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L10[10:31:35] <masa> I have an item that replaces 9 blocks when used on a block. I use world.setBlock(x, y, z, newBlock, meta, 3); to set the blocks. Why would only the middle one (the one clicked on) update to the client?
L11[10:32:26] <masa> the others update on the server side, but only update to the client after they receive a block update
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L15[10:34:40] <heldplayer> masa: the last parameter is a bit-wise flag that contains several things, one of the bits in it determines if the update gets sent to the client. Look at the implementation to see which flag does what.
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L17[10:35:59] <masa> well at least the comment says that 0x1 causes a block update, 0x2 sends the change to the client, and from what I glanced over it that seems to be true.
L18[10:36:08] <masa> and a lot of places use 3 as the flag value
L19[10:36:22] <masa> which should send the change to the client...
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L28[10:55:08] <masa> and this was working when I first made it... I don't get it
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L32[11:12:10] <masa> wtf, if I separately call markBlockForUpdate() on them, then it will update
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L34[11:13:08] <masa> although I put a breakpoint to the makrBlockForUpdate() in world.markAndNotifyBlock() which gets called from setBlock() and it does get called for every block as it should
L35[11:13:59] <heldplayer> Strange
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L41[11:16:06] <masa> yeah... I guess this is a sign to take a break from modding and go back to playing terraria for now :p
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L66[12:42:34] <Wuppy> woohoo my fridge is on again :_
L67[12:42:35] <Wuppy> :)
L68[12:43:22] <OrionOnline> yeay
L69[12:43:41] <Wuppy> only took like 5 hours :c
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L84[13:20:50] <Silentspy> Hey, i am currently using minecraft forge 1.8 and want to register the models per item in their constructor
L85[13:21:12] <Silentspy> is there a best solution approach to this? scouted the forums but could not find a proper one
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L88[13:26:42] <Tim020> !gm func_82402_b 1.7.10
L89[13:27:44] <Tim020> !gm func_147915_b 1.7.10
L90[13:30:13] <Silentspy> i want to register my items as model in preinit, but Minecraft.getMinecraft().getRenderItem().getItemModelMesher() is null :(
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L114[14:08:47] <Silentspy> seems best solution was just saving a self made object in arraylist and loop through that in init phase
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L119[14:20:29] <OrionOnline> !gm func_82402_b 1.7.10
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L158[15:50:22] <mrkirby153> In an obfuscated environment, why is my coremod showing up, but my non-coremod not?
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L182[16:48:33] <mrkirby153> Where is everyone?
L183[16:49:46] <Darva> Well, i know exactly 0 about coremods, so commenting wouldn't help. heh.
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L188[16:55:49] <tterrag|away> by default fml doesn't search for normal mods inside a coremod
L189[16:56:14] <diesieben07> FMLCorePluginContainsFMLMod: true
L190[16:56:20] <diesieben07> in the jar manifest#
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L200[16:58:23] <Darva> Anyone got any ideas on what would cause a block not to update for a long time, even though you've scheduled an updae for 1 tick from now, with the right x,y,z?
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L221[17:29:25] <Darva> ... I found the reason, and it's... irritating. I was setting the block to material.air, because it's an invisible block, that just changes lighting... but blocks with material.air don't let you schedule ticks as normal. This is different than it was in 1.6.4
L222[17:30:01] *** tterrag|away is now known as tterrag
L223[17:30:32] <tterrag> Darva: material doesn't really matter
L224[17:30:36] <tterrag> just make sure to override isAirBlock
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L226[17:31:03] <Darva> from WorldServer.java, inside ScheduleTick...
L227[17:31:04] <Darva> if (this.scheduledUpdatesAreImmediate && p_147454_4_.getMaterial() != Material.air)
L228[17:31:20] <tterrag> it probably does that to save on pointlessly updating air blocks
L229[17:31:22] <tterrag> *shrug*
L230[17:31:28] <tterrag> are you really surprised?
L231[17:31:49] <Darva> Well, Like i said, it's a change from 1.6.4, which i'm updating the mod from.
L232[17:31:55] <gigaherz_w> so many hacks...
L233[17:31:55] <gigaherz_w> XD
L234[17:32:21] <Darva> It's a reasonable optimization tactic, except i don't understand why air blocks would ever get scheduled for ticks unless it was intentional.
L235[17:32:40] <gigaherz_w> or any other block, for that matter
L236[17:32:49] <tterrag> it's not reasonable at all
L237[17:32:55] <tterrag> because it's based on field access, which is stupid
L238[17:32:57] <gigaherz_w> they could have just done ALL the update systems using scheduleUpdate
L239[17:33:04] <tterrag> they should have a "needsImmediateUpdates()" method
L240[17:33:07] <tterrag> which BlockAir overrides
L241[17:33:08] <tterrag> easy
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L244[17:34:25] <Darva> I think i'll just set it to material.web. material.water is the only other tempting option.
L245[17:34:44] <tterrag> or just use your own material
L246[17:34:47] <tterrag> it literally doesn't matter
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L248[17:35:32] <Darva> Heh, it does to some extent. Creating my own is probably the long term solution. But materials are used for some thing... I.e., if you set it to a solid material, you suffocate. If you set it to water, you drown in it.
L249[17:36:25] <tterrag> sure
L250[17:37:09] <Darva> It's a block you can walk through, or it wouldn't matter.
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L261[18:07:10] <Darva> Hrrm, i'm debating on if the creeping darkness should break torches or not. heh.
L262[18:09:10] <gigaherz_w> make a "darkened torch" that replaces the normal one and comes with reduced light level values, then make it so that if it reaches 0, it turns off
L263[18:09:23] <gigaherz_w> but if you click it before it's off, it pops back to full
L264[18:09:31] <gigaherz_w> (right-click)
L265[18:09:33] <Darva> Oooh... That's actually kinda interesting.
L266[18:09:44] * Darva makes a note and sticks it in his kanban.
L267[18:09:48] <gigaherz_w> ofc, the darkness would "infect" the torch ;P
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L269[18:11:11] <Darva> Exactly, if the darkness would move into a block with that torch, instead... yup. Like it. The question is, do i set it up so the torch is still strong enough to burn away the darkness? (Darkness decays every 10 ticks in light > 7), or weak enough that the darkness extinguishes it.
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L271[18:12:55] <gigaherz_w> I'd make it slowly extinguish
L272[18:13:03] <gigaherz_w> unless you keep clicking the torch
L273[18:13:14] <gigaherz_w> then the darkness should eventually die off hmmm
L274[18:13:17] <Darva> Hrrm, should probably make it so that it works out right at the edge for both, and not sure either way.
L275[18:13:22] <gigaherz_w> yeah
L276[18:13:26] <gigaherz_w> random ticking
L277[18:13:33] <gigaherz_w> if the darkness happens to tick more
L278[18:13:36] <gigaherz_w> it will win out
L279[18:13:40] <gigaherz_w> if it happens to tick less, it will lose
L280[18:13:55] *** Cazzar is now known as Cazzar|Away
L281[18:14:04] <Darva> Well, right now they're set to tick every 10 seconds, might switch it to random.nextInt(5+5), and the same for the replaced torch.
L282[18:14:12] <GerbShert> Does anyone know what the floats in setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5) from ModelBase are?
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L291[18:32:41] <Fendirain> float time, float walkSpeed, float otherAngle, float rotationYaw, float rotationPitch, float scale
L292[18:32:55] <Fendirain> Are what I had found.
L293[18:33:39] <GraphicH> For a given dimension, is there a specified "sea level" ?
L294[18:33:48] <GraphicH> In general?
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L297[18:34:01] <GraphicH> Like with a flat word for example
L298[18:34:27] <GraphicH> obviously the "surface" is going to be lower than a regular overwlord
L299[18:34:37] <GraphicH> world*
L300[18:35:01] <gigaherz_w> yes
L301[18:35:09] <gigaherz_w> http://minecraft.gamepedia.com/Customized
L302[18:35:15] <gigaherz_w> it's one of the parameters of custom world generation
L303[18:35:46] <gigaherz_w> note that mod generators may have something else, this is specifically for the custom settings inthe vanilla generator
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L305[18:36:20] <GraphicH> That's good enough for me
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L307[18:36:33] <GraphicH> TY!
L308[18:39:40] <GraphicH> @gigaherz_w do you know a way to get that programatically from theWorld?
L309[18:39:46] <gigaherz_w> no idea, sorry
L310[18:40:09] <gigaherz_w> I never really looked at world generation yet ;p
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L314[18:56:05] <mrkirby153> !gm GuiScreen.drawScreen 1.7.10
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L317[19:04:27] <Cazzar> That time you can't remeber $? in bash...
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L319[19:07:11] <mrkirby153> !gc GuiTextField 1.7.10
L320[19:07:24] <keybounce> Did I read about a creeping darkness mod?
L321[19:09:03] <Darva> *laughs*
L322[19:09:31] <Darva> I'm updating a mod i released in 1.6.4, one of the items in the mod creates a... err... pool of darkness that grows, to a limit, then dissipates in bright light.
L323[19:09:39] <keybounce> Laugh? I'm a big fan of torching stuff ... lighting, not burning
L324[19:09:54] <Darva> The mod is based semi around powers from shadows.
L325[19:10:09] <keybounce> <evil grin> ...
L326[19:10:32] <keybounce> Do these shadows do things to make your wishes come true?
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L328[19:11:14] <keybounce> Do they propel you to the fame and power that you seek, faster than you can handle on your own, making you dependent on their continued help?
L329[19:11:30] <Darva> No no.. Heh. You can craft a cloak from one of the items in the mod, then upgrade it with various runes that give you powers vaguely based on shadows, and night creatures. Flight, invisibility in darkness, blasts of darkness, etc.
L330[19:11:51] <Darva> Also, it lets you teleport between the only worldgen: Shadow trees, just by right clicking on them. You do take fall damage tho.
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L332[19:12:56] <keybounce> ... sounds like you would hate to run into monsters that toss fire at you :-)
L333[19:14:06] <Darva> Eventually, maybe. Though, you could respond by chucking congealed darkness at the fire, and maybe smothering it.
L334[19:15:01] <keybounce> But if it is throwing light at you, and countering your powers of darkness ...
L335[19:15:19] <keybounce> Maybe creatures that are normally passive, but hostile when darkness users are around?
L336[19:15:22] <Darva> One of the upgrades that was in the last version i released (but lost the code for), made it so mobs didn't attack you if you were in light level under 7... That'd be interesting.
L337[19:15:47] <keybounce> Ohh ... so, torch and they don't spawn, or no torch and they ignore you.
L338[19:15:47] <Darva> So if a blaze gets to close to you, and throws fire, it might turn and immediately attack you.
L339[19:16:14] <Darva> Well, you also get limited upgrades... 3 total. One of the upgrades increases the stored energy, and if you don't use that, you have a very limited supply.
L340[19:16:52] <keybounce> Would the secrets of using darkness be found inside nether fortresses? Dark worldgen structures, in an environment where light-throwing monsters are found.
L341[19:17:57] <keybounce> I can imagine that some "powers" would require two stored energy upgrades, so you can't combine those with anything else?
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L343[19:18:22] * Cazzar reinstalls GCC on 32 bit Msys2
L344[19:18:42] <Darva> *laughs* I'm going to have to note this all down, you're supplying interesting ideas.
L345[19:18:47] <keybounce> Good
L346[19:19:17] <keybounce> Lets see what other ideas I'd like to play with. First, the idea of creeping darkness fighting torches.
L347[19:19:21] <Darva> At the moment, the objects used to get started in the mod come from a particular tree, it spawns shadows around itself, cloaking a small area in shadow.
L348[19:19:35] <keybounce> I'm thinking of battles I used to fight between grass and mycelium.
L349[19:19:54] <Darva> The idea was to make harvesting them a bit dangerous, because there would usually be mobs guarding them unless you find one on your first day.
L350[19:20:06] <Cazzar> Personally I wouldn't think that the nether fortresses would actually have the "Darkness" found in it, but maybe, deep caves, below a light level?
L351[19:20:29] <Cazzar> Even, make a form of darkness that can't spread, but it just absorbs all light :P
L352[19:20:44] <keybounce> Ahh ... shadow trees: Maybe they spread shadows at night, turning light 4 outside down to light zero, spreading outwards, but when exposed to sunlight in the daytime those "Extra dark" spots go poof back to sunlight?
L353[19:20:49] <Cazzar> (a-la, black hole)
L354[19:21:21] <Darva> keybounce: That's actually kind of how it works, though it only spreads them ~2 blocks away, and they slowly dissipate when exposed to bright light.
L355[19:21:35] <Darva> Same as the darkness you can spawn. If it's not exposed to light, it exists forever.
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L357[19:22:30] <keybounce> Hmm. Can you distinguish "bright torch/brun light" from "bright sun light"? Maybe it can fight torch lighting, and make things go dark, yet be repelled completely by the sun?
L358[19:22:38] <Darva> Hrrm.. Some sort of something working with the void fog near bedrock might also be interesting.
L359[19:23:14] <Darva> Yeah, you can determine the difference. Might be interesting too, hrrm. Though, you'd have to add some kind of torch that would be stronger, if only to prevent griefing on MP servers.
L360[19:23:19] <keybounce> Give another use for Reika's reflecting mirror -- it's a passive (no power) device that can reflect sunlight into caves, and burn undead ... but only in a straight line.
L361[19:23:48] <Darva> *
L362[19:24:09] <Darva> *laughs* that'd take some interesting cross mod interaction i think... depending on how Reika coded it.
L363[19:24:53] <keybounce> As for torches: Perhaps artificial light sources can help other artificial light sources -- so that as "darkness" blocks tick, they can put out light sources, but as light sources tick, they can repair other light sources. Enough light sources, and the darkness won't advance; too few light sources, and the darkness puts it out.
L364[19:26:26] <Darva> What i was thinking from earlier discussion was: If darkness were going to spread onto a torch block, it would replace it with a guttering torch, that would eventually go out. Set up the timing on both so it's 50/50 which wins, the torch or the darkness.
L365[19:26:39] <keybounce> How would you detect/deal with all the various mod sources of light? Even vanilla has torches, jack-o-lanterns, lava, glowstone, lamps, redstone, ...
L366[19:27:12] <keybounce> If you just go by torches, I tend to upgrade to jack-o-lanterns.
L367[19:27:16] <Darva> Right now, i treat all light sources equally. redstone is < 7 so doesn't matter.
L368[19:27:42] <Darva> The others, i suppose i would have to handle all vanilla light sources... Hrrm.. Guttering glowstone.. *laughs* Scary.
L369[19:27:47] <keybounce> Redstone ore blocks, I thought, were 9; redstone storage blocks, I'm not sure of?
L370[19:28:40] <Darva> Redstone ore might be 9 when you step on them... would have to check. Was thinking redstone wire.
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L372[19:29:57] <Darva> Corrupt redstone ore... Could be a way to make a further resource in the mod. have to cover redstone ore with the darkness from congealed shadows, and wait a certain amount of time till it converts.
L373[19:30:22] <keybounce> Ahh ... and would you need silk touch to get it?
L374[19:30:41] <keybounce> Darkstone wire!
L375[19:31:38] <Darva> *laughs* I'm not sure i'm up for re-implementing all of redstone mechanics. :P Silk touch makes sense tho, lets you gate some stuff behind enchanting table.
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L377[19:35:48] <mrkirby153> Is there a gui element that is a clickable list?
L378[19:36:33] <mrkirby153> Like I can click the list, it highlights, and I can do things with it; Kinda like the superflat customization thing\
L379[19:38:00] <keybounce> Hmm, guttering glowstone ... I can imagine a patch of glowstone changing brightness, some lights going up, some down, ....
L380[19:38:40] <keybounce> Relighting calculations is already a pain, this would only make it worse.
L381[19:39:43] <Darva> Heh, yeah. That's my biggest worry. Especially with things like the blast attack i talked about earlier, it produces a projectile that leaves a trail of shadow behind it temporarily.
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L402[20:02:49] <Darva> Hrrm, I think I have everything working except for one block not rendering in your inventory. Sweet.
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L437[21:00:42] <Vastatio> anyone know the best way to find the middle of a gui rectangle in minecraft using the width and height variables
L438[21:01:01] <Vastatio> I just want to center the title in my book (whether its fullscreen or not)
L439[21:01:21] <Vastatio> i have a right and a left, and want to know how to center them on both sides
L440[21:01:26] <Vastatio> I'm just confused how to do it
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L442[21:01:50] <Darva> x = width/2 + widthoftext/2 ?
L443[21:02:15] <Vastatio> so (width + widthoftext)/2
L444[21:02:17] <Vastatio> is fine?
L445[21:02:35] <gigaherz_w> uh no
L446[21:02:45] <gigaherz_w> that'd be width/2 - textWidth/2
L447[21:02:52] <gigaherz_w> or (width-textWidth)/2
L448[21:03:00] <Vastatio> ah ok
L449[21:03:06] <gigaherz_w> unless the text happens to be right-aligned for some stupid reason
L450[21:03:07] <gigaherz_w> XD
L451[21:03:50] <Vastatio> just the whole width of the screen or the rectangle i'm trying to center it in?
L452[21:04:15] <Vastatio> i have a right and a left and want them centered in both
L453[21:04:47] <Vastatio> so i suppose that if I want it centered in the left one, I'd just add a certain amount?
L454[21:04:53] <Darva> rectangle you're trying to center them in, for width, then add in an offset for how far away the left of the rectangle is from the left of the screen.
L455[21:05:35] <Vastatio> so if i want to draw on a 256x180 rectangle
L456[21:05:47] <Vastatio> and its seperated into 2 128x180 rectangles
L457[21:05:52] <Vastatio> to draw it on the right rectangle
L458[21:05:54] <Vastatio> I do
L459[21:06:11] <Vastatio> drawString(text, (guiWidth-textWidth)/2, ...);
L460[21:06:31] <Darva> you'd do.. 128/2 + widthoftext/2 + 128 + offset_from_left_edge_of_screen
L461[21:06:42] <Vastatio> then on the left side, I just up it by 256 to get the very left of the gui?
L462[21:07:40] <Darva> Think about it this way, the left edge of your gui is (offset) distance away from the left edge of the screen.
L463[21:08:06] <Darva> The left edge of the right side of the gui is 128 greater, if the gui is 256 and split into two panes.
L464[21:08:31] <gigaherz_w> Vastatio: leftOfText = leftOfRectangle + (widthOfRectangle - widthOfText)/2 ;p
L465[21:09:18] <gigaherz_w> where leftOfRectangle is probably something like "leftOfScreen + (widthOfScreen - widthOfRectangle)/2"
L466[21:09:23] <gigaherz_w> where leftOfScreen is probably 0 ;P
L467[21:09:36] <gigaherz_w> but it could be recursive, if you had a complex layout
L468[21:09:53] *** Kolatra[Away] is now known as Kolatra
L469[21:09:57] <Darva> That.. doesn't seem quite right gigaherz_w... Wouldn't your text wind up too far to the left doing it that way?
L470[21:10:05] <gigaherz_w> no
L471[21:10:38] <Vastatio> leftOfScreen is the position in which the edge of the screen starts at right
L472[21:10:41] <Vastatio> so that is 0
L473[21:10:44] <gigaherz_w> yes
L474[21:10:46] <gigaherz_w> let's pretend each element is defined by a Rectangle
L475[21:11:11] <gigaherz_w> the viewport would be "0,0, w, h"
L476[21:11:19] <Darva> I must be insane, i would have thought that equation would put the right most edge of the text at the center of the left most rectangle. Ahh well. Heh, i'll hush now.
L477[21:11:24] <Vastatio> ok
L478[21:11:42] <gigaherz_w> then, a child rectangle that's centered on a parent
L479[21:11:43] <gigaherz_w> would be
L480[21:12:01] <gigaherz_w> child.left = parent.left + parent.width/2 - child.width/2
L481[21:12:19] <Vastatio> parent = new Rectangle(0,0,w,h)
L482[21:12:32] <Vastatio> child.left is the left edge position of the rectangle right
L483[21:12:32] <gigaherz_w> if the child happened to be wider than the parent
L484[21:12:49] <gigaherz_w> Vastatio: I'm being conceptual
L485[21:12:53] <gigaherz_w> but yes
L486[21:13:06] <gigaherz_w> left would be the leftmost coordinate of the rectangle
L487[21:13:16] <Vastatio> child.left = parent.left(0) + parent.width(w)/2 - child.width(another variable)/2
L488[21:13:18] <Vastatio> so
L489[21:13:32] <Vastatio> child.left = (parent.width-child.width)/2
L490[21:13:44] <Vastatio> the position that i want to draw it at is child.left
L491[21:13:48] <gigaherz_w> but you said your panel is centered on the screen?
L492[21:13:57] <gigaherz_w> although
L493[21:13:59] <Vastatio> yes
L494[21:14:01] <gigaherz_w> this is Minecraft
L495[21:14:07] <Vastatio> the positions i'm using is width/2 for the x
L496[21:14:17] <Vastatio> and (height-guiWidth)/2 for the y
L497[21:14:38] <Vastatio> so it is half of the height-guiWidth offset from the top
L498[21:14:44] <Vastatio> and half of the width from the side
L499[21:14:46] <gigaherz_w> wait what
L500[21:14:50] <gigaherz_w> why are you mixing height and width?
L501[21:14:59] <Vastatio> for the y position?
L502[21:15:39] <gigaherz_w> wouldn't that use a guiHeight?
L503[21:15:55] <Vastatio> yes, the y position uses a guiHeight
L504[21:16:05] <gigaherz_w> but you said [04:14] (Vastatio): and (height-guiWidth)/2 for the y
L505[21:16:06] <gigaherz_w> ;P
L506[21:16:16] <Vastatio> ah, sorry
L507[21:16:18] <Vastatio> typo
L508[21:16:20] <Vastatio> guiHeight*
L509[21:16:29] <Vastatio> heres what it looks like right now:
L510[21:16:30] <Vastatio> https://gyazo.com/35ced0266333d81cc7fee2173ce05f2e
L511[21:16:39] <Vastatio> you can see how the left page is completely centered
L512[21:16:47] <Vastatio> but when i go into fullscreen
L513[21:16:49] <Vastatio> it isn't
L514[21:17:22] <Vastatio> this is the code i'm using to draw for the x position of the text
L515[21:17:22] <Vastatio> (guiLeft - renderer.getStringWidth(title)) /2
L516[21:17:36] <gigaherz_w> that's wrong XD
L517[21:17:39] <gigaherz_w> you'd want
L518[21:17:44] <Vastatio> guiLeft = guiWidth / 2 + 84
L519[21:17:51] <Vastatio> guiWidth = 128
L520[21:17:55] <gigaherz_w> uhhh
L521[21:17:58] <gigaherz_w> then it's not left
L522[21:18:00] <gigaherz_w> XD
L523[21:18:11] <gigaherz_w> or is that the left side of the right page?
L524[21:18:12] <Vastatio> it is for the left page though
L525[21:18:21] <Vastatio> the right*
L526[21:18:22] <Vastatio> sorry
L527[21:18:25] <gigaherz_w> aha
L528[21:18:29] <Vastatio> wait
L529[21:18:30] <gigaherz_w> so
L530[21:18:30] <Vastatio> wat
L531[21:18:35] <gigaherz_w> your "parent"
L532[21:18:40] <gigaherz_w> would really not be 0
L533[21:18:43] <Vastatio> http://pastebin.com/DPZVijiq
L534[21:18:45] <Vastatio> draw code
L535[21:18:50] <Vastatio> for both the leftpage and rightpage
L536[21:18:59] <gigaherz_w> in your case
L537[21:19:01] <Vastatio> xPos is guiWidth / 2?
L538[21:19:26] <gigaherz_w> regardless
L539[21:19:35] <Vastatio> in fullscreen the text moves to the left
L540[21:19:37] <gigaherz_w> guiLeft you said, is the LEFT edge of the RIGHT page?
L541[21:19:40] <Vastatio> in non-fullscreen its centered
L542[21:19:50] <Vastatio> guiLeft is just a variable
L543[21:19:54] <gigaherz_w> yes
L544[21:19:56] <Vastatio> guiLeft = guiWidth / 2
L545[21:19:58] <gigaherz_w> but which value is it meant to contain?
L546[21:20:03] <gigaherz_w> ;P
L547[21:20:11] <Vastatio> I think i named it wrong
L548[21:20:17] <Vastatio> its supposed to be localWidth / localHeight
L549[21:20:38] <Vastatio> I was to pass 2 x,y values to my page class, then have the page class to draw with that x and y value
L550[21:20:54] <Vastatio> if i want it on the left, i give it the x, y i believe should be situated on the left
L551[21:21:06] <gigaherz_w> okay let's start from scratch
L552[21:21:11] <Vastatio> sure
L553[21:21:21] <gigaherz_w> on your Gui class
L554[21:21:29] <gigaherz_w> you get basically 4 values
L555[21:21:37] <gigaherz_w> width, height, which indicate the size of the screen
L556[21:21:48] <Vastatio> the size of mc screen right
L557[21:21:56] <gigaherz_w> so
L558[21:22:05] <gigaherz_w> your "root" is (0,0,width,height)
L559[21:22:30] <gigaherz_w> then from my own Gui class, I see an xSize and ySize
L560[21:22:43] <Vastatio> but i don't use those
L561[21:22:44] <gigaherz_w> which indicate the amount of the screen covered by the gui bitmap
L562[21:22:51] <Vastatio> I just create 2 variables
L563[21:22:55] <gigaherz_w> wait
L564[21:22:55] <Vastatio> which have the size of the image
L565[21:22:58] <Vastatio> is that not right>?
L566[21:23:04] <gigaherz_w> by default
L567[21:23:29] <gigaherz_w> MC assigns a default size of xSize,ySize
L568[21:23:33] <gigaherz_w> but you can override them
L569[21:23:55] <gigaherz_w> anyhow
L570[21:24:04] <gigaherz_w> the important part ofthat, is width,height
L571[21:24:37] <gigaherz_w> so
L572[21:24:54] <gigaherz_w> from that (0,0,width,height)
L573[21:25:00] <gigaherz_w> you could calculate a
L574[21:25:10] <gigaherz_w> (bookLeft,bookTop,bookWidth,bookHeight)
L575[21:25:25] <gigaherz_w> then from those new values
L576[21:25:28] <gigaherz_w> you could calculate
L577[21:25:44] <gigaherz_w> (leftPageLeft, leftPageTop, ... )
L578[21:25:45] <Vastatio> bookLeft is the edge of where the book starts drawing
L579[21:25:52] <gigaherz_w> (rightPageLeft, rightPageTop, ...)
L580[21:25:55] <gigaherz_w> yes
L581[21:25:57] <Vastatio> bookTop is the edge of the top where the book starts drwaing
L582[21:25:58] <Vastatio> ok
L583[21:25:59] <gigaherz_w> now
L584[21:26:10] <gigaherz_w> this is all methodic
L585[21:26:14] <gigaherz_w> you can even make a function
L586[21:26:34] <gigaherz_w> that given parentLeft,parentWidth,childWidth) returns childLeft
L587[21:26:42] <gigaherz_w> and make use of that
L588[21:26:51] <gigaherz_w> this will save you some headaches and make the code nicer to read
L589[21:27:16] <gigaherz_w> getCenteredOffset(parentLeft,parentWidth,childLeft)
L590[21:27:21] *** Mraoffle is now known as Mraof
L591[21:27:22] <Vastatio> child left the edge of where my child rectangle starts, correct?
L592[21:27:27] <Vastatio> e.x. my text
L593[21:27:32] <gigaherz_w> yes
L594[21:27:45] <gigaherz_w> so in your caseyou could do
L595[21:28:02] <Vastatio> so i can do the first part. Book left for me is width / 2, because thats the x position in which i start drawing my book
L596[21:28:02] <gigaherz_w> bookLeft = getCenteredOffset(0, width, bookWidth)
L597[21:28:28] <Vastatio> Book top for me also is done, (height - guiHeight) / 2
L598[21:28:38] <gigaherz_w> basically
L599[21:28:43] <Vastatio> then, bookWidth and bookHeight are what i assume is guiWidth, guiHeight
L600[21:28:45] <gigaherz_w> the same function works for both directions
L601[21:28:50] <gigaherz_w> but now
L602[21:28:57] <gigaherz_w> you want to split this book into two pages
L603[21:29:13] <Vastatio> i draw my left page at
L604[21:29:21] <Vastatio> width /2, (height -guiHeight) /2
L605[21:29:27] <Vastatio> i draw my right page at
L606[21:29:32] <gigaherz_w> one would be bookLeft + X, the other would be bookLeft + bookWidth/2 + X
L607[21:29:45] <gigaherz_w> both would be bookTop+Y
L608[21:29:47] <Vastatio> (width /2) - guiWidth, (height-guiHeight)/2
L609[21:30:11] <gigaherz_w> where X/Y is the margin
L610[21:30:24] <Vastatio> one of what?
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L612[21:30:28] <Vastatio> one of the page?
L613[21:30:31] <gigaherz_w> yes
L614[21:30:35] <Vastatio> bookLeft = width / 2
L615[21:30:39] <Vastatio> so
L616[21:30:39] <gigaherz_w> leftPageLeft = bookLeft + X
L617[21:30:44] <Vastatio> width / 2 + 0
L618[21:30:48] <gigaherz_w> leftPageRight = bookLeft + bookWidth/2 X
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L620[21:30:51] <gigaherz_w> +
L621[21:31:06] <Vastatio> width / 2 + 0, 128/2 + 0
L622[21:31:06] <Vastatio> ?
L623[21:31:12] <Vastatio> i do
L624[21:31:15] <gigaherz_w> you don't have a margin on the left side?
L625[21:31:28] <Vastatio> a margin?
L626[21:31:33] <gigaherz_w> I see a thick edge on the book image
L627[21:31:34] <gigaherz_w> ;P
L628[21:31:48] <gigaherz_w> you know what, I'll draw on top of your picture
L629[21:31:48] <Vastatio> yea, but the two pages width and height are both identical
L630[21:31:51] <Vastatio> even width the margin
L631[21:32:00] <Vastatio> so both are 128x180 in size
L632[21:32:06] <Vastatio> to make up 256x180
L633[21:32:18] <Vastatio> i did do what you said to draw the left and rightPage
L634[21:32:24] <Vastatio> bookLeft = width / 2
L635[21:32:35] <Vastatio> bookLeft + 128/2
L636[21:32:49] <Vastatio> bookLeft + 128/2 = (width+128)/2
L637[21:32:58] <Darva> I've got a ISBRH rendering an item in my inventory upside down.. weird...
L638[21:33:01] <Vastatio> = (width+guiWidth).2
L639[21:33:08] *** Cazzar|Away is now known as Cazzar
L640[21:33:13] <Vastatio> (width+guiWidth)/2*
L641[21:33:28] <Darva> Even though i copied the code from another ISBRH i wrote that renders correctly in that mod.
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L643[21:37:25] <gigaherz_w> Vastatio: https://dl.dropboxusercontent.com/u/743491/Offsets.png
L644[21:37:49] <gigaherz_w> I hope that makes what I was saying more clear
L645[21:37:58] <Vastatio> rightpage left and leftpage left are connecting
L646[21:38:10] <Vastatio> both of them are 128x180, and are just drawn toghther
L647[21:38:14] <Vastatio> but i do see what youre saying
L648[21:38:21] <gigaherz_w> I'm not talking about drawing the pages!
L649[21:38:29] <gigaherz_w> I'm talking about calculating the positions of the TEXT
L650[21:38:33] <Vastatio> ok
L651[21:38:48] <gigaherz_w> once you have leftPageLeft and rightPageLeft
L652[21:38:57] <gigaherz_w> you can use those numbers to calculate the text center
L653[21:39:06] <Vastatio> how do i do that?
L654[21:39:23] <gigaherz_w> textLeft = pageLeft + (pageWidth/2 - textWidth)
L655[21:39:28] <gigaherz_w> eh
L656[21:39:32] <Vastatio> ok
L657[21:39:32] <gigaherz_w> textLeft = pageLeft + (pageWidth - textWidth)/2
L658[21:39:33] <gigaherz_w> sorry ;P
L659[21:39:47] <Vastatio> so if I did replace them with the right values
L660[21:39:58] <Vastatio> textLeft = pageLeft + (pageWidth-textWidth)/2
L661[21:40:06] <Vastatio> textLeft = pageRight + (pageWidth-textWidth)/2
L662[21:40:16] <Vastatio> first one is to center the text onto the left page
L663[21:40:22] <Vastatio> second is to center on the right
L664[21:40:23] <Vastatio> correct?
L665[21:40:27] <gigaherz_w> yes
L666[21:40:30] <Vastatio> great
L667[21:41:05] <gigaherz_w> but keep in mind that will not work if the page number is wrong to begin with
L668[21:41:13] <gigaherz_w> hence why I insisted on going through the whole process
L669[21:42:31] <Vastatio> so for the position, i have this:
L670[21:42:47] <Vastatio> guiLeft + (dossier.guiWidth-renderer.getStringWidth(title)) / 2
L671[21:43:03] <Vastatio> guiLeft = width / 2 - guiWidth
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L674[21:43:59] <Vastatio> nvm, guiLeft = width / 2
L675[21:50:06] <Vastatio> right now heres what's happening: https://gyazo.com/69bdf0b389091911c7dd0180754ca7dc
L676[21:50:10] <Vastatio> heres the code:
L677[21:50:11] <Vastatio> https://github.com/SolarCactus/ARKCraft-Code/blob/master/src/main/java/com/arkcraft/mod/core/book/GuiDossier.java#L98-L103
L678[21:50:14] <Vastatio> in the drawing
L679[21:50:43] <Vastatio> calculations done here: https://github.com/SolarCactus/ARKCraft-Code/blob/master/src/main/java/com/arkcraft/mod/core/book/PageDino.java#L30
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L681[21:51:06] <Vastatio> this is the "Utahraptor Prime" word situated in the left off the book
L682[21:52:05] <gigaherz_w> well you seem to have broken the whole thing now? XD
L683[21:52:11] <Vastatio> ?????
L684[21:52:17] <Vastatio> i tried following the instructions
L685[21:52:32] <Vastatio> the pageLeft of left page is width / 2
L686[21:52:33] <Vastatio> right
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L688[21:52:41] <gigaherz_w> no.
L689[21:52:43] <gigaherz_w> XD
L690[21:52:46] <Vastatio> what
L691[21:52:51] <Vastatio> thats what i use to draw it though
L692[21:52:53] <gigaherz_w> look at my link
L693[21:53:01] <gigaherz_w> [04:37] (gigaherz_w): Vastatio: https://dl.dropboxusercontent.com/u/743491/Offsets.png
L694[21:53:19] <Vastatio> still have it open
L695[21:53:26] <gigaherz_w> pageLeft = bookLeft + marginLeft
L696[21:53:43] <gigaherz_w> bookLeft = width/2 - bookWidth/2
L697[21:53:45] <Vastatio> pageLeft is actually bookleft though
L698[21:53:50] <Vastatio> i have no margin
L699[21:54:11] <gigaherz_w> that seems less than ideal but okay
L700[21:54:13] <gigaherz_w> then
L701[21:54:14] <Vastatio> bookLeft = width / 2 - bookWidth / 2?
L702[21:54:25] <gigaherz_w> of course, otherwise it wouldn't be centered on screen would it?
L703[21:54:33] <Vastatio> i draw my book at width / 2
L704[21:54:36] <Vastatio> and it looks like the above
L705[21:55:04] <Vastatio> i only draw my right page at x - guiWidth
L706[21:55:10] <Vastatio> so width / 2 - guiWidth
L707[21:55:30] <gigaherz_w> o_O
L708[21:56:05] <Vastatio> ya i saw this when i was looking at Mantle's GuiManual:
L709[21:56:06] <Vastatio> https://github.com/SlimeKnights/Mantle/blob/e7ba871adeeeee8f67c0a543e8d15635c40d9525/src/mantle/client/gui/GuiManual.java#L170
L710[21:56:23] <gigaherz_w> ewh
L711[21:57:13] <gigaherz_w> I'm not even sure how that's supposed to work
L712[21:57:36] <gigaherz_w> hmmm
L713[21:57:43] <gigaherz_w> I guess it may be different for GuiScreens
L714[21:58:03] <gigaherz_w> ahh
L715[21:58:06] <gigaherz_w> okay
L716[21:58:12] <gigaherz_w> GuiContainer uses glTranslate
L717[21:58:24] <gigaherz_w> before calling drawGuiContainerBackgroundLayer
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L719[21:58:33] <Vastatio> glTranslate does?
L720[21:58:47] <Vastatio> im using GuiScreen btw
L721[21:58:50] <gigaherz_w> yeah
L722[21:59:07] <gigaherz_w> I was thinking in terms of GuiContainer instead
L723[21:59:09] <gigaherz_w> my mistake
L724[21:59:13] <gigaherz_w> but still
L725[21:59:18] <gigaherz_w> it only really changes what "bookLeft" is
L726[21:59:26] <gigaherz_w> once you have calculated bookLeft
L727[21:59:33] <gigaherz_w> it's all just the same
L728[21:59:43] <Darva> the beauty of relativity.
L729[21:59:49] <gigaherz_w> pageLeft = bookLeft + marginLeft (which in your case may simply be 0)
L730[22:00:00] <Manusoftar> guys im having some issues trying to get my custom block into the game, i can't put my custom texture into it...
L731[22:00:03] <Vastatio> yea, which is what i'm doing right?
L732[22:00:12] <gigaherz_w> I don't know
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L734[22:00:24] <Vastatio> right now heres what's happening: https://gyazo.com/69bdf0b389091911c7dd0180754ca7dc
L735[22:00:25] <Vastatio> <Vastatio> heres the code:
L736[22:00:25] <Vastatio> <Vastatio> https://github.com/SolarCactus/ARKCraft-Code/blob/master/src/main/java/com/arkcraft/mod/core/book/GuiDossier.java#L98-L103
L737[22:00:25] <Vastatio> <Vastatio> in the drawing
L738[22:00:25] <Vastatio> <Vastatio> calculations done here: https://github.com/SolarCactus/ARKCraft-Code/blob/master/src/main/java/com/arkcraft/mod/core/book/PageDino.java#L30
L739[22:00:27] <Vastatio> * pixlepix has quit (Quit: pixlepix)
L740[22:00:30] <gigaherz_w> I work on the assumption that (0,0) is the topleft corner of the screen
L741[22:00:37] <gigaherz_w> and (width,height) is the bottom-right corner
L742[22:00:39] <gigaherz_w> if that's not true
L743[22:00:48] <gigaherz_w> then /shrug
L744[22:01:13] <Vastatio> x = width / 2
L745[22:01:23] <Manusoftar> i have done all the json files to describe the models and textures but it wont load my texture, i must be screwing it on some of the json files...
L746[22:01:25] <gigaherz_w> I can't help with that ;P
L747[22:01:42] <gigaherz_w> Manusoftar: read the logs.
L748[22:01:47] <Vastatio> its just weird that it would draw more left of the book
L749[22:01:51] <gigaherz_w> do you see "missing model" error messages?
L750[22:01:57] * Darva stays away from 1.8 modding still.
L751[22:01:57] <Vastatio> i need to subtract more?
L752[22:02:13] <gigaherz_w> Darva: it's not that bad
L753[22:02:35] <gigaherz_w> the biggest change is converting your ISBRHs to baked models
L754[22:02:40] <Darva> I haven't seen any decent tutorials on doign model stuff for it, other than the json files.
L755[22:02:46] <Darva> TileEntitySpecialRender is back?
L756[22:02:51] <gigaherz_w> it has never been gone
L757[22:03:04] <Darva> Ahh, misread a long time ago then. heh.
L758[22:03:09] <Manusoftar> i have two lines that say Model definition for location mortero:salitre_ore#normal not found
L759[22:03:16] <gigaherz_w> only IItemRenderer was missing
L760[22:03:18] <Manusoftar> i mean, one line says that
L761[22:03:24] <gigaherz_w> and it was sortof resurrected in some way or another recently
L762[22:03:31] <Manusoftar> the other line complains the same but for other location
L763[22:03:38] <Darva> Baked model is the thing i couldn't find a tutorial on... and when i was looking for it, it had just been added to forge.
L764[22:04:19] <gigaherz_w> Darva: for simple models
L765[22:04:31] <gigaherz_w> all it takes is a blockstates json file pointing to a model json file
L766[22:04:39] <gigaherz_w> and a model json file saying it's a full cube
L767[22:04:42] <gigaherz_w> and has this texture
L768[22:04:47] <gigaherz_w> it's really easy
L769[22:04:57] <gigaherz_w> if it's not a full cube
L770[22:05:03] <gigaherz_w> but it's still made of axis-aligned boxes
L771[22:05:08] <Manusoftar> the thing is that those files actually exists...
L772[22:05:25] <gigaherz_w> thne you can use the json "elements" style of specifying block faces
L773[22:05:30] <gigaherz_w> and if you want a full blown model
L774[22:05:32] <Manusoftar> First of all this is my files tree -> http://puu.sh/kbKm5/0dd9f59f7d.png
L775[22:05:35] <gigaherz_w> then it's time to look into b3d models ;P
L776[22:05:51] <Darva> b3d? *opens tab for later*
L777[22:05:55] <masa> Manusoftar: http://greyminecraftcoder.blogspot.fi/2015/05/symptoms-of-block-and-item-model-errors_24.html
L778[22:06:45] <Darva> It was more the handling of baked models in game, loading, rendering, etc. But, i suppose by now there actually are tutorials.
L779[22:06:51] <gigaherz_w> heh it's funny to see code with spanish class names
L780[22:07:17] <gigaherz_w> (I have lived all my life in Spain, but I still prefer to use english for coding ;P)
L781[22:07:40] <gigaherz_w> Darva: mc mostly takes care of that for you
L782[22:07:51] <gigaherz_w> with the exception of registering the inventory variants of the models
L783[22:08:00] <gigaherz_w> which is a one-line in your client proxy
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L785[22:08:22] <gigaherz_w> unless you have "special needs"
L786[22:08:35] <gigaherz_w> and most people who have had issues upgrading to 1.8
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L788[22:08:38] <Darva> I.e., models that change at run time?
L789[22:08:38] <gigaherz_w> were people with special needs
L790[22:08:55] <gigaherz_w> no that works just fine
L791[22:09:04] <gigaherz_w> mc1.8 introduced the blockstates system
L792[22:09:06] <gigaherz_w> in this system
L793[22:09:23] <gigaherz_w> a Block can declare a series of properties that its blockstates consist of
L794[22:09:34] <gigaherz_w> each property having a finite set of states known beforehand
L795[22:09:44] <gigaherz_w> then mc iterates over all combinationsof states
L796[22:09:54] <gigaherz_w> and looks for those states in the blockstates json
L797[22:10:09] <masa> Manusoftar: also http://greyminecraftcoder.blogspot.com.au/2015/05/common-mistakes-in-block-models.html
L798[22:10:11] <gigaherz_w> which is expected to refer to a model file
L799[22:10:21] <gigaherz_w> then it's just
L800[22:10:27] <gigaherz_w> the old concept of "changing metadata"
L801[22:10:32] <gigaherz_w> translates into "changing blockstates"
L802[22:10:49] <Darva> Right, i get that bit.
L803[22:10:54] <gigaherz_w> a world.setBlockState call will translate into updated in-memory references
L804[22:10:55] <Manusoftar> i dont get it, i checked on that site masa suggested and there are some overrides on the class that Extends Block which where not used on the tutorial i followed (tutorial by bedrockminer) and he successfully added a block with its textures...
L805[22:10:58] <gigaherz_w> which will be spread to clients
L806[22:11:07] <gigaherz_w> which will result in a chunk refresh
L807[22:11:16] <Vastatio> huh, weird
L808[22:11:41] <gigaherz_w> Manusoftar: really you don't need much to have a simple block
L809[22:11:41] <Vastatio> my width = 427
L810[22:11:44] <Vastatio> height=240
L811[22:11:53] <Vastatio> does that change anything?
L812[22:12:01] <Vastatio> i'm still having the problem
L813[22:12:01] <Darva> So a chunk refresh every time a model's shape changes even slightly?
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L815[22:12:29] <gigaherz_w> Darva: of course, it has to rebuild the graphics
L816[22:12:41] <masa> well hasn't that always been the case, except for TESR?
L817[22:12:44] <gigaherz_w> it's somewhat optimized
L818[22:12:55] <gigaherz_w> but yes, that has always been true
L819[22:12:59] <gigaherz_w> in 1.7
L820[22:13:07] <gigaherz_w> the ISBRH iscalled every time the chunk graphics need refreshing
L821[22:13:20] <gigaherz_w> and the results are cached until next refresh
L822[22:13:51] <gigaherz_w> Manusoftar:
L823[22:13:51] <gigaherz_w> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/essentializer.json
L824[22:13:55] <Darva> Hrrm. I apparently got some weird ideas reading all the drama around this. hehe.
L825[22:13:59] <gigaherz_w> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/models/block/essentializer.json
L826[22:14:21] <gigaherz_w> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L61
L827[22:14:35] <gigaherz_w> the last one is: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L90
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L829[22:14:47] <gigaherz_w> that's ALL you need to display a model for a block
L830[22:14:58] <gigaherz_w> there are only a few restrictions:
L831[22:15:16] <gigaherz_w> 1. the blockstates json filename MUST match the name of the block in the forge registry
L832[22:15:23] <masa> well the vanilla system isn't really flexible for modding, but forge adds stuff that makes almost(?) everything possible that was before, from my limited understanding of things
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L834[22:16:03] <gigaherz_w> 2. the modid path must be lowercase (the subfolders and filenames don't need to be)
L835[22:16:25] <gigaherz_w> 3. the ITEM version of the block has to be registered separately
L836[22:16:37] <gigaherz_w> (some blocks don't actually have an item version)
L837[22:17:22] <gigaherz_w> 4. even if your block doesn't have blockstates, you must have a blockstates json with a "normal" variant in it.
L838[22:21:16] <gigaherz_w> well time to sleep, sorry I couldn't be any more accurate ;P
L839[22:21:20] * gigaherz_w AFKs
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L841[22:23:46] <Vastatio> so can anyone help me with the GUI positions?
L842[22:23:56] <Vastatio> still really offset to the left
L843[22:24:03] <Vastatio> right*
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L845[22:24:50] <Manusoftar> now after fixing some json files that were wrong im getting the following error -> The missing resources for domain mortero ar: textures/blocks/salitre_ore.png but i checked that folder and the file salitre_ore.png is there ideed...
L846[22:32:14] <Vastatio> I FIXED IT
L847[22:32:16] <Vastatio> YAYYYY
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L851[22:38:29] <Manusoftar> sombody help!!
L852[22:38:33] <Manusoftar> *somebody
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L854[22:43:13] <Girafi> Manusoftar, with what? ^^
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L888[23:21:59] <PrinceCat> Should I be executing HTTP post requests in a separate thread? I sometimes seem to get massive server thread lag when executing them.
L889[23:22:23] <Cazzar> It would be the best idea to put long running tasks, in a seperate thread
L890[23:22:40] <PrinceCat> Sweet, cheers.
L891[23:22:48] <Cazzar> Sometimes even just doing async calls might work
L892[23:22:56] <Cazzar> Though a little more painful in java :P
L893[23:23:04] <PrinceCat> The feels..
L894[23:23:14] <Cazzar> <3 C#'s async
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L898[23:33:07] <Manusoftar> im getting a missing texture error but the png file is where it is supossed to be and it's name is the right one...
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L900[23:37:15] <Cazzar> Manusoftar: what "location" do you provide and where exactly is it from the project root (same folder as build.gradle)
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L903[23:53:06] ⇦ Parts: Arc (~arc@nut.sheut.net) ())
L904[23:53:09] <Manusoftar> This is the files tree -> http://puu.sh/kbPyv/c89f6282ab.png
L905[23:53:18] <Manusoftar> on that folder is the file salitre_ore.png
L906[23:54:04] <Cazzar> what about within the src, is it just src/assets/textures/blocks/file?
L907[23:54:14] <Cazzar> src/assets/main*
L908[23:54:33] <Cazzar> well, resources I should say
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