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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] ***
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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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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] ⇨
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L44[01:04:48] <tterrag> >implying
1.8
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
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] ***
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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]
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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
:(
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]
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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
L296[02:07:12]
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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 ?
L360[02:20:34]
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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
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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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
?
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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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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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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
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?
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)
L515[04:58:20] ⇦
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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
L550[06:13:21]
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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*
L579[07:04:15] ***
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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
L596[07:33:27] ***
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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?
L602[07:37:19] ⇦
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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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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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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
L671[08:43:57] ***
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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
L690[09:21:07]
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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
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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.
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
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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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
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
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?
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
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
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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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
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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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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