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L1[00:00:20] <GeoDoX> hmm, okay
L2[00:00:36] <williewillus> all of them fire on the client or logical server or both
L3[00:01:05] <GeoDoX> How do you know which fire where :P
L4[00:01:31] <williewillus> it says in the doc ..
L5[00:01:40] <GeoDoX> What doc :P
L6[00:01:48] <williewillus> the javadoc on top of each event
L7[00:02:43] <tterrag> RANKSHANK: how many what?
L8[00:02:45] <tterrag> possible variants?
L9[00:02:52] <tterrag> like I said, 47*6 per variant
L10[00:03:06] <RANKSHANK> Missed that sorry
L11[00:03:17] <Drullkus> OH right
L12[00:03:19] <Drullkus> On all 6 sizes
L13[00:03:21] <Drullkus> sides*
L14[00:03:30] <Drullkus> 47 variations on each side, visually
L15[00:03:37] <RANKSHANK> not really something you want to check per tick/ update haha
L16[00:03:58] <williewillus> thats not going to be checked every tick
L17[00:04:04] <Drullkus> Uuuuh, tterrag knows this CTM better than I do XD
L18[00:04:11] <Drullkus> CTM system*
L19[00:04:21] <Drullkus> All I do is puke textures for him haha
L20[00:04:43] <GeoDoX> So what side is MinecraftForge.EVENT_BUS?
L21[00:04:54] <williewillus> GeoDoX: you have no idea how any of this works :D
L22[00:05:01] <williewillus> it's a static field
L23[00:05:04] <williewillus> both "sides"
L24[00:05:09] <GeoDoX> lol, not behind the scene :P
L25[00:05:51] <williewillus> no, but the bus doesn't have a "side", it just carries events. events have sides
L26[00:06:20] <GeoDoX> Then it doesn't say which side the event is fired on :P
L27[00:06:31] <williewillus> ...
L28[00:06:49] <williewillus> the event tells you what side it's on
L29[00:06:52] <williewillus> idk how else to say it
L30[00:07:00] <GeoDoX> I'm in the event class, right
L31[00:07:07] <williewillus> no it depends on the event
L32[00:07:27] <williewillus> some events will obviously be clientside since they're render events, others will have worlds or player objects in them that you check isRemote
L33[00:07:30] <williewillus> that's how the event system works
L34[00:07:32] <GeoDoX> I mean, for example I'm in the PotionBrewEvent class
L35[00:07:40] <GeoDoX> "This event is fired on the {@link MinecraftForge#EVENT_BUS}."
L36[00:07:53] <GeoDoX> Is that not what you're referring to?
L37[00:08:06] <williewillus> no, what fields are in there
L38[00:08:35] <williewillus> also, brewing potions is game logic and is almost definitely server side
L39[00:08:43] <GeoDoX> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/java/net/minecraftforge/event/brewing/PotionBrewEvent.java#L50
L40[00:08:58] <GeoDoX> But it doesnt say that it's server side
L41[00:09:20] <williewillus> it's very obviously serverside
L42[00:09:25] <williewillus> because the server controls game logic
L43[00:09:28] <williewillus> clients don't brew potions
L44[00:09:33] <williewillus> the sevrer does then it tells the client
L45[00:09:35] <killjoy> *logical server
L46[00:09:38] <williewillus> "hey put this thing in the slot"
L47[00:09:40] <williewillus> yes, logical servrer
L48[00:10:02] <killjoy> client has the ability, but it's run in the server thread
L49[00:10:30] <RANKSHANK> tterrag so how are you caching the blockpos > tex? Client only TS & States... or something more fancy?
L50[00:10:45] <tterrag> extended state
L51[00:10:56] <tterrag> this is all done and working
L52[00:11:02] <tterrag> I am trying to extend the system to work with any model as a base
L53[00:11:08] <tterrag> currently it is hardcoded to a cube
L54[00:11:16] <Drullkus> O:
L55[00:11:34] <williewillus> it makes sense that there's a way to split a quad into four
L56[00:11:37] <williewillus> since you have the vertices
L57[00:11:40] <williewillus> but idk the math :p
L58[00:11:45] <GeoDoX> I'm going through tons of Events and theres not a clear statement as to what side is firing the event
L59[00:12:02] <williewillus> GeoDox: it's either obvious, or you get objects that help you decide what side it's on
L60[00:12:12] <williewillus> which is "not clear"?
L61[00:12:21] <killjoy> do a search and find out what fires the constructor
L62[00:12:25] <GeoDoX> I'm not trying to argue, I just think it should be clearly defined
L63[00:12:29] <killjoy> use a call hierarchy
L64[00:12:31] <williewillus> like what?
L65[00:12:39] <williewillus> most of them are "clearly defined"
L66[00:12:41] <williewillus> or it varies
L67[00:12:48] <tterrag> williewillus: yeah I'm pretty sure it's POSSIBLE
L68[00:12:48] <williewillus> so you get objects to help you establish what thread you're on
L69[00:12:54] <tterrag> but...that's why I'm asking
L70[00:13:07] <GeoDoX> It helps new modders recognize things
L71[00:13:15] <williewillus> ???
L72[00:13:33] <williewillus> tell me what is unclear about a specific event...
L73[00:14:10] <GeoDoX> Even if the Event is game logic, and that may be obvious, new modders might not realize it
L74[00:15:02] <tterrag> fry: you there?
L75[00:15:29] <GeoDoX> Thats possible killjoy, but whats the issue with simply specifying it in the doc
L76[00:15:52] <Cazzar> GeoDoX: if you are that... adamant about it, go talk to diesieben07 about the doc rewrite he wants to do :P
L77[00:15:56] <williewillus> because those docs are ancient and no one has taken the time to clean all of them up at once
L78[00:16:04] <williewillus> everyone keeps submitting tiny one line pr's
L79[00:16:26] <killjoy> I've been wanting someone to set up a wiki for javadocs
L80[00:16:37] <williewillus> there used to be web hosted docs
L81[00:16:43] <williewillus> idk what happened to them though
L82[00:16:58] <williewillus> also not sure why you would need web docs when the source is at your hands
L83[00:18:07] <GeoDoX> Cazzar, it's not that I'm adamant about it, I just don't know what event fires where
L84[00:18:22] <GeoDoX> And I don't think many other new modders would
L85[00:18:23] <williewillus> I'm saying that it's almost immediately obvious where it is
L86[00:18:32] <killjoy> in eclipse, right click on a method and click call hierarchy
L87[00:18:32] <Cazzar> ^
L88[00:18:34] <GeoDoX> But it's not
L89[00:18:38] <williewillus> once you have the basics of siding down you should know
L90[00:18:53] <GeoDoX> killjoy, intelliJ equiv?
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L93[00:19:14] <killjoy> https://www.jetbrains.com/idea/help/building-call-hierarchy.html
L94[00:19:28] <williewillus> most modders using events should have a grasp of siding already
L95[00:19:37] <williewillus> game logic runs on server, rendering on client
L96[00:19:38] <Cazzar> It is, in most games, server handles game logic as well.
L97[00:19:43] <williewillus> a specific subset on both
L98[00:19:45] <williewillus> that's it
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L100[00:20:07] <Drullkus> WTF is the 9 supposed to mean in NBTTagCompound.getTagList()
L101[00:20:19] <williewillus> the type of NBT
L102[00:20:27] <williewillus> look in Constants.NBT
L103[00:20:51] <killjoy> I think they're listed in NBTBase
L104[00:21:15] <Drullkus> ooooooh
L105[00:21:30] <Drullkus> "A class containing constants for magic numbers used in the minecraft codebase." haha
L106[00:21:33] <Drullkus> Sums it up
L107[00:21:42] <killjoy> They're just like GL constants
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L109[00:21:54] <williewillus> there actually not that many constants in that Forge Constants class :p
L110[00:21:56] <killjoy> the compiler (or decompiler) uses literal
L111[00:23:18] <tterrag> it's the compiler
L112[00:23:32] <williewillus> the decompiler wouldn't purposefully lose info ;p
L113[00:23:36] <GeoDoX> So correct me if I'm wrong, and if it's obvious then I should be right. EnderTeleportEvent is fired on both sides because EntityEnderPearl.onImpact checks !world.isRemote (client) and EntityEnderman.teleportTo doesn't check world.isRemote?
L114[00:23:58] <williewillus> it's server
L115[00:24:00] <GeoDoX> The second being both?
L116[00:24:01] <williewillus> because it's game logic
L117[00:24:02] <killjoy> the teleport is always server
L118[00:24:44] <GeoDoX> but world.isRemote is the server, is it not?
L119[00:24:53] <williewillus> no, isRemote is false on the server
L120[00:25:07] <williewillus> also teleportTo doesnt check isRemote because there's code before that already did
L121[00:26:51] <GeoDoX> Okay
L122[00:27:04] <GeoDoX> I was thinking client checks if the world is remote
L123[00:27:21] <williewillus> everything is remote to the client thread
L124[00:27:36] <williewillus> isRemote is false on the server thread since the server thread is in control of the world
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L126[00:29:18] <GeoDoX> Hmm, okay
L127[00:30:05] <GeoDoX> That just seems way too difficult to check where something gets fired
L128[00:30:23] <williewillus> it's intuitive... teleports are controlled by the server
L129[00:30:27] <williewillus> the client has no say
L130[00:30:28] <GeoDoX> I went through sooo many classes just to track down a world.isRemote call
L131[00:30:42] <GeoDoX> Now I understand that though, but before I didn't
L132[00:31:38] <williewillus> i forgot why we're even talking about events :p
L133[00:31:53] <GeoDoX> And as far as I can see, theres only one Teleport event anyway :P
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L135[00:35:31] <tterrag> does MC allow non-rectangular quads in models?
L136[00:35:59] <williewillus> yeah, or else the OBJ loader's sphere tests wouldn't work. The default json format disallows it though
L137[00:36:05] <williewillus> i think
L138[00:37:07] <tterrag> hm
L139[00:37:16] <tterrag> well I would only allow definitions via json
L140[00:37:21] <tterrag> not arbitrary bakedquads
L141[00:45:44] <williewillus> yeah the vanilla jsons format only lets you set the corners of a cuboid
L142[00:55:25] <tterrag> williewillus: seems pretty easy then
L143[00:55:43] <tterrag> find the center of the rectangle and use that as my center vertex
L144[00:55:49] <tterrag> then interpolate the UVs for the rest
L145[01:01:49] *** minecreatr is now known as Mine|dreamland
L146[01:06:27] *** TSP|Away is now known as TheSecretPanda
L147[01:06:32] <TheSecretPanda> Guys.. I officially hate bluej
L148[01:06:37] <tterrag> good
L149[01:06:46] <TheSecretPanda> It ate half of my project.
L150[01:06:52] <tterrag> download drjava, code in that, then move your code over when you are done :P
L151[01:06:56] <tterrag> loopholes \o/
L152[01:07:12] <TheSecretPanda> BlueJ was not a requirement for the project.
L153[01:07:26] <tterrag> then drop it lol
L154[01:07:32] <TheSecretPanda> I just decided to, since I'd be able to do this at school, but now I'm using eclipse as that is my friendly IDE.
L155[01:07:32] <tterrag> how did you come to use it?
L156[01:07:37] <tterrag> ah
L157[01:07:37] <TheSecretPanda> Teacher..
L158[01:07:47] <tterrag> well tbh I wouldn't recommend eclipse/IDEA/netbeans for a beginner
L159[01:07:54] <tterrag> too much handholding, you won't learn the syntax properly
L160[01:08:02] <tterrag> it's your choice, but that's my 2c
L161[01:08:06] <TheSecretPanda> I've used Eclipse since day one. :P
L162[01:08:20] <tterrag> I'm saying I'd recommend against that
L163[01:08:21] <TheSecretPanda> I know most of the syntax. Better than teachy guy at least.
L164[01:08:23] <williewillus> I started on whatever shit ide they gave us, then found eclipse a week later haha
L165[01:08:37] <tterrag> drjava is not a serious IDE
L166[01:08:39] <tterrag> far from it
L167[01:08:45] <tterrag> but it gives you the tools for experimentation
L168[01:08:55] <tterrag> it has a live interpreter that you can type line by line into and run
L169[01:11:23] <TheSecretPanda> So what's the point of a serial version ID?
L170[01:11:43] <sham1> So java knows that the serializable class is actually that class
L171[01:11:51] <TheSecretPanda> Needed?
L172[01:11:52] <sham1> That specific version
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L174[01:12:14] <sham1> Umn, better to have if you want to seriali[s|z]e it
L175[01:12:32] <killjoy> [z]
L176[01:12:45] <sham1> Gotta account for both spellings
L177[01:13:09] <killjoy> only 1 true spelling
L178[01:13:35] <sham1> I'm sorry
L179[01:13:47] <TheSecretPanda> True spelling is all in the eyes of the beholder, as we may, or even may not, know how the original author wanted it spelled. ;)
L180[01:14:10] <killjoy> just as there is only 1 true korea
L181[01:14:22] <TheSecretPanda> Mkk. I give you that.
L182[01:14:28] <sham1> The Best Korea?
L183[01:14:34] <TheSecretPanda> The Only Korea?
L184[01:15:07] <sham1> Also, why the fuck do I have .viminfo on my home directory
L185[01:15:19] <sham1> On windows non the less
L186[01:15:35] <TheSecretPanda> The same reason I have 3 different environments for the same project. :P
L187[01:16:00] <sham1> Like I can understand having .emacs...
L188[01:16:04] <killjoy> because nobody uses .local
L189[01:16:04] <sham1> But why vim
L190[01:17:58] <sham1> Even though I don't even use .emacs vbecause I like having all my emacs stuff in the .emacs.d
L191[01:21:08] *** TheSecretPanda is now known as TSP|Xbox
L192[01:21:34] <williewillus> https://gyazo.com/172905142e55098a6a67aed34260aa32 :DDD
L193[01:21:38] <williewillus> that bomb count though xP
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L202[01:39:13] <Wuppy> o/
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L208[01:56:02] <Cazzar> \o
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L210[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160130 mappings to Forge Maven.
L211[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160130-1.8.9.zip (mappings = "snapshot_20160130" in build.gradle).
L212[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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L214[02:11:44] <sham1> Time to use 64-bit firefox
L215[02:16:55] <Cazzar> waterfox :P
L216[02:17:01] <sham1> Nah
L217[02:17:09] <sham1> 64bit firefox is official
L218[02:17:14] <sham1> nowadays
L219[02:17:15] <Cazzar> Oh what?
L220[02:17:24] <Cazzar> I knew nightly had it
L221[02:18:31] <sham1> https://blog.mozilla.org/futurereleases/2015/12/15/firefox-64-bit-for-windows-available/
L222[02:18:40] <sham1> From december
L223[02:19:06] <Cazzar> Yeah, you can tell from the URL
L224[02:19:24] <Cazzar> I had just been using waterfox for so long, I didn't know it had it
L225[02:19:48] <Cazzar> Though still going to stick with chrome, until https://bugzilla.mozilla.org/show_bug.cgi?id=1065729
L226[02:21:52] <sham1> And I will stick to firefox until chrome gets something like this
L227[02:21:53] <sham1> https://addons.mozilla.org/en-US/firefox/addon/tree-style-tab/
L228[02:22:07] <sham1> That actually is part of the screen
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L231[02:24:41] <xaero> sham1: Tabs Outliner, the only reason I'm stuck on chromium
L232[02:24:53] <xaero> let me get youa vid...
L233[02:25:28] <xaero> https://www.youtube.com/watch?v=OqjcrfKjobY Tabs Outliner promo
L234[02:25:35] <sham1> Like having each tab be its own process would be nice...
L235[02:26:07] <sham1> The fact that it is seperate bothers me
L236[02:26:14] <sham1> that outliner that is
L237[02:26:49] <xaero> oh, you can alleviate that some with a tiling window manager
L238[02:27:10] <sham1> I'm stuck in an OS with no way to change the window manager
L239[02:27:32] <xaero> ah ;)
L240[02:27:49] <sham1> I'm stuck on Win10 so...
L241[02:28:13] <sham1> I like the tree tab plugin for firefox because of that
L242[02:28:21] <sham1> It is part of the actual window
L243[02:34:37] <xaero> I need to look into mobile solutions for tab management, do you know any off the cuff?
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L253[02:46:53] <sham1> Time to download the code for chromium so I can build and make changes and inspect it
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L256[02:50:51] <xaero> you have a "modern" computer, right?
L257[02:51:18] <xaero> because chromium 47 takes me >6hrs to build on an 8-year-old core 2 duo...
L258[02:52:31] <sham1> i7
L259[02:52:44] <sham1> That should tell everything
L260[02:53:08] <Cazzar> xaero: build X :P
L261[02:53:35] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L262[02:54:56] <xaero> i7 should be good I guess, don't know if 6th gen is much faster than 1st gen though
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L264[02:55:18] <sham1> fetching the code takes a while
L265[02:55:29] <xaero> and X is pretty fast for each individual package, but it has an annoying number of deps
L266[02:55:33] <sham1> But I decided to use git instead of fetch so I can see how much I have gotten
L267[02:55:49] <xaero> so it takes longer overall ><
L268[02:58:32] <Naiten> Hi. So i try to install 1.8.9-11.15.1.1722-mdk and run setupdecompworkspace, but it freezes of 56% of 'Building' and then either gives and error or keeps frozen... What am i doing wrong?
L269[02:59:08] <LatvianModder> Whats the error?
L270[02:59:35] <Naiten> Don't remember >_> some without any particular details
L271[03:00:00] <LatvianModder> Not sure if it matters, but its gradlew setupDecompWorkspace
L272[03:00:29] <LatvianModder> With D and W uppercase
L273[03:00:43] <Naiten> it's not case-sensitive
L274[03:00:58] <Naiten> as the task has started...
L275[03:02:35] <LatvianModder> Maybe internet connection is too slow.. Or smth is already using those files
L276[03:02:42] *** MrKick|Away is now known as MrKickkiller
L277[03:02:49] <LatvianModder> You know, make sure you have Idea/Eclipse closed etc
L278[03:03:26] *** tterrag is now known as tterrag|ZZZzzz
L279[03:04:47] <sham1> And with installing the stock chrome comes the question
L280[03:04:51] <Naiten> closing IDE is so obvious >_>
L281[03:04:54] <sham1> Why the fuck is it 32-bit
L282[03:05:22] <Naiten> and the connection doesn't matter, it freezes on 'decompileMc' (forgot to mention)
L283[03:05:24] <LatvianModder> I think there is 64 bit version tio
L284[03:05:34] <LatvianModder> Ah. Hm
L285[03:05:55] <LatvianModder> Maybe just wait. It does take a long time on non-beast-pcs
L286[03:05:57] <sham1> shouldn't google be able to check the architecture and give you the proper binary version though
L287[03:06:02] <sham1> This is google we are talking about
L288[03:06:09] <LatvianModder> On my laptop it once took 30 minutes with wifi :D
L289[03:07:00] <LatvianModder> Yeah, the chrome installer sucks. The 64 version could be somewhere in binaries folder, like its with the most of the apps
L290[03:07:11] <sham1> I found it
L291[03:07:16] <sham1> Don't get me wrong
L292[03:07:20] <sham1> It still baffles me
L293[03:07:33] <LatvianModder> Because the default is 33?
L294[03:07:46] <LatvianModder> 32*
L295[03:08:55] <sham1> I even sent them feedback now that I uninstalled the 32-bit version
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L297[03:09:11] <sham1> I have 64-bit computer for a reason
L298[03:09:47] <sham1> Because I like my programs being able to access more than 4GiB of ram
L299[03:10:06] <Naiten> but i've always installed forge like in 5-10 mins, CPU and RAM load is <50% atm
L300[03:10:27] <sham1> The ForgeGradle2 is kinda wonky
L301[03:10:32] <sham1> Tried from terminal?
L302[03:10:43] <Naiten> is there non-terminal way?
L303[03:11:35] <sham1> It is the one that works
L304[03:14:34] <Wuppy> ugh people are not made for skipping nights
L305[03:15:11] <sham1> No shit
L306[03:15:39] <sham1> Also, I remember thatthere was a thing with youtube that allowed the videos to be wide by default
L307[03:16:13] <xaero> GCJ over already?
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L309[03:17:44] <xaero> GGJ*, rather
L310[03:19:37] <Naiten> ugh, wtf is gradle, wtf is ForgeGradle, what is all this build-automation stuff...
L311[03:20:06] <xaero> wonder when the next modjam will be..
L312[03:20:12] <xaero> Naiten: what's the error?
L313[03:20:36] <Naiten> xaero, no error atm, it just freezes
L314[03:22:07] <xaero> an error would be nice... did you check that it wasn't doing any CPU work nor swapping, etc?
L315[03:22:51] <killjoy> I love regex
L316[03:22:51] <killjoy> ^\[(.+?)[|\-\]]
L317[03:27:02] <Naiten> well, it does some cpu, guess i gonna try leaving it hor about half an hour at least...
L318[03:28:00] <Wuppy> xaero, not even halfway yet
L319[03:28:05] <Wuppy> about 17 hours in atm
L320[03:28:18] <Wuppy> havent really stopped programming for more than 20 minutes
L321[03:28:41] <xaero> o_O
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L323[03:29:24] <Naiten> xaero, welp, http://pastebin.com/0SsckrK6
L324[03:30:08] <xaero> ok, that's a known problem
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L327[03:30:37] <xaero> Add the following line to ~/.gradle/gradle.properties: org.gradle.jvmargs=-Xmx3G
L328[03:30:48] <xaero> with a known solution :)
L329[03:31:03] <xaero> the ~ means your home directory, not the project directory
L330[03:32:38] <Naiten> looks like there's no such file in ~/.gradle/
L331[03:34:01] <TehNut> make it yourself
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L334[03:36:23] <Cazzar> By default it doesn
L335[03:36:29] <Cazzar> doesn't exit*
L336[03:37:01] <Naiten> things were easier back then...
L337[03:37:32] <Cazzar> Actually, FG is quite easy.. Just seems to have gradle end up lowering the amount of memory used or something
L338[03:42:35] <Naiten> Oh my, it's now frozen at 69%
L339[03:42:46] <Naiten> finally some result..
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L341[03:47:05] <Corosus> how intelligent is mc/forge about sending chunk render updates to the client? if i do multiple block updates in a tick to 1 chunk, does it only send 1 chunk update packet / request?
L342[03:47:51] <Corosus> im trying to reduce fps loss during heavy constant block modifications, and i believe the fps drop is from client receiving lots of render updates for a chunk, pondering ways to improve my system, maybe a queue of updates every second
L343[03:52:06] <Naiten> Can somebody direct me to a simple explanation of continuous integration, build systems and all that stuff, pls?
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L346[03:58:57] <MrKickkiller> Naiten, basically: Most continuous integrations systems are set up in a way that whenever a trigger is activated (mostly Git push/merge), it will run a script to perform various actions. Could be deploying a website to a webserver, compiling java code, performing tests (expected results vs achieved results etc)
L347[03:59:54] <Cazzar> https://programmers.stackexchange.com/questions/198471/simple-explanation-of-continuous-integration
L348[04:03:40] <Naiten> So if i release once in a year that's not really necessary, yeah?
L349[04:03:51] <MrKickkiller> Nah
L350[04:03:53] <MrKickkiller> Don't think so
L351[04:04:08] <MrKickkiller> It's basically automation for repetitive tasks.
L352[04:08:56] <Cazzar> I usually use it as a sanity checker
L353[04:12:30] <MrKickkiller> If you think about it, that's also a repetitive task =D
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L355[04:13:28] <Naiten> okay, thanks
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L365[04:38:56] <Nitrodev> hi
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L392[05:54:54] <Nitrodev> hi
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L408[06:44:35] <AndersBillLind> Having a roof of glass, you can get struck of lightning?
L409[06:44:37] <AndersBillLind> by
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L411[06:51:12] <Cazzar> AndersBillLind: with commands you can be struck through anything
L412[06:54:11] <AndersBillLind> Thats is of no importance to me right now
L413[06:54:14] <AndersBillLind> :)
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L423[07:25:11] <Naiten> So, i've managed to load .obj with these 1.8 blockstates. But the texture thing is not working... Here's the json http://pastebin.com/6gzrCqEb
L424[07:25:42] <Naiten> pls hlp
L425[07:25:50] <AndersBillLind> I realized that I could use big textures to make objects look great when I am holding them in my hand
L426[07:26:09] <AndersBillLind> They scale down good when I see them in the inventory as well
L427[07:27:28] <Nitrodev> question about itemmodels with metadata
L428[07:27:51] <Nitrodev> Do i need a different .json file for each item?
L429[07:28:37] <Nitrodev> like there is an item with meta from 0 to 15 so ddo i need files like item0, item1, item2 etc.
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L433[07:33:40] * Naiten pokes Fry
L434[07:33:45] <BerciTheBeast> i might be very wrong
L435[07:33:59] <BerciTheBeast> but i think forge simplifies some stuff
L436[07:34:26] <BerciTheBeast> so you just put all the block/item/thing? states into 1 json file
L437[07:34:28] <BerciTheBeast> hold on
L438[07:34:35] <BerciTheBeast> lemme find that thing
L439[07:35:04] <BerciTheBeast> https://gist.github.com/williewillus/57d7093efa80163e96e0
L440[07:35:06] <BerciTheBeast> here
L441[07:35:18] <BerciTheBeast> i am trully sorry if this isn't what you're looking for
L442[07:35:27] <BerciTheBeast> but at least i tried :)
L443[07:36:45] <BerciTheBeast> it's somewhere in there
L444[07:37:25] <Nitrodev> oi've already checkd that but nothing
L445[07:38:52] <Naiten> BerciTheBeast, that doesn't cover .obj rendering.. Still thanks though.
L446[07:40:00] <Nitrodev> oh you weren't talking to me okay
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L448[07:42:58] * Naiten pokes Fry
L449[07:44:46] <Naiten> okay, nobody wants trains in MC
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L451[07:53:10] <Naiten> Wait, is .mtl necessary for .obj blockstate rendering?
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L454[07:58:12] <adamsogm> I tried to add ore gen code and ended up with this error: http://pastebin.com/TEvcM9U8
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L456[08:01:50] <grondag> Naiten: think .mtl is necessary, yes
L457[08:02:02] <grondag> unless you want all white textures
L458[08:02:22] <Naiten> grondag, it still doesn't work even though i added .mtl
L459[08:02:38] <grondag> what does “not work” mean
L460[08:02:58] <Naiten> 'still white as KKK member'
L461[08:03:07] <Curle> Naiten: I would love trains in the latest version!
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L463[08:03:16] <Curle> minecarts are boring
L464[08:03:48] <grondag> what is in your .mtl file
L465[08:04:06] <Naiten> grondag, idk, blender export
L466[08:04:25] <Curle> Naiten: the Scottish KKK leader was black
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L468[08:05:42] <grondag> You will need to look at it. If I recall correctly, you’ll need to change the texture references to match minecraft pathing, or override them in the json using the material names, similar to what you do for regular block models.
L469[08:05:49] <grondag> I need to head out. Good luck.
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L471[08:06:32] <Naiten> well, that tutorial mentioned that textures for obj could be declared in blockstate json.
L472[08:07:52] <Curle> Before I leave, I'd just like to say this:
L473[08:07:56] <Curle> This.
L474[08:07:57] <Curle> :3
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L496[09:20:34] <masa> working as intended... right? https://player.me/feed/3680271
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L498[09:23:24] <Nitrodev> huh
L499[09:23:33] <Nitrodev> well that doesn't look bad a t all :P
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L528[11:20:27] <TheSecretPanda> So apparently doing circles based on a central point is difficult if you try to do it without draw. :P
L529[11:20:33] <TheSecretPanda> drawing*
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L537[11:45:25] <TheSecretPanda> Hurmph. How to load images from <Project>/res/ ??
L538[11:45:40] <TheSecretPanda> Because: ImageIO.read(getClass().getClassLoader().getResourceAsStream("res/cars/red.png")); That doesn't work.
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L540[11:46:12] <diesieben07> i think you need a leading slash
L541[11:46:58] <TheSecretPanda> Still not working.
L542[11:48:04] <TheSecretPanda> http://imgur.com/LLPmURO Current workspace
L543[11:49:12] <diesieben07> res is not a source folder...
L544[11:49:27] <TheSecretPanda> So that should fix it?
L545[11:49:35] <diesieben07> yes
L546[11:49:54] <TheSecretPanda> So changing res to a source folder should fix it?
L547[11:50:05] <diesieben07> yes.
L548[11:50:21] <TheSecretPanda> Mkkk, just making sure. Because with and without leading slash. It didn't work.
L549[11:51:15] <diesieben07> yes, because it was not a source folder.
L550[11:51:26] <diesieben07> meaning it's not on the classpath
L551[11:51:29] <TheSecretPanda> I changed it to source folder.
L552[11:51:35] <TheSecretPanda> Still didn't work either way
L553[11:52:16] <diesieben07> well, when "res" is a source folder, it's contents are in root, so if res contains a file "foo.png" then you load it's path inside java is "/foo.png"
L554[11:52:20] <TheSecretPanda> http://imgur.com/KUDeWoU
L555[11:52:47] <TheSecretPanda> Hey. I got it. :D
L556[11:53:00] <diesieben07> still missing leading slash -.-
L557[11:53:03] <diesieben07> and read what i just said.
L558[11:53:04] <TheSecretPanda> Now onto rotating and moving the image.
L559[11:53:26] <TheSecretPanda> Well it turns out the final solution was '"cars/red.png"'
L560[11:53:39] <diesieben07> you should have a leading slash either way
L561[11:53:47] <TheSecretPanda> But leading slash breaks it. :(
L562[11:53:52] <diesieben07> whut
L563[11:54:00] <TheSecretPanda> currentImage = ImageIO.read(getClass().getClassLoader().getResourceAsStream("cars/red.png"));
L564[11:54:02] <TheSecretPanda> That works.
L565[11:54:08] <TheSecretPanda> currentImage = ImageIO.read(getClass().getClassLoader().getResourceAsStream("/cars/red.png")); This doesn't.
L566[11:54:33] <diesieben07> the fzzuck
L567[11:54:41] <TheSecretPanda> I'll push and you can try'
L568[11:54:53] <diesieben07> lol i trust you
L569[11:54:56] <diesieben07> i justdont understand it
L570[11:55:14] <TheSecretPanda> Hey you wouldn't have to know how to rotate a 2d image, would you?
L571[11:55:29] <diesieben07> using java image stuff
L572[11:55:30] <diesieben07> ?
L573[11:55:30] <TheSecretPanda> g.drawImage(player.getImage(player.getType()), 250, 250, null); I just know how to do x, y.
L574[11:55:33] <TheSecretPanda> Yea
L575[11:56:44] <diesieben07> g.drawImage(<orignalImage>, AffineTransform.getRotateInstance(<angle>), null);
L576[11:57:10] <TheSecretPanda> I was reading into that, but does that allow me to also control where it is, x and y?
L577[11:59:06] <diesieben07> hmm, g.drawImage(<original>, new AffineTransformOp(AffineTransform.getRotateInstance(<angle>), renderingHints), x, y) should work
L578[11:59:52] <diesieben07> where renderingHints determines like the interpolation type
L579[11:59:59] <diesieben07> TYPE_NEAREST_NEIGHBOR is default
L580[12:00:36] <TheSecretPanda> The method drawImage(Image, int, int, ImageObserver) in the type Graphics is not applicable for the arguments (BufferedImage, AffineTransformOp, int, int)
L581[12:00:37] <TheSecretPanda> Hurm.
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L583[12:00:46] <TheSecretPanda> g.drawImage(player.getImage(player.getType()), new AffineTransformOp(playerRot, AffineTransformOp.TYPE_NEAREST_NEIGHBOR), 250, 250); Current line
L584[12:01:12] <diesieben07> g is Graphics2d?
L585[12:01:18] <diesieben07> if not, it should be
L586[12:01:22] <diesieben07> not just Graphics
L587[12:02:07] <TheSecretPanda> No. I don't use G2D
L588[12:02:10] <TheSecretPanda> I got it though.
L589[12:02:17] <diesieben07> why not? :D
L590[12:02:39] <TheSecretPanda> http://pastebin.com/FuNmDB5M
L591[12:02:44] <TheSecretPanda> Never tried?
L592[12:03:20] <diesieben07> uh that does not look ideal
L593[12:03:27] <TheSecretPanda> It doesn't work ideal either. :/
L594[12:03:33] <TheSecretPanda> -215-59-42.lawn.gatech.edu) has joined
L595[12:03:38] <TheSecretPanda> What? xD
L596[12:03:47] <TheSecretPanda> Exception in thread "AWT-EventQueue-0" java.awt.image.RasterFormatException: Transformed width (0) is less than or equal to 0.
L597[12:04:02] <diesieben07> just replace Graphics with Graphics2D and image.getGraphics with image.createGraphics()
L598[12:04:30] <TheSecretPanda> Where is image.getGraphics??
L599[12:05:05] <diesieben07> well, that is where you usually get the Graphics object from isnt it?
L600[12:05:09] <diesieben07> or where do you get it from?
L601[12:05:31] <TheSecretPanda> player.getImage(player.getType())
L602[12:05:48] <diesieben07> and that does...?
L603[12:05:49] <TheSecretPanda> http://pastebin.com/fnAqESie
L604[12:05:52] <TheSecretPanda> That
L605[12:06:02] <diesieben07> that gives you a BufferedImage
L606[12:06:07] <diesieben07> i asked where you get the Graphics object from.
L607[12:06:21] <TheSecretPanda> this.repaint()
L608[12:06:28] <diesieben07> this is ...?
L609[12:06:33] <TheSecretPanda> I never actually create a graphics object.
L610[12:06:46] <TheSecretPanda> Just override paint, after extending JPanel.
L611[12:07:16] <diesieben07> uhhh
L612[12:07:17] <diesieben07> oh god
L613[12:07:29] <diesieben07> swing is such a mess
L614[12:08:29] <diesieben07> anyways, I need to pick someone up from the train, later.
L615[12:08:50] <TheSecretPanda> Cya
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L618[12:19:58] <TheSecretPanda> Would this work for converting and number 0-359 into radians? player.getRotation() * (Math.PI / 180)
L619[12:30:33] <PaleoCrafter> Maths.toRadians
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L625[12:50:54] <Ordinastie> !gf Block.blockState 1.8
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L627[12:52:03] <BerciTheBeast> where does one import the logger from when making a mod ?
L628[12:52:16] <BerciTheBeast> when you have public static Logger logger;
L629[12:52:34] <williewillus> the log4j one
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L631[12:53:49] <Ordinastie> BerciTheBeast, LogManager.getLogger(modid);
L632[12:54:06] <BerciTheBeast> thanks :)
L633[12:56:18] <BerciTheBeast> so like public static Logger logger = LogManager.getLogger(modid); ?
L634[12:56:34] <williewillus> yep
L635[12:56:47] <BerciTheBeast> thanks again :)
L636[12:58:29] <BerciTheBeast> another question
L637[12:59:23] <BerciTheBeast> where do i import the Logger from? it gives me options like com.sun.istack... and com.sun.javafx...
L638[12:59:37] <williewillus> look for the apache/log4j one
L639[13:00:25] <BerciTheBeast> found it, thanks :)
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L645[13:11:01] <AndersBillLind> How do I create a stack of spawn eggs of the desired kind?
L646[13:14:15] <williewillus> Look in EntityRegistry
L647[13:17:43] <AndersBillLind> Oh, I want to have an ItemStack with eggs of a certain kind
L648[13:18:02] <AndersBillLind> Using Items.spawn_egg seems to be insufficient
L649[13:18:19] <AndersBillLind> new ItemStack(Items.spawn_egg, 64) then
L650[13:18:53] <AndersBillLind> Ah, another ctor for ItemStack, never mind
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L654[13:22:44] <AndersBillLind> Works nice
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L658[13:28:06] <williewillus> entities are set using nbt
L659[13:28:15] <williewillus> not the meta of the stack
L660[13:29:45] <AndersBillLind> I spawned a ghast in overworld
L661[13:29:56] <AndersBillLind> That was intense
L662[13:30:06] <AndersBillLind> It can hunt me even if I am under water
L663[13:30:35] <AndersBillLind> Wonder how I would survive if I used all 64 eggs instead of 1
L664[13:31:06] <AndersBillLind> It dissapeared so I suppose it despawned
L665[13:36:41] <Nitrodev> i've actually accomplished somethign as far as modeling the items with meta
L666[13:37:28] <AndersBillLind> What happends if I spawn a squid on land?
L667[13:37:44] <AndersBillLind> Ah, dies
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L670[13:38:30] <Nitrodev> lol
L671[13:39:07] <AndersBillLind> iron golems survive under water btw
L672[13:39:17] <AndersBillLind> And ghasts can be spawn under water
L673[13:39:32] <AndersBillLind> I was hit several times without getting a lot of damage
L674[13:39:38] <AndersBillLind> Actually half a heart
L675[13:42:22] <Nitrodev> anyone got examples on the models for items with metadata
L676[13:43:23] <Nitrodev> currently i'm getting errors for all 16 items
L677[13:44:19] <Nitrodev> which is good ofcourse
L678[13:45:53] <Nitrodev> the problem is that even though i have a .json file for the model it doesn't find it
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L682[13:49:16] <williewillus> Ars Magica 2 has its own OBJ Loader lol
L683[13:49:18] <Nitrodev> well? any ideas?
L684[13:49:27] <williewillus> Nitrodev: all of botania
L685[13:49:33] <williewillus> great example for almost everything :D
L686[13:49:45] <williewillus> make sure it's in the right folder
L687[13:49:48] <williewillus> and you did setCustomMRL
L688[13:50:06] <williewillus> modid/models/item (not items, item)/<json>
L689[13:50:38] <Nitrodev> the model file is here: https://github.com/Nitrodev/ConstructIO/tree/master/src/main/resources/assets/constructio/models/item
L690[13:50:51] <Nitrodev> https://github.com/Nitrodev/ConstructIO/blob/master/src/main/java/com/nitrodev/constructio/init/Cioitems.java
L691[13:51:00] <Nitrodev> and that link is for the registering
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L693[13:51:33] <williewillus> what is the error in the log?
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L695[13:51:38] <williewillus> also you only have one fabric json :p
L696[13:51:44] <Nitrodev> no errors
L697[13:51:54] <Nitrodev> well only that it doesn't find any models
L698[13:52:03] <williewillus> I mean model errors in the log
L699[13:52:11] <Nitrodev> so the basic "model location for x has not been found" stuff
L700[13:52:20] <roxox1> Does MCForge have a way to draw an empty rectangle? I only see stuff for filled rectangles :(
L701[13:53:11] <Nitrodev> and yes i know there is only one model file atm but i need to know if everything works before i add the rest
L702[13:53:19] <Nitrodev> [21:53:09] [Client thread/ERROR]: Model definition for location constructio:fabric0#inventory not found
L703[13:53:26] <Nitrodev> that times 16
L704[13:53:44] <Nitrodev> with the number replaced by a number between 0 and 15 of course
L705[13:54:04] <williewillus> roxox1: you mean just a border?
L706[13:54:32] <williewillus> Nitrodev: mistake in your model file
L707[13:54:37] <Nitrodev> oh?
L708[13:54:39] <williewillus> it's "builtin/generated"
L709[13:54:44] <williewillus> not "buildin/generated"
L710[13:55:08] <Nitrodev> ah
L711[13:55:54] <Nitrodev> i think that works now
L712[13:55:56] <roxox1> Yes, kinda
L713[13:56:13] <Nitrodev> yup works thanks willie
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L718[14:05:20] <Nitrodev> damn shotswap doesn't work on models :(
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L720[14:07:32] <sham1> you need to make your project
L721[14:07:48] <Nitrodev> i am
L722[14:07:51] <sham1> Also, it is hotswapping and of course it does not work seeing as models are not code to swap
L723[14:12:29] <Nitrodev> can you have folders inside the models folder?
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L725[14:12:40] <Nitrodev> and still have it get the right files?
L726[14:12:44] <sham1> yes
L727[14:12:56] <Nitrodev> okay good
L728[14:14:23] <Nitrodev> now i just need to find out how i can make the game know where to get the files
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L733[14:16:30] <Nitrodev> since right after i put the model file to the folder the game errors about the file not being found
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L735[14:17:08] <mememan> I have a question about the dungeon loot API. I know the second parameter is rarity, but how are loot chests actually filled?
L736[14:17:18] <mememan> and what does the rarity denote more specifically
L737[14:19:48] <mememan> also necessary is spelled wrong in the topic
L738[14:25:36] <diesieben07> mememan, which method exactly are you talking about?
L739[14:27:03] <mememan> sorry
L740[14:27:08] <mememan> DungeonHooks.addDungeonLoot
L741[14:27:50] <diesieben07> that method has been deprecated for ages and does not even exist anymore...
L742[14:27:56] <mememan> oh
L743[14:27:59] <mememan> I saw it in a blog post
L744[14:28:09] <Nitrodev> year?
L745[14:28:12] <diesieben07> you want ChestGenHooks
L746[14:28:14] <Nitrodev> 1000?
L747[14:28:25] <mememan> where can I read docs on ChestGenHooks?
L748[14:28:53] <diesieben07> In your forge workspace.
L749[14:28:58] <mememan> oh
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L751[14:29:26] <mememan> So I can only read it in eclipse?
L752[14:29:40] <diesieben07> or in whatever other IDE you prefer. or on github
L753[14:30:55] <mememan> ok, thanks
L754[14:31:01] <mememan> had some trouble finding the github but now I see it
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L760[14:38:50] <AndersBillLind> Seems like ghasts only causes little damage in OW, but they surely starts fires :)
L761[14:39:04] <AndersBillLind> Only half a heart on direct hit
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L767[14:50:23] <AndersBillLind> Can a monster spawner appear as an item?
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L770[14:52:00] <diesieben07> Yes
L771[14:52:20] <diesieben07> but i am not sure if vanilla renders it properly
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L774[14:54:26] <shadoh> Are jsons for items & blocks required or can I register blocks & items without json files?
L775[14:54:53] <diesieben07> You can
L776[14:55:02] <diesieben07> but... it's not a nice move
L777[14:55:31] <AndersBillLind> Hm, iron golem monster spawner, must build one
L778[14:55:58] <Nitrodev> how could i make the game know if the model files are inside a folder in the item folder?
L779[14:56:08] <shadoh> I'm currently only using GameRegistry.registerItem, but as the wiki is quite not up to date, I don't know how to apply textures to my items or blocks
L780[14:56:18] <Nitrodev> like my model file is in /item/fabric/model.json
L781[14:56:21] <diesieben07> you make a json file.
L782[14:56:25] <diesieben07> or rather
L783[14:56:28] <diesieben07> you make a model
L784[14:56:28] <AndersBillLind> Is Blocks.monster_egg a monster spawner?
L785[14:56:36] <diesieben07> no, spawn egg
L786[14:56:40] <AndersBillLind> ah, ok
L787[14:56:59] <shadoh> Is there documentation available for modelling, or is the one in the wiki still usable?
L788[14:57:09] <AndersBillLind> There is nothing as Blocks.spawn_egg
L789[14:57:10] <diesieben07> i dont knwo the one in the wiki
L790[14:57:41] <diesieben07> just check what vanilla is doing, it's a starting point
L791[14:57:52] <diesieben07> and i bet there are tutorials somewhere out there
L792[14:58:12] <shadoh> I thought this was introduced by forge, so I didn't look somewhere else
L793[14:58:14] <shadoh> thank you
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L796[14:59:33] <diesieben07> the jist of it is, you call ModelLoader.setCustomModelResourceLocation in init and thereby point it to a model
L797[14:59:39] <diesieben07> which usualy is a json file
L798[15:00:09] <williewillus> the jist of it is this gist https://gist.github.com/williewillus/57d7093efa80163e96e0
L799[15:00:24] <Nitrodev> except you need to have EVERY model inside the item folder
L800[15:00:37] <Nitrodev> you cant make folders inside that one to put the model there
L801[15:00:40] <Nitrodev> apperently
L802[15:00:44] <williewillus> Nitrodev: what?
L803[15:00:46] <williewillus> sure you can
L804[15:00:53] <williewillus> actually depends
L805[15:01:04] <Nitrodev> then how do i modify the setcustomMRL line?
L806[15:01:12] <williewillus> change the name
L807[15:01:16] <williewillus> ?
L808[15:01:50] <Nitrodev> uhh which name?
L809[15:02:12] <williewillus> you just change the path you pass into setCustomMRL
L810[15:03:18] <Nitrodev> okay time to test things then
L811[15:04:18] <williewillus> if you do it wrong the filenotfoundexceptions should tell you why
L812[15:05:15] <Nitrodev> okay
L813[15:05:47] <Nitrodev> at first i did it right except it made the other items not have a moel
L814[15:05:53] <Nitrodev> but i think i got it
L815[15:06:05] <Nitrodev> 2 tries and done
L816[15:06:10] <Nitrodev> i'm getting better :D
L817[15:06:17] <shadoh> I think the gist will help
L818[15:06:18] <shadoh> thanks
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L821[15:08:41] <williewillus> !gf field_71095_bQ 1.7.10
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L823[15:08:59] <williewillus> !gf field_71096_bN 1.7.10
L824[15:09:22] <williewillus> !gf field_71096_bN
L825[15:09:32] <williewillus> !gf field_71095_bQ
L826[15:09:57] <AndersBillLind> Anyone that have tried to create a monster spawner that spawns players?
L827[15:10:10] <diesieben07> lol wat
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L829[15:10:21] <AndersBillLind> The webpage sais it is possible but "useless"
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L831[15:10:25] <Nitrodev> you mean npcs?
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L833[15:10:51] <AndersBillLind> not villagers if thats what the abbrev means
L834[15:10:57] <AndersBillLind> such a spawner can also be created
L835[15:10:57] <Dyonovan> Anyone know when prog is going to be able to get his maven back up?
L836[15:10:57] <Nitrodev> i mean it would be cool to tp players to one place constantly with a block
L837[15:11:09] <williewillus> you can't "spawn" a player
L838[15:11:15] <williewillus> players are very very very special entities
L839[15:11:23] <AndersBillLind> So that spawner will only be a non active block then?
L840[15:11:26] <AndersBillLind> hehe
L841[15:11:33] <williewillus> it might crash
L842[15:11:36] <williewillus> idk,
L843[15:11:38] <AndersBillLind> ah, ok
L844[15:11:39] <williewillus> never tried it
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L846[15:13:20] <AndersBillLind> If I create a ghast spawner, it will not spawn ghasts unless I am close to it, isnt that right?
L847[15:14:07] <diesieben07> spawners are actually very customizable
L848[15:14:09] <diesieben07> check the wiki
L849[15:14:41] <AndersBillLind> ok
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L853[15:18:26] <AndersBillLind> The BlockMobSpawner class is really short, wonder how that can be
L854[15:19:02] <Nitrodev> not short compact
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L857[15:19:03] <diesieben07> it's all in the TileEntity
L858[15:19:42] <AndersBillLind> Of course :)
L859[15:19:51] <AndersBillLind> thx
L860[15:20:52] <AndersBillLind> private int activatingRangeFromPlayer = 16;
L861[15:20:58] <AndersBillLind> At least not a constant
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L863[15:21:43] <diesieben07> as I said its all configurable via the TileEntity NBT
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L865[15:22:21] <AndersBillLind> True true
L866[15:22:27] <AndersBillLind> I see that now
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L868[15:25:15] <AndersBillLind> Seems like creating my own MobSpawnerBaseLogic would be a funny thing to do
L869[15:25:28] <AndersBillLind> Then the number of spawned mobs would not be restricted
L870[15:26:33] <shadoh> I don't think you want unlimitied sheep being spawned
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L872[15:28:07] <AndersBillLind> Haha
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L875[15:30:30] <masa> alright and another test build up on the server... please any remaining bugs, just stay hidden so I can do a release already ;_;
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L879[15:34:25] <williewillus> !gm getPlayerCoordinates 1.7.10
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L883[15:37:19] <Nitrodev> now let's hope i did the colors correctly
L884[15:37:41] <diesieben07> ok, for any rendering people: how can i render something without it actually appearing on screen so that i can then copy it to a texture?
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L887[15:40:01] <PaleoCrafter> diesieben07, something something framebuffer, I suppose? :P
L888[15:40:16] <diesieben07> does that give me a texture in the end?
L889[15:40:21] <PaleoCrafter> no clue
L890[15:40:26] <AndersBillLind> Should do
L891[15:40:37] <Nitrodev> holy crap
L892[15:40:42] <PaleoCrafter> Ivorius probably knows ;)
L893[15:40:44] <Nitrodev> i did EVERYTHING right
L894[15:40:49] <diesieben07> right now i'm basically just rendering twice and transfer the first pass to a texture with glReadPixels or however its called
L895[15:40:50] <Nitrodev> as far as the metadata goes
L896[15:40:58] <diesieben07> BUT sometimes that makes the screen flicker and you cna see the first pass
L897[15:41:41] <Nitrodev> now i need to decide if i want to do the bags today of to morrow
L898[15:41:48] <Nitrodev> or* tomorrow*
L899[15:42:07] <diesieben07> although now it doesnt happen anymore, wtf
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L901[15:42:12] <diesieben07> wait, just happend -.-
L902[15:42:20] <PaleoCrafter> http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-14-render-to-texture/ maybe? :P
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L904[15:42:57] <diesieben07> gah
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L906[15:44:43] <diesieben07> that doesn't tell me how i actually render the framebuffer
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L908[15:44:50] <diesieben07> as in the resulting image
L909[15:45:01] <williewillus> !gm func_70184_a
L910[15:45:04] <PaleoCrafter> "Using the rendered texture"?
L911[15:45:30] <diesieben07> there is no glBindTexture in there...
L912[15:47:01] <PaleoCrafter> well, that'd be the renderedTexture you generate :P
L913[15:47:33] <diesieben07> so the FBO "magically" writes into that?
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L915[15:47:51] <PaleoCrafter> glFramebufferTexture ?
L916[15:48:03] <PaleoCrafter> I don't know any of this GL shit :P
L917[15:48:14] <diesieben07> lol
L918[15:48:16] <diesieben07> ok
L919[15:48:18] <diesieben07> i'll try
L920[15:48:37] <diesieben07> why is all this GPU language stuff so complicated.
L921[15:48:51] <diesieben07> it's like they went out of their way to make it extra hard to understand
L922[15:49:08] <Lumien> Maybe you should do it the "old" way without shaders
L923[15:49:16] <diesieben07> which would be?
L924[15:49:45] <Nitrodev> making an item store an inventory isnt hard right?
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L926[15:49:59] <diesieben07> because right now i am doing it the "old way" and it's flickering
L927[15:50:09] <diesieben07> Nitrodev, not hard, but not as straightforward as you'd think
L928[15:50:17] <Nitrodev> oh
L929[15:50:24] <Nitrodev> i know it's missing the TE
L930[15:50:24] <Lumien> https://open.gl/framebuffers
L931[15:50:34] <Nitrodev> since it isn't a block
L932[15:50:39] <PaleoCrafter> actually, might be a little more straightforward with IItemHandler?
L933[15:50:55] <diesieben07> PaleoCrafter, the IInventory is not the hard part
L934[15:51:02] <diesieben07> thanks Lumien, I'll try
L935[15:51:28] <PaleoCrafter> what is, then? :P
L936[15:51:52] <Nitrodev> if there is an example i'd LOVE to see it
L937[15:52:26] <diesieben07> the part where you have to make sure that the player cannot pick up the item when viewing it's inventory, the part where you have to validate that tehy are still looking at the same item and it hasn't magically moved, etc.
L938[15:52:47] <Nitrodev> ah
L939[15:53:01] <diesieben07> https://github.com/diesieben07/SevenCommons/blob/1.7/src/main/java/de/take_weiland/mods/commons/inv/ItemInventory.java
L940[15:53:09] <PaleoCrafter> ah, right
L941[15:54:09] <Nitrodev> i'll just do this tomorrow
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L945[16:01:28] <diesieben07> let's see what it does...
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L949[16:04:13] <Vorquel> Is there something I need to do besides override onBlockActivated to get a crafting table gui to show up?
L950[16:04:23] <diesieben07> vanilla crafting table?
L951[16:04:26] <Vorquel> yes
L952[16:04:41] <diesieben07> then yes, you would have to be the vanilla crafting table
L953[16:04:54] <diesieben07> the vanilla crafting table GUI only works if there is a vanilla crafting table at that position
L954[16:05:16] <Vorquel> so I would need to mirror the gui implementation.
L955[16:06:05] <Lumien> No you just need a new container
L956[16:06:11] <Lumien> and that can just extend the workbench one
L957[16:06:34] <diesieben07> ok i switched to framebuffers
L958[16:06:36] <diesieben07> it works
L959[16:06:40] <diesieben07> still blinking at times though
L960[16:06:46] <diesieben07> i'll push my code
L961[16:06:54] <Lumien> You just have to override canInteractWith because that by default checks for a workbench
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L963[16:08:14] <Vorquel> I see that now
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L965[16:08:46] <Vorquel> thank you diesieben07 and Lumien
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L967[16:09:07] <diesieben07> Lumien, PaleoCrafter: I call this in RenderTickEvent, sometimes the screen flashes all white for a frame. https://goo.gl/VVla2K
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L971[16:12:50] <Lumien> Doesn't the render tick event have two phases?
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L973[16:13:07] <diesieben07> yes, i tried both
L974[16:13:07] <Lumien> nevermind
L975[16:13:14] <diesieben07> using START right now, END just breaks the normal world completely
L976[16:13:34] <diesieben07> i have a suspicion
L977[16:13:37] <Lumien> Minecraft also uses framebuffers for shaders and stuff, maybe you could try binding the vanilla one afterwards instead of binding nothing
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L979[16:14:47] <diesieben07> well, but it works
L980[16:14:50] <diesieben07> just not... sometimes
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L982[16:14:54] <diesieben07> like every couple of frames
L983[16:15:07] <diesieben07> and certain locations in the world have it more than others
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L985[16:17:14] <diesieben07> nope, my suspicion was wrong
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L987[16:18:08] <Lumien> Do you actually render the texture anywhere?
L988[16:19:42] <diesieben07> here https://goo.gl/Dh5jZ0
L989[16:20:02] <Lumien> Does it work if you don't render it?
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L991[16:20:42] <diesieben07> nope, still flickering
L992[16:21:05] <diesieben07> woudl it help if i recorded a video of it?
L993[16:21:55] <Lumien> Probably not :D
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L996[16:23:23] <diesieben07> tried to anyways, crashed my game :O
L997[16:23:37] <Ordinastie> finally : http://puu.sh/mPO48.jpg (full block code : http://puu.sh/mPO9h.png) \o/
L998[16:23:40] <diesieben07> as in crashed nvoglv64.dll, which is the nvidia driver
L999[16:24:20] <diesieben07> gah i hate this so mcuh
L1000[16:24:27] <Lumien> Did you try to bind the vanilla frame buffer after you were done?
L1001[16:24:31] <Lumien> Minecraft.framebufferMc.bindFramebuffer(true);
L1002[16:25:51] <diesieben07> i'll try
L1003[16:27:46] <PaleoCrafter> noice, Ordinastie
L1004[16:27:56] <PaleoCrafter> took you long enough, hurr durr
L1005[16:27:59] <diesieben07> nope. still flickering.
L1006[16:29:22] <gr8pefish> Can you concatenate lines in localization files so you can have multiple lines for one long description? Or do you have to break it up into a couple of localizations and then combine them in code?
L1007[16:29:37] <Ordinastie> I knoooooow ;(
L1008[16:30:20] <Ordinastie> lots of the time was taken by trying to have a bit cleaner way
L1009[16:30:39] <PaleoCrafter> the latter, gr8pefish
L1010[16:30:54] <gr8pefish> Right, okay thanks. Was hoping for the oppposite :P
L1011[16:31:41] <diesieben07> and this is now conssitently crashing my graphics driver
L1012[16:31:44] <diesieben07> what the fuck.
L1013[16:31:48] <tterrag|ZZZzzz> gr8pefish: there are some pretty easy solutions
L1014[16:31:55] <tterrag|ZZZzzz> 1. use a character to represent a newline
L1015[16:32:05] <tterrag|ZZZzzz> 2. automatically search for extra lines
L1016[16:32:27] <tterrag|ZZZzzz> soething like item.myitem.desc.1 (then 2, 3, 4...)
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L1018[16:33:14] <gr8pefish> tterrag|ZZZzzz, Yeah I was going to do that already :)
L1019[16:33:55] <diesieben07> actually tterrag, gr8pefish you can put #PARSE_ESCAPES on the first line of your file and it will be parsed as a java properties file
L1020[16:34:22] <diesieben07> and there you can use \ at the end of one line to glue it to the next one
L1021[16:34:38] <gr8pefish> I might try that, thanks diesieben07
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L1023[16:34:59] <Lumien> diesieben maybe look at LookingGlass
L1024[16:35:00] <Lumien> https://github.com/XCompWiz/LookingGlass
L1025[16:35:06] <Lumien> That's kinda what you want right?
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L1027[16:35:29] <diesieben07> yes
L1028[16:35:35] <diesieben07> i have it open in a 2nd intellij instance.
L1029[16:35:42] <diesieben07> i am basically doing exactly what he does
L1030[16:35:45] <diesieben07> but mine blinks, his doesn't.
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L1032[16:36:40] <Lumien> His also doesn't create the images every frame though right?
L1033[16:36:50] <Lumien> Isn't his more of a one time picture thing?
L1034[16:37:01] <diesieben07> he calls it in render tick
L1035[16:37:08] <Lumien> oh ok
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L1037[16:39:23] <diesieben07> wtf is happening
L1038[16:39:27] <diesieben07> i think i am done with this for tonight.
L1039[16:40:45] <tterrag> diesieben07: that's great but mc doesn't know what to do with /n
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L1041[16:40:57] <diesieben07> in what context?
L1042[16:41:06] <tterrag> tooltips
L1043[16:41:13] <tterrag> or any text rendering really
L1044[16:41:14] <diesieben07> welllll that was not the problm here was it.
L1045[16:41:24] <diesieben07> the question was how to represent \n in lang files.
L1046[16:41:26] <tterrag> yes it was? he wanted multiline tooltips
L1047[16:41:52] <diesieben07> not how i understood i.
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L1054[16:47:39] <Temportalist> Hey, so in getExtendedState, the state properties are not always correct. Any ideas?
L1055[16:47:45] <Temportalist> cc PaleoCrafter gigaherz
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L1057[16:49:15] <williewillus> what do you mean?
L1058[16:49:23] <williewillus> by not correct, I mean
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L1060[16:49:43] <williewillus> you only get passed the meta version of the state, if your block does stuff in getActualState you have to call that too
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L1062[16:50:44] <williewillus> otherwise all values will be their defaults (unless you did weird stuff in the meta<->state conversion methods
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L1065[16:53:45] <Temportalist> Well, the axis direction is saved to meta, but isnt always the correct value in getextendedstate
L1066[16:54:10] <Temportalist> usually is at default value Axis.X, even if on a different axis
L1067[16:54:22] <williewillus> show you block class
L1068[16:54:51] <Temportalist> https://gist.github.com/anonymous/d1c90d8542eb2f3fbea9
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L1071[16:56:33] <williewillus> when you setdefault state
L1072[16:56:37] <williewillus> you have to do it for all your properties
L1073[16:56:39] <williewillus> even the unlisted ones
L1074[16:56:48] <williewillus> or else it screws up
L1075[16:58:09] <williewillus> at least in my personal expereicne and observing vanilla, all properties need to be set in default, seems like values are randomly incorrect if that isn't done. There's probably an explanation but idk why, so yeah try setting defaults for every property
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L1077[16:58:50] <williewillus> wow that was so many split messages, starting to turn into gigaherz ;p
L1078[16:59:00] <Zaggy1024> or me :P
L1079[16:59:08] <Temportalist> how do I set unlisted properties in default?
L1080[16:59:22] <williewillus> cast blockState.getBaseState() to IExtendedState
L1081[16:59:36] <williewillus> *IExtendedBlockState
L1082[17:00:16] <Zaggy1024> ew
L1083[17:00:20] <Zaggy1024> :P
L1084[17:00:30] <Zaggy1024> not that there's a better way, just saying "ew"
L1085[17:00:38] <williewillus> you only need to do it once :p
L1086[17:00:45] <Zaggy1024> yeah
L1087[17:00:48] <williewillus> if you set all your unlisted properties first
L1088[17:00:55] <Zaggy1024> indeed
L1089[17:01:09] <Temportalist> what should be the default of OBJModel.OBJProperty?
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L1096[17:08:10] <Temportalist> States are a pain in scala
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L1098[17:08:26] <PaleoCrafter> haha, yeah they are
L1099[17:08:42] <PaleoCrafter> found a bug in the IDEA Scala plugin when I was dealing with them
L1100[17:11:26] <williewillus> uh not sure :p what is it an UNlistedproperty of?
L1101[17:12:52] <Temportalist> OBJModel.OBJProperty
L1102[17:14:49] <PaleoCrafter> null? :P
L1103[17:14:57] <Temportalist> thats what I went with
L1104[17:15:13] <Temportalist> So how does Quat4f work, cause I am having issues rotating
L1105[17:15:20] <williewillus> I don't mess with quats xP
L1106[17:15:21] <williewillus> TRSR
L1107[17:15:25] <williewillus> *I just use TRSR
L1108[17:15:28] <Temportalist> williewillus: it is
L1109[17:15:34] <Temportalist> but I need to use quats inside that
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L1111[17:15:46] <Temportalist> It seems to be rotating on its end, instead of from center
L1112[17:15:51] <Temportalist> center of model
L1113[17:15:54] <williewillus> TRSRTransformation.blockCenterToCorner
L1114[17:15:58] <williewillus> and blockCornerToCenter
L1115[17:16:34] <Temportalist> how do those work?
L1116[17:16:54] <williewillus> you pass it a TRSR and it converts it to one that references the block corner to one that references the block center
L1117[17:16:57] <williewillus> or vice versa
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L1121[17:23:23] <Temportalist> How do I rotate a centered TRSR using a Quat?
L1122[17:23:47] <Temportalist> This is what I have thus far:
L1123[17:23:48] <Temportalist> https://gist.github.com/anonymous/6c5055f6c1828df898c7
L1124[17:26:12] * Temportalist is confused by quats
L1125[17:26:19] <Temportalist> williewillus PaleoCrafter ?
L1126[17:26:45] <williewillus> idk, not good at the maths :p
L1127[17:26:55] <williewillus> I've only used TRSRs by passing in vectors for eerytrhing
L1128[17:26:57] <williewillus> *everything
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L1130[17:31:29] <Temportalist> gigaherz: ?
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L1133[17:36:03] <MattDahEpic> is there a vanilla packet that when recieved on the client plays a sound?
L1134[17:36:13] <MattDahEpic> for only that client
L1135[17:37:13] <williewillus> yes,
L1136[17:37:17] <williewillus> S29PacketSoundEffect
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L1142[17:51:55] <williewillus> !gm velocityToAddToEntity 1.7.10
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L1151[18:14:53] <masa> yay, finally got the release out and uploaded to curseforge \o/
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L1153[18:15:40] <masa> after 4 weeks of non-stop working on it (and apparently the first items were started in the beginning of last september already O_o)
L1154[18:16:16] <masa> so now that tha's done, tomorrow finally I can start porting it to 1.8.9
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L1157[18:16:29] <Ordinastie> masa, haha, you wish
L1158[18:16:35] <Ordinastie> tomorrow, you start fixing the bugs :)
L1159[18:18:33] <masa> ;_;
L1160[18:18:42] <masa> I've been fixing the bugs for two days already
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L1163[18:20:03] <masa> it's so frickin annoying when you constantly find small things to fix while you are building the release version already
L1164[18:20:33] <masa> I built the "final release version" probbaly over 5 times
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L1168[18:22:42] <Ordinastie> did you test it in regular obf env ? :)
L1169[18:23:04] <masa> yes, on my testing server
L1170[18:23:32] <masa> there were couple of server side crashes this ime around
L1171[18:24:07] <williewillus> !gm func_152373_a
L1172[18:24:20] <masa> those were the very first things I fixed yesterday when I started the final testing sessions
L1173[18:25:43] <masa> and apparently 14 other bugs were found and fixed from the server testing sessions according to my TODO list
L1174[18:26:16] <MattDahEpic> is there a way to play a sound on only one client and have the sound follow the player for as long as it's playing?
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L1177[18:51:25] <ChJees> "What? Netty isn't installed, what magic is this?", lol
L1178[18:51:40] <ChJees> Checking out the SimpleNetworkWrapper constructor :P.
L1179[18:51:45] <Ordinastie> java.lang.NoSuchMethodException: net.minecraft.item.ItemColored.<init>(net.minecraft.block.Block, java.lang.Boolean) how can I fix that ?
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L1185[18:58:40] <williewillus> MattDahEpic: maybe check out movingsound
L1186[18:58:46] <williewillus> idk the precise details
L1187[18:58:50] <williewillus> Ordinastie: wat
L1188[18:58:54] <williewillus> when are you getting that?
L1189[18:59:14] <Ordinastie> when registering with the itemClass and the args
L1190[18:59:26] <Ordinastie> my guess is it's because of the boxing
L1191[19:01:01] <tterrag> post your code?
L1192[19:04:21] <tterrag> Ordinastie: ?
L1193[19:05:18] <Ordinastie> it goes through many classes
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L1195[19:05:53] <Ordinastie> but basically, I send ItemColored.class and new Object[] { true }
L1196[19:06:42] <ChJees> wat
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L1198[19:07:37] <tterrag> Yeah that won't work
L1199[19:08:04] <tterrag> Why have a boolean argument anyways
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L1209[19:34:11] <BerciTheBeast> so, i have a problem
L1210[19:34:25] <BerciTheBeast> and i'm sorry to bother
L1211[19:34:54] <BerciTheBeast> but whenever i try to start up the mod i'm making (i'm just starting out), it crashes
L1212[19:35:04] <BerciTheBeast> i think this is the main reason
L1213[19:35:05] <williewillus> this chan is designed for help, so it's no problem :p is there a log?
L1214[19:35:05] <BerciTheBeast> java.lang.ClassNotFoundException: berciTheBeast.btsh.BeyondTheSafeHorizons$ClientProxy
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L1216[19:35:17] <BerciTheBeast> yes, there is a log
L1217[19:35:19] <killjoy> your proxy classes should be in their own file
L1218[19:35:26] <BerciTheBeast> they are
L1219[19:35:37] <killjoy> is that your class its missing?
L1220[19:36:04] <BerciTheBeast> could you rephrase your question ?
L1221[19:36:20] <killjoy> the classnotfoundexeption. Is it yours? or a dep
L1222[19:36:34] <killjoy> I'm not familiar with that packege
L1223[19:36:47] <BerciTheBeast> mine
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L1225[19:37:05] <killjoy> anyway, logs
L1226[19:37:10] <BerciTheBeast> working on it
L1227[19:37:13] <AndersBillLind> I have created a block which textures I want to inherit from an already existing minecraft block, is that possible to declare in the json file?
L1228[19:37:27] <AndersBillLind> I tried to use "parent"
L1229[19:37:50] <BerciTheBeast> http://pastebin.com/bjuW4NYk
L1230[19:37:58] <williewillus> AndersBillLind: what vanilla block?
L1231[19:38:03] <AndersBillLind> "parent": "minecraft/mob_spawner_cage"
L1232[19:38:24] <williewillus> it needs to be "minecraft:block/mob_spawner_cage"
L1233[19:38:30] <AndersBillLind> oh
L1234[19:38:39] <williewillus> domain is ended with a colon, and in model files you need to specify block/item
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L1236[19:40:03] <AndersBillLind> Still not correct texture, the name is also tile.null.name
L1237[19:40:23] <AndersBillLind> block.mobspawnerblock.name=Mob Spawner in en_US.lang
L1238[19:40:50] <AndersBillLind> public static final String NAME = "mobspawnerblock"; in the class public class MyBlockMobSpawner extends BlockContainer
L1239[19:41:07] <AndersBillLind> I copied the existing one
L1240[19:41:19] <AndersBillLind> (existing mob spawner block class)
L1241[19:41:48] <AndersBillLind> And two help classes, where I altered MobSpawnerBaseLogic a bit
L1242[19:42:58] <williewillus> wait paste your blockstate json
L1243[19:43:21] <AndersBillLind> Ah, there is none :)
L1244[19:43:35] <AndersBillLind> I only have a json file in the block dir
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L1246[19:44:26] <AndersBillLind> http://pastebin.com/XimZGT1E
L1247[19:44:30] <williewillus> yeah the blockstates file is needed to let the game know what properties map to which models
L1248[19:44:36] <AndersBillLind> ah
L1249[19:44:50] <williewillus> if you use the forge format you don't even need the model json
L1250[19:44:56] <AndersBillLind> Maybe I can copy the existing one then?
L1251[19:45:08] <AndersBillLind> Oh, ok
L1252[19:45:11] <AndersBillLind> I remove it
L1253[19:46:12] <williewillus> just this will suffice https://gist.github.com/williewillus/724a702b06d19befd418
L1254[19:46:30] ⇦ Quits: EyeOfKoishi (~Subconsci@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 198 seconds)
L1255[19:46:32] <williewillus> this is the forge json format, you're specifying the model to directly be the vanilla one
L1256[19:46:46] <williewillus> and this also contains the item model (Inventory), given you registered it
L1257[19:47:03] <AndersBillLind> I copied the blockstate for mob_spawner
L1258[19:47:04] <williewillus> put it under blockstates/<registry name of your block>.json
L1259[19:47:17] <AndersBillLind> blockstates instead of blockstate?
L1260[19:47:33] <williewillus> ehh this one will let you not need a separate item json file
L1261[19:47:34] <williewillus> yes
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L1263[19:48:06] <AndersBillLind> Wow, the cage rendered
L1264[19:48:11] <AndersBillLind> The game crashed
L1265[19:48:17] <AndersBillLind> No texture for items however
L1266[19:48:29] <williewillus> whyd the game crash?
L1267[19:48:32] <williewillus> did you setCustomMRL?
L1268[19:48:33] <AndersBillLind> Must check
L1269[19:48:46] <williewillus> also have you read my rendering guide :p
L1270[19:48:47] <AndersBillLind> npe
L1271[19:49:00] <AndersBillLind> Eh, dont think so
L1272[19:49:22] <AndersBillLind> The translation file also fails
L1273[19:50:00] <AndersBillLind> Hm, hard to say where it crashed, unknown source
L1274[19:50:06] <williewillus> what class?
L1275[19:50:15] <williewillus> okay then this may help you a lot with rendering https://gist.github.com/williewillus/57d7093efa80163e96e0
L1276[19:50:26] <AndersBillLind> It crashed on (new Minecraft(gameconfiguration)).run();
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L1278[19:50:46] <AndersBillLind> Oh, thats a never ending line, I suppose
L1279[19:51:14] <williewillus> i mean the highest thing in the log
L1280[19:51:21] <williewillus> is the most recent method call to crash
L1281[19:51:29] <AndersBillLind> Thats the unknown source
L1282[19:51:35] <AndersBillLind> java.util.concurrent.FutureTask.report(Unknown Source) ~[?:1.8.0_65]
L1283[19:52:14] <AndersBillLind> I like that the cage actually rendered
L1284[19:52:30] <AndersBillLind> The game crashed shortly after the cage was placed
L1285[19:52:41] <williewillus> probably your spawner logic then, can't be the rendering
L1286[19:53:10] <AndersBillLind> Ah, nothing of that logic in the trace
L1287[19:53:17] <AndersBillLind> Also, I copied it from the existing
L1288[19:53:56] <AndersBillLind> http://pastebin.com/P7RtkYK4
L1289[19:54:12] <AndersBillLind> Hm, maybe thats not exciting reading
L1290[19:54:33] <williewillus> the log would probably be more useful
L1291[19:54:43] <AndersBillLind> yeah...
L1292[19:54:52] <AndersBillLind> I remove the activation distance constraint
L1293[19:55:02] <AndersBillLind> Also, only one entity instead of 4 is spawning
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L1295[19:55:50] <AndersBillLind> http://pastebin.com/Pd8LZArv
L1296[19:55:54] <AndersBillLind> (stack trace)
L1297[19:56:35] <AndersBillLind> Hm, exception ticking world something
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L1299[19:59:11] <AndersBillLind> Hm, maybe its a collision of string values with the already existing mob spawner
L1300[19:59:59] <masa> it says the TE is missing a mapping, did you register your TE?
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L1302[20:00:11] <masa> and also a NPE i nthe update packet stuff I think
L1303[20:00:19] <AndersBillLind> Oh, I did not
L1304[20:00:37] <williewillus> the NPE is probably caused by not registering
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L1306[20:00:50] <williewillus> since packet stuff does NBT reading/writing which needs it to be registered
L1307[20:00:54] <AndersBillLind> So TE:s needs registration then
L1308[20:00:57] <AndersBillLind> ah
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L1310[20:02:15] <masa> yep they need to be registered, and also make sure to call super in the read/write to/from NBT methods
L1311[20:02:43] <AndersBillLind> Well, I copied it
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L1313[20:02:58] <AndersBillLind> I need to give it an id then
L1314[20:03:09] <williewillus> what lines specifically did you need to change when you copied it?
L1315[20:03:42] <AndersBillLind> I altered which mob spawner base logic that should be used
L1316[20:03:52] <AndersBillLind> I added "My" to private final MyMobSpawnerBaseLogic spawnerLogic = new MyMobSpawnerBaseLogic()
L1317[20:03:52] <williewillus> with your own?
L1318[20:03:55] <AndersBillLind> yes
L1319[20:04:12] <AndersBillLind> Which is very much a copy of the existing
L1320[20:04:21] <AndersBillLind> But altered
L1321[20:04:31] <AndersBillLind> Slightly
L1322[20:05:10] <AndersBillLind> Which string value should I give the tile entity when registering it?
L1323[20:05:15] <BerciTheBeast> so, killjoy, any ideas ?
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L1325[20:05:46] <killjoy> need the full log
L1326[20:05:50] <killjoy> not just the crash
L1327[20:05:56] <BerciTheBeast> ah ok
L1328[20:06:15] <williewillus> wait did you move your proxy to another file?
L1329[20:06:22] <williewillus> AndersBillLind: just pick one
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L1331[20:06:33] <williewillus> something that's unique
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L1333[20:07:18] <AndersBillLind> no, there was no proxy in the process
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L1335[20:07:23] <AndersBillLind> The game does not crash now
L1336[20:07:26] <AndersBillLind> And the cage is there
L1337[20:07:37] <BerciTheBeast> http://pastebin.com/WdgKuBuf will this do ?
L1338[20:07:50] <AndersBillLind> I doubt it will spawn anything
L1339[20:07:59] <AndersBillLind> It is a huge step, thanks! :)
L1340[20:09:03] <BerciTheBeast> lemme try something
L1341[20:09:06] <williewillus> show code
L1342[20:09:07] <killjoy> Your clientproxy location is bad.
L1343[20:09:41] <BerciTheBeast> define bad
L1344[20:09:45] <killjoy> $
L1345[20:09:54] <Cazzar> ^ implies inner class
L1346[20:10:07] <AndersBillLind> Well, it was a pig spawner of course
L1347[20:10:28] <williewillus> AndersBillLind: use /blockdata to set its nbt
L1348[20:10:40] <BerciTheBeast> so i have to put it inside the mod class ?
L1349[20:10:53] <williewillus> show your mod class
L1350[20:11:03] <killjoy> no. in its own class. and update the @SidedProxy
L1351[20:11:55] <tterrag> Why would it being an inner class matter?
L1352[20:12:13] <killjoy> it depends on what other things are in there.
L1353[20:12:20] <tterrag> why?
L1354[20:12:37] <killjoy> inner classes are loaded with their parent.
L1355[20:12:43] <tterrag> nope
L1356[20:12:58] <unascribed> if it's not static then yes
L1357[20:13:04] <unascribed> and not-static is the default
L1358[20:13:06] <tterrag> well, yes, but a nonstatic class wouldn't work anyways
L1359[20:13:11] <tterrag> As a proxy
L1360[20:13:27] <unascribed> and the proxy isn't working
L1361[20:13:27] <unascribed> >.>
L1362[20:13:39] <tterrag> Because of a unfound class
L1363[20:14:00] <tterrag> completely different error
L1364[20:15:04] <killjoy> hm.. should I unsubscribe from thefinebros?
L1365[20:15:28] <tterrag> yes
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L1367[20:16:16] <unascribed> unsubscribe from everything
L1368[20:16:19] <killjoy> It's such a shame because I just subscribed fromt hem
L1369[20:16:21] <killjoy> to
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L1372[20:19:38] <BerciTheBeast> it works now
L1373[20:19:41] <BerciTheBeast> thanks a lot :D
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L1375[20:20:21] <AndersBillLind> It became a villager spawner, time to create a ghast spawner of it :)
L1376[20:21:03] <williewillus> what did you originally need to modify the spawner for again?
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L1382[20:27:37] <ChJees> lol
L1383[20:28:31] <ChJees> Ban for 3 years :P.
L1384[20:28:56] <williewillus> Here's hoping that we'll be around for three more to say all of those bans expire
L1385[20:29:19] <BerciTheBeast> wait what happened ?
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L1387[20:29:53] <williewillus> autokick because the user was banned quite a while ago
L1388[20:31:01] <BerciTheBeast> ah
L1389[20:31:01] <BerciTheBeast> ok
L1390[20:31:59] <MattDahEpic> is it wierd that MovingSoundMinecart and all of its superclasses have no logic to actually move the sound source?
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L1393[20:36:08] <BerciTheBeast> wouldn't a moving minecart be the source ?
L1394[20:36:17] <killjoy> Anyone gonna vote for Above Znoneofthe?
L1395[20:36:28] <ChJees> ?
L1396[20:36:32] <killjoy> http://www.cbc.ca/news/canada/toronto/vote-none-of-the-above-byelection-1.3426783
L1397[20:38:22] <Temportalist> Is there a way to set the properties of a state without resetting the entire state?
L1398[20:38:24] <BerciTheBeast> lol
L1399[20:38:39] <williewillus> Temportalist: yes, withProperty()
L1400[20:38:39] <BerciTheBeast> on the voting thing
L1401[20:38:46] <williewillus> that's how withProperty works
L1402[20:39:00] <williewillus> state.withProperty(prop, value) only modifies prop, the rest is retained
L1403[20:39:18] <Temportalist> so I dont have to do a world.setBlockState?
L1404[20:39:36] <Temportalist> Does with property actually modify the object and return itself?
L1405[20:40:07] <williewillus> no
L1406[20:40:11] <williewillus> IBLockStates are immutable
L1407[20:40:27] <williewillus> world.setBlockState(pos, world.getBlockState(pos).withProperty(power, true));
L1408[20:40:30] <williewillus> something like that
L1409[20:40:33] <Temportalist> darn haha thanks
L1410[20:40:43] <williewillus> it would be a nightmare if they were mutable
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L1412[20:41:21] <Temportalist> hahahaha
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L1414[20:41:38] <williewillus> states are more verbose but way way way better than mucking around with metas everywhere
L1415[20:42:42] <Temportalist> williewillus: I am working on ropes and rope bridges :P
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L1420[20:52:42] <Temportalist> Hey, so getExtendedState isnt being called, even when calling world.setBlockState
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L1422[20:57:08] <Temportalist> williewillus: any reason why a flag of 3 in the setBlockState would not update the extended render?
L1423[20:57:36] <williewillus> because that's not how extended states work, setBlockState only sets the "meta"
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L1425[20:57:50] <williewillus> extended states are clientside and are only called when the chunk rerenders
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L1427[20:58:07] <williewillus> but flag 3 should've updated it, idk
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L1429[21:00:44] <Wuppy> o/
L1430[21:01:16] <Temportalist> o/
L1431[21:01:23] <Temportalist> Wuppy: any ideas to the above?
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L1433[21:01:51] <Wuppy> I cannot even atm
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L1435[21:02:59] <Wuppy> had 26 hours of dev yesterday
L1436[21:03:15] <Wuppy> 6 hours of sleep
L1437[21:03:17] <Wuppy> and now 12 more hours
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L1439[21:05:01] <killjoy> Wuppy, were you on Mars?
L1440[21:05:21] <Wuppy> uhm?
L1441[21:05:29] <killjoy> 26 hours in a day
L1442[21:05:37] <williewillus> Temportalist: can you post your block class again?
L1443[21:05:48] <Temportalist> https://gist.github.com/anonymous/9d12003b52a015500337
L1444[21:05:59] <Temportalist> https://gist.github.com/anonymous/9d12003b52a015500337#file-blockrope-scala-L128
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L1447[21:10:10] <williewillus> no idea really, except for the default value thing
L1448[21:10:11] <Wuppy> killjoy, with global game jam that's minimum
L1449[21:10:31] <Wuppy> and my yseterday lasted from friday 11AM to saturday 7PM
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L1451[21:15:49] <Temportalist> can you rotate an AABB?
L1452[21:16:22] <Temportalist> i doubt it
L1453[21:17:50] <killjoy> Temportalist, what's to rotate?
L1454[21:18:11] <Temportalist> I am *try* to make a semi-realistic rope bridge thing
L1455[21:18:19] <Temportalist> trying*
L1456[21:18:42] <killjoy> see vines?
L1457[21:18:51] <killjoy> or extrautils
L1458[21:19:00] <Temportalist> Thats not diagonals though.
L1459[21:19:00] <killjoy> or was it openblocks?
L1460[21:19:15] <Temportalist> and now that i think of it, I dont thing bounding boxes can be on a diagonal
L1461[21:19:16] <killjoy> it's time to get creative
L1462[21:19:21] <Temportalist> right
L1463[21:20:14] <Temportalist> killjoy: do you have any idea about the extended state issue above?
L1464[21:20:26] <killjoy> I don't do blocks
L1465[21:20:32] <Temportalist> hmmm
L1466[21:20:56] <killjoy> I have experience with guis, chat, commands, and achievements
L1467[21:21:42] <killjoy> I'm starting to do entity models
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L1469[21:26:43] <williewillus> Temportalist: when you setblockstate the block's listed properties change clientside right?
L1470[21:26:50] <williewillus> the ones in f3
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L1472[21:33:27] <AndersBillLind> Shouldnt meta be passed to createNewTileEntity?
L1473[21:33:42] *** Darkhax_AFK is now known as Darkhax
L1474[21:34:01] <AndersBillLind> I tried to do an ender dragon spawner, did not spawn anything :)
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L1478[21:37:55] <AndersBillLind> meta is always 0 upon createNewTileEntity?
L1479[21:38:00] <AndersBillLind> ...
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L1481[21:40:08] <TehNut> no?
L1482[21:41:19] <gigaherz> you shouldn't be used createNewTileEntity btw
L1483[21:41:25] <gigaherz> forge has its own version in the Block class itself
L1484[21:41:35] <gigaherz> hasTileEntity/createTileEntity
L1485[21:41:40] <MattDahEpic> anyone have an example of sounds in 1.8.9?
L1486[21:42:03] <gigaherz> isn't is the same as always? sounds.json + the play functions?
L1487[21:42:21] <MattDahEpic> for some reason its not working for me
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L1489[21:52:11] <williewillus> what are you trying to do, just add your own?
L1490[21:52:47] <williewillus> AndersBillLind: if you're using BlockContainer/ITileEntityProvider don't use them, use has/CreateTileEntity in Block class
L1491[21:52:49] <williewillus> that takes IBLockState
L1492[21:53:33] <AndersBillLind> Aha, not createNewTileEntity then
L1493[21:56:17] <AndersBillLind> oh, I see how it works now
L1494[21:56:53] <AndersBillLind> The existing createTileEntity takes an IBlockState and retrieves the meta from it
L1495[21:57:09] <AndersBillLind> And calls createNewTileEntity which I have, the problem is that meta always becomes 0
L1496[21:57:28] <williewillus> nah, what you see is just for backward compatibility
L1497[21:57:36] <williewillus> the proper way is to override that createTileEntity with your own
L1498[21:57:57] <AndersBillLind> But I will override it with a method that contains the same thing then?
L1499[21:58:09] <AndersBillLind> Isnt getMetaFromState correct?
L1500[21:58:13] <williewillus> wait is this your spawner?
L1501[21:58:27] <AndersBillLind> yeah
L1502[21:58:29] <williewillus> if so why does meta matter then? spawners don't have metas
L1503[21:59:16] <AndersBillLind> I pass an int telling which mob I want to spawn, in createNewTileEntity, I translate it to a string so I can create the TileEntity which the correct mob name
L1504[21:59:35] <williewillus> that's not the correct use of metas and states
L1505[21:59:47] <williewillus> you should do that kind of thing in your itemblock
L1506[21:59:52] <williewillus> through NBT directly
L1507[22:00:12] <AndersBillLind> Why did this not work then?
L1508[22:00:23] <AndersBillLind> How did the meta being 0 get lost?
L1509[22:00:33] <AndersBillLind> eh, the meta not being 0 became 0 that is
L1510[22:00:51] <williewillus> because spawners don't have meta
L1511[22:01:01] <williewillus> you don't just get to pass whatever number you want
L1512[22:01:06] <williewillus> that number is the meta of the block in world
L1513[22:01:24] <AndersBillLind> Oh, its not just user data then
L1514[22:02:02] <gigaherz> meta is NEVER user data ;P
L1515[22:02:06] <williewillus> ^
L1516[22:02:09] <williewillus> it's world save data
L1517[22:02:18] <AndersBillLind> Well, I am already told not to use meta data, what we discuss is what it is
L1518[22:02:19] <williewillus> also, what kinds of things did you need to override?
L1519[22:02:26] <williewillus> by having a custom TE
L1520[22:02:34] <AndersBillLind> I want to set a parameter when creating the ItemStack
L1521[22:02:46] <williewillus> no by having a copy of the spawner clas
L1522[22:02:53] <williewillus> that you can't already do through vanilla NBT
L1523[22:03:08] <gigaherz> in blocks, the metadata is a 4bit value used for storing the primary data (or all data for blocks that don't have a TileEntity),
L1524[22:03:12] <AndersBillLind> The answer is still that I want to defined my own mob spawner base logic
L1525[22:03:15] <gigaherz> in items, metadata specifies one of two things:
L1526[22:03:24] <gigaherz> either the damage value (dirability)
L1527[22:03:24] <williewillus> AndersBillLind: why do you need your own logic
L1528[22:03:26] <gigaherz> or the subitem
L1529[22:03:27] <williewillus> I'm just wondering
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L1531[22:03:35] <gigaherz> neither of them are "user data"
L1532[22:03:37] <AndersBillLind> Because else I would use the existing mob spawner
L1533[22:03:50] <williewillus> answer the question directly lol
L1534[22:03:51] <AndersBillLind> I by now declare that I do not confuse metadata with "user data"
L1535[22:03:58] <williewillus> what does the existing one not offer to you
L1536[22:04:20] <AndersBillLind> I wanted to remove the restriction of activation
L1537[22:04:23] <AndersBillLind> Which I did
L1538[22:04:26] <williewillus> ...
L1539[22:04:29] <williewillus> you can do that using NBT
L1540[22:04:30] <williewillus> in vanilla
L1541[22:04:37] <AndersBillLind> I did not find a way to do that
L1542[22:05:21] <williewillus> RequiredPlayerRange in the NBT
L1543[22:05:22] <AndersBillLind> Also, this feels a bit more sophisticated, I maybe tune some other parameters as well
L1544[22:05:33] <williewillus> set that to something enormous like max_int. done
L1545[22:05:43] <AndersBillLind> Ah, yeah, I can set that, but instead, I removed it
L1546[22:05:51] <AndersBillLind> It is no longer a parameter
L1547[22:05:53] <williewillus> and in the process, copied, 3 vanilla classes
L1548[22:05:58] <williewillus> way more work than you need
L1549[22:06:05] <AndersBillLind> I do not want to discuss that
L1550[22:06:23] <AndersBillLind> I also want to play some more with that class
L1551[22:06:25] <williewillus> ??!?!?! I joke about being a masochist but why do people strive to do things the hard way??
L1552[22:06:28] * williewillus is puzzled
L1553[22:06:37] <AndersBillLind> You do not need to legitimate my hacking
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L1555[22:06:55] <AndersBillLind> I did not ask for that
L1556[22:07:23] <williewillus> i don't care that you didn't ask :p because there's the sane way is 1. easier to code 2. MUCH MUCH MUCH easier to maintain and 3. faster
L1557[22:07:44] <AndersBillLind> Your opinions have already been registered
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L1559[22:07:52] <AndersBillLind> Thanks for sharing
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L1561[22:08:23] <AndersBillLind> Also thanks for being of real help before
L1562[22:08:32] <williewillus> no problem, and have fun maintaining that :p
L1563[22:11:30] <williewillus> actually, you don't even need to set the RequiredPlayerRange to something huge, setting it to -1 cancels the whole check. but whatever
L1564[22:11:54] <AndersBillLind> The best thing is to not have code that should be ineffective
L1565[22:12:03] <williewillus> wat
L1566[22:12:34] <AndersBillLind> If my block should not have the functionality of activation, then I can live without code for activation
L1567[22:13:00] <williewillus> there's a way built into vanilla for you to do that already!
L1568[22:13:12] <williewillus> by your logic anything gated behind a boolean check should instead be subclassed
L1569[22:13:16] <williewillus> and the offending part removed
L1570[22:13:31] <AndersBillLind> hehe
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L1572[22:13:48] <AndersBillLind> I would do that if the keyword private did not hinderr me
L1573[22:13:51] <AndersBillLind> -r
L1574[22:13:58] <williewillus> that is stupid logic
L1575[22:14:00] <williewillus> whatever
L1576[22:14:10] <AndersBillLind> Thanks for not trying to push your standards on me
L1577[22:14:25] <williewillus> it is not standards, it is being sane and not doing 50x the work to accomplish the same result
L1578[22:15:11] <williewillus> in pracctice the JIT is probably going optimize the oh-so-useless boolean check away anyway
L1579[22:15:33] <Cazzar> NEVER depend on anything to JIT
L1580[22:15:39] <AndersBillLind> The optimzation was for my eyes
L1581[22:15:41] <williewillus> that's not the point
L1582[22:15:57] <williewillus> AndersBillLind: really? copy pasting 2 whole classes is better on your eyes than setting one NBT tag?
L1583[22:16:10] <AndersBillLind> I can confirm that
L1584[22:16:43] <AndersBillLind> How involved in my code can another person be?
L1585[22:16:56] <Cazzar> You don't want to know :P
L1586[22:16:57] <williewillus> it doesn't even have to be your code
L1587[22:17:04] <AndersBillLind> hehe
L1588[22:17:10] <williewillus> you can literally use the vanilla spawner and set one NBT tag
L1589[22:17:17] <AndersBillLind> Well, I copied it so maybe I should consider it someone elses
L1590[22:17:37] <AndersBillLind> williewillus: I am sorry to repeat myself, but I also wanted to play some more with the class
L1591[22:17:53] <AndersBillLind> Now I have freedom to do what I want to it
L1592[22:18:05] <williewillus> you mean all the variables that can be controlled from NBT
L1593[22:18:08] <williewillus> but anyhow
L1594[22:18:14] <AndersBillLind> haha
L1595[22:18:23] <AndersBillLind> The look of the code cant be controlled by nbt
L1596[22:18:31] <AndersBillLind> If nbt is not a code police I did not hear about
L1597[22:19:11] <AndersBillLind> NBT would not remove the ugly boolean parameter in the method spawnNewEntity for instance
L1598[22:19:15] <AndersBillLind> :)
L1599[22:19:39] <AndersBillLind> I did not believe my eyes at first
L1600[22:21:13] <AndersBillLind> Its more fun to hack the code myself, NBT may be the nicest thing on the planet, if you decide
L1601[22:21:19] <AndersBillLind> :)
L1602[22:22:45] <AndersBillLind> Time to sleep, thanks everyone
L1603[22:28:39] <AndersBillLind> Sorry for the attitude, must sleep
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L1616[23:02:56] <Temportalist> williewillus: it looks like it is only set server side. client side is set to default
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L1619[23:04:50] <williewillus> what is?
L1620[23:06:20] <Temportalist> the state properties
L1621[23:06:33] <Temportalist> maybe thats cause these aren;t used in meta :P
L1622[23:08:45] <williewillus> server doesn't care about anything that's not a meta state
L1623[23:08:54] <williewillus> kinda
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L1625[23:09:08] <williewillus> getActula/ExtendedState are never called serverside
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L1627[23:10:06] <Temportalist> Ill probably have to use a packet for this
L1628[23:10:32] <Temportalist> because the two states used for rendering are not used for metadata, but are used as listed properties
L1629[23:10:58] <Temportalist> that fixed nothing...
L1630[23:12:22] <williewillus> no don't use a packet
L1631[23:12:28] <williewillus> that's not going to solve the original problem
L1632[23:12:37] <williewillus> trigger a render update
L1633[23:12:45] <Temportalist> it is triggered
L1634[23:12:50] <williewillus> markBlockForUpdate or markBlockRangeForRenderUpdate on client
L1635[23:13:01] <williewillus> does the listed property change in f3?
L1636[23:13:03] <Temportalist> the get extended state IS now being called
L1637[23:13:06] <williewillus> oka
L1638[23:13:12] <Temportalist> it was just a debug code switch derp
L1639[23:13:18] <williewillus> ah
L1640[23:13:22] <williewillus> what was the problem again then? :p
L1641[23:13:42] <Temportalist> but the two int properties are at default value client side, even after state set
L1642[23:13:52] <williewillus> did you set defaults?
L1643[23:13:59] <Temportalist> yes
L1644[23:14:01] <williewillus> and you didn't touch them at all in getmetafromstate/getstatefrommeta?
L1645[23:14:05] <Temportalist> nope
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L1647[23:14:11] <Temportalist> because they are not saved to meta
L1648[23:14:25] <Temportalist> but are needed to pass data from server to client
L1649[23:14:49] <williewillus> that's not how it works
L1650[23:14:56] <Temportalist> and no, the state doesnt change client side
L1651[23:14:59] <Temportalist> via f3
L1652[23:15:05] <Temportalist> williewillus: i know :/
L1653[23:15:08] <williewillus> you don't pass data from server to client using states like that
L1654[23:15:11] <Temportalist> but i dont know a better way to do it
L1655[23:15:24] <Temportalist> and i dont want to used tile ents for this
L1656[23:15:26] <williewillus> what are your two listed props?
L1657[23:15:43] <williewillus> like, what info do they provide the rendering
L1658[23:15:50] <Temportalist> bridge length and the index of the rope in the bridge
L1659[23:16:09] <Temportalist> where index 0 is the most negative position
L1660[23:16:10] <williewillus> and currently you scan it in getActualState?
L1661[23:16:23] <Temportalist> i havent touched taht yet
L1662[23:16:42] <williewillus> well there's your problem
L1663[23:16:50] <Temportalist> i currently scan the bridge on block placement in onBlockPlacedBy
L1664[23:17:03] <williewillus> setBlockState doesn't care about any properties that are not meta
L1665[23:17:16] <williewillus> the only way to get non-meta values into an IBLockState is using getActualState
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L1668[23:17:43] <Temportalist> I was trying to avoid multiple blocks looping through a long set of ropes
L1669[23:19:31] <williewillus> there's probably ways to optimize that, but yeah the gist of it is that you only set non-meta props in getActual/ExtendedState (and setting default state), they don't matter anywhere else. the solution is either scan it (like fences) or use a TE. Maybe you could do some caching? but idk where you'd store that info
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L1793[23:38:34] <Temportalist> williewillus: well we are getting somewhere!
L1794[23:38:40] <williewillus> hm?
L1795[23:38:53] <Temportalist> https://gyazo.com/65678f5f6ee3fa122d3bb8281003a398
L1796[23:39:09] <williewillus> how'd you get your listed non-meta properties?
L1797[23:39:13] <williewillus> nice
L1798[23:39:22] <Ekho> OK derp question sorry. when trying to run on windows 8.1 gradle setupDecompWorkspace --refresh-dependencies I get an error that it cannot find tools.jar. I have my JDK_HOME pointing to a fresh JDK 7 install however I do have JRE 8 installed also
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L1800[23:39:54] <williewillus> don't you need JDK_HOME pointing at the bin folder? I don't remember exactly
L1801[23:40:21] <Temportalist> I just put all my iterative things in getActualsatte
L1802[23:40:24] <Ekho> javac -version gives me the correct version
L1803[23:40:53] <Ekho> however java -version gives me the JRE 8 version
L1804[23:41:25] <williewillus> Temportalist: that's probably the best choice for now, yeah. it shouldn't be *too* intensive because getActualState is only called if the chunk rerenders
L1805[23:41:53] <Ekho> I cannot find a single path to the JRE 8 install though so not sure whats going on
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L1808[23:50:23] <killjoy> Ekho, 64 or 32 bit install?
L1809[23:50:32] <Ekho> 64 bit
L1810[23:50:38] <killjoy> java too?
L1811[23:50:44] <Ekho> should be
L1812[23:50:48] <killjoy> hm
L1813[23:51:01] <Ekho> It looks like something is overwriting my path
L1814[23:51:32] <Ekho> as my JAVA_HOME is set to JDK 7 and the error is telling my its set to JRE 8
L1815[23:52:01] <killjoy> What's wrong with 8?
L1816[23:52:08] <killjoy> You can still compile to 7
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L1818[23:53:49] <Ekho> gradlew setupDecompWorkspace --refresh-dependencies gives me a an error saying tools.jar is missing, not sure if its a version issue or not
L1819[23:54:17] <Ekho> but the java 8 is the runtime enviroment not dev
L1820[23:54:17] <killjoy> have you closed the cmd box?
L1821[23:54:31] <Ekho> yes, I restarted cmd every time i changed something
L1822[23:54:43] <killjoy> have you tried using jdk8?
L1823[23:55:08] <Ekho> yes, same issue of JRE instead of JDK
L1824[23:56:12] <killjoy> is java_home set to the right place?
L1825[23:56:46] <killjoy> This is mine. http://imgur.com/yBaHguw
L1826[23:58:02] <Ekho> http://i.imgur.com/yFZPssl.png
L1827[23:58:32] <killjoy> Mind hopping over to #ForgeGradle?
L1828[23:58:40] <Ekho> sure
L1829[23:59:11] <killjoy> It's not forge related, but still gradle stuff
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