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L1[00:00:46] <gigaherz> int tex =
GL11.glGenTextures();
L2[00:00:46] <gigaherz>
GL11.glTexImage2D(tex, ...);
L3[00:00:46] <gigaherz>
GL11.glBindTexture(0, tex);
L4[00:00:51] <gigaherz> I may be missing a
step or 2 there ;P
L5[00:01:18] <tterrag> yeah but what about
the animation
L6[00:01:38] <gigaherz> every time you need
to refresh, you reupload the textures
L7[00:02:07] <tterrag> yeah...
L8[00:02:10] ***
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L9[00:02:38] <gigaherz> tterrag: you can use
glTexImage2D to reupload the whole thing, or glTexSubImage2D to
reupload a rectangle
L10[00:02:59] <gigaherz> because MC can't
even assume GL2.0
L11[00:03:04] <tterrag> yeah that's what
the method there does
L13[00:03:23] <gigaherz> you can't just
rely on newer methods like PBuffers/PBOs to make it more
efficient
L14[00:03:48] <gigaherz> so
glTexSubImage2D
L15[00:03:51] <gigaherz> it's not THAT
inefficient
L16[00:03:56] <gigaherz> these are a
handful tiny textures
L17[00:04:10] <gigaherz> and you know which
ones are on display
L18[00:04:17] <gigaherz> so you can skip
updating the ones out of view?
L19[00:05:34] <tterrag> ehh not sure about
that
L20[00:05:39] <tterrag> I just iterate over
the list
L21[00:05:49] <tterrag> I could add some
math for that maybe
L22[00:05:58] <tterrag> but since it's only
the server list I doubt it would be a huge deal
L23[00:06:07] <tterrag> I mean MC does this
for all textures constantly
L24[00:06:29] <gigaherz> yeah
L25[00:06:34] <gigaherz> it can be done,
don't worry about it
L26[00:06:35] <gigaherz> ;P
L27[00:06:43] ⇦
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L28[00:07:16] <tterrag> gigaherz: how do I
tell GL to garbage collect a tex ID?
L29[00:07:30] <gigaherz>
glDeleteTextures
L30[00:07:32] <karlthepagan> gigaherz, I
could probably do this easily using a FG setupDecompWorkspace as a
dependency... will give it a shot tomorrow
L31[00:07:46] <tterrag> and what are all
these params in glTexImage2D ;_;
L33[00:08:27] <karlthepagan> or i'll get
un-lazy and actually look at FG source
L34[00:08:39] <gigaherz> keep in mind fg
doesn't YET generate javadocs itself
L35[00:08:42] <gigaherz> ;P
L36[00:08:48] <karlthepagan> yeah hence
decomp ;)
L37[00:08:59] <gigaherz> then have fun, and
speak with the fg people first
L38[00:09:09] <gigaherz> in case anyone has
any suggestion regarding that
L39[00:09:20] ⇨
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L40[00:10:24] <tterrag> gigaherz: I
understand all of them except for ty pe
L41[00:10:26] <tterrag> type
L42[00:11:14] <gigaherz>
GL_UNSIGNED_BYTE
L43[00:11:21] <gigaherz> which means 8 bits
per component, unsigned
L44[00:11:30] <Floppy012> well now this is
surprising
L45[00:11:35] <gigaherz> GL_UNSIGNED_BYTE +
GL_RGBA is the usual 0xaabbggrr format
L46[00:11:53] <Floppy012> ive spent 2-3
hours on that netbeans debug shit
L47[00:13:03] <Floppy012> now ive found the
way how it works and it didnt work before, because i wanted to
separate the netbeans stuff from the eclipse stuff so ive put the
netbeans project into another directory than the forge eclipse
project is in
L48[00:13:04] <Floppy012> ...
L49[00:13:38] <Floppy012> sometimes i hate
myself
L50[00:14:08] ⇦
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L51[00:14:21] ⇦
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L52[00:17:12] <tterrag> gigaherz:
how2bytebuffer
L53[00:17:16] <tterrag> thsi is all
seriously new to me :p
L54[00:17:28] <karlthepagan>
bytebuffer!
L55[00:17:41] <karlthepagan> write, flip,
read, compact
L56[00:18:00] <gigaherz> tterrag: what does
the TextureAtlasSprite do? ;P
L57[00:18:04] <tterrag> heck if I
know
L58[00:18:44] <gigaherz> it uses an
IntBuffer
L59[00:18:52] <gigaherz> GL12.GL_BGRA,
GL12.GL_UNSIGNED_INT_8_8_8_8_REV
L60[00:19:04] <tterrag> ohgod
L61[00:19:10] <gigaherz> eww.
L62[00:19:11] <gigaherz> XD
L63[00:19:34] <gigaherz> OH
L64[00:19:36] <gigaherz> the first arg
is
L65[00:19:40] <gigaherz>
GL11.GL_TEXTURE_2D
L66[00:19:44] <tterrag> yeah I'm seeing
that now
L67[00:19:50] <tterrag> how doe sit know
what ID to put it at then?
L68[00:19:52] <gigaherz> which means
L69[00:19:55] <gigaherz> you have to
bindTexture first
L70[00:20:01] <tterrag> oh >.>
L71[00:20:05] <gigaherz> then
bindTexture(0) to "unbind"
L72[00:20:33] <gigaherz> well
L73[00:20:36] <gigaherz> maybe not
L74[00:21:00] <tterrag> so
framesTextureData has int[][]
L75[00:21:06] <gigaherz> yes
L76[00:21:08] <gigaherz> ah
L77[00:21:12] <tterrag> I'm just...confused
as to what that data is exactly
L78[00:21:14] <gigaherz>
GlStateManager
L79[00:21:15] <tterrag> don't I just need
an int[] ?
L80[00:21:17] <gigaherz> keeps track of
textures
L81[00:21:22] <tterrag> yeah this is
1.7
L82[00:21:35] <gigaherz> to avoid calls to
glBindTexture
L83[00:21:41] <gigaherz> dunno if mc has
anything like that :/
L84[00:21:46] <gigaherz> mc1.7*
L85[00:22:03] <gigaherz> anyhow
L86[00:22:06] <gigaherz> an int[]
L87[00:22:15] <gigaherz> would allow you to
copy the whole thing into the buffer in a single step
L88[00:22:25] <tterrag> wait
L89[00:22:30] <tterrag> I think the
solution to this is stupidly simple
L90[00:22:57] <tterrag> create texture ID
-> call updateAnimation() -> bind texture ID -> upload
mipmap normally -> unbind texture
L91[00:23:03] <tterrag> then just bind the
texture ID when drawing the icon
L92[00:23:07] <tterrag> and use UV
0/1
L93[00:23:15] <tterrag> would that work or
am I crazy?
L94[00:23:16] <gigaherz> then you'll
allocate a whole texture
L95[00:23:21] <gigaherz> with the size of
the item atlas
L96[00:23:24] <tterrag> o
L97[00:23:25] <tterrag> yeah
L98[00:23:26] <tterrag> right
L99[00:23:50] <gigaherz> unless you
duplicate the sprite
L100[00:23:59] <gigaherz> and
"fake" the coords to be at the topleft
L101[00:24:18] <tterrag> ok so
L102[00:24:27] <tterrag> what exactly is
the data inside framesTextureData
L103[00:24:32] <tterrag> it's a list of
int[][]
L104[00:24:39] <gigaherz>
int[frame][data]
L105[00:24:42] <gigaherz> hmm
L106[00:24:43] <gigaherz> no
L107[00:24:45] <gigaherz> that's the
list
L108[00:24:57] <tterrag> so its it a 2D
array of BGRA pixel info?
L109[00:25:03] <gigaherz> I believe
so
L110[00:25:13] <tterrag> so the real
question is can I reuse TextureUtil.uploadTextureMipmap
L111[00:25:20] <tterrag> !gm
uploadTextureMipmap 1.7.10
L112[00:25:20] <gigaherz> no!
L113[00:25:22] <gigaherz> wait
L114[00:25:23] <gigaherz> hmm
L115[00:25:26] <gigaherz> mipmaps?
L116[00:25:30] <tterrag> stupid unnamed
params
L117[00:25:34] <tterrag> I think it;s a
badly named method
L118[00:25:40] <gigaherz> I think it may
be
L119[00:25:45] <tterrag> it just boils
down to calling uploadTextureSub
L120[00:25:49] <tterrag> problem is idk
what these params are
L121[00:25:51] <gigaherz> [mipmap][data
for mipmap]
L122[00:25:59] <tterrag> ohh right
L123[00:26:02] <tterrag> well idc about
mipmaps
L124[00:26:07] <tterrag> so I can just use
[0]
L125[00:26:14] <gigaherz> [0] is
full-size
L126[00:26:18] <gigaherz> [1] is
half-size
L127[00:26:22] <gigaherz> [2] is
quarter-size
L128[00:26:34] <gigaherz> all the way down
to 1x1, depending on the number of mipmaps
L129[00:26:45]
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L130[00:26:51] <gigaherz> (I think mc lets
you configure up to 4 levels?)
L132[00:27:06]
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L133[00:27:10] <gigaherz> anyhow
L134[00:27:12] <gigaherz> it's
7:30am
L135[00:27:26] <gigaherz> and I should
have been sleeping since hours ago
L136[00:27:27] <gigaherz> XD
L137[00:27:50] <securitypedant> Does a
Minecraft server have a name variable? I can't seem to find
one
L138[00:27:58] <killjoy1> motd?
L139[00:28:08] <killjoy1> why would it
need one?
L140[00:28:17] <securitypedant> ah,
duh
L141[00:28:18] <securitypedant> motd
L142[00:28:45] <securitypedant> well I
want to message someone whenever a user logs into a server
L143[00:28:58] <securitypedant> i was
wanting to pass the name of the server, I have a few servers that I
run
L144[00:29:02] <securitypedant> be nice to
get the name
L145[00:29:06] <securitypedant> motd kinda
helps
L146[00:29:11] <gigaherz> so night
ppl
L147[00:29:19] <securitypedant> but there
doesn't seem to be a "friendly name" for a server
L148[00:29:21] <killjoy1> securitypedant,
define it yourself
L149[00:29:22] <Floppy012> Is it possible
to change the arrangement of the buttons in Main Menu or do i have
to create my complete own main menu?
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L152[00:29:43] <killjoy1> Floppy012,
iterate buttonList
L153[00:29:47] <securitypedant> yeah, I
can easily add to my own config, but was wondering if vanilla or
Forge had a variable
L154[00:30:04] <Dark> you could use ASM or
reflection
L155[00:30:13] <Dark> been a while since
I've looked at the main menu
L156[00:30:18] <killjoy1> you don't need
to use either
L157[00:30:52] <Dark> true, as long as
buttonList is visible
L158[00:30:58] <killjoy1> securitypedant,
you could use the level-name?
L159[00:31:17] <securitypedant> what's
level-name? not familar with that
L160[00:31:22] <securitypedant> is that
World? Nether?
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L162[00:31:29] <killjoy1> Defaults to
world
L163[00:31:36] <killjoy1> this isn't
bukkit
L164[00:31:48] <killjoy1> nether is saved
in the dim1 folder in world
L165[00:32:00] <killjoy1> overworld is
dim0
L166[00:32:02] <killjoy1> end is
dim-1
L167[00:32:09] <killjoy1> or something
like that
L168[00:32:33] <securitypedant> gotcha, so
what's level-name for, if it defaults to world. Is it configured in
server.props?
L169[00:32:40] <killjoy1> yes
L171[00:33:00] <securitypedant> hehe
aha!
L172[00:33:07] <securitypedant> nice,
that's what i'll use
L173[00:33:08] <securitypedant>
thanks
L174[00:34:18] <tterrag> ghz|afk: how
could you leave me like this :(
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L177[00:37:39] <tterrag> welp, guess
this'll have to wait
L178[00:37:40]
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L179[00:37:41] <tterrag> getting white
textures
L180[00:37:44] <tterrag> no clue what I
did wrong
L181[00:37:44] <securitypedant> bah,
Comcast
L182[00:37:59] <killjoy1> tterrag, no
image data
L183[00:38:07] <killjoy1> You need to
upload the texture
L184[00:38:14] <tterrag> did
L185[00:38:19] <tterrag>
TextureUtil.uploadTexture(texID,
((int[][])this.framesTextureData.get(0))[0], width, height);
L186[00:38:27] <killjoy1> And you're
binding texID?
L187[00:38:34] <tterrag> TextureUtil does
that, so yes
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L190[00:43:49] <H1N1theI> Er, can someone
explain to me what required-before:X means?
L191[00:44:00] <tterrag> you require X
mod, and also want to load before it
L192[00:44:09] <bspkrs> this
L193[00:44:11] <H1N1theI> Wait,
what.
L194[00:44:37] <bspkrs> my mod is required
to load before mod x
L195[00:44:53] <tterrag> before:X is an
optional dep
L196[00:44:58] <tterrag> no error if X
doesn't exist
L197[00:45:08] <H1N1theI> Ok, I get it
now. I was just confused about why you would want to load a
dependency after you've loaded in yourself, but I guess that makes
sense.
L198[00:45:09] <tterrag> adding required-
makes it stop the loading if X doesn't exist
L199[00:45:20] <tterrag> well if you want
to edit something before they get to it
L200[00:45:35] <tterrag> it's a rare
case
L201[00:45:40] <tterrag> I've never used
required-before personally
L202[00:46:16] <H1N1theI> I see. So, the
preInit and init fires determinstically before that mod's.
L203[00:46:35] <H1N1theI> What about
postInit, does that have any specific determinstic patter? By
initialization order, anti-initialization order?
L204[00:46:57] <tterrag> all load events
are called in the same order
L205[00:47:18] <tterrag> mods are sorted
first by their dependencies, then load order (alphabetical)
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L207[00:47:44] <H1N1theI> Ok, thanks for
your help!
L208[00:48:40] <Cypher121> what if 2 mods
try to load before each other?
L209[00:49:01] <Cypher121> I'd expect a
crash, but what happens in reality?
L210[00:49:28] <H1N1theI> Cypher121: This
requires science.
L211[00:49:45] <H1N1theI> Cypher121: ER,
actually, woudln't that just end up with a circular dependency
crash?
L212[00:50:04] <Cypher121> that's what I
expect it to do
L213[00:50:05] <TehNut> If all my derps
have proved anything, it does
L214[00:50:11] <tterrag> it's a cyclic
dependency
L215[00:50:13] <tterrag> which will
crash
L216[00:50:39] <H1N1theI> I demand that
Forge implement circular dependency resolution! :P
L217[00:51:03] <Cypher121> that actually
IS resolution of it
L218[00:51:05] <killjoy1> It does.
L219[00:51:18] <killjoy1> If it detects a
circular dependency, it curses you out.
L220[00:51:26] <killjoy1> issue
resolved
L221[00:51:29] <H1N1theI> ...Still better
than APT's.
L222[00:53:23] <Cypher121> how about 3+
mods in a loop? totally cannot happen without intent, but now I'm
just curious if it actually checks for a loop in the graph or just
checks the requested mod and nothing else
L223[00:53:33] <tterrag> actually it has
happened many times
L224[00:54:09] <tterrag> and yes, it
functions fine
L225[00:54:19] <tterrag> FML assembles a
graph, you can look at the code
L226[00:54:50] <tterrag>
Loader.sortModList
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L229[00:59:00] <Cypher121> noice
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L242[01:32:25] <killjoy1> why does my ssd
seem so slow?
L243[01:32:32] ⇦
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L244[01:32:37] <killjoy1> It takes forever
to open a file or folder
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L250[01:58:31] <Dark> ^ looking for
feeback on forge
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L252[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151206 mappings to Forge Maven.
L253[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151206-1.8.8.zip
(mappings = "snapshot_20151206" in build.gradle).
L254[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/
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L261[02:31:44] <OrionOnline> Hey guys i
have a question regarding JSON files, and Items: How do i tell
Minecraft that a specific JSON File belongs to a specific
Item?
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L263[02:33:50] <OrionOnline> fry?
L264[02:35:00] <fry>
ModelLoader.setCustomModelResourceLocation +
ModelBakery.addVariantName
L265[02:36:37] <OrionOnline> Okey
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L268[02:48:00] <killjoy> Huzzah, I have
discovered the cause of a bug
L269[02:48:06] <ollieread> Are
Item.onItemUseFirst, Item.onItemUse etc called on both sides?
L270[02:48:18] <ollieread> I recall
something around that that only happens on client side
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L283[03:40:37] <Wuppy> o/
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L291[04:06:24] <sham1> INDEPENDENCE
DAY
L292[04:06:28] <sham1> WOOT
L293[04:07:19] <ollieread> Wut?
L294[04:07:23] <Wuppy> independence
dayt?
L295[04:07:28] <Wuppy> you mean
post-sinterklaas
L296[04:07:55] <sham1> Pls
L298[04:08:44] <Wuppy> oh.. finland
L299[04:08:52] <sham1> Yes
L300[04:09:16] <sham1> It indeed is
L301[04:09:27] <sham1> The same day as St.
Nicholas' day
L302[04:10:30] <Wuppy> taht was yesterday
though
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L304[04:11:57] <sham1> "Saint
Nicholas' day, observed on December 6 (in Western Christian
countries)..."
L305[04:12:23] <Wuppy> in the netherlands
we celebrate it the 5th
L306[04:12:37] <sham1> Well it is the
eve
L307[04:12:47] <sham1> But the day is
today
L308[04:13:48] <Wuppy> we dont celebrate
anything on the day though :P
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L310[04:14:07] <ollieread> No recollection
of that holiday
L311[04:14:17] <Wuppy> mostly just
dutch
L312[04:14:19] <Wuppy> and some
belgians
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L330[04:59:59] <Cazzar> Zeebra456: what's
happening with the rendered image?
L331[05:00:31] <Zeebra456> it wont
position the face on the player in the drawn box
L332[05:00:44] <Zeebra456> i cant get the
u,v to match to the size
L333[05:00:52] <Cazzar> Could be due to
the new skin format as well..
L334[05:01:52] <Zeebra456> there is a new
skin format?
L335[05:02:18] <Cazzar> well layout
L336[05:02:48] <Zeebra456> hmm thats why i
cant get it to line up
L337[05:02:55] <Zeebra456> i've been at
this for 1h or so lol
L339[05:07:08] <Zeebra456> oh so it
changed from 64x32 to 64x64
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L341[05:15:09] <Zeebra456> got it :D
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L347[05:28:34] <Cazzar> that's then
lighting
L349[05:32:04] <ThePsionic> gz
L350[05:32:57] <RobotSquid> thnaks! its
still super buggy but its there! and better than nothing :P
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L354[05:33:45] <Cazzar> Ah, there we
go
L355[05:33:51] <Cazzar> I have working
typescipt
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L357[05:36:14] <Wuppy> I should check out
undertale
L358[05:36:22] <Wuppy> people are quite
hype about it
L359[05:36:39] <fry> it's really good
:P
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L383[07:51:28] <Rockers> Is it possible to
have subfolders for block textures (1.7)
L384[07:52:54] <Rockers> It's because I
have an image sequence that would flood the textures folder in my
mod, making it difficult to understand.
L385[07:53:41] <diesieben07> yes
L386[07:54:22] <Rockers> How would I go
about doing that. Do I still use the
IIconRegister.registerIcon(String) ?
L387[07:56:02] <diesieben07> yes
L388[07:56:17] <diesieben07> you just d
somehing like "mymod:foo/bar/baz.png"
L389[07:56:31] <Rockers> Ah, I see.
L390[07:56:45] <Rockers> Quite
simple.
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L396[08:09:12] <Zeebra456>
GuiTextField
L397[08:10:32] ***
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L398[08:10:38] <Zeebra456> how do i find
what the field true name is?
L399[08:10:45] <Zeebra456>
field_175208_g
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L402[08:11:20] <diesieben07> type !gf
field_175208_g
L403[08:11:25] <diesieben07> !gf
field_175208_g
L404[08:11:57] <Zeebra456> !gf
field_175208_g
L405[08:12:10] <Rockers> !gf
field_175208_g
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L407[08:12:23] <Zeebra456> so it now has
an id like the buttons?
L409[08:12:35] <Wuppy> broke my
brain
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L412[08:13:17] <diesieben07> yes
zeebra
L413[08:13:19] <laci200270> !gm
func_148857_g
L414[08:14:37] <Wuppy> also, it's free
:D
L415[08:14:51] ***
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L416[08:15:57] <Zeebra456> Thanks
diesieben07
L417[08:16:21] <Zeebra456> im guessing !gm
is methods
L418[08:16:54]
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L419[08:17:54] <diesieben07> yes
L420[08:18:17] <Rockers> Does getIcon()
get called every frame?
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L422[08:18:40] <Rockers> *tick
L423[08:19:07] <laci200270> do I need
description packet in 1.8?
L424[08:20:03] <diesieben07> Rockers, for
items, yes
L425[08:20:10] <diesieben07> laci200270,
depends on what you want to do...
L426[08:20:19] <Rockers> I have an image
sequence for a block.
L427[08:20:24] <laci200270> an energy
cell
L428[08:20:33] ***
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L429[08:20:34] <diesieben07> that doesn't
say anything laci..
L430[08:20:46] <Rockers> I suppose it
isn't based off of directional sides so I could just use
.setBlockTextureName (?)
L431[08:20:47] <laci200270> a number
changes every tick
L433[08:21:12] <laci200270> that
syncrozied with a GUI
L434[08:21:18] <diesieben07> check the
furnace
L435[08:21:38] <Rockers> Oh, I forgot
about Resource Packs.
L436[08:22:03] <masa> laci200270:
description packets are needed if the look of the blocks depends on
the data. If it's just GUI stuff, then you can use the container
methdos to sync the data
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L438[08:22:26] <laci200270> thanks
masa
L439[08:22:57] <Rockers> Urg, I'm going to
have to stitch my textures together.
L440[08:24:13] <Rockers> Oh wait!
L441[08:24:30] <Rockers> I forgot to set
the icon variable when I registered it.
L442[08:27:12] ⇦
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L443[08:32:16] <laci200270> fry when you
make your animation system?
L444[08:35:54] <fry> I can give no
ETA
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L447[08:43:15] <laci200270> fry are you
planning to make an dynamic texture system?
L448[08:43:36] <laci200270> I mean
changeable transparency
L449[08:44:21] <fry> what would such
system do?
L450[08:45:20] <laci200270> for different
bvrightness of states..
L451[08:45:31] <laci200270> or maybe image
cutting
L452[08:45:45] <laci200270> for displaying
progress bars
L453[08:45:48] <laci200270> on
blocks
L454[08:46:43] <fry> all that is already
possible
L455[08:47:20] <laci200270> how?
L456[08:47:36] <laci200270> with
jsons?
L457[08:49:46] ***
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L458[08:50:10] <williewillus> laci200270:
smartmodels and all the variants of it :p
L459[08:50:18] <laci200270> oh
L460[08:50:42] <williewillus>
imodelstates, stuff like that. Most of the things people want are
already there it's just not documented :D
L461[08:52:05] <laci200270> also how can I
get the quads of a texture?
L462[08:55:41] <williewillus> of a model
you mean?
L463[08:56:17] <laci200270> for example of
an itemmodel
L464[08:56:41] <williewillus>
IBakedModel.getFaceQuads and getGeneralQuads
L465[08:56:52] <laci200270> thanks
L466[08:57:09] <laci200270> but how can I
"cut" images?
L467[08:57:15] <laci200270> from
smartmodel?
L468[08:59:47] <laci200270> to make
progressbars
L469[09:04:20] <OrionOnline> Finally with
the help of TinkersConstruct and its code i could convert Armories
MLA into 1.8.8 runnable code
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L478[09:25:52] <williewillus> does it just
not move or does snap back?
L479[09:27:04] <shadowfacts> it snaps back
almost immediately after I try to take it out
L480[09:27:51] <ghz|afk> that's a
copypaste of the workbench?
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L482[09:28:22] <shadowfacts>
basically
L484[09:29:46] <williewillus> are you
opening the gui on both sides?
L485[09:29:54] <williewillus> heh
L486[09:30:04]
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L487[09:30:28] <shadowfacts> when I remove
the world.isRemote check, it closes immediately after it
opens
L488[09:30:45] ***
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L489[09:30:53] <ghz|afk> shadowfacts: so
instead of fixing the issue
L490[09:30:58] <ghz|afk> you made it open
client-side only?
L491[09:31:05] <williewillus> chill ghz
haha
L493[09:31:22] <diesieben07> this is why
copypasta is bad idea...
L494[09:31:32] <shadowfacts>
*facedesk*
L495[09:31:54] <ghz|afk> williewillus: I'm
the chilliest, I just woke up ;P
L496[09:32:21] <shadowfacts> what a
surprise, it works now
L497[09:32:25] <shadowfacts>
*facedesk*
L498[09:32:53] <williewillus> nice cold
50F/10C in austin this morning :p /s
L499[09:33:42] <ghz|afk> I wanted to
answer with the current temperature at 15:33 in spain,
L500[09:33:57]
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L501[09:34:20] <ghz|afk> but I can't be
arsed to get the temp
L502[09:34:39] <ghz|afk> ... and I forgot
what the temp-measuring-device is called ¬¬
L503[09:35:15] <ghz|afk> brb caffeine and
sugar
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L505[09:35:49] <Rockers> I just found out
that Japan has a vibrant modding scene the other day.
L506[09:36:41] <ghz|afk> minecraft
modding?
L507[09:36:51] <Rockers> Yeah
L508[09:37:11] <Rockers> Not that many
people in Japan play Minecraft compared to the US and the UK.
L509[09:37:12] <ghz|afk> and I guess they
have their own place where they release mods instead of
curse?
L510[09:37:17] <Rockers> Yep
L512[09:37:28] <ghz|afk> sucks, the
wonders we must have missed
L513[09:37:36] <Rockers> Theres
L514[09:37:38] <Rockers> HeliMC
L515[09:37:41] <Rockers> The Train
Mod
L516[09:37:43] <Rockers> erm
L517[09:37:44] <Rockers> Maids
L518[09:37:50] <Rockers> Lots of Maids
mods
L519[09:37:56] <ghz|afk> Japan.
L520[09:38:33] <Rockers> Some Japanese
minecraft mods:
L522[09:38:48] <Rockers> I don't think
they use forge, I could be wrong however.
L523[09:39:31] <ghz|afk>
[Starminer0.9.9(Forge1710)]
L524[09:39:31] <ghz|afk> download
zip(0.9.9版。まずzipを解凍してください)
L525[09:39:31] <ghz|afk> (Link above is
ver0.9.9, For Forge1.7.10 only. Please extract zip first)
L526[09:39:32] <ghz|afk> they do
L527[09:39:33] <ghz|afk> XD
L528[09:39:55] <Rockers> ofc
L529[09:40:01] <Rockers> ModLoader is
Japanese
L530[09:40:54] <Rockers> Bloody hell
L532[09:41:47] <ghz|afk> oooh multiblock
tracks :D
L533[09:41:59] <ghz|afk> I had been
wondering why no one was doing stuff like that
L534[09:43:16] ***
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L535[09:44:05] <Rockers> I want to learn
Japanese really badly.
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L537[09:44:21] <nxsupert> Kon'nichiwa
:P
L538[09:45:05] <ghz|afk> I wanted to learn
a bit
L539[09:45:13] <ghz|afk> but I gave
up
L540[09:45:27] <ghz|afk> I don't have the
patience
L541[09:45:42] <Rockers> Watashi wa Lyes
desu.
L542[09:45:53] <Rockers>
Hajimemashite.
L543[09:46:00] <nxsupert> I tried to learn
some so I could play a game. But gave up and found a rom patch to
translate it to english.
L544[09:46:08] <Rockers> gg
L545[09:46:18] <ghz|afk> XD
L546[09:46:26] ***
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L547[09:46:26] <Rockers> Yoroshiku onegai
shimasu.
L548[09:46:56] <nxsupert>
Moshimoshi.
L549[09:47:07] <Rockers> Did you know:
Japanese is read from the right to the left or from the top to the
bottom but never left-to-right or bottom to top.
L550[09:47:21] <Rockers> **Japanese is
read left to right, sorry
L551[09:47:50] <Rockers> Like
English.
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L553[09:48:28] <nxsupert> You tend to only
see it written top to bottom if it is kanji.
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L555[09:48:52] <Rockers> Can't hirogana be
written top to bottom?
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L557[09:50:13] <nxsupert> Maybe.
L558[09:50:54] <nxsupert> I mean the only
times I have seen Japanese written is in online text , where it is
rather hard to go top to bottom.
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L560[09:51:01] <Rockers> Bing also gives
better Japanese translations compared to Google translate.
L561[09:51:03] <Rockers> Yeah
L562[09:51:46] <gigaherz> IIRC, formal
texts tend to be more top-to-bottom, and hiragana is not used that
much in formal writing
L563[09:52:11] <Rockers> I see,
L564[09:53:19] <nxsupert> The only time I
ever see japanese written is when I look at what nintendo is not
giving us :(
L565[09:53:31] <gigaherz> (it is used
though, since some words don't have a kanji)
L566[09:53:44] <Rockers> What about
katakana?
L567[09:54:04]
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L568[09:54:09] <gigaherz> katakana is used
for certain names and foreign words
L569[09:54:16] <gigaherz> so, wherever
it's needed.
L570[09:54:33] <Rockers> So the Japanese
writing systems can be mixed?
L571[09:54:41] <gigaherz> they ARE
mixed
L572[09:54:46] <Rockers> Oh
L573[09:54:52] <gigaherz> they use kanji
for normal words
L574[09:55:08] <gigaherz> katakana for
certain words where kanji is either too uncommon or doesn't
fit
L575[09:55:12] <gigaherz> eh
L576[09:55:15] <gigaherz> hiragana*
L577[09:55:23] <gigaherz> katakana for
foreign concepts and names
L578[09:55:44] <gigaherz> and then if the
texts are meant for younger audiences there's the little furigana
spelling out hard-to-read kanji
L579[09:56:03] <Rockers> Is that why,
whenever I look up Japanese articles, some of the characters don't
look like they fit the other characters.
L581[09:56:30] <gigaherz> also if you make
use of very rare kanji, that even adults wouldn't feel insulted by
it ;P
L582[09:57:17] <Rockers> My sister gave me
a Hirogana and Katakana textbook.
L583[09:58:02] <gigaherz> furigana is even
used in many games, where you can click on manji in the texts to
see the reading
L584[09:58:20] <gigaherz> kanji*
L585[09:59:11] <Rockers> So Kanji tends to
be more professional than Hirogana and Katakana?
L586[09:59:57] <Rockers> And for foreign /
unusual words, Katakana is used
L587[10:00:15] <gigaherz> the idea is more
like
L588[10:00:28] <gigaherz> if the word can
be represented well in kanji
L589[10:00:33] <gigaherz> you use
kanji
L590[10:01:12] <gigaherz> but the common
set is much smaller than chinese
L591[10:01:36] <gigaherz> so there's stuff
they write using alternative means
L592[10:01:41] <gigaherz> that is,
hiragana and katakana
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L594[10:02:31] <Rockers> So use Kanji
wherever possible
L596[10:02:36] <gigaherz> read that
L597[10:02:36] <gigaherz> ;P
L598[10:02:45] <Rockers> ;p
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L600[10:04:50] <nxsupert> From what I
understand. Most technology until recently used hiragana simply
because most computers could only really have 128/256 characters.
All thats changed with Unicode of cause.
L601[10:05:18] <gigaherz> nah
L602[10:05:34] <gigaherz> japanese
machines use shift-jis
L603[10:05:50] <gigaherz> it's a
multi-byte character set but not exactly like unicode
L604[10:06:03] <Rockers> Shift-Jis? ( ͡°
͜ʖ ͡°)
L606[10:06:48] <gigaherz> they have a
complex input system where you can type a sequence of keys
L607[10:06:58] <gigaherz> and it will form
a kanji in the text
L608[10:07:07] <gigaherz> like, based on
word roots and stuff
L609[10:08:34] <nxsupert> And thats where
they first added Emoji :P
L610[10:08:55] <Rockers> I suppose
Shift-Jis ( ͡° ͜ʖ ͡°) and Unicode and ASCII are all
"Standards". So I'm going to create my own
"Standard"; the Lenny-1337-Byte set.
L611[10:09:39] <gigaherz> Rockers:
alternative encodings became obsolete with unicode
L612[10:09:47] <nxsupert> Tbf. Unicdoe was
one of those standardisation attempts that actually worked.
L613[10:10:01] <gigaherz> yeah
L614[10:10:02] <nxsupert>
s/unicdoe/unicode
L615[10:10:19] <nxsupert> Oh. Don't have
that bot here?
L616[10:10:32] <gigaherz> I use s/ without
any bots
L617[10:10:32] <gigaherz> ;p
L618[10:10:49] <Rockers> But who doesn't
want Byte[2] to be -_(._.)_-
L619[10:11:21] <gigaherz> submit it as a
proposal to unicode?
L620[10:11:33] <gigaherz> you have to make
your case though
L621[10:11:34] <nxsupert> Shall I tell you
what I hate about unicode?
L622[10:11:44] <Rockers> ( Byte[0] being (
͡° ͜ʖ ͡°) and Byte[1] being >:-X-|--<
L623[10:11:47] <Rockers> )
L624[10:12:09] <Rockers> wat
L625[10:12:14] <nxsupert> It kept the
terminating character -_-.
L626[10:12:42] <gigaherz> ?
L627[10:12:48] <gigaherz> terminating
character?
L628[10:12:51] <Rockers> Oh
L629[10:12:56] <Rockers> Like /n is a
newline?
L630[10:13:14] <gigaherz> that's \n and
it's an escape code, implemented by compilers not unicode
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L632[10:14:03] <nxsupert> NUL
terminator.
L633[10:14:07] <Rockers> But isn't \0 a
terminating character (albeit implemented by compilers)
L634[10:14:11] <Rockers> Yeah
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L636[10:14:22] <Rockers> What's wrong with
it?
L637[10:15:15] <nxsupert> Well. I guess i
don't like the idea of not storing the string length and instead
having to wait for a terminating character.
L638[10:15:33] <Rockers> Oh, I get
you.
L639[10:15:40] <Rockers> C'est trés
mérde?
L640[10:15:58] <gigaherz> nxsupert: that
has nothing to do wit h unicode
L641[10:16:03] <Rockers> Non?
L642[10:16:11] <gigaherz> it's a choice of
the languages
L643[10:16:15] <nxsupert> I know.
L644[10:16:21] <nxsupert> But still.
L645[10:16:23] <gigaherz> Pascal and later
Delphi always used size-prefix
L646[10:16:25] <Rockers> I'm getting trés
confused. I'm going to get food. BRB
L647[10:16:35] ***
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L648[10:18:10] <gigaherz> and things like
java strings are internally char-arrays so they also have an
explicit size
L649[10:29:04] <OrionOnline> Yeah Armory
for 1.8.8 booted for the first time without compilation errors and
completly stripped down to its core
L650[10:29:13] <OrionOnline> But it
started without exception
L651[10:29:27] <OrionOnline> Now time to
create a bunch of JSON files to test this:P
L652[10:30:05] <OrionOnline> I need to
figure out if the TinkersContruct guys have a donation button or
something like that
L653[10:30:30] <OrionOnline> I woud like
to spend each of them a meal, cause i would not have been able to
do it without there code
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L658[10:38:34] <karlthepagan> I like
PStrings over CStrings as well nxsupert
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L667[10:55:19] <karlthepagan> so... now I
figure out how to connect mineflayer to MCF 1.8.8 ... or I build a
forge minecraft bot
L668[10:58:25] <karlthepagan> only enough
ram in my house to naively test 120 clients :P
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L676[11:44:53] <MattDahEpic> !latest
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L681[11:58:01] <GhostfromTexas> wee..
updating my old wow addon..
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L689[12:31:45] <Lumien> Does anyone else
have problems with the console (eclipse) on latest forge? Getting
errors like "ERROR Error processing element TerminalConsole:
CLASS_NOT_FOUND", and nothing after that is logged to the ide
console
L690[12:32:27] <diesieben07> yes i had
that in intellij, too
L691[12:32:37] <diesieben07> they did
something with the console
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L694[12:39:11] <karlthepagan> noone in
these minecraft server performance threads is mentioning
-XX:+UseCompressedOops :/
L695[12:39:22] <karlthepagan> yet they're
recommending 64-bit JVM
L696[12:40:48] <diesieben07> because they
have no idea what they are talking about :D
L697[12:40:52] <MattDahEpic> but what if
you have too many oops to fit into the compressor?
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L699[12:41:06] <MattDahEpic> a LOT of
oops
L700[12:41:10] <diesieben07> what we
really need in hotspot is a really good GC
L701[12:41:13] <diesieben07> which we
don't have
L702[12:41:38] <karlthepagan> there's some
evidence they've tried and succeeded a lot
L703[12:41:43] <karlthepagan> diesieben07,
G1GC
L704[12:41:58] <karlthepagan> but what do
infrastructure people know :P
L705[12:42:00] <diesieben07> all the GCs
in hotspot WILL stop the world at some point
L706[12:42:21] <diesieben07> you can tune
it to not do it for a loooong time
L707[12:42:25] <diesieben07> but it will
do it
L708[12:42:46] <karlthepagan> depends how
fatal you think a 10ms STW is
L709[12:43:03] <karlthepagan> also I'm
looknig at reducing the garbage created in MC
L711[12:43:14] <karlthepagan> bbiab,
taking kiddo to the aquarium
L712[12:43:55] <karlthepagan> i'll save
that link, but I've attended hundreds of hours of JavaOne,
training, and workshops on performance so, probably heard it
before
L713[12:44:11] <karlthepagan> ah yeah,
azul guy is great
L714[12:44:16] <diesieben07> if you watch
that talk, you pretty much understand GCs quite well
L715[12:44:21] <diesieben07> at least how
to work with them
L716[12:44:29] <diesieben07> not
necessarily how exactly they work, but that too roughly
L717[12:44:34] <karlthepagan> bbl
L718[12:44:38] <diesieben07> k
L719[12:45:18] ***
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L720[12:51:40] <MattDahEpic> oh yey i got
my syncing configs working!
L721[12:51:43] <MattDahEpic> config
re^2-do part^3: the it-worksening
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L736[13:28:12] <H1N1theI> I'm rather
confused at what is thread safe and what is not. Are ticks and
tileEntities threadsafe, or do I have to find a way to lock
them?
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L738[13:31:58] <gigaherz> H1N1theI:
instead of locking, consider using scheduled tasks
L739[13:32:09] <gigaherz> you can ask the
world to run a task in the next update cycle
L740[13:33:45] <williewillus> why the
multithreading lol
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L742[13:35:28] <H1N1theI> williewillus:
I'm just wondering if they are threadsafe.
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L744[13:35:52] <williewillus> no, the
whole logic loop is single threaded :p
L745[13:35:56] <masa> afaik barely
anything in minecraft is threadsafe
L746[13:36:03] <diesieben07> H1N1theI,
pretty much nothing in Minecraft is "threadsafe" (which
is a very broad term to begin with)
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L748[13:36:09] <williewillus> you have the
client and server threads, and the network thread and that's
basically it
L749[13:36:20] <williewillus> some image
downloaders and the chunk renderer batchers, and maybe the sound
handler?
L750[13:36:32] <H1N1theI> williewillus: Is
the IO determinstic/interrupt-free?
L751[13:36:41] <williewillus> all tick
logic is in one thread
L752[13:36:52] <diesieben07> which part of
IO are you talking about?
L753[13:36:56] <williewillus> attempts to
make it otherwise were interesting, to say the least
L754[13:37:20] <H1N1theI> diesieben07: I
mean, honestly, is *any* portion of the IO non-atomic? :P
L755[13:38:17] <diesieben07> in theory,
yes
L756[13:38:21] <diesieben07> there is a
separate IO thread.
L757[13:38:51] <williewillus> in vanilla?
til
L758[13:39:07] <diesieben07> yeap
L759[13:39:12] <williewillus> i thought
only the bukkit patches (later ported to forge) had the threaded
chunk io
L760[13:39:24] <diesieben07> not threaded
chunk IO
L761[13:39:50] <williewillus> what other
io then :p
L762[13:40:00] <diesieben07> well, the
chunk is written to NBT
L763[13:40:06] <diesieben07> then that NBT
is written on a different thread
L764[13:40:18] <diesieben07> i am not sure
what exactly forge changes about that
L765[13:41:20] <H1N1theI> So I can treat
it as if it's all atomic?
L766[13:41:39] <H1N1theI> But I can get
non-determinstic behavior if I read right after I write?
L767[13:42:09] <diesieben07> you have to
be more exact. what exactly are you reading and writing?
L768[13:43:33] <H1N1theI> diesieben07:
Just some NBT data. I'm worried about reading and writing it
often.
L769[13:43:47] <diesieben07> what context?
are you writing it to disk yourself?
L770[13:43:52] <diesieben07> if not, what
is it attached to?
L771[13:46:08] <H1N1theI> diesieben07:
Tile entity stuff. :/
L772[13:46:24] <diesieben07> so
TileEntity.writeToNbt / readFromNbt?
L773[13:46:36] <diesieben07> you shouldn't
be calling those yourself
L774[13:47:30] <diesieben07> it would
really help if you could actually tell us what *exactly* it is that
you are trying to do instead of being vague as can be
L775[13:47:50] <H1N1theI> Heh,
sorry.
L776[13:48:37] <H1N1theI> diesieben07: I'm
just serializing a list of tiles and then deserializing it whenever
a new block meeting the critera is added (For an energy system),
I'm just wondering if it's "safe" to do that.
L777[13:49:06] <diesieben07> serializing
it WHERE?
L778[13:49:37] <H1N1theI> Inside of the
custom tileEntity.
L779[13:49:46] <diesieben07> in
readFromNbt?
L780[13:50:07] <H1N1theI> diesieben07:
Yeah.
L781[13:50:18] <diesieben07> then you do
not need to worry. those are calld on the main thread.
L782[13:50:30] <sham1> called*
L783[13:50:32] <H1N1theI> Ok.
Thanks.
L784[13:50:45] <H1N1theI> Thanks for the
help. :)
L785[13:51:11] *
diesieben07 stabs sha
L786[13:51:19] <diesieben07> damnit
:D
L787[13:51:45] <sham1> Well SHA-1 deserves
to be stabbed
L788[13:52:16] <H1N1theI> Atleast it isn't
MD5.
L789[13:53:18] <Orion> Finally i could
load a world with Armory Armor Items in it
L790[13:53:28] <Orion> Alltough they are
still rendered as the Missing Model thingy
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L795[14:08:05] <Orion> If i have a
ISmartItemModel, and my ModelLoader loads that model just
fine
L796[14:08:22] <Orion> Do i need to
register it somewhere for it to regocnize?
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L798[14:09:07] <Orion> fry?
L799[14:09:25] <fry> nope, don't need to
register anything
L800[14:10:16] <Orion> For some reason it
is not calling the HandleItemStack method, and renders the
MissingNo Model...
L801[14:11:26] <Orion> What has it todo
with variants? Maybe i am doing something wrongs there
L802[14:11:41] <Orion> As the modelloader
succesfully builds hte model which gets succesfully backed
L803[14:14:52] <Orion> How does it
determine which model to render?
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L805[14:18:38] <Orion> For some reason
when it does get ItemModel in the ItemModelMesher it does not find
a BakedModel....
L806[14:18:58] <Orion> How is that
possible.
L807[14:19:08] <gigaherz> Orion: is your
model actually using your ISmartItemModel?
L808[14:19:12] <gigaherz> eh is your
item*
L809[14:19:13] <Orion> Yes
L810[14:19:21] <Orion> What do you mean
Item?
L811[14:19:31] <Orion> Like my bakedmodel
is an instance of ISmartItemModel
L812[14:19:35] <gigaherz> I mean if the
instance is constructed and the methods called
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L814[14:19:56] <Orion> Like on the model
or on the Item?
L815[14:20:09] <gigaherz> on the class
that implements ISmartItemModel
L816[14:20:24] <Orion> The part that the
modelloader does works fine
L817[14:20:37] <Orion> But HandleItemState
is never called
L818[14:21:25] <gigaherz> but
getFaceQuads/getGeneralQuads is called?
L819[14:21:31] <Orion> And when i debug
the ItemModelMesher i just gets null when it retrieves the
IBakedModel and because of that it returns the MissingModel
L820[14:21:42] <gigaherz> so it's not
really "used" per se
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L822[14:21:55] <Orion> gigaherz,
exactly
L823[14:22:02] <Orion> Like it is properly
build and loaded
L824[14:22:10] <Orion> But not used
L825[14:22:20] <Orion> Like it would not
be properly registered to my Item
L826[14:22:27] <Orion> Or better the
instance of that Item
L827[14:22:27] <gigaherz> back in
january
L828[14:22:31] <gigaherz> in order to
inject my models
L829[14:22:35] <gigaherz> I used the
ModelBakeEvent
L830[14:22:44] <Orion> Hmm let me try
that
L831[14:22:46] <gigaherz> which lets you
manually bind a ResourceLocation of an item, to a IBakedModel
L832[14:23:14] <gigaherz> instead of using
a model loader that returns an IModel and all
L833[14:24:13] <Orion> gigaherz, the
problem is that i have multiple layers, which may or may not be on
the Item (Like TiC Tools, except that those always have a given set
of layers and mine are flexible)
L834[14:25:06] <Orion> Hmm looking at TiCs
Code
L835[14:25:13] <Orion> They seem to be
using the ModelBakeEvent too
L836[14:25:26] <Orion> Let me investigate
this and see to what it leads
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L838[14:26:37] <Orion> Hmm no they only
use that for there blocks, to register different variants of the
TinkerTable
L839[14:29:37] <Orion> Okey i found the
cause
L840[14:29:50] <Orion> My IBakedModel is
never registered to the ItemModelMesherForge
L841[14:30:01] <Orion> That should have
happened automatically correct?
L842[14:31:12] <Orion> Do i understand
that correctly, fry?
L843[14:32:05] <fry> you need to either
register the model normally, via json + loader, or use
ModelBakeEvent
L844[14:33:04] <Orion> i did json + loader
and the model gets baked correctly
L845[14:33:19] <Orion> I will follow it
down
L846[14:34:26] ⇦
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L851[14:41:20] <Tarig> Hey guy's, can
anyone tell me how to get items to render correctly without
explitly setting the model? I think all I need is the block state,
if it's in the forge format but it doesn't seem to take
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L853[14:43:13] <sham1> what do you
mean
L854[14:44:03] <Tarig> I have inventory as
a variant in my blockstate
L855[14:44:20] <Tarig> but it seems that
it doesn't get bound to the blockitem
L857[14:45:37] <sham1> Well that is
because inventory is not a blockstate variant :P
L858[14:46:10] <Tarig> hmm if that's true
why do I see it in the debug stuff
L859[14:46:15] <Tarig> getting
url...
L860[14:46:19] <sham1> Because
L861[14:46:50] <sham1> Just because
someone uses it does not mean it will work
L862[14:46:59]
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L864[14:47:45] <Tarig> not just anyone but
the definitive source
L865[14:48:05] <sham1> "Just because
someone uses it does not mean it will work"
L866[14:48:06] <Tarig> of course it could
have gotten stripped out since the example got uploaded
L867[14:48:20] <sham1> Your does not have
model specified
L868[14:48:21] <sham1> This one has
L869[14:48:41] <Tarig> those are
submodels
L870[14:48:53] <sham1> Really?
L871[14:48:53] <Tarig> the model is
inhertited suposudly from the default
L872[14:49:01] <sham1> Gee, I would have
never guessed
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L874[14:49:29] <sham1> Also it is not a
submodel
L875[14:49:42] <sham1> Or the inventory
is
L876[14:49:45] <Orion> fry, is there a way
to set the custommodelresource location without meta data?
L877[14:49:50] <sham1> But the elems
inside there arent
L878[14:49:55] <sham1> So yeah
L879[14:49:56] <sham1> Try that
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L881[14:52:08] <Tarig> @sham1 umm what?
the example given uses submodels to be backed in with the original
model, I'm not interested in that bit I just want the
original
L882[14:52:15] <Tarig> baked*
L883[14:52:41] <sham1> Well if you want
the original, then why not just make another model file for the
inventory
L884[14:52:45] <sham1> Less of a
hassle
L885[14:52:53] <shadekiller666> what are
you trying to do Tarig?
L886[14:53:14] <sham1> He is trying to use
forge blockstate json to give him the inventory variant
L887[14:53:27] <shadekiller666> uhh
ok
L888[14:53:28] <Tarig> use the forge
blockstate format to avoid extra code/files in rendering items in
hand/inv
L889[14:53:41] <shadekiller666> ok, and
whats the issue?
L890[14:53:45] <sham1> Ohh the horror of 1
extra file
L891[14:53:55] <sham1> Seriously now
L892[14:54:06] <Tarig> not a big deal just
want to do it as clean as possible
L893[14:54:08] <Tarig> if not meh
L894[14:54:27] <Tarig> i have the block
state as follows
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L897[14:54:33] <shadekiller666> the forge
blockstate format allows you to define a variant for the
inventory
L898[14:54:54] <Tarig> my model gets
loaded in world but the inventory variant doesn't seem to get
autoloaded when I just register the block
L899[14:55:14] <shadekiller666> ok
L900[14:55:18] <Orion> gigaherz, my model
is in the ModelManager, but not int the ItemModelMesherForge
L901[14:55:22] <shadekiller666> how are
you registering the model
L902[14:55:27] <Orion> Why would that
be?
L903[14:55:42] <Tarig> constructor
GameRegistry.registerBlock(this, name);
L904[14:55:52] <shadekiller666> that
doesn't register the model
L905[14:56:35] <Keridos> is there a way to
force a light update for the client in MC?
L906[14:56:49] <shadekiller666> also, try
putting "inventory": [{}] above "camo", not
sure if that really matters but its good to be consistant with
examples
L907[14:56:50] <Tarig> Ok so I need to
still tell the inventory item where the variant is
L908[14:57:09] <shadekiller666> tarig,
ahve you looked at the example mods on the forge github?
L909[14:57:20] <Keridos> somehow I somehow
get weird clientside lighting bugs ven if I call
markblockforupdate
L910[14:57:23] <Tarig> I am looking
L912[14:58:57] <Tarig> ok lets see if I
can do this right
L913[14:59:03] <shadekiller666> the
"B3DLoader.instance.addDomain();" only needs to be called
once, then you call the following two lines once for each
block/item model
L914[14:59:55] <shadekiller666> and you
want to make these calls in your ClientProxy during pre-init, after
block/item registration
L915[15:01:39] <Tarig> wait preinit, i
think that may have been where I messed up
L916[15:03:51] ⇦
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L917[15:04:03] <Orion> fry, i figured it
out
L918[15:04:19] <Orion> I did the
registration of the ItemMesh too late
L919[15:07:05] <Tarig> that did it I
remeber putting that line in with my old ItemModelMesher code now
it works like it should, once I removed the old itemstate it fell
back to the block
L920[15:07:46] <Tarig> now the only
question left is why is my b3d model not in the block bounds, but I
think I can google that
L921[15:08:20] <gigaherz> back
L922[15:08:27] <shadekiller666> tarig,
"not in the block bounds"? you mean its offset?
L923[15:08:45] <Tarig> correct down and to
the right i belive
L924[15:09:10] <Tarig> yea down and to the
right in inventory as well
L925[15:09:21] <shadekiller666> that kind
of thing is generally easiest to fix in your modeling software, you
want the model to be centered on (0.5, 0.5, 0.5) in the modeling
software
L926[15:09:52] <shadekiller666> that will
export a model that will be centered within the block bounds when
minecraft renders it
L927[15:10:11] <Tarig> ah so the object's
center is a corner
L928[15:10:29] <shadekiller666> well,
kinda
L929[15:10:54] <shadekiller666> the center
of a block in minecraft is the coordinate +0.5 in all
directions
L930[15:11:51] <gigaherz> a block's
*ORIGIN* is a corner
L931[15:11:54] <gigaherz> the center is at
+0.5
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L933[15:12:27] <Orion> gigaherz, i finally
got it:D
L934[15:12:42] <Orion> BUt now it crashes
bus the Tic C logic does not work with Armories
L935[15:12:49] <Orion> But that should be
an easy fix
L936[15:16:11] <Rockers> I've finally
decided that C++ is poo. I never said it was rubbish, but It's
clumsy.
L937[15:16:30] <shadekiller666> C++ is
horrid in so many ways
L938[15:17:26] <Rockers> *cough* winapi
*cough* winsock *cough* header-files *cough* shite cross-platform
capabilities
L939[15:18:17] <shadekiller666> its horrid
when not including apis...
L940[15:18:26] <Rockers> Don't get me
started on derivatives.
L941[15:18:28] <Rockers> Yeah
L942[15:18:30] <shadekiller666> the syntax
is overcomplicated
L943[15:18:42] <Rockers> SDL, whilst being
C-based, is good.
L944[15:18:47] <Rockers> SFML is better
still.
L945[15:18:54] <gigaherz> the syntax is
the accumulation of new features added over the 25+ years it has
existed
L946[15:19:14] <shadekiller666> and new
features having to work around old features
L947[15:19:28] <shadekiller666> creating
special edge-cases
L948[15:19:53] <Rockers> Java started only
20 years ago yet it is still one of the best.
L949[15:20:14] <Rockers> I know C++ is
based off of C. That's where it messed up.
L950[15:20:43] <shadekiller666> no
L951[15:20:51] <shadekiller666> no it
isn't
L952[15:21:00] <shadekiller666> C is
fine
L953[15:21:12] <Rockers> I know
L954[15:21:15] <gigaherz> C++ is based on
"C with objects" which was based on C
L955[15:21:21] <Rockers> C is a string
based language.
L956[15:21:22] <Rockers> Yes
L957[15:21:43] <gigaherz> n owait "C
with Classes"
L958[15:21:47] <shadekiller666> C#, in my
opinion is better than C++ and Java
L959[15:21:52] <Rockers> really?
L960[15:21:56] <gigaherz> I agree
L961[15:22:02] <shadekiller666> yep
L962[15:22:22] <gigaherz> Rockers: it has
a really nice class library, it's a flexible but strongly-typed
language
L963[15:22:32] <gigaherz> generics are
based on reification which makes them much nicer to work with
L964[15:22:35] <shadekiller666> its the
best of both
L965[15:22:39] <gigaherz> it has byvalue
semantics
L966[15:22:47] <gigaherz>
("structs")
L967[15:23:02] <Rockers> True, but it's
made my Microsoft.
L968[15:23:08] <Tarig> hmm stumpped on
this block offset issue, blender says the model is at location .5m
all but when I export it's always offest
L969[15:23:08] <shadekiller666> the
memory-control provided by the .net languages, the readability of
java
L970[15:23:09] <gigaherz> but it's still a
amanaged language so it's harder to shoot yourself in the
feet
L971[15:23:11] <H1N1theI> I actually
prefer templates because they're, in my opinion, not quite as
hacky.
L972[15:23:29] <gigaherz> Rockers: that's
not a reason to dislike it
L973[15:23:34] <gigaherz> specially now
that the .NET compiler is opensource
L974[15:23:43] <H1N1theI> I do like
reflection, but I don't think the way Java and C# does is the right
way.
L975[15:23:43] <gigaherz> also
L976[15:23:48] <Rockers> Microsoft tend to
make things single-platformed.
L977[15:23:49] <gigaherz> Java is owned by
Oracle
L978[15:23:53] <Rockers> Is .NET open
source?
L979[15:23:55] <gigaherz> which are a much
worse company than Microsoft has ever been
L980[15:23:56] <gigaherz> ;P
L981[15:23:58] <H1N1theI> Rockers: It is
now.
L982[15:24:01] <Rockers> Oh
L983[15:24:01] <Tarig> Microsoft is going
cross platform now
L984[15:24:15] <gigaherz> the new CEO at
Microsoft has an end goal
L985[15:24:25] <ThePsionic> kill earth's
population?
L986[15:24:29] <gigaherz> to allow the
Windows Store platform to reach as many people as possible
L987[15:24:32] <shadekiller666> hmmm, i
need to figure out how to check that my uv processing code works
right...
L988[15:24:33] <ThePsionic> oh
L989[15:24:33] <gigaherz> with that
goal
L990[15:24:38] <gigaherz> they are making
cross-compiling more accessible
L991[15:24:47] <ThePsionic> i was so close
tho gigaherz
L992[15:24:59] <gigaherz> and they are
working toward opening the .net platform to "any"
OS
L993[15:24:59] <shadekiller666> i have
normalization code that does things, but i don't know if it does
them properlly...
L994[15:25:01] <H1N1theI> God, I don't
understand why it's cool to bash Microsoft. Some of the products
are actually rock solid.
L995[15:25:24] <ThePsionic>
*cough*Bing*cough*
L996[15:25:29] <H1N1theI> VSC++ has some
of the best bloody support ever.
L997[15:25:42] <gigaherz> people have a
tendency to attribute human features to non-human things
L998[15:25:47] <shadekiller666> i like the
new Microsoft CEO
L999[15:25:48] <gigaherz> and a company,
although controlled by people
L1000[15:25:51] <MattDahEpic> its fun to
bash the windows store because its full of crap and has nothing
useful on it
L1001[15:25:56] <gigaherz> is nothing
other than a money-making machine
L1002[15:26:06] <gigaherz> ANY
company
L1003[15:26:17] <gigaherz> ruly #1 of a
corporation: maximize shareholder profits
L1004[15:26:21] <gigaherz> everything
else is secondary
L1005[15:26:47] <H1N1theI> gigaherz:
+1
L1006[15:27:08] <gigaherz> so given that
understanding
L1007[15:27:09] <shadekiller666> i wonder
if i could generate a temporary .txt file full of numbers to see
what the system is actually doing to the data...
L1008[15:27:17] <gigaherz> you value a
company by the means
L1009[15:27:22] <gigaherz> and not the
end
L1010[15:27:26] <gigaherz> and right
now
L1011[15:27:35] <gigaherz> Microsft's
means are to opensource stuff
L1012[15:27:38] <gigaherz> which is
really nice
L1013[15:27:38] <gigaherz> ;P
L1014[15:27:48] <gigaherz> so I'll be
glad while that lasts
L1015[15:28:18]
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L1016[15:28:24] <H1N1theI> gigaherz: I
think it'll last long enough.
L1017[15:28:44] <gigaherz> well you can't
retract opensourceness
L1018[15:28:50] <gigaherz> so that code
is available to everyone forever
L1019[15:29:58]
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L1020[15:30:08] <H1N1theI> That is true,
but no one is stopping them from developing a new language that's
closed source.
L1021[15:32:00] <H1N1theI> Hm, anyone in
here know graph theory? :P
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L1034[15:38:24] <Rockers> ^^^I didn't
think it was "cool" to bash them. I do like their
products (I had an Xbox and every PC I have ever owned has been
some form of Windows.) but sometimes they can rush things and,
while they do fix things, they can start off quite buggy. Also,
things aren't very cross-platform. They have started to be more
open recently though, which I am
L1035[15:38:24] <Rockers> thankful for.
They are also a good company morally..
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L1039[15:39:29] <H1N1theI> Rockers: Eh,
considering the amount that MS is bashed, I feel like it's pretty
"cool" to bash them.
L1040[15:39:32] <H1N1theI> But that's
subjective.
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L1042[15:39:50] <Rockers> I thought it
was quite hipster to bash them.
L1043[15:40:30] <H1N1theI> I dunno, we
really don't have a rigorous study, do we? :U
L1044[15:40:49] <Rockers> The Xbox gets
more of a beating than Nintendo and Phil Fish combined tbf.
L1045[15:42:01] <gigaherz> ps4 has better
hardwar.
L1046[15:42:04] <gigaherz> +e
L1047[15:42:18] <gigaherz> but I own
neither
L1048[15:42:23] <gigaherz> cos PC wins
\o/
L1049[15:42:39] <Rockers> I know, and I
only played the 360 a few years ago, but I saw the light.
L1050[15:42:54] <shadekiller666>
hmmm
L1051[15:42:59] <Rockers> I hate the
"Glorious PC Meister Race"
L1052[15:43:10] <Rockers> though
L1053[15:43:21] <gigaherz> I like not
needing dedicated hardware for games
L1054[15:43:26] <shadekiller666> i'm
trying to implement uv processing for the OBJLoader, and i want to
have normalization, wrapping, clamping, and flipping
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L1056[15:43:38] <H1N1theI> gigaherz:
o/
L1057[15:43:43] <shadekiller666> i'm not
exactly sure how to do wrapping
L1058[15:43:46] <gigaherz>
shadekiller666: you can't do wrapping wit ha texture atlas
L1059[15:44:07] <gigaherz> not even
clamping truly works
L1060[15:44:16] <gigaherz> flip is ok
;p
L1061[15:44:19] <gigaherz> uv=1-uv
L1062[15:45:03] <Tarig> ha figured out
what I needed to do, apparently if you only have one object in the
scene the origin of that object is used as the block origin
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L1067[15:50:04] <shadekiller666> what
tarig?
L1068[15:50:11] <shadekiller666> giga, i
think wrapping is possible
L1069[15:50:28] <Rockers> Has anyone ever
had one of their mods played by someone on YouTube? I had my
minecraft map played and I got so pumped.
L1070[15:50:42] <Tarig> my issue witht he
offset was that the export set the orgin of the block to the origin
of my cube not the scene
L1071[15:51:11] <Tarig> so i could
postition my cube anywhere in the scene it wouldn't matter
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L1073[15:52:54] <shadekiller666> instead
of saying "all uvs = 1-uv" to flip, if you say that
"any uv < 0 = 1 - uv", that moves the uv shell inside
of the 0-1 range, bound to 1.0,
L1074[15:53:36] <shadekiller666> and in a
similar fashion, "any uv > 1 = uv - 1" moves the shell
into range bound to 0.0
L1075[15:53:53] <shadekiller666>
hmm
L1076[15:55:22] <gigaherz> if you make
-0.1 into 0.9
L1077[15:55:28] <gigaherz> that means
going from 0 to 0.9
L1078[15:55:38] <gigaherz> which looks
like some weird noise at the edge of the texture
L1079[15:55:44] <gigaherz> if you can't
do hardware wrapping
L1080[15:55:54] <gigaherz> the only
solution is to pre-cut the vertices
L1081[15:56:15] <gigaherz> pre-cut the
triangles*
L1082[15:56:25] <gigaherz> so that the
actual model never has UV values outside 0..1
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L1088[16:20:58] <shadekiller666> there
has to be a way to do this :P
L1089[16:21:32] <shadekiller666> the
first attempt with the math i explained kinda worked
L1090[16:21:53] <gigaherz> no you
can't
L1091[16:22:00] <gigaherz> its a
well-known drawback of texture atlas
L1092[16:22:10] <gigaherz> there's no
"nice" solution for it.
L1093[16:22:24] <shadekiller666> it
wrapped the texture around to the proper places, but also had
warped versions halfway between each
L1094[16:22:37] <gigaherz> you can use
ping-pong textures, but no wrapping or clamping
L1095[16:22:48] <shadekiller666>
ping-pong textures?
L1096[16:22:51] <gigaherz> as in
L1097[16:22:55] <gigaherz>
0..1..0..1..0
L1098[16:22:59] <gigaherz> goes back and
forth
L1099[16:23:14] <gigaherz> creates
mirrored images that are easily visible
L1100[16:23:17] <gigaherz> so no one uses
them
L1101[16:23:28] <shadekiller666> ok
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L1103[16:24:08] <gigaherz> it woudl be
easier if GPUs supported configurable texture windows
L1104[16:24:17] <gigaherz> so that you
could choose to define wrapping on a sub-rectangle
L1105[16:24:35] <gigaherz> but so far as
I know, the latest version of D3D/OGL still don't have anything for
that
L1106[16:24:45] <gigaherz> (and minecraft
uses an ancient version of ogl ;P)
L1107[16:24:46] <shadekiller666> another
idea was to have two copies of the same sprite, and
"tile" them, such that any uvs outside of 0..1 have their
own sprite, within which they are seen as 0..1
L1108[16:25:32] <gigaherz> that's what I
meant with pre-cutting
L1109[16:25:48] <gigaherz> you have a
polygon that's meant to go from 0.5 to 1.5
L1110[16:25:51] <gigaherz> you cut it at
"1"
L1111[16:25:54] <gigaherz> make the left
part 0.5 to 1
L1112[16:26:00] <gigaherz> the right part
0 to 0.5 (-1)
L1113[16:26:17] <gigaherz> but that
requires more maths than it's worth
L1114[16:26:35] <shadekiller666> not
necessarily
L1115[16:26:48] <shadekiller666> only
would have to be done once
L1116[16:27:09] <shadekiller666> the hard
part is figuring out how to apply two TASs to the same model in
minecraft :P
L1117[16:28:12] <gigaherz> ?
L1118[16:28:14] <gigaherz> that's not
hard
L1119[16:28:32] <gigaherz> but you don't
need more than one TAS
L1120[16:28:36] <gigaherz> yo ucan use
the same one
L1121[16:28:58] <gigaherz> you jsut have
to "cut" the triangles
L1122[16:29:20] <gigaherz> you have 4
possibilities
L1123[16:29:34] <gigaherz> well more than
4
L1124[16:29:44] <shadekiller666>
hmm
L1125[16:29:51] <gigaherz> you can have a
triangle with all vertices in the same range
L1126[16:30:00] <gigaherz> you can have a
triangle with 1 vertex "outside"
L1127[16:30:21] <gigaherz> a triangle
with 2 vertices outside can be considered the same as 1 vertex
outside
L1128[16:30:29] <gigaherz> and the worst
of all: a triangle with like
L1129[16:30:31] <shadekiller666> oh i see
what you mean
L1130[16:30:39] <gigaherz> A < 0, B in
0..1, and C > 1
L1131[16:31:03] <shadekiller666> having 2
vertices of a face on TAS A, and the rest on TAS B
L1132[16:31:23] <gigaherz> so you ahve to
find the cutting points, calculate the split triangles,
L1133[16:31:40] <gigaherz> and then see
if the resulting triangles need any extra cutting
L1134[16:31:43] <gigaherz> worst
case
L1135[16:31:55] <gigaherz> you can end up
with a LOT of triangles where you only had a few originall
L1136[16:31:56] <gigaherz> y
L1137[16:31:56] <gigaherz> like
L1138[16:32:01] <gigaherz> if someone
creates one that's like
L1139[16:32:02] <gigaherz> 0..100
L1140[16:32:08] <gigaherz> and the UVs
are 0..1
L1141[16:32:19] <gigaherz> you'd have to
cut in 100 slices
L1142[16:32:40] <gigaherz> and if it's
(100,100), that's 10000 bits where you would only need 1
L1143[16:32:50] <gigaherz> hence why I
said it's not worth it
L1144[16:33:03] <gigaherz> people just
have to accept it and live with the limitations
L1145[16:33:03] <gigaherz> ;P
L1146[16:33:25] <Rockers> !gm
L1147[16:33:38] <Rockers> !gm Item
L1148[16:33:45] <Rockers> .
L1149[16:33:49] <gigaherz> gm is for
methods
L1150[16:33:56] <gigaherz> if you want a
class you want !gc
L1151[16:34:04] <Rockers> Oh, sorry
lol
L1152[16:34:08] <Rockers> !gc Item
L1153[16:34:41] <Rockers> nvm
L1154[16:38:39] <H1N1theI> gigaherz: Hey,
sorry to be so absurdly needy, but it's alright to make one
TileEntity and recycle that between blocks, right? >.>
L1155[16:39:44] <gigaherz> no
L1156[16:39:47] <gigaherz> well
L1157[16:39:51] <gigaherz> a TE class
yes
L1158[16:40:04] <gigaherz> but each
world-position needs one instance ;P
L1159[16:40:25] <gigaherz>
basically
L1160[16:40:35] <gigaherz> when someone
calls createTileEntity, you return a new instance, always
L1161[16:40:43] <H1N1theI> Always?
L1162[16:40:48] <gigaherz> but the class
that implements this instance, can be the same in multiple
blocks
L1163[16:41:13] <H1N1theI> I kinda wanted
to duplicate a NetworkEntity object over multiple blocks.
L1164[16:41:27] <gigaherz> you can't
share an instance of TE
L1165[16:41:33] <H1N1theI> Ok.
L1166[16:41:39] <gigaherz> because the TE
has information about its XYZ coords, metadata, and such
L1167[16:41:39] <H1N1theI> Well, back to
the drawing board. :U
L1168[16:41:41] <gigaherz> however
L1169[16:41:46] <gigaherz> you can have a
"wrapper"
L1170[16:41:53] <gigaherz> that holds a
reference to the master-TE
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L1172[16:42:40] <H1N1theI> Hm...
L1173[16:47:00] <gigaherz> keep in mind
that for storage, you want to store the relative location of the
masterTE (so like x=+2, y=-3, z=+1), and not the masterTE iteslf
;P
L1174[16:47:17] <H1N1theI> gigaherz: I
think I'm just going to IoC this.
L1175[16:47:26]
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L1176[16:47:29] <H1N1theI> It makes much
more sense, I think.
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L1178[16:47:49] <gigaherz> IoC?
L1179[16:48:53] <H1N1theI> Inversion of
Control, but it's not really IoC...
L1180[16:50:01] <H1N1theI> More like, I
dunno, Entity-Component.
L1181[16:51:23] <gigaherz> what kind of
thing are you doing?
L1182[16:51:33] <H1N1theI> gigaherz:
?
L1183[16:51:37] <H1N1theI> What do you
mean?
L1184[16:51:49] <gigaherz> I mean what
areyou creating that would benefit from those "shared"
TEs
L1185[16:52:00] <gigaherz> is it a cable
network? a multiblock structure?
L1186[16:52:49] <H1N1theI> gigaherz:
Cabled network. :U
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L1188[16:54:03] <Rockers> How would I
change the position of an item in the player's 3rd person
hand?
L1189[16:54:07] <gigaherz> there's a
thing called "WorldDataStorage"
L1190[16:54:15] <gigaherz> which lets you
store per-world and per-dimension data
L1191[16:54:34] <gigaherz> Rockers: in
the item json, change the firstperson/thirdperson values
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L1193[16:54:54] <Rockers> ok
L1195[16:55:11] <Rockers> Guess I'll
update to 1.8
L1196[16:55:15] <gigaherz> oh wait
L1197[16:55:17] <gigaherz> not 1.8?
L1198[16:55:22] <Rockers> Oui
L1199[16:55:24] <gigaherz> ooh
L1200[16:55:28] <gigaherz> no diea how to
do that in 1.7 ;P
L1201[16:55:31] <gigaherz> idea*
L1202[16:55:39] <Rockers> Actually, It's
probably a good idea for me to update anyway.
L1203[16:55:39] <H1N1theI> gigaherz: That
seems... A global considering my hypothetical network scale.
L1204[16:57:04] <gigaherz> H1N1theI:
sorry got sidetracked
L1205[16:57:06] <gigaherz> so
L1206[16:57:18] <gigaherz> using this
save-global data
L1207[16:57:22] <gigaherz> you could
store a list of networks
L1208[16:57:37] <gigaherz> and you can do
graph-management operations
L1209[16:57:43] <H1N1theI> Hm,
valid.
L1210[16:57:48] <gigaherz> to merge,
split, and keep track of the networks
L1211[16:57:52] <gigaherz> in fact
L1212[16:58:02] <H1N1theI> As opposed to
storing this data with each node along the graph?
L1213[16:58:05] <gigaherz> if you ever
have "wireless" network connections
L1214[16:58:17] <gigaherz> this would
allow you to even track networks across dimensions too
L1215[16:58:25] <gigaherz> yes
L1216[16:58:25] <H1N1theI> Actually. I
need this now.
L1217[16:58:35] <gigaherz> in the nodes,
you can store the "network ID"
L1218[16:58:37] <Rockers> 1.8 or
1.8.8?
L1219[16:58:44] <gigaherz> depends
L1220[16:58:47] <gigaherz> doyou plan on
releasing "now"
L1221[16:58:50] <gigaherz> or in a few
weeks/months
L1222[16:59:00]
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L1223[16:59:02] <Rockers> In a few months
no doubt
L1224[16:59:03]
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L1225[16:59:05] <gigaherz> then
1.8.8
L1226[16:59:06] <gigaherz> ;p
L1227[16:59:10] <Rockers> :P
L1228[16:59:22] <Rockers> wet
L1229[16:59:27] <Rockers> whers src
gone
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L1231[16:59:47] <Rockers> wetthefec es a
mdk
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L1233[17:00:08] <gigaherz> H1N1theI:
thisi s for 1.7.10, but it should work the same on 1.8
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L1236[17:00:26] <Rockers> What do I do
with the MDK?
L1237[17:00:28] <H1N1theI> Thanks man for
all the help. :)
L1238[17:00:28] <gigaherz> I made this to
store "shared inventories" akin to ender chests
L1239[17:00:42] <gigaherz> the get(World)
method is the main way to obtain the data
L1241[17:01:06] <gigaherz> I use it like
this
L1242[17:01:19] <gigaherz>
get(world).getRift(rift number)
L1243[17:01:24] <gigaherz> in your case
you'd have something like
L1244[17:01:28] <gigaherz>
get(world).getNetwork(number)
L1245[17:01:44] <gigaherz> same concept
though ;P
L1246[17:01:51] <H1N1theI> Hm, I'll get
hacking now.
L1247[17:01:58] <gigaherz> note
that
L1249[17:02:00] <gigaherz> this
line
L1250[17:02:08] <gigaherz> isfor having
one global data storage for all dimensions
L1251[17:02:13] <gigaherz> if you want
dimension-specific data
L1252[17:02:20] <gigaherz> you'd use
world.perWorldStorage
L1253[17:02:22] <gigaherz> iir
L1254[17:02:23] <gigaherz> c
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L1257[17:05:04] <Rockers> Everything is
changing...
L1258[17:05:09] <Rockers> I've been here
for too long
L1259[17:05:16] <Rockers> Looking for the
same things
L1260[17:05:26] <Rockers> I've got to
move on, I've been here
L1261[17:05:28] <Rockers> for too
long
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L1263[17:05:32] <Rockers> -Minecraft
1.8
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L1265[17:06:08] <Rockers> y r ther
dots
L1266[17:06:17] <gigaherz> what?
L1267[17:06:28] <Rockers> The new
gradlew
L1268[17:06:37] <Rockers> Stuff
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L1270[17:06:38]
MineBot sets mode: +o on Lex__
L1271[17:06:48] <Rockers> Everything is
different so far.
L1272[17:06:57] <Rockers> Hell, they
included a .gitignore
L1273[17:07:35] <gigaherz> ah well some
things are only different because 1.8.8 is still unstable
L1274[17:07:44] <gigaherz> so we are
using a snapshot of forgegradle and all
L1275[17:07:54] <gigaherz> but overall
it's the same concept
L1276[17:07:56]
⇨ Joins: MattDahEpic
(~MattDahEp@75-166-140-155.hlrn.qwest.net)
L1277[17:08:03] <Rockers> I see.
L1278[17:08:11] <gigaherz> you still use
the "gradlew setupDecompWorkspace" and such
L1279[17:08:13] <gigaherz> that hasn't
changed
L1280[17:08:16] <gigaherz> note
that
L1281[17:08:22] <gigaherz> due to an
issue with memory usage
L1282[17:08:31] <gigaherz> it's best to
run gradlew standalone, instead of using an IDE
L1283[17:08:42] <Rockers> Oh well.
L1284[17:08:43] <gigaherz> (from a cmd
window or a terminal if you are a unix user)
L1285[17:08:47]
⇦ Quits: Lex_ (~Lex@172.76.2.58) (Ping timeout: 195
seconds)
L1286[17:09:01] <Rockers> Why don't they
just include the .bat files for setupDecompWorkspace
L1288[17:09:27] <gigaherz> because it's a
trivial matter to make your own
L1289[17:09:27] <gigaherz> XD
L1290[17:09:35] <gigaherz> I like NOT
having Java in the PATH
L1291[17:09:38] <gigaherz> so I prefer it
this way
L1292[17:09:58] <Rockers> So this doesn't
use JDK anymore?
L1293[17:10:03] <gigaherz> yes of course
it does
L1294[17:10:10] <gigaherz> it needs to
compile stuff
L1295[17:10:30] <Rockers> Yeah, but
wouldn't you need to have your java PATH variables set then?
L1296[17:10:35] <gigaherz> yes
L1297[17:10:38] <gigaherz> I set them on
the script
L1298[17:10:39] <gigaherz> for the
script
L1299[17:10:45] <gigaherz> I dont' want
java to be "global"
L1300[17:10:56] <Rockers> Oh I see what
you mean.
L1301[17:11:26] <Rockers> I think I've
set my PATH up so that I can update my JDK, although I'm not 100%
sure.
L1302[17:12:44] <Rockers> "This set
of MCP mappings was designed for MC 1.8. Use at your own
peril."
L1303[17:13:50] <MattDahEpic> Rockers,
use the 1.8.8 ones:
L1304[17:13:53] <MattDahEpic>
!!latest
L1305[17:13:54] <MCPBot_Reborn> ===
Latest Mappings ===
L1306[17:13:55] <MCPBot_Reborn> MC
Version Forge Gradle Channel
L1307[17:13:55] <MCPBot_Reborn> 1.8.8
snapshot_20151206
L1308[17:13:56] <MCPBot_Reborn> 1.8
snapshot_20151128
L1309[17:13:57] <MCPBot_Reborn> 1.8
stable_18
L1310[17:13:58] <MCPBot_Reborn> 1.7.10
snapshot_20140925
L1311[17:13:58] <MCPBot_Reborn> 1.7.10
stable_12
L1312[17:14:27] <Rockers> How would I
update it?
L1313[17:14:37] <Rockers> Or make it use
the latest mappings.
L1314[17:14:39] <MattDahEpic> change
mappings in build.gradle
L1316[17:16:06] <MattDahEpic> and then
gradlew setupDecompWrokspace again
L1317[17:16:14] <gigaherz> where you see
mappings="something"
L1318[17:16:17] <gigaherz> you put
snapshot_20151206 in there
L1319[17:16:18] <gigaherz> ;P
L1320[17:16:24] <MattDahEpic> gigaherz,
too easy
L1321[17:16:37] <Rockers> This won't
touch my src folder?
L1322[17:16:43] <gigaherz> no
L1323[17:16:44] <MattDahEpic> nope
L1324[17:16:48] <Rockers> ok good
L1325[17:16:54] <gigaherz> it only
updates the minecraft decompilation
L1326[17:17:05] <gigaherz> (and forge
itself)
L1327[17:17:14] <gigaherz> if there's
changed names, you have to fix them yourself in your mod
L1328[17:17:16]
⇦ Quits: Szernex
(~Szernex@178-190-109-235.adsl.highway.telekom.at) (Read error:
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L1329[17:18:06] <Rockers> There will
be.
L1330[17:18:13] <Rockers> I'm updating
from 1.7
L1331[17:18:58]
⇦ Quits: Jezza (~Jezza@185.44.151.110) (Ping timeout: 194
seconds)
L1332[17:22:22] <Rockers> Oh goodie!
There's an error in *every* script!!!! :D
L1333[17:22:34] <gigaherz> yes
L1334[17:22:39] <gigaherz> 1.8 changed
fml package
L1335[17:22:43] <gigaherz> you'll have to
fix those up
L1336[17:22:50] <Rockers>
"fun"
L1337[17:22:57] <MattDahEpic> just
replace cpw.mods with net.minecraftforge
L1338[17:22:58] <gigaherz> changed from
cpw.fml to net.minecraftforge.fml
L1339[17:23:04] <gigaherz> it's an easy
fix
L1340[17:23:15] <MattDahEpic> i did a
find/replace all
L1341[17:23:20] <Rockers> So
Ctrl-Shft-O
L1342[17:23:36] <gigaherz> the fun will
come when you get to specifying block/item models ;P
L1343[17:23:44] <Rockers> I'm dreading
it.
L1344[17:23:47] <MattDahEpic> bleh
L1345[17:24:18] <Rockers> I literally
just got used to modding in 1.7 and then I get given the big ol'
finger by Mojang.
L1346[17:24:40] <smbarbour> ?
L1347[17:25:07] <MattDahEpic> 1.9 modding
wont be coming till like mid2016 since 1.9 is releasing next year
then 2odd months for forge
L1348[17:25:07] <smbarbour> What do you
mean by "given the big ol' finger by Mojang"?
L1349[17:25:21] <Rockers> The 1.8 JSON
crap
L1350[17:25:33] <Rockers> 'Twas a
joke.
L1351[17:25:49] <Rockers> nvm
L1352[17:25:50] <gigaherz> it makes
perfect sense, really
L1353[17:25:57] <gigaherz> it gives so
much more flexibility for resourcepack makers
L1354[17:26:09] <Rockers> I suppose it
does make our lives easier with custom models too.
L1355[17:26:13] <Rockers> It's not all
bad.
L1356[17:26:26] <gigaherz> people only
dislike it because it means "extra" work for
modders
L1357[17:26:35] <gigaherz> they can't
just blindly copypaste the same old shit
L1358[17:26:36] <gigaherz> ;P
L1359[17:26:41] <MattDahEpic> i dislike
it because it never works
L1360[17:26:58] <smbarbour> Really, it
just extra work for some modders.
L1361[17:27:42] <Rockers> It must suck
tons for IC2, Applied Energistics, BC, etc
L1362[17:28:01] <MattDahEpic> thus why
they are not for 1.8 yet
L1363[17:30:28] <gigaherz> yeap
L1364[17:30:30] <Rockers> Ok, I've just
Fixed all of the imports.
L1365[17:30:35] <Rockers> *fixed
L1366[17:30:49] <gigaherz> it's
laborious
L1367[17:30:54] <gigaherz> but it's a
matter of time
L1368[17:31:03] <gigaherz> it's just
adding the items and blocks one by one ;P
L1369[17:31:11] <Rockers> Tomorrow is the
day....
L1370[17:31:25] <gigaherz> after you fix
the imports
L1371[17:31:33] <gigaherz> next step is
to correct the method overrides
L1372[17:31:35] <Rockers> The day of the
slow and tedious conversion to JASON!!!!
L1373[17:31:40] <gigaherz> anything that
had x,y,z
L1374[17:31:44] <gigaherz> now has
BlockPos
L1375[17:31:46] <Rockers> Any fluid
L1376[17:31:53] <gigaherz> anything with
ForgeDirection now has EnumFacing
L1377[17:32:02] <gigaherz> anything with
"int meta" now has IBlockState
L1378[17:32:07] <Rockers> Why
L1379[17:32:16] <Rockers> Is that truly
necessary?
L1380[17:32:18] <gigaherz> because in the
past, Minecraft used an int for directions
L1381[17:32:18] <MattDahEpic> mo
logic
L1382[17:32:26] <gigaherz> now minecraft
has a "facing" enum
L1383[17:32:30] <gigaherz> so the Forge
one is obsolete
L1384[17:32:34] <gigaherz> and the
metadata
L1385[17:32:37] <gigaherz> was changedto
BlockStates
L1386[17:32:41] <gigaherz> because it's
much more flexible
L1387[17:32:49] <gigaherz> Mojang's goal
is to get rid of metadata eventually
L1388[17:32:53] <gigaherz> and it's
good.
L1389[17:33:01] <Rockers> I like metadata
though.
L1390[17:33:02] ***
mumfrey is now known as Mumfrey
L1391[17:33:19] <Cazzar> The meta data
under the hood still exists
L1392[17:33:22] <gigaherz> you'll like
blockstates more
L1393[17:33:25] <gigaherz> once you learn
to use them ;P
L1394[17:33:40] <Rockers> They sound more
flexible.
L1395[17:33:49] <Rockers> Are they like
massive enums?
L1396[17:33:54] <Cazzar> Just the primary
use is abstracted to BlockState which, allows to give more meaning
to it.
L1397[17:34:13] <Rockers> So there's less
front-end code?
L1398[17:34:26] <gigaherz> they are
abstractions.
L1400[17:34:45] <gigaherz> like a block
that does redstone
L1401[17:34:48] <gigaherz> and can change
directions
L1402[17:35:17] <gigaherz> may have a
PropertyEnum(?) called "FACING" and a PropertyBool called
"POWERED"
L1403[17:35:20] <gigaherz> then you
have
L1404[17:35:45] <gigaherz>
defaultState().withProperty(FACING, East).withProperty(POWERED,
true)
L1405[17:36:01] <Rockers> That sounds
nice actually.
L1406[17:36:55] <shadekiller666>
blockstates give the game a way to identify what a specific
metadata value does
L1408[17:37:43] <MattDahEpic> at this
rate we'll all be going back to BCpower if rfapi doesnt update
lel
L1409[17:37:59] <Rockers> Isn't rf
better?
L1410[17:38:05] <MattDahEpic> it is
L1411[17:38:12] <MattDahEpic> but its not
updated to 1.8+
L1412[17:38:19] <Rockers> Is it
big?
L1413[17:38:22] <MattDahEpic> no
L1414[17:38:27] <progwml6> everyone is
using RF
L1415[17:38:27] <gigaherz> MattaBase:
ProgressiveAutomation has an RF port to 1.8
L1416[17:38:29] <gigaherz>
unofficial
L1417[17:38:31] <gigaherz> but it
works
L1418[17:38:36] <Rockers> I was going to
say.
L1419[17:38:40] <gigaherz> there's a
handful of mods already implementing the PA-variant RF api
L1420[17:38:48] <Rockers> If it's not
that big, someone could just make a fork.
L1421[17:38:48] <progwml6> if its not RF
i'm not interested in using it personally
L1423[17:39:24] <gigaherz> it's literally
the 1.7.10 one with ForgeDirection changedto EnumFacing, and x,y,z
args changes to BlockPos
L1424[17:39:29] <gigaherz> changed*
L1425[17:39:54] <Rockers> Ok, well I'm
gonna go off just now. It's 23:36 here so, yeah.
L1426[17:40:03] <MattDahEpic> arent they
refusing to update the real one because EnumFacing doesnt have a
NONE enum?
L1427[17:40:22] <Rockers> rly
L1428[17:40:35] <gigaherz> if that's
their reasoning, it's a really weak excuse
L1429[17:40:36] <gigaherz> XD
L1430[17:40:49] <Rockers> Surely they
could make a work around.
L1431[17:40:49] <Rockers> GG
L1432[17:40:50] <gigaherz>
Optional<EnumFacing> and EnumFacing==null work just the
same
L1433[17:41:00]
⇦ Quits: Rockers
(rockers300@host86-133-235-51.range86-133.btcentralplus.com) (Quit:
I'm done with lazy people.)
L1434[17:43:59] ***
Abrar|gone is now known as AbrarSyed
L1435[17:44:29] <shadekiller666> or just
use EnumFacing.UNDEFINED or whatever index 6 is
L1436[17:45:03] <shadekiller666>
special-case that instead :P
L1437[17:45:23] <gigaherz> EnumFacing has
undefined?
L1438[17:46:41] <MattDahEpic> just use
the 7th side of the block. quantom physics should handle
that.
L1439[17:46:48] <shadekiller666> oh,
nvm
L1440[17:47:06] <shadekiller666> i
thought it did
L1442[17:47:40] <shadekiller666> why do
they need a NONE?
L1443[17:48:21]
⇨ Joins: killjoy (~killjoy@71.65.255.183)
L1444[17:48:32] <shadekiller666> is NONE
required for machines that aren't allowed to connect to
anything?
L1445[17:48:48] <Dark> no, its more used
as a placeholder
L1446[17:48:53] <Dark> or for internal
connections
L1447[17:49:07] <gigaherz> they can juist
leave it as null ;P
L1448[17:49:15] <MattDahEpic> i think is
was used for rendering ducts that wern't connected to
anything
L1449[17:49:23] <Dark> yes but the
average modder doesn't check for NPEs
L1450[17:51:53] <masa> hm, so maybe I'm
either extraordinary or supernatural modder then, since i tend to
use excessive and unnecessary null checks :p
L1451[17:52:28] <masa> in placer that
don't matter, and then i'll forget them anyway in places that will
actually carsh...
L1452[17:52:47] <masa> dem typos yo
L1453[17:52:52] <Dark> most of the time
you do not need a lot of NPE checks
L1454[17:53:57] <MattDahEpic> try {}
catch (Exception e) {}
L1455[17:54:26] <Dark> that can be a bad
idea as you will catch all Exceptions
L1456[17:54:41] <Dark> some exceptions do
need to crash the game
L1457[17:54:42] <smbarbour> FWIW, CoFHLib
is LGPLv3, so anyone could update it to 1.8.8
L1458[17:55:26] <MattDahEpic> ive updated
a bunch of their stuff in my library mod such as the tpx and tps
commands
L1459[17:56:25] <masa> the problem with
unofficial ports tends to be that there are many, they might
differ, and then it all ends up in a nice incompatibility hell if
people don't decide one port that everyone would use
L1460[17:56:32] ***
MrKickkiller is now known as MrKick|Away
L1461[17:56:52] <Dark> thats why you try
to make it official
L1462[17:56:56] <Dark> Pull Requests are
king
L1463[17:57:35] <masa> and since cofh
refuses to port it officially because of a small detail then they
won't accept those anyway...
L1464[17:58:16] <MattDahEpic> they closed
a PR updating the rfapi with the comment "we'll do it when
we're ready"
L1465[17:58:20] <Dark> its always worth a
try
L1466[17:58:28] <Dark> bummer
L1467[17:59:38] <masa> and how the hell
exactly are they "not ready" now, but will be later?
:D
L1468[17:59:50] <MattDahEpic> no
idea
L1469[18:00:11] <Dark> most likely they
are lazy
L1470[18:00:16] <masa> I guess they are
ready when everyone and their grandmother is finally begging and
annoying the hell out of them for 1.8 port
L1471[18:00:18] <Dark> its the reason I'm
still in 1.7.10
L1472[18:00:51] <masa> I'm too busy
procrastinating/idling or whatever...
L1473[18:01:13] <masa> I have ported 4/5
of my mods to 1.8 long ago, ie. all the small ones
L1474[18:01:33] <Dark> I have 47 mods now
:(
L1476[18:01:45] <MattDahEpic> all my
stuff is on 1.8 already yay me
L1477[18:01:52] <MattDahEpic> Dark,
y
L1478[18:01:52] <Dark> I do not need long
answers
L1479[18:01:58] <masa> the main one also
has a beta release for 1.8 since march, but I'd need to fix some
stuff, re-write the rendering crap I made for it, and then port the
latest 1.7.10 version
L1480[18:02:05] <Dark> doing a report for
a CS class on effective APIs
L1481[18:02:10] <Dark> using forge as an
example
L1482[18:02:28] <Dark> *noting that I
don't think forge is effective or ineffective*
L1483[18:03:19] <masa> forge also isn't
really an API either...
L1484[18:03:28] <Dark> it technically
is
L1485[18:03:40] <Dark> the term API has
become broader over the last few years
L1486[18:03:50] <shadekiller666> the way
to design a good api is to write the usage code first, ie. figure
out how the user of said api would want to use it
L1487[18:04:06] <Dark> yes, hince the
survey
L1488[18:04:15] <masa> it's just
compatibility hooks and stuff for vanilla, mods are usually made in
very low level code and stuff breaks pretty much at every MC
version
L1489[18:04:49] <Dark> In order for
something to be an API it only needs to provide interfaces to other
programs
L1490[18:04:51] <Dark> forge does
this
L1491[18:05:07] <masa> anyway I'm too
much of a noob to give meaningful answers on this stuff
L1492[18:05:21] <Dark> don't worry you
can still fill out the survey
L1493[18:05:52] <masa> "Average
number of mods you use" I assume this means while playing
modded?
L1494[18:06:06] <Dark> yes
L1495[18:06:14] <MattDahEpic>
MILLIONS
L1496[18:06:15] <Dark> the survey is
designed for users and modders
L1497[18:06:23] <Dark> actually had
someone answer that
L1498[18:06:24] <masa> so what about when
i don't have time nor really interest in playing modded anymore?
:p
L1499[18:06:33] <Dark> they say
zero
L1500[18:06:44] <masa> I last played
modded in the beginning of february
L1501[18:06:55] <masa> since then, only
modding from time to time
L1502[18:07:10] <masa> and playing
vanilla when I have the time
L1503[18:07:12] <Dark> I know the
feeling, its one of the downsides of modding
L1504[18:07:17] <masa> yep
L1505[18:07:18] <Dark> you end up making
mods and not playing them
L1506[18:07:22] <Cypher121> that's
actually a bad idea
L1507[18:07:31] <masa> what is?
L1508[18:07:38] <Cypher121> modding
without playing
L1509[18:07:42] <Dark> it is
L1510[18:07:54] <Dark> its usually the
reason most mods have bugs still
L1511[18:07:58] <Dark> that and not
implementing JUnit
L1512[18:07:59] <Cypher121> because half
of things you end up doing only look good from one side of the
screen
L1513[18:08:04] <MattDahEpic> Cypher121,
we are talking not about not testing, but not actually playing the
game
L1514[18:08:21] <Cypher121> and I'm not
talking about bugs
L1515[18:08:24] <Dark> playing and
testing are not the same thing
L1516[18:08:32] <Cypher121> I'm talking
about design choices
L1517[18:08:33] <Dark> good example of
this is when I played a modpack with my mods
L1518[18:08:54] <Dark> you see all the
gameplay mistakes when your mod is inserted with other mods
L1519[18:08:58] <Dark> for example no RF
support
L1520[18:09:39] ***
lxkm is now known as lxkm|work
L1521[18:10:07] <Cypher121> or
balance
L1522[18:10:13] <Dark> that too :)
L1523[18:12:13] <masa> true... my current
mods though is mostly just a collection of random stuff, so there
is not that much of an overall design or balance or whatever
L1524[18:12:19] <masa> *mod
L1525[18:12:22] <Cypher121> because
writing recipes in IDE is one thing and playing the game, opening
NEI and saying "what the fuck is this, that furnace is more
expensive than all gregtech combined" is another
L1526[18:12:34] <killjoy> so your mod
alone could be considered OP?
L1527[18:13:07] <MattDahEpic> that
furnace better be the ee2 redmatter furnace if its more expensive
then gregtech
L1528[18:13:31] <masa> well almost any
mod is "OP" if you compare it to vanilla, in that they
all (well, most) make vanilal "easier" by adding, well,
something to it :p
L1529[18:13:38] <Dark> is EE2's redmatter
furnace made out of my ICBM's redmatter bombs?
L1530[18:14:39] <masa> yeah, recipe
balancing... it it pretty damn frustrating when you can't properly
balance anything when you consider other mods i nthe mix
L1532[18:14:48] <Dark> btw what do you
gusy think of that
L1533[18:15:00] <Dark> masa don't worry
about it too much
L1534[18:15:09] <Dark> balance is
something that takes time to achieve
L1535[18:15:16] <Dark> and normally just
happens as users play your mod
L1536[18:15:24] <masa> yep.. best to
balance against vanilla and let mod pack makers worry about
balancing for packs
L1537[18:15:45] <killjoy> Dark, that file
name was misleading.
L1538[18:16:08] <Dark> in what way?
L1540[18:16:20] <killjoy> I thought it
was a new modpack launcher]
L1541[18:16:37]
⇨ Joins: Cypher122
(~Thunderbi@c-73-158-248-128.hsd1.ca.comcast.net)
L1542[18:16:37] <Dark> ah I have a few of
those but can't share do to agreements I've signed
L1543[18:16:46] <masa> otherwise, it is
pretty frustrating trying to make something "expensive".
In vanilla, that would mean using like a nether star. But then
there are mods that you can just generate wither skulls with a
little spawner setup, pipe those wkulls into a fuckin' box and get
nether stars out of it... try to balance against that ffs :D
L1544[18:16:55] <Cypher122> currently
it's pretty expensive, but not ridiculously so + it only has few
crafting steps, so I see that as okay
L1545[18:17:17] <Cypher122> and yes
espernet, fuck you too
L1546[18:17:22]
⇦ Quits: Hgrebnednav (~Hgrebnedn@d8D872D48.access.telenet.be)
(Ping timeout: 186 seconds)
L1547[18:17:27] <killjoy> solution: Crash
when you detect that mod installed
L1548[18:17:36] <Dark> lol
L1549[18:17:40] <killjoy> or make the
recipe more expensive
L1550[18:17:40] <masa> :D
L1551[18:17:47]
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L1552[18:17:49] <killjoy> turn into
greg
L1553[18:17:49] <Dark> just do an auto
receipe generator
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L1555[18:17:56] <Dark> that replaces
recipe parts with other mod's items
L1556[18:18:18] <masa> meh
L1557[18:18:34] <Cypher121> really, if
players use that, it's their choice
L1558[18:18:59] <masa> true
L1559[18:19:02] <Cypher121> make it more
or less expensive, but don't try messing with workarounds, it
always ends badly
L1561[18:19:24] <Cypher121> *cough*
Infinity Expertt *cough*
L1562[18:20:03] <MattDahEpic> you mean
infinity "the new standard of balance is a 9x9 crafting
grid" expert?
L1563[18:20:19] <Cypher121> yes
L1564[18:21:26] <MattDahEpic> or infinity
"power creep has gotten so bad that we need to make dirt cost
stacks of nether stars" expert
L1565[18:21:34] <Cypher121> also infinity
"we don't care that these recipes make no sense, because they
make you use mods that are too grindy and useless otherwise"
expert
L1566[18:21:46] <killjoy> inflation is a
real thing
L1567[18:21:49] <Cypher121> yeah, that
pack
L1568[18:21:53] <killjoy> stop the
inflation
L1569[18:22:01] <MattDahEpic> coming soon
FTB Inflation
L1570[18:22:13]
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L1571[18:22:22] <killjoy> Dirt poor is no
longer a thing. You can't afford it
L1572[18:22:38] <MattDahEpic> infinity
"hey lets make the recipies be pixel art" expert
L1573[18:22:56] <killjoy> It's hard
enough trying to shape a pickaxe
L1574[18:23:04] <killjoy> How detailed
will it be?
L1575[18:23:06] <killjoy> lo
L1576[18:23:25] <Cypher121> draconic
evolution detailed, lel
L1577[18:23:29] <Dark> tbh a pixel grid
would be cool for custom weapons
L1578[18:23:50] <killjoy> Auto generation
is for uncreative developers
L1579[18:24:10] <Dark> na its for lazy
devs
L1580[18:24:17] <killjoy> why not
both?
L1581[18:24:19] <Dark> plus hand coding
1000+ recipes is a pain
L1582[18:24:30] <Cypher121> you guys know
that mod that allows people to build a structure out of blocks and
then generates a texture from it?
L1583[18:24:33] <killjoy> Procedurally
generated items?
L1584[18:24:48] <Dark> yes, though its
the same as auto generation
L1586[18:24:58] <killjoy> Generated
textures aren't that hard to do
L1587[18:25:01] <Dark> oh nice
L1588[18:25:16] <killjoy> It'll be like
KSP
L1589[18:25:38] <killjoy> You've got some
premade parts. Go make some things out of lego
L1590[18:30:08]
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L1596[19:05:25] <karlthepagan> coming
soon: Minecraft career mode ;)
L1597[19:06:25] <karlthepagan> also...
installing VS Community 2015. Everyone who has ever called Java
bloated is a liar
L1598[19:06:42] <karlthepagan> couldn't
get in at under 13GB for what I wanted :P
L1599[19:07:09] <karlthepagan> it's like
the Costco of IDE's "well since I'm here I might as well also
install..."
L1600[19:07:23] <karlthepagan> but the
core is like 8GB :P
L1601[19:08:17] <Ivorius> Pretty sure
that's already out
L1602[19:08:32] <killjoy> if you think
java is bloated, you should try java 9
L1603[19:08:33] <Ivorius> I believe it's
where you make Lets Plays
L1604[19:08:34] <karlthepagan> Ivorius,
career mode? with reputation and contracts?
L1605[19:08:35] <killjoy> It's
modular
L1606[19:09:37] <karlthepagan> killjoy,
last time I sat thru an Oracle modules committee presentation I was
convinced they would be 4 years behind the community for the next
decade :P
L1607[19:09:57] <killjoy> That's why
everyone uses scala
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L1609[19:10:00] <karlthepagan> OSGi
works, eclipse is finally slimming down
L1610[19:10:25] <karlthepagan> I heard if
you like to waste time during long compile cycles then sbt is
great
L1611[19:10:26] <karlthepagan> ;)
L1612[19:10:52] <karlthepagan> I know
it's improved recently tho. I KEED I KEED
L1613[19:14:21]
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L1615[19:18:04] <Mitchellbrine> 17:13
<Mitchellbrine> Someone should make [a PE equivalent to
forge]. I mean, it's social suicide, but still
L1616[19:18:09] <Mitchellbrine> 17:15
<Mitchellbrine> Everyone starts to hate you for being careful
with what goes in and how and for rejecting PRs.
L1617[19:18:22] <Mitchellbrine> 17:16
<Mitchellbrine> There needs to be a Lex appreciation
day
L1618[19:20:53]
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L1619[19:21:37] <killjoy> You mean you
don't appreciate him every day?
L1620[19:21:46] <Mitchellbrine> XD
L1621[19:22:24]
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L1622[19:22:27] <Mitchellbrine> Should be
everyday, but nah. A day to make up for us all being dicks to
him
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L1624[19:24:26] <killjoy> Or you can just
not be a dick
L1625[19:24:37] <MattDahEpic> novel
concept
L1626[19:24:57] <killjoy> Taking him for
granted is one thing, but being a dick? Really?
L1627[19:25:49] <MattDahEpic> god ive
been writing an essay and without knowing it have been putting
semicolons at the end of every sentence...
L1628[19:26:23] <killjoy> Challenge,
write an essay that can be compiled to bytecode.
L1629[19:26:51] <killjoy> It doesn't have
to do anything, just compile.
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L1631[19:27:56] <shadowfacts> lol, tell
me about it
L1632[19:27:59] <shadowfacts> happens way
too often
L1633[19:28:19] <williewillus> perl poems
:p
L1634[19:30:43] <karlthepagan> killjoy,
you mean any groovy program ever?
L1635[19:30:55] <killjoy> heh
L1636[19:31:05] <MattDahEpic> is there a
list of the forge blockstate models (like cube_all)?
L1637[19:31:07] <killjoy> groovy can
still have syntax errors
L1638[19:31:34] <karlthepagan> if you try
hard
L1639[19:31:43] <karlthepagan> brb
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L1648[19:42:19] <gigaherz> MattDahEpic:
cube_all is just one of the jsons in minecraft.jar
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L1650[19:42:49] <gigaherz> you can just
unfold net.minecraftforge:forgeSrc from the libraries
L1651[19:43:00] <gigaherz> and check the
stuff in assets\minecraft\models\
L1652[19:43:11] <gigaherz> block\cube and
block\cube_all are among them
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L1656[19:51:47] <netz> karlthepagan:
haha, yeah, M$ stuff tends to be bloaty as hell
L1657[19:52:06] <karlthepagan> I think
it's trying to make me upgrade to win10...
L1658[19:52:08] <karlthepagan> only half
kidding
L1660[19:53:00] <netz> karlthepagan: eh.
I've tried win10, not impressed.
L1661[19:53:12] <karlthepagan> have it on
my work LT... it's fine
L1662[19:53:33] <karlthepagan> gets the
job done, same standard I have for all windows... it's not debian,
I'll deal with it
L1663[19:56:06] <MattDahEpic> should all
items/blocks be fully initialized by postInit?
L1664[19:57:06] <netz> karlthepagan: heh.
same for me, but arch is my preffered distro :)
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L1667[19:59:09] <MattDahEpic> any
advice?
L1668[19:59:53] <shadekiller666>
uhh
L1669[20:00:41] <shadekiller666> try
putting "model" and "textures" in a block named
"default", on the same level as
"forge_marker"
L1670[20:02:02] <shadekiller666> so:
"forge_marker": 1, "defaults": {<stuff in
here}, "variants": { "normal": [{}],
"inventory": [{ "transform":
"forge:default-block"}]}
L1671[20:02:39] <MattDahEpic> same thing
but console throws MultiModel minecraft:builtin/missing is empty
(no base model or parts were provided/resolved)
L1672[20:02:40] <shadekiller666> check
the ModelLoaderRegistryDebug example on the forge github
L1673[20:02:53] <shadekiller666> it
always says that for the missing model
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L1675[20:03:06] <shadekiller666> i have
to go, bbl
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L1692[20:40:49] <gabizou> is
EntityMountEvent also thrown for dismounting?
L1693[20:41:02] <gabizou> asking because
the javadocs state it but I don't see how that makes sense.
L1694[20:41:40] <gabizou> oh, nvm.
L1695[20:43:49] <killjoy> would target be
null?
L1696[20:44:22] <gabizou> killjoy nope,
it's worse
L1697[20:44:33] <gabizou> the event
itself is just a boolean flag for whether it's mounting or
dismounting
L1698[20:44:42] <killjoy> ...
L1699[20:45:01] <killjoy> Is the target
at least there?
L1700[20:45:12] <killjoy> So we can know
what's being mounted and what is being mounted?
L1701[20:45:19] <killjoy> or does it
extends entityinteract?
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L1704[20:47:43] <gabizou> killjoy the
issue is that by the class itself, it's fucking useless and
requires boilerplate code just to check if it's dismounting
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L1706[20:48:08] <killjoy> go fix it
L1707[20:48:18] <gabizou> hah, you're
funny.
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L1722[21:23:51] <masa> :D
L1723[21:24:20] <masa> but there is an
even better client on that list: Hematite
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L1727[21:28:32] <thecodewarrior> [1.7.10]
Is it possible to have both a ISBRH and TESR for one block? And if
so, would it even be worth it performance wise?
L1728[21:28:44] <williewillus> i think
so, and yes
L1729[21:28:56] <thecodewarrior> :)
awesome.
L1730[21:29:00] <williewillus> you want
as much things *not* in a tesr as possible
L1731[21:29:01] <unascribed> it is very
possible and very very worthwhile
L1732[21:29:14] <unascribed> to put it
simply, TESRs run every frame, so everything you do reduces the
framerate
L1733[21:29:21] <unascribed> ISBRHs only
run when the chunk updates
L1734[21:29:45] <masa> well from my
understanding TESR renders every frame, ISBRH only when the chunk
rebuilds, so yes it should be worth it to render as little as
possible using a TESR
L1735[21:29:47] <thecodewarrior> Also, do
you know of any good n' fast way to make nice looking electrical
arcs?
L1736[21:29:57] <masa> well crap git
ninja'd
L1737[21:30:00] <masa> *got
L1738[21:30:05] <unascribed>
AppliedEnergistics has a LightningFX
L1739[21:30:09] <unascribed> might be a
good base
L1740[21:32:21] <thecodewarrior> Yep,
that's basically how I was thinking of making it. I might try to
add forking... it's all a balance of performance <=>
looks...
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L1760[22:43:04] <codahq> what events fire
when i try to put a filled glass bottle in one of the three slots
of a brewing stand?
L1761[22:43:28] <codahq> are there any
recent known forge bugs that prevent bottles from being
placed?
L1762[22:43:33]
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L1766[22:48:02] <gigaherz> codahq: filled
with what?
L1767[22:48:31] <gigaherz> the brewing
stand will only accept items that are accepted as the input of any
IBrewingRecipe registered into the BrewingRecipeRegistry
L1768[22:48:33] <gigaherz> at least in
1.8.8
L1769[22:48:55] <gigaherz> if no recipe
accepts the bottle, then it won't be allowed into the slot
L1770[22:49:36] <gigaherz> there's also a
pre-check that ensures that only itemstacks with max stack size ==
1 are accepted
L1771[22:49:36]
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L1772[22:49:42] <MattDahEpic> has anyone
made a mod that patches into the realms playtime gui to display it
for regular servers?
L1773[22:50:30] <gigaherz> realms system
works separatedly
L1774[22:50:42] <gigaherz> there's its
own package in minecraft, which isn't even obfuscated
L1775[22:51:17] <gigaherz> or at least
not fully obfuscated ;P
L1776[22:51:43]
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L1777[22:51:51] <MattDahEpic> oh yea i
never got that block rendering you were helping with earlier to
work
L1778[22:52:38] <gigaherz> I can't
remember what it was XD
L1780[22:55:08] <gigaherz> that wasn't
me, that was shade ;P
L1781[22:55:23] <gigaherz> (had to scroll
up to verify)
L1782[22:55:25]
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L1783[22:55:34] <MattDahEpic> ah you
tagged me so i thought
L1784[22:55:47] ***
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L1785[22:55:59] <MattDahEpic> tagging
shadekiller666
L1786[22:56:00] <codahq> water
L1787[22:56:06] <codahq> gigaherz, just
filled with water
L1788[22:56:17] <gigaherz> hmm then any
one of the vanilla recipes should accept it
L1789[22:56:23] <gigaherz> what version
of mc?
L1790[22:56:29] <gigaherz> and is there
anything that would make water bottles stackable?
L1791[22:56:35] <gigaherz> (some mod or
something)
L1792[22:57:00] <gigaherz> it's the only
other reason I can see for the brewing stand to stop accepting
bottles
L1793[22:57:21] <gigaherz> either a mod
messed up stackability of bottles, or somehow the recipes don't
"want" water as an input anymore
L1794[22:57:27]
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L1795[22:57:41] <MattDahEpic> can you put
aquard potions in codahq?
L1796[22:59:16]
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L1797[23:01:03] <codahq> MattDahEpic,
that's weird. what are they called in vanilla exactly? i can't find
one from a search in creative mode
L1798[23:01:28] <MattDahEpic> they're
called aqward potion
L1799[23:01:43] <MattDahEpic> brewed with
water bottles and nether wart
L1800[23:02:20] <codahq> don't
exist
L1801[23:02:27] <codahq> maybe that's why
i can't put in a bottle of water
L1802[23:02:56] <codahq> what would cause
a vanilla recipe to disappear?
L1803[23:03:13] <MattDahEpic> other
mods?
L1804[23:03:14] <shadekiller666>
what?
L1805[23:03:50]
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L1806[23:03:53] <shadekiller666> oh
L1807[23:03:56] <shadekiller666> block
rendering
L1808[23:04:09] <MattDahEpic> yup still
has not worked
L1809[23:04:18] <gigaherz> awkward
potion
L1810[23:04:25] <gigaherz> no aqward
XD
L1811[23:04:35] <MattDahEpic> <-- best
speller
L1812[23:04:51] <codahq> either way,
there isn't either one
L1813[23:05:38] <shadekiller666> ok
L1814[23:06:00] <shadekiller666> theres a
couple of things that are likely making it not work
mattdahepic
L1815[23:06:17] <shadekiller666> first of
those is the formatting of converter.json
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L1817[23:09:59] <MattDahEpic> not sure
thats it
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L1819[23:11:00] <shadekiller666> it
is
L1820[23:11:11] <codahq> figured it
out
L1821[23:11:24] <codahq> apparently, at
some point i had done this in my mod
L1822[23:11:24] <shadekiller666> you can
do this with 1 blockstate file, and 2 lines of code (i think)
L1823[23:11:26] <codahq>
Items.potionitem.setMaxStackSize(10);
L1824[23:11:32] <codahq> to make potions
stack to 10
L1825[23:11:45] <codahq> unfortunately,
doing that in the newer versions breaks the brewing stand
L1826[23:11:51] <codahq> so i'm going to
have to remove that
L1827[23:11:55] <shadekiller666> assuming
fry's system properlly loads vanilla block models through the
blockstate loader
L1829[23:19:04] <shadekiller666> for the
ModelResourceLocation constructor, the second argument is the
"variant" to use in the blockstate json you're pointing
at
L1830[23:20:18]
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L1831[23:22:12]
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L1832[23:27:28] <MattDahEpic>
shadekiller666, throws error with the block/ in model and withotu
the block/ still doesnt work.
L1833[23:28:13] <shadekiller666> and that
error is?
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TehNut|Gone is now known as TehNut
L1835[23:29:16] <MattDahEpic> that one
was because its forge_marker not forge-marker
L1836[23:29:39] <shadekiller666> oh, my
bad
L1837[23:30:04] <MattDahEpic> error is
Unable to load block model: 'minecraft:block/block/cube_bottom_top'
for variant: 'autooredictconv:converter#normal':
java.io.FileNotFoundException:
minecraft:models/block/block/cube_bottom_top.json
L1838[23:30:32] <shadekiller666> ok,
remove the "block/" in the json
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L1840[23:31:00] <MattDahEpic> done, still
doesnt work
L1841[23:31:01] <shadekiller666> is
cube_bottom_top an actual model in the vanilla models/block/
folder?
L1842[23:31:07] <MattDahEpic> yup
L1843[23:32:14] <shadekiller666> have you
tried calling registerRenderers in preInit()?
L1844[23:32:37]
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L1845[23:33:42] <MattDahEpic> now has
inventory model but not world model
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L1847[23:34:07] <sham1> The hassle is
real
L1848[23:34:35] <MattDahEpic> ^
L1849[23:34:58] <sham1> This is why I
usually just define blockstate and the models seperately
L1850[23:35:04] <sham1> Makes it
easier
L1851[23:38:42] <shadekiller666> no world
model? is it replaced with the missing model? or just not
rendering?
L1852[23:38:50] <MattDahEpic> its
invisible
L1853[23:38:56] <shadekiller666> ok
L1854[23:38:58] <shadekiller666>
hmm
L1855[23:39:05]
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L1856[23:39:08] <shadekiller666> any
error messages in console?
L1857[23:39:12] <MattDahEpic> no
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L1859[23:43:54] <shadekiller666> try
overriding getRenderType() in your block class, and return 3
L1860[23:44:21] <shadekiller666> if that
doesn't work, override isOpaqueCube() and isFullCube() and return
true from both as well
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L1862[23:45:33] <MattDahEpic> the
rendertype works!
L1863[23:45:35] <MattDahEpic> yay
L1864[23:45:52] <TehNut> it's a tile
entity isn't it
L1865[23:45:59] <MattDahEpic>
yes...?
L1866[23:46:02] <shadekiller666> :D
L1867[23:46:05] <TehNut> And you extend
BlockContainer
L1868[23:46:09] <TehNut> hehe
L1869[23:46:14] <MattDahEpic>
yes...?
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L1871[23:46:29] <TehNut> getRenderType
defaults to 0 in BlockContainer for whatever reason
L1872[23:46:36] <TehNut> Took me 2 hours
to figure that out
L1873[23:46:41] <shadekiller666> usually
you don't need to override getRenderType, but minecraft
special-cases BlockContainer for some stupid reason
L1874[23:46:56] <sham1> BlockContainer
always is a mystery to me
L1875[23:47:02] <MattDahEpic> probably
because chests are not a full block
L1876[23:47:23] <sham1> What's the point
of it
L1877[23:47:30] <shadekiller666> probably
because of chests using a TESR, despite every other container being
rendered via the normal model system
L1878[23:48:04] <shadekiller666> one
would think that you would then just override getRenderType() for
chests... but nooooo
L1879[23:48:18] <sham1> Wait, is
hasTileEntity a method that forge adds?
L1880[23:49:23] <sham1> Because if not
then why don't they just use that
L1881[23:50:33] <MattDahEpic> mojang
logic sham1, mojang logic
L1882[23:50:56] <sham1> Guess so
L1883[23:51:01] <shadekiller666> no
sham
L1884[23:51:07] <shadekiller666>
well
L1885[23:51:24] <shadekiller666> yes it
is
L1886[23:51:33] <shadekiller666> its in
the FORGE section of Block
L1887[23:51:39] <sham1> Ah
L1888[23:51:43] <williewillus>
blockcontainer is old stuff don't use it
L1889[23:52:15] <sham1> Well it is hard
to get rid off it as vanilla uses it so they cannot get rid of
it
L1890[23:52:20] <williewillus> all you
need for a TE is to override hasTileEntity and createTileEntity (in
the *Block* class)
L1891[23:52:27] <ollieread> Someone
should write all of this stuff up
L1892[23:52:42] <sham1> There are logs
afaik
L1893[23:52:45] <williewillus> I'll put
some of my stuff in RTD over the break lol
L1894[23:52:53] <TehNut> Isn't
createTileEntity() in ITileProvider or whatever?
L1895[23:52:54] <ollieread>
ITileEntityProvider
L1896[23:52:56] <TehNut> that
L1897[23:52:57] <williewillus> ITEP is
also old
L1898[23:53:03] <williewillus> all you
need is those two overrides in block
L1899[23:53:04] <williewillus> thats
it
L1900[23:53:12] <sham1> Also why
ollie
L1901[23:53:17] <TehNut> Didn't realize
that was in Block
L1902[23:53:22]
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L1903[23:53:28] <ollieread> TehNut, it's
not
L1904[23:53:28]
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L1905[23:53:33] <williewillus> it
is...
L1906[23:53:36] <ollieread> williewillus,
pick one
L1907[23:53:40] <TehNut> huh
L1908[23:53:41] <TehNut> It is now
L1909[23:53:43] <TehNut> neat
L1910[23:53:45] <ollieread> Is
ITileEntityProvider old or is BlockContainer old?
L1911[23:53:47] <williewillus> both
L1912[23:53:54] <sham1> Both
L1913[23:53:55] <ollieread>
Version?
L1915[23:54:11] <sham1> 1.7.x and 1.8.x
at the very least
L1916[23:54:23] <ollieread> 1.7 doesn't
have those methods in block
L1917[23:54:41]
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(Leaving))
L1918[23:54:44] <MattDahEpic> TehNut with
the darcula sucking the light out of his ide
L1919[23:54:47] <unascribed> yes it
does
L1920[23:54:52] <TehNut> hehe
L1921[23:55:07] <TehNut> I can't handle
bright white for 12 hours a day
L1922[23:55:13] <williewillus> uhhh yeah
it does
L1923[23:55:15] <gigaherz> me
neither
L1924[23:55:15] <TehNut> One of my big
hatreds of Windows 10 >.>
L1925[23:55:22] <sham1> Well Dracula is
one of the best night themes for an IDE so
L1926[23:55:27] <williewillus>
Block.hasTileEntity(meta | state): boolean
L1927[23:55:28] <gigaherz> TehNut: I
installed a dark visual style on day 1
L1928[23:55:29] <gigaherz> ;P
L1929[23:55:39] <sham1> Me too
L1930[23:55:40] <TehNut> But the title
texts screw up :/
L1931[23:55:46] <williewillus>
Block.createTileEntity(World, meta | state): TileEntity
L1932[23:55:50] <gigaherz> they are black
on the background, but whatever
L1933[23:55:51] <ollieread> Does it have
those methods in Block in the 1.7 recommended?
L1934[23:55:52] <gigaherz> I prefer that
;P
L1935[23:55:57] <unascribed> yes
L1936[23:56:02] <gigaherz> I mean
invisible on background windows*
L1937[23:56:06] <TehNut> I'd prefer
relatively nice looking suns staring at me than title bars I can't
read
L1938[23:56:11] <sham1> Actually the
Dracula theme was one of the reasons I shifted to IDEA in the first
place
L1939[23:56:18] <TehNut> Same sham
L1940[23:56:19] <ollieread> Weird, this
actual project is like 2/3 weeks old and it's not there
L1941[23:56:37] <gigaherz> TehNut: I
almost never look at a titlebar, and when I need to, I just click
on it ,P
L1942[23:56:38] <williewillus> I'm
looking at the ProjectE 1.7 source which is on 1291 and it's there
:p
L1943[23:56:41] <sham1> Update your
forge
L1944[23:56:54] <williewillus> it was
there on 1291 which is ancient lol
L1945[23:57:08] <ollieread>
10.13.4.1558
L1946[23:57:25] <TehNut> pics or didn't
happen ollie
L1947[23:57:47] <williewillus> heh well
anyways the javadoc on those two methods patched in by forge
explain the reasoning of them being there
L1948[23:57:54] <williewillus> and why
they shuld be used in preference to BlockContainer
L1949[23:58:04] <ollieread> It's not
appearing in the structure window, I'm restarting idea
L1951[23:58:37] <TehNut> ohgod that
font
L1952[23:58:45] <unascribed> it's
certainly not for everyone :P
L1953[23:58:45] <ollieread> There we
go
L1954[23:58:56] <sham1> Eww, 1.7.x
L1955[23:59:04] <williewillus> what is
that font
L1956[23:59:15] <MattDahEpic> not
consola
L1957[23:59:16] <ollieread> Jesus
L1958[23:59:17] <unascribed>
Terminus
L1959[23:59:32] <ollieread> Are you using
Sublime?
L1960[23:59:40] <unascribed>
Eclipse
L1961[23:59:42] <sham1> Or atom
L1962[23:59:44] *
unascribed puts up riot shield
L1963[23:59:52] <ollieread> Fair
enough
L1964[23:59:55] <williewillus> hey at
least it's not netbeans
L1965[23:59:58] <gigaherz> :3 Consolas
and DejaVu Sans Mono