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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...
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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
L12[00:03:08] <killjoy1> https://i.imgur.com/qBV5DrL.jpg
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] ⇦ Quits: candybar (~foo@adsl-074-181-053-011.sip.sav.bellsouth.net) (Quit: WeeChat 1.3)
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 ;_;
L32[00:08:06] <gigaherz> https://www.khronos.org/opengles/sdk/docs/man/xhtml/glTexImage2D.xml
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
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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
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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
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L130[00:26:51] <gigaherz> (I think mc lets you configure up to 4 levels?)
L131[00:26:53] <Dark> http://goo.gl/forms/kX7ucchCK8
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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
L170[00:32:55] <killjoy1> http://minecraft.gamepedia.com/Server.properties
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
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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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L189[00:40:39] <tterrag> this is the class now killjoy1 http://puu.sh/lL7Ck.txt
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] ⇦ Quits: Fridtjof (prassel@fridtjof.xyz) (Ping timeout: 195 seconds)
L244[01:32:37] <killjoy1> It takes forever to open a file or folder
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L249[01:58:23] <Dark> http://goo.gl/forms/kX7ucchCK8
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
L271[02:48:33] <killjoy> This line should not be there. http://git.io/vRgij
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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
L297[04:07:55] <sham1> https://en.wikipedia.org/wiki/Independence_Day_%28Finland%29
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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L329[04:58:52] <Zeebra456> Hi guys i need some help with rendering a player face to the gui. im trying to use http://www.minecraftforge.net/forum/index.php?topic=22091.0 but cant seem to get the math right to keep the face in the box.
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
L338[05:03:18] <Cazzar> http://minecraft.gamepedia.com/File:Steve_skin.png is the newest one, the stuff at the bottom is new.
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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L346[05:28:16] <Zeebra456> Cazzar can you take a look at my draw method for my rect? it seems to make my face image dark http://pastebin.com/MQchZ5hK
L347[05:28:34] <Cazzar> that's then lighting
L348[05:30:26] <RobotSquid> released my mod!! http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2572069-wip-super-alpha-entity-dismemberment
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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L352[05:33:31] <ThePsionic> ikr http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2565231-wip-download-undercraft-undertale-mod
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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
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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?
L408[08:12:32] <Wuppy> this game... http://store.steampowered.com/app/409160/
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
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L416[08:15:57] <Zeebra456> Thanks diesieben07
L417[08:16:21] <Zeebra456> im guessing !gm is methods
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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] *** mrkirby153 is now known as kirby|gone
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
L432[08:21:05] <diesieben07> Rockers, http://minecraft.gamepedia.com/Resource_pack#Animation
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.
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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] *** willieaway is now known as williewillus
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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L472[09:08:54] <Dark> http://goo.gl/forms/kX7ucchCK8
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L475[09:15:49] *** cpw|out is now known as cpw
L476[09:24:01] <shadowfacts> anyone know why I wouldn't be able to pick up items out of my container/gui using this code: https://github.com/shadowfacts/CraftingSlabs/tree/1.8/src/main/java/net/shadowfacts/craftingslabs/gui (1.8)?
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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
L483[09:29:40] <diesieben07> shadowfacts, https://goo.gl/K1oCLr bad monkey. no cookie.
L484[09:29:46] <williewillus> are you opening the gui on both sides?
L485[09:29:54] <williewillus> heh
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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] *** kroeser|away is now known as kroeser
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
L492[09:31:09] <diesieben07> shadowfacts, https://goo.gl/RPKVHP your blokc is not Blocks.crafting_table
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,
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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
L511[09:37:20] <Rockers> http://forum.minecraftuser.jp/
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:
L521[09:38:34] <Rockers> http://forum.minecraftuser.jp/viewforum.php?f=13&sid=91a2310a7baab4a0218892fa9f41590d
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
L531[09:40:55] <Rockers> https://www.youtube.com/channel/UC0yAsWJZxkLFrogH1Rfa8EA
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
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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
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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?
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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.
L580[09:56:15] <gigaherz> https://en.wikipedia.org/wiki/Furigana
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
L595[10:02:33] <gigaherz> Rockers: https://en.wikipedia.org/wiki/Japanese_writing_system#Use_of_scripts
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 ͡°)
L605[10:06:13] <gigaherz> https://en.wikipedia.org/wiki/Shift_JIS
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] *** Rockers is now known as RockersIsEating
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
L710[12:43:13] <diesieben07> worth watching: https://www.youtube.com/watch?v=LJC_2agoLuE
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
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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
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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
L856[14:45:25] <Tarig> http://pastebin.com/mTdE7kKC
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
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L863[14:47:19] <Tarig> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/resources/assets/forgeblockstatesloader/blockstates/cobblestone_wall.json
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
L895[14:54:27] <Tarig> http://pastebin.com/mTdE7kKC
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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
L911[14:58:11] <shadekiller666> tarig: https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/java/net/minecraftforge/debug/ModelLoaderRegistryDebug.java#L86-L88
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
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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
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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
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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.
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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
L1194[16:55:09] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/models/item/orb_base.json
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
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L1223[16:59:02] <Rockers> In a few months no doubt
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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
L1234[17:00:09] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/storage/RiftStorageWorldData.java
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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
L1240[17:01:04] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/blocks/TileEnderRift.java#L36
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
L1248[17:01:58] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/storage/RiftStorageWorldData.java#L32
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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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
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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)
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L1286[17:09:01] <Rockers> Why don't they just include the .bat files for setupDecompWorkspace
L1287[17:09:21] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/setup-dependencies.cmd
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
L1315[17:15:04] <MattDahEpic> https://github.com/MattDahEpic/MDECore/blob/1.8.8/build.gradle#L30
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: Connection reset by peer)
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.
L1399[17:34:40] <MattDahEpic> they're wierd because for some reason *cough* https://github.com/MinecraftForge/MinecraftForge/issues/2223 */cough* you cant use them in silk touch checking
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
L1407[17:36:58] <smbarbour> Rockers: http://www.mod-buildcraft.com/forums/showthread.php?tid=1853 <-1.8 (and the repo is updated to 1.8.8)
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
L1422[17:38:51] <gigaherz> https://github.com/Vanhal/ProgressiveAutomation/tree/1.8/src/main/java/cofh/api
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
L1441[17:47:16] <Dark> http://goo.gl/forms/kX7ucchCK8
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 :(
L1475[18:01:45] <Dark> Also can you guys fill this out http://goo.gl/forms/kX7ucchCK8
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
L1531[18:14:44] <Dark> https://dl.dropboxusercontent.com/u/70622753/pics/work/Standard%20Launcher%202015-12-04%2007.39.20.png
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?
L1539[18:16:18] <MattDahEpic> oh yea: http://i.imgur.com/QuHqrET.png
L1540[18:16:20] <killjoy> I thought it was a new modpack launcher]
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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
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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
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L1552[18:17:49] <killjoy> turn into greg
L1553[18:17:49] <Dark> just do an auto receipe generator
L1554[18:17:50] *** Cypher122 is now known as Cypher121
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
L1560[18:19:16] <Dark> https://github.com/BuiltBrokenModding/VoltzEngine/blob/development/src/main/scala/com/builtbroken/mc/lib/helper/recipe/UniversalRecipe.java
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
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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
L1585[18:24:53] <Cypher121> http://i.imgur.com/LNubU8A.png
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
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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
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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
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L1619[19:21:37] <killjoy> You mean you don't appreciate him every day?
L1620[19:21:46] <Mitchellbrine> XD
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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
L1659[19:52:17] <karlthepagan> https://github.com/NuGet/Home/issues/354
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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L1666[19:59:03] <MattDahEpic> for some reason https://github.com/MattDahEpic/AutoOreDictConvert/blob/1.8.8/src/main/resources/assets/autooredictconv/blockstates/converter.json appears as invisible in the world and missingno in the inventory
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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L1710[20:54:15] <killjoy> Look at the features of the first item in this list. http://wiki.vg/Client_List
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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?
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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
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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
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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
L1779[22:53:25] <MattDahEpic> https://github.com/MattDahEpic/AutoOreDictConvert/blob/1.8.8/src/main/resources/assets/autooredictconv/blockstates/converter.json and we moved the model and textures into the default block
L1780[22:55:08] <gigaherz> that wasn't me, that was shade ;P
L1781[22:55:23] <gigaherz> (had to scroll up to verify)
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L1783[22:55:34] <MattDahEpic> ah you tagged me so i thought
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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
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L1795[22:57:41] <MattDahEpic> can you put aquard potions in codahq?
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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?
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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
L1818[23:10:37] *** AbrarSyed is now known as Abrar|gone
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
L1828[23:17:59] <shadekiller666> mattdahepic, try this: https://gist.github.com/shadekiller666/e7d965f56617908a98e0
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
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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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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()?
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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
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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
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L1903[23:53:28] <ollieread> TehNut, it's not
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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?
L1914[23:54:11] <TehNut> ollieread: http://tehnut.info/share/lmYWnciHIq.png
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
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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
L1950[23:58:16] <unascribed> https://unascribed.com/i/9e21571a.png - actual project in 1.7 on Forge 1342 :P
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
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