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L1[00:00:17] <Ekho> ok im over there
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L13[01:00:42] <thecodewarrior> I got a
texture composter working finally, now I can shove in a set of
textures and have them composited at runtime. :D No more ten
billion textures for all the different combinations!
L14[01:00:56] <thecodewarrior>
*compositor
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L16[01:06:49] <killjoy> does TiC have that
or is it all a texture?
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L19[01:11:02] <thecodewarrior> I believe
TiC uses multiple passes.
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L25[01:55:37] <Upthorn> I liked the idea of
a texture composter
L26[01:56:24] <Upthorn> Where you could,
like, garbage collect textures that haven't been used
recently
L27[01:56:45] <Upthorn> and recycle their
memory space for some kind of neural-network generated
imagery.
L28[01:57:05] <Upthorn> For no real
purpose.
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L32[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160131 mappings to Forge Maven.
L33[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160131-1.8.9.zip
(mappings = "snapshot_20160131" in build.gradle).
L34[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/
L35[02:01:04] <thecodewarrior> Anybody know
their way around pixels and compositing? It works fine until I have
partial transparency, then it just gives me garbage. purple, red,
yellow, etc.
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L37[02:11:21] <thecodewarrior> I ended up
using Graphics2D, which simplified it a lot.
L38[02:15:00] <unascribed> I just use
Graphics2D for my compositor
L39[02:15:22] <unascribed> but alpha
blending is a lot simpler than it seems
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L41[02:15:40] <unascribed> I don't have the
formulas on hand
L42[02:15:49] <unascribed> but the source
code for Paint.NET 3.x and GIMP may be useful
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L45[02:29:11] <thecodewarrior> Where was
that code to export the texture sheet every time you shoot a bow, I
can't find it.
L46[02:29:37] <unascribed> wot
L47[02:29:56] <unascribed> why not
like
L48[02:30:01] <unascribed> every time the
resource manager reloads
L49[02:30:08] <unascribed> you know, when
it actually needs to be dumped
L50[02:30:13] <thecodewarrior> IDK
L51[02:30:14] <thecodewarrior> I think it
was either wiresegal or williewillus. I can't remember.
L52[02:30:40] <unascribed> there used to be
debug code to dump the stitched textures
L53[02:30:46] <unascribed> not sure if it
was removed or put behind a system property
L54[02:31:30] <unascribed> it was commented
out because TextureUtil.saveGlTexture is gone
L55[02:31:31] *
unascribed sighs
L56[02:32:25] <thecodewarrior> It sucks
that you can't search forks on GitHub.
L57[02:32:39] <unascribed> well, you could
listen for TextureStitchEvent.Post
L58[02:32:43] <unascribed> and dump the
texture to a file
L59[02:33:14] <thecodewarrior> found
it.
L61[02:34:19] <unascribed>
pingpingpingpingpingpingpingping
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L76[03:42:33] <Nitrodev> hi
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L85[04:24:08] *
Naiten pokes fry
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L91[04:56:11] <Naiten> Hi. Can somebody
help me out with .obj blockstate texturing?
L92[04:56:47] <LatvianModder> 1:1 texture,
2^x
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L94[04:57:38] <LatvianModder> Then use
whichever modeling soft you like (I myself prefer Wings3D), draw
objects and set UVs. Done
L95[04:58:13] <PaleoCrafter> x ∈ ℕ
L96[04:58:18] <Naiten> Welp, i know how to
model, unwrap and draw. I can't attach texture to my model...
L97[04:58:59] <PaleoCrafter> you have to
export the mtl file and then in your blockstates use the the
#<materialName> variable for binding the textures
L98[05:00:51] <Naiten> PaleoCrafter, is
there a simple example of that? And what's the sense of exporting
mtl if i use no materials while modelling?
L99[05:01:03] <PaleoCrafter> the materials
determine the texture :P
L100[05:01:28] <Naiten> in good old times
.obj was loaded and renders without any materials...
L101[05:01:33] <Naiten> *rendered
L102[05:01:46] <PaleoCrafter> you also had
to bind the texture manually...
L103[05:01:57] <PaleoCrafter> and were
able to use only one texture unless you did some additional
work
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L106[05:02:22] <Naiten> Which was quite
handy in terms of dynamic texturing
L107[05:02:32] <PaleoCrafter> in your
blockstates file you would then do "#extractor":
"modid:blocks/whatever"
L108[05:02:57] <Naiten> and what Kd 1 1 1
stands for?
L109[05:03:15] <PaleoCrafter> diffuse
lighting, I think
L110[05:03:26] <PaleoCrafter> you can
basically tint the texture with that
L111[05:03:42] <PaleoCrafter> I don't know
if it's actually required, lol
L112[05:03:50] <PaleoCrafter> I just
edited the mtl blender gave me
L113[05:05:22] <LatvianModder> What? I
really doubt mtl is needed
L114[05:05:36] <LatvianModder> Just bind
texture before rendering your model
L115[05:05:40] <PaleoCrafter> no...
L116[05:05:56] <PaleoCrafter> that's the
whole point of the system, you shouldn't do anything manually
anymore :P
L117[05:06:03] <LatvianModder> Booo!
L118[05:06:12] <Naiten> I'd prefer doing
stuff manually.
L119[05:06:58] <LatvianModder> Right? Its
not like anyone making resourcepacks will remake that model
anyway
L120[05:07:54] <Naiten> Loading .obj
models and textures in the code allowed me to do perfect animations
and stuff
L121[05:08:21] <PaleoCrafter> that's still
possible
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L123[05:09:38] <Naiten> i wish forge gets
thorough tutorials and docs one day
L125[05:10:52] <Naiten> i'm a bad writer
:/
L126[05:11:17] <Nitrodev> i'm a good one
but i'm really noob
L129[05:12:17] <PaleoCrafter> you might
want to consider using fry's animation system though :P
L130[05:12:43] <Naiten> idk if there's
any
L131[05:12:50] <Naiten> and how do i use
that?
L132[05:13:47] <PaleoCrafter> what exactly
now? the animation system?
L133[05:14:22] <Naiten> welp, both of that
>_>
L134[05:14:34] <fry> PaleoCrafter: why are
you casting to OBJModel?
L135[05:14:42] <PaleoCrafter> I
dunno
L136[05:15:09] <PaleoCrafter> I've copied
that code from somewhere else :P
L137[05:15:19] <fry> don't link your code
as an example if you "dunno", please
L138[05:15:33] <PaleoCrafter> well, I cast
it because I need an obj model anyway :P
L139[05:16:18] <fry> not according to that
code
L140[05:16:42] <fry> you never use the
fact that it's an OBJModel
L141[05:16:50] <PaleoCrafter> I use
OBJState, so eh
L142[05:17:02] <fry> not relevant
L143[05:18:30] <PaleoCrafter> enlighten me
on how to generalise it then :P
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L145[05:19:11] <fry> cast to the base
types that contain .retexture and .customData
L146[05:19:44] <PaleoCrafter> Guess I can
do that
L147[05:20:09] *
fry will someday kill all this obj hardcoding, but can't do
anything about everything else for now
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L149[05:20:44] <PaleoCrafter> well, global
visibility handing would be kinda handy :P
L151[05:25:10] <fry> yes, thankyou
L152[05:26:10] <masa> started my port for
1.8.9... so many errors! :D (from 1.7.10)
L153[05:26:35] <masa> almost half of them
were gone after re-organizing the imports, but still almost 1500
left after it
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L155[05:35:50] <Cazzar> Well, that's an
interesting game nonethelesss..
L156[05:38:09] <Naiten> Tried porting my
mod from 1.7.10 to 1.8 half a year ago for the first time. Result
still close to zero.
L157[05:39:08] <Cazzar> oh nice,
visualstudio.com actually promotes VSCode
L158[05:40:03] <Nitrodev> 'okay i need an
example on the items holding an inventory
L159[05:40:52] <Naiten> Tried loading my
old model with texture, everything UV is fkd up now. Sigh...
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L161[05:42:28] <Naiten> okay, gtg, thanks
everybody, bye
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L176[06:28:15] <masa> hm, what causes all
the minecraft/forge code in eclipse to be without syntax
hilighting?
L177[06:28:28] <masa> I think I had that
before, but can't remember how I fixed it then
L178[06:29:41] <masa> oh wait a
second..
L179[06:30:39] <masa> aha, somehow I
didn't have the system jre in the build path anymore
L180[06:30:58] <PaleoCrafter> >
eclipse
L181[06:35:14] <masa> well no, it was
there twice bfore so I removed the other one, seems that it removed
both...
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L183[06:46:12] <Zaggy1024> paleo, forever
the eclipse hater :P
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L189[07:04:51] <unascribed> I maintain
that IDEs are purely a matter of opinion and anyone participating
in IDE wars is being extremely obnoxious and petty
L190[07:06:16] <masa> yep
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L192[07:07:30] <diesieben07> not
completely. IDEs have different featuresets. BUT IDE wars are still
stupid.
L193[07:10:39] <shadowfacts> When using
F3+S in-game, the game attempts to reload the resources for
everything, even blocks that are no-longer present (i.e. the owner
mods have been removed), I presume this is not supposed to
happen?
L194[07:11:11] <diesieben07> what do you
mean by "owner mods have been removed"?
L195[07:12:29] <shadowfacts> I'm working
on porting my mod to 1.8.9, and I removed EnderIO and IC2 from it,
however when I press F3+S it still tries to load models like
ic2:blockWall#normal
L196[07:12:42] <diesieben07> huh, that is
strange
L197[07:12:48] <shadowfacts> this doesn't
occur during normal startup, only when F3+S is pressed
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L199[07:12:57] <unascribed> isn't F3+S
meant for reloading the sound engine?
L200[07:13:05] <unascribed> still
shouldn't do that regardless
L201[07:13:06] <diesieben07> it reloads
all resources
L202[07:13:10] <unascribed> but does F3+T
do anything different?
L203[07:13:53] <diesieben07> T is
"textures and models" according to minecraftwiki
L204[07:14:00] <diesieben07> S is all
resources + sound engine
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L206[07:15:18] <shadowfacts> I'm pretty
sure they do the same thing, they both call
Minecraft#refreshResources
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L210[07:18:20] <ghz|afk> it USED to be
different
L211[07:18:37] <ghz|afk> when they unified
the resourcepack system they also unified the refreshing
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L214[07:19:59] <gigaherz2> I hare mirc
right now
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L217[07:20:16] <gigaherz> it decided that
my main nickname was suddenly "ghz|afk", and
"gigaherz" was my alt
L218[07:20:19] <gigaherz> so I fix
it
L219[07:20:30] <gigaherz> and chooses TO
KEEP using the one in alt
L220[07:20:36] <gigaherz> even though
clearly I moved the alt to main
L221[07:25:09] <masa> hm, what replaced
World#canPlaceENtityOnSide in 1.8?
L222[07:26:04] <masa> ah canBlockBePlaced
I assume
L223[07:26:17] <gigaherz> that would be
for blocks? XD
L224[07:27:22] <masa> uh, was the other
one for itemframes and such? lol
L225[07:27:39] <masa> well then I have a
funny bug in my 1.7.10 version then I guess
L226[07:29:10] <gigaherz> lol
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L230[07:38:59] <PaleoCrafter> get a
bouncer, gigaherz :P
L231[07:39:16] <masa> is he not bouncing
enough?
L232[07:39:29] <masa> (I have joins/quits
etc ignored)
L233[07:40:25] <gigaherz> nah just the
nickname bounced a couple times
L234[07:41:17] <masa> bleh, I should get a
shower and go to the market soon-ish (out of some food stuffs), but
I would rather just keep working on this port
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L276[09:41:05] <raoulvdberge> !gm
func_180657_a
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L278[09:41:26] <raoulvdberge> !gm
func_175698_g
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L309[11:17:08] <raoulvdberge> How can I
make the blockstate JSON support metadata values for the item
rendering?
L310[11:18:11] <williewillus> you're using
forge blockstate format right?
L311[11:18:21] <williewillus> if so, you
just provide another variant to
setCustmoModelResourceLocation
L312[11:18:59] <williewillus> aka
setCustomMRL(item, metea, new
ModelResourceLocation("<modid>:<blockstatejson>",
"facing=east")) or something like that
L313[11:19:37] <raoulvdberge> And I can
use a statemapper to ignore certain properties right? And then
after that use your method.
L314[11:19:45] <williewillus> yep
L315[11:20:04] <raoulvdberge> Do I still
have to include the properties in the JSON, if I ignored
them?
L316[11:20:15] <williewillus> no, ignored
properties are completely removed from the json
L317[11:20:24] <williewillus> or I should
say, completely disregarded
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L323[11:32:02] <gigaherz> raoulvdberge:
the contents of the json and the list of things to read
L324[11:32:05] <gigaherz> are built
independently
L325[11:32:15] <gigaherz> from the block
properties
L326[11:32:29] <gigaherz> Minecraft
creates strings that look like
"prop1=value1,prop2=value2,..."
L327[11:32:34] <gigaherz> and the
blockstate file loader
L328[11:32:42] <gigaherz> create a list of
variants from the contents
L329[11:32:45] <gigaherz> that also look
like that
L330[11:33:04] <gigaherz> so when MC needs
a model, it will look for "prop1=value,..." on the list
of loaded variants
L331[11:33:12] <gigaherz> and if it finds
it, get the associated model
L332[11:33:18] <gigaherz> so all that
matters
L333[11:33:26] <gigaherz> is that the
properties you specify in the json
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L335[11:33:33] <gigaherz> match up with
the properties you specify on the blockstates
L336[11:33:41] <gigaherz> (or the state
mapper in your case)
L337[11:33:51] <raoulvdberge>
alright
L338[11:34:21] <raoulvdberge> So I did the
steps that williewillus said I should do, but the blocks are just
rendering purple now. The items too.
L340[11:35:08] <williewillus> missing
models errors in the log?
L341[11:35:11] <raoulvdberge> No
L342[11:35:47] <raoulvdberge> DIRECTION,
CONNECTED, TYPE are the only properties on the block
L343[11:36:17] <williewillus> that's
strange
L344[11:36:26] <williewillus> usually you
should get "Model definition for <x> not
found"
L345[11:37:20] <raoulvdberge> I guess
there is a problem rendering the actual model
L346[11:39:53] <williewillus> if you
switch the model does it change shape?
L347[11:39:58] <williewillus> if so then
something's up with textures
L348[11:40:18] <raoulvdberge> What do you
mean with "change shape"?
L349[11:42:55] <Nitrodev> from flat item
like to block i think is what he means
L350[11:43:08] <williewillus> no, like if
you changed cube_all to "half_slab" (or whatever the
model is called) do the blocks change shape in the game?
L351[11:43:13] <raoulvdberge> ooh ok
L352[11:43:17] <williewillus> if yes, then
the blockstate json is fine it's textures
L353[11:43:20] <williewillus> if not, idk
what's wrong
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L355[11:45:57] <raoulvdberge> it's not a
texture issue, it worked before I added the state mapper (block
rendering in world wise)
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L358[11:49:09] <raoulvdberge> Moving the
setCustomStateMapper call to preInit instead of init makes it work
in the world, but not in item
L359[11:49:21] <williewillus> oh
L360[11:49:28] <williewillus> absolutely
all model stuff must be in preinit
L361[11:49:29] <williewillus> must
L362[11:50:46] <williewillus> model
loading/registration/baking happens after preinit and before init,
so if you do it during init it's not aware of it because
everything's already loaded and ready to go
L363[11:50:52] <raoulvdberge> Fiiiiixed it
:)
L364[11:50:59] <raoulvdberge> Thanks for
the directions.
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L366[11:51:03] <williewillus> no
prob
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L370[11:55:39] <raoulvdberge> So I've been
using Minecraft.getMinecraft().getRenderItem().getItemModelMesher()
to register most basic items in init(), but it's not available in
preInit. Should I use ModelLoader instead?
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L372[11:59:38] <gigaherz> raoulvdberge:
ModelLoader.setCustomModelResourceLocation()
L373[11:59:41] <gigaherz> in
pre-init
L374[11:59:46] <gigaherz> the other method
is obsolete
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L376[12:01:53] <williewillus> outdated
tutorials >.>
L377[12:02:07] <williewillus> need to go
around and find everyone with old 1.8 tutorials and tell them to
update that
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L379[12:03:15] <Nitrodev> yeah
L380[12:03:16] <gigaherz> or you know, we
could spend that effort making official docs ;P
L381[12:03:20] <Nitrodev> like
bedrocjimbo
L382[12:03:25] <Nitrodev> nah
L383[12:04:47] <raoulvdberge> gigaherz:
that's the thing Forge really needs imo :p
L384[12:05:00] <raoulvdberge> "read
the code" is just insufficient
L385[12:05:36] <gigaherz> we have the
repository and the site that shows it
L386[12:05:40] <gigaherz> all we need is
to write the files
L387[12:05:40] <gigaherz> XD
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L392[12:11:18] <williewillus> except it's
not very friendly to public contributors
L393[12:11:28] <williewillus> convenience
wise
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L395[12:11:51] <gigaherz> eh youcan edit
right there from github, if that's not friendly... XD
L396[12:12:06] <gigaherz> sure you can't
just go and edit from the rtd site
L397[12:12:17] <gigaherz> but anyone who
is able to write docs
L398[12:12:18] <gigaherz> is a coder
L399[12:12:28] <williewillus> well yeah
you need a markdown editor, but you also need push access
L400[12:12:28] <gigaherz> who most
probably has git experience
L401[12:12:39] <gigaherz> no you need to
create pull requests
L402[12:12:48] <gigaherz> so that the
forge people can review the contents
L403[12:12:48] <raoulvdberge> A GH wiki
could work too technically
L404[12:12:56] <williewillus> nah gh wikis
suck
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L406[12:13:24] <williewillus> if I find a
mistake or improvement to my gist primer I can edit it in less than
2 mins and be done instead of making apr
L407[12:13:31] <williewillus> and waiting
until someone merges it
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L409[12:13:51] <diesieben07> well, but
ONLY YOU can do that
L410[12:14:05] <diesieben07> if anyone
could do taht on the forge docs, it would go to shit.
L411[12:14:12] <gigaherz> hmf I'm bored
enough, I'll try to write a couple docs about IEEPs and
WorldSavedData
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L413[12:16:43] <williewillus> look over my
sides PR and see if any of that can be expressed more concisely
:p
L414[12:17:29] <diesieben07> link
plox?
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L416[12:22:25] <masa> what should I do for
the TileEntity#getDescriptionPacket() to get rid of the raw type
warning?
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L418[12:23:29] <diesieben07> not use raw
types? :D
L420[12:24:28] <masa> yeah, but WHAT DOES
IT MEAN? :D
L421[12:24:37] <diesieben07> wait, even
vanilla has a raw type there
L422[12:24:42] <diesieben07> screw you
vanilla.
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L424[12:25:09] <diesieben07>
Packet<INetHandlerPlayClient> for server->client packets,
Packet<INetHandlerPlayServer> for client->server
packets
L425[12:26:10] <masa> but that is always
server -> client right?
L426[12:26:21] <masa> the
getDescriptionPacket() in TE I mean
L427[12:27:20] <diesieben07> yeah
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L429[12:28:27] <diesieben07> williewillus,
"Make sure your server proxy does not reference any classes
that only exist on the physical server." - that is exactly
what a server proxy is for.
L430[12:28:38] <williewillus> yeah I just
reread that :p
L431[12:29:22] <diesieben07> and
suggesting to make client proxy extend server proxy is not very
goood imho. if anything have a common proxy, but then what is the
point of putting the code in the proxy.
L432[12:29:58] <diesieben07> also, maybe
you want to move getEffectiveSide up so that logical/physical side
checks are togther
L433[12:30:25] <williewillus> kk
L434[12:30:43] <williewillus> but other
than that the explanation/distinction of logical/physical was
pretty clear right?
L435[12:30:46] <diesieben07> yeah
L436[12:31:00] <diesieben07> and I would
mention @SideOnly earlier, explaining that it means that the
annotated element is only available on that physical side so than
later you can reference that in the @SidedProxy explanantion
L437[12:32:07] <diesieben07> another thing
for common problems: checking isRemote == true to check whether you
are on the physical clinet (which you are) and then calling
clinet-only code directly
L438[12:32:23] <diesieben07> will still
crash, the proper solution would be to check isRemote == true and
then call into the proxy
L439[12:33:42] <Nitrodev> okay i need help
with inventory items
L440[12:33:55] <Nitrodev> i.e. items that
hold an inventory
L441[12:34:12] ***
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L442[12:34:42] <diesieben07> well, how far
have you gotten?
L443[12:36:38] <Nitrodev> i got the
classes done
L444[12:36:45] <Nitrodev> like the gui and
container
L445[12:37:22] <diesieben07> do you have
the IInventory that writes into an ItemStack?
L446[12:37:27] ⇦
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L447[12:37:35] <masa> hm, suddenly vanilla
TIleEntities implement hald a dozen different interfaces...
L448[12:38:11] <Nitrodev> the what?
L449[12:38:39]
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L450[12:38:42] <diesieben07> the
IInventory. for like a block based storage (like a chest) it is the
TileEntit
L451[12:38:54] <diesieben07> but here you
need an implementatino that saves to an ItemStack so the inventory
is stored in the Item
L452[12:39:12] ***
TSP|Away is now known as TheSecretPanda
L453[12:39:17] <TheSecretPanda> Hey quick
question.
L454[12:39:37] <williewillus> quick
answer
L455[12:39:48] <Nitrodev> ah so i need to
make a class that implements IInventory?
L456[12:39:54] <TheSecretPanda> Is it just
me, or is it weird that java AffineTransform does circles
clockwise.
L457[12:40:39] <TheSecretPanda> Like
rotating. (Clarification)
L458[12:42:15] <williewillus> java
AffineTransform, you mean vecmath?
L459[12:42:27] <TheSecretPanda>
Images.
L460[12:43:10] <TheSecretPanda>
AffineTransform playerRot = new AffineTransform();
playerRot.rotate(player.getRotation() * (Math.PI / 180),
image.getHeight()/2, image.getWidth()/2); Kind of baffled me when I
drew a circle and did math for rotating, and forgot I set starting
rotation to 90*..
L461[12:43:13] <diesieben07> Nitrodev,
yes. you can see my version here:
https://goo.gl/Hg293J You will
have to call canTakeStack (at the bottom) from a custom Slot class
for the player inventory so that the Item containing the inventory
cannot be picked up. and you will need to rename this method
(
https://goo.gl/jzQAsU) and call it from your
container constructor.
L462[12:45:12] <TheSecretPanda> I guess
it's just me. :/
L463[12:46:42] <Nitrodev> okay
thanks
L464[12:47:59]
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L471[12:58:04] <Wuppy> o/
L472[12:58:21] <TheSecretPanda> \o
L473[12:58:40] <ChJees> Oh hai
L474[12:58:40] <TheSecretPanda> So here's
a physics question, I guess. Which is better in a car based game:
Speed or Velocity?
L475[12:58:40] <Wuppy> how're y'all?
L476[12:58:47] <TheSecretPanda> Good, and
yourself?
L477[12:58:48] ⇦
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L478[12:58:54] <Wuppy> dead
L479[12:59:02] <Wuppy> just finished
global game jam
L480[12:59:08] <TheSecretPanda>
Nice.
L481[12:59:25] <Wuppy> 48 hours, 6 of
sleep
L482[12:59:37] <TheSecretPanda> Even
better. What was the outcome?
L483[13:00:17]
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L485[13:01:52] <williewillus>
TheSecretPanda: depends on what kind of game it is
L486[13:02:05] <TheSecretPanda> It's a
top-down racing game.
L487[13:02:14] <gr8pefish> Is there a way
to make th config file order the stuff by what it is in the code
instead of alphabetically by category?
L488[13:02:27] <gigaherz> hmm is there
anythign else that needs to be done to create a RTD page, other
than add the .md file, and add it to the .yml file?
L489[13:02:32] <Wuppy> TheSecretPanda, we
made an awesome game of course :)
L490[13:02:45] <Wuppy> it wasn't the best
of our location, but it's really unique
L491[13:02:48] <TheSecretPanda> That's
good. :) Perhaps I could try it when I get home from work. :P
L492[13:02:49] <Wuppy> and reasonably
fun
L494[13:03:40] <williewillus> gr8pefish:
categories are ordered alphabetically and every key within the
category is based on the order you call it in code. I think.
L495[13:03:46] <Wuppy> I also learned a
massive amount of things and had an incredible time
L496[13:03:51] <williewillus> since if
it's not present it writes it to the file
L497[13:03:55] <Wuppy> like, this was one
of the most awesome things I've ever done
L498[13:04:02] <Wuppy> and I've done many
incredible things alreadey
L499[13:04:33] <gr8pefish> williewillus,
it's all alphabetical, even the keys.
L500[13:04:46] <gr8pefish> I'll just get
fancy with the categories
L501[13:05:54] <TheSecretPanda> Wuppy:
That's look fun as anything. :P
L502[13:06:04] <TheSecretPanda> It may
appease my need for something different gameplay wise.
L503[13:06:13] <Wuppy> the artists did an
incredible fucking job, insane
L504[13:06:18] <TheSecretPanda> They did.
:D
L505[13:06:30] <Wuppy> really sad I missed
the recording of the audio though :(
L506[13:06:39] <diesieben07> gigaherz,
Exmplanation? is that Example + Explanation? Or what? :D
L507[13:06:47] <Wuppy> I go away for 6
hours and I miss an awesome thing
L508[13:06:59] <Wuppy> when I returned
there were about 50000000 new things in the game though, which was
great
L509[13:07:00] <gigaherz> oops
L510[13:07:09] <Wuppy> also, after 26
hours of programming, you really, really need sleep :V
L511[13:07:25] <gigaherz> diesieben07:
fixed ;P
L512[13:07:28] <TheSecretPanda> I agree
there. :D
L513[13:07:40] <Wuppy> can't wait for the
next global game jam
L514[13:07:43] <gigaherz> wait that's the
commit name
L515[13:07:44] <gigaherz> hmmm
L516[13:07:47] <gigaherz> force-push
time
L517[13:07:58] <diesieben07> also, you
might want to explain that the IEEP object actually holds the
data.
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L520[13:09:26] <diesieben07> also your NBT
saving is not idea, since you save directly into the entity's data,
instead of a ModID-named sub compound
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L522[13:10:20] <diesieben07> and those
null (resp. not-null in register) checks are not a good idea. IF
they fail that is a serious bug and you should crash instead of
silently ignoring.
L523[13:11:15] <diesieben07> for
WorldSavedData I would elaborate on that "global" thing
now.
L524[13:11:34] <gigaherz> thx
L525[13:11:35] <gigaherz> and hmmm
L526[13:11:39] <Wuppy> I had one of the
worst crunch times ever today, incredible
L527[13:11:40] <diesieben07> also typo on
worldsaveddata line 19
L528[13:11:44] <Wuppy> 2 hours of extreme
stress
L529[13:11:49] <gigaherz> so the IEEP save
method gets the raw entity nbt?
L530[13:11:52] <gigaherz> that I didn't
know ;P
L531[13:12:15] <diesieben07> and rather
than mentioning ticking (not that important imho) i would much
rather mention client syncing
L532[13:12:33] <diesieben07> and why are
all your fields package-local? :D
L533[13:12:40] <gigaherz> true I
completely forgot about that bit
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L535[13:13:56] <Wuppy> we messed up a bit
and didn't make a test build 2 hours before the deadline :V
L536[13:15:16] <Wuppy> so we had to add
about 20 sounds, 5 models, 10+ animations and fix about 10
bugs
L537[13:15:20] <Wuppy> in 2 hours with 2
programers
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L539[13:17:39] <Wuppy> adding that to a
200MB level we had to upload and download through our school
perforce at about half a MB a second = dev hell
L540[13:19:18] <Wuppy> but, it was the
most finished game I've ever made :o
L541[13:19:38] <Wuppy> only 1 bug in the
game
L542[13:19:42] <Wuppy> and all features
in
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L548[13:27:10] <Wuppy> now I just want my
damn pizza to arrive and go to sleep.....
L549[13:27:21] <Wuppy> it's 8PM here and
I've been awake for 17 hours already :V
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L551[13:27:34] <Wuppy> 18*
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L553[13:42:42] <gigaherz> diesieben07: hmm
question, is the World#getMapStorage() shared between client and
server when running in singleplayer, or do they get separate
MapStorage instances?
L554[13:42:56] <diesieben07>
separate
L555[13:43:00] <gigaherz> good ;p
L556[13:43:08] <diesieben07> everything
else would break a lot of things horribly :D
L557[13:45:39] <gigaherz> the typo in line
19, was that an @?
L558[13:45:50] <gigaherz> because I fixed
that a few seconds after pushing ;P
L559[13:47:37] <diesieben07> no, you have
"THere" there
L560[13:48:39] <gigaherz> ah
L561[13:48:40] <gigaherz> that's gone
then
L562[13:49:17] <diesieben07> no it's not
:D
L563[13:49:23] <gigaherz> in my local
copy
L564[13:49:30] <diesieben07> ah D
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L566[13:54:33] *
gigaherz BRBs
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L568[13:56:56] <sham1> So you made
"BRB" a verb
L569[13:56:57] <sham1> Hmm
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L572[13:58:00] <Nitrodev>
interesting
L573[13:58:21] <diesieben07> well,
technically it is a verb since it's be right back...
L574[13:58:43] <diesieben07> but then it
would be like: X IRB for is right back
L575[13:58:48] <diesieben07>
/nerd-mode
L576[13:58:57] <sham1> Well the word back
is the verb in BRB
L577[13:59:07] <diesieben07> wat.
L578[13:59:14] <williewillus> wat
L579[13:59:18] <sham1> vat
L580[13:59:20] <williewillus> it's
"to be"
L581[13:59:42] <williewillus> I "will
be" right back
L582[13:59:50] <diesieben07> back is an
adverb
L583[14:00:30] <sham1> Well adding the
's'-suffix makes it sound weird if you spell "BRB" in
your mind as "be right back" instead of
"BRB"
L584[14:00:37] <sham1> Like what even is
it
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L586[14:00:41] <sham1> "Be right
backs"
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L589[14:07:51] <gr8pefish> Is there an
easy way to "highlight" a word by changing just that
word's color when using
minecraft.fontRendererObj.drawString(localizeString(unlocalizedString),
x, y, defaultColor); ?
L590[14:08:09] <diesieben07>
EnumChatFormatting
L591[14:09:07] <diesieben07> really you
should pass EnumChatFormatting.COLOR and ECF.RESET as arguments to
the translate call
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L593[14:09:16] <diesieben07> so that the
lang entry can then use them as like %1 and %2
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L596[14:14:47] <gr8pefish> Thanks. Would
you mind being a little more specific? So in the lang file I would
have: my setence, color %1this%2 word. How would I use
EnumChatFormatting to parse that?
L597[14:15:18] <diesieben07>
I18n.translate("my.lang.key", EnumChatFormatting.RED,
EnumChatFormatting.RESET)
L598[14:15:42] <diesieben07> actually not
%1, %2, it would be %s for both or %1$s / %2$s
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L600[14:15:57] <gr8pefish> Thank
you!
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L606[14:32:01] <FusionLord> anyone know
how I would stop my entity from suffocating?
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L608[14:33:31] <diesieben07> as in disable
the normal suffocation mechanics or ...?
L609[14:34:23] <FusionLord> yes
L610[14:34:32] <sham1> you make them need
no air
L611[14:35:10] <diesieben07> override
isEntityInsideOpaqueBlock, return false
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L616[14:41:54] <williewillus> does the
server auto-sync nbt changes to clients?
L617[14:41:59] <williewillus> actually I
think it does, but where's that happen
L618[14:42:21] <PaleoCrafter> nbt changes
of what? :P
L619[14:43:00] <Temportalist> williewillus
PaleoCrafter: so the game is crashing when I try to look at the
block states client side...
L620[14:43:00] *
diesieben07 cringes at "nbt changes"
L621[14:43:13] <diesieben07> NBT is for
saving to disk (and ItemStacks becuase they stupid).
L622[14:43:25] <williewillus> fine,
"changing nbt of itemstacks" ;p
L623[14:43:34] <williewillus>
Temportalist: what do you mean look at the blockstates
clientside
L624[14:43:40] <diesieben07> Yes,
ItemStacks in containers viewed by the player are synced
atuomatically
L625[14:43:42] <Temportalist>
getActualState iteration
L626[14:43:49] <williewillus> with what
kind of crash
L628[14:45:18] <FusionLord> ty
diesieben07
L629[14:45:47] <Temportalist> it loops 13
times then crashes
L630[14:48:01] <williewillus> no idea, is
it always the same pos that crashes?
L631[14:48:15] <williewillus> probably a
better question to ask fry|sleep when he wakes up :p
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L635[14:53:19] <Temportalist> could it be
a chunk thing?
L636[14:53:28] <Temportalist> like going
over the chunk boundary on render?
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L638[14:55:40] <williewillus>
potentially
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L647[15:15:32] <williewillus> yeah its
probably rendering checking outside its chunk section
L648[15:15:43] <williewillus> but that
makeks me wonder how fences on chunk borders not crash
L649[15:20:09] <Temportalist>
williewillus: yes
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L655[15:32:10] <PaleoCrafter> HassanS6000,
set a breakpoint on the crashing line
L656[15:32:37] <PaleoCrafter> and then
read the currentLine variable with your debugger
L657[15:32:55] <HassanS6000> kk
L658[15:33:20] <PaleoCrafter> change that
offending line then
L659[15:33:53] <PaleoCrafter> (
shadekiller666, that's information the crash should contain,
btw)
L660[15:38:03] <Lunatrius> So, what's the
proper way to register a mod channel to please Spigot?
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L663[15:43:06] <gigaherz> ?
L664[15:43:20] <gigaherz> did I even paste
the link earlier? XD
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L667[15:43:37] <gigaherz> it seems I did
not XD
L668[15:43:49] <PaleoCrafter> I'd want
that to cover capabilities as well :P
L669[15:43:50] <Temportalist>
williewillus: fences just straight up check the state, regardless
of chunk boundaries. I think the issues has to do with my loop some
how
L670[15:44:05] <gigaherz> PaleoCrafter:
that's for another day ;P
L671[15:44:13] <gigaherz> I'd have to
properly understand capabilities first
L672[15:44:40] <PaleoCrafter> lol
L673[15:44:51]
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L674[15:44:58] <gigaherz> i do get the
idea, I meant "best practices" and such ;p
L675[15:45:11] <PaleoCrafter> yeah,
sure
L676[15:45:24] <PaleoCrafter> tbh, I'd
wait a bit with that anyway, things may or may not change
L677[15:45:32] <PaleoCrafter> you should
explain that people need to sync manually, though
L678[15:45:40] <gigaherz> I do?
L679[15:45:44] <Temportalist> gigaherz:
+1
L680[15:45:46] <PaleoCrafter> I'd say
so
L681[15:45:52] <gigaherz> I mean
L682[15:45:53] <gigaherz> I already
do
L683[15:45:54] <gigaherz> XD
L684[15:45:56] <PaleoCrafter> oh
L685[15:46:08] <gigaherz> line 34 on the
IEEP one
L686[15:46:14] <PaleoCrafter> I only
skimmed it ^^
L687[15:46:21] <gigaherz> and line 21 on
the WorldSavedData one
L688[15:46:38] <PaleoCrafter>
syncing
L689[15:46:51] <PaleoCrafter> oh
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L691[15:46:59] <PaleoCrafter> shouldn't
have just looked at the first commit xd
L692[15:47:05] <gigaherz> lol
L693[15:47:12] <PaleoCrafter> yeah, looks
fine then :D
L694[15:47:18] <gigaherz> oh yeah is there
a "proper" way to link between pages?
L695[15:47:30] <gigaherz> like the bit
whre I tell people to look at the Networking stuff
L696[15:47:37] <gigaherz> to make that
point to Simpleimpl
L697[15:47:41] <diesieben07> i would tell
a bit more about syncing
L698[15:47:48] <diesieben07> like which
players you need to send it to when
L699[15:48:02] <diesieben07> mention
EntityTracker#getTrackingPlayers and
PlayerEvent.StartTracking
L700[15:48:25] <gigaherz> I'll have to
read about that first, since I never used those
L701[15:48:25] <gigaherz> XD
L702[15:48:42] <diesieben07>
getTrackingPlayers gives you all players that can see an
entity
L703[15:48:51] <diesieben07> StartTracking
fires when a new player is added to that list
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L705[15:49:18] <gigaherz> ah
L706[15:49:24] <diesieben07> so if you
want an IEEP visible to all clients, you have to send it to
getTrackingPlayers when the entity spawns and the data
changes
L707[15:49:33] <diesieben07> and also send
it in StartTracking to the new player
L708[15:49:36] <PaleoCrafter> gigaherz,
the mkdocs docs appear to use this: [project
license](license.md)
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L710[15:51:45] <gigaherz> ah so isntead of
channel.sendToAllAround, manually send to each player in
getTracking?
L711[15:51:55] <diesieben07> yeah
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L714[15:55:36] <gigaherz> in
StartTracking, .target is the player being tracked, or the player
watching? XD
L715[15:56:44] <diesieben07> since target
is not a player... :D
L716[15:58:35] <gigaherz> I'm not sure I
understand who tracks what XD
L717[15:59:00] <gigaherz> i blame my
ongoing headache
L718[15:59:51] <diesieben07> player tracks
entities around it
L719[16:00:01] <diesieben07>
event.entityPlayer is the player now tracking, entity.target is the
entity now being tracked
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L721[16:00:43] <PaleoCrafter> how about
calling it trackedEntity? :P
L722[16:00:45] <PaleoCrafter> names be
descriptive
L723[16:01:07] <gigaherz> so
"target" would be the entity the IEEP is attached
to
L724[16:01:14] <gigaherz> and
"playerEntity" the client that needs the packet ;P
L725[16:01:30] <diesieben07> yes
L727[16:06:22] <gigaherz> woudl this be an
acceptable implementation?
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L729[16:07:07] <gigaherz> ah I forgot to
sync after the entity spawns
L730[16:07:48] <gigaherz>
(Exmaple->Example)
L731[16:07:48] <diesieben07> yeah and you
don't need to construct a new packet for every single player
L732[16:07:57] <gigaherz> true
L733[16:08:00] <diesieben07> and the
insanceof EntityPlayerMP check is not needed
L734[16:08:22] <diesieben07> and you don't
necessarily always need to sync to all trackign players
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L737[16:14:42] <Temportalist> so.
confused....
L738[16:14:43] <killjoy> Does anyone know
of any modpacks that feel like mmorpgs?
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L740[16:15:19] <gigaherz> Temportalist: by
what? ;P
L741[16:15:25] <gigaherz> hopefully not my
code ;P
L742[16:15:29] <Temportalist> this crash i
am dealing with
L743[16:15:32] <gigaherz> ah ;p
L746[16:16:21] <gigaherz> diesieben07:
hmmm entityJoinWorldEvent for sending spawn messages?
L747[16:16:38] <diesieben07> yeah
probably
L748[16:23:03] <Temportalist> how bad are
tile entities if they dont tick in 1.8.9?
L749[16:23:30] <PaleoCrafter> if you have
a bunch of them and associate a TESR with them, VERY bad :P
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L751[16:26:43] <gigaherz> hmf
L752[16:26:55] <masa> ugh, generics still
confuse me big time...
L753[16:27:05] <gigaherz> when I wrote
this example, I wrote it thinking about IEEPs attached to a
player
L754[16:27:09] <gigaherz> but I wanted to
make it more generic
L755[16:27:13] <gigaherz> which means
"TickEvent.PlayerTickEvent" makes no sense
L756[16:27:30] <PaleoCrafter>
LivingUpdateEvent
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L758[16:28:40] <gigaherz> that works for
players too?
L759[16:28:58] <PaleoCrafter> I think
so
L760[16:29:07] <killjoy> player is a
living
L761[16:29:14] <killjoy> but not living
base (I think)
L762[16:29:31] <PaleoCrafter> other way
around :P
L763[16:29:32] <gigaherz> it's called from
EntityLivingBase#onUpdate
L764[16:29:37] <PaleoCrafter> yeah
L765[16:30:16] <gigaherz> which the player
overrides... xD
L766[16:30:23] <gigaherz> without
super
L767[16:30:39] <PaleoCrafter> the super
doesn't have to be called at the start :P
L768[16:30:44] <PaleoCrafter> it's called
somewhere in the middle
L769[16:30:51] <gigaherz> I searched super
;P
L770[16:31:05] <PaleoCrafter> then your
search was borked :P
L771[16:31:07] <gigaherz> there's no
"super" in that method
L772[16:31:14] <gigaherz> there's on on
"onUpdateEntity"
L773[16:31:17] <gigaherz> wait
L774[16:31:21] <gigaherz> it's
super.onupdate
L775[16:31:24] *
gigaherz facepalms
L776[16:31:26] <PaleoCrafter> ...
L777[16:31:32] <PaleoCrafter> u nub
L778[16:31:59] <gigaherz> I did say I have
a headache, my brain isn't at its best ;P
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L784[16:41:16] <gigaherz> okay it's not
THAT smart
L785[16:43:14] <gigaherz> apparently
[name][] works to link to other pages on the same folder, but not
on other folders
L786[16:43:36] <PaleoCrafter> [project
license](../about/license.md) ?
L788[16:44:49] <gigaherz> this works in
github
L789[16:44:58] <masa> oh wow, I created my
first "fancy" generics method... now I feel dirty
L790[16:44:59] <gigaherz> I hope it will
work on rtd
L791[16:45:07] <masa> that is just some
weird syntactic shit
L793[16:45:37] <PaleoCrafter> masa, yeah,
Java's syntax for generic methods is stupid
L794[16:45:49] <gigaherz> ah yes
then
L795[16:45:50] <gigaherz> :D
L796[16:46:27] <PaleoCrafter> thanks god
Java at least has some basic type inference
L797[16:46:45] <shadekiller666>
HassanS6000, if you're still around, that error doesn't exist in
the pr that is awaiting aproval
L798[16:46:59] <gigaherz> I find the
"forward" inference funny
L799[16:47:18] <gigaherz> i'm used to C#'s
"var x = something" rather than
"Something<Type> = whatever<>"
L800[16:47:29] <tterrag> well this is
obnoxious
L801[16:47:30] <PaleoCrafter> well, that's
two different levels of inference :P
L802[16:47:34] <tterrag> there's no way to
open a GUI from a client command
L803[16:47:40] <PaleoCrafter> wat
L804[16:47:47] <PaleoCrafter> sure about
that?
L805[16:47:48] <gigaherz> o_O
L806[16:47:50] <tterrag> positive
L807[16:47:54] <PaleoCrafter>
Minecraft.displayGuiScreen ?
L808[16:47:57] <tterrag> because it calls
displayGuiScreen(null) after processing the command
L809[16:48:03] <gigaherz> LOL
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L811[16:48:14] <PaleoCrafter> that's
hilarious
L812[16:48:21] <tterrag> good thing using
a command wasn't my final plan for this feature
L813[16:48:22] <gigaherz>
Minecraft.getMinecraft().addScheduledTask(() -> {
displayGuiScreen } );
L814[16:48:24] <tterrag> but it's annoying
for now
L815[16:48:27] <tterrag> gigaherz: lol
tried that
L816[16:48:39] <tterrag> it checks if its
on the client thread and then just immediately runs the
callable
L817[16:48:47] <PaleoCrafter> spawn a
separate thread :P
L818[16:48:48] <gigaherz> d'oh
L819[16:48:52] <tterrag> hahaha
L820[16:49:21] <PaleoCrafter> why PR
forge, we have hax
L821[16:49:36] <tterrag> yeah it's a
pretty simple fix
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L823[16:49:44] <tterrag> check that the
currentScreen == this
L824[16:49:53] <gigaherz> questio nis, is
that there for some security concern?
L825[16:49:58] <tterrag> no
L826[16:50:03] <tterrag> it's there
because the chat closes when you enter a command
L827[16:50:10] <gigaherz> ah
L828[16:50:43] <killjoy> Not if you use
tabbychat :p
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L841[17:15:50] <killjoy> Will anything bad
happen if I switch a renderer while ingame?
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L846[17:23:10] <gigaherz> IoP: what's the
problem exactly?
L847[17:23:16] <unascribed> as someone
with a little GL knowledge (but not a lot)
L848[17:23:23] <unascribed> the cost is
probably swizzling the texture into the internal format
L849[17:23:29] <unascribed> but that
shouldn't be that slow
L850[17:23:37] <unascribed> even a
software swizzle is pretty fast
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L852[17:23:53] <unascribed> (swizzle ==
rearranging the order of color components)
L853[17:23:59] <gigaherz> ah so it's slow
while loading?
L854[17:24:02] <gigaherz> once it loads
it's ok?
L855[17:24:15] <IoP> 2 x true
L856[17:24:23] <gigaherz> and I guess this
happens with forge even if there are no mods?
L857[17:24:23] <unascribed> and Spasi is
right on it not being an LWJGL issue
L858[17:24:30] <unascribed> the choice of
texture format is Minecraft's, not LWJGL's
L859[17:24:37] <gigaherz> yeah
L860[17:24:56] <gigaherz> it is a known
fact that some GPUs simply prefer RGBA while others prefer
BGRA
L861[17:25:10] <unascribed> LWJGL is just
a GL binding for Java, not an engine
L862[17:25:21] <gigaherz> but lwjgl hasn
othing to do with that
L863[17:25:29] <gigaherz> yeah
L864[17:25:41] <unascribed> and it's
pretty universally known that Intel GPUs are utter garbage in many
many ways
L865[17:25:48] <IoP> Do not know if that
happens only with forge. (no hardware to test :/)
L866[17:26:01] <Disconsented> Iris pro
aint that bad
L867[17:26:04] <williewillus> killjoy:
define "swich a renderer"
L868[17:26:10] <IoP> I just collected info
from various support requests
L869[17:26:13] <unascribed> it's probably
exaggerated by Forge
L870[17:26:14] <gigaherz> well I have a
laptop with nvidia optimus
L871[17:26:15] <unascribed> because more
textures
L872[17:26:18] <williewillus> unascribed:
1.8 is being pretty nice to my 2013 moile i7 :P
L873[17:26:20] <gigaherz> which means i
can run mc with the Intel gpu if needed
L874[17:26:33] <unascribed> I'm about 80%
sure this is regarding 1.7
L875[17:26:39] <unascribed> 1.8 is pretty
good on all hardware thanks to VBOs
L876[17:26:41] <williewillus> I get 40+ in
all my modded 1.8's :p
L877[17:26:53] <IoP> also notice things
were ok with really old driver version
L878[17:26:57] <williewillus> infinity 1.7
runs at 20-30 at all times
L879[17:27:03] <killjoy> williewillus, I
want to re-register an entity renderer ingame
L880[17:27:13] <williewillus> that's not
going to work :p
L881[17:27:24] <williewillus> i don't
think
L882[17:27:34] <williewillus> unless you
edit the map yourself but undefined behavior there
L883[17:27:47] <killjoy> I guess I'll find
out
L884[17:28:11] <unascribed>
s/undefined/well defined but iffy
L885[17:28:53] <IoP> Current workaround
for bad performance are worse for end-users. "Sorry your
hardware is crap. Buy better or wait patiently until it
loads"
L886[17:29:51] <unascribed> pretty
much
L887[17:30:15] <unascribed> or, switch to
Linux, install the Oibaf PPA, and enjoy your infinitely more
efficient Intel driver
L888[17:30:26] <williewillus> what is
that
L889[17:30:27] <gigaherz> IoP: is it with
ALL intel gpus? or some specific models?
L890[17:30:39] <unascribed> (seriously, I
guided someone on a crappy Pentium laptop through installing Linux
the other day, his performance in my modpack tripled)
L891[17:30:39] <williewillus> unascribed:
I'm on arch on the vanilla intel driver, what is this oibaf
L892[17:30:46] <unascribed> williewillus,
not relevant on Arch
L893[17:30:48] <IoP> gigaherz: 4th, 5th
and 6th gen core CPUs
L894[17:30:54] <unascribed> Oibaf is just
optimized cutting-edge drivers
L895[17:30:58] <unascribed> on Arch, you
want mesa-git from the AUR
L896[17:31:00] <gigaherz> aha then my
sandy bridge laptop wouldn't help
L897[17:31:01] <williewillus> lol
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L900[17:31:21] <gigaherz> if it was
affected I'd have tried to load MC there with a java profiler
L901[17:31:31] <IoP> but don't worry.
Older core generations has other bug(s) :P
L902[17:31:32] <gigaherz> to see which
exact function was the cause
L903[17:31:46] <Lord_Ralex> just the sandy
bridge ones actually, lol
L904[17:31:55] <Lord_Ralex> (with the
older having other bugs)
L905[17:32:00] <gigaherz> SB's gpu was
just too slow either way
L906[17:32:09] <gigaherz> I forced
java.exe to run using the nvidia dedicated ;p
L907[17:32:13] <Lord_Ralex> old and dead
now anyways
L908[17:32:22] <gigaherz> not dead
L909[17:32:27] <gigaherz> my laptop still
works just fine
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L911[17:32:27] <gigaherz> ;P
L912[17:32:30] <Lord_Ralex> intel is not
supporting them anymore
L913[17:32:33] <gigaherz> I just don't
play mc there
L914[17:32:46] <gigaherz> maybe so, but
the gpus still work XD
L915[17:32:52] <williewillus> anyone use
nvidia cards on linux? how do those run?
L916[17:33:15] <gigaherz> mc-wise no
idea
L917[17:33:25] <gigaherz> generally
speaking, not bad, assuming oyu use the proprietary drivers
L918[17:33:34] <MattDahEpic> is there a
way to tell if a player has joined a dimension before or if its a
first join to that dimension?
L919[17:34:04] <gigaherz> either store a
map of dimensions in an IEEP, or write data into the entity
NBT
L920[17:34:37] <MattDahEpic> is there an
IEEP wor worlds?
L921[17:34:41] <MattDahEpic> for*
L922[17:35:14] <gigaherz> there's
WorldSavedData
L923[17:35:21] <gigaherz> but it's best to
store a list of dimensions in the player
L924[17:35:23] <williewillus> i would
write it to each player
L925[17:35:25] <gigaherz> rather than a
list of players in a dimension
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L930[17:49:05] <IoP> I have GT620 in my
linux. GPU seems to be fine but my 8 years old CPU cries in pain if
running MC.
L931[17:49:20] <killjoy> because mc is a
cpu intensive game
L932[17:49:28] <killjoy> it still uses
opengl 1.1
L933[17:49:45] <IoP> for other gaming I
don't know.
L934[17:49:47] <killjoy> mostly
L935[17:49:59] <killjoy> most games don't
heavily utilize the cpu like mc does
L936[17:50:39] <killjoy> Lots of
procedural generating
L937[17:51:21] <gigaherz> the way mc is
designed is kindof inefficient
L938[17:52:02] <gigaherz> doing it right
would take like 10x the effrot so if notch had tried to do it
right, mc wouldn't exist
L939[17:52:02] <gigaherz> XD
L940[17:52:07] <gigaherz> effort*
L941[17:52:49] <killjoy> Yes. I said
"heavily" not "properly" lol
L942[17:52:59] <gigaherz> ofc XD
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L945[17:57:51] <unascribed> and then we
have 3,000,000,000 MC clones
L946[17:57:54] <unascribed> that try to be
more efficient
L947[17:57:56] <unascribed> and fail
horribly
L948[18:00:10] <williewillus> well some of
them *are* more efficient
L949[18:00:13] <williewillus> they just
aren't MC :p
L950[18:00:22] <williewillus> just doesn't
feel the same
L951[18:00:35] <gigaherz> yeah that's the
most common issue
L952[18:00:45] <williewillus> minetest
runs super fast but it feels extremely off, terasology is like
shader overload and even with everything on minimum still runs
worse than MC
L953[18:00:48] <gigaherz> Win10 edition
gets relatively close though
L954[18:00:49] <gigaherz> ;P
L955[18:01:01] <williewillus> no mods so
screw that :p
L956[18:01:03] <gigaherz> (they do have
the java sources though ;P)
L957[18:01:20] <unascribed> yeah, I wish I
could like minetest
L958[18:01:26] <williewillus> still
interesting because I can't find json models in the windows 10
version's assets
L959[18:01:33] <unascribed> but 99.9% of
their decisions seem to be based on the idea "We have to be
different from Minecraft"
L960[18:01:45] <unascribed> so they make
really small tweaks just to be different and it feels...
wrong
L961[18:01:51] <killjoy> Do what minecraft
does. It obviously works
L962[18:01:53] <williewillus> theres jsons
describing their gui's and everything but I can't find models
L963[18:02:10] <unascribed> exactly,
killjoy :P
L964[18:02:17] <unascribed> I may or may
not be becoming part of the problem
L965[18:02:43] <gigaherz> no, what
Minecraft does only works because it's Minecraft
L966[18:03:02] <gigaherz> if mc did it
differently, then what Minecraft does now would feel wrong
L967[18:05:29] <killjoy> Yeah.
L968[18:05:35] <killjoy> I remember when
Minecraft changed a thing
L969[18:05:45] <killjoy> Felt wrong, then
I got used to it, then the old felt wrong
L970[18:05:50] <killjoy> pigs
L971[18:06:09] <killjoy> Those things are
monsters back in infdev
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L992[18:49:01] <MattDahEpic> does anyone
have an example of IEEPs? i cant figure it out
L994[18:49:16] <gigaherz> I wrote this
earlier ;P
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L1003[19:22:35] <williewillus> gigaherz:
in your persisting across player deaths thing you have to note that
it's copied for you by vanilla when isDeath in that event is
false
L1004[19:22:40] <williewillus> if isDeath
is true you have to copy yourself
L1005[19:22:51] <williewillus> just an
intracacy with where that hook is positioned in the vanilla
source
L1006[19:23:41] <williewillus> might not
matter but for PE for a short bit everytime someone went
end->overworld it would dupe their knowledge :p
L1007[19:26:12] <gigaherz> hm?
L1008[19:26:20] <gigaherz> I didn't know
that ;P
L1009[19:27:31] <diesieben07> uhhh
L1010[19:27:36] <diesieben07> that does
not sound right willie
L1011[19:27:51] <diesieben07> Clone event
is fired when there is a new player object constructed
L1012[19:27:56] <diesieben07> which in
any case means you need to copy
L1013[19:28:06] <diesieben07> vanilla
does not copy IEEPs, it doesnt care about them :D
L1014[19:28:16] <gigaherz> does it even
know they exist?
L1015[19:28:24] <diesieben07> well, forge
patches it in
L1016[19:28:30] <gigaherz> so no ;P
L1017[19:28:35] <diesieben07> in the NBT
IO methods
L1018[19:28:41] <gigaherz> aha
L1019[19:29:11] <williewillus> i've very
much run into that bug in practice before
L1020[19:29:18] <williewillus> i'm not
just guessing when I say that :p
L1021[19:29:18] <diesieben07> which
bug?
L1022[19:30:04] <gigaherz> uhh
L1023[19:30:11] <gigaherz> clone happens
in two situations
L1024[19:30:15] <williewillus> ieeps are
copied when isDeath is false
L1025[19:30:16] <diesieben07> actually
you are right willie
L1026[19:30:17] <gigaherz> either you
die, or you return from the end
L1027[19:30:18] <williewillus> by
vanilla
L1028[19:30:19] <diesieben07> the
heck
L1029[19:30:26] <diesieben07> i did not
know that, that must be new
L1030[19:30:29] <williewillus> because
the end to overworld teleport is specialcased as fuck
L1031[19:30:31] <diesieben07> and no,
that is not vanilla :D
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L1033[19:31:10] <gigaherz> so... the if()
is necessary
L1034[19:31:12] <gigaherz> good to know
;P
L1035[19:31:23] <diesieben07> well
L1036[19:31:32] <diesieben07> you might
WANT the data to get lost on death
L1037[19:32:01] <gigaherz> in that case
you do not apply the "persisting data through death" part
of the page
L1038[19:32:02] <gigaherz> ;P
L1039[19:32:10] <diesieben07> :)
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L1043[19:42:42] <MattDahEpic> do IEEPs
persist across instances? or is there a way to make them so they
do?
L1044[19:43:52] <williewillus> instances
of what?
L1045[19:44:19] <MattDahEpic> save IEEP,
close game, open game, is IEEP still there with same data?
L1046[19:47:06] <gigaherz> that's like,
the whole point
L1047[19:47:55] <gigaherz> ah this
reminds me, I forgot to explain that the NBT data contains the data
for the whole entity, so the IEEP should always use a nested
tag
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L1049[19:56:46] <gigaherz> MattDahEpic: I
added a new section to the page
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L1055[20:06:35] <GeoDoX> If anyone is
looking for a good idea for a mod, A client side mod that adds a
Creative Tab for your favourite blocks
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L1057[20:07:02] <killjoy> so a favorites
tab?
L1058[20:07:05] <GeoDoX> Yes
L1059[20:07:10] <killjoy> TMI has
that
L1060[20:07:18] <killjoy> but it's not a
creative tab
L1061[20:07:21] <williewillus> implying
anyone uses tmi anymore
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L1063[20:07:32] <GeoDoX> that ^
L1064[20:07:35] <williewillus> I'm
surprised to see it alive every update
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L1066[20:07:45] <killjoy> Can you put an
item in more than 1 creative tab?
L1067[20:07:55] <gigaherz> hmmm
L1068[20:08:07] <gigaherz> shouldn't be
too hard to implement?
L1069[20:08:08] <GeoDoX> Well, it could
simply be a reference, couldn't it?
L1070[20:08:16] <gigaherz> I have too
many ongoing projects though
L1071[20:08:20] <gigaherz> won't be
adding yet another one
L1072[20:08:38] <GeoDoX> I was just
suggesting if anyone was looking for anything
L1073[20:08:40] <williewillus> briefly
glancing at it, Item only has one creativetab field
L1074[20:08:45] <williewillus> but I'm
sure there's ways around it
L1075[20:08:50] <williewillus> if you
hook into the creative gui itself
L1076[20:08:52] <gigaherz> that one is
the default one
L1077[20:09:10] <GeoDoX> Also, would
anyone be interested in it?
L1078[20:09:22] <GeoDoX> Like is it
actually a decent idea
L1079[20:09:22] <gigaherz> there's a
displayAllReleventItems in the tab clas
L1080[20:09:23] <gigaherz> s
L1081[20:09:34] <gigaherz> that you could
override
L1082[20:09:44] <williewillus> ah yes
that's how you populate your creative tab
L1083[20:09:45] <gigaherz> and fill in
the list given to you with the list of favorites
L1084[20:10:00] <gigaherz> there's also a
typo in the name
L1085[20:10:00] <gigaherz> XD
L1086[20:10:46] <williewillus> how woudl
you mark something as favorite
L1087[20:11:18] <GeoDoX> perhaps a star
in the corner of every item?
L1088[20:11:24] <gigaherz> I'd add a
little "button" on a corner of the hovered item
L1089[20:11:30] <GeoDoX> ^
L1090[20:11:33] <gigaherz> only the
hovered item, else it would be horrible
L1091[20:11:34] <gigaherz> XD
L1092[20:11:38] <GeoDoX> yes
L1093[20:11:39] <GeoDoX> lol
L1094[20:11:48] <gigaherz> well, and a
filled start on all items favorited
L1095[20:11:51] <gigaherz> star*
L1096[20:11:57] <gigaherz> as I
said
L1097[20:12:00] <gigaherz> it doesn't
seem hard
L1098[20:12:03] <williewillus> is there
an event for when slots are drawn?
L1099[20:12:16] <gigaherz> nah
L1100[20:12:30] <gigaherz> but you can
copypaste the slot drawing code, remove the actual drawing from
it
L1101[20:12:35] <gigaherz> and make use
of the rest ;P
L1102[20:12:40] <GeoDoX> Not sure if it's
relevant but theres a HoverEvent
L1103[20:12:40] <williewillus> ew
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L1105[20:12:55] <williewillus> nah that's
for clickable chat thingies
L1106[20:12:56] <gigaherz> it'sn ot as
bad as it sounds XD
L1107[20:13:00] <GeoDoX> ah :P
L1108[20:13:14] <GeoDoX> (decent mod
or?)
L1110[20:13:49] <gigaherz> this is what I
did to draw custom labels on items
L1111[20:14:03] <gigaherz> in my
inventory viewer
L1112[20:14:40] <gigaherz> (as you can
hopefully tell, most of the code is just to setup the string to
draw ;P)
L1113[20:16:12] <williewillus> hm, there
isn't an event for /title commands
L1114[20:16:15] <Cazzar> hmm that could
be interesting...
L1115[20:16:16] <williewillus> I should
PR one
L1116[20:16:27] <williewillus> because
those are annoying as fuck on minigame servers
L1117[20:17:59] <gigaherz> I left a
plotworld server when they added a "banner" for the VIP
access
L1118[20:18:10] <gigaherz> as if having
it in the middle of the screen wasn't annoying enoguh
L1119[20:18:19] <gigaherz> they made it
rotate R,G,B,R,G,B
L1120[20:18:27] <gigaherz> it made
playing impossible for me
L1121[20:19:11] <gigaherz> so I joined
one last time with World Downloader, dumped my plot into a file,
and left.
L1122[20:19:51] <GeoDoX> haha
L1123[20:20:17] <GeoDoX> What if you just
"put" an item into the tab?
L1124[20:20:24] <GeoDoX> If there an
event for that?
L1125[20:20:37] <williewillus> the
creative menu is .... interestingly designed to say the least
L1126[20:20:41] <williewillus> you can't
put things into it
L1127[20:21:03] <williewillus> how it
works is whenever you click any ietm with that gui open the server
immediately deletes it
L1128[20:21:14] <williewillus> then your
client tells the server to recreate it when you place it down or
toss it
L1129[20:21:30] <GeoDoX> hmm, I thought
there would be because getting another single item or stack would
have to be handled
L1130[20:21:46] <williewillus> nah the
slots in the creative menu are all fake
L1131[20:21:57] <williewillus> the item
isnt created serverside until its placed into your inventory
L1132[20:21:57] <GeoDoX> altright
L1133[20:22:07] <GeoDoX> okay
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L1135[20:24:08] <gigaherz> creative mode
menu is horrible ;P
L1136[20:24:24] <GeoDoX> Theres no way to
make your tab have priority in order that they're sorted is
there?
L1137[20:24:38] <williewillus> idk
L1138[20:24:48] <GeoDoX> hmmm
L1139[20:24:59] <williewillus> funnily
enough the creative tabs are held in an array....that auto expands
itself when full. Not sure why it's not an arraylist xP
L1140[20:25:01] <gigaherz> not
really
L1141[20:25:11] <gigaherz> well
L1142[20:25:15] <gigaherz> there's a
constructor that takes an int
L1143[20:25:25] <gigaherz> but it's for
an "id" so they should probably not be repeated
L1144[20:25:29] <GeoDoX> Would you be
able to stick it to the side?
L1145[20:25:40] <williewillus> that would
require cuistom gui stuff
L1146[20:25:40] <GeoDoX> custom
rendering?
L1147[20:25:44] <GeoDoX> yeah
L1148[20:25:46] <gigaherz> maybe make the
mod before:*
L1149[20:26:32] <GeoDoX> yeah lol
:P
L1150[20:26:37] <GeoDoX> good first
step
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L1152[20:28:58] <GeoDoX> Is there a fake
item or something that I can set for the icon?
L1153[20:30:27] <gigaherz> you could
create an actual item, but in getSubItems, not add anything
L1154[20:30:40] <gigaherz> so it doesn't
show up in the list
L1155[20:30:48] <williewillus> is it bad
form to fire events in vanilla packet handlers?
L1156[20:30:53] <williewillus> not sure,
haven't written many of these
L1157[20:31:23] <GeoDoX> I wanted to
avoid doing that :P
L1158[20:31:25] <gigaherz> no idea
L1159[20:31:32] <williewillus> the client
chat event is posted from the packethandler, so guess its fair
game
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L1161[20:31:55] <GeoDoX> I hate rendering
in 1.8, gotta deal with models
L1162[20:32:11] <williewillus> I love
rendering in 1.8, gotta deal with models
L1163[20:32:17] <GeoDoX> hahaha
L1164[20:32:19] <williewillus> :D
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L1166[20:32:31] <GeoDoX> If you wanna
make a star, by all means
L1167[20:32:47] <williewillus> why would
you need a model for the star icon?
L1168[20:32:57] <williewillus> you can
still use TExtureAtlasSprite for that kind of thing
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L1171[20:33:16] <williewillus> anyways it
makes more sense for this evt to happen in guiingame anyway so not
gonna do it in the packethandler
L1172[20:34:35] <masa> I'm now down to
145 errors from about 1500 when I started, after re-organizing teh
imports
L1173[20:35:03] <masa> GUI and
inventory/containers stuff still to fix
L1174[20:35:22] <masa> maybe tomorrow
I'll then get to figuring out the 1.8 rendering stuff
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L1177[20:36:27] <williewillus> read my
gist and it'll all me fine ;P
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L1179[20:37:39] <gigaherz> GeoDoX: you
should make it an obtainable item, with recipe and such
L1180[20:37:46] <gigaherz> so that people
can put it on an item frame
L1181[20:37:47] <gigaherz> ;P
L1182[20:37:57] <GeoDoX> the Star?
L1183[20:38:00] <gigaherz> yes
L1184[20:38:00] <gigaherz> XD
L1185[20:38:28] <GeoDoX> I'd rather not
because I want it to be client ONLY (to support non forge
servers)
L1186[20:39:09] <gigaherz> ah
L1187[20:39:19] <gigaherz> then use the
nether star as your icon
L1188[20:39:22] <gigaherz> maybe
L1189[20:39:28] <GeoDoX> That totally
works actually
L1190[20:39:38] <GeoDoX> Is there a way
to register an Item IF you can?
L1191[20:39:45] <gigaherz> ?
L1192[20:40:56] <gigaherz> hmm the
sunflower icon would also work
L1193[20:41:13] <GeoDoX> I'm not entirely
sure what happens when you try to join a non forge server with a
mod that adds items/blocks
L1194[20:41:23] <gigaherz> oh yeah you
shouldn't do that
L1195[20:41:53] <GeoDoX> Yeah, so that's
why I said what I said, because I got confused
L1196[20:41:55] <gigaherz> what I wonder
is, if you can somehow use an ItemStack with an item that hasn't
been registered....
L1197[20:42:06] <GeoDoX> Yeah
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L1209[21:20:10] <masa> yay all errors are
gone and the game launches, but crashes on world load still
:p
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L1214[21:26:22] <grondag> I think what
forge really needs is more different ways to register items.
L1215[21:26:45] <grondag> I should write
a core mode to add 57 new item registration methods.
L1216[21:26:55] <grondag> Because I’m
just not confused enough already.
L1217[21:27:44] <williewillus> ? :p
L1218[21:27:51] <williewillus>
GameRegistry.registerItem?
L1219[21:29:41] <grondag> ah, but do you
want to register an item that is an ItemBlock without using the
block registration method.
L1220[21:30:07] <grondag> in that case,
you have to use the block registration method #4.
L1221[21:30:20] <grondag> And be sure it
is a full moon and not a tuesday when you call register item.
L1222[21:30:34] <grondag> God help you if
you have custom item models.
L1223[21:30:53] <williewillus> no, you
just use a custom Item class, or the one vanilla has for that exact
case :p
L1225[21:31:11] <williewillus>
complaining about block registration is a new one, it's been the
same for ages (since 1.7, at least) :p
L1226[21:31:18] <grondag> that one won’t
work for me
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L1228[21:31:23] <williewillus> so use
your own
L1229[21:31:27] <grondag> I did
L1230[21:32:14] <williewillus> I count
2-3 ways of registering items :p
L1231[21:32:30] <grondag> Pretty sure
it’s three.
L1232[21:32:49] <grondag> With various
flavors and oddities to each.
L1233[21:33:06] <williewillus> no, it's
1. register item 2. register without an item form 3. make your own
itemblock
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L1235[21:33:28] <grondag> Block
registration is comparatively straightforward. RegisterBlock,
custom Blockstate mapper, done.
L1236[21:33:33] <mikebald> You can
register an alias too, though I guess technically that's not
registering the item.
L1237[21:33:55] <grondag> I still have
forge yelling at me that it can’t find my item json model when
there isn’t one.
L1238[21:34:08] <williewillus> were you
expecting otherwise? :p
L1239[21:34:12] <williewillus> it can't
find it so it tells you
L1240[21:34:14] <williewillus> also,
that' vanilla
L1241[21:34:17] <grondag> It is finding
the ISmartItemModel just fine.
L1242[21:34:40] <williewillus> because
those are inserted after the model registry inits and loads
L1243[21:34:47] <grondag> But I guess
I’ll need to call registerItemVariant so that it doesn’t look for
the models that aren’t there, even though it isn’t going to use
them.
L1244[21:36:46] <williewillus> just
setcustomMRL like you normally would but point it to where the
smartmodel will eventually be
L1245[21:36:59] <williewillus> I do that
and I don't get any missing model errors
L1246[21:37:20] <grondag> yes, I did that
last time, was hoping the recent changes made it unecessary.
L1247[21:37:43] <williewillus> why would
you? setCustomMRL establishes the binding between your item and a
model path
L1248[21:37:51] <williewillus> how else
would that connection be made known?
L1249[21:38:06] <grondag> so now there is
registerItemVariants, setCustomMeshDefinition and
ModelLoader.setCustomModelResourceLocation
L1250[21:38:17] <williewillus> you don't
need to care about registerItemVariants
L1251[21:38:25] <williewillus> unless
you're overriding getModel or using a custom mesh definition
L1252[21:39:05] <grondag> I am overriding
getModel and I’m also calling setCustomeModelResourceLocation with
the model location that is returned by getModel
L1253[21:39:13] <grondag> And it is still
yelling at me.
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L1255[21:40:09] <grondag> They all just
need to point to the same ISmartItemModel. It will dispatch the
right baked model based on the itemStack.
L1256[21:40:17] <MattDahEpic> has anyone
had trouble with their sounds playing twice and overlapping
eachother?
L1257[21:40:20] <williewillus> then why
are you overriding getModel....
L1258[21:40:30] <williewillus> that's
completely unnecessary if the smartmodels goign to handle it
all
L1259[21:40:35] <williewillus>
MattDahEpic: vanilla bug
L1260[21:40:52] <williewillus> if you
have a smartmodel all you need is setCustomMRL
L1261[21:40:54] <MattDahEpic>
williewillus, link so i can vote/watch it?
L1262[21:41:07] <williewillus> and to
insert the smartmodel in the right path during the
ModelBakeEvent
L1263[21:41:14] <fry> grondag: are you
doing all that in preInit?
L1264[21:41:25] <grondag> I actually
overrode it because I wanted a single place to build the model
name. It is needed elsewhere in some of the helper classes.
L1265[21:41:43] <grondag>
setCustomModelResourceLocation is during init
L1266[21:41:47] <grondag> the rest is
preinit
L1267[21:41:52] <grondag> should it be
earlier?
L1268[21:41:54] <fry> move everything to
preInit
L1269[21:41:55] <williewillus> yes
L1270[21:41:58] <grondag> bah
L1271[21:42:00] <MattDahEpic> models
should be in preinit
L1272[21:42:12] <grondag> so much for
reading things on the internet
L1273[21:42:18] <williewillus> stupid
outdated tutorials
L1274[21:42:33] <williewillus> 1. using
the ancient getItemModelMesher method to register models and 2.
telling people to do it in init
L1275[21:42:44] <MattDahEpic> fry's model
debugging steps: 1. preinit, 2. json, 3. its broken
L1276[21:42:50] <williewillus> lol
L1277[21:43:16] <williewillus> mine is 1.
errors in log? 2. json 3. preinit 4. read my gist
L1278[21:44:04] <williewillus> as a side
note, if your getModel isn't player and use time dependent it
should be in a custom mesher
L1280[21:45:16] <williewillus> in typical
mojang fashion, the community has provided full source for a fix
but no noise on it since it was introduced in 1.7 :p
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L1282[21:47:13] <masa> yep that one
^
L1283[21:47:22] <masa> so
frustrating
L1284[21:47:51] <williewillus> a large
portion of the most voted bugs have community produced source code
fixes that are verified working
L1285[21:47:56] <williewillus>
*sighs*
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L1287[21:48:29] <masa> it has been broken
like two years now(?), it is the most noticable bug in regular
gameplay imo, and they haven't ficed it, but then they have time to
fix some frickin one pixel error in some font...
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L1289[21:49:57] <williewillus> it's also
sad when half the tickets at the top are in "REOPENED"
status, which means whatever half assed fix they tried didn't
work
L1290[21:51:45] <tterrag> is there an
easier way to write this pattern?
L1291[21:52:01] <tterrag> sec...puush
being slow
L1293[21:52:44] <fry>
(int)(Math.ceil(rows))
L1294[21:52:48] <unascribed> (rowsExact %
1) < EPSILON ?
L1295[21:52:55] <fry>
*(int)(Math.ceil(rowsExact))
L1296[21:52:56] <unascribed> oh
L1297[21:52:57] <unascribed> wait
L1298[21:52:58] <unascribed>
nevermind
L1299[21:53:15] <unascribed> yeah,
ceil
L1300[21:53:29] <unascribed> I thought
you were checking for if it was a whole number >.>
L1301[21:54:12] <tterrag> ah right,
ceil
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L1303[21:59:29] <Naiten> Hi. Can anybody
remind me how to hardcode blockstate rendering? Matrix transform
and stuff...
L1304[22:01:58] <grondag> Hmmm, moved
call setCustomModelResouceLocation to preInit, yet ModelLoader
still yelling at me because can’t find json models.
L1305[22:03:14] <grondag> Naiten: …
doesn’t seem like a brief thing to explain. What are you trying to
do?
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L1311[22:08:01] <grondag> Are you
rendering it as TESR now?
L1312[22:09:02] <Naiten> grondag, no.
That was made in 1.7 with IBSRH. TESR is wrong on so many
levels...
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L1314[22:10:00] <Naiten> I just can't use
TESR to render railways because that will turn into tons ot TE in
the render zone and a severe fps drop.
L1315[22:10:18] <Naiten> *ISBRH
L1316[22:10:44] <grondag> well, how many
different block states are there? I can’t tell from the screen
shots.
L1317[22:11:07] <unascribed> virtually
infinite considering it's a spline
L1318[22:11:22] <williewillus> if it used
isbrh in 1.7 it almost definitely can be done *wthout* frame
killers
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L1320[22:11:25] <williewillus> aka
TESRs
L1321[22:11:27] <Naiten> I don't need
blockstates. I need one single model of a 0.5 meter long track and
matrix transform.
L1322[22:11:44] <williewillus> that's
easy, load the model and wrap it with a TRSR
L1323[22:11:49] <williewillus> then cache
the result
L1324[22:11:55] <Naiten> >_>
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L1327[22:12:15] <williewillus> well
"easy" in terms of the capabilities of the system, not in
tterms of a newcomer, haha
L1328[22:12:29] <grondag> yeah, using
fast render with TESR might work.
L1329[22:12:47] <Naiten> wth is 'wrap it
with tesr and cache the result' >_>
L1330[22:12:53] <williewillus> don't use
a tesr please xP
L1331[22:12:56] <williewillus> I said
TRSR not TESR
L1332[22:13:01] <williewillus> hold on
getting an example
L1333[22:13:06] <Naiten> omg
L1334[22:13:16] <Naiten> what even TRSR
stands for?
L1335[22:13:33] <williewillus> it's a
convenience class in 1.8 representing a transformation matrix
L1336[22:13:36] <grondag> Or I suppose
you could use in ISmartBlockModel with a tile entity to hold the
render state for each block.
L1337[22:13:37] <williewillus> in other
wrods, exactly what you want
L1338[22:13:57] <grondag> You’d still
need to dynamically generate and cache the baked models.
L1339[22:14:16] <grondag> It would be
easier to do it the way williewillus is describing, I think.
L1340[22:15:10] <Naiten> I know how to
generate spline with transforms, i just don't want to do that every
tick, and idk how to implement that >_>
L1341[22:15:18] <williewillus> yeah it's
definitely possible
L1342[22:15:23] <unascribed> I think he
asking you to tell him what a TRSR is
L1343[22:15:27] <Naiten> reading Forge
code is NOT helpfull >_<
L1344[22:15:29] <williewillus> idk how to
explain in short without explaining the whole model system
though
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L1346[22:15:46] <Naiten> example will be
fine
L1347[22:15:48] <unascribed> I'm pretty
sure it's not a TruffleResidentSandwishReplacer
L1348[22:16:07] <Naiten>
TranslateRotateScaleRotate IIRC
L1349[22:16:15] <Naiten> ik
L1350[22:16:20] <williewillus> yes
L1351[22:16:47] <grondag> The latest
forge has an option to cache the quads you generate - don’t need to
produce them every frame.
L1352[22:17:05] <Naiten> well, how do i
code that?
L1353[22:17:09] <williewillus> this is a
basic overview of 1.8 rendering
https://gist.github.com/williewillus/57d7093efa80163e96e0,
you need a smartmodel, specfically a perspective aware model. a
perspective aware model is able to take another model and return a
matrix that should be applied before the model is rendered.
L1354[22:18:00] <williewillus> grondag:
really?
L1355[22:18:03] <williewillus> where is
that?
L1356[22:18:57] <grondag> yes, I believe
it went in with the animation system - was in the changelog - lemme
find it, can’t remember the name exactly
L1357[22:20:16] <grondag> From the Jan1
commits: TESRs can now be batched - look at
TESR.renderTileEntityFast +
L1358[22:20:16] <grondag>
TE.hasFastRenderer.
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L1360[22:20:41] <williewillus> oh that
means batched together in one render call
L1361[22:20:56] <williewillus> I don't
think the quad caches used for animation persist long
L1362[22:21:28] <Naiten> Erm. Does that
mean it will be rendered only once but not every tick?
L1363[22:21:41] <williewillus> yes that's
how isbrh's used to work as well
L1364[22:21:51] <williewillus> they're
only updated when the chunk section rerenders
L1365[22:22:33] <Naiten> Welp, that's
great i think.
L1366[22:23:12] <Naiten> FINALLY can
update my railways from 1.7.10 to 1.8! :D
L1367[22:24:01] <fry> just to clarify:
use smart models, don't use batched TESRs
L1368[22:24:07] <williewillus> anyways
look at that gist and in the general direction of
IPerspectiveAwareModel
L1369[22:24:16] <williewillus> I would
give an example but mine doesn't really demonstrate them well in
this case
L1370[22:24:35] <Naiten> fry, what's
smart model?
L1371[22:25:01] <williewillus> a model
that can be decided in-code
L1372[22:25:07] <williewillus> read the
gist and you'll understand (mostly)
L1373[22:25:11] <williewillus> I haven't
finished some parts of it :p
L1374[22:25:39] <Naiten> sigh. And why is
batched TESR bad?
L1375[22:25:49] <williewillus> its a
tesr
L1376[22:26:00] <williewillus> those
murder performance
L1377[22:26:16] <fry> it'll still update
every frame
L1378[22:26:34] <Naiten> okay
L1379[22:27:11] <williewillus> fry:
unrelated note, didn't catch your answer to mcjty's question a
couple days ago - is block.getLightValue called from render
threads? Because I also get NPE crashes accessing my TE's in
there
L1380[22:27:37] <fry> yes, it should be
called from render threads
L1381[22:27:47] <fry> and you should
always check before accessing TEs
L1382[22:27:59] <fry> there's no
guarantees that they'll be there
L1383[22:29:00] <grondag> Is the
position-aware getLightValue new?
L1385[22:29:33] <williewillus> i don't
think so
L1386[22:30:22] <grondag> Ah, that is
light emitted by the block?
L1387[22:30:32] <williewillus> yeah
L1388[22:30:48] <grondag> bummer
L1389[22:31:04] <williewillus> ?
L1390[22:31:10] <GeoDoX> gigaherz, what
method was it to get the Items to display in Creative Tab
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L1392[22:31:23] <williewillus> GeoDoX:
CreativeTabs.displayReleventItems
L1393[22:31:25] <williewillus> or
something like that
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L1395[22:31:37] <GeoDoX> ah :)
L1396[22:31:52] <williewillus> yeah
displayAllReleventItems, just add everything to the list passed
in
L1397[22:32:30] <GeoDoX> Add or set
them?
L1398[22:32:38] <williewillus> just add
it to the list
L1399[22:32:42] <GeoDoX> Alright
L1400[22:32:48] <williewillus> if you set
it the item will disappear from its real creative tab
L1401[22:33:08] <williewillus> on a side
note, did not know that individual creative tabs were allowed to
have a searchbox
L1402[22:33:18] <williewillus> always
thought the botania tabs search bar was hacked in :p
L1403[22:34:06] <GeoDoX> haha :) is it
easy to do?
L1404[22:34:46] <williewillus> yeah you
override one method
L1405[22:34:48] <williewillus> lol
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L1407[22:35:43] <GeoDoX> best way of
storing the favourites locally?
L1408[22:35:54] <GeoDoX> Just ids in a
files?
L1409[22:35:57] <GeoDoX> file*
L1410[22:36:09] <williewillus> I'd store
it in the player's NBT data
L1411[22:36:22] <williewillus> actually
hm
L1412[22:36:27] <williewillus> do you
want this to be clientside only?
L1413[22:36:30] <GeoDoX> Yes
L1414[22:37:00] <williewillus> not sure
the best way then, probably just write to a .dat file somewhere in
the minecraft directory, probably in your config folder
L1415[22:37:11] <williewillus> but
whatever you do I'd say use NBT as its easy to write and read from
files
L1416[22:37:42] <GeoDoX> So NBT -> DAT
File to write?
L1417[22:38:06] <williewillus> yeah and
reverse to read
L1418[22:38:24] <williewillus> just have
a tag compound with a tag array containing a bunch itemstacks in
compound form
L1419[22:38:34] <williewillus> idk how
that handles items that aren't present though
L1420[22:39:48] <tterrag> hey
diesieben07, how can I get a ListenableFuture from an
Executor.submit call?
L1421[22:39:54] <tterrag> or, what should
I use instead?
L1422[22:40:18] <GeoDoX> willie, what do
you mean that aren't present?
L1423[22:40:40]
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L1424[22:42:41] <tterrag> ah,
ListeningExecutorService
L1425[22:42:41]
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L1426[22:44:18] <GeoDoX> When would you
suggest the reading and writing occur? I was thinking open/close
inventory?
L1427[22:44:23] <williewillus> GeoDoX: i
start a modpack, set a few favorites on the client, shut down the
game, remove half the mods, then start again. do the old entries
get deleted or remembered or?
L1428[22:44:38] <williewillus> probably
something like that, yeah
L1429[22:45:00] <GeoDoX> that would solve
the issue that you just mentioned?
L1430[22:45:08] <GeoDoX> ohh wait
L1431[22:45:10] <GeoDoX> nvm...
L1432[22:45:25] <GeoDoX> I'd say
remembered but ignored?
L1433[22:45:43] <GeoDoX> Unless its
actually unfavourited, it stays
L1434[22:48:18] <GeoDoX> Is there a
convenience class for .DAT writing?
L1435[22:48:35] <williewillus> no, the
file extension is arbitrary
L1436[22:48:43] <williewillus> it's just
NBT, you can give it whatever extension you want
L1437[22:48:46] <GeoDoX> ahm
alright
L1438[22:49:02] <williewillus>
CompressedStreamTools give you NBT<->Input/OutputStream
L1439[22:49:07]
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())
L1440[22:49:24] <GeoDoX> sweet, that's
what I was looking for
L1441[22:49:29]
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L1442[22:51:02] *
Naiten wants to say "screw it" to he json
system
L1443[22:51:37] <GeoDoX> willie, which
set method in NBTTagCompound?
L1444[22:53:34] <GeoDoX> I know I could
set Strings, but is there not a way to store an Array?
L1445[22:53:48] <GeoDoX> like, different
strings with the same key?
L1446[22:54:22] <williewillus> Naiten:
too early for that, stick with it a bit longer ;p
L1447[22:54:40] <williewillus> GeoDoX: I
was thinking compound containing an array of compounds
(stacks)
L1448[22:55:18] <GeoDoX> How would you do
that
L1449[22:55:26] <Naiten> williewillus,
omg, i read all that wall of text and still don't get what and how
to implement D:
L1450[22:55:50] <williewillus> i think
you just do toplevelcompound.setTag("stacks",
<nbttaglist here>)
L1451[22:56:05] <williewillus> Naiten:
but you get the concepts behind how the model system works, kinda,
right?
L1452[22:57:01] <williewillus> now, you
need a smartmodel. a smartmodel is something that is inserted at
runtime to replace a specific modelresourcelocation variant. you
want a smartmodel that applies an additional transform on the model
before rendering it. How do you get the transform matrix, from a
TE?
L1453[22:58:10] <Naiten> I calculate it
from marking blocks positions. Just a bezier curve equations or
something like that.
L1454[22:58:46] <GeoDoX> The Unlocalized
name returns the modid:itemName?
L1455[22:59:08] <GeoDoX> In
ItemStack?
L1456[22:59:15] <williewillus> GeoDoX:
no, do item.getRegistryName
L1457[22:59:53] <GeoDoX> Item doesn't
have a getRegistryName?
L1458[22:59:58] <williewillus> Naiten: so
you would use unlisted properties/extended state to stuff the
transformation matrix inside the IBLockState, which would then get
handed to your smartmodel. your smartmodel then takes the original
model, applies the matrix onto it using IPerspectiveAwareModel,
then returns it
L1459[23:00:09] <williewillus> what forge
build are you on?
L1460[23:00:21] <GeoDoX> 15.1655
L1461[23:00:24] <Naiten> 1722 i
guess
L1462[23:00:27] <GeoDoX> Latest
1.8.8
L1463[23:00:34] <williewillus> i think
that got added later
L1464[23:00:39] <williewillus> we're also
on 1.8.9 btdubs :p
L1465[23:01:16] <GeoDoX> Yeah, I know but
I didn't wanna update at the moment :P
L1466[23:01:29] <GeoDoX> Is there another
way to do it?
L1467[23:01:41] <williewillus> but
GameData.getItemRegistry.getNameForObejct(item) should do as well.
You sholdn't need to do this manually by the way
L1468[23:01:45] <williewillus> there's
methods to write stacks to nbt
L1469[23:02:08]
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L1470[23:02:28] <GeoDoX> There is?
L1471[23:02:36] <williewillus>
itemstack.writeStackToNBT :P
L1472[23:03:23]
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L1473[23:04:27] <GeoDoX> You need to pass
in the nbt?
L1474[23:04:36] <GeoDoX> but it returns
it?
L1475[23:04:42] <williewillus> it returns
it back to you, just do stack.writeToNBT(new NBTTagCompound())
:p
L1476[23:04:45] <GeoDoX> Why doesn't it
just make one?
L1477[23:04:55] <williewillus> idk
L1478[23:04:59] <williewillus> probably
was a use case for it
L1479[23:05:58] <GeoDoX> So I have to do
File IO myself using CompressedStreamTools?
L1480[23:06:08] <williewillus> yeah
L1481[23:06:15]
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L1482[23:06:41] <GeoDoX> Which way would
you suggest?
L1483[23:08:11]
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L1484[23:08:13] <GeoDoX> I was thinking
DataOutput/InputStream
L1485[23:09:01] <GeoDoX> nvm, checked out
the methods
L1486[23:09:20] <williewillus>
FileINputSream/FileOutputStream
L1487[23:09:38]
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L1488[23:09:41] <GeoDoX> Minecraft has a
way to get a file from the modids resource location right?
L1489[23:10:01] <GeoDoX> Can't think of
what it is
L1490[23:10:35] <GeoDoX> I don't think
you wrap CompressedStreamTools in anything
L1491[23:10:52] <GeoDoX> It has methods
to directly read and write NBT to a file
L1492[23:11:04] <williewillus> you can't
write to a mod's reousrce path, that's inside the jar
L1493[23:11:16] <williewillus> you can
get the config path though, I don't remember the exact call
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L1496[23:13:26] <Naiten> williewillus,
can you explain me this rendering stuff taking me as a very dumb
person pls? The only yhing i got was 'Listen for ModelBakeEvent'
... What resourcelocation am i to put there? >_>
L1497[23:13:36]
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L1498[23:13:45] <williewillus> have you
done 1.8 rendering with normal blocks before?
L1500[23:15:38]
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L1501[23:16:06] <GeoDoX> FMLPreInit has a
getModConfigurationDirectory?
L1502[23:16:24] <williewillus> okay, so
you have some ideas of how it works. A MoedlResourceLocation refers
to a variant in a blockstate json. when the game loads, it takes
the blockstate json, loads all the models it specifies, then
inserts them into a map from ModelResourceLocation-> Bakedmodel.
During ModelBakeEvent, you're going to replace the value of the
ModelResourceLocation for your rail block with your smartmodel
object
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L1504[23:17:19] <GeoDoX> I guess I have
to capture that directory?
L1505[23:17:30] <williewillus> yeah
L1506[23:18:09] <Naiten> where's syntax
for modelresourcelocation?
L1507[23:18:20]
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L1508[23:19:30] <Naiten> do i just write
"row:blockTrack" meaning
assets/row/blockstates/blockTrack.json ?
L1509[23:19:43] <williewillus> you need
to specify the variant as well
L1510[23:19:49] <williewillus> does your
track block have any blockstate properties?
L1511[23:19:53] <williewillus> I assume
not
L1513[23:20:55] <williewillus> if a block
has no listed properties it uses the "normal" variant so
you want to insert your smartmodel into "normal"
L1514[23:21:18] <williewillus> more
precisely new MRL(<modid>:<registryname>,
"normal")
L1515[23:21:47] <Naiten> should i put
<modid>:<registryname> in quotes too maybe?
L1516[23:22:01] <Naiten> thanks
L1517[23:22:05] <GeoDoX> Uhh, so
apparently I don't register my creative tab in my other mod?
L1518[23:22:08] <williewillus> of
course
L1519[23:22:12] <williewillus> GeoDoX:
?
L1520[23:22:32] <GeoDoX> I was looking in
my other mod to remember how to register a ctab
L1521[23:22:40] <GeoDoX> and I just don't
in it
L1522[23:22:45] <williewillus> you don't,
you just instantiate it and its registered
L1523[23:22:59] <GeoDoX> oh lol
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L1526[23:29:04] <Naiten> williewillus, so
do i want a custom class implementing ISmartBlockModel now?
L1527[23:29:25] <williewillus> yes and
IPerspectiveAwareModel
L1528[23:29:58]
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L1529[23:30:03] <Naiten> what's that
>_>
L1530[23:31:22]
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L1531[23:31:37] <williewillus> the part
that makes your whole thing work, allows you to return a matrix to
be applied to the model
L1532[23:31:46] <williewillus> before it
renders
L1533[23:34:12] <Naiten> i don't get what
i have to do now <_<
L1534[23:34:24] <Naiten>
exampleless
L1535[23:34:48] <williewillus> did you
read the section on unlisted properties in the gist?
L1536[23:35:06] <williewillus> you need
to override getExtendedState in your block and stuff the matrix
into an unlisted property
L1537[23:35:15] <GeoDoX> williewillus,
you can't set a list of NBT in setTag, if I do it multiple times
will it overwrite?
L1538[23:35:16] <williewillus> then you
can get it back out in the smartmodel
L1539[23:35:27] <williewillus> GeoDoX:
why can't you? 0.o
L1540[23:35:30]
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L1541[23:35:32] <williewillus> it takes
NBTBase
L1542[23:35:45] <GeoDoX> Doesn't accept a
list...
L1543[23:35:59] <williewillus> and nbt
list
L1544[23:36:01] <williewillus> not a list
of nbt
L1545[23:36:05] <williewillus> the actual
type called NBTList
L1546[23:36:07] <williewillus> :p
L1547[23:36:17] <GeoDoX> TagList?
L1548[23:36:19] <GeoDoX> :P
L1549[23:36:22]
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L1550[23:36:31] <williewillus> sure,
that
L1551[23:36:34] <williewillus>
NBTTagList
L1552[23:37:00] <GeoDoX> ah
L1553[23:45:45] <GeoDoX> What are the
values stored in NBTBase.NBT_TYPES?
L1554[23:45:58] <GeoDoX> I need it for
getTagList
L1555[23:46:13] <williewillus> look in
Constants.NBT
L1556[23:46:55] <GeoDoX> Ah, thank
you
L1557[23:48:36] <GeoDoX> Will TAG_STRING
work for a compound that was written with
ItemStack.writeToNBT?
L1558[23:48:53] <GeoDoX> I looked at the
code and noticed it's adding other data too
L1559[23:48:57] <williewillus> no, you
want compound with a list of compounds
L1560[23:49:02]
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L1561[23:49:33] <williewillus> compound {
list[<each stack in its own compound here>] }
L1563[23:50:25]
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L1564[23:50:52] <williewillus> ah, no.
that second arguments specifies the type of nbt that the list
contains
L1565[23:50:56] <williewillus> you would
put TAG_COMPOUND there
L1566[23:51:02] <williewillus> because
the list has compounds in it
L1567[23:51:26] <GeoDoX> Ah, okay
L1568[23:53:00] <GeoDoX> How do you
iterate over an NBTTagList?
L1569[23:53:24] <GeoDoX> Theres no size
or length? and you can't directly access the contents using a
foreach
L1570[23:54:05] <GeoDoX> wait, is it
tagCount?
L1571[23:54:30] <GeoDoX> yup
L1572[23:56:22] <GeoDoX>
favourites.add(new
ItemStack(Item.getByNameOrId(itemStacks.getStringTagAt(i))));
should work, correct?
L1573[23:56:50] <williewillus> wat
L1574[23:56:59] <williewillus> you stored
the stack as a compound, why are you trying to get strings back
out?
L1575[23:57:07] <williewillus> get a
compound out of the list then use ItemStack.readStackFromNBT
L1576[23:57:15] <GeoDoX> to put them back
in the favourites list
L1577[23:57:17] ***
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L1578[23:57:22] <GeoDoX> oh
L1579[23:59:01] <MattDahEpic> god i hate
when Failed to login: The server encountered an unexpected
condition which prevented it from fulfilling the request. and the
logs give no errors to go on whatsoever
L1580[23:59:34] <MattDahEpic> and its the
most undescriptive error message on the client, HEH IT DIDNT WORK,
NO REASON WHY DOE
L1581[23:59:59] <williewillus> eh users
generally don't ened to see that