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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
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L26[00:16:26] <williewillus> kinda annoying how fml asks you every world load now aboutbmissing blocks :p
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L28[00:31:08] *** williewillus is now known as willieaway
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
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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!
L90[01:51:31] <Wuppy> :P
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...
L170[03:59:22] <Rushmead> Im trying to make this http://static1.squarespace.com/static/52de4a6ae4b0cb24e89cf522/5368ad32e4b0124f240443c9/5368b08be4b0ffe404af2ef4/1399542999641/Butec_scissor_leg_single_stage_unit.JPG?format=500w
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
L195[04:05:42] <madcrazydrumma> sham1, would this tutorial be suffice for the packets i need to send? http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/2137055-1-7-x-1-8-customizing-packet-handling-with
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
L213[04:23:46] <sham1> https://gist.github.com/sham1/d6e02a9b060937b793d5
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
L228[04:29:06] <Rushmead> http://www.bibliocraftmod.com/wp-content/uploads/2015/07/tables.png
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
L251[04:43:54] <Wuppy> also: https://www.youtube.com/watch?v=QdOm3JaKV0o&app=desktop
L252[04:44:03] <madcrazydrumma> sham1, there's no key press event :p
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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
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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
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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)
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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?
L292[05:04:20] <fry> yup
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?
L313[05:14:26] <madcrazydrumma> http://pastebin.com/P77qahJE
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
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L343[05:26:27] <sham1> That will not be fun at all
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L346[05:40:16] <sham1> http://prntscr.com/9io7gh
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] ⇨ Joins: Nitrodev (~Nitrodev@37-219-106-114.nat.bb.dnainternet.fi)
L353[05:51:10] <Nitrodev> Hi all
L354[05:51:59] <ThePsionic> eyo
L355[05:52:00] ⇦ Quits: Nitrodev (~Nitrodev@37-219-106-114.nat.bb.dnainternet.fi) (Client Quit)
L356[05:52:05] <ThePsionic> bye-o
L357[05:52:24] <ThePsionic> sham1: get a better screenshotter :P
L358[05:53:28] <sham1> nah
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L361[05:56:15] <ThePsionic> sham1: https://getsharex.com/ tho
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] *** kroeser is now known as kroeser|away
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?
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L388[06:24:20] <ThePsionic> Well at least I organised my password manager
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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] *** kroeser|away is now known as kroeser
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
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L413[06:50:00] <sham1> This totally is a java chatroom
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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] *** kroeser is now known as kroeser|away
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] *** kroeser|away is now known as kroeser
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
L428[07:02:21] <sham1> https://en.wikipedia.org/wiki/Linked_list
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
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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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L440[07:23:02] <Nitrodev> Not this error again... http://pastebin.com/gAtrPTkQ
L441[07:28:09] <Nitrodev> any idea why that's happening?
L442[07:28:29] <Nitrodev> the code is here https://github.com/Nitrodev/Warehouse-Storage
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L444[07:29:46] <Ordinastie> https://youtu.be/EQApswNEyZg \o/
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?
L449[07:32:03] *** Vigaro|AFK is now known as Vigaro
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
L478[07:43:44] <ThePsionic> https://github.com/ThePsionic/Ingens/blob/master/src/main/java/com/thepsionic/ingens/init/IngensBlocks.java
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
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L493[08:02:23] *** fry is now known as fry|sleep
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
L498[08:07:47] <ThePsionic> https://gist.github.com/ThePsionic/5fd265e278392e5a3cea
L499[08:07:48] <Nitrodev> ThePsionic, i'm getting crashes with you code
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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
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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
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L528[08:23:12] <Nitrodev> so ThePsionic you just got help with the models care to help me now?
L529[08:25:10] ⇦ Quits: HassanS6000 (~Hassan@pool-173-79-220-242.washdc.fios.verizon.net) (Ping timeout: 192 seconds)
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"
L534[08:34:53] <Nitrodev> https://gist.github.com/Nitrodev/b5735e2f7313a8fbf4ec
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
L544[08:39:01] <ThePsionic> https://github.com/Nitrodev/Warehouse-Storage/blob/master/src/main/resources/assets/warehousestorage/models/blocks/voider.json I would check but
L545[08:39:19] ⇨ Joins: Girafi (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
L555[08:42:41] <Rushmead> PLease Vote - http://strawpoll.me/6366613/
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?
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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] ⇦ Quits: gigaherz (gigaherz@80.30.37.219) (Ping timeout: 190 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] ⇨ Joins: gigaherz (gigaherz@80.30.37.219)
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
L584[09:04:27] <ThePsionic> http://minecraft.curseforge.com/projects/ender-structures
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
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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
L615[09:37:27] <diesieben07> Ordinastie, https://youtu.be/jcxSkOwUhy8?t=144
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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
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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] *** kroeser|away is now known as kroeser
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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] ⇨ Joins: Szernex (~Szernex@194-166-122-220.adsl.highway.telekom.at)
L651[09:56:18] <diesieben07> yes
L652[09:56:23] <diesieben07> JSON what?
L653[09:56:39] <PaleoCrafter> JSON everything :P
L654[09:56:58] <Soni> JSON! https://github.com/SoniEx2/LHC/blob/rfc/particles.json.md
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
L671[10:03:29] <AbrarSyed> http://www.xente.mundo-r.com/rcid/images/image/LHC_map.jpg
L672[10:03:32] <AbrarSyed> oh mybad, only 2 countries
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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?
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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] ⇦ Quits: CovertJaguar (~you@65.183.205.6) (Ping timeout: 192 seconds)
L724[10:23:39] <sham1> http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/2473522-convert-your-tabula-and-techne-models-to-wavefront
L725[10:23:47] <PaleoCrafter> > Tabula
L726[10:24:21] ⇨ Joins: Hassan (~Hassan@pool-173-79-220-242.washdc.fios.verizon.net)
L727[10:24:26] <PaleoCrafter> that is incredibly complicated, lol
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L729[10:26:03] <PaleoCrafter> use this: https://www.dropbox.com/sh/nbwkm8gakjxt9le/AADgUh3Oo2qkzPKlWakCPHKla?dl=0
L730[10:26:25] <PaleoCrafter> with version 5.0.0 of this: http://ichun.us/mods/tabula-minecraft-modeler/
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
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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] ⇦ Quits: Szernex (~Szernex@194-166-122-220.adsl.highway.telekom.at) (Read error: Connection reset by peer)
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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
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L768[10:51:55] <Nitrodev> i found the code in the class
L769[10:51:57] <sham1> true enough
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L772[10:52:16] <Nitrodev> itt's onEntityCOllidedWithBlock right?
L773[10:52:22] <sham1> Yes
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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] ⇨ Joins: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt)
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
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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.
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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
L844[11:12:21] <Wuppy> ^
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...
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L852[11:20:50] *** Keridos is now known as Keridos|away
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L855[11:23:41] *** willieaway is now known as williewillus
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
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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
L929[11:40:52] <williewillus> http://pastebin.com/p47gh826
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
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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
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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.
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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 :/
L966[11:55:40] <theGliby> https://gist.github.com/Gliby/bb58c70ca755123b8796
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)
L976[11:58:49] <Nitrodev> current code: https://gist.github.com/Nitrodev/fc2a9cb751ed2613c5bc the result: http://imgur.com/usJhhZo
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
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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
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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
L1036[12:13:04] <MattDahEpic> who would have thought people actually spend time with their families on christmas: http://i.imgur.com/REd2pgX.png
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?
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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
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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
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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
L1085[12:20:26] <williewillus> look at my in progress botania port, it's basically challenged me a lot in terms of doing things 1.8 way :p https://github.com/williewillus/Botania/tree/MC18. Also look at ModelHandler class, which is called during preinit
L1086[12:20:35] <diesieben07> Ordinastie, ?! dafuq are you talking about :D
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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
L1105[12:24:05] <Rushmead> http://pastebin.com/zFXquv7f
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
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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
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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
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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
L1174[12:37:32] <Ordinastie> well, for a day's worth of work, I'm ok with that : https://youtu.be/Wn-TwVX7BG0 :)
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> ^
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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")
L1208[12:49:45] <Nitrodev> does this look right atm http://pastebin.com/AyAkPfrJ ?
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
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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
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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
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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
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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
L1250[13:24:31] <sham1> https://github.com/sham1/FluidCraft/blob/master/src/main/java/sham1/fluidcraft/client/ClientProxy.java#L26-L36
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
L1254[13:25:27] <sham1> https://github.com/sham1/FluidCraft/blob/master/src/main/java/sham1/fluidcraft/storage/block/FCraftMultiTankBlock.java#L59-L64
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
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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
L1287[13:41:13] <williewillus> this is all that's been done so far, you can give feedback there: https://github.com/MinecraftForge/MinecraftForge/pull/2308
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?!
L1299[13:44:12] <williewillus> Soni: all info here https://www.reddit.com/r/botania/comments/3xrs21/fyi_my_188_port_in_progress_here/
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
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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
L1341[14:00:21] <shadekiller666> https://www.youtube.com/watch?v=dkSslseq9Y8
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
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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
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L1354[14:08:06] <Nitrodev> they SHOULD yet they don't
L1355[14:08:13] ⇦ Quits: raoulvdberge (uid95673@id-95673.richmond.irccloud.com) (Quit: Connection closed for inactivity)
L1356[14:08:32] <shadekiller666> and STILL no word from Valve
L1357[14:09:32] ⇦ Quits: McJty (~jorrit@94-224-153-141.access.telenet.be) (Quit: Leaving)
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?
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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
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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
L1374[14:18:34] <raoulvdberge> http://pastebin.com/CtKqgB1f Anyone know why it is throwing "Missing model, expected to find a string"?
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
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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
L1410[14:26:04] <raoulvdberge> http://pastebin.com/bq7DsTwy
L1411[14:26:07] <raoulvdberge> posting the log in a sec
L1412[14:26:47] <raoulvdberge> The log: http://pastebin.com/jv9JamCv
L1413[14:28:34] <williewillus> Nitrodev: so replicate that, with your own logic instead of mine
L1414[14:29:07] <Nitrodev> okay nvm
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L1416[14:29:14] <williewillus> lol
L1417[14:29:25] <williewillus> raoulvdberge: are there any malformed json exceptions thrown nearby?
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L1419[14:30:56] <raoulvdberge> williewillus: no, even when adding a model section to every variant it stil lcrashes
L1420[14:32:24] <raoulvdberge> even this crashes O_O http://pastebin.com/662JnRzT (with the same error)
L1421[14:32:25] <williewillus> try something like http://pastebin.com/SLzh5Q1x
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
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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
L1429[14:35:51] <sham1> https://gist.github.com/sham1/5afac7fc91223a2aff11#file-fcraft_multitank_window-json-L71-L75
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> ?
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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
L1474[14:43:44] <raoulvdberge> shadekiller666: http://pastebin.com/jv9JamCv
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
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L1492[14:47:10] <raoulvdberge> shadekiller666: http://pastebin.com/iEe5yfzj
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
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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
L1506[14:49:48] <raoulvdberge> shadekiller666: http://pastebin.com/wDrrUtQx
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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?
L1516[14:52:52] <raoulvdberge> shadekiller666: http://pastebin.com/PYWDtrvT
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
L1529[14:55:48] <raoulvdberge> https://github.com/raoulvdberge/storagecraft/tree/mc1.8
L1530[14:56:38] <raoulvdberge> Github push appears to be down :/
L1531[14:56:42] <raoulvdberge> ofcourse jsut fucking this moment
L1532[14:57:08] <tmtu> https://status.github.com/
L1533[14:57:09] <gigaherz> https://status.github.com/
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
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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
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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...
L1582[15:03:18] <Soni> gigaherz, https://status.github.com/graphs/past_week
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
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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
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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*
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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?
L1642[15:10:37] <raoulvdberge> shadekiller666: https://github.com/raoulvdberge/storagecraft/blob/mc1.8/src/main/resources/assets/storagecraft/blockstates/grid.json
L1643[15:10:39] <raoulvdberge> shadekiller666: https://github.com/raoulvdberge/storagecraft/blob/mc1.8/src/main/resources/assets/storagecraft/models/block/grid_disconnected.json
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
L1646[15:10:59] <raoulvdberge> and this is the old MC grid format: https://github.com/raoulvdberge/storagecraft/blob/mc1.8/src/main/resources/XXX.json
L1647[15:11:33] <shadekiller666> i think i see your problem
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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
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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
L1662[15:13:03] <shadekiller666> https://github.com/MinecraftForge/MinecraftForge/blob/1.8.8/src/test/resources/assets/forgeblockstatesloader/blockstates/cobblestone_wall.json#L27-L28
L1663[15:13:03] <gigaherz> so it's ok up to that point
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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
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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
L1694[15:23:40] <raoulvdberge> so this should technically work: http://pastebin.com/XUrvb9sq ?
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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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L1699[15:26:06] <raoulvdberge> heh: http://pastebin.com/zHuLPEKm
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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
L1708[15:27:59] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/dust.json
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
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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
L1738[15:30:40] <gigaherz> http://files.minecraftforge.net/
L1739[15:30:42] <williewillus> i see 1577 0.o for 1.8.0
L1740[15:30:42] <raoulvdberge> http://files.minecraftforge.net/minecraftforge/
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)
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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
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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
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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
L1797[15:40:35] <shadekiller666> https://github.com/RollercoasterTeam/Rollercoaster2/blob/master/src/main/java/rcteam/rc2/block/BlockTrack.java
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
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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?
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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!
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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
L1891[16:01:15] <raoulvdberge> yey https://github.com/raoulvdberge/storagecraft/commit/49baf7a3f7fd300504e0555b78400f37952a7441
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?
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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.
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L1932[16:14:20] <raoulvdberge> Anyone knows why it isn't rendering the block in inventory? :P http://pastebin.com/jS3FLdgL
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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
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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
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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
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L2002[16:34:26] <PaleoCrafter> Do not ask me, tmtu :P
L2003[16:35:08] <PaleoCrafter> http://stackoverflow.com/a/984955
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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
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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
L2062[16:50:34] <fry> Jared: https://github.com/MinecraftForge/MinecraftFddorge/blob/1.8.8/src/test/resources/assets/forgedebugmodelfluid/blockstates/TestFluidBlock.json
L2063[16:50:49] <Jared> uh fry check the url again
L2064[16:50:57] <williewillus> heh
L2065[16:50:58] <fry> boo
L2066[16:51:04] <fry> https://github.com/MinecraftForge/MinecraftForge/blob/1.8.8/src/test/resources/assets/forgedebugmodelfluid/blockstates/TestFluidBlock.json
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
L2070[16:51:42] <Jared> fry what does this mean? https://github.com/MinecraftForge/MinecraftForge/blob/1.8.8/src/test/resources/assets/forgedebugmodelfluid/blockstates/TestFluidBlock.json#L2
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
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L2076[16:53:02] <fry> Jared: https://mcforge.readthedocs.org/en/latest/blockstates/forgeBlockstates/
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
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L2084[16:56:16] <gigaherz> yep better this way: https://github.com/gigaherz/GDDL-Java/blob/master/src/main/java/gigaherz/utils/GDDL/util/QueueList.java
L2085[16:57:14] <gigaherz> in contrast to: https://github.com/gigaherz/GDDL-Java/blob/6745409223596210dad22aaca448b22614dd20c0/src/main/java/gigaherz/utils/GDDL/deque/IndexedDeque.java
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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> •_•
L2098[17:04:13] <Jared> hmm, fry do you see anything wrong with this json? http://www.blamejared.com/content/2015-12-27_01-03-15.txt
L2099[17:04:39] <sham1> fry, any idea why the texture specified here would not show up when the sblockstate properties are like that: https://github.com/sham1/FluidCraft/blob/master/src/main/resources/assets/fluidcraft/blockstates/fcraft_multitank_window.json#L71-L76
L2100[17:05:47] <VapourDrive> I feel rather sheepish coming here and asking this, but I recently tried porting one of my mods to 1.8.8 and have attempted to figure out the model-loading system for items with no avail. Keeping in mind that some things are ugly because I just ported if someone wants to take a look at this: https://github.com/VapourDrive/Hammerz/tree/1.8.8/src/main/java/vapourdrive/hammerz/items and offer some help I'd be grateful
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
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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
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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
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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!
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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
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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
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L2204[17:36:53] <sham1> https://github.com/sham1/FluidCraft/blob/master/src/main/resources/assets/fluidcraft/blockstates/fcraft_multitank_window.json#L71-L82
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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
L2220[17:41:39] <sham1> http://i.imgur.com/8flBP5W.png
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] ⇨ Joins: Tarig (~Tarig@cpe-104-230-154-96.columbus.res.rr.com)
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
L2239[17:47:50] <sham1> http://i.imgur.com/eOvtRLm.png this is what it looks with all the defaults set
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
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L2286[17:53:27] <Falkreon> shaders still can't do anything but postprocess, right?
L2287[17:53:28] ⇨ Joins: keybounce (~keybounce@45-25-230-67.lightspeed.bkfdca.sbcglobal.net)
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
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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
L2311[18:03:14] <Ordinastie> gigaherz, bookmark that : http://sbnc.khobbits.co.uk/log/logs/minecraftforge.htm :)
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] *** Abrar|gone is now known as AbrarSyed
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
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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] ⇨ Joins: turmfalke_ (~turmfalke@p54a68abe.dip0.t-ipconnect.de)
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
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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] ⇨ Joins: Ri5ux (~Ri5ux@cpe-76-84-93-65.neb.res.rr.com)
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] *** kroeser is now known as kroeser|away
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
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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?
L2433[19:01:47] *** Kobata__ is now known as Kobata
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
L2461[19:11:16] <VapourDrive> https://github.com/VapourDrive/Hammerz/tree/master/src/api/java/thaumcraft/api
L2462[19:11:22] <gigaherz> https://github.com/Azanor/thaumcraft-api
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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L2484[19:14:58] <VapourDrive> even this https://github.com/Azanor/thaumcraft-api/blob/master/IRepairableExtended.java has nothing that would flag being able to prevent an item from having repair on it
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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.
L2512[20:09:38] <williewillus> anyone remember what the convention for techne models is? something like this, I know the top two are top/bottom, but in what order, and what order are the nsew?: https://i.gyazo.com/04daff824faeac857347a3278a49cbe3.png
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
L2567[20:52:09] <gigaherz> SmashShock: http://www.permadi.com/tutorial/raycast/rayc7.html
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
L2605[21:08:04] <williewillus> also you might know, what are the order of the faces in these techne texturemaps https://i.gyazo.com/04daff824faeac857347a3278a49cbe3.png I never used modelbases much so :p
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?
L2612[21:10:38] <SmashShock> For anyone who was curious about 3D voxel traversal: found a good chunk of C that I can use: https://github.com/jcayzac/random-stuff/blob/master/__algorithms__/geom/voxel-traverse.c
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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?
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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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