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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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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
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L64[01:49:02] ⇨
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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
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
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
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] ***
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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
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
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.
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
L150[02:24:21]
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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
L154[02:25:12] ***
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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?
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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?
L194[03:05:25]
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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
L200[03:09:38]
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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
L206[03:12:52]
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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
L209[03:13:58]
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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.
L229[03:45:53] ***
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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
L270[04:02:17] ⇦
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seconds)
L271[04:02:27] <GeoDoX> Okay, so new
info
L272[04:02:58] ⇦
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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
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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?
L307[04:17:39]
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L308[04:17:43] ⇦
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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]
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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
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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
L326[04:23:24]
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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
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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?
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
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
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)
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]
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L510[05:01:46]
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L511[05:01:53] <GeoDoX> (shouldn't have to
:P)
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] ⇦
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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
L525[05:05:31] <GeoDoX> Why only
46/47?
L526[05:07:49] <GeoDoX> Wait, that must be
the expedition number?
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
L586[07:50:14] ⇦
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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
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?
L604[07:56:58] <fry> model loader will
always give you quads
L605[07:57:07] <McJty> Hmm weird but
ok
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
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?
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
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
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
L653[08:13:43] ⇦
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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
L681[08:21:06] ⇦
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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
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
:-)
L697[08:27:46] ⇦
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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
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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
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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)
L742[08:39:46] ⇦
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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?
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.
L751[08:41:41]
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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
L767[08:48:55] ⇦
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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]
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L797[08:56:48] <fry> (also, it might be
worth adding generic multilayer model loader to the forge,
hmm)
L798[08:57:05]
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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
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
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
L848[09:13:39]
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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] ***
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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
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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
L898[09:30:54] ⇦
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L899[09:31:12] <Mimiru>
java.lang.NullPointerException: The replacement target is not
present. This won't work
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 :/
L915[09:38:23]
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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 ¬¬
L919[09:39:48]
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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?
L928[09:43:36]
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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?
L937[09:45:28] ***
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L938[09:45:45] <Mimiru> I wasn't paying
attention.
L939[09:46:53]
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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] ***
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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]
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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]
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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
L976[10:48:22]
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L978[10:48:49] <ghz|afk> hmf... not
convinced
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
L985[10:55:38]
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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
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> ...
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
L1099[11:13:45] ***
Falkreon is now known as Falk|Away
L1100[11:21:09]
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L1101[11:22:36]
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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
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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tterrag|away is now known as tterrag
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
L1125[11:33:46]
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L1126[11:34:12] <diesieben07> i thought
the point of what you are doing is overhaul the plant system.
L1127[11:34:15]
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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
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.....
L1162[11:41:32]
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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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L1176[11:43:40] <Zaggy1024> well, you
asked for it, renaming EnumPlantType to a SoilType as a class
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?
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
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,
L1286[12:11:30]
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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
L1311[12:14:40]
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and Out!)
L1312[12:14:47]
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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
L1329[12:17:19]
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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
L1337[12:19:10]
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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
L1343[12:20:37]
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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
L1351[12:21:06]
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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
L1364[12:22:33]
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L1365[12:22:40] <Zaggy1024> they break
references modders can use to find what they need to
implement
L1367[12:22:42]
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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?
L1396[12:26:03]
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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
L1400[12:28:17] <Fjolnir|afk> tterrag:
that was the way I tried. Only have net.minecraft.launchwrapper
(and gradele and forge libs.)
L1401[12:28:55]
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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
L1426[12:44:34]
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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
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
L1435[12:52:36]
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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
L1439[12:54:23]
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L1440[12:54:29]
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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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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
L1457[12:57:56]
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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
L1486[13:02:34] <sham1> Someone tell me
how insane I am being now
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
L1491[13:03:27]
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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
L1495[13:05:42]
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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
L1503[13:08:07]
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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
L1506[13:08:19]
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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
L1510[13:10:26]
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L1511[13:10:30] ***
rockers3000 is now known as Rockers
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?
L1521[13:19:27]
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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]
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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
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
L1553[13:29:25] <gigaherz> back
L1554[13:30:56]
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L1556[13:31:56] <Orion> fry, where is
that blockstate explanation file of yours, i need to translate my
model
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
L1572[13:39:24]
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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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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
L1586[13:42:32] ***
Falk|Away is now known as Falkreon
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?
L1595[13:42:52]
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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
L1627[13:51:35]
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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
L1631[13:55:01]
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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]
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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?
L1655[14:07:15]
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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
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
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?
L1718[14:18:58]
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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?
L1732[14:21:38]
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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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⇨ Joins: zam (webchat@91.179.31.190)
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
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?
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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L1832[14:46:44]
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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
L1835[14:47:14]
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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?
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?
L1859[14:51:46]
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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
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.
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?
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?
L1934[15:01:04]
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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?
L1937[15:01:33]
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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?
L1943[15:02:15]
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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.
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
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L1979[15:10:53] <fry> hmm
L1980[15:11:23] <Orion> calclavia, what
are you trying to do in blender?
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
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
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
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
L2025[15:18:34]
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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
L2050[15:33:22]
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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?
L2071[15:35:23]
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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.
L2079[15:37:12]
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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.
L2123[15:43:30]
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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
L2129[15:44:23]
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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.
L2153[15:46:08]
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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
L2175[15:48:21]
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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
L2294[16:00:13]
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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
L2325[16:01:23]
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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
L2333[16:03:07]
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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)
L2338[16:04:11]
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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
L2349[16:06:25]
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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
L2356[16:07:22]
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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
L2361[16:07:56]
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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!!
L2386[16:12:23]
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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
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\"]"))
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.
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?
L2451[16:23:21] <gigaherz_y> modded mc
can have many many textures ;P
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?
L2458[16:25:40]
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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
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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
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
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
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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L2514[16:35:33] <Orion> so fry what did
you mean with i am missing a .substring in my model?
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.
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
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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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
L2576[16:49:05] ***
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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
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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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
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?
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\
L2649[17:03:54]
⇨ Joins: zam (webchat@91.179.31.190)
L2650[17:04:12] <calclavia> fry: Gah, it
didn't replace the texture...
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
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 <--
L2673[17:11:49]
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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
L2685[17:13:21] ***
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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
L2691[17:15:32]
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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()));
L2695[17:16:24]
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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
L2704[17:18:35]
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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
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
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
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
L2728[17:31:34]
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L2729[17:32:01] <fry> hmm
L2730[17:32:09] <fry> how did you make
the chest work?
L2731[17:32:32]
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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
L2736[17:36:23]
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L2737[17:37:17] <calclavia> fry: So I
took your chest model, and forced it to apply my texture
L2740[17:39:20]
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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...
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
L2755[17:43:18]
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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?
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
L2775[17:50:14]
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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?
L2783[17:51:56] ***
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L2784[17:51:59] <Orion> Yes
L2785[17:52:40] <fry> shadekiller666
messed up then
L2786[17:53:08]
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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
L2792[17:54:06]
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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
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
L2823[17:59:53]
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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
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
L2834[18:03:42]
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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]
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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]
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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
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?
L2856[18:08:16] <fry> look at the object
tree
L2857[18:08:24] <fry> on the right of the
screenshot
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
L2865[18:11:21] <calclavia> K, I baked
it. Testing again..
L2866[18:11:48]
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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?
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] ***
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L2879[18:19:33] <shadekiller666>
hmmm
L2880[18:19:40]
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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]
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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
L2904[18:23:44]
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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] ***
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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]
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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]
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L2941[18:41:26] <MattDahEpic> look at
that beautiful 23 day streak
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]
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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
L3031[20:27:37]
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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
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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?
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
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
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?
L3164[22:44:49]
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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
L3175[22:49:22]
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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
L3182[22:50:50] ***
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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
L3196[22:59:06]
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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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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
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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]
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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
:-)
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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
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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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L3238[23:43:35] ***
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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);
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