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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?
L56[00:32:36] <McJty> https://bpaste.net/show/3b1e28f2e70c
L57[00:32:40] <McJty> Both blockstate and block model
L58[00:33:44] <Zaggy1024> your "facing" entry needs to be in "variants"
L59[00:34:46] <McJty> ah
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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L87[01:20:46] <williewillus> woohoo https://twitter.com/williewillus/status/677387837516455936
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
L135[01:40:44] <Cazzar> https://hexchat.readthedocs.org/en/latest/tips.html#special-glyphs
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
L142[01:47:22] <Cazzar> https://android.googlesource.com/platform/frameworks/base.git/+/jb-release/data/fonts/AndroidEmoji.ttf
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
L150[01:53:16] <Cazzar> https://github.com/android/platform_frameworks_base/tree/master/data/fonts
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
L166[02:15:19] <ThePsionic> You think 240-odd people is a lot? http://i.imgur.com/GsROW1Z.png
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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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L226[03:47:22] *** Keridos|away is now known as Keridos
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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L416[08:53:59] <AEnterprise> also a question since i never got any replies: if i make a pr for this (https://github.com/MinecraftForge/MinecraftForge/issues/2131) would it get accepted?
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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
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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
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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...
L475[09:40:25] <diesieben07> you can also install this plugin: https://plugins.jetbrains.com/plugin/7153
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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
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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
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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
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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?
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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
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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
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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
L538[10:09:53] <gigaherz> https://www.youtube.com/watch?v=GW_fdXHOWp4
L539[10:10:06] <shadekiller666> i think it was that it saw that it had files already, so it skipped downloading them
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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
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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
L566[10:27:25] <tterrag> AEnterprise: http://puu.sh/lZ3TA.png
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..
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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
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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
L639[10:49:38] <diesieben07> https://github.com/diesieben07/SevenCommons/blob/1.7/.travis.yml
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"
L643[10:49:58] <gigaherz> https://github.com/laci200270/Minecraft-Modular-Suits-mod/blob/master/.travis.yml
L644[10:50:10] <gigaherz> https://github.com/GlowstoneMC/Glowstone/blob/master/.travis.yml
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
L652[10:52:58] <gigaherz> http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/1403754-adding-custom-particle-to-forge-mod
L653[10:53:05] <gigaherz> which creates a custom particle "spawner"
L654[10:54:13] <gigaherz> but it's from 2012 so...
L655[10:54:13] <Wuppy> http://static1.ad.nl/static/photo/2015/12/8/9/20151217150213/media_xll_3472224.jpg :(
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
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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?
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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..
L781[11:15:18] <diesieben07> https://goo.gl/5pxe1s
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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
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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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L820[11:36:12] <diesieben07> see here: https://goo.gl/a0YJ7U
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
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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?
L886[11:59:13] <diesieben07> Nentify, http://goo.gl/sbjxND read 3rd paragraph
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)
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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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L900[12:04:36] <diesieben07> http://docs.drone.io/env.html
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L902[12:06:23] <Mraof> Like https://github.com/mraof/Minestuck/blob/1.8/build.gradle#L27 but with BUILD_ID instead
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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
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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 -.-
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L955[13:41:37] <IoP> <3
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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
L965[13:50:20] <LexManos> http://pastebin.com/VDajLr9j
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*
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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..
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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
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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
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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
L1062[14:20:36] <LexManos> Side note: https://www.youtube.com/watch?v=TV9AYFurwco
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
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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
L1088[14:25:43] <LexManos> vms ftw http://puu.sh/lZjE9/b5c57560c1.jpg
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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
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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
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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
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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
L1144[14:35:34] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2015-12-17-2134-39.mp4
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
L1168[14:39:51] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/storage/RiftStorageWorldData.java#L30,L41
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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L1217[14:48:12] <LexManos> But ya, https://www.youtube.com/watch?v=V6iKSUoUN48 New song I found , pretty good.
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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L1223[15:03:48] <LexManos> https://www.youtube.com/watch?v=UtF6Jej8yb4
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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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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
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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
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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?
L1260[15:34:23] <LexManos> Proof 1.8.9 is a TINY update: http://puu.sh/lZoRj/1ae6d8a5eb.png Usually that file is about 3,000 lines long
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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
L1351[15:56:34] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2015-12-17-2134-39.mp4
L1352[15:56:53] <gigaherz> both the fixed base, and the dynamic TESR, use your loader ;P
L1353[15:57:20] <shadekiller666> :D
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L1355[15:57:36] <shadekiller666> did you have any issues with it?
L1356[15:57:42] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/TESREssentializer.java
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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L1428[16:44:25] <HassanS6000> Block: https://gist.github.com/hsyyid/49f363f007df8ae50078
L1429[16:44:26] <HassanS6000> Stairs: https://gist.github.com/hsyyid/3749a694acd77941db47
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?
L1441[16:50:57] <HassanS6000> Why the hell is it purple and black for the inv texture? https://gyazo.com/2c1da9ef509a5065bb9ebe7c184cd78c
L1442[16:51:23] <HassanS6000> Item Model.. https://gyazo.com/ff31d1ab479f05c18ce693bcc3977399
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
L1456[16:56:09] <williewillus> http://minecraft.gamepedia.com/Stairs#Block_data
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
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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
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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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L1512[17:42:34] <williewillus> so I'm trying to describe the sidings in minecraft, too complicated or suitable? https://i.gyazo.com/4fc3f1df07ee5eff218befca9b852736.png
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
L1614[18:38:16] <Zaggy1024> http://i.imgur.com/Y5eofbP.png
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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
L1624[18:56:14] <LexManos> https://www.dropbox.com/s/0u3rgaazbt9ra1u/1.8.8_to_1.8.9.patch?dl=0
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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
L1633[18:58:54] <Zaggy1024> http://i.imgur.com/WmFzSsK.png
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
L1660[19:05:03] <LexManos> Side Note: https://bugs.mojang.com/browse/MC-42150?jql=fixVersion%20in%20(%22Minecraft%201.8.9%22)%20AND%20project%20%3D%20MC%20AND%20resolution%20%3D%20Fixed%20ORDER%20BY%20key
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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L1706[19:21:45] <LexManos> Fuck you youtube, remember my 'disabel annotations' setting... http://puu.sh/lZD0A/e824869a24.jpg
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
L1713[19:23:37] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2015-12-18-0221-30.mp4
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
L1796[20:06:51] <williewillus> https://github.com/williewillus/Documentation/blob/sides/docs/concepts/sides.md
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
L1852[20:29:58] <williewillus> https://www.reddit.com/r/feedthebeast/comments/3x92b8/188port_aura_cascade_port_to_minecraft_188/
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
L1894[21:25:30] <Zorn_Taov> made this player tracker a while back, and one of my friends is begging me to extend the range of it past the render limit https://github.com/ZornTaov/ZornCo/tree/master/java/zornco/fps x3
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
L1920[22:29:53] <MattDahEpic> code is https://github.com/MattDahEpic/ExtraRecords/blob/1.8.8/src/main/java/com/mattdahepic/extrarecords/sound/RecordResource.java
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
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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
L1965[23:09:46] <williewillus> http://pastebin.com/F8qXWWWV
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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