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L33[01:19:32] ⇨
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L34[01:20:09] <Dagarath> Can anyone help me
out, looking for info on using a texture atlas for blocks. Having
to make textures square is kind of... wasting memory so I'd like to
put two into a single file.
L35[01:20:35] <Zaggy1024> just combine them
in an image editor and then remap your models to the combined
texture
L36[01:20:51] <Dagarath> hmm its the same
block though?
L37[01:20:54] <Zaggy1024> re-map the UVs
and change the texture path
L38[01:21:01] <Zaggy1024> er
L39[01:21:09] <Zaggy1024> not sure what you
mean
L40[01:21:13] <Dagarath> so I'd have to
have uv 1 and uv 2 in the model?
L41[01:21:14] <shadekiller666> texture map
doesn't give a shit what blocks use what textures
L42[01:21:34] <Zaggy1024> AFAIK there's no
support for multiple UV sets
L43[01:21:37] <Dagarath> The same block has
multiple textures, the texture is 64x128
L44[01:21:51] <Zaggy1024> shade should be
able to say for obj
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L46[01:22:14] <shadekiller666> wait
so
L47[01:22:32] <Dagarath> the model is
entirely code though, shouldnt i be able to setup two uvs the same
way I can animate it?
L48[01:23:04] <shadekiller666> this block
has different textures based on some variable, and you want to have
all of the textures in the same 128x128 area?
L49[01:23:09] <Zaggy1024> oh, I figured you
would be using a Blender-exportable model format
L50[01:23:22] <Zaggy1024> just offset your
UVs for the variant or something
L51[01:23:25] <Dagarath> No it is a techne
model
L52[01:23:41] <Zaggy1024> does techne have
a way to export to BakedQuad style code?
L53[01:24:01] <Dagarath> no idea honestly,
I don't even know where the UV's are lol
L54[01:24:07] <Dagarath> I cant see
anything but texture size
L55[01:24:36] <Dagarath> Maybe when I bind
the texture?
L56[01:24:47] <shadekiller666> the game
doesn't care what TAS you use or what textures that TAS point to,
so as long as you can convince the game to stitch your texture, as
long as you have the TAS and the proper uv coordinates you can do
whatever you want
L57[01:25:06] <Dagarath> No I mean, where
are the uv coordinates lol
L58[01:25:15] <shadekiller666> UV data gets
baked into BakedQuads along with vertex position, color, and
normal
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L60[01:25:44] <shadekiller666> where are
the uv coordinates for what?
L61[01:26:19] <Dagarath> For custom
rendered models
L62[01:27:00] <Zaggy1024> well that depends
on how you made your model
L63[01:27:12] <Zaggy1024> custom models can
be made in many ways, that's why they're "custom"
:P
L64[01:27:33] <Dagarath> OK well the
traditional TESR way, is this the line "new
ModelRenderer(this, 16, 68);"
L65[01:27:46] <Zaggy1024> well sure, but
that doesn't work
L66[01:27:51] <Zaggy1024> are you trying to
do something like that? 0.o
L67[01:28:03] <Zaggy1024> do you have a
working model?
L68[01:28:18] <Dagarath> my model works
fine, I am just trying to decipher WHERE in code the uv's are
L69[01:28:23] <Dagarath> thats all
L70[01:28:31] <Zaggy1024> then pastebin the
code
L71[01:28:46] <Zaggy1024> how did you put a
model from Techne into a custom model though?
L72[01:29:00] <Dagarath> What? lol
L73[01:29:11] <Zaggy1024> did you not say
you're using techne?
L74[01:29:22] <Dagarath> Yes, the modelling
thingy for minecraft, that
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L77[01:29:34] <Dagarath> makes a .java
file
L78[01:29:48] <Zaggy1024> sooo...are you
using a custom block model or a TESR?
L79[01:29:58] <Dagarath> then I had to code
the renderer and yay custom TESR model
L80[01:30:26] <Zaggy1024> TESRs don't use
the atlas
L81[01:30:35] <shadekiller666> yes they
do
L82[01:30:40] <Zaggy1024> ...
L83[01:30:48] <Zaggy1024> you bind your own
textures
L84[01:31:01] <Dagarath> I am not exactly
looking for an atlas, I am just looking for uvw coordinates in the
model
L85[01:31:03] <shadekiller666> well
L86[01:31:06] <Zaggy1024> if and only if
you explicitly bind the atlas will you use the atlas
L87[01:31:12] <Dagarath> From the numbers I
assume it is this line "RightWall = new ModelRenderer(this,
30, 94);"
L88[01:31:17] <Dagarath> because nothing
else makes sense
L89[01:31:30] <shadekiller666> dagarath,
show your code
L90[01:31:34] <Zaggy1024> well, the
parameters for that constructor should tell you what they are
L91[01:31:40] <shadekiller666> we can't
tell you where something is if we can't see it
L92[01:31:57] <Dagarath> Nobody has
answered me, is the uvw IN the model? if it is I'll pastebin the
model, I cant really pastebin my entire project
L93[01:32:05] <Darkevilmac> Doesn't techne
have a feature that lets you just export a texture that's
essentially a template?
L94[01:32:06] <shadekiller666> yes
L95[01:32:11] <Dagarath> ok ty brb
L96[01:32:22] <shadekiller666> uvs are in
the model :P
L97[01:32:48] <shadekiller666> they have to
be, they are what ties the texture to the vertices
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L100[01:33:11] <Dagarath> Ok well I am a
noob, I figured as much just wanted confirmation lol
L101[01:33:13] <Zaggy1024> Are textures
you bind limited to square powers of 2?
L102[01:33:20] <Zaggy1024> I swear those
could be whatever
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L104[01:33:36] <Zaggy1024> or only powers
of 2 but not limited to squares
L105[01:33:39] <Dagarath> there are errors
with forge if they arent a power of 2
L106[01:33:49] <Dagarath> with breaking
particles
L107[01:34:07] <Dagarath> that is what I
am working on fixing at the moment
L108[01:34:17] <Zaggy1024> oh
jeez...
L109[01:34:49] <Zaggy1024> you realize
that if you make a texture with two variants in it, those two will
randomly show up in the particles, right?
L110[01:35:03] <Zaggy1024> you can't make
the particles only use half of your texture
L111[01:35:11] <Zaggy1024> well...okay,
that's not true
L112[01:35:13] <Dagarath> I mean assuming
that line is the uvw line, all I have to do is add 64 if an integer
is at 1, or leave it if it is at 0
L113[01:35:16] <Zaggy1024> but you have to
create the particles yourself
L114[01:35:26] <tterrag> or just create a
separate texture purely for particles
L115[01:35:32] <Dagarath> thats fine i
dont mind that, I just dont want purple/pink particles
L116[01:36:03] <shadekiller666> what are
the arguments for ModelRenderer?
L117[01:36:09] <Zaggy1024> u and v
:P
L118[01:36:17] <Zaggy1024> offset
L119[01:36:18] <shadekiller666> thats only
one uv though
L120[01:36:30] <Zaggy1024> offset, like I
said
L121[01:36:41] <Dagarath> err pink/black
particles rather lol
L122[01:36:48] <shadekiller666> ok
L123[01:36:54] <Zaggy1024> entity boxes
are all laid out the same way
L124[01:37:23] <shadekiller666> pink/black
particles are a result of the game not knowing what texture to
apply to the particles
L125[01:37:25] <Zaggy1024> Dagarath, not
sure what you mean by "if an integer is at 1"
L126[01:37:48] <Zaggy1024> side question,
is this model you're making static?
L127[01:37:54] <Zaggy1024> because if it
is, you really shouldn't be using a TESR
L128[01:37:58] <Dagarath> It isnt really
applicable info Zaggy, just how I intend to change which texture is
used
L129[01:38:27] <Zaggy1024> yes, you would
add 64 to the V to offset it down 64 pixels
L130[01:38:41] <Zaggy1024> (unless 64
means up, but I'm pretty sure it's down)
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L132[01:38:57] <shadekiller666> opengl has
origin at bottom left
L133[01:39:01] <shadekiller666> i
think
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L135[01:39:23] *
shadekiller666 has been getting a bit confused about the opengl
draw order...
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L137[01:39:36] <Dagarath> hmm ok, that
math is feasible. I think I have enough info to move forwards at
least and derp my way through haha thanks guys
L138[01:39:41] <shadekiller666> are guis
in minecraft relative to top-left?
L139[01:40:00] <Zaggy1024> wow, tripwire
hooks really suck with the vanilla block format
L140[01:40:02] <Dagarath> guis do seem to
be I believe.
L141[01:40:08] <Darkevilmac> So I'm having
some issues with my renderers between 1.8.0 and 1.8.9 essentially
idk what the hell is going on because my renderers are doing this
https://up1.ca/#EQvwikldrfDvHVVsdrJBdw
L142[01:40:16] <Darkevilmac> that renderer
specifically.
L143[01:40:57] <Zaggy1024> what is that
supposed to look like dark?
L144[01:40:57] <shadekiller666> erm
L146[01:41:14] <shadekiller666> seems your
Gl translates are hideously borked
L147[01:41:16] <Darkevilmac> I must be
doing something wrong with GL LINES
L148[01:41:44] <Darkevilmac> Essentially
it was just some gauges with lines on them for dials before.
L149[01:41:47] <Darkevilmac> now it's that
mess.
L150[01:42:16] <Dagarath> Alright guys, so
texture UV coords are from Top-left, just figured that out
hehe
L151[01:42:33] <Dagarath> just for future
reference
L152[01:42:39] <shadekiller666>
wait...
L153[01:42:41] <Zaggy1024> figured they
had to be
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L155[01:42:50] <shadekiller666> does
minecraft flip the draw order...
L156[01:42:56] <Zaggy1024> draw
order?
L157[01:43:04] <Zaggy1024> you mean the
V?
L158[01:43:08] <Zaggy1024> doubt it
L159[01:43:18] <shadekiller666> standard
OpenGl winding order for UVs and vertex positions is
counter-clockwise
L160[01:43:28] <shadekiller666> with
origin at bottom-left
L161[01:43:32] <Dagarath> my right leg
model says RearLeftLeg = new ModelRenderer(this, 0, 32); and the
texture is at 0,32 in the file
L162[01:44:53] <shadekiller666> i have a
sneeking suspicion that somewhere in the launch sequence the game
changes that to the DirectX11 winding order, which is top-left
origin and clockwise winding order...
L163[01:46:51] <tterrag> BlayTheNinth:
where does baseModel come from?
L164[01:47:03] <tterrag> where are you
getting those ItemCameraTransforms?
L165[01:52:54] <Zaggy1024> I really hope
they change the tripwire hook
L166[01:55:26] <Zaggy1024> now that there
are block models I'm kind of inclined to take another stab at
animating some blocks (although I'm not quite sure how that would
work yet), but the tripwire hook really doesn't look good when it's
attached and you step in and out of it
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L168[01:55:31] <Dagarath> So curious, for
a smooth animation I am going to want to have it move either every
or every other tick so that I have multiple frames per
second?
L169[01:55:50] <Zaggy1024> you want it to
move every tick consistently
L170[01:56:03] <Zaggy1024> and have a
previous position value so that you can animate smoothly between
ticks
L171[01:56:58] <Dagarath> Alright so I
guess an enum would make that easiest to hold onto
L172[01:57:08] <shadekiller666> no?
L173[01:57:17] <shadekiller666> you can't
modify an enum...
L174[01:57:29] <Dagarath> oh I have to
store the previous position? not just iterate between them?
L175[01:58:07] <Dagarath> I am talking
about like, something similar to a chest opening, nothing overly
complicated.
L176[01:58:27] <Dagarath> WOO thanks guys,
I now have 2 textures per file =)
L177[01:59:43] <ZaggyMobile2> You can't
iterate...
L178[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160115 mappings to Forge Maven.
L179[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160115-1.8.9.zip
(mappings = "snapshot_20160115" in build.gradle).
L180[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/
L181[02:00:41] <Dagarath> pretty sure that
is what I was just told to do unless my definition of iterate is
different than yours
L182[02:01:18] <tterrag> argh....what
exactly is the math to turn "rotation": [ 10, -45, 170 ]
into a quaternion (or 2?)
L183[02:01:27] <Dagarath> Anyways I'll
figure it out.
L184[02:01:41] <McJty> So is
Block.getRegistryName() the best thing to use to uniquely identify
a block (from other mods) so that you can persist that information,
store it in NBT and whatever?
L185[02:02:16] <ZaggyMobile2> You have to
linearly interpolate between the previous pressuring and the
current one in the renderer
L186[02:02:19] <shadekiller666> tterrag,
look in TRSRTransformation
L187[02:02:24] <ZaggyMobile2>
*position
L188[02:02:35] <shadekiller666> and
ForgeBlockStateV1 for the blockstate parsing code
L189[02:02:40] <Darkevilmac> Huh, I
changed my vertex format from POSITION_COLOUR to POSITION and it
seems to have fixed the weird transforms, but of course now they're
black and white, any reason that would happen or how I should go
about fixing it?
L190[02:02:41] <tterrag> shadekiller666:
fromXYZ?
L191[02:02:46] <shadekiller666> ya
L192[02:02:48] <tterrag> oh
L193[02:02:48] <tterrag> no
L194[02:02:50] <tterrag> fromDegrees
L195[02:02:58] <shadekiller666> ya
L196[02:03:01] <Dagarath> hrmm really? I
can't just be like +2 every tick then -2 every tick?
L197[02:03:08] <shadekiller666> fromXYZ
expects radians i think
L198[02:03:21] <ZaggyMobile2> Of course it
can
L199[02:03:32] <ZaggyMobile2> Although
that won't look very good
L200[02:03:55] <Dagarath> so how do you
run code more than once a tick?
L201[02:04:14] <ZaggyMobile2> What?
L202[02:04:20] <McJty> But it seems
GameRegistry has no method to find a block based on that
name.
L203[02:04:23] <ZaggyMobile2> Why do you
want to do that?
L204[02:04:23] <Dagarath> I mean does the
renderer run faster than that?
L205[02:04:29] <ZaggyMobile2> Of
course
L206[02:04:30] <shadekiller666>
Darkevilmac, the vertexformats are strange
L207[02:04:39] <Dagarath> well I dont want
it to take 2 seconds to open, I want it to take 1 second
L208[02:04:39] <ZaggyMobile2> Ticks are 20
per archive
L209[02:04:44] <ZaggyMobile2>
*second
L210[02:05:02] <killjoy> Why is curse
featuring an outdated mod file to download?
L211[02:05:06] <Dagarath> 20 / 10 = 2 was
my reasoning
L212[02:05:25] <McJty> killjoy, is it
perhaps the latest non-beta?
L213[02:05:26] <killjoy> I uploaded 1.0
yesterday, but it keeps wanting to use 0.3.1
L214[02:05:28] <shadekiller666> they are
used to figure out what bytes in the giant list of data belong to
what values
L215[02:05:50] <jadedcat> killjoy , what
versio of Minecraft are they for?
L216[02:05:55] <killjoy> 1.8
L217[02:05:58] <ZaggyMobile2> The
rendering and the ticking are done separately
L219[02:06:02] <shadekiller666> color
takes up 8 bytes of data, position takes up 4 i believe
L220[02:06:16] <killjoy> the one at the
top is the latest, but curse shows the next one as latest
L221[02:06:26] <McJty> So anyone knows
what the best thing to do is to uniquely identify a block?
L222[02:06:29] <jadedcat> on Curse.com?
Not CurseForge?
L223[02:06:40] <killjoy> curse
L224[02:06:49] <Dagarath> Oh thanks Zaggy,
i'll toy around then see what I can figure out. thanks =)
L225[02:07:18] <ZaggyMobile2> Rendering is
done at the highest speed allowed by the system (or limited to a
certain rate), ticking is always supposed to be at 20 herz
L226[02:07:19] <jadedcat> sounds like the
sync got stuck. If you open a support ticket, whoever is on shift
can kick the syncer and tell it to behave.
L229[02:07:25] <killjoy> the curse
page
L230[02:07:37] <ZaggyMobile2> So you need
to interpolate in the renderer
L232[02:09:10] <jadedcat> I'm not at
computer right now, so I can't take care of it myself. Sorry
:(
L234[02:10:21] <tterrag> yeah I
don't...have a json file
L235[02:10:42] <tterrag> shadekiller666:
everything seems to translate from the item model jsons except for
translation
L236[02:10:45] <tterrag> it's WAY too
big
L237[02:10:55] <shadekiller666>
Darkevilmac, each of the DefaultVertexFormats have a PADDING
element at the end, not sure if thats something you're
missing
L238[02:10:55] <BlayTheNinth> you could
make a dummy one just for the transforms so you don't have to set
them in code
L239[02:11:09] <shadekiller666> what
tterrag?
L240[02:11:36] <tterrag> I opened up a
.json file to take the TRSR values from
L241[02:11:44] <shadekiller666> ok
L242[02:11:45] <tterrag> copying them in,
everything works right, except the translation
L243[02:11:48] <tterrag> the values are
way too large
L244[02:11:57] <tterrag> this is what I'm
using return ImmutablePair.of(this, new TRSRTransformation(new
Vector3f(0, 1.5f, -2.75f),
TRSRTransformation.quatFromYXZDegrees(new Vector3f(10, -45, 170)),
new Vector3f(0.375f, 0.375f, 0.375f), null).getMatrix());
L245[02:12:03] <ZaggyMobile2> Perhaps one
is in pixels?
L247[02:12:24] <shadekiller666>
translation is too far you said?
L248[02:12:34] <tterrag> that is not an
item entity
L249[02:12:53] <tterrag> ZaggyMobile2: it
seems further than 16x too far :/
L250[02:13:03] <tterrag> and I don't see
any attenuation in the blockstatev1 parser
L251[02:13:06] <shadekiller666> make Z
positive in the translations, see what happens
L252[02:13:43] <ZaggyMobile2> Where did
you copy that transform from?
L253[02:13:51] <tterrag> some random
normal block
L254[02:13:57] <tterrag>
coal_ore.json
L255[02:14:04] <tterrag>
"translation": [ 0, 1.5, -2.75 ],
L256[02:14:14] <shadekiller666> those are
the standard vanilla inventory transforms
L257[02:14:17] <shadekiller666> for
blocks
L258[02:14:22] <tterrag> I know
L259[02:14:22] <ZaggyMobile2> Translation
in those would be pixels I'm sure
L260[02:14:41] <ZaggyMobile2> And for trsr
it's probably in block units
L261[02:14:43] <tterrag> yup
L262[02:14:50] <tterrag> /16f fixes
it
L263[02:14:53] <tterrag> thanks
L264[02:14:58] <shadekiller666> nice
L265[02:15:06] <tterrag> so in case anyone
else needs this
L266[02:15:11] <tterrag> to fix ISBM third
person rendering
L267[02:15:13] <tterrag> use return
ImmutablePair.of(this, new TRSRTransformation(new Vector3f(0, 1.5f
/ 16f, -2.75f / 16f), TRSRTransformation.quatFromYXZDegrees(new
Vector3f(10, -45, 170)), new Vector3f(0.375f, 0.375f, 0.375f),
null).getMatrix());
L268[02:15:32] <tterrag> should probably
cache that TRSR
L269[02:16:02] <shadekiller666> or just
store the matrix
L270[02:16:22] <shadekiller666> well,
cache the Pair
L271[02:16:24] <BlayTheNinth> or do it
correctly by specifying the transform in .json :p
L272[02:16:52] <tterrag> can't cache the
pair
L273[02:16:59] <tterrag> well, I can in
the model object I suppose
L274[02:17:06] <tterrag> BlayTheNinth: I
don't *have* a .json
L275[02:17:11] <tterrag> and I can't
L276[02:17:56] <BlayTheNinth> nothing
stopping you from creating one and passing it into your ISBM for
the transforms only
L277[02:18:03] <shadekiller666> ...
L278[02:18:09] <shadekiller666> you have
no idea
L279[02:18:39] <shadekiller666> that is
about 4x more work than what tterrag is currently doing
L280[02:18:48] <shadekiller666> i
guarantee that
L281[02:19:05] <BlayTheNinth> no it's
not
L282[02:19:08] <BlayTheNinth> it's about 6
lines of code more
L283[02:19:11] <tterrag> for what, so
people can change the TRSR of a model they can't change?
L284[02:19:24] <tterrag> considering the
work for what I"m currently doing is now 0
L285[02:19:27] <tterrag> I'll stick with
this way :P
L286[02:19:35] <shadekiller666> lol
L287[02:19:50] <ZaggyMobile2> Should bug
fry to make some public constants for default perspective
transforms
L288[02:20:23]
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L289[02:20:29] <Zaggy1024> you may also
need TRSRTransformation.blockCenterToCorner
L290[02:22:16] <tterrag> doesn't seem like
it
L291[02:22:50] <ZaggyMobile2> Fry used
that in blockstates v1
L292[02:23:11] <ZaggyMobile2> Probably
changes the rotation origin or something
L293[02:23:13] <shadekiller666> thats
really only needed with rotations
L294[02:23:18] <shadekiller666> and
possibly scale
L295[02:23:27] <shadekiller666> thats
exactly what it does
L296[02:24:09] <tterrag> well, rotation is
fine
L297[02:24:23] <shadekiller666> instead of
rotating about the smallest corner of the block (closest to
negative) it would rotate about the center
L298[02:25:15] <ZaggyMobile2> It's
probably not an exact match for the vanilla transform if you're
scaling and rotating on the wrong origin tt :P
L299[02:25:22] ⇦
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L300[02:28:30] <tterrag> it matches
exactly
L301[02:28:30] ⇦
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L302[02:28:31] <tterrag> I tested
L303[02:28:38] <tterrag> switching between
vanilla and my block quickly
L304[02:28:41] <tterrag> it's easy to see
they are identical
L305[02:31:25] <Zaggy1024> huh.
interesting
L306[02:33:55] <tterrag> I feel like
overnight 1.8.x has gone from hated to adored
L307[02:34:07] <tterrag> there's 1,150 on
my chisel build for 1.8 that was uploaded last night
L308[02:34:11] <tterrag> 1,150
downloads*
L309[02:34:17] <TehNut> I was on the 1.8
train before it was cool
L310[02:34:36] <tterrag> so was i
lol
L311[02:34:50] <tterrag> I just feel like
the user perspective on 1.8 has changed extremely quickly
L312[02:34:55] <tterrag> just last week it
was the update no one cared about
L313[02:34:58] <shadekiller666> thaumcraft
5 came out recently, so i'm guessing that helped a bit ;P
L314[02:35:07] <tterrag> yeah, but TC5
came out for 1.8.0 and did nothing
L315[02:35:30] <shadekiller666> BuildCraft
also came out recently
L316[02:36:32]
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L318[02:43:08] <xaero> I'd wager a guess
and say TC5 really started the ball rolling as one of the first
big-content mods to update after months of 1.8 silence
L319[02:43:43] <Sandra> but as we said,
TC5 was out for AAAGES before anything else started.
L320[02:43:49] <Sandra> it started a bit
of updating.
L321[02:44:06]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L322[02:44:23] <Sandra> but it was really
asie and such who were like "hey, 1.8.8 is actually a great
update. go for it!".
L323[02:45:01] <gabizou|laptop> Sandra it
wasn't out for ages tbh
L324[02:45:16] <Sandra> it... kinda
was.
L325[02:45:20] <gabizou|laptop> a few
months isn't "ages" or anything to speak of
L326[02:45:29] <Sandra> it is in internet
land.
L327[02:45:42] <gabizou|laptop> not in
minecraft modding land imo
L328[02:45:47] <McJty> gabizou|laptop, the
1.8 version of TC was out for some time now though
L329[02:45:49] <gabizou|laptop> well,
relatively speaking
L330[02:46:08] <Sandra> exactly.
L331[02:46:10] <gabizou|laptop> McJty oh,
I know, it's been a few months now.
L332[02:46:21] <McJty> More then a few
months as far as I know
L333[02:46:25] <Sandra> TC5 had this huge
thing when it first came out.
L334[02:46:31] <Sandra> but then everyone
was like... eh.
L335[02:46:48] <Sandra> but now that OTHER
things started happening in 1.8.8 people actually care.
L336[02:46:49] <asie> shadekiller666: BC
was around since july
L337[02:46:57] <asie> but it took three
tries at porting to get it right
L338[02:47:05] <asie> as BC is a very
legacy codebase in terms of modding styles
L339[02:47:07] <gabizou|laptop> lol
asie
L340[02:47:21] <asie> we just never
advertised it as half the things crashed you then
L341[02:47:22] <gabizou|laptop> I read
through a bit of what you had to do for BC
L342[02:47:36] <asie> i didn't do anything
bar the first porting attempt in nov 2014
L343[02:47:40] <asie> alexiil is the 1.8
wizard
L344[02:48:01] <shadekiller666> sometimes
you just need to rewrite a mod from the ground up
L345[02:48:19] <asie> BC has 80-100 KLoC
and at most one dev
L346[02:48:23] <asie> you are asking for
the impossible
L347[02:48:25] <McJty> The port of base
rftools is pretty straight a direct port. But the dimension part
I'm considerably rewriting
L348[02:48:33] <McJty> Not exactly from
the ground up but I am changing most of the dynamics
L349[02:48:37] <McJty> mechanics
L350[02:48:53] *
Sandra is completely rewriting her mod for 1.8.
L351[02:48:55] <shadekiller666>
KLoC?
L352[02:49:05] <McJty> Avoiding mistakes I
made back when I knew even less of modding then I do know :-)
L353[02:49:07] <Sandra> KiloLines of
Code.
L354[02:49:09] <asie> thousands lines of
code
L355[02:49:34] <shadekiller666> every mod
has thousands of lines of code :P
L356[02:49:47] <shadekiller666> i'm sure
TC5 has around that number if not more
L357[02:49:51] <asie> i checked, few mods
have as many LoC as BC, that is from the open source ones
L358[02:49:55] <asie> railcraft has 2k
more
L359[02:50:11] <asie> TC5 i will never
know for sure
L360[02:50:11] *
gabizou|laptop now wonders how many loc spongecommon+spongeforge
has.
L361[02:50:16] <gabizou|laptop> asie do
you count api?
L362[02:50:17] <McJty> asie, how can you
count easily?
L363[02:50:23] <shadekiller666> is that
number because of the fact that its "legacy style" and
you're having to work around shit?
L364[02:50:30] <Sandra> you could always
estimate from a decompiled version.
L365[02:50:34] <asie> McJty: cloc
L366[02:50:41] <Sandra> although that's
incorrect, it's a rough estimate.
L367[02:50:41] <asie> shadekiller666: not
really
L368[02:50:47] <asie> BC just has a LOT of
features
L369[02:51:08] <shadekiller666> what is
the majority of that 80-100K lines taken up by?
L370[02:51:12] <asie> even
L371[02:51:25] <asie> i think about 15% is
robots, 15% builder system
L372[02:51:32] <asie> and 20% transport
module
L373[02:51:49] <shadekiller666> ok
L374[02:51:58] <asie> the builder system
is horrible
L375[02:52:05] <shadekiller666> lol
L376[02:52:07] <asie> the robots are
alright as they are fairly fresh relative to the rest of bc
L377[02:52:13] <asie> transport got a lot
of rewrites
L378[02:52:17] <asie> anyway, afk
L379[02:52:28] <McJty> RFTools is 64K
apparently
L380[02:52:34] <McJty> The 1.7.10 version
that is
L381[02:53:00] <Sandra> well then.
L382[02:53:03] <gabizou|laptop> According
to the statistics plugin for IntelliJ, Spongeforge has 487k when
you count the API
L383[02:53:18] <killjoy> Is it bad that I
discovered an unintended feature in my mod?
L384[02:53:23] ⇦
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L385[02:53:36] <Sandra> killjoy, depends
what feature?
L386[02:53:45] <killjoy> I made a file
drop, and it also supports URLs
L387[02:53:53] <killjoy> URLs is the
unintended feature
L388[02:54:11] <killjoy> i.e. drag a
internet image onto it and it will work.
L389[02:55:20] <Sandra> apparently my 1.8
mod has 1025 lines of code, and 76 lines of json.
L390[02:56:34] <Sandra> and said mod's 1.7
version has 1897 lines.
L391[02:56:44] <Sandra> interesting.
L393[02:57:22] <Sandra> however the 1.8
version is a complete rewrite, with a butt ton less helpers.
L394[02:57:57] <Sandra> and also a butt
ton less features yet.
L395[02:58:38] <tterrag> shadekiller666
also: ^^^
L396[02:58:44] <tterrag> I'm surprised
:P
L397[02:58:52] <TehNut> that lone json
file
L398[02:59:00] <tterrag> yep
L399[02:59:03] <tterrag> the spawner
config :P
L400[02:59:15] <shadekiller666> lol
L401[02:59:19] <Sandra> tterrag, what
about chisel?
L402[02:59:54] <tterrag> 19.2k
L403[03:00:04] <tterrag> oh wait, forgot
to include CTMLib
L404[03:00:11] <McJty> Ah and I forgot
mcjtylib :-)
L405[03:00:28] <tterrag> 20.2k
L406[03:00:32] <tterrag> CTMLib is not big
:P
L407[03:00:37] <McJty> Ok so 64k+7k
L408[03:00:42] <Sandra> that's 1000 lines
of code.
L409[03:00:51] <Sandra> or the size of my
mod.
L410[03:01:10] <Sandra> but then, my mod
is tiny.
L411[03:01:40] ***
tterrag is now known as tterrag|ZZZzzz
L412[03:01:44] <tterrag|ZZZzzz> I should
really get some sleep
L413[03:01:45] <tterrag|ZZZzzz> night
all
L414[03:02:46] <luacs1998> dammit
L415[03:02:52] <luacs1998> tterrag|ZZZzzz,
i just wanted to yell at you about events
L416[03:02:56] <tterrag|ZZZzzz> wat
L417[03:03:30] <tterrag|ZZZzzz>
events?
L418[03:03:32] <Sandra> chisel is 90%
textures tbh anyway.
L419[03:04:01] <Sandra> actually more like
99% textures.
L420[03:04:05] <luacs1998> somebody came
along to tell me that chisel left click actions ccan't be blocked
with FE
L421[03:04:36] <luacs1998> what i'm
thinking is that you don't throw events
L422[03:05:03] <tterrag|ZZZzzz> uh
L423[03:05:09] <tterrag|ZZZzzz> Probably
not
L424[03:05:17] <tterrag|ZZZzzz> Make a PR
I'm asleep
L425[03:05:23] <tterrag|ZZZzzz>
*zzzzz*
L426[03:08:03] <luacs1998> k
L427[03:08:06] <Dagarath> hrmm curious,
anything inbuilt to let me know if a tile entity is open or should
I be doing that through the block?
L428[03:08:17] <McJty> Dagarath,
'open'?
L429[03:08:25] <Dagarath> in use,
accessed, whatever
L430[03:08:32] <McJty> For your own
block?
L431[03:08:32] <Dagarath> by a player that
is
L432[03:08:35] <Dagarath> yes
L433[03:09:01] <McJty> Not sure if there
is anything for that. Perhaps the 'crafters' array?
L434[03:09:14] <Dagarath> my use case is I
am grabbing accessing the inventory
L436[03:09:45] <luacs1998> thanks
L437[03:09:53] <Darkevilmac>
shadekiller666, Well I just did a hacky thing and used the normal
POSITION vertex format and used GlStateManager to set the
color.
L438[03:10:01] <Darkevilmac> And it works
so I don't care if it's a bad idea.
L439[03:10:25] <Dagarath> So all I have to
use is onBlockActivated? maybe I should look at how a chest does it
lol
L440[03:10:27] <shadekiller666> thats
probably the best option
L441[03:10:39] <shadekiller666>
Darkevilmac, ^
L442[03:10:53] <Darkevilmac> Well I'm
frankyl not in the mood to deal with something that I can just hack
around for the time being.
L443[03:11:09] <Darkevilmac> I'll deal
with it when I have to, but for now this'll do.
L444[03:12:04] <Sandra> Dagarath, wait....
what?
L445[03:12:28] <Sandra> are you trying to
handle a right click on a block?
L446[03:14:35] <Dagarath> I am trying to
handle a tile entity being accessed like a chest being opened
except it is not a chest
L447[03:15:09] <Sandra> yeah, you use
onBlockActivated, you get the TE of the block, then do whatever you
have to do to it from there.
L448[03:15:31]
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L449[03:15:34] <Sandra> if that involves
opening a GUI, you do something that I don't know about with
containers and stuff.
L450[03:15:52] <Dagarath> I have gui and
all working, I am just trying to implement open animations
L451[03:15:59] <Dagarath> well open and
close
L452[03:16:30] <Sandra> ah righteo.
L453[03:17:16] <Sandra> so you'd handle
that from the container, really.
L454[03:17:33] <Dagarath> I mean there are
openInventory and closeInventory in tilentity..but they dont seem
to do much lol.
L455[03:19:50] <Dagarath> Cool thanks, was
able to find what I need in the Container class =)
L456[03:22:35] <Sandra> Dagarath,
openInventory and closeInventory only work if you call them from
your container or whatever.
L457[03:22:54] <Sandra> they're used by
the chest for it's animations, but it calls them through the
container.
L458[03:24:02] <Sandra> I wonder if
halving idea's available ram will make it not hog half my
ram.
L459[03:24:11] <Sandra> but still make it
run.
L460[03:25:02] <Sandra> seems to still be
working.
L461[03:25:17] <Sandra> and the ram usage
seems down 200MB.
L462[03:25:20] <Dagarath> ah alright, well
using onBlockActivated in block and onContainerClosed in container
seems like it should be enough unless there is a better
option?
L463[03:25:21] <Sandra> aka what I
did.
L464[03:25:26] <Sandra> so that's
cool.
L465[03:25:39] <Sandra> Dagarath, there's
no onContainerOpened?
L466[03:25:55] <Dagarath> nope apparently,
theres something to get the inventory but its not exactly the
same
L467[03:26:05] <Dagarath> might be though
lol
L468[03:26:31] <Sandra> that /should/ be
alright.
L469[03:26:43] <Sandra> make sure you take
care of sidedness where need be.
L470[03:27:39] <Dagarath> well about to
find out if it is indeed alright hehe
L471[03:29:32] ⇦
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L473[03:34:26] <Sandra> I guess I'm gonna
have to make my page file bigger because something's filling it up
and i dunno what.
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L475[03:38:52] <Zaggy1024> Dagarath, you
need to call IInventory.openInventory and closeInventory yourself,
I'm pretty sure
L476[03:39:30] <Zaggy1024> my chest-like
container calls inventory.openInventory in its constructor and
inventory.closeInventory in onContainerClosed
L477[03:45:15] <Dagarath> hrmm ok, not
having any luck with what I am doing so I'll do that hehe
L478[03:45:37] <Dagarath> whoa wait... i
got it to work... but backwards haha
L479[03:45:48] <Dagarath> its open when
its not in use, closed when it is lol
L480[03:45:58]
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L481[03:46:15] <Dagarath> just required a
little if(player != null) hehe
L482[03:48:57] ⇦
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L484[03:53:52] ***
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L485[04:01:14] <Zaggy1024> Dagarath,
remember that multiple players can open a container at once.
L486[04:03:51] <Dagarath> Yea, I just want
it to work for now I'll deal with fancy stuff like that later
lol
L487[04:08:12] ⇦
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L491[04:11:15] ***
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L493[04:15:44] ***
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L494[04:15:52] <Zaggy1024> it's better to
write your code understanding that multiple players will be
interacting with your blocks at once, rather than writing it
thinking only about one player, and then having to patch in
multiplayer code
L495[04:15:58] <Zaggy1024> trust me
:P
L496[04:15:59] <Dagarath> noww....to add a
fart sound effect
L497[04:16:22] <Dagarath> except the way
my mod and modpack work multiple players won't be interacting with
this block for well over a month lol
L498[04:16:32] <Zaggy1024> erm
L499[04:16:34] <Dagarath> I've got time
heh
L500[04:16:45] <Zaggy1024> it's not about
time
L501[04:16:52] <Zaggy1024> it's about
saving yourself pain in the future
L502[04:17:12] <Dagarath> No I am just
worried about animation, I know I need to put in player count etc
to make sure it stays open as long as one person is using it
L503[04:17:14] <Zaggy1024> writing code
under an assumption that you know won't always be true will only
make things worse to maintain
L504[04:17:32] <Zaggy1024> yeah
L505[04:17:33] <Dagarath> I mean, it wont
be released I am the only person using it
L506[04:17:45] <Zaggy1024> will you ever
release it? :P
L507[04:18:06] ⇦
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L508[04:18:09] <Dagarath> yes of course,
and by then it will be pretty. I'll probably start on the code in
like 5 minutes, I just want to add a fart sound first!
L509[04:18:57] <Zaggy1024> just want to
make sure you don't make choices that will make you want to rewrite
it later
L510[04:19:11] <Zaggy1024> not so much
worried about this specific case, since it's not really complicated
to add a set of players
L511[04:19:22] <Dagarath> I know. I've had
to refactor enough C# to not want to do such a thing lol
L512[04:19:48] <Zaggy1024> ah k
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L515[04:21:16] <Dagarath> Thanks for
looking out for me though =)
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L526[05:00:42] <OrionOnline> Good
Morning
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L528[05:03:05] <OrionOnline> Is someone on
chat who has been capable of retexturing BlockModels based of there
UnlistedBlockstate?
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L531[05:10:01] <Ordinastie> does someone
have automatic upload to cursforge setup ?
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L536[05:25:02] <Ivorius> Abrar's sample
project is gone unfortunately
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L539[05:26:28] <Ordinastie> thanks
L540[05:27:33] <Ordinastie> that is a
complicated file though ><
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L548[05:36:16] <McJty> What is the best
way to have my mod class expose some API? Can I juse have my main
mod class implement some api interface and then in the mod that
wants to use that use @Optional and something to find the mod
instance to access that?
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L550[05:38:03] <diesieben07> McJty, let
people send an IMCMEssage with a method callback and then call that
method with the API instance
L551[05:38:19] <diesieben07> then expose
an API interface in the api package which you implement however you
like
L552[05:38:28] <McJty> ok
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L556[05:44:25] <McJty> diesieben07, what
exactly do you mean by method callback?
L557[05:44:33] <McJty> Don't have a lot of
experience with IMC so far
L558[05:44:51] <McJty> Is it just a string
that you parse with introspection?
L559[05:45:07] <McJty> Which is what Waila
seems to do
L560[05:45:41] <ghz|afk> McJty: haveyou
used WAILA?
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L562[05:45:58] <diesieben07> McJty,
sendFunctionMessage / getFunctinoValue
L563[05:46:09] <diesieben07> allows you
transfer a Function<K, V> object
L564[05:46:11] <McJty> gigaherz, yes
L565[05:46:34] <McJty> aha ok
L566[05:47:01] <diesieben07> in your case
it would be Function<MyApiInterface, Void>
L567[05:47:53] <gigaherz> hmmm I wasn't
aware of sendFunctionMessage
L568[05:48:03] <gigaherz> although I just
looked at it and it also takes a String as third arg
L569[05:48:24] <gigaherz> ah
L570[05:48:30] <gigaherz> it expects a
class that extends Function
L571[05:48:36] <gigaherz> and it
instantiates that class
L572[05:49:19] <diesieben07> yes it
does
L573[05:49:27] <diesieben07> but
getFunctionValue decodes it
L574[05:49:50] <McJty> It is kinda the
opposite of what I want but it will do...
L575[05:50:05] <McJty> I actually want to
get the interface for the destination mod. Not give one to the
destination mod
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L577[05:50:19] <McJty> But I can use two
interface and get the one I want from the one I implement
L578[05:50:27] <McJty> (that sounded
confusing)
L579[05:50:30] <gigaherz> McJty: using IMC
that way works best, since your api then controls WHEN
initialization happens
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L582[05:54:09] <McJty> I don't understand
the parameters of getFunctionValue.
L583[05:54:17] <McJty> What are
functionFrom and functionTo?
L584[05:54:25] <diesieben07> K and V
L585[05:54:29] <diesieben07>
Function<K, V>
L586[05:54:38] <diesieben07> in your case
MyApiInterface.class and Void.class
L587[05:55:14] <McJty> What exactly does
that V refer too?
L588[05:55:16] <McJty> When is that
used?
L589[05:55:21] <gigaherz> K is the input
param
L590[05:55:24] <gigaherz> V is the return
type
L591[05:55:35] <gigaherz> V apply(K)
L592[05:55:41] <diesieben07> Function is a
generic type, it has type parameters
L593[05:55:54] <McJty> I guess that for
IMC it will never use a return?
L594[05:56:02] <gigaherz> ?
L595[05:56:07] <diesieben07> Yes, as i
said
L596[05:56:09] <diesieben07> in this case
V is Void
L597[05:56:22] <McJty> Ok understood
L598[05:56:27] <diesieben07> but *in
theory* you could return something
L599[05:56:34] <gigaherz> the IMC message
lets you transfer a "class extends
Function<Input,Return>"
L600[05:56:47] <gigaherz> what Input and
Return are is of no concern to the IMC system
L601[05:56:49] <McJty> But
FMLInterModComms.sendFunctionMessage only returns boolean
L602[05:56:51] <gigaherz> it's up to the
mod
L603[05:56:53] <McJty> So where does that
return go too then?
L604[05:56:57] <gigaherz> nono
L605[05:57:06] <gigaherz> the caller of
sendFunctionMessage give its own Function
L606[05:57:13] <gigaherz> that the other
mod will fall in the future
L607[05:57:17] <gigaherz> then the other
mod will do
L608[05:57:29] <gigaherz> func =
getFunctionValue(in.class, out.class)
L609[05:57:31] <gigaherz> then do
L610[05:57:37] <gigaherz> ret =
func.apply(input);
L611[05:57:48] <McJty> hold on...
Confused
L612[05:57:53] <McJty> I think I'm missing
something
L613[05:57:53] <diesieben07> other mod
wants API
L614[05:57:59] <diesieben07> it creates a
class Function which is its callback
L615[05:58:02] <gigaherz> okay consider
this situation
L616[05:58:05] <diesieben07> it gives this
calss to you via IMC
L617[05:58:09] <diesieben07> you call that
function with your API
L618[05:58:11] <diesieben07> other mod now
has your API
L619[05:58:25] <McJty> Is there an
example?
L620[05:58:31] <McJty> I really only
understand well with examples :-)
L621[05:58:39] <gigaherz> McJty: you know
how you pass a function to waila?
L622[05:58:50] <gigaherz> and during init,
it calls it?
L623[05:58:52] <McJty> gigaherz, well I
use the non-function way for waila
L624[05:58:56] <diesieben07> I'll hack
something together
L625[05:59:06] <gigaherz> you don't use
FMLInterModComms.sendMessage("Waila",
"register",
"gigaherz.enderRift.WailaProviders.callbackRegister");?
L626[05:59:25] <McJty> ah yes
L627[05:59:32] <gigaherz> well now
imagine
L628[05:59:43] <gigaherz> instead of
giving it a static function that gets resolved using
reflection
L629[05:59:45] <gigaherz> you have
L630[06:00:02] <gigaherz> class
WailaCallback extends Function<IWailaAPI, Void>
L631[06:00:04] <gigaherz> {
L632[06:00:16] <gigaherz> public void
apply(IWailaAPI) { ... }
L633[06:00:17] <gigaherz> }
L634[06:00:21] <gigaherz> then you can
call
L635[06:00:32] <gigaherz> then you could*
call
L636[06:00:47] <gigaherz>
FMLInterModComms.sendFunctionMessage("Waila",
"register", "package.WailaCallback");
L637[06:00:56] <gigaherz> and Waila would
have to do
L638[06:01:02] <McJty> I think I get it
now. I was mistakenly under the impression that I had to give a
class. Not a function.
L639[06:01:17] <McJty> Well it is a class
/ function in this case
L640[06:01:18] <gigaherz>
theIMCMessage.getFunctionValue(IWailaAPI.class,
Void.class).apply(theApi)
L641[06:01:53] <gigaherz> well a bit more
involved than that since it's an Optional<Function> but you
get the idea
L642[06:02:15] <gigaherz> you give it a
function-class
L644[06:02:35] <McJty> Thanks!
L645[06:02:38] <diesieben07> i imported
the wrong function i think
L646[06:02:40] <diesieben07> but
yeah
L647[06:05:20] <McJty> In my case both
mods are mine (splitting rftools into modules for 1.8.9)
L648[06:05:24] <McJty> But same principle
applies
L649[06:05:29] <McJty> And other mods can
also use the api of course
L650[06:05:38] <gigaherz> nice
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L659[06:19:21] <McJty> So I need to use
com.google.common.base.Function?
L660[06:20:05] <gigaherz> yes
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L678[06:43:22] <luacs1998> !gm 175141
1.8
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L690[07:11:45] <awe2k> Is there any
GradleStart class in forge 1.8.9-11.15.0.1699?
L691[07:17:24] <Cazzar> yep, they still
exist.
L692[07:18:01] <awe2k> weird, eclipse
doesn't show it
L693[07:20:56] <gigaherz> well given that
IDEA requires GradleStart to run debug/release, it would be
annoying id they didn't exist XD
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L695[07:35:51] <McJty> In 1.7.10
EntityPlayer implemented ICommandSender. How do you get the player
doing the command now?
L696[07:36:39] <diesieben07> McJty, same.
every entity is ICommandSender.
L697[07:36:46] <McJty> aha ok
L698[07:36:53] *** V
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L699[07:37:07] *
McJty imagines a zombie using a console command
L700[07:37:21] <diesieben07> you can use
getCommandSenderAsPlayer to autmatically give an error if the
sender is not a player
L701[07:37:47] <McJty> Where is that
method?
L702[07:38:01] <diesieben07> CommandBase,
which you should be extending
L703[07:38:32] <McJty> Ah yes, but I'm in
my own custom interface a bit deeper then that
L704[07:38:35] <McJty> Ok I know what to
do
L705[07:46:28] <OrionOnline> Anyone know a
way to retexture a Model of a Block based of a
UnlistedProperty?
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L707[07:46:55] <OrionOnline> Like having a
Material Property on the Block
L708[07:47:06] <OrionOnline> And have that
determine a part of the model
L709[07:47:10] <OrionOnline> Is that
possible?
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L711[07:47:49] <diesieben07> of
course
L712[07:47:52] <diesieben07>
ISmartBlockModel
L713[07:48:33] <McJty> Hmm annoying that
commands seem to 'eat' errors. I probably got an exception but it
isn't shown
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L715[07:51:39] <OrionOnline> diesieben07,
but that does not work with B3D´s does it?
L716[07:52:29] <diesieben07> not sure
quite how they work
L717[07:52:45] <diesieben07> but you
should be able to return them from ISmartItemModel, too
L718[07:52:51] <diesieben07> since they
are just baked models, too
L719[07:53:08] <OrionOnline> fry, you
there?
L720[07:53:09] <OrionOnline> Yeah
L721[07:53:17] <diesieben07> yeah better
ask him :D
L722[07:53:18] <OrionOnline> But i would
somehow need to retexture thenm
L723[07:53:38] <OrionOnline> Or bake them
multiple times, like i am doing with my items
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L725[07:56:05] <OrionOnline> Looks like
fry is not avaiblable right now
L726[07:56:31] <OrionOnline> Is there a
way to load OBJ for TESR Rendering?
L727[07:56:50] <McJty> yes
L728[07:56:57] <McJty> I have done
that
L729[07:57:01] <McJty> hold on. Giving a
reference
L731[07:57:43] <McJty> It uses a static
model for OBJ as well as a TESR that renders an OBJ that has to
rotate
L732[07:57:53] <gigaherz> OrionOnline: I
have a little class for it
L733[07:58:08] <OrionOnline> The problem
is that i need Retexturing and Animation
L735[07:58:11] <OrionOnline> It is for
chest
L736[07:58:20] <OrionOnline> So instead of
doing B3D static models
L737[07:58:22] <McJty> Well animation is
easy if it is just doing GL transforms
L738[07:58:26] <McJty> That's also what
this tutorial does
L739[07:58:32] <McJty> It transforms the
OBJ around the y axis
L740[07:58:40] <gigaherz> OrionOnline: why
not use B3D then?
L741[07:58:41] <OrionOnline> I was
thinking of doing dynamic OBJs with TESR
L742[07:58:43] <gigaherz> it has
animations build in
L743[07:58:47] <OrionOnline> gigaherz, i
know
L744[07:58:57] <OrionOnline> But i would
need to retexture them during runtime
L745[07:59:02] <gigaherz> that's ok
L746[07:59:04] <OrionOnline> I know a
ISmartBlockModel can do that
L747[07:59:09] <gigaherz> yo ucan call the
.retexture in the IModel
L749[07:59:25] <gigaherz> beforeyou call
.bake
L750[07:59:35] <gigaherz> if the IModel
extends IRetexturableModel
L751[07:59:38] <gigaherz> you can call
.retexture first
L752[07:59:53] <gigaherz> model =
loadModel...
L753[08:00:25] <gigaherz> if(model extends
IRetexturableModel) model =
((IRetexturableModel)model).retexture(...);
L754[08:00:28] <gigaherz>
model.bake(...)
L755[08:00:38] <OrionOnline> I donnot
think B3D are retexturable
L756[08:00:45] <gigaherz> yes they
are
L757[08:00:47] <gigaherz> they
support
L758[08:00:54] <gigaherz>
"textures": { ... } in json files
L759[08:00:58] <gigaherz> so they must be
retexturable
L760[08:01:02] <OrionOnline> Especially
since they are can be made up out of multiple files
L761[08:01:11] <OrionOnline> So how do i
target one specif layer with the retexture
L762[08:01:20] <gigaherz> you don't
L763[08:01:26] <gigaherz> retexture remaps
the texture channels
L764[08:01:33] <gigaherz> so like
L765[08:01:40] <gigaherz>
"#main" -> "thistexture"
L766[08:01:56] <gigaherz> like you would
do using the "textures": { ... } in the json file
L767[08:02:13] <OrionOnline> One second i
need to see the definition of that function
L768[08:02:19] <gigaherz> retexture takes
a map
L769[08:02:38] <gigaherz> which
corresponds with the data in the "textures" block of a
json file
L770[08:03:12] <OrionOnline> Oh it takes a
map
L771[08:03:17] <gigaherz> <String,
String>, where the left side is the name of a texture channel
such as "all", "west", or in the case of
external models, "Default" or "New Material
001"
L772[08:03:19] <OrionOnline> Did not
realize that
L773[08:03:40] <gigaherz> you have two
choices
L774[08:03:51] <gigaherz> either you use
loadModel + retexture every time you need a change of texture
L775[08:03:59] <gigaherz> or you can
pre-bake all the needed variatns on init
L776[08:04:02] <OrionOnline> prebake
L777[08:04:04] <gigaherz> and then just
choose from it
L778[08:04:08] <OrionOnline> I know all
variants before hand
L779[08:04:22] <OrionOnline> Because they
get instantiated by the mod or via the API
L780[08:04:53] <OrionOnline> So now the
only thing to figure out is what the key are that i need to
replce
L781[08:05:08] <gigaherz> so yeah you can
use my code as reference if you want
L782[08:05:14] <gigaherz> I don't have
code for using b3d animation data
L783[08:05:30] <gigaherz> but so far as I
know, it's just a matter of passing a B3DState
L784[08:05:50] <OrionOnline> Yeah can
imagine
L785[08:06:08] <OrionOnline> How does B3D
set the texture in the first place?
L786[08:06:15] <OrionOnline> Does it use a
MTL system like OBJ
L787[08:06:22] <OrionOnline> Or is it
contained in the file
L788[08:06:31] <OrionOnline> And i need to
edit that one once Blender exports?
L789[08:08:57] <OrionOnline> Still how do
i get my Own ISmartBlockModel instance when i use the B3D
Loader
L790[08:08:59] <OrionOnline> ....
L791[08:09:23] <diesieben07>
ModelBakeEvent
L792[08:09:48] <diesieben07> and then from
your own model you refer to the b3d models
L793[08:11:56] <OrionOnline> But that
would result in me getting a B3D Baked model
L794[08:12:00] <OrionOnline> Which i
cannot retexture
L795[08:12:10] <OrionOnline> Or should i
just load a model using the ModelBakery
L796[08:12:33] <diesieben07> i dont know
how the retexturing would wok
L797[08:12:41] <OrionOnline> Then
retexture -> rebake -> save it in the map as a
ISmartBlockModel
L798[08:13:29] <diesieben07> nooo :D
L799[08:13:29] <OrionOnline> Hmm
L800[08:13:37] <OrionOnline> That does
indeed not seem right
L801[08:13:39] <diesieben07> the
ISmartBlockModel is just to choose the correct one
L802[08:13:41] <OrionOnline> Baked models
are baked
L803[08:13:46] <OrionOnline> I know
L804[08:13:53] <diesieben07> between the
retextured versions
L805[08:13:57] <OrionOnline> I just would
need a bunch of copies of the already baked ones
L806[08:14:01] <OrionOnline> Which are
retextures
L807[08:14:03] ***
ShadowChild is now known as ShowerChild
L808[08:14:04] <diesieben07> yes
L809[08:14:22] <OrionOnline> But i only
seem to be able to get a Baked B3D Model
L810[08:14:29] <OrionOnline> Not a Unbaked
B3D Model
L811[08:14:32] <OrionOnline> which i can
retexture
L812[08:15:17]
⇨ Joins: Temportalist
(uid37180@id-37180.charlton.irccloud.com)
L813[08:15:27] <diesieben07>
ModelLoaderRegistry.getModel
L814[08:15:43] <OrionOnline> Ah that COULD
work
L815[08:15:55] <gigaherz> wait weren't you
doing it in a TESR
L816[08:16:49] <OrionOnline> gigaherz, i
prefer not to
L817[08:17:09] <OrionOnline> If i can get
away with Static models (which should be possible really) then i
will
L818[08:17:37] <LatvianModder> TESR you
render every tick. and its for very fancy rendering, static renders
just once, so its better to use that for complicated models that
dont require any other special data, and dont change rapidly
L819[08:17:37] <gigaherz> oh
L820[08:17:46] <gigaherz> well if you want
animations with baked models
L821[08:17:49] <gigaherz> that's a bit
more annoying
L822[08:17:50] <gigaherz> XD
L823[08:17:58] <LatvianModder> is it? I
dont think it is
L824[08:18:19] <OrionOnline> Nah it is
not
L825[08:18:27] <gigaherz> you have to have
a state mapper and pass a B3DState in order to provide frame data,
don't you?
L826[08:18:27] <OrionOnline> B3D has an
easy way to that for ya
L827[08:18:27] <LatvianModder> what do you
mean with animations, like.. model movement or texture
movement?
L828[08:18:42] <gigaherz> model
animations, he's doing a chest-like block
L829[08:18:44] <OrionOnline> But i still
would need a way to retexture parts of the model
L830[08:18:50] <PaleoCrafter> Just wait
for fry's thingy
L831[08:18:56] <OrionOnline> It litteraly
is a chest
L832[08:19:08] <gigaherz> OrionOnline: for
retexturing, jsut use blockstates
L833[08:19:10] <gigaherz> that's the easy
part
L834[08:19:12] <OrionOnline> It opens and
it closes done
L835[08:19:15] <OrionOnline> gigaherz, i
know
L836[08:19:22] <OrionOnline> I have a
UnlistedProperty: MaterialID
L837[08:19:23] <gigaherz> the annoying
part is that
L838[08:19:38] <gigaherz> a static model
gets baked into the world rendering stuffs
L839[08:19:42] <gigaherz> so to animate
that
L840[08:19:45] <OrionOnline> Which
contains a string that points to a IChestMaterial instance which
holds reference to a TextureAtlasSprite
L841[08:19:50] <gigaherz> you'd have to
cause block rendering updates over and over
L842[08:19:53] <gigaherz> which doesn't
seem nice
L843[08:19:55] <gigaherz> so IMO
L844[08:20:02] <gigaherz> I'd have a
static model for the base
L845[08:20:05] <gigaherz> and a TESR for
the lid
L846[08:20:10] <OrionOnline> Yeha
something like that
L847[08:20:19] <gigaherz> or
actually
L848[08:20:25] <gigaherz> I'd have two
states for the static model
L849[08:20:33] <gigaherz> closed, and
open, where open does NOT show the lid
L850[08:20:37] <gigaherz> but closed is
the full block
L851[08:20:50] <gigaherz> and the TESR
would take over renderingthe lid while it's open only
L852[08:21:31] <LatvianModder> 16:20:03
<gigaherz> I'd have a static model for the base
L853[08:21:31] <LatvianModder> 16:20:06
<gigaherz> and a TESR for the lid
L854[08:21:31] <LatvianModder> Its so
trivial, that I would just use TESR for both. It would be
faster
L855[08:21:41] <gigaherz> that's what
minecraft does
L856[08:21:44] <gigaherz> whole chest is a
TESR
L857[08:21:46] ⇦
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L858[08:21:47] <gigaherz> even in the
inventory
L859[08:21:50] <LatvianModder> because you
wouldnt have to render static at All
L860[08:22:01] <diesieben07> in inventory
everything is per frame anyways
L861[08:22:09] <gigaherz> yeah
L862[08:22:59] <OrionOnline> yeah i am
debatting if i should not just use a TESR
L863[08:23:08] <OrionOnline> And just make
it use TextureAtlasSprites
L864[08:23:33] <OrionOnline> Which i can
generate dynamically from colorss, other textures, or from file on
startup
L865[08:23:52] <gigaherz> yeah yo ucan use
the stitch event
L866[08:23:58] <gigaherz> and add all the
needed textures to it
L867[08:24:07] <gigaherz> then rely on
them for the TESR
L868[08:24:11] <gigaherz> I do that in my
mods ;P
L869[08:25:10] <OrionOnline> Okey that
would solve that
L870[08:25:11]
⇨ Joins: Wolwrig
(~Wolwrig@2602:ffe8:200::7f1e:61de)
L871[08:25:21] <OrionOnline> But I still
would like to load a OBJ Model
L872[08:25:29] <gigaherz> I gave you code
for that ;p
L875[08:27:28]
⇨ Joins: gr8pefish
(~gr8pefish@24-121-240-63.flagcmtk01.res.dyn.suddenlink.net)
L876[08:28:24] <OrionOnline> Oh wait
L877[08:28:35] <OrionOnline> So you load
the OBJ normally through the standard OBJ Loader
L878[08:28:40] <gigaherz> of course
L879[08:28:51] <OrionOnline> Then
retexture it using the rebake method
L880[08:28:55] <gigaherz> the only
pre-requisite is that the textures have been stitched
beforehand
L881[08:29:02] <OrionOnline> Yeah they
are
L882[08:29:10] <gigaherz> nah if I wanted
to retexture
L883[08:29:14] <gigaherz> I'd do it before
baking
L884[08:29:24] <Lordmau5> \o
L885[08:29:26] <gigaherz> i'd modify the
function to accept an optional texture map arg
L886[08:29:33] <gigaherz> in my
RenderingStuffs code ;p
L887[08:29:42] <gigaherz> feel free to
steal that class
L888[08:29:43] <gigaherz> ;P
L889[08:29:57] <OrionOnline> I have stored
it under my favorites
L890[08:30:03] <OrionOnline> So youn load
the model basically once
L891[08:30:14] <OrionOnline> And store it
for future reference correct?
L892[08:30:19] <OrionOnline> Baked and
ready to be used?
L893[08:30:26] <Lordmau5> So, since I
still have this problem: Is someone in here good with TileEntities
in 1.8.9?
L894[08:30:42] <gigaherz> Lordmau5: I'm
not "bad" at them, but I'm not an expert either
L895[08:30:45] <gigaherz> what is your
issue?=
L896[08:30:47] <gigaherz> -=
L897[08:30:51]
⇨ Joins: sciguyryan (~sciguyrya@31.3.152.207)
L898[08:30:52] ***
Firedingo is now known as Firedingo|zzzz
L899[08:30:53] <Lordmau5> First thing that
I would really like to know - what changes were there from 1.7.10
to 1.8.9?
L900[08:30:58] <Lordmau5> I know you have
to implement ITickable from now on.
L901[08:31:07] <gigaherz> OrionOnline:
yep, although my current cache only takesinto account the MRL
L902[08:31:10] <McJty> The JSON system is
probably the most obvious
L903[08:31:13] <gigaherz> so the caching
wouldn't work as-is
L904[08:31:18] <McJty> Packet handling is
threaded. So be careful there
L905[08:31:19] <McJty> Lots more...
L906[08:31:25] <Lordmau5> *threaded*
L907[08:31:28] <gigaherz> McJty: he's
talking about TileEntities
L908[08:31:28] <gigaherz> XD
L909[08:31:45] ***
ShowerChild is now known as ShadowChild
L910[08:31:48] <gigaherz> Lordmau5: not
much else relatedto TEs
L911[08:31:52] <Lordmau5> well, tile
entities send packets, no? - could still mean they send the packets
threaded?
L912[08:31:55] <gigaherz> maybe a couple
methods changed name
L913[08:32:01] <gigaherz> that's
unrelated
L914[08:32:07] <gigaherz> the internal
packets take care of synchronizing
L915[08:32:20] <gigaherz> only the ones
you send yourself have to be manually synchronized
L916[08:32:33] <Lordmau5> Basically, on
the server the variables set fine. Upon building of my tank I do a
block-update so the client knows about it, too
L917[08:32:33] <gigaherz> but really
L918[08:32:44] <Lordmau5> The client get's
proper NBT variables again
L919[08:32:52] <Lordmau5> however: when I
now right-click my tile, the client says it's invalid
L920[08:32:59] <Lordmau5> even though in
the NBT it receives, it's setting it to valid
L921[08:33:00] <Lordmau5> [15:29:57]
[Client thread/INFO]:
[com.lordmau5.ffs.tile.TileEntityValve:readFromNBT:809]: [ReadNBT]
Client: true - Valid: true
L922[08:33:00] <Lordmau5> [15:30:04]
[Client thread/INFO]:
[com.lordmau5.ffs.blocks.BlockValve:onBlockActivated:86]:
[RightClick] Client: true - Valid: false
L923[08:33:01] <Lordmau5> [15:30:04]
[Server thread/INFO]:
[com.lordmau5.ffs.blocks.BlockValve:onBlockActivated:86]:
[RightClick] Client: false - Valid: true
L924[08:33:08] <gigaherz> what's
"valid"?
L925[08:33:09] <Lordmau5> (I should start
using pastebin for those, grr, sorry)
L926[08:33:19] <Lordmau5> basically
"valid" is a boolean variable in my tile that states if
the tank is valid or not
L927[08:33:25] <gigaherz> aha
L928[08:33:39] <gigaherz> do you run the
validatio ncode in the client also?
L929[08:33:43] <gigaherz> or just rely on
the server telling you?
L930[08:33:54] <Lordmau5> server builds
the tank and sends it over to the client
L931[08:33:58] <gigaherz> but
L932[08:34:01] <Lordmau5> I don't want the
client to "build it's own tanks"
L933[08:34:09] <Lordmau5> that's the task
of the server, imo
L934[08:34:11] ***
Vigaro is now known as V
L935[08:34:12] <gigaherz> do you make suer
to if(!isRemote) all the things?
L936[08:34:12] <gigaherz> XD
L937[08:34:17] <gigaherz> sure*
L938[08:34:23] <Lordmau5> I am
L939[08:34:29] <gigaherz> okay that's what
I meant then
L940[08:34:36] <Lordmau5> Bad thing to
say, but: It worked in 1.7.10 :3
L941[08:34:39] <gigaherz> if you were
certain that the client was NOT trying to do its own validation
check
L942[08:34:54] <Lordmau5> which is why I
assumed that there were bigger changes than "just" a few
"method changes" or similar
L943[08:35:42] <Lordmau5> same for the
tank frames, which are camo blocks
L944[08:35:57] <Lordmau5> they somehow
"lose their variables" as well
L945[08:37:15] <Lordmau5> huhg
L946[08:37:18] <Lordmau5> wait, wtf did I
just do now
L947[08:37:30] <Lordmau5> give me one
second...
L948[08:40:10] ⇦
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connection)
L949[08:43:33] <Temportalist> gigaherz: so
im working on an abstract chunkloading system (no block). What do
you think is the best way to indicate that a chunk is loaded? (like
chickenchunk's chunkloader lasers)
L950[08:45:14] ⇦
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L951[08:47:23] <Lordmau5> ok
L952[08:47:35]
⇨ Joins: Hgreb
(~Hgrebnedn@d8D872D48.access.telenet.be)
L953[08:47:38] <Lordmau5> I'm at a point
where I have to trigger one block update (for wahtever reason) and
then it's valid, after I initially set it valid?
L955[08:48:56] <Lordmau5> "NBT
Read" at the top -> tank was just built and validated
L956[08:49:17] ⇦
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L957[08:54:08] <Temportalist> is there a
way to draw a quad map in the world without having a block? (like a
world render)
L958[08:54:37] <Lumien>
RenderWorldLastEvent
L959[08:56:48] <Ordinastie> Lordmau5,
didn't feel like reading everything, but is your issue that client
TE is loosing data ?
L960[08:56:57] <Lordmau5> yup
L961[08:57:00] <Temportalist> Lumien: any
pointers on using this event to render my texture for a specific
chunk(s)
L962[08:57:03] <Lordmau5> kinda
L963[08:57:12] <Ordinastie> happens when
you change the blockState ?
L964[08:57:13] <Lordmau5> I need to
trigger secondary updates, if you could call it like that
L965[08:57:16] <Lumien> Well the event
doesn't really do anything
L966[08:57:19] <Lordmau5> Huh?
L967[08:57:24] <Lumien> But it's a place
where you can freely render stuff with opengl
L968[08:57:34] <Temportalist> Gotcha
L969[08:57:46] *
Temportalist needs to know more of opengl :P
L970[08:58:07] <Ordinastie> Lordmau5, are
you doing world.setBlockState() at some point ?
L971[08:58:13] ***
Ash|Work is now known as Ashlee
L972[08:58:24] <Lordmau5> not on it's own
tile
L973[08:58:29] <Lordmau5> but on the tank
frames, since I kinda have to do that
L974[08:58:58] <Ordinastie> but not for
the block holding the TE ?
L975[08:59:12] <Lordmau5> not for itself,
no
L976[08:59:18] <Lordmau5> I can check
again
L977[08:59:39] <Lordmau5> nope
L978[09:00:21] <Ordinastie> I thought you
were missing shouldRefresh, but if you don't change the blockState,
it's not that
L979[09:00:33] <DRedhorse> hi, if I run
forge in a detached screen session I have leaking worlds, in a
normal bash session I don't have these issues. I use the same bash
script to start the server. does anybody have an idea?
L980[09:00:44] <Temportalist> How would i
get the chunks which are being rendered from RenderGlobal?
L981[09:00:51] <Lordmau5> when should I
use shouldRefresh?
L982[09:01:23] <tterrag|ZZZzzz>
Temportalist: since chunk rendering is threaded...I don't think
that's exactly possible
L983[09:01:26] ***
tterrag|ZZZzzz is now known as tterrag
L984[09:01:38] <Ordinastie> you need to
override it for your TE
L985[09:01:44] <Lordmau5> ah
L986[09:01:46] <Temportalist> tterrag: is
there a way to add something to the chunk rendering?
L987[09:02:02] <Temportalist> (Trying to
rendering 2D texture maps to the world for certain chunks)
L988[09:02:17] ⇦
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L989[09:02:18] <Lordmau5> well yeah, I
doubt I have to do that
L990[09:02:20] <tterrag> idk
L991[09:02:49] <Ordinastie> Temportalist,
why would you need it ?
L992[09:02:51] <diesieben07> Lordmau5, do
different IBlockStates for your block mean different TEs? then you
dont. otherwise you do.
L993[09:02:59] <Lordmau5> ye, no :p
L994[09:03:07] <Lordmau5> so I don't need
that
L995[09:03:11] <Ordinastie> diesieben07,
not necessarily true
L996[09:03:19] <diesieben07> i
simplified.
L997[09:03:21] <Temportalist> Ordinastie:
trying to render bounds on certain chunks which are force loaded
(similar to ChickenChunks, but my mod is command controlled, no
blocks)
L998[09:03:32] <Lordmau5> i'm just about
to completely rewrite my Block + Tile code for both, the Valve and
Frames
L999[09:03:43] <Lordmau5> unless I can
magically fix this at the end of the day
L1000[09:03:45] <Ordinastie> I never had
TE depending on blockstate but I almost always need to override
it
L1001[09:04:05] <Ordinastie>
Temportalist, then you don't really need the chunks
themselves
L1002[09:04:08] <diesieben07> i meant TE
type...
L1003[09:04:29] <Temportalist>
Ordinastie: but i need to know which chunks are viewable,
right?
L1004[09:04:55] <LatvianModder> How is
acceptedMinecraftVersions formatted?
L1005[09:04:58] <Ordinastie> yes, I know
what you mean, but that's the problem with current default impl, it
tends to wipe you client data
L1006[09:04:58] <diesieben07> and
actually Ordinastie that is just what i said. if it DOES depend on
blockstat then you do NOT need to override.
L1007[09:04:59]
⇦ Quits: DjSams (~DjSams@5-13-217-31.residential.rdsnet.ro)
(Quit: Leaving)
L1008[09:05:20] <Ordinastie> did I
misread again? ><
L1009[09:05:24] <diesieben07> anyways
;D
L1010[09:05:35] <Ordinastie> I did
:'(
L1011[09:05:44] <Ordinastie> but default
impl is stupid imho
L1012[09:06:08] <diesieben07> not
really
L1013[09:06:17] <diesieben07> it is from
back in the days
L1014[09:06:23] <diesieben07> where
people started using metadata for machien types
L1015[09:06:58]
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L1016[09:07:07] <Ordinastie> it's a
reason, not a good one :p
L1017[09:07:12] <Lumien> Does a chunk
loading ticket retain its forced chunks across world reloads or do
i have to re-force the chunks them when they are reloaded?
L1018[09:07:12]
⇨ Joins: cppchriscpp
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L1019[09:07:35] <Ordinastie>
Temportalist, if by 'viewable' you mean in frustrum, you don't
care
L1020[09:07:38] <Temportalist> Lumien:
reforce them in the LoadingCallback
L1021[09:08:22] <Lumien> So is the
requestedChunks list in Tickets kept?
L1022[09:08:29] <Temportalist>
Ordinastie: so I should just loop through each of the chunk I know
are being loaded and render my texture in the world??
L1023[09:08:30] <Ordinastie> unless
you're rendering something that heavy that you'd want to frustrum
check yourself
L1024[09:08:40] <Ordinastie> yes
L1025[09:08:45] <Temportalist> mhmm
L1026[09:08:51] <Ordinastie> with
distance check probably
L1027[09:09:11] <Ordinastie> and if
they're loaded
L1028[09:09:29] <Temportalist>
Ordinastie: well I have a map with keys indicating chunks which are
loaded
L1029[09:09:45] <Ordinastie> yes, but
they're loaded on the server, not on the client
L1030[09:10:39] <Temportalist> So when I
force and unforce chunks I should send updating packets to the
clientside?
L1031[09:11:48] <Ordinastie> client
shouldn't care about forceloaded chunks, unless you do want to load
a distant chunk for a client too, but that's another issue, (see
diesieben07 for that :p)
L1032[09:12:15] <diesieben07> shuuuu,
secrets
L1033[09:12:39] <Ordinastie> spread your
knowlegde!
L1034[09:12:40] <Temportalist> But what I
am saying is that if I have a map which is only being updated
server side, should I send a pack to the client when I force and
unforce chunks to indicatewhich chunks are forced on the client
side
L1035[09:12:55] <diesieben07> cleint
doesnt have forced chunks
L1036[09:13:16] <Temportalist>
diesieben07: not chunks on the client which are force loaded, but
an indication which server chunks are force loaded
L1037[09:13:31] <Ordinastie> hence the
"Ordinastie> and if they're loaded"
L1038[09:13:33] <Temportalist> so that I
can render world texture on client
L1039[09:13:39] <Temportalist>
right
L1040[09:13:39] <Ordinastie> I mean
loaded on the client
L1041[09:13:49] <diesieben07> ohh
oh.
L1042[09:14:05] ***
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L1043[09:14:20] <diesieben07>
ForceChunkEvent, UnforceChunkEvent
L1044[09:14:40] <Temportalist>
diesieben07: does that fire on client side when a serverside chunk
is changed?
L1045[09:15:12] <diesieben07> no :D
L1046[09:15:17] <Temportalist> okay
L1047[09:15:22]
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L1048[09:15:23] <diesieben07> but it
allows you to track it on th eserver and send to the cleint
L1049[09:16:23] <Ordinastie> (not sure it
was the question :p)
L1050[09:17:38] <Temportalist> So what I
am understanding is:
L1052[09:18:40] <Ordinastie> I assume you
are the one adding/remove chunks to be loaded, if so, you don't
really need the events
L1053[09:19:04] <Ordinastie> also,
instead of checking every chunk against the list, loop the list and
check if loaded
L1054[09:19:08] <diesieben07> yes, but
then he coujld display ALL loaded chunks
L1055[09:19:16] <Temportalist>
Ordinastie: oooooh better idea
L1056[09:19:23] <Temportalist>
diesieben07: exactly
L1057[09:19:34] <Ordinastie> if that's
the goal, sure
L1058[09:19:36] <diesieben07> you also
need to send the list on login
L1059[09:19:44] <Temportalist> okay
L1060[09:22:44]
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L1062[09:23:38] <Temportalist>
diesieben07: Ordinastie:
L1064[09:24:15] <diesieben07> yes
L1065[09:24:16] <Ordinastie> yup
L1066[09:28:08]
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L1067[09:28:57] <Temportalist>
PaleoCrafter: you here?
L1068[09:29:35]
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L1070[09:31:33] <Temportalist>
PaleoCrafter: is there a better way to do this?:
L1072[09:34:52] ***
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L1075[09:36:48] <PaleoCrafter>
temporary.byUUIDs.values.flatten, Temportalist
L1076[09:37:40] <Temportalist>
forcedChunks ++= this.temporaryByUUID.values.flatten
L1077[09:37:42] <Temportalist> \o/
L1078[09:37:46] <Temportalist> thanks
Pale
L1079[09:37:52] <gigaherz> Temportalist:
a plain old for-each seems better than trying to use that XD
L1080[09:37:53] <PaleoCrafter> np
L1081[09:38:04] <Temportalist> gigaherz:
nah haha
L1082[09:40:54]
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L1084[09:42:55] <Temportalist>
diesieben07: Ordinastie: what about when player changes worlds
(dimensions)
L1085[09:43:00] <gigaherz> really I love
"streams", or more accurately, the equivalent feature in
C#
L1086[09:43:01] <Temportalist> should the
client be updated then too?
L1087[09:43:10] <gigaherz> but there's
some times when I just go back to a plain old foreach ;P
L1088[09:43:20]
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L1089[09:43:44] <PaleoCrafter> IDEA ain't
gonna like that by default though, gigaherz :P
L1090[09:43:53] <gigaherz> I know
L1091[09:43:58] <gigaherz> but I can
ignore the IDE ;P
L1092[09:44:12] <PaleoCrafter> yeah, that
inspection is kinda stupid anyway, IMO
L1093[09:45:58]
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L1095[09:46:46] <TechDG> hey
L1096[09:46:51] <gigaherz> hello
L1097[09:46:57] <TechDG> does anyone have
a good spot to get a template for a gui thats the right size?
L1098[09:47:05] <TechDG> I need a furance
gui with some modifications to it
L1099[09:47:26] <gr8pefish> look in
vanilla resources?
L1100[09:47:33] <TechDG> but none of hte
guis I saw on google images for furnace were 256x256 so when I
resized them they got demented
L1101[09:47:38] <Nitrodev> for just the
slots it's pretty simple
L1102[09:47:45] <Nitrodev> lie for just
storing
L1103[09:47:48] <Nitrodev> like*
L1104[09:47:54] <TechDG> its not just for
storing
L1105[09:47:56] <gigaherz> TechDG: yo
uare expected to fill the rest of the space with transparent
pixels
L1106[09:48:10] <TechDG> yeah Ik but when
I resize the image itself
L1107[09:48:13] <TechDG> oh wait I think
I get it
L1108[09:48:20] <TechDG> copy the image
out, then resize then paste it over
L1110[09:48:26] <TechDG> so the image
itself doesnt resize with it
L1112[09:48:32] ***
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L1113[09:48:56] <gigaherz> you don't have
to "resize" the gui texture, you just cut/expand the
inner area
L1114[09:49:10] <gigaherz> leaving the
edge pixels as the original were
L1115[09:49:24] <TechDG> ok
L1116[09:49:25] <gigaherz> unless you
mean a gui texture that doesn't follow the standard gui look
L1117[09:49:37] <TechDG> na its the
standerd look
L1118[09:49:48] <TechDG> Its a furnace
gui with a slot under a RF bar ont eh side
L1119[09:49:53] <TechDG> and the fire
retextured to something else
L1120[09:50:00] <gigaherz> ah so like my
generator
L1122[09:50:15] <gigaherz> I use the
energy bar texture separately
L1123[09:50:42] <gigaherz> I decided to
keep it separate because it has a different license
L1124[09:50:42] <TechDG> yeah that should
work ty
L1125[09:50:47] <TechDG> ok
L1127[09:51:02] <gigaherz> I took it from
the cofh lib sources ;P
L1128[09:51:10] <TechDG> ok il include
that
L1129[09:51:27] <TechDG> ty
L1131[09:51:58] <gigaherz> you'll need to
use a special function to draw the texture
L1132[09:52:00] <Lordmau5> okay
L1133[09:52:02] <gigaherz> since the gui
code assumes 256x256
L1134[09:52:11] <Lordmau5> is there any
tutorial for how to do Tile Entities in 1.8.9?
L1135[09:52:19] <Lordmau5> I feel like
I'm really missing something here, this can't effing be
L1136[09:52:19] <TechDG> im using one for
1.8 loard
L1137[09:52:20] <TechDG> lord*
L1138[09:52:22] <TechDG> its working so
far
L1139[09:52:24] <Lordmau5> can you link
me that?
L1140[09:52:25] <gigaherz> Lordmau5: it's
the same, though
L1142[09:52:44] <Lordmau5> My tiles are
derping up horrendously - I went through every line of the code and
they still are
L1143[09:52:49] <Lordmau5> thanks
L1144[09:52:52] <TechDG> yup
L1145[09:52:55]
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L1146[09:53:01] <gigaherz> do you
override getDescriptionPacket and onDataPacket?
L1147[09:53:04] <Lordmau5> Yes
L1148[09:53:10] <Temportalist> How do I
check if a chunk at X & Z is loaded?
L1149[09:53:10] <TechDG> the only diff I
have found so far is it says to override one method that eclipse
doesnt want me to override
L1150[09:53:12] <gigaherz> that's all you
need for markBlockForUpdate to do the job
L1151[09:53:29] <gigaherz> and for
ticking TEs
L1152[09:53:34] <gigaherz> you just
implement ITickable
L1153[09:53:46] <gigaherz> you shouldn't
need anything else for the TE to work
L1154[09:53:47] <Lordmau5> I wish it were
that easy
L1155[09:53:51] <TechDG> gig couldnt I
just take the texture u liked me too, the energy one, and resize
the background to 256*256
L1156[09:53:51] <Lordmau5> because that
would mean it would work, right?
L1157[09:53:52] <gigaherz> it is,
though
L1158[09:53:53] <Lordmau5> which it
doesn't
L1159[09:53:53] <gigaherz> XD
L1160[09:54:06] <gigaherz> TechDG: yes
but it would be so horribly wasteful
L1161[09:54:15] <gigaherz> Lordmau5:
depends on what you do exactly
L1162[09:54:16] <TechDG> how so
L1163[09:54:17]
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L1164[09:54:20] <Nitrodev> just remember
that makign a GUI can be VERY frustrating
L1165[09:54:28] <Nitrodev> if not using
hotswap that is
L1166[09:54:29] <williewillus>
Temportalist: world.isBlockLoaded(pos, false)
L1167[09:54:37] <gigaherz> TechDG: you'd
have 90% of the texture be empty pixels
L1168[09:54:41] <gigaherz> which don't
take up space as .png
L1169[09:54:45] <gigaherz> but they DO
take gpu vram space
L1170[09:54:54] <LatvianModder> Nitrodev:
or you add / remove widgets, then hotswap wont help :P
L1171[09:54:56] <Temportalist>
williewillus: so isChunkLoaded
L1172[09:55:06] <Nitrodev> well
yeah
L1173[09:55:10] <williewillus> yeah idk
what mc version you're on but sure :p
L1174[09:55:10] <TechDG> how hard is it
to make a overlay that isnt a multiple of 256*256 work?
L1175[09:55:19] <gigaherz> overlay?
L1176[09:55:31] <TechDG> the
texture
L1177[09:55:32]
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L1178[09:55:36] <gigaherz> I gave you a
link to how to draw a non-256x256 texture
L1179[09:55:37] <Ordinastie> or use a
library that handles guis nicely? :D
L1181[09:55:46] <TechDG> oh there it is
xD ok ty
L1182[09:56:14] <gigaherz> Ordinastie:
I'm lib-averse XD
L1183[09:56:38] <Ordinastie>
drawModalRectWithCustomSizedTexture(x, y, bar1x, 0, barWidth,
bar1height, 32, 64); <= you should be averse to that :p
L1184[09:56:40] <gigaherz> I don't mind
copypasting/embedding code, but adding new dependencies annoys me
XD
L1185[09:56:43] <Lordmau5> tutorial
doesn't tell me anything useful, sadly
L1186[09:56:46] <Lordmau5> I have my
tiles like that
L1187[09:56:59] <gigaherz> Lordmau5: can
you link/gist/pastebin your TE?
L1188[09:57:01] <Ordinastie> Lordmau5,
show your block and TE
L1189[09:57:14] <Lordmau5> cleaning up
the code right now, then I'll drop the links
L1190[09:57:24] <M4thG33k> So, I'm
desperately attempting to learn how to use OBJ models for blocks
(and eventually TEs); how do you set up the JSON files to use them
correctly? I can't find good documentation/examples
anywhere...
L1191[09:57:31]
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L1193[09:58:13] <gigaherz> this is a
blockstates file that uses a obj model
L1194[09:58:23] <Ordinastie> (and you
should be averse to that to :p)
L1195[09:58:41] <TechDG> there gui
texture
L1196[09:58:43] <TechDG> wasnt hard
L1197[09:58:48] <gigaherz> why would I be
averse to using obj models?
L1198[09:58:48] <gigaherz> XD
L1199[09:58:55] <Ordinastie> gigaherz, I
meant JSON
L1200[09:58:59] <M4thG33k> Thank you!
This is what I've been looking for! :)
L1201[09:59:09] <gigaherz> why would I go
all the way to AVOID a json file
L1202[09:59:16] <gigaherz> it works
L1203[09:59:16] <gigaherz> XD
L1204[09:59:22] <gigaherz> this isn't
even a model json
L1205[09:59:26] <gigaherz> it's just the
blockstates
L1206[09:59:28] <gigaherz> and that
belongs there
L1207[09:59:31] <Temportalist>
diesieben07: Ordinastie: what would the translation look like in
the worldRenderLast
L1209[10:00:08] <gigaherz> Temportalist:
the location of thecamera is from the point of view of the player
camera, as you see on screen, so 0,0,0 is the location of the
camera itself
L1210[10:00:14]
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L1212[10:02:04] <Lordmau5> both are in
there
L1213[10:02:08] <Lordmau5> Block class
first, then Tile
L1214[10:02:53]
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L1215[10:03:02] ***
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L1216[10:03:13] <TechDG> andddd im back
already. When coding the slots, is the slot pixel the top left or
bottom right?
L1217[10:03:25] <Temportalist>
Ordinastie: what does that translate it to?
L1218[10:03:26] <Ordinastie> Lordmau5,
line 80-82 in the block is pointless
L1219[10:03:48] <Lordmau5> I don't want
someone to open the GUI if they're sneaking
L1220[10:03:59]
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L1221[10:03:59] <Lordmau5> or which
one?
L1222[10:04:04] <Lordmau5> one sec, I
checked the wrong line haha
L1223[10:04:17] <Lordmau5> ah that one,
let me remove it
L1224[10:04:26] <williewillus> Lordmau5:
did you solve your tank issue?
L1225[10:04:30] <Lordmau5> nope
L1226[10:04:31] <Lordmau5> still at
it
L1227[10:04:42] <Wuppy> o/
L1228[10:04:51] <Lordmau5> \o Wuppy
L1229[10:05:02] <TechDG> \o
L1230[10:05:12] <gr8pefish> So I could
use a little help if you don't mind. I'm trying to cut down on item
IDs and use one item for all 4 of the backpacks, differentiating
them by stored NBT data. But how would I actually go about
registering the item? And does it look like I am going about it
correctly (in a general sense)? Am I using fromNBT correctly in the
overriden IBackpack methods (or does this create a new item each
time)?
L1232[10:05:18] <Wuppy> I honestly can't
decide if life is currently absolute shit or really, really good
:P
L1233[10:05:26]
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L1234[10:05:41] <gr8pefish> What about
somewhere in between? :P
L1235[10:05:49]
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L1241[10:07:03] <gigaherz> gr8pefish: you
don't need to "register" subitems
L1242[10:07:09] <Wuppy> so much shit is
breaking or not working or going wrong
L1243[10:07:13] <gigaherz> minecraft by
default treats any difference in nbt/meta as a different item
L1244[10:07:19] <Wuppy> but on the other
hand some of the awesomest things are happening :P
L1245[10:07:24] <gigaherz> there is a
"getSubItems" method that you can override
L1246[10:07:34] <gigaherz> but that's
exclusively for listing the item in the creactive mode tabs
L1247[10:07:51] <Wuppy> my hangover today
is quite impressive as wlel :C
L1248[10:07:53] <gigaherz> other than
that, you decide what means what, based on the ItemStack-aware
methods in Item
L1249[10:07:58] <gigaherz> if you are
using 1.8.x
L1250[10:08:06] <gigaherz> you'll have to
manually register the variants for the item
L1251[10:08:18] <gr8pefish> Yes, I am
using 1.8
L1252[10:08:22]
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L1253[10:08:35] <gigaherz> if your items
will change the model (texture) based on NBT
L1254[10:08:40]
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L1255[10:08:43] <gigaherz> then you may
need to use an ISmartItemModel
L1256[10:08:43] <gr8pefish> They
will
L1257[10:08:53] <gigaherz> it's a bit
more involved
L1258[10:08:57] <gigaherz> but not too
complicated
L1259[10:09:00] <gr8pefish> Oh, okay yeah
thet really is
L1260[10:09:10]
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L1261[10:09:15] <gigaherz> if you could
make the texture/color change based on metadata, then it's
easier
L1262[10:09:38] <gr8pefish> I only have 4
textures, so I could make it based on metadata I think
L1263[10:09:43] <Temportalist>
Ordinastie: where does that code translate to? (note, my goal to to
translate to each chunk
L1264[10:09:46] <williewillus> gigaherz:
no you don't.... you can use an ItemMeshDefinition
L1265[10:09:48] <williewillus> to switch
on NBT
L1266[10:09:50]
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L1267[10:09:56] <gigaherz> williewillus:
ah
L1268[10:09:57] <williewillus> given that
your set of models is clearly defined
L1269[10:09:57] <Lordmau5> brb
L1270[10:10:00] <gigaherz> that's a
concept I haven't touched yet
L1271[10:10:11] <Ordinastie>
Temportalist, translate to world coordinates
L1272[10:10:12] <gigaherz> all my items
depend exclusively on meta
L1273[10:10:24] <gr8pefish> thanks
willie, you have a code example of that somewhere?
L1274[10:10:30] <Temportalist>
Ordinastie: so the position of the player in the world?
L1275[10:10:31] <gr8pefish> that being
ItemMeshDefinition
L1276[10:10:40] <Ordinastie> no, origin
of the world
L1277[10:10:49] <Temportalist>
ooohkay
L1278[10:10:56] <Temportalist> so I can
just translate then to the chunk pos
L1279[10:11:07] <gigaherz> gr8pefish:
there's a ModelLoader.setItemMeshDefinition
L1280[10:11:22] <gigaherz> I presume
you'd have to create a class that extends ItemMeshDefinition
L1281[10:11:26] <williewillus> it's a
SAM
L1282[10:11:36] <gr8pefish> SAM?
L1283[10:11:41] <williewillus> you can
use a lambda on it :p
L1284[10:11:49] <gigaherz> oh
L1285[10:12:03] <gr8pefish> ah :P
L1286[10:12:06] <gigaherz> or anonymous
class
L1287[10:12:07] <williewillus> but I
think lambda reobf is broken until very recently so idk if your
forgegradle build has the fix
L1288[10:12:13] <gigaherz> new
ItemMeshDefinition() { ... };
L1289[10:12:25] <gr8pefish> I really
should learn more about using lambdas
L1290[10:12:43] <gigaherz> gr8pefish:
anywhere you can place an anonymousclass with a single abstract
function
L1291[10:12:45] <gigaherz> you can
write
L1292[10:12:51] <gigaherz> (args) ->
expression
L1293[10:12:57] <gigaherz> (args) -> {
body }
L1294[10:13:00] <gigaherz> or if it's a
single arg
L1295[10:13:06] <gigaherz> args ->
expression/body
L1297[10:13:17] <gr8pefish> gigaherz,
Nice, thanks
L1298[10:13:22] <gigaherz> all you need
is to either use java8, or retrolambda
L1299[10:13:28] <williewillus> ew
retrolambda
L1300[10:13:28] <gr8pefish> I'm using
java 8
L1301[10:13:34] <gr8pefish> just haven't
bothered yet
L1302[10:13:41] <gigaherz> yep then
L1303[10:13:47] <Ordinastie> scala ? nope
nope nope :D
L1304[10:13:55] <Temportalist>
hahaha
L1305[10:14:06] <williewillus> someting
about scala syntax is off putting to me
L1306[10:14:18] <Temportalist>
williewillus: i love it :P
L1307[10:14:23] <sham1> !latest
L1308[10:14:28] <williewillus> I like
lisp more :p
L1309[10:14:32] <Temportalist>
!latest
L1310[10:14:40] <williewillus> but
there's not really a good way to mod in clojure
L1311[10:14:42] <sham1> Stop liking
lisp
L1312[10:14:54] <williewillus> have you
ever used it? no? :p
L1313[10:14:56] <Temportalist> lisp is
weird
L1314[10:15:01] <gigaherz> gr8pefish:
then ModelLoader.setCustomMeshDefinition(TheMod.item, (stack) ->
{ return model based on stack });
L1315[10:15:13]
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L1316[10:15:15] <williewillus> note you
need to registerItemVariants
L1317[10:15:19] <williewillus> for all
the models you will use
L1318[10:15:27] <gigaherz> ah yes
L1319[10:15:45] <gr8pefish> okay, thanks
for the assistance fellas
L1320[10:15:53] <gigaherz>
ModelBakery.registerItemVariants(TheMod.item, "variant model
1", "variant model 2", ...);
L1322[10:16:07] <Lordmau5> back
L1323[10:16:23] <gigaherz> williewillus:
you need to export that as markdown
L1324[10:16:34] <gigaherz> and put it on
a github wiki
L1325[10:16:35] <gigaherz> ;P
L1326[10:16:47]
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L1327[10:16:47] <williewillus> tterag is
still yelling at me to get it on rtd
L1328[10:16:51] <williewillus> but too
busy on botania :p
L1329[10:16:52] <Lordmau5> so no one that
can really help me with this issue? :( - It's just utterly
frustrating and I still can't figure out why it's happening
L1330[10:16:56] <gigaherz> XD
L1331[10:17:02] <Lordmau5> there is no
reason behind it happening "out of nowhere" ...
L1332[10:17:07] <gigaherz> Lordmau5: did
you link to your code?
L1333[10:17:08] <M4thG33k> So, I've been
able to load the OBJ and have it render as an item, but it's still
not rendering as a block in the world...
L1335[10:17:26] <williewillus> M4thG33k:
post your blockstate json and your block class
L1336[10:17:36] <gigaherz> M4thG33k: and
check for error messages in the logs
L1337[10:18:18] <Temportalist>
williewillus:
L1339[10:18:27] <M4thG33k> Well, here's
an error found: Model definition for location
m4ththings:blockBaseTank#normal not found
L1340[10:18:34] <M4thG33k> working on
links to the other files
L1341[10:18:41] <williewillus>
Temportalist: what am i looking at :p
L1342[10:18:48] <Temportalist> a
boolean
L1344[10:20:07] <M4thG33k> I hate not
knowing how things work...haha
L1345[10:20:42] <gigaherz> Lordmau5: you
do NOT actually call markBlockForUpdate...
L1346[10:20:53] <gigaherz> you have
markForUpdate which is your own thing
L1347[10:20:59] <williewillus> M4thG33k:
ah you haven't defined your block model
L1348[10:21:00] <gigaherz> that just sets
a boolean
L1349[10:21:06] <williewillus> under
variants, "inventory" defines the item model
L1350[10:21:09] <Lordmau5> oh ye, one
sec
L1351[10:21:18]
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L1352[10:21:19] <gigaherz> and in
there
L1353[10:21:21] <Lordmau5> this is the
fault of cleanup
L1354[10:21:21] <gigaherz> you call
updateBlockAndNeighbors
L1355[10:21:27] <williewillus> you need a
"normal": [{}] variant as well
L1356[10:21:28] <gigaherz> which just
does markForUpdate
L1357[10:21:28] <gigaherz> so
L1358[10:21:31] <Lordmau5> give me 5
mins
L1359[10:21:36] <williewillus> which the
default variant for any block with no blockstate properties
L1360[10:21:41] <M4thG33k> Ok. Things are
starting to make sense now...
L1361[10:22:01] <williewillus> how do I
send a lighting update serverside?
L1363[10:25:10] <M4thG33k> I'm not able
to translate/scale my OBJ block using blockstates can I? I can only
apply rotations? (Assuming I'm reading things correctly...)
L1364[10:25:37] <Lordmau5> but it still
doesn't work properly
L1365[10:25:49] <gigaherz> Lordmau5: why
"else"
L1366[10:25:59] <gigaherz> you want to
run the update cycle in the server no?
L1367[10:26:01] <Lordmau5> well, if the
world object is null there
L1368[10:26:09]
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obscenity.)
L1369[10:26:11] ***
Jared|Away is now known as Jared
L1370[10:26:11] <Lordmau5> then it can't
do getWorld().... right?
L1371[10:26:15] <gigaherz> nono
L1372[10:26:15]
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L1373[10:26:16] <gigaherz> I mean
L1374[10:26:17] <gigaherz> you did
L1375[10:26:25] <gigaherz> if (world blah
blah) markBlockForUpdate
L1376[10:26:29] <gigaherz> else
wantsUpdate= true;
L1377[10:26:31] <Lordmau5> yes
L1378[10:26:32]
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L1379[10:26:34] <gigaherz> you want the
update regardless, don't you?
L1380[10:26:38] <Lordmau5> ye
L1381[10:26:42] <gigaherz> so why
"else"?
L1382[10:26:56] <Lordmau5> it would
update it twice otherwise?
L1383[10:27:04] <gigaherz> what?
L1384[10:27:07] <Lordmau5> ...
L1385[10:27:20] <Lordmau5> if world !=
null & isRemote == false -> if the world object is there and
it's the server
L1386[10:27:21] <Lordmau5> then
update
L1387[10:27:29] <gigaherz>
markBlockForUpdate notifies the neighbours of a change
L1388[10:27:34] <gigaherz> and the client
that the block changed
L1389[10:27:46] <gigaherz> it doesn't
cause update() to get called
L1390[10:27:58] <Lordmau5> wantsUpdate is
later on just lying in update() to call an update if it's
true
L1391[10:28:05] <Lordmau5> I edited that
as well
L1392[10:28:18] <M4thG33k> Now that i
think I have a basic understanding of the block rendering, how do I
translate this information into using the TESR?
L1393[10:28:19]
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L1394[10:28:23] <gigaherz> update() is
called ONCE PER TICK
L1395[10:28:28] <Lordmau5> I know?
L1396[10:28:35] <Lordmau5> I set
wantsUpdate to false after I updated it
L1397[10:28:38] <Lordmau5> I'm not *that*
stupid
L1398[10:28:42] <williewillus> M4thG33k:
you want to render the obj in TESR?
L1399[10:28:43] <Lordmau5> it updates it
as soon as it can
L1400[10:28:51] <Lordmau5> and sets
wantsUpdate to false afterwards so it's not updating anymore
L1401[10:28:53] <williewillus> animated
or no?
L1402[10:29:09] <gigaherz> Lordmau5: okay
there's one or two problemds there
L1403[10:29:09] <gigaherz> first
L1404[10:29:16] <M4thG33k> Yes. My
"animations" are just scales/translations of the OBJ
model
L1405[10:29:23] <gigaherz> should
"markForUpdate" always run the update cycle later?
L1406[10:29:28] <gigaherz> if not
L1407[10:29:34] <gigaherz> then you are
using the same function for two separate purposes
L1408[10:29:57] <Lordmau5> run it now if
possible - otherwise call it as soon as it's possible
L1409[10:29:58] <williewillus> okay in
that case you should just be good with 1) override getRenderType in
your block and return 2 (force TESR only). then in your tesr you
can grab your block model and render it
L1410[10:30:01] <williewillus> hold on
lemme get a snippet
L1411[10:30:16] <gigaherz> Lordmau5: but
your markForUpdate sets wantsUpdate
L1412[10:30:25] <Lordmau5> if the world
obj is null
L1413[10:30:29] <gigaherz> yes
L1414[10:30:33] <gigaherz> so if it is
NOT null
L1415[10:30:41] <Lordmau5> then it's
immediately marking the block for update
L1416[10:30:44] <gigaherz> yes
L1417[10:30:46] <Lordmau5> so?
L1418[10:30:53] <gigaherz> so when
worldObj is null
L1419[10:30:56] <gigaherz> which is only
true ONCE
L1420[10:31:08] <Lordmau5> (at
readFromNBT on world load)
L1421[10:31:09] <gigaherz> (during
init)
L1422[10:31:12] <Lordmau5> yup
L1423[10:31:13] <Lordmau5> or there
L1424[10:31:16] <gigaherz> you run one
type of code
L1425[10:31:18] <gigaherz> any other
time
L1426[10:31:22] <gigaherz> you run a
different type ofcode
L1427[10:31:25] <gigaherz> so
essentially
L1428[10:31:26] <williewillus>
IBakedModel model =
mc.getBlockRendererDispatcher().getBlockModelShapes().getModelForState(pool.getWorld().getBlockState(pool.getPos()));
mc.getBlockRendererDispatcher().getBlockModelRenderer().renderModelBrightness(model,
state, 1.0F, false);
L1429[10:31:28] <gigaherz> you ahve TWO
functions
L1430[10:31:30] <williewillus> M4thG33k:
^
L1431[10:31:38] <gigaherz> you just
mashed them up into one
L1432[10:32:37] <Lordmau5> what
difference would that make?
L1433[10:32:43] <gigaherz> the code would
be less ugly.
L1434[10:33:00] <gigaherz> then you have
a lot of checks for worldObj != null in update
L1435[10:33:03] <gigaherz> that's
unnecessary.
L1436[10:33:09] <gigaherz> worldObj can
never be null during update
L1437[10:33:22] <gigaherz> and if it ever
is, you have a much worse issue than worldObj being null
L1438[10:33:26] <Lordmau5> I can just
ditch getWorld() != null in update()
L1439[10:33:32] <Lordmau5> since as you
said, it's never null there
L1440[10:33:35] <williewillus> gigaherz:
ehh I've run into that
L1441[10:33:40] <williewillus> esp
clientside
L1442[10:33:44] <M4thG33k> williewillus:
thanks! I'll see if I can learn from that
L1443[10:33:53] <williewillus> no
prob'
L1444[10:33:53] <Lordmau5> my first check
in update() is "getWorld().isRemote" though
L1445[10:33:58] <Lordmau5> if it is,
return
L1446[10:34:01] <Lordmau5> it never
crashed on there for me
L1447[10:34:01] <gigaherz> yep
L1448[10:34:09] <Lordmau5> so you're
right giga, the null-check afterwards IS stupid lol
L1449[10:34:19] <gigaherz> that's because
update() only runs AFTER worldObj has been assigned
L1450[10:34:38]
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L1451[10:35:04] <gigaherz> so
L1452[10:35:13] <gigaherz> you want to
make sure that the update cycle runs once on load
L1453[10:35:16] <gigaherz> just override
onLoad
L1454[10:35:22] <gigaherz> and set
wantsUpdate=true there
L1455[10:35:41] <gigaherz> and leave
markForUpdate only for sending block updates
L1456[10:35:51] <gigaherz> then you can
remove all the IFs just call markBlockForUpdate directly
L1457[10:35:58] <Lordmau5> so
markForUpdate() is basically just doing the
markBlockForUpdate?
L1458[10:36:05] <gigaherz> since you know
it will only ever be called from within updatE()
L1459[10:36:07] <gigaherz> you'll be safe
;P
L1460[10:36:14] <gigaherz> yup
L1461[10:36:17] <Lordmau5> well, but it
won't
L1462[10:36:22] <Lordmau5> since it's
called via updateBlockAndNeighbors as well
L1463[10:36:30] <Lordmau5> or wait
L1464[10:36:31] <Lordmau5> ah, I get it
now
L1465[10:36:43] <gigaherz> you should
never do any logic in readFromNBT
L1466[10:36:49] <gigaherz> that's what
onLoad is for
L1467[10:36:54] <Lordmau5> aah
L1468[10:37:00] <gigaherz> it's done
after setting worldObj
L1469[10:37:07] <gigaherz> specially so
that you can do initialization work ;P
L1470[10:37:14] <sham1> Nice
L1471[10:37:41] <gigaherz> but well
L1472[10:37:52] <gigaherz> that still
isn't necessarily all your issues
L1473[10:38:03] <gigaherz> but better
start by making the code actually do what you wanted it to do
;P
L1474[10:38:09] <sham1> What's up with
your over-excessive usage of smilies
L1475[10:38:25] <gigaherz> they represent
my mood
L1476[10:38:37] <sham1> So your mood is
always ";P"
L1477[10:38:38] <gigaherz> when I'm
internally happier/amused
L1478[10:38:39] <sham1> Okay then
L1479[10:38:45] <gigaherz> I'll do a lot
more ;P/:P
L1480[10:38:54] <gigaherz> when I'm
internally laughing, I'll do a lot more XD
L1481[10:39:05] <gigaherz> when i'm
internally annoyed, I'll do a lot more ¬¬
L1482[10:39:23] <sham1> So you laugh in
korean when you are annoyed
L1483[10:39:26] <sham1> I dont blame
you
L1484[10:39:38] <gigaherz> koreans use
"¬¬" to laugh?
L1485[10:39:53] <unascribed> >.> is
a better ascii variant
L1486[10:39:54] <sham1> wait no
L1487[10:39:57] <gigaherz> those are
clearly eyes looking sideways
L1488[10:40:05] <Lordmau5> I'd kill
myself if this code change stuff just fixes the mod out of
nowhere
L1489[10:40:05]
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L1490[10:40:09] <Lordmau5> like a Randy
Orton K.O.
L1491[10:40:12] <williewillus> i use
excessive amounts of :p
L1492[10:40:15] <sham1> Was thinking of a
different hangul charecter...
L1493[10:40:25] <williewillus> back when
#FTB was decent and when it still had stat trackers
L1494[10:40:28] <unascribed> :P is the
universal smiley
L1495[10:40:29] <Lordmau5> nope, still
broken \o/
L1496[10:40:29] <williewillus> I was #1
always on :p
L1497[10:40:29] <gravityfox> hey is there
a way to make a mod simply not load if it doesn't find the correct
version of forge?
L1498[10:40:32]
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L1499[10:40:34] <sham1> :)
L1500[10:40:40] <unascribed> gravityfox,
dependencies in the @Mod
L1501[10:40:42] <williewillus>
gravityfox: specify it in the mod's dependencies
L1502[10:40:52] <unascribed> not sure
what the version spec would be
L1503[10:40:53] <gravityfox>
alright
L1504[10:41:04] <sham1> Why do you want
to specify a specific forge version
L1505[10:41:16] <williewillus> the modid
is "Forge"
L1506[10:41:17] <unascribed> I'm guessing
he means a specific version /or higher/
L1507[10:41:28] <unascribed> because he
needs a new feature
L1508[10:41:35] <gigaherz> yeah
L1509[10:41:42] <williewillus> I think
it's something like dpeendencies = "Forge@[VER,)" for no
upper bound
L1510[10:41:44] <williewillus> or
something like that
L1511[10:41:54] <gigaherz> like if you
rely on setCustomModelResourceLocation to call registerItemVariants
for you
L1512[10:41:58] <unascribed> the
ModLoader dependency syntax is kind of horrifying
L1513[10:42:01] <gigaherz> you'll need
one version or newer
L1514[10:42:02] <unascribed> why is it
still used?
L1515[10:42:08] <gravityfox>
actually
L1516[10:42:09] <gigaherz> if you rely on
the setRegistryName feature
L1517[10:42:12] <gravityfox> i found
something better
L1518[10:42:14] <unascribed> all other
ModLoader artifacts have been dropped
L1519[10:42:14] <williewillus> bc no
one's come up with a better one
L1520[10:42:14]
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L1521[10:42:14] <gigaherz> you'll need an
even newer version
L1522[10:42:21] <gravityfox> i just
needed it to not load on the server
L1523[10:42:28] <gravityfox> that's a
thing again
L1524[10:42:30] <unascribed>
clientOnly=true
L1525[10:42:33] <unascribed> or something
like that
L1526[10:42:33] <gravityfox> it wasn't a
thing in 1.8
L1527[10:42:35] <gravityfox> yeah
L1528[10:42:44] <gravityfox> it was
removed at some point for some reason
L1529[10:42:48] <unascribed> it wasn't
removed
L1530[10:42:50] <unascribed> it got added
in 1.8
L1531[10:42:55] <unascribed> so it's not
present in 1.7
L1532[10:42:56] <gravityfox> wait
wat?
L1533[10:42:59] <gravityfox> no
L1534[10:43:01] <unascribed> yes
L1535[10:43:03] <gravityfox> it wasn't
there in 1.8
L1536[10:43:06] <gigaherz> well you can
always crash in your server proxy XD
L1537[10:43:11] <williewillus> lol
L1538[10:43:12] <unascribed> as someone
who wrote a client-only mod in 1.8.0
L1539[10:43:16] <unascribed> that used
said @Mod field
L1540[10:43:16] <unascribed> yes
L1541[10:43:17] <unascribed> yes it
did
L1542[10:43:21] <gravityfox> that's weird
then
L1543[10:43:24] <gigaherz> 1.8 existed
for a long time
L1544[10:43:27] <unascribed> probably a
newer version of Forge
L1545[10:43:30] <gigaherz> maybe you used
a VERY old 1.8 version?
L1546[10:43:31] <gravityfox> because i
was looking for it and couldn't find it
L1547[10:43:32] <unascribed> I usually
develop on the cutting-edge version
L1548[10:43:33] <gravityfox> no
L1549[10:43:34] <Lordmau5> which field
are we talking about?
L1550[10:43:37] <gravityfox> was using
1577
L1551[10:43:40] <unascribed>
clientSideOnly or something
L1552[10:43:44] <Lordmau5> clientOnly?
that's been in there for a while, no?
L1553[10:43:54] <gravityfox> that's what
i thought
L1554[10:43:54] <Lordmau5> I remember
having it for 1.7.10
L1555[10:43:58] <Lordmau5> AT LEAST
1.7.10
L1556[10:44:07] <gravityfox> i couldn't
find it when i was using forge 1.8-1577
L1557[10:44:14] <unascribed> rolling back
to before I updated it to 1.8.8
L1558[10:44:14] <gravityfox> for some odd
reason
L1559[10:44:15] <Lordmau5> different name
perhaps?
L1560[10:44:20] <unascribed> the mod was
for 1449
L1561[10:44:28] <gravityfox> someone told
me to use acceptableServerVersion
L1562[10:44:33] <gravityfox>
instead
L1565[10:44:51] <unascribed> 1.8.0 mod on
1449
L1566[10:45:05] <gravityfox>
deahell?
L1567[10:45:09] <gravityfox> oh
well
L1568[10:45:11] <gravityfox>
whatever
L1569[10:45:12] <unascribed>
<shrug>
L1570[10:45:14] <gravityfox> it's there
now
L1571[10:45:24] <gravityfox> no more bs
solutions to problems
L1572[10:45:25] <sham1> @@
L1573[10:48:30] <gigaherz> lol
L1574[10:48:37] <gigaherz> Mojang is
practically ignoring mods
L1576[10:48:51] <gigaherz> Studio
Wildcard is hosting a new mod contest for ARK: Survival Evolved
allowing anyone to enter their mods, old or new, under three unique
categories for a chance at a massive price pool of over
$60,000!
L1577[10:49:43] <gigaherz> the only thing
about ark mods is that they can't change the existing
machines
L1578[10:49:52] <gigaherz> and recipes
are bound to the machine
L1579[10:50:15] <gigaherz> so mods that
add recipes require the player to destroy the existing machine and
build the "extended machine" version from the mod
L1580[10:50:17] <Lordmau5> modding a game
that is horribly optimized?
L1581[10:50:21] <Lordmau5> Feels like
Minecraft all over again!
L1582[10:50:37] <gigaherz> well ARK has a
lot more polygons going on ;P
L1583[10:50:42] <Lordmau5> ARK has a
horrible engine
L1584[10:50:43] <gigaherz> can't comapre
it to minecraft
L1585[10:50:49] <gigaherz> unreal is a
horrible engine? XD
L1586[10:50:50] <unascribed> ARK's engine
is fine
L1587[10:50:54] <Lordmau5> it's not
L1588[10:50:57] <unascribed> but the game
is unoptimized
L1589[10:51:00] <gigaherz> ARK is made in
Unreal4
L1590[10:51:01] <Lordmau5> ye, that's
what I mean
L1591[10:51:03] <Lordmau5> sorry
L1592[10:51:04] <Lordmau5> I meant the
game*
L1593[10:51:18] <gigaherz> yeah that I
can't deny
L1594[10:51:24] <gigaherz> however, it is
made by an indie group
L1595[10:51:34] <Lordmau5> Like, how the
fck do you manage to make a game that let's users get less than
30fps on MEDIUM quality? - I have a i7 6700, 16GB RAM and a AMD
Radeon R9 390X w/ 8GB VRAM
L1596[10:51:42] <Lordmau5> medium should
yield me AT LEAST 60fps
L1597[10:51:43] <gigaherz> a very rich
group who could have hired a dozen good game developers to
help
L1598[10:51:47] <gigaherz> but an indie
group nonetheless
L1599[10:51:58] <Lordmau5> they are
*stupid* indie devs
L1600[10:52:04]
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L1601[10:52:06] <Lordmau5> how come the
rest can do optimized games then?
L1602[10:52:24] <gigaherz> well let's say
dynamic world like that take a LOT more effort
L1603[10:52:29] <gigaherz> worlds*
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L1605[10:52:51] <Lordmau5> ech
L1606[10:52:57] <gigaherz> i'm not really
defending them
L1607[10:53:04] <Lordmau5> I know
L1608[10:53:12] <gigaherz> just, you
can't compare with any random game
L1609[10:53:20] <Lordmau5> I understand
your PoV
L1610[10:53:31] <gigaherz> given the
amount of detail visible at once on screen
L1611[10:53:33] <gigaherz> it's not THAT
bad
L1612[10:53:42] <gigaherz> unlike say,
Batman games
L1613[10:53:47] <gigaherz> this has
organic details
L1614[10:53:51] <gigaherz> lots of trees,
plants, and such
L1615[10:53:59] <gigaherz> it's much
easier to have a busy world when it's urban
L1616[10:54:01] <Lordmau5> or a 30fps
lock
L1617[10:54:04] <gigaherz> sharper
lines
L1618[10:54:10] <M4thG33k> I'm going to
use the hated word and ask what I need to do to allow my TESR to
update dynamically based on the TE data (such as rotate based on a
float, etc.)
L1619[10:54:11] <gigaherz> simpler
textures
L1620[10:54:15] <Lordmau5> ok
L1621[10:54:17] <Lordmau5> but then tell
me
L1622[10:54:25] <Lordmau5> or well, don't
tell me, I know the answer: lazy developers
L1623[10:54:44] <gigaherz> ARK is a small
team of less-experienced developers
L1624[10:54:47] <Lordmau5> the answer to
"Why do bigger developers, like Ubisoft, manage to fuck up
their titles so bad, that the optimization is worse than ever
before?"
L1625[10:54:58] <gigaherz> oh that's
simple
L1626[10:55:03] <gigaherz> budgets.
L1627[10:55:06] <Lordmau5> Ubisoft sums
up that question
L1628[10:55:09] <gigaherz> whoever
manages them
L1629[10:55:13] <Lordmau5> lmao
L1630[10:55:20] <Lordmau5> you can't tell
me ubisoft doesn't have enough budget for the AC titles
L1631[10:55:24] <gigaherz> doens't give
enough money for what matters
L1632[10:55:25] <gigaherz> nono
L1633[10:55:26] <gigaherz> they have
enough
L1634[10:55:31] <gigaherz> but if they
spend 80% on graphics
L1635[10:55:43] <Lordmau5> well, alright,
that is understandable
L1636[10:55:47] <gigaherz> and only a
small % on gameplay, logic, and avobe all, QA testing
L1637[10:55:53] <Lordmau5> yup
L1638[10:55:56] <gigaherz> you get what
you get.
L1639[10:55:59] <Lordmau5> but then
again, don't they notice it themselves?
L1640[10:56:01] <Lordmau5> are they that
blind?
L1641[10:56:05] <gigaherz> they don't
care
L1642[10:56:06] <Lordmau5> the game had
FPS drops on *consoles*
L1643[10:56:08]
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L1644[10:56:09] <gigaherz> screenshots
sell games
L1645[10:56:12] <gigaherz> hype sells
games
L1646[10:56:12] <Lordmau5> AC is
shovelware
L1647[10:56:17] <gigaherz> the end result
is secondary
L1648[10:56:21] <Lordmau5> hmm
L1649[10:56:23] <gigaherz> consumer
satisfaction is secondary
L1650[10:56:26] <gigaherz> if people KEEP
BUYING
L1651[10:56:45]
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L1652[10:56:54] <gigaherz> so long as
people have near-fanatic behaviour for game franchises
L1653[10:56:56] <Lordmau5> suddenly I
have the Nintendo Anime Channel out of nowhere lmao
L1654[10:56:57] <gigaherz> theycan get
away with that
L1655[10:57:22] <gigaherz> if everyone
was like "well this looks like it's sub-par, I'll pass on
it
L1656[10:57:28] <gigaherz> they'd be much
more interested on the end result
L1657[10:57:32]
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L1658[10:57:38] <williewillus> bleh i
still can't figure out why my particles are getting culled 128
blocks away
L1659[10:57:42] <williewillus> and how I
can turn that off
L1660[10:59:22] <gigaherz> isn't that a
feature?
L1661[10:59:43] <williewillus> it changed
from 1.7, and I need to spawn particles at the world limit
L1662[10:59:47] <williewillus> (y
256)
L1663[11:00:05]
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L1666[11:01:31] <gigaherz> hmmm
wait
L1667[11:01:37] <gigaherz> can't you just
spawn them at y=256 then?
L1668[11:01:51] <Lordmau5> so things are
still not properly working on my end :/
L1669[11:01:58] <Lordmau5> I'll put debug
prints in again and have a look as to how that goes
L1670[11:02:35] <williewillus> I am
L1671[11:02:42] <williewillus> but when
I'm down on the ground they get culled
L1672[11:02:48] <williewillus> when I'm
above y 128 ish they appear again
L1673[11:02:54] <gigaherz> ah so you need
to see FROM THE GROUND, particles that are high up
L1674[11:02:57] <williewillus> yeah
L1675[11:03:00] <gigaherz> aha
L1676[11:03:32] <williewillus> botania's
mana beacons fires super high particles into the sky and they can
be seen from basically anywhere in render distance since they're so
high
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L1679[11:04:51] <gigaherz> hmmm
L1680[11:04:57] <gigaherz> EntityFX
extends Entity
L1681[11:05:54] <shadekiller666> thats
not the case in 1.9 iirc, particles are no longer entities?
L1682[11:05:59] <williewillus> well 1.8
:p
L1683[11:06:01] <gigaherz> yeah
L1684[11:06:03] <williewillus> the
/particle command's handler and the particle packet have relevant
fields to ignoore range checks
L1685[11:06:07] <williewillus> but I
don't use aprticle packets
L1686[11:06:14] <williewillus> I add to
the EffectRenderer directly
L1688[11:07:01]
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L1689[11:08:15] <williewillus> !gm
func_175701_a
L1690[11:08:25] <gigaherz> williewillus:
I can't seem to find any code specifically that removes entities at
12 distance
L1691[11:08:27] <gigaherz> 128*
L1692[11:09:00]
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L1693[11:09:54] <gigaherz> so, can they
simply get culled by the camera's far plane?
L1694[11:10:06] <gigaherz> can you see a
blcok in that distance?
L1695[11:10:16] <gigaherz> if you mode to
y=255, and place a solid block?
L1696[11:10:20] <gigaherz> move*
L1697[11:15:07] <M4thG33k> williewillus:
I attempted to implement code you suggested in my TESR, but now it
appears to always render the block at my feet (no matter where I
move)...any idea what could be causing that?
L1698[11:15:14] <Nitrodev> alright time
to start cursing at this custom crafting tble stuff
L1699[11:15:18] <williewillus> translate
to the coords of the tesr
L1700[11:15:24] <Temportalist> For some
reason, the event functions in my one class are not being
called
L1701[11:15:36] <gigaherz> Temportalist:
@SubscribeEvent?
L1702[11:15:43] <Temportalist>
present
L1703[11:15:50] <M4thG33k> I tried doing
that, but it disappeared. I'm assuming my method of translation was
incorrect...
L1704[11:15:52] <gigaherz> you need to do
MinecraftForge.EVENT_BUS.register(theclassintance)
L1705[11:15:57] <Temportalist> also
done
L1706[11:15:59] <Temportalist> in
preinit
L1707[11:16:09] <gigaherz> 1.8.9?
L1708[11:16:13] <Temportalist> yup
L1709[11:16:19] <gigaherz> hmm which
events are those?
L1710[11:16:23] <Temportalist> events are
SideOnly Server
L1711[11:16:27] <Temportalist>
PlayerLogIn
L1712[11:16:31] <Temportalist>
PlayerchangeDim
L1713[11:16:35] <gigaherz> that means
they only work in server jars
L1714[11:16:37] <Temportalist>
ForceChunk, Unforcechunk
L1715[11:16:41] <Temportalist>
ohhhhh
L1716[11:16:43] <M4thG33k> fixed
it...
L1717[11:17:00] <gigaherz> SideOnly
refers to the jar in which they are compiled
L1718[11:17:08] <gigaherz> SideOnly
CLIENT means only client jars contain it
L1719[11:17:15] <Temportalist> i just
needed to make sure they were only executing on server side
L1720[11:17:18] <gigaherz> SideOnly
SERVER means only server jars contain it
L1721[11:17:23] <gigaherz> then you
use
L1722[11:17:25] <gigaherz>
world.isRemote
L1723[11:17:29] <gigaherz> NOT
SideOnly
L1724[11:17:37] <gigaherz> @SideOnly is
only ever needed in a mod
L1725[11:17:38] <Temportalist> or
FMLCommonHandler.instance().getEffectiveSide
L1726[11:18:00] <gigaherz> if the
function/class requires a class as a parameter or extends
L1727[11:18:05] <gigaherz> that only
exists in the client/server jar
L1728[11:18:14] *
williewillus is reminded he should finish his article about
sides
L1729[11:18:15] <gigaherz> for any other
situation, pretend it doesn't exist
L1730[11:18:25] <Temportalist> okay
L1732[11:19:03] <Temportalist> gigaherz:
cant put it in server proxy then either can i
L1733[11:19:19] <gigaherz> no that's for
the same purpose as the SideOnly
L1734[11:19:25] <gigaherz> server proxy
gets instantiated in the server jar
L1735[11:19:28] <gigaherz> client proxy
in the client jar
L1736[11:19:33] <Temportalist> haha
yeah
L1737[11:19:39] <Temportalist>
silliness
L1738[11:21:03] <Temportalist> mhmmm im
gonna need help with world rendering
L1739[11:21:53]
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L1740[11:22:20] <Lordmau5>
gigaherz,
L1741[11:22:43] <Lordmau5> I've said this
a couple of times, but it still neither get's into my head, nor
does it make sense in my code:
L1742[11:23:02] <Lordmau5> Why would I
need to update the block twice to get the proper value on the
client, even though the client has the proper value in the
readFromNBT after the first update?
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L1745[11:23:38] <gigaherz> Lordmau5:
what?
L1746[11:23:45] <Lordmau5> my tile
L1747[11:23:56] <Lordmau5> did you see
the .txt file I linked?
L1748[11:23:59] <Lordmau5> regarding
debug prints?
L1749[11:24:00] <gigaherz> IF the client
is already getting the proper values in a readFromNBT
L1750[11:24:05] <gigaherz> then wtfi s
your issue?
L1751[11:24:10] <M4thG33k> I'm obviously
not doing this correctly; what's the proper way to
translate/scale/rotate models in a TESR before rendering
them?
L1752[11:24:13] <Lordmau5> that is the
problem
L1753[11:24:16] <Lordmau5> *I don't
fcking know*
L1754[11:24:20] <Lordmau5> and it doesn't
even make sense in the code
L1756[11:25:00] <Lordmau5> right before
"Tank built!" it get's the valid: true
L1758[11:25:04] <williewillus> botania
pylons
L1759[11:25:05] <Lordmau5> but then when
I rightclick it, it states "false"
L1760[11:25:10] <williewillus> renders
OBJ baked models
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L1762[11:25:23] <Lordmau5> after I put
water in, as in, update the tile once again, then it is updated
with values
L1763[11:25:27] <gigaherz> Lordmau5: and
you are certain the tank-building code does NEVER run in
theclient?
L1764[11:25:48] <Lordmau5> the very first
thing I check in "buildTank()" is
"getWorld().isRemote"
L1765[11:25:53] <Lordmau5> and just
"return;" then
L1766[11:25:57] <gigaherz> the only thing
I can think of is that you overwrite the values from the
client
L1767[11:26:02] <Lordmau5> I don't
L1768[11:26:06] <Lordmau5> I checked that
500 times already
L1769[11:26:14] <gigaherz> then I have no
idea
L1770[11:26:14] <Lordmau5> even put debug
prints into the "setValid()" method
L1771[11:26:49] <Lordmau5>
markForUpdate() is never called on the client either
L1772[11:26:59] <Lordmau5> so only the
server should call the block update
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L1774[11:32:47] <Lordmau5> okay so
L1775[11:33:06] <Lordmau5> apparently why
it's working AFTER I fill the tank with water (e.g. rightclick with
a water bucket)
L1776[11:33:13] <Lordmau5> is due to the
client then doing a markBlockForUpdate, too
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L1779[11:33:35] <Lordmau5> now: There was
no function in the Block or Tile Entity classes that get called
upon that markBlockForUpdate thing?
L1780[11:34:04] <gigaherz> for the same
block, no
L1781[11:34:18] <gigaherz> but neighbours
get a call
L1782[11:34:43] <Lordmau5> hmm
L1783[11:34:48] <Lordmau5> oh ye,
onNeighborBlockUpdate
L1784[11:35:10] <gigaherz>
onNeighborChange
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L1786[11:35:28] <gigaherz>
onNeighborBlockChange is for when the blockstate changed
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L1790[11:36:42] <gigaherz> no wait
L1791[11:36:45] <gigaherz> that's on
markDirty()
L1792[11:37:06] <gigaherz>
markblockForUpdate only puts the update in a list
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L1794[11:37:19] <Lordmau5> ech...
L1795[11:37:20] <gigaherz> you'd need do
markDirty() after markBlockForUpdate
L1796[11:37:32]
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L1797[11:37:40] <Lordmau5> huh?
L1798[11:37:48] <Lordmau5> so do I need
to do markDirty() after I do markBlockForUpdate now?
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L1800[11:38:16] <gigaherz> markDirty()
notifies neighbours (and minecraft itself), that the TE changed
(and as a consequence, it has changes that need writing to
NBT)
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L1802[11:38:26] <Lordmau5> ah
L1803[11:38:27] <gigaherz> while
markBlockForUpdate notifies the clients
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L1838[12:29:50] <gr8pefish> should modids
be lowercase or camel case (i.e. ironbackpacks or IronBackpacks)?
What is the best convention?
L1839[12:31:01] <gigaherz> lowercase has
advantages
L1840[12:31:17] <gigaherz> in 1.8+, the
model system uses lowercase modids
L1841[12:31:32] <gigaherz> using
mixed-case works because the ResourceLocation will make lowercase
the domain name
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L1843[12:31:44] <gigaherz> but it can be
confusing in other cases
L1844[12:31:50] <gigaherz> so if you make
it always lowercase, it just fits better
L1845[12:31:58] <gr8pefish> okay cool,
I'll keep it lowercase, thanks
L1846[12:32:36] <gigaherz> actually the
resourcelocation system already existed in 1.7.10, so it's sorta
the same ;P
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L1869[13:09:56] <shadekiller666> good
news guys, i managed to get uv processing to work yesterday,
finally :P
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L1871[13:12:28] <williewillus> what did
you settle on?
L1872[13:14:13] <undeadparrot> Hello fine
friends. Do you know of any mods that are using
RTT(render-to-texture) for anything?
L1873[13:14:35] <diesieben07> Me!
L1874[13:14:38] *
diesieben07 jumps up and down
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L1876[13:16:13] <K-4U> So. What are
reasons that a json blockstate file wouldn't be read? I have a file
that works for other blocks, but for two others it refuses to load,
only telling me that it cannot find the model definition
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L1878[13:17:30] <Temportalist>
undeadparrot: LookingGlass perhaps
L1879[13:18:56] <undeadparrot> Oh?
L1880[13:19:04] <undeadparrot> For
Cameracraft?
L1881[13:19:13] <undeadparrot> ;3
L1882[13:19:17] <VapourDrive> Question
for those who are savvy with the new block states: before it was
really easy for users to identify subblocks (meta data for ores
etc) so something like CoFH's custom world gen stuff was simple to
use. Is that going to be impossible now?
L1883[13:19:18] <diesieben07> yeaup
L1884[13:19:25] <williewillus> K-4U: make
sure the file name exactly matches the registry name of the block
you're using it for
L1885[13:19:42] <undeadparrot> I looked
into your code a lot a year ago ;p but I don't remember it much.
Was it much bother to do it?
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L1887[13:19:54] <diesieben07> no, RTT is
simple
L1888[13:20:01] <williewillus> the world
is wonderfully small, someone's PR that I was commenting on on the
upstream botnaia repo turned out to be one of my college classmates
this year :p
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L1890[13:20:07] <williewillus> *botania
dammit
L1891[13:20:10] <diesieben07> you just
bind the texture, render, then call glCopyTexImage or whatever the
hell its calleed
L1892[13:20:20] <mikebald> if I wanted to
make my item use the texture from vanilla minecraft, would it be
safe to assume that in the item model's json I'd put layer0:
"minecraft:items/<item name>" ?
L1893[13:20:28] <williewillus>
item/
L1894[13:20:30] <williewillus>
singular
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L1896[13:20:39] <williewillus> because
mojang made the directory called models/item instead od
models/items :p
L1897[13:20:41] <mikebald> fml... thanks
=)
L1898[13:21:22] <mikebald> [fml does not
mean Forge Mod Loader in that instance]
L1899[13:21:41] <XDjackieXD> VapourDrive:
iirc blockstates are stored as metadata (blockstates are non
persistent. they get converted to meta and saved to the world file
and converted back to a blockstate on load) so it should be
possible.
L1900[13:21:52] <undeadparrot> Hmm. I
suppose I'll need to fiddle with viewports and things too
L1901[13:21:57] <williewillus>
XDjackieXD: not for long
L1902[13:22:00] <undeadparrot> I
shamefully want it just for rendering a page of text, for curly
pages on a book
L1903[13:22:02] <williewillus> metas are
planned to eventually go fully away
L1904[13:22:11] <diesieben07> why do you
need RTT for that?
L1905[13:22:15] <williewillus> or
continue to be abstracted away until they're nothing
L1906[13:22:28] <XDjackieXD> hm
L1907[13:22:59] <undeadparrot> I was
going to render the page and apply it to the model of the book, so
that it'll follow the contour of the page model
L1908[13:23:07] <williewillus> i foresee
an eventual switch to just notating things using the blockstate
properties (e.g. botania:storage[variant=MANA_DIAMOND])
L1909[13:23:09] <williewillus> or
something like that
L1910[13:23:19] <undeadparrot> as opposed
to drawing text with quads in 3D
L1911[13:23:20] <williewillus> any
missing properties would just be filled with the defaults or
something
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L1913[13:23:35] <diesieben07> that sounds
a bit overly complicated
L1915[13:24:19] <VapourDrive> There is
somewhat to determine properties from strings though, it's just not
super friendly, and it requires users to know internal names of
property keys and values, which is a pain
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L1917[13:24:24] <undeadparrot> using the
built in quad-based text
L1918[13:24:28] <VapourDrive>
*someway
L1919[13:24:34] <undeadparrot> but it
doesn't allow for a particularly sexy curved page
L1920[13:25:08] <undeadparrot> On the
other hand, maybe I should just draw to a texture directly in
software, using a TTF font
L1921[13:25:27] <Ordinastie> good luck
with that :p
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L1929[13:35:56] <diesieben07> there is
something iny our mods folder that is causing an IO error.
L1930[13:36:06] <diesieben07> can you
show a dirtree screenshot of the mods folder?
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L1932[13:36:29] <williewillus> in 1.8
updateEntityActionState is now final....
L1933[13:36:34] <williewillus> where
should I move that code?
L1934[13:37:23] <IoP> diesieben07: hmph.
Users solved that by moving his installation into other dir. Why on
earth does JDK hide IO errors for that method o_O
L1935[13:37:25] <diesieben07>
onLivingUpdate? or just AI D
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L1937[13:37:33] <diesieben07> because
it's old code
L1938[13:37:36] <diesieben07> nio is
better :P
L1939[13:37:53] <williewillus> yeah looks
like just updateAITasks is the new method
L1940[13:38:06] <diesieben07> Path API is
much nicer, but nobody uses it :/
L1941[13:38:38] <diesieben07> and with
that FML wouldn't even need to separate Jar and folder
scanning
L1942[13:39:12] <williewillus> If i have
a custom minecart what EnumMinecartType shuld I return?
L1943[13:39:21] <IoP> is that API for
java 6 or 7 and newer?
L1944[13:39:23] <williewillus> mana pool
on a cart
L1945[13:39:29] <PaleoCrafter> yeah, I
think NIO is java 7 :P
L1946[13:39:35] <sham1> it is
L1947[13:40:25] <PaleoCrafter> actually,
looks like it got introduced all the way back in 2002 with 4
L1948[13:40:31] <diesieben07> not all of
it
L1949[13:40:41] <diesieben07> Buffers and
such are java 4
L1950[13:40:43] <PaleoCrafter> yeah, Java
7 added a bunch, didn't it?
L1951[13:40:48] <diesieben07> but the
filesystem api with paths and stuff is java 7
L1952[13:41:13] <sham1> I dont understand
how to do file IO in NIO
L1953[13:41:18] <sham1> With all the
buffers and stuff
L1954[13:41:36] <diesieben07> you use
Files.copy as much as possible :D
L1955[13:41:42] <williewillus> it's a lot
more compact :p
L1956[13:41:47] <williewillus> old IO is
so clunky
L1957[13:41:47] <diesieben07> yeah it is
:D
L1958[13:42:22] <sham1> Meh, I like the
old IO
L1960[13:42:34] <sham1> I undertsnad it
better than NIO IO at any rate
L1961[13:42:48] <diesieben07> no
java.io.File or Input/OutputStream
L1962[13:42:54] <sham1> I like my streams
though
L1963[13:43:07] <diesieben07> they are
clunky and slow :P
L1964[13:43:23] <williewillus>
try(BufferedReader reader =
Files.newBufferedReader(Paths.get(path))) { List<String>
lines = reader.lines().collect(Collectors.toList()); } :p
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L1966[13:43:34] <PaleoCrafter>
java.util.stream.Stream is great though ;)
L1967[13:43:51] <sham1> yeah
L1968[13:43:58] <PaleoCrafter> they are
still clunky for small amounts of data though :D
L1969[13:44:00] <sham1> Monadic
combinators among other things
L1970[13:44:04] <diesieben07>
williewillus, Files.lines().collect(Collectors.toList()); :P
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L1973[13:44:44] <sham1> Even though the
stream is kinda weird
L1974[13:44:47] <williewillus> wow
lol
L1975[13:44:48] <williewillus> even
better
L1976[13:45:01] <sham1> It has monadic as
well as some functor stuff
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L1978[13:46:33] <PaleoCrafter> why's that
weird, sham1? Oo
L1979[13:46:43] <sham1> NVM
L1980[13:47:06] <sham1> It just is that
oracle could not retrofit those methods into the collection
classes
L1981[13:47:15] <sham1> Thus causing them
to be added to this "Stream"
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L1983[13:47:37] <diesieben07> which ones
do you mean?
L1984[13:47:38] <williewillus> reading
comments on the source of ancient standard lib classes is pretty
amusing sometimes
L1985[13:47:39] <PaleoCrafter> the whole
Stream thing wouldn't exist if not for compatbility reasons
:P
L1986[13:47:55] <sham1> reduce for
instance
L1987[13:48:04] <diesieben07> uuhm
no
L1988[13:48:10] <diesieben07> like...
stream is sometingelse than a collection
L1989[13:48:14] <williewillus> ^
L1990[13:48:17] <sham1> I know
L1991[13:48:23] <sham1> Never said it
wasnt
L1992[13:48:39] <diesieben07> but you
said you want the stuff on Collection
L1993[13:48:43] <diesieben07> but thats
not what a collection does
L1994[13:48:49] <diesieben07> the Stream
provides operations
L1995[13:48:56] <diesieben07> Collection
is basically jsut getting and setting
L1996[13:49:07] <sham1> That's not what
other languages thaught me
L1997[13:49:30] <diesieben07> well, not
all languages are alike...
L1998[13:51:49] <sham1> What did I
miss
L1999[13:54:29] <williewillus> what is
the difference betwen Item.getDamage and Item.getMetadata?
L2000[13:55:09] <sham1> One gets damage
and one the metadata
L2001[13:55:17] <sham1> So basically, no
idea
L2002[13:55:20] <williewillus> they
return the same thing
L2003[13:55:24] <williewillus> in a
default impl
L2004[13:55:28] <Nitrodev> i just
realized i have never stayed in one programming language for this
long
L2005[13:55:37] <sham1> :P
L2006[13:55:40] <williewillus> java is my
only decent one :p
L2007[13:55:45] <williewillus> want to
get into clojure very soon
L2008[13:55:48] <sham1> What was there
before java for ye
L2009[13:55:52] <williewillus> and school
will start with the C/C++ soon too
L2010[13:55:59] <sham1> Get into haskell
instead
L2011[13:56:04] <williewillus> no
lol
L2012[13:56:09] <williewillus>
later
L2013[13:56:13] <williewillus> after lisp
master race
L2014[13:56:20] <sham1> Ohh
L2015[13:56:24] <sham1> OHH
L2016[13:56:54] <sham1> You just crossed
the line
L2017[13:57:02] <sham1> Of no
return
L2018[13:57:27] <williewillus> okay you
have to appreciate the elegance of S expressions, clojure has
literally less than 10 (probably fewer) synactical constructs, the
rest is the language in action
L2019[13:58:22] <diesieben07> I honestly
don't give a crap about design elegance in a langauge :D
L2020[13:58:28] <diesieben07> it's about
practicality.
L2021[13:58:39] <sham1> And a crap ton of
parenthesis
L2022[13:58:54] <williewillus> if you
indent properly the parentheses aren't a problem
L2024[13:59:21] <sham1> But indenting is
not concidered proper
L2025[13:59:28] <williewillus> wat
L2026[13:59:32] <sham1> Kinda like new
lining opening braces
L2027[13:59:35] <VapourDrive> I like
parentheses, my eye is trained to look for them, I do absolutely no
blocks (even one line ones) without them'
L2028[13:59:48] <williewillus> in
clojure? if you don't indent clojure people kill you :p
L2029[13:59:54] <williewillus> or
basically any other language....
L2030[14:00:28] <williewillus>
VapourDrive: you mean braces?
L2031[14:00:40] <VapourDrive> wups, yeah
braces lol
L2032[14:01:10] <VapourDrive> and I need
to use new line braces, with the body being indented
L2033[14:01:26] <sham1> Wavy brackets,
square brackets, round brackets
L2034[14:01:43] <williewillus>
"wavy" :p
L2035[14:01:48] <williewillus> that's a
new one for me
L2036[14:02:26] <Dagarath> I thought they
was mustaches
L2037[14:02:54] <sham1> Well in Finnish
they are called "aaltosulkeet", which get literally
tanslated as "wave brackets"
L2038[14:03:21] <sham1> Well, look at
them '{"
L2039[14:03:23]
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L2040[14:03:32] <williewillus> curly
braces :p
L2041[14:03:39] <sham1> Yes
L2042[14:03:39] <williewillus> or just
braces
L2043[14:03:40]
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L2044[14:03:45] <sham1> I say that
too
L2045[14:03:50] <williewillus> braces,
brackets, parenthesis ;p
L2046[14:04:20] <sham1> Well what about
<>
L2047[14:05:02]
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L2048[14:05:20]
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L2049[14:05:22] <williewillus> angle
brackets
L2050[14:05:22] <Dagarath> Mustaches from
the east, mustaches from the west. move your computer and look, now
mustaches from the north and mustaches from the south!
L2051[14:05:26] <williewillus> lol
L2052[14:05:56]
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L2053[14:06:10] <Dagarath> You can become
quite worldy just typing on your keyboard, you meet a lot of
mustaches.
L2054[14:06:37]
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L2055[14:08:57]
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L2056[14:09:06] <sham1> World would be
better if everyone just concentrated on growing mustaches.
L2057[14:09:09] <Dagarath> also good
morning all
L2058[14:09:16] <sham1> Good
evening
L2059[14:09:21] <Dagarath> hey...I think
its alright to grow beards too.
L2060[14:09:22] <williewillus> good
afternoon
L2061[14:10:03] <williewillus> !gf
field_181064_i
L2062[14:10:12] <Dagarath> Do you think
its ok to have a box in my room that farts and emits a small amount
of radiation?
L2063[14:10:17] <williewillus> hm
L2064[14:10:25] <williewillus> I wonder
why random fields sometimes just lose their obf name
L2065[14:11:05] <williewillus> !sf
field_181064_i classToAvoid
L2066[14:12:29] <williewillus> !gf
field_98285_e
L2067[14:12:47] <PaleoCrafter> sham1,
<> can also be called chevrons, I think :P
L2068[14:12:59] <sham1> The what
L2069[14:14:08] <Dagarath> aw I wanted
your opinion
L2070[14:14:10] <PaleoCrafter>
technically, they are just the greater-than and less-than
symbols
L2071[14:14:31] <sham1> Well
obviously
L2072[14:14:32]
⇨ Joins: KGS
(~KGS@h-212-116-74-249.na.cust.bahnhof.se)
L2073[14:14:35] <Dagarath> they also work
really great as toboggans
L2074[14:15:21] <Dagarath> together they
form a Diamond, literally..
L2075[14:15:46]
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L2076[14:18:58] <Dagarath> I just think
diamond operators are the best invention ever
L2077[14:19:50] <williewillus> it's not
even an operator :p
L2078[14:19:57] <williewillus> if you're
talking about the java syntactical sugar
L2079[14:20:24] <PaleoCrafter> and it's
kinda unnecessary in the first place and just another hack for the
generic stuff :P
L2080[14:21:13] <PaleoCrafter>
List<T> list = new ArrayList(); should be sufficient, but
that's already taken for erased types
L2081[14:21:39] <diesieben07> raw types
:P
L2082[14:21:53] <williewillus> backward
compat :p
L2083[14:21:53] <PaleoCrafter>
whatever
L2084[14:22:17] ***
V is now known as Vigaro
L2085[14:22:23] <PaleoCrafter> that's my
point, williewillus :P
L2086[14:22:30] <williewillus> I wonder
how much code out there is *actually* still running on java4-
L2087[14:22:39] <williewillus> there's
horror stories but no actual numbers that I've seen
L2088[14:22:45] <SkySom> It's better not
to think about it.
L2089[14:22:49] ***
TehNut|Sleep is now known as TehNut
L2090[14:23:25] <undeadparrot> It
works!
L2091[14:23:28] <PaleoCrafter> it might
not necessarily be that the code's running on Java 4, but that it
wasn't updated since then even if it would be appropriate :P
L2092[14:23:30] <undeadparrot> I did it
the software way
L2094[14:23:40] <sham1> Well seeing as
the largest portion of java versions used is 6...
L2095[14:24:24] ***
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L2096[14:25:05]
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L2097[14:25:40]
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L2099[14:26:47] <shadekiller666> the
crystals are, from left->right: mana, natura, and gaia
L2100[14:26:53] <Dagarath> Yea but you
can't make dynamic lists have almost infinite purpose without
diamond operators (yes lazy lol)
L2101[14:27:13] <PaleoCrafter> wat
L2102[14:27:19] <shadekiller666> i need
to look into why the retexture isn't working, but the uvs work now!
:D
L2103[14:27:43] <williewillus> is there a
json form of it?
L2104[14:27:44] <gigaherz> Dagarath: the
only thing diamond operators do is compile-time inference, and you
can achieve the same with Lists.newArrayList();
L2105[14:28:06] <williewillus> amusingly
enough, google actually encourage sthe default ctor
L2106[14:28:10] <williewillus> over the
factories
L2107[14:28:12] <williewillus> in java
7+
L2109[14:28:35] <PaleoCrafter> well, they
might want to get rid of them eventually, williewillus :P
L2110[14:28:40] <shadekiller666> as far
as i can tell the json doesn't actually do anything
L2111[14:28:45] <shadekiller666> but
thats what i have
L2112[14:29:20] <Dagarath> oh yea? you
keep thinking that... I'll keep my secrets to myself!
L2113[14:30:07] <Dagarath> Sorry I just
woke up, I tend to be unruly
L2114[14:30:15] <shadekiller666>
gigaherz, and Lists.newArrayList() along with the other guava
collections ctors make prettier-looking code :P
L2115[14:30:34] <gigaherz> yeh
L2116[14:31:10] <PaleoCrafter> val xs =
List.empty be best :P
L2117[14:31:20] <shadekiller666> no
L2118[14:31:21] <diesieben07> sorry, but
how is "new ArrayList<>()" not prettier than
"Lists.newArrayList()"?
L2119[14:31:27] <shadekiller666> cuz
thats scala...
L2120[14:31:29] <williewillus> ugh can't
figure out this particle culling thing
L2121[14:32:05]
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L2122[14:32:11] <PaleoCrafter>
shadekiller666, what if it was actually Kotlin? :P
L2124[14:32:40]
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L2125[14:32:41] <shadekiller666> return
<language PaleoCrafter used> != Java
L2126[14:32:43] <PaleoCrafter> you don't
use the diamond operator there at all
L2127[14:32:52] <williewillus> ..what is
that :p
L2129[14:34:05] <Dagarath> I said
FOR
L2130[14:34:48] <PaleoCrafter> but yeah,
what the heck is that
L2131[14:35:02] <PaleoCrafter> elements
always is empty, isn't it? :P
L2132[14:35:03]
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L2133[14:35:14] <Pennyw95> Given a
fluid_flowing texture, would it be possible to use on a modelBase
cube? I mean, without having a texturemap?
L2134[14:35:17] <williewillus> is there a
universal culling applied to all entities (even particles?)
L2135[14:35:30]
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L2136[14:35:35] <Dagarath> Lol its a
dynamic list, its class indepedent and can be used to actually
import and utilized classes at runtime
L2137[14:35:50]
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L2138[14:36:14] <williewillus> I'm
spawning particles at y 256
L2139[14:36:23] <williewillus> but at any
point when the player is below y 72 they get culled away
L2140[14:36:30] <williewillus> and it
didn't happen in 1.7 >.>
L2141[14:36:30] <Dagarath> It is a nice
way to write code for code that doesnt exist, but will, without
worring about errors and all that lol
L2142[14:36:32] ***
Firedingo|zzzz is now known as Firedingo
L2143[14:36:41] <PaleoCrafter> wat
L2144[14:37:21] <gigaherz> :3
L2145[14:37:27] <williewillus> custom
particles being directly added to effectRenderer, btw
L2146[14:37:39] <gigaherz> unified my
spell effects into an actual SpellEffect class (extended by each
effect)
L2147[14:37:40] <PaleoCrafter> does it
happen for vanilla particles?
L2148[14:37:47] <gigaherz> reduced a
shitton of complexity from the code
L2149[14:37:52] <PaleoCrafter> ugh, OOP,
gigaherz xD
L2150[14:38:06] <Dagarath> nice giga
thats always nice =)
L2151[14:38:07] <gigaherz> PaleoCrafter:
yeah the whole "favor composition over inheritance"
L2152[14:38:09] <gigaherz> I made use of
it.
L2153[14:38:24] <gigaherz> the older
version did it backwards
L2154[14:38:31] <gigaherz> and because of
that I had to use reflection-based instantiation
L2155[14:39:13] <williewillus> not sure
paleo
L2156[14:39:18] <williewillus> these
particles are huge :p
L2157[14:39:25] <PaleoCrafter> xD
L2158[14:39:26] <williewillus> vanilla
ones are tiny, can't see them 200+ blocks away
L2159[14:39:46] <gigaherz> there's a
"huge explosion" particle
L2160[14:39:47] <gigaherz> ;p
L2161[14:39:50] <gigaherz> biggest one I
know of
L2162[14:40:43] <williewillus> yeah looks
like vanilla particle doesn't get culled if I do /particle with
"force"
L2163[14:41:02]
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L2164[14:41:03] <williewillus> with +180
on y
L2165[14:41:32] <williewillus> actually
wait if I bump to 190 I can't see it anymore
L2166[14:42:05] <PaleoCrafter> so,
Dagarath, what do you use that thing for?
L2167[14:42:39] <williewillus> yeah
standing on a superflat world (y 4) spawning particles vanilla
works up until y 188
L2168[14:42:44] <williewillus> so there
is some universal culling
L2169[14:42:44]
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L2170[14:42:44]
MineBot sets mode: +o on LexMobile
L2171[14:42:46] <williewillus> that I
don't know about
L2172[14:42:55] <PaleoCrafter> let's just
blame fry
L2173[14:44:58] <williewillus> lol
L2174[14:45:36] <Lordmau5> I hate modding
\o/
L2175[14:46:04] <williewillus> take a
break
L2176[14:46:08]
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L2177[14:46:15] <gr8pefish> +
L2178[14:46:24] ***
SnowShock35 is now known as zz_SnowShock35
L2179[14:46:29] <PaleoCrafter> modding
hates you, too, Lordmau5 :)
L2180[14:46:33] <Lordmau5> I won't get
this fixed anyway
L2181[14:46:41] <Lordmau5> so I might as
well go on a 3months+ hiatus again >_>
L2182[14:47:06] <williewillus> rewrite?
:p
L2183[14:47:09] <Lordmau5> My code is
fine, I'm not doing anything wrong on the clientside
L2184[14:47:09] <williewillus> that's
what mojang does
L2185[14:47:13] <williewillus> lol
L2186[14:47:26] <Lordmau5> but the shitty
thing "resets" it's variables on the clientside
L2187[14:47:27] <Lordmau5> gash
L2188[14:47:31] <williewillus> "hey
searge what does this notchcode do" "idk" "okay
rewrite it"
L2189[14:47:56] <Lordmau5> first
blockupdate after tank creation -> reading NBT fine on the
client -> sets variables -> checks variables later on ->
variables are default again
L2190[14:47:59] <Lordmau5> because why
the hell *not*
L2191[14:48:01] <Lordmau5> ...
L2192[14:48:20]
⇨ Joins: thor12022 (thor12022@205.175.226.101)
L2193[14:49:23] <Lordmau5> I do feel the
need of having to call a markBlockForUpdate on the clientside as
well
L2194[14:49:30]
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L2195[14:49:34] <PaleoCrafter> I had a
similar problem, Lordmau5
L2196[14:49:41] <Lordmau5> TELL ME HOW
YOU FIXED IT ;_;
L2197[14:49:54] <Lordmau5> sorry for
capslock
L2198[14:49:56] <gigaherz> wait Lordmau5:
i just had a facepalm moment
L2199[14:49:59] <gigaherz> do you change
blockstates?
L2200[14:50:02] <PaleoCrafter> show your
block code :P
L2201[14:50:02] <williewillus>
shouldRefresh
L2202[14:50:05] <PaleoCrafter> also
^
L2203[14:50:12] <gigaherz> yeah I
completely forgot about shouldRefresh earlier
L2204[14:50:19] <gigaherz> it didn't
cross my mind until now
L2205[14:50:23] <Lordmau5> I'm not
changing blockstates on my tile block
L2206[14:50:27] <gigaherz> when you
described as "variables are default again"
L2207[14:50:29] <Lordmau5> only on the
tank frames
L2208[14:50:33] <gigaherz> no but the
block changes AT ALL?
L2209[14:50:33] <Lordmau5> oh
L2210[14:50:39] <Lordmau5> it does
yes
L2211[14:50:42] <gigaherz> because if you
don't override shouldRefresh
L2212[14:50:44] <PaleoCrafter> another
thing is hasTileEntity
L2213[14:50:48] <gigaherz> minecraft
dumps the TE and makes a new one
L2214[14:51:09] <Lordmau5>
hasTileEntity(IBlockState state) { return true; }
L2215[14:51:19] <gigaherz> you should
override shouldRefresh in your te
L2216[14:51:19] <Lordmau5> shouldRefresh
-> set that to false; in my tile?
L2217[14:51:21] <PaleoCrafter> ah, well,
then that's not the problem
L2218[14:51:29] <gigaherz> to return
oldState.getBlock() != newState.getBlock();
L2219[14:51:33] <gigaherz> instead of the
default
L2220[14:51:44] <PaleoCrafter> because
for me it didn't work because apparently the state-sensitive
version isn't used everywhere ._.
L2221[14:51:49] <Lordmau5>
shouldRefresh(World world, BlockPos pos, IBlockState oldState,
IBlockState newSate)
L2222[14:51:53] <gigaherz> nono, not
false, otherwise mc owuldn't recreate the TE when someone breaks
the block
L2223[14:51:54] <Lordmau5> >>
newSate
L2224[14:51:56] <Lordmau5> :D
L2225[14:52:03] <gigaherz> lol
L2226[14:52:13] <Lordmau5> you
L2227[14:52:13] <Lordmau5> my
L2228[14:52:14] <Lordmau5> sir
L2229[14:52:14] <Lordmau5> are
L2230[14:52:16] <Lordmau5> A
LIFESAVER
L2231[14:52:19] <Lordmau5>
HOLYFCKINGSHIT
L2232[14:52:20] <Pennyw95> Hmmm...I have
a tessellated quad and I want to shrink its Z axis, to make a thin
rectangle, and this messes quite a bit with its texture
(water_flowing)...is there a way to infer the UVs to have it
work?
L2233[14:52:30] <Lordmau5> gigaherz, how
can I show you my infinite love?
L2234[14:52:33] <gigaherz> sorry to make
you lose extra unnecessary time
L2235[14:52:33] <gigaherz> XD
L2236[14:52:40] <Lordmau5> I mean
L2237[14:52:43] <Lordmau5> it's fixed
now
L2238[14:52:47] <gigaherz> I have helped
like a dozen people fix that issue
L2239[14:52:47] <Pennyw95> shrink using
scale(1.0F, 1.0F, .4F)
L2240[14:52:49] <Lordmau5> which is
amazing already haha
L2241[14:52:50] <PaleoCrafter> Pennyw95,
you know by how much it scales, you can change the UVs
manually
L2242[14:52:52] <gigaherz> yet it didn't
cross my mind ;P
L2243[14:52:59] <PaleoCrafter> just draw
a smaller quad rather than actually scaling it
L2244[14:53:33] <Lordmau5> holy shite,
"shouldRefresh" should be stickied
L2245[14:53:44] <Pennyw95> draw a smaller
quad? I thought all wr quads were 1x1?
L2246[14:53:50] <gigaherz> yep it's a
common nail in the ground
L2247[14:53:54] <gigaherz> everyone steps
on it sooner or later
L2248[14:54:08] <PaleoCrafter> a quad can
be whatever dimensions you like, Pennyw95
L2249[14:54:28] <gigaherz> Pennyw95: the
only "restriction" on quads, is that they should form a
plane, otherwiseit's a curved surface and gpus can't draw them
;P
L2250[14:54:29] <PaleoCrafter> it mustn't
even be on a plane, although that might looks weird :P
L2251[14:54:46] <Pennyw95> well to make
it bigger .scale should be the way to go, no?
L2252[14:55:09] <PaleoCrafter> if you're
scaling the whole thing, yes
L2253[14:55:11] <gigaherz> PaleoCrafter:
gpu draws it as two triangles regardless, you just can't choose
where the extra edge willgo ;P
L2254[14:55:14] <Lordmau5> ok one last
thing, which is weird, gigaherz
L2255[14:55:19] <PaleoCrafter> exactly,
gigaherz :P
L2256[14:55:24] <PaleoCrafter> hence
looking "weird"
L2257[14:55:33] <gigaherz> Lordmau5:
shoot
L2258[14:55:35] <Lordmau5> so when I load
my world, my valve takes 20ticks wait time and then builds the
tank.
L2259[14:55:43] <Lordmau5> at the end of
building the tank, I update every frame
L2260[14:55:43] <gigaherz> why a
second?
L2261[14:55:51] <Lordmau5> due to chunks
being loaded, if necessary
L2262[14:55:54] <Pennyw95> about tweaking
the UVs...if I have .scale(1.0F, 1.0F, .4F) I should have maxU *
.4F?
L2263[14:56:03] <Lordmau5> or well, force
chunk loading
L2264[14:56:06] <gigaherz> and why is it
on load, why don't you remember that?
L2265[14:56:07] <Lordmau5> however,
that's not the issue:
L2266[14:56:12] <Lordmau5> huh?
L2267[14:56:25] <gigaherz> remember the
structure and where each block was in relation to the rest
L2268[14:56:25] <gigaherz> ;P
L2269[14:56:27] <PaleoCrafter> Pennyw95,
do *not* use scale, that'll just confuse you :P
L2270[14:56:45] <Lordmau5> well, in
theory, I could save a map of positions
L2271[14:56:51] <gigaherz> no I mean
like
L2272[14:56:54] <Lordmau5> hmm?
L2273[14:56:59] <gigaherz> each edge, can
remember "I'm +5,-2"
L2274[14:57:02] <PaleoCrafter> especially
because you don't know what the current origin is for scaling
L2275[14:57:16] <Lordmau5> the frames
remember the main valve pos lol
L2276[14:57:24] <Pennyw95> @PaleoCrafter
you just said .scale is ok if scaling the whole thing, do you mean
you'd suggest another way to trim one axis and make a
rectangle?
L2277[14:57:25] <williewillus> i thought
I asked you about if your blocks changed blockstate :p
L2278[14:57:27] <gigaherz> and just
access the master based on pos.offset
L2279[14:57:32] <williewillus> that's why
I didn't suggest shuldRefresh :p
L2280[14:57:39] <gigaherz> and the master
can just remember its own size
L2281[14:57:40] <Lordmau5> my block
didn't change *blockstate* per-se
L2282[14:57:45] <Lordmau5> but other
variables
L2283[14:57:50] <PaleoCrafter> Pennyw95,
you're not scaling the whole thing if the UVs are not to stay the
same
L2284[14:57:55] <Lordmau5> the master has
to fill lists nontheless, gigaherz
L2285[14:58:00] <gigaherz> hmmm
L2286[14:58:09] *
gigaherz shrugs
L2287[14:58:13] <gigaherz> dunno how your
design works
L2288[14:58:17] <Lordmau5> It's ok
L2289[14:58:23] <Lordmau5> but that was
still not the problem
L2290[14:58:25] <Lordmau5> we went
offtopic lmao
L2291[14:58:31] <gigaherz> yeah
sorry
L2292[14:58:37] <Lordmau5> one sec
L2293[14:58:42] <Pennyw95> PaleoCrafter,
so what should I do to trim it?
L2294[14:59:58] <PaleoCrafter> if you
scale a 1x1 quad by 0.4 on the horizontal axis, assuming you want
it to scale from the center, the min U would then change from 0 to
0.3 and max U would change from 1 to 0.7
L2295[15:00:30] <Lordmau5> uploading,
gigaherz
L2296[15:00:39] <Lordmau5> actually,
trash that
L2297[15:00:40] <Pennyw95> and that's it?
the parts not covered by the UVs will just be invisible??
L2298[15:00:46] <PaleoCrafter> if you
want it to scale from a corner/edge, min U would stay the same and
max U would just become whatever scale factor you apply
L2299[15:01:02] <gigaherz> Pennyw95: no
pixel in the quad will reference them
L2300[15:01:06] <gigaherz> so yes, they
won't be drawn
L2301[15:01:14] <Pennyw95> holy
shit
L2302[15:01:22] <PaleoCrafter> you
obviously have to change the vertices as well, not just the
UVs
L2303[15:01:23] <Pennyw95> this will make
this stuff alot easier :D
L2304[15:01:28] <Lordmau5> nvm
L2305[15:01:28] <PaleoCrafter> otherwise
you'll get a stretched texture
L2306[15:01:38] <Lordmau5> copying over
the shouldRefresh override to my tank frames fixed it \o/
L2307[15:01:43] <gigaherz> heh
L2308[15:01:45] <Lordmau5> now, the worst
part that I don't want to touch:
L2309[15:01:49] <Lordmau5> Fluid in-world
rendering
L2310[15:01:52] <Lordmau5> fun...
L2311[15:01:59] <gigaherz> forge has
helpers for that
L2312[15:02:01] <PaleoCrafter> in your
case, vertex and UV position should be the same, Pennyw95
L2313[15:02:07] <gigaherz> and worst
case, it's just drawing a plane in a TESR ;P
L2314[15:02:39] <PaleoCrafter> and
in-world isn't any different from GUIs, really :P
L2315[15:02:41] <Pennyw95> gigaherz, what
helpers?
L2316[15:02:42] <Lordmau5> I'll have a
look into that once I fixed this issue:
L2317[15:02:53] <gigaherz> Pennyw95: I
meant for having custom fluids rendering in world
L2319[15:02:59] ***
Abrar|gone is now known as AbrarSyed
L2320[15:03:03] <Pennyw95> oh nvm
then
L2321[15:03:15] <gigaherz> Forge provides
a model that does like water/lave, but for other fluids
L2322[15:03:19] <Pennyw95> PaleoCrafter I
assume this UV thing doesn't apply to increments as well
L2323[15:03:27] <PaleoCrafter> increments
of what?
L2324[15:03:38]
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L2325[15:03:43] <gigaherz> Lordmau5: what
does your tooltip code look like in the gui?
L2326[15:03:49] <Pennyw95> Like, if I
wanted my quad to be 1x2 instead 1x.4
L2327[15:03:56]
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L2328[15:04:00] <gigaherz> Pennyw95:
can't do wrapping
L2330[15:04:03] <PaleoCrafter> ^
L2331[15:04:04] <gigaherz> but youcan
draw two quads
L2332[15:04:07] <PaleoCrafter> without
shaders, hurr durr
L2333[15:04:09] <gigaherz> one on top of
the other
L2334[15:04:11] *
PaleoCrafter flies away
L2335[15:04:25] <Pennyw95> ok
L2336[15:04:31] <gigaherz> I tend to
avoid trying to reach people how to write shaders
L2337[15:04:44] <gigaherz> tech*
L2338[15:04:48] <PaleoCrafter>
*teach
L2339[15:04:51] <PaleoCrafter> you're
welcome
L2340[15:04:52] <williewillus> what are
the FML registry persistentSubstitutions used for?
L2341[15:04:53] <gigaherz> yeh ¬¬
L2342[15:05:16] <Lordmau5> I can't make
that line gray, damn it
L2343[15:05:27] <gigaherz> ?
L2344[15:05:31] <PaleoCrafter> I would
never have touched shaders if not for fry :D
L2345[15:05:41] <gigaherz> why .name
Lordmau5?
L2346[15:05:43] <gigaherz> it's just
.GRAY +
L2347[15:05:47] <Lordmau5> oh
L2348[15:05:48] <Lordmau5> ...
L2349[15:05:54] <Lordmau5> ye I used the
appending thingy before
L2350[15:06:10] <PaleoCrafter> and the §G
just gets erased from the string :D
L2351[15:06:14] ***
Cypher|Away is now known as Cypher121
L2352[15:06:15] <Lordmau5> fixed it
L2353[15:06:19] <Lordmau5> but it worked
in 1.7.10 :>
L2354[15:06:28] <Lordmau5> could be due
to similar Waila version as well, eh
L2355[15:06:30] <Darva> Ok, just started
actually fiddling with 1.8.9, and i have to say... How much joy i
feel at argument names being deobfuscated!
L2356[15:06:31] <gigaherz> what's that
\u00A7?
L2357[15:06:31] <Lordmau5> fixed, ty
guys
L2358[15:06:39] <PaleoCrafter> section
sign, gigaherz
L2359[15:06:40] <PaleoCrafter> §
L2360[15:06:42] <PaleoCrafter> iirc
L2361[15:06:47] <gigaherz> yep §
L2362[15:06:57] <gigaherz> charmap'd
it
L2363[15:07:02] <Lordmau5> the
shouldRefresh was the most important thing though
L2364[15:07:07] <PaleoCrafter> I think
dem 'muricans can't type it
L2365[15:07:20] <Lordmau5> sooo
L2366[15:07:25] <gigaherz> I can't type
it either
L2367[15:07:28] <Lordmau5> how would I go
for rendering the fluid in-world now?
L2368[15:07:30] <gigaherz> it's not in
the spanish keymap
L2369[15:07:42] <PaleoCrafter> I guess we
Germans need it for some reason
L2370[15:07:52] <PaleoCrafter> lots of
laws to write or something
L2371[15:07:58] <XDjackieXD> :P
L2372[15:08:02] <gigaherz> we have
`^´¨çÇ¡¿ºª
L2373[15:08:10] <gigaherz>
!"·$%&/()=?'
L2374[15:08:25] <PaleoCrafter> those
accents look like a smiley xD
L2375[15:08:27]
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L2376[15:08:33] <PaleoCrafter> and I wish
I had the cedille on mine :/
L2377[15:08:34] <gigaherz> `^´
L2378[15:08:44]
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L2379[15:08:44] <gigaherz> angry
bird.
L2380[15:08:45] <XDjackieXD> :P
L2381[15:08:52]
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L2382[15:08:53]
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Leaving)
L2383[15:09:03] <XDjackieXD> :Þ
L2384[15:09:12] <Lordmau5> gigaherz,
:>
L2385[15:09:13] <codahq> is there any
coorelation with the distances in game to meters?
L2386[15:09:19] <gigaherz> yes
L2387[15:09:21] <Lordmau5> btw you 3
people are my saviours, not gonna lie
L2388[15:09:24] <codahq> i saw them use
the gravitation constant in meters
L2389[15:09:25] <gigaherz> Mojang are
europeans
L2390[15:09:28] <gigaherz> so one block =
one meter
L2391[15:09:30] <gigaherz> ;P
L2392[15:09:38] <Lordmau5> the in-world
fluid rendering, how would I go for doing it?
L2393[15:09:43] <gigaherz> the character
is 1.80 tall
L2394[15:09:44] <Lordmau5> It has to be
from within the Valve though
L2395[15:09:46] <gigaherz> and such
L2396[15:09:47] <gigaherz> ;P
L2397[15:09:53] <Lordmau5> since the
master valve is doing the fluid rendering
L2398[15:10:00] <Lordmau5> or rather -
was doing it in 1.7.10
L2399[15:10:29] <gigaherz> game's not
fully SI though
L2400[15:10:34] <gigaherz> since ituses
ticks as time measure
L2401[15:10:42] <gigaherz> so it's
"meters/tick" instead of m/s"
L2402[15:10:47] <gigaherz> for
speeds
L2403[15:10:48] <codahq> that can't be
true though, gigaherz. i just looked at the horse's code. he gets a
postive z initial speed of .66.
L2404[15:10:54] <codahq> if i solved for
height
L2405[15:10:56] <codahq> which i
did
L2406[15:10:57] <gigaherz> and gravity is
m/tick²
L2407[15:11:00] <codahq> it's .022
L2408[15:11:07]
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L2409[15:11:11] <gigaherz> uh?
L2410[15:11:20]
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L2411[15:11:21] <codahq> and this horse
jumps higher than .022 blocks
L2412[15:11:46] <gigaherz> gravity isn't
9.8 either ;P
L2413[15:11:52] <williewillus> who wrote
the potion registry?
L2414[15:12:00] <codahq> what is the
gravitations acceleration in m/tick^2
L2415[15:12:06] <gigaherz> let me
verify
L2416[15:12:07] <williewillus> it's on
the wiki somewhere
L2417[15:12:51] <codahq> well, how many
ticks per second?
L2418[15:13:07] <williewillus> assuming
ideal 20 tps :p
L2419[15:13:44] <codahq> but the world
pauses when it's not that way, right? time doesn't "pass"
in the minecraft world
L2420[15:13:45] <codahq> just ours
L2421[15:13:56]
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L2423[15:13:58] <gigaherz> codahq: hmm it
appears each entity type has its own way of handlign gravity
L2424[15:14:03] <gigaherz> there isn't a
common value
L2425[15:14:07] <codahq> eff me.
L2426[15:14:10] <gigaherz> also there's a
drag
L2427[15:14:12] <Darva> Anyone have a
decent a link to a decent explantion for how to replace previous
metadata logic with the new blockstate system? Or is it to simple
to need one?
L2428[15:14:25] <gigaherz> throwables
have a 0.99 coef applied per tick
L2429[15:14:28] <gigaherz> on x,y,z
velocity
L2430[15:14:39] <codahq> where ar eyou
seeing this?
L2431[15:14:42] <gigaherz> on top of the
default 0.03 gravity
L2432[15:14:47] <gigaherz>
EntityThrowable
L2433[15:14:50] <gigaherz> onUpdate
L2434[15:14:56] <codahq> oh
L2435[15:15:02] <codahq> so i woul dhave
to check each onUpdate?
L2436[15:15:15] <Lumien> How would i go
about getting a baked model from a json file?
L2438[15:15:36] <Lordmau5> 2nd one is how
it's rendering currently
L2439[15:16:02]
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L2440[15:16:16] <gigaherz> codahq: if you
use IDEA, go to "find in path", enter "motionY
-=" in the search box, and choose "Project and
Libraries" in the custom search location
L2441[15:16:23] <gigaherz> then switch to
Preview
L2442[15:16:34]
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L2443[15:16:36] <gigaherz> and you'll see
all the times "gravity" is applied
L2444[15:16:52] <gigaherz> I see 23
results in the preview panel ;P
L2445[15:17:03] <codahq> sort of. you
would get all times objects are acted on
L2446[15:17:09] <codahq> that includes
when they are started and stopped
L2447[15:17:11] <codahq> not from
gravity
L2448[15:17:29] <gigaherz> Lumien:
ModelLoader.getModel
L2449[15:17:36] <gigaherz> with the
resourcelocation of the model
L2450[15:17:40] <gigaherz> it returns an
IModel instance
L2451[15:17:44] <gigaherz> that youcan
call .bake on
L2452[15:17:56] <Pennyw95> PaleoCrafter
something like fluid.getMinU -.4F?
L2453[15:18:01] <gigaherz> if, as
opposite, you want to get the model for a specific item/block
L2454[15:18:04] <gigaherz> that can be
done differently
L2455[15:18:22] <PaleoCrafter> oh, you're
working with a TextureAtlastSprite, Pennyw95?
L2456[15:18:26] <Pennyw95> yes
L2457[15:18:38] <PaleoCrafter> then you
might just want to use a lerp function
L2458[15:18:45] <gigaherz> Pennyw95: use
getInterpolatedU/V instead of minU/V
L2459[15:18:55] <Pennyw95> what's the
difference?
L2460[15:19:00] <gigaherz> it does the
maths for you
L2461[15:19:03] <gigaherz> you give it a
number 0..1
L2462[15:19:14] <gigaherz> eh
L2463[15:19:15] <PaleoCrafter> ah, I
thought that was just 0..16
L2464[15:19:15] <gigaherz> 0..16*
L2465[15:19:19] <PaleoCrafter> ah
:D
L2466[15:19:25] <Pennyw95> that's
cool
L2467[15:19:28] <gigaherz> and it returns
a number ready to use in the tesellator
L2468[15:19:41] <Pennyw95> thanks
:D
L2469[15:19:45] <PaleoCrafter> ah, it
takes a double
L2470[15:19:48] <PaleoCrafter> thought it
was an int
L2471[15:19:50] <williewillus> where is
the FML idmap sent from te server to client?
L2472[15:20:06] <williewillus> i tried
looking at the vanilla packet.login package but don't see any refs
to it
L2473[15:20:17] <Pennyw95> wait so I'll
put func(0) for minU and func(16)for maxU?
L2474[15:20:28]
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L2475[15:20:28] <gigaherz> ?
L2476[15:20:41] <gigaherz> if you do
getInterpolatedU(0) it returns minU, yes
L2477[15:20:49] <Pennyw95> instead of
fluid.getMinU; getInterpolatedU(0)
L2478[15:20:56] <Pennyw95> and 16 for
max?
L2479[15:20:58] <gigaherz>
getInterpolatedV(16) returns maxV
L2480[15:21:01] <Pennyw95> ok
L2481[15:21:08] <williewillus> ah nvm,
it's in NetHandlerLoginServerr
L2482[15:21:12] <gigaherz> but if you
rescaled the number beforehand
L2483[15:21:14] <gigaherz> you can just
have
L2484[15:21:35] <gigaherz>
getInteprolatedU(scaledMin) / getInterpolatedU(scaledMax)
L2485[15:21:45] <gigaherz> and not worry
if it's 0 or not ;P
L2486[15:22:07] <gigaherz> just keep in
mind the expected range is 0..16, so your scaling maths would be
built around 8
L2487[15:22:14] <gigaherz> if you want to
scale from the center
L2488[15:22:37] <PaleoCrafter> or just do
* 16 if you're doing stuff in the 0..1 range
L2489[15:22:51] <gigaherz> true
L2490[15:23:18]
⇨ Joins: AtomicStryker
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L2491[15:23:21] <Lordmau5> no one a idea
on how to do the camo-ing, like glass, to render properly :3?
L2492[15:23:26]
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L2493[15:23:39] <Pennyw95> I see
L2494[15:23:39] <PaleoCrafter> how is it
not rendering properly? :P
L2495[15:23:50] <PaleoCrafter> oh
L2496[15:23:52] <Lordmau5> yes
L2497[15:24:03] <PaleoCrafter>
shouldSideRender thingy magicky
L2498[15:24:26] <PaleoCrafter>
shouldSideBeRendered
L2499[15:24:58] <PaleoCrafter> or just
implement the tank without camo blocks :P
L2500[15:25:25] <Lordmau5> errh
L2501[15:25:30] <Lordmau5> wait, need to
restart mc
L2502[15:25:49] <Lordmau5>
"implement the tank without camo blocks" huh?
L2503[15:26:07] <Lordmau5>
shouldSideBeRendered didn't do anyhting haha
L2504[15:26:42] <williewillus> it's a bit
tricky
L2505[15:26:53] <williewillus> you can
call the mimicked block's shouldSideBeRendered methods
L2507[15:26:59] <Lordmau5> I am calling
that
L2508[15:27:02] <PaleoCrafter> I assume
you're currently replacing all blocks apart from the valve with
dummies?
L2509[15:27:06] <Lordmau5> yup
L2510[15:27:12] <williewillus> but you
can't guarantee another block won't try to check things that aren't
possible
L2511[15:27:18] <Lordmau5> and except the
inside blocks of the tank (the air ones)
L2512[15:27:19] <williewillus> like it's
TE or something :p
L2513[15:27:28] <GrandHunterMan> has
rendering changed much from 1.8 to 1.8.9?
L2514[15:27:30] <williewillus> no
L2515[15:27:33] <williewillus> besides
the tessellator
L2516[15:27:40] <williewillus> and new
model stuff to make your life easier
L2517[15:27:55] <PaleoCrafter> you could
keep track of the blocks belonging to the tank yourself inside
WorldSavedData or something and use a few events, Lordmau5 :P
L2518[15:28:23] <Lordmau5> no
L2519[15:28:24] <Lordmau5> bad idea
L2520[15:28:35] <Lordmau5> that was the
very first attempt I did back in 1.7.10
L2521[15:28:45] <Lordmau5> and the fluid
handler, as in, e.g., bucket stuff with rightclicking, did not
work
L2522[15:28:51] <Lordmau5> I attempted it
for over a week
L2523[15:28:54] <Lordmau5> and then
trashed it and went for this
L2524[15:29:34] <PaleoCrafter> logically,
you should only be able to drain things from the valve :P
L2525[15:29:46] <Lordmau5>
"logically"
L2526[15:30:05] <Lordmau5> can't you do
bucket stuff on the walls of a RC tank as well?
L2527[15:30:08] <Lordmau5> as in,
player-bucket stuff
L2528[15:30:27] <Pennyw95> changing
getInterPolatedU(16) to 4 doesn't make the quad a rectangle, it
just dulls the texture
L2529[15:31:08] <PaleoCrafter> you can,
yes, but it's not particularly logical :P
L2530[15:31:12] <Pennyw95> @Lordmau5 as
far as I know, onBlockActivated is the way to do it, without
helpers
L2531[15:31:30] <Pennyw95> Like
getFluidFilledForFilledItem and then return the empty bucket
L2533[15:31:56] <Lordmau5> that's what I
have in the tank frame
L2534[15:32:03] <PaleoCrafter> that's
easily done from PlayerInteractEvent ;)
L2535[15:32:29] <Lordmau5> gash, how
would I go for Waila integration then?
L2536[15:32:44] <codahq> gigaherz, so...
what units do they use for speed? height = (0 - .664^2) / (2 *
-.03)... equals 7 something blocks. clearly it isn't meters /
tick
L2537[15:32:46] <PaleoCrafter> I don't
know Waila's API
L2538[15:32:55] <Nitrodev> i'm wondering
if i should just but the custom crafting table on halt for
now
L2539[15:33:02] <Nitrodev> and focus on
other features
L2540[15:33:13] <PaleoCrafter> codahq,
I'm guessing they just bashed in some random numbers and formulas
until it worked out :P
L2541[15:33:31] <williewillus> they ->
notch
L2542[15:33:33] <Nitrodev> but the only
problem is that i have no other ideas other than making a
multiblock based storage system
L2543[15:33:43] <Nitrodev> and that seems
quite complex as well :P
L2544[15:33:50] <PaleoCrafter> you're
still not finished with that darn crafting table? Oo
L2545[15:34:11]
⇨ Joins: Dark
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L2546[15:34:13] <Lordmau5> Okay, I'll
ditch the "fixing the side rendering of glass" for
now.
L2547[15:34:18] <Lordmau5> I'd rather get
the in-world fluid rendering to work first :p
L2548[15:34:31] <Lordmau5> as said: It
should render from within the valve - as in, with offset
L2549[15:34:39] <Nitrodev> nope
PaleoCrafter
L2550[15:34:54] <unascribed> codahq,
velocity is measured in blocks per tick
L2551[15:35:19] <codahq> yes, and you can
think of a block as a meter.
L2552[15:35:21] <Nitrodev> i kind of
stopped it when diesieben07 said that the use of arrays in the
addRecipes method is not needed
L2553[15:35:34] <diesieben07> i did not
say that.
L2554[15:35:39] <Pennyw95> I thought
replacing maxU with getInterpolatedU(4) would yield me a rectangle
instead of a quad?
L2555[15:35:45] <unascribed> oh, I only
read the beginning of your latest message
L2556[15:35:46] <unascribed> sorry
L2557[15:35:52] <Nitrodev> oh sorry
then
L2558[15:36:05] <Darva> If i'm reading
this right, every Item requires a model now, not just a
texture?
L2559[15:36:19] <Dark> just as a note if
your doing velocity take care not to go faster than a meter a
tick
L2560[15:36:23] <Dark> you may pass threw
blocks
L2561[15:36:23] <williewillus> yes
L2562[15:36:35] <unascribed> if this is
player walkspeed/flyspeed then I don't know if anyone truly knows
what those are measured in
L2563[15:36:39] <williewillus> Darva: yes
but you can make the old style models very easily using
builtin/generated
L2564[15:36:40] <tterrag> hey fry, is it
possible to rotate quads like it was with the old
RenderBlocks?
L2565[15:36:40] <PaleoCrafter> Pennyw95,
did you change the vertices as well? ...
L2566[15:36:42] <tterrag> if not, how
:P
L2567[15:36:47] <Dark> if you need to go
faster than a meter per tick use a ray trace to detect
collision
L2568[15:37:07] <williewillus> tterrag:
transform using unpackedbakedquads maybe?
L2569[15:37:09] <Darva> williewillus:
Ok... I'm guessing, go look at any random vanilla item to find out
how?
L2570[15:37:13] <tterrag> williewillus:
wat
L2571[15:37:14] <tterrag> O.o
L2572[15:37:43] <Pennyw95> PaleoCrafter
oh
L2573[15:38:07]
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L2575[15:38:14] <Pennyw95> you mean
inside pos(x,y,z)?
L2576[15:38:17] <PaleoCrafter> the UVs
are nothing but the texture coordinates bound to a certain vertex,
they don't define the shape of a thing
L2577[15:38:17] <PaleoCrafter> yes
L2578[15:38:18] <williewillus> fry taught
me that :p
L2579[15:38:40] <tterrag> I know what UVs
are
L2580[15:38:40] <Pennyw95> they're just 1
or 0 though
L2581[15:38:51] <tterrag> but I can't
figure out the math to rotate a quad by 90 degrees
L2582[15:38:53] <PaleoCrafter> well,
change it ._.
L2583[15:38:55] <tterrag> and the old
RenderBlocks code is unreadable
L2584[15:39:19] <tterrag> I think
actually rotating the quad is excessive...it was done purely with
UVs in 1.7
L2585[15:39:29] <tterrag> I think... at
least
L2586[15:39:35] <tterrag> maybe not? like
I said, unreadable
L2587[15:39:59] <Pennyw95> PaleoCrafter
so just put 0 instead of 1 on 2 verteces? doesn't make sense to me
:\
L2588[15:40:22] <masa> rotating around an
axis perpendicular to the quad? or to a different face of a
cube?
L2589[15:40:33] <tterrag>
perpendicular
L2590[15:40:42] <tterrag> did no one ever
use the uvRotate fields in RenderBlocks? O.o
L2591[15:40:56] <diesieben07> tterrag,
instead of 0,1 - 1,1 - 1,0 - 0,0 do those roated by one...
L2592[15:41:00] <diesieben07> it's nt
difficult :p
L2593[15:41:10] <diesieben07> (those are
uvs)
L2594[15:41:11] <PaleoCrafter> using
RenderBlocks is a sin in itself, tterrag :P
L2595[15:41:17] <williewillus> lol
L2596[15:41:23] <tterrag> PaleoCrafter:
what are you even talking about. it's the only thing there
was
L2597[15:41:28] <tterrag> that's like
saying using block models is a sin
L2598[15:41:32] <tterrag> there's nothing
else
L2599[15:41:40] <PaleoCrafter> do it
manually ;P
L2600[15:41:43] <tterrag> hahahahaha
no
L2601[15:41:46]
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L2602[15:42:10] <tterrag> diesieben07:
any good utils for cycling an array? lol
L2603[15:42:14] <tterrag> guava must have
something :P
L2604[15:42:37] <PaleoCrafter> your UVs
(relative to the icon) happen to be the same as the corresponding
vertex positions, figure the rest out yourself, Pennyw95
L2605[15:42:55] <diesieben07> not that i
know of
L2606[15:43:11] <masa> uh what? manuall
yswapping for values is too much work for coders nowadays? must
find a new obscure library to do it!
L2607[15:43:24] <masa> *four
L2608[15:43:24] <williewillus> lol
L2609[15:43:29] <PaleoCrafter> DRY
though, masa :P
L2610[15:43:33] <tterrag> yeah...except
MC already has tons of libraries so why not use them
L2611[15:43:40] <tterrag> I'm not going
to pull in something new for this -.-
L2612[15:44:08] <PaleoCrafter> but you
can do stuff with some simple System.arraycopy stuff
L2613[15:44:29] <PaleoCrafter> or use
Collections.rotate
L2614[15:44:52] <williewillus> ew why
does the languageregistry still exist :p
L2615[15:44:54] <tterrag> diesieben07:
problem is, the FaceBakery stuff only takes an array of 4 values
for UVs
L2616[15:45:02] <tterrag> so it's a
range, corner to corner
L2617[15:45:09] <diesieben07> =
L2618[15:45:10] <diesieben07> ?
L2619[15:45:19] <tterrag> you don't
assign UVs for each vertex
L2620[15:45:27] <diesieben07> wat
L2621[15:45:42] <tterrag> I pass it new
float[]{0, 0, 8, 8}
L2622[15:45:48] <tterrag> and that's from
the top left to the center
L2623[15:45:52] <unascribed> for the four
corners (vertices) of that face
L2624[15:45:54] <unascribed> it's a
FaceBakery
L2625[15:45:56] <unascribed> not a
ModelBakery
L2626[15:46:21] <unascribed> (n.b.:
completely guessing, I've barely if ever used 1.8)
L2627[15:46:48] <diesieben07> which
method are you talking about
L2628[15:46:58] <tterrag>
FakeBakery.makeBakedQuad
L2629[15:47:12] <tterrag> wait,
BlockFaceUV takes a rotation param
L2630[15:47:12] <tterrag> lol
L2631[15:47:14] <tterrag> :D
L2632[15:47:29] <diesieben07> jesus
christ
L2633[15:48:17] <Lordmau5> I think I have
got my TileValve code back to what it was before I removed the code
I didn't want to remove
L2634[15:48:21] <Lordmau5> due to testing
purposes
L2635[15:48:28] <Lordmau5> up until I
fixed the obvious with shouldRefresh...
L2636[15:48:31] <unascribed> this is what
comments are for
L2637[15:48:39] <Lordmau5> or backup
classes :⁾
L2638[15:48:40] <Lordmau5> :^)
L2639[15:48:45] <tterrag> diesieben07:
god can't help you now
L2640[15:48:51] <diesieben07> :D
L2641[15:49:37] <williewillus> or version
control :p
L2642[15:49:58] <Lordmau5> :>
L2643[15:50:02] <unascribed> as long as
we're mentioning more complicated ways of accomplishing the same
thing as a comment
L2644[15:50:05] <unascribed> how about a
time machine
L2645[15:50:11] <Lordmau5> nice as
well
L2646[15:50:17] <Lordmau5> TARDIS?
L2647[15:50:29] <unascribed> whatever one
you want
L2648[15:50:35] <unascribed> I'd invent
my own
L2649[15:51:21] <Lordmau5> what about the
"in-world fluid rendering" now :3
L2650[15:53:15]
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L2651[15:53:34] <Nitrodev> well now i
have commented the entire code for the custom crafting
L2652[15:53:59] <williewillus> could've
just git branched :p
L2653[15:54:04] <Nitrodev> oh
L2654[15:54:08] <Nitrodev> oh well
L2655[15:54:28] <Darva> Don't most modern
ide's have a local history store?
L2656[15:54:28] <Pennyw95> PaleoCrafter
thanks, I got it working :D
L2657[15:54:47] <Nitrodev> now i'll just
add a tooltip for my custom crafting table so people now that it's
not done
L2658[15:54:59] <Nitrodev> IF i don't get
the custom crafting working before i publish
L2659[15:56:37] <masa> or you could just
not register the block for the public version...
L2660[15:56:57] <masa> or you could not
release it before it's done... this is no frickin early access!
:p
L2661[15:57:57] <Nitrodev> oh yeah that's
true too
L2662[15:58:00] <masa> then again, most
of my mods aren't done yet either, although they have had a
released version for a long time
L2663[15:59:08] <Lumien> Does somebody
know why TextureMap.registerSprite would return a completely black
texture?
L2664[15:59:58] <PaleoCrafter> are you
sure you didn't just happen to get the black part of the missing
sprite? .P
L2665[16:00:10]
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L2666[16:00:12] <Nitrodev> masa, i just
want to release something i'm content with, with OR iwthout every
feature i want to be in the game before release
L2667[16:01:26] ***
williewillus is now known as willieaway
L2668[16:01:42] <Nitrodev> but to other
topics: If i want to make a specific part of the blocks texture be
in the middle of the block do i use layers for it?
L2669[16:02:04] <Nitrodev> like in making
a block cube in the middle of the block itself, not just a face of
the block
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L2672[16:04:49] <gigaherz> you could make
the block translucent, and have a subblock inside
L2673[16:05:45] <Nitrodev> yeah i have it
already translucent
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L2676[16:07:54] <Nitrodev> so i just
gotta figure out the subblocks
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L2733[16:08:45] <XDjackieXD> netsplit
\o/
L2734[16:08:51] <Nitrodev> woo
L2735[16:08:55] <gigaherz> I think most
people wont' be seeing the link ;P
L2736[16:09:02] <Pennyw95> lol
L2737[16:09:04] <Cypher121> more like
netwreck
L2738[16:09:05] ***
PaleoCrafter is now known as PaleOff
L2739[16:09:10] <Nitrodev> 226 people
still will
L2740[16:09:18] <Nitrodev> minus the
lurkers
L2741[16:09:29] <gigaherz> yeah we are on
the "good" side
L2742[16:09:30] <gigaherz> ;P
L2743[16:09:33] <Nitrodev> but that looks
pretty nice
L2744[16:09:41] <Nitrodev>
Pennyw95,
L2745[16:09:54] <Pennyw95> it really
looks bad with water...I guess I could increase the alpha if it's
below an constant? can't any other soluton right now
L2746[16:10:00] <Pennyw95> Thanks
Nitrodev :)
L2747[16:10:03] <Nitrodev> working on an
addon to Thaumcraft?
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L2802[16:10:22] <Pennyw95> yes, I'm
porting mine
L2803[16:10:27] <Pennyw95> to 1.8.9
L2804[16:10:39] <XDjackieXD> Pennyw95:
except that the water to be flowing out of nopwhere it looks really
goodappears
L2805[16:10:48] <XDjackieXD> *appears
to
L2806[16:11:04] <XDjackieXD> how did I
manage to move the word to the end o.O
L2807[16:11:24] <Pennyw95> ahahah but I
have a solution for that
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L2810[16:13:18] <Nitrodev> is 1.0F on
every param of the setBlockBounds method the same as a regular
block?
L2811[16:14:17] <Nitrodev> no wait
L2812[16:14:25] <Pennyw95> wat
L2813[16:14:32]
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L2816[16:16:10] <Nitrodev> i'm just
trying to fnid out how i can make the colliosion box of my block so
the texture won't fill my screen when i go as close to the block as
possible
L2817[16:16:34] <Nitrodev> okay i need no
help anymore with that
L2818[16:16:41] <Nitrodev> surprisingly
easy
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L2826[16:31:15] <shadekiller666> fry, is
there any way we could change the "textures": {} block in
the forge blockstate jsons to include both a resource location and
a color for each key?
L2828[16:32:20] <shadekiller666> or at
least allow that to be an option
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L2834[16:45:40] <Pennyw95>
GlStatemanager.color(r,g,b,a); alpha is a value between 0 and 255,
correct?
L2835[16:45:46] <Pennyw95> as are the
other ones
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L2839[16:48:26] <xaero> if the time spent
waiting for an answer is more than the effort to look into the
source, I'd search the vanilla minecraft codebase for those calls
and see what Mojang passes
L2840[16:48:50] <Pennyw95> yes that's
what I did in the end
L2841[16:50:05] <masa> I'd still think it
takes way longer to even type the method name to IRC than it would
take to press F3 or ctrl+alt+h or the equivalent on it...
L2842[16:55:10] <Lordmau5> back
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L2845[16:56:36] <Lordmau5> is there any
mod out there that does in-world fluid rendering perhaps?
L2846[16:56:58] <gigaherz> what do you
mean in-world?
L2847[16:57:10] <killjoy> tiCon
L2848[16:57:11] <gigaherz> you mean
render fluids such as in a tank?
L2849[16:57:13] <Lordmau5> yup
L2850[16:57:15] <Lordmau5> exactly that
:D
L2851[16:57:17] <gigaherz> then ask
Pennyw95
L2852[16:57:18] <gigaherz> ;P
L2853[16:57:32]
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L2854[16:57:38] <gigaherz> [23:08]
(Pennyw95): What do you think of this? Lava looks alright but
transparent fluids like water..meh
http://imgur.com/a/GOhAy
L2855[16:57:44] <gigaherz> that looks
like in-world fluids to me ;P
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L2857[16:57:53] <Lordmau5> Pennyw95 :3
?
L2858[16:58:22] <Pennyw95> I'm not fond
of how the water renders but that is the alpha's fault
L2859[16:58:33] <Pennyw95> Lordmau5 :3
?
L2860[16:58:42] <Lordmau5> How did you
manage to get that fluid stuff to render?
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L2862[16:58:53] <gigaherz> Lordmau5 is
trying to render the contents of the tank in the world
L2863[16:58:54] <Lordmau5> I assume it's
rendering through functions from a model-class or similar?
L2864[16:58:58] <Lordmau5> what giga
said
L2865[16:59:04] <Pennyw95> the
worldRendenderer...are you trying to do railcraft style?
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L2867[16:59:08] <Lordmau5> yup
L2868[16:59:13] <Lordmau5> I have a main
valve that should handle the rendering
L2869[16:59:18] <Lordmau5> I wouldn't
know how to go for it
L2870[16:59:29] <Pennyw95> so that valve
is the master TE and has its TESR?
L2871[16:59:33] <Lordmau5> Uhh
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L2873[16:59:43] <Lordmau5> well, idk how
to link that + have the default model thing in json format
L2874[16:59:53] <Pennyw95> well since you
talk about a valve, I assume you have a multiblock?
L2875[17:00:11] <Lordmau5> yup
L2876[17:00:56] <Pennyw95> then it's just
matter of creating a class extending TileEntitySpecialRenderer, and
binding it to your TE in the clientproxy
L2877[17:01:08] <Pennyw95> that class is
the TESR that will render the fluid
L2878[17:01:08] <Lordmau5> alright
L2879[17:01:11] <Lordmau5> ah ah ah
wait
L2880[17:01:15] <Lordmau5> I had a ISBRH
back in 1.7.10
L2881[17:01:26] <Lordmau5> how difficult
would it be to move that over to a TESR?
L2882[17:01:37] <Pennyw95> never used
ISBRH so idk
L2883[17:01:39] <gigaherz> Lordmau5: that
won't work now, best if you use a TESR for the fluid inside the
tank
L2884[17:01:49] <Lordmau5> I know ISBRH
won't work
L2885[17:01:49] <Pennyw95> anyway dynamic
stuff requires it
L2886[17:02:01] <Pennyw95> if you used
tessellator back then it's easy
L2887[17:02:02] <gigaherz> yes I mean
that youcould use static models for it
L2888[17:02:06] <Lordmau5> ye, I used
tesselator
L2889[17:02:12] <gigaherz> but for a
large multiblock it's going to be annoying
L2890[17:02:13] <Pennyw95> then it's very
easy ;)
L2891[17:02:16] <Pennyw95> 1.8 or
1.8.9?
L2892[17:02:19] <Lordmau5> 1.8.9
L2893[17:02:22] <Pennyw95> ok
L2894[17:02:29] <gigaherz> so just
convert your ISBRH to use TESR rendering and be done with it
;P
L2895[17:02:32] <Pennyw95> well go make
your class :P
L2896[17:02:39] <Lordmau5> done
L2897[17:02:41] <Lordmau5> Kappa
L2898[17:03:59] <Pennyw95> I suppose it
tells you to extend a method?
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L2900[17:04:13] <Lordmau5>
renderTileEntityat
L2901[17:04:24] <Lordmau5> give me a
minute, I'm fixing methods and imports and such
L2902[17:05:06] <Lordmau5>
tesselator.startDrawingQuads(); is something else now, right?
L2903[17:05:10] <Lordmau5> how would I go
for doing that now?
L2904[17:05:17] <Lordmau5> I heard
BakedQuad or something along those lines
L2905[17:06:16] <Pennyw95>
tessellator.startDrawingQuads =>
Tessellator.getInstance.getWorldRenderer.begin(GL11.GL_QUADS,
DefaultVertexFormats.POSITION_TEX_COLOR)
L2906[17:06:56] <Lordmau5> alright
L2907[17:06:59] <Lordmau5> and
t.addVertexWithUV?=
L2908[17:07:03] <Pennyw95>
addVertexWithUV =>
Tessellator.getInstance.getWorldRenderer.pos(x, y, z).tex(u,
v).color(r, g, b, a).endVertex()
L2909[17:07:18] <Pennyw95> and then
Tessellator.getInstance.draw
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L2912[17:08:27] <Lordmau5> so I just
change these over to a seperate of these?
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L2914[17:08:45] <Pennyw95> now x,y,z go
to pos() and u,v go to tex()
L2915[17:08:55] <Lordmau5>
t.getWorldRenderer().pos(rX, rY, rZ + zMinOffset).tex(flowMaxU,
flowMaxV_).endVertex();
L2916[17:08:56] <Pennyw95> and also you
must add color(r,g,b,a) after those
L2917[17:08:56] <Lordmau5> like
that?
L2918[17:08:59] <Lordmau5> oh
L2919[17:09:03] <Lordmau5> what if I
don't know the color?
L2920[17:09:10] <Pennyw95> put neutral
numbers
L2921[17:09:29] <Pennyw95> even better
wait
L2922[17:09:31] <Lordmau5> my preGL has
glColor4f(1f, 1f, 1f, 1f)
L2923[17:09:31] <Pennyw95> do what I'm
doing
L2924[17:09:43] <Pennyw95> i assume you
have a FluidStack variable?
L2925[17:09:46] <Lordmau5> yup?
L2926[17:09:58] <Pennyw95> do you?
L2927[17:10:03] <Lordmau5> yup.
L2928[17:10:04] <Lordmau5> :p
L2929[17:10:09] <Lordmau5> I have to
render the fluid somehow, don't I? :D
L2930[17:10:16] <Pennyw95> I'll make a
pastebin
L2931[17:10:28] <Pennyw95> well you never
know ahah
L2932[17:10:34] <Lordmau5> hehe
L2933[17:10:38] <Lordmau5>
"Rendering a fluid without a fluid"
L2934[17:10:45] <Lordmau5> I doubt
that'll work haha
L2935[17:10:49] <Lordmau5> btw, thanks in
advance already :)
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L2938[17:14:15] <Lordmau5> alright
L2939[17:14:23] <Lordmau5> do I need
GL11.glColor4f now or not?
L2940[17:14:25] <Lordmau5> actually
L2941[17:14:40] <Pennyw95> actually
there's this wrapper called GlStateManager
L2942[17:14:41] <Lordmau5> let me finish
the conversion from .addVertexWithUV to getWorldRenderer() stuff
and then I'll ask again
L2944[17:15:01] <Pennyw95> use that
instead. GlStateManager.color(red, green, blue, alpha)
L2945[17:15:03] <undeadparrot> much
better looking.
L2946[17:15:21] <Pennyw95> hey that's
cool
L2947[17:15:32]
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L2948[17:15:50] <Lordmau5> dude
L2949[17:15:55] <Lordmau5> this is
amazing, undeadparrot
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L2951[17:17:14] <Pennyw95> Lordmau5 but
do you understand what the code I pasted does?
L2952[17:17:19] <Lordmau5> why am I so
stupid anyway
L2953[17:17:20]
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L2955[17:18:42] <undeadparrot> Thanks
Penny, Mau5
L2956[17:19:01] <undeadparrot> I wanted a
way to put up a welcome book on the server
L2957[17:19:03] <Pennyw95> I assume
that's an .obj model, but are the letters dynamic?
L2958[17:19:06] <undeadparrot> yes
L2959[17:19:13] <undeadparrot> it sources
the text from written books
L2960[17:19:21] <undeadparrot> click the
sides to change pages
L2961[17:19:26] <Pennyw95> very nice
:)
L2962[17:19:46]
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L2964[17:21:04] <Lordmau5> ergh
Pennyw95
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L2968[17:22:51] <Pennyw95> wat
L2969[17:23:08] <Pennyw95> try to put the
casting after the x0FF operation
L2970[17:23:39] <tterrag> Lordmau5: use
parens librally
L2971[17:23:49] <tterrag> that should be
((c >> 8) & 0xFF)
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L2973[17:24:00] <gigaherz> hmm is there
an event for when an entity gets knocked back?
L2974[17:24:07] <Lordmau5> so just ditch
the (float)
L2975[17:24:09] <Lordmau5> ye, makes it
work
L2976[17:24:15] <Pennyw95> hmm
L2977[17:24:47] <Pennyw95> that might
give problems later if it's an int
L2978[17:24:48] <gigaherz> or if not, is
there an evenr for when an entity gets damage? ;P
L2980[17:24:58] <Pennyw95> it may even
the number and screw up the color
L2981[17:25:05] <Lordmau5> at the top I
do my preGL stuff
L2982[17:25:14] <Lordmau5> how would I go
for changing that to the GlStateManager stuff?
L2983[17:25:43] <gigaherz> Pennyw95:
colors are almost always ints in the 0..255 range ;P
L2984[17:26:10] <Pennyw95> remove the /
255 then I guess
L2985[17:26:11] <gigaherz> so when you
have a color as a full int, you can use bit shifting that way just
fine
L2986[17:26:22] <Pennyw95> for me it
works but I had to change it a little before pasting it
L2987[17:26:27] <gigaherz> eh
L2988[17:26:32]
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L2990[17:26:36] <gigaherz> if oyu want to
turn int-based color into float
L2991[17:26:40] <gigaherz> you should be
using / 255.0
L2992[17:26:41] <gigaherz> ;P
L2993[17:26:48] <gigaherz> well 255.0f if
float
L2994[17:27:17] <Lordmau5> I don't get
anything from what you say right now
L2995[17:27:33] <Lordmau5> also
GlstateManager.pushAttrib !=
GL11.glPushAttrib(GL11.GL_ENABLE_BIT);
L2996[17:27:43] <Lordmau5> since
pushAttrib doesn't give me any parameter options
L2997[17:27:52] <Pennyw95>
GlStateManager.enableBlend()
L2998[17:27:52] <Pennyw95>
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA,
GL11.GL_ONE_MINUS_SRC_ALPHA)
L2999[17:27:52] <Pennyw95>
GlStateManager.disableAlpha()
L3000[17:28:08] <Lordmau5>
GL11.glPushAttrib(GL11.GL_ENABLE_BIT); I use this
L3001[17:28:40] <gigaherz> Lordmau5: it
puts the flags for you
L3002[17:28:47] <Lordmau5> ah
L3003[17:28:59] <gigaherz> it calls
glPushAttrib with 8256
L3004[17:29:02] <gigaherz> which is
0x2040
L3005[17:29:04] <gigaherz> which
means...
L3006[17:29:16] <Pennyw95> well go ahead
and stick with ints then...I probably have overcomplicated it all
in my code but it works so who cares ahah
L3007[17:29:31] <gigaherz> GL_ENABLE_BIT
| GL_PIXEL_MODE_BIT
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L3009[17:29:44] <Lordmau5> ah
L3010[17:29:44] <gigaherz> so it will
push a little bit more than you asked for, but that's ok
L3011[17:29:45] <Lordmau5> ok
L3012[17:29:52] <gigaherz> no wait
L3013[17:29:54] <gigaherz> 40
L3014[17:30:05] <gigaherz> GL_ENABLE_BIT
| GL_LIGHTING_BIT
L3015[17:30:06] <gigaherz> ;P
L3016[17:30:12] <gigaherz> makes more
sense that way XD
L3017[17:30:19]
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L3018[17:30:37] <Lordmau5> stuff still
not working in the fluid color getting
L3019[17:30:37] <Pennyw95> Yes the Int
will be between 0 and 255, Idk what was going on in my mind when I
wanted to convert it to a float lol
L3020[17:30:48] <Pennyw95> remove the
float casting and the / 255
L3021[17:30:53]
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L3022[17:31:25] <Lordmau5> just this
then?
L3024[17:31:29] <Pennyw95> erm gigaherz,
what does enable_bit do?
L3025[17:31:46] <Pennyw95> should work,
yes
L3026[17:31:49] <gigaherz> Pennyw95:
glPushAttrib(GL_ENABLE_BIT) means it will save the
glEnable/glDisable states
L3027[17:32:04] <gigaherz> so that when
you do glPopAttrib, the previous state of enablement is
restored
L3028[17:32:27] <Pennyw95> uhm...I have a
enableBlend and disableAlpha, should I add those as well
L3029[17:32:54] <gigaherz> what?
L3030[17:33:12] <Lordmau5> if
everything's correct
L3031[17:33:14] <Lordmau5> things
*should* work
L3032[17:33:18] *
Lordmau5 crosses fingers
L3033[17:33:40] <Pennyw95> nah forget
that I'm not fixing something that's not broken
L3034[17:33:42] <gigaherz>
pushAttrib/popAttrib will only work well for stuff enabled/disabled
directly using GL11.glEnable/glDisable
L3035[17:33:53] <gigaherz> GlStateManager
manages its own values
L3036[17:33:58] <Pennyw95> so
GlStatemanager handles it
L3037[17:34:03] <Lordmau5> OH
L3038[17:34:04] <Lordmau5> MY
L3040[17:34:08] <gigaherz> to using
pushAttrib/popAttrib can actually mess things up
L3041[17:34:18] <gigaherz> that looks
like water ;P
L3042[17:34:22] <Lordmau5> it renders
:D
L3043[17:34:42] <gigaherz> nice
L3044[17:34:44] <gigaherz> grats
L3045[17:34:49] <gigaherz> now try a mod
fluid ;P
L3046[17:34:52] <Pennyw95> lordmau5 do
you need to mess with WAILA api to get the infos up or does it
infer them?
L3047[17:34:58] <Lordmau5> Waila
API
L3048[17:35:00] <Lordmau5> it's easy
though
L3049[17:35:01] <Pennyw95> oh
L3050[17:35:04] <gigaherz> Pennyw95:
waila api is easy ;p
L3051[17:35:14] <Pennyw95> I might give
it a shot then
L3052[17:35:17] <Lordmau5> go check
through my code once I merge this over to the master branch
L3053[17:35:26] <Lordmau5> or check my
1.8_-_I_hate_myself branch
L3054[17:35:33] <Pennyw95> I haven't
committed in two months lol
L3056[17:35:49] <gigaherz> this is how I
did the tooltips in my mod
L3057[17:36:12] <gigaherz> for the
callback to get called if waila is present you do
L3059[17:36:19] <gigaherz> it will find
the static method you tell it
L3060[17:36:23] <gigaherz> and call it
during init
L3061[17:36:45] <Pennyw95> and
another...I have like 3 or 4 of your github pages bookmarked
:P
L3062[17:36:51] <gigaherz> there's more
than one "provider"
L3063[17:37:01] <gigaherz> the Stack
provider is used to get the icon and name
L3064[17:37:01] <Lordmau5> now if only I
had a mod that would have fluids
L3065[17:37:03] <Lordmau5> in my dev
environment
L3066[17:37:15] <gigaherz> the Body
provider is used to add extra lines of tooltips in the main
area
L3067[17:37:20] <Pennyw95> get
thaumcraft
L3068[17:37:30] <gigaherz> head/tail are
for addingstuff before and after the main area
L3069[17:37:34]
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L3070[17:37:41] <gigaherz> and finally
maybe the most important
L3071[17:37:51] <gigaherz> the NBT
provider is used to give data from the server
L3072[17:38:13] <gigaherz> and I say the
most important because it'soften common to avoid giving the client
ALL the info about a TE
L3073[17:38:20] <gigaherz> and just
synchronizing the minimal data
L3074[17:38:23] <gigaherz> and in that
case
L3076[17:38:29] <Lordmau5> @ gigaherz ,
any idea on that?
L3077[17:38:30] <gigaherz> WAILA wouldn't
have the info ready
L3078[17:38:44] <gigaherz> so you can use
the NBT provider to build an NBT tag with the data needed for
display
L3079[17:38:53] <gigaherz> and then
ignore the TE and use the NBT tag from the Body provider
L3080[17:39:03] <Pennyw95> oh, I
see
L3081[17:39:08] <Pennyw95> yes, I should
do that
L3082[17:39:11] <gigaherz> Lordmau5: you
forgot to enableLighting() at the end
L3083[17:40:04] <Lordmau5> Arigato
gozaimasu~~
L3084[17:40:19] <Lordmau5> transparency
remains
L3085[17:40:21] <Lordmau5> :3
L3086[17:41:02] <Lordmau5> on water,
everything's 255, but why
L3087[17:41:43] ***
K-4U is now known as K-4U|Off
L3088[17:43:13] <Lordmau5> as in, rgba is
all 255 :3
L3089[17:43:20] <Lordmau5> I mean, it's
probably fine
L3090[17:43:34] <Pennyw95> neutral
colour
L3091[17:44:10] <Lordmau5> but why no
transparency :<
L3092[17:44:21] <Pennyw95> hm?
L3093[17:44:29] <Lordmau5> water is not
transparent
L3094[17:44:30] <Lordmau5> like
in-world
L3095[17:44:34] <Lordmau5> as in, when
you place it down
L3096[17:45:21] <Lordmau5> or well - it's
not transparent in the tank like it is if you would place it down
(wording)
L3097[17:45:34] <Pennyw95> did you add
.color(r, g,b,a)
L3098[17:45:35] <tterrag> are you doing
GL operations during block rendering?
L3099[17:45:40] <tterrag> otherwise how
are you screwing with the water color lol
L3100[17:45:49] <Lordmau5> I did
L3101[17:45:52] <Lordmau5> uh
L3102[17:46:10] <Lordmau5> well, at the
tesselator.getWorldRenderer() stuff, I do .pos, .tex and
.color
L3103[17:46:12] <Pennyw95> I'm afraid you
should ask gigaherz because my GL knowledge is pale
L3104[17:46:13] <Lordmau5> then
.endVertex
L3105[17:46:22] <Pennyw95> that's all
correct
L3106[17:46:32] <Lordmau5> other than
translating, no, I don't do anything to it
L3108[17:47:03] <tterrag> and you do that
when?
L3109[17:47:04] <gigaherz> Lordmau5:
water texture itself istransparent
L3110[17:47:10] <gigaherz> so that means
you didn't enable blending correctly
L3112[17:47:28] <Lordmau5> that's the
TESR class
L3113[17:47:35] <gigaherz> forgot
enableBlend()
L3114[17:47:53] <gigaherz> enableAlpha
enables alpha testing
L3115[17:47:59] <gigaherz> that is, the
system usedfor alpha cut-off
L3116[17:48:01] <Lordmau5> woops
L3117[17:48:03] <gigaherz> not the
blending
L3118[17:48:04] <Lordmau5> before
enableAlpha or after?
L3119[17:48:12] <gigaherz> well you
aren't using alpha testing
L3120[17:48:17] <gigaherz> so youcould
disableAlpha, also
L3121[17:48:24] <Lordmau5> so I don't
need enableAlpha at all, do I?
L3122[17:48:31] <gigaherz> hmm if you
don't enable it
L3123[17:48:32] <Lordmau5> or... xD
L3124[17:48:34]
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L3125[17:48:35] <gigaherz> it may be
enabled from before
L3126[17:48:39] <gigaherz> you should
always do this explicitly ;p
L3127[17:48:55] <gigaherz>
GlStateManagerwill take care to ignore you if you requested a
meaningless change
L3129[17:49:07] <gigaherz> (that's its
purpose)
L3130[17:49:17] <gigaherz> looks
nice
L3131[17:49:23] <Lordmau5> so I do:
enableCull, disableLighting, enableAlpha, enableBlend
L3132[17:49:28] <Lordmau5> and at the
end, I do the reverse in reverse order
L3133[17:49:35] <Lordmau5> so
disableBlend, disableAlpha, enableLighting, disableCull
L3134[17:49:37] <gigaherz> yeah well the
order of that doesn't matter
L3135[17:49:45] <Lordmau5> I just like to
have it in order though :>
L3136[17:49:46] <gigaherz> XD
L3137[17:49:48] <Lordmau5> but ok, good
to know
L3138[17:49:49] <gigaherz> that's your
choice
L3139[17:50:16] <Lordmau5> so now
L3140[17:50:42] <Lordmau5> the
shouldSideBeRendered stuff perhaps?
L3141[17:50:51] <Lordmau5> that one
before didn't do anything :/
L3142[17:51:02] <gigaherz> hmm shouldn't
matter to your multiblock?
L3143[17:51:06] <gigaherz> technically
the inside is empty no?
L3144[17:51:14] <Lordmau5> I know
L3145[17:51:16] <Lordmau5> but the
frame
L3146[17:51:26] <Lordmau5> check that
screen up there with the transparent water
L3147[17:51:28] <gigaherz> ah for like
glass and such?
L3148[17:51:35] <Lordmau5> yup
L3149[17:51:37] <gigaherz> hmmm
L3150[17:51:44] <gigaherz> I'd just
always draw the side of the water
L3151[17:52:04] <gigaherz> if you mean
the glass itself between the blocks
L3152[17:52:10] <Lordmau5> they are camo
blocks
L3153[17:52:12] <gigaherz> you'd want to
copy whatever the original block does
L3154[17:52:13] <gigaherz> so
L3155[17:52:24] <gigaherz> you may want
to get the Block class from the original block
L3156[17:52:38] <gigaherz> and call the
block's own shouldSideBeRendered
L3157[17:52:51] <Lordmau5> BlockGlass
doesn't have shouldSideBeRendered, as far as I see :<
L3158[17:52:58] <gigaherz> hmmm
L3159[17:53:00] <gigaherz> no idea then
XD
L3160[17:53:00] <Lordmau5> oh,
BlockBreakable does
L3161[17:53:01] <Lordmau5> nvm
L3162[17:53:05] <gigaherz> ah
L3163[17:53:15] <gigaherz> btw remember
to give it the original side as the neighbour
L3164[17:53:18] <Lordmau5> well
L3165[17:53:34] <Lordmau5> or wait
L3166[17:53:34] <gigaherz> or hm
L3167[17:53:40] <gigaherz> maybe that
makes no sense
L3168[17:53:47] <Lordmau5> pretty
much
L3169[17:53:48] <Lordmau5> but the point
is
L3170[17:53:56] <Lordmau5> if I don't
make my own shouldSideBeRendered code, it will never work
L3171[17:54:09] <Lordmau5> since the
original checks for hardcoded Blocks.glass or Blocks.stained_glass
:P
L3172[17:54:14] <gigaherz> ah yes
L3173[17:54:27] <gigaherz> so you'll have
to do some magic like
L3174[17:54:42] <gigaherz> check if it's
a camo block, and if so, ask the other camo block if it's the same
type as yours
L3175[17:54:50] <Lordmau5> yup
L3176[17:54:53] <Lordmau5> what I'm doing
right now, kinda
L3178[17:56:02] <Lordmau5> I mean, the
glass renders fine now! :D
L3179[17:56:24] <Pennyw95> hey gigaherz
another thing...i need my tank to release fluid blocks when broken,
but the thing is that the fluid doesn't pour at all lol
L3180[17:56:36] <gigaherz> hm?
L3181[17:56:39] <Pennyw95> I'm using
Blocks.lava.getDefaultState for instance
L3182[17:56:47] <Lordmau5> what are the
arguments anyway - worldIn, pos, side
L3183[17:56:51] <Lordmau5> is pos the own
pos of the block?
L3184[17:56:54] <Pennyw95> it just places
a source block of lava but it doesn't spread
L3185[17:57:04] <gigaherz> I suppose so,
Lordmau5
L3186[17:57:07] <Lordmau5> k
L3187[17:57:13] <gigaherz> you can get
the "other" block with pos.offset(side)
L3188[17:57:30] <Pennyw95> so I'm
wondering what's going on
L3189[17:57:31] <Darva> Shouldn't the
lava need an update scheduled after it's placed to start
flowing?
L3190[17:57:33] <gigaherz> Pennyw95:
either use the flowing lava version,
L3191[17:57:49] <gigaherz> or poke it
with a fake onNeighborBlockChanged
L3192[17:57:58] <gigaherz> use the former
if possible
L3193[17:58:01] <gigaherz> the latter is
ugly ;P
L3194[17:58:27] <Pennyw95> but flowing
lava can't be picked up? this defeats the whole point
L3195[17:58:36] <gigaherz> what?
L3196[17:58:37] <gigaherz> nono
L3197[17:58:41] <gigaherz> flowing
doesn't mean non-source
L3198[17:58:49] <gigaherz> both static
and dynamic lava can be source block
L3199[17:58:56] <killjoy> flowing is
"updating"
L3200[17:59:00] <gigaherz> just one is
"idle", the other has detected a recent change and is
actively updating
L3201[17:59:08] <Pennyw95> oh ok
L3202[17:59:20] <Pennyw95> so
Blocks.lava.getDefaultState.withProperty?
L3203[17:59:24] <gigaherz> no
L3204[17:59:28] <gigaherz> it's two
different blocks
L3205[17:59:44] <gigaherz>
Blocks.flowing_lava instead of Blocks.lava
L3206[18:00:00] <Pennyw95> oh,
right
L3207[18:00:01] <gigaherz> the way I
place lava in the world is
L3208[18:00:08] <gigaherz>
cast.world.setBlockState(blockPos,
Blocks.flowing_lava.getDefaultState().withProperty(BlockDynamicLiquid.LEVEL,
15));
L3209[18:00:10] <Lordmau5> kinda got it
working
L3210[18:00:31] <gigaherz> and , 0
L3211[18:00:36] <gigaherz> no wait
L3212[18:00:39] <gigaherz> 15 is the
non-source one
L3213[18:00:42] <gigaherz> ,0 is the
source one
L3214[18:00:51] <gigaherz> 0 = source,
1..15 are the non-source levels
L3215[18:01:06] <gigaherz> this is
confusing, sorry XD
L3216[18:01:12] <Pennyw95> so 0 instead
of 15
L3217[18:01:40] <gigaherz> yep
L3218[18:01:55] <Pennyw95> it's actually
BlockLiquid that has LEVEL :P
L3220[18:01:56] <gigaherz> maybe 0 is
default, in which case withProperty wouldn't be needed
L3221[18:02:01] <Lordmau5> now, the
lighting part, urgh
L3222[18:02:04] ***
illyohs is now known as illy
L3223[18:02:17] <Lordmau5> or rather,
wait, another thing
L3224[18:04:06] <Pennyw95> gigaherz pls
tell every FluidStack it's linked to its flowing block
L3226[18:04:30] <Lordmau5> left one is
from the original block, right one from the camo block from the
tank frame
L3227[18:04:47] <Lordmau5> impossible to
fix that?
L3228[18:06:13] <Pennyw95> Otherwise I'll
just give up, if the player is dumb enough to break the multiblock
he deserves to lose the fluid
L3229[18:07:03]
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L3230[18:07:30] ***
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L3231[18:07:38] <Lordmau5> oh ye, I
remember why I didn't try to go for fluid luminosity
L3232[18:07:41] <Lordmau5> because it
didn't properly work
L3233[18:07:45]
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L3234[18:08:32] <Lordmau5> or rather,
having the transparent blocks (like Glass) have a light value based
on the fluid luminosity :<
L3235[18:09:19] ***
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L3236[18:12:05] <Pennyw95> how do I make
it midnight? time set 24?
L3237[18:12:09] <Lordmau5> 18000
L3238[18:12:23] <Lordmau5> so /time set
18000
L3239[18:12:39] <Pennyw95> Oh, right, my
fluid doesn't glkow either
L3240[18:12:42] <Pennyw95> i forgot about
that
L3241[18:13:08] <Lordmau5> difficult to
do imo
L3242[18:13:09] <Pennyw95> I swear it did
in my 1.7.10 version
L3243[18:13:18] <Lordmau5> I tried it
back in 1.7.10 as well, but it gave me weird lighting
glitches
L3244[18:14:11] <Lordmau5> looks like
it's working fine in one-chunk, I think...
L3246[18:15:22]
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L3247[18:15:38] <Pennyw95> oh, I had this
in my 1.7.10 version
L3248[18:15:53] <Pennyw95> int l =
world.getLightBrightnessForSkyBlocks(i, j, k, 0);
L3249[18:15:53] <Pennyw95> int l1 = l %
65536;
L3250[18:15:53] <Pennyw95> int l2 = l /
65536;
L3251[18:16:00] <Pennyw95>
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit,
(float)l1, (float)l2);
L3252[18:16:18] <Lordmau5> huh?
L3253[18:16:21] <Pennyw95> let's give it
shot although I have no memory of it
L3254[18:16:55] ***
kroeser is now known as kroeser|away
L3255[18:18:05] <Pennyw95> aaand that
method looks like it's gone
L3256[18:18:08] <Lordmau5> issues with
chunks, as I said, Pennyw95
L3258[18:19:08] <Lordmau5> :(
L3259[18:19:33] <Pennyw95> looks like
it's using the player coords instead of the tank's
L3260[18:19:39] <Lordmau5> na
L3261[18:19:40] <Lordmau5> it is
L3262[18:19:48] <Lordmau5> it's using the
tank's coords.
L3263[18:19:51] <Pennyw95> what code do
you have for the brightness?
L3265[18:20:05] <Pennyw95> but yeah it
would make no sense
L3266[18:20:16] <Lordmau5> and the Tile
calls a renderUpdate if the luminosity changed
L3267[18:20:54] <Lordmau5> oh wait
wtf
L3268[18:21:02] <Lordmau5> no wait, no
way
L3269[18:21:21] <Lordmau5> yup how did I
just fix this
L3270[18:21:23] <Lordmau5> XD
L3271[18:21:48] <Lordmau5> so yes, I got
luminosity semi-working - just need to check if the frame-block is
transparent now
L3274[18:22:54] <Lordmau5> @
Pennyw95
L3275[18:23:13]
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L3276[18:23:50] <Pennyw95> so this makes
the block flow, not the tessellated fluid
L3277[18:24:33] <Lordmau5> huh?
L3278[18:24:45] <Lordmau5> glow*
yes
L3279[18:24:46] <Lordmau5> or well
L3280[18:24:48] <Lordmau5> the frames*,
rather
L3281[18:24:56]
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L3282[18:25:13] <Pennyw95> hm
L3283[18:25:29]
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L3285[18:26:13] <Pennyw95> how does it
look?
L3286[18:26:16]
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L3290[18:26:32] <Lordmau5> like
that
L3291[18:26:51] <Pennyw95> ahhh yes
L3292[18:26:55] <Pennyw95> that's very
nice
L3293[18:27:03] <Lordmau5> I'm glad it
actually works
L3294[18:27:07] <Lordmau5> I expected to
put way more time into that O_o
L3296[18:28:19] <shadekiller666> anyone
know of a good way to format the output of toString() methods
nicely? i'm trying to write toString methods for classes in the obj
loader and a bunch of them store instances of others, and i want a
nice layout if i call the toString() on the main class
L3297[18:28:42] <Lordmau5> give me a sec,
tterrag
L3298[18:28:44] <tterrag> eclipse
generated toString is usually pretty good
L3299[18:28:51] <tterrag> and/or
IDEA
L3301[18:29:00] <tterrag> .-.
L3302[18:29:05] <Lordmau5> (obviously
didn't change a thing :^) )
L3303[18:29:12] <Lordmau5> come on, it's
1:30am for me, I doubt I can help you with that
L3304[18:29:18] <Lordmau5> I'm happy I
got this shit with my mod figured out finally
L3305[18:29:22]
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L3306[18:29:31] <Lordmau5> still can't
get over the thing with "shouldRefresh" ...
*facedesk*
L3307[18:29:48]
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L3308[18:30:08] <Pennyw95> 1.30 for me
too and I planned bed for 23 ha
L3309[18:30:18] <Lordmau5> it's
Friday
L3310[18:30:20] <Pennyw95> what's the
problem with that?
L3311[18:30:22] <Lordmau5> (friday, gotta
get down on friday)
L3312[18:30:37] <Pennyw95> well yes but
it's also exam period for me :P
L3313[18:31:01] <Lordmau5> ah
L3314[18:31:09] <Lordmau5> schooll... how
I can totally not relate to that :>
L3315[18:31:18] <Lordmau5> glad I'm
taking an internship up until ~end of July
L3316[18:31:25] <Lordmau5> then a bit of
a break, and then I'll go study
L3317[18:31:35] <Darva> I've been using
java 8 at work way too much, keep wanting to use lambdas.
L3318[18:31:36] <Lordmau5> so currently
nothing big with having to learn stuff or anything, haha
L3319[18:32:03] <Pennyw95> I'm glad I'm
in uni and not school anymore
L3320[18:33:02] <Pennyw95> but what about
that getFluidLuminosity? From what top hat did you get it
L3321[18:33:38] <gigaherz> Darva: then
use them ;p
L3322[18:34:06] <gigaherz> there's no
rule against using java8 for mods
L3323[18:34:40] <Pennyw95> gigaherz is
there a way I can get the flowing fluid block from
Fluidstack?
L3324[18:34:45] <gigaherz> the stance of
Forge is that so long as Mojang keeps compiling for bytecode
version 6, Forge will do the same
L3325[18:34:51] <gigaherz> but that
doesn't require you to do the same
L3326[18:35:00] <gigaherz> Pennyw95: no
idea
L3327[18:35:14] <Pennyw95> ok, I'll dig
deeper
L3328[18:36:00] <gigaherz> ah
L3329[18:36:09] <gigaherz> you can get
the flowing version of lava using
L3330[18:36:18] <gigaherz>
BlockLiquid.getFlowingBlock(material)
L3331[18:36:39] <gigaherz> maybe there's
something similar for the fluid system
L3332[18:37:29] <Lordmau5> so I think
this mod is now working on 1.8.9 again
L3333[18:37:30] <Pennyw95> maybe
L3334[18:37:31] <Lordmau5> :>
L3335[18:37:36] <Lordmau5> I would need a
dev-BC version to check though
L3336[18:38:48] <gigaherz> Pennyw95:
maybe it's not needed for other blocks?
L3337[18:38:54] <gigaherz> have you tried
placing non-vanilla fluids?
L3338[18:39:32] <Pennyw95> my goal is
have the TE place fluid blocks when broken if its tank is not
empty
L3339[18:39:51] <Pennyw95> so I need it
to be able to place any fluid, hence the from fluidstack
tihng
L3340[18:39:56] <gigaherz> yep
L3341[18:40:03] <Lordmau5> one sec
Pennyw95
L3342[18:40:17] <gigaherz> but I
mean
L3343[18:40:18] <Pennyw95> non vanilla
fluids can be placed but I'm lacking a link from FluidStack to its
flowing block so that the TE can infer it
L3344[18:40:24] <Lordmau5>
getWorld().setBlockState(leakPos,
getFluidStack().getFluid().getBlock().getDefaultState());
L3345[18:40:28] <Lordmau5> that should
do, no?
L3346[18:40:33] <gigaherz> maybe mod
fluids that are not vanilla don't NEED a flowing version
L3347[18:40:41] <Lordmau5> or what are
you trying to attempt?
L3348[18:41:12] <Pennyw95> just leaking
fluid when the multiblock is broken
L3349[18:41:30] <Pennyw95> I'll try
it...defaultstate might be still tho
L3350[18:41:40] <Lordmau5> hmm
L3352[18:43:27] <killjoy> Has anyone used
a SmartBook (McGraw Hill)?
L3353[18:44:22]
⇨ Joins: DarkEvilMac
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L3354[18:46:59] <Pennyw95> oh yeah, it's
working
L3355[18:47:10] <Pennyw95> thanks
Lordmau5 :)
L3356[18:47:17] <Lordmau5> nice
L3357[18:47:23] <Lordmau5> so I know it's
working for me as well, haha :D
L3358[18:47:27] <Lordmau5> I haven'T
checked my leaking code before
L3359[18:48:13]
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L3360[18:48:25] <gigaherz> killjoy: is
that like, a device, or just an app?
L3361[18:48:33]
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L3362[18:49:04] <killjoy> it's a
flash-based online e-book viewer
L3363[18:49:07] <VoxelV> Where should I
look for rendering things in minecraft other than blocks and
entities?
L3364[18:49:16] <Pennyw95> and now I'm
back to coding the crafting behaviour..ughh
L3365[18:49:49] <gigaherz> seems
interesting
L3366[18:50:09] <gigaherz> at least for
the infromation itself
L3367[18:50:14] <killjoy> it highlights
the important stuff and dimms the unimportant stuff
L3368[18:50:19] <gigaherz> I still
believe that paper is worth something ;P
L3369[18:50:26] <killjoy> but it uses
flash
L3370[18:50:29]
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L3371[18:50:40] <killjoy> Yeah, I
agree.
L3372[18:50:44] <killjoy> It's at least
better than this
L3373[18:50:46] <gigaherz> ah so it
allows students to make LESS mental efforts, hence reducing the
effectivity of the studing hours
L3374[18:50:53] <gigaherz> XD
L3375[18:51:44] <killjoy> mhm
L3376[18:51:51] <VoxelV> like lightning
and particles
L3377[18:51:51] <killjoy> I think it
makes it harder to skim
L3378[18:51:59] <gigaherz> dunno
L3379[18:52:03] <gigaherz> the one thing
I learned while learning
L3380[18:52:07] <gigaherz> is that the
most effective thing
L3381[18:52:15] <gigaherz> is to actually
use the knowledge in some way
L3382[18:52:18] <gigaherz> rather than
just read over and over
L3383[18:52:28] <gigaherz> even just
copy-typing helps
L3384[18:52:41] <killjoy> I'm taking Info
Sys Business Concepts
L3385[18:53:01] <killjoy> These key terms
are idiotic
L3386[18:53:12] <killjoy> things like
variable, knowledge, data
L3387[18:53:43] <VoxelV> what are we
talking about?
L3388[18:53:44] <gigaherz> no idea, I'm a
computer engineer ;P
L3389[18:53:59] <VoxelV> Comp E! Getting
my degree this May
L3390[18:54:03] <gigaherz> VoxelV: an
e-book viewer based on flash, that they are selling on a
subscription basis
L3391[18:54:17] <VoxelV> isn't flash
dead?
L3392[18:54:23] <gigaherz> yep.
L3393[18:54:25] <killjoy> Not in
education
L3394[18:54:34] <gigaherz> in fact it
surprised me
L3395[18:54:38] <gigaherz> most stuff I
did while at uni
L3396[18:54:40] <gigaherz> was still
java-based
L3397[18:54:46] <killjoy> We already pay
them, why should they spend money to port?
L3398[18:54:51] <gigaherz> flash is...
modern in the world of education
L3399[18:54:52] <gigaherz> XD
L3400[18:54:55] ***
MrKickkiller is now known as MrKick|Away
L3401[18:55:03] <VoxelV> lol ok
L3402[18:55:18] <killjoy> At least it
doesn't use Wolfram
L3403[18:55:47] <VoxelV> found the
net.minecraft.client.particle
L3404[18:55:50] <Pennyw95> bye
L3405[18:55:56] *
gigaherz waves
L3406[18:55:56] <VoxelV> cya
L3407[18:56:06]
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L3408[18:57:41] <Lordmau5> so
L3409[18:58:02] <Lordmau5> someone told
me that I can put obfuscated mods into the runtime\mods folder and
they should work
L3410[18:58:13] <Lordmau5>
misunderstanding? or is that somehow actually possible now?
L3411[18:58:32] <tterrag> yes, that's how
it works now
L3412[18:58:34] <tterrag> runtime
deobf
L3413[18:58:39] <Lordmau5> O_o neat
L3414[18:58:44] <gigaherz> oh?
L3415[18:59:01] <gigaherz> I was told
that only worked for mods used through maven
L3416[18:59:21] <TehNut> There was a fix
for that a few days ago
L3417[18:59:26] <gigaherz> nice
L3419[19:00:01] <gigaherz> :3
L3420[19:00:13] <gigaherz> no more
painstakingly looking for dev jars
L3421[19:00:35] <Lordmau5> indeed
L3422[19:00:40] <TehNut> And no need for
BON
L3423[19:00:41] <TehNut> Or CCC
L3424[19:00:46] <Lordmau5> 1.8 modding
has it's advantages :o
L3425[19:00:53] <Lordmau5> and things
will only get better from here, I hope
L3426[19:00:55] <Lordmau5> UNLESS
L3427[19:01:02] <Lordmau5> there will be
major rendering or code changes in 1.9 / 2.0 again ...
L3428[19:01:12] <TehNut> 2.0 will never
come
L3429[19:01:20] <Lordmau5> so 1.9 will be
"final"?
L3430[19:01:21] <TehNut> 1.9 -> 1.10
-> 1.11
L3431[19:01:24] <Lordmau5> aah or
that
L3432[19:01:29] <TehNut> versions are not
decimals
L3433[19:01:38] <gigaherz> I had a
discussion about that some years ago
L3434[19:01:39] <tterrag>
1.8.bannana
L3435[19:01:47] <gigaherz> said 1.10
confused people
L3436[19:01:50] <gigaherz> because they
thought of it as decimal
L3437[19:01:56] <gigaherz> so 0.10 would
seem less than 0.2
L3438[19:02:00] <TehNut> See:
1.7.10
L3439[19:02:08] <gigaherz> yeah
L3440[19:02:14] <tterrag> however it is
mojang's fault that they didn't START with 1.08.09 or some
such
L3441[19:02:15] <gigaherz> that was my
counterexample, sorta
L3442[19:02:31] <gigaherz> "uhh
how's someone going to think 0.2.12341 is >
0.10.65365"
L3443[19:02:54] <gigaherz> eh
L3444[19:02:59] <gigaherz> I ALMOSt wrote
65536 by mistake
L3445[19:03:00] <gigaherz> XD
L3446[19:03:07] <gigaherz> I mean by
chance*
L3447[19:03:12] <tterrag> haha, eclipse
refactoring + lombok = silliness
L3448[19:03:16] <tterrag> public
@AllArgsConstructor(access = AccessLevel.PRIVATE)
L3449[19:03:18] <tterrag> gg eclipse
:D
L3450[19:03:22]
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L3451[19:03:24] <gigaherz> O_O
L3452[19:03:38] <tterrag> because it just
tries to stick public in front
L3453[19:03:43] <gigaherz> ah
L3454[19:03:44] <gigaherz> XD
L3455[19:03:52] <tterrag> but the
codepoint is an annotation
L3456[19:03:56] <tterrag> sooo you get
strange things
L3457[19:04:06] <gigaherz> lol
L3458[19:12:51]
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L3465[19:36:50] <Lordmau5> so
L3466[19:36:55] <Lordmau5> what was a mod
that offered custom fluids again?
L3467[19:36:57] <Lordmau5> Thaumcraft you
said?
L3468[19:39:02] <Lordmau5> oh nifty
L3470[19:42:59] <gigaherz> heh
L3471[19:43:35]
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L3473[19:43:51] <Darva> That's odd...
Just did gradle runclient, and got back a failure claiming my java
directory name is invalid. Copied the name it claimed, and checked,
and it points right at java.exe
L3474[19:44:07] <Lordmau5> oh
L3475[19:44:10] <Lordmau5> one last
thing:
L3476[19:44:21] <Lordmau5> regarding json
rendering thingy for my block
L3477[19:44:32] <Lordmau5> how can I make
it render one certain image on all sides?
L3478[19:44:39]
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L3480[19:45:32] <gigaherz> Lordmau5: yo
ucan just use cube_all and specify "all":"texture
location"
L3481[19:45:53] <Lordmau5> have you seen
my .json file?
L3482[19:46:03] <Lordmau5> do I just make
a new "inventory": inside the "variants"?
:p
L3483[19:46:05] <gigaherz> no but I had a
feeling it wouldn't be that simple
L3484[19:46:05] <gigaherz> ;P
L3485[19:46:28] <gigaherz> can you link
to your json ?;P
L3486[19:46:37] <Lordmau5> one sec, I'll
try it out like I have it in mind
L3487[19:46:43] <Lordmau5> maybe I can
get it to work without help, which would be cool :)
L3488[19:46:52] <gigaherz> and when you
say show an image on all sides, did you mean specifically for the
inventory version?
L3489[19:47:05] <Lordmau5> aww nope
L3490[19:47:08] <Lordmau5> uh, ye, only
inventory
L3491[19:47:16] <Lordmau5> this is what I
just tried
L3493[19:47:36] <Lordmau5> and it didn't
give me a texture ingame :<
L3494[19:47:51] <gigaherz> ah nah that
won't work
L3495[19:47:53] <Lordmau5> ok
L3496[19:47:56] <Zaggy1024> what the heck
is ItemArmor.renderIndex even for?
L3497[19:48:00] <gigaherz> you have to
use the texture channels of cube_column
L3498[19:48:07] <Lordmau5> oh derp
L3499[19:48:10] <Zaggy1024> it doesn't
appear to be referenced by anything but the constructor assigning
it
L3500[19:48:15] <Lordmau5> so
"textures": { "all" : "..." }
L3501[19:48:15] <gigaherz> also
L3502[19:48:16] <gigaherz> it's
L3503[19:48:17] <Lordmau5> I forgot
that
L3504[19:48:25] <gigaherz>
"inventory": [{ ... }]
L3505[19:48:28] <gigaherz> not just
{}
L3506[19:48:30] <Lordmau5> ah ye
L3507[19:48:56] <Lordmau5> I remember
that had to be, but I can't exactly why...
L3508[19:49:28] <Lordmau5> didn't work
xd
L3510[19:51:15] <gigaherz> there's no
"all" in it
L3511[19:51:19] <gigaherz> it's
"end" and "side"
L3512[19:51:25] <Lordmau5> uh
L3513[19:51:29] <Lordmau5> so which one's
which then
L3514[19:51:32] <Lordmau5> just go for
"side"?
L3515[19:51:44] <gigaherz> if you want to
keep using the model cube_column, both
L3516[19:51:57] <gigaherz> butyou may
want to do like you do in "valve_valid" /
"false"
L3517[19:52:01] <gigaherz> and change the
model to "cube_all"
L3518[19:53:55] <Lordmau5> alright
L3519[19:54:12] <Lordmau5> and then I do
"all": "..."?
L3520[19:55:09] <Lordmau5> doesn't work
in inventory
L3521[19:55:10] <Lordmau5> garsh
L3522[19:55:21] <Lordmau5> even with the
change
L3523[19:55:30] <gigaherz> hmm
L3525[19:55:36] <Lordmau5> code
L3526[19:55:37] <gigaherz> do you call
setCustomModelResourceLocation?
L3527[19:55:41] <gigaherz> for the
block?
L3528[19:55:57] <Lordmau5> do I have
to?
L3529[19:56:05] <gigaherz> yes, if you
want to see it in the inventory
L3530[19:56:06] <gigaherz> ;P
L3531[19:56:15] <gigaherz> otherwise it
doesn't know it has to look for the "inventory"
variant
L3532[19:56:15] <Lordmau5> got it
L3533[19:56:15] <gigaherz> XD
L3534[19:56:19] <Lordmau5>
aaaaaaaaah
L3535[19:56:21] <Darva> Yay! mod loaded
in 1.8.9 for the first time, lets see how broken it is.
L3536[19:56:23] <Lordmau5> okay, NOW I
understand it
L3537[19:56:26] <Lordmau5> Nice, Darva !
:)
L3538[19:56:26] <gigaherz> Darva:
grats
L3539[19:56:36] <gigaherz> btw the
variant can be something else
L3540[19:56:38] <gigaherz> you can
write
L3541[19:56:41] <Sandra> which annoys the
butt out of me but anywayyyyyyyyy.
L3542[19:56:43] <Lordmau5> gigaherz, keep
in mind: if someone's tile entity does changes to itself, override
shouldRefresh
L3543[19:56:52] <gigaherz>
"prop1=value1,prop2=value2"
L3544[19:56:58] <Lordmau5>
ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(FancyFluidStorage.blockValve),
0, new ModelResourceLocation("ffs:blockValve",
"inventory"));
L3545[19:56:59] <Darva> Agg, gonna need
JEI. heh.
L3546[19:57:00] <gigaherz> in the variant
string of the MRL
L3547[19:57:08] <Lordmau5> Darva, which
forge do you have in your dev-env?
L3548[19:57:20] <Lordmau5> gigaherz,
that's what I have in my ClientProxy preInit
L3549[19:57:32] <gigaherz> Lordmau5: then
it should work
L3550[19:57:35] <Lordmau5> it
doesn't
L3551[19:57:43] <gigaherz> wait
what
L3552[19:57:44] <gigaherz> wtf
L3553[19:57:47] <gigaherz> WHY did you
use "side"
L3554[19:57:49] <gigaherz> with
cube_all
L3555[19:57:50] <gigaherz> XD
L3556[19:57:56] <gigaherz> cube_all has
"all"
L3557[19:57:57] <Lordmau5> because
L3558[19:58:00] <gigaherz> XD
L3559[19:58:02] <Lordmau5> valve_valid
-> invalid has it as well
L3560[19:58:04] <Lordmau5> and that one
works
L3561[19:58:19] <gigaherz> well that one
shouldn't work then
L3562[19:58:20] <gigaherz> XD
L3563[19:58:32]
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L3564[19:58:43] <gigaherz> cube_all has
"all", and the ones it takes from cube, which are
"east", "north", etc
L3565[19:58:48] <Lordmau5> OIII
L3566[19:58:51] <Lordmau5> It works
L3567[19:58:57] <gigaherz> cube_column
has "side", "end", and the ones from cube
L3568[19:59:01] <Lordmau5> oh derp depr
derp
L3569[19:59:08] <Lordmau5> because I
accidentally changed it from side to all at some point before
lmao
L3570[19:59:30] <Lordmau5> all good
now
L3571[20:00:03] <gigaherz> :)
L3572[20:00:54] <Darva> does forge not
pull down the MCP stuff necessary to run Bearded Octo Nemesis
anymore?
L3573[20:01:05] <Lordmau5> that's what I
wanna ask
L3574[20:01:11] <Lordmau5> if you are on
1696+ it has real time deobfuscation
L3575[20:01:18] <Lordmau5> just put the
normal mods into runtime\mods and you're good to go
L3576[20:01:28] <Lordmau5> one of the
good things of switching to 1.8.9 modding :^)
L3577[20:01:35]
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198 seconds)
L3578[20:01:37] <Darva> I grabbed
recommended, which is 1563.
L3579[20:01:52] <gigaherz> that one's
ancient
L3580[20:01:57] <gigaherz> get the latest
for 1.8.9
L3581[20:02:03] <Lordmau5> latest is
1699
L3582[20:02:08] <gigaherz> by default the
download is for 1.8
L3583[20:02:08] <Darva> updating the
version, cleaning cache, and rebuilding
L3584[20:02:09] <gigaherz> not
1.8.9
L3585[20:02:20] <gigaherz> so makesure
you switch to 1.8.9 first
L3586[20:02:41] <Darva> I just did that
too. heh.
L3587[20:03:02] <Lordmau5> :)
L3588[20:03:16] <Darva> Gah, well,
almost. Can anyone give me the mappings value from their
gradle.build for 1.8.9?
L3589[20:04:06] <Lordmau5> if I'd have
one, lol
L3590[20:04:08] <Lordmau5> it just
vanished
L3591[20:04:24] ***
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L3592[20:04:35] <Darva> Nm, there's
instructions on how to figure out a correct value.
L3593[20:04:41]
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L3594[20:04:43]
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L3597[20:05:23] <Lordmau5> gotta drop on
over to Gmod \o
L3598[20:06:31]
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L3600[20:13:23] <gigaherz> Darva: you can
just do
L3601[20:13:29] <gigaherz> !!latest
1.8.9
L3602[20:13:30] <MCPBot_Reborn> ===
Latest Mappings ===
L3603[20:13:31] <MCPBot_Reborn> MC
Version Forge Gradle Channel
L3604[20:13:32] <MCPBot_Reborn> 1.8.9
snapshot_20160115
L3605[20:13:38] <gigaherz> with a single
! so as to not spam the channel
L3606[20:16:39]
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error: Connection reset by peer)
L3607[20:17:23]
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L3608[20:18:49] <Darva> gigaherz
Thanks.
L3609[20:18:54]
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timeout: 198 seconds)
L3610[20:19:13] <Darva> Now it's
complaining that it can't find a json file. I'm just pulling the
newest version of forge and copying it over what i have.
L3611[20:21:21] <gigaherz> hm?
L3612[20:21:48] <gigaherz> can you paste
concrete logs? something more than just "a json file"
;P
L3613[20:21:56] <gigaherz> we embrace the
pastebin here ;P
L3614[20:23:00] <PrinceCat> Salutations,
friends.
L3615[20:24:03] <Darva> Sadly, don't have
the error anymore. I just pulled the latest forge MDK, dropped it
over what i head, and rebuilt, and that's working.
L3616[20:28:18]
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L3617[20:29:17] <Darva> ... Ok, 1.8.9
does not like me. It just failed with a "Java Heap Space"
message. It... ran out of ram.
L3618[20:29:43] <Darva> during
setupDecompWorkspace
L3619[20:30:01] <killjoy> add more
ram
L3620[20:30:17] <killjoy> Add the
following line to ~/.gradle/gradle.properties:
org.gradle.jvmargs=-Xmx3G
L3621[20:31:26]
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L3626[20:35:57] <Darva> Yay!
L3627[20:36:08] <Darva> Though, the idea
of dedicating 3 gigs of ram to a build tool... *shudder*
L3628[20:37:37]
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L3629[20:40:07] <Sandra> you should not
need 3 gigs of ram for gradle.
L3630[20:40:15] <Sandra> 2GB should be
plenty.
L3631[20:40:24] <Sandra> and even then,
only for setupDecompWorkspace.
L3632[20:40:59] <Sandra> everything else
doesn't need that much ram.
L3633[20:41:07] <Sandra> just the
decompiler is very rammy.
L3634[20:41:17] <Sandra> Darva, ^
L3635[20:41:20] <Darva> Hopefully my last
question for a while... FMLCommonHandler.instance().bus() is now
deprecated, where do i register for ticks now?
L3636[20:41:30] <Darva> Ahh, makes sense
Sandra, thanks.
L3637[20:41:40] <Sandra> the forge event
bus iirc.
L3638[20:41:54] <Sandra> which is...
MinecraftForge.EVENT_BUS? I think?
L3639[20:42:43] <Darva> Thanks again.
Now, to see if it runs. heh.
L3640[20:43:47] <shadekiller666> all FML
events are now on the Forge bus
L3641[20:44:42] <Darva> This was
TickEvent.ServerTickEvent, which doesn't have FML in the name, so i
wasn't sure.
L3643[20:44:46] <Sandra> as FML in
general is now part of forge.
L3644[20:45:02] <Sandra> so there's no
separate FML and forge anymore.
L3645[20:45:12] <gigaherz> yup
L3646[20:45:18] <gigaherz> the two
projects are now one and the same
L3647[20:45:21] <Darva> Awww. My world
gen crashes.
L3648[20:45:38] <gigaherz> disable it and
try without? ;P
L3649[20:45:43] <gigaherz> just to see
how much works
L3650[20:47:24] <Darva> Well, it's a
world type, so i can just not select the world type. heh.
L3651[20:47:57] <gigaherz> heh
L3652[20:48:21] <Darva> Although, it
seems like it's calling forge's WorldProvider class, and not mine.
Odd.
L3653[20:49:14]
⇨ Joins: sprtnsniper553
(sprtnsnipe@autoreg-707713.res.wpi.net)
L3654[20:49:57] ***
willieaway is now known as williewillus
L3655[20:53:07] <sprtnsniper553> could
anybody point me to documentation for blocks keeping NBT data after
breaking and replacing?
L3656[20:53:28] <sprtnsniper553> I've
been looking for a few days now and everything I've tried crashes
the game :/
L3657[20:53:51] <gigaherz> you want the
NBT data to get saved to the item?
L3658[20:54:05]
⇨ Joins: CombatFrogs
(~Christoph@ool-18e436ac.dyn.optonline.net)
L3659[20:54:30] <sprtnsniper553> yes, I
want the tile entity NBT data to get stored to the itemblock so
that when you place it back down it has the same info
L3660[20:54:36] <sprtnsniper553> like the
TE machines
L3661[20:54:53] <gigaherz> do you also
need to store metadata values in it?
L3662[20:54:58] <gigaherz> or just
NBT?
L3663[20:55:03] <sprtnsniper553> no, just
NBT
L3664[20:55:12] <gigaherz> okay then you
may be able to make do without a custom ItemBlock
L3665[20:55:39] <Darva> Hrrm, none of my
blocks/items are appearing in JEI.
L3666[20:55:41] <sprtnsniper553> Right
now I have a custom Itemblock, but for whatever reason it crashes
because it can't find the tooltip and when I place it down
L3667[20:56:15] <Darva> and i'm getting
an error that looks like: [FML]: Model definition for location
parachronology:displacer#inventory not found
L3668[20:56:18] <sprtnsniper553> I can
get a pastebin of the crashlog for both cases if that helps
L3669[20:56:39] <gigaherz> thisi s how I
did it
L3672[20:57:26] <williewillus>
2welp
L3673[20:57:32] <williewillus> I just
found the easiest solution
L3675[20:57:36] <williewillus> to my AO
pool color problem
L3676[20:57:39] <gigaherz> I made this
little helper method
L3677[20:57:41] <mezz> Darva, items with
missing models are hidden by default, you can disable that in the
options under advanced
L3678[20:57:47] <gigaherz> that embeds
the NBT data into the ItemStack
L3679[20:57:49] <gigaherz> before
returning it
L3680[20:57:51] <williewillus> there's a
method in blockmodelrenderer that does exactlty what I want
:p
L3681[20:57:53] <gigaherz> I use it from
getDrops
L3682[20:58:13] <Darva> Right, but I
thought i had the jsons filled out correctly, and in the right
places. Obviously i was wrong.
L3683[20:58:27] <mezz> look in the
creative menu too
L3684[20:58:44]
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L3685[21:01:17] <Darva> Ok, so the items
are there, the models just aren't. Hrrm.
L3686[21:01:18] <sprtnsniper553> ok, and
then for the itemblock, it needs to contain an addInformation
method to ensure it doesn't crash for not being registered?
L3687[21:02:10] <gigaherz> no
L3688[21:02:18] <gigaherz> that's just to
add data to the tooltip
L3689[21:02:21] <gigaherz> it shouldn't
crash
L3690[21:02:34] <gigaherz> in fact, if
you don't need to store metadata
L3691[21:02:37] <gigaherz> it shouldn't
even be needed
L3692[21:02:53] <gigaherz> you should
just be able to use the stock ItemBlock
L3693[21:03:11] <gigaherz> the only truly
important bit in it for me, is the override of the getMetadata
method
L3694[21:03:19] <sprtnsniper553> oh ok,
just as long as the NBT gets stored to the proper itemblock
L3695[21:03:47] <gigaherz> yeah if you
store it correctly, the ItemBlock restores it on place
L3696[21:04:00] <sprtnsniper553> ok, this
is making more sense. Thank you. I'll give this a try!
L3697[21:04:02] <gigaherz> calls
readFromNBT on your TileEntity with the info
L3698[21:04:32] <gigaherz> just check how
I did the getPackedStack method
L3699[21:05:04] ***
Vigaro is now known as V
L3700[21:05:05] <gigaherz> (the removeTag
thing isn't needed)
L3701[21:05:50]
⇨ Joins: jk-5
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L3702[21:06:36] <williewillus> is
wr.putColorRGB_F 0 to 1.0 or 0 to 255?
L3703[21:06:59] <sprtnsniper553> can you
explain your reasoning in using getDrops and harvestBlock as
opposed to getItemDropped and breakBlock? I'm just wondering is
all
L3704[21:07:21] <tterrag> williewillus:
if it's in floats, it's 0-1
L3705[21:07:31] <tterrag> sprtnsniper553:
breakBlock is called always
L3706[21:07:36] <tterrag> harvestBlock is
called when it's meant to be harvested
L3707[21:08:02] <williewillus> hm not
working still
L3708[21:08:04] <sprtnsniper553> ok, so
its just a different situation. Thank you
L3709[21:08:07] <williewillus> maybe I
have something extra
L3711[21:08:26] <tterrag> that's all I
do
L3712[21:08:36] <tterrag> if you're on
1.8, replace xyz with BlockPos and it's the same :P
L3713[21:08:55] <gigaherz>
sprtnsniper553: removedByPlayer+getDrops+harvestBlock allows
returning the stack on harvest, while still being able to access
the TileEntity data
L3714[21:09:10] <tterrag> i.e. what I
just linked
L3716[21:09:58] <williewillus> and it's
just white (no change)
L3717[21:10:17] <gigaherz> yeah just a
different implementation of the sme thing ;P
L3718[21:11:20] <sprtnsniper553> alright,
thank you both for the help. I'm still getting a grasp on how
everything works together.
L3719[21:11:39] <williewillus> I'm
confused :p
L3720[21:13:27] <williewillus> ah
L3721[21:13:31] <williewillus> my model
didn't have tintindex
L3722[21:13:32] <williewillus> nvm
L3723[21:13:44] <sprtnsniper553> whoops
lol
L3724[21:15:02] <williewillus> woohoo
mana pools render fully fully actually fully properly
L3725[21:15:04] <williewillus>
finally
L3726[21:15:48] ***
SleepHax is now known as Darkhax_AFK
L3728[21:16:29] <williewillus> those did
not look 2 blocks wide at first :p
L3729[21:16:36] <sprtnsniper553> willie,
is it a direct port of the 1.7.10 version, or are you tinkering
with it at all?
L3730[21:16:40] <williewillus>
direct
L3731[21:16:53] <gigaherz> within the
bounds of the 1.8 system
L3732[21:16:53] <gigaherz> ;P
L3733[21:16:59] <williewillus> yeah
well
L3734[21:17:06] ***
Abrar|gone is now known as AbrarSyed
L3735[21:17:09] <williewillus> basically
everything is ported
L3736[21:17:20] <williewillus> except the
lexicon model, which I'm waiting for the animation api
L3737[21:17:21] <tterrag> yeah FOV screws
with perspective a bit sometimes
L3738[21:17:43] <gigaherz> oh yeah
btw
L3739[21:17:56] <gigaherz> how would I
check for entities along a line, in the server?
L3740[21:18:28] <williewillus> how so
along a line?
L3741[21:18:34] <gigaherz> I'm using a
raycast
L3742[21:18:37] <gigaherz> that works for
blocks
L3743[21:18:41] <gigaherz> but doesn't
hit entities
L3744[21:18:52] <williewillus> see how
endermen detect pklayers?
L3745[21:19:05] <gigaherz> no idea how
that works
L3747[21:19:20] <gigaherz> my
"fallback" method would be
L3748[21:19:27] <gigaherz> to do the
normal raycast
L3749[21:19:37] <sprtnsniper553> wow that
is super tripy
L3750[21:19:43] <gigaherz> then use the
start/end point of the raycast as an AABB
L3751[21:19:51] <gigaherz> and then check
all the entities within that AABB
L3752[21:19:52] <williewillus> welp
there's a call
L3753[21:19:55] <gigaherz> if any of them
intersect
L3754[21:19:58] <williewillus> in
EntityEnderman
L3755[21:20:00] <gigaherz> but beforeI do
that
L3756[21:20:03] <williewillus> that does
exactly what you need
L3757[21:20:03] <williewillus> so
L3758[21:20:04] <gigaherz> I wantedto
know if I missed anything
L3759[21:20:05] <gigaherz> XD
L3760[21:20:11] <williewillus>
EntityEnderman#shouldAttackPlayer
L3761[21:20:29] <gigaherz> I'll take a
look at it
L3762[21:21:15] <gigaherz> nah that's not
what I need
L3763[21:21:46] <gigaherz> I'll jsut use
the AABB test
L3764[21:21:56] <sprtnsniper553> from a
nonminecraft POV, your idea should work
L3765[21:22:00] <gigaherz> it's not that
complicated ;P
L3766[21:22:11] <sprtnsniper553> let's
see if minecraft agrees with you lol
L3767[21:22:45] <gigaherz> well ifit
doesn't agree, I'll.. make it agree.
L3768[21:22:54] <gigaherz> I don't see
why this wouldn't work though ;P
L3769[21:23:20] <Darva> Yay! Item shows
up... apparently i was registering the model wrong somehow.
L3770[21:27:13] <sprtnsniper553> I've
been having weird issues with that too Darva
L3771[21:28:08] <Darva> What bugs me is,
I've had to combine code from two tutorials, each one saying that
their code was all that was needed.
L3772[21:28:15] <williewillus> ooh model
system questions
L3773[21:28:18] <williewillus> I can help
:3
L3774[21:28:28] <williewillus> Darva:
hopefully wasn't my doc that was bad :p
L3775[21:28:36]
⇨ Joins: Temportalist
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L3777[21:29:40] <sprtnsniper553> I was
using that too, its not as accurate as it claims to be
L3778[21:29:42] <williewillus> where is
the TE -> TESR class map?
L3779[21:29:50]
⇨ Joins: Ipsis
(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L3780[21:30:14] <sprtnsniper553> I'm
still having issues getting metadata blocks to get their freaking
textures
L3781[21:30:42] <williewillus> try this,
It's kinda geared at 1.7 modders porting but it should be helpful
too
L3783[21:31:25] <Darva> So far, i've got
Items working correctly, but blocks are fighting me.
L3784[21:31:59] <Darva> williewillus,
I've actually read through that, and it's part of what made me
decide to go ahead and get moving.
L3785[21:32:22] <williewillus> ah, nice
that it helped. What's wrong with your blocks?
L3786[21:32:28] <williewillus> well first
off, what kind of blocks?
L3787[21:33:20] <Darva> Both Simple
Blocks and Metadata based blocks... But, i think i just finished
the last kink.
L3788[21:34:26] <Darva> Hrrm, got the
simple block displaying in world, but not in inventory.
L3789[21:34:48] <williewillus> do you
have in "inventory" variant in the blockstate json
L3790[21:34:56] <williewillus> and call
setuCustomModelResourceLocation in code?
L3791[21:36:04] <Darva> Yes.
L3792[21:36:42] <Darva> I need a .json
file with the same name in assets/<modid>/models/items
right?
L3793[21:37:48] <gigaherz> so, I realized
the getMouseOver() method in the player entity does the same I
wanted to code, so I may as well take that
L3794[21:37:53] <gigaherz> and adapt it
to my needs
L3795[21:37:54] <gigaherz> XD
L3796[21:38:28] <gigaherz> I'm now
prettyfying it
L3797[21:39:15] <Darva> And, silly
question, but is it models/item, or models/items?
L3798[21:39:25] <gigaherz> models/item,
but textures/items
L3799[21:39:34] <gigaherz> by convention,
though
L3800[21:39:50] <gigaherz> well not just
convention, nevermind that
L3801[21:39:55] <gigaherz> the
blockstates file assumes block/
L3802[21:40:03] <Darva> thought so.
L3803[21:40:10] <gigaherz> sorry it's
4:40am ;p
L3804[21:40:35]
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L3806[21:42:11] <Darva> fixed.. Final
issue was my call to getItemModelMesher was getting passed a name
with the wrong capitilization.
L3807[21:42:29] <sprtnsniper553> darva,
if you set the parent in the .json for the item model of the block
to be the block model it will apply the same textures
L3808[21:42:54] <sprtnsniper553> ok,
nevermind you got it xD
L3809[21:43:28] <Darva> Heheh.
L3810[21:43:54] <sprtnsniper553> once you
figure out the issue with metadata block models, let me know
lol
L3811[21:43:59] *
Darva really wants to use :: and streams to simplify registering
models.
L3812[21:44:15] <gigaherz> Darva: if you
call itemmodelmesher, you probably use the old, deprecated
method
L3813[21:44:16] <gigaherz> XD
L3814[21:44:34] <Darva> If i don't call
it, it shows up in world, but not in inventory.
L3816[21:44:50] <williewillus> you don't
need a separate json for the item
L3817[21:44:51] <gigaherz> the new
method, is to call ModelLoader.setCustomModelResourceLocation
L3818[21:44:54] <gigaherz> but from
pre-init
L3819[21:45:04] <williewillus> it can all
be in your blockstate json
L3820[21:45:05] ***
Darkhax_AFK is now known as Darkhax
L3821[21:45:09] <gigaherz> and since a
few days/weeks ago, you don't even need the call to
addVariantName
L3822[21:45:12] <gigaherz> since Forge
does it internally
L3823[21:45:52] <williewillus> if you
read the part of my doc on item models, it explains how and why you
can use the forge blockstate json to avoid creating separate files
for everything
L3824[21:46:17] <Darva> K. I'll dig into
that after i get back from chasing my cat around the living room
with my micro drone, it just finished charging.
L3825[21:47:02] <williewillus> lol
L3826[21:50:32] <sprtnsniper553> Darva,
if you wanted to you could also create a separate renderer class
and register the block models from there
L3828[21:51:31] <williewillus> don't use
that method
L3829[21:51:38] <williewillus> use
ModelLoader.setCustomModelResourceLocation
L3830[21:51:47] <williewillus> that one
is old, from the early days of 1.8.0
L3831[21:51:51] <williewillus> not even
sure if it works anymore
L3832[21:52:10] <sprtnsniper553> It works
lol, but I'll look into that one
L3833[21:52:22] <williewillus> gonna add
a line about that to my doc :p
L3834[21:52:54] <sprtnsniper553> yay I
helped xD
L3835[21:53:55] <sprtnsniper553> okay, so
I added those changes to my tileentityblock class to save the NBT
during getDrops, but now the block just drops nothing when it's
harvested...
L3836[21:55:27]
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L3840[21:59:04] <gigaherz> ALMOST
L3841[21:59:11] <williewillus> what
:p
L3842[21:59:13] <gigaherz> entities DO
burn from my fire-beam
L3843[21:59:20] <gigaherz> but they only
burn when I'm close
L3844[21:59:23] <gigaherz> not at the
full reach of the beam
L3845[21:59:37] <shadekiller666> how far
is that reach?
L3846[21:59:40] <sprtnsniper553> you're
so close xD
L3847[21:59:52] <gigaherz> no more than
10 blocks away
L3848[21:59:58] <gigaherz> but entities
only burn at like 3-4 blocks away
L3849[22:00:24] <shadekiller666>
huh
L3850[22:02:51] <Darva> Ok, switched to
just using setCustom... during pre-init, instead of during init
with both methods, and it appears to work for items and simple
blocks. Yay!
L3851[22:08:08] <gigaherz> OH
L3852[22:08:12] <gigaherz> lol
L3853[22:08:17] <gigaherz> if
(pointedEntity != null && start.distanceTo(hitPosition)
> 3.0D)
L3854[22:08:28] <gigaherz> it was
hardcoded
L3855[22:08:28] <gigaherz> XD
L3856[22:09:15]
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L3858[22:10:52] <gigaherz> WORKS :D
L3860[22:12:43] <sprtnsniper553> that
looks really cool
L3862[22:12:59] <gigaherz> WIP mod
L3863[22:13:03] <gigaherz> been working
on it for a long while
L3864[22:13:07] <gigaherz> it's now
starting to take shape
L3865[22:14:47]
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L3866[22:15:50]
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L3867[22:16:27] <Darva> Trippy. I've got
my complicated model with meta based sub items... almost
working.
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L3869[22:16:51] <Darva> in inventory, the
model shows up, the texture doesn't. In world... it's
invisible.
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L3871[22:19:33] <sprtnsniper553> I have
the blocks showing up in my inv, but no texture is applying as
well
L3872[22:21:01] <Darva> I sorted that
out... was missing the <modid> part in the json referencing
the texture. It looks right in my inventory (Except for metadata
based changes), but still invisible in world.
L3873[22:23:30] <gigaherz> i hate Windows
10 sometimes
L3874[22:23:43] <sprtnsniper553> what's
wrong with W10?
L3875[22:24:01] <gigaherz> it just
decided to wake up my laptop from hivernation, close all the apps
without asking, and reboot to install updates
L3876[22:24:21] <shadekiller666> windows
7 did that
L3877[22:24:44]
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L3878[22:24:44] <gigaherz> no it did
not
L3879[22:24:47] <sprtnsniper553> just
turn auto updates off
L3880[22:24:50] <shadekiller666> yes it
did :P
L3881[22:24:52] <gigaherz> windows 7
never scheduled a reboot without asking
L3882[22:24:57] <gigaherz>
sprtnsniper553: you can't.
L3883[22:25:04] <gigaherz> there's
absolutely no way to disable automatic updating
L3884[22:25:31] <gigaherz> Microsoft got
fed up with people refusing to update, getting worms and such
L3885[22:25:35] <gigaherz> and thne
blaming Windows for an insecure OS
L3886[22:25:46] <shadekiller666> i'm
pretty sure W10 asked as well, you prob didn't see it
L3887[22:25:55] <gigaherz> Windows 10
tricks you
L3888[22:25:56] <gigaherz>
literally
L3889[22:26:08] <gigaherz> if you EVER
open the windows update settings dialog when it has installed
updates
L3890[22:26:21] <gigaherz> you implicitly
ask windows to schedule a reboot for you, at a time of its
chooseing
L3891[22:26:28] <gigaherz> and at best,
you can choose to delay it a few days
L3892[22:26:38] <gigaherz> there is NO
WAY to cancel the scheduled reboot.
L3893[22:26:41] <sprtnsniper553> ok, so
one of the more recent updates removed the option to manually
update
L3894[22:26:44] <shadekiller666>
solution: turn your computer off every once in a while
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L3897[22:26:59] <gigaherz> that's my
laptop, it's unrelated
L3898[22:27:05] <sprtnsniper553> now
there is only automatic and notify to schedule a restart
L3899[22:27:07] <gigaherz> this isn't
about the updates
L3900[22:27:09] <gigaherz> I don't mind
updating
L3901[22:27:16]
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L3902[22:27:23] <gigaherz>
sprtnsniper553: that option was never present
L3903[22:27:37] <shadekiller666> you know
what time my version of w10 choses to update? 3 AM
L3904[22:27:49] <shadekiller666> you know
what the computer is doing at 3 AM?
L3905[22:27:52] <shadekiller666>
nothing
L3906[22:28:01] <shadekiller666> cuz i
turn it off every night :P
L3907[22:28:02] <gigaherz> I have been on
the Insider program since before launch
L3908[22:28:11] <gigaherz> I have never
ever seen an option to update manually in win10
L3909[22:28:15] <sprtnsniper553> well its
5AM where he is I think lol
L3910[22:28:22] <gigaherz> yup 5:28
L3911[22:28:31] <sprtnsniper553> yeah, I
remembered
L3912[22:28:39] <sprtnsniper553> *high
five*
L3913[22:28:45] <gigaherz> this is the
laptop shadekiller666, I open the lid when I jump into bed
L3914[22:28:49] <gigaherz> watch a couple
vids
L3915[22:28:53] <gigaherz> and when I'm
sleepy enough
L3916[22:28:58] <gigaherz> I close the
lid and turn around
L3917[22:29:04] <gigaherz> I don't want
to think of shutting down
L3918[22:29:07] <gigaherz> that'd wake me
up again
L3919[22:29:14] <gigaherz> so yeah
Icomplain
L3920[22:29:17] <shadekiller666>
lol
L3921[22:29:21] <gigaherz> because every
time there's a new insider build
L3922[22:29:29] <gigaherz> Windows
chooses to ignore my policy settings
L3923[22:29:33] <shadekiller666> so you
can't really blame windows for having to restart itself every so
often
L3924[22:29:33] <Darva> Hosts file
solution? Heh.
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L3926[22:29:50] <gigaherz> and reinstalls
the "wake up to update" scheduled tasks
L3927[22:30:03] <gigaherz> no the problem
is the stupid update process
L3928[22:30:06] <gigaherz> which does an
in-place upgrade
L3929[22:30:16] <gigaherz> and then
imports the existing settings
L3930[22:30:19] <shadekiller666>
lol
L3931[22:30:23] <gigaherz> anything you
*DELETE*, it doesn't delete again
L3932[22:30:26] <gigaherz> so it's all
back
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L3934[22:30:30] <gigaherz> all the
scheduled tasks
L3935[22:30:32] <gigaherz> all the Metro
apps
L3936[22:30:43] <gigaherz> all the file
associations for said metro apps
L3937[22:30:56] <gigaherz> it's just
annoying
L3938[22:32:11] <Darva> Right... Blow up
the local copy of the files it's updating from, and then use hosts
to make whatever address windows update lives at resolve to
255.255.255.255. Updates should stop.
L3939[22:33:38] <gigaherz> I don't want
that
L3940[22:33:41] <gigaherz> I do want the
security updates
L3941[22:33:48] <gigaherz> I just don't
want Windows to keep waking the laptop up
L3942[22:33:57] <gigaherz> because it
does NOT put it back to sleep afterward.
L3943[22:34:10] <gigaherz> I'll just
delete the scheduled task again
L3944[22:34:12] <gigaherz> but it's
annoying
L3945[22:34:17] <tterrag> !gm
translateToLocalFormatted
L3946[22:34:17] <gigaherz> hence: I hate
Windows 10 sometimes.
L3947[22:34:23] <tterrag> the heck
L3948[22:34:30] <Darva> Odd, it doesn't
do that to my tablet.
L3949[22:35:25] <gigaherz> A tablet
doesn't hibernate, it just gets the screen powered off after a few
seconds
L3950[22:35:28] <tterrag> why isn't my
mod getting reobfed...
L3951[22:35:32] <tterrag> Matthew:
!
L3952[22:35:33] <gigaherz> :/
L3953[22:36:17]
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L3955[22:36:51] <tterrag> this should
work fine
L3956[22:37:14] <tterrag> decompiler says
no reobf happened
L3958[22:37:55] <gigaherz> way beyond my
knowledge of gradle
L3959[22:37:56] <tterrag> the normal jar
works
L3960[22:37:58] <tterrag> what am I
missing
L3961[22:38:01] <tterrag> AbrarSyed: pls
help
L3962[22:49:22]
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L3965[22:54:39] <RANKSHANK> Does anyone
know why ModelDynBucket wraps its loader in an internal enum as
opposed to implementing ICustomModelLoader itself?
L3966[22:57:44]
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L3968[22:58:21] <gigaherz> there :3
L3969[22:58:31] <gigaherz> the beams now
intersect with entities on the client rendering code too
L3970[22:58:32] ***
Darkhax is now known as Darkhax_AFK
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L3972[22:59:37] <tterrag> BlayTheNinth:
why do crafting tweaks buttons not make noise
L3973[22:59:46]
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L3975[23:00:40] <BlayTheNinth> they
should be, I don't do anything to the sound
L3976[23:02:25] <Darva> Gah, wait.. Do i
have to have a different model for each subblock, even if the only
difference is texture?
L3977[23:02:32] <Darva> err... each block
state.
L3978[23:02:32] <gigaherz> no
L3979[23:02:39] <gigaherz> that's the
beauty of the forge blockstates
L3980[23:02:41]
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L3981[23:02:47] <gigaherz> you don't need
model files at all ;p
L3982[23:03:27] <Darva> These aren't
standard cubes, so sadly, i do need the .json model file.
L3983[23:04:17] <tterrag> BlayTheNinth:
just installed the 1.8.9 version, no sound
L3984[23:04:19] <gigaherz> well
nevertried to put the elements stuff inside the blockstates
L3985[23:04:19] <gigaherz> but
L3986[23:04:25] <gigaherz> you can reuse
the same model
L3987[23:04:28] <gigaherz> and just
replace textures
L3989[23:04:30] <BlayTheNinth> do other
button sounds work tterrag?
L3990[23:04:32]
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L3991[23:04:43] <tterrag> yup
L3992[23:04:45]
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L3993[23:05:05] <Darva> Hrrm, that's what
i'm trying to do.
L3994[23:05:34] <Darva> Problem must be
somewhere else then... Still showing invisible in the world. Almost
right in inventory. (Shows the right model, but only the texture
from the first blockstate)
L3995[23:05:55] <BlayTheNinth> tterrag,
ah, I'm cancelling ActionPerformedEvent.Pre which makes it not get
to the playPressSound
L3996[23:06:03] <tterrag> .-.
L3997[23:06:11] <SSBlur> Hey, hate to pop
in just for a question, but does anyone bychance know how to get
the model attached to a blockstate programmatically, and, beyond
that, a way to get all textures that are a part of that
model?
L3998[23:06:42] <sprtnsniper553> giga,
what do you use to model those items?
L3999[23:06:47] <gigaherz> SSBlur:
L4000[23:06:53] <gigaherz> oops didn't
mean to press enter yet
L4001[23:07:37] <gigaherz>
sprtnsniper553: I do the modelling in Rhinoceros 3D
L4002[23:07:49] <gigaherz> it's not the
best, but I like it
L4003[23:08:04] <gigaherz> it's a bit of
manual work, almost haveto draw the polygons one by one
somtimes
L4004[23:08:22] <gigaherz> but I use a
lot of geometric shapes, that I can build up using
copy+rotate
L4005[23:08:39]
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L4006[23:08:43] <gigaherz> for the
textures, photoshop+paint.net
L4007[23:09:13] <gigaherz> SSBlur: so I
meant to say, I don't know exactly how to do it
L4008[23:09:32] <gigaherz> but based on
what I know about blockstates, you'll want the model before baking,
if you want to know the textures
L4009[23:09:47] <gigaherz> because the
baked model doesn't know the names, only has the baked UV
coords
L4010[23:10:14] <SSBlur> Ah, okay.
L4011[23:10:19] <gigaherz> what do you
need it for?
L4012[23:10:43] <SSBlur> Basically, I
need to fetch textures dynamically from blocks for a 'Compressed'
block to use.
L4013[23:10:56] <gigaherz> hmm
L4014[23:11:08] <SSBlur> I like 1.8.9,
but the update made this specifically very difficult.
L4015[23:11:23] <SSBlur> Because I can't
just fetch the Block's IIcon.
L4016[23:11:36] <gigaherz> couldn't you
like, add a new layer on top, with a translucent overlay?
L4017[23:11:52] <SSBlur> I do.
L4018[23:12:03] <SSBlur> But some blocks
are not cubic models.
L4019[23:12:09] <gigaherz> ah right
L4020[23:12:16] <gigaherz> hmmm
L4021[23:12:29] <gigaherz> best approach
I can think of
L4022[23:12:35] <gigaherz> would be to
work at IModel level
L4023[23:12:44] <SSBlur> Mmm
L4024[23:12:55] <gigaherz> make an
ICustomModelLoader that depends on the blocks you want
compressible
L4025[23:13:08] <SSBlur> Ugh
L4026[23:13:19] <gigaherz> well, an
ICustomModelLoader that returns an IModel that depends on the
blocks
L4027[23:13:28] <gigaherz> then on the
IModel, you can do ModelLoader.getModel
L4028[23:13:35] <SSBlur> I intend to,
but
L4029[23:13:36] <gigaherz> and assuming
the model is an IRetexturableModel
L4030[23:13:52] <gigaherz> you can slap
the modified texture into it using the retexture method
L4031[23:13:54] <gigaherz> before
bake()
L4032[23:14:00] <SSBlur> I can't make
that assumption safely, though, can I?
L4033[23:14:19] <gigaherz> if it's not
retexturable, you can't make the assumption at all
L4034[23:14:26] <gigaherz> as in, you
should considerit non-compressible also
L4035[23:14:34] <gigaherz> but the
vanilla json models
L4036[23:14:35] <gigaherz> the obj
loader
L4037[23:14:38] <gigaherz> and theb3d
loader
L4038[23:14:41] <gigaherz> all 3 are
retexturable
L4039[23:14:51] <SSBlur> I understand
this.
L4040[23:15:07] <SSBlur> Wait, are JSON
models loaded in as proper IModels?
L4041[23:15:12] <gigaherz> yes
L4042[23:15:21] <gigaherz> yo ucan get
them using ModelLoader.getModel so far as I know
L4043[23:15:27] <SSBlur> Oh,
awesome
L4044[23:15:33] <SSBlur> The More You
Know
L4045[23:15:39] <gigaherz> the advantage
with the IModel, is that you can call getTextures on those models
;P
L4046[23:16:00] <SSBlur> Well, thanks for
the help.
L4047[23:16:05] <gigaherz> np
L4048[23:16:09] <gigaherz> just one last
thing
L4049[23:16:25] <gigaherz> make your
ICustomModelLoader accept only some string that isn't going to
collide with stuff
L4050[23:16:47] <gigaherz> since every
single resource location gets iterated through all the loaders, and
the first one to retur ntrue from accept() gets it
L4051[23:17:41] <gigaherz> my suggestion
to other people has been like
"modid:internal/model_name"
L4052[23:18:45] <gigaherz> gah 6:18
L4053[23:18:48] <gigaherz> gotta
sleep
L4054[23:18:51] <gigaherz>
"night" ppl
L4055[23:18:54] <SSBlur> Okay
L4056[23:18:58] <SSBlur> G'night
L4057[23:19:05] ***
gigaherz is now known as ghz|afk
L4058[23:21:47] <Darva> Can someone take
a look at my blockstate, and see if they have any guesses as to why
the block is rendering completely invisible in world? (I.e. it does
the see thru thing, making the block it's on invisible)
http://pastebin.com/D1CA1xfQ
L4059[23:22:44]
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L4060[23:23:14] <Sandra> Darva, I'll need
the Block class.
L4061[23:23:32] <Sandra> that, or your
model has no quads.
L4062[23:24:01] <Sandra> or your textures
are transparent.
L4063[23:24:38]
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L4064[23:25:02] <Darva> Shows exactly as
expected in inventory. One sec on block class.
L4066[23:26:06] <Sandra> Darva, don't
extend BlockContainer.
L4067[23:26:18] <Sandra> implement
ITileEntityProvider.
L4068[23:27:26]
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L4069[23:27:56] <Darva> Changed. I just
realized i wasn't 100% accurate when I said it displays as expected
in inventory. In inventory it only shows the texture for
Tier1
L4070[23:28:21] <Sandra> Darva, well
that's because you map all 3 metas to the inventory state.
L4071[23:28:26] <Darva> ... Really,
changing the block type was all that was necessary to make it show
in world? Sheesh.
L4072[23:28:39] <Sandra> Darva,
yeah.
L4073[23:28:50] <Darva> In
registerModel?
L4074[23:29:05] <Sandra> because
BlockContainer overrides getRenderType() to return -1, aka TESR
only.
L4075[23:29:12] <AbrarSyed> tterrag,
sorry what/
L4076[23:29:21] <Sandra> 3 is what you
want, which is the default.
L4077[23:29:37] <williewillus> -1 is skip
all
L4078[23:29:40] <Darva> Ahh. This was a
TESR Previously.
L4079[23:29:41] <williewillus> 1 is tesr
only
L4080[23:29:43] <williewillus> *2
L4081[23:29:45] <williewillus> 1 is
fluids
L4082[23:29:53] <williewillus> afaik at
least :p
L4083[23:30:07] <Sandra> oh it's skip all
then.
L4084[23:30:09] <Sandra> but yeah.
L4085[23:30:17] <Sandra> Darva,
yes.
L4086[23:30:53] <Darva> Ok, Sweet. Block
rendering works now, item rendering works now... yay. On to the
meat of the mod actually functioning.
L4087[23:30:55] <Sandra> map the items to
"tier=tier1", and etc.
L4088[23:31:17] <Sandra> rather than
"inventory".
L4089[23:31:29] <Darva> Yup, That's what
i did, and it fixed it. :)
L4090[23:33:20] <Darva> Thank you very
much.
L4091[23:33:27]
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for inactivity)
L4092[23:34:02] <Sandra> btw, instead of
saying "tier=tier1": {}, "tier=tier2": {} you
can go "tier": {"tier1": {}, "tier2":
{}}.
L4093[23:34:22] <Sandra> doesn't really
help a whole lot here, but if there's any more states it helps a
LOT.
L4094[23:36:48] *
Darva makes a note.
L4095[23:37:33] <Sandra> saying
"tier=tier1" means that that is the exact state
name.
L4096[23:37:55] <Sandra> while the second
version, forge makes up from all the matching states.
L4097[23:38:35]
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L4098[23:45:15]
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L4099[23:48:23] <tterrag> BlayTheNinth:
!! your latest craftingtweaks crashes on a server
L4100[23:48:32] <tterrag> wait
L4101[23:48:32] <tterrag> no
L4102[23:48:35] <tterrag> java 8
-_-
L4103[23:52:26]
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L4104[23:55:49] <BlayTheNinth> yeah, I
may have to backport it
L4105[23:55:55] <BlayTheNinth> since
apparently we're going to be stuck on Java 6 for all eternity
L4106[23:56:54] <Darva> Odd how there's a
push to upgrade MC versions, but not Java versions.
L4107[23:56:56] <tterrag> !gc aak
L4108[23:57:09] <williewillus> eh, JEI
requires 8
L4109[23:57:28] <williewillus> which,
gievn its position, means most mods can safely require 8 :p
L4110[23:57:30]
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L4111[23:57:42] <McJty> I think it is
stupid to go below java 8 now
L4112[23:58:17]
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L4113[23:58:33]
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L4114[23:58:37] <mezz> jei requires 7
since it doesn't need 8 features
L4115[23:58:47]
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L4116[23:58:48] <mezz> generally people
should use 8 though
L4117[23:59:24] <sprtnsniper553> Darva:
can you help me with the sub blocks? I can get the block texture to
render using what Sandra told you to do, but how did you specify
the inventory model location?
L4118[23:59:25]
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L4119[23:59:50] <tterrag> williewillus:
no it doesn't