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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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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
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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. :)
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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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
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
:-)
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
L241[05:14:35]
⇨ Joins: c64cosmin (c64cosmin@89.46.161.178)
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)
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
L257[05:17:53] ⇦
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Quit)
L258[05:18:09]
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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
L268[05:22:47]
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L270[05:24:33] ⇦
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L271[05:25:24] <masa> PitchBright: what's
up?
L272[05:25:33] <PitchBright> 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"
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
L296[05:30:23]
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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
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
L337[05:41:46] <unascribed> I just
installed a mod that disables FOV changes, and now I realize just
how slow sprinting really is...
L338[05:41:55]
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L339[05:46:48]
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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
L352[05:58:15] ⇦
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Szernex_!~Szernex@178-189-231-246.adsl.highway.telekom.at)))
L353[05:58:18]
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L354[06:00:29] ***
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L355[06:03:20] ***
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L356[06:05:13] ***
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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] ***
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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
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]
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L388[06:12:40] ⇦
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(Quit: Leaving.)
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
L397[06:13:38] ***
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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.
L416[06:18:25] <Cazzar> Here's one play of
him: once it uploads.
L418[06:18:36] <unascribed> ftfy
L419[06:18:49] <Cazzar> ^ a lot better
than giant
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]
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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] ⇦
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L439[06:25:41]
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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 :)
L447[06:29:17] <PitchBright> beauty
L448[06:29:18] <PitchBright> thanks
L449[06:32:51]
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L451[06:36:29] <McJty> unascribed, any
idea how I would do that?
L452[06:36:32] ⇦
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L453[06:38:43] ***
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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
L459[06:43:02] <masa> well the other works
too for me
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
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
L477[06:46:05]
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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.
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
L532[06:56:52]
⇨ Joins: asie (~asie@asie.pl)
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)
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
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
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
L573[07:03:46] ⇦
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L574[07:04:13]
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L575[07:04:23] <McJty> Seems right
L576[07:05:03] ***
PaleoCrafter is now known as PaleOff
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?
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
L610[07:13:50] ⇦
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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?
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
L632[07:19:01] ***
PaleOff is now known as PaleoCrafter
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
L638[07:20:01] ***
PaleoCrafter is now known as PaleOff
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
L656[07:26:56] ***
Darkhax is now known as Darkhax_AFK
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
L668[07:30:16]
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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
L691[07:32:36] ⇦
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L692[07:32:39] <Keridos> still on
1.7.10
L693[07:32:43] <McJty> ah
L694[07:32:49]
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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
L711[07:40:25]
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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
L719[07:41:58] ⇦
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L721[07:44:20] <Keridos> ah so you have a
random seed per chunk?
L722[07:44:30] ⇦
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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
L728[07:46:33] ***
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L729[07:47:03] *** V
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L730[07:48:07] <gigaherz> ah yes
L731[07:48:19] <gigaherz> worldgen random
needs to be predictable
L732[07:50:54] ⇦
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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
L737[07:55:08] ***
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L738[07:55:22] *** V
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L745[08:18:37] <Delenas> Boredom level:
Creation of a dynamic multi-tool function loading and switching
system. Whee.
L746[08:19:27]
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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
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
L761[08:21:07] <gigaherz> but yeah
L762[08:21:14] <Pennyw95> Thank you
:)
L763[08:21:15]
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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?
L775[08:29:35] ***
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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?
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?
L842[09:15:55] ***
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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.)
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?
L899[09:25:23] ***
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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
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
L941[09:35:00]
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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
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?
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
L973[09:41:27] ***
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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
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
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
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
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
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.
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]
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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
L1140[10:10:44]
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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
L1150[10:12:36]
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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"
L1158[10:14:23]
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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
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.
L1189[10:18:46]
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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
L1295[10:37:10]
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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
L1309[10:38:28] ***
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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
L1334[10:44:52]
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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
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
L1383[11:03:40]
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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
L1413[11:36:41]
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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
L1440[11:42:57]
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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
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
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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
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?
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
L1520[11:57:36] <tterrag> Keridos: could
you link your current code?
L1521[11:57:45]
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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
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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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
L1574[12:27:37]
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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
L1587[12:28:38]
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and Out!)
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
L1591[12:29:06]
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L1592[12:29:07] *
masa mumbles something reminding I hate renderin gbecause I suck at
it
L1593[12:29:20]
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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
L1614[12:33:21]
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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
L1627[12:35:25]
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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...
L1643[12:37:29]
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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"?
L1651[12:40:23] <masa> that is the code
atm
L1652[12:41:35] <tterrag> I'm confused,
those aren't transparent at all
L1653[12:41:36]
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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
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
L1662[12:43:13] ***
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L1663[12:43:13]
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L1664[12:43:14]
MineBot sets mode: +v on mezz_
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.
L1669[12:44:33]
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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
L1674[12:44:52]
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L1675[12:44:52]
MineBot sets mode: +v on mezz__
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
L1681[12:45:21]
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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*
L1686[12:45:57]
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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?
L1693[12:46:50]
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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
L1700[12:47:45]
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L1701[12:48:06] <tterrag|away> better
than nothing
L1702[12:48:19]
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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
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
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
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
L1739[12:53:45]
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L1740[12:53:49]
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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 :>
L1747[12:55:35]
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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
L1757[12:57:04]
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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
L1770[12:59:18] <Lordmau5> the glass in
the back is not rendering at all. But it fixes itself in the next
frame
L1772[13:00:04] <Lordmau5> is it
implementing IFacade?
L1773[13:00:04]
⇨ Joins: agowa338
(~Thunderbi@p549188E8.dip0.t-ipconnect.de)
L1774[13:00:08] <williewillus> oh, no
:P
L1775[13:00:10] <Lordmau5> the
BlockPlatform
L1776[13:00:11] <Lordmau5> :)
L1778[13:05:42] ***
SomeGuyInATree is now known as SomeGuyOnTheGround
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
L1794[13:10:14] ***
Mine|dreamland is now known as minecreatr
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
L1820[13:15:10]
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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*
L1827[13:20:52]
⇨ Joins: willies952002
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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/
L1829[13:27:15]
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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
L1836[13:31:07]
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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
L1844[13:40:06]
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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
L1849[13:42:14]
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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
L1856[13:45:03] ***
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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
L1864[13:47:36]
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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
L1871[13:52:21]
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L1872[13:52:25] <Lordmau5> the
minecraftforum topic includes them
L1874[13:53:10] ***
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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
L1877[13:54:05]
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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
L1892[14:09:08]
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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
L1900[14:13:26]
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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
L1907[14:15:00] ***
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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?
L1912[14:18:12]
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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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L1927[14:25:47] <masa> thanks :)
L1928[14:25:56] <PaleoCrafter> you're
welcome
L1929[14:26:39]
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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
L1945[14:43:21] ***
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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
L1949[14:45:21]
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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
L1957[14:49:44]
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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]
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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
L1993[14:56:44]
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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
L2022[15:02:52]
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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?
L2029[15:04:39]
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(Leaving))
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.
L2045[15:17:09]
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(~head@host86-168-195-1.range86-168.btcentralplus.com)
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
L2066[15:20:30] ***
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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
L2089[15:26:12]
⇦ Parts: willies952002 (~willies95@irc.domnian.com)
(Leaving))
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
L2098[15:28:41]
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(Quit: ZNC 1.6.2 - http://znc.in)
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)
L2111[15:31:10] ***
kroeser is now known as kroeser|away
L2113[15:32:20] <Curle> rip
L2114[15:32:26] <Curle> total rip,
dude
L2116[15:32:42]
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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?
L2122[15:34:26]
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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?
L2129[15:35:49]
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(Quit: Leaving)
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
L2138[15:36:26]
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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
L2145[15:37:18]
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L2146[15:37:25]
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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
L2159[15:41:18]
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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
L2163[15:41:36]
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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
L2174[15:42:22] <PaleoCrafter> also known
as HSB or HSV xD
L2175[15:43:04]
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L2176[15:43:34]
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L2177[15:43:39] <Curle> rip del
L2178[15:43:44]
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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
L2185[15:45:27]
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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
L2195[15:47:59]
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L2196[15:48:01] <Pennyw95> that's
bad...it needs to change based on the te's crafting
L2197[15:48:40]
⇦ Parts: Krrast_
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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
L2202[15:54:45]
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L2203[15:54:56]
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L2204[16:00:12] ***
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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
L2209[16:03:59]
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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
L2242[16:10:30]
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L2243[16:10:31] <Malrama> I did.
L2244[16:10:41]
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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
L2270[16:17:51]
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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
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?
L2281[16:21:46]
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L2282[16:21:50] <PaleoCrafter> no, just
change the blend func early on
L2283[16:22:29] ***
bilde2910 is now known as bilde2910|away
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
L2288[16:24:56]
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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
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
L2302[16:27:26]
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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..
L2305[16:27:48]
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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
L2316[16:31:13]
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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?
L2319[16:31:34]
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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
L2330[16:37:40]
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L2331[16:37:44] <c64cosmin> and I get an
error
L2332[16:37:59]
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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);
L2341[16:40:53]
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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
L2357[16:42:37]
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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
L2367[16:47:43]
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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
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
L2381[16:50:51]
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L2382[16:50:58] <c64cosmin> so just the
ModelLoader is used
L2383[16:51:04] <gigaherz> yup
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
L2388[16:51:48] <gigaherz> since I
learned that you can have items with variants in the blockstate --
even for non-block items
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
L2404[16:53:20]
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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
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
L2422[16:54:36]
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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 :/
L2449[16:57:37]
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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
L2482[17:01:15]
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next hill, wonders unfold before us; all we have to do is want it
enough.)
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
L2492[17:02:21]
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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
L2521[17:05:39]
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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)
L2525[17:06:42]
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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)
L2534[17:07:58]
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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
L2541[17:08:43] <gigaherz> XD
L2542[17:08:47] <tterrag> hmm
L2543[17:08:51] ***
amadornes is now known as amadornes[OFF]
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
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] ***
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L2582[17:13:02] <gigaherz> AHA!
L2583[17:13:09]
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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
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
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
L2637[17:20:23]
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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?
L2644[17:21:28] ***
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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
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
L2661[17:24:23]
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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
L2664[17:24:43]
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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
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
L2679[17:30:06]
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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> :/
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
L2691[17:32:40]
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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
L2701[17:34:26] ***
K-4U|Off is now known as K-4U
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
L2710[17:35:44]
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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);"
L2722[17:39:58]
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L2725[17:42:17] <Malrama> without the
last "?"
L2726[17:42:27]
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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
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! :(
L2739[17:45:30] ***
MrKickkiller is now known as MrKick|Away
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
L2754[17:47:10] <c64cosmin> this is my
JSON
L2755[17:47:11] <c64cosmin> I gen
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
L2763[17:47:51]
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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?
L2767[17:48:23]
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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?
L2784[17:50:15]
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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
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
L2805[17:53:08]
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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
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
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
L2858[18:02:50]
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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
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
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
L2921[18:11:06]
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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
L2924[18:11:20]
⇨ Joins: Naiten (Naiten@77.34.19.111)
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.
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
L2956[18:19:12] <c64cosmin> more or less
I feel the same
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?
L2961[18:19:51]
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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
L2974[18:21:21]
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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
L2994[18:24:23]
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L2995[18:24:28] <c64cosmin> hope it help,
hope I was clear :)
L2996[18:24:42]
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L2997[18:24:50] <c64cosmin> then export
again
L2998[18:24:59] <Malrama> c64cosmin: I
try
L2999[18:25:48] ***
Abrar|gone is now known as AbrarSyed
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
L3015[18:36:18]
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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
L3020[18:38:57]
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L3021[18:39:37] <Gorzoid> sadly there is
no list saying Opcode x goes to InsnNode y
L3022[18:40:37]
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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
L3032[18:41:22] <williewillus> Malrama:
pastte the whole thing
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":[{
L3041[18:45:49]
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L3045[18:50:03] <sciiam> Hi
VikeStep
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
L3059[18:55:32]
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L3060[18:57:19] <williewillus> Malrama:
does the "transform" not work?
L3061[18:57:23] <williewillus> you had
mismatched braces
L3062[18:59:04] ***
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L3064[19:01:04] <Malrama> williewillus: I
am to stupid to find where! =(
L3065[19:01:09]
⇨ Joins: armctec (~Thunderbi@186.204.128.141)
L3066[19:01:13] <williewillus> indent the
darned lines
L3067[19:01:15] <williewillus> and youll
see where..
L3068[19:01:18]
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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"
L3072[19:02:24]
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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
L3086[19:04:22] ***
Kolatra is now known as Tyler
L3087[19:04:23] <sciiam> i guess ill
remove that mod until i find the solution
L3088[19:04:26]
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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
L3095[19:12:44]
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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
L3100[19:13:14]
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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?
L3103[19:13:50]
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L3104[19:14:07] <sciiam> killjoy: thanks
for the laugh
L3105[19:14:12] <sciiam> bye guys,
seeya
L3106[19:14:31]
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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?
L3112[19:16:29]
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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
L3132[19:19:57]
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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
L3149[19:20:53]
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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
L3165[19:23:47]
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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
L3182[19:28:44]
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L3183[19:28:54] <williewillus> is it some
kind of real world bridge?
L3184[19:29:21]
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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
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
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
L3196[19:32:00] ***
K-4U is now known as K-4U|Off
L3197[19:32:01] <williewillus> that only
applies to 3rd person
L3198[19:32:05]
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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?
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
L3240[19:49:25]
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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
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
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> ?
L3262[19:51:16]
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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
L3279[19:52:53]
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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
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
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
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
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*
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?
L3424[20:06:33]
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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
L3433[20:08:39]
⇨ Joins: Dakora
(~dbaer@S010604a1519de12b.lb.shawcable.net)
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
L3438[20:09:43]
⇨ Joins: Doty1154
(~Doty1154@2601:648:8002:c1a1:6586:b8ac:7764:8c46)
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
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
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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
L3480[20:16:09]
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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
L3486[20:17:35]
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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
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
L3504[20:21:03] ***
mezz__ is now known as mezz
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
L3517[20:24:03]
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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
L3520[20:24:43] ***
williewillus is now known as willieaway
L3521[20:24:57] <Malrama> well I added a
UV map now and changed it to 0.5 0.5 0.5
L3522[20:25:11] ***
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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
L3531[20:27:27]
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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?
L3534[20:28:21]
⇨ Joins: keybounce
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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
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
L3588[20:48:36]
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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
L3601[20:51:07]
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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?
L3607[20:52:26]
⇨ Joins: AbsentThirdEye
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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?
L3637[21:00:05] ***
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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?
L3649[21:05:42]
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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
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
L3658[21:08:43] ***
minecreatr is now known as Mine|away
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?
L3669[21:12:32]
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L3670[21:14:28] <GeoDoX> tterrag, does it
matter what the variant is called?
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
L3683[21:21:34] <Malrama> any
ideas?
L3684[21:21:52]
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(~Techfoxis@pool-74-110-119-59.nrflva.fios.verizon.net) (Quit:
Leaving)
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
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
L3724[21:30:19]
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(~sinkiller@nc-67-232-14-71.dhcp.embarqhsd.net) (Quit:
またね)
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
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> ?
L3752[21:37:49]
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()
L3753[21:39:28] ***
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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
L3765[21:45:43] ***
Mine|away is now known as minecreatr
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"
L3796[21:50:50]
⇨ Joins: xampp
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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
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
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
L3881[22:02:57]
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L3882[22:03:00] <GeoDoX> I wasn't
returning null from getIconItemStack
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
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
L3890[22:05:21] <Malrama> sorry ^^
L3891[22:06:41]
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L3892[22:06:44] <shadekiller666> looks
fine, whats it rendering like?
L3893[22:06:46]
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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
L3900[22:07:52]
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L3901[22:08:16] <shadekiller666>
O.O
L3902[22:09:03] <Malrama> shadekiller666:
is that fine?
L3904[22:09:29] <shadekiller666>
yep
L3905[22:10:00] ***
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(~Wastl2@f052087113.adsl.alicedsl.de)
L3907[22:10:56] <Malrama> shadekiller666:
why not working? =(
L3908[22:11:41] <shadekiller666> thats a
good question
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
L3939[22:25:11]
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L3941[22:27:49] <Malrama> williewillus:
is it x,y,z?
L3942[22:28:09]
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(Quit: If we wish to explore, if we wish to see what's over the
next hill, wonders unfold before us; all we have to do is want it
enough.)
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
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
L3952[22:33:41]
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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
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
L3976[22:40:25]
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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]
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L4022[22:57:47] <williewillus> hmm it
seems the WR just...doesn't draw it?
L4023[22:57:57] <williewillus> perhaps
some gl state?
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]
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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
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L4043[23:15:15] <shadekiller666> (they
also match the values for vanilla
L4044[23:15:19] <shadekiller666> )
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
L4050[23:23:36]
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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]
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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]
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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]
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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]
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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
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]
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