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L10[00:41:22] <xaero> luacs1998: hard to
say without further information, but could be not loading (wrong
location, bad formatting, wrong side), or it is loading, but you
are invoking translation incorrectly (bad key), or any number of
reasons
L11[00:42:03] <xaero> basically right now,
we're in Multivax's position: "Insufficient data for a
meaningful answer"
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L14[00:51:43] <covers1624> so, it is
probably obvious but how is one able to have client only
commands?
L15[00:52:13] <luacs1998> covers1624,
register with the ClientCommandHandler
L16[00:52:14] <tterrag>
ClientCOmmandRegister
L17[00:52:24] <covers1624> -_-
L18[00:52:31] <covers1624> *facedesk*
L19[00:54:14] <luacs1998> i'm such an
idiot
L20[00:56:45] <luacs1998> xaero, got it
working in production
L21[00:56:48] <luacs1998> thanks
anyway
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L24[01:04:40] ⇨
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L25[01:07:00] <Ri5ux> Do events work
properly in 1.8.8? On the latest build and cant get any tick events
to work in the main mod class or separate classes.
L26[01:07:12] <Ri5ux> Tried RenderTickEvent
and the standard tick event.
L27[01:07:30] <Ri5ux> Tried just a basic
print out and nothing would happen....
L28[01:07:52] <TehNut> Are you sure you
registered to the bus?
L29[01:08:03] <Ri5ux> The main mod class is
already registered to the bus...
L30[01:08:21] <Ri5ux> But the extra class,
yes, I registered that manually.
L31[01:08:31] <McJty> Ri5ux, show us the
code
L32[01:08:53] <TehNut> uh, no it's
not?
L34[01:10:12] <Ri5ux> TehNut, Yes it is.
How else would FMLInitializationEvent and the other events
work...
L35[01:10:18] <TehNut> ...
L36[01:10:22] <TehNut>
@SubscribeEvent
L37[01:10:26] <Ri5ux> Exactly.
L38[01:10:29] <TehNut> @Mod.EventHandler is
only for initialization events.
L39[01:10:44] <TehNut> The events you're
talking about are fired on the Forge event bus
L40[01:10:47] <Ri5ux> Oh my fuck.
L41[01:10:53] <Ri5ux> Ignore my
stupidity.
L42[01:11:07] <Ri5ux> I was told by someone
that @EventHandler was what I should be using in 1.8.8
L43[01:11:13] <TehNut> No
L44[01:11:27] <TehNut> What they probably
meant was that you *only* subscribe to the Forge event bus and not
the FML one
L45[01:11:38] <TehNut> You still have to
register to the bus and use @SubscribeEvent
L46[01:11:43] <Ri5ux> I was told both were
merged in 1.8.8
L47[01:11:55] <TehNut> The FML and Forge
buses were merged, yes
L48[01:12:02] <TehNut> @Mod.EventHandler is
separate
L49[01:12:02] <Ri5ux> I'll brb. Have to
switch to a hotspot
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L53[01:17:20] <Ri5ux> Thanks, Events work
fine now. Gonna have to talk to the dude that told me
otherwise....
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L63[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160102 mappings to Forge Maven.
L64[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160102-1.8.9.zip
(mappings = "snapshot_20160102" in build.gradle).
L65[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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L74[02:47:26] <ThePsionic> Lex++
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L76[02:53:03] <tterrag> lex: the javadoc
for the item method is the same as for block
L77[02:53:09] <tterrag> i.e. it says
"Block" and not "Item" :P
L78[02:55:03] <LexManos> updated
L79[02:56:00] <tterrag> why does it prefer
delegate.getResourceName() ?
L80[02:56:09] <tterrag> (I don't even know
what that method is)
L81[02:56:29] <LexManos> Thats the name
that is set after you register the block in the block
registry
L82[02:56:37] <LexManos> AE: the TRUE
name
L83[02:57:07] <tterrag> ah...so then I'm
confused as to the purpose of this new thing, if you can just pass
through to the registry name
L84[02:57:46] <LexManos>
GameData.registerBlock(block)
L85[02:58:02] <tterrag> I see
L86[02:58:03] <LexManos> instead of
GameData.registerBlock(block,
block.getUnlocalizedName().substring(6))
L87[02:58:08] <LexManos> because FUCK YOU
THATS RETARDED
L88[02:58:17] <tterrag> I know it is, I've
never done it that way
L89[02:58:50] <tterrag> ok, yeah that
sounds useful. delegate the naming to the block instead of
hardcoding in the registry call. smart
L90[02:58:57] <LexManos> yes, but most
'modders' do that
L91[02:59:03] <LexManos> because they are
idiots who jsut copy pasta
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L93[03:09:15] <gabizou> what's this for
exactly?
L94[03:09:34] <ThePsionic> gabizou: do you
even read
L95[03:12:31] <gabizou> oh, I didn't
actually read the GameRegistry changes, derp.
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L112[04:10:17] <Wuppy> a few years ago
someone here suggested I'd get Creeper World 3
L113[04:10:25] <Wuppy> thanks for that,
it's in incredible game!
L114[04:13:43] <Wuppy> it can also run on
a potato so anybody can enjoy it :P
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L116[04:20:40] <Wuppy> question, is there
an easy way to get all items in your hotbar?
L117[04:21:18] <masa> for loop :p
L118[04:21:35] <Wuppy> through what
L119[04:22:47] <masa> what?
L120[04:23:07] <Wuppy> well I know that
you'd have to loop through all the slots in the hotbar
L121[04:23:12] <Wuppy> but how do you get
access to said slots
L122[04:23:44] <masa> for (int i = 0; i
< InventoryPlayer.getHotbarSize(), i++) {
player.inventory.getStackInSlot(i); }
L123[04:24:07] <Wuppy> thanks, that's what
I was looking for :)
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L127[04:31:16] <Wuppy> " I want to
make a mod that spawns massive builds randomly other the world with
tons of new mobs and I want to incorporate at least a hundred new
items and blocks " hehe
L128[04:31:26] <Wuppy> the comments on my
website make me laugh :P
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L130[04:33:04] <sham1> mmm
L131[04:33:09] <Wuppy> "So Wuppy,
today i copy and pasted the mob code we used in the 1.5.2 tutorials
and it was all kinda similar so I didn’t even need to change much.
I just couldn’t get it to work though." stupidity!
L132[04:34:24] <Wuppy> I feel for Lex fry
and diesieben having to deal with way more people like that on a
daily basis :V
L133[04:38:32] <LatvianModder> Its even
more annoying when some 12yr older that knows you, asks to teach
them how to make mods.. Every now and then
L134[04:39:05] <LatvianModder> I always
recommend them wuppy's tutorials >:D
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L137[04:39:47] <luacs1998> it's been a
year, wuppy, and i still have some PTSD
L138[04:41:05] <Wuppy> LatvianModder,
thanks :P
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L140[04:41:31] <Wuppy> luacs1998, I only
check the comments on my website very irggularly by now and get
about 10 times fewer than back in the modding tutorial days
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L143[04:41:57] <Wuppy> although I also
really enjoyed helping people, getting the same stupid question 10
times a week got annoying
L144[04:45:07] <LatvianModder> Welp, Im
usually more annoyed when people keep asking the same question all
the time, when the answer is clearly written in curse page or
like.. The next comment below or smth
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L147[04:50:09] <luacs1998> heh
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L151[05:06:23] <IoP> users.. Always
reporting bugs or making questions...
L152[05:16:14] <sham1> well most of the
users never actually make good questions
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L163[05:53:15] <Wuppy> lol the steam sale
detective group is currently brute forcing the SEARCH box to figure
out what's goin on
L164[05:53:34] <Wuppy> they're practically
DDOSing the servers to figure out what the sale secret is :P
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L166[05:54:51] <Flenix> Is there a way to
stop players from interacting with certain slots of a GUI? I want
some slots to display their contents, but I don't want the player
to be able to remove them.
L167[05:55:11] <Flenix> (Happy to make new
slot classes if needed)
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L170[05:56:42] <Flenix> Oh, I suppose I
can just use the containers slotclick? that's easy enough.
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L173[06:00:55] <masa> alright, time to get
started on the testing of my mod... so much frickin prep work and
fiddling around to get stuff set up for the testing even ;_;
L174[06:01:51] <masa> I needed to create
separate template images for each dimension, in two variant for the
per-region templates and then another set for the single template
mode
L175[06:02:08] <masa> and all those in the
global configs and then per-world configs
L176[06:02:42] <masa> and then I used
imagemagick to split the larger template into the per-region
images, but of course it didn't work under cygwin so I had to copy
stuff to my server and back...
L177[06:03:17] <masa> and now to set up
all the configs for global and per-world
L178[06:03:55] <masa> and then go through
all the relevant settings in every combination and so forth...
ugh
L179[06:04:04] <masa> this mod really
sucks for thorough testing :D
L180[06:04:54] <masa> and then I need to
still change templates for testing with mod biomes... or I guess I
could just change the config, a lot easier
L181[06:05:38] <masa> I need a testing
slave for this shit :D
L182[06:07:46] <masa> it gets more and
more tempting to just stick a "stable" label on it and
release it and then fix stuff if someone reports something is
broken :D
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L187[06:33:14] <luacs1998> Wuppy,
lol
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L200[07:26:23] <OrionOnline> Hello
L201[07:28:26] <OrionOnline> I have a
question about blockstates
L202[07:28:35] <OrionOnline> Say a
blockstate has two propertiers
L203[07:28:40] <OrionOnline>
properties*
L204[07:28:45] <OrionOnline> How do i only
set one?
L205[07:30:30] <PaleoCrafter> uhm...
state.withProperty(PROPERTY, value) ?
L206[07:30:37] <PaleoCrafter> that will
leave the other one untouched
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L208[07:31:36] <ghz|afk> OrionOnline: you
can't have "unset" properties
L209[07:31:49] <ghz|afk> you can however
choose the defaults
L210[07:32:28] <ghz|afk> in your
constructor call
setDefaultState(blockState.getBaseState().withProperty(PROP,
default value))
L211[07:33:07] <masa> what is the
"cleanest" way of checking if a given int is in a int[]
array? just a regular for loop?
L212[07:33:30] <OrionOnline> masa, yeah
probably
L213[07:33:40] <OrionOnline> ghz|afk,
PaleoCrafter i currently have this:
L215[07:34:06] <OrionOnline> But for some
reason the the Burning value is being reset, even though i have the
TE forcefully set it to true every tick
L216[07:34:32] ⇦
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L217[07:34:42] <ghz|afk> are you setting
it in the client by any chance?
L218[07:35:09] <OrionOnline> I run the
setting code only on both sides
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L220[07:35:33] <masa> not al lthe sides,
only on both sides? :D
L221[07:35:37] <OrionOnline> I would
prefer if there is a way i could not have then be synced
L222[07:35:44] <OrionOnline> I know masa
realised my mistake :P
L223[07:36:04] <ghz|afk> well you should
probably set it only in the server and let the server notify the
client
L224[07:36:21] <OrionOnline> I really
donnot want to do that
L225[07:36:21] <masa> OrionOnline: where
in that class are you setting it?
L226[07:36:35] <OrionOnline> I set it
using the methods at the bottom masa
L227[07:37:03] <OrionOnline> I have an
event that gets fired when one of my blocks needs to update the
model based of TE data that gets chagned
L228[07:37:05] <ghz|afk> gotta go
L229[07:37:07] *
ghz|afk leaves
L230[07:37:33] <OrionOnline> no masa
L231[07:37:47] <OrionOnline> the methods
to set the values are actually on the top under the constructor my
mistake
L232[07:41:11]
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L234[07:41:43] <dangranos> is it possible
to have 100 people on Forge server?
L235[07:45:37] <sham1> of course
L236[07:47:20] <masa> OrionOnline: why
would you not want the game handle the syncing?
L237[07:47:37] <OrionOnline> because the
event can be canceled
L238[07:47:51] <masa> not syncing a
blockstate would just be weird
L239[07:47:51] <OrionOnline> Or
changed
L240[07:47:59] <masa> uh, so?
L241[07:48:02] <OrionOnline> The
blockstate is not there for data storage
L242[07:48:21] <OrionOnline> If it was up
to me i would not even have it saved to disk
L243[07:48:41] <masa> well you don't have
to
L244[07:49:05] <OrionOnline> If i not
implement the getMetaFromState and getStateFromMeta methods i get
an exception....
L245[07:49:11] <masa> but syncing to
client has nothing to do with saving to disk
L246[07:49:25] <masa> hmm well
L247[07:49:30] <OrionOnline> masa i
know
L248[07:49:44] <masa> actually I don't
know how the blockstates are synced
L249[07:49:45] <OrionOnline> The values in
the blockstates are only used on the Client
L250[07:50:12] <OrionOnline> So i have the
TE on the client side run the model dependent calulations set the
values and be done with it
L251[07:50:26] <masa> well there should be
no reason to actually return anything but 0 from
getMetaFromState()?
L252[07:50:30] <OrionOnline> i need to set
the flag to 2 when setting the blockstate in the world
L253[07:50:43] <OrionOnline> That is
true
L254[07:50:48] <masa> if you don't set the
state based on the meta read from disk anyway
L255[07:52:16] <OrionOnline> I might
actually try something
L256[07:54:05] <masa> OrionOnline: if you
have the client side setting the blockstates then that is probably
why it's not working, I don't think you should be setting anything
on the client
L257[07:54:26] <masa> you should only
return the correct state from the getWhateverState() methods
L258[07:54:52] <masa> getACtualState() I
believe
L259[07:54:56] <OrionOnline> Hmm alright..
So if i only set it on the server that might fix it
L260[07:55:12] <masa> or extended, don't
really know what that one was for
L261[07:55:21] <OrionOnline>
getExtendedState
L262[07:55:25] <OrionOnline> I use that
for the OBJ Model
L263[07:55:33] <masa> yeah it soudns to me
that the server syncing is overriding your client side states
L264[07:56:02] <masa> because you should
not be trying to override the state on the client in the world,
only return the actual state for the rendering from the
getActualState() etc. methods
L265[08:02:56] ⇦
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L268[08:06:23] <OrionOnline> ah got damn
sorry masa
L269[08:06:27] <OrionOnline> I actually
sent the TE file
L270[08:06:32] <OrionOnline> not the block
file
L271[08:06:34] <OrionOnline> one sec
L272[08:06:41] <masa> I did look at it
already too :p
L273[08:06:45] <OrionOnline> Ah okey
L274[08:07:33] <masa> lots of code that
I'm not familiar with so I can't really say anything about it
L275[08:07:51] <masa> except the things I
said already...
L276[08:07:58] <OrionOnline> I am trying
to figure out what is randomly overwriting the value
L277[08:08:25] <masa> are you sure
something is?
L278[08:08:46] <OrionOnline> Yeah
L279[08:08:50] <OrionOnline> I can see in
the F3
L280[08:08:59] <masa> so what exactly is
happening? you have a firepit multiblock thingy, and something is
setting it to what state?
L281[08:10:15] <OrionOnline> the master
value for the multiblock is always
L282[08:10:17] <OrionOnline> correct
L283[08:10:46] <OrionOnline> Just the one
for burning gets sometimes set to false, even when i set the value
forcefully to true, no matter what the value in the parameter
is
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L285[08:14:19] <masa> well, the first
thing I would do is make sure you are not actually trying to use
setBlockState() on the client, that I'm pretty sure will just mess
things up
L286[08:14:35] <OrionOnline> hmm
L287[08:15:40] <OrionOnline> masa as said
it is not that easy
L288[08:15:50] <OrionOnline> I need to cue
a rendered of the block
L289[08:16:14] <OrionOnline> Oh wait never
mind when i set flag 1 and 2 it will update the block accordingly
as well on the client side
L290[08:16:15] <masa> so you either set
the burning and master properties only on the server and let it
sync to the client, or if you have the necessary data on the client
via the TE, then you could only return the correct state from
getExtendedState()
L291[08:16:16] <OrionOnline> One sec
L292[08:16:43] <OrionOnline> I will try
server side only first
L293[08:22:31] <OrionOnline> So for some
reason the block state is not syncing....
L294[08:23:52] <OrionOnline> What the
helll.....
L295[08:24:13] <OrionOnline> fry is the
ExtendedState for the OBJ model interfering with State
syncing?
L296[08:26:47] <fry> only metadata is
synced, not even getActualState will be synced
L297[08:26:48] <diesieben07> orion
extended state is client only
L298[08:29:26] <OrionOnline> ... Weird
then why is my state no being synced.
L299[08:29:58] <OrionOnline> i am passing
as flag a 3
L300[08:30:09] <diesieben07> is the state
stored in metadata?
L301[08:30:14] <OrionOnline> yes
L302[08:30:17] <OrionOnline> One sec
L304[08:31:49] <OrionOnline> As you can
see the burning property is forcefully set to true, but looking at
the F3 it is still false
L305[08:33:16] <OrionOnline> Wait for some
reason that method is never called....
L306[08:33:38] <diesieben07> the hell are
you doing in the metadata encoding :O
L307[08:33:54] <OrionOnline> What do you
mean?
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L309[08:34:10] <diesieben07> just set a
bit for each boolean
L310[08:34:26] <diesieben07> int meta =
(b1 ? 1 : 0) | (b2 ? 2 : 0)
L311[08:34:32] <OrionOnline> Why did i not
think of that......
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L315[08:38:23] <Flashfire> @diesieben07
Hi, I asked you about setting the quads for an ISmartBlockModel
last night but I didn't have too much luck
L316[08:39:26] <Flashfire> I tried
clearing newModel.getFaceQuads(EnumFacing) and setting each facing
to the value baseModel.getFaceQuads(EnumFacing) but I didn't see a
visible difference
L317[08:41:55] <masa> 2016-01-02 16:40:23
[INFO] Found 1 fields to add to
net/minecraft/world/gen/layer/GenLayer
L318[08:41:58] <masa> 2016-01-02 16:40:23
[INFO] WAT
L319[08:41:59] <masa> wat :D
L320[08:42:01] <masa> 2016-01-02 16:40:24
[INFO] Mantle (1.7.10-0.3.2.jenkins191) -- Preparing for
launch.
L321[08:42:36] <masa> hm, I wonder is that
from Mantle or some other mod
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L348[10:02:15] <heldplayer> That's a..
uh... very nice model you have there
L349[10:02:51]
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L350[10:09:35]
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L351[10:11:42] <Renari> How do I change
the forge version requirement for a mod? I was using the latest
forge release for 1.8.9 however now when I build the mod requires
forge 11.15 even though I'm not using anything that requires the
newer version.
L352[10:12:40] <Renari> I have downloaded
11.14 and moved the sources over to that gradle setup but it still
builds requiring 11.15
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L354[10:13:40] <ThePsionic> Renari: Do you
have any Forge deps in your @Mod annotation?
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L356[10:14:21] <Overreacted> is there a
way to render parts of my custom json block model based on whether
there is an item in a certain slot of the container?
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L358[10:15:02] <Renari> ThePsionic, no I
do not, just modid, name and version.
L359[10:15:06] <Overreacted> I know how to
do it with a custom rendered model, but I'd like to know if I can
do it with these new json formats
L360[10:15:16] <Overreacted> Do i define
more variants in the blockstate file?
L361[10:19:46] <Renari> The only think I
can find that references the forge version is the build.gradle
which is referencing 1.8-11.14.4.1563.
L362[10:25:46] <diesieben07> Renari, FG
sets the MC version in your @Mod automatically. if you want to
change it, provide it explictly
L363[10:26:07] <Renari> Alright,
thanks.
L364[10:27:07] <Flashfire> @diesieben07
How can I transform the quads of a model as you told me
yesterday?
L365[10:27:43] <diesieben07> i do not
know. i only know basic concepts with rendering. i haven't done any
of this myself. if i had to, i'd have to figure it out, too
L366[10:27:53] <Flashfire> Ah I see
L367[10:28:06] <ThePsionic> Ask fry
:P
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L375[10:58:02] <VapourDrive> Does anyone
know where vanilla does it's block model registering?
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L379[11:04:27] <raoulvdberge> In 1.8.9,
what is removeStackFromSlot supposed to do / return?
L380[11:04:37] <raoulvdberge> Because
Mojang keeps adding methods to IInventory like its nothing.
L381[11:04:44] ⇦
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enough.)
L382[11:05:18] <Girafi> It was there in
1.7.10, just another name if I remember correctly :p
L383[11:05:31] <Kobata> Yeah, I think that
was an old one
L384[11:05:37] <raoulvdberge> Oh..
getStackInSlotOnClosing ?
L385[11:05:41] <Kobata> As the comment
says, it should return the stack that was there
L386[11:06:10] <VapourDrive> yeah, just
the itemstack from the stack array in your TE at that index number
if it isn't null
L387[11:06:17] <raoulvdberge> ok
thanks
L388[11:06:22] <raoulvdberge> nvm my
Mojang rant then :P
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L397[11:26:33] <Unh0ly_Tigg> when a
GuiContainer is rendering items in slots, where does the position
translation happen to make the slot display location be relative to
the gui's draw area (versus a corner of the game window
itself)?
L398[11:26:48] <Unh0ly_Tigg> in
1.8.9*
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L402[11:28:57] <ThePsionic> Wuppy: tfw a
concert you want to go to isn't on I'M IN
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L404[11:30:50] <Unh0ly_Tigg> never mind,
GuiContainer.drawScreen, it tells opengl to translate to (guiLeft,
guiTop)
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L406[11:39:30] <Unh0ly_Tigg> how (in
1.8.x) would you change a property on a blockstate for a position
in a world, and preserve the tile entity?
L407[11:40:48] <raoulvdberge> Unh0ly_Tigg:
implement shouldRefresh in your TE
L408[11:42:29] <MattDahEpic> yay AGDQ is
tomorrow
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L411[11:50:01] <ThePsionic> We need to
collect all spelling errors and make one giant PR tbh
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L416[11:59:09] <Unh0ly_Tigg> So, I can
tell that my furnace is working in terms of finding valid multi
item 'recipes', it just doesn't actually smelt items for some
reason...
L417[11:59:26] <ThePsionic> Wuppy: get yo
ass over here
L418[12:00:17] <Unh0ly_Tigg> though, once
I get it working, I can code an electric version of the furnace
without having to rewrite the logic.
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L420[12:02:05] <Unh0ly_Tigg> because the
logic for the most part, doesn't actually know anything other than
it's implementing an alloy furnace, it just needs an inventory,
some ints for where to get input, where to put output, and what
field ids to store things in.
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L423[12:05:27] <raoulvdberge> pfff, anyone
know why my cable TESR is not rendering as an item? Relevant code
from ClientProxy:
http://pastebin.com/a3YQWedN the top
lines are from preInit
L424[12:06:05] <raoulvdberge> its just
rendering the placeholder texture
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L430[12:20:02] <masa> humm, so if MCPBot
says AT public, why would a field show up as protected in eclipse,
or are those ATs only at runtime?
L431[12:21:03] <masa> in 1.7.10 the bot
doesn't have the AT line and the field was public in eclipse
L432[12:25:00] <PaleoCrafter> masa, the AT
line just shows what an AT would look like
L433[12:25:05] <PaleoCrafter> not that
that AT actually exists
L434[12:27:30] <masa> uh, what's the point
of that then?
L435[12:28:28] <masa> welp, time for
reflection then...
L436[12:28:42] <PaleoCrafter> it helps
with writing ATs :P
L437[12:28:58] <masa> why do they have to
keep hiding stuff during updates :/
L438[12:29:17] <masa> ie. changing things
from public to protected or private
L439[12:29:29] <shadekiller666> anyone
know how to setup an ssh key in SourceTree so that i don't have to
type in my username and password every time i push via the git bash
terminal?
L440[12:30:04] <masa> does it use the
cmdline git?
L441[12:30:40] <masa> then you should be
able to put your key in the .ssh directory inside your home dir
probably
L442[12:31:23] <masa> if I remember
correctly git bash uses that location
L443[12:31:43] <shadekiller666> sourcetree
uses git bash as the terminal i believe
L444[12:31:51] <shadekiller666>
"MINGW64"
L445[12:31:56] <shadekiller666> whatever
that means
L446[12:32:28] <masa> then it should be
like c:/Users/you/.ssh
L447[12:33:05] <masa> throw your id_rsa
files there
L448[12:33:20] <masa> and the dir might
need to be chmod 700 and the key files 600
L449[12:33:28] <shadekiller666> running
'ls -al ~/.ssh' shows that there is a github_rsa pair and an id_rsa
pair
L450[12:33:40] <masa> at least on linux
openssh complains if they are readable to other users
L451[12:33:49] <shadekiller666> i'm on
windows 10
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L453[12:34:55] <masa> well even so
L454[12:35:30] <masa> although I have no
idea how these *nix shells translate to NTFS permissions
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L456[12:38:58] <shadekiller666> i ran
ssh-agent -s to start the ssh agent and it printed stuff about
SSH_AUTH_SOCK=<path>; export SSH_AUTH_SOCK;
SSH_AGENT_PID=<5 digits>; export SSH_AGENT_PID; echo Agent
pid <5 digits>;
L457[12:39:03] <shadekiller666> don't know
what that means
L458[12:39:27] <AnnaMayBelle> So, I'm
about to ask a string of really dumb questionsh ere, but... for
starters... Is there any supported way to run a Forge server with
plugins?
L459[12:40:01] <shadekiller666> but after
that i tried 'ssh-agent ~/.ssh/id_rsa' and it said "Could not
open a connection to your authentication agent."
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L462[12:43:21] <masa> yeah I have no idea
how those agents are supposed to work...
L463[12:44:01] <masa> I just have my keys
there and it just works :p
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L465[12:44:25] <masa> I use git directly
from cmdline, via cygwin
L466[12:44:34] <masa> on windows that
is
L467[12:45:11] <masa> and on linux, well
directly from terminal
L468[12:45:43] <unascribed>
shadekiller666, you need to do something like "eval
$(ssh-agent -s)"
L469[12:45:50] <unascribed> so it loads
the variables into the shell
L470[12:46:07] <masa> AnnaMayBelle: so you
mean bukkit plugins? isn't Cauldron the thing that combines bukkit
and forge?
L471[12:46:49] <masa> so that support (if
any) would come from the cauldron side of things
L472[12:46:52] <shadekiller666> ahh it
seems to have worked that time, thanks unascribed
L473[12:46:53] <unascribed> if you mean
any platform and not just Bukkit, you can write a mod with
acceptableRemoteVersions="*", or use Sponge
L474[12:46:57] <unascribed> welcome
shade
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L479[12:57:32] <AnnaMayBelle> Back sorry!
Got pulled afk right after posting. But yes, Masa, Cauldron is the
combination of Bukkit and Forge... But from what I've been able to
find, all official development and support of Cauldron has stopped.
I was just curious if there were any other methods out there.
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L483[13:01:21] <masa> well Sponge is the
"new bukkit" and it is built on top of Forge afaik
L484[13:02:50] <masa> I don't know much
about it, but I believe that would probably be the best option atm
if it is complete enough for regular use
L485[13:04:38] <AnnaMayBelle> Alright,
thank you!
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L495[13:35:39] <ThePsionic> Where's a
Wuppy when you need one
L496[13:38:16] <PaleoCrafter> why would
you need a Wuppy
L497[13:38:27] <masa> so is
acceptedMinecraftVersions="1.8,1.8.8,1.8.9" the correct
syntax? the brackets are only for ranges, right?
L498[13:38:31] <PaleoCrafter> I heard it's
contagious
L499[13:38:43] <PaleoCrafter> you need the
brackets afaik, masa
L500[13:39:18] <masa> hurr durr wtf
L501[13:39:24] <PaleoCrafter> square
brackets for a closed range, round ones for an open one
L502[13:40:09] <masa> I had the brackets
like "[1.8,1.8.8,1.8.9]" but then it said can't run on
1.8.9 the mod wants [1.8,1.8.8,1.8.9] and then I took the brackets
out and it worked at least in 1.8.9
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L504[13:40:46] <masa> but I seem to have
the brackets on another mod, unless I never rebuilt and tested that
with this one...
L505[13:40:56] <masa> this syntax I
mean
L506[13:41:06] <Girafi> Remove the 1.8.8
parameter
L507[13:41:08] <Girafi> It's in
range
L508[13:41:13] <Girafi> So 1.8, 1.8.9 is
what you want
L509[13:41:27] <ThePsionic> PaleoCrafter:
I need to discuss ...matters.
L510[13:41:39] <ThePsionic> With Wuppy,
that is.
L511[13:42:31] <masa> yeah nope it won't
work with the brackets
L512[13:42:41] <masa> Girafi: well then it
would accept imaginary versions...
L513[13:43:13] <Girafi> Well it's a not a
problem if it's a imgainary version ? :p
L514[13:43:21] <Girafi> Just put a
dependency on Forge too, then you're good :3
L515[13:43:33] <masa> I got yelled at
yesterday for suggesting [1.8,1.9), although I guess accepting
imaginary future versions is a lot worse
L516[13:43:36] <PaleoCrafter>
VersionRange.createFromVersionSpec is the parsing
L517[13:43:57] <Girafi> Yeah
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L523[14:16:33] <ghz|afk> masa: you have a
mod that works in both 1.8 and 1.8.9?
L524[14:16:36] ***
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L525[14:17:06] <gigaherz> I wonder if mine
would work on 1.8
L526[14:17:56] <gigaherz> MattDahEpic: you
don't have an @Mod?
L527[14:18:00] <gigaherz> it's commented
out
L528[14:18:08] <MattDahEpic> cause
coremod
L529[14:18:12] <gigaherz> aha
L530[14:18:41] <gigaherz> but you still do
have a mod file with lifecycle events in it
L531[14:19:00] <gigaherz> anyhow
L532[14:19:07] <gigaherz> you are talking
about the coremod side of things
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L538[14:38:52] <PaleoCrafter> what did one
have to pass to registerItemVariants again, ModelResourceLocations
or regular ones?
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L540[14:43:41] <PaleoCrafter> fry ^
:P
L542[14:48:23] <PaleoCrafter> kthx
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L545[14:55:45] <masa> gigaherz: yes, two
mods actually
L546[14:56:20] <masa> I could have three
except that one needs ore gen event stuff that was only added in
1.8.8
L547[14:56:30] <masa> on the forge
side
L548[14:57:09] <masa> and the fourth
doesn't work on 1.8 and 1.8.8+ because mojang once again changed
the ScaledResolution constructor parameters, lel
L549[14:58:08] <masa> but all of these
four mods are kind of utility type mods, they have quite limited
contact with minecraft
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L552[14:58:27] <masa> and no actual
in-game content
L553[14:59:59] <masa> but now finally I
got the 0.4.0 release of painted biomes out, both for 1.7.10 and
1.8/1.8.8/1.8.9
L554[15:00:19] <masa> so now only my only
content mod to re-port for 1.8+
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L558[15:01:38] <gigaherz> Nice Lex,
L559[15:01:51] <kashike> I'm curious why
the substring in the first place, not sure why that'd be done
L560[15:02:08] <gigaherz> kashike:
L561[15:02:12] <LexManos> modders are
idiots that copy paste everything they see in tutorials without
question
L562[15:02:13] <gigaherz> if you do
L563[15:02:18] <gigaherz>
setUnlocalizedName("someBlock")
L564[15:02:20] <gigaherz> then you
do
L565[15:02:25] <gigaherz>
getUnlocalizedName()
L566[15:02:30] <gigaherz> it returns
"tile.someBlock"
L567[15:02:33] <gigaherz> so people
substring(5)
L568[15:02:39] <gigaherz> to get the
"name"
L569[15:02:46] <kashike> ah
L570[15:02:55] <gigaherz> but that name is
not necessarily the same as the registration name
L571[15:02:59] <kashike> thanks for
clarifying
L572[15:03:05] <gigaherz> that's just the
identifier used by mc to look up the translation strings
L573[15:03:14] <gigaherz> because of
people doing that
L574[15:03:16] <gigaherz> you see stuff
like
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L576[15:03:28] <gigaherz>
modname:modname:blockname
L577[15:03:33] <gigaherz> as registration
strings
L578[15:03:55] <gigaherz> because someone
who used substring() later learned that unlocalized names are meant
to include the modname in them to avoid conflicts
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L581[15:04:21] <gigaherz> so whenever we
(at least I) saw someone using substring
L582[15:04:42] <gigaherz> it was suggested
that they either separate them, or implement a getRegistationName()
method that returns the "clean" string
L583[15:05:07] <gigaherz> so lex now added
that to the forge-extended block class
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L585[15:05:26] <gigaherz> so that we can
tell people "just call setRegistrynName!"
L586[15:06:00] <gigaherz> avoiding the
substring and all related side-effects.
L587[15:09:02] <PaleoCrafter> creating a
key binding requires nothing more than instantiating KeyBinding,
right?
L588[15:09:17] <gigaherz> then you
register it with the clientregistry
L590[15:09:34] <PaleoCrafter> oh... right
._.
L591[15:09:38] <gigaherz> it's for 1.7.10
but I don't think this changed
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L593[15:09:43] <PaleoCrafter> I wrote that
tutorial, lol
L594[15:09:50] <gigaherz> XD
L595[15:09:59] <gigaherz> --PaleoCrafter
17:10 24 March 2014
L596[15:10:00] <gigaherz> true
L597[15:10:00] <gigaherz> XD
L598[15:10:07] <LexManos> you know..
L599[15:10:10] <tterrag> y u no move to
official docs
L600[15:10:12] <LexManos> i wish there was
a generic i could do
L601[15:10:29] <LexManos> that makes a
function return this class type. ...
L602[15:10:42] <tterrag> I was just saying
the same thing a few days ago
L603[15:10:43] <PaleoCrafter> because I'm
a lazy bastard, tterrag
L604[15:11:02] <tterrag> I needed ti
return a Foo<this>
L605[15:11:10] <PaleoCrafter> Lex, like
this.type in Scala?
L606[15:11:18] <MattDahEpic> what should i
call to make my mod have the green U of updatebleness in the mod
list
L607[15:12:01] <gigaherz> use forge's
update checker system?
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L609[15:12:24] <gigaherz> I don't actually
know what "U" you mean ;P
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L612[15:15:04] <LexManos> probably Paleo,
so that instead of returning 'Item' it would return whatever
subclass so we dont have to recast.
L613[15:15:14] <PaleoCrafter> yeah, that's
what this.type does
L614[15:15:16] <gigaherz> MattDahEpic: I
have never noticed that XD
L615[15:15:26] <PaleoCrafter> pretty
snazzy for fluent APIs
L616[15:15:30] <LexManos> mm
L617[15:15:38] <LexManos> anyways enough
bitching.
L618[15:19:50] <masa> U as in up-to-date
or go-update-this-old-shit?
L619[15:20:01] <MattDahEpic> u for update
available
L620[15:20:16] <gigaherz> as I said
L621[15:20:23] <gigaherz> wouldn't that be
forge's update checker system?
L622[15:20:28] <tterrag> I am going to
write a docs page about the update checker
L623[15:20:31] <tterrag> eventually
L624[15:20:48] <LexManos> All you need is
to add a url to your @Mod
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L627[15:21:16] <gigaherz> what kind of
content does it need on the server?
L628[15:21:22] <gigaherz> just a plain
text string with the version?
L629[15:21:28] <gigaherz> some json?
L630[15:21:46] <gigaherz> aha
update.json
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L632[15:23:25] <masa> hmm, and where to
host said json... gist doesn't work because it always has the
commit hash in the url?
L633[15:23:39] <MattDahEpic> put it in a
repo and get the raw
L634[15:23:43] <PaleoCrafter> ^
L635[15:24:05] <gigaherz> btw
PaleoCrafter, it's funny that your tutorial on key bindings used
"O" for ping, which has no "o" in it, but
"p" for pong, which does have "o" in it, while
ping does have the "p" ;P
L637[15:24:20] <PaleoCrafter> :D
L638[15:24:26] <LexManos> >.<
L639[15:24:28] <masa> then what is the
second hash in that? if you push an update, wouldn't that
change?
L640[15:24:31] <gigaherz> masa: ideally in
your maven output
L641[15:24:42] <PaleoCrafter> repo, masa,
not gist :P
L642[15:24:47] <gigaherz> barring that, on
some website you host
L643[15:25:03] <masa> right, so gist won't
work, which is what I was asking :p
L644[15:25:14] <gigaherz> no but a dropbox
would
L646[15:25:30] <LexManos> if you use
Forge's server it gives you this file automatically ;)
L647[15:27:00] <MattDahEpic> what'll get
me to use the forge updater is a ModContainer.updateAvailable
boolean
L648[15:27:19] <LexManos> why?
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L650[15:27:30] <MattDahEpic> in chat
update available message
L651[15:27:35] <LexManos> no fuck
that
L652[15:27:40] <LexManos> the entire point
is to NOT do that
L653[15:28:11] <Matthew> oh god no. screw
those to hell and back
L654[15:28:15] <LexManos> One central
place for checking if updates are avalible, one central place for
managing the config for checking or not.
L655[15:29:13] <MattDahEpic> in chat
messages are the easiest way to get player to bug pack makers to
update mods
L656[15:29:20] <MattDahEpic>
tickrate
L657[15:29:28] <MattDahEpic> whoops wrong
chat
L658[15:29:35] <LexManos> Dont care, that
nag is fucking retarded
L659[15:29:41] <LexManos> and it never
actually gets the modpack updated
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L661[15:30:30] <PaleoCrafter> the most
tolerable thing (not saying it should be done) would be Forge
itself saying "there are 2 mod updates available, check the
menu" or something
L662[15:30:40] <LexManos> That MIGHt be
fesible.
L663[15:30:43] <MattDahEpic> ^ thats waht
i mean
L664[15:30:45] <LexManos> but I still ahte
the spam
L665[15:30:48] <ThePsionic> Mayhaps
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L667[15:33:19] <shadekiller666> is there
any difference in execution time between initializing a Map<K,
V> with "new HashMap<K, V>()" or initializing it
with "Maps.newHashMap()"
L668[15:33:32] <PaleoCrafter> not really,
it's about the generics .P
L669[15:33:35] <gigaherz> shadekiller666:
negligible
L670[15:33:43] <shadekiller666> or
advantage of one over the other
L671[15:33:54] <PaleoCrafter> you don't
have to repeat the type parameters with the latter
L672[15:33:56] <gigaherz> the latter lets
you avoid the <K, V> part
L673[15:34:00] <gigaherz> in java <
7
L674[15:34:15] <gigaherz> in Java7+ you
have diamond operators
L675[15:34:19] <gigaherz> so it's not
necessary anymore
L676[15:34:23]
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L677[15:34:27] <shadekiller666> i prefer
the Maps.newHashMap() personally, it looks cleaner and Maps has
other usefull initializers
L678[15:34:59] <williewillus> google
actually encourages you to use the standard constructor in java 7+,
but it really doesn't matter
L679[15:35:02] <LexManos> yes
Maps.newHashMap is slower
L680[15:35:09] <LexManos> not much because
its jsut one function call
L681[15:35:12] <LexManos> but technically
slower
L682[15:35:25] <LexManos> But the benifit
in code cleanliness is worth it.
L683[15:35:55] <PaleoCrafter> I know a
certain person who has been trying to write an MC API that might
nitpick about that xD
L684[15:36:07] <diesieben07> it's pretty
much never *actually* slower because JIT and inlining
L685[15:36:17] <PaleoCrafter> They also
think that ifs are bad
L686[15:36:41] ⇦
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L687[15:37:12] <shadekiller666> ok
L688[15:38:05] <shadekiller666> the guava
collections classes like Maps, Lists, and Sets are really nice when
you want to duplicate a map/list/set
L689[15:38:36] <williewillus>
PaleoCrafter: wat
L690[15:38:40] <diesieben07> vanilla java
often has copy constructors though, such as new
ArrayList<>(collection)
L691[15:38:46] <PaleoCrafter> you don't
know ltp, williewillus? D:
L692[15:38:53] <LexManos> wait
L693[15:38:57] <LexManos> ltp thinks ifs
are bad?
L694[15:39:01] <PaleoCrafter> yes he
does
L695[15:39:01] <LexManos> how does it do
anything in code?
L696[15:39:13] <williewillus> i think I've
heard but who is this
L697[15:39:16] <williewillus> and what's
he doing?
L698[15:39:31] <LexManos> ltp is a retard,
lets jsut l;eave it at that
L699[15:39:41]
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L700[15:39:48] <illy> you should see his
API...
L701[15:39:59] <LexManos> leave it at
that
L702[15:40:09] <williewillus> ohhh just
one of the many "forge sucks lets make my own" people
:p
L703[15:40:13] <LexManos> i dotn want his
drama in here I get enough of it with his harrasment of me over
pms
L704[15:41:11] <Flashfire> Does anyone
know where I can find an example of a TESR class for a tile entity
that mimics a block?
L705[15:41:46] <Flashfire> Also for 1.8
(preferably 1.8.8)
L706[15:42:04] <diesieben07> i don't see
why you would need a TESR for that.
L707[15:42:19] <LexManos> you dont
L708[15:42:20] <Flashfire> Because I can't
get my block to change texture
L709[15:42:32] <Flashfire> I mean so it
can be the texture of any block underneath it
L710[15:42:48] <LexManos> Ah 'I cant do
something simple and dont want to do research so I will ask people
to write my code for me!'
L711[15:42:52] <diesieben07> flash, show
what you have tried with the method i told you
L712[15:42:59] <Flashfire> I did research
for a long time
L713[15:43:04] <LatvianModder> there even
was an exmple for that somewhere
L714[15:43:13] <williewillus> you just
need a smartmodel that steals the model of another block
L716[15:43:29] <diesieben07> he wants his
own model, but other blocks texture
L717[15:43:29] <Flashfire> I tried using
ISmartBlockModel and it works to take the texture but then it
changes the bounds so it's full cube
L718[15:43:35] <Flashfire> ^
L719[15:43:54] <diesieben07> again, you
need to create your BakedQuads manually and give them the other
block's texture
L720[15:44:03] <diesieben07> show where
you tried that.
L721[15:44:08] <Flashfire> I tried
changing the array but it didn't change anything visibly
L722[15:44:19] <williewillus> show code
:p
L723[15:44:20] <diesieben07> array?
wat
L725[15:45:13] <Flashfire> Hold on I'll
upload the code
L726[15:46:13] <Flashfire> The commented
stuff in handleBlockState are things I tried just to see if I could
make a visible difference in the model but it didn't work
L728[15:46:46] <Flashfire> I tried a few
other things with the same list like clearing it
L729[15:47:08] <diesieben07> never ever
modify models
L730[15:47:14] <diesieben07> models are
immutable, create new ones
L731[15:47:38] <diesieben07>
actually...
L732[15:47:39] <Flashfire> Alright, how
would I go about defining my own vertex data?
L733[15:47:47] <diesieben07> again. create
new bakedQuads
L734[15:47:55] <diesieben07> i see nowhere
where yu even attempted
L735[15:48:02] <diesieben07> that. you
just copied something form TGG
L736[15:48:03] <Flashfire> It's not in
there, I took it out
L737[15:48:06] <diesieben07> probably
without understanding it
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L740[15:49:43] <williewillus> isn't there
a mod that does that or used to anyway
L741[15:49:45] <williewillus> somnia was
it?
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L743[15:51:10] <masa> how much can you
increase tickspeed before the server dies?
L744[15:51:29] <diesieben07>
depends™
L745[15:51:41] <Flashfire> Is there a
special method for creating vertex data arrays?
L746[15:51:47] <Unh0ly_Tigg> how do you
get the game type of a player regardless of the logical side of
code execution?
L747[15:52:13] <diesieben07> Flashfire,
look at how vanilla does it?
L748[15:52:33] <Flashfire> I wasn't sure
where to look but I'll try to find it
L749[15:53:22] <diesieben07> Unh0ly_Tigg,
don't think you can
L750[15:53:36] <diesieben07> Flashfire,
use your IDE, look for where BakedQuads are created
L751[15:53:44] <MattDahEpic> masa, at 1000
its runs a good 5000+ms behind and drops ticks accordingly
L752[15:54:30] <Unh0ly_Tigg> diesieben07,
alright, then is there a way to get it client side? from an
EntityPlayer?
L753[15:54:52]
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L754[15:55:38] <williewillus> there's got
to be a way, both sides need to know the game mode
L755[15:55:45] <williewillus> client for
gui stuff
L756[15:55:58] <williewillus> server to
let you fly/clip through/spectate, etc.
L757[15:56:04] <diesieben07> Unh0ly_Tigg,
Minecraft#playerController.getCurrentGameType()
L758[15:56:14] <diesieben07> you cannot
know for players that aren't the client player
L759[15:56:59] <masa> wut?
L760[15:57:24] <Giraffestock> you cant
know another players gamemode
L761[15:57:29] <Giraffestock> on the
server
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L763[15:57:36] <diesieben07> on the
client*
L764[15:57:51] <diesieben07> the server
knows everybody's gamemode
L765[15:58:10] <Flashfire> Instead of
using the vanilla method, wouldn't it work to take the facequads
data from the model I want to use and use that?
L766[15:58:16] <Matthew> hey lex, you said
if we used the forge server we get promotions_slim automatically.
I'm not seeing it :/
L767[15:58:28] <diesieben07> Flashfire,
but you want your own model i thought...
L768[15:58:41] <LexManos> have you prmoted
anything?
L769[15:58:43] <Flashfire> I want a
pressure plate model so it's already in vanilla
L770[15:58:59] <Flashfire> Sorry if I was
unclear
L771[15:59:07] <diesieben07> yes, but you
do not wish to use the model from the block below
L772[15:59:18] <Flashfire> That's
correct
L773[15:59:20] <Matthew> well I just
pushed a build to maven, I assume that promotes latest
L774[15:59:27] <LexManos> it does
not
L775[15:59:28] <diesieben07> so you need
to construct the quads with how YOU wnat the model and then with
the other blocks texture
L776[15:59:30] <LexManos> you need to
promote it
L777[15:59:42] <Matthew> ahh right. how
does one promote? overmind never told me
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L779[15:59:54] <Giraffestock> diesieben07
I meant 'you cant know another players gamemode on the
server'
L780[15:59:56] <Giraffestock> my bad
L781[15:59:58] <Flashfire> Ah, I suppose
texture is included in that
L783[16:01:01] <Matthew> ahh nice. pass it
the full version number?
L784[16:01:13] <LexManos> build
number
L785[16:01:18] <LexManos> full version
might work as well
L786[16:02:08] <Unh0ly_Tigg> ok, so, in
the debug worldtype, you're in spectator mode, and hovering over
normal blocks doesn't bring up the crosshairs, but it does for my
block, is there a way I can change that?
L787[16:03:11] <Matthew> oh hey it worked.
nice
L788[16:03:26] <williewillus> Unh0ly_Tigg:
it does that on TE's for some reason
L789[16:03:33] <williewillus> chests,
furnaces, etc., not normal blocks
L790[16:03:47] <LexManos> Additional note:
change latest to recomended
L791[16:03:56] <LexManos> cuz thats the
only one the update system recognizes right now
L792[16:04:17] <LexManos> Cuz dont want
people getting notifications on beta builds
L793[16:04:23] <Unh0ly_Tigg> huh... I
wonder why it does that...
L794[16:04:59] <Matthew> yeah my plan was.
promote every build to latest. then manually promote
recomended
L795[16:05:19] <diesieben07> Unh0ly_Tigg,
if it's an inventory (TE implemsnts IInventory) it shows it
L796[16:06:46] <LexManos> ya thats what
forge does
L797[16:07:14] <Unh0ly_Tigg> though, is
there a way to have the block tell forge not to do that for
it?
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L799[16:07:37] <diesieben07>
RenderGameOverlayEvent.Pre with type CROSSHAIRS
L800[16:08:06] <LexManos> in spectator
mode its imporant ot show the corsshairs
L801[16:08:12] <LexManos> it tells the
players what they can interact with...
L802[16:08:18] <LexManos> why do you wanna
hide them?
L803[16:08:25] <shadekiller666> if i have
a variable of type IModelState, and it is set to a class that
implements IModelState, is there any difference in
"((MyModelState) this.state).apply()" and
"this.state.apply()" where "this.state" is the
IModelState variable, and "MyModelState" implements the
interface
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L805[16:08:37] <shadekiller666> i don't
think there is
L806[16:08:44] <diesieben07> no there
isn't
L807[16:12:53] <PaleoCrafter> well, there
is a difference in the bytecode :P
L808[16:13:05] <diesieben07> yes, but it
does the same thing :D
L809[16:13:44] <diesieben07> unless
ths.state is not a MyModelState in which case one of them will
crash and the other won't :D
L810[16:13:51] <PaleoCrafter> yeah
:D
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L815[16:17:22] <shadekiller666> well, the
method being called is defined in IModelState, so the cast wouldn't
be required i guess
L816[16:17:23] <Unh0ly_Tigg> Lex, because
I don't want spectators interacting with these blocks.
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L818[16:19:00] <PaleoCrafter> as diesieben
pointed out, shadekiller666, it actually is dangerous :P
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L821[16:19:49] <shadekiller666> why would
one of them crash?
L822[16:20:02] <diesieben07> because if
this.state is not MyModelState...
L823[16:20:05] <williewillus> spec mode
interacts with TE's very weirdly 0.o
L824[16:20:06] <diesieben07> the cast will
crash
L825[16:20:42] <shadekiller666> the cast
was inside an if instanceof check so it would have skipped anyway
:P
L826[16:20:43] <gigaherz> if a cast fails,
your assumptions were wrong ;p
L827[16:21:05] <diesieben07> uhh
L828[16:21:10] <diesieben07> yeah no need
to do that
L829[16:21:21] <diesieben07> the JVM
performs these optimizations for you already, and much better than
you can.
L830[16:21:50] <LexManos> then dont open
an inventory when the block is activated
L831[16:21:57] <LexManos> hiding the
crosshairs wont help
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L833[16:22:37] <diesieben07> no, but it
should be done anyways, otherwise it's confusing
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L835[16:26:14] <gigaherz> hmf so any
recommendations to do before releasing my mod? ;P
L836[16:26:39] <masa> test it at least
once? :p
L837[16:26:45] <gigaherz> yeah besides
that ;P
L838[16:27:00] <masa> test it on a
server
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L840[16:27:30] <gigaherz> hmmm how does
the mod version stuff works?
L841[16:27:43] <gigaherz> I have heard
about that but I have no idea how to indicate my mod should work in
both 1.8.8 and 1.8.9?
L842[16:27:58]
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L843[16:28:23] <masa>
acceptedMinecraftVersions = "1.8.8,1.8.9"
L844[16:28:25] <diesieben07>
acceptedMinecraftVersions in your @Mod
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L846[16:28:47] <gigaherz> aha in the
@Mod
L847[16:28:48]
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L849[16:30:34] <LatvianModder> oh
nice
L850[16:30:51] <LatvianModder> also, the
clientSideMod (or whatever) is only 1.8+ mods, right?
L851[16:31:12] <LexManos> in the @Mod yes
but the functionality in the manifest has existed for years
L852[16:31:17]
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L853[16:31:20] <LexManos> but nobody used
it hence the @Mod shit
L855[16:32:31] <LatvianModder> More or
less accurate?
L856[16:33:05] <diesieben07> looks
fine
L858[16:36:45] <LatvianModder> nice
L859[16:37:05] <LatvianModder> Booooo, you
dont set your username :<
L860[16:37:13] <LatvianModder> Player720
:P
L861[16:37:33] <PaleoCrafter> maybe that
*is* his ingame name :P
L862[16:38:00] <tterrag> I rarely set my
username
L863[16:38:05] <tterrag> it's nice to have
a fresh player every time
L864[16:38:19] <diesieben07> and sometimes
it's not ;)
L865[16:38:36] <tterrag> indeed
L866[16:38:45] <tterrag> but it's not hard
to add --username --password :P
L867[16:38:49] ***
TehNut is now known as TehNut|Gone
L868[16:38:59] <diesieben07> i know
L869[16:39:16] <MattDahEpic> i just dont
like plaintexting my login details
L870[16:39:20] <PaleoCrafter> it's rather
funny to find PlayerXyZ names that actually have skins
L871[16:39:28] <gigaherz> lol
L872[16:39:55] <tterrag> meh, my eclipse
workspace isn't going to be put anywhere
L873[16:40:23] ⇦
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L874[16:40:28] <Thutmose> you don't even
need the --password, just --username keeps it consistant
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L877[16:44:14] ***
kroeser is now known as kroeser|away
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L879[16:50:13] <Unh0ly_Tigg> I wish that
we could get the GradleStart to pull info from the login profiles
from the .minecraft directory...
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L881[16:56:39] <gigaherz> okay my mod
appears to load fine in 1.8.8 and 1.8.9, but ofc not in older 1.8,
since I use ITickable ;P
L882[16:56:41]
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L883[16:56:53] <raoulvdberge> in 1.8.9,
why are blocks that I'm holding huge in third person?
L884[16:57:24] <gigaherz> your json
doesn't have proper third-parson transforms
L885[16:57:26] <gigaherz> person*
L886[16:57:38] <Unh0ly_Tigg> shouldn't the
default transforms be fine?
L887[16:58:27] <gigaherz> now that you
mentioned it, I never checked that
L888[16:58:35] <gigaherz> and no, the
default isn't fine for third person ;P
L889[16:59:04] <gigaherz> even in
1.8
L890[16:59:16] <gigaherz> you at least
needed a thirdperson transform in your items
L891[16:59:20] <raoulvdberge> im using the
block state crap, do I just add "display":
{"thirdperson": {}} stuff?
L892[16:59:27] <raoulvdberge> in the
inventory section
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L894[17:02:06] <gigaherz> well it's
"transform" instead of "display"
L895[17:02:14] <gigaherz> and you can use
... "forge:default_block" or whatever it was
L896[17:02:15] <gigaherz> XD
L897[17:02:26] <raoulvdberge> oh yeah
thaaanks
L898[17:02:26] <gigaherz>
"forge:default-block"?
L899[17:02:35] <raoulvdberge> i have it
somewhere in my git history
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L901[17:04:46] <gigaherz> yeah:
"transform": "forge:default-block"
L902[17:05:25] <raoulvdberge> yes :D
L903[17:05:43] <Unh0ly_Tigg> first block
of this new mod, is now complete... after almost 2 weeks...
ugh.
L904[17:05:48] <gigaherz> XD
L905[17:05:56] <gigaherz> what's it
about?
L906[17:07:32] <Unh0ly_Tigg> rp2 clone for
1.8.9
L907[17:08:01] <gigaherz> full-featured?
or just the logic?
L908[17:08:28] <gigaherz> cos a microblock
system is being developed already ;P
L909[17:08:43] <heldplayer> And a pipes
system too
L910[17:08:51] <heldplayer> And basically
everything :P
L911[17:09:01] <heldplayer> Doesn't mean
you can't try though ;)
L912[17:09:10] <gigaherz> yeah
"nostalgia" mods also "sell"
L913[17:09:10] <gigaherz> ;p
L914[17:09:11] <Unh0ly_Tigg> this probably
won't have microblocks at first, but I want to visually and
functionally replicate the original.
L915[17:09:21] <raoulvdberge> omg...
couldve thought this wouldn't work again
L916[17:09:29] <raoulvdberge> this model
system always does the opposite thing i want it do lol
L917[17:09:29] <gigaherz> okay! i think
I'm ready
L918[17:09:32] <gigaherz> I can't be 100%
sure
L919[17:09:37] <PaleoCrafter> asie's
charset also has gates etc., I think?
L920[17:09:45] <gigaherz> because I'm not
aware of any released mod in 1.8.8+ that has RF power
generation
L921[17:09:51] <gigaherz> but otherwise...
;P
L923[17:10:04] <raoulvdberge> Any ideas
how?
L924[17:10:35] <shadekiller666> unholy,
any ideas how you plan on implementing the frames?
L925[17:10:45] <shadekiller666> those are
still sketchy as hell :P
L926[17:10:50] <gigaherz>
"frames"?
L927[17:10:52] ⇦
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L928[17:10:56] <shadekiller666> rp2
frames
L929[17:10:58] *
gigaherz doesn't remember everything RP2 had
L930[17:11:12] <gigaherz> I have no idea
what those were ;P
L932[17:11:40] <gigaherz> oh moving
stuff
L933[17:11:43] <PaleoCrafter> oh yeah,
there's Framez as well :D
L934[17:11:46]
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L935[17:11:53] <Unh0ly_Tigg> I have been
looking at the rp2 1.4.7 jars with jd-gui, just to get a feel for
what eloraam did.
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L937[17:12:03] <Unh0ly_Tigg> and then
writing my own code.
L938[17:12:06] <masa> raoulvdberge: well
the blockstate doesn't tell much about the model...
L939[17:12:27] <PaleoCrafter> I think RP2
is pretty much all covered in 1.8.9 apart from the computers
L940[17:12:30] <raoulvdberge> nevermind,
the transform had to be in inventory section
L941[17:12:35] <gigaherz> raoulvdberge:
"inventory": [{ "transform":
"forge:default-block" }]
L942[17:12:44] <Rushmead> Paleo even you
got OC
L943[17:12:53] <Rushmead> Even then*
L944[17:12:57] <PaleoCrafter> yeah
L945[17:13:09] <gigaherz> PaleoCrafter:
there's mods that implement moving stuff?
L946[17:13:11] <gigaherz> :O
L947[17:13:14] <PaleoCrafter> yes :P
L948[17:13:16] <Rushmead> Framez2
L949[17:13:30] <Rushmead> Or even that
piston extendy thingy doo mof
L950[17:13:31] <PaleoCrafter> fry did one
himself (for 1.7.10, but still :D)
L951[17:14:01] <Rushmead> Anyway i should
probably sleep
L952[17:14:17] <Rushmead> My irccloud
trial runs out today...
L953[17:14:23] <Unh0ly_Tigg> I never used
rp2 computers, mainly because I never understood fortan, but I am
going to make that available eventually. Once all the original
features are in, I'll probably add other computer cores that use
different languages.
L954[17:14:36] ⇦
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L955[17:14:50] <Unh0ly_Tigg> like lua, or
scheme, or javascript, etc.
L956[17:14:52] <shadekiller666> giga, if
"transform" is in "defaults" and the model is
still large, then it would have to be "transform":
{"thirdperson": {"scale": <value>}}
L957[17:14:55] <ThePsionic> Rushmead: git
gud
L958[17:15:10] <Rushmead> I did have a bnc
but meh
L959[17:15:23] <Rushmead> Too much effort
to setup myself one up
L960[17:16:28] ***
bilde2910 is now known as bilde2910|away
L961[17:16:28] <raoulvdberge> i really
wonder why people like lua for scripting
L962[17:16:33] <raoulvdberge> like its
syntax is so limiting
L963[17:17:03] <Unh0ly_Tigg> In terms of
in-game coding, lua is one of the more popular languages, mainly
because CC and OC
L964[17:17:04] <PaleoCrafter> how can
syntax be limiting?
L965[17:17:15] <Unh0ly_Tigg> factorio is
mostly lua.
L966[17:17:25] <raoulvdberge> you don't
know how syntax can be limiting?
L967[17:17:45] <PaleoCrafter> I guess it
depends on what you think it's limiting
L968[17:17:49] <PaleoCrafter> but it can't
limit functionality :P
L970[17:18:45] <raoulvdberge> it renders
it hugely for both 0 and 1
L971[17:18:46] <PaleoCrafter> Lua actually
is a rather powerful language, it's just very meta xD
L972[17:19:01] <raoulvdberge>
PaleoCrafter: Powerful is relative.
L973[17:19:13] ***
AbrarSyed is now known as Abrar|gone
L974[17:19:21] <Rushmead> But the only
language to not start from 0 in arrays...
L975[17:19:36] <Unh0ly_Tigg> if you think
lua syntax is limiting, then you've never dealt with "a, b, c
= 1, 2, 3"
L976[17:19:54] <Unh0ly_Tigg> so freeing
compared to java, imho
L977[17:20:08] <PaleoCrafter> that
statement is just plain confusing :P
L978[17:20:23] <Unh0ly_Tigg> what, the
quoted part?
L979[17:20:25] <PaleoCrafter> yes
L980[17:20:35] <ThePsionic> not
really
L981[17:20:50] <ThePsionic> you assign the
values in the order the variables are named
L982[17:20:51] <Unh0ly_Tigg> a, b, c = 1,
2, 3 is the same as a = 1; b = 2; c = 3;
L983[17:21:00] <gigaherz> assuming the
order of returns corresponds with the order of the
expressions
L984[17:21:06] <gigaherz> becausemy brain
is tempted to do
L985[17:21:15] <gigaherz> "a, b, (c =
1), 2, 3"
L986[17:21:23] <Unh0ly_Tigg> nope
L987[17:21:25] <gigaherz> and use the C++
comma operator semantics
L988[17:21:25] <gigaherz> XD
L989[17:21:42] <Unh0ly_Tigg> a, b, c = (to
a), (to b), (to c)
L990[17:21:48] <gigaherz> yeah
L991[17:21:50] <PaleoCrafter> depending on
the language it could also be "assign a the list [1, 2, 3] to
a, b and c" :P
L992[17:21:55] <gigaherz> although the
floating syntax is sortof confusing
L993[17:22:03] <Unh0ly_Tigg> but lua does
what I described.
L994[17:22:04] <heldplayer> Swapping is
easy: a,b = b,a
L995[17:22:13] <gigaherz> I'd have used a
more verbose syntax
L996[17:22:19] <Unh0ly_Tigg> gigaherz,
floating syntax?
L997[17:22:19] <gigaherz> using array
initializer-style syntax
L998[17:22:26] <PaleoCrafter> scala's
equivalent is (a, b, c) = (1, 2, 3)
L999[17:22:29] <gigaherz> [a,b,c] = { e1,
e2, e3}
L1000[17:22:46] <gigaherz> Unh0ly_Tigg:
there's no clear indication what the comma applies to
L1001[17:23:13] <heldplayer> Also, if
somebody can point me to a library that can run Python inside Java,
please point me to it
L1002[17:23:14] <gigaherz> yeah if I were
to add that to JAva, or C#
L1003[17:23:15] <gigaherz> I'd use
L1004[17:23:23] <PaleoCrafter>
heldplayer, it also shows how bad mutability is :P
L1005[17:23:26] <gigaherz> [var1,var2] to
create l-value tuples
L1006[17:23:30] <PaleoCrafter> you can't
reason about what exactly happens in that statement
L1007[17:23:35] <Unh0ly_Tigg> heldplayer,
jython or jpython, or something like that?
L1008[17:23:35] <gigaherz> and then I'd
use tuple return values internally
L1009[17:23:40] <gigaherz> so like
L1010[17:23:42] <gigaherz> the compiler
would emut
L1011[17:23:43] <PaleoCrafter> it could
first assign b to a and then a to b, leaving b unchanged :P
L1012[17:23:45] <gigaherz> emit*
L1013[17:23:48] <gigaherz> tuple1 =
func
L1014[17:23:53] <gigaherz> var1 =
tuple1.element1
L1015[17:23:58] <gigaherz> var2 =
tuple1.element2
L1016[17:24:28] <gigaherz> of course that
only works well with valuetypes
L1017[17:24:29] <gigaherz> ;P
L1018[17:24:53] <heldplayer> Unh0ly_Tigg:
Jython seems to be correct
L1019[17:25:06] <heldplayer> Amazing how
long google searching didn't bring that one up for me
L1020[17:25:08] <PaleoCrafter> nah,
gigaherz, no value types required, they just make it nicer :P
L1022[17:25:21] <raoulvdberge> you guys
should try Go :P
L1023[17:25:32] <PaleoCrafter> but I
think brackets sould be reserved for lists, not tuples :P
L1024[17:25:37] <Unh0ly_Tigg> heldplayer,
it's more of a jvm level python interpreter, iirc.
L1025[17:25:58] <heldplayer> JVM level
would be great for performance
L1027[17:28:22] <gigaherz> PaleoCrafter:
I like to think of tuples as a "list of types" ;P
L1028[17:28:29] <gigaherz> so
[int,String,float]
L1029[17:28:47] <PaleoCrafter> on the
type level that works
L1030[17:28:55] <PaleoCrafter> or
actually it doesn't xD
L1031[17:29:08] <gigaherz> yes, then you
can use a generic initializer with { value1, value2, value3 }
L1032[17:29:25] <gigaherz> type inference
rules should be able to distinguish between arrays and tuples
L1033[17:30:35] <Unh0ly_Tigg> well, once
java 9 is available, we should have value types, which will make it
possible to interpret a BlockPos as just 3 ints again, iirc.
L1034[17:30:43] <PaleoCrafter> yep
L1035[17:30:53] <gigaherz> yep, assuming
Mojang switches to java9
L1036[17:30:53] <gigaherz> ;P
L1037[17:31:08] <Unh0ly_Tigg> don't know
how you'd tell the jvm to do that though...
L1038[17:31:21] <gigaherz> so yeah in the
end, my proposal for Java language-integrated tuples, would be
"[int,String,float] aTuple = { 1, "2", 3
};"
L1039[17:31:54] <gigaherz> Unh0ly_Tigg:
there's two ways to work with byvalue semantics at low level
L1040[17:32:00] <gigaherz> the
non-breaking way
L1041[17:32:05] <gigaherz> would be to
expand all uses of the type
L1042[17:32:07] <gigaherz> into their
components
L1043[17:32:10] <gigaherz> so
L1044[17:32:10] <PaleoCrafter> I don't
think using curly braces is good :P arrays can have (in theory)
infinitely many values
L1045[17:32:17] <gigaherz>
func(valuetype) --> func(value1, value2, value3)
L1046[17:32:32] <PaleoCrafter> borrowing
the normal round parens from mathematics is the way to go :P
L1047[17:32:34] <gigaherz> of course that
comes with its own load of issues
L1048[17:32:46] <gigaherz> such as not
allowing value packing
L1049[17:33:10] <gigaherz> or non-serial
members, that C# can do (you can simulate unions in C#by using
explicit struct layout offsets)
L1050[17:33:30] <gigaherz> but it
wouldn'te require jvm changes
L1051[17:33:32] <gigaherz> the better
method
L1052[17:33:40] <gigaherz> is to be able
to mark a type as a value
L1053[17:34:11] <gigaherz> in C#, the
object hierarchy goes like Object -> Struct/ValueType ->
primitive types
L1054[17:34:30] <gigaherz> when a type
inherits from "struct" the VM uses value semantics
L1055[17:34:51] <PaleoCrafter> shouldn't
you say .NET? :P
L1056[17:35:01] <gigaherz> yeah I use
them interchangeably
L1057[17:35:11] <gigaherz> I ignore the
existance of all other .NET-based langauges ;P
L1058[17:35:18] <PaleoCrafter> how dare
you ignore F#
L1059[17:35:22]
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L1060[17:35:26] <gigaherz> anyhow
L1061[17:35:33] <PaleoCrafter> (VB.NET
can go die in a hole)
L1062[17:35:35] <gigaherz> "inherit
from struct" here means using "struct" keyword
instead of "class"
L1063[17:35:44] <gigaherz> you don't
actually have "class X: struct"
L1064[17:36:16] <gigaherz> enums also
happen to be value types, but enums in .NET are just
constant-groups
L1065[17:36:18] <Unh0ly_Tigg> I only use
.NET for the .NET Micro Framework.
L1066[17:36:26] <gigaherz> but I
digress
L1067[17:36:51] <PaleoCrafter> btw,
gigaherz, I think the Valhalla way also is to have the VM do, if
I'm not mistaken
L1068[17:36:53] <gigaherz> this other
method, would require that the compiler and JVM have knowledge of
value semantics
L1069[17:36:57]
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L1070[17:37:08] <Unh0ly_Tigg> because I
have a fez domino, which is an arduino like device, but based on
the .net micro framework.
L1071[17:37:52] <gigaherz> using value
semantics means the jvm can do auto-boxing/unboxing
L1072[17:38:14] <Unh0ly_Tigg> like it
already does for the primitives' wrapper classes.
L1073[17:38:18] <gigaherz> and can apply
a bunch of optimizations
L1074[17:38:34] <gigaherz> such as
dynamic packing based on the platform
L1075[17:38:34] <diesieben07> the JVM has
nothing to do wiht primitive wrapper (un)boxing
L1076[17:39:20] <Unh0ly_Tigg> well,
technically, that is done at compile time, but I'm not sure just
how many developers know that.
L1077[17:39:23] <gigaherz> (some 64bit
platform may benefit from having struct members be aligned on 8
bytes boundary, while others may be fastest using 1-byte)
L1078[17:40:08] <gigaherz> although
technically those things should already exist, just from aligning
the class members themselves
L1079[17:40:24] <Unh0ly_Tigg> I'm just
wondering when we'll reach the point where we're pushing the
current memory address limit (64 bits currently).
L1080[17:40:37] <diesieben07> lol not for
a looooong time
L1081[17:40:50] <gigaherz> Unh0ly_Tigg:
chances are the way we use computers will change before that
happens
L1082[17:40:56] <Unh0ly_Tigg> you'd need
to reach ~18446 pettabytes
L1083[17:41:00] <gigaherz> most CPUs use
LESS than 48 bits internally
L1084[17:41:15] <gigaherz> the first
x86-64 cpus were 36bit
L1085[17:41:17] <gigaherz> which
means
L1086[17:41:19] <PaleoCrafter> there are
128-bit architectures already, and they are being used, afaik
L1087[17:41:27] <gigaherz> the bits above
36 were FIXED to be the same as the sign bit
L1088[17:41:40] <gigaherz> so that
negativeness is maintained
L1089[17:41:46] <gigaherz> I think the
current ones are 40bit
L1090[17:41:48] <gigaherz> or maybe
48bit
L1091[17:42:12] <gigaherz> but no one
foresees intel/amd having to expand the 48bit to 52/56 any time
soon ;P
L1092[17:42:16] <Unh0ly_Tigg> I also just
wish that I could find a high io count microprocessor that has a
ddr controller built in (instead of the ddr2 controllers that I'm
finding currently)
L1093[17:42:40] <gigaherz> ddr1?
L1094[17:42:45] <gigaherz> why that
ancient?
L1095[17:43:01] <Unh0ly_Tigg> I've got a
bunch of ddr1 cards from old machines.
L1096[17:43:06] <gigaherz> oh
L1097[17:43:07] <Unh0ly_Tigg> including 2
1GB sticks
L1098[17:43:14] <gigaherz> get one of
those ram-disks?
L1099[17:43:27] <gigaherz> that have a
bunch of DDR slots and a battery
L1100[17:43:34] <gigaherz> and pretend to
be an HDD?
L1102[17:43:57] <Unh0ly_Tigg> a ramdisk
is software based...
L1104[17:44:02] <gigaherz> Unh0ly_Tigg:
nono
L1105[17:44:06] <gigaherz> a ddr-drive
kinda thing
L1106[17:44:07] <gigaherz> XD
L1107[17:44:09] <gigaherz> check the
link
L1108[17:44:09] <Unh0ly_Tigg> wut
L1109[17:44:32] <gigaherz> ith as a bunch
of RAM slots, and a small battery
L1110[17:44:38] <gigaherz> can keep the
data for like a week in case of power failure
L1111[17:44:47] <gigaherz> but it's as
fast as ram
L1112[17:44:53] <gigaherz> (limiting
factor being the bus)
L1113[17:45:18] <gigaherz> it's obviously
useless for long-term storage
L1114[17:45:29] <gigaherz> and modern
SSDs make them sorta pointless
L1115[17:45:46] <gigaherz> but they can
be an interesting way to have a persistent cache
L1116[17:46:46] <Unh0ly_Tigg> well, I
know of some microprocessors (atmel ARM9Ms) that don't have built
in flash, but do have a ddr2 controller inside, so you can use
external ram, but I don't have any ddr2 based sticks.
L1117[17:47:03] <Unh0ly_Tigg> I have some
LP-DDR sticks, but those are currently in a laptop...
L1118[17:49:48] <diesieben07>
PaleoCrafter, of course, i has to be. otherwise this would be
pointless. it would just be boxing, which we can already do
today.
L1119[17:50:06] <PaleoCrafter> gigaherz
stated otherwise (or I misunderstood him)
L1120[17:52:09]
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L1121[17:53:23] <gigaherz> diesieben07:
nah what I meant is
L1122[17:53:27] <gigaherz> you could
unpack valuetypes
L1123[17:53:31] <gigaherz> and pass them
item-by-item
L1124[17:53:50] <diesieben07> of
course
L1125[17:53:51] <gigaherz>
function(valuetype) --> function(valuetype_member1,
valuetype_member2, ...)
L1126[17:53:54] <diesieben07> that's just
"field accesses"
L1127[17:54:09] <gigaherz> internally at
compile-time, without the jvm ever knowing they exist
L1128[17:54:29] <gigaherz> you'd still
need boxing on the return values though
L1129[17:54:43] <PaleoCrafter> read that
document, gigaherz :P
L1130[17:54:58] <PaleoCrafter> it covers
returns as well :P
L1131[17:56:02] <diesieben07> nd
gigaherz, doing this without jvm changes brings a LOT of
probelms
L1132[17:56:06] <gigaherz> ah they are
proposing a third alternative
L1133[17:56:09] <diesieben07> e.g.: field
assignment wouldn't be atomic
L1134[17:56:17] <gigaherz> which is to
implement valuetypes using locked immutables
L1136[17:56:51] <PaleoCrafter> on the
highest level yes, gigaherz
L1137[17:57:35] <gigaherz> yeah the
locking has some major side-effects
L1138[17:57:45] <gigaherz> when it comes
to the JVM interpreting the meaning of the instructions
L1139[17:58:01] <gigaherz> such as being
able to completely remove the allocation and by-ref
operations
L1140[17:58:19] <gigaherz> but the same
bytecode could be run in an older jvm
L1141[17:58:27] <gigaherz> which would
simply ignore the attribute
L1142[17:58:39] <gigaherz> and create
plain old references
L1143[18:00:39] ***
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L1146[18:02:39] <diesieben07> gigaherz,
they have done that, but it is very brittle
L1147[18:02:54] <diesieben07> because
bytecode attributes are like... stripped a lot by various
tools
L1148[18:03:12] <diesieben07> and then
somehing changes somewhere and your bytecode indices don't match up
anymore
L1149[18:03:39] <gigaherz> heh
L1150[18:04:06] <diesieben07> it's how
the prototype works i think
L1151[18:04:37]
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L1152[18:04:46] <PaleoCrafter> That's the
specialisation, isn't it?
L1153[18:05:01] <diesieben07> uhh
yeah
L1154[18:05:17] <diesieben07> without
that value types are pretty useless :D
L1155[18:05:34] <PaleoCrafter> Those
presentations were very good, btw
L1156[18:05:47] <PaleoCrafter> Isn't it
more like the other way around? :P
L1157[18:05:52]
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L1158[18:06:05] <diesieben07> no
L1159[18:06:17] <diesieben07> without
specialization you'd have boxing whenever generics are
involved
L1160[18:06:22]
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L1161[18:06:28] <diesieben07> which
destroys the performance of ArrayList<ValueType>
L1162[18:06:28] ***
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L1163[18:06:38] <diesieben07> and
performance is one of the main reasons value types are being
made
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L1170[18:10:28] <PaleoCrafter> I mean,
you can write a lot of stuff with values types without ever needing
generics, but specialisation is pretty useless (apart from
primitives) without value types to exploit it ;)
L1171[18:10:42] <gigaherz> not
really
L1172[18:10:47] <diesieben07> primitives
alone is a great thing :D
L1173[18:10:50] <gigaherz> just having
List<int>
L1174[18:10:54] <diesieben07>
specialization for primitives
L1175[18:10:58] <gigaherz> I mean even
without any other primitives
L1176[18:11:00] <gigaherz> just
<int>
L1177[18:11:05] <gigaherz> that would
already be an amazing addition
L1178[18:11:06] <gigaherz> XD
L1179[18:11:09] <diesieben07>
indeed
L1180[18:11:27]
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L1181[18:11:44] <PaleoCrafter> Sure, but
my point is that value types are not totally useless without
specialisation, either :P
L1182[18:11:46] <gigaherz> thing is, if
you do it for primitives, it's only another step to allow
valuetypes
L1183[18:11:55] <diesieben07> yes, that
is true paleo
L1184[18:12:03] <diesieben07> but they
miss their main goal :D
L1185[18:12:11] <gigaherz> well you still
have arrays
L1186[18:12:24] <gigaherz> it's just...
it would feel half-assed
L1187[18:12:48] <gigaherz> but I'd
understand having first both features separately, and then
combine
L1188[18:13:09] <PaleoCrafter> One kinda
necessates the other
L1189[18:13:22] <gigaherz> one group
preparing the groundwork for setting up specializations for value
types
L1190[18:13:35] <gigaherz> while the
other group prepares the groundwork for the non-primitive
valuetypes themselves
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L1192[18:14:04] <diesieben07> they are
really the same thing though
L1193[18:14:18] <diesieben07>
specialization just means spitting out new classes
L1194[18:14:30] <gigaherz> specialization
means adding a reification engine
L1195[18:14:37] <gigaherz> valuetypes
mean adding byvalue semantics
L1196[18:14:56] <gigaherz> they are two
separate features intrinsically, but that complement
eachother
L1197[18:14:57] <diesieben07> the
reification is an implementatino detail, really
L1198[18:15:03] <diesieben07> but
yes
L1199[18:15:19] <diesieben07> i thought
you meant value type specialization and primitive specialization
different :P
L1200[18:15:31] <gigaherz> and in the
end
L1201[18:15:43] <gigaherz> once you have
specialization
L1202[18:15:49] <gigaherz> the difference
is simply
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L1205[18:16:07] <gigaherz> the switch
from using a backing Object[] to using a T[]
L1206[18:16:18] <gigaherz> that T[] can
be a valuetype array
L1207[18:16:20] <diesieben07> it's not
quite that simple :P
L1208[18:16:26] <diesieben07> because you
need to be backwards compatible
L1209[18:16:29] <gigaherz> it's not, but
after all the processing steps
L1210[18:16:33] <gigaherz> wrapper
methods and whatever else
L1211[18:16:42] <diesieben07> so
reference types are still erased, but value types are
retained
L1212[18:17:11] <gigaherz> the effective
changes are generating a specialized class that has the exact type
instead of Object
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L1214[18:17:28] <diesieben07> yes, but
that class needs to be spit out at runtime
L1215[18:17:32] <gigaherz> yup
L1216[18:17:35] <gigaherz> hence the
reifier engine
L1217[18:18:04] <gigaherz> a machine that
takes class metadata, and spits out type implementations
L1218[18:18:48] <gigaherz> but this
engine wouldn't really need to care if the valuetype is a primitive
or it's complex, all it knows ithat "T" becomes
"Vector3" instead of "Object"
L1219[18:18:54] <gigaherz> is that*
L1220[18:19:13] <diesieben07> yep
L1221[18:19:43] <Flashfire> I have tried
creating making custom BakedQuads and replacing the existing ones
in my ISmartBlockModel but it doesn't seem to be doing
anything
L1223[18:20:18] <gigaherz> so by
extension, the two features can be developed separately: one cares
about implementing the valuetype arrays and how to store/transfer
thevalues, while the other cares about the reifier
L1224[18:20:34] <gigaherz> then we drool
and cheer
L1225[18:21:24]
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L1226[18:21:47] <diesieben07> yep
L1227[18:21:58] <diesieben07> the first
group is called VM guys, the 2nd is called java langauge
guys.
L1228[18:22:20] <diesieben07> because the
VM doesn't need to know that java treats generics this
stupidly
L1229[18:22:54] <PaleoCrafter> Well, it
needs to know that it has to run the reifier :P
L1230[18:23:07] <gigaherz> Flashfire:
reading
L1231[18:23:08] <diesieben07> yes
L1232[18:23:17] <diesieben07> it's
basically InvokeDynamic for classes
L1233[18:23:30] <diesieben07> "the
class returned by this method with these args"
L1234[18:24:19] <gigaherz> the bytecode
equivalent of "typeout = ApplyGenericParameters(typein,
params)"
L1235[18:24:30] <PaleoCrafter> Anyways,
bed's calling
L1236[18:24:37] <VapourDrive> question, I
have a block that I want to update the metadata of (now done with
world.setBlockState()) from the tileentity... but when I call
setBlockState, it resets the tileentity data; how can I avoid this/
how should I be doing it?
L1237[18:24:42] <PaleoCrafter> Night
y'all
L1238[18:24:46] <gigaherz> night
L1239[18:24:47] <diesieben07> night
L1240[18:24:52] <VapourDrive>
g'night
L1241[18:24:57] <gigaherz> VapourDrive:
shouldRefresh or something like that
L1242[18:25:01] <diesieben07> ^
L1243[18:25:06] <gigaherz> override
it,
L1244[18:25:18] <gigaherz> and return
oldState.getBlock()!=newState.getBlock()
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L1246[18:25:42] <gigaherz> so that the TE
only gets re-created if the actual block changed
L1247[18:26:07] <VapourDrive> ah
thanks!
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L1249[18:26:14] <gigaherz> by default,
forge assumes that blockstates represent sub-blocks instead of just
thesame block in different states
L1250[18:27:35] <gigaherz> Flashfire:
that code seems overcomplicated
L1251[18:27:51] <Flashfire> That's
probably because I've tried so many things to make this work
L1252[18:28:04] <VapourDrive> I know how
that works :P
L1253[18:28:07] <gigaherz> why are you
trying to copy the weighted pressure plate model instead of making
your own?
L1254[18:28:36] <Flashfire> Because I
want the same model but with a texture that changes to the block
below it
L1255[18:28:54] <Flashfire> So it's a
hidden pressure plate
L1256[18:29:21] <gigaherz> so you can
refer to the pressure plate model from your blockstates file
L1257[18:29:33] <Flashfire> Yes
L1258[18:29:48] <gigaherz> well actually
hmm
L1259[18:29:52] <Flashfire> That doesn't
help me with my issue though
L1260[18:29:57] <gigaherz> you'd really
benefit from obtaining an IModel directly
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L1262[18:30:08] <LexManos>
<gigaherz> by default, forge assumes that blockstates
represent sub-blocks instead of just thesame block in different
states
L1263[18:30:11] <LexManos> umm...
no?
L1264[18:30:22] <diesieben07> for
TEs
L1265[18:30:38] <gigaherz> if you don't
override shouldRefresh, ANY blockstate causes the TE to be
re-created with a new instance
L1266[18:30:39] <VapourDrive> return
!isVanilla || (oldState.getBlock() != newSate.getBlock());
L1267[18:30:50] <LexManos> oh for tes not
subblocks but more seperate TEs
L1268[18:30:55] <LexManos> cuz thats what
people use it for
L1269[18:31:08] <gigaherz> well, some
people ;P
L1270[18:31:11] <diesieben07> yep, it
only makes sense with getTileEnitty taking IBlockState
L1271[18:31:19] <LexManos> it does
L1272[18:31:25] <gigaherz> I have still
never created a block that has different TEs based on blockstate
;P
L1273[18:31:35] <diesieben07> i have
:P
L1274[18:31:42] <LexManos> most major
mods do to conserv iods
L1275[18:31:59] <VapourDrive> huh, that's
interesting
L1276[18:32:23] <VapourDrive> I guess
metadata gets eaten up pretty fast by direction enums...
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L1278[18:32:50] <gigaherz> VapourDrive: a
lot of mods use the TileEntity for direction
L1279[18:33:01] <gigaherz> and use
getActualState to return the direction info based on TE
L1280[18:33:16] <gigaherz> so that they
can keep the 16 numbers in the metadata for a MachineType enum of
sorts
L1281[18:33:40] <Flashfire> @gigaherz
Where would I get the IModel from?
L1282[18:33:50] <VapourDrive> I guess
that makes some sense, plenty of different ways to skin cats
;)
L1283[18:34:08] <gigaherz> Flashfire:
ModelLoader.getModel("minecraft:pressure_plate_whatever");
or similar
L1284[18:34:09] <gigaherz> ;P
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L1286[18:34:23] <Flashfire> Thanks
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L1288[18:34:47] <gigaherz> maybe you need
"minecraft:block/whatever"
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L1291[18:41:01] <Thutmose> how would I go
about making my TESR render something when not in view, like the
beacon? I have a TE that renders a hologram of an entity, which can
be projected to nearby locations, but it disappears if the block
itself is not in view
L1292[18:41:28] <gigaherz> there's a
method for it
L1293[18:41:32] <diesieben07> override
getRenderBoundingBox in your TE
L1294[18:41:32] <gigaherz> check the
beacon implementation
L1295[18:41:40] <gigaherz> although, the
method didnt' exist in 1.8
L1296[18:41:44] <gigaherz> it was added
afterward in 1.8.x
L1297[18:42:10] <gigaherz> this: public
boolean func_181055_a()
L1298[18:42:10] <gigaherz> {
L1299[18:42:10] <gigaherz> return
true;
L1300[18:42:10] <gigaherz> }
L1301[18:42:15] <gigaherz> oops meantto
paste as one line
L1302[18:42:18] <Thutmose> ahh
L1303[18:42:22] <gigaherz> if you return
true
L1304[18:42:26] <diesieben07> it's a
forge method gigaherz
L1305[18:42:26] <gigaherz> frustum checks
are ignored
L1306[18:42:32] <gigaherz> diesieben07:
using SRG name?!
L1307[18:42:39] <diesieben07> no, there
is a different one
L1308[18:42:56] <gigaherz> that's what
the beacon uses though, and it worked for the last person who I
helped with this
L1309[18:42:56] <gigaherz> XD
L1310[18:43:47] <Thutmose> hmm, I don't
see a method like that in beacon
L1311[18:43:55] <Thutmose> the tile
entity at least
L1312[18:44:01] <diesieben07> yeah same
here
L1313[18:44:06] <SatanicSanta> How could
I attack an entity in front of the player? I use this code
currently
https://beta.paste.ee/p/7IiKW but it doesnt
actually attack the entity. It might have something to do with the
fact that I'm launching the player forward a bit first, but I
dunno.
L1314[18:44:27] <SatanicSanta> The
isRemote is false on L#3
L1315[18:44:30] <diesieben07> you have to
attack stuff on the server
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L1317[18:44:42] <diesieben07>
objectMouseOver is client only
L1318[18:44:50] <Thutmose>
func_183000_F() is in the tile entity itself, I will see if that is
it?
L1319[18:45:09] <Thutmose> hmm most
likely not
L1320[18:45:14] <diesieben07> no that is
something wiht NBT
L1321[18:45:18] <diesieben07> you want
getRenderBoundingBox
L1322[18:45:25] <SatanicSanta>
diesieben07: Figured as much. Is there a way to do something
similar to objectMouseOver.entityHit on the server?
L1323[18:45:31] <diesieben07> return
INFINITE_EXTEND_AABB to always render
L1324[18:45:34] <Thutmose> but that
already returns that
L1325[18:45:41] <diesieben07> whaa
L1326[18:45:44] <Thutmose> oh
L1327[18:45:45] <Thutmose> wait
L1328[18:45:47] <Thutmose> no it
doesn't
L1329[18:45:57] <Thutmose> thanks, Will
use that
L1330[18:45:57] <diesieben07>
SatanicSanta, you have to replicate the clientside raytrace on the
server
L1331[18:49:35] <LexManos> how do
endermen do it?
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L1333[18:51:24] <SatanicSanta>
getClosestVulnerablePlayerToEntity
L1334[18:51:28] <SatanicSanta> it
seems
L1335[18:51:37] <LatvianModder> I think
they just scan nearby players and check if atan2 delta from his
rotation is smaller than X degrees or smth
L1336[18:51:53] <LatvianModder> magic
math
L1337[18:53:18] <gigaherz> [01:43]
(Thutmose): hmm, I don't see a method like that in beacon
L1338[18:53:20] <gigaherz> 1.8.8+
L1339[18:53:47] <gigaherz> and I mean
TileEntityBeaconRenderer
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L1341[18:54:18] <LatvianModder> it should
be in TileEntity
L1342[18:54:33] <gigaherz> I'm saying
waht vanilla minecraft has
L1343[18:54:39] <gigaherz> which didn't
exist in 1.8.0
L1344[18:54:55] <gigaherz> 1.8.0 beacons
had the bug where they beam disappears when out of sight
L1345[18:54:59] <gigaherz> the*
L1346[18:55:09] <LatvianModder> hmm
L1347[18:55:13] <gigaherz> and somewhere
between 1.8.0 and 1.8.8, that not-yet-named method was added
L1348[18:55:18] <gigaherz> and overriden
by the beacon TESR
L1349[18:55:28] <gigaherz> which
minecraft uses to skip frustum checks
L1350[18:55:34] <LatvianModder> maybe its
in TESR class then? no idea
L1351[18:55:43] <gigaherz> yes, it's in
the TESR class I just said it
L1352[18:55:44] <gigaherz> XD
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L1354[18:56:16] <LatvianModder> oh
:D
L1355[18:56:28] <LatvianModder> I dont
have 1.8+ source, so, you know :P
L1357[18:57:53] <Flashfire> @gigaherz I
can't seem to do anything with the IModel either, what were you
thinking I could use it for?
L1358[18:57:54] <gigaherz> oh hey it has
been named now
L1359[18:57:59] <gigaherz> [01:57]
-MCPBot_Reborn- === MC 1.8.9:
net/minecraft/client/renderer/tileentity/TileEntitySpecialRenderer.forceTileEntityRender
(bhd.a) UNLOCKED ===
L1360[18:58:06] <gigaherz> [01:57]
-MCPBot_Reborn- Name : a => func_181055_a =>
forceTileEntityRender
L1361[18:59:06] <gigaherz> Flashfire: if
the IModel is also IRetexturableModel
L1362[18:59:20] <gigaherz> which it
should be for any loaded models using the existing loaders
L1363[18:59:27] <Flashfire> Can I assign
a vanilla model to IRetexturable model?
L1364[18:59:37] <gigaherz> you can first
call .retexture to remap the texture channels
L1365[18:59:45] <gigaherz> then
.bake
L1366[18:59:53] <Flashfire> How do I get
the bake arguments though?
L1368[19:00:24] <gigaherz> check how I
did it
L1369[19:01:23] <Flashfire> Thanks
L1370[19:06:43] <Unh0ly_Tigg> seriously,
I have no idea why minecraft is tripping up on my json...
jsonlint.com even validates it as valid json...
L1371[19:07:14] <gigaherz> Unh0ly_Tigg:
if it's notthe json
L1372[19:07:17] <gigaherz> it's the
deserializer
L1373[19:07:25] <gigaherz> your json has
an invalid "type"
L1374[19:07:28] <gigaherz> for an
element
L1375[19:07:36] <gigaherz> what is your
json? (pastebin/gist)
L1376[19:07:46] <gigaherz> oh I see it
above
L1377[19:07:51] <Unh0ly_Tigg>
yeah...
L1379[19:09:17] <gigaherz> wait
L1380[19:09:27] <gigaherz> it complains
about the model file
L1381[19:09:28] <gigaherz> not the
blockstates
L1382[19:09:55] <gigaherz> at
ModelBlock.deserialize
L1383[19:09:59] <gigaherz> that's the
model json loader
L1385[19:10:29] <Unh0ly_Tigg> oh...
L1386[19:10:37] <Unh0ly_Tigg> I missed a
freaking comma
L1387[19:10:45] <Unh0ly_Tigg> at the end
of line 5
L1388[19:11:01] <Unh0ly_Tigg> gist is
showing a syntax error on the :...
L1389[19:11:02] <williewillus> that'll do
:p
L1390[19:11:35] <Unh0ly_Tigg> and no more
error \o/
L1391[19:14:02] <williewillus> bleh there
are no good json modelers >.<
L1392[19:14:17] <williewillus> opl's is
basic, crayfish's is bork on linux, cubik is terrible
L1393[19:14:56] *
Unh0ly_Tigg should make a modeling program that looks like
blender.
L1394[19:15:11] <williewillus> i still
haven't figured out how that thing works
L1395[19:16:54] <williewillus> lol
someone really should collect all the typo PR's into one big
spelling and grammar fix PR
L1396[19:16:59] <williewillus> alone
they're really pointless
L1397[19:20:43] <gigaherz> I just use
JSON models these days
L1398[19:20:56] <gigaherz> it's a slight
annoyance to not have face-quads
L1399[19:21:07] <gigaherz> since it means
slightly higher quad counts on the gpu
L1400[19:21:25] <gigaherz> eh
L1401[19:21:28] <gigaherz> I just use OBJ
models**
L1402[19:21:40] <gigaherz> I would still
use a JSON for a full-block model
L1403[19:21:53] <gigaherz>
"parent":"minecraft:blocks/cube_all"
L1404[19:22:01] <gigaherz> and such
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L1406[19:22:12] <gigaherz> but for
anything more complex than that, meh.
L1407[19:26:55] <williewillus> what's the
difference bw face/gen quads?
L1408[19:30:14] <Flashfire> @gigaherz
Thank you so much, I finally got it to retexture properly
L1409[19:31:29] <gigaherz> :)
L1410[19:31:47] <gigaherz> Flashfire: by
the way if you don't cache the models
L1411[19:31:49] <gigaherz> consider doing
so
L1412[19:32:04] <gigaherz> because eavery
time you call retexture, it will create a whole new IModel
instance
L1413[19:32:21] <Flashfire> I will do
that, yes
L1414[19:32:34] <Flashfire> Wow, this
took a day and a half and I finally got it working
L1415[19:32:46] <williewillus> \o/
L1416[19:33:03] <williewillus> basically
the botania floating flower models, and special flower models
:p
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L1418[19:38:54] <luacs1998> cpw, why
would i use ContainedDeps over CB DepLoader or my own library
extractor?
L1419[19:39:55] <shadekiller666>
williewillus, the difference between face/gen quads is that face
quads are automatically occluded when they are unable to be
seen
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L1427[20:02:19] <gigaherz> SHIT
L1428[20:02:24] <gigaherz> I had the
whole changelog written in github
L1429[20:02:31] <gigaherz> and I went and
opened a page in the same tab
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L1431[20:05:27] <shadekiller666> :/
L1432[20:06:54] <shadekiller666>
hmmm
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L1436[20:11:52] <SatanicSanta> What are
the parameters to ItemRenderer#renderItemIn2D?
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L1442[20:21:08] <SatanicSanta> Eh,
nevermind. The things that I put in there seem to work.
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L1445[20:26:51] <gigaherz> uploading to
curseforge now ;P
L1446[20:28:52] <SatanicSanta>
neato.
L1447[20:32:14] <shadekiller666> do you
guys think that a custom model loader for COLLADA or X3D models
would get any use?
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L1450[20:36:58] <gigaherz> and it's up
;P
L1451[20:42:55] <SatanicSanta> gigaherz:
That looks tight yo
L1452[20:42:57]
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L1453[20:43:54] <gigaherz> yeah I just
need someone to make an energy source mod that works on 1.8.9
;P
L1454[20:44:22] <panda_2134> Energy
source?
L1455[20:44:24] <panda_2134> Rf?
L1456[20:44:46] <gigaherz> yup
L1457[20:45:03] <panda_2134> But as far
as i know the cofh api hasn't been ported to 1.8 yet
L1458[20:45:05] <gigaherz> well there may
be something done already, I didn't look that hard
L1459[20:45:10] <gigaherz> not
officially
L1460[20:45:24] <panda_2134> I dont play
Minecraft 1.8 :)
L1461[20:45:27] <gigaherz> but there's an
unofficial port that has become a de-facto standard for existing1.8
mods
L1462[20:45:43] <gigaherz> thanks to
Progressive Automation
L1463[20:45:43] <gigaherz> ;P
L1464[20:45:43] <panda_2134> Huh
L1465[20:45:48] <panda_2134> Idk
that
L1467[20:46:20] <gigaherz> it's basically
the same API
L1468[20:46:26] <gigaherz> but they
changed ForgeDirection to EnumFacing
L1469[20:46:28] <panda_2134> Let me have
a look...
L1470[20:46:30] <gigaherz> and int x,y,z
to BlockPos
L1471[20:46:42] <gigaherz> otherwise,
it's exactly the same methods and behaviour
L1472[20:46:59] <panda_2134> Huh
L1473[20:47:38] <panda_2134> I'll make it
if i have time
L1474[20:47:55] <panda_2134> But
currently i have too much homework XD
L1475[20:48:02] <gigaherz> np
L1476[20:48:12] <gigaherz> there's 1.8
mods that will probably be ported soon
L1477[20:49:00] <panda_2134> Well
L1478[20:49:12] <panda_2134> Let me count
the big mods in 1.8
L1479[20:49:16] <panda_2134>
Thaumcraft
L1480[20:49:20] <panda_2134>
Botania
L1481[20:49:27] <panda_2134> And...
NEI?
L1482[20:49:31] <gigaherz> ProjectE
L1483[20:49:33] <gigaherz> WAILA
L1484[20:49:35] <panda_2134> Huh
L1485[20:49:39] <gigaherz> NeoTech
L1486[20:49:54] <gigaherz> tinker's is
WIP
L1487[20:50:06] <panda_2134> But neither
TE nor IC2 ... was ported...
L1488[20:50:07] <gigaherz> as is an
Armory mod for tinker's-like armor
L1489[20:50:17] <gigaherz> cofh don't
seem to want to move to 1.8
L1490[20:50:26] <gigaherz> their
choice
L1491[20:50:35] <panda_2134> So is
IC
L1492[20:50:48] <gigaherz> yeah my
opinion is
L1493[20:50:55] <gigaherz> upgrade or
become forgotten
L1494[20:51:07] <panda_2134> Yes...
L1495[20:51:29] <panda_2134> But why they
don't wanna upgrade to 1.8?
L1496[20:51:31] <gigaherz> new modders
will behappy to fill in the void
L1497[20:51:35] <gigaherz> various
reasons
L1498[20:51:43] <gigaherz> but they all
can be reducedto one underlying one:
L1499[20:51:56] <gigaherz> they want to
keep getting money without spending the time to upgrade
L1500[20:52:04] <panda_2134> Haha
L1501[20:52:06] <panda_2134> Yep
L1502[20:52:28] <gigaherz> yes, 1.8 is a
major change and it breaks some former features that people
used
L1503[20:52:30] <panda_2134> But the more
they pay the more they'll get
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L1505[20:52:37] <gigaherz> yes 1.8
requires redoing the models into json/obj files
L1506[20:52:41] <panda_2134> Yes
L1507[20:52:51] <gigaherz> but 1.8 models
are NOT going away
L1508[20:52:53] <panda_2134> So it's
harder to add a block
L1509[20:53:05] <gigaherz> and forge
won't be adding new hacks when perfectly good features exist
L1510[20:53:17] <gigaherz> it's not
really that hard
L1511[20:53:19] <gigaherz> it's just
different
L1512[20:53:30] <gigaherz> I understand
them ,though
L1513[20:53:39] <gigaherz> if I had a
large mod with dozens of machines
L1514[20:53:44] <gigaherz> I'd also
despair at the thought
L1515[20:53:49] <panda_2134> I heard that
1.8 added the isbrh back
L1516[20:53:54] <gigaherz> nah
L1517[20:54:05] <panda_2134> Huh
L1518[20:54:08] <gigaherz> ISBRH is one
of the things that has a perfectly good alternative
L1519[20:54:34] <gigaherz> however
L1520[20:54:46] <gigaherz> some
uncomformist modders have ported it over
L1521[20:54:56] <gigaherz> but it's their
own thing, using a coremod or whatever
L1522[20:54:59] <gigaherz> not an
official ISBRH
L1523[20:55:21] <gigaherz> the official
method, and by official I mean supported by Vanilla minecraft
L1524[20:55:22] <panda_2134> Yep
L1525[20:55:29] <gigaherz> is to use the
blockstates files
L1526[20:55:31] <panda_2134> For example
reika
L1527[20:55:32] <gigaherz> with json
models
L1528[20:55:38] <gigaherz> and yes
L1529[20:55:40] <gigaherz> that was
limiting
L1530[20:55:48] <gigaherz> hence why
forge adds a model loader system
L1531[20:55:53] <gigaherz> and an
extended blockstates system
L1532[20:55:57] <gigaherz> with
those
L1534[20:56:43] <gigaherz> a single block
using the high-level blockstate system
L1535[20:56:50] <panda_2134> Huh
L1536[20:56:51] <gigaherz> using forge
blockstates extension
L1537[20:57:00] <gigaherz> which combines
multiple .OBJ models
L1538[20:57:10] <gigaherz> to form the
appropriate block model
L1539[20:57:25] <panda_2134> Sounds
cool
L1541[20:57:47] <panda_2134> But I don't
like to write renderers...
L1542[20:57:59] <gigaherz> that's the
thing, someone else wrote them for you
L1543[20:58:11] <gigaherz> you just
create the json file in your resources folder
L1544[20:58:30] <gigaherz> and it just
works
L1545[20:58:59] <gigaherz> (with the tiny
exception that in-hand item versions of the blocks require a single
function call in your client proxy)
L1546[20:59:05] <panda_2134> So it means
that i don't need to write one myself?
L1547[20:59:08] <panda_2134> Good.
L1548[20:59:17] <gigaherz> exactly, you
can just export .obj models or .b3d models
L1549[20:59:22] <gigaherz> write a couple
files
L1550[20:59:32] <gigaherz>
"apply" for the inventory model loading in your client
proxy
L1551[20:59:36] <gigaherz> and boom,
model works ;P
L1552[20:59:49] <panda_2134> :O
L1553[21:00:05] <panda_2134> Haha
L1555[21:00:34] <gigaherz> this one line
is literally all you have to write in actual java code to get a
custom block to work everywhere
L1556[21:01:12] <panda_2134> But i have a
question...
L1557[21:01:21] <panda_2134> Will greg
use this ?
L1558[21:01:30] <gigaherz> no F*ing
idea
L1559[21:01:42] <panda_2134> You know,
there's tons of machines in gt
L1560[21:01:46] <panda_2134> Haha
L1561[21:01:48] <gigaherz> I haveseen
quite a few modders who came here asking for help writing custom
rendering stuffs
L1562[21:02:05] <panda_2134> That will
kill greg
L1563[21:02:09] <gigaherz> because they
flat out refuse to use any model that's editable in the
resourcepack
L1564[21:02:47] <panda_2134> ;D
L1565[21:04:01] <gigaherz> btw
L1566[21:04:08] <gigaherz> you juined
right after I pasted the link
L1568[21:04:22] <gigaherz> this is why I
need someone to write an energy source ;P
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L1570[21:07:03] <gigaherz> hmmmm
L1571[21:07:06] <gigaherz> hey ppl,
question
L1572[21:07:38] <gigaherz> if I throw an
ender-pearl at a block, would I be ableto detect and destroy the
entity before the teleport happens?
L1573[21:08:04] <williewillus> heh
L1574[21:08:08] <gigaherz> I'm thinking
of creatinga silly power source
L1575[21:08:15] <williewillus> now would
be a perfect time to update my PR to 1.8.9
L1576[21:08:15] <gigaherz> whereyou throw
ender-pearls at a block
L1577[21:08:23] <williewillus> my
"event for when throwables impact"
L1578[21:08:25] <williewillus> PR
L1579[21:08:27] <gigaherz> heh
L1580[21:09:07] <gigaherz> I'm thinking
of creating a cauldron-like model, and detect when the pearl enters
the block using onEntityCollidedWithBlock
L1581[21:10:46] <panda_2134> Why don't
just use the dropped item?
L1582[21:11:16] <gigaherz> because it's
not as fun
L1583[21:11:23] <panda_2134> Huh
L1584[21:11:25] <gigaherz> that'd be
basically a copy of the ender generator from extra utilities
L1585[21:11:53] <panda_2134> So just
cancel the event(if any)?
L1586[21:11:58] <gigaherz> I want to have
some "lore"
L1587[21:12:09] <gigaherz> and my mod
would be about doing stuff with in-flight ender pearls
L1588[21:12:16] <panda_2134> Huh
L1589[21:12:32] <gigaherz> right now
there's a recipe to create the rift item
L1590[21:12:37] <panda_2134> Cancel the
teleport event?
L1591[21:12:50]
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L1592[21:12:51] <panda_2134> Let me have
a look at the forge document...
L1593[21:12:55] <gigaherz> my goal would
be to eventually do it by detecting an in-flight ender pearl
XD
L1594[21:13:03] <williewillus> the
teleport happens after the pearl dies though
L1595[21:13:12] <williewillus> so if you
want to keep the pearl alive you can't
L1596[21:13:13] <gigaherz> it happens in
onImpact
L1597[21:13:19] <gigaherz> I looked at
it
L1598[21:13:20] <gigaherz> ;P
L1599[21:13:31] <gigaherz> in fact I
replicated the ender pearl teleporting in my other mod
L1600[21:13:38] <gigaherz> anyhow
L1602[21:13:57] <williewillus> asie said
I should redo LivingHealEvent, but it's not in the position that I
need it to be in
L1603[21:15:29] <gigaherz> yeah
dunno
L1604[21:15:36] <gigaherz> the
heal/damage system is kindof meh
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L1611[21:25:06] <williewillus> uhh how do
I use idea for forge dev
L1612[21:25:15] <williewillus> what do I
open/import
L1613[21:25:33] <williewillus> there's
imls/iws' everywhere
L1614[21:26:40] <gigaherz> I ahve seen
two methods suggested
L1615[21:26:52] <gigaherz> 1 would be to
import the eclipse workspace as-is, but someone complained about
missing libs that way
L1616[21:27:07] <williewillus> but there
is no eclipse workspace 0.o
L1617[21:27:09] <williewillus> something
changed
L1618[21:27:11] <gigaherz> the other was
to import each project separately
L1619[21:27:13] <williewillus> since last
time I did this
L1620[21:27:15] <gigaherz> uh
L1621[21:27:18] <gigaherz> you get
forge
L1622[21:27:22] <gigaherz> which comes
with a gradle file
L1623[21:27:30] <gigaherz> you run
"gradlew setupForge"
L1624[21:27:52] <gigaherz> and I
can'tremember if you then do "gradlew eclipse", let me
find the link
L1626[21:28:24] <williewillus> after
setupForge there used to be an eclipse/ folder
L1627[21:28:31] <williewillus> that I
would direct use as an eclipse workspace
L1628[21:28:34] <gigaherz> yeah now
there's
L1629[21:28:39] <gigaherz>
projects/
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L1631[21:28:52] <gigaherz> whic has two
sub-projects
L1632[21:29:10] <gigaherz> Clean and
Forge
L1633[21:29:17] <gigaherz> I presume
Clean is Minecraft deobf
L1634[21:29:23] <gigaherz> and Forge is
the modified sources
L1635[21:29:24] <williewillus> there's
iml/iws/ips in both
L1636[21:29:34] <williewillus> but
opening them with IDEA leads to no libs and nothing needed to
launch
L1637[21:29:43] <williewillus> there's
also a gradle in both, but importing that fails
L1638[21:29:45] <gigaherz> not open,
import each one as a module
L1639[21:30:06] <gigaherz> but yeah
sorry
L1640[21:30:10] <gigaherz> I never did it
myself
L1641[21:30:19] <madcrazydrumma> Can
anyone explain why, when i return a packet to the client I call a
method containing Minecraft#thePlayer.moveEntity(params) - but it
doesn't do anything
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L1643[21:30:42] <gigaherz>
madcrazydrumma: first of all, 1.8?
L1644[21:30:54] <madcrazydrumma>
mhm
L1645[21:31:03] <gigaherz> because if so,
I want to remind you that 1.8's network code is threaded
L1646[21:31:18] <gigaherz> so you
shouldn't call things directly, you need to schedule a task on the
right thread
L1647[21:31:41] <gigaherz>
Minecraft.getMinecraft().addScheduledTask for client, and
world.addScheduledTask for server
L1648[21:31:47] <madcrazydrumma> Okay i
have a thread in my packet
L1649[21:31:56] <madcrazydrumma> So i
should pass the player from there into my method?
L1650[21:32:15] <gigaherz> ?
L1651[21:32:32] <gigaherz> what do you
mean "you have a thread in your packet"?
L1653[21:32:57] <gigaherz> ah
L1654[21:33:02] <gigaherz> that's not a
thread
L1655[21:33:06] <gigaherz> but yeah
L1656[21:33:07] <gigaherz> good
L1657[21:33:10] <madcrazydrumma>
okay
L1658[21:33:27] <gigaherz> okay that
being out of the way
L1659[21:33:58] <gigaherz> I'm not sure
that calling player.moveEntity on the client is a good idea
L1660[21:34:06] <williewillus> meh I'll
do it later
L1661[21:34:27] <williewillus> moving the
client player on the client is fine
L1662[21:34:42] <williewillus> players
for the most part control their own movement, telling the server
where they've gone
L1663[21:35:29] <madcrazydrumma> So why
isn't he/she moving then? :s
L1664[21:35:36] <gigaherz> but is
moveEntity the right call?
L1665[21:35:40] <madcrazydrumma> ^
L1666[21:35:49] <williewillus> it might
not be, look at PlayerController, it might overriding stuff
L1667[21:36:01] <gigaherz> I know that
movement is done on the client, I'm jsut not sure that moveEntity
is the way to go
L1668[21:36:02] <williewillus> or
wherever class the user input is accepted and converted into entity
movement in vanilla
L1669[21:38:59] <madcrazydrumma>
hmm
L1670[21:39:10] <madcrazydrumma> I cant
seem to find much
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L1674[21:44:21] ***
williewillus is now known as willieaway
L1675[21:45:24] <Halonium>
"Handled" appears, so I know it's being executed, but
"P-Found new sourceblock at" never is
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L1677[21:51:01] <madcrazydrumma> Any idea
what I should use gigaherz?
L1678[21:51:12] <gigaherz> no idea
sorry
L1679[21:51:17] <madcrazydrumma> :c
L1680[21:51:19] <madcrazydrumma>
rip
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L1691[22:23:06] <killjoy> Tried to
explain to a friend how to make a java program.
L1692[22:23:13] <killjoy> Couldn't get
past "Create a new class"
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L1694[22:34:37] <Halonium> Is there a
.side for MinecraftForge event?
L1695[22:34:39] <Halonium> s
L1696[22:36:00] <gigaherz> killjoy: lol,
well you didn't explain what a class is, first ;P
L1697[22:36:08] <gigaherz> ordid you?
;P
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L1699[22:36:16] <killjoy> meh
L1700[22:36:26] <killjoy> Never said I
was a great teacher
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L1703[22:46:26] <minecreatr> if you have
a BakedQuad that has a certain EnumFacing but is diagnol so you can
see it from multiple sides, will it only render if you look at it
from its EnumFacing direction/
L1704[22:47:07] <tterrag> I don't think
there's any obscured culling at all
L1705[22:47:15] <tterrag> so, no
L1706[22:47:25] <tterrag> they only cull
chunks that are outside the view frustum
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L1715[23:01:14] <gigaherz> minecreatr:
the getFaceQuads is only skipped if shouldSideBeRendered returns
false for that side
L1716[23:01:35] <gigaherz> nothing to do
with culling
L1717[23:01:50] <gigaherz> the gpu does
culling based on polygon winding, which is a whole different
matter
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L1721[23:05:13] <tterrag> not to mention
that it would be impossible to do without re-rendering the
chunk
L1722[23:07:15] <Temportalist> Inquiry:
So I am trying to render an OBJ in 1.8.8. I got it rendering in the
world, but it shows a missing texture block in inventory,
L1723[23:07:27] <Temportalist> Yes, I am
calling ModelLoader.setCustomModelResourceLocation
L1724[23:08:14] <williewillus> post your
blockstate json
L1727[23:10:19] <gigaherz> inventory
model MUST have the same name as the block
L1728[23:10:23] <gigaherz> just
saying
L1729[23:10:23] <gigaherz> ;P
L1730[23:10:30] <Temportalist> Well,
yeah
L1731[23:10:33] <Temportalist> it
does
L1732[23:10:47] <Temportalist> It renders
in the game, just not in inventory
L1733[23:10:51] <gigaherz> wait
nevermind
L1734[23:10:52] <gigaherz> .obj
L1735[23:10:56] <Temportalist> ya
L1736[23:11:15] <gigaherz> no errors in
the log?
L1737[23:11:23] <Temportalist> not any
that seem relavant
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L1740[23:12:36] <gigaherz> Temportalist:
the item version always has meta 0
L1741[23:12:47] <Temportalist> and thats
what it points to
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L1743[23:12:59] <gigaherz> in a
convoluted way that misrepresents what's going to happen
L1744[23:13:09] <Temportalist>
getMetaFromState returns 0, but ill try hardcoding
L1745[23:13:22] <gigaherz> unless you
override ItemBlock so it supports meta values
L1746[23:13:34] <gigaherz> and you make
sure to drop the item with matching metadata
L1747[23:13:36] <tterrag> your proxy is
erroring
L1748[23:13:38] <Temportalist>
hard-coding 0 doesnt work
L1749[23:13:46] <gigaherz> the ItemBlock
is always meta=0 ;P
L1750[23:13:48] <Temportalist> tterrag:
how so?
L1751[23:13:48] <tterrag> [00:06:26]
[Client thread/ERROR]: A critical error occurred instantiating the
gui factory for mod esotericenhancing
L1752[23:13:49] <tterrag>
java.lang.ClassCastException: class
com.temportalist.esotericenhancing.client.ProxyClient
L1753[23:13:57] <tterrag> line 120
L1754[23:13:58] <Temportalist> thats the
other proxy
L1755[23:14:04] <Temportalist> look at
the class path
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L1757[23:14:14] <Temportalist> there are
two mods in there right now
L1758[23:14:25] <tterrag> [00:06:21]
[Client thread/ERROR]: MultiModel
esotericraft:block/BlockNexusCrystal.obj is empty (no base model or
parts were provided/resolved)
L1759[23:14:48] <gigaherz> Temportalist:
you didn't call OBJLoader.addDomain(modid)
L1760[23:14:53] <Temportalist> I
did
L1761[23:15:00] <gigaherz> no wait you
did
L1763[23:15:17] <gigaherz> to omany
unnecessary functions XD
L1764[23:15:27] <Temportalist> gigaherz:
those are to be moved out later
L1765[23:15:29] <gigaherz> my 6:15am self
can't handle that much indirection
L1766[23:15:39] <Temportalist> just
wanted to get some basic ones up an running for when I move them to
origin
L1767[23:15:50] <Temportalist> so I
wouldnt have to thing about it later
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L1769[23:18:15] <Temportalist> could it
have to do with "Model definition for location
esotericraft:models/block/BlockNexusCrystal.obj#inventory not
found"
L1770[23:18:25] <gigaherz> yes.
L1771[23:18:59] <gigaherz> I'm not
certain how right now (need sleep)
L1772[23:19:07] <gigaherz> but most
definitely that indicates that stuff went wrong
L1773[23:19:09] <Temportalist> would not
that line refer to a file at
"esotericraft:models/block/BlockNexusCrystal.obj.json"?
L1774[23:19:16] <gigaherz> I suspect
so
L1775[23:19:26] <gigaherz> but you call
addDomain
L1776[23:19:27] <Temportalist> which it
should not be looking for because its a obj model and not a json
mode?
L1777[23:19:28] <gigaherz> hmmm
L1778[23:19:28] <gigaherz> wait
L1779[23:19:34] <gigaherz> isyour modid
lowercase?
L1780[23:19:36] <Temportalist> yes
L1781[23:19:42] <gigaherz> hmmm
L1783[23:20:01] <gigaherz> is the
resource path typed correctly?
L1784[23:20:07] <Temportalist> should
be
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L1786[23:20:20] <Temportalist>
EsoTeriCraft.getModID +
":models/block/BlockNexusCrystal.obj"
L1787[23:20:52] <Temportalist> I did this
to help try to track down bug (same result as before):
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L1790[23:22:56] <williewillus> wait wait
wait, a ModelResourceLocation always points to a *variant* within a
blockstate json. Failing that, vanilla will then, in the special
case of the #inventory variant, look inside models/item/ for a
model json
L1791[23:23:10] <williewillus> when you
setCustomMRL you need to give it the path of your blockstate json
and a variant inside of it
L1792[23:23:25] <williewillus> so it
should be new MRL("modid:<nameofblockstatejson>",
"inventory")
L1793[23:25:40] <williewillus> the error
you got about was basically saying the game tried and failed to
load the OBJ file as a blockstate json to find an
"inventory" variant inside :p
L1794[23:26:52] <Temportalist> Smart
thinking williewillus, however, it is still not working. What I
have is:
L1796[23:27:14] <williewillus> is that
the exact name of your json inside blockstates/ ?
L1797[23:27:22] <Temportalist>
BlockNexusCrystal.json
L1798[23:27:33] <Temportalist> so add the
.json?
L1799[23:27:50] <williewillus> no, then
it should be fine 0.o
L1800[23:28:00] <williewillus> does the
error change when you do that?
L1801[23:28:19] <Temportalist> let me
look
L1802[23:29:53] <Temportalist> that error
is gone, but the issue persists
L1803[23:29:59] <williewillus> any new
error?
L1804[23:30:06] <williewillus> also you
said the block model worked right?
L1805[23:30:27] <Temportalist> nope. 3D
model worked in world, just not in inventory or as EntityItem
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L1808[23:32:29] <williewillus> so no
"Model definition for <x>#inventory not found"?
hm
L1809[23:33:00] <Temportalist>
correct
L1810[23:34:50] <Temportalist> TehNut:
you around to help?
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L1812[23:35:13] <TehNut> Depends, with
what
L1813[23:35:20] <TehNut> In the middle of
a CS match right now
L1814[23:36:16] <Temportalist>
CustomModelResourceLocation isnt working right atm
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L1816[23:41:58] <TehNut> does console
show any errors?
L1817[23:42:15] <Temportalist> Not
anymore
L1818[23:42:34] <TehNut> oh wait, so it
works in world but not in inventory?
L1819[23:42:35] <Temportalist> Issue is
that it will render in 3D space (world), but not as an item
(inventory or entityitem)
L1820[23:42:41] <Temportalist>
correct
L1821[23:43:32] <TehNut> Did you
copypaste the blockstate i gave you
L1822[23:43:39] <Temportalist> yes
L1823[23:43:46] <Temportalist> Thats
where I started
L1824[23:43:59] <TehNut> that's why
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L1827[23:44:12] <Temportalist> thats what
I have now
L1828[23:44:15] <Temportalist> I changed
it since
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L1835[23:56:59] <Temportalist>
williewillus: TehNut: what about these errors? Why does MC want to
load the .json model when an OBJ is being use?
L1836[23:57:01] <Temportalist>
used*
L1838[23:57:41] <williewillus> the OBJ
loader doesn't seem to be catching it
L1839[23:57:58] <williewillus> normally
the loader sees ".obj" in the model name and intercepts
it before vanilla tries to load it
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L1843[23:59:27] <Soni> hello
L1844[23:59:47] <Soni> why does forge use
checkboxes instead of toggle buttons (as in vanilla)?
L1845[23:59:54] <Temportalist> found the
issue