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L1[00:00:25] <williewillus> do double
flowers really not save their own state, and just steal the variant
from those below them in getActualState?
L2[00:00:28] <williewillus> that is so dumb
.-.
L3[00:00:42] <shadekiller666> beds do a
similar thing
L4[00:00:46] <shadekiller666> as do
chests
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L6[00:01:06] <shadekiller666> thats common
for every double block in the game
L7[00:01:21] <williewillus> why though
0.o
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L9[00:01:43] <williewillus> that's also the
reason why there's that incredibly dumb "top half becomes
peony when destroying" vanilla bug
L10[00:01:49] <shadekiller666> because it
ensures that if one changes the other one also does
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L12[00:02:13] <tterrag> no, not
really
L13[00:02:16] <tterrag> it's only one
way
L14[00:02:23] <williewillus> shouldn't that
be responsibly updated by the changing block? i.e. if the bottom
changes ensure the top state changes
L15[00:03:10] <williewillus> either way,
didn't know that until the top halves of my flowers were dropping
the wrong metas :p
L16[00:05:34] <shadekiller666> willie, idk
if you recall but pistons used to have a similar problem when they
were first implemented with the piston body persisting when the arm
was broken
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L18[00:06:14] <shadekiller666> the fix for
that was hardcoding a call to breakBlock() and delete tile
entity
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L20[00:07:16] <williewillus> hah wasn't
around for that long, I got minecraft right before 1.0.0
L21[00:07:32] <shadekiller666> i think the
reason they went with that "steal from neighbor" idea was
because chests were the first double block
L22[00:07:54] <shadekiller666> and they
were already doing some weird things with attaching to the neighbor
inventory
L23[00:08:10] <shadekiller666> ahh
L24[00:08:23] <shadekiller666> ya pistons
were introduced in beta 1.7.3
L25[00:12:35] ⇦
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L26[00:16:26] <williewillus> kinda annoying
how fml asks you every world load now aboutbmissing blocks :p
L27[00:24:54] ⇦
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L29[00:33:36] <shadekiller666> is there a
mod that makes trees actually fall over when chopped down?
L30[00:34:18] <McJty> Sounds
complicated
L31[00:34:48] <shadekiller666> it
does
L32[00:35:07] <shadekiller666> but a
Lumberjack mod would be pretty awesome
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L36[00:51:10] <McJty> What are the packet
size limits again for MC from server->client and the other way
around?
L37[00:51:16] <McJty> I believe in one
direction it was pretty big
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L43[01:03:57] <McJty> Nobody knows the
networking thing?
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L56[01:29:45] <ZaggyMobile2> Shade, that
sounds like a job for an add-on to Gliby's physics mod when it's
finished
L57[01:30:58] <shadekiller666> ahh
L58[01:31:27] <shadekiller666> holy shit...
VS2015 has been updating for like 4 hours now...
L59[01:32:51] <shadekiller666> oh, and Die
Hard is still the best Christmas movie
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L62[01:33:16] <IoP> shadekiller666:
gremlins?!
L63[01:33:24] <shadekiller666> nope
L64[01:33:27] <shadekiller666> Die
Hard
L65[01:41:23] ⇦
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L66[01:45:13] <Wuppy> well that's a
first... did not sleep properly because it was too warm ON
Christmas.....
L67[01:45:43] <shadekiller666> what are you
in the middle of the Sahara?
L68[01:45:52] <Wuppy> nope, the
netherlands
L69[01:46:02] <shadekiller666> lol
L70[01:47:08] <Wuppy> also, steam fucked up
big tonight :P
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L72[01:49:28] <shadekiller666> they fucked
up big all day :P
L73[01:49:35] <shadekiller666> still no
official statement
L74[01:49:42] <Wuppy> to be fair though,
they fucked up the entire sale :<
L75[01:49:49] <shadekiller666> though tbh
it could have been a lot worse
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L77[01:50:14] <Wuppy> yeah... although
keeping the login/store servers online for this long... not a good
idea
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L79[01:50:24] <shadekiller666> I think
they'll be ok with extending the sale...
L80[01:50:33] <Wuppy> they'll have to do
some pretty big thing to apoligise for this :P
L81[01:50:41] <shadekiller666> steam was
down for half the day
L82[01:50:49] <Wuppy> the night here, but
yeah
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L84[01:50:54] <shadekiller666> not that
much info was leaked actually
L85[01:51:06] <Wuppy> true, but people are
pissed off
L86[01:51:13] <Wuppy> and IMO not
unreasonable
L87[01:51:17] <shadekiller666> people are
always pissed off
L88[01:51:21] <Wuppy> good point
L89[01:51:29] <Wuppy> I hate you!
L91[01:51:37] <shadekiller666> the loudest
people seek out ways to be loud
L92[01:52:24] <shadekiller666> there have
been no reports of any identity theft or fraudulant purchases
yet
L93[01:52:30] <Wuppy> the steam sale has
been shit anyway :c
L94[01:52:37] <Wuppy> dont mind it being
offline half a day tbh
L95[01:52:50] <shadekiller666> so i don't
think this was anyware as bad as it could have been
L96[01:57:29] <Cazzar> shadekiller666: a
better way to put it, is the people who like to complain, are
always the loudest.
L97[01:58:58] <shadekiller666> yep
L98[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151226 mappings to Forge Maven.
L99[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151226-1.8.8.zip
(mappings = "snapshot_20151226" in build.gradle).
L100[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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L106[02:18:20] <Nitrodev> morning
sham1
L107[02:18:30] <sham1> morning
L108[02:25:50] <Nitrodev> i wonder where
willieaway got the variants part of blopck modeling
L109[02:26:16] <Nitrodev> because that is
what seems to be erroring
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L115[03:05:40] <madcrazydrumma> Is it
possible to show player rotations on the server to other
players?
L116[03:05:49] <madcrazydrumma> Actually,
let me rephrase that
L117[03:06:21] <madcrazydrumma> How would
I rotate player/entity parts temporarily and show that to others on
the server?
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L120[03:08:28] <asie> any idea on how to
debug which mod is sending oversized S3Fs?
L121[03:08:36] <asie> or C3Fs, not
sure)
L122[03:09:40] <Rushmead> How can i make a
block with a 2x1x2 Block bounds that players can stand on?
L123[03:11:10] <Nitrodev> Most people are
sleeping atm so answers may come with a delay
L124[03:11:33] <asie> it's fine
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L127[03:25:46] <madcrazydrumma> ^^
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L132[03:42:24] <Wuppy> lol they actually
did it
L133[03:42:56] <Wuppy> they played the
pokemon theme song on the radio at a time at which a lot of people
were having christmas breakfast xD
L134[03:43:34] <sham1> Netherlands
pls
L135[03:43:59] <Wuppy> netherlands
yay
L136[03:44:10] <sham1> pls
L137[03:46:04] <tmtu> gotta catch em
al
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L141[03:47:01] <Wuppy> exactly
L142[03:47:25] <madcrazydrumma> Hey Wuppy
:3
L143[03:47:51] <Wuppy> ola
L144[03:49:04] <ThePsionic> bonjour
L145[03:49:30] <madcrazydrumma> hou gaat
het?
L146[03:49:39] <Wuppy> great :)
L147[03:49:49] <Wuppy> what about you
guys
L148[03:49:55] <madcrazydrumma> im alright
yeah man
L149[03:49:57] <sham1> what was that
madcrazydrumma
L150[03:50:01] <madcrazydrumma> dutch
sham1
L151[03:50:01] <Wuppy> dutch
L152[03:50:25] <madcrazydrumma> was
wondering if you saw my issue before.. need help haha :p
L153[03:50:44] <Wuppy> the rotation
thingy?
L154[03:50:56] <sham1> if you defined what
you mean by "temporary rotation"
L155[03:51:00] <sham1> For entity's
parts
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L157[03:52:32] <madcrazydrumma> Temporary
rotation: rotating or doing an action with body parts and then
returning to its original position
L158[03:52:44] <sham1> just tell what you
are trying to do
L159[03:53:12] <madcrazydrumma> raise the
players arm on keybind (for now), and eventually ill spin stuff
etc..
L160[03:53:47] <madcrazydrumma> I was
wondering if i had to use packets, because I can easily do it on
the client using the players rotation yaw and what not, but i wasnt
sure if it would show on the server
L161[03:54:03] <Rushmead> Is there an
event for when either a player walks or walks ontop of a
block?
L162[03:55:40] <sham1> madcrazydrumma, to
get others to see it, you need to sync it with other players
yes
L163[03:55:44] <Rushmead> Because
minecraft is stupid and wont let you have a block/ block bound
bigger than a 1x2x1
L164[03:56:03] <sham1> why do you WANT a
bounding box bigger than 1x2x1
L165[03:56:42] <madcrazydrumma> sham1, how
would i sync it with them then?
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L167[03:57:11] <sham1> send a packet to
the server and then send packet to everyone who can see the
arm-swinging player
L168[03:57:18] <Rushmead> Because my block
is a 3x1x2
L169[03:57:35] <sham1> Rushmead, why not
have 6 seperate bounding boxes...
L171[03:59:39] <ThePsionic> go to
ikea
L172[03:59:44] <Rushmead> So its slightly
more awkward to have 6 bouding boxes
L173[03:59:51] <madcrazydrumma>
ThePsionic, ruthless
L174[03:59:56] <ThePsionic> :P
L175[04:00:16] <sham1> Rushmead, no
L176[04:00:23] <sham1> Just have 2
distinct ones
L177[04:00:27] <sham1> 1 for legs
L178[04:00:33] <sham1> And one for the
middle
L179[04:01:32] <Rushmead> hmmm.
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L181[04:01:56] <sham1> use blockstates to
determine the aabb
L182[04:01:58] <Rushmead> Ok. But i want
them all to be linked so if you click it, the height changes.
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L184[04:03:02] <sham1> that does not
change anything
L185[04:03:19] <Rushmead> oh ok.
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L187[04:03:34] <sham1> If you actually
thought of the implementation details
L188[04:03:36] <Rushmead> So i need 1
block for the middle. and another for the legs.
L189[04:03:47] <sham1> or legs and the top
part
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L191[04:04:51] <Rushmead> And i would need
to make them act as a Multiblock?
L192[04:04:57] <sham1> yes
L193[04:05:10] <Rushmead> KK. I'll see
what i can do
L194[04:05:23] <sham1> With that you could
make them work as arbitrarilly large tables
L196[04:06:33] <sham1> sure
L197[04:11:10] <Rushmead> Should i make
both parts a sperate TE or just have one?
L198[04:11:46] <madcrazydrumma> Is there
an event for checking if a key was pressed?
L199[04:12:17] <sham1> Rushmead, have them
be a master-slave duality
L200[04:12:36] <Rushmead> Have you got any
examples of this being done in a mod?
L201[04:12:51] <sham1> you have one te
called parent
L202[04:12:56] <sham1> or master
L203[04:13:04] <sham1> the te has a method
isMaster
L204[04:13:17] <sham1> If it is a slave TE
it returns false
L205[04:14:16] <sham1> they also have a
getMaster method
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L208[04:18:33] <Rushmead> Im really quite
confused. Just come back to modding after a Hiatus so im trying to
get the hang of it again
L209[04:18:51] <sham1> That's a simple OO
pattern though
L210[04:19:18] <sham1> not specific to
modding
L211[04:20:23] <sham1> But I'll give you a
simple example
L212[04:21:05] <Rushmead> thanks
L214[04:23:51] <sham1> A very simplified
version
L215[04:24:00] <sham1> Of the master-slave
pattern
L216[04:24:13] <sham1> You can then save
the master's location to NBT and all that
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L219[04:26:44] <Rushmead> Ok. So what
block would be the master?
L220[04:27:02] <sham1> for instance the
first one placed
L221[04:27:18] <sham1> Then when you place
others you can check if there is a master next to you
L222[04:27:25] <sham1> If there is, just
point to that as a master
L223[04:27:29] <sham1> If not, you are the
master
L224[04:28:00] <Rushmead> Actually, would
a better way of doing it be like the tables in Bibliocraft?
L225[04:28:09] <sham1> How do they do
it
L226[04:28:46] <Rushmead> Like each block
has the top and the legs but when you join them together the legs
are only on the end ones
L227[04:29:02] <sham1> yeah, that is
possible
L229[04:29:09] <Rushmead> LIke that
L230[04:29:27] <sham1> "if either
side has table blocks, do not diplay legs"
L231[04:29:49] <sham1> You can have the
legs be a submodel if you work with 1.8
L232[04:29:53] <sham1> 1.8+
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L234[04:30:23] <Rushmead> I think im gonna
start with 1.7 ;P 1.8 Confuses me too much :P
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L236[04:31:07] <sham1> it's actually
easier in 1.8.x
L237[04:42:06] <madcrazydrumma> sham1, is
there a key event?
L238[04:42:14] <sham1> yes
L239[04:42:28] <sham1> KeyPressEvent
L240[04:42:29] <sham1> I think
L241[04:42:32] <sham1> Only
clientside
L242[04:42:37] <madcrazydrumma> Is there a
reference guide on events?
L243[04:42:42] <Wuppy> fuck rocket
league
L244[04:42:50] <Wuppy> enemy scored
equalizer at 0:00
L245[04:42:53] <sham1> the event packages
:P
L246[04:42:56] <Wuppy> lost the game
thanks to lag in the overtime
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L248[04:43:35] <ThePsionic> RIP
Wuppy
L249[04:43:40] <ThePsionic> May he fly his
car in peace
L250[04:43:42] <sham1> Ripperino
L252[04:44:03] <madcrazydrumma> sham1,
there's no key press event :p
L253[04:44:23]
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L254[04:44:25] <sham1> i do not remember
the actual name ATK
L255[04:44:28] <sham1> Let me check
L256[04:44:29] <Wuppy> I love how grown
ups are actually most excited about pokemon in the top 2000
L257[04:44:30] <Rushmead> Intellij
Shortcut to pull method from superclass?
L258[04:44:42] <Wuppy> the pokemon theme
song also got higher than everythign from the jackson 5 xD
L259[04:44:45] <sham1> Wuppy, that is
because of NOSTALGIA
L260[04:45:01] <Wuppy> mostly because of a
facebook event
L261[04:45:01] <Wuppy> but yes
L262[04:46:02] <Rushmead> Got it, it was
CTRL-O
L263[04:47:44] <madcrazydrumma> sham1, Is
it this? InputEvent.KeyInputEvent
L264[04:47:51] <sham1> yes
L265[04:47:55] <sham1> Exactly that
L266[04:47:56] ⇦
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L267[04:50:17] <madcrazydrumma> Is there a
way to get the player who pressed the key?
L268[04:50:28] <madcrazydrumma> Or would I
just use Minecraft#thePlayer
L269[04:52:40] ⇦
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L272[04:53:22] <sham1> yes
L273[04:53:34] <sham1> Because it only
gets posted to the event stack on the client
L274[04:53:44] <sham1> There ever exists
only one player on the client
L275[04:53:47] <madcrazydrumma> ^^
L276[04:53:55] <madcrazydrumma> Is there a
method to get the player's model?
L277[04:54:09] <sham1> fry, little help
here
L278[04:54:19] <sham1> I myself do not
know shit about rendering stuff
L279[04:54:26] <sham1> but
L280[04:54:37] <madcrazydrumma> hahaha I
know how to move the player and what not, but that's not my entire
aim
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L282[04:56:49] <fry> I know little about
entity rendering :P
L283[04:56:50] <tmtu> evil plans!
L284[04:57:41] <tmtu> i thought entities
were still immediate mode, so not really any models, just
boxes
L285[04:57:43] <madcrazydrumma> fry, do
you at least know how to get the player's model? :P
L286[05:01:34] <fry>
RenderManager.getEntityRenderObject(entity)
L287[05:02:02]
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L289[05:03:36] <madcrazydrumma>
RenderManager rm =
Minecraft.getMinecraft().getRenderManager();
L290[05:03:36] <madcrazydrumma> --->
rm.getEntityRenderObject(player);
L291[05:03:38] <madcrazydrumma> That sound
right?
L293[05:04:35] <madcrazydrumma> sweet
:3
L294[05:04:53] <madcrazydrumma> And its
possible to modify the model rotations through this hey?
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L296[05:06:12] <fry> no idea yet :P
L297[05:06:32] <madcrazydrumma> lmao :P I
wish i was back in 1.3.2
L298[05:06:44] <sham1> no you dont
L299[05:06:51] <madcrazydrumma> :$
L300[05:06:54] <madcrazydrumma>
#caught
L301[05:09:45] <fry>
RenderManager.getSkinMap().get(player.getSkinType()).getMainModel()
will give you the model
L302[05:10:37] <madcrazydrumma> Cannot
make a static reference to the non-static method getSkinMap() from
the type RenderManager
L303[05:10:46] <madcrazydrumma> ignore
me
L304[05:11:10] <sham1> :P
L305[05:11:15] <madcrazydrumma> So could I
do this? ModelPlayer mp = (ModelPlayer)
rm.getSkinMap().get(((AbstractClientPlayer)
player).getSkinType()).getMainModel();
L306[05:11:42] <fry> you don't need the
cast
L307[05:11:49] <sham1> unless he is not at
1.8.8
L308[05:12:30] <fry> nope, no need for
that cast even on 1.8
L309[05:12:31] <madcrazydrumma> Im using
the recommended build from the release page of minecraft forge
site
L310[05:12:56] <madcrazydrumma>
getMainModel() returns a ModelBase object, so wouldn't I have to
cast it anyways?
L311[05:13:41] <fry> not for
RenderPlayer
L312[05:14:06] <fry> also, where do you
get the player?
L314[05:15:11] <fry>
Minecraft.getMinecraft().thePlayer is EntityPlayerSP, which extends
AbstractClientPlayer
L315[05:15:20] <fry> so, no need for a
cast there either
L316[05:15:28] <sham1> why u no
@SubscribeEvent
L317[05:15:51] <madcrazydrumma>
SubscribeEvent was deprecated wasnt it?
L318[05:15:57] <fry> also, do you really
need keyboard event handler for keybindings?
L319[05:15:58] <sham1> no?
L320[05:16:11] <sham1> SubscribeEvent was
never deprecated
L321[05:17:29] <fry> who said it
was?
L322[05:17:33] <madcrazydrumma> Me
L323[05:17:40] <fry> ah, I'm blind
L324[05:17:44] <madcrazydrumma> I saw
somewhere people were using EventHandler
L325[05:18:30] <sham1> EventHandlers are
for FML lifecycle events
L326[05:18:46] <sham1> x_x
L327[05:18:52] <madcrazydrumma> Fml
L328[05:18:53] <madcrazydrumma> xD
L329[05:19:10] <sham1> ...Funny...
L330[05:19:20] <madcrazydrumma> :3
thanks
L331[05:21:31] <sham1> Anyway
L332[05:21:35] <sham1> Working on
multitanks
L333[05:21:36] <sham1> Woo
L334[05:21:47] <madcrazydrumma> Have fun
buddy
L335[05:22:20] <sham1> Oh I wil
L336[05:23:02] <ThePsionic> i should
really mod more
L337[05:23:08] <sham1> Believe I
will
L338[05:23:15] <sham1> Altough
L339[05:23:43] <sham1> The hardest part
will be detecting if the multiblock is built correctly
L340[05:24:04] ⇦
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L342[05:25:53]
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L343[05:26:27] <sham1> That will not be
fun at all
L344[05:32:49] ⇦
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L347[05:40:20] <sham1> Looks so
glorious
L348[05:46:18] <ThePsionic>
>prntscr
L349[05:46:24] <ThePsionic> doesn't embed
into IRCCloud
L350[05:46:25] <ThePsionic> so bad
L351[05:46:35] <sham1> Well get a better
client
L352[05:50:56]
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L353[05:51:10] <Nitrodev> Hi all
L354[05:51:59] <ThePsionic> eyo
L355[05:52:00] ⇦
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L356[05:52:05] <ThePsionic> bye-o
L357[05:52:24] <ThePsionic> sham1: get a
better screenshotter :P
L358[05:53:28] <sham1> nah
L359[05:54:56] ⇦
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L362[05:56:28] <ThePsionic> it's
everything you want from lightshot and so much more
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L368[06:14:23] <Korhaka> aww.. i got
redirected to the #registeryouname channel as i typed /join
#minecraftforge before my IRC client auto logged in
L369[06:14:50] <sham1> :P
L370[06:14:55] <sham1> SASL
L371[06:15:10] <Korhaka> not looked at
many MC mods for about a year or more, just played the same few
over and over. What are some mods that add nice looking wind
turbines
L372[06:15:25] <sham1> ReactorCraft
:P
L373[06:15:38] ***
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L374[06:15:52] <Korhaka> reactor is
nuclear stuff
L375[06:15:59] <Korhaka> and thats what i
have been using for the past 8 months
L376[06:17:00] <sham1> It has steam
turbines
L377[06:17:03] <sham1> As a
multiblock
L378[06:17:14] <Korhaka> steam turbines !=
wind turbines
L379[06:17:20] <sham1> Ah
L380[06:17:23] <sham1> IC2
L381[06:17:25] <Korhaka> also my laptop
isnt powerful enough for reactorcraft
L382[06:17:37] <Korhaka> is their wiki up
to date?
L383[06:17:59]
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L385[06:19:08] ***
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L388[06:24:20] <ThePsionic> Well at least
I organised my password manager
L389[06:25:49]
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L397[06:41:21] <ghz|lappy> hey ppl, I'm
looking for something in Java that has both Deque and List
semantics (indexable elements, push/pop front, push/pop back)
anyone herehappens to know some implementation that is easily
accessible and not in some esoteric library?
L398[06:42:20] <Nitrodev> this is not a
java chatroom
L399[06:42:45] <ghz|lappy> I know, but
this is the one single channel with people I know, that has people
who know java
L400[06:42:54] <Ordinastie> is there a way
to force the item.onItemUse to be called instead of the
block.onBlockActivated directly from the item ?
L401[06:43:06] <sham1> Nitrodev, it kinda
is
L402[06:43:27] <Ordinastie> ghz|lappy,
LinkedList doesn't have that ?
L403[06:43:40] <ghz|lappy> LinkedList is
slow by definition
L404[06:43:53] <ghz|lappy> I was hoping
for something like an ArrayDeque with extra list-ness
L405[06:44:32] <ghz|lappy> thing is, I
have such a structure that I ported over from the C# code, but I
was wondering if Java has a ready-to-use implementation so Ican
drop the ported one.
L406[06:45:49] ***
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L407[06:46:45] <ghz|lappy> btw it's St.
Steve's day, shouldn't that be the patron of Minecraft?
L408[06:46:45] <ghz|lappy> XD
L409[06:47:26] <sham1> x_x
L410[06:47:52] <Nitrodev> it totally
should
L411[06:49:56] <sham1> But yeah
L412[06:49:56] ⇦
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L413[06:50:00] <sham1> This totally is a
java chatroom
L414[06:50:28]
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L415[06:50:57] <ghz|lappy> ugh yeah
internet is being annoying again, or maybe esper is
L416[06:55:37] <ghz|lappy> okay other
connections are dropping too, seems to be the internet here
L417[06:55:41] ***
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L418[06:55:54] <ghz|lappy> I'll be back
this evening when I'm back home
L419[06:55:56] <ghz|lappy> later
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L422[06:56:42] <tmtu> boo for
linkedlists!
L423[06:58:05] ***
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L424[06:59:36] <sham1> yay for linked
lists
L425[07:00:25] <sham1> used a lot in
FP
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L427[07:01:50] <ThePsionic> i don't even
know what a linked list is
L429[07:03:08] <ThePsionic> ah
L430[07:05:56] <Nitrodev> you read that
ina minute?
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L432[07:06:00] <ThePsionic> oh god, GTA
air race, wish me luck
L433[07:06:09] <ThePsionic> Nitrodev: I
looked at the pictures. :3c
L434[07:06:14] <Nitrodev> ah
L435[07:08:52] ***
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L436[07:09:40] <ThePsionic> Whew, I
finished that air race and I only crashed once
L437[07:09:47] <ThePsionic> I'm slowly
getting better at flying :P
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L441[07:28:09] <Nitrodev> any idea why
that's happening?
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L445[07:30:42] <ThePsionic> how's that set
up then
L446[07:30:54] <Nitrodev> nice
Ordinastie
L447[07:31:22] <Ordinastie> ThePsionic,
you link the switch to a block position
L448[07:31:46] <ThePsionic> And it just
makes the block think it's getting a redstone signal?
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L450[07:32:05] <Ordinastie> yes
L451[07:32:10] <ThePsionic> v good
L452[07:32:15] <ThePsionic>
Ordinastie++
L453[07:32:44] <Ordinastie> except for
some reason, if there is no block around the lamp, it doesn't work
><
L454[07:33:33] <ThePsionic> I can think of
a reason
L455[07:34:03] <Ordinastie> it doesn't go
through the method I ASM'd, that's the reason :p
L456[07:34:17] <ThePsionic> Normally I
assume it expects a source of the redstone signal from a block next
to it, be it a lever, button, redstone wire/block, etc.
L457[07:35:12] <Nitrodev> any help for
me?
L458[07:36:01] <ThePsionic> Lemme take a
look at it Nitrodev, a moment
L459[07:36:02] <Ordinastie> ThePsionic,
the problem is that there are serveral methods that does the exact
same thing in World
L460[07:36:18] <Nitrodev> okay
L461[07:37:01] <ThePsionic> Nitrodev: Are
you even registering the model? Unless it's somewhere else than
your ClientProxy, you're not doing that
L462[07:37:10] <ThePsionic> Oh wait
L463[07:37:15] <ThePsionic> I'm blind
nvvm
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L465[07:37:42] <Nitrodev> okay i kind of
thought that that would be the reason hold on
L466[07:38:04] <ThePsionic> No it's being
registered all right, I'm just being dumb :P
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L469[07:40:31] <ThePsionic> Nitrodev: Why
are you using the ModelLoader? Try
Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(Item.getItemFromBlock(ModBlocks.voider),
0, new ModelResourceLocation(WarehouseStorage.MOD_ID +
":blockVoider", "inventory"));
L470[07:40:56] <Nitrodev> i just updated
to the 1.8.8 yesterday
L471[07:41:19] <ThePsionic> Well try that
:P
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L473[07:42:36] <Nitrodev> okay
L474[07:43:07] <Nitrodev> is there a
better place to put it or will the Clientprxy do fine?
L475[07:43:18] <Nitrodev> like the
clientprxy preinit function
L476[07:43:32] <Nitrodev> where the
ModelLoader was at
L477[07:43:33] <ThePsionic> ClientProxy is
fine, I use special classes myself for registering the blocks and
renders
L479[07:43:57] <ThePsionic> Javadocs and
everything
L480[07:44:16] <fry> ThePsionic: bad,
don't do ItemModelMesher.register
L481[07:44:25] <ThePsionic> Why?
L482[07:44:31] <fry>
ModelLoader.setCustomModelResourceLocation, in preInit
L483[07:44:40] <ThePsionic> 14:44:25
<ThePsionic> Why?
L484[07:45:00] <fry> otherwise you get
errors during first resource pass
L485[07:45:13] <ThePsionic> I've never had
issues with it
L486[07:45:19] <fry> look in the log
L487[07:45:21] <ThePsionic> But sure
L488[07:45:46] <ThePsionic> I need to set
up the project again seeing I switched to Linux yesterday :P
L489[07:47:36] <ThePsionic> I'll come back
to you in like 15 minutes
L490[07:48:30] ⇦
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L494[08:06:38] <ThePsionic> fry|sleep: I'm
not getting errors I don't expect
L495[08:06:51] <ThePsionic> I have some
blocks without model but the ones that do have no issues
L496[08:07:10] <fry|sleep> paste your
whole log
L497[08:07:18] <ThePsionic> Then again
this is 1.8 so I don't know if anything changed in the
meantime
L499[08:07:48] <Nitrodev> ThePsionic, i'm
getting crashes with you code
L500[08:08:31]
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L501[08:08:45] <fry|sleep> ThePsionic:
lines 92-94
L502[08:09:14] <ThePsionic> The upgrader
doesn't have a model
L503[08:09:16] <ThePsionic> yet
L504[08:09:23] <fry|sleep> upgrader is
repeated lower down, so I gathered as much
L505[08:09:31] <fry|sleep> but sign does
have a model
L506[08:09:48] <fry|sleep> and yet you
still get the error
L507[08:09:59] <fry|sleep> so, don't use
ItemModelMesher.register
L508[08:10:01]
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L509[08:10:12] <sham1> Having repeated
errors happens with ModelLoders.setCustomModerLocation as
well
L510[08:10:21] <ThePsionic> fry|sleep:
Sign is actually only subitems, there's no main
"sign"
L511[08:10:25] <ThePsionic> thus it
doesn't have a model
L512[08:10:44] <fry|sleep> doesn't
matter
L513[08:10:54] <ThePsionic> There is no
item with the render name "sign"
L514[08:10:58] <ThePsionic> in my
mod
L515[08:11:20] <fry|sleep> you still get
the error
L516[08:12:06] <ThePsionic> So I should
always use ModelLoader.setCustomModelLocation()?
L517[08:12:11] <ThePsionic> It takes the
same params right
L518[08:12:17] <fry|sleep> yes
L519[08:12:20] <fry|sleep> in
preInit
L520[08:12:51] <ThePsionic> Oh I'm doing
it in init atm
L521[08:15:10] <Lumien> Is it ever not
safe to assume that the block at TileEntity.pos is the block that
contains the te?
L522[08:15:18] <Lumien> It seems to
sometimes be air for me
L523[08:16:17] <ThePsionic> Thanks for
sharing this knowledge with me fry|sleep
L524[08:16:31] <ThePsionic> Now go to
sleep :P
L525[08:16:45] <illy> heh fry never
sleeps
L526[08:16:46] <sham1> No dont
L527[08:22:45]
⇨ Joins: Hassan
(~Hassan@pool-173-79-220-242.washdc.fios.verizon.net)
L528[08:23:12] <Nitrodev> so ThePsionic
you just got help with the models care to help me now?
L529[08:25:10] ⇦
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(~Hassan@pool-173-79-220-242.washdc.fios.verizon.net) (Ping
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L530[08:28:02] <ThePsionic> Nitrodev:
Switch back to ModelLoader.setCustomModelResourceLocation() as fry
said, first of all :p
L531[08:29:35] <ThePsionic> Nitrodev: Oh I
see what's wrong
L532[08:29:46] <Nitrodev> ?
L533[08:30:04] <ThePsionic> In your models
resource folder your blocks folder is called "blocks"
while it should be "block"
L535[08:34:57] <Nitrodev> well then
L536[08:35:00] <sham1> You mean in his
model folder ;)
L537[08:36:07] <Nitrodev> ?
L538[08:36:47] <sham1> no need for
question marks
L539[08:36:55] <Nitrodev> oh yeah
L540[08:37:15] <ThePsionic> check your
json for trailing commas
L541[08:37:18] <ThePsionic> and
whatnot
L542[08:37:22] <ThePsionic> make sure it's
actually valid
L543[08:38:09] <Nitrodev> it should
be
L545[08:39:19]
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(Girafi@0x555178eb.adsl.cybercity.dk)
L546[08:39:37] <Nitrodev> FML
L547[08:39:46] <sham1> Forge
ModLoader
L548[08:40:09] <Nitrodev> ha ha ha
L549[08:40:12] <ThePsionic> ba dum
tss
L550[08:40:54] <Nitrodev> Now i need an
example for regular block
L551[08:40:59] <Nitrodev> like no special
things
L552[08:41:13] <sham1> what do you mean
"no special things"
L553[08:41:38] <Nitrodev> like just a
block for decoration
L554[08:42:16] <sham1> like any
block
L556[08:42:51] <Nitrodev> yeah
L557[08:43:57] <ThePsionic> Bricks
:P
L558[08:44:59]
⇨ Joins: raoulvdberge
(uid95673@id-95673.richmond.irccloud.com)
L559[08:46:08] <Rushmead> The problem with
"Make it load a texture they can change" is that then it
has it for each of the Blocks instead of it being Individual
L560[08:46:09] <raoulvdberge> I need some
advice regarding blockstate models. I have a BlockMachine
(baseclass for all the machineblocks) that store direction. This is
the blockstate json for it:
http://pastebin.com/GR28XB5y
L561[08:46:10] <raoulvdberge> So I want to
fill in the question marks so that it loads in the machine specific
JSON file for the textures. Anyone know how to do this?
L562[08:48:02]
⇨ Joins: H1N1theI
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L563[08:49:11] ***
DRedhorse is now known as DRedAway
L564[08:49:14] <Rushmead> How can i get
the block thats in the players hand? Not the item but the
block
L565[08:49:21] <sham1> Rushmead,
L566[08:49:37] <sham1> first check if the
item in your hand is an instance of ItemBlock
L567[08:51:01] <Rushmead> Yeah
L568[08:51:55] <ThePsionic> if
(Block.getBlockFromItem(item) instanceof yourBlock) { block =
Block.getBlockFromItem(item); }
L569[08:51:57] <ThePsionic> something like
that
L570[08:56:32] <Ordinastie> !gm
getRedstonePower
L571[08:56:49] <Rushmead> i know that
onBlockActivated is for right click, but what about left
click?
L572[08:57:19] <ThePsionic> so you
mean
L573[08:57:20] <ThePsionic> punch?
L574[08:57:34] <diesieben07>
onBlockClicked
L575[08:57:49] <Rushmead> Yeah, so if they
shift left click with an item it will change state
L576[08:58:00] <ThePsionic> Ah makes
sense
L577[09:01:41] ⇦
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seconds)
L578[09:01:53] <ThePsionic> In other news,
after more than two and a half years, Studio Killers'
"Jenny" finally has an official music video
L579[09:02:13]
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L580[09:03:12] ***
Ash|Bike is now known as Ashower
L581[09:03:22] <Soni>
TileEntityNote.changePitch is broken
L582[09:04:00] <diesieben07> how so?
L583[09:04:21] <Soni> if you cancel the
event, it won't restore the old value
L585[09:04:28] <ThePsionic> mmmmmm
L586[09:04:38] <Soni> so if you activate
it without reloading the chunk it'll play the new pitch
L587[09:04:47] <Soni> even tho you
cancelled it
L588[09:05:03] <Rushmead> Um how can i
change the model of my block on right click (1.7)
L589[09:05:42] <sham1> you switchy to
1.8
L590[09:05:47] <diesieben07> Soni, uhhm
yes it does restore it.
L591[09:06:01] <Rushmead> But all my
models are TCN :P
L592[09:06:09] <sham1> thw WHAT now
L593[09:06:15] <Soni> diesieben07, it does
a "return;" not a "this.note = old;"
L594[09:06:29] <diesieben07> Soni, read
ForgeHooks.onNoteChange
L595[09:06:57] <Rushmead> sham1,
Techne
L596[09:07:44] <Soni> diesieben07,
meh
L597[09:08:00] <diesieben07> ?!?
L598[09:08:24] <sham1> You can export from
Techne to OBJ
L599[09:09:23] <raoulvdberge> gonna try
out progressive automation in a sec :-D
L600[09:10:30] <Soni> diesieben07, the
only thing you get with this is it doesn't call markDirty when the
note doesn't change
L601[09:10:57] <diesieben07> which is
correct...
L602[09:11:54] <TehNut> Rushmead: to
provide an *actual* answer, change the meta of the block. provide a
different model for that meta
L603[09:12:56] <sham1> My answer was
completely serious
L604[09:13:54] ⇦
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L605[09:20:58] ***
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L606[09:24:59]
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L607[09:26:50] <Rushmead> I would but, i
would rather get the core parts of my mod done in 1.7.10 first
before i start worrying about 1.8
L608[09:27:59] <raoulvdberge> Rushmead:
good idea, did the same
L609[09:28:35] <Rushmead> Plus one of the
big parts of my mod will rely on the ColouredLightMod
L610[09:29:53] <raoulvdberge> I think I'm
gonna write a small php script to generate this blockstate json
lol
L611[09:33:39] <Ordinastie> does someone
know the actual difference between block.isProvidingWeakPower() and
block.isProvidingStrongPower() ?
L612[09:35:49] <MattDahEpic> Ordinastie,
remember how they screwed up redstone blocks and made them powerr
stuff through walls?
L613[09:35:52] <MattDahEpic> thats strong
power
L614[09:36:03] <MattDahEpic> weak power is
how redstone blocks were before
L616[09:37:55] ***
Ashower is now known as Ashley
L617[09:43:57] <Ordinastie> thanx
L618[09:44:18] <sham1> bud powered
L619[09:44:27] <sham1> Does he mean the
Block Update Detector thingy
L620[09:44:28] <diesieben07> yeah, that's
how non-coders think about it :D
L621[09:45:54] <sham1> so that is also
weak power I presume
L622[09:46:09] <sham1> I remember doing
some nice stuff with BUDs in the past
L623[09:46:47] <diesieben07> buds are
horrible
L624[09:46:53] <diesieben07> i am still
mad at mojang for not fixing them D
L625[09:46:58] ***
Vigaro is now known as Vigaro|AFK
L626[09:47:08] <sham1> They can have some
awesome uses
L627[09:47:27] <sham1> like "a base
where you can enter only if this specific furnace is melting
stuff
L628[09:47:41] <diesieben07> they also
prevent a ton of useful stuff and are cumbersome as hell to
use
L629[09:47:52] <sham1> Well, it is a
glitch so...
L630[09:48:10] ***
Vigaro|AFK is now known as Vigaro
L631[09:48:17] <diesieben07> no, by now it
is no longer a glitch :D
L632[09:48:32] <sham1> it isn't x_x
L633[09:48:44] <Soni> how can I replace a
vanilla command?
L634[09:48:50] <MattDahEpic> its a
wontfix
L635[09:48:52] <diesieben07>
CommandEvent
L636[09:49:42] ***
Abrar|gone is now known as AbrarSyed
L637[09:49:50] <sham1> "if it is
needed, there propably is an event for it"
L638[09:50:17] <MattDahEpic> theres not an
event for weather change...
L639[09:50:36] <sham1> make a PR
L640[09:50:37] <sham1> :P
L641[09:50:41] <sham1> then there is
L642[09:52:08]
⇨ Joins: HassanS6000
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L643[09:52:58] <Soni> hmm so I don't need
ASM to replace /particle?
L644[09:53:42] <diesieben07> no.
L645[09:53:54] <diesieben07> why do you
want to replace it though?
L646[09:53:56] ***
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L647[09:54:08] ⇦
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L648[09:55:33] <Soni> diesieben07,
JSON
L649[09:55:44] <Soni> so if I'm adding
custom particles do I just ignore this EnumParticleType
thing?
L650[09:55:54]
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L651[09:56:18] <diesieben07> yes
L652[09:56:23] <diesieben07> JSON
what?
L653[09:56:39] <PaleoCrafter> JSON
everything :P
L655[09:57:05] <Soni> (WIP)
L656[09:57:25] <diesieben07> the heck is
LHC?
L657[09:57:35] <AbrarSyed> large hadron
collider?
L658[09:57:41] <PaleoCrafter> was about to
ask xD
L659[09:57:43] <diesieben07> lol
L660[09:57:53] <diesieben07> look at the
URL
L661[09:58:14] <Soni> "MC Particle
System Mod"
L662[09:59:08] <Soni> it's a bit of a pun
on LHC
L663[09:59:25] <diesieben07> how the heck
did you get from "MC Particle System Mod" to
"LHC"?
L664[09:59:30] <Soni> (LHC = particle
accelerator, so it's fitting for a particle system mod)
L665[09:59:38] <diesieben07> ohhh
L666[10:00:04] <AbrarSyed> lol, the LHC is
the biggest acclerator in the world.. ir opasses through 3
countries.. you telling em youve never heard of it?
L667[10:00:20] <diesieben07> I know the
LHC...
L668[10:00:28] <diesieben07> i was
confused why the fuck he would name his repo LHC
L669[10:00:30] <AbrarSyed> ok good
:)
L670[10:02:40] <PaleoCrafter> LHC passes
through three countries? Oo
L672[10:03:32] <AbrarSyed> oh mybad, only
2 countries
L673[10:03:44]
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L674[10:03:50] <PaleoCrafter> I wondered
what the third one would be :P
L675[10:04:22] <illy> "only two
contries"
L676[10:04:54] <sham1> mostly on the side
of France
L677[10:05:00] <sham1> or whatever
L678[10:05:07] <sham1> I cannot read
tricolor
L679[10:05:46] <Rushmead> Does a block
have to be a TE for it to have a custom model(1.7
L680[10:05:59] <PaleoCrafter> no
L681[10:06:50] <Rushmead> Ok so, How do i
do it?
L682[10:08:01] ***
kroeser is now known as kroeser|away
L683[10:08:17] <PaleoCrafter> you need an
ISimpleBlockRenderingHandler or whatever it's called
L684[10:08:25] <PaleoCrafter> but you
should really switch to 1.8.8 :P
L685[10:09:24] <ThePsionic> ^
L686[10:09:35] <Rushmead> Gosh darnit
:P
L687[10:09:35] <ThePsionic> In 1.8.8 you
just make a JSON file and you're done :P
L688[10:10:18] <Rushmead> Ok.. i'll switch
to 1.8.8. But, codebase wise is there alot of differences?
L689[10:10:19] <TehNut> 3 json
files*
L690[10:10:26] <PaleoCrafter> and I
thought people would have left 1.7 behind some time in the 4 months
I haven't been active :P
L691[10:10:50] <ThePsionic> Rushmead:
cpw.* packages are now net.minecraftforge.*
L692[10:11:08] <TehNut> cpw.mods.*
L693[10:11:10] <ThePsionic> And the fact
that everything's a JSON now
L694[10:11:17] <ThePsionic> Almost right
TehNut :P
L695[10:11:42] <sham1> ThePsionic, you
still do a lot of things outside of JSON
L696[10:11:50] <ThePsionic> Sure
L697[10:12:05] <ThePsionic> I meant models
and textures and the likes ;)
L698[10:15:31] <Rushmead> How can i
convert my old TCN to JSON
L699[10:16:19] <sham1> you dont
L700[10:16:23] <sham1> you convert it to
OBJ
L701[10:17:16] <Rushmead> How?
L702[10:17:58] <ThePsionic> Bad things so
far about Linux: Placing apostrophes on things I don't want
apostrophes on. Good things: It automatically mutes when I unplug
my headphones, and it restarts by itself if it overheats.
L703[10:18:38]
⇨ Joins: theGliby (theGliby@85.254.75.167)
L704[10:19:19] <sham1> Rushmead, you can
use techne for that
L705[10:19:40] <AbrarSyed> ThePsionic, how
did you manage to get linux to do those things? what distro?
L706[10:19:48] <ThePsionic> Mint
L707[10:19:53] <ThePsionic> And it just
Kinda Happens(tm)
L708[10:20:00] <AbrarSyed> apostrophes..
how do apostrophes get places?
L709[10:20:01] ⇦
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L710[10:20:08] <PaleoCrafter> he means
accents, I guess :P
L711[10:20:37] <ThePsionic> śḿ
L712[10:20:41] <ThePsionic> the fuck is
this shit
L713[10:21:09] <sham1> they're
letters
L714[10:21:38] <AbrarSyed> did you set
your kyboard and charset correctly?
L715[10:21:45] <raoulvdberge> ok, got
directional JSON block rendering working. if i finish all jsons
till tonite (which is boring copy paste work :P) the port would be
done in exactly 2 days.
L716[10:22:00] <ThePsionic> AbrarSyed:
They don't have a setting for "Dutch language with
international keyboard"
L717[10:22:14] <ThePsionic> I want
áéíóú
L718[10:22:19] <raoulvdberge> i really
hate how strict the JSON is though :/
L719[10:22:20] <ThePsionic> Not śḿć
L720[10:22:24] <raoulvdberge> you can't
leave block states out
L721[10:22:31] <raoulvdberge> *
properties
L722[10:23:21] <Rushmead> sham1, theres no
OBJ option
L723[10:23:36] ⇦
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seconds)
L725[10:23:47] <PaleoCrafter> >
Tabula
L726[10:24:21]
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L727[10:24:26] <PaleoCrafter> that is
incredibly complicated, lol
L728[10:24:44] ⇦
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L731[10:27:09] <PaleoCrafter> ^
Rushmead
L732[10:27:33] <Rushmead> Thans
L733[10:27:36] <Rushmead> Thanks
L734[10:29:21] <Rushmead> PaleoCrafter is
the dropbox a mod or a executable jar?
L735[10:29:33] <PaleoCrafter> it's a mod,
an addon for tabula
L736[10:31:03] ***
amadornes[OFF] is now known as amadornes
L737[10:31:14] <MattDahEpic> y u be
offlien steam community but not store
L738[10:35:07] <MattDahEpic> i wanna sell
my trading cards
L739[10:39:46] ***
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L750[10:43:46] <Ordinastie> damn you
mojang and your shitty code :x
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L752[10:45:51] <Nitrodev> YES
L753[10:45:54] <Nitrodev> YES YES
L754[10:46:06] <Nitrodev> the block is now
rendered correctly
L755[10:46:07] ⇦
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L757[10:47:43] <Nitrodev> now i just have
to find a way to make it act like a cactus
L758[10:48:36] <Nitrodev> and THAt is
gonna be extremely hard
L759[10:48:44] <sham1> not really
L760[10:48:57] <Ordinastie> s/really/at
all/
L761[10:49:01] <sham1> Just check if an
entity is colliding with your block and if it is then hurt it
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L764[10:50:25] <Nitrodev> yeah im looking
at the cactus class if that's what you mean...
L765[10:50:50] <Nitrodev> sham1, you
should know by now that i just got a BASIC block rendering
L766[10:51:21]
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L768[10:51:55] <Nitrodev> i found the code
in the class
L769[10:51:57] <sham1> true enough
L770[10:51:58]
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L772[10:52:16] <Nitrodev> itt's
onEntityCOllidedWithBlock right?
L773[10:52:22] <sham1> Yes
L774[10:52:51]
⇨ Joins: luacs1998 (~miyamoto@abrarsyed.com)
L775[10:54:27] <theGliby> hey so how do i
properly send a packet to a player when he joins?
L776[10:55:42] <Nitrodev> like a bunch of
items?
L777[10:55:43] <diesieben07>
PlayerLoginEvent and then just send it like normal
L778[10:55:44] <sham1> Listen to an event
which gets fired when player logs to the server
L779[10:55:50] <sham1> god damn it
diesieb
L780[10:55:54] <sham1> You ninja you
L781[10:56:23] <theGliby> well i'm doing
that, but i'm getting some weird side effects
L782[10:56:33] <theGliby> [FML]:
HandshakeMessageHandler exception
L783[10:56:39] <diesieben07> post the full
log
L784[10:56:40] <Nitrodev> okay that didnt
work
L785[10:56:42] <Wuppy> damn, playing crypt
of the necrodancer makes me do everything in rythm :P
L786[10:56:57] <Nitrodev> i need something
else other than onEntityyCollided iwth block
L787[10:57:13] <sham1> why
L788[10:57:18] <Nitrodev> isnt
working
L789[10:57:23] <sham1> how do you
know
L790[10:57:30] <Nitrodev> althought i DID
ut the float numbe rto 0F
L791[10:57:34] <Nitrodev> i checked
L792[10:57:43] <sham1> 0F is no
damage
L793[10:57:50] <diesieben07> what are you
trying to do nitro?
L794[10:57:58] <Nitrodev> does that mean
to items dropped_
L795[10:58:09] <sham1> he tries to make a
block that damages you when you collide with it
L796[10:58:12] <sham1> Like cactus
L797[10:58:13] <Nitrodev> to make a block
that acts like a cactus
L798[10:58:21] <diesieben07> look at the
cactus?!
L799[10:58:33] <Nitrodev> that's not the
only thing cactuses do
L800[10:58:38] <Nitrodev> i know i
am
L801[10:58:53] <diesieben07> then wtf is
your problem? :D
L802[10:59:11] <Nitrodev> i'm trying to
make it NOT hurt you
L803[10:59:19] <Nitrodev> but still
destroy the items dropped on it
L804[10:59:36] <sham1> check if the entity
is an ItemEntity
L805[10:59:41] <diesieben07> simple
instanceof check
L806[10:59:41] <sham1> Or EntityItem
rather
L807[10:59:43] <sham1> And then delete
it
L808[10:59:44] ***
DRedAway is now known as DRedhorse
L809[11:00:00] <diesieben07> if (entity
isntanceof Entityitem) { // damage it }
L810[11:01:51] <Ivorius> hurr syntax
error
L811[11:02:03] <sham1> :D
L812[11:02:14] <sham1> Well it IS an
syntax error so you know
L813[11:02:16] *
diesieben07 stabs Ivorius
L814[11:02:37] <Nitrodev> cannot resolve
symbol entity
L815[11:02:45] <diesieben07> jesus fucking
christ
L816[11:02:47] *
sham1 facepalms
L817[11:02:47] <diesieben07> use your
brain, please.
L818[11:03:02] <Nitrodev> i'm trying
L819[11:03:11] <Ivorius> Or rather,
something something ?learnjava
L820[11:03:27] <Nitrodev> is this really a
thing with java...?
L821[11:03:50] <Ivorius> Yes,
completely
L822[11:03:54] <PaleoCrafter> O Overbot,
where art thou?
L823[11:03:57] <Nitrodev> explain
please
L824[11:04:02] <Ivorius> There are java
help channels
L825[11:04:09] <Ivorius> And every
compiler error is a java error
L826[11:04:16] <Ivorius> Nothing for us to
help you with
L827[11:04:35] <diesieben07> Nitrodev, the
method has a parameter that's an entity... what i posted was not
something to copy but something to understand and apply to your
situation.
L828[11:04:48]
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L829[11:06:56] <Nitrodev> ALso sham1 why
the fuck are you facepalming
L830[11:07:06] <diesieben07> because of
you. :)
L831[11:07:21] <Nitrodev> no shit
L832[11:07:38] <Wuppy> Nitrodev, solution:
learn java
L833[11:08:50]
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L835[11:09:46] <Nitrodev> this apperently
turned into a java channel
L836[11:10:11] <diesieben07> No, it did
exactly the opposite.
L837[11:10:38] ⇦
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L838[11:11:22] <Wuppy> Nitrodev, Minecraft
modding is done in Java
L839[11:11:33] <Wuppy> it's not a java
channel, but it has java roots
L840[11:11:56] <Nitrodev> no, i mean that
EVERY java channel i go to has awful service for noobs
L841[11:12:14] <Wuppy> what more service
do you want?
L842[11:12:15] <Nitrodev> or support
rather
L843[11:12:17] <Ivorius> Noobs should
start with tutorials and stuff
L845[11:12:22] <Ivorius> And google
L846[11:12:47] ***
Nitrodev is now known as Nitroaway
L847[11:12:58] <Wuppy> well that was quick
:P
L848[11:13:12] <Ordinastie> Ivorius, the
doom of noobs!
L849[11:13:30] <Nitroaway> i need to take
out the trash...
L850[11:16:16]
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L852[11:20:50] ***
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L855[11:23:41] ***
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L856[11:27:14] <Rushmead> Hmm wierd.
setupDecompWorkspace idea didnt make the project with the forge bin
dependency....
L857[11:28:14] <williewillus> don't use
the idea task anymore
L858[11:28:24] <williewillus> just import
build.gradle using idea after setupDecompWorkspace
L859[11:28:33] <ThePsionic> williewillus:
before, after, doesn't matter
L860[11:28:47] <ThePsionic> You can also
sDecW from inside IDEA :P
L861[11:30:00] ***
Nitroaway is now known as Nitrodev
L862[11:30:20] <Nitrodev> i think i know
what to put on the "entity" space in the if
statement
L863[11:30:27] <Nitrodev> i THINK
L864[11:30:43] <Nitrodev> it's the entity
that collided with the block
L865[11:30:56] <diesieben07>
Congratulations! You receive a participation ribbon.
L866[11:31:17] <Nitrodev> okay i was wrong
wasn't i?
L867[11:31:21] <diesieben07> no :P
L868[11:31:32] <Nitrodev> oh
L869[11:31:37] <sham1> you were in fact
quite right
L870[11:31:57] ***
Keridos|away is now known as Keridos
L871[11:32:39] <Nitrodev> if
(p_onEntityCollidedWithBlock_4_ instanceof EntityItem) {
L872[11:32:40] <Nitrodev> }
L873[11:32:47] <Nitrodev> is that
correct?
L874[11:32:48] <sham1> yes
L875[11:32:52]
⇨ Joins: AforAnonymous
(bitch2k@dyn-042-143.vix1.mmc.at)
L876[11:33:11] <diesieben07> the fuck is
that parameter name
L877[11:33:28] <sham1> oh shush
L878[11:33:39] <Rushmead> What is
func_148857_g from 1.7 in 1.8?
L879[11:33:39] <sham1> old mappings I
guess
L880[11:33:50] <sham1> !gm func_148857_g
.8
L881[11:33:53] <sham1> !gm func_148857_g
.8
L882[11:33:56] <sham1> !gm func_148857_g
1.8
L883[11:34:08] <sham1>
getNbtCompound
L884[11:34:18] <Rushmead> !gm
func_148857_g 1.8
L885[11:34:23] <Rushmead> Oooh i see
L886[11:34:24] <Rushmead> Thanks
L887[11:34:26] <Nitrodev> diesieben07, i
found it within the onEntityCollidedWithBlock parameters
L888[11:35:04] <williewillus> give your
own sensible name :p
L889[11:35:13] <sham1> call it 'entity'
:D
L890[11:35:32] <Nitrodev> i see what you
did there sham
L891[11:35:49] <sham1> I have to stress
one thing'
L892[11:35:53] <Nitrodev> but i'll keep it
as it is for now
L893[11:35:57] <sham1> We do not try to be
rude to beginners
L894[11:35:59] <Rushmead> !gm
IIconRegister 1.8
L895[11:36:02] <Rushmead> Ooh
L896[11:36:03] <Rushmead> Ok.
L897[11:36:15] <williewillus> you can also
PM MCPBot_Reborn
L898[11:36:20] <williewillus> to avoid
flooding the chan with commands
L899[11:36:36] <Rushmead> Oh sorry
L900[11:36:41] <williewillus> its alright
:p
L901[11:36:44] <sham1> williewillus, while
that works
L902[11:36:48] <sham1> I never see the
point
L903[11:36:52] <sham1> Keeps the chat
going
L904[11:36:56] <williewillus> lol
what
L905[11:37:02] <Rushmead> Ok. So how do i
icons now?
L906[11:37:02] <williewillus> not when I
have to query a ton of names
L907[11:37:04] <Nitrodev> now i just have
to figure out the damaging part
L908[11:37:08] <williewillus> you don't,
you do models :D
L909[11:37:11] <diesieben07> it's
especially fun if you do !!
L910[11:37:13] <sham1> Rushmead, JSON
models :P
L911[11:37:16] <diesieben07> (hint: don't
do that)
L912[11:37:38] <Rushmead> srsly. More
Jso
L913[11:37:45] <Nitrodev> yup
L914[11:37:48] <williewillus> Rushmead:
what kind of block?
L915[11:37:56] <sham1> you COULD use
ISmartBlockModel
L916[11:37:57] <williewillus> I'm on my
fourth 1.8 port :D
L917[11:38:03] <williewillus> sham1:
nu
L918[11:38:06] <sham1> But that is way
more complex than whatever you did
L919[11:38:10] <Rushmead> Actually it was
my base block class
L920[11:38:14] <sham1> it is a
possibility
L921[11:38:24] <sham1> It is not a good
possibility but a possibility
L922[11:38:52] <Ordinastie> is there a way
to make an item always call onItemUse instead of the blocks
onBlockActivated ?
L923[11:39:44] <Nitrodev> hmm i woner if
this will work
L924[11:39:52] <Nitrodev> well only one
way to find out
L925[11:40:09] <Rushmead> Ok, so how do i
do this JSON modely thing?
L926[11:40:13] <Rushmead> oh and for
items
L927[11:40:49] <Nitrodev> of course it
didn't work
L928[11:40:50] <williewillus> anyway, to
create a block model for a simple block you literally need one
blockstate json thanks to forge
L930[11:41:35] <williewillus> items is
more involved since we don't have itemstate abstraction
L931[11:42:10] <diesieben07> Ordinastie,
PlayerInteractEvent, action==RIGHT_CLICK_BLOCK set event.useItem to
ALLOW and event.useBlock to DENY
L932[11:42:13] <Nitrodev> okay how do i do
damage to the entity
L933[11:42:23] <williewillus> read the
entity code and look for a method to do it
L934[11:42:45] <williewillus> something
starting with "damage" or "Attack" might be
helpful :p
L935[11:43:44] <Nitrodev> nothing related
to those in the class
L936[11:43:49] <Rushmead> So i have to get
rid of my render classes now#
L937[11:43:49] <Ordinastie> nobody?
:(
L938[11:43:50] <Rushmead> ??
L939[11:43:53] <Nitrodev> found it
L940[11:44:02] <TehNut> Ordinastie: You
were answered
L941[11:44:17] <Nitrodev> diesieben07>
Ordinastie, PlayerInteractEvent, action==RIGHT_CLICK_BLOCK set
event.useItem to ALLOW and event.useBlock to DENY
L942[11:47:14]
⇨ Joins: Cojo
(~Cojo@2606:a000:1126:8048:8190:8fb9:b084:699f)
L943[11:47:26] <Ordinastie> so
onItemUseFirst was the answer :)
L944[11:47:29] <williewillus> yes
L945[11:47:37] <williewillus>
@Rushmead
L946[11:47:47] <williewillus> it's not
that bad once you get the hang of it
L947[11:48:11] ⇦
Quits: Mraof (~mraof@pool-74-110-222-32.rcmdva.fios.verizon.net)
(Quit: rebooting)
L948[11:48:12] <diesieben07> right i
totally missed that because it's buried in an if ...
L949[11:48:47] <Ordinastie> except nope,
that's only client side :/
L950[11:49:15] <diesieben07> eh no it is
not.
L951[11:51:05]
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(~Frost@75-163-85-206.omah.qwest.net)
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L954[11:54:42] <Nitrodev> man i still
haven't found the way to damage the entity
L955[11:54:52] <williewillus> perhaps use
the method in entity
L956[11:54:53] <Nitrodev> many things look
right but when i try them nope
L957[11:54:59] <williewillus> called
attackEntityFrom...
L958[11:54:59] <Nitrodev> i checked
it
L959[11:55:06] <Nitrodev> i know
that
L960[11:55:11] <williewillus> so what's
wrong?
L961[11:55:13] <Nitrodev> tried it didn't
owrk
L962[11:55:17] <PaleoCrafter> jesus
christ, copy from the cactus and put an if around the relevant
bit
L963[11:55:27] <williewillus> you need to
be more specific than "didn't work" if you want help
:p
L964[11:55:29] <Rushmead>
if(!world.isRemote){ entity.attackEntityFrom(blah blah blah);
}
L965[11:55:31] <Ordinastie> damn, I don't
really want to use PlayerInteractEvent :/
L967[11:55:49] <diesieben07> Ordinastie,
interactFirst should be fine though.
L968[11:56:00] <theGliby>
1.7.10-10.13.4.1558-1.7.10
L969[11:56:03] <williewillus> eh i want to
contribute my knowledge for the 1.8 models but my thoughts aren't
organized enough for putting it on RTD :P
L970[11:56:10] <ThePsionic> oh wait
theGliby long time no see ;)
L971[11:56:18] <TehNut> Entity does not
have health inside of it. EntityLivingBase does.
L972[11:56:22] <theGliby> sup
L973[11:56:37] <williewillus> might just
make a google doc and share the link
L974[11:57:12] <theGliby> no mods
loaded,idfk
L975[11:58:42] ⇦
Quits: Ordinastie (crystal@bronyville.me) (Ping timeout: 186
seconds)
L977[11:58:56] <Nitrodev> it should
destroy the item
L978[11:58:59] <Nitrodev> but it
sint
L979[11:59:05] <Nitrodev> isn't
L980[11:59:15] <Rushmead> If i just want a
item with a texture i have to have a json?
L981[11:59:36] <Nitrodev> yes
L982[11:59:51] <Nitrodev> without a model
(.json) it will look like a block
L983[11:59:56] <williewillus> ?
L984[11:59:57] <TehNut> Items don't have
health, you don't deal damage
L985[12:00:02] <Nitrodev> a missing
texture block for that matter
L986[12:00:06] <Nitrodev> okay
L987[12:00:06] <TehNut> If you had
mentioned that sooner...
L988[12:00:06] <williewillus> you need a 4
line json and 1 line of code for a item texture
L989[12:00:38] <Soni> how do I make an
animated item model?
L990[12:00:54] <diesieben07> Nitrodev, you
have the wrong method. you want the one without IBlockState.
L991[12:01:13] <diesieben07> actually
wait.
L992[12:01:14] <diesieben07> wtf.
L993[12:01:33] <diesieben07> right, you
need the smaller bounding box
L994[12:01:40] <TehNut> yup
L995[12:01:53] <TehNut> You need to be
"inside" the block
L996[12:01:54] <williewillus> Soni:
animated how so?
L997[12:02:16] <Soni> like animated
textures but for models
L998[12:02:28] <Soni> a model that changes
20 times per second
L999[12:02:54] <williewillus> animation
api is in progress right now, bug fry when he wakes up :p
L1000[12:03:47] <Nitrodev> well i'll go
grab something to eat brb
L1001[12:04:04] <Soni> I also need it to
be able to interpolate (either "move", "fade"
or "none")
L1002[12:04:27] <PaleoCrafter> wat
L1003[12:05:18] <sham1> wat
"wat"
L1004[12:05:29] <PaleoCrafter>
"(either "move", "fade" or
"none")"
L1005[12:06:24] <MoxieGrrl> Maybe Soni is
attempting to create the fabled Lag Machine. :D
L1006[12:06:46] <williewillus> animation
for baked models is stil being develoepd :p
L1007[12:06:48] <sham1> Time to figure
out how to make this multiblock work
L1008[12:07:04] <williewillus> like i
said bug fry|sleep if you want to contribute or give feedback on
it
L1009[12:07:12] <williewillus> I know the
BuildCraft 1.8 is also awaiting it
L1010[12:07:17] <PaleoCrafter> MoxieGrrl,
doesn't take much to achieve that ;)
L1011[12:07:35] <sham1> Why can't I nest
attributes in forge JSON
L1012[12:08:49] ***
DRedhorse is now known as DRedAway
L1013[12:09:04] <williewillus> how
so
L1014[12:10:05] <Rushmead> Hmmmm. Heroes
are Delicous <3
L1015[12:10:15] <Nitrodev> äm back
L1016[12:10:16] <williewillus> if you're
talking about "variantname": { "value": {
"another variantname": {"anothervalue":
<stuff>, you can't and shouldn't do that. If you need that
level of complexity it eneds to be a smartmodel
L1017[12:10:28] <sham1> Ah
L1018[12:10:36] <sham1> Time to be smart
then
L1019[12:10:43] ***
kroeser|away is now known as kroeser
L1020[12:10:45] <williewillus> every
"variantname": {"value": { <stuff> is
intended to only modify the base model
L1021[12:10:52] <sham1> mmm
L1022[12:11:04] <sham1> So
ISmartBlockModel it is
L1023[12:11:11] <sham1> Dang it
multiblocks
L1024[12:11:12] <williewillus> what kind
of block is this?
L1025[12:11:58]
⇨ Joins: Ordinastie (crystal@bronyville.me)
L1026[12:12:05] <sham1> what do you mean
by that question
L1027[12:12:12]
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(~Lunatrius@cpe-77.38.103.182.cable.t-1.si) (Ping timeout: 195
seconds)
L1028[12:12:15] <Nitrodev> now what
method do i need for the entityitem destroyed on collision
L1029[12:12:29] <williewillus> sham1:
what sort of model does it have/ how complex is it
L1030[12:12:34]
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L1031[12:12:41] <diesieben07> Nitrodev,
the one you already have. you need a smaller bounding box for your
block, look at the cactus.
L1032[12:12:44] <sham1> williewillus,
first of all, connected textures
L1033[12:12:48] <sham1> Now that does not
seem too bad
L1034[12:12:55] <sham1> But then there
are 3 types of this block
L1035[12:12:56] <williewillus> you might
wanna see how chisel is doing that
L1037[12:13:05] <sham1> yeah
actually
L1038[12:13:07] <williewillus> you can
split blockstate jsons by variant
L1039[12:13:10] <williewillus> by using a
statemapper
L1040[12:13:19] <Nitrodev>
getCollisionBoundingBox?
L1041[12:13:27] <sham1> williewillus, I
could
L1042[12:13:42] <sham1> would make it
simpler
L1043[12:13:59] <diesieben07> yes
L1044[12:14:21] <Nitrodev> wow look at
that i was right :D
L1045[12:14:38] <Rushmead>
assets.stagecraft.models.items.hammer.json should be right?
L1046[12:14:56] <Nitrodev> yeah
L1047[12:14:56] <PaleoCrafter> *item, no
plural :P
L1048[12:15:04] <Nitrodev> oh yea
that
L1049[12:15:16] <PaleoCrafter> because
Mojang and consistency don't go along very well
L1050[12:15:17] <williewillus> yeah blame
mojang
L1051[12:15:24] <williewillus>
textures/blocks
L1052[12:15:26] <williewillus> but
models/block
L1053[12:16:20] <williewillus> wow I love
the botania shimmerrock/wood texture 0.o
L1054[12:16:26] <Ordinastie> diesieben07,
when you said interactFirst, is that an event ?
L1055[12:16:46] <williewillus> its a
method
L1056[12:16:55] <diesieben07> ^
L1057[12:16:59] <williewillus> either
item or block don't remember :p
L1058[12:17:00] <Ordinastie> from?
L1059[12:17:07]
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L1060[12:17:19] <Ordinastie> item there
is onItemUseFirst
L1061[12:17:24] <diesieben07> yeah
that.
L1062[12:17:28] <diesieben07> i was
thinking entities...
L1063[12:17:33] <Ordinastie> but that's
before the packet is sent to the server
L1064[12:17:36] <Nitrodev> it works
L1065[12:17:42] <diesieben07> it is also
called on the server.
L1066[12:17:54] <Ordinastie> hum, not for
me
L1067[12:17:55] <Nitrodev> my block now
functions like a cactus but doesn't hurt the player
L1068[12:17:58] <Rushmead> anyone got a
item json?
L1069[12:18:01] <diesieben07> do you
return true on the client? :D
L1070[12:18:09]
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(Quit: If we wish to explore, if we wish to see what's over the
next hill, wonders unfold before us; all we have to do is want it
enough.)
L1071[12:18:21] <Nitrodev> return
true?
L1072[12:18:30] <Ordinastie> humf
L1073[12:18:36] <diesieben07> ohhh
L1074[12:18:43] <diesieben07> god that is
awful you are right ordi
L1075[12:18:44] <Nitrodev> i just noticed
that it destroys the entityitem dropped
L1076[12:18:53]
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L1077[12:19:01] <Nitrodev> seriously that
return ture is new to me
L1078[12:19:02] <Ordinastie> diesieben07,
shush :p
L1079[12:19:15] <PaleoCrafter> that
wasn't directed at you, Nitrodev
L1080[12:19:18] <Nitrodev> oh
L1081[12:19:20] <Nitrodev> okay
then
L1082[12:19:40] <williewillus> Rushmead:
just a basic one?
L1083[12:20:01] <Ordinastie> diesieben07,
I blame you, you shouldn't have advise the event in the first
place!
L1084[12:20:19] <Rushmead> Yeah
L1086[12:20:35] <diesieben07> Ordinastie,
?! dafuq are you talking about :D
L1087[12:21:10]
⇨ Joins: Lunatrius
(~Lunatrius@cpe-77.38.103.182.cable.t-1.si)
L1088[12:21:16] <Ordinastie> nothing
:p
L1089[12:21:39] <williewillus> some of
the way I do things could still be even cleaner (even less jsons)
but that'll be after the port is functional
L1090[12:21:42] <sham1> Ordinastie being
random
L1091[12:22:03] ***
Jared is now known as Jared|Away
L1092[12:22:39] <Rushmead> where should
the textures go?
L1093[12:22:54] <PaleoCrafter> same place
as before
L1094[12:23:00] <williewillus> same palce
as before
L1095[12:23:01] <sham1>
textures/{blocks,items}
L1096[12:23:03] <williewillus>
textures/items
L1097[12:23:11] <Rushmead> hmm
L1098[12:23:12] <Rushmead> wierd
L1099[12:23:20] <sham1> Mojang is not
consistent
L1100[12:23:21] <williewillus> not
working?
L1101[12:23:30] <williewillus> make sure
you have ModelLoader.setCUstomMRL in preinit somewhere
L1102[12:23:32] <Ordinastie> diesieben07,
except now it still interacts with the block ><
L1103[12:23:40] <diesieben07> did you set
useBlock to false?
L1104[12:23:43] <diesieben07> *to
DENY
L1106[12:24:10] <Ordinastie> I didn't use
the event, just onItemUseFirst
L1107[12:24:38] <diesieben07> oh. yeah i
don't think there is a way to make it cancel further processing on
the client and STILL send the packet using that method
L1108[12:25:14] <sham1> Rushmead, what
does it say
L1109[12:25:32] <williewillus> hm yeah
what does the missing model error say or is there even one
L1110[12:25:50] <Rushmead> There isnt
one
L1111[12:25:59]
⇨ Joins: flappy
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L1112[12:26:02] <Rushmead> but ingame it
looks like a block with no texture
L1113[12:26:21] <sham1> Rushmead, when do
uou call the ModelLoader method
L1114[12:26:52] <Rushmead> in my ModItems
method
L1115[12:26:54] <Rushmead> which is
called in init
L1116[12:26:59] <Ordinastie> diesieben07,
returning return !world.isRemote; kinda works, until it breaks
something at least ^^
L1117[12:27:10] <sham1> that should be
called in preInit
L1118[12:27:22] <diesieben07> Ordinastie,
that will still call onBlockActivated and the like on the
clinet.
L1119[12:27:28] <sham1> Are you also
registering items in init
L1120[12:27:33] <diesieben07> so if
something acts on the client in those, you will not cancel
that.
L1121[12:27:39] <Rushmead> Yeah
L1122[12:27:41] <Ordinastie> I know
L1123[12:27:52] <williewillus> yeah
models have to be done in preinit, preferably right after your
items and blocks in preinit
L1124[12:27:54] <sham1> Rushmead, preInit
is for registering items and their models
L1125[12:27:56] <diesieben07> just use
the event man :D
L1126[12:27:57]
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seconds)
L1127[12:27:57] <Ordinastie> maybe I
could manually send the packet
L1128[12:28:09] <diesieben07> or just use
the damn event.
L1129[12:28:13] <Soni> PaleoCrafter, 20
times per second is the update speed, but 60 times per second is
the rendering speed <+PaleoCrafter> "(either
"move", "fade" or "none")"
L1130[12:28:37] <Soni> so it needs to be
able to interpolate
L1131[12:28:39] <PaleoCrafter> I know
what interpolation is, I don't get what the different variants
(move/fade) would be :P
L1132[12:28:40] <Ordinastie> as you can
tell, I don't really like using forge events :p
L1133[12:28:47] <diesieben07> why not?
lol
L1134[12:28:50] <Ordinastie> not for this
kind of stuff anyway
L1135[12:28:51]
⇨ Joins: Searge|office
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L1136[12:28:57] <PaleoCrafter> how about
you ASM it in then, Ordinastie? :P
L1137[12:29:09] *
diesieben07 stabs PaleoCrafter and Ordinastie
L1138[12:29:11] <diesieben07> lazy
bums.
L1139[12:29:23] <sham1> Thus PaleoCrafter
started to sail on dangerous waters
L1140[12:29:30] <williewillus> Soni:
either way, it's not complete yet and you can help fry and AlexIIL
build/test it
L1141[12:29:38] <PaleoCrafter> hey, *I*
would use the event
L1142[12:29:42] <Soni> PaleoCrafter,
"none" would be "show this until the next
tick", "fade" would be "slowly fade this until
the next tick" and "move" would be "put this
between its current position and its next position until next
tick"
L1143[12:29:47] <Ordinastie>
PaleoCrafter, it's not like it's not already a coremod ^^
L1144[12:30:02] <Soni> the latter would
need a way to identify each part of the model
L1145[12:30:14] <sham1> Custom state
mappers <.<
L1146[12:30:35] <tmtu> Soni: can't you
interpolate yourself?
L1147[12:30:49] <Soni> tmtu, it needs to
be specified in the model/animation
L1148[12:30:51] <PaleoCrafter> I don't
see the difference between fade and move :P
L1149[12:31:07] <Soni> PaleoCrafter, fade
has to do with opacity, move has to do with position
L1150[12:31:08] <diesieben07> fade is
like an image blending i would imagine
L1151[12:31:12] <diesieben07> yeah
L1152[12:31:28] <PaleoCrafter> meh,
that's just a different attribute modified
L1153[12:31:28] <Soni> move would define
a trajectory, fade would define a uhh... something
L1154[12:31:31] <PaleoCrafter> the
interpolation is the same
L1155[12:31:40] <diesieben07> true
L1156[12:31:53] <Soni> PaleoCrafter, with
move you have to calculate the speed tho :P
L1157[12:32:03] <PaleoCrafter> not
really
L1158[12:32:18] <diesieben07> with both
you have 2 states and you apply a transition between them.
L1159[12:32:20] <PaleoCrafter> it would
depend on the interpolation function (linear, cubic, bezier
etc)
L1160[12:32:20] <Soni> (which's just
distance moved / movement time)
L1161[12:32:24] <Rushmead> how do i
change the run configs so i can use my account?
L1162[12:32:37] <diesieben07> Rushmead,
--username <email> --password <pw>
L1163[12:33:04] <williewillus> sham1:
what about statemappers? :p
L1164[12:33:13] <sham1> Awesomeness
L1165[12:33:18] <sham1> Makes splitting
stuff easy
L1166[12:33:25] <diesieben07> CSS
animations are a good example here, you just specify start and end
states and which properties you want to animate with what
interpolatino function.
L1167[12:33:29] <Soni> PaleoCrafter,
think jumping water bubbles, you'd use "move"
L1168[12:33:54] <diesieben07> those are
CSS transitions though now that i think of it
L1169[12:34:15] <PaleoCrafter> the two
are kinda the same, with the animations you just have more than two
states
L1170[12:34:23] <diesieben07> yeah
L1171[12:34:27] <Rushmead> Hmm wierd.
IChunUtil is crashing my dev client
L1172[12:34:34] <Rushmead> ooh i need
deobf dont i
L1173[12:34:37] <PaleoCrafter> yeah
L1175[12:39:35] <PaleoCrafter> and what
did you need the no block activation thing for?
L1176[12:39:59] <Ordinastie> the item, to
link the blocks to the switch
L1177[12:40:21] <PaleoCrafter> the
general approach to this is sneaking, I think? :P
L1178[12:40:35] <diesieben07> Ordinastie
doesn't do "general approach".
L1179[12:40:39] <Ordinastie> yes, but
sneaking just change the item behavior for me
L1180[12:40:45] <Ordinastie> that too
:p
L1181[12:41:06] <Nitrodev> what do i add
to the recipe if i want a tool to be a part of it
L1182[12:41:22] <sham1> the tool :P
L1183[12:41:24] <Nitrodev> to the
GameRegistry.addshapelessrecipe
L1184[12:41:25] <Ordinastie> ^
L1185[12:41:37]
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L1186[12:41:40] <PaleoCrafter> new
ItemStack(theTool, OreDictionary.WILDCARD_VALUE) iirc
L1187[12:41:45] <Nitrodev> the tool yes
but what is the
L1188[12:42:01] <PaleoCrafter> assuming
you want to ignore the damage ^^
L1189[12:42:01] <Nitrodev> okay nvm
L1190[12:43:41] <Nitrodev> okay i know
the "theTool" is a parameter but i dont know where the mc
tools are at
L1191[12:43:54] <Nitrodev> when i try to
find them in IDEA all i find are java tools
L1192[12:44:04] <diesieben07>
Items.iron_pickaxe for example
L1193[12:44:11] <diesieben07> tools are
just normal items...
L1194[12:44:29] <Nitrodev> oh
L1195[12:44:52] <PaleoCrafter> don't say
you clicked on the tools menu item in IDEA? xD
L1196[12:45:00] <Nitrodev> no
L1197[12:45:05] <Nitrodev> i'm not THAT
dumb
L1198[12:45:33] <PaleoCrafter> would be
hilarious nevertheless
L1199[12:45:45] <Nitrodev> yeah i can
imagine
L1200[12:45:47] <diesieben07> come on
now, don't be mean.
L1201[12:46:04] <Nitrodev> but i want to
make the tool to be of any material
L1202[12:46:13] <Nitrodev> no need to
answer i'll google first
L1203[12:46:21] <diesieben07> so like
"any pickaxe"?
L1204[12:46:55] <Nitrodev> yeah
L1205[12:47:07] <diesieben07> you need a
custom recipe for that.
L1206[12:47:14] <diesieben07> as in
implementing IRecipe.
L1207[12:47:38] <diesieben07> and check
Item#getToolClasses.contains("pickaxe")
L1209[12:50:03] <diesieben07> well... you
didn't do anything yet ...
L1210[12:50:13] <Nitrodev> i know i just
wanted to make sure
L1211[12:53:37]
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L1212[12:53:52] <Nitrodev> oh this is
gonna be FUN
L1213[12:54:36] <williewillus> when is it
not?
L1214[12:55:27] <shadekiller666> F is for
friends who do stuff together, U is for you and me, N is for anyone
and everyone at all down in the deep blue see
L1215[12:55:27] <Nitrodev> yeah i
guess
L1216[12:55:31] <shadekiller666>
sea*
L1217[12:55:47] <Nitrodev> *clap clap
clap*
L1218[12:56:04] *
shadekiller666 really hopes someone understood that
reference...
L1219[12:56:21] <sham1> I did
L1220[12:56:22] <sham1> Meh
L1221[12:56:30] <tmtu> Nitrodev: your
package name has a upper case letter
L1222[12:56:40] <Nitrodev> it
shouldn't
L1223[12:56:48]
⇨ Joins: Techcable (~Techcable@techcable.net)
L1224[12:56:49] <Nitrodev> oh that
L1225[12:59:46] <sham1> Yeah, it should
not but it has
L1226[13:00:06] <Nitrodev> yeah imm
changing them one by one
L1227[13:00:24] <sham1> why not just
rename the package with IDEA and have them done automatically
L1228[13:00:35] <tmtu> that means he has
to do less work though
L1229[13:01:08] <Nitrodev> i tried it
didn't work
L1230[13:01:22] <sham1> you didnt try
hard enough
L1231[13:01:33] <Nitrodev> oh well it's
done now anyway
L1232[13:02:10] <Nitrodev> now i just
need to figure out how to use this IRecipe
L1233[13:02:31]
⇨ Joins: Mitchellbrine
(uid38456@id-38456.tooting.irccloud.com)
L1234[13:03:05] ***
Jared|Away is now known as Jared
L1235[13:08:16] <Techcable>
Register
L1236[13:08:41] <Techcable> Register your
name morron
L1237[13:08:42] <Techcable> lol
L1238[13:09:15] <sham1> yes
L1239[13:09:32] <sham1> Weeds out most of
the idiots wanting to come here to troll
L1240[13:09:58] <PaleoCrafter> also weeds
out a lot of noobs, apparently :P
L1241[13:11:56] <sham1> yes
L1242[13:13:39] <McJty> And also weeds
out everyone when nickserv is down
L1243[13:13:43] <McJty> Happened to me
some time ago
L1244[13:14:59]
⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Quit:
Leaving.)
L1245[13:20:41]
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L1246[13:21:37] ***
AbrarSyed is now known as Abrar|gone
L1247[13:22:21] <sham1> I have a question
about custom state mappers
L1248[13:22:48] <williewillus> yeah
L1249[13:23:02] <sham1> lemme commit my
code first so I can reference it
L1251[13:24:35] <sham1> Here is my
statemapper
L1252[13:24:49] <sham1> Works great
L1253[13:25:26] <sham1> I want it to have
all these properties for all 3 custom state mapped things
L1255[13:28:10] <sham1> I imagine it
being very possible
L1256[13:28:26] <williewillus> split
statemap by variant, do new StateMap.Buidler().withName(Iproperty).
and instead of looking for one blockstate json it will look for
blockstate jsons for named with the vaules of that iproperty. Then,
you ahve to handle all other proeprties in each of those sub
jsons
L1257[13:29:28] <williewillus> vanilla
uses this, notice how there's blockstate jsons for every variant of
stone separately andesite diorite granite instead of one stone json
with variants inside it
L1258[13:29:35] <williewillus> (why for
that one block, idk) :p
L1259[13:29:52] <shadekiller666> wood is
the same way isn't it
L1260[13:29:54] <sham1> :D
L1261[13:30:04] <shadekiller666> and
stairs, and slabs
L1262[13:30:14] <williewillus> and
wool/carpet
L1263[13:30:52] <sham1> Lets see how the
names go
L1264[13:31:09] <sham1> yeah...
L1265[13:31:21] <sham1> and I cannot even
prefix it
L1266[13:31:26] <williewillus> ?
L1267[13:31:37] <sham1> the statemap
names
L1268[13:31:49] <williewillus> then name
your values well
L1269[13:32:00] <sham1> crud
L1270[13:32:10] <sham1> Well I ever use
that enum for that one block so...
L1271[13:33:31] <williewillus> lol the
crashes are always amusing when I forget "forge_marker"
on a forge json, the vainlla loader just flips out
L1272[13:33:47] <sham1> It is
confused
L1273[13:36:16] <sham1> Much obliged
williewillus
L1274[13:36:37] <Soni> so any mods that
add animated JSON models?
L1275[13:36:46] <Soni> because I just got
told there are >.>
L1276[13:36:59] <sham1> not ready
yet
L1277[13:37:09] <sham1> the feature that
is
L1278[13:37:29] <williewillus> well
animated as in animtated textures sure. but the actual animation
system is still being developed
L1279[13:37:44] <williewillus> if you see
fry or AlexIIL talk to them about it
L1280[13:39:40]
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L1281[13:39:41] <Soni> I mean outside
Forge
L1282[13:40:03] <williewillus> what do
you mean outside forge :p
L1283[13:40:27] <Soni> I mean any mods
that parse JSONs and bake animated models from them, and handle all
the shader-based rendering and updating of them?
L1284[13:40:45] <williewillus> not that I
know of 0.o
L1285[13:40:46] <PaleoCrafter> what
shader based rendering, lol?
L1286[13:40:57] <sham1> PaleoCrafter,
this
L1288[13:41:45] <Soni> PaleoCrafter, well
maybe just updating
L1289[13:42:06] <sham1> there's no
shaders in MC
L1290[13:42:09] <Nitrodev> i got nothign
else to do so i'm just gonna make my mod soem more
L1291[13:42:23] <Soni> /something/ has to
update the quads
L1292[13:42:30] <williewillus> i want
botania 1.8 to be playable before new years :p
L1293[13:42:32] <Nitrodev> now how do i
use the IRecipe
L1294[13:42:46] <williewillus> well it's
*playable* but barely
L1295[13:43:06] <Soni> botania
1.8?!
L1296[13:43:15] <williewillus> yes
courtesy of yours truly :p
L1297[13:43:48] <Nitrodev> well?
L1298[13:43:57] <Soni> did I miss
something?!
L1300[13:44:24] <williewillus> anyways,
how do I make rendertype -1 blocks not throw missing model errors
on startup? 0.io
L1301[13:44:28] <williewillus> the
vanilla barrier doesn't
L1302[13:44:38] <williewillus> Nitrodev:
whatre you trying to do?
L1303[13:44:56] <Nitrodev> make a
crafting recipe to sue ANY type of axe
L1304[13:45:00] <Nitrodev> use*
L1305[13:45:10] <williewillus> make a
custom recipe
L1306[13:45:25] <Soni> well, that's, uhm,
interesting
L1307[13:45:29] <williewillus> and when
you look for the axe look for any itemtool and check its tool type
to include axe
L1308[13:45:29] <Soni> but it's not
official
L1309[13:45:36] <williewillus> pretty
much official :p
L1310[13:45:45] <williewillus> vaz
stickied it and gave me a go ahead
L1311[13:45:50] <Nitrodev> so i don't
need to use IRecipe?
L1312[13:46:00] <williewillus> yes you
do
L1313[13:46:23] <Soni> williewillus,
that's just officially supported, not official, by vaz and
stuff
L1314[13:46:37] <williewillus> negligible
difference :p
L1315[13:47:17]
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L1317[13:49:05] <williewillus> oh of
course, barrier is hardcoded to not statemap >.<
L1318[13:49:19] <sham1> :P
L1319[13:49:22] <sham1> Mojang plks
L1320[13:50:29] <williewillus> i love the
botania textures for the redstone-y magic stuff
L1321[13:50:36] <williewillus> gives me a
very sonic 1/2 feel
L1322[13:50:44] <sham1> wow
L1323[13:51:01] <Soni> redstone-y magic
stuff?
L1324[13:51:06] <sham1> yes
L1325[13:51:21] <sham1> hopperhog or the
dungeon loot one
L1326[13:51:36] <williewillus> i meant
stuf like red string blocks
L1327[13:51:51] <sham1> redstone root
:D
L1328[13:52:06] <Soni> I still wish
botania had sided mana receivers :(
L1329[13:54:21] <Nitrodev> willie what do
you mean with "look for"
L1330[13:54:33] <Nitrodev> like from
CTRL+N ?
L1331[13:54:43] <williewillus> no, I mean
make your code look for an axe :p
L1332[13:55:04] <williewillus> i'd give
you an example of an irecipe but ProjectE's aren't that clean,
anyone got a good example?
L1333[13:55:05] <Nitrodev> okay
L1334[13:56:17] <Nitrodev> i looked at
the projectE ones and i THINK i found a way
L1335[13:56:23] <Nitrodev> or the way
rather
L1336[13:57:41] <Nitrodev> yeah nv,
L1337[13:57:44] <Nitrodev> nvm*
L1338[13:58:45] <shadekiller666> pretty
good informative video about the Steam Screw Up yesterday
L1339[13:59:51] <williewillus>
where?
L1340[14:00:15] <shadekiller666> derp
:P
L1342[14:00:31] <Nitrodev> willie i'm
looking at the the ObjHandler.java class of ProjectE, now are the
IRecipe recipes under the comment "CUstom recipe
managment"?
L1343[14:00:45] <williewillus> yes, look
at the class definitions for those irecipes
L1344[14:00:49] <williewillus> they're in
the recipes package
L1345[14:00:53] <williewillus> somewhere
:p
L1346[14:01:22] <sham1> I like how you
say "somewhere"
L1347[14:02:22] <williewillus> once upon
a time I had the entire class strucutre of the mod memorized
:p
L1348[14:02:27]
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L1349[14:02:38] <Nitrodev> sham1, to be
fair williewillus did say that the projectE code for IRecipes
aren't so good of an example
L1350[14:02:44] <williewillus> welp first
test world irrecoverably damaged
L1351[14:03:05] <williewillus> set a tile
entity that was only meant to be made by a flower and crash loop
:D
L1352[14:03:43] <williewillus> not
really, but they should give you a rough idea what to do in an
irecipe
L1353[14:07:18]
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L1354[14:08:06] <Nitrodev> they SHOULD
yet they don't
L1355[14:08:13]
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L1356[14:08:32] <shadekiller666> and
STILL no word from Valve
L1357[14:09:32]
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L1358[14:10:22] <williewillus> Nitrodev:
It's my mod, I know how capable its code is :P
L1359[14:13:33] <Nitrodev> your
mod?
L1360[14:13:38] ***
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L1361[14:14:15] <williewillus> yes? I'm
one of the PE authors :p
L1362[14:14:31] <leagris> Guys, are forge
configuration files a custom format?
L1363[14:14:44] <sham1> I think so
L1364[14:15:14]
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L1365[14:15:29] <leagris> I'd like to
parse it with other languages like Javascript or PHP. Do you think
there are parser libraries in these languages?
L1366[14:15:38] <williewillus> you could
just see how forge parses it
L1367[14:15:47] <sham1> JavaScript
O_O
L1368[14:15:58] <sham1> for config files
:C
L1369[14:16:25] <leagris> Well I try to
extract a mod configs to draw graphs of its ore generation :)
L1370[14:16:38] <williewillus> oh is this
for NER? :p
L1371[14:16:54] <leagris> Graa
L1372[14:17:59] <leagris> GregTech
WorldGeneration.cfg. Format is quite straightforward but I would
not write a parser if there is already one
L1373[14:18:08] <Nitrodev> well that was
something i did not know
L1375[14:18:36] <sham1> what was it
L1376[14:18:58] <sham1> and I asked
Nitrodev that
L1377[14:19:21] <Nitrodev> the fact that
williewillus is one of the ProjectE authors
L1378[14:19:23] <sham1> oh yeah
L1379[14:19:50] <sham1> raoulvdberge, you
need to provide *some* kind of model in default-block of that
blockstate json
L1380[14:20:09] <sham1> because at the
moment direction-variants are not applied to any model
L1381[14:20:25] <williewillus> yeah
specify disconnected in defaults
L1382[14:20:35] <williewillus> and
override it in connected true
L1383[14:20:44]
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L1384[14:20:47] <raoulvdberge> ok trying
that now
L1385[14:20:58] <sham1> TIme to have a
generic empty texture
L1386[14:20:59] <leagris> sham1, if I
need to feed Google Graph API with data extracted from
configurations into Forge format. Yet the most straightforward
language is Javascript or PHP if I need to process these configs
server-side.
L1387[14:21:09] <williewillus> empty
textures are ignored by MC :P
L1388[14:21:31] <sham1> n image with only
pixels with alpha of 0
L1389[14:21:34] <sham1> That still
works
L1390[14:21:43] <sham1> I cannot pass
null so...
L1391[14:21:58] <tterrag> leagris: forge
cfg is pretty simple key-value mappings
L1392[14:22:03] <Nitrodev> williewillus,
i really don't understand jackshit about this code
L1393[14:22:13] <tterrag> read through a
few files and you'll understand it, the syntax is not
complicated
L1394[14:22:17] <williewillus> what
class
L1395[14:22:35] <Nitrodev> any of
them
L1396[14:22:43] <raoulvdberge> So I've
added "defaults": {"model":
"storagecraft:grid_disconnected"},
L1397[14:22:45] <raoulvdberge> Still
throwing the error
L1398[14:22:46] <Nitrodev> i understand
what each method is about
L1399[14:22:51] <leagris> tterrage + a
bit of blocks and sub-blocks handling
L1400[14:22:59] <williewillus> Nitrodev:
so what about putting them together?
L1401[14:23:08] <leagris> + datatype
prefix...
L1402[14:23:13] <williewillus>
raoulvdberge: try adding []'s around the empty {}'s in the first
two variants
L1403[14:23:17] <Nitrodev> williewillus,
?
L1404[14:23:28] <williewillus> Nitrodev:
if you understand every part individually why not the whole
thing?
L1405[14:25:10] <Nitrodev> like i
understand that matches is the recipe input, getcraftingresult is
the result of the recipe(?), the getrecipesize is the size of the
crafting table, getrecipeoutput i ahve no idea about and
getremainingitems is the remaining items give to the player
L1406[14:25:28] <Nitrodev> wow that was a
lot of text
L1407[14:25:36] <raoulvdberge>
williewillus: still not
L1408[14:25:54] <williewillus> can you
post the full log?
L1409[14:26:03] <raoulvdberge> well, this
is what I have now
L1411[14:26:07] <raoulvdberge> posting
the log in a sec
L1413[14:28:34] <williewillus> Nitrodev:
so replicate that, with your own logic instead of mine
L1414[14:29:07] <Nitrodev> okay nvm
L1415[14:29:11]
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L1416[14:29:14] <williewillus> lol
L1417[14:29:25] <williewillus>
raoulvdberge: are there any malformed json exceptions thrown
nearby?
L1418[14:30:43]
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L1419[14:30:56] <raoulvdberge>
williewillus: no, even when adding a model section to every variant
it stil lcrashes
L1422[14:34:17] <raoulvdberge>
williewillus: still. even when adding [ ] around the empty
ones
L1423[14:34:34] <williewillus> don't add
[], I got it wrong
L1424[14:34:50] <raoulvdberge> yeah,
still crashes even without them
L1425[14:35:17] <sham1> williewillus,
sorry I bother you with some of this stuff, but...
L1426[14:35:28] <williewillus> sham1:
it's fine, whatch need
L1427[14:35:36]
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L1428[14:35:40] <williewillus>
raoulvdberge: no idea then 0.o all of my models that are like that
are working fine
L1430[14:35:51] <williewillus> maybe
ensure all your property-values are named properly
L1431[14:36:06] <sham1> I remember that
the JSON I posted would have been valid at some point
L1432[14:36:31] <williewillus> are your
defaults not inheriting into that variant that you highlighted?
:D
L1433[14:36:43] <sham1> it's not
that
L1434[14:36:47] <sham1> After I added
that
L1435[14:37:15] <sham1> I got this whole
storm of "Model definition for location *long string of
variants* not found"
L1436[14:37:24] <sham1> Even though that
JSON should cover that
L1437[14:38:16] <heldplayer> sham1: I saw
fCraft and my eyes instantly went ಠ_ಠ
L1438[14:38:21] <raoulvdberge>
williewillus: so what do I do then? file a bug on GH?
L1439[14:38:37] <sham1> heh
L1440[14:38:49] <sham1> I'm bad at naming
files
L1441[14:38:51] <williewillus>
raoulvdberge: not a bug, just not sure what's going on :p recheck
the whole blockstae v1 spec and your proeprties/variants. jsonlint
it, etc. :p
L1442[14:39:33] <williewillus> sham1:
whenever you specify a full varaint string vanilla style like that
the proeprties need to be in alphabetic order
L1443[14:39:33] <raoulvdberge> lol
L1444[14:39:40] <raoulvdberge> it MUST be
a bug :P
L1445[14:39:44] <sham1> Do they now
L1446[14:39:50] <sham1> Well shit
L1447[14:39:52] <williewillus> that's how
the vanilla ones work :p
L1448[14:39:57] <raoulvdberge> the model
is 100% right, and all the states match..
L1449[14:40:16] <williewillus> wait until
fry wakes up and bug him, or get some other eyes to look at it
haha
L1450[14:40:22] <shadekiller666> raoul,
its not a bug
L1451[14:40:29] <shadekiller666> theres
missing things
L1452[14:40:42] <raoulvdberge>
shadekiller666: what is missing then?
L1453[14:40:58] <shadekiller666> 1. try
adding "textures": {}, above "model" in the
"defaults" block
L1454[14:41:05] <sham1> MOJANG PLS
L1455[14:41:38] <williewillus> sham1:
there isn't really a better way of doing it besides parsing the
whole string apart, which I guess was to complex to do :p
L1456[14:41:47] <williewillus> so they
stuck with generating strings according to a strict spec and
comparing
L1457[14:41:50] <raoulvdberge>
shadekiller666: didn't work.
L1458[14:41:59] <raoulvdberge> the error
is not even complaining about that
L1459[14:42:01] <sham1> And it could not
find it
L1460[14:42:04] <shadekiller666> 2, add
"normal": [{}], and "inventory": [{}] the first
and second variants in "variants"
L1461[14:42:17] <sham1> Even though I
perfectly did arrange it all to the alphabetical order
L1462[14:42:38] <shadekiller666> inside
either "defaults" or "normal": [{}] add
"transform": "forge:default-block"
L1463[14:42:40] <sham1> The hell
L1464[14:42:52] <shadekiller666> what is
the error complaining about
L1465[14:43:00] <raoulvdberge> Missing
model name
L1466[14:43:11] <shadekiller666> ?
L1467[14:43:15] ***
kroeser is now known as kroeser|away
L1468[14:43:15] <shadekiller666> have a
log?
L1469[14:43:20] <sham1> So yeah
L1470[14:43:24] <sham1> That did not
solve i
L1471[14:43:28] <shadekiller666> do all
of those things, and try again
L1472[14:43:40] <sham1> Vanilla
blockstates man
L1473[14:43:42] <sham1> How do they
work
L1475[14:44:27] <williewillus> sham1:
that specific variant you specify full vanilla style.. is it purple
black on all sides?
L1476[14:44:31] <williewillus> or does it
hvae the east texture
L1477[14:45:05] <shadekiller666> raoul,
do all of those things i mentioned and try again
L1478[14:45:46] <sham1> It is that lovely
magenta/black combination that is oh so nice to the eyes
L1479[14:45:48] <sham1> (he lies)
L1480[14:45:55] <williewillus> all
sides?
L1481[14:45:58] <williewillus> do your
other variants work?
L1482[14:46:04] <sham1> Bad to say
L1483[14:46:14] <sham1> That is the only
specific variant I am handling
L1484[14:46:22] <williewillus> 0.o
L1485[14:46:26] <williewillus> why is
everything else there then
L1486[14:46:35] <sham1> all the others
just set their respective side to invisible
L1487[14:46:36] <williewillus> I mean
everything that is not that long thing, does it work?
L1488[14:46:39] <williewillus> ah
L1489[14:46:40] <shadekiller666> that
"Missing model, expected to find a string" most likely
was caused by one or more of those things i mentioned being absent,
given the way in which the parser actually reads that json
file
L1490[14:46:52] <sham1> thus empty
texture
L1491[14:47:06]
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L1493[14:47:12] <sham1> and they do it if
the texture there cannot be seen in the first place
L1494[14:47:24] <sham1> on that
face
L1495[14:47:24] <raoulvdberge>
com.google.gson.JsonSyntaxException: Missing model, expected to
find a string
L1496[14:47:29] <shadekiller666> no no
no
L1497[14:47:47] <shadekiller666> only
"normal" and "inventory" variants should have
[{}] behind them
L1498[14:47:54] <shadekiller666> all
others should use {}
L1499[14:48:11] <sham1> So yeah
L1500[14:48:14]
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L1501[14:48:23] <sham1> Kinda annoying to
be honest
L1502[14:48:27] <williewillus> why would
there need to be normal [{}] if that block doesnt have a normal
variant?
L1503[14:48:41] <williewillus> sham1: you
just figure it out :p every problem I've had botania so far has not
been unsurmountable
L1504[14:49:03] <shadekiller666> the
reason for that is because "normal" and
"inventory" have [{}] is because they are special-cased
in the parser (kind of)
L1505[14:49:41] <shadekiller666> willie,
because i haven't seen a forge blockstate json that worked without
one, the parser expects it
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L1508[14:50:03] <raoulvdberge> still
erroring out with the same err
L1509[14:50:43] <shadekiller666> raoul,
is "type": {"crafing": {}} supposed to be
"crafting"?
L1510[14:50:51] <raoulvdberge> yes
L1511[14:51:23] <raoulvdberge> i had a
model file that used MC's format, and it worked
L1512[14:51:30] <raoulvdberge> with the
same state names etc.
L1513[14:52:04] <shadekiller666> also,
what does "grid_disconnected" look like?
L1514[14:52:16] <shadekiller666> the
error is complaining about storagecraft:grid
L1515[14:52:31] <shadekiller666> does
grid_disconnected reference some other model?
L1517[14:53:22] <shadekiller666> oh
jeeze
L1518[14:53:31] <shadekiller666> you have
things all kinds of screwy
L1519[14:53:40] <raoulvdberge> whats the
issue
L1520[14:53:49] <shadekiller666> do you
have this on a github repo?
L1521[14:53:49] <raoulvdberge> I just
checked how furnace.json did it
L1522[14:53:52] <gigaherz> ahh,
home....
L1523[14:53:58] <raoulvdberge>
shadekiller666: I do
L1524[14:54:04] <shadekiller666>
furnace.json doesn't use forge blockstate jsons
L1525[14:54:07] <sham1> if this issue is
something where I have to set all the textures...
L1526[14:54:16] <raoulvdberge>
shadekiller666: You want me to commit my changes or not?
L1527[14:55:17] <shadekiller666> i need
to see how things are setup in the file structure and within your
block class so ya
L1528[14:55:27] <raoulvdberge> ok 1
sec
L1530[14:56:38] <raoulvdberge> Github
push appears to be down :/
L1531[14:56:42] <raoulvdberge> ofcourse
jsut fucking this moment
L1534[14:57:14] <gigaherz> oops ninja'd
me
L1535[14:57:14] <tmtu> ninja
L1536[14:57:18] <gigaherz> nothing wrong
based on that
L1537[14:57:33] <raoulvdberge>
shadekiller666: pushed!
L1538[14:57:42] <shadekiller666> k
L1539[14:57:42] <raoulvdberge> yeah, that
status page probs won't check 10 second downtimes :P
L1540[14:57:50] <gigaherz> although
"Updated 9 days ago"
L1541[14:58:01] <gigaherz> not sure if
that means "last incidence" or just that hte page is 9
days out of date
L1542[14:58:01]
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L1543[14:58:01] <gigaherz> XD
L1544[14:58:07] <shadekiller666> you
don't really understand blockstates do you
L1545[14:58:22] <raoulvdberge> ?
L1546[14:58:48] <gigaherz> whyt's there a
json int he root of the resources folder?
L1547[14:58:55] <raoulvdberge> yeah NVM
that
L1548[14:59:00] <raoulvdberge> that was
the old mc model file I had
L1549[14:59:21] <gigaherz>
shadekiller666: that looks like a perfectly valid vanilla
blockstates json?
L1550[14:59:29] <shadekiller666>
BlockGrid has 3 different IProperties in it, then getStateFromMeta
only returns a blockstate with two of them
L1551[14:59:45] <gigaherz> oh I didn't
look at the code
L1552[14:59:57] <raoulvdberge>
shadekiller666: yes, but getActualState should be also called on
it
L1553[14:59:59] <shadekiller666> giga, it
is, but he has a forge blockstate json trying to use it as a
parent
L1554[15:00:09] <shadekiller666>
getActualState only applies to rendering
L1555[15:00:23] <shadekiller666> doesn't
actually affect the in-world blockstate
L1556[15:00:31] <gigaherz> yep
L1557[15:00:35] <raoulvdberge>
*sigh*
L1558[15:00:40] <shadekiller666> just
allows the block to have one last chance to change the model that
gets rendered
L1559[15:00:49] <gigaherz> getActualState
is for rendering details based on context (TE or neighbours)
L1560[15:00:56] <raoulvdberge> ok, thats
fine, thats what I'm using for it
L1561[15:01:01] <gigaherz> such as the
fence "extensions"
L1562[15:01:15] <shadekiller666> for
example, vanilla fences use it to render the connections between
posts
L1563[15:01:17] <gigaherz> since the same
data is available by other means, it's not used in the server
L1564[15:01:21] <shadekiller666> based on
neighboring blocks
L1565[15:01:52] <shadekiller666> also,
your getMetaFromState only checks 1 of the IProperties
L1566[15:01:53] <raoulvdberge> yeah
connected/disconnected is for rendering
L1567[15:01:58]
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L1568[15:01:59] <raoulvdberge> type too I
think
L1569[15:02:03] <raoulvdberge> or no type
not
L1570[15:02:12] <gigaherz> type is the
one you store in meta
L1571[15:02:31] <raoulvdberge> yea
L1572[15:02:38] <shadekiller666> good
lord this is a scary block hierarchy
L1573[15:02:39] <Soni> gigaherz, 9 days
out of date apparently
L1574[15:02:52] <shadekiller666>
BlockBase->BlockMachine->BlockGrid
L1575[15:02:52] <gigaherz> btw
L1576[15:03:01] <gigaherz>
ITileEntityProvider is obsolete
L1577[15:03:03] <raoulvdberge>
shadekiller: what is the issue with it?
L1578[15:03:06] <shadekiller666>
BlockBase and BlockMachine having more child classes :P
L1579[15:03:16] <gigaherz> it's
recommended to override hasTileEntity and createTileEntity
L1580[15:03:16] <raoulvdberge>
waaaat?
L1581[15:03:17] <sham1> And I figured my
thing issue out...
L1583[15:03:19] <Nitrodev> williewillus,
the problem about the IRecipe thing is that i don't know what to
add on the methods
L1584[15:03:24] <gigaherz> which use
IBlockStates instead of meta
L1585[15:03:27] <Soni> gigaherz, check
the dates
L1586[15:04:03] <gigaherz> lol
L1587[15:04:15] <raoulvdberge>
shadekiller666: so I have to change the actual block model itself?
O_O
L1588[15:04:40] <shadekiller666>
raoulvdberge, i fear you may need to change your Block classes
themselves
L1589[15:04:44]
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L1590[15:04:51] <gigaherz> raoulvdberge:
I just got home
L1591[15:04:53] <gigaherz> what's your
issue?
L1592[15:04:58] <shadekiller666>
BlockBase is borked with regards to getStateFromMeta and
getMetaFromState
L1593[15:05:15] <raoulvdberge> why?
L1594[15:05:22] <gigaherz>
shadekiller666: not really
L1595[15:05:26] <gigaherz> he's only
using metadata to store one property
L1596[15:05:29] <gigaherz> the rest are
rendering-only
L1597[15:05:34] <raoulvdberge> yeah
L1598[15:05:41] <gigaherz> so long as he
doesn't make use of them in the logic
L1599[15:05:47] <shadekiller666> so the
block doesn't actually rotate, just appears to?
L1600[15:05:47] <raoulvdberge>
connected/disconnected is only for rendering, the TE stores
that
L1601[15:05:54] <raoulvdberge> type is
stored in metadata
L1602[15:06:00] <shadekiller666> what
about direction
L1603[15:06:02] <gigaherz> rotation is
done based on TE
L1604[15:06:04] <gigaherz> not meta
L1605[15:06:10] ***
PaleoCrafter is now known as PaleOff
L1606[15:06:10] <gigaherz> which by the
way
L1607[15:06:14] <raoulvdberge> and
direction is also in the TE
L1608[15:06:19] <gigaherz> is horrible
for mod compat
L1609[15:06:19] <raoulvdberge> so no
issues there
L1610[15:06:26] <shadekiller666>
mhmm
L1611[15:06:33] <gigaherz> raoulvdberge:
I'll warn you
L1612[15:06:47] <gigaherz> your mod won't
be rotateable with things that try to change your direction as a
way to rotate blocks
L1613[15:06:48] <gigaherz> XD
L1614[15:06:55] <raoulvdberge> gigaherz:
I'm implementing rotateBlock? :P
L1615[15:06:57] <shadekiller666> this is
one problem with having Block classes that extend generic Block
classes
L1616[15:07:08] <gigaherz> raoulvdberge:
oh if you implement it, that's ok then
L1617[15:07:20] <raoulvdberge> the
problem is really not in the java code
L1618[15:07:24] <raoulvdberge> because it
worked fine with MC format
L1619[15:07:59] <sham1> When you think
that you have solved a problem it still does not work...
L1620[15:08:10] <shadekiller666> if
you're using your TE for storing direction, there is no point in
having a PropertyDirection in your blockstate
L1621[15:08:18] <raoulvdberge>
shadekiller666: there is, for rendering
L1622[15:08:19] <gigaherz>
shadekiller666: wrong
L1623[15:08:24] <raoulvdberge> I can't
get a TE from the model file :P
L1624[15:08:25] <gigaherz> MC needs to
enumerate all of them
L1625[15:08:34] <gigaherz> at
load-time
L1626[15:08:40] <gigaherz> it does so
based on the IProperties
L1627[15:08:41]
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L1629[15:09:03] <gigaherz> if he wanted
to remove the property
L1630[15:09:12] <gigaherz> he'd need a
custom state mapper and/or ISmartBlockModel
L1631[15:09:17] <MattDahEpic> do IEEPs
work on not players?
L1632[15:09:24] <shadekiller666> if its
rendering only shouldn't he be using an ExtendedBlockState and have
DIRECTION be an IUnlistedProperty?
L1633[15:09:33] <gigaherz>
shadekiller666: that's the HARD way
L1634[15:09:38] <sham1> MattDahEpic, yes
they do work on players
L1635[15:09:49] <gigaherz>
IUnlistedproperties are meant for stuff that's done outside
blocks
L1636[15:09:51] <MattDahEpic> sham1, not
players
L1637[15:09:52] <gigaherz>
blockstates*
L1638[15:09:56] ***
PaleOff is now known as PaleoCrafter
L1639[15:10:08] <sham1> ah
L1640[15:10:12] <sham1> yes they do
L1641[15:10:23] <gigaherz> MattDahEpic:
can't you attach them on your EntityConstructingEvent
handler?
L1644[15:10:40] <gigaherz> I have always
seen an "entity isntanceof EntityPlayer" in them
L1645[15:10:44] <raoulvdberge> in there
is the problem
L1647[15:11:33] <shadekiller666> i think
i see your problem
L1648[15:11:56]
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L1649[15:12:01] <gigaherz> hmmm does
forge blockstates accept that "x: 90" stuff
directly?
L1650[15:12:07] <gigaherz> without using
transform: { x: 90 } ?
L1651[15:12:07] <shadekiller666>
yep
L1652[15:12:15] <raoulvdberge> is that
the issue?
L1653[15:12:19] <shadekiller666>
nope
L1654[15:12:22] <raoulvdberge> oh
:x
L1655[15:12:24] <gigaherz> nah probably
not
L1656[15:12:28] <raoulvdberge> i was
getting all euphoric
L1657[15:12:32] <gigaherz> I'm just not
experienced with the forge variants
L1658[15:12:50] <gigaherz> so you have
all listed properties in it
L1659[15:12:57] <gigaherz> and each
listed property has all valid values
L1660[15:12:57]
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L1661[15:13:00] <raoulvdberge> I could
just dump the forge format, but then I'd have to write generate
scripts, which I do not want :p
L1663[15:13:03] <gigaherz> so it's ok up
to that point
L1664[15:13:42]
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L1665[15:13:50] <shadekiller666> because
of your blockstate having 3 IProperties, the game needs to know
what to do for all combinations of those properties
L1666[15:14:08] <gigaherz> and all 3 are
specified
L1667[15:14:15] <raoulvdberge> yeah
L1668[15:14:17] <shadekiller666> which is
what you have in the "old" grid json
L1669[15:14:25] <gigaherz> same in the
new
L1670[15:14:35] <raoulvdberge> isn't the
whole point of the forge system to avoid redeclaring the same
shit?
L1671[15:14:42] <gigaherz> yes
L1672[15:14:49] <gigaherz> so far as I
can tell, the blockstates is correct
L1673[15:15:13]
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L1675[15:15:48] <shadekiller666> i think
you may need to wait for fry to show up
L1676[15:16:05] <raoulvdberge> did he
make the system?
L1677[15:16:32] <shadekiller666> you can
define grid.json, grid_connected.json, and grid_disconnected.json
all in the same forge blockstate json if you do it right
L1678[15:16:36] <williewillus> yeah he
did
L1679[15:16:41] <shadekiller666> using
submodel variants and such
L1680[15:16:44] <williewillus> he's
usually up around now :p
L1681[15:19:15] <gigaherz> wait
raoulvdberge
L1682[15:19:20] <gigaherz> the only
difference between your models
L1683[15:19:23] <gigaherz> are the
textures?
L1684[15:19:29] <raoulvdberge> yes
xD
L1685[15:19:44] <gigaherz> then you can
use "textures": { "front":
"wahtever", ... }
L1686[15:19:47] <gigaherz> directly
;P
L1687[15:19:54] <gigaherz> in the
blockstates
L1688[15:20:04] <gigaherz> you don't need
the model files at all
L1689[15:20:05] <gigaherz> in fact
L1690[15:20:16] <raoulvdberge> will my x,
y transforms work as-is?
L1691[15:20:37] <williewillus> yes
L1692[15:20:40] <gigaherz> they
should
L1693[15:20:51] <williewillus> that's
what slabs do
L1695[15:24:00]
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L1696[15:24:22] <gigaherz> raoulvdberge:
well you'd need at LEAST a
"model":"whatever:orientable"
L1697[15:24:34] <raoulvdberge> oh yeah
lol
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L1701[15:26:17] <raoulvdberge> crashes
with the same error, Missing model, expected to find a string
L1702[15:26:24] <gigaherz> wait
L1703[15:26:30] <gigaherz> that's a json
parsing error
L1704[15:26:39] <gigaherz> hmmm
L1705[15:26:46] <gigaherz>
"forge_marker": "1" ?
L1706[15:27:19] <gigaherz> no
L1707[15:27:26] <raoulvdberge> no
L1709[15:28:03] <gigaherz> for
reference
L1710[15:28:05] <gigaherz> this DOES
work
L1711[15:28:09] <gigaherz> I'm actively
using it in my mod
L1712[15:28:10] <gigaherz> ;P
L1713[15:28:36] <williewillus> wait just
for the record what version of forge is this
L1714[15:29:02] <gigaherz> oooh
L1715[15:29:03] <gigaherz> right
L1716[15:29:03] <raoulvdberge>
1.8-11.14.1.1341
L1717[15:29:09] <gigaherz> wow that's...
yeah
L1718[15:29:10] <gigaherz> that's
why
L1719[15:29:12] <gigaherz> too old
;P
L1720[15:29:45] <gigaherz> that version
is from early april?
L1721[15:29:47] <gigaherz> or so
L1722[15:29:53] <gigaherz> before
blockstates system was merged
L1723[15:29:57] <gigaherz> try something
more recent
L1724[15:29:58] <gigaherz> ;P
L1725[15:30:00] <PaleoCrafter> I'd guess
even older
L1726[15:30:00] <raoulvdberge> oh my
god
L1727[15:30:05]
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L1728[15:30:06] <raoulvdberge> then the
fucking DOWNLOAD PAGE is broken xD
L1729[15:30:08] <williewillus> yeah forge
json format was introduced seven months ago
L1730[15:30:14] <gigaherz>
11.14.1.1341
L1731[15:30:14] <gigaherz> 03/21/2015
04:14:47 PM
L1732[15:30:16] <williewillus> it
probably didnt even exist in your build
L1733[15:30:19] <gigaherz> yep mid
march
L1734[15:30:24] <raoulvdberge> 1.8-Latest
11.14.1.1341
L1735[15:30:25] <williewillus> lol
L1736[15:30:27] <raoulvdberge> is on the
website
L1737[15:30:30] <gigaherz> not here
L1739[15:30:42] <williewillus> i see 1577
0.o for 1.8.0
L1741[15:30:46] <gigaherz> Download
Latest
L1742[15:30:46] <gigaherz> 1.8 -
11.14.4.1577
L1743[15:30:55] <williewillus> oh that's
the old page
L1744[15:31:00] <raoulvdberge> thanks
google
L1745[15:31:00] <williewillus> i thought
he took that down
L1746[15:31:05] <raoulvdberge> EVERYONE
IS FIRED
L1747[15:31:11] <raoulvdberge> lol
L1748[15:31:12] <gigaherz> wtf that page
still exists?!
L1749[15:31:16] <gigaherz> XD
L1750[15:31:45] <gigaherz> so get a newer
package
L1751[15:31:50] <gigaherz> or well
L1752[15:31:55] <gigaherz> !!latest
1.8
L1753[15:31:56] <MCPBot_Reborn> ===
Latest Mappings ===
L1754[15:31:56] <raoulvdberge> i hope my
code still works
L1755[15:31:57] <MCPBot_Reborn> MC
Version Forge Gradle Channel
L1756[15:31:57] <MCPBot_Reborn> 1.8
snapshot_20151128
L1757[15:31:58] <MCPBot_Reborn> 1.8
stable_18
L1758[15:32:02] <raoulvdberge> or i'll be
sem-angry :P
L1759[15:32:05] <raoulvdberge> *
semi
L1760[15:32:08] <gigaherz> hmm
L1761[15:32:20] <gigaherz> better get a
newer zip
L1762[15:32:24] <gigaherz> and unpack the
gradle stuff
L1763[15:32:29] <gigaherz> (wrapper and
build.gradle)
L1764[15:32:31]
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enough.)
L1765[15:32:48] <gigaherz> you'll need
fg2.0 and your gradle didn't have it yet
L1766[15:32:48] <PaleoCrafter> Well, the
download page is just a baked template and it's linked to maven in
some way, so
L1767[15:32:56]
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L1768[15:33:05] <PaleoCrafter> Probably
explains why that old one still exists
L1769[15:33:16] <raoulvdberge> google
still links to it
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L1771[15:34:15] <PaleoCrafter> For what
query?
L1772[15:34:33] <raoulvdberge> minecraft
forge download
L1773[15:34:36] <raoulvdberge> 1st
link
L1774[15:34:52] <PaleoCrafter> Oh
dear
L1775[15:34:53] <williewillus> get on
that seo :p
L1776[15:35:21] <PaleoCrafter> Guess
that's something I should do xD
L1777[15:35:31] <gigaherz> lol
L1778[15:36:22]
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L1779[15:37:51] <raoulvdberge> so this
has been a learning process for me
L1780[15:37:55] <raoulvdberge> always
check the version xD
L1781[15:38:15] <gigaherz> yup
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L1783[15:38:30] <raoulvdberge> do feel
kinda crappy though as I've been debugging for over 2 hours A
SYSTEM THAT DIDN'T EVEN EXIST IN MY VERSION!!!
L1784[15:38:34] <williewillus> it was
weird, because that error always pops up for me when I forget to
put forge_marker butit was there :p
L1785[15:38:37] <shadekiller666> wait, so
all of that trouble was an outdated version of forge?
L1786[15:38:40] <williewillus> yes
L1787[15:38:42] <gigaherz> yup
L1788[15:38:48] <raoulvdberge> Kill
me
L1789[15:38:51] <williewillus> the
blockstate json system wasn't even present in the build used
L1790[15:38:59] <gigaherz> saw
"forge_marker" and iw as like "lol wtf is
that?"
L1791[15:39:01] <williewillus> *forge
blockstae json
L1792[15:39:33] <shadekiller666> you guys
want to see one of the weirdest ways of implementing blocks in
1.8?
L1793[15:39:45] <williewillus> mcreator
:p
L1794[15:39:59] <shadekiller666> no
L1795[15:40:10] <shadekiller666> i got
one better :P wrote it myself a little while ago
L1796[15:40:30] <raoulvdberge> writing
all the JVM bytecode yourself? :P
L1798[15:40:55] <shadekiller666> also
take a look in RC2.java
L1799[15:41:32] <shadekiller666> that mod
is a roller coaster tycoon mod for minecraft, BlockTrack is a
generic track block
L1800[15:41:53] <shadekiller666> RCT has
like 85 different "coasters" total
L1801[15:41:59] <shadekiller666> 4
different types
L1802[15:42:49] <shadekiller666> each
type having at least 10 different track pieces (flat straight,
small corner, large corner, etc.)
L1803[15:42:59] <shadekiller666> with
that in mind
L1804[15:43:24] <shadekiller666> i had to
figure out how to implement all of those different blocks without
sucking up every block id slot in the game :P
L1805[15:44:35] <raoulvdberge>
shadekiller666: are you the author of the original mod?
L1806[15:44:54] <raoulvdberge> I tried it
out like a few months ago but couldn't figure out how to make
tracks work xD
L1807[15:45:00] <shadekiller666> oh, and
we also wanted to allow resource pack makers be able to add new
"track styles" (ie. CustomStyle X has Y list of available
pieces, and here is its set of models and train type)
L1808[15:45:13] <shadekiller666> i am one
of the co-devs on the original yes
L1809[15:45:31] <shadekiller666> my job
was to make the code of the other two authors more sane and
managable
L1810[15:45:40] <shadekiller666> and to
fix the damn placement of tracks :P
L1811[15:45:57] <Soni> what makes a final
static instance better than static methods?
L1812[15:46:35] <williewillus> Soni: what
do you mean? final static objects and static methods have different
uses
L1813[15:46:39] <gigaherz> for all
practical purposes that I can think of, nothing
L1814[15:46:40] <gigaherz> XD
L1815[15:46:58] <PaleoCrafter> Yeah, they
have totally different implications
L1816[15:47:04] <gigaherz> I still
haven't seen a reason that singletons are any better than just
static methods
L1817[15:47:10] <shadekiller666> the mod
i linked to is the "second" version, which has been on
the backburner because we've been busy with school, and i've been
busy with the OBJ loader for forge and such
L1818[15:47:13] <raoulvdberge> oof, the
only real code errors are changed mappings
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L1820[15:47:28] <gigaherz> and they are
slightly slower in most languages due to the extra
indireection
L1821[15:48:37] <shadekiller666> giga, i
think singletons allow there to be 1 instance of a class that can
be treated like an instance, not just as a static class
L1822[15:48:48] <shadekiller666> if that
makes any sense
L1823[15:49:23] <gigaherz> yeah
L1824[15:49:26] <gigaherz> in fact
L1825[15:49:27]
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L1826[15:49:28] <gigaherz> that IS one
advantage
L1827[15:49:32] <PaleoCrafter> Yeah,
singletons allow for having one API and easily swapping the
implementation
L1828[15:49:33] <gigaherz> the singleton
CAN implement interfaces
L1829[15:49:41] <gigaherz> and be passed
around to functions using interfaces
L1830[15:49:58] <gigaherz> AND the
singleton can be a proxy for an actual implementation
L1831[15:50:07] <shadekiller666> and you
don't run into a "calling non static from static"
problem
L1832[15:50:22] <gigaherz> that's not a
problem ,that's an actual bug in the code ;P
L1833[15:50:31] <shadekiller666>
true
L1834[15:50:54] <PaleoCrafter> But Soni
didn't even mention singletons :0
L1835[15:50:59] <shadekiller666>
singletons can also be stored in collections
L1836[15:51:01] <PaleoCrafter> * :P
L1837[15:51:06] <Soni> PaleoCrafter, I
think that was implied
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L1839[15:51:18] <shadekiller666> such as
is the case for the block and item registries
L1840[15:51:53] <Soni> <gigaherz>
and they are slightly slower in most languages due to the extra
indireection
L1841[15:52:01] <Soni> as if the JIT
doesn't optimize it away
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L1844[15:52:35] <shadekiller666> JIT is
often terrible at optimizing things :P
L1845[15:52:41] <raoulvdberge> PRAISE THE
LORD
L1846[15:52:43] <shadekiller666> as are
most gced languages
L1847[15:52:46] <raoulvdberge> the model
is working
L1848[15:52:47] <raoulvdberge> lol
L1849[15:52:51] <shadekiller666> :D
L1850[15:52:54] <tmtu> Soni: java isn't
c
L1851[15:53:06] <PaleoCrafter> Well,
static final instances and "perfect" singletons are two
completely different beasts :P
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L1853[15:54:08] <gigaherz> [22:52]
(Soni): as if the JIT doesn't optimize it away --- well... I do
suppose the JIT can assume a static final singleton won't change at
runtime..... but it's still a different type of call, not some
invokestatic
L1854[15:54:17] <gigaherz> although maybe
the way java is designed, the invoke static takes longer?
L1855[15:54:18] <gigaherz> XD
L1856[15:54:23] <gigaherz> hmf
L1857[15:54:30] <Soni> gigaherz, it
doesn't assume
L1858[15:54:32] <Soni> it profiles
L1859[15:54:50] <gigaherz> profiling is
creating empirical assumptions ;P
L1860[15:55:18] <gigaherz> in C/C++, a
singleton is still "call [address]" vs a static being
"call address"
L1861[15:55:31] <gigaherz> which is a
tiny tiny difference ;P
L1862[15:55:49] <tmtu> c has singletons
:p?
L1863[15:55:54]
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L1864[15:56:05] <gigaherz> tmtu: sure, it
has pointers to functions
L1865[15:56:08] <gigaherz> so you can
build call tables
L1866[15:56:09] <gigaherz> ;P
L1867[15:56:12] <tmtu> >_<
L1868[15:56:26] <gigaherz>
context->func(args)
L1869[15:56:29] <Soni> in java you get
"call address" even if you have something like
a.b().c().d().e().f(), as long as the JIT knows it won't
change
L1870[15:57:18] <raoulvdberge> so I got
rid of the block model, is there any way I could use the blockstate
for the item too?
L1871[15:57:32] <raoulvdberge> because i
could just say in the item model: "parent":
"blocks/xx"
L1872[15:57:34] <raoulvdberge> you get
the idea
L1873[15:57:42] <tmtu> Soni: so what was
the original question? sounds like bikeshedding :p
L1874[15:57:56] <williewillus> you can't
inherit within the blockstate yet but you can point the item model
to a variant inside the blockstate file
L1875[15:57:56] <gigaherz> raoulvdberge:
thanks to fry, you can use a blockstates file for items too!
L1877[15:58:16] <Soni> tmtu, none, just
wanted to know the advantages/disadvantages
L1878[15:58:17] <gigaherz> but it won't
have meta/states, just the "inventory":{x}
L1879[15:58:34] <gigaherz> hmm
actually
L1880[15:58:37] <gigaherz> inventory
looks like
L1881[15:58:42] <gigaherz>
"inventory":[{x}]
L1882[15:58:56] <raoulvdberge> do I have
to define anything in the java code for that?
L1883[15:58:57] <gigaherz> does that mean
you can do "inventory":[{x},{y}] for meta=0 and 1
respectively? ;P
L1884[15:58:57] <williewillus> if the
variants are exact same you can just point them to the block
variants
L1885[15:58:59] <tmtu> i'd prefer `static
final` over static methods, assuming you want mutable global
state
L1886[15:59:07] <gigaherz> (I don't
believe so)
L1887[15:59:30] <williewillus> like in
botania the altGrass i just loop through the metas and do
ModelLoader.setCustomMRL(botania:altGrass, "variant=" +
blah) and it uses the block model
L1888[15:59:38] <gigaherz> heh
L1889[16:00:04] <williewillus> specify
"transform": "forge:default-block" in defaults
though
L1890[16:00:43] <raoulvdberge> alright
thanks
L1892[16:01:24] <raoulvdberge> now gonna
remove the model files
L1893[16:01:36] <raoulvdberge> wanted to
at least have something working commited :P
L1894[16:01:45] <Soni> for utility
classes do I use a singleton (static final instance, either
directly public or through accessor) or static methods?
L1895[16:01:56] <raoulvdberge> Soni:
statics
L1896[16:02:08] <Soni> and why?
L1897[16:02:10] <raoulvdberge> utility
methods don't follow an object pattern
L1898[16:02:33] <raoulvdberge> they're
just utility methods there to be accessed whenever possible
L1899[16:02:56] <SkySom> Yep. Singleton
only make sense if you need to store some specific information or
such.
L1900[16:03:07] <SkySom> Most utility
methods should just require input -> output
L1901[16:03:11] <Soni> what about
interfaces? (good point raised by gigaherz)
L1902[16:03:22] <raoulvdberge> interfaces
for utility methods?
L1903[16:03:26] <Soni> yes
L1904[16:03:30] <raoulvdberge>
um...
L1905[16:03:47] <SkySom> Why do Utility
methods have an interface?
L1906[16:03:47]
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L1907[16:03:48] <raoulvdberge> why would
you want that?
L1908[16:03:49] <Soni> e.g.
Comparator<T> or w/e it's called
L1909[16:03:50] <PaleoCrafter> Utilities
shouldn't be more than 'extension' methods
L1910[16:04:16] <SkySom> That'd be an
okay object imo?
L1911[16:04:23] <PaleoCrafter> That's
more than a utility class, it's a comparator :P
L1912[16:04:34] <SkySom> Yeah.
L1913[16:04:47] <PaleoCrafter> It'd be a
field in a utility class maybe
L1914[16:05:35] <tmtu> Soni: i'd use
static methods for helper stuff
L1915[16:05:46] <tmtu> also assuming it
doesn't have global mutable state :p
L1916[16:05:59] <tmtu> eg. read file
contents into List<String>
L1917[16:06:42] <Falkreon> tbh
comparators are functional, I'd just make them a static method,
treat them like a lambda, and retrolambda them down to java 1.6
:P
L1918[16:07:19] <PaleoCrafter> lol
L1919[16:07:58] <williewillus> anyone
used Item.getModel in 1.8?
L1920[16:08:17] <williewillus> trying to
put it on a bow with code directly from 1.7 but it's always showing
the first pull texture when resting
L1921[16:08:35] <PaleoCrafter> That makes
them cumbersome to use for everybody without lamdas though,
Falkreon :P
L1922[16:09:09] <Falkreon> because people
are totally getting in line to use my mods
L1923[16:09:13] <Falkreon> and make mods
for my mods
L1924[16:10:03] <Falkreon> I also tend to
use comparators for internal classes, not API ones
L1925[16:10:31] <PaleoCrafter> When you
make the comparator a static final field you can still use lambdas,
make it easier for everyone else *and* you don't get the overhead
of creating a new instance every time you use it like you'd do with
retrolambda
L1926[16:11:04] <Falkreon> that's the
thing, I'd assign a lambda to the static final field so it became a
class to everyone looking at it :P
L1927[16:11:20] <Falkreon> and in the
bytecode
L1928[16:11:22] <PaleoCrafter>
Exactly
L1929[16:11:32] <Falkreon> it's a fine
solution.
L1930[16:11:46] <Falkreon> I don't see a
use-case but the logic's solid.
L1931[16:12:35]
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L1934[16:14:43] <PaleoCrafter> I've seen
people expose comparators in their APIs, if they want to be able to
sort by additional attributes for players (something where they
can't implement Comparable), for example
L1935[16:14:58] <williewillus> did you do
ModelLoader.setCustomModelResourceLocation?
L1936[16:17:01] <raoulvdberge>
williewillus:
ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(StorageCraftBlocks.GRID),
0, new ModelResourceLocation("storagecraft:grid",
"inventory"));
L1937[16:17:05] <raoulvdberge> should
work right?
L1938[16:17:12] <gigaherz> WOAH
L1939[16:17:17] <gigaherz> Ijust opened a
C#project in IDEa by mistake
L1940[16:17:19] <gigaherz> and it works
XD
L1941[16:17:25] <williewillus> of coursse
it would lol
L1942[16:17:37] <gigaherz> I didn't know
a program called IntelliJ did C#
L1943[16:17:45] <PaleoCrafter> Wut
L1944[16:17:55] <gigaherz> syntax
highlight and all
L1945[16:17:59] <PaleoCrafter> :O
L1946[16:18:10] <williewillus>
raoulvdberge: hm, does it just show purple black checker?
L1947[16:18:12] <PaleoCrafter> How about
compiling?
L1948[16:18:14] <gigaherz> no
intellisense though XD
L1949[16:18:15] <raoulvdberge>
williewillus: yes
L1950[16:18:33] <gigaherz> PaleoCrafter:
Build->Make project succeeded
L1951[16:18:41] <PaleoCrafter>
Coolio
L1952[16:18:49] <williewillus> try to run
it
L1953[16:19:01] <PaleoCrafter> What
exactly did you open? A VS solution?
L1954[16:19:08] <gigaherz> the
folder
L1955[16:19:18] <gigaherz> I presume it
detected the .sln in it
L1956[16:19:23] <gigaherz> and loaded
that as a project
L1957[16:19:34] <gigaherz> I meant to
load the java port next to it
L1958[16:20:01]
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L1959[16:20:24] <PaleoCrafter> Weird that
they don't advertise it anywhere xD
L1960[16:21:07] <masa> wtf does
"Scheme change not implemented" mean? my eclipse is again
complaining that it can't hot swap code
L1961[16:21:16] <tmtu> probably still
better than shitty vs >:)
L1962[16:21:27] <masa> I edited a simple
debug print statement and it can't hot swap it? ffs
L1963[16:21:40] <gigaherz> stupid IDEA,
detects an instance var as something I could convert into
local
L1964[16:21:48] <gigaherz> but doing so
would break the semantics
L1965[16:22:00] <gigaherz> since it's
used to pass information from a recursive function back to the
parent calls
L1966[16:22:15] <tterrag> that's the
problem with IDEs trying to be smarter tahn they are :P
L1967[16:22:22] <PaleoCrafter> masa, was
the print inside some anonymous class?
L1968[16:22:58] <gigaherz> so I was
wasking earlier while in in my laptop
L1969[16:23:36] <gigaherz> does anyone
here happen to know some existing implementation of a data
structure that can have both front/back insertion AND indexed
access?
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L1971[16:24:34] <gigaherz> the best
suggestion was LinkedList, but that seems overkill
L1972[16:24:56] <gigaherz> all I need is
.get(i), .add/removeFront, .add/removeBack
L1973[16:25:28] <PaleoCrafter> A scala
Vector :P
L1974[16:25:52] <gigaherz> does that work
from Java? ;P
L1975[16:26:16] <gigaherz> ATM I'm using
a custom array-deque of sorts
L1976[16:26:22] <PaleoCrafter> Sure, in
theory
L1977[16:26:26] <gigaherz> I'm not
implementing List or Deque, since I lack methods
L1978[16:26:46] <gigaherz> it's just
simply an expandable circular buffer
L1979[16:29:24] <masa> PaleoCrafter: no,
it was inside a method in a TESR
L1980[16:29:49]
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L1981[16:29:53] <PaleoCrafter> Hm, very
weird then
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L1983[16:31:16] <PaleoCrafter> I don't
know of any existing Java collection with these properties,
gigaherz, at least none with constant performance for those
operations
L1984[16:31:29] <gigaherz> yeah I'll just
keep using my own
L1985[16:31:30] <gigaherz> XD
L1986[16:31:47] <gigaherz> I'm removing
the unneded methods
L1987[16:31:53] <gigaherz> may as well
make it as small as possible
L1988[16:32:02] <masa> ugh what, now the
game crashed when I destroyed the block... with an
EXCEPTION_ACCESS_VIOLATION
L1989[16:32:08] <williewillus> lol
L1990[16:32:18] <williewillus> someones
asm dun goofed
L1991[16:32:21] <masa> I'm so fucking fed
up with this shit
L1992[16:32:37] <masa> this isn't even my
own mod I'm trying to work on
L1993[16:32:45] <williewillus> take a
break :p
L1994[16:32:46] <williewillus> what
mod?
L1995[16:33:34] <gigaherz> actually
wtf
L1996[16:33:37] *
gigaherz facepalms
L1997[16:33:39] <tmtu> PaleoCrafter: how
do you have O(1) for all of those? i thought one ruled out the
other?
L1998[16:33:43] <gigaherz> I don't NEED
deque semantics at all
L1999[16:33:52] <gigaherz> I just need an
indexable queue ;P
L2000[16:33:55] <williewillus> ugh 1.7 is
so much laggier than 1.8
L2001[16:34:03] ***
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L2002[16:34:26] <PaleoCrafter> Do not ask
me, tmtu :P
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L2005[16:37:06] <PaleoCrafter> Could just
use an ArrayList then, gigaherz :P
L2006[16:37:37] <gigaherz> arraylist can
"removeFront" quickly?
L2007[16:37:57] <gigaherz> well remove(0)
;P
L2008[16:38:19] <PaleoCrafter> Oh,
herpderp
L2009[16:38:47] <PaleoCrafter> Mixed up
queue and stack there, lol
L2010[16:38:56] <gigaherz> heh
L2011[16:39:31] <williewillus> can't you
have somethign where instead of removing the front and shifting
everything over you just increment an int telling you where the
"front" is?
L2012[16:40:04] <gigaherz> williewillus:
that's what the class does, in essence
L2013[16:40:18] <williewillus>
arraylist?
L2014[16:40:21] <gigaherz> keeps an
"offset" + "count",
L2015[16:40:26] <gigaherz> no, the custom
one I'm using
L2016[16:40:45] <gigaherz> and has a
"grow" method that copies over the data if the capacity
runs out
L2017[16:41:22] <PaleoCrafter> You *do*
need deque semantics
L2018[16:41:43] <gigaherz> no I only need
removeFirst and addLast
L2019[16:41:58] <PaleoCrafter> Well,
that's half of them :P
L2020[16:42:01] <gigaherz> yes
L2021[16:42:06] <gigaherz> that's the
difference between queue and deque
L2022[16:42:07] <gigaherz> ;P
L2023[16:42:46] <PaleoCrafter> Geez,
derp²
L2024[16:43:39] ***
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L2028[16:45:00] <raoulvdberge> anyone
know when EntityPlayer.getCommandSenderName() was removed /
renamed?
L2029[16:45:09] <gigaherz> it's just
.getName()
L2030[16:45:22] <raoulvdberge> since
when? It's crashing latest NEI :P
L2031[16:45:25] <gigaherz> it was changed
some months ago
L2032[16:45:36] <gigaherz> do a !mh
EntityPlayer.getCommandSenderName()
L2033[16:45:45] <raoulvdberge> !mh
EntityPlayer.getCommandSenderName()
L2034[16:45:58] <raoulvdberge> Yeah. I
made a bug report for it on NEI's end.
L2035[16:46:12] <williewillus> well cb
has been silent for several months now
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L2037[16:46:16] <gigaherz> yeah
L2038[16:46:18] <gigaherz> no 1.8.8
:(
L2039[16:46:29] <raoulvdberge> he did do
a commit to chickencore 15 hours ago
L2040[16:46:30] <gigaherz> any 1.8 mod
can use stable_18 mappings now
L2041[16:46:32] <raoulvdberge> so I have
hope
L2042[16:46:34] <raoulvdberge> lol
L2043[16:46:40] <gigaherz> they can know
they won't change
L2044[16:46:41] <gigaherz> ;P
L2045[16:47:20] <raoulvdberge> if he
doesn't fix it i'll do a PR
L2046[16:47:27] <raoulvdberge> then its
just pressing the merge button lol
L2047[16:47:28] <williewillus> wtf why
does my stateimpl crash
L2048[16:47:38] <williewillus>
"cannot set state down, does not exist" except I'm not
setting to down
L2049[16:47:43] <williewillus> I'm
setting to a horizontal... >.<
L2050[16:47:50] <fry> PaleoCrafter: so,
was it you who did the animated forge logo? or is my memory that
bad? :P
L2051[16:48:06] <PaleoCrafter> It was me
indeed
L2052[16:48:19] <Jared> Does anyone have
a tutorial on how to do a fluid in 1.8.8? specifically the
rendering part
L2053[16:48:33] <PaleoCrafter> Still have
the files somewhere on my disk
L2054[16:49:33] <fry> what's the original
format? :P
L2055[16:49:45] <fry> Jared: inventory or
world?
L2056[16:49:50] <Jared> world
L2057[16:49:53] <PaleoCrafter> Synfig
something
L2058[16:50:09] <Jared> or well both
fry
L2059[16:50:10] <williewillus> heh fluids
is like the one things botania doesnt touch
L2060[16:50:12] <PaleoCrafter> It's
vector animation software
L2061[16:50:21] <williewillus> still have
no idea how to do the lexica botania :D
L2063[16:50:49] <Jared> uh fry check the
url again
L2064[16:50:57] <williewillus> heh
L2065[16:50:58] <fry> boo
L2067[16:51:09] <Jared> yea I got it
:3
L2068[16:51:13] <Jared> there was a typo
in minecraftforge
L2069[16:51:33] <fry> PaleoCrafter: can
you export in something loseless video-like and ahoot it to me?
also, can you make sparks not go back again? :P
L2071[16:52:04] <PaleoCrafter> Sure, let
me boot my PC
L2072[16:52:13] <PaleoCrafter> What
format would you prefer?
L2073[16:52:33] <raoulvdberge> .bmp
L2074[16:52:53]
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L2077[16:53:19] <Jared> ah thanks
L2078[16:53:22] <PaleoCrafter> I could
get you an animated PNG, but that's not very common xD
L2079[16:53:39] <fry> apng is hard to
convert to anything else sadly :P
L2080[16:53:45] <fry> at least on
linux
L2081[16:53:50] <fry> make mkv or smth
:P
L2082[16:53:57] <PaleoCrafter> k
L2083[16:55:10]
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L2088[17:00:58] <williewillus> so
botania's custom glsl shaders are all broken in 1.8 and I have no
idea how to fix them :P
L2089[17:01:28] <tmtu> wont compile or
wont output
L2090[17:01:52] <williewillus> nothing
happens in game
L2091[17:02:04] <williewillus> some
things are rather ugly without his shaders :p
L2092[17:02:27] <tmtu> "nothing
happens" doesn't say very much :p
L2093[17:02:36] <sham1> Oh, fry's
here
L2094[17:02:38] <williewillus> it's
exactly that though, the shaders don't apply
L2095[17:02:50] <tmtu> have you tried
outputting blank color
L2096[17:03:28] <williewillus> i have no
idea how they weork so no :p
L2097[17:03:58] <tmtu> •_•
L2101[17:06:31] <gigaherz> VapourDrive:
you worry too much, there's always people here willing to help
people most mods to 1.8.x ;P
L2102[17:07:25] <VapourDrive> The console
log doesn't give the "could not find model" error for
anything, and I'm pretty sure I have texture names correct
L2103[17:08:09]
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L2104[17:08:12] <gigaherz> you need to
manually specify the locations for item models
L2105[17:08:20] <gigaherz> you'll need a
client proxy
L2106[17:08:23] <sham1> hmrm
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L2108[17:08:24] <gigaherz> and int he
client proxy
L2109[17:08:30] <gigaherz> call
ModelLoader.setCustomModelResourceLocation
L2110[17:08:35] <sham1> This really is
curious
L2111[17:08:38] <williewillus> are your
item model names different from you item's registry names?
L2112[17:08:43] <gigaherz> in some method
that gets called from pre-init
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L2114[17:10:19] <gigaherz> also your mod
is annoyingly over-organized XD
L2115[17:10:26] <gigaherz> at least for
browsing directly on github
L2116[17:10:48] <gigaherz> but yeah the
same thing stands
L2117[17:11:09] <gigaherz> you NEED to
call ModelLoader.setCustomModelResourceLocation for every item that
needs a model
L2118[17:11:17] <gigaherz> including
blocks in item form
L2119[17:12:03] <gigaherz> and if you
have subitems, you need to call ModelBakery.addVariantName for
every subitem that needs a separate model
L2120[17:12:13] <VapourDrive>
williewillus: the model names are different from the registry names
yes, all of the registry names don't have "Hammer"
appended to them (missight on my part, and I didn't want people to
lose items)
L2121[17:12:13] <VapourDrive> gigaherz: I
have a client proxy that calls a method in my HS_Items file that
should pipe everything through a function that calls that for all
of the items; and yeah ti is a little over organised
L2122[17:12:24] <gigaherz> PRE init
L2123[17:12:27] <gigaherz> ;P
L2124[17:12:47] <williewillus> that's not
the problem giga, it's that he's not using addVariantName
L2125[17:13:00] <williewillus> if you
model names differ from your registry name you need to make the
loader aware of that using addVariantname
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L2127[17:13:31] <sham1> williewillus, you
seem like you would understand this better than I do
L2128[17:13:41] <williewillus> what is
it
L2129[17:13:45] <gigaherz> williewillus:
as I said
L2130[17:13:45] <sham1> I got the
variants now to work, but the texture is not being set
L2131[17:13:47] <gigaherz>
overorganized
L2132[17:13:50] <Zaggy2048> is water
excluded from smooth lighting for some reason?
L2133[17:13:56] <gigaherz> I can't find
anything else because everything is hidden behind a chain of method
calls
L2134[17:14:02] <gigaherz> XD
L2135[17:14:07] <sham1> And it is
annoying to say the least
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L2137[17:14:20] <sham1> Because I am
certain that it should work
L2138[17:14:34] <gigaherz> VapourDrive:
by the way you don't need any annotation on your proxy methods,
since you are explicitly calling them from your @Mod
L2139[17:14:57] <gigaherz> wait
nevermind
L2140[17:15:03] <gigaherz> that's an
@Override
L2141[17:15:07] <VapourDrive> I can't
register items in pre Init though because I don't have items yet at
that point, I register items in Init because some are dependent on
other items being registered in the oredictionary
L2142[17:15:08] <sham1> :P
L2143[17:15:13] <gigaherz> I'm too tired
to read that code
L2144[17:15:29] <sham1> VapourDrive, what
do you mean "dependent"
L2145[17:15:29] <gigaherz> VapourDrive,
well ModelLoader.setCustomModelResourceLocation only works from
preinit, so far as I know :/
L2146[17:15:47] <sham1> For crafting
stuff?
L2147[17:16:08] <gigaherz> VapourDrive:
however
L2148[17:16:14] <gigaherz> all items
should be registered in preinit
L2149[17:16:17] <gigaherz> so having a
dependency string
L2150[17:16:23] <VapourDrive> The mod
adds hammers, and some are like copper and bronze etc, so I only
create a copper hammer if there's a copperIngot registered
L2151[17:16:26] <gigaherz> where you ask
your mod to be loaded after your dependencies
L2152[17:16:32] <gigaherz> should be
enough
L2153[17:16:41] <sham1> Cant you disable
things in later init phases?
L2154[17:17:06] <sham1> like disabling
certain blocks and items
L2155[17:17:17] <gigaherz> a bit like I
did here: @Mod(modid = EnderRiftMod.MODID, version =
EnderRiftMod.VERSION, dependencies =
"after:Waila;after:NotEnoughItems")
L2156[17:17:21] <sham1> because if so
then that's your solution VapourDrive
L2157[17:17:37] <gigaherz> if that
copperIngot is not registered in preinit
L2158[17:17:40] <gigaherz> then you need
to slap someone hard
L2159[17:17:41] <gigaherz> ;P
L2160[17:20:07] <VapourDrive> I can try
moving things around to get items registered in preInit, but I
don't want to register items that have no point, namely registering
hammers whether or not they have oreDictionary counterparts or
not.
L2161[17:20:20] <gigaherz> oh and you
don't actually need to register the items, only create their
instances ;P
L2162[17:20:44] <VapourDrive> Oh really,
I only have to have the item instance created? that's a lot
nicer
L2163[17:21:22]
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L2164[17:21:28] <gigaherz> hmmm
L2165[17:21:33] <gigaherz> I can't really
confirm that last bit
L2166[17:21:46] <gigaherz> I'm still
looking at the sequence of stuff that happens during the actual
initialization
L2167[17:21:52] <VapourDrive> I'll give
it a shot at least
L2168[17:22:17] <gigaherz> ah
getIdFromItem
L2169[17:22:21] <gigaherz> yep it won't
work sorry
L2170[17:22:38] <gigaherz> anything added
to the loader must have an ID
L2171[17:23:17] <VapourDrive> ugh
L2172[17:23:24]
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L2173[17:23:29] <gigaherz> but
really
L2174[17:23:36] <gigaherz> all those
items should exist in preinit
L2175[17:23:50] <gigaherz> assuming the
other mods are properly given as dependencies to yours
L2176[17:23:57] <gigaherz> so that FML
knowsto load them first
L2177[17:25:09] <gigaherz> (should, but
mods may not do things right ¬¬)
L2178[17:26:00] <VapourDrive> and I'm
trying to avoid needing to list all the mods that provide certain
ingots as dependencies before mine
L2179[17:26:07] ***
Darkhax_AFK is now known as Darkhax
L2180[17:26:13] <gigaherz> well yo ucan't
have everything :/
L2181[17:26:37] <VapourDrive> That's
true, I'll do some moving around and see what I can do
L2182[17:26:50] <gigaherz> I'm trying to
think of alternatives
L2183[17:27:17] <VapourDrive> for now, I
have to go afk, thanks for the help everyone!
L2184[17:27:22] ***
VapourDrive is now known as VapourAFK
L2185[17:28:22] <gigaherz> hmf
L2186[17:28:38] <gigaherz> I'm certain
the model loader stuff required pre-init
L2187[17:28:47] <gigaherz> but I'm having
a hard time firuging out why
L2188[17:31:43] <williewillus> huh just
noticed something
L2189[17:32:02] *
gigaherz shrugs
L2190[17:32:05] <gigaherz> it's just how
it is.
L2191[17:32:23] <williewillus> splash
potion particles always apepar at the neg x/z corner of the block
where they land
L2192[17:32:24] <williewillus> bug
L2193[17:32:29] <gigaherz> the initial
model registration happens in preinit
L2194[17:33:09] <gigaherz> however, the
old method DID work from init so hmf
L2195[17:33:38] <gigaherz> maybe
VapourAFK's solution would be to register the items using the old
method.
L2196[17:33:59] <gigaherz> williewillus:
vanilla doesn't do that?
L2197[17:34:08] <sham1> I thought it
does
L2198[17:34:34] <sham1> Anyway
L2199[17:35:19] ***
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L2200[17:36:20] <sham1> The more I try to
work with this the more I become annoyed
L2201[17:36:32] <williewillus> sham1:
what was your quesiton? kinda forgot about you lol
L2202[17:36:45] <sham1> Oh lol :P
L2203[17:36:49]
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L2206[17:37:12] <sham1> Neither of these
variants give me the thing I want
L2207[17:37:46] <sham1> AKA the block
with that variant of the block does not have those specified
textures applied
L2208[17:38:24] <williewillus> what
happens instead?
L2209[17:39:04] <williewillus> try ading
[] around those full variants. e.g.
"connect..asd.asdklajsdlk": [{ "textures": ...
}]
L2210[17:39:17] <williewillus> it's
probably taking that whole string as a property name, and thinks
"texture" is a value for that property
L2211[17:39:24] <sham1> hmm
L2212[17:39:27] <sham1> Lets try
that
L2213[17:40:12] <sham1> nope
L2214[17:40:15] <sham1> Didnt help at
all
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L2217[17:40:47] <williewillus> what
errors if any
L2218[17:40:50] <williewillus> and waht
result in world
L2219[17:40:55] <sham1> No errors
L2221[17:41:50] <sham1> That is the
in-world result
L2222[17:41:51] <Tundmatu> hi pink
cube
L2223[17:42:04] <sham1> Yeah
L2224[17:42:12] <williewillus> i would
specify default textures for all sides in defaults
L2225[17:42:23] <sham1> Lets try
that
L2226[17:42:24] <Tundmatu> tere
roosa
L2227[17:42:41] <williewillus> you need a
base model to work off of, the variant defs in each property-val
specify *changes* to the default model
L2228[17:43:28] <sham1> Hmm
L2229[17:43:31]
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L2230[17:43:34] <sham1> Lets see if it
changed anything
L2231[17:44:00] <sham1> Well the default
texture works :P
L2232[17:44:10] <Tarig> hey guys, is
there any talk of being able to specify what side a b3d quad should
be assigned to?
L2233[17:44:25] <williewillus> paging
fry^
L2234[17:46:02] <sham1> yeah
L2235[17:46:09] <sham1> The default
textures work wonderfully
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L2237[17:47:23] <williewillus> do your
other variants hide as intended?
L2238[17:47:37] <sham1> hard to tell
really
L2240[17:48:01] <sham1> Not very
"connected textures"-ey
L2241[17:48:10] <Tarig> so much
purple
L2242[17:48:16] <sham1> Working on
it
L2243[17:48:29] <Tarig> i'm assuming your
looking at the glass panes
L2244[17:48:34] <williewillus> someone
should make the purple black mod
L2245[17:48:40] <williewillus> easiest
rendering job ever
L2246[17:48:44] <gigaherz> lol
L2247[17:48:48] <sham1> yeah, the window
blocks iw aht I am working on now
L2248[17:49:06] <gigaherz> call it
"Placeholder Mod"
L2249[17:49:09] <shadekiller666> magenta*
black
L2250[17:49:13] <gigaherz> with one
single block: "Placeholder"
L2251[17:49:22] <sham1> placeholder
L2252[17:49:24] <gigaherz> that has no
purpose besides being a purple and black block
L2253[17:49:32] <sham1> You can stand on
it
L2254[17:49:33] <Tarig> no bounding
box
L2255[17:49:39] <gigaherz> xcept, ifyou
rightclick with another block
L2256[17:49:41] <sham1> Well damn
it
L2257[17:49:43] <gigaherz> you replace it
with the one in hand
L2258[17:49:54] <sham1> building made
painless
L2259[17:50:02] <shadekiller666>
nahh
L2260[17:50:06] <Tarig> building x2
L2261[17:50:10] <shadekiller666> you'd
have to place 2 blocks
L2262[17:50:12] <williewillus> oh yeah I
kinda promised I would finish the Mercurial Eye in ProjectE over
the break didn't i
L2263[17:50:16] <williewillus> oops
botania port came up :p
L2264[17:50:36] <sham1> anyway
shadekiller666, do you have any idea what I would be doing
wrongf
L2265[17:50:42] <shadekiller666> and with
no bounding box you'd have a harder time
L2266[17:50:44] <Tundmatu> williewillus:
fix shaders >:o
L2267[17:50:48] <Tundmatu> mwuaa
L2268[17:50:52] <williewillus> i have no
idea how they work
L2269[17:50:56] <williewillus> you should
fix them for me :p
L2270[17:50:59] <shadekiller666>
uhhh
L2271[17:51:12] <Tarig> you checked out
fences?
L2272[17:51:19] <williewillus> ?
L2273[17:51:26] <Tarig> they are
connected models sham1
L2274[17:51:28] <shadekiller666> sham1
there are various things, see if fry csn help
L2275[17:51:33] <Tundmatu> williewillus:
gimme gimme
L2276[17:51:34] <sham1> it already gets
properties from the blocks next to them
L2277[17:51:38] <sham1> so yes
L2278[17:51:53] <williewillus> Tundmatu:
github.com/williewillus/Botania/tree/MC18
L2279[17:51:58] <Tarig> if you know how
to inject a smart model
L2280[17:52:00] <williewillus> not even
sure if any of the shaders work
L2281[17:52:10] <williewillus> just find
usages for ShaderHelper.useShader/releaseShader
L2282[17:52:14] <williewillus> and
compare those spots with 1.7
L2283[17:52:29] <Tarig> inject it for one
of the states that don't seem right to make sure that the block is
getting it's state correctly
L2284[17:52:44] <gigaherz> Tarig: there's
more than one way
L2285[17:52:48]
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L2286[17:53:27] <Falkreon> shaders still
can't do anything but postprocess, right?
L2287[17:53:28]
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L2288[17:53:30] <Tarig> as with most
things
L2289[17:53:42] <sham1> And to imagine
that connected textures were even more of a pain in 1.7.x...
L2290[17:53:44] <sham1> Eugh
L2291[17:53:57] <Tundmatu> oh, i don't
wanna dig in java source
L2292[17:54:05]
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L2293[17:54:10] <williewillus> welp
:p
L2294[17:54:22] <williewillus> those
aren't going to be fixed until the very end
L2295[17:54:28] <williewillus> so anyone
is welcome to poke them
L2296[17:54:50] <sham1> propably should
go to sleep now
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L2298[17:54:56] <williewillus>
probably
L2299[17:55:03] <sham1> yes
L2300[17:55:11] <sham1> I am too tired
for this shit
L2301[17:55:47] <sham1> good nights
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L2308[18:02:24] <gigaherz> sorry my
computer just sortof farted away
L2309[18:02:35] <gigaherz> [00:52]
(gigaherz): Tarig: there's more than one way
L2310[18:02:42] <gigaherz> did anyone
actually answer that ;P
L2312[18:03:39] <Tarig> I responded, as
with most things, but i'm assuming your talking about my smartmodel
injection comment
L2313[18:03:56] <gigaherz> yeah I mean if
anyone else gave a solution meanwhile
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L2315[18:04:15] <gigaherz> but the logs
seem to indicate no one did
L2316[18:04:16] <gigaherz> so
L2317[18:04:20] <gigaherz> as I was
saying
L2318[18:04:46] <gigaherz> you can
implement an ICustomModelLoader, and register it into the
ModelLoaderRegistry
L2319[18:05:16] <gigaherz> then in the
accept method, you accept the ResourceLocation for the
block/item
L2320[18:05:34] <gigaherz> and in
loadModel, you return an IModel instance that, on bake(), returns
the ISmartBlockModel
L2321[18:05:37] ***
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L2322[18:05:51] <gigaherz>
alternatively,
L2323[18:05:55] <gigaherz> you can handle
ModelBakeEvent
L2324[18:06:08] <gigaherz> and register
the model manually with the resourcelocation of the block
L2325[18:06:17]
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L2326[18:06:20] <gigaherz> or the third
choice,
L2327[18:06:27] <gigaherz> you can give
the block a custom state mapper
L2328[18:06:50] <gigaherz> and avoid the
smart model XD
L2329[18:07:09]
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L2330[18:07:21] <gigaherz> (I gave them
in order of how much you should prefer that option, with the state
mapper being the last choice)
L2331[18:09:37] <Tarig> i've done
#2
L2332[18:09:44] <Tarig> but i think i'll
implement #1
L2333[18:10:15] <Tarig> as long as I can
scan the variants in the accept method it'll work for me
L2334[18:10:59] <gigaherz> hmmm not sure
if the accept method includes variants, isn't that the point of the
smart model? to be able to react to blockstates in place of using
variants?
L2335[18:12:26] <Tarig> I have a camo
true,false
L2336[18:12:32] <Tarig> where true is
smart model
L2337[18:12:38] <Tarig> and false is a
basic model
L2338[18:13:16] <Tarig> the camo state
still uses the model found for the non-camo state and it swaps the
textures
L2339[18:14:01] <Tarig> works pretty well
with b3d and json models
L2340[18:14:07] <Tarig> and the textures
found in vannila
L2341[18:20:10]
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L2344[18:22:54] <Tarig> <gigaherz>
looks like ICustomModelLoader is just for loading a paticular type
of "file" I guess I could set the model to *.camo but I
think that'll confuse things
L2345[18:29:48] <gigaherz> well that's
the normal use
L2346[18:30:07] <gigaherz> but you can
also "catch" a name directly, even if it doesn't have a
specific extension
L2347[18:32:03]
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L2348[18:33:45] <Ri5ux> It's now what, a
year after 1.8's release? Is there any alternative to the JSON
bullshit for blocks and items? I'm still refusing to work with
it.
L2349[18:34:33] ***
kroeser|away is now known as kroeser
L2350[18:34:46] <gigaherz> Ri5ux: OBJ
models and B3D models
L2351[18:35:00] <gigaherz> you can also
choose to skip the blockstates json
L2352[18:35:02] <gigaherz> and do it all
in code
L2353[18:35:09] <Ri5ux> That'd be
great.
L2354[18:35:25] <gigaherz> but then you
are removing the ability for resourcepack authors to customize your
stuff
L2355[18:35:28] <gigaherz> so I won't
help you do that ;P
L2356[18:35:39] <gigaherz> it's possible
though
L2357[18:35:41] <Ri5ux> I don't want them
to customize my stuff >_>
L2358[18:36:47] <Ri5ux> Is there at least
documentation somewhere showing how to do it? I haven't looked too
deep yet, but I'm looking.
L2359[18:37:22] <Tarig> i'll say look at
modelbakeevent
L2360[18:37:48] <Ri5ux> I'll go ahead and
assume everything can be modified from that event.
L2361[18:39:11] <Ri5ux> My only other
complaint here is probably out of ignorance, but is there a good
replacement for ItemRenderers?
L2362[18:39:21] <gigaherz> depends
L2363[18:39:36] <gigaherz> if you just
need a static item, yes, the item models work just as well as the
block ones
L2364[18:39:43] <Ri5ux> I'd like to be
able to execute code during the rendering of the item
L2365[18:39:50] <Ri5ux> More of a dynamic
item
L2366[18:39:50] <gigaherz> and can load
OBJ and B3D
L2367[18:39:52] <gigaherz> however
L2368[18:40:10] <gigaherz> there is no
means to actually draw a complex animated item the way you could
just do opengl calls in older versions
L2369[18:40:32] <Ri5ux> And that's where
I get stumped and prefer to stay on 1.7
L2370[18:40:49] <gigaherz> (at least none
that I know of)
L2371[18:40:52] <gigaherz> BUT
L2372[18:41:08] <gigaherz> there are
plenty of libraries where people in your same situation have added
that stuff back
L2373[18:41:23] <Ri5ux> Awesome, know of
any off the top of your head?
L2374[18:41:42] <gigaherz> nope, I prefer
to stay as close to vanilla as possible to I didn't attempt to
remember
L2375[18:43:25] <Tarig> less code less
mess
L2376[18:44:08] ***
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L2377[18:44:46] <gigaherz> actually
Ri5ux, I just remembered something I was thinking while writing my
spell rendering stuff
L2378[18:45:14] <Ri5ux> Alright
L2379[18:45:14] <gigaherz> it would be
possible to give MC an "empty" baked model
L2380[18:45:24] <Ri5ux> Interesting
L2381[18:45:28] <gigaherz> thenyou can
handle the player render event
L2382[18:45:40] <Ri5ux> Basically like
ItemRenderers?
L2383[18:45:44] <gigaherz> and manually
draw stuff on top
L2384[18:46:00] <gigaherz> this may or
may not be how people "hacked in" the item rendering
stuff
L2385[18:46:17] <gigaherz> and I still
disapporove of hardcoding model rendering ;P
L2386[18:46:35] <Ri5ux> Well, I have guns
that have ammo counters on the side
L2387[18:46:39] <Ri5ux> So its kinda hard
not to
L2388[18:47:24] <gigaherz> hmmm then you
may not even need the empty model? you could just calculate the
angle and draw "on top"?
L2389[18:48:52] <Ri5ux> Yeah
L2390[18:49:36] ***
VapourAFK is now known as VapourDrive
L2391[18:50:06] <VapourDrive> Thanks to
everyone here I was able to get it to work, moving things to
pre-init did the trick :)
L2392[18:50:48] <gigaherz> VapourDrive:
:)
L2393[18:51:05] <gigaherz> I had a
potential workaround for you if that wouldn't have been
possible
L2394[18:51:09] <gigaherz> but nice to
hear
L2395[18:51:42] <VapourDrive> now is
there any dependency "priority.lowest" for @mod
dependencies like there is for event subscription?
L2396[18:52:03] <gigaherz> hm?
L2397[18:52:18] <gigaherz> I think
there's an after:all (can't remember the exact syntax)
L2398[18:52:21] <gigaherz> maybe
after:*
L2399[18:52:36] <diesieben07> after:* and
before:*
L2400[18:52:42] <diesieben07> but that's
a bad idea usually
L2401[18:52:44] <gigaherz> but well, it
doesn't ensure that it IS the last
L2402[18:52:50] <gigaherz> only that it
is late-ish
L2403[18:53:06] <gigaherz> can't you just
include your dependencies explicitly?
L2404[18:53:26] <gigaherz> or
useMetadata=true, and put them in your mcmod.info
L2405[18:54:20] <VapourDrive> there aren
some explicit dependencies, but I want it to register as close to
last as possible to ensure the best chance for items from any other
mod to get registered in the ore-dictionary
L2406[18:54:49] <gigaherz> sounds like a
legit use for after:*
L2407[18:54:55] <diesieben07> what
exactly are you registering?
L2408[18:55:02] <gigaherz> items that use
metals
L2409[18:55:11] <gigaherz> from other
mods
L2410[18:55:15]
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L2411[18:55:16] <gigaherz> like copper
and thaumium
L2412[18:55:19] <diesieben07> that sounds
like a horrible idea
L2413[18:55:31] <diesieben07> because if
you remove mods then items from your mod get removed...
L2414[18:55:37] <diesieben07> that is a
recipe for badness :D
L2415[18:56:10] <diesieben07> make *one*
item and use nbt data
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L2417[18:56:20] <diesieben07> then you
don't need any after: stuff at all
L2418[18:56:48] <VapourDrive> seems like
a lot to throw at nbt data...
L2419[18:56:57] <diesieben07> huh? one
string entry...
L2420[18:57:25] <VapourDrive> yeah, but
different tools have different durabilities and tool materials, and
icons
L2421[18:57:42] <diesieben07> ...
and?
L2422[18:58:08] <VapourDrive> and it's
feasible to control all that through nbt?
L2423[18:58:16] <diesieben07> of
course.
L2424[18:58:22] <Tarig> data is
data
L2425[18:58:27] <diesieben07> see tinkers
construct
L2426[18:58:41] <VapourDrive> hmm,
interesting.
L2427[18:59:10] <VapourDrive> yeah
tinkers has a lot of old and dirty code, I've learned not to
reference it too much >.>
L2428[18:59:28] <diesieben07> well, i was
just referencing it as the proof that it is possible.
L2429[19:00:44] <VapourDrive> no of
course, I appreciate that
L2430[19:00:56] <gigaherz> NBT isn't
*that* heavy, all you need is some
"material"="modname:ingotSomething"
L2431[19:01:18] <gigaherz> (or maybe not
even the modname, if you go by oredict)
L2432[19:01:31] <VapourDrive> with
getItemIcon(stack) etc, where would the model getting be done for
different textures?
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L2434[19:01:52] <gigaherz> you'd have to
inject an ISmartItemModel
L2435[19:02:04] <diesieben07> not even
that
L2436[19:02:10] <gigaherz> and use the
method to query the stack NBT and return the right actual
model
L2437[19:02:11] <gigaherz> no?
L2438[19:02:16] <diesieben07>
ItemMeshDefinition would be enough
L2439[19:02:20] <diesieben07> no need to
mess with models
L2440[19:02:29] <gigaherz> oh I thought
NBT handling required ISmartItemModel
L2441[19:02:45] <diesieben07> nah
L2442[19:03:43] <VapourDrive> and getting
localized/display name also gets put through a method that gives
you the itemstack correct?
L2443[19:03:52] <diesieben07> of
course
L2444[19:04:01] <diesieben07> pretty much
everythign has an overload that gives you the stack
L2445[19:04:12] <gigaherz> almost
everything has ItemStack-aware methods added by forge, even where
vanilla didn't have them
L2446[19:04:52] <gigaherz> (and anything
that doesn't would just be for lack of interest, you could
contribute a PR to forge to add it if you have an use)
L2447[19:05:46] <VapourDrive> Last
question before I give over to trying this whole new nbt idea a
full shot, what about an item that implements an API's interface,
but where I don't want any of the other variants to...? such as a
hammer that Implements IEnergyContainerItem or IRepairable from
thaumcraft?
L2448[19:06:07] <diesieben07> then the
API should ideally give you the option to do so :D
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L2450[19:06:27] <gigaherz> yeah that may
be an annoying case if the API doesn't support ItemStack-aware
queries
L2451[19:06:31] <gigaherz> slap the api
creator ;P
L2452[19:06:44] <gigaherz> basically
ANYTHING that works with items should be
L2453[19:06:58] <gigaherz>
Interface.doesItDoThis(ItemStack)
L2454[19:08:08] <VapourDrive> unless it's
an enchant condition such where in thaumcraft Repair can be applied
to the item if instanceof Repair... I think anyways
L2455[19:09:01] <VapourDrive> so if my
item implements IRepair... I can't avoid having any of the nbt
variants having the potential to get the enchantment.
L2456[19:09:06] <VapourDrive> I don't
think anyways
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L2458[19:10:20] <diesieben07> is the
thaumcraft code on github?
L2459[19:10:37] <VapourDrive> no it
isn't, the api is out there though
L2460[19:10:43] <diesieben07> where?
:D
L2463[19:11:24] <gigaherz> ofc ;P
L2464[19:11:29] <VapourDrive> or there
>.>
L2465[19:11:39] <gigaherz> although
that's the 1.7 api
L2466[19:11:40] <diesieben07> gah don't
put other peoples code in your repo :D
L2467[19:11:57] <williewillus> what are
you supposed to do then? :p
L2468[19:12:01] <williewillus> tc doesn't
have maven
L2469[19:12:07] <gigaherz> hopefully your
suggestion isn't git submodules ;P
L2470[19:12:08] *
diesieben07 would not use tc then
L2471[19:12:23] <diesieben07> if someone
wants me to support their stupid api then make it
available...
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L2473[19:12:36] <gigaherz> it is, you
just have to dump thecode into your repo ;P
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L2475[19:12:46] <diesieben07> we are
living in 2015...
L2476[19:12:52] <diesieben07> copying
code is 1980
L2477[19:13:05] <diesieben07> maven has
been an industry standard for ... ever.
L2478[19:13:07] <williewillus> plenty of
mods still don't have mavens :p it's just how it is right now
L2479[19:13:13] <VapourDrive> and I don't
want people to need to jump through hoops to help me if they need
to set up a workspace with my mod
L2480[19:13:14] <VapourDrive> at least I
don't ship any API's ;)
L2481[19:13:31] <diesieben07> maven deps
are automatically managed by gradle... :D
L2482[19:13:38] <diesieben07> whatever,
rant over.
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L2487[19:15:48] <VapourDrive> I'm pretty
sure the repair enchant just has canBeApplied is true for
instanceof IRepairable
L2488[19:15:57] <VapourDrive> which makes
me sad :/
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L2502[20:05:49] <SomeGuyInATree> I dont
even maven.
L2503[20:07:10] <williewillus> petal
apothecary can be almost completely done in WR :D
L2504[20:07:14] <williewillus> think of
all the performance increases!
L2505[20:07:16] <AbrarSyed>
SomeGuyInATree, shame.. you sould start maven. its awesome.
L2506[20:07:31] <williewillus> (only the
swirling ingredients inside need to be tesr once I'm done)
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L2510[20:08:51] <SomeGuyInATree>
AbrarSyed, For the amount of modding I've done, not sure it's worth
the hassle/effort.
L2511[20:09:31] <AbrarSyed> it IS worth
it, and it will save you lots of effort, regardless of the ammount
of modding youve done or plan on doing.
L2513[20:09:42] <williewillus> converting
to json
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L2516[20:13:10] <SomeGuyInATree> Abrar,
would you care then to elaborate on some of the pros or cons? My
current workspace and set-up is fairly convenient and I don't know
much about it for forge use..
L2517[20:13:31] <AbrarSyed> deepnds on
what your current workspace is
L2518[20:14:00] <AbrarSyed> but off the
top of my head, there are only pros. Easy dependency management,
single-command reproduceable builds, portability of the
environment
L2519[20:14:32] <AbrarSyed> portable
between IDEs as well as machines
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L2521[20:20:04] <Tarig> as long as you
can keep a centeral server up
L2522[20:20:12] <Tarig> central*
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L2525[20:25:45] <AbrarSyed> Tarig,
depends, but in most cases you dont need a central server. One is
provided for you.. like MavenCntral, JCenter, and the forge maven
repo
L2526[20:26:54] <Tarig> oo realy wheres a
good place to start looking into submiting my own projects? we've
had a lot of trouble with hosting
L2527[20:27:58] <williewillus> curse?
:p
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L2529[20:29:34] <SomeGuyInATree> My
eclipse workspace is accessible to me anywhere.. So portability
isn't a problem, nor do I use IntelliJ.
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L2538[20:42:51] <SmashShock> Hey
everyone, not-so-quick question for everyone.
L2539[20:43:45] <SmashShock> I have a
line defined by two 3D points, and I need to find every block along
the line. I'm new to raytracing, etc, is it expensive to do
this?
L2540[20:46:02] <gigaherz> not
extremely
L2541[20:46:15] <gigaherz>
"walking" a grid along a line is relatively simple
L2542[20:46:59] <gigaherz> assuming the
starting point is inside the grid,
L2543[20:47:18] <gigaherz> you have 3
intersection planes
L2544[20:47:38] <gigaherz> if you pretend
that the "walking point" moves at a constant speed
L2545[20:48:00] <gigaherz> you can use
the vector as if it was a speed
L2546[20:48:10] <gigaherz> and with the
distance from the next intersection plane
L2547[20:48:18] <gigaherz> figure out
which direction will intersect first
L2548[20:48:38] <SmashShock> I passed
linear algebra, but let me tell you, I suck at it
L2549[20:48:49] <VapourDrive> The
feeling
L2550[20:48:50] <gigaherz> then you
compute that intersection, and repeat
L2551[20:48:54] <gigaherz>
butreally
L2552[20:48:58] <gigaherz> what are you
trying to achieve?
L2553[20:49:01] <AbrarSyed> Tarig,
depends.. open source project? MC mod? other java lib?
L2554[20:49:03] <gigaherz> minecraft has
methods to raycast the world
L2555[20:49:30] <gigaherz> you can give
it a starting point and an ending point, and ask it to show you the
first "non-air" object
L2556[20:49:40] <AbrarSyed> SmashShock,
look at bucket onRightCLick code, it does raytracing to find the
liquid your pointing at
L2557[20:49:58] <AbrarSyed> im sure you
can modify that code for your own usages..
L2558[20:50:05] <SmashShock> I'm going
through each block from the players position to a radiation source
to calculate the amount of "sheilding" between the source
and entity
L2559[20:50:08] <AbrarSyed> its litle
more than checking coordinates at increments along the line
L2560[20:50:12] <Tarig> AbrarSyed MC
mod
L2561[20:50:18] <gigaherz> ah so you want
*every* block
L2562[20:50:53] <AbrarSyed> Tarig, if its
open source, the forge jenkins and maven is available to you. It is
my opinion thatw e as a community should not polute places like
JCenter and MavenCentral
L2563[20:50:57] <SmashShock> Yeah, every
block along a line defined by the entitys position and the position
of the source block.
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L2566[20:52:04] <AbrarSyed> Tarig, even
if its not open source, the forge maven may be available to you,
just OvermindDl1 who manages that is usualyl hard to get a hold
of
L2568[20:52:19] <gigaherz> you can apply
that
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L2570[20:52:22] <gigaherz> to all 3
dimensions
L2571[20:52:28] <gigaherz> to find *all*
intersection points
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L2573[20:52:37] <Tarig> All slimevoid is
open source
L2574[20:52:46] <SmashShock> Hmm, okay
I'll take a look at it! Thanks gigaherz
L2575[20:53:19] <AbrarSyed> Tarig, does
your mod have an API that others may find useful in their
development environments?
L2576[20:53:50] <Tarig> hmm trying to
make the 1.8 camolib, that may be usefull
L2577[20:54:08] <gigaherz> SmashShock: of
course in your case you don't want to stop, so just continue
scanning, and remember that, if you hit the wall on the left, your
"current position" will move to the left, and so on
L2578[20:54:17] <Tarig> but most of our
projects are meant as content without extension
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L2580[20:54:30] <AbrarSyed> if its not
useful in the dev env, then a maven repo is kinda overkill, mind as
well just upload the mod to curse and be done with it..
L2581[20:54:42] <gigaherz> gotta go
L2582[20:54:43] <gigaherz> night
ppl
L2583[20:54:47] <Tarig> night
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L2585[20:54:52] <SmashShock> Night!
L2586[20:54:54] *
AbrarSyed is actually working on a central MC mod maven repo thing,
but its not ready yet
L2587[20:55:00] <AbrarSyed> lemme if you
know golang and wanna help :P
L2588[20:55:16] <AbrarSyed> for now, I
might be able to get you in touch with overmind so you can use the
forge maven and jenkins
L2589[20:55:44] <fry> -_-
L2590[20:56:22] <Tarig> so we (slimevoid)
want our mods to be extended then applying to put it into the forge
maven would be an option
L2591[20:56:31] <Tarig> so if*
L2592[20:57:08] <AbrarSyed> the
forgemaven is notoriously unsearchable.. so... you would have to
advertise yourself to prospective extender peoples and explicitely
tell them your mod is on there
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L2594[20:58:28] <Tarig> once we get a
library I'll see what needs to be done to integrate the maven into
child projects
L2595[20:58:54] <Tarig> i'll probably
just advertise the maven option in the readme.md on git
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L2598[21:01:07] <AbrarSyed> Tarig, so ive
poked overmind.. dunno when hel get back to me or you...
L2599[21:01:42] <Tarig> no hurry,
thanks
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L2601[21:06:20] <williewillus> what tools
do you guys use to create json models? mrcrayfish's modelcreator is
bugged out on linux
L2602[21:06:28] <williewillus> (keep
defocusing the window)
L2603[21:07:06] <fry> I carve them out of
raw pieces of granite using my bare hands
L2604[21:07:19] <williewillus> lol
L2606[21:08:13] <williewillus> the above
are top/down for sure but idk the order
L2607[21:08:16] <williewillus> nor those
of the other faces
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L2609[21:08:29] <fry> almost didn't use
them myself
L2610[21:08:55] <williewillus> down to
marking them and trial and error ingame then :D
L2611[21:10:15] <williewillus> oh one
more thing, if I have a json in models/block that isn't directly
associated with a block, but is used for smartmodel shenanigans how
do I get the model loader to recognize/load/bake it?
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L2614[21:11:06] <fry> williewillus:
ModelLoaderRegistry.getModel(location) will work for json models
too
L2615[21:11:20] <williewillus> it will
load and bake it on the fly?
L2616[21:11:41] <fry> it'll give you
IModel
L2617[21:12:41] <williewillus> ah
okay
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L2619[21:16:10] <killjoy> has anyone made
a mod that adds borderlands style duels?
L2620[21:16:42]
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L2621[21:17:58] <williewillus> wtf
gimp
L2622[21:18:15] <williewillus> gimp noob
help, I choose a super bright color and use pencil and it comes out
super dull .-.
L2623[21:18:24] <williewillus> (have used
pdn all my life so :p)
L2624[21:22:06] <SmashShock> pdn
masterrace man
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L2627[21:24:09] <williewillus> if it
worked in wine i'd use it
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L2629[21:31:10] <VapourDrive> what do you
mean it comes out super dull williewillus?
L2630[21:31:22] <williewillus> nvm, I
just used another editor :p
L2631[21:31:33] <williewillus> like I put
it on 255 0 0 red and it comes out this disgusting dull gray red
thing
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L2633[21:32:03] <VapourDrive> :P I was
going to say, I may not be the best modder, but I make pretty
decent pixel art ;)
L2634[21:36:51] <williewillus> ugh
modelcreator's broken
L2635[21:37:30] <fry> make them by hand,
or write a simple script :P
L2636[21:37:54] <williewillus> i'm about
to haha
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L2652[22:20:32] <SmashShock> Hey, does
anyone know how to draw a visible line using GL in Minecraft?
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L2655[22:25:31] <killjoy>
0xaarrggbb
L2656[22:25:50] <killjoy> 0xffffff has 0
opacity
L2657[22:26:26] <killjoy>
0x00ffffff
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L2663[22:40:59] <MattDahEpic> how does
one find if an Entity is on fire
L2664[22:45:00] <SmashShock>
entity.isBurning() I believe?
L2665[22:45:31] <SmashShock>
MattDahEpic
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L2682[23:30:26] <Zaggy2048> just finished
making a mod that detects the world and blockpos for an access of
blockMaterial and injects a call that lets me give blocks an option
to change materials based on their state or surroundings :)
L2683[23:30:33] <Zaggy2048> well, not
finished
L2684[23:30:34] <Zaggy2048> but it
works
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L2686[23:31:07] <Zaggy2048> as far as I
can tell at this point, anyways
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L2689[23:32:11] <Vorquel> And here I
thought you said you wouldn't share that on IRC
L2690[23:33:17] <Zaggy2048> lol I had
to
L2691[23:33:22] <Zaggy2048> I'm too proud
of it
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L2694[23:33:36] <Vorquel> lol
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L2696[23:33:49] <Zaggy2048> although the
code that detects where the world and blockpos come from isn't as
smart as I'd like it to be, yet
L2697[23:34:26] <Zaggy2048> for example I
believe it doesn't notice when a variable is changed between when
it was used to come up with the blockpos and when the material is
gotten
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L2699[23:36:07] <Zaggy2048> but hey,
wasn't even sure it was possible, but now it's working AFAICT
:)
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