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L3[00:03:29] <LexManos> http://www.minecraftforge.net/forum/index.php/topic,35491.0.html
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
L109[02:09:21] <McJty> See this: http://imgur.com/a/KVE4r
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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
L127[02:19:12] <LexManos> http://store.steampowered.com/app/382900/?snr=1_7_7_151_150_1 9 hours... interesting, also good guy SE not having pre-orders ;)
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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L270[05:03:28] <sham1> gigaherz, from the range of 1 to 10, how insane am I being https://github.com/sham1/ManaCraft/blob/master/src/main/java/sham1/manacraft/network/DimAwareBlockPos.java
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
L287[05:06:25] <sham1> https://github.com/sham1/ManaCraft/blob/master/src/main/java/sham1/manacraft/network/ManaNetworkNode.java#L19
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
L385[07:56:42] <Wuppy> my school is completely normal... https://scontent-ams3-1.xx.fbcdn.net/hphotos-xfl1/t31.0-8/12370875_10156396978170085_5875522744509410053_o.jpg
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
L389[07:58:13] <michael_> http://pastebin.com/mPFQCzkS
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
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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
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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
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L484[08:52:51] <sham1> Still slightly lacking as no one bothers to contribute...
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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.
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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 :)
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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}
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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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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 ;)
L524[09:30:37] <fry> lol
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
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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
L546[09:44:58] <K3V1N8700> hallo im haveing problems whit running the command: gradlew setupDecompWorkspace --> http://pastebin.com/AJTKHVY
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?
L554[09:47:19] <K3V1N8700> lets try again then: http://pastebin.com/6TY6aah0
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?
L560[09:48:22] <gigaherz> Downloading https://services.gradle.org/distributions/gradle-2.7-bin.zip
L561[09:48:22] <gigaherz> Exception in thread "main" java.net.ConnectException: Connection timed out: conn
L562[09:48:22] <gigaherz> ect
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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 ...
L573[09:49:09] <MattDahEpic> tterrag, https://gist.github.com/anonymous/7190fc1713d4963fe9b2#file-crash-L145
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
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L597[10:04:47] <K3V1N8700> okay gigaherz that did the trick
L598[10:08:36] <MattDahEpic> tterrag, now im getting https://gist.github.com/anonymous/cef7ce47582c1dd6dbab#file-still-crash-L103
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
L604[10:11:11] <MattDahEpic> https://gist.github.com/MattDahEpic/9575d6cb37dc19704d1c
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
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L614[10:16:26] <MattDahEpic> tterrag, https://gist.github.com/MattDahEpic/0428d6d34e15cfe329c8
L615[10:16:48] <tterrag> yeah that's valid
L616[10:17:53] <tterrag> http://jsonlint.com/
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
L626[10:20:05] <MattDahEpic> tterrag, code is https://github.com/MattDahEpic/ExtraRecords/blob/1.8.8/src/main/java/com/mattdahepic/extrarecords/sound/RecordResource.java#L48
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
L630[10:21:25] <tterrag> https://github.com/SleepyTrousers/EnderCore/blob/master/src/main/java/com/enderio/core/common/util/EnderFileUtils.java#L196-L210
L631[10:21:28] <tterrag> FileWriter
L632[10:21:34] <tterrag> or just IOUtils.something
L633[10:21:35] <tterrag> I think
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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
L648[10:28:19] <MattDahEpic> https://github.com/MattDahEpic/ExtraRecords/blob/1.8.8/src/main/java/com/mattdahepic/extrarecords/sound/RecordResource.java#L24
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
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L657[10:36:38] <michael_> What's wrong with this blockstate setup? https://gist.github.com/michael-3-141/da8da1e9f7e9ee6ec7b0
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
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L661[10:39:04] <michael_> http://pastebin.com/ycKw0nXj
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...
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L679[10:43:29] <fry> aren't mcp patches an artifact, like everything else?
L680[10:44:28] <tterrag> and...why is that assumed?
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L683[10:46:06] <tterrag> fry: you'd like this https://twitter.com/tterrag1098/status/677018658837778432 https://twitter.com/tterrag1098/status/677020244104318976 https://twitter.com/tterrag1098/status/677020347628183552
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
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L709[10:58:34] <MattDahEpic> error? https://i.imgur.com/Ceoqvu1.jpg
L710[10:58:45] <michael_> restarting includes a re-build
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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
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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
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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
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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] ⇨ Joins: RANKSHANK (~RANKSHANK@ppp121-44-210-56.lns20.syd7.internode.on.net)
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
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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
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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
L778[11:08:28] <fry> Lex: http://pastebin.com/ycKw0nXj
L779[11:09:09] <LexManos> His json isnt valid json syntax
L780[11:09:19] <michael_> Here's my json: https://gist.github.com/michael-3-141/da8da1e9f7e9ee6ec7b0
L781[11:09:28] <LexManos> he has some unknown thing where it expects a string
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L783[11:09:36] <tterrag> jsonlint says it is
L784[11:09:44] <tterrag> syntax wise anyways
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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
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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
L790[11:13:56] <fry> wow
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
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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.))
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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?
L829[11:22:44] <fry> yup
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
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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 ;)
L859[11:37:12] <fry> heh
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
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L866[11:39:27] <fry> https://mvsubtitles.com/star-wars-episode-iv-a-new-hope/english-subtitles/872195
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
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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
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L876[11:42:55] <fry> Lex: http://www.opensubtitles.org/en/subtitles/4239285/star-wars-en
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.
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L883[11:49:24] <gigaherz> hmmmm
L884[11:49:25] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2015-12-16-1848-46.mp4
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);
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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
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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?
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L975[12:19:43] <MattDahEpic> SubSide, application error on hastebin
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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
L981[12:20:27] <SubSide> Here we go: http://pastebin.com/9FZL1Vyw
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
L986[12:21:31] <keybounce> Discussing who shot first? Obviously, "Han" shot first. He then took over "Greedo"'s ship. See http://darthsanddroids.net/episodes/0759.html (the who's who is on the previous page, or the movie cast page).
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?
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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
L1054[12:34:51] <calclavia> fry: http://puu.sh/lXUVM/432dc8d225.png
L1055[12:35:13] <calclavia> fry: Animation is null http://puu.sh/lXUWL/f6507dd562.png
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
L1058[12:36:15] <MattDahEpic> i just cant seem to fix my sounds.json generation: https://gist.github.com/MattDahEpic/7374e559b1584139f726
L1059[12:38:16] <calclavia> fry: http://puu.sh/lXV94/07354de9d0.png
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
L1069[12:42:39] <fry> https://blender.org/manual/rigging/skinning.html
L1070[12:42:57] <calclavia> fry: http://wiki.blender.org/index.php/Doc:2.4/Manual/Rigging/Skinning/Objects I'm doing it like this
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
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L1077[12:45:25] <Hea3veN> does the b3d models do armature animations?
L1078[12:45:35] <fry> calclavia: https://blender.org/manual/rigging/skinning/obdata.html#vertex-groups
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
L1100[12:49:06] <Hea3veN> basically animate these https://github.com/hea3ven/TwinTails
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
L1121[12:56:10] <VoxelV> if anyone's interested, https://github.com/voxelv/kRad
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
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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
L1127[12:58:05] <calclavia> http://puu.sh/lXWsq/888cb14eef.png
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L1129[13:00:30] <calclavia> fry: http://puu.sh/lXWsq/888cb14eef.png
L1130[13:00:35] <calclavia> http://puu.sh/lXWCX/7e0ef22e97.png
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L1135[13:07:07] <Elexorien> that looks pretty interesting VoxelV
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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
L1140[13:09:32] <gigaherz> TESR model rendering in working condition: https://dl.dropboxusercontent.com/u/743491/2015-12-16-2008-52.mp4
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
L1146[13:11:11] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/TESREssentializer.java
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 :)
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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
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L1166[13:28:33] <fry> shadekiller666: yes
L1167[13:28:42] <shadekiller666> and that is?
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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
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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)
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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()?
L1215[13:37:17] <Dark> ^
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
L1220[13:38:16] <Dark> https://github.com/BuiltBrokenModding/MinecraftJUnit
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
L1224[13:39:33] <williewillus> algo's flatcoloredblocks and asie's charset https://i.gyazo.com/fd1c1d0b10c4f99374e8b0b97601b2f9.png
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?
L1234[13:42:14] <tterrag> http://puu.sh/lXZsP.jpg
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/
L1244[13:42:54] <gigaherz> it looked pretty though: https://dl.dropboxusercontent.com/u/743491/2015-01-19_13.07.21.png
L1245[13:43:02] <gigaherz> if I were to remake it, I'd use submodels ;P
L1246[13:43:07] <tterrag> fry: I believe this is the class https://github.com/Chisel-Team/Chisel/blob/1.8/dev/src/main/java/team/chisel/client/render/ModelChiselBlock.java
L1247[13:43:24] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2015-01-21_01.13.23.png
L1248[13:43:53] <gigaherz> took a while to get the generation to do something useful though: https://dl.dropboxusercontent.com/u/743491/2015-01-18_21.52.31.png
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
L1253[13:46:57] <tterrag> https://github.com/Chisel-Team/Chisel/tree/1.8/dev/src/main/java/team/chisel/client/render/texture
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 .-.
L1259[13:50:45] <fry> tterrag: https://github.com/Chisel-Team/Chisel/blob/1.8/dev/src/main/java/team/chisel/client/render/ctm/CTMFaceBakery.java#L194
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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?
L1266[13:53:32] <tterrag> fry: http://puu.sh/lY0iq.jpg
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
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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
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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
L1301[14:15:29] <GiantNuker> Here is A link, have not put it on a modding site because it is not ready yet some of the config options dnt work and the link on the file links to the orid mod here it is: https://drive.google.com/file/d/0B7-1xI0LkRofejFWenYxTXhPNjQ/view?usp=sharing
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
L1339[14:30:19] * Thutmose is flying a different kind of dragon http://prntscr.com/9f02ua
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
L1364[14:39:16] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2015-12-16-2138-21.mp4
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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L1373[14:42:34] <Dark> https://www.youtube.com/watch?v=UemsuZV9-JA
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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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L1381[14:46:02] <gigaherz> tterrag: https://dl.dropboxusercontent.com/u/743491/2015-12-16-2144-27.mp4
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)
L1403[14:50:22] <Dark> https://github.com/BuiltBrokenModding/VoltzEngine/tree/development/src/main/scala/com/builtbroken/mc/lib/render/fx
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
L1430[14:58:21] <Dark> ^
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
L1457[15:01:22] <Dark> ^
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
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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?
L1491[15:04:41] <MattDahEpic> dang i still cant figure out how to get my sounds.jsonses to sork: https://gist.github.com/MattDahEpic/7374e559b1584139f726
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
L1497[15:05:33] <Dark> ^
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?
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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
L1521[15:10:42] <Dark> ^
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
L1551[15:12:56] <Thutmose> Dark, here is an example of the mtl: http://pastebin.com/5khD36iR
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
L1568[15:15:07] <Thutmose> so use this instead? http://pastebin.com/pEuasTgb
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
L1613[15:20:35] <Dark> ^
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] ⇦ Quits: orthoplex64 (~orthoplex@cpe-66-69-96-209.satx.res.rr.com) (Ping timeout: 206 seconds)
L1620[15:21:52] <tterrag> Thutmose: objs don't store animatinos
L1621[15:21:58] <Dark> ^
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
L1674[15:29:09] <Dark> ^
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.
L1690[15:30:41] <Dark> ^
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
L1736[15:35:01] <tterrag> https://github.com/tterrag1098/WAILAPlugins/blob/master/src/main/java/tterrag/wailaplugins/plugins/PluginRailcraft.java#L194-L215
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] ⇦ Quits: big_Xplosion (~big_Xplos@37.ip-51-255-167.eu) (Quit: ZNC 1.6.2 - http://znc.in)
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?
L1755[15:37:53] <Dark> ?
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
L1774[15:40:02] <williewillus> can anyone see why this(https://github.com/williewillus/Aura-Cascade/blob/master/src/main/java/pixlepix/auracascade/block/tile/TileBookshelfCoordinator.java#L148) is infinite looping? it's a port of this (https://github.com/pixlepix/Aura-Cascade/blob/066fd9c58fd2d353a64006de9cc89ce4468545f6/src/main/java/pixlepix/auracascade/block/tile/TileBookshelfCoordinator.java#L148)
L1775[15:40:03] <Dark> per entity or global?
L1776[15:40:17] ⇦ Quits: michael_ (~michael_@85-250-233-45.bb.netvision.net.il) (Ping timeout: 195 seconds)
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
L1789[15:41:30] <kashike> Thutmose: http://wiki.vg/Pre-release_protocol#Entity_Metadata
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
L1830[15:47:29] <kashike> http://wiki.vg/Pre-release_protocol#Entity_Metadata
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
L1872[15:52:56] <shadekiller666> https://gist.github.com/shadekiller666/2c7152453f404911be8b
L1873[15:53:07] ⇦ Quits: alex_6611 (~alex_6611@p5DE7B10D.dip0.t-ipconnect.de) (Ping timeout: 195 seconds)
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] ⇦ Quits: RedBullWasTaken (~red@2-107-192-82-static.dk.customer.tdc.net) (Remote host closed the connection)
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] ⇦ Quits: Kaiyouka (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net) (Ping timeout: 195 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"
L1927[16:06:48] <Thutmose> tterrag, thanks for the example of the waila stuff: http://prntscr.com/9f1flb
L1928[16:06:53] ⇨ Joins: Rockers (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] ⇨ Joins: GiantNuker (~GiantNuke@172.243.152.180)
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
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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] ⇨ Joins: OvermindDL1 (~OvermindD@files.minecraftforge.net)
L2031[16:26:20] ⇨ Joins: Cojo (~Cojo@2606:a000:1126:8048:acc2:6abb:7045:81ad)
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
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L2038[16:29:53] ⇨ Joins: romibi (~quassel@cable-static-7-174.rsnweb.ch)
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] ⇨ Joins: Kaiyouka (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
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] ⇨ Joins: RedBullWasTaken (~red@2-107-192-82-static.dk.customer.tdc.net)
L2046[16:32:20] <fry> "oshi.SystemInfo" in OpenGlHelper wouldn't be my fault
L2047[16:32:21] ⇨ Joins: Upthorn (~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
L2051[16:33:55] <AbrarSyed> https://github.com/dblock/oshi/tree/master/src/main/java/oshi
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] ⇦ Quits: RedBullWasTaken (~red@2-107-192-82-static.dk.customer.tdc.net) (Remote host closed the connection)
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....
L2058[16:35:01] <fry> AbrarSyed: https://github.com/MinecraftForge/MinecraftForge/blob/1.8.8/jsons/1.8.8.json#L9
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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L2068[16:38:28] <GiantNuker> :D https://drive.google.com/file/d/0B7-1xI0LkRofWXM4WlBBSTdGaFE/view?usp=sharing
L2069[16:38:33] <shadekiller666> nope
L2070[16:38:46] <shadekiller666> ctrl+f didn't find "oshi" in projects/build.gradle
L2071[16:39:08] *** tterrag is now known as tterrag|away
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
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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
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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
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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?
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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
L2113[17:02:48] <AbrarSyed> https://gist.github.com/AbrarSyed/f0aedfc491612ea830d3
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? :)
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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
L2141[17:49:00] <williewillus> http://pastebin.com/urp14PGF
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
L2175[18:00:33] <williewillus> json is here if you missed it (just cube_all + 6 flat faces with the destroy stage) http://pastebin.com/urp14PGF
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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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L2211[18:19:09] <fry> try this: https://github.com/MinecraftForge/MinecraftForge/blob/1.8.8/src/test/resources/assets/forgedebugmultilayermodel/blockstates/test_layer_block.json
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
L2217[18:23:20] <fry> williewillus: something like this: https://gist.github.com/RainWarrior/92d477252c962113d530
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
L2224[18:26:58] <Zaggy1024> http://i.imgur.com/3aW6A5R.png
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
L2233[18:28:55] <Zaggy1024> here's grass http://i.imgur.com/4YqEgL6.png
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
L2243[18:31:25] <Zaggy1024> vanilla: http://i.imgur.com/wyFYL6E.png forge lighting: http://i.imgur.com/K7Rfypq.png
L2244[18:31:28] <fry> tterrag|away: can you be more vague? https://www.reddit.com/user/McJty/submitted/ :P
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
L2256[18:33:12] <williewillus> brb dinner, but here's my state json and now it's purple black :D http://pastebin.com/kjx25qBf
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)
L2262[18:34:13] <tterrag|away> https://github.com/Chisel-Team/Chisel/blob/1.8/dev/src/main/resources/assets/chisel/textures/blocks/voidstone/normal.json
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
L2273[18:36:57] <Zaggy1024> here's a screenshot of forge lighting darkness screwing with breaking textures: http://i.imgur.com/2WwY1wp.png
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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L2279[18:39:12] <Zaggy1024> same with vanilla lighting: http://i.imgur.com/BCe9EI9.png
L2280[18:39:19] <Zaggy1024> hope that's helpful fry :P
L2281[18:39:49] <Zaggy1024> cept I forgot to link the forge lighting image http://i.imgur.com/wg10p2f.png
L2282[18:41:12] <fry> ty
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?
L2324[19:09:07] <williewillus> http://pastebin.com/1mxgkNWE
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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L2476[19:55:55] <MattDahEpic> has anyone had experience with sounds.json generation in code? im having trouble making it: https://gist.github.com/MattDahEpic/7374e559b1584139f726
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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
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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
L2518[20:16:28] <gravityfox> http://pastebin.com/F2WgC0fT
L2519[20:16:35] <gravityfox> that's my build.gradle
L2520[20:16:46] <VoxelV> actually, can you check https://github.com/voxelv/kRad/tree/tim_dev, if you look in some pictures, there's a setup where a piston looks like it's trying to force a glowstone block into a hopper.
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
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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
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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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L2588[20:52:30] <Matthew> williewillus, http://i.imgur.com/KaxmRtq.png
L2589[20:53:21] <williewillus> strange, files.minecraftforge.net still says 1634 latest
L2590[20:53:53] <Matthew> http://i.imgur.com/x5WfTZm.png
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
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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
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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
L2656[22:00:27] <williewillus> http://minecraft.gamepedia.com/Mcmeta#Animation
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
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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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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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L2745[23:49:05] <Zaggy1024> yo fry, I fixed that bug for you :P
L2746[23:49:06] <Zaggy1024> https://github.com/MinecraftForge/MinecraftForge/pull/2286
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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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