25] <diesieben07> Flashfire, please post your latest code.
L1309[15:40:12] <tterrag> so TE calls matches on recipes when the world is null....
L1310[15:40:18] <tterrag> that totally breaks everything, yay
L1311[15:40:56] <Flashfire> Ok I will
L1312[15:41:14] <Flashfire> https://gist.github.com/Flashfyre/dd7591f5ecba15ccbde8
L1313[15:41:45] <Flashfire> The value in attributemodifiers changes but text doesn't
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L1315[15:42:09] <diesieben07> Flashfire, wtf is this: https://gist.github.com/Flashfyre/dd7591f5ecba15ccbde8#file-gistfile1-txt-L70-74
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L1317[15:42:31] <MattDahEpic> wat
L1318[15:42:44] <diesieben07> you don't need this: https://gist.github.com/Flashfyre/dd7591f5ecba15ccbde8#file-gistfile1-txt-L115
L1319[15:43:03] <diesieben07> what is this? https://gist.github.com/Flashfyre/dd7591f5ecba15ccbde8#file-gistfile1-txt-L115
L1320[15:43:15] <Ivorius> ahahaha
L1321[15:43:18] <diesieben07> no. https://gist.github.com/Flashfyre/dd7591f5ecba15ccbde8#file-gistfile1-txt-L127
L1322[15:43:25] <MattDahEpic> its a copypasta
L1323[15:43:46] <diesieben07> i could go on.
L1324[15:44:02] <Flashfire> > 0 because name won't differ if it's metadata 0
L1325[15:44:02] <MattDahEpic> diesieben07 just grew an extra arm to facepalm x3
L1326[15:44:20] <diesieben07> wat
L1327[15:44:26] <MattDahEpic> ^
L1328[15:44:29] <diesieben07> do not set ANYTHING in addInformation
L1329[15:44:34] <diesieben07> you add to the list in there
L1330[15:44:35] <diesieben07> NOTHING else.
L1331[15:44:45] <Flashfire> But when I did that it added instead of replacing
L1332[15:44:49] <MattDahEpic> the other stuff is for detemining what to add
L1333[15:44:58] <Flashfire> I wanted to color the name, not color the name and add a duplicate of the name
L1334[15:45:11] <diesieben07> if you want to change the name of the Item based on ItemStack override getItemStackDisplayName
L1335[15:45:20] <Flashfire> Ok
L1336[15:45:57] <MattDahEpic> addInfo should be used like: https://github.com/MattDahEpic/TelePacks1.8/blob/master/src/main/java/com/mattdahepic/telepacks/item/ItemTelePack.java#L100-L110
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L1339[15:49:15] <osum4est> im going through the server command tut on mcforge and it uses "icommandsender.sendChatToPlayer" i get an error if i use that
L1340[15:49:31] <osum4est> for me, icommandsender has no method "sendChatToPlayer"\
L1341[15:49:49] <diesieben07> addChatMessage
L1342[15:49:58] <tterrag> that tut is probably from 1.4 or something
L1343[15:50:00] <diesieben07> use your brain... please.
L1344[15:50:03] <tterrag> they are all extremely outdated
L1345[15:50:07] <tterrag> also ^^ it's not hard to figure out
L1346[15:50:39] <osum4est> ok sorry. i didn't realize that the tut is that old. if i did, i would've tried out that method
L1347[15:51:11] <diesieben07> i mean what else can it be....
L1348[15:51:27] <diesieben07> tutorials are never "just copy this code and be happy"
L1349[15:51:33] <diesieben07> they are "this is roughly how this works"
L1350[15:51:37] <osum4est> i just wanted to make sure i didn't get screwed up somewhere
L1351[15:51:54] <osum4est> i know, i was just making sure...
L1352[15:52:03] <osum4est> sorry
L1353[15:52:13] <diesieben07> its fine, just teachign you :P
L1354[15:52:18] <diesieben07> there is also nothing wrong with trying
L1355[15:52:24] <diesieben07> its not like your pc will explode if you use the wrong method
L1356[15:52:43] <PaleoCrafter> well... unless
L1357[15:52:49] <osum4est> is there an updated source for tutorials? or should i just use these outdated ones the best i can?
L1358[15:53:04] <diesieben07> there is not a central hub for tuts, no
L1359[15:53:15] <williewillus> well there is, but not much is there ;p
L1360[15:53:18] <diesieben07> there is a sectino on the forums but those are not necessarily up to date either
L1361[15:53:23] <diesieben07> and the wiki is just a joke
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L1363[15:53:30] <osum4est> alright, good to know
L1364[15:53:49] <diesieben07> oh and then there is the new documentation
L1365[15:54:05] <osum4est> ^ where might that be?
L1366[15:54:37] <diesieben07> http://mcforge.readthedocs.org/en/latest/
L1367[15:54:42] <diesieben07> but its not complete yet either
L1368[15:54:45] <diesieben07> but some stuff is tehre
L1369[15:55:03] <osum4est> looks nice! thanks
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L1371[16:01:40] ⇨ Joins: Gliby (Gliby@104.238.169.36)
L1372[16:07:25] <Giraffestock> so I think im just going to make this editor in java and not ingame
L1373[16:07:33] <Giraffestock> cause the game is being a bitch
L1374[16:07:46] <Gliby> what's up Giraffestock
L1375[16:07:52] <jamierocks> what is required to be present in the mod.info? (not in the documentation)
L1376[16:08:27] <Giraffestock> hey gliby
L1377[16:08:29] <Giraffestock> ingame gui creator
L1378[16:08:30] <Giraffestock> -_-
L1379[16:08:47] <Gliby> oooh thats sounds cool
L1380[16:08:59] <Giraffestock> if it ever works
L1381[16:09:00] <Gliby> you should make it in game
L1382[16:09:00] <Giraffestock> :)
L1383[16:09:23] <Giraffestock> I got the properties editor to work for buttons but thats it so far
L1384[16:09:24] <Gliby> gui editor's are really useful
L1385[16:09:30] <Giraffestock> so drag and drop buttons then modify their values
L1386[16:09:40] <Gliby> my voice chat mod has a gui editor
L1387[16:09:47] <Giraffestock> does it? :o
L1388[16:09:56] <diesieben07> jamierocks, modId and name
L1389[16:10:04] <Gliby> http://i.imgur.com/vpBlXMc.png
L1390[16:10:07] <jamierocks> thanks :)
L1391[16:10:16] <Giraffestock> wanna opensource it? :D
L1392[16:10:17] <Gliby> u can drag and drop and scale and stuff
L1393[16:10:23] <diesieben07> (thats from reading the code, i might be wrong)
L1394[16:10:30] <Gliby> i can put it on gist
L1395[16:10:39] <Giraffestock> whenever i try to make something draggable its always choppy
L1396[16:10:40] <Gliby> i'm not very proud of the code
L1397[16:10:45] <Giraffestock> idc
L1398[16:11:01] <Gliby> but sure, it was kind of hacked in. I'm sure you can make it better!
L1399[16:11:23] <Giraffestock> im sure you could too if you put more time into it
L1400[16:11:27] <Giraffestock> thats always the hard part for me
L1401[16:12:08] <Gliby> it's not very dynamic either
L1402[16:12:14] <Gliby> but that's easy to fix
L1403[16:12:16] <Giraffestock> well mines messy and slow
L1404[16:12:25] <Giraffestock> cant hurt for me to compare them
L1405[16:13:18] <Gliby> i also made it so the gui takes care of all the screen scaling and stuff
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L1407[16:14:46] <Gliby> https://gist.github.com/Gliby/82531bc9ca57a7d562ad
L1408[16:15:01] <Gliby> eww formatting
L1409[16:15:03] <Gliby> one sec fixing it
L1410[16:15:20] <Gliby> https://gist.github.com/Gliby/82531bc9ca57a7d562ad
L1411[16:15:26] <Gliby> oh its the same link.
L1412[16:15:27] <Gliby> nice
L1413[16:15:58] <Gliby> in retrospect i should of made it completely dynamic, but i was rushing to finish it.
L1414[16:16:30] <Giraffestock> danke
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L1418[16:21:54] <speak> Hi! I'm trying to get into making mods, and I'm wondering which tutorials would be best to start with? A lot of what I've found seems outdated.
L1419[16:23:00] <tterrag> speak: what version
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L1421[16:23:06] <speak> 1.8.7
L1422[16:23:19] <diesieben07> you cant mod 1.8.7
L1423[16:23:23] <diesieben07> (for now)
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L1425[16:24:14] <speak> Oh! :O How is something like Optifine made, which does support 1.8.7 ?
L1426[16:24:24] <Mitchellbrine> (editing base classes)
L1427[16:24:27] <diesieben07> Optifine does not requrie forge
L1428[16:24:57] <speak> Oops bbl, but thanks for your answers so far!
L1429[16:25:11] <williewillus> 1.8.7 update is in progress atm
L1430[16:25:16] <tterrag> I don't really know of any good 1.8 tutorials
L1431[16:25:31] <sham1> Wuppy's
L1432[16:25:35] <diesieben07> tterrag, you are in charge of the mcforge docs, right?
L1433[16:25:41] <tterrag> diesieben07: partially
L1434[16:25:46] <tterrag> I have push access and such
L1435[16:26:02] <diesieben07> is there a reason why the getting started thing mentiones the idea task instead of importing the build file?
L1436[16:26:05] <Gliby> i like http://mcforge.readthedocs.org/en/latest/
L1437[16:26:13] <Gliby> ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
L1438[16:26:18] <tterrag> iirc that was written by cpw
L1439[16:26:23] <tterrag> and I don't know enough about IDEA to refute it
L1440[16:26:26] <diesieben07> aha
L1441[16:26:29] <tterrag> feel free to make a PR fixing it
L1442[16:26:33] <diesieben07> I'll make a pr then :D
L1443[16:26:43] <tterrag> I'll trust you know what you're talking about :P
L1444[16:27:20] <sham1> I think that all people who use IDEA would know that
L1445[16:27:31] <diesieben07> will do it tomorrow, too tired today
L1446[16:27:58] <tterrag> sham1: a subset of people which does not include myself
L1447[16:28:16] <sham1> Why dont you use it
L1448[16:28:51] <williewillus> iirc idea task only works properly for idea 13 and under or something
L1449[16:29:26] <jamierocks> how do i handle key press events?
L1450[16:29:41] <diesieben07> KeyInputEvent
L1451[16:29:52] <diesieben07> in there check Keybaord.getEventKey() and Keyboard.getEventKeyState()
L1452[16:30:13] <jamierocks> thanks :D
L1453[16:30:21] <jamierocks> why i don't find these things idk
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L1456[16:40:10] <Gliby> minecraft packets get compressed right?
L1457[16:40:53] <williewillus> theres a threshold iirc
L1458[16:41:21] <Gliby> ah okay
L1459[16:41:36] <diesieben07> only chunk packets iirc
L1460[16:42:04] <Gliby> what about datawatcher?
L1461[16:42:13] <diesieben07> what about it?
L1462[16:42:23] <Gliby> so it doesn't do datawatcher ey?
L1463[16:42:47] <diesieben07> i dont think thats gzipped, no
L1464[16:43:13] <Gliby> looks like I'll have to do it myself
L1465[16:43:38] <diesieben07> why? :D
L1466[16:43:52] <Gliby> because i'm doing lots of data transfer
L1467[16:43:59] <Gliby> https://github.com/jpountz/lz4-java
L1468[16:45:45] <sham1> Yay for stackoverflows from recursion
L1469[16:45:54] <Gliby> actually no
L1470[16:46:12] <Gliby> i won't do compression, if bandwidth ever becomes a problem, i'll do it.
L1471[16:46:33] <sham1> So now I can actually ask people if my search algo is any good
L1472[16:47:32] <Gliby> in other news, I made physics slime blocks bounce around
L1473[16:47:38] <LexManos> ?
L1474[16:47:50] <LexManos> packets are compressed at the network level not the packet level
L1475[16:48:14] <LexManos> if they go over a certian size, you no longer have to do it yourself in your large packets
L1476[16:48:22] <williewillus> i think 1.8 added a server.properties option to specify the threshold for compression
L1477[16:49:35] <LexManos> dont think so considering they check it on both sides, but meh
L1478[16:50:32] <williewillus> idk :p
L1479[16:51:30] <Gliby> will minecraft ever stop using jason?
L1480[16:52:00] <Gliby> jason is pretty good and stuff
L1481[16:52:02] <LexManos> Only if he stands up for himself.
L1482[16:52:18] <Gliby> https://www.youtube.com/watch?v=0cgOti7gLus
L1483[16:52:40] <Gliby> obligatory Heavy Rain reference
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L1491[17:02:44] <sham1> So yeah, can anyone give any suggestions on how to make this algo better
L1492[17:02:44] <sham1> https://github.com/sham1/FluidCraft/blob/master/src/main/scala/com/github/sham1/fcraft/transport/tileentity/FCraftWarpPipeTileEntity.scala#L97-L113
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L1494[17:03:51] <tmtu> sham1: it will perform better if you wrap it to 80/100 lines
L1495[17:03:53] <tmtu> i promise!
L1496[17:04:08] <tterrag> sham1: I tried reading it, but the scala is too opaque :P
L1497[17:04:37] <sham1> And it is not even that good scala :P
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L1499[17:05:10] <Flashfire> I still can't get the weapon damage to change
L1500[17:05:46] <Flashfire> I try setting it in the map but it still shows up without being changed after the line
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L1502[17:06:33] <Giraffestock> gliby: rewrote it to be more dynamic, this code exporting is terrible
L1503[17:06:38] <Giraffestock> its all over the place, i did it wrong lol
L1504[17:06:47] <ollieread> tterrag: You around?
L1505[17:06:55] <tterrag> yes
L1506[17:06:59] <Giraffestock> you know youve been using C++ too much when you try using a <vector>
L1507[17:07:32] <tmtu> import std.vector;
L1508[17:07:34] <Flashfire> Here's my code btw https://gist.github.com/Flashfyre/dd7591f5ecba15ccbde8/edit
L1509[17:07:43] <Flashfire> https://gist.github.com/Flashfyre/dd7591f5ecba15ccbde8*
L1510[17:07:43] <ollieread> When working with EnderTeleportEvent, did you ever encounter strange things, such as cancelled event resulting in the player/enderman teleporting but then instantly teleporting back?
L1511[17:07:55] <tterrag> ollieread: no
L1512[17:08:21] <ollieread> Hmm weird
L1513[17:08:59] <sham1> So yeah, I think I dont have my "find-nearest-exit" algorithm that figured out
L1514[17:09:05] <Flashfire> Wow, I can't believe it. The thing I commented out before makes it work
L1515[17:09:09] <PaleoCrafter> jesus fucking christ, sham1
L1516[17:09:45] <sham1> I know that my code is bad
L1517[17:09:48] <sham1> No need to rub it in
L1518[17:10:17] * tmtu rubs code smell onto sham1
L1519[17:10:23] <Giraffestock> ist beautiful if you think it is sham
L1520[17:10:32] <Giraffestock> every piece of code is beautiful in its own way
L1521[17:10:40] <sham1> Not really
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L1523[17:10:43] <Giraffestock> d:
L1524[17:10:56] <Chompzki> no...
L1525[17:12:01] <PaleoCrafter> and I thought you liked Scala's collections, sham1 :P
L1526[17:12:06] <Giraffestock> thats what ive learned working with middle/highschool students lol
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L1528[17:13:31] <sham1> I dont know what I was doing when I was making that
L1529[17:13:40] <sham1> I think I was slightly drunk or something
L1530[17:13:50] <sham1> What would the problem be with my collection usage
L1531[17:14:36] <osum4est> what is the difference between chunkProvider's loadChunk and provideChunk?
L1532[17:16:33] *** sham1 is now known as sham1|ZZzZ
L1533[17:16:41] <sham1|ZZzZ> Anyway, good night
L1534[17:16:46] <sham1|ZZzZ> Getting real tired here
L1535[17:16:47] <PaleoCrafter> mutability, sham1
L1536[17:16:49] <PaleoCrafter> mutability
L1537[17:16:54] <sham1|ZZzZ> Ah
L1538[17:16:55] <sham1|ZZzZ> I see
L1539[17:17:17] <sham1|ZZzZ> I guess I could have done this thing with immutable data structures, but meh
L1540[17:18:28] <tmtu> mutate everything
L1541[17:18:34] <sham1|ZZzZ> Anyway, good night. I think I will ask again tomorrow for advice to fix my algo alongside with making my collections immutable
L1542[17:18:34] <williewillus> lol
L1543[17:18:35] <tmtu> global state is your friend
L1544[17:18:45] <williewillus> static util methods
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L1546[17:25:49] <FusionLord> in IDEA does the resources dir get marked as resource root or the assest folder?
L1547[17:26:01] <PaleoCrafter> resources
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L1549[17:26:32] <FusionLord> hrrm... tried both ways and still no resources in game, checked for typos as well
L1550[17:26:44] <PaleoCrafter> do you have the fix in your build.gradle?
L1551[17:26:52] <PaleoCrafter> idea.module.inheritOutputDirs = true
L1552[17:27:21] <FusionLord> well works fine when i build, the issue is when debugging
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L1555[17:28:11] <PaleoCrafter> this has nothing to do with building, IDEA links with your gradle project :P
L1556[17:29:30] <FusionLord> ok is there a speciffic location for that line?
L1557[17:29:34] <minecreatr> Im confused as to uv's, Im used to having a min and max u and v for each face, as in 1.8 block models. But I dont really understand how a vertex can have a uv
L1558[17:30:03] <PaleoCrafter> minecreatr, take a quad
L1559[17:30:06] <PaleoCrafter> that has 4 vertices
L1560[17:30:18] <minecreatr> ok
L1561[17:30:51] <minecreatr> so would the top left vertice be the lowest u/v, bottom right be highest, and the other ones be one high one low?
L1562[17:31:00] <PaleoCrafter> exactly
L1563[17:31:11] <PaleoCrafter> (assuming you want to lay out your texture like that xD)
L1564[17:31:37] <shadekiller666> and you want the uvs and the vertices to be ordered counter-clockwise
L1565[17:31:46] <minecreatr> and in the entity model what is the texture offset then, the offset of which all of the uv's are based off of
L1566[17:31:55] <minecreatr> trying to make something to convert an entity model into block models
L1567[17:32:17] <shadekiller666> texture offset is the position of the texture in the atlas sprite i think
L1568[17:32:31] <FusionLord> paleo is there a specific location i should be putting that line?
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L1570[17:32:39] <minecreatr> or is it the position of the sprite in the whole spritesheet?
L1571[17:32:48] <PaleoCrafter> outside of any block, FusionLord
L1572[17:32:53] <PaleoCrafter> so not within braces
L1573[17:33:45] <FusionLord> Thanks don't know much about gradle so changing as little is best, keeps it from breaking.
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L1575[17:34:59] <tterrag> diesieben07: https://github.com/MinecraftForge/Documentation/commit/43e14777503a8c8d719b45b542dfda9fd20f9f3b
L1576[17:34:59] <tterrag> lol
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L1578[17:39:25] <minecreatr> how can I convert the rotation information from ModelRenderer into a BlockPartRotation?
L1579[17:39:53] <shadekiller666> or instead of running gradlew idea, just import the damn build.gradle...
L1580[17:40:14] <killjoy> Same can be done on eclipse now with buildship
L1581[17:40:17] <shadekiller666> mine, what format is it in ModelRenderer?
L1582[17:40:38] <shadekiller666> minecreatr^
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L1584[17:41:55] <minecreatr> its in the format of origin x, y, and z, and x y and z rotation in degrees
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L1587[17:43:59] <minecreatr> shadekiller666, ^
L1588[17:44:13] <shadekiller666> ok
L1589[17:45:08] <shadekiller666> erm
L1590[17:45:16] <shadekiller666> theres AxisAngle4f maybe
L1591[17:45:34] <shadekiller666> which takes an angle and x,y,z vector
L1592[17:45:56] <shadekiller666> you might need to convert them to radians first
L1593[17:46:46] <shadekiller666> BlockPartRotation takes a vector3f origin, an axis from EnumFacing.Axis, an angle, and a rescale
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L1595[17:47:12] <shadekiller666> you could get the axis from the methods in EnumFacing
L1596[17:50:23] <minecreatr> but how do I get the angle shadekiller666 ?
L1597[17:50:37] <shadekiller666> hmm
L1598[17:50:51] <minecreatr> I only have the origin, and the rotation of x,y, and z in degrees
L1599[17:50:54] <minecreatr> thats all I have
L1600[17:50:57] <shadekiller666> ok
L1601[17:51:00] <shadekiller666> one sec
L1602[17:55:02] <minecreatr> also is there any way to get the direction a TexturedQuad is facing?
L1603[17:55:40] <shadekiller666> using its normal
L1604[17:56:05] <shadekiller666> you could call into EnumFacing.getFacingFromVector
L1605[17:56:35] <shadekiller666> are you trying to get the data out of BlockModelRenderer and convert it to a BlockPartRotation?
L1606[17:56:35] <minecreatr> TexturedQuad dosn't have a vector thoug
L1607[17:56:45] <minecreatr> yes
L1608[17:57:21] <shadekiller666> what data to be specific? BlockModelRenderer doesn't store anything
L1609[17:57:35] <minecreatr> well I want to export a tabula model to json
L1610[17:57:49] <minecreatr> wait actually no
L1611[17:57:54] <minecreatr> not block model renderer
L1612[17:58:14] <minecreatr> I want to turn a ModelRenderer into a json for a Block Model
L1613[17:58:24] <shadekiller666> ModelRenderer?
L1614[17:58:49] <minecreatr> yes
L1615[17:58:53] <minecreatr> net.minecraft.client.model.ModelRenderer
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L1617[18:01:24] <shadekiller666> oo
L1618[18:02:00] <minecreatr> I understand the block models more then I understand the entity models :P
L1619[18:02:46] <shadekiller666> so you have rotateX/Y/Z, you could make an axisangle4f starting with one of those 3
L1620[18:03:23] <shadekiller666> so AxisAngle4f(Vector3f(1, 0, 0), rotateX<in radians>)
L1621[18:03:54] <shadekiller666> then you could add or multiply that axisangle by axisangles for the other 2
L1622[18:04:03] <shadekiller666> and that should give you one for all 3 of them i think
L1623[18:04:25] <shadekiller666> you could look at ForgeBlockstateV1's TRSRTransformation deserializer for an example i think
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L1625[18:06:48] <jamierocks> my keybindings don't seem to be translating properly :(
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L1627[18:09:41] <minecreatr> shadekiller666, wait, so do I add them or do I multiply?
L1628[18:09:51] <shadekiller666> uhh
L1629[18:09:56] <shadekiller666> multiply i think
L1630[18:10:34] <shadekiller666> try one and see if it looks right :p
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L1632[18:14:23] <minecreatr> shadekiller666, how do I multiply the AxisAngle4f, I dont see a multiply function?
L1633[18:14:30] <minecreatr> do I just multiply all of its variables?
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L1635[18:16:43] <Gliby> how do i activate a redstone wire, without breaking minecraft?
L1636[18:18:11] <shadekiller666> minecreatr, sorry, make a Quat4f, and call mul(<axisangle>) on it
L1637[18:19:01] <shadekiller666> to convert it back to an axisangle after multiplying, pass the quat into either the axisangle constructor or the set() method
L1638[18:20:12] <minecreatr> shadekiller666, quats can only be multiplied by other quats though
L1639[18:20:41] <williewillus> Gliby: what do you mean, like send redstone power?
L1640[18:20:50] <Gliby> yes exactly that
L1641[18:20:51] <williewillus> look at lever or pressure plate? :p
L1642[18:20:56] <Gliby> I have
L1643[18:20:58] <shadekiller666> ok
L1644[18:20:59] <Gliby> i don't get it.
L1645[18:21:14] <Gliby> is it a blockstate property
L1646[18:21:17] <Gliby> or something?
L1647[18:22:03] <shadekiller666> so do Quat4f ret = new Quat4f(); ret.mul(new Quat4f(<axisangle>)); or ret.mul(new Quat4f().set(<axisangle>));
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L1650[18:24:17] <williewillus> isProvidingWeakPower and isProvidingStrongPower
L1651[18:24:23] <williewillus> the lever is a more concise example than pressure plate
L1652[18:24:59] <williewillus> when you flick the lever it just sets a blockstate property and triggers a block update, and those two above methods check said blockstate property
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L1655[18:27:53] <minecreatr> so now how do I get the axis shadekiller666 ?
L1656[18:28:35] <shadekiller666> well, convert the quat4f back to an axisangle, then just use the x, y, z, angle values out of that
L1657[18:29:00] <shadekiller666> might have to convert them back to degrees, not sure though
L1658[18:29:36] <shadekiller666> or, if you use the forge blockstate json format, you could get away with just writing the quat to the left_rotation
L1659[18:29:40] <Gliby> okay this one is tricky
L1660[18:30:28] <Gliby> i want my physics entity to activate redstone below
L1661[18:31:06] <tterrag> redstone activation /requires/ a block to be present
L1662[18:31:11] <tterrag> so good luck with that :P
L1663[18:31:46] <Gliby> c'mon guys!
L1664[18:31:51] <Gliby> someone has figured this out before!
L1665[18:32:05] <tterrag> no, they haven't, because it's not possible
L1666[18:32:12] <tterrag> unless you do some serious hacks to the redstone system
L1667[18:32:17] <shadekiller666> you could make a dummy block with no collision that follows the entity around
L1668[18:32:32] <Gliby> i thought of that
L1669[18:32:41] <shadekiller666> though the updates could get crazy if not careful
L1670[18:32:52] <Gliby> but i don't want to destroy any blocks
L1671[18:33:07] <Gliby> because the entity might be smaller then a block
L1672[18:33:13] <Gliby> if you know what i'm saying.
L1673[18:33:16] <shadekiller666> well
L1674[18:33:20] <minecreatr> well for redstone wire maybe just set it to lit redstone wire with a high power value
L1675[18:33:29] <minecreatr> I dont see why it wouldn't transmit
L1676[18:33:35] <shadekiller666> that would only work for 1 tick
L1677[18:33:45] <minecreatr> well if its an entity you can keep setting it
L1678[18:33:52] <shadekiller666> until the redstone updates and realizes it doesn't actually have a power source
L1679[18:34:04] <shadekiller666> that is true
L1680[18:34:08] <minecreatr> just set it on every entity tick
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L1682[18:36:16] <Hancin> So, how do I modify Display context during mod init with the new SplashProgress ? pause() / resume() say "will break, don't use this", and there doesn't seem to be any events after splash
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L1684[18:39:40] <Gliby> okay, but that mean's that it could break stuff
L1685[18:39:57] <shadekiller666> how so?
L1686[18:40:04] <Gliby> other redstone mods
L1687[18:40:12] <Gliby> it wouldn't work for these.
L1688[18:40:17] <shadekiller666> ?
L1689[18:40:35] <minecreatr> well, it would just need to be per case
L1690[18:40:48] <minecreatr> so you can add support relatively easily
L1691[18:40:54] <minecreatr> by having some sort of redstone list
L1692[18:41:11] <minecreatr> that specifies what to do for each block
L1693[18:44:56] <minecreatr> how would I get the EnumFacing a TexturedQuad is facing?
L1694[18:45:14] <tterrag> what does that mean? a quad is not necessarily axis aligned
L1695[18:45:48] <Mraof> How do you export as an obj from tabula?
L1696[18:46:02] <tterrag> I don't think you can
L1697[18:46:07] <tterrag> there is a converter out there somewhere though
L1698[18:46:15] <Mraof> Huh, I thought someone said I could
L1699[18:47:50] <Mraof> Someone said I wouldn't ahve to export as tcn first since I could just export as obj
L1700[18:48:12] <shadekiller666> minecreatr, EnumFacing.getFacingFromVector
L1701[18:48:44] <minecreatr> would I combine all the vertex vectors in the textures quad shadekiller666 ?
L1702[18:48:55] <shadekiller666> urm
L1703[18:49:22] <shadekiller666> you'd need to calculate the face normal, ya
L1704[18:49:43] <minecreatr> do you do that by adding all the vectors? shadekiller666 ?
L1705[18:49:54] <shadekiller666> its a bit more involved, one sec
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L1707[18:49:59] <minecreatr> ok
L1708[18:49:59] <Mraof> Actually I don't even see a way to export as tcn
L1709[18:50:27] <tterrag> nope
L1710[18:50:32] <tterrag> I was about to say
L1711[18:51:24] <tterrag> shadekiller666: how could you possibly determine the facing of a non-axis-aligned quad?
L1712[18:51:34] <tterrag> what would that even mean?
L1713[18:51:48] <shadekiller666> ask EnumFacing that question
L1714[18:51:50] <Mraof> PaleoCrafter said it could, it looks like
L1715[18:51:52] <Gliby> how does one overwrite a block state property value?
L1716[18:51:56] <tterrag> no thanks :D
L1717[18:51:57] <shadekiller666> thats how minecraft expects its normals
L1718[18:52:13] <tterrag> shadekiller666: vanilla jsons force axis-algined quads
L1719[18:52:14] <shadekiller666> even though on the other end it converts the data back to non-axis-aligned...
L1720[18:52:17] <tterrag> forge, not so much
L1721[18:52:41] <shadekiller666> tterrag, for the custom modelloaders, you have to pass the normal data as an enumfacing
L1722[18:52:45] <tterrag> so it would make sense that they have a method to do so, given that they do not expect models to ever have unaligned quads
L1723[18:52:50] <shadekiller666> for some god forsaken reason...
L1724[18:53:04] <tterrag> yes, for jsons, but code models do not have that restriction
L1725[18:53:08] <tterrag> do they?
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L1727[18:53:37] <shadekiller666> not if you bypass vanilla's baked quads and render on your own
L1728[18:53:49] <tterrag> uhh
L1729[18:53:50] <tterrag> no
L1730[18:53:57] <shadekiller666> or vanilla's vertex array thing
L1731[18:53:59] <tterrag> IBlockModel requires baked quads
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L1733[18:54:34] <minecreatr> I am serializing into json actually
L1734[18:54:47] <minecreatr> so I do have all the restrictions that json has
L1735[18:54:50] <shadekiller666> hold on
L1736[18:55:07] <tterrag> minecreatr: I'm not talking about json as a format
L1737[18:55:13] <tterrag> but specifically the MC block models
L1738[18:55:22] <shadekiller666> so the B3D and OBJ loaders both use ColoredBakedQuads, which take an int[], int, and EnumFacing side
L1739[18:55:31] <tterrag> oh, really?
L1740[18:55:35] <shadekiller666> mhmm
L1741[18:55:36] <tterrag> wow that's incredibly awful
L1742[18:55:47] <minecreatr> I know, I am serializing it into mc block models tterrag
L1743[18:55:48] <tterrag> so even with the obj loader
L1744[18:55:54] <tterrag> I couldn't make models that have unaligned faces?
L1745[18:55:54] <minecreatr> I am making a block model exporter for tabula
L1746[18:56:06] <shadekiller666> inside of ColoredBakedQuad it actually converts back to non-axis-aligned i think
L1747[18:56:12] <shadekiller666> tterrag, you can
L1748[18:56:30] <tterrag> and how would that work?
L1749[18:56:34] <tterrag> what facing do you pass?
L1750[18:56:45] <shadekiller666> the ambient occlusion vanilla uses for standard blocks just makes the shading on the model look funny
L1751[18:57:05] <shadekiller666> it will render whatever vertex data you pass in using the int[]
L1752[18:57:15] <shadekiller666> which also contains the normal data
L1753[18:57:42] <tterrag> but you have to pass a facing
L1754[18:57:44] <tterrag> what do you pass?
L1755[18:58:02] <shadekiller666> EnumFacing.getFacingFromVector(normal.x, normal.y, normal.z)
L1756[18:58:18] <tterrag> and that's valid? interesting
L1757[18:58:23] <tterrag> I wonder how it defines that :P
L1758[18:58:24] <shadekiller666> mhmm
L1759[18:58:40] <shadekiller666> it uses that for shading i think
L1760[18:58:44] <minecreatr> shadekiller666, is the normal just the vector of the vertexes of the face added together?
L1761[18:58:59] <shadekiller666> no minecreatr, one sec
L1762[18:59:11] <tterrag> yeah I know, the essence of the problem is that mojang was too lazy to write smooth lighting for non-axis-aligned models
L1763[18:59:13] <minecreatr> ok
L1764[18:59:26] <tterrag> instead they kept their stupid existing hacky system and just forced it to work
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L1766[19:00:46] <shadekiller666> minecreatr: https://gist.github.com/shadekiller666/08f60813211279d00478
L1767[19:01:43] <Unh0ly_Tigg> with "A instanceof B", is "B.class.isAssignableFrom(A.getClass())" true?
L1768[19:01:47] <shadekiller666> tterrag, whilst digging through the class that actually tessellates from that data, i realized it wouldn't be to hard to pypass the EnumFacing completely, at least from my initial look, haven't actually tried
L1769[19:03:05] <minecreatr> wait shadekiller666 , how would I use that code on vertexes from a TexturedQuad?
L1770[19:03:26] <shadekiller666> well
L1771[19:03:51] <shadekiller666> those vertices should have at least a Vector3f describing their positions
L1772[19:03:58] <shadekiller666> and there should be 4 vertices
L1773[19:04:15] <tterrag> Unh0ly_Tigg: yeah
L1774[19:04:20] <shadekiller666> which means that you'd want to use the else block in that if/else
L1775[19:05:07] <shadekiller666> v1/2/3/4 are just copies of the vertices in the verts[] array, so you'd just use the verts in the quad to copy from instead
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L1777[19:05:21] <shadekiller666> then just follow the code in the else block
L1778[19:05:48] <shadekiller666> Normal() is just a class containing a Vector3f with getters/setters
L1779[19:06:20] <shadekiller666> so avg would be your face normal
L1780[19:10:13] <minecreatr> ok
L1781[19:10:15] <minecreatr> well I gtg now
L1782[19:10:18] <minecreatr> ttyl
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L1786[19:12:57] <Flashfire> What's the best way to store a map of blockpos arraylists in worldsaveddata?
L1787[19:13:36] <shadekiller666> what?
L1788[19:13:49] <shadekiller666> a map of arraylists
L1789[19:13:55] <shadekiller666> what would the key be?
L1790[19:13:58] <Flashfire> A map of arraylists containing blockpos objects
L1791[19:14:05] <Flashfire> The kind of block being stored
L1792[19:14:13] <shadekiller666> oh
L1793[19:14:29] <shadekiller666> anyway, i have no idea, never worried about world saves
L1794[19:14:39] <williewillus> why would you ever need to do that lol
L1795[19:14:44] <Flashfire> I mean there's intarray nbt but not long array
L1796[19:15:11] <williewillus> you can just have an nbt list of TAG_LONGs
L1797[19:15:12] <Flashfire> I'll tell you exactly why, I have a huge structure that randomly replaces the most common block with various other types of blocks
L1798[19:15:48] <williewillus> TAG_List containing a bunch of TAG_Long
L1799[19:16:02] <Flashfire> How do I use those?
L1800[19:16:21] <Flashfire> Given the readFromNBT and writeToNBT methods
L1801[19:16:25] <tterrag> also, don't use a map of arraylists
L1802[19:16:28] <tterrag> that's super ugly
L1803[19:16:31] <tterrag> Multimap pls
L1804[19:16:56] <Flashfire> Ok
L1805[19:17:45] <williewillus> anyways, make a new taglist, append long tags onto it, then set the list onto the compound you're given in read/writetonbt
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L1807[19:18:22] <Flashfire> I've never used a taglist, what's the exact name?
L1808[19:18:39] <williewillus> NBTTagList
L1809[19:18:43] <Flashfire> Alright
L1810[19:18:51] <Flashfire> So is that a field in my data class?
L1811[19:18:56] ⇦ Parts: GerbShert (~GerbShert@66.228.19.244) ())
L1812[19:19:04] <williewillus> it's like a tag compound only the things inside aren't named and must be the same type
L1813[19:19:06] <tterrag> no, that's just how you write it to NBT
L1814[19:19:09] <Flashfire> Ok
L1815[19:19:31] <tterrag> same concept as the mulitmap
L1816[19:20:42] <Flashfire> So do I have tag lists within tag lists?
L1817[19:20:48] <williewillus> no
L1818[19:21:10] <tterrag> just tag.setTag("key", list)
L1819[19:21:26] <Flashfire> But I have multiple lists I want to write, should they be separate tags?
L1820[19:21:36] <williewillus> thats what the key is for
L1821[19:21:41] <williewillus> tag.setTag("list1", list1)
L1822[19:21:45] <williewillus> tag.setTag("list2", list2)
L1823[19:21:54] <williewillus> ?
L1824[19:21:58] <Flashfire> Then yeah separate tags
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L1827[19:25:07] <Mogul> Hey guys
L1828[19:25:14] <williewillus> hi
L1829[19:25:56] <Flashfire> Do all multimaps need those methods in your code? :/
L1830[19:26:06] <tterrag> what?
L1831[19:26:13] <Flashfire> I mean to instantiate it it has to add so many methods
L1832[19:26:14] <tterrag> if you are saving them to NBT...then yeah, you have to save it somehow
L1833[19:26:32] <Flashfire> I would rather just use an arraylist of maps
L1834[19:26:38] <tterrag> what?
L1835[19:26:43] <tterrag> Multimap is an interface
L1836[19:26:47] <tterrag> you don't instantiate it...it's like map...
L1837[19:26:59] <tterrag> use a subclass like ArrayListMultimap
L1838[19:27:23] <Flashfire> How do I make the list into the multimap then?
L1839[19:28:09] <tterrag> you just call .put like normal
L1840[19:28:53] <tterrag> if they keys match another entry, it adds it to the list
L1841[19:28:57] <williewillus> an arraylist of maps oh god
L1842[19:28:59] <tterrag> read the jsons
L1843[19:29:06] <tterrag> williewillus: no, a map of arraylists
L1844[19:29:12] <tterrag> who would do a list of maps? that's pointless
L1845[19:29:23] <williewillus> <Flashfire> I would rather just use an arraylist of maps
L1846[19:29:25] <williewillus> :p
L1847[19:30:22] <tterrag> wait
L1848[19:30:28] <tterrag> is that what you're using currently?!?
L1849[19:31:16] <Flashfire> It won't let me instantiate arraylistmultimap either
L1850[19:31:41] <Mogul> I'm looking for advice on a rather diffuse topic, that is - (how) is it possible to return a block texture that is computed instead of just loading a file as usual? What I wanna do is implement blocks with lots of variations that are the same across all blocks and use the base texture of the block plus an "overlay" of another texture. Now I imagine that it would be cool to be able to use those overlay textures
L1851[19:31:41] <Mogul> and just mix them with the base textures on loading of the block instead of having to create and load dozens of textures from file.
L1852[19:31:51] <Mogul> That was long... oO
L1853[19:31:59] <tterrag> Flashfire: call static .create()
L1854[19:31:59] <shadekiller666> mogul
L1855[19:32:10] <Mogul> ye?
L1856[19:32:19] <shadekiller666> yes, dynamic textures are possible, thats how the pink and black missing block texture is made
L1857[19:32:34] <Flashfire> static.create? That doesn't seem to exist for me
L1858[19:32:42] <shadekiller666> it is a pain in the ass, but its possible
L1859[19:32:50] <Mogul> Well, I dabbled around a little with TextureAtlasSprites but I didnt get it to work
L1860[19:32:56] <tterrag> -.-
L1861[19:33:06] <tterrag> please use your brain, I meant a static create method
L1862[19:33:06] <shadekiller666> hahaha tterrag
L1863[19:33:30] <Flashfire> Oh ok
L1864[19:34:43] <Flashfire> Ok I'm just not getting this
L1865[19:35:06] <shadekiller666> Mogul look at ModelLoader.White on the forge github repo
L1866[19:35:13] <Flashfire> Am I supposed to call that method in the constructor?
L1867[19:35:19] <shadekiller666> thats a dynamicly-generated solid white texture
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L1869[19:35:32] <Mogul> Uh, ok, that sounds promising, thanks.
L1870[19:36:29] <Flashfire> Either way it's still not letting me instantiate it
L1871[19:36:32] <tterrag> Flashfire: this really isn't rocket science
L1872[19:36:33] <shadekiller666> the B3D and OBJ models use it for vertex coloring
L1873[19:36:47] <shadekiller666> its rocket surgery!
L1874[19:36:57] <shadekiller666> :D
L1875[19:37:17] <williewillus> Flashfire: its a factory method
L1876[19:37:19] <williewillus> dont use the ctor
L1877[19:37:27] <tterrag> Multimap<Foo> bar = ArrayListMultimap.create();
L1878[19:37:35] <Flashfire> That's what I needed
L1879[19:37:52] <tterrag> *sigh*
L1880[19:37:58] <Mogul> Well, shadekiller, it sure seems pretty extensive... oO
L1881[19:39:22] <Mogul> That is, if I should need such a complex structure as in the ModelLoader class and not the TextureAtlasSprite itself; which looks pretty sleek.
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L1885[19:45:45] <williewillus> grah auth servers are down again
L1886[19:46:52] <Skuli> http://xpaw.ru/mcstatus/ says you are incorrect
L1887[19:47:20] <Skuli> ah there she goes
L1888[19:47:23] <Skuli> DOOOWN
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L1893[20:03:42] <FusionLord> I've never used DataWatcher before, how do i read back from it?
L1894[20:03:51] <FusionLord> or where rather
L1895[20:10:01] <williewillus> wherever you need your data, call <entitylivingbase>.dataWatcher.getWatchableObject{Byte|Short|Int|Float|String} (id)
L1896[20:10:26] <williewillus> er, not entitylivingbase, every entity has a datawatcher
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L1898[20:10:46] <williewillus> but yeah, wherever you need it, entity.datawatcher.getWatchableObjectWhatever(id)
L1899[20:13:58] <minecreatr> xD shadekiller666 model exporter sort of works http://prntscr.com/7xdsot
L1900[20:14:03] <minecreatr> that was an armor stand
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L1902[20:14:09] <minecreatr> texture is not specified
L1903[20:14:15] <williewillus> lol
L1904[20:14:16] <shadekiller666> lol
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L1906[20:14:20] <shadekiller666> its perfect!
L1907[20:14:20] <williewillus> hey it kinda works
L1908[20:14:26] <minecreatr> xD
L1909[20:14:34] <shadekiller666> does the noise actually move?
L1910[20:14:44] <minecreatr> yes
L1911[20:14:48] <shadekiller666> nice
L1912[20:15:08] <minecreatr> and it can only be seen from one side
L1913[20:15:14] <shadekiller666> haha
L1914[20:15:56] <minecreatr> better then nothing I guess xD
L1915[20:16:47] <minecreatr> hmm, it seems that it is always resolving to north
L1916[20:16:52] <shadekiller666> i have this weird persistance bug with model rotations in the OBJ loader
L1917[20:17:06] <shadekiller666> north is the default "facing" direction
L1918[20:17:06] <minecreatr> so it is only making north faces
L1919[20:17:27] <minecreatr> yeah, this is the json it generated http://pastebin.com/8azhQvn3
L1920[20:17:42] <minecreatr> I just put in a vannila rp to test it
L1921[20:17:57] <williewillus> rip formatting
L1922[20:18:07] <shadekiller666> O.o
L1923[20:18:07] <tterrag> jesus
L1924[20:18:12] <tterrag> setPrettyPrinting() pls
L1925[20:18:24] <minecreatr> well Im using toString on a JsonObject
L1926[20:18:29] <tterrag> ;_;
L1927[20:18:29] <shadekiller666> why
L1928[20:18:35] <tterrag> why why why
L1929[20:18:38] <minecreatr> because Im creating it as a json object?
L1930[20:18:48] <shadekiller666> no Gson?
L1931[20:18:58] <minecreatr> its the Gson Library
L1932[20:19:03] <minecreatr> but Im doing it directly
L1933[20:19:45] <tterrag> use a Gson object
L1934[20:19:47] <tterrag> is what he's saying
L1935[20:19:49] <tterrag> and toJson
L1936[20:19:54] <tterrag> which will format it properly
L1937[20:20:01] <tterrag> https://github.com/tterrag1098/CustomThings/blob/master/src/main/java/tterrag/customthings/common/config/ConfigHandler.java#L139-L153
L1938[20:20:04] <minecreatr> its possible to format it this way
L1939[20:20:14] <minecreatr> and I find it convienient to do it directly
L1940[20:20:28] <tterrag> no one is saying you can't
L1941[20:20:31] <minecreatr> wait
L1942[20:20:34] <tterrag> just new Gson().toJson(object)
L1943[20:20:36] <minecreatr> I am using a JsonObject
L1944[20:20:51] <minecreatr> but Im using its toString() method to get the text
L1945[20:20:54] <tterrag> new GsonBuilder().setPrettyPrinting().create().toJson(object) to be more exact :P
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L1947[20:21:47] <tterrag> minecreatr: all I'm saying is that instead of printing out the toString, to use Gson's toJson which will actually format it like a sane person would
L1948[20:21:55] <minecreatr> yeah xD
L1949[20:21:59] <Teamy> I'm getting "Error:gradle-resources-test:Fl00dz: java.lang.NoClassDefFoundError: org/apache/tools/ant/util/ReaderInputStream" When I try to build, I'm using IntelliJ Idea 14, is there something in my project I need to configure before I can build?
L1950[20:21:59] <minecreatr> didn't realize you could do that
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L1952[20:23:32] <minecreatr> ok here is the pretty json :P http://pastebin.com/EvuShX4P
L1953[20:24:03] <minecreatr> it looks like that getting the facing from the normalized vector always resolves to north
L1954[20:25:18] <minecreatr> arggg
L1955[20:25:40] <minecreatr> ;(
L1956[20:26:49] <williewillus> its a good start
L1957[20:26:57] <minecreatr> I have an idea....
L1958[20:27:00] <williewillus> and its definitely possible so hope you get it done soon
L1959[20:27:05] <williewillus> bc I'm gonna use it a lot :p
L1960[20:27:24] <tterrag> minecreatr: north is the default
L1961[20:27:35] <tterrag> break point inside that method and see why it is using north
L1962[20:28:04] <minecreatr> well actually I got an idea
L1963[20:28:21] <minecreatr> is there any way to from a list of vertex's, get groups of 4 that share a plane
L1964[20:28:31] <minecreatr> so basicly get a list of faces from a list of vertex's
L1965[20:28:50] <minecreatr> or no, thats pointless....
L1966[20:28:54] <williewillus> how would yo know which vertices belong to what faces?
L1967[20:29:09] <shadekiller666> to do that you'd need to do what vanilla does with VertexFormat...
L1968[20:31:42] <minecreatr> it has which of the vertex's are the lower corner and which one is the upper corner...
L1969[20:31:54] <minecreatr> it dosn't say which corner though
L1970[20:34:39] <shadekiller666> lower = closer to negative
L1971[20:34:57] <shadekiller666> so 0 0 0 is west, down, north
L1972[20:35:08] <shadekiller666> 1 1 1 is east, up, south
L1973[20:35:13] <minecreatr> I have an idea then...
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L1980[20:50:17] <minecreatr> OMG IT ALMOST WORKS http://prntscr.com/7xe3qu
L1981[20:50:21] <minecreatr> shadekiller666, ^
L1982[20:50:28] <minecreatr> just upside down for some reason xD
L1983[20:50:49] <shadekiller666> erm
L1984[20:50:55] <tterrag> and no UVs
L1985[20:50:57] <shadekiller666> x rotation of 180?
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L1987[20:51:14] <minecreatr> no, just didn't add a texture
L1988[20:51:18] <pig> scale -1, -1, 1
L1989[20:51:36] <minecreatr> x rotation?
L1990[20:51:49] <pig> see: boats
L1991[20:51:49] <minecreatr> and this is the facing method I made http://pastebin.com/m5RU83rS
L1992[20:52:09] <DemoXin> Somebody pinged me in here...
L1993[20:52:37] <tterrag> pig: >scale
L1994[20:52:40] <tterrag> this is a json model :P
L1995[20:52:51] <pig> yeah well
L1996[20:52:54] <tterrag> I guess he needs to do it prior to exporting
L1997[20:52:58] <tterrag> how I don't know
L1998[20:53:01] <pig> yeah that
L1999[20:53:04] <minecreatr> the scale seems right
L2000[20:53:14] <tterrag> minecreatr: negative scale inverts the model
L2001[20:53:14] <pig> oh right. >_> that's gonna a problem
L2002[20:53:22] <tterrag> which is your problem
L2003[20:53:28] <tterrag> it's "inside out"
L2004[20:53:33] <minecreatr> http://prntscr.com/7xe4qo
L2005[20:53:44] <minecreatr> oh, yeah, gotta scale it first then
L2006[20:53:49] <shadekiller666> its also way too big
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L2008[20:54:00] <minecreatr> its about the same size
L2009[20:54:28] <shadekiller666> are those right next to each other? or in separate blocks?
L2010[20:54:50] <minecreatr> well they are next to each other
L2011[20:54:57] <minecreatr> one block apart
L2012[20:55:04] <shadekiller666> ya, its too big
L2013[20:55:52] <tterrag> I'm confused as to how you want to do this minecreatr, considering tabula supports unaligned faces and block models do not
L2014[20:56:03] <minecreatr> well it might not be perfect
L2015[20:56:05] <Flashfire> Does anyone else have a problem where creating a world just stops when it starts and never continues?
L2016[20:56:12] <Flashfire> I'm debugging when it happens
L2017[20:56:19] <minecreatr> but it will at least work for some
L2018[20:56:29] <minecreatr> so that way you can do it without a te
L2019[20:56:47] <tterrag> Flashfire: probably a breakpoint...
L2020[20:56:56] <tterrag> do you have any set?
L2021[20:57:30] <Flashfire> I'm checking that of course
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L2023[20:57:46] <Flashfire> I have breakpoints set but it's not pausing on the ide or giving me the resume button
L2024[20:58:10] <shadekiller666> yep
L2025[20:58:14] <shadekiller666> sounds about right
L2026[20:58:17] <shadekiller666> disable them
L2027[20:58:30] <tterrag> Flashfire: one of your break points might be slowing down the game to a crawl, that can happen sometimes on certain kinds of breakpoints
L2028[20:58:31] <minecreatr> how exactly do I apply scale to the model before putting it into json
L2029[20:58:34] <Flashfire> I tried disabling all breakpoints after the freeze and it doesn't unfreeze
L2030[20:58:36] <shadekiller666> breakpoints on world creation don't work too well unfortunately
L2031[20:58:46] <tterrag> minecreatr: you'd have to apply the scaling to every vertex
L2032[20:58:47] <shadekiller666> are any of them conditional breakpoints?
L2033[20:58:50] <Flashfire> Nope
L2034[20:59:18] <shadekiller666> minecreatr, multiply vertex positions by a value
L2035[20:59:26] <tterrag> shadekiller666: I mean, breakpoints aren't THAT much of a performance hit
L2036[20:59:32] <Flashfire> I disabled breakpoints before it would freeze and it worked
L2037[20:59:43] <tterrag> but I've found that certain kinds, like field access, and breakpoints on anon class methods, are REALLY REALLY BAD for some reason
L2038[21:01:18] <shadekiller666> i believe its due to multithreading
L2039[21:01:37] <tterrag> eh, idk
L2040[21:01:41] <tterrag> just making observations :P
L2041[21:02:54] <Flashfire> How do I store things in an NBTList?
L2042[21:03:04] <tterrag> ...?
L2043[21:03:10] <tterrag> by putting things in it?
L2044[21:03:19] <Flashfire> I tried doing it and it said classCastException
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L2046[21:03:35] <tterrag> wat
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L2048[21:05:18] <Flashfire> It's probably because I'm not creating a proper NBTBase object
L2049[21:05:39] <tterrag> NBTTagList contains only NBT tags
L2050[21:05:44] <tterrag> so like NBTTagString, etc
L2051[21:05:54] <Flashfire> I want to store longs
L2052[21:06:00] <tterrag> NBTTagLong
L2053[21:06:03] <Flashfire> But not just longs, arrays of longs
L2054[21:06:04] <tterrag> c'mon now
L2055[21:06:07] <tterrag> ...
L2056[21:06:09] <tterrag> the list IS the array
L2057[21:06:17] <Flashfire> Ok, got it
L2058[21:06:51] <MattDahEpic> int[][][][] 4d int array
L2059[21:07:30] <williewillus> int********[][][][][]
L2060[21:07:59] <MattDahEpic> 3 many ds 5 me
L2061[21:08:53] <FusionLord> is there a standard for syncing Entities with the client?
L2062[21:09:01] <williewillus> what do you need to do?
L2063[21:09:02] <MattDahEpic> mc does it
L2064[21:09:10] <FusionLord> send a String
L2065[21:09:15] <williewillus> to do what?
L2066[21:09:17] <MattDahEpic> nbt
L2067[21:09:30] <williewillus> not nbt :p
L2068[21:09:33] <FusionLord> to set the string on the client side.
L2069[21:09:37] <williewillus> set it for what lol
L2070[21:09:47] <williewillus> be more detailed
L2071[21:09:49] <tterrag> FusionLord: the DataWatcher is what vanilla uses
L2072[21:09:51] <FusionLord> does it matter?
L2073[21:09:55] <williewillus> yes
L2074[21:09:56] <tterrag> yes it does matter
L2075[21:09:59] <MattDahEpic> yes
L2076[21:10:00] <tterrag> don't be vague
L2077[21:10:16] <williewillus> just saying "i want to send this to the client" tells us nothing, the solution is different depending on what youre trying to achieve
L2078[21:10:47] <FusionLord> the string and set it in the client side entity when the entity spawns
L2079[21:10:52] <FusionLord> it will never change
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L2081[21:11:20] <FusionLord> lets try that again...
L2082[21:11:58] <FusionLord> I want to send the string to the client and store it in the matching entity, and the string will never change
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L2084[21:12:29] <FusionLord> and it needs to be set when the entity spawns
L2085[21:12:54] <FusionLord> i've tried data watcher and it seems to always be null on the client
L2086[21:15:52] <williewillus> hmm datawatcher should auto sync for you...do you call addObject on both sides?
L2087[21:16:19] <FusionLord> i have it in read nbt
L2088[21:16:41] <williewillus> yeah readfromnbt only gets called serverside
L2089[21:16:52] <williewillus> do it in an entityconstruct event
L2090[21:16:56] <williewillus> on both sides
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L2092[21:23:34] <tterrag> wot
L2093[21:23:40] <tterrag> just adding it to the datawatcher will sync it
L2094[21:23:49] <tterrag> no events needed for this...that's way overkill
L2095[21:24:56] <FusionLord> ok... didn't see the updateData, before was getting dupe id and wrote it off
L2096[21:25:02] <FusionLord> thans williewillus and tterrag
L2097[21:25:09] <FusionLord> thanks*
L2098[21:25:12] <tterrag> updateData...wat
L2099[21:25:40] <williewillus> updateWatchableObject probably
L2100[21:25:48] <FusionLord> yeah
L2101[21:25:49] <tterrag> not needed...
L2102[21:26:08] <williewillus> as for the event i was remembering adding stuff to other entities, for your own entity just do it in the ctor, sorry :p
L2103[21:26:16] <tterrag> in entityInit() you call addObjectByDataTYpe
L2104[21:26:27] <williewillus> or entityInit >.>
L2105[21:26:36] <tterrag> and then whenever the data is changed you call updateObject
L2106[21:26:40] <Flashfire> Ok I had it freeze with breakpoints disabled so it's not thaty
L2107[21:26:42] <FusionLord> entityInit post Readnbt?
L2108[21:26:59] <tterrag> I should hope so
L2109[21:27:10] <FusionLord> that is why i used an update
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L2111[21:27:48] <tterrag> it works for me
L2112[21:27:51] <tterrag> and I do the same as you
L2113[21:28:03] <tterrag> http://puu.sh/jedM3.txt
L2114[21:28:13] <Flashfire> "[22:27:44] [Server thread/INFO]: Preparing start region for level 0
L2115[21:28:13] <Flashfire> [22:27:45] [Server thread/INFO]: Preparing spawn area: 4%" then it just stops; sometimes it stops before I get a percentage or even at conversion
L2116[21:28:33] <tterrag> maybe your world is screwed up
L2117[21:28:36] <tterrag> tried a new one?
L2118[21:28:43] <Flashfire> This is creating new worlds
L2119[21:29:25] <tterrag> hmmm dunno
L2120[21:29:26] <Flashfire> And it happens almost every time now
L2121[21:29:28] <tterrag> pause the thread :P
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L2124[21:31:26] <Flashfire> I tried pausing and resuming all non-daemon threads
L2125[21:31:34] <tterrag> not what I meant
L2126[21:31:41] <tterrag> pause the client thread and inspect where it is stuck...
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L2129[21:34:16] <Flashfire> There's no pause for client
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L2131[21:34:42] <Flashfire> Oh I see what one you meant, yeah that was included in non-daemon
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L2133[21:36:05] <Flashfire> Seems to be stuck on a loop of Thread.sleep(200L); in a while loop !this.theIntegratedServer.serverIsInRunLoop(
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L2135[21:41:36] <shadekiller666> son of a...
L2136[21:42:07] <Unh0ly_Tigg> ugh, for some reason, my class finder sorter is no longer sorting properly...
L2137[21:42:15] <Unh0ly_Tigg> and I didn't even touch it...
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L2139[21:43:01] <tterrag> Flashfire: that's the client waiting for the server do finish iirc
L2140[21:43:07] <tterrag> maybe there is a server thread? idk
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L2142[21:46:21] <Flashfire> There is
L2143[21:47:27] <Flashfire> It's getting stuck on the biome list
L2144[21:47:55] <Flashfire> Ah, my mod is the problem
L2145[21:48:18] <Flashfire> Thanks for bringing it to my attention to check the server thread
L2146[21:49:21] <shadekiller666> welp, figured out my rotation issue with the OBJ loader...
L2147[21:49:53] <shadekiller666> works better if i don't change data in the IModel...
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L2165[22:24:17] <FusionLord> ok I'm back is there a way to Force sync the NBT of an EntityLiving?
L2166[22:24:32] <FusionLord> in vanilla
L2167[22:25:13] <FusionLord> otherwise I can just make a packet my self, I know there was a way with tileEntities
L2168[22:27:09] <tterrag> NBT doesn't sync
L2169[22:27:16] <tterrag> again, use the datawatcher
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L2171[22:32:28] <tterrag> this makes me irrationally angry http://puu.sh/jehmD.jpg
L2172[22:34:26] <olee> tterrag: why? If the chunkloader was properly coded, it shouldn't really matter if there's 1 or 10 inside a chunk and it would always create only one load ticket :P
L2173[22:34:46] <tterrag> no, the lighting
L2174[22:34:46] <tterrag> >.<
L2175[22:34:52] <olee> oh that one
L2176[22:34:58] <tterrag> isOpaqueCube() { return false; {
L2177[22:35:15] <tterrag> well, he uses meta, but there are other ways to fix that
L2178[22:35:44] <tterrag> honestly the normal chunk loader shouldn't be opaque either
L2179[22:35:58] <olee> yeah
L2180[22:36:16] <olee> because it would fail then if you place water next to it, too - iirc
L2181[22:41:42] <tterrag> I was going to base a mechanic on fluid temperature, thought "oh what's a good melting temp, maybe iron melting point"?
L2182[22:41:49] <tterrag> iron melting point is ~1800
L2183[22:41:55] <tterrag> lava's ingame temp is 1300
L2184[22:42:00] <tterrag> *disapproval face*
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L2186[22:42:50] <tterrag> however that is a decent approximation, based on some quick googling, it's just that lava shouldn't be able to melt iron :P
L2187[22:43:08] <Giraffestock> dont forget this is minecraft
L2188[22:43:14] <Giraffestock> there are fucking skeletons riding spiders
L2189[22:43:17] <Giraffestock> lava can melt iron.
L2190[22:43:30] <killjoy1> I demand giants riding ghasts
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L2192[22:43:35] <killjoy1> or the other way around
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L2194[22:45:22] <killjoy> a ghast riding a giant makes them look brain slugs
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L2197[22:49:00] <Unh0ly_Tigg> My roundabout solution to my sorting issue: node based dependency graph....
L2198[22:49:25] <killjoy> How I fix things: Ctrl + ?
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L2200[22:56:03] <tterrag> Giraffestock: more that I was just trying to find a good standard for "melting" temp and the results surprised me :p
L2201[22:56:13] <tterrag> honestly IRL I would have expected lava be able to melt iron
L2202[22:56:31] <tterrag> not faulting the game, heck temperature is a forge construct, not vanilla, for all we know vanilla lava is 10000 degrees
L2203[22:57:19] <Unh0ly_Tigg> irl lava is 700-1200C, melting point of iron is ~2800C
L2204[22:57:40] <tterrag> yes
L2205[22:57:45] <tterrag> melting point of iron is lower than that though
L2206[22:57:51] <tterrag> 1800K so ~1500C
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L2211[23:17:31] <FusionLord> in 1.8 how does one get the world from the dim id?
L2212[23:17:49] <Unh0ly_Tigg> dimension manager? server configuration manager?
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L2218[23:38:28] <tterrag> this is ugly and hacky, but I love it :P https://gist.github.com/tterrag1098/2721f4b4db15fb7f4eb1
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