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L9[00:22:12] <McJty> Ok, I can do complex
TESR's and load OBJ models but now I'm struggling with a simple
cube block that has one side textured differently from the others.
What's wrong with this:
https://bpaste.net/show/b11c941e5fc8
L10[00:23:41] <Zaggy1024>
'"textures":
"rftools:blocks/machineCoalGenerator"'?
L11[00:23:47] <Zaggy1024> also
cube_all?
L12[00:24:09] <Zaggy1024> you need a cube
model that has a separate texture name for the side you need
L13[00:24:40] <McJty> hmm
L14[00:24:50] <McJty> Just trying to
understand how this works
L15[00:24:53] <shadekiller666> cube_all
should be able to apply different textures to different sides, with
"up" and such
L16[00:24:57] <Zaggy1024> which part
L17[00:24:58] <shadekiller666> if not there
is cube
L18[00:25:21] <Zaggy1024> I thought
cube_all had an "all" texture for all the sides
L19[00:25:22] <Zaggy1024> ^.~
L20[00:25:29] <shadekiller666> it
does
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L22[00:25:47] <Zaggy1024> then why did you
say it had different textures for different sides?
L23[00:26:14] <shadekiller666> it would
make sense, but maybe i'm giving too much credit to mojang
L24[00:26:35] <Zaggy1024> it would be a bit
complicated to do anything to change the elements of a model
outside that model
L25[00:26:42] <Zaggy1024> how do you
resolve a face in the model?
L26[00:26:46] <williewillus> did someone
rename the ToolMaterial enum for diamond back to emerald lol
L27[00:26:48] <Zaggy1024> elements don't
have names
L28[00:26:52] <williewillus> i swear it was
called diamond in 1.8.0
L29[00:27:03] <Zaggy1024> I'm pretty sure
it's been emerald for a long time
L30[00:27:03] <williewillus> someone got
nostalgic i guess :p
L31[00:27:06] <McJty> So what do I do
exactly? Getting a bit confused here
L32[00:27:08] <shadekiller666> willie, its
been emerald forever :P
L33[00:27:19] <williewillus> I know, but I
thought it changed to diamond recently
L34[00:27:21] <Zaggy1024> McJty, look at
furnace or something
L35[00:27:22] <williewillus> that might've
been armor
L36[00:27:28] <McJty> ah yes, good
idea
L37[00:27:32] <Zaggy1024> I think
"cube" has textures for each separate side of the
model
L38[00:27:38] <Zaggy1024> furnace may use
that as its parent
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L40[00:28:25] <McJty> furnace uses
block/orientable it seems
L41[00:28:44] <Zaggy1024> erm
L42[00:28:49] <Zaggy1024> I meant the
furnace models
L43[00:29:00] <shadekiller666> that just
gives you a "front"
L44[00:29:00] <McJty> Zaggy1024, yes that's
what I'm talking about
L45[00:29:04] <McJty> It uses
orientable
L46[00:29:06] <shadekiller666> and a
"top"
L47[00:29:11] <Zaggy1024> 0.o
L48[00:29:17] <Zaggy1024> didn't realize
there was a "orientable"
L49[00:29:46] <McJty> shadekiller666,
that's fine actually (although I also need a bottom though)
L50[00:30:35] <shadekiller666> what do
pistons use
L51[00:31:03] <Zaggy1024> using cube would
be simplest
L52[00:31:41] <McJty> Ok, looks good in
inventory but not in world
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L54[00:31:55] <McJty> [07:31:19] [Client
thread/ERROR]: Model definition for location
rftools:coalgenerator#facing=west not found
L55[00:32:13] <Zaggy1024> what's your
blockstates json now?
L57[00:32:40] <McJty> Both blockstate and
block model
L58[00:33:44] <Zaggy1024> your
"facing" entry needs to be in "variants"
L60[00:35:10] <McJty> Perfect!
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L65[00:48:49] <williewillus> how do I
remove the item form of a block? like how in vanilla 1.8 the item
forms of technical blocks like water/lava just *don't* exist
anymore
L66[00:49:17] <shadekiller666> uhh
L67[00:49:25] <shadekiller666> make your
own ItemBlock
L68[00:49:34] <unascribed> pass null to
registerBlock
L69[00:49:40] <unascribed> on the argument
that's Class<? extends ItemBlock>
L70[00:49:53] <shadekiller666> you can't
"remove" an item completely, as the entire game runs on
items
L71[00:49:53] <williewillus> ah okay
L72[00:50:03] <unascribed> this will
corrupt any pre-existing worlds that were created when that block
had an item
L73[00:50:07] <unascribed> but for new
blocks it works fine
L74[00:50:07] <shadekiller666> but you can
hide it
L75[00:50:15] <unascribed> shadekiller666,
lies
L76[00:50:26] <unascribed> there is no item
for fire, lava source blocks, etc, in 1.8+
L77[00:50:33] <williewillus> ah I'll just
leave it be then
L78[00:50:42] <shadekiller666> hmmm
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L80[01:04:50] <McJty> I made a copy of
orientable.json for my own purposes and adapted it so that I can
also set the bottom. Works great
L81[01:05:26] <unascribed> did the format
of the authors list in the mcmod.info change in 1.8.8?
L82[01:05:50] <unascribed>
"authors": ["Aesen"] shows as blank
L83[01:10:15] <unascribed> ah, it's
authorList now.
L84[01:10:27] <unascribed> this appears to
have also broken the mcpmod.info in Forge itself :P
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L88[01:20:53] <williewillus> now to fix all
the bugs :p
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L90[01:28:55] <Zaggy1024> yes, it's true,
blocks do not need items
L91[01:29:07] <Zaggy1024> like was said,
pass null for ItemBlock class
L92[01:29:16] <shadekiller666> yes sir, its
true, this man has no dick...
L93[01:29:33] <Zaggy1024> :O
L94[01:29:38] <Cazzar> wat
L95[01:29:47] <shadekiller666>
references!!!
L96[01:30:00] <killjoy> I got it
L97[01:30:06] <shadekiller666> how about
"don't cross the streams!!!"
L98[01:30:11] <killjoy> Don't know how it
came up, though
L99[01:30:24] <killjoy> Why are we quoting
ghost busters?
L100[01:30:45] <shadekiller666> zaggy said
"yes, its true" and it made me think of that scene in
GB
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L102[01:32:58] <killjoy> zuul mother
fucker
L103[01:33:04] <shadekiller666> lol
L104[01:33:23] <shadekiller666> turns out
the stay puft marshmallow man can fuck shit up...
L105[01:33:28] <ZaggyMobile2> I deny any
involvement
L106[01:33:43] <killjoy> Well of course it
wasn't you
L107[01:33:49] <killjoy> It was
Zaggy1024
L108[01:33:57] <shadekiller666>
imposter!!!
L109[01:34:33] <ZaggyMobile2> ?
L110[01:34:45] <shadekiller666> O.O
square!
L111[01:35:05] <ZaggyMobile2> Yay broken
character in HexChat
L112[01:35:12] <shadekiller666> lol
L113[01:35:30] <williewillus> my hexchat
shows it fine :p
L114[01:35:39] <shadekiller666> lol
L115[01:35:41] <killjoy> what character is
it?
L116[01:35:43] <ZaggyMobile2> My carry
stuck his head under the radiator
L117[01:35:49] <shadekiller666> its an :O
face
L118[01:36:01] <shadekiller666>
carry?
L119[01:36:01] <ZaggyMobile2> It's... A
tiny mouthed shock face
L120[01:36:07] <Cazzar> Emoji
L121[01:36:19] <ZaggyMobile2> *cat
L122[01:36:25] <ZaggyMobile2> Thank my
phone
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L125[01:38:08] <ZaggyMobile2> Now I'm
curious what os Willie is on that has the emoji
L126[01:38:15] <killjoy> osx
L127[01:38:16] <killjoy> ?
L128[01:38:31] <ZaggyMobile2> Cause my
Windows doesn't have our apparently
L129[01:38:35] <ZaggyMobile2> *it
L130[01:38:47] <ZaggyMobile2> For hexchat
anyway
L131[01:39:05] <ZaggyMobile2> Firefox
displays them from system fonts though
L132[01:40:29] <unascribed> works on Linux
as well
L133[01:40:31] <unascribed> looks kinda
ugly
L134[01:40:32] <unascribed> but it's
there
L136[01:41:34] <Cazzar> Yeah, changing the
default alternative fonts fixes it
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L138[01:45:06] <ZaggyMobile2> What did you
change to?
L139[01:45:50] <Cazzar> "Arial
Unicode MS,Segoe UI Emoji,Lucida Sans
Unicode,Meiryo,Symbola,Unifont,"
L140[01:47:13] <ZaggyMobile2> O.o
L141[01:47:20] <Cazzar> Could have some
fun
L143[01:47:28] <unascribed> oh, I was
about to ask if that existed
L144[01:47:37] <unascribed> I wish
Konversation had an alternate fonts option... :/
L145[01:47:43] <Cazzar> Gotta find out the
exact download though
L146[01:49:02] <ZaggyMobile2> Wow, that is
pretty ugly
L147[01:49:22] <Cazzar> Hm?
L148[01:49:37] <Zaggy1024> segoe I
guess
L149[01:53:15] <Cazzar> Ah
L151[01:53:20] <Cazzar> There's the
files.
L152[01:53:32] <ZaggyMobile2> I guess
hexchat didn't have support for color fonts
L153[01:53:32] <Cazzar> wait...
L154[01:53:42] <ZaggyMobile2>
*doesn't
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L157[01:55:55] <Cazzar> No luck
L158[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151217 mappings to Forge Maven.
L159[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151217-1.8.8.zip
(mappings = "snapshot_20151217" in build.gradle).
L160[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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L165[02:13:42] <Zaggy1024> I find it kind
of strange how full this channel is :P
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L172[02:26:17] <Zaggy1024> members?
doesn't sound like users that have left their computers on and
connected to a channel...am I wrong? :P
L173[02:27:11] <ThePsionic> /shrug
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L176[02:28:05] <xaero> hmm, club members
that are AWOL are still members
L177[02:28:11] <xaero> active members,
OTOH.. :P
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L222[03:45:50] <killjoy> What was that
show where once a bunch of guys went undercover, but it turned out
that everyone was an undercover cop?
L223[03:46:00] <killjoy> It might've been
a movie
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L227[03:47:23] <xaero> genre?
L228[03:47:32] <killjoy> I think it was
action
L229[03:47:46] <killjoy> they killed some
people
L230[03:47:54] <ThePsionic> sounds
fun
L231[03:48:13] <killjoy> They end up
covering it up because it would look bad if a bunch of feds did
that
L232[03:49:31] <killjoy> It might've 52
Jump Street
L233[03:50:04] <killjoy> sorry, 22 jump
street
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L236[03:51:53] <DrDisconsented> Any tools
around for remapping blocks in 1.7/1.8 before I go poking at
this?
L237[03:52:10] <killjoy> never heard of
it
L238[03:52:28] <killjoy> like dynamically
updating ids in world?
L239[03:53:01] <DrDisconsented> Say you're
removing a mod that adds a ton of ores, you replace that with stone
rather than air
L240[03:53:26] <DrDisconsented> or some
surface material with dirt etc
L241[03:53:35] <killjoy> so you want it to
regenerate?
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L243[03:53:43] <DrDisconsented> Nope, just
replace mappings
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L246[03:54:14] <killjoy> well that's
really hard to do well considering
L247[03:55:48] <DrDisconsented> So far it
looks like all the mappings are stored withing
GameData.iBlockRegistry
L248[03:56:11] <killjoy> That's in the
game itself
L249[03:56:34] <killjoy> so you don't want
to touch the world at all?
L250[03:56:54] <DrDisconsented> I would
rather do that but at the moment I am just looking around
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L252[03:59:19] <killjoy> See
WorldEvent.Load
L253[03:59:29] <killjoy>
net.minecraftforge.event.world
L254[03:59:48] <DrDisconsented> Although
backtracking from "There are # missing..." message it
looks like game.iBlockRegistry is what I want
L255[04:00:07] <killjoy> When you load the
world, you can check for old mappings and update them
L256[04:00:10] <DrDisconsented> I shouldnt
be doing at this @ 11PM
L257[04:00:13] <DrDisconsented> thanks for
the ideas killjoy
L258[04:02:23] <xaero> you will probably
have a better time with FMLMIssingMappingsEvent
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L261[04:26:31] <michael_> Is there an
equivelant of WorldServer.addScheduledTask() for client side world?
(for packet handling)
L262[04:27:19] <tterrag|away> use
Minecraft
L263[04:27:46] <michael_> thx
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L265[04:42:08] <tterrag|away>
DrDisconsented: There's a program called midas
L266[04:42:59] <DrDisconsented> That was
updated?
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L272[05:02:07] <tterrag|away> I
think?
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L274[05:15:43] <Penguin90x> Hello
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L276[05:18:59] <michael_> What would be
the best way to update a fluidstack in a container? I used to do it
with detectAndSendChanges() but now that fluid ids are strings i'm
not sure what is the best approach.
L277[05:23:13] <sham1> make a custom
packet and send it from detectAndSendChanges
L278[05:23:20] <sham1> via*
L279[05:26:43] <sham1> you can get players
in your cont
L280[05:28:59] <michael_> cont?
L281[05:30:17] <sham1> container
L282[05:32:36] <michael_> sham1, Just
making sure I got what you said: Make a list of players with
onCraftGuiOpened and removeCraftingFromCrafters, then in
detectAndSendChanges send an IMessage to each player?
L283[05:33:14] <tterrag|away> pretty
much
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L285[05:33:19] <tterrag|away> but why do
you need to send the entire fluidstack?
L286[05:33:43] <tterrag|away> that should
only be necessary if the fluid changes
L287[05:33:49] <tterrag|away> otherwise
it's just one int (amount)
L288[05:33:50] <sham1> just use the
ICrafter list given b container
L289[05:34:03] <michael_> Its an interface
with 4 tanks.
L290[05:34:13] <sham1> cast to
EntityPlayerMP list
L291[05:34:24] <tterrag|away> ok, so 4
ints :P
L292[05:34:44] <michael_> sham1, yeah that
would work too
L293[05:34:56] <michael_> tterrag|away,
but the fluid might change
L294[05:35:07] <tterrag|away> it might,
but then you can handle that
L295[05:35:12] <tterrag|away> no need to
send the entire stack ALWAYS
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L297[05:35:33] <tterrag|away> 1 int
<<< fluidstack
L298[05:35:39] <michael_> Good point
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L300[05:39:28] <sham1> logical bitshift to
int from fluidstack?
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L306[05:42:00] <michael_> lol
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L333[06:42:12] <foxy> quick question
L334[06:42:17] <foxy> if i gradle build a
mod
L335[06:42:33] <foxy> it will make an
obfuscated jar right?
L336[06:42:38] <tterrag> yes
L337[06:42:42] <foxy> alright cool
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L381[08:25:40] <AEnterprise> so is forge
for MC 1.8.8 stable enough to make mods?
L382[08:26:36] <tterrag> I've had a few
issues, but the improvements to the code are more than worth
it
L383[08:26:43] <tterrag> I think the
newest releases are pretty close to stable
L384[08:27:01] <tterrag> I'd recommend it
over 1.8.8 just for the cleaner code :P
L385[08:27:04] <tterrag> s/1.8.8/1.8
L386[08:28:31] <AEnterprise> whell i'm
gona start with multiblock things and 1.8/1.8.8 makes that
extremely easy so not sure if i should go with 1.8 or 1.8.8
L387[08:28:52] <AEnterprise> though i
guess i'll have to port to 1.8.8 eventually if i go with 1.8
L388[08:28:53] <tterrag> if you're
starting a new mod (or a new port) I'd definitely say 1.8.8
L389[08:28:58] <tterrag> by the time
you're done, it'll be out and stable
L390[08:29:07] <tterrag> it's stable
enough for developing now
L391[08:29:13] <AEnterprise> it's semi new
semi a port
L392[08:30:09] <AEnterprise> it'll be
based on my mod BCA but a large bulk of that code is from when i
started modding so kinda needs a rewrite
L393[08:30:25] <AEnterprise> and i was
thinking of making more blocks a multiblock as 1.8 makes that alot
easier
L394[08:31:06] <tterrag> does it?
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L396[08:31:35] <AEnterprise> with all all
textures in the json as well as model rendering and rotation
yes
L397[08:33:06] <Ordinastie> lol
L398[08:33:22] <AEnterprise> that and a
few ideas i had to abstract it away to simplify it all so not all
the functional code is in the TileEntities
L399[08:33:29] <tterrag> model rendering
and rotation? O.o
L400[08:33:33] <tterrag> was that hard
before?
L401[08:34:04] <AEnterprise> not realy,
but i needed a different renderer for each one
L402[08:34:14] <AEnterprise> now i can do
that from the jsons
L403[08:36:57] <Ordinastie> wow, so much
faith in JSON :p
L404[08:37:26] <AEnterprise> i'm bad with
rendering so the json system simplifies it for me :P
L405[08:37:46] <tterrag> you'll have a
time with models that are bigger than 1x1x1
L406[08:37:52] <tterrag> the lighting
starts to bug out after a while
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L408[08:40:02] <AEnterprise> yeah i know i
had that, but then AlexIIL remade the model and suddenly there
where no issues with it anymore
L409[08:40:16] <AEnterprise> it now
renders perfectly at 3x3x3 size
L410[08:43:24] <Ordinastie> hum, ok,
that'll be annoying, I need to get a 3x3x3 AABB in front of the
selected face of my block :x
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L412[08:44:12] <Ordinastie> or maybe
not
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L418[08:54:42] <sham1> Isn't there already
a event for entity death
L419[08:54:49] <AEnterprise> only for
entity living
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L421[08:55:48] <AEnterprise> if it's an
entity that extends Entity class instead of EntityLiving there's no
way to detect it's death atm other then an asm hack and i would
prefer adding a forge hook for it then doing an asm hack
L422[08:56:02] <Wuppy> ugh I have to go
outside :<
L423[08:56:10] <Wuppy> :P
L424[08:56:54] <AEnterprise> but as nobody
ever replied to my issue i am not sure if i have a valid usecase to
add this, also never setup a forge workspace for anything, only
used it so far
L425[08:58:39] <AEnterprise> though i am
unsure if the best aproach is to make one that is just purely for
the anvil or a general event
L426[08:59:26] <AEnterprise> as a general
entityDeath event would fire an event each time an item entity
expires, or an arrow hits something
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L432[09:08:45] <AEnterprise> so can
someone tell me if it would be accepted if i make a pr? and if it
would be best to make a specific event for the anvil death or a
general entity death event?
L433[09:11:04] <tterrag> I don't think
anyone can really tell you
L434[09:11:09] <tterrag> depends on if
your PR is well made or not
L435[09:12:51] <AEnterprise> should
basicly be an simple event that isn't cancelable with a small
javadoc explaining what it does and a test case mod right?
L436[09:13:02] <tterrag> yep
L437[09:13:45] <AEnterprise> alright i'll
make that then, i'll go for the anvil specific one to not spam the
bus with dying item entities and such that nobody will be listening
for anyways
L438[09:14:13] <sham1> may I ask why
L439[09:14:28] <sham1> just curious
L440[09:14:51] <tterrag> AEnterprise: lex
tends to go for more generalized things
L441[09:14:58] <tterrag> PRs that cater to
a specific mod don't do well
L442[09:15:05] <AEnterprise> duster
mechanic, one of the options (more for fun then anything else) is
droping an anvil on it to make progress
L443[09:15:38] <AEnterprise> alright
general event it is then
L444[09:15:44] <tterrag> to me, item death
would be extremely useful
L445[09:15:55] <tterrag> there's currently
no way to hook that, and I've heard it asked about multiple
times
L446[09:16:19] <AEnterprise> that should
be over soon then :P
L447[09:19:14] <AEnterprise> i guess to
use intelliJ i just have to import the build.gradle file as with a
regular modding workspace?
L448[09:19:41] <tterrag> not sure IDEA
works yet
L449[09:19:45] <tterrag> maybe, idk
L450[09:19:49] <tterrag> not the one to
ask though :P
L451[09:20:21] <AEnterprise> i'll see what
heapens if i do that and then try the genIntelliJRuns task,
otherwise i'll download eclipse for it
L453[09:28:59] <MattDahEpic> with idea:
setup decomp workspace, import build.gradle, gen runs and its
good
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L455[09:32:04] <tterrag> MattDahEpic:
no
L456[09:32:09] <tterrag> this is for forge
dev
L457[09:32:12] <MattDahEpic> oh
L458[09:32:14] <MattDahEpic> k
L459[09:32:30] <AEnterprise> trying
something if it doesn't work i'll just download eclipse
L460[09:33:42] <diesieben07> AEnterprise,
gradlew setupForge then import projects.ipr
L461[09:33:49] <diesieben07> do not
import/link the gradle project
L462[09:34:00] <AEnterprise> ah alright
thanks :)
L463[09:34:22] <diesieben07> you'll have
to make the launch config yourself though
L464[09:34:56] <AEnterprise> ah alright,
class to launch is gradleStart i guess? any special
arguments?
L465[09:35:11] <diesieben07> yes and
no
L466[09:36:12] ⇦
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L468[09:37:01] <AEnterprise> euh not
finding the gradlestart class
L469[09:37:55] <AEnterprise> could it be
the Launch class i need? (net.minecraft.launchwrapper)
L470[09:38:40] <diesieben07> no
L471[09:38:45] <diesieben07> which forge
version?
L472[09:38:57] <AEnterprise> just cloned
the repo
L473[09:39:05] <AEnterprise> and i'm on
the 1.8.8 branch
L474[09:39:24] <diesieben07> i have
gradleStart there just fine with that prodecure...
L476[09:40:39]
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L477[09:40:39] <diesieben07> then you can
right-click on the ".launch" files and convert tehm to
intellij launch configs
L478[09:40:46] <AEnterprise> alright
L479[09:44:42] <AEnterprise> euh it's not
accepting the .launch if i use it as main class or am i missing
something?
L480[09:45:12] <tterrag> >then you can
right-click on the ".launch" files and convert tehm to
intellij launch configs
L481[09:46:11] <AEnterprise> derp
sorry
L482[09:46:18]
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L483[09:46:31] <AEnterprise> oh great
import errors
L484[09:46:54] <AEnterprise> io.netty
stuff, guess i'm dowloading eclipse
L485[09:47:28] <diesieben07> i don't know
how you managed that...
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L487[09:47:49] <AEnterprise> i just did
what you said, opened up the .ipr project file
L488[09:48:12] <diesieben07> well, that
worked fine her :D
L489[09:48:32] ⇦
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L490[09:48:46] <AEnterprise> maybe
something broke with the gradle stuff since you last ran the
setupForge task?
L491[09:49:33] <diesieben07> just for you
I'll try it again :D
L492[09:50:04] <AEnterprise> might wana do
that in a second folder then
L493[09:50:12] <AEnterprise> just in case
it breaks your setup
L494[09:50:19] <diesieben07> yes...
:D
L495[09:51:02]
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L497[09:55:12] <AEnterprise> oh euh the
readme sais point workspace to the "eclipse" folder, and
i'm not seeing one of those other then the one in the mdk
folder
L498[09:55:28] <diesieben07> its
outdated
L499[09:55:48] <AEnterprise> so the
projects folder instead then?
L500[09:56:00] <diesieben07> for
eclipse?
L501[09:56:02] ⇦
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L502[09:56:11] <AEnterprise> yeah
L503[09:56:18] <diesieben07> yes
L504[09:56:29] <diesieben07> but you have
to import the projects manually afaik
L505[09:56:53] <AEnterprise> yeah package
explorer is empty
L506[09:57:40] <AEnterprise> oh guess
what
L507[09:57:46] <AEnterprise> same
compilation errors
L508[09:57:53] <diesieben07> heh
L509[09:58:36] <AEnterprise> even alot
more o.O
L510[09:59:36] <AEnterprise>
org.fusesource, io.netty, jline, ...
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L512[10:00:06] <AEnterprise> gona re-clone
and try again and hope this is just gradle derping something
up
L513[10:00:40] <Nentify> does
:downloadClient normally take a long time in
setupDecompWorkspace?
L514[10:01:00] <AtomicStryker> hai
everyone. quick questions. how do i get a block instance in bukkit,
if i only have the ID (i know there is this Material class but it
has no method to get org.bukkit.block.Block instances)
L515[10:01:01] <AEnterprise> it's not a
mdk workspace but forge workspace
L516[10:01:06] <diesieben07> Nentify,
depends on your internet connection, but it will only do it once
per verison
L517[10:01:06] ⇦
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L518[10:01:28] <Nentify> my internet's
pretty good, i'll just leave it a little longer then
L519[10:01:59] <AEnterprise> so i'm not
sure what i'm doing wrong or what could be the cause other then
gradle
L520[10:02:49] <shadekiller666>
aenterprise, not sure if the forge dev env is compatible with
intellij yet
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L522[10:03:04] <AEnterprise> i get the
exact same compilation errors in eclipse
L523[10:03:09] <shadekiller666> ok
L524[10:03:22] <tterrag> Nentify: there's
quite a bit to download
L525[10:03:27] <tterrag> MC has a lot of
libs, forge too
L526[10:03:34] <tterrag> but yeah like
diesieben07 said, it's only once :P
L527[10:03:36] <shadekiller666> so delete
your projects folder, and run either setup or setupForge
L528[10:04:16] <diesieben07> shade, it
is.
L529[10:04:21] <shadekiller666> ok
L530[10:04:39] ***
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L532[10:05:04] <shadekiller666> either
way, if you're having compilation problems, nuke the projects/
folder, and run setup agin
L533[10:05:07] <shadekiller666>
again*
L534[10:05:19] <AEnterprise> i just nuked
the entire folder and cloned again
L535[10:05:44] <shadekiller666>
ok...
L536[10:07:04] <AEnterprise> and now it
runs perfectly fine
L537[10:08:27] <AEnterprise> i guess it
gradle must have run intro an dependency downloading issue and
didn't error but just continued
L539[10:10:06] <shadekiller666> i think it
was that it saw that it had files already, so it skipped
downloading them
L540[10:11:56] ⇦
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L544[10:15:08] <AEnterprise> so i have the
MC code now, guess i have to add the forge code as a seperate
sub-project to edit it? as that's on a higher dir then the projects
folder
L545[10:15:56] <LexManos> Dont use
IDEA
L546[10:15:57] <LexManos> its broken
L547[10:16:36] <AEnterprise> alright i'll
use eclipse then, not used to it but should be able to use it for
adding the event
L548[10:16:43] <diesieben07> AEnterprise,
you should have two projects, Clean and Foreg (or two Modules in
intellij)
L549[10:16:51] <diesieben07> and no, afaik
it is not broken anymore... at least it works just fine here.
L550[10:17:14] <AEnterprise> yeah i have
those, clean and forge, neighter contains forge code, both just
containt the vanilla code
L551[10:17:18] <shadekiller666> can you
not simply import the projects folder
L552[10:17:27] <sham1> I usually do not
want to disagree with you lex
L553[10:17:28] <shadekiller666> they
should...
L554[10:17:33] <sham1> But mind backing
that one up
L555[10:18:13] <diesieben07> actually yeha
you are right AEnterprise.
L556[10:18:19] <diesieben07> no
MinecraftForge class.
L557[10:18:29] *
diesieben07 yells at abrar
L558[10:18:50] <AEnterprise> yeah, just
opened it in eclipse, not used to using it but i should be able to
manage
L559[10:19:10] *
tterrag is a happy eclipse user
L560[10:20:44] <AEnterprise> whell this is
just adding an entity event so i should be able to pull that off in
eclipse, just need to get used again to the way it displays
packages and such
L561[10:21:57] ***
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L564[10:25:16] <diesieben07> AEnterprise,
you can change that you know :P
L565[10:25:39] <AEnterprise> not realy but
i'll manage thanks
L567[10:27:29] <tterrag> change to
hierarchical
L568[10:27:49] <AEnterprise> ah thanks,
much better :)
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L570[10:34:41] <AEnterprise> alright event
works, lots of spam but that's just MC using and killing lots of
entities i guess
L571[10:35:12] <diesieben07> what kind of
event are you makign?
L572[10:35:21] <AEnterprise> general
entityDeath event
L573[10:36:00] <diesieben07> death as in
"died from DamageSource" or "despawned"?
L574[10:36:01] <AEnterprise> we can detect
when an EntityLiving dies but not when something that just extends
Entity instead
L575[10:36:10] <AEnterprise> when setDeath
is called
L576[10:36:19] <diesieben07> ah so
despawning
L577[10:36:34] <AEnterprise> not only
that, also when a falling block lands can be detected with
this
L578[10:36:48] <diesieben07> well yeah
because the entity despawns :D
L579[10:36:48] <AEnterprise> that's what
i'm gona use it for anyways
L580[10:36:53] <diesieben07> you don't
need an event for that.
L581[10:37:30] <AEnterprise> yes, how else
am i gona do it?
L582[10:37:32] <diesieben07> implement
IWorldAccess, which has onEntityRemoved. register it to the world
and you will receive callbacks
L583[10:38:00] <AEnterprise> i thought
that didn't pass the entity iirc
L584[10:38:21] <diesieben07> sure it
does
L585[10:38:24] <blood|work> AEnterprise:
just install Sponge and listen to my DestructEntityEvent
L586[10:38:25] <AEnterprise> or atleast
nobody pointed me to that when i asked for it a while ago
L587[10:38:26] <blood|work> done :P
L588[10:38:38] <diesieben07> lol
L589[10:38:47] <blood|work> unless this is
for your mod then yea you dont want to rely on another =)
L590[10:38:47] <diesieben07> i use it in
my mod just fien
L591[10:38:54] <AEnterprise> early october
that was
L592[10:39:06] <diesieben07> this has been
in since 1.4.7 at least
L593[10:39:10] <diesieben07> i remember
using it then :D
L594[10:39:16] <AEnterprise> people in
here ended up helping me in using asm to inject a call to kinda do
the same an event would do
L595[10:39:23] <diesieben07> gahhh
L596[10:39:35] <diesieben07> why do people
never check the vanilla code...
L597[10:40:21] <AEnterprise> so this event
is useless then? that IWorldAccess implementation does the
same?
L598[10:40:45] <diesieben07> yes
L599[10:40:58] <diesieben07> well, it is
not called from setDead, it's called from the world when it
actually removes the entity the next tick
L600[10:41:09] <diesieben07> and it
doesn't work for global entities (atm just lighting)
L601[10:41:31] <AEnterprise> ah whell i'll
just make the pr then and see?
L602[10:41:49] <diesieben07> what for?
:D
L603[10:41:54] <AEnterprise> for the
event
L604[10:42:01] <diesieben07> but it's
useless... :D
L605[10:42:11] <AEnterprise> ah well
alright then
L606[10:42:13] <diesieben07> or rather,
duplicates code
L607[10:42:13] <blood|work> how is an
event useless?
L608[10:42:23] <diesieben07> because there
is already a callback in vanilla for it.
L609[10:42:29] <blood|work> the whole
forge event core is going to be rewritten anyway eventually
L610[10:42:32] <blood|work> as it is a
mess
L611[10:42:43] <diesieben07> who says
that? :D
L612[10:42:46] <AEnterprise> realy stupid
nobody pointed me to that a month ago
L613[10:42:48] <blood|work> no need for a
callback when you can just fire events
L614[10:43:03] <AEnterprise> anyways i'm
out for dinner then
L615[10:43:07] <diesieben07> but the
callback *exists* already... no point in doing a base edit..
L616[10:43:11] ***
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L618[10:44:06] <blood|work> i would remove
the callback and just make it an event
L619[10:44:26] <diesieben07> the callback
is in *vanilla* it is *used* by vanilla
L620[10:44:32] <diesieben07> you would
have to patch a LOT.
L621[10:45:32] <diesieben07> (RenderGlobal
for example receives a lot of it's notifications about chunks
needing to be re-rendered through this interface)O
L622[10:45:41] <gigaherz> also an event
has quite a lot more overhead ;P
L623[10:45:47] <diesieben07> not
really
L624[10:46:01] <diesieben07> posting an
event = create new object, iterate an array
L625[10:46:10] <gigaherz> yeah calling a
callback = one call
L626[10:46:11] <gigaherz> XD
L627[10:46:11] <diesieben07> and call a
method for each array entry
L628[10:46:21] <diesieben07> no, you need
a List of callbacks
L629[10:46:28] <diesieben07> so you
iterate and call a method on each
L630[10:46:30] <diesieben07> same deal
:D
L631[10:46:42] <gigaherz> oh then I
misunderstood
L632[10:46:53] ⇦
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L634[10:48:01] <gigaherz> I TL;DR'd so I
assumed it was a callback in the sense of like
"blockBreak"
L635[10:48:24] <gigaherz> not a full-blown
multi-target delegate, which is basically what the event system is
;p
L636[10:48:30] <diesieben07> yep :D
L637[10:48:42] <gigaherz>
(multicast*)
L638[10:49:13] <williewillus> Ive never
used CI for a mod before, anyone have a basica travis.yml example?
:p
L640[10:49:46] <diesieben07> ignore the
env part
L641[10:49:50] <gigaherz> google found
many
L642[10:49:57] <gigaherz> "travis.yml
minecraft mod"
L645[10:50:17] <williewillus> got it
lol
L646[10:52:16] <gigaherz> so I asked
yesterday but I didn't get a definite answer
L647[10:52:25] <gigaherz> i'd like to have
a custom type of particle
L648[10:52:35] <gigaherz> since none of
the existing ones really fit with the effect
L649[10:52:38] <diesieben07>
version?
L650[10:52:42] <gigaherz> 1.8.8
L651[10:52:58] <gigaherz> the best answer
I found is
L653[10:53:05] <gigaherz> which creates a
custom particle "spawner"
L654[10:54:13] <gigaherz> but it's from
2012 so...
L656[10:55:17] <diesieben07> gigaherz,
basically you add a new EnumParticleType with EnumHelper. and then
EffectRenderer#registerParticle(<particleID>,
particleFactory)
L657[10:55:27] <diesieben07> the ID is the
full int spectrum it seems
L658[11:00:17] <gigaherz> ah so it's
assing new type of particle hmmm
L659[11:00:23] <gigaherz> adding*
L660[11:00:37] <diesieben07> yep
L661[11:00:45] <gigaherz> global or
client-side?
L662[11:01:01] <diesieben07> you can do it
clientside only, but then you can't spawn it serverside using
commands
L663[11:01:10] <gigaherz> global then
XD
L664[11:01:34] <diesieben07> and you have
to manage the ID yourself, so check to choose an untaken one
L665[11:01:40] <diesieben07> and on login
make sure the client has the same ID
L666[11:01:48] <sham1> I have a question
regarding the LAN servers and the sidedness of them
L667[11:02:19] <gigaherz> aha
L668[11:02:20] <sham1> Is the LAN server
Side.CLIENT or Side.SERVER when it gets launched so other people
can join it
L669[11:02:32] <diesieben07> depends on
where you ask
L670[11:02:33] ***
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L671[11:02:43] <diesieben07>
FMLCommonHandler#getSide will give you CLIENT
L672[11:02:43] <tterrag> the lan server is
just an integrated server opened up for joining afaik
L673[11:02:48] <tterrag> ^^
L674[11:02:49] <sham1> Ah
L675[11:02:49] <diesieben07> yep
L676[11:03:04] <tterrag> the game always
has a client and server...two threads
L677[11:03:14] <sham1> So Proxies propably
use client side for lan worlds as well
L678[11:03:18] <tterrag> when you join a
LAN game your integrated server becomes...well I guess it probably
just parks
L679[11:03:21] <gigaherz> sham1: proxy is
ALWAYS client
L680[11:03:25] <gigaherz> on the
client-loaded jar
L681[11:03:27] <sham1> Well yeah
L682[11:03:31] <gigaherz> the server proxy
only exists on dedicated servers
L683[11:03:47] <gigaherz> the only purpose
for the proxy is to avoid touching classes that don't exist on the
server/client
L684[11:04:04] <gigaherz> you don't use it
to distinguish between client-thread and server-thread
L685[11:04:08] <sham1> I was just
wondering as I am making my proxy have a method for getting the
player a packet belongs to
L686[11:04:08] <gigaherz> onyl client-jar
from server-jar
L687[11:04:18] <gigaherz> only*
L688[11:04:26] <williewillus> I should
write rtd on that, misuse of proxies is so common among beginners
:p
L689[11:04:36] <sham1> I am working on
it
L690[11:04:38] <tterrag> williewillus: a
PR already exists
L691[11:04:43] <williewillus> ah
okay
L692[11:04:44] <gigaherz> it's easy to get
confused due to naming
L693[11:04:45] <tterrag> your comments on
it would be appreciated though :p
L694[11:04:54] <sham1> Where on client
sided proxy it returns Minecraft#thePlayer and in the server it
returns the one you get from the networkcontext
L695[11:05:10] <gigaherz> sham1: that
sounds broken
L696[11:05:22] <sham1> propably
L697[11:05:30] <gigaherz> since LAN
connections can support multiple players
L698[11:05:35] <gigaherz> and you still
use the client proxy
L699[11:05:36] <sham1> yeah
L700[11:05:39] <sham1> That is why I
asked
L701[11:05:45] <gigaherz> you should
ALWAYS use the network context
L702[11:05:48] <gigaherz> even in
singleplayer
L703[11:05:53] <sham1> Even in
clientside?
L704[11:05:57] <sham1> Or logical
client
L705[11:05:58] <gigaherz> yes, due to
LAN
L706[11:05:59] <sham1> Rather
L707[11:06:07] <diesieben07> and only if
you KNWO the packet is received on the clint then call
proxy.getClientPlayer
L708[11:06:17] <diesieben07> which throws
in ServerProxy and returns thePlayer on client
L709[11:06:27] <tterrag> ^
L710[11:06:54] <sham1> ^^
L711[11:07:00] <diesieben07> v
L712[11:07:04] <diesieben07> I'm a
rebel.
L713[11:07:19] <sham1> So I can use
NetHandlerPlayerServer#eplayerEntity even in the logical
client
L714[11:07:20] <sham1> All right
L715[11:07:26] <sham1> Solves my
problem
L716[11:07:29] <diesieben07> No
L717[11:07:39] <diesieben07>
NetHandlerPlayServer is ONLY correct when the pakcet is received on
the server
L718[11:07:43] <diesieben07> regardless of
the type of server.
L719[11:07:57] <diesieben07> when the
packet is received on the client (and ONLY then) you must call
proxy.getClientPlayedr
L720[11:08:14] <sham1> Mmm
L721[11:08:27] <gigaherz> really you have
two separate sets of packets
L722[11:08:27] <williewillus> regardless
of if the sides are in the same jvm, you shouldn't reach across
sides in java code, use the networking
L723[11:08:31] <gigaherz> those that get
received on the server
L724[11:08:35] <gigaherz> and those that
get received on the client
L725[11:08:48] <tterrag> williewillus:
exactly
L726[11:08:51] <gigaherz> server should
always pretend that it doesn't know the client
L727[11:08:58] <diesieben07> yep. you
should not even think about IntegratedServer vs.
DedicatedServer
L728[11:09:00] <gigaherz> client should
always pretend that it doesn't know the server
L729[11:09:00] <tterrag> you should always
code as if the player is always playing on a dedicated server
L730[11:09:11] <sham1> I see
L731[11:09:12] <tterrag> diesieben07:
unfortunately crappy code in other mods makes it necessary some
times :/
L732[11:09:21] <diesieben07> heh
L733[11:09:27] <williewillus> also, why
are things so broken in LAN mode usually? :p
L734[11:09:33] <williewillus> is it
because of stupid assumptions like that?
L735[11:09:35] <sham1> It was tacked
on
L736[11:09:35] <diesieben07> yes.
L737[11:09:40] <diesieben07> not really
sham
L738[11:09:54] <diesieben07> it was just a
logical extend from the 1.3 rewrite
L739[11:09:59] <sham1> Mmm
L740[11:10:02] <sham1> Propably
L741[11:10:17] <diesieben07> it's just
that modders don't understand client vs. server
L742[11:10:27] <diesieben07> "it's
singleplayer, there isn't any server!!!"
L743[11:10:33] <sham1> I get that
L744[11:10:37] <diesieben07> open to LAN,
boom
L745[11:10:43] <gigaherz> williewillus: it
took me years to realize that the client jar did NOT load two
instances of the @Mod
L746[11:10:50] <sham1> I was just thinking
about it and I was wrong
L747[11:10:53] <sham1> Well, no
matter
L748[11:10:59] <gigaherz> I was able to
remove some stupid workarounds when I realized it
L749[11:10:59] <sham1> No harm no
fowl
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L751[11:11:04] <diesieben07> I used to be
that way as well :D
L752[11:11:19] <diesieben07> i think my
first forum topic is asking why FMLCommonHandler.getSide didn't
return SERVEr in the server thread
L753[11:11:25] <tterrag> like how baubles
are stored in a static field
L754[11:11:36] <sham1> Oh wow
L755[11:11:39] <tterrag> so when using
LAN, operations can be done twice, on the client and
"server"
L756[11:11:50] <tterrag> but they both
point to the same object
L757[11:11:56] <diesieben07> i mean you
can do it if you really know what you are doing
L758[11:11:59] <diesieben07> but it's not
worth it
L759[11:12:09] <tterrag> it wasn't worth
it -.-
L760[11:12:13] <gigaherz> easier to use an
IEEP on the server even if singleplayer
L761[11:12:13] <diesieben07> you have to
do all sorts of "is this the local player or a LAN conected
one" checks
L762[11:12:18] <sham1> Would make stuff
faster at any rate
L763[11:12:24] <sham1> It is kinda like
with shared memory
L764[11:12:46] <diesieben07> and when you
share things in SinglePlayer you have to synchronize, too
L765[11:12:49] <diesieben07> which is hard
to get right
L766[11:12:58] <diesieben07> (syncrhonize
as in use locking properly)
L767[11:13:08] <sham1> not as in
syncronize block
L768[11:13:13] <diesieben07> yes :D
L769[11:13:28] <williewillus> does
travis-ci cache gradle deps automatically?
L770[11:13:32]
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L771[11:13:35] <williewillus> or do I have
to tell it to
L772[11:13:37] <diesieben07> no
L773[11:13:39] <diesieben07> you have to
tell it
L774[11:13:47] <diesieben07> see the cache
part in the travis file i posted
L775[11:14:11] <sham1> "HEY, YOU KNOW
WHAT WOULD BE NICE? IF YOU COULD CACHE DEPENDENCIES SO YOU DO NOT
NEED TO DOWNLOAD THEM AGAIN!"
L776[11:14:29] <diesieben07> you need to
be on the "container based infrastructure" to cache
things anyways afaik
L777[11:14:42] <sham1> Containers eh
L778[11:14:52] <sham1> We talking Javafx
or Swing or AWT
L779[11:14:59] <diesieben07>
neither.
L780[11:15:10] <sham1> Tha..
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L783[11:15:42] <sham1> Why did they have
to name it sudo
L784[11:15:57] <sham1> wait no
L785[11:16:08] <sham1> Is it for building
things with root access...
L786[11:16:24] <diesieben07> No
L787[11:16:30] <sham1> Good
L788[11:16:34] <diesieben07> it just says
if you are on the container infrastructure you can NOT use
sudo
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L790[11:16:52] <diesieben07> because i
assume it is like running multiple builds in one VM
L791[11:16:55] <williewillus> uh what this
build.gradle imports the mojang maven, is that supposed to happen
:p
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L793[11:18:04] <gigaherz> mojang gradle?
o_O
L794[11:18:10] <gigaherz> mojang
maven**
L795[11:18:21] <williewillus> their amazon
aws server
L796[11:18:57] <sham1> I love curse
now
L797[11:19:13] <sham1> I was able to make
a private modpack so easy
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L799[11:19:44] <williewillus> ah yeah that
was the issue
L800[11:19:53] <williewillus> the mojang
maven had outdated/missing deps, why the hell was that
included
L801[11:20:10] <williewillus> the old one
anyway, libraries.minecraft.net is the new one
L802[11:23:38]
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L803[11:24:23] <williewillus> welp travis
killed the task for no reason
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L805[11:31:17] <williewillus> how do I
change the default branch on travis-ci?
L806[11:31:31] <williewillus> on github my
default branch is the 1.8.8 branch but travis ci shows default
branch greyed out on 1.7
L807[11:33:15] <williewillus> also um
where are the artifacts :p
L808[11:34:19] <diesieben07> travis
doesn't host downloads for you.
L809[11:34:46] <sham1> Time to actually
make my network data actually work
L810[11:34:52] <diesieben07> if you want
to keep your artifacts, push them somewhere.
L811[11:35:12] <sham1> Speaking off, how
can I use this WorldSaveData to actually save stuff
L812[11:35:23] <diesieben07> you override
the NBT methods...? :D
L813[11:35:29] <diesieben07> call
markDirty to tell MC to save it.
L814[11:35:35] <sham1> Umn
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L816[11:35:43] <sham1> How do I tell the
game it even exists'
L817[11:35:54] <sham1> Like markDirty
saves stuff for chunk
L818[11:36:07] <sham1> But how do I give
it this for it to save
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L821[11:36:28] <sham1>
"itemdata"
L822[11:36:41] <sham1> I know why it is
like that
L823[11:36:51] <diesieben07> ?
L824[11:37:04] <sham1> because it is used
for maps in vanilla
L825[11:37:15] <sham1> and was
loadItemData across-dims
L826[11:37:17] <diesieben07> oh, yeah it's
stupidly named
L827[11:37:21] <sham1> Because I know
there is a per-dim one as well
L828[11:37:50] <diesieben07> nowadays i
just use World.mapStorage (cross-dim) or World.perWorldStorage (per
dim)
L829[11:38:21] <sham1> so mapStorage is
for global data
L830[11:38:22] <sham1> Got it
L831[11:38:31] <diesieben07> yea
L832[11:39:15] ***
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L833[11:41:51] <sham1> Been doing modding
for a little while and I still am curious and in need of help in
some cases, but I can also help others so that makes me feel
nice
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L835[11:46:12] <Mraof> I think I'm going
to make an Atom package for previewing Minecraft models
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L837[11:46:51] <Mraof> The json item/block
models and ModelBase models, at the very least
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L840[11:48:22] <Mraof> Is there detailed
documentation on the json model format anywhere?
L841[11:48:41] <shadekiller666> which
one?
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L843[11:49:10] <Mraof> There are multiple
ones?
L844[11:49:36] <Mraof> (I haven't really
done much with 1.8 yet)
L845[11:50:38] <Mraof> Oh, the forge one I
guess
L846[11:50:59] <sham1> the official
minecraft wiki also talks about them
L847[11:51:03] <sham1> Much more
generally
L848[11:51:18] <Mraof> Okay
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L850[11:52:01] <Mraof> Is the forge format
an extension of the vanilla format or is it completely
different
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L853[11:52:54] <sham1> extension
L854[11:52:58] <Mraof> Okay
L855[11:54:33] <Mraof> Oh, the model files
reference other models?
L856[11:54:40] <sham1> yes
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L858[11:55:12] <Mraof> So I guess I'll
need to include some models built into the package
L859[11:55:33] <Mraof> And maybe also
search directories for models
L860[11:55:58] <sham1> make it so that it
looks some of the basic ones up from your .minecraft
L861[11:56:02] <sham1> Or whatever
L862[11:56:21] <shadekiller666> the forge
one is "completely different", its parsed through a
separate class, but ends up spitting out the same stuff
L863[11:56:31] <Mraof> Okay
L864[11:56:40] <williewillus> bleh anyone
know of a good place to host CI uploads
L865[11:56:45] <williewillus> thats easy
to setup
L866[11:56:46] <Mraof> Well I'm going to
have to write my own parser, Atom packages are in
coffeescript
L867[11:56:49] <sham1> droneio
L868[11:56:58] <sham1> well they are
JSON
L869[11:57:08] <sham1> just parse them
into JS classes
L870[11:57:15] <Mraof> Okay
L871[11:57:18] <shadekiller666> take a
look at BlockStateLoader and ForgeBlockStateV1
L872[11:57:29] <shadekiller666> those are
responsible for parsing forge blockstates
L873[11:57:32] <Mraof> I'm learning
Coffeescript (and Javascript) at the same time, since I hadn't used
those before
L874[11:57:36] <Mraof> Okay, thank
you
L875[11:57:50] <sham1> Javascript is like
one of the biggest languages rigth now
L876[11:57:57] <sham1> How can you not
have used it
L877[11:58:06] <Mraof> I've never done
anything that required it
L878[11:58:08] <Nentify> when i run mc
client in dev environment it doesnt find the textures
L879[11:58:15] <Nentify> but it does if i
compile and run in mc
L880[11:58:20] <Nentify> (intellij
idea)
L881[11:58:24] <masa> just because every
site uses js doesn't mean eveyone who browses the web has coded in
js...
L882[11:58:50] <Mraof> Well I guess I've
modified stuff that used it before
L883[11:58:57] <Mraof> Though that doesn't
actually require knowing the language
L884[11:58:59] <sham1> well yeah
L885[11:59:02] <AEnterprise> Nentify: is
your resources folder marked as sources root?
L887[11:59:15] <Nentify> er
L888[11:59:33] <Nentify> oh ty
L889[11:59:37] <Nentify> ill try
that
L890[11:59:48] <Mraof> And I started
making a mod that was going to have NPCs scriptable with JS but
never got far with that (got distracted and forgot about it)
L892[12:01:24] <Mraof> Coffescript seems
weird, but javascript seems gross
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L895[12:03:23] <williewillus> how do I
have some autoincrementing build count every time gradle build
executes on ci?
L896[12:03:58] <Mraof> What ci are you
using?
L897[12:04:05] <williewillus>
droneio
L898[12:04:17] <diesieben07> just use
drone's build numbr
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L905[12:07:44] <williewillus> ran out of
heap space on the build lol
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L910[12:23:45] <williewillus> sham1: is
there a way to make drone cache deps or no?
L911[12:23:54] <sham1> Ask diesieb
L912[12:24:00] <sham1> I've not used
droneio
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L915[12:27:53] <diesieben07> williewillus,
nope.
L916[12:27:57] <diesieben07> drone is very
simplistic
L917[12:28:11] <diesieben07> but now food
:D
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L920[12:29:48] <williewillus> yeah droneio
isnt gonna work either the build fails before it's even done
setting up mcp
L921[12:29:57] <williewillus> out of
memory or gc overhead limit
L922[12:32:01] <williewillus> I just want
simple CI with archival :/
L923[12:32:54] <tterrag> I can set up a
project on my jenkins if you like
L924[12:33:01] <sham1> God damn it
Tinkers
L925[12:33:06] <sham1> Why u no let me
melt my pick
L926[12:33:53] ***
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L928[12:42:38] <tterrag> williewillus:
?
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L932[13:02:48] <raoulvdberge> Anyone know
where I can find people that do texturing? My artwork is so ugly
it's not even funny.
L933[13:03:37] <GiantNuker> Same Here, I
Am Good At Making Playerrs That Look Like well i wont even
say
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L936[13:08:17] <Nitrodev> shit_
L937[13:08:24] <Nitrodev> ?
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L943[13:17:31] <MattDahEpic> raoulvdberge,
try #MinecraftUnity its a texturer's channe;
L944[13:17:44] <raoulvdberge> MattDahEpic:
thanks
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L953[13:40:30] <LexManos> Fucking morons
-.-
L954[13:41:23] ⇦
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L957[13:46:30] <sham1> What is it
L958[13:48:14] <LexManos> Just more of the
'ltp saga'
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L960[13:48:56] <sham1> Even with the
danger of sounding dumb
L961[13:48:57] <sham1> What
L962[13:49:46] <diesieben07> ltp was this
guy in here who wanted to build his own forge basically while being
a dumbass
L963[13:50:05] <heldplayer> "I'll
make my own Forge, with blackjack, and hookers!" ?
L964[13:50:06] <sham1> I see
L966[13:50:20] <heldplayer> Seems a bit...
dumb
L967[13:50:51] <LexManos> TLDR of his
relationship with me:
L968[13:51:11] <LexManos> LTP: FORGE IS
SHIT I KNOW BEST IM GUNNA MAKE MY OWN API WITH BLACKJACK AND
HOOKERS
L969[13:51:20] <LexManos> LTP: YOU HAVE TO
HELP ME MAKE MY OWN SHIT!
L970[13:51:25] <raoulvdberge> Can't go
wrong with blackjack and hookers
L971[13:51:27] <LexManos> Me: No, stop
being a twat
L972[13:51:45] <gigaherz> raoulvdberge:
unless you are asking someone elseto pay for them
L973[13:51:50] <LexManos> LTP: Fine help
me with these small parts cuz I dont know what I'm doing
L974[13:51:57] <LexManos> Me: *helps with
small things*
L975[13:51:57] ***
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L977[13:52:05] <raoulvdberge> aka you
suck! but can you still help me pls?
L978[13:52:09] <sham1> If he wants to be
dumb like that then he at least should not depend on you lex to
help him
L979[13:52:19] <LexManos> LTP:
HAHAHAHAHAHA IM MAKING MY OWN SHIT BECAUSE MCP AND FORGE ARE TEH
DUMB EVERYTHING I WROTE MYSELF!
L980[13:52:37] <sham1> Oh
L981[13:52:39] <sham1> He's deluted
L982[13:52:42] <sham1> I get it now
L983[13:52:55] <LexManos> Me: ... but
you're doing the EXACT same thing we're doing, and we only did it
because it is needed by our own proprietary update system used in
our internal tools...
L984[13:53:12] <LexManos> LTP: LALALALA I
DID EVERYTHING MYSELF NO HELP FROM OTHERS OR ANY OTHER PROJECTS
LALALALALA
L985[13:53:24] <LexManos> Me: Fuck
off..
L986[13:53:47] ⇦
Quits: kimfy (~kimfy___@74.141.16.62.customer.cdi.no) (Ping
timeout: 195 seconds)
L987[13:53:54] <LexManos> LTP: I AM A
CHRISTIAN TEEL PRODIGY WITH TUTORIS AN GOING TO COLLAGE AT 14 CUZ
IM THE SON OF GOD I WILL PRAY FOR YOUR HEATHEN SOUL!
L988[13:53:56] <LexManos> Me: Fuck
off..
L989[13:54:05] <LexManos> Repeat...
L990[13:54:06] <raoulvdberge> lol
L991[13:54:14] <Corosus> thats how i read
it as
L992[13:54:20] *
LexManos isnt joking about the praying for me shit.
L993[13:54:24] <Corosus> the fact that he
started with personal stuff was not a good sign
L994[13:54:29] <LexManos> He sent me a hug
long thing on the forums about all this shit.
L995[13:54:37] <heldplayer> "I went
to a catholic schoo-" Stop, you're trying to get people to
pitty you? Hahahahaha
L996[13:54:41] <Corosus> ^
L997[13:55:12] <gigaherz> for being
christian, he didn't learn the whole "god helps those who help
themselves" thing
L998[13:55:45] <raoulvdberge> inb4 praying
to god to make his Forge clone work
L999[13:55:47] <diesieben07> people like
this always only pick the parts that are benefitial to what they
want and ignore the rest.
L1000[13:55:52] <sham1> when have people
like that never been hypocrites when it has suited them
L1001[14:02:41]
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L1002[14:02:43] <raoulvdberge> just read
up what his quantum API is
L1003[14:02:48] <raoulvdberge> the
concept seems flawed
L1004[14:03:30] <sham1> what is the goal
of his
L1005[14:04:41] <raoulvdberge> making it
so that a mod made with his API could work on every version (that
he offers clients for) of MC
L1006[14:04:44]
⇦ Quits: Cojo (~Cojo@2606:a000:1126:8048:5063:ddd1:2727:de96)
(Quit: If we wish to explore, if we wish to see what's over the
next hill, wonders unfold before us; all we have to do is want it
enough.)
L1007[14:04:57] <raoulvdberge> by
basically making for every MC class a wrapper class that is always
BC compatible
L1008[14:05:04] <raoulvdberge> if i
understand his forum thread correctly.
L1009[14:05:20] <sham1> He does realize
that it is impossible
L1010[14:05:21] <sham1> right?
L1011[14:05:24] <sham1> RIGHT!?
L1012[14:05:27] <raoulvdberge> :P
L1013[14:05:29] <heldplayer> Ssssshhhh,
let him dream
L1014[14:05:42] <sham1> The goal is
nice
L1015[14:05:47] <sham1> It is just that
you cannot do it
L1016[14:05:50] <raoulvdberge> but
impossible lol
L1017[14:05:51] <gigaherz> it's not
"impossible", it just defeats the point of forge, which
is to be as close of MC itself as possible
L1018[14:07:15] <gigaherz> you'd have to
provided an abstracted interface for ANY feature present in MC,
while at the same time provide abstraction wrappers for the
mod-provided stuff
L1019[14:08:41] <LexManos> The thing that
annoys me is when people dont understand the difference between
what Forge is {capatibility/toolchain/library} vs what shit like
Bukkit/Sponge are. {Abstration layers}
L1020[14:09:34] <LexManos> Two
FUNDEMENTALLY different systems, One has ALL the power at the cost
of updates/shit breaking. The other has SEVERLY LIMITED power with
the benifit of lobgevity.
L1021[14:09:38] <sham1> Well it propably
arises from the fact that because forge does have some
abstractation stuff for compatibility's sake that it would be a
abstractation layer
L1022[14:11:18] <gigaherz> sham1: the
only "abstractions" in forge and such are in the
registries and event systems, which avoid manually injecting shit
yourself
L1023[14:11:26] <sham1> Yeah
L1024[14:11:52] <sham1> People just do
not realize that just because there is some that it may not be the
main focus
L1025[14:11:54] <gigaherz> I think the
fanciest stuff right now would be the model system, with forge
blockstates and all?
L1026[14:12:01] <diesieben07> but those
still interact with vanilla classes
L1027[14:12:06] <diesieben07> PlayerEvent
has EntityPlayer in it
L1028[14:12:12] <gigaherz> yeah
L1029[14:12:24] <gigaherz> hence the
quotation marks
L1030[14:12:40] <diesieben07> :D
L1031[14:13:17] <LexManos> those may be
the fanciest things yes
L1032[14:13:26] <LexManos> but really
they are LIGHT wrappers around the vanilla shit
L1033[14:13:32] <sham1> Mmmm
L1034[14:13:36] <LexManos> ESP the
blockstate.json changes
L1035[14:13:46] <sham1> You could use the
vanilla ones
L1036[14:13:56] <sham1> But this is so
much more convenient that why would you bother
L1037[14:14:05] <LexManos> All it is is a
wrapper around the vanilla one with a nested loop ;P
L1038[14:14:10] <gigaherz> yeah
L1039[14:14:22] <shadekiller666> and a
varaint merger thingy
L1040[14:14:45] <LexManos> with a
permutation generator**
L1041[14:15:00] <gigaherz>
shadekiller666: that IS the wrapper, it simply aggregates stuff
instead of linking directly to the json model
L1042[14:15:14] <LexManos> Anywho, bored,
so installing ubuntu on a VM to test changes to MCP before doing
1.8.9 update..
L1043[14:15:15] <shadekiller666>
mhmm
L1044[14:15:31] <sham1> 1.8.9!?
L1045[14:15:54] <LexManos> yes.. its been
out for a few days now, its jsut a realms update literally nothing
important
L1046[14:16:23] <LexManos> All mods will
be compatibile, unless they touch realms interfaces, and if they do
they are dumb and we just cant help that ;)
L1047[14:17:12] <raoulvdberge> I'm
curious, does realms offer anything that a modder could use?
L1048[14:17:20] <LexManos> no
L1049[14:17:29] <sham1> Ah
L1050[14:17:35] <sham1> Freakout
avoided
L1051[14:18:12] <LexManos> when I get MCP
updated i'll post a diff I expect it to be real tiney
L1052[14:18:34] <LexManos> it ALMOST
didnt need an update except the twatnuggest decided to add a new
method, and a new field which shifted the obfusiated names a
bit.
L1053[14:18:36] <LexManos> ;)
L1054[14:19:18] <sham1> I just google'd
realms as I still didnt know what it was and now I am asking
"What's the point
L1055[14:19:22] <sham1> "
L1056[14:19:44] <diesieben07> server
hosting for dummies :D
L1057[14:19:45] <LexManos> It's Mojang's
official server systems, nothing really important.
L1058[14:20:07] <LexManos> Its a way for
them to make money after the inital sale
L1059[14:20:23] <sham1> 9€ for a
something like this
L1060[14:20:27] <sham1> Ah
L1061[14:20:29] <sham1> Hmrm
L1063[14:20:41] <raoulvdberge> I am still
amazed if I check the x sales in the last 5 minutes page
L1064[14:20:50] <raoulvdberge> They still
sell a shitload of copies
L1065[14:22:25] <sham1> Much rather get a
virtual server for $8 from the US and host whatever kind of server
there
L1066[14:22:51] <SkySom> $8 ain't gonna
get you much in terms of a VPS
L1067[14:22:58] <LexManos> yes but your
server doesnt come with a 'click button and mincraft is up and
running!'
L1068[14:23:10] <SkySom> Also that
^
L1069[14:23:12] <sham1> True enough
L1070[14:23:24] <SkySom> Realms is
probably for those who just wnat a vanilla server to play
L1071[14:23:31] <LexManos> yup
L1072[14:23:33] <sham1> propably
L1073[14:23:42] <shadekiller666> i wonder
if it would be a feasible option to make all textures loaded
through the obj loader have their own TextureAtlasSprite... or have
them stitched onto an OBJLoader-only TAS
L1074[14:23:44] <LexManos> IIRC they even
spin the servers down when people arnt on them.
L1075[14:23:52] <LexManos> So they are
saving money on the host end
L1076[14:24:06] <sham1> I wonder if they
are hosted in portlane...
L1077[14:24:19] <Deamon> there's also
some adventure maps and minigames and such
L1078[14:24:27]
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L1080[14:24:43] <gigaherz> wait what,
1.8.9?
L1081[14:24:48] <sham1> Yes
L1082[14:24:53] <Aaron1011> It's just
realms changes
L1083[14:25:05] <Aaron1011> no server
changes at all, IIRC
L1084[14:25:14] <sham1> And even with
much more pricy VSP you still can use it for whatever
L1085[14:25:19] <sham1> Indeed
L1086[14:25:30] <sham1> But it changes
obfuscation sligtly
L1087[14:25:38] <sham1> One field
L1089[14:25:48]
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L1090[14:25:54] <diesieben07> which
really nobody cares about anymore once the deobf process is
done
L1091[14:25:55] <sham1> Mmmm
L1092[14:26:29] <sham1> When I nowadays
install a linux to a VM I usually just go with Arch because I like
the flexibility
L1093[14:26:45] <raoulvdberge> I wish I
could install Arch lol
L1094[14:26:49] <diesieben07> ugh, unity
:D
L1095[14:26:56] <raoulvdberge> I just
can't use the linux disk utilities
L1096[14:27:07] <tterrag> realms also has
maps loaded in by default
L1097[14:27:17] <tterrag> so you can play
the popular multiplayer maps instantly
L1098[14:27:19] <tterrag> no setup
L1099[14:27:24] <sham1> Or just use
Manjaro (a fork of Arch) and enjoy your easy install
L1100[14:27:28] <tterrag> I see the
appeal, I just have no need for it :P
L1101[14:27:37] <sham1> Yeah
L1102[14:27:47] <sham1> I can see why and
how it can benefit mojang
L1103[14:27:51] <LexManos> ubuntue is the
first one that comes to mind
L1104[14:27:56] <sham1> Yeah
L1105[14:28:02] <LexManos> I needed one
that defaulted to python being python3 not python2
L1106[14:28:04] <sham1> It is the most
used desktop distro
L1107[14:28:14] <sham1> AFAIK
L1108[14:28:22] <gigaherz> my go-to
choice for VM linuxes is Xubuntu, I prefer Xfce over
KDE/Gnome/Unity/whateverelse
L1109[14:28:23] <diesieben07> i prefer
one of the ubuntu forks or variants with a better wm
L1110[14:28:37] <sham1> Arch with xfce
and openbox
L1111[14:28:47] <raoulvdberge> Lxde is
nice too, for lightweight stuff
L1112[14:28:52]
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L1113[14:29:03] <sham1> lxde is literally
openbox with lxde-panel on top of it
L1114[14:29:13] <sham1> And some nifty
programs
L1115[14:29:51] <diesieben07> honestly i
think lxde is fugly
L1116[14:29:57]
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L1117[14:29:59] <sham1> I tried to use it
once
L1118[14:30:01] <diesieben07> an i know
you can configure it, but i have better things to do :D
L1119[14:30:04] <sham1> The fonts
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L1121[14:30:10] <sham1> Too sharp
L1122[14:30:24] <sham1> No
anti-aliasing
L1123[14:30:38] <raoulvdberge> Lxde IS
ugly
L1124[14:30:42] <raoulvdberge> And
sometimes buggy too
L1125[14:30:54] <sham1> it does what it
wants to do
L1126[14:30:56] <raoulvdberge> But it
great if you need a simple, fast VM
L1127[14:31:02] <sham1> And for VM it is
enough
L1128[14:31:24] <sham1> But at that point
I just get myself a X server on my Windows and use SSH for my
programs
L1129[14:31:34] <sham1> I get linux
programs plus putty term
L1130[14:32:02] <raoulvdberge> I want to
do that too
L1131[14:33:04] <LexManos> quick someone
name a song on youtube to seed my playlist.
L1132[14:33:22] <raoulvdberge>
genre??
L1133[14:33:26] <gigaherz> Adele -
Skyfall
L1134[14:33:27] <LexManos> yes
L1135[14:33:29] <gigaherz> ;P
L1136[14:33:37] <sham1> Let it
crumble
L1137[14:34:02] <shadekiller666> lex,
Psychosocial - Slipknot
L1138[14:34:26] <sham1> Sabaton -
Poltava
L1139[14:34:34] <shadekiller666> Slipknot
- Psychosocial, if using giga's format :P
L1140[14:34:42] <sham1> nah
L1141[14:35:04]
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L1142[14:35:11] <shadekiller666> or
Pantera - Walk :P
L1143[14:35:33] <gigaherz> there we go,
custom particle, which is really just the cloud one, but smaller,
and doesn't collide with players
L1145[14:36:04] <sham1> getting back
on-topic
L1146[14:36:05] <LexManos> humm guess
google lied to me
L1147[14:36:11] <LexManos> ubuntu
defaults to python2
L1148[14:36:35] <sham1> Diesieb, is there
a way I can force a readFromNBT in a WorldSavedData
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L1150[14:37:04] <gigaherz> sham1: why do
you need that?
L1151[14:37:10] <sham1> Lex, Arch
defaults to python3 :P
L1152[14:37:22] <diesieben07> what giga
said :D
L1153[14:37:25] <sham1> Because I need it
to read my network data from NBT
L1154[14:37:33] <sham1> And it gets saved
to an instance
L1155[14:37:36] <diesieben07> what
L1156[14:37:39] <gigaherz> what
L1157[14:37:40] <LexManos> ...
L1158[14:37:43] <diesieben07> you
shouldn't care about when data is read.
L1159[14:37:50] <gigaherz> WorldSavedData
loads when the save loads, and saves when the save saves
L1160[14:37:55] <gigaherz> in the
meantime, it should be in ram
L1161[14:38:01] <sham1> hmrm
L1162[14:38:16] <sham1> If it loads when
the save loads...
L1163[14:38:22] <gigaherz> well
technically on first use
L1164[14:38:26] <sham1> It should work
then
L1165[14:38:42] <gigaherz> the first time
you "get" the data from the storage
L1166[14:38:55] <gigaherz> (I
think)
L1167[14:39:15] <gigaherz> but yeah
anytime you *need* it, it should already be there
L1169[14:40:00] <shadekiller666> so is
1.9 actually going to have "itemstates"?
L1170[14:40:06] <tterrag> we don't
know
L1171[14:40:32] <sham1> Well giga, I do
not actually store this stuff in the WorldSavedData itself
L1172[14:40:37] <sham1> I just use it to
save and load
L1173[14:40:39] <LexManos> Doubt it
L1174[14:40:43] <shadekiller666> didn't
see anything on the list of 1.9 things on the mc wiki that
mentioned it
L1175[14:40:43] <gigaherz> sham1: uhhh
why not?
L1176[14:40:45] <gigaherz> it would be
best that way
L1177[14:40:53] <gigaherz> use the
WorldSavedData instance as the network manager
L1178[14:41:07] <gigaherz> you
.get(worldIn) every timeyou need to refer to the network
manager
L1179[14:41:16] <sham1> That moment when
you know someone has gotten a brilliant idea...
L1180[14:41:18] <gigaherz> and it will
all "magically work"
L1181[14:41:23] <sham1> That you didnt
know...
L1182[14:41:35] <gigaherz> check how I
did the rift-inventory store there ;P
L1183[14:41:47] <sham1> you made it a
map
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L1185[14:42:41] <gigaherz> yup, the
TileEntities know their ID, and then nicely ask the storage
whenever they need a reference
L1186[14:43:14] <gigaherz> if you don't
want to do Storage.get(worldIn).getRift(id) every time
L1187[14:43:17] <gigaherz> you can cache
the result
L1188[14:43:42] <gigaherz> since it
should always be the same class during runtime
L1189[14:43:54] <sham1> I'm such an idiot
sometimes
L1190[14:43:57] <gigaherz> (well getRift
would be getNetwork in your case)
L1191[14:44:32] <sham1> Mmm
L1192[14:45:02] <sham1> Where I'll have
something like "getNode" that takes either my briliant
band-aid called DimAwareBlockPos or a pos and dimID
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L1195[14:45:28] <LexManos> 0.o
L1196[14:45:44] <sham1> I have it so I do
not get cyclic dependencies
L1197[14:45:59] *
LexManos mutters something about wanting to make a new WorldPos
that includes world..
L1198[14:46:00] <LexManos> but meh
L1199[14:46:09] <unascribed> +1 to
WorldPos
L1200[14:46:16] <sham1> +1
L1201[14:46:20] <tterrag> more wrappers
\o/
L1202[14:46:26] <tterrag> all the
wrappers \o/
L1203[14:46:26] <sham1> yeah
L1204[14:46:30] <diesieben07>
IBlockSource ?
L1205[14:46:31] <LexManos> More wrappers
yes, but useful.
L1206[14:46:53] <sham1> Why not have the
wrappers in Forge instead of having 5k+ made by each modder
independently
L1207[14:47:02] <tterrag> yeah
L1208[14:47:08] *
LexManos also wanted to make a BlockSnapshot wrapper that included:
world, blockpos, blockstate and TE
L1209[14:47:09] <LexManos> but meh
L1210[14:47:16] <tterrag> just pls don't
make it used absolutely everywhere so it spams wrapper
objects
L1211[14:47:33] <LexManos> There is
nothing wrong with spamming wrapper objects
L1212[14:47:36] <tterrag> having a
utility class like that in forge would be good though
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L1214[14:47:47] <tterrag> still need to
add the missing BlockPos rotation methods
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L1218[14:48:40] <LexManos> {repetitive
music as all songs are but meh}
L1219[14:48:54] <IoP> ah hell. WTF is
that quantun API shit. Why did I start to read his forum
message?
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L1228[15:09:32] <raoulvdberge> meanwhile
I'm listening to some good old Boards of canada
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L1230[15:12:40] <MattDahEpic> i do not
know why i have a pack of red hat install disks, i do not own red
hat i have never used red hat...
L1231[15:13:20] <shadekiller666>
OBJModel.java is getting to an unmanagable length...
L1232[15:13:58] <shadekiller666>
currently at 1820 lines...
L1233[15:14:45] <tterrag> you should
probably split that up
L1234[15:14:51] <LexManos> redhat was
what we used to run our schools network...
L1235[15:14:57] <LexManos> havent used it
in 10 years
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L1237[15:16:45] <LexManos> 0.o wtfux what
is this game bar thing that windows 10 added to minecraft...
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L1241[15:18:32]
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L1242[15:19:02] <shadekiller666> has
anyone in here ever done anything with custom
TextureAtlasSprites
L1243[15:23:04] <gigaherz> not besides
looking at the compass texture once
L1244[15:23:07]
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L1245[15:23:36] <unascribed> I looked at
TextureAtlasSprite and the compass texture enough to decide I
didn't want to mess with it :P
L1246[15:23:54] <unascribed> if you just
want to generate non-dynamic textures based on e.g. config values,
you could use a compositor
L1247[15:25:27] <tterrag> shadekiller666:
a bit? why
L1248[15:26:29] <shadekiller666> i'm
trying to see if having a custom TAS for obj model textures would
be useful/viable
L1249[15:27:07]
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L1250[15:27:42] <shadekiller666> and i
don't know what the process is for turning a ResourceLocation into
a TAS and when/whether i have to make the TAS before a certain
time, etc
L1251[15:28:16] <tterrag> you just
instantiate it then add it to the map on stitch
L1252[15:29:42] <shadekiller666> having
custom TASs for textures in the obj loader would make uv processing
easier for things like wrapping, i could potentially build a sprite
that has the same texture "tiled", such that, instead of
having to do fancy uv/face/vertex manipulation, i just have the
image repeated in the TAS thats in use
L1253[15:30:46] <shadekiller666> correct
me if i'm wrong but a TextureAtlasSprite is just the position and
size data needed to find a specific image in the stitched sheet
right?
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L1255[15:31:29] <shadekiller666> how
would i make my own stitched texture sheet
L1256[15:31:43] <gigaherz> why woudl you
do that?
L1257[15:32:17] <gigaherz> TAS is just a
sub-rectangle of the atlas texture, and in 1.8 there's just
one
L1258[15:32:27] <gigaherz> so he only way
to use a custom texture would be to also have custom
renderers
L1259[15:33:32] <shadekiller666> isn't
there a different atlas for like fonts and particles and
such?
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L1262[15:34:50] <gigaherz>
shadekiller666: maybe, I haven't checked beyond blocks and
items
L1263[15:35:10] <gigaherz> I know like,
the book has its own texture, gui elements have their own
texture
L1264[15:35:12] <tterrag> shadekiller666:
you can't make your own texturemap
L1265[15:35:20] <tterrag> a TAS is just
data about a section of the texture map
L1266[15:35:26] <tterrag> I'm not sure
what you want to accomplish
L1267[15:35:35] <gigaherz> but the ATLAS,
which is the one stitched from the model textures, was unified in
1.8
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L1269[15:36:12] <gigaherz> client gui
realms ... I guess all they did is update the payment
screens?
L1270[15:36:13] <tterrag> was it
really?
L1271[15:36:29] <gigaherz> items and
blocks use the same atlas in 1.8
L1272[15:36:41] <tterrag> hm guess
so
L1273[15:36:47] <tterrag> but it's still
called textureMapBlocks
L1274[15:36:49] <tterrag> needs to be
renamed
L1275[15:36:53] <gigaherz> yeah
L1276[15:37:04] <gigaherz> cos it happens
to be the same field in the same location, which is now used for
both
L1277[15:37:11] <gigaherz> (afaik)
L1278[15:37:16] <tterrag> yeah
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L1280[15:39:05] <shadekiller666> tterrag,
say you have a model with uv (texture) coordinates that are greater
than 1, and you want the texture to "wrap" around the
model, meaning that any uvs outside of 0..1 essentially start over
on the oposite side of the texture to apply it to those faces
L1281[15:39:18] <tterrag> that can't be
applied at the texture level
L1282[15:39:29] <tterrag> TAS is just a
uv wrapper
L1283[15:39:46] <shadekiller666> so if
you were to cut off the uv shell at 1, and move it to 0, it would
then be in range again
L1284[15:39:59] <tterrag> I can't think
of a good way to do that
L1285[15:40:33] <shadekiller666> now, if
a texture could be repeated in the sprite sheet, the uv shell
wouldn't have to change
L1286[15:40:53] <shadekiller666> but that
means that texture takes up twice the space
L1287[15:40:59] <tterrag> yeah that's not
a solution
L1288[15:41:27] <shadekiller666> which is
why i wanted the obj loader to have its own texture map
L1289[15:41:42] <gigaherz> that's WAY too
inefficient
L1290[15:41:44] <shadekiller666> but that
isn't viable either
L1291[15:41:56] <tterrag> it's also
impossible
L1292[15:42:04] <tterrag> you can't
rebind textures during tessellation
L1293[15:42:12] <gigaherz> there's just
no "good" solution for what you are trying to
achieve
L1294[15:42:27] <gigaherz> besides not
using atlas at all
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L1296[15:42:35] <gigaherz> and that would
still have its own set of problems
L1297[15:42:57] <gigaherz> repeating the
textures? blows up the VRAM usage and in turn the texture fetching
overhead (cache is less efficient)
L1298[15:43:22] <gigaherz> slicing the
model at wrap points? blows up the vertex counts
L1299[15:43:45] <gigaherz> not using
texture atlas? blows up the texture rebinds
L1300[15:43:55] <tterrag> and is also
*impossible*
L1301[15:43:57] <gigaherz> it's best to
just not allow wrapping textures
L1302[15:44:06] <shadekiller666> and i
can't actively rebind from within the obj loader anyway
L1303[15:44:09] <shadekiller666>
so...
L1304[15:44:12] <gigaherz> exactly
L1305[15:44:16] <gigaherz> no good
solutions
L1306[15:44:22] <gigaherz> jsut consider
it a no-go
L1307[15:44:33] <shadekiller666> ok
L1308[15:44:37] <gigaherz> if someone
wants to draw a wrapping model they can use an entity or TESR
L1309[15:44:42] <gigaherz> and load the
model without textures
L1310[15:44:44] <gigaherz> and bind
manually
L1311[15:44:55] <tterrag> or split the
faces
L1312[15:44:55] <shadekiller666> or set
up their damn texture sheet properlly from the get-go
L1313[15:45:02] <gigaherz> exactly
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L1315[15:45:24] <shadekiller666> which is
not a trivial task
L1316[15:45:35] <shadekiller666> but its
also not rocket surgery so
L1317[15:45:39] <gigaherz> seems fine to
me
L1318[15:45:53] <shadekiller666> ok, so
wrapping is out of the question, as is "tiling"
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L1320[15:47:00] <shadekiller666> i don't
think "clamping" is viable either (the issue of splitting
faces)
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L1323[15:47:47] <shadekiller666> mind
you, i don't think splitting faces would create that much
additional stress with vertex numbers
L1324[15:48:00] <shadekiller666> they are
just points in space with some color data
L1325[15:48:24] <shadekiller666> the
problem comes with actually doing the splitting given the structure
of the loader
L1326[15:49:06] <gigaherz> splitting is
just some maths, not too hard but qould require a thinking session
;P
L1327[15:49:21] <shadekiller666> well
ya
L1328[15:49:44] <tterrag> yes, you could
probably do some modular arithmetic to split faces
L1329[15:49:45] <gigaherz> you could
choose to split on bake
L1330[15:50:00] <gigaherz> return a
pre-sliced IBakedModel
L1331[15:50:01] <tterrag> I'd ask fry for
help on that :P
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L1333[15:51:34] <shadekiller666> from
what i understand, each model from the loaders should be baked
once, then stored in a cache list elsewhere, to make subsequent
requests for said model quicker, given that no changes have been
made since the last change
L1334[15:51:47] <tterrag> that is the
idea of "baked"
L1335[15:51:53] <tterrag> think of it
like a cake
L1336[15:51:57] <tterrag> once it's
baked, it's stuck that way
L1337[15:52:03] <tterrag> you can't
unbake it, you can't re-bake it
L1338[15:52:17] <tterrag> it is
"frozen"
L1339[15:52:22] <gigaherz> yeah in
graphics terms, "baking" means pre-calculating all the
necessary stuff so that the subsequent accesses are quicker
L1340[15:52:37] <shadekiller666> however,
the method that obtains the BakedQuads from the IBakedModel is
getGeneralQuads(), which is where both the b3d and obj loaders
actually do the "baking"
L1341[15:52:48] <gigaherz> baked
animations -> you generate "animation frames", baked
lighting -> generates lightmaps, etc
L1342[15:52:55] <gigaherz> no
L1343[15:53:03] <gigaherz> you want to do
the slicing on IModel#bake
L1344[15:53:14] <gigaherz> and give the
baked model a ready-to-use list of BakeQuads
L1345[15:53:16] <shadekiller666> with
some additional "if set of baked quads is not empty just
return it, rebuild set otherwise" for speed
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L1347[15:53:42] <gigaherz> hmm I suppose
you both allow some dynamism in there ;P
L1348[15:55:52] <shadekiller666> i even
have a method in OBJBakedModel to clear the set of BakedQuads to
"schedule" a "rebake"
L1349[15:56:04] <shadekiller666> not sure
its entirely needed, but its there should it be
L1350[15:56:24] <gigaherz> btw i'm using
your obj loader for my block, now
L1352[15:56:53] <gigaherz> both the fixed
base, and the dynamic TESR, use your loader ;P
L1353[15:57:20] <shadekiller666> :D
L1354[15:57:31]
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L1355[15:57:36] <shadekiller666> did you
have any issues with it?
L1357[15:57:43] <gigaherz> nope
L1358[15:57:47] <gigaherz> I had issues
with mine
L1359[15:57:50] <gigaherz> XD
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L1361[15:57:55] <shadekiller666> :D
:P
L1362[15:58:02] <gigaherz> for future
reference
L1363[15:58:12] <gigaherz> drawing an OBJ
model from a TESR was simpler than I thought ;P
L1364[15:59:11] <shadekiller666> iirc
there is a method somewhere to obtain an IBakedModel from a
resource location
L1365[15:59:24] <gigaherz> there is, look
at my paste
L1366[15:59:25] <gigaherz> ;P
L1367[15:59:29] <shadekiller666> but i
suppose baking it works fine :P
L1368[15:59:30] <gigaherz> wlel my github
link
L1369[15:59:36] <gigaherz> oh you mean
directly
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L1371[15:59:38] <gigaherz> yeah I didn't
bother
L1372[16:00:49] <shadekiller666> i'll
have to make an example block so that i have something to point
people to when they ask how to use a TESR
L1373[16:01:09] <shadekiller666> now,
that video you showed, what parts are the TESR and what parts are
the standard render system?
L1374[16:01:19] <shadekiller666> i know
the little triangles are TESR
L1375[16:01:25] <gigaherz> the block
itself is standard
L1376[16:01:32] <gigaherz> the
"corners" are TESR
L1377[16:01:36] <gigaherz> and the
particles are particles
L1378[16:01:47] <shadekiller666> are the
corners in a separate obj from the base?
L1379[16:01:52] <gigaherz> yes
L1380[16:02:16] <gigaherz> I know fry was
working on something to separate models into subparts, but I just
generated two separate obj models
L1381[16:03:04] <shadekiller666> oh, btw,
in renderModel(), you can ignore getFaceQuads() from the obj
loader, it only returns an empty list
L1382[16:03:17] <shadekiller666> and the
reason i asked
L1383[16:03:31] <shadekiller666> was
because the loader has support for Groups
L1384[16:04:13] <gigaherz> yeah but I
want to keep the code as simple as possible
L1385[16:04:22] <gigaherz> didn't want to
hide some parts in the block
L1386[16:04:32] <gigaherz> and then take
them separately from the TESR
L1387[16:04:40] <gigaherz> also this way
the "corner" is created differently
L1388[16:04:45] <shadekiller666> and i
believe that you could have those "corners" in the same
.obj as the base, with a "g corners" above the first
"f" and then just make that group visible
L1389[16:04:48] <gigaherz> there's just
one, drawn 4 times
L1390[16:04:52] <shadekiller666>
hmm
L1391[16:05:22] <gigaherz> really merging
them would not give me any adgantage ;P
L1392[16:05:30] <shadekiller666> i could
probably make it possible to get the BakedQuads of a certain
group/s
L1393[16:05:44] <gigaherz> I'd have to do
extra work to separate them afterward
L1394[16:05:55] <gigaherz> if I did merge
them, it would be to use b3d animations
L1395[16:06:05] <gigaherz> but it works
fine this way ;P
L1396[16:06:08] <shadekiller666> well,
you could just have the one in the same .obj and duplicate like you
are
L1397[16:06:27] <gigaherz> yeah I just
don't see any advantage in doing extra work ;P
L1398[16:06:43] <shadekiller666>
lol
L1399[16:06:57] <gigaherz> it gives no
benefit to resourcepack authors, it gives no benefit to me
L1400[16:07:03] <gigaherz> so it will
stay separate ,P
L1401[16:17:55] <MattDahEpic> hes making
a database. hes checking it twice. SELECT * from people WHERE
behavior = 'nice'. SUL Clause is coming to town
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L1410[16:35:41] <williewillus> if I'm
editing the readthedocs what should I use, the github markup
viewer? :p
L1411[16:37:09] <tterrag> williewillus:
github uses "special" markdown parsing
L1412[16:37:17] <tterrag> so yes, but it
might not be 100% accurate
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L1414[16:37:48] <williewillus> is there
any way ot get a preview out of what the real page will look like
on rtd?
L1415[16:38:31] <tterrag> make your own
project based on your fork
L1416[16:38:35] <tterrag> otherwise,
no
L1417[16:38:37] <tterrag> well
L1418[16:38:45] <tterrag> I suppose you
could run a local server and an mkdocs instance
L1419[16:38:48] <tterrag> :P
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L1424[16:43:34] <HassanS6000> How to make
it so my stairs also have the same variant as the parent
block?
L1425[16:43:37] <williewillus> if I'm
writing something conceptual about sides, should that go in
"Getting Started" or a new "Concepts"
folder?
L1426[16:43:43] <HassanS6000>
*variants
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L1430[16:44:35] <HassanS6000> Wanna make
it so there's tan stairs, brown stairs, etc.
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L1432[16:45:48] <tterrag> williewillus:
whatever you think fits
L1433[16:46:02] <tterrag> though imo
gettingstarted shouldn't contain actual modding concepts
L1434[16:46:05] <tterrag> only setup,
etc
L1435[16:46:09] <williewillus> kk I'll go
with new folder then, other important core conepts can go there
too
L1436[16:46:21] <tterrag> you'll need to
make an index.md for the folder
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L1438[16:48:14] <Zaggy1024> HassanS6000,
if your property is static, you can reuse it in multiple block
classes
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L1440[16:48:52] <HassanS6000> Zaggy1024,
it is static, how to make it so the stairs actually register
correctly?
L1443[16:52:07] <Zaggy1024> wait, I
thought you didn't have your stairs working
L1444[16:53:06] <Zaggy1024> for the item
model, are there any errors printed when loading?
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L1446[16:54:33] <HassanS6000> Zaggy1024,
no, I have it working but not how I'd like. I want there to be
variants: Tan, Smooth Tan, Mossy Tan, etc.
L1447[16:54:42] <HassanS6000> Zaggy1024,
and no there are no errors
L1448[16:54:54] <Zaggy1024> well I
actually just realized that there's no free metadata in
stairs
L1449[16:55:02] <Zaggy1024> so you need a
new instance of your stairs class for each variant
L1450[16:55:37] <HassanS6000> Zaggy1024,
uggghhh
L1451[16:55:42] <HassanS6000> kk, be back
in a jif
L1452[16:55:48] <williewillus> well the
top bit of stairs is free
L1453[16:55:54] <williewillus> but the
bottom three are used for facing + upside down
L1454[16:55:57] <Zaggy1024> say
what?
L1455[16:55:58] <williewillus> lol
L1457[16:56:15] <Zaggy1024> facing takes
up three bits don't it?
L1458[16:56:24] <tterrag> no?
L1459[16:56:28] <Zaggy1024> oh nvm
L1460[16:56:29] <tterrag> only 4 ways to
face
L1461[16:56:29] <williewillus> its just
cardinals
L1462[16:56:30] <Zaggy1024> I'm
stupid
L1463[16:56:33] <tterrag> 00 01 10
11
L1464[16:56:39] <Zaggy1024> ignore
me
L1465[16:56:44] <tterrag> yeah look at
chisel
L1466[16:56:47] <tterrag> two stairs per
ID :p
L1467[16:57:16] <Zaggy1024> HassanS6000,
so in that case you need new variant properties to store two
variants per stair instance (if you really want to put the work
in)
L1468[16:58:59] <HassanS6000> Zaggy1024,
screw that, I'll just do it seperately
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L1471[17:02:47] <OrionOnline> What is the
Link the the RFTD for Forge?
L1472[17:03:23] <gigaherz> see the
topic
L1473[17:03:49] <OrionOnline> lol, i
completely missed it, even read through it twice XD
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L1480[17:16:13] <HassanS6000> Zaggy1024,
I am still getting the issue for the item texture.. any
ideas?
L1481[17:17:03] <Zaggy1024> check for
errorsr
L1482[17:17:46]
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L1483[17:19:12] <HassanS6000> Zaggy1024,
I think I found it.. lemme check
L1484[17:20:36] <HassanS6000> Zaggy1024,
nope - no errors.
L1485[17:20:56] <Zaggy1024> in the
console in eclipse/idea?
L1486[17:21:20] <HassanS6000> Zaggy1024,
yeah that's where I'm checking - should I check the log?
L1487[17:21:32] <Zaggy1024> nah
L1488[17:21:39] <Zaggy1024> it should
show in the console
L1489[17:21:46] <Zaggy1024> are you
calling addVariantName?
L1490[17:23:18] <HassanS6000> Zaggy1024,
no I am not
L1491[17:23:51] <Zaggy1024> that's likely
the problem
L1492[17:23:53]
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L1494[17:24:05] <Zaggy1024> maybe i
should make it print a useful error when that hasn't been
called...
L1495[17:24:13] <Zaggy1024> IIRC it
doesn't
L1496[17:24:49] <Zaggy1024> call
ModelBakery.addVariantName("domain:item_model")
L1497[17:24:59] <HassanS6000> Zaggy1024,
where..?
L1498[17:25:12] <Zaggy1024> where you
register your item variant models
L1499[17:25:29] <HassanS6000> Zaggy1024,
nvm I found the issue - lemme double check xD
L1500[17:25:35] <Zaggy1024> (it has an
item argument at the beginning, I forgot about it)
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L1502[17:29:25] <HassanS6000> Zaggy1024,
yay it's fixed. I did somethin dumb
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L1513[17:45:41] <gigaherz> not sure if
it's the best way to explain it but I don't have any better idea
:/
L1514[17:46:17] <williewillus> that way I
can say things like "world.isRemote distinguishes logical
sides, while proxies are instantiated based on physical side",
etc. etc.
L1515[17:47:20] <gigaherz> yeah
L1516[17:47:31] <gigaherz> can you draw a
graph in there? or include a svg image? ;P
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L1518[17:48:44] <williewillus> what would
I draw on it?
L1519[17:48:59] <gigaherz> sec
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L1522[17:58:07] <shadekiller666> ok,
gigaherz, say i wanted to "unitize" a uv shell (ie. make
it's coords be (0,0) (1,0) (1,1) (0,1)) based on its original uv
data positions, how would i do so
L1523[17:58:52] <shadekiller666> i kinda
think i could just make the uvs be in that order regardless of
starting values, but i'm not sure
L1524[17:59:07] <tmtu> shadekiller666:
what are you doing?
L1525[17:59:20] <shadekiller666> uv
processing
L1526[17:59:29] <gigaherz> hm?
L1527[17:59:38] <shadekiller666> ?
L1528[17:59:53] <gigaherz> would you
rotate the texture in the process?
L1529[18:00:06] <gigaherz> otherwise, you
can't do that properly
L1530[18:00:07] <gigaherz> because
L1531[18:00:14] <gigaherz> the order of
the vertices within a face, matter
L1532[18:00:25] <shadekiller666> i
believe i would if i just straight up assigned in that order
L1533[18:00:35] <gigaherz> the gpu will
consider anything in clockwise order "front" and anything
in counter-clockwise, "back"
L1534[18:00:40] <gigaherz> for the
purpose of backface culling
L1535[18:00:45] <shadekiller666> ?
L1536[18:00:53] <shadekiller666> i
thought opengl was counter-clockwise
L1537[18:01:07] <gigaherz>
whichever
L1538[18:01:11] <gigaherz> I'm a direcx
person
L1539[18:01:13] <shadekiller666> it
matters :P
L1540[18:01:22] <gigaherz> and you can
change that with the functions
L1541[18:01:22] <gigaherz> ;P
L1542[18:01:26] <shadekiller666> also,
opengl is (0,0) bottom left
L1543[18:01:36] <gigaherz> yeah what I
meant is
L1544[18:01:42] <shadekiller666> directx
is top left and clockwise
L1545[18:01:46] <gigaherz> if the
original UV coords were ab,c,d
L1546[18:01:51] <gigaherz> you can't
rearrange the vertices to be
L1547[18:01:55] <gigaherz> c,d,b,a
L1548[18:02:05] <gigaherz> since it would
just come out wrong some % of the times
L1549[18:02:41] <gigaherz> DirectX was
designed for games
L1550[18:02:45] <gigaherz> opengl was
designed for CAD
L1551[18:02:45] <gigaherz> ;P
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L1554[18:03:20] <shadekiller666> do i
just iterate over the uv coordinates, comparing them to the others,
and which ever ones are greater get assigned 1 and lesser get
assigned 0
L1555[18:03:33] <gigaherz> uhh
L1556[18:03:36] <gigaherz> what do you
want that for?
L1557[18:03:52] <shadekiller666> to
"unitize" uvs
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L1559[18:03:58] <gigaherz> that'd be
"normalize"
L1560[18:04:00] <gigaherz> but
still
L1561[18:04:02] <gigaherz> what for?
XD
L1562[18:04:05] <shadekiller666> meaning,
"apply whole texture to each face"
L1563[18:04:26] <gigaherz> why woudl you
want that? XD
L1564[18:04:34] <shadekiller666> no,
normalize preserves the shape/relative scale/position of each
face
L1565[18:04:51] <shadekiller666> unitize
just says "make all faces use whole texture"
L1566[18:05:08] <gigaherz> yeah that's
what I'm asking, why do you want to do that? XD
L1567[18:05:27] <shadekiller666> so that
its available as an option
L1568[18:05:51] <shadekiller666> fuck if
i know a specific use case for when you'd want that :P
L1569[18:05:54] <gigaherz> cna't you
like, dedicate your time to doing something useful instead XD
L1570[18:05:58] <gigaherz> yeah
L1571[18:06:06] <gigaherz> doing things
without an use case is generally called
"overengineering"
L1572[18:06:06] <gigaherz> ;P
L1573[18:06:08] <shadekiller666>
"useful" like what?
L1574[18:06:12] <gigaherz> i have no
idea
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L1576[18:06:44] <gigaherz> but anything
sounds better than just adding features if you can't even think of
an use case for them
L1577[18:06:45] <gigaherz> XD
L1578[18:06:53] <tmtu> add more model
formats!
L1579[18:08:13] <shadekiller666> giga,
and wouldn't "normalize" be: u = (u - minU) / (maxU -
minU)
L1580[18:08:17] <shadekiller666> and the
same for v?
L1581[18:08:31] <shadekiller666> tmtu,
any one in particular?
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L1583[18:08:59] <gigaherz> generally
speaking, yes
L1584[18:09:07] <tmtu> shadekiller666:
custom binary formats!
L1585[18:09:14] <gigaherz> normalizing
function is (X-minX)/(maxX-minX)
L1586[18:09:57] <gigaherz> butyou were
asking specifically to match it to the vertices, not just to the
axis-aligned bounds of the polygon or whatever
L1587[18:10:19] <gigaherz> for that you'd
have to decide what's left/right
L1588[18:10:21] <gigaherz> andwhat's
up/down
L1589[18:10:35] <shadekiller666> now
you're confusing vertex position with uv coord :P
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L1591[18:11:01] <gigaherz> basically
assign each vertex "TL""TR"BL"BR"
tags, and then assign the coords
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L1593[18:13:19] <shadekiller666>
mhmm
L1594[18:17:14] <ZaggyMobile2> I don't
think there's a user for making faces fill the texture, people
should do that in their modeler
L1595[18:17:25] <ZaggyMobile2> *use
L1596[18:20:40] <ZaggyMobile2> Might be
good to make repeating textures be an option for all models rather
than per loader
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L1598[18:28:29] <shadekiller666>
true
L1599[18:28:35] <shadekiller666> open gl
can do it
L1600[18:28:56] <Zaggy1024> is there a
way to disable the lightmap easily?
L1601[18:29:06] <shadekiller666>
idk
L1602[18:29:07] <Zaggy1024> breaking
textures on my TESR look awful because it's darkening it
L1603[18:29:33] <Zaggy1024> I think, at
least
L1604[18:31:51] <williewillus> what's a
breaking texture
L1605[18:32:26] <Zaggy1024> the texture
that shows when you're breaking a block
L1606[18:33:21] <williewillus> oh
lol
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L1610[18:35:53] <Zaggy1024> there we go,
found it
L1611[18:36:30] <Zaggy1024> kinda dumb
that vanilla leaves the lightmap on when rendering TESR breaking
textures
L1612[18:36:37] <Zaggy1024> could we
maybe patch that?
L1613[18:38:16] <Zaggy1024> it looks
really crappy on the chest 0.o
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L1616[18:51:11] <williewillus> what use
cases are there for knowing the physical side of where code is
running? i.e. integrated server + client game vs. ddedicated
server
L1617[18:51:56] <shadekiller666> well,
knowing if it is ok to call something that only exists on said
side
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L1620[18:53:17] <williewillus> like what,
just need some example to put in this rtd I'm writing
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L1622[18:55:52] <shadekiller666> like
referencing Minecraft.java
L1623[18:55:58] <shadekiller666> or any
of its methods
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L1626[18:56:47] <LexManos> Whenever
bspkrs / cpw / fry|afk want to update Forge they can.
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L1629[18:58:19] <Zaggy1024> what's that,
an MCP patch to make it compile?
L1630[18:58:34] <Zaggy1024> or the actual
changes from 1.8.8 to 1.8.9?
L1631[18:58:41] <williewillus> probably
the latter
L1632[18:58:54] <Zaggy1024> nvm, this
answers my question
L1634[18:59:00] <Zaggy1024> :)
L1635[18:59:01] <killjoy> I don't see any
forge references
L1636[18:59:02] <shadekiller666> zaggy, i
was thinking that it would be cool to have some way of passing GL
configuration information with any given IModel
L1637[18:59:17] <williewillus> 1.8.9 was
basically one realms thing and one bugfix
L1638[18:59:24] <Zaggy1024> I'm not sure
you can do that, shade
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L1640[18:59:28] <williewillus> the bugfix
being trapped chests not having the christmas texture
L1641[18:59:39] <killjoy> I guess this
shouldn't effect mappings too much
L1642[18:59:39] <shadekiller666> like
"this model uses wrapped textures, make sure GL wrapping is
enabled before rendering" kind of thing
L1643[18:59:44] <Zaggy1024> not when
models are compiled into several different types of groups of
vertex data
L1644[19:00:06] <Zaggy1024> I don't know
much about that side of GL though
L1645[19:00:34] <williewillus> afaik I
imagine most all 1.8.8 mods can run directly on 1.8.9 without
targeting it
L1646[19:00:55] <Zaggy1024>
probably
L1647[19:01:05] <Zaggy1024> from what lex
has said, it's only realms stuff
L1648[19:01:13] <Zaggy1024> almost
anyway
L1649[19:01:32] <shadekiller666> it would
be something determined inside the model loader, and it wouldn't be
actual GL calls, but would be some type of notation used to specify
how a model should be rendered
L1650[19:01:49] <LexManos> Ya,
1.8.8->.9 is rediculiously small. 1.8.8 mods will work fine on
it because we use SRG names at runtime.
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L1652[19:02:03] <Zaggy1024> yay
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L1654[19:02:19] <killjoy> Oh look, a new
option
L1655[19:02:23] <shadekiller666> that
notation would be read by whatever class it is that actually shoves
the BakedQuad data into OpenGL
L1656[19:02:39] <LexManos> It took me a
few hours to do the update SOLEY because I kept getting distracted
by parts of the process I could re-write OH SHINEY!
L1657[19:02:59] <Zaggy1024> AFAIK the
vertex data doesn't include anything about how textures are
rendered
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L1659[19:04:23] <Zaggy1024> except UVs of
course :P
L1661[19:05:11] <LexManos> NONE of those
were fixed in 1.8.9 0.o
L1662[19:05:36] <gigaherz> o_O
L1663[19:05:52] <williewillus> they
listed the latter two on the 1.8.9 changelog though :p
L1664[19:06:06] <Zaggy1024>
shadekiller666, it also looks as though we would need to use a
fragment shader to loop the UV coords
L1665[19:06:22] <Zaggy1024> or of course
looping hte actual atlas sprite
L1666[19:06:39] <killjoy> So I have a
realm trial now
L1667[19:06:50] <Zaggy1024> but that's a
massive waste of memory if things loop too much
L1668[19:07:04] <kashike> didn't know
prof was at Mojang o_O
L1669[19:07:12] <gigaherz> uhh if you
want to make MC use shaders for drawing, you may want to contact
Mojang, and do it right? ;P
L1670[19:08:13] <Zaggy1024> you know...it
would probably be good to make the breaking texture not have AO
calculated on it...
L1671[19:08:34] <Zaggy1024> in which case
having a public getter for WorldRenderer.noColor would be
good
L1672[19:09:02] <Zaggy1024> so that
nothing is forced to waste time calculating vertex colors when they
aren't actually used
L1673[19:11:11] <shadekiller666> would
that not break models that use vertex coloring for non AO
purposes
L1674[19:11:28] <LexManos> hurm maybe the
rendering one was fixed, There is a patch in
TileEntityChestRenderer
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L1676[19:11:54] <Zaggy1024> shade, why
would it?
L1677[19:12:05] <Zaggy1024> noColor is
only true for draw calls where vertex coloring should be
disabled
L1678[19:12:15] <Zaggy1024> like breaking
textures
L1679[19:13:06] <LexManos> !gf
noColor
L1680[19:13:11] <shadekiller666> so
setting noColor to false when rendering the breaking texture
wouldn't affect anything on the actual block model because they're
rendered separately
L1681[19:13:12] <LexManos> whats the
name?
L1682[19:14:13] <williewillus> its a
misnamed field, noColor is what it should be, I think the actual
name is needsUpdate, right?
L1683[19:14:18] <Zaggy1024> yeah
L1684[19:14:19] <Zaggy1024>
needsUpdate
L1685[19:14:21] <LexManos> !gf
needsUpdate
L1686[19:14:27] <Zaggy1024> method that
sets it to true is markDirty
L1687[19:14:55] <Zaggy1024>
shadekiller666, starting a new draw call sets it to false
L1688[19:15:02] <Zaggy1024> nothing else
can
L1689[19:15:07] <shadekiller666>
ahh
L1690[19:15:42] <LexManos> You're correct
that is the name.
L1691[19:15:55] <LexManos> !fsf 78939
noColor
L1692[19:16:15] <Zaggy1024> thanks
L1693[19:16:22] <Zaggy1024> and the
function too?
L1694[19:16:30] <LexManos> The OTHER one
in RenderChunk IS 'dirty' so 'needsUpdate' will fit.
L1695[19:16:35] <LexManos> which
function?
L1696[19:16:41] <Zaggy1024>
markDirty
L1697[19:16:45] <LexManos> !fm
markDirty
L1698[19:16:46] <Zaggy1024> sets noColor
to true
L1699[19:16:58] <LexManos> !gm
markDirty
L1700[19:19:11] <LexManos> !fsm 78914
noColor Disabels color processing.
L1701[19:19:22] <LexManos> There ya
go.
L1702[19:20:41] <LexManos> !fsf 78939
noColor None
L1703[19:20:43] <Zaggy1024> thanks, now I
can close my MCP issue :)
L1704[19:20:46] <LexManos> Kill the
comment cuz it was dumb
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L1707[19:22:15] <Zaggy1024> jeez
L1708[19:22:37] <Zaggy1024> some people
are excellent at terrible annotations
L1709[19:22:42] <gigaherz> annotations
are nice for fixing erratas and such
L1710[19:22:45] <gigaherz> but some
people just.....
L1711[19:23:10] <Zaggy1024> BUTTONS
EVERYWHERE
L1712[19:23:25] <shadekiller666> zaggy,
OpenGlHelper has a "GL_FRAGMENT_SHADER" mode
L1714[19:24:01] <Zaggy1024> doesn't
Minecraft currently only have a system for one fragment shader at a
time (as well as it being a resource pack thing)?
L1715[19:24:12] <Zaggy1024> doesn't
really help us
L1716[19:24:20] <shadekiller666> i have
no idea
L1717[19:24:34] <Zaggy1024> it's the
super secret settings button
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L1721[19:27:59] <williewillus> what other
things do people use proxies for
L1722[19:28:23] <gigaherz> the side
proxies? many, but none that are the real use for them
L1723[19:28:41] <gigaherz>
"proxy" is a common software pattern
L1724[19:29:12] <williewillus> no,
specifically the side proxies in modded mc
L1725[19:29:14] <williewillus> writing
rtd :p
L1726[19:29:19] <gigaherz> but the proxy
system in forge is designed to allow a mod to perform actions that
MUST be different between running on the client jar
L1727[19:29:20] <gigaherz> or server
jar
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L1729[19:29:29] <williewillus> I know
that but specific use examples :p
L1730[19:29:38] <gigaherz> registering
models
L1731[19:29:38] <williewillus> I can only
think of something like "get the client player"
L1732[19:29:41] <gigaherz> registering
entity renderers
L1733[19:29:50] <gigaherz> registering
tile entity renderers
L1734[19:30:03] <pig> guise
L1735[19:30:07] <pig> universal jars are
a thing
L1736[19:30:21] <gigaherz> the client
player is something that you do from the client thread
L1737[19:30:25] <gigaherz> it's unrelated
to the proxies
L1738[19:30:37] <gigaherz> in fact
L1739[19:30:48] <shadekiller666> willie,
registering rendering stuff
L1740[19:30:51] <gigaherz> if you use the
proxy to decide if you can get the client player
L1741[19:30:55] <gigaherz> you are using
the proxy wrongly.
L1742[19:31:04] <unascribed> ^
L1743[19:31:07] <gigaherz> yes, you can
get the client player on singleplayer from the server thread
L1744[19:31:13] <gigaherz> but it's
REALLY bad practice
L1745[19:31:19] <unascribed> proxies are
pretty much *only* for registering rendering stuff
L1746[19:31:31] <gigaherz> in
essence,
L1747[19:31:40] <gigaherz> if you need to
access code that has @SideOnly(CLIENT) in it,
L1748[19:31:43] <gigaherz> you do so in
the client proxy
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L1750[19:31:48] <shadekiller666> why are
there like 40 classes for rendering shit in vanilla?
L1751[19:31:56] <gigaherz> if you need to
access code that has @SideOnly(SERVER) in it, you doso in the
server proxy
L1752[19:32:07] <pig> shadekiller666:
because each entity has it's own render class?
L1753[19:32:14] <unascribed> is there
even anything with @SideOnly(SERVER) on it?
L1754[19:32:21] <pig> there are
L1755[19:32:23] <pig> a few things
L1756[19:32:23] <williewillus> basically
just the dedicated server
L1757[19:32:24] <gigaherz> I think so,
but not much
L1758[19:32:30] <williewillus>
net.minecraft.server.dedicated basically
L1759[19:32:33] <pig> not many, but they
do exist
L1760[19:33:29] <gigaherz> ServerCommand,
RCon stuff,
L1761[19:33:40] <gigaherz> the dedicated
server itself
L1762[19:33:43] <shadekiller666>
gigaherz, not even including the Entity renderers...
L1763[19:33:47] <unascribed> that makes
sense
L1764[19:34:03] <unascribed> I've never
come across anything I've wanted to use that was annotated
@SideOnly(SERVER), which is mainly why I asked :P
L1765[19:34:10] <shadekiller666> just the
ones that deal with opengl in general
L1766[19:34:23] <williewillus> I feel
like this page about sides sounds overly complex :p
L1767[19:34:31] <williewillus> oh well
I'll ask your opinion after I finish
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L1772[19:47:57] <LexManos> Seince the
client runs a full internal server, the only thing that really
server side only is the gui.
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L1776[19:58:14] <vectorwing> hello
peeps
L1777[19:59:26] <gigaherz> hello
L1778[20:01:13] <vectorwing> how could I
detect an item right-click only once?
L1779[20:01:26] <vectorwing>
onItemRightClick executes many times if right click is held
L1780[20:04:02] <gigaherz> is it?
L1781[20:04:31] <gigaherz> does
it?*
L1782[20:04:39] <williewillus> i don't
think so 0.o
L1783[20:04:43] <williewillus> are you
maybe reading both sides?
L1784[20:04:53] <gigaherz> yeah I have to
check, because that doens't sound like waht I recall
L1785[20:05:00] <Zaggy1024> look at the
code that foods use to start eating
L1786[20:05:11] <vectorwing>
alright
L1787[20:05:33] <gigaherz> it does!
L1788[20:05:35] <vectorwing> i'm sure i'm
doing something silly on the function x)
L1789[20:05:41] <gigaherz> ifyou take a
stack of ender eyes
L1790[20:05:43] <vectorwing> or not
L1791[20:05:46] <gigaherz> and keep
rightclick pressed
L1792[20:06:06] <gigaherz> they will
start spawning over and over
L1793[20:06:14] <Zaggy1024> like I said,
use start function
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L1795[20:06:15] <Zaggy1024> in food
L1797[20:07:01] <williewillus> it's ehh,
but give it a read and suggestions
L1798[20:07:10] <williewillus> ignore the
sample crap I forgot to delete at the end lol
L1799[20:08:15] <unascribed> the threads
are named in sentence case, not title
L1800[20:08:21] <unascribed> so
"Client thread", "Server thread"
L1801[20:11:12] <unascribed> the
physical/logical distinction is a bit verbose, though
L1802[20:11:19] <unascribed> probably
necessary
L1803[20:11:41] <LexManos> Note:
Client/Server are not the only threads
L1804[20:12:22] <unascribed> yeah, that
probably deserves more than just an off-hand mention
L1805[20:12:42] <unascribed> there's also
a poor excuse for threading in the AI in 1.8 that may be worth
mentioning in case someone is doing AI
L1806[20:12:50] <unascribed> unless they
reverted that
L1807[20:12:55] <williewillus> what
others are there besides the chunk batchers, network, and
audio?
L1808[20:13:02] <williewillus> there's AI
threads? 0.o
L1809[20:14:01] <LexManos> network
L1810[20:14:28] <LexManos> really the
only one that matters
L1811[20:14:38] <LexManos> but ya, worth
noting
L1812[20:14:43] <gigaherz> yeah many of
us got bit by the network thread
L1813[20:14:55] *
gigaherz shakes fist at those
ConcurrentModificationExceptions
L1814[20:15:02] <williewillus> kk, not
sure how I would work that into an article about sides though
L1815[20:15:04] <williewillus> yeah same
here
L1816[20:15:10] <unascribed> hm, maybe
the AI isn't threaded
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L1818[20:15:17] <unascribed> I swear I
heard at some point they threaded the AI
L1819[20:15:48] <vectorwing> yeah, food
didn't help much
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L1821[20:16:15] <vectorwing> if you hold
right-click, you repeatedly eat until you're full, in which case
canEat() is false
L1822[20:16:19] <gigaherz> vectorwing: in
my mod, I ended up resorting to client-side keyboard input +
packets
L1823[20:16:28] <williewillus> what kind
of right click mechanic do you need?
L1824[20:16:37] <gigaherz> instead of
food
L1825[20:16:39] <gigaherz> why not
bows?
L1826[20:16:40] <vectorwing> just
triggering an item on/off
L1827[20:16:46] <gigaherz> bows don't
keep shooting arrows
L1828[20:16:47] <vectorwing> open/closed
pocket watch
L1829[20:16:51] <gigaherz> they begin
shooting
L1830[20:17:02] <gigaherz> and release
when you release the button
L1831[20:17:04] <unascribed> the repeat
time on right-click events isn't that short
L1832[20:17:09] <williewillus> ^
L1833[20:17:12] <unascribed> why is it an
issue if it repeats?
L1834[20:17:16] <unascribed> the player
can let go of the button :P
L1835[20:17:31] <vectorwing> well, it was
mostly a convenience thing, not really necessary
L1836[20:17:33] <williewillus> all of the
projectE toggle items just do it that way :p it's the
simplest
L1837[20:17:52] <gigaherz> a bow
does
L1838[20:17:59] <gigaherz> on right click
-> setItemInUse
L1839[20:18:10] <gigaherz>
onplayerstoppedusing -> shoot
L1840[20:18:36] <williewillus> if you
just want a toggle item just listen for the normal on right
click
L1841[20:18:57] <williewillus> anyways,
for the network thread, should I just add a side note about it and
link to the simpleimpl/network page?
L1842[20:22:25] <gigaherz> hmmm I'd make
a page about threads
L1843[20:22:31] <gigaherz> or a section
at least
L1844[20:23:11] <gigaherz> yeah some
"Regarding threads" section
L1845[20:23:36] <gigaherz> wherre you
repeat an exlanation of the different threads from thep oint of
view of how they interact with eachother
L1846[20:23:38] <gigaherz> where*
L1847[20:24:06] <williewillus> but does
that really belong in an article about sides, or should it be
separate
L1848[20:24:16] <gigaherz> that's what
i'm not sure about
L1849[20:24:38] <gigaherz> you still
didn't remove the markdown tutorial from the bottom
L1850[20:24:39] <gigaherz> XD
L1851[20:29:52] <williewillus> no love
for my 1.8 aura cascade port lol
L1853[20:30:31] <gigaherz> I never really
liked the concept of the mod
L1854[20:30:31] <gigaherz> XD
L1855[20:30:39] <gigaherz> well not
liked
L1856[20:30:55] <gigaherz> so much as it
never seemed like something that was worth my attention
L1857[20:31:25] <gigaherz> seemed like a
very convoluted way to do something that should be straightforward
,p
L1858[20:32:01] <williewillus> to be
honest I did it because the author was being insufferable about 1.8
and how hard it was to port
L1859[20:32:04] <williewillus> lol
L1860[20:32:12] <gigaherz> XD
L1861[20:32:13] <williewillus> it took
less than 24 hours total
L1862[20:33:12] <gigaherz> I'll be going
to sleep
L1863[20:33:26] <gigaherz> now that I
managed to get back some semblance of a sleeping schedule, let me
not fuck it up so soon XD
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L1865[20:33:44] <MattDahEpic> does anyone
know of a IDEA plugin that allows writing in and compiling and
deploying to arduino
L1866[20:34:47] <unascribed> quick
question, what's the size of the discriminator in SimpleImpl
packets?
L1867[20:34:49] <unascribed> 1 byte,
right?
L1868[20:34:50] <Zaggy1024> vectorwing,
could always set something in nbt when start, and then another when
stopping
L1869[20:34:54] <Zaggy1024> or start
use
L1870[20:35:00] <Zaggy1024> which makes
it not call again
L1871[20:35:15] <Zaggy1024> lol hope that
was at all clear, I'm in a gam e:P
L1872[20:35:25] <williewillus>
MattDahEpic: C++ right? try CLion?
L1873[20:36:25] <williewillus> Visual
Studio, QTCreator, and CLion are the best cpp ide's out there
atm
L1874[20:38:15] <unascribed> ...yes, it's
1 signed byte
L1875[20:38:19] <unascribed> just went
and checked
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L1887[21:18:07] <Zorn_Taov> I know it's
possible to mke a client side only mod, but is there a way to make
a server side that works even if one out of many players don't have
that mod installed?
L1888[21:18:25] <HassanS6000> What was
ForgeDirection changed to in 1.87
L1889[21:18:28] <HassanS6000> *1.8
L1890[21:18:48] <HassanS6000> nvm
L1891[21:20:39] <AbrarSyed> Zorn_Taov,
yeah, as long as you dont do any of th efollowing: add blocks, add
items, add particles, add any rendering effects, add an guis.
Basically your limitted to adding commands and on-click activations
and stuff.
L1892[21:20:47] <AbrarSyed> at that point
you mind as well use sponge :)
L1893[21:24:13] <Zorn_Taov> client side
adds a gui, server side is there to add more to the gui if A: it's
installed on the server and optionally B: the player with the mod
installed is opped
L1895[21:26:23] <Zorn_Taov> and only way
I can see to do that is to be on the server, ask for all players
positions, and send that data off to players that can accept such
data
L1896[21:27:01] <Zorn_Taov> I think using
the PlayerTickEvent to get the players position on the server side
might be a good idea, right?
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L1898[21:27:12] <Zorn_Taov> then send the
client a packet
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L1906[21:42:53] <AbrarSyed> Zorn_Taov,
you can actualyl send whatever on your channel;
L1907[21:43:05] <AbrarSyed> the MC system
should only actually send to any clients that have registerred
handlers on that channel
L1908[21:43:29] <AbrarSyed> shouldnt have
to do any extra is-mod-installed-on-client checking
L1909[21:45:02] <Zorn_Taov> hmm,
alright
L1910[21:45:42] <Zorn_Taov> though I
still want to figure out if the client recieving is opped on the
server
L1911[21:46:07] <Zorn_Taov> or if that
config setting on the server side is enabled for that
distiction
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L1919[22:29:02] <MattDahEpic> for some
reason my sounds.json is read and registered successfully and all,
but actually trying to play the sounds throws unable to play
unknown soundEvent
L1921[22:30:03] <Horfius> Are your sounds
formatted correctly?
L1922[22:30:35] <MattDahEpic> Horfius,
sounds.json is correct, sounds are in .ogg and in the right
place
L1923[22:30:45] <Horfius> Then I have no
clue
L1924[22:30:55] <Horfius> Also,
"getRealPathBecauseMojangLiterallyCantEvenCodeOutsideTheirUsageScenario"
L1925[22:31:01] <MattDahEpic> ;P
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L1937[22:48:39] <williewillus> how do I
render and arbitrary item or block model for an entity renderer in
1.8? calling renderitem.renderItemForEntity appears to do
nothing
L1938[22:48:46] <williewillus> do I have
to setup some state?
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L1940[22:58:22] <killjoy> williewillus,
do you care about the texture?
L1941[22:58:34] <williewillus> yeah?
:p
L1942[22:58:43] <killjoy> then renderitem
should work
L1943[22:58:49] <williewillus> nothing
shows up
L1944[22:59:21] <williewillus> I
literally do pushMatrix then either RenderItem.renderItemForEntity
or ItemRenderer.renderItem and then popMatrix, neither work
L1945[23:00:02] <killjoy> Are you doing
any transformations?
L1946[23:00:32] <williewillus> none
L1947[23:00:46] <williewillus> entity
renderers are already translated to the position of the entity,
right?
L1948[23:00:49] <killjoy> is the block
supposed to be attached to a model?
L1949[23:01:03] <williewillus> well, an
item in this case, and yes that itemstack's model is working
L1950[23:01:19] <killjoy> did its
postRender?
L1951[23:01:34] <williewillus> ?
L1952[23:01:56] <killjoy> like
bipedRightArm.postRender(scale);
L1953[23:02:00] <killjoy> Call that
before you render.
L1954[23:02:13] <williewillus> this isn't
a entitylivingbase though
L1955[23:02:33] <killjoy> you have a
ModelBase, though, right?
L1956[23:02:44] <williewillus> no, this
entity literally should just be an item model :p
L1957[23:03:26] <killjoy> See
RenderEntityItem
L1958[23:03:37]
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L1959[23:05:27] <killjoy> you should
check in the IBakedModel if it's 3d
L1960[23:05:51] <killjoy> Or
something
L1961[23:08:26] <williewillus> I tried
just simply wrapping a RenderEntityItem and evnve that did nothing
>.<
L1962[23:09:05] <killjoy> That's because
it also translates to the pos
L1963[23:09:12] <killjoy> Can you post
your code?
L1964[23:09:46] <williewillus> it's a
complete mess of failed attempts but sure
L1966[23:10:56] <killjoy> Ok, here's what
you do
L1967[23:11:35] <williewillus> ah,
stealing the eentityitem renderer did work, but I'd rather not do
that :p
L1968[23:13:20] <killjoy>
translate(x,y,z);Minecraft.getMinecraft().getItemRender().renderItem(entity.player,
stack, TransformType.NONE);
L1969[23:13:34] <williewillus> so i do
have to manually translate
L1970[23:13:38] <killjoy> yes
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L1975[23:18:54] <williewillus> that did
it, thanks!
L1976[23:19:05] <williewillus> wait no
the log is getting spammed iwht GL ERROR
L1977[23:19:18] <williewillus> actually
nvm thats because i forgot to pop matrix lol
L1978[23:21:31] <Zaggy1024> use
func_181564_a if you don't have a player object :P
L1979[23:21:45] <Zaggy1024> it only takes
ItemStack and TransformType, much cleaner
L1980[23:22:44] <Zaggy1024>
Minecraft.getMinecraft().getRenderItem().func_181564_a
L1981[23:22:54] <Zaggy1024> that's
confusing, ItemRenderer and RenderItem >.>
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L1983[23:24:08] <Zaggy1024> it also does
a null check on the stack, if you have a use for that
L1984[23:29:13] <sham1> A null
stack
L1985[23:29:39] <sham1> Why
L1986[23:30:39] <williewillus> well in
that case nothing happens :p
L1987[23:32:03] <williewillus> oh woops
was using a 1.8.0 baubles in 1.8.8 no wonder the random freeze
crashes when closing the invenotry
L1988[23:32:09] <Zaggy1024> lol
L1989[23:33:05] <sham1> Heh
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L1991[23:39:38] <williewillus> time to
read the mod's book so I actually know what it's talking about and
if things are broken lol
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L1993[23:43:35] <tterrag|away>
williewillus: the SimpleImpl doc already mentions the thread
L1994[23:43:38] <tterrag|away> for
network stuff
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