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L1[00:03:52] ⇦
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L3[00:05:48] <VikeStep> how can we overwrite
the ModMetadata programatically in our mod?
L4[00:06:08] <VikeStep> modifying the
@Mod.Metadata property doesn't seem to work for me
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L6[00:23:34] <VikeStep> hmm, figured it out
turns out you can
L7[00:23:42] <VikeStep> didn't meant to
press enter woops
L8[00:24:06] <VikeStep> i didn't figure it
out, that was in my search bar when I thought I figured it
out
L9[00:26:07] <Matthew> VikeStep, what
exactly do you want to overwrite?
L10[00:26:23] <VikeStep> I'm not using a
mcmod.info file, I believe you can edit it programatically
L11[00:27:12] <Matthew> ahh ok.
FMLPreInit.getModMetadata
L12[00:27:25] <Matthew> you should be able
to edit that
L13[00:27:35] <VikeStep> I am, but it
doesn't work either
L14[00:27:45] <VikeStep> it still shows up
as empty on the Mods list in game
L15[00:28:00] <VikeStep> I'm just pushing
to git to show the code I am using
L16[00:28:32] <Matthew> why not just use
mcmod.info? you can have gradle fill everything in for you
L17[00:29:53] <VikeStep> I know I can, but
I would rather just do it in code because I know it can be
done
L19[00:30:20] <Matthew> works fine on my
end
L20[00:30:32] <VikeStep> are you on
1.8.9?
L21[00:30:35] <Matthew> yup
L22[00:33:56] <VikeStep> hmm, still not
working :/
L23[00:37:25] <VikeStep> Are you able to
edit the description from there?
L24[00:37:47] <VikeStep> It seems I can
edit the mod name, but I can'
L25[00:37:52] <VikeStep> can't edit other
things*
L26[00:38:00] <VikeStep> such as author
list, URL, description
L27[00:39:11] <Matthew> yup I just tested
changing description, authorList, and url
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L29[00:40:10] <Matthew> ahh ok VikeStep, it
only works if you have a mcmod.info
L30[00:40:49] <Matthew> so you could create
a dummy one, but then we get back to the point of: why not just use
it like it's designed?
L31[00:40:54] <VikeStep> it seems that it
can't be empty either
L32[00:42:32] <VikeStep> so it seems that
there must be a modid value filled in the mcmod.info as
minimum
L33[00:45:14] <VikeStep> Matthew, to answer
your question, I could, but again it's just a choice I made
L34[00:45:28] <VikeStep> since you have to
set the ID/version and stuff in the @Mod annotation anyways
L35[00:45:38] <VikeStep> it will be in 2
places regardless, that is gradle and in the mod
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L38[01:00:34] <killjoy1> The first 2 posts
on reddit is snow diving
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L40[01:04:05] <sham1> Eugh
L41[01:04:25] <sham1> The effect of f.lux
just stopped and now my eyes are burning
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L43[01:05:33] <killjoy1> Were you wearing
goggles?
L44[01:05:41] <killjoy1> Glasses?
L46[01:06:12] <killjoy1> So they did
nothing?
L47[01:06:19] *
unascribed sighs
L48[01:06:30] <sham1> What?
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L53[01:22:40] <sham1> nice
L54[01:23:02] <sham1> It looks weird how
those things are spinning
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L57[01:36:21] <Corosus> hawt
L58[01:37:23] <Corosus> also i guess dev
environments bombard mojang auth servers now
"com.mojang.authlib.exceptions.AuthenticationException: The
client has sent too many requests within a certain amount of
time"
L59[01:37:43] <luacs1998> blame
--accesstoken FML
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L61[01:38:30] <Corosus> will do!
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L66[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160124 mappings to Forge Maven.
L67[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160124-1.8.9.zip
(mappings = "snapshot_20160124" in build.gradle).
L68[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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L103[03:40:00] <unascribed> is a patch to
fix GlStateManager::pushAttrib and popAttrib within the scope of
Forge?
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L106[03:47:42] <AndersBillLind> Should the
json file an item model specify "parent":
"builtin/generated"?
L107[03:47:56] <AndersBillLind> I have two
items defined in my mod, and only one of the textures shows
up
L108[03:48:08] <AndersBillLind> Getting
the default cube for the other
L109[03:49:13] <sham1> show them...
L110[03:52:20] <AndersBillLind> Oh, missed
a line in the client proxy
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L115[04:09:06] <VikeStep> I was thinking
of making another PR to forge that allows mods to register blocks
as valid beacon bases
L116[04:09:22] <VikeStep> however, I'm not
sure if we should make it an event, or some registry in forge
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L118[04:09:42] <VikeStep> any ideas?
L119[04:09:49] <AEnterprise> isn't there
already a method for that in the Block class?
L120[04:09:50] <Nitrodev> On what?
L121[04:10:32] <VikeStep> oh, actually...
I'm stupid
L122[04:10:38] <VikeStep> yes you can
override it
L123[04:11:01] <VikeStep> hmmm, I was
actually planning on adding the ability to register blocks from
vanilla/other mods via config
L124[04:11:05] <VikeStep> not sure how I'd
go about that
L125[04:11:11] <VikeStep> that is, that
ability in my mod
L126[04:11:30] <Nitrodev> Interesting
idea
L127[04:12:53] <Nitrodev> So you're trying
to make a mod where players can make their own blocks?
L128[04:13:04] <VikeStep> nope, my mod
adds a config for vanilla
L129[04:13:06] <AndersBillLind> Which
event handler will run when I left click a block with an
item?
L130[04:13:13] <Nitrodev> Ah
L131[04:13:15] <VikeStep> AndersBillLind,
PlayerInteractEvent
L132[04:13:23] <AndersBillLind> Oh,
thanks
L133[04:13:37] <VikeStep> there is a
variable in the event for what type of interaction it is
L134[04:13:47] <VikeStep> and you can
check if the player is holding an item
L135[04:14:05] <Nitrodev> gigaherz: i may
have found a way to make q multiblock structure
L136[04:14:23] <Nitrodev> a*
L137[04:14:59] <Nitrodev> Using for
loops
L138[04:17:18] <Nitrodev> Might prove
tricky though
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L140[04:20:42] <AndersBillLind> VikeStep:
Can I put that event handler in my item class?
L141[04:21:24] <AndersBillLind> Hm, lets
see here, it will fire for any item, I suppose
L142[04:21:37] <AndersBillLind> Not just
my redstone pickaxe :)
L143[04:22:28] <VikeStep> yeah
L145[04:23:30] <AndersBillLind> Cool
L146[04:23:35] <VikeStep> however that
checks if it is not a left click
L147[04:23:39] <VikeStep> so you will need
to do the opposite
L148[04:23:42] <AndersBillLind> yeah
L149[04:23:57] <AndersBillLind> I will be
able to break bedrock with my redstone pickaxe, cant be hard to
code
L150[04:27:32] <VikeStep> I wonder why
there is a maximum distance from the bed to sleep in it
L151[04:27:39] <AndersBillLind> Cool, I
added a command that puts 64 bedrock blocks in my inventory, could
build with it
L152[04:27:47] <AndersBillLind> hehe
L153[04:27:52] <VikeStep> it's closer than
the distance that you can click on the block from
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L155[04:30:01] <AndersBillLind> Ah,
true
L156[04:30:07] <AndersBillLind> Now when
you say it
L157[04:30:15] <AndersBillLind> You do not
check if the world is remote in your code
L158[04:30:17] <AndersBillLind> Should I
do that?
L159[04:30:38] <VikeStep> no, because you
want it to update on both the server and the client
L160[04:30:47] <VikeStep> you only use
that if you want things to run specifically on one side
L161[04:31:32] <VikeStep> if you run it
only on the server, then the client doesn't know that the block was
mined
L162[04:33:18] <AndersBillLind> Aha
L163[04:34:11] <AndersBillLind> Maybe I
should set the event as consumed in some way?
L164[04:34:20] <AndersBillLind> I saw
there was a setResult method
L165[04:35:24] <AndersBillLind> Or I
should cancel it
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L169[04:40:45] <VikeStep> you shouldn't
need to cancel it
L170[04:40:48] <VikeStep> just let it
be
L171[04:41:13] <VikeStep> I only cancel it
because I want to stop the vanilla code from continuing
L172[04:41:21] <AndersBillLind> ok
L173[04:42:27] <AndersBillLind> The
bedrock is not impressed by my attempts to harvest it
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L176[04:44:55] <AndersBillLind> Oh, I can
get the block in an easier way
L177[04:45:43] <AndersBillLind> Or should
be able to
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L179[04:53:54] <AndersBillLind> I
registered the item in the event bus in the items ctor
L180[04:54:17] <AndersBillLind> works,
blocks are harvested, which only seems to mean it drops an item,
but stays there
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L187[05:01:39] <Wuppy> I'm quite impressed
with the shitty technology our school uses considering we're a game
devleopment education...
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L189[05:02:08] <Wuppy> you'd expect
websites made by our school to at least work on mobile :V
L190[05:03:15] <AndersBillLind> :)
L191[05:05:25] <Twilycane> they're not
even using bootstrap?
L192[05:05:55] <Wuppy> no clue, it just
doesnt scale to mobile sized screens
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L194[05:06:34] <Wuppy> and a lot of other
systems are probably government mandatory
L195[05:07:05] <Wuppy> and I don't think
there are any governments which actually know enough about
ICT
L196[05:08:25] <Twilycane> seeing you name
i can presume you're dutch, in that case, ICT isn't the forte of
the government in holland
L197[05:08:47] <Wuppy> yep, but from what
I've heard USA is much worse
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L199[05:09:41] <Twilycane> keep in mind
that the computer age isn't for everyone, not everyone kan keep up
with it
L200[05:10:07] <Wuppy> governments should
though
L201[05:10:43] <Twilycane> they should,
but they are quite stubborn most of the time for accepting new
things
L202[05:11:10] <ollieread> A lot of sites
that don't work on mobile, don't work on mobile simply because they
don't want people to use it on mobile
L203[05:11:24] <ollieread> A lot of time
the features and functionality are far too complicated for a mobile
screen
L204[05:11:40] <ollieread> You either
sacrifice functionality or make people use real machines
L205[05:12:35] <Twilycane> very true, it
truly depends on your intention of the website and the audiance you
make it for
L206[05:13:18] <Wuppy> ollieread, our
school has 1 day filled with lectures and workshops in about 8
rooms, being able to see where your workshops are when you're in
school is kinda required
L207[05:13:37] <Wuppy> and having to grab
your laptop is annoying
L208[05:13:53] <ollieread> You're a game
development student
L209[05:14:04] <ollieread> Why are you in
uni without it?
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L212[05:14:19] <ollieread> Also, shouldn't
you know these things ahead of time?
L213[05:14:21] <Wuppy> we have it with us,
but I dont want to have to drag it across the building
L214[05:14:43] <Wuppy> because they
announce workshops like 1 or 2 days before they start and
remembering where they are is a waste of time
L215[05:14:58] <Wuppy> especially because
the workshops tend to move around a lot in time/location at the
last minute
L216[05:15:27] <PaleoCrafter> The right
solution for this would be a proper mobile app then :P
L217[05:15:51] <Wuppy> yeah,
probably
L218[05:15:56] <VikeStep> or, view the
page as desktop on your mobile browser
L219[05:16:05] <Wuppy> VikeStep, there is
no mobile version
L220[05:16:13] <Wuppy> just a desktop
version which doesnt fit on the screen
L221[05:16:14] <Wuppy> they don'
L222[05:16:26] <VikeStep> you can't zoom
out?
L223[05:16:26] <Wuppy> the website doesn't
scale at all, they just use px for their element sizes
L224[05:16:45] <Wuppy> hmm probably, but
making non-scaling websites is really, really dumb at this
point
L225[05:16:57] <Wuppy> unless it's
impossible to do otherwise, but it isn't in this case
L226[05:17:42] <PaleoCrafter> Propose it
as a project :P
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L228[05:18:00] <ollieread> Wuppy> the
website doesn't scale at all, they just use px for their element
sizes
L229[05:18:37] <VikeStep> there are
positives and negatives of using px
L230[05:18:42] <VikeStep> same with
percentages
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L235[05:19:49] <ollieread> Like I said,
they may have intentionally not made a scaling site
L236[05:20:04] <ollieread> People expect
every site to scale, which is just ridiculous
L237[05:20:39] <VikeStep> at work a lot of
our CSS issues are with windows scaling
L238[05:21:00] <ollieread> window scaling
or windows scaling?
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L240[05:21:18] <VikeStep> different sized
windows and resizing windows
L241[05:21:30] <ollieread> Ahh window
scaling then :P
L242[05:21:42] <VikeStep> ah, that's what
you mean
L243[05:21:55] <VikeStep> we use ASP.NET
though, we'd have no issues with windows anyways :P
L244[05:22:19] <ollieread>
Wait..what
L245[05:22:31] <VikeStep> I thought you
meant microsoft windows
L246[05:22:36] <VikeStep> as a joke
L247[05:22:37] <ollieread> You use
microsoft framework on a microsoft language and won't use microsoft
windows?
L248[05:22:38] ***
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L249[05:22:50] <VikeStep> we ... do use
windows
L250[05:23:04] <ollieread> I don't
understand how you'd have no issues with windows then lol
L251[05:23:14] <ollieread> Surely all of
your issues with ASP.net are technically windows related
L252[05:23:20] <VikeStep> ?
L253[05:23:26]
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L254[05:24:37] <VikeStep> it was more of a
joke since it comes down to the browser anyways
L255[05:24:46] <VikeStep> not the OS
L256[05:25:15] <ollieread> lol
L257[05:25:20] <ollieread> I avoid all
things browser related
L258[05:25:23] <ollieread> CSS and JS can
fuck right off
L259[05:25:44] <VikeStep> I too, only deal
with backend
L260[05:26:05] <unascribed> JS isn't that
bad
L261[05:26:08] <unascribed> but CSS is
horrifying
L262[05:26:27] ⇦
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L263[05:26:33] <ollieread> CSS is far
better than JS
L264[05:26:45] <unascribed> let me
rephrase
L265[05:26:49] <unascribed> JS, the
language, isn't that bad
L266[05:26:56] <unascribed> the browser
APIs are the worst goddamn thing in existence
L267[05:27:59] <fry|sleep> no, WINAPI is
the worst goddamn thing in existence, but browsers come close
:P
L268[05:28:10] <unascribed> I have never
used winapi so I'll take your word for
L269[05:28:11] <unascribed> it
L270[05:28:35] *
unascribed switched to Linux pretty much immediately after starting
to write software
L271[05:28:53]
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L274[05:30:10] <VikeStep> I pretty much
have to stay on windows since we use the microsoft/azure
development stack at work
L275[05:30:22] <VikeStep> I've found that
when you get their paid services it's pretty decent
L276[05:34:30] ⇦
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L277[05:39:16] <gigaherz> [12:27]
(@fry|sleep): no, WINAPI is the worst goddamn thing in existence,
but browsers come close :P
L278[05:39:22] <gigaherz> as a ReactOS
developer, I'd like to disagree
L279[05:39:33] <gigaherz> but I can't
really think of anything worse than some parts of the win32 api
;P
L280[05:39:34] <unascribed>
>ReactOS
L281[05:39:37] <SomeGuyInATree> Travel
laptop runs Debian 7, Work laptops Dual boots 7 & Debian
8.
L282[05:40:10] <unascribed> fwiw the
ReactOS site is really confusing
L283[05:40:20] <gigaherz> it's being
worked on
L284[05:40:36] <unascribed>
"Community Edition" makes it sound like it's being split
into a closed source and open source variant
L285[05:40:43]
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L286[05:40:47] <gigaherz> we have a guy
working on a new website
L287[05:40:49] <unascribed> which confused
me when I tried to catch up on ReactOS after not looking at it for
a few years
L288[05:40:52] <gigaherz> and I never
liked that name
L289[05:41:12] <gigaherz> Community
Edition shouldreally be called a "collector's
edition"
L290[05:41:31] <gigaherz> it's nothing but
a special exclusive prize for the people who gave money on the IGG
campaign
L291[05:42:21] <gigaherz> there will be no
actual code or features exclusive to it
L292[05:42:32] <gigaherz> just some
cosmetic things
L293[05:42:51] <SomeGuyInATree> People
love reskins though.
L294[05:44:50] ***
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L295[05:45:12] <gigaherz> thing is, the
win32 api at its core isn't bad
L296[05:45:29] <gigaherz> it's clearly a
different design than say, posix
L297[05:45:34] <gigaherz> but not bad per
se
L298[05:45:57] <gigaherz> problem is the
api was designed for windows 1
L299[05:46:02] <gigaherz> and has been
getting upgrades ever since
L300[05:46:17] <gigaherz> including a
conversion to 32bit in windows 95
L301[05:46:28] <gigaherz> anda conversion
to unicode (ucs2) in NT
L302[05:46:59] <gigaherz> so you see a lot
of "oops we did this function wrong" cases with Ex
functions
L303[05:49:14] <SomeGuyInATree> That
sounds dirty :(
L304[05:50:21] <gigaherz> there's a few
instances of SomeFunctionEx2 and even SomeFunctionEx3
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L306[05:53:06] <SomeGuyInATree> I guess it
happens when you don't make anything obsolete though..
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L308[05:56:30] <gigaherz> yeah
L309[05:57:22] <gigaherz> but imagine if
every time they found a design flaw in the API, they had to make a
new API altogether
L310[05:57:39] <gigaherz> people already
complain that the win32 api is bloated.
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L319[06:11:09] ***
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L320[06:11:48] <masa> crap, I just
accidentally pressed some key combo in eclipse and it reorganized
all the imports in all the classes
L321[06:12:13] <gigaherz> why's that bad?
;P
L322[06:12:22] <gigaherz> it woudl be
worse if it reordered all the methods
L323[06:12:25] <gigaherz> THAT's
annoying
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L325[06:12:46] <masa> well now I have all
this extra diff in my commit that adds a new block
L326[06:13:09] <gigaherz> I try to always
include some unnecessary formatting changes in all commits
L327[06:13:09] <gigaherz> ;p
L328[06:13:18] <masa> I guess I'll just
selectively add stuff and then reset the rest
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L330[06:13:53] <masa> would be nice to
know the key combo for the soon-to-be 1.8 port though... :D
L331[06:16:12] <masa> how would I get the
width and height of the currently bound texture?
L332[06:17:34] <masa> well actually I can
work around this issue by moving those buttons to the main
sheet...
L333[06:19:17] <gigaherz> minecraft
expects you to know what size your textures are ;P
L334[06:19:51] <gigaherz> in C opengl it
can be done with
L335[06:19:52] <gigaherz>
glGetTexLevelParameteriv(GL_TEXTURE_2D, miplevel, GL_TEXTURE_WIDTH,
&w);
L336[06:19:52] <gigaherz>
glGetTexLevelParameteriv(GL_TEXTURE_2D, miplevel,
GL_TEXTURE_HEIGHT, &h);
L337[06:19:53] <masa> well some of my guis
are so big that the buttons and stuff can't fit on the same
background sheet
L338[06:20:05] <gigaherz> (yes I
copypasted from an old forum post)
L339[06:20:11] <masa> heh
L340[06:20:17] <gigaherz> then make your
life easier and add another 256x256 sheet
L341[06:20:18] <gigaherz> ;P
L342[06:20:31] <masa> but the wasted
space!
L343[06:20:50] <gigaherz> alternatively
drawModalRectWithCustomSizedTexture with hardcoded numbers
L344[06:20:51] <gigaherz> XD
L345[06:20:54] <masa> actually I could
then use that for all the widgets in all the guis...
L346[06:21:12] <gigaherz> but yeah, a
second sheet lets you have all the extra stuff in it
L347[06:21:37] <masa> well yes I just
changed to using that for my GUI widget stuff, byt my GuiButtinIcon
clas uses the regular drwaTextureModalRect()
L348[06:21:53] <masa> all dem typos
L349[06:22:03] <masa> you can have them
for free
L350[06:22:17] <gigaherz> nothx I have all
my own to give
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L354[06:28:27] <masa> aww crap but this
doesn't still fix everything, some of the buttons are still on the
smaller sheet
L355[06:28:32] <masa> bleh
L356[06:28:47] <masa> I should just make a
separate common button widgets sheet
L357[06:29:02] <masa> but then changing
all the guis to use that will take ages
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L366[06:43:27] <roxox1> What would be a
good way to stop a mob spawning completely?
L367[06:44:07] <gigaherz> remove it from
the spawn list?
L368[06:44:11] <roxox1> I can't find an
event for when an entity spawns, only one which checks if the
entity should spawn, which isn't cancel-able.
L369[06:44:17] <roxox1> Oh, there is a
spawn list? Thanks :)
L370[06:44:32] <diesieben07>
LivingSpawnEvent and setResult(DENY)
L371[06:44:43] <gigaherz> well it controls
the automatic spawning in the world
L372[06:45:00] <roxox1> I just want to
completely remove slimes from my creative flat worlds :P
L373[06:45:00] <gigaherz> they can still
spawn through other means
L374[06:45:15] <gigaherz> slime chunks are
controlled by other means
L375[06:45:29] <roxox1> Wait, wut?
L376[06:45:40] <gigaherz> slimes spawn in
two different ways
L377[06:45:44] <roxox1> I assume they
spawn the same way as like, Skeletons and stuff.
L378[06:45:49] <gigaherz> one way is the
normal biome-based spawning
L379[06:45:51] <unascribed> if you just
want to stop it from spawning in you test world
L380[06:45:56] <unascribed> /gamerule
doMobSpawning false
L381[06:46:05] <roxox1> But I want other
mobs ^
L382[06:46:08] <gigaherz> which is
light-dependant
L383[06:46:13] <gigaherz> the other way is
the slime chunks
L384[06:46:15] <unascribed> doMobSpawning
only affects natural mobs
L385[06:46:20] <gigaherz> which have
different rules
L386[06:46:21] <unascribed> summon and
other things still work
L387[06:46:41] <roxox1> @unascribed I
still want other mobs to spawn normally, every other mob.
L388[06:46:48] <unascribed> okay
L389[06:46:49] <roxox1> Slime
chunks?
L390[06:46:51] <gigaherz> also
L391[06:46:56] <gigaherz> mobs never just
"not spawn"
L392[06:47:04] <gigaherz> even in peaceful
mode
L393[06:47:12] <gigaherz> if you try to
spawn a mob, it will live for a tick then die
L394[06:47:42] <gigaherz> well i suppose
doMobSpawning rule does avoid creating the mobs altogether
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L397[06:49:52] <masa> some time ago one of
my friends used to play on peaceful on a server, and at night you
could see mobs spawning and then instantly despawning all the time
all over the place
L398[06:50:00] <masa> it was somewhat
hilarious and also creepy
L399[06:50:24] <gigaherz> XD
L400[06:52:00] <masa> it was like they
bleed through from whatever other realm and then leave after one
tick
L401[06:52:24] <masa> not sure if that
still happens on the current versions
L402[06:54:26] <gigaherz> dependso n how
they implemented doMobSpawning ;P
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L411[07:24:30] <moog> getting an error
decompiling about java heap space.
L412[07:24:37] <moog> what do
L413[07:25:36] <moog> do I need to
allocate more memory by fucking with the BAT?
L414[07:25:44] <gigaherz> are you running
inside IDEA?
L415[07:25:49] <gigaherz> or in a cmd
window?
L416[07:25:51] <moog> cmd window
L417[07:26:00] <gigaherz> then yes, you'll
have to mess with the gradle config
L418[07:26:19] <gigaherz> the
"proper" version uses gradle.properties and such
L419[07:26:37] <gigaherz> but a quick fix
can be to open the .bat file and where it says
"DEFAULT_JVM_OPTIONS=" add -Xmx3G
L420[07:28:01] <moog> there isn't a line
for it yet so I'm gonna plug it in right before the execute and
pray it works
L421[07:28:27] <gigaherz> there
isn't?
L422[07:28:31] <gigaherz> in
gradlew?
L423[07:28:41] <moog> nope
L424[07:28:51] <gigaherz> there's no
L426[07:28:52] <gigaherz> @rem Add default
JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to
pass JVM options to this script.
L427[07:28:52] <gigaherz> set
DEFAULT_JVM_OPTS=
L428[07:28:52] <gigaherz> ?
L429[07:28:54] <moog> it's OPTS
L430[07:28:58] <moog> not options
sorry
L431[07:29:02] <gigaherz> eh
L432[07:29:04] <moog> I just ctrl f'd what
you said
L433[07:29:04] <gigaherz> that's what I
meant
L434[07:29:13] <gigaherz> just because I
misspelled, doesn't mean the option doesn't exist
L435[07:29:13] <gigaherz> XD
L436[07:29:28] <moog> tell that to your
compiler
L437[07:29:34] <moog> see how it handles
D:
L438[07:29:37] <gigaherz> IRC isn't a
compiler though
L439[07:29:37] <gigaherz> XD
L440[07:29:47] <sham1> yes it is
L441[07:30:00] <gigaherz> Internet Relay
Compiler?
L442[07:30:00] <gigaherz> XD
L443[07:30:10] <IoP> it compiles bitching
from whines
L444[07:30:22] <masa> it compiles random
ramblings from strangers into hurt feelings :p
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L448[07:32:19] <IoP> Whining: damn ftb 1.8
unstable creates too much log
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L450[07:38:48] <moog> woo, it
worked.
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L455[07:43:41] <Wuppy> everybody, Utomik
is soon coming out of closed beta so everybody can join, I highly
suggest it :)
L456[07:45:22] <unascribed> well that was
a dumb end to a Spelunky run
L457[07:45:40] <unascribed> I killed
Olmec, and falling down the pit I went a bit too far
L458[07:45:47] <unascribed> and instead of
landing on him I fell straight into the lava
L459[07:45:51] <unascribed> 10/10 would
spelunky again
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L474[08:29:49] <laci200270> who is
familiar with gradle?
L475[08:30:32] <unascribed> you want to
"pack depedencies to [your] jar"
L477[08:30:53] <unascribed> it's basically
the same in regular gradle
L478[08:30:59] <unascribed> just skip the
srg
L479[08:31:24] <moog> okay the wiki says
the the documentation is with the downloads but I ain't seein
it
L480[08:31:55] <laci200270> unascribed, it
is possible without extracting the jar?
L481[08:32:09] <unascribed> ?
L482[08:32:11] <laci200270> i mean like
the old eclipse way put jars to jar
L483[08:32:22] <laci200270> without
extract them
L484[08:32:29] <unascribed> oh, you mean
"packaging" rather than shading
L485[08:32:35] <unascribed> I guess you
could do that
L486[08:32:38] <unascribed> but I don't
see why you'd want to
L487[08:32:57] <laci200270> I want to keep
my jar organized :D
L488[08:33:06] <unascribed>
>.>
L489[08:33:15] <gigaherz> that's such a
pointless effort
L490[08:33:16] <gigaherz> XD
L491[08:33:20] <unascribed> I think
Gradle's built-in application plugin is what you want then
L492[08:33:26] <unascribed> each
dependency gets it's own jar
L493[08:33:36] <unascribed> apply plugin:
"application"
L494[08:33:40] <unascribed> that's
it
L495[08:33:48] <laci200270> ok thnaks I'll
look it
L496[08:35:42] ⇦
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L498[08:37:34] <Wuppy> programmers battle
:P
L499[08:38:58] <moog> im gonna shoot
myself
L500[08:39:02] <moog> why cant i find the
javadocs
L501[08:39:08] <unascribed> ?
L502[08:39:10] <laci200270> unascribed,
thats not exactly what I'm looking for
L503[08:39:13]
⇨ Joins: Ministry
(~M1nistry@220-253-72-185.dyn.iinet.net.au)
L505[08:39:45] <Ministry> Anyone point me
in the right direction to go about storing a 'durability' of sort
on blocks? I can't figure out if blockstates will allow me to store
an integer > 100
L506[08:39:49] <unascribed> in FatCapsule
mode
L507[08:40:00] <unascribed> Ministry,
blocks use metadata, which is 4 bits
L508[08:40:02] <unascribed> so 0-15
L509[08:40:35] <Ministry> Yeah, that's the
conclusion I arrived at but wasn't sure if I was overlooking
something, is there a way to store semi-large ints to a
block?
L510[08:40:38] <unascribed> you're
responsible for converting your properties to/from metadata, and
you can have "unlisted" properties which aren't part of
the metadata
L511[08:40:50] <unascribed> if you need to
store a lot of data, it sadly has to be a TileEntity
L512[08:41:20] <unascribed> where "a
lot" is anything you can't fit in 4 bits >.>
L513[08:41:31] <Ministry> Yeah heh. Fun
times.
L514[08:42:11] <moog> obviously the best
option is to only allow 16 of that block in the world and use the
block data to dereference to some global value :-D
L515[08:42:24] <unascribed>
>.>
L516[08:42:27] <unascribed> what're you
storing, anyway?
L517[08:42:33] <Ministry>
yield/quantity
L518[08:42:40] <unascribed> of?
L519[08:42:42] <Ministry> ore
L520[08:42:52] <moog> I still can't find
the javadocs tho srsly
L521[08:43:01] <moog> the wiki page
telling me where they are on the forge site is 2 yrs old
L522[08:43:40] <sham1> The javadocs are in
the source
L523[08:43:56] ⇦
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L524[08:44:04] <moog> ...oh
L525[08:44:12] <moog> ' w '
L526[08:44:31] <moog> ¯\_(ツ)_/¯
L527[08:44:35] <moog> OH GOD MY FACE
L528[08:44:43] <laci200270> thanks
unascribed that was that :D
L529[08:44:50] <laci200270> it works like
charm
L530[08:45:19] <unascribed> yeah, capsule
is awesome
L531[08:45:25] <unascribed> the maven mode
is especially interesting
L532[08:46:16] <laci200270> but there is a
little problem
L533[08:46:24] <laci200270> I only can use
version 1.0.0
L534[08:46:47] <moog> okay, and you
promise that there's info on all the methods in here, yeah?
L535[08:47:08] <moog> I am bad at
everything pls kill me
L536[08:47:33]
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L538[08:47:56] <unascribed> wat
L539[08:48:26] <laci200270> only the 1.0.0
version works
L540[08:48:33]
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L541[08:48:54] <unascribed> what version
of java are you on
L543[08:50:58] ⇦
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L544[08:51:16] <laci200270> unascribed,
any ideas?
L545[08:51:34] <unascribed> none
L546[08:52:00]
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L549[08:53:53] <laci200270> ok a better
question
L550[08:54:02] <laci200270> why it isn'T
includeing my source codes?
L551[08:54:12] <laci200270> it only
inlcide the libraries
L552[08:55:18] ⇦
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L555[08:57:40] <laci200270> oh I found
it
L556[08:58:17] ⇦
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L557[08:59:23] <moog> god I hate being
fucking stupid
L558[08:59:42] ⇦
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L559[08:59:47] ⇦
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L560[08:59:49] <moog> what the fuck does
the guide mean when it says "...Then simply import your
project folder as a project, everything will be done
automatically.
L561[09:00:06] *
moog screams
L562[09:01:01] <Ministry> it means what it
says ( ͡° ͜ʖ ͡°)
L563[09:01:07]
⇨ Joins: Delaxarnyazer
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L564[09:01:21] <moog> I've literally
dropped out of college like 5 times explain it like you're trying
to teach an ape
L565[09:01:32] <moog> I don't use
java
L566[09:01:44] <moog> like I know the
syntax but idkwtf working eclispe
L567[09:02:33] <moog> I am literally about
to scream and flip my desk and destroy a few hundred dollars of
electronics and then shove the broken bits into my eyes
L568[09:02:35] <Ministry> I'd help but I
use Intellij so I'd make it harder.
L569[09:02:42] <gigaherz> moog: eclipse's
main concept is the workspace
L570[09:02:49] <gigaherz> in that
workspace, you can have multiple projects loaded at once
L571[09:02:55] <gigaherz> if you look at
the File menu
L572[09:03:18] <gigaherz> there's an
option in it to import an existing folder as a project
L573[09:03:39] <moog> what folder do I
choose
L574[09:03:44] <moog> the one titled
eclipse?
L575[09:03:47] <gigaherz> the eclipse
folder, yes
L577[09:04:21] <moog> I forgot to take my
meds
L578[09:04:30] <moog> that explains the
outburst.
L579[09:04:36] <moog> uhhhh fuck how do I
work this shid
L580[09:05:20] <grondag> java is just too
damned big, with all the libraries, tools and miscellaneous crap it
takes to get anything done
L581[09:05:23] <sham1> just calm down my
friend
L582[09:05:24] <gigaherz> have you
considered making use of one of these
L584[09:05:28] <grondag> at least it isn’t
perl
L585[09:05:31] <sham1> Everything will be
fine
L586[09:06:18] <gigaherz> sham1: you don't
tell someone to calm donw, that just makes it worse, you tell
someone to take a deep breath and hold it in for a few seconds
;P
L587[09:06:37] <sham1> That's the plan
:P
L588[09:06:42] <Ministry> or 'slow ur roll
bro'
L589[09:07:37] <moog> okay properly
medicated now
L590[09:07:48] <moog> I can't remember the
last time I slept and I've been up all night reading programming
books so
L591[09:07:50] <moog> < w >
L592[09:08:00] <gigaherz> that's... not
generally healthy
L593[09:08:06] <moog> I'm not a healthy
person
L594[09:08:09] <moog> but hey.
L595[09:08:17] <Ministry> you'll sleep and
sit down tomorrow with fresh eyes and everything will seem
simple.
L596[09:08:17] <moog> I'm in a manic swing
so I'm gonna take advantage of it??
L597[09:08:24] *
gigaherz shrugs
L598[09:08:28] <grondag> moog: it takes
time to absorb the concepts
L599[09:08:45] <moog> I already know C++
so it was mostly trivial knowledge
L600[09:08:46] <moog> well
L601[09:08:48] <moog> what I read
anyway
L602[09:09:01] <moog> I dont know jack
about the standard library stuff
L603[09:09:23] <gigaherz> anyhow, di you
look at my link? ;P
L604[09:09:36] <laci200270> unascribed,
now I get this: CAPSULE EXCEPTION: Connection reset while
processing null null: null (for stack trace, run with
-Dcapsule.log=verbose)
L605[09:09:49] <unascribed> have you tried
running it with -Dcapsule.log=verbose
L606[09:09:59] <laci200270> yes
L607[09:10:04] <unascribed> send the
output
L608[09:10:24] <moog> also as far as
beginners guides go I'd probably prefer something in text if anyone
knows of one cuz I have auditory processing issues
L610[09:10:35] <gigaherz> ah
L611[09:10:45] <grondag> I thought I was
so clever generating my own colored quads for my block
models...
L612[09:11:00] <grondag> but now I have to
handle perspective for items...
L613[09:11:02] ⇦
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L614[09:11:08] <grondag> not feeling quite
so clever now
L615[09:11:31] <gigaherz> I actually
prefer text myself, just suggested videos because they are move
"step by step" than text-based tutorials
L616[09:11:47]
⇨ Joins: Zaggy1024
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L617[09:11:47] <moog> eh, I can
manage
L618[09:11:51] <moog> I'll manage or die,
I guess.
L619[09:12:14] <gigaherz> that seems a bit
drastic to me, just for modding ;P
L620[09:12:29] <unascribed> laci, I have
no clue
L621[09:12:32] <unascribed> you broke
*something*
L622[09:12:35] <unascribed> I don't know
what or how
L623[09:12:48] <laci200270> yeah
L624[09:12:53] <laci200270> maybe the old
version
L625[09:13:38]
⇨ Joins: manmaed
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L626[09:13:47] <moog> okay I'm looking
through some text 'n...
L627[09:13:52] <moog> I dont think I
imported right
L629[09:14:14] <moog> supposedly a
minecraft directory in there?
L630[09:14:35] <gigaherz> nah
L631[09:15:09] <moog> why does it feel
like stuff is missing then
L632[09:16:10] <gigaherz> I don't use
eclipse for modding,but that seemsto contain everything I'd expect
from it
L633[09:16:23] <gigaherz> if you use the
run/debug buttons now
L634[09:16:35] <gigaherz> does it load up
with the example mod loaded?
L635[09:17:35] <moog> I have an
examplemod.java
L636[09:17:48] <gigaherz> yes
L637[09:17:59] <moog> the project is
supposed to come pre configured to launch into minecraft when you
hit the run button I think
L638[09:17:59] <gigaherz> but I mean if
you run the debugging minecraft
L639[09:18:14] <gigaherz> if everything is
configured correctly
L640[09:18:16] <gigaherz> when you use the
run button
L641[09:18:21] <gigaherz> it should load
up Minecraft
L642[09:18:28] <gigaherz> and if you then
click on the Mods button
L643[09:18:28] <moog> just gives me
this
L644[09:18:37] <gigaherz> you should see
the example mod in the list
L646[09:18:51] <moog> god I love being
stupid
L647[09:18:59] <gigaherz> hmf
L648[09:19:14] <gigaherz> I have no idea
about eclipse, so no idea how to help you
L649[09:19:28] <gigaherz> maybe someone
else can
L650[09:19:30] <moog> I'm gonna delete
everything and re build
L651[09:19:32] <moog> fuck it
L652[09:20:38] <moog> uhhhh
L653[09:20:39] <moog> mmmm
L654[09:25:49]
⇨ Joins: Nitrodev
(~Nitrodev@37-219-117-72.nat.bb.dnainternet.fi)
L655[09:25:55] <Nitrodev> Hi
L656[09:27:16] <grondag> moog: when i
rebuild forge I have to go into run configurations and reselect the
project in each run config
L657[09:27:42] <moog> I can't parse that
but
L658[09:27:45] <grondag> Run / Run
Configurations
L659[09:27:47] <moog> I just deleted
everything and started over
L660[09:27:53] ***
Kobata_ is now known as Kobata
L661[09:28:04] <grondag> choose
yourmod_Client and then select your project
L662[09:28:07] <Nitrodev> Oh dear
god...
L663[09:28:26] <Nitrodev> moog: wht would
you do that...
L664[09:28:32] <grondag> You will may have
the same problem. Don’t know why it derps. Hasn’t been enough of a
bother to troubleshoot.
L665[09:29:06] <moog> because I have a
premium of processor time and a deficit of brain cells
L666[09:29:25] <Nitrodev> Lol
L667[09:30:01] <grondag> It may make you
feel better to know that eclipse why designed by hypermalevolent
radioactive space walruses from space who hate all human
life.
L668[09:30:10] <grondag> That’s a
scientific fact that I just made up.
L669[09:30:24] <unascribed>
s/eclipse/intellij/
L670[09:30:27] <moog> well
L671[09:30:31] <moog> I'm in run
configurations
L672[09:30:34] <unascribed> >space
walruses from space
L673[09:30:50] <grondag> well, they
are
L674[09:31:00] <moog> there's forge client
and server...
L675[09:31:05] <moog> aaaand we have
minecraft now
L676[09:31:10] <moog> cool I guess so it
is all here
L677[09:31:13] <grondag> yay!
L678[09:31:27] <moog> sometimes beating
your head against the same wall works
L679[09:31:48] <Nitrodev> For some odd
reason.
L680[09:31:49] ⇦
Quits: Jezza (~Jezza@185.44.151.99) (Quit: Leaving)
L681[09:31:55] <moog> okay now where the
heck do I find the documentation of all the methods I'm going to
drive myself batty with
L682[09:32:30] <Nitrodev> The
javadocs?
L683[09:32:50] <Nitrodev> Just go to a mc
class
L684[09:33:04] <Nitrodev> Any class and
they should be there
L685[09:33:11] <grondag> well, if it is
any kind of standard library stuff you can hover or open
declaration and there will likely be some commentary.
L686[09:33:18]
⇨ Joins: gr8pefish (gr8pefish@24.121.80.148)
L687[09:33:21] <moog> the problem is that
I can't find any classes
L688[09:33:24] <moog> < _ >
L689[09:33:24] <grondag> For forge classes
it is hit or miss - sometimes you just gotta read the code
L690[09:33:37] <moog> ah wait is it in
here
L691[09:33:38] <moog> yes it is
L692[09:33:45] <Nitrodev> Are you using
eclipse?
L693[09:33:48] <moog> yea
L694[09:33:48] <Nitrodev> Oh nvm
L695[09:34:32] <masa> bleh, why can't I
implement another clas... now I need to copypaste all the code from
one of my classes
L696[09:34:45] <Nitrodev> Then i can't
help you with IDE related issues moog
L697[09:34:49] <moog> I found it
L698[09:34:51] <moog> I'm just an
idiot
L699[09:34:55] <Nitrodev> Ah
L700[09:35:11] <moog> yeah idk how I feel
about java class inheritance yet
L701[09:35:18] <Nitrodev> And are there
comments above the methods?
L702[09:35:22]
⇨ Joins: Brokkoli
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L703[09:35:29] <grondag> I’ve heard others
say that Idea is a better IDE, but I’ve almost become kinda sorta
minimally competent with eclipse and my brain hurts at the thought
of another learning curve right now.
L704[09:35:48] <Nitrodev> Idea is pretty
neat
L705[09:36:02] ***
kroeser|away is now known as kroeser
L706[09:36:08] <moog> I'm looking at
block.class rn
L707[09:36:16] <grondag> I will probably
give it another try when all the gradle issues are sorted out and
it is fully supported.
L708[09:36:16] <moog> it definitely has
comments on it, yup
L709[09:36:17] <masa> all I have seen from
idea just seems that it would make my life more difficult
L710[09:36:28] <Nitrodev> Cant say if its
better, since i have only used eclipse for a bit
L711[09:36:46] <grondag> eclipse is way
better than it used to be when I first tried it years ago
L712[09:36:49] <grondag> I’ll give it
that
L713[09:37:17] <Nitrodev> If you have used
eclipse a lot then intellij would be harder ofc
L714[09:37:38] <grondag> Any new IDE is
hard at first
L715[09:37:49] <Nitrodev> Yeah
L716[09:37:58] <grondag> Except maybe for
emacs which stays hard forever
L717[09:38:14] <Nitrodev> What's
that?
L718[09:38:39] <grondag> unix editor
infamous for its customizability and unusability for mere
mortals
L719[09:39:11] <Nitrodev> Okay
L720[09:39:57] <moog> haha, emacs
L721[09:40:05] <moog> it's interesting in
theory
L722[09:40:08] <moog> in practice
it's
L723[09:40:15] <moog> a wall scroll of
hotkeys
L724[09:40:17] <Nitrodev> Dont
L725[09:41:39] <grondag> According to
wikipedia emacs has been described as "a great operating
system, lacking only a decent editor".
L726[09:41:56] <moog> fuuuck
L727[09:41:58] <grondag> lawl
L728[09:41:59] <moog> blown the fuck
out
L729[09:42:53] ⇦
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L733[09:47:59] <moog> high level languages
are great
L734[09:48:03] <moog> encapsulation and
shit
L735[09:48:11] <K-4U> Does anybody know if
Buildcraft for 1.8.9 has a maven nowadays?
L736[09:48:13] <moog> I don't have to know
what the actual implementation of something is!
L737[09:48:24] <moog> but boy god damn do
I worry about what the actual implementation is!
L738[09:48:28] <heldplayer> K4: I'd
suggest asking asie
L739[09:48:53] <asie> ask AlexIIL, but I
think he said "no until 7.2.0 stable"
L740[09:49:09] <K-4U> oh that's annoying
D:
L741[09:51:04]
⇨ Joins: Mraoffle
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L742[09:51:27] <K-4U> Where do i even
download buildcraft? O_o
L743[09:51:43] <sham1> From the
Internet
L744[09:52:00] <K-4U> And the price for
the most unhelpfull answer goes to: sham1
L745[09:52:14] <sham1> Stupid question
gets a stupid answer :P
L746[09:52:19] <heldplayer> ^
L747[09:52:26] <grondag> K-4U: go the
Internet. It’s on the left. Is that better?
L748[09:52:46] <K-4U> I searched
mod-buildcraft, i searched curse
L749[09:52:53] <K-4U> i'm sorry for not
being a know it all
L750[09:53:20] <wlhlm> K-4U:
mod-buildcraft has downloads doesn't it?
L751[09:53:27] <K-4U> not for 1.8.9
L752[09:53:42] <wlhlm> why not not say
that earlier?
L754[09:54:01] <moog> well
L755[09:54:06] <moog> I met my goal for
the day I guess
L756[09:54:12] <K-4U> thanks
L757[09:54:13] <moog> I did a thing
L758[09:54:18] <moog> I got this shit
workin
L759[09:54:24] <moog> I should sleep
maybe
L760[09:56:13]
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L764[10:18:34] <Nitrodev> I wonder if i
could use for loops in checking if a structure of blocks is
complete?
L765[10:18:54] <PaleoCrafter> generally
yes :P
L766[10:19:03] <gigaherz> loops are a
tool
L767[10:19:11] <gigaherz> you can use them
in any situation you elieve they are appropriate
L768[10:19:11] <gigaherz> ;p
L769[10:19:13] <Nitrodev> Really???
L770[10:19:32] <diesieben07> lol
L771[10:19:33] <PaleoCrafter> you could
technically use a loop to do an if :P
L772[10:19:59] <gigaherz> while(condition)
{ something; break }
L773[10:20:06] <Nitrodev> Yeah i just got
it
L774[10:20:09] ⇦
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L775[10:20:12] <K-4U> Nitrodev: How else
would you do it? :P
L776[10:20:23] <Nitrodev> Now i understand
gow i can do it
L777[10:20:34] <Nitrodev> Like gigaherz
does it
L778[10:20:47] <gigaherz> I changed my
code from whatyou saw last ;P
L779[10:20:48] <Nitrodev> With too many if
statements
L780[10:20:52] <Nitrodev> Oh
L781[10:21:27] <Nitrodev> I just need to
remember the way for about 30 min
L782[10:21:31] <PaleoCrafter> hm, is there
a nice method somewhere in Guava (or any other library shipped with
MC) that gets *all* fields from a class (i.e. like
getDeclaredFields but with inherited ones)?
L784[10:22:58] <Nitrodev> Oooh fancu
L785[10:23:02] <Nitrodev> Fancy*
L786[10:23:38] <diesieben07> PaleoCrafter,
ImmutableSet.builder().add(getDeclaredFields()).add(getFields()).build()
:P
L787[10:24:00] <PaleoCrafter> nah, that
wouldn't cover inherited private fields ;)
L788[10:24:25] <gigaherz> Gson may have
something in the serializer?
L789[10:24:26] <Nitrodev> But gigaherz i
was referring to your blockEnderRift class
L790[10:24:41] <gigaherz> Nitrodev: I
moved things there ;P
L791[10:24:41] <diesieben07> oh, you want
those, too
L792[10:24:54] <Nitrodev> Oh
L793[10:25:42] ⇦
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L794[10:25:50] <Nitrodev> I have nothing
else to do atm so ilk just study your codr
L795[10:25:58] <Nitrodev> Damn phonw
L796[10:26:01] <Nitrodev> ...
L797[10:26:21] <diesieben07> PaleoCrafter,
StreamSupport.stream(ClassUtils.hierarchy(clazz,
Interfaces.INCLUDE).spliterator(), false).flatMap(cl ->
Arrays.stream(cl.getDeclaredFields())
L798[10:26:36] <PaleoCrafter> k,
thanks
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L802[10:28:58] <PaleoCrafter> gotta love
dem streams
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L804[10:29:20] <diesieben07> you could
even do .map(Class::getDeclaredFields).flatMap(Arrays::stream)
which is a bit nicer imo :D
L805[10:30:06] <PaleoCrafter> definitely
looks cleaner
L806[10:30:45] <diesieben07> also don't
test this on swing classes.
L807[10:30:48] <Nitrodev> Home soon
:D
L808[10:30:53] <PaleoCrafter> why?
:P
L809[10:31:45] <diesieben07> all the
fields
L810[10:31:48] <Wuppy> I can't list to
Seth Macfarlane without seeing Brian in my head xD
L811[10:31:58] <PaleoCrafter> oh
well
L812[10:32:16] <diesieben07> also this
will list overridden methods twice
L813[10:32:24] <diesieben07> or however
often they occur in the hierarchy
L814[10:32:32] <Wuppy> am I the only one
with this problem? :P
L815[10:32:41] <diesieben07> no. :D
L816[10:32:51] <PaleoCrafter> good thing I
only need this for fields xD
L817[10:32:53] <diesieben07> Seth
Macfarlane is his characters
L818[10:32:56] <diesieben07> right
:D
L819[10:33:16] <Wuppy> a million ways to
die in the west would be an interesting movie with actually Brian
in it :P
L820[10:33:30] <EeB> Question: is there
anyone here who can explain the format of a baked quad?
L821[10:33:34] <PaleoCrafter> oh, Wuppy,
I've found a few mistakes in your book :P
L822[10:33:48] <Nitrodev> His?
L823[10:33:53] <Wuppy> :o
L824[10:33:56] <Wuppy> what? where?
L825[10:33:59] ⇦
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L826[10:34:22] <EeB> I'm having some
issues with shading and I wanna check if I'm using it wrong or if
its a possible bug in forge
L827[10:34:41] <PaleoCrafter> I didn't
keep a list (will do that maybe) but two were in the end of the
first Item chapter
L828[10:35:01] <Wuppy> code mistakes I
presume?
L829[10:35:07] <PaleoCrafter> nope
L830[10:35:11] <Wuppy> spelling?
L831[10:35:14] <PaleoCrafter> one probably
was just a editing error for the second edition, but you refer to
the icon register
L832[10:35:29] <Wuppy> woops, that's a
problem, yeah
L833[10:36:04] <PaleoCrafter> another one
was in the Q&A, the question was "Can items belong to
multiple creative tabs" and you answered "no", but
that actually is possible :P
L834[10:36:08] <PaleoCrafter> and has been
for a fairly long time, I think
L835[10:36:12] <Wuppy> o___0
L836[10:36:19] <Wuppy> I honestly didn't
know
L837[10:36:21] <Wuppy> how
L838[10:36:25] <PaleoCrafter>
Item.getCreativeTabs
L839[10:36:43] <Wuppy> and just overwrite
that method I'd assume?
L840[10:37:09] <PaleoCrafter> yep
L841[10:37:19] <PaleoCrafter> oh, another
thing was in the tools chapter, I think
L842[10:37:38] <PaleoCrafter> in the
Q&A you said that you can still use metadata just fine, but I
don't think you actually can :P
L843[10:38:07] <unascribed> considering
you can freely convert between meta and state
L844[10:38:11] <unascribed> it's basically
true
L845[10:38:27] <Wuppy> everybody says
something different about that, I honestly don't konw at this point
:V
L846[10:38:38] <PaleoCrafter> unascribed,
talking items ;)
L847[10:38:44] <diesieben07> you can
either use metadata for the durability or NBT
L848[10:38:50] <diesieben07> if you use
NBT its a bit more work
L849[10:38:56] <diesieben07> and usually
just metadata is used
L850[10:39:01] <diesieben07> then you can
NOT use metadata for something else
L851[10:40:09] <PaleoCrafter> well, then
you just have to change the phrasing, Wuppy
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L853[10:41:40] ***
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L854[10:42:46] <Wuppy> diesieben07,
default tools use NBT for it, right?
L855[10:43:02] <gigaherz> lol apparently
xBCrafted booted his FTB Unstable 1.8 world on a more recent
version of FTB Unstable
L856[10:43:03] <PaleoCrafter> nope
L857[10:43:08] <diesieben07> ehh no they
dont
L859[10:43:19] <Wuppy> aw crap, then I
should chagne that as well :V
L861[10:43:33] <gigaherz> his results were
interesting
L862[10:43:33] <gigaherz> XD
L863[10:43:35] <diesieben07> why are mods
always so broekn -.-
L864[10:43:59] <diesieben07> what is so
hard to get right abotu backwards compatibility
L865[10:44:10] ⇦
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L866[10:44:36] <Wuppy> also, why we're
talking about problems with my book, are there a lot of changes
required to update from 1.8 to 1.8.8?
L867[10:44:45] <gigaherz> no
L868[10:44:55] <gigaherz> the biggest
change from a modder perspective
L869[10:44:57] <gigaherz> is the
tesellator
L870[10:44:59] <PaleoCrafter>
GENERICS
L871[10:45:05] <Wuppy> and what was the
proper way to register renders now?
L872[10:45:06] <gigaherz> generics added
are nice
L873[10:45:11] <gigaherz> but they don't
affect porting that much
L874[10:45:26] <gigaherz> entity renderers
changed from a direct instance, to a factory
L875[10:45:26] <PaleoCrafter> eh, you get
quite a few warnings :P
L876[10:45:36] <gigaherz> TESR are the
same
L877[10:45:48] <Wuppy> I mean the
ItemModelMesher crap
L878[10:45:57] <gigaherz> that didn't
really change in 1.8.9
L879[10:46:00] <gigaherz> it changed in
1.8 itself
L880[10:46:07] <gigaherz>
ModelLoader.setCustomModelResourceLocation
L881[10:46:10] <Wuppy> I know, but that
chnage wasnt added in my book yet
L882[10:46:14] <PaleoCrafter> but Wuppy,
that was another thing in your tool chapter, you put
@SuppressWarnings("unchecked") on the blocks set for the
paxel instead of typing it correctly q.q
L883[10:46:16] <gigaherz> and it calls
ModelBakery.addVAriantName for you
L884[10:46:17] <grondag> Eeb: I may be
able to help. What’s the question?
L885[10:46:25] <gigaherz> so you don't
have to use the bakery manually anymore
L886[10:46:58] <Wuppy> thanks gigaherz,
I'll replace it
L887[10:48:35] <grondag> if you are having
shading issues, you probably need to call
net.minecraftforge.client.ForgeHooksClient.fillNormal() after
you’ve populated your array.
L888[10:49:08] <PaleoCrafter> and I
generally don't like the Paxel and Spax implementations, they're
way too hardcoded :P
L889[10:50:01] <asie> diesieben07:
depends
L890[10:50:20] <asie> BuildCraft is
probably one of the most compatible backwards mods, and probably
one of the few you can actually move from 1.7.10 to 1.8.9 mostly
flawlessly
L891[10:50:39] <diesieben07> i am not even
talking cross major version
L892[10:50:47] <diesieben07> the thing
that was linekd above is same MC version
L893[10:52:47] <heldplayer> asie: I think
Mystcraft has a pretty good record of being backwards
compatible
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L896[10:54:37] <grondag> Does anyone here
actually understand how IPerspectiveAwareModel actually
works?
L897[10:55:06] <SomeGuyInATree>
unascribed: How went your glasspane replacement?
L898[10:55:15] <unascribed> it's going
well
L899[10:55:22] <unascribed> attempting the
Spelunky daily right now
L900[10:56:00] <diesieben07> grondag, you
mean how to implement it or how it is being handled by MC?
L901[10:56:11] <grondag> how to
implement
L902[10:56:29] <grondag> I’m not extending
on of Fry’s classes so I think I need to roll my own
implementation.
L903[10:57:18] <grondag> Seems like it
should be relatively simple, looking at the various implemtations
already there, but they are all subtly different.
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L905[10:57:47] <grondag> I guess I’d like
to know which class to use as an example.
L906[10:57:48] <diesieben07> well, it just
allows you to specify a transform matrix based on where the item is
rendered (e.g. first person, inventory, third person, etc.)
L907[10:57:55] <Nitrodev> okay i'm
back
L908[10:58:02] <Nitrodev> on my pc
now
L909[10:59:04] <grondag> yes, but doesn’t
it also have to apply the matrix?
L910[10:59:17] <diesieben07> no, that's
done for you, that is the point :D
L911[10:59:48] <grondag> okay, but it
assumes that your baked model is an IFlexibleBakedModel,
right?
L912[10:59:55] <grondag> That’s how it
does its magic.
L913[11:00:06] <diesieben07> there is no
"magic" :D
L914[11:00:27] <diesieben07> forge just
checks before items are rendered if they are perspective aware, and
if so, query their matrix and transform by that matrix
L915[11:00:38] <diesieben07> yes, it needs
to be flexible, which all models should be
L916[11:00:58] <diesieben07> if yours (for
some reason) is not and you cannot change that, use
IFlexibleBakedModel.Wrapper
L917[11:01:12] <grondag> Aha!
L918[11:01:59] <grondag> Yes, mine is not,
because I need to colorize my quads and handle face permutations in
a space-efficient way.
L919[11:02:10] <diesieben07> that doesn't
mean you can't be flexible
L920[11:02:17] <diesieben07> just
implement IFlexibleBakedModel instead of IBakedMode
L921[11:02:28] <grondag> I had not thought
to use the IFBM wrapper class. I’ll take a look at that.
L922[11:03:16] <Nitrodev> i don't think it
matters where i'll check for the structure right?
L923[11:05:19] <diesieben07> you should
not use the wrapper class if the model you are wrapping is
yours
L924[11:05:32] <diesieben07> if that is
the case, just change implements IBakedModel to implements
IFlexibleBakedModel
L925[11:05:36] <diesieben07> grondag
^
L926[11:05:57] <grondag> yes, I just
figured that out - I’m only missing one member
L927[11:06:07] <grondag> I thought it was
doing more than that
L928[11:06:37] <grondag> I don’t have an
IModelState and I’m guessing I’ll need one somehow.. but we’ll
see.
L929[11:07:45] <diesieben07>
IFlexibleModel does not reuire an IModelstate...
L930[11:08:23] ***
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L931[11:08:43] <EeB> grondag: sorry for
late answer, had to make some food ;). I was just wondering what
the individual ints in a baked quad mean
L932[11:09:19] <EeB> I don't 100%
understand how they work, and I'm currently using a shading color
which seems to apply to block models but does not seem to work when
the item is rendered in the inventory
L933[11:09:50] <EeB> so I'm kinda
wondering: am I using them wrong, or is it a forge bug?
L934[11:09:54] <grondag> well, I clearly
don’t yet understand how IModelState works yet, I just saw it show
up frequently in the other IPerspectiveAware stuff I looked at. I’m
assuming you’re correction, which is great.
L935[11:10:14] <grondag> Eeb: there are
some comments that describe it. Gimme a sec.
L936[11:10:54] <diesieben07> IModelState
is for more advanced models like OBJ etc as far as I understand
it
L937[11:13:38] <grondag> Eeb: look at the
header for the BakedQuad class.
L938[11:14:25] <grondag> And also in
FaceBakery.storeVertexData()
L939[11:15:04] <grondag> However, I think
fry is using the “unused” int to store vertex normals for his
lighting model.
L940[11:15:28] <EeB> yeah I already looked
at those
L941[11:15:35] <gigaherz> :3 yay my
"Rift Browser" block is able to display the contents of
the rift, including "large stacks" mode
L942[11:15:41] <grondag> That’s why you
need to call that hook I mentioned earlier after you’ve populated
your array with vertex data.
L943[11:15:42] <EeB> there's not really
much to go off from whats there
L944[11:18:37] ***
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L945[11:18:37] <gigaherz> no scrollingyet,
or removing/adding items
L946[11:18:37] <gigaherz> but \o/
regardless
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L949[11:18:37] <gigaherz> next step: draw
a "pretty" label instead of the default one, so that it
shows "1k" instead of 1000 or "1m" instead of
100000
L950[11:18:37] <gigaherz> +0
L951[11:18:37] <EeB> grondag: oh, I didn't
see the hook you mentioned before
L952[11:18:37] <grondag> yeah, took me a
couple hours to figure out why my shading was wrong
L953[11:18:37] <EeB> I actually think my
issue might be related to lighting because the model seems to be
darker in the inventory aswel
L954[11:18:37] <grondag> that’s what I
saw, too
L955[11:18:37] <Nitrodev> oh the fun in
changing a blocks name...
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L957[11:18:37] <Nitrodev> darn the item
model isnt showing
L958[11:18:37] <K-4U> Is it possible to
use TESR rendering depending on blockstate?
L959[11:18:49] <PaleoCrafter> sure
L960[11:18:51] <K-4U> so either render
using a tesr or render using a normal cube defined in json?
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L962[11:19:15] <PaleoCrafter> oh, that
way
L963[11:19:20] <Nitrodev> what are the
reasons for a block to not have an item model
L964[11:19:37] <grondag> All you need to
do is call net.minecraftforge.client.ForgeHooksClient.fillNormal
with your vertex array (28 integers) and the side of the
face.
L965[11:19:46] ***
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L966[11:19:46] <grondag> If it isn’t a
cube, you’ll need to compute a normal to derive the face.
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L968[11:19:59] <PaleoCrafter> K-4U, you
can definitely do it using the new FastTESR stuff introduced with
fry's animation system
L969[11:20:04] <williewillus> woo
animation api
L970[11:20:15] <williewillus> except I
have no idea how to use it without a full grammar for the jsons
:p
L971[11:20:20] <PaleoCrafter> yeah
L972[11:20:22] <grondag> The FastTESR
looks really interesting, as does the animation API.
L973[11:20:28] <grondag> Fry is a
beast.
L974[11:20:38] <PaleoCrafter> we don't
want fry to document it, though
L975[11:20:39] <K-4U> PaleoCrafter:
Wouldn't it just be a case of telling it to use a different model
based on a blockstate?
L976[11:20:51] <williewillus> the only
reason I understood the forge json is because of his full grammar
:p
L977[11:21:21] <PaleoCrafter> well, you
could make the TESR not draw anything when the state is correct and
just have the 'empty' model in your blockstates when the TESR
should be used
L978[11:21:29] <grondag> williewillus:
ditto that
L979[11:21:30] <PaleoCrafter> but you
can't swap the rendering method on demand (without removing the
TE)
L980[11:22:04] <K-4U> nah, it does need a
TE
L981[11:22:27] <K-4U> Just trying to
figure out what's the proper way of checking for a boolean in the
blockstates json
L982[11:23:00] <PaleoCrafter>
"variants": { "property": { "true":
{...}, "false": {...} } } .P
L983[11:23:03] <PaleoCrafter> assuming
forge JSON
L984[11:23:22] <K-4U> ah yes, thanks
:)
L985[11:24:03] <PaleoCrafter> and you can
use builtin/generated as "empty" model
L986[11:24:24] <grondag> I built an
amazingly complicated forge JSON to handle connected texture blocks
using 386 different transforms rotations on 12 or so distinct
models.
L987[11:24:37] <williewillus> woulda just
smartmodeled at that point :p
L988[11:24:55] <K-4U> Yeah, i'm still
looking for a proper connectedTexture Code
L989[11:25:00] <grondag> It worked, but
yep, at that point I decided I’d go ahead and do smartmodel.
L990[11:25:07] <grondag> Much more
powerful.
L991[11:25:08] <williewillus> but yeah
excited for this animation api, botania has several good use cases
for it (like everything else in 1.8 ;p)
L992[11:25:22] <EeB> grondag: that fixed
the lighting issue, but shading color still seems to be
ignored
L993[11:25:29] <williewillus> K-4U:
tterrag/minecreatr/Drullkus' Chisel 1.8?
L994[11:25:45] <grondag> There is CTM code
for 1.8 now.
L995[11:25:50] <grondag> Forgot where I
saw it.
L996[11:25:56] <williewillus> the chisel
fork
L997[11:26:13] <K-4U> williewillus:
haven't looked there yet. thanks ;)
L998[11:27:06] <minecreatr> yeah, that CTM
code took 2 months to write xD
L999[11:27:12]
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L1000[11:27:40] <grondag> Right, though
now that I’m thinking back I’m nore sure it’s a separate lib any
more.
L1001[11:28:00] <grondag> I have my own
implementation that works for me but it isn’t general
purpose.
L1002[11:28:20] <Nitrodev> i forgot where
do i set the blocks display name?
L1003[11:28:24] <minecreatr> yeah, it is
going to be a seperate lib once we finish chisel development
grondag
L1004[11:28:27] <Nitrodev> like in the
GUI
L1005[11:29:08] <Nitrodev> found it
L1006[11:29:35] ***
DRedhorse is now known as DonAway
L1007[11:29:41] <williewillus>
getDisplayName or similar
L1008[11:29:54] <Nitrodev> yeah i knew
that
L1009[11:29:56] <williewillus> hm also
need to check out the new capabilities thing since I'm still fuzzy
on what it does
L1010[11:29:57] <bilde2910> If I'm
installing Forge MDK in a multi user environment on Windows, is
there any way I can have the Forge folder placed in a directory
shared by all users, and keeping the src folder separately in the
user's profile folder (%USERPROFILE%)?
L1011[11:30:01] <williewillus> / how to
do it
L1012[11:30:08] <Nitrodev> i emant where
i write the name itself
L1013[11:30:11] <Nitrodev> meant*
L1014[11:30:18] <Nitrodev> but i found it
now
L1015[11:30:41] ***
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L1023[11:36:52] <masa> what is the
addBlockEvent in TileEntityChest for? does the numPlayersUsing get
synced to clients via that?
L1024[11:38:27] <williewillus> yeah
L1025[11:39:14] <masa> ywah just found
some sync stuff in WorldServer that happens because of the
blockEvents
L1026[11:40:16]
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L1027[11:41:17] <shade_phone> Hello
L1028[11:41:21] <tustin2121> hello?
L1029[11:41:49] <shade_phone> Good it
worked.. can never be too sure with irccloud...
L1030[11:42:35] <tustin2121> 300 people
in here, I'm guessing this is one of those chats that's just
usually dead
L1031[11:43:37] <gigaherz> it has its
moments
L1032[11:43:59] <tustin2121> I'm on one
of those all the time over on freenode, so I know how that
goes
L1033[11:44:04] <tustin2121> next
question is if I ask my MC modding question, if anyone will
actually respond
L1034[11:44:47] <shade_phone> Only way to
find out is to ask, you'll likely get an answer if someone
knows
L1035[11:44:57] <tustin2121> fair
enough
L1036[11:45:40] ***
big_Xplo|AFK is now known as big_Xplosion
L1037[11:46:42] <tustin2121> I have forge
for 1.8.9 latest. And I have a handful of mods. I try to place down
an OpenComputer screen in the world, and a CustomNPCs Banner is
placed (invisible) in the world instead. How do I go about possibly
fixing this? (Since block ids apparently aren't a thing
anymore)
L1039[11:47:24] ***
tterrag|ZZZzzz is now known as tterrag
L1040[11:47:40] ***
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L1041[11:47:44] <williewillus>
tustin2121: that is really weird, sounds like hte idmap is
corupted
L1042[11:47:59] <williewillus> have mods
been added/removed to this world?
L1043[11:48:27] <gigaherz> now.... adding
and removing
L1044[11:48:29] <gigaherz> that'll be
"fun"
L1045[11:48:31] ***
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L1046[11:48:50] <tustin2121> I have
OpenComputer on, then added CustomNPCs to it just now, and I only
recently noticed the screens were all identifying as some other
block (via WAILA)
L1047[11:49:05] <williewillus> need to
resist urge to check out the capabilities and animation API, have
hw to do xP
L1048[11:50:09] <PaleoCrafter> gigaherz,
I'd use the dot as decimal separator :P
L1049[11:50:30]
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L1050[11:50:31] <tustin2121> I don't
suppose the idmap is something I can simply regenerate properly or
something... :/
L1051[11:50:57] <williewillus> no, sounds
like customnpcs did some hacky things
L1052[11:51:06] <tustin2121> yay
L1053[11:51:14] <williewillus> did you
backup before adding it?
L1054[11:51:21] <tustin2121> yes
L1055[11:51:25] <williewillus> good
:p
L1056[11:51:29] <tustin2121> lol
L1057[11:51:38] <tustin2121> though, I
would hate to remove it :/
L1058[11:52:38] <gigaherz> PaleoCrafter:
eh /shrug, I removed the decimals with exceptions ;P
L1059[11:53:18] <gigaherz> it now hows
0..899, then ".9k" until "1k" then
"2k", "3k" etc until ".9M"
L1060[11:53:24] <gigaherz> shows*
L1061[11:53:27]
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L1062[11:53:38] <shade_phone> So in my
tinkering with the breaking animation, i made a fancy Edge class
that can be divided into n segments
L1063[11:53:47] <tustin2121> oh... that
apparently only happens in my world. Everything is fine is I place
down an OpenComputer screen in a new world *facepalm*
L1064[11:54:38] <PaleoCrafter>
shade_phone, that's pretty straightforward, isn't it? :P
L1065[11:54:39] <shade_phone> Yep,
customnpcs borked things
L1066[11:55:50] <tustin2121> on a
completely unrelated note... recommend any way to copy a large
mansion into a new world...? :P
L1067[11:56:10] <shade_phone> If youve
done it before, now i have to figure out how to make a model with
these Edges
L1068[11:56:33] <gigaherz> tustin2121:
mcedit?
L1069[11:56:47] <PaleoCrafter> it's basic
linear algreba
L1070[11:56:50] <shade_phone> tustin2121:
world edit, or mcedit
L1071[11:56:51] <tustin2121> does mcedit
work with mods?
L1072[11:56:51] <gigaherz>
alternatively
L1073[11:56:57] <gigaherz> worldedit save
schematic + laod schematic
L1074[11:57:08] <gigaherz>
"modern" versions of mcedit are mod-agnostic
L1075[11:57:17] <tustin2121> ah, ok
L1076[11:57:19] <shade_phone> tustin2121:
it *should*
L1077[11:57:19] <gigaherz> they will
accept ANY block id/meta combination
L1078[11:57:20] ***
V is now known as Vigaro
L1079[11:57:34] <gigaherz> and save
worlds using the SAME id/meta
L1080[11:57:35] <gigaherz> so
L1081[11:57:38] <PaleoCrafter> Schematica
or Recurrent Complex are other options
L1082[11:57:49] <gigaherz> as long as
your worlds maintain the ID maps, it would work
L1083[11:57:54] <gigaherz> if they do
not, then it will probably break
L1084[11:57:54]
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L1085[11:58:07] <Doomworks> Is there a
doc that show all the changes to stuff like
setBlockTextureName()?
L1086[11:58:08] <tustin2121> hm, the id
maps are the problem here though
L1087[11:58:31] <Doomworks> Trying to
port an old project to 1.8 and I'm sitting here tial and
erroring
L1088[11:58:36] <gigaherz> I don't know
if anyo f those will store the registration names for things
L1089[11:58:44] <gigaherz> you'd have to
try
L1091[12:02:29] <Doomworks> Sorry, I've
only recently wanted to try and get back into modding. You'll
probably see me in here a bit from now on asking obvious questions
:S
L1092[12:02:38] <Doomworks> And thank you
as well :)
L1094[12:03:06] <gigaherz> wat I'm #1
already?
L1095[12:03:06] <williewillus> whoa we
have a stats page
L1096[12:03:07] <williewillus> cool
L1097[12:03:11] <williewillus> and woohoo
#2
L1098[12:03:17] <PaleoCrafter> hah, I've
beaten fry in the smiling category
L1099[12:03:33] <williewillus> also, why
is my away nick #17...
L1100[12:03:38] <williewillus> I never
talk with that :p
L1101[12:03:49] <PaleoCrafter> it's quite
weird, I'm listed twice as well
L1102[12:04:44] <williewillus> lol my
primer combined has 23 links in the chan
L1103[12:04:53] <Doomworks> You're in the
most referenced urls bit willie, guess there are a lot of people
who need guidence haha
L1104[12:04:59] <masa> oh wow I'm near
the top too
L1105[12:05:31] <masa> second highest
words per line too :p
L1106[12:05:32] <williewillus> aw there's
not counter for ':p"
L1107[12:05:50] <williewillus> back when
#FTB was cool I had the highest ':p' count by an enormous marging
haha
L1108[12:05:56] <williewillus>
*margin
L1109[12:06:10] <masa> heh
L1110[12:06:50] <PaleoCrafter>
williewillus, I think that's included in smiling
L1111[12:07:46] <Ivorius> tustin2121: If
the ID maps are not the same, schematics won't work
L1112[12:07:54] <Ivorius> So no
WorldEdit, no MCEdit
L1113[12:07:59] <tustin2121> :(
L1114[12:08:09] <tustin2121> that's what
I was about to try, worldedit
L1115[12:08:15] <Ivorius> Schematica has
a id table hack for its exports
L1116[12:08:26] <Ivorius> Recurrent
Complex uses a different file type, which also works
L1117[12:08:59] <masa> I think mcedit2
also understands forge id maps, right?
L1118[12:09:25] ***
DonAway is now known as DRedhorse
L1119[12:09:26] <Ivorius> I stopped
following its development
L1120[12:09:39] <Ivorius> Last time I
checked, which was a good while ago, it didn't
L1121[12:09:44] <Nitrodev> Woo X-Files
comes today at nien pm
L1122[12:09:51] <Nitrodev> nine*
L1123[12:09:58] <Nitrodev> almost wrote
nein
L1124[12:09:59] <tustin2121> looks like
both of those are 1.7 :/
L1125[12:10:02] <Nitrodev> now i
did
L1126[12:10:30]
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L1127[12:10:31] <Ivorius> Luna hasn't
updated either yet? :D
L1128[12:11:28] <Ivorius> Then you might
want to try mcedit2
L1129[12:11:31] <tustin2121> So there's
no way to make forge, like, regenerate the idmap?
L1130[12:11:33] <tustin2121> make a new
idmap, loop through all the generated chunks in the world, and
replace ids from the old map with ids in the new map?
L1131[12:11:56] <tustin2121> for a given
save world?
L1132[12:12:08] <Ivorius> If you do it
yourself, sure, but that's a lot of wasted effort :P
L1133[12:12:20] <SomeGuyInATree> How does
one increase this stat? Nobody beat anyone up. Everybody was
friendly.
L1134[12:12:34] <tustin2121> well, it
might be, if CustomNPCs hadn't screwed with the id map
L1135[12:13:09] <tustin2121> ...how might
I do it myself...? :j
L1136[12:13:26] <tustin2121> I guess that
would be making a mod...
L1137[12:13:50]
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L1139[12:16:19] <gr8pefish> So I'm trying
to kick back an item to the crafting grid like empty buckets after
you craft a cake. I am doign this during the event
PlayerEvent.ItemCraftedEvent, but I think the crafting grid is
automatically cleared, is there any way I can override this (the
event isn't cancelable either)?
L1140[12:17:03] <gr8pefish> ^ Just let me
know if you need to see my specific code
L1141[12:17:51] <tustin2121> I've seen
mods just dump the residual items into your inventory (or the
ground, I guess, and it auto picks up)
L1142[12:17:55] <tustin2121> you could do
that
L1143[12:18:01] <gigaherz> is this 1.8
gr8pefish?
L1144[12:18:05] <gr8pefish> Yeah I can do
it into the player's inventory easily enough
L1145[12:18:08] <gr8pefish> gigaherz,
yes
L1146[12:18:23] <gigaherz> 1.8 has a
system in place for deciding which items remain in the grid
L1147[12:18:28] <WJ44> there is a method
in the IRecipe class for this
L1148[12:18:35] <gigaherz> if you have
your own Item that you want to remain
L1149[12:18:44] <gigaherz> there's a
hasContainersomething and getContainersomething
L1150[12:18:45] <shade_phone> fry|sleep:
have you gotten a chance to look at the obj loader updates?
L1151[12:18:52] <gr8pefish> Well I need
to add an item, not have it remain. is that still doable?
L1152[12:19:07] <gigaherz> and if you
need it on a custom recipe, you can implement it in the
IRecipe
L1153[12:19:12] <gigaherz> ADD an
item?
L1154[12:19:26] <gigaherz> you can return
the "output stack"
L1155[12:19:29] <gigaherz> which ever it
may be
L1156[12:19:36] <gigaherz> like
L1157[12:19:45] <gigaherz> the full
bucket can be converted into an empty one
L1158[12:19:59] <gigaherz> you could have
a "full magic ball" turn into a "depleted magic
ball"
L1159[12:20:09] <gr8pefish> ah I see it
now, public ItemStack[] getRemainingItems(InventoryCrafting
inv)
L1160[12:20:12] <gigaherz> that's
supported by the containerthing
L1161[12:20:19] <gigaherz> and by the
IRecipe
L1162[12:20:22] <Doomworks> Ok, first run
of my mod on 1.8 *crosses fingers*
L1163[12:20:25] <gr8pefish> I have an
IRecipe already, I think I can just use that
L1164[12:20:30] <gigaherz> yep
L1165[12:20:34] <gr8pefish> ty for your
help
L1166[12:20:43] <gr8pefish> had no idea
1.8 added that :3
L1167[12:21:27] <gigaherz> it's a vanilla
feature so far as I know
L1168[12:22:35]
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L1170[12:24:08] <PaleoCrafter> y u no
work on the rtd :P
L1171[12:24:54] <williewillus> making
PR's for everything is a pain in the ass
L1172[12:24:59] <kashike> also, `` around
the iface/class names will improve readability
L1173[12:26:03]
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L1174[12:26:09] <williewillus> that's my
main problem with rtd, if I find a mistake in say my rendering
primer I can just pop in and fix it, if it were on RTD i wouldve
had to make a whole pr and format it all nicely, etc.
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L1178[12:27:16] <PaleoCrafter>
williewillus, you could technically become a contributor, so you
wouldn't need to PR :P
L1179[12:27:44] <williewillus> Doomworks:
hey the shapes look right at least :p
L1180[12:27:46]
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L1181[12:28:43] <Doomworks> williewillus:
Haha yeah, I should probably convert them to forge json though.
Techne format is probably not the best going forward
L1182[12:28:55] <williewillus>
probably
L1183[12:28:58] <williewillus> it's going
to be faster
L1184[12:29:03] <Doomworks> Indeed
L1185[12:29:22]
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L1187[12:29:32] <Doomworks> Also I could
never get them to face the player when place which is why I stopped
working on it
L1188[12:29:39] <Doomworks> placed*
L1189[12:29:42] <williewillus> I'm
excited to understand this anim api since even more things in
botania will now be able to become json
L1190[12:30:08] <williewillus> off the
top of my head the pump can become json, bellows can too,
Mayyyyyybe the brewery? An possibly the spreader if I try hard
enough
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L1192[12:31:23] <Doomworks> willie: Is
there anythiong to do with block direction setting in that redering
guide? I could never figure it out and wasn't able to find a tut in
1.7
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L1194[12:31:54] <williewillus> you
probably wanna store that in meta / blockstates
L1195[12:32:00] <williewillus> have a
PropertyEnum<EnumFacing>
L1196[12:32:20] <Doomworks> Ah ok, Thanks
:D
L1197[12:32:21] <williewillus> and rotate
your model in json accordingly or using a GlStateManager.rotate in
your TESR
L1198[12:32:31] <williewillus> hm I
should probably add a GlStateManager section ot that primer
L1199[12:32:56]
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L1200[12:33:30] ***
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L1202[12:34:38] <Cypher121> wouldn't
Enum<EnumFacing> be PropertyDirection?
L1203[12:35:58] <williewillus> oh, yeah
forgot about that :p
L1204[12:36:39] <williewillus> if you
have a machine that only faces the cardinal directions youd do
PropertyDirection.create("facing",
EnumFacing.Plane.HORIZONTAL)
L1205[12:36:44] <tustin2121> yay
mcediting my house over causes fun crashes on pasting! Thanks
CustomNPCs \o/
L1206[12:38:02] ***
Darkhax_AFK is now known as Darkhax
L1207[12:38:03] <tustin2121> (not mcedit,
the one in game with the wand)
L1208[12:39:33] ***
Cojo is now known as Cojo|noms
L1210[12:41:18] <gr8pefish> gigaherz, I'm
still having trouble. I override public ItemStack[]
getRemainingItems(InventoryCrafting inv), but it seems to never be
called (I currently just have a print method in the body under said
method, and it never prints). It isn't the class as a whole,
because the recipe works. Could it be a forge bug? Not sure if you
have used it before, I am just asking you since you knew about the
method.
L1211[12:44:03] <WJ44> I´m using it, it
works for me
L1212[12:44:12] <WJ44> it´s called by the
crafting manager
L1213[12:45:21] <WJ44> in the crafting
manager*
L1214[12:45:56] <gr8pefish> Hmm, I'm
registering the recipe as a special one, it works, but it is just
that method that seems to do nothing.
L1215[12:46:01] <gr8pefish> I'm a bit
confused :P
L1216[12:46:16] <WJ44> what are you
trying to do
L1217[12:46:25] <WJ44> are you overriding
a vanilla recipe?
L1218[12:46:39] <gr8pefish> No, adding my
own recipe. Let me push and link my code.
L1221[12:49:38]
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L1222[12:49:56] <gr8pefish> The recipe
itself works, so 90% of that code you can ignore.
L1223[12:51:19] <WJ44> try
GameRegistry.addRecipe
L1225[12:52:46] <gr8pefish> well, for
each backpack
L1226[12:53:04] <gr8pefish> could you
link your code and I can look for a difference?
L1227[12:53:17] <WJ44> aha sorry didn´t
look through the whole file
L1228[12:54:44] <WJ44> i just have some
simple stuff in place
L1231[12:55:39] <Lordmau5> \o
L1232[12:56:18] <gr8pefish> Hmm I guess
it could be beacuse I extend ShapelessOreRecipe, that is the only
substantial difference I spot immidiately
L1233[12:56:52] <WJ44> I don´t think that
should make a difference
L1234[12:56:57] <gr8pefish> I don't
either xD
L1235[12:57:05] <gr8pefish> But I don't
know what else it could be
L1236[12:57:56] <masa> wtf... what can
cause the Container#crafters list size to be 0 part of the way
through detectAndSendChanges(), and then suddenly it becomes
one?
L1237[12:58:27] <masa> I already wasted
an hour looking through my inventory code because it isn't syncing
the slots properly
L1238[12:58:45]
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L1239[12:58:45] <PaleoCrafter> well,
networking is threaded in 1.8
L1240[12:58:49] <PaleoCrafter> might have
something to do with that ;)
L1241[12:58:58] <masa> 1.7.10
still...
L1242[12:59:09] <masa> last block I'm
working on before I start the port to 1.8.9
L1243[12:59:17] <PaleoCrafter> ah
L1244[12:59:26] <PaleoCrafter> well,
still shame on you :P
L1245[12:59:51] <asie> roadmaps are not
reasons for shaming
L1246[12:59:53] <WJ44> gr8pefish, there´s
is a method that is called in onPickupFromSlot in the SlotCrafting,
func_180303_b, inside of that method it should get called
L1248[13:01:13] ***
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L1249[13:04:05] <masa> oh, wait a
second
L1250[13:04:44] <masa> nope, made it
worse, wtf
L1251[13:05:21] <PaleoCrafter> are you
sure it actually happens in the same call to
detectAndSendChanges?
L1252[13:06:56] <masa> well it runs
through the slot list once
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L1254[13:07:02] <masa> hmm
L1255[13:07:32] <WJ44> gr8pefish, i
figured it out
L1256[13:07:35] <WJ44> i think
L1257[13:07:44] <gr8pefish> Really?
L1258[13:08:00] <WJ44> i think it´s the
matches method in IRecipe
L1259[13:08:15] <gr8pefish> agreed,
that's what I found out too
L1260[13:08:43] <gr8pefish> It might
actually have something to do with the fact that it is a
ShapelessOreRecipe
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L1262[13:08:56] <Doomworks> There doesn't
happen to be a .tcn to .json converter does there?
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L1266[13:10:11] <WJ44> you probably have
to override matches
L1267[13:10:33] <masa> PaleoCrafter: oh
you are right, it doesn't...
L1268[13:10:38] <PaleoCrafter> :P
L1269[13:10:41] <masa> thanks for that
:D
L1270[13:10:45] <PaleoCrafter> no
problem
L1271[13:10:52] <masa> now to figure out
why it's broken
L1272[13:11:00] <gr8pefish> WJ44, yeah
that's what I'm testing right now
L1273[13:11:05] <gr8pefish> thanks for
the help :)
L1274[13:11:15] <WJ44> no problem
L1275[13:11:37] <PaleoCrafter> Doomworks,
I don't think so, but writing one should be reasonably easy
L1276[13:12:23] <Doomworks> I tried to
upload the .tcn files to the online tool but it uses a newer format
(.tc2)
L1277[13:13:04] <Doomworks> I'll go dig
around in the bit bucket repo and see if I can find anything
L1278[13:15:58]
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L1282[13:18:59] <gr8pefish> WJ44, Yup,
that seems to work. I just overrode it, copying the matches code
directly from ShapelessOreRecipe, and it works. So I think it
actually might be some sort of forge bug where those recipes aren't
registered properly, or it doesn't call the OreRecipes correctly or
something else, I'm not sure.
L1283[13:19:32] <WJ44> hmm that seems
strange
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L1288[13:21:55] <Pennyw95> If i override
isOpaque() to true, does it mean that no light goes through the
block's shape or just a 1x1x1 space?
L1289[13:22:20] <masa> oh baby it works
now <3
L1290[13:23:08] <PaleoCrafter> Pennyw95,
the cube space, MC's lighting isn't very sophisticated :P
L1291[13:23:19] <masa> PaleoCrafter: not
sure why I was hitting that bug/issue now and not in any of my
older containers, but I now added a syncAllSlots() method which
kind of was missing compared to vanilla code
L1292[13:24:05] <Pennyw95> Hmm....well I
need to understand this well...I have many json models which are
smaller than a full cube and they are arranged to form a
multiblock. I currently have isOpaque() = false but this hits the
FPS
L1293[13:24:12] <PaleoCrafter> well,
maybe you just never noticed? :P
L1294[13:24:27] <Pennyw95> If I change it
to false, though, the whole thing becomes dark and not
realistic
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L1296[13:24:58] <PaleoCrafter> you can
change the light opacity directly
L1297[13:25:09] <Pennyw95>
.setLightOpacity()?
L1298[13:25:11] <PaleoCrafter> yes
L1299[13:25:24] <Pennyw95> okay, I'll
look at it after my ide loads
L1300[13:29:08]
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L1303[13:30:46] <Pennyw95> PaleoCrafter:
lightOpacity is just how much light gets through the block, right?
isOpaque() = true sets it to 255, false to 0
L1304[13:30:56] <PaleoCrafter> yes
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L1310[13:44:33] <masa> I had to restart
eclipse, it started to get weird sticky "line modified"
color markers on the line number column, although all the changes
were saved already
L1311[13:44:44] <masa> it had only been
running for 3 weeks at max
L1313[13:47:56] <Pennyw95> even TESR
drawn elements become dark...
L1314[13:48:22] <PaleoCrafter> oh, well,
you need to have isOpaque return false in this case :P
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L1316[13:49:13] <Pennyw95> yes, but then
I have a FPS drop...I assume lightning is the cause, since leaves
do a similar trick as far as I know
L1317[13:49:45] <Pennyw95> Why on earth
are the lower walls dark too, there's nothing above lol
L1318[13:49:59] <WJ44> well you can
awlays just turn smooth lighting of i guess
L1319[13:50:14] <PaleoCrafter> by just
how much do your FPS drop, Pennyw95?
L1320[13:50:49] <Pennyw95> well I
actually didn't notice that much because I'm coding on a laptop,
and they are always low, 10-20
L1321[13:51:00] <Pennyw95> a friend of
mine is helping with beta-testing and said he goes from 60 to
30
L1322[13:51:11] <PaleoCrafter> that's...
not normal
L1323[13:51:40]
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L1324[13:51:42] <PaleoCrafter> btw, are
you still on 1.7? :P
L1325[13:52:08] <Pennyw95> 1.8.9
L1326[13:52:17] <PaleoCrafter> gud
L1327[13:52:31] <Pennyw95> oh, another
thing: My tessellated quad with water_flowing texture overrides
actual water on the background
L1328[13:52:41] <PaleoCrafter> you need
to use the second rende rpass
L1329[13:52:52] <Pennyw95> in the
TESR?
L1330[13:53:02] <PaleoCrafter> yes
L1331[13:53:09] <PaleoCrafter> override
TileEntity.shouldRenderInPass
L1332[13:53:24]
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L1333[13:53:38] <PaleoCrafter> and check
for MinecraftForgeClient.getRenderPass() == 1 when drawing the
water
L1334[13:53:42] <gigaherz> note that when
you return pass==1, your tesr water will ALWAYS render in
front
L1335[13:53:57] <Pennyw95> there's no
such thing in the tesr class
L1336[13:54:03] <gigaherz> not tesr
L1337[13:54:05] <gigaherz> the
TileEntity
L1338[13:54:10] <Pennyw95> oh,
sorry
L1339[13:55:20] <Pennyw95> so the method
returns 0 by itself
L1340[13:55:35] <Pennyw95> just kidding,
true if 0
L1341[13:55:46] <PaleoCrafter> you can
just always return true
L1342[13:56:04] <Pennyw95> okay but what
does it do?
L1343[13:56:25] <PaleoCrafter> it will
call your TESR in both passes :P
L1344[13:56:39] <PaleoCrafter> opaque
things go into the first one, transparent in the second
L1345[13:56:44] <Pennyw95> is this a
performance hit?
L1346[13:56:54] <PaleoCrafter> not
really
L1347[13:57:05] <PaleoCrafter> unless
your name is ltp and you know that ifs are terribly slow xD
L1348[13:57:34]
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L1349[13:57:55] ***
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L1350[13:58:34] <mikebald> Well, ifs are
slow... if your proc doesn't support branch prediction =)
L1351[13:58:39] *
mikebald chuckles.
L1353[14:00:57] <Pennyw95> PaleoCrafter:
I make shouldRenderInPass always returns true but the TESR still
removes water behind it...am I missing a steP?
L1354[14:01:20] <PaleoCrafter> do you
have the if( MinecraftForgeClient.getRenderPass() == 1) around
rendering the water?
L1355[14:01:26] <Wuppy> anybody here
joining Global Game Jam this weekend?
L1356[14:01:45] <PaleoCrafter> the
weekend is pretty much over? :P
L1357[14:01:54] <Wuppy> next weekend
then
L1358[14:02:10] <Pennyw95> around
rendering the water? I mean vanilla fluids
L1359[14:02:16] <mikebald> huh, I didn't
realize you could exclude the catch with at try statement,
interesting...
L1360[14:02:22] <mikebald> *a try
L1361[14:02:47] <Pennyw95> My
worldrenderer hologram makes fluids behind it that are placed in
the world not visible
L1362[14:02:59] <PaleoCrafter> Pennyw95,
yes, and you should render your water only in the second pass
L1363[14:03:17] <PaleoCrafter> hence, put
the code rendering the "hologram" inside an if
L1364[14:03:31] <PaleoCrafter> (and all
the rest of your rendering in an else)
L1365[14:03:34] <Pennyw95> Oh, so my
hologram renders after water?
L1366[14:03:46] <diesieben07> mikebald,
only if you have a finally
L1367[14:04:53] <Pennyw95> what are the
valid numbers for the pass? Only 0 and 1?
L1368[14:05:03] <PaleoCrafter> yes
L1369[14:05:07] <mikebald> diesieben07 ah
interseting; always have done try, catch, finally... good to know
=)
L1370[14:05:45] <diesieben07> it's
basically for when you want to execute something ALWAYS, even if
your code throws something, but you don't want to catch it
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L1373[14:05:58] <Pennyw95> but what is a
renderpass?
L1374[14:06:28] <PaleoCrafter> well...
it's another round for rendering :P
L1375[14:06:37] <PaleoCrafter> the first
pass is for solid stuff, the second for transparent things
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L1377[14:06:43] <PaleoCrafter> prevents
issues like the one you have
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L1379[14:07:12] <diesieben07> but since
stuff is not sorted you still get issues :P
L1380[14:07:13] <PaleoCrafter> because
depth and alpha tests only can do so much for deciding what to
draw
L1381[14:07:16] <PaleoCrafter> yeah
L1382[14:07:16] <Pennyw95> oh...so it's
all in the same tick
L1383[14:07:26] <diesieben07>
*frame
L1384[14:07:30] <Pennyw95> right
L1385[14:07:35] <Pennyw95> okay, I got it
:)
L1386[14:09:25] <SatanicSanta> Is there
some way to place fluids without the use of World#setBlock(int,
int, int, Block)?
L1387[14:09:49] <SatanicSanta> It doesn't
seem to be working anyway, but I'd imagine it wouldn't work the way
I'd want because I can't set certain values relating specifically
to the Fluid version.
L1388[14:10:00] <PaleoCrafter> uhm... no,
why would there?
L1389[14:10:23] <SatanicSanta>
PaleoCrafter: To place a fluid with a specific amount set
L1390[14:10:31] <SatanicSanta> via
FluidStack
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L1392[14:11:06] <Pennyw95> I'm doing
FLuidStack.getFluid.getBlock.getDefaultState
L1393[14:11:11] <Pennyw95> with
world.setBlockState
L1394[14:11:18] <SatanicSanta> 1.7
L1395[14:11:24] <Pennyw95> oh, sorry
then
L1396[14:11:26]
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L1397[14:11:28] <Pennyw95> I don't
know
L1398[14:11:43] <SatanicSanta> but I
guess I could do essentially that...
L1399[14:11:59] <SatanicSanta>
World#setBlock(int, int, int, FluidStack#getFluid#getBlock)
L1400[14:12:03] <williewillus> I just
deleted the commented out ISBRH package from the botania port,
feels good man
L1401[14:12:19] <Pennyw95> use a loop
that has the fluid.getAmount as limit?
L1402[14:12:25] <williewillus> and all
the IItemRenderers besides the book one which hasn't been done
yet
L1403[14:12:54] <AndersBillLind> Is it
possible to find the code for player interaction using pickaxe on a
block?
L1404[14:13:13] <diesieben07> using as in
mining?
L1405[14:13:42] <diesieben07> anyways,
all that code is in ItemInWorldManager resp.
PlayerControllerMP
L1406[14:13:51] <diesieben07> (server /
client)
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L1408[14:16:19] <AndersBillLind>
yes
L1409[14:16:29] <AndersBillLind> As in
mining
L1410[14:16:45] <diesieben07> which part
exactly do you mean?
L1411[14:17:16] <Pennyw95> PaleoCrafter:
I solved the water issue, thanks :)
L1412[14:17:26] <AndersBillLind> I am
creating a redstone pickaxe, I want it to behave like a normal
pickaxe but it should also be possible to harvest bedrock
L1413[14:18:38] <SatanicSanta>
what.
L1414[14:18:41]
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L1415[14:19:55] <williewillus> lol
bedrock harvesting
L1416[14:20:28] <Pennyw95> I'm trying to
work out opacity with my multiblock...if I override isOpaque to
return true the thing gets all messed up....but isOpaque = false
light goes through the multiblock's floor....are there other ways?
http://imgur.com/a/dq5fx
L1417[14:21:07] <PaleoCrafter> Pennyw95,
I already told you that there's no way around having it return
false
L1418[14:21:09] <Pennyw95> maybe
something like shouldSide...
L1419[14:21:21] <gigaherz> Pennyw95: you
have a model that spans many blocks
L1420[14:21:23] <AndersBillLind>
williewillus: yeah :) I created a command that adds a stack of 64
bedrock to the inventory, seems that I can place those blocks
without problems
L1421[14:21:28] <PaleoCrafter> whatever
is dropping your FPS, it isn't *primarily* caused by that
L1422[14:21:37] <gigaherz> that means the
light of the block that renders the TESR
L1423[14:21:40] <gigaherz> is applied to
ALL the model
L1424[14:21:56] <gigaherz> so when you
make it opaque, ALL the textures use the light level 0 that the
"master" has
L1425[14:22:28] <Pennyw95> So I can't
prevent the multiblock's floor to pass light underneath?
L1426[14:22:52] <gigaherz> you'd have to
only make the bottom layer opaque
L1427[14:22:56] <gigaherz> make the rest
translucent
L1428[14:23:08] <Pennyw95> but they are
multiple instances of only one block
L1429[14:23:22] <PaleoCrafter> there's a
state-sensitive version of getLightOpacity
L1430[14:23:48] <diesieben07>
AndersBillLind, sadly bedrock is set to hardness -1 which triggers
a whole lot of hardcoded "this is not harvestable"
checks. I am not sure if there's an easy way to override it.
L1431[14:24:10] <williewillus> reflect
its hardness ;)
L1432[14:24:19] <AndersBillLind>
diesieben07: ah, ok
L1433[14:24:19] <diesieben07> no need to
reflect anything :D
L1434[14:24:32] <diesieben07> but if you
cahnge it, you change it for *everyone* thats the thing
L1435[14:25:10] <Pennyw95> PaleoCrafter:
I see...I can that instead of isOpaque?
L1436[14:25:34] <PaleoCrafter> yes, or in
addition to it
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L1438[14:26:24] <Pennyw95> But then is
the floor is opaque it will become dark because the light will not
go through the 1x1x1 cube and the floor is lower than that...
L1439[14:26:52] <PaleoCrafter> what is
your master block?
L1440[14:27:05] <Pennyw95> the one that
spawns the TESR?
L1441[14:27:09] <PaleoCrafter> yes
L1443[14:27:20] <bilde2910> Another
question! Is it safe to delete the build/tmp folder in Forge?
L1444[14:27:28] <Pennyw95> the lower
center is the slave
L1445[14:27:31] <PaleoCrafter> so it's
the one at the very top?
L1446[14:27:39] <diesieben07> bilde2910,
yes
L1447[14:27:45] <Pennyw95> the block with
the master TE, yes
L1448[14:27:47] <PaleoCrafter> then light
opacity is not your problem
L1449[14:27:53] <Pennyw95> but how is it
related to opacity?
L1450[14:27:54] <bilde2910> Awesome,
thanks! Contained all the Minecraft .java's, so was a bit
unsure,.
L1451[14:28:05] <diesieben07> its temp
:D
L1452[14:28:10]
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L1453[14:28:16] <bilde2910> Cool :D
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L1456[14:29:36] <gigaherz> it
works!
L1458[14:29:40] <Pennyw95> okay I'll
leave this is as is....now to the FPS drop. If lighting is only
calculated with 1x1x1 cubes thatc an't be the cause, right?
L1459[14:29:42] <gigaherz> still can't
remove/insert
L1460[14:29:46] <gigaherz> but scrolling
works :3
L1461[14:30:00] <Pennyw95> nice man
L1462[14:30:11] <Pennyw95> you're working
on 2 mods simultaneously?
L1463[14:30:18] <gigaherz> technically
3
L1464[14:30:23] <gigaherz> but
PackingTape isn't really big ;P
L1465[14:30:30] <Pennyw95> cool
L1466[14:30:50] <Pennyw95> I guess too
many world.markBlockForUpdate and maybe MarkDirty can hit the FPS
hard?
L1467[14:30:50] <gigaherz> ah oops I
forgot to eanble recording the mouse cursor
L1468[14:31:02] <Pennyw95> I should check
if I have been too generous
L1469[14:31:14] <diesieben07>
markBlockForUpdate resends the block or potentially the whole chunk
to the client
L1470[14:31:22] <diesieben07> which
potentially triggers a re-render of the chunk
L1471[14:31:38] <Pennyw95> so that may be
it?
L1472[14:31:46] <diesieben07> probably,
depending on how much you call it
L1473[14:31:51] <diesieben07> markDirty
is just updating comparators and the like, serverside
L1474[14:31:52] <gigaherz> meanwhile,
markDirty notifies neighbours, which can cause neigbours to do
work
L1475[14:31:52] <Pennyw95> I'll check
now
L1476[14:31:56] <gigaherz> but that work
is usually much less
L1477[14:32:04] <Pennyw95> I thought it
was saving to nbt
L1478[14:32:08] <diesieben07> that,
too
L1479[14:32:14] <diesieben07> it's not
the usual neighbour check though
L1480[14:33:13] <Pennyw95> well, there's
one every 2 seconds when the device is active...that too
much?
L1481[14:33:28] <diesieben07>
markBlockForUpdate?
L1482[14:33:34] <Pennyw95> and
markDirty
L1483[14:33:40] <diesieben07> why?
:)
L1484[14:34:02] <Pennyw95> well I was
more focused on making the thing work then...maybe I should focus
on efficiency now
L1485[14:34:20] <Pennyw95> maybe a
markDirty every 2 will suffice
L1486[14:34:38]
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L1487[14:34:45] <diesieben07> again, why
are you calling these?
L1488[14:34:53] <diesieben07> don't just
call them because, call them if you have a reason to.
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L1490[14:35:03] <Pennyw95> changing
values
L1491[14:35:15] <PaleoCrafter> ya know,
shits and giggles, the usual thing
L1492[14:35:27] <diesieben07> if the
values are saved to disk or affect comparators: call
markDirty
L1493[14:35:36] <diesieben07> if you need
to re-send the description packet call markBlockForUpdate
L1494[14:35:43] <diesieben07> those are
the only situations you should call them.
L1495[14:36:21] <Pennyw95> yes I can find
some useless calls
L1496[14:38:08] <Pennyw95> Oh look
there's also one called every tick %5==0
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L1504[14:49:33] <AndersBillLind> I tried
to extend ItemPickAxe and override some methods from both
ItemPickAxe and ItemTool/Item, no luck
L1505[14:50:18] <diesieben07> for making
new tools i suggest starting fresh, just extend Item
L1506[14:50:43] <diesieben07> then use
getToolClasses, getHarvestLevel, etc. to configure it
L1507[14:51:37] <AndersBillLind> Ah,
ok
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L1512[14:58:40] <AndersBillLind> Hm,
getting default texture again, wtf
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L1515[15:06:28] <diesieben07> lol
L1516[15:07:55] <shadekiller666> has
anyone updated to java 8 71 yat?
L1517[15:09:23] <grondag> I’m scared
:-)
L1518[15:10:37] <grondag> Can anyone
confirm that the item renderer isn’t going to honor colors on my
pre-baked quads?
L1519[15:11:25] <grondag> I’m
custom-baking them with colors on each vertex and that works fine
on blocks but item render is always full white.
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L1521[15:12:04] <shadekiller666> ’ what
character set are you using? this is what your appostrophe looks
like to me
L1522[15:12:35] <shadekiller666> a
<euro sign> <trademark>
L1523[15:13:01] <grondag> I’m looking at
renderQuads in RenderItem class. That seems to be the
offender.
L1524[15:13:45] <grondag> Don’t see any
way around it other than tintindex and related.
L1525[15:14:40] <masa> oh ffs I just
spent half an hour debugging why my item stacks are null every
other time the method executes
L1526[15:14:51] <masa> then I remembered
og eyah, I have two of the blocks in the world
L1527[15:14:58] <masa> maybe I should
take a break
L1528[15:15:19] <masa> every other time
in a debug print that is
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L1532[15:19:14] <EeB> could someone tell
me if its just me that doesn't get ColorBakedQuad to work?
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L1535[15:25:04] <grondag> EeB: I’m
basically having the same issue, though I’m not using
ColorBakedQuad.
L1536[15:25:49] <EeB> yeah, follow the
advice in that issue and try ColorBakedQuad
L1537[15:27:30] <grondag>
ColoredBakedQuad is just an interface to let the rendering pipeline
know the quads are colored.
L1538[15:27:45] <grondag> But it isn’t
referenced anywhere that I can find in the code that renders
items.
L1539[15:28:05] <grondag> I have colors
baked into my quads and they render fine in world. Reder white in
inventory.
L1540[15:28:52] <grondag>
ColoredBakedQuad isn’t referenced and has not methods of its own -
so I don’t see how it could help, and apparently it doesn.t
L1541[15:28:57] <grondag> What forge
version are you on?
L1543[15:29:36] <EeB> it is referenced in
UnpackedBakedQuad which I would think would be used for both item
and block models
L1544[15:30:02] <EeB> but I have honestly
no idea what forge's rendering pipeline looks like
L1545[15:30:09] <williewillus> fry: full
grammar spec for ModelBlockAnimation and AnimationStateMachine
jsons (like you did with forge blokcstate v1) soon? :D so I can
start documenting ;p
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L1547[15:30:44] <EeB> grondag: I was on
forge 11.15.0.1715, now trying it out with 1718
L1548[15:30:44] <grondag> Ive read that
whole class. UnpackedBakedQuad.Colored is just a constructor. The
interface is only used for instanceof checks.
L1549[15:31:12] <masa> baah frickin
thunder storms in minecarft... iwas fiddling around in eclipse,
then I hear a creeper walking into a cactus behind me and before I
have time to go back to minecraft, BOOM and a huge crater in my
testing area :D
L1550[15:31:14] <grondag> Maybe Fry
changed something. Lemme know if it helps. Wanted to get some
things done before I took the next update.
L1551[15:31:48] <grondag> peaceful mode,
maybe? ;-)
L1552[15:31:58] <fry> williewillus: you
can start by looking at serialization code, I think it's far more
readable than other json code :P
L1553[15:31:59] <masa> naah, I need
mobs
L1554[15:32:11] <fry> I might wheep out a
grammar though
L1555[15:32:22] <williewillus> kk, that'd
be great though
L1556[15:32:24] <masa> I have it set to
doDaylightCycle false and time set 6000, but thunder storms still
spawn mobs every now and then
L1557[15:32:46] <williewillus> /weahter
clear 3000000 or whatever the max is
L1558[15:33:03] <williewillus> or have a
daylight sensor on a command block that turns off weather/time sets
day automatically :p
L1559[15:33:04] <masa> wasn't that broken
in 1.7 still, or is it even working in 1.8?
L1560[15:33:09] <masa> the time limit I
mean
L1561[15:33:12] <williewillus> idk
:p
L1562[15:33:43] <EeB> grondag: yeah no
changes
L1563[15:34:42] <grondag> fry: are you
sure Colored BakedQuads render on items as colored? I don’t see how
they can.
L1564[15:35:03] <fry> yes, they
should
L1565[15:35:11] <EeB> well they don't
:p
L1566[15:35:24] <fry> how are you using
them?
L1567[15:35:25] <shadekiller666> grondag,
they do, but they don't interpolate
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L1570[15:36:21] <EeB> as per your
suggestion
L1571[15:37:18] <fry> well, that should
work
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L1573[15:37:30] <grondag>
this.renderModel(model, -1, stack);
L1574[15:37:37] <EeB> well, try it out
and see for yourself :p
L1575[15:37:50] <grondag> That’s in
RenderItem.renderModel()
L1576[15:38:06] <grondag> Which as far as
I can tell is used for rendering except for effects.
L1578[15:38:28] <grondag> The -1 param
forces a color of 0xFFFF unless tintindex is on.
L1579[15:38:31] <williewillus> try using
renderModel(stack, TransformType)
L1580[15:38:33] <EeB> I'm actually
holding an item in the first slot ^
L1582[15:38:45] <williewillus> it might
not be mapped in older versions of forge but there should be one
that takes stack and Transform
L1583[15:39:07] <fry> set alpha to
255
L1584[15:39:10] <fry> and not to 0
:P
L1585[15:39:40] <grondag> that would
almost make sense in a tragic way. I will try it.
L1586[15:39:53] <EeB> oh god
L1587[15:41:42] <EeB> alpha,
transparency, opacity - why do I always mix these guys up
>.<
L1588[15:42:07] <grondag> didn’t help me,
EeB, did it help you?
L1589[15:42:27] <EeB> Yeah it did
L1590[15:42:43] <grondag>
fascinating
L1591[15:42:58] <gigaherz> EeB: because
they are the same concept, jsut different ways to look at it
L1592[15:42:59] <gigaherz> XD
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L1594[15:44:18] <grondag> gonna try
switch to UnpackedBakedQuads / Colored and see if that does the
trick then
L1595[15:44:20] <EeB> still had some
lighting issues, but fixed those with
ForgeHooksClient.fillNormal()
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L1598[15:44:55] <EeB> grondag: so you
still didn't get it to work?
L1599[15:45:13] <Doomworks> Ok, I'm sick
of trying to find tools that will convert .tcn files to Json. I'll
just ahve to remodle stuff
L1600[15:45:19] <grondag> No, but I’m
using vanilla BakedQuads
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L1602[15:45:56] <grondag> I’m assuming
fry has applied his black arts in UnpackedBakedQuads to make it
work somehow.
L1603[15:46:07] <grondag> Can’t see what
else would be different.
L1604[15:46:10] <fry> what's the problem
you have, grondag?
L1605[15:46:29] <grondag> same, block
renders fine in world but full white in inventory
L1606[15:47:12] <fry> switch to
ColoredBakedQuad
L1607[15:47:44] <williewillus> Doomworks:
yeah, tcn/java models aren exactly 'real' models ;p
L1608[15:47:51] <grondag> that’s what I’m
going to try.
L1609[15:48:02] <williewillus> I ended
remaking a lot of things in botania, there's also a script floating
around to convert the java to json
L1610[15:48:05] <williewillus> but it's a
little hit or miss
L1611[15:48:07] <grondag> I don’t know
how it can work, but I don’t care if it does. :-)
L1612[15:48:49] <Doomworks> williewillus:
Could you like me to it if you can find it, I'll give it a shot and
if it turns out to be a dud I'll just remodel
L1613[15:48:56] <Doomworks> link*
L1615[15:49:45] <fry> there was something
somewhere to convert .tcn to something, but I can't find it
:P
L1616[15:49:49] <williewillus> perl
convert_modelbase.perl mymodel.java > mymodel.json
L1617[15:50:12] <Doomworks> Oh wow, not
used perl in a while hahaha
L1618[15:50:19] <williewillus> you might
wanna remake it though, so avoid giant techne texturemaps in the
atlas...
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L1623[15:56:37] <Doomworks> Well the perl
script didn't work, got stuck with a bunch on uninitalized
values
L1624[15:56:44] *
fry looks
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L1626[15:57:42] <Doomworks> And I have a
feeling that trying to use .obj is just asking for trouble so
onwards to remodeling I go!
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L1628[15:59:43] <shadekiller666> excuse
me?
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L1630[16:00:00] <williewillus> lol
L1631[16:00:12] <shadekiller666> the 1.8
obj loader is waaaaay better than the 1.7 one :P
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L1633[16:00:22] <shadekiller666> and is
nearly plug-and-play
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L1635[16:00:35] <shadekiller666> and will
be even more so once the new changes are pulled
L1636[16:01:02] <Tyler__> Hello
L1637[16:01:05] <Doomworks> What
advantages does it have over a regular json model?
L1638[16:01:12] <williewillus> it's OBJ
:p
L1639[16:01:18] <williewillus> it's just
a different format
L1640[16:01:21] <williewillus> internally
it's the exact same
L1641[16:01:25] <shadekiller666> well,
you don't have to make everything out of cubes
L1642[16:01:48] <killjoy>
triangles?
L1643[16:01:52] <Doomworks> Haha
L1644[16:02:03] <shadekiller666>
triangles and quads are both accepted
L1645[16:02:57] <shadekiller666> it has
group visibility support, vertex coloring support
L1646[16:02:58] <Doomworks> I browsed
through the ee3 repo a while back and saw that most of the models
in there were objs
L1648[16:03:12] <shadekiller666> and its
an actual model format... unlike json
L1649[16:03:19] <fry> in 1.7 some of the
model stuff was set before the hook
L1650[16:03:25] <fry> and some
after
L1651[16:03:28] <williewillus> 0.o
L1652[16:03:42] <williewillus> currently
my custom armor modelbase isn't receiving the proper sitting /
block breaking state though
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L1654[16:03:50] <williewillus> in
1.8
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L1656[16:04:09] <fry> yes
L1657[16:04:18] <fry> setModelAttributes
is doing that
L1658[16:04:28] <fry> but in 1.8 it's
called before setLivingAnimations
L1659[16:04:45] <williewillus> would
there be problems if the hook was just moved all the way up? so it
receives all information
L1660[16:04:48] <fry> and, I think,
that's the code that was before the hook in 1.7
L1661[16:05:02] <fry> I have no idea how
mods are using that hook already
L1662[16:05:24] <fry> what you can
do
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L1664[16:05:32] <fry> is call
setModelAttributes manually
L1665[16:05:53] <fry> since you do get
the old model passed in
L1666[16:06:00] <williewillus> okay
L1667[16:06:14] <fry> I'm not sure moving
the hook is a good idea
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L1671[16:15:55] <fry> williewillus: tell
me if it works :P
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L1678[16:28:10] <williewillus> fry: we
don't get passed the old model
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L1680[16:28:36] <williewillus> it gets
passed all the way to ForgeHooksClient.getArmorModel but then is
used as the default if the mod returns null
L1681[16:28:41] <tterrag|away> fry: the
animation stuff looks great...should probably write something down
about how to use it before moving on to the next thing
L1682[16:29:03] <fry> hmm
L1683[16:29:20] <gigaherz> hmf
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L1685[16:29:30] <gigaherz> funno how to
approach adding/removing items
L1686[16:29:42] <williewillus> for
what?
L1687[16:29:51] <gigaherz> my inventory
browser interface
L1688[16:30:02] <gigaherz> I have the
scrolling part working
L1689[16:30:04] <gigaherz> but
readonly
L1690[16:30:48] <PaleoCrafter> Just do it
like AE? :P
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L1692[16:31:43] <williewillus> huh gson
doesn't support the immutable collections by default?
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L1700[16:43:52] <mikebald> That seems...
odd
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L1705[16:46:37] <killjoy> huh
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L1707[16:47:33] <mikebald> hmm do they
register the adapter with gson? nvm... they do
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L1709[16:47:52] <fry> williewillus: also,
you should be able to get the old model if you add a custom layer
to the entity
L1710[16:48:01] <fry> idk exactly how
that works though
L1711[16:49:05] <williewillus> i think
you have to pass the renderplayer to the constructor and hold on to
it
L1712[16:49:11] <williewillus> then you
can get the biped modle
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L1714[16:51:18] <gigaherz> meh can't be
bothered to implement that right now
L1715[16:51:23] <gigaherz> readonly will
have to do
L1716[16:51:23] <gigaherz> XD
L1717[16:53:31] <williewillus> i think
I'm starting to get the animation thing :p
L1718[16:53:46] <williewillus>
maybe
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L1727[17:06:47] <williewillus> fry: I
think the animation system is mostly making sense, but one thing -
where/how do you "bind" a model to a joint? how does the
animation system know what parts of a model to apply the trsr
to?
L1728[17:07:35] <fry>
ModelBlockAnimation
L1729[17:07:42] <fry> (+ armatures folder
with json)
L1730[17:07:48] <fry> (for vanilla
models)
L1731[17:08:06] <fry> b3d loader loads
the clip from the b3d model :P
L1733[17:10:07] <fry> they are 0th, 1st
and 2nd elements in "engine_ring" model
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L1736[17:10:48] <williewillus> ah
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L1742[17:16:12] <grondag> fry: I switched
to using UnpackedBakedQuads with setQuadColored and my blocks have
an interesting disco look
http://imgur.com/OHDGVvC
L1743[17:16:29] <grondag> but my item
model is still stubbornly white as snow
L1744[17:16:37] ***
minecreatr is now known as Mine|away
L1745[17:16:40] <grondag> I’m sure I
derped it up somewhere, but funny to look at
L1746[17:16:46] <williewillus> heh
L1747[17:16:52] <grondag> Going to take a
break and look at it again
L1749[17:18:41] <Doomworks> Are textures
set as individual sides now then rather than having their own
seperate texture sheet that wraps around the parts?
L1750[17:21:09] <gigaherz> what?
L1751[17:21:44] <grondag> Doom: yes, you
can do that in plain ol json models
L1752[17:22:08] <williewillus> yea, it's
encouraged to separate your textures into individual ones
L1753[17:22:12] <williewillus> and not
have giant texture sheets
L1754[17:22:22] <grondag> And while you
could import textures that way,… what williewillus said.
L1755[17:22:30] <Doomworks> Cool
L1756[17:22:35] <grondag> Although I am
breaking that rule with the thing I’m trying to fix now.
L1757[17:23:00] <grondag> These blocks
have a seamless texture that is 16x16 blocks across
L1759[17:23:26] <williewillus> I'm
working on destitching them :p
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L1761[17:23:38] <grondag> And it appears
seamless in every plane on every face, and is rotated and offset at
each step to prevent repeats.
L1762[17:23:41] <williewillus> also no
idea why the spark icons are so giant
L1763[17:24:10] <williewillus> all the
blank space you see below all those spritesheets is basically
wasted
L1764[17:24:28] <grondag> For that one it
seemed easier to fuss with uv coordinates on a large, square
texture instead of creating 256 individual textures.
L1765[17:24:29] <Doomworks> Yeah, had
loads of whitespace in my textures
L1766[17:24:50] <grondag> That’s why it
has to be tinted, because can’t afford to use that much texture
memory for just one block.
L1767[17:25:00] <williewillus> I'm just
wary because the atlases got combined in 1.8
L1768[17:25:17] <grondag> yeah, it’s
pretty big though
L1769[17:25:18] <williewillus> if modders
aren't careful and just throw giant sheets onto the atlas it might
cause problems for people with toaster gpu's
L1770[17:25:54] <williewillus> biggest
I've seen it get in a 1.8 pack so far is 4096x2048, not sure what
mod did that :p
L1771[17:25:55] <grondag> people with
toasters prolly shouldn’t be playing big mods :-)
L1772[17:26:29] ***
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L1773[17:26:35] <gigaherz> not just
toaster cpus
L1774[17:26:37] <gigaherz> gpus*
L1775[17:26:38] <Doomworks> But they do
anyway (see my sister on a packard-bell laptop -_-)
L1776[17:27:07] <williewillus> :p
L1777[17:27:12] <gigaherz> the bigger the
atlas, the more work Minecraft has to do ;P
L1778[17:27:14] <grondag> That’s really
not that big, given that GPUs nowadays are sporting 2GB ram
L1779[17:27:25] <williewillus> eh my
intel igpu has 8192 max texture size
L1780[17:27:35] <williewillus> from 2013,
so toasters probably have less
L1781[17:27:42] <gigaherz> nah
L1782[17:27:49] <williewillus> 1.7 is
unplayable for me on this computer
L1783[17:27:52] <gigaherz> 8192 has been
the "standard" for like 6 years
L1784[17:27:53] <williewillus> 1.8 is
great
L1785[17:28:10] <killjoy> Do these
toasters also toast hot dog buns?
L1786[17:28:15] <gigaherz> it's not a
matter of memory, anyhow
L1787[17:28:25] <killjoy> How many slots
in the toaster?
L1788[17:28:30] <williewillus> first goal
for the animation api in botania: mana pump
L1789[17:28:40] <gigaherz> 8192x8192x4 is
still just 256mb
L1790[17:28:44] <williewillus> it'll be a
good foot wetter, and more case studies for other people
porting!
L1791[17:28:48] <williewillus> :D
L1792[17:28:59] <williewillus> the not
fun part: turning the techne model into json
L1793[17:29:48] <Doomworks> ^^^^
L1794[17:30:12] ***
SnowShock35 is now known as zz_SnowShock35
L1795[17:30:38] <Doomworks> I did fiannly
find something that could read .tcn on a mac and export it...but it
only exports to .java so fat lot of good that does
L1796[17:30:43] <williewillus> fry: if we
have a tesr that does nothing but just spawn particles based on the
TE's variables we should still mark it as a "fast TE"
right?
L1797[17:30:55] <williewillus> then you
can use the java to json script I linked
L1798[17:30:56] <williewillus> ?
L1799[17:31:05] <Doomworks> It didn't
work for me
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L1801[17:31:21] <williewillus> the
texture uv's will be screwed
L1802[17:31:24] <williewillus> but it
gets the general shape
L1803[17:31:25] <williewillus> :p
L1804[17:31:25] <Doomworks> perl errors
all over the place
L1805[17:31:28] <williewillus> oh
L1806[17:31:45] <grondag> Doom: doesn’t
exactly help you convert but I found Cheetah 3D to work well for
OBJ models on a mac.
L1807[17:31:47] <fry> if TESR does no GL
calls it can be a fast TESR
L1808[17:31:59] <grondag> But you’d have
to redo them in Cheetah.
L1809[17:32:00] <fry> make sure you
extend FastTESR though
L1810[17:32:14] <williewillus> but if I'm
just spawning particles, wouldn't extending fastTESR be
pointless?
L1811[17:32:19] <williewillus> since it
does a bunch of WR setup for nothing
L1812[17:33:10] <williewillus> also, what
changes happen when you mark something "fast"? :p just
curious
L1813[17:33:15] <Doomworks> grondag:
Looks good but I don't have £75 to spend haha
L1814[17:33:21] <Doomworks> Thanks anyway
though :D
L1815[17:33:38] <grondag> Yeah, I forgot
about that.
L1816[17:33:40] <fry> williewillus:
renderTileEntityAt won't be called
L1817[17:33:47] <fry> only
renderTileEntityFast
L1818[17:34:06] <fry> the former is for
backwards compatibility only
L1819[17:34:12] <grondag> After two days
trying to grok Blender though it seemed like a great deal.
L1820[17:36:09] <gigaherz> and here I was
worried that I had found a bug in my mod
L1821[17:36:14] <gigaherz> turns out
vanilla does it too
L1822[17:36:26] <gigaherz> if you
rightclick a pickaxe on the ground, it "shakes"
L1823[17:36:54] <gigaherz> well not just
pickaxe, ANY item that doesn't have a rightclick use
L1824[17:37:18] <williewillus>
TE.hasFastRenderer says that the TESR gets "batched in"
with other renderers
L1825[17:37:21] <williewillus> where's
that happen?
L1826[17:38:02] <gigaherz> so FastTESR is
basically an ISBRH?
L1827[17:38:59] <fry> ISBRH refreshed
each tick
L1828[17:38:59] <diesieben07> no, just
all the fast TESR for that frame get batched into one draw
batch
L1829[17:39:06] <williewillus> not
really
L1830[17:39:18] <williewillus> it's more
like where you don't need fancy gl stuff
L1831[17:39:26] <fry> I prefer to think
about it as an animated world layer :P
L1832[17:39:27] <williewillus> but you
can still draw stuff like bakedmodels dynamically
L1834[17:39:50] <williewillus> so a bunch
of botania's things can become fast tesrs :p
L1835[17:40:06] <williewillus> ugh great,
the pump modelbase won't load in tabula >.<
L1836[17:40:21] <grondag> I wish I
remembered something of my linear algebra class.
L1837[17:40:30] <fry> lol
L1838[17:40:57] <williewillus> I wish my
LA class got more into the details (we stopped after
eigenvals/vecs) but I guess the details are for graphics
classes
L1839[17:40:57] <fry> luckily for me I
knew it'll be useful for gamedev :P
L1840[17:41:00] <grondag> petty sure I
derped up my normals
L1841[17:41:51] <grondag> In my defense,
I was a music major. But yeah, very necessary for the rendering
stuffs.
L1842[17:42:17] <williewillus> cool,
what'd you play?
L1843[17:42:30] <williewillus> ugh stupid
modelbase load pls
L1844[17:42:49] <grondag> various low
brass, cello, a bit of percusion and piano
L1845[17:42:54] <fry> nice
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L1847[17:43:21] <grondag> was fun, but
after playing a few gigs and seeing the crap you had to deal with I
decided I needed to get paid
L1848[17:43:29] <grondag> thus… a career
in IT
L1849[17:43:39] <grondag> no
regrets
L1850[17:44:00] <fry> you have to deal
with a plenty of crap in IT too though :P
L1851[17:44:16] <grondag> that’s true,
but I get paid handsomely for my troubles
L1852[17:44:34] <williewillus> wait fry I
just confused myself, if I need to "still draw stuff like
bakedmodels dynamically", but I need to position the models in
certain ways, I actually can't use a fasttesr right
L1853[17:44:40] <williewillus> since I
have to glstranslate
L1854[17:44:44] <williewillus> boo
L1855[17:44:59] <fry> you don't have to
use gltranslate
L1856[17:45:07] <fry>
worldRenderer.setTranslation
L1858[17:47:49] <williewillus> (there's a
lot of cruft in there I didn't remove when removing the
modelbase)
L1859[17:48:03] <fry> yup, move rotations
to json
L1860[17:48:28] <williewillus> well the
rotation of the static model is in json
L1861[17:48:37] <williewillus> but the
tesr rendered item needs to rotate with the static model
L1862[17:49:39] <fry> what can be in the
item stack?
L1863[17:50:29] <williewillus> anything
iirc
L1864[17:50:46] <fry> then you can't have
a fast TESR
L1865[17:50:57] <fry> since there are
items that are themselves TESRs
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L1867[17:51:17] <fry> which can all
arbitrary GL
L1868[17:51:31] <williewillus> ah
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L1871[17:56:32] <grondag> oh jeez I made
it worse
L1872[17:56:44] <grondag> day-glow
rainbow colors all over the place
L1873[17:57:16] <williewillus> lol
L1874[17:57:17] <grondag> Fry, if I’m
using the UnpackedBakedQuad builder, I don’t need to call
net.minecraftforge.client.ForgeHooksClient.fillNormal(aint,
side);
L1875[17:57:19] <grondag> Is that
right?
L1876[17:57:40] <fry> you still need to
supply the normal information
L1877[17:57:50] <grondag> yes, well, I’m
trying :-)
L1878[17:57:56] <fry> also, make sure you
call setColored
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L1880[17:58:14] <grondag> One would think
computing normals for a standard cube wouldn’t be so hard, but
apparently I’m inventing new ways to fail.
L1881[17:58:37] <gigaherz> it isn't
L1882[17:59:01] <grondag> giga: I know.
That’s the embarassing part. ;-)
L1883[17:59:15] <gigaherz> computing
normals for a triangle (or quad), is just cross(v2-v1,v3-v2)
L1884[17:59:16] <gigaherz> XD
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L1887[17:59:45] <fry> gigaherz: that
won't catch all ways you make quad of a triangle
L1888[17:59:49] <gigaherz> eh
v3-v1*
L1889[17:59:54] <fry> what I posted
should :P
L1890[18:00:23] <gigaherz> fry: true,
although if you don't duplicate the last vertex, I consider that an
erroneous way to do it ;P
L1891[18:00:26] <grondag> Vec3 faceNormal
= v1.subtract(v2).crossProduct(v3.subtract(v2)); is what I’m
using.
L1892[18:00:45] <williewillus> lol
calling rotateBlock on random blocks has amusing result
L1893[18:01:02] <williewillus> since it
got retrofitted in 1.8 to just cycle the value of any property with
the name "facing"
L1894[18:01:05] <williewillus> so you can
rotate bed halves
L1895[18:01:05] <grondag> That *should*
work unless I’m blind.
L1896[18:01:07] <fry> (4-2)x(3-1) is what
I use :P
L1897[18:01:11] <williewillus> and chests
and stuff
L1898[18:01:31] <grondag> I tried it your
way before Fry but I was using different data types and I think
derped it up when I adjusted.
L1899[18:02:25] <fry> also, don't forget
to normalize :P
L1900[18:07:35] <Doomworks> Hmmm, sleep
before work tomorrow or stay up and remodel/retexture all
night?
L1901[18:07:50] ***
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L1902[18:07:53] <grondag> thanks, that
wasn’t it. Think I just spotted it though.
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L1910[18:30:45] <gigaherz> lol
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L1914[18:37:06] <grondag> beats me
L1915[18:37:45] <diesieben07> why?
:D
L1916[18:38:21] <Elexorien> you are
posting youtube links, obviously :)
L1917[18:38:53] <diesieben07> beats
me
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L1921[18:55:44] <grondag> fry: I finally
got it working. My normals were inverted because my vertex order is
apparently strange.
L1922[18:56:08] <grondag> Also, I was
still using integer values 0 to 255 for my colors, casted as
floats. :-P
L1923[18:56:25] <grondag> But items now
render colored as they are supposed to. Thanks for the help.
L1924[18:56:25] <fry> heh
L1925[18:56:28] <fry> \o/
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L1928[18:58:24] <Doomworks> Ok, two
models recreated...not to texture every face
L1929[18:58:28] <Doomworks> now*
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L1932[19:02:23] <Elexorien> those blocks
look cool grondag
L1933[19:03:09] <grondag> thanks, there
are cool mechanics that go with them if ever get past all the
rendering stuff :-p
L1935[19:03:29] <grondag> would be
hopeless if Fry hadn’t done all the heavy lifting already.
L1936[19:05:50] <shadekiller666> why
didn't mojang just combine EnumFacing and EnumFaceDirection
L1937[19:06:40] <grondag> giga: I would
probably watch that. Maybe not in theater, but on video yeah.
L1938[19:07:10] <grondag> oh derp, I
thought you were talking about the movie trailer
L1939[19:07:21] <gigaherz>
shadekiller666: because one's global, the other is
client-specific
L1940[19:07:55] <shadekiller666> doesn't
really need to be though
L1941[19:09:02] <shadekiller666> the
actual values are 4-index arrays containing Vec3i-type objects
who's x, y, and z values are indices of EnumFacing...
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L1952[19:34:22] <Cypher121> how do I
store/get some persistent data for a player?
L1953[19:34:35] <Cypher121> e.g. research
unlocks
L1954[19:34:49] <diesieben07>
IExtendedEntityProperties
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L1956[19:35:33] <Cypher121> it persists
on leave/join/restart?
L1957[19:36:41] <diesieben07> if you save
your data to NBT, yes
L1958[19:36:47] <diesieben07> it provides
methods to do that
L1959[19:36:50]
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L1960[19:37:11] <Cypher121> oh,
cool
L1961[19:37:12] <Cypher121> thanks
L1962[19:37:20] <gigaherz> Cypher121: I
made a little skeleton for that
L1964[19:37:35] <gigaherz> replace
"storedData" with whatever you want to store in the
IEEP
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L1966[19:37:58] <gigaherz> call register
during initialization, and .get() whenever you want to query/change
the data
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L1968[19:38:55] <gigaherz> note that
IEEPs do not sync with the clients, doing the sync is fully up to
you
L1969[19:39:37] <Cypher121> huh, now
that's a problem. I need to get them client-side when I open
GUI
L1971[19:40:02] <diesieben07> well, then
you need to send packets
L1972[19:40:02] <VikeStep> goes quite
indepth
L1973[19:42:11] <Cypher121> I guess it's
time to learn how networking works in 1.8
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L1976[19:46:45] <Cypher121> I wonder how
much of a problem concurrency will be here
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L2007[19:56:15] <grondag> How quick can
you spot what’s wrong here?
L2008[19:56:17] <grondag>
sprite.getInterpolatedU(v.u),
L2009[19:56:17] <grondag>
sprite.getInterpolatedU(v.v),
L2010[19:56:47] <tterrag> awful variable
naming?
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L2014[19:57:32] <grondag> true
L2015[19:58:11] <Unh0ly_Tigg> getting two
interpolated U values?
L2016[19:58:15] <Unh0ly_Tigg> instead of
U and V
L2017[19:58:24] <grondag> yup
L2018[19:58:48] <grondag> tterrag if
right, if I’d cleaned up those names would likely have spotted it
sooner.
L2019[19:59:44] <Unh0ly_Tigg> Ok, so I'm
looking for some help on this: I'm working with asm on something,
and I've got a field signature that looks similar to
"Ljava/util/Map<LTypeOne;LTypeTwo;>;" when I use
org.objectweb.asm.Type.getType(String) on it, I get the
"Ljava/util/Map<LTypeOne;" part, but not the
"LTypeTwo;>;" part, does anyone know how I could get
around this?
L2020[20:00:29] <Unh0ly_Tigg> And I don't
want to have to deal with a SignatureVisitor...
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L2046[20:20:14] <williewillus> Cypher121:
basically, IMessageHandlers may or may not be invoked on the main
thread (usually not). if you do something that accesses main thread
data (any world, entity, te, player, etc.) you must schedule a
runnable/callable
L2047[20:20:21] <williewillus> otherwise
you can just run it in the network thread
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L2049[20:22:43] <shadekiller666> is there
an implementation of Table that returns the same value for
(object1, object2) as (object2, object1) without having to put()
the same value in for both cases?
L2050[20:23:31] <shadekiller666> like,
the order of the two keys is interchangable
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L2054[20:24:24] <Unh0ly_Tigg>
Tables.transpose
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L2057[20:24:32] <grondag> Fry,
putQuadColor with coloredQuads has a small performance hit, is that
right?
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L2060[20:24:49] <fry> yes
L2061[20:25:23] <grondag> ok, I noticed
it in my profiling. I’ll use it just for the item models then.
Thanks.
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L2063[20:25:35] <grondag> it will matter
in my use case
L2064[20:26:48] <Cypher121> williewillus:
how long may it take for task to go through the queue? If I'm
sending it along player.openGui(), I want it to be synced by the
time gui is open
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L2066[20:27:21] <tterrag> Cypher121:
it'll be called on the next tick, whenever that is
L2067[20:27:37] <tterrag> packets are
ordered, so whatever you want to happen first, send first
L2068[20:27:46] <tterrag> (player.openGui
is a packet, in the end)
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L2070[20:28:28] <williewillus> yup next
tick at the latest
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L2076[20:30:35] <MoxieGrrl> williewillus:
Is the crash that you're talking about in the latest release the
one that happens with functional flowers?
L2077[20:31:04] <Cypher121> yeah, I guess
back to whiteboard I go. trying to make a framework for
researches/unlocks/whatever, similar to what thaumcraft and ars
magica do, but easy to use from any mod
L2078[20:31:23] <williewillus> MoxieGrrl:
yes
L2079[20:31:33] <MoxieGrrl> Kay. I'll
keep an eye out.
L2080[20:31:59] <williewillus>
thanks
L2081[20:38:08] <gigaherz> Cypher121:
isn't that sortof what the statistics/achievements system does?
;P
L2082[20:39:09] <Cypher121> maybe
L2083[20:39:18] <MoxieGrrl> I think
he/she means that he wants to do a customizeable research system
similar to Thaumcraft. :P
L2084[20:39:35] <Cypher121> he and
yes
L2085[20:39:47] <MoxieGrrl> Would be fun
for pack makers.
L2086[20:40:47] <Cypher121> uh-huh,
except I have no idea how to allow packmakers make researches that,
for example, unlock crafting recipes, unless they're a bit familiar
with programming too
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L2088[20:41:57] <MoxieGrrl> Yeah, I can
see that being a problem.
L2089[20:42:03] <williewillus>
json!
L2090[20:42:14] <MoxieGrrl> ...i think i
just hung 1.8.9. \o/
L2091[20:42:49] <Cypher121> williewillus:
yeah, I can serialize research id/name, its prerequisites, but it's
effect?
L2092[20:43:05] <williewillus> idk, maybe
have a predefined set
L2093[20:43:08] <williewillus> that
mappers/packers can use
L2094[20:43:14] <Cypher121> I think I can
implement few standard once
L2095[20:44:22] <Cypher121> like locked
recipe, unwearable armor, permanent status effect. a lot of
possibilities, but I REALLY need to think this through
L2096[20:44:35] <Cypher121>
s/once/ones
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L2098[20:45:31] <grondag> if I want to
render translucent and solid layers on items is that doable with
TESR? Thought it was but can’t find it.
L2099[20:45:39] <grondag> er, without I
mean
L2100[20:46:26] <tterrag> grondag:
what?
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L2102[20:46:47] <williewillus> what kind
of item omdel are you talking about?
L2103[20:46:55] <grondag> I have a block
that renders in both solid and tranlucent layers.
L2104[20:47:08] <williewillus> using
multilayermodels?
L2105[20:47:12] <grondag> Would like to
have it look the same in inventory.
L2106[20:47:14] <solidDoWant1> tterrag
are you the ender io dev?
L2107[20:47:22] <tterrag> one of,
yes
L2108[20:47:22] <gigaherz> \o/ got the
item insertion/extraction partially working
L2109[20:47:35] <williewillus> grondag:
if you are using multilayermodels for the block it should work
exactly same for the item?
L2110[20:47:40] <solidDoWant1> is there
any api for adding new conduits?
L2111[20:47:43] <grondag> Looked at
multilayer - didn’t see how to apply it. I’ll look again.
L2112[20:47:54] <williewillus> how are
you doing your block then? 0.o
L2113[20:48:01] <williewillus> that's the
only way to mix solid + transparent
L2114[20:48:06] <gigaherz> I can now use
the browser panel without shift-clicking the way you use the
creative panel :D
L2115[20:48:13] <williewillus> unless
you're rendering the whole thing onto transparent
L2116[20:48:20] <tterrag> solidDoWant1:
not at the moment
L2117[20:48:25] <gigaherz> now
shift-clicking....
L2118[20:48:27] <tterrag> though, it's
pretty close
L2119[20:48:27] <williewillus>
*translucent
L2120[20:49:15] <solidDoWant1> tterrag:
if I want to a conduit I should just extend/copy paste from current
conduit classes?
L2121[20:49:52] <tterrag> you can try to
do it as an addon
L2122[20:50:00] <tterrag> if you find any
places which you can't, make a PR to fix it
L2123[20:50:16] <solidDoWant1> thats what
I mean, as addon
L2124[20:50:18] <tterrag> like I said,
it's really close to being possible from an outside mod
L2125[20:50:18] <solidDoWant1> alright,
thanks
L2126[20:50:27] <tterrag> but there might
be some hardcoded vestiges
L2127[20:50:30] <tterrag> you'll have to
try :P
L2128[20:50:38] <solidDoWant1> yea, thats
what I was concerned about
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L2130[20:52:53] <grondag> block has two
models and each renders in a different layer. The smart model knows
which quads to return by checking EnumWorldBlockLayer layer =
MinecraftForgeClient.getRenderLayer();
L2131[20:53:00] <GeoDoX> !!latest
1.8.8
L2132[20:53:01] <MCPBot_Reborn> ===
Latest Mappings ===
L2133[20:53:02] <MCPBot_Reborn> MC
Version Forge Gradle Channel
L2134[20:53:02] <MCPBot_Reborn> 1.8.8
snapshot_20151229
L2135[20:53:03] <MCPBot_Reborn> 1.8.8
stable_20
L2136[20:53:20] <grondag> I’m not
assuming that hook works for item rendering.
L2137[20:53:37] <williewillus> grondag:
if you use a smartmodel to do that you need a smart item as
well....but what you're doing is exactly what the multilayermodel
was written for :p
L2138[20:54:19] <grondag> Are we talking
about the same class? I don’t see anything in there to control the
render layer.
L2139[20:54:36] <williewillus> you can
specify multi render layer omdels all in json
L2140[20:54:55] <grondag>
MultiLayerModel, right?
L2141[20:55:08] <williewillus> yes
L2143[20:55:35] <grondag> well, none of
these are buit with json. I guess I’ll wade through the parser and
see what it’s doing. I’m sure I’ve seen an example of this already
though.
L2144[20:57:37] <Cypher121> I have a
feeling that if I'm going to add hooks for map/packmakers, I'll
also have to add some kind of a book, and then a default research
system... and in the end I'll have a clone of HQM
L2145[20:57:53] <williewillus> just do it
better ;p
L2146[20:58:30] <Cypher121> anyway, I'll
make an API first, and then all json->research stuff as a
separate mod
L2147[21:00:30] <Cypher121> and to think
about it, every research can be summed up with 2 ints: ID and state
(hidden, locked, unlocked, etc.). this makes working with packets
much easier
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L2150[21:04:32] <tterrag> sadly there is
no way to do that
L2151[21:04:43] <tterrag> and really,
there's not really any way to provide that via an API
L2152[21:05:00] <solidDoWant1> yea, thats
what I was thinking
L2153[21:05:31] <tterrag> what kind of
conduit are you thinking of adding?
L2154[21:05:43] <solidDoWant1> well I
*think* I might be able to do it with reflection, but thats a PITA
and hard to maintain/use/read
L2156[21:06:25] <solidDoWant1> forge
needs an api for things that use an active push system like items
or fluids or energy or whatnot
L2157[21:06:54] <tterrag> why does the
conduit need to implement anything for that?
L2158[21:07:04] <tterrag> couldn't the
conduit just look for EMC providing blocks?
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L2160[21:07:32] <solidDoWant1> is uses an
active push system, needs to extend this interface from
projecte:
L2161[21:08:20] <tterrag> then yeah,
there's no way to do that outside of ASM
L2163[21:08:28] <tterrag> this, I
believe, is the purpose of the new capabilities system
L2164[21:08:32] <tterrag> someone correct
me if I'm wrong
L2165[21:08:41] <solidDoWant1> new
capabilities system?
L2166[21:08:57] <tterrag> yes
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L2168[21:09:01] <solidDoWant1> whats
that?
L2169[21:09:12] <tterrag> I'm not very
familiar with it myself but it seems to be a way to tell other mods
that your block/TE supports something
L2170[21:09:12] <VikeStep> I'm also
interested in learning about what the new capabilities are
L2171[21:09:15] <tterrag> without the use
of interfaces
L2172[21:09:30] <tterrag> you'll have to
ask someone else about specifics (fry maybe)
L2173[21:09:33] <tterrag> I really don't
know
L2174[21:09:35] <williewillus> same here,
they look interesting but confusing at the same time
L2175[21:09:44] <williewillus>
lex/ama/asie are probably the most familiar with it
L2176[21:09:52] <VikeStep> I know that
EntityPlayer has capabilities that let you set whether they are in
creative mode or not
L2177[21:10:05] <VikeStep> when I was
looking at that code last night
L2178[21:10:05] <solidDoWant1> thats
something to do with 1.8 I assume?
L2179[21:10:05] <williewillus> not that
kind
L2180[21:10:14] <williewillus> yes its
1.8.9
L2181[21:10:17] <tterrag> not
specifically to do with 1.8
L2182[21:10:20] <tterrag> it's just a
forge feature
L2183[21:10:21] <Cypher121> basically,
from what I understood is you have capabilities, which are
singletons that correspond to classes
L2184[21:10:23] <tterrag> but yes, it's
only in 1.8 versions
L2185[21:10:38] <solidDoWant1> :/ well
maybe ill look at it in a few months
L2186[21:10:50] <tterrag> how I HOPE it
works is, that you can say a block "has" a capability
(like a property) and then get some kind of "handler" for
that capability to actually do the work it needs
L2187[21:11:00] <tterrag> like if my TE
has the item holder capability, it would provide an inventory
object
L2188[21:11:02] <solidDoWant1> that
sounds nice
L2189[21:11:05] <williewillus> its
something like that
L2190[21:11:10] <Cypher121> and you get
an instance of the Capability and return instance of its
class
L2191[21:11:19] <tterrag> this way, you
could, say, add the "EMC" capability to the conduits from
outside
L2192[21:11:28] <solidDoWant1> thatd be
great
L2193[21:11:35] <tterrag> as long as you
provided the conduit some logic as what to do with the EMC (what is
currently TileEmcAcceptor)
L2194[21:11:51] <solidDoWant1>
right
L2195[21:11:54] <solidDoWant1> that
sounds cool
L2196[21:12:01] <tterrag> this would go
well with functional stuff from j8, but sadly we can't use that yet
(in forge)
L2197[21:12:02] <tterrag> :P
L2198[21:12:23] <Cypher121> well, guava
is always there
L2199[21:12:39] <tterrag> guava doesn't
have lambdas
L2200[21:12:47] <Cypher121> you just
don't have syntax sugar that is lambdas
L2201[21:12:53] <Cypher121> it has
functional interfaces
L2202[21:12:55] <tterrag> lambdas are
more than syntax sugar
L2203[21:12:57] <tterrag> for once
L2204[21:12:58] <williewillus> ^
L2205[21:13:10] <williewillus> lambdas
are not anon function wrappers :p
L2206[21:13:11] <solidDoWant1> another
solution would be to have any mod that wants conduits implement an
interface but then thered have to be a decent sized rewrite of
enderio
L2207[21:13:16] <solidDoWant1> at least
the conduit part
L2208[21:13:19] <williewillus> unless
they capture, but that's only the impl for now
L2209[21:13:30] <williewillus> the way
they did it they can swap out the implementation whenever they
want
L2210[21:13:39] <tterrag> solidDoWant1:
there's no way to dynamically add interfaces outside ASM
L2211[21:13:46] <tterrag> and I'm not
committed enough to write that kind of code >.>
L2212[21:13:46]
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L2213[21:14:06] <solidDoWant1> tterrag:
well I guess ASM it is, ill write something like that
L2214[21:14:27] <solidDoWant1> if forge
will have that new capability thing I wont bother making a pr for
enderio, ill just modify my mod
L2215[21:14:38] <tterrag> williewillus:
yeah, but I'd just like to have something like
block.addCapability(MY_CAPABILITY, this::handleThingy)
L2216[21:14:43] <tterrag> :D
L2217[21:14:51] <williewillus> idk if it
works that way :p
L2218[21:14:54] <tterrag> or something
along those lines
L2219[21:14:56] <solidDoWant1> wtf is
that :: thing? seen it in c# but not in java
L2220[21:14:57] <tterrag> I don't know
either
L2221[21:14:58] <williewillus> I'm more
excited for animation api than capas
L2222[21:15:01] <tterrag> method
reference
L2223[21:15:02] <williewillus> method
ref
L2224[21:15:23] <tterrag> if I have a
method that matches the signature of a functional interface
L2225[21:15:29] <tterrag> I can use it AS
that functional interface
L2226[21:15:32] <Mraof> Would anything
break if I used my own WorldServer class for a dimension?
L2227[21:15:42] <solidDoWant1>
weird
L2228[21:15:46] <solidDoWant1> is that a
java 8 thing?
L2229[21:15:49] <Cypher121> yes
L2230[21:15:55] <williewillus> Mraof:
what for?
L2232[21:16:21] <tterrag> a constructor
that acts as a functional interface \o/
L2233[21:16:36] <solidDoWant1> im gunna
have to learn that thats kinda weird
L2234[21:16:47] <tterrag> it is
weird
L2235[21:16:57] <tterrag> but j8 is a
tough habit to drop once you figure it out
L2236[21:17:07] <Cypher121> I like how
they can accept argument as instance to call method from
L2237[21:17:14] <Mraof> I might want to
do some unusual things, but if doing that will just break stuff I
don't want to bother figuring out the specifics
L2238[21:17:19] <solidDoWant1> cool
L2239[21:17:38] <solidDoWant1> I learned
java at 1.5/1.6 and never really bothered to learn new stuff
L2240[21:17:46] <williewillus> havent
missed much :p
L2241[21:17:52] <tterrag> and lambdas are
just shorthand for declaring anon classes (though not quite that
under the hood)
L2242[21:17:56] <Mraof> One reason is
custom chunk management or whatever, like easily deleting several
chunks
L2243[21:18:04]
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L2244[21:18:05] <Mraof> But possibly more
things
L2245[21:18:06] <solidDoWant1> tterrag
thats what ive heard
L2246[21:18:16] <Cypher121> like
Integer::intValue is the same as (i) -> i.intValue()
L2247[21:18:25] <tterrag> foo ->
doThing(foo); == new Consumer<Foo>() { public void
consume(Foo foo) { doThing(foo); }};
L2248[21:18:33] <tterrag> it can be much
cleaner
L2249[21:18:35] <tterrag> Cypher121:
yep
L2250[21:18:47] <solidDoWant1> Cypher why
would I want to do that?
L2251[21:18:50]
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L2252[21:18:52] <Mraof> Like in my mod I
have a dimension that I'll use for instanced dungeons or
whatever
L2253[21:18:57] <tterrag> also,
parentheses are not needed for single argument lambdas
L2254[21:18:59] <williewillus> if your
lambda doesn't capture its actually faster than anon classes
L2255[21:19:03] <tterrag> only for 0, or
2 or more
L2256[21:19:04] <williewillus> since it
gets converted into a static method call
L2257[21:19:16] <Mraof> Like players play
through them and then are sent back to the overworld after beating
them/deciding to quit
L2258[21:19:24] <Cypher121> solidDoWant1:
my example is if you want to unbox Integers as ints, so you can use
IntStream, for example
L2259[21:19:31] <Mraof> And the dungeon
will be deleted once the players are done
L2260[21:19:33] <solidDoWant1> oh
cool
L2261[21:19:39] <Cypher121> like if you
have List<Integer> list, you do
L2262[21:19:58] <Cypher121>
list.stream.mapToInt(Integer::intValue).sum();
L2263[21:20:23] <Cypher121> instead of
calling reduce() on Integer objects
L2264[21:20:24] <solidDoWant1> and it
treats them as int not Integer objects?
L2265[21:20:28] <Cypher121> yes
L2266[21:20:32] <solidDoWant1> thats
neat
L2267[21:20:38] <solidDoWant1> ill have
to learn that stuff
L2268[21:20:49] <tterrag> well, the
mapToInt function can be anything
L2269[21:20:53] <Cypher121> it's very
easy and VERY worth learning
L2270[21:20:58] <tterrag> if I have a
List<String> I could use s::hashCode
L2271[21:20:59] <tterrag> :P
L2272[21:21:08] <williewillus> the only
pain is checked exceptions in lambdas
L2273[21:21:08] <Cypher121> yeah, it just
went hand to hand with my previous example
L2274[21:21:12] <tterrag> williewillus:
yeah :(
L2275[21:21:24] <tterrag> I wish it would
throw to the enclosing method
L2276[21:21:27] <Mraof> So would using my
own class that extends WorldServer cause problems?
L2277[21:21:39] <Mraof> For example, if
people wanted to use my mod with Sponge
L2278[21:21:49] <Cypher121> why are you
even doing that?
L2279[21:21:50] <mikebald> Mraof you
could do like Compact Machines and use different locations in the
dimensions vs removing things / recreating
L2280[21:21:59] <mikebald> *in the
dimension
L2281[21:22:20] <SomeGuyInATree> CM is
nice ^^
L2282[21:22:30] <Mraof> Hmm
L2283[21:22:37] <Cypher121> ThaumCraft
does that with its dimension
L2284[21:22:46] <tterrag> CM is a neat
idea but I find it pointless
L2285[21:22:54] <tterrag> you live in a
world with virtually infinite room
L2286[21:22:55] <Mraof> Seems like the
dimension could get a lot of stuff it doesn't need over time
L2287[21:22:55] <Cypher121> makes for an
awkward pause when you see your previous death markers
L2288[21:23:09] <mikebald> Mraof, what
does it matter if it's not loaded?
L2289[21:23:25] <SomeGuyInATree> tterrag:
They're handy to hide your base in if you're playing a pvp server
and don't have any dimensions..
L2290[21:23:26]
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L2291[21:24:06] <Cypher121> tterrag: I've
seen people using it on mobile bases (Archimedes Ships, that mad is
called, I think) for stuff that doesn't behave well or just takes
too much space
L2292[21:24:10]
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L2293[21:24:16] <Darva> I really think CM
would be awesome for an HQM map.
L2294[21:24:17] <SomeGuyInATree> Or you
can put each machine system into one. One large CM can be entirely
for ore processing.
L2295[21:24:33] <Mraof> Well I'll have to
store all the areas dungeons have taken up
L2296[21:24:39] <Darva> Put
mazes/challenges in various CM spaces, and then given the player
the access block for them as rewards from quests.
L2297[21:24:54] <Mraof> Instead of just
the areas active dungeons are in
L2298[21:25:16] <mikebald> Mraof, not
really; you could set a standard of that your dungeons take up a
32x32 chunk square...
L2299[21:25:42] <Cypher121> keep their
quantity and calculate start from that
L2300[21:25:49] <mikebald> ^ ^
L2301[21:26:07] <Cypher121> like (x, y, z
+ quantity * zSize)
L2302[21:26:38] <Cypher121> which isn't
exactly the best way, I guess, but it should make my point
clear
L2303[21:26:44] <Mraof> Hmm
L2304[21:26:57] <mikebald> Compact
Machines would be much cooler if it allowed you to go into the
internals of machines and tweak them =).. [IMO of course]
L2305[21:27:10] <Mraof> I'd rather clean
up afterwards
L2306[21:28:02] <Mraof> Hmm
L2307[21:28:29]
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L2308[21:28:36] <Mraof> I guess taking up
a 32x32 chunk square and storing the total size would still allow
for about 8.4 million dungeons
L2309[21:28:43] <Mraof> Which no
reasonable person should ever reach
L2310[21:29:05] <Cypher121> is that a
challenge?
L2311[21:29:14] <solidDoWant1> lol
L2312[21:32:31] <Mraof> I doubt you'd be
able to do it and still meet the criteria of "reasonable
person"
L2313[21:32:53] <Cypher121> someone
will
L2314[21:32:57] <Cypher121> almost
certainly
L2315[21:34:36] <solidDoWant1> maybe I
could write a bot to go through them all
L2316[21:35:43] <GeoDoX> Anyone know how
to render a beacon beam? Not on a block?
L2317[21:37:19] <williewillus> look at
the beacon tesr?
L2318[21:37:21] <mikebald> I imagine the
vanilla code would provide some insight...
L2319[21:43:02] <Cypher121> vanilla code
is 50% reference code and 50% f_48342394324_z
L2320[21:43:38] <williewillus> still you
can usually extract out the general idea of what =needs to be
done
L2321[21:43:54] <Cypher121> well, at
least mojang were kind enough to make it in easily decompileable
language
L2322[21:44:07] <williewillus> "easy
decompileable language"
L2323[21:44:08] <williewillus> like
?
L2324[21:44:20] <williewillus> as if Java
wasn't already easy as hell to decompile
L2325[21:44:32] <Cypher121> that's what I
said
L2326[21:44:45] <williewillus> ah I
misread, sry :p
L2327[21:44:48] <williewillus> but yeah
they obfuscate
L2328[21:44:51] <williewillus> which is
the problem
L2329[21:45:46] <GeoDoX> yeah, I can't
gather anything knowledgeable from it
L2330[21:45:56] <williewillus> why
not?
L2331[21:45:59] <Cypher121> yeah, but
that's fixable, although with giant effort. good luck making mcp
for something written in C++
L2332[21:46:01] <williewillus> it's just
a bunch of BeamSegments
L2333[21:46:06] <williewillus> and then
tessellator just renders them all
L2334[21:47:17] <GeoDoX> I can't find
anything about a tessellator
L2335[21:47:27] <williewillus> tesellaotr
worldrenderer whatever
L2336[21:48:01] <Cypher121> ugh, I have 2
windows with 1.7 and 2 with 1.8, can't find shit in them
L2337[21:49:41]
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L2338[21:49:41] <Cypher121> GeoDoX:
TileEntityBeaconRenderer. line 30 and to the end
L2339[21:50:43] <GeoDoX> I found
TileEntityBeacon, but not a renderer
L2340[21:50:49] <Cypher121> I guess NSFL
because not a single variable is mapped
L2341[21:50:58] <Cypher121> package
net.minecraft.client.renderer.tileentity;
L2342[21:51:04] <Cypher121> what IDE are
you using?
L2343[21:52:56] <Mraof> I wonder if
people will be able to make a modding system for the version that
is currently called the windows 10 beta
L2344[21:53:25] <GeoDoX> Do I need to
make a call to the renderer
L2345[21:54:37] <williewillus> no
L2346[21:54:44] <williewillus> you
probably are going to have to copy the code in it
L2347[21:54:51] <williewillus> Mraof:
most likely not
L2348[21:54:58] <Mraof> Okay
L2349[21:54:59] <williewillus> cpp is
much more of a pain to reverse engineer
L2350[21:55:14] <williewillus> it's going
to become a MS dictated json paradise garden most likely
L2351[21:55:23] <williewillus> judging by
what the PE devs were tweeting
L2352[21:55:55] <Darva> Aren't there mods
for PE? And aren't they the same codebase?
L2353[21:56:08] <williewillus> only a
handful
L2354[21:56:11] ***
Vigaro is now known as V
L2355[21:56:11] <williewillus> on not
even big ones
L2356[21:56:18] <Darva> Still.
L2357[21:56:26] <williewillus> it's
highly unviable
L2358[21:56:40] <williewillus> you will
see nothing like the likes of what we have now
L2359[21:56:48] <williewillus> and same
codebase how so?
L2360[21:57:07] <williewillus> PE and W10
share a codebase, consoles share a codebase, + PC, and that's
it
L2361[21:57:52] <Cypher121> isn't w10
written in C-something?
L2362[21:58:00] <williewillus> wi10 is
PE
L2363[21:58:14] <Darva> They're both
written in c++, they're the same codebase, pe and windows 10
L2364[21:58:41] <Cypher121> huh, didn't
even know you could do c++ for android
L2365[21:58:43] <williewillus> either
way, I'm not optimistic about the future of that path, I'll stay on
the java version :p
L2366[21:59:08] <Darva> Just a quick
search reveals at least a few interesting PE mods. A quarry mod
appears to be the most downloaded on the site i found.
L2367[22:00:10] <Darva> There's a NEI/JEI
equivilent too.
L2368[22:00:52] <Cypher121> I wonder what
did mojang add from, let's say, 1.5 to 1.8.9, that mods didn't do
much better already?
L2369[22:01:10] <Cypher121> content-wise,
performance changes are cool, but that's not my question
L2370[22:01:29] <Cazzar> Mind you, mods
are a great way for Mojang to get ideas
L2371[22:01:31] <williewillus>
comparators were and are pretty big
L2372[22:01:44] <williewillus> not many
mods had a simple state scanning redstone device like that
L2373[22:01:48] <williewillus> besides
maybe BC gates
L2374[22:02:11] <williewillus> horses are
terrible
L2375[22:02:21] <williewillus> hoppers
were pretty well done
L2376[22:02:32] <Darva> ... I may
actually have to mod my copy of MCPE. Hell, someone even added java
style crafting back in.
L2377[22:02:34] <Cazzar> IMHO better than
the BC ones.
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L2379[22:02:56] <Cypher121> there's one
thing I love about hoppers
L2380[22:03:18] <Cypher121> actually, let
me check something, I may be wrong
L2381[22:03:43] <williewillus> but yeah
actual content has been skimpy from mojang for quite a while, lots
of internal things shuffling
L2382[22:04:00] <williewillus> if you
consider the technical side instead of the content side major
things have happened every version since 1.4
L2383[22:04:05] <Cypher121> !gm
addCollisionBoxesToList
L2384[22:04:24] <moog> I dont understand
minecraft's development at all
L2385[22:04:35] <moog> and I don't
understand the content direction
L2386[22:04:38] <Cypher121> so it IS done
by minecraft itself
L2387[22:05:01] <Cypher121> alright, so
hopper consists of 3 boxes, more or less
L2388[22:05:26] <williewillus> 1.5
destitched things, support for HD textures and animated textures;
1.6 resource packs (HUGE) 1.7 stat system finally works, resource
packs cascade, no more int ids (HUGE) 1.8 no more hardcoded
everything for shapes and multithreaded rendering (HUGE)
L2389[22:05:51] <Cypher121> and no one
actually bothered to use addCollisionBoxesToList(). Instead they
made it full block, collision-wise
L2390[22:06:13] <moog> yeah I get that it
just
L2391[22:06:21] <Cypher121> williewillus:
isn't id removal done by forge?
L2392[22:06:28] <williewillus>
..no?
L2393[22:06:30] <moog> idk I guess it
makes sense taking it from one guy with sloppy coding practices to
a big company and all
L2394[22:06:31] <williewillus> string
id's were mojang in 1.7
L2395[22:06:40] <Cazzar> Cypher121: it
was vanilla
L2396[22:06:49] <Cypher121> ok then, I
thought it was forge for some reason
L2397[22:07:01] <williewillus> forge
makes it a lot nicer
L2398[22:07:12] <williewillus>
auto-assigning for mods and syncing across the network, etc.
L2399[22:07:57] <moog> a few mods did
automatic finding of open IDs before
L2400[22:08:01] <moog> like
redpower
L2401[22:08:08] <williewillus> hardly
comparable to string id's :p
L2402[22:08:09] <moog> but that was on a
per mod basis
L2403[22:08:11] <moog> yeah
L2404[22:08:15] <Cazzar> That wasn't too
hard to do anywayy
L2406[22:08:38] <moog> I'm very scared of
the forge library
L2407[22:08:38] <Cazzar> just scan the
registry, which is something that I did in one of my mods if it
detected a conflict on first run
L2408[22:08:55] <Cypher121> moog: did you
mean MS by "big company"?
L2409[22:09:27] <williewillus> Darva:
still is going to be a pain compared to some of the things we have
in the java world
L2410[22:09:32] <moog> I guess
L2411[22:09:36] <Darva> Of course. So was
java when it started.
L2412[22:09:38] <williewillus> especially
on the side of intermod compat
L2413[22:09:38] <moog> and in general
notch not working on it either
L2414[22:10:04] <Cypher121> because,
iirc, ms doesn't interfere at all with main version
development
L2415[22:11:32] <moog> oh goodness
L2416[22:11:44] <moog> Im feeling
jightheaded from looking at all these packages
L2417[22:11:53] <williewillus> what
packages?
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L2419[22:11:59] <moog> everything in
forge
L2420[22:12:03] <williewillus> :p
L2421[22:12:08] <moog> I just started
trying to poke around with it and I'm like
L2422[22:12:11] <williewillus> generally
people go look when they need something
L2423[22:12:17] <williewillus> not just
read it top down :p
L2424[22:12:18] <moog> oh good loads of
shit I can't even conceptually understand
L2425[22:12:20] <moog> well
L2426[22:12:23] <moog> I know that
but
L2427[22:12:27] <moog> my brain is
dumb
L2428[22:12:39] <williewillus> what
things did you not "conceptually understand"?
L2429[22:12:59]
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L2430[22:13:06] <moog> idk looking at
renderer and server stuff
L2431[22:13:26]
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L2432[22:13:30]
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L2433[22:13:31]
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L2434[22:13:44] <moog> hypothetically I
might need to know this stuff blah blah.
L2435[22:13:44] <williewillus> if its not
events or hooks its probably stuff you dont need to understand
:p
L2436[22:14:05] <moog> I guess I'll fuck
that elephant in the room when I get to it
L2437[22:14:07] <moog> or something
L2438[22:14:10] <infinitefoxes_> How does
one set a custom icon for an inventory slot when it's empty? (ex.
armor slots)
L2439[22:14:12] <williewillus>
lolwat
L2440[22:14:15] <infinitefoxes_> I looked
in net.minecraft.inventory.Slot
L2441[22:14:30] <infinitefoxes_> but that
requires me to have the resource loaded before hand
L2442[22:14:40] <williewillus> what do
you mean have it loaded before hand?
L2443[22:14:43] <moog> isnt that part of
the base gui texture?
L2444[22:14:46] <williewillus> no
L2445[22:14:54] <williewillus> its drawn
using drawTexturedModelRect iirc
L2446[22:15:02] <infinitefoxes_> ^
L2447[22:15:09] <moog> huh
L2448[22:15:12] <Cypher121> there's a
forge-added background icon I think
L2449[22:15:15] <moog> I've been out of
the loop for a while
L2450[22:15:22] <Cypher121> I dealt with
that few months ago
L2451[22:15:28] <infinitefoxes_> the
Forge stuff requires me to have the icon loaded
L2452[22:15:35] <infinitefoxes_> I cant
just pass a ResourceLocation for some reason
L2453[22:15:50] <Cypher121> yeah, it
takes icon from the same texture
L2454[22:15:53] <williewillus> of
course
L2455[22:15:56] <moog> oh yeah uh
L2456[22:16:04] <williewillus> icons are
stitched into the atlas
L2457[22:16:06] <moog> where is the
source file that has the metadata tags
L2458[22:16:10] <williewillus> you can
bind your own texture and draw
L2459[22:16:14] <Cypher121> actually
there is a way to do that, I think
L2460[22:16:29] <infinitefoxes_> I would
prefer to add it to the atlas or whatever
L2461[22:16:42] <williewillus> you want
to use TextureStitchEvent.PRe then
L2462[22:16:42] <infinitefoxes_> rather
than overriding that huge drawSlot method in GuiContainer
L2463[22:16:52] <Cypher121>
setBackgroundLocation(net.minecraft.util.ResourceLocation
texture)
L2464[22:16:55] <Cypher121> that's in
Slot
L2465[22:16:56]
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L2466[22:17:48] <williewillus> yeah you
just want to stitch an icon into the atlas
L2467[22:18:03] <williewillus> i
think
L2468[22:18:04] <infinitefoxes_>
Cypher121: when it renders, it looks for whether or not
getBackgroundSprite is null
L2469[22:18:21] <infinitefoxes_> and
since it's not actually stiched into the atlas it doesn't even
try
L2470[22:18:31] <infinitefoxes_> (even
though it doesn't need to be in the atlas if it's using a
ResourceLocation anyways... ?)
L2471[22:19:05] <williewillus> well
TextureAtlasSpriets only make sense if you're using the atlas
L2472[22:19:23] <williewillus> a
TextureAtlasSprite is only a pair of uv's
L2473[22:19:32] <williewillus> pointing
to a square region on the atlas
L2475[22:20:07] <infinitefoxes_> didn't
mean to paste that
L2476[22:20:10] <williewillus> wat
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L2478[22:20:40] <Cypher121> honestly, I'd
just extend slot and overridden all the needed stuff
L2479[22:21:16] <williewillus> well those
methods are all added by forge
L2480[22:21:19] <williewillus> why not
use them
L2481[22:21:24] <infinitefoxes_> my
question is
L2482[22:21:31] <infinitefoxes_> how do I
get a TextureAtlasSprite for my slot
L2483[22:21:59] <infinitefoxes_> as that
seems to be the way Forge wants me to do it
L2484[22:22:28] <williewillus> when you
stitch you get one back
L2485[22:22:33] <williewillus> it's the
same as an IIcon
L2486[22:22:46] <williewillus> or rather,
it is the implementation of IIcon, the interface just got removed
:p
L2487[22:22:59] <infinitefoxes_> alrighty
then
L2488[22:23:15] <williewillus> listen to
TextureStitchEvent.Pre and do
evt.map.registerSprite(resourcelocation)
L2489[22:23:17] <williewillus> and you
get the sprite back
L2490[22:23:44] <moog> oh also I want to
try using the thaumcraft api a bit. I should just drop the API
folder into my project?
L2491[22:23:47]
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L2492[22:23:58] <infinitefoxes_> doesn't
thaumcraft have a maven for the API?
L2493[22:24:01] <williewillus> put it
under src/api/java/
L2494[22:24:03] <williewillus> I don't
think so
L2496[22:25:13] <moog> the heck is a
maven
L2497[22:25:34] <Darva> I know i pull in
thaumcraft to my current mod using Ivy, i stole the address used
from the JEIAddons mods github.
L2498[22:25:40] <williewillus> dependency
resolution system
L2499[22:25:47] <williewillus> and
probably one of the best things to happen to java
L2500[22:25:54] <infinitefoxes_> ^
L2501[22:25:58] <infinitefoxes_> you
should use it when possible
L2502[22:26:03] <infinitefoxes_> local
dependencies are bad
L2503[22:26:06] <moog> how does one use
it then
L2504[22:26:20] <moog> god I hate being
stupid
L2507[22:26:54] <Darva> Ignorant and
stupid are two different things. Ignorant can be fixed. Heh.
L2508[22:26:54] <Cypher121> moog: note
repositories and dependencies blocks
L2509[22:28:13] <Cypher121> stupid
bitbucket does not allow hilighting multiple lines
L2510[22:29:12] <Cypher121> wait, isn't
that patreon dropbox folder for thaumcraft?
L2511[22:30:10] <Darva> No idea.
L2512[22:30:17] <williewillus> if you ask
him and prove that you need the api he usually lets you into the
beta dropbox
L2513[22:30:19] <Cypher121> lel
L2514[22:30:27] <infinitefoxes_> why on
earth would you host your Patreon stuff on Dropbox
L2515[22:30:28] <Darva> I know it works.
*shrugs* Like i said, i copied it from github.
L2516[22:30:32] <infinitefoxes_>
bandwidth caps gr
L2517[22:30:45] <mezz> dropbox link is
from his minecraft forum post
L2518[22:31:06] <Cypher121> oh ok
L2519[22:31:49] <moog> okay so want to
have a similar block of code that uses the TC5 api's git?
L2520[22:32:20] <moog> god I hate being
stupid
L2521[22:32:55] <Cypher121> you want to
pull the artifact you want. if you're doing 1.8.9, it's probably
the same one mezz used
L2522[22:33:51] <Cypher121> ugh, I really
should get to writing stuff
L2523[22:34:12]
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L2524[22:34:23]
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L2525[22:35:18] <Cypher121> huh, haven't
left irc in almost a week
L2526[22:35:35] <moog> I don't know what
any of this means
L2527[22:35:38] <moog> fucking
L2528[22:35:38] <moog> shit
L2529[22:35:48] <williewillus> calm down
just a block game
L2530[22:35:50] <williewillus> :p
L2532[22:36:12] <moog> I mean everything
is "just" whatever it is
L2533[22:36:26] <moog> we're all hurtling
swiftly towards the void and this is what I choose to spend my time
on
L2534[22:36:45] <moog> also I literally
have nothing else in my life besides sleeping and eating ramen
someone bought for me so
L2535[22:36:50] <moog> might as well use
the time
L2536[22:36:56] <mezz> gradle sucks, copy
mine, I suffered already
L2537[22:37:03] <Kolatra> ^^
L2538[22:37:46] <killjoy> gradle's
great
L2539[22:37:50] <moog> where is it
L2540[22:37:58] <williewillus> killjoy:
in the beginning it sucked though ;p
L2541[22:37:59] <moog> I dont see where
you posted a lenk
L2542[22:38:04] <williewillus> do you
remember the rage?
L2543[22:38:05] <Cypher121> "Gradle
sucks" -anyone who never used Ant
L2544[22:38:18] <williewillus> haha
L2546[22:38:28] <Cypher121> I never got
it to work
L2547[22:38:38] <williewillus> change
that to "Change sucks" ;p but we all cope fine
L2548[22:38:48] <williewillus> see: 1.3,
1.5, 1.7, 1.8, gradle
L2549[22:39:14] <infinitefoxes_> Gradle
is great haha
L2550[22:39:21] <infinitefoxes_> I use it
for even super small projects
L2551[22:39:37] <infinitefoxes_> outside
of Forge aswell
L2552[22:40:09] <killjoy> with small
projects, you only need 4 lines in your build script
L2553[22:40:17] <moog> I keep
hyperventilating and getting lightheaded over this
L2554[22:40:17] <killjoy> apply plugin:
'java'
L2555[22:40:22] <killjoy> apply plugin:
'eclipse'
L2556[22:40:30] <Cypher121> ^pleb
L2557[22:40:38] <killjoy> then version
and archivesBaseName
L2558[22:41:12] <Cypher121> apply plugin:
'idea'
L2559[22:41:16] <infinitefoxes_>
lol
L2560[22:41:18] <williewillus> idea
plugin is unneeded
L2561[22:41:21] <williewillus> :p
L2562[22:41:23] <infinitefoxes_> use
IntelliJ's import
L2563[22:41:23] <killjoy> yup
L2564[22:41:32] <Cypher121> yeah
L2565[22:41:51] <Cypher121> if only
running gradle tasks from within idea wasn't so painfully
slow
L2566[22:42:14]
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L2567[22:42:15] <infinitefoxes_> is there
a way to up the amount of RAM Idea gives Gradle tasks?
L2568[22:42:21] <Cypher121> actually it
isn't slow, but while gradle configures the project, IDEA doesn't
write ANYTHING to log
L2569[22:42:22] <infinitefoxes_> i.e.
setupDecompWorkspace implodes on itself
L2570[22:42:33] <Cypher121> uhh, there
is
L2571[22:43:02] <infinitefoxes_> oh,
awesome
L2572[22:43:11] <infinitefoxes_> the
texture stitching stuff works just fine
L2574[22:44:02]
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L2575[22:44:31] <Cypher121> Add the
following line to ~/.gradle/gradle.properties:
org.gradle.jvmargs=-Xmx3G
L2576[22:44:36] <Cypher121>
infinitefoxes_: ^
L2577[22:44:56] <infinitefoxes_> do I
need to restart Idea?
L2578[22:45:07] <infinitefoxes_> I assume
probably not
L2579[22:47:11] <Cypher121> anyone has a
cool name for research tree API?
L2580[22:47:11] <killjoy> I'm watching
the weirdest movie right now
L2581[22:47:16] <Cypher121> scholar
api?
L2582[22:47:34] <killjoy> skills?
L2583[22:47:59] <Cypher121> skills
L2584[22:48:19] <Cypher121> I'll take
that I guess
L2585[22:49:39] <williewillus> what do
you call the part of some piston that actually moves?
L2586[22:49:43] <Cypher121> why gihub
doesn't have wtfpl in license list? :(
L2587[22:49:44] <williewillus> not an mc
piston just in general
L2588[22:49:57] <killjoy> arm?
L2589[22:50:00] <Cypher121> head?
L2590[22:50:40]
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L2591[22:50:47] <williewillus> head it is
:p
L2592[22:51:04] <williewillus> was naming
a model file, didnt know what to put besides
"pump_movingpartthingy"
L2593[22:51:09] <Cypher121> wikipedia
says that this thing is what's called piston
L2594[22:52:04] <Cypher121> piston ->
piston rod -> crankshaft
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L2598[22:57:24] <killjoy> You should look
up "It's Such a Beautiful Day" on netflix
L2600[22:57:52] <Cypher121> can't watch
netflix now
L2601[22:58:06] <killjoy> It's a very
interesting movie
L2602[22:58:15] <killjoy> emphasis on
interesting
L2603[23:00:47]
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L2605[23:01:17] <killjoy> use
chrome
L2606[23:03:07] <Cypher121> nah, I should
start coding
L2607[23:03:34] <Cypher121> I already got
a second week ban in CS:GO in a row, time to stop
procrastinating
L2608[23:05:04] <infinitefoxes_>
Cypher121: make sure you have the codecs installed ;)
L2609[23:05:10] <infinitefoxes_> and the
DRM stuff
L2610[23:05:17] <infinitefoxes_> don't
think Ubuntu's default installation does that
L2611[23:05:30] <infinitefoxes_> (for
good reason, that stuff is nasty)
L2612[23:06:00] <Cypher121> I'll prefer
not to
L2613[23:07:41]
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L2617[23:10:02] <Cypher121> I want irc
sound notifications back =\
L2618[23:10:44] <killjoy> try that
netflix ppa
L2619[23:10:52] <killjoy> runs firefox
with silverlight in wine
L2620[23:11:25] <Cypher121> q_p
L2621[23:11:45] <infinitefoxes_> ew
wine
L2622[23:11:49] <Cypher121> Ь_P
L2623[23:12:02] <SomeGuyInATree> HexChat
can sound notify ;)
L2624[23:12:08] <Cypher121> yeah
L2625[23:12:14] <Cypher121> now here's
the catch
L2626[23:12:27] <infinitefoxes_> oh so
people actually use HexChat
L2627[23:12:33] <infinitefoxes_> I just
downloaded the first open source one off Google
L2628[23:12:41] <williewillus> i use
hexchat :p
L2629[23:12:43] <killjoy> I use it
L2630[23:12:45] <Cypher121> my irc client
is running on a vps somewhere in Netherlands
L2631[23:12:58] <illyohs> weechat
<3
L2632[23:12:59] <Cypher121> on GNU
screen
L2633[23:13:14] <Cypher121> so it's irssi
-> screen -> ssh -> me
L2634[23:13:47] <Cypher121> it's possible
to forward hardware beeps through that, but there's another
problem
L2635[23:14:00] <Cypher121> my
motherboard doesn't have a speaker
L2636[23:14:57] <Cypher121> anyone still
following?
L2637[23:15:20] <infinitefoxes_> why is
registerTESRItemStack in ForgeHooksClient soon to be
deprecated?
L2638[23:15:25] <Cazzar> Most SSH
software on clients, convert \a to a system tone not a mobo
beep
L2639[23:15:47] <SomeGuyInATree> Cypher,
whyyyy
L2640[23:20:53]
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L2642[23:29:27] <williewillus>
infinitefoxes_: because you're not supposed to use it :p
L2643[23:29:34] <williewillus> its only
for migration purposes
L2644[23:29:42] <Cypher121> can someone
ping me?
L2645[23:29:51] <williewillus> Cypher121:
ping
L2646[23:30:21] <Cypher121> !gm
L2647[23:30:26] <Cypher121> woop
L2648[23:30:29] <Cypher121> it's
working
L2649[23:32:34] <Cypher121> Cazzar: you
were right. had to mess with pulseaudio to make system tones
work
L2650[23:38:51]
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L2655[23:55:29] <williewillus> man so
close to having the anim api working
L2656[23:55:39] <fry> heh
L2657[23:55:42] <williewillus> idk what
I'm doing and I guessed halfway through it :p
L2658[23:55:44] <fry> copy the example
:P
L2659[23:56:03] <williewillus> in
armature what is "samples" for?
L2660[23:56:18] <fry> those are values of
the parameter
L2661[23:56:19] <fry> over time
L2662[23:57:06] <fry> 0, 0.08, 0.25,
0.42, 0.5, 0.42, 0.25, 0.08 is the sequence of the ring vertical
offset, for example
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L2665[23:57:40] <williewillus> wait but
then whats the parameters of ASM for? i thought those can be
dynamically bound to tesr fields. or is "samples" like
pre declaring the possible vaules of your params ahead of
time?
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L2668[23:57:54] <fry> something like
that, yes
L2669[23:58:10] <fry> ideally, you should
have as little as possible in the TE
L2670[23:58:22] <fry> and most things in
the model/ASM
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enough.)
L2672[23:59:59] <fry> (since you can
hot-swap those)