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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
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
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?
L91[00:19:08] ⇦
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L92[00:19:11] ***
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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
L125[00:28:00] ⇦
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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] ***
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L146[01:06:27] ***
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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
L173[01:12:12]
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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
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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
L209[01:57:14] ⇦
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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/
L213[02:11:27] ⇦
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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
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
L226[02:21:52] <sham1> And I will stick to
firefox until chrome gets something like this
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...
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]
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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] ***
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L277[03:02:49] <LatvianModder> You know,
make sure you have Idea/Eclipse closed etc
L278[03:03:26] ***
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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
L296[03:09:04]
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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?
L308[03:17:24] ⇦
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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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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)
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
L393[05:56:49]
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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
L410[06:50:16]
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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
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] *
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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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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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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.
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"
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
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...?
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>
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?
L768[14:50:24]
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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
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
L828[15:10:14]
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L829[15:10:21] <AndersBillLind> The
webpage sais it is possible but "useless"
L830[15:10:24]
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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 -.-
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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
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
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
L984[16:15:20]
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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?
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
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
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
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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:
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
L1130[17:31:29] <Temportalist> gigaherz:
?
L1131[17:34:54]
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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
L1215[19:35:10]
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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
L1224[19:37:00] ***
K-4U is now known as K-4U|Off
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"
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
L1235[19:39:45]
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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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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
L1254[19:46:30]
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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
L1262[19:47:38]
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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?
L1276[19:50:26] <AndersBillLind> It
crashed on (new Minecraft(gameconfiguration)).run();
L1277[19:50:32]
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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
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
L1294[19:55:50] ***
fry|sleep is now known as fry
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
L1309[20:00:59]
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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 ?
L1324[20:05:35] ***
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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
L1330[20:06:24] ***
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L1331[20:06:33] <williewillus> something
that's unique
L1332[20:06:38]
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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
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
L1366[20:15:59]
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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
L1370[20:17:25]
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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?
L1377[20:21:38]
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L1378[20:23:54] ***
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L1379[20:27:10]
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L1380[20:27:10] ***
ltp was kicked by MineBot (Banned: Arrogent twat.
(1337d)))
L1381[20:27:32] ***
Vaht is now known as Tahg
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 ?
L1386[20:29:25]
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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?
L1391[20:33:46]
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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> ?
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
L1411[20:41:06] ***
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L1412[20:41:21] <Temportalist>
hahahaha
L1413[20:41:34]
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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
L1416[20:43:25]
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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
L1428[20:58:38]
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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?
L1432[21:01:26]
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L1433[21:01:51] <Wuppy> I cannot even
atm
L1434[21:02:20]
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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
L1438[21:03:43]
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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?
L1445[21:07:02]
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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
L1450[21:11:33] ***
MorphFK is now known as Morphan1
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
L1468[21:23:07] ***
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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
L1471[21:30:28]
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L1472[21:33:27] <AndersBillLind> Shouldnt
meta be passed to createNewTileEntity?
L1473[21:33:42] ***
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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>
...
L1480[21:40:08]
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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
L1488[21:44:48]
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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
L1530[22:03:32]
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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
L1554[22:06:41]
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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
L1558[22:07:45] ***
Mumfrey is now known as mumfrey
L1559[22:07:52] <AndersBillLind> Thanks
for sharing
L1560[22:08:16]
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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
L1604[22:30:48] ***
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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?
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?
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