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L1[00:01:01] <xaero> so uh, got cable
internet && checked modem signal levels?
L2[00:01:33] <shadekiller666> can't get
cable internet
L3[00:01:54] ⇨
Joins: Isi (~Isi@94.5.105.120)
L4[00:02:05] <shadekiller666> live in a
mobile home park that is wired with cables from the 1990s :P
L5[00:02:17] <shadekiller666> how does one
check modem signal levels
L6[00:02:26] <killjoy> are you sure that's
your capacity and not usage?
L7[00:02:38] ⇨
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(~Brokkoli@x55b03dbe.dyn.telefonica.de)
L8[00:02:49] <shadekiller666> ?
L9[00:03:10] <shadekiller666> i'm quite sure
that i get more than 8 Kbps down
L10[00:03:15] <killjoy> task manager hows
usage
L11[00:03:17] <killjoy> shows
L12[00:04:50] <shadekiller666> then how
does one check *speed* sheesh
L13[00:05:11] <killjoy> go to your network
and sharing center
L14[00:05:22] ⇦
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L15[00:05:33] <shadekiller666> k
L16[00:05:45] ⇦
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L17[00:05:45] <killjoy> then click your
network name
L18[00:06:26] <shadekiller666> Speed:
144.0Mbps
L19[00:06:44] <shadekiller666> signal
quality: 3 bars
L20[00:06:46] ⇨
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L23[00:09:18] <xaero> sorry, I'm not sure
how to check if you're not on cable... if you were on cable, you'd
go to
http://192.168.100.1/
L24[00:09:47] <killjoy> oh cool
L25[00:10:09] <killjoy> my mmodem'ss been
up for 2 days 5h:29m:39s
L26[00:10:25] <shadekiller666> i'm on
DSL
L27[00:10:40] <killjoy> my modem uses open
source technologies
L28[00:11:30] <killjoy> I found a button to
restart cable modem
L29[00:11:36] <killjoy> I've always wanted
one of those
L30[00:12:57] <shadekiller666> is it just
me or has Twitch gotten progressively worse with the smooth
playback of video?
L31[00:20:54] ⇦
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L36[00:29:27] <Sandra> so... wait. for
blocks, I have to also register their item model?
L37[00:30:27] ⇦
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L38[00:32:18] <sham1> yes
L39[00:32:35] <Sandra> ...
L40[00:32:38] <Sandra> that's dumb.
L41[00:32:48] <sham1> no it is not
L42[00:32:51] *** Illy
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L43[00:33:00] <Sandra> I'll define the item
model as the inventory variant.
L44[00:33:12] <sham1> it is useful if you
for instance want a custom model for your block
L45[00:33:36] <sham1> That only works if
your blockstate json uses the forge marker thing
L46[00:33:44] <Sandra> which it does.
L47[00:33:52] <Sandra> because why wouldn't
it.
L48[00:34:16] <sham1> if you were for
instance to make a simple block you do not need all that
stuff
L49[00:34:18] <Sandra> does that mean I
still have to register it?
L50[00:34:18] <sham1> That's why
L51[00:34:24] <sham1> Umn, yes
L52[00:34:36] <sham1> remember to register
your models in preinit
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L55[00:36:10] <Sandra> sham1, why wouldn't
I use the forge marker?
L56[00:36:26] <sham1> if you were doing a
very simple block you may not always need it
L57[00:36:37] <sham1> But this is talking
very siple
L58[00:37:00] <sham1> with just about 2 or
3 states at most
L59[00:38:51] ⇦
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L60[00:39:35] <Sandra> sham1, it's still
way simpler to use the forge marker.
L61[00:39:44] <Sandra> since then you don't
need 3 files.
L62[00:39:49] <sham1> it gives it one extra
file
L63[00:39:51] <sham1> line*
L64[00:40:03] <sham1> Also there is nothing
wrong with 3 files...
L65[00:40:08] <Sandra> and takes away like
10.
L66[00:40:30] <sham1> Lazy
L67[00:40:49] <Sandra> you yourself said
"it gives it one extra line."
L68[00:41:07] <Sandra> and simultaneously
takes away 10.
L69[00:41:11] <sham1> t'was not serious
complaint
L70[00:41:50] <Sandra> ok... so I actually
have to.... register an item model for every block I have... in a
client proxy.
L71[00:41:53] <Sandra> seriously....
L72[00:42:10] ⇨
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L73[00:42:19] <sham1> Yes
L74[00:42:25] <sham1> Stop complaining and
JUST DO IT
L75[00:43:07] <Sandra> i'm gonna complain,
because this is dumb as hell.
L76[00:43:17] <Sandra> if there was more
than one meta?
L77[00:43:20] <Sandra> sure.
L78[00:43:31] <Sandra> but forge could
easily do a sane default here.
L79[00:43:38] <Sandra> and let you replace
it later.
L80[00:44:03] <sham1> The reason they made
this whole system of models and stuff was so that resourcepack
makers would have easier time modifying stuff
L81[00:44:10] <Sandra> I know that.
L82[00:44:15] <Sandra> I know all of
this.
L83[00:44:17] ⇦
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L84[00:44:32] <sham1> So how didnt you know
that then
L85[00:44:38] <Sandra> the ONLY THING I'M
COMPLAINING ABOUT IS:
L86[00:44:39] <Sandra>
ModelLoader.setCustomModelResourceLocation(i, meta, new
ModelResourceLocation(loc, "inventory"));
L87[00:44:59] <sham1> mmm
L88[00:45:02] <Sandra> for literally
everything you ever add.
L89[00:45:46] <Sandra> I'm sure it's not
that hard to add that to GameRegistry.registerBlock or
something.
L90[00:45:54] <tterrag> Sandra: I'm with
you
L91[00:46:05] <tterrag> but you could be
helpful and not just angry
L92[00:46:41] <Sandra> hmm?
L93[00:46:51] <tterrag> you yelling about
it isn't solving the problem
L94[00:47:25] ⇨
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L95[00:47:54] <Sandra> yeah.
L96[00:48:03] <Sandra> I guess I'm just
gonna have to make a helper for it.
L97[00:48:13] <Sandra> the rest is all
sane.
L98[00:48:18] <Sandra> but that.... just
no.
L99[00:49:59] <Sandra> I can call the
ModelLoader on the serverside right?
L100[00:50:08] <shadekiller666> no?
L101[00:50:10] <tterrag> probably
not
L102[00:50:16] <shadekiller666> why would
you need to
L103[00:50:31] <Sandra> so I don't have to
make a clientproxy?
L104[00:50:43] <tterrag> why wouldn't you
have a clientproxy
L105[00:50:47] <sham1> why wouldn't you
make a client proxy anyway
L107[00:51:10] <sham1> it has enough
benefits
L108[00:51:14] <sham1> To justify it
L109[00:52:05] <Sandra> I have never seen
a need for one.
L110[00:52:07] <Sandra> until now.
L111[00:52:13] <tterrag> ahahaha ok
L112[00:52:20] <tterrag> how many mods
have you written exactly?
L113[00:52:26] <Sandra> many.
L114[00:52:26] <tterrag> because look
around...everyone uses proxies
L115[00:52:31] <Sandra> I know.
L116[00:52:39] <Sandra> but I've not had a
need for one.
L117[00:52:43] <tterrag> what do you do
instead? spam @SIdeOnly everywhere?
L118[00:52:48] <Sandra> no.
L119[00:52:52] <Drullkus> "Good luck
catching me, I'm behind 7 proxies"
L120[00:52:57] <ThePsionic> Heh
L121[00:53:01] <Sandra> I've never needed
sidedness at all.
L122[00:53:43] <shadekiller666> do none of
your mods have textures or guis
L123[00:54:20] <Sandra> shadekiller666, no
guis, and textures aren't sideonly.
L124[00:54:43] <shadekiller666> yes they
are?
L125[00:54:48] <Sandra> no?
L126[00:54:51] <sham1> Yes they are
L127[00:55:06] <Sandra> I've always been
able to setTextureName on either side.
L128[00:55:19] <shadekiller666> why would
the server ever need to know about textures
L129[00:55:36] <Sandra> it doesn't. but
that doesn't mean that it doesn't know about it.
L130[00:55:39] <shadekiller666> just
because setTextureName works on both sides doesn't mean that
textures are on both sides
L131[00:55:44] <Sandra> yes.
L132[00:55:55] <Sandra> but that's all
I've needed in the past.
L133[00:56:15] <Sandra> and the only
reason I need a sided proxy now is because items require
registering their models for some dumb reason.
L134[00:56:39] <shadekiller666> well
L135[00:56:44] <shadekiller666> blocks
require it
L136[00:56:52] <shadekiller666> and
because the entire game is built around items
L137[00:57:17] <shadekiller666> and that
"dumb" reason is because of BlockStates
L138[00:58:36] <Sandra> shadekiller666,
blocks do it automatically.
L139[00:58:41] <Sandra> why can't
items?
L140[00:58:46] <shadekiller666> no they
don't
L141[00:58:56] <shadekiller666> blocks do
not do it automatically
L142[00:58:56] <Sandra> yes they do?
L143[00:58:57] <TehNut> blocks do what
automatically...?
L144[00:59:04] <Sandra> register their
models.
L145[00:59:10] <shadekiller666> no they
don't
L146[00:59:11] <TehNut> no... :I
L147[00:59:20] <Sandra> maybe forge does
it or something.
L148[00:59:21] <shadekiller666> the
blockstate jsons "register" them
L149[00:59:22] <Sandra> but I don't.
L150[00:59:25] <Sandra> and they
work.
L151[00:59:30] <Sandra> shadekiller666,
exactly.
L152[00:59:47] <shadekiller666> the
setCustomModelResourceLocation() takes a ModelResourceLocation that
points to the blockstate json
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L154[00:59:58] <ThePsionic> You still need
to register the json
L155[01:00:11] <Sandra> ...
L156[01:00:15]
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L157[01:00:16] <Sandra> no i don't?
L158[01:00:21] <shadekiller666> ...
L159[01:00:26] <Sandra> it's
automatic.
L160[01:00:35] <ThePsionic> It really
isn't
L161[01:00:43] <Sandra> maybe it isn't
internally.
L162[01:00:47] <Sandra> but it is to
me.
L163[01:00:53] <Sandra> so should
items.
L164[01:00:58] <shadekiller666> what
L165[01:01:00] <tterrag> ugh
L166[01:01:06] <tterrag> why does
PropertyInteger not allow min and max to be the same
L167[01:01:14] <Ordinastie> !gf
useAnisotropicFiltering
L168[01:01:17] <tterrag> I can't
generalize my code easily with that arbitrary restriction
L169[01:01:35] <Sandra> tterrag, why are
you making a property that only stores one value?
L170[01:01:36] <Ordinastie> make your own
? :)
L171[01:01:38] <TehNut> Make your own
PropertyInteger. They're super simple
L172[01:01:43] <tterrag> yeah, I probably
will
L173[01:01:54] <tterrag> Sandra: I
register all blocks through the same pipeline
L174[01:01:55] ***
Drullkus is now known as Drull|zzz
L175[01:01:59] <tterrag> some have
multiple variants, some have 1
L176[01:02:02] <tterrag> it would be nice
to use the same code
L177[01:02:10] <Ordinastie> tterrag,
branch it
L178[01:02:16] <Ordinastie> if no variant,
no need for the property
L179[01:02:17] <tterrag> I have
L180[01:02:24] <tterrag> yep, that's what
I did
L181[01:02:33] <tterrag> but now my model
registrations don't stick because they look for variation=0
L182[01:02:36] <tterrag> not #normal
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L184[01:02:46] <Ordinastie> fuck models
:p
L185[01:02:53] <tterrag> heh,
whatever
L186[01:02:54] <Ordinastie> dump that
shit, use my core!
L187[01:03:03] <tterrag> no thanks
L188[01:03:06] <ThePsionic> YAD
L189[01:03:07] <Ordinastie> pfff
L190[01:03:17] <tterrag> we have too much
code backing this to give up
L191[01:03:24] <tterrag> also, I like
resource pack support
L192[01:04:06] ***
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L193[01:04:16] <Sandra> a proxy works like
this right: @SidedProxy(serverSide =
"tk.sandradev.oareborn.CommonProxy",clientSide =
"tk.sandradev.oareborn.ClientProxy")
L194[01:04:17] <Sandra> public static
CommonProxy proxy;
L195[01:04:53] <ThePsionic> Yep
L196[01:05:15] <Sandra> as I said, I've
never needed to use one so I forgot how they worked.
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L199[01:08:26] <shadekiller666> and for
the record you don't NEED a ClientProxy, you can do an if
(event.side == Side.CLIENT) check inside one of the launch events
to call a method to register models but if you're doing other stuff
then might as well abstract it i suppose
L200[01:09:11] <tterrag> it's cleaner to
simply call one method than sticking ifs everywhere
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L203[01:09:23] <tterrag> explicit side
checking is usually a sign of poorly separated code
L204[01:09:38] <shadekiller666> unless
you're in the forge example mods :P
L205[01:10:26] ***
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L206[01:11:26] <Sandra> so I have now
wrapped GameRegistry.registerBlock with proxy.registerBlock()
L207[01:11:41]
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L210[01:12:25] <SatanicSanta> Is there any
particular reason PlayerInteractEvents with a certain item would
have 0, 0, 0 coordinates and always be considered a (when right
clicking) RIGHT_CLICK_AIR?
L211[01:12:46] <shadekiller666>
buckets
L212[01:12:52] <shadekiller666> water
buckets
L213[01:12:59] <Wuppy> mornin
L214[01:13:02] <shadekiller666> fire
PlayerInteractEvent twice
L215[01:13:03]
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L216[01:13:05] <shadekiller666> no idea
why
L217[01:13:07] <SatanicSanta>
shadekiller666: Well, the item isn't buckets. It's an item added by
my mod.
L218[01:13:32] <shadekiller666> what does
the item do?
L219[01:13:48] <SatanicSanta> It's a
somewhat complicated mining tool, or in the case I'm currently
testing, digging tool.
L220[01:14:11] <shadekiller666> is it
firing the event twice
L221[01:14:15] <shadekiller666> once per
side?
L222[01:14:25] <tterrag> hm
L224[01:14:32] <tterrag> why would an item
render be completely blank?
L225[01:14:34] <killjoy> see with
world.isremote
L226[01:14:38] <tterrag> I am registering
to the #inventory location
L228[01:14:57] <tterrag> :/
L229[01:15:05] <SatanicSanta>
shadekiller666: It's not. And even if it was, it's ALWAYS
RIGHT_CLICK_AIR and 0, 0, 0.
L230[01:15:57] ⇦
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L231[01:16:34] <shadekiller666> hmm
L232[01:16:53] <SatanicSanta>
shadekiller666: Only notable local changes are a new interface
ISteamTool. But that shouldn't really change anything.
L233[01:17:00] <shadekiller666> set a
breakpoint when you receive the event and work backwards up the
stack
L234[01:17:14] <shadekiller666> something
isn't syncing correctly is my guess
L235[01:17:24] ***
AEnterpriseAFK is now known as AEnterprise
L236[01:17:24] <shadekiller666> sounds
like a default constructor or something
L237[01:18:20] <SatanicSanta> lol. I've
yet to make breakpoints /actually work/ on this new computer and
dev environment. I guess I'll try again though now that I have
Intellij Ultimate.
L238[01:18:30] <shadekiller666> ?
L239[01:18:40] <shadekiller666> uhh
L240[01:18:41] <shadekiller666> ok
L241[01:18:51] <shadekiller666> not sure
why breakpoints wouldn't work...
L242[01:18:56] <SatanicSanta> Neither am
I.
L243[01:19:05] <shadekiller666> you sure
you're setting the breakpoint on the proper threads
L244[01:19:09] <tterrag> shadekiller666:
any ideas on my item rendering? :P
L245[01:19:39] <shadekiller666> tterrag,
can i see the json?
L246[01:19:43] <tterrag> no
L247[01:19:48] <tterrag> there isn't any
:P
L248[01:19:55] <shadekiller666> ok?
L249[01:20:06] <tterrag> inventoryLocation
= new ModelResourceLocation(block.getRegistryName(),
"inventory");
L250[01:20:14] <tterrag>
register(inventoryLocation, new ModelChiselBlock());
L251[01:20:18] <tterrag> then that's added
to a ModelBakeEvent
L252[01:20:30] <shadekiller666> ok
L253[01:21:11] <shadekiller666> i would
guess that none of the quads in your model are actually getting
baked and shoved into GL...
L254[01:21:26] <tterrag> breakpoint on
handleItemState shows it's not being called
L255[01:21:57] <shadekiller666> if there
was a missing registration somewhere then it would be the missing
model more likely than it would just be missing
L256[01:22:09] <tterrag> I agree
L257[01:22:11] <tterrag> that's why it's
weird
L258[01:22:14] <shadekiller666> the model
loader system LOVES to replace things with the missing model
L259[01:22:17] <SatanicSanta>
shadekiller666: Do you think it could possibly be something
relating to onItemRightClick?
L260[01:22:24] <SatanicSanta> I could
always fire the event myself :P
L261[01:22:37] <Sandra> tterrag, i don't
suppose it has the render type -1?
L262[01:22:42] <shadekiller666>
santanicsanta ya, most likely
L263[01:22:48] <tterrag> Sandra: no
L264[01:22:53] <tterrag> the block works
fine
L265[01:22:54] <tterrag> btw
L266[01:23:00] <Sandra> right.
L267[01:23:04]
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L270[01:23:18] <Sandra> tterrag, what's
ModelChiselBlock?
L271[01:23:25] <shadekiller666> tterrag,
is either getGeneralQuads() or getFaceQuads() getting called?
L272[01:23:41] <tterrag> checking
L273[01:23:47] <shadekiller666> oh
L274[01:23:50] <shadekiller666> hmmm
L275[01:24:10] <shadekiller666> so this is
a TESR-rendered block with a custom ISmartItemModel?
L276[01:24:15] <tterrag> no TESR
L277[01:24:19] ***
kroeser|away is now known as kroeser
L278[01:24:22] <tterrag> ISBM/ISIM
L279[01:24:28] <shadekiller666> ok
L280[01:24:36] <shadekiller666>
interesting choice
L281[01:24:40] <Sandra> so what's the ISIM
of it?
L282[01:25:00] <tterrag> wait what
L283[01:25:20] <tterrag> maybe I wasn't in
debug mode...god I wish there was big red text saying HEY DUMMY YOU
AREN'T IN DEBUG MODE
L284[01:25:28] <shadekiller666> tterrag,
another possiblity: your GL transforms are so out of whack that the
model is rendering as it should, just not where you can see it
:P
L285[01:25:28] <tterrag> handleItemState
is being called now
L286[01:25:38] <tterrag> aaaand I found
the issue
L287[01:25:39] <shadekiller666> lol
L288[01:25:46] <tterrag> if
(stack.getItem() instanceof ItemChiselBlock){
L289[01:25:50] <tterrag> it's not
anymore
L290[01:25:53] <tterrag> that would do
it
L291[01:26:00] <shadekiller666> lol
L292[01:26:14] <shadekiller666> stupid
debug mode...
L293[01:27:32] ⇦
Quits: Gaz (~Gaz492@why.dont.you.ticklemy.ninja) (Ping timeout: 192
seconds)
L294[01:29:56] <tterrag> interesting
L296[01:30:04] <McJty> I can make it work
with a single layer. But I need two layers
L297[01:30:05] <tterrag> I just did a
/fill command with a few thousand chisel blocks
L298[01:30:10] <tterrag> and it NPEd...in
a place that it should never NPE
L299[01:30:19] <shadekiller666> oh
goody
L300[01:30:30] <shadekiller666> those are
the best types of NPEs
L301[01:30:41] <tterrag> I think it may
have been OOM though
L302[01:30:44] <tterrag> but there's no
OOM error
L303[01:31:09] <shadekiller666> did the
region overlap unloaded chunks
L304[01:31:28] <tterrag> maybe?
L305[01:31:34] <tterrag> some of the
chunks may have been outside the frustum
L306[01:31:45] <tterrag> all I know is I
had 1fps for about 5 seconds
L307[01:31:48] <tterrag> then white
screen
L308[01:31:49] <tterrag> then crash
:P
L309[01:31:53] <shadekiller666> ahh
L310[01:32:02] <tterrag> latest forge
1.8.9
L311[01:32:36] <shadekiller666> i would
imagine its related to chunk loading, minecraft is very picky about
when trying to access a block thats not loaded :P
L312[01:32:46] ⇦
Quits: Gaelan (~Gaelan@98.125.181.158) (Quit: Gaelan)
L313[01:33:18] <Sandra> anyone know a json
modeller program?
L314[01:33:40] <shadekiller666> don't
think one exists
L315[01:33:44] <shadekiller666> json isn't
a model formet
L316[01:33:53] <shadekiller666> but, there
is an obj loader in forge now
L317[01:33:59] <McJty> Sandra, I generally
use a text editor :-)
L318[01:34:15] <Sandra> McJty, yeah. I'll
probably do that.
L319[01:34:18] <shadekiller666> which is a
lot nicer of a model format, and requires that you use the
forge-blockstate jsons
L320[01:34:19] <tterrag> shadekiller666:
the odd bit is the crash is in my code
L321[01:34:26] <tterrag> but somewhere
that...crashes...shouldn't really happen
L322[01:34:27] <Sandra> I only have one
quad to do.
L323[01:34:30] <ThePsionic>
shadekiller666: MrCrayfish's thing?
L324[01:34:41] <shadekiller666> ?
L325[01:34:50] <ThePsionic> The JSON
modeller
L326[01:34:51] <tterrag> return
FluentIterable.from(quads).filter(quad -> quad.getFace() ==
facing).toList();
L327[01:35:01]
⇨ Joins: Gaelan (~Gaelan@98.125.181.158)
L328[01:35:03] <tterrag> no quad should
ever be null
L329[01:35:07] <tterrag> but that appears
to be the case
L330[01:35:11] <shadekiller666> O.o
L331[01:35:12] <ThePsionic> I forget the
exact name
L332[01:35:33] <shadekiller666> and that
happened because you set a few thousand blocks to chisel
blocks...
L333[01:35:52] ⇦
Quits: LexManos (~LexManos@172.76.2.58) (Read error: Connection
reset by peer)
L334[01:36:12] <shadekiller666> was quads
null?
L335[01:36:29] <shadekiller666> i'm
assuming quad.getFace() returns an EnumFacing right?
L336[01:36:33]
⇨ Joins: LexManos (~LexManos@172.76.2.58)
L337[01:36:33]
MineBot sets mode: +o on LexManos
L338[01:37:02] <tterrag> it's a BakedQuad
method
L339[01:37:03] <tterrag> yes it does
L340[01:37:04] <shadekiller666> you know,
it could be that the filter didn't find any thing that met the
condition and then tried calling .asList() on null?
L341[01:37:17] <tterrag> it wouldn't be
null, it would be empty
L342[01:37:36] <Sandra> I can use .obj...
but that requires learning some modelling program that's not
designed for MC.
L343[01:37:36] <shadekiller666> what is a
FluentIterable btw
L344[01:37:41] <tterrag> at
team.chisel.client.render.ModelChiselBlock.lambda$0(ModelChiselBlock.java:53)
L345[01:37:41] <tterrag> at
com.google.common.collect.Iterators$7.computeNext(Iterators.java:647)
L346[01:37:46] <tterrag> it's crashing
during the filter() call
L347[01:38:02] <Sandra> I literally just
want to display a quad along the diagonals of a block.
L348[01:38:03] <tterrag> wait, no it
isn't
L349[01:38:12] <tterrag> it's crashing
during toList
L350[01:38:25] <McJty> Note that streams
are lazy
L351[01:38:27] <tterrag> I
don't...wha...huh
L352[01:38:30] <shadekiller666> sandra,
ok
L353[01:38:33] <McJty> It is only toList()
that actually starts evaluating stuff
L354[01:38:39] <tterrag> oh right
L355[01:38:48] <tterrag> well it's not a
stream, but FluentIterable is the same idea
L356[01:38:55] <shadekiller666> sandra you
mean like a sapling?
L357[01:39:05] <tterrag> shadekiller666:
FluentIterable is streams for <=j7 :P
L358[01:39:12] <tterrag> more or
less
L359[01:39:17] <shadekiller666> oh
L360[01:39:18] <Sandra> shadekiller666,
half of a sapling, and a bit thicker, but yes.
L361[01:39:29] <tterrag> so yes, the crash
is during the lambda, which means that quad must be null
L362[01:39:31] <tterrag> whcih is
impossible
L363[01:39:32] <shadekiller666> bit
thicker?
L364[01:39:41] <shadekiller666> like a
glass pane but in an x?
L365[01:40:07] <shadekiller666> tterrag,
uhh depends on the source :P
L366[01:40:08] <Sandra> yeah, but in a
/.
L367[01:40:20] <shadekiller666> sandra so
a single /
L368[01:40:26] <Sandra> yes.
L369[01:40:35] <tterrag> shadekiller666: I
know my code, nothing returns a null quad
L370[01:40:38] <shadekiller666> how
wide?
L371[01:40:53] <shadekiller666> and how
tall
L372[01:40:53] ⇦
Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 198
seconds)
L373[01:41:00] <shadekiller666> and how
long :P
L374[01:41:07] <tterrag> shadekiller666:
it all boils down to calls to FaceBakery anyways
L375[01:41:16] <shadekiller666> tterrag,
is 'quads' null?
L376[01:42:00] <tterrag> couldn't be, else
it would crash on .from()
L377[01:42:03] <shadekiller666> Sandra,
dimensions?
L378[01:43:01] <tterrag> also, couldn't be
because we always set it to at least an empty list
L379[01:43:19] <shadekiller666> is it
still empty?
L380[01:43:34] <Sandra> actually... I just
modelled it using mrcrayfish's creator.
L381[01:43:35]
⇨ Joins: ghz|afk_h (~gigaherz@80.30.37.219)
L382[01:43:41] <shadekiller666> ok
L383[01:43:46] ⇦
Quits: ghz|afk (gigaherz@80.30.37.219) (Ping timeout: 190
seconds)
L384[01:43:59] <tterrag> shadekiller666:
no...because it crashed on a null quads reference
L385[01:44:04] <tterrag> it would never
get that far if the list was empty
L386[01:44:14] <shadekiller666> well, it
crashed on a null reference
L387[01:44:20] <tterrag> there is only one
reference at that line
L388[01:44:34] <shadekiller666> did you
step through the computeNext to see what happened?
L389[01:44:36] <Sandra> shadekiller666, I
just finished modelling it don't worry.
L390[01:44:43] <shadekiller666> ok
L391[01:44:47] <tterrag> evidently it
crashes again when loading the world
L392[01:44:49] <tterrag> going to debug it
now
L394[01:45:42] <tterrag> ...that would do
it
L395[01:45:44] <tterrag> lol...
L396[01:45:58] <SatanicSanta> Like many of
the bits of shitty code in this mod: I take no credit :P
L397[01:46:06] <shadekiller666> sometimes
i wonder if somewhere hidden inside the cpu is just a little piece
of hardware just being like "you idiot why did you give me
that null you dingus" :P and is facepalming
L398[01:46:18] ⇦
Parts: VapourDrive (~vapourdri@64.229.123.125) ())
L399[01:46:18] <tterrag> shadekiller666:
now I get a CME
L400[01:46:26] <tterrag> ¯\_(ツ)_/¯
L401[01:46:37] <shadekiller666> CME?
L402[01:46:44] <tterrag>
ConcurrentModificationException
L403[01:46:50] <shadekiller666> oh
L404[01:47:15] <shadekiller666> so first
the filter crashes on NPE, then crashes cuz two things are trying
to modify the same collection at once
L405[01:47:21] <tterrag> question
L406[01:47:30] <shadekiller666> moral of
the story: don't set several thousand blocks to chisel blocks
:P
L407[01:47:32] <tterrag> for
handleBlockState, if I change the quads, am I meant to return a new
instance of the model?
L408[01:47:40] <shadekiller666> you
should
L409[01:47:43] <tterrag> right
L410[01:47:45] <tterrag> that's probably
it then
L411[01:47:49] <tterrag> since one
instance is handling several chunks
L412[01:47:53]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L413[01:47:53] <tterrag> their is a race
condition
L414[01:47:59] <tterrag> and rendering
thousands at once triggers it without fail
L415[01:48:01] <shadekiller666> yep
L416[01:48:11] <shadekiller666> that would
definitely do it xD
L417[01:48:23] <shadekiller666> thats a
lot of rebaking in a very short amount of time...
L418[01:48:31] <SatanicSanta> tterrag:
Question completely unrelated to anything: Should I refer to you as
"tterrag" or "Tterrag" on the wiki. On a page
it automatically refers to you as the latter thanks to FTB
Confluence and table generators.
L419[01:48:34]
⇨ Joins: ghz|afk_h_z (gigaherz@80.30.37.219)
L420[01:48:44] <shadekiller666> and also,
you should cache recently baked models should you need them
later
L421[01:48:45] ⇦
Quits: ghz|afk_h (~gigaherz@80.30.37.219) (Ping timeout: 198
seconds)
L422[01:48:47] <shadekiller666> its
faster
L423[01:48:59] <tterrag> SatanicSanta:
don't really mind lol
L424[01:49:03] <tterrag> but I never
really capitalize it
L425[01:49:09] <SatanicSanta> it looks
really weird. I'll change it then.
L426[01:49:12] <tterrag> shadekiller666:
based on pos?
L427[01:49:13] <shadekiller666> how about
"garrett"?
L428[01:49:25] <shadekiller666> tterrag,
no
L429[01:49:28] <SatanicSanta> and when
someone eventually writes an article about you, I'll be sure it
gets a {{Lowercase title}} like iChun
L430[01:49:30] <shadekiller666> based on
state
L431[01:49:38] <tterrag> hm...right
L432[01:49:45] <tterrag> but that could
still trigger race conditions, no?
L433[01:50:05] <tterrag> I shouldn't be
using the same model instance for any two blocks that may be
rendering in different threads
L434[01:50:09] <shadekiller666> no, cuz if
the model is already made, all you're doing is looking it up in a
collection
L435[01:50:21] <tterrag> the CME comes
*from the model code*
L436[01:50:27] <shadekiller666> you're not
modifying a massive list of BakedQuads and throwing data
around
L437[01:50:34] ***
AEnterprise is now known as AEnterpriseAFK
L438[01:50:39] <tterrag> what I should do
is cache the face quads
L439[01:50:44] <tterrag> on
construction
L440[01:50:57] <shadekiller666> uhhh
ok
L441[01:51:05] <tterrag> the problem is
that quads is being edited while I'm creating the faceQuads
list
L442[01:51:12] <shadekiller666> mhmm
L443[01:51:15] <SatanicSanta> tterrag: New
question: tterrag or tterrag1908?
L444[01:51:21] <McJty> Edit on a
copy?
L445[01:51:25] <tterrag> SatanicSanta:
former
L446[01:51:26] <shadekiller666> by
multiple things trying to bake the same model at the same
time
L447[01:51:32] <tterrag> not bake,
render
L448[01:51:35] <tterrag> the CME comes
from getFaceQuads
L449[01:51:44] <shadekiller666> thats
baking...
L450[01:52:12] <tterrag> I'm confused
about your caching idea
L451[01:52:25] <tterrag> hwo could I do it
in any way that guarantees threadsafe behavior
L453[01:54:08] ⇦
Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 189
seconds)
L454[01:54:15] <tterrag> the hell is
that
L455[01:54:28] <shadekiller666> in
handleBlockState(), a call is made to getCachedModel() which then
calls into the LoadingCache, if the model is already in the cache
for that IModelState, its returned, otherwise a new baked model is
returned
L456[01:54:46] <tterrag> and that protects
against CMEs how?
L457[01:55:35] <shadekiller666> that is
basically an IModelState->IBakedModel map
L458[01:55:52] <tterrag> right
L459[01:55:56] <shadekiller666> every IBM
in that map has already baked its quads
L460[01:56:08] <tterrag> right
L461[01:56:08] <shadekiller666> its
already made
L462[01:56:15] <tterrag> so I need to
cache my faceQuads
L463[01:56:22] <tterrag> not calculate
them on demand
L464[01:56:28] <tterrag> or, hm
L465[01:56:29] <tterrag> I guess not
L466[01:56:47] <shadekiller666> what you
don't want is to calculate the same result more than once
L467[01:56:57] <tterrag> yeah
L468[01:57:19] <shadekiller666> ie. if two
things try and load the exact same model, you only want to load it
once, then just return it to anyone else that wants it
L469[01:57:51] <shadekiller666> also,
returning a fresh IBM to everything means that each thing gets its
own IBM, even though they don't change
L470[01:57:56] <shadekiller666> they
aren't singletons
L471[01:58:09] <shadekiller666> they just
*shouldn't* change
L472[01:58:10] <tterrag> where do I get an
IModelState from?
L473[01:58:24] <shadekiller666>
TRSRTransformation is an IModelState
L474[01:58:28] <shadekiller666> OBJState
is one
L475[01:58:30]
⇨ Joins: Lunatrius
(~Lunatrius@cpe-77.38.103.182.cable.t-1.si)
L476[01:58:33] <shadekiller666> B3DState
is one
L477[01:58:40] <shadekiller666> its an
interface, you can implement it
L478[01:59:01] <shadekiller666>
TRSRTransformation is generally the one that gets used though
L479[01:59:13] <shadekiller666> as it is
what controls item camera transforms and such now
L480[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160112 mappings to Forge Maven.
L481[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160112-1.8.9.zip
(mappings = "snapshot_20160112" in build.gradle).
L482[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/
L483[02:00:56] <shadekiller666> what
happens if that fails?
L484[02:01:10] <shadekiller666> the
pushing of the mappings i mean
L485[02:01:22] <tterrag> ok, so I'll need
my own IModelState impl
L486[02:02:02] ⇦
Quits: Delaxarnyazer
(~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300) (Ping timeout: 198
seconds)
L487[02:02:59] <tterrag> except I have no
idea how to do that
L488[02:03:45]
⇨ Joins: Delaxarnyazer
(~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300)
L489[02:04:06] <tterrag> screw it, I'll
ask fry later
L490[02:04:09] *
tterrag slaps a //TODO on it
L491[02:04:30] <Cazzar> /TODO: Annoy fry
about this
L492[02:04:33] <Cazzar> //TODO: Annoy fry
about this
L493[02:04:47] <tterrag> I wouldn't have
to annoy him if this was decently documented anywhere *cough*
L494[02:05:17] <tterrag> shadekiller666:
why does your cache have a max size of 20?
L495[02:05:20] <tterrag> what's the
importance of that limit?
L496[02:05:51] <shadekiller666> no idea,
was copying the b3d loader when i wrote that :P
L497[02:06:24] <tterrag> lies
L499[02:06:27] <tterrag> fry did it
>.>
L500[02:06:29] <tterrag> trick
question
L501[02:06:56] <tterrag> the probably was
probably that you held a reference to every model ever
L502[02:07:00] <tterrag> instead of
letting unused models die
L503[02:07:07] <tterrag> memory leak
city
L504[02:07:13] <shadekiller666> ya
L505[02:07:29] <shadekiller666> its not
that much work to rebake a model every now and again
L506[02:07:55] <tterrag> seems to me
though that it becomes less effective the more OBJ models that
exist
L507[02:08:01] <shadekiller666> just don't
want rebake to happen every time something changes :P
L508[02:08:09] <shadekiller666>
probably
L509[02:09:08] <DrDisconsented>
Animating/changing textures with an .obj = change a blockstate
property /?
L510[02:09:16] <shadekiller666> uhhh
L511[02:09:27] <shadekiller666> no
L512[02:09:31] <DrDisconsented> Just a
guess havnt looked into it
L514[02:10:26] <shadekiller666> thats how
it works currently
L515[02:10:27] <McJty> Who knows something
about nesting blockstates? I'm struggling very hard to get a
multi-layer model going without success...
L516[02:11:02] <tterrag> shadekiller666:
ok, here's another question, what the heck am I supposed to do with
getParticleTexture if it's based on a property?
L517[02:11:16] <McJty> Specifically if you
have nested blockstates, how can you pass parameters (texture name)
to those in variants
L518[02:11:31] <tterrag> ...nested
blockstates?
L519[02:11:57] <McJty> It is something fry
explained to me. I use it for the forge:multi-layer model
L520[02:12:05] <McJty> Where the different
models are specified in another blockstate
L521[02:12:11] <McJty> It works for one
extra layer
L522[02:12:17] <shadekiller666> based on a
property?
L523[02:12:19] <McJty> But I'm now trying
to get multiple layers
L524[02:12:21] <McJty> yes
L526[02:12:37] <shadekiller666>
IBakedModel.getParticleTexture() doesn't take a state
L527[02:12:56] <McJty> Which means?
L528[02:13:06]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L529[02:13:17] <tterrag> shadekiller666:
...exactly
L530[02:13:20] <tterrag> so what do I
do
L531[02:13:24] <tterrag> I have particles
based on a property
L532[02:13:29] <McJty> ah, that was not
for me :-)
L533[02:14:01] <tterrag> the source of the
issue is that the model that gets getParticleTexture called on it
is not what I returned from handleBlockState
L534[02:14:02] <tterrag> why is
that?
L535[02:14:02] <shadekiller666> tterrag,
add a field to your IModelState, store the IModelState in the
IBM
L536[02:14:12] <tterrag> ^^
L537[02:14:14] <tterrag> that would do
nothing
L538[02:14:16] <shadekiller666> reference
it when getParticleTexture is called
L539[02:14:45] <killjoy> Watching the
simpsons. I just heard bart say "tat", but his mouth said
tattoo
L540[02:14:47] <shadekiller666> ?
L541[02:14:53] <tterrag> EntityDiggingFX
uses
this.setParticleIcon(Minecraft.getMinecraft().getBlockRendererDispatcher().getBlockModelShapes().getTexture(state));
L542[02:15:04] <shadekiller666> oh
L543[02:15:30] <tterrag> which doesn't
care about world context
L544[02:15:32] <tterrag> it's
useless
L545[02:15:45] <shadekiller666> i think
the game only stores one instance of an IModel/IBakedModel... which
is really annoying
L546[02:15:50] <tterrag> exactly
L547[02:16:00] <shadekiller666> erm
L548[02:16:04] <tterrag> this is a bug,
imo
L549[02:16:23] <shadekiller666> particle
textures from the custom loaders have been a pain from day 2
L550[02:16:26] <shadekiller666> day
1*
L551[02:16:56] <shadekiller666> i've been
wanting to have a way to color the texture returned from
getParticleTexture() for blocks that use the white one
L552[02:17:18] <tterrag> this seems a
trivial fix, EDFX gets the IBlockState
L553[02:17:48] <shadekiller666> lol
L554[02:18:11] <shadekiller666> iirc
particles have always been a pain in the ass haven't they?
L555[02:18:50] <tterrag> the only thing
missing would be the extended state
L556[02:18:54] <tterrag> which a small
patch could fix
L557[02:18:58] <shadekiller666> well
L558[02:19:08] <Sandra> to load a model I
say "model": "oareborn:mirror" if the model is
assets/oareborn/models/mirror?
L559[02:19:10] <shadekiller666> not so
sure how "small" a patch it would be
L560[02:19:19] <Sandra> *mirror.json
L561[02:19:21] <tterrag> one line, in two
places
L562[02:19:26] ⇦
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L563[02:19:32] <tterrag> line 365 of
EffectRenderer
L564[02:19:55] <shadekiller666> Sandra, i
think so
L565[02:20:01] <shadekiller666>
actually
L566[02:20:11] <shadekiller666> that would
look in models/block/ i think
L567[02:20:17] <tterrag> *sigh*
L568[02:20:20] <tterrag> do you want me to
work on a PR?
L569[02:20:22] <shadekiller666> try it and
find out
L570[02:20:31] <Sandra> I'm doing
so.
L571[02:20:58] <shadekiller666> tterrag,
as long as you keep ExtendedBlockStates far far away from anything
related to block placement, you should be fine :P
L572[02:21:09] <tterrag> only spawning
particles
L573[02:21:31] <shadekiller666> that
includes the IBlockState->IModel map that is stored in
ModelBakery(?)
L574[02:21:42] <shadekiller666> you should
be fine :P
L575[02:21:44] <Sandra> btw, in the
model.json file, I can reference textures like
"oareborn:laserMirror" if it's
assets/oareborn/textures/laserMirror.png
L576[02:22:03] <Sandra> correct?
L577[02:22:11] <tterrag> I should use
BlockRendererDispatcher.getModelFromBlockState correct?
L578[02:22:12] <shadekiller666> yep
L579[02:22:18] <shadekiller666> uhh
L580[02:22:20] <tterrag> yep to who
:P
L581[02:22:25] <shadekiller666> yep to
sandra
L582[02:23:15] <shadekiller666> i think
BRD.getModelFromBlockState() will only return a blockstate if it
was loaded from json, and it will only ever return
IBlockStates
L583[02:23:25] <shadekiller666> thats what
World checks when placing blocks
L584[02:23:30] <tterrag> wat
L585[02:23:35] <tterrag> that's the only
caller of handleBlockState in ISBM
L586[02:23:47] <Sandra> shadekiller666,
it's models/block/*.json, ok.
L587[02:24:15] <shadekiller666> tterrag,
oh, i'm likely getting my blockstate/model classes mixed up
L588[02:24:19] <shadekiller666> theres 12
of them...
L589[02:24:27] <shadekiller666> yep
sandra
L590[02:24:51] <tterrag> how does one
setup a forge workspace nowadays
L591[02:24:59] <tterrag> there's no
eclipse task
L592[02:25:10] *
McJty uses the idea task. Works fine :-)
L593[02:25:14] <Sandra> tterrag, no
eclipse task?
L594[02:25:15] <shadekiller666> gradlew
setupForge
L595[02:25:18] <Sandra> there's an idea
task.
L596[02:25:21] <tterrag> that's all?
L597[02:25:28] <Sandra> and wait....
setupForge?
L598[02:25:30] <tterrag> will you
all...shh...I'm talking about forge dev...not mod dev
L599[02:25:35] <shadekiller666> then point
eclipse to the projects/ folder
L600[02:25:38] <tterrag> oh, inside
/mdk
L601[02:25:41] <Sandra> ohh right.
L602[02:25:55] <shadekiller666> then
import Clean and Forge if you need to
L603[02:25:57] <tterrag> ok wait,
nvm
L604[02:26:09] <tterrag> running
setupForge now, I had run setupForge eclipse and I guess it fails
fast
L605[02:28:54] <shadekiller666> and just
so you know, i have no say as to what PRs get pulled into forge so
don't expect me to be able to pull it in :P
L606[02:29:10] <tterrag> I know that
L607[02:30:27] <Sandra> tfw the json
parser fails because you included an extra comma.
L608[02:30:56] <shadekiller666> get a json
ide plugin
L609[02:31:11] <shadekiller666> the syntax
highlighting will yell at you before the parser does :P
L610[02:31:46] <Sandra> shadekiller666, it
already has that.
L611[02:31:53] <Sandra> I just didn't
notice the yelling.
L612[02:31:56] <Sandra> heh.
L613[02:32:03] <shadekiller666> lol
L614[02:32:14] <Sandra> that was how I
figured out what the error was.
L615[02:32:44] <Sandra> but I didn't know
there was an error til the game printed an error.
L616[02:34:11] <Sandra> Good, it
works.
L617[02:34:52] <Sandra> how do I tell
minecraft this block isn't supposed to be opague again?
L618[02:37:29] <killjoy> I wish npp had a
better json highlighting
L619[02:37:38] <killjoy> it doesn't
highlight errors
L620[02:37:44] <tterrag> shadekiller666:
ok, the problem is that I need a fallback icon in case
func_174846_a isn't called
L621[02:37:53] <tterrag> but if I pass the
extended state, that lookup is going to fail in the blockshapes
crap
L622[02:38:20] <tterrag> I could patch in
an instanceof check but that seems bad
L623[02:41:44] <tterrag> fry|sleep: wake
up
L624[02:41:46] <tterrag> D:
L625[02:41:58] <Kaiyouka> rip fry
L626[02:43:06] <Kaiyouka> Man... how long
has it been since I've touched MC code now? Months?
L627[02:43:49] <ThePsionic> Welcome to the
club Kaiyouka
L628[02:44:25] <Kaiyouka> Do I get a free
shirt?
L629[02:44:26] ⇦
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L630[02:44:35] <ThePsionic> Nope
L631[02:44:42] <Kaiyouka> Shitty club,
then.
L632[02:44:47] <tterrag> actually, this
may be a non-issue
L633[02:44:52] <Kaiyouka> lol
L634[02:46:55]
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L636[02:51:19] <shadekiller666> tterrag
what
L637[02:51:34] <shadekiller666> fallback
icon?
L638[02:51:40] <shadekiller666> theres
ModelLoader.White
L639[02:51:46] <shadekiller666> or the
missing texture
L640[02:52:11] <tterrag> not what I
mean
L641[02:52:34] <tterrag> I need to support
the case in which someone constructs an EDFX but doesn't call
func_174846_a
L642[02:52:44] <tterrag> however, I think
I can just not support IExtendedBlockStates in that case
L643[02:52:51] <shadekiller666> !gm
func_174846_a
L644[02:53:07] <tterrag> I'm very confused
though
L645[02:53:12] <shadekiller666> gg
mcpbot...
L646[02:53:20] <tterrag> why does
BlockRendererDispatcher.getModelFromBlockState not use the passed
in state?
L647[02:53:29] <shadekiller666> idk
L648[02:53:35] <ThePsionic> no
shadekiller666, not gg
L649[02:53:35] <ThePsionic> gm
L650[02:53:47] <Sandra> to rotate a block
you give degrees of rotation in the variants like
"state1": {"y":90}
L651[02:53:49] <shadekiller666> ha! ba dum
tish
L652[02:53:53] <Sandra> yes?
L653[02:53:57] <shadekiller666> yes
L654[02:53:57] <tterrag> it seems to be
using some
L655[02:53:58] <tterrag>
net.minecraftforge.client.model.ModelLoader$VanillaModelWrapper$1@3252daf2
L656[02:54:05] <tterrag> which doesn't
call MY handleBlockState
L657[02:54:06] <Sandra> ok cool.
L658[02:54:27] <Sandra> I just have to
figure out exactly which rotations show the correct result.
L659[02:54:32] <shadekiller666> or you can
give it "transform": {"rotation":
{"x": <some angle>, ...} }
L660[02:55:01] <shadekiller666> or
"rotation": [i, j, k, l] for quaternions
L661[02:55:22] <tterrag> oh, stupid
me
L662[02:55:24]
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L663[02:55:26] <tterrag> that method calls
getExtendedState for me
L664[02:55:41] <shadekiller666> lol
L665[02:56:08] <tterrag> there, bug
fixed
L666[02:56:11] <tterrag> tiny patch
L667[02:56:12] <tterrag> easy
L668[02:56:17] <shadekiller666> lol
L669[02:56:26] <tterrag> question, should
I add a //FORGE comment for the fix?
L670[02:56:43] <tterrag> all I do is this
inside func_174846_a
L671[02:56:46] <tterrag>
this.setParticleIcon(Minecraft.getMinecraft().getBlockRendererDispatcher().getModelFromBlockState(field_174847_a,
getEntityWorld(), pos).getParticleTexture());
L672[02:56:58] <shadekiller666> meh
L673[02:57:05] <shadekiller666> wouldn't
hurt either way
L674[02:57:22] <tterrag> // FORGE: This
fixes models not getting proper context for particle texture
L675[02:57:25] <tterrag> eh?>
L676[02:57:35]
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L677[02:58:22] <tterrag> ok, generating
patches
L678[03:00:45]
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L681[03:08:07] <shadekiller666> nice
L682[03:08:25] <tterrag> shadekiller666:
1.8.9 is master now right?
L683[03:08:28] <tterrag> hope so :P
L684[03:08:38] <shadekiller666> indeed it
is
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L687[03:10:57] ***
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L689[03:11:01] <tterrag> doneso
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L691[03:13:34] <masa> uh what.. right
clicking a crafting slot is somewhere in vanilla code defined to
loop the click until you fill the stack in the cursor
L692[03:13:40] <masa> but shift + left
clicking is not
L693[03:13:58] <masa> or is it
L694[03:14:13] <masa> at least it doesn't
work in my custom container, but the right click works
L695[03:14:18] <killjoy> nei?
L696[03:15:15] <killjoy> shift clicking is
vanilla. right clicking is a feature of nei
L697[03:15:22] <killjoy> and tmi
L699[03:16:28] <masa> well then
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L702[03:27:21] <shadekiller666>
omg...
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L704[03:27:50] <shadekiller666> ever
punctured an eardrum? it itches like a mofo...
L705[03:29:25] <Sandra> the rotating
thingy i.e. wrench is rotateBlock, yeah?
L706[03:30:17] <shadekiller666> ?
L707[03:30:47] <Sandra> the forge rotation
API is Block.rotateBlock?
L708[03:30:53] <shadekiller666>
rotateBlock is generally used for rotating vanilla blocks
L709[03:31:08] <shadekiller666> you can
use it for mod blocks
L710[03:31:22] <shadekiller666> but some
mods might rotate their blocks differently than others
L711[03:32:18] <Sandra> I'm saying to
expose my own blocks as being rotatable.
L712[03:32:41] <shadekiller666> you could
use it that way i guess, ya
L713[03:33:07] <shadekiller666> anyway,
i'm going to bed, goodnight
L714[03:33:35] <tterrag> Sandra: idk what
he's on about, most wrenches will respect rotateBlock :p
L715[03:33:38] <tterrag> if they don't
they are dumb
L716[03:33:57] <Sandra> ok, good.
L717[03:34:52] <shadekiller666> i've still
never seen an IRL wrench that can rotate a 1x1x1 meter
cube...
L718[03:35:29] <tterrag> you've been
buying the wrong wrenches
L719[03:35:57] <shadekiller666> where does
one purchase a 1x1x1 meter wrench?
L720[03:36:33] <killjoy> I think I saw one
online
L721[03:36:38] *
McJty has also never seen a backpack IRL that can hold a 1x1x1
meter block of stone
L722[03:36:44] <tterrag> or a person
L723[03:36:46] <tterrag> for that
matter
L724[03:36:53] <shadekiller666> ?
L725[03:36:54] <McJty> Indeed
L726[03:37:13] <shadekiller666> backpacks
can hold people... mind you tiny people
L727[03:37:38] <Sandra> so how would I go
about changing the state of my block?
L728[03:37:44] <McJty> I think tterrag
means a person holding a 1x1x1 meter block :-)
L729[03:37:46] <Sandra> i mean
blockstate.
L730[03:37:53] <tterrag> Sandra:
world.setBlockState ?
L731[03:38:02] <Sandra> oh ok cool.
L732[03:38:14] <shadekiller666> i just
want to find a pair of pants that can hold 36 stacks of 64 1x1x1
meter cubes...
L733[03:38:21] <tterrag> that's the *only*
way to set blocks nowadays
L734[03:38:31] <Sandra> also,
IBlockState.cycleProperty will just give you the next property in
the thingy correct?
L735[03:38:37] <shadekiller666> yes
lol
L736[03:38:43] <Sandra> *value for the
property.
L737[03:38:44] <tterrag> that's a
thing?
L738[03:38:47] <tterrag> cool
L739[03:38:48] <shadekiller666> the next
valid value
L740[03:38:55] <tterrag> probably used for
the debug world I suppose
L741[03:39:26] <shadekiller666> so if its
a PropertyDirection, cycleProperty will cycle through the entries
in EnumFacing
L742[03:39:37] <Sandra> mmm.
L743[03:39:47] <shadekiller666> anyway,
goodnight
L744[03:39:48] <Sandra> or a PropertyEnum
will cycle through the entries in the enum.
L745[03:39:54] <shadekiller666> yep
L746[03:39:58] <Sandra> (i.e. what I'm
using it for.)
L747[03:40:09] <shadekiller666>
PropertyDirection is a PropertyEnum<EnumFacing> i
believe
L748[03:40:17] <Sandra> mmm.
L749[03:40:55] <tterrag> indeed, with a
bit more logic for axes etc
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L751[03:41:38] <tterrag> oh that's
interesting, it uses a predicate, but they implemented Predicate on
Axis
L752[03:41:42] <tterrag> smart
L753[03:42:29] <Sandra> I didn't know
PropertyDirection was a thing before.
L754[03:42:33] <Sandra> but cool.
L755[03:42:57] <Sandra> not usable in my
current thing but maybe in a later thing.
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L759[03:46:44] <fuj1n> Is there a way to
get an instance of the default language other than just referring
to en_US by default?
L760[03:47:39] <tterrag> mojang hardcodes
it
L761[03:47:42] <tterrag> so probably the
latter
L762[03:47:54]
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L763[03:48:00] <fuj1n> Alright,
thanks!
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L765[03:48:21] <killjoy> could always do
classloader.getResource("/assets/minecraft/lang/en_US.lang")
L766[03:48:31] *
tterrag barfs
L767[03:48:34] <tterrag> y
L768[03:49:02] <killjoy> Never said it was
a preferred idea.
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L770[03:49:21] <killjoy> I don't know your
reasons
L771[03:49:46] <fuj1n> :3
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L774[03:50:22] <killjoy> fuj1n, why do you
want the default language?
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L779[03:50:59] <fuj1n> I want the default
language instance so I can get it's language code, so I can use it
as a folder
L780[03:51:10] <killjoy> I do a similar
thing
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L784[03:52:28] <killjoy> you can use
mc.gameSettings.language. It saves the code
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L786[03:53:12] <fuj1n> So I guess the best
way is to hardcode en_US as default anyway
L787[03:53:20] <killjoy> yes
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L794[04:02:49] <killjoy> Looks like that's
what vanilla does.
L795[04:03:11] <killjoy> it makes a list
containing "en_US" and if it's not the current language,
adds that too
L796[04:03:18] <killjoy> then sends that
list to be populated
L797[04:03:22] <killjoy> er, to
populate
L799[04:11:32] <Sandra> getActualState()
can be used to get a value from a TE correct?
L800[04:11:40] <McJty> yes
L801[04:11:43]
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L802[04:11:49] <asie> go capabilities!
:D
L803[04:12:10] <Sandra> which can then be
used as a rendering property, yes?
L804[04:12:25] <Sandra> how?
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L807[04:14:55] <ThePsionic> Well that's
something else
L808[04:15:22] <McJty> Sandra, I use it
for variants in my blocksate json
L809[04:15:39] <Sandra> McJty, would you
link me to your block class?
L810[04:16:54] <McJty> hold on
L811[04:17:57] <McJty> Trying to find an
example that I'm not working on and actually works fine :-)
L813[04:19:13] <McJty> This has a WORKING
property that it gets from the tile entity
L814[04:19:18] <McJty> And it is used to
change the front face of the block
L815[04:20:07] <McJty> brb
L816[04:21:21] <Sandra> so you still
specify the property in createBlockState, but you only return it in
getActualState?
L817[04:21:25] <Sandra> ok, cool.
L818[04:26:26] <McJty> yes
L819[04:27:15] <Sandra> now the next
question is: how do I make my block have a TE.
L820[04:27:42] <McJty> That's easy. Just
implement ITileEntityProvider
L821[04:28:37] <Sandra> and return
something from createTileEntity?
L822[04:28:39] <Sandra> that's it?
L823[04:28:48] <McJty> yes and also don't
forget to register the tile entity
L824[04:28:53] <McJty> In
GameRegistry
L825[04:28:57] <Sandra> mmm.
L826[04:32:29] <Sandra> am I supposed to
pass the world parameter to the TE in that method?
L827[04:32:32] <Sandra> or?
L828[04:33:17] <McJty> What method?
L829[04:34:07] <Sandra>
createTileEntity.
L830[04:34:20] <Sandra> also, do I grab
the RF API out of RFTools?
L831[04:34:25] <Sandra> *can I?
L832[04:34:30] <McJty> Sandra, you don't
call that method. You make it
L833[04:34:33] <McJty> Sandra, MC will
call it
L834[04:34:48] <McJty> Sandra, I actually
put the RF API in McJtyLib
L835[04:34:50] <Sandra> yes, but it has
World world as a parameter.
L836[04:35:31] <McJty> Sandra, you can use
that if you want but I never do
L837[04:35:53] <Sandra> MC will fill up
the TE's worldObj with a world anyway?
L838[04:35:59] <McJty> yep
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L840[04:39:04] <Sandra> so I override
getCapability with a function that returns the capabilities I
support yes?
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L842[04:45:54] <Sandra> oh, I'll do that
later.
L843[04:46:08] <tterrag> anyone familiar
with NIO?
L844[04:46:26] <tterrag> I am doing
Files.write with StandardOpenOption.CREATE but it still crashes
with a NoSuchFileException
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L847[04:50:20] <Sandra> ok, final thing
for now, how do I mark a block to be rerendered?
L848[04:53:43] <McJty>
this.worldObj.markBlockForUpdate(this.getPos());
L849[04:53:53] <McJty> I do this server
side in the TE
L850[04:55:29] <Sandra> ok!
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L858[05:11:56] <Sandra> McJty, wrt
getActualState....
L859[05:11:56] <Sandra>
net.minecraftforge.fml.common.LoaderException:
java.lang.IllegalArgumentException: Don't know how to convert
oareborn:laserPlayer[powered=true] back into data...
L860[05:12:08] <Sandra> it's trying to
convert it as so.
L861[05:12:09] <McJty> Can you show your
code?
L862[05:12:20] <Sandra> I
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L865[05:15:08] <McJty> You didn't
implement getMetaFromState and getStateFromMeta
L866[05:15:31] <Sandra> oh ok, so I do
still have to implement those.
L867[05:15:40] <Sandra> and what, just
return a blank state?
L868[05:16:35] <McJty> return
this.getDefaultState()
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L877[05:47:39] <Lumien> If i want to
generate something in the world after it's "decorated" do
i have to use DecorateBiomeEvent or is there another way?
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L887[06:07:14] <covers1624> So, this 1.8.9
train. Is there documentation on how to do these .json files
sensibly?
L889[06:09:53] <Sandra> also... do 1.8 TEs
not tick?
L890[06:10:15] <McJty> Not
automatically
L891[06:10:20] <McJty> Implement
ITickable
L892[06:10:28] <covers1624> ^^
L893[06:10:45] <covers1624> Thanks, ill
sing out if i have any troubles
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L896[06:12:29] <Sandra> don't suppose
there's any way to get waila into a 1.8 dev environment?
L897[06:14:19] <McJty> Question, what do
you have to implement so that a player does not get damage when he
is in my block?
L898[06:14:25] <McJty> Or override
L899[06:14:30] <McJty> Sandra, sure there
is
L900[06:14:35] <Sandra> oh good it has a
dev build.
L901[06:14:43] <McJty> Sandra,
deobfCompile
"mcp.mobius.waila:Waila:1.6.0-B3_1.8.8"
L902[06:14:47] <Sandra> wait... does it
still have the RF reader handler?
L903[06:14:49] <McJty> Sandra, in your
build.gradle
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L907[06:44:18] <covers1624> So,
VertexFormat BLOCK... it has 2 UV elements, one float and one
short, what is the second one all about?
L908[06:45:31] <covers1624> Or am i being
retarted as usual?
L909[06:47:47] <asie> what?
L910[06:48:14] <covers1624>
DefaultVertexFormats
L911[06:49:26] <fry> lightmap
L912[06:49:31] <covers1624> OHHHHHHH
L913[06:49:47] <covers1624> i was just
about to try that, thanks fry!
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L931[07:29:36] <Lordmau5> \o
L932[07:29:50] <Lordmau5> I forgot that I
can't connect to this with the esper webchat
L933[07:30:01] <Lordmau5> so I went for
KiwiIRC to connect to my BNC and all's good - how's things, people?
:P
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L939[07:32:33] <gigaherz> [13:14] (McJty):
Question, what do you have to implement so that a player does not
get damage when he is in my block?
L940[07:32:38] <gigaherz>
isVisuallyOpaque
L941[07:32:44] <gigaherz> poor name choice
;P
L942[07:32:46] <McJty> ok thanks
L943[07:32:57] <McJty> I apparently solved
it differently but it got solved too :-)
L944[07:33:40] <gigaherz>
isVisuallyOpaque() controls both the code that draws the black
overlay when you are inside it, and the code that suffocates
you
L945[07:33:41] <Lordmau5> So when I'm home
in ~2h, I need to check on my code again >_> It appears that
my implementation on the "calculateInside" method of the
tank valve doesn't work the way it's supposed to with the new
BlockPos.offset() method
L946[07:34:10] <Lordmau5> As well, it
seemed like the frames didn't have the "camo" texture
they were supposed to have - but that's low priority
L947[07:34:21] <Lordmau5> functionality
> visual
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L949[07:35:03] <Quetzi> so the camo works
as long as everything else is purple and black?
L950[07:35:15] <Lordmau5> eeeh,
kinda
L951[07:35:24] <Lordmau5> let's just say
it didn't calculate the actual inside of the tank properly
L952[07:35:59] <Lordmau5> but the frame
blocks of the tank that it *did* calculate correctly (it was
basically one line on the X axis, iirc), were showing actual things
in Waila
L953[07:36:21] <Lordmau5> I'm basically
just here to chat right now though, since I'm at work, haha
:P
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L970[08:18:20] <_habnabit>
http://i.imgur.com/G2naTMw.png trying to do `gradle
runClient`, but it looks like my textures are hosed or something? i
already tried deleting ~/.gradle/caches/minecraft to force that to
redownload, but that didn't solve
L971[08:18:22] <_habnabit> it
L972[08:20:00] <diesieben07> _habnabit,
read the EAQ on the forums
L973[08:20:11] <diesieben07> you have to
disable the loading screen
L974[08:24:53] <McJty> fry, in the future
I foresee some problems with this blockstate though
L975[08:25:11] <McJty> fry, the idea is
that other mods (including addons of my own) can add modules
L976[08:25:12] <Lordmau5> this sounds like
an interesting topic - *starts listening*
L977[08:25:16] <McJty> And so they would
have to add overlays
L978[08:25:21] <McJty> Not sure if that's
even thinkable with this
L979[08:25:40] <Lordmau5> add a
sub-blockstate to a existing blockstate you mean?
L980[08:26:05] <McJty> It is not that
easy
L982[08:26:36] <McJty> See the three
'overlay_generic'/'overlay_ore'/... lines
L983[08:26:45] <McJty> Other mods need to
be able to add 'lines' to that as it were
L984[08:26:49] <McJty> Extra
overlays
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L986[08:27:11] <fry> well, there are a
couple of ways to implement that
L987[08:27:23] <fry> first of all, you can
expose your state mapper to addons
L988[08:27:37] <fry> so that they'll be
able to add custom model locations there
L989[08:27:49] <fry> but you ahve a bigger
problem - blockstate itself
L990[08:27:51] <fry> *have
L991[08:28:24] <fry> your "type"
property would have to know about those mods
L992[08:28:33] <McJty> yes indeed
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L994[08:28:33] <fry> before you create the
block
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L996[08:29:08] <McJty> For my own addons I
can of course hardcode it into the base mod. Not clean but it would
be the easiest way
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L1000[08:37:11] <_habnabit> diesieben07,
ok, thanks. why is the documentation scattered all over the place
like this :(
L1001[08:37:20] <diesieben07> ?
L1002[08:37:22] <_habnabit> i didn't see
this on the readthedocs page at all
L1003[08:37:34] <diesieben07> because you
are using an outdated version
L1004[08:37:41] <_habnabit> of
what?
L1005[08:37:42] <diesieben07> modern
forge versions do this automatically on mac
L1006[08:37:49] <_habnabit> i see
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L1008[08:39:27] <_habnabit> well, i'll
try using recommended; i just was using whatever version was
already specified by the mod i was building
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L1010[08:39:46] <_habnabit> 10.13.4.1448,
i think
L1011[08:40:40] <diesieben07> if you are
building a different mod you have to use their version of
course
L1012[08:41:14] <_habnabit> well that
seems to have fixed it at least
L1013[08:42:03] <_habnabit> or not
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L1016[08:43:04] <diesieben07> Yes, did
you disable the loading screen?
L1017[08:43:20] <_habnabit> no; i just
updated forge
L1018[08:43:22] <_habnabit> i'll try that
now
L1019[08:44:27] <diesieben07> you are
still using 1.7.10
L1020[08:44:34] <_habnabit> yes
L1021[08:44:36] <diesieben07> onyl recent
versinos of forge disable it automatically
L1022[08:44:47] <_habnabit> 'recent' as
in 'for 1.8'?
L1023[08:45:57] <diesieben07> yes
L1024[08:46:02] <diesieben07> or rather
1.8.9
L1025[08:46:10] <diesieben07> there is no
point in using old minor versions
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L1050[09:13:11] <shadekiller666> who is
the most well-known useless Marvel superhero?
L1051[09:13:35] <shadekiller666> Aquaman
would be my choice for most well-known useless DC superhero
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L1053[09:15:11] <Lordmau5> The Damage
Control heroes?
L1055[09:15:21] <sham1> he's not useless
against people in sea :/
L1056[09:15:39] <Lordmau5> okay, those
aren't useless either then, damn...
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L1059[09:24:23] <Wuppy> o/
L1060[09:26:00] <Wuppy> ugh I hate
feeling like you're forgetting something but not knowing what it is
:V
L1062[09:28:29] <shadekiller666> thats
like a Remembrall fromm Harry Potter, and to quote Nevil, "i
can't remember what i've forgotten"
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L1064[09:29:28] <Wuppy> knowing that you
have to do something but not knowing what
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L1069[09:33:09] <shadekiller666> i hate
that feeling :P
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L1083[10:01:52] <sham1> did that poster
really say "3 arena's"
L1084[10:01:55] <sham1> FAIL
L1085[10:02:26] <Wuppy> it's Area's
L1086[10:02:54] <sham1> It still can be
seen as fail
L1087[10:03:02] <Wuppy> why?
L1088[10:03:08] <sham1> Because that is
not how you do plural
L1089[10:03:28] <Wuppy> meh who'll
notice
L1090[10:03:34] <sham1> I did
L1091[10:03:37] <Wuppy> everybody will be
reading the dj names, not the description
L1092[10:03:52] <sham1> That propably is
something that will happen
L1093[10:03:54] <Wuppy> and I don't think
anyone would skip a festival because of a spelling mistake :P
L1094[10:04:02] <sham1> I just like to
nitpick on some stuff
L1095[10:04:04] <shadekiller666> if its
in 3 different places they need to know where each dj is...
L1096[10:04:27] <Wuppy> shadekiller666,
it's all in 1 place, but they're like 100 meters from each
other
L1097[10:04:39] <Wuppy> 1 location,
several areas
L1098[10:07:38] <shadekiller666> still
need to know which area
L1099[10:08:10] <Wuppy> it's 5 months
from now, at the moment I'm not interested in the exact position
I'll be standing then
L1100[10:09:51] <shadekiller666>
lol
L1101[10:10:55] <Wuppy> as long as I know
the general location of the festival, I'm more than satisfied
L1102[10:11:29] <Wuppy> and the djs which
are coming, of cours,e because that's what you're actually paying
for :P
L1103[10:12:10] <gigaherz>
shadekiller666: nahg the general location is enough, the rest can
be done from ear -- you approach the music you like the most
;P
L1104[10:12:15] <gigaherz> -g
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L1107[10:16:18] <shadekiller666>
lol
L1108[10:16:58] <Wuppy> yep, it's either
slow music, too fast music and glorious music
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L1120[10:31:44] <MalkContent> this
multipart thingi that is going into forge now (?)
L1121[10:31:45] <gigaherz> fry /
shadekiller666
L1122[10:31:51] <MalkContent> is this
chiselmod based on that?
L1123[10:31:58] <gigaherz> is there a way
to specify the color applied to a .obj model from the blockstates
json?
L1124[10:31:58] <fry> what?
L1125[10:32:05] <fry> nope
L1126[10:32:18] <gigaherz> oww :(
L1127[10:32:28] <fry> MalkContent: what?
:P
L1128[10:32:30] <gigaherz> I'll have to
make color-coded textures then
L1129[10:32:43] <shadekiller666> i've
been thinking about that
L1130[10:32:45] <shadekiller666>
actually
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L1132[10:33:20] <gigaherz>
shadekiller666: how about "custom": {
"materialname:Kd": colorvalue } ;P
L1133[10:33:26] <shadekiller666> might
look into something with the custom data
L1134[10:33:35] <MalkContent> idk. some
bloke called Amadornes on twitter is making a thing called
MCMultiPart that somehow more or less goes into forge now
L1135[10:33:46] <MalkContent> and i was
curious if the chisel n bits mod uses that
L1136[10:34:00] <gigaherz> MalkContent:
current public versions, no
L1137[10:34:08] <gigaherz> but C&B
will use mcmultipart
L1138[10:34:22] <gigaherz> or at least it
was like that last time I asked about it
L1139[10:34:28] <gigaherz> maybe they
released a new version since then ;p
L1140[10:34:34] <MalkContent> neat. i was
mostly curious about wether or not mcmultipart was capable of
supporting it
L1141[10:34:44] <gigaherz> yes it was
designed with that in mind ;P
L1142[10:35:55] <MalkContent> :)
L1143[10:36:22] <williewillus>
#MCMultipart and #JEI are where all the 1.8 people hang ;)
L1144[10:37:09] <AEnterprise> lol, seems
i forgot to rejoin there with my new bouncer, thanks for reminder
williewillus :P
L1145[10:37:17] <MalkContent> cause,
know. any old microblocks i knew didnt really seem to support
placing singlepixel blocks anywhere in the big 16³ pixel cube
L1146[10:37:25] <AEnterprise> knew i was
missing some channels
L1147[10:37:26] <MalkContent> you
know*
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L1149[10:40:26] <MalkContent> is jei new
btw?
L1150[10:40:44] <MalkContent> or just
unnoticed so far because nei was the big one
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L1152[10:41:24] <AEnterprise> it's 1.8.x
only
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L1155[10:42:26] <MalkContent> alright
then
L1156[10:43:47] <undeadparrot> Hi
L1157[10:45:15]
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L1158[10:48:02] <undeadparrot> I have a
container block with a TileEntitySpecialRenderer. It works fine
with bindTexturePublic(new ResourceLocation("minecraft",
"textures/blocks/planks_spruce.png")); for the texture.
If the container's slot contains an item for which there is a
block, I would like to bind to that block's texture instead.
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L1160[10:48:30] <undeadparrot> I am able
to get the container's item's Icon and iconname, but I'm not sure
how to get a resourcelocation from that
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L1162[10:49:29] <undeadparrot> Can I
simply bind to an icon instead of a resource location? or is there
a way to extrapolate a resourcelocation from an icon?
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L1164[10:50:04] <undeadparrot> also,
thanks a lot to everyone for the excellent framework ^_^
L1165[10:50:18] <diesieben07> IIcon is
just a *location* on the big texture sheet
(TextureMap.locationBlocksTexture)
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L1167[10:50:27] <diesieben07> so bind
that and then you get the UV coords from the IICon
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L1169[10:52:22] <undeadparrot> ohh I
see.
L1170[10:52:36] <undeadparrot>
TextureMap.locationBlocksTexture is a resourcelocation itself. so
all registered blocks appear in the atlas?
L1171[10:53:12] <diesieben07> blocks and
items
L1172[10:53:24] <diesieben07> it used to
be two textures one for each, but it's just the one now
L1173[10:54:00] <undeadparrot> I assume
you mean in 1.8? I'm using 1.7.10 still
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L1175[10:54:28] <undeadparrot> Thanks so
much, I hadn't even noticed the TextureMap class
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L1177[10:54:58] <diesieben07> uhh yeah i
guess
L1178[10:55:02] <diesieben07> why not
1.8? :D
L1179[10:55:57] <undeadparrot> Still
waiting for some things. Our server is 1.7.10
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L1181[10:56:54] <Lordmau5> yoo I'm home,
hi people \o
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L1183[10:59:40] <undeadparrot> Hmm. I see
I'm going to have to do some more work then. I'm using a forge obj
model for my block, to be textured, so I suppose I'll have to
manipulate the UV's before telling AdvancedModelLoader to load the
model.
L1184[10:59:43] <MalkContent> hmm. any RP
replacement going 1.8 already?
L1185[11:00:16] <undeadparrot> I've not
noticed any way to modify the model after loading it.
L1186[11:00:57] <diesieben07>
undeadparrot, this is why you should update to 1.8. :D
L1187[11:04:24] <undeadparrot> >_<
eventually. There must be an easier way now, though. Do you know
how chickenbones' model stuff differs from the forge models? I
think I saw mention of him having some utils for it.
L1188[11:04:30] <undeadparrot> I'll go
check them out.
L1189[11:04:39] <undeadparrot> does 1.8
include ways to modify models after loading? ;o
L1190[11:04:42] <Lordmau5> lmfao and this
is why you don't copy&paste your own code
L1192[11:04:51] <Lordmau5> I apply
getFrontOffsetX to X, Y and Z in there *facedesk*
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L1194[11:05:23] <Lordmau5> THIS looks
more like it worked!
L1196[11:05:53] <undeadparrot> hah that's
a common slip for me
L1197[11:05:57] <Temportalist> So many
missing textures...
L1198[11:06:19] <Lordmau5> ye, but
textures are low-priority on those "camo-esque" blocks
right now
L1199[11:06:31] <Lordmau5> functionality
should be there before
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L1202[11:08:07] <gigaherz> MalkContent: I
believe there was someone trying to recreate RP2 in a faithful
way
L1203[11:08:20] <gigaherz> can't remember
who, though XD
L1204[11:08:20] <MalkContent>
srsly?
L1205[11:08:24] <MalkContent> damn you
:P
L1206[11:09:01] <gigaherz> hmf dunno if I
like
L1208[11:09:09] <gigaherz> I switched the
orb icons to 3D models
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L1219[11:09:26] <MalkContent> haha,
srsly
L1220[11:09:34] <gigaherz>
comparison
L1222[11:09:37] <MalkContent> i thought
you were asking about that dick wand
L1223[11:09:47] <gigaherz> nah that I
like ;P
L1224[11:09:51] <MalkContent> :D
L1225[11:10:04]
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L1228[11:10:49] <gigaherz> that's a staff
XD
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L1230[11:10:54] <gigaherz> you only see
the top in first person
L1231[11:11:15] <MalkContent> :D
L1232[11:11:16] <gigaherz> and seriously,
if that makes you think of a dick, you have a really bad issue
XD
L1233[11:11:37] <MalkContent> okay,
anyone currently reading the chat
L1234[11:11:49] <heldplayer> Alex has
turned evil!
L1235[11:11:55] <MalkContent> does that
staffs first person display make you think of a dick? say
"aye" pls
L1236[11:12:01] <MalkContent> i doubt i
am alone here :P
L1237[11:12:07] <gigaherz> you already
mentioned it
L1238[11:12:15] <shadekiller666> thats
making the assumption that Alex wasn't evil at one point?
L1239[11:12:33] <gigaherz> that means
people will looks at the screen while trying to see a dick
L1240[11:12:36] <gigaherz> makes it
easier ;P
L1241[11:12:45] <gigaherz> I have been
developing this mod since around 1.4.7
L1242[11:12:47] <MalkContent> true
L1243[11:12:49] <gigaherz> and in 1.8 for
a year
L1244[11:12:50] <heldplayer> I'm more
curious what's going on on the right of that last screenshot
gigaherz
L1245[11:12:53] <gigaherz> no one ever
mentioned dicks
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L1247[11:13:10] <gigaherz> heldplayer:
the essentializer?
L1248[11:13:15] <MalkContent> people are
just too polite :P
L1249[11:13:16] <heldplayer>
Probably?
L1250[11:13:21] <heldplayer> I don't know
your mod :P
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L1252[11:13:39] <heldplayer> MalkContent:
or you have a dirty mind ( ͡° ͜ʖ ͡°)
L1253[11:14:11] <Lordmau5> urgh
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L1255[11:14:16] <Lordmau5> gigaherz, the
tank is semi-working now \o/
L1256[11:14:16] <MalkContent> i will
admit to that, but i doubt that's the sole driving force here
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L1258[11:14:35] <Lordmau5> but the frames
are not getting the proper IBlockState of the block that was there
before - I have a feeling it's not getting synced properly or
something?
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L1260[11:14:50] <MalkContent> giga, you
weren't talking about blutricity or pred, were you?
L1261[11:15:03] <gigaherz> no
L1263[11:15:08] <MalkContent> rp2 is long
overdue for a real remake
L1264[11:15:11] <gigaherz> that's the
machine
L1265[11:15:18] <gigaherz> MalkContent:
let me look at the log file
L1266[11:15:23] <gigaherz> see if I find
it
L1267[11:15:43] <MalkContent> willing to
help that guy if it looks promising. gonna throw ALL the textures
at him
L1268[11:15:54] <shadekiller666> eloraam
has been working on a standalone RP2 for a while... but i don't
think thats ever going to come out lol
L1269[11:16:19] <MalkContent> actually
wouldn't be surprised when it does :P
L1270[11:16:26] <MalkContent> but i can't
play thaumcraft in there
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L1273[11:16:48] <MalkContent> giga, that
the machine that turns things round?
L1274[11:16:49] ***
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L1275[11:16:49] <heldplayer> gigaherz:
Magicka fan? :P
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L1277[11:17:11] <Temportalist>
MalkContent: do you do textures? 0_0
L1278[11:17:43] <MalkContent> sure
L1279[11:17:51] <gigaherz> [00:05]
(Unh0ly_Tigg): first block of this new mod, is now complete...
after almost 2 weeks... ugh.
L1280[11:17:51] <gigaherz> [00:05]
(gigaherz): XD
L1281[11:17:51] <gigaherz> [00:05]
(gigaherz): what's it about?
L1282[11:17:52] <gigaherz> [00:07]
(Unh0ly_Tigg): rp2 clone for 1.8.9
L1283[11:17:53] <MalkContent> mostly when
I'm bored, though
L1284[11:18:02] <Temportalist> Interested
in doing some for a magic mod called EsoTeriCraft?
L1285[11:18:06] <gigaherz> dunno if he's
still working on it
L1286[11:18:06] <gigaherz> XD
L1287[11:18:44] <MalkContent> now i'm
trying to recall if Unh0ly_Tigg was someone i was pleasently
surprised with or no
L1288[11:18:48] <gigaherz> heldplayer: I
do openly admit to have been inspired by the magicka magic
system
L1289[11:18:55] <heldplayer> ;)
L1290[11:18:56] <heldplayer> Good
L1291[11:18:57] <gigaherz> although I am
not a fan of the game
L1292[11:18:59] <MalkContent>
Temportalist: are you actually doing it? :P
L1293[11:19:00] <heldplayer> I like that
system
L1294[11:19:11]
⇨ Joins: Woodstone
(~quassel@2a03:b0c0:2:d0::2c8:d001)
L1295[11:19:17] <gigaherz> and it's not
EXACTLY like magicka
L1296[11:19:27] <Temportalist> I am the
modder, yes. Do you have a Twitter? (Gotta get back to work
soon)
L1297[11:19:33] <gigaherz> magicka has
"shield" "healing" and other non-elemental
magic options
L1298[11:19:52] <LatvianModder> No, I am
The Modder! *epic battle area initiates*
L1299[11:19:55] <Lordmau5> sooo
L1300[11:20:00] <Lordmau5> Waila get's
the "fake" information properly
L1301[11:20:03] <MalkContent> and it
depends. just hit me up whenever you see me in here and give me a
cue
L1302[11:20:04] <Temportalist> Lat:
haha
L1303[11:20:07] <Lordmau5> but the tank
frame in "camo" mode isn't being rendered properly
L1304[11:20:17] <MalkContent> I'll
probably do the thing you say if I'm bored
L1305[11:20:26] <LatvianModder> (I get
pinged with "modder" few times a day :P)
L1306[11:20:33] <Temportalist>
MalkContent okay. I'm planning on hoping on after work, so in a few
hours.
L1307[11:20:50] <Temportalist>
Modder
L1308[11:20:52] <Temportalist>
Modder
L1309[11:20:53] <Temportalist>
Modder
L1310[11:20:55] <MalkContent> don't count
on me for everything, though :P
L1311[11:20:57] <Temportalist> XP
L1312[11:20:57] <LatvianModder>
Augh!
L1313[11:21:05] <Temportalist> Malk,
okay
L1314[11:21:38] <MalkContent> lemme see
if I can find something I did that's already uploaded
L1315[11:21:38]
⇦ Parts: Temportalist
(uid37180@id-37180.charlton.irccloud.com) ())
L1316[11:21:44] <MalkContent> nvm
then
L1317[11:21:48] <Lordmau5> so apparently
the IBlockState property inside my IBlockState is broken
L1318[11:21:50] <LatvianModder> But.. he
uses IRCCloud...
L1319[11:21:56] <Lordmau5>
IExtendedBlockState, whatever, ...
L1320[11:22:25] <shadekiller666>
what
L1321[11:22:49] <shadekiller666>
IExtendedBlockState isn't part of IBlockState... its an extension
of it
L1322[11:22:53] <Lordmau5> I knoow
L1323[11:23:01] <Lordmau5> but I put a
custom IBlockState for block-camo inside the IBlockState of my
block
L1324[11:23:08] <Lordmau5>
(IBlockState-ception)
L1325[11:23:51] <gigaherz> hmmm recording
that little video made me notice an issue in the Essentializer
machine
L1326[11:23:56] <shadekiller666>
O.o
L1327[11:24:00] <gigaherz> I need a third
slot
L1328[11:24:21] <gigaherz> can't have
"adding contained magic" and "burning the item"
in the same slot
L1329[11:24:22] <shadekiller666>
gigaherz, this is why we test things :P
L1330[11:24:30] <shadekiller666>
lol
L1331[11:24:55] <gigaherz> the way it
works now, it will burn the item once it's done removing the
contained magic in it XD
L1332[11:25:04] <shadekiller666>
oops
L1333[11:25:05] <shadekiller666>
lol
L1334[11:25:18] ***
MrKickkiller is now known as MrKick|Away
L1335[11:25:45] <gigaherz> oh well
L1336[11:25:52] <gigaherz> a redesign of
the UI was due ;P
L1337[11:26:09] <shadekiller666>
lol
L1338[11:26:16] <MalkContent> o look at
that. the multipart guy also works on bluepower
L1339[11:27:36] <shadekiller666>
chickenbones?
L1340[11:28:11] <Lordmau5> williewillus,
are you there perhaps?
L1341[11:29:01] <MalkContent> no
L1342[11:29:05] <MalkContent> the
MCMultiPart guy
L1343[11:29:14] <Lordmau5>
amadornes?
L1344[11:29:16] <MalkContent> yea
L1345[11:29:37] <MalkContent> was just
looking it up cause i wasn't sure if he was spelled with or w/o
n
L1346[11:29:38]
⇦ Quits: LexLap2 (~LexManos@172.76.2.58) (Read error:
Connection reset by peer)
L1347[11:29:50] <Lordmau5> dores?
L1348[11:29:51] <Lordmau5> :p
L1349[11:30:02]
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L1350[11:30:02]
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L1351[11:30:12] <LatvianModder> we call
him ama, because noone knows how to spell that
L1352[11:30:14] <MalkContent> no, the
other n :P
L1353[11:30:14] <LatvianModder> :P
L1354[11:30:33] <Wuppy> I am ama,
AMA
L1355[11:30:40] <Wuppy> that wouldn't
make sense, would it? :P
L1356[11:30:48] <LatvianModder> Wuppy
\o/
L1357[11:30:53] <MalkContent> AAMAA
L1358[11:31:02] <Wuppy> hello latvian
guy
L1359[11:31:15] <LatvianModder> hello..
er.. dutch guy? am I close?
L1360[11:31:19] <Wuppy> perfect :D
L1361[11:31:31] <LatvianModder> \o/
L1362[11:31:47] <LatvianModder> Do you
happen to have tutorials for 1.8.9
L1363[11:31:48] <LatvianModder> ?
L1364[11:31:53] <Wuppy> time to buy me
some festival tickets today in an hour and a half :)
L1365[11:31:59] <Wuppy> nope, don't have
time for tutorials anymore :V
L1366[11:32:06] <Lordmau5> awww
L1367[11:32:08] <LatvianModder>
alright
L1368[11:32:10] <Lordmau5> I liked your
Tuts
L1369[11:32:11] <Wuppy> are there
actually (m)any differences betwwen 1.8 and 1.8.9?
L1370[11:32:23] <LatvianModder> any
1.8*
L1371[11:32:29] <MalkContent> yea. they
finally added blackjack and hookers
L1372[11:32:33] <Wuppy> Lordmau5, thnaks
:), I've been spending most of my time on game development and some
on my book
L1373[11:32:37] <shadekiller666> i wish
the push functionality in SourceTree would allow you to force
push... it currently doesn't because Atlassian feels like it would
encourage "bad practices"
L1374[11:32:38] <Lordmau5> oh boi
L1375[11:32:48] <Wuppy> LatvianModder,
there are a few tutorials on 1.8
L1376[11:32:51] <Lordmau5> scratch MC
modding tutorials, game dev beats that by miles
L1377[11:33:04] <LatvianModder> yeah, one
of the 3 earliest subs ive had are Monstercat, direwolf and Wuppy
:P
L1378[11:33:07] <Wuppy> and I wrote a
book on 1.8 modding :)
L1379[11:33:08] <williewillus> Lordmau5:
I am now
L1380[11:33:15] <Lordmau5> hi there
o/
L1381[11:33:22] <shadekiller666> i want
to be in game development... i just don't have any fucking ideas
for games...
L1382[11:33:25] <williewillus> Wuppy:
when did you write it?
L1383[11:33:26] <Lordmau5> I'm kinda
struggling with the camo rendering haha
L1384[11:33:27] <Wuppy> anyone want to
play one of my games? :P
L1385[11:33:35] <LatvianModder>
Jigsaw?
L1386[11:33:39] <williewillus> Lordmau5:
what's wrong with it?
L1387[11:33:44] <Wuppy> williewillus,
around summer of 2015
L1388[11:33:53] <shadekiller666> i find
thats my biggest problem, coming up with a goal, but once i have a
goal, i can figure out how to reach it
L1389[11:33:54] <Lordmau5> it doesn't
want to set the IBlockState in the block apparently
L1390[11:33:58] <williewillus> okay, so
it's pretty up to date, haha
L1391[11:34:11] <williewillus> Lordmau5:
so the state you get paseed to the smartmodel doesn't have the
mimic state inside it?
L1392[11:34:18] <Lordmau5> so it
seems
L1393[11:34:32] <Wuppy> shadekiller666,
I've got desingers to come up with game ideas, I just do
progrmaming :)
L1394[11:34:35] <williewillus> can i see
your block class?
L1395[11:34:35] <Lordmau5> BlockTankFrame
is adding it in getActualState and getExtendedState though
L1396[11:34:41] <Lordmau5> sure
L1397[11:34:42] <Wuppy> although I often
give a lot of input on the game once there is an idea
L1399[11:34:52] <shadekiller666> wuppy,
where do you find those people?
L1400[11:34:57] ***
tterrag|ZZZzzz is now known as tterrag
L1401[11:35:00] <Wuppy> shadekiller666,
my school
L1402[11:35:08] <shadekiller666> also, if
you need an animator/modeller, i might be able to help :P
L1403[11:35:16] <Wuppy> I'm on a game dev
school with artists, programmers and designers :D
L1405[11:35:26] <Lordmau5> the
getActualState and other function are in the middle of the
code
L1406[11:35:37] <shadekiller666> true, i
haven't had any animation classes at my new college yet so that
might be some help when the semester starts
L1407[11:35:47]
⇦ Quits: Delaxarnyazer
(~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300) (Ping timeout: 198
seconds)
L1408[11:35:58] <williewillus> take out
the stuff in getactualstate
L1409[11:36:05] <williewillus> only touch
your unlisted props in extended state
L1410[11:36:09] <Lordmau5> okay
L1411[11:36:17] <Lordmau5> so I can
actually completely remove getActualState
L1412[11:36:20] <williewillus> yeah
L1413[11:36:31] <williewillus> and maybe
put some printlns in your te to make sure it's actualy setting on
your te
L1414[11:36:32] <Lordmau5> I had it like
that before - I was unsure though and tried to do it with
that
L1416[11:36:49] <Lordmau5> it is setting
it, otherwise Waila would have issues
L1417[11:36:55] <Wuppy> 14 weeks, 1 day a
week with about 11 people :D
L1418[11:36:58] <Lordmau5> as in,
tile.getBlockState() is returning it properly
L1419[11:37:06] <williewillus> hm, maybe
you just need to trigger a render update
L1420[11:37:11] <shadekiller666>
Lordmau5, the rule with ExtendedBlockStates: only return an EBS or
IEBS from getExtendedState()
L1421[11:37:22] <Lordmau5> which I am
doing?
L1422[11:37:30] <Lordmau5> let me check
regarding the render update, williewillus
L1423[11:37:33] <williewillus> after it
mimics, does it render correctly once you place/break a block
nearby?
L1424[11:37:36] <shadekiller666>
returning one from anywhere else will prevent your block from being
placable
L1425[11:37:40] <Lordmau5> nope it
doesn't
L1426[11:37:55] <Lordmau5> my block
should not be placeable anyway, I set it via. setBlockState where
it needs to be
L1427[11:38:04]
⇨ Joins: Delaxarnyazer
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L1428[11:38:05] <williewillus> can I see
the smartmodel then?
L1429[11:38:09] <Lordmau5> iirc,
getPickBlock was also having issues before
L1430[11:38:12]
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closed the connection)
L1431[11:38:21] <tterrag> hey fry
L1432[11:39:19]
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L1434[11:39:42] <shadekiller666> wow...
26 commits ahead of the master branch on my local OBJLoader repo...
might be time for a squashing
L1435[11:40:15] <Lordmau5> pickBlock is
returning an interesting error though
L1436[11:40:37]
⇨ Joins: calclavia
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L1437[11:40:40] <williewillus> what
error?
L1439[11:41:14] <williewillus> yeah idk
how safe that is
L1440[11:41:20] <williewillus> because
the mimicked block's getpickblock
L1441[11:41:24] <williewillus> might
check the TE, etc.
L1442[11:41:29] <Lordmau5> I am doing
that already though
L1443[11:41:36] <Lordmau5> oh oooh that'S
what you mean
L1444[11:41:45] <williewillus> and in
this case it's mimicing wood, and apparently's wood's pickblock
calls getblockstate and checks the variants
L1445[11:41:53] <williewillus> which
don't exist on your camo block, so it errors
L1446[11:42:02] <Lordmau5> hmm
L1447[11:42:08] <Lordmau5> well, let's
skip this for a sec
L1448[11:42:12] <heldplayer> Lordmau5:
override createBlockState or however it's called
L1450[11:42:26] <williewillus>
heldplayer: he's done that already
L1451[11:42:28] <Lordmau5> I am
overriding that
L1452[11:42:37] <Lordmau5> with an
ExtendedBlockState
L1453[11:42:51] <williewillus> hm idk
what the prblem is then. where is the camo set in the TE?
L1454[11:42:56] <heldplayer> Ah
L1455[11:43:03] <Lordmau5> upon building
the tank via. the TankValve
L1456[11:43:25] <Lordmau5> it's weird
that it works through Waila though
L1457[11:43:30] <Lordmau5> as in, that
Waila can fetch the info properly
L1458[11:43:47] <Lordmau5> i have an
idea
L1459[11:43:55] <williewillus> it's
probably not updating
L1460[11:43:57] <Lordmau5> let me put a
sout inside the "frameState != null"
L1461[11:44:08] <williewillus> are you
sure you trigger a render update?
L1462[11:44:15] <williewillus>
world.markBlockRangeForRenderUpdate(pos, pos)
L1463[11:44:18] <williewillus> on the
clientside
L1464[11:44:34] <williewillus> your
smartmodel might not even be getting called because the world
doesn't know it needs to redraw your block
L1465[11:46:05] <williewillus>
world.markBlockForUpdate on serverside *might* work, but I've
always used the latter
L1466[11:46:21] <Lordmau5> doesn'T really
do anything
L1467[11:46:39] <williewillus> what do
you mean?
L1468[11:46:48] <williewillus> what do
your souts in your smartmodel say?
L1469[11:46:53] <Lordmau5> nothing
L1470[11:46:57] <Lordmau5> frameState ==
null
L1471[11:47:03] <williewillus> move it
outside the if
L1472[11:47:06] <Lordmau5> as in, the
getValue returns null
L1473[11:47:08] <williewillus> and see if
it gets called at all
L1474[11:47:17] <Lordmau5> k one
sec
L1475[11:47:21] <williewillus> if not
then the world doesn't know to rerender the block
L1476[11:47:34] <Lordmau5> doesn't get
called
L1477[11:47:39] <williewillus> yup
L1478[11:47:41] <williewillus> trigger a
render update
L1479[11:48:02] <Lordmau5> is there a
method that get's called on the clientside in a tile when it
updates through markBlockForUpdate?
L1480[11:48:14] <williewillus> not
reall
L1481[11:48:16] <Lordmau5> hmm
L1482[11:48:25] <williewillus> what
for?
L1483[11:48:30] <Lordmau5> to.. update
it?
L1484[11:48:40] <williewillus> you just
need to call markBlockRangeForRenderUpdate clientside
L1485[11:48:51] <tterrag> !gm
func_174846_a
L1486[11:48:59] <Lordmau5> which is
useless if I set all the stuff on the serverside, eh?
L1487[11:49:03] <Lordmau5> :P
L1488[11:49:11] <Lordmau5> why would I
*set* tiles on the clientside, for example
L1489[11:49:22] <Lordmau5> that's made
via the serverside calls, no? e.g. the setBlockState
L1490[11:49:30] <williewillus> try
world.markBlockForUpdate on server
L1491[11:49:36] <Lordmau5> doing
that
L1492[11:49:58] <Lordmau5> I have a
feeling the client doesn't even know what IBlockState it is on that
specific block
L1493[11:50:02] <williewillus> it
does
L1494[11:50:07] <Lordmau5> how
L1495[11:50:10] <williewillus> your model
is just not getting called
L1496[11:50:15] <williewillus> because
the world doesn't know it needs to redraw
L1497[11:50:24] <williewillus> because
your extended state queries the TE and the TE is correct
L1498[11:50:25] <tterrag> !sm
func_174846_a setBlockPos Sets the position of the block that this
particle came from. Used for calculating texture and color
multiplier.
L1499[11:50:28] <Lordmau5> but in the end
it might not know about the stuff either
L1500[11:50:31] <williewillus> so the
extended state must be correct
L1501[11:50:38] <williewillus> this stuff
works, you just need a render update :p
L1502[11:51:05] <tterrag> !sf
field_174847_a sourceState
L1503[11:51:11] <williewillus> idk why
markBlockForUpdate doesn't work since I just looked at it and it
should, but maybe just send a packet to client to update the
range
L1504[11:51:12] <tterrag> !sf
field_181019_az sourcePos
L1505[11:51:17] <Lordmau5> so I just put
the markBlockRangeForRenderUpdate into the ITickable update()
method
L1506[11:51:19] <tterrag> ok, done
:P
L1507[11:51:20] <Lordmau5> and the
texture is still the same
L1508[11:51:28] <Lordmau5> I know, I
shouldn't do it, but this shows that stuff isn't working the way it
should
L1509[11:51:44] <williewillus> println
the extended state every TE tick :p
L1510[11:51:49] <williewillus> it's going
to be right
L1511[11:52:16] <williewillus>
block.getExtendedState(world.getBlockState(pos), world, pos)
L1512[11:52:25] ***
MrKick|Away is now known as MrKickkiller
L1513[11:53:27] <williewillus> or,
another possibility. don't rely on waila to tell you your TE is
correct because WAILA does it's own syncing. Have your own
clientside TE println's to make sure the state is actually set
correctly clientside
L1514[11:53:28] <Lordmau5> it is actually
right, interesting
L1515[11:53:32] <Lordmau5> welp
L1516[11:53:32] <williewillus> okay
L1517[11:53:38] <Lordmau5> the model is
just not being rendered properly then
L1518[11:53:57] <shadekiller666> are
there any Iterators that can take two enums as an input and spit
out combinations of their keys?
L1519[11:54:11] <Lordmau5> oh wait
L1520[11:54:24] <Wuppy> yas, time to
listen to some really bad music xD
L1521[11:54:42] <shadekiller666> like the
first time you call iterator.next(), you get the first key in each
enum, then next time you call it you get the fisrt key in one enum
and the second in another
L1522[11:54:43] <Lordmau5>
"block.getExtendedState"
L1523[11:54:45] <Lordmau5> so I have to
do
L1524[11:54:57] <Lordmau5>
worldObj.getBlockState(getPos()).getBlock().getExtendedBlockState(...)?
L1525[11:55:02] <williewillus> wat
L1526[11:55:06] <Lordmau5> inside the
tile
L1527[11:55:17] <williewillus> well you
know what your tile's block is, no? :p
L1528[11:55:34] <williewillus>
ModBlocks.myTankWall.getExtendedState(world.getBlockState(pos),
world, pos)
L1529[11:55:46] <williewillus>
getExtendedState doesn't get anything, it "enhances" the
state it's passed
L1530[11:56:07] <Lordmau5> so I return
state.toString
L1531[11:56:11] <Lordmau5> which just
returns "ffs:blockTankFrame"
L1532[11:57:25] <Lordmau5>
getExtendedState DOES return it properly though
L1533[11:57:44] <Lordmau5> IBlockState
state =
FancyFluidStorage.blockTankFrame.getExtendedState(worldObj.getBlockState(getPos()),
worldObj, getPos());
L1534[11:57:46] <Lordmau5> that's what I
have
L1535[11:58:02] <williewillus> lemme see
what botania does to make a render update happen
L1536[11:58:09] <Lordmau5> casting it to
IExtendedBlockState doesn't do jackshit
L1537[11:58:49] <williewillus> of course
not
L1538[11:58:55] <Lordmau5> *shrugs*
L1539[11:58:58] <williewillus> it's an
IEB whether it's in an IBlockState reference or not
L1540[11:59:43] <Lordmau5> I should grab
some food before we continue though...
L1541[12:00:05] <Lordmau5> mention me in
the message if you have something that looks interesting
L1542[12:00:08] <Lordmau5> I'll be back
in like 20mins
L1543[12:04:50]
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(Quit: Not that there is anything wrong with that)
L1544[12:04:51] <williewillus> okay
botania platform just calls world.markBlockForUpdate serverside and
it happens
L1545[12:04:59] <williewillus> not sure
why yours isn't
L1546[12:05:15]
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L1548[12:05:58] <shadekiller666> if i
wanted to get a list/iterator that combines the entries in two
enums with each other in all possible ways (like how the forge
blockstate system combines values of properties together) would i
use a CartesianList?
L1549[12:06:23]
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L1550[12:06:31] <shadekiller666> like
ENUM1.A, ENUM2.A ... ENUM1.A, ENUM2.B ... etc
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L1552[12:07:18] <undeadparrot> Hi
guys
L1553[12:07:56]
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L1554[12:09:07] <williewillus>
shadekiller666: yeah I think
L1555[12:09:09]
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L1557[12:09:51] <undeadparrot> In 1.7.x
I'm using Forge advancedmodelloader to load objs and then draw
them. It works fine in TESRs but I suspect not in
ISimpleBlockBlahBlahs because those can't have gl11.start/end
calls
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L1559[12:10:37] <undeadparrot> Is there a
way to prevent those, or must I write my own obj renderer?
L1560[12:11:05] <williewillus> not
sure
L1561[12:11:12] <williewillus> but if you
use the 1.8 OBJLoader you can ;D
L1562[12:11:33] <undeadparrot> GROAN
;D
L1563[12:11:53] <undeadparrot> I will 1.8
when my server does, but for now it kind of needs 1.7.10
L1564[12:12:03] <undeadparrot> so I guess
that means dabbling
L1565[12:12:27]
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L1566[12:12:52] <undeadparrot> also, on
an unrelated note, is there a way to find out what mod something
comes from? get the modid from an item or block?
L1567[12:13:04] <undeadparrot> besides
using the iconname
L1568[12:14:04] <williewillus> yes
L1569[12:14:07]
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L1570[12:14:08] <williewillus> the
item/block registry
L1571[12:14:17] <williewillus>
GameRegistry.findUniqueIdentifierFor(item/block).modid
L1572[12:14:25] <undeadparrot> ahh thank
you
L1573[12:14:33] <undeadparrot> that'll
help
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L1575[12:15:33] <undeadparrot> I think I
might be better off just turning my obj's into hardcoded tesselator
calls then, instead of writing a different obj thing
L1576[12:15:52] <undeadparrot>
considering that I will eventually just move to 1.8
L1577[12:17:11] <Lordmau5> williewillus,
does this look right?
L1578[12:17:12] <Lordmau5>
event.modelRegistry.putObject(new
ModelResourceLocation("ffs:blockFrame",
"normal"), new TankFrameModel());
L1579[12:17:21] <Lordmau5> ffs the mod
id, blockFrame the unlocalized name of the block
L1580[12:17:27] <williewillus> not
unlocalized name
L1581[12:17:28] <williewillus> registry
name
L1582[12:17:33] <Lordmau5> well yea, it
has that
L1583[12:17:39] <Lordmau5> same one
L1584[12:17:45] <shadekiller666> ok what
the hell
L1585[12:17:53] <williewillus> if your
model doesn't look like the missing model that whole part is
fine
L1586[12:18:10] <shadekiller666>
Lists.cartesianProduct() is private... but Sets.cartesianProduct()
isn't
L1587[12:19:02] <williewillus> lol
L1588[12:19:25]
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L1590[12:19:48] <Lordmau5> brb
L1591[12:20:23]
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L1592[12:20:25] <Wuppy> and yet again an
example of why you should always have a proper portfolio website
and linkedin account, someone who's working at a company which gets
students into great companies which is supported by microsoft,
autodesk and unreal just contacted me :D
L1593[12:20:54] <undeadparrot>
Congratulations!
L1596[12:23:29] <Wuppy> thanks :)
L1597[12:24:02]
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L1599[12:26:30] <Lordmau5> alright
back
L1600[12:26:39] <Lordmau5> I am still
wondering what else could be wrong that it's not applying the
ISBM
L1601[12:26:50] <Lordmau5> all the other
things seem fine, no?
L1602[12:26:57] <williewillus> yeah
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L1604[12:27:04] <williewillus> botania
just calls markBlockForUpdate serverside and it updates
L1605[12:27:19] <Lordmau5> okay, so no
clientside update needed
L1606[12:27:19] <Lordmau5> btw
L1607[12:27:35] <Lordmau5> this is pretty
much how I set the tile + block
L1608[12:27:35] <tterrag> fry: you can
ignore him
L1610[12:27:37] <tterrag> we can talk in
here
L1611[12:28:11] <williewillus> Lordmau5:
why do you make a new TE every time? 0.o
L1612[12:28:24] <Lordmau5> for every
single frame block?
L1613[12:28:29] <Lordmau5> upon building
the tank?
L1614[12:28:37] <williewillus> ohh that's
the valve
L1615[12:28:44] <Lordmau5> the valve is
creating the tiles, yes
L1616[12:29:00] <williewillus> where is
the part where it actually receives the camo state?
L1617[12:29:13] <Lordmau5> at the
beginning pretty much
L1618[12:29:21] <Lordmau5> new
TileEntityTankFrame(this, setTiles.getValue());
L1619[12:29:26] <Lordmau5>
setTiles.getValue is the BlockState
L1620[12:30:33] <williewillus> hm, not
sure how setTE behaves
L1621[12:31:31] <Lordmau5> I can't use
addTileEntity, can I
L1622[12:31:37] <Lordmau5> cause that
won'T set it on the actual block
L1623[12:31:50] <Lordmau5> ye, that won'T
have a BlockPos then, damn
L1624[12:32:02] <Lordmau5> I hate when I
write a ' and uppercase right after haha
L1625[12:32:18] <williewillus> why can't
you have your frame block return a tile entity the normal
way?
L1626[12:32:30] <williewillus> i.e. from
createTileEntity
L1627[12:32:34] <Lordmau5> because I need
to set the IBlockState somehow?
L1628[12:32:41] <williewillus> and the TE
is made for you when you setBlockState
L1629[12:32:49] <williewillus> then you
do world.getTileEntity(pos) and set it there
L1630[12:33:14]
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L1631[12:34:17] <Lordmau5> might have
something now
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L1633[12:34:25] <Lordmau5> I got a method
to initialize it with the variables
L1634[12:34:35] <Lordmau5> which is being
called right after setBlockState in the Valve
L1635[12:35:55] <Lordmau5> \o/ still not
doing jackshit
L1636[12:35:57] <Lordmau5> ...
L1637[12:36:17] <Lordmau5> I have a
feeling "getDefaultState" is being the cause for this
here
L1638[12:36:24] <Lordmau5>
worldObj.setBlockState(pos,
FancyFluidStorage.blockTankFrame.getDefaultState());
L1639[12:36:52] <williewillus> no, it
shouldn't be
L1640[12:37:46] <Lordmau5> hmm
L1641[12:38:03]
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L1642[12:41:07] <Lordmau5> so the only
thing not being called properly is the damn TankFrameModel
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L1644[12:41:38] <Lordmau5> AT LEAST when
I break the tank now, it's not setting the blocks to air
anymore
L1645[12:41:45] <Lordmau5> but to their
original blocks \o/
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L1648[12:48:28] <shadekiller666>
williewillus, i understand that the PylonVariant is a property in
the BlockPylon's IBS, what determines when the crystal, ring, and
gems are shown?
L1649[12:48:56] <shadekiller666> does the
natura one only ever show the crystal, and the other two always
show everything?
L1650[12:49:30] <williewillus>
pylonvariant is just the meta, and each meta has a different
grouping. And yes, natura only is the crystal, the others show
everything
L1651[12:49:43] <williewillus> the groups
are just rendered in separate steps in the tesr for animation
L1652[12:50:34]
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L1653[12:52:00] <Lordmau5> why
L1654[12:52:02] <Lordmau5> am I so
stupid
L1655[12:52:02] <Lordmau5> why
L1656[12:52:15] <williewillus> what is
it?
L1657[12:52:19] <Lordmau5>
BlockStateMapper?
L1659[12:53:47] <williewillus> what's
wrong with it?
L1660[12:53:56] <williewillus> other than
the fact that it says it's both valid and invalid in waila
L1661[12:54:08] <Lordmau5> nothing
anymore
L1662[12:54:10] <williewillus> so the
camo works?
L1663[12:54:11] <williewillus>
awesome
L1664[12:54:11] <Lordmau5> I forgot the
blockstatemapper
L1665[12:54:12] <Lordmau5>
apparently
L1666[12:54:21] <Lordmau5> well, lighting
is something that doesn't really work yet, but it's fine so
far
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L1668[12:54:59] <williewillus> oh hm, I
didn't really consider that for mine, not sure how returning an
empty model for some render passes affects the lighting
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L1670[12:56:36] <Wuppy> aw shiet
L1671[12:56:49] <Wuppy> 3 minutes before
getting tickets to one of the best festivals this year
L1672[12:58:43]
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L1673[12:58:43]
MineBot sets mode: +v on RichardG
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L1679[13:03:50] <Wuppy> FFS website isn't
working
L1680[13:04:01] <Wuppy> so high demand
shit's not loading
L1681[13:04:55]
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L1691[13:27:18] <Mowmaster> So can I
still use codechickencore to load mods in my dev instance?
L1692[13:32:35] <Lordmau5> what about
cloudflare Wuppy
L1693[13:32:45] <Wuppy> already got them
:)
L1694[13:33:32] <Wuppy> although I'd
doubt cloudfalre would work
L1695[13:33:42] <Wuppy> considering it
came on 30 minutes ago
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L1700[13:46:20] <Lordmau5> urgh
L1701[13:46:32] <williewillus> things not
working? :p
L1702[13:46:33] <Lordmau5> so why the
hell do does my stuff invalidate after a few seconds
L1703[13:46:35] <Lordmau5> ye, kinda, idk
why
L1704[13:46:41] <Lordmau5> renders things
fine
L1705[13:46:48] <Lordmau5> but has issues
with the tank in general at some parts
L1706[13:46:49] <williewillus> like the
TE invalidates?
L1707[13:46:55] <Lordmau5> kind of?
idk
L1708[13:46:59] <williewillus> probably
because you set it manually :p
L1709[13:47:06] <Lordmau5> I am not
~~
L1710[13:47:15] <Lordmau5> I told you
before, that I went for a custom method to set the variables
L1711[13:48:00] <williewillus> what's
wrong with doing the TE the normal way, the using normal accessor
and setter methods?
L1712[13:48:04] <williewillus>
*then
L1713[13:48:22] <Lordmau5> what should be
wrong with it?
L1714[13:48:45]
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L1715[13:48:57] <williewillus> generally,
blocks are close to their TE's and manually setting and removing
TE's usually results in leaks or errors or strange issues like
yours
L1716[13:49:02] <williewillus> mainly
leaks
L1717[13:49:05] <Lordmau5> I am not
setting tiles, I told you
L1718[13:49:14] <williewillus> then what
is world.setTileEntity()?
L1719[13:49:22] <Lordmau5> Should I meme
horribly now?
L1720[13:49:35] <williewillus> in that
code you pasted a while ago
L1721[13:49:35] <Lordmau5> *What if I
told you, that I actually removed that function? - Would you go for
the red or the blue pill?*
L1722[13:49:39] <Lordmau5> ye, things
update, you know? :p
L1725[13:51:03] <williewillus> so is the
valve not rendering right?
L1726[13:51:15] <Lordmau5> tank is not
built properly
L1727[13:51:21] <Lordmau5> so basically
different types of issues
L1728[13:51:26] <williewillus> ah wait,
does the valve have meta values?
L1729[13:51:31] <Lordmau5> no it does
not
L1730[13:51:35] <williewillus> hm nvm
then
L1731[13:51:36] <Lordmau5> why would it
have meta values?
L1732[13:51:41] <Lordmau5> nothing render
related
L1733[13:51:50] <williewillus> no idea
then :p
L1734[13:51:52] <Lordmau5> it's
logic-code in the tank that errors, but I doubt you can assist on
that
L1735[13:51:56] <williewillus> yeah
L1736[13:51:59] <Lordmau5> ye, guessed
that much... fucking hell, why is this bullshit happening
L1737[13:52:11] <Lordmau5> I should've
stayed on 1.7.10 where things actually worked
L1738[13:52:42] <williewillus> calm down
:p
L1739[13:52:57] <Lordmau5> NOW THE TANK
BUILT ITSELF
L1740[13:52:59] <williewillus> the actual
hard part of 1.8 (rendering) you already got over with
L1741[13:53:05] <Lordmau5> just randomly
it's like "okay, sure, let me just work now"
L1742[13:53:07] <williewillus> these
kinds of logic bugs happen every mc version
L1743[13:53:39] <Lordmau5> and it doesn't
work anymore
L1744[13:54:08] <Lordmau5> fml
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L1746[13:54:17] <Lordmau5> I remember why
I went on a hiatus
L1747[13:55:11] <williewillus> go take a
break :p
L1748[13:55:30] <Lordmau5> it's not
getting in my head
L1749[13:55:35] <Lordmau5> why would it
now, all of the sudden, just not work anymore?
L1750[13:56:26] <williewillus> use debug
mode and breakpoints, trace and step through the whole tank
construction logic starting from when you right click the
valve
L1751[13:56:45] <williewillus> !gm
func_176203_a
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L1754[13:59:12] <Lordmau5> kinda broke
down the issue
L1755[13:59:18] <Lordmau5> it seems to
work fine on 3x3x3 and 4x4x4 tanks
L1756[13:59:31] <Lordmau5> 5x5x5 and shit
goes wild -> tank builds for a split second, but then goes
invalid again
L1757[13:59:56] <williewillus> kk, so
what kind of code in there would only run if the tank is that
big
L1758[14:00:09] <Lordmau5> nothing
really
L1759[14:00:17] <Lordmau5> the same code
that would run if it's 3x3x3 or even 32x32x32
L1760[14:00:23] <Flashfire> I have
changed the size in createSidedBakedQuad to the size of my block
but the faces are still on the edges
L1761[14:01:44] <williewillus> Flashfire:
what kind of thing are you generating?
L1762[14:01:47]
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L1763[14:01:52] <Flashfire> I'm
generating a button
L1764[14:02:00] <williewillus> ...
L1765[14:02:06] <williewillus> and why is
the vanilla button model not sufficient?
L1766[14:02:08] <Flashfire> The faces are
now the right size, but the coordinates of them are on the
edges
L1767[14:02:28] <Flashfire> Because, as I
mentioned yesterday, I need to use ISBM because this button adopts
the texture of the connected block
L1768[14:02:39] <williewillus> yeah but I
thought you got it to retexture right
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L1770[14:02:43] <williewillus> the only
thing left was rotating
L1771[14:02:48] <Flashfire> That's
right
L1772[14:02:56] <williewillus> this
sounds like a way too overcomplicated fix for a simple issue
L1773[14:02:59] <Flashfire> I know
L1774[14:03:03] <williewillus> so why
:p
L1775[14:03:08] <Lordmau5> also getting a
NPE on some method call that I never ever had stuff on before
L1776[14:03:11] <Flashfire> But it's the
only way I can think of other than making a model for every
EnumFacing
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L1778[14:03:22] <williewillus> just
rotate the model 0.o
L1779[14:03:45] <Flashfire> If it was
that easy I would have figured it out :(
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L1781[14:04:02] <williewillus> it's
literally wrapping into a perspective model
L1782[14:04:06] <williewillus> with a
trsr that rotates it
L1783[14:04:15] <Flashfire> The trsr is
the part I don't understand
L1784[14:04:24] <williewillus> a TRSR is
just what the name is
L1785[14:04:27] <Flashfire> I can't find
any examples by searching
L1786[14:04:34] <williewillus> a
Translate, Rotate, Scale, and Rotate
L1787[14:04:38] <williewillus> lemme send
you one hold on
L1788[14:04:51] <williewillus> it's the
botania floating flowers, they have to grab an item model,
translate it, then attach it to another model
L1789[14:04:58] <Flashfire> Thanks a
lot
L1790[14:06:14] <williewillus> this won't
match your usecase exactly, but should give you an idea what to
do
L1792[14:06:37] <williewillus> the flower
quads are transformed using method transform()
L1793[14:06:56]
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L1794[14:07:25] <Flashfire> Thanks! I
will try this
L1795[14:07:31] <williewillus> you just
want to switch out my TRSR (which is a translate and scale) with
one that rotates
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L1797[14:17:36] <Lordmau5> so it appears
that on world-load the IBlockState of things I gather is null
L1798[14:17:39] <Lordmau5> which causes a
NPE
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L1803[14:26:55] <shadekiller666> TESRs
work better if you bind them with the ClientRegistry first
L1804[14:29:19]
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L1807[14:34:26] <Flashfire> How do they
work better? Do you mean they're easier to implement?
L1808[14:34:57] <McJty> The actually do
something then
L1809[14:35:09] <McJty> They
L1810[14:35:15]
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L1811[14:35:56] <McJty> What is the
recommended way to check if an itemstack is coal/charcoal
L1812[14:35:57] <McJty> ?
L1813[14:36:29] <McJty> I see Items.coal
but there doesn't appear to be an equivalent for charcoal
L1814[14:36:45] <Lordmau5> if a
IBlockState is null - can I automatically assume it's an air
block?
L1815[14:36:59]
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L1816[14:37:40]
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L1817[14:37:52] <Lordmau5> oh wait,
derp
L1818[14:38:00] <Lordmau5>
world.isAirBlock doesn't require the blocksate
L1819[14:38:04] <Lordmau5>
blockstate*
L1820[14:38:55]
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L1823[14:40:51] <undeadparrot> I'm
tempted to write a Tesselator code export for Blender
L1824[14:41:16] <tterrag> ...dont do
that
L1825[14:41:23]
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L1826[14:41:47] <undeadparrot> There's
already one? I know it's kind of hideous to hardcode models
L1827[14:41:56] <tterrag> no...just use
the OBJ loader
L1828[14:42:09] <undeadparrot> OBJ loader
doesn't play well with ISimpleRenderBlah
L1829[14:42:27] <undeadparrot> well
L1830[14:42:27] <tterrag> ...what?
L1831[14:42:30] <tterrag> are you in
1.7.10?
L1832[14:42:31] <undeadparrot> this is
1.7.10
L1833[14:42:32] <undeadparrot> yes
L1834[14:42:33] <undeadparrot> lol
L1835[14:42:34] <undeadparrot>
sorry
L1836[14:42:38] <undeadparrot> I keep
getting this!
L1838[14:42:57] <undeadparrot> I will use
obj loader when I upgrade to 1.8 ;)
L1839[14:43:41] <tterrag> wait, let me
find a simpler example
L1840[14:43:49] <undeadparrot>
techneutil
L1841[14:44:03]
⇨ Joins: PBlock96
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L1843[14:44:19] <tterrag> that's what I
based my code on
L1844[14:45:03] <undeadparrot>
Util.renderWithIcon
L1845[14:45:04] <undeadparrot>
Util?
L1846[14:45:09] <tterrag> it's in the
gist
L1847[14:45:10] <tterrag> read
L1848[14:45:20] <undeadparrot> ahh
L1849[14:45:22] <tterrag> and yes, I
generalized my code to render by single GroupObjects
L1850[14:45:24] <undeadparrot> I
see
L1851[14:45:28] <tterrag> which is what I
parse techne models in to
L1852[14:45:47]
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L1853[14:45:55] <undeadparrot> hmm
L1854[14:46:02] <tterrag> also added code
for custom vertex transforms
L1855[14:46:08] <tterrag> and diffuse
lighting
L1856[14:46:14] <tterrag> you can use my
code if you want, but a lot of it is probably overkill
L1857[14:46:19] <undeadparrot> I'll try
and do something with this
L1858[14:46:25] <undeadparrot> well
L1859[14:46:26] <undeadparrot>
tomorrow
L1860[14:46:42] <undeadparrot> for now,
I've spent a whole half an hour or so with my bastard obj
converter
L1861[14:47:01] <undeadparrot> so I'm
going to just leave it at that until tomorrow ;p.
L1862[14:47:10] <tterrag> well, that's
why you ask first instead of assuming it's impossible :P
L1863[14:47:15] <undeadparrot> but
thanks. this is a refreshing piece of code
L1864[14:47:50] <undeadparrot> well I
knew it was POSSIBLE but it seemed much more work than this, and I
didn't want to exert much energy on it if I was going to ditch it
for 1.8 models in a few months anyway
L1865[14:48:07] <tterrag> parsed obj
models are just a list of vertices
L1866[14:48:21] <tterrag> it's obviously
pretty easy to translate that to ISBRH code
L1867[14:48:38] <undeadparrot> yes
L1868[14:48:42] <undeadparrot> I got
confused with all the IModel interface things and ran away
L1869[14:48:48] <undeadparrot> I am a
Java sissy
L1870[14:48:59]
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L1871[14:49:48] <HassanS6000> !gm
func_181662_b
L1872[14:49:56] <HassanS6000> !gm
func_181662_b 1.8
L1873[14:49:59] <HassanS6000> !gm
func_181662_b 1.8.8
L1874[14:50:16] <HassanS6000> !gm
func_181675_d 1.8.8
L1875[14:50:29] <HassanS6000> !gm
func_181673_a 1.8.8
L1876[14:50:47] <undeadparrot> this is
what I'm working on.
L1881[14:50:52] <HassanS6000> !gm
func_181668_a 1.8.8
L1882[14:51:05] <killjoy> looks like an
easil
L1883[14:51:08] <HassanS6000> !gf
field_181707_g
L1884[14:51:11] <undeadparrot> indeed
'tis
L1885[14:51:17] <killjoy> HassanS6000,
!dc
L1886[14:51:21] <HassanS6000> !dc
L1887[14:51:30] <HassanS6000> !gm
func_181673_a
L1889[14:51:35] <killjoy> or
#mcpbot
L1890[14:51:43]
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L1891[14:51:47] <undeadparrot> decided to
start modding so I could make my own painting s
L1892[14:52:01] <HassanS6000> !gm
func_181662_b
L1893[14:52:12]
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L1894[14:52:21] <AresWg> When im trying
to do gradlew setupDecompWorkspace does anyone know why it fails
when it says java heap space?
L1895[14:52:23] <HassanS6000> !gm
func_181668_a
L1896[14:52:38] <undeadparrot> sounds
like it ran out of memory
L1897[14:52:43] <undeadparrot> ;s
L1898[14:52:43] <HassanS6000> !gf
field_181707_g
L1899[14:52:55] <AresWg> but i have 12 gb
>.>
L1900[14:52:59] <HassanS6000> !gm
func_181673_a
L1901[14:53:13] <killjoy> HassanS6000,
/join #mcpbot
L1902[14:53:18] <killjoy> do that
there
L1903[14:53:20] <HassanS6000> killjoy,
kk
L1904[14:53:26] <heldplayer> HassanS6000:
or just message the bot
L1906[14:55:08] <tterrag> read the
note
L1907[14:57:04]
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L1909[14:59:22] <AresWg> I did what it
said and created the file, and added the information but it sill
did the same error
L1910[14:59:27] <Flashfire> I can't seem
to figure out rotation with TRSRTransformation
L1911[15:00:26]
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L1915[15:03:25] <tterrag|away>
weird
L1916[15:03:28] <tterrag|away> not
sure
L1917[15:03:33] <tterrag|away> try with
--stacktrace then ask #ForgeGradle
L1918[15:06:14]
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L1919[15:11:53] <shadekiller666> well, i
got williewillus' Botania pylon models to render their groups
properly, but the textures are missing...
L1920[15:12:31] <Flashfire> I'm trying to
use that as an example for TRSR
L1921[15:12:40] <Flashfire> But the
rotation never turns out right
L1922[15:13:07] <Flashfire> It's always
rotated wrong on one access or translated
L1923[15:13:11] <Flashfire> axis*
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L1927[15:17:58] <shadekiller666>
flashfire, after passing the rotation into the TRSRTransformation,
set the variable to
TRSRTransformation.blockCornerToCenter(<variable>)
L1928[15:18:18] <shadekiller666> that
will make it rotate on the center of the block, instead of the
corner closest to 0,0,0
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L1931[15:19:46] <Flashfire>
@shadekiller666 I was already using that actually
L1932[15:20:03] <Flashfire> I found a
couple value combinations that work
L1933[15:20:04] <shadekiller666> ok
L1934[15:20:11] <Flashfire> But only a
couple
L1935[15:20:31] <Flashfire> It's a button
so sometimes it rotates and it's vertical instead of
horizontal
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L1940[15:25:15] <minecreatr> is it safe
to reference the class of an object that contains client side code
on the server?
L1941[15:25:41] <diesieben07> Not
always
L1942[15:26:11]
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L1943[15:26:59] <Flashfire> Is there a
different between leftRot and rightRot in TRSR?
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L1945[15:27:08] <Flashfire> They're both
giving me the same results
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L1947[15:27:23] <minecreatr> well, lets
say I have the class SomeClass { List<BakedQuad> quadList },
could I safely use SomeClass.class on the server side?
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L1949[15:27:48] <Flashfire> I don't
believe so
L1950[15:27:56] <Flashfire> I think you
would get a class not found exception
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L1952[15:28:27] <diesieben07> in this
special cause you would not because of erasure
L1953[15:28:28] <minecreatr> wouldn't
that only be if I annotated the class with @SideOnly?
L1954[15:28:42] <diesieben07> but if the
class realyl referenced BakedQuad it would crash
L1955[15:28:52] <minecreatr> hmm,
ok
L1956[15:29:07] <minecreatr> what if I
were to have a @SideOnly annotation on the field?
L1957[15:29:34] <diesieben07> you could
do that, but you really need to know what you are doing if you use
the annotation
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L1961[15:34:27] <shadekiller666>
@SideOnly doesn't make a custom method only exist on a side, its
used for vanilla methods, and should be used when overriding
methods that are defined as SideOnly
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L1963[15:34:34] <Shuetox> Can someone
explain what the two parameters in GlStateManager.alphaFunc
is?
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L1965[15:34:48] <Shuetox> is it correct
in that it have to do with how accurate it supposed to be?
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L1971[15:37:46] <Flashfire> Is there an
example of a TRSR rotation anywhere? I'm using trial and error to
find the right combinations and it's not going very well
L1972[15:37:47] <AresWg> I got it to work
tterrag|away had to go to 1.8.8
L1973[15:38:23] <Shuetox> TRSR?
L1974[15:38:59] <Flashfire>
TRSRTransformation
L1975[15:39:14] <Flashfire> It takes
Quat4f parameters for rotation
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L1977[15:40:20] <diesieben07> do you jsut
wnat to rotate?
L1978[15:40:36] <Flashfire> I want to
rotate a button model depending on facing
L1979[15:41:07] <diesieben07>
TRSRTransformation has a constructor that takes just
EnumFacing
L1980[15:41:14] <Flashfire> ...
L1981[15:41:19] <Flashfire> Wow
L1982[15:41:30] <Flashfire> Thanks for
that
L1983[15:41:59] <diesieben07> and since
the API probably expects a ITransformation you can use the
constants in ModelRotation as well
L1984[15:42:10] <Flashfire> Alright
L1985[15:42:34]
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L1987[15:44:00] <Flashfire> It's not
working properly using the enumfacing argument
L1988[15:44:14] <Temportalist>
MalkContent you around?
L1989[15:44:21] <Flashfire> It's
translating a block away and the facing is different
L1990[15:44:28] <diesieben07> well, what
facing argument are you giving it?
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L1993[15:44:31] <Flashfire> That may be
because the default button state is down
L1994[15:44:33] <diesieben07> it's the
acis
L1995[15:44:36] <diesieben07> *axis
L1996[15:44:39] <Flashfire> I tried a few
different ones
L1997[15:44:51] <diesieben07> if you give
it down, it will rotate rotate 90° on the x axis
L1998[15:45:02] <Flashfire> I see
L1999[15:45:16] <Flashfire> So if I am
starting with a down facing, how would I alter it?
L2000[15:45:29] <diesieben07> you mean
you want your block to face down?
L2001[15:45:45] <Flashfire> I meant up
but the button is on the floor
L2002[15:46:15] <diesieben07> well, think
about it, which axis do you need to rotate around then?
L2003[15:46:38] <shadekiller666> i would
suggest using the ModelRotation like diesieben07 said
L2004[15:46:52] <diesieben07> yes, but
that leaves the same thing
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L2007[15:46:58] <diesieben07> you still
have to know which axis you wnat to rotate around
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L2009[15:47:59] <Flashfire> Well when I
make it down, a button facing up is rendered south and offset z -
1
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L2011[15:48:20] <diesieben07>
diesieben07> if you give it down, it will rotate rotate 90° on
the x axis
L2012[15:48:21] <Flashfire> Not sure how
to deal with the offset
L2014[15:48:39] <diesieben07> how do you
apply this transformation anyways?
L2016[15:49:02]
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L2017[15:49:05] <Flashfire> Using this
method but without the translation and scale
L2018[15:49:12] <Flashfire> And adding
rotation instead
L2019[15:49:52] <MalkContent>
Temporalist: yep
L2020[15:50:27] <diesieben07> is there
nothing in forge already? ;O
L2021[15:50:42] <MalkContent>
Temportalist *
L2022[15:50:58]
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L2023[15:50:59] <Temportalist> if you are
still interested, can you join #Temportalist?
L2024[15:51:26] ***
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L2025[15:51:27] <Flashfire> Well I tried
to use the debug class as a start but that was even more difficult
to figure out and I gave up because the existing code only works
with full cubes
L2026[15:51:32] <MalkContent> xD i joined
#Temportalist? . fantastic
L2027[15:52:49] <diesieben07> Flashfire,
really, you should be able to give forge a transformation when
generating your quads. or how are you generating your model?
L2028[15:52:57] *
diesieben07 is really not experienced here.
L2030[15:53:00] <tterrag> trying to use
the new registryname stuff in Block
L2031[15:53:00] <tterrag> but still
having to do some ugly string operations
L2032[15:53:46] <Flashfire> I start with
the button model, apply the texture from the block it's connected
to, make a new custom model and in the constructor apply this
transformation
L2033[15:54:34] <Flashfire> It's got some
redundant code from me trying to do this in so many different ways
and I plan to remove it after I finally get this working
L2034[15:55:10] <shadekiller666> lex,
tterrag is having trouble using the new registry name stuff
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L2036[15:55:32] <tterrag> not
trouble...just trying to figure out the best way TO use it :P
L2037[15:57:44] <Flashfire> Are rotations
supposed to translate the render of my block or does that mean I
did something wrong in my model?
L2038[15:58:04] <Flashfire> A lot of the
rotations move the render to the block beside it
L2039[15:59:25] <Flashfire> Most*
L2040[16:03:57]
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L2042[16:06:45] <gigaherz> tterrag: my
assumption was to use it more like
L2043[16:06:52] <gigaherz> String name =
modid+".blockname";
L2044[16:06:58] <gigaherz>
setUnlocalizedName(name);
L2045[16:07:09] <gigaherz>
setRegistryName(blockname);
L2046[16:07:28] <tterrag> but
setRegistryName requires two strings
L2047[16:07:40] <gigaherz> hmm?
L2048[16:07:42] <diesieben07> no it
doesn't.-
L2049[16:07:44] <diesieben07> there are 2
versions
L2050[16:07:58] <diesieben07> one
prefixes the modID if not there
L2051[16:08:19] <gigaherz> oops I meant
to type: String name = modid+"."+blockname;
L2052[16:09:20] <diesieben07> yeah thats
correct
L2053[16:09:29] <diesieben07> then you
can just do registerBlock(block) and it will get the nam efrom
that.
L2054[16:09:43] <diesieben07>
GameRegistry.registerBlokc that is
L2055[16:09:49] <gigaherz> with a
constructor looking like "public BlockWhatever(String
blockname)"
L2056[16:09:56] <gigaherz> so that you
can reuse the same class/inherit
L2057[16:10:07] <tterrag> diesieben07:
yes, but I support a custom domain, so I need to respect that
L2058[16:11:09] <diesieben07> custom
domain?
L2059[16:12:06] <tterrag> yeees?
L2060[16:12:43] <diesieben07> you mean
your blocks are not registered under your ModID?
L2061[16:13:27] <tterrag> they are,
because I give it my modid as the domain
L2062[16:14:15] <diesieben07> then i
don't know wtf you are talking about.
L2063[16:14:40] <tterrag> besides, even
if I used that method it doesn't solve my problem
L2064[16:15:03] <diesieben07> how
so?
L2065[16:15:38] <tterrag> because I still
need to get an unloc name from the regsitry name
L2066[16:15:47] <diesieben07> no
L2067[16:16:21]
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L2068[16:16:33] <diesieben07> public
BlockWhatever(String blockname) { setUnlocalizedName(MyMod.ID +
blockname); setRegistryName(blockname); } later:
GameRegistry.registerBlock(new
BlockWhatever("nameHere"))
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L2080[16:27:40] <gr8pefish> So without
going into specifics, unless y'all want them, the
FMLCommonHandler.instance().bus() says it is deprecated, and
MinecraftForge.EventBus is the same thing now. But when I register
one of my handlers on Forge I get an error and with FML I don't. 2
things: 1) Is it fine to leave it like that for 1.8.9 and just fix
it for 1.9? 2) Is that more likely on my end or forge's? Just so I
know to post an issue if it is forge.
L2081[16:28:40] <diesieben07> what error
do you get? you shouldn't get one.
L2082[16:29:56] <gr8pefish> It's a super
odd one, let me grab it for you. It could definitely be on my end
so you are aware, I know I'm doing ugly things with the relevant
code.
L2083[16:31:44]
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L2085[16:32:13] <btreptow1> Has anyone
used / seen a service/program that could be used to manage
dependencies for a modpack? e.g. requires latest forge, needs some
core plugin, doesn't work with such plugin, and uses 'x','y','z'
keys?
L2086[16:33:53] <diesieben07> ATLauncher
/ FTB Launcher does stuff like that
L2087[16:34:16]
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L2088[16:35:11] <gr8pefish> diesieben07,
Its a NPE with [Netty Local Client IO #1/ERROR]:
SimpleChannelHandlerWrapper exception. The specific line of code it
references is mine, and the NPE doesn't exist with FML bus and it
shouldn't exist.
L2089[16:35:25] <diesieben07> show your
code and the actual crash...
L2090[16:37:04] <btreptow1> @diesieben07
like they tell you say, Thermal Foundation requires CoFH
Core?
L2091[16:37:19] <diesieben07> Forge does
that already.
L2093[16:37:48] <diesieben07> don't use
getEntityData.
L2094[16:38:01] <diesieben07> where do
you call updateEquippedBackpack from?#
L2095[16:38:10]
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L2097[16:38:22] <gr8pefish> Why not
getEntityData?
L2098[16:38:32] <diesieben07> it's ugly,
IExtendedEntityProperties is a much nicer API
L2099[16:38:41] <gigaherz> easy to use
too
L2100[16:38:44] <gr8pefish> Kay, I'll
switch over
L2101[16:39:07] <diesieben07> adn... that
should not cause an NPE...
L2102[16:39:32] <gr8pefish> Yeah, it's
puzzling me too :P
L2103[16:39:59] <diesieben07> use a
debugger to find out
L2104[16:40:09] <gigaherz> gr8pefish: for
reference
L2106[16:40:18] <gigaherz> this is a
little IEEP example I made yesterday
L2107[16:40:29] <gigaherz> that I don't
actually use in my mod yet XD
L2108[16:40:29] <gr8pefish> Coolio, thank
you!
L2109[16:40:54] <gigaherz> all you have
to do is call YourEntityData.init() from your initialization code
(pre-init works)
L2110[16:41:11]
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L2111[16:41:13] <gigaherz> and then
whenever you have to access the entity data
L2112[16:41:22] <gigaherz> you just do
YourEntityData.get(entity)
L2113[16:41:26] <gigaherz> and it returns
the IEEP instance
L2114[16:41:30] <OrionOnline> For some
reason my TextureAtlasSprite is drawn as a grey square...
L2115[16:41:33] <OrionOnline> Not so
nice
L2116[16:41:37] <gigaherz> eh
.register()
L2117[16:41:46] <gr8pefish> right
on
L2118[16:42:43] <gigaherz> ifit's not
obvious, you can get rid of the "discoveries" map and the
getKnowledgeKeys() method
L2119[16:42:44]
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L2120[16:42:50] <gigaherz> I decided to
use achievements instead of that
L2121[16:42:51] <gigaherz> ;P
L2122[16:42:53]
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L2123[16:43:17] <TehNut> gr8pefish: If
you look at my branch, I actually used that
L2124[16:43:33] <TehNut> I never got
around to syncing it to the client though
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L2126[16:43:41] <gigaherz> oops the
playerTickEvent at the bottom is a copypasta
L2127[16:43:49] <gr8pefish> TehNut, Ah so
you did, that makes things even easier :)
L2128[16:44:12] <TehNut> But yeah, IEEP's
are handy
L2130[16:44:24] <gigaherz> much messier
one
L2131[16:44:29] <gigaherz> full with sync
packets
L2132[16:44:42] <gigaherz> I use that one
to keep track of the spells the players are casting
L2133[16:44:49] <gigaherz> so that I can
do the client-side rendering for other players
L2134[16:44:59] <gr8pefish> good
reference still as a more complex one
L2136[16:45:28] <gigaherz> and the
corresponding packet
L2137[16:45:46]
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L2138[16:46:06] <gigaherz> yeah it's just
not what I'd use to show off my programming skills ;p
L2139[16:46:23] <Flashfire> Does anyone
know why applying TRSR rotations to a custom button model would
translate it to a block beside it?
L2140[16:46:42] <OrionOnline> Boeh yeah
got the texture rendering properly
L2141[16:46:43] <OrionOnline> :P
L2142[16:48:33] ***
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L2149[17:00:38] <shadekiller666> O.O
Amazon is now selling all video games at like 20% off to Prime
members in the US up until two weeks after the game's release
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L2151[17:04:31] <Shuetox> is it possible
to have conditional durability bars on items?
L2152[17:04:39] <TehNut> yes
L2153[17:04:53] <Shuetox> and pointers on
how?
L2154[17:04:56] <Shuetox> any*
L2155[17:05:03] <TehNut>
showDurabilityBar(ItemStack stack) {}
L2156[17:05:18] <TehNut> then
getDurabilityForDisplay(ItemStack stack)
L2157[17:05:35] <Shuetox> oooh
L2158[17:05:37] <Shuetox> thanks
alot
L2159[17:05:49] <Shuetox> that was easier
than i expected :P
L2160[17:05:54] <TehNut> :p
L2161[17:07:41]
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L2166[17:18:48] <Darva> I'm having
trouble with getting an access transformer to apply to a method. I
got all of the field ones to work, but none of the permutations
i've tried have gotten the method one to work. I'm using:
"public net.minecraft.world.gen.ChunkProviderGenerate
func_147423_a (int, int, int)"
L2167[17:19:54] ***
mumfrey is now known as Mumfrey
L2168[17:20:29] <xaero> !gm
func_147423_a
L2169[17:20:49] <Darva> That the actual
name of the function, it doesn't get deobfuscated. heh.
L2170[17:20:52] <xaero> use the AT line
that mcpbot gives
L2171[17:21:11] <Darva> It'll give 1.8.9
stuff tho won't it? This is actually 1.7.10
L2172[17:21:26] <xaero> oh, well do !gm
<func> 1.7.10
L2173[17:21:54] <Darva> !gm func_147423_a
1.7.10
L2174[17:22:13] <xaero> signatures are
written compactly with single letter type signifiers, not 3 letter
words
L2175[17:22:14] <Darva> ok, thats
aweseome. How did i not know about that before.
L2176[17:22:34] <Darva> Ahh, i couldn't
find any reference that explained that, and i spent 2-3 hours
searching.
L2177[17:23:24] <Darva> I'm guessing
that's something that's been that way for a long time, and i would
have had to look for information on older versions to find it out
explicitly?
L2178[17:24:10] <bspkrs> those are the
bytecode type identifiers
L2179[17:24:55] <Darva> Ahh, makes
sense.
L2180[17:25:18] <bspkrs> primitives all
use single letter codes, objects use longer
Jqualified.path.to.Object;
L2181[17:25:18] <bspkrs> er
L2182[17:25:20] <bspkrs> L
L2183[17:25:22] <bspkrs> not J
L2184[17:25:27] <bspkrs> J is
boolean
L2185[17:26:26]
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L2186[17:27:27] <Darva> yay, it works!
Back to writing actual code! Thanks.
L2187[17:28:19] <Flashfire> Does anyone
know how I can apply TRSR rotations to a custom button block
without translating the render to a different blockpos?
L2188[17:29:29]
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L2190[17:40:30] <shadekiller666>
flashfire, got a link to your code?
L2191[17:40:52] <Flashfire> Hold on
L2192[17:42:27] <Flashfire> It has a lot
of unnecessary stuff because I tried to get this to work in
different ways
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L2195[17:43:08] <Flashfire> 191 - 193 is
where the TRSR transformation is
L2196[17:45:43] <Flashfire> The button
itself is fine but rotations are only right for the default facing
and otherwise it goes to another side and usually gets translated
to an adjacent block
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L2199[17:46:24] <shadekiller666>
Flashfire, you said that that TRSR starts as pointing DOWN
right?
L2200[17:46:43] <shadekiller666> or,
BlockHiddenButton.FACING does
L2201[17:46:47] <Flashfire> I meant up
but I have since changed it to north like most blocks to see if it
worked and it didn't
L2202[17:46:56] <shadekiller666> ok
L2203[17:47:01] <Flashfire> So north is
fine but any other facing is wrong
L2204[17:47:15] <Flashfire> Actually
north is only fine if I use getOpposite
L2205[17:48:20] <shadekiller666> do me a
favor, set a breakpoint on line 195, when it hits, copy and paste
the output of transform.toString() (you should be able to just
select it in your debug mode and have it print for you)
L2206[17:48:33] <Flashfire> What facing
do you want me to place the button on?
L2207[17:48:33] <shadekiller666> paste it
into a gist or something
L2208[17:49:03] <shadekiller666> do it
for all of them, i have a suspicion that i ran into yesterday and
i'm wondering if this is related
L2209[17:49:08] <Flashfire> Ok
L2210[17:49:12] <Flashfire> Hold on
L2212[18:02:40] <OrionOnline> Finally a
working ledger port to 1.8
L2213[18:02:43] <OrionOnline> Now i can
go to bed
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L2218[18:06:40] <shadekiller666>
Flashfire, hmmm
L2219[18:06:47] <shadekiller666> what
exactly is the issue?
L2220[18:06:54] <undeadparrot>
registry
L2221[18:06:56] <shadekiller666> how is
it rotating currently?
L2222[18:07:01] <undeadparrot>
woops
L2223[18:07:35] <Flashfire> I described
it earlier
L2224[18:08:18] <Flashfire> North goes to
south and translates x - 1
L2225[18:08:38] <Flashfire> East goes to
west and translates z - 1
L2226[18:08:44] <shadekiller666> and this
is supposed to mimick a standard button right?
L2227[18:08:56] <shadekiller666> and be
placed in the same way?
L2228[18:08:59] <Flashfire> Yes but have
a texture that changes to the block it's connected to
L2229[18:09:04] <shadekiller666> ok
L2230[18:09:05] <Flashfire> Yes, but I
changed it to north from up
L2231[18:09:15] <Flashfire> Where up is
on the floor pointing up
L2232[18:09:32]
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L2233[18:09:47] <mrkirby153> How do I
draw a button when the chat window is displayed?
L2234[18:10:33] <Flashfire> Look at
GuiMainMenu
L2235[18:10:38] <tterrag> hook
GuiOpenEvent
L2236[18:11:24] <Flashfire> ^ trust him
over me, I'm not that experienced
L2237[18:12:43] <shadekiller666>
Flashfire, this is the point where i usually erase things and start
over, the point at which theres left over code from multiple
different failed attempts and nothing makes sense
L2238[18:12:57] <Flashfire> I can make
sense of it fine
L2239[18:13:40] <Flashfire> If I can't do
it this way I'll have to make a separate model for each blockstate
with both powered values
L2240[18:13:43] <shadekiller666> ok, i
recommend tidying up the code a bit anyway, remove things that you
are certain don't work/aren't needed
L2241[18:13:59] <shadekiller666> it will
help you understand as well as anyone that tries to help you
:P
L2242[18:14:17] <Flashfire> All I really
need is an example of a working TRSR rotation
L2243[18:14:25] <Flashfire> It's just
that I can't find that anywhere
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L2246[18:17:33] <shadekiller666> line 721
is where the EnumFacing->Gl rotation takes place (i cheated and
just hardcoded the values :P)
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L2248[18:18:47] <Flashfire> The
highlighted part doesn't seem relevant since I'm using an
ISmartBlockModel
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L2250[18:18:57] <shadekiller666> the
suspicion i was talking about earlier was something with
TRSRTransformation.blockCornerToCenter() causing an exception for
specific EnumFacing values... but i don't think it is anything to
do with your issue
L2251[18:18:58] <Flashfire> The TRSR part
seems the same as what I'm doing though
L2252[18:18:59]
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L2253[18:19:13] <shadekiller666> you're
trying to apply the TESR to the vertices before baking?
L2254[18:19:19] <Flashfire> What I notice
is blockCornerToCenter and blockCenterToCorner give me the same
result
L2255[18:19:40] <shadekiller666> for all
EnumFacing?
L2256[18:20:00] <shadekiller666> makes
sense it would do that for NORTH, as that is the pseudo
"default" EnumFacing
L2257[18:20:04] <Flashfire> Well I've
done it multiple times so I would assume so
L2258[18:20:09] <shadekiller666>
hmmm
L2260[18:21:50] <shadekiller666> thats
per-face
L2261[18:22:12] <shadekiller666> that
might be a bit more useful
L2262[18:22:31] <Flashfire> I'm not sure
I would know how to apply that
L2263[18:22:32] <shadekiller666> the
ISmartBlockModel stuff is at the bottom of that page
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L2265[18:23:41] <Darva> Are there any
decent tutorials on 1.8.9 modeling stuff anywhere? I've got a small
mod I kinda want to update to 1.8.9, since there isn't a skyblock
resource mod for it yet i don't think.
L2266[18:24:29] <Flashfire> This is
turning out to be really complicated for something I can just do by
making different models
L2268[18:25:08] <gigaherz> someone from
the channel is working on this
L2269[18:25:29] <gigaherz> starts wit
hthe basics of 1.8+ blockstates
L2270[18:25:36] <Darva> Very nice.
Bookmarked for reading while i wait on compiles at work
tomorrow.
L2271[18:25:51] <gigaherz> and goes on to
explain fancy stuff such as how to implement camo blocks
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L2276[18:46:50] <Zaggy1024> why is the
old addVariantName deprecated when the underlying sets are Strings
rather than ResourceLocations?
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L2285[19:03:34] <Temportalist>
PaleoCrafter: you around?
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L2288[19:05:07] <GeoDoX> Is there any
decent tutorials on build.gradle setups?
L2289[19:08:14] <AbrarSyed> the MDK is a
pretty good starting point
L2290[19:10:56] <gigaherz> yeah, what do
you need that isn't in the standard setup?
L2291[19:14:16] <Sandra>
#FuckGradle
L2292[19:14:22] <Sandra> but I
digress.
L2293[19:15:58] <AbrarSyed> Sandra, oy
oy, you cant just say that and leave.. now you have to
explain
L2294[19:16:23] <AbrarSyed> GeoDoX,
gradle has a massive userguide.. I can point you to relevant docs
if you tell me what you rlooking to do
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L2296[19:16:37] <Sandra> it's slow
mostly.
L2297[19:16:43] <Sandra> that's my main
complaint.
L2298[19:16:50] <Sandra> that it takes
like 5 minutes to do anything.
L2299[19:16:54] <tterrag> gradle isn't
slow
L2300[19:16:55] <tterrag> FG is
slow
L2301[19:17:04] <AbrarSyed> agreed, it
sslow. reason for that is dependency resolution.. because we have a
crapton.
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L2303[19:17:19] <AbrarSyed> FG is
probably also slow.. havent had time to go arround optimizing
L2304[19:17:32] <gigaherz> it's not THAT
slow, only setupDecomp is slow
L2305[19:17:33] <AbrarSyed> but I cant
really measure how much FG adds to the load time of gradle..
L2306[19:17:44] <gigaherz> and that's
mostly because it has to decompile and patch mc ;P
L2307[19:17:56] <GeoDoX> AbrarSyed,
looking to replace the version and etc with some from stuff in java
classes
L2308[19:17:56] <AbrarSyed> fernflower..
that be slow as hell..
L2309[19:17:57] <Sandra> if there's
already all the dependencies resolved and nothing's changed... do
you have to re-resolve them every time?
L2310[19:18:19] <gigaherz> GeoDoX: can't
replace the java class stuff with gradle variables instead?
;P
L2312[19:18:54] <gigaherz> patching java
code is easy, while I don't know if reading java code and assigning
the value into a variable would even be possible
L2313[19:19:23] <GeoDoX> gigaherz, more
familiar with java classes so I tend to like to use them more
L2314[19:19:29] <AbrarSyed> GeoDoX, the
solution to that is to invert control. Give gradle the the
variables, and replace the java sources with it.
L2316[19:19:57] <AbrarSyed> Sandra, if
you specify --refresh-dependencies it will re-resolve all the
time.. if you really wanna know whats taking gradle so long, run it
with --profile, it will tell you.
L2317[19:19:58] <GeoDoX> To get used to
the gradle stuff? AbrarSyed
L2318[19:19:58] <gigaherz> it's really
just 2 lines ;P
L2319[19:20:10] <gigaherz> no need to get
used to gradle or learn it
L2320[19:20:12] <gigaherz> XD
L2321[19:20:27] <GeoDoX> okay :P
L2322[19:20:34] <AbrarSyed> see my link,
thats how you replace stuff in java sources (FG feature, not a
gradle feature)
L2323[19:21:15] <Sandra> AbrarSyed, it
tends to take about a minute to configure projects and stuff.
L2324[19:21:54] <AbrarSyed> the more
complex the project.. the longer it will take to configure. useing
the gradle daemon helps a bit..
L2325[19:21:59] <AbrarSyed> every update
to gradle shortens that time as well
L2326[19:22:27] <Sandra> ok so I just ran
it with --profile. where do the results get stored?
L2327[19:22:30] <AbrarSyed> and yeah..
its a side effect of gradles design. It has to read, parse,
compile, and execute the buildscript.. something ant and maven
didnt have to do.. all they had to do was parse XML.
L2328[19:22:45] <AbrarSyed>
build/reposrts somewhere, it generates html
L2329[19:23:30] <Sandra> expectedly,
reobfCompile takes the longest.
L2330[19:23:55] <AbrarSyed> not
surprising
L2331[19:24:22] <Sandra> what is
extractRangemapReplacedMain?
L2332[19:24:32] <Sandra> it's the task
that takes the longest to run.
L2333[19:24:34]
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L2335[19:24:49] <AbrarSyed> its used to
retromap your sources to build an SRG named sourcejar
L2336[19:24:53] <AbrarSyed> can disable
it if you want..
L2337[19:25:32] <AbrarSyed> retromapping
is probably the slowest action out of everything FG can do.. maybe
even more so than decompiling
L2338[19:25:45] <Sandra> also apparently
a bunch of skipped things took ages?
L2339[19:25:53] <Sandra> if they're
skipped why do they take so long.
L2340[19:26:32] <AbrarSyed> I verify hash
signatures to see if it should be skipped.. some people say that
redoing the tasks instead of checking hashes is actually faster.. I
dont know if they are right
L2341[19:26:52] <Sandra> configuring my
very simple project takes 20 seconds...
L2342[19:27:02] <Sandra> sure.
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L2345[19:32:44] <Sandra> I mean, it took
1 1/2 minutes to build a thing that hadn't changed at all.
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L2347[19:33:06] <gigaherz> :3
L2348[19:33:11] <gigaherz> love the new
essentializer gui
L2349[19:33:17] <gigaherz> finding that
flaw was worth it
L2350[19:33:17] <gigaherz> XD
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L2354[19:34:35] <Temportalist> gigaherz:
wtf?
L2355[19:34:43] <TehNut> I don't know
what I'm looking at, but it seems fancy
L2356[19:34:43] <gigaherz> ?
L2357[19:34:58] <gigaherz> the slot in
the middle "burns" items (breaks them apart)
L2358[19:35:13] <Temportalist>
ohhhhhhh
L2359[19:35:16] <gigaherz> the slots
around the circle
L2360[19:35:16] <Temportalist>
gotcha
L2361[19:35:18] <gigaherz> are the
elemental essences
L2362[19:35:22] <gigaherz> that are being
transferred
L2363[19:35:32] <Temportalist> are your
essenses items?
L2364[19:35:34] <gigaherz> the colored
lines are how much essence is buffered
L2365[19:35:37] <Temportalist>
essences*
L2366[19:35:37] <gigaherz> yes
L2367[19:35:40] <gigaherz> but
unobtainable
L2368[19:35:42] <Temportalist>
interesting....
L2369[19:35:54] <gigaherz> they are only
items for GUI purposes ;P
L2370[19:36:08] <gigaherz> I plan on
getting rid of that feature eventually
L2371[19:36:11] <Temportalist> ohhh
L2372[19:36:12] <Temportalist>
goooood
L2373[19:36:13] <Temportalist> haha
L2374[19:36:14] <gigaherz> make them just
models
L2375[19:36:27] <gigaherz> but then I'll
have to basically replace them with equivalent code
L2376[19:36:31] <gigaherz> since I still
want tooltips and such
L2377[19:36:31] <gigaherz> XD
L2378[19:36:43] <Temportalist> CUSTOM
TOOL TIPS
L2379[19:36:45] <Temportalist> :P
L2380[19:36:52] <gigaherz> yeah I know
how to do them already
L2381[19:37:03] <gigaherz> did an RF
generator a week ago or so
L2382[19:37:13] <gigaherz> used a custom
tooltip for the internal RF buffer level
L2383[19:37:13] <gigaherz> ;P
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L2389[19:47:19] <luacs1998> !gm 147104
1.8
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L2391[19:52:38] <luacs1998> !gm 150699
1.8
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L2393[19:57:08] <williewillus> stupid
bouncer
L2394[20:00:59] <wlhlm> williewillus:
well, it says that it is free right in the host name, maybe you
should look for a better service... ;)
L2395[20:01:09] <Temportalist> what is
the proper way to account for ScaledResolution when drawing via a
RenderGuiOverlayEvent?
L2396[20:01:25] <williewillus> I don't
have money to waste on something that keeps me logged in on IRC
:p
L2397[20:01:36] <gigaherz> Temportalist:
what do you mean?
L2398[20:01:48] <williewillus> this
time's the first time it's really totally crapped out on me
L2399[20:01:53] <gigaherz> you shouldn't
need to take it into account
L2400[20:01:55] <gigaherz> it just
happens
L2401[20:01:58] <Temportalist> oh
okay
L2402[20:02:00] <Temportalist> haha
L2403[20:02:02] <Temportalist> good
L2404[20:02:18] <gigaherz> unless you do
GL11.glLoadIdentity() and fuck up the existing matrix ;P
L2405[20:02:19] <Temportalist> I need to
draw slots in the center of the screen
L2406[20:02:27] <Temportalist> Nope, this
will be pretty simple
L2407[20:03:00] <gigaherz>
event.resolution.getScaledWidth()/2
L2408[20:03:06] <Temportalist> yup
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L2412[20:15:38] <shadekiller666>
williewillus, i got the pylon models to load, but they're textures
are upside-down :P
L2413[20:15:54] <shadekiller666>
discovered i derped with the uv flipping checking... again
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L2417[20:25:02] <Temportalist> Render
people
L2418[20:25:08] <Temportalist> does this
look right, position wise?
L2420[20:26:21] <shadekiller666>
uhh
L2421[20:26:31] <shadekiller666> i think
that will render backwards
L2422[20:26:31] <Temportalist> And with
tex
L2424[20:26:39] <shadekiller666> the draw
order is clockwise i think
L2425[20:27:06] <Temportalist> clockwise
from bottom left?
L2426[20:27:13] <Sandra> what on earth is
that?
L2428[20:27:21] <shadekiller666> you want
the draw order to be counter-clockwise
L2429[20:27:23] <Temportalist> 1.8.9
texture rendering?
L2430[20:27:30] <shadekiller666> 0,0 is
bottom left yes
L2431[20:27:48] <Sandra> but.... what's
that doing in java?
L2432[20:28:03] <Temportalist> Sandra:
*scala
L2433[20:28:04] <shadekiller666>
"u" is left-right, "v" is up-down
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L2435[20:28:17] <Temportalist> so start
at pos(0, 0, 0).tex(0, 0)
L2436[20:28:18] <Sandra> same difference,
I'm meaning java-side.
L2437[20:28:53] <shadekiller666> you can
start anywhere, but 0,0 is a good place to start ya
L2438[20:29:21] <shadekiller666> 0,0 1,0
1,1 0,1 should render correctly
L2439[20:29:48] <williewillus>
shadekiller666, I have to flip-v the original model :p
L2440[20:30:18] <shadekiller666>
williewillus, i know, i found a bug with the processing code for
custom data :P
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L2442[20:30:35] <Sandra> so what /is/ a
UV anyway?
L2443[20:30:39] <shadekiller666> it was
ignoring that key
L2444[20:30:44] <Sandra> I see everything
talking about it but nothing explains it.
L2445[20:30:48] <Temportalist>
shadekiller666:
L2447[20:31:05] <shadekiller666>
"UV" refers to coordinates on the texture sheet
L2448[20:31:29] <williewillus> in MC all
block and item textures are combined into one big texture on
startup
L2449[20:31:40] <Sandra> ah right.
L2450[20:31:41] <Sandra> yeah.
L2451[20:31:45] <williewillus> UV's refer
to the four corners of one icon
L2452[20:31:48] <Sandra> mmm.
L2453[20:31:54] <williewillus> (in the
case of a textureatlassprite)
L2454[20:32:10] <shadekiller666>
Temportalist, ya that looks right i think
L2456[20:34:32] <shadekiller666> thats
pretty straight-forward actually
L2457[20:35:09] <Temportalist> better
than 1.7.10 rendering
L2458[20:35:16] <shadekiller666>
true
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L2461[20:47:02] <williewillus> rendering
full cubes in a tesr wat
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L2464[20:52:45] <shadekiller666> so one
of the things fry did was add the "flip-v" key to the
"custom" data in the blockstate jsons, and this was
before i started working on uv processing
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L2467[20:53:48] <shadekiller666> when i
started work on processing, i developed a custom data syntax that
worked better for clearity in the json and made more sense
code-wise
L2468[20:54:54] <williewillus> developed?
so It's in the current loader?
L2469[20:55:16] <shadekiller666> ever
since i've been trying to keep support for "custom":
{"flipDX11": true} being the same thing as
"custom": {"processUVs": {"flip":
"v"}}
L2470[20:55:18] <shadekiller666> no
L2471[20:56:01] <shadekiller666> and i'm
starting to wonder if there is any point in having two different
keys in custom data that both flip the uvs on the v axis...
L2472[20:58:20] <shadekiller666> and
every time i try and make the processing code or the parsing code
for the custom data, having both keys modifying the same thing
always ends up getting in the way
L2473[21:02:17] <shadekiller666> as far
as i can tell there is no point in having more than one key
per-axis
L2474[21:05:47] <mrkirby153> !gm
Gui.drawCenteredString
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L2483[21:29:59] <killjoy> Don't think I'm
a fan of moac
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L2487[21:37:50] <GhostfromTexas> yay..
working on porting our mod from 1.7.10 to 1.8.9 to continue
development on it
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L2489[21:39:01] <gigaherz> \o/
L2490[21:39:10] <gigaherz> the more the
merrier ;p
L2491[21:41:44] <Darkevilmac> I've just
started updating to 1.8.9, I've fixed the method changes in my code
and stuff but I'm running into a really annoying bug. When I boot
minecraft up I get this instead of the full start menu....
http://i.imgur.com/tFjdU5D.png
L2492[21:42:00] <gr8pefish> Ah I had that
one
L2493[21:42:15] <Darkevilmac> gr8pefish,
did you manage to fix it?
L2494[21:42:59] <gr8pefish> Yeah, run
clean and gradew setupDecompWorkSpace --refresh-dependencies
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L2497[21:43:40] <Darkevilmac> done that
:/ must be an issue with my gradle setup for sponge mixins, will
probably go look for help there.
L2498[21:44:03] <gr8pefish> make sure
your ide has the gradle project cyned too (if you are using idea
click the refresh circle arrow in the gradle drawer)
L2499[21:44:10] <gr8pefish> *synced
L2500[21:44:32] <Darkevilmac> I've tried
running the gradle runClient command and the same thing happens to
I'd imagine that's not the problem.
L2501[21:44:47] <Darkevilmac> *so
L2502[21:45:24] <gr8pefish> hmm you could
try deleting gradle_home, that fixed it for me, but it is
annoying
L2503[21:45:33] <Darkevilmac> done that
as well.
L2504[21:45:35] <Darkevilmac> :P
L2505[21:45:46] <gr8pefish> well then,
I'm not sure
L2506[21:46:22] <Darkevilmac> I'd imagine
it's something messed up in my build.gradle for mixins so I'm gonna
try the spongedev channel.
L2507[21:46:40] <gr8pefish> yeah could
be, good luck
L2508[21:49:38] <Darkevilmac> changed
some variables in my coremod and now I'm at least getting some
errors to work with so that's nice.
L2509[21:50:23] <gr8pefish> Well it's a
start :)
L2510[21:51:14]
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L2517[22:18:53] <williewillus> did that
guy that was working on a way to dump the atlas finish?
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L2519[22:19:02] <williewillus> if not, is
there an easy way for me to do that?
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L2522[22:22:07] <williewillus> wait what
does getting the w/h have to do with dumping a texture to file from
mem :p
L2523[22:22:16] <gigaherz> that's the
first step
L2524[22:22:33] <gigaherz> second step is
glReadPixels or wahtever the name was
L2525[22:22:45] <gigaherz> third step is
to put those pixels in an image container
L2526[22:23:16] <gigaherz> for steps 2/3,
you could check how mc does the screenshots
L2527[22:23:19] <gigaherz> ;P
L2528[22:25:54] <williewillus> McJty:
that whole screen gray bug in rftools, what was it? the Terra
Shatterer in Botania causses same thing to happen
L2529[22:27:19] <McJty> williewillus,
well my screen uses ForgeHooksClient.registerTESRItemStack to
render the inventory item with the TESR
L2530[22:27:28] <McJty> And the TESR
forgot to re-enable lighting afterwards
L2531[22:27:48] <McJty>
GlStateManager.enableLighting();
L2532[22:27:49] <williewillus> kk, so
probably the custom tooltip in the shatterer
L2533[22:27:55] <williewillus> forgot to
reenable lighting there
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L2535[22:30:36] <GhostfromTexas> oi...
now the joys of figuring out the changes between 1.7.10 and
1.8.9
L2536[22:30:37] <GhostfromTexas>
haha
L2537[22:31:13] <williewillus> have fun
:D
L2538[22:31:22] <williewillus> if you
have any rendering questions I'll be glad to help :p
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L2540[22:37:38] <GhostfromTexas>
BlockStates could be interesting
L2542[22:38:08] <gigaherz> ;P
L2543[22:38:35] <williewillus> ooh
cool
L2545[22:39:39] <gigaherz> this is how it
was before I added the custom rendering of the magic
"slots"
L2546[22:39:39] <williewillus> ugh why is
the latest firefox slow as hell
L2548[22:39:49] <gigaherz> shows the
animation effect better
L2549[22:39:52] <gigaherz> since it was
slower XD
L2550[22:40:15] <gigaherz> (and the
animation length was 1s instead of 3)
L2551[22:40:31] <GhostfromTexas> whoa
williewillus thanks!
L2552[22:40:42] <GhostfromTexas> gonna
fav that and show it to the other dev doing the rendering
stuffs
L2553[22:40:57] <williewillus> yup, threw
it together really quick from experience doing other ports and
people seemed to like it :p
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L2561[23:04:29] <masa> gigaherz: cool
looking gui :p
L2562[23:04:48] <masa> how did you do the
stackSIze rendering btw? is this in 1.8.9?
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L2564[23:05:55] <gigaherz> masa: it's not
actually a stack ;p
L2565[23:06:04] <gigaherz> I did the
rendering manually
L2566[23:06:16] <gigaherz> by ripping out
some of the item rendering code, and butchering it into
submission
L2567[23:06:17] <gigaherz> ;P
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L2569[23:06:31] <masa> oh ok
L2570[23:07:09] <masa> I was just
interested because I have custom stacks which needs a 0.5x scale
stackSize text on them, currently I use NEI for that
L2571[23:07:39] <masa> but that doesn't
exist in 1.8.9, and I'll probbaly rip out that dependency (not hard
dep though) anyway
L2572[23:07:59] <gigaherz> you can steal
my code ;P
L2573[23:08:06] <gigaherz> it doesn't do
the actual stack stuff though
L2574[23:08:08] <gigaherz> it's just
rendering
L2575[23:08:16] <masa> I'll have to look
if JEI can do it, or if I can just override drawScreen() without
JEI breaking
L2576[23:08:45] <gigaherz>
drawScreen?
L2577[23:09:19] <gigaherz> isnt' that
sorta hardcore? XD
L2578[23:09:31] <masa> yea the stack
rendering happens in GuiCOntainer via drawScreen(), but I can't
completely override drawScreen(), otherwise NEI doesn't work in
that GUI
L2579[23:09:45] <gigaherz> ah does NEI
ASM it?
L2580[23:09:49] <masa> is there another
way to override stack rendering?
L2581[23:10:09] <gigaherz> AT the
renderSlot into protected
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L2583[23:10:12] <gigaherz> and override
that
L2584[23:10:13] <gigaherz> ;P
L2585[23:10:19] <masa> yeah, from what I
understand, haven't looked into it myself, but was told to not
override drawScreen() or NEI will break
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L2587[23:10:46] <masa> well, I'll have to
look into it again
L2588[23:11:12] <masa> I have to go now
though, bbl...
L2589[23:11:25] <gigaherz> cya
L2590[23:11:28] <masa> cya
L2591[23:11:51] <mezz> masa, I use
whatever font renderer you have for your itemstack, in JEI
L2592[23:12:51] <masa> oh wait, can you
override the font renderer so that it renders in 0.5x scale,
without doing the scaling in the "GUI phase of
rendering"?
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L2594[23:13:22] <masa> well then again,
my rendered stacks are not mine
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L2596[23:13:33] <masa> only the GEU and
container are mine
L2597[23:13:37] <masa> *GUI
L2599[23:15:58] <mezz> check whatever AE2
does probably
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L2601[23:17:13] <mezz> JEI doesn't have
any crazy render hacks, part of the goal is to have it just to
items and recipes and that's all
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L2603[23:17:36] <mezz> I'm sure the
smaller text is possible somehow though
L2604[23:18:33] <masa> does JEI use a
rendergameoverlay event or something similar? from what I
understand it doesn't use any ASM hacks, so if I override
drawScreen() it doesn't care, right?
L2606[23:19:20] <mezz> I use
GuiScreenEvents so you can probably do whatever you want
L2607[23:19:45] <mrkirby153> Quick
question in regards to Forge and modding in general: Is 10% CPU a
normal amount of CPU for an idling server w/ about 99 mods?
L2608[23:19:52] <mrkirby153> Or does it
depend on the mods installed?
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L2610[23:20:04] <gigaherz> anything
related to resource usage depends
L2611[23:20:12] <gigaherz> depends on the
terrain and the blocks in it
L2612[23:20:14] <williewillus> that
sounds pretty normal actually
L2613[23:20:16] <gigaherz> depends on the
viewing range settings
L2614[23:20:20] <williewillus> and what's
chunkloaded, etc.
L2615[23:20:25] <gigaherz> depends on the
number of active machines
L2616[23:20:34] <gigaherz> depends on the
number of entities
L2617[23:21:03] <gigaherz> (also depends
on the hardware ;P)
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L2619[23:22:35] <mrkirby153> gigaherz,
fresh start server, mostly default settings
L2620[23:23:28] <williewillus> what the
hell... botania has "solid vines" that don't need backing
to climb up, and uses this for the collision box. however, if the
vine faces south or east, the collision bb is instead a full
block
L2621[23:23:29] <williewillus> wat
L2623[23:23:57] <williewillus> (too lazy
to go get it on gh :p)
L2624[23:25:53] <Cazzar> williewillus:
you're too lazy to put it on github, yet you're using IDEA
L2625[23:26:05] <Cazzar> Which has
intergrated gist capabilities.
L2626[23:26:17] <williewillus> where
:p
L2627[23:26:22] <williewillus> ctrl shift
a "gist" has nothing
L2628[23:26:25] <killjoy> So does
eclipse
L2629[23:26:47] <gigaherz> mrkirby153: I
just started an oldish "FTB Infinity" (not evolved)
server I had around, it's sitting idle on this core i7-3770k, takes
3-5% and I have a bunch of areas chunkloaded
L2630[23:26:48] <Cazzar> williewillus:
highlight the code, right click, create github gist.
L2631[23:27:08] <mrkirby153> gigaherz,
thats what my modpack used to do. It would idle at 3-5%
L2632[23:27:09] <mrkirby153> not
10%
L2633[23:27:10] <killjoy> one of my
co-worker's name is gist.
L2634[23:27:10] <williewillus> whoah nice
:p
L2636[23:27:33] <gigaherz> Cazzar: thne
it asks to login, and I cancel and paste it directly on gist
L2637[23:27:34] <gigaherz> XD
L2638[23:28:11] <Cazzar> 963504
L2639[23:28:27] <Cazzar> Thank fuck
that's only a TOTP
L2640[23:28:38] <gigaherz> XD
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L2642[23:29:37] <Cazzar> Or, I can just
use ShareX to do the upload :3
L2643[23:29:55] <TehNut> sharex master
race
L2645[23:30:28] <Cazzar> Though, it
mangles the code for that.
L2646[23:30:32] <TehNut> CTRL+C ->
CTRL+SHIFT+C -> CTRL+V :P
L2647[23:30:37] <Cazzar> Well not code,
filename
L2649[23:34:06] <killjoy> Ok, what do I
tell someone when they ask why there's no item for a block?
L2650[23:35:20] <masa> heh,
setBlockBoundsBasedOnState() doesn't actually take the state as a
parameter? makes sense... not
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L2653[23:42:05] <williewillus> there
just...isn't :p
L2654[23:42:11] <williewillus> not every
block needs an item form
L2655[23:42:30] <williewillus> and in the
case 1.8 I think they allowed that to happen bc that means no need
to make models for the inventory variant of the block
L2656[23:42:46] <williewillus> plus less
stuff in the registry.
L2657[23:42:53] <williewillus> anyways,
trying to dump the atlas and it's crashing the jvm :p
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L2661[23:45:22] <gigaherz> ah there we
go
L2663[23:45:28] <gigaherz> 0.3alpha
approved :3
L2665[23:45:54] <gigaherz> sleep
time
L2666[23:45:58] <williewillus> lol it
dumps the mojang logo upside down
L2667[23:46:00] <williewillus> that's a
start
L2668[23:48:04] <gigaherz> night
ppl
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L2671[23:51:32] <williewillus> hrm it
always just dumps a screenshot :p
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L2673[23:53:31] ***
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L2675[23:56:54] <williewillus> yay
managed to dump it
L2676[23:57:10] <williewillus> nonyay:
techne model texturemaps are taking so much space on the atlas it
hurts
L2677[23:57:14] <williewillus> I'm gonna
destitch them
L2678[23:57:21] <williewillus> it'll be
annoying but worth