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L19[00:57:00] <SatanicSanta> Is there some way to prevent getting stacks of infinite (111ish) size when decreasing their size? Using this code https://beta.paste.ee/p/SszRC eventually makes the ItemStack (item)'s stacksize infinite, though the actual item's onRightClick code which does essentially the same thing does not.
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L35[01:33:42] <McJty> Where can I find all possible sound names like "random.door_close" and so on?
L36[01:33:58] <xaero> sounds.json I'd reckon
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L38[01:34:21] <xaero> it'd be in the assets as a alphanumeric hash
L39[01:34:33] <xaero> but there's an asset's map file in there
L40[01:35:03] <unascribed> ~/.minecraft/assets/objects/5e/5e06ca070067486427a3167ade2ffe01623e5591
L41[01:35:06] <unascribed> open it with a text editor
L42[01:35:27] <McJty> Hmm... where to find .minecraft
L43[01:35:34] <killjoy> I'd refer to the 1.8.json index
L44[01:35:35] <McJty> This computer actually doesn't have minecraft :-)
L45[01:35:38] <unascribed> on Windoge it's %APPDATA%\.minecraft
L46[01:35:43] <unascribed> oh
L47[01:35:44] <McJty> Just my dev env
L48[01:36:05] <xaero> oh, then try ~/.gradle/caches/minecraft/assets/<...>
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L50[01:37:02] <McJty> ok found it. Thanks
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L52[01:40:21] <sham1> why are these assets hashed I have no idea
L53[01:40:54] <killjoy> skins are hashed too
L54[01:40:55] <xaero> lookup performance
L55[01:41:11] <sham1> does not make getting vanilla assets any easier
L56[01:41:24] <sham1> as there is no insentive to install vanilla
L57[01:41:32] <sham1> other than assets
L58[01:42:15] <unascribed> lookup performance and the ability to ask for a specific asset by it's hash
L59[01:42:29] <unascribed> so no craziness like the Beta 1.7 "Sound Update" they made due to Beta 1.8 changes
L60[01:42:57] <unascribed> probably mostly for the guarantee of what file it is
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L62[01:48:16] <killjoy> it's called 1.7.10_af
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L64[01:48:50] <sham1> "1.7.10_as_fuck"?
L65[01:50:30] <killjoy> april fools
L66[01:51:20] <unascribed> oh, you mean when they changed all the sounds to villagers?
L67[01:52:00] <killjoy> yes
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L70[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160208 mappings to Forge Maven.
L71[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160208-1.8.9.zip (mappings = "snapshot_20160208" in build.gradle).
L72[02:00:17] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L95[02:35:12] <killjoy> Everyone boycott The Division
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L97[02:36:08] <killjoy> they're withholding the pc version because it would be unfair to console
L98[02:36:42] <Ordinastie> too late, just bought it 1h ago
L99[02:36:59] <killjoy> on console?
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L101[02:37:19] <killjoy> http://www.pcgamesn.com/the-division/the-divisions-pc-version-had-to-be-kept-in-check-with-consoles-or-it-would-be-unfair
L102[02:37:26] <Ordinastie> nope, PC
L103[02:38:00] <killjoy> I must be misunderstanding the atricle then
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L105[02:41:11] <killjoy> maybe it's bottlenecked
L106[02:42:36] <TehNut> Correct. It's just not as pretty looking as it could be.
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L108[02:42:46] <killjoy> it's not a port either
L109[02:43:32] <killjoy> Only mods can save us now
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L120[03:04:32] <Disconsented> Is there another way besides a fori loop to set multiple blockstates?
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L122[03:09:06] <PaleoCrafter> BlockPos.getBox or something, Disconsented
L123[03:10:07] <Disconsented> That works
L124[03:10:08] <Disconsented> ty
L125[03:10:10] <Disconsented> (getAllInBox)
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L129[03:34:40] <SomeGuyInATree> What's the best way to store a list of entities and their postitions?
L130[03:35:03] <killjoy> nbt
L131[03:35:29] <killjoy> there's built in methods for storing entity data in nbt
L132[03:36:36] <SomeGuyInATree> I'm trying to calculate the distances between each and every kind of X from an Arraylist
L133[03:37:24] <killjoy> oh.
L134[03:37:27] <killjoy> why?
L135[03:38:04] <killjoy> use math
L136[03:38:10] <masa> yay I updated Forge to the latest and it broke my model classes
L137[03:38:21] <killjoy> http://hotmath.com/hotmath_help/topics/distance-formula-in-3d.html
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L139[03:39:07] <killjoy> there's probably also some methods for it
L140[03:39:12] <masa> well apparently it was an easy fix
L141[03:39:16] <Wuppy> :'(
L142[03:39:34] <Wuppy> they cancelled a massive regional holiday due to weather :V
L143[03:39:44] <SomeGuyInATree> I plan to use math. But I want to get the entities from the list, place them into their own, then collect each's position to store alongside.
L144[03:40:12] <killjoy> maybe a map
L145[03:40:23] <killjoy> I don't know your usage
L146[03:40:24] <Wuppy> I hate storms :(
L147[03:40:54] <killjoy> maybe take a look at AABB (or whatever its called)
L148[03:41:07] <killjoy> AxisAlignedBoundingBox
L149[03:43:09] <Ordinastie> SomeGuyInATree, what are you really wanting to do ?
L150[03:43:18] <killjoy> be detailed please
L151[03:46:20] <SomeGuyInATree> So /wipe X Y - Wipes all X within Y range however It will leave 5%. If any X's are within a 1/8 range of Y of each other, they'll be removed regardless. to keep a few villagers left at each village map-wide
L152[03:47:13] <SomeGuyInATree> Just want to store each X with it's location in an easy way to compare each.
L153[03:49:36] <killjoy> so like /kill @e[args]?
L154[03:49:50] <SomeGuyInATree> Yeah.
L155[03:50:01] <SomeGuyInATree> I'm mostly using it to remove villagers but it works on anything
L156[03:50:09] <PaleoCrafter> Look at the kill command :P
L157[03:50:14] <killjoy> you should look into the selectors
L158[03:50:34] <SomeGuyInATree> I am simply wondering the best way to store the data..
L159[03:50:51] <killjoy> <killjoy> nbt
L160[03:50:56] <PaleoCrafter> Nah
L161[03:51:06] <killjoy> do you mean as a file or in memory?
L162[03:51:23] <SomeGuyInATree> In memory to use straight away..
L163[03:51:28] <PaleoCrafter> Just a list/set should do
L164[03:51:31] <killjoy> ^
L165[03:51:42] <SomeGuyInATree> Thank you.
L166[03:51:59] <PaleoCrafter> You don't need any sort of position -> entity mapping, especially because that can be ambiguous
L167[03:52:05] <killjoy> Do entities implement hashcode()?
L168[03:52:20] <PaleoCrafter> Nope
L169[03:52:38] <PaleoCrafter> So their identity is checked
L170[03:52:40] <killjoy> then the only thing a set would be good for is preventing the same instance from being added twice
L171[03:52:57] <killjoy> either way, it comes down to if order matters
L172[03:53:44] <SomeGuyInATree> The accuracy of the entities positions isn't really important. As rough numbers still will keep 5% of the total alive so long as they're not within 1/8 Y distance of each other.
L173[03:57:20] <killjoy> You should keep in mind what you want to do with that data and how you're going to do it.
L174[03:57:23] <unascribed> iirc entities do implement hashcode in 1.8
L175[03:57:28] <unascribed> and they return their entity id
L176[03:58:07] <SomeGuyInATree> Still in 1.7 doe :p
L177[03:58:12] <SomeGuyInATree> Thanks for the input though all.
L178[03:58:51] <killjoy> In this case, it's up to you as a programmer to decide how you want to do this.
L179[03:58:57] <McJty> SomeGuyInATree, was that you who reported that chunkloading problem with rftools villages?
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L181[03:59:12] <SomeGuyInATree> Ye
L182[03:59:20] <unascribed> I would personally just suggest a List<Entity> since this is temporary and just for calculation
L183[03:59:21] <McJty> Did you manage to try out removing the circuits and see if that helps?
L184[03:59:38] <unascribed> remove entities that match your criteria
L185[03:59:38] <SomeGuyInATree> I did, and from what I can tell, it did.
L186[03:59:45] <unascribed> then li.forEach(Entity::setDead)
L187[03:59:57] <McJty> weird...
L188[04:00:14] <SomeGuyInATree> I already do that, The whole math path with distances is the new code I'm trying to add. :)
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L190[04:00:48] <SomeGuyInATree> Currently it just removes all but 5% in whatever the radius.
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L192[04:01:09] <SomeGuyInATree> I want it to have more even spread of remaining entities though
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L201[04:16:41] <Ordinastie> because I like playing with it : https://youtu.be/wUeX9uBEveU :p
L202[04:17:02] <McJty> SomeGuyInATree, I am changing some stuff that will hopefully fix your issue. But it is a blind fix as I can't easily reproduce it
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L219[05:07:55] <PitchBright> hey Masa, you around?
L220[05:08:06] <PitchBright> masa*
L221[05:10:33] <PitchBright> Ordinastie: is that 4HeadTiger's FiniteLiquid?
L222[05:11:04] <Ordinastie> no, it's mine
L223[05:11:11] <PitchBright> oh cool
L224[05:11:13] <PitchBright> WIP or?
L225[05:11:58] <Ordinastie> never really had a use for it, so it's not really polished
L226[05:12:10] <PitchBright> got a project page for it or anything?
L227[05:12:16] <Ordinastie> MalisisCore
L228[05:12:29] <Ordinastie> it's part of it
L229[05:12:36] <McJty> I need some help. Somone reported this client-side exception for one of my mods: http://pastebin.com/ddezyurQ
L230[05:12:47] <McJty> It happens every time he presses a hotkey (one that is defined by my mod)
L231[05:13:09] <McJty> But I can't find what I am doing wrong
L232[05:13:13] <Ordinastie> McJty, tell him to link the full log :)
L233[05:13:25] <McJty> I have the full server log but not the full client log
L234[05:13:29] <McJty> Does the server log help?
L235[05:13:45] <Ordinastie> depends if you see something in it related
L236[05:13:54] <McJty> Well there is a networking related error in it
L237[05:13:57] <McJty> But I don't get it :-)
L238[05:13:57] <McJty> https://paste.ee/p/g2ZH3#
L239[05:14:13] <McJty> The received string length is longer than maximum allowed (21 > 20)
L240[05:14:20] <McJty> That's the error he seems to get on the server side
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L242[05:15:17] <Ordinastie> io.netty.handler.codec.DecoderException: java.lang.IndexOutOfBoundsException: readerIndex(24) + length(1) exceeds writerIndex(24): UnpooledHeapByteBuf(ridx: 24, widx: 24, cap: 24)
L243[05:15:17] <McJty> The packet which is sent to the server on keypress is very simple: https://github.com/romelo333/notenoughwands1.8.8/blob/master/src/main/java/romelo333/notenoughwands/network/PacketToggleMode.java
L244[05:15:35] <McJty> Ordinastie, yes but what causes that?
L245[05:16:04] <Ordinastie> you send an empty packet ?
L246[05:16:10] <McJty> yes
L247[05:16:14] <McJty> I just need to know that the key is pressed
L248[05:16:15] <Ordinastie> that's not this onethen
L249[05:16:26] <McJty> Well that's the only packet that occurs when the key is pressed
L250[05:16:37] <McJty> Except for whatever MC itself would do of course
L251[05:16:53] <Ordinastie> I assume you can't replicate it?
L252[05:16:58] <McJty> Nope
L253[05:17:16] <Ordinastie> I guess he can't test with just your mod alone ?
L254[05:17:19] <McJty> i'll ask for a full client log to see if that might help
L255[05:17:23] <Ordinastie> that too yes
L256[05:17:25] <McJty> And I can ask this too
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L260[05:19:07] <McJty> ooh
L261[05:19:12] <McJty> I just noticed something
L262[05:19:23] <McJty> Due to a search/replace I did earlier something unexpected got changed:
L263[05:19:29] <McJty> PacketHandler.registerMessages("assets/notenoughwands");
L264[05:19:41] <unascribed> 135/10
L265[05:19:48] <McJty> This makes a SimpleNetworkWrapper with a name of length 21
L266[05:19:54] <McJty> Is there a limit to this?
L267[05:20:28] <McJty> The 21 corresponds nicely with the error in the log
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L271[05:25:24] <masa> PitchBright: what's up?
L272[05:25:33] <PitchBright> o/
L273[05:25:38] <masa> o/
L274[05:25:46] <PitchBright> you know that MOP stuff you were tellin' me about yesterday?
L275[05:25:52] <masa> yes?
L276[05:25:54] <PitchBright> I got it workin' pretty good :)
L277[05:25:58] <PitchBright> 95%
L278[05:26:00] <masa> nice :)
L279[05:26:13] <PitchBright> ya, I'm pretty pleased with myself actually lol
L280[05:26:15] <masa> what's the other 5%? :p
L281[05:26:18] <PitchBright> was hopin'
L282[05:26:27] <PitchBright> ya… was hopin' i could bounce the other 5% off ya
L283[05:26:34] <masa> mmkay
L284[05:26:43] <PitchBright> so everything works perfectly in Single Player
L285[05:26:59] <PitchBright> it's when I connect to a dedi with it… that it's actin' up a bit
L286[05:27:14] <PitchBright> i'm sure i'm doin' some thing newb… client/server related
L287[05:27:39] <masa> define acting up
L288[05:27:42] <PitchBright> basically… in SSP… when I look out into a right and right click … the player does his thing and "takes a drink"
L289[05:27:54] ⇦ Quits: c64cosmin (c64cosmin@89.46.161.178) (Quit: http://www.kiwiirc.com/ - A hand crafted IRC client)
L290[05:27:58] <PitchBright> in SMP… it doesn't work unless he's looking at a block through water, close by
L291[05:28:25] <PitchBright> I suspect it's MOP… but it could be something else I haven't quite mastered yet.
L292[05:28:43] <masa> is the drink action immediate on right click?
L293[05:28:54] <masa> could you show your right click code etc
L294[05:28:59] <PitchBright> ya sure thanks
L295[05:30:18] <PitchBright> http://pastebin.com/GvrzpYMF
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L297[05:30:25] <McJty> Just found this: Warning: There is a limitation on the length of the networking channel name. It must be 20 characters or less.
L298[05:30:31] <McJty> Ordinastie, so that was the issue
L299[05:30:45] <Ordinastie> yep
L300[05:30:46] <McJty> Why isn't this properly documented anywhere...
L301[05:31:38] <masa> PitchBright: oh right... I think the right click air event doesn't actually fire on the server side, I'm not 100% sure though, you could throw some debug prints to the event handler
L302[05:31:58] <masa> you might need to send a custom packet
L303[05:32:38] <PitchBright> ah weird… I suspected the same thing… but then looked it up on the Forge Wiki Event Reference… says "This event is created whenever a player interacts with a block, including air, via left or right mouse button."
L304[05:32:46] <PitchBright> I assumed that meant both sides :(
L305[05:33:14] <masa> unfortunately I think it only fires for actual block clicks on the server
L306[05:33:38] <masa> and air clisk just on the client, at least I remember someone else having a similar issue a while back
L307[05:34:06] <PitchBright> would that mean a player couldn't fill a bucket… in the middle of the ocean?
L308[05:34:13] <PitchBright> (just curious)
L309[05:34:26] <McJty> You can do that just fine
L310[05:34:34] <PitchBright> oh hence.. BucketEvent
L311[05:34:47] <PitchBright> FillBucketEvent*
L312[05:34:49] <masa> so you could in the event handler on the client check for the conditions, and if they are ok, then send a packet to the server, and in the message handler on the server check it again and only do the drinking action there
L313[05:35:10] <masa> hmm
L314[05:35:43] <masa> yeah well items have the benefit that tey can implement it on their onRightClickItem() or whatever it was called
L315[05:36:03] <masa> which fires if the onItemUse() returns false
L316[05:36:25] <PitchBright> makes sense
L317[05:36:40] <masa> but without an item you need the event, and afaik the right click air only fires on the client
L318[05:36:51] <PitchBright> custom packet eh?
L319[05:36:56] <masa> yep
L320[05:37:11] <PitchBright> haha… I'm gettin' in way over my head. Aight… that's the next project, I guess :)
L321[05:37:16] <PitchBright> oh
L322[05:37:20] <masa> https://github.com/maruohon/enderutilities/tree/master/src/main/java/fi/dy/masa/enderutilities/network
L323[05:38:01] <masa> MessageKeyPressed for example
L324[05:38:07] <PitchBright> while you're looking at that pastebin… would you mind seeing if you can tell what stupidity i'm overlooking… on Line 37
L325[05:38:43] <PitchBright> I did a keybind a few days ago…but I feel like I got lucky, and don't fully understand what i'm doing with the custom packet stuff yet :S
L326[05:38:48] <masa> never used a PlayerContainer, so no idea
L327[05:39:30] <masa> well the custom packet stuff is just basically you sending a message between the client and teh server, whichever direction you need
L328[05:39:49] <Ordinastie> masa, why do you have a MessageSyncSlot?
L329[05:39:51] <masa> you write and read some values and then in the message handler you can do stuff with it
L330[05:40:07] <masa> Ordinastie: because vanilla is limited to byte sized stackSize
L331[05:40:18] <Ordinastie> ah
L332[05:40:33] <Ordinastie> I guess I don't have this limitation either then :p
L333[05:41:14] <PitchBright> aight awesome. I'm so happy though. For all intents and purposes, it works pretty damn good. Thanks so much for helpin' me through it.
L334[05:41:15] <masa> wow I can't believe how easy it was to add JEI support for my creation station :o
L335[05:41:20] <Ordinastie> yes I do, I still use MC ByteBufUtils.writeItemStack
L336[05:41:24] <masa> np
L337[05:41:46] <unascribed> I just installed a mod that disables FOV changes, and now I realize just how slow sprinting really is...
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L339[05:46:48] ⇨ Joins: c64cosmin (c64cosmin@89.46.161.178)
L340[05:47:57] <c64cosmin> hey guys, I have two questions
L341[05:48:13] <c64cosmin> I'm not able to find propper answers online
L342[05:48:34] <unascribed> so ask them :P
L343[05:49:35] <c64cosmin> so, if I have a custom entity with a specific boundingbox, the Minecraft engine will test if any block can be placed around that right?
L344[05:50:20] <unascribed> it should, I don't see any other way it'd do that check
L345[05:50:52] <c64cosmin> also, if I have a custom renderer, it will be called every tick on the rendering thread right?
L346[05:51:14] <unascribed> every frame
L347[05:51:35] <c64cosmin> super awesome, thanks a lot
L348[05:52:34] <Wuppy> ugh I'm so pissed at the weather :<
L349[05:52:47] <Wuppy> why did it have to storm on a day where it really cant
L350[05:53:33] <unascribed> well obviously it is a day it can storm
L351[05:54:02] <Wuppy> there was going to be a parade with 11 meter high cars driving through the city center, can't do that when they get blown over :c
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L357[06:05:29] <c64cosmin> what is the class that I need to extend to make a entity, I don't want to make a mob
L358[06:06:15] <sham1> Entity
L359[06:06:59] *** TehNut is now known as TehNut|Sleep
L360[06:07:00] <McJty> c64cosmin, check the Entity hierarchy. For some special cases there are already subclasses
L361[06:07:10] <McJty> Ctrl-H in IntelliJ
L362[06:07:29] <c64cosmin> I use Vim
L363[06:07:45] <c64cosmin> and Eclipse for testing, and compilation
L364[06:07:52] <sham1> Eclim I presume
L365[06:07:54] <c64cosmin> I think Entity will fit
L366[06:07:57] <sham1> :JavaSearch
L367[06:08:00] <McJty> Vim is a very good editor but for Java nothing beats a real IDE
L368[06:08:31] <sham1> Also, nice to see another Vim user
L369[06:08:34] <Wuppy> eclipse \o/
L370[06:09:34] <c64cosmin> ^^
L371[06:09:44] <sham1> Well McJty, with the eclim plugin (that connects an editor of your choise to eclipse and uses it as code complete server) pretty much transforms vim into an IDE
L372[06:09:48] <c64cosmin> I want to learn emacs, but I don't find the time around to learn it
L373[06:09:56] <Wuppy> visual studio is the best IDE though
L374[06:10:00] <Wuppy> except for Minecraft
L375[06:10:12] <sham1> You really don't want to use Emacs unless you use the evil-mode
L376[06:10:19] <sham1> At least I find that to be a case
L377[06:10:23] <c64cosmin> ^ haha
L378[06:10:32] <sham1> I don't want to play the piano when using a text editor
L379[06:10:40] <c64cosmin> when it comes to C++ debugging on Windows VS is kicing arse
L380[06:11:00] <Cazzar> Lol, the recoil kicked me to the doc's head: http://upload.cazzar.net/u/1454933449
L381[06:11:27] <sham1> hold F to pay respects
L382[06:11:47] <Wuppy> was anyone here going to by The Division?
L383[06:11:51] <Wuppy> buy*
L384[06:12:00] <sham1> to by the what
L385[06:12:06] <Wuppy> to buy
L386[06:12:26] <sham1> The hell is "The Division"
L387[06:12:36] ⇨ Joins: PrinceCat (~PrinceCat@106-69-108-76.dyn.iinet.net.au)
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L389[06:12:42] <Wuppy> a game by Ubisoft coming soon-ish
L390[06:12:47] <sham1> Oh, an ubisoft game
L391[06:12:49] <sham1> No thanks
L392[06:12:59] <Wuppy> yep, I was going to advice against buying it
L393[06:13:10] <Wuppy> they're limiting graphics on pc for parity with consoles
L394[06:13:13] <Cazzar> :P
L395[06:13:18] <sham1> After they fucked up Tetris Ultimate, I do not have any will to go with ubisoft
L396[06:13:27] <Cazzar> http://upload.cazzar.net/u/1454933523 I shoot the next frame, and this doesn't register as a HS
L397[06:13:38] *** AEnterpriseAFK is now known as AEnterprise
L398[06:13:40] <Wuppy> sham1, the problem is that I really like playing Assasins Creed and Trackmania
L399[06:13:45] <Wuppy> and Rayman
L400[06:13:52] <Cazzar> Wuppy: look at my SS just then :P
L401[06:13:55] <sham1> Still does not beat the misery that was Tetris Ultimare
L402[06:13:58] <sham1> Ultimate*
L403[06:14:24] <Wuppy> Cazzar, typicial ubi :<
L404[06:14:24] <Cazzar> Mind you, I kill the doc later in the round..
L405[06:14:32] <Wuppy> doc?
L406[06:14:50] <Cazzar> That's their Operator, they can remote-revive and revive themselves.
L407[06:14:56] <Cazzar> They can't revive from a HS though
L408[06:14:58] <Wuppy> damn
L409[06:15:01] <Wuppy> thats powerful
L410[06:15:05] <Cazzar> Yeah
L411[06:15:21] <Cazzar> You get 75 HP back from doc vs normal ops
L412[06:16:36] ⇨ Joins: Hunterz (~hunterz@194.213.62.154)
L413[06:16:39] <Cazzar> Though, Wuppy the Operator I am playing that round, Fuze has a 5 grenade remote cluster bomb
L414[06:16:43] <Cazzar> 2 of them infact.
L415[06:17:34] <Wuppy> https://giant.gfycat.com/UnitedImpureAlaskajingle.gif
L416[06:18:25] <Cazzar> Here's one play of him: once it uploads.
L417[06:18:35] <unascribed> https://gfycat.com/UnitedImpureAlaskajingle
L418[06:18:36] <unascribed> ftfy
L419[06:18:49] <Cazzar> ^ a lot better than giant
L420[06:18:52] <Cazzar> Wuppy: http://upload.cazzar.net/u/1454933919
L421[06:19:45] <Cazzar> 370 points (decent for mid-round points) from 1 cluster
L422[06:20:04] <unascribed> >climbing upside-down
L423[06:20:10] <Cazzar> :3
L424[06:20:19] <Cazzar> It can be soo annoying for people
L425[06:20:27] <Cazzar> Especially when you snipe
L426[06:21:37] <PaleoCrafter> really, Mojang didn't even write an equals method for Vec3? q.q
L427[06:22:13] <Cazzar> Maybe they did and it was stripped?
L428[06:22:18] ⇨ Joins: gravityfox (~gravityfo@cpe-23-242-168-28.socal.res.rr.com)
L429[06:22:22] <PaleoCrafter> let's hope so
L430[06:22:48] <McJty> Hmm. I need some help 'uncorruping' one of my githubs. It seems that for some reason one commit of mine went both to the 'master' branch (1.7.10) as well as the 1.8.9 branch. It should have gone only to the latter
L431[06:22:54] <McJty> How can I remove that commit from the master branch?
L432[06:23:17] <unascribed> reset to the commit before it
L433[06:23:36] <PaleoCrafter> but removing an 'unused' equals method isn't particularly safe, is it? unless proguard is intelligent enough to detect usage of the type in maps etc.
L434[06:23:53] <unascribed> proguard has a number of options like that that are recommended to not be used when processing a library
L435[06:23:57] <unascribed> Minecraft is not a library
L436[06:24:03] <Cazzar> ^
L437[06:24:12] <PaleoCrafter> ah, okay then
L438[06:25:00] ⇦ Quits: Zaggy2048 (~Zaggy1024@174-20-167-106.mpls.qwest.net) (Read error: Connection reset by peer)
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L440[06:26:01] <Cazzar> http://upload.cazzar.net/u/1454934323 these were some ballsy kills
L441[06:27:52] <PitchBright> Ordinastie: what's the tune in that Lava video?
L442[06:28:24] <Ordinastie> hum what ?
L443[06:28:36] <PitchBright> LavaPool and FiniteLiquid vid
L444[06:28:53] <Ordinastie> ah the music you mean ?
L445[06:29:00] <PitchBright> yeh :)
L446[06:29:01] <Ordinastie> https://www.youtube.com/watch?v=bM7SZ5SBzyY
L447[06:29:17] <PitchBright> beauty
L448[06:29:18] <PitchBright> thanks
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L450[06:36:23] <McJty> unascribed, https://github.com/McJty/DeepResonance/commits/master. There is a commit with description 'Version 1.1.4' from 28 days ago. I would like to branch off 'master' from that point into the 1.7.10 branch
L451[06:36:29] <McJty> unascribed, any idea how I would do that?
L452[06:36:32] ⇦ Quits: thecodewarrior (~thecodewa@75-128-36-18.static.mtpk.ca.charter.com) (Ping timeout: 198 seconds)
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L455[06:40:13] <masa> git checkout -b your1701branchname 0143a3e2af8a
L456[06:41:06] <masa> or I believe this works too: git branch that1710name 0143a3e2af8a
L457[06:42:06] <Cazzar> no, it'd be git branch thename && git reset 0143a3e2af8a
L458[06:42:55] <masa> ?
L459[06:43:02] <masa> well the other works too for me
L460[06:43:04] <Cazzar> https://www.kernel.org/pub/software/scm/git/docs/git-branch.html
L461[06:43:18] <Cazzar> You can't do git-branch name rev
L462[06:43:45] <masa> git branch [--set-upstream | --track | --no-track] [-l] [-f] <branchname> [<start-point>]
L463[06:44:02] <masa> what is that then? ;p
L464[06:44:31] <Cazzar> I'm not paying attention ok?!
L465[06:44:32] <McJty> Hmm a branch named 1.7.10 already exists. I suppose I have to remove that first
L466[06:44:42] <Cazzar> Also, my method would work
L467[06:44:53] <Wuppy> question, what do you guys think of this song https://www.youtube.com/watch?v=_uxRP-dV17o
L468[06:44:55] <Cazzar> McJty: you could try git reset <commit> to force it over.
L469[06:45:02] <Wuppy> even if you dont understand dutch
L470[06:45:21] <McJty> Cazzar, so just git reset 0143...?
L471[06:45:25] <Cazzar> make sure your working on the right branch first.
L472[06:45:33] <McJty> How do I do that?
L473[06:45:34] <masa> McJty: well first see what is in the old 1.7.10 branch
L474[06:45:36] * McJty is a git noob
L475[06:45:43] <masa> so you don't lose stuff
L476[06:45:58] <McJty> the old 1.7.10 branch can be removed fine
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L478[06:46:19] <McJty> So how do I make sure my checkout is in that branch?
L479[06:46:20] <masa> git branch -D theoldbranch will delete it
L480[06:46:34] <masa> git checkout branchname moves you between branches
L481[06:46:46] <Cazzar> git branch lists all current branches.
L482[06:46:54] <masa> git status is your friend to see what state you are in
L483[06:47:20] <masa> I prefer gut branch -v to see the commits and messages too
L484[06:47:23] <masa> *git
L485[06:47:37] <McJty> Ok, I deleted the branch, switched to it but now if I do git pull it says:
L486[06:47:42] <McJty> There is no tracking information for the current branch.
L487[06:47:47] <Cazzar> http://upload.cazzar.net/u/1454935665
L488[06:48:09] <McJty> Cazzar, I cannot read that red on blue
L489[06:48:10] <Cazzar> git branch --set-upstream origin/<name>
L490[06:48:15] <Cazzar> It's a pain
L491[06:48:48] <McJty> Ok I did the --set-upstream but git pull is still not working
L492[06:48:59] <Cazzar> git pull origin?
L493[06:49:12] <McJty> No I just did git pull. What does git pull origin do?
L494[06:49:36] <Cazzar> Pull from the origin remote.
L495[06:49:55] <McJty> You asked to pull from the remote 'origin', but did not specify
L496[06:50:01] <McJty> (a branch)
L497[06:50:36] <masa> git pull origin branchname
L498[06:50:56] <McJty> Ah that did something
L499[06:51:39] <McJty> But that's my 1.8.9 code
L500[06:51:46] <McJty> I'm trying to recover my 1.7.10 branch
L501[06:51:50] <McJty> But it seems to fail :-(
L502[06:52:00] <masa> uh what, recover?
L503[06:52:05] <McJty> Master was 1.7.10. I then created 1.8.9 branch to do the port
L504[06:52:12] <McJty> But somehow the 1.8.9 code ended up on master
L505[06:52:19] <McJty> I have no clue what went wrong
L506[06:52:27] <McJty> Master can stay 1.8.9 now. That's fine
L507[06:52:34] <McJty> But I need my 1.7.10 branch somewhere
L508[06:52:58] <SomeGuyInATree> McJty: I was out for dinner, but you say you tried a quick fix?
L509[06:53:10] <McJty> SomeGuyInATree, yes. Next release of rftools will have it
L510[06:53:36] <masa> McJty: ok so you are now in that 1.7.10 branch, right? verify with "git status"
L511[06:53:50] <McJty> # On branch 1.7.10
L512[06:53:59] <McJty> So that seems ok. But it does contain 1.8.9 code
L513[06:54:06] <masa> ok, then you can do a reset to the commit you want that branch to be in
L514[06:54:10] <McJty> So I need to reset that to some state that is before I started porting
L515[06:54:50] <masa> so assuming the commit you want is that "Version 1.1.4" one, then: git reset --hard 0143a3e2af8a
L516[06:55:26] <McJty> Ah --hard
L517[06:55:40] <McJty> It doesn't fix all files
L518[06:55:42] <masa> --hard also reset the working tree ie. all the files
L519[06:55:47] <McJty> My build.gradle is still 1.8.9 version
L520[06:55:53] <masa> huh?
L521[06:55:58] <McJty> ah no
L522[06:56:05] <masa> what does git status and git log tell you now?
L523[06:56:08] <McJty> Now it is ok
L524[06:56:12] <McJty> Never mind :-)
L525[06:56:12] <masa> oh ok
L526[06:56:18] <McJty> Let's push this now
L527[06:56:21] <masa> wait
L528[06:56:29] <McJty> yes?
L529[06:56:32] <masa> you ant to make sure you don't now push to master
L530[06:56:36] <masa> *want
L531[06:56:38] <McJty> ok
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L533[06:57:10] <masa> so hum, you would need to set the upstream
L534[06:57:11] <McJty> git status says 1.7.10
L535[06:57:34] <masa> but you could also manually push to the 1.7.10 branch by "git push origin 1.7.10"
L536[06:58:07] <McJty> ! [rejected] 1.7.10 -> 1.7.10 (non-fast-forward)
L537[06:58:07] <McJty> error: failed to push some refs to 'https://github.com/McJty/DeepResonance'
L538[06:58:07] <McJty> hint: Updates were rejected because the tip of your current branch is behind
L539[06:58:09] <masa> but you want to make sure the tracking branch is correct so that if you push without specifying the branch, that it will go to the correct branch
L540[06:58:37] <masa> ah yes you have some of the 1.8.9 stuff in the github 1.7.10 branch, you need to force push
L541[06:58:46] <Cazzar> git push --force
L542[06:58:47] <masa> git push -f origin 1.7.10
L543[06:58:48] <Cazzar> to do that
L544[06:58:58] <Cazzar> ^ that one is safer, masa
L545[06:59:18] <masa> what is?
L546[06:59:25] <McJty> It worked!
L547[06:59:31] <Cazzar> your -f origin branch
L548[06:59:38] <McJty> Thanks a lot :-)
L549[06:59:39] <Cazzar> Since, --force is just lazy blanket :P
L550[06:59:46] <McJty> Now I better delete the 1.8.9 branch since that will only cause confusion
L551[07:00:03] <masa> wait
L552[07:00:06] <masa> oh
L553[07:00:06] <Cazzar> Even better McJty you can also use git tags :P
L554[07:00:12] <masa> right your master is the 1.8.9
L555[07:00:23] <McJty> What are git tags?
L556[07:00:32] <masa> "labels"
L557[07:00:39] <masa> or "pointers"
L558[07:00:52] <masa> usually sued to point to the commit a release is made from
L559[07:00:55] <masa> *used
L560[07:01:07] <McJty> Hmm. git branch -D 1.8.9 says it cannot find the branch
L561[07:01:15] <McJty> But it is there if I browse on github.com
L562[07:01:17] <masa> git branch -v
L563[07:01:27] <masa> well you might not have that locally
L564[07:01:43] <McJty> Do I have to check out a branch in order to delete it?
L565[07:01:55] <McJty> That seems weird
L566[07:01:56] <masa> no
L567[07:02:09] <masa> you can delete a remote branch by Pushing nothing to it"
L568[07:02:15] <masa> git push origin :1.8.9
L569[07:02:30] <masa> that will delete the 1.8.9 from origin ie. github in this case
L570[07:02:58] <McJty> Nice! That seemed to have worked. Thanks for the help
L571[07:03:20] <masa> now just make sure that your tracking branches are correct
L572[07:03:29] <masa> cat .git/config
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L575[07:04:23] <McJty> Seems right
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L577[07:05:09] <masa> so master and 1.7.10 have their respective branch names and no mixups?
L578[07:05:14] <McJty> Ok, now I have another checkout that needs fixing. It is my 1.8.9 checkout
L579[07:05:20] <McJty> Which was formerly refering to the wrong 1.8.9 branch
L580[07:05:25] <McJty> How do I fix that to point to master?
L581[07:06:01] <masa> so what branches do you have locally? master, 1.7.10 and 1.8.9?
L582[07:06:13] <McJty> How can I see that again?
L583[07:06:21] <masa> git branch -v
L584[07:06:27] <McJty> * master f7319e0 [ahead 3] Added AT from ElecCore
L585[07:06:40] <McJty> On my 1.7.10 checkout it lists three things
L586[07:06:44] <McJty> But here I only see that one line
L587[07:06:58] <masa> wait what?
L588[07:07:25] <McJty> https://bpaste.net/show/f1e79b382875
L589[07:07:27] <masa> by "my 1.7.10 checkout" you mean what exactly? do you have the repo in multiple directories?
L590[07:07:31] <McJty> yes
L591[07:07:36] <masa> ah right
L592[07:07:40] <McJty> My 1.7.10 dev env and my 1.8.9 dev env
L593[07:07:44] <McJty> I fixed the 1.7.10 one
L594[07:07:46] <McJty> Now the 1.8.9
L595[07:09:02] <masa> uh what? based on that paste you only have the master in the 1.8.9 dir, which is correct, you don't need the 1.7.10 there
L596[07:09:11] <McJty> Well git pull gives errors
L597[07:09:25] <McJty> Your configuration specifies to merge with the ref '1.8.9'
L598[07:09:25] <McJty> from the remote, but no such ref was fetched.
L599[07:10:43] <masa> so you have the upstream broken in the 1.8.9 dir then?
L600[07:10:50] <McJty> What?
L601[07:11:27] <masa> it is trying to use the 1.8.9 rbanch from the origin, not master
L602[07:11:28] <McJty> dr1.8.9 should just refer to master. Nothing more. I have no local changes
L603[07:11:30] <McJty> yes
L604[07:11:34] <McJty> That's my problem. How do I fix that?
L605[07:12:08] <masa> in the 1.8.9 repo, do git branch --set-upstream master origin/master
L606[07:12:31] <McJty> aha. That worked. Thanks!
L607[07:13:02] <masa> and now in the 1.7.10 repo (again assuming you don't have uncommitted/unpushed changes)
L608[07:13:33] <masa> you are currently in the 1.7.10 branch, right?
L609[07:13:47] <McJty> yes
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L611[07:13:56] <McJty> I think both dirs are now ok
L612[07:13:57] <masa> git branch --set-upstream 1.7.10 origin/1.7.10
L613[07:14:13] <McJty> warning: refname 'origin/1.7.10' is ambiguous.
L614[07:14:14] <McJty> fatal: Ambiguous object name: 'origin/1.7.10'.
L615[07:14:18] <masa> and you can delete the master branch from there, so git branch -D master
L616[07:14:25] <masa> hmm
L617[07:14:37] <masa> try to do a git fetch origin first then
L618[07:14:47] <masa> git fetch origin
L619[07:14:52] <McJty> Same
L620[07:15:00] <masa> should quote it when on a line with other tuff :p
L621[07:15:01] <McJty> I mean the set-upstream gives same error
L622[07:15:59] <masa> what does "git branch -va" give you? is the origin/1.7.10 listed there?
L623[07:16:17] <McJty> https://bpaste.net/show/9154c2af5df6
L624[07:17:00] <masa> hmm, so maybe it wants "git branch --set-upstream 1.7.10 remotes/origin/1.7.10" ?
L625[07:17:17] <McJty> yes that worked
L626[07:17:46] <McJty> Why does git branch -va have a lot more entries then in the 1.8.9 directory though?
L627[07:17:57] <McJty> ah it hasn't actually
L628[07:18:13] <masa> -a also shows the ones from the remote, which you don't have locally
L629[07:18:22] <McJty> It seems all ok now but I have not really understood what happened. Git confuses me greatly
L630[07:18:38] <McJty> I have been using cvs/svn for so long and find it hard to make the mental switch
L631[07:18:53] <masa> I recommend you read at least some of https://progit.org/
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L633[07:19:05] <McJty> I have read about git a few times already
L634[07:19:23] <McJty> I get confused by things like 'origin', 'remote', ... which don't seem to click with my intuition :-)
L635[07:19:27] <McJty> But I'll try again I suppose
L636[07:19:51] <masa> git is pretty simple in like the basic principles, some of the commands may just get a bit hairy at times if you need to do special branch management like now :p
L637[07:19:57] <McJty> Anyway, thanks for setting this right
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L639[07:20:14] <masa> remote basically means "some other repository somewhere"
L640[07:20:32] <masa> and "origin" is the default remote name when you clone a repo
L641[07:21:18] <masa> I have my github repos with the remote name "github" and "origin" for me is my own little server box
L642[07:22:09] <masa> so in your case "origin" is basically just the name for your github repo
L643[07:22:41] <McJty> What is it actually showing me when I do git branch -va?
L644[07:22:42] <masa> you could rename it to github if that is easier to understand
L645[07:22:44] <McJty> i.e. there are 4 entries
L646[07:22:58] <McJty> But for example: remotes/origin/1.8.9 a84b6dd Some rendering changes
L647[07:23:02] <McJty> The 1.8.9 branch is removed
L648[07:23:06] <McJty> Why is it still showing that?
L649[07:23:07] <masa> git branch -va shows all the branches your local repo knows about
L650[07:23:42] <masa> hmm, I'm not entirely sure how it updates the "remote branches" it knows about
L651[07:23:57] <masa> you could try "git fetch origin" to see if that gets rid of the old ones
L652[07:23:58] <Keridos> crops are tile entities, correct?
L653[07:24:07] <masa> not in vanilla
L654[07:24:32] <Keridos> hm I am trying to make a block that makes them grow faster
L655[07:24:51] <masa> well they grow on random ticks
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L657[07:27:13] <masa> McJty: "git fetch origin --prune" might get rid of the old remote branches
L658[07:27:32] <McJty> What does 'git fetch origin' actually do (without the prune)?
L659[07:28:14] <masa> it fetches all the branches from the remote named origin
L660[07:28:31] <McJty> Fetches all the branches? Doesn't sound like I want that
L661[07:28:33] <masa> but it doesn't create any lcoal branches of them yet
L662[07:28:38] <McJty> ah
L663[07:28:48] <masa> well it gets all the data though, I believe
L664[07:28:50] <McJty> So what does it fetch then if not the actual thing in the branch?
L665[07:29:05] <masa> it just doesn't create the local branch pointers
L666[07:29:33] <Cazzar> masa: it does create them, but also doesn't :P
L667[07:29:49] <masa> a rbanch in git is simply a pointer, which on disk is just a file with the sha1 of the commit that branch currently points to
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L669[07:30:25] * McJty considers it safe to not do the fetch origin but just keep it as it is
L670[07:30:30] <McJty> The extra entry doesn't seem to hurt
L671[07:30:42] <Keridos> !gm 1.7.10 func_149851_a
L672[07:30:51] <Cazzar> You need to fetch origin often :P
L673[07:30:52] <Keridos> !gm func_149851_a
L674[07:30:55] <masa> a commit on the other hand is a file that has the commit author info, date, message, and the sha1 of the tree object that commit points to
L675[07:31:01] <Keridos> !gm func_149852_a
L676[07:31:01] <McJty> Cazzar, I have never ever done that command before
L677[07:31:05] <Keridos> hm
L678[07:31:19] <Cazzar> McJty: it's how you pull down commits.
L679[07:31:28] <Cazzar> well
L680[07:31:33] <McJty> I just do git pull
L681[07:31:38] <Cazzar> git sync, git fetch, and git pull all do that
L682[07:31:40] <masa> git pull is basically git fetch && git merge
L683[07:31:50] *** V is now known as Vigaro
L684[07:31:53] <masa> what the hell is sync
L685[07:32:00] <Cazzar> It also does a push :P
L686[07:32:01] <Keridos> which function of IGrowable ticks the growth?
L687[07:32:08] <Keridos> !gm func_149853_b
L688[07:32:20] <McJty> Keridos, probably 'grow'
L689[07:32:22] <Keridos> !gm gives me nothing on those function in there
L690[07:32:35] <Keridos> McJty: they are all obfuscated for me here
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L692[07:32:39] <Keridos> still on 1.7.10
L693[07:32:43] <McJty> ah
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L695[07:32:52] <McJty> Well the only one that doesn't return a boolean :-0
L696[07:33:01] <Keridos> ah ok thanks, that helps :)
L697[07:33:17] <Keridos> !gm Grow
L698[07:33:18] <McJty> You can also look at the implementatoin
L699[07:33:21] <Keridos> !gm grow
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L701[07:35:12] <Keridos> McJty: the fact that that is all obfuscated makes it really hard to read lol
L702[07:36:03] <McJty> Well even in 1.7.10 not everything was obfuscated
L703[07:36:09] <McJty> If you got recent enough mappings
L704[07:37:23] <Keridos> ah, the 1.8 code is far better readable
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L707[07:38:57] <Keridos> hm the random i need to give to it
L708[07:39:11] <Keridos> does it make sense to create a single random instance for my whole mod?
L709[07:39:37] <Keridos> performance wise, something like a RandomUtil class with a few function and a Random variable set at init?
L710[07:40:17] <gigaherz> yes
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L712[07:40:34] <gigaherz> it's always a good idea to have as few instances of Random as possible
L713[07:41:00] <gigaherz> seeding new instances of Random actually makes the results LESS random
L714[07:41:17] <gigaherz> which can be wanted
L715[07:41:20] <Keridos> gigaherz: ok thanks, and McJty thank you too :)
L716[07:41:22] <gigaherz> such as if you wnt repeatable sequences
L717[07:41:39] <McJty> For worldgen for example you typically want to initialize your random generator with the x/z coordinate of the chunk
L718[07:41:47] <McJty> And possibly combine with world seed as well
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L721[07:44:20] <Keridos> ah so you have a random seed per chunk?
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L723[07:44:58] <Keridos> I do not do worldgen though, my mods are mainly additions to minecraft.
L724[07:45:01] <McJty> Yes, especially important for structures that span different chunks (like villages)
L725[07:45:02] <Keridos> and or other mods
L726[07:45:13] <McJty> Because you want the village to be there at every chunk that has supposed to have that village
L727[07:45:22] <McJty> And you don't know in what order your village will generate
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L730[07:48:07] <gigaherz> ah yes
L731[07:48:19] <gigaherz> worldgen random needs to be predictable
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L733[07:51:57] <Keridos> i am quite glad I do not need to do worldgen
L734[07:52:21] <Keridos> one of the mods just uses a half dynamic recipe set for either vanilla, enderIO, mekanism or TE recipes
L735[07:52:27] <Keridos> my other still just uses vnailla
L736[07:52:41] <Keridos> but that is mainly because I am too lazy to do boring recipe stuff atm
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L745[08:18:37] <Delenas> Boredom level: Creation of a dynamic multi-tool function loading and switching system. Whee.
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L747[08:19:49] <Pennyw95> is it possible to use an .obj model as static? like, jsons?
L748[08:19:58] <gigaherz> yes
L749[08:20:06] <Pennyw95> yay
L750[08:20:08] <Pennyw95> how?
L751[08:20:09] <gigaherz> in your blockstates, make sure you use forge blockstates
L752[08:20:14] <gigaherz> and then just specify the model as ".obj"
L753[08:20:22] *** K-4U|Off is now known as K-4U
L754[08:20:29] <Pennyw95> and then add no elements in the json?
L755[08:20:35] <McJty> Don't forget to to OBJLoader.addDomain
L756[08:20:35] <gigaherz> see: https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/blockstates/blockGenerator.json
L757[08:20:38] <gigaherz> no model json AT ALL
L758[08:20:47] <gigaherz> directly in the blockstates file
L759[08:20:55] <Pennyw95> ah, it's all done in the blockstate json
L760[08:20:58] <McJty> Pennyw95, http://modwiki.temporal-reality.com/mw/index.php/Render_Block_OBJ-1.8.9 (that's a tutorial I made on this subject)
L761[08:21:07] <gigaherz> but yeah
L762[08:21:14] <Pennyw95> Thank you :)
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L764[08:21:16] <gigaherz> remember to call "OBJLoader.addDomain" from your client proxy
L765[08:21:17] <gigaherz> ;P
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L767[08:22:52] <Pennyw95> ahah sure
L768[08:23:02] <Pennyw95> oh wow static obj models that makes me so happy
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L773[08:28:23] <Keridos> wohoo my growlight works on vanilla plants
L774[08:28:46] <Keridos> a quick question: If I want to have a texture look very bright (like a lamp) how would I do that in MC?
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L779[08:31:59] <Nitrodev> hi
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L782[08:33:26] <Pennyw95> alpha?
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L784[08:33:37] <Keridos> alpha?
L785[08:33:42] <Pennyw95> no, I mean, proportionally increase the R G B values
L786[08:34:03] <Keridos> a FFFFFF texture does not really look bright
L787[08:34:08] <Keridos> it looks like a sheet of paper
L788[08:34:11] <Pennyw95> if you had 120 60 80 for your color, do 170 110 130
L789[08:34:17] <gigaherz> Keridos: the "making something appear very bright" effect is called bloom
L790[08:34:19] <Pennyw95> that should be a lighter color?
L791[08:34:29] <gigaherz> Minecraft doesn't have the post-processing shaders for it
L792[08:34:42] <gigaherz> best you can do is use a very saturated color
L793[08:34:42] <Keridos> hm, I am curious how some of the mods do it then though
L794[08:35:01] <gigaherz> RP2 redstone lamps used a semi-transparent overlay
L795[08:35:08] <gigaherz> to make it appear like the lamp glows a bit
L796[08:35:21] <gigaherz> you could see that it was slightly larger than the block itself
L797[08:35:32] <Keridos> hm guess i will not do anything fancy in 1.7.10 for that
L798[08:35:37] <Keridos> maybe later in 1.8.9
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L800[08:35:46] <Keridos> but 1.7.10 will have to look not that good
L801[08:35:51] <Keridos> rendering is a mess in 1.7.10
L802[08:36:09] <Keridos> and I am not really fond of the whole system.
L803[08:36:32] <Ordinastie> Keridos, you can up the brightness
L804[08:36:46] <Keridos> Ordinastie: can I do that in the texture as well?
L805[08:36:53] <Keridos> or just in the renderer itself?
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L807[08:37:05] <Ordinastie> that's a renderer thing
L808[08:37:17] <Ordinastie> though you might be able to override it from the block directly
L809[08:37:29] <Keridos> hm I need it for a section of the texture only though
L810[08:37:47] <Ordinastie> then 2 layers
L811[08:37:56] <Ordinastie> with 2 diff brithnesses
L812[08:38:07] <Keridos> you mean a layer for the base texture then another just with the glowing parts?
L813[08:38:14] <Ordinastie> yes
L814[08:38:27] <Keridos> how would I do that?
L815[08:38:50] <Ordinastie> with just vanilla ? painfully
L816[08:40:03] <Keridos> could I do it in renderpasses?
L817[08:40:07] <Lumien> https://github.com/lumien231/Random-Things/blob/master/src/main/java/lumien/randomthings/client/models/blocks/ModelQuartzLamp.java
L818[08:40:11] <Lumien> That's how i do it
L819[08:40:37] <Ordinastie> he's 1.7.10
L820[08:40:41] <Lumien> oh nevermind then
L821[08:41:00] <Keridos> Can i just do a second pass with the on texture if needed?
L822[08:41:15] <Keridos> or do I need another model for that as well?
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L824[08:45:14] <Keridos> hm
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L836[09:14:19] <tterrag|ZZZzzz> willieaway: your camo code is really broken
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L838[09:15:18] <tterrag|ZZZzzz> Keridos: yes you can. tell the game your block can render in both passes and then check which one you are on in the renderer
L839[09:15:35] <tterrag|ZZZzzz> Actually if you just want glowing bits why do you need 2 passes
L840[09:15:44] <tterrag|ZZZzzz> Second pass is only for transparency
L841[09:15:50] <Keridos> tterrag|ZZZzzz: Can i do the glowing bits on part for some of the texture?
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L843[09:16:04] <Keridos> I have a texture and parts of it should appear as glowing
L844[09:16:07] <tterrag|phone> Not really, I'd have separate textures
L845[09:16:26] <Keridos> tterrag|phone: can i have seperate textures on the same model?
L846[09:16:36] <Keridos> like a part without the lamps, and another with just the lamps
L847[09:16:46] <gigaherz> yes
L848[09:16:51] <gigaherz> you can use as many textures as you need
L849[09:16:56] <Keridos> ah that is good
L850[09:17:08] <Keridos> and then i just tinker with one texture (the brightness etc.)
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L852[09:19:06] <tterrag|phone> model? I thought this was 1.7?
L853[09:19:29] <Lordmau5> where's this willieaway dude
L854[09:19:37] <gigaherz> yeah it's 1.7
L855[09:19:38] <Nitrodev> away
L856[09:20:40] <Keridos> hm how can I modify a texture, must i do that before using Minecraft.getMinecraft().renderEngine.bindTexture(textures);
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L858[09:21:24] <tterrag|phone> What
L859[09:21:29] <tterrag|phone> modify?
L860[09:21:45] <c64cosmin> hey guys, what version of OpenGL does minecraft use?
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L863[09:21:58] <gigaherz> Keridos: you don't modifoy textures, you return different textures depending on state
L864[09:22:04] <gigaherz> c64cosmin: anywhere from 1.1 to 3.0
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L866[09:22:09] <Keridos> gigaherz: yes
L867[09:22:13] <tterrag|phone> uh no
L868[09:22:14] <gigaherz> modify*
L869[09:22:19] <Ordinastie> Keridos, you can't bind different textures when rendering blocks
L870[09:22:26] <tterrag|phone> It is guaranteed to run on 1.2 iirc
L871[09:22:28] <Keridos> it is a TESR and a model
L872[09:22:38] <c64cosmin> @gigaherz: can I make it work only with 3.0 (or it implicitly uses deprecated API calls?)
L873[09:22:43] <gigaherz> tterrag|phone: it enables FBOs and VBos depending on the hardware
L874[09:22:47] <tterrag|phone> yes
L875[09:22:48] <Keridos> i could abuse renderpasses though gigaherz ?
L876[09:23:00] <tterrag|phone> But it will work with 1.2
L877[09:23:05] <tterrag|phone> and so should mods
L878[09:23:07] <Ordinastie> ah then you can yes, but you should have both your textures bound the the atlas and use the IIcons
L879[09:23:08] <gigaherz> c64cosmin: nmo it requires pre-3.0 features
L880[09:23:10] <gigaherz> no*
L881[09:23:29] <Keridos> Ordinastie: it is no real block
L882[09:23:37] <tterrag|phone> All current GL versions emulate the legacy api
L883[09:23:41] <Ordinastie> Keridos, and ?
L884[09:23:45] <Keridos> I am quite confused atm
L885[09:23:54] <Ordinastie> also, do you have an animation ?
L886[09:24:04] <gigaherz> Keridos: all textures should be in the block atlas
L887[09:24:16] <Keridos> no, at least not yet, still a legacy from when I wasnt good at rendering
L888[09:24:17] <gigaherz> and then you just make use of different IIcons from your ISBRH
L889[09:24:28] <Keridos> I could probably use ISBRH instead of TESR
L890[09:24:33] <gigaherz> uhh
L891[09:24:40] <Ordinastie> *should
L892[09:24:45] <Keridos> i know
L893[09:24:47] <gigaherz> if you use a TESR, you should start by stating so
L894[09:24:47] <c64cosmin> afaik, the GPU should translate the deprecated calls
L895[09:24:47] <Ordinastie> if it's not animated
L896[09:25:00] <gigaherz> c64cosmin: all modern GPUs translate old calls into shaders at driver level
L897[09:25:02] <gigaherz> but that's unrelated
L898[09:25:14] <tterrag|phone> What exactly are you doing c64?
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L900[09:25:38] <gigaherz> the point is Minecraft is written to work with older opengl
L901[09:25:40] <gigaherz> which is what you asked
L902[09:25:41] <gigaherz> XD
L903[09:26:17] <Keridos> I am not sure if I wanna patch the older 1.7.10 builds to use ISBRH as I would likely need to rewrite a lot of code
L904[09:26:27] <Keridos> MC 1.8 will use blockstates and normal rendering though
L905[09:26:31] <gigaherz> it's ugly to use TESR to render static geometry
L906[09:26:36] <gigaherz> ;P
L907[09:26:59] <williewillus> and slow
L908[09:27:05] <williewillus> most importantly
L909[09:27:14] <Keridos> gigaherz: I know
L910[09:27:31] <Keridos> hm, is there anything special i would need to know to render the block in an isbrh?
L911[09:27:38] <gigaherz> not much
L912[09:27:41] <Keridos> or could i most likely just copy paste the rendering code?
L913[09:27:47] <gigaherz> yo usue the tesellator
L914[09:27:53] <gigaherz> but instead of begin/draw
L915[09:27:55] <gigaherz> you just add vertices
L916[09:28:15] <williewillus> what is this? :P
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L918[09:28:57] <gigaherz> williewillus: Keridos wants to finish some stuff on 1.7 before starting to port to 1.8.9
L919[09:29:08] <gigaherz> Keridos: https://github.com/gigaherz/Ender-Rift/blob/old-1.7.10/src/main/java/gigaherz/enderRift/client/SBRHEnderRift.java
L920[09:29:11] <gigaherz> thisi s very ugly code
L921[09:29:13] <gigaherz> but it worked ;P
L922[09:29:24] <Keridos> I want the 1.7.10 port to have the features
L923[09:29:24] <gigaherz> emphasis on VERY ugly ;P
L924[09:29:35] <Keridos> but I am kind of unwilling to do any major changes to it
L925[09:29:52] <Keridos> since I am already working at the 1.8.9 port.
L926[09:30:15] <williewillus> ah
L927[09:30:30] <williewillus> no help to offer here, I'm far better at 1.8 than 1.7 xD
L928[09:31:00] <Keridos> i am good at neither, especially regarding rendering
L929[09:31:04] <Lordmau5> williewillus,
L930[09:31:10] <Keridos> though I really like the rendering stuff of 1.8 so far
L931[09:31:15] <williewillus> Lordmau5: yes
L932[09:31:25] <Lordmau5> now that you'Re here, tterrag posted something in the issue regarding the BlockPlatform rendering :p
L933[09:31:39] <Lordmau5> and mentioned me in it. I can help with that crash
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L935[09:32:36] <williewillus> all i need to do is call getextendedstate before I store it right?
L936[09:32:48] <tterrag|phone> That's not sufficient
L937[09:33:01] <tterrag|phone> What if surrounding blocks change?
L938[09:33:16] <tterrag|phone> or something else?
L939[09:33:31] <williewillus> so getextendedstate in the smartmodel itself
L940[09:34:57] <tterrag|phone> Also make sure getActualState is called at some point
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L942[09:35:22] <williewillus> k
L943[09:35:36] <williewillus> I'm wondering why the state passed to extendedstate isn't the result of getActualStaet though
L944[09:35:49] <williewillus> makes sense for it to be since its the next step beyond actual state
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L947[09:36:10] <tterrag|phone> It is
L948[09:36:22] <Lordmau5> but isn't ExtendedState clientside only?
L949[09:36:34] <tterrag|phone> yes
L950[09:36:41] <tterrag|phone> Not physically
L951[09:36:51] <tterrag|phone> But it's only used for rendering
L952[09:37:28] <c64cosmin> I have a custom GPU driver, and it seems to not be able to start Minecraft
L953[09:37:52] <c64cosmin> the pixel acceleration fails(ie there is no capable GPU installed)
L954[09:37:52] <Lordmau5> > What version of OpenGL does Minecraft use
L955[09:37:58] <Lordmau5> uh, I have no idea on that, c64cosmin
L956[09:38:19] <c64cosmin> I might find a way aroundthat
L957[09:38:26] <Lordmau5> article of 18th December 2015 stated that it won't support OpenGL smaller than 2.1
L958[09:38:29] <Lordmau5> so 2.1 is the minimum
L959[09:38:56] <Lordmau5> williewillus, you could check how I'm doing it over here: https://github.com/Lordmau5/FFS/blob/master/src/main/java/com/lordmau5/ffs/blocks/BlockTankFrame.java#L146-L158
L960[09:39:01] <NullEntity> there's an open source mod that I want to make an addon for. Is there any simple way for me to replace its implementation of a class with my own, or just hook a method?
L961[09:39:11] <Lordmau5> fake block access + world wrapper
L962[09:39:36] <williewillus> NullEntity: you ask the mod you're adding on to add api access to what you need instead of hacking around with it :P
L963[09:39:43] <williewillus> Lordmau5: whats the fake access needed for?
L964[09:40:04] <fry> Lordmau5: what article?
L965[09:40:10] <Lordmau5> https://help.mojang.com/customer/en/portal/articles/1307761-future-opengl-support
L966[09:40:14] <Lordmau5> or rather, help-desk post
L967[09:40:32] <fry> "At some point in the future, Minecraft will no longer support OpenGL versions older than 2.1"
L968[09:40:32] <Lordmau5> one sec, williewillus
L969[09:40:37] <fry> not right now
L970[09:40:54] <fry> it should run fone on 1.5 right now
L971[09:41:17] <Lordmau5> oh k
L972[09:41:19] <Lordmau5> misread it then
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L974[09:41:51] <Lordmau5> williewillus, https://github.com/Lordmau5/FFS/blob/master/src/main/java/com/lordmau5/ffs/client/FrameBlockAccessWrapper.java
L975[09:42:04] <tterrag|phone> williewillus: because calling state methods on a block without it existing in that position is invalid
L976[09:42:21] <Lordmau5> and since you are technically faking the block, it would return invalid blockstates
L977[09:42:54] <MalkContent> fry, item icons of large item itemstacks on the ground still don't clutter the individual items around. should i make an issue for that?
L978[09:42:55] <Lordmau5> or, rather, not the ones that were expected
L979[09:43:22] <williewillus> MalkContent: https://github.com/MinecraftForge/MinecraftForge/issues/2448
L980[09:43:30] <Lordmau5> btw, who did that one CoFH API port again? for RF?
L981[09:43:36] <williewillus> everyone
L982[09:43:37] <williewillus> lol
L983[09:43:42] <fry> yup yup, I remember about it
L984[09:43:46] <Lordmau5> ... ye, but which one is the one everyone uses
L985[09:43:53] <MalkContent> a. well that settles that then :D ty willie
L986[09:43:55] <williewillus> id use buildcraft's version
L987[09:43:56] <Lordmau5> since there is technically more than 1 version out there
L988[09:44:07] <Quetzi> you mean everyone except CoFH ;)
L989[09:44:22] <Lordmau5> hehe
L990[09:44:28] <Lordmau5> I wanted to ask what's up with this comment here: https://github.com/BuildCraft/BuildCraft/blob/7.2.x/api/cofh/api/energy/IEnergyHandler.java#L13
L991[09:44:37] <fry> it'll be interesting when CoFH do update
L992[09:44:50] <Lordmau5> Does this comment indicate that I shouldn't use that interface for my tile?
L993[09:44:51] <fry> and inevitably do something incompatible with the current ports :P
L994[09:45:03] <tterrag|phone> synthetic methods
L995[09:45:08] <tterrag|phone> No you shouldn't
L996[09:45:25] <Lordmau5> what should I use then?
L997[09:45:32] <Lordmau5> IEnergyProvider + IEnergyReceiver in combination on my tile?
L998[09:45:44] <tterrag|phone> yes
L999[09:45:57] <gigaherz> hopefully a 1.8.9+ RF api would be built on top of the capability system isntead of the current method
L1000[09:47:12] <MalkContent> would a power system be a candidate for a capability?
L1001[09:47:20] <williewillus> Lordmau5: what is the point of the model field in the TE?
L1002[09:47:51] <williewillus> isn't that a bad idea since that will leak everytime a resource reload happens
L1003[09:48:24] <Lordmau5> technically, ye
L1004[09:48:29] <Lordmau5> one sec
L1005[09:48:57] <gigaherz> MalkContent: of course
L1006[09:48:59] <Lordmau5> ignore that
L1007[09:49:00] <gigaherz> a really good candidate
L1008[09:49:04] <Lordmau5> it's not being used
L1009[09:49:21] <williewillus> i still cant ifdentify the mod in my pack that's not clearing its models on resource reload
L1010[09:49:33] <Lordmau5> I did caching first to keep down the lag a bit, but removed it as it wasn't working properly
L1011[09:49:37] <williewillus> which means I essentially can't play since it floods the memory with models :P
L1012[09:49:52] <MalkContent> neat
L1013[09:49:58] <gigaherz> you could say that the top 4 capability features
L1014[09:50:01] <gigaherz> are going to be
L1015[09:50:04] <gigaherz> 1. items (IItemHandler)
L1016[09:50:08] <gigaherz> 2. fluids
L1017[09:50:10] <gigaherz> 3. energy
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L1019[09:50:13] <MalkContent> would that mean no more energy converters?
L1020[09:50:17] <gigaherz> 4. data (computer mods and such)
L1021[09:50:20] <gigaherz> no
L1022[09:50:27] <tterrag|phone> HenryLoenwind is already working on a caps based power api
L1023[09:50:29] <gigaherz> you can still have 7 different APIs exposing energy capabilities
L1024[09:50:42] <gigaherz> ;P
L1025[09:50:44] <Nitrodev> i'm wondering how i would make my storage blocks
L1026[09:50:44] <Lordmau5> Yoo, that sounds neat tterrag
L1027[09:50:55] <MalkContent> okay. COULD that mean no more energy converters?
L1028[09:50:58] <Nitrodev> i'm thinking either blockstates or individual blocks
L1029[09:51:01] <williewillus> not really
L1030[09:51:04] <Lordmau5> I think it COULD mean *easier* energy converters
L1031[09:51:06] <gigaherz> MalkContent: only if everyone agrees on an API
L1032[09:51:07] <tterrag|phone> https://github.com/HenryLoenwind/mves
L1033[09:51:09] <diesieben07> not any more than the current system
L1034[09:51:14] <Lordmau5> ah
L1035[09:51:17] <gigaherz> but given that many mods are already using the non-capability RF api
L1036[09:51:17] <williewillus> Nitrodev: if by storage you just mean the nine of a kind -> block thing I'd use states :P
L1037[09:51:20] <gigaherz> my guess is nope
L1038[09:51:23] <tterrag|phone> Only a proof of concept
L1039[09:51:34] <Lordmau5> I'll read through the gdoc right now
L1040[09:51:37] <gigaherz> since you'll have a period of time when people are using capability and RF separately
L1041[09:51:45] <Nitrodev> the what now?
L1042[09:51:55] <MalkContent> could said api exist in the form of a default implementation of the capability?
L1043[09:52:06] <gigaherz> wat?
L1044[09:52:06] <diesieben07> that would mean forge would have to have it.
L1045[09:52:08] <diesieben07> which is not gonna happen.
L1046[09:52:12] <Pennyw95> how does animating an item work? I just make a png with 16 as width and 16xwhatever as height and it's done?
L1047[09:52:14] <Lordmau5> personally would go for long as energy value
L1048[09:52:17] <Lordmau5> if we think about Draconic Evolution
L1049[09:52:20] <Lordmau5> since people go apeshit over it
L1050[09:52:22] <Lordmau5> :D
L1051[09:52:23] <gigaherz> also, the forge project has already stated that they are NOT going to provide an energy API
L1052[09:52:25] <Pennyw95> wait, also add a mcmeta
L1053[09:52:26] <MalkContent> idk, iitemhandler has an implementation in forge, no?
L1054[09:52:30] <williewillus> Pennyw95: yeah, check the vanilla wiki out
L1055[09:52:31] <gigaherz> yes
L1056[09:52:36] <gigaherz> but there isn't going to be a forge-provided energy api
L1057[09:52:38] <gigaherz> it's out of scope
L1058[09:52:41] <MalkContent> okay
L1059[09:53:28] * MalkContent squints
L1060[09:53:35] <Pennyw95> williewillus: ok, thanks
L1061[09:53:50] <MalkContent> so what would an energy capability be good for
L1062[09:54:00] <Nitrodev> Oh the intangible mod looks EPIC
L1063[09:54:36] <MalkContent> if not break it down to things having "getEnergyOfBlock" "setEnergyOfBlock" and "canProvideEnergy" methods that return ints or something
L1064[09:54:48] <williewillus> Lordmau5: curiously, does your camo respect CTM?
L1065[09:54:52] <Lordmau5> yes.
L1066[09:54:55] <Lordmau5> that was the initial plan
L1067[09:55:00] <williewillus> awesome
L1068[09:55:09] <Lordmau5> Go use it if you want :)
L1069[09:55:46] <Nitrodev> Okay i'm gonna do blockstates
L1070[09:55:55] <Nitrodev> are there any example codes for that?
L1071[09:56:06] <williewillus> botania
L1072[09:56:09] <williewillus> lol
L1073[09:56:10] <tterrag|phone> Every mod
L1074[09:56:27] <Nitrodev> williewillus, how could i have guessed:P
L1075[09:56:40] <Lordmau5> williewillus, https://i.lordmau5.com/1454946990-633 - https://i.lordmau5.com/1454946998-634
L1076[09:56:42] * williewillus would have linked the repo but it pings vaz a billion times a day :P
L1077[09:56:51] <Lordmau5> hehe
L1078[09:57:14] <diesieben07> MalkContent, the advantage is that you dont have to have 20 interfaces implementeed on your TE class. You can externalize them. or someone could even decide "hey vanilla furnace can now do RF" by attaching the capability
L1079[09:57:22] <Nitrodev> that lloks cool Lordmau5
L1080[09:57:28] <williewillus> https://github.com/williewillus/Botania/ go to botania.common.block.BlockStorage
L1081[09:57:57] <Lordmau5> native CTM support for blocks that are next to the tank :p
L1082[09:58:27] <MalkContent> i know too little about caps yet... you could attach it to a vanilla furnace?
L1083[09:58:29] <Lordmau5> was a pain to do, but I'm glad tterrag|phone helped out so much <3
L1084[09:59:02] <tterrag|phone> Tell vaz to use regex to avoid pings :p
L1085[09:59:04] <diesieben07> yes, there are events fired when a new capability-capable thing ("CapabilityProvider", such as TE, Entity, ItemStack) is creaed.
L1086[09:59:14] <williewillus> what was the build.gradle thing to use dependency AT's?
L1087[09:59:16] <diesieben07> and you can attach your own
L1088[09:59:21] <williewillus> setupDecompWorkspace is failing complaining about that
L1089[09:59:51] <MalkContent> I thought capabilities were just glorified interfaces
L1090[10:00:06] <diesieben07> well, not really
L1091[10:00:30] <diesieben07> something having a cpability is no related to it implementing an interface
L1092[10:01:31] <MalkContent> so... you could attach a cap to the vanilla furnace and it would not break because none of the caps interfaces methods are implemented?
L1093[10:01:37] <diesieben07> exactly
L1094[10:01:41] <diesieben07> the cap IS the implementation
L1095[10:01:56] <diesieben07> a capability is just an object of a certain type
L1096[10:01:59] <diesieben07> which you can attach to something
L1097[10:02:20] <MalkContent> neat
L1098[10:02:44] <diesieben07> the "magic" is in how these objects are resolved
L1099[10:02:48] <Pennyw95> Lordmau5: do you override getLightValue() to make lava inside the tank glow?
L1100[10:02:54] <MalkContent> so what happens when 2 different mods attach, say, the energy cap to the vanilla furnace
L1101[10:03:01] <MalkContent> or <a> energy cap
L1102[10:03:05] <Lordmau5> Yessir
L1103[10:03:07] <Lordmau5> @ Pennyw95
L1104[10:03:56] <Pennyw95> I tried tank.getFluid.getFluid.getLuminosity but it doesn't work, what are you using?
L1105[10:04:05] <Lordmau5> exactly.. that
L1106[10:04:06] <Lordmau5> :P
L1107[10:04:10] <Lordmau5> one sec
L1108[10:04:11] <williewillus> So I just updated my deobfCompile specified jei version and I get FNFE: Botania/build/depAts/jei_at.cfg_jei_1.8.9-2.13.7.64_at.cfg (No such file or directory) and useDepAts is specified
L1109[10:04:14] <williewillus> .-.
L1110[10:04:21] <diesieben07> MalkContent, first one wins when its really the exact same capability
L1111[10:04:24] <williewillus> wait it works now
L1112[10:04:25] <williewillus> lol
L1113[10:04:42] <MalkContent> okay.
L1114[10:04:45] <Lordmau5> https://github.com/Lordmau5/FFS/blob/master/src/main/java/com/lordmau5/ffs/tile/TileEntityTankFrame.java#L169
L1115[10:04:52] <Lordmau5> https://github.com/Lordmau5/FFS/blob/master/src/main/java/com/lordmau5/ffs/tile/TileEntityTankFrame.java#L147
L1116[10:04:58] <diesieben07> and the thing itself is always first (e.g. if the TE itself already says "i have energy" then it wins)
L1117[10:05:12] <MalkContent> so if 2 different mods have their own blocks with <the> energy cap attached
L1118[10:05:34] <MalkContent> wouldn't they inheritly be able to use the energy of the other mod?
L1119[10:05:38] <Pennyw95> Thank you Lordmau5 :)
L1120[10:05:44] <Lordmau5> no problem
L1121[10:06:06] <MalkContent> ofc the scale of the energy could be off
L1122[10:06:14] <MalkContent> but other than that?
L1123[10:06:37] <diesieben07> there is no "the energy cap"
L1124[10:06:52] <MalkContent> okay, but there is an interface for the cap
L1125[10:06:52] ⇦ Quits: ZaggyMobile2 (~Zaggy1024@174-20-167-106.mpls.qwest.net) (Read error: Connection reset by peer)
L1126[10:07:01] <diesieben07> yes
L1127[10:07:09] <diesieben07> capabilities are identified by a static Capability instance
L1128[10:07:19] <williewillus> like blocks/items?
L1129[10:07:22] <diesieben07> e.g. Capability<IItemHandler> for the IItemHandler capability
L1130[10:07:31] <diesieben07> which in this case is in CapabilityItemHandler.ITEM_HANDLER_CAPABILITY
L1131[10:07:46] <diesieben07> so different energy systems would have different instances here
L1132[10:07:56] <diesieben07> so its spearate caabilities unless they agree
L1133[10:08:39] <MalkContent> so blocks with different caps from the same interface could not... interface... with each other inheritly?
L1134[10:08:55] <diesieben07> the interface is irrelevant
L1135[10:09:02] <diesieben07> it depends on if they use the same Capability instnce
L1136[10:09:26] <diesieben07> there can be two separate capabilities which both use the same interface
L1137[10:09:35] <MalkContent> yes, that i got
L1138[10:10:07] <MalkContent> but whats the point of capabilities then :|
L1139[10:10:33] <MalkContent> i thought the whole point was creating common ground for recurring things
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L1141[10:11:20] <MalkContent> if i don't misunderstand it's more like api templates now
L1142[10:11:24] <diesieben07> a) so you dont have to have 20 interfaces on your class. b) so capabilites attached to different types of things (tes, entities, etc.) behave the same way. c) to allow the extension of these things (tes, entities, etc.) without editing their classes
L1143[10:11:27] <Delenas> Cofh defines Capability<RfPower> and things hook to it. Also potentially lets people say "Vanilla crafting table requires power."
L1144[10:11:53] <Delenas> Yus? No?
L1145[10:11:56] <diesieben07> yes
L1146[10:12:00] <Delenas> So.
L1147[10:12:18] <diesieben07> this is not about unifying implementions across different power systems or anything liek that
L1148[10:12:22] <PaleoCrafter> actually, there can't be multiple caps with the same interface, as far as I understand it :P
L1149[10:12:34] <PaleoCrafter> @CapabilityInject would be amiguous otherwise :P
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L1151[10:12:36] <Delenas> In theory then, it would be possible to do code blackmagic and have recipes hook to that as well? Curious.
L1152[10:12:49] <diesieben07> define "hook to that"
L1153[10:13:10] <diesieben07> @CapabilityInject imho is fugly and pointless anyways.
L1154[10:13:20] <Delenas> Like. "My recipe is a normal crafting recipe, but it needs a capability to be used at crafting time"
L1155[10:13:39] <diesieben07> sure they could
L1156[10:13:48] <diesieben07> IRecipe lets you do... anything you want pretty much
L1157[10:13:51] <diesieben07> no need for any "black magic"
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L1159[10:15:21] <PaleoCrafter> CapabilityInject is useful and kinda necessary :P
L1160[10:15:22] <MalkContent> so... instead of having 20 interfaces on your class
L1161[10:15:30] <MalkContent> you would have them on the cap?
L1162[10:15:31] <diesieben07> how so paleo?
L1163[10:15:36] <williewillus> whats a chisel block with ctm :P
L1164[10:15:37] <diesieben07> no you would have 20 capabilities
L1165[10:15:44] <PaleoCrafter> actually, nvm xD
L1166[10:15:55] <MalkContent> which you would attach to the class
L1167[10:16:05] <williewillus> nvm, found one :P
L1168[10:16:05] <diesieben07> yes
L1169[10:16:12] <MalkContent> which makes inheriting smoother?
L1170[10:16:19] <diesieben07> public static final Capability<MyInterface> MY_CAPABILITY = new Capability<>();
L1171[10:16:19] <diesieben07> done
L1172[10:16:21] <diesieben07> just a key
L1173[10:16:24] <PaleoCrafter> there is no inheritence
L1174[10:16:32] <gigaherz> MalkContent: that's not how they work
L1175[10:16:48] <gigaherz> http://mcforge.readthedocs.org/en/latest/datastorage/capabilities/
L1176[10:16:55] <PaleoCrafter> uhm, no, diesieben07 :P
L1177[10:17:06] <PaleoCrafter> one does not simply create an instance of Capability
L1178[10:17:12] <diesieben07> i know
L1179[10:17:18] <diesieben07> that is the problem with the system.
L1180[10:17:36] <gigaherz> diesieben07: that would mean there's more than one instance of the capability?
L1181[10:17:43] <gigaherz> the point of CapabilityInject
L1182[10:17:44] <diesieben07> no.
L1183[10:17:52] <gigaherz> is that you don't need the implementor, just the interface
L1184[10:18:01] <diesieben07> whoever creates the capability makes a static field
L1185[10:18:04] <diesieben07> and everyone uses it.
L1186[10:18:12] <gigaherz> yeah so if the implementor isn't present, classloading fails
L1187[10:18:24] <diesieben07> uhm, no?
L1188[10:18:41] <diesieben07> Capability shouldn't have any fields.
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L1190[10:18:52] <gigaherz> not the capability, YOUR classes
L1191[10:18:56] <gigaherz> he idea is that
L1192[10:19:06] <gigaherz> Capability<something> gets erased at compile time
L1193[10:19:16] <gigaherz> so the interface isn't required for classloading
L1194[10:19:18] <gigaherz> but if you do
L1195[10:19:22] <gigaherz> CapabilityEnergy.INSTANCE
L1196[10:19:27] <gigaherz> then you DO require the class to exist
L1197[10:19:31] <diesieben07> that... that is a joke right
L1198[10:19:36] <gigaherz> nope
L1199[10:19:40] * diesieben07 cringes
L1200[10:19:43] <gigaherz> that's the whole purpose of CapabilityInject
L1201[10:19:50] <Lordmau5> I still want a startup-parameter for Forge that disables rain completely
L1202[10:19:53] <Lordmau5> so god damn annoying, urgh :D
L1203[10:20:00] <diesieben07> that is fucking awful imho
L1204[10:20:08] <gigaherz> I'm not denying that
L1205[10:20:53] <gigaherz> the capability system makes use of ugly language "features" to allowyou to expose capabilities, without knowledge of the actual implementation
L1206[10:21:06] <diesieben07> that is... retarded
L1207[10:21:16] <diesieben07> if you expose a capability it needs to be there
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L1209[10:21:47] <gigaherz> not necessarily, you could have support for computer data pipes, but only care about it if computermod is installed
L1210[10:21:50] <PaleoCrafter> well, this allows for soft dependencies :P
L1211[10:21:55] <gigaherz> so
L1212[10:21:58] <gigaherz> if the mod isn't installed
L1213[10:22:08] <gigaherz> no one will do getCapability(CapabilityComputer.INSTANCE)
L1214[10:22:17] <gigaherz> so your code will never attempt to instantiate the capability implementation
L1215[10:22:22] <diesieben07> this is like the worst way to do soft dependencies
L1216[10:23:01] <diesieben07> but anyways.
L1217[10:23:31] <PaleoCrafter> how would you do it? :P
L1218[10:25:18] <diesieben07> @Optional.Method("ModWithCapability") @EventHandler void modPresentPreinit(FMLPreinitializationEvent event) { <register event handler to attach capability> }
L1219[10:25:21] <MalkContent> so um... couldn't block a with energycap a look if block b (with energy cap b attached) has capabilities attached
L1220[10:25:36] <PaleoCrafter> meh, that's a lot of work :P
L1221[10:25:57] <diesieben07> but it doesn't rely on ugly hacks and breaks the java memory model -.-
L1222[10:26:42] <gigaherz> MalkContent: wat
L1223[10:26:48] <PaleoCrafter> anybody ever had the JVM crashing due to ntdll.dll q.q
L1224[10:26:50] <MalkContent> idk. I'm just confused
L1225[10:26:50] <gigaherz> capabilities are just "attached features"
L1226[10:27:03] <gigaherz> ANYONE can ask a tileentity, entity, or itemstack
L1227[10:27:06] <gigaherz> if it has a capability
L1228[10:27:18] <MalkContent> yea
L1229[10:27:20] <gigaherz> you jsut call object.hasCapability(TheCapability.INSTANCE, facing)
L1230[10:27:31] <gigaherz> and if present, object.getCapability(TheCapability.INSTANCE, facing)
L1231[10:28:00] <MalkContent> can you get /all/ capabilites and go cap.instance instanceof IEnergyCapability ?
L1232[10:28:05] <gigaherz> no
L1233[10:28:07] <gigaherz> that'd be stupid
L1234[10:28:16] <gigaherz> you don't need that
L1235[10:28:20] <gigaherz> you do
L1236[10:28:37] <gigaherz> object.hasCapability(capabilityEnergy, EnumFacing.EAST)
L1237[10:28:38] <Delenas> That defeats the point. If you're looking for a specific capability, check for it already..
L1238[10:28:55] <MalkContent> i'm NOT looking for a specific one
L1239[10:29:00] <gigaherz> capabilityenergy would be a field that has been marked with @CapabilityInject(IEnergyProvider.class)
L1240[10:29:02] <PaleoCrafter> yes you are
L1241[10:29:03] <gigaherz> yes you are
L1242[10:29:13] <MalkContent> i'm checking other mod blocks for their energy cap
L1243[10:29:13] <Delenas> That's literally what capabilities /do/
L1244[10:29:18] <PaleoCrafter> there's only ever one capability referring to your IEnergyCapability interface
L1245[10:29:21] <MalkContent> i don't know what that is specifically
L1246[10:29:24] <masa> so how wpuld you check for, let's say an RF API through capabilities? you need the "one and official" insatnce/reference you would be checking against? or did I misunderstand them?
L1247[10:29:29] <Pennyw95> when is getLightValue called?
L1248[10:29:39] <Delenas> block.hasCapability(RfPower)
L1249[10:29:40] <gigaherz> MalkContent: you are thinking it wrong
L1250[10:29:51] <gigaherz> there's NOTHING that tells you if a capability exposes energy
L1251[10:29:58] <gigaherz> xcept it being a specific energy API
L1252[10:30:02] <gigaherz> all the capability system does
L1253[10:30:07] <Pennyw95> maybe every chunk reload'
L1254[10:30:08] <Pennyw95> ?
L1255[10:30:13] <gigaherz> is move things from "implements SomeAPI"
L1256[10:30:19] <gigaherz> to hasCapability/getCapability
L1257[10:30:38] <diesieben07> also PaleoCrafter i would jsut define capabilites via ResourceLocation. because...everything uses it...
L1258[10:30:50] <gigaherz> it does NOT fix the issue of having multiple APIs implementing energy or data or fluids
L1259[10:30:56] <gigaherz> that's still something that can happen
L1260[10:30:58] <PaleoCrafter> doesn't give you type info though, hurr durr
L1261[10:31:28] <diesieben07> and nothing stops me from just typing my Capability as Capabilit<HurrDurr> and crashing
L1262[10:31:29] <gigaherz> because "energy" is a high-level concept
L1263[10:31:34] <gigaherz> there's infinite ways to implement it in code
L1264[10:31:34] <diesieben07> so there is absolutely nothing gained here
L1265[10:32:09] <MalkContent> yep
L1266[10:32:40] <MalkContent> but with that argumentation, how would you ever do a capability for that in the first place
L1267[10:32:59] <PaleoCrafter> hence the "hurr durr", diesieben07 :P
L1268[10:33:07] <diesieben07> aa.
L1269[10:33:26] <diesieben07> MalkContent, just like one would do an interface IEnergyHandler in RF
L1270[10:33:27] <gigaherz> MalkContent: you design one
L1271[10:33:29] <gigaherz> implement one
L1272[10:33:36] <diesieben07> just that its no longer an interface to b eimplemented on your TE
L1273[10:33:38] <diesieben07> but a capability
L1274[10:33:53] <MalkContent> gnaaa. okay fine, how do you call the capabilities interface
L1275[10:34:00] <MalkContent> i keep calling that capability, too
L1276[10:34:12] <PaleoCrafter> the "standard" way of attaching caps when you own the object is kinda lame, imo
L1277[10:34:15] <diesieben07> capability implementation? idk
L1278[10:34:37] <diesieben07> how do you even do that?
L1279[10:34:44] <masa> so how would one get the RF API through capabilities? it checks agains a specific reference, does it?
L1280[10:35:07] <PaleoCrafter> look at the vanilla use of IItemHandler
L1281[10:35:10] <diesieben07> override hasCapability/getCapability?
L1282[10:35:13] <PaleoCrafter> yep
L1283[10:35:31] <masa> yes but WHAT am I querying it for?
L1284[10:35:43] <diesieben07> RFCapability.INSTANCE
L1285[10:35:47] <diesieben07> or however they call it
L1286[10:35:47] <PaleoCrafter> ^
L1287[10:35:53] <masa> which is provided by WHAT?
L1288[10:35:58] <PaleoCrafter> the RF API
L1289[10:36:14] <PaleoCrafter> although with the current system you'd have your own field RF_CAPABILITY somewhere and put @CapabilityInject on there
L1290[10:36:20] <masa> so it HAS TO BE one mod who defines that, otherwise nothing is compatible with it?
L1291[10:36:22] <diesieben07> you'd HAVE TO?
L1292[10:36:42] <masa> if it checks against a specific reference?
L1293[10:36:46] <Ordinastie> lol, that really looks like a big mess
L1294[10:37:04] <PaleoCrafter> well, you don't have to, but having the API provide it would be a little difficult, wouldn't it? :P
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L1296[10:37:12] <gigaherz> MalkContent:
L1297[10:37:15] <LatvianModder> Why can't we just use the standart RF api?
L1298[10:37:16] <gigaherz> a capability has 3 distinct parts
L1299[10:37:19] <gigaherz> 1.
L1300[10:37:26] <gigaherz> an interface that represents the feature
L1301[10:37:26] <masa> so when cofhcore says "nope we will not update to 1.9 it is shait hurr durr" then there is again a dozen different mods defining the refernce to check for RF API?
L1302[10:37:30] <diesieben07> why so paleo?
L1303[10:37:33] <gigaherz> 2. the capability object that's used to query this feature
L1304[10:37:48] <diesieben07> i can just reference whoever's static field
L1305[10:37:49] <gigaherz> and 3. the objects exposing this capability through hasCapability/getCapability
L1306[10:37:54] <PaleoCrafter> although, you'd have to handle the mod not being present either way, so meh
L1307[10:38:13] <gigaherz> you cna use CapabilityRF.INSTANCE
L1308[10:38:19] <gigaherz> but it defeats the point of CapabilityInject
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L1310[10:38:33] <diesieben07> i really dont see it
L1311[10:38:36] <MalkContent> my understanding is that 1. and 3. are things in forge
L1312[10:38:38] <diesieben07> if i am using RF i MUST use the API...
L1313[10:38:40] <Ordinastie> apparently, Capabilities defeat the point of Capabilities
L1314[10:38:50] <diesieben07> no point in doing a soft-dep on the field then
L1315[10:38:58] <MalkContent> and you implement your version of the capability object, the capo
L1316[10:39:12] <gigaherz> diesieben07: imagine a computer data channel, instead of RF
L1317[10:39:24] <MalkContent> the interface being reffered to as capi henceforth :P
L1318[10:39:32] <gigaherz> you have two methods, receiveData, and sendData
L1319[10:39:32] <diesieben07> then i still have to implement whatever this channel does
L1320[10:39:37] <gigaherz> then
L1321[10:39:39] <MalkContent> it even has api in its name, it's good
L1322[10:39:41] <diesieben07> requires interacting with the API
L1323[10:39:43] <gigaherz> you create a wrapper class, that knows your TE object
L1324[10:39:53] <gigaherz> and implements IComputerChannel
L1325[10:40:30] <gigaherz> and calls the methods
L1326[10:41:16] <gigaherz> now, you could have this interface defined in the API mod itself
L1327[10:41:38] <gigaherz> and only instantiated within a @CapabilityInject method
L1328[10:42:22] <diesieben07> which is different from just an @Optional.Method... how?
L1329[10:42:41] <gigaherz> it isn't
L1330[10:43:01] <gigaherz> it's just bound to the capability instead
L1331[10:43:33] * diesieben07 mumbles something
L1332[10:43:41] <sham1> Donät
L1333[10:43:45] <sham1> It's rude
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L1336[10:47:43] <MalkContent> gigaherz: so you have 1. a capi, that is added to forge
L1337[10:47:55] <MalkContent> 2. create a capo in your mod
L1338[10:48:14] <MalkContent> and 3. not sure i got
L1339[10:48:26] <MalkContent> is that the forge cap handler?
L1340[10:49:05] <MalkContent> where you registered the things you attached your capo to?
L1341[10:50:05] <gigaherz> NO
L1342[10:50:08] <gigaherz> nothing is added to forge
L1343[10:50:16] <gigaherz> you can, in your mod
L1344[10:50:21] <gigaherz> the interface, AND the object
L1345[10:50:32] <MalkContent> o. them i fundamentally got that wrong
L1346[10:50:53] <MalkContent> then*
L1347[10:50:57] <gigaherz> the only thing forge has, is the helper classes for registration, and for exposing capabilities
L1348[10:51:08] <PaleoCrafter> stuff *could* get added to forge, but that's highly unlikely for an energy API :P
L1349[10:51:25] <gigaherz> yeah, forge at most would care about fluids
L1350[10:51:42] <MalkContent> yea, i was very confused when i got a no questions "yes" to my "would energy make a good cap"
L1351[10:51:43] <gigaherz> or at most most, maybe something like potion effects and enchantments
L1352[10:52:21] <gigaherz> we had the chance to propose vanilla capabilities
L1353[10:52:26] <gigaherz> the only one that came through was IItemHandler
L1354[10:52:26] <gigaherz> ;P
L1355[10:53:20] <MalkContent> i thought multipart thingy was gonna be one
L1356[10:53:28] <PaleoCrafter> no...
L1357[10:53:34] <PaleoCrafter> I've explained that yesterday already :P
L1358[10:53:51] <MalkContent> i thought you meant that no, the mod wasnt gonna get added
L1359[10:53:55] <PaleoCrafter> caps are required for proper multipart support without actually being aware of the multipart
L1360[10:54:08] <MalkContent> which wasn't what i had in mind anyways
L1361[10:54:11] <Keridos> gigaherz: sorry to annoy you again, but could you take a look at this: https://gist.github.com/Keridos/5b93a2bff56abb415d7f
L1362[10:54:23] <Keridos> this is my TESR for the light i wanted to have the glow effect
L1363[10:54:53] <PaleoCrafter> while we're talking about caps, would you guys say that players should be special cased to automatically copy over caps on clone? (currently there's the same problem we have with IEEP)
L1364[10:55:36] <Keridos> can I just use 2 renderpasses and have the parts of the textures I want to not use transparent on the texture?
L1365[10:55:51] <Keridos> and then on the second, when I render the glowing texture just change the brightness?
L1366[10:56:49] <PaleoCrafter> that's how I'd do it, Keridos .P
L1367[10:57:35] <Keridos> PaleoCrafter: hm how would i do several renderpasses?
L1368[10:57:40] <Keridos> just copy paste the whole code?
L1369[10:57:48] <Keridos> and change the necessary things?
L1370[10:57:58] <PaleoCrafter> nah, only copy the parts that actually require changing :P
L1371[10:58:02] <Keridos> :p
L1372[10:58:17] <PaleoCrafter> you know how to do multiple passes in TESRs?
L1373[10:58:56] <Ordinastie> are multiple passes even required ?
L1374[10:59:10] <Ordinastie> just draw twice
L1375[10:59:14] <Ordinastie> on first pass
L1376[11:01:37] <PaleoCrafter> transparency sort of requires using the second pass :P
L1377[11:01:49] <tterrag|phone> He didn't say anything about transparency
L1378[11:02:07] <PaleoCrafter> hm... yeah, must have read it wrong the first time :D
L1379[11:02:22] <PaleoCrafter> but I kinda assume that a "glow" effect involves translucency :P
L1380[11:02:51] <Ordinastie> what he wants/needs, is full brightness underlay
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L1382[11:03:17] <PaleoCrafter> oh, right, that sort of glow xD
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L1384[11:04:29] <tterrag|phone> Which doesn't require passes
L1385[11:04:55] <PaleoCrafter> yeah, that doesn't
L1386[11:05:05] <PaleoCrafter> I was thinking more along the lines of the charged creeper "glow"
L1387[11:06:07] <Keridos> how do i change the brightness of the selected texture?
L1388[11:06:28] <Keridos> or rather of the part i am drawing
L1389[11:06:34] <Keridos> i just draw twice if the lamp is on
L1390[11:06:53] <Keridos> tested without mods now and it looks like the old one, except I am using a seperate texture sheet for the lamps
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L1392[11:12:54] <Ordinastie> tesselator.setBrightness
L1393[11:14:03] <Keridos> Ordinastie: i need a draw() call then, too?
L1394[11:14:22] <Ordinastie> between the 2, yes
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L1396[11:14:36] <Ordinastie> wait, no
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L1404[11:35:00] <Keridos> Ordinastie: i got the tesselator.setBrightnes now, but it does nothing, do I need to do a draw call somewhere?
L1405[11:35:35] <Ordinastie> I curious about the value you passed
L1406[11:35:44] <Keridos> 4096
L1407[11:35:50] <Ordinastie> lol
L1408[11:35:53] <Keridos> tried 255 and 512 and 4096
L1409[11:35:57] <Ordinastie> did you pick a random number ?
L1410[11:36:08] <Keridos> does it go up to a full int?
L1411[11:36:10] <Keridos> yes
L1412[11:36:33] <Ordinastie> https://github.com/Ordinastie/MalisisCore/blob/1.8/src/main/java/net/malisis/core/renderer/element/Vertex.java#L35
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L1416[11:38:03] <Keridos> wh 240 shifted left 16 times?
L1417[11:38:10] <Keridos> or by 4 bit?
L1418[11:38:18] <Keridos> and what does the | do there o.O
L1419[11:39:36] <Ordinastie> it's OR
L1420[11:40:03] <Ordinastie> equivalent to +
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L1422[11:40:14] <Ordinastie> look up bit operations
L1423[11:40:27] <Ordinastie> and yes, shifted 16 times
L1424[11:40:38] <Keridos> ah, saw it on some java loc
L1425[11:40:51] <Keridos> that is a pretty big number o.O
L1426[11:40:52] <Ordinastie> first 16bits are for the block, the other 16 are for the sky
L1427[11:40:56] <Keridos> ah
L1428[11:41:10] <Ordinastie> except the max value is 240 for each
L1429[11:41:12] <Keridos> and 240 is the max value for each
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L1432[11:41:19] <Keridos> ah thanks for the clarification
L1433[11:41:20] <Ordinastie> (15 * 16)
L1434[11:41:40] <Ordinastie> or 15 << 4
L1435[11:42:17] <MalkContent> when you do 15*16, does java do 15 << 4?
L1436[11:42:20] <Ordinastie> note that if you just set the brightness to 240, you face will have the same flickering as the torches
L1437[11:42:39] <Ordinastie> MalkContent, it should be optimized to that yes
L1438[11:42:47] <Ordinastie> by the compiler
L1439[11:42:52] <Ordinastie> as least I hope
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L1441[11:43:10] <MalkContent> everything's not lost
L1442[11:43:59] <diesieben07> 15*16 like that is a constant expression so it's evaluated
L1443[11:44:09] <diesieben07> to 240
L1444[11:44:18] <gigaherz> My Scrap Mechanic "Mk3" vehicle: https://youtu.be/UA9iNAYxtyY (just uploaded HD probably not available yet)
L1445[11:45:40] <MalkContent> always good to know
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L1447[11:46:35] <MalkContent> if you have multiple points in the code where you have a constant expression, and they all are 12 or something
L1448[11:46:36] <Keridos> Ordinastie: it doesnt do anything for me though :-/ https://gist.github.com/Keridos/5b93a2bff56abb415d7f
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L1450[11:46:37] <Ordinastie> gigaherz, I think you just lost your license
L1451[11:47:04] <MalkContent> does java notice "there's a lot of 12s here, imma point them all to the same constant 12"
L1452[11:47:15] <gigaherz> Ordinastie: I have no driving license
L1453[11:47:16] <gigaherz> ;P
L1454[11:47:20] <Ordinastie> that shows
L1455[11:47:36] <Ordinastie> Keridos, what am I supposed to look at here ?
L1456[11:47:57] <diesieben07> MalkContent, well, int constants are directly in the bytecode (usually) so no
L1457[11:48:13] <diesieben07> but if it has to put it in the constant pool (outside of short range) then it merges them into one per class
L1458[11:48:14] <Keridos> Ordinastie: refresh, wrong file :D
L1459[11:49:07] <Ordinastie> -_-
L1460[11:49:15] <MalkContent> neat. constant pool is just everything declared constant?
L1461[11:49:19] <Ordinastie> oh wait
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L1463[11:49:40] <MalkContent> (did jave even have constant?)
L1464[11:49:42] <diesieben07> constant pool is big numbers, String literals, class literals, things like that
L1465[11:49:58] <MalkContent> k.
L1466[11:50:01] <diesieben07> jsut a static final object is not in the constant pool
L1467[11:50:56] <MalkContent> gonna google that. I'm just glad I didn't do all my variable creations for same numbers for nothing ^^
L1468[11:51:10] <diesieben07> uhm
L1469[11:51:25] <diesieben07> if you just do "System.out.println(123456790)"
L1470[11:51:32] <diesieben07> that number is also constnat expression
L1471[11:51:36] <diesieben07> so in the constant pool it goes
L1472[11:51:40] <gigaherz> MalkContent: if you do
L1473[11:51:42] <gigaherz> int a = 12;
L1474[11:51:48] <gigaherz> it will put the "12" in the constant pool
L1475[11:51:49] <Ordinastie> Keridos, I don't really see what's wrong
L1476[11:51:51] <gigaherz> THEN create the "a" variable
L1477[11:51:54] <Ordinastie> but the code is meh
L1478[11:51:56] <gigaherz> and assign it from the constant pool
L1479[11:52:31] <MalkContent> if i had a final int i = 2 and a final int o = 3, would i*o in the code be evaluated to a 6?
L1480[11:52:34] <Ordinastie> don't use for loop for that, make a distinct method that you call twice
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L1482[11:52:53] <MalkContent> oo, neat
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L1484[11:53:14] <Ordinastie> if it evaluate to 5, you've got a problem on your hands :p
L1485[11:53:21] <MalkContent> @giga
L1486[11:53:23] <diesieben07> MalkContent, no, unless they are static
L1487[11:53:35] <Keridos> Ordinastie: this is how it looks ingame: http://i.imgur.com/KGPVQAX.png
L1488[11:53:56] <Ordinastie> and at night ?
L1489[11:54:02] <MalkContent> okay. but they do if they are.
L1490[11:54:09] <gigaherz> they CAN
L1491[11:54:13] <MalkContent> it feels nice to learn things ^^
L1492[11:54:14] <gigaherz> it's not strictly necessary that they do
L1493[11:54:18] <gigaherz> it's a choice of the optimizer
L1494[11:54:32] <Keridos> Ordinastie: the block also places an invisible 15 light level block in front of it
L1495[11:54:44] <diesieben07> gigaherz, not true. this is done by javac, it's part of hte java spec.
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L1498[11:55:09] <gigaherz> diesieben07: the java spec REQUIRES that constant folding be performed?
L1499[11:55:12] <gigaherz> even for debug builds?
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L1501[11:55:36] <diesieben07> i am trying to find it
L1502[11:55:38] <Ordinastie> Keridos, well, you can undo all you've done then, because it means the block will always be fully lit anyway
L1503[11:55:45] <gigaherz> generally, it's an optimizer feature
L1504[11:55:46] <Keridos> hm
L1505[11:55:49] <gigaherz> that's almost always applied
L1506[11:55:51] <tterrag> fully lit != fullbright
L1507[11:55:54] <gigaherz> but still just a "bonus"
L1508[11:56:02] <tterrag> the bottom face of a block will always have 0.6*brightness
L1509[11:56:03] <Keridos> isnt there some way to make it appear brighter somehow?
L1510[11:56:08] <diesieben07> gigaherz, http://docs.oracle.com/javase/specs/jls/se8/html/jls-15.html#jls-15.28
L1511[11:56:20] <Ordinastie> tterrag, he's using a model, pretty sure that shading isn't applied
L1512[11:56:25] <Ordinastie> and for bottom, it's 0.5 :p
L1513[11:56:27] <tterrag> Keridos: yes, use 0xF000F0 for brightness
L1514[11:56:29] <tterrag> he's using a model?
L1515[11:56:36] <tterrag> looks to me like just different block bounds
L1516[11:56:41] <Keridos> because me noob
L1517[11:56:53] <Keridos> this is old from my first days of writing rendering stuff
L1518[11:57:13] <tterrag> looks to me like you could just render the underlay as a standard block, then the overlay manually
L1519[11:57:13] <Ordinastie> Keridos, that was the goal of the brightness trick : http://puu.sh/n0wZZ.jpg
L1520[11:57:36] <tterrag> Keridos: could you link your current code?
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L1522[11:57:48] <Keridos> but I do not want to rewrite my 1.7.10 rendering code as i am doing it properly in 1.8
L1523[11:58:02] <Keridos> tterrag: https://gist.github.com/Keridos/5b93a2bff56abb415d7f
L1524[11:58:31] <tterrag> jesus...
L1525[11:58:34] <tterrag> this could be like 10 lines
L1526[11:58:51] <tterrag> renderer.renderStandardBlock(...); then the overlay on the bottom
L1527[11:59:16] <Keridos> i know
L1528[11:59:16] <tterrag> use block bounds and getIcon methods for the underlay shape
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L1530[11:59:36] <Ordinastie> lol, the model is just a block? ><
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L1532[11:59:49] <Keridos> not a standard block
L1533[11:59:56] <Ordinastie> I mean a cube
L1534[12:00:05] <Keridos> not a cube
L1535[12:00:20] <Keridos> like a flattened cube rather
L1536[12:00:29] <Keridos> as i said, from my early rendering times
L1537[12:00:37] <Keridos> where I had no idea how all that worked
L1538[12:00:41] <Keridos> but it works and renders the thing
L1539[12:01:10] <Keridos> as I said, I am currently doing this properly in 1.8.x but I do not feel like rewriting the rendering in 1.7.10 completely too
L1540[12:01:18] <tterrag> use setBlockBoundsBasedOnState
L1541[12:01:22] <tterrag> don't be lazy
L1542[12:01:24] <tterrag> if you want to fix it, fix it
L1543[12:02:04] <Keridos> rendering in 1.7.10 is annoying like hell tbh
L1544[12:02:12] <Ordinastie> does vanulla block rendering actually uses the block bounds ?
L1545[12:02:14] <Keridos> I like the new system in 1.8.x far more
L1546[12:02:38] <Ordinastie> ah yes, of course
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L1554[12:24:03] <masa> why does this render like that now in 1.8.9? it worked correctly in 1.7.10 http://masa.dy.fi/temp/minecraft/enderutilities/2016-02-08_20.20.30.png
L1555[12:24:16] <masa> do I need to sort all the faces too in addition to the block positions? :/
L1556[12:24:26] <masa> or instead of rather
L1557[12:25:29] <tterrag> is that a TESR or something?
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L1559[12:25:36] <gigaherz> if your model is in the translucent layer, it should get sorted by mc
L1560[12:25:47] <tterrag> I'm confused about what I'm looking at :P
L1561[12:25:53] <williewillus> masa: I've run into that problem too, haven't found a fix yet
L1562[12:26:03] <williewillus> it's becayse rendering bakedmodels ignores glcoloring
L1563[12:26:13] <gigaherz> hmm wait
L1564[12:26:14] <masa> that is in the renderworldlast event
L1565[12:26:26] <gigaherz> hwo the F does the backface get drawn on top?
L1566[12:26:32] <gigaherz> areyou drawing with depth testing off?
L1567[12:26:39] <gigaherz> or depth writing rather
L1568[12:26:53] <LatvianModder> its either culling, translucent sorting or GL.pushAttrib() popAttrib()
L1569[12:27:10] <gigaherz> people need to stop using pushAttrib()/popAttrib() -- it's broken
L1570[12:27:15] <LatvianModder> dont use those last two unless you completley dont use GlStateManager
L1571[12:27:24] <LatvianModder> gigaherz: not always
L1572[12:27:35] <gigaherz> LatvianModder: the state manager doesn't even attempt to save/restore the internal state
L1573[12:27:36] <LatvianModder> if you use those AND ONLY GL11 code, it works fine
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L1575[12:27:45] <gigaherz> it just passes it on to the GL11
L1576[12:27:50] <LatvianModder> I know
L1577[12:27:53] <williewillus> well the point is - that rendering bakedmodels no longer respects glcoloring
L1578[12:28:00] <williewillus> if that picture had alpha on it would look fine
L1579[12:28:06] <gigaherz> williewillus: no it wouldn't
L1580[12:28:09] <williewillus> I know because botania has the same problem right now
L1581[12:28:12] <LatvianModder> can't you change light color? :P
L1582[12:28:19] <williewillus> that doesnt change the alpha
L1583[12:28:25] <williewillus> I've talked with fry about this :P
L1584[12:28:31] <gigaherz> it would still be drawing a face tyhat's further away more in front than others that are closer
L1585[12:28:34] <masa> oh, enableCull fixed it
L1586[12:28:36] <masa> thanks :p
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L1588[12:28:46] <LatvianModder> \o/
L1589[12:28:52] <gigaherz> masa: no, it HID the issue, didn't actually fix it
L1590[12:28:52] <gigaherz> XD
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L1594[12:29:22] <williewillus> same lol
L1595[12:29:31] <williewillus> I still can't figure how to get the floating flowers to spin like they did in 1.7
L1596[12:29:41] <williewillus> if anyone good at direct gl wants to look at that lol
L1597[12:30:27] <masa> gigaherz: the issue then being what exactly? :p
L1598[12:30:37] <gigaherz> masa: there's multiple issues there
L1599[12:30:56] <gigaherz> first, that things further away are allowed to be drawn on top of things that are closer
L1600[12:31:13] <gigaherz> that is either depth write being off
L1601[12:31:18] <gigaherz> or depth testing off
L1602[12:31:34] <masa> give me the command to fix it then ;D
L1603[12:31:40] <masa> enableDepth()?
L1604[12:31:51] <gigaherz> maybe, depending on if it'scaused by depth testing, or depth writing
L1605[12:31:52] <gigaherz> XD
L1606[12:31:54] <gigaherz> but
L1607[12:32:05] <masa> what is depth writing?
L1608[12:32:16] <gigaherz> well
L1609[12:32:28] <Nitrodev> damn my feet are hurting so bad!
L1610[12:32:31] <masa> but enableDepth() alone didn't fix it, but enableCull() alone did
L1611[12:32:31] <gigaherz> every time the gpu paints a pixel, it writes the Z value of that pixel onto the depth buffer
L1612[12:33:00] <gigaherz> (this happens AFTER depth testing and alpha testing)
L1613[12:33:21] <gigaherz> you can pretend you didn't draw something, by disabling depth writes
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L1615[12:33:31] <gigaherz> such as when you paint nameplates on mobs
L1616[12:33:43] <masa> mmkay
L1617[12:33:44] <gigaherz> you don't want the nameplates to prevent drawing other effects
L1618[12:33:55] <gigaherz> anyhow
L1619[12:34:02] <gigaherz> what culling allows
L1620[12:34:15] <gigaherz> is to draw convex shapes without worrying about internal ordering
L1621[12:34:38] <gigaherz> (order between models still matters)
L1622[12:34:49] <gigaherz> so basically you are removing the problem from the equation altogether
L1623[12:34:58] <gigaherz> which is not specifically bad
L1624[12:34:58] <gigaherz> ;P
L1625[12:35:20] <gigaherz> it's a perfectly valid technique for drawing transparent objects
L1626[12:35:21] <gigaherz> in fact
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L1628[12:35:36] <gigaherz> it is a quite common method
L1629[12:35:43] <masa> hmm
L1630[12:35:47] <gigaherz> even if you do want to draw the back faces
L1631[12:35:51] <gigaherz> you can use a trick:
L1632[12:35:59] <gigaherz> you draw with culling set to "front" first
L1633[12:36:03] <gigaherz> so only the backfaces draw
L1634[12:36:06] <gigaherz> then switch culling to "back"
L1635[12:36:10] <gigaherz> and draw again
L1636[12:36:20] <gigaherz> with that you ensure that the back faces always draw first
L1637[12:36:34] <gigaherz> but it only works for CONVEX objects
L1638[12:36:41] <gigaherz> concavities will break it ;P
L1639[12:37:06] <gigaherz> when you do need to draw concave objects with transparency
L1640[12:37:12] <gigaherz> the common method is to apply depth peeling
L1641[12:37:14] <masa> I'll pretend I know some of these words...
L1642[12:37:29] <masa> but anyway: http://masa.dy.fi/temp/minecraft/enderutilities/2016-02-08_20.37.15.png
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L1645[12:37:57] <gigaherz> yeah you don't need to worry
L1646[12:38:02] <gigaherz> if you already sort at block level
L1647[12:38:14] <gigaherz> then culling is enough to avoid the issue
L1648[12:38:24] <gigaherz> (it's not technically fixed, it just never gets a chance to happen)
L1649[12:39:49] <masa> so what would then "properly fix it"?
L1650[12:40:19] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/client/renderer/item/BuildersWandRenderer.java#L174
L1651[12:40:23] <masa> that is the code atm
L1652[12:41:35] <tterrag> I'm confused, those aren't transparent at all
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L1654[12:41:49] <tterrag> all you need to do is disable depth test when drawing the two outlines
L1655[12:41:56] <tterrag> the rest can render normally
L1656[12:41:57] <tterrag> no?
L1657[12:42:18] <tterrag> also, while the model doesn't respect glColor, you could hack it with a tricky glBlendFunc call
L1658[12:42:52] <tterrag> https://github.com/Chisel-Team/Chisel/blob/1.7/dev/src/main/java/team/chisel/client/render/tile/RenderAutoChisel.java#L160
L1659[12:42:58] <tterrag> something like that will give it a "glowey" transparent look
L1660[12:43:00] <tterrag> not perfect, but something
L1661[12:43:11] <tterrag> anyways, class time
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L1665[12:43:21] <LatvianModder> for a second I thought OMG gl functions!
L1666[12:43:34] <LatvianModder> and then saw branch name 1.7 and was like Ohh.. phew
L1667[12:44:11] <Javaschreiber> I still got my old .obj/b3d models for my TileEntities. I somehow optained a BakedModel. How do I Render them?
L1668[12:44:26] <Javaschreiber> Sorry for throwing in another question.
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L1670[12:44:37] <Lordmau5> williewillus,
L1671[12:44:41] <LatvianModder> item as in, where? in the model?
L1672[12:44:42] <williewillus> ?
L1673[12:44:46] <Lordmau5> trash my implementation on the FakeBlockAccessWrapper
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L1676[12:44:55] <Lordmau5> go with the FakeWorldWrapper where I use it. I changed it over
L1677[12:45:00] <LatvianModder> probably the best would be with a TESR
L1678[12:45:02] <Lordmau5> the fake block access wrapper is not needed
L1679[12:45:05] <Lordmau5> just wanted to let you know :)
L1680[12:45:19] <williewillus> where is fakeworldwrapper
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L1682[12:45:28] <Lordmau5> com.lordmau5.ffs.util.FakeWorldWrapper
L1683[12:45:39] <Lordmau5> I'll push some changes right now anyway
L1684[12:45:43] <Lordmau5> that fix some NPEs
L1685[12:45:46] <Lordmau5> with the rendering*
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L1687[12:46:09] <Lordmau5> the current "FakeWorldWrapper#getBlockState" method has the potential to return a null value if the Tile.getBlockState is null
L1688[12:46:10] <williewillus> why is the getTileEntity in the fakeworld so terrible looking xD
L1689[12:46:12] <Lordmau5> since I'm not checking for that
L1690[12:46:17] <Lordmau5> huh?
L1691[12:46:29] <Lordmau5> I blame TT for that
L1692[12:46:38] <williewillus> why does it return a fake tile?
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L1694[12:46:54] <masa> tterrag|away: yeah well like I said, I know nothing about rendering stuff, so...
L1695[12:46:55] <tterrag|away> What if the block expects a te
L1696[12:46:59] <Lordmau5> ^
L1697[12:47:03] <masa> I just copypaste stuff until it works :D
L1698[12:47:21] <williewillus> but you can't guarantee the TE has the state the block wants
L1699[12:47:43] <Lordmau5> I assume it's mainly to prevent NPEs due to non-existant tiles
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L1701[12:48:06] <tterrag|away> better than nothing
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L1703[12:48:38] <tterrag|away> Should probably trycatch the methods that take a world
L1704[12:48:48] <tterrag|away> There's no way to perfectly fake a world
L1705[12:49:09] <Lordmau5> well, I think my getFakeWorld() method is pretty solid... https://i.lordmau5.com/1454957340-642 :p
L1706[12:49:15] <Lordmau5> but ye, I know what you mean
L1707[12:49:25] <Lordmau5> then again
L1708[12:49:32] <Lordmau5> > expecting people null-check the world object
L1709[12:49:40] <LatvianModder> Lordmau5: that is one fancy screenshot page
L1710[12:49:47] <LatvianModder> I like the background :P
L1711[12:49:58] <Lordmau5> I blame amadornes
L1712[12:50:01] <Lordmau5> (intended ping)
L1713[12:50:08] <Lordmau5> technically copied his idea
L1714[12:50:16] <masa> tterrag|away's rendering just gives me full white area
L1715[12:50:18] <amadornes> :P
L1716[12:50:22] <LatvianModder> lol https://i.lordmau5.com/
L1717[12:50:29] <Lordmau5> ye, that's if no screenshot is being found ;P
L1718[12:50:30] <LatvianModder> Are.. you ok, Lordmau5 ? :P
L1719[12:50:43] <Lordmau5> come on, I needed *something*
L1720[12:50:49] <Lordmau5> Could also just put a page on there that says like
L1721[12:50:58] <Lordmau5> "LOLOLO YOU NOOB THERE'S NO FILE HERE GTFO LOLOLOLO ROFLMAO"
L1722[12:51:03] <Lordmau5> But I doubt that's a better idea
L1723[12:51:13] <LatvianModder> And air horns and john cena everywhere
L1724[12:51:17] <LatvianModder> until you computer crashes
L1725[12:51:18] <Lordmau5> ye xD
L1726[12:51:31] <Lordmau5> Are you a fan of easter eggs, LatvianModder ?
L1727[12:51:38] <LatvianModder> depends
L1728[12:51:45] <Lordmau5> Think you can find the one I hid on here? http://ffs.lordmau5.com/
L1729[12:52:01] <Lordmau5> (unintended advertisement, but mainly for the easter egg purpose Kappa)
L1730[12:52:23] <LatvianModder> BTW, FFS is like the best name of a mod
L1731[12:52:33] <Lordmau5> it's as good as an idea to call Forge ModLoader FML ;P
L1732[12:52:39] <LatvianModder> Exactly!
L1733[12:52:43] <LatvianModder> God I love these
L1734[12:52:45] <Lordmau5> Intended puns ftw
L1735[12:53:00] <Lordmau5> tell me if you found the easter egg :P
L1736[12:53:25] <LatvianModder> My next mod is just joing to be FUCK. Fancy Unrealistic Circuit K...something.. Im still working on it!
L1737[12:53:29] <tterrag|away> I know it :p
L1738[12:53:36] <Lordmau5> haha
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L1741[12:54:36] <Lordmau5> btw amadornes
L1742[12:54:43] <Lordmau5> Nik Cooper's YT is around 20GB of music
L1743[12:54:48] <Lordmau5> sure takes a while
L1744[12:54:52] <Lordmau5> and I'm only at 2.12GB so far
L1745[12:54:57] <amadornes> LOL
L1746[12:55:19] <Lordmau5> Not a fan of streaming stuff... which is why I'm glad I even found a Spotify downloader :>
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L1748[12:55:57] <LatvianModder> nop. cant find it
L1749[12:56:10] <LatvianModder> im not good at finding easter eggs. I only like them
L1750[12:56:14] <Lordmau5> ok
L1751[12:56:20] <Lordmau5> See the spinning block?
L1752[12:56:28] <LatvianModder> I watch a lot of videos About them. But I dont usually try looking for them :P
L1753[12:56:42] <PaleoCrafter> var soundID = "RightRound";
L1754[12:56:50] <PaleoCrafter> ahem
L1755[12:56:56] <Lordmau5> SoundJS
L1756[12:57:01] <LatvianModder> on top? I spent good 40 seconds looking at it :P
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L1758[12:57:11] <Lordmau5> since the loop didn't work properly in normal sound variables...
L1759[12:57:16] <Lordmau5> or rather, objects*
L1760[12:57:16] <PaleoCrafter> I wondered where that sound came from, lol
L1761[12:57:23] <PaleoCrafter> thought it was just in a video I was watching
L1762[12:57:27] <Lordmau5> xD
L1763[12:57:59] <PaleoCrafter> need to raytrace that shit :P
L1764[12:58:25] <LatvianModder> OOh. No wonder I didnt hear it. Very loud music above it :D
L1765[12:58:36] <williewillus> Lordmau5: got it somewhat working - the chisel block doesn't ctm to the platform though, only the other way around
L1766[12:58:42] <Lordmau5> huh?
L1767[12:58:52] <Lordmau5> mind showing the code? :p
L1768[12:58:53] <Lordmau5> also, tterrag|away
L1769[12:59:01] <Lordmau5> https://i.lordmau5.com/1454957913-646 - this is what it looks like for a split second every now and then
L1770[12:59:18] <Lordmau5> the glass in the back is not rendering at all. But it fixes itself in the next frame
L1771[12:59:45] <williewillus> https://gyazo.com/0b3e15fcb8ac75deb2c56bb0aa7cc0af
L1772[13:00:04] <Lordmau5> is it implementing IFacade?
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L1774[13:00:08] <williewillus> oh, no :P
L1775[13:00:10] <Lordmau5> the BlockPlatform
L1776[13:00:11] <Lordmau5> :)
L1777[13:00:30] <Lordmau5> https://github.com/Lordmau5/FFS/blob/master/src/main/java/com/lordmau5/ffs/blocks/BlockTankFrame.java#L345
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L1779[13:06:40] <Javaschreiber> I still got my old .obj/b3d models for my TileEntities. I somehow optained a BakedModel. How do I Render them? Or should I do something completely different like the new json-based block model system?
L1780[13:07:13] <tterrag|away> Lordmau5: are those blocks on the other side of a chunk line?
L1781[13:07:23] <tterrag|away> You need to fix your operation order
L1782[13:07:30] <tterrag|away> You are rendering before the data exists
L1783[13:07:38] <Lordmau5> yes, they are on the other side
L1784[13:07:56] <Lordmau5> but sometimes it cocks up on the front as well
L1785[13:08:02] <c64cosmin> I'm trying to change the icon of an item, it seems that setTextureName or .func_111206_d("modid:texturename") is not defined
L1786[13:08:07] <Nitrodev> So what are you guys working on
L1787[13:08:09] <tterrag|away> Welcome to threading hell
L1788[13:08:30] <tterrag|away> You should set the te data as close to te creation as possible
L1789[13:08:33] <sham1> Yay for threads
L1790[13:08:39] <tterrag|away> to avoid race conditions
L1791[13:09:20] <Lordmau5> I'm setting the block state at that position, grab the tile entity, and initialize it
L1792[13:09:40] <williewillus> Javaschreiber: what do you mean "somehow"?
L1793[13:09:48] <williewillus> unless you specified .b3d or .obj in a json they aren't being loaded
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L1795[13:11:31] <Javaschreiber> I'm not yet capable of executing the code due to ~160 compiler errors. But I'm calling OBJModel.bake() on my Model loaded via OBJLoader.instance.loadModel();
L1796[13:12:16] <sham1> how the fuck do you get ~160 compiler errors
L1797[13:12:21] <Javaschreiber> Porting.
L1798[13:12:22] <williewillus> sham1: porting?....
L1799[13:12:33] <williewillus> botania started with 3000
L1800[13:12:41] <williewillus> maybe slightly lowert
L1801[13:13:10] <Javaschreiber> So, is the new json-Based model system worth the effort?
L1802[13:13:14] <williewillus> anyways Javaschreiber does this obj have to animate/have groupos turned on or off?
L1803[13:13:15] <williewillus> yes
L1804[13:13:23] <williewillus> if not, just use the json to declare it
L1805[13:13:45] <MalkContent> uh...
L1806[13:13:52] <MalkContent> did droppers change?
L1807[13:13:58] <williewillus> from 1.7? no
L1808[13:13:58] <Javaschreiber> The OBJ does not contain animations nor groups (as far as I know)
L1809[13:14:10] <williewillus> okay then just use a forge json
L1810[13:14:17] <Lordmau5> hmm
L1811[13:14:22] <Javaschreiber> Is there a documentation?
L1812[13:14:23] <MalkContent> dont they like... drop stuff in front of their hole
L1813[13:14:25] <williewillus> and specify your obj model there and make sure to call OBJLoader.addDomain(<your modid>) in preinit
L1814[13:14:28] <Lordmau5> Let's drop the question in here: How would one go for doing a good modular GUI system?
L1815[13:14:28] <MalkContent> from their inventory
L1816[13:14:35] <Lordmau5> as in, that adds content depending on certain things?
L1817[13:14:44] <williewillus> they've always had bias when dispensing
L1818[13:14:56] <Lordmau5> e.g. if I open the GUI from TileEntity A, it should show button A and B, but when opened from TileEntity B, it should show B and C?
L1819[13:14:59] <williewillus> but it should generally come out of the hole ,yes
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L1821[13:15:11] <MalkContent> cause mine doesn't :|
L1822[13:16:13] <MalkContent> dispenser works though...
L1823[13:16:16] <MalkContent> strange
L1824[13:17:05] <masa> MalkContent: it was a forge bug, fixed in 1730
L1825[13:17:19] <MalkContent> a, ty
L1826[13:17:30] <MalkContent> *moves mods back into their folders*
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L1828[13:23:30] <masa> alright, time to make a build and test it on a server, then a release \o/
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L1831[13:29:15] <theGliby> is there a nice standard gui library with sliders and drop down menus?
L1832[13:29:58] <Lordmau5> uuh
L1833[13:30:05] <Lordmau5> I'll drop in on that question
L1834[13:30:09] <Lordmau5> curious as well
L1835[13:30:38] <PaleoCrafter> Ordinastie, you may insert a shameless plug
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L1839[13:37:55] <Keridos> what does isAir in the block class mean exactly in 1.7.10?
L1840[13:38:07] <PaleoCrafter> exactly that :P
L1841[13:38:17] <PaleoCrafter> "should other mods treat this block like air"
L1842[13:39:11] <Keridos> PaleoCrafter: ah ok, so yes in my case i guess, it just is an invisible light block.
L1843[13:39:34] <PaleoCrafter> that's one usecase, yeah :D
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L1845[13:40:35] <theGliby> soo no standard gui library ?
L1846[13:40:55] <PaleoCrafter> no "standard", no :P
L1847[13:41:27] <PaleoCrafter> forge might have a few things with its config GUI stuff, not sure if that's generic enough though
L1848[13:41:41] <PaleoCrafter> but generally, if forge doesn't provide it, there definitely is no standard :P
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L1850[13:42:26] <theGliby> ugh have to make my own sliders and drop down things
L1851[13:42:37] <PaleoCrafter> there *are* GUI libraries
L1852[13:43:10] <PaleoCrafter> but most of the time, they're included in a "core" mod (like in Ordinastie's case)
L1853[13:43:51] <theGliby> inb4 mojang ports gui to html and includes awesomenium
L1854[13:44:18] <PaleoCrafter> lol, as if that'd ever happen
L1855[13:44:26] <thor12022_oops> someone did make a GuiLib mod for 1.7.2, but it hasn't been updated
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L1858[13:46:17] <theGliby> http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2324969
L1859[13:46:18] <PaleoCrafter> this one, thor12022_oops? https://github.com/DavidGoldman/GuiLib
L1860[13:46:45] <thor12022_oops> yep
L1861[13:47:06] <PaleoCrafter> that doesn't deserve its name, lol
L1862[13:47:12] <Lordmau5> CEF, nice
L1863[13:47:36] <Lordmau5> well, technically it's a GUILib, not lying
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L1865[13:47:39] <Lordmau5> but it's not a container-GUI-lib
L1866[13:47:51] <Lordmau5> now the question is if Gliby needs this or something for containers :p
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L1870[13:51:57] <theGliby> A gui lib should include some pictures at least
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L1872[13:52:25] <Lordmau5> the minecraftforum topic includes them
L1873[13:52:34] <Lordmau5> http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1290701-davidees-gui-library-create-better-guis-updated
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L1875[13:53:20] <theGliby> thanks
L1876[13:53:59] <theGliby> Git commit says it's ready for mcp 1.8
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L1890[14:08:17] <masa> crap, if I want java 8 on my server, it will pull a bunch of X11 libs as dependencies, wtf oracle ;_;
L1891[14:08:59] <masa> 22 X11 related libs as a dependency
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L1893[14:09:21] <PaleoCrafter> openjdk much? :P
L1894[14:09:27] <masa> that sucks
L1895[14:09:46] <masa> or at elast it did a few years ago... :D
L1896[14:10:35] <masa> oh pheww, there is some "headless-awt" USE flag that seems to disable al lthe X11 dependencies
L1897[14:11:56] <masa> wtf
L1898[14:12:08] <masa> the roacle site want me to log in to downlaod java?
L1899[14:12:29] <PaleoCrafter> should only be needed for old versions
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L1901[14:13:37] <masa> yes well the version on Gentoo portage is 8u72 :/
L1902[14:13:48] <masa> fudge this shait
L1903[14:14:11] <masa> "yeah I'm going to quickly test my mod on a server" -> NOPE
L1904[14:14:27] <PaleoCrafter> well, you can test it locally :P
L1905[14:14:35] <masa> buildcraft doesn't launch, says something about unsupported version 52.0 which I assume means it wants java 8
L1906[14:14:58] <tterrag|away> yep
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L1910[14:16:56] <masa> anyone happen to have 8u72 for x86-64 linux laying around? ;D
L1911[14:17:24] <PaleoCrafter> hm... does GitHub update the language statistics only for the main branch?
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L1916[14:21:23] <thor12022_oops> @masa kinda . . . https://launchpad.net/~webupd8team/+archive/ubuntu/java/+packages
L1917[14:21:41] <thor12022_oops> using that on Gentoo though. . .
L1918[14:23:04] <masa> yeah nope... I need the original tar.gz
L1919[14:23:25] <masa> meh, I'll just make a local server then ;_;
L1920[14:23:34] <PaleoCrafter> I have a dummy oracle account
L1921[14:23:40] <PaleoCrafter> so I think I can get you a link :P
L1922[14:23:48] <PaleoCrafter> just tell me which file you need
L1923[14:23:49] <masa> okay..
L1924[14:24:19] <masa> jre-8u72-linux-x64.tar.gz or the jdk, whichever
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L1926[14:25:24] <PaleoCrafter> http://download.oracle.com/otn/java/jdk/8u72-b15/jdk-8u72-linux-x64.tar.gz?AuthParam=1454963232_8a227d9e0e530bb1736e95ba5daf0942
L1927[14:25:47] <masa> thanks :)
L1928[14:25:56] <PaleoCrafter> you're welcome
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L1930[14:30:45] <tterrag> PaleoCrafter: yes, it only does stats for the default branch
L1931[14:30:47] <minecreatr> is there any good documentation on the cabalities feature?
L1932[14:30:55] <tterrag> minecreatr: yes, on the official site
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L1935[14:38:42] <Pennyw95> Hi guys...I am using the worldrenderer to draw a phrase in the world, and for some reason the phrase if flipped (like elppa instead of apple)
L1936[14:39:00] <Pennyw95> would a gl.rotate for every angle fix it?
L1937[14:39:09] <PaleoCrafter> scale by -1 on all axes
L1938[14:39:16] <Pennyw95> ah, that was it
L1939[14:39:21] <Pennyw95> thanks :)
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L1941[14:40:11] <Pennyw95> ty, now it's only upside down :D rotating by the Z or X should fix it
L1942[14:40:27] <PaleoCrafter> huh, really?
L1943[14:40:50] <PaleoCrafter> scale by 1 along the Y axis then
L1944[14:42:29] <Pennyw95> oh? it was even simpler
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L1947[14:44:58] <Pennyw95> so it should be scale(-1, 0, -1)?
L1948[14:45:13] <PaleoCrafter> so, -1, 1, -1
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L1950[14:45:26] <Pennyw95> err -1 1 -1
L1951[14:45:29] <Pennyw95> yeah
L1952[14:45:44] <PaleoCrafter> the scale is just factors that are applied to all vertices
L1953[14:47:38] <Pennyw95> PaleoCrafter: this isn't working
L1954[14:47:52] <Pennyw95> scale(-1,1,-1) just rotates it 180 from the Y
L1955[14:47:58] <PaleoCrafter> be a tad more specific
L1956[14:48:07] <Pennyw95> wait i'll make some screens
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L1960[14:50:45] <Pennyw95> PaleoCrafter: http://imgur.com/a/SysKG
L1961[14:50:51] <Pennyw95> this is without .scale or .rotate
L1962[14:50:58] <Pennyw95> as you can it is flipped
L1963[14:51:00] <Pennyw95> can see*
L1964[14:51:09] <tterrag> only scale along the X axis then
L1965[14:51:16] <tterrag> it's mirrored, not flipped
L1966[14:51:25] <tterrag> -1, 1, 1
L1967[14:51:28] <PaleoCrafter> actually, I can't see that it's mirrored :P
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L1969[14:51:40] <PaleoCrafter> for all I know, that text is aligned properly :P
L1970[14:51:53] <Pennyw95> the image below man
L1971[14:51:59] <Pennyw95> it shows the correct orientation
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L1973[14:52:11] <PaleoCrafter> oh, didn't see that :D
L1974[14:52:28] <Pennyw95> yes, mirrored....forgive my english :P
L1975[14:52:39] <Dyonovan> Anyone know if player.inventory.clearMatchingItems is supposed to update the inv client side. Doesnt seem to do it till you try and move the stacks that were removed.
L1976[14:52:57] <Pennyw95> .scale(-1, 0, -1) doesn't make it right, it just puts on the opposite side
L1977[14:53:03] <Pennyw95> like when I tessellate it clockwise
L1978[14:53:08] <Pennyw95> but it's still mirrored
L1979[14:53:44] <PaleoCrafter> as tterrag said, you only want to scale on one axis (presumably X)
L1980[14:53:47] ⇨ Joins: Malrama (~quassel@ip-176-199-134-233.hsi06.unitymediagroup.de)
L1981[14:53:58] <tterrag> don't scale with 0
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L1983[14:54:01] <tterrag> ever
L1984[14:54:04] <PaleoCrafter> that too
L1985[14:54:04] <tterrag> use -1, 1, 1
L1986[14:54:34] <Malrama> Hey guys. Is there a way to modify a json, that the model is not flat when laying on the ground? I want to have it more like a ball. Is there a way to do so? Is there a guide somewhere?
L1987[14:55:36] <PaleoCrafter> do you want an MC-y sphere (i.e. an approximation with voxels) or a perfect sphere?
L1988[14:55:51] <Malrama> a perfect sphere
L1989[14:55:52] <Pennyw95> ah, sure, that kills it
L1990[14:56:01] <Malrama> xD
L1991[14:56:39] <Pennyw95> Malrama: obj model?
L1992[14:56:41] <PaleoCrafter> create the model in blender then, export it as obj and use that
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L1995[14:56:58] <Malrama> Pennyw95: uhh. ok.
L1996[14:57:04] <PaleoCrafter> I don't think there's a guide on that yet, unless willie's primer includes it
L1997[14:57:10] <Malrama> tought it would be possible with a simple .png
L1998[14:57:15] <Malrama> =(
L1999[14:57:20] <Pennyw95> I'm afraid scale(-1,1,1) doesn't solve it...it renders it on the opposite side of the plane, but still mirrored
L2000[14:57:26] <tterrag> Pennyw95: then use z
L2001[14:57:33] <tterrag> I guessed, it's either x or z
L2002[14:57:39] <tterrag> so 1, 1, -1
L2003[14:57:51] <Pennyw95> Z does nothing because the quad is in the XY plane
L2004[14:57:51] <tterrag> Malrama: wat...png?
L2005[14:58:24] <tterrag> ah...you may need to scale(-1, 1, 1) and rotate(180, 0, 1, 0)
L2006[14:58:28] <tterrag> stupid, but will work
L2007[14:58:36] <tterrag> or disable culling :P
L2008[14:58:52] <Pennyw95> culling? I thought quads can't have it
L2009[14:59:04] <MalkContent> does forge have something like a placable-liquid-containing-bucket class/interface?
L2010[14:59:09] <Pennyw95> but yes, rotating should work
L2011[14:59:11] <tterrag> disable GL_CULL_FACE
L2012[14:59:16] <tterrag> and it will render on both sides (ignores normal)
L2013[14:59:29] <PaleoCrafter> I think you could also do scale(1, -1, -1)
L2014[14:59:35] <tterrag> hm
L2015[14:59:36] <tterrag> maybe
L2016[14:59:37] <Pennyw95> I'd be happy to solve it without this...performance :3
L2017[15:00:03] <PaleoCrafter> MalkContent, IFluidContainerItem?
L2018[15:00:11] <MalkContent> so you could implement one and the dispenser could automatically handle it like water/lava buckets
L2019[15:00:28] <MalkContent> ty, having a look
L2020[15:01:04] <tterrag> uh no that won't work
L2021[15:02:15] <PaleoCrafter> Pennyw95, a few quads not being culled shouldn't make a big difference to modern GPUs :P
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L2023[15:03:16] <tterrag> MalkContent: use BlockDispenser.dispenseBehaviorRegistry
L2024[15:03:30] <tterrag> and you can do .get(Items.water_bucket) and assign that behavior to your item
L2025[15:03:54] <tterrag> (as long as you extend ItemBucket)
L2026[15:04:02] <tterrag> otherwise just make your own behavior
L2027[15:04:16] <Pennyw95> PaleoCrafter: then screw it xD
L2028[15:04:30] <PaleoCrafter> did scale(1, -1, -1) not work?
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L2030[15:05:34] <MalkContent> thx. yea, i just got a normal bucket/a bucket filled with goop
L2031[15:06:53] <Pennyw95> needs some rotating
L2032[15:07:30] <Pennyw95> to disable culling I have to use GL11 instead if Statemanager, right?
L2033[15:07:48] <PaleoCrafter> GlStateManger.disableCull
L2034[15:08:40] <LatvianModder> There is GlStateManager.everything
L2035[15:09:28] <PaleoCrafter> no there isn't :P
L2036[15:09:41] <Pennyw95> finally works! thank you all :)
L2037[15:13:48] <Delenas> So.. getting an nbt desync (I assume it's a desync) when using a keybind to change an item. Bluh.
L2038[15:14:44] ⇨ Joins: Flenix (~Flenix@static.227.9.251.148.clients.your-server.de)
L2039[15:15:13] <Delenas> Normal lifecycle would be bind key, send packet with itemstack to the server, have server change the itemstack's nbt..
L2040[15:15:17] <Flenix> Is there a way to permnanatly increase player health?
L2041[15:15:38] <Delenas> then what? The client doesn't seem to be realizing it's updated (addInformation still reports old data)
L2042[15:16:28] <Flenix> Delenas obviously I joined half way through but have you put in println's at each stage to make sure the server is getting the packet and applying the data?
L2043[15:16:38] <Delenas> Yup
L2044[15:17:05] <Delenas> Also, LogHelper. Because println is evil and not recorded for debugging.
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L2046[15:17:12] <Curle> o//
L2047[15:17:39] <Flenix> Hmm.. can you pastebin your packet and the item class?
L2048[15:17:49] <Flenix> Can't promise I'll spot it but I've done similar stuff in the past
L2049[15:18:13] * gigaherz is back from swimming
L2050[15:18:24] <gigaherz> my legs hurt, and my feet hurt more
L2051[15:18:38] <gigaherz> my flatmate's car was being repaired so we went walking, and it's ~30min away
L2052[15:18:46] <gigaherz> I'm not used to that level of effort XD
L2053[15:18:55] <Lordmau5> wait
L2054[15:18:56] <Lordmau5> effort?
L2055[15:19:05] <MalkContent> he was walking
L2056[15:19:08] <Lordmau5> what's an effort
L2057[15:19:11] <Lordmau5> that's what I mean
L2058[15:19:13] <MalkContent> now everything gigaherz
L2059[15:19:14] <Lordmau5> why would you put in effor...
L2060[15:19:16] <MalkContent> :D
L2061[15:19:19] <Lordmau5> effort*
L2062[15:19:25] * MalkContent goes back into his corner of shame
L2063[15:19:39] * Lordmau5 drags MalkContent back to the conversation
L2064[15:19:42] <Lordmau5> nonono, you stay here
L2065[15:20:18] <Delenas> Hold up, adding a bunch more debug statements to include
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L2068[15:22:12] <gigaherz> Lordmau5:
L2069[15:22:27] <gigaherz> I weight 103kg, and have a sedentary life
L2070[15:22:37] <Lordmau5> thank you for that information
L2071[15:22:41] <Lordmau5> I was talking about effort in general
L2072[15:22:42] <Lordmau5> :P
L2073[15:22:48] <gigaherz> so yeah
L2074[15:23:07] <gigaherz> walking 30min after swimming for an hour, after having walked for 30min before
L2075[15:23:09] <gigaherz> that's a big effort for me
L2076[15:23:10] <gigaherz> XD
L2077[15:23:16] <Lordmau5> would be for me as well, lol
L2078[15:23:36] <Delenas> ...wat. Something isn't being called correctly now. o.o;
L2079[15:23:37] <MalkContent> that's me every april/october
L2080[15:24:10] <MalkContent> yay, done with exams
L2081[15:24:11] <Curle> Delenas
L2082[15:24:19] <Curle> I finished the trapped chest
L2083[15:24:27] <Curle> Pics later, all of my uploading apps have stopped
L2084[15:24:27] <MalkContent> lemme relearn walking more than 10 meters at a time
L2085[15:24:44] <MalkContent> O GAWD WHATS THAT
L2086[15:24:50] <MalkContent> the sun... right... i knew that...
L2087[15:24:52] <Curle> wut
L2088[15:25:07] * Curle is greatly confused
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L2090[15:27:23] <Delenas> Neat
L2091[15:27:39] <Curle> The spawn algorithm needs a bit of work
L2092[15:27:44] * Delenas is busy spamming info logs eeeeverywhere.
L2093[15:27:45] <Curle> But eh, I have more important things to do
L2094[15:28:04] <Curle> Such as the block/items jsons
L2095[15:28:04] <Curle> :P
L2096[15:28:14] <Delenas> So you have the recipe -> mob calculation going?
L2097[15:28:37] <Curle> Yea, need to add support for modded entities
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L2099[15:28:47] <Curle> I have the vanilla mobs hardcoded atm
L2100[15:28:59] <Delenas> Hmm.
L2101[15:29:06] <Curle> Hopefully I can use the mobs' drops to add mods support
L2102[15:29:15] <Curle> I'd love to be able to make wisps with nodes :3
L2103[15:29:20] <Delenas> Might be best to open IMC for other mods, with a config for fallback.
L2104[15:29:24] <Delenas> That'd be fuuuun.
L2105[15:29:45] <Curle> I'd have to add a shift-right click to trigger tho
L2106[15:30:28] <Curle> anyway
L2107[15:30:36] <Curle> I haven't said "hi" yet :P
L2108[15:30:40] <Curle> hi
L2109[15:30:41] <Curle> :3
L2110[15:31:07] ⇨ Joins: illyohs (~LordIllyo@illyohs.us)
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L2112[15:31:22] <Delenas> https://bitbucket.org/snippets/ostenvighx/eydEr Ballocks.
L2113[15:32:20] <Curle> rip
L2114[15:32:26] <Curle> total rip, dude
L2115[15:32:34] <Delenas> https://bitbucket.org/ostenvighx/centaur-additions/src (code in common/items/ItemMultitool)
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L2117[15:33:20] <masa> hm, what am I doing wrong when in some of my GUIs some blocks from other mods become pink/black cubes?
L2118[15:33:32] <Delenas> The whole thing is I'm quite decent at reflection, and I'm developing a tool that makes adding new functions easy. While it seems to be switching fine on the server, it's not syncing back..
L2119[15:33:38] <masa> for example BC tanks and ironchests chests
L2120[15:33:48] <tterrag> masa: not getting the model correctly?
L2121[15:33:53] <tterrag> how are you rendering these blocks?
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L2123[15:34:33] <Curle> Finally
L2124[15:34:40] <Curle> Decompiled TC source
L2125[15:34:45] <masa> I'm not... they just lose their textures inside some of my inventories, but htey are fine in JEI
L2126[15:35:07] <masa> is is taht I'm binding a texture sheet?
L2127[15:35:26] <Delenas> ErrorTexture is love, ErrorTexture is life.
L2128[15:35:45] <MalkContent> Curle: wat?
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L2130[15:35:59] <MalkContent> y u no use jdgui
L2131[15:36:05] * Delenas is convinced models just break for shiggles. *nod*
L2132[15:36:06] <Curle> I did
L2133[15:36:06] <Curle> :P
L2134[15:36:08] <MalkContent> on the deobf jar :|
L2135[15:36:12] <MalkContent> alright then
L2136[15:36:14] <Curle> i did
L2137[15:36:15] <Curle> :P
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L2139[15:36:34] <Curle> but it took me a while to realize that it works on jas
L2140[15:36:36] <Curle> jars*
L2141[15:36:41] <Curle> rip mer
L2142[15:36:44] <Curle> me78
L2143[15:36:46] <Curle> me** ffs
L2144[15:37:05] <Curle> rip fingers
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L2147[15:38:05] <MalkContent> i thought you went ahead and boned it
L2148[15:38:41] <Curle> wut
L2149[15:39:36] <Pennyw95> Ehm...sorry if sounds dumb but if you go to this site http://www.colorpicker.com/ and punch 5C0B73 in it you can see a dark purple...how can I translate that color to the gl.color() rgba values?
L2150[15:39:56] <Pennyw95> I mean, that website shows 6 values
L2151[15:40:04] <MalkContent> BON-ed
L2152[15:40:09] <Curle> wut
L2153[15:40:16] <MalkContent> nvm
L2154[15:40:19] <Curle> iirc you use the one with letters
L2155[15:40:20] <Pennyw95> I assume S stands for saturation, can it be manipulated with the tesr?
L2156[15:40:56] <Curle> A300D9 in my example
L2157[15:40:56] <Curle> works
L2158[15:41:01] <Curle> Dark purple
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L2160[15:41:32] <PaleoCrafter> Pennyw95, take R, G and B and divide them by 255.0
L2161[15:41:33] <diesieben07> Pennyw95, 0x5C / 255, 0x0B / 255, 0x73 / 255
L2162[15:41:34] <diesieben07> is rgb
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L2164[15:41:38] <diesieben07> damnit
L2165[15:41:41] <PaleoCrafter> hah
L2166[15:41:45] <Curle> eh?
L2167[15:41:49] <Pennyw95> but what about S and H?
L2168[15:41:49] <diesieben07> hu!
L2169[15:41:51] <Curle> it works for me, whatever
L2170[15:41:54] <diesieben07> thats hsl
L2171[15:41:56] <diesieben07> different color model
L2172[15:42:01] <Pennyw95> oh, that's differnt models
L2173[15:42:19] <diesieben07> https://en.wikipedia.org/wiki/HSL_and_HSV
L2174[15:42:22] <PaleoCrafter> also known as HSB or HSV xD
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L2177[15:43:39] <Curle> rip del
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L2179[15:43:45] <Pennyw95> is it better to color the model in wr.pos.tex.color or GlStateManager.color?
L2180[15:44:01] <PaleoCrafter> depends
L2181[15:44:35] <Pennyw95> for instance, I've used all 255 in tex.color.endvertex so that's it white
L2182[15:44:40] <PaleoCrafter> if you're able to go with one draw call, go with wr.color, otherwise it doesn't really make a difference
L2183[15:44:53] <Pennyw95> if I use glstatemanager.color it doesn't work though
L2184[15:45:04] <PaleoCrafter> then you do it wrong :P
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L2186[15:45:32] <PaleoCrafter> it accepts values from the [0;1] interval
L2187[15:46:20] <Pennyw95> GlStateManager.color(94.0F / 255.0F, 0.0F, 120.0F / 255.0F, 1.0F)
L2188[15:46:45] <Pennyw95> shouldn't this work?
L2189[15:46:53] <Curle> with the help of Thaumcraft, IT WORKS!
L2190[15:46:53] <PaleoCrafter> yes, how does it not work?
L2191[15:46:59] <Curle> No errors :DD
L2192[15:47:12] <Pennyw95> well, the letters stay white
L2193[15:47:20] <Pennyw95> (as defined by the WR)
L2194[15:47:44] <PaleoCrafter> the WR might override the color then
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L2196[15:48:01] <Pennyw95> that's bad...it needs to change based on the te's crafting
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L2198[15:49:17] <Pennyw95> how can I prevent this?
L2199[15:49:19] <PaleoCrafter> pastebin all your code
L2200[15:49:35] <Curle> Gisthub it
L2201[15:50:36] <Pennyw95> http://pastebin.com/in9bLQ7S
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L2204[16:00:12] *** Curle is now known as Curle|Sleep
L2205[16:01:40] <Pennyw95> Also, this weird thing is happening...do you have any idea why? http://imgur.com/a/SJNUP
L2206[16:02:44] <PaleoCrafter> I suppose you have blending turned on?
L2207[16:03:52] <Pennyw95> I don't
L2208[16:03:58] <Pennyw95> I have disable Cull though
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L2210[16:04:18] <Pennyw95> other than that, i can't think of any relevant change
L2211[16:04:28] <PaleoCrafter> that literally can't happen unless you have blending turned on
L2212[16:04:35] <Malrama> Is it possible to creare real Spheres with a .json file and not only 2D spheres?
L2213[16:04:41] <Pennyw95> wait, I have this actually
L2214[16:04:42] <Pennyw95> GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA)
L2215[16:04:55] <Malrama> And I dont mean 3D models
L2216[16:05:08] <PaleoCrafter> what else would a "real" sphere be?
L2217[16:05:13] <K-4U> I just saw a method that would store an itemstack in the players inventory, and return the slot number if it managed to insert it
L2218[16:05:26] <K-4U> But i cannot find it anymore. Do any of you guys know what that method is called?
L2219[16:06:03] <Pennyw95> PaleoCrafter: so this is the cause?
L2220[16:06:14] <Malrama> PaleoCrafter: well, currently it had a front and a back. The side is just paper thin. Is it possible to get something like a block texture but only as a ball?
L2221[16:06:20] <Malrama> Like when you drop it
L2222[16:06:23] <Pennyw95> of course, there .enableBlend() just above
L2223[16:06:31] <PaleoCrafter> wat
L2224[16:06:46] <PaleoCrafter> Pennyw95, something sets the alpha to something but 1
L2225[16:07:14] <Pennyw95> you mean, if it's not 1 it causes this?
L2226[16:07:28] <PaleoCrafter> yes
L2227[16:07:28] <Pennyw95> but the purpose of blending is to enable transparency
L2228[16:07:50] <Pennyw95> I have .disableAlpha below too
L2229[16:07:50] <PaleoCrafter> actually, what exactly is the issue?
L2230[16:07:57] <PaleoCrafter> the lava is supposed to be transparent?
L2231[16:08:13] <Pennyw95> the one pouring from the silver cup, yes
L2232[16:08:21] <Pennyw95> that's probably why I enabled blending
L2233[16:08:42] <Malrama> When you drop an Item, and it rotates, I want to have it look like a ball is spinning and not just a 2D paperlike model.
L2234[16:09:01] <PaleoCrafter> then you do want a 3d model ._.
L2235[16:09:25] <Malrama> meh. I dont know opengl! not even 1% =(
L2236[16:09:43] <PaleoCrafter> wat, you don't need to know opengl
L2237[16:09:55] <Malrama> well, as I googled, I need =(
L2238[16:10:01] <PaleoCrafter> no you don't ._.
L2239[16:10:06] <Malrama> or is there a better way?
L2240[16:10:08] <Malrama> tell me :)
L2241[16:10:12] <PaleoCrafter> I already told you that you can create a sphere in blender, export it as obj and make the system use that model
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L2243[16:10:31] <Malrama> I did.
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L2245[16:10:42] <Pennyw95> but why does it turn transparent only when I look in a certain direction? and the thing that becomes transparent is something that doesn't have blending in its matrix???
L2246[16:10:43] <Malrama> But how to "make the system use that model"?
L2247[16:11:02] <Malrama> as googled and I found a wiki entry that says I need to know opengl
L2248[16:11:31] <PaleoCrafter> refer to the model in your json or wherever and call OBJLoader.addDomain(<resourceDomain>) during pre-init in your client proxy
L2249[16:11:33] <masa> so the problem I'm having is because of my custom RenderItem that Iäm using in some of my GUIs
L2250[16:11:54] <masa> but I can't figure out why it breaks some blocks from some mods
L2251[16:12:01] <PaleoCrafter> Pennyw95, GL is a state machine and another block's stuff bleeds into your rendering (I assume it's Thaumcraft)
L2252[16:12:23] <Pennyw95> err...are you saying this might not be on my side?
L2253[16:12:27] <PaleoCrafter> btw, it looks like the WR does in fact override GL colouring
L2254[16:12:33] <PaleoCrafter> you should be able to fix it
L2255[16:12:46] <PaleoCrafter> paste the relevant code
L2256[16:12:58] <PaleoCrafter> you don't set the blend func at the right time or something
L2257[16:13:02] <Pennyw95> which is, all the renderer class?
L2258[16:13:06] <PaleoCrafter> probably
L2259[16:13:23] <Pennyw95> well wait, it's so huge...
L2260[16:13:32] <Pennyw95> blending is only called in one matrix
L2261[16:13:33] <PaleoCrafter> I don't mind :P
L2262[16:13:36] <Pennyw95> maybe that will suffice?
L2263[16:13:44] <PaleoCrafter> paste the whole class
L2264[16:13:50] <PaleoCrafter> context is always good
L2265[16:14:04] <PaleoCrafter> and blending doesn't give a fuck about the matrix stack
L2266[16:15:00] <Pennyw95> does it need to be disabled after the matrix that needed it popped?
L2267[16:15:26] <PaleoCrafter> just pastebin the Fing class
L2268[16:15:52] <Pennyw95> i'm trying to gistub, on moment pls
L2269[16:16:52] <Pennyw95> https://gist.github.com/DrBenway95/af0ee2d7f5eca08fe9ec
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L2271[16:19:08] <Malrama> PaleoCrafter: Is there any guide telling you how to handle OBJLoader? I dont get the way it works.
L2272[16:19:19] <PaleoCrafter> you have to call that one method
L2273[16:19:23] <Pennyw95> Malrama: http://modwiki.temporal-reality.com/mw/index.php/Render_Block_OBJ-1.8.9
L2274[16:19:25] <PaleoCrafter> the rest is done through JSON/setCustomMRL
L2275[16:19:37] <PaleoCrafter> Pennyw95, you want to set the blend func right at the start of your renderTileEntityAt
L2276[16:19:46] <PaleoCrafter> something else is changing it and that affects the item render
L2277[16:19:54] <Pennyw95> Oh, I see
L2278[16:20:14] <Pennyw95> why is it only the item though?
L2279[16:21:07] <PaleoCrafter> presumably a quirk of the entity renderer
L2280[16:21:33] <Pennyw95> then do I have to disable it?
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L2282[16:21:50] <PaleoCrafter> no, just change the blend func early on
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L2284[16:22:33] <Pennyw95> if I do that it's actually worse, then the silver cup becomes transparent too
L2285[16:23:54] <Pennyw95> you meant to put all 3 at the start, right? including .disableAlpha()?
L2286[16:24:11] <PaleoCrafter> you can do that, yes
L2287[16:24:46] <Pennyw95> but then there's more leaking or whatever it is
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L2289[16:25:01] <PaleoCrafter> what part of your code is rendering the cup?
L2290[16:25:13] <LatvianModder> 2 girls
L2291[16:25:17] <LatvianModder> <.<
L2292[16:25:29] <Pennyw95> renderModel
L2293[16:25:30] <PaleoCrafter> xD
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L2295[16:25:54] <PaleoCrafter> your model is a ModelBase, isn't it?
L2296[16:26:05] <Pennyw95> yes
L2297[16:26:07] * PaleoCrafter cringes
L2298[16:26:29] <Pennyw95> but I do plan on learning blender <3
L2299[16:26:48] ⇨ Joins: Linsor (~Linsor@37.139.80.89)
L2300[16:26:52] <c64cosmin> where is any 1.8 mod code that I can look at? I'm having quite a difficulty progressing through the tutorials
L2301[16:26:55] <PaleoCrafter> just export it as OBJ from Tabula
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L2303[16:27:30] <Pennyw95> and that's why is getting this issue?
L2304[16:27:45] <Pennyw95> and the item on top is still transparent..
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L2306[16:28:04] <PaleoCrafter> oh, yeah, you should also call GlStateManager.color(1, 1, 1, 1) at the beginning
L2307[16:29:09] <Pennyw95> no change
L2308[16:29:16] <PaleoCrafter> dafuq
L2309[16:29:18] <Malrama> Pennyw95: Do I add the OBJ file to modid/models/items?
L2310[16:29:37] <Pennyw95> Malrama: I never did this, I've just been pointed to that tutorial
L2311[16:29:45] <Malrama> Pennyw95: ko
L2312[16:29:47] <Malrama> ok
L2313[16:29:51] <Malrama> anyone know it?
L2314[16:30:12] <PaleoCrafter> use your brain
L2315[16:31:04] <Pennyw95> PaleoCrafter: if I remove the blending, all the problems go away
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L2317[16:31:21] <Pennyw95> but my transparent WR quads are still transparent..
L2318[16:31:26] <Pennyw95> i mean, it works even without blending?
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L2320[16:31:53] <PaleoCrafter> you're subjected to the whims of whatever renders before you then though
L2321[16:32:15] <Pennyw95> eh
L2322[16:32:39] <Pennyw95> I'll get more info on that before I pick it up again
L2323[16:34:01] <Pennyw95> but the items are still transparent even after I removed all blending functions! kill me :(
L2324[16:34:55] <PaleoCrafter> disable blending at the start then, and only enable it when you really need it
L2325[16:35:56] <Pennyw95> so inside matrixes?
L2326[16:36:31] <c64cosmin> guys, what version of Minecraft are you using?
L2327[16:37:16] <c64cosmin> I'm trying to make my item
L2328[16:37:24] <c64cosmin> and use a texture for that
L2329[16:37:36] <c64cosmin> I have my json and everything
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L2331[16:37:44] <c64cosmin> and I get an error
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L2334[16:38:29] <c64cosmin> [FML]: Model definition for location modid:myitemname#inventory not found
L2335[16:38:36] <Pennyw95> show code
L2336[16:39:03] <PaleoCrafter> do you call ModelLoader.setCustomModelResoruceLocation, c64cosmin?
L2337[16:39:52] <c64cosmin> ModelLoader.setCustomModelResourceLocation(instance, 0, new ModelResourceLocation(ModClass.MODID+":"+ItemClass.NAME,"inventory"));
L2338[16:40:14] <Pennyw95> is NAME the unlocalizedname?
L2339[16:40:21] <c64cosmin> where instance = ItemClass.NAME
L2340[16:40:42] <c64cosmin> instance.setUnlocalizedName(ModClass.MODID+"_"+ItemClass.NAME);
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L2342[16:41:03] <Pennyw95> I think the first arg is an Item?
L2343[16:41:13] <Pennyw95> not a string
L2344[16:41:22] <c64cosmin> oh...my fault
L2345[16:41:32] <c64cosmin> instance = ItemClass.instance
L2346[16:41:33] <Pennyw95> setCustomModelResourceLocation(item, meta, new ModelResourceLocation(Knowledge.MODID + ":" + file, "inventory"))
L2347[16:41:35] <c64cosmin> it's static
L2348[16:41:43] <c64cosmin> it woulnd't have complied haha
L2349[16:41:46] <PaleoCrafter> double check that the JSON is in assets/<modid>/models/item/
L2350[16:42:00] <c64cosmin> it's name is
L2351[16:42:04] <c64cosmin> the same as ItemClass.Name
L2352[16:42:11] <c64cosmin> then .json
L2353[16:42:19] <Pennyw95> maybe the unlocalized name makes trouble with the tile.
L2354[16:42:29] <PaleoCrafter> that doesn't help if it's in the wrong folder
L2355[16:42:32] <Pennyw95> just kidding
L2356[16:42:36] <PaleoCrafter> and if you're using eclipse, make sure to refresh the folder
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L2358[16:43:15] <LatvianModder> But with Idea make sure its folder/folder not folder.folder
L2359[16:43:19] <c64cosmin> if I don't refresh I cannot build
L2360[16:43:50] <Keridos> hm how can I check if a plant in MC can grow/the requirements for it to grow are present
L2361[16:44:00] <Keridos> canGrow apparently just gives back if it is mature yet
L2362[16:45:03] <tterrag> gigaherz: I have yet to finish this quad splitting code :P
L2363[16:46:13] <Pennyw95> So wr.color overrides GlSM.color
L2364[16:46:27] <Pennyw95> is there a way to prevent this? I need dynamic colors
L2365[16:46:34] <PaleoCrafter> just use wr.color?
L2366[16:47:05] <Pennyw95> so I should just use the conditions on the wr instead...ok
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L2368[16:47:53] <c64cosmin> is gigahertz around?
L2369[16:48:08] <c64cosmin> gigaherz *
L2370[16:48:28] <tterrag> evidently not
L2371[16:48:33] <c64cosmin> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/ClientProxy.java#L61
L2372[16:48:40] <c64cosmin> what is that?
L2373[16:49:10] <PaleoCrafter> something obsolete :P
L2374[16:49:59] <PaleoCrafter> i.e. you don't need to call addVariantName manually anymore
L2375[16:50:10] <gigaherz> c64cosmin: I'll remove it before next release
L2376[16:50:15] <gigaherz> since next release will require 1.8.9
L2377[16:50:26] <c64cosmin> I mean, I'm reading your code
L2378[16:50:32] <c64cosmin> I'm trying to make my own item
L2379[16:50:40] <gigaherz> yeah that addVariantName line is obsolete
L2380[16:50:42] <gigaherz> you can remove it
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L2382[16:50:58] <c64cosmin> so just the ModelLoader is used
L2383[16:51:04] <gigaherz> yup
L2384[16:51:12] <c64cosmin> I was also following this tutorial : http://bedrockminer.jimdo.com/modding-tutorials/basic-modding-1-8/first-item/
L2385[16:51:30] <c64cosmin> but I don't see to be able to get it, it keeps on telling me I don't have the asset
L2386[16:51:31] <gigaherz> although I recommend this version though
L2387[16:51:32] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L109
L2388[16:51:48] <gigaherz> since I learned that you can have items with variants in the blockstate -- even for non-block items
L2389[16:52:02] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/magicOrb.json
L2390[16:52:08] <gigaherz> the corresponding ITEM blockstate file
L2391[16:52:09] <gigaherz> ;P
L2392[16:52:14] <diesieben07> that is still confusing to me, why do items have blockstates...
L2393[16:52:20] <gigaherz> forge added it
L2394[16:52:26] <diesieben07> wat
L2395[16:52:27] <diesieben07> why
L2396[16:52:30] <gigaherz> to extend the forge blockstates system to items
L2397[16:52:37] <gigaherz> to allow flexible model declarations
L2398[16:52:38] <diesieben07> but... but...
L2399[16:52:48] <gigaherz> believe me, it's worth it. XD
L2400[16:53:06] <c64cosmin> I bet some one could add some salt code to say itemstate or something
L2401[16:53:13] <c64cosmin> contribute not add*
L2402[16:53:18] <gigaherz> yes
L2403[16:53:19] <gigaherz> but
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L2405[16:53:28] <gigaherz> that wouldrequire modifying the ItemStack itself
L2406[16:53:31] <gigaherz> which would be ugly
L2407[16:53:34] <gigaherz> so we have a middle ground
L2408[16:53:37] <diesieben07> but.. how do you ctivate those variants?
L2409[16:53:40] <gigaherz> where you haveto manually link each metadata value
L2410[16:53:42] <gigaherz> to a variant string
L2411[16:53:44] <diesieben07> its not like items have IBlockState
L2412[16:53:47] <gigaherz> no
L2413[16:53:54] <gigaherz> you explicitly give an item+metadata a variant string
L2414[16:53:59] <gigaherz> [23:51] (gigaherz): https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L109
L2415[16:54:01] <c64cosmin> so it's in Minecraft engine, has nothing to do with Forge
L2416[16:54:02] <gigaherz> instead of "inventory"
L2417[16:54:03] <gigaherz> you can say
L2418[16:54:13] <gigaherz> "type=wrench,variant=diamond"
L2419[16:54:16] <diesieben07> oh aha
L2420[16:54:25] <diesieben07> so the blockstate name is just a legacy thing
L2421[16:54:34] <gigaherz> the way blockstates work
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L2423[16:54:37] <gigaherz> is that the json file is loaded
L2424[16:54:42] <diesieben07> i know how they work mostly :P
L2425[16:54:43] <gigaherz> and a map<string,model> is created
L2426[16:54:55] <gigaherz> exclusively from the property-value pairs present in the json file
L2427[16:54:57] <gigaherz> and then
L2428[16:55:21] <gigaherz> when a model is looked up, mc matches the ModelResourceLocation using hte variant string in it
L2429[16:55:28] <diesieben07> yeah i know
L2430[16:55:38] <gigaherz> forge made it so that items ALSO use that codepath
L2431[16:55:54] <diesieben07> and te default state mapper for blocks just maps the blockstate string directly into the variant
L2432[16:56:03] <gigaherz> yup
L2433[16:56:07] <gigaherz> well
L2434[16:56:19] <diesieben07> i know you can ignore properties
L2435[16:56:25] <gigaherz> there isn't a blockstate mapping involved in items
L2436[16:56:29] <gigaherz> I think
L2437[16:56:34] <gigaherz> anyhow
L2438[16:56:38] <gigaherz> it's nice :3
L2439[16:56:49] <diesieben07> yeah that is obvious
L2440[16:56:52] <gigaherz> no need for one item per variant
L2441[16:56:55] <diesieben07> no actual blockstates in itmes
L2442[16:56:57] <gigaherz> one model*
L2443[16:57:11] <diesieben07> and the variants in the blockstates are basically just... slight modifications to a model
L2444[16:57:12] <gigaherz> the one drawback
L2445[16:57:12] <diesieben07> right?
L2446[16:57:12] <thecodewarrior> Is there any java construct for mapping multiple values one-to-one to each other? e.g. Index, Property, and EnumFacing? Where from any one I can get the others.
L2447[16:57:15] <diesieben07> like rotations and such
L2448[16:57:20] <gigaherz> is that all item models get mapped to model/lbock also :/
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L2450[16:57:39] <gigaherz> in vanilla blockstate files
L2451[16:57:47] <gigaherz> the blockstate variants are just model+rotation
L2452[16:57:58] <gigaherz> but forge blockstates lets you override textures, combine submodels
L2453[16:58:03] <diesieben07> thecodewarrior, guava has a Table<R, C, V> (row, column, value) but only the row->column->value direction is fast
L2454[16:58:15] <diesieben07> aha
L2455[16:58:16] <diesieben07> fancy
L2456[16:58:26] <gigaherz> yeah means you can do
L2457[16:58:33] <diesieben07> and in vanilla items just have an implict variant called inventory?
L2458[16:58:34] <diesieben07> or what?
L2459[16:58:39] <thecodewarrior> Thanks.
L2460[16:58:47] <gigaherz> yes-ish
L2461[16:59:08] <Gorzoid> so can some1 explain how i use ifeq opcode? if I method with a boolean return value, how do i use branches to control what happens if its true/false
L2462[16:59:09] <gigaherz> "inventory" is aliased to "normal" for non-blockstate blocks
L2463[16:59:16] <gigaherz> but needs to be specifiedexplicitly for others
L2464[16:59:19] <Gorzoid> *call a method
L2465[16:59:42] <diesieben07> i am talking about items
L2466[16:59:51] <gigaherz> for items
L2467[17:00:03] <diesieben07> Gorzoid, IFEQ pops the top of the stack and jumps to the specified label if it is 0
L2468[17:00:06] <gigaherz> the vanilla way is that they all use "inventory", and it maps directly to a model file
L2469[17:00:10] <diesieben07> there is also IFNE which jumps if it is NOT 0
L2470[17:00:21] <diesieben07> yes, that is what i meant
L2471[17:00:27] <gigaherz> the forge way is that, if a blockstate file is found, the variant string is loaded instead
L2472[17:00:28] <diesieben07> but how is that model file resolved?
L2473[17:00:35] <diesieben07> if there is no "blockstate" file
L2474[17:00:40] <gigaherz> it isn't
L2475[17:00:42] <Gorzoid> kk, and are labels defined using another opcode? if so i can just look it up
L2476[17:00:43] <gigaherz> you apply for it explicitly
L2477[17:00:51] <gigaherz> using ModelLoader.setCustomModelResourceLocation
L2478[17:00:59] <diesieben07> Gorzoid, when using ASM you use LabelNode / visitLabel
L2479[17:00:59] <gigaherz> vanilla provides no means to do that
L2480[17:01:09] <gigaherz> the item model locations are hardcoded
L2481[17:01:14] <diesieben07> really
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L2483[17:01:16] <gigaherz> forge makes it registrable
L2484[17:01:17] <diesieben07> jesus fuck
L2485[17:01:32] <gigaherz> I think
L2486[17:01:35] <gigaherz> I may be wrong
L2487[17:01:39] <gigaherz> maybe that ItemModelMesher.whatever
L2488[17:01:47] <gigaherz> that we used to do back at the beginning of 1.8 was vanilla
L2489[17:02:03] <diesieben07> yeah seems like that hardcodes it
L2490[17:02:12] <gigaherz> but yeah
L2491[17:02:14] <diesieben07> and blocks first go to the blockstate file that then tells the model
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L2493[17:02:23] <diesieben07> and forge allows you to do that for items also?
L2494[17:02:31] <gigaherz> each possible item and subitem has to be registered explicitly regardless
L2495[17:02:38] <gigaherz> forge just allows you to go through a blockstates json instead
L2496[17:02:40] <diesieben07> how do you tell forge to look into the item blockstate file? instead of using setCustomModelResourceLocation?
L2497[17:02:52] <gigaherz> you use setCustomModelResourceLocation
L2498[17:02:56] <gigaherz> just with the blockstate filename
L2499[17:02:57] <Malrama> Is it even possible to render items with a .obj file? O_O
L2500[17:03:05] <diesieben07> what does it need to be?
L2501[17:03:10] <diesieben07> the registration name of the item?
L2502[17:03:13] <gigaherz> the registration name for the item
L2503[17:03:14] <gigaherz> same as blocks
L2504[17:03:15] <diesieben07> ok
L2505[17:03:21] <MattDahEpic> Malrama, yes
L2506[17:03:29] <diesieben07> learned anotehr thing about the new system :D
L2507[17:03:37] <Malrama> MattDahEpic: Do you may know how? I only know the way for blocks :(
L2508[17:03:38] <gigaherz> heh
L2509[17:03:50] <Gorzoid> thanks diesieben07 will look it up now
L2510[17:04:14] <MattDahEpic> i dont but fry or giga would know
L2511[17:04:25] <gigaherz> anyone happens to know how to tell mc to refresh a creative tab?
L2512[17:04:37] <Malrama> gigaherz: do you know how to render items with a .obj file?
L2513[17:04:40] <gigaherz> I'm helping GeoDoX with his favorites mod XD
L2514[17:04:44] <MattDahEpic> gigaherz, like tick items on a creativetab?
L2515[17:04:45] <Malrama> I could not find any information on google
L2516[17:04:45] <gigaherz> Malrama: yup
L2517[17:04:52] <Malrama> gigaherz: how? :D
L2518[17:04:56] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/magicRing.json
L2519[17:05:09] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L128
L2520[17:05:20] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L34
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L2522[17:05:58] <gigaherz> the first link: you declare a blockstates file for your item, using the registration name of the item
L2523[17:06:13] <gigaherz> the third link: you have to call OBJLoader.instance.addDomain with your modid
L2524[17:06:22] <gigaherz> (in lowercase, same as the domain folder in your resources)
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L2526[17:06:47] <gigaherz> the second link: for each (sub)item, you can use a variant string correspnding to a blockstates variant in the json
L2527[17:06:56] <gigaherz> note that the blockstate strings are built in alphabetical order
L2528[17:06:56] <gigaherz> so
L2529[17:07:08] <gigaherz> "value=1,item=2" would NOT work
L2530[17:07:14] <gigaherz> you need to say "item=2,value=1"
L2531[17:07:30] <Malrama> gigaherz: I did it the same way but it is not working =(
L2532[17:07:34] <gigaherz> also note that the blockstates file has to be in forge blockstates format
L2533[17:07:42] <gigaherz> ("forge_marker":1)
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L2535[17:08:03] <gigaherz> Malrama: are you calling setCustomMRL during pre-init?
L2536[17:08:20] <tterrag> gigaherz: creative tabs are constantly updated
L2537[17:08:25] <tterrag> so...do nothing
L2538[17:08:40] <gigaherz> tterrag: nope, displayAllRelevantItems is called only once
L2539[17:08:43] <gigaherz> when you switch tabs
L2540[17:08:43] <Malrama> gigaherz: http://pastebin.com/RbFu7wwm
L2541[17:08:43] <gigaherz> XD
L2542[17:08:47] <tterrag> hmm
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L2544[17:08:55] <tterrag> well, so call that method :P
L2545[17:09:02] <gigaherz> it fills a list
L2546[17:09:10] <gigaherz> I'm trying to follow the code flow backwards
L2547[17:09:13] <gigaherz> but I'm being side-tracked
L2548[17:09:14] <gigaherz> XD
L2549[17:09:31] <gigaherz> Malrama: see
L2550[17:09:32] <Malrama> gigaherz: http://pastebin.com/8W12KtKS
L2551[17:09:37] <gigaherz> you call that weird "register renderer" method in INIt
L2552[17:09:41] <gigaherz> it has to be in PRE-init
L2553[17:09:49] <diesieben07> gigaherz, call setCurrentCreativeTab(mytab)
L2554[17:09:52] <diesieben07> need reflectino though
L2555[17:09:56] <gigaherz> aha
L2556[17:10:08] <Malrama> gigaherz: all rendering goes into preinit?
L2557[17:10:21] <gigaherz> hmmm
L2558[17:10:25] <gigaherz> Malrama: no
L2559[17:10:29] <gigaherz> but this does
L2560[17:10:33] <Malrama> gigaherz: ok
L2561[17:10:39] <gigaherz> actually
L2562[17:10:54] <gigaherz> I think the only thing that remains in init is registering the renderer for custom particles
L2563[17:10:59] <gigaherz> and that's sortof a hack
L2564[17:11:12] <Malrama> Well this registerRender function is just a "Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register" bla bla helper function
L2565[17:11:15] <Malrama> nothing special
L2566[17:11:17] <Malrama> I will try now
L2567[17:11:20] <diesieben07> dont call that.
L2568[17:11:26] <gigaherz> that's outdated mallrat208
L2569[17:11:29] <gigaherz> Malrama
L2570[17:11:31] <diesieben07> use ModelLoader.setCustomMRL
L2571[17:11:36] <gigaherz> you need to call ModelLoader.setCustomModelResourceLocation
L2572[17:11:37] <gigaherz> instead
L2573[17:11:50] <Malrama> gigaherz: instead if "Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register"=
L2574[17:11:51] <Malrama> ?
L2575[17:11:55] <gigaherz> yes
L2576[17:11:59] <gigaherz> see my link
L2577[17:12:04] <gigaherz> check my registerItemModel function
L2578[17:12:15] <gigaherz> in fact
L2579[17:12:18] <gigaherz> feel free to COPY it
L2580[17:12:19] <gigaherz> ;P
L2581[17:12:21] *** K-4U is now known as K-4U|Off
L2582[17:13:02] <gigaherz> AHA!
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L2584[17:13:10] <c64cosmin> gigaherz, you're using a custom model in there, how do I make a simple model
L2585[17:13:15] <gigaherz> updateCreativeSearch() -- also updates non-search tabs
L2586[17:13:18] <gigaherz> it's private though
L2587[17:13:23] <gigaherz> reflection time!
L2588[17:13:32] <gigaherz> c64cosmin: ?
L2589[17:13:36] <gigaherz> I'm using a .obj model
L2590[17:13:40] <c64cosmin> the default kind, I mean I have a png 16x16 and I want the item to be that one
L2591[17:13:41] <gigaherz> but normal models also work
L2592[17:13:51] <Malrama> gigaherz: what is meta fir=
L2593[17:13:54] <Malrama> for?
L2594[17:13:56] <gigaherz> item metadata
L2595[17:13:59] <gigaherz> for when you have subitems
L2596[17:14:01] <Malrama> NBT?
L2597[17:14:03] <gigaherz> if you don't, use 0
L2598[17:14:04] <gigaherz> no
L2599[17:14:06] <gigaherz> metadata
L2600[17:14:10] <gigaherz> formerly called "damage value"
L2601[17:14:12] <Malrama> okok got you :)
L2602[17:14:21] <c64cosmin> you can have variants of weapons
L2603[17:14:26] <c64cosmin> you can use bitwise operators
L2604[17:14:40] <c64cosmin> DEADLY | POSIONOUS | CURSED
L2605[17:14:40] <gigaherz> c64cosmin: check this one: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/magicOrb.json
L2606[17:14:47] <gigaherz> that's a "builtin/generated"
L2607[17:14:52] <Malrama> gigaherz: default metadata is 1?
L2608[17:14:54] <gigaherz> which is what you think of a "simple icon"
L2609[17:14:57] <gigaherz> Malrama: I just said 0
L2610[17:15:01] <Malrama> ok
L2611[17:15:05] <gigaherz> [00:14] (gigaherz): if you don't, use 0
L2612[17:15:37] <gigaherz> https://gist.github.com/williewillus/57d7093efa80163e96e0
L2613[17:15:42] <gigaherz> I suggest you ppl read through this also
L2614[17:15:42] <gigaherz> XD
L2615[17:16:13] <gigaherz> someday I'll slap willie to explain it in descriptive form
L2616[17:16:22] <gigaherz> so that it can be merged into readthedocs
L2617[17:18:11] <gigaherz> !gm setCurrentCreativeTab
L2618[17:18:14] <Malrama> gigaherz: when I put it in pre-init and use ModelLoader I got a crash :(
L2619[17:18:23] <Malrama> let me see
L2620[17:18:26] <gigaherz> Malrama: make sure you call it AFTER registering the items
L2621[17:18:28] <gigaherz> not before
L2622[17:18:28] <gigaherz> XD
L2623[17:18:44] <Malrama> gigaherz: uhhh
L2624[17:18:48] <Malrama> thats the problem
L2625[17:18:50] <Malrama> how to do so?
L2626[17:19:02] <gigaherz> I don't know
L2627[17:19:09] <gigaherz> you wrote the code XD
L2628[17:19:16] <gigaherz> in my proxy I just have a preInit method
L2629[17:19:21] <gigaherz> that I call from my main @mod class
L2630[17:19:32] <gigaherz> so just call that after you do the registrations instead of before
L2631[17:19:41] <Malrama> gigaherz: so I have to put the generation also into preinit?
L2632[17:19:51] <Malrama> I mean the creation of the items
L2633[17:19:54] <gigaherz> yes
L2634[17:19:59] <Malrama> thats the fault
L2635[17:20:06] <gigaherz> you should ALWAYS register items and blocks and such in preinit
L2636[17:20:23] <gigaherz> if you need the items from another mod
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L2638[17:20:23] <Malrama> gigaherz: but I can keep the recipes in init?
L2639[17:20:37] <gigaherz> you should then use dependencies="after:theothermod" in your @Mod annotation
L2640[17:20:38] <gigaherz> yes
L2641[17:20:40] <gigaherz> recipes go in init
L2642[17:20:41] <Malrama> ok
L2643[17:21:05] <c64cosmin> how do I specify the texture?
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L2645[17:21:32] <c64cosmin> inside the "model" field?
L2646[17:22:39] <c64cosmin> !gm setCustomModelResourceLocation
L2647[17:22:56] <Malrama> gigaherz: No crashes :D
L2648[17:23:07] <diesieben07> c64cosmin, that does not make sense for forge methods
L2649[17:23:30] <c64cosmin> I'm new around :) I try and see what happens :)
L2650[17:23:35] <Malrama> gigaherz: ok now I use ModelLoader.setCustomModelResourceLocation but rendering still not working =(
L2651[17:23:40] <diesieben07> you are talking about the texture for your obj model right??
L2652[17:23:42] <gigaherz> check the debug logs
L2653[17:23:48] <diesieben07> or a normal json model?
L2654[17:23:58] <gigaherz> there should be some error line
L2655[17:23:59] <Malrama> gigaherz: http://pastebin.com/qguFBxqv
L2656[17:24:02] <Malrama> correct?
L2657[17:24:08] <c64cosmin> nono, I have a png (like any other item in the game)
L2658[17:24:15] <diesieben07> so you have a normal json model
L2659[17:24:17] <c64cosmin> and I want to have the pixel to cube model
L2660[17:24:21] <gigaherz> Malrama: it's ugly to register the item in your constructor
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L2662[17:24:30] <diesieben07> look at the vanilla item models then
L2663[17:24:42] <gigaherz> also Malrama: you should have your modid added to the unlocalized name
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L2665[17:24:50] <c64cosmin> good idea
L2666[17:25:05] <gigaherz> also also Malrama: you can call setRegistrationName on the item, so you don't need to pass the string to the register method
L2667[17:25:07] <gigaherz> then you can do
L2668[17:25:21] <gigaherz> GameRegistry.registerItem(new TheItem("name"));
L2669[17:25:57] <gigaherz> although you probably want to also keep it in a static field
L2670[17:26:11] <gigaherz> anyhow
L2671[17:29:01] <Malrama> gigaherz: http://pastebin.com/cNnPer0V like this? With the setRegistrationName
L2672[17:29:18] <gigaherz> I suggest
L2673[17:29:32] <gigaherz> this.setUnlocalizedName(MODID + "." + name);
L2674[17:29:37] <gigaherz> so that the langauge file contains
L2675[17:29:44] <gigaherz> item.modid.theItem.name
L2676[17:29:46] <gigaherz> instead of just
L2677[17:29:49] <gigaherz> item.theItem.name
L2678[17:30:02] <gigaherz> because langauge string are SHARED for all mods and vanilla
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L2680[17:30:09] <gigaherz> so if another mod used the same unlocalized name as you
L2681[17:30:13] <gigaherz> you'd have conflicts
L2682[17:30:17] <Malrama> ok
L2683[17:30:52] <tterrag> sooo
L2684[17:31:39] <tterrag> [17:45:03] <tterrag> gigaherz: I have yet to finish this quad splitting code :P
L2685[17:31:41] <tterrag> >__>
L2686[17:31:45] <gigaherz> :/
L2687[17:31:55] <Malrama> gigaherz: http://pastebin.com/tJPNvdQZ anything else that is ugly?
L2688[17:32:02] <gigaherz> I faintly recall what that was about
L2689[17:32:02] <gigaherz> XD
L2690[17:32:34] <gigaherz> Malrama: aside of calling registerItem in the constructor, not really
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L2692[17:32:43] <tterrag> gigaherz: https://gist.github.com/tterrag1098/d013780e7d9c3d0f8a06
L2693[17:32:53] <gigaherz> Malrama: if it still doesn't work, then check the debug log
L2694[17:32:58] <gigaherz> pastebin it ;P
L2695[17:33:14] <tterrag> huh?
L2696[17:33:33] <tterrag> just did?
L2697[17:33:38] <gigaherz> that was to Malrama
L2698[17:33:39] <gigaherz> XD
L2699[17:33:46] <gigaherz> tterrag: can you remind me what the issue was? XD
L2700[17:34:19] <tterrag> I need to split a quad to apply connected textures
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L2702[17:34:36] <gigaherz> yeah thta much I remember
L2703[17:34:45] <tterrag> the issue was that I haven't done it yet
L2704[17:34:46] <tterrag> lol
L2705[17:34:47] <gigaherz> (and I can understand the meaning of the code tonight ;P)
L2706[17:35:17] <gigaherz> but you did generate "split quads"? even if they had bad values?
L2707[17:35:23] <tterrag> no
L2708[17:35:28] <gigaherz> ah
L2709[17:35:28] <tterrag> you are right, I need to require AA quads
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L2711[17:35:54] <c64cosmin> Malrama : when do you call RegisterRenderer?
L2712[17:36:28] <tterrag> gigaherz: the main benefit of this system will be for simple things like stairs, carpets, fences
L2713[17:36:35] <Malrama> gigaherz: well I get no exception. So far so good
L2714[17:36:37] <tterrag> simple models, but things I wouldn't want to hardcode
L2715[17:36:44] <Malrama> gigaherz: but still dont work
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L2717[17:37:03] <tterrag> gigaherz: atm I have working code that gives me 4 rectangles based on the UVs
L2718[17:37:11] <tterrag> that's it :P
L2719[17:37:12] <Malrama> c64cosmin: I call it in preinit on client proxy
L2720[17:37:48] <Malrama> right after "OBJLoader.instance.addDomain(Info.MOD_ID);"
L2721[17:39:21] <Malrama> gigaherz: http://pastebin.com/2WkabpCS last debug
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L2723[17:41:14] <Malrama> gigaherz: http://pastebin.com/9wHpZh0Y is this correct?
L2724[17:41:43] <Malrama> gigaherz: and this http://pastebin.com/zYK1fjLf?
L2725[17:42:17] <Malrama> without the last "?"
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L2728[17:43:55] <c64cosmin> maybe I've missed something, isthere any 1.8 tutorial on how to make a new item
L2729[17:44:04] <c64cosmin> I've found some online, but maybe I missed some you know
L2730[17:44:33] <diesieben07> show what you have tried
L2731[17:44:36] <Malrama> c64cosmin: https://www.youtube.com/watch?v=TpQXObrWsJY
L2732[17:44:53] <diesieben07> oh god
L2733[17:44:58] <diesieben07> you dont need a fuckin hour to explain this
L2734[17:45:14] <Malrama> diesieben07: well thats with custom ore generation
L2735[17:45:19] <gigaherz> Malrama: no your model is completely wrong
L2736[17:45:20] <gigaherz> XD
L2737[17:45:27] <diesieben07> but... that is completely irrellevant here...
L2738[17:45:27] <Malrama> gigaherz: noooo! :(
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L2740[17:45:39] <Malrama> gigaherz: what is wrong? =(
L2741[17:45:43] <gigaherz> the json file
L2742[17:45:56] <gigaherz> you put things that are only understood in a blockstates file
L2743[17:45:58] <gigaherz> into a model json
L2744[17:46:05] <gigaherz> you can't use "model" in an actual model json
L2745[17:46:09] <gigaherz> it only works from a blockstates file
L2746[17:46:14] <Malrama> ok
L2747[17:46:18] <Gorzoid> in asm will this not work as a valid instruction? new FieldInsnNode(Opcodes.IFEQ,labelNode)
L2748[17:46:23] <Malrama> gigaherz: how to fix it?
L2749[17:46:28] <VikeStep> Gorzoid, you need a JumpInsnNode
L2750[17:46:53] <gigaherz> Malrama: create a blockstate file with the name of the item
L2751[17:46:58] <Gorzoid> ohh kk thanks
L2752[17:47:06] <tterrag> gigaherz: you seem busy lol...I'm gonna grab some dinner we can chat when I get back
L2753[17:47:06] <c64cosmin> http://pastebin.com/RZrT4uF9
L2754[17:47:10] <c64cosmin> this is my JSON
L2755[17:47:11] <c64cosmin> I gen
L2756[17:47:13] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/magicOrb.json
L2757[17:47:21] <gigaherz> tterrag: sorry XD
L2758[17:47:25] <tterrag> np
L2759[17:47:41] <Malrama> gigaherz: but I still need a .json file in items?
L2760[17:47:45] <gigaherz> nah
L2761[17:47:48] <gigaherz> yo ucan do it all from there
L2762[17:47:51] <Malrama> ok
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L2764[17:48:09] <c64cosmin> Encountered an exception when loading model definition of 'openstackmod:RDPItem#inventory' from: 'openstackmod:blockstates/RDPItem.json' in resourcepack: 'FMLFileResourcePack:openstackmod'
L2765[17:48:17] <c64cosmin> that is what I get
L2766[17:48:21] <Malrama> gigaherz: where do I put my .obj file?
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L2768[17:48:32] <gigaherz> Malrama: models/block/
L2769[17:48:39] <c64cosmin> the .json is in assets/mymod/blockstates/blah.json
L2770[17:48:42] <gigaherz> (yes, even for items)
L2771[17:48:48] <Malrama> gigaherz: even when I use it for an item?
L2772[17:48:51] <gigaherz> yup
L2773[17:48:57] <gigaherz> it's a side-effect of using blockstates for items
L2774[17:49:03] <Malrama> gigaherz: and the mtl file in the same folder?
L2775[17:49:07] <tterrag> actually scratch that I should hold off on dinner for a half hour or so
L2776[17:49:09] <gigaherz> yes
L2777[17:49:19] <Malrama> gigaherz: allright master you are the boss :D
L2778[17:49:24] <tterrag> if you get a chance, gigaherz :P
L2779[17:49:41] <gigaherz> XD
L2780[17:50:03] <Malrama> gigaherz: allright .json is in blockstate and obj + mtl is in /models/block
L2781[17:50:06] <diesieben07> c64cosmin, post the full log, sounds like the json is invalid
L2782[17:50:07] <Malrama> what to do now?
L2783[17:50:14] <Malrama> I guess I have to edit the json file?
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L2785[17:50:21] <gigaherz> your json file may look like
L2786[17:50:30] <gigaherz> (typing on the fly)
L2787[17:50:32] <gigaherz> {
L2788[17:50:35] <tterrag> willieaway: caching the world in the blockstate...that's kinda ugly no?
L2789[17:50:35] <gigaherz> "forge_marker":1,
L2790[17:51:11] <gigaherz> "defaults": { "model":"modid:model.obj", "custom": {"flip-v":true } },
L2791[17:51:17] <c64cosmin> based on the tutoial malrama sent me
L2792[17:51:26] <gigaherz> "inventory": [{ "transform": "forge:default-item" }]
L2793[17:51:27] <gigaherz> }
L2794[17:51:36] <c64cosmin> I should user Minecraft.blah.blah.register(...) that results in a null pointer exception
L2795[17:51:47] <diesieben07> then those tutrials are bad
L2796[17:51:50] <gigaherz> c64cosmin: that tutorial was clearly wrong
L2797[17:51:53] <gigaherz> well, outdated
L2798[17:51:53] <gigaherz> XD
L2799[17:51:57] <diesieben07> you need to do ModelLoader.setCustomModelResourceLocation
L2800[17:52:00] <diesieben07> in preInit
L2801[17:52:18] <gigaherz> c64cosmin: check this code: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L104
L2802[17:52:36] <gigaherz> down to line 152
L2803[17:52:46] <gigaherz> this should be run from PRE-init
L2804[17:52:55] <gigaherz> AFTER registering your items, not before
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L2807[17:53:36] <gigaherz> oops I made a mistake there
L2808[17:53:37] <gigaherz> [00:51] (gigaherz): "inventory": [{ "transform": "forge:default-item" }]
L2809[17:53:38] <gigaherz> should be
L2810[17:53:45] <gigaherz> "variants": { "inventory": [{ "transform": "forge:default-item" }] }
L2811[17:53:49] <gigaherz> that's what I get for typing blindly ;P
L2812[17:55:05] <gigaherz> tterrag: hmmm, your rectangles only contain the UV info right? the position coords are "lost" there?
L2813[17:55:14] <tterrag> right
L2814[17:55:16] <tterrag> that's my problem :P
L2815[17:55:27] <tterrag> I'm not sure the best way to keep it "attached"
L2816[17:55:47] <gigaherz> you may want to use some other class to hold the data
L2817[17:56:41] <gigaherz> maybe something that stores the original BakeQuad, along with the decoded x,y,z,u,v
L2818[17:56:48] <gigaherz> (x4)
L2819[17:57:38] <gigaherz> then in the divide function, you return a copy of the original "DecodedQuad", with two of the vertices modified
L2820[17:57:44] <gigaherz> (or the original if no change was needed)
L2821[17:57:46] <Malrama> gigaherz: works! :D
L2822[17:57:50] <gigaherz> Malrama: yay! ;P
L2823[17:57:51] <Malrama> well the texture dont
L2824[17:57:56] <Malrama> but I have a 3D ball :D
L2825[17:57:57] <gigaherz> that's ok
L2826[17:58:06] <Malrama> how to make the texture work?
L2827[17:58:11] <Malrama> I hate purple! :P
L2828[17:58:14] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/models/block/essentializer_2.mtl
L2829[17:58:19] <gigaherz> you can edit your mtl file
L2830[17:58:33] <gigaherz> ignore the #Rhino line there
L2831[17:58:42] <gigaherz> basically in your own mtl file
L2832[17:58:43] <gigaherz> you'll see
L2833[17:58:48] <gigaherz> newmtl <something>
L2834[17:58:51] <gigaherz> followed by some other lines
L2835[17:58:54] <tterrag> gigaherz: that's exactly what Quad is lol
L2836[17:58:55] <gigaherz> that contain the color and such
L2837[17:59:42] <c64cosmin> now it compiled succesfully
L2838[17:59:43] <gigaherz> tterrag: ypour divide function returns a Rectangle though
L2839[17:59:44] <gigaherz> XD
L2840[17:59:46] <c64cosmin> but the item is invisible
L2841[18:00:05] <gigaherz> Malrama: so as I was saying
L2842[18:00:14] <tterrag> gigaherz: because it divides a rectangle
L2843[18:00:16] <gigaherz> what you want is to "fixup" the mtl file
L2844[18:00:20] <c64cosmin> and no errors
L2845[18:00:23] <tterrag> lol
L2846[18:00:31] <gigaherz> add your own
L2847[18:00:35] <gigaherz> "map_Kd" line in it
L2848[18:00:40] <gigaherz> with the resourcelocation
L2849[18:00:48] <gigaherz> of the texture you want it to use
L2850[18:01:04] <gigaherz> check mine for reference
L2851[18:01:56] <gigaherz> tterrag: so I guess what I'm suggesting is, instead of working with Rectangle2D, it may be best to work directly with Quads
L2852[18:02:15] <c64cosmin> http://pastebin.com/7Ka1zGPx this is located in assets/modid/blockstates
L2853[18:02:20] <gigaherz> basically what you want to do is
L2854[18:02:27] <Malrama> gigaherz: Works!!!! YEAH! I love you so much!
L2855[18:02:30] <Malrama> Thank you!
L2856[18:02:31] <gigaherz> find how "far into the edge" the cut has to be performed
L2857[18:02:39] <Malrama> gigaherz: 3000 diamonds for you! :D
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L2859[18:02:52] <gigaherz> it would be a value between 0 and 1, where 0 is the left side of the quad, and 0 is the right side of thequad
L2860[18:03:04] <gigaherz> (0.5-left)/(right-left)
L2861[18:03:11] <gigaherz> then
L2862[18:03:19] <gigaherz> you have to interpolate the position based on that value
L2863[18:03:52] <gigaherz> t = (0.5-left)/(right-left); x = lerp(xleft, xright, t) y=(yleft,yright,t); ...
L2864[18:04:16] <Malrama> gigaherz: for the model texture, what is a good Resolution for the texture? I guess not 16x16 xD
L2865[18:04:51] <gigaherz> then your output quads would be "topleft, topmiddle, bottommiddle, bottomleft" and "topmiddle, topright, bottomright, bottommiddle"
L2866[18:04:53] <gigaherz> for a vertical cut
L2867[18:05:09] <gigaherz> then those resulting quads
L2868[18:05:15] <gigaherz> would go through the horizontal cut
L2869[18:05:21] <gigaherz> which may output 4 quads
L2870[18:05:28] <c64cosmin> malrama is it a obj?
L2871[18:05:30] <tterrag> or 2 or 1
L2872[18:05:31] <tterrag> I know :P
L2873[18:05:36] <Malrama> c64cosmin: yes
L2874[18:05:36] <tterrag> I'll give it a shot
L2875[18:05:51] <c64cosmin> malrama: look at the way the armor is made
L2876[18:06:00] <gigaherz> Malrama: default is 16x16
L2877[18:06:03] <c64cosmin> it's made out of individual "block" each block is a pixel
L2878[18:06:04] <Malrama> c64cosmin: what armor?
L2879[18:06:10] <gigaherz> any size that's power of two and square works
L2880[18:06:15] <c64cosmin> generic, just as example
L2881[18:06:20] <gigaherz> c64cosmin: this is for block/item models
L2882[18:06:24] <gigaherz> which are stitched into the atlas
L2883[18:06:31] <c64cosmin> oh
L2884[18:06:31] <gigaherz> entity models work differently
L2885[18:06:37] <c64cosmin> can you do that?
L2886[18:06:44] <Malrama> I can go up to 512x512 by default right?
L2887[18:06:45] <gigaherz> do what?
L2888[18:06:46] <c64cosmin> or is it a separate atlas?
L2889[18:06:58] <gigaherz> in 1.8+, there is just one atlas for all block and item textures
L2890[18:06:59] <c64cosmin> depending on GPU you could go 8K x 8K
L2891[18:07:14] <gigaherz> Malrama: you shouldn't though
L2892[18:07:23] <gigaherz> it bloats the atlas if you put giant textures in it
L2893[18:07:30] <gigaherz> try to keep it small
L2894[18:07:36] <gigaherz> makes it integrate better into minecraft
L2895[18:07:57] <c64cosmin> be eco, just use as much as needed
L2896[18:08:00] <Malrama> gigaherz: ok
L2897[18:08:40] <c64cosmin> gigaherz are you from Europe?
L2898[18:08:48] <gigaherz> yep, Spain to be exact
L2899[18:08:53] <c64cosmin> Romania here
L2900[18:09:01] <c64cosmin> will you be here in aprox 15-20 mins
L2901[18:09:08] <gigaherz> I suppose so
L2902[18:09:11] <c64cosmin> I got my project to compile
L2903[18:09:14] <c64cosmin> but my item is blank
L2904[18:09:16] <c64cosmin> no error though
L2905[18:09:24] <c64cosmin> json is like this
L2906[18:09:25] <c64cosmin> http://pastebin.com/7Ka1zGPx
L2907[18:09:42] <gigaherz> "textures": { "#Default": "openstackmod:items/Computer" }
L2908[18:09:46] <gigaherz> for builtin/generated
L2909[18:09:47] <gigaherz> you want
L2910[18:09:49] <gigaherz> "layer0"
L2911[18:09:54] <gigaherz> as the texture channel name
L2912[18:10:02] <c64cosmin> :/
L2913[18:10:02] <gigaherz> "textures": { "layer0": "openstackmod:items/Computer" }
L2914[18:10:10] <c64cosmin> makes total sence
L2915[18:10:17] <gigaherz> if you want multi-layered textures you can add "layer1" "layer2" and such
L2916[18:10:25] <c64cosmin> I saw something about that in a tutorial
L2917[18:10:46] <c64cosmin> http://bedrockminer.jimdo.com/modding-tutorials/basic-modding-1-8/first-item/
L2918[18:10:49] <c64cosmin> very well written
L2919[18:10:58] <gigaherz> outdated, though
L2920[18:11:04] <gigaherz> and they have a tendency to do things... wrong
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L2922[18:11:18] <c64cosmin> it's quite hard, to grasp a new API in 2 days
L2923[18:11:19] <gigaherz> by our "best practices" standards
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L2925[18:11:20] <gigaherz> ;p
L2926[18:11:55] <c64cosmin> are this standards unwritten laws made by the community?
L2927[18:13:07] <c64cosmin> floinking yeah
L2928[18:13:11] <c64cosmin> it works
L2929[18:13:23] <c64cosmin> after I finish this mo
L2930[18:13:30] <c64cosmin> I will do have commenting
L2931[18:13:34] <c64cosmin> and put it on github
L2932[18:13:40] <c64cosmin> momentarly it's private
L2933[18:15:29] <Malrama> gigaherz: how to prevent my .obj from "animating" why laying on the ground in minecraft? It is spinning up and down. Or is that a blender thing?
L2934[18:15:47] <c64cosmin> that is from minecraft
L2935[18:15:48] *** willieaway is now known as williewillus
L2936[18:15:56] <c64cosmin> it does some transformations
L2937[18:16:29] <williewillus> Malrama: have you not noticed other items bob up and down and spin in Minecraft on the ground the last 5 years? ;)
L2938[18:16:35] <gigaherz> Malrama: that's a vanilla thing
L2939[18:16:38] <Malrama> uh!
L2940[18:16:40] <gigaherz> they all do ;P
L2941[18:16:42] <Malrama> 11'
L2942[18:16:44] <Malrama> ^^'
L2943[18:17:01] <Malrama> well now I have another problem.
L2944[18:17:16] <c64cosmin> http://greyminecraftcoder.blogspot.com.au/2014/12/item-rendering-18.html
L2945[18:17:40] <williewillus> that is old
L2946[18:17:53] <williewillus> float 2d items were removed in 1.8.0
L2947[18:18:07] <williewillus> (talking about the fast graphics ones when dropped on floor)
L2948[18:18:33] <c64cosmin> where do you guys document yourself?
L2949[18:18:37] <c64cosmin> reading the vanilla source?
L2950[18:18:42] <williewillus> document myself?
L2951[18:18:45] <c64cosmin> API doxy
L2952[18:18:51] <williewillus> yea
L2953[18:18:54] <williewillus> and looking at other mods
L2954[18:18:59] <williewillus> and generally faffing about until things work
L2955[18:19:08] <williewillus> then I made this https://gist.github.com/williewillus/57d7093efa80163e96e0
L2956[18:19:12] <c64cosmin> more or less I feel the same
L2957[18:19:26] <Malrama> http://postimg.org/image/x6f6qa8f7/
L2958[18:19:29] <c64cosmin> read those notes man, very helpful thanks
L2959[18:19:36] <Malrama> the "ball" is not centerd in the grid
L2960[18:19:40] <Malrama> why? and how to fix?
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L2962[18:19:56] <c64cosmin> it's from blender I think
L2963[18:19:57] <Malrama> I want it in the center like vanilla items
L2964[18:19:57] <williewillus> how is this model being loaded, through json?
L2965[18:20:04] <c64cosmin> if you didn't change the "traslate" in the json
L2966[18:20:16] <c64cosmin> yes, malrama has a obj
L2967[18:20:23] <c64cosmin> just a second dude
L2968[18:20:25] <williewillus> post your blockstate json
L2969[18:20:36] <Malrama> :D I have a obj! I habe a obj! lalalalala :P
L2970[18:20:36] <c64cosmin> let me see the keys to center your model from blender
L2971[18:20:37] <c64cosmin> one sec
L2972[18:20:37] <Malrama> hahahaha
L2973[18:20:58] <williewillus> ? it should just work through json
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L2975[18:22:01] <c64cosmin> yeah, but in his case
L2976[18:22:08] <c64cosmin> maybe it's the model's offset
L2977[18:22:12] <c64cosmin> not the transform
L2978[18:22:37] <Malrama> I have ""transform": "forge:default-item""
L2979[18:22:43] <Malrama> is that the problem?
L2980[18:22:44] <c64cosmin> yeah
L2981[18:22:46] <c64cosmin> it's from blender
L2982[18:22:49] <c64cosmin> wait dude
L2983[18:22:51] <c64cosmin> that might help
L2984[18:22:56] <c64cosmin> Press [T] to open the tool bar
L2985[18:23:04] <Malrama> did
L2986[18:23:05] <c64cosmin> be sure not to be in edit mode press [Tab]
L2987[18:23:29] <c64cosmin> there is set origin- > geometry to origin
L2988[18:23:30] <c64cosmin> then
L2989[18:23:34] <c64cosmin> [alt]+[g]
L2990[18:23:39] <williewillus> well you can fix it however way you want, moving the model or transforming it in the json
L2991[18:23:57] <c64cosmin> the set origin will move the vertices around the center of the obj
L2992[18:24:08] <c64cosmin> [alt]+[g] will center the obj
L2993[18:24:16] <c64cosmin> aorund the world axis
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L2995[18:24:28] <c64cosmin> hope it help, hope I was clear :)
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L2997[18:24:50] <c64cosmin> then export again
L2998[18:24:59] <Malrama> c64cosmin: I try
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L3000[18:26:42] <Malrama> c64cosmin: nope did not help :(
L3001[18:26:46] <Malrama> in blender it is centerd
L3002[18:26:49] <Malrama> as I see it
L3003[18:26:52] <williewillus> then transform it in the json
L3004[18:27:37] <williewillus> "transform": { "gui": { "translation": [ x, y, z ] } }
L3005[18:28:51] <c64cosmin> super weird
L3006[18:28:52] <Malrama> x,y,z? What to set for it?
L3007[18:29:02] <c64cosmin> tweak until it fits the center
L3008[18:29:09] <c64cosmin> you should tweak X and Z
L3009[18:29:13] <c64cosmin> afaik
L3010[18:31:13] <Malrama> I give it a try
L3011[18:31:49] <c64cosmin> I'm taking a guess haha : 2.1 , 0, 0.4
L3012[18:32:02] <c64cosmin> "by eye" "eyemetric"
L3013[18:32:58] <williewillus> yeah just faff around until it looks right
L3014[18:33:08] <williewillus> use reload resources so you dont have to restart the game every time
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L3017[18:37:08] <Gorzoid> which AbstractInsnNode do I use for Opcodes.ALOAD
L3018[18:38:21] <williewillus> the javadocs for ASM are online :P
L3019[18:38:54] <Gorzoid> ye im looking at em but im not sure which one it is for
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L3021[18:39:37] <Gorzoid> sadly there is no list saying Opcode x goes to InsnNode y
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L3023[18:40:42] <williewillus> it makes ssense which goes with which :P ALOAD is used to load a reference type "variable"
L3024[18:40:48] <killjoy> So coke makes 24oz bottles now
L3025[18:40:55] <williewillus> (so it's VarInsnNode)
L3026[18:40:56] <killjoy> (1.5 Pt)
L3027[18:41:05] <williewillus> also I hope you are ASM-ing in a sane way
L3028[18:41:07] <killjoy> 710 mL
L3029[18:41:08] <Malrama> c64cosmin: well, when I add ""variants": { "inventory": [{ "transform": { "gui": { "translation": [ 2.1, 0, 0.4 ] } }}}" my hole object gets broken and I have the nasty purble block =(
L3030[18:41:10] <williewillus> not inserting all your code
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L3032[18:41:22] <williewillus> Malrama: pastte the whole thing
L3033[18:41:51] <Malrama> williewillus: http://pastebin.com/QS0afWaB
L3034[18:42:28] <Gorzoid> i am just doing a small asm to do if(mainclass.instance.func()) return;
L3035[18:42:37] <williewillus> good :P
L3036[18:42:43] <williewillus> Malrama: your braces are messed up
L3037[18:42:47] <williewillus> run it through jsonlint
L3038[18:43:34] <williewillus> http://jsonlint.com/ paste it in here and it'll tell you if its valid json or not (or use your ide if it has json support)
L3039[18:43:48] <williewillus> and indent it like a sane person ;)
L3040[18:45:21] <thecodewarrior> I see no close bracket for the "inventory":[{
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L3045[18:50:03] <sciiam> Hi VikeStep
L3046[18:52:38] <killjoy> http://trumpdonald.org/
L3047[18:52:45] <sciiam> Eww
L3048[18:52:51] <killjoy> go to it
L3049[18:52:58] <killjoy> it's a joke website
L3050[18:53:03] <williewillus> lol
L3051[18:53:11] <sciiam> ok.. you scared me for a second
L3052[18:53:43] <killjoy> evvery time you toot the horn, trump gets a vote
L3053[18:53:55] <sciiam> loll
L3054[18:53:58] <sciiam> oh no!
L3055[18:54:07] <killjoy> 45M have already voted!
L3056[18:54:44] <Malrama> gigaherz: do you have that problem with your .obj?
L3057[18:54:56] <Malrama> That the texure is not centerd in the gui?
L3058[18:55:22] <VikeStep> hello sciiam
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L3060[18:57:19] <williewillus> Malrama: does the "transform" not work?
L3061[18:57:23] <williewillus> you had mismatched braces
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L3064[19:01:04] <Malrama> williewillus: I am to stupid to find where! =(
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L3066[19:01:13] <williewillus> indent the darned lines
L3067[19:01:15] <williewillus> and youll see where..
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L3069[19:01:43] <williewillus> go to jsonlint.com
L3070[19:01:46] <williewillus> paste your json inside
L3071[19:01:49] <williewillus> click "validate"
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L3073[19:02:30] <Malrama> williewillus: I did
L3074[19:02:42] <williewillus> it shows me exactly where your brace is missing
L3075[19:02:52] <sciiam> VikeStep: did you find any clue in the logs i sent you yesterday?
L3076[19:02:57] <Malrama> "Expecting ',', ']', got '}'" makes no sence
L3077[19:03:00] <williewillus> omg
L3078[19:03:10] <VikeStep> sciiam, sorry, no I didn't
L3079[19:03:11] <williewillus> for every { you need a } for every [ you need a ]
L3080[19:03:13] <williewillus> count them
L3081[19:03:33] <sciiam> ok :( thanks anymway
L3082[19:03:43] <Malrama> got iz :D
L3083[19:03:54] <williewillus> indent your stuff in the future
L3084[19:04:00] <williewillus> and stuff like that should never be a problem
L3085[19:04:04] <sciiam> i tried again flush all config and worlds on both client and server and still not working
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L3087[19:04:23] <sciiam> i guess ill remove that mod until i find the solution
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L3092[19:12:06] <c64cosmin> malrama did it work?
L3093[19:12:38] <Malrama> c64cosmin: yes and now. My json bug got fixed but I still dont understand why my "ball" is out of position. Usually you dont need it
L3094[19:12:43] <Malrama> maybe its blender derp
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L3096[19:12:58] <Malrama> is there a better way to simply greate a sphere as an .obj?
L3097[19:13:00] <c64cosmin> but you said it's centered in blender
L3098[19:13:09] <Malrama> Blender is pretty overloaded
L3099[19:13:11] <Malrama> yes it is
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L3101[19:13:18] <Malrama> but why is it out of position?
L3102[19:13:22] <c64cosmin> can you send me a scrshot of blender?
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L3104[19:14:07] <sciiam> killjoy: thanks for the laugh
L3105[19:14:12] <sciiam> bye guys, seeya
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L3107[19:15:29] <Malrama> c64cosmin: http://postimg.org/image/n9or02rjp/full/
L3108[19:15:36] <Malrama> need something special?
L3109[19:15:51] <c64cosmin> doesn't look like
L3110[19:16:04] <c64cosmin> if you modifify the xyz values in the gui transform
L3111[19:16:08] <c64cosmin> does it do any difference?
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L3114[19:17:19] <Malrama> c64cosmin: it does make a diffrent but I dont want to hack!
L3115[19:17:26] <Malrama> c64cosmin: does my blender look fine?
L3116[19:17:31] <c64cosmin> yep
L3117[19:17:33] <williewillus> Malrama: that's not a hack.....
L3118[19:17:39] <williewillus> that is what you are supposed to use it for
L3119[19:17:53] <Malrama> williewillus: but when you change your gui scale, it changes too?
L3120[19:18:09] <Malrama> or will it stay there no matter who is using it?
L3121[19:18:12] <c64cosmin> scale should make it bigger or smaller
L3122[19:18:16] <c64cosmin> 1 being the same
L3123[19:18:19] <williewillus> ????
L3124[19:18:21] <c64cosmin> 0.5 is half and so on
L3125[19:18:24] <williewillus> what are you *talking* about...
L3126[19:18:30] <williewillus> json transforms are ALL relative
L3127[19:18:42] <williewillus> and autoscaled by MC for you
L3128[19:18:52] <williewillus> if they werent we would have huge problems
L3129[19:19:14] <c64cosmin> ^ 3.1415 harder to make a mod if not relative
L3130[19:19:49] <c64cosmin> that is why your object is around the inventory (it's relative to the GUI cell that it should be drawn into)
L3131[19:19:55] <Malrama> c64cosmin: well, [ 2.1 , 0, 0.4] is completly wrong
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L3133[19:20:01] <williewillus> then mess with it
L3134[19:20:03] <williewillus> until it's right
L3135[19:20:07] <c64cosmin> it was a guess, fiddle with the number
L3136[19:20:09] <c64cosmin> put 2.2
L3137[19:20:10] <Malrama> do I have to go every 0.1 step until it fits?
L3138[19:20:12] <c64cosmin> does it go left
L3139[19:20:14] <c64cosmin> right
L3140[19:20:19] <Malrama> I have to restart minecraft allways! :O
L3141[19:20:20] <c64cosmin> put 0.5 does it go up down
L3142[19:20:23] <c64cosmin> no no
L3143[19:20:28] <Malrama> minecraft takes ages to start
L3144[19:20:29] <c64cosmin> just refresh your resource packs
L3145[19:20:36] <Malrama> how?
L3146[19:20:37] <williewillus> no you don't
L3147[19:20:40] <williewillus> run in debug mode
L3148[19:20:48] <williewillus> then hit f3+t
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L3150[19:20:56] <c64cosmin> f3+t?
L3151[19:21:14] <Malrama> how to run in debug with ecplise?
L3152[19:21:24] <c64cosmin> you have your run button(the play arrow)
L3153[19:21:26] <c64cosmin> left to that
L3154[19:21:30] <c64cosmin> there is one with a bug on it
L3155[19:21:42] <williewillus> yes run that, change your json and save it
L3156[19:21:49] <williewillus> then hit f3+t in game and the json will reload
L3157[19:21:55] <Malrama> ok greate
L3158[19:21:57] <c64cosmin> williewillus what does f3+t do?
L3159[19:22:36] <williewillus> reloads the resources..?
L3160[19:22:43] <c64cosmin> ok
L3161[19:23:20] <williewillus> eclipse will automatically export the new json when you save it in debug mode, but you have to tell mc "hey it changed, reload from disk"
L3162[19:23:32] <shadekiller666> fry|sleep, you around?
L3163[19:23:36] <c64cosmin> (I'm as good as a beginner when it comes to MC modding, but having good experience with OpenGL and gamedev in general, lets me help the people here, feels nice)
L3164[19:23:42] <williewillus> probably not
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L3166[19:23:47] <williewillus> :P
L3167[19:24:30] <shadekiller666> williewillus, i really wish there was a way to get minecraft to only reload one resource...
L3168[19:25:00] <c64cosmin> I have two months to make this mod that I'm working on, can't wait the release time to anounce, you guys will love it
L3169[19:25:04] <c64cosmin> it's quite unconventional
L3170[19:25:13] <williewillus> spoiler? :D
L3171[19:25:51] <c64cosmin> let's say it combines one awesome technology and minecraft togheter
L3172[19:26:18] <c64cosmin> for now, I need to keep this secrecy
L3173[19:26:18] <c64cosmin> :)
L3174[19:26:50] <c64cosmin> I will make sure you guys have access to the code
L3175[19:27:03] <c64cosmin> also you guys find out about the mod
L3176[19:27:33] * williewillus doesn't actually have his own content mod
L3177[19:27:40] <williewillus> I want one, but no ideas
L3178[19:28:07] <c64cosmin> it will something that lot of people wanted
L3179[19:28:12] <c64cosmin> it will add something*
L3180[19:28:28] <williewillus> my modded portfolio: { hacky asm coremod, contributor to PE, four 1.8 ports }
L3181[19:28:41] <c64cosmin> it has not that much value as for the game
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L3183[19:28:54] <williewillus> is it some kind of real world bridge?
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L3185[19:29:26] <c64cosmin> more or less :D
L3186[19:30:31] <c64cosmin> I have this old mod from 2011
L3187[19:30:32] <c64cosmin> http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1276110-1-7-3-kosmync64s-scary-mobs-wip
L3188[19:30:42] <c64cosmin> lol, only the videos from youtube are still online
L3189[19:31:00] <williewillus> rip MCF formatting
L3190[19:31:06] <c64cosmin> hahaha
L3191[19:31:07] <Malrama> I need your help guys! in this .json https://justpaste.it/r89s I have to add ""transform": "forge:default-item"" but where?
L3192[19:31:26] <williewillus> 1. why do you have a 0 translation
L3193[19:31:30] <williewillus> 2. in "defaults"
L3194[19:31:50] <c64cosmin> that forge:default-item might change something
L3195[19:31:56] <williewillus> it won't
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L3197[19:32:01] <williewillus> that only applies to 3rd person
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L3208[19:38:42] <c64cosmin> now I'm working on getting everything prepared, so I can start adding logic behind the cubes
L3209[19:38:53] <c64cosmin> until then, I'm fiddling with the API until it works
L3210[19:39:06] <c64cosmin> (like all other opensource programmer)
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L3214[19:45:48] <VikeStep> williewillus, I'm like you, my modding consists of things which requires no textures, and my most popular mod is an ASM thing to change how vanilla works
L3215[19:45:57] <VikeStep> I fear the day I have to make my own texrtures
L3216[19:46:03] <williewillus> lol
L3217[19:46:31] <c64cosmin> haha
L3218[19:46:54] <VikeStep> I'm also partly to blame for why some people may be using ASM more often. Back a year ago, the only resource was a single MCF thread and it wasn't that helpful
L3219[19:46:58] <VikeStep> I made a video tutorial
L3220[19:47:21] <VikeStep> in fact, my video is on the front page of google if you search "ASM Bytecode"
L3221[19:47:28] <williewillus> :P
L3222[19:47:49] <c64cosmin> good to know that
L3223[19:47:49] <Malrama> is that .json even correct the way I did it?
L3224[19:47:50] <Malrama> https://justpaste.it/r8a6
L3225[19:48:02] <Malrama> I messed something again (not syntax!)
L3226[19:48:04] <williewillus> not really, ASM has a very narrow use case
L3227[19:48:06] <c64cosmin> fortunately for me I don't need to change the original game
L3228[19:48:18] <williewillus> Malrama: you have two definitions of inventory...
L3229[19:48:21] <williewillus> that's not how json works
L3230[19:48:39] <tterrag> gigaherz: you still around?
L3231[19:48:40] <VikeStep> the only reason you'd use ASM is if you wanted to insert a hook on an unsupported mc version
L3232[19:48:41] <Malrama> but I need ""transform": "forge:default-item"
L3233[19:48:45] <VikeStep> that no longer accepts PRs
L3234[19:48:47] <williewillus> Malrama: put it in defaults
L3235[19:48:49] <williewillus> like I told you to
L3236[19:48:58] <VikeStep> well, there are other reasons, but there are alternatives for those other reasons
L3237[19:49:11] <Malrama> otherwise the item is renderd on the shoulder of the person when hold in hand
L3238[19:49:16] <c64cosmin> liek this
L3239[19:49:16] <gigaherz> tterrag: yeah
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L3241[19:49:25] <Malrama> williewillus: in default, it has no effect
L3242[19:49:34] <williewillus> ah
L3243[19:49:42] <gigaherz> although I havea job interview tomorrow morning, so I can't stay for long ;P
L3244[19:49:46] <tterrag> gigaherz: https://gist.github.com/tterrag1098/d013780e7d9c3d0f8a06#file-quad-java-L149
L3245[19:49:47] <williewillus> the inventory variant overrides fully the default
L3246[19:49:49] <williewillus> hold on
L3247[19:49:50] <VikeStep> good luck gigaherz!
L3248[19:49:53] <tterrag> I revised to work with quads (and made quad immutable)
L3249[19:49:55] <williewillus> you have to respecify the numbers by hand
L3250[19:49:59] <williewillus> gigaherz: best wishes
L3251[19:50:06] <c64cosmin> https://jpst.it/Fn_I
L3252[19:50:09] <tterrag> however I'm still not quite done (linked to the line where I stopped)
L3253[19:50:17] <VikeStep> I actually got my current job because of my minecraft mods
L3254[19:50:37] <c64cosmin> gigaherz enjoy your interview, and good luck
L3255[19:50:41] <tterrag> what job VikeStep?
L3256[19:50:44] <c64cosmin> VikeStep really, that is super awesome
L3257[19:50:53] <VikeStep> Software Engineer :P
L3258[19:50:55] <williewillus> no, i talk about mods whenever I interview :P
L3259[19:51:00] <Malrama> williewillus: ohhhhhhhhhhhh! I dont get this stupid json files
L3260[19:51:03] <Malrama> ahhhhh
L3261[19:51:08] <williewillus> ?
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L3263[19:51:20] <c64cosmin> they are quite ugly, but they were needed
L3264[19:51:21] <SFSorrow_> Hi.
L3265[19:51:22] <tterrag> VikeStep: working in what? java?
L3266[19:51:25] <VikeStep> C# actually
L3267[19:51:28] <gigaherz> tterrag: next step would be to interpolate the position based on T=(0.5-min)/(max-min)
L3268[19:51:30] <VikeStep> but they are pretty close anyways
L3269[19:51:30] <c64cosmin> say thanks you don't need to use XML, it's uglier
L3270[19:51:46] <c64cosmin> malrama try what I've sent you
L3271[19:51:54] <VikeStep> tterrag, however they saw that I enjoyed the technical stuff with all my ASM business
L3272[19:51:56] <tterrag> gigaherz: wouldn't that be 0 for the "right hand" quad?
L3273[19:51:57] <Malrama> c64cosmin: where?
L3274[19:51:59] <VikeStep> and my role involved some really technical stuff
L3275[19:52:04] <williewillus> c64cosmin: that won't work
L3276[19:52:19] <gigaherz> tterrag: min,max are the ORIGINAL U/V
L3277[19:52:24] <tterrag> ah right
L3278[19:52:25] <tterrag> doi
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L3280[19:53:20] <c64cosmin> williewillus compared with my working jsons
L3281[19:53:23] <tterrag> VikeStep: I've just started C++ dev for college. it's NOT pretty close to java :P
L3282[19:53:33] <tterrag> looks like it on the surface, but god it's so different
L3283[19:53:40] <williewillus> yeah but transform in subtags fully overrides it
L3284[19:53:42] <c64cosmin> tterrag that is the pure power
L3285[19:53:44] <williewillus> I know, Ive run into this
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L3287[19:54:15] <tterrag> I don't feel more powerful with C++
L3288[19:54:17] <tterrag> not yet
L3289[19:54:22] <VikeStep> tterrag, nice, yeah I've not used C++/C before
L3290[19:54:23] <c64cosmin> tterrag been using C++ from about 2009 2010 (started with gamemkaer)
L3291[19:54:23] <tterrag> I feel limited by what feels like clunkiness
L3292[19:54:24] <Malrama> c64cosmin: this is what it looks like when I hold it in my hand O_O http://postimg.org/image/43frwejij/
L3293[19:54:31] <VikeStep> however I'm doing a C course next semester at uni
L3294[19:54:34] <tterrag> but I know it's just me being spoiled by java
L3295[19:54:37] <tterrag> I'll get the hang of it
L3296[19:54:47] <williewillus> Malrama: hold on, I'm putting together an example for you thatll work
L3297[19:54:56] <VikeStep> tterrag, I... kinda prefer C# over Java now after using C# at work for a bit
L3298[19:55:11] <tterrag> gigaherz: wouldn't the math for interpolation be different for each vertex?
L3299[19:55:13] <c64cosmin> C# is way secure than Java when it comes to enterprise
L3300[19:55:19] <williewillus> uh what
L3301[19:55:19] <Malrama> c64cosmin: and this is it in my inventory ( upper left at the apple ) http://postimg.org/image/qgj0mcjd9/
L3302[19:55:28] <Malrama> williewillus: ok ty :D
L3303[19:55:39] <gigaherz> tterrag: not really, the only difference is which vertices you take
L3304[19:55:40] <tterrag> c64cosmin: this is my first lab https://github.com/tterrag1098/COSC320/tree/master/Lab1
L3305[19:55:51] <tterrag> I'm sure it's awful :P
L3306[19:56:11] <tterrag> gigaherz: yeah...and how do I know which ones to take?
L3307[19:56:14] <tterrag> I'm not sure of the order
L3308[19:56:40] <gigaherz> split them by X/Y
L3309[19:56:53] <gigaherz> two of them will have their X < the other two
L3310[19:56:53] <williewillus> Malrama: also next time use a sane paste service http://pastebin.com/UpFp1hZW
L3311[19:56:55] <gigaherz> ;P
L3312[19:57:09] <gigaherz> but really
L3313[19:57:12] <c64cosmin> tterrag looks like nice code to me
L3314[19:57:15] <gigaherz> you should choose them the way you choose the UVs
L3315[19:57:25] <gigaherz> the two with minU are on the left
L3316[19:57:29] <gigaherz> the two with maxU are on the right
L3317[19:57:30] <Malrama> and why dont gigaherz .obj need ""translation": [2.1, 0, 0.4]" ... why do they git without manual ajusting?
L3318[19:57:36] <tterrag> I still don't know the best structure for .h/.cpp
L3319[19:57:38] <Malrama> williewillus: I reached my day limit
L3320[19:57:42] <tterrag> I don't have any .h files for my sorter classes
L3321[19:57:46] <tterrag> and something tells me that's bad form?
L3322[19:57:48] <tterrag> but I have no clue
L3323[19:57:49] <williewillus> day limit for what?
L3324[19:57:50] <tterrag> lol
L3325[19:57:50] <williewillus> 0.o
L3326[19:58:09] <williewillus> Malrama: you will always need to manually adjust with transforms
L3327[19:58:10] <Malrama> williewillus: I can only post 10 pastes a day on pastebin
L3328[19:58:10] <c64cosmin> malrama because you might have a weird looking object
L3329[19:58:12] <shadekiller666> malrama, want to try asking that question again?
L3330[19:58:15] <gigaherz> tterrag: for templates, everything goes on the .h
L3331[19:58:16] <gigaherz> ;P
L3332[19:58:17] <c64cosmin> you always need to put it correcly
L3333[19:58:20] <williewillus> no one's going to automatically align everything
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L3335[19:58:27] <gigaherz> for non-template .cpp
L3336[19:58:30] <gigaherz> youd have a .h with
L3337[19:58:30] <tterrag> gigaherz: I didn't though :P
L3338[19:58:31] <gigaherz> class {
L3339[19:58:32] <gigaherz> ...
L3340[19:58:34] <gigaherz> };
L3341[19:58:37] <gigaherz> and then the .cpp with
L3342[19:58:37] <tterrag> yeah I put the class in the .cpp
L3343[19:58:44] <gigaherz> Class::method() {}
L3344[19:58:47] <tterrag> because I'm a naughty boy
L3345[19:58:50] <c64cosmin> maybe your obj is too small, you use scale to make it bigger
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L3347[19:58:58] <shadekiller666> and for .objs, the position of the model in your modelling software affects how it looks when rendered in game
L3348[19:59:06] <gigaherz> tterrag: yeah and then #included the .cpp
L3349[19:59:08] <gigaherz> which makes me cringe
L3350[19:59:09] <gigaherz> XD
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L3352[19:59:22] <c64cosmin> tterrag, try using different frameworks, I recommend BOOST but before that STL
L3353[19:59:31] <tterrag> gigaherz: ok back to the task at hand, the reason the UVs are easy is because of my encapsulation of them...I have an object which stores the total min/max for the quad
L3354[19:59:41] <tterrag> should I make the same thing for verts?
L3355[19:59:50] <tterrag> c64cosmin: we are banned from using even stl so I think that'll have to wait :P
L3356[19:59:50] <gigaherz> the same code that decides min/max
L3357[19:59:53] <Malrama> shadekiller666: then its blenders fault
L3358[19:59:59] <gigaherz> should keep track of which vertex had those U/Vs
L3359[20:00:01] <tterrag> this is one of those "reimplement all the things!" classes
L3360[20:00:04] <c64cosmin> tterrag the true power of c++ will unveil when you are using kernel calls in your os, our maybe makeing a server, or some driver
L3361[20:00:07] <gigaherz> basically you want to order the vertices as
L3362[20:00:07] <shadekiller666> Malrama, what exactly is the problem?
L3363[20:00:10] <gigaherz> "TL,TR,BL,BR"
L3364[20:00:12] <Malrama> isn't there any easy 3D programm that makes me a ball?
L3365[20:00:13] <gigaherz> well
L3366[20:00:21] <shadekiller666> and you should use gist.github.com instead of pastebin
L3367[20:00:21] <tterrag> Malrama: blender has that
L3368[20:00:23] <c64cosmin> tterrag learn by yourself :D
L3369[20:00:24] <Techfoxis> Does the BlockFlower class require you to implement getBlockType() in Minecraft 1.7?
L3370[20:00:30] <gigaherz> to classify*
L3371[20:00:33] <Malrama> shadekiller666: http://postimg.org/image/43frwejij/ this
L3372[20:00:43] <williewillus> Techfoxis: no idea, in 1.8 just pick one to return
L3373[20:00:47] <Malrama> my "ball" is just broken
L3374[20:00:52] <Malrama> it is an item
L3375[20:00:53] <williewillus> it's not broken...
L3376[20:00:57] <c64cosmin> I'll stop with the offtopic, so we let the guys with questions, can I pm you tterrag?
L3377[20:00:59] <williewillus> it's just transformed strangely
L3378[20:01:03] <gigaherz> first split Left from Right (the two with smallest U, vs the two with largest U)
L3379[20:01:04] <williewillus> so shift it
L3380[20:01:04] <tterrag> sure
L3381[20:01:06] <Techfoxis> Thanks
L3382[20:01:09] <gigaherz> and then split each subgroup into top/bottom
L3383[20:01:34] <Malrama> williewillus: but why. I mean its just a sphere
L3384[20:01:40] <Malrama> nothing special
L3385[20:01:57] <Techfoxis> I was just looking at some Botania code and noticed Vazkii didn't.
L3386[20:01:59] <tterrag> gigaherz: if I abstract the vertices into a similar class to UVs, I could just use the same logic, no?
L3387[20:02:09] <shadekiller666> Malrama, 1: is the sphere centered on (0.5, 0.5, 0.5) in blender? 2: give me the .obj and .mtl and your blockstate json for said sphere
L3388[20:02:10] <williewillus> Techfoxis: didn't what?
L3389[20:02:24] <Malrama> shadekiller666: nope its on 0 0 0
L3390[20:02:28] <shadekiller666> ok
L3391[20:02:33] <shadekiller666> thats your first problem
L3392[20:02:36] <Vazkii> ?
L3393[20:02:37] <gigaherz> tterrag: if you can assume they are axis-aligned, yes
L3394[20:02:48] <gigaherz> but
L3395[20:02:53] <gigaherz> that may not really work for you
L3396[20:03:02] <williewillus> Techfoxis: it's abstract in 1.8 so you have to
L3397[20:03:05] <tterrag> pretty sure this can't work (well, anyways) for non AA quads
L3398[20:03:18] <gigaherz> even for AA
L3399[20:03:24] <gigaherz> you'd then have to "choose" what's left/right
L3400[20:03:26] <gigaherz> based on the face
L3401[20:03:41] <tterrag> ?
L3402[20:03:49] <gigaherz> if you store "minX,maxX" etc
L3403[20:04:02] <gigaherz> the "left" would be minX for south, but maxX for north
L3404[20:04:05] <shadekiller666> the units in your modeling software map to blocks in minecraft, so 0,0,0 is centered on the lowest x/y/z values in the block, but 0.5/0.5/0.5 centers the model in the block space
L3405[20:04:12] <gigaherz> and left would be minZ for east but maxZ for west
L3406[20:04:13] <Techfoxis> Williewillus: Sorry, new to this IRC client didn't mean to msg you.
L3407[20:04:15] <gigaherz> (or the other way around)
L3408[20:04:29] <tterrag> right
L3409[20:04:36] <gigaherz> that's why I said it's easiest if you just classify purely based on U/V
L3410[20:04:52] <tterrag> what if someone inverts their UVs though? it'd be ugly but potentially done
L3411[20:05:01] <gigaherz> hmmm
L3412[20:05:12] <gigaherz> if you want to support that
L3413[20:05:17] <gigaherz> you'd go back to not being certain
L3414[20:05:18] <shadekiller666> tterrag, what is it that you're doing?
L3415[20:05:20] <tterrag> maybe not...lol
L3416[20:05:28] <tterrag> shadekiller666: connected textures on arbitrary models
L3417[20:05:33] <gigaherz> if you want to be the MOST flexible possible
L3418[20:05:44] <shadekiller666> oh good god
L3419[20:05:46] <gigaherz> you'd have to decide on a "facing"
L3420[20:05:56] <gigaherz> and then use a whole bunch of if/else cases
L3421[20:06:14] <Malrama> shadekiller666: I will send you the .obj and mtl and json
L3422[20:06:15] <Malrama> 1 sec
L3423[20:06:26] <Malrama> what service could I use for it?
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L3425[20:06:35] <shadekiller666> gist.github.com
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L3427[20:06:54] <gigaherz> since a block can have ... 12 axis-aligned connectivity planes
L3428[20:07:12] <gigaherz> north, middle facing north, middle facing south, south,
L3429[20:07:19] <gigaherz> east, middle facing east, middle facing west, west,
L3430[20:07:20] <gigaherz> ...
L3431[20:07:56] <tterrag> ok ok...let's ignore the inverted UVs problem for now
L3432[20:08:06] <gigaherz> and you'd need to consider the 6 primary "facings" for division purposes, and all 12 for connectivity purposes
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L3434[20:09:05] <shadekiller666> tterrag, at what level is this meant to operate? do you pull in an IModel and spit out the IBakedModel?
L3435[20:09:13] <Malrama> shadekiller666: can I upload files there?
L3436[20:09:23] <tterrag> shadekiller666: currently going from baked to baked
L3437[20:09:34] <tterrag> however I've abstracted it to the point that I could probably read in an IModel and do the same thing
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L3439[20:09:46] <shadekiller666> Malrama, you can copy-paste into it, make sure you name each file on the page
L3440[20:09:56] <Dakora> hiya, i'm having troubles installing forge. all of the libraries coming from minecraft.net are 403ing
L3441[20:10:01] <shadekiller666> but you can have multiple files on the same page, unlike pastebin
L3442[20:10:08] <gigaherz> Dakora: then it's not really our fault xD
L3443[20:10:21] <tterrag> they likely aren't coming from minecraft.net
L3444[20:10:25] <tterrag> that's just the last repo gradle tries
L3445[20:10:27] <gigaherz> also, yeah
L3446[20:10:33] <gigaherz> Minecraft moved to amazon s3
L3447[20:10:35] <Dakora> oh okay, it does try elsewhere?
L3448[20:10:35] <gigaherz> for maven
L3449[20:10:58] <Malrama> shadekiller666: https://gist.github.com/anonymous/30a4d5c63ee9359da2ca
L3450[20:11:00] <Dakora> i see when i run installServer everytime it goes for libraries.minecraft.net for libs it 403s
L3451[20:11:07] <Dakora> i don't recall that happening last week
L3452[20:11:14] <Malrama> shadekiller666: Please help me to figure out what is wrong! :)
L3453[20:12:01] <williewillus> thats a long ass obj for a sphere :P (though I'm not familiar enough with the format to know what's long or not)
L3454[20:12:02] <c64cosmin> malrama that cannon ball will turn out awesome :D
L3455[20:12:09] <gigaherz> welp
L3456[20:12:13] <Malrama> c64cosmin: hihi
L3457[20:12:14] <gigaherz> time for me to jump into bed
L3458[20:12:18] <gigaherz> night ppl
L3459[20:12:23] <c64cosmin> gigaherz enjoy
L3460[20:12:24] *** gigaherz is now known as ghz|afk
L3461[20:12:25] <williewillus> good luck
L3462[20:12:33] <ghz|afk> thx
L3463[20:12:40] <c64cosmin> williewillus it actually is haha
L3464[20:12:45] <Malrama> ghz|afk: bye :D
L3465[20:12:52] <shadekiller666> hmm
L3466[20:13:06] <Malrama> is it too big?
L3467[20:13:16] <shadekiller666> malrama, update that page with the texture included
L3468[20:13:18] <Malrama> I dont know how huge the object is I creared
L3469[20:13:38] <c64cosmin> malrama, he said the file is huge, not the size of the shape
L3470[20:13:45] <c64cosmin> don't worry though
L3471[20:13:47] <Malrama> c64cosmin: ahh
L3472[20:13:48] <c64cosmin> you're fine
L3473[20:14:07] ⇨ Joins: thecodewarrior (~thecodewa@75-128-36-18.static.mtpk.ca.charter.com)
L3474[20:14:20] <shadekiller666> i think i know what the problem is
L3475[20:14:30] <c64cosmin> I have 10 work related tabs open, ~30 forge related haha
L3476[20:14:44] <shadekiller666> but can't be sure until i see the texture
L3477[20:15:34] <c64cosmin> I really like the atmosphere in this comunity, very helping people
L3478[20:15:46] <Malrama> shadekiller666: How to add the texture there?
L3479[20:15:48] <williewillus> lol
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L3481[20:16:09] <shadekiller666> either put it in another gist, or update that one and add the texture
L3482[20:16:17] <shadekiller666> you can upload those
L3483[20:16:25] <Malrama> how to upload?
L3484[20:16:51] <shadekiller666> uhh
L3485[20:16:56] <shadekiller666> copy paste i think
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L3487[20:18:10] <Malrama> shadekiller666: nope
L3488[20:18:40] <shadekiller666> ok, then throw it on imgur and paste the link
L3489[20:18:50] <shadekiller666> you can copy-pasta to that
L3490[20:19:06] <c64cosmin> drag-drop should also work
L3491[20:19:14] <Malrama> shadekiller666: https://gist.github.com/anonymous/04f004dbcc44bc59e20d
L3492[20:19:22] <Malrama> I postet the link where I uploaded it
L3493[20:19:50] <shadekiller666> yep, i know what the problem is
L3494[20:19:59] <Malrama> tell me :D
L3495[20:20:00] <shadekiller666> your sphere doesn't have a uv mapping
L3496[20:20:05] <GeoDoX> Is there a way to render a custom texture in a creative tab without registering a new Item?
L3497[20:20:17] <williewillus> GeoDoX: where in the tab?
L3498[20:20:22] <GeoDoX> In the icon
L3499[20:20:24] <Malrama> shadekiller666: what is that?
L3500[20:20:31] <williewillus> yeah I think only itemstacks are allowed there
L3501[20:20:42] <c64cosmin> malrama search on google [uv mapping]
L3502[20:20:47] <shadekiller666> so the obj loader just says "ok, i'll use the default uv map" which makes each face have the entire texture applied
L3503[20:20:48] <Malrama> shadekiller666: and how to add that
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L3505[20:21:03] <Malrama> in blender
L3506[20:21:20] <shadekiller666> i don't know how to uv map things in blender
L3507[20:21:24] <c64cosmin> shadekiller666 also note that his object is translated out of the gui and the player hand
L3508[20:21:25] <shadekiller666> i rarely ever use it
L3509[20:21:25] <GeoDoX> Can I render an air block there and render over it?
L3510[20:21:43] <shadekiller666> c64cosmin, that has nothing to do with uvs though
L3511[20:22:04] <GeoDoX> return an itemstack of air and render over it*
L3512[20:22:08] <c64cosmin> shadekiller666 I know, but that is the main visual issue malrama has
L3513[20:22:12] <shadekiller666> that can be solved by A. moving it to 0.5, 0.5, 0.5 in blender, then making up the difference in the json
L3514[20:23:14] <williewillus> GeoDoX: air has no item form
L3515[20:23:27] <c64cosmin> pm me malrama
L3516[20:23:33] <williewillus> putting it in an itemstack will crash
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L3518[20:24:27] <c64cosmin> it's quite late here, but I want your sphere to be just fine
L3519[20:24:28] <c64cosmin> :D
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L3521[20:24:57] <Malrama> well I added a UV map now and changed it to 0.5 0.5 0.5
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L3524[20:25:36] <shadekiller666> ok
L3525[20:25:38] <shadekiller666> and?
L3526[20:26:11] <MattDahEpic> is there an easy way to check if the current tick is an Xth tick or would world.getWorldTime % X == 0 work?
L3527[20:26:49] <c64cosmin> shadekiller666 I will help malrama with the model
L3528[20:26:59] <GeoDoX> What is Side.BUKKIT used for?
L3529[20:27:03] <c64cosmin> but I don't know the specs for the json though
L3530[20:27:19] <tterrag> GeoDoX: that's not a thing
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L3532[20:27:31] <tterrag> MattDahEpic: that would work
L3533[20:27:52] <GeoDoX> tterrag, I didn't think so... I just saw it in a Tutorial and I was like, uhmmm, what is that?
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L3535[20:28:57] <killjoy> I thought all the bukkit code was removed
L3536[20:29:31] <MattDahEpic> tterrag, does getWordTime move if the doDaylightCycle gamerule is false?
L3537[20:31:49] <MattDahEpic> cause i froze my test world time at 6000 with an X of 600 and it just runs it every tick
L3538[20:34:39] <MattDahEpic> but getTotalWorldTime works
L3539[20:35:28] <tterrag> ^
L3540[20:35:33] <tterrag> use total for anything timing based
L3541[20:35:47] <tterrag> why are there no immutable vector classes in MC :(
L3542[20:36:13] <c64cosmin> there must be a clone constructor
L3543[20:36:17] <c64cosmin> for vectors
L3544[20:36:26] <tterrag> oh there is
L3545[20:36:32] <tterrag> but I'd rather not have mutable state in my immutable object
L3546[20:37:02] <c64cosmin> you have any thread?
L3547[20:37:09] <tterrag> HM?
L3548[20:37:12] <tterrag> sorry caps :P
L3549[20:37:42] <c64cosmin> oh...I see why, cause you have a singleton for every object
L3550[20:37:50] <tterrag> huh?
L3551[20:38:08] <c64cosmin> a singleton is an ObjectOriented Programming pattern
L3552[20:38:14] <tterrag> I know what a singleton is
L3553[20:38:21] <tterrag> but I'm nto using any singletons in my code
L3554[20:38:22] <c64cosmin> a signleton is an object which has just and just one instance
L3555[20:40:58] <tterrag> shadekiller666: re: your question earlier https://gist.github.com/tterrag1098/d013780e7d9c3d0f8a06#file-quad-java-L155-L202
L3556[20:41:03] <tterrag> that's how I unpack the baked quad
L3557[20:41:12] <GeoDoX> Can you register an Item Client Side only?
L3558[20:41:29] <tterrag> what
L3559[20:41:29] <tterrag> no
L3560[20:41:31] <tterrag> of course not
L3561[20:41:41] <GeoDoX> I only need to use it for rendering in a creative tab...
L3562[20:41:42] <tterrag> I mean, can you? yes. should you, ever? no
L3563[20:41:59] <tterrag> there's 30k item ids, just use one
L3564[20:41:59] <VikeStep> hmm, my telco is having a nationwide outage
L3565[20:42:05] <VikeStep> idek how that happens
L3566[20:42:05] <tterrag> better yet use a damage value that's unused
L3567[20:42:29] <GeoDoX> tterrag, it needs to be client side.
L3568[20:42:36] <c64cosmin> can you save some string attached to a block?
L3569[20:42:45] <tterrag> GeoDoX: and?
L3570[20:42:47] <c64cosmin> or only the metadata
L3571[20:42:59] <tterrag> c64cosmin: a block? you only get 4 bits of meta
L3572[20:43:13] <c64cosmin> nothing extra?
L3573[20:43:42] <tterrag> not without a TE
L3574[20:43:50] <GeoDoX> tterrag, you're telling me to use an item ID or use a damage value... I'd still need to register it? Which would happen on server side as well..
L3575[20:43:57] <c64cosmin> TE?
L3576[20:44:07] <shadekiller666> tterrag, about flipping uvs, the way that one "flips" a uv is: 1 - u or 1 - v, or both
L3577[20:44:33] <shadekiller666> so if you're unpacking a baked quad, you shouldn't have to worry about it
L3578[20:44:54] <shadekiller666> because it would have been flipped when the data was baked
L3579[20:45:14] <shadekiller666> and are you sure this is the best way to do this? this code looks a bit complex...
L3580[20:46:16] <tterrag> GeoDoX: yes it wo uld
L3581[20:46:18] <tterrag> because as I said
L3582[20:46:22] <tterrag> you should NEVER register items on one side only
L3583[20:46:34] <tterrag> c64cosmin: tile entity
L3584[20:46:36] <tterrag> shadekiller666: you got a better idea?
L3585[20:47:07] <c64cosmin> so the entities can have variable fields attached
L3586[20:47:47] <GeoDoX> tterrag, should never, but when you're only using it for one thing, and one thing ONLY, on one side, and you're supporting vanilla servers, then why other than "you shouldn't" wouldn't I?
L3587[20:48:22] <shadekiller666> GeoDoX, because vanilla won't know to treat it as one side only
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L3589[20:48:40] <tterrag> there's just no reason to
L3590[20:48:44] <tterrag> for all the issues it MIGHT cause
L3591[20:48:51] <shadekiller666> if vanilla ever tried to send a packet with data intended for it, the game would crash
L3592[20:48:52] <GeoDoX> shadekiller666, vanilla wouldn't even know about it?
L3593[20:48:53] <tterrag> use an unused meta value and call it a day
L3594[20:48:57] <shadekiller666> and it wouldn't be a nice crash
L3595[20:49:15] <shadekiller666> if you're registering an item at all, vanilla knows about it
L3596[20:49:37] <GeoDoX> tterrag, I'd still need to register it, would I not?
L3597[20:49:43] <shadekiller666> it has to in order to sync between server and client, and to handle saving and loading the world etc
L3598[20:49:46] <tterrag> only to the modelloader
L3599[20:50:42] <shadekiller666> tterrag, the point of all of this is to shift the uv map from where it is in the BakedQuad to where it needs to be for the connected textures right?
L3600[20:50:57] <tterrag> bit more than that
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L3602[20:51:09] <tterrag> since connected textures requires mapping 4 different quads together
L3603[20:51:16] <GeoDoX> tterrag, how do I do that?
L3604[20:51:21] <tterrag> I've had the UV translation logic working for quite a while
L3605[20:51:30] <tterrag> GeoDoX: ModelLoader.setCustomModelResourceLocation
L3606[20:52:14] <GeoDoX> So I'd still be able to use it for a Tab Icon?
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L3608[20:52:56] <tterrag> why not?
L3609[20:53:15] <GeoDoX> Because it isn't registered in the game?
L3610[20:54:08] <GeoDoX> which meta value would you suggest?
L3611[20:54:36] <tterrag> it doesn't matter?
L3612[20:54:39] <tterrag> I'm confused
L3613[20:54:43] <tterrag> why wouldn't it be registered?
L3614[20:55:07] <shadekiller666> tterrag, i'm just trying to picture in my head what the connected textures between a sphere and a cube would look like
L3615[20:55:13] <tterrag> shadekiller666: are bakedquad positions 0..1 ?
L3616[20:55:22] <tterrag> i.e. normalized
L3617[20:55:36] <tterrag> shadekiller666: sphere won't be supported
L3618[20:55:39] <tterrag> only AA quads allowed
L3619[20:55:45] <shadekiller666> tterrag, "positions" being actual vertex locations? or uv positions?
L3620[20:55:46] <tterrag> for very obvious reasons
L3621[20:55:51] <tterrag> Quad(vertPos=[Vector3f[0.0, 0.0, 1.0], Vector3f[0.0, 0.0, 0.0], Vector3f[1.0, 0.0, 0.0], Vector3f[1.0, 0.0, 1.0]], vertUv=[Vector2f[0.5468799, 0.32813478], Vector2f[0.5468799, 0.34374022], Vector2f[0.5546826, 0.34374022], Vector2f[0.5546826, 0.32813478]])
L3622[20:55:56] <tterrag> that's the unpacked data i get
L3623[20:56:14] <GeoDoX> Because I can't register it on both sides, so I'm not registering it to the Game.
L3624[20:56:21] <tterrag> ?!?!? what
L3625[20:56:34] <tterrag> <tterrag> better yet use a damage value that's unused
L3626[20:56:39] <tterrag> take an EXISTING ITEM
L3627[20:56:50] <tterrag> and use some random damage value of THAT item for your creative tab
L3628[20:56:53] <tterrag> a damage value the user could never get a hold of
L3629[20:57:03] <tterrag> then bam, you have a free item to use for your creative tab that takes no new IDs
L3630[20:58:10] <shadekiller666> tterrag, the uvs should be normalized 0..1, otherwise you get wonkiness with texture application, the vertex locations can be outside of 0..1, but if they are then they are outside of the actual blockspace, the normal position data may or may not actually be normalized
L3631[20:58:42] <tterrag> shadekiller666: that's the raw data
L3632[20:58:45] <tterrag> I normalize the UVs later on
L3633[20:59:14] <shadekiller666> the vertex positions are not guaranteed to be 0..1, no
L3634[20:59:34] <tterrag> well that doesn't really matter
L3635[20:59:36] <tterrag> I was just wondering
L3636[21:00:01] <GeoDoX> tterrag, so how do I pass the Item back with the specified meta in the getTabIconItem?
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L3639[21:01:22] <tterrag> GeoDoX: use the other method
L3640[21:01:24] <tterrag> the one that returns a stack
L3641[21:02:55] <shadekiller666> oh fucking hell... recent changes to main repo changed stuff in OBJModel...
L3642[21:02:56] <GeoDoX> Suppose I use a Nether Star, which meta would you suggest?
L3643[21:04:35] <tterrag> why would you use a vanilla item? use one of your own mod's items
L3644[21:05:14] <GeoDoX> the whole point of this is to NOT REGISTER AN ITEM...
L3645[21:05:22] <tterrag> THEN WHY DO YOU HAVE A CREATIVE TAB
L3646[21:05:23] <tterrag> .-.
L3647[21:05:38] <GeoDoX> Does it matter :P
L3648[21:05:41] <tterrag> yes?
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L3650[21:05:50] <GeoDoX> Alright, it's a favourites tab!
L3651[21:05:59] <tterrag> well
L3652[21:06:05] <tterrag> I see no reason you couldn't use a vanilla item really
L3653[21:06:10] <tterrag> any damage will do
L3654[21:06:10] <GeoDoX> https://bitbucket.org/GeoDoX/favtab/src
L3655[21:06:14] <tterrag> 42? 1337? who cares
L3656[21:06:24] *** Mumfrey is now known as mumfrey
L3657[21:06:26] <GeoDoX> Alright
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L3659[21:08:53] <GeoDoX> !gc ModelResourceLocation
L3660[21:09:06] <GeoDoX> What are the parameters for a ModelResourceLocation?
L3661[21:09:52] <c64cosmin> MultiModel modid:block/modelname.obj is empty (no base model or parts were provided/resolved)
L3662[21:10:00] <c64cosmin> did anyone enounter this?
L3663[21:10:05] <GeoDoX> !gf ModelResourceLocation.p_i46079_1_
L3664[21:10:07] <c64cosmin> I'm trying to help malrama
L3665[21:10:41] <c64cosmin> also I get this one
L3666[21:10:59] <tterrag> GeoDoX: it's the same as a ResourceLocation, but it contains a variant name for the model
L3667[21:11:10] <c64cosmin> Unable to load block model: 'modid:block/basicCannonball.obj' for variant: modid:ball#inventory': java.io.FileNotFoundException: modid:models/block/basicCannonball.obj.json
L3668[21:11:12] <GeoDoX> bspkrs, Did you get to releasing that tool for looking up Mappings?
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L3670[21:14:28] <GeoDoX> tterrag, does it matter what the variant is called?
L3671[21:14:57] <shadekiller666> not sure how much you guys can help me, considering you don't know much about the custom model loader system, but i'm trying to figure out how to get this to stop forgetting about TRSRTransformations that may be included in the IBS when OBJProperty is present: https://github.com/shadekiller666/MinecraftForge/blob/OBJ_Loader/src/main/java/net/minecraftforge/client/model/obj/OBJModel.java#L1629-L1645
L3672[21:15:37] <shadekiller666> c64, the MultiModel error is caused by the FNE
L3673[21:15:52] <shadekiller666> and look at the file path that its trying to find
L3674[21:17:29] <shadekiller666> thats usually caused by pointing to the wrong thing in either your blockstate json or ModelLoader.setCustomModelResourceLocation()
L3675[21:20:00] <Malrama> how should a .json look like when you use a .obj for item textures shadekiller666? or is this something very individual?
L3676[21:20:16] <tterrag> GeoDoX: not really?
L3677[21:20:37] <GeoDoX> tterrag, do I have to reference that name anywhere in the model?
L3678[21:20:39] <shadekiller666> malrama, pretty much the same way it should for a block
L3679[21:20:58] <Malrama> shadekiller666: well mine is extremly messed up.
L3680[21:21:18] <shadekiller666> (blockstates are stored by the game relative to the item so they're a bit weird)
L3681[21:21:24] <shadekiller666> lemme see
L3682[21:21:30] <Malrama> shadekiller666: http://imgur.com/a/KkTvs http://imgur.com/a/Fr3p5 http://imgur.com/a/KkTvs
L3683[21:21:34] <Malrama> any ideas?
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L3685[21:22:25] <Malrama> shadekiller666: my .json https://gist.github.com/anonymous/d74f650d72204239a162
L3686[21:22:26] <shadekiller666> is the model centered on 0.5, 0.5, 0.5 in blender?
L3687[21:22:41] <Malrama> yes sir
L3688[21:23:01] <shadekiller666> hmm
L3689[21:23:07] <tterrag> GeoDoX: of course
L3690[21:23:10] <Malrama> or is that a forge bug?
L3691[21:23:26] <Malrama> because noone else has that problem with .obj files
L3692[21:23:26] <shadekiller666> no, this isn't forge's fault
L3693[21:23:41] <shadekiller666> yes they do...
L3694[21:23:50] <Malrama> ghz|afk .obj are all fine
L3695[21:24:03] <shadekiller666> try setting "transform" to "forge:default-block" and see what happens
L3696[21:24:19] <shadekiller666> thats because he's set them up to be
L3697[21:24:28] <shadekiller666> these things aren't set in stone
L3698[21:24:46] <shadekiller666> theres a reason ItemCameraTransforms are a thing :P
L3699[21:25:19] <shadekiller666> setting them up is one of the most fidely things in modding
L3700[21:25:40] <Malrama> shadekiller666: "forge:default-block" fixed the "not heald in hand" thing
L3701[21:25:45] <Malrama> but not the gui thing
L3702[21:25:50] <GeoDoX> Would you have to check the meta value in the model?
L3703[21:25:55] <shadekiller666> if "forge:default-block" doesn't render how you want, you'll probably have to set the translate rotate and scale values yourself
L3704[21:26:29] <shadekiller666> malrama, move the "transform" block into "defaults"
L3705[21:26:45] <tterrag> GeoDoX: no
L3706[21:27:01] <Malrama> uhhhh how?
L3707[21:27:22] <Malrama> I always mess up when editing .json files. They are a pain
L3708[21:27:24] <shadekiller666> put "transform": {} in the "defaults" block in your json...
L3709[21:27:41] <shadekiller666> so you have "model": "...",
L3710[21:27:49] <shadekiller666> "transform": {...},
L3711[21:27:57] <shadekiller666> "custom": {...}
L3712[21:28:12] <Malrama> ???
L3713[21:28:14] <Malrama> dont get it
L3714[21:28:15] <shadekiller666> ...
L3715[21:28:17] <Malrama> can you post it xD
L3716[21:28:19] <tterrag> shadekiller666: http://puu.sh/n17cQ.jpg
L3717[21:28:20] <Malrama> ? ^^
L3718[21:28:20] <tterrag> it's perfect
L3719[21:28:28] <shadekiller666> lol
L3720[21:29:51] <GeoDoX> tterrag, do I have to use the unlocalizedName of the item I use for the model file name?
L3721[21:30:11] <tterrag> the registry name'
L3722[21:30:17] <tterrag> actually no
L3723[21:30:18] <shadekiller666> malrama: https://gist.github.com/shadekiller666/9719663b702007075634
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L3725[21:30:20] <tterrag> that's what the MRL is for
L3726[21:30:55] <Malrama> shadekiller666: that broke it and made a purple pink block ;)
L3727[21:31:07] <Malrama> xD
L3728[21:31:15] <shadekiller666> ...
L3729[21:31:27] <shadekiller666> any errors?
L3730[21:32:02] <Malrama> you forgott a ","
L3731[21:32:04] <Malrama> anyway
L3732[21:32:09] <Malrama> its changed nothing xD
L3733[21:32:16] <Malrama> still unscaled in gui
L3734[21:32:44] <shadekiller666> ok, then you'll have to set the translate rotate and scale values yourself
L3735[21:33:07] <tterrag> shadekiller666: I think it's my rebaking code that's horribly messed up
L3736[21:33:20] <tterrag> http://puu.sh/n17tL.txt
L3737[21:33:22] <tterrag> what's wrong with that?
L3738[21:34:51] <shadekiller666> tterrag, try making the line in "for (Vector2f v : vertUv) {" pass "new float[] {v.x, v.y, 0, 1}"
L3739[21:35:08] <tterrag> uhh
L3740[21:35:10] <tterrag> why?
L3741[21:35:50] <shadekiller666> well, might not make a difference
L3742[21:36:06] <shadekiller666> either way, your uv winding order is wrong
L3743[21:36:18] <tterrag> it is?
L3744[21:36:19] <tterrag> why?
L3745[21:36:24] <shadekiller666> unless you're wildly changing the vertex positions
L3746[21:36:46] <GeoDoX> So would I still have to register the an ItemRenderer to this?
L3747[21:36:48] <tterrag> yes, I've rotated the vertices to start at the minimum UV
L3748[21:37:05] <shadekiller666> why?
L3749[21:37:21] <shadekiller666> why move the vertices at all?
L3750[21:37:31] <tterrag> because I need to match them up to split it
L3751[21:37:40] <shadekiller666> ?
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L3753[21:39:28] *** willieaway is now known as williewillus
L3754[21:39:55] <tterrag> it makes the math earlier on easier
L3755[21:41:37] <shadekiller666> ok
L3756[21:42:16] <shadekiller666> but if you don't bake those positions back together correctly, you get that
L3757[21:42:46] <shadekiller666> btw, the winding order of the actual vertex positions can be opposite that of the uvs
L3758[21:43:00] <tterrag> the ORDER is the same
L3759[21:43:03] <tterrag> the starting vertex is different
L3760[21:43:08] <tterrag> why does that matter?
L3761[21:44:08] <shadekiller666> your rotation makes vertex[0] get paired up with uv[0] right?
L3762[21:44:37] <shadekiller666> like the lowest-valued vertex position with the lowest valued uv?
L3763[21:44:41] <tterrag> ye
L3764[21:45:06] <GeoDoX> tterrag, I have a model called itemStar.json inside "assets/favtab/models/" and its saying "Model definition for location favtab:models/itemStar.json#itemStar not found", here's my model file http://hastebin.com/donozipale.json
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L3766[21:45:46] <williewillus> use the "inventory" variant
L3767[21:45:48] <williewillus> not "itemStar"
L3768[21:46:00] <shadekiller666> ok, then if your winding orders are different, that rotation would end up flipping the vertex positions
L3769[21:46:01] <williewillus> new ModelResourceLocation("favtab:itemStar", "inventory")
L3770[21:46:21] <shadekiller666> (flipping 1 of the uv axis reverses winding order)
L3771[21:46:44] <GeoDoX> williewillus, how do I set the texture using "inventory" then?
L3772[21:46:59] <williewillus> wat
L3773[21:47:12] <williewillus> you just need the json and setCustomModelResourceLocation
L3774[21:47:17] <GeoDoX> I'm setting the Items texture in the json.
L3775[21:47:19] <shadekiller666> GeoDoX, "textures": {"all": "<texture here>"}
L3776[21:47:26] <williewillus> ^
L3777[21:47:30] <williewillus> except it's layer0 for items
L3778[21:47:40] <shadekiller666> does he need the #
L3779[21:47:41] <shadekiller666> ?
L3780[21:47:45] <williewillus> nah
L3781[21:47:52] <GeoDoX> So don't do anything with the variants?
L3782[21:47:58] <williewillus> show your json
L3783[21:48:01] <tterrag> shadekiller666: again, the order is the same
L3784[21:48:13] <GeoDoX> I did
L3785[21:48:59] <williewillus> yeah don't have variants
L3786[21:49:03] <williewillus> it's a model json not a blockstate
L3787[21:49:11] <williewillus> copy "textures" to the upper level
L3788[21:49:17] <Malrama> shadekiller666: How to get a texture to a .obj now? I have UV Mapping now
L3789[21:49:25] <williewillus> and that texture path is probably wrong
L3790[21:49:38] <Malrama> via .mlt?
L3791[21:49:43] <Malrama> .mtl
L3792[21:49:46] <shadekiller666> malrama, thats what the "map_Kx" line in your .mtl is for
L3793[21:49:53] <williewillus> "modid:foo/bar" will resolve to "assets/modid/textures/foo/bar" (note that textures is prepended for you)
L3794[21:49:55] <shadekiller666> x being one of a, d, or s
L3795[21:50:31] <GeoDoX> williewillus, still saying Model definition for location favtab:models/itemStar.json#inventory not found"
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L3797[21:50:56] <williewillus> show the cde where you do setCustomModelResourceLocation
L3798[21:50:58] <williewillus> *code
L3799[21:51:01] <shadekiller666> Malrama, as long as your .obj then has "usemtl <name of material>" before any "f" lines that are supposed to use the texture, it will be applied for you
L3800[21:51:11] <williewillus> Im pretty sure youre giving it the wrong path
L3801[21:51:15] <GeoDoX> ModelLoader.setCustomModelResourceLocation(Items.nether_star, STAR_META, new ModelResourceLocation(new ResourceLocation(MOD_ID, "models/itemStar.json"), "inventory"));
L3802[21:51:22] <williewillus> uhhhh
L3803[21:51:28] <williewillus> why are you overriding the model for a vanilla item
L3804[21:51:29] <c64cosmin> bye guys
L3805[21:51:30] <williewillus> ?
L3806[21:51:31] <c64cosmin> seeya
L3807[21:51:34] <Malrama> shadekiller666: does not work with http://pastebin.com/5YPFM0ZU =/
L3808[21:51:39] <GeoDoX> williewillus, ask tterrag.
L3809[21:51:43] <Malrama> why?
L3810[21:51:53] <williewillus> and why at runtime of all things
L3811[21:52:12] <Malrama> shadekiller666: also, is it "map_Kx" or "map_Kd"? O_O
L3812[21:52:20] <williewillus> anyways, the path is wrong. MC adds "models/" for you so it should just be modid, itemStar
L3813[21:52:21] <williewillus> no .json
L3814[21:52:24] <shadekiller666> tterrag, what is that model supposed to look like
L3815[21:52:30] <tterrag> a cube :P
L3816[21:52:32] <shadekiller666> malrama, "map_Kd"
L3817[21:52:38] <shadekiller666> the x was a placeholder
L3818[21:52:39] <GeoDoX> I need a new Item without actually having an item, it's only used for a creative tab icon
L3819[21:53:00] <shadekiller666> valid keys are "map_Ka", "map_Kd", and "map_Ks", you only need one
L3820[21:53:06] <shadekiller666> and should only have one
L3821[21:54:01] <williewillus> GeoDoX: that's going to override the vanilla texture...
L3822[21:54:24] <Malrama> shadekiller666: "newmtl None" is that ok?
L3823[21:54:27] <GeoDoX> williewillus, which is why I was trying to use a variant...
L3824[21:54:30] <Malrama> or was does that mean in .mtl?
L3825[21:54:34] <williewillus> that's not how it works
L3826[21:54:39] <williewillus> vanilla items are special cased
L3827[21:54:48] <williewillus> also, variants don't exist in model jsons
L3828[21:54:55] <williewillus> variants are defined in blokcstate jsons
L3829[21:55:15] <shadekiller666> malrama, "newmtl" is the command that tells the obj loader to make a new material, the word following it is the name of that material
L3830[21:55:31] <GeoDoX> Well, then I'll explain to you what I'm trying to do
L3831[21:55:34] <shadekiller666> the obj loader doesn't care what that name is
L3832[21:55:37] <williewillus> I know what you're trying to do :P
L3833[21:55:39] <shadekiller666> so long as its there
L3834[21:55:44] <williewillus> I'm jus tnot sure if vanilla will like that
L3835[21:55:55] <Malrama> shadekiller666: but my .mtl is not working anymore :(
L3836[21:56:17] <shadekiller666> and so long as any "usemtl" lines in your .obj point to materials that are defined in your .mtl you should be fine
L3837[21:56:29] <Malrama> shadekiller666: http://pastebin.com/5YPFM0ZU
L3838[21:56:32] <Malrama> where to add?
L3839[21:56:43] <shadekiller666> malrama, remove every thing from the .mtl except for the "newmtl" line and the "map_Kd" line
L3840[21:56:48] <GeoDoX> How do I render a custom texture to a creative tab, WITHOUT registering a new item? (Unless its Client ONLY, which I know you shouldn't do)
L3841[21:56:59] <Malrama> shadekiller666: I did
L3842[21:57:01] <shadekiller666> oh
L3843[21:57:16] <williewillus> you have to use an itemstack
L3844[21:57:16] <shadekiller666> where the "s" line is, replace that with "usemtl None"
L3845[21:57:26] <williewillus> i guess you could intercept and try to guess where your tab is
L3846[21:57:39] <shadekiller666> "s" is not a supported command in the obj loader, so its useless to have it in the .obj file
L3847[21:57:43] <williewillus> but then there's the question of rendering an invisible item (of which vanilla has none)
L3848[21:58:08] <GeoDoX> williewillus, I was thinking about that but I can't because you can't render air, which is what I was going to do to render nothing...
L3849[21:58:30] <williewillus> render an item and then render your icon on top of it? :P
L3850[21:58:36] <williewillus> idk an item that would provide a good background
L3851[21:58:47] <GeoDoX> williewillus, uhm... I'd rather not...
L3852[21:58:54] <williewillus> well there's not really another way
L3853[21:59:03] <shadekiller666> williewillus, what happens if you pass null from the method that gets the itemstack for the tab?
L3854[21:59:03] <GeoDoX> There should be xD
L3855[21:59:09] <williewillus> it crashes
L3856[21:59:12] <williewillus> I almost guarantee
L3857[21:59:13] <williewillus> lemme check
L3858[21:59:30] <shadekiller666> or an empty itemstack
L3859[21:59:53] <GeoDoX> shadekiller666, I think you still need to pass an item...
L3860[21:59:56] <williewillus> huh it actually nullchecks it
L3861[22:00:00] <williewillus> try returning null
L3862[22:00:03] <williewillus> it shouldn't crash
L3863[22:00:20] <shadekiller666> if neither of those works, you could try giving the item a model that has no vertices
L3864[22:00:22] <Malrama> shadekiller666: deleting the s-line and adding "usemtl None" broke it
L3865[22:00:32] <GeoDoX> crashes
L3866[22:00:38] <shadekiller666> malrama what?
L3867[22:00:48] <shadekiller666> wtf are you doing?
L3868[22:01:00] <williewillus> and you are returning null from getIconItemStack?
L3869[22:01:00] <shadekiller666> these are problems i've never had with the obj loader :P
L3870[22:01:16] <GeoDoX> shadekiller666, I can't have a custom item...
L3871[22:01:34] <Malrama> shadekiller666: " Exception loading model ash:block/basicCannonball.obj with loader net.minecraftforge.client.model.obj.OBJLoader@1f02ce3, skipping
L3872[22:01:34] <Malrama> java.lang.NullPointerException"
L3873[22:01:34] <williewillus> how does it crash?
L3874[22:01:45] <williewillus> Malrama: full log on a proper paste site :P
L3875[22:01:51] <tterrag> shadekiller666: did you give up on me? :P
L3876[22:01:52] <shadekiller666> GeoDoX, you're already giving an existing item a new model for a different metadata aren't you?
L3877[22:02:01] <Malrama> williewillus: dare you! :P
L3878[22:02:04] <Malrama> hihi
L3879[22:02:18] <GeoDoX> shadekiller666, well, a new model json... but yes
L3880[22:02:48] <GeoDoX> williewillus, that does work
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L3882[22:03:00] <GeoDoX> I wasn't returning null from getIconItemStack
L3883[22:03:48] <Malrama> shadekiller666: my .obj now looks like this https://gist.github.com/anonymous/d74f650d72204239a162
L3884[22:03:54] <Malrama> is the even correct?
L3885[22:04:10] <shadekiller666> GeoDoX, if you can somehow trick that model json into building a model with no vertices, you'd get an invisible item render
L3886[22:04:46] <Malrama> williewillus: https://gist.github.com/anonymous/1f71078bbe09f0ed3b1b
L3887[22:04:47] <shadekiller666> malrama, that looks fine, and thats your blockstate json, not your .obj
L3888[22:05:07] <GeoDoX> shadekiller666, I returned null on both getIconItem and getIconItemStack and it's rendering nothing now
L3889[22:05:18] <Malrama> shadekiller666: https://gist.github.com/anonymous/83c0b05d182b834f718b
L3890[22:05:21] <Malrama> sorry ^^
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L3892[22:06:44] <shadekiller666> looks fine, whats it rendering like?
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L3895[22:07:17] <Malrama> shadekiller666: renders like default "missing texture" with this error: https://gist.github.com/anonymous/83c0b05d182b834f718b
L3896[22:07:22] <Malrama> https://gist.github.com/anonymous/1f71078bbe09f0ed3b1b
L3897[22:07:27] <Malrama> sorry the 2nd link
L3898[22:07:38] <williewillus> GeoDoX: CreativeTabs has ways to get the position of the tab in the menu
L3899[22:07:48] <williewillus> and then you can hook into guicreativemenu some way to render an icon? idk
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L3901[22:08:16] <shadekiller666> O.O
L3902[22:09:03] <Malrama> shadekiller666: is that fine?
L3903[22:09:08] <Malrama> https://gist.github.com/anonymous/8174a67d1bde960d08ef
L3904[22:09:29] <shadekiller666> yep
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L3907[22:10:56] <Malrama> shadekiller666: why not working? =(
L3908[22:11:41] <shadekiller666> thats a good question
L3909[22:12:45] <Malrama> shadekiller666: .json ok? https://gist.github.com/anonymous/1c523f308ed5df0be355
L3910[22:13:26] <shadekiller666> hmm
L3911[22:14:09] <shadekiller666> json looks fine
L3912[22:14:33] <shadekiller666> the NPE in the crash log points to a }
L3913[22:15:16] <Malrama> a]?
L3914[22:15:19] <Malrama> a}?
L3915[22:16:25] <shadekiller666> its a useless crash log
L3916[22:17:18] <shadekiller666> that NPE got thrown, then the model loader caught it, printed the stacktrace, and substituted the missing model
L3917[22:17:32] <shadekiller666> not exactly sure why it did so
L3918[22:17:44] <shadekiller666> try changing the name of the material to "none"
L3919[22:17:49] <shadekiller666> instead of "None"
L3920[22:18:14] <shadekiller666> and make sure all of the resource locations point to the correct files and that all of the files are in the correct places
L3921[22:18:34] <Malrama> shadekiller666: found the issue
L3922[22:18:42] <Malrama> shadekiller666: "mtllib basicCannonball.mtl" was missing ;)
L3923[22:18:49] <shadekiller666> ...
L3924[22:18:57] <Malrama> xD
L3925[22:20:44] <Malrama> shadekiller666: my .obj is nearly perfect now. Fits in the gui etc.
L3926[22:20:50] <Malrama> But one thing is still wrong
L3927[22:21:08] <Malrama> in the players hand, it a bit to high
L3928[22:21:26] <Malrama> it is not "in his hand" its "above his hand"
L3929[22:22:44] <williewillus> add another transform
L3930[22:22:46] <williewillus> firstperson
L3931[22:22:52] <Malrama> what parameter is for "scale to players hand"?
L3932[22:23:08] <shadekiller666> there is no "scale to players hand"
L3933[22:23:22] <Malrama> is it firstperson?
L3934[22:23:32] <shadekiller666> depends
L3935[22:23:42] <williewillus> do what you did for thirdperson, just for firstperson
L3936[22:23:45] <williewillus> and change the numbers around
L3937[22:23:46] <shadekiller666> are you talking about first person or third person
L3938[22:23:47] <williewillus> till it looks right
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L3941[22:27:49] <Malrama> williewillus: is it x,y,z?
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L3943[22:28:22] <williewillus> it's the exact same way you did thirdperson
L3944[22:28:30] <williewillus> except instead of "thirdperson" put "firstperson"
L3945[22:30:21] <williewillus> general question - the tessellator still accepts non-quad rendering modes right?
L3946[22:30:41] <shadekiller666> should
L3947[22:30:54] <williewillus> this code no longer does anything in 1.8 and idk why https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/client/core/helper/RenderHelper.java#L142-L194
L3948[22:31:50] <williewillus> wait, why are my colors 0
L3949[22:31:52] <williewillus> did I do that
L3950[22:31:53] <williewillus> xP
L3951[22:33:03] <williewillus> welp theres the issue
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L3953[22:34:02] <Malrama> williewillus: so can I add "transform": "forge:default-block", and "firstperson": to default
L3954[22:34:05] <Malrama> ?
L3955[22:34:11] <williewillus> wat
L3956[22:34:19] <williewillus> no, do *exactly* what you did for thirdperson
L3957[22:34:24] <williewillus> except say firstperson
L3958[22:34:27] <williewillus> and change the numbers
L3959[22:34:44] <Malrama> williewillus: I did nothing for thirdperson
L3960[22:34:45] <Malrama> https://gist.github.com/anonymous/cba8502e31d82e6d4c61
L3961[22:34:46] <shadekiller666> willie, all he's done is "forge:default-block"
L3962[22:34:57] <Malrama> can I do it this way?
L3963[22:35:01] <williewillus> uhh that's not where you put transform
L3964[22:35:12] <Malrama> or do I have to add firstperson to default?
L3965[22:35:15] <williewillus> put it inside inventory's [{ <here> }]
L3966[22:35:16] <shadekiller666> willie, it can be
L3967[22:35:28] <williewillus> shadekiller666: look again, it's a variant right now..
L3968[22:35:49] <shadekiller666> ?
L3969[22:35:53] <shadekiller666> i don't see an issue
L3970[22:35:56] <Malrama> so "inventory" -> "transform" -> "firstperson"?
L3971[22:36:01] <williewillus> yes
L3972[22:36:05] <shadekiller666> oh
L3973[22:36:07] <shadekiller666> yes
L3974[22:36:11] <williewillus> shadekiller666: "transform" is being specified in variants lol
L3975[22:36:13] <shadekiller666> do that
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L3978[22:42:29] <tterrag> shadekiller666: if I immediately feed the rebaked quad back into my "un" baker, I get this
L3979[22:42:30] <tterrag> Quad(vertPos=[Vector3f[0.49803922, 0.49803922, 0.49803922], Vector3f[0.0, 0.0, 0.0], Vector3f[0.5, 0.0, 0.0], Vector3f[0.5, 0.0, 0.0]], vertUv=[Vector2f[0.0, 0.0], Vector2f[0.0, 0.0], Vector2f[0.0, 0.0], Vector2f[0.0, 0.0]])
L3980[22:42:35] <tterrag> so just the first vertex is garbage
L3981[22:42:37] <tterrag> I'm lost :/
L3982[22:42:50] <tterrag> actually it's all garbage
L3983[22:42:52] <tterrag> the last 2 are the same
L3984[22:42:54] <tterrag> that's wrong
L3985[22:42:55] <tterrag> :/
L3986[22:43:05] <tterrag> UVs are nonexistent as well
L3987[22:43:09] <shadekiller666> well
L3988[22:43:24] <shadekiller666> the last 2 vertices can be the same if the face is a tri
L3989[22:43:39] <shadekiller666> thats what the obj and b3d loaders do to handle tris
L3990[22:43:47] <shadekiller666> they duplicate the last vertex
L3991[22:43:54] <tterrag> there's no tris here
L3992[22:44:00] <tterrag> it should be an 0.5x0.5 quad
L3993[22:44:05] <shadekiller666> ok
L3994[22:44:19] <shadekiller666> also, why are all 4 uvs 0,0?
L3995[22:44:56] <tterrag> beats me
L3996[22:45:19] <tterrag> it went in like this Quad(vertPos=[Vector3f[0.0, 0.0, 1.0], Vector3f[0.0, 0.0, 0.0], Vector3f[0.5, 0.0, 0.0], Vector3f[0.5, 0.0, 1.0]], vertUv=[Vector2f[0.5, 0.0], Vector2f[0.5, 1.0], Vector2f[1.0, 1.0], Vector2f[1.0, 0.0]])
L3997[22:45:34] <tterrag> (yes I know those UVs are normalized and shouldn't be, but I'll fix that later)
L3998[22:45:36] <williewillus> still can't figure out why my particles get culled 128 blocks away :/
L3999[22:45:52] <williewillus> i think mc isn't even calling the entity render func
L4000[22:45:58] <shadekiller666> williewillus, they're entities
L4001[22:46:08] <shadekiller666> entities don't render past 128
L4002[22:46:11] <williewillus> yeah but they didn't get culled in 1.7 :P
L4003[22:46:24] <shadekiller666> ya well
L4004[22:46:30] <williewillus> how can I increase that extent?
L4005[22:46:34] <shadekiller666> idk
L4006[22:46:42] <shadekiller666> never looked into entity culling
L4007[22:47:45] <williewillus> also particles are special entities that aren't drawn using Render objects
L4008[22:47:53] <williewillus> the EffectRenderer manages them directly
L4009[22:48:38] <shadekiller666> tterrag, those input values look fine
L4010[22:48:52] <shadekiller666> something is seriously broken with your unbaker though
L4011[22:49:17] <williewillus> another thing is, these particles don't even render in the normal particle render call, that call just queues them up to be rendered later (renderworldlastevent)
L4012[22:50:09] <tterrag> shadekiller666: the unbaking is fine
L4013[22:50:19] <tterrag> the rebaking is broke
L4014[22:50:44] <shadekiller666> ok
L4015[22:53:19] <Malrama> hmm as soon as I add firstperson in my .json, my model gets totaly broken -.-
L4016[22:53:23] <Malrama> I hate .jsons!
L4017[22:54:16] <Malrama> Everything is in a nice scale. Its just a bit off from the hand. But when I add firstperson, all explodes and nothing is in shape anymore
L4018[22:55:30] <williewillus> jsonlint
L4019[22:55:35] <williewillus> and then pastebin it
L4020[22:55:57] <williewillus> validate that it's not user error (hint: it probably is) before blaming the system :D
L4021[22:56:11] ⇦ Quits: Hgrebnednav (~Hgrebnedn@d8D872D48.access.telenet.be) (Ping timeout: 198 seconds)
L4022[22:57:47] <williewillus> hmm it seems the WR just...doesn't draw it?
L4023[22:57:57] <williewillus> perhaps some gl state?
L4024[23:02:33] <Malrama> williewillus: this breaks all https://gist.github.com/anonymous/e7dd45a1d2faa029bcb1
L4025[23:02:47] <Malrama> thridperson is also broken
L4026[23:02:54] <Malrama> even if I did nothing with it
L4027[23:03:07] ⇦ Quits: Mraof (~mraof@pool-74-110-222-32.rcmdva.fios.verizon.net) (Ping timeout: 194 seconds)
L4028[23:03:18] <Malrama> and even when I set it to [0,0,0] firstperson is broken it
L4029[23:03:20] <Malrama> too
L4030[23:03:33] <Malrama> the model gets extremly huge. In first and thrid person
L4031[23:05:20] <williewillus> because you removed the thirdperson case...
L4032[23:05:29] <Malrama> williewillus: I never had one
L4033[23:05:35] <Malrama> or do I have to have one?
L4034[23:05:48] <williewillus> you probably do now
L4035[23:05:56] <williewillus> the firstperson overrides the default-block completely
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L4037[23:07:31] <Malrama> what is the value of "default-block"?
L4038[23:07:36] <Malrama> So I can use it.
L4039[23:07:44] <Malrama> because in third person, this was awesome
L4040[23:09:04] <williewillus> look in ForgeBlockStateV1
L4041[23:10:57] <williewillus> http://pastebin.com/Bd6wNuJQ the first vector is translation, second rotation, third is scale
L4042[23:13:31] ⇨ Joins: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de)
L4043[23:15:15] <shadekiller666> (they also match the values for vanilla
L4044[23:15:19] <shadekiller666> )
L4045[23:21:08] <Cazzar> Ahh, Ubisoft games; https://i.imgur.com/RVXZjpo.gifv
L4046[23:22:53] <williewillus> shadekiller666: the translations are / 16 in trsr though
L4047[23:22:56] <williewillus> i don't know why
L4048[23:23:04] <williewillus> vs vanilla model jsons
L4049[23:23:33] <shadekiller666> youd have to ask fry
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L4053[23:28:14] <bspkrs> GeoDoX, I have not "released" it, but the code is all checked in on github
L4054[23:28:15] <Malrama> williewillus: where did you get that info from?
L4055[23:28:31] <williewillus> the forge source code
L4056[23:28:45] <Malrama> what class?
L4057[23:28:51] <williewillus> ctrl+shift+t -> type ForgeBlockStateV1 -> ctrl+f "default-block"
L4058[23:29:05] <williewillus> i think its ctrl shift t in eclipse anyhow :P
L4059[23:29:11] <williewillus> in idea its ctrl n
L4060[23:29:52] <bspkrs> GeoDoX, basically if you pull it and set it up as a project in eclispe/whatever, you should be able to run it
L4061[23:31:13] <bspkrs> i can provide limited help in doing that if you need it
L4062[23:32:35] ⇦ Quits: thecodewarrior (~thecodewa@75-128-36-18.static.mtpk.ca.charter.com) (Quit: Leaving...)
L4063[23:34:12] ⇦ Quits: Malrama (~quassel@ip-176-199-134-233.hsi06.unitymediagroup.de) (Ping timeout: 198 seconds)
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L4065[23:34:49] <Malrama> crash xD
L4066[23:36:57] <williewillus> what does the log say / paste json
L4067[23:37:24] <Malrama> well, I dont get it to that
L4068[23:37:26] <Malrama> 1 sec
L4069[23:37:40] <shadekiller666> what does the log say?! da da da da da da da
L4070[23:37:40] ⇦ Quits: McJty (~jorrit@94-225-203-206.access.telenet.be) (Quit: Leaving)
L4071[23:38:14] <shadekiller666> read that in a singing voice
L4072[23:41:07] *** williewillus is now known as willieaway
L4073[23:41:38] <tterrag> fry|sleep: wake up D:
L4074[23:42:01] ⇦ Quits: Doty1154 (~Doty1154@2601:648:8002:c1a1:6586:b8ac:7764:8c46) (Quit: Leaving)
L4075[23:42:13] <killjoy> fry|sleep, why don't you put on a little makeup?
L4076[23:42:52] <xaero> ♪ you wanted to! ♫
L4077[23:43:13] <shadekiller666> why'd you put the keys up on the table?
L4078[23:43:37] <killjoy> I don't think you trust in my self-righteous suicide
L4079[23:44:31] <tterrag> well no one else can help me with this it seems :(
L4080[23:45:05] ⇨ Joins: MoxieGrrl (~MoxieGrrl@173-23-172-139.client.mchsi.com)
L4081[23:45:11] <shadekiller666> tterrag, i'd have to step through it to see what was happening
L4082[23:45:44] <shadekiller666> killjoy, I cry when angels deserve to die
L4083[23:47:18] <tterrag> shadekiller666: https://github.com/Chisel-Team/Chisel/tree/1.8/model-ctm
L4084[23:47:20] <tterrag> go for it :P
L4085[23:47:57] <shadekiller666> i will tomorroe
L4086[23:47:59] <shadekiller666> tomorrow
L4087[23:48:52] <tterrag> well
L4088[23:48:57] <tterrag> by then fry will have helped me :P
L4089[23:49:10] <shadekiller666> :/
L4090[23:49:13] <shadekiller666> sorry
L4091[23:49:29] <shadekiller666> he'll prob know what the issue is anyway :P
L4092[23:49:51] ⇦ Quits: Malrama (~quassel@ip-176-199-134-233.hsi06.unitymediagroup.de) (Remote host closed the connection)
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