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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 :_
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.
L184[16:50:04] ***
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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
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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
L268[18:09:57]
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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
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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
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.
L356[19:22:27] ***
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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.
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
L441[21:01:45] ***
Cazzar is now known as Cazzar|Away
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] ***
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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:
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
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.
L642[21:35:16] ⇦
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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
L672[21:43:16]
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L673[21:43:33] ⇦
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L674[21:43:59] <Vastatio> nvm, guiLeft =
width / 2
L676[21:50:10] <Vastatio> heres the
code:
L678[21:50:14] <Vastatio> in the
drawing
L680[21:51:04] ⇦
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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
L687[21:52:39] ⇦
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(~Raziel@cpc16-broo8-2-0-cust158.14-2.cable.virginm.net) (Quit:
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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
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:
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
L718[21:58:26]
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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
L733[22:00:24] ⇦
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L735[22:00:25] <Vastatio> <Vastatio>
heres the code:
L737[22:00:25] <Vastatio> <Vastatio>
in the drawing
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
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*
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
L784[22:08:14] ⇦
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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
L787[22:08:37] ⇦
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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
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:
L824[22:13:55] <Darva> Hrrm. I apparently
got some weird ideas reading all the drama around this. hehe.
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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] *
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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*
L844[22:24:32] ***
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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
L895[23:27:55]
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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...
L899[23:35:40] ⇦
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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)
L901[23:38:36] ⇦
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L903[23:53:06] ⇦
Parts: Arc (~arc@nut.sheut.net) ())
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
L909[23:54:38] ⇦
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If we wish to explore, if we wish to see what's over the next hill,
wonders unfold before us; all we have to do is want it
enough.)