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L35[01:42:55] <McJty> Hmm. I have a block with a relatively complex blockstate. It works fine but when the player holds it in his hand it is huge: https://bpaste.net/show/665a1fa191fa
L36[01:43:12] <McJty> How can I scale down the 3rd person inventory model?
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L40[01:53:29] <tterrag> McJty: pic of how it looks?
L41[01:53:43] <tterrag> oh wow, you're using a normal model file
L42[01:54:02] <tterrag> that's weird O.o maybe you need to apply some transformations in the inventory block?
L43[01:55:44] <McJty> I tried but not sure about the exact syntax to do this
L44[01:56:19] <McJty> It is a bit of a complex blockstate
L45[01:56:42] <tterrag> well the TRSR should be mostly consistent between variants
L46[01:56:50] <McJty> TRSR?
L47[01:56:59] <tterrag> translation-rotation-scale-rotatation
L48[01:57:03] <McJty> ah ok
L49[01:57:25] <McJty> The 3rd person model is just as big as the real model when holding in hand
L50[01:57:34] <McJty> So it is as if you the player is holding the full block
L51[01:57:57] <tterrag> go look at one of the vanilla itemblock jsons
L52[01:58:03] <tterrag> copy those transformations
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L54[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160121 mappings to Forge Maven.
L55[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160121-1.8.9.zip (mappings = "snapshot_20160121" in build.gradle).
L56[02:00:17] <McJty> Have to go for a while
L57[02:00:17] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L62[02:49:18] <Wuppy> heh, just went to school because I'm stupid and forgot my laptop charger there last night :V
L63[02:49:30] <Wuppy> ended up talking and hanging out for like half an hour :P
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L67[02:56:34] <terribleperson> what determines an entity's bounding box?
L68[02:57:31] <terribleperson> oh, the size?
L69[02:57:34] <terribleperson> setSize?
L70[02:58:16] <terribleperson> ew. bounding boxes are always SQUARE?
L71[02:59:36] <tterrag> not at all
L72[02:59:40] <tterrag> look at the creeper
L73[03:00:15] <tterrag> terribleperson: I believe they are always square prisms though
L74[03:00:20] <tterrag> i.e. width*width*height
L75[03:00:26] <terribleperson> but setSize only accepts width and height, and sets the X AND Z to width
L76[03:00:27] <terribleperson> yeah
L77[03:00:37] <terribleperson> that's what I mean. Square when viewed from the vertical.
L78[03:00:44] <terribleperson> they're not cubes
L79[03:00:46] <terribleperson> but.. ew.
L80[03:00:55] <tterrag> yep
L81[03:00:57] <Zaggy1024> well of course, if they weren't square you'd have to change them based on yaw
L82[03:01:02] <Zaggy1024> which would be a waste
L83[03:01:12] <tterrag> however, I can't recal if things like pigs/sheep/cows are square prisms
L84[03:01:12] <Zaggy1024> unless hte entity is really long :P
L85[03:01:15] <tterrag> use f3+b to see :P
L86[03:01:32] <terribleperson> how about if the entity is completely flat? :P
L87[03:01:47] <Zaggy1024> 0 ehight...?
L88[03:01:53] <terribleperson> correct.
L89[03:01:56] <terribleperson> well
L90[03:01:56] <terribleperson> no
L91[03:01:57] <terribleperson> zero z
L92[03:02:22] <Zaggy1024> is this a block-aligned entity?
L93[03:02:41] <terribleperson> no. and yet the bounding box for z is going to have to be based off WIDTH :(
L94[03:02:50] <Zaggy1024> entity bounds can be anything you want them to be, but you have to change it each tick
L95[03:02:55] <Zaggy1024> every time the entity moves
L96[03:03:00] <terribleperson> oh, I can change them myself?
L97[03:03:03] <Zaggy1024> yes
L98[03:03:05] <terribleperson> because it's never going to move. ever.
L99[03:03:21] <terribleperson> it'll spawn into place and then when it's done it dies.
L100[03:04:05] <terribleperson> so I can literally just call setEntityBoundingBox?
L101[03:04:22] <Zaggy1024> well...
L102[03:04:28] <Zaggy1024> moveEntity changes the bounds
L103[03:04:42] <Zaggy1024> you might want to test it thoroughly before you decide it's working
L104[03:04:58] <FourFire> terribleperson, you should make 1 dimensional mobs which shoot fireballs
L105[03:05:21] <Zaggy1024> can find references to setEntityBoundingBox
L106[03:05:27] <terribleperson> but if they're one-dimensional they're a line and would be unkillable :P
L107[03:05:28] <FourFire> can only be reliably killed by pouring water or blocks over everything
L108[03:05:41] <Zaggy1024> setPosition is one I'd be worried about, because I think it may be called when a position update is received
L109[03:05:58] <terribleperson> position update?
L110[03:06:07] <Zaggy1024> when the server tells the client where the thing is
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L112[03:06:50] <Zaggy1024> could look at EntityHanging to figure out how you want to do it
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L116[03:17:36] <Zaggy1024> indeed, you should probably override setPosition to set the proper bounds
L117[03:17:57] <Zaggy1024> setPositionAndRotation2 is called by position updates, which in turn calls setPosition
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L119[03:19:27] <Roflmuffin> Is there any guidance anywhere on how to include APIs in my forgemod (in particular JEI). I've got the dev dependencies setup for it but just need the api
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L125[03:35:52] <terribleperson> zaggy: ah, override setPosition to re-set the bounding box the same again?
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L127[03:36:49] <terribleperson> oh. Oh. the bounding box is global?
L128[03:36:55] <terribleperson> as in, uses global coordinates?
L129[03:37:08] <terribleperson> yeah okay I can do that...
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L132[03:45:32] <terribleperson> wait, how is an entity and its renderer connected?
L133[03:45:40] <terribleperson> because I see that vanilla ones are connected in RenderManager
L134[03:45:51] <terribleperson> but I don't think I can or should touch that
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L136[04:02:09] <Wuppy> wow, this looks amazing :O https://files.slack.com/files-pri/T0F6S6XK9-F0JRF1NSD/screenshot_game_001.png
L137[04:03:34] <xaero> this is a stickup! give us your email/password to noammo.slack.com or we will never know ...
L138[04:03:55] <xaero> :P
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L140[04:05:17] <Wuppy> woops, didn't know you'd have to log in for that (although that's good to know, nice that those aren't public)
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L142[04:05:23] <Wuppy> anyway, proper link: http://i.imgur.com/UWF9L0W.jpg
L143[04:08:40] <xaero> atlantis.. found
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L146[04:14:12] <terribleperson> i think i'm done trying to figure out how to make my own entity for now.. i'll try again tomororw.
L147[04:14:15] <terribleperson> tomorrow*
L148[04:14:44] <Wuppy> xaero, that's the art of a game I'm working on ^__^
L149[04:14:49] <Wuppy> the artists in my team are incredible
L150[04:17:40] <xaero> aye, something about moody underwater lights evoke some emotions in me (sorry if that's vague haha)
L151[04:17:51] <xaero> hope the lore and gameplay are as good :P
L152[04:18:09] <Wuppy> no lore, but the gameplay is fine :)
L153[04:18:24] <Wuppy> we had about 10 to 12 days to create this
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L160[04:44:16] <K-4U> How would i go abouts registering an item renderer for a block with a TESR?
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L197[06:50:18] <gigaherz> [11:44] (K-4U): How would i go abouts registering an item renderer for a block with a TESR?
L198[06:50:33] <gigaherz> do you NEED the inventory version to be also drawn using TESR?
L199[06:51:39] <K-4U> Don't NEED it.. But i have all my models drawn in code right now, with openGL
L200[06:52:14] <gigaherz> ah that sucks
L201[06:52:28] <K-4U> I have some that are extending ModelBase
L202[06:52:38] <gigaherz> my #1 suggestion would be to eventually convert them to .obj files
L203[06:52:44] <gigaherz> and minimize the code usage
L204[06:52:47] <gigaherz> but meanwhile
L205[06:53:05] <gigaherz> forge hooks into the same system that draws chests in the inventory
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L207[06:53:19] <gigaherz> I'm trying to find the name for it XD
L208[06:53:22] <K-4U> Yes, i tried looking into that, but i couldn't find how it worked
L209[06:53:51] <gigaherz> ForgeHooksClient.registerTESRItemStack
L210[06:54:04] <gigaherz> it's marked as deprecated, so that you feel bad while using it
L211[06:54:05] <gigaherz> but it works
L212[06:54:50] <K-4U> thanks! Going to try it now :)
L213[06:58:20] <gigaherz> note that, ofr obvious reasons, the call to the TESR will have a null TE, and 0,0,0,0 as the values for everything else (-1 breaking)
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L215[07:02:35] <K-4U> hmm, looks like it won't load. Have to look at the logs though
L216[07:04:41] <K-4U> Wait, do i still need to degine it in a json?
L217[07:05:19] <gigaherz> hmmmm
L218[07:05:28] <gigaherz> I think so
L219[07:05:30] <K-4U> *define
L220[07:05:32] <gigaherz> well
L221[07:05:34] <gigaherz> a blockstate json
L222[07:05:39] <gigaherz> ah yes
L223[07:05:42] <K-4U> Do you have an example of where this is used, perhaps?
L224[07:05:43] <sham1> I has a problem with CMake and Visual Studio
L225[07:05:46] <gigaherz> I think you need to usea builtin/something model
L226[07:06:05] <sham1> Especially that VS puts the new files to the same folder where the solution is at
L227[07:06:12] <gigaherz> "inventory":[{ "model": "builtin/generated" }],
L228[07:06:16] <sham1> Instead of the place where the sources are supposed to be at
L229[07:06:27] <gigaherz> in your blockstates file
L230[07:06:35] <K-4U> Okay, thanks gigaherz :) Gotta go do some groceries quickly. Will try it when i get back! :)
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L233[07:08:40] <gigaherz> aha nope
L234[07:08:43] <gigaherz> it was builtin/entity
L235[07:08:46] <gigaherz> not builtin/generated
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L237[07:09:39] <McJty> What is the difference between those two?
L238[07:09:44] <McJty> And what other 'builtin's are there?
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L241[07:11:46] <gigaherz> well
L242[07:11:51] <gigaherz> builtin/generated is for items
L243[07:12:18] <gigaherz> it takes layerN texture channels and turns them into the item models
L244[07:13:14] <gigaherz> then there's builtin/entity, which is apparently meant to signal the item renderer that the block is TESR
L245[07:13:41] <gigaherz> used by the chests, banneras and such, in vanilla
L246[07:13:45] <gigaherz> banners*
L247[07:14:06] <gigaherz> then I think there's builtin/compass and builtin/clock
L248[07:14:13] <gigaherz> which should be obvious
L249[07:14:34] <gigaherz> oh and builtin/missing
L250[07:14:35] <gigaherz> ,P
L251[07:14:37] <gigaherz> ;P
L252[07:15:55] <gigaherz> there's a BUILT_IN_MODELS map in ModelBakery, where the json contents of the missing block are added lol
L253[07:16:52] <modmuss50> how would one get the model res location for an item with subitems
L254[07:17:02] <modmuss50> for use when setting a custom baked model
L255[07:17:18] <gigaherz> ?
L256[07:17:40] <gigaherz> i'm confused
L257[07:17:44] <gigaherz> do you want to get the model for rendering
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L259[07:17:55] <gigaherz> or do you want to register the item model ?
L260[07:18:20] <modmuss50> http://i.imgur.com/O4HxJHp.png
L261[07:18:48] <gigaherz> 1.8.x?
L262[07:18:48] <modmuss50> I set the custom baked model, but its not working with meta data based items
L263[07:18:53] <modmuss50> 1.8.9
L264[07:18:57] <gigaherz> yeah
L265[07:18:58] <gigaherz> so
L266[07:19:14] <gigaherz> you know ModelLoader.setCustomModelResourceLocation?
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L268[07:19:37] <modmuss50> ah!
L269[07:19:40] <gigaherz> it takes the meta value as second arg ;P
L270[07:20:03] <gigaherz> ModelLoader.setCustomModelResourceLocation(item, meta, new ModelResourceLocation(ElementsOfPower.MODID + ":" + itemName, variantName));
L271[07:20:10] <gigaherz> also
L272[07:20:17] <gigaherz> if you weren't aware of it
L273[07:20:23] <gigaherz> you can use blockstates files with items
L274[07:20:34] <gigaherz> and specify different variant strings for them
L275[07:20:36] <gigaherz> manually
L276[07:21:00] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L109,L131
L277[07:21:31] <gigaherz> yo ucan have a forge blockstates file for an item
L278[07:21:31] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/magicWand.json
L279[07:21:33] <modmuss50> thats exactaly what I was after thanks
L280[07:21:50] <gigaherz> instead of requiring a separate model json for each
L281[07:21:53] <modmuss50> Im not using JSON files, im rewirting JSON destoyer
L282[07:22:08] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/magicOrb.json
L283[07:22:26] <gigaherz> why?
L284[07:22:36] <gigaherz> the blockstates json isn't that bad
L285[07:22:55] <gigaherz> it's just one file, and it allows resource packs to customize the models
L286[07:23:00] <modmuss50> Im not a fan of it, so Im making an api to allow you not to use them
L287[07:23:14] <modmuss50> Im going to add special support for res packs
L288[07:23:22] <gigaherz> so you basically deny resourcepack makers the ability to provide alternative models for your items
L289[07:23:45] <gigaherz> that's the whole purpose of the json file
L290[07:23:47] <modmuss50> atm yes, but not when im done
L291[07:23:54] <gigaherz> so you'll remove json
L292[07:23:59] <gigaherz> just to add back something else that isn't json
L293[07:24:08] <gigaherz> but serves exactly the same purpose
L294[07:24:17] <gigaherz> sounds like a waste of time to me ;P
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L296[07:24:35] <gigaherz> specially since forge made it this nice: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/magicOrb.json
L297[07:25:07] <modmuss50> Some people dont want to add 700 jsons files, so im rewriting my system
L298[07:27:37] <PrinceCat> If you have 700 json files you're doing it wrong, plus Forge's new blockstate implementation fixes a lot of the flaws vanilla's system had.
L299[07:27:40] <McJty> But if resource pack makers are going to be able to change it you'll need an alternative.
L300[07:27:47] <McJty> modmuss50, so what will the difference be?
L301[07:28:02] <McJty> And exactly that. You really don't need that many json files
L302[07:28:12] <modmuss50> Some one told me they did
L303[07:28:22] <modmuss50> I dont need that many
L304[07:28:35] <McJty> In the mods I'm porting (rftools and such) I also don't need many
L305[07:29:08] <gigaherz> modmuss50: you used to need one json file for eahc different model or variation of a model
L306[07:29:12] <gigaherz> including texture changes
L307[07:29:13] <modmuss50> The dude that is updating Pam's harvest craft said that he would need 700 for every item
L308[07:29:16] <gigaherz> but forge fixed that
L309[07:29:41] <modmuss50> I understand that, I know I can use jsons, but it works just fine without them
L310[07:30:01] <gigaherz> forge blockstates system allows you to define a model exclusively with one json file, instead of one per variant
L311[07:30:47] <modmuss50> he has 700 diffrent items, none of it uses meta data
L312[07:30:52] <McJty> modmuss50, 700 for every item!!! That person is misinformed
L313[07:31:14] <gigaherz> thenhe's doing it wrong, not forge XD
L314[07:31:16] <modmuss50> Im only going by what I was told, I though that was a bit rad
L315[07:31:22] <gigaherz> anyhow
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L317[07:32:39] <gigaherz> I started a mod a while ago
L318[07:33:10] <gigaherz> where I wanted to replace the trees in minecraft with a more complex system based on branches with different thinknesses, and optional presence of leaves aroudn the branch
L319[07:33:27] <gigaherz> this is the list of models I generated (yes ,generated, with an external program):
L320[07:33:28] <gigaherz> https://github.com/gigaherz/NaturalTrees/tree/master/src/main/resources/assets/naturaltrees/models/block
L321[07:33:48] <gigaherz> that was BEFORE forge blockstates was added
L322[07:34:14] <gigaherz> withforge blockstates, I'd need just these files
L323[07:34:18] <gigaherz> https://github.com/gigaherz/NaturalTrees/tree/master/src/main/resources/assets/naturaltrees/blockstates
L324[07:34:28] <gigaherz> none of the models in the other folder would have even ben necessary.
L325[07:34:33] <gigaherz> been*
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L332[07:44:08] <Temportalist> VikeStep: I start using MatLab today 0_0
L333[07:46:19] <K-4U> gigaherz: i tried both with builtin/entity and builtin/generated
L334[07:46:26] <K-4U> now i'm really starting to think i'm doing something wrong
L335[07:47:31] <K-4U> oh wait
L336[07:48:26] <VikeStep> Temportalist, what are you using it for? haha
L337[07:48:38] <Temportalist> VikeStep: claaaasssssssssssssssss
L338[07:48:51] <VikeStep> I believe Matlab can run Java as well
L339[07:49:09] <VikeStep> I've never done it keep in mind
L340[07:49:46] <VikeStep> I'd probably just use matlab in matlab
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L342[07:51:04] <K-4U> gigaherz: [14:49:18] [Client thread/WARN]: Unable to load block model: 'minecraft:block/builtin/entity' for variant: 'hydcraft:blockJarDirt#inventory': java.io.FileNotFoundException: minecraft:models/block/builtin/entity.json
L343[07:52:04] <Temportalist> VikeStep: 0_0
L344[07:52:29] <K-4U> Changing it to builtin/generated makes it display nothing at all O_o
L345[07:52:34] <VikeStep> Temportalist, if you ever need matlab help, pm me. However I need to head to sleep
L346[07:52:48] <Temportalist> haha okay, thanks
L347[07:54:30] <VikeStep> having said that, this is a lot better than matlab imo + its free http://www.wolfram.com/programming-lab/
L348[07:54:32] <gigaherz> K-4U: yes builtin/generated drawing nothing was expected
L349[07:54:53] <gigaherz> I'm not sure why builtin/entity isn't working though
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L351[07:55:38] <gigaherz> you used just "model":"builtin/entity" right? nothign else?
L352[07:56:56] <K-4U> AND `state`!='c'
L353[07:56:58] <K-4U> uh
L354[07:57:03] <K-4U> https://gist.github.com/K-4U/14788e57e89945d6bcf0
L355[07:57:51] <gigaherz> no idea then :/
L356[07:58:24] <K-4U> There's seriously 0 examples in forge, which always annoys me :P
L357[08:10:46] <Wuppy> I should probably become productive at some point today...
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L360[08:20:22] <sham1> Wuppy being productive
L361[08:20:26] <sham1> This cannot be
L362[08:20:34] <Wuppy> oi, that's not true
L363[08:20:41] <Wuppy> I'm almost always productive
L364[08:20:57] <sham1> Or is it
L365[08:21:06] <Wuppy> dun dun duuuuun
L366[08:21:51] <sham1> Anyway, I have decided I want to build a lexer
L367[08:21:58] <Wuppy> lexer?
L368[08:22:07] <sham1> Lexical analyzer
L369[08:22:19] <Wuppy> lexical analyzer?
L370[08:22:30] <heldplayer> A what?
L371[08:22:40] <sham1> Basically turns an stream of data into tokens that can be used
L372[08:22:56] <Wuppy> which data to which tokens?
L373[08:23:05] <sham1> For instance you have one in any compiler to check the syntax
L374[08:23:31] <HassanS6000> halp
L375[08:23:33] <HassanS6000> How to fix this? https://gyazo.com/516e8f96f36375d3664a3a5beb5fc3a4
L376[08:23:35] <sham1> Like lexer for the next thing could say: int number = 5;
L377[08:23:36] <HassanS6000> Eclipse being dumb
L378[08:23:49] <sham1> One token would be the "int"
L379[08:24:07] <sham1> One would be the variable name, the assignment operator and the number
L380[08:24:40] <sham1> You fix by not using eclipse ;P
L381[08:26:25] <HassanS6000> sham1, nu, takes too much effort to switch to IntelliJ
L382[08:26:32] <HassanS6000> Like.. an hour.. ergh
L383[08:26:47] <sham1> What about netbeans ;P
L384[08:26:58] <HassanS6000> What about Notepad++
L385[08:27:11] <Wuppy> Why not Word?
L386[08:27:18] <McJty> Switching to IntelliJ is worth the effort IMHO
L387[08:27:22] <McJty> Good time investment
L388[08:27:28] <Wuppy> I dislike IntelliJ as well :|
L389[08:27:36] * McJty remembers writing some 86x assembly in edlin once
L390[08:28:10] <sham1> I remember using i386 assembly, and THAT scares me
L391[08:28:20] <gigaherz> x86 asm is meh
L392[08:28:22] <sham1> The fact that I have that memory that is
L393[08:28:26] <gigaherz> MIPS32 asm is nice
L394[08:28:28] <HassanS6000> Wuppy, why note Wordpad?
L395[08:28:30] <HassanS6000> *not
L396[08:28:39] <sham1> AT&T syntax FTW
L397[08:28:43] <Wuppy> that's a terrible one
L398[08:28:49] <gigaherz> ewh
L399[08:28:49] <gigaherz> no
L400[08:28:49] <HassanS6000> lol
L401[08:28:51] <Wuppy> even sarcastically that's still terrible :P
L402[08:28:52] <gigaherz> pls no
L403[08:28:56] <HassanS6000> ^^
L404[08:29:09] <sham1> I like AT&T
L405[08:29:16] <gigaherz> I strongly dislike it
L406[08:29:27] <gigaherz> the dest, src ordering annoys me but that's not the worst
L407[08:29:32] <gigaherz> it's all the unnecessary prefixing
L408[08:30:05] <sham1> For me it makes sense that mov's parameters are in the order of Source, destination
L409[08:30:21] <gigaherz> yeah as I said that I understand
L410[08:30:25] <gigaherz> I prefer dest-first
L411[08:30:27] <gigaherz> but I understand
L412[08:30:36] <sham1> Also it is the syntax of the gcc inline assembly per default so :p
L413[08:30:50] <gigaherz> "mov 1, ebx" that wouldn't bother me so much
L414[08:30:57] <gigaherz> it's the $blah and %blah and crap like that
L415[08:30:58] <Cazzar> I remember writing x86 assembly in vi
L416[08:31:06] <gigaherz> it makes the code dirtier ;P
L417[08:31:07] <Cazzar> Ohwait, that was last year.
L418[08:31:11] <sham1> mov $1, %eax
L419[08:31:19] <gigaherz> yeah
L420[08:31:23] <gigaherz> MOV eax, 1
L421[08:31:26] <gigaherz> much cleaner ;P
L422[08:31:35] <sham1> But also makes no sense
L423[08:31:36] <gigaherz> and yes Iprefer writing the instruction name in caps
L424[08:31:37] <Cazzar> I don't mind GAS syntax
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L426[08:32:31] <sham1> asm volatile ("int $0")
L427[08:32:41] <sham1> Best way to test interrupts
L428[08:33:22] <sham1> Which are a pain in the ass
L429[08:33:38] <sham1> To set up
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L431[08:37:23] <gigaherz> sham1: I'm a msvc user, that's __asm int 3; for me ;P
L432[08:37:23] <masa> yay finished another new item. It took me like 6-9 hours to figure out hot to generate the block positions properly
L433[08:37:29] <gigaherz> (int 3 being a breakpoint ;P)
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L435[08:39:07] <Fjolnir|afk> Good day. The forge download page is a bit confusing. I wanted to change from 1.7.10 to 1.8.9. The only download I could find was 1.8. When I selected 1.8.9 all the source downloads were missing
L436[08:39:48] <gigaherz> "src" was renamed to "mdk" a while ago
L437[08:39:52] <Fjolnir|afk> well. the wiki and documentation is linking to that page. So I would assume it should be possible to find the downloads somewere there.
L438[08:39:55] <Fjolnir|afk> ok, thanks :D
L439[08:39:55] <gigaherz> it was misleading since there's no actual source code in the mdk package
L440[08:40:24] <Wuppy> anymore*
L441[08:40:46] <gigaherz> yes of course ;P
L442[08:41:16] <masa> so this is the end result: http://imgur.com/PuDJ8iF http://imgur.com/SMii19U
L443[08:41:24] <Wuppy> hmm time for some game development
L444[08:41:25] <Wuppy> I think
L445[08:41:35] <Wuppy> I can also go back to gaming and doing nothing again, also sounds good :P
L446[08:41:59] <Cazzar> Wuppy rainbow 6
L447[08:43:00] <Wuppy> really want to play South park, Dragon Age Origins and Mini Metro
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L453[08:52:50] <Wuppy> :O suddenly got a call from someone in england :O
L454[08:52:59] <Wuppy> those people have awesome accents :P
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L456[09:05:55] <Wuppy> fucking hell... writing my own circle to box collision code was easier than figuring out wether or not an object is touching the floor in Unity :|
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L459[09:21:22] <gigaherz> Wuppy: Unity has a function for that XD
L460[09:21:36] <Wuppy> which doesn't work in 2D
L461[09:21:39] <gigaherz> (to check if an object is touching a specific something)
L462[09:21:42] <gigaherz> yes it does
L463[09:21:42] <Wuppy> or at least I couldn't get it to work
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L465[09:21:58] <gigaherz> or at least it works NOW ;P
L466[09:22:15] <gigaherz> I don't know which version you tried it on
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L479[09:50:40] <TechDG> hey
L480[09:50:50] <TechDG> williewillus u here so I can get help migrating to the forge json format?
L481[09:51:34] <gigaherz> https://gist.github.com/williewillus/57d7093efa80163e96e0
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L484[09:52:29] <TechDG> I would rather just haev him help ince hes pressuring me to do it :P but ty
L485[09:53:07] <TechDG> damn I dont know where to start fixing this very VERY bad recipe systen
L486[09:53:08] <TechDG> system*
L487[09:53:12] <TechDG> have u seen it gig?
L488[09:53:21] <gigaherz> nope
L489[09:53:55] <TechDG> http://pastebin.com/CtkQQCPa
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L491[09:55:06] <TechDG> its really bad xD
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L494[09:57:34] <TechDG> gigaherz any comments? xD
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L497[10:04:33] <TechDG> eyyy
L498[10:04:49] <TechDG> after I finish this chicken nugget item will u help me switch over to forge jsons?
L499[10:05:14] <TechDG> also guys should a chicken nugger give you nasuia and posion or just nausuia?
L500[10:05:14] <williewillus> sure
L501[10:05:20] <TechDG> bugget*
L502[10:05:23] <williewillus> it's not hard
L503[10:05:25] <TechDG> nugget** wow
L504[10:05:27] <williewillus> not nausea :p
L505[10:05:28] <TechDG> ok ty
L506[10:05:33] <TechDG> ok just poison?
L507[10:05:36] <williewillus> people hate that effect since it actually makes them naueseous
L508[10:05:41] <TechDG> ture
L509[10:05:44] <TechDG> ok il just do poison
L510[10:05:54] <TechDG> since you will literally be compressing a raw chicken
L511[10:05:58] <TechDG> to get a chicken nugger
L512[10:05:59] <TechDG> xD
L513[10:06:01] <SkySom> Why would a chicken nugget give poison?
L514[10:06:10] <SkySom> Can I dip it in ranch?
L515[10:06:11] <TechDG> why WOULDNT a chicen nugget give poison
L516[10:06:17] <TechDG> xD
L517[10:06:20] <TechDG> its the mcdonalds kind
L518[10:06:22] <SkySom> Because chicken nuggets are awesome.
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L520[10:06:29] <SkySom> Theirs isn't bad
L521[10:06:35] <SkySom> I can take down a 20 piece on my own
L522[10:06:40] <SkySom> With soem BBQ ranch
L523[10:06:45] <SkySom> Hmmm Or honey mustard
L524[10:06:50] <SkySom> well now I'm hungry
L525[10:06:50] <TechDG> I can do like 12 with no sauce
L526[10:06:52] <TechDG> on my own
L527[10:07:15] ⇨ Joins: ShadowChild (~Shadow@168.235.88.38)
L528[10:07:25] <TechDG> I can also go without lunch every day :P which I do
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L530[10:09:48] <williewillus> https://gist.github.com/williewillus/57d7093efa80163e96e0 (ctrl + f "the wonderful forge blockstate json" and read that section)
L531[10:10:07] <TechDG> k
L532[10:13:46] <TechDG> oh great I gotta make a chicken nugget texture...
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L534[10:14:18] <LatvianModder> Haha, "EVERY BLOCK SHAPE EVER was hardcoded into RenderBlocks. Oh God, just look at that class. Actually don’t, if you value your sanity" can't argue with this one
L535[10:14:26] <Wuppy> now I want chicken nuggets
L536[10:14:28] <LatvianModder> I even tried to use it as example many times
L537[10:14:29] <SkySom> Can confirm
L538[10:14:39] <SkySom> Spend a lot of time in RenderBlocks...
L539[10:14:44] <SkySom> Totally pulled some code from it.
L540[10:14:46] <LatvianModder> I made my own :D
L541[10:14:48] <SkySom> Took a long time.
L542[10:14:49] <TechDG> xD wuppy
L543[10:14:57] <Wuppy> they literlaly have the shape of all blocks in RenderBlocks?
L544[10:15:00] <TechDG> nooo my test nuggets are being rained on D:
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L546[10:15:13] <williewillus> they changed to models for a very good reason :p
L547[10:15:16] <Wuppy> That's really awful, y they no use Block/Item class system for that as well
L548[10:15:37] <SkySom> I didn't want to screw with rendering. So I kinda... just found what I needed and changed it a small bit.
L549[10:15:38] <TechDG> so im jumping up and down with hunger 2 and in 1 min still not half a shank gone
L550[10:15:42] <williewillus> they had a giant switch statement: slab? render half block. Plant? render texture crossed. enchanting table? render it a bit higher than a slab
L551[10:15:51] <williewillus> etc.
L552[10:15:53] <williewillus> for every single block
L553[10:15:56] <Wuppy> :(
L554[10:16:06] <SkySom> Yeah I pulled some of the getIcon stuff and made it work with some of my stuff.
L555[10:16:17] <williewillus> I'm surprised they didn't do this sooner, even
L556[10:16:22] <williewillus> it's terrible
L557[10:16:24] <SkySom> Rather than figure out all the rendering myself when I knew there was something close in RenderBlocks.
L558[10:16:31] <Drullkus> lol
L559[10:16:32] <SkySom> But it took a long time to figure out what I needed
L560[10:16:40] <SkySom> Longer than I want to admit to
L561[10:16:40] <TechDG> is there a command to make me hungry? xD
L562[10:16:54] <williewillus> ./effect @p hunger 30 5
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L564[10:16:56] <Drullkus> TechDG: Run, not jump
L565[10:17:05] <williewillus> and yes sprint jump around
L566[10:17:16] <TechDG> ty
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L569[10:18:02] <TechDG> yay the nuggets work xDC
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L571[10:19:41] <LatvianModder> williewillus: return state.withProperty(RENDERBOOLPROP, world.getTileEntity(pos) == null ? false : world.getTileEntity(pos).myBoolTeField);
L572[10:19:53] <williewillus> it's not meant to be correct
L573[10:19:54] <LatvianModder> You cann world.getTileEntity() twice in one line... I mean..
L574[10:20:00] <LatvianModder> call*
L575[10:20:11] <LatvianModder> I guess for tutorial it works :P
L576[10:20:24] <williewillus> the plus getting te is a map lookup, it's not *that* expensive
L577[10:20:32] <LatvianModder> is it now?
L578[10:20:34] <williewillus> I'll expand it :p
L579[10:20:48] <LatvianModder> ill check, it used to scan for every tile entity there is
L580[10:21:28] <LatvianModder> nope, it still does.. man that needs to be a HashMap
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L582[10:21:59] <TechDG> how do I subtract 1 item from an itemstack
L583[10:22:09] <williewillus> decrement the stacksize by 1
L584[10:22:11] <LatvianModder> itemStack.stackSize-- is the easiet way
L585[10:22:15] <TechDG> k ty
L586[10:22:18] <LatvianModder> but its not the best
L587[10:22:19] <williewillus> you have to check if it reaches 0
L588[10:22:21] <williewillus> and remove it
L589[10:22:29] <LatvianModder> and not only that
L590[10:22:29] <williewillus> depends on where youre doing it
L591[10:22:35] <LatvianModder> check if its container item too
L592[10:23:22] <TechDG> is there a equivilent for setInventorySlotContents to get it or do I just check the itemstack?
L593[10:26:38] <Fjolnir|afk> One thing would be really nice. If it would be possible to create new blocks and items using chisel & bits. Would make the moddeling pretty easy...
L594[10:27:16] <williewillus> same thing as using a modeler right now :p
L595[10:27:18] <williewillus> they're all cubes
L596[10:28:01] <TechDG> I cant seem to do setInventorySlotContents(0, parItemStackInput.stackSize--;)
L597[10:28:03] <TechDG> why>
L598[10:28:09] <williewillus> -.-
L599[10:28:17] <williewillus> check your syntax first
L600[10:28:17] <TechDG> and I cant put the size of hte stack in an int
L601[10:28:26] <TechDG> and set the itemstack's size to that
L602[10:28:36] <williewillus> that's not what that method takes
L603[10:28:41] <williewillus> look at the method signature
L604[10:29:39] <TechDG> ok then how do I get a new itemstack with the item type being the same as another itemstack
L605[10:29:47] <williewillus> .copy()
L606[10:30:25] <TechDG> gtg
L607[10:30:27] <LatvianModder> better ItemStack is1 = (is0 == null) ? null : is0.copy();
L608[10:30:28] <TechDG> il finish this later
L609[10:30:31] <TechDG> cya
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L626[10:41:51] <FusionLord> in order for a selection box to render, the ray trace has to hit the collision box?
L627[10:42:13] <williewillus> just the selection box
L628[10:42:24] <FusionLord> hmm...
L629[10:42:26] <williewillus> vines have no collision box, but their selection box renders right
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L635[10:49:56] <Ordinastie> FusionLord, not the collision box, the rayTrace method
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L640[11:00:53] <FusionLord> strange my getSelectedBoundingBox always returns the same thing but once i collide with the block it will not render anymore
L641[11:01:34] <williewillus> what is your collision box?
L642[11:01:45] <FusionLord> o
L643[11:01:49] <FusionLord> 0
L644[11:01:50] <williewillus> if yuo change block bounds in your collision box you have to change it back
L645[11:03:39] <FusionLord> so in my get selection box method?
L646[11:05:20] <FusionLord> nevermind got it, thanks williewillus
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L650[11:22:36] <sham1> Morning/g'day/evening
L651[11:22:49] <SSBlur> Hallo
L652[11:22:56] <williewillus> heyo
L653[11:23:37] <sham1> I am making some research in the realm of lexical analysis
L654[11:23:53] <sham1> Interesting
L655[11:25:15] <sham1> Interesting subject indeed
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L661[11:31:28] <Tyler__> Hello
L662[11:34:03] ⇨ Joins: AndersBillLind (~anders@217-211-66-29-no23.tbcn.telia.com)
L663[11:34:16] <AndersBillLind> Which program do people use to create a youtube video of a minecraft game?
L664[11:34:25] <williewillus> OBS, Fraps, DXToray
L665[11:34:28] <williewillus> *DXtory
L666[11:34:31] <Tyler__> IDK if it works but for any video DXTORY
L667[11:34:43] <Tyler__> *IF it works for Minecraft
L668[11:34:56] <williewillus> it has openGL mode I think
L669[11:35:05] <williewillus> OBS has always worked best for me
L670[11:35:15] <williewillus> its a streaming tool but you can just have it save to disk instead of uploading
L671[11:35:26] <Tyler__> Oh. I've never tried to use it
L672[11:38:10] <Mumfrey> Only thing to be aware of with OBS is to save as MP4 not FLV, because a lot of video software won't take the FLV files OBS creates
L673[11:39:30] <AndersBillLind> Hm, OBS is open source, not bad
L674[11:40:01] <AndersBillLind> mp4 is the preferred format
L675[11:40:45] <Mumfrey> yes but FLV is the default, and you need to remember to change it before recording
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L677[11:41:44] <AndersBillLind> Well, if it is open source, I can recode it :)
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L681[11:46:43] <Tyler__> I get an error when trying to register a custom block I had inherit from block, saying cannot change from Block to <myblockname>
L682[11:46:54] <williewillus> show code/log?
L683[11:47:09] ⇨ Joins: Delaxarnyazer (~Delaxarny@ip56572345.direct-adsl.nl)
L684[11:47:32] <Tyler__> I haven't tried running it yet, but will post to pastebin in a sec
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L686[11:47:52] <LatvianModder> Maybe just rebuild
L687[11:49:00] ⇨ Joins: thor12022 (thor12022@205.175.226.97)
L688[11:49:31] <Tyler__> http://pastebin.com/HrQzG3Mi
L689[11:50:45] <Tyler__> Eclipse recommends casting to my blockname, and when I do the error goes away
L690[11:50:51] <Tyler__> Keep in mind I am a noob
L691[11:53:02] <Tyler__> Well I have to go, I'll figure it out for myself or I'll be back later in the day, cya guys, thanks for the help as always
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L693[11:54:50] <Temportalist> im still having issues with customstatemapper
L694[11:55:05] <williewillus> no idea why it works for me :p
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L698[12:00:54] <FusionLord> if a Gui doesn't have a server compnent it should be fine to call Minecraft.displayGui right
L699[12:01:45] <williewillus> what kind of gui?
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L703[12:05:23] <FusionLord> just has a textbox, and I will be sending a message to the server
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L705[12:12:20] <diesieben07> FusionLord, yes, thats fine. but you need to do it through your ClientProxy and wrapped in an if (world.isRemote) call
L706[12:12:33] <FusionLord> ofc
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L709[12:12:59] <FusionLord> might just do a IGuiHandler anyway
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L712[12:29:05] <FusionLord> that moment you put your open gui code in the wrong block :P
L713[12:31:33] <shadekiller666> lol
L714[12:31:57] <FusionLord> shadekiller666, http://puu.sh/mEjRc/b436b8425e.png
L715[12:32:23] <shadekiller666> nice
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L717[12:33:48] <FusionLord> now i have to figure out correct positioning for the gui slots
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L721[12:37:45] <FusionLord> i wonder how hard it would be to make it so you are typing directly on the grave stone rather than the text box....
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L723[12:38:03] <shadekiller666> take a look at signs
L724[12:38:16] <williewillus> eh they don't do that anymore
L725[12:38:24] <FusionLord> yeah they don't
L726[12:38:27] <williewillus> signs don't update the text in world anymore, idk which version
L727[12:38:35] <williewillus> it only updates when you hit done
L728[12:38:39] <FusionLord> that seems lame
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L730[12:38:53] <FusionLord> packet flooding i'm guessing
L731[12:39:11] <williewillus> or maybe because they made the gui pause the game in 1.3
L732[12:39:20] <roxox1> If I wanted to play an image above a players head, what format/size should that image be?
L733[12:39:21] <FusionLord> oh yeah that
L734[12:39:30] <FusionLord> put? :P
L735[12:39:39] <williewillus> what kind of image?
L736[12:39:45] <FusionLord> player skull
L737[12:39:49] <FusionLord> from runescape
L738[12:40:09] <roxox1> Fusion is on the ball
L739[12:40:15] <FusionLord> i would say the skull should be no bigger than a player's name tag
L740[12:40:23] <williewillus> just use an icon then
L741[12:40:24] <FusionLord> and a png would do fine
L742[12:40:26] <gigaherz> depends
L743[12:40:30] <gigaherz> you want the image to be constant size
L744[12:40:41] <gigaherz> or scale with distance?
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L746[12:40:53] <roxox1> Idk yet. I still haven't even found a way to add an image so that all players can see it
L747[12:41:10] <roxox1> I've got things rendering for each client individually, but other players can't see it
L748[12:41:24] <roxox1> I just got someone offering to make me a skull texture, and wanted to give him some guidelines
L749[12:43:33] <gigaherz> icons in Minecraft are generally 16x16
L750[12:43:40] <gigaherz> other effects are different sizes
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L752[12:43:48] <gigaherz> so there's no "guideline"
L753[12:44:10] <gigaherz> anything from like 4x4 upward would work
L754[12:44:17] <gigaherz> finding a sweet spot is a matter of trial and error
L755[12:44:34] <roxox1> Ok, thanks :). I'm a terrible artist so I'm just happy that someone offered to do it
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L757[12:44:59] <williewillus> though still put it on a 16x16 png
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L759[12:45:04] <williewillus> anything smaller messes with mipmapping
L760[12:45:09] <gigaherz> yeah
L761[12:45:17] <gigaherz> multiples of 16 are best
L762[12:45:36] <gigaherz> although 4x4 should still work with mipmaps
L763[12:45:42] <gigaherz> no wait
L764[12:45:48] <gigaherz> 16x16 is the smallest that still allows 4 levels
L765[12:45:53] <gigaherz> eahc level divides by 2
L766[12:45:55] <roxox1> Wait, what?
L767[12:46:02] <roxox1> I don't need the skull to show on the minimap
L768[12:46:13] <gigaherz> you misunderstand
L769[12:46:18] <gigaherz> this has nothing to do with minimap
L770[12:46:21] <gigaherz> mipmaps
L771[12:46:27] <gigaherz> are a feature of graphics cards
L772[12:46:35] <gigaherz> where a texture can be repeatedly scaled down
L773[12:46:42] <roxox1> Oh.
L774[12:46:46] <roxox1> Sorry, I misread.
L775[12:46:54] <gigaherz> so that when it's seen in a smaller size, it can still look correct
L776[12:47:29] <gigaherz> to see why mipmaps are useful
L777[12:47:41] <gigaherz> imagine a checkerboard pattern, a texture with pixels alternatively black and white
L778[12:47:59] <gigaherz> if it's seen at the right distance
L779[12:48:11] <gigaherz> the gpu would sample 4 points in order to do the bilinear filtering
L780[12:48:18] <gigaherz> and the 4 points would fall into either all white or all black
L781[12:48:38] <gigaherz> instead of averaging the checkerboard into a gray image
L782[12:49:01] <williewillus> lol
L783[12:49:02] <williewillus> tldr: it makes thjings far away look better
L784[12:49:04] <gigaherz> mipmapping fixes that issue by precomputing the averages so that it does not happen
L785[12:49:10] <williewillus> and tiny textures on the atlas mess with that
L786[12:49:19] <roxox1> Oh
L787[12:49:20] <gigaherz> yeah
L788[12:49:27] <roxox1> So if this checkerboard was like 500x500 squares
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L790[12:49:34] <roxox1> And it got like, smaller
L791[12:49:40] <roxox1> It would realize the pattern, and replicate it
L792[12:49:49] <roxox1> Even if it was only 20x20, the pattern would persist?
L793[12:49:55] <gigaherz> no it owuldn't replicate the pattern
L794[12:50:00] <gigaherz> it just averages out to gray
L795[12:50:06] <gigaherz> instead of allowing crazy stuff
L796[12:50:20] <roxox1> Oh
L797[12:50:29] <FusionLord> anyone know what key 211 is ?
L798[12:50:44] <williewillus> "key 211"?
L799[12:50:44] <shadekiller666> lex, could you add me as an assignee to PRs/issues related to the obj loader, its easier for me to fix things if i know about them :P
L800[12:50:55] <williewillus> shadekiller666: only collaborators can get assigned
L801[12:50:56] <FusionLord> keyboard key sorry
L802[12:50:57] <gigaherz> there's a keyboard enum somewhere
L803[12:51:10] <williewillus> look in the lwjgl Keyboard class
L804[12:51:11] ⇨ Joins: ThomasRules (~ThomasRul@host86-179-147-99.range86-179.btcentralplus.com)
L805[12:51:38] <shadekiller666> ive addressed the 3 current PRs related to the obj loader, the changes/fixes are awaiting fry's approval
L806[12:51:45] <FusionLord> derp its delete.... was right infrot of my face http://minecraft.gamepedia.com/Key_codes
L807[12:51:48] <ThomasRules> noob question: where do i put deps (e.g baubles) so I can load mods in idea?
L808[12:52:00] <williewillus> runDir/mods
L809[12:52:09] <ThomasRules> thanks
L810[12:52:12] <gigaherz> ThomasRules: if they are just for loading them when debugging, un run/mods
L811[12:52:18] <gigaherz> but if you need them as libraries, that's different
L812[12:52:26] <roxox1> I think you also have to add like a 'loadafter' annotation.
L813[12:52:33] <roxox1> If your mod if dependant on other mods
L814[12:52:36] <ThomasRules> i need them for libs for projecte
L815[12:52:52] <ThomasRules> Trying to load it to fix the chisel bug thing
L816[12:52:54] <williewillus> ThomasRules: you could have stayed in our channel for longer than two seconds ;p
L817[12:53:17] <williewillus> anyways, the only thing needed to fix that is to change the maven out for the new one and fix all the imports
L818[12:53:22] <diesieben07> ThomasRules, add them as a dependency in gradle, the default build.gralde has some examples
L819[12:53:29] <roxox1> Damn, extra utilities isn't open source :(
L820[12:53:35] <diesieben07> or if they do not have a maven repo, drop the jar in /libs/
L821[12:54:00] <roxox1> Hmm, I wonder how potions do it
L822[12:54:06] <williewillus> do what
L823[12:54:54] <roxox1> Trying to figure out how to render things onto the player, so that other players can also see it
L824[12:55:21] <diesieben07> RenderPlayerEvent usually
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L826[12:55:39] <williewillus> and/or layerrenders in 1.8
L827[12:55:49] <roxox1> Yes, and I can get it to render on the player's side. But I can't get it to render for OTHER players.
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L829[12:56:02] <roxox1> i.e, the way extrautilities does wings or potions do the weird potiony effect.
L830[12:56:04] <williewillus> you have to get that information to them
L831[12:56:15] <williewillus> potions effects are synced to clients by the server
L832[12:56:32] <diesieben07> yes, it depends on what determines what to render
L833[12:56:35] <diesieben07> is it an IEEP?
L834[12:56:51] <roxox1> Yes.
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L836[12:57:28] <roxox1> We went over this before, and I spoke to someone on shadowcity.net teamspeak about it. He showed me this, https://github.com/BuiltBrokenModding/SingleBlockMods/blob/master/redbull/src/main/java/com/builtbroken/redcow/RenderWings.java#L64
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L838[12:57:51] <diesieben07> you need packets. send the data a) in PlayerEvent.StartTracking (send data about event.target to event.entityPlayer if event.target is a player)
L839[12:58:09] <diesieben07> and b) send data to EntityTracker#getTrackingPlayers
L840[12:58:20] <diesieben07> *(playerTheDataIsAbout)
L841[12:58:24] <diesieben07> whenever it changes
L842[12:58:37] <roxox1> I don't quite understand what data I need to send, and how I would go about sending it though.
L843[12:58:51] <williewillus> any data needed to render what you want
L844[12:58:57] <diesieben07> whatever data is needed on the client to perform the rendering
L845[12:59:03] <diesieben07> AND the entityID of the player the data is about
L846[12:59:07] <diesieben07> so the cleint knows which player it's about
L847[12:59:15] <roxox1> But, like.. What, you can just send a boolean to a player?
L848[12:59:19] <diesieben07> how to send it? mcforge.readthedocs.org/en/latest/networking/simpleimpl/
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L851[13:01:14] <roxox1> OH
L852[13:01:20] <roxox1> Now that makes sense.
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L854[13:02:34] <roxox1> So, when a player comes into Tracking, send a boolean yes to them if they should render something above that players head
L855[13:02:52] <diesieben07> if jsut a boolean is enough, then yes.
L856[13:03:26] <roxox1> On the clients version of that same event, check their locally stored boolean (which is updated from the same event on the server) and render if boolean is true.
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L858[13:04:56] <roxox1> Register the client only event in the ClientProxy, and the packet sending event (of the same type) in the CommonProxy.
L859[13:05:18] <roxox1> I... Think?
L860[13:06:16] <Mysticdrew> Hey guys, I've just updated my dev environment to 1.8.9 from 1.8. I am failing on this "dependencies = "required-after:Forge@[${@FORGEVERSION@},)"" where I never used to, if I add the forge version in place of ${@FORGEVERSION@} it works but I've never had to do that before when running in my dev environment.
L861[13:06:30] <FusionLord> strange that Fontrenderer.drawCenterdString is gone
L862[13:06:53] <diesieben07> roxox1, which event are you talking about?
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L864[13:07:24] <roxox1> The umm, PlayerEvent.StartTracking? I presume?
L865[13:07:41] <diesieben07> that is only to tell you when to send the data.
L866[13:07:47] <roxox1> OH.
L867[13:07:47] <diesieben07> the rendering happens in renderPlayerEvent
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L869[13:07:58] <diesieben07> StartTracking means "this player can now see that entity"
L870[13:08:03] <diesieben07> where "entity" includes other players
L871[13:08:17] <diesieben07> (and themselves iirc)
L872[13:08:26] <roxox1> So send the boolean over in PlayerEvent.StartTracking, and then check that boolean in RenderPlayerEvent?
L873[13:08:48] <diesieben07> Yes
L874[13:08:59] <diesieben07> you just access the IEEP in the RenderPlayerEvent
L875[13:09:30] <roxox1> No no wait. How would I access the IEEP if I only sent a boolean over?
L876[13:09:44] <williewillus> ieeps are registered on both sides
L877[13:10:01] <gigaherz> roxox1: the client will write this boolean tot he IEEP on the receiving end
L878[13:10:06] <williewillus> *register it on both sides and use the packet to do ^
L879[13:10:10] <gigaherz> you need to send the entity ID also
L880[13:10:13] <roxox1> Oh
L881[13:10:18] <gigaherz> to know which entity now has the flag
L882[13:10:24] <roxox1> So, I should be syncing my IEEP between player/server?
L883[13:10:28] <gigaherz> yes
L884[13:10:44] <roxox1> Ok, I should probably do that first.
L885[13:11:08] <williewillus> technically you could only sync what you need
L886[13:11:52] <diesieben07> do what first?!
L887[13:12:02] <diesieben07> i thought the boolean was from the IEEP...
L888[13:12:10] <roxox1> The boolean was from the IEEP.
L889[13:12:24] <diesieben07> then sending the boolean IS "syncing the IEEP"
L890[13:12:27] <roxox1> Wait, now I'm confused.
L891[13:12:31] <roxox1> So.
L892[13:12:44] <roxox1> I have an IEEP. Afaik all the players NBT data is kept server-side
L893[13:12:52] <roxox1> So, the player side shouldn't even know it exists.
L894[13:13:06] <sham1> unless you want to use it on the client
L895[13:13:07] <diesieben07> NBT has NOTHING to do with this.
L896[13:13:14] <sham1> Also that
L897[13:13:17] <roxox1> Ik ik.
L898[13:13:23] <diesieben07> NBT is for saving to disk
L899[13:13:28] <diesieben07> which indeed only happens on the server
L900[13:13:34] <diesieben07> BUT your IEEP exists on both sides
L901[13:13:36] <sham1> Unless you store the NBT tags in your IEEP in which case you are doing it wrong
L902[13:13:42] <diesieben07> (unless you explicitly NOT do it that way)
L903[13:13:50] <roxox1> Umm
L904[13:14:11] <roxox1> You said I have to sync the IEEP
L905[13:14:27] <diesieben07> well, the data in it
L906[13:14:28] <roxox1> If the IEEP isn't stored on the players side, how would I sync it?
L907[13:14:39] <roxox1> OH
L908[13:14:45] <diesieben07> its not saved to disk on the client
L909[13:14:47] <diesieben07> but it exists.
L910[13:15:02] <gigaherz> roxox1: you create the IEEP on the EntityConstructing event don't you?
L911[13:15:03] <roxox1> So, when I register an IEEP, it's on the clients stuff. But the data on it is just set as default?
L912[13:15:05] <roxox1> Yes.
L913[13:15:11] <gigaherz> that happens on both the client and server
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L915[13:15:11] <diesieben07> exactly
L916[13:15:18] <roxox1> Ok
L917[13:15:21] <diesieben07> on the client readFromNBT is not called
L918[13:15:25] <roxox1> And when I update the data..
L919[13:15:26] <diesieben07> so the data stays whatever it is without that
L920[13:15:33] <roxox1> The data is NOT updated on the client
L921[13:15:34] <gigaherz> then you make a packet
L922[13:15:37] <roxox1> So the client can't check it
L923[13:15:38] <gigaherz> and when you need to sync
L924[13:15:48] <gigaherz> you send the packet with the entity ID and the conetnts you need to sync
L925[13:15:50] <diesieben07> exactly, the (two!) IEEP isntances are not magically kept in sync
L926[13:15:51] <gigaherz> contents*
L927[13:16:09] <gigaherz> and on receiving this packet, you assign the new data to the IEEP
L928[13:16:10] <roxox1> That's the thing though. I don't need the IEEP Instances to be kept in sync
L929[13:16:16] <diesieben07> yes, you do.
L930[13:16:21] <roxox1> I just need to send the player ID's of entities to render to
L931[13:16:22] <diesieben07> the cleint needs to know the data in the IEEP
L932[13:16:27] <roxox1> Why?
L933[13:16:32] <diesieben07> so it knows that it needs to render...
L934[13:16:34] <gigaherz> well
L935[13:16:40] <gigaherz> you need to sync any data you'll need for rendering
L936[13:16:57] <roxox1> I need a list of entities which are skulled..
L937[13:17:00] <gigaherz> roxox1: you don't want to store a list of players to render to
L938[13:17:09] <gigaherz> the whole reason you are using the IEEPs is to avoid that
L939[13:17:36] <roxox1> Wait wait wait. If I sync my IEEP data, will all players have access to all data from all players?
L940[13:18:01] <diesieben07> all players that they can see.
L941[13:18:12] <roxox1> OH
L942[13:18:16] <gigaherz> roxox1: you don't needto sync ALL data
L943[13:18:23] <gigaherz> you needto sync the data you need in the rendering code
L944[13:18:26] <roxox1> So clients can read NBT data from other clients which are loaded?
L945[13:18:29] <gigaherz> so if you just need to know "has skull"
L946[13:18:31] <diesieben07> No.
L947[13:18:34] <diesieben07> again this has nothing to do with NBT.
L948[13:18:38] <roxox1> Ok
L949[13:18:43] <roxox1> So clients can read IEEP data from other clients which are loaded?
L950[13:18:44] <gigaherz> you need YOUR OWN PACKET.
L951[13:18:48] <gigaherz> no
L952[13:18:50] <diesieben07> no they cannot just read it
L953[13:18:52] <gigaherz> clients each have their own copy
L954[13:18:54] <diesieben07> they can get TOLD about it.
L955[13:18:56] <diesieben07> by your packet.
L956[13:18:56] <sham1> jesus christ...
L957[13:19:01] <gigaherz> they don't know anything you didn't notify via packets
L958[13:19:09] <gigaherz> YOU have to send the packet
L959[13:19:11] <roxox1> Ok, can I explain to you what I think I'm hearing
L960[13:19:15] <gigaherz> YOU have to update the IEEPs
L961[13:20:16] <roxox1> When IEEP is created, both client and server get it at default values. When I update it, unless I specifically notify the client, the client's IEEP will not be updated. The client's IEEP does not contain any data about other players, but updating the player IEEP will let them know about other players?
L962[13:20:35] <gigaherz> nono
L963[13:20:41] <roxox1> That doesn't make any sense
L964[13:20:45] <gigaherz> IEEP is assigned to EACH entity
L965[13:20:48] <gigaherz> separately
L966[13:20:50] <roxox1> I know.
L967[13:20:53] <gigaherz> the server has one entity class for each player
L968[13:20:57] <roxox1> But it doesn't contain any data about other entities
L969[13:21:01] <diesieben07> entity object
L970[13:21:02] <gigaherz> but the client ALSO has an entity class for each player around you
L971[13:21:04] <diesieben07> not clas
L972[13:21:08] <gigaherz> well yeah
L973[13:21:11] <gigaherz> entity instance
L974[13:21:16] <roxox1> Ok.. So entities can get other entities IEEP data?
L975[13:21:21] <gigaherz> nope
L976[13:21:22] <diesieben07> i give up.
L977[13:21:27] <gigaherz> when the entity is created
L978[13:21:39] <gigaherz> it sends the EntityConstructing event
L979[13:21:45] <gigaherz> which creates a new IEEP for that one entity
L980[13:21:48] <roxox1> Then HOW THE HELL WOULD THE PLAYER KNOW TO RENDER ANOTHER PLAYERS. I am not telling the player AT ANY TIME whether other players are skulled
L981[13:21:50] <gigaherz> this happens in both the server and the clients
L982[13:21:51] <roxox1> ANYWHERE
L983[13:21:58] <roxox1> Regardless of whether they are synced.
L984[13:22:00] <gigaherz> roxox1: YOU need to send packets to everyone
L985[13:22:05] <diesieben07> you need to stop calling the client "player"
L986[13:22:07] <roxox1> about EVERYONE?
L987[13:22:09] <diesieben07> that is really fucking confusing
L988[13:22:20] <gigaherz> everyone within visible range of the player, yes
L989[13:22:34] <roxox1> And you assume that I'm storing that data in my IEEP. I am not.
L990[13:22:38] <roxox1> That's why I'm so confused
L991[13:22:48] <gigaherz> then you are doing it wrong.
L992[13:23:00] <roxox1> I'm storing whether the player is skulled, not whether ANOTHER player is skulled.
L993[13:23:06] <diesieben07> roxox1, diesieben07> is it an IEEP?
L994[13:23:06] <diesieben07> <roxox1> Yes.
L995[13:23:10] <roxox1> Telling the player that they are skulled, will not do anything
L996[13:23:12] <gigaherz> wait
L997[13:23:14] <diesieben07> that was 30 minutes ago.
L998[13:23:17] <gigaherz> let's start over
L999[13:23:25] <gigaherz> what EXACTLY are you trying to render?
L1000[13:23:42] <gigaherz> do you want an icon on your screen telling you if YOUR player is skulled
L1001[13:23:50] <gigaherz> or do you want to see if OTHER PEOPLE are skulled?
L1002[13:24:02] <roxox1> I want to see if OTHER PEOPLE are skulled.
L1003[13:24:05] <gigaherz> well then
L1004[13:24:12] <gigaherz> how the F do you plan to do that
L1005[13:24:15] <gigaherz> if you don't tell anyone?
L1006[13:24:24] <roxox1> So, I need to send them a list of entity id's that they should render skulls to?
L1007[13:24:30] <gigaherz> no
L1008[13:24:38] <gigaherz> that would be the wrong way to do it
L1009[13:24:40] <diesieben07> ok so. how does the SERVER know which entity is skulled?
L1010[13:24:49] <diesieben07> where do you store that information?
L1011[13:24:52] <PitchBright> diesieben07: did you ever do a 1.7.10 version of CameraCraft?
L1012[13:24:53] <roxox1> It has all the players IEEP data stored.
L1013[13:25:00] <diesieben07> PitchBright, it is being worked on :P
L1014[13:25:09] <diesieben07> so it IS an IEEP?
L1015[13:25:11] <gigaherz> what do you mean "It has all the players IEEP data stored."
L1016[13:25:12] <diesieben07> jesus christ man
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L1018[13:25:15] <PitchBright> ah wicked… is there a project page i can follow ya on it?
L1019[13:25:16] <gigaherz> o_O
L1020[13:25:30] <gigaherz> are you doing some storage thing yourself?
L1021[13:25:35] <diesieben07> PitchBright, https://github.com/diesieben07/CameraCraft3/
L1022[13:25:41] <PitchBright> thankya sir
L1023[13:25:58] <roxox1> I don't understand how syncing Player 1's IEEP data, will help him to tell that Player 2 is also skulled.
L1024[13:26:02] <gigaherz> roxox1: how do you USE the ieep?
L1025[13:26:06] <diesieben07> no no no
L1026[13:26:18] <diesieben07> you sync the IEEP of all players they can see
L1027[13:26:42] <roxox1> So that entities in range can get the IEEP data of entities around them?
L1028[13:26:53] <diesieben07> no .....
L1029[13:26:59] <roxox1> you sync the IEEP of all players they can see
L1030[13:27:03] <diesieben07> so that the CLIENT knows about the IEEPs that are around the player.
L1031[13:27:14] <roxox1> How is that different.
L1032[13:27:28] <gigaherz> roxox1: if there's 6 players connected to a server
L1033[13:27:36] <gigaherz> there's 7 copies of each player
L1034[13:27:43] <gigaherz> one copy of each player in the server
L1035[13:27:46] <gigaherz> and one copy in each client
L1036[13:27:53] <diesieben07> (assuming they can all see each other)
L1037[13:27:54] <gigaherz> each one of those copies
L1038[13:27:56] <gigaherz> has an IEEP
L1039[13:28:00] <gigaherz> if they are far enough
L1040[13:28:13] <gigaherz> then the client doesn't see them anymore
L1041[13:28:15] <roxox1> Ok. So, each entity can get IEEP data about entities around them?
L1042[13:28:20] <gigaherz> so the server makes them forget
L1043[13:28:23] <gigaherz> and when they get close enough
L1044[13:28:27] <gigaherz> the server tells them about the new player
L1045[13:28:30] <diesieben07> NO the entities are NOT DOING SHIT HERE:
L1046[13:28:41] <gigaherz> eahc entity is separate and independent
L1047[13:28:44] <gigaherz> they don't know eachother at all
L1048[13:28:46] <roxox1> OK. SO EACH ENTITY HAS INFORMATION ABOUT THE ENTITIES AROUND THEM.
L1049[13:28:52] <gigaherz> nope
L1050[13:28:55] <gigaherz> each PLAYER has information
L1051[13:28:57] <gigaherz> the entities don't care
L1052[13:29:04] <roxox1> ...
L1053[13:29:09] <diesieben07> not player
L1054[13:29:12] <diesieben07> the thign is called client.
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L1056[13:29:14] <gigaherz> each clinet**
L1057[13:29:26] <gigaherz> all the IEEP should ever contain
L1058[13:29:29] <gigaherz> is one boolean
L1059[13:29:29] <roxox1> So, send each CLIENT information about OTHER CLIENTS in their range?
L1060[13:29:32] <gigaherz> yup
L1061[13:29:43] <gigaherz> send each CLIENT information about other PLAYER ENTITIES
L1062[13:29:44] <diesieben07> no.
L1063[13:29:50] <diesieben07> yes that ^
L1064[13:29:50] <roxox1> How the fuck, is that any different from what I've been saying for like.. 30 minutes.
L1065[13:30:00] <sham1> Seriously roxox, stop abusing the caps lock
L1066[13:30:11] <gigaherz> because they are separate
L1067[13:30:14] <gigaherz> and when you say "send a list of"
L1068[13:30:20] <gigaherz> that means you didn't understand the whole concept
L1069[13:30:29] <gigaherz> there should be no lists of anything
L1070[13:30:33] <gigaherz> the SERVER knows the lists
L1071[13:30:36] <gigaherz> you don't need to care
L1072[13:30:42] <roxox1> To me.. Sending each client information about other clients in their range
L1073[13:30:50] <diesieben07> nope.
L1074[13:30:51] <williewillus> sham1: you mean gigaherz who's caps locking :p
L1075[13:31:00] <diesieben07> you are just using names wrong
L1076[13:31:01] <sham1> him too
L1077[13:31:04] <diesieben07> "client", "player", "entity"
L1078[13:31:04] <gigaherz> I don't capslock
L1079[13:31:09] <diesieben07> understand those concepts.
L1080[13:31:13] <gigaherz> I just shift-type to give emphasis ;P
L1081[13:31:20] <diesieben07> you apparently dont since you use them all incorrectly.
L1082[13:31:28] <FusionLord> regex '\\n' will match '\n' correct?
L1083[13:31:33] <roxox1> 'client' = 'player' = 'entity' for the sake of conversation.
L1084[13:31:37] <diesieben07> nope.
L1085[13:31:38] <gigaherz> no
L1086[13:31:39] <gigaherz> they are not
L1087[13:31:46] <gigaherz> because they are separate things to minecraft
L1088[13:31:47] <masa> wtf
L1089[13:31:48] <roxox1> No, their not actually the same thing
L1090[13:31:49] <gigaherz> and the code you write
L1091[13:31:52] <roxox1> I kno
L1092[13:31:54] <roxox1> calm down
L1093[13:31:55] <gigaherz> so
L1094[13:31:58] <gigaherz> you can't mix them up
L1095[13:32:15] <gigaherz> both server and client have a list of entities
L1096[13:32:20] <gigaherz> it happens that some entities are players
L1097[13:32:32] <gigaherz> and it happens that one of those players is the actual player in front of mc
L1098[13:32:37] <gigaherz> controlling the game
L1099[13:32:39] <gigaherz> but
L1100[13:32:43] <roxox1> I know dude.
L1101[13:32:45] <roxox1> I know.
L1102[13:32:47] <gigaherz> for the logic side of things
L1103[13:32:49] <gigaherz> they are just entities
L1104[13:32:50] <roxox1> Calm
L1105[13:32:59] <gigaherz> I'm calm, i'm trying to explain from scratch
L1106[13:33:07] <gigaherz> so
L1107[13:33:09] <williewillus> FusionLord: you need four backslashes
L1108[13:33:13] <gigaherz> each entity, has an IEEP attached
L1109[13:33:20] <gigaherz> which is separate and independent from any other IEEP
L1110[13:33:30] <williewillus> FusionLord: "\\\\n" java takes two of them, regex sees "\\n", which finally matches "\n"
L1111[13:33:34] <gigaherz> okay now let's switch sides
L1112[13:33:36] <gigaherz> on the server
L1113[13:33:39] <gigaherz> there's also a list of entities
L1114[13:33:44] <gigaherz> and some of them happen to be players
L1115[13:33:47] <gigaherz> which have an IEEP attached
L1116[13:34:01] <williewillus> though I thank theres' sepcial regex classes for newlines/whitespace
L1117[13:34:04] <williewillus> so I'd use those instead
L1118[13:34:20] <gigaherz> now when any entity enters or leaves the viewing range of a player
L1119[13:34:30] <gigaherz> which may be due to moving
L1120[13:34:45] <gigaherz> or it may be that a new player joined/left theworld they are in
L1121[13:35:12] <shadekiller666> williewillus, regex for whitespace is "\\s+"
L1122[13:35:16] <gigaherz> you need to notify the *other* entities about this player's IEEP
L1123[13:35:17] <roxox1> What I meant was. The concept of Client / Server is very simple. If I ask, So the Server should send information to the client about the clients around them? It should not take 30 minutes to discover that instead of 'Client' it should be 'Player'.
L1124[13:35:23] <shadekiller666> that will remove all whitespace from a string
L1125[13:35:54] <FusionLord> williewillus, so headStone.getHeadstoneText().split("\\\\n")
L1126[13:35:58] <gigaherz> and when the state of the IEEP changes, also need to notify entities
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L1128[13:36:17] <gigaherz> eh
L1129[13:36:27] <gigaherz> I just used "netities" twice when I meant clients
L1130[13:36:28] <gigaherz> ¬¬
L1131[13:36:30] <gigaherz> entities
L1132[13:36:31] <williewillus> FusionLord: http://stackoverflow.com/a/454913
L1133[13:36:37] <gigaherz> okay I give up XD
L1134[13:36:42] <roxox1> Dude. I understand the difference between an Entity/Player/Client. I just generally use Client when I'm talking about networking stuff, and Player when I'm talking about Minecraft :P.
L1135[13:36:49] <gigaherz> when stuff changes -> send packet to all around
L1136[13:37:02] <roxox1> That is a much better explanation ^
L1137[13:37:02] <gigaherz> ;P
L1138[13:37:07] <FusionLord> williewillus, I am building the string and putting in "\n"
L1139[13:37:19] <williewillus> FusionLord: that SO answer is exactly what youre looking for
L1140[13:37:20] <williewillus> lol
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L1142[13:37:43] <Tyler__> Hello
L1143[13:39:45] <sham1> Trying to get comfortable with regex is kinda fun
L1144[13:39:59] <sham1> Until you get match strings like this one: "(\w+)://(\w+-*\w*(\.*\w*)):*(\d*)"
L1145[13:40:01] <williewillus> sham1: then you forget it a week after you stop needing it
L1146[13:40:07] <williewillus> and thats why regex helpers exist ;p
L1147[13:40:18] <Tyler__> Oh hey williewillus did you ever take a look at my code earlier?
L1148[13:40:27] <sham1> That captures a protocol, the domain and the possible port
L1149[13:40:35] <williewillus> Tyler__: no, I think i was asleep
L1150[13:40:52] <Tyler__> Oh okay, that's fine
L1151[13:43:58] <gigaherz> sham1: make a regex that matches valid regex
L1152[13:44:00] <gigaherz> ;P
L1153[13:44:07] <sham1> Oh god no
L1154[13:44:20] <gigaherz> make a regex that matches only itself
L1155[13:45:27] <diesieben07> have fun: http://regex.alf.nu/
L1156[13:46:11] <williewillus> gigaherz: http://codegolf.stackexchange.com/questions/28821/regex-that-only-matches-itself
L1157[13:46:29] <sham1> "(\w+)\s(\w+)\s:{0,1}\s(\w+)\s(=)\s([A-Za-z0-9]+)(;)"
L1158[13:46:39] <Tyler__> Question
L1159[13:47:01] <Tyler__> If I make a directional block do I simply rotate modify it's rotation or do I have to make a texture for each direction?
L1160[13:47:09] <Tyler__> I only need North, South, East and West
L1161[13:47:11] <williewillus> the first
L1162[13:47:32] <williewillus> you have a model that faces north by default (minecraft:orientable) and you apply a global y axis rotation for each direction
L1163[13:47:35] <williewillus> assuming 1.8
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L1165[13:47:50] <gigaherz> meh Scrap Mechanic looks fun
L1166[13:47:51] <sham1> The regex string I posted would propably work with any programming language that had its variables declared like Pascal
L1167[13:47:55] <gigaherz> anyone with money wants to gift it to me? ;P
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L1169[13:48:00] <sham1> To tokenize it
L1170[13:48:08] <gigaherz> i can't afford things right now
L1171[13:48:09] <gigaherz> XD
L1172[13:48:14] <Tyler__> Yes 1.8.9, latest version of forge, 1708 I believe.
L1173[13:48:32] <Tyler__> And based off of the Facing Enums I would rotate it?
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L1175[13:48:49] <gigaherz> latest is 1710 ;P
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L1177[13:49:34] <Tyler__> God damnit
L1178[13:49:35] <Tyler__> Lmao
L1179[13:49:52] <diesieben07> look at vanilla examples i would say ;)
L1180[13:50:15] <Tyler__> I have been and sadly, I do not have the literacy of Java I would want for reading that
L1181[13:51:09] <diesieben07> all the "magic" basically happens in the blockstate json, in the case of the furnace: assets/minecraft/blockstates/furnace.json
L1182[13:51:22] <Tyler__> Okay thanks, I will take a look there
L1183[13:51:31] <Tyler__> Any other words of wisdom :P
L1184[13:51:59] <diesieben07> well, the rest is the stuff in your Block, you need a property and encoding ti to meta and back
L1185[13:52:18] <sham1> So yeah
L1186[13:52:22] <sham1> I am building a tokenizer
L1187[13:53:15] <FusionLord> other than the color what do you think? http://puu.sh/mEpvG/366b75d5bf.png
L1188[13:53:17] <sham1> so that is why regex is something I am interested in ATMM
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L1190[13:53:29] <sham1> nice
L1191[13:53:43] <sham1> I CAN SEE MYSELF :3
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L1193[13:54:42] <diesieben07> haha that is a great grave inscription
L1194[13:54:46] <diesieben07> "MULTILINE TEXT!"
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L1196[13:55:22] <Tyler__> Quick question what's the general format for assets?
L1197[13:55:38] <diesieben07> uhmm, depends on the type of asset.
L1198[13:55:41] <gigaherz> that's almost haiku
L1199[13:55:44] <diesieben07> also what do you mean by format?
L1200[13:55:49] <Tyler__> assets.<modid>.blocks.models.block
L1201[13:55:49] <Tyler__> ?
L1202[13:56:06] <Tyler__> Just for organization and I understand MC is picky about locations
L1203[13:56:10] <gigaherz> assets/modid/models/nlock
L1204[13:56:19] <gigaherz> block*
L1205[13:56:24] <gigaherz> assets/modid/models/item
L1206[13:56:28] <gigaherz> assets/modid/blockstates
L1207[13:56:29] <Tyler__> Thanks. Someday I promise I will actually learn haha
L1208[13:56:32] <gigaherz> assets/modid/textures/*
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L1210[14:01:03] <sham1> ("\X+")
L1211[14:01:11] <sham1> Yay for matching string literals
L1212[14:01:37] <sham1> that + could actually be * so you could have an empty string literal
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L1216[14:09:40] <Wuppy> finally managed to be productive today :O
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L1218[14:13:28] <FusionLord> YaY!
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L1220[14:13:39] <sham1> This cannot be
L1221[14:14:00] <FusionLord> I've been productive today aswell
L1222[14:14:13] <sham1> I've been as well
L1223[14:14:25] <sham1> Trying to figure out this regex shit for lexical analysis
L1224[14:15:03] <gigaherz> I'm improvifying my game
L1225[14:15:05] <Wuppy> I've been doing some stuff for a game I'll release on android and iOS soon
L1226[14:15:08] <Wuppy> and probably on Utomik
L1227[14:15:30] <gigaherz> I wanna release a v2.0 in some weeks/months
L1228[14:15:40] <Wuppy> same here :)
L1229[14:15:48] <sham1> Well I seem to have the biggest things going on now as I am doing a toy language xD
L1230[14:16:24] <gigaherz> I did that in the past ;P
L1231[14:16:42] <sham1> It is fun
L1232[14:16:48] <Tyler__> Is there any nice way to get Eclipse to be able to open the .json files for vanilla blocks?
L1233[14:16:48] <gigaherz> https://github.com/gigaherz/GDDL-Java
L1234[14:17:01] <gigaherz> Tyler__: you shoudl be able to open them
L1235[14:17:06] <gigaherz> open the external libraries thing
L1236[14:17:08] <gigaherz> find
L1237[14:17:28] <Tyler__> In Referenced Libraries
L1238[14:17:33] <gigaherz> the one that's net.minecraftsomethingsomething:forgeSrc:
L1239[14:17:35] <Tyler__> I opened forgeSrc
L1240[14:17:43] <Tyler__> assets.minecraft.blockstates
L1241[14:17:46] <gigaherz> yeah
L1242[14:17:53] <gigaherz> you shoudl be able to see the json files there and open them
L1243[14:17:56] <gigaherz> at least in IDEA you can
L1244[14:18:12] <Tyler__> "Problems opening an editor"
L1245[14:18:15] <Tyler__> Reason:
L1246[14:18:35] <Tyler__> Problem opening editor for 'furnace.json'. System editor can only open base file resources
L1247[14:18:56] <Tyler__> I think it's because it's in a .jar
L1248[14:19:12] <gigaherz> get IDEA ;P
L1249[14:19:23] <diesieben07> http://help.eclipse.org/mars/index.jsp?topic=%2Forg.eclipse.platform.doc.user%2Freference%2Fref-13.htm
L1250[14:19:44] <Tyler__> Alright I'll try that
L1251[14:20:01] <diesieben07> set it to internal editor
L1252[14:20:49] <Tyler__> That worked!
L1253[14:20:52] <Tyler__> :D
L1254[14:21:13] <Tyler__> I see now how the magic works!
L1255[14:21:38] <solidDoWant1> can you guys ELI5 what this class does? https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/java/net/minecraftforge/fml/client/IModGuiFactory.java
L1256[14:22:15] <McJty> What is ELI5?
L1257[14:22:30] <gigaherz> I have no idea what ELI5ing means
L1258[14:22:39] <Wuppy> Explain it like I'm 5
L1259[14:22:42] <TehNut> Explain Like I'm Five
L1260[14:22:47] <McJty> ah
L1261[14:23:17] <Tyler__> I could use a whole lot of that haha
L1262[14:23:41] <solidDoWant1> is this for the config button on the "Mods" screen on minecraft's main menu?
L1263[14:23:46] <gigaherz> this is an interface used to support the mod config system
L1264[14:23:49] <gigaherz> yes
L1265[14:23:56] <solidDoWant1> okay, thanks!
L1266[14:24:06] <gigaherz> read around line 18
L1267[14:24:48] <solidDoWant1> saw that, but wasn't sure what mod list it was refering to
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L1269[14:25:27] <Tyler__> Without coming to this IRC, I probably would've given up on trying to mod lol
L1270[14:26:03] <gigaherz> that's why it exists, Tyler__
L1271[14:26:04] <gigaherz> XD
L1272[14:26:07] <Tyler__> Now I actually have a block in the game that faces, just gotta figure out my textures
L1273[14:26:08] <gigaherz> modding is NOT easy
L1274[14:26:09] <Tyler__> And yes lol
L1275[14:26:22] <Wuppy> and the people here are awesome \o/
L1276[14:26:23] <gigaherz> specially for people who didn't know java beforehand
L1277[14:26:26] <Tyler__> I expected it to be difficult, but not this difficult.
L1278[14:26:27] <sham1> Note to self, never save utf-8 with BOM and expect C++ to understand
L1279[14:26:30] <Tyler__> ^
L1280[14:26:42] <Tyler__> All the people in here are awesome
L1281[14:26:44] <gigaherz> sham1: utf with bom is technically invalid
L1282[14:26:44] <gigaherz> ;P
L1283[14:26:48] <gigaherz> utf8*
L1284[14:26:53] <sham1> God damn it Notepad++
L1285[14:27:02] <gigaherz> the BOM is only meant to exist in utf16 and up
L1286[14:27:13] <gigaherz> to indicate the endianess of the data
L1287[14:27:18] <gigaherz> in utf-8
L1288[14:27:22] <gigaherz> it's a valid character
L1289[14:27:25] <sham1> again, god damn it notepad++
L1290[14:27:34] <gigaherz> a zero-width non-break space
L1291[14:27:39] <gigaherz> which for the purpose of drawing text
L1292[14:27:41] <sham1> it for some reason has utf-8 BOM encoding...
L1293[14:27:41] <gigaherz> means a "noop"
L1294[14:27:49] <gigaherz> but to a C++ compiler, it's an invalid character
L1295[14:28:05] <sham1> I was reading a file with utf-8 bom
L1296[14:28:48] <solidDoWant1> In GUIContainers, what should be put in drawGuiContainerBackgroundLayer and what should be put in drawGuiContainerForegroundLayer
L1297[14:28:48] <solidDoWant1> ?
L1298[14:29:00] <sham1> the background and the foreground
L1299[14:29:07] <sham1> Background is behind inventory slots
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L1301[14:29:21] <sham1> Foreground is infront of them
L1302[14:29:28] <FusionLord> hmm... Block.getDrops() isn't being called
L1303[14:29:43] <diesieben07> check that the player can harvest
L1304[14:29:44] <solidDoWant1> if I dont have inv slots does it matter which I use?
L1305[14:30:03] <diesieben07> if you dont have slots why do you have a GuiContainer?
L1306[14:30:10] <sham1> ^
L1307[14:30:20] <solidDoWant1> because that's what I thought I was supposed to use for guis
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L1310[14:30:41] <diesieben07> GuiScreen for "normal" GUIs
L1311[14:31:12] <solidDoWant1> so what do I use for uh.. abnormal guis?
L1312[14:31:19] <diesieben07> wat.
L1313[14:31:40] <solidDoWant1> what do I use for guis without inv slots
L1314[14:31:47] <sham1> GuiScreen
L1315[14:31:50] <sham1> He just said
L1316[14:32:11] <solidDoWant1> oh I misread that
L1317[14:32:18] <solidDoWant1> thanks guys, helpful as always
L1318[14:32:36] <Tyler__> Gah I hate models
L1319[14:32:41] <shadekiller666> is there any way to "lock" a PR such that it stops absorbing commits?
L1320[14:32:58] <diesieben07> use a different branch
L1321[14:33:05] <diesieben07> a pr is just a pointer to a branch name
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L1323[14:33:51] <sham1> Not even a name
L1324[14:33:54] <sham1> To the current hash
L1325[14:34:09] <diesieben07> wat? no.
L1326[14:34:12] <gigaherz> no
L1327[14:34:17] <gigaherz> it points to the branch
L1328[14:34:18] <diesieben07> if you update where the branch points, the PR changes
L1329[14:34:20] <gigaherz> even if you force-push
L1330[14:34:22] <gigaherz> still points there
L1331[14:34:24] <sham1> Current hash of the branch...
L1332[14:34:29] <sham1> Dont start with me
L1333[14:34:33] <gigaherz> github stores the branch name.
L1334[14:34:34] <diesieben07> hash of the branch? :D
L1335[14:34:38] <gigaherz> doesn't care about the hash
L1336[14:34:52] <sham1> The hash of the most recent commit of that branch...
L1337[14:34:59] <diesieben07> nope.
L1338[14:35:33] <sham1> Well it has to point to the branch's current state somehow
L1339[14:35:38] <gigaherz> sham1: they MAY cache the hash/commits for performance reasons, but a PR is tied to the branch name, regardless of the contents
L1340[14:35:46] <masa> if it would point directly to the commit hash, then the PR wouldn't update when you push to the branch
L1341[14:35:57] <gigaherz> if you force-push something else ot that branch
L1342[14:36:02] <gigaherz> even if it's a separate codebase
L1343[14:36:10] <gigaherz> girhub will show that instead
L1344[14:36:15] <gigaherz> github*
L1345[14:36:28] <FusionLord> ok so at the time of getDrops the TileEntity has already been destroyed, anyone know another wat to get drops based on the te
L1346[14:36:30] <sham1> Yes
L1347[14:36:37] <gigaherz> sec
L1348[14:36:50] <diesieben07> FusionLord, look at the forge patches to BlockFlowerPot (all of them, they are at the bottom)
L1349[14:36:51] <sham1> It points to the commit that is the most recent in that branch that PR is made from
L1350[14:36:56] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/tape/BlockPackaged.java#L56,L87
L1351[14:36:58] <gigaherz> like this
L1352[14:37:11] <sham1> Which changes with pushes
L1353[14:37:13] <gigaherz> it's copied from theflowerpot, like diesieben07 says
L1354[14:37:59] <FusionLord> thanks gigaherz never would have thought of that
L1355[14:38:11] <sham1> Anyway
L1356[14:38:22] <sham1> Does someone know how the new capability system works
L1357[14:38:37] <shadekiller666> i would like to see if i can implement support for that block breaking animation issue in my obj loader workspace... but i don't want the changes for that to be applied to the PR :P
L1358[14:38:38] <gigaherz> TileEntities, ItemStacks and Entities
L1359[14:38:44] <gigaherz> now have a getCapability method
L1360[14:38:53] <gigaherz> that can be used to query caps
L1361[14:39:04] <FusionLord> shadekiller666, you have a fix?
L1362[14:39:04] <gigaherz> if you support a capability, you return the appropriate interface reference
L1363[14:39:22] <sham1> So I make my own customm capability by immplemmenting the Capability interface
L1364[14:39:24] <shadekiller666> FusionLord, no, but i'd like to see if i can find one
L1365[14:39:33] <FusionLord> gotcha
L1366[14:39:37] <gigaherz> if you want OTHERS to implementa capability, yes
L1367[14:39:49] <gigaherz> something like RF could have a
L1368[14:39:52] <shadekiller666> and it would be really nice to have the changes to the OBJLoader in the workspace whilst i do it :P
L1369[14:40:03] <gigaherz> EnergyReceiverCapability, that is a Capability<IEnergyReceiver>
L1370[14:40:03] <sham1> Well what if I just want that cap be unique to my TE
L1371[14:40:05] <shadekiller666> suppose i could branch off of my OBJ_Loader branch...
L1372[14:40:17] <gigaherz> sham1: then why not just have the TE implement an interface?
L1373[14:40:30] <FusionLord> is it possible to set the break progress of a different block? so if i'm breaking one of the slaves it will render the break on the master?
L1374[14:40:36] <sham1> I dont know
L1375[14:40:38] <gigaherz> the capability system is meant to expose features
L1376[14:40:46] <gigaherz> that you may or may not implement
L1377[14:41:01] <gigaherz> so that you or others can query those capabilities as needed
L1378[14:41:21] <gigaherz> without cluttering the class with tons of implements
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L1380[14:41:45] <gigaherz> indirectly, also allows storing the capability-related data through composition
L1381[14:41:45] <gigaherz> like
L1382[14:41:53] <gigaherz> a TE may have an InventoryBasic
L1383[14:42:01] <gigaherz> instead of implementing IInventory itself
L1384[14:42:13] <gigaherz> assuming IInventory is a capability ;P
L1385[14:42:27] <sham1> It will when that PR goes through
L1386[14:42:28] <gigaherz> (didn't look into what capabilities woudl vanilla have)
L1387[14:43:00] <gigaherz> and a RF-basec machine could have an EnergyBuffer object instead of implementing IEnergyReceiver
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L1389[14:43:02] <M4thG33k> Quick question concerning the texture ID during the TextureStitchEvent: I thought the id for the blocks was always 8, but does it change? (Or can other mods change that value?)
L1390[14:43:03] <gigaherz> based
L1391[14:43:19] <gigaherz> M4thG33k: id?
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L1393[14:43:41] <M4thG33k> Er..for the TextureMap class - each one has its own glTextureId
L1394[14:43:51] <diesieben07> of course it is not constant....
L1395[14:43:51] <shadekiller666> FusionLord, RenderGlobal.sendBlockBreakProgress()
L1396[14:43:52] <gigaherz> that's assigned by opengl
L1397[14:43:57] <gigaherz> you call
L1398[14:44:04] <gigaherz> glGenTextures
L1399[14:44:21] <M4thG33k> is there any way to know which id is associated to the block textures once it has been assigned?
L1400[14:44:22] <gigaherz> and it returns the ids
L1401[14:44:32] <gigaherz> why do you need that?
L1402[14:44:41] <gigaherz> just use the existing bindTexture that takes the resourcelocation
L1403[14:44:55] <M4thG33k> I have some image processing stuff that occurs after the texture is stitched
L1404[14:44:59] <gigaherz> and use TextureMap.locationBlocksTexture
L1405[14:45:17] <gigaherz> then check how bindTexture resolves the id
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L1408[14:53:11] <FusionLord> shadekiller666, and where would i put that so that it matches the slave is there an event that watches block damage?
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L1410[14:54:45] <shadekiller666> FusionLord, though, instead of doing it how you're doing it (with the slaves having a render type of -1 or whatever), i would use the same block as the master, except i would set all obj groups to hidden for the slaves, though i'm not 100% sure that would work in the current version of the obj loader (it works well with the changes in the PR :P)
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L1412[14:54:52] <shadekiller666> uhh
L1413[14:54:54] <solidDoWant1> if I want to display a player's invntory, and allow them to do normal inventory things (like moving items), but I dont need to have any other item slots in my gui, do I still need a gui container instead of a gui screen?
L1414[14:55:38] <masa> yes
L1415[14:55:42] <gigaherz> yes, the inventory slots are still managed by the containers
L1416[14:55:52] <solidDoWant1> alright, thanks
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L1419[14:56:34] <masa> well good night/timezone everyone
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L1424[15:00:19] <shadekiller666> FusionLord, well, theres World.sendBlockBreakProgress(), and theres S25PacketBlockBreakAnim, and C07PacketPlayerDigging
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L1426[15:01:02] <shadekiller666> PlayerControllerMP.clickBlock() and PlayerControllerMP.onPlayerDamageBlock() both call World.sendBlockBreakProgress()
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L1429[15:04:09] <shadekiller666> fry, have you gotten a chance to look at the PR?
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L1432[15:21:14] <shadekiller666> is there a way to have an IProperty in an IBS that isn't defined in the blockstate json?
L1433[15:22:27] <shadekiller666> an "unlisted" IProperty thats treated like a standard IProperty?
L1434[15:23:37] <AndersBillLind> Moving stuff from the inventory to the hotbar just to use them is a lot of work, is there a feature to facilitate this that I am not aware of?
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L1438[15:25:11] <shadekiller666> well, you can mouse over an item and press 1-9 to swap the contents of that slot and the corresponding hotbar slot
L1439[15:25:24] <AndersBillLind> Hm, yeah...
L1440[15:25:51] <AndersBillLind> Maybe I want to move every item that is of a certain kind to the hotbar
L1441[15:26:02] <shadekiller666> uhh
L1442[15:26:04] <AndersBillLind> Or just move something directly from the inventory to a crafting table etc
L1443[15:26:18] <shadekiller666> not that i know of, at least in vanilla
L1444[15:26:28] <shadekiller666> theres shift click, but thats single stacks
L1445[15:26:40] <shadekiller666> and i don't think shift click works in crafting tables
L1446[15:27:51] <AndersBillLind> Would be nice to be able to compact an inventory in some easy way
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L1448[15:28:02] <AndersBillLind> Stacking everything that is stackable
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L1451[15:29:40] <AndersBillLind> Hm, maybe I want a certain key combo for lets say glass, so if I have glass in my inventory, it will swap to the hotbar and get selected
L1452[15:30:18] <shadekiller666> as if there aren't enough keybinds already :P
L1453[15:30:30] <AndersBillLind> exactly, there is not
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L1457[15:34:56] <shadekiller666> gigaherz, have you played around with using objs for entities?
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L1459[15:37:15] <killjoy> Trying to fix bugs http://i.imgur.com/iiXtjp7.gif
L1460[15:37:40] <shadekiller666> those are some viscious bugs...
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L1463[15:41:36] <gigaherz> shadekiller666: yup, but I use stitched textures
L1464[15:41:47] <shadekiller666> ?
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L1466[15:42:00] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/renders/RenderBall.java
L1467[15:42:06] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/renders/RenderEssence.java
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L1469[15:42:18] <gigaherz> both my entities use textures stitched into the blocks map
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L1471[15:43:06] <shadekiller666> the *standard* way of doing it is to just bind the individual textures themselves right?
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L1474[15:50:07] <LexManos> https://twitter.com/LexManos/status/690289567044210688
L1475[15:50:34] <LexManos> Also note: Rec Build WILL be coming out before monday, so speak up now or forever hold your bitching
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L1477[15:53:01] <gigaherz> shadekiller666: yes, but that requires the dummy TAS trick
L1478[15:53:07] <gigaherz> I haven't implemented that into my mods yet
L1479[15:53:27] <shadekiller666> dummy TAS trick?
L1480[15:54:14] <gigaherz> the thing where you give the obj/b3d loader a special TAS, that has "getInterpolatedU(u) {return u; }" and thesame for V
L1481[15:54:48] <gigaherz> weren't you aroudn when fry mentioned that? ;P
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L1483[15:58:58] <shadekiller666> uhhh no?
L1484[15:59:24] <shadekiller666> do you mean pass a custom TAS into IBakedModel or something?
L1485[15:59:31] <shadekiller666> or into IModel.bake()?
L1486[15:59:44] <gigaherz> https://gist.github.com/gigaherz/f50d09b819b634affaac
L1487[16:00:02] <gigaherz> I mean specifically this.
L1488[16:00:03] <gigaherz> XD
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L1490[16:02:08] <gigaherz> note that the caching stuff left over in that function would break if you use the same cache list for those models and the stitched ones
L1491[16:02:20] <gigaherz> if you try to load the same model for different types of textures
L1492[16:03:15] <shadekiller666> lol
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L1494[16:04:10] <shadekiller666> you know, i could add another custom data key that would do that
L1495[16:04:12] <shadekiller666> hmm
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L1497[16:04:59] <gigaherz> custom data woudl be useless there
L1498[16:05:06] <shadekiller666> no
L1499[16:05:12] <gigaherz> unless you mean in the state passed into bake()
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L1501[16:05:42] <shadekiller666> you can call OBJModel.process() yourself :P
L1502[16:05:45] <gigaherz> shadekiller666: it's not worth it IMO
L1503[16:05:53] <gigaherz> what we should have
L1504[16:06:12] <gigaherz> is that function exdisting within forge
L1505[16:06:25] <gigaherz> ModelLoader.ENTITY_TEXTURE_MAPPER
L1506[16:06:28] <gigaherz> or whatever
L1507[16:06:43] <gigaherz> alongside another one for the stitched textures
L1508[16:06:47] <gigaherz> which could be called
L1509[16:06:56] <gigaherz> ModelLoader.STITCHED_TEXTURE_MAPPER
L1510[16:07:14] <shadekiller666> i do feel there should be constants in ModelLoader or something for various "baked texture getters"
L1511[16:07:33] <gigaherz> there's really only 2 that are needed
L1512[16:07:37] <shadekiller666> ya
L1513[16:07:41] <gigaherz> one that returns TAS from the atlas
L1514[16:07:47] <gigaherz> and one that returns the dummy TAS
L1515[16:09:02] <shadekiller666> this would be a good thing to make a PR for :P
L1516[16:10:01] <gigaherz> yes, I just can't be bothered to install eclipse and get forge deve vn set up
L1517[16:10:01] <gigaherz> XD
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L1519[16:11:01] <shadekiller666> lol
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L1523[16:14:56] <gigaherz> AND I now dislike ReSharper
L1524[16:15:22] <gigaherz> there doesn't appear to be a way to disable Resharper's formatting stuff and just use the standard one from VS
L1525[16:15:41] <gigaherz> and ReSharper now decided to remove the newline when I type "List<"
L1526[16:15:52] <gigaherz> I suddenyl get like
L1527[16:16:01] <gigaherz> "List<whateverthenextlinehadbefore"
L1528[16:16:07] <gigaherz> which is NEVER what I want.
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L1530[16:16:39] <mikebald> Check out this guy ^ ^ thinking his styling method is better than Resharpers.. sheez =D
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L1532[16:17:08] <gigaherz> mikebald: I'm not saying "mine" is better
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L1534[16:17:16] <gigaherz> I just don't want an auto-formatter to REMOVE newlines
L1535[16:17:22] <gigaherz> specially not when I type a <
L1536[16:17:35] <gigaherz> that's a deal-breaker for me
L1537[16:18:22] <mikebald> Was just being sarcastic, yeah there's somethings I don't like about the default settings... for example, typing "" gets me 3 quotes =/
L1538[16:18:30] <mikebald> *some things
L1539[16:18:34] <gigaherz> that I turn off straight away
L1540[16:18:40] <gigaherz> I hate editors to auto-add the clising )]}"
L1541[16:18:46] <gigaherz> closing
L1542[16:18:59] <mikebald> ugh, yeah... it's especially fun when writing JS
L1543[16:19:38] <gigaherz> ah okay it's less bad than I thought
L1544[16:19:45] <gigaherz> if I turn off the "auto-format on ..." options
L1545[16:19:51] <gigaherz> it still allows VS to do its own thing
L1546[16:20:09] <gigaherz> I assumed it would override VS to NOT do anything
L1547[16:20:18] <gigaherz> the option is badly named
L1548[16:20:31] <gigaherz> it should be called "Custom auto-formatting on ..."
L1549[16:20:40] <mikebald> oh that's neat... I'll have to change that too because the autoformatting is one of the things I hate on a daily basis
L1550[16:20:43] <gigaherz> no wait
L1551[16:20:46] <gigaherz> the < shit still happens
L1552[16:20:46] <gigaherz> wtf
L1553[16:21:18] <gigaherz> I hope it's not UnityVS getting in the way
L1554[16:21:46] <gigaherz> no
L1555[16:21:49] <gigaherz> restarting VS fixed that
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L1558[16:23:18] <shadekiller666> yet VS is still the primary c++ dev platform...
L1559[16:24:40] <mikebald> interesting, I have the Auto-format on semicolon and it doesn't autoformat the multi-lined List<
L1560[16:24:40] <gigaherz> it's still overall the best IDE I have ever used
L1561[16:25:02] <gigaherz> okay now what was I doing... ¬¬
L1562[16:25:09] <gigaherz> ah yes.
L1563[16:25:53] * mikebald shrugs, I may have changed those options at some point. Who remembers these things?
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L1565[16:32:13] <shadekiller666> damn it... why did the release date for The Witness have to be set to the 26th...
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L1567[16:32:28] <shadekiller666> the day after classes start again >:(
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L1572[16:41:32] <Tyler__> Anyone else hate Microsoft?
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L1574[16:44:53] <shadekiller666> what did they do wrong this time?
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L1576[16:51:13] <gigaherz> Tyler__: I can't really hate Microsoft right now
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L1578[16:51:21] <gigaherz> they are releasing a LOT of code on github
L1579[16:51:52] <gigaherz> Apple is much more hateable IMO
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L1589[17:07:48] <Tyler__> I hate both lmao
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L1594[17:19:26] <shadekiller666> crayons are a terrible art medium...
L1595[17:20:12] <gigaherz> depends on how they are used
L1596[17:21:16] <gigaherz> there are some interesting uses
L1597[17:21:16] <gigaherz> https://img0.etsystatic.com/026/0/9851919/il_340x270.639459442_9zqo.jpg
L1598[17:21:21] <gigaherz> https://amartanimation.files.wordpress.com/2013/06/faur08.jpg?w=604&h=861
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L1600[17:22:52] <shadekiller666> ok, so they're good for things that don't involve actually coloring with them :P
L1601[17:22:58] <shadekiller666> unless you're 3
L1602[17:23:28] <solidDoWant1> can somebody take a look at this and tell me what I'm doing wrong? the texture I'm painting the rectangle with wont scale properly https://gist.github.com/solidDoWant/d7e7de296e9b379bc8cf
L1603[17:23:43] <solidDoWant1> image size is 176x66
L1604[17:23:45] <solidDoWant1> 166*
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L1606[17:24:33] <shadekiller666> what do you mean it won't scale properly?
L1607[17:25:04] <solidDoWant1> it only shows the upper left hand corner
L1608[17:25:06] <roxox1> If I was to send NBT data (i.e, NBTTagCompound) how would the client know WHO's NBT data it was?
L1609[17:25:20] <solidDoWant1> well I guess it does scale properly, but it's not showing the whole image
L1610[17:25:22] <roxox1> I assume I have to somehow tell the receiving end who's NBT data it is.
L1611[17:25:42] <solidDoWant1> roxox1: sent the player's UUID mayb?
L1612[17:26:31] <roxox1> I meant, I assume it won't just 'know' who's NBT data it is?
L1613[17:26:31] <Vorquel> So what's the deal with this new capabilities system. I know it's for soft dependies, but what does that mean for the average modder?
L1614[17:27:07] <solidDoWant1> roxox1: what are you sending, and from where?
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L1616[17:27:23] <LatvianModder> I think absoloutly nothing, Vorquel
L1617[17:27:34] <LatvianModder> As long as you dont use them
L1618[17:27:52] <Vorquel> I want to understand it, though.
L1619[17:27:55] <shadekiller666> what are they used for...
L1620[17:27:55] <Zaggy1024> with the IItemHandler I would think it would matter
L1621[17:28:06] <roxox1> I am sending IEEP data about one player, to another player.
L1622[17:28:55] <shadekiller666> gigaherz, question, for that TAS PR, do i fork off of the master forge branch or the obj loader branch...
L1623[17:29:03] <roxox1> I already had a lot of people tell me how to do it. But shit is hard.
L1624[17:29:08] <shadekiller666> probably master
L1625[17:29:12] <solidDoWant1> I'm no expert, but unless something else is already sending player uuid or player object or something, I don't think theres any way of telling where the nbt data came from
L1626[17:30:03] <LatvianModder> IEEP data? Whats that?
L1627[17:30:19] <Zaggy1024> extended entity properties
L1628[17:30:27] <LatvianModder> Ah
L1629[17:31:58] <LatvianModder> Thats why I have my own class, LMPlayer with integer ID (for less data and easier indexing), and I Know which player will receive data. The problem with minecraft is that it doesnt give player list on client side :/
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L1631[17:40:50] <shadekiller666> gigaherz, would it be better to have two constant variables, or two methods to get the baked texture getters?
L1632[17:41:01] <Soni> should I switch to scala?
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L1635[17:45:37] <Soni> how do I switch to scala anyway?
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L1639[17:48:28] <illy> Soni: by using the scala plugin and rewriting your code in scala
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L1641[17:49:06] <Soni> illy, can I have a hybrid project?
L1642[17:49:23] <illy> yes
L1643[17:50:05] <Soni> I just want all the JSON stuff in scala... no idea if it's gonna make my code cleaner, I'm basically throwing it at the wall and seeing if it sticks...
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L1646[17:54:58] <gigaherz> [00:40] (shadekiller666): gigaherz, would it be better to have two constant variables, or two methods to get the baked texture getters?
L1647[17:55:01] <gigaherz> a method to get a getter?
L1648[17:55:02] <gigaherz> XD
L1649[17:55:31] <shadekiller666> a method to get a function :P
L1650[17:55:41] <gigaherz> seems like they belong on public static fields, given that their implementation is "constant"
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L1653[17:56:58] <gigaherz> although method would also work
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L1656[18:00:11] <Zaggy1024> fry, think we could have a hook for rendering block breaking for static block models?
L1657[18:00:11] <gigaherz> yeah I think a function is best.
L1658[18:00:12] <gigaherz> https://gist.github.com/gigaherz/187ab3dcf265e859bb64
L1659[18:00:16] <gigaherz> shadekiller666: ^
L1660[18:01:32] <shadekiller666> O.o
L1661[18:01:47] <gigaherz> what?
L1662[18:01:47] <shadekiller666> at that point might as well just declare them static final variables though
L1663[18:01:55] <gigaherz> with one exception
L1664[18:02:06] <gigaherz> the "standard" one, caches the TextureMap
L1665[18:02:19] <gigaherz> which may change between resource manager reloads
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L1667[18:03:01] <shadekiller666> don't you want it to change though?
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L1669[18:03:47] <shadekiller666> if something gets stitched into the map on a resource reload, and things are in different places, then wouldn't it be bad to use an old one?
L1670[18:04:06] <gigaherz> https://gist.github.com/gigaherz/187ab3dcf265e859bb64
L1671[18:04:15] <gigaherz> yes
L1672[18:04:20] <gigaherz> but the function one
L1673[18:04:24] <shadekiller666> also, should "DummyAtlasTexture" be an actual class, or would it be better to do an anonymous class
L1674[18:04:30] <gigaherz> creates a new instance every time you call the function
L1675[18:04:50] <gigaherz> so it would be ok so long as no one caches the result of getStitched
L1676[18:05:08] <gigaherz> I put the alternative form, with static fields, at the bottom
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L1678[18:05:46] <gigaherz> hmm I don't really like the idea of creating random instances of the dummy TAS
L1679[18:05:52] <gigaherz> they are really just used once
L1680[18:05:59] <gigaherz> so having a singleton makes sense
L1681[18:06:09] <shadekiller666> its own class then?
L1682[18:06:14] <gigaherz> it could be a static singleton then
L1683[18:06:16] <gigaherz> though*
L1684[18:06:40] <shadekiller666> is there anything special about defining a singleton?
L1685[18:08:01] <gigaherz> v3: https://gist.github.com/gigaherz/187ab3dcf265e859bb64
L1686[18:08:18] <gigaherz> no dedicated class, but still singleton-y
L1687[18:09:00] <gigaherz> added some "final" that I forgot ;P
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L1690[18:11:29] <gigaherz> (it's not really even called THAT often, I just don't like creating new instances if they aren't needed)
L1691[18:12:33] <VikeStep> I use singletons when defining my event handlers
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L1694[18:15:06] <shadekiller666> gigaherz, why did you make getStitchedTextureMapper() and getDummyTextureMapper() private? :P
L1695[18:15:42] <gigaherz> no reason
L1696[18:15:42] <gigaherz> XD
L1697[18:15:56] <gigaherz> I told idea to create a method for me
L1698[18:15:58] <gigaherz> it chose private
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L1702[18:20:27] <shadekiller666> is the @Nullable necessary, eclipse isn't happy with it
L1703[18:22:22] <shadekiller666> wait
L1704[18:22:24] <tterrag> shadekiller666: define "isn't happy"
L1705[18:22:24] <shadekiller666> i'm stupid...
L1706[18:22:37] <tterrag> if it's generating a warning it's because you're assuming the return value isn't null :P
L1707[18:24:30] <shadekiller666> no, it wasn't liking the fact that it was there, but i was being a derp
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L1709[18:29:30] <TechDG> hey
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L1711[18:30:24] <TechDG> so how exactly do I take a slot and subtract 1 item from it
L1712[18:30:32] <TechDG> sayt here are 6 iron ingots, how do I make ythat into 5?
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L1715[18:32:27] <shadekiller666> now to go through and make all of the forge examples use ModelLoader.getStandardSpriteGetter() :P
L1716[18:32:30] <gigaherz> TechDG: stack.stackSize--; if(stack.stackSize == 0) slot=null
L1717[18:32:38] <TechDG> hoone?ok ty
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L1719[18:33:46] <LexManos> Dont care who you are just enjoy this http://i.imgur.com/9Geo82H.gifv
L1720[18:33:48] <TechDG> errors saying change to int
L1721[18:34:02] * gigaherz facepalms
L1722[18:34:07] <gigaherz> TechDG: when I said "slot"
L1723[18:34:15] <gigaherz> I didn't mean paste the code and expect that it works
L1724[18:34:29] <gigaherz> I meant that as a placeholder for whatever slot you are working work
L1725[18:34:38] <gigaherz> if it's inventory[i] or whatever
L1726[18:35:14] <TechDG> the if is gonna be diff
L1727[18:35:27] <TechDG> this is erroring: ItemStack newItemStackInput = parItemStackInput.stackSize--;
L1728[18:35:32] <fry> shadekiller666: https://github.com/RainWarrior/MinecraftForge/blob/model-animation/src/main/java/net/minecraftforge/client/model/ModelLoader.java#L985-L998
L1729[18:35:45] <gigaherz> TechDG: that's invalid java
L1730[18:35:50] <gigaherz> XD
L1731[18:35:54] <TechDG> ik how do I fix it
L1732[18:36:00] <TechDG> how is there not a method for this in forge xD
L1733[18:36:15] <gigaherz> do the "parItemStackInput.stackSize--" in a separate line
L1734[18:36:18] <gigaherz> ...
L1735[18:36:34] <unascribed> why would there be a method for something so simple
L1736[18:36:55] <gigaherz> but really
L1737[18:37:01] <gigaherz> you don't even need a variable for that
L1738[18:37:05] <TechDG> so ItemStack newItemStackInput = (parItemStack, newItemStackSize) then the newItemStackSize int is a parITemStackInput.stackSize--;
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L1740[18:37:12] <unascribed> what
L1741[18:37:15] <gigaherz> wat
L1742[18:37:25] <unascribed> please go learn java before you attempt to mod
L1743[18:37:30] <TechDG> just wait a sec
L1744[18:37:39] <unascribed> write an app in Swing or something
L1745[18:37:51] <shadekiller666> fry, ok, are you going to add one for entities?
L1746[18:38:32] <gigaherz> I didn't know "instance;" was a thing
L1747[18:38:37] <shadekiller666> unascribed, that was a scala initialization wasn't it
L1748[18:38:55] <shadekiller666> gigaherz, its not
L1749[18:39:08] <gigaherz> ?
L1750[18:39:09] <shadekiller666> java sees that as in enum constant
L1751[18:39:14] <gigaherz> OH
L1752[18:39:16] <gigaherz> it's an enum
L1753[18:39:18] * gigaherz facepalms
L1754[18:39:19] <shadekiller666> mhmm
L1755[18:39:21] <shadekiller666> lol
L1756[18:39:44] <gigaherz> that's one of the worst clever language feature abuses I have ever seen
L1757[18:39:44] <gigaherz> XD
L1758[18:39:50] <shadekiller666> lol
L1759[18:40:02] <shadekiller666> "that was the worst best idea ever!
L1760[18:40:02] <Zaggy1024> indeed, I hate that :P
L1761[18:40:02] <shadekiller666> "
L1762[18:40:46] <shadekiller666> ...
L1763[18:40:49] <unascribed> public enum PleaseNo { YES_WE_ARE_TOTALLY_DOING_THIS; public void noooooooo() {} }
L1764[18:40:51] <gigaherz> makes me sortof glad that I'm a fan of C#, and C# enums don't allow it
L1765[18:40:52] <gigaherz> XD
L1766[18:40:54] <shadekiller666> yep definitely great for lower back
L1767[18:41:11] <Zaggy1024> what, how?
L1768[18:41:38] <Zaggy1024> how do they not allow that?
L1769[18:41:41] <shadekiller666> lex's link: http://i.imgur.com/9Geo82H.gifv
L1770[18:41:43] <gigaherz> [01:33] (@Lex[...]): Dont care who you are just enjoy this http://i.imgur.com/9Geo82H.gifv
L1771[18:42:04] <gigaherz> Zaggy1024: ah
L1772[18:42:07] <gigaherz> C# enums are more like C
L1773[18:42:16] <gigaherz> they are just numbers with a name
L1774[18:42:24] <gigaherz> they aren't object instances at all
L1775[18:42:24] <Zaggy1024> ah..
L1776[18:42:25] <gigaherz> in fact
L1777[18:42:30] <gigaherz> enum inherits from "int" by default
L1778[18:42:35] <gigaherz> sorta
L1779[18:42:40] <Zaggy1024> that's kind of annoying
L1780[18:42:42] <Zaggy1024> imo
L1781[18:42:43] <shadekiller666> they're int[] aren't they?
L1782[18:42:47] <gigaherz> no
L1783[18:42:49] <Zaggy1024> I like being able to attach data to enums
L1784[18:43:07] <gigaherz> they use an int as storage, but you can't normally cast an int to an enum
L1785[18:43:13] <gigaherz> well, not implicitly
L1786[18:43:17] <gigaherz> you can cast them explicitly
L1787[18:43:26] <shadekiller666> fry, is there going to be one of those for Entities?
L1788[18:43:27] <gigaherz> Zaggy1024: yeah that's something java-ish
L1789[18:43:39] <gigaherz> I'd never think of doing that
L1790[18:43:46] <gigaherz> because my experience is with C/C++ and C#
L1791[18:43:55] <gigaherz> C enums are just constant groups
L1792[18:44:02] <gigaherz> literally, the enum doesn't even form a namespace
L1793[18:44:08] <gigaherz> enum A { B }
L1794[18:44:13] <gigaherz> "B" is a global name
L1795[18:44:17] <Zaggy1024> what do you do when you have a set of variants with names?
L1796[18:44:24] <TechDG> this is what im trying to do : http://pastebin.com/iJ8p7DhF
L1797[18:44:28] <gigaherz> in C++11
L1798[18:44:33] <gigaherz> they added "enum class"
L1799[18:44:40] <gigaherz> which turns C-style enums into C#-style enums
L1800[18:44:43] <TechDG> how do I do that?
L1801[18:44:50] <gigaherz> they are still constant groups, but namespaced
L1802[18:45:09] <gigaherz> Zaggy1024: no idea what you mean
L1803[18:45:43] <Zaggy1024> like BlockPlanks.EnumType
L1804[18:46:11] <gigaherz> Zaggy1024: I still don't know what you mean
L1805[18:46:23] <gigaherz> "what do you do" where?
L1806[18:46:30] <Zaggy1024> in a Minecraft mod
L1807[18:46:36] <Zaggy1024> how do you declare your variants?
L1808[18:46:36] <gigaherz> ...
L1809[18:46:52] <Zaggy1024> without passing a String to your enum constructor?
L1810[18:47:03] <gigaherz> you don't
L1811[18:47:08] <Zaggy1024> D:
L1812[18:47:16] <Zaggy1024> sooo you don't use metadata?
L1813[18:47:30] <gigaherz> PropertyEnum requires enums which implement a specific interface
L1814[18:47:32] <gigaherz> they require a name
L1815[18:47:43] <Zaggy1024> yes?
L1816[18:47:57] <gigaherz> what do you mean metadata?
L1817[18:48:02] <gigaherz> .........
L1818[18:48:08] <gigaherz> what exactly has you stuck?
L1819[18:48:54] <Zaggy1024> I'm not asking for yhelp...
L1820[18:49:03] <shadekiller666> and once again no answer :/
L1821[18:49:04] <Zaggy1024> you said you would never think of doing enums with data attached
L1822[18:49:16] <gigaherz> Oh
L1823[18:49:29] <gigaherz> that's a special case
L1824[18:49:41] <Zaggy1024> >.>
L1825[18:50:05] <Zaggy1024> so never != never? :P
L1826[18:50:18] <gigaherz> never = "under usual conditions"
L1827[18:50:19] <gigaherz> ;P
L1828[18:50:34] <shadekiller666> never = (almost) never;
L1829[18:50:38] <gigaherz> you said
L1830[18:50:43] <gigaherz> [01:42] (Zaggy1024): I like being able to attach data to enums
L1831[18:50:46] <gigaherz> I meant
L1832[18:51:09] <gigaherz> I don't think of adding data to enums as a feature that exists, when designing my code
L1833[18:51:13] <gigaherz> I know it's a thing
L1834[18:51:20] <gigaherz> and i make use of it when it's required
L1835[18:51:26] <gigaherz> I just don't make use of the feature by default
L1836[18:51:33] <Zaggy1024> eh
L1837[18:51:35] <gigaherz> I prefer to ignore it
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L1839[18:52:07] <Zaggy1024> hm, I wonder if the value type stuff will be/be able to be applied to enums
L1840[18:52:15] <Zaggy1024> since all enums are final
L1841[18:52:16] <gigaherz> of course
L1842[18:52:23] <Zaggy1024> :)
L1843[18:52:25] <gigaherz> valuetype semantics work with any class
L1844[18:52:36] <gigaherz> enums are the #1 candidate
L1845[18:52:43] <Zaggy1024> nah they're not :P
L1846[18:52:51] <gigaherz> the difference between value types and reference types
L1847[18:52:53] <Zaggy1024> things like vectors and BlockPos are
L1848[18:52:58] <gigaherz> is that value types are stored in the stack instead of the heap
L1849[18:53:01] <Zaggy1024> I know
L1850[18:53:07] <gigaherz> and they are copied instead of passed by reference
L1851[18:53:09] <gigaherz> soyes
L1852[18:53:15] <gigaherz> those two "rules" apply to enums
L1853[18:53:54] <gigaherz> although
L1854[18:53:56] <Zaggy1024> I guess they probably can't enable it by default though
L1855[18:53:58] <gigaherz> they'd have to change the semantics of ==
L1856[18:54:01] <gigaherz> to make that work
L1857[18:54:06] <gigaherz> no of course not
L1858[18:54:18] <gigaherz> existing code assumes enums are references
L1859[18:54:19] <Zaggy1024> I think they're thinking about making value types compare the components by default
L1860[18:55:06] <Zaggy1024> still have no idea whether == will call .equals for them tho
L1861[18:55:17] <Zaggy1024> especially when they're boxed
L1862[18:55:35] <Zaggy1024> I can't think it will work well if == isn't the same for boxed and unboxed though
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L1864[18:55:40] <gigaherz> what does java do for
L1865[18:55:44] <gigaherz> Integer == Integer?
L1866[18:55:54] <Zaggy1024> because they're trying to make it seamless so you don't have to worry about boxing
L1867[18:56:02] <Zaggy1024> it's undoubtedly an identity check
L1868[18:56:39] <shadekiller666> gigaherz, it unboxes and then does == i think
L1869[18:56:50] <shadekiller666> or it just calls Integer.equals()
L1870[18:56:55] <gigaherz> yeah then that's the semantics they would use for boxed valuetypes
L1871[18:56:57] <Zaggy1024> it does??
L1872[18:57:04] <shadekiller666> which would then unbox and do ===
L1873[18:57:08] <shadekiller666> ==*
L1874[18:57:19] <gigaherz> whatever getInteger() == getInteger() does, valuetypes would do also
L1875[18:58:12] <gigaherz> basically
L1876[18:58:17] <gigaherz> if I create a valuetype Number class
L1877[18:58:22] <Zaggy1024> no it's identity check
L1878[18:58:24] <Zaggy1024> no unbox
L1879[18:58:24] <gigaherz> I want it to behave exactly like an int or float would
L1880[18:58:34] <Zaggy1024> http://i.imgur.com/X6jlD6K.png
L1881[18:58:59] <gigaherz> then the same would apply to boxed valuetypes
L1882[18:58:59] <Zaggy1024> if it doesn't unbox value types, though, then it seems to me their supposed seamlessness would be broken
L1883[18:59:09] <gigaherz> if both are boxed: it compares references
L1884[18:59:14] <gigaherz> if one of them isn't boxed, it compares values
L1885[19:00:06] <unascribed> value types aren't boxed to begin with
L1886[19:00:12] <unascribed> they're essentially custom primitives
L1887[19:00:17] <Zaggy1024> ...
L1888[19:00:20] <Zaggy1024> they have to be.
L1889[19:00:24] <unascribed> at least from what I've been told
L1890[19:00:27] <gigaherz> they would be when assigned to an object, or using generics
L1891[19:00:39] <unascribed> List<any T>
L1892[19:00:40] <ZaggyMobile2> Comparable for one
L1893[19:00:41] <unascribed> :L
L1894[19:02:37] <ZaggyMobile2> Can only hope specialized generics will be added at the same time :P
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L1899[19:06:13] <mikebald> specialized generics? is that the same as template types?
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L1901[19:06:48] <gigaherz> specialized generics just refers to generating special stuff to allow List<int> to be reified
L1902[19:07:05] <gigaherz> if that's what "template types" means, then yes XD
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L1913[19:14:48] <TechDG> why does this crash if I put more then 1 item in the slot: http://pastebin.com/k2b0r6rr
L1914[19:14:54] <TechDG> in the input I mean
L1915[19:16:35] <TechDG> or even 1 item
L1916[19:16:36] <TechDG> apperently
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L1918[19:18:22] <TechDG> ug forget it
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L1922[19:22:38] <ZaggyMobile2> Look at the stack trace
L1923[19:23:19] <mikebald> They left; I guess they expected someone to read, comprehend, and debug their 344 lines of code in 4 minutes.
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L1925[19:26:22] <ZaggyMobile2> Indeed...
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L1928[19:49:33] <PrinceCat> It's been so long since I've attempted this, what do I need to put in getMetaFromState/getStateFromMeta if I only have one PropertyBool called ACTIVE? I'm looking at the Minecraft files and they've all got facing metas included, I just need an on and off state.
L1929[19:49:52] <PrinceCat> I had a look at the redstone lamp but it doesn't even implement states.
L1930[19:49:58] <tterrag> yes, you do, if you want it saved
L1931[19:50:01] <tterrag> the default is just return 0
L1932[19:51:43] <PrinceCat> What about getStateFromMeta?
L1933[19:52:27] <unascribed> redstone lamps use two separate block ids
L1934[19:52:31] <unascribed> they're a bad example for meta
L1935[19:52:59] <PrinceCat> Yeah, I noticed that.. I just want a meta for a block that has an on and off state basically.
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L1937[19:56:20] <PrinceCat> This is so damn basic but it has been forever since I've worked with 1.8
L1938[19:56:58] <gigaherz> PrinceCat: it's just assigning values to bits
L1939[19:57:16] <gigaherz> in 1.7.10, you'd just use something like "meta&1" to decide if the state is on or off right?
L1940[19:57:21] <gigaherz> so you can do the same in 1.8
L1941[19:57:44] <gigaherz> something like state.withProperty(ACTIVE, (meta&1)==1)
L1942[19:58:25] <gigaherz> and to get it back, well it's just the same, getValue(ACTIVE) will return a boolean, so set the meta to either 1 or 0 depending
L1943[19:59:57] <PrinceCat> Will getActualState be required?
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L1945[20:01:40] <gigaherz> not unless you have context-based properties
L1946[20:02:10] <PrinceCat> 'aight, and to say for example toggle the state when you right click in onBlockActivated?
L1947[20:02:32] <gigaherz> you'll have to assign a new state to the world
L1948[20:03:05] <gigaherz> world.setBlockState(pos, state.withProperty(ACTIVE, !state.getValue(ACTIVE)));
L1949[20:03:07] <PrinceCat> Oh okay! Right, so set the state in the world with property true or false.
L1950[20:03:20] <PrinceCat> Okay, it's coming back to me now.
L1951[20:05:11] <PrinceCat> Sweet, okay this makes a lot more sense.
L1952[20:05:14] <PrinceCat> Thanks giga.
L1953[20:05:30] <gigaherz> np
L1954[20:07:04] <PrinceCat> I'm gonna have to refresh myself on bitwise operations too..
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L1957[20:28:00] <PrinceCat> How do I set the inventory texture on a block again? Do I have to include that inventory variant at the end of the blockstate file?
L1958[20:29:47] <PrinceCat> Oh derp, I need an ItemBlock.
L1959[20:29:53] <PrinceCat> Wow... nailed it.
L1960[20:32:20] <PrinceCat> Is there a way I can get around creating an ItemBlock for every single block I create?
L1961[20:32:33] <shadekiller666> why does DestroyBlockProgress have "setCloudUpdateTick"? is that just another weird mapping?
L1962[20:33:24] <shadekiller666> PrinceCat, you don't have to create an ItemBlock to apply an inventory texture
L1963[20:33:41] <PrinceCat> I forget how to do it, shadekiller666.
L1964[20:33:47] <shadekiller666> if you use forge blockstate jsons you can set the inventory texture inside of the json
L1965[20:34:34] <shadekiller666> and by inventory texture you're talking about how repeaters have an item texture instead of rendering like a block right?
L1966[20:35:22] <PrinceCat> Nah, I just have a normal block and it's just the black and purple texture in my inventory.
L1967[20:35:34] <shadekiller666> oh
L1968[20:35:58] <shadekiller666> does it render in-world correctly?
L1969[20:36:05] <PrinceCat> Yeah it does
L1970[20:36:24] <shadekiller666> can i see your blockstate json, and your block class?
L1971[20:37:04] <PrinceCat> There's something somewhere that I'm not setting.
L1972[20:37:58] <PrinceCat> https://gist.github.com/LiamEarle/c38cc30e29b49b7895c7
L1973[20:38:04] <PrinceCat> https://gist.github.com/LiamEarle/a1b168568b10f1a4ea63
L1974[20:38:31] <Zaggy1024> you need a redstone_controller#inventory variant
L1975[20:38:48] <PrinceCat> That's what I thought in the first place.
L1976[20:39:14] <Zaggy1024> or a model json in models/item/redstone_controller.json
L1977[20:39:19] <Zaggy1024> that's where it looks first
L1978[20:39:22] <Zaggy1024> but either will do
L1979[20:40:06] <shadekiller666> is there a way to actually "define" a model in the forge blockstate format? ie. like vanilla models but in the same .json file?
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L1982[20:43:04] <dmf444> What's the thing that goes into the manifest to tell forge the mod is client side only?
L1983[20:44:44] <shadekiller666> !gm func_178606_a
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L1985[20:45:01] <shadekiller666> !gm func_178609_b
L1986[20:47:43] <PrinceCat> So, I added an inventory variant and the texture still isn't showing.
L1987[20:48:45] <PrinceCat> https://gist.github.com/LiamEarle/81e5fe70f2fe7167f235
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L1990[20:52:54] <Zaggy1024> PrinceCat, that should work
L1991[20:52:58] <Zaggy1024> did you look at the log?
L1992[20:53:04] <Zaggy1024> and I assume you refreshed your resources?
L1993[20:53:53] <PrinceCat> Refreshed my resources?
L1994[20:55:35] <shadekiller666> !gm func_181682_g
L1995[20:57:25] <PrinceCat> Zaggy1024?
L1996[20:57:33] <Zaggy1024> in your IDE
L1997[20:57:48] <Zaggy1024> you need to tell your IDE to copy your resources to the build folder
L1998[20:57:57] <Zaggy1024> ...AFAIK that's true of IDEA
L1999[20:58:11] <PrinceCat> Oh god, yes... okay.. I forgot the IDEA fi
L2000[20:58:13] <PrinceCat> fix
L2001[20:58:18] <Zaggy1024> er
L2002[20:58:24] <Darva> *blinks* err, what?
L2003[20:58:24] <Zaggy1024> wasn't talking about the build.gradle thing
L2004[20:58:32] <PrinceCat> Oh wait what?
L2005[20:58:54] <Zaggy1024> in eclipse I right click on my resources folder in Project Explorer and click refresh
L2006[20:59:04] <PrinceCat> I'm using Eclipes
L2007[20:59:11] <PrinceCat> Ida*
L2008[20:59:13] <PrinceCat> Oh my god..
L2009[20:59:14] <PrinceCat> Idea*
L2010[20:59:26] <Zaggy1024> which tells the IDE to look for changes in the files and copy the resources to the project build folder
L2011[20:59:36] <Zaggy1024> or something like that
L2012[20:59:43] <shadekiller666> if a player is breaking a block with a model that has more than one face per "side", like a cylinder or something, the block breaking texture should render on each face right?
L2013[20:59:47] <Zaggy1024> and like I said, I think that's necessary in IDEA too
L2014[21:00:03] <PrinceCat> I have no idea where it is in IDEA
L2015[21:00:08] <Zaggy1024> me neither
L2016[21:00:13] <Zaggy1024> shade, you mean like grass?
L2017[21:00:16] <Zaggy1024> layered faces?
L2018[21:00:43] <shadekiller666> umm sure
L2019[21:00:46] <Zaggy1024> yes
L2020[21:00:59] <Zaggy1024> which makes grass's sides look rather strange :P
L2021[21:01:04] <shadekiller666> lol
L2022[21:01:14] <shadekiller666> wait whats wrong with grass?
L2023[21:01:18] <shadekiller666> its a cube...
L2024[21:01:27] <Zaggy1024> it has two layers for the sides
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L2026[21:01:49] <Zaggy1024> so the breaking texture is rendered twice, increasing the contrast
L2027[21:01:51] <PrinceCat> Because one has a tint applied depending on the biome, right?
L2028[21:01:55] <Zaggy1024> yes
L2029[21:02:00] <shadekiller666> lol
L2030[21:02:32] <Zaggy1024> another reason fry needs to put in some way to override rendering of the block breaking model
L2031[21:02:45] <shadekiller666> why the breaking texture isn't handled like an extra texture layer on top of all models is beyond me
L2032[21:02:55] <shadekiller666> Zaggy1024, thats what i'm working on
L2033[21:02:57] <shadekiller666> atm
L2034[21:03:00] <Zaggy1024> either by a Block callback, event or even some way to change the model that's rendered
L2035[21:03:05] <Zaggy1024> wait, how you doing that?
L2036[21:03:09] <Zaggy1024> is it for objs or everything?
L2037[21:03:26] <shadekiller666> will be for everything if i can get it working
L2038[21:03:36] <Zaggy1024> what the heck you mean an extra texture layer on top of everything?
L2039[21:03:38] <shadekiller666> vanilla does it in a very stupid fashion
L2040[21:03:48] <Zaggy1024> nah, vanilla does it well for their use cases
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L2042[21:03:53] <shadekiller666> no
L2043[21:03:58] <shadekiller666> not really
L2044[21:04:11] <shadekiller666> well
L2045[21:04:26] <shadekiller666> thats the problem, it only works well for their use cases :P
L2046[21:04:33] <ZaggyMobile2> Yeah
L2047[21:04:39] <ZaggyMobile2> So what are you doing?
L2048[21:04:56] <shadekiller666> the way that vanilla renders the block breaking animation is by taking the IBakedModel of the block at the coordinates being broken
L2049[21:05:19] <ZaggyMobile2> I know how it works :P
L2050[21:05:27] <ZaggyMobile2> No need to explain it
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L2052[21:05:54] <Sollux-Captor> anyone like to play modded MC with me?
L2053[21:06:06] <shadekiller666> the *proper* way to do it would have been to have the breaking animation baked into the textures for all blocks
L2054[21:06:06] <ZaggyMobile2> Just want to figure out of what you're doing well be useful for me
L2055[21:06:10] <shadekiller666> as an extra layer
L2056[21:06:28] <ZaggyMobile2> I'm not sure what you mean
L2057[21:07:03] <shadekiller666> at least then there wouldn't be the issue of the uv shell for the breaking texture being larger than 0..1 when the vertex position data is larger than 0..1
L2058[21:07:21] <shadekiller666> grass has 2 texture layers
L2059[21:07:42] <shadekiller666> if the breaking animation was a 3rd layer
L2060[21:07:54] <ZaggyMobile2> You want people to add elements to the model that are only shown when breaking?
L2061[21:08:01] <shadekiller666> no
L2062[21:08:13] <shadekiller666> i want to make the vanilla method not stupid
L2063[21:08:33] <ZaggyMobile2> Grass doesn't have "texture layers", it has two cubes
L2064[21:08:46] <ZaggyMobile2> So I'm still not sure what you mean
L2065[21:08:49] <shadekiller666> it essentially normalizes the position data of the vertices and then uses those to make the uv coordinates for the breaking model
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L2068[21:09:08] <ZaggyMobile2> That won't look very good
L2069[21:09:19] <shadekiller666> thats how its setup atm
L2070[21:10:01] <shadekiller666> so if your model is larger than 1x1x1, the game renders parts of the textures that are adjacent to the breaking textures in the map
L2071[21:10:17] <ZaggyMobile2> It doesn't normalize
L2072[21:11:02] <shadekiller666> idk exactly what the name for it is
L2073[21:11:22] <SomeGuyInATree> Where would one search if they wanted to get in touch with Overmind?
L2074[21:11:27] <shadekiller666> but the point is, it completely ignores the uv data of the model its copying from
L2075[21:12:13] <Zaggy1024> that's because UV data won't necessarily look good with the breaking texture
L2076[21:12:56] <Zaggy1024> UVs can be mapped anywhere in the texture, regardless of where in the 3D space the element is
L2077[21:13:16] <shadekiller666> true
L2078[21:13:24] <Zaggy1024> automatic solutions won't work much better than what vanilla does
L2079[21:13:37] <shadekiller666> i guess the biggest thing would be to make it tile the breaking texture outside of the 0..1 range
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L2081[21:13:43] <Zaggy1024> which is why I feel that we should be allowed to provide our own texture-overridden models for it to use
L2082[21:14:05] <Zaggy1024> I wish that was possible, but how can that be done without shaders?
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L2084[21:14:27] <shadekiller666> idk yet
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L2086[21:18:20] <Zaggy1024> I wonder if grum has noticed the breaking texture on grass
L2087[21:20:26] <shadekiller666> and chests
L2088[21:20:40] <Zaggy1024> is something wrong with chests?
L2089[21:20:54] <shadekiller666> texture is offset on some of the faces
L2090[21:21:02] <shadekiller666> the breaking texture i mean
L2091[21:21:19] <SomeGuyInATree> Would anyone have any insight into this comment here? I was hoping to just ask Overmind.. http://forum.industrial-craft.net/index.php?page=Thread&postID=198318#post198318
L2092[21:21:23] <Zaggy1024> I think that's intentional
L2093[21:23:48] <Zaggy1024> SomeGuyInATree, what enum is he talking about?
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L2096[21:24:32] <SomeGuyInATree> Material Enum - GT5 had the "Call Greg to let him add a new Material"-System
L2097[21:24:42] <Zaggy1024> Material isn't an enum
L2098[21:25:09] <SomeGuyInATree> Read a few comments prior to the one linked..
L2099[21:25:40] <Zaggy1024> there look to be a lot of extraneous posts in there, so I'd prefer not to
L2100[21:26:45] <SomeGuyInATree> As far as I can tell the materials are stored in an enum but it's at it's limit..
L2101[21:27:02] <Zaggy1024> then why is it even an enum? :P
L2102[21:27:15] <Zaggy1024> unless they're talking about item metadata limit or some crap
L2103[21:27:23] <Zaggy1024> which is hard to believe
L2104[21:28:14] <Zaggy1024> I have no idea what limit they could have hit
L2105[21:28:18] <SomeGuyInATree> Actually, Java Byte Limit - http://forum.industrial-craft.net/index.php?page=Thread&postID=198170#post198170
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L2107[21:29:10] <Zaggy1024> they have 65536 constants?!
L2108[21:29:18] <SomeGuyInATree> Lel, greg.
L2109[21:29:30] ⇨ Joins: killjoy (~killjoy@71.65.255.183)
L2110[21:29:31] <asd> does anyone know why anvilupdateevent u can't change the name?
L2111[21:29:53] <Zaggy1024> it really shouldn't be an enum if they've hit a 65536 limit
L2112[21:29:55] <killjoy> change the name?
L2113[21:29:58] <Zaggy1024> tell them to make a list or something :P
L2114[21:30:12] <asd> like change the name on the anvil screen
L2115[21:30:13] <killjoy> as in the class name?
L2116[21:30:17] <killjoy> oh.
L2117[21:30:30] <asd> its defined as a final var in the event
L2118[21:30:40] <asd> but u can change the cost no problemo
L2119[21:33:11] <asd> example: I want a player to be able to rename their sword to anything but "hi"
L2120[21:33:22] <asd> oh wait thats a bad example
L2121[21:33:27] <killjoy> so cancel if it's hi
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L2124[21:33:49] <killjoy> replace color codes?
L2125[21:34:08] <asd> yea kinda
L2126[21:34:13] <SomeGuyInATree> Zaggy1024: Greg Scrapped the current system for a new one in GT6. Buuuuut, GT6 is too early alpha to be playable. So I'm still interested in modding gt5u.
L2127[21:34:51] <asd> so if the user types "hi {2}" I want to replace the {2} with his name or something
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L2129[21:36:17] <Zaggy1024> so what do you want to know someguy?
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L2131[21:36:36] <Zaggy1024> wow, that Materials file is horrifying
L2132[21:36:37] <killjoy> asd, just set the output
L2133[21:37:00] <asd> does that work if its on a server?
L2134[21:37:14] <killjoy> https://git.io/vz2qt
L2135[21:37:33] <SomeGuyInATree> Zaggy, I've written up my own mod and figure hell why not add full GT integration? Well, I can't add my handful of materials and by extension, can't use the ingots for much within GT5..
L2136[21:37:39] <killjoy> https://git.io/vz2qm
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L2138[21:38:24] <asd> ty ill try it
L2139[21:38:30] <Zaggy1024> well if there's not room in the enum then I guess you're screwed
L2140[21:40:43] <SomeGuyInATree> Zaggy, Greg reckons Overmind did it so I thought I'd just ask him for a starting point..
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L2143[21:51:35] <asd> uh...
L2144[21:51:48] <asd> anvilupdateevent doesnt seem to be called when u rename an item
L2145[21:51:56] <asd> only if both slots of the anvil are filled
L2146[21:51:57] <Zaggy1024> wait, are you wondering how to add to the enum?
L2147[21:52:10] <asd> me?
L2148[21:52:14] <Zaggy1024> SomeGuy
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L2150[21:56:25] <shadekiller666> hmm
L2151[21:56:49] <shadekiller666> limiting the uv coords of the breaking texture has some interesting results
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L2154[22:00:35] <shadekiller666> i also just noticed, the breaking particles for skulls use the soul sand texture...
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L2156[22:01:21] <GhostfromTexas> has NEI not been updated yet for 1.8.9 ?
L2157[22:01:47] <killjoy> What about JEI?
L2158[22:02:08] <williewillus> nei hasn't been updated and probably will not
L2159[22:02:20] <killjoy> Yup, use JEI
L2160[22:02:21] <williewillus> CB has said that NEI will probably become a util addon to JEI
L2161[22:02:24] <killjoy> http://www.curse.com/mc-mods/minecraft/238222-just-enough-items-jei
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L2163[22:02:45] <williewillus> also, my original question. WHy does MC multiply numbers by 32 or 8000 when sending them across the network and divide them back on the other side?
L2164[22:02:46] <unascribed> geez
L2165[22:02:48] <unascribed> first we had too many items
L2166[22:02:49] <williewillus> does it save bandwidth?
L2167[22:02:51] <unascribed> then we didn't have enough
L2168[22:02:53] <unascribed> now we have enough
L2169[22:02:54] <unascribed> what's next?
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L2171[22:03:12] <GhostfromTexas> why won't NEi be updated?
L2172[22:03:15] <killjoy> we have the perfect amount
L2173[22:03:16] <GhostfromTexas> author not into it anymore?
L2174[22:03:23] <killjoy> probs
L2175[22:03:27] <williewillus> he doesn't have time
L2176[22:03:38] <williewillus> so he's gonna spin it into a JEI addon
L2177[22:03:49] <williewillus> since JEI aims to do less than NEI but faster and better
L2178[22:03:53] <killjoy> so what does nei have over jei?
L2179[22:03:56] <williewillus> so NEI will fill in the missing feature gaps
L2180[22:04:23] <williewillus> F7/F9, scrolling items using wheel, the cheat mode controls
L2181[22:04:34] <Darva> data dumps
L2182[22:04:35] <killjoy> pfft, who needs those ?
L2183[22:04:45] <Darva> much more complicated handlers.... heh.
L2184[22:04:58] <williewillus> that's right :p
L2185[22:05:05] <williewillus> writing JEI integration for all of botania took two days
L2186[22:05:13] <williewillus> probably took double for the original integration
L2187[22:05:20] <williewillus> less than two days, actually
L2188[22:05:25] <SomeGuyInATree> Zaggy1024: Yes. I went afk for a bit sorry. Going to just reflect the enum and start from there..
L2189[22:06:29] <unascribed> how do you get 65535 materials
L2190[22:06:35] <unascribed> like
L2191[22:06:35] <unascribed> wtf
L2192[22:06:37] <Zaggy1024> Isn't there an EnumHelper you can use in forge?
L2193[22:06:39] <Zaggy1024> indeed why
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L2195[22:06:42] <Zaggy1024> why the heck
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L2198[22:06:54] <SomeGuyInATree> Metallurgy support I think.. Rose gold? plz.
L2199[22:06:55] <unascribed> I always knew GregTech was insane but I didn't think it was that insane
L2200[22:07:03] <unascribed> >metallurgy support
L2201[22:07:13] <unascribed> >supporting the mod that adds 2000000 useless metals
L2202[22:07:17] <SomeGuyInATree> Theres a bazillion materials from it that go unused..
L2203[22:07:34] <SomeGuyInATree> yeah exactly.. But Blood said there was some dependencies on them and really can't remove them..
L2204[22:07:40] <unascribed> >.>
L2205[22:07:49] <SomeGuyInATree> So, time to get dirty with the enum.
L2206[22:07:52] <williewillus> wait is someone overflooding an Enum?
L2207[22:07:58] <unascribed> but yeah try EnumHelper
L2208[22:08:02] <SomeGuyInATree> Java byte limit on an enum.
L2209[22:08:04] <williewillus> the fuck?
L2210[22:08:06] <williewillus> :p
L2211[22:08:10] <SomeGuyInATree> >GT5 Materials
L2212[22:08:11] <williewillus> which enum and what mod?
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L2214[22:08:25] <unascribed> InsanityTech: The Fifth
L2215[22:08:54] <SomeGuyInATree> So yeah, we can't strip it any smaller so I'm just interested in expanding it. lol
L2216[22:09:31] <unascribed> <.<
L2217[22:11:12] <SomeGuyInATree> Nothing else to do on a Friday afternoon.
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L2219[22:11:44] <unascribed> >.<
L2220[22:12:15] <killjoy> mezz, why are you applying a plugin inside a task configuration?
L2221[22:12:35] <williewillus> why does vanilla multiply all entity velocities by 8000 before sending over network and then divide it back on the client?
L2222[22:12:46] <unascribed> fixed-point
L2223[22:12:59] <williewillus> bandwidth saving?
L2224[22:13:03] <unascribed> not really
L2225[22:13:09] <mezz> killjoy, why am I whatting a what?
L2226[22:13:11] <williewillus> then what's the point
L2227[22:13:11] <gigaherz> not really, unless they are sending them as shorts
L2228[22:13:13] <unascribed> floats are 4 bytes
L2229[22:13:16] <killjoy> https://git.io/vz2OW
L2230[22:13:17] <unascribed> fixed-point ints are... 4 bytes
L2231[22:13:21] <williewillus> ah they do
L2232[22:13:23] <unascribed> no idea why Mojang uses them.
L2233[22:13:26] <unascribed> oh
L2234[22:13:27] <unascribed> okay
L2235[22:13:34] <williewillus> they multiply by 8000 then cast to int, then write as short
L2236[22:13:44] <williewillus> so does that cause negligible precision loss?
L2237[22:13:48] <mezz> dunno killjoy, progwml6 set that up for jenkins
L2238[22:13:53] <gigaherz> sure
L2239[22:13:57] <gigaherz> and limits the max velocity
L2240[22:14:05] <killjoy> I just don't understand the use of that task.
L2241[22:14:12] <gigaherz> !!c 32767/8000
L2242[22:14:12] <gigaherz> gigaherz: Result(s): 4.095875
L2243[22:14:17] <gigaherz> can't go > 4
L2244[22:14:18] <tterrag> there isn't one, killjoy
L2245[22:14:20] <progwml6> its code i wrote like 2 or 3 years ago
L2246[22:14:30] <tterrag> progwml6: you can erase that wrapper task, completely
L2247[22:14:36] <progwml6> when i first moved to gradle and haven't touched it much since
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L2249[22:14:41] <gigaherz> and the smallest velocity step is
L2250[22:14:46] <tterrag> https://github.com/creatubbles/api/blob/master/build.gradle#L57-L66
L2251[22:14:47] <gigaherz> !!c 1/8000
L2252[22:14:47] <gigaherz> gigaherz: Result(s): 0.000125
L2253[22:14:52] <tterrag> onlyIf{} works wonders :P
L2254[22:14:54] <killjoy> I'm constantly tweaking my script.
L2255[22:14:55] <gigaherz> but that shouldn't be an issue
L2256[22:14:56] <progwml6> i'm aware i just haven't gotten to cleaning them out yet
L2257[22:15:00] <unascribed> ohhh, that explains all the weird entity glitching back and forth
L2258[22:15:02] <unascribed> the 4 limit
L2259[22:15:02] <williewillus> yeah, just wondering
L2260[22:15:02] <unascribed> huh.
L2261[22:15:12] <williewillus> need to packetify the botania particles and they take a shitton of arguments :p
L2262[22:15:28] <williewillus> so need to pack up the pos and velocity so I don't murder bandwidth
L2263[22:15:43] <gigaherz> you do particles in the server?
L2264[22:15:58] <williewillus> well, I want to. Right now botania runs most of its logic on both sides
L2265[22:16:09] <gigaherz> particles should be a client choice
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L2267[22:16:12] <gigaherz> IMO
L2268[22:16:38] <mezz> yeah generally server says "partcles! Go!" to the client, and client figures it out
L2269[22:16:39] <williewillus> they're already rate limited by the vanilla particle config
L2270[22:16:49] <unascribed> yeah, particle packets are for vanilla clients on modded servers
L2271[22:17:00] <unascribed> modded clients on modded servers should implicitly create particles
L2272[22:17:07] <williewillus> -.-
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L2274[22:17:22] <unascribed> did I miss something
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L2276[22:17:45] <gigaherz> I didn't do particles in my mod yet
L2277[22:17:48] <williewillus> right now every single thing in botania runs on both sides, the brewery? checks its recipe on every single client taht can see it. same for everything else. I want to serverside things
L2278[22:17:54] <gigaherz> but my plan for them was simply to react to stuff
L2279[22:17:55] <gigaherz> like
L2280[22:18:04] <gigaherz> I receive a packet saying this entity started casting
L2281[22:18:09] <unascribed> so set a bit in the meta that means "emit teh particlez"?
L2282[22:18:11] <gigaherz> so spawn particles around the entity
L2283[22:18:16] <williewillus> and unless I sync the state of the TE every other tick it's hard to do particles only on client, and the way I want to do it
L2284[22:18:18] <unascribed> and unset it when it stops brewing?
L2285[22:18:26] <williewillus> not so easy :p
L2286[22:18:38] <williewillus> and the way I want to do it, is exactly same as before
L2287[22:18:46] <unascribed> use sendClientEvent to request particles?
L2288[22:18:47] <williewillus> i.e. particles will be rate limited by the vanilla config
L2289[22:19:01] <mezz> williewillus, you want to make a particle packet from the server more abstract. "x particles from y position going to z block"
L2290[22:19:04] <gigaherz> well, you can just tell the client to "spawn particles"
L2291[22:19:12] <gigaherz> and let the client figure out exactly were and how? ;P
L2292[22:19:21] <williewillus> yeah but it depends on the TE state
L2293[22:19:34] <williewillus> which depends on the logic
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L2295[22:19:49] <williewillus> and the whole point is I want to stop running shit on the client because I get 2-3 client crash reports every other day
L2296[22:19:56] <williewillus> because of stuff running logic clientside
L2297[22:20:01] <mezz> forestry blocks that emit particles have a client state "particlesOn" and it gets toggled by the server
L2298[22:20:01] <gigaherz> but in the end, there's just a specific set of "particle states" right?
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L2300[22:20:17] <gigaherz> something that you could convert server-side into like, an enum
L2301[22:20:26] <gigaherz> or a blockstate
L2302[22:20:38] <williewillus> gigaherz: okay, the brewery is supposed to emit a burst shower of particles every time a mana burst hits it, how would I do that the way youre saying?
L2303[22:20:50] <gigaherz> every time the burst hits
L2304[22:20:55] <unascribed> EmitBurstShowerOfManaParticlesMessage
L2305[22:20:56] <gigaherz> you send a packet to the client saying "burst!"
L2306[22:21:20] <sham1> We aren't Spring
L2307[22:21:25] <unascribed> lies
L2308[22:21:31] <williewillus> and every other unique event on every other block I have to do that :p
L2309[22:21:38] <mezz> yes
L2310[22:21:41] <Darva> I thought the lack of packets was an intentional design choice in Botania?
L2311[22:21:46] <sham1> We are not obligated by a contract to do silly long names
L2312[22:22:18] <williewillus> Darva: that choice is traded for with a ton of desyncs, wasted client processing power, and a ton of 1.8 crashes
L2313[22:22:35] <gigaherz> williewillus: if you specify the dimension and blockpos, wouldn't the client be able to figure out what to spawn based on the blockstate?
L2314[22:22:44] <williewillus> almost nothing depends on blockstate
L2315[22:22:54] <gigaherz> I mean
L2316[22:22:59] <williewillus> all particles pretty much need all TE data to be available
L2317[22:23:07] <gigaherz> you said the brewery has a particle effect
L2318[22:23:12] <gigaherz> and other blocks have other effects
L2319[22:23:21] <gigaherz> you can decide which one to render based on the block
L2320[22:23:25] <mezz> willie make a burst trigger from the server, and on the client have that particle fire another particle when it reaches its destination
L2321[22:23:52] <gigaherz> I'm just trying to give ideas ;P
L2322[22:24:12] <gigaherz> I don't know the code so I can't possibly give a good answer
L2323[22:24:56] <gabizou> What's the point of IUnlistedProperty and ExtendedBlockState?
L2324[22:25:05] <gigaherz> gabizou: being able to send data to the renderer
L2325[22:25:17] <williewillus> or here's another, all generating flora gradually emit more and more intense particles as their internal mana buffer fills up. Right now that info is vailable to the client TE because the client runs all the logic, how would I do that?
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L2327[22:25:38] <williewillus> using meta/states is completely out of the question, that's reserved for the color of the flower
L2328[22:25:42] <gigaherz> you'd sync the mana level
L2329[22:25:49] <gigaherz> ONLY the mana level
L2330[22:25:54] <gigaherz> not the whole TE ;P
L2331[22:25:57] <mezz> williewillus, emit a packet to the client when the buffer amount changes, give it like 10 "filled" levels to switch between
L2332[22:26:19] <gigaherz> and yeah, you can keep it as a %, or an "intensity level" instead
L2333[22:26:37] <williewillus> really tempted to just bandaid patch out all the client crashes and leave it be, but wanna serverside things :p
L2334[22:26:55] <mezz> this is similar to forestry's tank levels, which are displayed on the outside of the machines
L2335[22:27:34] <gigaherz> gabizou: IUnlistedProperty can be used to store data, then getExtendedState can be used to return the ExtendedBlockState which includes this IUnlistedProperty, and then a custom state mapper can be used to pass this data over to the renderer
L2336[22:27:53] <gabizou> so it's only for rendering on client?
L2337[22:27:57] <gigaherz> yup
L2338[22:27:58] <gabizou> it's not synced between server and client?
L2339[22:28:02] <gigaherz> nope
L2340[22:28:05] <asd> is there a way to allow unicode chars in the anvil?
L2341[22:28:14] <gabizou> good to know
L2342[22:28:20] <williewillus> the server has no concept of extended states
L2343[22:28:31] <williewillus> not entirely true
L2344[22:28:37] <williewillus> but for its purposes, it doesn't consider them
L2345[22:28:57] <williewillus> anyways, I'll think more about how to do this, if I find the time lol
L2346[22:29:13] <williewillus> night
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L2349[22:30:44] <asd> is it possible to allow unicode chars in anvil renaming?
L2350[22:31:09] <asd> so like § in the anvil screen
L2351[22:31:11] <gigaherz> no idea, I thought mc would support unicode chars in there since it does non-english languages
L2352[22:31:12] <unascribed> you'd probably need to override the anvil GUI
L2353[22:31:24] <unascribed> can't you paste into it?
L2354[22:31:29] <asd> nop :/
L2355[22:31:33] <asd> u can only paste text
L2356[22:31:36] <asd> not special chars
L2357[22:31:38] <unascribed> hm
L2358[22:31:52] <unascribed> have you tried just using /give?
L2359[22:32:01] <gigaherz> can you paste them in like, the chat?
L2360[22:32:04] <unascribed> oh
L2361[22:32:05] <unascribed> right
L2362[22:32:05] <unascribed> chat
L2363[22:32:07] <gigaherz> or in a book?
L2364[22:32:09] <unascribed> you could use a command block
L2365[22:32:19] <unascribed> ...actually you can't put § there either
L2366[22:32:19] <asd> like this is client side on a server
L2367[22:32:30] <asd> so no op commands
L2368[22:32:35] <unascribed> you can't put the section symbol is most places since it screws up the font renderer
L2369[22:32:43] <asd> except I know u can
L2370[22:32:49] <asd> if u artificially add it
L2371[22:32:51] <unascribed> you can put it in the name of an item
L2372[22:32:55] <unascribed> but you can't do it through the anvil or chat
L2373[22:32:59] <asd> then put the colored item in the anvil
L2374[22:33:05] <gigaherz> hmmm
L2375[22:33:06] <asd> there is the section symbol in the anvil
L2376[22:33:09] <unascribed> yes but that doesn't count as adding it
L2377[22:33:13] <asd> thats true
L2378[22:33:15] <unascribed> it was already there :P
L2379[22:33:15] <gigaherz> some stuff does work
L2380[22:33:22] <gigaherz> I can type accented letters and ç
L2381[22:33:28] <asd> and thats why Im trying to do it thru forgemod
L2382[22:33:40] <unascribed> I wonder
L2383[22:33:44] <asd> if its possible for section symbols to be in the anvil gui, why cant u add ti
L2384[22:33:47] <unascribed> anvil name updates are done through a plugin message packet
L2385[22:33:51] <unascribed> I wonder if you could just send special values in that
L2386[22:33:55] <unascribed> or if they're stripped on the server
L2387[22:34:04] <asd> I dont think server stripps it
L2388[22:34:09] <asd> cuz if u name a weapon colored
L2389[22:34:12] <asd> put it in an anvil
L2390[22:34:16] <asd> change the last char
L2391[22:34:21] <asd> and take it out, its stil colored
L2392[22:35:10] <asd> u sure anvil name updates are thru plugin message packet?
L2393[22:35:24] <asd> Im new to forge modding but ill try to see if I can do try that
L2394[22:35:32] <unascribed> yes
L2395[22:35:35] <unascribed> MC|ItemName
L2396[22:35:39] <unascribed> http://wiki.vg/Plugin_channel
L2397[22:35:56] ⇦ Quits: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se) (Ping timeout: 198 seconds)
L2398[22:35:58] <unascribed> there was a fun exploit a while back with MC|BSign
L2399[22:36:04] <unascribed> where you could put enchants on a book when you signed it :P
L2400[22:36:11] <asd> lol
L2401[22:36:23] ⇦ Quits: EyeOfKoishi (~Subconcio@cpe-65-28-43-97.wi.res.rr.com) (Quit: I am the forgotten eye.)
L2402[22:36:24] <unascribed> this is what happens when you send more information than neccessary
L2403[22:36:26] <unascribed> and trust it
L2404[22:36:27] <unascribed> >.>
L2405[22:36:51] <asd> does forge have a packet lib for plugin chans?
L2406[22:37:09] <unascribed> yes, SimpleImpl
L2407[22:37:16] <asd> SimpleImpl?
L2408[22:37:25] <asd> :o
L2409[22:37:27] <asd> found it
L2410[22:37:29] <asd> ty
L2411[22:37:29] <unascribed> https://mcforge.readthedocs.org/en/latest/networking/simpleimpl/
L2412[22:37:37] <unascribed> not sure if that matches the format of the book packet though
L2413[22:37:41] <unascribed> since it starts with a discriminator
L2414[22:37:53] <unascribed> you'll probably need to construct the plugin message packet yourself
L2415[22:37:58] <gigaherz> nah you can't use those packets to send vanilla packets
L2416[22:37:58] <unascribed> !findc CustomPayload
L2417[22:38:05] <unascribed> !findallc .*CustomPayload.*
L2418[22:38:12] <gigaherz> can't you just do like the anvil does?
L2419[22:38:14] <unascribed> C17PacketCustomPayload
L2420[22:38:19] <gigaherz> renameItem() in GuiRepair
L2421[22:38:20] <gigaherz> does
L2422[22:38:22] <gigaherz> this.mc.thePlayer.sendQueue.addToSendQueue(new C17PacketCustomPayload("MC|ItemName", (new PacketBuffer(Unpooled.buffer())).writeString(s)));
L2423[22:38:27] <unascribed> ^that
L2424[22:38:42] <unascribed> essentially what I meant by "construct it yourself"
L2425[22:38:55] <gigaherz> "s" is where the name goes
L2426[22:39:24] <gigaherz> so you can just send that packet while the anvil is open
L2427[22:39:32] <gigaherz> to trick the server into using a different name
L2428[22:39:45] <unascribed> oh
L2429[22:39:45] <unascribed> wow
L2430[22:39:49] <unascribed> wiki.vg documented the FML handshake
L2431[22:39:56] <asd> does it feedback onto client? cuz when I take the item out wouldnt it send a new packet?
L2432[22:40:01] <gigaherz> no
L2433[22:40:03] <gigaherz> you have to use
L2434[22:40:07] <gigaherz> this.anvil.updateItemName(s);
L2435[22:40:09] <gigaherz> that is
L2436[22:40:19] <unascribed> heh, varshort
L2437[22:40:22] <unascribed> that's surprisingly clever
L2438[22:40:25] *** Cypher|Away is now known as Cypher121
L2439[22:40:27] <gigaherz> ContainerRepair#updateItemName
L2440[22:40:41] <gigaherz> for the currently open container
L2441[22:40:51] <asd> and where would I call that o.o
L2442[22:40:55] <asd> new to forge sorry
L2443[22:40:57] <gigaherz> depends
L2444[22:41:09] <asd> also, im trying to do this in the anvilupdateevenit
L2445[22:41:15] <asd> and its not called when u rename an item
L2446[22:41:16] <asd> ...
L2447[22:41:16] <unascribed> isn't it something like Minecraft.getMinecraft().thePlayer.openContainer?
L2448[22:41:21] <asd> ah right
L2449[22:41:23] <unascribed> I think that event is server-side
L2450[22:41:32] <asd> :o
L2451[22:41:35] <gigaherz> no idea about htat event
L2452[22:41:43] <gigaherz> but you probably want to hook into the gui instead
L2453[22:41:48] <asd> ah i guess ill just use opencont event
L2454[22:41:53] <asd> then hook the gui
L2455[22:41:53] <unascribed> !gf EntityClientPlayerMP.openContainer
L2456[22:41:54] <gigaherz> you could add an extra button that you can click
L2457[22:41:55] <unascribed> hm
L2458[22:42:05] <unascribed> !findallf EntityClientPlayerMP.*Container.*
L2459[22:42:11] <unascribed> !findallm EntityClientPlayerMP.*Container.*
L2460[22:42:18] <asd> is there a bot that makes what ur typing actually do something?
L2461[22:42:21] <unascribed> ¯\_(ツ)_/¯
L2462[22:42:22] <gigaherz> I do use that unascribed
L2463[22:42:22] <unascribed> yes
L2464[22:42:24] <gigaherz> ((ContainerEssentializer) player.openContainer).updateAmounts(message.contained, message.remaining);
L2465[22:42:27] <unascribed> huh
L2466[22:42:27] <unascribed> okay
L2467[22:42:30] <gigaherz> I have that line in my mod
L2468[22:42:30] <gigaherz> XD
L2469[22:42:42] <unascribed> !gf EntityClientPlayerMP.openContainer
L2470[22:42:46] <unascribed> !gf EntityPlayerMP.openContainer
L2471[22:42:49] <unascribed> !gf EntityPlayer.openContainer
L2472[22:42:52] <unascribed> okay
L2473[22:42:54] <gigaherz> it's just in EntityPlayer ;P
L2474[22:42:55] <unascribed> so yeah it does exist
L2475[22:43:14] <unascribed> asd, I'm using MCPBot_Reborn
L2476[22:43:19] <unascribed> use !help to see all the commands
L2477[22:43:34] <asd> !help
L2478[22:43:49] <unascribed> https://unascribed.com/i/a9ab0685.png
L2479[22:44:10] <asd> :o ty
L2480[22:44:23] <shadekiller666> doing !!<command> will make everyone in here see the bot's output btw, just don't use it when not needed :P
L2481[22:44:27] <unascribed> shhh
L2482[22:44:30] <unascribed> don't tell people about doublebang
L2483[22:44:32] <unascribed> they never need it
L2484[22:44:35] <unascribed> better they don't know about it
L2485[22:44:38] <unascribed> it's so spammy
L2486[22:45:57] <killjoy> http://i.imgur.com/yhkJDRs.gifv
L2487[22:46:07] ⇨ Joins: Hgrebnednav (~Hgrebnedn@d8d872d48.access.telenet.be)
L2488[22:46:09] <asd> ^reddit
L2489[22:46:15] <unascribed> I must go
L2490[22:46:16] <unascribed> sjfdlk;ghdfg
L2491[22:46:18] <unascribed> stupid enter
L2492[22:46:22] <unascribed> "I must go, my planet needs me"
L2493[22:47:09] <asd> is there a event for container open? cuz there doesnt seem to be...
L2494[22:47:31] <asd> or gui open
L2495[22:47:36] <unascribed> GuiScreenEvent IIRC
L2496[22:47:53] <asd> when thats not on the event list on the wiki
L2497[22:48:06] <unascribed> there's an event list?
L2498[22:48:22] <asd> http://www.minecraftforge.net/wiki/Event_Reference
L2499[22:48:22] <asd> ?
L2500[22:48:27] <unascribed> oh
L2501[22:48:28] <unascribed> that wiki
L2502[22:48:36] <unascribed> that's the old wiki and it's super outdated from what I hear
L2503[22:48:41] <unascribed> the readthedocs is the new reference
L2504[22:48:57] <asd> :o
L2505[22:49:22] <asd> thats an awefully empty doc then
L2506[22:49:46] ⇦ Quits: Cobbleopolis (~Cobbleopo@2602:302:d104:c430::2d) (Ping timeout: 186 seconds)
L2507[22:50:09] ⇨ Joins: moog (~moog@24-176-156-144.dhcp.jcsn.tn.charter.com)
L2508[22:50:35] <moog> I wish there was a nice convenience way to like
L2509[22:50:42] <moog> auto generate textures from a texture pack for BoP
L2510[22:50:59] <killjoy> You're a programmer. you can figure it out
L2511[22:51:26] <killjoy> So you mean like colored woods?
L2512[22:51:28] <killjoy> or what?
L2513[22:51:31] <moog> yeah but I'm a laaazy programmer
L2514[22:51:34] <moog> yeah more or less just like
L2515[22:51:50] <moog> pick the nearest texture from a provided pack and then tint it to match
L2516[22:51:52] <killjoy> Time for you to learn awt
L2517[22:51:56] * unascribed loudly whispers while remaining silent "Use a compositor"
L2518[22:52:00] ⇨ Joins: Cobbleopolis (~Cobbleopo@2602:302:d104:c430::2d)
L2519[22:52:31] <unascribed> i.e. a virtual resource pack that uses Java2D to composite multiple textures together into one texture
L2520[22:52:46] <unascribed> I have a super sloppy implementation of one that's 99% proof-of-concept
L2521[22:52:49] <killjoy> I'd call that a dynamic resource pack
L2522[22:53:06] <unascribed> https://github.com/unascribed/Lanthanoid/blob/master/src/main/java/com/unascribed/lanthanoid/util/TextureCompositorImpl.java
L2523[22:53:16] <unascribed> for the love of all things good do not use that wholesale
L2524[22:53:21] <unascribed> it's really messy and limited
L2525[22:53:26] <moog> what's the 1%
L2526[22:53:33] <unascribed> I may be using it in production
L2527[22:53:43] <unascribed> that'd be the 1%
L2528[22:54:24] *** gigaherz is now known as ghz|afk
L2529[22:55:01] <asd> wait so how do I update the name for containerrepair again?
L2530[22:55:04] <asd> kinda missed that
L2531[22:55:05] <asd> :/
L2532[22:55:06] <moog> hmpf.
L2533[22:55:22] <tterrag> pretty sure asie wrote something like that
L2534[22:55:27] <moog> I'll bookmark this I guess.
L2535[22:55:28] <tterrag> except it added BoP stuff to chisel
L2536[22:55:30] <tterrag> and forestry
L2537[22:55:35] <moog> I'm no good with java.
L2538[22:55:42] <tterrag> but really, that's the same thing
L2539[22:56:21] <asd> deos Minecraft.getMinecraft().thePlayer work with multiplayer?
L2540[22:56:58] <tterrag> that only works on the client
L2541[22:57:02] <tterrag> multiplayer is irrelevant
L2542[22:57:14] <asd> like get the localplayer on a multiplayer server
L2543[22:57:33] <asd> lets say i wanted to display something to the player clientside while being on a server
L2544[22:57:34] <tterrag> again, multiplayer is irrelevant, it is only reliable when on the client
L2545[22:57:35] <mezz> a server has many players, there is no method to get one player
L2546[22:57:42] <asd> no like get urself
L2547[22:57:46] <asd> I know ur not getting other players
L2548[22:57:49] <asd> getting the client
L2549[22:57:54] <asd> ah watever ill just try it
L2550[22:57:56] <tterrag> the server doesn't know who "the client" is
L2551[22:58:02] <tterrag> the client...well it only has one option
L2552[22:58:05] <asd> it doesnt matter,
L2553[22:58:09] <asd> I dont want the server to care
L2554[22:58:14] <asd> nvm
L2555[23:00:00] ⇦ Quits: Hgrebnednav (~Hgrebnedn@d8d872d48.access.telenet.be) (Ping timeout: 198 seconds)
L2556[23:00:10] ⇦ Quits: xaero (xaero@the.flying.dutchman.panicbnc.net) (Ping timeout: 186 seconds)
L2557[23:00:35] <unascribed> I think he means does it work on the client when connected to a server
L2558[23:00:40] <unascribed> in which case, yes, but it only returns the local player
L2559[23:00:58] <tterrag> and again I say, it's irrelevant. all you need to care about is whether you are on the client or not :P
L2560[23:02:36] ⇦ Quits: Mraof (~mraof@pool-74-110-222-32.rcmdva.fios.verizon.net) (Ping timeout: 189 seconds)
L2561[23:04:43] <moog> blahhh.
L2562[23:05:07] <moog> I wish I was coding right now instead of sperging out about getting the best agreements between BoP better foliage and my texture pack
L2563[23:07:36] ⇦ Quits: gr8pefish|away (~gr8pefish@24.121.240.63) (Quit: I'm outta here)
L2564[23:07:39] ⇨ Joins: tambre (~tambre@dce0-cdc1-7bea-bc60-4301-8a22-07d0-2001.dyn.estpak.ee)
L2565[23:08:32] <killjoy> I wish I was coding and afk'ing on an empty server
L2566[23:09:22] <moog> adhd is a bitch.
L2567[23:10:03] <killjoy> I just don't like people
L2568[23:11:33] ⇨ Joins: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de)
L2569[23:11:54] <asd> gah, so hard to find updated info on forge
L2570[23:11:56] <asd> waiii
L2571[23:12:24] * moog grumpily lays down and reads programming related shit on her phone instead of being productive.
L2572[23:13:03] <asd> InputEvent.KeyInputEvent is still a thing?
L2573[23:18:49] <asd> Is playertickevent still working?
L2574[23:18:53] <asd> I am so confused
L2575[23:19:06] <asd> http://puu.sh/mEXZC/50a6a6b0d7.png
L2576[23:19:27] <asd> AttacKEntityEvent is called just fin but playertick and keyinputevent are both not called
L2577[23:19:29] <asd> ever
L2578[23:19:45] <unascribed> KeyInputEvent is only called when no guis are open
L2579[23:19:50] <unascribed> and PlayerTick is server-side
L2580[23:19:51] ⇨ Joins: xaero (xaero@the.flying.dutchman.panicbnc.net)
L2581[23:19:52] <unascribed> use ClientTick
L2582[23:20:12] ⇦ Quits: Brokkoli (~Brokkoli@x55b02f35.dyn.telefonica.de) (Ping timeout: 189 seconds)
L2583[23:20:32] <asd> once again lack of docs/info strikes again, I don't know what I would do without you unascribed <3
L2584[23:20:45] <asd> clienttick is an event?
L2585[23:20:46] <unascribed> don't thank me specifically, I just happen to be here
L2586[23:20:51] <unascribed> this channel in general is useful
L2587[23:20:57] <unascribed> ClientTickEvent
L2588[23:21:09] <unascribed> and yeah the lack of docs is a real problem
L2589[23:21:18] <unascribed> but nobody has really fixed it yet
L2590[23:21:22] <unascribed> and I fully see and understand why
L2591[23:21:24] <unascribed> it's a *huge* undertaking
L2592[23:21:30] <unascribed> and has to be updated for each version of Minecruft
L2593[23:21:44] <asd> and from I've seen the whole structure changes every few months...
L2594[23:21:51] <unascribed> I learned the vast majority of what I know from just reading vanilla code
L2595[23:21:59] <unascribed> and other mods in some places
L2596[23:22:06] <shadekiller666> hmmm
L2597[23:22:08] <unascribed> open source mods weren't as common back when I learned though
L2598[23:22:19] <unascribed> now basically all of them are open source
L2599[23:22:20] <unascribed> it's awesome
L2600[23:22:23] <asd> yea... I didnt relaly do clientside dev... T.T
L2601[23:22:32] <asd> bukkit had such a friendly API
L2602[23:22:36] <shadekiller666> Zaggy1024, you mentioned wanting support for defining your own block breaking model?
L2603[23:23:05] <Zaggy1024> indeed
L2604[23:23:16] <unascribed> I never particularly liked Bukkit
L2605[23:23:20] <unascribed> I used it because it was what was there
L2606[23:23:26] <asd> does cLienttickevent need the @Sideonly(Side.Client)?
L2607[23:23:30] <asd> how come?
L2608[23:23:32] <shadekiller666> how would that be defined zaggy?
L2609[23:23:32] <unascribed> for a mod that will only run on the client
L2610[23:23:36] <unascribed> you don't ever need SideOnly annotations
L2611[23:23:39] <Zaggy1024> no idea
L2612[23:23:45] <unascribed> it's just clutter at that point
L2613[23:23:47] <killjoy> you really should use a sidedproxy
L2614[23:23:52] <unascribed> if this is 1.8, add a clientSideOnly=true to your @Mod
L2615[23:23:53] <Zaggy1024> once blockstates use predicates instead of a list of strings it'll be easier
L2616[23:23:59] <shadekiller666> would it be some key in the blockstate json that points to an additional file?
L2617[23:24:11] <Zaggy1024> can't be just a single key
L2618[23:24:19] <Zaggy1024> it would have to be possible to base it off the whole block state
L2619[23:24:33] <Zaggy1024> which is why I think it would be better as a Block callback or event for now
L2620[23:24:55] <asd> why doesnt this print anything? http://puu.sh/mEYgy/e21da681c0.png
L2621[23:24:55] <Zaggy1024> probably returning an IBakedModel so that it doesn't screw with gl state
L2622[23:25:21] <unascribed> you should do "this" instead of "new ExampleMod()"
L2623[23:25:21] <Zaggy1024> well, I guess people could screw with state, but if they did, good luck with the consequences :P
L2624[23:25:25] <unascribed> but
L2625[23:25:25] <unascribed> hm
L2626[23:25:36] <asd> im not actually making a fully fleshed mod, just a hack so I can put unicode in a fking anvil
L2627[23:25:36] <unascribed> this is 1.8, correct?
L2628[23:25:42] <asd> yes
L2629[23:25:51] <unascribed> 1.8, not 1.8.8 or 1.8.9?
L2630[23:25:55] <asd> yes
L2631[23:26:00] <unascribed> you'll need to register on the other bus as well
L2632[23:26:04] <unascribed> FMLCommonHandler.instance().bus()
L2633[23:26:05] <asd> 11.14.4.1563
L2634[23:26:18] <unascribed> they got merged into one bus in 1.8.8
L2635[23:26:45] <shadekiller666> why so far back?
L2636[23:27:03] <Zaggy1024> use 1.8.9 plox
L2637[23:27:07] <unascribed> >.>
L2638[23:27:07] <Zaggy1024> generix :P
L2639[23:27:20] <unascribed> as long as he's not using 1.7
L2640[23:27:21] <unascribed> who cares
L2641[23:27:40] <asd> *uses 1.6*
L2642[23:27:45] <Zaggy1024> I expect a lot of mods will skip 1.8
L2643[23:27:55] * unascribed silently strikes asd dead with a loud sledgehammer
L2644[23:27:55] <killjoy> I'm just skippingn 1.8.8
L2645[23:27:55] <Zaggy1024> but whatevs
L2646[23:28:04] * asd dies
L2647[23:28:09] <Zaggy1024> wow
L2648[23:28:13] <shadekiller666> silently?
L2649[23:28:20] <unascribed> with a loud sledgehammer
L2650[23:28:48] <Zaggy1024> a sledgehammer with a rocket on it?
L2651[23:28:52] <Zaggy1024> not sure how else it would be loud
L2652[23:28:58] <Zaggy1024> unless you mean loud colors 0.o
L2653[23:29:00] <unascribed> I was thinking it had a loudspeaker on it
L2654[23:29:10] <unascribed> and it was blaring vocaloid music or something
L2655[23:29:14] <unascribed> but obviously I did it silently
L2656[23:32:54] <asd> How would you detect a key press in an anvil gui?
L2657[23:33:57] <unascribed> eh
L2658[23:34:00] <unascribed> hm
L2659[23:34:16] <unascribed> since this is a dirty hack
L2660[23:34:29] <unascribed> I have an (abandoned) GUI lib called GlassPane
L2661[23:34:33] <unascribed> that can do basically what you want
L2662[23:34:41] <unascribed> it has a sloppy 1.8 port that should work for the most part
L2663[23:34:56] <asd> link ples? :D
L2664[23:35:02] <unascribed> https://github.com/unascribed/Glass-Pane/releases/tag/v1.1.1
L2665[23:35:15] <unascribed> you'll want the dev version
L2666[23:35:21] <unascribed> https://github.com/unascribed/Kitchen-Sink/releases/tag/v1.1.4
L2667[23:35:25] <unascribed> that's also needed
L2668[23:36:06] <unascribed> once you do that
L2669[23:36:10] <unascribed> make a class that extends GlassPane
L2670[23:36:14] <unascribed> and override keyDown
L2671[23:36:25] <unascribed> in your init, do new MyPane().autoOverlay(GuiAnvilContainer.class);
L2672[23:36:25] <unascribed> done
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L2675[23:41:32] <asd> ty
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L2683[23:51:07] <SomeGuyInATree> Welp, no progress on the enum so far.
L2684[23:51:18] <SomeGuyInATree> Got distracted playing ._.
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