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L1[00:00:16] ⇨ Joins: alex_6611 (~alex_6611@p5DE7A17D.dip0.t-ipconnect.de)
L2[00:00:23] <Zidane> hmmm killjoy you weren't very far from my hometown
L3[00:00:25] <Zidane> Western NC
L4[00:00:36] <killjoy> Like cary?
L5[00:00:43] <killjoy> No, that's still central
L6[00:00:46] <Zidane> Asheville area
L7[00:01:17] *** minecreatr is now known as mine|dreamland
L8[00:03:26] <killjoy> I hate it when I licence my software with a lax licence, but people still ask for modpack permissions
L9[00:03:51] <killjoy> Specifically, redistrubution. (apache 2)
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L29[00:58:17] <Wuppy> o/
L30[00:58:28] *** Vigaro|AFK is now known as Vigaro
L31[00:58:33] <sham1> \o
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L34[01:01:35] <thecodewarrior> Is there any way to have an item's texture located outside of textures/items/?
L35[01:02:43] <Wuppy> cant wait for saturday :D
L36[01:02:46] <tterrag> register it outside of the item class
L37[01:02:50] <tterrag> using TextureStitchEvent
L38[01:03:21] <fry> or, you know, don't start the location with "item/" :P
L39[01:03:29] <tterrag> what?
L40[01:03:31] <fry> *"items/"
L41[01:03:33] <tterrag> that's...not how it works
L42[01:04:03] <fry> well, I'm looking at the models right now - it is :P
L43[01:04:26] ⇨ Joins: VikeStep (~VikeStep@101.184.94.18)
L44[01:04:48] <tterrag> >implying 1.8
L45[01:05:16] <Wuppy> heh http://www.washingtonpost.com/news/morning-mix/wp/2015/10/15/the-strange-star-that-has-serious-scientists-talking-about-an-alien-megastructure/
L46[01:05:18] <fry> you're implying <=1.7 :P
L47[01:05:27] <thecodewarrior> I'm using 1.7
L48[01:05:46] <fry> why, if I may ask? :P
L49[01:06:26] <thecodewarrior> Most of the mods I like to use are 1.7.10, no point making a mod if I can't use it with the mods I enjoy playing with.
L50[01:07:39] <tterrag> he said icons
L51[01:07:42] <sham1> I'd really would appreciate not getting into this discussion again
L52[01:07:45] <tterrag> that word doesn't really exist in 1.8
L53[01:07:54] <tterrag> so I think my assumption was warranted, and as it turns out, correct
L54[01:08:04] <sham1> I think there is still IIcon in 1.8
L55[01:08:27] <sham1> Somewhere
L56[01:08:29] * fry doesn't see icons being mentioned :P
L57[01:08:59] <sham1> He only said item's texture
L58[01:09:03] <fry> ^
L59[01:09:31] <sham1> Also, my computer seems to run like molasses right now...
L60[01:09:34] <tterrag> but that is specified with the model in 1.8
L61[01:09:39] <tterrag> where it's an obvious solution...
L62[01:09:48] <tterrag> only in 1.7 is /textures/icons/ automatically appended
L63[01:10:19] <fry> lol, icons again :P
L64[01:10:49] <sham1> Well, 1.8 does not have IICon
L65[01:11:03] <sham1> It however has IIconCreator or something like that
L66[01:11:21] ⇨ Joins: McJty (~McJty@bluecoat2.uzleuven.be)
L67[01:11:38] <sham1> Seems like no one changed its name
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L69[01:19:18] *** illyohs is now known as illy[Zzz]
L70[01:23:34] <code_> What did IIcon do anyway?
L71[01:24:20] <fry> look at TextureAtlasSprite in 1.8
L72[01:24:47] <tterrag> IIcon is just x/y/u/v data for a part of the sprite sheet
L73[01:24:50] <shadekiller666> codewarrior.... its that mindset that caused all of your favorite mods to not be in 1.8
L74[01:25:09] <shadekiller666> the more new mods developed for 1.8, the more old ones will be updated
L75[01:25:33] <shadekiller666> 1.9 won't be any closer to 1.7 than 1.8 is, in fact it will be further
L76[01:26:05] <tterrag> no, you know I really don't think that is the case
L77[01:26:11] <tterrag> we have plenty of 1.8 mods
L78[01:26:22] <tterrag> also, it's a pointless argument, let him do what he wants
L79[01:26:30] <shadekiller666> and with all of the changes myself, fry, lex, and everyone else in here have been making to forge, 1.8 development is a lot nicer than it was initially
L80[01:27:45] <shadekiller666> ok, what will you be saying in a year when minecraft is in version 1.12 and everyone insists on developing for 1.7 still?
L81[01:27:55] <shadekiller666> if this keeps up thats what will happen
L82[01:27:56] <McJty> I'm preparing for the move to 1.8/1.9 by making smaller mods :-)
L83[01:28:06] <McJty> I do NOT want RFTools to be my first 1.8 porting experience
L84[01:28:14] <shadekiller666> lol
L85[01:28:34] <shadekiller666> best way to prepare to port something to 1.8... is to make a mod in 1.8
L86[01:28:47] <McJty> Actually I want to do the actual upgrade
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L90[01:31:13] <tterrag> shadekiller666: who said anything about staing on 1.7 forever?
L91[01:31:18] <tterrag> don't put words in my mouth
L92[01:31:52] <fry> who said you said that? :P
L93[01:31:53] <shadekiller666> 1.9 is on its way
L94[01:32:02] <thecodewarrior> From what I've heard people (didn't say who) are skipping 1.8 because they'll have to rewrite their mods for 1.8 then rewrite the same parts again for 1.9. It's just what I've heard.
L95[01:32:17] <shadekiller666> what
L96[01:33:16] <shadekiller666> 1. i doubt they would change the blockstate system that much, 2. none of us actually know exactly what the code looks like outside of decompiling it ourselves and speculatin
L97[01:33:17] <shadekiller666> g
L98[01:33:18] <tterrag> I've said it a hundred times, I don't use 1.8 because I don't like 1.8
L99[01:33:23] <tterrag> it's really that simple
L100[01:33:42] <tterrag> why should I do so much extra work for a version of the game that holds no value to me?
L101[01:33:42] <shadekiller666> ok
L102[01:33:45] <tterrag> this isn't a job
L103[01:34:07] <shadekiller666> are you hoping you'll like 1.9 any more?
L104[01:34:26] <tterrag> I already do
L105[01:34:30] <tterrag> by a LARGE amount
L106[01:34:39] <shadekiller666> why
L107[01:34:46] <tterrag> because the changes actually seem fun?
L108[01:34:51] <code_> Wings.
L109[01:35:04] <tterrag> wings, dual wielding, new enchants, new boats
L110[01:35:11] <tterrag> what did 1.8 add that was actually fun?
L111[01:35:20] <tterrag> slime blocks? maybe?
L112[01:35:21] <code_> Slime blocks?
L113[01:35:28] <code_> Yes, bouncy stuff.
L114[01:35:29] <tterrag> they are ok
L115[01:35:37] <tterrag> glitchy in a lot of ways
L116[01:35:37] <code_> boingboing.
L117[01:35:39] <tterrag> good for redstone
L118[01:35:42] <tterrag> about it
L119[01:35:46] <thecodewarrior> "There's a mod for that"
L120[01:35:51] <tterrag> also that
L121[01:35:54] <tterrag> NO mod has done wings that well
L122[01:36:00] <tterrag> it's incredibly well done, and I'm actually impressed
L123[01:36:19] <shadekiller666> the command blocks are pretty badass too
L124[01:36:26] <tterrag> for map makers yeah
L125[01:36:27] * fry would appreciate elbows and knees more :P
L126[01:36:31] <tterrag> not a part of that sub community though :P
L127[01:36:32] <code_> It's probably because of the redirect back to adventuring
L128[01:36:43] <tterrag> 1.8 was all technical stuff
L129[01:36:47] <tterrag> which doesn't really get used with mods involved
L130[01:36:52] <code_> 1.8 focused on mechanics and asthertics
L131[01:36:57] <tterrag> "aesthetics"
L132[01:36:58] <code_> *asthetics
L133[01:36:59] <shadekiller666> 1.8 preped for 1.9
L134[01:37:10] <tterrag> you mean like glitching out chunk rendering .-.
L135[01:37:11] <tterrag> looks great
L136[01:37:23] <code_> Oh, yeah that xD
L137[01:37:36] <shadekiller666> the rendering changes don't get used by mods cuz forge has overridden them
L138[01:37:37] <shadekiller666> lol
L139[01:37:47] <code_> horrible stuff that was
L140[01:37:53] <tterrag> so that's my bit. I get so many people calling me "lazy" or whatever, that's really not it at all. why should I spend time on a hobby when I don't enjoy it?
L141[01:37:57] <shadekiller666> hence model loaders that don't require 4 different files
L142[01:38:31] <tterrag> I don't go around yelling at people for using 1.8
L143[01:38:34] <tterrag> in fact I try and help them
L144[01:38:39] <tterrag> with my little experience I do have
L145[01:38:43] <TehNut|Gone> tterrag: y r u so lezy
L146[01:38:49] <tterrag> but EVERYONE goes around yelling at people to stop using 1.7
L147[01:38:51] ⇨ Joins: Raine1 (~Raine1@cpe-70-113-20-124.austin.res.rr.com)
L148[01:38:52] <tterrag> I don't get it
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L150[01:39:45] <sham1> Because the capacity to make the jump has been there for a really long time
L151[01:39:54] <sham1> But I can agree
L152[01:40:14] <sham1> Why should I make a model definition file for a simple block
L153[01:40:38] <tterrag> what?
L154[01:40:48] <sham1> Yeh
L155[01:40:58] <sham1> I find that thing annoying
L156[01:40:59] <tterrag> 1.8 hasn't changed since it was released
L157[01:41:02] <tterrag> why would I change my mind?
L158[01:41:08] <shadekiller666> hasn't changed?
L159[01:41:09] <tterrag> again, it's not at all about the code
L160[01:41:33] <shadekiller666> what do you call the forge blockstates? or the model loader registry
L161[01:41:33] <sham1> I get that as an update it is frankly boring
L162[01:41:36] <tterrag> sham1: so that people can edit that model?
L163[01:41:36] <fry> sham1: to allow resource pack makers to change it, it's the main motivation
L164[01:41:42] <tterrag> sham1: >not at all about the code
L165[01:41:52] <tterrag> sorry
L166[01:41:57] <tterrag> shadekiller666: ^^
L167[01:42:01] <tterrag> stop having similar names >.<
L168[01:42:06] <sham1> never
L169[01:42:21] <sham1> We only have 3 initial letters the same
L170[01:42:39] <code_> 3 initial letters is too much even for libraries
L171[01:42:43] <shadekiller666> 1.9 won't change much after its initial release
L172[01:42:46] <McJty> sham1, but that's 60% of your name :-)
L173[01:42:52] <tterrag> what are you arguing for exactly shadekiller666?
L174[01:43:10] <tterrag> sham1: 3 is all I type for tab completion
L175[01:43:13] <tterrag> it breaks my flow :(
L176[01:43:22] <fry> lol
L177[01:43:42] <sham1> Yes fry, it is there to allow resource pack makers do this, but if your block is just a simple cube, and you intent for it to be a simple cube, what is there to change other than the texture anyway
L178[01:43:42] <shadekiller666> arguing for not having half the modding community stuck 2 minecraft versions behind
L179[01:44:15] <fry> sham1: and how would you change the texture? :P
L180[01:44:25] <sham1> By changing the texture :P
L181[01:44:32] <tterrag> who said anything about two?
L182[01:44:44] <tterrag> I definitely said (or implied) that I'd be updating to 1.9
L183[01:45:04] <sham1> You take gim/photoshp/mspaint/pinta or whatever other tool
L184[01:45:11] <sham1> And start doing your thing
L185[01:45:17] <sham1> That is how you change textures
L186[01:45:26] <fry> what if you don't have 1-1 mapping between blocks and textures? what if 2 blocks were using different textures, and you want them to use the same texture, do you copy the file twice? seems wasteful :P
L187[01:46:26] <thecodewarrior> Storage is cheap. dirt cheap. duplicating a file a few times? meh.
L188[01:46:31] <fry> and what if you had a block (say, pillar) with a trivial block model, but for an hd resource pack you want to make the pillar fancy, and change the model? :P
L189[01:46:53] <shadekiller666> tterrag, fair enough
L190[01:46:57] <fry> why should your block always force the "simple cube" model? :P
L191[01:47:08] <sham1> This isnt about forcing
L192[01:47:14] <shadekiller666> i'm just pointing out that porting isn't going to get any easier
L193[01:47:18] <sham1> This is about giving a choice
L194[01:47:28] <fry> what choice? :P
L195[01:48:07] <sham1> The choice between just having a simple block and having to define it
L196[01:48:08] <shadekiller666> and the "everyone else is still on this version so i will stay with this version" is the reason that most of the "everyone else" is still in 1.7
L197[01:48:19] <sham1> Even thought the definition is like 5 lines long
L198[01:48:24] <sham1> It still is tedious
L199[01:48:55] <tterrag> I don't really care what their reason is
L200[01:49:02] <fry> by giving that choice you take away the choice of changing the model :P
L201[01:49:06] <tterrag> you don't pay them, they can work on 1.2.5 if they want, it's not your concern
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L203[01:49:11] <tterrag> you can't force people to use something
L204[01:49:24] <shadekiller666> true
L205[01:49:31] <sham1> You dont HAVE to use the changeable block model, you can use it
L206[01:49:36] <fry> nobody is forcing anything :P
L207[01:49:53] <shadekiller666> but forgive me for trying to give the hobby i enjoy more of a chance of surviving longer
L208[01:49:53] <sham1> If someone wants to change it, turn the simple model off and give it a model definition
L209[01:50:07] <fry> sham1: how would you "turn the simple model off"? :P
L210[01:50:15] ⇨ Joins: Upthorn (~ogmar@108-204-125-173.lightspeed.frokca.sbcglobal.net)
L211[01:50:28] <tterrag> sorry, but how is pestering someone about doing something they don't want to going to extend the life of the hobby?
L212[01:50:34] <tterrag> if people are happy on 1.7, it will live in 1.7, so what
L213[01:50:53] <sham1> By having a custom register system that uses ModelBakeEvent to wrap your block into the simple model or not
L214[01:51:04] <sham1> You can choose through the code
L215[01:51:17] <fry> so, resource pack makers are screwed? :P
L216[01:51:24] <sham1> No
L217[01:51:31] <sham1> Gad dangit fry
L218[01:51:36] <shadekiller666> sham, "wrap your block into a simple model" is not that simple ;P
L219[01:51:46] <sham1> It's not
L220[01:51:58] <sham1> It is easier said than done
L221[01:52:53] <fry> "choose through the code" and "change in the resource pack" don't mesh together, or you're not explaining everything
L222[01:53:21] <sham1> You have a way to turn the thing off
L223[01:53:31] <sham1> If nothing else, then a boolean
L224[01:53:36] <shadekiller666> the mod maker* has a way to turn it off
L225[01:53:41] <sham1> Config option
L226[01:53:49] <shadekiller666> oh, briliant
L227[01:54:05] <shadekiller666> ANOTHER file that the model loading system has to worry about
L228[01:54:24] <sham1> You register models in init phase anyway
L229[01:54:34] <sham1> And you get your config file in preinit
L230[01:54:43] <fry> that "config option" is the blockstate json
L231[01:54:57] <shadekiller666> to do that sham
L232[01:55:09] <fry> and you should register your model in preinit, or you'll miss the first resource loading
L233[01:55:19] <shadekiller666> would require a rewrite of the ENTIRE model loading system in minecraft
L234[01:55:23] <shadekiller666> AGAIN
L235[01:55:40] <shadekiller666> the model loader registry bypasses half of it
L236[01:55:59] <fry> not half, a very small part
L237[01:55:59] <shadekiller666> but not the part that says "substitute missing model for anything not found"
L238[01:56:34] <shadekiller666> and in fact, rewriting the model loading system would also break the blockstate system too
L239[01:56:36] <sham1> Or I could have a JSON generator to bypass the tedious part of having to make "another model file for a simple model with from: [0,0,0], to: [16, 16, 16]"
L240[01:56:56] <shadekiller666> or just use forge blockstates :P
L241[01:57:00] <sham1> or "parent": "block/cube"
L242[01:57:18] <sham1> That's just a wrapper around ISmartModel
L243[01:57:25] <shadekiller666> so?
L244[01:57:27] <sham1> The same way I thought about my thing
L245[01:57:33] *** TehNut|Gone is now known as TehNut|Sleep
L246[01:57:34] <sham1> So we are in the square eins
L247[01:57:37] <sham1> Again
L248[01:57:54] <shadekiller666> ?
L249[01:58:29] <sham1> I was thinking of a system to allow you to define your blocks to use simple ISmartModel for themselves
L250[01:58:37] <sham1> At least for the time you dev your thing
L251[01:58:45] <shadekiller666> ?
L252[01:58:53] <sham1> When you are done, you can make your model defs like usual
L253[01:58:56] <shadekiller666> they already do?
L254[01:59:24] <shadekiller666> and why would you want to wrestle with ISmartModels in the first place, over JSON
L255[01:59:44] <shadekiller666> the blockstate jsons are a lot friendlier than making an ISmartModel behave :P
L256[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20151016 mappings to Forge Maven.
L257[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20151016-1.8.zip (mappings = "snapshot_20151016" in build.gradle).
L258[02:00:07] <sham1> Because I dont have time to make it so that I can inject my own JSON to the render system without having to write it to the disk
L259[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/
L260[02:00:38] <sham1> Nor do I have time to create a simple blockstate JSON with defaults and stuff
L261[02:00:39] <shadekiller666> ok, now i have no idea what you're wanting
L262[02:00:52] <sham1> I dont know
L263[02:01:01] <fry> it's literally 3 lines, lol
L264[02:01:09] <sham1> 3 lines
L265[02:01:20] <sham1> For every block ever
L266[02:01:30] <tterrag> yeah
L267[02:01:33] <tterrag> and 256 pixels
L268[02:01:37] <tterrag> for every block ever
L269[02:01:40] <tterrag> no one complains about that :P
L270[02:01:43] <fry> is it often you create a new block? :P
L271[02:01:52] <sham1> Yes actually
L272[02:02:07] <shadekiller666> come to think of it though, it might be cool to have a hook in forge that says "ok, use a simple cube for this model, but if a model json with its name is found, use it instead"
L273[02:02:08] <fry> how do you manage creating all the java boilerplace for it? :P
L274[02:02:13] <fry> *boilerplate
L275[02:02:27] <sham1> What do you mean Java
L276[02:02:33] <fry> shadekiller666: where does the texture come from in that case?
L277[02:02:49] <fry> sham1: you know, new file with a class and everything
L278[02:03:01] <fry> it's often much more than 3 lines :P
L279[02:03:17] <sham1> Well with the imports yes
L280[02:03:31] <sham1> simplest case
L281[02:04:02] <sham1> "object NewBlock extends Block(Material.iron) with FCraftBlock"
L282[02:04:06] <sham1> And now to register it
L283[02:04:43] <sham1> It's elegant
L284[02:04:45] <sham1> It's simple
L285[02:04:51] <sham1> And best of all, it works
L286[02:05:16] <shadekiller666> fry, well simple cubes only use 1 texture, either the hook would take a resource location, or require it to be named with the name that the model json would be if it existed
L287[02:05:18] <fry> ./generate_simple_block_jsons.sh NewBlock
L288[02:06:06] <fry> if you really spend a lot of time creating jsons, you can write that script in ~2 minutes :P
L289[02:06:18] <McJty> I have not looked into 1.8 yet but I'm curious. How would you handle mods like Forge Microblocks and/or chisel and/or Buildcraft facades?
L290[02:06:29] <shadekiller666> damn it.... have an art history midterm in 11 hours... and its midnight
L291[02:06:30] <sham1> I'd guess
L292[02:06:35] <shadekiller666> and i meant to study
L293[02:06:37] <shadekiller666> fack
L294[02:06:42] <shadekiller666> stupid slide ids...
L295[02:07:05] <shadekiller666> mcjty, with ISmartBlockModel and ISmartItemModel
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L297[02:07:23] <McJty> shadekiller666, ok
L298[02:07:36] <shadekiller666> and a custom model "loader" (the loader registry doesn't care where the models actually come from, so you can use a "loader" as a "generator")
L299[02:07:38] <fry> shadekiller666: that may be worth implementing; with an opt-in from the code - to distinguish missing model from the intentional generation triggering
L300[02:08:01] <shadekiller666> mhmm
L301[02:08:29] <McJty> I'm working on a mod right now where I dynamically generate any possible triangle mesh as an ISBRH. Will be interesting to see how to handle that in 1.8 :-)
L302[02:08:39] <shadekiller666> and the hook could probably get away with having a bunch of common block models
L303[02:09:08] <tterrag> McJty: triangles...in ISBRH?
L304[02:09:12] <tterrag> impossibru
L305[02:09:23] <shadekiller666> mcjty, well, the loaders simply shove vertex data into a massive array
L306[02:09:27] <McJty> tterrag, well quads then. I meant actually any kind of shape
L307[02:09:37] <tterrag> so....model loading?
L308[02:09:37] <fry> triangle = quad with 2 vertices at the same place :P
L309[02:09:39] <shadekiller666> the game handles the rest, so it would probably be easier
L310[02:09:43] <tterrag> fry: yes yes...
L311[02:09:46] <shadekiller666> yep
L312[02:09:47] <McJty> tterrag, no. Model sculpting real time in MC
L313[02:09:58] <Ordinastie> well, I have that :
L314[02:09:58] <tterrag> oh
L315[02:09:58] <Ordinastie> [09:09:29] [Server thread/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:748]: java.lang.IllegalStateException: Registry entry for block net.malisis.doors.door.block.CustomDoor@463e0b6a, id 231, name malisisdoors:customDoor, marked as dangling.
L316[02:10:02] <sham1> Or, quad: 2 triangles where 2 vertices are in the same place
L317[02:10:05] <Ordinastie> and no way to by pass
L318[02:10:16] <sham1> As in
L319[02:10:21] <sham1> Same vertex for both triangles
L320[02:10:38] <sham1> Also
L321[02:10:41] <fry> you mean 2 pairs of vertices? :P
L322[02:10:45] <sham1> Yes
L323[02:10:48] <sham1> Thank you
L324[02:11:02] <sham1> 2 vertices that are shared
L325[02:11:52] <fry> I think how GL splits quad to 2 triangles is implementation-dependent, so that would only work reliably for coplanar triangles
L326[02:11:57] <Ordinastie> any suggestion on how to fix my issue ?
L327[02:12:24] <sham1> It's dangling
L328[02:13:12] <shadekiller666> fry, how feasible do you think it would be to override minecraft's face normal handling?
L329[02:13:30] <fry> what do you mean?
L330[02:13:40] <shadekiller666> thats the one thing that is still wonky with the model loaders
L331[02:13:41] <shadekiller666> well
L332[02:13:50] <shadekiller666> if you have a cylindar model
L333[02:14:03] <shadekiller666> placed directly above a block
L334[02:14:15] <sham1> Speaking of OBJ model loader
L335[02:14:20] <sham1> Does it only support quads
L336[02:14:21] <shadekiller666> minecraft applies the shadow gradient thing that it applies to blocks
L337[02:14:28] <shadekiller666> sham, quads and tris
L338[02:14:37] <sham1> so triangles are supported
L339[02:14:39] <sham1> Awesome
L340[02:14:41] <shadekiller666> yep
L341[02:14:45] <sham1> That might actually work
L342[02:14:50] <sham1> Now I should just learn to model
L343[02:14:56] <fry> yes, lighting engine is broken, I'll fix it some day; it's not a trivial amount of work though
L344[02:14:57] <shadekiller666> one of the goals was to put the 1.7 loader to shame
L345[02:15:48] <shadekiller666> fry, the main issue is, minecraft applies that gradient assuming that the vertices are in a specific order, so the sides of the faces get shaded instead :P
L346[02:15:55] <shadekiller666> and i understand that
L347[02:16:15] <shadekiller666> the lighting system is the one thing that Mojang themselves haven't managed to figure out yet
L348[02:16:21] <fry> main issue is that it assumes that faces are axis-aligned
L349[02:16:43] <fry> proper lighting is a bit more substantial than changing the order of the faces
L350[02:17:04] <fry> (although I did everything in about 100 lines of scala code in 1.7 :P)
L351[02:17:32] <shadekiller666> that and it uses a DynamicTexture to actually apply the light
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L353[02:17:59] <shadekiller666> i'm not sure that the axis-aligned stuff is really all that fixable
L354[02:18:05] <fry> it is
L355[02:18:32] <shadekiller666> it just takes a fuck ton of matrix math :P
L356[02:18:45] <fry> not even that
L357[02:18:52] <fry> math is trivial
L358[02:20:21] <Ordinastie> do you mean the ambiant shading or the AO ?
L359[02:20:29] <fry> here's proper lighting blending smoothly with vanilla lighting: http://i.imgur.com/yMrjSSI.png
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L361[02:20:51] <sham1> that looks good-ish
L362[02:21:23] <fry> Ordinastie: I'm not familliat with the term "ambiant shading", and nobody knows what AO means when it comes to MC, so I avoid that term :P
L363[02:21:29] <fry> *r
L364[02:21:36] <sham1> I think AO is ambient occlusion
L365[02:21:44] <fry> well duh
L366[02:21:45] <shadekiller666> ya
L367[02:21:47] <Ordinastie> lol
L368[02:21:57] <shadekiller666> but wtf does "ambient occlusion" mean in minecraft?
L369[02:22:08] <sham1> It means ambient occlusion
L370[02:22:27] <fry> people usually confuse smooth lighting and AO when it comes to MC :P
L371[02:23:42] <Ordinastie> better question, why the fuck doesn't it use my model for the item ? :x
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L373[02:24:14] <fry> did you register the mesher/mesh location? :P
L374[02:24:37] <Ordinastie> the thing is, it works only for the first call
L375[02:24:44] <Ordinastie> I mean first item
L376[02:25:07] <fry> did you copy-paste and forgot to change something? :P
L377[02:25:34] <Ordinastie> nan, because if I comment out the first, the only the second works and not the following ones :x
L378[02:26:17] <fry> 1.8 I assume? :P
L379[02:26:39] <Ordinastie> yes
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L381[02:26:54] <Ordinastie> http://puu.sh/kM4aS.png
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L383[02:29:27] <fry> are you registering them in preInit?
L384[02:29:58] <sham1> God damn it
L385[02:30:04] <sham1> These hydranges are god damn useless
L386[02:30:07] <fry> and how are you making sure the game uses your models?
L387[02:31:02] <Ordinastie> yes, in preInit, and that the issue, it only uses the model for the first one I register
L388[02:31:29] <fry> how do you determine that? :P
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L390[02:33:45] <Ordinastie> are you asking if I could be mistaken on the type of model I get for the item ?
L391[02:33:54] <Ordinastie> http://puu.sh/kM4qy.png
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L395[02:35:11] <fry> I mean, are you sure the model you get for the item has the correct rendering info?
L396[02:35:27] <Ordinastie> it's not the right model
L397[02:35:29] <Ordinastie> so no
L398[02:35:43] <fry> how do you know it's not the right model?
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L400[02:36:23] <Ordinastie> http://puu.sh/kM4wI.png vs http://puu.sh/kM4xc.png
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L402[02:38:18] <fry> what's the texture in the model you get? missing one?
L403[02:39:37] <Ordinastie> I don't draw the model, but the model defers the infos like isGui3D to the renderer for the item
L404[02:39:56] <Ordinastie> wrong model so wrong infos
L405[02:40:39] <fry> look at the "particle" field in the model you get in the debugger, and then in the field iconName
L406[02:42:45] <Ordinastie> it the right texture, but what's the point ?
L407[02:44:19] <fry> well, model loader constructs ItemLayerModel for item models that have "builtin/generated" as a parent
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L412[02:46:10] <Ordinastie> that's the model : http://puu.sh/kM4T1.png
L413[02:48:14] <hitech95> Yesterday you have advised me to use the metadata to update the texture of my block depending on the state. Because tilentity manages the state, I can not use it get the state?
L414[02:49:46] <fry> Ordinastie: do you have any jsons at all? perhaps leftover from testing?
L415[02:50:09] <fry> hitech95: 1.8?
L416[02:50:21] <Ordinastie> I may have found the issue
L417[02:50:24] <hitech95> no 1.7.10
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L419[02:51:42] <Ordinastie> hitech95, you have a worl sensitive version of getIcon() in you block
L420[02:52:31] <Ordinastie> fry, could you explain the difference and purpose of ModelLoader.setCustomModelResourceLocation() and the event ?
L421[02:52:39] <Ordinastie> (ModelBakeEvent)
L422[02:53:29] <fry> event is to put the model in the place the loader/game can find it
L423[02:53:48] <fry> ModelLoader.setCustomModelResourceLocation is to make the association between the item and the model
L424[02:54:02] <Ordinastie> that's what fail I think
L425[02:54:34] <fry> if the texture is the one you expect than that's working corrrectly, I think
L426[02:55:44] <hitech95> <Ordinastie>, What? I thought of doing it so (the block is similar to the pressure plate): IIcon: https://github.com/hitech95/Smart-CCraft/blob/master/src/main/java/it/kytech/smartccraft/block/BlockChargePad.java#L111
L427[02:56:25] <Ordinastie> hitech95, that's what I meant
L428[02:56:28] <Ordinastie> so what's the issue ?
L429[02:56:39] <Ordinastie> fry, I actually have no idea how it gets the texture at all :x
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L431[02:57:21] <fry> well, my only hypothesis right now is some leftover jsons in the resources
L432[02:58:34] <hitech95> Yesterday I was recommended to use the metadata to differentiate the on / off status. I wanted to know which is the best method. The block changes state depending on whether a player is above the block.
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L434[02:58:49] <Ordinastie> ah, nvm, it gets from the altas, so yes that normal
L435[02:59:25] <fry> how does it know what icon to get?
L436[03:00:00] <Ordinastie> it's your "textureGetter"
L437[03:00:02] <Ordinastie> return Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(location.toString());
L438[03:01:47] <fry> how does the model have the correct resource location?
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L440[03:01:53] <fry> if it's not the correct model?
L441[03:02:17] <Ordinastie> it's a vanilla texture
L442[03:02:37] <fry> what texture?
L443[03:02:53] * fry is trying to figure out where this model came from
L444[03:03:03] <Ordinastie> it's the vanilla model
L445[03:03:14] <fry> what model exactly?
L446[03:03:35] <Ordinastie> that model : http://puu.sh/kM4xc.png
L447[03:03:51] <fry> -_-
L448[03:04:15] <fry> but what is that model?
L449[03:05:03] <Ordinastie> I dunno, it's your genereted version of vanilla models I think
L450[03:05:36] <fry> did you look at the texture name or not?
L451[03:07:31] <Ordinastie> I don't know why you keep talking about the texture
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L453[03:13:08] <fry> to determine if this is really a vanilla model, missing model or your model with item model generation applied to it
L454[03:14:48] <Ordinastie> ok, I fixed it :x
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L456[03:15:23] <fry> what was it?
L457[03:15:24] <Ordinastie> changed the name for the ModelResourceLocation to match the vanilla one
L458[03:15:41] <Ordinastie> not sure why that worked though, and tbh I don't really care ><
L459[03:15:50] <fry> what vanilla one?
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L461[03:16:12] <Ordinastie> the one it's supposed to replace
L462[03:16:13] <Ordinastie> sortof
L463[03:16:30] <Ordinastie> because it's not even the vanilla item anymore, no I'm not sure why it conflicted
L464[03:16:45] <Ordinastie> and why it only even conflicted for the first one registered
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L466[03:18:10] <fry> are you touching the field in the net.minecraft.init.Items?
L467[03:18:41] <Ordinastie> yes
L468[03:19:08] <fry> well, vanilla uses that to register it's own model bindings
L469[03:19:29] <fry> (RenderItem.registerItems)
L470[03:21:08] <Ordinastie> but it's called before I change the items
L471[03:21:46] <Ordinastie> that item model stuff is so messed up
L472[03:22:00] <Ordinastie> and there is no opt-out available
L473[03:22:07] <Ordinastie> please, make a PR for that
L474[03:22:16] <fry> opt-put from what? :P
L475[03:22:21] <fry> *out
L476[03:22:24] <Ordinastie> using models at all
L477[03:22:59] <Ordinastie> humpf, wouldn't even work, isGui3D and transforms are tied to them anyway :/
L478[03:24:09] <fry> not using the models won't make your life any easier :P
L479[03:24:46] <Ordinastie> it already did
L480[03:24:55] <Ordinastie> beside the fucking part to circumvent it
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L482[03:27:04] <fry> and do you actually do anything that you can't do with models? :P
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L484[03:28:49] <Ordinastie> my renderer gives you way more control that what models have
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L486[03:29:03] <fry> example?
L487[03:29:06] <Ordinastie> brightness
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L489[03:29:19] <fry> you can control that in the models :P
L490[03:29:41] <fry> anything else? :P
L491[03:29:50] <Ordinastie> not for items you can't
L492[03:44:41] <fry> as far as I can see, the brightness is put in along with the rest of the attributes
L493[03:55:43] <Ordinastie> the item vertex format doesn't have the second UV param
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L495[03:58:33] <fry> indeed; you would need to use the model that can have the different vertex format, and vanilla item renderer doesn't know about those yet
L496[03:58:52] <fry> but that's coming; what else? :P
L497[03:58:53] <sham1> Yet ;)
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L511[04:55:48] <hitech95> I'm making a presureplate, now I have 2 problem: 1: Texture is not updateted unless i place a block near the plate, 2: sometime the plate is locked on "ON" state, updateTick not called... Ideas?
L512[04:56:46] <gigaherz> for #1, check your setBlock/setMetadata or whatever, you may be using the wrong flags
L513[04:57:26] <hitech95> the getIcon is not called...
L514[04:58:14] <hitech95> Now I have to go home... I'll commit my change so you can see the code (If you need)
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L516[04:58:20] <gigaherz> that'd be good
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L526[05:37:11] <AtomicStryker> question. how to asm transform a class defined inside another class - or is there nothing special about it
L527[05:39:12] <fry> nothing special about it
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L531[05:45:45] <AtomicStryker> ok slight problem, i cant find the interior class in the exterior classes minecraft vanilla .class
L532[05:46:01] <AtomicStryker> im looking for BlockPortal.Size
L533[05:46:09] <AtomicStryker> on 1.7.10, mcpbot doesnt know it either
L534[05:46:52] <fry> BlockPortal$Size
L535[05:46:59] <AtomicStryker> ah, just had that figured out
L536[05:47:01] <AtomicStryker> thanks
L537[05:47:42] <AtomicStryker> do i write it like that in the mcp transformer too?
L538[05:47:52] <AtomicStryker> net.minecraft.block.BlockPortal.Size or net.minecraft.block.BlockPortal$Size
L539[05:48:23] <AtomicStryker> in the public byte[] transform method, for the name
L540[05:49:14] <fry> $, I think
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L544[05:52:03] <hitech95_Main> hi, i'm home
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L547[06:12:17] <sham1> hmrm
L548[06:12:46] <sham1> It seems like gradle cannot download my specified version of NEI from ChickenBones maven
L549[06:12:52] <sham1> Well that is just erfect
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L551[06:20:45] <xaero> gradle's fault or CB's fault?
L552[06:21:03] <sham1> I think it was my fault actually
L553[06:21:17] <sham1> I think I had a typo on my dependency
L554[06:21:37] <sham1> And it seems like I did
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L557[06:22:28] <sham1> Now I just need to see if it also took down all the codechicken stuff I need
L558[06:22:37] <sham1> For NEI
L559[06:23:16] <sham1> nöpe
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L561[06:27:57] <sham1> And he cannot even have CodeChickenLib in his maven, because that would be too easy...
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L565[06:34:24] <sham1> But now it works, so splendid
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L578[07:04:10] <sham1> *sigh*
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L580[07:06:18] <sham1> MobiusStrip has still not fixed WAILA for 1.8...
L581[07:07:39] <Quetzi> i have a feeling he has more important things that have taken priority ;)
L582[07:08:00] <sham1> Probably
L583[07:08:03] <sham1> It still sucks
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L585[07:10:25] <sham1> Seeing as the bug has been reported ever since the 1.8 version of WAILA was released
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L594[07:31:03] <Poppy> how do I find out where is my item in the players inventory?
L595[07:32:33] <Ordinastie> you loops through the slots
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L597[07:35:08] <gigaherz> Poppy: if it's on use, you can use the current slot,
L598[07:35:12] <gigaherz> otherwise, you'll haveto loop
L599[07:35:21] <gigaherz> there's no way to identify one specific item among many of the same kind
L600[07:36:07] <Poppy> I'm trying to use the onUpdate function that's used for maps, I was hoping the int is the slot
L601[07:36:26] <gigaherz> look at what the map does?
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L603[07:37:45] <Poppy> I did, not even used in the function. The boolean is, so I'm guessing that checks if it's in the active slot
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L608[07:41:31] <Ordinastie> Poppy, you know there are javadocs for the method, right ?
L609[07:41:38] <Poppy> oh, right
L610[07:47:43] <Poppy> doesn't say anything
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L612[07:49:03] <Ordinastie> public void onUpdate(ItemStack stack, World worldIn, Entity entityIn, int itemSlot, boolean isSelected)
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L614[07:52:40] <Poppy> thank you, where'd you find that
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L618[08:04:27] <Ordinastie> it's the 1.8 mappings
L619[08:05:49] <Poppy> ah, I should've mention I'm working on a 1.7.10 mod
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L622[08:10:55] <gigaherz> Poppy: that doesn't mean the info is invalid ;p
L623[08:12:35] <Poppy> it could be, which is why I looked in the 1.7.10 docs and that only has the uninteligible names
L624[08:12:52] <Poppy> xD
L625[08:13:22] <Poppy> the issue I've got now however, is that the method doesn't seem to fire
L626[08:14:08] <Subaraki> how does one set an owner to an enity ?
L627[08:14:13] <Subaraki> setOwner doesnt exist anymore
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L629[08:14:57] <Subaraki> Poppy, the method fires only in inventory
L630[08:15:26] <Poppy> I understand that, which is why I want it, I've got the item in my inventory, to be more specific, on the hotbar
L631[08:15:35] <Subaraki> okay
L632[08:15:46] <Poppy> I'm thinking it might only fire if isMap is true?
L633[08:16:00] <Subaraki> no
L634[08:16:04] <Subaraki> it works for every item
L635[08:16:26] <hitech95_Main> Hi, I'm still having trouble with the pad, I don't understand why sometimes it remain active. It seems that the tickUpdate is not working as it should. The code is similar to vanilla.
L636[08:18:55] <hitech95_Main> Correction, runs but after so long. (30 seconds)
L637[08:21:07] <Subaraki> tickUpdate ?
L638[08:21:09] <Subaraki> for blocks ?
L639[08:21:21] <Subaraki> they don't get ticked every 20th' second
L640[08:21:33] <Subaraki> or every tikc if you prefer
L641[08:21:40] <Subaraki> you got a tile entity for that block
L642[08:21:41] <Subaraki> ?
L643[08:22:12] <hitech95_Main> yes, I have scheduled an update like the BlockPlessurePlate does but not working... :(
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L645[08:26:49] <hitech95_Main> If I stay some time over the plate is not more "disabled"
L646[08:26:50] <hitech95_Main> (when leaving)
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L648[08:36:38] <hitech95_Main> <Subaraki> https://github.com/hitech95/Smart-CCraft/blob/762c7a6e4b84acf97858dc5d14ed256599e9a623/src/main/java/it/kytech/smartccraft/block/BlockChargePad.java#L167
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L650[08:38:09] <Subaraki> why do you only update the server side ?
L651[08:38:46] <hitech95_Main> ... ?
L652[08:38:57] <Subaraki> if(!world.isRemote)
L653[08:39:00] <Subaraki> you know what that does ?
L654[08:39:10] <blood|work> if on serverside
L655[08:39:29] <blood|work> isRemote is a bad name
L656[08:39:29] <Subaraki> yeah
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L658[08:39:33] <blood|work> it should of been isClient
L659[08:39:38] <Subaraki> have *
L660[08:39:44] <Subaraki> it should have been
L661[08:39:48] <Subaraki> anyway, yeah
L662[08:39:49] <blood|work> but every mod in creation uses that so
L663[08:39:57] <Subaraki> sadly yes
L664[08:40:07] <hitech95_Main> oh yes. it is also used on vanilla code so I tink that is correct. The server tile is synked ith the client using client event.
L665[08:40:19] <Subaraki> client event ?
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L667[08:41:42] <hitech95_Main> https://github.com/hitech95/Smart-CCraft/blob/762c7a6e4b84acf97858dc5d14ed256599e9a623/src/main/java/it/kytech/smartccraft/tileentity/TileChargePad.java#L238
L668[08:42:45] <Nitrodev> can anyone suggest me the most up to date tutorial on custom tools
L669[08:43:04] <sham1> Vanilla code in some parts is the best tutorial for that
L670[08:43:09] <sham1> If you want to make vanilla-like tools
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L674[08:49:53] <Nitrodev> okay
L675[08:53:25] <hitech95_Main> so, no idea?
L676[08:58:35] <hitech95_Main> Also if it was a problem in client and server synchronization, you should hear the sound.
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L682[09:16:07] <Subaraki> anyone knows how to get an entity from uuid ?
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L686[09:19:14] <Nitrodev> great texture for my item isnt working
L687[09:19:43] <Subaraki> "modname:textureName"
L688[09:19:46] <Subaraki> in
L689[09:20:02] <Subaraki> assets/textures/modname/items/texturename.png
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L692[09:23:45] <sham1> Subaraki, wat
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L694[09:24:07] <Subaraki> like player from uuid
L695[09:24:16] <Subaraki> i'm working on my pet buddy mod
L696[09:24:19] <Subaraki> it has a personal pet
L697[09:24:45] <Subaraki> so i need to kill it when the player moves dimension logs out or respawns
L698[09:25:02] <Subaraki> i also need to save it's data to the player i think so it stays persistant
L699[09:25:10] <sham1> It's assets/modname/textures/items/texturename.png
L700[09:25:20] <sham1> Not whatever you said
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L702[09:25:53] <Nitrodev> yeah i know where it is
L703[09:25:57] <Nitrodev> and i have it there
L704[09:26:08] <sham1> Do you use ide
L705[09:26:12] <sham1> Idea*
L706[09:26:19] <Nitrodev> yeah
L707[09:26:36] <sham1> Show me your build.gradle
L708[09:28:07] <Nitrodev> http://pastebin.com/0pY0Q49k
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L710[09:29:38] <sham1> Do you have a git repo for your thing
L711[09:29:58] <Nitrodev> no
L712[09:30:47] <Nitrodev> hold on i modifed the code a bit and trying it now
L713[09:31:13] <sham1> You really should set one up
L714[09:32:09] <Nitrodev> yeah i'll work on it
L715[09:32:48] <Nitrodev> The missing resources for domain minecraft are:
L716[09:32:48] <Nitrodev> [17:32:18] [Client thread/ERROR] [TEXTURE ERRORS] textures/items/MISSING_ICON_ITEM_4096_null.png
L717[09:33:47] <sham1> Show your code
L718[09:33:56] <hitech95_Main> OK, the pad still locks but less often. (Apparently random)
L719[09:33:56] <hitech95_Main> In any case, I always have the problem of texture that is not updated.
L720[09:37:16] <Nitrodev> http://pastebin.com/8KsnsaCC
L721[09:37:26] <Nitrodev> and im setting up the git repo now
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L728[09:57:30] <Nitrodev> If i can figure out how to get the files and folder to tthe repo that is
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L730[10:05:44] <Nitrodev> arrghh
L731[10:05:51] <Nitrodev> i dont know how to make this repo
L732[10:06:09] <sham1> https://help.github.com/articles/create-a-repo/
L733[10:06:11] <sham1> ...
L734[10:07:35] <Nitrodev> i know how to make a repo
L735[10:07:42] <Nitrodev> i meant for the mod
L736[10:07:54] <sham1> What do you mean "for the mod"
L737[10:08:01] <sham1> You set it up like any other git repo
L738[10:08:16] <sham1> You commit the files that you need for your mod
L739[10:09:02] <Nitrodev> nvm everything i managed to delete my WHOLE code
L740[10:09:05] <Nitrodev> like everything
L741[10:09:10] <sham1> How th ehell
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L743[10:09:22] <sham1> Git is not that hard to use
L744[10:09:29] <Nitrodev> i made a git to the same folder i had the ev setup in
L745[10:09:43] <Nitrodev> like using the program github
L746[10:09:48] <sham1> why
L747[10:09:57] <sham1> Use the command line one
L748[10:10:01] <sham1> More precise and better
L749[10:10:48] <Nitrodev> i cant get them back
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L752[10:11:20] <Nitrodev> im giving up
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L755[10:15:07] <sham1> god damn it
L756[10:16:28] <barteks2x> For debugging I need to access server block data from client thread (to compare client and server data, I have some weird inconsitiency). Any way to do that?
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L759[10:20:24] <OrionOnline> Does a glTranslate also infect the ScissorBoxes Position?
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L763[10:26:08] <Subaraki> hwo does one trigger player saving ?
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L765[10:27:46] <heldplayer> OrionOnline: Scissors are not affected by anything except glScissor and glEnable/glDisable(GL_SCISSOR(_TEST))
L766[10:28:04] <OrionOnline> oke i thought so too
L767[10:28:06] <OrionOnline> Thanks
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L769[10:31:29] <Cobbleopolis> Hey does anyone know when MC's button events happen? When the mouse button goes down or when the button is released?
L770[10:32:02] <AtomicStryker> the answer is yes.
L771[10:32:07] <Cobbleopolis> ?
L772[10:32:18] <AtomicStryker> when you start pressing, every tick while pressing, and when releasing
L773[10:32:40] <Cobbleopolis> Oh ok
L774[10:33:01] <Cobbleopolis> That seems unnecessary but ok
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L788[11:23:32] <barteks2x> How to get position at which player would place a block?
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L806[12:00:03] <laci200270> somebody can help with this? http://www.minecraftforge.net/forum/index.php/topic,34346.0.html
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L818[12:33:57] <gigaherz> https://twitter.com/BryanLunduke/status/655067092115288064
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L821[12:37:41] <Wuppy> lol
L822[12:40:04] <sham1> "Linux against Humanity"
L823[12:40:06] <sham1> ^^
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L827[12:48:44] <OrionOnline> Is there a way reset the rendering position set by glTranslate back to 0,0 for a single matrix?
L828[12:49:42] <tterrag> pop the matrix?
L829[12:52:04] <OrionOnline> Nevermind
L830[12:52:10] <OrionOnline> I figured out what i did wrong
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L845[13:52:46] <laci200270> windows 10 update 1%
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L847[13:52:58] <sham1> well then
L848[13:58:17] <Subaraki> do IExtendedEntityProperties reset by default on death ??
L849[13:58:26] <Subaraki> the data you save
L850[13:58:34] <barteks2x> 4hours of debugging... 1 line fix
L851[13:58:57] <sham1> :ÖP
L852[13:58:59] <sham1> <
L853[13:59:05] <sham1> God damn it
L854[13:59:23] <sham1> This is what I get from trying to write in dark with a netbook
L855[13:59:44] <sham1> In a moving vechile
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L857[14:00:48] <barteks2x> Someone forgot to actually save data that was read from byte array into variable, so after saving to disk and reading again - OpacityIndex was empty
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L859[14:02:53] <Wuppy> finally time to watch Doctor who from last weekend
L860[14:04:50] <Wuppy> I love the guitar thing he's been doing lately
L861[14:07:50] <Wuppy> I'm hoping they go to a different planet next episode though...
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L864[14:11:38] <gigaherz> Wuppy: yeah two two-part episodes in a row so far
L865[14:11:43] <gigaherz> hopefully next one will be standalone
L866[14:11:45] <gigaherz> it gets annoying
L867[14:15:22] <Wuppy> welp... got distracted from doctor who
L868[14:15:39] <Wuppy> a dude streamed our gamejam game today and I managed to find it
L869[14:15:42] <Wuppy> now I want to record it :P
L870[14:16:14] <Subaraki> do IExtendedEntityProperties reset by default on death ??
L871[14:16:55] <Subaraki> i have saved data (an integer) that gets reset to 0 after i die
L872[14:17:07] <Subaraki> dont know if its a server client problem, or the data just getting erased
L873[14:20:45] <diesieben07> IEEP?
L874[14:20:54] <diesieben07> Subaraki: ^
L875[14:21:03] <Subaraki> yes ?
L876[14:21:05] <Subaraki> and yes
L877[14:21:22] <diesieben07> you need to copy over any data you want to persist to the new player using PlayerEvent.Clone
L878[14:21:31] <Subaraki> aaaah
L879[14:21:33] <diesieben07> both will have an instance of your IEEP, just copy all persistent fields
L880[14:22:58] <Subaraki> okay, sweet. thanks 707 :)
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L887[14:39:51] <Subaraki> its not persistant over closing client either
L888[14:39:52] <Subaraki> god damnit
L889[14:39:59] <Subaraki> i'll check server/client sync
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L902[14:54:03] <Subaraki> nbt that gets loaded only gets called serverside diesieben07 ?
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L904[14:57:58] <laci200270> yes ^
L905[14:58:10] <laci200270> but you can test it with debug prints also
L906[14:58:13] <laci200270> Subaraki
L907[14:58:25] <Subaraki> yeah, i just noticed
L908[14:58:47] <Subaraki> ive got a gui that has to show some stuff depending on the player's data (which i save in my IEEP)
L909[14:59:00] <Subaraki> but it's not set clientside, so it renders default stuff
L910[14:59:12] <Subaraki> i'm gonna have to send a packet to the client i think
L911[14:59:21] <Gammel> hi there. will people lynch me if im a bloody beginner asking very basic questions?
L912[14:59:34] <Wuppy> Gammel, depends on the question
L913[14:59:49] <Gammel> ill just try i guess
L914[15:03:29] <Gammel> so ive tried making my own furnace. just to understand how it works. i copied the methods from BlockFurnace into my own one and did the same for TileEntityFurnace. now im kinda stranded because the decompiled minecraft only names it's fields like m_12312_p bullshit and some of those are understandable but most are not. Now the particular spot im stuck on is in onBlockActivated where it
L915[15:03:29] <Gammel> calls "player.func_146101_a(tileentityfurnace);"
L916[15:04:04] <sham1> !gm func_146101_a
L917[15:04:06] <Gammel> i wanna insert my own tile entity there instead of the casual furnace but the method only accepts the furnace. and now im stuck because when i look that method up its just and empty bracket
L918[15:05:15] <Subaraki> dont just copy the vanilla code over gammel
L919[15:05:20] <Subaraki> that basicly almost never works
L920[15:05:32] <Subaraki> block extends blockcontainer
L921[15:05:33] <Gammel> my plan was to copy, change to my vars, troubleshoot
L922[15:05:42] <Subaraki> not gonna happen i think
L923[15:05:54] <Subaraki> btw, the furance logic is mostly handled in the tile entity
L924[15:06:06] <Subaraki> so, make a new block quickly, and extend BlockContainer
L925[15:06:20] <sham1> You're better off just implementing it by yourself instead of copying over stuff
L926[15:06:23] <Subaraki> it'll ask you to add a specific method (getTileEntity or something like that)
L927[15:06:33] <Subaraki> and that's the basics of it :)
L928[15:06:44] <Subaraki> all the rest from the block is really just : open gui on right click
L929[15:06:58] <Unh0ly_Tigg> Gammel, that func_146101_a method is the vanilla furnace equivalent to the openGui method.
L930[15:06:59] <Subaraki> and display particles
L931[15:07:31] <Gammel> openGui it is?
L932[15:08:09] <Subaraki> you need a guiHandler for that
L933[15:08:15] <Subaraki> also something you need to implement yourself
L934[15:08:30] <Subaraki> Gammel, is this the first time you try java and modding minecraft altogether ?
L935[15:08:45] <Gammel> well im experienced with java
L936[15:09:00] <Gammel> but modding is the first real attempt
L937[15:09:33] <Unh0ly_Tigg> EntityPlayer.openGui(Object, int, World, int, int, int). the Object is the instance of your mod (the object that has @Instance on it), the first int is a unique id for each gui type (unique to your mod).
L938[15:10:28] <Gammel> well im afraid i dont have an object with @instance on it xD i went through pahimars modding tutorial
L939[15:10:39] <Gammel> which is pretty great until it just stops midway
L940[15:10:58] <Gammel> oh wait
L941[15:11:00] <Gammel> i found the instance
L942[15:11:16] <Subaraki> :)
L943[15:14:42] <sham1> Yeah
L944[15:15:02] <sham1> Pahimar stopped the series half-way sadly.
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L946[15:16:19] <Gammel> now to find out how that GUIhandler is supposed to look
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L948[15:17:14] <sham1> Google is great for this
L949[15:17:25] <Gammel> http://www.minecraftforge.net/wiki/Containers_and_GUIs
L950[15:17:30] <Gammel> that looks right to me
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L956[15:39:33] <Gammel> can somebody explain to me how this: "public void closeInventory() {}" does anything at all?
L957[15:39:52] <Gammel> because thats what it says on the tutorial
L958[15:40:36] <Caitlyn> You have to implement the method in your code, but you don't have to do anything with it
L959[15:41:13] <Gammel> in the function ive asked about earlier it was the same
L960[15:41:18] <Gammel> player.func_146101_a(tileentityfurnace);
L961[15:41:25] <Gammel> which i now know is the vanilla gui call for a furnace
L962[15:41:31] <Gammel> but when i look that up its empty too
L963[15:41:45] <Gammel> but if i comment that EMPTY method out it stops working
L964[15:41:53] <Gammel> and i dont understand why
L965[15:42:00] <Caitlyn> Because it *has* to exist
L966[15:42:14] <Gammel> and it has to be called apparently
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L970[15:51:09] <masa> what?
L971[15:51:23] <masa> where are you commenting it out from?
L972[15:51:45] <Caitlyn> They left
L973[15:51:52] <Subaraki> ah indeed
L974[15:52:21] <masa> well of course
L975[15:52:24] <masa> ffs
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L994[16:36:51] <Kodos> Is there an easy way to determine which side of a block was rightclicked
L995[16:37:04] <Kodos> Just need absolute directions (N,E,S,W,U,D)
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L997[16:39:24] <tterrag|away> You get the side...right?
L998[16:39:29] <tterrag|away> In onBlockActivated
L999[16:39:43] <Mitchellbrine> It's an int iirc
L1000[16:39:50] <Caitlyn> onBlockActivated is supposedly x y z player meta x y z
L1001[16:39:56] <Mitchellbrine> Oh
L1002[16:39:59] <Mitchellbrine> XD
L1003[16:40:03] <Caitlyn> first x y z is block 2nd is clicked location
L1004[16:40:15] <tterrag|away> !!gm onBlockActivated
L1005[16:40:16] <MCPBot_Reborn> === MC 1.8: net/minecraft/block/Block.onBlockActivated (atr.a) LOCKED ===
L1006[16:40:16] <MCPBot_Reborn> Name : a => func_180639_a => onBlockActivated
L1007[16:40:17] <MCPBot_Reborn> Descriptor : (Laqu;Ldt;Lbec;Lahd;Lej;FFF)Z => (Lnet/minecraft/world/World;Lnet/minecraft/util/BlockPos;Lnet/minecraft/block/state/IBlockState;Lnet/minecraft/entity/player/EntityPlayer;Lnet/minecraft/util/EnumFacing;FFF)Z
L1008[16:40:18] <MCPBot_Reborn> Comment : None
L1009[16:40:18] <MCPBot_Reborn> SRG Params : World p_180639_1_, BlockPos p_180639_2_, IBlockState p_180639_3_, EntityPlayer p_180639_4_, EnumFacing p_180639_5_, F p_180639_6_, F p_180639_7_, F p_180639_8_
L1010[16:40:19] <MCPBot_Reborn> MCP Params : World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumFacing side, float hitX, float hitY, float hitZ
L1011[16:40:20] <MCPBot_Reborn> Last Change: 2014-09-25 19:45:52.113040-04:00 (bspkrs)
L1012[16:40:23] <tterrag|away> No its side
L1013[16:40:24] <Mitchellbrine> EnumFacing
L1014[16:40:26] <Caitlyn> Ah it is side.
L1015[16:40:38] <Caitlyn> Then why does it never change for me.
L1016[16:40:39] <tterrag|away> In 1.7 it's int
L1017[16:40:39] <Caitlyn> ¬_¬
L1018[16:40:43] <tterrag|away> But still side
L1019[16:41:37] <Caitlyn> It's been forever since I messed with it, but I had it tagged meta locally because it always seemed to be the block meta.
L1020[16:43:00] <tterrag|away> !gm onBlockActivated 1.7.10
L1021[16:43:08] <Caitlyn> I'm testing again
L1022[16:43:10] <tterrag|away> was always side :p
L1023[16:43:38] <Caitlyn> I swear, I spent 3 days trying to figure this out because it always returned my damn meta.
L1024[16:43:57] <Kodos> Sorry if I'm being a pest Caitlyn :x
L1025[16:44:48] <Caitlyn> I was trying to open a different GUI for the "back" of the block
L1026[16:44:59] * Caitlyn sighs well it's right now so...
L1027[16:46:01] <Caitlyn> Kodos, I'm not going to localize it any, so it'll always return just the raw side
L1028[16:52:35] <Kodos> Will I be able to use the sides API or no
L1029[16:53:20] <covers1624> the side int in 1.7 is the same as ForgeDirection
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L1031[16:54:23] <Caitlyn> Kodos, no
L1032[16:54:38] <Caitlyn> Well, I mean you can, but it'll be wrong
L1033[16:54:54] <Caitlyn> sides in OC are local to the machine, eg the left is always the left side of the machine
L1034[16:55:03] <Caitlyn> this will be raw, north/south/east/west/up/down
L1035[16:55:11] <Kodos> sides can do that too
L1036[16:55:15] <Caitlyn> or... 0-5
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L1089[18:39:52] <securitypedant> hola
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L1093[18:49:13] <barteks2x> WTF? ArrayIndexOutOfBoundsException in Throwable.printStackTrace
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L1096[18:50:58] <securitypedant> diesieben07, sham1, shadekiller666 you about?
L1097[18:51:22] <securitypedant> netz..
L1098[18:51:26] <shadekiller666> hmm?
L1099[18:52:06] <securitypedant> https://youtu.be/L2cFrXNBL-Q?t=352
L1100[18:52:19] <Zaggy1024> anybody know which code picks up all matching items when double clicking a slot?
L1101[18:52:20] <securitypedant> Thanks for helping with my Mod, here is the presentation I gave of it at GamesBeat this week
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L1103[18:59:49] <masa> Zaggy1024: I'd guess it has to be or go through Container.slotClick()
L1104[19:00:18] <Zaggy1024> yeah, I'm looking at that but it's rather difficult to decipher, with all the magic numbers :P
L1105[19:00:23] <masa> I haven't checked the double clicking though, might be something in GuiCOntainer
L1106[19:00:32] <Zaggy1024> and debugging doesn't really work because hte second click doesn't go through if I set a breakpoint at the start
L1107[19:01:38] <masa> Zaggy1024: well I just recently made my own slotClick, so I have all the normal cases in comments in my method here: https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/inventory/ContainerLargeStacks.java#L46
L1108[19:01:56] <masa> oh right I do actually have that case too
L1109[19:02:05] <masa> line 67
L1110[19:02:32] <masa> that should help you find it in the vanilla method
L1111[19:02:52] <Zaggy1024> nice!
L1112[19:02:56] <Zaggy1024> thanks
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L1114[19:03:53] <masa> and I made my own "collectItemsFromInventory()" method for similar tasks :p
L1115[19:05:18] <Zaggy1024> ah, so double right click pulls items from higher index slots first, and left click does lower index first?
L1116[19:06:17] <masa> oh?
L1117[19:06:38] <masa> you mean in vanilla?
L1118[19:06:42] <Zaggy1024> yeah
L1119[19:06:43] <Zaggy1024> http://i.imgur.com/7UwgUMV.png
L1120[19:06:48] <Zaggy1024> that's what I gather from those two lines
L1121[19:07:11] <Zaggy1024> what version is your code for?
L1122[19:07:26] <masa> oh cool didn't know that...
L1123[19:07:40] <masa> the master branch is stil lfor 1.7.10
L1124[19:08:03] <masa> after I finish my current release I'll be moving to 1.8-only
L1125[19:08:16] <masa> well 1.8+
L1126[19:08:41] <Zaggy1024> I'm on 1.8
L1127[19:08:45] <Zaggy1024> so maybe they added it in 1.8
L1128[19:09:18] <masa> which method was that code in?
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L1130[19:10:26] <masa> oh found it
L1131[19:10:30] <masa> it is in 1.7.10 too
L1132[19:11:27] <Zaggy1024> so your code is from 1.6 or earlier, then? (I assume you pretty much just deobfuscated the vanilla code and cleaned it up)
L1133[19:11:49] <masa> no
L1134[19:12:11] <masa> if you mean my slotClick() method, I just built it from scratch
L1135[19:12:49] <masa> becase the vanilla one doesn't properly handle stacks that are larger than the max stack size of the item
L1136[19:13:01] <masa> thus the ContainerLargeStacks name
L1137[19:13:36] <masa> I still need to clean up that method too, some of the code can be put into smaller methods and reused...
L1138[19:14:09] <masa> well probably every different case/type of clicking
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L1143[19:29:23] <Zaggy1024> ah, interesting
L1144[19:29:39] <Zaggy1024> why did you make it take stacks bigger than max size of the item? I'm curious
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L1156[20:19:20] <masa> Zaggy1024: well atm it is only used for one of my items, "Handy Bag": http://i.imgur.com/xoPyGGz.png
L1157[20:21:19] <Zaggy1024> holy cow
L1158[20:23:39] <masa> the "size" of the memory card is the max stack size allowed
L1159[20:24:37] <masa> as in 2^size
L1160[20:30:13] <Cypher121> oh hell
L1161[20:30:21] <Cypher121> talk about power creep
L1162[20:30:50] <masa> ?
L1163[20:30:53] <Cypher121> next thing you know someone makes a bag that can carry multiblocks
L1164[20:32:07] <masa> how is that so different from something like the portable thing in AE2?
L1165[20:32:26] <masa> or just AE storage/terminals in general
L1166[20:32:38] <masa> except those aren't mobile...
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L1168[20:35:07] <masa> personally the thing I hate the most in minecraft is the small inventory space. Do some digging and you are constantly full of crap. And the focus of my mod is on "ender type" stuff anyway, all of which can be thought op in some sense. So use the usual solution: don't like it? don't use it!
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L1199[21:41:28] <killjoy> https://www.youtube.com/watch?v=mraRO_BNQG4
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L1239[23:53:47] <shadekiller666> and of course Unity 5 is still on .NET 2.0...
L1240[23:54:01] <shadekiller666> because fuck everything about new features and shit
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