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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
L98[01:32:49] <Dagarath> http://pastebin.com/HkbrTpwx
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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
L145[01:41:08] <Darkevilmac> aaand the TESR is https://github.com/darkevilmac/archimedes-ships-plus/blob/master/src/main/java/darkevilmac/archimedes/client/render/TileEntityGaugeRenderer.java
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
L218[02:05:58] <killjoy> http://minecraft.curseforge.com/projects/mnmutils/files
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.
L227[02:07:21] <killjoy> http://www.curse.com/mc-mods/minecraft/232960-mnmutils#t1:other-downloads
L228[02:07:24] <Darkevilmac> shadekiller666, I tried changing it to something else again and I just made an even bigger mess.... https://up1.ca/#TYwz6hr89rgKuLdnwLLGww
L229[02:07:25] <killjoy> the curse page
L230[02:07:37] <ZaggyMobile2> So you need to interpolate in the renderer
L231[02:08:29] <jadedcat> Just title it something like "Curse.com version list is not syncing with CurseForge" http://support.curse.com/hc/en-us killjoy
L232[02:09:10] <jadedcat> I'm not at computer right now, so I can't take care of it myself. Sorry :(
L233[02:09:34] <BlayTheNinth> tterrag, it comes from https://github.com/blay09/RefinedRelocation2/blob/master/src/main/java/net/blay09/mods/refinedrelocation2/client/ClientProxy.java#L163, grabbed from models/item/toolbox.json
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?
L246[02:12:23] <tterrag> this is what I see http://puu.sh/mwofy.png
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
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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
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L300[02:28:30] <tterrag> it matches exactly
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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
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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.
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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?
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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.
L392[02:57:16] <tterrag> asie: http://pastebin.com/zWaW3izQ
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
L435[03:09:21] <tterrag|ZZZzzz> luacs1998: https://github.com/Chisel-Team/Chisel/blob/1.7/dev-3.0/src/main/java/team/chisel/item/chisel/ChiselMode.java#L105
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.
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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
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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
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L481[03:46:15] <Dagarath> just required a little if(player != null) hehe
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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
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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
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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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L535[05:24:32] <Ivorius> Ordinastie: https://github.com/MrTJP/ProjectRed/blob/master/build.gradle Found this
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?
L561[05:45:48] *** ghz|afk is now known as gigaherz
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
L643[06:02:27] <diesieben07> McJty, http://pastebin.com/HgyMy2Jt
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
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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
L730[07:57:26] <McJty> http://modwiki.temporal-reality.com/mw/index.php/Render_Block_TESR_/_OBJ-1.8.9
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
L734[07:58:10] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/RenderingStuffs.java
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
L748[07:59:23] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/RenderingStuffs.java#L86
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] ⇦ Quits: Wolwrig (~Wolwrig@2602:ffe8:200::7f1e:61de) (Ping timeout: 186 seconds)
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
L873[08:25:55] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/RenderingStuffs.java#L76
L874[08:26:40] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/TESREnderRift.java#L29
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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> -=
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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
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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...
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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)
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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?
L954[08:48:35] <Lordmau5> this, basically: https://i.lordmau5.com/1452869294-549.txt
L955[08:48:56] <Lordmau5> "NBT Read" at the top -> tank was just built and validated
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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)
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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.
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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
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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?
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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] *** RichardG_ is now known as RichardG
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
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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:
L1051[09:17:42] <Temportalist> https://www.irccloud.com/pastebin/0xcYQqXA/
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
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L1062[09:23:38] <Temportalist> diesieben07: Ordinastie:
L1063[09:23:41] <Temportalist> https://www.irccloud.com/pastebin/uMwalfEw/
L1064[09:24:15] <diesieben07> yes
L1065[09:24:16] <Ordinastie> yup
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L1067[09:28:57] <Temportalist> PaleoCrafter: you here?
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L1070[09:31:33] <Temportalist> PaleoCrafter: is there a better way to do this?:
L1071[09:31:36] <Temportalist> https://www.irccloud.com/pastebin/WbvtnJXL/
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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
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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
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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
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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
L1109[09:48:24] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/textures/gui/generator.png
L1110[09:48:26] <TechDG> so the image itself doesnt resize with it
L1111[09:48:30] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/textures/gui/interface.png
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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
L1121[09:50:08] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/textures/gui/Energy.png
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
L1126[09:50:53] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/textures/gui/Energy.png%20License.txt
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
L1130[09:51:49] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/gui/GuiGenerator.java#L114
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
L1141[09:52:40] <TechDG> http://bedrockminer.jimdo.com/modding-tutorials/advanced-modding/
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
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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
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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
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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
L1180[09:55:42] <gigaherz> [16:51] (gigaherz): https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/gui/GuiGenerator.java#L114
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...
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L1192[09:58:04] <gigaherz> M4thG33k: https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/blockstates/blockGenerator.json
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
L1208[10:00:07] <Ordinastie> https://github.com/Ordinastie/MalisisCore/blob/1.8/src/main/java/net/malisis/core/renderer/MalisisRenderer.java#L374-L380
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
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L1211[10:02:02] <Lordmau5> http://pastebin.com/6utxNUMg
L1212[10:02:04] <Lordmau5> both are in there
L1213[10:02:08] <Lordmau5> Block class first, then Tile
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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
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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)?
L1231[10:05:12] <gr8pefish> <gr8pefish> Relevant code: https://github.com/gr8pefish/IronBackpacks/blob/dev-1.8.9/src/main/java/gr8pefish/ironbackpacks/items/backpacks/ItemBackpackSubItems.java and https://github.com/gr8pefish/IronBackpacks/blob/dev-1.8.9/src/main/java/gr8pefish/ironbackpacks/items/backpacks/BackpackEnum.java
L1232[10:05:18] <Wuppy> I honestly can't decide if life is currently absolute shit or really, really good :P
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L1234[10:05:41] <gr8pefish> What about somewhere in between? :P
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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
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L1253[10:08:35] <gigaherz> if your items will change the model (texture) based on NBT
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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
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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
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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
L1296[10:13:07] <Temportalist> Ordinastie: so far: https://gist.github.com/anonymous/e5da5b189bcafb4a5a11
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 });
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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", ...);
L1321[10:16:04] <williewillus> refer to this :p https://docs.google.com/document/d/1c8uipS3BOe0BQKH6-kVFCQh8BaXOdRn8SFaAa7HmgWU/edit#heading=h.u876vxd0orrv
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
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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...
L1334[10:17:14] <Lordmau5> http://pastebin.com/6utxNUMg
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:
L1338[10:18:20] <Temportalist> https://www.irccloud.com/pastebin/WIlRjGIj/
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
L1343[10:19:44] <M4thG33k> Here's the blockstate: https://goo.gl/7ppgaI and the block class: https://goo.gl/kpn1O2
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
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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?
L1362[10:23:48] <Lordmau5> changed markForUpdat eto look like this https://i.lordmau5.com/1452875020-553.txt
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
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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] ⇦ Quits: ZaggyMobile2 (~Zaggy1024@174-20-13-82.mpls.qwest.net) (Read error: Connection reset by peer)
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
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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?
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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
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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] ⇦ Quits: DjSams (~DjSams@5-13-217-31.residential.rdsnet.ro) (Read error: Connection timed out)
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] ⇨ Joins: DjSams (~DjSams@5-13-217-31.residential.rdsnet.ro)
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
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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
L1563[10:44:35] <simon816> gravityfox, https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/java/net/minecraftforge/fml/common/Mod.java#L96
L1564[10:44:45] <unascribed> https://unascribed.com/i/34990c5c.png
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
L1575[10:48:39] <gigaherz> meanwhile: http://survivetheark.com/index.php?/forms/2-international-modding-contest/
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
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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*
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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
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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
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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)
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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
L1687[11:06:14] <Lordmau5> gigaherz, current status: https://i.lordmau5.com/1452877569-554.txt
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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*
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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
L1731[11:18:39] <williewillus> but anyways https://github.com/williewillus/Documentation/blob/8e5dfa955cb9460068847d22b52b781ce1dd3832/docs/concepts/sides.md
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
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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
L1755[11:24:41] <Lordmau5> as I said, these debug prints: https://i.lordmau5.com/1452877569-554.txt
L1756[11:25:00] <Lordmau5> right before "Tank built!" it get's the valid: true
L1757[11:25:02] <williewillus> this might be an overcomplicated solution but M4thG33k https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/client/render/tile/RenderTilePylon.java#L54
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
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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
L1914[13:24:16] <undeadparrot> http://i.imgur.com/8dfMTat.jpg my current version
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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L1927[13:33:56] <IoP> http://pastebin.com/iej71T0d Any ideas? (1.7.10 crash in mod discovery)
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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
L1959[13:42:26] <diesieben07> fully NIO class: https://goo.gl/4FQ0id
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
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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 '{"
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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
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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 <>
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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
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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.
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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
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L2073[14:14:35] <Dagarath> they also work really great as toboggans
L2074[14:15:21] <Dagarath> together they form a Diamond, literally..
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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
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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.
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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
L2093[14:23:31] <undeadparrot> http://i.imgur.com/LKCrMWb.jpg
L2094[14:23:40] <sham1> Well seeing as the largest portion of java versions used is 6...
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L2098[14:26:17] <shadekiller666> williewillus: http://imgur.com/aLghcPL and heres the code responsible: https://github.com/shadekiller666/MinecraftForge/blob/OBJ_Loader/src/test/java/net/minecraftforge/debug/ModelLoaderRegistryDebug.java#L1008-L1284
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+
L2108[14:28:25] <shadekiller666> https://github.com/shadekiller666/MinecraftForge/blob/OBJ_Loader/src/test/resources/assets/forgedebugmodelloaderregistry/blockstates/OBJCustomDataBlock.json
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] ⇨ Joins: Pennyw95 (~Dr.Benway@151.36.78.139)
L2122[14:32:11] <PaleoCrafter> shadekiller666, what if it was actually Kotlin? :P
L2123[14:32:15] <Dagarath> Honestly, this is the only thing I care to use diamond operators for but I love this http://pastebin.com/25sJ5RiD
L2124[14:32:40] ⇨ Joins: DiaLight (~DiaLight@ip212-109-15-145.sampo.ru)
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
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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] ⇨ Joins: DiaLight (~DiaLight@ip212-109-15-145.sampo.ru)
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] ⇦ Quits: DiaLight (~DiaLight@ip212-109-15-145.sampo.ru) (Client Quit)
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] ⇨ Joins: AEnterprise (AEnterpris@kiwi.bnc4free.com)
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"
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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
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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
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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
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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
L2318[15:02:56] <Lordmau5> https://i.lordmau5.com/1452891770-559 as to why there is a "RAY" in the front of it
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] ⇦ Quits: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl) (Ping timeout: 189 seconds)
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] ⇨ Joins: AbsentThirdEye (~Subconcio@cpe-65-28-43-97.wi.res.rr.com)
L2328[15:04:00] <gigaherz> Pennyw95: can't do wrapping
L2329[15:04:02] <Lordmau5> line in question https://i.lordmau5.com/1452891839-560
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
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L2376[15:08:33] <PaleoCrafter> and I wish I had the cedille on mine :/
L2377[15:08:34] <gigaherz> `^´
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L2379[15:08:44] <gigaherz> angry bird.
L2380[15:08:45] <XDjackieXD> :P
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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
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L2409[15:11:11] <gigaherz> uh?
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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
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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?
L2437[15:15:31] <Lordmau5> oh also: how can I make glass - https://i.lordmau5.com/1452892497-562 - render like it's seen there? https://i.lordmau5.com/1452892528-563
L2438[15:15:36] <Lordmau5> 2nd one is how it's rendering currently
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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
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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?
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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
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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?
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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
L2506[15:26:54] <Lordmau5> https://i.lordmau5.com/1452893211-564
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
L2532[15:31:38] <Lordmau5> https://i.lordmau5.com/1452893496-565
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
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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
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L2574[15:38:13] <williewillus> tterrag: the floating flowers have to translate the position of the flower model before combining it with the island: https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/client/model/FloatingFlowerModel.java#L122-L145
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
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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] ⇦ Parts: VapourDrive (~vapourdri@64.229.123.125) ())
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
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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
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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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L2732[16:08:39] <Pennyw95> What do you think of this? Lava looks alright but transparent fluids like water..meh http://imgur.com/a/GOhAy
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
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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?
L2827[16:31:57] <fry> no
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
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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
L2910[17:07:47] <Lordmau5> https://i.lordmau5.com/1452899265-566
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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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L2937[17:13:52] <Pennyw95> http://pastebin.com/sE0fnJkt
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
L2943[17:14:59] <undeadparrot> http://i.imgur.com/RCj6AtI.jpg Finally!
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
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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
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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 :)
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L2964[17:21:04] <Lordmau5> ergh Pennyw95
L2965[17:21:04] <Lordmau5> https://i.lordmau5.com/1452900060-567
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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
L2979[17:24:55] <Lordmau5> https://i.lordmau5.com/1452900288-568.txt <- Pennyw95
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
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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
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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
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L3022[17:31:25] <Lordmau5> just this then?
L3023[17:31:26] <Lordmau5> https://i.lordmau5.com/1452900683-569
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
L3039[17:34:07] <Lordmau5> GOOOOOOOOOOOOOOOOOD https://i.lordmau5.com/1452900840-570 :o
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
L3055[17:35:43] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/WailaProviders.java
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
L3058[17:36:12] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/EnderRiftMod.java#L138
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
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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
L3075[17:38:26] <Lordmau5> another interesting thing: https://i.lordmau5.com/1452901098-573
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
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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
L3107[17:46:45] <Lordmau5> I do my preGL stuff, but that is this method https://i.lordmau5.com/1452901598-574
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
L3111[17:47:23] <Lordmau5> https://i.lordmau5.com/1452901640-575.txt
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] ⇦ Quits: Samario (~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Quit: Leaving)
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
L3128[17:49:05] <Lordmau5> ayy there we go https://i.lordmau5.com/1452901742-576
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
L3177[17:55:48] <Lordmau5> somewhat...? https://i.lordmau5.com/1452902144-577
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
L3219[18:01:55] <Lordmau5> woo! https://i.lordmau5.com/1452902512-578
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
L3225[18:04:15] <Lordmau5> gigaherz, https://i.lordmau5.com/1452902652-579
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] ⇦ Quits: shadekiller666 (~shadekill@adsl-108-80-76-14.dsl.lsan03.sbcglobal.net) (Read error: Connection reset by peer)
L3230[18:07:30] *** kroeser|away is now known as kroeser
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
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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] *** Mowmaster is now known as Mowmaster_Mobile
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...
L3245[18:14:12] <Lordmau5> https://i.lordmau5.com/1452903240-581
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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
L3257[18:18:47] <Lordmau5> https://i.lordmau5.com/1452903521-583
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?
L3264[18:20:02] <Lordmau5> https://i.lordmau5.com/1452903600-584
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
L3272[18:22:05] <Lordmau5> Block class: https://i.lordmau5.com/1452903720-586
L3273[18:22:51] <Lordmau5> Tile: https://i.lordmau5.com/1452903753-587
L3274[18:22:54] <Lordmau5> @ Pennyw95
L3275[18:23:13] ⇦ Quits: cppchriscpp (~cppchrisc@c-76-24-45-127.hsd1.nh.comcast.net) (Killed (NickServ (GHOST command used by cppchriscpp[ghost])))
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
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L3282[18:25:13] <Pennyw95> hm
L3283[18:25:29] ⇦ Quits: Upth (~ogmar@108-85-88-195.lightspeed.frokca.sbcglobal.net) (Ping timeout: 189 seconds)
L3284[18:25:40] ⇨ Joins: RANKSHANK (~Michael@ppp121-44-98-241.lns20.syd4.internode.on.net)
L3285[18:26:13] <Pennyw95> how does it look?
L3286[18:26:16] ⇨ Joins: Upthorn (~ogmar@108-85-88-195.lightspeed.frokca.sbcglobal.net)
L3287[18:26:22] ⇦ Parts: RANKSHANK (~Michael@ppp121-44-98-241.lns20.syd4.internode.on.net) ())
L3288[18:26:25] ⇨ Joins: Upth (~ogmar@108-85-88-195.lightspeed.frokca.sbcglobal.net)
L3289[18:26:30] <Lordmau5> https://i.lordmau5.com/1452903864-590
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
L3295[18:28:10] <tterrag> any suggestions how to clean this unholy mess up? :P http://puu.sh/mxfCp.txt
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
L3300[18:28:52] <Lordmau5> https://i.lordmau5.com/1452904127-591.txt - there ya go
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] ⇦ Quits: DjSams (DjSams@5-13-153-75.residential.rdsnet.ro) (Ping timeout: 186 seconds)
L3306[18:29:31] <Lordmau5> still can't get over the thing with "shouldRefresh" ... *facedesk*
L3307[18:29:48] ⇦ Quits: LexMobile (uid15621@id-15621.highgate.irccloud.com) (Quit: Connection closed for inactivity)
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
L3351[18:41:54] <shadekiller666> willieaway, i'm about to remove the Botania Pylon code from the example mod, heres what it looks like now: https://gist.github.com/shadekiller666/21e0c892cccc5618dec8
L3352[18:43:27] <killjoy> Has anyone used a SmartBook (McGraw Hill)?
L3353[18:44:22] ⇨ Joins: DarkEvilMac (Darkevilma@our.pi.equals-3.14.elitebnc.org)
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] ⇦ Quits: Szernex (~Szernex@178-191-95-118.adsl.highway.telekom.at) (Read error: Connection reset by peer)
L3360[18:48:25] <gigaherz> killjoy: is that like, a device, or just an app?
L3361[18:48:33] ⇨ Joins: VoxelV (~VoxelVort@129.101.31.85)
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] ⇨ Joins: RANKSHANK (~Michael@ppp121-44-98-241.lns20.syd4.internode.on.net)
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
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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
L3418[18:59:35] <TehNut> https://github.com/MinecraftForge/MinecraftForge/commit/9a737b0c906d2dd7d9a679eb099ff733b8f31453
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
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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
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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
L3469[19:39:23] <Lordmau5> even though this does not make sense :D https://i.lordmau5.com/1452908357-593
L3470[19:42:59] <gigaherz> heh
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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?
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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
L3492[19:47:17] <Lordmau5> https://i.lordmau5.com/1452908833-596.txt
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
L3509[19:49:50] <Lordmau5> looking like this btw https://i.lordmau5.com/1452908984-597.txt
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
L3524[19:55:35] <Lordmau5> https://i.lordmau5.com/1452909332-598.txt
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
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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 :^)
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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
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L3592[20:04:35] <Darva> Nm, there's instructions on how to figure out a correct value.
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L3597[20:05:23] <Lordmau5> gotta drop on over to Gmod \o
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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
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L3608[20:18:49] <Darva> gigaherz Thanks.
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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.
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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
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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*
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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.
L3642[20:44:44] <gigaherz> made myself a patreon :3 https://www.patreon.com/gigaherz -- and yes that's me
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.
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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?
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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
L3670[20:56:40] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/tape/BlockPackaged.java
L3671[20:56:53] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/tape/ItemPackaged.java
L3672[20:57:26] <williewillus> 2welp
L3673[20:57:32] <williewillus> I just found the easiest solution
L3674[20:57:35] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/tape/BlockPackaged.java#L89
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
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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
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L3700[21:05:05] <gigaherz> (the removeTag thing isn't needed)
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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
L3710[21:08:23] <tterrag> https://github.com/SleepyTrousers/EnderCore/blob/master/src/main/java/com/enderio/core/common/BlockEnder.java#L112-L146
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
L3715[21:09:52] <williewillus> I do this https://gist.github.com/williewillus/5e08df856eeb1a64a32b
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
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L3727[21:15:48] <tterrag> williewillus: I got this working today :P http://puu.sh/mxiGn.jpg
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
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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
L3746[21:19:15] <tterrag> this will mess with your perspective as well :P http://puu.sh/mv4t7.jpg
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
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L3776[21:29:19] <Darva> I'm looking at http://modwiki.temporal-reality.com and http://bedrockminer.jimdo.com atm.
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?
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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
L3782[21:30:43] <williewillus> https://docs.google.com/document/d/1c8uipS3BOe0BQKH6-kVFCQh8BaXOdRn8SFaAa7HmgWU/edit
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
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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.
L3815[21:44:39] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/client/ClientProxy.java#L48
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
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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
L3827[21:50:42] <sprtnsniper553> I have this method doing that http://pastebin.com/meiT7Qpc
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...
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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
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L3858[22:10:52] <gigaherz> WORKS :D
L3859[22:10:54] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-01-16-0509-53.mp4
L3860[22:12:43] <sprtnsniper553> that looks really cool
L3861[22:12:57] <gigaherz> http://minecraft.curseforge.com/projects/elements-of-power
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
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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
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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
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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
L3933[22:30:29] ⇨ Joins: Poppy (~Poppy@chello085216146055.chello.sk)
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] ⇦ Quits: Poppy (~Poppy@chello085216146055.chello.sk) (Ping timeout: 189 seconds)
L3954[22:36:43] <tterrag> https://github.com/creatubbles/ctb-mcmod/blob/1.8/build.gradle#L83
L3955[22:36:51] <tterrag> this should work fine
L3956[22:37:14] <tterrag> decompiler says no reobf happened
L3957[22:37:20] <tterrag> http://puu.sh/mxssM.png
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
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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?
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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
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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
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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
L3988[23:04:29] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/blockstates/blockEnderRift.json
L3989[23:04:30] <BlayTheNinth> do other button sounds work tterrag?
L3990[23:04:32] ⇨ Joins: SSBlur (~SSBlur@150.216.254.196)
L3991[23:04:43] <tterrag> yup
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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
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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] ⇦ Quits: Delaxarnyazer (~Delaxarny@ip56572345.direct-adsl.nl) (Ping timeout: 198 seconds)
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] ⇨ Joins: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300)
L4064[23:25:02] <Darva> Shows exactly as expected in inventory. One sec on block class.
L4065[23:25:39] <Darva> http://pastebin.com/AT0njSR7
L4066[23:26:06] <Sandra> Darva, don't extend BlockContainer.
L4067[23:26:18] <Sandra> implement ITileEntityProvider.
L4068[23:27:26] ⇦ Quits: Fridtjof (prassel@fridtjof.xyz) (Ping timeout: 189 seconds)
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] ⇦ Quits: Temportalist (uid37180@id-37180.charlton.irccloud.com) (Quit: Connection closed 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] ⇦ Quits: vsg1990 (~vsg1990@pool-74-110-57-203.bflony.fios.verizon.net) (Quit: Leaving)
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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] ⇦ Quits: Brokkoli (~Brokkoli@x55b02c6a.dyn.telefonica.de) (Ping timeout: 198 seconds)
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] ⇨ Joins: Brokkoli (~Brokkoli@f054250141.adsl.alicedsl.de)
L4111[23:57:42] <McJty> I think it is stupid to go below java 8 now
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L4113[23:58:33] ⇨ Joins: AforAnonymous (bitch2k@212.108.38.219)
L4114[23:58:37] <mezz> jei requires 7 since it doesn't need 8 features
L4115[23:58:47] ⇦ Quits: Upth (~ogmar@108-85-88-195.lightspeed.frokca.sbcglobal.net) (Ping timeout: 189 seconds)
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] ⇨ Joins: Upthorn (~ogmar@108-85-88-195.lightspeed.frokca.sbcglobal.net)
L4119[23:59:50] <tterrag> williewillus: no it doesn't
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