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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
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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)
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
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]
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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
L327[09:36:23]
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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
L352[09:44:53]
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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
L417[10:01:17]
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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
L430[10:03:32] ⇦
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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
L446[10:07:28]
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L448[10:08:15] <Pennyw95> @gigaherz: I
don't remember if I have to update FG before running
setupDecompWorkspace?
L449[10:09:21] ⇦
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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
L453[10:15:19]
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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'."
L459[10:21:40] <gigaherz> I don't HAVE any
examples
L460[10:21:47] <gigaherz> not in code
form
L461[10:21:52]
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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
L478[10:24:51] ⇦
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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
L488[10:29:39]
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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"?
L498[10:33:26] <masa>
snapshot_20160109
L499[10:33:26] <williewillus>
snapshot_<thatdate>
L500[10:33:30] <williewillus> also
\o
L502[10:34:19] <masa> why am I so slow at
modding :/
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
L516[10:39:42] ***
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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
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?
L526[10:41:59] ⇦
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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
L534[10:45:12] ⇦
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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
L548[10:55:07] ⇦
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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
L583[11:19:55] ⇦
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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
L602[11:22:43]
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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
L614[11:23:38] ⇦
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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
L663[11:27:24]
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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
L670[11:27:56] ⇦
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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
L683[11:32:01]
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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"
L689[11:32:34]
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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
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
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
L846[11:52:51] ⇦
Quits: Drullkus (~Drullkus@2601:646:8301:8947:7950:b474:3c62:bd46)
(Remote host closed the connection)
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}
L1003[12:22:06]
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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 :/
L1011[12:24:34]
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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.
L1021[12:26:27] <gigaherz> really that's
ALL that's needed
L1022[12:26:30]
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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
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.
L1067[12:35:03] <gigaherz> really
L1068[12:35:05] <gigaherz> instead of
"all"
L1069[12:35:08] ***
Vigaro is now known as Vigaro|AFK
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.
L1074[12:38:18]
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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
L1084[12:40:04] <gigaherz> uh
L1085[12:40:05]
⇦ Quits: KindOne (kindone@107.170.17.75) (Quit: Hiring PHP
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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.
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
L1121[12:44:26]
⇨ Joins: KindOne (kindone@107.170.17.75)
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
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
L1171[12:53:08]
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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.
L1194[12:56:24] ***
cpw|out is now known as cpw
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?
L1217[13:01:58]
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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
L1229[13:03:03]
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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.
L1237[13:04:53]
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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
L1240[13:05:37]
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L1241[13:06:00] <gigaherz> you jsut
declare it
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
L1246[13:07:33]
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L1247[13:07:55] ***
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L1249[13:08:58] <gudenau> Cool, now I
just need to do that with the items. :-P
L1250[13:09:26]
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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?
L1268[13:13:51]
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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
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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
L1309[13:38:27]
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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?
L1353[13:43:51]
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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
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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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?
L1408[14:25:40]
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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
L1424[14:33:47]
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L1425[14:33:51] <williewillus> check out
the examples on the minecraftforge github
L1426[14:33:58] <gudenau> Link
please?
L1427[14:34:36]
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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?
L1451[14:49:30]
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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.
L1459[14:52:02]
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L1461[14:53:18] <gudenau> TAS BOT IS
PLAYING ON AGDQ NOW
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
L1467[14:54:38]
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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?
L1475[15:01:30]
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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
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
L1544[15:17:25]
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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+
L1550[15:21:16]
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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
L1557[15:22:31]
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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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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
L1628[15:37:48]
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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
L1640[15:41:50]
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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
L1649[15:46:07]
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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
L1663[15:49:55]
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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.
L1678[15:52:06]
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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
L1686[15:57:27]
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L1687[16:00:49] ***
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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.
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
L1698[16:05:45] ***
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L1699[16:08:20] <gudenau> More twitch
chat.
L1700[16:13:41]
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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?
L1717[16:19:50]
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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
L1727[16:22:29]
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L1728[16:22:37] <gudenau> I have a 6x6
with a fuel slot, get on my level. :-P
L1729[16:22:54]
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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
L1803[16:37:29]
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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
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:
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?
L1828[16:45:19]
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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] ***
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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] ***
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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)
L1869[17:01:21]
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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
L1888[17:06:45]
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L1892[17:08:16] <PaleoCrafter> for
rotation you'll hardly need a sine function :P
L1893[17:09:15]
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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
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
L1901[17:23:15]
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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
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
L1907[17:39:12]
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L1909[17:41:25] <williewillus> why does
ticking a checkbox on a github issue take forever 0.o
L1910[17:41:46]
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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.
L1925[17:51:22]
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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
L1935[17:57:48]
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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)
L1949[18:15:20]
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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
L1958[18:16:36]
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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
L1982[18:42:17]
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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
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?
L2024[19:02:10]
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L2025[19:02:48] <gudenau> Might be an
exception, put everything in a try/catch block.
L2026[19:03:07]
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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
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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
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)
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
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
L2069[19:26:21]
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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
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
L2089[19:29:11]
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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
L2137[19:36:53]
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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
L2162[19:41:05]
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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
L2178[20:11:43]
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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.
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?
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L2209[20:53:21] <williewillus> how does
the forge blockstate json resolve conflicts in textures?
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
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
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
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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L2309[22:01:59] ***
Mumfrey is now known as mumfrey
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?
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
L2321[22:23:20]
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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
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
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 :/
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?
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"?
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
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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