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L2[00:01:08] <Zaggy1024> wow
L3[00:01:09] <unascribed> I find that just
adding the Retrolambda plugin works fine
L4[00:01:16] <unascribed> i.e. the
"apply plugin" and the classpath entry
L5[00:01:17] <tterrag> uhh what's all the
sysenv stuff
L6[00:01:19] <Zaggy1024> my permanent
retainer just popped out of my mouth
L7[00:01:20] <tterrag> do compilers need
both JDKs?
L8[00:01:26] <tterrag> Zaggy1024: gg
L9[00:01:36] <unascribed> it's best to have
both JDKs, but it seems to work fine with just 8
L10[00:01:37] <Zaggy1024> feels weird to be
able to feel the inside of my bottom incisors
L11[00:01:53] <tterrag> Zaggy1024: I have
one as well, the day it comes off should be fun :p
L12[00:01:59] <tterrag> unascribed: neat,
ok
L13[00:02:09] <Zaggy1024> has it broken
before for you?
L15[00:02:14] <unascribed> one thing to
beware is to not use any Java 7 or 8 specific APIs
L16[00:02:27] <tterrag> ye
L17[00:02:28] <Zaggy1024> mine broke on the
left side before, may have something to do with why ti came out
this time
L18[00:02:29] <tterrag> obviously
L19[00:02:34] <unascribed> you'll want to
pull in StreamSupport if you plan on using streams or any of the
functional extensions to the Collections framework
L20[00:02:36] <tterrag> that's why we have
guava/apache :D
L21[00:02:57] <unascribed> and yeah,
Guava's functional interfaces work fine with lambdas so it
shouldn't be an issue either way
L22[00:03:12] <tterrag> Cypher121: use
chylex's shadeable javachecker
L23[00:03:20] <tterrag> we're trying to
make it a "standard" between mods
L24[00:03:27] <tterrag> it uses a tweaker
to make a swing popup before the game even starts
L25[00:03:54] <Zaggy1024> biting through an
apple is so much easier without the stupid retainer
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L28[00:04:30] <unascribed> huh, that's
useful
L30[00:04:39] <unascribed> I think
Retrolambda is a better solution personally :P
L31[00:04:51] <tterrag> I'm only going to
set the req to j8
L32[00:04:53] <tterrag> j7***
L33[00:04:59] <tterrag> some recent stats
suggest that j6 users are <1%
L34[00:05:02] <Cypher121> but does it have
big CLICK HERE button?
L35[00:05:03] <unascribed> yeah, most
people have J7
L36[00:05:07] <tterrag> Cypher121: it has a
hyperlink
L37[00:05:24] <Cypher121> mine is prettier
:(
L39[00:05:32] <unascribed> I only wish you
could set the name of the mod
L40[00:05:35] <unascribed> rather than
"One of the mods"
L41[00:05:54] <tterrag> there's no way to
know really
L42[00:06:01] <tterrag> you could bug
chylex about it though
L43[00:06:03] <tterrag> maybe it's
possible
L44[00:06:09] <tterrag> Cypher121: it could
be made prettier by setting the LaF
L45[00:06:12] <tterrag> I'll make a PR
maybe :P
L46[00:06:19] <unascribed> if you make a
LaF PR
L47[00:06:28] <unascribed> for the love of
Linux, please try the GTK+ LaF first
L48[00:06:36] <unascribed> Java likes to
use Metal on Linux
L49[00:06:38] <unascribed> and it's
ugly
L50[00:07:02] <tterrag> hmm? I used the
system LAF on ubuntu and it works fine
L51[00:07:19] <unascribed> I've tried it on
Debian, Kubuntu, and I think Arch and Fedora at varying
points
L52[00:07:25] <tterrag> well those all suck
then
L53[00:07:26] *
tterrag runs
L54[00:07:27] <unascribed> always uses
Metal when you ask for the system LaF
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L56[00:07:49] <tterrag> unascribed: feel
free to do it :P
L57[00:07:50] <unascribed> my solution is
to try the GTK LaF, catch the exception, try system LaF, and then
try the default LaF
L59[00:09:44] <unascribed> it being a
tweaker seems like a bit of a hack
L60[00:09:46] <unascribed> but okay
L61[00:10:17] <tterrag> it's the only way
it could be shadeable
L62[00:10:41] <unascribed> couldn't you
have an @Mod with before:* that catches a really early event
L63[00:10:48] <unascribed> like
constructing
L64[00:11:17] <MattDahEpic> i give up none
of the forge hooks are in the foge dev env and i cant compile
without them there night
L65[00:11:55] <Cypher121> heh
L66[00:11:59] <Cypher121> throws
Throwable
L67[00:12:14] <MattDahEpic> catch
Catchable
L68[00:12:18] <Cypher121> that's even
better than throws Exception
L69[00:12:34] <unascribed> my laser gun is
working :D
L71[00:12:51] <unascribed> any ideas as to
why the hotbar disappears partially?
L72[00:13:35] <Cazzar> Also, with
RetroLambda, the way i have it as is, is that is the reccomended
setup for it, as well as I force the compat to be compiling with
java 8
L73[00:13:42] <Cypher121> my guess is that
scope is being rendered between hotbar background and items
L74[00:13:42] <Cazzar> (and fuck
CP1242)
L75[00:13:58] <unascribed> Cypher121: I'm
using the RenderGameOverlay.Pre event for Helmet
L76[00:14:03] <tterrag> unascribed: lol no
mod classes are loaded farrrr earlier than that'
L77[00:14:03] <unascribed> so it should be
identical to how pumpkins work
L78[00:14:09] <unascribed> and pumpkins
don't do that
L79[00:14:21] <Cypher121> no idea
then
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L81[00:14:44] <tterrag> unascribed: it's
the zLevel you are rendering at
L82[00:14:48] <tterrag> items are higher
than the background
L83[00:14:52] <unascribed> I'm using a
zLevel of 0
L84[00:14:58] <unascribed> I tried negative
zLevels too
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L86[00:15:09] <tterrag> try
positive....
L87[00:16:42] <Cypher121> does anyone know
if List->Stream->List messes up the ordering?
L88[00:17:05] <unascribed> it shouldn't,
Lists return ordered Streams
L89[00:17:08] <Cazzar> If you do it right,
the data should be identical
L90[00:19:25] <unascribed> tterrag:
positive zlevel hides the levels text too
L91[00:19:36] <unascribed> I'm trying to
not hide anything by the way
L92[00:19:50] <tterrag> oh
L93[00:19:51] <unascribed> oh, I didn't go
far enough on negative Z :/
L94[00:19:52] <tterrag> hm
L95[00:19:52] <unascribed> I just did
-300
L96[00:19:54] <unascribed> and it
works.
L97[00:19:55] <tterrag> yeah
L98[00:19:59] <tterrag> I think hotbar is
-100
L99[00:20:08] <unascribed> I did this
yesterday while half asleep and sick, so I'm not surprised
L100[00:20:32] <shadekiller666> fry|sleep,
wake up i need to speak to you!
L101[00:21:06] <tterrag> shadekiller666:
so say I have a block where I need to use different UVs depending
on adjacent blocks, I could use unlisted properties and a custom
statemapper?
L102[00:21:45] <shadekiller666> uhh
L103[00:21:55] <shadekiller666> you might
not need the statemapper
L104[00:22:39] <tterrag> why? I want to
ignore a property and not have duplicated states
L105[00:22:41] <shadekiller666> i might be
able to make UV manipulation available through OBJState
L106[00:22:46] <tterrag> not using objs
lol
L107[00:22:47] <tterrag> it's just a
box
L108[00:22:59] <shadekiller666> oh, idk
then
L109[00:22:59]
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L110[00:23:14] <shadekiller666> minecraft
duplicates the states anyway
L111[00:23:19] <tterrag> pfft
L112[00:23:26] <tterrag> why do I ask you
then? :P
L113[00:25:19] <tterrag> btw
unascribed
L114[00:25:25] <tterrag> viewfinder should
be SQUARE
L115[00:25:27] <tterrag> pls
L116[00:25:31] <tterrag> no
circlerino
L117[00:25:48] <tterrag> also those guns
totally need models
L118[00:25:49] <unascribed> as an advocate
of the round sun
L119[00:25:55] <unascribed> circular
viewfinder
L120[00:25:59] <tterrag> DIE HERETIC
L121[00:26:04] <unascribed> I can't be
bothered to get 3D models working in 1.7
L122[00:26:13] <unascribed> and I've
always preferred unmodelled guns
L123[00:26:16] <tterrag> 1.7?
L124[00:26:19] <tterrag> just...make an
OBJ
L125[00:26:20] <shadekiller666> i don't
balame you lol
L126[00:26:28] <shadekiller666>
blame*
L127[00:26:28] <unascribed> modelling
takes effort
L128[00:26:31] <unascribed> effort i'm not
willing to expend
L129[00:26:39] <unascribed> I'm happy with
my texture and that's enough for me
L130[00:26:50] <tterrag> go play with
ichun's gun mods and then say that :p
L131[00:26:58] <unascribed> I have
L132[00:27:06] <unascribed> they always
feel out of place and overdone
L133[00:27:07] <tterrag> even the pig
cannon?
L134[00:27:09] <unascribed> yes
L135[00:27:11] <unascribed> especially the
pig cannon
L136[00:27:14] <shadekiller666> i chun
wrote a modeling program as a mod...
L137[00:27:23] <tterrag> yes, he did
L138[00:27:25] <shadekiller666>
ichun*
L139[00:27:27] <unascribed> I just don't
like modelled guns
L140[00:27:37] <tterrag> he is going to
enjoy all these pings
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L142[00:27:44] <unascribed> lol
L143[00:27:49] <unascribed> he's not in
here
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L145[00:28:06] <tterrag> yeah he is
L146[00:28:12] <tterrag> he's just
undercover
L147[00:28:16] <unascribed> iC*tab* ->
nothing
L148[00:28:17] <unascribed> ah, okay
L149[00:28:30] <unascribed> under a
different nick with a pingword :P
L150[00:28:31] <shadekiller666> he's
always here, he's always watching
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L163[01:11:54] <Cypher121> hopefully this
question will get me done with that stupid gui
L164[01:12:07] <Cypher121> when is
fontRendererObj initialized?
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L167[01:17:14] <tterrag> Cypher121:
MInecraft.startGame()
L168[01:17:19] <Cypher121> strange
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L170[01:18:00] <Cypher121> when I pass it
to text field in gui constructor, it's null =\
L171[01:18:22] <tterrag> how are you
accessing it?
L172[01:18:39] <Cypher121>
fontRendererObj
L173[01:19:13] <tterrag> you mean the
instance field of the GUI?
L174[01:19:17] <Cypher121> it's protected
so I can simply access it from subclass constructor
L175[01:19:18] <Cypher121> yes
L176[01:19:24] <tterrag> why are you
creating a text field in the constructor? :P
L177[01:19:37] <Cypher121> when should I
create it?
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L179[01:19:47] <Cypher121> I'm confused
:(
L180[01:19:54] <tterrag> ok well
L181[01:19:59] <tterrag> it's obviously
not been initialized at that point
L182[01:20:34] <Cypher121> so I can't use
it in constructor
L183[01:20:52] <Cypher121> and if I do it
in initGui it gets rewritten on each re-scale
L184[01:21:06] <tterrag> no, I guess you
can't use it in the constructor
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L186[01:23:14] <tterrag> it just passes
Minecraft.fontRendererObj though
L187[01:24:04] <Cypher121> so I guess I'll
either have to store it myself elsewhere or just ignore that
fact
L188[01:24:18] <tterrag> or...just...use
the minecraft reference
L189[01:24:34] <Cypher121> or that
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L204[01:49:42] <tterrag> shadekiller666:
uhhh what
L205[01:49:57] <shadekiller666> ?
L206[01:49:58] <tterrag> oh
L207[01:50:03] <tterrag> here I'll leave a
comment
L208[01:51:12] <shadekiller666> doesn't
java complain if there is a try {} without a catch(){}?
L209[01:51:28] <tterrag> no?
L210[01:51:40] <tterrag> it only cares
about checked exceptions
L211[01:51:46] <tterrag> in this case,
there are none
L212[01:52:18] <shadekiller666> right, but
you can't just have a try {} on its own
L214[01:52:36] <shadekiller666> you can
have a try{} finally{}
L215[01:52:39] <tterrag> correct
L216[01:52:48] <tterrag> I mean, having a
try on its own is the same as not having one at all
L217[01:52:51] <tterrag> so the compiler
doesn't allow it
L218[01:55:27] <tterrag> shadekiller666:
the heck why do you use Gson to parse true/false
L219[01:55:37] <tterrag>
Boolean.valueOf()
L220[01:56:10] <shadekiller666> because
the original intention was to use the custom data for more than
just 2 booleans
L221[01:56:36] <shadekiller666> but for
that, process() would have to move to a different place in the
scope
L222[01:56:37] <tterrag> but in the case
of booleans...gson is a TON of unnecessary complication
L223[01:56:59] <shadekiller666> or i'd
need to figure out a way of piping more data through the IModel and
into the other subclasses
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L225[01:57:53] <shadekiller666> this PR is
intended to be a quick fix so that Lex can make a new Recommended
forge build
L226[01:58:23] <shadekiller666> in the
next few days fry and i will be talking about ways to improve it
and such
L227[01:59:58] <tterrag> quick fixes are
usually the code that stays around the longest -.-
L228[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151029 mappings to Forge Maven.
L229[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151029-1.8.zip (mappings
= "snapshot_20151029" in build.gradle).
L230[02:00:09] <tterrag> do it right the
first time and you don't have a problem
L231[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/
L232[02:00:30] <tterrag> I left a few more
comments
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L236[02:03:31] <Baburek> Is it possible to
overwrite WorldProvider's canCoordinateBeSpawn() method for custom
WorldType?
L237[02:04:09] <shadekiller666> O.o
L238[02:04:24] <shadekiller666> how did i
get an NPE on a method definintion line...
L239[02:04:34] <LexManos> Harp on fry for
that pr and for a lighting fix, he knows the one im talking about
{and if he doesnt tell him to look at pahicraft} anyways bed time,
Just finished a marathon 7 hour debugging session to fix the final
Fernflower decomp issue. IT FUCKING WORKS the same on all systems
now!
L240[02:04:56] <shadekiller666> yay
L241[02:05:43] <shadekiller666> Lex, he
actually broke the missing model with the last MultiModel
patch
L242[02:06:10] <Cazzar> Goes to save a
text file
L243[02:06:35] <Cazzar> default save
location: C:\Windows\System32\drivers\etc
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L246[02:24:44] <LexManos> i dont want to
hear about shit you guys broke i just want it to fucking work
-.-
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L248[02:34:13] <Cypher121> what method is
called when player double-clicks a slot? the one that collects all
items of same type
L249[02:34:57] <tterrag> dunno if one
is
L250[02:36:56] <Cypher121> because I have
multitabbed inventory and it just collect from every tab.
L251[02:38:43] <Cypher121> and from
player's inventory
L252[02:39:05] <tterrag> you could just
override the slot method for taking a stack
L253[02:40:56] <Cypher121> yeah,
already
L254[02:41:07] <tterrag> Cypher121:
canTakeStack
L255[02:41:08] <Cypher121> it returned
wrong value sometimes
L256[02:41:15] <tterrag> I just checked,
there is no special method for doubleclick
L257[02:41:32] <Cypher121> I assumed that
if stack is not on screen, there's no reason to lock it for
takeStack
L258[02:41:39] <tterrag> heh
L259[02:42:55] <Cypher121> about 2 weeks
ago this thing was supposed to be a little side project that is
just a fancy addition to the mod
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L262[02:57:44] <unascribed> isn't that
always how it works?
L263[02:58:10] <unascribed> "Oh, this
would be cool and simple"
L264[02:58:12] <unascribed> *2 months
later*
L265[02:58:19] <unascribed> "It's not
done, but that will do."
L266[03:17:37] ***
fry|sleep is now known as fry
L267[03:18:09] <fry> shadekiller666:
MultiModel exception was fixed a few days ago; update your
fork
L268[03:18:22] <shadekiller666> i
did
L269[03:19:28] <fry> show me an example of
the model that trows an exception then
L270[03:21:56] ⇦
Quits: auenfx4 (David@120.155.29.18) (Ping timeout: 194
seconds)
L271[03:22:34] <shadekiller666> with the
way that the throwing of UVsOutOfBoundsException is set up, without
the ternary operator in the constructor of MultiModel, the game
crashes with "RuntimeException: no base model or submodel for
this MultiModel.Baked."
L272[03:23:01] <shadekiller666> due to
this.base being null, and this.parts being empty
L273[03:23:15] <shadekiller666> the
Baked() constructor gets angry
L274[03:23:39]
⇨ Joins: luacs1998 (~miyamoto@abrarsyed.com)
L276[03:24:56] <shadekiller666> so if you
were to comment out that one line in MultiModel and just make it
"this.base = base", then after the obj loader throws the
error for the UVs exception, it will crash with that RE, which is a
series of method calls that start when
ModelLoaderRegistry.getMissingModel() is called
L277[03:25:12] <shadekiller666> the eye
model would be the one throwing the UVs exception
L279[03:25:50] <fry> ah, ignore that
L280[03:25:55] <shadekiller666> lol
L281[03:26:28] *
kashike shakes fist at :extractForgeRangemap
L282[03:26:35] <shadekiller666> oh, and i
have another small patch if thats ok
L284[03:27:04] <shadekiller666> its an
idea for a better way to pass data from OBJModel into
OBJBakedModel, and subsequently to the rest of the classes
L285[03:27:36] <shadekiller666> wouldn't
it return to the loop at that point?
L286[03:27:44] <fry> what?
L287[03:28:30] <shadekiller666> thats
inside the big for loop that parses the file data, would execution
not return to that same place in the loop after throwing the
error?
L288[03:28:48] <fry> exceptions do not
return
L289[03:29:19] <tterrag> exceptions are
thrown up through the call stack until it either hits a catch block
that accepts it or crashes the JVM
L290[03:29:24] <shadekiller666> so after
throwing the error and printing the stacktrace, the JVM just fucks
off?
L291[03:29:37] <tterrag> what did you
think happen?
L292[03:30:46] ⇦
Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk) ()
L293[03:33:37] <Wuppy> o/
L294[03:33:59] <shadekiller666> just
wasn't sure how java handles scope with exceptions
L295[03:34:36] ***
MrKick|Away is now known as MrKickkiller
L296[03:34:40] <tterrag> that's why
there's checked/unchecked
L297[03:34:45] <tterrag> checked must be
caught somewhere
L298[03:34:50] <tterrag> you cannot just
throw checked exceptions
L299[03:35:00] <tterrag> (unless you are
very sneaky)
L300[03:36:02] ⇦
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seconds)
L302[03:37:15] <tterrag> fry: bad
link?
L303[03:37:20] <tterrag> you linked to a
field
L304[03:37:30] <tterrag> but he did nuke a
constructor
L305[03:37:43] <shadekiller666> a default
one
L306[03:37:52] <tterrag> no
L308[03:38:22] <shadekiller666> that was
litterally 2 seconds ago :p
L309[03:38:40] <tterrag> different line
number link
L310[03:39:03] <shadekiller666> no, that
commit
L311[03:39:22] <shadekiller666> was
litterally like 30 seconds before you said anything
L312[03:39:26] <tterrag> oh I see
L313[03:39:43] <fry> yup, shade
updated
L314[03:39:46] <tterrag> shadekiller666:
what the heck did you do to the formatting on those ifs
L315[03:39:52] <tterrag> USE BRACES
L316[03:39:53] <tterrag> ;_;
L317[03:40:36] <shadekiller666> and i
nuked it cuz "ambientOcclusion" and "gui3d" are
now in their own class inside of the OBJModel
L318[03:40:43] <shadekiller666> so that
constructor was pointless
L320[03:40:54] <tterrag> all of my
wat
L321[03:41:16] <shadekiller666> i despise
new line braces for chaining multiple single statement if-else
blocks...
L323[03:41:29] <tterrag> shadekiller666:
too bad, forge convention is otherwise
L324[03:41:39] <tterrag> this is not your
project
L325[03:41:58]
⇨ Joins: Samario
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L326[03:42:14] <shadekiller666> what about
that fry?
L327[03:42:23] <fry> change of the public
method
L328[03:42:25] <tterrag> you changed the
public constructor.../
L329[03:42:30] <tterrag> now all mods that
use the old version break
L330[03:42:30] <shadekiller666> oh
L331[03:42:36] <shadekiller666> :/
L332[03:42:38] <shadekiller666> fine
L333[03:42:52] <tterrag> you pushed it to
prod, you live with the consequences now :P
L334[03:43:04] <shadekiller666> all mods
written in the last 24 hours?
L335[03:43:30] <Cypher121> more like
L336[03:43:43] <shadekiller666> i don't
think there were that many people who were relying on this before
yesterday :P
L337[03:43:45] <Cypher121> mods written in
last 24 hours with OBJ models
L338[03:43:57]
⇨ Joins: FR^2 (~frquadrat@2001:41d0:1:f924::1)
L339[03:44:04] <fry> I don't make the
rules, Lex does :P
L340[03:44:23] <shadekiller666> and now
that its in forge, any mod that had made local copies should be
using the forge one
L341[03:45:13] <shadekiller666> ok,
whatever, if one additional useless constructor is what is wanted,
it will be what one gets
L342[03:47:17] <shadekiller666>
there
L343[03:49:16] <Cypher121> ugh, this is
bad
L344[03:49:39] <shadekiller666> fry, it
also turns out that there is a binary version of the .obj format,
with .mod as the extention, but its "proprietary and
undocummented"
L345[03:49:49] ⇦
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L346[03:49:52] <Cypher121> I have to sync
all these slots with server now, otherwise they'll be counted as
not locked server-side and will break everything :(
L347[03:50:03] <fry> I wouldn't be
surprized if there's more than one
L348[03:50:23] <shadekiller666> theres
like 400 variations of the ASCII format
L349[03:51:36]
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L350[03:52:32]
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L351[03:53:37] <shadekiller666> fry, those
changes sufficient for a quick patch?
L352[03:53:55] <shadekiller666> for the
patch*
L353[03:54:13] *
fry is reading them
L354[03:54:55] ⇦
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(Ping timeout: 186 seconds)
L355[03:55:11] <shadekiller666> also,
tterrag brought up the idea of having an Exception for
CustomModelLoaders in general
L356[03:55:29] <shadekiller666> fry^
L357[03:55:55] <fry> shadekiller666: so,
the error you get from the MultiModel indicates that you didn't
update, since in the last forge that exception containts the model
location at the end
L358[03:57:03] <Lex_> 24 hours is
sometimes okay
L359[03:57:13] <Lex_> i wouldnt worry
about that to much
L361[03:57:29] <shadekiller666> lol
L362[03:57:45] <fry> here I am, channeling
my inner Lex, and real one comes along and is softer :P
L363[03:57:49] <Lex_> but yes, keep
compatibility in mind
L364[03:58:13] <Lex_> I fixed the fucking
FF bug
L365[03:58:21] <Lex_> and im watching the
libraries, im pretty good right now
L366[03:58:25] <fry> saw that,
amazing
L367[03:58:35] ⇦
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(~Artix@AClermont-Ferrand-552-1-196-87.w86-207.abo.wanadoo.fr)
(Ping timeout: 378 seconds)
L368[03:58:43] <Lex_> Fry: Fix the fucking
lighting issues the guy ont eh forums reported. and get obj shit
done.
L369[03:58:44] <Lex_> BetteR?
L370[03:58:50] <fry> 1 sec
L371[03:59:10] <shadekiller666> so you're
right fry, guess i didn't update
L373[03:59:31] <Lex_> I know that internal
light values can be weird, but we need to atleast do as good as
vanilla
L374[03:59:32] <fry> here's vanilla with
that fancy resource paxk
L375[03:59:54] <fry> the difference is
that there's a hidden torch to the right of the furnace
L376[04:00:08] <Lex_> Are you..
dense...
L377[04:00:08] <fry> so, this model allows
you to peek through walls
L378[04:00:13] <Lex_> you took a picture
at night time...
L379[04:00:19] <Lex_> when you're wanting
to show off light
L380[04:00:24] <fry> you can still see the
difference
L381[04:00:39] <shadekiller666> still
pretty funny though :P
L382[04:00:49] <fry> and it's more clear
in the dark
L383[04:01:07] <fry> there's a torch in
the first screenshot, and no torch in the second
L384[04:01:10] <Lex_> the issue he was
having was in a setup with chests on both sides
L385[04:01:19] <Lex_> and a solid block
above/below
L386[04:01:25] <Lex_> a well lit front
face was black
L387[04:01:44] <fry> didn't see anything
about chests, lemme look again
L388[04:02:09] <Lex_> And yes, that'd
pretty much what I'd expect all faces with the same direction get
the same light be it internal or not.
L389[04:02:22] <fry> nope, no mention of
chests, I'm not crazy
L390[04:02:46] <Hunterz> hi, will be
possible add tab completion and history to forge server console?
like spigot, cauldron etc.
L392[04:03:02] <fry> I'd expect that too
if the block was transparent
L393[04:03:09] <fry> chests have nothing
to do with this
L394[04:03:13] <Lex_> dont care
L395[04:03:16] <Lex_> thats his
setup
L396[04:03:19] <Lex_> thats what hes
getting
L397[04:03:20] <fry> furnace is black if
there's nothing around it
L398[04:03:27] <shadekiller666> why
L399[04:03:34] <shadekiller666> thats not
how light works
L400[04:03:35] <fry> because it's
opaque
L401[04:03:40] <fry> it is, in MC
L402[04:03:50] <shadekiller666> it
shouldnt be
L403[04:03:58] <Lex_> so if you stick a
furnace down by itself
L404[04:04:03] <Lex_> it should look like
a black cube?
L406[04:04:07] <fry> I still maintain that
opaque blocks having faces inside is a bug
L407[04:04:14] <shadekiller666> it
is
L408[04:04:20] <fry> since there are no
vanilla models that have that
L409[04:04:26] <Lex_> i understand
this
L410[04:04:28] <shadekiller666> unless the
model is designed that way
L411[04:04:31] <Lex_> however the point
is
L412[04:04:38] <Lex_> you degrade the
lighting values
L413[04:04:38] <fry> and there is an
option to disable the forge lighting
L414[04:04:49] <Lex_> id rather see this
fixed
L415[04:04:51] <fry> I don't degrade them
for vanilla
L416[04:04:56] <Lex_> then for you to hand
wave that it doesnt matter
L417[04:05:08] <fry> only for resource
packs that rely on something that I concider a bug
L418[04:05:10] <Lex_> either that or we
rip out your lighting changes
L419[04:05:36] <unascribed> this
"bug" is essentially the entire purpose of resource
packs
L420[04:05:41] <Lex_> AND THIS ISNT EVEN
FUCKING INTERNAL FACES
L421[04:05:46] <shadekiller666> maybe its
about time forge rewrote the lighting engine
L422[04:05:47] <Lex_> this is just a inset
face
L423[04:05:47] <fry> yes, it is
L424[04:05:49] <Lex_> nothing more
L425[04:05:58] <fry> there's no
difference
L426[04:06:15] <Lex_> yes
L427[04:06:16] <Lex_> there is
L428[04:06:31] <fry> it's impossible to
tell which is which
L429[04:06:33] <shadekiller666> i'm
willing to help in writing those changes, as much as i can'
L430[04:06:51] <Lex_> fine, dont tell
which is which
L431[04:06:56] <Lex_> just support
lighting of them all correctly
L432[04:07:06] <fry> I am lighting them
correctly
L433[04:07:21] <Lex_> {and actually there
is a way to tell which is which, involving a lot fo ray tracing but
we're not gunna do that}
L434[04:07:30] <fry> since the 2 furnace
screens I'm showing you is incorrect
L435[04:07:30] <Lex_> for your definiton
of correctly
L436[04:07:48] <Lex_> explain to me why
his is fucked up.
L437[04:07:52] <shadekiller666> or,
aproximate with face normals and general direction the light is
coming from
L438[04:08:08] <Lex_> okay lets go even
simpler
L439[04:08:12] <Lex_> the workbench
L440[04:08:17] <Lex_> its lighting is
fucked up as well
L441[04:08:24] <Lex_> it has no 'internal'
faces
L442[04:09:20] *
fry is looking, 1 sec
L443[04:09:28] <Lex_> For some unknown
reson, you decide that any face that is not explicitly at the exact
edge of the model is light level 0
L444[04:10:58] <fry> exact same issue as
the furnace
L445[04:11:07] <fry> you can see if the
torch is to the side of it
L446[04:12:04] <shadekiller666> fry, does
the tesseract have this same problem?
L447[04:12:28] <Lex_> not the same
issue
L448[04:12:38]
⇨ Joins: Benimatic
(~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
L449[04:12:40] <Lex_> or if it is an
exmaple of the factthat you're doing ti wrong
L450[04:12:54] <Lex_> you should be able
to see with the torch anywhere within 15 blocks
L451[04:12:57] <shadekiller666> my normals
are fixed now
L452[04:13:14] <Lex_> anone got a link to
the minecraft launcher.. fucking website isnt letting me
login
L454[04:13:56] <fry> I'm loking at
vanilla, with that fancy texture pack
L455[04:14:06] <fry> *looking
L456[04:14:14] <Lex_> You do have to log
in for the fucking site to give you that direct link.
L457[04:14:18] <Lex_> Hence why I asked
for the link
L458[04:14:24] <unascribed> I got the link
without logging in, but whatever
L459[04:14:39]
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L460[04:14:49] ⇦
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(~BubbleTro@188-23-36-153.adsl.highway.telekom.at) (Quit:
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L461[04:16:36]
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(~BubbleTro@188-23-36-153.adsl.highway.telekom.at)
L462[04:16:36] <shadekiller666> yep, my
normal calculations are working fine now
L463[04:17:06] <Cypher121> is there any
way to send info between server- and client-side containers other
than enchant packets?
L464[04:17:17] <BubbleTrouble> Hey, has
someone done stuff on first person render stuff, so for instance
that the left hand can also be seen holding the item ?
L465[04:17:40] <unascribed> simpleimpl
packets should work too for containers
L466[04:18:00] <unascribed> BubbleTrouble,
maybe look at how maps do their rendering?
L467[04:18:22] <BubbleTrouble> Ok, i'll
have a look.
L468[04:18:50] <shadekiller666> maps are
entirely hardcoded
L469[04:19:02] <shadekiller666> as are
item-frames...
L470[04:19:50] <unascribed> well, then I
have no idea :P
L471[04:19:55] <unascribed> i've never
done any special first-person rendering
L472[04:20:20] <tterrag> BubbleTrouble:
1.7 or 1.8?
L473[04:20:37] <BubbleTrouble> 1.8
L474[04:21:04] <tterrag> you can't
then
L475[04:21:05] <tterrag> that I know
of
L476[04:21:14] <BubbleTrouble> Oh, that
sucks.
L477[04:21:27] <BubbleTrouble> Cause of
the .jsons ?
L478[04:21:47] <tterrag> because like any
system mojang comes out with, they didn't make it able to encompass
all their use cases
L479[04:21:54] <tterrag> so they special
case all the weird stuff, like maps
L480[04:22:26] <BubbleTrouble> ah, k
L481[04:23:04] <shadekiller666> though 1.9
is supposedly going to make compasses and clocks non-hard
coded
L482[04:23:21] <BubbleTrouble> Well thanks
for the hint then, it will just have to look weird when holding the
gun then ( Helping out on ArkCraft mod, where we adding the guns
)
L483[04:23:31] <shadekiller666> but that
also means 64 additional .json files...
L484[04:24:00] <BubbleTrouble> I think
updating mods to 1.9 wont be to easy.
L485[04:24:12] <shadekiller666> how
so?
L486[04:24:35] <shadekiller666> i can
imagine it will be a significant bit easier than 1.7->1.8
L487[04:24:46] <BubbleTrouble> Yea,
maybe.
L488[04:24:54] <BubbleTrouble> Well lets
wait and see.
L489[04:24:59] <shadekiller666> and
1.7->1.8 is easier today than it was when 1.8 first came
out
L490[04:25:23] <shadekiller666> can't
imagine*
L491[04:26:03] <tterrag> I enjoyed a few
months back when Searge said that they were keeping 1.9 simple and
then like 5 mins later DB said he had rewritten some base
system
L492[04:26:04] <tterrag> lol
L493[04:26:27] <tterrag> now we know a bit
more, they've redone everything to do with "equipping"
items
L494[04:26:28] <shadekiller666> and then
they released a snapshot with wings...
L495[04:26:38] <tterrag> that's going to
be the trickiest part I think
L496[04:26:48] <tterrag> shadekiller666:
DON'T YOU DIS THE WINGS
L497[04:26:51] <tterrag> wings are
awesome
L498[04:26:56] <shadekiller666> and the
animation changes are going to be interesting
L499[04:27:36] *
shadekiller666 wasn't dissing da wings
L500[04:28:10] <shadekiller666> fry,
anything else stand out to you with those quick fixes?
L501[04:30:34] <shadekiller666> well, if
you find something, comment on the PR, i'm going to bed
L502[04:30:42]
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L503[04:30:42]
MineBot sets mode: +o on Lex__
L505[04:31:50] <BubbleTrouble> What you
guys think of the mods custom start menu xD
L506[04:32:10] <shadekiller666> the A
needs to not be that
L507[04:32:13] <unascribed> if it's a
total conversion, ala TFC: it's fine
L508[04:32:27] <unascribed> if it's a mod
that adds a lot but isn't a total conversion, ala Aether: get rid
of it
L509[04:32:48] <shadekiller666> ?
L510[04:32:49] <tterrag> or at least allow
it to be turned off (or on)
L511[04:32:56] <unascribed> and make it
off by default :P
L512[04:33:03] ⇦
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seconds)
L513[04:33:16] <BubbleTrouble> Yea, well
we just testing around:)
L514[04:33:30] <unascribed> your mod
sounds like a totalconversion, since you're basically making a port
of ARK to Minecraft
L515[04:33:30]
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L516[04:33:30]
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L517[04:33:32]
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L518[04:33:43] <Lex_> Fucking internet
drop...
L519[04:33:44] <unascribed> I've never
understood the point of recreating other games in Minecraft, but if
you enjoy doing it, the more power to you I guess
L520[04:34:36] <BubbleTrouble> Well not
sure if you guys played ark survival before, but its like its own
island, so we used the heightmap for it, so where u can select the
world type you can now select the Island, and its just like in ark,
but still little messed up with the biomes.
L521[04:35:59] ⇦
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seconds)
L522[04:36:24] <BubbleTrouble> Well, this
we not really intending to change the whole of mc, we mainly adding
new blocks, tameable dinos, which works already, and then maybe a
custom level system and so on. We also got our own crafting systems
working, so for instance, u can have a crafting recipe which
consumes, 50 iron igots, 30 wood,...
L524[04:36:56] <unascribed> well, my
meaning behind "total conversion" is basically it
wouldn't make sense to use it with other mods
L525[04:36:58] <Lex_> Now, lets see if you
can spot the problem...
L527[04:37:09] <unascribed> unless said
mod was designed as an extension to the total conversion
L528[04:38:47] <fry> Lex: yes, I now see
there's a separate issue with the furnace, it doesn't light up for
some reason even with smooth lighting; but, to see what the guy was
having, turn off smooth lighting
L529[04:39:23] <tterrag> whats up with the
grass texture
L530[04:41:03] <fry> and to see what I'm
talking about - put the totch on the side of the furnace, and
surround it with stone
L531[04:41:12] <fry> and compare to the
same without the stone
L532[04:41:17] <fry> *without the
torch
L535[04:43:29] <fry> I agree that furnace
in forge-smooth is incorrect, and I'll look into why
L536[04:43:51] <Lex_> So is the
workbench
L537[04:43:56] <fry> but forge-flat is
correct from the point of view of fixing looking through
walls
L538[04:44:17] <Lex_> looking through
walls?
L539[04:44:38] <fry> workbench in
forge-smooth is lit better than in vanilla, since the light of the
faces is independent from the blocks on the other side
L540[04:44:45] <fry> try the torch
thing
L541[04:45:43] ⇦
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L542[04:46:14]
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L543[04:46:41] <tterrag> fry: how in the
worl dis that "lit better" ?
L544[04:46:46] <Lex_> i dont see much
difference with or without the torch but ya
L545[04:46:57] <fry> look at the furnace
at night
L546[04:47:04] <Lex_> with smooth on,
orkbench looks fine
L547[04:47:08] <Lex_> funace is shit
L548[04:47:56] <tterrag> tbh the smooth
vanilla crafting table looks better to me, the shading on the
underside of the lip is more what I would expect
L549[04:48:27] <fry> tterrag: if you
remove the furnace from below it it changes
L550[04:48:34] <tterrag> uhhh
L551[04:48:39] <tterrag> oh
L552[04:48:41] <fry> and if you add
something on the top the bottom bright one changes too
L553[04:48:54] <fry> and that's what I
concider being the bug
L554[04:49:05] <tterrag> yeah no I
agree
L555[04:49:09] <tterrag> that's a
bug
L556[04:49:15] <fry> it doesn't happen in
what I did in forge
L557[04:49:19] <tterrag> because it's
calculating the lighting like it's a bottom face
L558[04:49:25] <fry> exactly
L559[04:49:33] <Lex_> Ya.. i dont see any
noticable difference between vanilla and forge on the workbench at
night
L560[04:50:18] <fry> Lex: look at the
furnace, flat vanilla lighting, torch to one side, torch surrounded
by stone from other 5 sides
L561[04:50:22] <fry> at night
L562[04:50:35] <fry> then remove the
torch, keep everything else the same
L563[04:50:44] <fry> you'll get 2
screenshots I've posted earlier
L564[04:50:58] <Lex_> yes the furnace
interior is incorrectly lit
L565[04:51:09] <Lex_> however, the fact
that i can see the furnance means it better then forge.
L568[04:52:28] <fry> I maintain that
that's the problem with the resource pack, and there's no easy fix
that would simultaneously fix this bug and make this furnace model
be seen
L569[04:53:00] <Lex_> And ya, looking at
vanilla
L570[04:53:11] <Lex_> thats how i'd expect
a fairly simple lighting system would work.
L571[04:53:37] <Lex_> The face has the
light value of whatever block it's pointed at, be it and interior
face or not.
L572[04:53:57] <Lex_> And i understand
that you consider this a resource pak problem
L573[04:54:24] <Lex_> However, I am
DICTATING TO YOU, Just to make it clear this is not a debate, that
you are wrong and you need to figure out how to make the furnace
not PITCH FUCKING BLACK
L574[04:54:50] <fry> by turning off the
config option to use the forge lighting
L575[04:54:56] <fry> is that
acceptagble?
L577[04:55:37] <Lex_> seriously
L578[04:55:41] <Lex_> how is this
confusing...
L579[04:55:52]
⇨ Joins: Benimatic
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L580[04:56:00] <Lex_> the model has a
face, light that face.. what in your code is deciding that its zero
light?
L581[04:57:00] <fry> alright then, I'll
make it look like the bug in vanilla
L582[04:57:09] <Lex_> Also
L583[04:57:14] <fry> gimme a couple of
hours :P
L584[04:57:15] <Lex_> how do you decide
that the border should be lit
L585[04:57:19] <Lex_> but the interior
should not?
L586[04:57:31] <fry> border is on the
outside of the block
L587[04:57:42] ⇦
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L588[04:58:10] <fry> difference between
flat lighting in vanilla and forge: vanilla only checks if the face
is axis-aligned, forge also checks that it's far enough to the
side
L589[04:58:16]
⇨ Joins: Cypher122
(~Thunderbi@c-73-158-248-128.hsd1.ca.comcast.net)
L590[04:58:36] <Cypher122> typical
esper
L592[04:58:42] <Lex_> is lit just
fine...
L593[04:58:51] <fry> because it's
transparent
L594[04:58:59] <fry> the whole issue is
with opaque blocks
L595[04:59:06] <Lex_> humm
L596[04:59:07] <Lex_> okay
L597[04:59:11] <fry> which in vanilla
don't have holes in their models
L598[04:59:16] <Lex_> well remove the 'far
enough to the side' check
L599[04:59:19] <Lex_> and call it good
then
L600[04:59:38] <fry> I'll look at why
furnace is broken with the smooth lighting too
L601[04:59:38] ⇦
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L602[04:59:39] ***
Cypher122 is now known as Cypher121
L603[04:59:39] <Lex_> 90% of 1.8+ resource
packs have holes in their models
L604[04:59:45] <Lex_> its all the rage to
make blocks 3d
L605[05:00:04] <Lex_> so you're saying
that we should break 90% of all resource packs cuz you have a
theoretical issue with it
L606[05:00:13] <fry> not theoretical
L607[05:00:14] ***
MrKickkiller is now known as MrKick|Away
L608[05:00:30] <Lex_> okay actually
L609[05:00:34] <fry> there's a bit of code
in mc that specifically fixes this
L610[05:00:41] <Lex_> no the issue is your
smooth lighting doesnt proper trace light paths
L611[05:01:04] <fry> it just doesn't
consider the possibility of models with holes, and therefore does
it buggy
L612[05:01:15] <Lex_> you check if it's
'far enough to the side' you need to check if it's 'not blocked by
anything else on that side'
L613[05:01:24] <fry> and "tracing the
light paths" is not easy
L614[05:01:32] <Lex_> I know its not
L615[05:01:41] <Lex_> which is why im okay
with the 'buggy' experiance vanilla gives.
L616[05:02:02] <fry> I may look into doing
that in the future, but for now, bug it is :P
L617[05:02:07] <Lex_> 'black because fry
doesnt want to implement anything else' is not a excuse im satified
with using
L618[05:02:08] ***
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L620[05:02:42] <fry> I see where you're
coming from
L621[05:02:45] <Lex_> This is a really
good introduction to you for shit i have to put up with all the
time.
L622[05:03:15] <fry> well, I should be
putting up with the lighting complaints, shouldn't I? :P
L623[05:03:18] <Lex_> there is A LOT I
could do that would be better for both the engine and end users if
i could convince end users to change a bit {resource packs being
one of them}
L624[05:03:20] <Lex_> but i cant
L625[05:03:23] <Lex_> so we have to deal
with it
L626[05:03:56] <fry> "disable the
forge lighting in the options" would be the responce I'd give,
but whatever :P
L627[05:03:56] <Lex_> You should be yes,
however your *handwave*this is not the bug you're looking for* is
not a valid answer
L628[05:03:59] <Lex_> so im harping on
you
L629[05:04:23] <Lex_> I'd be fine with
that if it was like 5% of users
L630[05:04:38] <Lex_> Just like im fine
with like 5% of users who have issues with the loader screen
L631[05:04:53] <Lex_> However this isnt 5%
of users, this is more like %90
L632[05:05:02] <Lex_> {seriously
resourcepacks like this are popular}
L633[05:05:06] <fry> I don't have the
stats about resource packs in front of me, so I'm doing it your way
:P
L634[05:05:31] <Lex_> i dont have them in
front of me either but im going off memory of last time i looked at
them which was last week or so.
L635[05:05:40] <fry> good enough :P
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L637[05:06:06] <fry> Hmm, should I add an
option for the current forge behaviour, with default one being the
vanilla-ish one?
L638[05:06:17] <fry> or is it not worth
it? :P
L639[05:06:17] <Lex_> if you want,
sure
L640[05:06:24] <Lex_> thats your code, you
have to maintain it
L641[05:06:44] <fry> I'll probably wait
till I look into proper occlusion
L642[05:07:08] <Lex_> i like how vanilla
has 3 levels of smooth lighting
L643[05:07:19] <Lex_> your 'minimal' could
be the 'buggy' version
L644[05:07:27] <Lex_> and your 'max' can
be proper occlusion
L645[05:07:56] <fry> I don't actually know
what's the difference between vanilla "minimal" and
"max" smooth lighting :P
L646[05:08:09] <Lex_> neither do i never
looked into it
L647[05:08:17] <fry> same :P
L648[05:08:24] <Lex_> however, i wouldnt
advise reusing that exact value, but same concept
L649[05:08:30] <Lex_> different levels to
emable different features
L650[05:08:33] <fry> I see what you
mean
L652[05:09:21] <fry> Cypher121: :P
L653[05:09:25] <Cypher121> :P
L654[05:09:47] <tterrag> fry has a macro
for :P<enter>
L655[05:09:51] <tterrag> and just uses tha
to send messages
L656[05:09:59] <fry> I don't need to fancy
macro
L658[05:10:35] <tterrag> :P
L659[05:10:35] <shadekiller666> :d
L660[05:10:40] <tterrag> :b
L661[05:10:42] <fry> ah, I see what's the
issue with the furnace and smooth lighting
L662[05:10:55] <fry> it has smooth
lighting disabled in the model :P
L663[05:11:00] <fry> anyway, fixed
now
L664[05:11:14] <fry> well,
"fixed" :P
L665[05:12:12] ⇦
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L669[05:14:13]
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L673[05:17:17] <Cypher121> !calc
(256^5)^6
L674[05:17:54] <fry> damn it, didn't fix
everything :P
L675[05:18:00] <Wuppy> :P
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L678[05:18:33] <Lex__> fucking must be
doing work on the line
L679[05:18:46] <Wuppy> it seems like Lex
is cloning :o
L680[05:19:12] <Lex__> anyways, ya, I
specifically added a filter to my hexchat to filter out : P
L682[05:19:14] <Lex__> it was to much of a
habbit
L683[05:19:18] <Lex__> :P
L684[05:19:21] <Wuppy> haha that's what
happens when you talk with fry :P
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L686[05:19:25] <Lex__> guess i dont have
it on my laptop
L688[05:19:31] <unascribed> :P
L689[05:19:35] <Azanor> d:
L690[05:19:39] <Wuppy> stahp
L691[05:19:39] <Wuppy> pls
L692[05:19:39]
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L693[05:19:40] <Lex__> I prefer this
one
L694[05:19:50] <Lex__> (^*.*^)
L695[05:20:02] <Wuppy> that looks chinese
or japanese :P
L696[05:20:35] ⇦
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L697[05:20:35] <Lex__> <(*.*<)
(^*.*^) (>*.*)> Kirby dance!
L698[05:21:19] <unascribed> I've always
seen it with ' instead of *
L699[05:21:24] <unascribed>
<('.'<)
L700[05:21:39] <Wuppy> wouldnt it also be
better with an o instead of .
L701[05:21:45] <unascribed>
<(o.o<)
L702[05:21:45] <Wuppy> because kirby
L703[05:21:52] ⇦
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L705[05:21:54] <unascribed> that kirby has
seen things kirbys were not meant to see
L706[05:22:04] <Azanor> lol
L707[05:22:06]
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L709[05:22:12] <Wuppy> I mean
<('o'<)
L710[05:22:14] <unascribed> oh
L711[05:22:21] <Wuppy> kirby has a massive
mouth
L712[05:22:27] <unascribed>
<('O'<)
L713[05:23:08] <Lex__> Anyways bitching
done, i think fry gets my point.
L714[05:23:29] <fry> yup yup :P
L715[05:23:30] <Lex__> Gunna go back to
watching the librarians, projector ftw!
L716[05:24:06] <Wuppy> hmm I think there's
going to be a conflict with my roommates soon :c
L717[05:24:55] <unascribed> no, sheep,
you're going in the wrong direction
L718[05:24:57] <unascribed> tractor means
towards me
L719[05:25:00] <unascribed> not into
space
L720[05:25:07] <Wuppy> wot
L721[05:25:25] <unascribed> I'm
implementing a tractor beam
L722[05:25:34] <unascribed> and I got the
positions reversed
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L730[05:31:42] <unascribed> is there an
easy way to disable gravity for an entity?
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L732[05:37:01] <fry> Lex__: jenkins
issues
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L735[05:40:54] <Ivorius> unascribed: IIRC,
no
L736[05:40:57] <Ivorius> Only if you own
it
L737[05:41:11] <unascribed> :/
L738[05:41:44] <Wuppy> does anyone know a
tutorial for the ai system in Unreal?
L739[05:42:03] <DrD> For serialising an
arbitary object into NBT is the prefered way to serialise it into a
byte array and then store that?
L740[05:43:17] <Ivorius> No, the preferred
way is simply storing it as NBT :P
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L743[05:49:38] <Cypher121> that feel when
a question was asked on that channel for two days and on third day
I need it, but forgot the answer
L744[05:49:43] <Lex__> fry, Abrar|gone
broke shit.
L745[05:50:05] <Lex__> seriously
L746[05:50:14] <Lex__> Why cant people
make not broken shit...
L747[05:50:29] <fry> I try my best
:P
L749[05:50:52] <fry> functionality looks
good
L750[05:51:08] <fry> after pulling it I'd
say RB is ok
L751[05:51:26] <fry> (maybe another day or
so of testing wouldn't hurt though)
L752[05:52:06] <Lex__> formatting has
issues
L753[05:52:25] <Lex__> but honestly idgaf
as long as it works im not in the mood to bitch about things people
should already know
L754[05:53:45] <fry> merged, I'll go over
it at some point and fix all the formatting :P
L755[05:55:52] ***
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L764[06:22:47] <Wuppy> \o/ made myself an
amazing lunch :D
L765[06:23:34] <Wuppy> fancy spanish
baguette
L766[06:23:41] <Wuppy> I guess you could
call it that
L767[06:26:28] <GraphicH> lol ... spanish
... baguette
L768[06:27:41] <Wuppy> I know :P
L769[06:27:59] <Wuppy> it's a combination
of baguette with chorizo mozarella etc.
L770[06:28:58] <Cypher121> anyone here has
experience with invtweaks support?
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L820[07:54:05] <Cypher121> there's a line
between being abstract and being on drugs
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L830[08:12:31] <aaa801> how can i move a
entity to another world?
L831[08:13:58] <sham1> By changing its
co-ordinates :P
L832[08:14:44] <aaa801> thats coords
L833[08:14:45] <aaa801> not world..
L834[08:15:06] <sham1> Oh
L835[08:15:11] <sham1> You need a
Teleporter class
L836[08:15:50] <aaa801> im seeing
transferEntityToWorld in ServerConfManager
L837[08:16:07] <aaa801> not really
refactored tho :D
L838[08:16:55] <sham1> !gm
transferEntityToWorld
L839[08:17:07] <sham1> There really is
no
L840[08:17:15] <sham1> named stuffs
L841[08:17:29] <sham1> As it probably is
not expected to be used
L842[08:19:54] <aaa801>
MinecraftServer.getServer().getConfigurationManager().transferEntityToWorld(entity,
entity.dimension, (WorldServer)entity.getEntityWorld(),
(WorldServer)player.worldObj);
L843[08:19:59] <aaa801> seems to be the
layout it wants
L844[08:20:14] <Cypher121> player?
L845[08:20:40] <CrystalMare> Holy
shit
L846[08:20:49] <sham1> What is it
CrystalMare
L847[08:20:56] <CrystalMare> That column
width
L848[08:21:19] <CrystalMare> 170
characters in that string alone :3
L849[08:21:35] <aaa801> CrystalMare, ye im
teleporting a entity to the player
L850[08:22:56] <sham1> Programming
requires a lot of characters
L851[08:23:20] <Cypher121> that's why java
supports line breaks before points
L852[08:24:33] <sham1> Does it not also
support them after
L853[08:26:17] <Cypher121> never
tried
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L856[08:28:40] <Cypher121> damn, of all
songs to be stuck in my head it had to be Fox's Wedding
L857[08:29:04] <sham1> :P
L858[08:29:56] <Cypher121> InvTweaks
logic...
L859[08:30:14] <unascribed> you put
invtweaks and logic in the same sentence
L860[08:30:43] <Cypher121> if you give it
slot mappings for INVENTORY_HOTBAR and INVENTORY_NO_HOTBAR,
everything works perfectly
L861[08:31:09] <Cypher121> if you give
these two and combined INVENTORY mapping, only clicking on top row
works
L862[08:31:15] <Cypher121> ~shrug
L863[08:31:22] <Cypher121> !shrug
L864[08:31:28] <Cypher121> useless
bots
L865[08:31:39] <unascribed> i.e. no
bots
L866[08:31:49] <Cypher121> MCP
L867[08:31:57] <unascribed> MCPBot_Reborn
is only for mapping lookup
L868[08:32:00] <unascribed> it's a utility
bot not a fun bot
L869[08:32:01] <Cypher121> yeah
L870[08:32:21] <Cypher121> because modders
are not allowed to have fun >:(
L871[08:32:59] <sham1> We are
L872[08:33:09] <sham1> We just have to
have fun in code
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L874[08:33:13] <sham1> Never in IR
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L876[08:33:16] <sham1> IRC*
L877[08:34:00] <Cypher121> I'm afraid
players will underestimate my refined sense of humor. Maybe because
it's too destructive
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L879[08:35:22] <sham1> You can have fun in
comments or something like that
L880[08:35:58] <Cypher121> closed-source
;(
L881[08:36:18] <sham1> Why
L882[08:36:36] <Cypher121> I'm not the
author
L883[08:36:53] <sham1> Then why the hell
are you working on a mod then
L884[08:36:55] <Cypher121> and original
author is, well, not really active nowadays
L885[08:37:26] <Cypher121> because I like
it?
L886[08:37:31] <sham1> You could ask the
original author if he is willing for you to hijack the
project
L887[08:37:44] <sham1> But if it is closed
source, then how are you doing things in it
L888[08:38:06] <Cypher121> I'm a
contributor, just not the owner of whole thing
L889[08:38:17] <sham1> You can still write
comments cant you?
L890[08:38:35] <aaa801> theres a lot of
swear words in pixelmons comments
L891[08:38:51] <Cypher121> yup, but aside
from me only 3 people can read them
L892[08:39:10] <sham1> Ah how I love
elegant single-liners in coding
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L898[08:47:36] <OrionOnline> Is there a
way to get the ModID of a mod that calls a function in a different
mod?
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L900[08:48:10] <Ivorius> Not really
L901[08:48:20] <Cypher121> you can get
class/package names
L902[08:48:24] <Cypher121> from
stacktrace
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L904[08:48:27] <Ivorius> Ewww
L905[08:48:30] <Ivorius> no
L906[08:48:46] <Ivorius> If you want the
mod id
L907[08:48:49] <Ivorius> Make it a
param
L908[08:48:51] <Ivorius> Simple as
that
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L910[08:49:11] <OrionOnline> Was there not
a function in FML, like getActiveModContainer or some like
that?
L911[08:49:25] <Ivorius> That doesn't do
what you think it does
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L913[08:49:46] <Ivorius> It works only for
the EventHandler events, roughly
L914[08:49:50] <Ivorius> Pure
convenience
L915[08:49:59] <OrionOnline> Ah oke
L916[08:50:10] <OrionOnline> Good then i
will go with parameters
L917[08:50:22] <Ivorius> (y)
L918[08:50:32] <AbrarSyed> Lex_,
fixed.
L919[08:51:20] <Cypher121> there's no way
to remove annotations based on present mods, right?
L920[08:54:05] <sham1> Everything is
possible with a bit of hackery
L921[08:54:47] <sham1> But if it is
considered good or not is up for debate
L922[08:55:17] <Ivorius> If you need that,
your use of annotations is very questionable
L923[08:55:30] <Cypher121> InvTweaks
compat
L924[08:55:43] <Cypher121> I guess I'll
just shade api classes
L925[08:55:58] <Cypher121> although I'm
200% sure I'll fuck it up
L926[08:58:11] <AbrarSyed> uh..
@Api?
L927[08:58:31] <AbrarSyed> Cypher121, you
DO know that annotations fail silently if they are not found at
runtime right?
L928[08:58:56] <AbrarSyed> so why would
you need to remove an annotation?
L929[08:59:00] <Cypher121> I do now
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L931[08:59:12] <AbrarSyed> heh, good
:)
L932[08:59:12] <Cypher121> really, I
don'
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L934[08:59:39] <AbrarSyed> did I scare him
away?
L935[09:00:57] <CrystalMare> I mean
L936[09:01:00] <CrystalMare> You are
scary
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L938[09:03:00] <AbrarSyed> lol
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L950[09:32:36] <MattDahEpic> anyone have a
tutorial for forge PRs from intellij, i cant find ine
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L977[10:49:44] <Ordinastie> anyone ever
tried to manuall parse MC .dat file ?
L978[10:53:06]
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L979[10:53:51] <tterrag> aren't those
typically just NBT?
L980[10:54:27] <sham1> NBT data saved as
binary JSON if it goes like the rest of MC stuff
L981[10:54:45] <Ordinastie> tterrag, yes,
but I mean MANUALLY read the files
L982[10:54:52] <Ordinastie> not going
through MC
L983[10:54:58] <tterrag> you'd have to
recreate NBT
L984[10:55:03] <Ordinastie> yes
L985[10:55:04] <tterrag> in some shape or
form
L986[10:55:08] <tterrag> yes some hae done
it
L987[10:55:10] <sham1> You can parse
it
L988[10:55:12] <tterrag> see
NBTEditr
L989[10:55:22] <tterrag> or
NBTExplorer
L990[10:55:33] <fry> why would you want to
though? :P
L991[10:55:37] <Ordinastie> I tried to
look at NBTExplorer code, but's shady
L992[10:55:50] <Ordinastie> fry external
application to update a world
L993[10:55:55] <sham1> Maybe Fry because
it is interesting
L994[10:56:12] <fry> there's probably a
library out there
L995[10:56:21] <fry> was for NBT a long
time ago
L997[10:56:38] <Ordinastie> the question
is, are the specs in the wiki really accurate ?
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L1002[11:04:29] <Cazzar> OrionOnline you
want accurate specs, just look at the code!
L1003[11:04:36] <Cazzar> Ordinastie
*
L1004[11:04:40] <Cazzar> Damn fat
fingers.
L1005[11:05:41] <sham1> they're not
fat
L1006[11:05:45] <MattDahEpic> is lex the
only one who can merge mcforge PRs?
L1007[11:05:46] <sham1> They're big
boned
L1008[11:06:53] <Cazzar> sham1 or high
DPI screens :P
L1009[11:07:15] <sham1> your fingers are
high DPI screens?
L1010[11:07:19] <sham1> cool
L1011[11:07:45] <Cazzar> OK...
L1012[11:10:49] <cpw> heh
L1013[11:11:02] <cpw> so, who's
registering oredict entries in the constructor of items?
L1014[11:11:09] <cpw> and why did you
think that was a good idea?
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L1017[11:15:19] <sham1> witch hunt
commencing
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L1019[11:17:06] <Ordinastie> !gp
p_152455_1_
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L1021[11:22:57] <cpw> lol sham1
L1022[11:23:05] <cpw> man
L1023[11:23:14] <cpw> so many people are
doing it wrong. i am disappoint
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L1025[11:23:52] <cpw> what i'm
wondering
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L1027[11:24:01] <cpw> is what hackarounds
people have in place to work around this?
L1028[11:24:07] *
fry is sad people are doing
Minecraft.getItemModelMesher().registerItem
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L1030[11:24:22] <sham1> well what should
I do then
L1031[11:24:31] <cpw> register it before
you do your recipes
L1032[11:24:41] <cpw> and after you do
your registrations into GameRegistry
L1033[11:24:45] <tterrag> fry: as opposed
to?
L1034[11:24:52] <sham1> I mean with the
model mesher
L1035[11:24:53] <cpw> it never worked
before is the thing sham1
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L1037[11:25:20] <MattDahEpic> fry, whats
better than
Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item,meta,new
ModelResourceLocation(modid+":"+texture_name,modifier));
L1038[11:26:14] <fry> look at the forge
examples
L1039[11:26:41]
⇨ Joins: Delaxarnyazer
(~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300)
L1040[11:26:41] <fry> you might find more
than the answer to this there :P
L1041[11:27:20] <cpw> yes
L1042[11:27:24] <tterrag>
ModelLoader.setCustomModelResourceLocation
L1043[11:27:29] <fry> bingo
L1044[11:27:32] <tterrag> since I'm not
as lazy as fry >.>
L1045[11:27:45] <sham1> Thanks
tterrag
L1046[11:27:45] <fry> I'm not lazy, I'm
motivative
L1047[11:27:46] <cpw> looking at people's
usecases, it looks like they were mostly using this to register
"single item" ore dictionary entries
L1048[11:27:48] <cpw> fuck knows
why
L1049[11:27:50] <Ordinastie> ah, I found
my problem :s
L1050[11:28:01] <sham1> Fry is not
lazy
L1051[11:28:04] <cpw> we should throw an
exception if a single item oredict entry is created ;)
L1052[11:28:08] <sham1> He evaluates
everything at once
L1053[11:28:09] <Ordinastie> the read
methods I used to read the bytes don't actually move the pointer
:s
L1054[11:28:14]
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L1056[11:29:48] <fry> no idea
L1057[11:29:48] <Ordinastie> fully
qualified ?
L1058[11:29:55] <fry> eclipse derp
probably
L1059[11:30:50] <tterrag> also fry
instead of using Pair a Table might be nice :P
L1060[11:30:55] <tterrag> I don't really
like Pair
L1061[11:31:15] <fry> this is february
code
L1062[11:31:21] <tterrag> and?
L1063[11:31:26] <fry> I didn't know about
table then probably :P
L1064[11:31:56] <fry> also, it's
completely internal, why does it matter? :P
L1065[11:32:22] <tterrag> cpw: looks like
that guy on twitter gave you a pretty handy list of well used mods
that do it
L1066[11:32:46] <tterrag> fry:
Table<R, C, V> and you lookup by table.get(R row, C col)
returns V
L1067[11:32:50] <tterrag> basically does
the Pair wrapping for you
L1068[11:33:04] <fry> I know
L1069[11:33:13] <fry> I didn't in
february
L1070[11:33:20] <tterrag> I expected as
much from pam and co, but mezz_? :(
L1071[11:33:34] <cpw> lol
L1072[11:33:40] <cpw> it looks like
everyone's doing it tterrag
L1073[11:33:56] <cpw> the amusing thing
is if these dicts were supposed to have multiple entries
L1074[11:33:57] <cpw> they never
did
L1075[11:34:16] <MattDahEpic> 2 days
until n spoopy (n+2) me
L1076[11:34:19] <tterrag> UCE
MineFactoryReloaded|CompatChococraft{1.7.10R2.8.0} [MFR Compat:
Chococraft] (MineFactoryReloaded-[1.7.10]2.8.0-104.jar)
L1077[11:34:20] <cpw> most likely people
didn't really notice because most of the oredicts are single entry
only, probably
L1078[11:34:22] <tterrag> even skyboy
:(
L1079[11:34:25] <cpw> yup
L1080[11:34:29] <cpw> he has it in
vanilla too
L1081[11:34:45] <tterrag> it seems like
anything to do with forestry lol
L1082[11:34:59] <tterrag> botany,
extrabees, magicbees, gendustry
L1083[11:35:05] <cpw> forestry is
definitely one of the major culprits
L1084[11:35:09] <fry> one person writes a
mod/tutorial, 150 other people copy it :P
L1085[11:35:14] <cpw> most likely people
copied the code
L1086[11:35:28] <cpw> anyway
L1087[11:35:30] <tterrag> cpw: mezz_ is
around a lot, typically in #simplymodding
L1088[11:35:32] <tterrag> I'd yell there
;)
L1089[11:35:44] <cpw> i'm gonna make
forge put the spammy big warning up
L1090[11:35:57] <cpw> but work anyway,
how it used to (broken)
L1091[11:36:13] <tterrag> happy to see my
name nowhere on that list :p
L1092[11:36:16] <cpw> heh
L1093[11:36:25] <cpw> if you register
first, then create the dictionary entry
L1094[11:36:27] <cpw> you'll be
fine
L1095[11:36:33] <tterrag> of course
L1096[11:36:42] <cpw> the problem is
people are doing it in constructors
L1097[11:36:44] <cpw> forestry
L1098[11:36:54] <tterrag> I thought it
was painfully obvious that you should never do anything with
items/blocks prior to registration
L1100[11:37:01] <cpw> so did I
L1101[11:37:07] <MattDahEpic> so if this
is ore dict stuff, whats the best way to do it because i am
literally about to ore dict my stuffs
L1102[11:37:10] <cpw> what is happening
is that in oredict
L1103[11:37:17] <cpw> it read the ID for
the item
L1104[11:37:24] <cpw> if it wasn't
registered it'd get -1
L1105[11:37:35] <fry> I was registering
the blocks in the constructors onse
L1106[11:37:37] <cpw> so it'd go into
this weird "-1" bucket in the oredict lists
L1107[11:37:54] <cpw> if -1 already has
the dictionary name
L1108[11:37:54] <fry> not a great java
practice, but the code is very nice
L1109[11:38:07] <cpw> then your new entry
is not added to the list
L1110[11:38:13] <cpw> so you end up with
a lot of size one lists
L1111[11:38:24] <cpw> where there
(maybe?) should be lots
L1112[11:38:45] <cpw> MattDahEpic, just
register in the oredictionary AFTER you've registered at the
gameregistry and you'll be fine
L1113[11:38:55] <tterrag> fry: leaking
this is always bad
L1114[11:39:09] <tterrag> what if a
subclass needs to do something prior to registration?
L1115[11:39:12] <cpw> registering to the
gameregistry fry?
L1116[11:39:17] <fry> yup yup
L1117[11:39:17] <cpw> yeah
L1118[11:39:23] <fry> I'm aware of the
downsides :P
L1119[11:39:28] <cpw> there's often
things that need to happen between creation and registration
L1120[11:39:32] <fry> not doing that
anymore :P
L1121[11:39:37] <cpw> yup
L1122[11:39:43] <fry> factory approach is
often better
L1123[11:39:48] <tterrag> EnderIO has a
static factory method
L1124[11:39:49] <tterrag> yes
L1125[11:40:00] <tterrag> which calls
<init>, then a method .init() which does registrations
L1126[11:40:04] *
fry needs to write some mods :P
L1127[11:40:33] <sham1> You really
should
L1128[11:40:38]
⇨ Joins: Baburek (~Baburek@109.110.43.4)
L1129[11:40:41] <tterrag> fry: maybe you
could help me out with this
L1130[11:40:41] <Lumien> So what are use
cases where registering the block in constructor can cause
issues?
L1131[11:40:51] <Lumien> Because i
register all my blocks in a super class :P
L1132[11:41:07] ***
kroeser|away is now known as kroeser
L1133[11:41:08] <MattDahEpic> i assume
that oredict can be in preinit or init
L1134[11:41:12] <fry> with
"this"? :P
L1135[11:41:14] <tterrag> <tterrag>
I have a block/TESR combo, which renders a frame and then a TESR
image overtop of it, obviously a bit offset to avoid
z-fighting
L1136[11:41:14] <tterrag> <tterrag>
but I want the breaking animation to be overtop of the TESR
part
L1137[11:41:14] <tterrag> <tterrag>
any way to make that happen?
L1138[11:41:26] <tterrag> this is
1.8
L1139[11:41:27] <sham1> "this"
is annoying
L1140[11:41:35] <Baburek> Is it legal:
providers =
ReflectionHelper.getPrivateValue(DimensionManager.class, null,
"providers"); ?
L1141[11:41:36] <sham1> Also, this is
sparta and not 1.8
L1142[11:41:41] <fry> ah, there should be
a new option added to the TESR
L1143[11:41:47] <tterrag> Baburek: legal
yes
L1144[11:41:49] <fry> it's the breaking
progress, I think
L1145[11:41:51] <tterrag> but it won't
work in obf environment
L1146[11:41:56] <Baburek> I mean I've
never met this code in tutorials
L1147[11:42:03] ***
Ash|Work is now known as Ashlee
L1148[11:42:06] <tterrag> fry: aware, but
I'd need a lot of code just to recreate the breaking pattern
exactly like the block underneath
L1149[11:42:08] <sham1> how do you meet
code
L1150[11:42:28] <Baburek>
YUNoMakeGood
L1151[11:42:30] <tterrag> nvm,
DImensionManager is forge code
L1152[11:42:33] <tterrag> so it'll
work
L1153[11:42:34] <fry> if your TESR uses
the 1.8 models, there's a bit of code in vanilla that can do that
for you
L1154[11:42:44] <tterrag> fry: it does
not
L1155[11:42:45] <tterrag> it's just a
quad
L1157[11:43:49] <fry> well, breaking
animation is simply drawing the same quad but with the breaking
texture, instead of your one
L1158[11:43:55] <tterrag> and it needs to
be a dynamically sized quad so a model won't work right
L1159[11:44:04] <tterrag> fry: the
painting spans multiple blocks, so I can't easily do that
L1160[11:44:15] <tterrag> and it doesn't
match up with block boundaries
L1161[11:44:29] <tterrag> it would be
much easier if the breking anim could just be overtop of the
quad...
L1162[11:44:48] <fry> well, you still
have the underlying block model, yes?
L1164[11:44:55] <tterrag> how?
L1165[11:44:59] <tterrag> that image
makes no sense to me
L1166[11:45:17] <tterrag> to be clear
that is NOT a still of a z-fight
L1167[11:45:35] <sham1> Why would you
post a still of a z-fight
L1168[11:45:37] <Lumien> fry did you
change anything about color multipliers (tint) in the latest
forge?
L1169[11:45:42] <Lumien> They appear to
be completely inverted on items
L1171[11:45:52] <Lumien> + The enchanting
glow is also inverted
L1172[11:46:18]
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L1174[11:47:01] <fry> tterrag: look at
RenderGlobal.drawBlockDamageTexture - it adds an offset to the
WorldRenderer, before drawing the breaking animation
L1175[11:47:26] <fry> Lumien: grass looks
fine to me, can you show a screenshot of what you mean?
L1176[11:47:32] <Lumien> only in item
form
L1177[11:47:41] <Lumien> one second
L1178[11:47:42] <fry> yup, grass looks
fine as an item to me
L1179[11:48:01] <tterrag> fry: it does,
how does an offset help though?
L1180[11:48:19] <fry> it's how you get it
on top in your screenshot, I think
L1181[11:48:28] <tterrag> but why is it
PARTIALLY on top
L1182[11:48:33] <tterrag> how does it
clip through? like it's diagonal?
L1184[11:49:16] <fry> yup, feels like
there's more going on
L1185[11:49:22] <Lumien> The leather
armor is not dyed
L1186[11:49:29] <Lumien> and the spawn
egg is a pig so it's supposed to be pink
L1187[11:49:42] <Lumien> And the
enchantment glow is red
L1188[11:49:50] <fry> interesting
L1189[11:49:56] <tterrag> fry: I can't
imagine what
L1190[11:49:59] <Ordinastie> well, I
don't know why, but when I read a short at the current position, I
get 768 instead of the expected 3 :x
L1191[11:50:02] <tterrag> you have all
the code there in the repo :p
L1192[11:50:22] <fry> I mean in MC
:P
L1193[11:50:39] <tterrag> I know
L1194[11:50:52] <MattDahEpic> when
oredicting a block do you oredict the block or the itemblock?
L1195[11:50:53] <tterrag> but I don't
have anywhere near the knowledge of the new system to debug this
yet...
L1196[11:51:08] <tterrag> MattDahEpic:
when you call registerOre with a block it wraps it in an
ItemStack
L1197[11:51:09] <fry> tterrag: does it
happen in motion, or only when you're static?
L1198[11:51:16] <tterrag> fry: it depends
on angle of viewing
L1199[11:51:24] <tterrag> if you look
straight on, it's always underneath the image
L1200[11:51:31] <tterrag> if you look
up/down, it's overtop
L1201[11:51:38] <tterrag> etc
L1202[11:51:55]
⇨ Joins: pixlepix (~localmaca@public.mgrhs.org)
L1203[11:54:13] <fry> well, try moving
the painting closer to the block
L1204[11:54:25] <fry> may even use the
player distance
L1205[11:54:41] <fry> to avoid z-fighting
on large distances
L1206[11:55:07] <tterrag> fry: I am
putting up a gif of it
L1207[11:55:16] <tterrag> no amount of
closeness makes it work 100%
L1209[11:55:53] <fry> change this to .001
or smth :P
L1210[11:55:56] <tterrag> yes right nwo I
have that changed to 0.0001
L1211[11:55:59] <tterrag> still doe
sit
L1212[11:56:02] <fry> strange
L1213[11:56:11]
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L1214[11:56:23] <fry> it works correctly
if you don't render the painting at all though, does it?
L1215[11:56:41] <tterrag> well it's
working "correctly" in the first place, the frame is a
normal block
L1216[11:57:03] <fry> might be something
weird MC does for TESRs
L1217[11:57:50] <tterrag> fry: I also
noticed there is a difference on axes
L1218[11:58:05] <fry> hmm?
L1221[11:59:10] <tterrag> no
"shadow" on Z
L1222[11:59:26]
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L1227[12:04:31] <fry> what happens if you
don't offset at all?
L1228[12:04:42] <fry> do you still get a
z fighting?
L1229[12:04:55] <tterrag> completely
invisible
L1230[12:05:08] <fry> and from far
away?
L1231[12:05:31] <tterrag> hang on, got to
launch up again
L1232[12:06:18] <tterrag> ok nevermind,
with depth = 1/16d it z-fights
L1233[12:06:28] <tterrag> close, far
away, doesn't matter
L1234[12:06:36] <fry> and breaking
animation renders fine?
L1235[12:06:54] <tterrag> yes
L1236[12:07:04] <tterrag> is there a way
I can get it to z-sort?
L1237[12:07:27] <fry> I have no idea why
it behaves the way it does right now
L1238[12:07:34]
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L1240[12:07:36] <fry> it shouldn't
half-show
L1241[12:07:48] ***
Cojo is now known as Cojo|noms
L1242[12:07:52] <tterrag> well, it
does
L1243[12:07:53] <tterrag> .-.
L1244[12:07:55] <fry> try finding a sweet
spot between z-fighting and animation working
L1245[12:08:00] <tterrag> there is not
one
L1246[12:08:03] <fry> might be much less
than 0.001
L1247[12:08:08] <tterrag> ANY amount of
offset causes issues when looking straight on
L1248[12:08:20] <fry> 1e-6? :P
L1249[12:08:21] <tterrag> .00001 is too
low
L1250[12:08:25] <tterrag> z-fights
immediately
L1251[12:08:40] <fry> can you get the
animation to break and z-fighting at the same time?
L1252[12:08:53] <tterrag> ok
L1253[12:08:57] <tterrag> at 0.00005 it
works
L1254[12:09:03] <tterrag> but as soon as
you're 5 feet away it starts z fighting
L1255[12:09:19]
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L1256[12:09:20] <fry> try multiplying
that by the distance to the player
L1257[12:09:41]
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L1259[12:12:18] <tterrag> fry: no matter
what I do there's alawys a "sweet spot" looking STRAIGHT
at the block that causes the breaking anim to be underneath
L1260[12:12:23] <tterrag> it might get
very small
L1261[12:12:25] <tterrag> but it's not
going away
L1262[12:12:31]
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L1263[12:12:34] <fry> very strange
L1264[12:12:49] <Cypher121> sigh
L1265[12:13:13] <Cypher121> love when
internet connection goes down right after I accidentally press
Enter
L1266[12:13:15] <sham1> Stop
sighing
L1267[12:13:33] <tterrag> fry: there's
nothing I can do to make it z-sort after the block?
L1268[12:13:51] <tterrag> how does the
breaking anim not z-fight?
L1269[12:15:19] <fry> as I've said - it's
offset
L1270[12:15:21] <Ordinastie> so GL
function
L1271[12:15:25] <Ordinastie> that
one
L1272[12:15:30] <fry> but idk why it's
also rotated
L1273[12:16:05] <tterrag> fry: I don't
see that offset
L1274[12:16:14] <tterrag> I see them
offset to the player's eye
L1275[12:16:16] <tterrag> but nothing
else
L1276[12:16:24] <fry> that would be
it
L1277[12:16:32] <tterrag> to avoid
z-fighting they'd have to expand the cube by a small amount
L1278[12:16:34] <tterrag> which they do
not
L1279[12:16:47] <fry> to the eye also
works
L1280[12:17:08] <tterrag> ???
L1281[12:17:18] <fry> think about
it
L1282[12:17:52] <tterrag> I am
L1283[12:17:53] <tterrag> not seeing
it
L1284[12:18:20]
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L1286[12:19:39] <fry> what's
"z" in "z-fighting"? :P
L1287[12:19:53] <tterrag> the...depth of
the face?
L1288[12:20:00] <sham1> Yeah
L1289[12:20:03] <sham1> Depth
L1290[12:20:03] <fry> yup
L1291[12:20:13] <sham1> Why'd you
ask
L1292[12:20:22] <fry> and in what
coordinate space is the Z also the depth? :P
L1293[12:21:22] <tterrag> R^3 ?
L1294[12:21:25] <tterrag> where are you
going with this lol
L1295[12:21:45] <fry> how is said
coordinate space called in GL?
L1296[12:22:29] <sham1> Projection space,
screen space, model space...
L1297[12:22:31] <fry> nevermind, it's the
eye space :P
L1298[12:22:39] <sham1> Again, what are
you going on about
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L1300[12:22:53] <fry> and it's called
that cause it has the eye in the 0
L1301[12:23:01] <sham1> Or origo
L1302[12:23:05] <fry> and z is the
depth
L1303[12:23:31] <fry> so, what effect
would have the small offset towards the eye, in any coordinate
space? :P
L1304[12:24:39] <sham1> Make it come
closer
L1305[12:24:44] <sham1> And have it be
larger
L1306[12:25:17] <fry> and would therefore
help with z-fighting :P
L1307[12:25:49] <tterrag> that only works
for one face though
L1308[12:25:55] <sham1> Lol
L1309[12:25:58] <tterrag> and they don't
offset TOWARDS the eye
L1310[12:26:04] <tterrag> they offset TO
the block FROM the eye
L1311[12:26:05] <tterrag> I worded
wrong
L1312[12:26:11] <fry> where in my logic I
used the concept of face? :P
L1313[12:26:50] <tterrag> double d0 =
entityIn.lastTickPosX + (entityIn.posX - entityIn.lastTickPosX) *
(double)partialTicks;
L1314[12:26:54] <tterrag> that's what
they are offsetting by
L1315[12:27:27] <tterrag> so it sets the
origin of the matrix to the players' eye, then it renders the
damage at the block
L1316[12:27:33] <tterrag> essentially the
same thing my TESR is doing
L1317[12:28:55] <fry> hmm, so there's no
tiny offset there
L1318[12:29:00] <fry> just a normal block
one
L1319[12:30:23] <tterrag> exactly...what
I've been saying
L1320[12:31:40] <fry>
BreakingFour.func_178216_a
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L1323[12:32:18] <fry> hmm, or is it
L1324[12:32:33] <fry> ah, that generates
the uvs, nevermind
L1325[12:34:57] <MattDahEpic> anyone have
a sample code/tutorial for 1.8 world gen?
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L1328[12:36:45] <fry> Lumien: fixed,
thanks for reporting :P
L1329[12:37:35] <Lumien> Great :) Thought
it was my fault at first^^
L1330[12:38:04] <MattDahEpic> also for
some reason my ores are not dropping items even when i tell them
to
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L1333[12:39:36] <fry> tterrag: I want to
say that there's no offset at all, and that there's no z-fighting
for models because the quads match exactly, but I doubt that's
what's happening
L1334[12:40:21] <fry> ah found it
L1335[12:40:31] <fry> tterrag:
RenderGlobal.preRenderDamagedBlocks
L1336[12:40:37] <fry>
GlStateManager.doPolygonOffset(-3.0F, -3.0F);
L1337[12:40:57] <tterrag> the heck does
that mean
L1339[12:42:35]
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L1340[12:42:36] <fry> try doing that, but
with smaller values
L1341[12:42:41] <fry> (and no manual
offset)
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L1343[12:43:44] <fry> I was suspecting
polygon offset was used, but couldn't find where :P
L1344[12:43:53] <tterrag> fry: smaller
values for what?
L1345[12:44:15] <fry> well, let's
see
L1346[12:44:58] <fry> try halving the
second argument
L1347[12:45:02] <fry> and keeping the
first one the same
L1348[12:47:33] <tterrag> does
nothing
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L1350[12:47:45] <tterrag> should I reset
it to something after rendering?
L1351[12:48:17] <fry> yup, look at
postRenderDamagedBlocks
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L1354[12:51:51] <tterrag> heh
L1355[12:51:53] <tterrag> enabling it
would help
L1356[12:52:12] <tterrag> beautiful
L1357[12:52:15] <tterrag> works like a
dream
L1358[12:52:17] <fry> \o/
L1359[12:52:48] <sham1> Fry the
Render-guy
L1361[12:53:20] <tterrag> *sigh*
L1362[12:53:21] <tterrag> oh well, works
now
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L1366[13:07:56] <Cypher121> !gm
placeBlockAt
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L1372[13:32:54] <diesieben07>
MattDahEpic, you should probably clone the ItemStack before
spawning it
L1373[13:34:53] <MattDahEpic> you make a
lot of sense diesieben07
L1374[13:35:49] *
Cypher121 is too sleepy to recognize sarcasm, but still thinks it
sounded like one.
L1375[13:36:55] <MattDahEpic> its
not.
L1376[13:37:26] <Cypher121> ok
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L1379[13:50:22] <sham1> Anyone have
anything interesting happening
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L1384[13:57:19] <MattDahEpic> im trying
to make a world generator
L1385[13:57:35] <sham1> oh
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L1388[14:03:01] <sham1> I'm just looking
through the HTTP/1.1 spec
L1389[14:03:23] <fry> I'm fixing obj
issues :P
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L1396[14:08:00] <fry> wait for lex to
look at it
L1397[14:08:42] <tterrag> Who cares about
branches that doesn't affect the pr
L1398[14:08:57] <tterrag> Some people
will just say anything to be Involved
L1399[14:09:01] <tterrag> or just to he
petty
L1400[14:09:11] <fry> you can probably PR
an branchless commit, to be honest :P
L1401[14:09:48] <tterrag> eh no, you have
to have a head branch
L1402[14:10:25] <fry> yeah, looks like
it
L1403[14:10:35] <fry> would be fun though
:P
L1404[14:10:37] <MattDahEpic> does
BlockHelper.forBlock() work with mod blocks?
L1405[14:11:22]
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L1406[14:13:12] <MattDahEpic> !gm
WorldGenerator.generate
L1407[14:13:30] <MattDahEpic> !gm
WorldGeneratorMineable.generate
L1408[14:13:40] <MattDahEpic> !gm
WorldGeneratorMinable.generate
L1409[14:13:51] <MattDahEpic> !gm
WorldGenMinable.generate
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L1411[14:14:04] <MattDahEpic> that doesnt
help
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L1415[14:25:28] <Lumien> ?
L1416[14:25:32] <Lumien> Look at the
class
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L1419[14:28:39] <MattDahEpic> i did
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L1426[14:44:42] <minecreatr> for some
reason gradlew keeps saying my access transformer is broken, I only
have one line which is "public net.minecraft.world.WorldServer
mobSpawner", is that valid?
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L1428[14:47:01] <minecreatr> hmm, using
field_175742_R instead of mobSpawner seems to have fixed it
L1429[14:47:23] <tterrag> yes, you need
to use srg names
L1430[14:47:31] <tterrag> AT is done
pre-deobf
L1431[14:48:04] <minecreatr> ok, that
makes sense
L1432[14:48:46] <tterrag> just use
mcpbot
L1433[14:48:55] <tterrag> !!gm
WorldServer.mobSpawner
L1434[14:48:56] <MCPBot_Reborn> No
results found.
L1435[14:49:00] <tterrag> well, gf
L1436[14:49:04] <tterrag> but it gives
you the AT line
L1437[14:49:08] <sham1> Was just about to
say
L1438[14:49:13] <sham1> It is not a
method
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L1452[15:36:09] <barteks2x> I don't see
anything wrong with it. Maybe except that with larger vein sizes
you may end up generating something in chunks that don't yet
exist.
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L1454[15:39:41] <barteks2x> And
rand.nextInt(5) will never actually return 5
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L1456[15:41:40] <MattDahEpic>
world.isBlockLoaded(pos) checks for existance right?
L1457[15:42:16] <barteks2x> Right, I
sisn't see it
L1458[15:42:29] <barteks2x> wait
L1459[15:42:31] <barteks2x> no
L1460[15:42:40] <barteks2x> you don't
have it anywhere
L1461[15:42:46] <MattDahEpic> im puttign
it in
L1462[15:44:48] <barteks2x> and
rand.nextInt(veinSize) <= i actually sets lower limit to 2
blocks (max value returned by rand.nextInt(n) is n-1)
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L1464[15:47:36] <Ordinastie> MattDahEpic,
and you don't prevent going back and forth
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L1468[15:49:14] <barteks2x> What would be
wrong with that? Simply less blocks will be generated.
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L1471[15:53:18] <sinkillerj> So I have a
fun one, If I attempt to save a file to the world folder I get
"The save is being accessed from another location,
aborting" and it does not go away. But if I change the dir to
be outside the world folder I'm fine.
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L1473[15:54:40] <sinkillerj> My file
itself writes fine, but its causing MC to not save chunks
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L1476[16:02:46] <barteks2x> the
world.isBlockLoaded(pos) actually may be reduntant unless you are
going to replace air. But I'm not 100% sure
L1477[16:03:55] <barteks2x>
block.isReplaceableOreGen should return false if block is air. And
it is air if the chunk doesn't exist.
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L1481[16:10:15] <MattDahEpic> my ore gen
is crashing
L1483[16:12:47] <Ordinastie> infinite
recursion
L1484[16:13:06] <barteks2x> it looks like
getBlockState generates chunks
L1485[16:13:26] <barteks2x> and you need
to add 8 to x and z positions in MobOreWorldGen
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L1487[16:14:39] <MattDahEpic> ?
L1488[16:14:55] <barteks2x> when it tells
you to populate chunk at [X,Z] it actually wants to populate 16x16
area in chunks from [X,Z] to [X+1,Z+1]
L1489[16:15:33] <barteks2x> And you need
to do isBlockLoaded before checking if you can replace the
block
L1490[16:16:40] <barteks2x> you have
this: int x = chunk_X * 16 + rand.nextInt(16); replace it with int
x = chunk_X * 16 + 8 + rand.nextInt(16); and the same for z
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L1492[16:18:14] <barteks2x> It's weird
that there is nothing about this on wiki
L1493[16:20:40] <Ordinastie> barteks2x,
because it's not
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L1495[16:21:19] <Pennyw95> Is it possible
to have the code for metadata in a BasicBlock and then choose upon
construction to use it or not to use it? 1.8
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L1498[16:21:42] <barteks2x> Vanilla does
it this way. I didn't know forge changes that
L1499[16:21:42] <Ordinastie> Pennyw95,
metadata ?
L1500[16:21:53] <Pennyw95>
Iproperty
L1501[16:22:05] <Pennyw95> still anchored
to 1.7.10...
L1502[16:22:31] <MattDahEpic> yay it
works
L1503[16:22:33] <Ordinastie> there is
nothing that forces the properties to be in the class
L1504[16:22:43] <Zaggy1024> only way I
know of to do it without an AT is to set the property list outside
the constructor for the block
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L1506[16:23:05] <MattDahEpic> next step
is textures and wait for the forge fix
L1507[16:23:06] <Ordinastie> the only
need you need is to make sure you won't try to access a property
for a block instance you didn't register them to
L1508[16:23:11] <Zaggy1024> if you're on
1.8...which now I'm confused by what you said
L1509[16:23:26] <Pennyw95> I didn't
explain myself well...wait
L1510[16:24:12] <Pennyw95> basically I
want to add variants for my block, the new metadata in 1.8...I'd
like to have the option in a BasicBlock class, from which I create
blocks eithout tile entities
L1511[16:24:18] <Pennyw95> is this
possible?
L1512[16:24:39] <Pennyw95> That's a class
with normal stuff like unlocalized name and creative tab et
cetera
L1513[16:24:40] <Zaggy1024> option?
L1514[16:25:28] <Ordinastie> like I said,
your properties can be anywhere
L1515[16:25:38] <Pennyw95> If I put in
that class all the properties code, like getsubblocks,
damagedropped, createstate...all of it...will it force me to make
all my blocks with variants?
L1516[16:25:47] <Ordinastie> what you
need is createState()
L1518[16:26:15] <Ordinastie> and that
when you do state.getValue() or state.withPropery() to use the
right property for the current block instance
L1519[16:26:33] <Zaggy1024> Pennyw95, you
have to define a list of values for a property, so if you use
PropertyEnum you will have to have an enum
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L1521[16:26:57] <Zaggy1024> so in that
sense, yes, if you use a variant property, you will have to have
variants defined for blocks with only one variant
L1522[16:27:02] <Pennyw95> am I right if
I say a PropertyInteger can be used in a PropertyEnum's
place?
L1524[16:27:08] <Zaggy1024> unless you
make the property optional in some way
L1525[16:27:17] <Zaggy1024> yeah
L1526[16:27:23] <Zaggy1024> but
propertyinteger is crap for variants
L1527[16:27:32] <Zaggy1024> remember you
reference the value names in the blockstates jsons
L1528[16:27:38] <Zaggy1024> "1"
isn't very descriptive
L1529[16:27:52] <Pennyw95> ok
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L1531[16:28:23] <hipsterpig> unascribed
tterrag|away: rawr.
L1532[16:28:28] <Zaggy1024> I guess
everyone has their way to do optional properties lol
L1533[16:28:29] <unascribed> wot
L1534[16:28:41] <unascribed> what did I
do
L1535[16:28:41] <Zaggy1024> no rawr for
me? :O
L1536[16:29:11] <barteks2x> Ordinastie:
About the 8 blocks offset - it's needed if you don't use vanilla
WorldGenMinable
L1537[16:30:03] <Pennyw95> that's alot of
code compared to 1.7 :\
L1538[16:30:48] <Ordinastie> what code
?
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L1540[16:31:02] <Pennyw95> all of it
lol
L1541[16:31:07] <Ordinastie> you mean
mine ?
L1542[16:31:13] <MattDahEpic> which
person's "all of it"
L1543[16:31:15] <Pennyw95> no
L1544[16:31:18] <MattDahEpic> yay
L1546[16:31:34] <MattDahEpic> dang
L1547[16:31:57] <Pennyw95> is it
bad?
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L1549[16:33:41] <fry> it still uses
getItemModelMesher, so not perfect
L1550[16:33:41] <Zaggy1024> aw a defualt
method can't override toString :(
L1551[16:33:52] <MattDahEpic> no mine is
better
L1552[16:33:53] *
Zaggy1024 hasn't explored Java 8 much yet
L1553[16:34:34] <Ordinastie> Zaggy1024, a
default method can't override any class method
L1554[16:34:52] <Zaggy1024> Pennyw95,
constructor for BlockState uses varargs, the new IProperty[] {} in
that tutorial is unnecessary
L1555[16:35:10] <Zaggy1024> Yeah, ordin,
kinda thought that would be the case, just hoped it wouldn't
:P
L1556[16:35:37] <Pennyw95> ugh
L1557[16:35:49] <Zaggy1024> huh?
L1558[16:35:54] <Zaggy1024> what's
wrong?
L1559[16:36:37] <Pennyw95> Nothing, it's
just that I'm quite confused about this...it's the last thing I
need to learn about 1.8
L1560[16:36:45] <Zaggy1024> ah
L1561[16:36:59] <Zaggy1024> sorry, just
thought it might be slightly more convenient :P
L1562[16:37:02]
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L1563[16:37:32] <Pennyw95> I'm all up for
learning a better way, for now I just want to understand what's
going on xD
L1564[16:37:42] <Ordinastie> the
BlockStates are easy to get and use
L1565[16:37:49] <Ordinastie> the
models... yeah not really
L1566[16:37:49] <Zaggy1024> okay, tell me
what exactly you don't understand right now :)
L1567[16:38:11] <Zaggy1024> for models
just use forge blockstates if it's a complicated model :P
L1568[16:38:17] <Ordinastie> that's why I
made an alternative to them
L1570[16:38:17] <Zaggy1024> unless you
have to do a custom model
L1571[16:38:36] <Zaggy1024> penny,
who?
L1572[16:39:40] <Pennyw95> wait...what I
don't know is...So, instead of metadata, we declare a
PropertyEnum/Int/bool named with our variable, right?
L1573[16:39:48] <MattDahEpic> yup
L1574[16:40:08] <Pennyw95> My goal is to
make a multiblock with dummies, so no custom models are involved
since only one block will have his TESR
L1575[16:40:12] <MattDahEpic> you use the
metafromproperty and propertyfrommeta to turn it into numbers
L1576[16:40:44] <Zaggy1024> erm
L1577[16:40:50] <Zaggy1024> that's not
what the methods are called :P
L1578[16:41:00] <MattDahEpic> blah blah
blah
L1579[16:41:20] <Pennyw95> then I
override things like setdefaultstate, getstate, getmeta,
createstate, getsubblocks
L1580[16:41:22] <MattDahEpic> so maybe
EnumMultiblock.CORNER or EnumMultiblock.SIDE or something
L1581[16:41:29] <Pennyw95> all of this,
inside the block class
L1582[16:42:01] <Zaggy1024> you mean you
call setDefaultState?
L1583[16:42:03] <Zaggy1024> you don't
override it
L1584[16:42:12] <MattDahEpic> yup
L1585[16:42:22] <Zaggy1024> but yeah,
that's the stuff
L1586[16:42:32] <Pennyw95> no...I just
want to have different blocks..so that I can choose to have the
master of skave TE..or maybe no TE all for some blocks
L1587[16:42:39] <Zaggy1024> as well as
the methods to get dropped item and metadata
L1588[16:42:40] <Pennyw95> master or
slave*
L1589[16:43:02] <Zaggy1024> if you want
TEs on only some blocks, you can override
hasTileEntity(IBlockState)
L1590[16:43:11] <MattDahEpic> ^
L1591[16:43:23] <Zaggy1024> and of course
createTileentity
L1592[16:43:27]
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L1594[16:43:57] <Pennyw95> I also had an
idea...since BlockContainer is quite a small class, could I create
a subclass of BasicBlock with it's preset functions and then copy
BlockContainer's body in that one?
L1595[16:44:11] <Pennyw95> and use it
instead
L1596[16:44:36] <Ordinastie> don't use
BlockContainer
L1597[16:44:41] <Zaggy1024> ^
L1598[16:44:52] <Zaggy1024> it's
pointless, those two methods I mentioned are the only things
necessary IIRC
L1599[16:45:07] <Ordinastie> use use
hasTileEntity(IBlockState state) and createTileEntity(World world,
IBlockState state)
L1600[16:45:19] <Pennyw95> so I'll just
implement the ITileEntityProvider and return null where I want a
normal block?
L1601[16:45:52] <Zaggy1024> huh, I never
noticed it's world and state
L1602[16:45:55] <Zaggy1024> what the
frick is up with that
L1603[16:46:09] <Zaggy1024> don't
override ITileEntityProvier
L1604[16:48:14] <Ordinastie> yeah, since
stupid mojand didn't make their ITEP state sentitive, they're is
not much point to use that :x
L1605[16:48:36] <Ordinastie> unless your
block always returns a TE and in that case it's ok
L1606[16:48:48] <Zaggy1024>
*implement
L1607[16:49:04] <Zaggy1024> accidentally
got override and implement confused apparently :P
L1608[16:49:23] <Zaggy1024> well,, if you
always return a TE there's still no point
L1609[16:49:38]
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L1611[16:49:52] <Gil> TTFTCUTS, you don't
happen to be online?
L1612[16:49:58] <Ordinastie> one less
method to implement
L1613[16:50:00] <TTFTCUTS> yeeees
L1614[16:50:14] <Gil> I'm trying to
register biomes with latest ATG
L1615[16:50:15] <Zaggy1024> true, but...I
mean, why bother with implementing it though? :P
L1616[16:50:24] <Zaggy1024> it's two very
simple Block methods to override
L1617[16:50:35] <TTFTCUTS> ok
L1618[16:50:40] <fry> it was required at
some point
L1619[16:50:44] <Pennyw95> you're
right
L1620[16:50:44] <Gil> gimme a sec
L1621[16:50:49] <Gil> I've got an
issue
L1622[16:50:55] <Gil> let me look for the
code in question
L1623[16:51:12] <Zaggy1024> sure, fry,
but it's not now :P
L1624[16:51:21] ***
Kolatra[away] is now known as Kolatra
L1625[16:51:22] <Gil> TTFTCUTS,
ATGBiomeList.groupDesert.height = 0.22;
L1626[16:51:34] <Gil> I try to do that in
postInit and it says groupDesert is null
L1627[16:51:49] <Pennyw95> give I forget
about TEs for now....so how about I make my BaseBlock class
abstract and have the metadata ones subclass it? The reason is, I
can't define specific Properties in the basic one, right?
L1628[16:52:13] <Gil>
ATGBiomeList.groupMesa is equally null
L1629[16:52:32] <gigaherz> Pennyw95: the
blockstate properties don't matter where they are defined
L1630[16:52:51] <Pennyw95> Oh, so I can
define al of them inside the main class?
L1631[16:52:53] <Zaggy1024> I think
properties can't be non-static in the block class, right?
L1632[16:53:03] <gigaherz> all that
matters is the createBlockState method which does new
BlockState(..., PROP1, PROP2, ...)
L1633[16:53:05] <Zaggy1024> because then
they're not declared when createBlockState is called?
L1634[16:53:06] <TTFTCUTS> it's entirely
possible that those aren't there any more... I can't remember if I
handled that or not with the switchover to configs
L1635[16:53:12] <gigaherz> fi you wanted,
you could even use other blocks' properties
L1636[16:53:15] <gigaherz> mc doesn't
care.
L1637[16:53:26] <Pennyw95> oh ok
L1638[16:53:26] <TTFTCUTS> generator.cfg
allows registering stuff in there
L1639[16:53:26] <Gil> hmm, is there
another way to change defaults from code like that?
L1640[16:53:31]
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L1641[16:53:37] <Gil> I'll look into it,
thanks
L1642[16:53:43] <TTFTCUTS> it has
everything in it
L1644[16:53:57] <TTFTCUTS> it's probably
that groups are entirely defined in there these days
>.>
L1645[16:54:04] <TTFTCUTS> and that I
forgot to make them re-accessible from code
L1646[16:54:30] <TTFTCUTS> you can still
register stuff with groups via code though
L1647[16:54:44] <Gil> yeah, that seems to
work
L1648[16:54:51] <Gil> I just have a few
biomes that I tweak by hand like that
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L1650[16:55:50] <fry> there's also
vanillas BlockDirectional.FACING :P
L1651[16:56:07] <Zaggy1024> man I should
use default methods for more of my stuff
L1652[16:56:16] <fry> (And something like
BlockPistonBase.FACING :P)
L1653[16:56:21] <Zaggy1024> could really
use it
L1654[16:56:46] <fry> Zaggy1024: beware
that far from all users have java8 :P
L1655[16:58:19] <Zaggy1024> how
far?
L1656[16:58:24] <Zaggy1024> where do I
find the statistics?
L1657[16:58:52] <Gil> ttftcuts, if I add
a custom group, can I also tweak minHeight, maxHeight etc in the
config?
L1658[16:59:01] <fry> some 1-percent
number for j6, and I think more j7 than j8
L1659[16:59:06] <Gil>
ATGBiomes.addBiomeGroup(land, "Atlas", 1.6, 0.4,
0.3);
L1660[16:59:07] <Gil>
RubedoBiomeManager.getGroupFromName("Atlas").minHeight =
0.5;
L1661[16:59:12] <Gil> that doesn't seem
to work anymore either
L1662[16:59:13] <fry> not sure where to
find the actual numbers :P
L1663[16:59:19] <Zaggy1024> yikes, more
j7?
L1664[16:59:32] <Zaggy1024> how's that
happen with the launcher?
L1665[16:59:36] <TTFTCUTS> Gil, yeah,
everything is controllable from the config
L1666[16:59:44] <TTFTCUTS> there's a
group section in there
L1667[16:59:54] <TTFTCUTS> heck,
everything is *defined* there
L1668[16:59:59] <Gil> hehe
L1669[17:00:00] <fry> java8 forcing
launcher isn't the default yet
L1670[17:00:13] <Gil> I just wish I could
change the defaults somehow
L1671[17:00:16] <TTFTCUTS> the code stuff
now just adds default values which get written to the config
L1672[17:00:25] <TTFTCUTS> yeah, sorry
about that
L1673[17:00:26] <TTFTCUTS> :p
L1674[17:00:28] <Gil> yeah, I'd love to
change those :p
L1675[17:00:33] <Gil> especially for my
own biomes
L1676[17:00:55] <Zaggy1024> huh...mine
seems to be on j8
L1677[17:00:58] <TTFTCUTS> well, you
could with new groups, just not modifying ones already
defined
L1678[17:01:04] <TTFTCUTS> I think?
L1679[17:01:09] <Gil> I can't do it with
new groups it seems
L1680[17:01:23] <Gil> because stuff like
maxHeight is not available for edit
L1681[17:01:33] <TTFTCUTS> aren't there
methods for that?
L1682[17:01:36] <TTFTCUTS> I forget
>.>
L1683[17:01:45] <Gil> eh, I'll have a
thorough look
L1684[17:01:49] <Gil> I'm probably
derping it up good
L1685[17:01:51] <Zaggy1024> holy crap,
84% of MC users are on linux?!
L1686[17:02:15] <MattDahEpic>
source?
L1687[17:02:17] <TTFTCUTS> servers?
L1689[17:02:44] <DrD> Thats servers
L1690[17:02:45] <Zaggy1024> wouldn't
think there would be more servers than clients
L1691[17:03:00] <Zaggy1024> oh, only for
servers on there?
L1692[17:03:07] <Gil> yeah, I call BS on
that, no way there would be more clients on linux :p
L1693[17:03:07]
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L1694[17:03:18] <Zaggy1024> where's it
say that's servers/
L1695[17:03:27] <Gil> I expect more like
4% of clients to be linux
L1696[17:03:32] <MattDahEpic> the fact
its a plugin website
L1697[17:03:39] <Pennyw95> What about
this? I make an interface with the properties final variables, enum
class in the same package?
L1698[17:03:45] <fry> yup, only servers
that have that plugin
L1699[17:03:51] <Zaggy1024> oh
L1700[17:03:52] <Zaggy1024> grr
L1701[17:04:59] <Gil> yeaaaah, Linux has
almost no penetration with regular users
L1702[17:05:14] <Gil> might make stuff a
little bit easier if it were I guess
L1703[17:05:26] <fry> big penetration for
mod devs though :P
L1704[17:05:44] <Gil> dunno, I don't use
Linux
L1705[17:05:46] <MattDahEpic> i have a
feeling that the majority of that site's stats are hypixels 1000+
miniservers wunning games
L1706[17:06:15] <Gil> I tried switching
to Linux 4 times now, every time I had to crawl back to Windows
because most distros are shitty
L1707[17:06:33] <Gil> I had a good stint
where I used it at work for a few months
L1708[17:06:38] <Gil> just kept bugging
out on me
L1709[17:07:46] <illyohs> I tried going
back to windows but driver problems pushed me back to linux
:p
L1710[17:08:04] <unascribed> I still
don't know why hipsterpig pinged me ;_;
L1711[17:09:06]
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L1713[17:10:11] <hipsterpig> cause you
guys pinged me earlier
L1714[17:10:29] <unascribed> oh
L1715[17:10:38] <unascribed>
undercover/10
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L1730[17:58:41] <Cypher121> unascribed:
is that with rice or without?
L1731[17:58:55] <unascribed>
without
L1732[17:58:59] <unascribed> with rice
it's about a 14
L1734[18:07:47] <unascribed> you're not
registering icons or setting your icon
L1735[18:07:48] <unascribed> wait
L1736[18:07:50] <unascribed> 1.8
L1737[18:07:57] <MattDahEpic> yup
L1738[18:08:09] ***
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L1739[18:08:22] <unascribed> you don't
seem to have a textures folder in resources
L1740[18:08:24] <unascribed> did you
forget to commit it?
L1741[18:10:57] <Lex_> diesieben07, you
there?
L1742[18:13:31] ***
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L1743[18:14:28] <MattDahEpic> unascribed,
its there, i dont have all the textures yet so im not gitting
it
L1744[18:18:06]
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L1750[18:34:29] <OrionOnline> Guys how
did the priority system for events work again??
L1751[18:35:27]
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L1754[18:37:08] <Lex_> Higher priorities
run first
L1755[18:37:26]
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finally caught me)
L1757[18:38:08] <Lex_> yes but i dont
feel like looking into it and it seems that this isnt the proper
fix
L1758[18:38:50] <Lex_> as we'd want to
know the full state, including TEs the better way would be to move
shit to before the block is changed if possible.
L1759[18:39:44] <tterrag|away> agreed but
the current way is 100% broken
L1760[18:40:00] <tterrag|away> At least
this will make it possible to use silk Harvest at all
L1761[18:40:50] <MattDahEpic> ^ i cant
mine my blocks even without silktouch with the current state
L1762[18:41:15] <Lex_> umm what...
L1763[18:41:26] <MattDahEpic> they dont
drop things
L1764[18:41:33] <Lex_> explain that
because that seems like a MAJOR issue that would of been reported
by miullions of users.
L1765[18:41:44] <tterrag|away> yeah,
no
L1766[18:41:50] <tterrag|away> It only
affect silk touch
L1767[18:42:07] <tterrag|away> This
specific issue anyways
L1768[18:42:35] <MattDahEpic> if i mine
with a silk touch pick, the blocks dont even drop regular
drops
L1769[18:42:52] <MattDahEpic> they just
get removed
L1770[18:42:58] <Lex_> ill take a look if
i can get my fucking forge workspace to work
L1771[18:43:12] <tterrag|away> correct,
because you rely on the state
L1772[18:43:16] <tterrag|away> No vanilla
block does that
L1773[18:43:24] <tterrag|away> and even
in mods it's rare
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L1783[19:02:22] <Cypher121> try adding
few breakpoints to see what is called and what isn't
L1784[19:03:04] <Cypher121> (although,
I'm most likely 100th person to suggest that)
L1785[19:03:40] <Lex_> Matt: You're
missing other cases
L1786[19:04:23] <MattDahEpic> such
as?
L1787[19:04:44] <Lex_> Break event
L1788[19:04:46] <Lex_> Ice
L1789[19:04:56] <Lex_> The function is
called from 3 places
L1790[19:05:02] <Lex_> all of which do
world.getState
L1791[19:06:35] <MattDahEpic> ah, i was
only looking at the one which affected my blocks, since the vanilla
stuff seems to work fine
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L1794[19:20:38] <Lex_> An example of why
prs tend to not get accepted --^
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L1796[19:31:54] <MattDahEpic> -_-
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L1823[20:39:10] <MattDahEpic> if my
blocks wont maintain state when placed down from the inventory, is
there something wrong with the item block?
L1824[20:42:22] <gigaherz> state?
L1825[20:42:32] <MattDahEpic> the state
isnt kept
L1826[20:42:33] <gigaherz> I don't think
ItemBlock "keeps" state by default?
L1827[20:42:55] <gigaherz> although
L1828[20:42:56] <gigaherz> hmm
L1829[20:43:10] <MattDahEpic> the items
have a meta, but it isnt being changed to a state on place and just
has a value of 0 for all placed blocks
L1830[20:43:19] <MattDahEpic> of any
meta
L1831[20:43:41] <gigaherz>
Block.onBlockPlaced
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L1833[20:43:48] <gigaherz> the second to
last param
L1834[20:43:52] <gigaherz> is the
meta
L1835[20:44:01] <gigaherz> by
default
L1836[20:44:04] <gigaherz> Block
implements it as
L1837[20:44:09] <gigaherz> return
this.getStateFromMeta(meta);
L1838[20:44:25] <gigaherz> so if you did
NOT override that
L1839[20:44:28] <gigaherz> it should be
working
L1840[20:45:13] <MattDahEpic> i have a
getStateFromMeta that returns
this.getDefaultState().withProperty(MOB, ...);
L1841[20:45:43] <gigaherz> yes
L1842[20:45:54] <MattDahEpic> i dont know
why it would be not working
L1843[20:46:27] <gigaherz> are you
certain the ItemStack has the right meta/dmg value?
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L1845[20:47:53] <MattDahEpic> ther have
values that work with the names and those are gotten from the
block.getStateFromMeta() call (and my enum has a getName)
L1846[20:49:13] <gigaherz> what?
L1849[20:51:01] <gigaherz> wait
what
L1851[20:51:32] <gigaherz> this line
seems fishy
L1852[20:52:25] <MattDahEpic> why
fishy?
L1853[20:52:33] <gigaherz> shouldn't it
use
L1854[20:52:40] <gigaherz>
MobUtils.metaFromMob(enum.values[i])
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L1856[20:53:13] <gigaherz> it may
work
L1857[20:53:26] <gigaherz> it just
doesn't match the rest of the code
L1858[20:54:30] <MattDahEpic> maybe for
(EnumMob mob : EnumMob.values()) {
L1859[20:54:30] <MattDahEpic>
list.add(new ItemStack(item,1,MobUtils.metaFromMob(mob)));
L1860[20:54:30] <MattDahEpic> } is
better
L1861[20:54:31] <gigaherz> it assumes
that the mobs enum starts at 0 and has all the successive numbers
included
L1862[20:54:46] <gigaherz> it would be
more readable, at the least
L1863[20:54:55] <gigaherz> match better
what the other code does
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L1865[20:55:13] <gigaherz> that said, it
probably fixes nothing.
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L1868[20:58:29] <MattDahEpic> any block
placed is a zombie block even if item meta dictates otherwise
L1869[20:59:15] <unascribed> assuming
it's similar to 1.7
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L1872[20:59:22] <unascribed> pass
ItemBlockWithMetadata.class to registerBlock
L1873[21:00:05] <MattDahEpic> im doing
that already:
GameRegistry.registerBlock(MobDropOres.mob_ore,ItemBlockMobOre.class,BlockMobOre.NAME);
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L1876[21:01:01] <unascribed> you
shouldn't do this, as Minecraft manages your ItemBlock
instance
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L1878[21:01:06] <unascribed> probably not
the issue
L1879[21:01:07] <unascribed> but
still
L1881[21:01:24] <unascribed> this needs
to extend ItemBlockWithMetadata
L1882[21:02:14] <MattDahEpic>
ItemBlockWithMetadata isnt a thing
L1883[21:02:47] <MattDahEpic> at least
its not in net.minecraft.item
L1884[21:03:10] <unascribed> I guess it's
not in 1.8
L1885[21:03:17] <unascribed> override
getMetadata to return the int it's passed
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L1887[21:05:26] <gigaherz> uh
L1888[21:05:27] <MattDahEpic> no idea how
but that fixed the placing. now inventory items have no
texture
L1889[21:05:37] <unascribed> they never
had a texture :L
L1890[21:05:44] <MattDahEpic> i
know
L1891[21:05:53] <unascribed> getMetadata
really should be called getMetadataForBlockPlacement
L1892[21:06:20] <gigaherz> oh I see
L1893[21:06:25] <MattDahEpic> is the
inventory items fixable by ModelBakery.addVariant
L1894[21:06:26] <gigaherz> getMetadata in
ItemBlock defaults to 0
L1895[21:06:53] <gigaherz> MattaBase:
yes, but then you need to implement getUnlocalizedName that has an
ItemStack in it
L1896[21:07:07] <unascribed> MattDahEpic*
:P
L1897[21:07:11] <gigaherz> yep
L1898[21:07:26] <gigaherz> I tab-complete
with 4 letters tops
L1899[21:07:28] <gigaherz> ;P
L1900[21:07:45] <gigaherz> 99% of the
time it's enough
L1901[21:07:52] <unascribed> I use
shell-style tab complete so if there's multiple solutions it tells
me
L1902[21:07:54] <MattDahEpic> i have my
tabcomplete set to lasest speaking first
L1903[21:08:09] <gigaherz> I don't think
I can tweak that in mirc
L1904[21:08:10] <gigaherz> XD
L1905[21:08:18] <MattaBase> Not with the
name Matt it is not :p
L1906[21:08:23] <unascribed> today on
stupid mod ideas:
L1908[21:08:29] <unascribed> ironsights
on an unmodelled gun
L1909[21:08:42] <MattDahEpic> lel
L1910[21:09:16] <MattaBase> I am used to
accidental mentions
L1911[21:10:05] <MattDahEpic> is there
another to make the inventory textures show up besides ModelBakery,
for ruture refrence?
L1912[21:10:14] <MattDahEpic> scooby
doo
L1914[21:10:51] <gigaherz> AND
L1916[21:11:21] <gigaherz> you need the
latter on the item, and the former for each different valid
subitem
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L1920[21:18:12] <MattDahEpic> gigaherz,
doesnt work
L1921[21:18:35] <gigaherz> no idea
then
L1922[21:18:48] <gigaherz> I'd haveto
read code, and I'm way too tired for that ;p
L1923[21:18:57] <MattDahEpic> do you have
to have an inventory model defined in the jsons?
L1924[21:19:13] <MattDahEpic> Model
definition for location mobdropores:mob_ore#inventory not
found
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L1926[21:20:00] <gigaherz> does the json
file exist?
L1927[21:20:00] <gigaherz> XD
L1928[21:21:06] <MattDahEpic> if it did
itd error out
L1929[21:23:53] <MattDahEpic>
java.lang.RuntimeException: Encountered an exception when loading
model definition of 'mobdropores:mob_ore#inventory' from:
'mobdropores:blockstates/mob_ore.json' in resourcepack:
'FMLFileResourcePack:Mob Drop Ores'
L1930[21:24:08] <MattDahEpic> im not sure
what model to put there
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L1932[21:25:23] <gigaherz> uh?
L1933[21:25:50] <MattDahEpic> if i add an
inventory variant that happens
L1934[21:26:03] <gigaherz> is the
blockstates json correct?
L1935[21:26:08] <gigaherz> does it
reference a model json?
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L1938[21:26:59] <MattDahEpic> i dont have
a model jso nfor "inventory" because i dont know what to
put there
L1939[21:28:33] <gigaherz> use the same
one
L1940[21:28:55] <gigaherz> hmmm
actually
L1941[21:29:00] <gigaherz> just put any
random one
L1942[21:29:06] <gigaherz> and see if it
works
L1943[21:29:15] <gigaherz> it may not
depend on meta, though, but it's a first step
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L1945[21:31:39] <gigaherz> thing is, I
have no idea how mc handles block models for inventory
L1946[21:32:34] <MattDahEpic> random one
deosnt work, still mistex
L1947[21:33:25] <gigaherz> what exactly
does it complain about now?
L1948[21:33:39] <gigaherz>
"Encountered an exception" is not enough, WHICH
exception?
L1949[21:34:29] <MattDahEpic> it just
doesnt have a model for the blocks
L1950[21:34:36] <MattDahEpic> mistex =
missing texture
L1951[21:34:40] <MattDahEpic> no
error
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L1953[21:36:35] <gigaherz> uh
L1954[21:36:37] <gigaherz> in the
logs?
L1955[21:36:42] <gigaherz> do you not
have ANY error message?
L1956[21:36:50] <gigaherz> not even the
exception message above?
L1957[21:37:08] <gigaherz> forge/mc
usually complains
L1958[21:37:15] <gigaherz> and the
message is generally a good clue ;P
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L1961[21:42:54] <MattDahEpic> this is
with a random texture set as the inventory state
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L1963[22:01:30] <shadekiller666> so fry
wants to render stuff with DirectX now?
L1964[22:01:52] <DrD> wait what
L1965[22:02:19] <shadekiller666> latest
commit, he mentioned something about switching between OpenGL and
DirectX
L1966[22:03:18] <gigaherz> o_O
L1967[22:03:50] <gigaherz> not that I'd
mind, dx is harder to get started to, but once you haveit, it's
harder to make it run slowly
L1968[22:03:55] <gigaherz> but that
sounds weird
L1969[22:03:56] <gigaherz> XD
L1970[22:04:09] <gigaherz> that
said
L1971[22:04:19] <gigaherz> I wouldn't
mind Minecraft to be compliant with OpenGL ES 2.0/3.0
L1972[22:04:36] <shadekiller666> oh
god
L1973[22:04:42] <gigaherz> then we
coulduse ANGLE to translate GLES into DirectX
L1974[22:04:45] <gigaherz> and work
around buggy drivers
L1975[22:04:47] <shadekiller666> 3.0 is
like 20x more complicated than 1.2
L1976[22:04:52] <gigaherz> BUT
L1977[22:04:59] <gigaherz> GLES
*requires* shaders
L1978[22:05:02] <gigaherz> has no
fixed-function pipeline
L1979[22:05:08] <shadekiller666> damn it
fry
L1980[22:05:16] <gigaherz> so MC would
need some ovehauling before that happens
L1981[22:05:22] <DrD> RIP forge on
linux
L1982[22:05:40] <shadekiller666> quads
should not have their face normals calculated as if they're
triangles...
L1983[22:05:50] <gigaherz>
shadekiller666: why not?
L1984[22:05:57] <gigaherz> the only way
that doesn't work, is if the quad is NOT planar
L1985[22:06:02]
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L1987[22:06:04] <gigaherz> and non-planar
quads should NEVER be used
L1988[22:06:05] <shadekiller666> because
quads can be non-coplanar
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L1990[22:06:16] <gigaherz> non-planar
quads are intrinsically broken
L1991[22:06:20] <gigaherz> they just
don't work
L1992[22:06:30] <gigaherz> the gpu will
split them in two triangles, and you have no way to know in which
direction
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L1994[22:06:57] <gigaherz> if you see a
non-planar quad, slap the model creator, hard.
L1995[22:07:13] <gigaherz> meanwhile,
assume they are.
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L1997[22:08:07] <yurikoster1> hello
all
L1998[22:08:13] <gigaherz> o/
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L2000[22:13:11] <yurikoster1> is there a
way to get the temperature of a fluid from the FluidRegistry?
L2001[22:14:39] <gigaherz> I'm not sure
that there's such a thing
L2002[22:16:29] <yurikoster1> i know that
i can set it when i register a new fluid using
.setTemperature(temp) . but i want to get the temperature of fluid
from other mods.
L2003[22:16:47] <gigaherz> oh wait there
is Fluid.temperature
L2004[22:16:49] <gigaherz> hmmm
L2005[22:16:49]
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L2006[22:18:20] <gigaherz> yurikoster1:
FluidRegistry.getFluid(name).temperature
L2007[22:18:31] <gigaherz>
.getTemperature() *
L2008[22:18:51] <yurikoster1> ok tnks
:)
L2009[22:18:52] <gigaherz> you just
haveto figure out the name.
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L2012[22:33:05] <Zaggy1024> what's
everyone's thoughts on using Java 8 in mods?
L2013[22:33:12] <Zaggy1024> I'm still
trying to figure out what I should do :|
L2014[22:34:42] <Lex_> Dont do it
L2015[22:34:51] <Zaggy1024> hm
L2016[22:35:17] <Zaggy1024> is there
something I can read about the reasoning behind it? I don't want to
waste your time having you explain it :P
L2017[22:36:53] <Zaggy1024> just usage
stats/
L2018[22:36:54] <Zaggy1024> *?
L2019[22:37:01] <Lymia> Minecraft, last I
checked, is still Java 6 minimum, and Forge devs aren't willing to
break full compatibility.
L2020[22:37:47] <Lymia> Even though Java
7 is EOL. :/
L2021[22:38:07] <Zaggy1024> well...this
isn't about Forge, I'm not making a PR with Java 8 :P
L2022[22:38:23] <unascribed> if you
really want to use lambdas and such you can use Retrolambda
L2023[22:38:31] <Zaggy1024> but I suppose
if Forge has a min of 6 then it's best to allow use of that for
users
L2024[22:38:33] <unascribed> which
converts lambdas, default methods, etc into Java 5-compatible
bytecode
L2025[22:38:48] <Zaggy1024> ah, I didn't
realize it did default methods
L2026[22:38:54] <MattDahEpic> i say dev
in 8 but compile for 7
L2027[22:39:09] <Zaggy1024> have you done
that yet, matt?
L2028[22:39:30] <MattDahEpic> the only 8
things i use are lambda so retrolambda
L2029[22:39:45] <Zaggy1024> I'll have to
look into it
L2030[22:40:58] <Lymia> You could
probably also use Scala. Though 2.12.x is going to be Java 8 only,
so, I think Forge's gonna be falling behind on Scala versions
pretty soon.
L2031[22:41:14] <Lymia> Retrolambda
sounds like a huge hack. :/
L2032[22:41:27] <Lymia> Is there a Java
compiler somewhere that accepts lambdas/etc and directly outputs
Java 6 bytecode?
L2033[22:42:40] <MattDahEpic> retrolambda
does exactly that
L2034[22:42:44] <MattDahEpic> but
forlambdas
L2035[22:43:22] <Lymia> Retrolambda
sounds like it reads and rewrites bytecode.
L2036[22:43:35] <Lymia> Which sounds like
a terrible idea for high level features like lambdas.
L2037[22:43:37] <MattDahEpic> it
does
L2038[22:43:48] <Lex_> Target 6
L2039[22:43:58] <Lex_> dev in whatever
the fuck you want, as long as you target 6
L2040[22:44:04] <Lex_> Mojang dictates 6,
use 6
L2041[22:44:06] <Lex_> Simple as
that.
L2042[22:44:50] <Lex_> And retrolambda is
fine, its simple a function wrapped in a jump.
L2043[22:45:22] <MattDahEpic> if im
targeting 6 i need retromulticatch
L2044[22:45:25] <Zaggy1024> oh, I thought
Mojang was putting people running the launcher on 8
L2045[22:45:30] <Zaggy1024> ah well
L2046[22:45:32] <MattDahEpic> lel
L2047[22:45:41] <MattDahEpic> Zaggy1024,
only on windows
L2048[22:45:51] <MattDahEpic> not
mac/linuix yet
L2049[22:45:56] <Lymia> Do Linux
distributions even still distribute 6 anymore?
L2050[22:46:05] <Lex_> This isnt a
argument
L2051[22:46:07] <MattDahEpic> you can
apt-get it
L2052[22:46:12] <Lex_> Minecraft is
compiled for J6
L2053[22:46:25] <Lex_> Thats it,
launchers dont matter, os's dont matter.
L2054[22:46:36] <Lex_> MC's bytecode
matters simple as that.
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L2068[23:05:33] <unascribed> Retrolambda
backports multicatch too
L2069[23:06:22] <unascribed> and yeah,
mojang says 6 so use 6
L2070[23:06:42] <unascribed> especially
since we have all these nice tools and backport libraries to allow
you to do everything you like in 7/8 in 6 :P
L2071[23:14:52] <killjoy> So how many
people are still using mac osx 10.5?
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L2073[23:15:15] <MattDahEpic> my jenkins
build slave does
L2074[23:15:24] <killjoy> Why?
L2075[23:15:43] <MattDahEpic> because its
a shitty old thing that literally cant get a newer version
L2076[23:15:56] <MattDahEpic> app store
says it cant support it
L2077[23:16:02] <MattDahEpic> doesnt let
me upgrade
L2078[23:16:11] <killjoy> Anything
keeping you on mac? (assuming you can install something else)
L2079[23:16:51] <MattDahEpic> i use
windows for my regular computer, that one is on my server rack just
so i can compile my unity games for mac/iOS
L2080[23:16:53] <killjoy> Don't you need
10.6 to update to later versions?
L2081[23:19:33] <MattDahEpic> 10.6
upgrade disk says i cant upgrade
L2082[23:19:44] <killjoy> old 2007?
L2083[23:20:07]
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L2084[23:20:09] <killjoy> I'm asking too
much into this
L2085[23:20:16] <killjoy> Doesn't
matter
L2086[23:20:26] <MattDahEpic> original
macbook in black mid 2006
L2087[23:20:40] <MattDahEpic> it is sooo
old
L2088[23:27:37] <MattDahEpic> night
all
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L2092[23:37:55] <gigaherz> the downside
of an os made FOR brand hardware: it's against Apple's interests to
keep supporting older hardware
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L2094[23:38:12] <gigaherz> and the
hardware being old gives them the perfect excuse
L2095[23:38:46] <gigaherz> meanwhile,
Win10 pretty much runs on anything from 2000 onward, so far as the
gpu itself is new enough to do dx9? or something like that
L2096[23:39:14] <gigaherz> (xcept for
specific missing hardware drivers)
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