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L1[00:11:44] <Cypher121> combine data, send
one and then break it down? I don't really remember how these work,
but can't you do that?
L2[00:19:26] ⇦
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L3[00:27:45] <Cypher121> what do U and V in
IIcon mean?
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L8[00:43:16] <Zaggy1024> !gm
func_175022_a
L9[00:43:28] <Zaggy1024> crap, wrong chat
:P
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L14[00:50:58] <Cypher121> !gm
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L17[01:21:55] <Cypher121> oh great
L18[01:24:15] <Cypher121> Slot has methods
for setting background texture location, but when it comes to
rendering, minecraft ignores it and always uses default.
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L21[01:51:36] <Cypher121> and if I want to
change it, it means a million of access transformations...
L22[01:52:18] <Zaggy1024> just use your
guicontainer to render a background
L23[01:52:23] <Zaggy1024> don't use the
stupid slot crap
L24[01:54:26] <Cypher121> well, not like
that's an easy thing to do in my case, I'm moving these slots after
all. would be easier if that Forge patch that adds background
textures actually worked
L25[01:56:47] <Zaggy1024> make a PR then
:P
L26[01:56:56] <Zaggy1024> in the meantime,
you can use the GuiContainer
L27[01:57:07] <Mossyblog> Which class has
the logic mostly for mob on mob attacks? ...ie i want to make
chickens attack pigs...
L28[01:57:20] <Zaggy1024> that's the
AI
L29[01:57:25] <Zaggy1024> look at zombie
AI
L30[01:57:40] <Zaggy1024> although mkaing
it attack a specific mob type is a little more complicated
L31[01:57:51] <Mossyblog> Yeah i'm
struggling to isolate it's core attack packets.
L32[01:57:58] <Zaggy1024> packets?
L33[01:58:03] <Zaggy1024> why do you need
packets?
L34[01:58:14] <Mossyblog> i'll get the AI
later, but what network packets does it send for MP to agree
L35[01:59:12] <Zaggy1024> none
L36[01:59:14] <Zaggy1024> AFAIK
L37[01:59:41] <Zaggy1024> the server
dictates what the mob will do via motion updates
L38[01:59:58] <Zaggy1024> it's all covered
by those packets, all you need to do is modify the AI
L39[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151010 mappings to Forge Maven.
L40[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151010-1.8.zip (mappings
= "snapshot_20151010" in build.gradle).
L41[02:00:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
L42[02:00:27] <Cypher121> Zaggy1024: I
don't understand .patch formatting so I just opened an issue. And
GuiContainer is the problem, it isn't patched to use texture from
the slot. I'll just do some kind of hack for now.
L43[02:01:22] <Cypher121> Mossyblog: I
think wolves have code to make them attack sheeps
specifically
L44[02:01:55] <Zaggy1024> You have to set
up a contribution workspace (gradlew setupForge)
L45[02:02:01] <Zaggy1024> and then modify
the base Minecraft files
L46[02:02:04] <Zaggy1024> and
genPatches
L47[02:02:07] <Mossyblog> oh yeah wolves..
forgot about those..
L48[02:02:13] <Mossyblog> thanks Cypher121
:_
L49[02:02:16] <Zaggy1024> commit to your
own branch
L50[02:02:25] <Zaggy1024> go on Github and
make the PR from your branch
L51[02:03:40] <Cypher121> Zaggy1024: How to
change 1 line in MC code
L52[02:04:40] <Zaggy1024> what I said
L53[02:04:54] <Zaggy1024> modify the base
file you need to change to fix the bug
L54[02:04:57] <Zaggy1024> then make your
PR
L55[02:05:03] <Cypher121> yeah, I got
it
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L57[02:11:49] <Digitalsabre> I want to b
asleep, but my mind is now completely awake.
L58[02:13:29] ***
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L59[02:13:46] <Digitalsabre> I work in 6
hours, for 8.5 hours, and then I have Werewolf 20th or Hunter: The
Reckoning game to go to.
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L61[02:16:05] <Digitalsabre> Coding and
sprite design it is, then.
L62[02:18:52] ⇨
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L63[02:19:07] <hasunwoo_> What is
alternatve of IConnectHandler?
L64[02:19:13] <hasunwoo_> Alternative
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L68[02:23:45] <laci200270> anyone
experineced with rendering in 1.8?
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L72[02:31:52] <Mossyblog> Cypher121: yeah
there's a method on the AI called isSuitableTarget... it may have
clues
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L76[02:34:09] <laci200270> fry|sleep where
are you?
L77[02:35:20] <Digitalsabre> I'm going to
guess that they're asleep.
L78[02:35:59] <laci200270> all rendering
guys is offline/afk/sleeping
L79[02:36:17] <Digitalsabre> That'll happen
sometimes.
L80[02:36:33] <laci200270> sometimes
:)
L81[02:36:47] <laci200270> all the times
when I stuck with rendering
L82[02:38:58] <Digitalsabre> I'm not a MCF
anything. I'm a noob... so if I say something stupid, just take it
with a grain of salt. But it looks like Minecraft is looking for a
model for each and every state your block could be in. 729 states?
3^6?
L83[02:39:18] <laci200270> yes
L84[02:39:30] <laci200270> I want to do it
with a smartmodel
L85[02:39:37] <laci200270> but game doesn't
recognizes it
L86[02:39:41] <Digitalsabre> Hmm...
L88[02:40:57] ⇨
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L89[02:41:12] <hasunwoo_> How to prevent
player from join server in forge?
L90[02:41:34] <laci200270> you want to
disable multiplayer?
L91[02:43:02] <laci200270> Digitalsabre any
ideas?
L92[02:43:41] <Digitalsabre> I was going to
suggest ISmartBlockModel, but beyond that it's supposed to be able
to used to help you dynamically render a block model, I know
nothing about it. Even looking at your code doesn't help me because
I don't understand Java or MCF enough to do more than add blocks,
recipes and items just yet.
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L94[02:44:02] <laci200270> oh
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L96[02:44:23] <laci200270> I'll put it to
the forums
L97[02:44:40] <laci200270> maybe there some
people can help
L98[02:44:57] <Digitalsabre> Good
idea.
L99[02:46:04] <hasunwoo_> No
L100[02:46:18] <hasunwoo_> Based on their
name
L101[02:46:46] <laci200270> hasunwoo_ you
want to disable certain servers?
L102[02:46:52] <Digitalsabre> Do you need
to use Forge for it? Because you can just use the blacklist
Minecraft provides.
L103[02:47:13] <hasunwoo_> I want to
filter player
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L105[02:47:56] <hasunwoo_> Prevent people
who dkes not have script from joining server
L106[02:51:19] <Digitalsabre> Sorry, I
can't help. If it were me, I'd just use the Vanilla whitelisting
mechanic instead of Forge.
L107[02:51:44] <Cypher121>
drawTexturedModalRect(st.xDisplayPosition + guiLeft,
st.yDisplayPosition + guiTop, 0, 0, 16, 16);
L108[02:51:44] <Cypher121> Isn't that
supposed to draw 16x16 with (0, 0) to (15, 15) from current texture
file?
L109[02:52:44] ⇦
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L110[02:53:00] <Cypher121> because my
texture is 16x16 cross and that's definitely not what I'm getting
here
L111[02:54:48] <laci200270>
screenshoot?
L112[02:55:36] <laci200270> maybe create a
dummy item for the texture and draw that?
L113[02:56:56] <Cypher121> I've changed it
already, but imagine all slots in inventory having eye-burning red
background
L114[02:57:58] <laci200270> did you set
background color?
L115[02:58:12] <Cypher121> no
L116[02:58:19] <laci200270> try it
L117[03:01:36] <laci200270> in the
modelregistry
L118[03:01:45] <Digitalsabre> Maybe I
should just make dummy textures for my mod items and just code the
mod. Then I can have something functional that I can point a
texture artist at and say "go to town."
L119[03:01:47] <laci200270> what is the
key?
L120[03:02:33] <laci200270> Digitalsabre
don't make textures
L121[03:02:41] <laci200270> use unknown
textures
L122[03:02:46] <laci200270> such as
me
L123[03:02:55] <laci200270> for coding
they are good
L124[03:03:51] <Digitalsabre> I'm going to
need textures for a bunch of things, so... do you know of some sort
of dummy item texture repository I can pull from?
L126[03:06:16] <laci200270> maybe
this
L127[03:06:33] <laci200270> just resize
them
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L129[03:08:44] <Digitalsabre> Hmm... I
might work on just making a dummy texture set to share,
though.
L130[03:09:00]
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L131[03:10:31] <Digitalsabre> Just...
block sides with letters and numbers (transparent and not
transparent), and item (transparent background) letters and
numbers. Simply rename and drop into a project's folders. Could be
useful for people who want to focus on coding and then look for a
pixel artist/texture designer later.
L132[03:11:26] <laci200270> I like the
idea
L133[03:11:34]
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L135[03:12:34] <Digitalsabre> Now probably
isn't the time to think about this, but I'll put it on my todo list
to think about later. I gotta be up in <4 hours for work.
>.<
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L137[03:13:51] <theresajayne> I am using
the forge-1.8-11.14.3.1519 mdk zip, i unpacked it, did setupDecomp
then opened in intellij ran genIntellijRuns and reloaded the
project. It will not run minecraft client saying Exception in
thread "main" java.lang.ClassNotFoundException:
GradleStart what have i done wrong?
L138[03:14:17] ⇦
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L139[03:14:25] <DarkEvilMac> theresajayne,
that might be better to ask in #forgegradle
L140[03:14:50] <theresajayne> does that
mean the latest forge distro is broken?
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L142[03:15:00] <barteks2x> I know I also
had that problem, butI don't remember how I fixed it
L143[03:15:38] <laci200270> for me thats
working(1519)
L144[03:15:43] <DarkEvilMac> Quick
question about the setupForge task for gradle. I ran that and have
my stuff good to go from what I can see, so I've added a small
event as well as the method call to fire the event. I ran
genPatches, is that the correct method to run? Or is there
something else I should do instead?
L145[03:16:01] <laci200270> thats
good
L146[03:16:51] <DarkEvilMac> I'm also
looking at the file diffs for the patches, and it seems to have
changed some class patches that I haven't actually touched, I'm
assuming I should just revert those changes?
L147[03:18:41] <theresajayne> ok i think i
know the issue
L148[03:18:54] <theresajayne> The
intellijruns are incorrect
L149[03:19:14] <theresajayne> there is a
gradle task runClient - that does it fine
L150[03:20:16]
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L151[03:20:25] <theresajayne> so the
genIntellijRuns command doesnt gen the correct task
L152[03:20:44] <theresajayne> so i will
move to #forgegradle
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L160[03:37:29] <Cypher121> apparently this
thing reduces size of my texture and fills rectangle with it
L161[03:45:29]
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L162[03:46:22] <Cypher121> yeah, it tried
to scale 16x16 texture up to 256x256 and take first 16x16 pixels...
which is 1 red pixel.
L163[03:50:59] *
Cypher121 sighs
L164[03:51:15] ***
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L165[03:51:31] <Cypher121> you know that
you shouldn't do texturing when your 16x16 red X looks awful
L166[03:51:54] <laci200270> pinging
fry|sleep
L167[03:52:03] <sham1> He is obviously
asleep
L168[03:52:51] <laci200270> when it'll
possible he gets up?
L169[03:53:02] <sham1> I dont know
L170[03:53:23] <laci200270> sham1 do you
know rendering?
L171[03:53:25] <sham1> Meanwhile, I cannot
even inspect your code because my firefox crashed
L172[03:53:40] <laci200270> use
chrome?
L173[03:53:52] <sham1> No
L174[03:54:21] <laci200270> how your
firefox crashed?
L175[03:54:34] <sham1> It does not
respond
L176[03:54:44] <laci200270> task
manager?
L177[03:54:48] <sham1> Yeah
L178[03:54:53] <Cypher121> Firefox is
dead
L179[03:55:04] <sham1> Long live
firefox
L180[03:55:16] <Cypher121> Long live
Palemoon
L181[03:55:20] <laci200270> sham1 do you
have windows 10?
L182[03:55:25] <laci200270> use edge
:D
L183[03:55:30] <Cypher121> lol
L184[03:55:41] <sham1> I have it on my
laptop
L185[03:55:47] <sham1> But on my desktop I
cannot have it
L186[03:55:59] <sham1> Because Windows 7
Enterprise
L187[03:56:09] <sham1> But lets see
L188[03:57:09] <laci200270> Enterprise
won't handle it
L189[03:57:36] <sham1> Well it says that
you dont handle all the permutations
L190[03:57:42] <sham1> Of the
directions
L191[03:58:01]
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L192[03:58:16] <laci200270> It douesn'T
handle any permutations...
L193[03:58:22] <laci200270> *doesn't
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L195[03:58:46] <laci200270> it should be
done with one smartmodel
L196[03:58:54] <sham1> Well there's your
problem
L197[03:59:06] <sham1> You need to handle
all the blockstate cases
L198[03:59:08] <sham1> Also
L199[03:59:11] <laci200270> but I'm doing
something wrong when I'm registering it
L201[04:00:20] <laci200270> and I don't
know what
L202[04:00:27] <sham1> Let me solve my own
problem first and then I get back to you
L203[04:00:34] <laci200270> ok
L204[04:00:53] <laci200270> alos whats
your problem?
L205[04:00:55] <laci200270> *also
L206[04:01:15] <sham1> I am trying to get
an value from scala Option and then turn it to an instance if it
matches
L207[04:01:17] <sham1> But let me
see
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L209[04:07:51] <laci200270> Ok.
L210[04:07:54] <laci200270> I found
it
L211[04:08:02] <laci200270> I need to make
a custom model loader
L212[04:13:17]
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L213[04:15:05] <Mossyblog> Q> On a
Multiplayer Server..who controls the EntityAnimal types movements?
is it client or server...in that the xyz position is pushed to the
client right?
L214[04:16:10] <sham1> I am fairly certain
that animals are controlled by server
L215[04:16:40] <Mossyblog> yeah like the
client just plays the animations but the server would expect the
entity to be at xyz coords by a certain tick
L216[04:17:06] <sham1> And then the server
gives the movement vector to client and saya "here,
extrapolate from this, you will be notified if 're
wrong"
L217[04:17:22] <Mossyblog> yeah..
L218[04:17:33] <Mossyblog> although i just
did something that i thought was funny
L219[04:17:37] <Zaggy1024> client doesn't
extrapolate anything
L220[04:17:49] <sham1> It doesnt
L221[04:17:50] <Mossyblog> oh?
L222[04:17:53] <Zaggy1024> client just
gets packets and is like "oh yeah, this animal moved here,
I'll smooth it up a bit"
L223[04:17:56] <sham1> I could have sworen
that it did
L224[04:18:15] <Zaggy1024> interpolate,
not extrapolate :P
L225[04:18:21] <Mossyblog> what packet
triggers that Zaggy1024
L226[04:18:35] <Zaggy1024> why do you want
to know? 0.o
L227[04:18:36] <sham1> Interpolate is what
I propably did mean
L228[04:18:43] <Zaggy1024> you shouldn't
be messing with the tracking packets
L229[04:18:50] <Zaggy1024> you'll screw
things up a ton
L230[04:19:31] <sham1> I have a feeling he
is gonna do something crazy
L231[04:19:45] <Zaggy1024> last I remember
seeing, he just wanted to make chickens attack pigs or
something
L232[04:20:08] <sham1> That is crazy, now
is it not
L233[04:20:14] <Mossyblog> i got that
working... but it wroks client-side obviously
L234[04:20:27] <Mossyblog> i'm now
tinkering with server packets :) and client
L235[04:20:39] <Mossyblog> ie server mod
sends packets to client and back
L236[04:20:46] <Zaggy1024> wut
L237[04:20:55] <Zaggy1024> how the heck
did you make that client-side only?
L238[04:21:01] <Mossyblog> no its
not
L239[04:21:16] <Zaggy1024> you don't need
to mess with packets
L240[04:21:29] <Zaggy1024> if you do, you
will mess up the tracking for all clients, and that is a fact
L241[04:21:30] <Mossyblog> i was more
looking at *how* they do it first
L242[04:21:43] <Mossyblog> i'm not
realising this mod
L243[04:21:43] <Zaggy1024> Minecraft's
entity tracking isn't very smart
L244[04:21:57] <Mossyblog> it wll probably
stay private like my other ones
L245[04:22:02] <Zaggy1024> doesn't
matter
L246[04:22:02] ⇦
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L247[04:22:23] <Zaggy1024> you don't need
to mess with packets, you need to modify the AI so the server moves
the entity
L248[04:22:31] <Zaggy1024> and then the
tracking will take care of the clients
L249[04:23:02] <Mossyblog> yeah i'm
looking at which server packet triggers that though, trace it
backwards
L250[04:23:12] <Zaggy1024> packets don't
trigger ai
L251[04:23:19] <Mossyblog> going forwards
is a bit of a heirachy traffic jam
L252[04:23:23] <Zaggy1024> entities don't
directly send movement updates
L253[04:23:34] <Zaggy1024> the server
takes care of that for you
L254[04:23:36] <Mossyblog> no as in what
packet hits the client that then triggers the update sequence for
new xyz coords movements
L255[04:23:46] <Zaggy1024> why do you need
to know that???
L256[04:23:52] <Mossyblog> so i know who
calls it
L257[04:23:54] <Mossyblog> and work
back
L258[04:23:58] <Mossyblog> or who uses
it
L259[04:24:11] <Zaggy1024> you're trying
to make chickens attack pigs, aren't you?
L260[04:24:33] <Mossyblog> no at the
moment, i'm trying to figure out what makes the chickens move in
the first place
L261[04:24:39] <Zaggy1024> why?
L262[04:24:42] <Mossyblog> i had assumed
it was pure client side
L263[04:24:52] <Mossyblog> but more
thought it made sense the server runs that
L264[04:25:09] <Zaggy1024> the only part
that is client side is interpolating the position and rendering
it
L265[04:25:17] <sham1> if it was pure
client side it would have been so that every client has the
chickens be on different place
L266[04:25:40] <Zaggy1024> the AI moves
the entity on the server, then the server figures out if the
position changed, and by how much, and then tells the client about
it
L267[04:25:59] <Mossyblog> then the client
renders out the animation
L268[04:26:13] <Zaggy1024> and the client
goes [current position ----> server position] over a few
ticks
L269[04:26:32] <Mossyblog> and when the
entity isn't at that new position?
L270[04:26:32] <Zaggy1024> the client
doesn't actually move the entity at all, really
L271[04:26:40] <Mossyblog> it has to
L272[04:26:40] <sham1> Well aint this
f***ing wonderful
L273[04:26:51] <Mossyblog> otherwise we
wouldn't see it
L274[04:27:00] <Mossyblog> ie server just
says "be at xyz by n ticks.."
L275[04:27:07] <Mossyblog> client still
ahs to play out the act
L276[04:27:10] <Zaggy1024> if you made the
client control where a mob moved without being very careful, it
would lose track of its real location, and then the mob would be
way out of place
L277[04:27:12] <Mossyblog> for the
illusion
L278[04:27:15] <Zaggy1024> andthe player
wouldn't even be able to hit it
L279[04:27:39] <Mossyblog> well the
colliders are interesting as well
L280[04:28:20] <Zaggy1024> sham1, what's
wrong?
L281[04:28:22] <Mossyblog> if the mob
doesn't reach its destination by n ticks.. what happens?
L282[04:28:25]
⇨ Joins: smbarbour
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L283[04:28:25] <Zaggy1024> need help with
something? :P
L284[04:28:31] <Mossyblog> is it just an
exception?
L285[04:28:33] <sham1> NVM
L286[04:28:42] <sham1>
setupDecompWorkspace derped out
L287[04:28:49] <sham1> But it was easy to
fix
L288[04:28:51] <Zaggy1024> er...the mob
should never not be able to reach its destination
L289[04:28:56] <Zaggy1024> but when that
happens, yeah, the same thing happens
L290[04:29:07] <laci200270> Zaggy1024 do
you know rendering?
L291[04:29:10] ⇦
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L292[04:29:11] <Zaggy1024> the client
doesn't actually know where the mob is for a while, which results
in the player not being able to hit the entity
L293[04:29:20] <Zaggy1024> laci200270,
model system, yeah
L294[04:29:48] <Mossyblog> but a player
can hit the mob mid path..
L295[04:29:57] <Mossyblog> so there's a
gap in time
L296[04:29:57] <laci200270> what is key of
ModelBakeEvent.modelRegistry?
L297[04:30:29] <Zaggy1024> mossy, the mob
has to get pretty out of position for the server to disallow an
attack
L298[04:30:32]
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L299[04:30:35] <laci200270> (I want to
inject my own model)
L300[04:30:40] <Zaggy1024> hang on
L301[04:31:40] <Zaggy1024>
ModelResourceLocation
L302[04:32:07] <Zaggy1024> meaning
"domain:blockstates#property=value"
L303[04:32:10] <laci200270> thanks
L304[04:32:21] <Zaggy1024> or
"domain:item_model#inventory"
L306[04:33:06] <Cypher121> any ideas what
causes background dots?
L307[04:33:22] <Cypher121> on slots with
cross
L308[04:33:39] <sham1> The texture?
L309[04:33:58] ***
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L310[04:33:59] <sham1> Or maybe it is a
case of OpenGL derping out
L311[04:34:06] <sham1> Very possible
L313[04:34:13] <Cypher121> here's how I
render it
L314[04:35:40] <Zaggy1024> what resolution
is the texture?
L315[04:36:10] <Cypher121> file is
256x256
L316[04:36:21] <Cypher121> cross is 16x16
in topleft corner
L317[04:36:41] <Zaggy1024> what happens if
you leave blend alone?
L318[04:39:20] <Cypher121> Zaggy1024: same
thing
L319[04:39:27] <Zaggy1024> hm
L320[04:40:47]
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L321[04:40:48] <Zaggy1024> what if you
don't bother binding the texture?
L322[04:40:56] <Zaggy1024> hopefully it
has something bound that's the same resolution
L323[04:41:13] <Zaggy1024> *hopefully*
:P
L325[04:41:20] <Nathan_Leadill> Anyone
have any remote idea how to use B3D Models with Blocks?
L326[04:42:13] <Zaggy1024> what the
frick?
L327[04:42:15] <Cypher121> it'll be a
creative tab background probably
L329[04:43:05] <Zaggy1024> crap, it
doesn't frickin have the line numbers for Forge files
L330[04:43:31] <Nathan_Leadill> Laci200270
I've been using that But I can't translate it in game
L331[04:43:36] <Zaggy1024> what's up with
that
L333[04:44:52] <Cypher121> ok, grid didn't
go away
L334[04:47:05] <Cypher121> I have no idea,
really
L335[04:47:22] <Zaggy1024> I'm a bit
stumped
L336[04:47:33] <Zaggy1024> I don't know a
different format is getting in there
L337[04:48:39] ⇦
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L338[04:48:56] <Zaggy1024> laci200270, do
you have your code on github
L339[04:48:58] <Zaggy1024> ?
L340[04:49:01] <sham1> He has
L341[04:49:06] <laci200270> yes
L342[04:49:15] <sham1> Let me just link
you to his code
L344[04:49:20] <sham1> Well damn
L345[04:49:29] <sham1> I made that
bold
L346[04:50:36] <laci200270> Zaggy1024 I'm
doing something wrong with MultiModel
L347[04:50:55] <Cypher121> AAHAHAHAH
L348[04:51:11] <Cypher121> this is just
amazing
L349[04:51:15] <sham1> He's gone mad
:C
L350[04:51:39] <Cypher121> earlier today I
tried to do backgrounds through vanilla + forge patch
L351[04:51:55] <Zaggy1024> laci200270, you
do new VertexFormat()
L352[04:52:00] <Zaggy1024> you shouldn't
do that
L353[04:52:03] <Cypher121> it didn't work
because forge 1448 has broken patch and it didn't use proper
texture file
L354[04:52:11] <Zaggy1024> in fact you
shouldn't even be baking your model int he constructor
L355[04:52:28] <laci200270> ok.
L356[04:52:30] <Cypher121> but code I had
was more than enough to make that stupid grid
L357[04:52:39] <laci200270> how can make
it working?
L358[04:54:35] <Zaggy1024> oh, I was
looking at this wrong
L359[04:54:39] <Zaggy1024> hang on,
figuring some stuff out
L360[04:55:18] <Zaggy1024> laci200270, I'm
curious, is there a reason you don't want to use the Forge
blockstates json format?
L361[04:57:11] <laci200270> I tried it
about a month ago but it didn't worked
L362[04:57:47] <Zaggy1024> it should be
easier than this
L364[04:58:14] <Zaggy1024> but for the
vertex format you want to use Attributes.DEFAULT_BAKED_FORMAT
L365[04:58:25] <laci200270> thanks
L366[04:59:20] <sham1> Well this is very
weird
L367[04:59:37] <sham1> Apparently my tile
entity does not get created when I place down my block
L368[04:59:40] <Zaggy1024> laci200270, why
do you use 1, 2, 3 as your values for your properties?
L369[04:59:47] <sham1> Yeah
L370[04:59:54] <sham1> Wouldnt enums be
better for this
L371[05:00:15] <laci200270> I can send
enums in blockstates?
L372[05:00:19] <sham1> Yes
L373[05:00:19] <Zaggy1024> yes
L374[05:00:23] <laci200270> how?
L375[05:00:24] <Zaggy1024> values are
string serializable
L376[05:00:43] <sham1> Look what vanilla
does
L377[05:00:43] <laci200270> and how can
deserialaze it?
L378[05:00:49] <Zaggy1024> nono
L379[05:01:01] <sham1> Why not
L380[05:01:04] <sham1> It works
L381[05:01:06] <Zaggy1024> I mean the
values use IStringSerializable to look up stuff in the json
L382[05:01:10] <Zaggy1024> no I was
talking to laci
L383[05:01:11] <Zaggy1024> soryr
L384[05:01:13] <sham1> Ah
L385[05:01:18] <sham1> Context lost on
me
L386[05:01:31] <Zaggy1024> so if you have
a value that toString() returns "thing" for, the property
value in the json is "thing"
L387[05:01:45] <laci200270> thx
L388[05:01:46] <Zaggy1024> unless you
override the blockstates mapper, of course
L389[05:01:47] <Zaggy1024> but you
don't
L390[05:01:57] <Zaggy1024>
presumably
L391[05:02:45] <Cypher121> I feel less and
less inclined to refer to refer to vanilla
L392[05:02:57] <Zaggy1024> it depends on
what for
L393[05:02:59] <Cypher121> to refer to
refer -_-
L394[05:03:06] <Zaggy1024> it's always
good to question the code :P
L395[05:03:57] <Cypher121> well, someone
in mojang has a boner for json, apparently
L396[05:04:28] <sham1> What will be their
next good idea
L397[05:04:33] <sham1> Save worlds in
JSON?
L398[05:05:09]
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L399[05:05:36] <sham1> You know when you
forget one thing and then you wonder why it does not work
L400[05:05:55] <sham1> One miniscule thing
can make it so that nothing works
L401[05:06:07] <Cypher121> make a new
engine and then write minecraft in JSON
L402[05:06:12] <sham1> Oh god
L403[05:06:36] <sham1> Seeing as they made
their block model format into JSON, I would not be surprised
L404[05:06:48] <sham1> Like for blockstate
files JSON can work sort of
L405[05:06:51] <sham1> But not for
models
L406[05:07:07] <Cypher121> lol
L407[05:08:07] <sham1> Even for stuff like
defining textures JSON can work
L408[05:08:14] <sham1> But to define
vertices or something in JSON
L409[05:08:15] <sham1> Just no
L410[05:08:59] <Cypher121> I thought about
going from TESR for some things like fluid pipes
L411[05:09:01] <Cypher121> but no
L412[05:09:18] <sham1> in 1.8 it is not
needed
L413[05:09:24] <sham1> Because Forge
Blockstate stuffs
L414[05:09:37] <sham1> And submodels
L415[05:09:52] <Cypher121> this forge
blockstate seems like a hack to fix mojang's broken hack
L416[05:10:07] <sham1> It pretty much
is
L417[05:10:08] <Cypher121> if it goes on,
it'll get worse
L418[05:10:14] <sham1> ITEMSTATES
L419[05:10:35] <Cypher121>
playerstates!
L420[05:10:44] <Cypher121>
worldstates!
L421[05:10:48] <sham1> How would that
work
L422[05:10:53] ⇦
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L423[05:11:01] <Cypher121> worldstates are
the shit
L424[05:11:19] <Cypher121> you calculate
every possible state of game world
L425[05:11:28] <Cypher121> and write it in
a JSON file
L426[05:11:33] <sham1> That
L427[05:11:41] <sham1> That would be a
disaster
L428[05:13:07] <Cypher121> I think with
something simpler it would actually be possible to store all
outcomes in player input trie or something
L429[05:14:24] <Cypher121> actually,
that's how chess bots work, I think. but minecraft is a bit more
complicated than chess. let's hope they don't have that idea,
lol
L430[05:15:11] <sham1> I think they are
smart enough not to do anything THAT stupid
L431[05:15:51] <Cypher121> not sure they
care anymore
L432[05:16:00] <laci200270> they probaly
just wanted make minecraft more customizable
L433[05:16:35] <sham1> The way they are
using is not they way to do that though
L434[05:17:25] <sham1> If they want the
game to be customizable, they should do something to make modding
possible without these hacks
L435[05:17:45] <sham1> Because lets be
honest
L436[05:17:55] <sham1> While Forge is good
and all, it still is a hack
L437[05:18:06] <Zaggy1024> blockstates is
a cool system
L438[05:18:12] <sham1> it is
L439[05:18:14] <sham1> I like it
L440[05:18:26] <Zaggy1024> problem is it's
a little bloated in the code for something smart like the forge
blockstate format
L441[05:18:34] <Zaggy1024> and custom
models are stupid
L442[05:18:35] <Zaggy1024> :P
L443[05:18:39] <sham1> Yeh
L444[05:21:15] <laci200270> also how can I
get Function<ResourceLocation, TextureAtlasSprite> for
MultiModel?
L446[05:21:28] <sham1> You can define
that
L447[05:21:40] ***
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L448[05:23:55] <sham1> I have a feeling I
am doing this syncing stuff in a little bit silly way
L450[05:25:35] <sham1> I think I should
use a packet at the very least for the fluid sync stuff
L451[05:26:27] <Zaggy1024> hopefully with
something similar to forge coming to vanilla, the model system will
improve
L452[05:26:57] <sham1> I think they at
least planned to do something similar to the forge blockstate
thing
L453[05:26:59] <Zaggy1024> laci200270, are
you getting an NPE on that object?
L454[05:27:25] <laci200270> yes
L455[05:27:54] ***
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L456[05:28:44] <Zaggy1024> hmmm
L457[05:28:45] ⇦
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L458[05:29:44] <Zaggy1024> check
ModelLoader for calls to bake with an instance
L459[05:29:46] <Zaggy1024> find out where
to ge tit
L460[05:32:59] <laci200270>
java.lang.RuntimeException: Missing particle!
L461[05:33:11] <laci200270> ^ what is
that?
L462[05:34:34] ⇦
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L463[05:35:06] <Zaggy1024> uhh
L464[05:35:09] <Zaggy1024> no idea
L465[05:35:14] <Zaggy1024> need more of a
trace than that
L467[05:38:05] ***
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L468[05:38:42] <Zaggy1024> huh...odd
L469[05:38:46] <Zaggy1024> oh, er
L470[05:39:08] <Zaggy1024> laci200270,
what are you using for your textureGetter?
L471[05:39:40] <laci200270> wait a
minute
L472[05:39:43] <laci200270> uploading to
github
L473[05:43:34] ⇦
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L484[06:09:13] <laci200270> Zaggy1024 i'm
back
L485[06:09:28] <laci200270> my internet
gone
L486[06:10:03] <Nathan_Leadill> Can
someone check my blockstates.json and tell my why my b3d modeled
block is inthe middle of 2 blocks instead of where it should
be
L487[06:14:11] ***
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L489[06:15:48] <laci200270> how can I get
a proper thrid paramter for IBakedModel.bake()?
L490[06:16:09] <laci200270> (I don know
what I hsould put there)
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L495[06:20:04] <laci200270> nevermind I
dound it
L496[06:20:07] <laci200270> * found
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L503[06:57:47] <laci200270> somebody can
help for doing an algorithm?
L504[06:57:55] <laci200270> *making
L505[07:01:37] <laci200270>
down=state,east=state,north=state,south=state,up=state,west=state I
need to loop over all the 3^6 possible variations(state can get 3
variations)
L506[07:01:45] <laci200270> how can I loop
over that?
L507[07:06:14] <laci200270> ^
anybody?
L508[07:06:27] ***
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L509[07:06:41] *
gigaherz_t yawns
L510[07:07:07] <gigaherz_t> laci200270:
you can loop over integers from 0 to 3^6
L511[07:07:12] <gigaherz_t> then do
like
L512[07:07:19] <gigaherz_t> down =
number%3;
L513[07:07:23] <gigaherz_t> number =
number/3;
L514[07:07:29] <gigaherz_t>
east=number%3;
L515[07:07:31] <gigaherz_t> number =
number/3;
L516[07:07:32] <gigaherz_t> etc
L517[07:07:47] <laci200270> thats too high
for me
L518[07:07:57] <gigaherz_t> uh?
L519[07:08:16] <laci200270> I can't
understand it
L520[07:08:23] <gigaherz_t> then you need
to learn more
L521[07:08:31] <gigaherz_t> because that's
a beginner's exercise
L522[07:09:08] <laci200270> I know what %
means but this will produce only 1,1,1,1,1,1 isn't it?
L523[07:09:17] <gigaherz_t> no?
L524[07:09:23] <laci200270> and
0,0,0,0,0,0?
L525[07:09:31] <gigaherz_t> note that
between each %
L526[07:09:35] <gigaherz_t> there's
number=number/3
L527[07:09:41] <laci200270> oh
L528[07:10:00] <gigaherz_t> it's basically
converting the integer into base 3
L529[07:10:09] <gigaherz_t> and storing
each digit separately
L530[07:10:19] <laci200270> and this will
produce all the 729 different states?
L531[07:10:27] <gigaherz_t> yes
L532[07:10:34] <laci200270> thanks
L533[07:10:42] <sham1> That's a lot of
fish
L534[07:11:17] <gigaherz_t> how you plan
to USE those states, I have no idea, but it will assign all the
possible combinations into their respective variables
L535[07:11:29] <gigaherz_t> (building the
string is up to you ;P)
L536[07:11:39] <laci200270> i know
L537[07:11:45] <laci200270> Its aesy
L538[07:12:30] ⇦
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L539[07:12:51] <sham1> Meh
L540[07:12:59] <sham1> I have to override
transferStackInSlot
L541[07:13:02] ***
Tombenchicken is now known as Tombenpotter
L542[07:13:15] <gigaherz_t> sham1:
yeah
L543[07:13:19] <gigaherz_t> and actually
implement it XD
L544[07:13:28] <sham1> well that's
given...
L545[07:13:49] <gigaherz_t> yeah the thing
is
L546[07:13:55] <laci200270> so I'll need
to start from 729?
L547[07:13:57] <gigaherz_t> it took me
between mc1.4.x and 1.8
L548[07:14:02] <gigaherz_t> to understand
how it really works
L549[07:14:02] <gigaherz_t> XD
L551[07:14:22] <gigaherz_t> the end result
was nice though ;P
L552[07:14:39] <gigaherz_t> laci200270:
uh?
L553[07:15:11] <sham1> I think I should
make an abstract superclass for all of my freaking containers that
implements it correctly so I dont have to bother
L554[07:15:33] <sham1> do it ever again
unless I need to
L555[07:15:44] <gigaherz_t> but it depends
on each slot
L556[07:15:46] <gigaherz_t> XD
L557[07:16:04] <sham1> Bugger all
L558[07:16:12] <gigaherz_t> well
L560[07:16:19] <gigaherz_t> you can make a
generic method
L561[07:16:31] <laci200270> gigaherz_t how
can I start looping over the states?
L562[07:16:40] <sham1> With a loop
maybe
L563[07:16:42] <gigaherz_t> that has an
abstract "findSlotRange"
L564[07:16:56] <gigaherz_t> that returns
first/last slot that the item will try to transfer into
L565[07:17:06] <gigaherz_t> as an array[2]
or null if it can't shift-click
L566[07:17:15]
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L567[07:17:23] <gigaherz_t> laci200270:
for(int i=0;i<729;i++)
L568[07:17:47] <sham1> BTW. I feel
unconfortable using null
L569[07:17:59] <laci200270> and inside in
I should that thing?
L570[07:18:14] <gigaherz_t> duh
L571[07:23:43] <sham1> Been using too much
Option to want to even touch Null unless absolutely needed
L573[07:26:13] <gigaherz_t> the last /3 is
unnecessary
L574[07:26:32] <gigaherz_t>
otherwise
L575[07:26:36] <gigaherz_t> it could be
prettier, but it seems ok
L576[07:26:43] <masa> what is that used
for?
L577[07:27:24] <gigaherz_t> his properties
have 3 values
L578[07:27:33] <gigaherz_t> he wants to
iterate over all possible combinations for whatever reason
L580[07:28:00] <sham1> For some
reason
L581[07:28:21] <sham1> Umn masa
L582[07:28:37] <sham1> In your
transferStackInSlot code, the slot.getHasStack() == true
L583[07:28:49] <sham1> The "==
true" is kinda reduntant
L584[07:29:38]
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L585[07:29:47] <masa> yes, but I started
using it just about everywhere in my code, because I hate how easy
it is to miss "! slot.getHastStack()" :p
L586[07:30:02] <masa> so if you hate
verbose booleans, don't read my code :D
L587[07:30:20]
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L588[07:30:22] <sham1> :P
L589[07:30:22] <gigaherz_t> heh
L590[07:30:27] <gigaherz_t> good reason,
at least
L591[07:30:33] <sham1> Yeah
L592[07:30:46] <sham1> Your booleans are
somewhat like my mod's scala
L593[07:30:52] ⇦
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L594[07:31:37] <gigaherz_t> my teacher
from back when I was in uni would still have given you a bad grade
just for doing that, though
L595[07:31:46] <masa> haha
L596[07:31:54] <gigaherz_t> if(boolean ==
true)
L597[07:31:55] <gigaherz_t> and
L598[07:31:58] <gigaherz_t> return boolean
== true
L599[07:32:02] <sham1> I've tried to
reduce the amount of imperical coding style in my code, but
sometimes the way Minecraft is coded I really cant do that
L600[07:32:05] <gigaherz_t> were big
fail-worthy mistakes
L601[07:32:58] <Digitalsabre> Was your
instructor from the age of the punch card?
L602[07:33:10] <sham1> Oh god
L603[07:33:16] <masa> hm, but shouldn't
that be up to the coding startdars of the project? well I guess
then the course follows their coding standards so...
L604[07:33:29] <masa> *standards
L605[07:33:54] <masa> or code guidelines
whatever
L606[07:34:39] <sham1> For me it is that
unless you work for a company, write with a coding style you are
most comfortable with
L607[07:36:38] <masa> yeah... I kind of
dislike the verbose booleans for the reason that other people don't
like it, but personally I just find it "easier to read"
and harder to make mistakes with
L608[07:37:34] <sham1> Yeah, I can see it
being easier
L609[07:37:42]
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L610[07:38:20] <Digitalsabre> So, there's
voluntary time off available for the first hour of my shift, but I
was off all last week due to my computer not working properly...
I'm trying to justify taking this hour.
L611[07:39:31] ⇦
Quits: Raga_BM (~K@180.245.163.91) (Quit: Raga_BM)
L612[07:40:10] <Digitalsabre> All my
joints are sore and I didn't sleep well.
L613[07:40:18] <Digitalsabre> But that's
somehow not enough.
L614[07:40:20] <sham1> Heh
L615[07:43:39] <Digitalsabre> Done.
Whatever.
L616[07:44:32] <Digitalsabre> So, I was
describing to laci200270 something a few hours ago. Are there any
pre-assembled dummy texture sets for mod devs hosted
somewhere?
L617[07:46:55] <masa> I don't remember
ever hearing about such things
L618[07:47:06] <masa> no idea... hadn't
even thought about it
L619[07:47:11] ⇦
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L621[07:47:33] <masa> I just usually take
eithet vanilla textures or my own previous textures as the base and
modify from that
L622[07:47:44] <Digitalsabre> If not, I'm
thinking of making some. Like a full set of A-Z letter item
textures, and four full single-color sets of UDNESW transparent and
non-transparent block textures.
L623[07:48:51] <masa> hm, so what would be
the benefit of it?
L624[07:49:13] <masa> the whole texture
and the name of it needs to change anyway... right?
L625[07:50:25] ***
TTFT|Away is now known as TTFTCUTS
L626[07:50:59] <Digitalsabre> The block
textures, also A-Z. Which would come to... something like 26 item
textures and 26*6*4*2=1248(?) block textures. The purpose would be
so that mod coders could focus on coding and not have to worry
about texture design until after everything works.
L627[07:52:14] <sham1> Or they could have
a team and have an artist
L628[07:52:52] <Digitalsabre> I don't have
a team. I wish I did. Then I could just be creative director and
someone else could do the coding for me since I don't know what the
heck I'm doing. xD
L629[07:53:01] <gigaherz_t> sham1: not
everyone happens to know an artist
L630[07:53:11] <gigaherz_t> or feels
comfortable asking around for a random artist to join them
L631[07:53:11] <gigaherz_t> ;P
L632[07:53:41] <sham1> Or they could try
to learn to art themselves
L633[07:55:14] <Digitalsabre> Hell, I
don't even know enough to figure out how to ask appropriate
questions.
L634[07:56:10] <sham1> DOnt worry
L635[07:56:12] ⇦
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L636[07:56:23] <sham1> We like
inappropriate questions around here ;)
L637[07:56:33] <sham1> ( ͡° ͜ʖ ͡°)
L638[07:56:35]
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L640[08:02:01] <sham1> Anyway
L641[08:02:15] <sham1> How do I render
tooltips when I mouse over something in a gui
L644[08:05:45] <sham1> Exactly
L645[08:07:13] <masa> hmm wait, where the
hell did I just add that better method of hovering
detection...
L647[08:09:49]
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L648[08:12:33] <laci200270> gigaherz_t the
algrotihm is bad
L649[08:13:18] <laci200270> It repeats a
state
L650[08:16:17] <laci200270> some is done
twice some not ever
L651[08:16:24] <laci200270> *even
L652[08:22:06] ⇦
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L653[08:22:39] <Digitalsabre> So, BBRedux
is stalled, probably at least until the 21st of next month, when I
can get Wuppy's new book.
L654[08:33:50] <gigaherz_t> laci200270:
hmm then you must have done something wrong that I didn't catch
;P
L655[08:33:55] <gigaherz_t> the logic is
sound
L656[08:34:34] <gigaherz_t> laci200270: is
there any pattern to what's missing?
L657[08:34:49] <laci200270> I think
no
L658[08:35:09] <laci200270> but I'll
screenshot it
L660[08:38:24] <laci200270> just I need to
load the game
L661[08:38:51] <gigaherz_t> I just pasted
the code from the pastebin above in a C# project
L662[08:38:54] <gigaherz_t> added a debug
print
L663[08:38:59] <gigaherz_t> and I got the
expected sequence
L664[08:39:08] <gigaherz_t> so the
enumeration of values is working ok
L665[08:40:47]
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L666[08:41:27] <laci200270> I'm also
trying a debug print
L667[08:43:11]
⇨ Joins: hitech95 (~hitech95@151.49.109.39)
L668[08:44:42] <laci200270> here is the
log
L670[08:45:15] <laci200270> key present
twice is the bad.. Key present twice:
L671[08:45:23] <laci200270> *key present
twice
L672[08:45:26]
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L673[08:46:00] <laci200270> gigaherz_t any
ideas?
L674[08:48:15] <Necr0> Is there any method
on the Block class that triggers when blocks are about to burn
down?
L675[08:50:29] ⇦
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L677[08:53:34] ***
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L678[08:56:09] <masa> check what fire
does/calls?
L679[08:56:50] <laci200270> gigaherz_t are
you here?
L680[08:59:33] ⇦
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L682[09:00:24] ⇦
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L684[09:04:38] <laci200270> ok.I found an
easier way
L685[09:05:04] <laci200270> how can I get
all the possible blockstates?
L686[09:05:10] ***
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L688[09:05:59] <Subaraki> laci200270, just
logged on, what's the problem .
L689[09:06:00] <Subaraki> ?
L690[09:06:27] <Subaraki> and what do you
mean by block state ?
L691[09:06:48]
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L692[09:06:53] <laci200270> I need all
blockstates for a block
L693[09:07:03] <laci200270> to llop over
it
L694[09:07:06] <laci200270> *loop
L695[09:07:09]
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L696[09:08:09] <Subaraki> you mean like
meta ?
L697[09:08:20] <Necr0> @masa ok looks like
I have to us onNeightbourBlockChange because it just built in a
special case for tnt etc
L698[09:08:21] <laci200270> no, in
1.8
L699[09:08:25] <Subaraki> ooh
L700[09:08:31] <Subaraki> ah yes, i havent
done 1.8 yet :/
L701[09:09:10] <laci200270> model loader
does it some way
L702[09:10:04] <Subaraki> have you checked
the model loader class ?
L703[09:10:58] <laci200270> yes
L704[09:10:58] <Subaraki> and could anyone
tell me what is f*-in wrong with my recipe ?
L705[09:10:58] <Subaraki>
GameRegistry.addRecipe(new ItemStack(Telepads.blockPad, 1), new
Object[] { "BBB", "EEE", "IGI", 'B',
Blocks.glass, 'E', Items.ender_eye, 'G', Items.gold_ingot, 'I',
Blocks.iron_block});
L706[09:11:17] <Subaraki> i can not create
my block in a crafting table while all other recipes work
L707[09:12:05] <laci200270> maybe for
block elementes use Item.getItemFromBlock()
L708[09:12:35] <Subaraki> i have a recipe
with this : 'T', Blocks.redstone_torch,
L709[09:12:38] <Subaraki> and it works
fine
L710[09:12:55] <laci200270> I don't know
what can be the problem
L711[09:14:32] ⇦
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L712[09:17:19] <Subaraki> is everyone on
the channel sleeping ? ._.
L713[09:18:13] <Digitalsabre> The obvious
to me is... is the recipe in a place where its code will be
executed? But that's really all I've got.
L714[09:18:24] ⇦
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L716[09:19:18] <Subaraki> havent tried
adding a checkpoint
L717[09:19:20] <Subaraki> let me try
that
L718[09:19:33] <Subaraki> altough o do
explicidly call the method in my mod file
L719[09:19:37] <Subaraki> mod class
*
L720[09:21:05] <Subaraki> nah, it's
getting called
L721[09:21:29]
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L722[09:22:15] <sham1> Subaraki, everyone
sleeps because it is weekend
L723[09:22:26] <Subaraki> yeah, true
xD
L725[09:22:40] <Subaraki> now that i know
you're here, i can bother you a bit
L726[09:22:46] <Digitalsabre> Well,
there's one thing ruled out.
L727[09:23:04] <Subaraki> ruled out
?
L728[09:23:28] <Subaraki> omg
L729[09:23:32] <Subaraki> i think i just
found my error
L730[09:23:36] <Subaraki> those are ender
pearls
L731[09:23:39] <Subaraki> not ender
eyes
L732[09:23:47] <sham1> oh lol
L733[09:24:06] <Subaraki> now it works ...
<w<
L734[09:24:08] <Subaraki> herpa derp
L735[09:24:13] <Subaraki> good busy axel
...
L736[09:26:26]
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L737[09:26:40] <GraphicH> !gm
func_72829_D
L738[09:26:52] <GraphicH> !gm
func_72820_D
L739[09:27:02] <Subaraki> !gm
func_72820_D
L740[09:27:12] <sham1> !!gm
func_72820_D
L741[09:27:13] <MCPBot_Reborn> === MC 1.8:
net/minecraft/world/World.getWorldTime (aqu.L) UNLOCKED ===
L742[09:27:14] <MCPBot_Reborn> Name : L
=> func_72820_D => getWorldTime
L743[09:27:15] <MCPBot_Reborn> Descriptor
: ()J
L744[09:27:15] <MCPBot_Reborn> Comment :
None
L745[09:27:16] <MCPBot_Reborn> Last
Change: 2012-10-25 14:19:33-04:00 (tambre)
L746[09:28:15] <Subaraki> nice
L747[09:28:17] <Subaraki> anyway
L748[09:28:21] <Subaraki> i forgot how to
compile a mod
L749[09:28:27] <sham1> gradle build
L750[09:28:32] <Subaraki> oh yeah
L751[09:28:33] <Subaraki> thns
L752[09:28:36] <Subaraki> thnx*
L753[09:28:50] <sham1> Yay
L754[09:28:53] <sham1> I got a sauna
today
L755[09:29:36] <Subaraki> ooh
L756[09:29:37] <Subaraki> nice :o
L757[09:30:25]
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L758[09:30:53] ⇦
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L760[09:33:40] <masa> why are you creating
an object array? isn't that vararg, and for a reason...?
L761[09:34:10] <sham1> You can pass an
array to vararg
L762[09:34:13] <sham1> ALso
L763[09:34:31] <sham1> For me at the very
least it looks cleaner in an array
L764[09:34:41] <masa> how so?
L765[09:34:52] <masa> it's just more stuff
on the sime line
L766[09:34:55] <masa> *same
L767[09:35:01] <sham1> So is verbose
booleans ;)
L768[09:35:07] <masa> ... :D
L769[09:35:39] <masa> I think I'm never
hearing the end of that one :p
L770[09:35:48] <sham1> :p
L771[09:38:29] <masa> bleh, going through
my Eeschema component library and checking and fixing all the
components... boring as hell
L772[09:39:08] <masa> and then I still
need to redo all the modules after this ;_;
L773[09:45:46]
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L774[09:46:48] <laci200270> gigaherz_t i
fixed it
L775[09:46:54] <laci200270> it was just a
typo
L776[09:47:05]
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L777[09:47:44] <sham1> Gigaherz will be
surprised about the amount of pings he has been receiving when he
comes back
L778[09:47:45] <Subaraki> uhm
L779[09:47:59] <Subaraki> are there any
files i need to put somewhere so the build works ? my jar is
empty
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L783[09:52:44] <gigaherz_t> sham1: I'm not
really gone, just busy ;P
L784[09:53:01] <gigaherz_t> also
L785[09:53:03] ***
gigaherz_t is now known as gigaherz
L786[09:53:11] <sham1> You really need to
get a bouncer
L787[09:53:49] <sham1> So you dont have to
worry about that SASL script of yours
L788[09:54:54] ⇦
Quits: tekacs (~tekacs@tekacs.com) (Ping timeout: 206
seconds)
L789[09:55:04] <tambre> sham1: Oh, hey! I
named that function :)
L790[09:55:15] <sham1> umn
L791[09:55:19] <sham1> I beg you
pardon
L792[09:55:21] <sham1> What
L793[09:55:28] <tambre> sham1: look
up
L794[09:55:36] ⇦
Quits: Raga_BM (~K@180.245.163.91) (Quit: Raga_BM)
L795[09:55:52] <sham1> Oh
getWorldTime
L796[09:55:55] <tambre> I wish there was a
way to check how many functions/fields I have named in MCP...
L797[09:57:31]
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L798[10:01:11] ⇦
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error: Connection reset by peer)
L799[10:03:00]
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L800[10:06:49]
⇨ Joins: cloned
(~tyler@d118-75-225-214.nap.wideopenwest.com)
L801[10:07:23] <cloned> Anyone know if
hteres a way to make Magneticraft power transfer to/from wither big
reactors or Immersive Engineering?
L802[10:07:32] <cloned> either*
L803[10:10:14] <sham1> Oh, wither big
reactors
L804[10:10:25] <sham1> Those would be
amaizing if they were made
L805[10:10:45] <sham1> It would have to
trap a wither inside and use that to generate RF
L806[10:11:08] <Digitalsabre> The
Minecraft Forums thread explains how you can convert Electricity to
RF. I don't know that you can convert back (thread doesn't
say).
L807[10:12:11]
⇨ Joins: laci200270
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L808[10:12:14] ⇦
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L809[10:14:43]
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L810[10:16:05] <AtomicStryker> !lastseen
numina
L811[10:16:17] <AtomicStryker> uuh
L812[10:18:56] <laci200270> !lastseen
fry|sleep
L813[10:20:36] <cloned> Digitalsabre: Ill
check the forums. Do you remember where its explained? I mean whch
mod page
L815[10:21:55] <cloned> Ah there it
is
L816[10:21:56] <cloned> sorry
L817[10:21:57] <cloned> thanks
L818[10:22:12]
⇨ Joins: modmuss50
(uid42264@id-42264.highgate.irccloud.com)
L819[10:22:43] <Digitalsabre> I think it's
only set up as a one-way conversion.
L820[10:22:56] <cloned> Ah it only goes
out from magneticraft
L821[10:23:01] <cloned> darn
L822[10:25:22] ⇦
Quits: airbreather (~airbreath@d149-67-99-43.nap.wideopenwest.com)
(Remote host closed the connection)
L824[10:26:19] ⇦
Quits: patrick96
(~patrick96@134.154.107.92.dynamic.wline.res.cust.swisscom.ch)
(Quit: Leaving)
L825[10:28:15] <laci200270> Zaggy1024 what
do you think?
L826[10:29:18]
⇨ Joins: Mitchellbrine
(uid38456@id-38456.tooting.irccloud.com)
L827[10:32:21] <laci200270> pingin
fry|sleep AGAIN
L828[10:32:29] <laci200270> *pinging
L829[10:33:24] ⇦
Parts: cloned (~tyler@d118-75-225-214.nap.wideopenwest.com)
())
L830[10:35:26] <GraphicH> !gm
func_147118_V()
L831[10:36:20] <GraphicH> hmmm
L832[10:36:31] <GraphicH> Anyone know what
that func is?
L833[10:36:40] <GraphicH> !gm
func_147118_V
L834[10:36:43] <GraphicH> nvm
L835[10:37:27]
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L836[10:37:45]
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L837[10:40:22]
⇨ Joins: AEnterprise
(AEnterpris@kiwi.bnc4free.com)
L838[10:41:47] <AEnterprise> i'm trying to
detect if an anvil drops on my block but as far as i can see there
is no event/function i can use or am i missing something?
L839[10:42:41] <shadowfacts> there might
be an event for falling blocks in general
L840[10:42:47] <shadowfacts> not
specifically the anvil
L841[10:42:51] <AEnterprise> not that i'm
seeing
L842[10:43:17] <gigaherz> when the anvil
falls
L843[10:43:21] <gigaherz> it turns into an
entity
L844[10:43:24] <gigaherz> and then when it
stops falling
L845[10:43:35] <gigaherz> it will set
itself back into a block
L846[10:43:53] <gigaherz> so question is,
do you want to detect the anvil being in block form on top?
L847[10:44:01] <gigaherz> or do you want
to "catch" it mid-fall?
L848[10:44:10] <AEnterprise> i need the
fall distance
L849[10:44:11]
⇨ Joins: armctec (~Thunderbi@186.204.133.133)
L850[10:44:11] <sham1> I hate creating
GUIs
L851[10:44:18] <Drullkus> Who
doesn't
L852[10:44:20] <Drullkus> :D
L853[10:44:21] <gigaherz> so you need it
mid-fall
L854[10:44:22] <gigaherz> in which
case
L855[10:44:31] <gigaherz> you'd have to
scan for entities in the block right above
L856[10:44:43] <gigaherz> check if the
entity is a falling anvil
L857[10:44:47] <gigaherz> and then get its
values
L858[10:44:57] <AEnterprise> yes, but it
will be in the block above for multiple ticks
L859[10:45:00] <sham1> How do I get the
top-right corner of the GUI
L860[10:45:06] <sham1> top-left
L861[10:45:21] <sham1> Like I am trying to
have my stuff go relative with the GUI image
L862[10:45:23] <gigaherz> hmmm
L863[10:45:26] <sham1> But it just is not
happening
L864[10:45:31] <gigaherz> I can't remember
if there was an event for when an entity dies
L865[10:45:39] <gigaherz> you may be able
to catch it there
L866[10:45:39] <AEnterprise> there is not,
i checked
L867[10:46:05] <AEnterprise> there is is
contructing, canupdate and enteringchunk
L868[10:46:55] ***
mine|dreamland is now known as minecreatr
L869[10:47:05] <AEnterprise> the death
event is only for living entities
L870[10:47:33] <GraphicH> !gm
func_147650_B
L871[10:47:34] <AEnterprise> and a
entityFallingBlock extends entity, not entityLiving
L872[10:47:35] <GraphicH> !gm
func_147650_b
L873[10:48:28] <GraphicH> !gm
func_148652_a
L874[10:49:49] <gigaherz> AEnterprise:
then there's only one way I can think of:
L875[10:49:55] <gigaherz> 1. when you
detect a falling anvil on top
L876[10:50:07] <gigaherz> you track the
largest value you have seen for the fall distance
L877[10:50:17] <gigaherz> and then when
the anvil turns into a block,
L878[10:50:20] <gigaherz> it will send a
neighbour update
L879[10:50:26] <gigaherz> and you can use
the number then
L880[10:50:29] <sham1> It really sucks
when guiLeft + "coord in the texture" does not put the
thing into the place it should be at
L881[10:50:48] <AEnterprise> was thinking
of that, just wanted to be sure i didn't miss anything
L882[10:51:25] <laci200270> somebody know
rendering?
L883[10:51:25] <AEnterprise> would it be a
valid request if i open an issue for adding an event for a falling
block landing on the forge issue tracker?
L884[10:51:29] <AtomicStryker>
AEnterprise: if you feel comfortable enough to do asm i would
suggest simply injection a method
L885[10:51:40] <AtomicStryker> into where
the anvil turns itself back into a block
L886[10:51:49] <AEnterprise> never done
asm before though
L887[10:52:01] <gigaherz> there's a first
time for everything
L888[10:52:02] <gigaherz> ;P
L889[10:52:15] <AEnterprise> i know
:P
L890[10:52:19] <sham1> But the first time
is not always the best ;)
L891[10:52:29] <gigaherz> rarely the
best
L892[10:52:34] <AEnterprise> you got any
good pointers on where to start for this then?
L893[10:52:51] <gigaherz> yeah: read other
mods doing it XD
L895[10:53:26] <sham1> Like it is supposed
to put the RF Bar into the place I specified in the GUI
texture
L896[10:53:28] <gigaherz> are all your
classes Smurf-named?
L897[10:53:36] <sham1> FCraft yes
L899[10:53:50] <sham1> I am redundant like
that
L900[10:54:14] <gigaherz> never used RF
bars
L901[10:54:14] <AtomicStryker> to get asm
transforming to work you need 3 things: meta-inf entry, coreplugin
and transformer
L902[10:54:16] <gigaherz> or gui
elements
L903[10:54:24] <gigaherz> heck I haven't
even used buttons yet ;p
L904[10:54:40] <sham1> The bar at this
moment is just a storage of its x, y and width and height
L905[10:54:41] ⇦
Quits: Drullkus (~Drullkus@c-73-162-160-76.hsd1.ca.comcast.net)
(Remote host closed the connection)
L906[10:54:49] <AtomicStryker> gigaherz:
mc uses an absolute coordinate system for gui elements
L907[10:54:58] <AEnterprise> alright
L908[10:55:02] <AtomicStryker> so
mercifully you dont have to deal with scaling
L909[10:55:15] <sham1> And that is why I
try to offset it with guiLeft and stuff
L910[10:55:20] <sham1> But it is
misplaced
L911[10:55:41]
⇨ Joins: Fendirain
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L912[10:56:08] <sham1> like when I have my
mouse on the top-left corner then it shows the hovering text
L913[10:57:21] ⇦
Quits: pixlepix (~localmaca@cpe-67-252-38-34.nycap.res.rr.com)
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L914[10:57:32] <sham1> Even though it
should come 101 pixels inside the GUI texture
L915[10:57:53] <sham1> But anyway
L916[10:57:57] <sham1> Sauna time
L917[10:58:09] <sham1> If someone has a
solution, feel free to PM or ping me and I will see it
L918[10:58:13] ***
sham1 is now known as sham1|Sauna
L919[10:58:22] <AEnterprise>
AtomicStryker: so basicly that code you links just adds a call to a
static function you made at the end of the function?
L920[10:58:52] <AtomicStryker>
AEnterprise: err no, a simple injection would be a lot easier than
what dynamic lights does actually
L921[10:59:03] <AtomicStryker> dynamic
lights has to cut out some of the vanilla instructions
L922[10:59:53] <GraphicH> !gm
func_148622_c
L923[10:59:59] ***
kirby|gone is now known as mrkirby153
L924[11:00:12] <GraphicH> !gm
field_148622_c
L925[11:00:37] <AtomicStryker>
AEnterprise: do you know how to use javap to decompile a class to
bytecode?
L926[11:00:43] <GraphicH> !gm
func_147680
L927[11:00:47] <GraphicH> !gm
func_147680_a
L928[11:00:56] <AEnterprise> no, asm and
bytecode is new to me :/
L929[11:01:17] <AtomicStryker> make
yourself a new batch file
L930[11:01:27] <AtomicStryker> put the
following in as command
L931[11:01:28] <AtomicStryker> javap -c
"%~1" > %~1.txt
L932[11:01:34] <gigaherz> you can use
"show bytecode" from the IDE ;P
L933[11:01:50] <AtomicStryker> gigaherz:
except when youre fucked because compiled mc classes differ
L934[11:01:59] <gigaherz> oh right
L935[11:02:12] <gigaherz> that wouldn't
fix obf I suppose XD
L936[11:02:15] <GraphicH> !gm
func_147650_b
L937[11:02:34] <AtomicStryker>
AEnterprise: the resulting batchfile is a drag and drop converter
for .class files
L938[11:02:46] <AtomicStryker> pull them
ontop of it, you get a .txt file with the same name with the
bytecode inside
L939[11:03:00] <AEnterprise> nice,
thanks
L940[11:03:23] <AtomicStryker> so what you
do is find the spot in EntityAnvil or whatever
L941[11:03:32] <AtomicStryker> where it
lands and turns itself back into a block
L942[11:03:58] <AtomicStryker> then you
find the same spot in an obfuscated mc class file (use MCPBot to
find it or something)
L943[11:04:23] <AtomicStryker> then you
use asm transform to inject your static method call
L944[11:04:39] <AEnterprise> alright
L945[11:04:47] <AEnterprise> you make it
sound easy :P
L946[11:04:54] <AtomicStryker> it is, you
just have to have done it
L947[11:04:56] <AtomicStryker> lel
L948[11:05:45] <AtomicStryker> since your
method call will be worthless unless you pass the entityanvil
reference aka "this"
L949[11:06:01] <AtomicStryker> you need to
put it on the jvm stack before calling your static thing
L950[11:06:14] <AtomicStryker> so:
Opcodes.ALOAD, 0
L951[11:06:21] <laci200270> Zaggy1024 are
you there?
L952[11:06:30] <AtomicStryker> in a
VarInsnNode
L953[11:06:46] <AtomicStryker> followed by
a MethodInsnNode, OPcodes.INVOKESTATIC
L954[11:06:56] <AtomicStryker> and then
your static method
L955[11:07:31] <AEnterprise> alright, mind
if i ping you later if i have questions/issues?
L956[11:07:41] <AtomicStryker> i will
likely be back in hiding
L957[11:07:45] <AtomicStryker> but sure if
im here ask
L958[11:07:52] <AtomicStryker> you can ask
the other no-lifers here too
L959[11:07:54] <AtomicStryker> who never
leave
L960[11:08:05] <AEnterprise> alright,
thanks
L961[11:09:01] <AEnterprise> batch file
errors
L962[11:09:10] <AEnterprise> error: class
not found
L963[11:09:31] <AEnterprise> doesn't that
work with.java classes?
L964[11:09:40] <AEnterprise> or do i need
to find the acutal .class files?
L965[11:09:50] <AtomicStryker> its a
decompiler
L966[11:09:57] <AtomicStryker> it cannot
decompile that which is not compiled
L967[11:10:23] <AEnterprise> have to go
for dinner, sorry
L968[11:10:35] <AEnterprise> but where
does gradle store those .class files?
L969[11:11:12] <AtomicStryker> in your
user folder, .gradle, minecraft cache something
L970[11:11:17] <AtomicStryker> do a file
search
L971[11:11:29] <AEnterprise> alright
L972[11:11:36] <AtomicStryker> which mc
version you on
L973[11:11:42] <AEnterprise> 1.7.10
L974[11:11:44] <AtomicStryker> i will look
up the signatures you need
L975[11:12:06] <AEnterprise> might be back
afhter dinner, if not i'll do it tomorow
L976[11:12:10] <AEnterprise> thanks alot
:)
L978[11:12:26] <AEnterprise> i'm using a
bouncer so if you could pm them then i'll surely get them
L979[11:12:30] ***
AEnterprise is now known as AEnterpriseAFK
L980[11:12:46] <Digitalsabre> I love
idling in here. I'm always surrounded by people much, much smarter
than me.
L981[11:13:50] <Digitalsabre> I'm hoping
some of that smarts is communicative. Or contagious.
L982[11:14:44] ⇦
Quits: Subaraki
(~Artix@mf763-h01-176-150-102-154.dsl.sta.abo.bbox.fr) (Quit: Got
away Safely !)
L983[11:22:24] ***
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L986[11:26:19] <AtomicStryker>
Digitalsabre: only until you realize what epic code is being
shelled out by people half your age
L987[11:26:32] <AtomicStryker> then you
feel the shame and crawl back into your comfy hole
L988[11:26:40] <masa> sham1|Sauna: there
is even a comment in one of the vanilla methods that vanilla's
usage of the coordinates is inconsistent
L989[11:27:00] <sham1|Sauna> Well that
sucks
L990[11:27:02] <sham1|Sauna> BTW
back
L991[11:27:06] ***
sham1|Sauna is now known as sham1
L993[11:27:16] <masa> that is how I check
the coordinates
L994[11:27:41] <masa> so try (this.width -
this.xSize) / 2 instead of guiLeft
L995[11:31:02] ⇦
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reset by peer)
L996[11:31:05] ⇦
Quits: kashike (kashike@is.a.miserable.ninja) (Ping timeout: 206
seconds)
L997[11:31:43] <sham1> Apparently it has
some problems being in the initializator phase
L998[11:31:50] <sham1> constructor
phase*
L999[11:32:13] <AtomicStryker> sham1: it
might not get assigned the correct values until screen
updates
L1000[11:32:18] <sham1> Yeah
L1001[11:32:19] <AtomicStryker> only do
coordinate login in the update method
L1002[11:32:28] <AtomicStryker>
logic*
L1003[11:32:32]
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L1004[11:32:37] <laci200270> sham1 do you
know rendering?
L1005[11:32:50] <sham1> Apparently
not
L1007[11:34:11] <sham1> Well, I'd have
this happen with blocks with transparent textures in them
L1008[11:34:40] <sham1> Is there anything
printed inside the console
L1009[11:34:44] <sham1> That would relate
to this
L1010[11:34:56] <sham1> Well that did the
trick
L1011[11:35:21] <laci200270> No,
nothing
L1014[11:36:26] <laci200270> an oak block
should be there
L1015[11:37:04]
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(~Firedingo@CPE-110-146-138-105.knmu.knt.bigpond.net.au) (Quit: I
can't do this anymore!)
L1016[11:42:12]
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L1017[11:47:49] <laci200270>
somebody?
L1018[11:50:02]
⇨ Joins: KGS (~KGS@nl107-188-189.student.uu.se)
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L1021[11:55:02] <Lumien> I'm not sure
that's how you are supposed to register stuff
L1022[11:55:15] <Lumien> Why do you not
just register one model ?
L1023[11:56:12]
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L1024[11:56:13] ***
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L1025[11:56:20] <Lumien> Also do you get
missing model errors?
L1026[11:57:29]
⇦ Quits: AtomicStryker
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Leaving)
L1027[11:57:40] <sham1> Umn, laci, you
should override stuff like renderAsNormalBlock and whatnot in order
to get this thing to work
L1028[11:57:51] ***
Lathanael|Away is now known as Lathanael
L1029[11:57:57] <sham1> Wait
actually
L1030[12:01:32] <laci200270> Lumien I not
get missing errors
L1031[12:01:44] <laci200270> sham1 I'll
ry that
L1032[12:01:46] <laci200270> *try
L1033[12:01:57] <sham1> Not sure if
needed
L1034[12:02:01] <sham1> But you can
always try
L1035[12:02:14] <Lumien> Also if you want
to get the log model you can just use
"BlockModelShapes.getModelForState"
L1036[12:02:49] <laci200270> Thanks
L1037[12:02:59] <laci200270> But I'm
using it just for debugging
L1038[12:03:56] <Lumien> Yes but maybe
that's the reason it doesn't display
L1039[12:07:12]
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L1042[12:09:56] <laci200270> still not
rendering
L1043[12:10:03] ***
tterrag|away is now known as tterrag
L1044[12:10:41] <laci200270>
shadekiller666 can you help?
L1045[12:10:46]
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L1046[12:10:59] <shadekiller666> help
with what
L1047[12:11:08] <laci200270>
rednering
L1049[12:11:25] <laci200270> this renders
nothing
L1050[12:12:45] <laci200270>
shadekiller666 any ideas?
L1051[12:13:24] <shadekiller666> oh
jeeze....
L1052[12:13:46] <shadekiller666> custom
model loaders are more complicated than you might think
L1053[12:14:11] <laci200270> this is just
a custom baked model
L1054[12:14:25] <shadekiller666> 1. the
reason this isn't rendering is because you don't even have
getGeneralQuads()
L1055[12:14:43] <shadekiller666>
"just a custom baked model"
L1056[12:15:02] <laci200270> but I'm
getting general quads from a MultiModel
L1057[12:15:27] <shadekiller666>
...
L1058[12:15:49] <shadekiller666> you're
calling model.bake() yes...
L1059[12:15:56] <shadekiller666> but
you're not doing anything with it
L1060[12:16:31] <shadekiller666> and you
have to override getGeneralQuads() for minecraft to receive the
quads for it
L1062[12:17:39] <laci200270> and return
with functions with this?
L1063[12:17:41] <shadekiller666> might i
recommend making an attempt to understand the functionality of a
system before trying to implement it?
L1064[12:18:06] <shadekiller666>
omg...
L1065[12:18:13] <laci200270> MultiModel
is for merging multiple models isn't it?
L1066[12:18:27]
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L1067[12:18:32] <shadekiller666> no, i
can't help you, because you have ZERO idea what you're
doing...
L1068[12:18:45] <laci200270> sorry
L1069[12:18:57] <tterrag> the heck does
that mean?
L1070[12:19:05] <tterrag> isn't that the
point of helping?
L1071[12:19:22] <shadekiller666> ok
L1072[12:19:23] <shadekiller666>
fine
L1073[12:19:41] <shadekiller666> IModels
are the source of a BakedModel's data
L1074[12:19:56] <laci200270> yes
L1075[12:19:58] <shadekiller666> only 1
instance of an IModel should exist, ever
L1076[12:20:11] <shadekiller666> and
thats where baked models come in
L1077[12:21:01] <Lumien> He does return
the general quads of the baked log model in his models
getGeneralQuads though
L1078[12:21:19] <shadekiller666> baked
models are basically the ItemStack of an Item, but for models
L1079[12:21:26] <Lumien> Also did you try
the BlockModelShapes.getModelForState ?
L1080[12:21:36] <laci200270> oh
L1081[12:21:40] <laci200270> I'll try
that
L1082[12:21:42] <sham1> Except that
IBakedModels do not have NBT data ;)
L1083[12:21:57] <sham1> So it is not a
direct analogue
L1084[12:22:02] <shadekiller666> are you
sure that the baked model for the log isn't returning an empty list
from getGeneralQuads()?
L1085[12:22:19] <laci200270> I didn't
checked it
L1086[12:22:22] <shadekiller666> most of
the vanilla ones tend to favor getFaceQuads()
L1087[12:22:24] <shadekiller666> well,
check
L1088[12:23:21] <masa> what is the
difference between general and face quads, where is each one used
in?
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L1090[12:23:39] <shadekiller666> face
quads are axis-aligned
L1091[12:23:46] <shadekiller666> thats
why an EnumFacing is passed in
L1092[12:23:58] <shadekiller666>
"give me quads for the north face"
L1093[12:24:11] <masa> oh okay
L1094[12:24:15] <shadekiller666> general
quads can face whatever direction they wish
L1095[12:25:11] <masa> so would that then
mean item models always use general quads?
L1096[12:25:21] <shadekiller666> laci,
you'll also probably need the putVertexData() and put() methods
(look at B3DLoader.BakedWrapper)
L1097[12:25:30] <shadekiller666>
uhhh
L1098[12:25:32] <shadekiller666> no
L1099[12:25:50] <shadekiller666> item
models are pretty much the same as block models
L1100[12:26:15] <shadekiller666> except
for blocks that have a 3D block model but a 2D sprite for the
item
L1101[12:26:15] <GraphicH> !gm
func_147650_B
L1102[12:26:18] <shadekiller666> like
repeaters
L1103[12:26:28] <GraphicH> !gm
func_147650_b
L1104[12:26:52] <laci200270> Lumien where
can I get an instance for BlockModelShape?
L1105[12:27:08] <shadekiller666>
BlockRendererDispatcher i think
L1106[12:27:18] <shadekiller666> its a
long chain of method calls
L1107[12:27:29] <Lumien> I get one with
"Minecraft.getMinecraft().getRenderItem().getItemModelMesher().getModelManager().getBlockModelShapes()"
L1108[12:27:29] <Lumien> Not sure whether
there is a "quicker" way
L1109[12:27:42] <laci200270> thanks
L1110[12:29:46]
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L1111[12:32:21] <laci200270> MutliModel
requires IModel and that givves IBakedModel
L1112[12:32:27] <laci200270> *gives
L1113[12:32:55]
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L1114[12:33:13] <shadekiller666>
what
L1115[12:33:32] <shadekiller666>
MultiModel is an implementation of IModel
L1116[12:33:43] <laci200270> I tried what
Lumien said
L1117[12:34:02] <shadekiller666> there
should be comments in MultiModel as to what that specific
implementation is for
L1118[12:34:27] <laci200270> I tried
BlockModelShapes.getModelForState
L1119[12:34:40] <Lumien> and?
L1120[12:34:53] <laci200270> it gives
IBakedModel
L1121[12:35:00] <laci200270> instead of
IModel
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L1123[12:35:37] <Lumien> yeah
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L1126[12:38:16] <Nathan_Leadill> Random
Note that Github Tutorial on B3D Blocks Doesn't Work Bte
L1127[12:38:18] <Nathan_Leadill>
BTW*
L1128[12:38:44] <shadekiller666> github
tutorial?
L1129[12:39:08] <GraphicH> !gm
func_148720g
L1130[12:39:12] <GraphicH> !gm
func_148720_g
L1131[12:39:46] <shadekiller666> and how
does it not work?
L1132[12:39:47] <GraphicH> !gm
func_148652_a
L1133[12:40:36]
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L1137[12:45:37] <shadekiller666> yes it
does
L1138[12:45:52] <Nathan_Leadill> Well I
can't Rotate/Translate my Block at all
L1139[12:46:15] <shadekiller666> ?
L1140[12:46:33]
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L1141[12:46:43] ***
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L1142[12:47:26] <Wuppy> ugh just spend
almost an entire day in unreal to do something as simple as making
a dude move right and shoot bullets
L1143[12:47:35] <Wuppy> and then make
those bullets collide properly
L1144[12:47:56] <Wuppy> and even then you
can only shoot properly when moving right
L1145[12:59:43] ***
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L1146[13:01:19] <Nathan_Leadill>
Swag
L1147[13:01:32] <Nathan_Leadill> It's
fine I spent 11 hours Ranking up 2 ranks on CS:GO
L1148[13:02:19]
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L1149[13:02:41] <shadekiller666> omg....
>.< the WORST part of scrapes is the ITCHING!!!
L1150[13:05:08]
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L1153[13:11:09] <Wuppy> unreal really
sucks
L1154[13:11:52] <shadekiller666> i've
never actually tried to use Unreal, is it harder to use than
Unity?
L1155[13:11:59] ***
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L1156[13:12:24] <Wuppy> only about 5000
times
L1157[13:12:37] <shadekiller666>
lol
L1158[13:12:52]
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L1159[13:12:57] <Dan_Yeomans> good
afternoon
L1160[13:13:12]
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L1162[13:13:47] <shadekiller666> ive
recently started digging into Unity
L1163[13:13:58] <Dan_Yeomans> ^ unity's a
good engine
L1164[13:15:22] <shadekiller666> what
language does unreal use?
L1165[13:15:30] <Dan_Yeomans> C++
L1166[13:15:30] <Wuppy> c++
L1167[13:15:35] <shadekiller666> unity
uses C#/JS/Boo
L1168[13:15:36] <shadekiller666>
ahh
L1169[13:15:56] <Dan_Yeomans> protip:
avoid unityscript. stick w/ c# as much as possible
L1170[13:16:08] <shadekiller666> so its
even using the more difficult of the .NET C languages
L1171[13:16:22] <shadekiller666> thats
right, its not even actual JS
L1172[13:16:32] <Wuppy> C# is also an
amazing language :)
L1173[13:16:42] <Wuppy> I personally
prefer C++, but unreal just makes it hell to use
L1174[13:16:49] <Wuppy> the scripting
language in unreal is beautiful though
L1175[13:16:53] <shadekiller666> its a
.NET implementation of JS written by Unity
L1176[13:16:56] <Dan_Yeomans> unreal
complains when you use pointers
L1177[13:17:01] <shadekiller666>
...
L1178[13:17:02] <Wuppy> too bad the
engine crashes so often and sucks so much
L1179[13:17:17] <shadekiller666>
complains when you use pointers...
L1180[13:17:28] <shadekiller666> might as
well just be C# then
L1181[13:17:32] <Wuppy> damn
L1182[13:17:34] <Dan_Yeomans> telling a
seasoned c or c++ programmer not to use pointers is akin to tieing
their hands behind their backs
L1183[13:18:06] <shadekiller666> and
completely makes the hassle of using c++ in the first place
completely pointless
L1184[13:18:16] <Wuppy> indeed
L1185[13:18:19] <Dan_Yeomans>
"pointless" hah
L1186[13:18:32] <Wuppy> but you can
achieve some amazing results with unreal
L1187[13:18:41] <shadekiller666> C++
without pointers might as well be C#
L1188[13:18:42] <Wuppy> and the scripting
language is also nice to use
L1189[13:19:04] <shadekiller666> whats
the scripting language for unreal?
L1190[13:19:06] <Dan_Yeomans> there's
ways around the pointer issue. iirc unreal has a safe pointer
wrapper
L1191[13:19:13] <shadekiller666> you can
acheive amazing results with both engines
L1192[13:19:18] <Dan_Yeomans> it's
literally all GUI
L1194[13:19:42] <Wuppy> shadekiller666,
hard to explain
L1195[13:19:52] <Wuppy> I think it's
something like Houdini
L1197[13:21:04] <Wuppy> ^ unreal
L1198[13:21:23] <shadekiller666>
wait
L1199[13:21:37] <shadekiller666> so
unreal's scripts are all GUI node based?
L1200[13:21:38] <shadekiller666>
...
L1201[13:21:50] <Dan_Yeomans> yeah
L1202[13:22:11] <shadekiller666> those
are usually shitty
L1203[13:22:12] <Dan_Yeomans> it's a
pretty elegant system when you look at it. but some experience
programmers will be disappointed most likely
L1204[13:22:35] <Wuppy> shadekiller666,
it's a very nice system IMO
L1205[13:22:42] <shadekiller666> that is
closer to what an animation tree looks like
L1206[13:23:07] <Wuppy> it's not as
powerful as going C++ but it's much easier and faster
L1207[13:23:11] <Wuppy> anyway, I'm off
o7
L1208[13:23:25] <Dan_Yeomans> alright,
later
L1209[13:23:33] <shadekiller666> which is
good because maya and other node-based animation software know how
to do nodes properly
L1210[13:23:36] <shadekiller666>
bye
L1211[13:24:35] <Dan_Yeomans> gah, so i
think extended entity properties in minecraft forge get deleted
after a player exits the end
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L1213[13:27:27] <Dan_Yeomans> i have no
clue how to circumvent that
L1214[13:27:51] <shadekiller666> is there
an event that fires just before the teleport happens?
L1215[13:28:33] <Dan_Yeomans> well
there's onEntityCollidedWithBlock
L1216[13:28:49] <shadekiller666> you
could rip the properties off of it, and reapply them after the
player gets recreated
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L1218[13:29:07] <shadekiller666> there
has to be some sort of demension transfer event...
L1219[13:29:21] <Dan_Yeomans> hmm
L1220[13:29:22] <Dan_Yeomans> orr
L1221[13:29:38] <Dan_Yeomans> whenever a
teleport is about to happen
L1222[13:29:44] <Dan_Yeomans> it has to
retrieve the teleporter entity
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L1224[13:30:01] <Dan_Yeomans> i could
make it such that it creates a new one for the entity if it returns
null
L1225[13:30:05] <Dan_Yeomans> it might
work
L1226[13:30:06] <shadekiller666> and if
said entity == the one for going to the end...
L1227[13:30:45] <shadekiller666>
dimension transfers (and teleports too i think) destroy the player
at the current location and rebuild it at the new location
L1228[13:31:13] <Dan_Yeomans> well my
teleports use setPositionAndUpdate
L1229[13:31:17] <laci200270> hi shade I'm
back
L1230[13:31:22] <shadekiller666> hi
L1231[13:31:36] <laci200270> now I'm
testing how many general does oak log have
L1232[13:31:47] <shadekiller666>
shouldn't have any
L1233[13:31:53] <shadekiller666> its a
standard cube
L1234[13:32:04] <laci200270> 0
L1235[13:32:06] <shadekiller666> which
means it likely uses getFaceQuads()
L1236[13:32:30] <laci200270> but how can
I use it for MultiModel?
L1237[13:32:48] <shadekiller666> idk,
i've not dug into MultiModel enough
L1238[13:33:13] <shadekiller666> check
the github for an example, and check vanilla is all i can
suggets
L1239[13:33:16] <shadekiller666>
suggest*
L1240[13:33:23] <laci200270> because
about two months ago you suggested to use MultiModel for TSTR
tranformations for blocks
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L1242[13:34:22] <shadekiller666> you only
need a multimodel if you have parts of the block model that you
want to control separately from the main part of the model
L1243[13:34:36] <laci200270> yes it I'll
be a pipe
L1244[13:34:57] <laci200270> and I'll
want to apply transformations for sub-parts
L1245[13:35:02] <shadekiller666> ok
L1246[13:35:12] <shadekiller666> so use a
forge-blockstate json
L1247[13:35:35] <shadekiller666> each
submodel can have its own transforms defined and the game will
handle it for you
L1248[13:35:42] <laci200270> but with
that I can't use TRST tranformation for the main part of the
model
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L1250[13:35:56] <shadekiller666> yes you
can?
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L1252[13:36:15] <laci200270> for th main
part I can't
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L1254[13:36:22] <laci200270> I want to
scale and such
L1255[13:36:25] <shadekiller666> you
should be able to have the main model with its own TRSR, then each
submodel with its own
L1256[13:36:44] <laci200270> I'll look at
github
L1257[13:38:06] <laci200270> but
MultiModel why can't use facedquads?
L1258[13:44:28]
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L1259[13:47:29] <laci200270> ok
L1260[13:47:43] <laci200270> where can I
resize the main model in the blockstae JSON?
L1261[13:49:59] <laci200270>
shadekiller666 ?
L1262[13:50:19] <shadekiller666> you
could do it in defaults, or normal
L1263[13:50:50] <shadekiller666> if you
wanted to resize it in inventory, you would do it the same as for a
normal model
L1264[13:50:56] <laci200270> what I
should write?scale?
L1265[13:51:06] <laci200270> I want to do
it in world
L1266[13:51:41] <shadekiller666> if you
want the standard block tramsforms, its
"transform":"forge:default-block"
L1267[13:52:12] <laci200270> I want to
transfer only the main part of the model
L1268[13:52:22] <laci200270> but now I
know how I should do that
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L1270[14:00:28] <laci200270> ok...
L1271[14:00:48] <laci200270> how can I
scale different sides of block differently?
L1272[14:00:54] <laci200270>
shadekiller666 ?
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L1275[14:01:24] <shadekiller666> you mean
make the north face of a block smaller than the south face?
L1276[14:01:31] <laci200270> yes
L1277[14:01:51] <laci200270> I want to
change height and such
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L1279[14:02:13] <shadekiller666> you
can't, not with the vanilla model system
L1280[14:02:25] <laci200270> with the
forge system?
L1281[14:02:25] <shadekiller666> you'll
need a custom model loader
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L1283[14:03:05] <laci200270> I'll maybe
make a issuse on github with this request
L1284[14:03:19] <laci200270> because it
would be good
L1285[14:04:23] <laci200270> fry what do
you think?
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L1287[14:05:02] <shadekiller666> laci, at
that point you're best just using one of the custom loaders
L1288[14:05:11] <shadekiller666> or,
making your own
L1289[14:05:30] <laci200270> also
translation doesn't doing this?
L1290[14:05:34] <shadekiller666> but i
have a feeling the former would be a better option
L1291[14:05:36] <shadekiller666> ?
L1292[14:06:05] <laci200270> what?
L1293[14:06:11] <laci200270> sorry I'm
not good at english
L1294[14:06:27] <shadekiller666> does
anyone know of a good windows 10 audio manager that allows you to
switch the active audio device on the fly?
L1295[14:06:45] <shadekiller666> no,
TRSRTransformations won't let you scale only one side of a
block
L1296[14:06:58] <laci200270> ok
L1297[14:07:05] <laci200270> I'll make my
own model
L1298[14:07:18] <laci200270> bacause I
wanted to scale stone
L1299[14:07:26] <laci200270> to look like
a tube
L1300[14:07:38] <laci200270> but I think
its simpler to edit it
L1301[14:07:40] <shadekiller666>
...
L1302[14:08:11] <shadekiller666> wouldn't
it be easier to just make a "tube" and apply the stone
texture to it?
L1303[14:08:14] <Lumien> Can't you just
make the form of a tube and bind the stone texture to it?
L1304[14:08:21] <laci200270> oh
L1305[14:08:35] <laci200270> i always
want make things too complicated
L1306[14:08:39] <laci200270> a bit
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L1309[14:13:45] <Dan_Yeomans> so is there
a specific event that is triggered upon exiting the end
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L1311[14:13:58] <tterrag>
PlayerCloneEvent or something
L1313[14:17:35] <laci200270> but under
that it renders nothing...
L1314[14:17:41] <laci200270> any idea
why?
L1315[14:20:26] <shadekiller666> because
minecraft thinks your block is solid and non-transparent
L1316[14:20:45] <laci200270> and how can
I fix it?
L1317[14:21:03] <shadekiller666> override
isOpaqueCube()
L1318[14:21:14] <shadekiller666> and
return false in your block class
L1319[14:21:24] <laci200270> simply
that?
L1320[14:21:26] <shadekiller666> do the
same for isFullCube())
L1321[14:21:31] <laci200270> nothing in
json
L1322[14:21:33] <shadekiller666> and
theres one more
L1323[14:21:34] <laci200270> I'm
happy
L1324[14:21:44] <shadekiller666> i can't
remember its name thoug
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L1330[14:30:14] <laci200270>
shadekiller666 another problem
L1331[14:30:34] <laci200270> how can
achive to render multiple sub-models of the same model?
L1332[14:30:53]
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L1333[14:30:55] <shadekiller666> no idea,
never played around with submodels
L1334[14:31:04] <Dan_Yeomans> if i
register an ExtendedEntityProperties on an entity that already has
one
L1335[14:32:55] <Dan_Yeomans> will both
be saved into NBT ?
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L1340[14:37:22] <shadekiller666> hey fry,
have you taken a look at the latest changes i made to the obj
loader
L1341[14:38:51] *
tambre will remain in his waiting state until it gets
merged
L1342[14:39:08] <shadekiller666>
fry^
L1344[14:39:18] <tambre> Anyways,
nigth
L1345[14:39:24] <tambre> night*
L1346[14:39:47] <laci200270> *wrong
L1348[14:43:09] <laci200270>
shadekiller666 any ideas? ^
L1349[14:43:13] <shadekiller666> show me
your block class
L1350[14:43:40]
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L1354[14:46:27] <laci200270>
shadekiller666 ^
L1355[14:46:57] <shadekiller666> i saw
laci, thank you
L1356[14:47:07] <shadekiller666> hexchat
is on its own monitor
L1357[14:47:08] <laci200270> oh
L1358[14:48:01] <laci200270> i does this
since I changed few rotations
L1359[14:48:45] <shadekiller666>
energymod:eConduit#down=transfer,east=transfer,north=transfer,south=transfer,up=connected,west=none
L1360[14:48:59] <laci200270> what about
that?
L1361[14:49:06]
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L1362[14:49:08] <shadekiller666> thats
not how the directions are defined in your json
L1363[14:49:14] <shadekiller666> which is
why the game can't find them
L1364[14:49:34] <laci200270> i defined
them in an enum
L1365[14:49:39] <shadekiller666> wait
no
L1366[14:49:57] <laci200270> they worked
before changing the rotations
L1367[14:51:24] <shadekiller666> this is
very strange
L1368[14:51:27] <shadekiller666> no
idea
L1369[14:51:36] <laci200270> maybe
240
L1370[14:51:56] <laci200270> how the game
handles it?
L1371[14:52:04] <laci200270> it uses -90
or 240
L1372[14:52:06] <laci200270> ?
L1373[14:52:16] <laci200270> because i
wrote 240
L1374[14:52:31] <laci200270> now I'm
testing it with -90
L1375[14:52:44] <laci200270> and it
works
L1376[14:52:47] <shadekiller666>
uhh
L1377[14:53:16] <shadekiller666> those
rotations, the "x", and "y" ones, can only be
0, 90, 180, and 270
L1378[14:53:25] <laci200270> oh 270
L1379[14:53:27] <shadekiller666> because
they get shoved into ModelRotation
L1380[14:53:30] <laci200270> not
240
L1381[14:53:39] <laci200270> i miscounted
it
L1382[14:53:39] <sham1> Hello again
L1383[14:55:07] <laci200270> hello
L1384[14:56:40]
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L1385[14:57:22] <GraphicH> So when I do
((IReloadableResourceManager)Minecraft.getMinecraft().getResourceManager()).registerReloadListener(this);
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L1387[14:57:26] <GraphicH> In post
init
L1388[14:57:41] <GraphicH> it seems like
the reload gets called twice
L1389[14:57:56] <shadekiller666> reload
ALWAYS gets called twice
L1390[14:58:03] <shadekiller666> for some
stupid fucking reason...
L1391[14:58:14] <GraphicH> Yeah its kind
of a pain in the ass for me though
L1392[14:58:24] <GraphicH> beacuse I
start a thread in there
L1393[14:58:33] <GraphicH> to load large
res in the background
L1394[14:58:53] <GraphicH> I just wanted
to know if that was "normal" or if I fucked something
up
L1395[14:58:57] <GraphicH> Ill work
around it
L1396[14:59:19] <shadekiller666> its one
of those things thats left over from when the resource system was
in a state that needed 2 reloads...
L1397[14:59:34] <GraphicH> no big deal,
just thought I was going crazy
L1398[15:01:11] <shadekiller666> if you
look in the console output on game launch
L1399[15:01:26] <shadekiller666> you can
see the outputs from the resource loaders included twice
L1400[15:01:42] <GraphicH> Yeah I was
seeing that, which is why I asked
L1401[15:01:47] <GraphicH> I didn't know
for sure
L1402[15:04:34] <shadekiller666> i have
warning message in the OBJ loader to notify people about what keys
are not supported with the loader, and some other technical log
outputs for debugging and things, and it spams the shit out of the
log on launch... and theres nothing i can really do about it cuz
theres no way to tell the logger to shut up, and no way to fix the
double loading :P
L1403[15:04:59] <sham1> Logger
L1404[15:05:14] <sham1> If you use Log4J,
you can tell debug messages to STFU
L1405[15:05:23] <shadekiller666>
...
L1406[15:05:42] <shadekiller666> I can
tell it to shut up, cuz i'm the dev that is making it
L1407[15:05:55] <sham1> :P
L1408[15:05:56] <shadekiller666> theres
no way for a player to tell it to shut up...
L1409[15:06:02] <shadekiller666> no
config option, etc.
L1410[15:06:26] <sham1> So you can't make
it into a config thing?
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L1412[15:07:09] <shadekiller666> its
probably possible
L1413[15:07:39] <shadekiller666> but i
don't know if its something that should be in the forge.cfg file
and such
L1414[15:07:43] <sham1> Also, I love IDEA
for that it can work in a craptop linux
L1415[15:07:53] <sham1> Propably
L1416[15:08:01] <sham1> Or create it its
own config file
L1418[15:11:33] <laci200270> fry ?
L1419[15:11:34]
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L1421[15:13:56] <sham1> And now I
remember why I do not mod in a craptop linux
L1422[15:14:06] <laci200270> why?
L1423[15:14:08] <sham1> Because compile
is so god damn slow
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L1425[15:14:42] <sham1> That's pretty
much it
L1426[15:14:51] <sham1> Compiling and
typing to IDEA are slow
L1427[15:16:27] <laci200270> sham1 do you
know submodels?
L1428[15:17:06] <sham1> Umn, in forge
blockstate?
L1429[15:17:10] <laci200270> yes
L1430[15:18:15]
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L1431[15:18:46] <sham1> Wait for it
L1432[15:18:59] <sham1> My craptop uses
my phone's internet
L1433[15:19:39] <sham1> laci200270:
Enjoy
L1435[15:19:52] <sham1> Look at it and
see how it works
L1436[15:20:00] <laci200270> thanks
L1437[15:20:41] <laci200270> but for me
there is a little problem
L1438[15:20:59] <laci200270> MC doesn'T
want to be more than 1 submodel active
L1439[15:21:00] <sham1> ?
L1440[15:21:06] <sham1> Umn
L1441[15:21:15] <sham1> show your
blockstate json
L1442[15:21:25] <shadekiller666>
"submodel" is an actual key
L1443[15:21:38] <sham1> :P
L1444[15:21:49] <sham1> I dont know if
you can do
L1445[15:22:00] <laci200270> and how can
achive more than one submodels?
L1446[15:22:06] <sham1>
"submodel": [model1, model2...]
L1447[15:22:13] <sham1> That would be
awesome
L1448[15:22:47] <Dan_Yeomans> is there a
way to determine if a mob is hostile or passive
L1449[15:22:48] <sham1> But it is not a
JSON array so meh
L1450[15:23:02] <sham1> Go punch it with
a sword dan
L1451[15:23:10] <Dan_Yeomans> i mean in
code lol
L1453[15:24:59] <Dan_Yeomans> i got it
dw
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L1455[15:26:24] <laci200270> sham1 that
should work, right?
L1456[15:26:28] <sham1> tried to replace
the model with submodel inside the variants
L1457[15:26:41] <sham1> Because
"model" is the core so to say
L1458[15:26:52] <sham1> Submodel is what
you can add to it
L1459[15:26:59] <laci200270> oh
L1460[15:27:28] <sham1> Like in my
example, the "model" is the pipe's core
L1461[15:27:30] <sham1> The persistant
part
L1462[15:27:31] <laci200270> i'm stupid
now
L1463[15:27:43] <sham1> Submodels there
are connections to directions
L1464[15:27:51] <sham1> No you're
mot
L1465[15:27:52] <laci200270> it 10:30pm
at me
L1466[15:27:58] <sham1> You propably
misunderstood
L1467[15:28:00] <laci200270> i didn't
recognize it
L1468[15:28:07] <sham1> It's 11:30pm
here
L1469[15:28:21] <sham1> Yay for
timezones
L1470[15:28:25] <laci200270> yes
L1471[15:28:47] <laci200270> my brain is
dead now
L1472[15:29:02] <laci200270> I thought
3*90 is 240
L1473[15:29:23] <Zaggy1024> remember, the
variants have all the same functions that hte vanilla variants do
(IIRC)
L1474[15:29:37] <sham1> except for
submodel
L1475[15:29:40] <Zaggy1024> so the
"model" tag is the same as vanilla
L1476[15:29:58] <sham1> Yesd
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L1480[15:31:18] <laci200270> yeah I know
it
L1481[15:31:22] <sham1> Aww
L1482[15:31:33] <laci200270> I just wrote
the json about a month ago
L1483[15:32:06] <sham1> One awesome thing
about forge blockstates is that you can set textures there
L1484[15:32:18] <laci200270> and because
the school I only now able to start modding again
L1485[15:33:32] *
sham1 yawns
L1486[15:33:41] <sham1> jeez
L1487[15:33:52] <sham1> So tired, even
though it is only 11
L1488[15:33:58] <sham1> in evening
L1489[15:34:20] <Zaggy1024> I should
program in some priority overriding for the forge blockstates
variants
L1490[15:34:23] <Zaggy1024> someday
L1491[15:34:23] <laci200270> since august
21 I didn't I didn't have time to do modding
L1492[15:35:19] <sham1> what happened at
AUgust 21st
L1493[15:35:30] <laci200270> newbie's
camp
L1494[15:35:47] <laci200270> that was
awasome
L1495[15:36:37]
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L1496[15:37:43] <laci200270> about 150
people danced in the middle of the street
L1497[15:37:56] <laci200270> :D
L1498[15:38:59] <laci200270> and we had
to sign
L1499[15:44:09] <laci200270> but back to
modding
L1500[15:44:18] <laci200270> finnaly
renders almost fine
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L1502[15:48:01] <laci200270> sham1 how I
should rotate a model to face down?
L1503[15:49:10] <sham1> Umn
L1504[15:49:29] <laci200270> i tried x y
z
L1505[15:51:42] <laci200270> sham1
normally faces horizontal
L1506[15:51:55] <laci200270> but i want
to make it facing vertical
L1507[15:52:02] <sham1> Yeah
L1508[15:52:10] <laci200270> what axis I
need for it?
L1509[15:52:11] <shadekiller666> z is not
a key that exists
L1510[15:52:13] <sham1> Can't you just
change where the textures point
L1511[15:52:29] <sham1> And stimulate
facing down that way
L1512[15:52:30] <laci200270> I want to
rotate the model
L1513[15:52:32] <shadekiller666> you
would rotate on the x axis to point vertically
L1514[15:52:41] <laci200270> i tried
that
L1515[15:52:47] <laci200270> but I'll try
again
L1516[15:54:03] <laci200270> oh I again
wrote 240 :/
L1517[15:54:08] <laci200270> instead of
270
L1518[15:54:39] <sham1> :D
L1519[15:54:58] <laci200270> I'm really
sleepy
L1520[15:55:12] <shadekiller666> may i
suggest a calculator? :P
L1521[15:55:19] <sham1> You propably
should sleep
L1522[15:55:19] <laci200270> but I want
ot finish entire system today
L1523[15:55:35] <laci200270>
shadekiller666 i have
L1524[15:55:37] <sham1> Well you only
have about an hour
L1525[15:55:44] <laci200270> why?
L1526[15:55:51] <sham1> So I'd suggest
you get cracking
L1527[15:56:02] <sham1> If you want it
today
L1528[15:56:29] <laci200270>
today=everything until tomoroww 6am
L1529[15:56:33] ***
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L1531[15:56:58] <laci200270> if I'm
working hard
L1532[15:57:41] <laci200270> if not
midnight
L1533[15:58:14] <laci200270> I disabled
avast just for faster resource reloading
L1534[15:58:26] <laci200270> I'M A NORMAL
PRESON?!
L1535[15:58:41] <sham1> Yyes
L1536[15:58:59] <laci200270> i think
no
L1537[15:59:05] <laci200270> i have no
antivirus now
L1538[15:59:14] <shadekiller666>
why?
L1539[15:59:39] <laci200270> i disabled
it
L1540[15:59:56] <laci200270> the resource
reloading was slower becuase that
L1541[16:00:03] <shadekiller666>
...
L1543[16:02:14]
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L1547[16:03:44] <shadekiller666> isn't
"submodel" supposed to be an object?
L1548[16:03:53] <shadekiller666>
"submodel": {}
L1549[16:03:59] <laci200270> where?
L1550[16:04:06] <shadekiller666> in the
json
L1551[16:04:09] <shadekiller666> where
else?
L1552[16:04:23] <laci200270> what
line?
L1553[16:04:51] <shadekiller666>
...
L1554[16:05:00] <shadekiller666> do i
have to walk you through everything?
L1555[16:05:04] <laci200270> I can't find
it
L1556[16:05:23] <shadekiller666> LOOK FOR
"submodel"
L1557[16:05:29]
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L1558[16:05:32] <shadekiller666> its not
that fucking hard.... sheesh
L1559[16:05:36] <laci200270>
"submodel": "energymod:tube",
L1560[16:05:41] <shadekiller666> ya
L1561[16:05:43] <laci200270> I can only
see this
L1562[16:06:05] <laci200270> not
"submodel": {"energymod:tube"},
L1563[16:06:10] <sham1> Therefor you
found it
L1564[16:06:21] <laci200270> but
L1565[16:06:28] <shadekiller666> isn't
that supposed to be like "submodel":
{"model":..., "x":270}
L1566[16:06:38] <laci200270> oh
L1567[16:06:43] <sham1> It does not have
to be
L1568[16:06:48] <shadekiller666> god damn
logic
L1569[16:07:09] <shadekiller666> basic
understanding of the building blocks is required to know wtf you're
doing
L1570[16:07:34] <laci200270> but for the
others also working
L1571[16:08:09] <laci200270> just for the
up and down not good
L1572[16:10:26] <laci200270> it rotates
wrongly
L1573[16:10:39] <shadekiller666>
...
L1574[16:10:49] <shadekiller666> ok
L1575[16:11:02] <shadekiller666> let me
explain basic heirarchical structures to you
L1576[16:11:18] <shadekiller666> the json
that you're editing is for a model
L1577[16:11:33] <shadekiller666> that
model is the parent of everything defined in it
L1578[16:12:18] <shadekiller666> if you
add submodels, their translation/rotation/scale values are
influenced not only by their own values, but by the values of the
parent as well
L1579[16:12:32] <shadekiller666> so if
your model rotates itself 90 degrees on the y
L1580[16:12:52] <shadekiller666> all of
the submodels within it rotate on the y by 90 degrees
L1581[16:13:20] <laci200270> yes
L1582[16:13:56] <shadekiller666> then, if
a submodel rotates itself another 90 degrees, the parent's value of
90 gets added to the submodel's value of 90, resulting in a total
rotation of 180 degrees
L1583[16:14:04] <laci200270> yes
L1584[16:14:14] <shadekiller666> you're
currently trying to make a corner pipe right?
L1585[16:14:22] <laci200270> no
L1586[16:14:25] <shadekiller666> one end
pointing horizontal, the other vertical?
L1587[16:14:40] <laci200270> I'm trying
to make a pipe that stands vertical
L1588[16:14:55] <shadekiller666> ok so |
instead of --
L1589[16:15:01] <laci200270> yes
L1590[16:15:25] <laci200270> but the
model rotates on the edge not in central point
L1591[16:15:36] <shadekiller666> oh
L1592[16:15:40] <shadekiller666> ok
then
L1593[16:16:01] <shadekiller666> if you
had explained that in the first place this would have been a lot
easier
L1594[16:16:08] <laci200270> oh
L1595[16:16:15] <laci200270> but I sent a
picture
L1596[16:16:30] <sham1> That was kinda
vague
L1597[16:16:31] <shadekiller666>
hmmm
L1598[16:17:29] <shadekiller666>
TRSRTransformation (the class that ends up processing and applying
these transforms) is by default set to pivot on the corner closest
to minecraft (0, 0, 0)
L1599[16:17:52]
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L1600[16:17:57] <shadekiller666> there is
a way to tell it to pivot on center, but i don't know how to do so
via json, fry might know
L1601[16:18:32] <laci200270> but he is
afk AGAIN
L1602[16:18:33] <halvors> Hi. I'm having
some problems with a null pointer exception server side where the
stacktrace says that i'm calling client side code. But i really
can't see that i am...
L1603[16:19:00] <sham1> Show the
code
L1605[16:19:32] <shadekiller666> hes
always afk
L1606[16:19:35] <shadekiller666>
fry
L1607[16:19:36] <shadekiller666>
fry
L1608[16:19:38] <shadekiller666>
fry
L1609[16:19:43]
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L1610[16:19:44] <shadekiller666> pingity
fucking ping fry
L1611[16:19:45] <sham1> We need to fry
something
L1612[16:19:52] <shadekiller666> fry
ping
L1614[16:19:57] <shadekiller666> wake up
fry
L1615[16:20:00] <shadekiller666> ping
fry
L1616[16:20:23] <laci200270> he won't get
up
L1618[16:20:45] <sham1> Halvors, where do
you call that method
L1619[16:20:48] <laci200270> unless we
throw a cup of coffee to the monitor
L1620[16:21:00] <laci200270> maybe it
reaches fry
L1621[16:21:02] <laci200270> :D
L1622[16:21:44] <laci200270> and fry will
fry something for us
L1624[16:22:02] <laci200270> on his fry
ing pan
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L1626[16:22:36] <halvors> sham1: I really
don't see how this could be referencing
"net/minecraft/client/entity/EntityClientPlayerMP" which
does not exist on the server side.
L1627[16:22:39] <halvors> Do you?
L1628[16:23:13] <Dan_Yeomans> does anyone
kno where a mod config file is generated when running a mod from an
IDE
L1629[16:23:44] <shadekiller666> fry, lex
really wants the obj stuff dealt with, wakey wakey
L1630[16:23:53] <TehNut> In the run
directory?
L1631[16:23:56] <TehNut> run/config
L1632[16:24:26] <Dan_Yeomans> ...where is
the run directory :S
L1633[16:24:42] <TehNut> In the root dir
of your mod, usually...
L1634[16:24:54] <shadekiller666> same
scope level as the eclipse folder
L1635[16:24:58] <shadekiller666> if not,
then inside it
L1636[16:25:05] <TehNut> I think old
versions used to shove everything in eclipse/
L1637[16:27:33]
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L1638[16:31:41] <laci200270> if this
won't work I'll pucnh my monitor
L1639[16:31:50] <laci200270> *punch
L1640[16:32:30] <laci200270> and if fry
doesn't come back now I'll punch him
L1641[16:34:33] <laci200270> ok
L1642[16:34:47] <laci200270> now its the
time when I shut down my computer
L1643[16:35:10]
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L1645[16:36:23] <barteks2x> weird...
mcpbot can't find BlockPos.getX
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L1649[16:38:52] <halvors> Figured it out
:)
L1650[16:39:39] <barteks2x> I had to use
Vec3i.getX...
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L1652[16:42:33] <Dan_Yeomans> for
onNeighbourBlockChange is there a way to tell which entity caused
the change
L1653[16:42:35] <Dan_Yeomans> say a
player
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L1658[16:45:48] <tterrag> Dan_Yeomans:
no
L1659[16:46:34] <Dan_Yeomans> thought so
:S
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L1667[17:07:06]
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L1669[17:07:22] <Xilef11> I have a block
with a custom IBakedModel that changes the color, but it dosen't
work in the inventory
L1671[17:08:25] <tterrag> post block/item
json?
L1672[17:08:34] <tterrag> and/or
code
L1673[17:08:43] <tterrag> I probably
won't be able to help but you need to post code :P
L1674[17:08:55] <shadekiller666> vanilla
item rendrering for blocks is a bit lackluster
L1675[17:09:19] <shadekiller666> it
doesn't like color gradients well either
L1677[17:10:19] <Xilef11> its using the
model properly, but not the colors.
L1678[17:10:31] <Xilef11> *it's
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L1682[17:11:57] <shadekiller666> thats
what i mean
L1683[17:12:27] <GraphicH> Has anyone
seen
L1684[17:12:27] <GraphicH> [18:11:35]
[Thread-12/INFO] [STDOUT]:
[paulscode.sound.SoundSystemLogger:errorMessage:131]: Error in
class 'LibraryLWJGLOpenAL'
L1685[17:12:27] <GraphicH> [18:11:35]
[Thread-12/INFO] [STDOUT]:
[paulscode.sound.SoundSystemLogger:errorMessage:132]: alBufferData
error when loading
L1686[17:12:32] <GraphicH> Before?
L1687[17:12:41] <Xilef11> any way to get
that to work? I tried using a custon ItemBlock and overriding
getColorFromItemStack, but it dosen't help
L1688[17:13:15] <Darkevilmac> Quick
question, I just implemented an event in a forge contribution
workspace and when I ran genPatches it seems to have made patches
to files I didn't actually change. Is that normal?
L1689[17:13:23] <shadekiller666> there
prob is, but idk what it would be, i don't know what the cause of
the problem is so i can't tell you how to fix it :P
L1690[17:13:34]
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L1691[17:13:58] <fry> Xilef11: try
creating ColoredBakedQuad instead of normal BakedQuad
L1692[17:14:21] <shadekiller666> oh hello
fry
L1693[17:14:46] <shadekiller666>
ColoredBakedQuad still doesn't always translate properly
L1694[17:17:41] <Xilef11> using
ColoredBakedQuad works! that was easier than expected
L1695[17:17:46] <masa> can Fluids be
compared with == or should I use equals()?
L1696[17:18:51] <masa> or is there a
method for comparing fluids somewhere..
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L1702[17:20:00] <masa> well
FluidStack.isFluidEqual() seems to compare the Fluid instances
directly
L1703[17:21:38] <Dan_Yeomans> how do you
set a block variant?
L1704[17:21:45] <Dan_Yeomans> sorry a
model variant
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L1709[17:24:59] <Xilef11> if my block is
a cube (with 2 layers though) should I bother with getGeneralQuads
in my IBakedModel?
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L1712[17:30:31] <Dan_Yeomans> somebody
mentioned an event earlier that's triggered when the player exits
the nether but i can't remember what it is and hexchat
crashed
L1713[17:30:58] <Darkevilmac> Would
anyone happen to know the answer to my question?
L1714[17:31:21] <tterrag> the
nether?
L1715[17:31:33] <Dan_Yeomans> sorry the
end
L1716[17:31:34] <Dan_Yeomans> my
bad
L1717[17:31:41] <tterrag> Darkevilmac: no
that's not normal
L1718[17:31:48] <tterrag> Dan_Yeomans:
PlayerCloneEvent
L1719[17:31:50] <tterrag> or something
like that
L1720[17:31:56] <Dan_Yeomans> thank you
XD
L1721[17:32:05] <Darkevilmac> Odd, would
it be best to just not commit those patches, and just commit the
ones I know I changed?
L1722[17:32:14] <tterrag> check the
diff
L1723[17:32:16] <tterrag> see what
changed
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L1726[17:33:33] <Darkevilmac> Well it
seems to have changed Minecraft.java.patch, as well as
WorldGenDungeon.java.patch, for minecraft it just indexed
everything down by one. As for WorldGenDungeons, it changed a
label.
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L1729[17:37:09] <tterrag> did you edit
imports or anything?
L1730[17:37:18] <tterrag> if it's a
change that doesn't affect function I would just not commit
it
L1731[17:37:19] <Darkevilmac> Never even
opened those classes.
L1732[17:37:27] <tterrag> can't hurt
anything
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L1734[17:38:08] <Dan_Yeomans> the event
by the way was PlayerEvent.clone
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L1736[17:39:27] <Dan_Yeomans> do you know
if there's a version of this event that works for all living
entities and not just the player?
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L1738[17:40:35] <tterrag> I don't think
nonplayers apply to that method
L1739[17:40:54] <Dan_Yeomans> ah okay
fair enough
L1740[17:42:21] <barteks2x> That's
weird... I can't open single chest below y=0 right after placing
it, but if I make it double chest and then change back to single
chest - I can open it
L1741[17:42:59] <tterrag> there's a lot
of hardcode in the game for 0<=y<=255
L1742[17:43:06] <tterrag> you'll have a
time sorting through it all
L1743[17:43:17] <barteks2x> This one is
weird
L1744[17:43:25] <barteks2x> it only
hapens after it's newly placed
L1745[17:45:13] <barteks2x> And it
doesn't happen to ender chest
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L1748[17:55:59] <Cypher121> !gm
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L1792[19:29:24] <LordSkittles> 11:28 am
<@LordSkittles> Hey guys you know how nei now automatically
locks to recipe mode in survival mode? Can that be turned
off?
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L1801[19:36:30] <gigaherz> LordSkittles:
start the game with cheats enabled?
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L1803[19:37:16] <LordSkittles> gigaherz:
I'm setting it up for 3 little girls. Haha
L1804[19:37:24] <gigaherz> I mean, when
you create the world
L1805[19:37:28] <gigaherz> you can choose
"enable cheats"
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L1807[19:38:11] <gigaherz> it's off by
default in survival saves
L1808[19:38:25] <gigaherz> (on servers,
you'd need to ope them)
L1809[19:38:29] <gigaherz> op*
L1810[19:38:31] <LordSkittles> I know but
can i change a config to fix that
L1811[19:38:39] <gigaherz> no idea
L1812[19:38:43] <gigaherz> I'm giving you
alternatives ;p
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L1822[20:11:44] <Dan_Yeomans> okay so
what exactly happens when the player leaves the end
L1823[20:11:52] <Dan_Yeomans> because
something must be different
L1824[20:12:08] <Dan_Yeomans> when a
player leaves the nether i have no issues with my teleporters no
longer working
L1825[20:12:21] <Dan_Yeomans> but when a
player leaves the end my teleporters stop working entirely
L1826[20:12:24] <Dan_Yeomans> it's really
strange
L1827[20:12:47] <Dan_Yeomans> does the
end affect worldsavedata in some way?
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L1831[20:15:00] <killjoy1> esper, y u so
unstable?
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L1833[20:20:11] <tterrag> Dan_Yeomans:
the end is completely different
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L1835[20:20:24] <tterrag> that's why
there is Clone event
L1836[20:20:57] <Dan_Yeomans> see, i used
the clone event to make sure the new player has an extended entity
properties
L1837[20:21:04] <Dan_Yeomans> but it
didn't seem to solve the issue
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L1848[20:52:34] <Rallias> How would I go
about making my item's inventory icon dependent on NBT data?
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L1867[21:50:44] <killjoy> Mob idea:
firework, but with villagers
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L1875[22:22:10] <ZaggyMobile2> Rallias,
what mc version?
L1876[22:22:23] <Rallias> ZaggyMobile2,
1.7.10.
L1877[22:22:48] <ZaggyMobile2> Hm
L1878[22:22:51] <Rallias> I tried
overriding the ItemStack/int renderPass sensitive version of
getIcon, but that doesn't seem to work.
L1879[22:23:15] <ZaggyMobile2> I don't
know so much about 1.7
L1880[22:23:46] <ZaggyMobile2> Did you
check whether the stack passed contains the NBT?
L1881[22:24:50] <ZaggyMobile2> I don't
remember if the game transfers all nbt for a stack to the
client
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L1889[22:52:29] <killjoy> Zaggy1024, I
think it does.
L1890[22:52:42] <killjoy> It's how
itembook works
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