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L4[00:03:33] <LexManos> fuck this guy
--^
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L6[00:08:04] <killjoy> Am i the only one
that thinks lex's avatar looks like boobs?
L7[00:08:11] <AbrarSyed> nope.
L8[00:08:26] <killjoy> Good, I'm not
crazy
L9[00:09:02] <killjoy> Heh, it says "I
am new!" under is profile
L10[00:11:27] <williewillus> lol make
L11[00:11:34] <shadekiller666> says that
under everyone's
L12[00:11:42] <killjoy> Except
diesieben07
L13[00:12:05] <LexManos> Here is a
hint...
L14[00:12:09] <LexManos> My avatar IS
boobs
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L19[00:30:13] <tterrag> IBlockState's can
be compared with .equals right?
L20[00:30:45] <shadekiller666> should be
able to ya
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L53[01:38:27] <LexManos> they can also be
compared with ==
L54[01:38:34] <LexManos> unl;ess theya re
extended block states
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L56[01:39:06] <tterrag> lex: ah really?
that's neat, I guess that makes sense
L57[01:39:28] <shadekiller666> they have to
be valid as map keys for the game so ya
L58[01:39:35] <tterrag> maps use
.equals
L59[01:39:43] <shadekiller666> the extended
ones are a bit awkward...
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L61[01:40:15] <LexManos> when in doubt you
can always use the function fry added
L62[01:40:22] <LexManos> .getClean() and
then sue ==
L63[01:40:36] <LexManos> blockstates are
instantiated into a table when you create the first one.
L64[01:40:51] <tterrag> getClean? ok
L65[01:40:52] <LexManos> thats why you have
to specify all of the properties and their possible values.
L66[01:40:59] <tterrag> yeah I get
that
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L69[01:41:11] <tterrag> I just didn't know
if they used object equivalence for the states
L70[01:41:24] <LexManos> but ya you should
only ever get a extended block state when you call
getActualState
L71[01:41:29] <tterrag> but now I see it's
pretty obvious
L72[01:41:37] <tterrag> hm ok, then I don't
need to worry about that
L73[01:41:41] <SatanicSanta> forge 1.7.10
is no longer accepting PRs for non-bug fixes, right?
L74[01:41:47] <tterrag> unless someone
stuffs an extended state into a chisel variation
L75[01:41:50] <tterrag> that would be
interesting
L76[01:41:54] <shadekiller666> well, that
and getExtendedState
L77[01:42:05] <shadekiller666> and
createBlockState?
L78[01:42:15] <shadekiller666> well
L79[01:42:42] <shadekiller666> if extended
block states are returned from any method other than a select few,
it breaks block placement
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L81[01:44:05] <LexManos> well not really
because we check for that in chunk.setBlock
L82[01:44:08] <LexManos> and get the clean
version
L83[01:44:17] <shadekiller666> did we fix
that?
L84[01:44:52] <shadekiller666> i remember
we had a bug fix session specifically for this
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L100[01:59:05] <McJty> lex, got your
python problems solved?
L101[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151216 mappings to Forge Maven.
L102[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151216-1.8.8.zip
(mappings = "snapshot_20151216" in build.gradle).
L103[02:00:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L107[02:09:06] <McJty> shadekiller666,
here?
L108[02:09:18] <McJty> Seems there is a
problem with uv coordinate loading in the OBJ loader
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L114[02:13:41] <LexManos> nope, still
getting import site issues
L115[02:13:44] <LexManos> no clue why
tho.
L116[02:15:43] <shadekiller666> mcjty, in
your blockstate json, in the "defaults" block, add
"custom": {"flip-v": true}
L117[02:16:14] <shadekiller666> that will
end up being "flipDX11" in the next update but for now
its "flip-v"
L118[02:17:03] <shadekiller666> the reason
its upside down is cuz your modeling program uses DX11, and
minecraft uses OpenGl, they have different uv orders
L119[02:18:11] <McJty> Blender uses OpenGL
too
L120[02:18:14] <McJty> This was made on
linux
L121[02:18:16] <McJty> I have no DX11
:-)
L122[02:18:35] <shadekiller666> or, you
could open up your .obj file, find that face, and shift the vt
indices over two vertices :P
L123[02:18:48] <shadekiller666> either
way, its a uv order problem
L124[02:19:00] <McJty> I fixed it for now
by just flipping the texture
L125[02:19:05] <shadekiller666> put that
custom block in your blockstate and reload, should be fine
L126[02:19:09] <shadekiller666> that works
too
L128[02:20:23] <sham1> FF6 to
steam!?
L129[02:20:33] <sham1> Now which 6
L130[02:20:33] <shadekiller666>
goodnight
L131[02:20:45] <sham1> The actual 6 or the
one that in US and Europe was FF3
L132[02:20:56] <sham1> same thing
really
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L134[02:22:34] <LexManos> Love that people
still fucking do that...
L135[02:22:47] <LexManos> its FF6, its a
international release.
L136[02:22:52] <sham1> Good
L137[02:22:56] <sham1> Wasn't sure
L138[02:23:18] <sham1> Thanks for
clarifying lex
L139[02:26:25] <LexManos> Still awaiting 7
remake, but meh. need something simple to play and havent played
the old one in a long time.
L140[02:26:42] <LexManos> Also, does
anyone have any experiance/opinions on the 'steam
controller'?
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L142[02:39:09] <killjoy> I personally
bought the xb1 controller for my pc
L143[02:42:40] <sham1> I really would not
be comfortable of using two trackpads as my controller
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L153[03:25:18] <Zaggy1024> I actually
prefer the DualShock 4 (on PC even, where I have to use an
emulator), when compared to DS3, Xbox 360 and One
L154[03:26:07] <Zaggy1024> sadly I haven't
gotten a chance to try the Steam controller
L155[03:26:16] <Zaggy1024> which I would
really prefer over buying it and finding out I dislike it :P
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L160[03:32:20] <LexManos> I need to find *
-> USB converters for all my old controllers, I have PS1/2, N64,
and 360. {Now that I have windows 10 I need to get the XBox one
receiver...}
L161[03:32:42] <LexManos> Need a
NES/SNES/GC to USB :/
L162[03:33:15] <Zaggy1024> FYI, one nice
thing about the DS4 is that it can use a plain old bluetooth
reciever
L163[03:33:17] <Zaggy1024> if it matters
to you
L164[03:33:50] <Zaggy1024> it can be
finicky though, because you have to have DS4Windows (or a similar
application) running
L165[03:34:15] <LexManos> doesnt sound
like standard bluetooth then ;)
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L167[03:34:35] <Zaggy1024> the receiver is
standard bluetooth
L168[03:34:47] <Zaggy1024> it just needs
software to handle it because Sony doesn't care about PC I guess
:P
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L172[03:43:14] <LexManos> Lically most old
games {NES/SNES/GBA} can use the PS2 controller because they are
basically the same, d-pad on the left, start/select in middle, 2/4
buttons on right.
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L176[03:55:14] <michael_> Anyone got a
custom armor model working in 1.8? I've been trying to port my
armor from 1.7 but I cant get it to render correctly.
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L193[04:33:26] <gravityfox> how do i set
up the dev environment properly in intellij?
L194[04:33:44] <gravityfox> forgegradle
does strange things
L195[04:34:11] <gigaherz_y> the way I do
it is:
L196[04:34:21] <gigaherz_y> 1. extract MDK
in new folder
L197[04:34:28] <gigaherz_y> 2. run
"gradlew setupDecompWorkspace"
L198[04:34:50] <gigaherz_y> 3. import
folder into IDEA using the gradle option
L199[04:34:58] <gigaherz_y> 4. run
"gradlew genIntellijRuns"
L200[04:35:05] <gigaherz_y> and it just
works.
L201[04:35:42] <gigaherz_y> other people
use "gradlew idea" in step 3, but I am used to importing,
and I haven't had any issues with that
L202[04:37:32] <gravityfox> sorry
L203[04:37:37] <gravityfox> should have
clarified
L204[04:37:43] <gravityfox> for the sake
of contributing
L205[04:37:54] <gravityfox> i have cloned
a forge of minecraft forge
L206[04:37:56] <gigaherz_y> ah you meant
forge itself?
L207[04:37:57] <gravityfox> fork
L208[04:37:59] <gravityfox> yeah
L209[04:38:08] <gigaherz_y> I considered
that possibility, but I prefer to assume otherwise ;P
L210[04:38:15] <gigaherz_y> so far as I
know
L211[04:38:24] <gigaherz_y> forge dev
doesn't quite work well with IDEA
L212[04:38:51] <gravityfox>
seriously?
L213[04:38:53] <gigaherz_y> it can be
managed, but you have to work around some stuff
L214[04:38:54] <gravityfox> damn...
L215[04:39:06] <gigaherz_y> I can't help
with that though
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L217[04:39:12] <gravityfox> alright
L218[04:39:21] <gravityfox> time to grab
eclipse
L219[04:41:11] <gravityfox> i was going to
pr something that is disparately needed
L220[04:41:22] <gigaherz> can I ask
what?
L221[04:41:34] <gigaherz> (out of
curiosity)
L222[04:41:47] <gravityfox> i need to be
able to create a one-way channel
L223[04:41:59] <gravityfox> right now
forge does it in pairs
L224[04:42:14] <gravityfox> but that
doesn't work well for mod-plugin combos in the same jar
L225[04:42:23] <gigaherz>
mod+plugin?
L226[04:42:26] <gravityfox> sponge
L227[04:42:30] <gigaherz> hmm yeah I
suppose it's a strange use case
L228[04:42:33] <gigaherz> XD
L229[04:42:37] <gravityfox> yep
L230[04:42:47] <DrDisconsented> mod client
side, sponge mod server side?
L231[04:42:56] <gravityfox> that is the
idea
L232[04:43:11] <gravityfox> until you
realize sponge is ALSO clientside
L233[04:43:21] <gravityfox> integrated
server and sucj
L234[04:43:26] <DrDisconsented> Since when
did they put in client api's?
L235[04:43:31] <gravityfox> they
didn't
L236[04:43:38] <gravityfox> but plugins
run clientside in singleplayer
L237[04:43:57] <DrDisconsented> Ehh
L238[04:44:04] <DrDisconsented> Close to
the run on the intergrated server
L239[04:44:06] <gravityfox> the problem is
that you can't have both the mod and plugin on the same thing
L240[04:44:18] <DrDisconsented> ... that
was amazing english XD
L241[04:44:19] <gravityfox> because they
register both channels
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L243[04:44:25] <gravityfox> lol
L244[04:44:50] <gigaherz> so the issue is
when using it in singleplayer?
L245[04:45:03] <gigaherz> I mean, if you
had it only on server, it wouldn't happen?
L246[04:45:05] <gravityfox> yep
L247[04:45:16] <gravityfox> but it's a
single player thing too
L248[04:45:20] <gigaherz> yeah
L249[04:45:25] <gravityfox> well
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L251[04:45:31] <gravityfox> with it being
the same jar
L252[04:45:39] <gigaherz> and I don't
suppose keeping the channel in a static field that you can share is
not really an option? ;P
L253[04:45:44] <gravityfox> if they have
sponge on the client, it breaks everything
L254[04:45:51] <gravityfox> nope
L255[04:45:56] <gigaherz> thought
so.
L256[04:46:06] <gravityfox> i can't have
any dependencies between the mod and plugin
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L258[04:46:24] <gravityfox> they need to
be operational just on their own
L259[04:46:36] <gravityfox> my current
solution is to let the plugin register both netty channels
L260[04:46:52] <gravityfox> then grab the
client one and strip out the sponge handler from the pipeline
L261[04:47:00] <gravityfox> and replace it
with my own
L262[04:47:17] <gravityfox> that seems to
work the best
L263[04:47:24] <gravityfox> it's still
hack job
L264[04:47:39] <gravityfox> and if a
server platform like sponge is going to become a big thing
L265[04:47:54] <gravityfox> being able to
register one-way channels would be helpful
L266[04:48:00] <gravityfox> it wouldn't
even break anything
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L271[05:03:57] <gigaherz> depends on how
you plan to use it
L272[05:04:32] <gigaherz> in general
terms, it seems fine
L273[05:04:37] <sham1> Mmm
L274[05:04:47] <sham1> I have it so that I
can avoid circular dependencies
L275[05:05:04] <gigaherz> but since
minecraft doesn't have all dimensions loaded at once, using it
outisde of networking packets seems like it could be a bad
idea
L276[05:05:16] <sham1> What about
server
L277[05:05:28] <sham1> Doesn't it have
them always loaded
L278[05:05:34] <gigaherz> in the client
context, a player is only ever in one dimension, so it's
unnecessary
L279[05:05:45] <sham1> Yeah
L280[05:05:55] <gigaherz> in the server
context, you know which player/world you areworking with at any
given time
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L282[05:06:03] <gigaherz>
(generally)
L283[05:06:04] <sham1> Mmm
L284[05:06:06] <gigaherz> eh
L285[05:06:15] <gigaherz> no the only
dimension that always has loaded chunks is the overworld
L286[05:06:23] <sham1> Ah
L288[05:06:25] <gigaherz> the rest of
dimensions get unloaded when no players are in them
L289[05:06:38] <gigaherz> check your logs
while running a server
L290[05:06:44] <sham1> Would you suggest
anything else there so I can avoid circular dependencies
L291[05:06:44] <gigaherz> it will say
"Unloading dimension X"
L292[05:06:56] <gigaherz> ah I see
L293[05:07:03] <gigaherz> you have
cross-dimensional networks
L294[05:07:09] <sham1> Indeed
L295[05:07:21] <sham1> Was trying a list
of ManaNetworkNodes
L296[05:07:22] <gigaherz> I guess it's
necessary there
L297[05:07:35] <sham1> But it would have
been ackward because you always load them from NBT
L298[05:07:39] <gigaherz> btw the pawst
tense of bind is bound
L299[05:07:40] <gigaherz> ;P
L300[05:07:42] <gigaherz> past*
L301[05:07:52] <gigaherz> (not
binded)
L302[05:07:54] <sham1> Thanks
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L304[05:10:24] <sham1> It's like you can
get a reference to a world with its worldid
L305[05:10:36] <sham1> or dimid
L306[05:10:52] <sham1> Wouldn't that make
it so that you can use even not loaded worlds
L307[05:11:24] <gigaherz> no idea what
happens if you try to access a world by its id
L308[05:11:40] <sham1> hmm
L309[05:11:44] <sham1> Something to think
about
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L326[06:18:44] <Zaggy1024> sham1, why
doesn't your dimension block position class not extend
BlockPos?
L327[06:18:51] <Zaggy1024> *class
extend
L328[06:19:19] <sham1> I actually dont
know
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L330[06:19:52] <Zaggy1024> may as well
call getDimID getDimension too, if you don't mind the extra
characters
L331[06:20:08] <Zaggy1024> since I expect
at some point dimensions may become something other than ugly
integer IDs
L332[06:20:31] <Zaggy1024> but that
doesn't really matter, it's up to you :P
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L347[06:46:17] <sham1> Someone tell me
about this so-called sledgehammer
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L349[06:47:03] <gigaherz> [13:19]
(Zaggy1024): may as well call getDimID getDimension too, if you
don't mind the extra characters
L350[06:47:09] <gigaherz> oryou could have
it store the id internally
L351[06:47:19] <gigaherz> and have the
method return a World object
L352[06:47:23] <gigaherz> and do the
querying manually ;P
L353[06:47:40] <gigaherz> I mena
internally
L354[06:48:29] <sham1> Internally
where
L355[06:49:18] <sham1> In my dim aware
blockpos?
L356[06:50:17] <sham1> I could do
that
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L358[06:51:40] <sham1> That propably could
be better than my DimensionManager stuff outside it at any
rate
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L367[07:14:10] <iari> does anyone know how
i get my character out of an non existing dimension?
L368[07:14:40] <iari> mystcraft deleted
the dimension my character was in and now the game crashes
everytime i try to login
L369[07:15:40] <iari> nevermind, it seems
like forge sent me back to wordspawn this time *hurray*
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L379[07:44:58] <Wuppy> o/
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L383[07:52:11] <michael_> is there
anything extra I need to add to my custom block model json if my
textures aren't 16x16?
L384[07:54:01] <sham1> As long as the
dimensions of your texture are powers of two then no
L386[07:56:49] <michael_> Well i'm
obviously doing something wrong becasue my block looks like this:
http://imgur.com/O7ND1I6 That has pieces of another
texture in it and the uv mappings aren't working at all
L387[07:56:54] <sham1> Okay
L388[07:57:09] <sham1> Show your model
JSON
L390[07:59:16] <sham1> UV coords scale
from 0 to 16
L391[07:59:18] <sham1> Always
L392[08:00:15] <michael_> can they be
floats?
L393[08:00:26] <sham1> Well it is JSON we
are talking about
L394[08:00:34] <sham1> They are always
floating point because JS
L395[08:00:43] <michael_> Yeah I mean
fractions
L396[08:01:08] <sham1> sure
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L398[08:01:32] <michael_> So if I just
half all values it should work
L399[08:02:17] <sham1> which ones
L400[08:03:09] <sham1> In model JSONs [0,
0, 16, 16] always covers the entire texture
L401[08:03:22] <michael_> My texture is
32x32, if I half all the uv values it should work right?
L402[08:03:27] <sham1> sure
L403[08:04:58] <sham1> The mindset you
want while modding is that you should be experimental
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L412[08:18:26] <michael_> What about the
break particles? What determines their texture?
L413[08:18:40] <sham1> you
L414[08:19:14] <michael_> ?
L415[08:19:32] <sham1> What's so hard to
understand
L416[08:19:39] <ThePsionic> It's a JSOn
thing
L417[08:20:10] <Kithio> To be honest, What
ISN'T a JJSON thing in 1.8 at this point?
L418[08:20:43] <sham1> NBT
L419[08:20:51] <Kithio> That's true
L420[08:20:52] <michael_> My break
particles are purple and black. How do I change that?
L421[08:20:53] <sham1> OBJ models
L422[08:21:04] <sham1> You put a particle
texture in
L423[08:21:07] <Kithio> I have issues
learning the things work so I haven't started 1.8 stuff yet
L424[08:21:30] <sham1> in your textures
block you have a property called "particle" that has
whatever texture you want to use
L425[08:21:40] <sham1> yet
L426[08:21:45] <sham1> It has been almost
a year
L427[08:22:24] <Kithio> I procrastinate a
lot...
L428[08:22:37] <Kithio> I've been
"learning" c++ for ~7 years now
L429[08:25:44] <gigaherz> Kithio: yo
ustill can't add blocks or items just by including a json file in a
resourcepack either
L430[08:25:44] <gigaherz> ;P
L431[08:26:00] <gigaherz> which I believe
is the end goal for Mojang
L432[08:26:16] <sham1> The official
modding api into JSON
L433[08:26:18] <sham1> :D
L434[08:26:35] <gigaherz> yeh
L435[08:26:54] <gigaherz> even code!
L436[08:26:59] <sham1> Yes
L437[08:27:07] <gigaherz>
"code": [
L438[08:27:12] <gigaherz> {
"if": {
L439[08:27:16] <gigaherz> }
L440[08:27:34] *
gigaherz shudders
L441[08:27:58] <sham1> Still clearer than
JSPs
L442[08:28:34] *
ThePsionic cringes
L443[08:28:36] <ThePsionic> JSPs
L444[08:28:37] <ThePsionic> eugh
L445[08:29:10] <gigaherz> I wonder,
though, what the best way would be to allow scripting in the
resourcepacks...
L446[08:29:29] <ThePsionic> Lua ofc
L447[08:29:37] <gigaherz> having java
classes in resourcepacks would be too unsafe, too way to include
malware
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L449[08:29:45] <gigaherz> luea is one
option, yes
L450[08:29:47] <gigaherz> lua*
L451[08:29:51] <gigaherz> maybe some
javascript engine
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L453[08:30:41] <Nitrodev> Wuppy, is your
1.8 tutorial good for 1.8.8 too?
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L455[08:31:23] <luacs1998> Nitrodev, i
would guess so
L456[08:31:28] <luacs1998> nothing
important i know of broke
L457[08:32:06] <gigaherz> Nitrodev: 1.8 is
almost the same as 1.8.8 in terms of modding
L458[08:32:17] <gigaherz> you don't need
to worry unless you need to use the Tesellator
L459[08:32:26] <gigaherz> for anything
else, the 1.8 tutorials should work
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L461[08:32:50] <Wuppy> Nitrodev, havent
even looked at 1.8.8 :P
L462[08:34:03] <Nitrodev> okay
L463[08:34:53] <sham1> Nitrodev, ypu
better look at reathedocs
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L466[08:37:34] <sham1> ThePsionic, you can
use rhino for javascript in java
L467[08:37:40] <sham1> So that could
work
L468[08:37:45] ⇦
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L469[08:38:39] <sham1> But java and pals
that are not scripting lags may be quite dangerous indeed
L470[08:42:03] <gigaherz> "scripting
lags" XD
L471[08:42:03] ***
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L472[08:42:05] <sham1> But modding while
having prototypical inheritance would be cool
L473[08:43:50] <sham1> Yeah, what about
it
L474[08:47:57] <sham1> This is the reason
I am such a grammar nazi sometimes
L475[08:48:10] <sham1> Because if I am not
then I make silly mistakes like that
L476[08:48:55] <gigaherz> well I suppose
you meant to say "langs"
L477[08:49:05] <gigaherz> but
"lags" as in "slowdowns" as in "scripting
languages areslow"
L478[08:49:20] <gigaherz> so XD
L479[08:49:34] <sham1> They aren't?
L480[08:49:53] <Nitrodev> sham1,
readthedocs?
L481[08:50:14] <sham1> Look at this
channel's topic
L482[08:50:46] <Nitrodev> got it
thanks
L483[08:52:02] ⇦
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L484[08:52:51] <sham1> Still slightly
lacking as no one bothers to contribute...
L485[08:55:27] ⇦
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L486[08:56:10] <LexManos> Do not, Let me
repeat this, DO NOT download executable code from the server and
run it on the client. NO MATTER how well sandboxed you think you
are, THIS WILL ALWAYS END BADLY.
L487[08:56:49] <LexManos> Be it a 'high
level language' or a scripting language, THERE ARE ALWAYS
EXPLOITS.
L488[08:58:21] ⇦
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L490[09:00:04] <[NK]Ghost> except my
code.. my code is perfectly safe Lex
L491[09:02:00] <LexManos> You have a
company and laweyers behind you to help you attempt to prove that
if it ever comes up.
L492[09:03:09] <LexManos> Also, in prep
for the new star wars movie, i'm re-watching the old ones
obviously... its gunna be such a dissapointment going from the CGI
beauty of 1-3 to the old style of 3-6 :(
L493[09:03:34] *
LexManos says this... while playing FF5 :)
L494[09:03:34] ⇦
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L496[09:06:52] <LexManos> {As a note: Not
even big companies like Blizzard get it right, as back in the day I
was able to create a botnet by hosting Diablo II Open Realm games
and exploiting D2's anti-cheat system to make other people run my
code, but thats neither here nore there}
L497[09:07:48]
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L499[09:10:49] <sham1> I might be one of
the few who does not hate the star wars prequels
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L502[09:13:42] <Nitrodev> i don't mind
them either
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L508[09:21:02] ***
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L510[09:22:43] <LexManos> I enjoy them,
they are a good introduction into star wars. And they use the
current technology well to make a futuristic universe.
L511[09:24:07] <LexManos> Now I need to
watch the 'original' three to get the story line. But personally I
think that it'd be worth it to re-do them entirely with todays
technology. They did a good job with what they had, But we have
better shit now.
L512[09:25:37] <fry> rereleases added lots
of CGI and stuff to the original trilogy, some quite good;
completely remaking them is pointless imho
L513[09:26:22] <sham1> ZOMG WHO SHOT
FIRST
L514[09:26:31] <fry> han.
L515[09:27:38] <sham1> Too stupid
arguments to comprihend
L516[09:28:45] *
LexManos mutters something about it being a good story, much like
the hobbit, and deserves to be updated to it's full
glory.
L517[09:28:55] <LexManos> But drama lamas,
anywhoo.
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L519[09:29:10] <fry> it's glorious enough
:P
L520[09:29:22] <fry> and you won't get the
same chemistry between actors
L521[09:29:40] <LexManos> Who says you
won't?
L522[09:30:10] <fry> people are different;
you might get something better, but it'll never be the same
:P
L523[09:30:28] <LexManos> And that my boy,
is why we will never have nice things ;)
L525[09:30:38] <LexManos> People are
scared of change, and don't want their nostalgia broken.
L526[09:30:46] <fry> like there's not
enough nice things around :P
L527[09:31:26] <LexManos> Side note: The
republic's star ships reminded me that I need to re-watch Titan AE
sometime.
L528[09:31:33] <LexManos> Similiar design
of ships
L529[09:31:41] <fry> Titan AE is great
:P
L530[09:36:40] ⇦
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L532[09:38:07] <K3V1N8700> hallo, im gonna
try again, is it okay to ask about gradlew fails/errors?
L533[09:38:46] <gigaherz> sure, but if you
need help with forgegradle, you could try #forgegradle
instead
L534[09:39:31] <K3V1N8700> im nut sure
that gradle is the problem, but i dont know, just tinkering around,
can i paste a pastebin for you to look at and then tell me where i
shuld ask/go?`
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L537[09:41:10] <K3V1N8700> oh i did not
see the topic im sorry ill try gradle
L538[09:42:30] <LexManos> Protip: Always
start the conversation with a 'here is the exact error im getting,
this si what im trying, and this is the log'
L539[09:42:51] <LexManos> that way if
people wanna help they dont have to do a little dance to get
pertinent information and therefor are more inclined to
help.,
L540[09:43:25] <K3V1N8700> ty i did not
know that
L541[09:44:19] <K3V1N8700> if gradle fails
i mean the gradle.bat its in gradle i have to ask right? just
makeing sure might be a dumb question
L542[09:44:37] <gigaherz> can you just
pastebin the whole log from gradle?
L543[09:44:47] <gigaherz> we have no idea
HOW it fails
L544[09:44:48] <gigaherz> let alone
why
L545[09:44:50] <MattDahEpic> dang. i cant
seem to generate sounds.jsonses in code and feed them to the
resorucemanager: Caught error stitching, removing all assigned
resourcepacks: java.lang.UnsupportedOperationException:
JsonObject
L547[09:45:12] <K3V1N8700> ups sorry ment
only for the pastebin
L548[09:45:19] <gigaherz> This page has
been removed!
L549[09:46:09] <K3V1N8700> ?
L550[09:46:20] <tterrag> MattDahEpic: you
definitely can
L551[09:46:21] <gigaherz> your pastebin
doesn't work
L552[09:46:36] <tterrag> use your own
resource pack
L553[09:46:38] <K3V1N8700> okay im looking
at it now?
L555[09:47:26] <MattDahEpic> tterrag, it
currently crashes the game
L556[09:47:43] <gigaherz> K3V1N8700:
connection timed out
L557[09:47:55] <K3V1N8700> wait
what?
L558[09:48:04] <gigaherz> your crash
log
L559[09:48:10] <K3V1N8700> yes?
L561[09:48:22] <gigaherz> Exception in
thread "main" java.net.ConnectException: Connection timed
out: conn
L562[09:48:22] <gigaherz> ect
L563[09:48:26] ⇦
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L565[09:48:34] <MattDahEpic> that newline
doe
L566[09:48:35] <tterrag> MattDahEpic: full
log?
L567[09:48:37] <gigaherz> your gradle
wrappe needs to connect to the internet to download gradle
L568[09:48:43] <gigaherz> and it was
unable to
L569[09:48:48] <K3V1N8700> and how do i
accomplish this?
L570[09:48:58] <K3V1N8700> can it be my
firewall?
L571[09:49:02] <gigaherz> maybe
L572[09:49:07] <K3V1N8700> lets see
...
L574[09:49:22] <tterrag> yeah that has
nothing to do with MC
L575[09:49:40] <tterrag> you're calling
getAsString on a JsonObject
L576[09:49:42] <tterrag> which can't be
done
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L578[09:50:52] <LexManos> wow luke sounds
like a whiney little twat...
L579[09:51:11] <K3V1N8700> it dosent pop
up whit anything, so im uninstalling it and then im gonna try
again.
L580[09:51:13] <Thutmose> anyone else
having problems setting up workspace lately? early yesterday
running gradlew setupDecompWorkspace worked fine, now it spams with
errors at the fixMCSources stage, something about "Patching
failed:
minecraft\net\minecraft\world\gen\structure\StructureMineshaftPieces.java"
L581[09:51:29] <LexManos> clean your cache
and update dependnacies
L582[09:51:29] <tterrag> Thutmose: do the
same with --refresh-dependencies
L583[09:51:34] <amadornes> refresh
deps
L584[09:51:37] <tterrag> there was an FF
update
L585[09:51:41] <Thutmose> ahh
L586[09:51:42] <amadornes> I had that
issue yesterdary too :P
L587[09:51:43] <Thutmose> thanks
L588[09:51:45] <tterrag> wish it pulled
that automatically
L589[09:51:48] <tterrag> but no, just
random crash .-.
L590[09:52:18] <LexManos> blame Abrar|gone
for somereason not using normal dep systems for it. I did
everything on my side to make it update normally
L591[09:52:24] <tterrag> I do :D
L592[09:55:09]
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L597[10:04:47] <K3V1N8700> okay gigaherz
that did the trick
L599[10:09:29] <tterrag> you need a root
object
L600[10:09:39] <tterrag> all json files
start with {
L601[10:09:48] <MattDahEpic> adn printing
it out has that
L602[10:10:01] <tterrag> paste of the
printed out json?
L603[10:10:10] <MattDahEpic> one sec
closed console
L605[10:11:58] <tterrag> is that space
part of the json?
L606[10:12:02] <tterrag> maybe that's
invalid? idk
L607[10:13:09] <MattDahEpic> thing is
copypastaing that into an actual sounds.json in the right place
works
L608[10:13:32] <tterrag> are you sure that
what it's printing out is what you are writing to file?
L609[10:13:50] <MattDahEpic> im printing
root.toString()
L610[10:13:59] <tterrag> not sure that's
the same
L611[10:14:02] <tterrag> try
gson.toJson
L612[10:14:43] <tterrag> and use pretty
printing so you can read :P
L613[10:14:58] ***
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L615[10:16:48] <tterrag> yeah that's
valid
L617[10:18:22] <K3V1N8700> tterrag, im
just tinkering about for fun whit mods... now, is there any changes
will i be able to follow written toturials for 1.8? (we all have to
start somewhere)
L618[10:18:44] <tterrag> eh?
L619[10:18:46] <tterrag> tutorials for
what?
L620[10:18:51] <MattDahEpic> well the
error is coming from GSON.fromJson((Reader)(new
InputStreamReader(stream)), TYPE); so maybe its my converting it to
an objectstream
L621[10:18:54] <K3V1N8700> for mamkeing
mods ofc.
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L623[10:19:17] <sham1> Read the docs
L624[10:19:24] <tterrag> MattDahEpic:
objectstream? O.o
L625[10:19:52] <K3V1N8700> sham1 thank
you
L627[10:20:23] <sham1> Modding really does
not need a tutorial per say, it just needs references
L628[10:20:26] <tterrag> the heck are you
using a BOS for
L629[10:20:40] <MattDahEpic> tterrag,
L24
L631[10:21:28] <tterrag> FileWriter
L632[10:21:34] <tterrag> or just
IOUtils.something
L633[10:21:35] <tterrag> I think
L634[10:21:41]
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L636[10:22:14] <MattDahEpic> thing is i
dont want to make files on disk because every run may be
different
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L639[10:24:02] <tterrag> and? it makes
life easier for resource packs
L640[10:25:09] <MattDahEpic> the
sounds.json is generated based on the added records and the sounds
are in the ./minecraft/records folder
L641[10:25:23] <MattDahEpic> so theres no
need for resourecepacks to souch it at all
L642[10:26:20] <tterrag> it makes it
easier to add it to a resourcepack though...what are you doing
now?
L643[10:27:23] <MattDahEpic> im doing
custom records
L644[10:27:52] <tterrag> -_-
L645[10:27:54] <tterrag> I know
L646[10:28:00] <tterrag> but how are you
getting the sounds.json into the resrouces
L647[10:28:10] <MattDahEpic> line 24
L649[10:28:22] <MattDahEpic> super
hacky
L650[10:29:50] <tterrag> well, idk
L651[10:30:09] <tterrag> my way works fine
:P
L652[10:30:57] <MattDahEpic> -_-
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L655[10:31:53] <VoxelV> test
L656[10:31:56]
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L658[10:37:13] <michael_> I get errors
like this one: java.lang.RuntimeException: Encountered an exception
when loading model definition of
'liquislots:liquipackIO#pipeeast=true,pipenorth=true,pipesouth=false,pipewest=true'
from: 'liquislots:blockstates/liquipackIO.json' in resourcepack:
'FMLFileResourcePack:Liquipack Mod'
L659[10:37:51] <tterrag> need the full
error
L660[10:38:34] ***
Abrar|gone is now known as AbrarSyed
L662[10:39:24] <michael_> That repeated
many times
L663[10:40:03] <tterrag> looks like you
don't have any models defined for all your states
L664[10:40:07] <AbrarSyed> LexManos, it
actually does use the normal dep system... --refresh-depednencies
should fix it..
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L666[10:40:19] <tterrag> AbrarSyed: that
shouldn't be necessary
L667[10:40:29] <tterrag> my build system
shouldn't just break itself...that should never happen
L668[10:40:43] <tterrag> michael_: it's
looking for a model for the state
"pipeeast=true,pipenorth=true,pipesouth=false,pipewest=true"
L669[10:40:47] <tterrag> which I don't see
defined anywhere
L670[10:41:07] <AbrarSyed> 2.1 is
unstable.
L671[10:41:16] <AbrarSyed> expect unstable
things to break
L672[10:41:28] <tterrag> AbrarSyed: break
without me changing anything? no...
L673[10:41:32] <shadekiller666> so 2.1 is
broken
L674[10:41:34] <tterrag> why doesn't it
just pull down the FF update automatically?
L675[10:41:34] <shadekiller666> :P
L676[10:42:04] <shadekiller666> 2.1 =
unstable, unstable = broken, so therefore 2.1 = broken :P
L677[10:42:25] <AbrarSyed> its not the ff
update, it does do that, its because FF changed, the mcp patches
broke. FG works under the common assumption that the MCP patches
wont change...
L678[10:42:48] ***
kroeser is now known as kroeser|away
L679[10:43:29] <fry> aren't mcp patches an
artifact, like everything else?
L680[10:44:28] <tterrag> and...why is that
assumed?
L681[10:45:30] ***
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L684[10:46:21] <tterrag> I let the jsons
flow through me
L685[10:46:28] <tterrag> with some help
:P
L686[10:46:33] <michael_> should
blockstate properties always be lowercase?
L687[10:47:16] <williewillus> grum tweeted
a while back that in 1.9 it would be restricted to alphanumeric
lowercase and underscores, so I try to stick to that
L688[10:47:42] <williewillus> I think
they're automatically lowercased in the blockstate json. maybe
:p
L689[10:48:10] <fry> tterrag: nice
:P
L690[10:48:39] <tterrag> fry: I'll
probably compress it even further, making it so that you don't have
to define the texture file path if it has the same name as the
.png
L691[10:48:51] <tterrag> so /foo/bar.png
the bar.json would just assume that it's for bar.png
L692[10:49:04] <tterrag> then a texture
json could literally be {"type":"CTM"}
L693[10:52:32] <michael_> tterrag: I
updated the gist, I have all the blockstate properties in there,
but it still doesn't work. Same errors.
L694[10:52:55] <tterrag> michael_: a
better person to ask is fry
L695[10:53:01] <tterrag> I don't actually
have any experience with the forge blockstate format
L696[10:54:09] <fry> michael_: try
ordering them in the same order as they are in the error
L697[10:54:32] <fry> pipeeast, pipenorth,
pipesouth, pipewest
L698[10:55:34] <williewillus> oh yeah the
properties are alphabetically ordered in the vanilla format
L699[10:56:10] <tterrag> fry: if that's
actually the problem...*facepalm*
L700[10:56:34] <fry> tterrag: I didn't
write that part ;P
L701[10:57:12] <michael_> fry, still
errors
L702[10:57:32] <fry> same exact
error?
L703[10:57:43] <fry> did you refresh
resources in your IDE?
L704[10:58:00] <michael_> I restarted
minecraft
L705[10:58:06] <tterrag> that's not the
same thing
L706[10:58:15] <fry> yup, that's not
enough usually
L707[10:58:25] <fry> due to the unique way
IDEs work
L708[10:58:31]
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L710[10:58:45] <michael_> restarting
includes a re-build
L711[10:58:46]
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L712[10:58:54] <tterrag> are you running
with runClient?
L713[10:58:59] <tterrag> if so, then IDE
is irrelevant
L714[10:59:27] ***
kroeser|away is now known as kroeser
L715[10:59:46] <michael_> I'm using the
run configuration genrated by forgegradle
L716[10:59:47] <LexManos> AbrarSyed, its
not because you dont have it as a dep by the time that dependancies
are resolved you add it later which is annoying :/
L717[10:59:56] <ThePsionic> MattDahEpic:
Lua error
L718[11:00:16] <michael_> But the file is
updated in build/
L719[11:00:53] <tterrag> michael_: just to
be sure...right click your project and hit refresh
L720[11:01:14] <amadornes> Quick question,
Lex: Would having the multipart blocks in Forge but only
registering them when there's at least one multipart registered be
okay?
L721[11:01:33] <michael_> tterag: i'm
using idea. is refresh synchronize?
L722[11:01:47] <tterrag> idk
L723[11:01:49] <tterrag> use eclipse
L724[11:01:55] <ThePsionic> tterrag:
HEHAHHAHEHAEHAHEHAEHno
L725[11:02:02] <tterrag> sorry, I'm typing
lazy
L726[11:02:02]
⇨ Joins: Jezza (~Jezza@185.44.151.75)
L727[11:02:04] <LexManos> 'multipart
blocks' what?
L728[11:02:06] <tterrag> I meant I use
eclipse, it wasn't a suggestion
L729[11:02:18] <amadornes> that should
allow vanilla clients to connect if there are no mods adding parts,
since there'll be no extra blocks
L730[11:02:36] <amadornes> this multipart
system thing we talked about at Minecon
L731[11:02:41] <amadornes> cpw is pushing
the idea forward
L732[11:02:45] <michael_> Anyway i'm sure
the json file got updated
L733[11:02:46] <LexManos> you're gunna
have to be more specific
L734[11:03:04] <LexManos> Forge is not
adding a 'multiblock' system in.
L735[11:03:11] <amadornes> We were joking
about having a multipart system in Forge itself
L736[11:03:28] <amadornes> and cpw has
been talking about making it for 1.8.8/1.9
L737[11:03:33] <tterrag> I think the term
lex is familiar with is microblock
L738[11:03:33] <LexManos> the 'microblock'
shit like chickenbones multiupart?
L739[11:03:44] <amadornes> microblocks !=
multiparts
L740[11:03:49] <amadornes> microblocks
would be in a separate mod
L741[11:03:55] <amadornes> the API itself
would be in Forge
L742[11:04:05] <LexManos> if you're
talking about cpw's stuff hes doing with capabilities
L743[11:04:10] <michael_> Is there
anything else that needs to be done to get a forge format
blockstate file working except for the "forge_marker": 1
attribute?
L744[11:04:13] <amadornes> or at least
that's the idea... :P
L745[11:04:15] <LexManos> then that
requires no block in forge...
L746[11:04:43] <LexManos> But no, cpw and
I are talking a few things over
L747[11:04:49] <LexManos> We ARE NOT
adding content in Forge.
L748[11:04:51] <LexManos> Simple as
that.
L749[11:04:54] <amadornes> alright
L750[11:04:54] ⇦
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L751[11:05:05] <amadornes> thanks :)
L752[11:05:16] <LexManos> I AM however
tempted to make an official microblock system in 1.8+
L753[11:05:20]
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L754[11:05:22] <LexManos> just to show how
shitty CBMP REALLY is
L755[11:05:35] <LexManos> but that
requires time.. and effort
L756[11:05:36] <amadornes> I'm already
working on it, that's why I was asking :P
L757[11:06:08]
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(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L758[11:06:13] <tterrag> people think CBMP
is good? O.o
L759[11:06:22] <tterrag> it's always been
a black box of dark buggy magic
L760[11:06:32] <tterrag> written in scala,
no less
L761[11:06:40] <amadornes> it's okay-ish
for what it does, but it's not great
L762[11:06:49] <LexManos> its bad, just
really bad.
L763[11:06:50] <amadornes> many things
could be done better
L764[11:06:51] <michael_> From the players
prespective its good
L765[11:06:53] <fry> better than any
alternatives we had at the time :P
L766[11:06:54] <AbrarSyed> hmm... docs or
ability to remap your soruces to new MCP mappings
L767[11:07:07] ⇦
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L768[11:07:10] <michael_> fry, Is there
anything else that needs to be done to get a forge format
blockstate file working except for the "forge_marker": 1
attribute?
L769[11:07:11] <LexManos> Anyways, cpws
working on a few things that will make thtuff useless
L770[11:07:17] <LexManos> michael_,
no
L771[11:07:23] <LexManos> just follow the
fucking blockstate format
L772[11:07:29] <michael_> I am
L773[11:07:50] <fry> michael_: did you
reorder the properties?
L774[11:07:55] <michael_> Yes
L775[11:08:08] <fry> can you update the
gist?
L776[11:08:12] <LexManos> what 'issue' are
you ahving
L777[11:08:26] <LexManos> and property
order doesnt matter as it gets sorted alphabetically
L779[11:09:09] <LexManos> His json isnt
valid json syntax
L781[11:09:28] <LexManos> he has some
unknown thing where it expects a string
L782[11:09:35]
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L783[11:09:36] <tterrag> jsonlint says it
is
L784[11:09:44] <tterrag> syntax wise
anyways
L785[11:10:19]
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L786[11:12:11] <gigaherz> it isn't the
json being invalid per se, it's the deserializer finding an
unexpectedthing
L787[11:13:07] ⇦
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L788[11:13:25] <fry> michael_: what forge
are you on btw? can you show the full log?
L789[11:13:48] <michael_>
1.8-11.14.1.1334
L791[11:14:05] <gigaherz> it's the
"name"
L792[11:14:10] <gigaherz> BlockPart has no
name
L793[11:14:36] <fry> michael_: that
version is 10 months old
L794[11:14:45] <fry> forge blockstate
wasn't added then
L795[11:14:50] <fry> update, seriously
:P
L796[11:14:52] <RANKSHANK> Lol
L797[11:15:00] <michael_> Wow im
stupid
L798[11:15:02] ⇦
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L799[11:15:31] <gigaherz> fry: does forge
blockstates add custom parsing for a "name" in a model
element?
L800[11:15:49] <gigaherz> oh wait
L801[11:15:54] *
gigaherz facepalms
L802[11:16:04] <LexManos> wow...
L803[11:16:07] <gigaherz> I just realized
the gist has more than one file
L804[11:16:09] <fry> gigaherz:
ModelBlockDefinition$Variant$Deserializer shouldn't've been called
at all :P
L805[11:16:46] <fry> I was reading the
stack trace, and thinking "hmm, there's like no forge there,
is this vanilla"? :P
L806[11:16:49] <gigaherz> yeah but I
thought the issue was on the model itself, I didn't realize this
was a problem with forge blockstates
L807[11:16:50] <michael_> Sorry for
wasting your time everyone. Thanks anyways
L808[11:17:11] <fry> no problem, remember
to update in the future first, if you have any issues :P
L809[11:17:12] <LexManos> ya, no why the
fuck are you on such a outdated version?
L810[11:17:24] ***
michael_ was kicked by LexManos (Stop wasting people's
time.))
L811[11:18:54]
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(~michael_@85-250-233-45.bb.netvision.net.il)
L812[11:18:58] <michael_> :(
L813[11:19:52] <Lumien> Is
L814[11:19:55] <tterrag> you desrved
it
L815[11:19:57] <tterrag> sorry :P
L816[11:20:03] <Lumien> "Cannot find
hunk target" while decompiling mc on the latest forge a known
issue?
L817[11:20:09] <tterrag> *sigh*
L818[11:20:11] <tterrag> Lumien: refresh
deps
L819[11:20:13] <LexManos> refresh
dependancies
L820[11:20:33] <Lumien> ok, thanks
:)
L821[11:20:34] <RANKSHANK> 10 months old
isn't too bad I guess, plenty of people aren't even up to 1.8
haha
L822[11:20:44] <tterrag> there are 1.7
releases newer than 10 months
L823[11:20:52] <tterrag> sooo it's pretty
bad
L824[11:20:55] ***
RANKSHANK was kicked by LexManos (No... 10 months is fucking
retarded))
L825[11:21:24] <LexManos> It takes a
special kind of stupid to be using that old of a version and then
come in here asking people to help you
L826[11:22:11] <fry> might've been a typo,
1634-1334 :P
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L828[11:22:40] <Lumien> Refreshing
dependencies is just "gradlew --refresh-dependencies"
right?
L830[11:23:12] <Lumien> That didn't fix it
then :(
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L832[11:23:29] <fry> gradlew
--refresh-dependencies setupDecompWorkspace
L833[11:23:33] <fry> not just gradlew
--refresh-dependencies :P
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L835[11:23:41] <Lumien> Oh it doesn't do
anything by itself? xD
L836[11:24:08] <LexManos> It does for
noremal dependancies
L837[11:24:15] <LexManos> but not for this
because of how AbrarSyed set it up
L838[11:24:40] <tterrag> it's a flag
L839[11:24:44] <tterrag> you have to run
tasks *with* the flag
L840[11:24:47] <tterrag> it's not a task
on its own
L841[11:24:56] <tterrag> I thought the --
gave that away
L842[11:25:36] <AbrarSyed> I actually
didnt think anyone just ran `gradle --refresh-depndencies`
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L844[11:26:09] <Lumien> I generally do
that when after updating forge i got library errors :P
L845[11:26:12] <AbrarSyed>
--refresh-depednencies shouldnt be doing anything by itself.. its
just a flag.... you still need to define a task. Unless you have
set default tasks already
L846[11:26:20] <fry> people will do
everything
L847[11:26:38] <Lumien> huh
L848[11:27:30] <LexManos> actually
no..
L849[11:27:49] <LexManos> --refresh works
by itself just fine
L850[11:28:12] <LexManos> running without
a task displays the help IIRC. nothing useful but it DOES resolve
deps.
L851[11:28:42] <LexManos> Our jenkins
server was a --refresh by itself, then a writeCI, then a
upload.
L852[11:28:56] <Deamon> running without a
task runs the default tasks
L853[11:33:05] ⇦
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L854[11:35:30] <LexManos> Side note going
back to what we were talking about easier, the version I have must
be the final 'remastered' version for A New Hope. It actually LOOKS
good. Small thigns here and there, but nowhere near as aged as the
original version. So ya, i'm happy ;P
L855[11:36:00] <fry> exactly :P
L856[11:36:29] <LexManos> Last time I
watche dit it was the crappy version
L857[11:36:44] <fry> did you see the vhs
version? :P
L858[11:37:06] <LexManos> maybe havent
watched it seince the 90's ;)
L860[11:37:17] <fry> that'd explain it
:P
L861[11:37:33] <LexManos> I do need to go
through the damn subtitles I have tho, and rmeove the english
parts.
L862[11:37:39] <LexManos> Only need the
alien parts >.<>
L863[11:38:10] <fry> you should be able to
find those online :P
L864[11:38:39] <LexManos> i tried google
failed me
L865[11:39:04] ⇦
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L867[11:40:03] <LexManos> ya tried all of
the ones from mvsubtitiles, they have ALL parts.
L868[11:40:21] <fry> also, make sure you
don't have hardcoded subs for the alien parts in the video
L869[11:40:25] *
fry had that
L870[11:40:42] ⇦
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L871[11:41:11] <LexManos> naw no
hardcode
L872[11:42:07] <fry> ah, this is called
forced subtitles
L873[11:42:31] <shadekiller666> hmm
L874[11:42:38]
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L877[11:43:09] <shadekiller666> just
realized i have to rethink the way that texture coordinates are
handled in OBJModel
L878[11:43:52] <fry> also, make sure you
have the correct video version, since lucal likes to add/remove
scenes a lot
L879[11:44:25] <SubSide> If I have a
question about creating a modpack and a stacktrace, should I ask
here or is there a dedicated channel for that?
L880[11:44:40] <SubSide> I have a weird
thaumcraft error I cannot figure out.
L881[11:45:19] ⇦
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L883[11:49:24] <gigaherz> hmmmm
L885[11:49:31] <shadekiller666> ok so i
currently have my obj loader branch based on the master branch on
the forge github, and i want to move it to the 1.8.8 branch
L886[11:49:36] <gigaherz> it seems my
attempt to load & draw a .obj model directly from the TESR
didn't work that well
L887[11:49:36] <gigaherz> XD
L888[11:49:38] <shadekiller666> what would
be the best way to do so
L889[11:49:50] <shadekiller666> lol
L890[11:49:50] <gigaherz> rebase
L891[11:49:54] <gigaherz> hmm
L892[11:50:11] <gigaherz> not 100% sure if
rebasing on top of the other one will work
L893[11:50:18] <shadekiller666> the forge
1.8.8 branch is "origin/1.8.8"
L894[11:50:19] <gigaherz> worst case you
may need to export the patch serial
L895[11:50:29] <gigaherz> then apply them
on top
L896[11:51:12] <fry> gigaherz: is that a
TESR? are you binding the texture?
L897[11:51:17] <gigaherz> AH right
L898[11:51:26] <gigaherz> I knew I must be
forgetting something
L899[11:51:26] <gigaherz> XD
L900[11:51:42] <gigaherz> hmm now what was
the line for that... XD
L901[11:52:17] <gigaherz> aha
L902[11:52:17] <gigaherz>
bindTexture(TextureMap.locationBlocksTexture);
L903[11:54:18]
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L904[11:54:26] <AbrarSyed> waaah, I dont
wanan write docs.. -_-
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L909[11:59:19] <MattDahEpic> apparently
they are making another kung fu panda
L910[11:59:57] ***
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L915[12:04:44] <shadekiller666> fry, when
you started working on 1.8.8, did you just make a new branch or did
you rebase to it somehow?
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L917[12:05:27] <fry> that's a difficult
question to answer
L918[12:05:53] <gigaherz> what he means
is, does the history show a branching point that can be used to
rebase
L919[12:06:37] <shadekiller666> i'm trying
to switch my objloader repo to being based off of the 1.8.8 branch
instead of master
L920[12:06:51] <gigaherz> shadekiller666:
you can see that in the branches list in github
L921[12:07:00] <gigaherz> if you look at
1.8.8
L922[12:07:08] <gigaherz> it's "137
commits behind master"
L923[12:07:20] <gigaherz> eh ahead
of*
L924[12:07:32] <masa> why not use git-gui
to see where it branches off?
L925[12:07:37] <gigaherz> and 0
behind
L926[12:07:48] <shadekiller666> i can see
where it branches off in sourcetree
L927[12:08:11] <shadekiller666> and
something tells me its gonna be a bitch if i try and rebase to
it...
L928[12:08:37] <gigaherz> I suggest
something
L929[12:08:43] <gigaherz> create a new
local branch
L930[12:08:53] <gigaherz> switch to this
temporary branch
L931[12:08:57] <gigaherz> and try to
rebase in it
L932[12:09:00] <gigaherz> ;P
L933[12:09:14] <gigaherz> if it fails, you
can always just delete the branch without losing any data ;P
L934[12:09:18] <masa> are there a lot of
patches where the diff linenumbers change between versions or
something?
L935[12:09:39] <masa> if it was just
"regular code" then rebase should work rather
cleanly
L936[12:09:44] <gigaherz> nothing that
should matter to the obj loader
L937[12:10:21] <masa> because rebase is
basically "take these commits from this branch and replay them
on top of this other branch"
L938[12:10:32] <shadekiller666> well,
according to github, the master and 1.8.8 branches on the main
forge repo can be merged without conflicts
L939[12:11:02] <gigaherz> the fact that
1.8.8 is "0 commits behind"
L940[12:11:18] <gigaherz> means
history-wise, 1.8.8 is already rebased on top of master
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L942[12:11:43] <tterrag> shadekiller666:
I'm not sure what you're confused about
L943[12:11:49] <tterrag> do you have
unpushed commits on 1.8 or something?
L944[12:12:18] <gigaherz> like shia
labeouf said: just DO IT!
L945[12:12:19] <gigaherz> ;P
L946[12:13:17] <shadekiller666> i have
commits that are pushed to my fork of the master branch of the main
forge repo, and i want to move those changes to the 1.8.8 branch of
the main forge repo
L947[12:13:45] <shadekiller666> wait a
minute
L948[12:13:50] <masa> yep no reason not to
try it, but personally I always make a temporary branch (aka.
"bookmark") first if things get fucked up
L949[12:14:09] <shadekiller666> i can fork
the 1.8.8 branch then rebase to that...
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L951[12:14:34] <masa> eh what, you don't
"fork" a branch, you "fork" aka. clone a
repo
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L954[12:15:02] <SubSide> If I have a
question about creating a modpack and a client side crash with
stacktrace, should I ask it here or is there a dedicated channel
for that?
L955[12:15:48] <shadekiller666> its
currently set up such that i work on a branch called
"OBJLoader" which is based on "master", and to
pull in updates from MinecraftForge/master i just pull into
"master", then rebase "OBJLoader" back onto
it
L956[12:16:03] <MattDahEpic> SubSide, if
the developer for the mod thats crashing is here tag them. usually
pack creation questions get more responce in #FTB
L957[12:16:10] <tterrag> git fetch
upstream
L958[12:16:13] <masa> SubSide: you can
always ask, if you provide enough information for an answer
L959[12:16:15] <tterrag> git checkout
upstream/1.8.8
L960[12:16:15] <shadekiller666> instead of
basing it on "master" i should be able to base it on
"1.8.8"
L961[12:16:20] <tterrag> git push -u
origin/1.8.8
L962[12:16:24] <tterrag> there, now you
forked 1.8.8 :P
L963[12:16:41] <MattDahEpic> gti push
-u-
L964[12:16:51] <MattDahEpic> -u-
L965[12:16:56] <tterrag> -u is shorthand
for --set-upstream
L966[12:18:12] <shadekiller666> tterrag,
do i do that on my master branch?
L967[12:18:25] <tterrag> you do it
wherever
L968[12:18:36] <tterrag> when you run git
checkout you change branches
L969[12:18:38] <SubSide> Alright, I´ll ask
here first, basically, I´ve created my own modpack for me and my
gf, client side everything is working completely fine, server
starts fine too, but when I join the server my client crashes with
this error:
http://hastebin.com/lijibukude.vhdl
L970[12:19:08] <SubSide> Oh I might know
why, hold on :P
L971[12:19:27] <SubSide> Well, nope, never
mind, I thought, server error, rendering. but Client crashed.
L972[12:19:32] <SubSide> So still
stuck.
L973[12:19:42] <shadekiller666> and just
to be clear, "origin" is referring to the main forge
repo, and "upstream" is my fork of it right?
L974[12:19:43] ⇦
Quits: DemoXin (~DemoXin@65.sub-70-210-53.myvzw.com) (Killed
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L975[12:19:43] <MattDahEpic> SubSide,
application error on hastebin
L976[12:19:45]
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L977[12:19:48] <McJty> fry, for now (to
continue working on my mod) I switched the 'cutout' version of my
block to a TESR until I know how to solve it the 'right' way
L978[12:19:51] <tterrag> shadekiller666:
the opposite
L979[12:20:09] <tterrag> origin is
whatever you cloned from, generally
L980[12:20:14] <calclavia> fry: Going to
figure out the animation today :P
L982[12:20:48] <shadekiller666> tterrag,
ok, well the names are flipped in sourcetree, my origin is the main
forge repo and upstream is my fork, so i wanted to make sure
L983[12:21:03] <tterrag> ah, well then
reverse what I said
L984[12:21:06] <tterrag> you'll fetch
origin
L985[12:21:23] <tterrag> push to
upstream/1.8.8
L987[12:21:50] <MattDahEpic> NO. STAR
WARS. SPOILERS.
L988[12:21:51] <shadekiller666> so it
should be: git fetch origin, git checkout origin/1.8.8, git push -u
upstream/1.8.8?
L989[12:22:08] <tterrag> yeah
L990[12:22:22] <tterrag> then you can
either do a rebase or just cherry pick over your commits (if they
aren't that many)
L991[12:22:31] <tterrag> and hope it works
out :P
L992[12:23:07] <McJty> I just forked
RFTools for 1.8.8 today. The first time ever I created a git branch
:-)
L993[12:23:20] <keybounce> Please continue
to update 1.7.10
L994[12:23:37] <McJty> keybounce, I sure
will. For as long as major modpacks stay on it and remain
popular
L995[12:23:53] <McJty> But I haven't
decided if I will implement big new features in 1.7.10. It is
possible that I will not do that.
L996[12:23:53] <sham1> They stay popular
because no one is willing to move
L997[12:23:56] <sham1> The 1.8 pack
aside
L998[12:24:10] <McJty> sham1, well seems
things are picking up speed now. Especially to 1.8.8
L999[12:24:19] <sham1> One year
later
L1000[12:25:06] <McJty> Well granted,
without all the VERY nice forge additions to the json system it was
a bit hard to move
L1001[12:25:11] <McJty> At least for my
mods
L1002[12:25:18] <sham1> True enough
L1003[12:25:24] <Lumien> Those were added
pretty early though :P
L1004[12:25:32] <fry> most additions were
here like 6 months ago, yes
L1005[12:25:48] <tterrag> and you expect
people to psychically know how to use them?
L1006[12:25:50] *
tterrag sighs
L1007[12:26:03] <fry> how did people know
how to use 1.7?
L1008[12:26:13] <McJty> I just suck out
the brains of some of the more knowledgable people here (looks at
fry and shadekiller666 :-)
L1009[12:26:22] <tterrag> lots of
existing tutorials?
L1010[12:26:27] <tterrag> general
knowledge of other devs?
L1011[12:26:37] <tterrag> you can't add a
new system with no docs and wonder why no one is using it
L1012[12:26:39] <McJty> fry, well 1.7.10
was in many ways easier (but less flexible) as you could get away
with a lot of things there
L1013[12:26:46] <tterrag> sure, people
will figure it out over time
L1014[12:26:53] <tterrag> just like they
did for 1.7.10 and before
L1015[12:27:02] <tterrag> but it takes a
while when there's only one source of information
L1016[12:27:41] <fry> there's always only
1 source, the source code :P
L1017[12:27:47] <McJty> There was a lot
of FUD spread in the beginning. Some of it was right (at the time)
but people seemed to think it would never get fixed
L1018[12:27:59] <tterrag> uh no
L1019[12:28:02] <tterrag> the one source
is you
L1020[12:28:18] <tterrag> most devs cba
to read through tons of source code just to figure out how to use a
version that no users are on yet
L1021[12:28:22] <Lumien>
HexaTrillionBytes of json files!!!!
L1022[12:28:31] <tterrag> Lumien: that
was true at the beginning
L1023[12:28:39] <tterrag> but code models
soon made that irrelevant
L1024[12:28:41] <fry> tterrag: that's how
I learned modding. I read MC + forge source
L1025[12:28:46] <tterrag> fry: as did
most
L1026[12:28:47] <Lumien> Yes but it stuck
for so long
L1027[12:28:53] <tterrag> but the
motivation for updating to 1.8 is little
L1028[12:28:58] <tterrag> make it easier,
and more will do it
L1029[12:29:08] <sham1> It already is
piss easy
L1030[12:29:14] <fry> what's your point,
tterrag?
L1031[12:29:17] <sham1> Now it just takes
a bit of effort
L1032[12:29:22] <tterrag> my point is
document your systems -.-
L1033[12:29:33] <tterrag> if you want
people to start using them quicker
L1034[12:29:37] <fry> do you think I
didn't hear you first 20 times you told me that?
L1035[12:29:38] <sham1> we've done so
good job at it
L1036[12:29:55] <tterrag> I was starting
to wonder
L1037[12:30:30] ***
tterrag is now known as tterrag|away
L1038[12:30:38] <fry> lol
L1039[12:30:53] <tterrag|away> I'm off to
lunch
L1040[12:31:20] <masa> SubSide: about
that crash: does it only happen on that particular world, or any
world?
L1041[12:31:35]
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L1042[12:31:41] <SubSide> I can´t even
join the server, it happens on connection. I never see the world on
the client.
L1043[12:31:48] <SubSide> I can try to
create a new one
L1044[12:32:00] <SubSide> If you want me
to
L1045[12:33:42] <shadekiller666> damn
it
L1046[12:33:58] <masa> I don't have my
IDE open atm (installing new OS and stuff still), but a while back
I had a crash on my custom pack, where for some reason the world
had two bad blocks, basically block id of a tall flower, but
invalid metadata, which caused the vanilla code to crash while
trying to render them
L1047[12:34:09] <calclavia> fry: Alright,
I baked the NLA track, but it doesn't seem to be reading the
animation in MC
L1048[12:34:14] <masa> that sounds
similar, but like I said I can't check the code atm
L1049[12:34:17] <fry> hmm
L1050[12:34:21] <shadekiller666> git
won't let me do "git push -u upstream/1.8.8" because
"upstream/1.8.8" is not a branch
L1051[12:34:27] <SubSide> Just to be
safe
L1052[12:34:34] <SubSide> I´ll generate a
new world
L1053[12:34:40] <tterrag|away> replace
the / with a space maybe
L1056[12:35:35] <fry> it's notmal if it's
null for the root
L1057[12:35:48] <fry> it should be not
null for the bones
L1060[12:38:27] <calclavia> Alright, I
guess it's there... but it doesn't seem to be animating
L1061[12:38:39] <fry> good, so it
loaded
L1062[12:39:02] <fry> look inside
keys
L1063[12:39:35] <fry> how did you link
the armature to the objects in blender btw?
L1064[12:39:49] <fry> I remember doing
weight paiting at some point at least
L1065[12:40:02] <calclavia> fry: I
parented the object to armature
L1066[12:40:23] <calclavia> it animates
fine in blender
L1067[12:41:29] <fry> I think there are 2
ways to link bones to objects
L1068[12:41:33] *
fry tries to google
L1071[12:43:20] <calclavia> Doesn't
really make sense to "skin" a non character object.
L1072[12:44:02] <fry> indeed, but
exporter doesn't understand the other way, I think
L1073[12:44:12] <calclavia> :\ ok
L1074[12:44:24] <SubSide> masa:
Regenerating a new world did seem to fix it, thanks man! I really
appreciate it that you took the time to help me :)
L1075[12:44:33] <fry> also, you're
reading 2.4 manual, a lot has changed, I think :P
L1076[12:45:08]
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L1077[12:45:25] <Hea3veN> does the b3d
models do armature animations?
L1079[12:45:42] <fry> Hea3veN: yup
L1080[12:46:00] <Hea3veN> really?, and
can you manually edit the bones at runtime?
L1081[12:46:13] <fry> edit - no, pose -
yes :P
L1082[12:46:38] *
fry implemented skinning and everything
L1083[12:46:39] <Hea3veN> aww :(
L1084[12:46:51] <fry> you wanted to
create new bones in code?
L1085[12:47:13] <fry> why?
L1086[12:47:24] <Ivorius> Hea3veN: Only 1
though
L1087[12:47:33] <Hea3veN> no, load a
model and do some "physics calculations" to edit the
bones
L1088[12:47:35] <Ivorius> He doesn't tell
you that for a reason :P
L1089[12:47:46] <fry> Ivorius: only 1
what?
L1090[12:47:49] <Ivorius> Animation
L1091[12:47:51] <Ivorius> Per model
L1092[12:47:59] <fry> yes, 1 track
L1093[12:48:10] <fry> bu you can put
multiple things there sequentually
L1094[12:48:10] <Ivorius> I still think
that's the dumbest thing ever
L1095[12:48:42] <Ivorius> True
L1096[12:48:49] <Ivorius> But mixing and
fading is where it's at
L1097[12:48:50] <fry> Hea3veN: physics
calculations?
L1098[12:48:52] <Ivorius> Partial
animations
L1099[12:48:58] <fry> Ivorius:
coming
L1101[12:49:40] <Hea3veN> depending on
how the player moves
L1102[12:49:45] <fry> do you generate
them programmatically or smth?
L1103[12:49:59] <Hea3veN> no, all models
that are already rigged
L1104[12:50:20] <fry> you can change
rotations of bones at runtime
L1105[12:50:21] <gigaherz> then you want
to pose
L1106[12:50:24] <gigaherz> not create
bones ;P
L1107[12:50:28] <fry> that's what I meant
by "pose", yes
L1108[12:50:37] <Hea3veN> ok,
awesome
L1109[12:50:48] ***
Dark|Sleep is now known as Dark
L1110[12:50:49] <Hea3veN> I'll have to
try it out
L1111[12:52:17] <gigaherz> so hm
L1112[12:52:32] <gigaherz> what do I use
to rotate my TESR? in code?
L1113[12:52:35] <Lumien> Is the id a
block state is assigned constant for a specific world or can the
ids change / be assigned to different states?
L1114[12:52:43] <gigaherz> I mean I know
glRotate
L1115[12:52:52] <gigaherz> I just don't
know where to get the time to calculate the rotation speed
from
L1116[12:52:52] <gigaherz> ;P
L1117[12:53:02] <Dark> morning everyone,
how is everything
L1118[12:55:01] <VoxelV> good, having fun
learning from MrCrayFish
L1119[12:55:55] <williewillus> Lumien: I
thought state ID's are just their block ID and the meta lumped
together with bit manipulation?
L1120[12:55:59] <williewillus> not
sure
L1122[12:56:15] <calclavia> Ugh, having
so much trouble with this skinning thing
L1123[12:56:34] <Lumien> You are correct
:D
L1124[12:56:35] <Lumien> Whoops
L1125[12:56:46]
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L1126[12:56:53] <calclavia> fry: the
instructions in the docs isn't quite specific. Switching to pose
mode and then selecting the mesh doesn't do anything
L1128[12:58:20]
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L1135[13:07:07] <Elexorien> that looks
pretty interesting VoxelV
L1136[13:07:10]
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L1137[13:07:53] <VoxelV> Thanks
Elexorien, It'll be my first mod.
L1138[13:09:26] ***
Gaz|Away is now known as Gaz
L1139[13:09:26] <gigaherz> there
L1141[13:09:47] <Elexorien> I'm working
on my first "published" mod as well.
L1142[13:09:47]
⇨ Joins: GiantNuker (~GiantNuke@172.243.152.180)
L1143[13:11:02] <gigaherz> I'm working on
a mod
L1144[13:11:09] <gigaherz> publishign
will depend on if I ever finish it
L1145[13:11:09] <gigaherz> XD
L1147[13:11:18] <gigaherz> if anyone
wants to know how I did the drawing
L1148[13:11:18] <gigaherz> XD
L1149[13:12:15] <gigaherz> I got tired of
trying to figure out the best way to draw the IBakedModel, so I
looked at how the renderItem does it, and I repurposed the
code
L1150[13:12:16] <gigaherz> XD
L1151[13:12:35] <Elexorien> luckily I
haven't had to do much rendering yet. and the little I have done
was already mostly complete before I took over.
L1152[13:14:02] <Elexorien> but I'll keep
that link in my back pocket to learn from if I get that far
:)
L1153[13:15:02]
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L1155[13:17:12] <Elexorien> sadly I don't
have a link to share as the mod I inherited was closed when I got
it. I did get permission to open it, so will be pushing to github
within the next 2 weeks once I have everything sorted out.
L1156[13:18:09] <williewillus> what is
it?
L1157[13:19:45] <Elexorien> compatibility
mod for a pack. trying to integrate several mods to make them work
in the style of the pack.
L1158[13:20:13] <Elexorien> right now,
teaching build craft about wooden buckets and why iron ones don't
exist...
L1159[13:21:23] <fry> calclavia: that
blue color is good, means you're in weight painting mode, I
think
L1160[13:21:35] *
fry is back from changing the oil in the generator
L1161[13:22:33] <Ivorius> #russia
L1162[13:22:41] <fry> calclavia: you need
to make everything red
L1163[13:28:10] <shadekiller666> fry, for
1.8.8, you changed IModelState.apply() to have a parameter of
"Optional<? extends IModelPart>", is there a
different way to get the TRSRTransformation for the model as a
whole or what?
L1164[13:28:11] <williewillus> huh the
1.8 debug world freezes for some reason with this mod
L1165[13:28:12]
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L1166[13:28:33] <fry> shadekiller666:
yes
L1167[13:28:42] <shadekiller666> and that
is?
L1168[13:29:03]
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L1169[13:29:19] <fry> I updated the obj
loader too, look at it.
L1170[13:30:28] <tterrag|away> seems odd
that there is no "delete" method on strings
L1171[13:30:30]
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L1172[13:30:32] <tterrag|away>
.replace("foo", "") is meh
L1173[13:30:35] ***
tterrag|away is now known as tterrag
L1174[13:32:13] <Dark> that is because
del is the same as replace with ""
L1175[13:32:32] <gigaherz> it does
basically the same amount of work
L1176[13:32:38] <shadekiller666> so
you're just calling
state.parent.apply(Optional.<IModelPart>absent());
L1177[13:32:55] <fry> yup
L1178[13:32:56] <williewillus> people
need to start supporting the debug world type, everyones trying to
run worldgen there and crashing it :p
L1179[13:33:02] <shadekiller666> that
doesn't seem like it would do the same thing as
state.parent.apply(model)
L1180[13:33:05] <williewillus> convenient
to view the states for everything
L1181[13:33:07] <gigaherz> williewillus:
wtf is the debug world type? :O
L1182[13:33:11] <williewillus> 1.8 added
it
L1183[13:33:22] <fry> and people think
documenting my stuff will help
L1184[13:33:23] <williewillus> it just
generates a flat void world with all block states
L1185[13:33:33] <fry> people don't even
know about vanilla features :P
L1186[13:33:36] <Dark> fry it helps, only
if a little
L1187[13:33:42] <gigaherz>
interesting
L1188[13:33:43] <gigaherz> XD
L1189[13:33:48] <gigaherz> I had never
heard about it!
L1190[13:33:49] <Dark> that being said
vanilla features are not documented either
L1191[13:33:54] <gigaherz> how doyou use
that?
L1192[13:33:55] <Dark> and also is there
really a debug world?
L1193[13:33:58] <fry> I'm not denying
that it helps, heh
L1194[13:33:58] <williewillus> yes
L1195[13:33:59] <shadekiller666> fry,
that doesn't seem like it would do the same thing as
state.parent.apply(model)
L1196[13:34:06]
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L1197[13:34:09] <williewillus> on the
world type selection button hold down shift while cycling
through
L1198[13:34:12] <fry> shadekiller666: it
will
L1199[13:34:15] <shadekiller666> ok
L1200[13:34:16] <gigaherz> ah
shift-click
L1201[13:34:22] <gigaherz> that explains
why I never came across it ;P
L1202[13:34:28] <Dark> what does debug
world do different then other worlds?
L1203[13:34:38] <williewillus> it just
generates all registered blocks and block states
L1204[13:34:40] <gigaherz> Dark: [20:33]
(williewillus): it just generates a flat void world with all block
states
L1205[13:34:46] <williewillus> so you can
make sure all your models are working
L1206[13:35:08] <Dark> cool, guess I can
get rid of my version of that when I move to 1.8
L1207[13:35:46] <Dark> that being said,
there is not enough mods that add new world types
L1208[13:36:28] <williewillus> one thing
though is that TE's still try to tick >.<
L1209[13:36:37] <williewillus> so every
mod machine just freaks and crashes
L1210[13:36:43] <Dark> easy to fix
L1211[13:36:49] <VoxelV> for the creative
tab icon, how do you use a block instead of an item?
L1212[13:37:01] <Dark> A) add a boolean
to disable ticking in your machines B) hack the world to not
register tiles
L1213[13:37:05] <williewillus> well
mojang has to do that
L1214[13:37:13] <gigaherz> VoxelV:
Block.getItemFromBlock()?
L1216[13:37:19] <VoxelV> thanks
L1217[13:37:39] <Dark> williewvillus not
really, as a modder you can do just about anything
L1218[13:37:51] <williewillus> you can !=
you should :p
L1219[13:37:57] <Dark> for example making
fake world for testing
L1221[13:38:32] <VoxelV> actually,
Item.getItemFromBlock()
L1222[13:39:29] <gigaherz> ah Item.
L1223[13:39:32] <gigaherz> I never
remember which is it XD
L1225[13:39:55] <williewillus> that
shifter has a LOT of states lol
L1226[13:40:03] <Dark> that is a lot of
states
L1227[13:40:17] <williewillus> 7 boolean
properties, 1 int property, and one facing property
L1228[13:40:49] <Dark> seems a bit
much
L1229[13:41:31] <williewillus> well
seeing as there's 1000+ fire states in 1.8
L1230[13:41:46] *
Dark notes mojang is not a good example
L1231[13:42:04] <williewillus> they did
the submodel thing forge did in 1.9 so it's better
L1232[13:42:10] <gigaherz> the branch
block in my "tree overhauling" mod idea
L1233[13:42:12] <tterrag> fry: why would
diffuse lighting not be applied to my model?
L1235[13:42:16] <tterrag> left is normal
stone
L1236[13:42:24] <gigaherz> had facing + 8
branch widths + a boolean
L1237[13:42:27] <tterrag> as you can see,
it has AO
L1238[13:42:28] <tterrag> but not
diffuse
L1239[13:42:32] <fry> how're you
generating the model?
L1240[13:42:39] <tterrag> that's quite a
question
L1241[13:42:43] <calclavia> fry: Got ti
animating :D
L1242[13:42:49] <calclavia> Took some
time looking through Youtube videos
L1243[13:42:49] <fry> calclavia:
\o/
L1245[13:43:02] <gigaherz> if I were to
remake it, I'd use submodels ;P
L1249[13:45:09] <Dark> nice
L1250[13:46:22] <tterrag> fry: ?
L1251[13:46:42] <fry> tterrag: can you
link to the implementations of IChiselTexture?
L1252[13:46:49] <tterrag> yeah
L1254[13:46:59] <tterrag> one package up
:P
L1255[13:47:13] <fry> down you mean?
:P
L1256[13:47:13] <tterrag> in this case
it's a ChiselTextureNormal
L1257[13:47:27] <williewillus> Dark: lol
I got it wrong 1.8 has 2560 fire states
L1258[13:48:06] <tterrag> yeah, down
.-.
L1260[13:50:46]
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L1261[13:51:01] <fry> change last
argument to true
L1262[13:51:21] <tterrag> ahh
L1263[13:51:22] <tterrag> yeah
L1264[13:51:23] <tterrag> thanks!
L1265[13:51:34] <VoxelV> is today
Saturday?
L1267[13:53:56] <fry> good :P
L1268[13:55:29] <tterrag>
indistinguishable
L1269[13:55:31] <tterrag> very nice
L1270[13:55:52] <williewillus> lol I blew
up my custom tnt in the debug world and it triggered the others,
but the blocks are immediately restored -> infinite
exploding
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L1276[14:08:31] <Wuppy> well that was the
most boring & empty event I've ever organised :(
L1277[14:09:12] <GiantNuker> What
Was?
L1278[14:09:39] <Wuppy> I organised an
event for my student association and like 5 people showed up who
were not part of the organisaion :(
L1279[14:10:04] <GiantNuker> Yipes!
L1280[14:10:19] <Wuppy> it makes sense
considering the circumstances, but still :(
L1281[14:11:14] <GiantNuker> Well I
Wanted to say thanks to you for the book! It got me modding
:)
L1282[14:11:21] <Wuppy> awesome :D
L1283[14:11:24]
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L1284[14:11:33] <Ronzan> Do I need to
implement a custom Slot to only allow specific items to go into my
inventory/container slot?
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L1286[14:12:07] <GiantNuker> I Am working
on remaking the "Dragon Mounts mod"
L1287[14:12:13] <GiantNuker> Right
Now
L1288[14:12:30] <Dark> Ronzan if the slot
is limited then yes
L1289[14:12:42] <Dark> always a good idea
to prevent users from sticking anything into machine slots
L1290[14:12:53] <Dark> helps reduce
confusion
L1291[14:13:01] <Ronzan> limited as in
"only allow coal" for example?
L1292[14:13:05] <Dark> yep
L1293[14:13:16] <Ronzan> cool, thank you
Dark :)
L1294[14:13:19] <Dark> np
L1295[14:13:36] <Ronzan> was hoping I
could do it in some of all the overriden methods in my container
hehe
L1296[14:13:37] <GiantNuker> Wuppy, i am
uploading it now
L1297[14:13:57]
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L1298[14:14:04] <Wuppy> nice job :)
L1299[14:14:32] *
Dark wants to ride a dragon with a mini-gun
L1300[14:14:57] *
Dark remembers he can ride his nuke missiles
L1302[14:15:50] <Dark> I would suggest
uploading it to curse in the experiment mod section
L1303[14:15:53] <GiantNuker> If you dont
trust it scan it with an antivirus
L1304[14:16:19] <GiantNuker> Dark, thanks
but i am still developing it
L1305[14:16:29] <Dark> :) that is what
that section is for
L1306[14:16:35] <Dark> plus good idea to
reserve your mod name
L1307[14:16:37] <GiantNuker> :D
L1308[14:17:13] <GiantNuker> it Is
Dragon-Fun++, the oridional one is Dragon Mounts
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L1311[14:17:24] <GiantNuker> Oh, and this
is for 1.8
L1312[14:18:13] <Dark> which version of
1.8
L1313[14:20:09] <GiantNuker> 1.8.0
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L1315[14:21:37] <GiantNuker> the curse
forge registration wont work
L1316[14:22:58] <VoxelV> Ok, I just
watched MrCrayfish's Model Creator. Is it possible to use that to
make a sphere?
L1317[14:25:31] <Dark> so GaintNuler how
to I use your mod?
L1318[14:26:03] <GiantNuker> you download
it & put it with the rest
L1319[14:26:18] <Dark> I mean once
installed and running
L1320[14:26:27] <Dark> How do I get a
dragon and fly it :)
L1321[14:26:34] <shadekiller666> ok, the
rebase to 1.8.8 seems to have worked
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L1323[14:26:43] <GiantNuker> oh, you get
a dragon egg and hatch it
L1324[14:26:56] <GiantNuker> by right
clicking it
L1325[14:27:02] <shadekiller666> only
problem is that not all of the generics stuff is in my workspace,
and half of the mappings are different
L1326[14:27:32] <shadekiller666> whats
the proper gradle command to fix that? just "gradlew
setupForge"?
L1327[14:28:01] <GiantNuker> it will take
some time to hatch so if you are in a hurry(canoot wait an hour)
then type "/dragon stage adult"
L1328[14:28:15] <diesieben07> yes
shade
L1329[14:28:35] <diesieben07> that should
decompile again and stuff
L1330[14:28:58] <Dark> nice looking
dragon
L1331[14:29:09] <GiantNuker> ender?
L1332[14:29:18] <Dark> I think so, not
sure
L1333[14:29:24] <Dark> black and
grey
L1334[14:29:29] <GiantNuker> i got all
the look code from "Dragon Mounts"
L1335[14:29:35] <GiantNuker> yep its
ender
L1336[14:29:53] <GiantNuker> now do
"/dragon tame" or feed it fish
L1337[14:29:56] <Dark> who was the
original author
L1338[14:30:17] <GiantNuker> Um i forgon
but it says on the modlist
L1340[14:30:21] <shadekiller666> should
probably copy the build.gradle off of github just to be sure its
correct
L1341[14:30:43] <GiantNuker> i mean when
you click mods and them click that mod
L1342[14:30:58] <Dark> player doesn't
render
L1343[14:31:16] <GiantNuker> no, it gives
you invisibility
L1344[14:31:25] <GiantNuker> look!
L1345[14:31:30] <Dark> notice, but would
be nice if it showed up
L1346[14:31:37] *
Dark is giving hints
L1347[14:31:46] <GiantNuker> then do
"/dragon breed air"
L1348[14:31:55] <GiantNuker> and wait 11
seconds
L1349[14:32:05] <GiantNuker> for the
potion to ware off
L1350[14:32:19] <Dark> ah, why the potion
effects?
L1351[14:32:43] <Dark> also you can use
the Forge player render even to fix the player moving around on the
mount
L1352[14:32:49] <Dark> *renderEvent
L1353[14:32:55] <GiantNuker> because i
was board
L1354[14:33:12] <GiantNuker> i mean than
on your first question
L1355[14:33:13] <Dark> either way nice
job
L1356[14:33:26] <GiantNuker> ty, working
on it now
L1357[14:34:20] <Dark> suggest fixing the
player rotation, making the potion effects optional per player, and
adding fire breathing(or other effects) for each dragon
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L1359[14:34:43] <GiantNuker> i am working
on it
L1360[14:34:47] <Dark> :)
L1361[14:35:12] <Dark> anyways back to
coding Thaumcraft support for ICBM :)
L1362[14:35:58] <GiantNuker> thanks for
support, also adding an option to turn potion effects off
L1363[14:39:15] <gigaherz> :3
L1365[14:39:20] <gigaherz> new detail
animation
L1366[14:39:55] <Dark> nice
L1367[14:40:46] <tterrag> that is a
strange block
L1368[14:41:11] <gigaherz> it's a magic
block that can turn "stuff" into raw elemental
essences
L1369[14:41:25] <gigaherz> it IS meant to
be strange ;P
L1370[14:41:38] <Dark> strange things are
cool in MC
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L1375[14:44:19] <shadekiller666> oh
goody, setupForge is stuck downloading FG2.1...
L1376[14:44:21] <shadekiller666> :/
L1377[14:44:32] <Dark> it does that
L1378[14:44:44] <Dark> luckily it is
still faster than pre-gradle days
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L1382[14:46:32] <tterrag> >has
arrow
L1383[14:46:34] <tterrag> >no
progress
L1384[14:46:35] <tterrag> y
L1385[14:46:52] <gigaherz> it used
to
L1386[14:46:58] <gigaherz> before I
updated to 1.8
L1387[14:47:00] <gigaherz> XD
L1388[14:47:07] <Dark> bit fast for an
arrow
L1389[14:47:25] <gigaherz> I skipped that
part, and made it process one item/tick
L1390[14:47:25] <Dark> oh nice
staff
L1391[14:47:55] <Dark> lol
L1392[14:48:12] <gigaherz> yeah I tried
to do a tier-5 spell with only 50 in the wand
L1393[14:48:15] <gigaherz> it needs like
500 ;P
L1394[14:48:24] <gigaherz> 50
essences*
L1395[14:48:25] <Dark> nice design, bit
slow on the build up
L1396[14:48:38] <Dark> keep up the good
work
L1397[14:48:43] <gigaherz> thx
L1398[14:49:00] <gigaherz> it's a
spare-time project though, so progress is slow
L1399[14:49:01] <gigaherz> XD
L1400[14:49:26] <gigaherz> I keep
delaying drawing beam-type spells
L1401[14:50:07] <gigaherz> I could
however take the 3D orb I made for another thing, and useit to
render a 3D orb for the spells hmmm
L1402[14:50:20] <gigaherz> (the ball-type
ones)
L1404[14:50:29] <Dark> feel free to use
that code for help
L1405[14:50:41] <gigaherz> ah nice
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L1409[14:53:22] <gigaherz> hmmm is there
some way to add custom particles or I'd haveto draw them
manually?
L1410[14:53:59] <shadekiller666> forge
blockstate jsons support "particle" to assign a texture,
if thats what you mean?
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L1413[14:55:04] <gigaherz> no I mean a
new particle "type"
L1414[14:55:30] <gigaherz> atm I'm using
the EnumParticleTypes.CLOUD
L1415[14:55:43] <shadekiller666> oh, you
would have to add a new one manually i think
L1416[14:55:43] <gigaherz> but it's too
large, and when you get close to the block, it detects you and
stops rising
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L1424[14:56:53] <shadekiller666> how long
should one wait for gradlew setupForge to stop being stuck
downloading something before closing the command window and
starting over?
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L1426[14:57:18] <Dark> I give it 5
mins
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L1428[14:57:46] <shadekiller666> also, is
there a way to cancel the operation without just closing the
command window
L1429[14:58:18] <tterrag> ctrl+c
L1431[14:58:25] <Dark> but that is the
same thing as closing
L1432[14:58:34] <tterrag> no, it
terminates the process
L1433[14:58:38] <Dark> just close it, not
much, if any damage, will happen
L1434[14:58:39] <tterrag> window stays
open :p
L1435[14:58:53] <Dark> with gradle it
tends to close anyways
L1436[14:59:00] <Dark> due to the exit
call at the end
L1437[14:59:12] <tterrag> err no?
L1438[14:59:16] <tterrag> not for me
anyways
L1439[14:59:24] <diesieben07> yeah not if
you have the cmd open beforehands
L1440[14:59:27] <Dark> linux or
windows?
L1441[14:59:32] <diesieben07> which if
you don't ... how are you launchign gradle?
L1442[14:59:33] <diesieben07>
windows
L1443[14:59:39] <MattDahEpic>
diesieben07, batch script
L1444[14:59:44] <Dark> batch script, each
time I close it the window closes
L1445[14:59:46] <diesieben07> gah why
would you do that :D
L1446[14:59:53] <MattDahEpic> ^
L1447[14:59:54] <Dark> even if I call it
with a CMD it still closes
L1448[14:59:59] <shadekiller666> last
time i just closed the command window when it froze, it got
confused when i tried running the script again
L1449[15:00:07] <Dark> because batch
scripts are easy to use
L1450[15:00:10] <Dark> no work
required
L1451[15:00:33] <Dark> shadekiller666
then try ctrl+c
L1452[15:00:36] <diesieben07>
gr<tab> sDecW<enter> is faster for me than navigating
to the folder with a mouse and then clicking
L1453[15:00:55] <tterrag> but...how did
you open the cmd window?
L1454[15:01:00] <Dark> normally I'm
already in the folder
L1455[15:01:09] <diesieben07> win+r,
"cmd", enter
L1456[15:01:18] <diesieben07> takes...
half a second at most
L1458[15:01:24] <MattDahEpic> shift right
click open command window here
L1459[15:01:27] <tterrag> yeah and that
doesn't open it in your mod directory
L1460[15:01:32] <tterrag> so then you
have to CD a bunch
L1461[15:01:37] <diesieben07> nope
L1462[15:01:39] <tterrag> that's faster
than just navigating to the folder in explorer?
L1463[15:01:42] <diesieben07> D:
L1464[15:01:43] <MattDahEpic> you can cd
the entire path
L1465[15:01:44] <Dark> sounds like he has
a windows var location
L1466[15:01:54] <diesieben07> cd
D<tab>m<tab><enter>
L1467[15:01:56] <shadekiller666> the
texture atlas only gets stitched once right?
L1468[15:01:58] <Dark> like
%appdata%
L1469[15:02:20] <Dark> shadekiller666
each time you change the resource pack
L1470[15:02:24] <tterrag> eh, I have
X:/Development/MC_[version]
L1471[15:02:27] <tterrag> so a bit longer
:P
L1472[15:02:30] <Dark> also you can force
a restitch
L1473[15:02:35] <diesieben07> heh
L1474[15:02:38] <shadekiller666> is that
once per resource load (ie. F3+S will trigger another stitch
event), or just once period
L1475[15:02:48] <diesieben07> it would go
to D:/Data/Modding/ for me
L1476[15:02:52] <Dark>
F:\github\1.7\VoltzEngine
L1477[15:02:52] <shadekiller666>
hmm
L1478[15:02:54] <diesieben07> and then i
have to go into the project folder
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L1480[15:03:10] <GiantNuker> i am making
baby dragons more fisty
L1481[15:03:25] <GiantNuker> i am making
baby dragons more fisty
L1482[15:03:28] <Dark> also in theory I
could make a short cut on my task bar
L1483[15:03:29] <Dark> or even a hot
key
L1484[15:03:41]
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L1485[15:03:48] <shadekiller666> how does
the game keep track of what "uv" coordinates correspond
to any given block/item model?
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L1488[15:04:10] <tterrag> shadekiller666:
the TextureAtlasSprite stores all that
L1489[15:04:21] <GiantNuker> srry
L1490[15:04:35] <Dark> UV coords were in
the models I thought?
L1492[15:04:50] <MattDahEpic> work*
L1493[15:05:02] <tterrag> Dark: relative
uvs yes
L1494[15:05:10] <tterrag> i.e. 0.0 ->
16.0
L1495[15:05:15] <shadekiller666> so its
like "block/item"->"min uv coord on stitched
atlas" or something?
L1496[15:05:29] <tterrag> shadekiller666:
go look at TextureAtlasSprite
L1498[15:05:38] <shadekiller666>
lol
L1499[15:05:40] <Dark> last I checked it
stored the corner and size
L1500[15:05:45] <Dark> as 4 ints
L1501[15:06:01] <tterrag> it stores
min/max U/V, and the width/height (in pixels)
L1502[15:06:21] <Dark> same thing but
ya
L1503[15:06:22] <shadekiller666> ok
L1504[15:06:27] <williewillus> yeah
TextureAtlasSprite/Icons just stored info about a square in the
stitched texture sheet
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L1506[15:07:00] <Dark> basically its a
sprite sheet if you do game development
L1507[15:07:11] <tterrag> basically? it
is literally a sprite sheet :P
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L1509[15:07:22] <Dark> meh
L1510[15:07:25] <shadekiller666> i'm
trying to find ways of "wrapping" uvs for a block and
such
L1511[15:07:58] <shadekiller666> having
the same texture in the atlas twice would be convenient, but would
make it take up more space
L1512[15:08:22] <Dark> just reference the
same icon?
L1513[15:08:46] <shadekiller666> i
am?
L1514[15:08:57]
⇨ Joins: Thutmose
(~elpat@cpe-55-54-66-208.caribcable.com)
L1515[15:09:24] <Dark> no i mean if you
need it twice, just add it once then call the same location for
both sides
L1516[15:09:47] <Thutmose> fry you do the
model loading stuff right? is there any planned support for the
other arguments of the mtl files, or should I just remove them, so
it stops saying stuff like "[17:08:34] [Client thread/INFO]
[FML]: OBJLoader.MaterialLibrary: key 'Ns' (model:
'pokecube:models/block/tradingtable.mtl') is not currently
supported, skipping" when it loads
L1517[15:10:06] <shadekiller666>
thutmose, i'm the obj loader person :P
L1518[15:10:17] <Thutmose> ahh, ok, well
then, apply that question to you
L1519[15:10:25] <Dark> hey Thutmose long
time no see
L1520[15:10:29] <shadekiller666> and atm
the best option would be to remove them
L1522[15:10:50] <shadekiller666> some of
them are near impossible to implement in minecraft
L1523[15:10:55] <Thutmose> sup Dark, I
heard you were re-doing icbm?
L1524[15:10:57] <Dark> if you use github
just add .mtl to your .gitignore
L1525[15:11:02] <Dark> Thutmose yep
L1526[15:11:02] <shadekiller666> no no
no
L1527[15:11:07] <shadekiller666> bad
Dark
L1528[15:11:15] <Thutmose> I will go
remove the lines in the mtl that are causing issues then
L1529[15:11:22] <shadekiller666>
mhmm
L1530[15:11:22] <Dark> shadekiller666
why?
L1531[15:11:26] <Thutmose> I left them
there incase they would be implemented some time
L1532[15:11:34] <Dark> if not needed,
don't include is good pratice
L1533[15:11:40] <Thutmose> it isn't the
file
L1534[15:11:41] <shadekiller666> dark,
.mtls are the material library files for .obj models
L1535[15:11:45] <Thutmose> it is 3 lines
in the file
L1536[15:11:46] <Dark> ok
L1537[15:11:46] <williewillus> lol
L1538[15:11:51] <shadekiller666> without
them you can't assign textures :P
L1539[15:11:52] <Dark> but if they are
not used why keep them?
L1540[15:11:59] <Thutmose> because the
other lines are needed
L1541[15:12:00] <williewillus> they are
used?
L1542[15:12:13] <shadekiller666> the obj
loader parses .obj and .mtl files
L1543[15:12:14] <Dark>
<shadekiller666> and atm the best option would be to remove
them
L1544[15:12:22] <shadekiller666> the
lines
L1545[15:12:23] <shadekiller666>
lol
L1546[15:12:25]
⇨ Joins: rockers3000
(rockers300@host5-81-144-110.range5-81.btcentralplus.com)
L1547[15:12:26] <Dark> :/
L1548[15:12:35] <rockers3000> _
L1549[15:12:42] ***
rockers3000 is now known as Rockers
L1550[15:12:52] <shadekiller666> not all
of the "commands" in .obj/.mtl are supported by the obj
loader
L1552[15:12:57] <shadekiller666> for
various reason
L1553[15:12:58] <shadekiller666> s
L1554[15:13:33] <Thutmose> however, Ns,
Ks, Ni and illum are not supported
L1555[15:13:39] <Thutmose> so I will
remove those lines
L1556[15:13:43] <shadekiller666> Ks is
supported
L1557[15:13:56] <shadekiller666> the
loader just favors Kd over Ka and Ks
L1558[15:13:58] <Thutmose> oh right, just
says won't be applied
L1559[15:14:08] <Thutmose> should I
remove it?
L1560[15:14:21] <shadekiller666> if Kd is
present it will ignore Ka/Ks, so ya
L1561[15:14:29] <Dark> oddly enough
shadekiller66 I can still assign textures to .obj without those
files
L1562[15:14:39] <Dark> so what does it
exactly do?
L1563[15:14:41] <shadekiller666> ya, one
texture
L1564[15:14:45] <Dark> ah
L1565[15:14:56] <shadekiller666> you
can't determine what faces have that texture applied
L1566[15:15:00] <Dark> btw does it
support this in 1.7.10?
L1567[15:15:06] <shadekiller666>
nope
L1569[15:15:12] <Dark> ah that explains
my confusion
L1570[15:15:17] <shadekiller666> because
the 1.7.10 loader is pathetic :P
L1571[15:15:21] <Rockers> Can somebody
help me with packet-handling. I have the same problem as I did
yesterday. I have the stacktrace (
http://pastebin.com/eJCYxvgY ) and the code (
http://pastebin.com/TC4b2qu1 ). Just curious as to
what the problem is. I see that there is an "undefined
discriminator" but that doesn't seem to be the case.... Still,
I'm probably wrong, as-p
L1572[15:15:21] <Rockers> er usual.
:p
L1573[15:15:37] <Thutmose> also, shade,
is there any way for me to use this obj model loader for
entities?
L1574[15:15:49] <Dark> shadekiller666 how
hard would it be to add in 1.7.10
L1575[15:15:52] <Dark> as I could use
that option
L1576[15:16:02] <Thutmose> it would be
better than my current x3d model loader I wrote
L1577[15:16:06] <shadekiller666> dark,
don't know, and don't care
L1578[15:16:12] <Dark> meh, oh well
L1579[15:16:19] *
Dark adds to google list
L1580[15:16:22] <shadekiller666> if you
want the fancy things i've implemented in my obj loader, update to
1.8
L1581[15:16:35] <Dark> not enough time to
update at the moment
L1582[15:16:40] <shadekiller666> stop
developing for 1.7.10
L1583[15:16:44] <Dark> why?
L1584[15:16:51] <Dark> 1.8 doesn't offer
that much more
L1585[15:16:54] <shadekiller666> because
its over a year old now
L1586[15:16:59] <Dark> and?
L1587[15:17:01] <shadekiller666> it
offers way more
L1588[15:17:23] <MattDahEpic> because
when 1.9 comes aroudn and youre not already on 1.8 ur fuked
L1589[15:17:25] <Dark> nothing that
really effects game play by enough to warrant a week of
updating
L1590[15:17:41] <Dark> keep in mind I
have 47 mods
L1591[15:17:43] <shadekiller666> and the
more people like you that continue to develop for 1.7.10 the longer
it will take for the modding community in general to adopt
1.8
L1592[15:18:05] <Dark> :P modding
community has never waited for me before, so it will move on
without me
L1593[15:18:18] <shadekiller666> you
still have an influence
L1594[15:18:26] <Dark> lol
L1595[15:18:41] <Dark> If I had an
influence Universal Electricity would not have fallen to RF
L1596[15:18:52] <shadekiller666> your
support of 1.7.10 means that there is less pressure on the major
mods (buildcraft, thermal expansion, etc.) to focus on 1.8
L1597[15:18:54] <tterrag> or. OR. maybe
he can do whatever he wants because it's a hobby .-.
L1598[15:18:56] <SkySom> It could have
still fallen.
L1599[15:19:01] <Dark> plus I do this for
fun shade not for the community
L1600[15:19:05] <SkySom> It just means
that RF had a greater influence
L1601[15:19:09] <tterrag> and last I
checked you don't sign his paycheck
L1602[15:19:20] <shadekiller666>
thutmose, its possible, i just don't know off the top of my head
how
L1603[15:19:26] <Dark> I like tterrag
answer
L1604[15:19:31] <Dark> plus my user base
doesn't care
L1605[15:19:36] <Dark> they just want
more explosives for ICBM
L1606[15:19:39] <Dark> not 1.8
updates
L1607[15:19:54] <Dark> tbh I still get
1.5.2 and 1.6.4 downloads
L1608[15:19:56] <Dark> more than
1.7.10
L1609[15:20:04] <Elexorien> are we
talking beta or release 1.8?
L1610[15:20:09] <tterrag> the community
*includes* modders
L1611[15:20:17] <tterrag> if modders
don't want to move to 1.8, that means the community doesn't want
to
L1612[15:20:25] <tterrag> it's always
happened in the past, so just let it happen
L1614[15:20:49] <tterrag> I don't get why
everyone is suddenly a white knight for "the
community"
L1615[15:21:02] <SkySom> I don't get why
everyone tries to shame others.
L1616[15:21:05] <Dark> especially
considering how little of the community they support
L1617[15:21:12] <shadekiller666>
...
L1618[15:21:30] <Thutmose> ok, as I
currently can load in animated models from tabula files, and from
x3d files, where the x3d animation is based on an xml thing I
wrote, but your obj loader is better written than my x3d
loader
L1619[15:21:42]
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L1620[15:21:52] <tterrag> Thutmose: objs
don't store animatinos
L1622[15:21:59] <tterrag> b3d does
though, and there's a loader for that
L1623[15:22:06] <shadekiller666> doesn't
mean they can't be used for animation
L1624[15:22:08] <Thutmose> neither do the
x3d
L1625[15:22:10] <tterrag> not sure what
x3d is
L1626[15:22:18] <Thutmose> very similar
to obj
L1627[15:22:30] <Thutmose> I was
animating via an xml format I wrote
L1628[15:22:30] <Dark> tbh I like the
idea of including animation files separately
L1629[15:22:35] <shadekiller666> its a
graphics exchange format written in xml
L1630[15:22:35] <Dark> make reuse of
files easy
L1631[15:22:35] <tterrag> well, b3d is
probably your best bet because the animation is part of the file
format
L1632[15:22:38] <tterrag> and the loader
already exists :P
L1633[15:22:45] <Thutmose> and it works
for entities?
L1634[15:22:50] <tterrag> don't see why
not
L1635[15:22:57] <Thutmose> ok, I will
look into it then
L1636[15:22:58] <tterrag> it's just a
bunch of quads in the end :P
L1637[15:23:08] <shadekiller666>
thutmose, any model loaded through a custom model loader should
work for entities
L1638[15:23:15] <Dark> Thutmose you may
need to mess with some of the base level methods in the entity
renderer
L1639[15:23:26] <Dark> as they are coded
for Mojang's models still
L1640[15:24:33] <Thutmose> I have an
entity renderer that deals with animations for the pokemobs based
on what they do, it currently loads in the animations made in
tabula, or some preset ones specified by an XML along side the
model
L1641[15:24:53] <shadekiller666> dark,
what is the most significant change in 1.8 that is discouraging you
from updating to it?
L1642[15:25:01] <Dark> nothing
L1643[15:25:05] <Dark> its the time
L1644[15:25:20] <shadekiller666> updating
always takes time
L1645[15:25:22] <Dark> every time I
update to a new MC version I lose months of work
L1646[15:25:34] <Dark> its the reason a
lot of my mods are not at the top of the download list
L1647[15:25:40] <Dark> I have to rewrite
content
L1648[15:25:51] <shadekiller666>
O.o
L1649[15:25:56] <Thutmose> my stuff was 2
days of mostly find/replace to update
L1650[15:25:58] <Dark> plus I'm in the
middle of a rewrite as it is
L1651[15:26:21] <Dark> also remember I
have 47 mods, months of work is spread across those
L1652[15:26:24] <tterrag> Thutmose: lucky
you? most mods are basically a full rewrite to go to 1.8
L1653[15:26:38] <Dark> most will update
in 2 hours
L1654[15:26:45] <Dark> mods like
VoltzEngine will take 2 weeks
L1655[15:26:55] <Dark> as its 25% render
code
L1656[15:27:03] <Dark> that doesn't work
in 1.8
L1657[15:27:06] <Thutmose> the longest
part of my update was getting all the block jsons done
L1658[15:27:37] <tterrag> yeah, now
imagine you are in charge of updating chisel
L1659[15:27:39] <Dark> also unlike most
mods I have JUnit code
L1660[15:27:43] <Dark> which will need
updated
L1661[15:27:44] <Thutmose> luckily I
didn't have any animated block models, most of the content in mine
is entities
L1662[15:27:49] <Dark> as most will fail
in 1.8
L1663[15:28:13] <Dark> not include the
rework of MC JUnit which most will fail in 1.8
L1664[15:28:22] <Dark> as it hackes into
the server, and world to function
L1665[15:28:37]
⇦ Quits: GiantNuker (~GiantNuke@172.243.152.180) (Ping
timeout: 195 seconds)
L1666[15:28:38] <shadekiller666> the
reason i'm so adament about people updating to 1.8 is because i
don't want my hobby to come to a screaching hault in terms of
having new minecraft mechanics and such in a year
L1667[15:28:52] <tterrag> that's just not
going to happen
L1668[15:28:57] <tterrag> you weren't
around for 1.3? no one used it
L1669[15:28:58] <Dark> why would it stop
because of people like me
L1670[15:28:59] <tterrag> forge was
there
L1671[15:29:04] <tterrag> I'm sure tons
of work was done on 1.3
L1672[15:29:06] <tterrag> but no one ever
used it
L1673[15:29:08] <tterrag> then we moved
on
L1675[15:29:19] <Rockers> Wouldn't it be
better to do a 'quick' update of your mod for the things that can
be updated quickly and leave out stuff like rendering just to
satisfy the needs of certain 1.8 hungry users? You would have to
rewrite alot of your code even to release a 'lite'
version....
L1676[15:29:23] <Dark> I've been modding
since before forge
L1677[15:29:26]
⇨ Joins: orthoplex64
(~orthoplex@cpe-66-69-96-209.satx.res.rr.com)
L1678[15:29:29] <Dark> tbh I'm tired of
updating
L1679[15:29:56] <tterrag> I've not been
modding for very long compared to most
L1680[15:30:00] <tterrag> I've only
really seen two cycles
L1681[15:30:05] <tterrag>
1.6->1.7->1.8
L1682[15:30:10] <ThePsionic> I started on
1.7.2
L1683[15:30:11] <tterrag> which were both
opposite ends of the spectrum
L1684[15:30:15] <gabizou> this is my
first cycle tbh.
L1685[15:30:17] <tterrag> EVERYONE wanted
people to update to 1.7
L1686[15:30:25] <gabizou> but I've
witnessed many cycles with bukkit
L1687[15:30:25] <tterrag> users were
BEGGING for it
L1688[15:30:31] <tterrag> 1.8 is the
polar opposite
L1689[15:30:40] <Rockers> Bukkit is a
disease.
L1691[15:30:41] <Thutmose> I have done
1.5 -> 1.6, then 1.6 -> 1.7 and now 1.7 -> 1.8 for this
mod
L1692[15:30:43] <gabizou> tterrag well,
1.7 was the world update
L1693[15:30:44] <Rockers> jkjk
L1694[15:30:50] <tterrag> 1.7 was a great
update
L1695[15:30:57] <tterrag> we got dynamic
IDs
L1696[15:30:59] <tterrag> new
biomes
L1697[15:31:00] <Thutmose> during the
1.6-1.7 I changed things around to make it much easier to
update
L1698[15:31:00] <Dark> tbh 1.6.4 to 1.7
was not that bad
L1699[15:31:05] <Dark> much easier than
1.2.5 to 1.5
L1700[15:31:08] <tterrag> no Dark, and
that was part of it
L1701[15:31:11] <tterrag> the port was
pretty easy
L1702[15:31:16] <shadekiller666> we'll
see what happens with 1.9...
L1703[15:31:17] <gabizou> I'm going to
expect though that we'll be kinda skipping over 1.8 and go to 1.9
if mods want to survive.
L1704[15:31:21] <tterrag> users were
happy, modders were happy, it worked out
L1705[15:31:25] <tterrag> 1.8 is the
opposite
L1706[15:31:29] <gabizou> the new combat
mechanics aren't something users will forgo to play mods.
L1707[15:31:31] <tterrag> no gameplay
changes that most users care about
L1708[15:31:34] <Elexorien> am I the only
one here who has yet to even look at 1.8? I don't even know what
was added.
L1709[15:31:34] <tterrag> and the port is
awful
L1710[15:31:36] <Dark> tbh users are
happy as long as they can play with mods
L1711[15:31:36] <tterrag> so no one is
happoy
L1712[15:31:38] <ThePsionic> 1.8 is a lot
of work for little gain
L1713[15:31:38] <illyohs> i stll call it
lazy IMO
L1714[15:31:41] <Dark> most don't care
about the version
L1715[15:31:51] <gabizou> Elexorien
basically blockstates.
L1716[15:31:54] <Dark> I still support
modpacks that exist in 1.2.5
L1717[15:31:59] <Dark> though I get payed
to do it
L1718[15:32:00] <gabizou> and rendering
overhaul it seems
L1719[15:32:40] <shadekiller666> 1.8 is a
lot of prep for future updates
L1720[15:32:45] <Dark> with people like
fry though 1.8 should be easy to update to
L1721[15:33:07] <shadekiller666> and
myself
L1722[15:33:10] *
gabizou still grumbles how there's no bender
L1723[15:33:32] <Dark> idk shadekiller66
you seem to be more negative then helping, no offense
L1724[15:33:36] <shadekiller666> forge
has done a lot over the last few months to make the transition
nicer
L1725[15:33:41] <Dark> that it has
L1726[15:33:53] <shadekiller666> i am the
one that put 1.7.10's obj loader to shame, no?
L1727[15:34:09] <Dark> idk, tbh I didn't
know you were working on it
L1728[15:34:17] <Thutmose> hmm, anyone
got an example of an open source mod that uses WAILA api to give
more info on entities?
L1729[15:34:18] <Dark> I don't follow the
commits
L1730[15:34:23] <Dark> I follow what is
said in this channel
L1731[15:34:31] <tterrag> Thutmose: I do
it a tiny bit
L1732[15:34:38] <shadekiller666> how
often are you in this channel?
L1733[15:34:39] <Dark> sadly I dropped
waila support
L1734[15:34:51] <shadekiller666> i've
been working on this for a few months now
L1735[15:34:56] <Dark> shadekiller666 all
the time, though I don't always read it
L1737[15:35:04] <tterrag> Thutmose:
^
L1738[15:35:10] <Thutmose> I am working
on adding as much cross mod support for pokecube as I can, so just
starting to do WAILA support for pokemobs, thanks
L1739[15:35:35]
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L1740[15:35:51] <shadekiller666> da
faq
L1741[15:35:52] <Dark> anyways
shadekiller666 it doesn't matter, gj if you made a better
version
L1742[15:36:01] <Dark> I have a custom
version sadly
L1743[15:36:16] <shadekiller666> why is
there a class that Minecraft.class can't find...
L1744[15:36:17] <Dark> most likely going
to have to abandon it in 1.8
L1745[15:36:40] <shadekiller666> what is
custom about it
L1746[15:36:51] <Dark> converts to my own
data structure
L1747[15:36:55] <Dark> its about the same
tbh
L1748[15:37:22] <shadekiller666> it just
spits out stuff in a way thats easier to manage?
L1749[15:37:27] <Dark> yes
L1750[15:37:30] <shadekiller666> like
groups of faces and such?
L1751[15:37:33] <Dark> yep
L1752[15:37:33] <kashike> 1.9 is going to
be fun, mods are gonna have fun with the datawatcher changes
L1753[15:37:40] <Dark> was planning on
using it to do animations
L1754[15:37:45] <shadekiller666>
datawatcher changes?
L1756[15:37:58] <Thutmose> hmm, what
changed with datawatcher?
L1757[15:38:02] <shadekiller666> dark, my
loader has Group support
L1758[15:38:05] <Rockers> Sorry for being
a pain in the ass, but I'm still stuck. :/ I messaged something up
^^^ with my problem. If anyone wants to help me, then thanks! :)
It's appreciated.
L1759[15:38:11] <kashike> object-based,
no more integer ids
L1760[15:38:18] <Dark> shadekiller666
cool, still have to wait until i update to use it
L1761[15:38:23] <Dark> I do plan to
update btw
L1762[15:38:26] <Dark> just not my major
mods
L1763[15:38:26] <shadekiller666> you can
show/hide them, apply a transformation to them individually
L1764[15:38:36] <Thutmose> did they
change the number allowed?
L1765[15:38:45] <shadekiller666> sounds
like what you need is an additional developer :P
L1766[15:38:56] <Dark> yep
L1767[15:39:06] <Dark> have 7 interns but
most don't show up for work
L1768[15:39:19] <Dark> having issues
creating a good dev team
L1769[15:39:30] <kashike> Thutmose: max
of 254 in 1.9
L1770[15:39:33] <shadekiller666> !gc
FrameTimer
L1771[15:39:45] <Dark> 254 ids?
L1772[15:39:50] <Dark> or value
L1773[15:39:57] <kashike> ids
L1775[15:40:03] <Dark> per entity or
global?
L1776[15:40:17]
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L1777[15:40:33] <kashike> ids are
dynamic, kinda. each entity type registers for them
L1778[15:40:48] <Dark> so each entity has
there own set, that should work
L1779[15:40:48]
⇨ Joins: michael_
(~michael_@109-186-17-169.bb.netvision.net.il)
L1780[15:40:53] <Dark> can't see using
more than 50 tbh
L1781[15:40:54] <Thutmose> hopefully that
will at least solve my current issue of having to shuffle ids
around
L1782[15:40:58] <Dark> seeing as you can
group data in enums
L1783[15:41:04] <ThePsionic> also, 1.9,
JSON loot tables \o/
L1784[15:41:04] <shadekiller666> willie,
i think you're adding more entries to "toSearch" then
you're removing
L1785[15:41:15] <Dark> loot tables sounds
bad ***
L1786[15:41:23] <williewillus> it's just
weird because it works in the 1.7 version
L1787[15:41:26] <williewillus> I think I
see it
L1788[15:41:29] <ThePsionic> Dark
pls
L1790[15:41:30] <williewillus> but still
weird how it worked
L1791[15:41:31] <Thutmose> I currently
use 17 datawatcher values for various things for the pokemobs
L1792[15:41:51] <Dark> i don't like doing
loot tables in code
L1793[15:41:58] <Dark> would be useful to
do them in resource packs
L1794[15:42:02] <ThePsionic> Also
L1795[15:42:04] <ThePsionic>
Subtitles
L1796[15:42:07] <Thutmose> all of my loot
tables are loaded in from a config spreadsheet
L1797[15:42:12] ***
kroeser is now known as kroeser|away
L1798[15:42:20] <Dark> Thutmose that
sounds like a nice way to do it
L1799[15:42:29] <Rockers> Is this message
blocked? Just checking, using a browser IRC but it still should
give my IP address...
L1800[15:42:33] <Thutmose> all of my
entities are loaded in from a resource pack
L1801[15:42:33]
⇨ Joins: big_Xplosion
(~big_Xplos@37.ip-51-255-167.eu)
L1802[15:42:34] *
Dark makes note to make xml loot tabel for 1.7 and 1.8
L1803[15:42:36] <Thutmose> I see that
message
L1804[15:42:41] <Rockers> Oh, ok
L1805[15:42:59] <Dark> shadekiller666 btw
if you want more people to update to 1.8
L1806[15:43:04] <ThePsionic> Make sure
your mods have 1.9 subtitle support guys ;)
L1807[15:43:05] <Dark> add 1.8 features
to 1.7.10
L1808[15:43:14] <Dark> so devs don't have
to update as much
L1809[15:43:30] <Dark> kind of how they
had fluid and liquid systems in forge
L1810[15:43:35] <kashike> I wish 1.7
would just die already >_>
L1811[15:43:36] <Elexorien> you're good
Rockers, I think most of us missed it in the convo.
L1812[15:44:11] *
Dark heart is broken, wishes 1.7 would live forever :)
L1813[15:44:40] <Rockers> I was using
kiwi but it isn't blocked so, I shall use it until l e x finds
out.
L1814[15:44:43] <Rockers> lol jk
L1815[15:44:52] <Rockers> It doesn't
block my IP anyway.
L1816[15:45:22] <tterrag> 254?
L1817[15:45:28] <tterrag> that's an odd
number
L1818[15:45:34] <tterrag> 2^8 - 2
L1819[15:45:35] <tterrag> O.o
L1820[15:45:48] <Dark> remember 0, which
would make it 255 values
L1821[15:45:58] <tterrag> well then
that's 255 IDs
L1822[15:46:34] <Dark> tbh it most likely
256 seeing as values like that normal go from 0-255
L1823[15:46:39] <tterrag> but that still
doesn't make sense, as 0 -> 255 is 256 ids :P
L1824[15:46:40] <Rockers> But IDs usually
hold 256 values?
L1825[15:47:03] <Rockers> 255 + 0 = 256
elements.
L1826[15:47:06] <Dark> if you want
tterrag you can test it's max value in 1.8
L1827[15:47:06] <tterrag> only thing I
can think of is that they "reserved" 1 or 2 IDs for
certain info
L1828[15:47:11] <Dark> don't have a 1.8
workspace or I would
L1829[15:47:25] <kashike> tterrag: see
the link
L1831[15:48:06] <williewillus> I'm
stumped
L1832[15:48:15] <tterrag> that doesn't
really answer what I'm asking
L1833[15:48:17] <williewillus> the exact
same code causes an infinite loop in my port and not in the
original
L1834[15:48:40] <Dark> tterrag could it
be possible they are using 1 bit for something?
L1835[15:48:43]
⇨ Joins: CovertJaguar (Railcraft@65.183.205.6)
L1836[15:48:43]
MineBot sets mode: +v on CovertJaguar
L1837[15:48:45] <Dark> like client vs
server
L1838[15:48:47] <tterrag> that's my only
guess
L1839[15:48:57] <tterrag> *shrug*
L1840[15:48:59] <Dark> only thing I can
think of as well
L1841[15:49:01] <tterrag> we'll find out
:P
L1842[15:49:08] <Dark> tbh it doesn't
matter as no one is going to use more than 100
L1843[15:49:18] <Dark> as long as it is
per entity
L1844[15:49:32] <tterrag> it's per entity
but obviously superclasses need their IDs as well
L1845[15:49:34] <kashike> 255 is
reserved
L1846[15:49:36] <kashike> "If this
is 0xff then the it is the end of the Entity Metadata array and no
more is read. "
L1847[15:49:52] <tterrag> so then there's
255 ids
L1848[15:49:53] <Dark> ah that makes
sense
L1849[15:50:03] <tterrag> 0->254
L1850[15:50:03] <Thutmose> it should be
per entity, I only use 17 of them, and my entities need to do quite
a lot, so 255 does seem to be more than enough
L1851[15:50:17] <Dark> highest I've
gotten to is 30
L1852[15:50:21] <Dark> including super
class
L1853[15:50:27] <tterrag> highest I've
gotten to is...idk I just added one
L1854[15:50:30] <tterrag> I think I used
42
L1855[15:50:31] <Thutmose> well, that is
not including however many the entity uses vefore
L1856[15:50:32] <Dark> that was for an AA
gun on a minecart
L1857[15:50:43] <tterrag> I don't do
entities :P
L1858[15:50:50] <Thutmose> but it only
allows up to 31 of them atm
L1859[15:51:01] <ThePsionic> mfw 1.9 will
have skeleton traps
L1860[15:51:12] <Dark> skeleton
traps?
L1861[15:51:15] <shadekiller666> why do i
keep getting an InvocationTargetException when trying to launch the
game...
L1862[15:51:17] <Thutmose> ahh, including
the other things the entity uses, I use 30
L1863[15:51:30] <gigaherz>
shadekiller666: bad reflection ;P
L1864[15:51:38] <ThePsionic> Dark:
"If it is, the horse will spawn 4 skeleton horses, ridden by
skeletons and a lightning bolt in its place when a player gets
within 10 blocks of it."
L1865[15:51:52] <shadekiller666>
gigaherz, ya i know, but how the fuck do i fix it :P
L1866[15:52:03] <tterrag> posting the
full log would be a good first step
L1867[15:52:23] <Dark> ah encounter
traps, thought you meant physical trap
L1868[15:52:26] <gigaherz>
shadekiller666: I have no idea without context ;P
L1869[15:52:32] <Dark> sounds cool
L1870[15:52:50] <Dark> wish more mods did
that kind of stuff
L1871[15:52:53] <Dark> world needs more
life
L1873[15:53:07]
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L1874[15:53:15] <Dark> Caused by:
java.lang.Error: Unresolved compilation problem:
L1875[15:53:24] <kashike> heh
L1876[15:53:48] <Dark> the invocation is
a result of forge failing to start by the look of it
L1877[15:54:00] <williewillus> IDEA will
reload resources in debug mode right?
L1878[15:54:07] <Dark> not sure
L1879[15:54:28] <shadekiller666>
hmmm
L1880[15:54:28] <Zaggy1024> wow, how have
I not heard of wiki.vg, if it has the correct names for
entities?
L1881[15:54:35] <gigaherz> williewillus:
if you mean mc assets, I often modify models/textures, then build,
then use F3+T
L1882[15:54:37] <Dark> I think it does
but MC only pools textures on resource load
L1883[15:54:41] <shadekiller666> seems
eclipse didn't like the rebasing onto 1.8.8
L1884[15:54:46] <Zaggy1024> ...or does
it
L1885[15:54:52] <kashike> Zaggy1024:
doesn't
L1886[15:55:00] <Zaggy1024> where do they
get the names then?
L1887[15:55:03]
⇦ Quits: Loetkolben
(~Loetkolbe@ipbcc2d086.dynamic.kabel-deutschland.de) (Quit: Over
and Out!)
L1888[15:55:15] ***
Dark is now known as Dark|Away
L1889[15:55:18] <kashike> they make them
up. some are based on the registry I assume
L1890[15:55:18] <Rockers> I feel really
dumb
L1891[15:55:22] <shadekiller666> willie,
ya, it should hotswap automatically
L1892[15:55:24] <williewillus> guessing
probably, that wiki has been documenting the protocol for
ages
L1893[15:56:06] <Zaggy1024> huh
L1894[15:56:06] <shadekiller666> you'll
have to tell minecraft to reload resources but intellij and eclipse
both auto-hotswap on save if possible
L1895[15:56:24] <gigaherz> idea copies
the resources on build
L1896[15:56:34] <gigaherz> so you ahve to
do Build->Make Project
L1897[15:56:40] <gigaherz> and then
reload with F3+T
L1898[15:56:48] <williewillus> kk
L1899[15:57:06] <tterrag> F3+s also works
:P
L1900[15:57:09] <tterrag> they used to do
different things
L1901[15:57:14] <tterrag> but
now...well...they don't
L1902[15:57:25] <tterrag> but f3+s
doesn't open chat :P
L1903[15:57:36] <gigaherz> XD
L1904[15:57:42] <gigaherz> I change my
chat key anyhow
L1905[15:57:48] <gigaherz> i prefer enter
like in mmos
L1906[15:58:07] <Rockers> When I send a
message from a block, does the message have to be sided or
discriminated ? ? (i.e. if(!worldIn.isRemote)
L1907[15:58:11] <Rockers> )
L1908[15:58:29] <tterrag> Rockers: you
register the message to the side it will be received on
L1909[15:58:41] <tterrag> otherwise,
no
L1910[15:58:45] <tterrag> not sure what
you are asking tbh
L1911[15:58:46]
⇦ Parts: Rockers
(rockers300@host5-81-144-110.range5-81.btcentralplus.com)
())
L1912[15:58:51] <tterrag> k
L1913[15:59:24] <gigaherz> I think he
meant if you have to check which side the block method was running
on
L1914[15:59:39] <gigaherz> which is not
really related to the message system
L1915[15:59:42]
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L1916[16:01:25] <shadekiller666> !gc
SystemInfo
L1917[16:01:38] <shadekiller666> !gc
oshi.SystemInfo
L1918[16:01:41] <shadekiller666>
O.o
L1919[16:01:51] <shadekiller666> how am i
missing an entire package...
L1920[16:02:19] <gigaherz> ...
L1921[16:03:59] <shadekiller666> seems a
--refresh-dependencies is in order...
L1922[16:04:07] <williewillus> lol
L1923[16:05:10] <shadekiller666>
wtf
L1924[16:05:22]
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seconds)
L1925[16:05:24] <shadekiller666> still
missing the package...
L1926[16:06:17] <shadekiller666> in
OpenGlHelper, eclipse can't find "oshi.SystemInfo", and
"oshi.hardware.Processor"
L1928[16:06:53]
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(rockers300@host5-81-144-110.range5-81.btcentralplus.com)
L1929[16:07:26] <ThePsionic> "In the
0.0000000001% chance that all 12 frame blocks generate with eyes
already present, the portal will now be active."
L1930[16:07:31] <ThePsionic> Most
important 1.9 fix
L1931[16:08:23] <gravityfox> halp
L1932[16:08:34] <williewillus> can models
override other models to just change a texture?
L1933[16:08:37] <williewillus> (vanilla
format)
L1934[16:08:37] <Rockers> They didn't add
inventory controls on the controller touchpad with the Wii U
Minecraft Edition
L1935[16:08:45] <gravityfox>
setupDecWorkspace is giving me over 10,000 lines of console
spam
L1936[16:08:49] <Rockers> *slow
claps*
L1937[16:09:25] <gravityfox> >
com.cloudbees.diff.PatchException: Cannot find hunk target
L1938[16:09:36] <gigaherz> Rockers: LOL
then wtf is the point?
L1939[16:09:39] <gravityfox> seemed like
that issue occurred in the past
L1940[16:09:46] <gravityfox> i'm using
forgegradle 2.1 snapshot
L1941[16:09:47] <williewillus>
gravityfox: refresh dependencies
L1942[16:09:50] <williewillus> i had that
issue last night
L1943[16:09:55] <gravityfox> i already
did
L1944[16:09:55] <gigaherz> the whole
point of the WiiU would have been to make the gamepad always show
the player inventory for easier managing & crafting!
L1945[16:09:56] <gigaherz> XD
L1946[16:10:01] <williewillus> use newer
mappings then
L1947[16:10:07] <gravityfox> is that
ir?
L1948[16:10:09] <gravityfox> it?
L1949[16:10:22] <gigaherz> fg2.1-snapshot
+ recent mappings
L1950[16:10:28] <gravityfox> mkay
L1951[16:10:29] <ThePsionic> Ooh
L1952[16:10:38] <ThePsionic> Dead bushes
will drop 0-2 sticks in 1.9
L1953[16:10:47] <gigaherz> ooh
L1954[16:11:28] <Zaggy1024> bushes?
L1955[16:12:05] <Zaggy1024> oh you mean
the decorative plants?
L1956[16:12:06] <ThePsionic> Dead
bushes
L1957[16:12:10] <ThePsionic> The desert
plants
L1958[16:12:16] <Rockers> Ooh
Subtitles
L1959[16:12:23] <Rockers> Like wtf was
the point in that
L1960[16:12:23] <gravityfox> what's the
format for mcp mapping version?
L1961[16:12:30] <Zaggy1024> lol thanks
brain, for some reason my brain didn't connect the
"dead"
L1962[16:12:33] <Rockers> I understand
the arrows showing mobs for deaf players
L1963[16:12:37] <diesieben07> gravityfox,
yyyymmdd
L1964[16:12:40] <ThePsionic> Also,
Minecraft meets Assassin's Creed: Falling on haybales does only 20%
fall damage
L1965[16:12:46] <Rockers> But really,
subtitles?
L1966[16:12:54] <Rockers> [MANLY
GROAN]
L1967[16:13:17] <Zaggy1024> why
not?
L1968[16:13:19] <Zaggy1024> they're
optional
L1969[16:13:20] <kashike> If you were
deaf, would you like to know when a creeper is behind you?
L1970[16:13:22] <kashike> I think
so.
L1971[16:13:30] <shadekiller666>
AbrarSyed, not sure how much you can help, but my forge dev env
can't seem to find all of the packages needed, vanilla's
OpenGlHelper can't find one of its packages
L1972[16:13:33] <gigaherz> ThePsionic: AC
would be 0, not 20%
L1973[16:13:34] <gigaherz> ;P
L1974[16:13:36] <Rockers> I said that I
understand the arrows feature.
L1975[16:13:41] <ThePsionic> pls
L1976[16:13:47] <Rockers> With it
pointing in the direction of mobs.
L1977[16:13:57] <Soni> what happens if I
use an interface in a forge eventhandler?
L1978[16:14:17] <shadekiller666>
AbrarSyed, i've run gradlew setupForge --refresh-dependencies and
reloaded eclipse, but the problem still exists
L1979[16:14:29]
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L1980[16:14:40] <ThePsionic> Enchanted
golden apples will be buffed in 1.9, but also made
uncraftable
L1981[16:14:50] <gravityfox> wait i'm
using forge 1577, aren't the mappings different to 1.8.8?
L1982[16:15:05] <Rockers> Lol, they
removed Twitch streaming.
L1983[16:15:18] <ThePsionic> Yep
L1984[16:15:35] <gigaherz> did anyone use
it?
L1985[16:15:38] <ThePsionic> Hoes take
damage when attacking stuff in 1.9
L1986[16:15:51] <gigaherz> so do
shears?
L1987[16:16:02] <ThePsionic> N
L1988[16:16:03] <ThePsionic> No*
L1989[16:16:12] <gigaherz> hmm didn't
they make shaers take durability at some point?
L1990[16:16:13] <ThePsionic> Maps will be
minimaps when wielded in the offhand slot
L1991[16:16:28] <ThePsionic> Cobwebs will
be harvestable with shears without needing Silk Touch
L1992[16:16:40] <gigaherz> ah no but they
removed the ability to enchant them later hmmm
L1993[16:16:52] <ThePsionic> (As
sidenote, you can't enchant shears with Silk Touch anymore)
L1994[16:17:33] <Zaggy1024> wow, so many
gradle problems today 0.o
L1995[16:17:36] ***
Cojo is now known as Cojo|noms
L1996[16:17:53] <ThePsionic> In 1.9 you
will actually row your boat
L1997[16:18:06] <ThePsionic> So the left
button moves the left oar, and the right button moves the right
oar
L1998[16:18:12] <williewillus> not really
a fan of the 1.9 boats
L1999[16:18:16] <williewillus> but at
least they dont desync anymore
L2000[16:18:17] <williewillus> lol
L2001[16:18:25] <gravityfox> hey
L2002[16:18:32] <gravityfox> i'm still
having issues with dDecW
L2003[16:18:46] <gravityfox> when fixing
mc sources
L2004[16:18:55] <gravityfox> it was
working before
L2005[16:18:56] <tterrag> Thutmose:
cool
L2006[16:19:15] <williewillus>
gravityfox: what versions of forge, forgegradle, and which mappings
version
L2007[16:19:38] <gravityfox> 1577,
2.1-SNAPSHOT, stable_18
L2008[16:20:06] <williewillus> stable_18
is 1.8.0 mappings
L2009[16:20:14] <williewillus> you need
to use a 1.8.8 snapshot mapping
L2010[16:20:25] <gravityfox> but 1577 is
1.8.0
L2011[16:20:48] <gravityfox> wait
L2012[16:20:55] <gravityfox> ...?
L2013[16:21:04] <williewillus> are you on
1.8.0 or 1.8.8?
L2014[16:21:08] <ThePsionic> ???
L2015[16:21:13] <gravityfox> i don't know
anymore
L2016[16:21:34] <tterrag> what do you
WANT to be on
L2017[16:21:42] <gravityfox> a working
one
L2018[16:21:47] <tterrag> 1.8.8 works
fine :p
L2019[16:21:53] <tterrag> update forge to
latest 1.8.8 and then you're good
L2020[16:21:56] <gravityfox> whatever
sponge is using
L2021[16:22:04] <gravityfox> i have a
combo mod client things
L2022[16:22:17] <gravityfox> it was
working fine before
L2023[16:23:05]
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L2024[16:24:09] <gravityfox> i'm using
gradle 2.9 if that means anything
L2025[16:24:24] <gravityfox> actually no
it doesn't
L2026[16:24:35] <gravityfox> doesn't work
with gradle wrapper either
L2027[16:25:18] <gravityfox> actually i'm
pretty sure i'm on 1.8
L2028[16:25:24] <gravityfox> so i'm lost
now
L2029[16:25:41] <AbrarSyed>
shadekiller666, hm?
L2030[16:26:14]
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L2032[16:26:30] <gravityfox> well i'll be
back later
L2033[16:27:33] <shadekiller666>
AbrarSyed, i'm trying to update my obj loader dev env to 1.8.8, and
for some reason eclipse doesn't know how to find a package
referenced by some of vanilla's classes, such as
"oshi.SystemInfo" in OpenGlHelper
L2034[16:28:01] <gigaherz>
shadekiller666: did you try recreating the eclipse project?
L2035[16:28:02] <gigaherz> ;P
L2036[16:28:12] <shadekiller666> i tried
running "gradlew setupForge --refresh-dependencies" and
restarting eclipse, but neither seems to have done anything
L2037[16:28:53]
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L2039[16:29:57] <shadekiller666> what do
i run to do that
L2040[16:30:19] <AbrarSyed> fry, ^
L2041[16:30:23] <AbrarSyed> ask fry
L2042[16:30:28]
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L2043[16:31:32] <shadekiller666> fry, how
do i recreate the eclipse project for the OBJLoader dev env?
L2044[16:31:42] <AbrarSyed> nono, tell
him the compile error
L2045[16:32:10]
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L2046[16:32:20] <fry>
"oshi.SystemInfo" in OpenGlHelper wouldn't be my
fault
L2047[16:32:21]
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(~ogmar@108-204-125-173.lightspeed.frokca.sbcglobal.net)
L2048[16:32:31] <AbrarSyed> wthis oshi
anyways?
L2049[16:32:53] <shadekiller666> it also
doesn't know what "oshi.hardware.Processor" is
L2050[16:33:53] <diesieben07> oshi seems
to be this library to find out stuff about the system processor and
memory
L2052[16:34:03] <fry> it's in MC
L2053[16:34:04] <AbrarSyed> thgats all I
can come with as far as what oshi is
L2054[16:34:15] <AbrarSyed> I dont
remember seeing it in the json
L2055[16:34:37]
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L2056[16:34:38] <shadekiller666> thats
what i don't get... why it can't find a package referenced by
vanilla
L2057[16:34:40] <AbrarSyed> yeah its not
in the json....
L2059[16:35:04] <fry> seriously
L2060[16:35:06] <fry> 1st one
L2061[16:35:22] <AbrarSyed> ah, I was
checking 1.8 json
L2062[16:36:20] <shadekiller666> i have
that json, and it looks the same as the one linked
L2063[16:37:14] <AbrarSyed> but somehow
FG isnt seeing it.. or something
L2064[16:37:27] <AbrarSyed>
shadekiller666, check the build.gradle in
projects/build.gradle
L2065[16:37:29] <AbrarSyed> see if its
there
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L2069[16:38:33] <shadekiller666>
nope
L2070[16:38:46] <shadekiller666> ctrl+f
didn't find "oshi" in projects/build.gradle
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L2072[16:40:20] <shadekiller666>
AbrarSyed, ^
L2073[16:41:27] <AbrarSyed> ok nuk
eem
L2074[16:41:33] <AbrarSyed> rerun setup,
should work
L2075[16:41:49] <shadekiller666> nuke
em?
L2076[16:41:50] <killjoy> afaik, oshi is
a mc dep so it should be defined in the json
L2077[16:42:10] <shadekiller666> run
setup or setupForge?
L2078[16:42:18] <AbrarSyed> either
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L2081[16:44:42] <williewillus> the block
destroying textures are stitched into the atlas, right?
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L2084[16:49:26] <shadekiller666>
AbrarSyed, nope, still didn't work
L2085[16:49:51] <AbrarSyed> you nuked the
build.gradles.. the setup rewcreated them.. and yet they stil dont
have oshi?
L2086[16:50:00] <shadekiller666> oh
L2087[16:50:13] <shadekiller666> nuke the
projects/ build.gradle right?
L2088[16:50:48] <AbrarSyed> hell nuke the
whole thing if its a big deal
L2089[16:50:54] <AbrarSyed> *if it isnt a
big deal
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L2091[16:52:59] <shadekiller666> nuked
projects/
L2092[16:53:11] <shadekiller666> and
command line just downloaded oshi
L2093[16:53:16] <shadekiller666> so i
think its fine now
L2094[16:53:35] ***
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L2095[16:54:10] <Dark> hey AbrarSyed how
is it going?
L2096[16:54:57] <AbrarSyed> good
L2097[16:55:06] <AbrarSyed> madam
secretary is actually a good show.
L2098[16:55:12] <Dark> cool
L2099[16:55:14]
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L2100[16:55:19] <Dark> think I've seen a
few episodes
L2101[16:56:54] <Dark> anyone know if
adding steam support to MC is possible?
L2102[16:57:37] <AbrarSyed> i hear magic
launcher has the steam overlay
L2103[16:59:00]
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L2104[16:59:12] <shadekiller666>
AbrarSyed, do i import projects/Clean and projects/Forge back into
eclipse now?
L2105[16:59:26] <AbrarSyed> yup
L2106[17:00:39] <Dark> AbrarSyed is is
possible to get gradle to make an srg workspace
L2107[17:00:45] <Dark> rather than a
readable name workspace?
L2108[17:01:16]
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L2109[17:01:52] <AbrarSyed> you can
technically feed it a custom mapping set with empty files...
L2110[17:02:00] <Dark> oh that easy
L2111[17:02:12] <Dark> working on
patching closed src mods btw
L2112[17:02:22] <AbrarSyed> see the FG
patcher plugins
L2114[17:03:03] <AbrarSyed> I hope you
can understand it enough to modify it to your liking
L2115[17:03:10] <Dark> I'll figure it
out
L2116[17:03:19] <Dark> plus I have dmod,
he seems to be doing well with gradle now
L2117[17:03:27] <AbrarSyed> hmm, I hope
so.
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L2119[17:04:42] <shadekiller666> thanks
for the help Abrar
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L2123[17:13:05] <AbrarSyed>
shadekiller666, when in doubt gradle clean; gradle setup
L2124[17:13:14] <shadekiller666> k
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L2126[17:20:19] <williewillus> will
transparent elements in block models automatically blend and show
the element below? I'm trying to overlay the destroy_stage_x
textures over a model
L2127[17:21:21] <diesieben07> well, maybe
look at how forge does that damage overlay? :)
L2128[17:25:30]
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L2130[17:30:06] <shadekiller666> willie,
they should
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L2140[17:48:26] <williewillus>
shadekiller666: doesn't seem to be working :/ model json
incoming
L2142[17:49:23] <williewillus> first
element is the block, the other 6 elements are flat faces that have
their textures set to minecraft:destroy_stage_x
L2143[17:50:14] <shadekiller666>
interesting
L2144[17:50:38] <shadekiller666>
transparency gets applied to the custom models, might ask fry
L2145[17:50:59] <ZaggyMobile2> To have
the model be transparent, it has to be rendered in that later
L2146[17:51:04] <ZaggyMobile2>
*layer
L2147[17:51:20] <shadekiller666> oh
L2148[17:52:05] <ZaggyMobile2> Destroy
stages are done with some special blend mode though
L2149[17:52:16] <ZaggyMobile2> So it
won't look right in your model, most likely
L2150[17:52:59] <williewillus>
>.<
L2151[17:53:02] <williewillus> any other
way to do this?
L2152[17:53:03] <ZaggyMobile2> What do
you want destroy stages in the model for?
L2153[17:53:34] <williewillus> because
it's part of the look of the block
L2154[17:53:59] <williewillus> it absorbs
successive explosions and "takes damage"
L2155[17:54:05] <ZaggyMobile2> Couldn't
you make out part of the texture?
L2156[17:54:17] <ZaggyMobile2> I expect
that's how the anvil works
L2157[17:54:52] <williewillus> yeah, but
porting someone else's thing and I don't want to touch their
textures if I can help it, it sounded like the something the model
system could do
L2158[17:54:56] <williewillus> let me try
changing the world layer
L2159[17:55:21] <ZaggyMobile2> How was it
rendered before?
L2160[17:55:39] <ZaggyMobile2> Did it
change the blend mode in a block renderer?
L2161[17:57:00] <ZaggyMobile2> One
alternative would be to make a TESR, and i can give you the code to
render a block model with the destroy texture, I Think
L2162[17:57:32] <ZaggyMobile2> (Pretty
sure it doesn't depend on any of my util code)
L2163[17:57:43] <williewillus> no, it
returned the destroy stage in getIcon for the second layer
L2164[17:57:55] <ZaggyMobile2> Huh
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L2166[17:58:00] <williewillus> ehh tesr
are kinda out of the question
L2167[17:58:10] <fry> try the TRANSLUCENT
layer
L2168[17:58:13] <ZaggyMobile2> It can't
have matched how vanilla breaking texture looks
L2169[17:58:20] <ZaggyMobile2> I
think
L2170[17:58:28] <fry> before discussing
strange things further
L2171[17:59:04] <ZaggyMobile2> Doesn't
the destroy rendering use a different blend mode than blocks are
rendered with?
L2172[17:59:17] <williewillus> it was
cutout_mipped, changing to translucent didn't do anything
L2173[17:59:46] <fry> show how it
looks
L2174[18:00:18] <williewillus> it just
looks like the underlying block that I want the overlay to go on
top of
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L2178[18:01:27] <fry> first of all, make
sure you can render destroy stage texture like that at all
L2179[18:01:38] <williewillus> would
maybe using multimodels here work? currently using the vanilla
blockstate format
L2180[18:01:39] <fry> remove the original
cube, see if anything shows up
L2181[18:01:42] <williewillus> ok I'll
remove the cube
L2182[18:01:50] <ZaggyMobile2> The
elements that come first in the json render last
L2183[18:02:00] <ZaggyMobile2> Make the
destroy textures come first
L2184[18:02:13] <fry> seriously?
L2185[18:02:19] <ZaggyMobile2> I believe
so
L2186[18:02:30] <ZaggyMobile2> Fiddled
with it for my portal
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L2188[18:04:18] <williewillus> okay so
removing the cube shows the overlay correctly, moving the cube to
the end does nothing (just shows original cube)
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L2192[18:05:53] <ZaggyMobile2> Hm
L2193[18:06:13] <fry> why do you have 6
squares btw?
L2194[18:06:18] <fry> why not just add 1
more cube?
L2195[18:06:58] <ZaggyMobile2> Yeah the
shadow of the overlay has to match the element it goes over
L2196[18:07:05] <ZaggyMobile2>
*shape
L2197[18:07:34] <Rockers> Should I
register my SimpleNetworkWrapper ModChannel in Init or
PreInit?
L2198[18:08:07] <williewillus> could I
just make another cube that's +1 larger in every dimension, then
set the inner faces to the destroy texture?
L2199[18:08:17] <fry> why +1?
L2200[18:08:36] <ZaggyMobile2> I register
it in pre and it works... But init may work too
L2201[18:08:45] <fry> making it exactly
the same size should work too
L2202[18:08:50] <ZaggyMobile2> It's not
like the network is used before post
L2203[18:08:52] <williewillus> okay, I'll
try that
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L2205[18:12:31] <williewillus> nah still
not working (model json:
http://pastebin.com/6wdnSKuY),
should I maybe try using multimodels? using the vanilla state
format right now
L2206[18:14:20] <ZaggyMobile2> That
shouldn't make a difference
L2207[18:16:35] <ZaggyMobile2> Hm try
switching the overlay to last
L2208[18:16:42] <ZaggyMobile2> I may have
been wrong
L2209[18:17:18] <williewillus> no
change
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L2212[18:19:29] <fry> use 2 cube_all
variants - one with normal texture, another with breaking one
L2213[18:20:04] <Zaggy1024> oh, I didn't
realize you made it so that we can use different models for
different layers 0.o
L2214[18:20:15] <williewillus> :p
L2215[18:20:17] <fry> did that only
yesterday ;P
L2216[18:21:40] <Zaggy1024> that's
cool
L2218[18:23:28] <Zaggy1024> ah yes that's
where I had to set the blend mode
L2219[18:23:42] <Zaggy1024> block
breaking uses
"GlStateManager.tryBlendFuncSeparate(GL11.GL_DST_COLOR,
GL11.GL_SRC_COLOR, 1, 0)"
L2220[18:26:22] <Zaggy1024> random side
question, fry, is there a way to make an element in a model not
show the destroy texture?
L2221[18:26:34] <Zaggy1024> because with
layered models it causes the destroy texture to be extra dark
L2222[18:26:38] <Zaggy1024> (stand by for
screenshot)
L2223[18:26:55] <fry> probably not as of
now
L2225[18:27:11] <Zaggy1024> would be
nice, because that sure is ugly :P
L2226[18:27:18] <Zaggy1024> I think the
side of vanilla grass does it too
L2227[18:27:25] <Zaggy1024> perhaps it'll
be fixed in 1.9?
L2228[18:27:30] <fry> what's wrong
here?
L2229[18:28:11] <Zaggy1024> the destroy
texture is doubled
L2230[18:28:17] <Zaggy1024> and therefore
much darker than normal
L2231[18:28:26] <tterrag|away> Yeah I've
seen that as well
L2232[18:28:45] <tterrag|away> Look at
McJty's video on reddit for an example
L2234[18:29:09] <tterrag|away> It almost
looks completely opaque
L2235[18:29:39] <Zaggy1024> I bet it's
even more of a problem for chisel D:
L2236[18:30:00] <Zaggy1024> how many
layers do you use at once max?
L2237[18:30:04] <williewillus> yay purple
and black now :p
L2238[18:30:20] <fry> williewillus: make
sure you're on latesr forge
L2239[18:30:23] <fry> *latest
L2240[18:30:33] <Zaggy1024> also fry,
your lighting seems to screw with the destroy textures
L2241[18:30:37] <Zaggy1024> more
screenshots in a sec :P
L2242[18:30:48] <williewillus> yeah I'm
on 1634
L2245[18:31:38] <tterrag|away>
probably
L2246[18:31:44] <tterrag|away> But it was
front page today
L2247[18:32:00] <tterrag|away> The second
post fry
L2248[18:32:34] <tterrag|away> Zaggy1024:
how many layers at once? theoretically infinite :p
L2249[18:32:38] <Zaggy1024> that's caused
by fry's lighting I think
L2250[18:32:38] <tterrag|away> well
L2251[18:32:41] <tterrag|away> int max I
suppose
L2252[18:32:48] <tterrag|away> :D
L2253[18:33:03] <Zaggy1024> jeeez
L2254[18:33:07] <Zaggy1024> that would
eat all the frames
L2255[18:33:11] <tterrag|away> yeah
L2257[18:33:20] <tterrag|away> Max atm is
2
L2258[18:33:33] <tterrag|away> (The only
block we have implemented)
L2259[18:33:49] <Zaggy1024> surely you
must have a sane limit though?
L2260[18:33:56] <Zaggy1024> for the sake
of preventing trolls at least?
L2261[18:34:09] <Zaggy1024> (assuming
players have that much control)
L2263[18:34:24] <tterrag|away> err
trolls?
L2264[18:34:35] <tterrag|away> I mean, if
you install a trolly resource pack
L2265[18:34:44] <tterrag|away> Is that
really our problem?
L2266[18:34:58] <Zaggy1024> well okay,
forgive me
L2267[18:35:00] <Zaggy1024> I don't
relaly know how the mod works :P
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L2270[18:35:13] <Zaggy1024> I assumed
players could add layers to the block by chiseling repeatedly or
something
L2271[18:35:23] <tterrag|away>
no...no
L2272[18:35:30] <tterrag|away> They are
just different blocks
L2274[18:37:06] <Zaggy1024> it's rather
difficult to see but it's pretty opaque
L2275[18:37:46] <Zaggy1024> it gets worse
as it gets darker, AFAICT
L2276[18:37:47] <Rockers> I know it's
messy but couldn't your last resort be block variants?
L2277[18:38:28] <Zaggy1024> this is a
brighter but less apparent example
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L2280[18:39:19] <Zaggy1024> hope that's
helpful fry :P
L2283[18:41:36] <Zaggy1024> np
L2284[18:41:45] <Zaggy1024> any idea
what's going on with it?
L2285[18:44:40] <Zaggy1024> hm, it seems
as though it's tinting the breaking texture on grass as well
L2286[18:44:54] <Zaggy1024> wonder how
vanilla avoids that
L2287[18:45:09] <Zaggy1024> or *if* it
does
L2288[18:46:06] <williewillus> any
thoughts on the layering thing? also, no missing model errors in
the log when reloading assets so it's finding everything fine
L2289[18:46:09] <williewillus>
something's just off
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L2291[18:46:49] <Zaggy1024> sadly I know
nothing about that system you're using now
L2292[18:48:12] <shadekiller666>
wtf
L2293[18:48:28] <shadekiller666> i'm
working on uv processing
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L2296[18:49:38] <shadekiller666> and for
some reason, the processing code that i have doesn't seem to do
anything, but some old code that handles flipping the uvs for dx11
textures in a different location makes everything work
fine...
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L2298[18:51:33] <williewillus> oh that
mightve been why, cube_all didn't have the block/ path on it
:p
L2299[18:51:44] <williewillus> nvm still
broken
L2300[18:58:04] <williewillus> problem
appears to be specifying another blockstate within the
Solid/Translucent tags
L2301[18:58:24] <williewillus> the
example in the commit works, but when i change it to point to mine
it turns into missing model
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L2303[19:02:48] <VoxelV> I'm having a
problem with setupDecompWorkspace causing near 100% CPU usage and
hanging until a memory spike causes it to crash
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L2307[19:05:24] <williewillus> ugh this
overlay is irritating
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L2309[19:05:55] <williewillus> base and
Solid set to minecraft:stone_slab#half=bottom works. set it to
"aura:fortifiedWood#base" boom missing model
L2310[19:07:01] <Zaggy1024> #base?
L2311[19:07:03] <Zaggy1024> what the
crap?
L2312[19:07:16] <Zaggy1024> it should be
#normal, #inventory or #property=value
L2313[19:07:26] <Zaggy1024> comma
separated property=value pairs
L2314[19:07:28] <fry> not really
L2315[19:07:32] <fry> anything should
work
L2316[19:07:42] <Zaggy1024> well,
anything is not *guaranteed* to work
L2317[19:07:49] <fry> it is
L2318[19:07:54] <fry> if it's actually in
the file
L2319[19:08:01] <williewillus> yeah I
tried specifyin the #normal variant of another vanilla-formatted
blockstate and it worked, but referencing back to
fortifiedWood#base fails
L2320[19:08:03] <Zaggy1024> I think grum
said that in 1.9 he's making it enforce it properly
L2321[19:08:36] <Zaggy1024> it's just bad
practice at this point, I guess :P
L2322[19:08:37] <williewillus>
something's up with it finding the variant in the same file for
some reason
L2323[19:08:58] <Zaggy1024> well that
would be a circular dependency wouldn't it?
L2325[19:09:07] <fry> nope
L2326[19:09:28] <Zaggy1024> how could it
not be, fry?
L2327[19:09:35] <williewillus> solid and
translucent parts both work, but if I try changing translucent to
the breaking variant or solid to the base variant it becomes
missing model
L2328[19:09:37] <fry> why would it
be?
L2329[19:09:39] <Zaggy1024> it's saying
it has to load itself before it can be done loading itself
L2330[19:10:12] <Zaggy1024> meh, maybe
I'm thinking about it wrong
L2331[19:10:17] <fry> nothing in the
blockstate parser cares about dependencies
L2332[19:10:31] <fry> nothing in the
model registry cares about blockstate parser
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L2334[19:10:40] <williewillus> does
anything in that state json look off?
L2335[19:11:03] <fry> williewillus: try
pointing the block in-game to the "base" variant, see if
loading that works on its own
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L2337[19:11:36] <fry> also, just
"cube_all" should work
L2338[19:12:01] <williewillus> what do
you mean, pointing it ingame to base?
L2339[19:12:15] <Zaggy1024> I don't
understand why vanilla block breaking doesn't display tint but with
forge lighting it does 0.o
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L2341[19:18:52] <williewillus> yeah gonna
take a break from these, no idea why it's not working
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L2411[19:34:29] <Zaggy1024> there's been
a lot of that going around hasn't there
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L2446[19:45:26] <fry> williewillus: try
latest build, whenever it builds - it'll start giving you errors +
will resolve dependencies correctly; also, you'll need to move
"custom" section from defaults down to both normal and
inventory variants
L2447[19:45:39] <MattDahEpic> and with
that noteblocks in minecraft power peizo buzzers in real life
through the arduino
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L2466[19:45:50] <MattDahEpic> net
splot
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L2468[19:47:05] <williewillus> kk, I
spent some time getting other trivial models done :p
L2469[19:49:03] <Zaggy1024> why don't
WorldRenderer's functions match up with RealmsBufferBuilder's? it
seems to be the same names Mojang uses for them
L2470[19:49:55] <williewillus> whoever
named it probably didnt realize
L2471[19:50:04] <williewillus> no idea
why the realms lib needs to wrap mc stuff
L2472[19:50:22] <Zaggy1024> well, if it
extended WorldRenderer then it would have to be obfuscated with
MC
L2473[19:51:53] <williewillus> i mean why
does a realms lib need it in the first place
L2474[19:53:08] <Zaggy1024> that I don't
know
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L2478[19:56:51] <williewillus> why are
you using java serialization lol
L2479[19:56:57] <williewillus> and not
GSon
L2480[19:57:08] <MattDahEpic> because i
need to return an InputStream
L2481[19:58:17] <williewillus> that still
makes no sense, you're serializing a json string into mishmash of
bytes and expect gson to read the java serialized mishmash
L2482[19:58:23] <williewillus> or at
least that's what I got from it :p
L2483[19:59:30] <williewillus> get rid of
the object output stream, just write the json text into the
bytearrayoutputstream
L2484[20:02:41] <shadekiller666> fry,
where on the texture is uv 0,0? is it top left?
L2485[20:03:33] <Zaggy1024> worldrenderer
color multiplier is somehow separate from vertex color?
L2486[20:03:53] <williewillus> huh just
looked at the log, the destroy stage textures are listed as
missing
L2487[20:04:03] <shadekiller666> color
multiplier is used for light i think
L2488[20:04:25] <Zaggy1024> it's used for
AO and block color AFAICT
L2489[20:04:30] <shadekiller666> willie,
i have a block that has the entire atlas as a texture, and the
break textures are in there
L2490[20:04:34] <Zaggy1024> but soemhow
neither affect vanilla block breaking texture
L2491[20:04:42] <Zaggy1024> but what
fry's lighting does
L2492[20:04:46] <Zaggy1024> does
L2493[20:04:48] <Zaggy1024> lol double
does
L2494[20:05:00] <williewillus> okay
that's strange then
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L2497[20:10:32] <williewillus> god I hate
how this mod handles its items and blocks
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L2499[20:10:37] <williewillus> does it
the smartass way
L2500[20:10:50] <MattDahEpic> whats the
smartass way
L2501[20:11:27] <williewillus> has a
fancy registry and to get an item instance you don't lookup a field
you have to pass in the class into a hashmap lookup blah blah
blah
L2502[20:11:36] <williewillus> the way it
finds items to register is even worse
L2503[20:12:43] <MattDahEpic> [Client
thread/INFO]:
[com.mattdahepic.extrarecords.sound.RecordResource:getRealPathBecauseMojangLiterallyCantEvenCodeOutsideTheirUsageScenario:49]:
Expecting file:
.minecraft/sounds/records/yellow_record.ogg.ogg.mcmeta
L2504[20:13:16] <Zaggy1024> sounds a
little like my system willie
L2505[20:13:23] <Zaggy1024> although not
class keys, that'd be stupid
L2506[20:13:45] ***
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L2507[20:13:57] <williewillus> it's a
pain because right now I'm trying to register item models and I
don't even know what things are called I have to go hunt around for
the registry name of everything
L2508[20:14:11] <williewillus> and how
does it find stuff to register? it just walks the classpath
:p
L2509[20:14:37] <williewillus> and things
are throwing random NPE's even though the correct names are in
place :p
L2510[20:14:38] <VoxelV> I need some help
with some mechanics
L2511[20:14:51] <shadekiller666> why is
the north face of a block drawn upside down relative to the
south/east/west faces?
L2512[20:15:13] <williewillus>
shadekiller666: what is this, 1.7.2? ;p
L2513[20:15:14] <gravityfox> i'm
seriously having a lot of trouble with forgegradle'
L2514[20:15:18] <williewillus> VoxelV:
what mechanics
L2515[20:15:23] <VoxelV> how to detect a
blocked powered piston
L2516[20:15:50] <williewillus> under what
kind of scenario, when the piston gets powered, whenver?
L2517[20:15:56] <shadekiller666> willie,
apparently so... its 1.8.8
L2519[20:16:35] <gravityfox> that's my
build.gradle
L2521[20:16:46] <gravityfox>
setupDecompWorkspace fails
L2522[20:16:57] <gravityfox>
com.cloudbees.diff.PatchException: Cannot find hunk target
L2523[20:17:05] <gravityfox> it wasn't
doing this before
L2524[20:17:17] <gravityfox> so i suspect
that this is due to a forgegradle update
L2525[20:17:34] <gravityfox> should I
revert to an older version of FG?
L2526[20:17:39] <VoxelV> What I'd like to
do under that scenario is break (and delete) the glowstone, and
place a specific other block into the hopper.
L2527[20:18:02] <williewillus> did you 1.
refresh deps 2. what version of fg? 3. matching forge and new
enough mappings
L2528[20:19:16] <williewillus> wow are
there seriously no events for piston extension and retraction
L2529[20:19:16] <Zaggy1024> wut it walks
the classpath?
L2530[20:19:25] <Zaggy1024> so it has one
block class for each instance of a block??
L2531[20:19:27] <gravityfox> yes,
2.1-Snapshot, 1577 and stable_18 were tested to work
yesterday
L2532[20:19:51] <williewillus> no, it has
a convoluted attributes system to tell the registry how to mutate
the name before registering with fml
L2533[20:20:00] <Zaggy1024> 0.0
L2534[20:20:13] <Zaggy1024> wait but that
didn't answer my question
L2535[20:20:21] <Zaggy1024> how does it
have multiple instances of a block class?
L2536[20:20:31] <gravityfox> help
anyone?
L2537[20:20:31] <williewillus> no, quite
the opposite. Literally everything is jammed into three
classes
L2538[20:20:34] <Zaggy1024> one single
class I mena
L2539[20:20:43] <Zaggy1024> how does that
even work?!
L2540[20:21:24] <williewillus> enough to
be broken, because apparently the gameregistry doesnt know about an
item that was just registered to it two calls ago
L2541[20:21:26] <Zaggy1024> three block
classes you mean?
L2542[20:21:59] <gravityfox>
anyone...?
L2543[20:22:02] <williewillus> yeah three
block classes, the first has about 12? subblocks, the second is
just one, the third is all the machines, about 10
L2544[20:22:14] <williewillus>
gravityfox: the mapping change mightve fucked up 1.8.0. I'd just go
to 1.8.8
L2545[20:22:39] <gravityfox> 1.8.8
mappings?
L2546[20:22:43] <williewillus> no go to
forge 1.8.8
L2547[20:22:44] <gravityfox> or 1.8.8
altogether?
L2548[20:22:54] <gravityfox> see i was
worried about that
L2549[20:22:59] <williewillus> 1.8.8
mappings wouldnt work on 1.8.0 lol
L2550[20:22:59] <gravityfox> sponge is
1.8.0
L2551[20:23:11] <williewillus> oh
L2552[20:23:15] <gravityfox> and i need
it to work with sponge AND forge
L2553[20:23:20] <gravityfox> it's a
hybrid mod
L2554[20:23:27] <gravityfox> it has a
client and server component
L2555[20:23:30] <gravityfox> same
jar
L2556[20:23:33] <gravityfox> same build
file
L2557[20:24:28] <gravityfox> ima give FG
2.0.2 a try
L2558[20:24:41] <williewillus> not sure
then, what kinds of forge things does it touch? it might get away
with the minor version change if you didn't use anything that
changed between the two
L2559[20:26:32] <williewillus> at a loss
at this item system - the item exists in the mod's
"registry" but fml seems to have no clue about it even
though it should've been registered already
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L2561[20:31:47] <VoxelV> I'm still a bit
new to modding. Is there a forge API (like an organized list) of
events/hooks to look at?
L2562[20:32:11] <williewillus> the source
code in your dev environment
L2563[20:32:23] <VoxelV> ok I'll look
there. Thanks
L2564[20:32:34] <killjoy> VoxelV, in
eclipse, use ^T
L2565[20:32:50] <VoxelV> I'm using
Intellij
L2566[20:32:57] <killjoy> It's the type
heirarchy
L2567[20:33:11] <killjoy> Look for things
that extend Event
L2568[20:33:54]
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L2569[20:35:28] <VoxelV> ok, what event?
net.minecraftforge.fml.common.eventhandler.Event?
L2570[20:35:35] <killjoy> yes
L2571[20:35:42] <killjoy> not
FMLEvent
L2572[20:35:46] <killjoy> Those are for
lifetime events
L2573[20:38:07]
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L2574[20:40:33] <VoxelV> thanks killjoy,
I found it
L2575[20:40:48] <VoxelV> er, the list at
least, now to find the event I want :)
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L2581[20:48:08] <williewillus> how often
does the CI trigger for forge?
L2582[20:49:39] <Matthew> every
commit
L2583[20:50:12] <williewillus> still
hasnt triggered for fry's last commit :p
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L2585[20:50:55] <Matthew> looks like it
did to me...
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L2589[20:53:21] <williewillus> strange,
files.minecraftforge.net still says 1634 latest
L2591[20:54:14] <williewillus> ah just
refreshed for me
L2592[20:54:15] <williewillus>
weird
L2593[21:02:59] <VoxelV> So I found the
TileEntityPiston in net.minecraft.tileentity. Is there a way to
hook into the update for a piston?
L2594[21:06:05] <williewillus> not
without hackery, I'm very surprised there aren't piston update
events
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L2596[21:07:51] <VoxelV> Is there a way
to check all the pistons near a player? Like searching for a
multiblock?
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L2599[21:08:13] <williewillus> fry|afk:
it works! thanks so much! :D
L2600[21:09:38]
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L2605[21:11:58] <VoxelV> Perhaps I should
see how to scan the world for a pattern?
L2606[21:12:38] <VoxelV> williewillus,
what about redstone events?
L2607[21:12:46] <VoxelV> do they
exist?
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L2613[21:21:33] <williewillus> fry|afk:
is it okay to just respecify the base cube twice when the damage is
0 (there is no need for the overlay)? or is there a better to
indicate "none" for the translucent layer
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L2617[21:31:22] <shadekiller666>
hmmm
L2618[21:32:13] <shadekiller666> i wonder
if making a custom TextureAtlasSprite for OBJ models would be a
good idea
L2619[21:32:30] <shadekiller666> it would
potentially make uv processing easier...
L2620[21:32:52] <williewillus> speaking
of which, why did MC combine its block and item atlases into
one?
L2621[21:33:01] <shadekiller666> no
idea
L2622[21:33:07] <shadekiller666> but
theres strange overlap
L2623[21:33:41] <shadekiller666> like the
nether brick item texture is on top of the nether quartz ore
texture, i don't know why
L2624[21:34:16] <shadekiller666> and beef
or something is on top of the bucket texture, i don't get it
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L2626[21:41:23] <williewillus> in the
vanilla atlas?
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L2628[21:42:56] <shadekiller666> mhmm, at
least thats how its displaying on this block that i set up to
render the whole atlas
L2629[21:46:46] <Zaggy1024> what the
heck
L2630[21:46:58] <Zaggy1024> apparently
WorldRenderer.markDirty is an extremely misleading name
L2631[21:47:15] <Zaggy1024> it seems as
though it disables color multipliers
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L2633[21:47:54] <Zaggy1024> or perhaps
just color multipliers in general
L2634[21:50:18] <Zaggy1024> Agh
L2635[21:50:22] <Zaggy1024> I meant
vertex colors
L2636[21:50:26] <Zaggy1024> not color
multipliers
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L2638[21:52:43] <Zaggy1024> fry|afk, if
you don't know this already, WorldRendererConsumer doesn't respect
the field in WorldRenderer that disables vertex colors (which is
unhelpfully called needsUpdate)
L2639[21:54:47] <williewillus> do empty
textures not get stitched?
L2640[21:54:59] <williewillus> this mod
registers a blank texture to the texture map
L2641[21:55:05] <Zaggy1024> blank
how?
L2642[21:55:18] <williewillus> like a
16x16 fully transparent png called blank.png :p
L2643[21:55:21] <williewillus> no idea
why
L2644[21:55:22] <Zaggy1024> if you mean
transparent, I'm sure it does stitch it
L2645[21:55:44] *
AbrarSyed has a 1 pixel transperant png for his solid air
blocks
L2646[21:55:44] <Zaggy1024> there's
really no point in it not doing so :P
L2647[21:55:53] <Zaggy1024> yeah it
should be 1 pixel size though
L2648[21:56:03] <Zaggy1024> it's a waste
if it's any bigger
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L2650[21:57:37] <MattDahEpic> what do
.mcmeta files do
L2651[21:57:45]
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L2652[21:57:49] <shadekiller666> theres a
16x16 pure white texture that the custom model loaders use for
vertex coloring
L2653[21:59:53] <williewillus>
MattDahEpic: specify the properties of the animation
L2654[22:00:02] <williewillus> it's
documented on the vanilla wiki
L2655[22:00:09] <williewillus> its also
used for resource pack metadata
L2657[22:00:34] <MattDahEpic> so im
pretty sure i dont need them for sounds
L2658[22:02:45] <williewillus> you just
need sounds.json
L2659[22:02:59] <MattDahEpic> im making
my sounds.jso nvia code
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L2664[22:14:48] <williewillus> are potion
ids managed for us automatically in 1.8.8 like item ids?
L2665[22:24:49] <williewillus> Zaggy1024:
whats the WR alternate to tessellator.setBrightness(int)?
L2666[22:25:13] <Zaggy1024>
putBrightness4 I guess
L2667[22:25:28] <Zaggy1024> I believe
that's for the whole quad
L2668[22:25:58] <Zaggy1024> not sure what
the range of the ints is
L2669[22:26:21] <williewillus> so I just
stick the old param into all four params of putbrightness?
L2670[22:26:35] <Zaggy1024> you could try
it
L2671[22:26:53] <Zaggy1024> I'm really
not sure what the parameters are, it looks like the vanilla AO
passes some bitwise-operated integer
L2672[22:27:28] <Zaggy1024> not gonna try
and read the code with all its chained ternary statements or
whatever :P
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L2676[22:37:06] <williewillus> not even
sure what conditions generates this particle lol
L2677[22:37:12] <williewillus> it's all
spaghettified 1.7 code
L2678[22:39:14] <williewillus> ugh it
also registers items in init what the hell
L2679[22:40:30] <williewillus> thats why
my item model registers were crashing
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L2681[22:42:59] <Zaggy1024> whey
L2682[22:43:04] <Zaggy1024> I fixed fry's
lighting
L2683[22:43:56] <williewillus> I don't
even understand what his pipeline is or does lol
L2684[22:44:15] <Zaggy1024> it makes the
lighting not stpid
L2685[22:44:30] <Zaggy1024> it makes it
able to handle models that aren't what mojang added :P
L2686[22:45:01] <williewillus> so did he
basically rewrite lighting or just build a workaround into what was
there
L2687[22:45:12] <Zaggy1024> rewrite
L2688[22:45:13] <Zaggy1024> AFAIK
L2689[22:45:41] <Zaggy1024> not sure if
he left some bits alone, but he made everything I've seen
completely anew
L2690[22:47:31] <williewillus> wow
:p
L2691[22:49:09] <killjoy> Is chunk
mipmapping possible?
L2692[22:49:58] <Zaggy1024> what does
that mean?
L2693[22:50:03] <Zaggy1024> merging
blocks at a distance?
L2694[22:50:10] <killjoy> Chunks farther
away lose detail
L2695[22:50:24] <Zaggy1024> well I'm sure
it's possible, but VERY complicated
L2696[22:50:32] <Zaggy1024> with custom
models and all that
L2697[22:50:45] <Zaggy1024> I mean, I
guess custom models could just be dropped at a distance
L2698[22:50:49] <Zaggy1024> but that
would be a bit ugly
L2699[22:51:06] <killjoy> At a far enough
distance, would you even be able to tell?
L2700[22:51:19] <Zaggy1024> depends on
your resolution
L2701[22:51:41] <Zaggy1024> even if it's
just a couple pixels wide you can see something pop out of
existence
L2702[22:52:15] <Zaggy1024> but I feel
like that might cause some lag due to rendering chunks twice
L2703[22:52:21] <Zaggy1024> while
moving
L2704[22:52:45] <Zaggy1024> once when the
chunk gets chunk render distance, and another time when the player
gets within high detail distance
L2705[22:53:07] <Zaggy1024> and the
algorithm to lower the detail would have to be extremely fast to
not cause extra lag, I would htink
L2706[22:53:08] <killjoy> I would like it
to be able to be used to load more chunks without huge chunks of
memory
L2707[22:55:36] <killjoy> I bring it up
because while using shaders, shadows constantly flicker out of
existance when the sun is low
L2708[22:56:17] <killjoy> And I guess
larger rendering distance looks cooler
L2709[22:56:22] <Zaggy1024> I doubt
that's caused by render distance
L2710[22:56:35] <killjoy> chunks
L2711[22:56:48]
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L2712[22:56:49] <Zaggy1024> I believe
shadow flickering is due to inconsistent culling for chunks between
the ground and the sun
L2713[22:58:26] <killjoy> Imagine skyrim
if you couldn't see the mountains from Windfell
L2714[22:58:39] <killjoy> windhelm?
L2715[23:00:01] <Zaggy1024> the latter
:P
L2716[23:00:29] <Zaggy1024> ugh, I'm
going to have to avoid social media until Tuesday
L2717[23:00:34] <killjoy> Don't they use
more of a skybox, though?
L2718[23:00:46] <Zaggy1024> I don't think
so
L2719[23:00:53] <Zaggy1024> I think it's
just extremely low detail terrain
L2720[23:00:56] *
shadekiller666 is seeing SW on saturday
L2721[23:01:01] <AbrarSyed> was gonan
say, no city named windfell....
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L2723[23:01:43] <Zaggy1024> lucky
shade
L2724[23:01:51] <Zaggy1024> I'm going
with my family though, so it should be more fun :P
L2725[23:02:05] <Zaggy1024> still, if I'm
not careful, I'll probably run into some stupid spoilers
L2726[23:02:09] <killjoy> a skybox seems
like a nice solution
L2727[23:02:13] <shadekiller666> i'm
going with my dad and brother so :P
L2728[23:02:37] <Zaggy1024> I didn't say
what it would be more fun than :P
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Firedingo|nap is now known as Firedingo
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L2740[23:31:14] <Zaggy1024> oops, made an
HC world instead of a creative one
L2741[23:32:32] <Zaggy1024> ...and then
saved and quit before it had loaded the world fully, so it froze
:|
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illyohs is now known as illy
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L2745[23:49:05] <Zaggy1024> yo fry, I
fixed that bug for you :P
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L2748[23:49:46] <Zaggy1024> should look
at the bottom of the description though, there are two other
options for solutions
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