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L1[00:00:02] *** gigaherz is now known as ghz|afk
L2[00:02:33] <Zaggy1024> true, but with the add(j, 0, k) it's one less thing to fix if the code to get the position changes
L3[00:02:46] <Zaggy1024> well, a few less things to change I mean
L4[00:03:56] <Zaggy1024> I guess we'll see :P
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L7[00:05:52] <killjoy> I love bugs. I think I'll add more in my next release
L8[00:09:53] <Zaggy1024> yes, insects are fascinating creatures
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L23[00:49:20] <SonarBeserk> would anyone know of a decent way to change the attack damage on an item based on the itemstack?
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L25[00:49:45] <SonarBeserk> Im trying to use nbt to cut down on IDs I have to use
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L28[00:51:24] <Zaggy1024> Sonar, you mean based on NBT?
L29[00:51:49] <Zaggy1024> there's public Multimap<String, AttributeModifier> getAttributeModifiers(ItemStack stack)
L30[00:51:54] <Zaggy1024> in Item
L31[00:52:36] <SonarBeserk> Zaggy1024: well the issue is trying to make it behave
L32[00:52:58] <Zaggy1024> do ItemStack aware attribute modifiers not work? >.>
L33[00:53:02] <SonarBeserk> tool tips wont display higher than the material normally can show which makes it a pain to tell if you did it right
L34[00:53:08] <SonarBeserk> hmm
L35[00:53:20] <Zaggy1024> you mean it's not using the stack aware method?
L36[00:53:40] <SonarBeserk> ah let me check
L37[00:53:54] <SonarBeserk> I wasnt aware of the itemstack aware one
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L41[01:01:42] <Wuppy> o/
L42[01:02:34] <SonarBeserk> alright that seems to fix up dealing with damage, now any ideas about fixing the +# tool tip?
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L51[01:38:46] <karlthepagan> love how regex syntax just works in yaml
L52[01:39:14] <karlthepagan> basically like gradle/groovy
L53[01:40:16] <sham1> I like how all regexp is based on perl
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L55[01:40:57] <Cazzar> not exactly sham IIRC
L56[01:41:35] <sham1> Umn yes they are
L57[01:42:02] <sham1> All modern regexp engines use the regexp syntax used in perl
L58[01:42:27] * Cazzar looks at POSIX's regexp
L59[01:42:40] <SonarBeserk> hmm attributes are a pain
L60[01:43:32] <SonarBeserk> cranked attack damage up but the +# bit seems hardcoded
L61[01:43:39] <sham1> Events
L62[01:44:20] <Cazzar> Also, sham1 https://en.wikipedia.org/wiki/Regular_expression#POSIX_basic_and_extended
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L65[01:49:32] <GeoDoX> Most recent version of forge for 1.8.8? and most recent mappings?
L66[01:49:46] <Cazzar> !mappings
L67[01:50:16] <Cazzar> GeoDoX: http://files.minecraftforge.net/ answers one of those questions :P
L68[01:50:25] <xaero> !!latest 1.8.8 snapshot
L69[01:50:26] <MCPBot_Reborn> === Latest Mappings ===
L70[01:50:26] <MCPBot_Reborn> MC Version Forge Gradle Channel
L71[01:50:27] <MCPBot_Reborn> 1.8.8 snapshot_20151214
L72[01:50:32] <xaero> and the other ^^
L73[01:50:52] <xaero> but in 10 mins, that'll be outdated ;)
L74[01:52:13] <GeoDoX> oh jeez :P
L75[01:52:33] <GeoDoX> Cazzar I can't seem to find the files for 1.8.8
L76[01:52:43] <Cazzar> Hover over 1.8
L77[01:53:09] <GeoDoX> Ahh :D
L78[01:54:01] <GeoDoX> Mappings update in 7 mins xaero?
L79[01:54:13] <GeoDoX> 6*
L80[01:54:35] <GeoDoX> has to be snapshot_xxxxxx right?
L81[01:54:38] <xaero> yeah, but I doubt much changed in 1 day
L82[01:55:03] <GeoDoX> I can wait the 5 mins :)
L83[01:55:05] <xaero> yea need the full channel (or so it's called)
L84[01:55:10] <McJty> Ok, I need some help. I'm trying to make a ISmartBlockModel to have a static model that has two parts: one for the SOLID layer and one for the CUTOUT layer. Here is all the code and errors at the end: https://bpaste.net/show/61a26f5f5d38
L85[01:55:28] <McJty> I have based this on the example at: https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/java/net/minecraftforge/debug/LayerBreakingTest.java
L86[01:55:29] <GeoDoX> I heard you need to change FG versions?
L87[01:55:31] <McJty> But it isn't working
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L90[01:56:39] <GeoDoX> McJty, is that file valid?
L91[01:56:54] <McJty> What file?
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L93[01:57:14] <GeoDoX> java.io.FileNotFoundException: gaia:models/block/furnace.json
L94[01:57:21] <McJty> Well it should not try to load that
L95[01:57:29] <McJty> As I do this: event.modelRegistry.putObject(new ModelResourceLocation(Gaia.MODID + ":furnace"), new FurnaceSmartModel());
L96[01:57:37] <McJty> I thought that would like "gaia:furnace" to my smart model
L97[01:57:41] <McJty> s/link/link
L98[01:58:02] <GeoDoX> It is trying to load that though, so something isn't working as expected :P
L99[01:58:10] <McJty> yes that's why I'm here :-)
L100[01:58:12] <GeoDoX> Check to see if that code is actually running
L101[01:58:17] <McJty> ok
L102[01:58:57] <McJty> It is but too late
L103[01:59:08] <McJty> It runs after I get the error about loading that json
L104[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20151215 mappings to Forge Maven.
L105[02:00:05] <GeoDoX> Let me run through the example you linked
L106[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20151215-1.8.8.zip (mappings = "snapshot_20151215" in build.gradle).
L107[02:00:08] <GeoDoX> sweet
L108[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/
L109[02:00:23] <McJty> ah hmm hold on. Let me check something
L110[02:01:21] <McJty> No still not good
L111[02:04:48] <GeoDoX> Hmm, not sure
L112[02:06:01] <GeoDoX> I don't like dealing with models :P
L113[02:06:22] <McJty> I'll wait until fry wakes up. He probably knows
L114[02:07:39] <GeoDoX> Any idea on this error? http://hastebin.com/dapipizavi.rb
L115[02:10:04] <GeoDoX> Got it, it was the FG version
L116[02:10:46] <GeoDoX> Nevermind, still not working
L117[02:11:02] <Cazzar> Heh, hastebin is 503ing
L118[02:11:12] *** lxkm|work is now known as lxkm|afk
L119[02:11:35] <Ronzan> If I want to save changes made to my TileEntity in my GuiContainer (text, slider etc.), do I have to implement packet handling (SimpleNetworkWrapper) and all that jazz?
L120[02:11:38] <Cazzar> GeoDoX: give us the build.gradle :P
L121[02:11:59] <GeoDoX> Posting in #FG
L122[02:12:21] <GeoDoX> Ronzan, I think you need NBT stuff
L123[02:12:27] <Cazzar> Ronzan: you can use the vanilla packet and use the GetDescriptionPacket
L124[02:12:28] <Ronzan> I see Pahimar, McJty and others do that, but it seems like a lot of work for such a simple thing :)
L125[02:13:03] <Cazzar> You don't need it technically.
L126[02:13:53] <Ronzan> I have getDescriptionPacket and onDataPacket implemented, nbt data is saved, but not changes I make via my gui
L127[02:14:14] <Cazzar> !gm S35PacketUpdateTileEntity.<init>
L128[02:14:23] <Cazzar> !gc S35PacketUpdateTileEntity
L129[02:14:41] <Cazzar> Ronzan: look at getDescriptionPacket and S35PacketUpdateTileEntity
L130[02:15:33] <Ronzan> Cazzar: I have that implemented: http://puu.sh/lWdgi/75f4e2d6a1.png
L131[02:16:00] <Cazzar> Then you would want to make sure you are using .markForUpdate()
L132[02:16:16] <Cazzar> Then again, IIRC the getDescriptionPacket is S->C
L133[02:17:03] <Ronzan> Changes I make to the TE in onBlockActivated gets saved just fine, but that is done server side right
L134[02:17:07] <Cazzar> http://wiki.vg/Protocol#Update_Block_Entity yeah, server to client.
L135[02:17:24] <Ronzan> yeah, thats how I understand it
L136[02:18:12] <Ronzan> and I guess there is a reason that people use the networkwrapper thingy, just hoped for a shortcut ;)
L137[02:18:15] <Cazzar> For the client to server you are looking at?
L138[02:19:40] <Ronzan> I change some text/numbers in my TE using a gui, if I close the gui and open it again everything is fine, close game and restart, data is not there
L139[02:20:01] <Ronzan> if that was what you meant Cazzar :)
L140[02:20:17] <Cazzar> Yeah, client becomes out of sync, what I have generally done, is used the SNH for that.
L141[02:21:29] <Ronzan> Like for example how McJty does it here: https://github.com/McJty/RFTools/blob/master/src/main/java/mcjty/rftools/blocks/screens/GuiScreenController.java#L47
L142[02:21:59] <McJty> That code is to trigger an action on the tile entity/server side
L143[02:22:15] <Ronzan> yeah, but same concept right?
L144[02:22:16] <McJty> You must do that kind of thing with packets as it is not directly GUI related
L145[02:22:24] <McJty> It starts a process that takes a while
L146[02:22:40] <McJty> Or well in this case not really but still it is independent from the gui side mostly
L147[02:22:49] <Ronzan> ah ok hehe
L148[02:23:30] <Ronzan> but long story short, I need to implement some sort of network handling to sync my client side gui changes to the server side TE, right?
L149[02:23:48] <McJty> Usually yes
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L151[02:24:37] <Ronzan> Ok, thanks, just wanted to make sure I wasn't over-complicating things :)
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L153[02:25:01] <McJty> The networking code in RFTools shouldn't be used as an example for most things though. Especially not for 1.8.8 code
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L155[02:25:16] <McJty> I learned a lot since then and I'm going to rework it totally in 1.8.8 port of rftools
L156[02:25:38] <Ronzan> I'm in 1.7 though, looking at your code, pahimars and others :)
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L158[02:30:54] <Cazzar> I never knew about that...
L159[02:36:55] <GeoDoX> Whats compareTo used for now in ICommands?
L160[02:37:13] <RANKSHANK> Comparing
L161[02:37:49] <Matthew> GeoDoX, for sorting the commands in /help
L162[02:38:05] <Matthew> if you extend CommandBase it handles it for you
L163[02:38:34] <GeoDoX> Hmmm... Whats the difference between CommandBase and ICommand?
L164[02:39:07] <Matthew> ICommand is the base interface that all commands implement
L165[02:39:23] <Matthew> CommandBase is an abstract impl with some useful helper methods too
L166[02:39:40] <GeoDoX> Do you have some example code?
L167[02:42:27] <Matthew> GeoDoX, http://git.io/v0gT5
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L169[02:47:46] <GeoDoX> What has the FMLCommonHandler Bus been changed to?
L170[02:47:56] <Matthew> MinecraftForge.EVENT_BUS
L171[02:47:59] <Matthew> everythings on that now
L172[02:48:20] <GeoDoX> Awesome, saved a line of code :P
L173[02:51:31] <GeoDoX> Any way to implement Commands Client Side?
L174[02:51:47] <GeoDoX> Only I mean
L175[02:53:21] <Matthew> theres a clientcommandhandler that forge adds
L176[02:53:56] <GeoDoX> And thats completely separate from the server side?
L177[02:55:00] <Matthew> yes, hence the 'client' :P
L178[02:56:04] <GeoDoX> Haha, so I don't need to register the command to the server? How do I notify the client theres a command?
L179[02:56:53] <Matthew> ClientCommandHandler.instance iirc
L180[02:57:05] <Matthew> call registerCommand on that
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L182[02:58:01] <GeoDoX> Does that need to be done in a specific event state such as preInit?
L183[02:58:54] <Matthew> preInit's fine. you can actually register commands whenever you want
L184[02:59:04] <GeoDoX> Alright :)
L185[02:59:12] <GeoDoX> Giving it a test
L186[03:00:12] <GeoDoX> Says I don't have permission to use the command?
L187[03:01:58] <GeoDoX> Is there something special I have to do?
L188[03:02:34] <Matthew> oh yeah override canCommandSenderUseCommand
L189[03:02:57] <GeoDoX> Always return true basically?
L190[03:03:32] <Matthew> well actually client side it looks like you can return 0 to getRequiredPermissionLevel
L191[03:03:43] <Matthew> and that should be enough
L192[03:04:13] <Matthew> mojang fucked with the way that works server-side on 1.8+ so it's useless for modded commands
L193[03:04:57] <GeoDoX> Okay, so it works client side?
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L196[03:05:54] <Matthew> yeah just return 0 to that and you should be good
L197[03:06:06] <GeoDoX> Testing now then :)
L198[03:06:29] <GeoDoX> Awesome
L199[03:08:35] <GeoDoX> Works good
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L202[03:11:52] <GeoDoX> Getting a "com.mojang.authlib.exceptions.AuthenticationException: The client has sent too many requests within a certain amount of time" warning?
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L204[03:12:45] <GeoDoX> I believe this is where it's happening
L205[03:12:47] <GeoDoX> http://hastebin.com/budewuxini.avrasm
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L207[03:13:32] <Matthew> yeah it shouldn't crash your game though
L208[03:13:42] <Matthew> somethings borked with GradleStart I think
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L210[03:14:34] <GeoDoX> Ahh, so not my mod then :)
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L214[03:21:10] <GeoDoX> Is it safe to register a command on both client and server?
L215[03:24:44] * GeoDoX pokes Matthew
L216[03:25:35] <Matthew> uhh yeah you can. but client commands override server commands
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L218[03:25:56] <Matthew> so if one with the same name exists client and server side, it only execute on the client
L219[03:26:35] <GeoDoX> Thats good right? If the client with the mod can't register the server command, then the client will register it?
L220[03:26:56] <GeoDoX> cant register the command on the server*
L221[03:27:27] <GeoDoX> But if it can, it will still register it to the client?
L222[03:27:59] <GeoDoX> What if the mod is installed server only? Can clients use the command even if they don't have it?
L223[03:28:53] <Matthew> Heres how commands work: I type /command, the client checks to see if it's registered on the client, if so execute and done, if not send a packet to the server for it to execute
L224[03:29:13] <Matthew> then the server will either execute the command, or return with a commandnotfound
L225[03:29:26] <GeoDoX> Okay
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L227[03:34:49] <GeoDoX> Hmm, my mod isn't working client side on non forge server... Makes sense, but since it should be client only, it should work.
L228[03:45:06] <GeoDoX> Can anyone see any reason why my mod isn't working on an external sever? https://bitbucket.org/GeoDoX/slashplayed/
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L230[03:46:18] <McJty> GeoDoX, describe 'not working'
L231[03:46:24] <McJty> GeoDoX, do you have a crash? A log?
L232[03:46:42] <GeoDoX> Haha, okay just a sec
L233[03:48:10] <GeoDoX> When I execute the command (see SlashPlayedCommand), the information returned is always 0 (see lines 88 - 107 in SlashPlayedCommand)
L234[03:49:05] <McJty> Information returned? I don't see you returning information there
L235[03:49:17] <McJty> You're logging stuff with player.addChatMessage there
L236[03:50:11] <GeoDoX> Thats what I mean..
L237[03:50:12] <GeoDoX> Total Play Time: 0 seconds for example
L238[03:51:22] <McJty> What is total world time actually?
L239[03:51:53] <McJty> Why are you using that as opposed to getWorldTime?
L240[03:52:36] <McJty> Also seems that total world time is only available server side. It is not constantly synced to client as far as I can see
L241[03:52:38] <GeoDoX> See EventPassThrough method OnWorldTick
L242[03:53:25] <McJty> GeoDoX, perhaps you should make this a server-side command?
L243[03:53:49] <GeoDoX> It was, but I want to make it client side so it doesn't rely on the server at all
L244[03:54:02] <McJty> Well for this thing you probably can't
L245[03:54:02] <GeoDoX> I don't see why this wouldn't work client side only
L246[03:54:12] <McJty> Because that value isn't available on the client
L247[03:54:14] <McJty> As far as I can see
L248[03:54:16] <GeoDoX> The calculations should be done on the client
L249[03:54:26] <McJty> The total world time is calculated in WorldServer
L250[03:54:29] <McJty> Not on client side
L251[03:54:39] <McJty> WorldServer.tick() updates it
L252[03:54:40] <theresajayne> i have a problem, well i have many but this one is confusing the hell out of me,. I have my source code in a folder, some of the folders and files are read only, even though i select properties and unlock , they remain locked, how can i sort it out?
L253[03:54:49] <theresajayne> it is also a github project
L254[03:54:49] <GeoDoX> Thats one thing though, none of them are working
L255[03:55:00] ⇨ Joins: Andrey96 (~Instantbi@128-74-8-255.broadband.corbina.ru)
L256[03:55:36] <GeoDoX> You mean OnWorldTick get's fired server side?
L257[03:56:04] <McJty> GeoDoX, they get fired both sides. But it is WorldServer.tick() that updates total world time. This doesn't happen on the client side
L258[03:57:25] <GeoDoX> Session time is not relient on the total world time and therefore has nothing to do with the server
L259[03:57:39] <McJty> GeoDoX, just telling you what I read in the code
L260[03:58:11] <McJty> Or hmm hold on
L261[03:58:21] <McJty> I may be mistaken actually
L262[03:58:23] <GeoDoX> I can give up one variant of the command if it can't be implemented client side, but that doesn't explain why the others don't work
L263[03:58:46] <McJty> Sorry, I was wrong. It is also updated client side it seems
L264[03:58:49] <McJty> Just overlooked it
L265[03:59:51] <GeoDoX> So, why am I getting 0 values then?
L266[04:00:26] <McJty> No idea. Perhaps your calcTicksToTime is wrong?
L267[04:00:36] <GeoDoX> Everything is done clientside as far as I can tell
L268[04:00:55] <GeoDoX> It works in Single Player, so that can't be it
L269[04:01:40] <GeoDoX> And it's worked in previous versions and I haven't changed that method
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L271[04:02:27] <GeoDoX> Okay, so new info
L272[04:02:58] ⇦ Quits: mezz (~quassel@24.6.28.151) (Ping timeout: 186 seconds)
L273[04:02:58] <GeoDoX> I went into Single Player and tried it, I spent 7 seconds in Single Player, tested the command and it worked
L274[04:03:17] <GeoDoX> I go into a server, try the command and it still says 7 seconds
L275[04:03:24] <GeoDoX> It doesn't get updated
L276[04:04:49] <McJty> What exactly is your output? Are you in the 'Total Play Time' branch or the 'Total World Time' branch?
L277[04:07:40] <GeoDoX> Total Play Time: 7 seconds.
L278[04:07:41] <GeoDoX> Current Session Time: 7 seconds.
L279[04:07:41] <GeoDoX> Time At Current Level: 7 seconds.
L280[04:08:18] <McJty> So looks like your TimeHandler.onWorldTick isn't called then
L281[04:09:11] <GeoDoX> OnWorldTick gets called Server Side only
L282[04:09:15] <GeoDoX> It has to
L283[04:09:32] <McJty> How does the client lasttime get updated then?
L284[04:09:34] ⇦ Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 192 seconds)
L285[04:09:53] <GeoDoX> I just did if(event.side.isClient()) in OnWorldTick and it never fired the if
L286[04:09:55] <McJty> Because in your command you do TimeHandler.instance.getTimeInServer()
L287[04:10:22] <McJty> Ah yes that's possible
L288[04:10:29] <McJty> Many of these events are probably server side only
L289[04:11:08] <GeoDoX> How would work around this? Is there something else that gets executed every tick on the Client?
L290[04:11:31] <McJty> I really think you should make that command server side
L291[04:11:34] ⇨ Joins: Girafi (Girafi@0x555178eb.adsl.cybercity.dk)
L292[04:11:34] <McJty> Going to be a LOT easier
L293[04:11:40] <McJty> As you have all the information ready for you there
L294[04:11:57] <McJty> And there are no disadvantages to having it server side
L295[04:12:57] <Ronzan> Is it safe to call FMLClientHandler.instance().getClient().theWorld.markBlockForUpdate(..) from a gui onGuiClosed() or should I use some other way to trigger a block update? Like to it in my message handler or something...
L296[04:13:09] <GeoDoX> I want it to work in servers that don't have the mod, and/or aren't forge servers
L297[04:13:33] <McJty> GeoDoX, well you need something to get that information from server to client so that will not be possible
L298[04:13:53] <GeoDoX> I need an event that gets fired from the client, not the server
L299[04:14:12] <GeoDoX> If something ticks on the client, the mod will work
L300[04:14:14] <ghz|afk> GeoDoX: just... setup a thread and count realtime
L301[04:14:25] <ghz|afk> or something like that
L302[04:14:39] <GeoDoX> ghz|afk, seems unessesary
L303[04:14:58] <GeoDoX> There has to be SOMETHING that ticks on the client side
L304[04:15:05] <ghz|afk> TickEvent.ClientTickEvent
L305[04:15:18] <ghz|afk> aside of that...
L306[04:17:09] <GeoDoX> Does that get called in OnWorldTick or as often as OnWorldTick?
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L308[04:17:43] ⇦ Quits: romibi (~quassel@cable-static-7-174.rsnweb.ch) (Read error: Connection reset by peer)
L309[04:18:33] ⇦ Parts: Andrey96 (~Instantbi@128-74-8-255.broadband.corbina.ru) ())
L310[04:19:41] <sham1> Tick
L311[04:19:43] <sham1> Tick
L312[04:19:44] <sham1> Tick
L313[04:19:45] <sham1> Tick
L314[04:20:29] ⇨ Joins: Aedda (~aedda@2600:3c00::19:cace)
L315[04:20:47] <ghz|afk> GeoDoX: all minecraft ticking is at 20/second
L316[04:20:57] <ghz|afk> unless the game/server is running slowly
L317[04:21:05] <ghz|afk> in which case it can sometimes choose to skip ticks
L318[04:21:12] ⇨ Joins: romibi (~quassel@cable-static-7-174.rsnweb.ch)
L319[04:21:27] <GeoDoX> It's not safe to rely on that, which is why I switched from relying on ticks, to calculating time manually
L320[04:22:01] <ghz|afk> of course
L321[04:22:09] <ghz|afk> but you asked if it gets called "as often"
L322[04:22:14] <ghz|afk> that was a "yes"
L323[04:22:21] <ghz|afk> the main difference is
L324[04:22:28] <ghz|afk> client ticks happen on the client thread
L325[04:22:33] <ghz|afk> while server ticks happen on the server
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L327[04:25:25] <GeoDoX> I guess theres no way to get the world object from ClientTickEvent
L328[04:25:35] <GeoDoX> Which makes sense
L329[04:25:53] <xaero> well there's only one world on the client, Minecraft.theWorld
L330[04:25:56] <McJty> GeoDoX, of course you can get the world
L331[04:26:01] <McJty> Like xaero says
L332[04:27:20] <GeoDoX> I'm just gunna drop support for the world time I think
L333[04:27:24] <ghz|afk> it's "the world", you jsut cna't assume it to contain ALL the data that is seen from the server
L334[04:28:21] <GeoDoX> A world object would be lets say, the nether, which is separate from the overworld, correct?
L335[04:28:36] <McJty> GeoDoX, not on the client
L336[04:28:43] <McJty> On the client 'theWorld' is whatever dimension the player is in
L337[04:28:49] <McJty> So can be the overworld, the nether, ...
L338[04:28:51] <GeoDoX> So the nether is a world object, and the overworld is another world right?
L339[04:28:53] <McJty> But it is always just one world
L340[04:29:02] <McJty> yes, on the server
L341[04:29:17] <GeoDoX> Well, In terms of world time, each world would be different, wouldnt they?
L342[04:29:32] <ghz|afk> when you change dimensions
L343[04:29:33] <GeoDoX> Because they get generated at different times?
L344[04:29:40] <ghz|afk> it "reconnects" you into the other dimension
L345[04:30:08] <ghz|afk> I just don't know if the client knows the total world time at all
L346[04:30:17] <McJty> GeoDoX, most regular dimensions have synced world times. But you can have worlds that have other (like accelerated) world time. That's how it works in dimensions like mystcraft or rftools
L347[04:30:24] <McJty> You can also have dimensions where world time stands still
L348[04:30:29] <GeoDoX> So if I spent 34 seconds in the overworld, then switched to another dimension, those 34 seconds spent in the overworld wouldn't count to the other world times, correct?
L349[04:30:30] <McJty> i.e. eternal day dimensions and so on
L350[04:30:38] <McJty> GeoDoX, depends on the dimension
L351[04:30:44] <GeoDoX> ahh
L352[04:30:46] <GeoDoX> hmmm
L353[04:31:33] <McJty> But if you want to do this only client side you should just ignore worlds all together.
L354[04:31:36] <McJty> And just keep track of time.
L355[04:31:51] <GeoDoX> What should I do, everything works in Client Tick as far as I can tell
L356[04:32:07] <GeoDoX> So forget about world time?
L357[04:32:24] <McJty> Well not 100% sure what exactly you want to do?
L358[04:32:39] <McJty> You just want to keep track for how long the client has been playing? Or what?
L359[04:33:23] <GeoDoX> Basically, but that's separate from the world time
L360[04:33:40] <GeoDoX> The only thing I'm using world time for is printing it
L361[04:34:12] <McJty> If you just want to keep track of client play time just measure the time once at login (use System.currentMillis for that) and then calculate based on that
L362[04:34:15] <GeoDoX> See lines 76 and 91 in SlashPlayed commands
L363[04:34:16] <McJty> No need to tick anything
L364[04:34:40] <GeoDoX> Already doing that, but I'm updating it every tick using the time passed
L365[04:35:02] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L366[04:35:14] <ghz|afk> isn't that just a waste of time?
L367[04:35:17] <McJty> GeoDoX, why?
L368[04:35:28] ⇨ Joins: mezz (~quassel@24.6.28.151)
L369[04:35:36] <McJty> Just keep the start time and when you need to show it you just do current-start
L370[04:35:56] <McJty> The start time never changes
L371[04:36:04] <GeoDoX> Hmmm...
L372[04:36:06] <McJty> And current you calculate when you need to know how much time has passed
L373[04:36:30] <ghz|afk> if you use realtime data, then updating it per tick is pointless
L374[04:36:35] <ghz|afk> the only reason to use ticking would be
L375[04:36:45] <ghz|afk> if you want it to stop counting on pause, or while the computer is sleeping
L376[04:36:56] <ghz|afk> in which case you don't care about realtime
L377[04:37:16] <ghz|afk> doing both is like, the worst of both ;P
L378[04:37:37] <GeoDoX> Thinking about the easiest way to change it
L379[04:38:17] <ghz|afk> handle the event when the player starts playing
L380[04:38:23] <ghz|afk> store the previous time there
L381[04:38:30] <ghz|afk> then use that stored time
L382[04:38:38] <GeoDoX> That works with session time, however it doesnt work with total time
L383[04:38:39] <ghz|afk> until next time you join a world
L384[04:38:50] ⇨ Joins: portablejim (~portablej@2001:4830:121d:0:8ddb:effd:7911:e5b8)
L385[04:38:54] <ghz|afk> on disconnect,
L386[04:39:04] <ghz|afk> calculate difference and store in data file
L387[04:39:17] <GeoDoX> I'm doing that with NBT data
L388[04:39:23] <ghz|afk> nbt where?
L389[04:39:38] <GeoDoX> https://bitbucket.org/GeoDoX/slashplayed/
L390[04:39:41] <ghz|afk> so far as I know, all NBT data is server-side
L391[04:40:05] <GeoDoX> It's player NBT data
L392[04:40:22] <GeoDoX> I believe?
L393[04:40:34] <McJty> GeoDoX, I don't think you can do that client side only
L394[04:40:41] <McJty> The server will not know about it and thus not save it
L395[04:40:41] <ghz|afk> player nbt is server-side
L396[04:40:48] <ghz|afk> player.dat is stored in the save folder
L397[04:40:50] <GeoDoX> Ugh
L398[04:41:08] <ghz|afk> if you want to make it client-only
L399[04:41:12] <ghz|afk> you need to keep it client-only
L400[04:41:18] <ghz|afk> which includes not relying on entity data
L401[04:41:31] <GeoDoX> So what do I change NBT stuff to if I want to do that
L402[04:41:47] <ghz|afk> you don't change nbt.
L403[04:41:53] <ghz|afk> in fact, you don't touch any NBT at all
L404[04:42:03] <GeoDoX> I mean, what do I use instead of it
L405[04:42:03] <ghz|afk> you keep a client-side class with all the info
L406[04:42:12] <ghz|afk> and then write some .txt file somewhere
L407[04:42:16] <ghz|afk> some json or wahtever
L408[04:42:25] <ghz|afk> with the server id and the time
L409[04:42:41] <McJty> If you do it client-side it will only work if the player connects to that server from the same computer all the time
L410[04:42:57] <GeoDoX> That's true too
L411[04:43:15] <ghz|afk> really that's how all minimap mods work
L412[04:43:21] ⇦ Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 190 seconds)
L413[04:43:22] <ghz|afk> they have a folder in config or similar
L414[04:43:36] <ghz|afk> where they store a subfolder or a file per-server (using the server UUID)
L415[04:43:47] <GeoDoX> Makes sense
L416[04:43:49] <ghz|afk> and they keep their client-only data in it
L417[04:44:17] <ghz|afk> so if you want to work client-only, you need the same approach
L418[04:44:20] <ghz|afk> however
L419[04:44:29] <ghz|afk> you could cooperate with a server
L420[04:44:32] <GeoDoX> I guess it's probably better to keep it both
L421[04:44:38] <ghz|afk> you can't rely on the server being there
L422[04:44:40] <ghz|afk> BUT
L423[04:44:53] <ghz|afk> using Forge's SimpleNetworkWrapper stuff
L424[04:45:12] <ghz|afk> you could handle the server-side EntityJoinWorldEvent
L425[04:45:15] <ghz|afk> and if it's a player
L426[04:45:17] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L427[04:45:20] <ghz|afk> send a custom IMessage packet
L428[04:45:34] <GeoDoX> Only if the server is a Forge server though
L429[04:45:36] <ghz|afk> that tells the client, "hey, i'm here! you can use me to save the data!"
L430[04:45:38] ⇦ Quits: mezz (~quassel@24.6.28.151) (Ping timeout: 186 seconds)
L431[04:45:38] <ghz|afk> of course
L432[04:45:43] <ghz|afk> if the server is NOT forge
L433[04:45:46] <ghz|afk> the packet will never be sent
L434[04:45:56] ⇨ Joins: mezz (~quassel@24.6.28.151)
L435[04:45:58] <ghz|afk> so you know how to talk back
L436[04:46:02] <ghz|afk> not to*
L437[04:46:35] <GeoDoX> Really seems that it would be best with serverside then
L438[04:47:00] <GeoDoX> And completely forget about support for non-forge servers
L439[04:47:17] <ghz|afk> then you can make it server-only
L440[04:47:18] <ghz|afk> ;p
L441[04:47:29] <GeoDoX> That would be ideal
L442[04:47:38] <ghz|afk> add the command server-side, when the player types it, the server prints a message in the chat
L443[04:47:48] <ghz|afk> I believe you don't need a client side for that
L444[04:48:09] <sham1> There, I updated my doc page
L445[04:48:45] <sham1> Now it has some of the more crazy design patterns such as having the CommonProxy be the Server-side proxy and the preInit and pals inside proxies
L446[04:48:53] *** Keridos is now known as Keridos|away
L447[04:50:17] <GeoDoX> Whats the server side equivalent to player.addChatMessage?
L448[04:50:39] <ghz|afk> that IS the server command
L449[04:50:57] <McJty> GeoDoX, works on both sides
L450[04:51:05] <GeoDoX> Okay
L451[04:51:07] <ghz|afk> hmmm
L452[04:51:08] <ghz|afk> try this
L453[04:51:11] <ghz|afk> in your @Mod
L454[04:51:19] <ghz|afk> add acceptableClientVersions="*"
L455[04:51:22] <ghz|afk> or something like that
L456[04:51:39] <ghz|afk> acceptableRemoteVersion="*"
L457[04:51:39] <GeoDoX> lol "or something like that"
L458[04:51:45] <ghz|afk> well intellisense helps
L459[04:51:47] <ghz|afk> ;P
L460[04:51:52] <sham1> Well it might be that or something like that
L461[04:52:04] <GeoDoX> What does it do though
L462[04:52:04] <ghz|afk> then
L463[04:52:11] <ghz|afk> put the mod in a server
L464[04:52:15] <ghz|afk> but do NOt put it on the client
L465[04:52:19] <ghz|afk> and see if the command works
L466[04:52:23] <sham1> Makes it so that the client can have any version of the mod
L467[04:52:26] <ghz|afk> I have a feeling it may already be server-only-able
L468[04:52:29] <sham1> Including no version (aka not present)
L469[04:52:33] <GeoDoX> Are PlayerPickUpXpEvents both sides?
L470[04:53:26] <ghz|afk> I think it's on the server
L471[04:53:31] <GeoDoX> Okay
L472[04:54:08] <ghz|afk> yeah 100% sure happens on the server, not 100% sure that it happens on the client (if no internal server is present)
L473[04:54:10] <sham1> ghz|afk, why did you mention Intellisence there
L474[04:54:36] <ghz|afk> sham1: because it's what Microsoft taught me to call IDE completion features
L475[04:54:54] <ghz|afk> [11:51] (ghz|afk): add acceptableClientVersions="*"
L476[04:55:01] <ghz|afk> before I tried it on my @Mod
L477[04:55:05] <ghz|afk> [11:51] (ghz|afk): acceptableRemoteVersion="*"
L478[04:55:20] <ghz|afk> after I typed "acceptable" and let the IDE show me the options
L479[04:55:41] <ghz|afk> I said "or something like that" because I was unsure of the proper name
L480[04:55:46] <ghz|afk> and IDEA corrected me
L481[04:55:51] <GeoDoX> http://hastebin.com/pevahetebe.tex when running a server?
L482[04:56:11] <ghz|afk> the page errors
L483[04:56:27] <GeoDoX> ugh i hate hastebin sometimes
L484[04:56:31] <ghz|afk> try pastebin or pastie.org
L485[04:56:49] <GeoDoX> http://hastebin.com/avofawomap.tex
L486[04:56:56] <GeoDoX> Working now
L487[04:57:18] <ghz|afk> [05:54:59] [Server thread/WARN]: Failed to load eula.txt
L488[04:57:18] <ghz|afk> [05:54:59] [Server thread/INFO]: You need to agree to the EULA in order to run the server. Go to eula.txt for more info.
L489[04:57:21] <ghz|afk> read the log ;P
L490[04:57:25] <ghz|afk> yo uhave to open eula.txt
L491[04:57:28] <ghz|afk> and confirm that you read it
L492[04:57:33] <ghz|afk> instructions are in the file
L493[04:57:33] <GeoDoX> ohhhh :P
L494[04:57:51] <GeoDoX> Wheres the eula located in a workspace?
L495[04:58:14] <ghz|afk> inside run\ (1.8+) or eclipse\ (1.7.10-)
L496[04:58:16] <McJty> Probably in your 'run' and/or 'eclipse' folder I think
L497[04:58:19] <GeoDoX> yeah
L498[04:59:10] <ghz|afk> ugh, it's 12 already, and I haven't actually slept yet
L499[04:59:11] <ghz|afk> XD
L500[04:59:21] <ghz|afk> (noon, not midnight)
L501[05:00:06] <ghz|afk> http://www.nasa.gov/multimedia/nasatv/index.html
L502[05:00:15] <gruetzkopf> /w 50
L503[05:00:46] <ghz|afk> few minutes till launch
L504[05:01:12] <ghz|afk> 2min:45
L505[05:01:28] <GeoDoX> I don't have access to the command
L506[05:01:36] <GeoDoX> I mean, permission
L507[05:01:40] <ghz|afk> hmmm
L508[05:01:42] <ghz|afk> op yourself?
L509[05:01:45] ⇨ Joins: Mraof (~mraof@pool-74-110-222-32.rcmdva.fios.verizon.net)
L510[05:01:46] ⇨ Joins: RedBullWasTaken (~red@2-107-192-82-static.dk.customer.tdc.net)
L511[05:01:53] <GeoDoX> (shouldn't have to :P)
L512[05:01:56] <ghz|afk> 2min -- http://www.nasa.gov/multimedia/nasatv/index.html
L513[05:02:03] <ghz|afk> GeoDoX: maybe you registered the command wrong
L514[05:02:09] <ghz|afk> try opping and you'll confirm that
L515[05:02:27] <GeoDoX> serverCommandManager.registerCommand(new SlashPlayedCommand());
L516[05:02:56] ⇦ Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 190 seconds)
L517[05:03:05] <GeoDoX> Worked when I opped myself
L518[05:03:26] <xaero> thx ghz|notafk for the link
L519[05:03:37] <GeoDoX> ^
L520[05:04:28] <ghz|afk> XD
L521[05:04:32] <GeoDoX> Unmanned ghz?
L522[05:04:51] <ghz|afk> no, this is sending people to the ISS
L523[05:05:13] <GeoDoX> Sweet
L524[05:05:28] <ghz|afk> got the link from this tweet: https://twitter.com/nanosounds/status/676713094538768384
L525[05:05:31] <GeoDoX> Why only 46/47?
L526[05:07:49] <GeoDoX> Wait, that must be the expedition number?
L527[05:09:41] <xaero> three 'nauts: https://www.nasa.gov/content/expedition-4647-crew-members
L528[05:10:18] <ghz|afk> meh
L529[05:10:23] <ghz|afk> i'll try to sleep a couple hours
L530[05:10:40] * ghz|afk actually goes AFKs
L531[05:10:43] * ghz|afk actually goes AFK **
L532[05:13:13] <xaero> since the russian capsule is so small, a full american expedition is sent up in stages
L533[05:13:59] <GeoDoX> Nice
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L574[07:48:21] <Ronzan> Is there any problems with calling markBlockForUpdate() in both the gui and the server messagehandler?
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L577[07:48:42] <sham1> Other than calling it from client makes no sense
L578[07:48:44] <sham1> Not really
L579[07:49:11] <Ronzan> If I call it on client side (gui) only, the block doesn't gets its bounds updated
L580[07:49:26] <sham1> Well yeah
L581[07:49:29] <Ronzan> If I call it server side only (IMessageHandler) the bounds are updated correctly
L582[07:49:31] <sham1> You need to call it from server
L583[07:49:38] <Ronzan> but I get a client side graphics lag
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L585[07:49:41] <sham1> Because you do not sync from client to server
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L587[07:50:22] <Ronzan> I send a packet from the gui onGuiClosed to the server, with the data changes
L588[07:50:42] <sham1> Well that is how you notify the server of stuff
L589[07:50:48] <Ronzan> yeah
L590[07:51:31] <Ronzan> I was just wondering how to update the block, right now I call markBlockForUpdate() both in onGuiClosed and in the message handler, to fix above problem
L591[07:52:00] <McJty> fry, still having trouble getting an obj to render in a TESR. This is my current attempt: https://bpaste.net/show/498282a0fce8
L592[07:52:07] <McJty> fry, it doesn't crash but I don't see anything
L593[07:52:17] <Ronzan> just wanted to do a sanity check with you, the more experienced people, here :)
L594[07:53:57] <fry> McJty: you're not starting/stopping the tessellator, just putting vertices into it
L595[07:54:15] <McJty> Ah I was assuming renderModel did that already
L596[07:54:31] <sham1> nah
L597[07:54:34] <McJty> Ok. Let me try to add that. But how do I know in general what mode I should use? quads or tris?
L598[07:55:12] <fry> quads, always quads
L599[07:55:26] <Ivorius> Except if you want tris :P
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L601[07:55:42] <sham1> contridictory to every other 3d program ever where they use tris always
L602[07:55:46] <McJty> fry, even if the original OBJ is made out of tris?
L603[07:56:49] <fry> yes
L604[07:56:58] <fry> model loader will always give you quads
L605[07:57:07] <McJty> Hmm weird but ok
L606[07:57:59] <McJty> I have another question. I have been trying to get the two-layer smart model to work and this is my attempt: https://bpaste.net/show/61a26f5f5d38
L607[07:58:04] <McJty> The paste shows all my code and the json
L608[07:58:20] <McJty> But I see that my Bake event is called AFTER the error that it tries to load the json
L609[07:58:23] <McJty> So that seems wrong
L610[07:59:27] <McJty> Hmm and my TESR crashes now that I added the tesselerator begin/draw combo
L611[07:59:29] <fry> you need a full ModelResourceLocation, with the variant name
L612[07:59:35] <fry> when you're registering
L613[07:59:45] <McJty> https://bpaste.net/show/553ffabd00ea
L614[08:00:08] <fry> try DefaultVertexFormats.BLOCK instead of POSITION_TEX
L615[08:00:19] <McJty> fry, ok
L616[08:00:30] <sham1> dem pings going on
L617[08:00:31] <McJty> on the ModelResourceLocation note that the error occurs before my event is called
L618[08:00:41] <McJty> Before I can even try to do putObject
L619[08:00:54] <fry> yes, but it's stored, and displayed only later :P
L620[08:01:06] <fry> (if event doesn't add the model)
L621[08:01:21] <McJty> hmm ok
L622[08:01:34] <McJty> And what is the variant name I need then?
L623[08:02:05] <McJty> The vertexmode.BLOCK didn't help. Still crashes at same spot
L624[08:02:21] <fry> what's the actual crash error?
L625[08:02:21] <McJty> float[][] lightmap = quadData[lightmapIndex];
L626[08:02:35] <McJty> That's where it actually crashes
L627[08:02:43] <fry> and variant name is gaia:furnace#inventory
L628[08:02:45] <McJty> java.lang.ArrayIndexOutOfBoundsException: 3
L629[08:02:48] <fry> it tells you in the log
L630[08:03:04] <fry> you didn't change the format then
L631[08:03:17] <McJty> bakedLidModel = lidModel.bake(TRSRTransformation.identity(), DefaultVertexFormats.BLOCK, location -> Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(location.toString()));
L632[08:03:22] <McJty> Says BLOCK now
L633[08:03:46] <fry> what format are you using for WorldRenderer.begin?
L634[08:04:16] <McJty> tessellator.getWorldRenderer().begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
L635[08:04:24] <McJty> Should I use BLOCK too there?
L636[08:04:38] <fry> yup
L637[08:05:09] <fry> use ITEM in the bake call btw :P
L638[08:05:59] <McJty> Still getting this (for the other problem):
L639[08:06:00] <McJty> [15:04:56] [Client thread/WARN]: Unable to load block model: 'gaia:block/furnace' for variant: 'gaia:furnace#inventory': java.io.FileNotFoundException: gaia:models/block/furnace.json
L640[08:06:48] <McJty> And btw. What is the meaning of ITEM and BLOCK and why should I use ITEM in the bake and BLOCK in the render? That seems weird
L641[08:08:32] <McJty> I have this now but it is still not rendering anything: https://bpaste.net/show/44e1a35b1ee4
L642[08:08:35] <fry> ITEM has normals, BLOCK has lightmap
L643[08:09:20] <fry> show your ModelResourceLocation
L644[08:09:33] <McJty> Hmm?
L645[08:09:43] <fry> int the event handler
L646[08:09:46] <fry> *in
L647[08:09:52] <McJty> Ah for the other problem. Ok
L648[08:09:56] <McJty> event.modelRegistry.putObject(new ModelResourceLocation(Gaia.MODID + ":furnace#inventory"), new FurnaceSmartModel());
L649[08:12:11] <McJty> Maybe I should try to fix one problem at a time :-)
L650[08:12:41] <fry> maybe :P
L651[08:12:58] <fry> so, are you setting up translations correctly?
L652[08:13:17] <fry> try looking and placing the TE around 0, 0, 0
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L657[08:15:24] <McJty> I basically do GlStateManager.translate(x+.5, y, z+.5);
L658[08:15:24] <McJty> in the parent TESR class
L659[08:15:38] <McJty> Which is what it should be as far as I know
L660[08:15:44] <McJty> or hmm
L661[08:16:06] <fry> WorldRenderer will be doing some translations too
L662[08:16:10] <McJty> What does renderModel actually do with the pos that I give it.
L663[08:16:12] <McJty> Hmm it shouldn't.
L664[08:16:22] <McJty> As that will mess up the animation that I'm doing
L665[08:17:11] <fry> I do x - te.getPos().getX(), y - te.getPos().getY(), z - te.getPos().getZ(), and it works
L666[08:17:24] <fry> (as the only translation in the TESR)
L667[08:17:50] <McJty> What if I just give 0,0,0 as the blockpos parameter?
L668[08:17:58] <fry> lighting will be incorrect
L669[08:18:05] <McJty> ah ok
L670[08:18:06] <fry> since it'll sample it at 0, 0, 0
L671[08:18:32] <McJty> um now I don't know how to fix this...
L672[08:18:38] <McJty> The rotate is done last right before render
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L674[08:18:44] <McJty> Hmm
L675[08:20:14] <McJty> Ah it works now!
L676[08:20:20] <McJty> Managed to find the right settings
L677[08:20:21] <McJty> Thanks
L678[08:20:42] <fry> np :P
L679[08:21:01] <McJty> It is really dark though
L680[08:21:04] <McJty> I wonder why that is
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L683[08:23:15] <McJty> fry, http://imgur.com/a/ETbSl
L684[08:23:31] <McJty> The top screenshot the lid is ok but too dark
L685[08:23:40] <McJty> In the bottom screenshot it is rendered very strangely
L686[08:23:49] <McJty> And it flickers in/out of that state semi randomly when moving around the chest
L687[08:24:55] <Ronzan> Does anyone know how I force a block update (block bounds) when sending a packet from client gui to the server? I have tried markBlockForUpdate() but it doesn't update the bounds
L688[08:25:24] <fry> McJty: https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/java/net/minecraftforge/debug/ModelAnimationDebug.java#L258-L282
L689[08:25:26] <McJty> Ronzan, markBlockForUpdate() is for sending update from server to client. Not the other way around
L690[08:25:34] <fry> you need to take care of some of the GL state
L691[08:25:48] <McJty> fry, ok thanks. Will check that out
L692[08:26:13] <Ronzan> McJty, ok, any idea how I would go about it then? :)
L693[08:26:29] <Ronzan> and hey btw, thanks for an awesome mod (RFTools) :)
L694[08:26:48] <McJty> Ronzan, well doing markBlockForUpdate() on the server should do it. And making sure your TE is set up to send over NBT
L695[08:27:10] <McJty> Ronzan, usually with getDescriptionPacket and onDataPacket in the TE
L696[08:27:15] <McJty> And thanks :-)
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L699[08:28:03] <Ronzan> McJty, yeah got the NBT stuff working, it works fine when I change the same property in onBlockActivated()
L700[08:28:15] <Ronzan> but not when I send a packet from my gui
L701[08:28:37] <McJty> fry, how come your code uses worldrenderer.startDrawingQuads()? I don't have that function
L702[08:29:42] <fry> 1.8.0
L703[08:29:45] <fry> vs 1.8.8
L704[08:29:51] <fry> ignore that difference :P
L705[08:29:52] <McJty> ah
L706[08:30:12] <McJty> Ok, your suggestions fixed the lighting. It looks perfect like that
L707[08:30:15] <McJty> But it didn't fix the other problem
L708[08:30:25] <McJty> From some angles it still looks completely garbled and gray
L709[08:30:43] <fry> strange
L710[08:31:13] <McJty> hmm
L711[08:32:15] <Ronzan> My message handler looks like this, if anyone care to check it: http://puu.sh/lWs0Y/12997758ad.png :)
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L713[08:32:55] <McJty> Ronzan, that code is doing markBlockForUpdate on the client
L714[08:33:02] <McJty> Ronzan, that doesn't do anything. It must be called on server
L715[08:33:13] <Ronzan> Ah, how do I do that?
L716[08:33:37] <McJty> Ronzan, well presumably your TE knows at some point it has to do something (server side) no?
L717[08:33:42] <McJty> Not sure how your code works or what it does
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L719[08:34:26] <sham1> god damn it Ronzan, I already told you to call it from server
L720[08:34:59] <Ronzan> Sorry sham1, but that is the problem, I thought I did call it from the server!
L721[08:35:13] <McJty> ok fry. Let's drop the chest problem for now. At least I got the model to render a bit. I'll check out the render error later. What about the other problem with the SmartModel? I still haven't been able to fix that one
L722[08:35:30] <McJty> This was the paste for that: https://bpaste.net/show/61a26f5f5d38
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L724[08:35:37] <McJty> I fixed the putModel to have #inventory with it now
L725[08:35:42] <McJty> But that didn't help
L726[08:35:54] <fry> strange
L727[08:36:20] <fry> what's your setustomModelResourceLocation call for the chest?
L728[08:36:27] <McJty> Note that it still complains about not being able to load the model and substituting an empty one BEFORE my putModel in the event is called
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L731[08:36:47] <Ronzan> I thought the messagehandler we executed on the server when registered with the server as reciever
L732[08:37:02] <amadornes> o/
L733[08:37:15] <McJty> What? I'm not calling that (and it is the furnace this time that has that particular problem)
L734[08:37:36] <fry> hmm, for the furnace then
L735[08:37:40] <McJty> ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(block), 0, new ModelResourceLocation(Gaia.MODID + ":" + block.getUnlocalizedName().substring(5), "inventory"));
L736[08:38:35] <sham1> fry
L737[08:38:40] <sham1> DId you just fork me
L738[08:38:55] <fry> McJty: does the chest model work in the inventiry?
L739[08:38:58] <fry> sham1: what? :P
L740[08:39:00] <IoP> *gasp* sexual harasment?!
L741[08:39:23] <McJty> No it is also invisible in the inventory (and I assume you mean furnace)
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L743[08:39:51] <IoP> Ref: http://techcrunch.com/2013/03/21/a-dongle-joke-that-spiraled-way-out-of-control/ (forking jokes)
L744[08:39:58] <sham1> I saw this on my github and was extremely confused
L745[08:40:12] <fry> McJty: do you have "inventory" variant in the furnace blockstate json?
L746[08:40:26] <sham1> http://prntscr.com/9egoyz
L747[08:40:46] <McJty> fry, my blockstate/furnace.json is in that paste (https://bpaste.net/show/61a26f5f5d38) and yes it is there
L748[08:41:20] <Mimiru> So.. I'm trying to switch my upper case registered block names to lowercase with GameRegistry.addSubstitutionAlias But I keep getting "java.lang.NullPointerException: The replacement target is not present. This won't work" https://gist.github.com/c8a25c90308c1a6dd1a1 What am I doing wrong?
L749[08:41:28] <fry> indeed it is
L750[08:41:38] <IoP> sham1: Where is that data hidden in GH? I tried to find it for xxx but couldnot and used GH API.
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L752[08:41:52] <sham1> that was on my github feed
L753[08:42:06] <sham1> where I have all the notifications
L754[08:42:16] <Unh0ly_Tigg> sham1, I made some comments on the docs pr
L755[08:42:22] <sham1> I saw
L756[08:42:27] <sham1> Where was I missing a 'W'
L757[08:42:46] <sham1> didnt see it
L758[08:42:48] <Unh0ly_Tigg> "Put hatever"
L759[08:42:52] <McJty> fry, I have the feeling that I'm either forgetting to do something to have this work or else my timing is wrong
L760[08:42:53] <Unh0ly_Tigg> "Put whatever"
L761[08:43:00] <sham1> let me look into it
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L763[08:45:51] <fry> McJty: is the registry name of the furnace "furnace"?
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L766[08:48:04] <McJty> yes
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L768[08:49:25] <fry> ah
L769[08:49:32] <fry> line 102 of the paste
L770[08:49:38] <fry> "model": "gaia:furnace"
L771[08:49:47] <fry> that's the error for the inventory variante
L772[08:50:05] <McJty> hmm
L773[08:50:19] <McJty> But how can I get the blockstate model to point to my smart model then?
L774[08:50:23] <sham1> Your suggestions are adressed Unh0ly_Tigg
L775[08:50:56] <fry> McJty: smart model bypasses the blockstate system, and uses whatever the ModelResourceLocation is directly
L776[08:51:18] <fry> if you need to get the blockstate info - you need to implement IModel + ICustomModelLoader
L777[08:51:36] <McJty> hmm
L778[08:51:42] <McJty> Ok, I'm confused now
L779[08:51:49] <fry> also, btw, update to 1630
L780[08:51:59] * fry changed the bake api slightly
L781[08:52:03] <McJty> ok
L782[08:52:11] <fry> yup, it can be confusing :P
L783[08:52:13] <McJty> After figuring this out I will :-)
L784[08:52:31] <McJty> So I have this: event.modelRegistry.putObject(new ModelResourceLocation(Gaia.MODID + ":furnace#inventory"), new FurnaceSmartModel());
L785[08:52:35] <fry> update before figuring out IModel, since that changed :P
L786[08:52:42] <McJty> ok
L787[08:53:07] <fry> that call says that "gaia:furnace#inventory" is your smart model
L788[08:53:26] <fry> that's the same as looking up "inventory" in the blockstates/furnace.json
L789[08:53:38] <McJty> ok, and how do I tell my block to use that for rendering?
L790[08:53:41] <IoP> What is your opinion: If I have to copy code from openjdk classes into my project with minor edits can I distribute it with MIT license?
L791[08:54:30] <fry> for the item - the setCustomModelResoirceLocation call
L792[08:54:59] <fry> for block - you need setCustomStateMapper
L793[08:55:36] <fry> but, since you probably want rotations from the json, you need to go the ICustomModelLoader way
L794[08:56:03] <fry> that'll replace the "gaia:furnace.obj" part, and not the "gaia:furnace#inventory" part
L795[08:56:30] <McJty> Ok, updated forge
L796[08:56:45] ⇨ Joins: Nitrodev (~Nitrodev@dcx0f0yyp3xgdfwd4nfdt-3.rev.dnainternet.fi)
L797[08:56:48] <fry> (also, it might be worth adding generic multilayer model loader to the forge, hmm)
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L799[08:58:20] <McJty> I think I'm going to go for a TESR for this. This is getting too complicated and I have no clue how to get about this :-/
L800[08:58:29] <McJty> I already have a TESR anyway
L801[08:58:33] <fry> gimme 15 minutes :P
L802[08:58:38] <McJty> ah ok then
L803[08:58:58] <Nitrodev> hi McJty
L804[08:59:16] <McJty> Hi Nitrodev
L805[09:00:23] <McJty> Hmm updating forge broke IntelliJ
L806[09:00:31] <McJty> Exception in thread "main" java.lang.ClassNotFoundException: GradleStart
L807[09:02:40] <McJty> Anyone knows what's up with that
L808[09:02:41] <McJty> ?
L809[09:03:04] <McJty> I did gradlew build --refresh-dependencies followed by gradlew idea genIntellijRuns
L810[09:04:00] <ghz|afk> I had to do a refresh after that
L811[09:04:06] <ghz|afk> the blue refresh icon in the gradle panel
L812[09:04:09] <ghz|afk> not the main one
L813[09:04:13] <McJty> I use commandline
L814[09:04:19] <McJty> gradlew integration doesn't work for my case
L815[09:04:27] <ghz|afk> hmm dunno then
L816[09:04:28] <McJty> (proxy problems with the firewall here)
L817[09:04:41] <ghz|afk> that fixed it for me
L818[09:04:57] <ghz|afk> IDEA was suggesting that I reimport the gradle
L819[09:05:02] <Nitrodev> there must be a cmd line equivalent to that button
L820[09:05:39] <ghz|afk> Nitrodev: that button basically refreshes the internal mappings between the IDEA project and the gradle files
L821[09:05:45] <ghz|afk> hmmm
L822[09:05:59] <ghz|afk> McJty: there's a gradle "idea" task
L823[09:06:05] <McJty> See above :-)
L824[09:06:09] <McJty> <McJty> I did gradlew build --refresh-dependencies followed by gradlew idea genIntellijRuns
L825[09:06:17] <ghz|afk> oh right
L826[09:06:20] <ghz|afk> I never use that
L827[09:06:24] <ghz|afk> I use manual import
L828[09:06:29] <ghz|afk> from idea's side
L829[09:06:34] <McJty> Yes but I can't do that
L830[09:06:38] <ghz|afk> yeah
L831[09:06:39] <ghz|afk> hmm so
L832[09:06:42] <ghz|afk> no idea.
L833[09:07:10] <McJty> Hmm this is annoying
L834[09:07:22] <McJty> I might have to go back to my previous forge if this cannot be fixed
L835[09:07:41] <ghz|afk> that asn't on update for me
L836[09:07:48] <ghz|afk> it was when I realoaded the older 1.7.10 project
L837[09:07:51] <McJty> For me it was
L838[09:08:21] <Nitrodev> can someone link a reliable source of modding tutorials
L839[09:10:34] <ghz|afk> you can ask Wuppy how realiable his tutorials are, I guess -- http://www.wuppy29.com/minecraft/modding-tutorials/forge-modding-1-8/
L840[09:10:35] <ghz|afk> XD
L841[09:11:30] <Nitrodev> you do realize that you liked me one for 1.8?
L842[09:11:30] <McJty> Yes, going back to forge 1612 fixes it
L843[09:11:34] <McJty> So I can't use 1630 for now
L844[09:13:11] <ghz|afk> yes
L845[09:13:14] <ghz|afk> what did you want?
L846[09:13:22] <ghz|afk> 1.8 works for 1.8.8
L847[09:13:35] <ghz|afk> and it's way too late to get started in older versions
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L850[09:14:50] <ghz|afk> the only big change in 1.8 vs 1.8.8 in terms of modding, is the tessellator
L851[09:15:04] <ghz|afk> the generics and such, are just little changes
L852[09:15:17] *** kroeser is now known as kroeser|away
L853[09:15:23] <ghz|afk> but since you are not supposed to copypaste the code from tutorials directly, that shouldn't be an issue either
L854[09:15:23] <ghz|afk> ;P
L855[09:18:33] <Mimiru> Anyone wanna offer advice on using GameRegistry.addSubstitutionAlias? Trying to fix the casing on some of my blocks and getting java.lang.NullPointerException: The replacement target is not present. This won't work
L856[09:19:46] <Mimiru> https://gist.github.com/fd165caa25b61b861542
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L858[09:20:05] <ghz|afk> you'd just do like
L859[09:20:11] <ghz|afk> GameRegistry.addSubstitutionAlias("oldName", BlockEssentializer.class, ElementsOfPower.essentializer)
L860[09:20:30] <ghz|afk> no wait right
L861[09:20:33] <ghz|afk> that .BLOCK thing
L862[09:20:38] * ghz|afk slept 2 hours only
L863[09:21:44] <Nitrodev> okay i guess i should mod for 1.8 then
L864[09:22:06] <ghz|afk> wait Mimiru: I thought you wanted to rename FROM Radio
L865[09:22:09] <ghz|afk> into radio?
L866[09:22:30] <McJty> Nitrodev, the big movement to 1.8.8 has begun. No turning back now :-)
L867[09:22:35] <Mimiru> Yes, I've tried both ways
L868[09:22:39] <Mimiru> justh appened to have that version handy
L869[09:23:08] <Mimiru> :P
L870[09:23:55] <ghz|afk> Nitrodev: there's already FTB Unstable 1.8 testing the 1.8 mods, so like I was telling other people some days ago
L871[09:24:15] <ghz|afk> if you planned on releasing like "right now" (before the end of the year), 1.8 would still make sense
L872[09:24:35] <ghz|afk> but for anything even longer term, going stright for 1.8.8 is the best choice
L873[09:25:46] <Mimiru> but yeah ghz|afk reversing the 2 gives me the same crash
L874[09:26:31] <McJty> I'm skipping 1.8 though. Just keeping support for the 1.7.10 version of my mods and then porting them to 1.8.8
L875[09:27:19] <Nitrodev> i think i'll just go with 1.8.8
L876[09:27:45] <McJty> Coding in 1.8.8 is nice. Forge is in heavy development so you might hit a glitch here and there but it is getting there fast
L877[09:28:32] <Nitrodev> you mean ingame glitch?
L878[09:28:42] <McJty> yes
L879[09:28:44] <Nitrodev> like the trees shaking
L880[09:28:48] <ghz|afk> Mimiru: hmm ah wait
L881[09:28:51] <Nitrodev> that is on ftb unstable
L882[09:28:53] <ghz|afk> wasn't it like
L883[09:29:02] <ghz|afk> "modid:Radio" in the first arg to addSubstitution?
L884[09:29:17] <McJty> Nitrodev, more like your world corrupted if you accidently remove a block from your mod and start your client with it :-)
L885[09:29:33] <McJty> That's the one glitch that I encountered
L886[09:29:41] <Mimiru> ghz|afk, I've tried that too IIRC.. I've tried lots of stuff... I fell asleep and forgot most of what I tried... lol
L887[09:29:47] <ghz|afk> Nitrodev: the shaking glitch
L888[09:29:47] <Nitrodev> oh
L889[09:29:48] <Mimiru> I'll give it another shot though
L890[09:29:53] <ghz|afk> is the Mipmaps
L891[09:29:57] <Nitrodev> oh
L892[09:29:59] <ghz|afk> you can avoid it XD
L893[09:30:06] <ghz|afk> it's a bug in mc 1.8.0
L894[09:30:12] <Nitrodev> ah
L895[09:30:34] <McJty> fry, I have to go now but I'll be back in a few hours from now so take your time :-)
L896[09:30:37] <McJty> And thanks for the help
L897[09:30:41] <fry> o/
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L899[09:31:12] <Mimiru> java.lang.NullPointerException: The replacement target is not present. This won't work
L900[09:31:12] <Mimiru>
L901[09:31:14] <Mimiru> java.lang.NullPointerException: The replacement target is not present. This won't work
L902[09:31:17] <Mimiru> err
L903[09:31:27] <Mimiru> GameRegistry.addSubstitutionAlias(OpenFM.MODID + ":Radio", GameRegistry.Type.BLOCK, blockRadio);
L904[09:31:47] <ghz|afk> target?
L905[09:31:49] <ghz|afk> :/
L906[09:31:59] <ghz|afk> no idea then :/
L907[09:32:41] <Mimiru> me either ¬_¬ lol
L908[09:32:58] <Mimiru> Sucks too cause I REALLY need this in another mod I'm porting.. cause I have characters that can't be in a filename.. lol
L909[09:33:28] *** kirby|gone is now known as mrkirby153
L910[09:34:32] <ghz|afk> maybe it's the wrong method and I just can't figure out what the right one is :/
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L912[09:38:05] <ghz|afk> yah so far as I an see, addSubstitutionAlias is designed for replacing references to object1, with references to object 2
L913[09:38:07] <ghz|afk> can*
L914[09:38:16] <ghz|afk> not to give an alias to an existing block :/
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L917[09:38:53] <ghz|afk> I *almost* used it when I heard about it, but I just went "meh"
L918[09:39:04] <ghz|afk> if I had, I'd have had it in my code and I could look it up ¬¬
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L920[09:40:32] <Mimiru> I'll just rename the blocks then and tell folks to suck it up if they upgrade... lol
L921[09:41:52] <Nitrodev> mimiru what mod did you make?
L922[09:43:01] <Mimiru> I mainly make addons to OpenComputers, but I also co-dev LanteaCraft, My OC addons are OpenLights, OpenPrinters, OpenSecurity, and OpenFM
L923[09:43:02] <ghz|afk> GameData.getMain().getBlock/Item/PotionRegistry().addAlias(new ResourceLocation("modid:whatever"), new ResourceLocation("modid:whatever"))
L924[09:43:12] <LexManos> ...
L925[09:43:13] <ghz|afk> but there must be an easier way to achieve the same effect
L926[09:43:15] <ghz|afk> xD
L927[09:43:15] <LexManos> fuck are you doing?
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L929[09:43:52] <ghz|afk> I'm trying to help Mimiru rename a block, but I haven't slept enough
L930[09:44:24] <LexManos> <Mimiru> Sucks too cause I REALLY need this in another mod I'm porting.. cause I have characters that can't be in a filename.. lol
L931[09:44:39] <LexManos> thats your old mod being retarded, anyways there is a remap even for a reason,
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L934[09:44:56] <Mimiru> The block is registed as ModID:ModID:Block ¬_¬
L935[09:45:08] <Mimiru> remap event.. thanks I'll look into it
L936[09:45:24] <LexManos> Why did you add the mod id twice?
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L938[09:45:45] <Mimiru> I wasn't paying attention.
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L940[09:46:57] <Mimiru> It was stupid.. but I released and people were using before I realized the mistake
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L944[09:55:47] <ThePsionic> GTA Online DLC is out :D
L945[09:56:54] *** Gaz|Away is now known as Gaz
L946[09:57:10] <diesieben07> meh
L947[09:57:18] <ThePsionic> no u
L948[09:57:26] <diesieben07> GTA Online is not nearly as fun as I had hoped
L949[09:58:29] <diesieben07> mostly because i have no friends to play with :/
L950[10:03:27] <FR^2> didn't try gta online yet
L951[10:03:33] ⇨ Joins: Falkreon (~Frost@97-121-65-26.omah.qwest.net)
L952[10:03:46] <Falkreon> hello
L953[10:05:43] <Falkreon> unascribed, my problem with the existing big doors is that they're loud and can't be placed on the door factory
L954[10:06:15] <Falkreon> Ordinastie, all I want really is for 3 doors placed in a line to open each other.
L955[10:06:49] <Falkreon> Right now I have a workaround with player detectors and alloy wire, but it'd be nicer not to need the wire at all.
L956[10:08:33] ⇨ Joins: MattDahEpic (~MattDahEp@75-166-140-155.hlrn.qwest.net)
L957[10:10:38] <Falkreon> you know what, I'm going to work on new carriage door textures.
L958[10:11:42] <ghz|afk> FR^2: take GTA, remove the few story elements it has, and add other people doing random stuff
L959[10:12:29] <diesieben07> you forgot the part where the other people suck at everything they do outside freeroam :D
L960[10:12:41] <FR^2> ghz|afk: Sounds... erm... fun?
L961[10:12:49] <ThePsionic> I like it :P
L962[10:13:14] <ghz|afk> assuming you have friends around to play with you, yes
L963[10:13:15] <ghz|afk> XD
L964[10:13:59] <FR^2> currently I'm playing gta5 "story mode" without doing much of story, just driving around, killing NPCs, trying to get five stars without getting caught, trying to get money on the stock market...
L965[10:14:18] <ghz|afk> yeah add minigames to the list, and you havegta online ;P
L966[10:14:22] <diesieben07> well that is gta as it's finest :d
L967[10:18:50] <Falkreon> ew, carriage doors are 23px right now O_o
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L969[10:24:51] <Falkreon> hm... the curved part opens too...
L970[10:26:33] <Falkreon> okay, so at least it actually is 23/16ths per door side that opens.
L971[10:26:42] <Falkreon> 23/16m*
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L974[10:44:04] <sham1> o/
L975[10:46:19] <Falkreon> hi
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L978[10:48:49] <ghz|afk> hmf... not convinced
L979[10:50:11] <ghz|afk> https://dl.dropboxusercontent.com/u/743491/2015-12-15_17.49.45.png
L980[10:50:16] <ghz|afk> too many faces :/
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L982[10:50:46] <Kithio> o.o
L983[10:52:01] <Falkreon> testing out the prelim texture
L984[10:52:24] <Falkreon> giga- don't get rid of that I really like it :o
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L986[10:55:43] <Falkreon> http://snag.gy/weQKN.jpg is this too tame
L987[10:56:05] <Falkreon> I feel like I may have sucked the life out of this door X)
L988[10:57:05] <foxy> hey i have a question
L989[10:57:24] <foxy> is it possible to register a channel from only one side with forge?
L990[10:58:00] <foxy> right now when you register a channel, FML actually creates 2 FMLEmbeded Channels
L991[10:58:08] <Falkreon> http://snag.gy/fnpPR.jpg yeah, I can definitely go a little higher contrast, I want to kind of match the vanilla doors.
L992[10:58:44] <foxy> however that is undesireable if i want one mod on the client to talk a different mod on the server
L993[10:59:02] <Falkreon> foxy, I thought you could specify null for one of the handlers
L994[10:59:07] <Falkreon> I could be wrong
L995[10:59:20] <foxy> that's not the issue
L996[10:59:26] <Falkreon> or... what was it, use the base message class
L997[10:59:29] <foxy> no
L998[10:59:36] <foxy> i HAVE to use raw Netty
L999[10:59:43] <foxy> there is no other choice
L1000[10:59:53] <foxy> because i'm trying to talk to a Sponge plugin
L1001[11:00:01] <foxy> and it uses a different message format
L1002[11:00:07] <diesieben07> wat.
L1003[11:00:08] <Falkreon> sponge plugins are forge plugins
L1004[11:00:10] <diesieben07> FML sends normal plugins
L1005[11:00:13] <diesieben07> plugin messages*
L1006[11:00:27] <diesieben07> you can receive them with anything that listens to the normal custom payload packets
L1007[11:00:44] <foxy> yeah
L1008[11:00:49] <foxy> but they don't translate
L1009[11:00:54] <Falkreon> ...
L1010[11:01:00] <diesieben07> translate? wat?
L1011[11:01:02] <Falkreon> what do you mean translate
L1012[11:01:03] <foxy> and here's the other issue
L1013[11:01:05] <foxy> i mean
L1014[11:01:10] <foxy> they don't use the same layout
L1015[11:01:13] <Falkreon> you get the message
L1016[11:01:17] <Falkreon> and it's the exact same layout
L1017[11:01:19] <foxy> but that's not the biggest issue
L1018[11:01:24] <foxy> hold on
L1019[11:01:29] <foxy> the issue
L1020[11:01:29] <Falkreon> unless sponge is doing some conversion after the fact
L1021[11:01:37] <foxy> is you can't double register a channel
L1022[11:02:13] <Falkreon> all of this is really, really vague. Help us out here. Double-register?
L1023[11:02:20] <foxy> okay
L1024[11:02:24] <foxy> i have a mod and a plugin
L1025[11:02:26] <Falkreon> and what do you think is different about the layouts
L1026[11:02:38] <foxy> they both have to register the same channel name
L1027[11:02:46] <foxy> the plugin is serverside
L1028[11:02:52] <Falkreon> why not have a plugin on the serverside that is a mod
L1029[11:02:52] <foxy> the mod is clientside
L1030[11:03:02] <foxy> they are in the same jar
L1031[11:03:06] <Falkreon> mhm.
L1032[11:03:11] <Falkreon> so it's a universal jar.
L1033[11:03:14] <foxy> sponge plugins can load on the client integrated server
L1034[11:03:29] <foxy> here is where the conflict happens
L1035[11:03:39] <foxy> the plugin registers the channel
L1036[11:03:43] <foxy> ON BOTH SIDES
L1037[11:03:51] <foxy> so when the mod tries to register the channel
L1038[11:03:55] <foxy> it fails critically
L1039[11:04:00] <Falkreon> then don't register the channel on both sides.
L1040[11:04:09] <foxy> you don't have a choice
L1041[11:04:25] <Falkreon> so the API is limited there?
L1042[11:04:29] <foxy> public EnumMap<Side,FMLEmbeddedChannel> newChannel(String name, ChannelHandler... handlers)
L1043[11:04:51] <foxy> it will register both sides of the channel whether you like it or not
L1044[11:04:58] <foxy> this is a forge issue
L1045[11:05:02] <Falkreon> no.
L1046[11:05:05] <Falkreon> it's not.
L1047[11:05:16] <Falkreon> it's a sponge issue, where they won't let you register only one side.
L1048[11:05:21] <Falkreon> forge does.
L1049[11:05:28] <Falkreon> go talk to the sponge people.
L1050[11:05:28] <foxy> no
L1051[11:05:30] <foxy> it doesn't
L1052[11:05:33] <Falkreon> yes. it does.
L1053[11:05:38] <foxy> ...
L1054[11:05:48] <ghz|afk> https://dl.dropboxusercontent.com/u/743491/2015-12-15_18.05.21.png
L1055[11:05:50] <foxy> i'm registering the channel in the client proxy
L1056[11:06:17] <Falkreon> ghz- interesting!
L1057[11:06:19] <ghz|afk> looks a lot better this way ;P
L1058[11:06:23] *** ghz|afk is now known as gigaherz
L1059[11:06:26] <gigaherz> now i need the TESR
L1060[11:06:48] <Falkreon> foxy, doesn't matter whether you register in the client proxy, it matters how you register.
L1061[11:07:07] <gigaherz> hmm although I wouldn't actually need a tesr, i just need some particles
L1062[11:07:09] <Falkreon> registering in the client proxy just means the registration won't go off in a dedicated server
L1063[11:07:17] <foxy> right
L1064[11:07:25] <foxy> so where in the API can i JUST register one side?
L1065[11:07:51] <Falkreon> for forge or for sponge. Because you were saying you were having trouble doing that in the plugin
L1066[11:07:53] <Falkreon> not the mod
L1067[11:08:08] <foxy> yeah but sponge piggybacks on forge
L1068[11:08:11] <foxy> so
L1069[11:08:16] <foxy> for that method i posted
L1070[11:08:22] <foxy> here is the first line in the javadoc
L1071[11:08:26] <foxy> Create a new synchronous message channel pair based on netty.
L1072[11:08:57] <foxy> that method, newChannel(), creates a PAIR of netty channels
L1073[11:09:52] <foxy> this a forge API construct
L1074[11:09:53] <MattDahEpic> can i just supress all yggdrassil errorsin dev?
L1075[11:10:28] <Falkreon> MattDahEpic, I wish
L1076[11:10:37] <Falkreon> maybe by going into offline mode
L1077[11:10:39] <Falkreon> wait
L1078[11:10:43] <Falkreon> don't think that's possible in forge
L1079[11:10:50] <Falkreon> meh
L1080[11:11:22] <foxy> anyway
L1081[11:11:27] <foxy> this is a forge issue
L1082[11:11:37] <Falkreon> foxy, where are you calling newChannel
L1083[11:11:43] <Falkreon> on NetworkRegistry?
L1084[11:11:46] <foxy> yeah
L1085[11:11:56] <Falkreon> does newSimpleChannel have the same problem?
L1086[11:12:05] <foxy> all of them do
L1087[11:12:15] <foxy> simple channel wraps an enummap of both channels
L1088[11:12:23] <Falkreon> ah. I see.
L1089[11:12:31] <foxy> the netty channel pair is as low level as it gets
L1090[11:12:41] <Falkreon> still don't understand why you want to run the channel on the integrated server
L1091[11:12:57] <Lumien> Just reflect NetworkRegistry.channels then
L1092[11:13:02] <foxy> ...
L1093[11:13:03] <Lumien> And add it yourself
L1094[11:13:16] <foxy> that is circumventing an API deficiency
L1095[11:13:22] <foxy> how about let's not
L1096[11:13:36] <Falkreon> then make a PR
L1097[11:13:39] <Falkreon> I don't have time for this X)
L1098[11:13:41] <Falkreon> laters
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L1102[11:25:42] <Zaggy1024> danget
L1103[11:25:50] <Zaggy1024> made my PR to the wrong MCF branch -.-
L1104[11:27:00] <Zaggy1024> there we go
L1105[11:27:04] <Zaggy1024> now it's on the right branch
L1106[11:27:20] <Zaggy1024> You guys can take a look at the stuff I did to plants here: https://github.com/MinecraftForge/MinecraftForge/pull/2281
L1107[11:27:25] <Zaggy1024> critique away
L1108[11:28:45] <sham1> is there any way to check if a any specific block can support
L1109[11:29:44] <diesieben07> also use EnumSet rather than ImmutableSet
L1110[11:30:02] <diesieben07> although,why is that even an enum? What if I want to add a new type?
L1111[11:32:05] <Zaggy1024> it has a method in EnumPlantType
L1112[11:32:26] <Zaggy1024> why EnumSet?
L1113[11:32:41] <Zaggy1024> is it faster in some way, despite an immutable set being just that, immutable?
L1114[11:32:43] <diesieben07> because EnumSet.contains is a lot faster than a traditional Set contains
L1115[11:32:43] <tterrag|away> beacuse it's a set of enums
L1116[11:32:46] <tterrag|away> ^^
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L1118[11:32:52] <diesieben07> EnumSet is backed by a single long value
L1119[11:32:53] <Zaggy1024> hm
L1120[11:32:59] <Zaggy1024> ah, ok
L1121[11:33:08] <diesieben07> also... ewww EnumHelper for actual non-minecraft enums
L1122[11:33:10] <tterrag> so evidently cpw uses the ClientProxy extends CommonProxy approach :P
L1123[11:33:18] <tterrag> diesieben07: I told him .-.
L1124[11:33:45] <Zaggy1024> well, I could change that now, but like I said, it's not the point of what I was doing
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L1126[11:34:12] <diesieben07> i thought the point of what you are doing is overhaul the plant system.
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L1128[11:34:22] <sham1> So anyway tterrag, been able to review my most recent attempt
L1129[11:34:24] <diesieben07> and if you're doing that might aas well do it properly.
L1130[11:34:37] <Zaggy1024> the point was to make what didn't work well work better
L1131[11:34:39] <tterrag> yes, I'm leaving it open for discussion for a while
L1132[11:34:43] <sham1> ah
L1133[11:34:47] <Zaggy1024> EnumPlantType works now, though it *could* be improved
L1134[11:34:54] <Zaggy1024> I was focusing on the stuff that was really lacking
L1135[11:36:12] <sham1> I dont remember the last time I've used basic for-loops for iterating
L1136[11:36:16] <sham1> So odd
L1137[11:36:20] <diesieben07> :O
L1138[11:36:28] <diesieben07> oh right, you are a scala guy now
L1139[11:36:54] <sham1> I switched back to Java for 1.8.8 because stuff wasnt working in my favor
L1140[11:36:56] <sham1> But still
L1141[11:37:12] <sham1> Even in java I have gotten used to enhanced for-loops and forEach
L1142[11:37:37] <diesieben07> ohh you were talking about for (int i = 0...
L1143[11:37:39] <diesieben07> yeah same
L1144[11:37:41] <sham1> Ye
L1145[11:37:45] <diesieben07> i don't use those either :D
L1146[11:38:18] <sham1> I use them even though I am perfectly able to access the underlying List of NBTTagList
L1147[11:38:33] <diesieben07> heh
L1148[11:38:34] <Zaggy1024> diesieben07, what specifically are you saying should use EnumSet?
L1149[11:38:44] <diesieben07> well the methods that return a set of enums :D
L1150[11:38:44] <Zaggy1024> if I change EnumPlantType to a class, it's not going to work :P
L1151[11:39:02] <OrionOnline> Anyone know how this could happen when i use the OBJ Loader: http://snag.gy/RPUdv.jpg
L1152[11:39:23] <sham1> you offset your model
L1153[11:39:32] <diesieben07> yes hence my "although,why is that even an enum? What if I want to add a new type?"
L1154[11:39:34] <kashike> tterrag: I go the Common -> Server & Client way :P
L1155[11:39:36] <sham1> Either in MC or in your 3D modeling software
L1156[11:39:36] <diesieben07> note the "although"
L1157[11:40:01] <sham1> "Common -> server & client" is one that is the most clear for me
L1158[11:40:13] <fry> OrionOnline: show your texture
L1159[11:40:16] <sham1> It makes no sense to have the *common*proxy be the server sided proxy
L1160[11:40:45] <sham1> The thing about common here is that it should have stuff avaliable for both sides
L1161[11:41:24] <OrionOnline> fry, that is more then one.....
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L1163[11:41:39] <OrionOnline> But i can send you the Link to the github repo that contains all of them
L1164[11:41:45] <kashike> sham1: yup, and server should have server-specific, client has client-specific
L1165[11:41:53] <sham1> Ye
L1166[11:41:54] <fry> OrionOnline: anyway, try "custom": { "flip-v": true } after the model
L1167[11:42:02] <OrionOnline> Did, no solution
L1168[11:42:09] <fry> did it change anything?
L1169[11:42:09] <sham1> Even though there is not that many server-only things
L1170[11:42:17] <OrionOnline> Nope it stayed the same
L1171[11:42:24] <fry> then it's not in the right place
L1172[11:42:27] <fry> show the json :P
L1173[11:42:30] <OrionOnline> one sec
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L1175[11:43:34] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2015-12-15-1842-50.mp4
L1176[11:43:40] <Zaggy1024> well, you asked for it, renaming EnumPlantType to a SoilType as a class
L1177[11:44:03] <OrionOnline> https://github.com/SmithsModding/Armory/blob/Development-1.8/resources/assets/armory/blockstates/Armory.Blocks.FirePit.json
L1178[11:44:07] <sham1> Good
L1179[11:44:12] <Zaggy1024> should they have string names?
L1180[11:44:12] <OrionOnline> fry^^
L1181[11:44:19] <sham1> Propably
L1182[11:44:24] <sham1> Now we can extend it and have custom soils
L1183[11:44:27] <gigaherz> Zaggy1024: pretty-names help debug
L1184[11:44:30] <fry> hmm
L1185[11:44:35] <Zaggy1024> very true
L1186[11:44:53] <gigaherz> although hmmm
L1187[11:45:04] <gigaherz> if it was tied to ore dictionary names?
L1188[11:45:04] <fry> OrionOnline: what forge are you on?
L1189[11:45:50] <OrionOnline> fry: 11.15.0.1596
L1190[11:47:31] <OrionOnline> And when i look at it in a 90 Degree Angle it is perfect
L1191[11:47:40] <OrionOnline> It is just when the angle is not 90 Degrees
L1192[11:47:44] <fry> OrionOnline: is this a TESR?
L1193[11:48:19] <OrionOnline> Nope
L1194[11:48:27] <OrionOnline> It is just a BlockModel
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L1196[11:48:31] <OrionOnline> To a static block
L1197[11:48:34] <OrionOnline> not even a TE
L1198[11:48:36] <fry> how do you rotate it?
L1199[11:48:42] <OrionOnline> Not yet
L1200[11:48:49] <OrionOnline> And i donnot even need to rotate it
L1201[11:48:50] <Wuppy> anyone else having trouble with skype?
L1202[11:48:51] <fry> or do you just look at it from the side?
L1203[11:48:57] <OrionOnline> it is simatrical
L1204[11:49:06] <OrionOnline> I just looked at it from the side
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L1208[11:49:39] <Zaggy1024> gigaherz, how would it be tied to oredict?
L1209[11:49:52] <OrionOnline> Like this is when looked at it straight: http://snag.gy/y6cMq.jpg
L1210[11:49:57] <OrionOnline> Which is perfect
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L1214[11:58:38] <gigaherz> Zaggy1024 wel la soil type couldcorrespond to like "soilSomething" in oredict? so that other mods can add equivalent soils
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L1216[11:59:05] <Zaggy1024> hm
L1217[11:59:33] <Zaggy1024> problem is, oredict doesn't have anything to differentiate block variants, does it?
L1218[12:00:03] <Zaggy1024> and there's no way to reliably get the stack to use in oredict from a block state
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L1220[12:00:57] <OrionOnline> fry, it looks lite it would not be rendering it in the correct order
L1221[12:01:35] <OrionOnline> Like it is rendering the Burning Coul plane after the rest
L1222[12:02:04] <diesieben07> Zaggy1024, i don't think he meant to actually use the oredict
L1223[12:02:57] <Zaggy1024> I'm still not sure how it would work
L1224[12:03:16] <diesieben07> replace EnumPlantType with String :D
L1225[12:03:28] <Zaggy1024> er
L1226[12:03:29] <Zaggy1024> what?
L1227[12:03:47] <diesieben07> "plains" instead of EnumPlantType.Plains
L1228[12:03:52] <Zaggy1024> I hate magic strings
L1229[12:03:58] <Zaggy1024> that makes refactoring a pain
L1230[12:04:14] <tterrag> yeah I don't think strings is the solution here
L1231[12:04:21] <diesieben07> then what?
L1232[12:04:26] <diesieben07> and how is EnumPlantType any better?
L1233[12:04:35] <diesieben07> it's just glorified Strings...
L1234[12:04:42] <diesieben07> (because of that stupid add method it has)
L1235[12:04:43] <Zaggy1024> not glorified
L1236[12:05:00] <diesieben07> and that would even crash if two mods add "magicSoil"
L1237[12:05:08] <diesieben07> instead of htem just being compatible
L1238[12:05:08] <Zaggy1024> because with references you can have a fixed (and not easily screwed up by people) set of base soil types
L1239[12:05:17] <Zaggy1024> wat
L1240[12:05:24] <diesieben07> take the ore dict
L1241[12:05:26] <Zaggy1024> it returns the same reference if "magicSoil" exists already
L1242[12:05:28] <diesieben07> two people add "oreCopper"
L1243[12:05:35] <diesieben07> it just works
L1244[12:05:36] <Zaggy1024> how would that break?
L1245[12:05:37] <diesieben07> ;)
L1246[12:05:44] <diesieben07> it wouldn't break
L1247[12:05:52] <diesieben07> i just don't see the point of using an enum here, of all things
L1248[12:05:52] <Zaggy1024> EnumPlantType as it was and as it is now would work the same exact way
L1249[12:06:02] <diesieben07> enum means fixed, and NOT extendible
L1250[12:06:05] <Zaggy1024> (now meaning after changing it the way you asked)
L1251[12:06:14] <fry> OrionOnline: I'm a bit lost; try loading a simpler model first, with less faces/textures, and see if that works as expected?
L1252[12:06:20] <Zaggy1024> I know you don't like the enum!
L1253[12:06:25] <diesieben07> EnumHelper exists because we need to hack around vanilla
L1254[12:06:26] <Zaggy1024> I just changed it to a class, you happy?
L1255[12:06:27] <Zaggy1024> jeez
L1256[12:06:45] <diesieben07> no, I'm not. but oh well
L1257[12:06:57] <Zaggy1024> http://i.imgur.com/jzkmeEd.png
L1258[12:07:00] <Zaggy1024> what more do you want?
L1259[12:07:12] <Zaggy1024> automatic registration to the oredict isn't possible, AFAIK
L1260[12:07:14] <diesieben07> see, now how is that more than a glorified string?
L1261[12:07:28] <Zaggy1024> because there's no way to take an IBlockState and turn it into an ItemStack with the correct metadata/NBT
L1262[12:07:33] <diesieben07> wat
L1263[12:07:44] <sham1> wat
L1264[12:07:46] <diesieben07> why is it not public static final String PLAINS = "plains"
L1265[12:08:04] <diesieben07> instead of psf SoilType PLAINS = new SoilType("plains")M
L1266[12:08:04] <Zaggy1024> :|
L1267[12:08:15] <diesieben07> i am just asking, give me one reason ;D
L1268[12:08:42] <Zaggy1024> I know it's unlikely, but certain functions could be added to a class
L1269[12:08:51] <Zaggy1024> whereas a string has no function other than being a string
L1270[12:09:05] <Zaggy1024> such as something to get the oredict string :P
L1271[12:09:11] <diesieben07> wat
L1272[12:09:20] <diesieben07> what does the oredict have to do with this?
L1273[12:09:40] <Zaggy1024> gigaherz suggested that soils be somehow added into the oredict, did he not?
L1274[12:09:57] <diesieben07> No i don't think so
L1275[12:10:05] <sham1> gigaherz, come down here and explain
L1276[12:10:10] <Zaggy1024> then I have no idea what he meant :P
L1277[12:10:26] <gigaherz> I gave a crazy idea
L1278[12:10:27] <gigaherz> XD
L1279[12:10:45] <gigaherz> "doesn't make sense" is a valid counter-argument
L1280[12:10:47] <Zaggy1024> although that doesn't really make sense anyway, since a lot of soil types will probably depend on world data
L1281[12:10:49] <gigaherz> keep in mind I onlyslept 2 hours
L1282[12:10:55] <Zaggy1024> lol
L1283[12:10:56] <Zaggy1024> good timing
L1284[12:11:14] <Zaggy1024> anyway, I was going to say it doesn't make sense because Beach is dependent on world
L1285[12:11:17] <gigaherz> I have this game idea,
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L1287[12:11:30] <gigaherz> where EVERYTHING in the game would be categorized into an hierarchy
L1288[12:11:34] <sham1> Why not have a Set of Blocks that the IPlantable/ISeed can grow on
L1289[12:11:48] <Zaggy1024> because that's what vanilla does and it's stupid :P
L1290[12:11:50] <gigaherz> and the game would let you substitute stuff for other stuff
L1291[12:11:53] <Zaggy1024> not friendly to mods at all
L1292[12:12:02] <Zaggy1024> interesting, giga
L1293[12:12:04] <sham1> Neither is some of the hacks you use
L1294[12:12:09] <Zaggy1024> what hacks?
L1295[12:12:10] <sham1> TBH
L1296[12:12:16] <gigaherz> with often-unexpected results
L1297[12:12:28] <sham1> Like with that Enum thing you used before and stuff
L1298[12:12:31] <gigaherz> it is inspired by Atelier Iris (first one), that was on ps2
L1299[12:12:43] <gigaherz> it had such a recipe system ;P
L1300[12:12:46] <Zaggy1024> the enum has nothing to do with how the game checks whether the plant can grow on a block
L1301[12:12:53] <Zaggy1024> it's just a way of *enumerating* the different options
L1302[12:13:00] <Zaggy1024> the implementation of it doesn't matter at all
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L1304[12:13:23] <tterrag> you lose the purpose of an enum when you expect people to add new ones
L1305[12:13:26] <sham1> ^
L1306[12:13:27] <Zaggy1024> I know
L1307[12:13:40] <sham1> THEN WHY U DO TIS
L1308[12:13:40] <Zaggy1024> It's not a dang enum anymore, as I showed you
L1309[12:13:42] <Zaggy1024> ;alsje;gilajt
L1310[12:13:45] <Zaggy1024> aI DIDN'T MAKE IT
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L1313[12:14:51] <sham1> right
L1314[12:15:08] <sham1> MEN, TAKE YOUR PITCHFORKS, WE HAVE A WITCH HUNT TO ATTEND TO
L1315[12:15:28] <Zaggy1024> I'm pretty sure it's Lex that added it
L1316[12:15:32] <Zaggy1024> so have fun with that :P
L1317[12:15:56] <sham1> Men
L1318[12:16:02] <sham1> Halt your witch hunt
L1319[12:16:29] <tterrag> Zaggy1024: you might be seeking feedback prematurely :P
L1320[12:16:37] <Zaggy1024> how so?
L1321[12:16:48] <tterrag> not everyone has complete knowledge of what exists already and what you are doing
L1322[12:16:48] <sham1> also fry, we propably should have a doc page about sides
L1323[12:16:55] <tterrag> maybe just make the PR then let people comment on it :P
L1324[12:16:57] <sham1> so we can explain them
L1325[12:17:00] <Zaggy1024> I did make a PR
L1326[12:17:05] <tterrag> really?
L1327[12:17:05] <Zaggy1024> I linked it
L1328[12:17:11] <tterrag> ehh I woke up like 2 hours ago
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L1330[12:17:24] <Zaggy1024> https://github.com/MinecraftForge/MinecraftForge/pull/2281
L1331[12:17:29] <tterrag> thanks
L1332[12:18:01] <tterrag> wait
L1333[12:18:11] <tterrag> what is ISeed, and how is it different from IPlantable?
L1334[12:18:18] <Zaggy1024> actually it looks like someone named "liach" added the EnumHelper call in EnumPlantType :P
L1335[12:18:31] <tterrag> you mean the guy who's commented on your PR?
L1336[12:18:57] <Zaggy1024> lol apparnetly
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L1338[12:19:30] <fry> sham1: yes
L1339[12:19:33] <Zaggy1024> gosh danget
L1340[12:19:45] <Zaggy1024> his last comment makes no sense
L1341[12:20:04] <Zaggy1024> getting an ISeed from an IPlantable serves no purpose, because that doesn't give you the ItemStack
L1342[12:20:07] <Zaggy1024> so the variant will be wrong
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L1344[12:20:51] <tterrag> Zaggy1024: explain to me the difference between ISeed and IPlantable ?
L1345[12:20:54] <calclavia> Oo, seems like MC 1.8.8 uses Java 8 stuff :D
L1346[12:20:56] <Zaggy1024> ISeed is for items
L1347[12:21:00] <Zaggy1024> it should be pretty clear
L1348[12:21:00] <tterrag> because their names mean the same thing
L1349[12:21:05] <tterrag> last I checked you plant seeds
L1350[12:21:06] <Zaggy1024> yeah I know
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L1352[12:21:14] <Zaggy1024> IPlantable is a stupid name, it's a holdover
L1353[12:21:23] <sham1> calclavia, does it?
L1354[12:21:26] <Zaggy1024> that's why I said it would be nice to rename it in the descsription
L1355[12:21:28] <calclavia> I saw lambdas
L1356[12:21:34] <sham1> IDEA?
L1357[12:21:57] <gigaherz> IDEA contracts longer code into lambda-like
L1358[12:22:03] <sham1> ^
L1359[12:22:04] <tterrag> so change it
L1360[12:22:13] <tterrag> if you are editing interface methods, a name change isn't out of the question
L1361[12:22:14] <fry> calclavia: where?
L1362[12:22:24] <fry> and yes, IDEA is clever :P
L1363[12:22:24] <Zaggy1024> class name changes are a little more drastic
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L1365[12:22:40] <Zaggy1024> they break references modders can use to find what they need to implement
L1366[12:22:41] <calclavia> fry: fry http://puu.sh/lWFfT/614fce0a4b.png
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L1368[12:22:47] <calclavia> Well, it doesn't really use lambdas
L1369[12:22:52] <calclavia> it has functional interfaces
L1370[12:22:55] <gigaherz> just like how it shows List<~>() when the type parameter matches
L1371[12:23:02] <calclavia> Which kinda implies Java 8 support :P
L1372[12:23:04] <tterrag> Zaggy1024: then deprecate it
L1373[12:23:09] <gigaherz> calclavia: generics.
L1374[12:23:12] <fry> that's guava for you
L1375[12:23:12] <tterrag> with a javadoc to the new class
L1376[12:23:20] <Zaggy1024> hm
L1377[12:23:20] <tterrag> how2API 101
L1378[12:23:24] <fry> forge uses functional interfaces all over the place too :P
L1379[12:23:31] <gigaherz> or you mean the Predicate<>?
L1380[12:23:31] <calclavia> Yeah
L1381[12:23:35] <calclavia> Predicate is Java 8 iirc
L1382[12:23:44] <sham1> It is also Guava
L1383[12:23:50] <calclavia> I can pass in entity -> something and it works
L1384[12:23:55] <Fjolnir|afk> someone got a short hint on getting the minecraft classes (decompiled) into the idea-dependencies?
L1385[12:23:57] <gigaherz> nah it's Guava's, can compile to java6 ;P
L1386[12:24:09] <gigaherz> but if you do use java8, it does accept lambdas
L1387[12:24:09] <gigaherz> ;P
L1388[12:24:16] <sham1> Basically that
L1389[12:24:21] <calclavia> Ah ok
L1390[12:24:32] <gigaherz> bb in a bit
L1391[12:24:33] * gigaherz afks
L1392[12:24:38] <sham1> Again
L1393[12:24:57] <tterrag> Fjolnir|afk: the normal setup?
L1394[12:25:21] <fry> yup, java8 is clever in it's implementation of lambdas - they'll generate the correct expected receiver type
L1395[12:25:55] <calclavia> fry: Alright, I'm gonna try to do my own model today. If I have like, rotating parts, I just treat them like an armature I guess?
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L1397[12:26:09] <fry> not quite
L1398[12:26:18] <fry> you need to make an armature, and rotate that
L1399[12:28:15] <fry> https://blender.org/manual/rigging/introduction.html
L1400[12:28:17] <Fjolnir|afk> tterrag: that was the way I tried. Only have net.minecraft.launchwrapper (and gradele and forge libs.)
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L1402[12:28:57] <tterrag> the MC classes are part of the libs
L1403[12:29:06] <tterrag> in the forgeSrc jar
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L1405[12:30:29] <Zaggy1024> I feel like SoilType being a class makes it a little more difficult for modders to screw up the soil types they return from their plants and soils
L1406[12:30:40] <Zaggy1024> is there a flaw in my logic?
L1407[12:30:42] <Zaggy1024> :)
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L1409[12:31:41] <OrionOnline> fry, i have been trying simplere variants of the model
L1410[12:31:46] <Fjolnir|afk> oh, thanks tterrag. I am used to a seperate lib.
L1411[12:31:56] <OrionOnline> But it seems to only happen when i Have parts inside the model
L1412[12:32:10] <Zaggy1024> diesieben, since you're the one that disapproves of it being a class, what do you think?
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L1414[12:33:23] <diesieben07> maybe
L1415[12:37:53] <sham1> maybe what
L1416[12:38:47] <OrionOnline> If i remove the Translucent options it fixes the problem
L1417[12:39:14] <Zaggy1024> sham1, see my message? :P
L1418[12:39:27] <sham1> I saw it
L1419[12:39:50] <sham1> he could have expanded in it though :P
L1420[12:39:55] <diesieben07> no :D
L1421[12:40:02] <diesieben07> the oracle speaks in riddles.
L1422[12:43:13] <Zaggy1024> just renamed IPlantable -> IPlant and enum EnumPlantType is now class SoilType
L1423[12:43:41] <Zaggy1024> so now look at the code that actually matters :P
L1424[12:43:56] <Zaggy1024> I should probably write a test mod at some point
L1425[12:44:04] <Zaggy1024> probably later today
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L1428[12:49:05] <sham1> I think I solved my circlular dependancy thing in my mana network nodes
L1429[12:49:19] <sham1> Dimension aware BlockPos :D
L1430[12:51:48] <OrionOnline> fry, fixed it: http://snag.gy/9Z6Qf.jpg
L1431[12:52:00] <OrionOnline> Changed the render mode to CUTOUT
L1432[12:52:06] <OrionOnline> And that fixed the clipping
L1433[12:52:16] <fry> good
L1434[12:52:24] <fry> so, it's related to transparency sorting
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L1436[12:52:45] <OrionOnline> Yeah
L1437[12:53:20] <OrionOnline> It has problems sorting the vertexes if they are like inside the block and the object it tries to render has more then 4 vertexes
L1438[12:53:38] <OrionOnline> It somehow messes up the location if your looking at it straight
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L1441[12:54:32] <sham1> And thanks for dim aware blockposes I can now have cross-dim networks
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L1443[12:54:44] <Zaggy1024> it doesn't sort faces inside a block model, does it?
L1444[12:54:51] <Zaggy1024> you just need to make sure the faces on the inside are last
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L1446[12:55:19] <Zaggy1024> I had a similar problem with this: http://i.imgur.com/9R2Ide9.png
L1447[12:55:25] <fry> no, all faces have to go exactly front to back
L1448[12:55:28] <Zaggy1024> because of the order I created the planes in
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L1451[12:56:49] <Rockers> Hello
L1452[12:57:03] <sham1> hello
L1453[12:57:25] <Orion> Sorry Internet had to restart
L1454[12:57:33] <Orion> Did i miss something Zaggy1024?
L1455[12:57:40] <sham1> Dont apologize to the internet
L1456[12:57:45] <Rockers> I'm using a proper client instead of www.kiwiirc.com
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L1458[12:57:57] <tterrag> webchats are muted
L1459[12:58:29] <Rockers> webchats?
L1460[12:58:40] <Lord_Ralex> web-based clients
L1461[12:58:42] <tterrag> any IRC client that is browser based
L1462[12:58:43] <sham1> webchats!
L1463[12:58:54] <Lord_Ralex> i.e kiwi, mibbit, and w/e esper's webchat is
L1464[12:58:56] <Rockers> I've always used kiwiirc
L1465[12:59:13] <sham1> How can you distinguish between a webchat and something other
L1466[12:59:26] <tterrag> hostmask
L1467[12:59:31] <Zaggy1024> Orion, amended the commit, the changes are noted in a comment on the PR
L1468[12:59:40] <Zaggy1024> wait
L1469[12:59:40] <Rockers> Welp, it never muted me lol
L1470[12:59:45] <tterrag> webchats don't use your actual IP
L1471[12:59:47] <Zaggy1024> you weren't talking about the PR were you
L1472[12:59:48] <Zaggy1024> lol
L1473[12:59:56] <tterrag> Rockers: then lex probably just doesn't know that kiwiirc exists
L1474[13:00:00] <tterrag> I'd suggest not telling him
L1475[13:00:10] <sham1> Well you can set up a bouncer between your webchat and this channel
L1476[13:00:10] <Orion> Zaggy1024, what??
L1477[13:00:13] <Rockers> x)
L1478[13:00:14] <Orion> Nope
L1479[13:00:19] <sham1> if you really want to be insane
L1480[13:00:32] <Orion> I was talking about the in block sorting of vertexes by the translucent layer
L1481[13:00:37] <Lord_Ralex> kiwi is hard to ban
L1482[13:00:41] <Zaggy1024> I'm not sure hwere your internet actually cut out Orion
L1483[13:00:45] <Lord_Ralex> because it sets the ident
L1484[13:01:17] <Orion> yeah
L1485[13:01:24] <Zaggy1024> can always use this: http://sbnc.khobbits.co.uk/log/logs/minecraftforge.htm
L1486[13:02:34] <sham1> Someone tell me how insane I am being now
L1487[13:02:34] <sham1> https://github.com/sham1/ManaCraft/blob/master/src/main/java/sham1/manacraft/network/ManaNetworkNode.java
L1488[13:02:41] <Rockers> I hate timestamps.
L1489[13:02:51] <Rockers> Urg, kiwi was so nice to use.
L1490[13:03:06] <Lord_Ralex> it's evil
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L1492[13:03:36] <tterrag> kbye
L1493[13:03:48] <tterrag> I just embed webchat on my site, never really used kiwi
L1494[13:05:42] <Orion> Zaggy1024, Ah i see
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L1496[13:06:05] <Orion> You reordered the inside faces, but how did you do that in Blender?
L1497[13:06:21] <Orion> Like how do you determine what to render in what order inside MC?
L1498[13:06:45] <Zaggy1024> well
L1499[13:06:55] <Zaggy1024> it's different for mine because I was using a json exporter
L1500[13:07:28] <Orion> what do you mean json exporter
L1501[13:07:44] <Zaggy1024> someone wrote a Blender -> Minecraft JSON model exporter
L1502[13:07:58] <Zaggy1024> I had to tweak it a bit to get it to work better though
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L1504[13:08:10] <IoP> Some webchats use real IPs so there probably also is mutes for known usernames
L1505[13:08:16] <Zaggy1024> anywho, I had to re-duplicate the faces in the order I wanted them rendered in
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L1507[13:08:23] <Zaggy1024> but that's probably not an option for objs
L1508[13:08:29] <Zaggy1024> *complicated models
L1509[13:08:42] <Zaggy1024> I'm not sure if there's another way to do it
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L1512[13:10:44] <Rockers> My client crashed when I removed time-stamps.
L1513[13:10:50] <Rockers> I had to uninstall it :p
L1514[13:11:08] <Orion> Hmm
L1515[13:12:29] <Rockers> That's funny
L1516[13:12:46] <Rockers> If you do a whowas with KiwiIRC it still shows my public IP
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L1520[13:18:20] <Orion> How do i translate the inworld block model from the JSON?
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L1522[13:19:43] <Girafi> How long does it usually take from a commit is pushed to the Forge repo until a new build is ready ? ^^
L1523[13:21:06] ⇨ Joins: McJty (~jorrit@d8D872E30.access.telenet.be)
L1524[13:22:36] <Zaggy1024> I feel like it's only a few minutes at most
L1525[13:22:59] <Girafi> Okay :3 I guess the latest build failed again then :p
L1526[13:23:03] <Zaggy1024> continue commenting on the PR! :) https://github.com/MinecraftForge/MinecraftForge/pull/2281
L1527[13:24:45] <McJty> fry, I tried to upgrade to 1630 but it broke my GradleStart
L1528[13:24:48] <McJty> So I had to go back
L1529[13:25:15] <McJty> Going to try again now that I'm back on linux
L1530[13:25:30] <fry> i sec, McJty
L1531[13:25:38] <fry> new build incoming soon
L1532[13:25:47] <McJty> ok
L1533[13:25:50] <Girafi> Great, thanks ^^
L1534[13:26:17] <Kithio> I've been trying to get into modding but it seems like just about everything one could need is being filled by all the mods already out. Of course that isn't the case for 1.8 yet but it will be eventually when all mods update...
L1535[13:26:35] <McJty> Kithio, then make things people don't know that they need yet
L1536[13:26:43] <McJty> Kithio, or find new original ways to make things
L1537[13:27:10] <McJty> Or try to revive/port abandoned mods that were once popular
L1538[13:27:18] <McJty> There is plenty to do :-)
L1539[13:27:38] <Kithio> I don't even remember any that have been abandoned from the older versions o.o
L1540[13:27:39] <calclavia> fry: how does b3d know which animation to play, if you have multiple?
L1541[13:27:48] <McJty> Ok, the GradleStart problem is also on linux here
L1542[13:27:51] <Kithio> there was that easy crafting table thing but it was replaced eventually
L1543[13:28:03] <fry> calclavia: b3d only supports 1 track, iirc
L1544[13:28:07] <calclavia> ok
L1545[13:28:14] <fry> but you can put multuple animations sequentually in 1 track
L1546[13:28:21] <fry> and control that in code
L1547[13:28:28] <calclavia> Ah, yeah just different frame sections
L1548[13:28:32] <fry> yup yup
L1549[13:28:33] <calclavia> so 1-60 frames = walk cycle
L1550[13:28:35] <calclavia> something like that
L1551[13:28:38] <fry> yup
L1552[13:29:24] <fry> eventually you'll be able to have something like this: https://gist.githubusercontent.com/RainWarrior/5cd13821c7b53ae771af/raw/7af52d1914e9911bbc863076c17aaffdeb821208/afsm%255Cchest.json
L1553[13:29:25] <gigaherz> back
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L1556[13:31:56] <Orion> fry, where is that blockstate explanation file of yours, i need to translate my model
L1557[13:33:15] <fry> Orion: https://gist.github.com/RainWarrior/0618131f51b8d37b80a6
L1558[13:34:23] <Orion> What is the transform key for the block=
L1559[13:34:26] <Orion> ??
L1560[13:34:43] <fry> "forge": "default-block"
L1561[13:34:54] <Orion> Yeah i added that to the inventory#
L1562[13:35:05] <Orion> But mine is like 0,5 a block in x and z offset
L1563[13:36:57] <fry> then you need to fix the translation manually, either in blender, or by specifying a complex transform in the json
L1564[13:37:55] <Orion> Okey
L1565[13:38:08] * McJty found that fixing it in blender is usually the easiest way :-)
L1566[13:38:15] <Orion> Is there a way to select all meshes in blender
L1567[13:38:20] <McJty> 'a'
L1568[13:38:26] <Orion> cause my model has like 20 of them
L1569[13:38:41] <McJty> The 'a' key selects all
L1570[13:38:52] <McJty> Then 'g' to move
L1571[13:39:21] <Orion> Problem with that is that it only does translate the orange one
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L1573[13:39:25] <Orion> But no the red ones
L1574[13:39:39] <Orion> Oh never mind
L1575[13:39:43] <Orion> missed the g stuff
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L1579[13:41:41] <fry> McJty: build 1632, https://github.com/MinecraftForge/MinecraftForge/blob/1.8.8/src/test/resources/assets/forgedebugmultilayermodel/blockstates/test_layer_block.json
L1580[13:41:58] <McJty> fry, does that fix the GradleStart problem that I have in 1630?
L1581[13:42:14] <fry> what problem do you have?
L1582[13:42:21] <McJty> GradleStart class is missing
L1583[13:42:26] <fry> what IDE?
L1584[13:42:26] <McJty> So I can't run from within IntelliJ
L1585[13:42:29] <fry> hmm
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L1587[13:42:34] <Falkreon> oh, nice
L1588[13:42:34] <McJty> Even after doing gradlew idea genIntellijRuns
L1589[13:42:36] <fry> try rerunning gradle setup
L1590[13:42:41] <McJty> I do that of course
L1591[13:42:43] <Falkreon> BlockCactus returns that it's Desert soil
L1592[13:42:49] <Falkreon> so more cactus can grow
L1593[13:42:51] <Falkreon> X)
L1594[13:42:51] <McJty> Or do you also mean setupDecompWorkspace?
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L1596[13:42:54] <fry> hmm, I didn't touch anything IDE-related
L1597[13:42:56] <Falkreon> I wonder though
L1598[13:43:07] <Falkreon> if someone adds a second type of cactus, then it's plantable on the first
L1599[13:43:14] <Falkreon> not good imo
L1600[13:43:18] <McJty> fry, I had the problem both on windows and linux.
L1601[13:43:26] <McJty> I'll try 1630 now and try a full setupDecompWorkspace
L1602[13:43:36] <McJty> fry, btw, what I see in your json looks VERY promising :-)
L1603[13:43:46] <kashike> McJty: you want makeStart, genIntellijRuns just makes run configs
L1604[13:43:47] <Falkreon> I'd have cactus return just "cactus" and say it grows on Desert | Cactus
L1605[13:44:03] <McJty> kashike, 'makeStart'? Never used that. Why should I now start needing that?
L1606[13:44:21] <kashike> you shouldn't, other tasks should make your starts for you
L1607[13:44:46] <McJty> kashike, ok. I did ./gradlew idea genIntellijRuns --refresh-dependencies and that broke stuff
L1608[13:44:48] <Falkreon> Jty: MakeStart makes a shim class that launches forge-minecraft deobfuscated without crashing and burning. As kashike said it should be made automatically
L1609[13:44:53] <McJty> So now I will try setupDecompWorkspace first
L1610[13:45:17] <kashike> you didn't run setupDecompWorkspace?
L1611[13:45:19] <kashike> heh
L1612[13:45:36] <McJty> Well I did before. But wasn't sure that was needed after updating forge
L1613[13:46:05] <McJty> fry, I gather that with that change I no longer need that smart model?
L1614[13:46:29] <fry> yup
L1615[13:46:36] <fry> the smart model is now in forge :P
L1616[13:46:44] <McJty> Very very nice
L1617[13:46:44] <fry> (that particular one at least)
L1618[13:46:48] <McJty> That will be a great help
L1619[13:47:14] <McJty> Going to try it out immediately
L1620[13:48:00] * fry figured a lot of people would like to use it
L1621[13:49:36] <McJty> ah
L1622[13:49:56] <McJty> Hmm I do need the ability to turn on/off this cutout version based on a property though
L1623[13:50:01] <McJty> i.e. it should only show if 'burning' is true
L1624[13:51:19] <McJty> fry, ready for a crash report? :-)
L1625[13:51:29] <fry> yup
L1626[13:51:33] <McJty> https://bpaste.net/show/96f4ef68e88b
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L1628[13:52:13] <fry> hmm
L1629[13:54:04] <fry> ah, I see
L1630[13:54:17] <fry> MultiModel iterates over faces
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L1636[14:00:35] <Falkreon> so what does isGrowable express?
L1637[14:01:01] <Falkreon> I feel like it returns true for basically all plants
L1638[14:01:39] <McJty> Plants are technically growable. So that sounds right
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L1640[14:02:47] <Falkreon> I'm also looking at IPlant and ISeed and they look identical except for javadoc.
L1641[14:02:56] <Falkreon> in this PR
L1642[14:03:33] <Orion> Falkreon, isGrowable is false, when the plant is fully grown....
L1643[14:03:45] <Falkreon> Orion, that's not true
L1644[14:03:56] <Orion> Why not?
L1645[14:04:02] <Falkreon> in IPlant isGrowable needs to return true in order to keep the soil from reverting
L1646[14:04:22] <Falkreon> or at least that's what the javadoc says
L1647[14:04:39] ⇨ Joins: ZaggyMobile2 (~Zaggy1024@2607:fb90:271:df6a:aab8:5b3f:8dc:504)
L1648[14:04:45] <Falkreon> https://github.com/MinecraftForge/MinecraftForge/pull/2281/files#diff-0cbbe4e97e86688c79965237585ef5edR25
L1649[14:05:05] <Falkreon> zaggy, we were just talking about your pr
L1650[14:05:19] <Falkreon> why is there an ISeed? It's identical to IPlant
L1651[14:06:04] <Orion> Falkreon, you are rightr
L1652[14:06:52] <tterrag> IPlant is the block
L1653[14:06:54] <tterrag> ISeed is the item
L1654[14:07:08] <Falkreon> so?
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L1656[14:07:26] <Falkreon> I'm not really convinced that the item should have the interface at all
L1657[14:07:37] <Falkreon> on onActivate it places a block. So?
L1658[14:08:06] <tterrag> there is currently no standards for how to "plant' an item
L1659[14:08:10] <tterrag> that's what this solves
L1660[14:08:11] <calclavia> fry: I'm guessing for frame rate, blender will just use the default frame rate when exporting to b3d?
L1661[14:08:20] <calclavia> that's set in Animation panel
L1662[14:08:35] <Falkreon> there's still no standard for how to plant an item :/
L1663[14:09:30] <Falkreon> like, from onActivate in a seed that implements ISeed, how would that translate into my block being placed?
L1664[14:09:51] <fry> calclavia: not sure, but with no settings I get 1 keyframe on the timeline = 1 keyframe in the model
L1665[14:09:53] <Falkreon> I still need to check the soil types of the block myself and place the block
L1666[14:10:35] <calclavia> fry: Gonna try it out with my wind turbine rigged lol
L1667[14:10:37] <Falkreon> it's still worlds better than it was, because I have soil types I can check, but ISeed didn't help me anywhere along the line.
L1668[14:10:57] <tterrag> Falkreon: no, you're right
L1669[14:11:00] <tterrag> as it stands it's pointless
L1670[14:11:08] <tterrag> but I see a potential need for ISeed being separate from IPlant
L1671[14:11:18] <calclavia> http://puu.sh/lWMNC/9f02477d24.jpg
L1672[14:11:19] <Falkreon> certainly, but there's glue missing there.
L1673[14:12:01] <Falkreon> raycasting on minecraft textures... what are you even doing
L1674[14:12:13] <tterrag> I think Zaggy might have started without a clear idea of an end goal
L1675[14:12:31] <unascribed> that's always useful >.>
L1676[14:12:45] <tterrag> fry: did you get minecreatr's pm?
L1677[14:12:53] <unascribed> as it stands with the cobbled together mess that... everything, is, I think some common interfaces are about as useful as it's going to get
L1678[14:13:10] <tterrag> he set out to rewrite it
L1679[14:13:13] <Falkreon> I think he had a clear idea, it was backwards, and we beat him over the head with our ideas and it's now the right way forwards with some missing pieces.
L1680[14:13:14] <tterrag> which he has accomplished
L1681[14:13:17] <tterrag> but you gotta ask whether it's better
L1682[14:13:23] <tterrag> Falkreon: exactly
L1683[14:13:30] <tterrag> like I said, I think he sought input too early :P
L1684[14:13:34] <Falkreon> lol
L1685[14:13:42] <tterrag> I also think he may be inbetween changes, we'll have to wait
L1686[14:13:44] <calclavia> fry: When you did ((IRetexturableModel) model).retexture(ImmutableMap.of("#chest", "entity/chest/normal")), what does "#chest" refer to? I'm trying to put custom textures now
L1687[14:13:56] <Falkreon> on the other hand, there's almost a thing here that I want in forge
L1688[14:14:00] <tterrag> calclavia: #chest would be a texture reference
L1689[14:14:18] <tterrag> that's how you reference defined textures
L1690[14:14:38] <tterrag> https://github.com/creatubbles/ctb-mcmod/blob/1.8/src/main/resources/assets/ctbmod/models/block/painting.json#L14
L1691[14:15:06] <fry> tterrag: hmm?
L1692[14:15:16] <tterrag> fry: evidently he sent you a PR, about layering textures?
L1693[14:15:36] <tterrag> <tterrag> fry is around now, but he likes to disappear :P
L1694[14:15:36] <tterrag> <minecreatr> I messaged him
L1695[14:15:44] <fry> calclavia: if you have "path/to/texture.png" in blender, use "#path/to/texture" as a key
L1696[14:16:07] <fry> PR?
L1697[14:16:30] *** Falkreon is now known as Falk|Away
L1698[14:16:36] <fry> he did ask me about an issue he had with z-fighting, and I answered
L1699[14:16:46] <calclavia> fry: I'm guessing i gotta register it in TextureEvent.pre
L1700[14:17:02] <tterrag> fry: what was your answer?
L1701[14:17:20] <fry> calclavia: nope, model system will load it for you
L1702[14:17:29] <calclavia> Oh, it'll load the texture file?
L1703[14:17:33] <tterrag> nevermind, he's back now
L1704[14:17:40] <fry> tterrag: to split up the quad, so that overlaying quads match exactly - that fixes the fighting
L1705[14:17:42] <calclavia> Huh, so I don't event need ((IRetexturableModel) model).retexture(ImmutableMap.of("#textures/block/iron_block", "textures/block/iron_block"));
L1706[14:17:46] <calclavia> even*
L1707[14:17:49] <fry> calclavia: you need that
L1708[14:17:58] <tterrag> not sure what that means :P
L1709[14:17:58] <fry> so that B3D model will know what texture to look for
L1710[14:18:18] <fry> tterrag: there's no Z-fighting if 2 quads match exactly
L1711[14:18:23] <tterrag> true
L1712[14:18:27] <tterrag> but we are overlaying two different textures
L1713[14:18:33] <calclavia> Ok, so that line loads the texture for the model. The path is relative to which directory? I'm assuming it's assets
L1714[14:18:37] <fry> minecreatr had 4 quads on 1 layer and 1 quad in another
L1715[14:18:43] <tterrag> ahh
L1716[14:18:49] <tterrag> wait, really?
L1717[14:18:55] <tterrag> if two quads are the exact same size, no z-fighting?
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L1719[14:19:02] <tterrag> that's news to me
L1720[14:19:05] <fry> calclavia: key is the key that' stored in the b3d model, value is normal MC resource location
L1721[14:19:35] <fry> tterrag: that's one of the things GL guarantees, iirc - same is true for no gabs between 2 faces that have the same edge
L1722[14:19:42] <calclavia> So, (ImmutableMap.of("#textures/block/iron_block", "domain:textures/block/iron_block")
L1723[14:19:49] <fry> yup
L1724[14:19:53] <tterrag> fry: so how did mojang screw up item models so bad? :p
L1725[14:19:54] <fry> but hmm
L1726[14:20:26] <fry> calclavia: domain:block/iron_block, since all textures are prepended the "textures/"
L1727[14:20:32] <fry> tterrag: what models? :P
L1728[14:20:34] <calclavia> Ok
L1729[14:20:54] <tterrag> fry: the ones you fixed. with the derpy aliasing edges
L1730[14:21:02] <tterrag> like the sword
L1731[14:21:21] <Orion> Anyone know when shadekiller usually comes online?
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L1733[14:21:45] <calclavia> java.lang.IllegalArgumentException: can't bake vanilla models to the format that doesn't fit into the default one: format: 4 elements: 3,Position,Float 2,UV,Float 3,Normal,Byte 1,Padding,Byte
L1734[14:21:46] *** Vigaro|AFK is now known as Vigaro
L1735[14:21:58] <fry> tterrag: item models don't match the conditions - they use 1 big quad for top/bottom, and a bunch of smaller ones for sides
L1736[14:22:06] <calclavia> Guessing that means VertexFormat isn't correct..
L1737[14:22:23] <fry> calclavia: yup, need BLOCK or ITEM for vanilla models, I think
L1738[14:22:38] <calclavia> fry: I'm trying to render an entity though
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L1740[14:22:58] MineBot sets mode: +v on Tahg
L1741[14:23:00] <calclavia> using field_181703_c
L1742[14:24:00] <tterrag> fry: right :(
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L1744[14:25:11] <fry> calclavia: that error only happens when the model you get is VanillaModelWrapper, which shouldn't happen for b3d models - you might be getting the missing model
L1745[14:25:33] <calclavia> Hmm, ill see if it' sfailing to find the model
L1746[14:26:10] <Rockers> Hey Wuppy
L1747[14:26:27] <fry> yup, look in the logs
L1748[14:28:10] <calclavia> fry: Funny. I have both your chest model and my model in the same director. Using the exact same way to load both, loading mine gives me missing model
L1749[14:28:22] <calclavia> Is there some sort of blender export setting?
L1750[14:28:40] <calclavia> B3DLoader doesn't seem to tell you there's an error loading a model
L1751[14:28:49] <McJty> fry, have to go again. Will resume this later. Do you have a fix ready or does it require more time?
L1752[14:29:07] * Dark suggests adding error detection to the model loading process
L1753[14:29:19] <calclavia> java.lang.NullPointerException at net.minecraftforge.client.model.b3d.B3DLoader.loadModel(B3DLoader.java:149)
L1754[14:29:30] <McJty> Anyway, later
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L1756[14:29:36] <calclavia> There is an NPE, model.getRoot().getKind() seems to return null
L1757[14:30:03] <fry> hmm
L1758[14:31:11] <calclavia> fry: I'm suspecting that I had to select something in Blender when I export (I don't want to export the camera, lights etc)
L1759[14:31:33] <fry> calclavia: yup, I think you need to select the objects you want to export
L1760[14:31:49] <fry> or, you might need to have a root object in the hierarchy
L1761[14:31:51] <calclavia> I did, how does it know the armature is the root?
L1762[14:31:53] <Dark> or export all in view
L1763[14:32:08] <fry> root object, not root armature
L1764[14:32:17] * fry checks his model
L1765[14:32:36] <calclavia> fry: I've got some parts of the model I don't want to export, since it's just for modeling reference
L1766[14:33:24] <fry> hmm, I do have 2 objects at the root level of the scene, and it works ok
L1767[14:33:40] <fry> try selecting only the normal model objects :P
L1768[14:34:08] <calclavia> I'm selecting this during export http://puu.sh/lWOCo/eb78765564.png
L1769[14:35:41] <fry> try selecting LargeMetalBlade + LargeMetalHub
L1770[14:38:04] <calclavia> I also don't think I'm getting the texture exports correctly
L1771[14:38:53] <fry> open the model in the text editor
L1772[14:39:09] <fry> you'll see texture paths in plaintext
L1773[14:39:18] <Orion> Is there a way to get all meshes in a OBJ Model when i determine the ExtendedState of the visibility in the block?
L1774[14:39:22] *** bilde2910 is now known as bilde2910|away
L1775[14:39:28] <fry> or, inspect the object in debugger
L1776[14:39:49] <calclavia> Yep, I'm breakpointing
L1777[14:40:58] <ZaggyMobile2> Falk|Away, Desert doesn't mean cactus, it means sand
L1778[14:41:05] *** Falk|Away is now known as Falkreon
L1779[14:41:11] <Falkreon> but cactus returns Desert.
L1780[14:41:16] <Falkreon> so it doesn't mean sand
L1781[14:41:23] <Falkreon> look at the PR comments
L1782[14:41:32] <Falkreon> same thing happens in Reeds
L1783[14:41:38] <fry> Orion: you can use Group.ALL, I think
L1784[14:41:41] <ZaggyMobile2> Oh i can see where your confusion is coming from
L1785[14:41:54] <Orion> That is a key, but i need a list of all the mesh names
L1786[14:42:08] <Orion> They have sided definitions in them like NegX and PosY
L1787[14:42:20] <ZaggyMobile2> I need to rename IPlant.getSoilTypes to getPlantSoilTypes
L1788[14:42:21] <Orion> Depending if there is a block there i need to hide some of them
L1789[14:42:25] <Falkreon> no
L1790[14:42:32] <Falkreon> IPlant shouldn't even broadcast its soil types.
L1791[14:42:38] <Falkreon> that's overstep
L1792[14:42:46] <ZaggyMobile2> Why?
L1793[14:42:51] <ZaggyMobile2> It may be useful
L1794[14:42:54] <Falkreon> because the plant decides whether it stays
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L1797[14:43:08] <Falkreon> it's not telling someone else. It stays or it doesn't stay.
L1798[14:43:14] <unascribed> we already have canStayAt or whatever it's named
L1799[14:43:25] <Falkreon> I don't even like that one.
L1800[14:43:32] <unascribed> which is ultimately the authoritative source of "can this go over here?"
L1801[14:43:44] <ZaggyMobile2> Yes, but other things may need to know what it can be placed on before it's in the world
L1802[14:43:47] <Falkreon> blocks already have canBlockStay or whatever
L1803[14:43:54] <unascribed> Block isn't a handle to a block in the world
L1804[14:44:04] <unascribed> you don't need to place it before you place it
L1805[14:44:12] <unascribed> Vanilla doesn't, it's called in the interact code to check if it should
L1806[14:44:13] <calclavia> fry: Selecting all those objects made it load :)
L1807[14:44:14] <ZaggyMobile2> Which if part of canPlantStay, but soil types may be useful too
L1808[14:44:21] <fry> \o/
L1809[14:44:45] <ZaggyMobile2> Block doesn't have canBlockStay
L1810[14:44:45] <Falkreon> again, we're trying to do things in both directions
L1811[14:44:48] <Falkreon> what?
L1812[14:44:49] <Falkreon> brb
L1813[14:44:49] <Orion> and getExtendedState only seems to be called on world load?
L1814[14:45:03] <calclavia> fry: Though, textures seem to not be exported right. Breakpointing the model gives me this data http://puu.sh/lWPuD/02edbdf05e.png
L1815[14:45:04] <ZaggyMobile2> That's BlockBush, and so it's not available everywhere
L1816[14:45:10] <fry> Orion: getExtendedState is called on block update
L1817[14:45:16] <Orion> Yeah noticed now too
L1818[14:45:18] <tterrag> Orion: it would be called every time the chunk re-renders (and your block is in that chunk)
L1819[14:45:28] <Orion> yeah noticed
L1820[14:45:40] <Orion> But i would still need a way to get all the components of a OBJ MOdel
L1821[14:45:46] <Orion> and hide some of them
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L1823[14:45:50] <ZaggyMobile2> Generation and placement must check if it can be placed before it is placed
L1824[14:45:59] <ZaggyMobile2> I'm not sure what you're saying
L1825[14:46:01] <fry> calclavia: is that inside B3DModel, or is that data remapped with .retexture?
L1826[14:46:20] <calclavia> thats before i called retexture
L1827[14:46:25] <Falkreon> canPlaceBlockOnSide and canPlaceBlockAt
L1828[14:46:29] <unascribed> three lines of conversation at once :P
L1829[14:46:30] <Falkreon> those cover the uses
L1830[14:46:39] <unascribed> this is why I still think there should be a "threaded" chat system
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L1833[14:47:05] * tterrag glances in slack's direction
L1834[14:47:06] <calclavia> Also although the model loads, rendering crashes with java.lang.NullPointerException: Post-rendering entity in world at net.minecraft.client.renderer.entity.Render.doRenderShadowAndFire(Render.java:306), which doesn't tell me anything XD
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L1836[14:47:24] <ZaggyMobile2> Falk, those aren't always accurate to whether the plant can stay
L1837[14:47:46] <Falkreon> but are they accurate as to whether it can be placed?
L1838[14:47:56] <shadekiller666> fry, i've been asked a few times what the best way to use a .b3d/.obj model in a TESR is, and i wasn't sure
L1839[14:48:04] <tterrag> anyone know anything about minecraftEDU?
L1840[14:48:10] <tterrag> does it support forge at all?
L1841[14:48:15] <unascribed> afaik it's a Bukkit fork
L1842[14:48:23] <tterrag> O_O
L1843[14:48:50] <ZaggyMobile2> You want plants to be placed in the world and then pop?
L1844[14:48:51] <calclavia> shadekiller666: There's a sample code in Forge's repo
L1845[14:49:10] <ZaggyMobile2> And what about containing a plant in some kind of agricultural machine?
L1846[14:49:11] <fry> shadekiller666: https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/java/net/minecraftforge/debug/ModelAnimationDebug.java#L232-L285
L1847[14:49:17] <shadekiller666> oh
L1848[14:49:53] <shadekiller666> thnx
L1849[14:49:58] <Falkreon> Interesting!
L1850[14:49:58] <unascribed> and in true TESR form, it's extremely complicated :D
L1851[14:50:19] <Falkreon> let's talk about this, because forestry crop stakes or whatever they're called
L1852[14:50:25] <Falkreon> they're a thing.
L1853[14:50:32] <unascribed> isn't it IC2?
L1854[14:50:43] <unascribed> and aren't those not extensible?
L1855[14:50:43] <Falkreon> sure. Point is, that's already a thing
L1856[14:50:59] <Falkreon> and I could also see upside-down crops in a hydroponics system
L1857[14:51:09] <Falkreon> so okay, you've got my attention now.
L1858[14:51:22] <shadekiller666> fry, and i would imagine that its trivial to have a TESR as well as using the standard block rendering system on the same block at once right?
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L1860[14:51:48] <fry> shadekiller666: that file does that
L1861[14:51:53] <calclavia> Ok, apparently that NPE is a fluke....
L1862[14:52:03] <Falkreon> you're saying, just possibly, that you might want to rightclick a plant-growing-machine
L1863[14:52:08] <shadekiller666> ok
L1864[14:52:08] <fry> calclavia: can you inspect the instance of B3DModel? that screenshot is the baked model, I think
L1865[14:52:15] <Falkreon> and have the block ask the plant, instead of the normal path
L1866[14:52:19] <ZaggyMobile2> The point is to make IPlant give information useful for mods to interact with the plant
L1867[14:52:28] <calclavia> I'll inspect the prebake
L1868[14:52:53] <Falkreon> I still think it's a bad plan.
L1869[14:52:55] <ZaggyMobile2> With consistent behavior
L1870[14:53:10] <Falkreon> I think the plant should still be in charge of checking its circumstances.
L1871[14:53:22] <Falkreon> and if you want a plant-growing-machine
L1872[14:53:27] <Falkreon> it should be the block below
L1873[14:53:35] <Falkreon> if it wants to throw a dome up around, it can do that from below
L1874[14:53:45] <Dark> ^
L1875[14:53:46] <Falkreon> and then it can advertise like 40 kinds of ground
L1876[14:53:51] <Falkreon> done.
L1877[14:54:25] <Falkreon> hydroponics would have to be intensely special-cased impostor blocks
L1878[14:54:30] <Dark> you always want to make sure the plant works as it should
L1879[14:54:32] <Falkreon> since there's no actual soil below.
L1880[14:54:33] <Dark> for other mod interaction
L1881[14:54:42] <calclavia> FMLClientHandler.instance().getClient().getRenderManager() returns null. That was one of the errors
L1882[14:54:55] <ZaggyMobile2> The plant is on charge
L1883[14:54:58] <Falkreon> yes.
L1884[14:55:06] <Falkreon> the plant needs to be in charge.
L1885[14:55:09] <ZaggyMobile2> That's why can plant stay us in IPlant
L1886[14:55:17] <fry> calclavia: you're doing something too early then
L1887[14:55:18] <Falkreon> no
L1888[14:55:30] <Falkreon> the plant *not* staying is a behavior of the plant
L1889[14:55:31] <ZaggyMobile2> What?
L1890[14:55:33] <Falkreon> see?
L1891[14:55:35] <Falkreon> it's backwards.
L1892[14:55:40] <calclavia> fry: Found the problem. I moved to init instead of preinit
L1893[14:55:44] <Falkreon> "canStay" isn't a thing.
L1894[14:55:56] <Dark> actually I think that is even part of the block itself
L1895[14:56:00] <ZaggyMobile2> Why should it be inverted?
L1896[14:56:07] <Falkreon> not inverted
L1897[14:56:08] <Falkreon> removed
L1898[14:56:09] <ZaggyMobile2> That serves no proposed
L1899[14:56:12] <Falkreon> it's a part of the plant
L1900[14:56:27] <Falkreon> if you observe that the plant is still there, then it can stay, obviously.
L1901[14:56:40] <calclavia> fry: Screenshot of full inspection http://puu.sh/lWQmb/61fbb1b754.png
L1902[14:56:40] <Falkreon> but it not staying is not some external system
L1903[14:56:50] <Falkreon> it's just whatever the block decides to do during its update code.
L1904[14:56:57] <ZaggyMobile2> It's for mods!
L1905[14:56:57] <fry> hmm, path is empty
L1906[14:57:01] <Falkreon> no
L1907[14:57:03] <ZaggyMobile2> Not for the plant!
L1908[14:57:19] <unascribed> uh oh, we've got exclamation points
L1909[14:57:20] <Falkreon> what's for mods is alredy there.
L1910[14:57:21] <fry> calclavia: how do you assign materials in blender?
L1911[14:57:25] <Dark> Falkreon something tells me he is not understanding your wording
L1912[14:57:29] <fry> that might have something to do with it
L1913[14:57:32] <Falkreon> maybe dark.
L1914[14:57:41] <Fjolnir|afk> did someone already made an item class generating items defined in a config file?
L1915[14:58:10] <unascribed> Fjolnir|afk, sort of, see TabulaRasa and... what was the other mod again?
L1916[14:58:10] <calclavia> fry: http://puu.sh/lWQsH/625dd3569b.png
L1917[14:58:13] <unascribed> CustomItems?
L1918[14:58:13] <ZaggyMobile2> I'm on my phone so it's hard to keep up :P
L1919[14:58:13] <Dark> Fjolnir|afk a few people have made mods to auto generate items from files
L1920[14:58:14] <tterrag> unascribed: mine?
L1921[14:58:14] <unascribed> idr
L1922[14:58:15] <tterrag> CustomThings
L1923[14:58:17] <unascribed> that one
L1924[14:58:19] <unascribed> yes
L1925[14:58:21] <Falkreon> zaggy, let's say you have some kind of mechanical soil. That soil advertises itself as [ "Desert", "Beach", "Plains", "Crops", whatever]
L1926[14:58:31] <ZaggyMobile2> Yes
L1927[14:58:33] <Falkreon> it gives back 30 kinds of ground
L1928[14:58:45] <Falkreon> now, how do we tell the plant that it's *better* soil?
L1929[14:58:46] <ZaggyMobile2> That's one way to use the system
L1930[14:59:04] <Falkreon> because the plant is deciding to grow. That's how it already is.
L1931[14:59:24] <Falkreon> my understanding is, the plant looks for hydrated soil
L1932[14:59:43] <Fjolnir|afk> thanks. thought there have to be a few. that idea sounds to trivial to be ignored for a long period^^
L1933[15:00:12] <Falkreon> and it grows better if hydrated soil is on the list. Yes?
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L1935[15:01:17] <Falkreon> So the plant grows as if it's on the best soil listed
L1936[15:01:25] <raoulvdberge> Anyone have any idea why itemRender inside GUI renders my itemstacks super dark and weird?
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L1938[15:01:37] <ZaggyMobile2> I'll resume this conversation when I'm home
L1939[15:01:41] <Falkreon> okay
L1940[15:01:41] <ZaggyMobile2> Gtg
L1941[15:01:45] <Falkreon> cya then
L1942[15:02:10] <Dark> raoulvdberge code?
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L1944[15:02:18] <Falkreon> it's probably really tough to talk about this stuff on a phone.
L1945[15:02:26] <Dark> most likely
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L1947[15:02:52] <Falkreon> I mean, I like the idea that a lot of information should be available.
L1948[15:03:01] <Falkreon> that part makes sense.
L1949[15:03:14] <raoulvdberge> Dark: http://pastebin.com/ZQnwqcAb
L1950[15:03:28] <raoulvdberge> Relevant lines are probably 26-27
L1951[15:03:32] <fry> calclavia: I think you need an uvmap property for the object
L1952[15:03:42] * fry has only surface knowledge of blender
L1953[15:04:26] <Dark> raolvdberge try commenting out the text you render
L1954[15:04:30] <Dark> see if that changes it
L1955[15:04:41] <Dark> line 12 & 13
L1956[15:04:41] <Orion> fry, how do i get the IBakedModel of a Block?
L1957[15:04:51] <Dark> normally those are render on the foreground layer
L1958[15:04:56] <Orion> Not from the ItemModelMesher correct?
L1959[15:04:59] <raoulvdberge> Dark: ok, one sec
L1960[15:05:06] <fry> Orion: yes, from there, but only after init
L1961[15:05:17] <Orion> Hmm i am trying to do it on world
L1962[15:05:19] <Orion> But it crashes
L1963[15:05:22] <Orion> Let me check
L1964[15:06:46] <raoulvdberge> Dark: didn't change anything
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L1966[15:08:16] <Dark> hmm not exactly sure from that code
L1967[15:08:32] <Orion> This makes no sense
L1968[15:08:34] <raoulvdberge> I see that GuiContainer calls RenderHelper.enableGUIStandardItemLighting() for rendering itemstacks in slots, but adding that to my code doesn't help either.
L1969[15:08:41] <fry> calclavia: Properties view, Data tab, scroll to UV maps
L1970[15:08:47] <Orion> Why when i try to grab the BakedModel from my OBJ model
L1971[15:08:52] <Dark> you try to call that and see if it changes
L1972[15:09:06] <Orion> Do i get a IPerspektiveAwareModel$MapWrapper instance
L1973[15:09:10] <Dark> let me see if I can find some of my code
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L1975[15:09:38] <Orion> fry, how do i make my model render in the inventory?
L1976[15:10:10] <calclavia> fry: I'm there
L1977[15:10:31] <calclavia> http://puu.sh/lWRqm/74920a7ede.png
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L1979[15:10:53] <fry> hmm
L1980[15:11:23] <Orion> calclavia, what are you trying to do in blender?
L1981[15:12:41] <calclavia> Orion: trying to export this into MC http://puu.sh/lWMNC/9f02477d24.jpg
L1982[15:13:01] <gigaherz> can't export static and spint it using glRotate in a TESR? ;P
L1983[15:13:04] <gigaherz> spin*
L1984[15:13:45] <gigaherz> or wait is it material issues?
L1985[15:14:20] <raoulvdberge> Dark: fixed it, had to render them in the foreground
L1986[15:14:44] <fry> gigaherz: that's hardcoding the animation in code :P
L1987[15:15:00] <gigaherz> fry: it is ;P
L1988[15:15:10] <calclavia> gigaherz: This is more like an experiment, because I'm doing something with more complex models later on
L1989[15:15:12] <gigaherz> or well
L1990[15:15:13] <gigaherz> depends ;p
L1991[15:15:23] <fry> calclavia: do you have something like this: http://i.imgur.com/VT5XJFc.png ?
L1992[15:15:25] <gigaherz> if you want the thing to spin at different speeds based on "wind"
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L1994[15:15:33] <gigaherz> then hardcoding the animation would be doing it in blender
L1995[15:15:34] <gigaherz> ;P
L1996[15:15:36] <calclavia> gigaherz: Change the framerate. Consider a workflow where you work with an artist who doens't code :P
L1997[15:15:42] <fry> ^
L1998[15:15:52] <gigaherz> yeah you'd have to ask them to do the animation considering 1 spin/second
L1999[15:15:53] <fry> and coded that doesn't do programmer art :P
L2000[15:15:54] <gigaherz> ;P
L2001[15:16:28] <calclavia> i saw b3d has interpolation?
L2002[15:16:28] <Dark> love the concept of animations in the model vs code
L2003[15:16:32] <Dark> saves so much effort
L2004[15:16:37] <calclavia> fry: http://puu.sh/lWRQ4/3f5487bfbc.png
L2005[15:16:40] <Dark> and allows resources packs to replace the animations
L2006[15:16:48] <gigaherz> yeah
L2007[15:16:56] <fry> yes, linear
L2008[15:16:59] <gigaherz> although IK would also be interesting
L2009[15:17:03] <Dark> looking into it to replace all my current animations
L2010[15:17:05] <Dark> including entities
L2011[15:17:10] <gigaherz> but Idon't expect anyone to code an IK engine into minecraft ^_^
L2012[15:17:10] <calclavia> I mean, in most game engines, animations are in model files
L2013[15:17:14] <fry> calclavia: I think you need to link the texture to the material too
L2014[15:17:20] <Dark> IK engine?
L2015[15:17:26] <gigaherz> Inverse Kinematics
L2016[15:17:29] <gigaherz> so that
L2017[15:17:34] <gigaherz> you tell the model where the feet would be
L2018[15:17:35] <Dark> is that the process of merging animations files
L2019[15:17:37] <gigaherz> and it moves them for you
L2020[15:17:44] <Dark> I could code that up
L2021[15:17:48] <Dark> would take a month
L2022[15:18:03] <gigaherz> using bone metadata for angles and such
L2023[15:18:07] <Dark> that being said mobs really don't have feet
L2024[15:18:09] <gigaherz> and then hints and stuff
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L2026[15:18:43] <gigaherz> modern games use a mix of IK + animation blending + bland shapes
L2027[15:18:46] <calclavia> fry: Ermm, how do you do that? My material already has a surface of the image texture
L2028[15:18:52] <gigaherz> for the "flow" systems
L2029[15:19:19] <fry> calclavia: notice I can expand the material in my tree further, down to the texture file
L2030[15:19:32] <fry> this is something like a main texture for the material, I think
L2031[15:19:32] <gigaherz> the IK part controls the legs, the animations controls the overall pose, and blend shapes allow facial expressions
L2032[15:19:46] <gigaherz> (or things like open/close hands/finders)
L2033[15:19:49] <fry> bland chapes, eh, giga? :P
L2034[15:19:50] <gigaherz> fingers*
L2035[15:19:53] <fry> *shapes, lol
L2036[15:20:04] <gigaherz> lol blend*
L2037[15:20:05] <gigaherz> XD
L2038[15:20:23] *** SnowShock35 is now known as zz_SnowShock35
L2039[15:27:15] <fry> calclavia: also, look for any errors/messages in the blender console during export
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L2043[15:32:30] <shadekiller666> giga, they also use FK
L2044[15:32:45] <shadekiller666> IK, FK, blend shapes, and animation blending
L2045[15:32:48] <fry> FK is normal animation :P
L2046[15:32:53] <fry> and forge does FK :P
L2047[15:33:07] <fry> + soon animation blending
L2048[15:33:16] <shadekiller666> ehh kinda
L2049[15:33:20] <Zaggy1024> Falkreon, I'M BACK
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L2051[15:33:23] <Zaggy1024> okay
L2052[15:33:27] <Falkreon> hi again
L2053[15:33:31] <fry> not kinda - exactly, for b3d models :P
L2054[15:33:35] <Zaggy1024> so here's one use for getting the soil types from plants
L2055[15:33:39] <Falkreon> mhm
L2056[15:33:41] <shadekiller666> lol
L2057[15:33:48] <fry> and blend shapes are probably possible for model formats that support that
L2058[15:33:58] <Zaggy1024> what if you have a block that can contain any plant that can survive on one soil type?
L2059[15:34:15] <Zaggy1024> perhaps something like the flower pot, as a very simple example
L2060[15:34:24] <Zaggy1024> how would you check that without getting the soil types of a plant?
L2061[15:34:41] <Falkreon> Easily: The block that "contains" the plant is actually below it
L2062[15:34:47] <Zaggy1024> no
L2063[15:34:54] <Falkreon> blocks can extend beyond their 1m cube
L2064[15:34:55] <Zaggy1024> Contains, meaning hte plant is INSIDE the block
L2065[15:34:58] <Falkreon> no
L2066[15:35:01] <Falkreon> broken concept
L2067[15:35:05] <Zaggy1024> ...no
L2068[15:35:12] <Zaggy1024> it's a concept for a function of a mod
L2069[15:35:15] <Falkreon> the plant can't be inside the block, because then it can't express its correct behaviors
L2070[15:35:21] <Falkreon> what if it grows like reeds or cactus?
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L2072[15:35:27] <Zaggy1024> like if you have some food manufacturing thing that visibly contains a real plant
L2073[15:35:29] <Falkreon> it can't, because it's in a pot.
L2074[15:36:03] <Falkreon> imo, if you really want to push it as a tileEntity, then you get to deal with all the special-casing that comes with.
L2075[15:36:15] <Falkreon> there's no question about whether it stays, because it's not really there.
L2076[15:36:23] <shadekiller666> so is the animation support only for b3d models? or is it possible that i could make objs animatable too?
L2077[15:36:35] <Orion> calclavia, did you get it?
L2078[15:37:01] <Falkreon> if you really want to make a machine that grows crops, it should be below the crops, and advertise itself as artificially-good soil.
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L2080[15:37:15] <Zaggy1024> I suppose
L2081[15:37:23] <Falkreon> it can visually extend into the crop block itself
L2082[15:37:30] <Zaggy1024> not really
L2083[15:37:35] <Falkreon> yes, it can
L2084[15:37:37] <Zaggy1024> at least not with a static block model
L2085[15:37:41] <Falkreon> fences do.
L2086[15:37:50] <Zaggy1024> ...no they don't
L2087[15:37:54] <Zaggy1024> that's their collision, not their model
L2088[15:38:23] <Falkreon> well, try it. it works.
L2089[15:38:24] <fry> shadekiller666: objs don't store any animation data in them
L2090[15:38:30] <shadekiller666> i know
L2091[15:38:37] <Zaggy1024> the lighting system won't handle it well, falk
L2092[15:38:44] <Zaggy1024> unless the block has no lighting
L2093[15:38:51] <Zaggy1024> i.e. if it emits light
L2094[15:39:16] <fry> forge lighting works reasonably well for models that don't extend past .5 of a block past the original block
L2095[15:39:20] <shadekiller666> but there may be a way to use them in animations, depending on how sneaky i want to be
L2096[15:39:22] <Zaggy1024> but the point is that getting the soil types the plant can grow in will probably be of use to someone
L2097[15:39:31] <Falkreon> yeah, I just looked it up, it'll handle up to y=32
L2098[15:39:47] <Zaggy1024> hm
L2099[15:39:51] <Falkreon> I think it's a backwards way of looking at it.
L2100[15:39:59] <Zaggy1024> how is it backwards?
L2101[15:40:07] <Zaggy1024> it's a way of finding out a property of a plant
L2102[15:40:20] <calclavia> fry: ok
L2103[15:40:20] <shadekiller666> maybe export 1 obj per keyframe and compress them into a zip...
L2104[15:40:21] <Falkreon> because the plant doesn't really *have* that property
L2105[15:40:41] <Falkreon> it's not a state it holds, it's a tiny part of how they act.
L2106[15:40:55] <Zaggy1024> yes, and mods care about how other mods act
L2107[15:41:04] <HassanS6000> how to register a slab block? it's abstract..
L2108[15:41:23] <Zaggy1024> override it
L2109[15:41:26] <shadekiller666> and have an extra json or something in the zip with info about the animation
L2110[15:41:26] <Zaggy1024> >.>
L2111[15:41:31] <Falkreon> my point is, if you take us out of the physically-in-world-plant-on-block scenario, you're really exceeding the scope of the plant system.
L2112[15:41:40] <Zaggy1024> *extend it
L2113[15:42:11] <Zaggy1024> here, how about this
L2114[15:42:23] <Zaggy1024> say you have a flower pot that stores the ItemStack of a plant
L2115[15:42:30] <Falkreon> okay
L2116[15:42:34] <Zaggy1024> (which is actually something I do in my mod, but that's beside the point)
L2117[15:42:46] <Zaggy1024> flower pots contain dirt (or sand in the case of cactuses)
L2118[15:43:01] <Rockers> If I write X, then Y then Z to the packet buffer, would I read it back as Z then Y then X ?
L2119[15:43:02] <Zaggy1024> so how would the flower pot check if that plant stack can actually be placed in the flower pot?
L2120[15:43:05] <Falkreon> but for that pot to have a behavior, you break the assumptions the plant needs to do its logic.
L2121[15:43:26] <Zaggy1024> the plant does its own logic when it's in the world
L2122[15:43:29] <Falkreon> right.
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L2124[15:43:32] <Zaggy1024> when it's an Item, it's not in the world
L2125[15:43:38] <Falkreon> then it doesn't do its logic
L2126[15:43:51] <Falkreon> "flower pot" contains an item, not a plant. The item can always stay.
L2127[15:44:00] <Zaggy1024> no
L2128[15:44:15] <Zaggy1024> it can stay if the flower pot thinks it can have the correct soil
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L2130[15:44:24] <gigaherz> wat
L2131[15:44:28] <Zaggy1024> so say you wanted the flower pot to contain all plants except ones with the Cave type
L2132[15:44:32] <Zaggy1024> how would you do that?
L2133[15:44:36] <Falkreon> see, I'd like to see a flower pot be a big terra cotta pot that's a full meter
L2134[15:44:53] <Zaggy1024> we're not talking about that though
L2135[15:44:55] <Falkreon> and filled with soil, of whatever type you fill it with (kind of like a cauldron)
L2136[15:44:57] <gigaherz> how's tyhe flower pot related to the whole thing?
L2137[15:45:03] <Zaggy1024> I'm talking about a theoretical use for these methods
L2138[15:45:05] <Falkreon> I'm saying, you could actually do it
L2139[15:45:14] <Falkreon> with a full-block flower pot filled with sand
L2140[15:45:23] <Zaggy1024> yes, and that would look nothing like the vanilla pot
L2141[15:45:24] <Falkreon> and it could advertise itself as whatever soil types the sand reports
L2142[15:45:29] <Falkreon> so?
L2143[15:45:29] <gigaherz> plants in mc are blocks, that grow on top of another block
L2144[15:45:33] <Falkreon> the vanilla pot doesn't glrow
L2145[15:45:38] <gigaherz> anything else is outside the scope of the system ;P
L2146[15:45:38] <Falkreon> grow*
L2147[15:45:43] <Zaggy1024> who said it did?
L2148[15:45:50] <unascribed> the vanilla pot was a Mistake™
L2149[15:45:54] <Falkreon> my point is, it doesn't touch the IPlant system
L2150[15:46:00] <gigaherz> unascribed: it's fun
L2151[15:46:01] <Falkreon> it's outside it.
L2152[15:46:07] <Zaggy1024> I didn't say it did, I'm saying that a modded flower pot could.
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L2154[15:46:13] <gigaherz> but it may as well have been a single-slot inventory
L2155[15:46:15] <Falkreon> a modded flower pot wouldn't be able to grow
L2156[15:46:19] <Falkreon> because it's not in-world.
L2157[15:46:20] <gigaherz> why can't I "plant" a sword in it?!
L2158[15:46:21] <Zaggy1024> I didn't say it should
L2159[15:46:35] <Zaggy1024> flower pots in vanilla are a decoration, and so would my example
L2160[15:46:35] <Falkreon> if it did grow, it'd need to do a lot of special-casing behavior because it breaks all the logic plants need to grow.
L2161[15:46:36] <gigaherz> XD
L2162[15:46:45] <Rockers> Nothing grows inside of a flower-pot..
L2163[15:46:57] <Falkreon> yep. Which is why I'm confused why it matters what soil is in a flower-pot
L2164[15:47:01] <gigaherz> isn't there a different system in place for flower pots?
L2165[15:47:19] <Zaggy1024> I'M NOT SAYING HTE PLANTS IN A PLANT CONTAINER WOULD GROW
L2166[15:47:24] <Zaggy1024> >.<
L2167[15:47:26] <Falkreon> then don't use IPlant for them.
L2168[15:47:31] <gigaherz> the growth system is all about IPlantable vs IPlant
L2169[15:47:38] <Rockers> Why don't you make your own flower-pot that overrides the default flower pot's recipe?
L2170[15:47:43] <gigaherz> one decides if it can turn into a plant, the other decides how to grow
L2171[15:47:50] <gigaherz> anything else should be meaningless for the system,
L2172[15:47:53] <gigaherz> -,
L2173[15:47:54] <Zaggy1024> Rockers, I'm not actually making a flower pot
L2174[15:48:03] <Rockers> Oh right ;D
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L2176[15:48:24] <Zaggy1024> IPlant and IPlantable do not control how a plant grows, that's not something that can be done
L2177[15:48:29] <Zaggy1024> and I'm not saying it is
L2178[15:48:30] <gigaherz> IPlantable for items, IPlant for blocks .... why has this been so overblown? ;P
L2179[15:48:32] <Falkreon> <Zaggy1024> (which is actually something I do in my mod, but that's beside the point)
L2180[15:48:35] <Falkreon> ^
L2181[15:48:53] <Falkreon> I think you have a specific use-case in mind, and you're having trouble seeing that it doesn't apply.
L2182[15:48:59] <Zaggy1024> yes, I make a flower pot that looks like vanilla's flower pot and contains my mod's plants
L2183[15:49:11] <Zaggy1024> I'm not saying I'm using IPlantable, because IPlantable is useless for that in the current code
L2184[15:49:14] <Falkreon> okay. It's not an IPlant or an IPlantable though.
L2185[15:49:22] <Rockers> I'm still confused about byte buffers...
L2186[15:49:31] <Falkreon> both of those things are still not related to the flower pot.
L2187[15:49:37] <Zaggy1024> I have a bunch of possible use cases in mind
L2188[15:49:44] <Falkreon> okay, we've only heard the one
L2189[15:49:46] <Zaggy1024> I'm just trying to explain one to you to make you understand
L2190[15:49:47] <Falkreon> so let's have them
L2191[15:50:06] <gigaherz> isn't the whole issue with the plant system mod interaction? being able to define plants with different requirements, in a way that allows automation from dispensers and other similar machines?
L2192[15:50:07] <Zaggy1024> I haven't thought through the rest :P
L2193[15:50:30] <Zaggy1024> yes, giga
L2194[15:50:35] <Falkreon> yeah, I think what I'd really like to see
L2195[15:50:38] <gigaherz> so all you'd want is IPlantable#canPlantOn(where)
L2196[15:50:40] <Falkreon> is MORE soil information
L2197[15:50:42] <Zaggy1024> that's what the canPlantStay method is for, when the plant is in the world
L2198[15:50:50] <Falkreon> nuuu
L2199[15:50:56] <Zaggy1024> what?
L2200[15:51:00] <Zaggy1024> I'm talking to giga
L2201[15:51:02] <gigaherz> and IPlant#canGrowWithItem(bonemeal or similar)
L2202[15:51:13] <Zaggy1024> bonemeal is handled by IGrowable
L2203[15:51:23] <Zaggy1024> which could perhaps be merged into IPlant, but I haven't really thought about it
L2204[15:51:36] <Zaggy1024> altough then blocks that aren't plants couldn't handle bonemeal use
L2205[15:51:40] <Zaggy1024> like grass
L2206[15:51:43] <Rockers> Has anybody handled packets before? I'm following diesie's tutorial on it but how do you handle from and to bytes? What order do you write to the buffer?
L2207[15:51:54] <unascribed> doesn't matter what order
L2208[15:51:58] <unascribed> as long as it's the same in from and t o
L2209[15:51:59] <gigaherz> Zaggy1024: blocks that aren't plants can handle onBlockActivated
L2210[15:52:00] <unascribed> to*
L2211[15:52:03] <gigaherz> to check the item ;P
L2212[15:52:16] <gigaherz> and grass is still a "plant"
L2213[15:52:16] <Zaggy1024> then there's no way to add other fertilizers
L2214[15:52:19] <gigaherz> ;P
L2215[15:52:23] <Rockers> I thought if you put foo then bar in, it outputted bar then foo.
L2216[15:52:33] <Zaggy1024> because modders are lazy and will do stack.getItem() == vanilla.dye && stakc.getMetadata() == 0 or whatever
L2217[15:52:58] <gigaherz> yeah that's what ore dictionary would be for: give bonemeal a "fertilizer" dictionary name that others can use
L2218[15:53:02] <Zaggy1024> hah
L2219[15:53:06] <Falkreon> that'd be nice.
L2220[15:53:08] <fry> calclavia: so, any progress?
L2221[15:53:11] <Zaggy1024> you expect people to use the ore dictionary? :P
L2222[15:53:13] <gigaherz> yes.
L2223[15:53:17] <Falkreon> I use the oredict all the time
L2224[15:53:17] <calclavia> fry: eating lunch...
L2225[15:53:17] <Zaggy1024> like I said, modders are lazy
L2226[15:53:26] <fry> lol
L2227[15:53:29] <Falkreon> oredict is actually easier than special-casing it
L2228[15:53:31] <calclavia> still figuring out how to bind texture to material
L2229[15:53:32] <Zaggy1024> it would be nice if everyone used it in the same way, but that's really a fantasy :P
L2230[15:53:42] * fry can't figure it out either
L2231[15:53:47] <gigaherz> if using oredict requires anything more than
L2232[15:53:52] <fry> did that a year ago :P
L2233[15:53:52] <gigaherz> OreDict.matchesItem(string, stack)
L2234[15:54:01] <gigaherz> then oredict needs an improvement ;P
L2235[15:54:07] <Zaggy1024> IIRC it does
L2236[15:54:11] <Zaggy1024> doesn't it?
L2237[15:54:13] <unascribed> yeah, using the oredictionary for non-crafting is cumbersome at best
L2238[15:54:22] <Zaggy1024> so...there's my point :P
L2239[15:54:33] <Zaggy1024> people aren't going to use the ore dict
L2240[15:54:45] <gigaherz> so maybe we should be improving oredict, instead of overengineering the plants
L2241[15:54:45] <gigaherz> XD
L2242[15:54:52] <Zaggy1024> the plant system sucks
L2243[15:54:55] <gigaherz> yes.
L2244[15:55:08] <Zaggy1024> I do see your point about getSoilTypes, though.
L2245[15:55:08] <gigaherz> I'm not saying keep it, I'm saying make it as simple as possible ;P
L2246[15:55:31] <Zaggy1024> I'd really like to know whether someone who isn't adamently opposed to it has a use for it though :P
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L2248[15:56:02] <gigaherz> problem with soil is
L2249[15:56:10] <gigaherz> *anything* can support plants
L2250[15:56:14] <gigaherz> mushrooms? can grow on stone
L2251[15:56:22] <gigaherz> ender-lily seeds? can grow on ender cores
L2252[15:56:33] <unascribed> ender cores?
L2253[15:56:33] <gigaherz> water artichoke? can grow on *water*
L2254[15:56:38] <unascribed> I thought it was end stone and dirt
L2255[15:56:41] <shadekiller666> cacti grow on sand
L2256[15:56:45] <gigaherz> unascribed: a third type was added
L2257[15:56:51] <gigaherz> that removes the day/night cycel imit
L2258[15:56:51] <Zaggy1024> so, gigaherz?
L2259[15:56:54] <gigaherz> so
L2260[15:56:55] <Zaggy1024> what about it?
L2261[15:57:08] <Zaggy1024> there's a Water type
L2262[15:57:19] <Zaggy1024> "enderCore" could be used by the mod
L2263[15:57:24] <Zaggy1024> mushrooms are Cave
L2264[15:57:26] <gigaherz> a "soil type" seems like it can't never really work properly
L2265[15:57:32] <Falkreon> ?
L2266[15:57:32] <Zaggy1024> why?
L2267[15:57:48] <Falkreon> It's a list of soil-types. I think it works.
L2268[15:57:55] <Zaggy1024> two of those three already exist
L2269[15:58:04] <Zaggy1024> and the ender cores could be added as a type
L2270[15:58:08] <Falkreon> mhm.
L2271[15:58:17] <gigaherz> unless you create a "soil dictionary"
L2272[15:58:30] <Falkreon> so far, if you kill IPlantable and have the seeds use the soil interface
L2273[15:58:30] <gigaherz> that links block names to soil strings
L2274[15:58:31] <Zaggy1024> and then the ender lily would stay on "ender" perhaps, or "enderCore" if it's only for ender cores
L2275[15:58:47] <Zaggy1024> the link is in the soil block
L2276[15:58:51] <Zaggy1024> it returns its soil categories
L2277[15:58:54] <Zaggy1024> what's wrong with that?
L2278[15:59:00] <gigaherz> so you want Block.stone to know it's a soil type?
L2279[15:59:21] <Falkreon> yes.
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L2281[15:59:23] <Zaggy1024> you can't just use block names, it would have to be a bunch of fricken predicates in a list or something
L2282[15:59:24] <gigaherz> what if I want to create a plant that can grow on anything "solid"?
L2283[15:59:36] <Zaggy1024> because Beach is only when dirt, grass or sand are next to water
L2284[15:59:37] <gigaherz> or a plant that can grow on yellow things?
L2285[15:59:43] <Zaggy1024> dude
L2286[15:59:48] <Zaggy1024> Cave is anything solid:P
L2287[15:59:51] <Falkreon> ^_^
L2288[15:59:53] <Falkreon> yellow things
L2289[15:59:55] <unascribed> if you're going to make a soil dictionary
L2290[15:59:58] <unascribed> just use the ore dictionary
L2291[16:00:04] <Zaggy1024> can't
L2292[16:00:05] <unascribed> make it return ore dictionary names
L2293[16:00:12] <Zaggy1024> because the ore dictionary uses ItemStacks, not IBlockStates
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L2295[16:00:15] <Zaggy1024> also, no predicates
L2296[16:00:19] <Falkreon> ?
L2297[16:00:20] <unascribed> add some new utility methods to OreDictionary
L2298[16:00:21] <unascribed> call it good
L2299[16:00:24] <unascribed> yes, there are predicates
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L2301[16:00:26] <Zaggy1024> how would beach be implemented in the ore dictionary??????
L2302[16:00:26] <unascribed> Guava adds them
L2303[16:00:30] <Falkreon> ^
L2304[16:00:31] <unascribed> blockSand
L2305[16:00:37] <Zaggy1024> Beach is not sand!
L2306[16:00:42] <unascribed> then what is beach
L2307[16:00:43] <Zaggy1024> it's dirt, sand and grass next to water!
L2308[16:00:44] <Falkreon> zaggy: beach would not be a soil type at all.
L2309[16:00:48] <unascribed> ...what?
L2310[16:00:53] <unascribed> how the hell is that beach
L2311[16:00:56] <Falkreon> it would be a check from the plant
L2312[16:01:00] <Zaggy1024> it's what reeds grow on
L2313[16:01:02] <unascribed> so
L2314[16:01:03] <Falkreon> the plant looks below it
L2315[16:01:06] <unascribed> reeds for soil type
L2316[16:01:08] <unascribed> ==
L2317[16:01:08] <Falkreon> checks the soil type
L2318[16:01:11] <unascribed> blockSand, blockDirt, blockGrass
L2319[16:01:12] <gigaherz> really that's just
L2320[16:01:16] <unascribed> and then it checks if there's water nearby
L2321[16:01:18] <unascribed> if not, it uproots.
L2322[16:01:18] <gigaherz> plant.canGrowHere
L2323[16:01:20] <unascribed> simple.
L2324[16:01:20] <Falkreon> yup
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L2326[16:01:27] <gigaherz> with thep lant checking below = sand/dirt + next = water
L2327[16:01:43] <gigaherz> and it's the plant's responsibility to remove itself?
L2328[16:01:56] *** kirby|gone is now known as mrkirby153
L2329[16:02:12] <gigaherz> but then again
L2330[16:02:12] <Falkreon> exactly. It really should be the plant's responsibility to remove itself.
L2331[16:02:13] <Zaggy1024> still, even if specialized soil types aren't a problem, what about the situation of getting the ore name from an IBlockState?
L2332[16:02:34] <Zaggy1024> OreDictionary is not made for blocks, not one bit
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L2335[16:03:36] <Zaggy1024> and don't say you can just do new ItemStack(Item.getItemFromBlock(state.getBlock(), 1, state.getBlock().getMetaFromState(state))
L2336[16:03:39] <Zaggy1024> that doesn't work
L2337[16:03:55] <Zaggy1024> (and not just because I messed up the parentheses, lol)
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L2339[16:05:07] <Falkreon> it's messy, but it should work.
L2340[16:05:17] <Zaggy1024> no, it shouldn't
L2341[16:05:20] <Falkreon> why not
L2342[16:05:27] <Zaggy1024> block metadata and item metadata are in no way tied to each other.
L2343[16:05:34] <Zaggy1024> and nobody should assume they are
L2344[16:05:55] <gigaherz> there is not assumption that item meta == block meta
L2345[16:06:02] <gigaherz> no*
L2346[16:06:12] <Zaggy1024> what?
L2347[16:06:18] <gigaherz> you can't assume that*
L2348[16:06:25] <gigaherz> sorry slept only 2 hours today ;P
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L2350[16:06:26] <Falkreon> okay. that's fair.
L2351[16:06:27] <Zaggy1024> that's exactly what I said
L2352[16:06:31] <gigaherz> yes
L2353[16:06:35] <gigaherz> but I typed it BEFORE looking
L2354[16:06:36] <gigaherz> XD
L2355[16:06:39] <Zaggy1024> heh
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L2357[16:07:26] <gigaherz_y> [23:06] (gigaherz): in fact, we should pretend that the block meta does not exist
L2358[16:07:26] <gigaherz_y> [23:06] (gigaherz): xcept for internal saving purposes
L2359[16:07:26] <gigaherz_y> [23:07] * Disconnected
L2360[16:07:39] <Zaggy1024> true
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L2362[16:08:12] <gigaherz_y> it really would be SO much better if minecraft was opensource XD
L2363[16:08:34] <gigaherz_y> we could just unfuck all that stuff
L2364[16:08:47] <Zaggy1024> yeah
L2365[16:08:47] <Falkreon> go write for minetest and get off my lawn X)
L2366[16:08:48] <gigaherz_y> and simply add a Block.getItemStackFromState ;P
L2367[16:09:12] <Zaggy1024> yeah, getItemFromBlock almost shouldn't exist :P
L2368[16:09:30] <gigaherz_y> yeah
L2369[16:09:36] <Zaggy1024> although without a way to accurately get an ItemStack from a block state, there's no replacement
L2370[16:09:43] <gigaherz_y> it shoudl be itemstack<->blockstate, not item<->block
L2371[16:10:32] <gigaherz_y> Falkreon: I tried minetest once, it reminded me of MCPE ;P
L2372[16:10:49] <gigaherz_y> it wasn't too bad, but it felt... wrong
L2373[16:10:59] <Falkreon> yeah, I can't get past the first line of lua
L2374[16:11:04] <unascribed> you could write for Terrasology
L2375[16:11:10] <unascribed> if you can stand 500 metric tons of shaders
L2376[16:11:15] <Zaggy1024> I hate lua :P
L2377[16:11:16] <Falkreon> mind you, I wrote some pretty serious WoW logic in lua+xml
L2378[16:11:18] <gigaherz_y> nothx
L2379[16:11:21] <Falkreon> and I really wanted to stab things
L2380[16:11:26] <Falkreon> all the things
L2381[16:11:33] <gigaherz_y> the reason why I mod minecraft instead of writing a clone is simple:
L2382[16:11:40] <gigaherz_y> it would still feel wrong.
L2383[16:12:00] <unascribed> meanwhile I'm pestering Falkreon to write an engine for my clone >.>
L2384[16:12:04] <Falkreon> ikr
L2385[16:12:17] <Falkreon> octree all the things!!
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L2387[16:12:23] <gigaherz_y> I did however write a proof of concept chunk rendering engine
L2388[16:12:23] <unascribed> 175% octree?
L2389[16:13:04] <Falkreon> I'm not like, SVO advanced. I'm like, regular octree with merged solids advanced.
L2390[16:13:28] <gigaherz_y> I'm slightly tempted, though, to try writing a mc-style chunk manager
L2391[16:13:31] <gigaherz_y> on top of like, Unity
L2392[16:13:49] <gigaherz_y> let unity handle materials, assets, etc
L2393[16:14:14] <gigaherz_y> only slightly.
L2394[16:14:35] <unascribed> I tried to build a voxel engine on top of a pre-existing engine once
L2395[16:14:37] <unascribed> it was Not Good.
L2396[16:14:56] <unascribed> Voxels don't lend themselves very well at all to traditional game engines I've found
L2397[16:15:30] <gigaherz_y> well, yeah
L2398[16:15:34] <unascribed> you end up constantly recreating meshes, which would be fine if it directly mapped to a normal VAO/VBO
L2399[16:15:39] <gigaherz_y> you have to think of it as using the engine as a mesh cache only
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L2401[16:15:49] <unascribed> but they map to static VAO/VBOs that need to be torn down and recreated
L2402[16:15:52] <unascribed> and it's *slow*.
L2403[16:15:55] <gigaherz_y> in something minecraft-like
L2404[16:16:03] <gigaherz_y> you can split the world into like, 16x16x16 pieces
L2405[16:16:12] <gigaherz_y> then generate one mesh per "continuous surface"
L2406[16:16:32] <gigaherz_y> then aggregate
L2407[16:16:43] <gigaherz_y> (using submeshes or similar)
L2408[16:17:05] <gigaherz_y> assuming it uses a single texture atlas
L2409[16:17:10] <gigaherz_y> like mc1.8+ does ;P
L2410[16:17:17] <Falkreon> I really hate texture atlases
L2411[16:17:18] <Zaggy1024> if there was an ItemStack -> IBlockState conversion, then ISeed wouldn't even be necessary :)
L2412[16:17:24] <gigaherz_y> they are a necessary evil
L2413[16:17:25] <Falkreon> it really screws up the whole thing.
L2414[16:17:27] <Falkreon> no
L2415[16:17:29] <Falkreon> they really aren't
L2416[16:17:34] <gigaherz_y> well
L2417[16:17:44] <gigaherz_y> bindless textures
L2418[16:18:15] <gigaherz_y> but you can't assume to support them if a non-negligible % of the userbase can't even do ogl2.x
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L2420[16:18:54] <Falkreon> you can do a texarray for people that support it, and *eat* the texture binds for people that don't.
L2421[16:18:55] <Orion> fry, what do i need to add to the json to get my OBJ to render in the Inventory and as a Entity?
L2422[16:19:19] <Falkreon> like, just go ahead and bind the texture if they have a primitive card.
L2423[16:19:26] <gigaherz_y> the people who don't support those features, are those who require the most optimization ;P
L2424[16:19:40] <fry> Orion: entity?
L2425[16:19:52] <gigaherz_y> you basically make the game unplayable where performance is most critical
L2426[16:20:19] <gigaherz_y> something like Star Wars Battlefront can afford to ignore their existance, Minecraft chose not to.
L2427[16:20:24] <unascribed> (as if it wasn't already unplayable)
L2428[16:20:30] <Orion> ItemEntity
L2429[16:20:38] <unascribed> Minecraft chose to use legacy GL because it's what Notch knew how to use
L2430[16:20:40] <fry> ah
L2431[16:20:51] <fry> Orion: have "inventory" variant in the blockstate json
L2432[16:20:57] <Orion> I do
L2433[16:20:58] <gigaherz_y> unascribed: and they tried to move away
L2434[16:21:10] <unascribed> and a very vocal and very small portion of the userbase complained
L2435[16:21:24] <unascribed> it's the same that happens everywhere.
L2436[16:21:25] <calclavia> fry: Is this line nessearily when I'm not rendering your chest? ((IModelCustomData) model).process(ImmutableMap.of("mesh", "[\"Base\", \"Lid\"]"))
L2437[16:21:46] <Falkreon> gigaherz, http://feedback.wildfiregames.com/report/opengl/ check the GL_EXT_texture_array line
L2438[16:21:51] <fry> calclavia: yup, if you have multiple objects - all their names should be there
L2439[16:21:56] <Falkreon> there's EXTREMELY good support for it.
L2440[16:22:04] <Orion> fry: https://github.com/SmithsModding/Armory/blob/Development-1.8/resources/assets/armory/blockstates/Armory.Blocks.FirePit.json
L2441[16:22:14] <calclavia> Ah, maybe that's why it's not rendering
L2442[16:22:17] <calclavia> fry: so each object should be named in there
L2443[16:22:22] <fry> yup yup
L2444[16:22:23] <Orion> My json contains the inventory variant, yet it still renders the MissingModel
L2445[16:22:24] <unascribed> I've never heard of 0AD
L2446[16:22:28] <unascribed> so I'm not sure if those are good metrics
L2447[16:22:49] <Falkreon> heh
L2448[16:22:51] <fry> Orion: and do you call ModelLoader.setCustomModelResourceLocation? how does the item render now? purple-black cube?
L2449[16:22:58] <gigaherz_y> Falkreon: that's the average max length of the arrays?
L2450[16:23:19] <unascribed> this is my personal place to check, but i'm biased: http://mesamatrix.net/
L2451[16:23:21] <gigaherz_y> modded mc can have many many textures ;P
L2452[16:23:36] <Orion> fry, this is what i am calling: https://github.com/SmithsModding/Armory/blob/Development-1.8/src/com/SmithsModding/Armory/Client/Logic/ArmoryClientInitializer.java#L84-L85
L2453[16:23:48] <Orion> And yes it renders as a purple black cube
L2454[16:23:56] <Falkreon> gigaherz, it's limited by VRAM, same as 3d textures.
L2455[16:24:09] <Falkreon> in fact, it's pretty much just a special case of 3d textures.
L2456[16:24:49] <fry> Orion: you're missing the .substring call - and that's why you shouldn't use unlocalized name for the registry name
L2457[16:25:23] <Orion> .substring?
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L2459[16:25:42] <calclavia> Yeah the textures still messed up http://puu.sh/lWWYF/2bfd4ac602.png
L2460[16:26:03] <Orion> calclavia, having problems settting the UV's in Blender?
L2461[16:26:10] <calclavia> Orion: Yeah
L2462[16:26:20] <Orion> How did you set them?
L2463[16:26:30] <Orion> Using UV Edit and do it your self, or did you auto unwrap?
L2464[16:26:37] <Falkreon> in any case, it's actually *more* likely a mobile device supports tex arrays because of its ES basis
L2465[16:26:43] <calclavia> Orion: Create a new material
L2466[16:26:51] <Falkreon> I'd say the mobile needs the optimizations more than old computers.
L2467[16:26:52] <calclavia> then under Color, set image texture
L2468[16:26:54] <Orion> calclavia, you still need to set the UV texture coordinates
L2469[16:26:54] <calclavia> http://puu.sh/lWX50/0114591187.png
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L2472[16:27:12] <calclavia> Orion: I can't seem to find where to do that
L2473[16:27:22] <Orion> In the top of your screen you will see the Default?
L2474[16:27:23] <Orion> Wait
L2475[16:28:04] <Orion> In the top of your screen:: http://snag.gy/X325p.jpg
L2476[16:28:08] <Orion> Select UV Edition
L2477[16:28:12] <Orion> Editing*
L2478[16:29:19] <Orion> Then select a mesh
L2479[16:29:26] <Orion> Hit tab to enter edit mode
L2480[16:29:47] <Orion> Hit A to select all (or hit it twice if you have a face selected)
L2481[16:29:48] <calclavia> Orion: I'm in Default mode
L2482[16:30:13] <Orion> Yeah to the left of the default is a button that looks like a screen that is divided into smaller parts
L2483[16:30:16] <Orion> See the image
L2484[16:30:25] <Orion> It expands a menu where you can select UV Editing
L2485[16:31:07] <calclavia> Ah, i see
L2486[16:31:07] <Orion> calclavia, http://snag.gy/IdEc0.jpg
L2487[16:31:10] <calclavia> got it
L2488[16:31:13] <Orion> Goot
L2489[16:31:13] <Zaggy1024> all right, I removed IPlant.getSoilTypes, getting ready to commit it
L2490[16:31:18] <Orion> You know how to auto unwrap?
L2491[16:32:26] <calclavia> Orion: I already have it unwrapped
L2492[16:32:39] <calclavia> http://puu.sh/lWXt7/092c5e44f5.png
L2493[16:32:51] <calclavia> It just doesn't seem to bind the texture to that mesh during export
L2494[16:33:01] <HassanS6000> !gm func_176552_j
L2495[16:33:04] <Zaggy1024> your UVs leave the bounds of the texture
L2496[16:33:08] <Zaggy1024> I don't think that works well
L2497[16:33:12] <calclavia> Zaggy1024: It repeats though?
L2498[16:33:16] <Orion> Zaggy1024, it does not matte
L2499[16:33:19] <calclavia> I set texture to repeat
L2500[16:33:22] <Zaggy1024> in blender, yes, it does repeat
L2501[16:33:25] <fry> calclavia: that would be a problem
L2502[16:33:27] <Zaggy1024> but not in Minecraft, not if it's in the atlas
L2503[16:33:35] <fry> since in-game it's an atlas, yes
L2504[16:33:42] <Orion> The problem is the diagonal in the mapping
L2505[16:33:53] <Zaggy1024> that's why you see the random items on that jutting bit
L2506[16:33:59] <Orion> calclavia, you should triangulate your faces
L2507[16:34:00] <Falkreon> see, that's my problem with texture atlases.
L2508[16:34:05] <Falkreon> you can't merge blocks into solids
L2509[16:34:10] <Orion> That should give you a better unwrap
L2510[16:34:28] <Falkreon> imo less polygons is worth more speed than less texture binds
L2511[16:34:52] <fry> Falkreon: texture binds are pretty expensive
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L2513[16:35:32] <calclavia> Orion: Alright I triangulted it. http://puu.sh/lWXt7/092c5e44f5.png Though that doesn't solve the problem of texture not attached to a material
L2514[16:35:33] <Orion> so fry what did you mean with i am missing a .substring in my model?
L2515[16:35:52] <calclavia> http://puu.sh/lWXGZ/f725a1d8ea.png
L2516[16:36:09] <Orion> Hmm
L2517[16:36:15] <Orion> Weird
L2518[16:36:41] <Orion> Ohh you did not attach the texture to the material?
L2519[16:37:02] <Rockers> Does anybody know of any DOS games that feature exploration and currency elements that isn't "3D"?
L2520[16:37:09] <calclavia> Orion: Maybe i missed that? I'm a blender noob :P
L2521[16:37:33] <Orion> Okey to set the texture on a material:
L2522[16:37:46] <Orion> Go back to default mode
L2523[16:38:06] <Orion> Go into Object Mode
L2524[16:38:10] <Orion> Select a Mesh
L2525[16:38:47] <Falkreon> the texture binds are not enough to outweigh the mesh decimations you can do.
L2526[16:38:55] <Orion> Open the Materials Tab: http://snag.gy/vdcvz.jpg (on the right)
L2527[16:39:03] <fry> Orion: registry name is Armory.Blocks.FirePit, unlocalized name is something like tile.Armory.Blocks.FirePit - they don't match
L2528[16:39:06] <Falkreon> just think of the number of blocks that you could merge in a column.
L2529[16:39:09] <Falkreon> just for starters
L2530[16:39:16] <Zaggy1024> okay, I updated the PR so that IPlant and ISeed don't have getSoilTypes anymore
L2531[16:39:17] <Falkreon> that's blocks that are free.
L2532[16:39:17] <Zaggy1024> boom
L2533[16:39:20] <fry> and you need to use the registry name in setCustomModelResourceLocation
L2534[16:39:40] <Zaggy1024> EWW DON'T USE UNLOC NAMES AS REG NAMES D:
L2535[16:39:46] * Zaggy1024 hates that :D
L2536[16:39:50] <Orion> I set the Unlocalized name myself to the registry name
L2537[16:39:51] <calclavia> Orion: http://puu.sh/lWY1g/9a44d27193.jpg
L2538[16:39:56] <Orion> They are identical for that block
L2539[16:39:56] <calclavia> I already had it set
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L2541[16:40:25] <fry> Orion: show the registerBlock call
L2542[16:40:29] <Zaggy1024> registry names are supposed to use underscores, according to vanilla
L2543[16:40:30] <Orion> calclavia, right on the tab to the right of the materials tab (it has a flat icon with red and white squares)
L2544[16:40:47] <Orion> Hit +New
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L2546[16:41:07] <fry> yup, I have a texture in that tab
L2547[16:41:23] <Orion> You always have an array of unset textures in there
L2548[16:41:23] <fry> no idea how did I link it to the materal though
L2549[16:41:34] <Orion> It is autolinked to the currently selected material
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L2551[16:41:46] <calclavia> Orion: http://puu.sh/lWY9Y/5b54a8b668.jpg
L2552[16:41:52] <calclavia> fry: Btw, do I need to apply modifiers before export?
L2553[16:41:59] <calclavia> i had an array modifier for the blades
L2554[16:42:15] <fry> I have no idea, I'm a blender noob too :P
L2555[16:42:35] <Orion> calclavia, yes apply all modifiers, translates, rotations, and scales before export
L2556[16:42:41] <calclavia> ok
L2557[16:42:44] <fry> ah, yes, that makes sense
L2558[16:42:49] <Orion> Blender exports the exact model definition
L2559[16:43:03] <Orion> and a unapplied modifier is jsut a visual thing for Blender
L2560[16:43:05] <Zaggy1024> I think you ahve to apply them
L2561[16:43:14] <Orion> Once it applies it actually creates the meshes
L2562[16:43:14] <Zaggy1024> I don't recall though :\
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L2564[16:43:22] <fry> only animations must remain in the NLA tracks
L2565[16:43:23] <Zaggy1024> yeah, sounds right
L2566[16:43:41] <Zaggy1024> I think some exporters have options to apply modifiers for export
L2567[16:43:46] <Orion> But calclavia that texture tab is wrong...
L2568[16:44:03] <Orion> Send me a picture of your whole window when you have the material tab selected
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L2570[16:46:17] <Orion> BTW Select the Cube for the Blades themselves before opening the Mat tab
L2571[16:46:28] <Orion> And what Version of Blender are you using?
L2572[16:46:38] <calclavia> Orion: 2.76
L2573[16:46:53] <Orion> okey then we are using the same
L2574[16:47:01] <Orion> You have a weird texture tab though
L2575[16:47:19] <calclavia> Orion: http://puu.sh/lWYxc/b625dac458.jpg
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L2577[16:49:58] <Orion> Change the renderer to Blender Render
L2578[16:50:28] <Orion> I forgot that the cycles render does not use Textured Materials but takes the textures differently so you cannot set them there
L2579[16:50:41] <calclavia> Orion: Oh... what's the difference between the renderers?
L2580[16:51:06] <Orion> There internal engige
L2581[16:51:09] <Orion> engine
L2582[16:51:10] <Orion> *
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L2584[16:51:43] <Orion> They take data differently, just like the MC engine takes the data in JSON Form
L2585[16:51:55] <calclavia> Orion: Using Blender Renderer, when I hit F12 it doesn't show anything
L2586[16:51:56] <fry> Orion: getUnlocalizedName won't return what you passed to setUnlocalizedName, by default, did you take that into account?
L2587[16:52:11] <Orion> fry, yeah realised that now :P
L2588[16:52:19] <Orion> calclavia, i know
L2589[16:52:25] <Orion> It does not work for me either
L2590[16:52:31] <calclavia> Ok
L2591[16:52:34] <Orion> But you need it to set the texture
L2592[16:52:47] <Orion> With that set open the texture part again on the right and send me a image of that
L2593[16:53:25] <calclavia> http://puu.sh/lWYZL/a6c9268f05.png
L2594[16:53:41] <calclavia> Orion: Now it seems like the texture in the viewport is messed up, might have to correct UV mappings?
L2595[16:53:44] <Orion> You have set it correctly
L2596[16:54:02] <Orion> Ehm yeah you might ahve to set the UV's corrextly
L2597[16:54:07] <Orion> But that is easy
L2598[16:54:11] <Orion> Go into UV Edit
L2599[16:54:20] <Orion> Select the Mesh
L2600[16:54:26] <Orion> Hit tab to enter edit mode
L2601[16:54:33] <Orion> hit a to select all
L2602[16:54:45] <Orion> And select a different texture in the bottom of the UV Window
L2603[16:55:34] <calclavia> Ok, now it's correct :)
L2604[16:55:43] <Zaggy1024> switch to GLSL mode to see what it's going to render better :)
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L2606[16:55:58] <Orion> http://snag.gy/crnca.jpg
L2607[16:56:02] <Orion> OPh good
L2608[16:56:05] <Orion> Now export it
L2609[16:56:20] <Orion> You will need to edit the {export name}.mtl it creates
L2610[16:56:31] <Orion> at lesat if you export to OBJ
L2611[16:56:35] <Orion> Which is what i am doing
L2612[16:56:43] <Orion> But you will not have animation then
L2613[16:56:50] <fry> it's not an obj export, it's b3d :P
L2614[16:56:59] <Orion> Then i direct you to the master fry
L2615[16:57:09] <Orion> Cause from blenders point of view all data is set correctly
L2616[16:57:33] <Orion> The texture is set correctly And when it renders properly in the viewport it should render properly in minecraft
L2617[16:57:42] <calclavia> Alright, going to test it out
L2618[16:58:14] <fry> Orion: yup, exporter might be quirky
L2619[16:58:18] <Orion> Good luck :D
L2620[16:58:23] <calclavia> fry: http://puu.sh/lWZlT/7f1e1dd96a.png
L2621[16:58:31] <calclavia> It's definitely loading wrong texture
L2622[16:58:39] <Orion> Then the exporter is Borked
L2623[16:58:40] <Zaggy1024> it's not loading the wrong texture
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L2625[16:58:50] <Zaggy1024> it's because you're mapping outside your texture space
L2626[16:58:53] <Orion> Try loading it with the OBJ Loader without animation
L2627[16:58:55] <fry> calclavia: it's doing something, can you inspect the object again?
L2628[16:59:02] <Orion> And see if it loads then?
L2629[16:59:02] <calclavia> fry: http://puu.sh/lWZqq/39c6b22c0f.png
L2630[16:59:17] <fry> good, that works
L2631[16:59:18] <calclavia> I'm not sure where it's getting the iron_block png
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L2633[16:59:32] <fry> it's from blender
L2634[16:59:42] <fry> that's how the file called there, isn't it?
L2635[16:59:43] <calclavia> But the blender name of texture file path != the path in assets
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L2638[16:59:48] <fry> yes
L2639[17:00:00] <fry> you need to remap the blender path by calling retexture
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L2641[17:00:43] <calclavia> I'm gonna guess this: ImmutableMap.of("#iron_block", "domain:block/iron_block")
L2642[17:00:48] <calclavia> No png extensions right?
L2643[17:00:51] <Zaggy1024> wouldn't it be better to change it in the obj?
L2644[17:01:10] <Zaggy1024> if you use retexture then anyone trying to replace hte model will be stuck with your texture location, won't htey?
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L2646[17:02:23] <fry> calclavia: yup
L2647[17:02:43] <fry> Zaggy1024: this is for entity, iirc
L2648[17:03:04] <Zaggy1024> ah\
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L2650[17:04:12] <calclavia> fry: Gah, it didn't replace the texture...
L2651[17:04:39] <calclavia> fry: I noticed this: http://puu.sh/lWZPh/7b795625cb.png
L2652[17:04:52] <calclavia> So what exactly am I replacing? The value of the map?
L2653[17:05:35] <fry> yes
L2654[17:05:49] <fry> #iron_block should be the correct key for that
L2655[17:06:33] <calclavia> fry: After evaluating expressiion http://puu.sh/lWZWy/d2683f106e.png The pair doesn't seem to change to my domain
L2656[17:06:52] <calclavia> I'm assuming ImmutableMap.of("#iron_block", "domain:block/iron_block") means a map "#iron_block" => "domain:block/iron_block"
L2657[17:07:34] <fry> yes
L2658[17:07:40] <fry> strange
L2659[17:07:51] <fry> try ImmutableMap.of("iron_block", "domain:block/iron_block")
L2660[17:08:09] <fry> although I'm pretty sure that's not correct
L2661[17:09:00] <calclavia> fry: which class is the retexture function implemented
L2662[17:09:11] <fry> B3DLoader.ModelWrapper
L2663[17:09:28] <calclavia> fry: LOL. That actually worked
L2664[17:09:33] <fry> LOL
L2665[17:09:45] <fry> ok, makes a bit of sense
L2666[17:10:01] <calclavia> fry: what was the problem?
L2667[17:10:10] <fry> all the # adding magic
L2668[17:10:19] <fry> it's too complicated :P
L2669[17:10:22] <fry> aaanyway
L2670[17:10:27] <fry> how does it look now? :P
L2671[17:11:12] <calclavia> fry: No difference, even though the texture is correct
L2672[17:11:48] <calclavia> fry: is it textures/block or textuers/blocks <--
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L2674[17:11:52] <calclavia> Or does it actually not matter
L2675[17:11:55] <fry> blocks
L2676[17:11:56] <calclavia> textures*
L2677[17:11:57] <fry> and it does :P
L2678[17:12:02] <calclavia> ugh
L2679[17:12:02] <calclavia> ok
L2680[17:12:17] <fry> you'll get missing texture error in the log now, I think
L2681[17:12:21] <calclavia> fry: Wait, so what are the valid names? blocks, items and entities?
L2682[17:13:05] <Zaggy1024> just go with what vanilla uses :P
L2683[17:13:14] <Zaggy1024> entities can bind whatever texture they want to though
L2684[17:13:17] <fry> basically, anything should work for textute subfolders, I think
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L2686[17:13:41] <fry> you just need to make sure file paths and resource locations are the same :P
L2687[17:13:47] <barteks2x> is minecraftforge.net broken only for me?
L2688[17:14:18] <Zaggy1024> loaded the forums for me
L2689[17:14:30] <barteks2x> I get "The requested URL could not be retrieved"
L2690[17:14:46] <barteks2x> ok, it works now
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L2692[17:15:54] <calclavia> fry: It's not giving me any logs for missing texture. It seems to just use the vanilla textures http://puu.sh/lX0Au/a478178d00.png
L2693[17:16:07] <Zaggy1024> If anyone online cares, you should take a look at the plants PR again: https://github.com/MinecraftForge/MinecraftForge/pull/2281
L2694[17:16:18] <calclavia> I'm suspecting it's this line IBakedModel bakedModel = model.bake(new B3DLoader.B3DState(null, ((ManEatingChest) entity).frames), DefaultVertexFormats.field_181703_c, (ResourceLocation location) -> Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(location.toString()));
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L2696[17:16:26] <calclavia> fry: ^ The last bit "getTextureMapBlocks"
L2697[17:16:28] <calclavia> might not be correct?
L2698[17:16:38] <fry> nope, it should be ok
L2699[17:16:39] <calclavia> since this isn't a block texture
L2700[17:16:53] <fry> what texture are you binding?
L2701[17:16:56] <fry> in the renderer?
L2702[17:17:06] <fry> and there's only 1 sheet now
L2703[17:18:16] <calclavia> fry: http://puu.sh/lX0Kz/b57800b135.png I'm binding custom iron_block.png
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L2705[17:18:53] <fry> calclavia: show the bindTexture call
L2706[17:19:14] <fry> basically, it should bind TextureMapBlocks too
L2707[17:20:38] <calclavia> https://www.irccloud.com/pastebin/sQOPKh8a/
L2708[17:20:41] <calclavia> fry: You mean this ^?
L2709[17:21:04] <fry> nope
L2710[17:21:13] <fry> where you're actually rendering
L2711[17:21:51] <calclavia> https://www.irccloud.com/pastebin/FGML59Cg/
L2712[17:21:54] <calclavia> fry: I used your code ^
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L2715[17:24:40] <fry> hmm
L2716[17:24:50] <fry> not all of it it seems
L2717[17:26:28] <fry> hmm
L2718[17:26:29] <calclavia> fry: Your code didn't have custom textures though
L2719[17:26:33] <calclavia> you used MC's
L2720[17:26:41] <fry> ah, I see
L2721[17:26:50] <fry> https://github.com/RainWarrior/MinecraftForge/blob/model-animation/src/test/java/net/minecraftforge/debug/ModelAnimationDebug.java#L333-L337
L2722[17:27:00] <fry> you're using Render directly though
L2723[17:27:08] <fry> use there an equivalent method there?
L2724[17:27:46] <calclavia> fry: I returned null :\
L2725[17:27:49] <calclavia> That's probably why
L2726[17:28:25] <fry> yup
L2727[17:31:02] <calclavia> fry: I added this.bindEntityTexture(entity); Now themodel turns full black
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L2729[17:32:01] <fry> hmm
L2730[17:32:09] <fry> how did you make the chest work?
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L2732[17:33:12] <calclavia> fry: the chest texture worked without me having to bind texture
L2733[17:33:21] <fry> strange
L2734[17:33:33] <fry> something else bound it then, and kept it
L2735[17:33:55] <fry> try making the chest work with the texture bind
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L2737[17:37:17] <calclavia> fry: So I took your chest model, and forced it to apply my texture
L2738[17:37:20] <calclavia> now it looks like this http://puu.sh/lX20u/279139b046.jpg
L2739[17:38:44] <MattDahEpic> anyone have any idea why my IResourcePack would never be getting calls to getInputStream? code: https://github.com/MattDahEpic/ExtraRecords/blob/1.8.8/src/main/java/com/mattdahepic/extrarecords/sound/RecordResource.java
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L2741[17:39:21] <calclavia> fry: I also tried using my model and loading the default chest. That works. http://puu.sh/lX27o/9453291b0f.png
L2742[17:39:34] <calclavia> So it's a texture issue. Loading custom textures result in black texture
L2743[17:39:47] <fry> hmm
L2744[17:40:23] <fry> calclavia: and chest with null texture still works?
L2745[17:40:35] <calclavia> fry: Chest with null texture works
L2746[17:40:46] <calclavia> that's likely because the MC texture is bound by default
L2747[17:40:57] <fry> yup
L2748[17:41:04] <fry> so, fan with null should work to
L2749[17:41:55] <calclavia> fry: Then I need to do a texture stich for my iron_block texture
L2750[17:42:14] <calclavia> will try that...
L2751[17:42:32] <fry> ah
L2752[17:42:37] <fry> hmm
L2753[17:42:44] <fry> no, it should work without that
L2754[17:42:53] <fry> since it does for the chest
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L2756[17:43:28] <fry> although fan does look like it's using the missing texture
L2757[17:45:30] <fry> calclavia: ah, yes, you need to register it
L2758[17:45:40] <fry> since you're not binding it via the blockstate
L2759[17:45:44] <fry> but later, in code
L2760[17:48:05] <Orion> fry, how do i set the extendedblockstate for inventory?
L2761[17:48:17] <Orion> How do i detect that it tries to process it for that?
L2762[17:48:59] <fry> OBJ models don't implement handleItemState
L2763[17:49:06] <fry> so, it won't help you much
L2764[17:49:10] <fry> what do you want it for?
L2765[17:49:13] <calclavia> fry: Nope it's definitely using the wrong atlas http://puu.sh/lX2JG/8876bd7081.png
L2766[17:49:15] <calclavia> notice how it's items
L2767[17:49:24] <fry> calclavia: there's only 1 atlas
L2768[17:49:29] <calclavia> oh?
L2769[17:49:29] <fry> with both items and blocks
L2770[17:49:35] <fry> in 1.8 :P
L2771[17:49:43] <calclavia> fry: getTextureMapBlocks() This is horribly named then
L2772[17:49:47] <Orion> I change the parts that are rendered depending on the blocks next to it, but that hid some parts on the ItemStack Icon as well
L2773[17:49:52] <fry> heh
L2774[17:49:54] <Orion> But i donnot want it todo that
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L2776[17:50:40] <fry> Orion: make a normal variant and an inventory varaint, change the parts in the normal variant
L2777[17:50:48] <fry> (and bind the normal variant to the block)
L2778[17:50:56] <Orion> What?
L2779[17:51:01] <Orion> I have a normal variant
L2780[17:51:08] <fry> hmm
L2781[17:51:08] <Orion> And a inventory varaint
L2782[17:51:44] <fry> and adding getExtendedState messes up the inventory model?
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L2784[17:51:59] <Orion> Yes
L2785[17:52:40] <fry> shadekiller666 messed up then
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L2787[17:53:23] <shadekiller666> ?
L2788[17:53:30] <shadekiller666> messed up how?
L2789[17:53:38] <fry> getExtendedState messes up the inventory model
L2790[17:53:52] <shadekiller666> how so?
L2791[17:53:57] <Orion> Actually
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L2793[17:54:10] <Orion> Returning a simple OBJModel.Groups.ALL
L2794[17:54:15] <Orion> also renders the wrong model
L2795[17:54:18] <shadekiller666> and what do you mean "getExtendedState" messes it up? like overridingit?
L2796[17:54:24] <shadekiller666> overriding it*
L2797[17:54:27] <fry> maybe not then :P
L2798[17:54:37] <Orion> Though it renders properly in the world
L2799[17:54:40] <shadekiller666> oh
L2800[17:54:48] <shadekiller666> i'm confused
L2801[17:55:37] <calclavia> fry: Got it working
L2802[17:55:46] <calclavia> so the problem was: I wrote "block" instead of "blocks"
L2803[17:55:47] <calclavia> fml
L2804[17:56:12] <shadekiller666> i realised a bit ago that the parsing for group names was broken with regards to the special cases (ie. Group.ALL and Group.ALL_EXCEPT), i have a fix for it, not sure if its actually in forge or just in my local dist
L2805[17:56:27] <Orion> shadekiller666, what do you mean with broken?
L2806[17:56:41] <Orion> The ALL_EXCEPT is indeed broken
L2807[17:56:46] <calclavia> Hahah, the texture isn't repeating http://puu.sh/lX3bX/fa462e15ee.png
L2808[17:57:01] <calclavia> Orion: What's the hotkey to unwrap texture?
L2809[17:57:08] <Orion> No clue
L2810[17:57:17] <Orion> You mean unwrap model?
L2811[17:57:39] <calclavia> Orion: Yeah into UV
L2812[17:57:41] <calclavia> not texture
L2813[17:57:55] <fry> calclavia: yup, because this is an atlas, you need to split the faces in blender, by the UV boundary
L2814[17:58:06] <fry> that's the only solution for now
L2815[17:58:07] <shadekiller666> orion, it had to do with removing the special string from the list of group names and adding in the correct groups, it was happening in 3 different places and just ended up not being correctly replaced
L2816[17:58:18] <shadekiller666> orion, can i see your code please
L2817[17:58:32] <Orion> for the extended block state?
L2818[17:58:59] <shadekiller666> fry, i'm trying to figure out ways to wrap, if i can get the math right :p
L2819[17:59:14] <Orion> calclavia
L2820[17:59:20] <Orion> if you are in UV editing mode
L2821[17:59:21] <shadekiller666> orion, ya, the whole block, and an explaination of whats breaking
L2822[17:59:35] <Orion> Your right hand side of the window has some tabs in the middle
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L2824[18:00:04] <Orion> The third or fourth is UV/Shading in edit mode
L2825[18:00:21] <Orion> It has the Auto Unwrap option on it
L2826[18:00:24] <Orion> shadekiller666, one sec
L2827[18:00:49] <calclavia> Orion: got it thx
L2828[18:00:54] <Orion> Okey
L2829[18:01:30] <Orion> shadekiller666, Block code: https://github.com/SmithsModding/Armory/blob/Development-1.8/src/com/SmithsModding/Armory/Common/Block/BlockFirePit.java
L2830[18:02:02] <Orion> It does not matter if run the special case outcommented code (which handles the MultiBlockieness of the model) or just return all
L2831[18:02:48] <shadekiller666> about your map of directions, EnumFacing has POSITIVE and NEGATIVE doesn't it?
L2832[18:03:16] <Orion> Yes, east and west.... as far as i am aware
L2833[18:03:38] <Orion> This happens when i do return all: http://snag.gy/LyAjZ.jpg
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L2835[18:03:47] <Orion> The inworld model renders correctly with all parts
L2836[18:03:55] <Orion> The on in the inventory is missing a bunch
L2837[18:04:07] <Orion> It is happening since i added "-" to the group names
L2838[18:04:33] ⇦ Quits: raoulvdberge (uid95673@2001:67c:2f08:6::1:75b9) (Quit: Connection closed for inactivity)
L2839[18:04:49] <shadekiller666> hmmm
L2840[18:04:58] <calclavia> fry: Yay, everything works, except animation didn't seem to export
L2841[18:05:02] <shadekiller666> so the inventory model is missing the lava and glass parts?
L2842[18:05:09] <Orion> not only
L2843[18:05:13] ⇦ Quits: CovertJaguar (~you@65.183.205.6) (Ping timeout: 206 seconds)
L2844[18:05:14] <Orion> But also the back walls
L2845[18:05:22] <Orion> and parts of the corner
L2846[18:05:23] <Orion> s
L2847[18:05:47] <shadekiller666> can you show in thirdperson
L2848[18:05:52] <Orion> shure one sec
L2849[18:05:55] <shadekiller666> preferably the front
L2850[18:06:31] <fry> calclavia: \o/; do you have NLATrack like I do here? http://i.imgur.com/yP69kiO.png
L2851[18:07:13] <shadowfacts> dayum, that's some crazy shit Ernio had to do just to create a nashorn script engine with a class filter
L2852[18:07:52] <calclavia> fry: I did have the animation working
L2853[18:07:58] <calclavia> what do you mean by NLA track?
L2854[18:08:05] <fry> with your model?
L2855[18:08:15] <Orion> shadekiller666, http://snag.gy/doZfS.jpg
L2856[18:08:16] <fry> look at the object tree
L2857[18:08:24] <fry> on the right of the screenshot
L2858[18:08:27] <calclavia> http://puu.sh/lX3Wi/e7cf7c58c9.png
L2859[18:08:30] <calclavia> fry: ^
L2860[18:08:51] <fry> you need to bake it, I think
L2861[18:09:10] <shadekiller666> orion, is the .obj for that on the github you linked?
L2862[18:09:11] <fry> my dope sheet is empty
L2863[18:09:18] <Orion> yeah one sec
L2864[18:09:44] <Orion> shadekiller666, https://github.com/SmithsModding/Armory/tree/Development-1.8/resources/assets/armory/models/block/firepit
L2865[18:11:21] <calclavia> K, I baked it. Testing again..
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L2867[18:12:24] <shadekiller666> hmmm
L2868[18:12:54] <shadekiller666> orion, you said this only started happening when you added - to the group names?
L2869[18:13:06] <shadekiller666> have you tried _ instead?
L2870[18:13:13] <calclavia> fry: Didn't seem to work. http://puu.sh/lX4eb/566bd21d1b.png I baked action...
L2871[18:14:11] <Orion> I can try
L2872[18:14:15] <Orion> But it will take time
L2873[18:14:21] <Orion> Give me a couple of minutes
L2874[18:15:53] <fry> calclavia: open NLA editor
L2875[18:16:07] <shadekiller666> i don't see anything in the string parsing code that would have a problem with "-"
L2876[18:17:27] <calclavia> Alright, I'm in
L2877[18:17:44] <fry> there should be something there :P
L2878[18:18:52] *** MrKickkiller is now known as MrKick|Away
L2879[18:19:33] <shadekiller666> hmmm
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L2881[18:19:50] <Orion> shadekiller666, yes removing the dashes and putting underscores there fixed it
L2882[18:20:00] <shadekiller666> hmm
L2883[18:20:21] <shadekiller666> for the ALL, or the commented out part
L2884[18:20:47] <shadekiller666> for the commented out code btw,
L2885[18:20:47] <Orion> ALL
L2886[18:21:00] <Orion> I am restarting now to check the commented out part
L2887[18:21:07] <shadekiller666> the group names starting with "OBJModel" don't need to be handled
L2888[18:21:45] ⇨ Joins: iceman11a (icemna11a@cpe-74-141-48-157.neo.res.rr.com)
L2889[18:22:02] <fry> calclavia: http://wiki.blender.org/index.php/User:Rking/Doc:2.6/Manual/Animation/Editors/NLA
L2890[18:22:02] <shadekiller666> there is 1 group that starts with that, and its the DEFAULT group, which should only have faces in it if the first "f" line in your .obj comes before the first "g" or "o" line
L2891[18:22:04] <Orion> Nah i just added them directly to the list as you can see on the first part of the for loop that iterates over all the groups
L2892[18:22:09] <shadekiller666> otherwise it can be ignored
L2893[18:22:17] <calclavia> fry: Exact thing im reading right now lol
L2894[18:22:24] <Orion> Yeah no change
L2895[18:22:26] <fry> heh
L2896[18:22:54] <calclavia> Thanks for your help btw, wouldn't had made it this far
L2897[18:22:55] <Orion> If i run the environment dependent code or jsut return all it does not matter
L2898[18:23:04] <calclavia> I'm gonna continue this tomorrow..
L2899[18:23:05] <Orion> it renders fine
L2900[18:23:15] <Orion> i will try with the dashes again
L2901[18:23:15] <shadekiller666> if the ALL or ALL_EXCEPT names are added to the list, it gets confused, as they aren't actual Groups, but are just strings that tell OBJState to do something
L2902[18:23:25] <shadekiller666> hmm
L2903[18:23:31] <shadekiller666> how strange
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L2905[18:25:04] <Orion> Yeah as soon as i added the dashes again it derps up
L2906[18:25:35] <fry> calclavia: I'll be here tomorrow too, hopefully :P
L2907[18:26:04] <Rockers> Is using to clients connected with "Open To LAN" for debugging purposes a good idea?
L2908[18:26:08] <Rockers> *two
L2909[18:26:59] <shadekiller666> huh
L2910[18:27:11] <shadekiller666> no idea why "-" would break things
L2911[18:27:16] <shadekiller666> thats very strange
L2912[18:28:12] <Orion> Yep it is
L2913[18:29:49] <shadekiller666> probably some strange bug in the processing code
L2914[18:29:59] <Orion> How does it determine what to render in the inventory?
L2915[18:30:09] <shadekiller666> uhh
L2916[18:30:22] <shadekiller666> thats on the ModelLoader i think
L2917[18:30:27] <Orion> Like which state does it apply to the model when it renders in the inventory?
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L2919[18:30:43] <shadekiller666> i don't know why in-world would be different than in-hand but whatever
L2920[18:30:58] <shadekiller666> it should apply the default state
L2921[18:31:01] <MattDahEpic> why would an IResourcePack that's reflected into Minecraft.defaultResourcePacks never get any calls to its getInputStream
L2922[18:31:50] *** willieaway is now known as williewillus
L2923[18:33:21] <Orion> But this is what it looks like when the sided part selector in action: http://snag.gy/K4VYe.jpg
L2924[18:33:54] ⇦ Quits: Szernex (~Szernex@178-189-229-16.adsl.highway.telekom.at) (Read error: Connection reset by peer)
L2925[18:34:58] <shadekiller666> nice
L2926[18:35:50] <Orion> For that i had a multiblock in 1.7
L2927[18:35:53] <Orion> A huge pain
L2928[18:36:03] <Orion> And now i can solve it in like 20 lines or so :D
L2929[18:36:08] <shadekiller666> i did rewrite the processing code for group names, so i'll check if the "-" problem is fixe
L2930[18:36:11] <Orion> 1.8 is a huge pain but it is worth it
L2931[18:36:11] <shadekiller666> fixed :P
L2932[18:36:16] <shadekiller666> ^^^
L2933[18:36:17] <shadekiller666> lol
L2934[18:36:22] <Orion> Okey good to know :P
L2935[18:36:52] <williewillus> what did the name of the curseforge plugin change to in 1.8(.8)? :p
L2936[18:37:15] <williewillus> "plugin with id curseforge not found". had "apply plugin: curseforge" in build file
L2937[18:38:23] ⇨ Joins: killjoy1 (~killjoy@2606:a000:1118:c13e:94ce:1de:180:a4ea)
L2938[18:40:48] <Orion> But that ends my attempts today
L2939[18:41:06] <Orion> Hopefully i can get the code start working on the TE For that block tomorrow
L2940[18:41:12] ⇦ Quits: Orion (~OrionOnli@ip-83-134-234-37.dsl.scarlet.be) (Quit: Leaving)
L2941[18:41:26] <MattDahEpic> look at that beautiful 23 day streak
L2942[18:41:57] <MattDahEpic> http://i.imgur.com/WdpFlh5.png
L2943[18:46:32] <Rockers> Minecraft 1.8.9 just came out...
L2944[18:47:34] <Rockers> Oh, it came out dec 9
L2945[18:51:59] <killjoy1> That's actually news to me
L2946[18:52:16] <killjoy1> Great, now people are going to be waiting for that
L2947[18:52:32] <Rockers> No, It's a minor change to realms.
L2948[18:52:42] <Rockers> Doesn't affect modding whatsoever.
L2949[18:52:55] <Rockers> It's literally a GUI modification.
L2950[18:53:03] <Rockers> And some Christmas stuffs.
L2951[18:53:27] <killjoy1> We'd still need mappings
L2952[18:54:01] <Rockers> Mappings?
L2953[18:54:11] <Rockers> Oh yeah
L2954[18:54:12] <killjoy1> bvx -> Minecraft
L2955[18:54:13] <Rockers> Mappings
L2956[18:56:12] <Rockers> Are System.() functions a bad idea with minecraft modding?
L2957[18:56:20] <killjoy1> No.
L2958[18:56:23] <killjoy1> Just System.out
L2959[18:56:40] <killjoy1> but it won't break anything
L2960[18:56:40] <Rockers> What about System.currentTimeMillis();
L2961[18:56:44] <killjoy1> go for it
L2962[18:56:46] <williewillus> why would it be bad? :p
L2963[18:57:01] <Rockers> I'm getting the errors
L2964[18:57:06] <williewillus> what errors :p
L2965[18:57:15] <IoP> TheError
L2966[18:57:17] <Rockers> [00:50:11] [Client thread/WARN] [FML]: MOD HAS DIRECT REFERENCE System.exit() THIS IS NOT ALLOWED REROUTING TO FML!
L2967[18:57:17] <williewillus> it's just a java method that gets the time, no big deal
L2968[18:57:32] <williewillus> well you're not calling System.exit are you?
L2969[18:57:36] <Rockers> No
L2970[18:57:55] <killjoy1> I wish it would tell which mod it is
L2971[18:58:15] <IoP> it tells?
L2972[18:58:30] <IoP> at leaast when I tested it told.
L2973[18:58:48] <Rockers> That's not my problem, I don't think...
L2974[18:59:03] <Rockers> I think it's something in my packets classes.
L2975[18:59:09] <Rockers> I'll get the error
L2976[18:59:45] <Rockers> As a side note:
L2977[18:59:53] <Rockers> Have you ever seen bukkit stacktraces?
L2978[19:00:09] <Rockers> There are practically no breaks.
L2979[19:01:04] <williewillus> don't think I've seen one in 3 years lol
L2980[19:01:21] <Rockers> I stopped bukkit altogether now.
L2981[19:01:34] ⇦ Quits: Doty1154 (~Doty1154@2601:648:8002:ea78:3d06:a2ee:b726:5457) (Read error: Connection reset by peer)
L2982[19:03:23] <Rockers> http://pastebin.com/zLbJEnxF
L2983[19:03:28] <Rockers> That's the stacktrace
L2984[19:03:29] <Rockers> brb
L2985[19:03:57] <williewillus> did you register the packet :p
L2986[19:04:22] <williewillus> uhhh gradle just crashed decompiling/fixing the source
L2987[19:04:27] <williewillus> first time that's ever happened...
L2988[19:04:51] <williewillus> anyone know a known-to-be-good mcp mapping for the latest few forge builds?
L2989[19:06:41] <MattDahEpic> 20151206 williewillus
L2990[19:08:38] <williewillus> thanks
L2991[19:10:04] <williewillus> okay this is weird still crashing, gonna ask on gradle chan
L2992[19:15:19] <Rockers> I did register the packet williewillus
L2993[19:16:12] <Rockers> How "custom" does the packet discriminator need to be?
L2994[19:16:53] <williewillus> just number them starting at 0, each packet type getting its own distinct number
L2995[19:17:14] <Rockers> I set it to 0.
L2996[19:17:32] <Rockers> There shouldn't be a problem there.
L2997[19:17:33] <williewillus> it needs to be different for every packet
L2998[19:17:42] <Rockers> I only have one packet.
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L3000[19:22:27] <Rockers> Ah!
L3001[19:22:53] <Rockers> Don't I need to make sure that I'm registering the message on the server only
L3002[19:22:55] <Rockers> wait nvm
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L3004[19:23:02] <Rockers> that doesn't make any sense
L3005[19:23:04] <williewillus> no has to be registered on both sides
L3006[19:23:07] <Rockers> Yep
L3007[19:23:10] <williewillus> you indicate the receiving side when you register
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L3009[19:25:39] <Rockers> It worked before I think
L3010[19:26:08] <Rockers> Before I added System.currentTimeMillis
L3011[19:26:19] <Rockers> *Shouldn't* make a difference.
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L3025[20:14:34] <TomWolf> Have a strange problem. I play a modded version of FTB Infinity and I restarted minecraft without any changes and now it won't start. I get an error in enderio addons. I've reinstalled the pack and all the addons from scratch the same way I had it working before but the same error occurs. Only by disabling enderio addons can I start things up. http://pastebin.com/NWCF5hFY
L3026[20:15:17] <TomWolf> Any idea where to look for a sollution would be helpful since I use this pack to play on a multiplayer server.
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L3028[20:15:58] <shadekiller666> tomwolf, best to ask in #FTB
L3029[20:21:04] <IoP> Any tips how to find a mod which changed function xxx?
L3030[20:21:10] <IoP> changes
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L3033[20:29:01] <shadowfacts> TomWolf, if it only happens when Ender IO Addons is enable, then Ender IO Addons is broken :P
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L3035[20:30:28] <killjoy1> Do skeletons use the same model for armor as the other bipeds?
L3036[20:31:06] <TomWolf> shadowfacts, the thing is that it's working for other users of the same server and has been working for me as well for days. I've reinstalled the addon and have tried the same setup with both curse and FTB launcher. It's odd that the error just came out of nowhere when it has worked flawlessly for a long time.
L3037[20:31:31] <shadowfacts> figure out what changed
L3038[20:31:36] <shadowfacts> whatever changed casued EIO addons to break
L3039[20:32:15] <TomWolf> no updates, uses the same files and new downloads of the same files. Same issue.
L3040[20:32:31] <IoP> or something else breaks method but only eio addons makes error visible
L3041[20:33:15] <TomWolf> But then it wouldn't start by just removing enderio addons
L3042[20:43:53] <tterrag> TomWolf: did you install WaterHooks alongside EIOA?
L3043[20:43:59] <tterrag> it's not necessary and may be causing your ASM issues
L3044[20:44:21] <tterrag> I don't think EIOA has any ASM
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L3046[20:49:57] <TomWolf> Well curse disables EIOA if I disable waterhooks.
L3047[20:51:09] <TomWolf> with just ender io and ender io addons I still get the same problem
L3048[20:51:10] <TomWolf> http://pastebin.com/rv0R5HeL
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L3090[21:14:41] <IoP> /70
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L3101[21:47:52] <williewillus> cp because i don't think that survived the netsplit: <williewillus> how do I render "ghost" blocks in 1.7? have an idea of how to do it in 1.8 but main dev goes to 1.7 for this mod before I port it forward
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L3108[21:54:18] <AbrarSyed> williewillus, see my secret rooms mod
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L3118[22:26:13] <McJty> fry, I noticed you pushed some fixes. Going to try them now.
L3119[22:26:19] <fry> yup yup
L3120[22:26:58] <McJty> In the mean time I have been unable to fix the chest lid flickering issue I had yesterday with the submodel
L3121[22:27:07] <McJty> It just randomly is visible or not and I can't find a pattern
L3122[22:27:36] <fry> are you binding the block texture?
L3123[22:28:03] <McJty> I thought the model renderer would bind the texture from the obj for me?
L3124[22:28:08] <fry> nope
L3125[22:28:10] <McJty> ah
L3126[22:28:22] <McJty> Ok then I can try that too in a moment
L3127[22:30:12] <McJty> BTW when all this works I'm going to write a tutorial on how to work with OBJ files for 1.8.8 and all the various issues I encountered.
L3128[22:30:18] <McJty> What would be a good place to host such a tutorial?
L3129[22:30:38] <fry> http://mcforge.readthedocs.org
L3130[22:30:59] <fry> make a PR to https://github.com/MinecraftForge/Documentation/
L3131[22:31:18] <McJty> ok
L3132[22:32:49] <McJty> Ok so the custom model doesn't crash but I don't see anything. Can still be my mistake however. Let me check a few things first
L3133[22:33:56] <McJty> fry, https://bpaste.net/show/65f6ceeedbdd
L3134[22:33:59] <McJty> That's my blockstate
L3135[22:34:10] <McJty> Ignore the 'burning' part at the bottom but that's where I eventually want to have this cutout stuff
L3136[22:34:39] <McJty> But nothing is rendered. I see nothing (also no errors in the log or anything)
L3137[22:34:41] <fry> you need to specify the full variant string for the multi-layer model
L3138[22:35:30] <McJty> Hmm what would that be?
L3139[22:35:49] <fry> so, gaia:furnace#facing=south,burning=false for example
L3140[22:36:30] <McJty> And where should that go? Isn't using the defaults section sufficient like it is normally?
L3141[22:36:57] <fry> inside the custom: "base": "gaia:furnace#facing=south,burning=false"
L3142[22:36:59] <fry> e.t.c.
L3143[22:37:18] <MattDahEpic> et set tra
L3144[22:37:23] <fry> fire would be "fire#alt=false,east=true,flip=false,north=true,south=true,upper=0,west=true"
L3145[22:38:05] <McJty> Ok but then where do I specify my obj file? i.e. furnace.obj?
L3146[22:38:28] <fry> you'll need a dummy variant for it
L3147[22:39:01] <fry> for example: "raw": { "model": "gaia:furnace.obj" }
L3148[22:39:18] <fry> then you can do "base": "gaia:furnace#raw"
L3149[22:39:23] <McJty> Ok, let me try that
L3150[22:42:09] <McJty> Still nothing: https://bpaste.net/show/c786cfb53bdb
L3151[22:42:17] <McJty> It is also giving me nothing in the logs
L3152[22:42:23] <McJty> So I'm wondering if it is even reading that
L3153[22:43:03] <fry> gaia:furnace#cutout,burning=true isn't right
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L3155[22:43:37] <fry> also, I think it should look like this: "staticmodel": [{ "model": "gaia:furnace.obj" }]
L3156[22:43:49] <fry> for parsing reasons
L3157[22:43:54] <fry> same for cutout
L3158[22:44:18] <fry> also, do you override canRenderInLayer in your block?
L3159[22:44:22] <McJty> Oh what do those [] mean?
L3160[22:44:26] <fry> array
L3161[22:44:32] <McJty> return layer == EnumWorldBlockLayer.SOLID || layer == EnumWorldBlockLayer.CUTOUT;
L3162[22:44:39] <fry> good, that looks correct
L3163[22:44:42] <McJty> Yes but why do I need an array for that variant and not for the others?
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L3165[22:45:35] <fry> there are 2 types of things there: full variant strings, and property subvariants
L3166[22:45:51] <fry> all property subvariants are merged and permultated together
L3167[22:46:02] <fry> and the result is added to the list of full property strings
L3168[22:46:35] <McJty> Still nothing...
L3169[22:46:52] <fry> so, your json is producing "normal", "inventory", "facing=south,burning=false", "facing=south,burning=true", e.t.c. full variants
L3170[22:46:57] <fry> does the item render?
L3171[22:47:20] <fry> and is the world block completely transparent, or does the missing model render?
L3172[22:47:25] <McJty> No the item doesn't render either. But I just did a test. If I go back to the simple gaia:furnace.obj model it works
L3173[22:47:28] <McJty> So the blockstate is used
L3174[22:47:35] <McJty> It is completely transparent
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L3176[22:49:42] <McJty> Ah no I was wrong. The item in inventory has missing block render
L3177[22:49:48] <McJty> In world it is transparent
L3178[22:50:03] <McJty> And btw, the chest lid is fixed :-)
L3179[22:50:03] <fry> are you using the TESR btw?
L3180[22:50:07] <fry> good :P
L3181[22:50:27] <McJty> There is a TESR associated with that furnace but that's for rendering other things unrelated to the static block
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L3183[22:53:35] <fry> and the furnace obj renders if you switch back? hmm
L3184[22:54:06] <shadekiller666> uhh
L3185[22:54:08] <shadekiller666> mcjty
L3186[22:54:18] <shadekiller666> when you do write your tutorial
L3187[22:54:21] <McJty> Yes if I use just "model": "gaia:furnace.obj" in my defaults it is ok
L3188[22:54:24] <shadekiller666> run it past me first
L3189[22:54:28] <shadekiller666> please
L3190[22:54:39] <McJty> shadekiller666, sure will do. I will submit a PR so you can check that too then. Ok?
L3191[22:54:51] <shadekiller666> mhmm
L3192[22:55:07] <McJty> Or do you prefer a bit earlier even?
L3193[22:56:08] <shadekiller666> well, i just want to make sure the documentation is correct
L3194[22:56:42] <McJty> sure I understand that
L3195[22:59:01] <McJty> But I encountered many different scenario's in my mod with this so I thought it would be handy to share what I learned with others
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L3197[22:59:39] <shadekiller666> ya, the loaders need documentation, i'm just not good at it
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L3200[23:05:08] <MattDahEpic> i have made infinite power: https://i.imgur.com/ir0JiyM.jpg
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L3205[23:19:41] <McJty> Hmm. I'm using renderItem.func_181564_a(is, ItemCameraTransforms.TransformType.NONE); to render an item in world. It works but it seems to set its own blend and such
L3206[23:19:52] <McJty> Is there a way to render an item in world where I have control over the GL state before?
L3207[23:19:57] <McJty> So I can blend it differently then usual
L3208[23:20:02] ⇨ Joins: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L3209[23:20:38] <McJty> Hmm yes perhaps there is. I can do what it is doing myself
L3210[23:21:54] <killjoy1> It finally got me. I thought I was immune because I'm in America
L3211[23:22:07] <killjoy1> Youtube: The uploader has not made this video available in your country
L3212[23:22:45] *** killjoy1 is now known as killjoy
L3213[23:24:41] <williewillus> youtube unlocker :p
L3214[23:24:49] <williewillus> all the fucks to region locking
L3215[23:25:11] <williewillus> youtube *unblocker
L3216[23:27:23] <tterrag> McJty: there wasn't an easy way in 1.7
L3217[23:27:29] <tterrag> that I knew of
L3218[23:27:32] <tterrag> maybe there is now :P
L3219[23:27:50] <McJty> tterrag, to do what?
L3220[23:27:52] ⇦ Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk) (Ping timeout: 195 seconds)
L3221[23:27:58] <tterrag> what...you asked?
L3222[23:28:06] <McJty> Well I did manage to do it in 1.7.10
L3223[23:28:10] <McJty> But it is indeed easier in 1.8.8
L3224[23:28:13] <McJty> Once you know how :-)
L3225[23:28:34] ⇨ Joins: HewloThere (~HewloTher@ppp-49-84.grapevine.net.au)
L3226[23:28:38] <tterrag> does your way on 1.7.10 work for any item?
L3227[23:28:57] <tterrag> even custom renders? (assuming they don't change the GL flag inside their own renderer)
L3228[23:29:17] <McJty> Well if they do change the GL flag inside their item renderer then it would obviously not work
L3229[23:29:27] ⇨ Joins: tambre (~tambre@02a6-b259-fd88-456f-4301-8a22-07d0-2001.dyn.estpak.ee)
L3230[23:29:30] <McJty> But in any other case simply doing the GL stuff before rendering the item seemed to have worked
L3231[23:29:41] <McJty> I didn't find a case where it failed but I didn't look long
L3232[23:30:33] <tterrag> oh, I'm thinking of in GUIs
L3233[23:30:47] <tterrag> renderItemAndEffectIntoGUI does a glColor(1,1,1,1)
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L3236[23:38:23] ⇨ Joins: ZaggyMobile2 (~Zaggy1024@174-20-13-82.mpls.qwest.net)
L3237[23:39:55] ⇦ Quits: McJty (~jorrit@d8D872E30.access.telenet.be) (Quit: Leaving)
L3238[23:43:35] *** Keridos|away is now known as Keridos
L3239[23:52:15] ⇦ Quits: Brokkoli (~Brokkoli@x55b03ac6.dyn.telefonica.de) (Ping timeout: 206 seconds)
L3240[23:53:45] <killjoy> darn, wanted to tell McJty a thing.
L3241[23:54:09] <killjoy> GL11.blendFunc(GL11.GL_CONSTANT_COLOR, 1); GL14.glBlendColor(red, blue, green, alpha);
L3242[23:55:41] ⇦ Quits: MattDahEpic (~MattDahEp@75-166-140-155.hlrn.qwest.net) (Read error: Connection reset by peer)
L3243[23:57:57] ⇨ Joins: Brokkoli (~Brokkoli@x55b160af.dyn.telefonica.de)
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