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L6[00:09:36] <williewillus> it's funy how in my 1.8 rendering guide basically every "case study" is from botania
L7[00:14:45] <GeoDoX> Is loading resources with Minecraft.getMinecraft.getResourceManager.getResource clientside only?
L8[00:15:36] <McJty> Minecraft.getMinecraft() itself is clientside only
L9[00:16:50] <McJty> Or rather the entire Minecraft class is clientside
L10[00:17:14] <GeoDoX> So how do you load a resource server side?
L11[00:17:29] <killjoy> the entire client package is client-side
L12[00:18:00] <GeoDoX> soooo again, how do you load a resource server side?
L13[00:18:28] <GeoDoX> I need something to be loaded serverside because my mod is server side only
L14[00:19:08] <GeoDoX> basically im reading a text file server side and storing it in memory
L15[00:19:13] <GeoDoX> for use later
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L20[00:22:47] <williewillus> maybe see how config objects access filesystem
L21[00:22:58] <williewillus> or how things like player dats save
L22[00:23:15] <williewillus> I think it was something like MinecraffServer.getSaveDirectory or something in some class like that
L23[00:23:21] <williewillus> maybe in the savehandlers
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L42[01:03:54] <McJty> Hmm. When I go inside a block that is rendered by my ISBM I got a weird crash in ItemRenderer
L43[01:04:07] <McJty> In EntityRenderer.renderHand
L44[01:04:13] <McJty> Even though I don't have anything in my hand
L45[01:04:30] <McJty> https://bpaste.net/show/85dfe026d5a9
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L62[01:47:06] <killjoy> It's a good thing I can't abuse functional interfaces in java 8
L63[01:51:18] <killjoy> So do you prefer guava's functions or java.util.function?
L64[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160109 mappings to Forge Maven.
L65[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160109-1.8.9.zip (mappings = "snapshot_20160109" in build.gradle).
L66[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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L79[02:38:48] <Rushmead> Hey guys, im back.
L80[02:39:06] <Rushmead> Anyone know about changing the viewRenderEntity in 1.8.9?
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L100[03:34:29] <Hunterz> what action trigger achievement "the end"? moving through end portal? or there are some other requerements for example player must be in the dimension 0 ... ?
L101[03:38:25] <TehNut> Line 612 of EntityPlayerMP (1.8) triggers it
L102[03:38:28] <Rallias> "The End?" is traveling to Dimension 1 from Dimension 0
L103[03:39:06] <Hunterz> there muste be exactly numbers?
L104[03:39:31] <Rallias> Hunterz, Search for 'AchievemntList.theEnd' usages.
L105[03:39:42] <Hunterz> thanks
L106[03:39:48] <Rallias> (not sure the 1.8 name)
L107[03:39:49] <TehNut> http://tehnut.info/share/QWn0FJorK0.png
L108[03:40:33] <TehNut> I mean, you could always trigger it yourself whenever
L109[03:40:37] <Hunterz> thanks, now I know why isnt triggered when use multiworld
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L150[05:06:29] <Waterpicker> Anyone around? I want to pick the brain of someone who understand the more low level workings of chunks.
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L156[05:20:08] <Lumien> Just ask
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L158[05:22:20] <Waterpicker> How hard in 1.8 would it be to create a world that wrap in on itself.
L159[05:22:49] <Waterpicker> As in chunks from the other side of the map loads infront of the play.
L160[05:24:14] <Waterpicker> I had a more decent explanation about what I'm talking about but it was on the spout website which is now inactive.
L161[05:24:26] <Lumien> Yeah saw that idea once
L162[05:25:09] <Lumien> Probably doable but obviously not without asm
L163[05:25:52] <Waterpicker> What about mixin?
L164[05:26:06] <Waterpicker> Also by any chance do you have a copy of it floating around? :3
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L168[05:26:50] <Waterpicker> It was a stroke of clarity that I don't get often when explaining things. ^^
L169[05:26:57] <Lumien> No, don't even remember where i saw it :P
L170[05:27:06] <Lumien> Either minecraftsuggestion reddit or mc forums mod ideas
L171[05:28:09] <Waterpicker> you probably saw the post of another who got the same idea as I did.
L172[05:28:22] <Waterpicker> I distinctly remember posting my version only on the spout fourms.
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L175[05:30:01] <Lumien> Actually i might have read yours^^
L176[05:30:09] <Lumien> Your name rings a bell
L177[05:30:39] <Waterpicker> oh :D
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L184[05:38:40] <Nitrodev> Well im at the library now
L185[05:39:24] <Nitrodev> And i have a java 8 and 6 books here
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L187[05:40:48] <Nitrodev> No idea should i take them both or just one
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L189[05:43:26] <Wuppy> can somebody help me with modding? :P
L190[05:44:13] <Wuppy> I'm getting an NPE on Ticking Entity when I try to use an Item
L191[05:44:20] <Nitrodev> Nah i duodit
L192[05:44:27] <Nitrodev> Doubt it
L193[05:44:58] <Nitrodev> Yeah im taking these both books
L194[05:45:15] <Nitrodev> Couldn't hurt right?
L195[05:45:55] <PaleoCrafter> Code, Wuppy
L196[05:45:56] <Wuppy> when a vanilla method is @SideOnly Client you have to add a check for isRemote right?
L197[05:46:16] <Wuppy> coming up Paleo
L198[05:46:32] <PaleoCrafter> Calling the SideOnly method?
L199[05:46:40] <Wuppy> yep
L200[05:47:11] <Wuppy> PaleoCrafter, here it is: http://pastebin.com/Nq0unRzb
L201[05:47:23] <PaleoCrafter> An isRemote check might not be sufficient
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L203[05:48:03] <PaleoCrafter> Where does the NPE happen? :P
L204[05:48:11] <Wuppy> I'm getting an erorr at the useItmeRightclick
L205[05:48:21] <Wuppy> java.lang.NullPointerException: Ticking entity
L206[05:48:54] <PaleoCrafter> Then getCurrentItem returns null
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L209[05:51:01] <PaleoCrafter> Why are you doing that stuff on the client though?
L210[05:51:20] <Wuppy> the changeCurrentItem is SideOnly client
L211[05:51:26] <Wuppy> so then it should run on the client, right?
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L213[05:54:18] <PaleoCrafter> Huh, I'm sure there's a replacement for the server
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L215[05:56:43] <Wuppy> hmm chagnecurrentitem also seems quite broken
L216[05:56:54] <Wuppy> when I switch to slot 2 it goes to slot 0
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L218[06:01:17] <Wuppy> hmm
L219[06:01:26] <Wuppy> removing the client side check and simply using: player.inventory.currentItem seems to work
L220[06:17:48] <LatvianModder> Yeah, its both sided
L221[06:18:48] <LatvianModder> Some things that have @SideOnly(Side.CLIENT) are silly, like ray tracing. Btw is that fixed in 1.8? Because in 1.7.10 it was different on client and server side...
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L224[06:24:55] <diesieben07> yea it was fixed in one of the first 1.8 snapshots
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L239[06:50:46] <masa> wut, why is Wuppy doing stuff on the client side?
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L244[07:32:28] <Nitrodev> so quiet
L245[07:40:47] <kimfy> How can I get the name a block was registered with? ex getUnlocalizedName() on a block of Coal returns blockCoal, I want coal_block
L246[07:41:31] <diesieben07> mc version?
L247[07:41:34] <kimfy> In 1.7.10
L248[07:42:10] <diesieben07> GameRegistry.findUniqueIdentifierFor
L249[07:42:35] <kimfy> I'll give that a go
L250[07:44:59] <kimfy> Thanks a bunch diesieben07, exactly what I was looking for
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L253[08:05:10] <Wuppy> masa, because that method was client only
L254[08:05:16] <Wuppy> but I figured out a way to do it on the server :)
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L264[08:23:20] <Wuppy> ugh you know there is something wrong with a website when the only way to copy something is to access the html of a page :V
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L270[08:47:37] <Mathe172> Quick question: My mod uses a library that has a Maven repository. Is there any way to tell forge to load it for me (as if I specified it in the json file), or is the official to shade the library?
L271[08:48:02] <shadowfacts> Mathe172, you can shade the library, just make sure you have permission from the owner
L272[08:49:59] <Mathe172> Ok, thanks
L273[08:55:09] <AEnterprise> i keep getting this error in my log (dev workspace): [15:35:31] [pool-2-thread-1/WARN]: Couldn't look up profile properties for com.mojang.authlib.GameProfile@541160f7[id=9712e2fa-fe22-338f-bde5-af57518ad025,name=AEnterprise,properties={},legacy=false]
L274[08:55:09] <AEnterprise> com.mojang.authlib.exceptions.AuthenticationException: The client has sent too many requests within a certain amount of time
L275[08:55:23] <AEnterprise> with a stacktrace below that
L276[08:57:09] <diesieben07> yes, that is because in dev you are logged in again every time you launch the game
L277[08:57:16] <diesieben07> where as the launcher caches the result and keeps you logged in
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L280[09:02:40] <LatvianModder> I close launcher every time
L281[09:02:54] <diesieben07> that is not relevant :D
L282[09:02:55] <LatvianModder> well.. more like.. Curse Voice does it for me
L283[09:03:09] <LatvianModder> well it is, because every time you close launcher, it has to generate a new token
L284[09:03:27] <diesieben07> really? ok then :D
L285[09:03:29] <LatvianModder> and curse voice opens new launcher every time you press Play
L286[09:03:36] <LatvianModder> I think so, not sure
L287[09:03:44] <ThePsionic> Hmm
L288[09:03:58] <PaleoCrafter> I also think that you don't restart the game as often normally as you do in dev xD
L289[09:04:01] <ThePsionic> I found a bug in Chrome but idk whether it's platform specific
L290[09:04:01] <LatvianModder> AEnterprise: do you use password when you log in your DevEnv?
L291[09:04:13] ⇨ Joins: SnowShock35 (~SnowShock@2607:5300:100:200::17a0)
L292[09:04:18] <LatvianModder> PaleoCrafter: true
L293[09:04:46] <ThePsionic> Could anyone do me a favor and press their middle mouse button in the Chrome address bar
L294[09:04:49] <IoP> cv does not close l vanilla launcher if configured
L295[09:04:54] <LatvianModder> for me I close game every time I stop playing.. I know people that just keep it open when they quit the server / sp, like wot.
L296[09:04:59] <PaleoCrafter> nothing happens, ThePsionic
L297[09:05:05] <ThePsionic> PaleoCrafter: Platform?
L298[09:05:09] <PaleoCrafter> Windows 10
L299[09:05:13] <ThePsionic> Okay
L300[09:05:24] <LatvianModder> what is supposed to happen?
L301[09:05:25] <ThePsionic> If I do it in Linux Mint, where I press the middle mouse button it inserts a 0
L302[09:05:41] <LatvianModder> huh
L303[09:05:56] <LatvianModder> I know middle button on tab closes it
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L305[09:06:49] <AEnterprise> LatvianModder: i don't, i just specify the username
L306[09:07:01] <AEnterprise> that worked fine in 1.7.10
L307[09:07:17] <LatvianModder> I do --username LatvianModder --uuid <my uuid>
L308[09:07:37] <LatvianModder> Just the username? you have to use --uuid too, to get skin etc
L309[09:07:40] <LatvianModder> iirc
L310[09:08:09] <AEnterprise> only using username atm, main point of it is just to get a fixed username
L311[09:08:27] <AEnterprise> so the "open inventory" achievement and so doesn't always pop up
L312[09:09:00] <LatvianModder> I want it to use my account too - for that simple reason that I mirror some FTB1 files (like LMPlayers.dat) for testing purposes :P
L313[09:09:32] <LatvianModder> yeah, and you are not Player293 every time :P
L314[09:13:47] <AEnterprise> that fixed it, thanks
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L318[09:29:11] <masa> ThePsionic: uh, you mean the middle mouse paste on linux that has existed forver? :D
L319[09:29:26] <masa> whatever you hilight with the mouse, you can then middle click paste
L320[09:29:49] <masa> that is a different buffer from the ctrl + c
L321[09:30:08] <masa> ... clipboard or whatever
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L324[09:35:05] <AEnterprise> >.< someone just opened the stupidest issue ever on the FML repo
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L326[09:35:27] <AEnterprise> asking if the launcher is required for pixelmon
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L328[09:37:41] <Rushmead> Hmmmm... how do i make something like this.... https://upload.wikimedia.org/wikipedia/commons/3/38/Traveler-curtain-w-backpack.gif
L329[09:38:48] <gigaherz> Rushmead: depends
L330[09:38:55] <PaleoCrafter> uhm, in general or in Minecraft? :P
L331[09:39:15] <gigaherz> IRL, you hang the curtains from a bar, and you pull them with ropes
L332[09:39:37] <gigaherz> in a game, you'd either implement the actual curtain "folding" on the side if you want to be realistic
L333[09:39:46] <Rushmead> In minecraft
L334[09:39:49] <gigaherz> or you'd cut off the polygons
L335[09:39:55] <gigaherz> in Minecraft specifically
L336[09:39:58] <gigaherz> you have two choices
L337[09:40:01] <EwyBoy> Render a thin square and run a for loop to increase the x or the z
L338[09:40:14] <gigaherz> the easy choice is to split the curtain into a series of boxes
L339[09:40:24] <gigaherz> and have enough of a "frame" on the sides
L340[09:40:34] <gigaherz> that you can get away with adding and removing slices without it being vibisle
L341[09:40:54] <gigaherz> the nice way would be to "cut" the last slice
L342[09:41:09] <gigaherz> |---|---|---|
L343[09:41:12] <gigaherz> |--|---|---|
L344[09:41:17] <gigaherz> |-|---|---|
L345[09:41:26] <gigaherz> |---|---|
L346[09:41:29] <Rushmead> I dont quite understand it...
L347[09:42:43] <gigaherz> a separate quetion is WHERE you do that
L348[09:43:15] <gigaherz> it also has more than one answer
L349[09:43:41] <gigaherz> but the simplest one isto use a TESR to render the curtains
L350[09:43:57] <Rushmead> 1.8.9 BTW
L351[09:44:05] <gigaherz> good
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L353[09:45:27] <gigaherz> Rushmead: have you ever done any TESR drawing?
L354[09:45:34] <gigaherz> messed with GlStateManager.translate and such?
L355[09:45:37] <Rushmead> not 1.8.9
L356[09:45:47] <gigaherz> it's the same as in older versions
L357[09:45:52] <gigaherz> just isntead of calling GL11 directly
L358[09:45:59] <gigaherz> it's preferred to call GlStateManager
L359[09:46:36] <Rushmead> Ok, well i'm not particularly great with rendering. At all.
L360[09:46:58] <gigaherz> well but if you know even a little bit of how the direct rendering works
L361[09:47:01] <gigaherz> it's easier to explain
L362[09:47:32] <Rushmead> Tesselators or What?
L363[09:47:49] <gigaherz> the tesellator is used, yes
L364[09:48:10] <gigaherz> it's just a tool for generating the gpu commands for you
L365[09:48:32] <gigaherz> so
L366[09:49:15] <Rushmead> Where do i learn about the "direct rendering"?
L367[09:49:37] <gigaherz> let's leave that for later
L368[09:49:54] <gigaherz> suppose you have a magic draw function that draws what you tell it
L369[09:50:05] <gigaherz> with the transforms specified in GlStateManager
L370[09:50:24] <Rushmead> Ok
L371[09:50:25] <gigaherz> for the purposes of the explanation, I'll assume you have a multiblock structure, where one block is the master TileEntity
L372[09:50:43] <gigaherz> and this master TE has a TESR that handles rendering everything
L373[09:51:00] <gigaherz> (which is not ideal for TESRs, due to potential lighting issues)
L374[09:51:18] <gigaherz> hten
L375[09:51:27] <gigaherz> suppose you have a state variable in the TileEntity
L376[09:51:39] <gigaherz> one that goes from 0 = fully open
L377[09:51:42] <gigaherz> to 1 = fully closed
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L379[09:52:03] <gigaherz> (can be done using integers, but then you can still do count/max to get the %)
L380[09:52:05] <EwyBoy> Seriously just render a thin square with the 1.8.9 model renderer and increase the x or z depending on direction you want the curtain to move too. If the curtain is nonsolid you don't even have to worry about hitbox.
L381[09:52:30] <Rushmead> ^^ Players wont be able to walk through it
L382[09:52:33] <gigaherz> in the TileEntity, if you are opening, you'd decrease that number
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L384[09:52:39] <gigaherz> and if you are closing, you'd increase the number
L385[09:52:54] <gigaherz> then in the TESR
L386[09:53:12] <gigaherz> you'll want to determine the number of slices you want to draw, based on how open it is
L387[09:53:53] <gigaherz> like if your multiblock is 6 wide, you may have 3 slices on each side
L388[09:53:56] <gigaherz> opening outward
L389[09:54:14] <gigaherz> but if the state is 0.5 whic hmeans half open
L390[09:54:20] <gigaherz> you'd then have 1.5 slices on each side
L391[09:54:29] <gigaherz> (0.5*3)
L392[09:54:36] <gigaherz> so how do you draw 1.5 slices?
L393[09:55:03] <gigaherz> well you'd start drawing 1 full slice
L394[09:55:09] <gigaherz> which is the easy part
L395[09:55:25] <gigaherz> just use the tesellator to draw a quad
L396[09:55:27] <Rushmead> and then half of one
L397[09:55:35] <gigaherz> and then you'd draw the remaining half
L398[09:55:36] <gigaherz> which means
L399[09:55:41] <gigaherz> instead of having a slice that looks like
L400[09:55:41] <EwyBoy> You could also make something equivalnt to glass pains and iron bars and use a spawn a block next to it all the time until the thing is closed and set air blocks to open
L401[09:55:48] <gigaherz> 0..1, with UVs set to 0..1
L402[09:56:06] <gigaherz> you'd have one that's 0 .. 0.5, uv 0 .. 0.5
L403[09:56:13] <gigaherz> or 0.5 .. 1
L404[09:56:16] <gigaherz> if it's on the left side
L405[09:56:57] <gigaherz> alternatively you could have a function that draws the right side
L406[09:57:09] <gigaherz> and then use scale(-1,1,1)
L407[09:57:15] <gigaherz> to flip it to the left
L408[09:57:32] <Rushmead> Like most of this is going over my head...
L409[09:58:56] <gigaherz> try to use a piece of paper
L410[09:59:05] <gigaherz> and draw it
L411[09:59:29] <gigaherz> using the tesellator is just a matter of creating a few vertices
L412[09:59:50] <gigaherz> vertices are really just the points that give a polygon its shape
L413[10:00:41] <gigaherz> drawing graphics on the gpu is basically a "connect the dots" game, for the hpu
L414[10:00:43] <gigaherz> gpu*
L415[10:00:55] <gigaherz> you give it the numbered vertices, and the gpu connects them and fills the inside
L416[10:01:02] <gigaherz> there's no magic ;P
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L418[10:01:34] <gigaherz> Minecraft chooses to make the polygons quads, which just means it make suse of 4 vertices per primitive.
L419[10:01:37] <Pennyw95> is "mdk" the new "src" for forge downloads
L420[10:01:41] <gigaherz> yes
L421[10:01:51] <Pennyw95> ok
L422[10:01:52] <gigaherz> renamed because it had never really been "src"
L423[10:01:59] <ThePsionic> 17:01:02 <gigaherz> there's no magic ;P
L424[10:02:07] <ThePsionic> Except for the dark incantation to the programming gods
L425[10:02:12] <ThePsionic> But we all know about that one
L426[10:02:29] <Rushmead> would i need a custom model or would i just use tesselators?
L427[10:02:56] <gigaherz> Rushmead: using the tesellator would be quicker, in your case
L428[10:03:20] <gigaherz> editing a model constantly to add/remove slices and change the width of the last slice seems sub-optimal
L429[10:03:21] <gigaherz> ;P
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L431[10:03:55] <gigaherz> you could however choose to not to the "changing the width" bit
L432[10:04:34] <gigaherz> and just draw the full slices, or let the last slice draw outside your multiblock area
L433[10:04:51] <gigaherz> in that case you could use a model
L434[10:05:11] <gigaherz> you'd just have to draw it more than once
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L437[10:05:57] <Pennyw95> do i needto mess with ForgeGradle to update from 1.8 to 1.8.9?
L438[10:06:11] <gigaherz> a tiny bit
L439[10:06:15] <TechDG> hey quick question, do you do worldgen in preinit, init or postinit?
L440[10:06:16] <EwyBoy> Take a guess
L441[10:06:16] <Pennyw95> crap
L442[10:06:21] <gigaherz> 1.8.9 requires fg2.1 snapshots
L443[10:06:24] <gigaherz> while 1.8 used 2.0 stable
L444[10:06:34] <Pennyw95> yeah...just read that in the build.gradle
L445[10:06:46] <TechDG> btw im in 1.7.10 but i would imagine no dif
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L448[10:08:15] <Pennyw95> @gigaherz: I don't remember if I have to update FG before running setupDecompWorkspace?
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L450[10:09:28] <Rushmead> Umm, im just trying to picture it...
L451[10:14:28] <Rushmead> gigaherz could you give me an example or something?
L452[10:14:37] <Rushmead> Would be much appreciated
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L454[10:17:56] <masa> Pennyw95: yes, just edit build.gradle and then run the setup
L455[10:20:15] <Pennyw95> oh, sure
L456[10:20:55] <Pennyw95> what does this mean? "Execution for task ':decompileMc'
L457[10:21:12] <Pennyw95> "Execution failed for task ':decompileMc'."
L458[10:21:36] <gigaherz> Rushmead: not sure how yo help you picture it, other than https://gist.github.com/gigaherz/2135782af60546385b9c
L459[10:21:40] <gigaherz> I don't HAVE any examples
L460[10:21:47] <gigaherz> not in code form
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L462[10:22:15] <gigaherz> it's all just some gl translations, and a way to draw a partial slice
L463[10:22:20] <Rushmead> Ok, so like would i have it so they place multiple of one block that then detects etc or what?
L464[10:22:43] <gigaherz> not place, if you do it with a TESR, you DRAW them
L465[10:22:58] <Rushmead> Yeah i know but block wise
L466[10:23:23] <gigaherz> well that's a separate issue altogether
L467[10:23:58] <Pennyw95> @gigaherz, to go from 1.8 to 1.8.9 I have to update mappings too, right? that's why the build fails at decompileMc?
L468[10:23:59] <gigaherz> as I said earlier, I'm assuming you are doing it so that you have one master TileEntity with a TESR that draws the whole thing
L469[10:24:06] <gigaherz> Pennyw95:
L470[10:24:15] <gigaherz> yes you need recent mappings
L471[10:24:18] <gigaherz> preferably latest ;P
L472[10:24:21] <gigaherz> !!latest 1.8.9
L473[10:24:22] <MCPBot_Reborn> === Latest Mappings ===
L474[10:24:22] <MCPBot_Reborn> MC Version Forge Gradle Channel
L475[10:24:23] <MCPBot_Reborn> 1.8.9 snapshot_20160109
L476[10:24:36] <gigaherz> if it still fails
L477[10:24:41] <gigaherz> that means you are hitting the memory issue
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L479[10:24:55] <Pennyw95> so I'll need to allocate more
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L481[10:25:19] <gigaherz> you'll need to tell gradle to spawn the tasks with extra ram
L482[10:25:20] <Pennyw95> but now I'll try to update the mappings
L483[10:28:32] <masa> why does the setup fail for some people with out of memory errors? I've yet to hit that error even once
L484[10:28:53] <Pennyw95> I thought mappings were updated inside build.gradle?
L485[10:29:08] <masa> and I haven't changed any memory allocation for gradle
L486[10:29:10] <masa> Pennyw95: yes
L487[10:29:33] <ThePsionic> masa: in IDEA it happens to me constantly
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L489[10:30:53] <masa> oh? hm, weird
L490[10:31:16] <masa> well, does it use the same head for IDEA and the gradle process?
L491[10:31:18] <Pennyw95> @masa right now I have mappings = "stable_20", inside minecraft {} that's what I need to change right?
L492[10:32:13] <masa> stable_20 is for 1.8.8 but it should still wotk I think, but I'd just go with the latest
L493[10:32:22] *** willieaway is now known as williewillus
L494[10:32:44] <Pennyw95> what's the latest's name?
L495[10:32:51] <masa> look above
L496[10:33:17] <Pennyw95> "latest_1.8.9"?
L497[10:33:21] <masa> no
L498[10:33:26] <masa> snapshot_20160109
L499[10:33:26] <williewillus> snapshot_<thatdate>
L500[10:33:30] <williewillus> also \o
L501[10:33:35] <masa> o/
L502[10:34:19] <masa> why am I so slow at modding :/
L503[10:34:35] <Pennyw95> Like this? http://pastebin.com/vHB56CyJ
L504[10:34:55] <masa> I only managed to fix and improve my container stuff today and then finish about half of a new item...
L505[10:35:26] <masa> I was hoping to get the item and also some more new items done :/
L506[10:36:04] <williewillus> no rush :p
L507[10:36:11] <masa> Pennyw95: yes
L508[10:36:51] <masa> williewillus: well, my anxiety level just keeps rising the longer it takes to finish the stuff I want for this update :p
L509[10:37:12] <masa> because I would like to have a 1.8.9 version out already, but I'be yet to even start the new port :/
L510[10:37:33] <williewillus> what mod?
L511[10:37:45] <masa> this stuff is still for 1.7.10, for the last update I'm going to do for it
L512[10:37:53] <masa> ender utilities
L513[10:38:38] <masa> I only have like a 9 months old beta version for 1.8 available of it
L514[10:39:19] <masa> and it has horrible hacks and messy code for rendering :p
L515[10:39:30] <masa> I had no idea what I was doing, and still don't
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L517[10:39:54] <ThePsionic> welcome to the club tbh
L518[10:39:58] <masa> but back then forge didn't even have forge blockstates yet, so I made everything with ISIMs
L519[10:40:40] <masa> and weird custom model code inside the item classes to load the correct models
L520[10:40:58] <williewillus> but you know how things wqork now right? :D
L521[10:40:59] <masa> and some hacky code to load models from jsons and mash stuff together :p
L522[10:41:04] <masa> no :D
L523[10:41:10] <williewillus> read this https://docs.google.com/document/d/1c8uipS3BOe0BQKH6-kVFCQh8BaXOdRn8SFaAa7HmgWU/edit
L524[10:41:31] <masa> ooh nice
L525[10:41:47] <Pennyw95> my build failed again, with "GC overhead limit exceeded"...does it make it a memory issue?
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L528[10:43:33] <Nitrodev> williewillus, when is there going to be aan aooficial release of Botania for 1.8.9?
L529[10:43:44] <williewillus> when we're done testing
L530[10:43:48] <Nitrodev> okay
L531[10:43:49] <williewillus> and vaz merges my branch
L532[10:44:05] <williewillus> probably not for another few weeks
L533[10:45:02] <glasspelican> you can add org.gradle.java.jvmargs="-Xmx2G" to your gradle.properties to fix the GC overhead problem
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L537[10:46:19] <Pennyw95> Here's a stacktrace: http://pastebin.com/2s9ZCxpX
L538[10:46:28] *** Keridos|away is now known as Keridos
L539[10:46:41] <Pennyw95> hm yes it seems a memory problem
L540[10:46:57] <gigaherz> yeah
L541[10:47:17] <gigaherz> are you running in its own process or within idea/eclipse?
L542[10:47:23] <Pennyw95> so adding that .properties should allocate more memory?
L543[10:47:36] <gigaherz> not adding the properties file, adding the value INSIDE the file
L544[10:47:46] <Pennyw95> did that too
L545[10:48:04] <Pennyw95> I'm just creating a new folder for 1.8.9 modding, haven't linked it to the ide yet
L546[10:51:13] <glasspelican> by default gradle is only given 1.2 gig memory to work with 1.8.9 it needs > 1.5 , there are several ways to allocate more memory such as the GRADLE_OPTS enviroment variable
L547[10:51:58] <glasspelican> but setting that option in your gradle.properties file makes the change work accross reboots and projects
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L549[11:00:00] <Pennyw95> thanks
L550[11:00:23] <Pennyw95> it's been stuck at decompileMc for at least 5 minutes though...I hope it goes well
L551[11:12:32] <Pennyw95> I'm still that memory error. wtf
L552[11:13:00] <Pennyw95> is there something wrong with my gradle.properties? org.gradle.java.jvmargs="-Xmx2G"
L553[11:14:04] <glasspelican> gradle.properties, goes in yourhomefolder/.gradle/
L554[11:14:07] <gigaherz> if you have enough ram
L555[11:14:09] <gigaherz> try 3g
L556[11:14:13] <gigaherz> or 4g
L557[11:14:29] <williewillus> I've never needed that much decompile :p
L558[11:14:34] <gigaherz> me neither
L559[11:14:45] <gigaherz> in fact, for me it's enough to just run gradle in a cmd window
L560[11:14:58] <williewillus> same
L561[11:14:59] <gigaherz> running it within IDEA sometimes fails
L562[11:15:05] <gigaherz> running it in a standalone window works
L563[11:15:12] <williewillus> how much ram do you give idea usually?
L564[11:15:13] <Pennyw95> why not using the prompt
L565[11:16:05] <gigaherz> Ididn't configure
L566[11:16:39] <gigaherz> IMO, java shouldn't even have a maximum
L567[11:16:48] <gigaherz> just... let it use as much ram as it needs ;P
L568[11:16:59] <gigaherz> by default, I mean
L569[11:17:03] <sham1> g'day
L570[11:17:37] <sham1> I find something very annoying
L571[11:18:18] <Pennyw95> the gradle.properties goes inside username/.gradle
L572[11:18:21] <sham1> Why cant we have a cross-platform package system for C/C++ kinda like whatever other langs have
L573[11:18:32] <Pennyw95> do I need to refresh something before running setupdecomp again?
L574[11:19:01] <gigaherz> sham1: because unlike other platforms
L575[11:19:08] <gigaherz> people can't agree on one
L576[11:19:20] <sham1> And that sucks
L577[11:19:25] <gigaherz> each platform has its own package system
L578[11:19:31] <gigaherz> heck even within the linux world
L579[11:19:37] <gigaherz> there's like a dozen different package systems
L580[11:19:38] <gigaherz> Xd
L581[11:19:40] <sham1> That means that I cannot have a convenient way to have cross-platform C++ code
L582[11:19:55] <sham1> which sucks
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L584[11:19:58] <gigaherz> not really, no
L585[11:20:05] <glasspelican> you might find cmake helpful
L586[11:20:16] <sham1> Mmmmm
L587[11:20:19] <sham1> CMAKE
L588[11:20:29] <gigaherz> cmake just configures the build files
L589[11:20:32] <gigaherz> it won't download dependencies
L590[11:20:35] <sham1> yeah
L591[11:20:48] <sham1> That would be nice to also have but not nessesary
L592[11:20:54] <glasspelican> and it will tell you what your missing
L593[11:20:58] <sham1> Just something that tells people "this code has this and this dependency"
L594[11:21:09] <glasspelican> thats betten then most build systems for c
L595[11:21:22] <sham1> *glares at make*
L596[11:21:42] <sham1> But it is like
L597[11:21:46] <sham1> Java has Maven
L598[11:21:50] <sham1> JS has NPM
L599[11:21:56] <sham1> Haskell has cabal
L600[11:22:02] <sham1> Rust has cargo etc
L601[11:22:09] <sham1> Why cant C people agree
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L603[11:22:51] <gigaherz> sham1: C is too low-level
L604[11:22:56] <gigaherz> it blends with the system package management
L605[11:23:04] <gigaherz> C/C++ isn't a platform
L606[11:23:07] <gigaherz> your OS is the platform
L607[11:23:15] <sham1> Neither is any of the languages I listed
L608[11:23:16] <gigaherz> so you have that issue
L609[11:23:20] <gigaherz> yes they are
L610[11:23:22] <Pennyw95> Ok guys I definitely have a problem here...even with 3G allocated to .gradle with gradle.properties, I still get the outOfMemory thing...
L611[11:23:30] <gigaherz> NPM isn't javascript
L612[11:23:34] <gigaherz> it's NODE package manager
L613[11:23:38] <gigaherz> it's meant for the node.js platform
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L615[11:23:40] <glasspelican> you dont want a system level c program downloading random things from the internet and installing them
L616[11:23:42] <gigaherz> Java is a platform
L617[11:23:45] <gigaherz> not just a language
L618[11:23:49] <gigaherz> Haskell also
L619[11:24:01] <gigaherz> but with C/C++
L620[11:24:09] <sham1> Well the problem then would be that Windows has no packet managing
L621[11:24:11] <gigaherz> you don't have a standard set of suppoting tools
L622[11:24:20] <sham1> For some fucking reason
L623[11:24:23] <gigaherz> you have C programs compiled with gcc on linux with linux package managers
L624[11:24:29] <sham1> Even though it would make it easier for users
L625[11:24:35] <gigaherz> you have C compiled with clang in unixes with bsd package managers
L626[11:24:38] <sham1> Than having to go into vendor's website
L627[11:24:44] <glasspelican> Pennyw95: you have your gradle.perperties file in the correct location?
L628[11:25:00] <gigaherz> you have C compiled in windows with msvc and randomly downloaded libraries inside zip files
L629[11:25:05] <gigaherz> and all the other variants
L630[11:25:17] <gigaherz> each set of compiler+tools+libraries forms a "platform"
L631[11:25:21] <Pennyw95> inside user/.gradle
L632[11:25:28] <gigaherz> there's no true standard environment in C/C++
L633[11:25:28] <Pennyw95> org.gradle.java.jvmargs="-Xmx3G"
L634[11:25:33] <gigaherz> so there's no true standard package manager
L635[11:25:41] <williewillus> is there any way to get a ModelResourceLocation from an ItemStack?
L636[11:25:47] <glasspelican> are you using the gradle daemon?
L637[11:25:52] <gigaherz> williewillus: on the client, yes
L638[11:25:57] <williewillus> what is it?
L639[11:25:58] <Pennyw95> the forge wrapper
L640[11:26:08] <gigaherz> williewillus: Ican't remember from memory
L641[11:26:08] <gigaherz> but
L642[11:26:11] <sham1> It is not the forge wrapper
L643[11:26:12] <gigaherz> if you open RenderSnowball
L644[11:26:15] <sham1> it is the gradle wrapper
L645[11:26:16] <gigaherz> it takes an ItemStack
L646[11:26:20] <gigaherz> and then calls a functio nwith this
L647[11:26:21] <gigaherz> this function
L648[11:26:26] <williewillus> no, I dont need a bakedmodel
L649[11:26:28] <williewillus> i need the MRL
L650[11:26:34] <gigaherz> yes
L651[11:26:44] <gigaherz> but that function first gets the MRL, I believe
L652[11:26:58] <williewillus> nah it directly lookups the baked model in the mesher
L653[11:27:02] <gigaherz> hmmm
L654[11:27:04] <gigaherz> meh
L655[11:27:08] <gigaherz> then it's elsewhere
L656[11:27:10] <gigaherz> and I don't remember it
L657[11:27:10] <gigaherz> XD
L658[11:27:11] <Pennyw95> yes, gradlew
L659[11:27:19] <Pennyw95> anyway, that should be the correct location, right?
L660[11:27:20] <PaleoCrafter> look at what setCustomMRL modifies, williewillus
L661[11:27:22] <sham1> Que the "what are you trying to do"
L662[11:27:22] <PaleoCrafter> then go from there :P
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L665[11:27:26] <glasspelican> and you are trying to decompile from the terminal, not via an IED
L666[11:27:33] <williewillus> it modifies a hasmap
L667[11:27:37] <sham1> ye
L668[11:27:39] <williewillus> which means no reverse lookups >.>
L669[11:27:54] <sham1> You could iterate through the hashmap
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L671[11:27:58] <sham1> Although...
L672[11:27:58] <Pennyw95> @glasspelican: yes, from the command prompt
L673[11:28:24] <sham1> Anyway, downloading Visual C++ community
L674[11:28:26] <Pennyw95> I'm running gradlew setupDecompWorkspace after extracting the Forge mdk in the folder
L675[11:28:34] <sham1> Because I am done with the shite known as MinGW and Cygwin
L676[11:28:35] <Pennyw95> and having updated build.gradle
L677[11:29:00] <glasspelican> hmm
L678[11:30:01] <Pennyw95> can I change that in gradlew.bat too?
L679[11:31:01] <sham1> how long can one IDE download for
L680[11:31:40] <PaleoCrafter> VS always takes ages to install
L681[11:31:48] <glasspelican> you could try setting the DEFALT_JVM_OPTS= -Xmx2G on line 20
L682[11:32:01] <glasspelican> sorry line 12
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L684[11:32:04] <gigaherz> yeah
L685[11:32:12] <gigaherz> or add JAVA_OPTS line around there
L686[11:32:18] <gigaherz> with -Xmx2G in it
L687[11:32:28] <Rushmead> Looking for someone to work on my mod with me.
L688[11:32:31] <gigaherz> "set JAVA_OPTS=-Xmx2G"
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L690[11:32:45] <sham1> Why does VS install for so long
L691[11:32:48] <sham1> Like jeez
L692[11:32:58] <gigaherz> it's a complex IDE
L693[11:33:01] <gigaherz> lots of tools and libraries
L694[11:33:14] <glasspelican> visual studio has 4 c parsers
L695[11:33:20] <sham1> 4
L696[11:33:23] <glasspelican> and it runs them all a the same time
L697[11:33:25] <gigaherz> it's also slower because of the way the software registration system works
L698[11:33:26] <sham1> MS pls
L699[11:33:28] <williewillus> it's enormous
L700[11:33:39] <williewillus> like over 6G last time I installed it
L701[11:33:40] <williewillus> or more
L702[11:33:52] <gigaherz> it's worth it, though
L703[11:33:57] <gigaherz> massively huge
L704[11:34:08] <gigaherz> but smoothest IDE I have ever used
L705[11:34:08] <PaleoCrafter> still worse than IDEA
L706[11:34:10] * PaleoCrafter runs away
L707[11:34:21] <sham1> Well IDEA does not even take this long
L708[11:34:29] <gigaherz> IDEA is a tiny IDe in comparison
L709[11:34:31] <gigaherz> really
L710[11:34:33] <gigaherz> it's just a toy
L711[11:34:45] <glasspelican> i bought a cheep mac lastyear and atleast for the stuff i do i find it much nicer to work in a native unix env
L712[11:34:47] <PaleoCrafter> VS is virtually useless without Resharper :P
L713[11:34:49] <gigaherz> (IDEA) compared to what VS is designed for
L714[11:35:19] <glasspelican> idea is also java where VS is almost everything
L715[11:35:21] <sham1> VS was designed for use with VB and the GUI builder
L716[11:35:22] <gigaherz> it's liketaking one of those giant industrial machines that weight tons
L717[11:35:25] <gigaherz> and saying it moves slowly
L718[11:35:26] <gigaherz> ;P
L719[11:35:28] <PaleoCrafter> IDEA is *not* just Java
L720[11:35:41] <sham1> IDEA is java, scala, groovy, clojure...
L721[11:35:44] <sham1> Kotling
L722[11:35:48] <PaleoCrafter> not even that
L723[11:35:53] <sham1> Haskell in certain instances
L724[11:35:54] <PaleoCrafter> IDEA isn't limited to the Java platform
L725[11:36:01] <IoP> markdown!
L726[11:36:06] <williewillus> ^see their other IDE's
L727[11:36:11] <gigaherz> those are all simple things
L728[11:36:11] <williewillus> which are basically modded IDEA :p
L729[11:36:21] <sham1> Android Maker
L730[11:36:36] <gigaherz> a bull-blown environment for C/C++ is more th an just code editing and highlighting
L731[11:36:42] <PaleoCrafter> yeah, all their other IDEs can be merged into one if you have IDEA ultimate
L732[11:36:49] <williewillus> really
L733[11:36:53] <williewillus> do they just release their plugins
L734[11:36:56] <PaleoCrafter> yep
L735[11:37:07] <williewillus> did not know that :p, uninstalling all the other ones heh
L736[11:37:10] <glasspelican> for c programming i use sublimetext 2 and cmake
L737[11:37:14] <PaleoCrafter> it's not quite the same experience
L738[11:37:21] <williewillus> no subl3? :p
L739[11:37:27] <sham1> For C/C++ I use for linux at least Emacs
L740[11:37:30] <sham1> God damn it
L741[11:37:33] <glasspelican> not yet, waiting for stable
L742[11:37:52] <williewillus> lynch the emacs user!
L743[11:37:59] <gigaherz> sham1: problem is you can't compare emacs to VS
L744[11:38:02] <gigaherz> you'd have to compare
L745[11:38:13] <williewillus> I really need to get the vim plugin for idea
L746[11:38:19] <gigaherz> emacs + binutils + gcc + glibc + everything else you "commonly" need for compiling
L747[11:38:23] <Pennyw95> it finally worked!
L748[11:38:23] <glasspelican> clion looks nice, but i cant afford the licence
L749[11:38:26] <gigaherz> shit gets big when you add it all together
L750[11:38:35] <gigaherz> keep in mind Windows doesn't have a fancy package manager for dependencies ;P
L751[11:38:42] <sham1> And that is a problem
L752[11:38:45] <sham1> And baffles me
L753[11:38:46] <gigaherz> the VS installation dumps it all
L754[11:38:49] <williewillus> if you have a .edu you can get jetbrains stuff for free for personal use
L755[11:38:53] <gigaherz> it's more like java's JRE
L756[11:39:10] <PaleoCrafter> *JDK :P
L757[11:39:13] <sham1> Why didnt they include package manager to windows, would have been easier than whatever it is now
L758[11:39:17] <gigaherz> JDK**
L759[11:39:19] <gigaherz> xcept C/C++ dependencies are not just neatly organized packages
L760[11:39:26] <gigaherz> you need the libs, for each platform
L761[11:39:31] <gigaherz> (x86, x64, arm)
L762[11:39:33] <gigaherz> you need the headers
L763[11:39:39] <sham1> "x64"
L764[11:39:43] <sham1> BURN THE HERETIX
L765[11:39:48] <gigaherz> which in turn often contain #ifdefs for platforms
L766[11:39:58] <gigaherz> and conditionally include other headers
L767[11:40:11] <gigaherz> you have supporting tools forgenerating stuff
L768[11:40:15] <glasspelican> http://www.howtogeek.com/200334/windows-10-includes-a-linux-style-package-manager-named-oneget/
L769[11:40:27] <gigaherz> sham1: ?
L770[11:40:30] <sham1> It should have been there since beginning
L771[11:40:31] <gigaherz> what's wrongwith x64?
L772[11:40:38] <sham1> AMD64...
L773[11:40:45] <gigaherz> amd64 was the amd term
L774[11:40:59] <sham1> Or x86_64
L775[11:41:02] <williewillus> ^
L776[11:41:05] <williewillus> that's the correct way :p
L777[11:41:08] <gigaherz> intel's version was em64T or whatever
L778[11:41:13] <gigaherz> so for short, x64
L779[11:41:19] <gigaherz> yes x64 is a shorthand for x86/64
L780[11:41:25] <glasspelican> you will see either amd64 or x86_64 OR x64 depending on the package manager
L781[11:41:27] <sham1> x64 sounds so Microsoft
L782[11:41:31] <gigaherz> actually
L783[11:41:34] <gigaherz> microsoft uses "amd64"
L784[11:41:41] <gigaherz> in the library names and folders
L785[11:41:49] <gigaherz> only uses X64 in the gui strings
L786[11:42:27] <sham1> God damn it VS
L787[11:42:32] <sham1> Stop downloading DirectX stuff
L788[11:42:38] <gigaherz> in fact, I have used x64 more while talking in cross-platform topics
L789[11:42:43] <gigaherz> than specifically related with windows/vs
L790[11:43:03] <gigaherz> heck linux even has an X32 variant
L791[11:43:19] <gigaherz> that uses long mode with 32bit pointers
L792[11:43:49] <gigaherz> so yes, x64.
L793[11:43:51] <sham1> Long mode with 4GB memory limit x_x
L794[11:43:55] <gigaherz> yep
L795[11:44:00] <sham1> Gah
L796[11:44:03] <gigaherz> for apps that benefit from code compactness
L797[11:44:10] <gigaherz> and extra registers
L798[11:44:17] <gigaherz> without benefitting from extra ram
L799[11:44:32] <gigaherz> calculation-heavy but not data-heavy
L800[11:44:59] <gigaherz> some people decided 64bit pointers made the code slower because it made the code too large
L801[11:45:05] <gigaherz> so they created the X32ABI project
L802[11:45:22] <gigaherz> and it was pulled into the kernel some years later
L803[11:45:30] <sham1> But yeah, my 0.02€ is that Microsoft should have had packages from the beginning and have structured it akin to app stores
L804[11:45:41] <sham1> Would have been so convenient
L805[11:45:59] <gigaherz> it would
L806[11:46:11] <gigaherz> but it wasn't the windows way
L807[11:46:12] * Waterpicker blehs
L808[11:46:28] <gigaherz> for me, it's almost moreconvenient to get a list of zips to download
L809[11:46:31] <gigaherz> and unpack them myself
L810[11:46:31] <gigaherz> XD
L811[11:46:44] <gigaherz> simply out of habit
L812[11:46:59] <sham1> So the Windows way was the more convoluded "go to the vendor's website to get your software" instead of the more use-friendly "have all your stuff come from this central place"
L813[11:48:00] <gigaherz> yes, but for areason: the vendors wouldn't agree to it
L814[11:48:10] <sham1> Would have made more sense from the Windows' theme of trying to be as user-friendly and easy to use as possible
L815[11:48:20] <gigaherz> they wouldn't have trusted Microsoft to distribute their stuff
L816[11:48:27] <gigaherz> ;P
L817[11:48:41] <sham1> Damn it
L818[11:49:02] <sham1> Speaking of Maven, I tried to use it today with LWJGL3
L819[11:49:11] *** K-4U|Off is now known as K-4U
L820[11:49:20] <gigaherz> I tried once, didn't manage, stopped trying
L821[11:49:40] <williewillus> how different is LWJGL3?
L822[11:49:40] <sham1> Well editing the XML was fun
L823[11:49:43] <gigaherz> I know I did it wrong, I just couldn't bebothered to figure out what I did wrong
L824[11:49:57] <williewillus> when I'm tinkering around outside MC, I usually just use GDX :p
L825[11:49:59] <gigaherz> so I keep using dependencies from dev jars
L826[11:50:06] <gigaherz> manually dumping them into the right folders
L827[11:50:16] <gigaherz> and adding the api sources directly into the project
L828[11:50:18] <gigaherz> ;P
L829[11:50:44] <sham1> Also, I love the lambda syntax for callbacks
L830[11:50:47] ⇨ Joins: Flashfire (Flashfire@d24-36-192-173.home1.cgocable.net)
L831[11:51:05] <Flashfire> Hey, not sure if this can/should be fixed but I found an inaccurate method
L832[11:51:22] <sham1> That's nice
L833[11:51:40] <Flashfire> MovingObjectPosition.getBlockPos()
L834[11:52:02] <gigaherz> how's it inaccurate?
L835[11:52:03] <Flashfire> The position it returns is rounded wrong from the hitVec coordinates
L836[11:52:20] <gigaherz> how so? :/
L837[11:52:27] <williewillus> they actually fixed that in 1.8
L838[11:52:27] <Flashfire> hitVec is (-22.244198154428616, 67.13409932549231, 707.0), BlockPos is BlockPos{x=-23, y=67, z=706}
L839[11:52:29] <PaleoCrafter> sham1, there shouldn't be any syntax but lambdas for callbacks :P
L840[11:52:34] <gigaherz> it's used all over the place
L841[11:52:41] <sham1> Well...
L842[11:52:43] <williewillus> where is it rounded?
L843[11:52:45] <gigaherz> soi one would think it would be "as intended"
L844[11:52:50] <sham1> function pointers
L845[11:52:51] <Flashfire> In the method itself I would think
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L847[11:52:57] <sham1> But Java does not do pointers
L848[11:53:06] <williewillus> "functors" :p
L849[11:53:09] <Flashfire> Nope, it's the pos itself
L850[11:53:25] <gigaherz> Flashfire: that's because a block is [N,N+1)
L851[11:53:36] <gigaherz> so it has to down toward -infinity
L852[11:53:40] <gigaherz> round*
L853[11:53:57] <Flashfire> Shouldn't it be the same as in the debug info?
L854[11:54:07] <gigaherz> if you are at 706.99999999, you are really at 706 still
L855[11:54:15] ⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Quit: Leaving.)
L856[11:54:16] <gigaherz> and -22.000001 is really -23
L857[11:54:19] <williewillus> that actually might be a problem
L858[11:54:28] <williewillus> actually, eh
L859[11:54:30] <Flashfire> I'm getting the block the player is looking at and it chooses an offset one
L860[11:54:30] <williewillus> probably not
L861[11:54:40] <gigaherz> thign is
L862[11:54:45] <gigaherz> it works for everything else
L863[11:54:49] <Flashfire> Oh, ok
L864[11:54:53] <sham1> williewillus, not functors :D
L865[11:54:56] <gigaherz> so far as I know
L866[11:55:08] <gigaherz> the code to mark the block you look at with the mouse
L867[11:55:08] ⇦ Quits: panda_2134 (uid121359@id-121359.brockwell.irccloud.com) (Quit: Connection closed for inactivity)
L868[11:55:11] <gigaherz> uses that method?
L869[11:55:30] <williewillus> sham1: that term is so ancient :p, lambdas or anon classes now, they chose not to include fpointers because it's against OOP
L870[11:55:42] <williewillus> it's just a global function floating around, stuff it into an object
L871[11:55:56] <Flashfire> To get the inaccurate position I used player.worldObj.rayTraceBlocks(player.getPositionVector(), player.getLookVec())
L872[11:55:58] <gigaherz> yep
L873[11:56:05] <gigaherz> RenderGlobal.drawSelectionBox
L874[11:56:13] <gigaherz> uses movingObjectPosition.getBlockPos()
L875[11:56:14] <gigaherz> so
L876[11:56:19] <gigaherz> if that was wrongly rounded
L877[11:56:23] <sham1> functor is a thing in the cathegory theory :P
L878[11:56:25] <gigaherz> the selection box would be wrong
L879[11:56:40] <gigaherz> Flashfire: that will always be inaccurate
L880[11:56:41] <sham1> which has one function called in programming map
L881[11:57:00] <Flashfire> @gigaherz If that's the case then no wonder
L882[11:57:15] <gigaherz> Flashfire: problem is
L883[11:57:27] <gigaherz> the "look at" is computed per frame on the client
L884[11:57:45] <gigaherz> if you do thesame working with just the position+look
L885[11:57:51] <gigaherz> you'll notice it "lags behind"
L886[11:58:08] <Flashfire> I'm not sure if that's the problem though because the hitVec is accurate to my position
L887[11:58:10] <gigaherz> you have to interpolate(prev,current,partialTicks)
L888[11:58:25] <gigaherz> in order to get precise numbers
L889[11:58:41] <gigaherz> however
L890[11:58:47] <Flashfire> Where do I get partialTicks considering I'm in a custom command class?
L891[11:58:50] <gigaherz> it shouldn't be "offset", just slightly lagging behind
L892[11:58:58] <williewillus> track them yourself
L893[11:59:02] <gigaherz> hmmm
L894[11:59:06] <williewillus> or see where mc gets them
L895[11:59:07] <gigaherz> they shouldn't matter in a command
L896[11:59:16] <Flashfire> Alright, so just pass 0?
L897[11:59:25] <gigaherz> that will be equivalent to what you do now
L898[11:59:40] <gigaherz> wait
L899[11:59:40] <gigaherz> !
L900[11:59:46] <gigaherz> player.getPositionVector()
L901[11:59:51] <gigaherz> that doesn't take into account the HEAD position
L902[11:59:55] <Flashfire> Ohhh
L903[12:00:13] <gigaherz> yo uahve to add player.getPositionEyes() to the Y coord
L904[12:00:22] <Flashfire> Alright, I'll try that
L905[12:00:43] <sham1> List being a functor in FP for instance
L906[12:00:43] <gigaherz> no wait getPositionEyes is the one that takes partialTicks
L907[12:00:49] <williewillus> I'm surprised it took until 1.8 to fix the entity eye vs origin offset between client and server
L908[12:00:49] <sham1> Nothing to do with function pointers :P
L909[12:00:54] <gigaherz> getEyeHeight(),
L910[12:00:55] <gigaherz> ;P
L911[12:01:15] ⇨ Joins: Drullkus (~Drullkus@2601:646:8301:8947:d03:53b1:19e:21ed)
L912[12:01:23] <gigaherz> rayStart = new Vec3(p.posX, p.posY + p.getEyeHeight(), p.posZ)
L913[12:01:28] <gigaherz> where "p" is the player entity
L914[12:01:31] <LexManos> blame eyeChun
L915[12:01:36] <LexManos> his code
L916[12:01:57] <williewillus> whatd he do? :p
L917[12:02:27] <LexManos> Hes the one who patched that code to support his morph mod
L918[12:03:04] <Flashfire> Actually I think it was more accurate without the eye height
L919[12:03:09] <Flashfire> It's the x and z that are offset
L920[12:03:11] <gigaherz> o_O
L921[12:03:15] <gigaherz> wat
L922[12:03:29] <gigaherz> Flashfire: I use rayTrace that way in my magic mod
L923[12:03:36] ⇨ Joins: LexLap3 (~LexManos@172.76.2.58)
L924[12:03:36] MineBot sets mode: +o on LexLap3
L925[12:03:37] <gigaherz> to draw the beams, and it works just fine
L926[12:03:39] <gigaherz> XD
L927[12:03:59] <Flashfire> The block I'm trying to get is at the coordinate in f3 debug info "Looking at"
L928[12:04:15] <Flashfire> When I add eye height it gives me the one above plus the offset
L929[12:05:02] ⇦ Quits: Drullkus (~Drullkus@2601:646:8301:8947:d03:53b1:19e:21ed) (Ping timeout: 198 seconds)
L930[12:06:22] <Flashfire> It seems it's for negative coordinates because the rounding would work the opposite way
L931[12:06:54] <gigaherz> it shouldn't
L932[12:07:38] <gigaherz> Flashfire: if you look straight down, does it match?
L933[12:08:19] <gigaherz> if you look straight down
L934[12:08:26] <Pennyw95> I suppose the project name being MDKExample in the 1.8.9 workspace doesn't matter?
L935[12:08:34] <gigaherz> ?
L936[12:08:59] <Pennyw95> it used to be Forge, just wondering
L937[12:09:07] <Flashfire> When I look straight down it's the position with y + 1
L938[12:09:09] <gigaherz> oh, both were technically "wrong"
L939[12:09:10] <gigaherz> ;P
L940[12:09:11] *** Darkhax_AFK is now known as Darkhax
L941[12:09:13] <gigaherz> as in
L942[12:09:24] <gigaherz> they don't matter for compiling
L943[12:09:43] <gigaherz> but you couldcustomize it
L944[12:09:44] <Pennyw95> ok
L945[12:09:50] <Pennyw95> yeah I'll refactor it
L946[12:09:52] <Flashfire> Debug info says {x=-22, y=66, z=707}, I get {x=-22, y=67, z=707}
L947[12:10:01] <gigaherz> that makes no sense
L948[12:10:20] <Flashfire> Sorry, I actually get x=-23
L949[12:10:24] <LexManos> eah figure it out and yella t ichun
L950[12:10:33] <LexManos> anyways the project name is whatever your mod name is
L951[12:10:54] <LexManos> as it isnt 'Forge' and doesnt contain any 'Source' we renamed it
L952[12:11:46] <Flashfire> @gigaherz I was looking at a modified one by accident, the coordinates are the same when looking down
L953[12:12:02] <gigaherz> and if you look up?
L954[12:12:11] <gigaherz> I'm trying to identify the issue
L955[12:12:23] <gigaherz> so I will assume straight down and straight up will work
L956[12:13:11] <gigaherz> looking straight forward at exact 90 degree angles (aligned with the world) should also work
L957[12:13:19] <gigaherz> but if it does not, thereshould be a pattern
L958[12:13:29] <gigaherz> if you look straight north
L959[12:13:34] <Flashfire> I'm looking at {x=-23, y=70, z=707} and it gives me {x=-23, y=66, z=707}
L960[12:13:41] <gigaherz> with your view angles being 0.0, 0.0 or close
L961[12:13:42] <Flashfire> (up)
L962[12:13:48] <gigaherz> wat
L963[12:13:58] <gigaherz> that's down
L964[12:14:16] <gigaherz> your ray is still looking downward
L965[12:14:25] <gigaherz> OOOOH
L966[12:14:28] <gigaherz> I see the issue
L967[12:14:29] <gigaherz> XD
L968[12:14:37] <gigaherz> the raytrace function
L969[12:14:41] <gigaherz> takes begin,end
L970[12:14:58] <gigaherz> so you have to do like
L971[12:15:00] <Flashfire> North is looking at {x=-24, y=68, z=707} and I get {x=-24, y=66, z=707}
L972[12:15:02] <gigaherz> start = whatever
L973[12:15:07] <gigaherz> end = start + distance
L974[12:15:14] <gigaherz> not the direction
L975[12:15:14] <gigaherz> XD
L976[12:15:30] <Flashfire> I see, makes sense
L977[12:15:35] <gigaherz> you arecausing it to always trace in the direction of 0,0,0
L978[12:15:39] <Flashfire> I saw this on a forum so that's why I used it
L979[12:16:11] <Flashfire> But I modified it a bit which is more than likely the problem
L980[12:16:15] <PaleoCrafter> are you on the server?
L981[12:16:22] <Flashfire> I am, yes
L982[12:16:23] <gigaherz> Vec3 start = new Vec3(player.posX, player.posY + (double) player.getEyeHeight(), player.posZ);
L983[12:16:23] <gigaherz> Vec3 end = start.addVector(look.xCoord * maxDistance, look.yCoord * maxDistance, look.zCoord * maxDistance);
L984[12:16:24] <williewillus> client/server shouldn't matter
L985[12:16:24] <gigaherz> MovingObjectPosition mop = player.worldObj.rayTraceBlocks(start, end, false, true, false);
L986[12:16:28] <gigaherz> this is what I do
L987[12:16:51] <PaleoCrafter> yeah, maxDistance you can get from ((EntityPlayerMP) player).theItemInWorldManager.getBlockReachDistance()
L988[12:17:07] <williewillus> you can get that clientside from PlayerControllerMP
L989[12:17:12] <PaleoCrafter> ^
L990[12:17:57] <PaleoCrafter> so client/server does matter for that :P
L991[12:19:37] <williewillus> I thought you meant the stupid eye height thing :p
L992[12:19:53] <williewillus> it's annoying when porting 1,7 mods to 1.8 since it's gone now but doesn't cause a compile error
L993[12:19:58] <williewillus> so you get weird vec trace issues
L994[12:20:15] <PaleoCrafter> I have my own raytracer, so meh
L995[12:20:52] <gigaherz> I hate that java forbids unreachable code
L996[12:21:05] <gigaherz> I know it's unreachable, I MADE it unreachable for debugging purposes ;_;
L997[12:21:19] <PaleoCrafter> haha, yeah, that's annoying
L998[12:21:29] *** DRedhorse is now known as DRedAway
L999[12:21:42] <Flashfire> @gigaherz Didn't work for me
L1000[12:21:46] <PaleoCrafter> I wonder why it's forbidden in the first place, seems like it'd only be a bigger burden on the compiler to detect it
L1001[12:21:57] <gigaherz> nah the compiler does it regardless
L1002[12:22:03] <Flashfire> Looking at {x=-22, y=68, z=707} gave me {x=-24, y=66, z=707}
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L1004[12:22:25] <gigaherz> Flashfire: can you paste your code?
L1005[12:22:33] <gigaherz> pastebin ;p
L1006[12:22:40] <Flashfire> It's so messy from testing stuff I kind of don't want to
L1007[12:22:55] <gigaherz> well then we don't know what's wrong
L1008[12:22:56] <gigaherz> ;P
L1009[12:23:32] <Flashfire> I was offsetting the other way I was using for negatives and that seemed promising so I'll tell you if that works
L1010[12:24:24] <PaleoCrafter> gosh, I'm so bad at textures :/
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L1013[12:25:16] <gigaherz> Flashfire: you don't ahve to handle "negatives" differently
L1014[12:25:17] <gigaherz> at all!
L1015[12:25:27] <gudenau> Hello.
L1016[12:25:37] <williewillus> \o
L1017[12:26:07] <Flashfire> @gigaherz The only negative is the coordinate that is offset
L1018[12:26:20] <Flashfire> But it doesn't seem to be working anyway
L1019[12:26:22] <gigaherz> that should NOT matter.
L1020[12:26:23] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/spells/cast/beams/BeamBase.java#L56,L60
L1021[12:26:27] <gigaherz> really that's ALL that's needed
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L1023[12:27:10] <gudenau> Of course, I am derping with OBJ models. As usual. :-P
L1024[12:27:15] <gigaherz> that code, as is, just like that, lets me apply the spell effects to the target block
L1025[12:27:19] <gigaherz> never had any offset issues
L1026[12:27:25] <Flashfire> Oh I was using getLookVec and not getLook(1)
L1027[12:27:57] <gigaherz> they do the same
L1028[12:28:00] <gigaherz> public Vec3 getLookVec()
L1029[12:28:00] <gigaherz> {
L1030[12:28:00] <gigaherz> return this.getLook(1.0F);
L1031[12:28:00] <gigaherz> }
L1032[12:28:01] <gigaherz> XD
L1033[12:29:00] <gudenau> The subtypes are not working for me... I missed something I feel.
L1034[12:29:38] <williewillus> subtypes?
L1035[12:29:50] <gudenau> Err, variations.
L1036[12:30:08] <williewillus> variants?
L1037[12:30:10] <Flashfire> It's working now
L1038[12:30:14] <williewillus> pastebin json?
L1039[12:30:16] <Flashfire> Thanks a lot gigaherz
L1040[12:30:45] <gigaherz> :)
L1041[12:30:53] <Flashfire> I actually forgot to use start and end in rayTraceBlocks -.-
L1042[12:30:59] <gigaherz> lol
L1043[12:31:00] <gudenau> What do I change to change the textures based on blockstates then? http://pastebin.com/tfRHuwq0
L1044[12:31:01] <Flashfire> No wonder it wasn't working
L1045[12:31:12] <Flashfire> ISmartBlockModel
L1046[12:31:35] <Flashfire> Or different json models with different textures (much simpler)
L1047[12:32:14] <Flashfire> I've never used .obj though so not sure how it differs
L1048[12:32:43] <gigaherz> nah that's unnecessary
L1049[12:32:51] <gigaherz> forge blockstates system lets you replace models
L1050[12:32:52] <williewillus> ew different json models
L1051[12:32:55] <williewillus> why would you ever do that
L1052[12:32:56] <gigaherz> and textures, based on state
L1053[12:33:10] <williewillus> you can do everything for a simple block in ONE blockstate json
L1054[12:33:15] <gigaherz> williewillus: not everyone is aware of the improvements fry did to the blockstate system
L1055[12:33:28] <williewillus> after 8 freaking months, it's irritating
L1056[12:33:33] <williewillus> :p
L1057[12:33:35] <williewillus> anyways
L1058[12:33:43] <Flashfire> I'm still learning forge lol
L1059[12:33:48] <williewillus> gudenau: do you know how to declare the variants?
L1060[12:34:13] <Flashfire> That was probably very obvious already though
L1061[12:34:14] <williewillus> under "variants" you need to list out all the properties your block has and their values, and define how that value impacts the model
L1062[12:34:20] <gigaherz> gudenau: "textures": { "materialname": "textureresourcelocation", ... }
L1063[12:34:26] <gigaherz> in the right variant(s)
L1064[12:34:29] <gigaherz> that's all it takes
L1065[12:34:32] <gudenau> Ah.
L1066[12:35:02] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/blockstates/blockEnderRift.json#L7
L1067[12:35:03] <gigaherz> really
L1068[12:35:05] <gigaherz> instead of "all"
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L1070[12:35:09] <gigaherz> you put the material name in there
L1071[12:35:29] *** Vigaro|AFK is now known as Vigaro
L1072[12:36:33] <gudenau> Darn it strict Gson!
L1073[12:36:51] <gudenau> Thanks, that seems to have worked.
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L1076[12:38:37] <Flashfire> Also this is what the command is for https://www.dropbox.com/home/Public?preview=2016-01-09_11.14.15.png
L1077[12:38:42] <gudenau> That is kinda nice, now that I know how it works.
L1078[12:39:01] <Flashfire> Commands for a block called "Item Scanner" that gives redstone power when you use the right item with it
L1079[12:39:13] <williewillus> what do you mean comand?
L1080[12:39:16] <gigaherz> Flashfire: wrong link
L1081[12:39:22] <gigaherz> that opens my own dropbox
L1082[12:39:22] <gigaherz> XD
L1083[12:39:28] <Flashfire> Oops https://www.dropbox.com/s/5e2ud3gd7z4t9vm/2016-01-09_11.14.15.png?dl=0
L1084[12:40:04] <gigaherz> uh
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L1086[12:40:10] <gigaherz> wait
L1087[12:40:13] <Flashfire> It's for the owner so they can set the "key item" and if it should take the item from people so the owner can accumulate them in an inventory I will eventually add
L1088[12:40:20] <gudenau> Interesting, it seems that the type is not working...
L1089[12:40:21] <gigaherz> uhhh
L1090[12:40:25] <gigaherz> you overcomplicated that a LOT
L1091[12:40:34] <Flashfire> What would be better for that?
L1092[12:40:42] <gigaherz> there's a onBlockActivated event
L1093[12:40:48] <gudenau> There is.
L1094[12:40:48] <Flashfire> I am already using that
L1095[12:40:53] <gigaherz> that gives you the player that activated it, and from there youcan get the item they used
L1096[12:40:53] <Flashfire> It's to scan an item
L1097[12:41:09] <Flashfire> The commands are for the owner so they can use it as well as change how it works
L1098[12:41:14] <gudenau> You can use that event to scan items...
L1099[12:41:23] <williewillus> i don't get what you mean by commands lol
L1100[12:41:26] <gudenau> Just open a gui.
L1101[12:41:30] <Flashfire> But I don't want people to have to use a command to scan though, just activate it
L1102[12:41:38] <williewillus> what is a command??
L1103[12:41:42] <gudenau> /help
L1104[12:41:45] <Flashfire> ^
L1105[12:41:47] <williewillus> ew
L1106[12:41:54] <williewillus> bad design imo :/
L1107[12:41:55] <Flashfire> It's only for the owner though
L1108[12:41:55] <gigaherz> why not a GUI? ;P
L1109[12:42:07] <Flashfire> I've never made a full gui that's why
L1110[12:42:14] <gudenau> There easy.
L1111[12:42:26] <gudenau> Just a little bit of a pain to learn.
L1112[12:42:27] <williewillus> commands are not part of the game, they're part of the utility around the game, putting /commands in mods make me feel like I'm playing a cheap bukkit wannabe mod haha
L1113[12:42:31] <williewillus> and yeah gui's aren't too hard
L1114[12:43:06] <gudenau> I set "materialname" for the varients, correct?
L1115[12:43:13] <Flashfire> Ok I'll try to make a GUI then
L1116[12:43:19] <williewillus> hm? no your variants are your blockstate properties
L1117[12:43:26] <gudenau> Yah, in there.
L1118[12:43:42] <williewillus> read the "variants and the blockstae json" section of this https://docs.google.com/document/d/1c8uipS3BOe0BQKH6-kVFCQh8BaXOdRn8SFaAa7HmgWU/edit#heading=h.u876vxd0orrv
L1119[12:44:09] <gigaherz> gudenau: if you want variant "a" to have a different texture
L1120[12:44:19] <gigaherz> then you addthe "textures": {... } thing in it
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L1122[12:44:55] <gudenau> This doc needs a table of contents, eh?
L1123[12:45:21] <gigaherz> it has one
L1124[12:45:26] <gigaherz> XD
L1125[12:45:41] <Flashfire> Can anyone recommend me a good reference for a basic custom GUI?
L1126[12:45:46] <gudenau> Not a good one.
L1127[12:45:54] <Flashfire> 1.8.8/1.8 TOO
L1128[12:45:57] <williewillus> I threw it together in 2 days gimme break :p
L1129[12:45:58] <Flashfire> too*
L1130[12:45:58] <gudenau> Flashfire look at MC
L1131[12:46:06] <Flashfire> Alright, I'll do that
L1132[12:46:16] <gigaherz> Flashfire: GUIs haven't changed much
L1133[12:46:18] <williewillus> I feel like its able to get anyone up to speed on the basics of the model system
L1134[12:46:30] <gigaherz> for a basic gui, you'll need a few components
L1135[12:46:42] <gigaherz> a GuiHandler, to manage creating the right classes
L1136[12:47:02] <gigaherz> a class that extends Container, for the internal synchronization stuff
L1137[12:47:16] <gigaherz> a class that extends GuiContainer, for the client-side rendering
L1138[12:47:20] <gudenau> So, I set the material in the textures part?
L1139[12:47:32] <gigaherz> gudenau: yes I already told you twice
L1140[12:47:33] <gigaherz> XD
L1141[12:47:43] <Flashfire> @gigaherz Thanks, I'll keep that in mind
L1142[12:47:46] <gigaherz> "texture": { "materialname": "texture resource location" }
L1143[12:47:49] <gudenau> I guess I am being super stupid today.
L1144[12:47:49] <gigaherz> textures**
L1145[12:48:09] <williewillus> you do that under a variant though
L1146[12:48:47] <gudenau> Ok, I must be stupid...
L1147[12:49:00] <williewillus> what proeprties does your block have?
L1148[12:49:08] <williewillus> you need to put those in ytour json and all their values
L1149[12:49:28] <williewillus> look at the slab furnace example in that doc
L1150[12:49:38] <gudenau> http://pastebin.com/DTnFe1B4 http://pastebin.com/eM96R06f
L1151[12:50:09] <williewillus> if you specify your variants vanilla style like that you need brackets
L1152[12:50:16] <williewillus> "type=0": [{ ... }]
L1153[12:50:30] <gigaherz> or you can do it the nice way
L1154[12:50:32] <gigaherz> "type": {
L1155[12:50:36] <gigaherz> "0": { ... }
L1156[12:50:36] <williewillus> also "materialname" is not the name of your material :p
L1157[12:50:37] <gigaherz> "1": { ... }
L1158[12:50:40] <gigaherz> }
L1159[12:50:45] <gigaherz> with the commas in there
L1160[12:50:51] <gigaherz> and yeah
L1161[12:50:54] <williewillus> in your mtl your declare "newmtl Default" which means the material name is "Default"
L1162[12:50:55] <gigaherz> when I say materialname
L1163[12:51:03] <gigaherz> I meant the name of the material as you see it in your .mtl file
L1164[12:51:03] <williewillus> you mean <materialname>
L1165[12:51:04] <williewillus> :p
L1166[12:52:27] <gudenau> "Default": "gud_machine:blocks/base_machine_wood" ?
L1167[12:52:37] <gigaherz> look at your mtl file
L1168[12:52:41] <gigaherz> don't put random names in it
L1169[12:52:48] <gigaherz> see what your mtl file has in it
L1170[12:52:50] <gigaherz> and use THAT name
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L1172[12:53:15] <williewillus> also, giga doesn't map_Kd not take a full path like that? 0.o
L1173[12:53:17] <williewillus> I don't remember
L1174[12:53:23] <Pennyw95> so in 1.8.9 IUpdatePlayerBox is ITickable?
L1175[12:53:24] <williewillus> in my pylon mtl I just have "map_Kd botania:pylon"
L1176[12:53:26] <williewillus> yes
L1177[12:53:48] <gigaherz> williewillus: yes
L1178[12:53:52] <Pennyw95> are there other changes? other than itickable and the new tessellator?
L1179[12:53:58] <gigaherz> but thedefault domain is "minecraft"
L1180[12:53:59] <williewillus> no
L1181[12:54:03] <williewillus> tjat's basically it
L1182[12:54:17] <gigaherz> Pennyw95: nothign major
L1183[12:54:19] <williewillus> you get lots of new model stuff fry's been making :p
L1184[12:54:21] <gigaherz> if you come across a name that doesn't exist
L1185[12:54:25] <gigaherz> just make use of mcpbot
L1186[12:54:33] <Pennyw95> ok
L1187[12:54:46] <Pennyw95> anyone here uses eclipse?
L1188[12:54:47] <gudenau> I guess I am just being stupid. Sorry.
L1189[12:54:51] <gudenau> Yes, oh course.
L1190[12:55:32] <williewillus> I used to use eclipse ;p
L1191[12:56:06] <gigaherz> I used eclipse once, it wasn't fun, so when Istarted modding, I used NetBeans back in the 1.4.7 days, and I use IDEA now
L1192[12:56:06] <gigaherz> ;P
L1193[12:56:18] <gudenau> Eclipse is great.
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L1195[12:57:42] <gudenau> Could someone make the blockstate and mtl for me that works? I am not getting somthing...
L1196[12:57:59] <Pennyw95> I'm looking for a nice black theme if someone has some advice...I'm using Sunburst but only the code part becomes black, the console and the explorer and the other thing at the right stay white so yeha
L1197[12:58:52] <gigaherz> gudenau: the mtl file is made WITH the obj file
L1198[12:58:57] <gigaherz> when you export a .obj
L1199[12:59:01] <gudenau> Yes.
L1200[12:59:02] <gigaherz> it should also write a .mtl file for you
L1201[12:59:12] <gigaherz> all you have to do is open it
L1202[12:59:17] <gigaherz> and see what the material name(s) are
L1203[12:59:24] <gigaherz> it's a text file
L1204[12:59:31] <gudenau> Default
L1205[12:59:40] <gigaherz> okay then "Default" is your texture channel
L1206[12:59:46] <gigaherz> so just
L1207[13:00:04] <gigaherz> "texture": { "Default": "minecraft:blocks/iron_block" }
L1208[13:00:04] <gudenau> "textures":{"Default": "gud_machine:blocks/base_machine_wood"
L1209[13:00:05] <gudenau> }
L1210[13:00:11] <gigaherz> textures*
L1211[13:00:30] <gudenau> See, that is not working.
L1212[13:00:30] <gigaherz> yes that should be enough, BUT
L1213[13:00:40] <gigaherz> does your mtl file have a map_Kd line?
L1214[13:00:46] <gudenau> Yes.
L1215[13:01:14] <gigaherz> can you paste your current blockstates json?
L1216[13:01:35] <gudenau> http://pastebin.com/LEfuDYaD
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L1218[13:02:01] <PaleoCrafter> it has to be #Default
L1219[13:02:02] <gigaherz> and that's not working?
L1220[13:02:10] <PaleoCrafter> with the number sign
L1221[13:02:10] <gigaherz> PaleoCrafter: what?
L1222[13:02:38] <PaleoCrafter> the texture variable, it has to be referred with "#material_name" in the blockstates, didn't work for me otherwise
L1223[13:02:44] <gudenau> That works.
L1224[13:02:49] <gudenau> Thanks!
L1225[13:02:51] <gigaherz> uhh
L1226[13:02:53] <PaleoCrafter> No problem
L1227[13:02:59] <gigaherz> then the json texture stuff is broken XD
L1228[13:02:59] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/blockstates/blockEnderRift.json
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L1230[13:03:05] <gigaherz> it doesn't require any # for vanilla models
L1231[13:03:10] <gigaherz> eh the .obj texture stuff*
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L1233[13:03:30] <gudenau> Does not work if I do not do that though...
L1234[13:03:41] <gigaherz> yeah that's why I say the obj stuff is borken, not your code
L1235[13:03:42] <gigaherz> XD
L1236[13:04:20] <gudenau> Now I just need to do the ItemBlock for this.
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L1238[13:05:16] <williewillus> i'm derping right now, how do you register a creative tab :p
L1239[13:05:26] <gudenau> You just create a new instance
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L1241[13:06:00] <gigaherz> you jsut declare it
L1242[13:06:00] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/ElementsOfPower.java#L110
L1243[13:06:01] <gigaherz> as such
L1244[13:06:05] <gudenau> creativeTab = new CreativeTabs(MOD_ID + "_tab_main"){public Item getTabIconItem() {return Item.getItemFromBlock(machineBase);}};
L1245[13:06:35] <gudenau> Like how items used to work. :-D
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L1249[13:08:58] <gudenau> Cool, now I just need to do that with the items. :-P
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L1252[13:10:00] <gudenau> Hey, is there a lang guide anywhere? I find that kinda hard to do from memory for some reason.
L1253[13:10:29] <williewillus> StatCollector.translateToLocal("langkeyhere") and then you define "langkeyhere" in your lang file
L1254[13:10:43] <williewillus> under assets/modid/lang/<LOCALE>.lang
L1255[13:10:53] <gudenau> setUnlocalizedName(MachinesData.MOD_ID + "_block_machine_base");
L1256[13:10:59] <gudenau> How do I make the block named.
L1257[13:11:05] <williewillus> ah then in your lang file
L1258[13:11:24] <williewillus> define tile.<whatever you pas to setunlocal name>=LOCAL NAME
L1259[13:11:37] <ZaggyMobile2> Use dots in lang though
L1260[13:11:59] <williewillus> underscores get converted?
L1261[13:12:08] <ZaggyMobile2> Er no
L1262[13:12:29] <ZaggyMobile2> It's just a preference, I'm being pushy :P
L1263[13:13:07] <gudenau> I don't care what you want my backend to look like, you would not even have to see that to extand my mod. :-P
L1264[13:13:28] <ZaggyMobile2> I just dislike inconsistency
L1265[13:13:34] <gudenau> *facepalm*
L1266[13:13:41] <gudenau> txt != lang
L1267[13:13:49] <ZaggyMobile2> Hm?
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L1269[13:14:02] <ZaggyMobile2> Who said anything about txt files?
L1270[13:14:13] <gudenau> I forgot to change the extention.
L1271[13:14:25] <ZaggyMobile2> Oh lol
L1272[13:14:31] <gudenau> Ok, it works. :-P
L1273[13:15:17] <gudenau> I should not be modding it seems, I am 100% derp at the moment.
L1274[13:15:42] <gudenau> Thanks people!
L1275[13:16:23] <gigaherz> GAH
L1276[13:16:30] <gigaherz> I figured out what is causing my gui overlay
L1277[13:16:37] <gigaherz> to make the fonts in the F3 screen broken
L1278[13:16:45] <gigaherz> it's the calls to drawCenteredString
L1279[13:16:45] <gigaherz> >_<
L1280[13:16:52] <gigaherz> no idea wtf they mess up
L1281[13:18:25] <Rushmead> Thoughts? https://gyazo.com/9f957b2b03c9b9b84c9f9b0a19c2ba64 https://gyazo.com/9734443ab83ef4ce48dceecc686e81db
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L1286[13:33:32] <gudenau> How do I make the ItemBlock use the blockstate models?
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L1288[13:35:58] <gigaherz> gudenau: for each metadata value, you need to call setCustomModelResourceLocation
L1289[13:36:01] <williewillus> set it directly to the state variant
L1290[13:36:08] <gudenau> Ah, right
L1291[13:36:09] <gigaherz> with the location being modelfile#variantname
L1292[13:36:11] <gigaherz> like
L1293[13:36:27] <gigaherz> "themod:blockWhatever#type=0"
L1294[13:36:29] <PaleoCrafter> like this setCustomModelResourceLocation(Item.getItemFromBlock(block), meta, new ModelResourceLocation("name_of_blockstates", "property1=value,property2=value"))
L1295[13:36:36] <gigaherz> whic hyeah
L1296[13:36:42] <gigaherz> in code it looks like what PaleoCrafter said ;P
L1297[13:36:50] <PaleoCrafter> :P
L1298[13:36:54] <gigaherz> so
L1299[13:36:55] <williewillus> where do you guys get your sounds for your mods? :p
L1300[13:36:58] <gigaherz> I can't seem to figure this out
L1301[13:37:00] <williewillus> I can't make sounds
L1302[13:37:04] <gigaherz> I have a gui overlay
L1303[13:37:11] <gigaherz> if I draw ANY text in it
L1304[13:37:20] <gigaherz> the F3 screen letters have a black background
L1305[13:37:39] <PaleoCrafter> do you disable blending after enabling it?
L1306[13:38:23] <gigaherz> I did
L1307[13:38:23] <gudenau> Yah, the text rendering is stupid and broken.
L1308[13:38:26] <gigaherz> but I didn't disable alpha
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L1310[13:38:27] <gigaherz> ........
L1311[13:38:29] <gigaherz> now it works.
L1312[13:38:30] <gudenau> It DOES not restore the state.
L1313[13:38:40] <gigaherz> seems stupid
L1314[13:38:47] <gigaherz> the whole point of a state manager
L1315[13:38:53] <gigaherz> is that you shouldn't need to unset what you set
L1316[13:38:54] <gigaherz> XD
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L1318[13:39:02] <gigaherz> it defeats the point of tracking the states
L1319[13:39:08] <PaleoCrafter> the state manager doesn't do much state managing yet, I think
L1320[13:39:26] <gigaherz> it does
L1321[13:39:33] <gigaherz> the state fields in it
L1322[13:39:41] <gudenau> It does seem to just call the GL stuff after checking it's internal state to prevent extra GPU stuff.
L1323[13:39:43] <gigaherz> setDisabled calls setState(false) which does "if state != currentState"
L1324[13:39:44] <PaleoCrafter> well, yes, but it doesn't use that information
L1325[13:39:57] <gigaherz> so it will only call glEnable/glDisable if the value changed
L1326[13:40:00] <gudenau> There is no push/pop realy.
L1327[13:40:03] <gigaherz> same for everything
L1328[13:40:11] <gigaherz> gudenau: that's not the issue
L1329[13:40:15] <gigaherz> the whole point of a gl state tracker
L1330[13:40:22] <gigaherz> is that youcall all the states you need at the beginning
L1331[13:40:29] <gigaherz> in order to avoid unsetting them at the end
L1332[13:40:40] <gigaherz> if you assume that the state is in a specific position
L1333[13:40:56] <gigaherz> that means you need to reset the states manually
L1334[13:41:05] <gigaherz> which defeats the whole point of using the state tracker to begin with
L1335[13:41:09] <gudenau> :-P
L1336[13:41:32] <gudenau> There should be some sort of save/load thing though, so you do not need to worry about breaking things that asume crap.
L1337[13:41:46] <gigaherz> yes
L1338[13:41:49] <gigaherz> that's the ideal sitaution
L1339[13:41:51] <gigaherz> you have state objects
L1340[13:41:55] <gigaherz> and you say like
L1341[13:42:04] <gigaherz> FontRenderingProps.apply();
L1342[13:42:04] <gudenau> You should see what kind of caos that happes when you render a block at the wrong point in the code.
L1343[13:42:19] <gudenau> Should someone here make a library for that?
L1344[13:42:29] <PaleoCrafter> Fing amazon, the Steam Key for Just Cause 3 costs 20€ more than on Steam itself, but I don't have Steam vouchers, lol
L1345[13:42:32] <gigaherz> won't be useful if Mojand doesn't use it
L1346[13:42:32] <gigaherz> XD
L1347[13:42:32] <gudenau> Put it in forge?
L1348[13:42:42] <gigaherz> my whole issue is that Mojang's code breaks its own design
L1349[13:43:02] <gudenau> You could rip the state from the manager and create an object, the restore it later.
L1350[13:43:12] <gudenau> It is being changed a lot...
L1351[13:43:21] <gigaherz> again, that owuld defeat the point ;P
L1352[13:43:22] <gudenau> Should we make an issue on the tracker?
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L1354[13:44:22] <gigaherz> still not sure how keeping alphatest enabled caused that weird issue
L1355[13:44:24] <gigaherz> but /shrug
L1356[13:44:26] <gigaherz> it works now
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L1359[13:47:01] <PaleoCrafter> oh
L1360[13:47:08] <PaleoCrafter> well, depends on the alpha threshold, I guess
L1361[13:47:41] <gigaherz> it looked like this
L1362[13:47:41] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-01-09_20.37.33.png
L1363[13:47:55] <PaleoCrafter> dafuq
L1364[13:47:56] <gigaherz> I wasabout to paste the link when I read what you said and thoguht "wait I never reset the alpha one"
L1365[13:48:01] <gudenau> Yep, that is broken alpha.
L1366[13:48:05] <gigaherz> yes
L1367[13:48:09] <gigaherz> I'd understand that happening
L1368[13:48:14] <gigaherz> if alphatest was meant to be ENABLED
L1369[13:48:17] <gigaherz> and I caused it to be off
L1370[13:48:20] <gigaherz> but the other way around?!
L1371[13:48:34] <gigaherz> that's why my brain didn't think of it
L1372[13:48:36] <gigaherz> it just didn't make sense
L1373[13:48:44] <gigaherz> that the symptom would be opposite of the cause
L1374[13:48:45] <PaleoCrafter> oh, derp, black, not not rendered at all
L1375[13:48:56] <PaleoCrafter> alpha test shouldn't have to do anything with it Oo
L1376[13:49:02] <gigaherz> and yet
L1377[13:49:10] <gigaherz> GlStateManager.disableAlpha(); poof fixed
L1378[13:49:22] <gigaherz> so yeah /shrug
L1379[13:49:26] <gigaherz> I don't even want to know why
L1380[13:49:26] <gudenau> It is Minecraft we are dealing with.
L1381[13:49:51] <gudenau> Bye!
L1382[13:49:58] * gigaherz waves
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L1387[13:59:53] <Rushmead> Question for you clever people, if i wanted the big main bit of this to rotate around the bolts(bit on the left) could i do it dynamicly or would i have to have a model for each one? https://gyazo.com/f5be83190fd2a50a6cf1fc39d62389b5
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L1400[14:13:57] <Temportalist> Depends. Best bet though is to do it in separate models. But there are other ways...
L1401[14:15:49] <Rushmead> Ok, another question, if i want light in a specific place how would i do it?
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L1404[14:24:16] <gudenau> Hello!
L1405[14:24:18] <gudenau> Again.
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L1407[14:24:29] <gudenau> How do I skip rendering an OBJ object?
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L1412[14:29:13] <gudenau> gigaherz you hear?
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L1416[14:30:10] <gudenau> here*
L1417[14:31:28] <williewillus> gudenau: under what conditions do you want to skip render?
L1418[14:31:42] <gudenau> At the moment, always.
L1419[14:31:56] <gudenau> I am making a model that changes a little based on the block.
L1420[14:32:28] <williewillus> override getRenderType in the block and return -1, which disables all rendering of the block. otherwise in your blockstate json in any variant, do "model": null to remove the OBJ model from the variant
L1421[14:33:02] <gudenau> But I want to prevent one object in the model from renderering.
L1422[14:33:37] <williewillus> use group visibilities
L1423[14:33:40] <williewillus> in a smartmodel
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L1425[14:33:51] <williewillus> check out the examples on the minecraftforge github
L1426[14:33:58] <gudenau> Link please?
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L1428[14:34:36] <williewillus> https://github.com/MinecraftForge/MinecraftForge/tree/master/src/test
L1429[14:34:43] <williewillus> brb
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L1433[14:38:04] <gudenau> Ok, got it to work.
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L1435[14:38:23] <gudenau> Now just to do it for the item...
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L1440[14:44:45] <gigaherz> hmf
L1441[14:44:53] <gigaherz> I ahve no idea how the spawn system works
L1442[14:45:08] <gigaherz> can I make an entity spawn ANYWHERE that there's a block of spawnable space?
L1443[14:45:37] <gigaherz> regardless of light, biome or whatever
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L1450[14:49:25] <Rushmead> Gigaherz you know how to make it so my block outputs light at a specific place?
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L1452[14:49:44] <gigaherz> I knowhow to make the block emit light by itself
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L1454[14:49:47] <gigaherz> but not at one random place
L1455[14:49:52] <gigaherz> you'd have to put a block in it
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L1457[14:50:16] <sham1> I love this CMake thing
L1458[14:51:42] <gudenau> Don't hate me, I'm making my own crafting table.
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L1461[14:53:18] <gudenau> TAS BOT IS PLAYING ON AGDQ NOW
L1462[14:53:31] <gudenau> Also, what do you think? https://i.imgur.com/3z6K8uR.png
L1463[14:53:45] <gudenau> That is what happens when my texture guy says "no".
L1464[14:53:54] <illy> I wonder how TASBOT will use twitch this time?
L1465[14:54:06] <gudenau> I can't wait for the last game.
L1466[14:54:14] <gudenau> And we do not even know what it is. :-D
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L1468[14:54:39] <gudenau> http://www.twitch.tv/gamesdonequick
L1469[14:54:40] <sham1> The TASbot is amazing
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L1471[14:56:05] <gudenau> MK64 is now live!
L1472[14:57:06] <sham1> Did they have TGM this year
L1473[14:57:17] <gudenau> Check there schedual.
L1474[14:59:01] <gudenau> So, how could I prevent an object from rendering as an Item?
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L1476[15:02:52] <Nitrodev> what group does the keyword static belong to
L1477[15:03:02] <gigaherz> what?
L1478[15:03:03] <gudenau> Reserved?
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L1480[15:03:25] <Nitrodev> nvm
L1481[15:03:26] <gudenau> It is a modifer if that is waht you want?
L1482[15:03:58] <Nitrodev> i was asking because i'm trying to find it in the book im readin atm
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L1484[15:04:42] <gudenau> sham1, illy have you seen the Brain Age TASes? They are amazing.
L1485[15:05:12] <sham1> I usually watch GamesDoneQuickly after the fact
L1486[15:05:21] <sham1> Less cancer than watching from Twitch
L1487[15:05:30] <gudenau> I do not watch the chat, at all.
L1488[15:05:54] <illy> I dunno youtube comments can be just as bad...
L1489[15:06:50] <sham1> True enough
L1490[15:08:34] <sham1> God damn it Windows and OpenGL
L1491[15:08:39] <gudenau> ?
L1492[15:08:44] <gudenau> Never had a problem.
L1493[15:08:47] <sham1> Even with GLEW linked it cannot find glClearColor
L1494[15:08:56] <gudenau> Ah.
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L1496[15:09:06] <gudenau> Good luck, VS is quite stupid.
L1497[15:09:36] <sham1> gigaherz, I know you know your way around VS
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L1499[15:10:11] <sham1> I know where I should add the library but I rather not link opengl32
L1500[15:10:34] <gudenau> Now on to making my crafting handlers and crafting guis.
L1501[15:10:35] <gudenau> YAY
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L1503[15:11:04] <sham1> :P
L1504[15:11:06] <gigaherz> sham1: hm?
L1505[15:11:06] <sham1> Have fun'
L1506[15:11:15] <sham1> VS is being silly
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L1508[15:11:26] <gigaherz> what's the issue? XD
L1509[15:11:35] <sham1> It cannot find an OpenGL symbol even though GLEW is linked
L1510[15:11:39] <sham1> Which should have it
L1511[15:11:47] <sham1> I mean really
L1512[15:12:02] <sham1> Or do I have to include opengl32 for that
L1513[15:12:07] <gudenau> 4-way race on AGDQ now, with TAS. :-D
L1514[15:12:15] <gigaherz> you need to link opengl32.lib
L1515[15:12:19] <sham1> Meh
L1516[15:12:22] <gigaherz> C/C++ doesn't do hierarchical linking
L1517[15:12:31] <gigaherz> it just searches the names in the libs you link explicitly
L1518[15:12:42] <gudenau> Yep/
L1519[15:12:44] <gigaherz> whatever glew linked to, doesn't matter to the compiler now
L1520[15:12:58] <gigaherz> the compiler doesn't know, orcare, if glew took the names from opengl32.lib
L1521[15:13:03] <sham1> Well that worked
L1522[15:13:16] <sham1> Annoying but it worked
L1523[15:13:28] <gigaherz> you can add opengl32 in cmake's dependency list
L1524[15:13:37] <sham1> Ye
L1525[15:13:44] <sham1> I can make it check if the platform is windows
L1526[15:13:47] <gigaherz> yeah
L1527[15:14:26] <gudenau> Heh, someone just donated as Sans. :-P
L1528[15:14:34] <gigaherz> you may be ableto find some opengl "plugin" aropund
L1529[15:14:38] <gigaherz> somethignthat you can include from cmake
L1530[15:14:48] <gigaherz> and have some macro-function that does it for you
L1531[15:15:02] <gudenau> What was it, NetworkRegistry for the GUIs?
L1532[15:15:12] <sham1> For IGuiHandles yes
L1533[15:15:12] <gigaherz> ah
L1534[15:15:13] <gigaherz> https://cmake.org/cmake/help/v3.0/module/FindOpenGL.html
L1535[15:15:21] <gigaherz> it may be integrated ;P
L1536[15:16:01] <sham1> That would propably be better seeing as Linux would probably need -lGL
L1537[15:16:25] <gigaherz> yep
L1538[15:16:54] <gudenau> I *think* that is the flag. :-P
L1539[15:17:00] <sham1> It is
L1540[15:17:17] <gigaherz> include(FindOpenGL), then target_link_libraries(OPENGL_LIBRARIES)
L1541[15:17:21] <gigaherz> I guess
L1542[15:17:24] <gigaherz> I don't know that much cmake though
L1543[15:17:25] <gigaherz> XD
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L1545[15:18:05] <sham1> Ye
L1546[15:18:09] <sham1> Basically
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L1548[15:19:42] <sham1> It finds also GLU but I will not link it >:DS
L1549[15:20:06] <sham1> Because OpenGL 3.2+
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L1551[15:21:29] <gigaherz> so... no one knows?
L1552[15:21:37] <sham1> know what
L1553[15:21:48] <gigaherz> [21:45] (gigaherz): can I make an entity spawn ANYWHERE that there's a block of spawnable space?
L1554[15:21:48] <gigaherz> [21:45] (gigaherz): regardless of light, biome or whatever
L1555[15:21:49] <gudenau> Why does IGuiHandler not use BlockPos?
L1556[15:22:29] <gigaherz> no one updated it ;P
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L1558[15:22:34] <sham1> You should be able to
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L1560[15:23:08] <gigaherz> you can just do new BlockPos(x,y,z)
L1561[15:23:12] <gigaherz> it's not that long ;p
L1562[15:23:26] <gudenau> I know.
L1563[15:23:29] <gudenau> That is what I do.
L1564[15:23:35] <sham1> BlockPos is long though :D
L1565[15:25:10] <gudenau> Wow, 5 second delta betwean the TAS and fastest human.
L1566[15:26:13] <gigaherz> sham1: aside of calling the EntityRegistry.addSpawn method with EVERY biome in the game, I can't think how
L1567[15:26:14] <gigaherz> :/
L1568[15:26:36] <gudenau> What is the package?
L1569[15:26:41] <sham1> Oh, natural spawning
L1570[15:26:47] <PaleoCrafter> gigaherz, you could implement your own spawning :P
L1571[15:26:53] <gigaherz> yes i could
L1572[15:26:56] <gigaherz> hence the answer
L1573[15:27:04] <gigaherz> if there's no way to have my stuff spawn literally *anywhere*
L1574[15:27:14] <gigaherz> then I'll write my own
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L1576[15:27:55] <gudenau> Is there a list of all biomes somewhere in the code?
L1577[15:27:57] <gudenau> Or Array
L1578[15:28:09] <sham1> Thank christ gcc and by extention clang support #pragma once nowadays or I would have a bad day
L1579[15:28:21] <gigaherz> XD
L1580[15:28:24] <gigaherz> isn't that a C++ feature?
L1581[15:28:40] <sham1> No
L1582[15:28:45] <sham1> It is non-standards
L1583[15:28:51] <Rushmead> So... TESR'S in 1.8.9
L1584[15:28:52] <gudenau> addSpawn(entity, weight, min, max, type, BiomeGenBase.biomeList);
L1585[15:29:02] <gudenau> Then have fun with reflection.
L1586[15:29:05] <gudenau> To get that field.
L1587[15:29:06] <sham1> What about TESRs in 1.8+
L1588[15:29:10] <Rushmead> How?
L1589[15:29:19] <Nitrodev> alrgiht time to get back into modding
L1590[15:29:20] <gigaherz> same as usual
L1591[15:29:22] <gigaherz> that didn't change
L1592[15:29:28] <gigaherz> the only difference is 1.8.9 lets you write
L1593[15:29:37] <gigaherz> TileEntitySpecialRenderer<TileEntityWhatever>
L1594[15:29:41] <gudenau> That is how you could do it gigaherz
L1595[15:29:43] <Nitrodev> while reading the small java 8 -book (literal translation of the title)
L1596[15:29:58] <sham1> "pieni java 8"
L1597[15:30:01] <sham1> What a title xD
L1598[15:30:08] <Nitrodev> yeah
L1599[15:30:14] <Nitrodev> i got a second book
L1600[15:30:22] <Nitrodev> but it's for java 6 mostly so :P
L1601[15:30:36] <Nitrodev> about twice the size
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L1603[15:31:23] <sham1> Well between java 6 and 8 the changes were mostly JVM and somme language constructs like lambdas
L1604[15:32:04] <Nitrodev> okay
L1605[15:32:19] <gudenau> Switches with strings are great!
L1606[15:32:54] <gigaherz> diamond operator
L1607[15:33:20] <gigaherz> but really, anything for java6 applies to java8 too
L1608[15:34:05] <gudenau> Most changes are little quality of life and speed improvments.
L1609[15:34:15] <Nitrodev> oh i saw this: <~> on the line 27 of the vanilla craftingmanager
L1610[15:34:17] <gudenau> But all Java 6 will work on Java 8.
L1611[15:34:24] <gudenau> That is not
L1612[15:34:34] <Nitrodev> i was about to ask what it was and when i paste it here this shows : <IRecipe>
L1613[15:34:35] <gudenau> Boolean operation.
L1614[15:34:40] <Nitrodev> neat
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L1616[15:35:00] <gudenau> https://i.imgur.com/l0oavch.png :-D
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L1618[15:35:11] <sham1> Jeez
L1619[15:35:28] <williewillus> gudenau, did you get your OBJ group visibilities ?
L1620[15:35:32] <gudenau> Yep.
L1621[15:35:56] <williewillus> nice
L1622[15:36:48] <Nitrodev> correct me if i'm wrong but the instances of a class are basically variables right?
L1623[15:36:56] <gudenau> More or less.
L1624[15:37:27] <Nitrodev> More or less?
L1625[15:37:39] <gigaherz> hmm what was the command to spawn a mob XD
L1626[15:37:42] <sham1> Basically
L1627[15:37:46] <gudenau> /summon
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L1630[15:38:08] <Rushmead> hmm.. want to make my own kind of redstone system...
L1631[15:38:16] <gudenau> Have fun!
L1632[15:38:21] <Nitrodev> yeah
L1633[15:38:37] <Nitrodev> well you can just copy the vanilla code and tweak it
L1634[15:38:49] <gudenau> Still would be a bit of a pain/.
L1635[15:38:59] <Nitrodev> if you are NOT like me and know what you are copying
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L1637[15:39:26] <gudenau> Brain Age for TAS bot is next. You might want to watch that.
L1638[15:40:25] <gudenau> Hrm, that would explain why the texture stuff is not there. I was looking at server side code. :-P
L1639[15:41:10] <sham1> :P
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L1642[15:43:57] <gudenau> Perfect! https://i.imgur.com/MR4FFhx.png
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L1644[15:44:44] <Nitrodev> good job buddy
L1645[15:44:57] <Nitrodev> what does the console say
L1646[15:45:39] <gudenau> I just frogot my domain.
L1647[15:45:42] <gudenau> No big.
L1648[15:45:46] <Nitrodev> ah
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L1652[15:48:11] <Nitrodev> anyone know how i can get the first comment way when making a new class
L1653[15:48:14] <Nitrodev> in IDEA
L1654[15:48:34] <TehNut> sec
L1655[15:48:49] <Nitrodev> alright
L1656[15:48:50] <gudenau> *facepalm*
L1657[15:48:55] <gudenau> Frogot the TileEntity.
L1658[15:49:03] <Rushmead> Frogot
L1659[15:49:07] <Rushmead> The new type of Forgot
L1660[15:49:09] <Rushmead> BUT WORSE
L1661[15:49:16] <gudenau> GG
L1662[15:49:27] <TehNut> File > Settings > Editor > File and Code Templates > Includes > File Header
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L1667[15:50:02] <gudenau> Hi lex.
L1668[15:50:14] <Nitrodev> thank you TehNut
L1669[15:50:24] <Nitrodev> i was getting annoyed by that
L1670[15:50:36] <gudenau> What was the TE interface again?
L1671[15:50:45] <TehNut> TE interface?
L1672[15:50:53] <gudenau> For the blocks.
L1673[15:50:58] <Nitrodev> IInventory
L1674[15:51:06] <Nitrodev> that's what i used
L1675[15:51:25] <TehNut> override hasTileEntity(IBlockState)
L1676[15:51:37] <TehNut> You don't need ITileEntityProvider anymore
L1677[15:51:43] <gudenau> I was going to try the Vinilla method. But I will go with Forge.
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L1681[15:55:47] <Nitrodev> i just read what private in class means and i instantly know what a piece of mc code means
L1682[15:56:04] <Nitrodev> thanks for the people for who said to get a java book
L1683[15:56:39] <gigaherz> now you know WHY we always suggest that
L1684[15:56:44] <gigaherz> ;P
L1685[15:56:48] <Nitrodev> yeah
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L1687[16:00:49] *** SnowShock35 is now known as zz_SnowShock35
L1688[16:01:39] <gudenau> Twitch chat in brain age?
L1689[16:01:42] <gudenau> EPIC
L1690[16:02:06] <Nitrodev> brain age?
L1691[16:02:09] <gudenau> Yes.
L1692[16:02:20] <gudenau> http://www.twitch.tv/gamesdonequick
L1693[16:03:44] <gudenau> Sans made it on. :-D
L1694[16:04:36] <Nitrodev> i have to be honest i have NEVER seen so many viewers in one channel :o
L1695[16:04:53] <gudenau> That is how GDQ works.
L1696[16:05:05] <gudenau> It broke Twitch the other day in fact.
L1697[16:05:19] <Nitrodev> wow
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L1699[16:08:20] <gudenau> More twitch chat.
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L1702[16:13:58] <williewillus> doesn't twitch chat just use irc bts?
L1703[16:14:01] <gudenau> The next run should be much better.
L1704[16:14:07] <williewillus> or does it just have a irc frontend
L1705[16:14:11] <gudenau> There is an IRC frontend.
L1706[16:14:36] <gudenau> And it kinda sucks, no SSL and you need to send a user/pass over the connection. Ewww.
L1707[16:15:53] <Nitrodev> uhh when making a custom ShapedRecipes class do i need to extend the vanilla one?
L1708[16:16:07] <williewillus> depends on if you need the logic in it
L1709[16:16:10] <gudenau> Just need to implement an interface, I think.
L1710[16:16:14] <williewillus> though usually custom recipes just impl IRecipe
L1711[16:16:24] <Nitrodev> okay
L1712[16:18:25] <TehNut> Nitrodev: Competetive events get tons more than this does, though this is still an abnormally large number
L1713[16:18:27] <Nitrodev> i'm trying to make the class and i've forgotten how to copy things right...
L1714[16:18:30] <Nitrodev> huh
L1715[16:18:53] <williewillus> copy? :p
L1716[16:18:58] <williewillus> from what?
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L1719[16:20:53] <Nitrodev> the vanilla class
L1720[16:20:59] <Nitrodev> the ShapedRecipes
L1721[16:21:05] <Nitrodev> just the variables
L1722[16:21:36] <williewillus> don't copy code :p
L1723[16:21:54] <williewillus> what kind of thing are you making again?
L1724[16:21:59] <Nitrodev> copying the variables won't hurt
L1725[16:22:06] <williewillus> ah
L1726[16:22:21] <Nitrodev> this is part of making the custom recipes for my 5x5 crafting table
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L1728[16:22:37] <gudenau> I have a 6x6 with a fuel slot, get on my level. :-P
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L1731[16:24:15] <Nitrodev> i was going to make a 6x6 but decided that it was a little too big for what i had in mind
L1732[16:24:23] <gudenau> :-P
L1733[16:24:50] <gudenau> THE TAS
L1734[16:26:52] <Nitrodev> and besides williewillus i thought copying was fine as long as you understand what you are copying
L1735[16:27:30] <shadekiller666> well,
L1736[16:27:34] <shadekiller666> not copy pasting
L1737[16:27:38] <williewillus> rewriting
L1738[16:27:38] <shadekiller666> but copy typing
L1739[16:27:43] <williewillus> ^
L1740[16:28:13] <Nitrodev> so cpy typing is fine when you understand it?
L1741[16:28:16] <gigaherz> I prefer copy-assimilating ;P
L1742[16:28:19] <Nitrodev> but not copy pasting?
L1743[16:28:22] <williewillus> yes
L1744[16:28:23] <shadekiller666> thats the point of copy typing
L1745[16:28:25] <Nitrodev> copy WHUT
L1746[16:28:28] <gigaherz> whic means you do copypaste, but end up changing it to fit your needs
L1747[16:28:33] <shadekiller666> you run it through your brain to your fingers
L1748[16:28:33] <gigaherz> to the point it barely resembles the original
L1749[16:28:33] <gigaherz> Xd
L1750[16:28:36] <williewillus> there is a reason why online tutorials always tell you to not copy paste
L1751[16:28:41] <gudenau> I am derping, where are the normal TileEntities? I can not seem to find them for some reason.
L1752[16:28:55] <williewillus> IDE->Open class -> TileEntityChest -> enter :p
L1753[16:28:57] <Nitrodev> like the classes?
L1754[16:29:03] <gudenau> Yah...
L1755[16:29:25] <shadekiller666> O.O
L1756[16:29:40] <williewillus> net.minecraft.tileentity.?
L1757[16:29:40] <shadekiller666> how in the actual fuck am i only getting 200 Kbps down...
L1758[16:29:42] <Nitrodev> just pick a vanilla one
L1759[16:29:56] <gudenau> Thanks.
L1760[16:30:10] <gudenau> I just could not see that for some strage reason.
L1761[16:30:12] <Nitrodev> find the class for ex. tileentity dropper and copy type
L1762[16:30:13] <gudenau> I am SO off today.
L1763[16:31:04] <Nitrodev> welp i found i line i have NO idea what it does
L1764[16:31:21] <Nitrodev> in the vanilla shapedrecipes class line 40
L1765[16:32:17] <williewillus> what is it?
L1766[16:33:03] <Nitrodev> aitemstack[i] = net.minecraftforge.common.ForgeHooks.getContainerItem(itemstack);
L1767[16:33:11] <williewillus> look at getContainerItem
L1768[16:33:12] <Nitrodev> the first part i understand
L1769[16:33:27] <Nitrodev> yeah but i dont know how it works with recipes
L1770[16:33:27] <gudenau> It is just calling a static method.
L1771[16:33:37] <williewillus> ctrl+click getContainerItem and see what it's doing
L1772[16:33:44] <williewillus> see what it does to the stack it gets
L1773[16:33:49] <Nitrodev> i know that
L1774[16:33:50] <gudenau> It is getting the item that stack turns into, like when you leave a bucket in the crafting window.
L1775[16:34:06] <williewillus> yeah
L1776[16:34:33] <shadekiller666> ahhh, brother was downloading something
L1777[16:34:41] <shadekiller666> 4.6 Mbps down is more like it
L1778[16:34:57] <Nitrodev> oh i didn't remember that if an item has the possibility of taking damage it has a container
L1779[16:35:06] <williewillus> ? no
L1780[16:35:11] <williewillus> water buckets don't take damage
L1781[16:35:18] <gudenau> Uhm.
L1782[16:35:21] <williewillus> and their container item is the empty bucket
L1783[16:35:39] <Nitrodev> i knew that
L1784[16:35:52] <williewillus> shadekiller666: home internet is great (57mbps down, 5mbps up)
L1785[16:36:03] <shadekiller666> lol
L1786[16:36:06] <shadekiller666> i'm on DSL
L1787[16:36:07] <Nitrodev> but does that line check if there is a item in the slot that CAN take damage?
L1788[16:36:15] <williewillus> no it doesn't check anything
L1789[16:36:17] <Nitrodev> aswell as if it's a bucket iwthout something
L1790[16:36:19] <williewillus> it gets the container item
L1791[16:36:25] <PaleoCrafter> yours is still better than mine, shadekiller666 :/
L1792[16:36:29] <Nitrodev> oh yeah if checks something
L1793[16:36:33] <gudenau> I have <2 up, and I want to do streams and videos.
L1794[16:36:35] <gudenau> :-(
L1795[16:36:38] <williewillus> and I assume (not sure at the details ,look in the method) if there is none it returns nothing
L1796[16:36:43] <williewillus> that reminds me
L1797[16:36:46] <williewillus> at my old highschool
L1798[16:36:52] <williewillus> the down was throttled to shit
L1799[16:37:00] <williewillus> but up was insanely fast (30+)
L1800[16:37:05] <PaleoCrafter> lol
L1801[16:37:14] <Nitrodev> okay i think i go tit now
L1802[16:37:17] <williewillus> speedtest.net would consistently give ~1.5-2 down, 30 up
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L1804[16:37:36] <Nitrodev> but the question remains do i want to have it in my code
L1805[16:37:39] <PaleoCrafter> the down at my school is generally pretty low, but I used it once in the evening for an event and it was blazing fast :D
L1806[16:37:47] <gudenau> Yes you do.
L1807[16:38:34] <Nitrodev> okay
L1808[16:38:39] <Zaggy1024> fry, it appears that Y is still taken into account for XZ offsets
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L1810[16:39:46] <Temportalist> fry: (or any) how does one render a 16x16 texture via tessellator? (i.e. into gui)
L1811[16:40:10] <gudenau> RenderTexturedQuad
L1812[16:40:14] <gudenau> Or somthing
L1813[16:40:17] <PaleoCrafter> drawTexturedModalRect
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L1815[16:41:16] <Temportalist> well I dont have access to a gui class :P but ill look at that code
L1816[16:41:38] <PaleoCrafter> actually, you might not want that
L1817[16:41:54] <PaleoCrafter> it assumes that all textures are 256x256
L1818[16:42:03] <gudenau> Just pass the textures.
L1819[16:42:10] <gudenau> Texture sizes.
L1820[16:42:19] <Temportalist> this is what ive got:
L1821[16:42:21] <Temportalist> https://www.irccloud.com/pastebin/rlJDvYL3/
L1822[16:43:41] <PaleoCrafter> and it doesn't work, or what? :P
L1823[16:44:07] <Temportalist> i mean, it could be that it is off screen, but no, it doesnt look like it is rendering anything on the screen.
L1824[16:44:38] <PaleoCrafter> hm, the vertex order looks fine
L1825[16:45:00] <Nitrodev> well i'm gonna go to sleep now
L1826[16:45:04] <Nitrodev> Night all
L1827[16:45:06] <gudenau> What does it render?
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L1829[16:45:30] <Temportalist> gudenau: it doesnt
L1830[16:45:56] <Temportalist> All the GlStateManager translations work for the Tessellator, right?
L1831[16:46:01] <williewillus> yeah
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L1833[16:48:17] <Temportalist> ohp. found them. finally rendering
L1834[16:48:22] <Temportalist> dont know why they werent before
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L1836[16:50:08] <Rushmead> Shadowfacts like the look of that gui builder
L1837[16:50:41] <shadowfacts> Glad ya like it :)
L1838[16:51:03] *** AbrarSyed is now known as Abrar|gone
L1839[16:51:43] <Rushmead> Anyway need to sleep. Need to work on Tesrs tomorrow <3
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L1841[16:52:40] <PaleoCrafter> will it load JSON though, shadowfacts? :P
L1842[16:52:49] <shadowfacts> PaleoCrafter, pls
L1843[16:53:01] *** kroeser|away is now known as kroeser
L1844[16:53:41] <PaleoCrafter> gotta be consistent with Mojang :P
L1845[16:54:37] <Rushmead> I think we should just like take over minecraft :P buy microsoft out :P
L1846[16:55:01] <FourFire> williewillus, google for sites which offer public domain sounds
L1847[16:55:40] <gudenau> Just like MC seems to have done.
L1848[16:55:46] <gudenau> Err, Notch.
L1849[16:56:12] <Temportalist> Ok, next thing I need to do is add a TESR for item hover render, but also keep the current json model which is being rendered. Is that a thing?
L1850[16:56:36] <PaleoCrafter> sure
L1851[16:56:40] <gudenau> Wow.
L1852[16:56:45] <PaleoCrafter> the beacon does this, Temportalist
L1853[16:56:47] <gudenau> Twtich playes Super Mario Maker.
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L1858[16:59:27] <PaleoCrafter> shadowfacts, it doesn't support layouting (yet), does it?
L1859[17:00:06] <shadowfacts> what'd you mean?
L1860[17:00:12] <Temportalist> PaleoCrafter: how do I render an item, but laying down? (Gotta fetch the model somehow)
L1861[17:00:18] <Temportalist> (itll be on a table)
L1862[17:00:30] <shadowfacts> like, given a list of components, automatically positioning them?
L1863[17:00:34] <PaleoCrafter> yep
L1864[17:00:40] <PaleoCrafter> like, in a table, stack them etc.
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L1866[17:00:45] <PaleoCrafter> there are different methods, as far as I'm aware, Temportalist
L1867[17:01:08] <Temportalist> Perhaps ItemModelMesher.getItemModel ?
L1868[17:01:17] <williewillus> Minecraft.getMinecraft().getRenderItem().renderItem(stack, Transform)
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L1870[17:01:23] <PaleoCrafter> ^
L1871[17:01:43] <williewillus> where transform is the enum with third person, first person, etc. Though I usually still need to apply gl transforms to get it to look right
L1872[17:01:46] <PaleoCrafter> I'm personally using my own instance of RenderItem, but that's an artifact of 1.7 xD
L1873[17:01:52] <shadowfacts> no, it doesn't but theoretically it could be implemented
L1874[17:01:58] <PaleoCrafter> *RenderEntityItem
L1875[17:02:13] <Temportalist> PaleoCrafter: well this also has to render blocks as well (although those are in item form anyway)
L1876[17:02:23] <williewillus> no difference
L1877[17:02:25] <shadowfacts> right now coords are set manually
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L1882[17:04:10] <PaleoCrafter> reminds me that I might want to revisit my Scala UI framework :/
L1883[17:06:24] <Temportalist> What is the easiest way to make the rendered item rotate via GlStateManager.rotate?
L1884[17:06:35] <williewillus> check the time
L1885[17:06:37] <shadowfacts> there's so much damn stuff on my todo list that I want to do really badly, but it's going to knaw away at my soul until I finish my GUI system
L1886[17:06:40] <williewillus> and use some sort of sine function
L1887[17:06:45] <williewillus> see how EntityItem bobs
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L1889[17:07:02] <PaleoCrafter> maybe you can steal some code from here: https://github.com/MineFormers/GUISystem :P
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L1892[17:08:16] <PaleoCrafter> for rotation you'll hardly need a sine function :P
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L1894[17:14:24] <Temportalist> Well i dont have an age (stack is in a tile), but what about using System.currentTimeMillis?
L1895[17:14:38] <williewillus> you can use the world time
L1896[17:18:43] <Temportalist> tada: https://gyazo.com/b290b2595a660cc7617d20813546bdf2
L1897[17:18:59] <williewillus> woohoo
L1898[17:19:08] <Temportalist> Enhancement tables!
L1899[17:19:17] <PaleoCrafter> that is one fancy model in the background :P
L1900[17:19:26] <Temportalist> That my friend, is a nexus
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L1902[17:28:37] <williewillus> anyone with custom armor in their 1.8 mod can you test something for me?
L1903[17:29:47] <williewillus> put your custom helmet on an armostand that faces east and see if it renders correctly
L1904[17:33:17] <tterrag|phone> Temportalist: this is how I render an itemstack like that https://github.com/SleepyTrousers/EnderIO/blob/master/src/main/java/crazypants/enderio/machine/obelisk/ObeliskSpecialRenderer.java#L102
L1905[17:33:23] <tterrag|phone> 1.7 but it's tesr
L1906[17:38:23] <Temportalist> Question to all: what kind of features do you not like, or wish were added to, thaumcrafts golemancy, or any other minion system
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L1909[17:41:25] <williewillus> why does ticking a checkbox on a github issue take forever 0.o
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L1911[17:42:22] <shadekiller666> it wants to make sure you checked the box
L1912[17:43:08] <killjoy> admin on this server is really clever.
L1913[17:43:12] <gudenau> Is there a callback when an IInventory changes?
L1914[17:43:17] <killjoy> he made "plushies" that squeak when you right click them
L1915[17:43:26] <williewillus> not really, iinventory is pretty abstract
L1916[17:43:31] <killjoy> uses the bat idle sound
L1917[17:43:40] <gudenau> Anyway to handle that?
L1918[17:44:43] <shadekiller666> TC5 for 1.8.9 :D
L1919[17:44:45] <gudenau> I guess I should just watch the stuff myself.
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L1921[17:44:55] <killjoy> gudenau, there's a packet for the player inventory
L1922[17:45:08] <killjoy> I don't know about normal inventories, though
L1923[17:46:06] <gudenau> I suppose I just need to watch it myself.
L1924[17:46:09] <gudenau> Not that hard.
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L1926[17:52:07] <Zorn_Taov> is there a way to log when potion effects are applied onto players? for some reason whenever someone spawns on my custom modded server they get poison for 5 seconds for no reason
L1927[17:52:46] <killjoy> always
L1928[17:52:58] <killjoy> you might need a mod, though
L1929[17:55:08] <gigaherz> Zorn_Taov: if oyu can plug a debugger onto the server
L1930[17:55:19] <gigaherz> you can breakpoint the applyPotionEffect method
L1931[17:55:37] <gigaherz> Entity.addPotionEffect
L1932[17:55:44] <Zorn_Taov> can't do that, but I wanna know what hooks I can tie into to make a mod with
L1933[17:55:54] <Zorn_Taov> already made a mod that logs block breaking/placement :P
L1934[17:57:07] <gigaherz> there are no hooks in addPotionEffect
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L1936[17:58:03] <gigaherz> (I just looked)
L1937[17:58:20] <gigaherz> no idea if there are hooks for when a potion effect "ticks"
L1938[17:58:30] <gigaherz> but there isn't any for when it's appied/refreshed
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L1946[18:14:10] <gudenau> What did I need to override in order to not cause an overflow with containers? I froget.
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L1948[18:15:19] <gigaherz> how come java lets me do intVar += Math.ceil(floatnumber), but not int c = Math.floor(floatnumber)
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L1950[18:15:20] <gigaherz> :/
L1951[18:15:30] <gigaherz> I find that surprising XD
L1952[18:15:58] <gigaherz> ah wait
L1953[18:16:01] <gigaherz> one's double not float
L1954[18:16:07] <gigaherz> so java can downcast float to int
L1955[18:16:12] <gigaherz> but not double to int
L1956[18:16:20] <gigaherz> eh the other way around
L1957[18:16:21] <gigaherz> o_O
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L1959[18:16:40] <gigaherz> no wait yes that way around
L1960[18:16:45] <gigaherz> floor only has double as input
L1961[18:17:06] <gigaherz> no that's not it, ceil also points me to a double func(double)
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L1963[18:17:46] <gigaherz> this makes no sense XD
L1964[18:18:07] <williewillus> lol
L1965[18:18:23] <gudenau> Overloading methods! YAY!
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L1970[18:36:49] <gudenau> Interesting, I just made a bug that fills all empty space with diamond blocks.
L1971[18:36:52] <gudenau> Fun.
L1972[18:37:01] <williewillus> wat
L1973[18:38:06] <gudenau> Working on my crafting table, test recipie makes a diamond block, shift clicking fills your inventory with them.
L1974[18:39:23] <gudenau> And I have no idea why it is doing that.
L1975[18:40:19] <FourFire> gudenau, you made tehhax
L1976[18:40:27] <gudenau> Basicly.
L1977[18:41:02] <gudenau> Better or worse than the crash?
L1978[18:41:08] <FourFire> now sell it to some noobs "how to h4x ll t3h sp0nge s3rv3rz"
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L1980[18:42:01] <gudenau> You can not even get the block for that yet.
L1981[18:42:02] <gudenau> :-P
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L1984[18:44:18] <gudenau> Thank god for /clear
L1985[18:46:47] <gudenau> /clear @a minecraft:diamond_block
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L1987[18:47:25] <GeoDoX> [17:40:31] [Server thread/WARN] [net.minecraft.command.CommandHandler]: Couldn't process command: 'nff test This is a test'
L1988[18:47:30] <GeoDoX> Any ideas?
L1989[18:47:49] <gudenau> No context, so no.
L1990[18:48:03] <GeoDoX> That's litterally all its telling me
L1991[18:48:19] <gudenau> You are doing somthing, there is no way that is normal.
L1992[18:48:40] <GeoDoX> This is the processCommand
L1993[18:48:40] <GeoDoX> http://hastebin.com/buqucibepe.java
L1994[18:49:19] <killjoy> the the command /nff?
L1995[18:49:22] <gudenau> Print the args would you.
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L1997[18:50:02] <GeoDoX> Yes that's the command killjoy
L1998[18:51:02] <killjoy> line 20?
L1999[18:51:09] <killjoy> probably getting an aoobe
L2000[18:51:29] <killjoy> You should use a Joiner.
L2001[18:51:38] <GeoDoX> Joiner?
L2002[18:51:42] <killjoy> or Minecraft's builtin method for that
L2003[18:51:45] <killjoy> it's in CommandBase
L2004[18:52:11] <killjoy> Joiner is from guava.
L2005[18:52:42] <GeoDoX> Use?
L2006[18:52:43] <killjoy> Joiner.on(" ").join(ArrayUtils.subarray(args, 1, args.length)
L2007[18:52:54] <killjoy> ArrayUtils is from commons
L2008[18:53:19] <LatvianModder> Theres also CommandBase.joinNiceString
L2009[18:53:34] <killjoy> Yeah, that's the built-in one
L2010[18:54:26] <GeoDoX> So this? sentence = Joiner.on(" ").join(ArrayUtils.subarray(args, 1, args.length));
L2011[18:54:54] <killjoy> yes, that's exactly what I wrote
L2012[18:55:01] <killjoy> minus the assignment
L2013[18:55:23] <GeoDoX> So what exactly does that do?
L2014[18:55:47] <killjoy> It joins a list or array of strings, with the a space separating them.
L2015[18:56:06] <GeoDoX> Does it kill the last space?
L2016[18:56:14] <killjoy> it doesn't add a last space
L2017[18:56:22] <killjoy> Treat it as a black box
L2018[18:56:40] <killjoy> it doesn't matter what the implementation is like, all that matter is what it returns
L2019[18:57:16] <killjoy> in this case, ["foo","bar","123"] will return "foo bar 123"
L2020[18:58:02] <GeoDoX> Still getting "An unknown error occurred while attempting to perform this command"
L2021[18:58:57] <GeoDoX> Won't even print the command
L2022[18:59:03] <GeoDoX> args*
L2023[19:01:42] <GeoDoX> Is there a way to remove a specific argument first before joining it?
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L2025[19:02:48] <gudenau> Might be an exception, put everything in a try/catch block.
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L2027[19:03:29] <killjoy> give whole class pl0x
L2028[19:03:52] <GeoDoX> It doesn't give a stacktrace
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L2030[19:04:00] <GeoDoX> but ill give'r a shot
L2031[19:04:11] <killjoy> follow the call list and see if you can find a catch.
L2032[19:05:06] <GeoDoX> call list?
L2033[19:05:43] <gudenau> GRR
L2034[19:05:49] <gudenau> Call stack.
L2035[19:06:00] <killjoy> CommandHandler:120
L2036[19:06:15] <GeoDoX> ah
L2037[19:06:30] <killjoy> the throwable should be logged, though
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L2041[19:18:13] <gudenau> Link to meta based item textures?
L2042[19:19:18] <williewillus> ?
L2043[19:19:35] <williewillus> 1.7 override getIcon, 1.8 use setCustomModelResourceLocation
L2044[19:19:37] <gudenau> I would like to make an item with diffrent textures based on the meta.
L2045[19:19:47] ⇨ Joins: TechDG (~TechDweeb@2601:1c0:5100:35f6:3814:765b:2bfa:f607)
L2046[19:19:50] <gudenau> I froget the JSON format for that.
L2047[19:20:25] <williewillus> during preinit call ModelLoader.setCustoModelResourceLocation(item, meta, <MRL>)
L2048[19:20:40] <williewillus> where modelresourelocation is the path to an item json in models/item/<name>.json
L2049[19:20:46] <williewillus> pass variant "inventory" to the MRL
L2050[19:21:17] <TechDG> so is anyone here good with registering textures
L2051[19:21:23] <TechDG> not just basically but a more advanced version of it
L2052[19:21:53] <williewillus> here
L2053[19:21:54] <williewillus> :p
L2054[19:22:07] <williewillus> gudenau: take a look at the "Getting basic item models up and running" part of https://docs.google.com/document/d/1c8uipS3BOe0BQKH6-kVFCQh8BaXOdRn8SFaAa7HmgWU/edit#heading=h.u876vxd0orrv
L2055[19:22:57] <williewillus> TechDG: what do you need help with?
L2056[19:23:09] <TechDG> I am following minemaartins advanced modding and in doing the camo mine, I ran into an issue. he uses IIcon getIcon to camo it, which works. the issue is he had not covered multisided textures, and I was using them so there was a conflict. So I just has it return the rest of the code for multisided textures if the camo wasnt on. when placed it works fine but in my inventory it shows up as a no texture block
L2057[19:23:34] <gudenau> AGDQ passed 1000000USD
L2058[19:23:44] <TechDG> I pushed it to my github dev branch just before I came on so you can take a look (and IK i have lots of housecleaning to do but I want it to work first)
L2059[19:24:16] <TechDG> The code: https://github.com/TechDweebGaming/MystTech
L2060[19:25:09] <TechDG> I thought that maybe if I make the final if nothing else return Side0 it would at least show the top as the icon but that isnt even working
L2061[19:25:24] <TechDG> and because its such a specific scenario I have no clue what to do
L2062[19:25:59] <gudenau> What MC version TechDG?
L2063[19:26:02] <TechDG> 1.7.10
L2064[19:26:10] <williewillus> oh lol 1.7, I'm way weaker at that than 1.8. But fortunately, as always,. Botania has an example
L2065[19:26:11] <williewillus> https://github.com/Vazkii/Botania/blob/d7f94bfc00c344b7c8ecc57add20eff81f900d17/src/main/java/vazkii/botania/common/block/BlockCamo.java
L2066[19:26:12] <gudenau> Go to 1.8.9. :-P
L2067[19:26:14] <williewillus> and also, update
L2068[19:26:16] <williewillus> :p
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L2070[19:26:32] <TechDG> you already told me to update :P im coding in 1.7.10 purely because there are so many more tutorials
L2071[19:26:47] <williewillus> meh tutorials are generally terrible in my experience
L2072[19:26:51] <TechDG> oh and on a side note, wilie i reconize your name what mods have you worked on?
L2073[19:26:52] <williewillus> either outdated, wrong, or both
L2074[19:27:04] <williewillus> ProjectE assistant developer, Aura Cascade and Botania 1.8 porter
L2075[19:27:18] <gudenau> Yay! https://i.imgur.com/6GtuTUN.png
L2076[19:27:21] <TechDG> ah ok then from botania
L2077[19:27:30] <williewillus> \o/
L2078[19:27:39] <williewillus> sticks -> more sticks
L2079[19:27:43] <TechDG> custom bench gud?
L2080[19:27:44] <williewillus> A+ game design ;)
L2081[19:27:45] <williewillus> haha
L2082[19:27:46] <TechDG> or is it the recipe
L2083[19:28:42] <gudenau> Custom bench and a recipie.
L2084[19:28:47] <TechDG> nice
L2085[19:28:55] <TechDG> custom bench is something I really do want to figure out at some point
L2086[19:28:55] <gudenau> The item is literly a pile of sticks. :-P
L2087[19:28:58] <TechDG> xD
L2088[19:29:05] <TechDG> that gave me an idea 0-0
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L2090[19:29:21] <TechDG> you make a pile of sticks and it burns in a furnace twice as long :P
L2091[19:29:23] <TechDG> as coal
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L2093[19:30:17] <gudenau> I might make them burn.
L2094[19:30:31] <TechDG> williewillus: so I would do what im doing now which works except for this then the final return if its not side0-side5 or has a camo itemstack would be return getIconFromSideAfterCheck(tile, meta, side);?
L2095[19:30:59] <williewillus> are your items supposed to be camoed too?
L2096[19:31:20] <TechDG> no
L2097[19:31:24] <TechDG> just once placed if you apply the camo
L2098[19:31:38] <TechDG> the only issue is in the inventory, the actually applying camo and placed without camo is fine
L2099[19:32:14] <TechDG> getIconFromSideAfterCheck is erroring asking me to create the method
L2100[19:32:29] <williewillus> of course, that's a method botania adds (scroll down)
L2101[19:32:32] <TechDG> nvm found what the method is int he botania thing
L2102[19:32:32] <TechDG> yeah
L2103[19:33:02] <TechDG> fingers crossed this works
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L2105[19:33:38] <gigaherz> :3 my essence entities are starting to take shape
L2106[19:34:02] <TechDG> anddddd nope
L2107[19:34:22] <TechDG> just the stupid checkerboard that someone spilt pink gatoraid on
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L2109[19:34:54] <TechDG> williewillus: any other ideas?
L2110[19:34:56] <williewillus> tasks for for botania 1.8 testing phase: 142 complete of 497
L2111[19:34:57] <williewillus> :p
L2112[19:35:00] <MattDahEpic> why does PlayerOpenContainerEvent not let you see what container is being opened?
L2113[19:35:07] <williewillus> idk then, I've never actually done icon stuff in 1.7
L2114[19:35:11] <gudenau> Anyone remember when the seprete texture sheets came out?
L2115[19:35:12] <TechDG> ok
L2116[19:35:16] <TechDG> anyone else think they got ideas?
L2117[19:35:21] <gigaherz> is there some way to make an entity NOT collide with the world at all?
L2118[19:35:22] <williewillus> my 1.8 experience far outsrips my 1.7 :p
L2119[19:35:24] <gigaherz> XD
L2120[19:35:30] <TechDG> oh and real quick I had another question
L2121[19:35:30] <williewillus> override onUpdate :p
L2122[19:35:40] <williewillus> and that null for all aabbs
L2123[19:35:44] <TechDG> I got oredictionary recipes and shapeless and a NOT oredictioanry furnace
L2124[19:35:45] <williewillus> (or empty aabb)
L2125[19:35:49] <TechDG> how would I do oredictionary furnace recipes?
L2126[19:35:50] <williewillus> null might blow up
L2127[19:35:56] <williewillus> gudenau: when they got separated?
L2128[19:36:16] <gudenau> When you could make your own sheets seperate from MC's.
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L2131[19:36:30] <williewillus> idk, I've never done that
L2132[19:36:31] <TechDG> I might just go for a texture that isnt sided for this one
L2133[19:36:36] <williewillus> mods have probably beeen doing that for a long time
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L2135[19:36:48] <TechDG> even though the only not 100% awefull texture I have ever made was for htis one block I cant use it for xD
L2136[19:36:53] <williewillus> I know 1.4.7's IC2 has its own sprite sheets
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L2138[19:38:09] <TechDG> ty anyway for trying to help williewillus
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L2140[19:38:30] <williewillus> if you wanted to do that in 1.8 I could teach you that completely, but alas ;p
L2141[19:38:46] <TechDG> I will probably port to 1.8 tomorrow tbh
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L2143[19:38:57] <williewillus> welp that means redoing your camo completely
L2144[19:38:59] <gigaherz> oops I forgot /kill @e also kill creative mode players
L2145[19:39:01] <williewillus> heh
L2146[19:39:01] <TechDG> once I figure out making machines
L2147[19:39:08] <gigaherz> which crashes the game XD
L2148[19:39:15] <TechDG> well im fine with spending some time if it will work properly :
L2149[19:39:16] <TechDG> :P
L2150[19:39:21] <williewillus> how does killing creative players crash?
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L2152[19:39:45] <gigaherz> it destroys the save
L2153[19:39:45] <gigaherz> XD
L2154[19:39:49] <gigaherz> can't open that save anymore
L2155[19:39:54] <TechDG> wowwwwwww
L2156[19:40:04] <TechDG> yeah might wanna only run that after checking the gamemode of the player xD
L2157[19:40:23] <gigaherz> no wait
L2158[19:40:25] <gigaherz> that's my own fault?
L2159[19:40:28] <killjoy> I've killed myself in creative before
L2160[19:40:32] <killjoy> no crash
L2161[19:40:51] <TechDG> anyway thats all, cya guys
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L2163[19:46:39] <gudenau> Adding shapeless crafting, yay.
L2164[19:46:43] <MattDahEpic> is there an event fired a bunch while players are breaking blocks?
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L2166[19:46:59] <gudenau> There is.
L2167[19:47:10] <MattDahEpic> what is it?
L2168[19:47:13] <gudenau> Can not recall the name.
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L2171[19:55:31] <williewillus> BlockEvent.Break
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L2175[20:05:41] <shadowfacts> :D my universal enum button works!
L2176[20:05:50] <killjoy> I made one of those a while ago
L2177[20:05:59] <killjoy> but I think mine could use some work
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L2179[20:12:33] <shadowfacts> yea, it's suuuper handy
L2180[20:14:21] <killjoy> is there a booleanconsumer in java 8? I just see long and int.
L2181[20:15:22] <williewillus> killjoy: http://stackoverflow.com/a/27702518
L2182[20:15:31] <killjoy> Just opened that
L2183[20:15:55] <killjoy> kay
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L2185[20:17:57] <williewillus> *shrugs*
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L2187[20:25:31] <FusionLord> so I have a strange issue, 1.7.10 dev environment mcmod.info missing in game, but all other assets do appear in game
L2188[20:25:52] <FusionLord> and the file is in the resources folder
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L2193[20:28:05] <TehNut> FusionLord: Is the modid exactly the same?
L2194[20:29:08] <FusionLord> yes, just double checked
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L2200[20:42:23] <FusionLord> TehNut, any other ideas
L2201[20:42:28] <Flashfire> For a GUI button that calls a method in a custom block that sets a block state, is there any support using a GuiHandler or do I have to make a custom packet?
L2202[20:43:18] <FusionLord> custom packet/message
L2203[20:43:41] <Flashfire> Thanks, just wanted to make sure I wasn't doing it the hard way
L2204[20:45:54] <TehNut> FusionLord: It's at src/main/resources/mcmod.info right?
L2205[20:46:53] <FusionLord> no... however it is in the equivilant. seem my build.gradle here: http://pastebin.com/hDMyypjJ
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L2209[20:53:21] <williewillus> how does the forge blockstate json resolve conflicts in textures?
L2210[20:53:44] <williewillus> like in this http://pastebin.com/6T6fJ9Yz
L2211[20:53:57] <williewillus> the textures "other" should clash but it somehow worked exactly how I wanted it to
L2212[20:54:10] <williewillus> getActualstate controls property "pattern", the variant is in meta
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L2216[20:58:30] <gigaherz> williewillus: afaik, it ignores conflicts, the last variant replaces any previous set values
L2217[20:59:26] <williewillus> last variant as in the last declared in the json?
L2218[20:59:33] <williewillus> I'm just surprised it worked exactly how I expected :p
L2219[20:59:38] <williewillus> *wanted
L2220[20:59:46] <williewillus> but hey not gonna complain
L2221[21:00:57] <gigaherz> probably the last one enumerated, may be in alphabetical order
L2222[21:00:57] <gigaherz> XD
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L2225[21:08:04] <DrDisconsented> Will ItemStacks allow items with different NBT?
L2226[21:08:44] <FusionLord> DrDisconsented, what exactly do you mean it is? the ItemStack is what has the NBT.
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L2228[21:09:32] <dmf444> Is it possible to render an OBJ model with a TESR?
L2229[21:10:02] <FusionLord> dmf444, what version?
L2230[21:10:09] <gigaherz> dmf444: yes
L2231[21:10:13] <dmf444> 1.8.8
L2232[21:10:28] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/RenderingStuffs.java
L2233[21:10:40] <gigaherz> use the loadModel and renderModel from there
L2234[21:10:41] <FusionLord> gigaherz, Bookmarked thanks :)
L2235[21:10:58] <gigaherz> well the whole file
L2236[21:10:58] <gigaherz> XD
L2237[21:11:11] <gigaherz> since it has the thingy to discard models on resource reload
L2238[21:11:26] <gigaherz> xcept CUSTOM_FORMAT, that's unused
L2239[21:11:39] <DrDisconsented> I have an item which can contain a single arbitary block and if possible I would like to be able have those with the same arbitary block stack
L2240[21:11:43] <DrDisconsented> Make sense?
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L2242[21:12:02] <gigaherz> DrDisconsented: nope that makes no sense in the context of mc
L2243[21:12:08] <williewillus> if you want another example dmf444 FusionLord check this out https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/client/render/tile/RenderTilePylon.java
L2244[21:12:09] <gigaherz> a stack doesn't "contain" items
L2245[21:12:13] <FusionLord> DrDisconsented, the NBT is stored to the stack not the item
L2246[21:12:19] <gigaherz> a stack is simply
L2247[21:12:28] <williewillus> item id + meta + NBT
L2248[21:12:30] <gigaherz> the combination of an Item object with a number of items
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L2251[21:12:33] <FusionLord> williewillus, Thx bookmarked
L2252[21:12:36] <gigaherz> the metadata, and NBT
L2253[21:12:47] <williewillus> also ModelPylon
L2254[21:12:50] <gigaherz> the only difference between a stack of 2 dirt, and a stack of 30 dirt
L2255[21:12:51] <williewillus> in the next package ovver
L2256[21:12:58] <gigaherz> is that stackSize is 2 in the former, and 30 in the latter
L2257[21:13:13] <williewillus> actually I think linking this would be more helpful :p https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/client/model/ModelPylon.java
L2258[21:13:15] <gigaherz> so no, you can't have "an item in a stack of other items"
L2259[21:14:31] <DrDisconsented> Yes I know that FusionLord... What happens when two stacks have different NBT, are they able to merge?
L2260[21:14:37] <gigaherz> nope
L2261[21:14:41] <DrDisconsented> Okay cool
L2262[21:14:50] <gigaherz> by necessity
L2263[21:14:55] <gigaherz> there is no means to "group" them
L2264[21:15:07] <gigaherz> the stack can only have ONE nbt object
L2265[21:15:08] <DrDisconsented> Awesome just wanted to check before I started on it
L2266[21:15:09] <dmf444> Thanks guys! This is exactly what i needed... now to implement it!
L2267[21:15:11] <FusionLord> DrDisconsented, not without forcing it
L2268[21:15:27] <FusionLord> via code, mc will not allow it
L2269[21:16:04] <gigaherz> it's not just disallowed
L2270[21:16:07] <gigaherz> it makes no sense
L2271[21:16:29] <gigaherz> the ItemStack class has Item,meta,stackSize,nbt
L2272[21:16:39] <gigaherz> there's no individual items inside it
L2273[21:16:50] <gigaherz> the concept of "item" doesn't exist
L2274[21:16:55] <gigaherz> everything is an ItemStack
L2275[21:16:59] <gigaherz> which may happen to be of size 1
L2276[21:17:02] <gigaherz> for individual items
L2277[21:17:14] <gigaherz> but it's still and ItemStack
L2278[21:17:31] <gigaherz> an*
L2279[21:18:02] <gigaherz> so you can't take apples and oranges and call it a stack of fruit
L2280[21:18:08] <gigaherz> it just won't work
L2281[21:18:46] <gigaherz> there's only one object, with the counter set to a number
L2282[21:19:11] <gigaherz> sure you could add the numbers together, and then you'd either have a stack of apples, or a stack of oranges
L2283[21:19:27] <gigaherz> but the information about what the other items were, wouldn't exist anywhere
L2284[21:19:32] <williewillus> your analogy got confusing fast
L2285[21:19:34] <williewillus> ;p
L2286[21:19:55] <gigaherz> and I was being nice
L2287[21:20:04] <gigaherz> I considered using quantum mechanics as an analogy
L2288[21:20:05] <gigaherz> ;P
L2289[21:20:28] <gigaherz> and how an Itemstack is either one thing or the other, it can't be in the state of being a stack of apples and being a stack of oranges at the same time
L2290[21:20:28] <gigaherz> ;P
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L2306[21:56:20] <waterpicker> Is anyone here good with fluid container slots and EU discharging
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L2310[22:02:02] <FusionLord> TehNut, I found out that having it in my module/<mod>/src/main/resources/mcmod.info, it still won't work, it isn't looking in the resource dirs but rather that specific res dir
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L2312[22:08:08] <waterpicker> Does anyone know fi there is a maven repo for CoFHLib
L2313[22:13:10] <TehNut> There isn't
L2314[22:13:23] <TehNut> You need to use Ivy or a local lib
L2315[22:15:44] <waterpicker> ivy?
L2316[22:15:58] <DrDisconsented> http://ant.apache.org/ivy/ I assume
L2317[22:16:51] <TehNut> https://github.com/TehNut/RedstoneArmory/blob/1.7.10/build.gradle#L41
L2318[22:16:52] <TehNut> like that
L2319[22:22:29] <dmf444> How do you get a texture to appear on a OBJ model, rendered via TESR?
L2320[22:22:42] <williewillus> you need remap the texture before you bake it
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L2322[22:23:45] <williewillus> dmf444: see https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/client/model/ModelPylon.java
L2323[22:24:02] <williewillus> note that the textures I use there have been stitched into the atlas already
L2324[22:24:09] <dmf444> through the retexture function?
L2325[22:24:50] <williewillus> yes
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L2327[22:25:16] <dmf444> what is the #pylon for?
L2328[22:25:18] <williewillus> the retexture() and process() calls would normally be done for you through a blockstate json, but in this case it's not a normal model
L2329[22:25:23] <williewillus> that's the name of the texture to remap
L2330[22:25:28] <williewillus> yours will be different
L2331[22:25:34] <williewillus> depending on what's in your MTL file
L2332[22:28:19] <dmf444> How do you stich the texture in early?
L2333[22:29:44] <williewillus> in my case I specify the model in json anyway so the game does it for me, but you can listen for texturestitchevent.Pre and register your texture there
L2334[22:30:29] <gigaherz> dmf444: https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/ClientProxy.java#L36
L2335[22:30:32] <gigaherz> I do it manually like this
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L2337[22:31:04] <shadekiller666> oh ya...
L2338[22:31:08] <gigaherz> although
L2339[22:31:08] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/ClientProxy.java#L31
L2340[22:31:09] <shadekiller666> thats a problem isn't it
L2341[22:31:13] <gigaherz> don't forget to put the events in the bus
L2342[22:31:13] <gigaherz> ;P
L2343[22:31:23] <gigaherz> shadekiller666: it's inevitable
L2344[22:31:41] <shadekiller666> asking the obj loader to load a model after the texture map has been stitched is a problem, but not sure i can fix it
L2345[22:31:51] <gigaherz> no you can't
L2346[22:31:57] <williewillus> not really, up to the modder
L2347[22:32:00] <williewillus> to stitch their own textures
L2348[22:32:03] <gigaherz> it's not a "problem" you have to worry about
L2349[22:32:08] <gigaherz> if someone wants non-standard uses for the loader
L2350[22:32:12] <gigaherz> they have to accept the consequences
L2351[22:32:21] <gigaherz> and in this case, the consequence is that you have to stitch yourself.
L2352[22:32:23] <gigaherz> no big deal
L2353[22:32:24] <shadekiller666> true
L2354[22:32:43] <williewillus> in my case I just specify it in the json so the game does it for me :p
L2355[22:32:57] <williewillus> even though my item is smartmodel and block is tesr
L2356[22:33:09] <shadekiller666> for the record, if using vertex coloring (or just using the white texture for a model) you don't have to stitch it yourself :P as that gets stitched automatically
L2357[22:35:32] <gigaherz> dafuq
L2358[22:35:40] <gigaherz> I just got a crash while dragging my own item around XD
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L2360[22:36:08] <gigaherz> o_O
L2361[22:36:09] <gigaherz> float f2 = p_177077_9_.getItemCameraTransforms().getTransform(ItemCameraTransforms.TransformType.GROUND).scale.y;
L2362[22:36:12] <gigaherz> that line crashes
L2363[22:36:18] <gigaherz> maybe it is time to retire my model loader
L2364[22:36:25] <gigaherz> and use forge's ;P
L2365[22:36:52] <shadekiller666> (btw, TRSRTransformation has a conversion for ItemCameraTransforms)...
L2366[22:37:05] <gigaherz> ohshit, it IS my fault
L2367[22:37:06] <gigaherz> XD
L2368[22:37:16] <shadekiller666> lol
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L2370[22:37:51] <gigaherz> yep handlePerspective isn't called, and getItemCameraTransforms returns null ;P
L2371[22:39:11] <gigaherz> something is broken.... I made it return ItemCameraTransforms.DEFAULT
L2372[22:39:14] <gigaherz> and it still crashes
L2373[22:39:32] <gigaherz> and now it worked
L2374[22:39:35] <gigaherz> after restarting :/
L2375[22:39:59] <McJty> Anyone has a clue on this: https://bpaste.net/show/85dfe026d5a9
L2376[22:40:08] <McJty> Happens when I move in my ISBM (which has no collision box)
L2377[22:40:49] <williewillus> !gm func_178108_a
L2378[22:40:54] <gigaherz> :3 works now
L2379[22:41:01] <williewillus> uhhh no clue
L2380[22:41:06] <gigaherz> my Essence entities fill fly around their spawn area
L2381[22:41:14] <williewillus> its a crash rendering your hand item which shouldn't relat eto your ISBM
L2382[22:41:16] <gigaherz> and if they see a player, they'll be attracted to it
L2383[22:41:17] <williewillus> unless they share
L2384[22:41:52] <McJty> williewillus, well the thing is. This happens when my hand has no item in it
L2385[22:41:58] <williewillus> lol
L2386[22:42:55] <williewillus> no idea then
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L2389[22:47:03] <dmf444> I still can't get the texture to load
L2390[22:47:26] <killjoy1> I somehow got a noclassdeffounderror for javax.util.Pair in dev..
L2391[22:47:41] <killjoy1> Guess I'll use common's instead
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L2393[23:06:44] <dmf444> willie, when you bake the models, what is the OBJState used for?
L2394[23:07:04] <shadekiller666> dmf, determining what groups are visible
L2395[23:07:23] <dmf444> what do you mean by groups?
L2396[23:09:02] <shadekiller666> in the obj file if you have "g" or "o" lines, they denote that all following faces are in a group of that name
L2397[23:09:48] <shadekiller666> if a group is visible, all of its faces will be rendered, otherwise they will be ignored
L2398[23:11:02] <dmf444> so nothing that could cause the texture not to load...
L2399[23:12:09] <shadekiller666> probably not no,
L2400[23:12:40] <shadekiller666> check the console, does it have a bunch of lines from the OBJ loader talking about 'vt' lines being out of range 0..1?
L2401[23:13:26] <dmf444> nope
L2402[23:13:55] <gigaherz> dmf444: did you add the texturestitchevent?
L2403[23:14:19] <dmf444> yup. Stitches in pre-init
L2404[23:14:37] <gigaherz> what?
L2405[23:15:00] <dmf444> ?
L2406[23:15:09] <gigaherz> what do you mean "Stitches in pre-init"?
L2407[23:15:32] <dmf444> i added the texturestitchevent during forge's pre-init phase
L2408[23:15:48] <gigaherz> and does it get called?
L2409[23:16:45] <dmf444> yes
L2410[23:18:44] <gigaherz> then
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L2412[23:19:02] <gigaherz> do you call bindTexture?
L2413[23:19:03] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/TESREnderRift.java#L31
L2414[23:20:37] <dmf444> yes
L2415[23:20:55] <dmf444> The block renders the missingo texture instead of my own
L2416[23:21:34] <shadekiller666> are there any errors at all from things starting with "OBJ"?
L2417[23:23:28] <dmf444> https://gist.github.com/dmf444/ed2c0e51f41feeb46a47
L2418[23:24:03] <dmf444> That's the only OBJ stuff being printed into the console.
L2419[23:24:14] <shadekiller666> show me the obj and mtl files
L2420[23:25:35] <dmf444> https://github.com/TeamDmfMM/Extra-Food/blob/master1.8/src/main/resources/assets/extrafood/models/block/juiceMixer.mtl
L2421[23:25:48] <dmf444> https://github.com/TeamDmfMM/Extra-Food/blob/master1.8/src/main/resources/assets/extrafood/models/block/juiceMixer.obj
L2422[23:26:38] <shadekiller666> your obj is referencing "JuiceMixer.mtl" but its "juiceMixer.mtl"...
L2423[23:28:00] <dmf444> just changed it, but the texture is still missingo
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L2426[23:32:46] <shadekiller666> idk what to tell you man, i'll take a look tomorrow if you're still around
L2427[23:33:06] <dmf444> i should be on. Thanks for trying!
L2428[23:33:14] <shadekiller666> mhmm
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