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L3[00:03:06] <SomeGuyInATree> Afternoon
All.
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L9[00:08:59] <Drullkus> o/ Fry
L10[00:09:34] <Drullkus> I was told to ask
you about using a TESR and IBakedModel in the same block
L11[00:09:55] <fry> render type = 3
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L13[00:10:45] <Drullkus> I'm trying to use
modify this GLSL shader but I have no knowledge of GLSL, and the
guides I've looked thus far are well-obfusicated
L14[00:11:09] <Drullkus> On the TESR
L15[00:14:15] <Drullkus> I was told you
might have a reference or something that you'd be willing to
share?
L16[00:14:47] <fry> what do you need the
shader for?
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L19[00:17:50] <Drullkus> The shader renders
an Ender Starfield, but IIRC it indiscriminately renders a whole
model with the star field -- I would like to use a grayscale image
to mask.
L22[00:19:16] <fry> so, what do you need
the reference for?
L23[00:19:27] <Drullkus> It's not actually
for the chisel mod, it's for a personal mod of mine
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L25[00:23:58] <Drullkus> I'm trying to use
the masking texture to mask the shader based on the grayscale
value, but I do not know enough about shaders
L26[00:24:30] <Drullkus> I understand that
there exists the pipeline, and there's the fragments and vertices
inside that, but I'm mostly clueless beyond that.
L28[00:27:09] <Drullkus> Thanks, I'll have
a look at that :)
L29[00:30:45] <xaero> Drullkus: lol what'd
I tell ya :P
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L31[00:31:41] <tterrag> fry: I'm stumped
here. I have the quads split into four, but now I need to apply a
subsection of a texture to each quad..as if the quad was full in
itself
L32[00:31:46] <tterrag> let me try to
explain a bit better...
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L34[00:32:10] <tterrag> when I split up the
quad, I truncate the UVs of the TL quad to have a max of 0.5
L35[00:32:12] <tterrag> etc
L36[00:32:24] <tterrag> so this means, for
a full face quad, split into 4, each uses a quarter of the
texture
L37[00:32:34] <fry> interpolate
L38[00:32:44] <tterrag> interpolate
how?
L39[00:32:50] <tterrag> based on what, I
mean?
L40[00:32:50] <fry> linearly
L41[00:32:59] <fry> based on original
values
L42[00:33:50] <tterrag> hm...I've lost
those...also how could that be accurate? say the quad was
originally 0.4, 0.4 -> 0.6, 0.6, then I get one that's 0.4, 0.4
-> 0.5, 0.5
L43[00:35:31] <tterrag> I think I need to
normalize based on the quadrant
L44[00:35:35] <tterrag> fry: that seem
right
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L46[00:35:48] <tterrag> so the above would
end up being 0.8,0.8->1, 1
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L48[00:36:07] <tterrag> I have no idea what
quadrant I'm in though...
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L60[00:49:46] <Drullkus> tterrag: You're in
quadrant 5. :D
L61[00:59:25] <Drullkus> fry: You're the
MVP, thanks :D
L62[00:59:32] <Drullkus> I'm actually
understanding stuff
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L64[01:01:06] <tterrag> fry: hey that book
is my textbook this year :P
L65[01:01:13] <tterrag> maybe you'll
finally get to see me read it ;)
L66[01:03:04] <fry> what edition?
L67[01:03:08] <Cazzar> Heh reading
textbooks
L68[01:03:12] <Cazzar> Actually, for that I
would
L69[01:05:30] <tterrag> fry: 4.5
L70[01:05:35] <tterrag> we're learning
modern
L71[01:05:40] <tterrag> are you proud
;D
L72[01:05:48] <fry> then it's not the same
book at all :P
L73[01:05:53] <tterrag> yeah I know
L74[01:06:06] <fry> but yeah, good for
you
L75[01:10:45] <McJty> fry, I was doing this
in a TESR: lidModel = ModelLoaderRegistry.getModel(new
ResourceLocation(ImmersiveCraft.MODID,
"block/chestLid.obj"));
L76[01:10:52] <McJty> But with latest forge
that stopped working
L78[01:11:38] <McJty> Is there a problem
with forge or am I doing things wrong?
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L81[01:12:55] <McJty> Seems the OBJLoader
itself is now failing
L82[01:14:12] <McJty> So in forge 1726 it
is ok but in 1736 it is broken
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L85[01:16:06] <fry> ah, I see
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L88[01:19:20] <McJty> Something that I am
doing wrong or is it a forge bug?
L89[01:19:24] <fry> forge bug
L90[01:19:28] <fry> hang on :P
L91[01:19:31] <McJty> ok thanks
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L93[01:20:26] <fry> there, wait for the
next build
L94[01:20:31] <fry> and try it :P
L95[01:20:44] <McJty> ok I will
L96[01:21:21] <McJty> 1737 seems ready
already. Is that the one?
L97[01:21:31] <Mraof> Hmm
L99[01:22:00] <Mraof> I seem to be having
trouble making armor with a color
L100[01:22:50] <Mraof> Like actually on
the player, the color doesn't seem to get applied
L101[01:22:54] <Mraof> The icon is fine,
though
L103[01:25:26] <Mraof> Am I forgetting
something?
L105[01:26:00] <tterrag> it's so freakin
close
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L108[01:29:12] <tterrag> fry: I need a bit
operation that turns 0<->1 and 2<->3
L109[01:29:16] <tterrag> wait IGNORE ME
lol
L110[01:29:26] <tterrag> that's just ^1
right?
L112[01:29:40] <fry> ah,
bidirectional
L113[01:29:40] <tterrag> er
L114[01:29:42] <tterrag> yeah
L115[01:29:43] <fry> yes, ^1
L116[01:29:58] <tterrag> ok somethin's
wrong here
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L123[01:35:48] <tterrag> no caps
L124[01:35:49] <tterrag> :(
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L130[01:50:25] <tterrag> well I'm beyond
lost
L131[01:50:34] <tterrag> the
"quadrant" calculation is the exact same, and seems to
work fine
L132[01:50:45] <tterrag> but for different
models the textures are scrambled in seemingly random ways
L133[01:51:35] <tterrag> fry: if you could
take a look I'd appreciate it
L136[01:52:03] <tterrag> as for what
quadrant is what, it's CCW starting at lower left
L137[01:52:06] <tterrag> 0, 1, 2, 3
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L139[01:52:40] *
fry is too sick to take in new code right now
L140[01:53:11] *
tterrag gives fry a bucket of milk
L141[01:53:14] <tterrag> there all
better
L142[01:55:30] <tterrag> ghz|afk: if you
could read through I'd appreciate it...I have a horrible feeling
that there's something wrong at the core of the algorithm but I
have no idea what
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L144[01:56:49] <Kolatra> Uh how do I fix
gradle not finding the right JAVA_HOME so I can compile on Java 8?
:P
L145[01:57:06] <tterrag|ZZZzzz> don't keep
old javas on your system
L146[01:57:39] <Kolatra> Sounds fair
enough.
L147[01:57:54] <killjoy> yes.
L148[01:57:57] <killjoy> uninstall java
7
L149[02:00:02] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160210 mappings to Forge Maven.
L150[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160210-1.8.9.zip
(mappings = "snapshot_20160210" in build.gradle).
L151[02:00:16] <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/
L152[02:03:47] <Ordinastie>
tterrag|ZZZzzz, are you trying to interpolate UVs based on the
vertex position in the block ?
L153[02:04:22] <tterrag|ZZZzzz>
Ordinastie: no, based on UVs
L154[02:04:53] <tterrag|ZZZzzz> it's all
UV based, since that's all that matters
L155[02:05:35] <tterrag|ZZZzzz>
Ordinastie: see Quad#divide
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L158[02:05:53] <tterrag|ZZZzzz> this is
completely different
L159[02:06:07] <tterrag|ZZZzzz> I need to
split one quad into 4 (or 2 or 1) to apply connected textures
L160[02:06:35] <tterrag|ZZZzzz> I also
really need to go to bed
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L175[02:50:25] <Wuppy> good lord, skype is
really becomming more of a virus/malware than an actual program
:<
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L182[02:58:17] <killjoy> It's the next
CaH
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L198[03:51:12] <panda_2134> Have anyone
there used the PTM?
L199[03:51:36] <Lordmau5> PTM?
L200[03:51:43] <panda_2134> Is it a useful
way to write coremods?
L201[03:52:12] <McJty> There is no useful
way to make coremods
L202[03:52:15] <panda_2134> Partial
modification loader
L203[03:52:19] <panda_2134> Pml
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L206[03:52:37] <panda_2134> I made a typo
just now xd
L208[03:52:53] <panda_2134> Yep
L209[03:52:59] <Lordmau5> seems dead to
me, tbh
L210[03:53:03] <Lordmau5> not being
updated in a year
L211[03:53:13] <panda_2134> Xd
L212[03:53:41] <Lordmau5> oh wait, the MCF
thread seems to have some update from last month
L213[03:54:00] ***
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L214[03:54:02] <panda_2134> Then I won't
use it
L215[03:54:11] <Lordmau5> "
Installation is easy, but PML is not a mod - don't put it in the
mods folder!"
L216[03:54:21] <panda_2134> since it's
dead
L217[03:54:21] <Lordmau5> screams a loud
"no" into *my* ears :D
L218[03:54:28] <panda_2134> Xd
L219[03:54:39] <panda_2134> It's not only
for Minecraft
L220[03:55:02] <Lordmau5> apparently the
"Seasons Mod" uses it
L221[03:55:12] <Lordmau5> other question:
is it compatible with Forge, though?
L222[03:55:13] <panda_2134> But other
games written in java as well
L223[03:55:19] <panda_2134> Yep
L224[03:55:32] <Lordmau5> reminds me of
the NovaAPI
L225[03:55:35] <Lordmau5> or whatever that
was called
L226[03:55:38] <panda_2134> It's said on
the mcf thread
L227[03:55:43] <amadornes> o/
L228[03:55:53] <Lordmau5> yooo ama
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L230[03:56:15] <Lordmau5> so does this
come packaged with forge?
L231[03:56:16] <panda_2134> Novaapi?
L232[03:56:22] <panda_2134> Idk
L233[03:56:39] <Lordmau5> na, PML
L234[03:57:12] <Lordmau5> doesn'T seem
like it, good :P
L235[03:57:14] <panda_2134> I don't
know... a installer for minecraft is provided,though
L236[03:57:30] <Lordmau5> creator could
have gotten into trouble with Forge otherwise, I assume
L237[03:59:04] <panda_2134> It seems
installing it is easy
L238[03:59:15] <panda_2134> According to
the forum thread
L239[04:00:35] <panda_2134> So maybe not
so much trouble
L240[04:00:46] <panda_2134> I guess
L241[04:02:06] <Lordmau5> depends
L242[04:02:14] <Lordmau5> Like, I
personally haven't used it yet
L243[04:02:20] <Lordmau5> so I wouldn't
know how to work with it :D
L244[04:04:08] <panda_2134> Xd
L245[04:04:16] <panda_2134> I haven't
either
L246[04:05:06] <panda_2134> In fact , i
didn't know it until this afternoon
L247[04:05:15] <panda_2134> :P
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L250[04:16:37] <killjoy> the windows
troubleshooter actually fixed something for once
L251[04:17:02] <killjoy> it set the
network location to private for me
L252[04:18:03] <Lordmau5> nice
L253[04:18:11] <Lordmau5> it helped me
find out DNS issues on my 2nd router yesterday at home
L254[04:18:31] <Lordmau5> when my dad set
it up, he left the DHCP of it activated, whilst actually our main
router (at .1.1) is doing that
L255[04:18:42] ⇦
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L256[04:18:48] <Lordmau5> my router at
.1.6 and that 2nd router at .1.10 aren't supposed to do that
:P
L257[04:18:58] <Lordmau5> I'll fiddle
around with repeating later today again as well
L258[04:23:58] <killjoy> In my windows
class, I'm supposed to write out some steps to do a thing.
L259[04:24:02] <killjoy> I involve the
troubleshooter
L260[04:27:03] <panda_2134> Interesting XD
hahaha
L261[04:27:04] ⇦
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L262[04:27:27] <killjoy> Because who
really knows how to change the network location type?
L263[04:27:50] <Lordmau5> it's a weird
procedure to do it
L264[04:27:58] <Lordmau5> you gotta go
over 10 different paths I think
L265[04:28:13] <killjoy> I had to do it in
a lab, but their network locations were set to public
L267[04:28:35] <Lordmau5> could try that,
you know?
L268[04:28:38] <Lordmau5> one google
result later
L269[04:28:44] <killjoy> this is 8
L270[04:28:59] <Lordmau5> you do realize
you can still open the settings the old way?
L271[04:29:20] <Lordmau5> win + r ->
"control.exe /name
Microsoft.NetworkandSharingCenter"
L272[04:29:39] <killjoy> hm
L273[04:29:44] <Lordmau5> usually, you
should be able to just open it as well
L274[04:29:46] <killjoy> well its too late
now
L275[04:29:49] <Lordmau5> if you search
for the "Network and Sharing Center"
L276[04:29:52] <Lordmau5> *WHATEVER*
L277[04:30:21] <Mossyblog> Win10 is the
same as win7.. so "old way" is same same
L278[04:30:47] <killjoy> I didn't read the
article before responding
L279[04:31:10] <Lordmau5> you didn't read
google before responding?
L280[04:31:28] <Lordmau5> or check*
rather
L281[04:31:33] <killjoy> gui's superficial
anyway
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L291[05:05:48] <amadornes> I'm currently
working on a relocateBlock() method too :P
L292[05:06:38] <fry> why is player
needed?
L293[05:07:11] <amadornes> well... it's
mostly the MOP that's needed, but since getPickBlock() also has a
player I thought I'd throw it in too
L294[05:07:41] <fry> so, any automation
rotating blocks will have to supply FakePlayer?
L295[05:07:48] <amadornes> nope
L296[05:07:57] <amadornes> they'll use
rotateBlock() without the MOP or the player
L297[05:08:10] <amadornes> rotateBlock()
with MOP and EntityPlayer is meant for wrenches
L298[05:08:15] <amadornes> so you can do
things like rotate multiparts
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L301[05:08:59] <fry> so, will there be
blocks that only implement player-sensitive method?
L302[05:09:58] <amadornes> probably
not
L303[05:10:07] <amadornes> most of the
time you'll want to support both
L304[05:10:15] <amadornes> or just the
non-player-sensitive version
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L306[05:10:23] <amadornes> for example,
boq wants graves to be rotated by frames
L307[05:10:26] <amadornes> but not by
wrenches
L308[05:10:48] <amadornes> but some other
blocks may not care if it's a wrench or a frame that's rotating
them
L309[05:13:34] <amadornes> btw, I'm really
happy that BlockEvent.NeighborNotifyEvent is cancellable
L310[05:13:57] <amadornes> that's going to
be really helpful when porting Framez to 1.8.9 :P
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L314[05:21:14] <Javaschreiber> I'm
currently having truble with 1.8 block models. Forge tries to parse
my block model as a vanilla block model, even though I put the
forge marker-thingy in the json. It then fails when it tries to
load my obj.
L315[05:21:29] <Javaschreiber> Does anyone
know how to solve this?
L316[05:21:53] <fry> so, show your
model
L317[05:21:53] <amadornes> have you added
your modid as a valid domain for the OBJ loader?
L318[05:22:10] <Javaschreiber> Yes, I
added my modid to the OBJ-Loader
L319[05:22:40] <Javaschreiber> The error
is: Unable to load block model: 'big_capacitors:block/blockBarrel'
for variant: 'big_capacitors:blockBarrel#normal':
java.lang.IllegalStateException: vanilla model
'net.minecraft.client.renderer.block.model.ModelBlock@5bf3298f'
can't have non-vanilla parent
L320[05:23:10] <amadornes> hmm... then
I'll leave this to fry, because he knows much more about his system
than I do :P
L321[05:23:26] <fry> you have some vanilla
json model
L322[05:23:32] <fry> with a
"parent" clause in it
L324[05:23:46] <Javaschreiber> Should I
use model instead of parent?
L325[05:23:57] <fry> first of all -
yes
L326[05:24:14] <fry> secondly - this is
the blockstate json
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L330[05:24:31] <fry> and, assuming from
the error, you use it as a model json
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L333[05:26:10] <fry>
"forge_marker" only works in the blockstate json
L334[05:26:29] <Javaschreiber> Ok. So how
do I tell forge, my model isn't vanilla?
L335[05:26:40] <fry> use the blockstate
json
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L338[05:27:06] <Javaschreiber> So I define
the model and texture in the blockstate?
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L341[05:27:16] <Javaschreiber>
Thanks.
L342[05:28:00] <amadornes> hmm... fry, is
there a non-hacky way to set a blockstate without adding the
block's TE?
L343[05:28:32] <Javaschreiber> amadornes:
onBlockPlaced?
L344[05:28:49] <amadornes> I mean...
externally
L345[05:28:55] <fry> what?
L346[05:29:01] <amadornes> not from the
block itself
L347[05:29:12] <Javaschreiber> You could
do it with an Item, then onItemUse or similar
L348[05:29:13] <amadornes> calling
World.setBlockState() sets the state and places the TE
L349[05:29:14] <fry>
world.setBlockState?
L351[05:29:29] <fry> how did you do it
before?
L352[05:29:32] <amadornes> I don't want it
to place that TE because I want to TP the old one over
L353[05:29:33] <amadornes> uhh
L354[05:29:38]
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L355[05:29:39] <amadornes> I did some
messy stuff with chunks
L356[05:29:49] <fry> do it again
then
L357[05:30:13] <amadornes> I guess that
works ¯\_(ツ)_/¯
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L359[05:30:49] <Ordinastie> amadornes, you
could simply read write the TE NBT
L360[05:31:01] <amadornes> that's pretty
slow, though
L361[05:31:16] <Ordinastie> and you loose
non savable data
L362[05:31:19] <amadornes> I wanted to
just move the TE from point A to point B :P
L363[05:31:33] <Ordinastie> then you have
to access the TE array directly
L364[05:31:41] <fry> welcome to the cause
of 95% of frame mod bugs
L365[05:32:00] <amadornes> that's why I'm
making this a method that blocks can override, fry :P
L366[05:32:00] <Ordinastie> frames as the
one you tried ?
L367[05:32:25] <amadornes> I want the
least messy solution because I'm hoping to PR this to Forge
L368[05:32:56] <Ordinastie> personally, I
would go with independantly stored and rendered chunk
L369[05:33:53] <Ordinastie> (and probably
fail miserably too, that's possible :p)
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L371[05:37:11] <panda_2134> A silly
question:is there a way to support both ic2 and BuildCraft wrenches
at one step?
L372[05:37:27] <Javaschreiber> Another
question regarding block models: If I move my model and texture
stuff to the blockstates defaults section, what should my Item
model extend?
L373[05:38:41] <amadornes> I think IC2 got
rid of its wrench interface a while ago, panda_2134
L374[05:39:24] <panda_2134> ?
L375[05:39:31] <panda_2134> What?
L376[05:39:42] <panda_2134> Removed the
wrench interface???
L377[05:39:51] <panda_2134> Terrible
L378[05:39:58] <amadornes> I haven't been
able to find it yet
L379[05:40:03] <panda_2134> so
terrible
L380[05:40:21] <amadornes> well...
hopefully this PR I'm working on will help with that :P
L381[05:40:40] <panda_2134> Is its code
conflicted?
L382[05:41:01] <Pennyw95> fry: please can
you help me? I'm struggling with the blending in my tile entity
renderer, because it makes stuff should be
L383[05:41:11] <panda_2134> pr? But ic2 is
not open-source
L384[05:41:15] <Pennyw95> stuff that
shouldn't be, transparent
L385[05:41:19] <amadornes> I know, this is
a PR to Forge :P
L386[05:41:28] <panda_2134> Ah-ha
L387[05:41:29] <Pennyw95> it's like it's
invading other matrixes or something
L388[05:41:33] <amadornes> I'm extending
the functionality of the rotateBlock() method
L389[05:41:50] <amadornes> so that it also
takes in the hit position and the player entity
L390[05:42:03] <amadornes> I don't think
we'll need wrench interfaces from now on :P
L391[05:42:32] <amadornes> that is... if
the PR gets pulled in :P
L392[05:42:36] <panda_2134> Is default
rotateBlock() enough?xd
L393[05:42:53] <amadornes> well... that
one just gives you the position of the block and the side that was
clicked
L394[05:43:01] <amadornes> in most cases
that isn't enough
L395[05:43:03] <panda_2134> I still don't
understand how the wrenches works
L396[05:43:11] <amadornes> like when you
try to use a wrench to rotate a multipart
L397[05:43:13] <panda_2134> Which function
do they call?
L398[05:43:24] <amadornes> well... it
depends...
L399[05:43:26] <panda_2134> Only
rotateBlock?
L400[05:43:33] <panda_2134> Xd
L401[05:43:41] <panda_2134> Or what
else
L402[05:43:50]
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L403[05:43:58] <amadornes> nowadays most
wrenches call a special method and if that fails they resort to
rotateBlock
L404[05:44:12] <amadornes> I'm hoping this
PR will get rid of that special method
L405[05:44:19] <amadornes> so that all
wrenches support all blocks :P
L406[05:44:26] <panda_2134> So do i need
to implement mine?
L407[05:44:45] <amadornes> do it normally
for now
L408[05:44:54] <Lordmau5> > All
wrenches support all blocks
L409[05:44:58] <panda_2134> XD
L410[05:45:03] <Lordmau5> people might
have extra checks for that, you know
L411[05:45:16] <amadornes> what kind of
extra checks, Lordmau5? :P
L412[05:45:29] <Lordmau5> rotateBlock is
implemented where? In the block class?
L413[05:45:34] <amadornes> yeah
L414[05:45:39] <Lordmau5> yup
L415[05:45:48] <Lordmau5> check if the
player's item is a IC2 wrench and only allow THAT on the IC2
blocks
L416[05:45:54] <Lordmau5> that's what I
mean with special checks
L417[05:45:58] <Lordmau5> by default, yes,
it would work with every wrench
L418[05:46:00] <amadornes> oh
L419[05:46:07] <amadornes> that's on the
wrench's end
L420[05:46:25] <amadornes> and it's also
why we're keeping rotateBlock(World, BlockPos, EnumFacing)
L421[05:46:39] <amadornes> apart from
adding rotateBlock(World, BlockPos, EnumFacing, EntityPlayer,
MovingObjectPosition)
L422[05:46:39] <Lordmau5> ah
L423[05:46:49] <amadornes> which is the
wrench-oriented one :P
L424[05:46:56] <Lordmau5> then again, you
could disable the rotateBlock method completely and only let people
wrench using that method
L425[05:47:00] <Lordmau5> as in, FORCE to
use a wrench
L426[05:47:12] <amadornes> possibly,
yes
L427[05:47:16] <amadornes> or do the
complete opposite
L429[05:47:26] <amadornes> like boq wants
to do with his graves
L430[05:47:31] <amadornes> he wants them
to be rotated by frames
L431[05:47:34] <amadornes> but not by
wrenches
L432[05:47:37] <Lordmau5> ye
L433[05:47:38] <amadornes> this would
allow him to do it :P
L434[05:47:42] <panda_2134> Which version
of forge did you make a pr at?
L435[05:47:59] <panda_2134>
amadornes:
L436[05:48:03] <amadornes> I haven't PRed
it yet
L437[05:48:05] <Lordmau5> just bringing up
potential issues that come up with this, since you mentioned that
"every wrench supports every block"
L438[05:48:12] <panda_2134> XD
L439[05:48:12] <Lordmau5> or something
along those lines, I forget things fast sometimes xD
L440[05:48:22] <Lordmau5> > so that all
wrenches support all blocks :P
L441[05:48:22] <amadornes> I'm working on
a relocateBlock() method now :P
L442[05:48:35] <Lordmau5> oh?
L443[05:48:40] <amadornes> so that we can
also have a universal way of moving blocks around
L444[05:49:14] <Cazzar> Including TE?
:P
L445[05:49:17] <Lordmau5> ^
L446[05:49:18] <amadornes> yup
L447[05:49:22] <Lordmau5> nice
L448[05:49:30] <Lordmau5> so that's what
Framez will be using then, right?
L449[05:49:32] <amadornes> it's a method
in the Block
L450[05:49:35] <amadornes> +class
L451[05:49:39] <panda_2134> Great
L452[05:49:45] <Lordmau5> will there be a
postRelocateBlock as well?
L453[05:49:53] <amadornes>
onBlockRelocated, most likely
L454[05:49:57] <Lordmau5> or that,
nice
L455[05:49:57] <panda_2134> So there will
be better vanilla pistons?
L456[05:50:00] <panda_2134> XD
L457[05:50:05] <amadornes> uhh... probably
not xD
L458[05:50:32] <Cazzar> Vanilla will not
change from this, I can assure you
L459[05:50:36] <panda_2134> It's a pity
that pistons cannot push TEs
L460[05:50:48] <Cazzar> Since, Lex will
want to keep vanilla compat.
L461[05:50:56] <amadornes> but that's
going to help frame mods as well as AE (with the spatial IO thingy)
and some other mods
L462[05:51:03] <panda_2134> I'll go and do
my homework
L463[05:51:07] <Cazzar> Especially since a
non-modded client can join some modded servers.
L464[05:51:10] <panda_2134> See you
all
L465[05:51:17] <panda_2134> XD
L466[05:51:18] <amadornes> yup... that's
why we're working on making MCMultiPart not add any blocks unless
there are multiparts registered :P
L467[05:51:23] <amadornes> cya panda
o/
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L469[05:53:06] <Cypher121> will there be
some universal way to make block immovable?
L470[05:53:13] <amadornes> yeah
L471[05:53:30] <amadornes> you can make
canRelocateBlock() return false :P
L472[05:53:36] <Cypher121> nice
L473[05:53:43] <amadornes> also
L474[05:53:56] <amadornes> it passes in a
map of original block positions to destination positions
L475[05:54:04] <amadornes> so you can
check if your entire multiblock is being moved
L476[05:54:10] <amadornes> or whatever
else you want to do there :P
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L478[05:54:49] <Cypher121> yeah, that's a
good idea too, but I was thinking about completely immobile power
sources
L480[05:55:30] <amadornes> that last
argument in setBlockState() is one I added myself
L481[05:55:32] <Cypher121> which some
smartass with blood magic/ae/framez/whatever else can ruin, unless
there are 10000 hooks to prevent that
L482[05:55:35] <amadornes> to prevent the
TE from being placed :P
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L484[05:56:26] <amadornes> by default all
non-TEs, chests and furnaces will be supported
L485[05:56:33] <Lordmau5> just wanted to
say that, okay
L486[05:56:35] <Lordmau5> looks nice
L487[05:56:42] <amadornes> if you want
your TEs to work too, you'll have to override canRelocateBlock()
:P
L488[05:56:51] <Lordmau5> how are you
going to handle the actual trajectory via. framez later on?
L489[05:57:00] <amadornes> yeah
L490[05:57:05] <amadornes> I move the
blocks to a fake world
L491[05:57:07] <amadornes> animate
them
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L493[05:57:12] <amadornes> then plop them
down at the destination
L494[05:57:25] <Lordmau5> ah k
L495[05:57:31] <Lordmau5> make sure you
render them properly in the fake world :p
L496[05:57:34] <Cazzar> Hmm, I might look
into seeing if Lex still wants to remove the forge config, or it's
viable for me to look at #636 again...
L497[05:57:34] <amadornes> and now that I
can cancel block updates it's going to be much easier :P
L498[05:57:42] <Lordmau5> fake rendering
was a pain for me in 1.8 haha
L499[05:57:52] <Cazzar> Which is... nearly
3 years old.
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L503[05:58:51] <amadornes>
<amadornes> that last argument in setBlockState() is one I
added myself
L504[05:58:56] <amadornes>
<amadornes> to prevent the TE from being placed :P
L505[06:00:30] <amadornes> final position
and original state lookup are pre-done to make the process
faster
L506[06:00:34] <fry> looks generally
sane
L507[06:00:48] <amadornes> :D
L508[06:00:53] <fry> can't think to deep
about the details atm
L509[06:01:07] <amadornes> now I probably
want to test it... or something... xD
L510[06:02:10] <amadornes> would it be
okay if I added a public Set<BlockPos>
getRelatedBlocks(IBlockAccess, BlockPos, EnumFacing) for use in
things like multiblocks?
L511[06:02:13] <Pennyw95> fry: in a TESR
class, what could class the enabled blending to make models and
quads transparent when viewed from a certain angle?
L512[06:02:19] <Pennyw95> could
cause*
L513[06:02:33] <amadornes> it's sortof
related to this because the mod that's moving the blocks may want
to know what other blocks it should *try* to move
L514[06:04:00] <Cazzar> And youtube has
started reccomending j-pop to me again
L516[06:04:35] <amadornes> oh, wait
L517[06:04:37] <amadornes> nuuu
L518[06:04:41] <amadornes> that's not the
music video
L521[06:07:42] <Lordmau5> j pop is
cool
L522[06:08:00] <Lordmau5> so is
Jap-Hardcore or Hardstyle xD
L523[06:08:17] <Lordmau5> so many good
stuff at all the Comiket's
L524[06:08:21] <Lordmau5> much*
L525[06:16:15] <Cazzar> Hmm
L526[06:16:19] *
Cazzar opens what.cd
L527[06:16:53] <Cazzar> Hmm
L528[06:17:38] *
Lordmau5 opens Google Search for Outlook problems
L529[06:17:53] <Lordmau5> Some people
actually work, you know? :^)
L530[06:18:53] <Cazzar> I'd love to have
a... reliable job
L531[06:19:29] ***
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L532[06:21:35] ⇦
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L536[06:40:19] ***
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L538[06:41:21] <FallingD> does anyone know
where in the minecraft source code for 1.8 the spectator outline
stuff is applied?
L539[06:42:35]
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L543[06:53:23] <FallingD> correction, the
outline stuff for team members
L544[06:55:15] ⇦
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L545[06:57:49] <auenf> is that 1.8 or
1.9?
L546[06:58:14] <Lordmau5> hey fry, are you
currently there?
L548[07:00:56] <FallingD> auenf, thought
it was for 1.8 might be wrong though
L549[07:01:47] <McJty> Isn't spectator
mode new in 1.9 or is that in 1.8 too?
L550[07:01:51] <Nitrodev> yo
L551[07:03:17] <auenf> spectator is in 1.8
i think
L552[07:04:01] ⇦
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by peer)
L553[07:04:46] <auenf> 14w06 added hotkey
for player outlines in spectator mode...
L554[07:05:39]
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L555[07:08:33] <auenf> 1.8 definately has
'highlight players' hotkey
L556[07:09:13] *** V
is now known as Vigaro
L557[07:09:29] <boboch3> Hello guys. I
added a "sleep bar" into my mod. Now I have to code a
custom bed. I can't use the "player.sleepInBedAt" method
because I need to the player is able to sleep any time of a day and
I need to avoid the ellipse if everybody is sleeping. Thanks in
advance for any help on this subject
L558[07:12:47] ⇦
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L560[07:24:13] ***
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L561[07:26:55]
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L562[07:29:13]
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L563[07:29:54] ⇦
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L564[07:34:09] ⇦
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L565[07:34:31] <masa> "We'll release
a snapshot later today. It will contain bug fixes for some really
annoying bugs. Some of them were reported long ago."
L566[07:34:54] <masa> if that is still not
the sound repeating bug fixed, my marbles are going to grow
legs
L567[07:36:45]
⇨ Joins: alex_6611
(~alex_6611@p549368AB.dip0.t-ipconnect.de)
L568[07:36:58] <auenf> vanilla
snapshot?
L569[07:37:43] <masa> yep
L570[07:37:56] <auenf> do horses load
chunks now?
L572[07:38:03] <auenf> or is that still a
bug?
L573[07:38:14] <masa> wasn't that fixed
some time ago already?
L574[07:39:06] <sham1> I am just waiting
for 1.9 so I get ItemStates
L575[07:39:53] <sham1> Also, why is Åland
Islands a seperate entity in the "select your timezeone"
screen on FreeBSD's install
L576[07:40:35] <auenf> aparently horses
& minecarts not loading chunks was fixed in 15w51
L577[07:41:15] <sham1> Welp, at least now
we have chunkloaders on vanilla
L578[07:41:18] <sham1> That's a plis
L579[07:41:31] <masa> wwwhat
L581[07:41:56] <sham1> Well seeing as
horses and minecarts chunkload
L582[07:42:01] <masa> ...
L583[07:42:10] <masa> I highly doubt that
is what it means
L584[07:42:11] <auenf> the horses and
minecarts not loading chunks bug was if you travelled on a
horse/minecart, you'd reach the end of the loaded chunks and not
see any more world
L585[07:42:22] <sham1> Aww :(
L586[07:42:29] <sham1> No chunkloading on
vanilla for me
L587[07:42:38] <auenf> you dismount, then
the normal radius of chunks got loaded
L588[07:42:44] ⇦
Quits: Loetkolben
(~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de) (Quit: Over
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L589[07:42:49] <masa> I would really like
to see a chunk laoder minecart though
L590[07:42:56] <sham1> ye
L591[07:43:09] <auenf> so it would only
work as a chunkloader from where you got onto the horse ;)
L592[07:43:09] <sham1> Even moar complex
vanilla automation
L593[07:43:20] <masa> currently pretty
much all the minecart stuff glitches out/messes up because the
carts run into unlaoded chunks
L594[07:43:21] <auenf> railcraft has
chunkloader cart?
L595[07:43:22] <sham1> would be nice
L596[07:43:29] <sham1> Think so
L597[07:43:34] <masa> not to mention any
item transport system using those are pretty useless
L598[07:44:05] <masa> yes but my vanilal
server obviously doesn't have railcraft... :p
L599[07:44:21] <sham1> wait, you have a
vanilla server?
L600[07:44:27] <masa> of course
L601[07:44:29] ***
PaleOff is now known as PaleoCrafter
L602[07:44:38] <sham1> Is it public?
L603[07:44:39] <masa> modded is just
boring, vanilal is where the motivation is at
L604[07:44:40] <Cazzar> I used to
L605[07:44:54] <sham1> I used to have so
nice community
L606[07:44:59] <sham1> Or be part of one
rather
L607[07:45:00] <masa> sham1: nope, just
for some irl friends
L608[07:45:07] <sham1> But then the server
dispanded
L609[07:45:09] <sham1> Aww
L610[07:45:25] <Cazzar> sham1 that's kinda
what happened to me
L611[07:45:34] <masa> well there is one
player there though who I don't know irl
L612[07:45:36] <Cazzar> Except, I ran the
place... and then the server fucked up on me.
L613[07:45:51] <masa> although he doesn't
play there either though :p
L614[07:45:52] <sham1> And after that
server dispanded, the amount of decent Finnish MC servers dropped
to 0
L615[07:46:04] <sham1> Meh
L616[07:46:11] <sham1> So that's
that
L617[07:46:23] <masa> what is it that you
look for in a vanilla server?
L618[07:46:36] <sham1> Good
community
L619[07:47:42] <masa> which means what
exactly? like I said, we are bunch of IRL friends who talk general
crap on IRC and a couple of us plays on the vanilla server every
now and then
L620[07:48:47] <masa> it's a pure vanilla
server, for general building or grinding or whatever...
L621[07:50:01] ⇦
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L622[07:54:22]
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L624[07:56:51] <amadornes> I'm guessing it
has something to do with mappings for different versions or
something?
L625[07:58:07] ⇦
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L626[07:59:09] <boboch3> Hello guys. I
added a "sleep bar" into my mod. Now I have to code a
custom bed. I can't use the "player.sleepInBedAt" method
because I need to the player is able to sleep any time of a day and
I need to avoid the ellipse if everybody is sleeping. Thanks in
advance for any help on this subject
L627[07:59:52] <McJty> boboch3, what
exactly will the effect be if the player sleeps during
daytime?
L628[07:59:57] <McJty> Because normally
sleeping makes it daytime
L629[08:00:02] <sham1> you need to avoid
WHAT ellipse
L631[08:00:46] <boboch3> I mean, when when
sleep in vanilla, the day come up. I don't want that
L632[08:01:03] <McJty> boboch3, what
should happen instead?
L633[08:01:07] <boboch3> oh thanks paleo,
I found the mod but not the github
L634[08:01:20] <boboch3> just increment my
"sleep bar"
L635[08:01:31] <boboch3> while the player
is lay down
L636[08:01:32] <McJty> It sounds as if you
just want something that looks like a bed but isn't a bed at
all
L637[08:01:39] <McJty> In which case it
would simply be a block that listens to activate
L638[08:01:56] <boboch3> yes, but I need
to play the "sleeping animation"
L639[08:02:10] <boboch3> what is done when
player.isSpleeping is true, I guess
L640[08:02:18] <boboch3> and it's a
protected field
L641[08:02:24] <sham1> Reflection
L642[08:02:33] <amadornes> or access
transformers
L643[08:03:00] <boboch3> I don't know that
xD
L644[08:03:13] <sham1> No ATs
L645[08:03:23] <sham1> Just
reflection
L646[08:03:34] <boboch3> ok
L647[08:03:38] <amadornes> the thing with
reflection is that it's slow
L648[08:03:45] <sham1> Not with
MethodHandles
L649[08:03:46] <amadornes> ATs make the
field public and you can access it directly :P
L650[08:03:47] ⇦
Quits: sciguyryan (~sciguyrya@95.211.188.25) (Remote host closed
the connection)
L651[08:03:55] <amadornes>
MethodHandles?
L652[08:04:02] <sham1> Because they get
optimized into direct accesses
L653[08:04:08] <sham1> Java7+
feature
L654[08:04:25] <amadornes> that explains
why Forge doesn't use it, then
L655[08:04:33] <ghz|afk> MHs are useful
specially if you refer to the same object many times
L656[08:04:33] <sham1> And yes, it works
with fields as well
L657[08:05:14] ⇦
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L658[08:06:02] <sham1> They get optimized
into direct accessed by the JIT so you need to have them be public
static final
L659[08:06:07] <ghz|afk>
field=ReflectionHelper.findField; field.setAccessible(true);
handle=MethodHandles.lookup().unreflectGetter(field);
handle.bindTo(instance) (or whatever the name was) :3
L660[08:07:13] <PaleoCrafter> (That last
call usually does not belong in the same block as the others
xD)
L661[08:07:16] <sham1> And if you want a
setter, you just say unreflectSetter
L662[08:07:18] <Wastl2> amadornes, your
relocation code isn't going to work for swapping blocks and TEs in
two locations, is it?
L663[08:07:46] <amadornes> for swapping
you'd need to move B to C, then A to B and finally C to A
L664[08:08:04] <amadornes> it just moves a
block from A to B
L665[08:08:40] <Pennyw95> what does
GlStateManager.enableAlpha do?
L666[08:08:49] <sham1> it enables
alpha
L667[08:08:54] <sham1> ;P
L668[08:09:05] <Pennyw95> oh well
L669[08:09:07] <unascribed> enables alpha
test
L670[08:09:21] <Pennyw95> then why should
it be disabled when enabling blending?
L671[08:09:37] <unascribed> alpha test is
cutout alpha
L672[08:09:42] <unascribed> blend is full
alpha
L673[08:09:49] <unascribed> enabling them
both at once is redundant
L674[08:10:21] <Pennyw95> Oh, I see
L675[08:10:28] <Pennyw95> and alpha is
enabled ny default?
L676[08:10:42] <unascribed> it's usually
enabled when your render method gets called, yes
L677[08:10:49] <Pennyw95> Ok, thanks
L678[08:11:07] <unascribed> cutout alpha
is a lot faster than full alpha
L679[08:11:15] ***
manmaed is now known as manmaed|AFK
L680[08:11:17] <unascribed> so use alpha
test instead of blend if you don't need semitransparent
pixels
L681[08:11:57] <Pennyw95> sure..I was just
wondering because using blending has annoying side effects like
models becoming transparent on their own
L682[08:13:25] <Pennyw95> Also, for some
reason, when blending is enabled right after the method's name
(renderTileEntityAt), tessellated fluids like water are not
transparent
L683[08:13:33] <Pennyw95> and they are
when blending is enabled in their own matrix
L684[08:13:53] <McJty> When you enable
blend in a TESR make sure to restore the original state again
L685[08:13:56] <McJty> And also use
GLStateManager
L686[08:14:06] <McJty> Don't touch GL11
stuff directly when there is a statemanager alternative
L687[08:14:16] <Pennyw95> so have
GlStateManager.disableblend()?
L688[08:14:21] <Pennyw95> and
.enableAlpha?
L689[08:14:34] <McJty> yes. You must
restore whatever you changed
L690[08:17:29] <Celtic> Do you guys know
if there are any Forge mods dealing with cave generation? Or
rather, I've been Googling around trying to find one, and I'm
curious at the complete lack of them. It's something I'm
considering looking into doing myself now, but I'm wondering if
there's some kind of limitations on cave-gen handling or
something?
L691[08:18:18] <PaleoCrafter> Why would
mods generate caves, vanilla does a pretty good job at it :P
L692[08:18:57] <Celtic> To be honest, I
hate Vanilla caves. It looks like a child had a tantrum and just
threw fistfuls of spaghetti all over the world.
L693[08:19:04] <McJty> Well RFTools
worldgen uses the vanilla cave generator
L694[08:19:10] <McJty> And I have also
played with custom versions of that
L695[08:19:26] <Celtic> I'd much rather
see fewer caves total, but longer/bigger/wider/etc. caves that ran
for longer.
L696[08:19:39] <McJty> I have tried to
alter the cave parameters
L697[08:19:46] <McJty> But it is hard to
get them to do what you want :-)
L698[08:20:00] <McJty> In 1.8.9 the fields
are slightly better documented/named but I haven't tried to look
into it yet
L699[08:20:02] <Cazzar> Welp
L701[08:21:28] <boboch3> PaleoCrafter,
Thanks again for the link. I looked into the code. I found where
the player is waking up but I don't find where he is put in
"sleeping mode", what is I actually need. Thanks again
for your help and taking time for me
L702[08:21:36] <PaleoCrafter> does that
readme consist of ASCII art letters, Cazzar? :D
L703[08:21:51] <Celtic> Paleo, I was
thinking something like that myself. xD
L704[08:21:55] <Celtic> Was like, Jesus.
Hahaha
L705[08:21:59] ⇦
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L706[08:22:40] <PaleoCrafter> boboch3, you
might want to ask again later, the author is in this channel, iirc
:D
L707[08:23:11] <boboch3> ok
L709[08:23:14] <Cazzar> I don't think
so...
L710[08:23:41] ⇦
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Leaving)
L711[08:23:50] <Pennyw95> McJty: However,
if I draw a quad with water_still.png, and don't touch blending or
disable the alpha, the water is not transparent
L712[08:24:04]
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L714[08:24:11] <McJty> Pennyw95, well you
have to enable it of course
L715[08:24:18]
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L716[08:24:25] <theGliby> test
L717[08:24:41] <Pennyw95> Oh, I thought it
was enabled by default
L719[08:24:56] <Lordmau5> check the preGL
method there
L720[08:25:22]
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(~xanderio@p5b21ffec.dip0.t-ipconnect.de)
L721[08:25:42] <Lordmau5> Gliby, why the
test?
L723[08:26:17] <Cazzar> Lordmau5 maybe
because you have to do some things to actually be able to chat
here?
L724[08:26:34] <Lordmau5> oh ye,
remembering that
L725[08:26:43] <Lordmau5> no browser-irc
for example, right?
L726[08:26:47] ⇦
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L727[08:26:49] <Cazzar> Mhm
L728[08:26:54] <Lordmau5> even though,
tricking the system is an option
L729[08:27:05] <Lordmau5> KiwiIRC allows
me to connect to my bouncer, that is connected to this channel
:>
L730[08:27:12]
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L731[08:27:23] <Pennyw95> Hmm, I'll try
that
L732[08:27:50] <Cazzar> If your smart
enough to do that I think that passes the general floodgate the
initial thing provides.
L733[08:28:15] <Lordmau5> :P
L734[08:28:17] ***
Vigaro is now known as V
L735[08:28:22] <Pennyw95> btw Lordmau5,
I'm using the same bit shifts to get the fluid's colors, but I
noticed that some fluids can also return a different color system
than RGB
L736[08:28:36] <Lordmau5> this is the one
I got from... damn, who was it again?
L737[08:28:41] <Lordmau5> Someone sent me
this and I just sticked with it
L738[08:28:43] <Cazzar> Pennyw95
ARGB?
L739[08:28:49] <Pennyw95> probably
L740[08:28:55] <Pennyw95> getColor returns
a negative int
L741[08:29:03] <Pennyw95> no, wait
L742[08:29:20] <Pennyw95> RGBA is the one
I and Lordmau5 are expecting to get
L743[08:29:31] <Cazzar> That would imply,
a 32 Bit colour.
L745[08:29:45] <PaleoCrafter> ARGB != RGBA
(for an int)
L746[08:29:47] <Lordmau5> any way to check
what we "expect" there?
L747[08:29:49] <Lordmau5> ye,
figured
L748[08:29:56] <Cazzar> Correct
PaleoCrafter
L749[08:31:04] ⇦
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L750[08:31:09] <Pennyw95> derp
L751[08:31:18] <PaleoCrafter> but fluids
definitely return ARGB
L752[08:31:31] <Ivorius> In mc everything
is argb
L753[08:31:43] <Ivorius> I don't recall
ever seeing rgba
L754[08:31:50] <Lordmau5> so rewrite it to
ARGB?
L755[08:31:54] <Lordmau5> how would that
bitshifting look like...
L756[08:31:55] <Pennyw95> so that alpha
would be the first of the 4 and red the 2nd?
L757[08:32:06] <sham1> like anything
else
L758[08:32:09] <PaleoCrafter>
0xAARRGGBB
L759[08:32:14] <sham1> Awful
L760[08:32:24] <Pennyw95> alpha = c &
0xFF, red = c >> 8 & 0xFF
L761[08:32:26] <Cazzar> But yeah, ARGB or
RGBA would cause a negative value if the alpha channel is greater
than 128
L762[08:32:26] <Pennyw95> and so
L763[08:32:34] <Lordmau5> ah
L764[08:32:40] <PaleoCrafter> Ivorius,
let's not neglect Mojang's ability to be horribly inconsistent
:P
L765[08:32:46] <Ivorius> > I don't
recall ever seeing rgba
L766[08:33:01] <Ivorius> And thems the
facts
L767[08:33:01] <PaleoCrafter> have you
looked at every single line of MC code? :P
L768[08:33:10] <Ivorius> Kind of
actually
L769[08:33:15] <Ivorius> At least back in
1.2.1 :P
L770[08:33:24] <Lordmau5> beta? :D
L771[08:33:34] <PaleoCrafter> they might
be using RGBA somewhere in the depth of the code and don't even
know about it themselves
L772[08:33:48] ⇦
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L773[08:33:52] <Lordmau5> probably
somewhere, where no modder hooked into yet
L774[08:34:00] <Pennyw95> let's try if it
works
L775[08:34:06] <Cazzar> Glcolor4f?
L776[08:34:07] <Lordmau5> or had the need
to use / return custom color stuff or whatever
L777[08:34:15] <Cazzar> IIRC that's
RGBA
L778[08:34:34] <Ivorius> That doesn't take
an int...
L779[08:34:49] <Cazzar> Param order
L780[08:34:51] <Ivorius> Param order is
irrelevant
L781[08:35:33] <Lordmau5> but then again,
it's Mojang...
L782[08:35:33] ⇦
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L783[08:35:38]
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L784[08:35:39] <Lordmau5> not going with
the standards is why we love them, right?
L785[08:35:54] <Lordmau5> which is why Y
of the coordinate axes is for the height
L786[08:35:55] <Lordmau5> and not Z
L787[08:36:05] <PaleoCrafter> that isn't
that uncommon :P
L788[08:36:08] <Lordmau5> Then again, some
schools teach Y as the height axis, other's teach Z
L789[08:36:10] <PaleoCrafter> all a matter
of perspective
L790[08:36:14] <Lordmau5> well, yea
L791[08:36:20] <Lordmau5> after a while
you get used to it
L792[08:36:39] <PaleoCrafter> if you
assume Z is just the perpendicular axis to the screen plane, MC's
system is perfectly fine ;)
L793[08:36:42] <Lordmau5> but when I first
saw it I was like "wtf, why would you not go for the bottom
layer first and then do the height as 3rd parameter?"
L794[08:36:46] <Ivorius> I think y = up is
most common
L795[08:37:28] <Lordmau5> literally
throwing up a google image search for "xyz axis" shows a
bunch of different images
L796[08:37:31] <Pennyw95> nah it's not
right
L797[08:37:36] <Lordmau5> some with Y as
the vertical axis, other's with Z
L798[08:37:38] <PaleoCrafter> it depends
on the background of the software, more math-y stuff often goes for
Z=up
L799[08:37:51]
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L800[08:37:51]
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L801[08:37:54] <Pennyw95> it may not be
ARGB after all
L802[08:37:59] <PaleoCrafter> it is
L803[08:38:19] <Lordmau5> does it not
render properly with ARGB bitshift?
L805[08:38:28] <Lordmau5> try the RGBA
then that I have and see if the result is different
L806[08:38:30] <Pennyw95> too much
blue
L807[08:38:46] <Pennyw95> I have RGBA, I
just switched to ARGB
L808[08:39:01] <Lordmau5> reminds me of
IGN on Pokemon Alpha Sapphire...
L809[08:39:03] <Lordmau5> Negative: Too
much water
L810[08:39:09] <PaleoCrafter> if it isn't
ARGB, the Forge ModelFluid gets it wrong as well, which I doubt
:P
L811[08:39:32] <Pennyw95> ARGBA worked
very well with all fluids except for this one
L812[08:39:37] <Pennyw95> RGBA*
L813[08:40:06] <Pennyw95> This fluid's
getColor returns 263978855
L814[08:40:10] <Pennyw95> oops
-263978855
L815[08:40:17] <Pennyw95> while other
fluids return a positive int
L816[08:40:17] ⇦
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L817[08:40:27] <unascribed> colors are
unsigned
L819[08:40:31] <Lordmau5> wat?
L820[08:40:34] <unascribed> but all java
constants are signed
L821[08:40:35] <unascribed> so
L822[08:40:43] <sham1> does not
matter
L823[08:40:48] <PaleoCrafter> the fluid
might just be wrong, you know :P
L824[08:40:50] <Lordmau5> what is the
bitshifting order on that?
L825[08:40:52] <unascribed> (it's more
colors aren't signed or unsigned, as they're interpreted as 4
bytes)
L826[08:40:57] ⇦
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L827[08:41:00] <Lordmau5> seems like BGRA
to me o_o
L828[08:41:08] <sham1> All unsigned things
can be represented as signed and vice versa
L829[08:41:10] <unascribed>
0xAARRGGBB
L830[08:41:24]
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L831[08:41:26] <Lordmau5> it does >>
16, >> 8, *nothing* and THEN >> 24
L832[08:41:31] <Lordmau5> that's what I'm
confused about in that code-part there
L833[08:41:35] <unascribed> that's
big-endian, since java, so in GL it's BGRA
L834[08:41:44] <unascribed> Lordmau5, the
order doesn't matter
L835[08:41:52] <Lordmau5> so it IS BGRA,
thank you
L836[08:42:01] <Lordmau5> in terms of, how
it is being handled * there*
L837[08:42:19] <unascribed>
(>>24)&0xFF returns the 8 most significant bits, so
alpha
L838[08:42:28] <Lordmau5> that means that
color looks like a 0xRRGGBBAA though
L839[08:42:39] <unascribed> huh?
L840[08:42:46] <Lordmau5> did you look at
the link up there?
L841[08:42:48] <unascribed> again, Java is
big endian
L842[08:42:51] <PaleoCrafter> eh, it's
reading R, G, B, A
L843[08:43:07] <Lordmau5> no, the order
there is technically reading B, G, R, A
L844[08:43:13] <unascribed> 0xAARRGGBB big
endian is BBGGRRAA little endian
L845[08:43:22] <Lordmau5> *confused*
L846[08:43:45] <unascribed> what are you
asking?
L847[08:44:18] <sham1>
>endianness
L848[08:44:23] <Lordmau5> I am asking why
you people say it's ARGB format, but that part there, having a
"color" variable which is an "integer", get's
"deconstructed" into what looks like BGRA order
L849[08:44:32] <sham1> The things are in
the order they were set in
L850[08:44:35] <Lordmau5> whilst A is at
>> 24
L851[08:44:38] <Lordmau5> meaning at the
end
L852[08:44:43] <unascribed> Java is big
endian
L853[08:44:44] <Lordmau5> so RGBA would
make the most sense
L854[08:44:50] <unascribed> if you shift
right 24 bits
L855[08:44:53] <unascribed> in a 32 bit
integer
L856[08:44:56] <unascribed> you get the
top 8 bits
L857[08:44:57] ⇦
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L858[08:45:14] <PaleoCrafter> so, the
vertex format is RGBA (just look at WorldRenderer.color)
L860[08:45:33] <unascribed> not at
all.
L861[08:45:37] <Wuppy> wtf my unity can't
switch to anything but pc....
L862[08:45:40] <Wuppy> what the hell are
modules
L863[08:45:43] <unascribed> the R G and B
are in the wrong order
L864[08:45:46] <unascribed> >>16 is
red
L865[08:45:48] <unascribed> >>8 is
green
L866[08:45:50] <unascribed> >>0 is
B
L867[08:45:51] <PaleoCrafter> that code in
ModelFluid puts stuff in vanilla's rendering pipeline (so it puts
stuff in the order R, G, B, A)
L868[08:45:55] <PaleoCrafter> ^
L869[08:46:04] <unascribed> s/B/blue
L870[08:46:20] <Lordmau5> so how should it
look like?
L871[08:46:51] <PaleoCrafter> swap blue
and red :P
L872[08:46:52] <Lordmau5> blue = c &
0xFF; green = (>> 8); red = (>> 16); alpha = (>>
24);?
L873[08:46:56] <PaleoCrafter> (in your
code)
L874[08:46:58] <PaleoCrafter> yes
L876[08:47:34] <Pennyw95> lava and water
rendered just fine tho
L877[08:47:48] <PaleoCrafter> because they
return opaque white as colours
L878[08:47:52] <unascribed> yeah
L879[08:47:57] <Pennyw95> oh, right
L880[08:48:00] <unascribed> the water and
lava textures are pre-colored
L881[08:48:02] <Pennyw95> I should have
known that lol
L882[08:48:07] <unascribed> so their color
at runtime is unchanged, i.e. white
L883[08:48:32] <PaleoCrafter> if the
colour of whatever fluid you're rendering with ARGB is
"wrong", the fluid does it wrong :P
L884[08:48:55] <Lordmau5> so if I go with
that code-snippet I should be fine?
L885[08:49:05] <PaleoCrafter> yes
L886[08:49:06] <unascribed> yes, literally
all I did though was swap red and blue
L887[08:49:14] <unascribed> you were
treating the ARGB color as ABGR
L888[08:49:45] <Lordmau5> and if problems
occur, I should happily forward the bug-reporters to the
corresponding mods? :D
L889[08:50:11] ⇦
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L890[08:50:33] <unascribed> maybe.
L891[08:53:50] <Pennyw95> awww yeah
L892[08:54:02] <Pennyw95> it's
perfect
L893[08:55:13] <theGliby> lordmau5, i was
checking if my new irc client was working. i'm using xchat
L894[09:01:34]
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L895[09:01:49] <Pennyw95> But I still have
the blending problem...even if I enable and then disable blending
after I've used it...any ideas? :(
http://imgur.com/a/DQfpY
L896[09:02:33] <Lordmau5> are you using
the same preGL and postGL stuff I use?
L897[09:02:53] <Pennyw95> yes
L898[09:03:04] <Pennyw95> wait, I'll gist
my class
L899[09:03:08] <Lordmau5> k
L900[09:03:18] <Pennyw95> an uninvolved
head might help
L901[09:03:52] <Lordmau5> pokes
PaleoCrafter again :>
L902[09:03:54] <Nitrodev> Pennyw95, what
is that text on the texture?
L903[09:04:24] <Pennyw95> some runes
arranged to form a latin phrase...can you see the irony oh
L904[09:05:17] <Lordmau5> can't really see
what they spell out on the screens :D
L905[09:05:27] <Pennyw95> it's pretty
messy though..forgive me plz
L907[09:09:17]
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L908[09:09:18] <Pennyw95> It's just that I
can't see how this could happen, since I close every blending I
open...also, I noticed that the renderItem method also has this
problem, even without any blending
L909[09:09:56] ⇦
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L911[09:11:39]
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L912[09:16:06] <Lordmau5> Pennyw95:
L913[09:16:13] <Lordmau5> does it render
like that without holding an item?
L914[09:16:25] <Lordmau5> as in, can you
reproduce it without holding an item, vs. holding one?
L915[09:16:28] <Lordmau5> might have an
idae
L916[09:16:30] <Lordmau5> idea *
L917[09:16:30] <Pennyw95> what?
L918[09:16:36] <Lordmau5> the
rendering
L919[09:16:42] <Pennyw95> ah, sure
L920[09:16:43] <Lordmau5> does it look the
same when you're not holding an item in your hand
L921[09:16:47] <Pennyw95> let me load
mc
L922[09:16:49] <Lordmau5> k
L923[09:17:56] <amadornes> whelp... it
doesn't seem to matter what I do to prevent a TE from being
added
L924[09:18:01] <amadornes> it gets added
anyways >_>
L925[09:18:33] ⇦
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L927[09:18:41] <Pennyw95> so you have a
block that spawns one but you don't want it to do it?
L928[09:19:01] <amadornes> I'm working on
a block movement API that I want to PR into Forge
L929[09:19:09] <amadornes> I'm setting the
blockstate at the final position
L930[09:19:15] <amadornes> but I don't
want it to create a new TileEntity
L931[09:19:18] <amadornes> I want to move
the old one over
L932[09:19:26] <Pennyw95> oh
L933[09:19:42] <amadornes> but I can't
figure out why it's being created even though I've added my own
flag so it doesn't do it
L934[09:19:58] <tterrag|ZZZzzz>
shouldRefresh?
L935[09:20:09] ***
tterrag|ZZZzzz is now known as tterrag|phone
L936[09:20:33] <amadornes> I'm just
working with Block, World and Chunk atm
L937[09:20:50] <amadornes> I don't think
modifying the TE class is really needed
L938[09:20:53] <Pennyw95> Lordmau5: what
was it?
L939[09:20:54] <amadornes> though that may
have something to do with it
L940[09:21:16] <ghz|afk> amadornes: if oyu
want to "move" the TE, wouldn't it be simpler to
writeToNBT, and then readFromNBT at the end?
L941[09:21:36] <amadornes> yes, but that's
slower than moving it right away, ghz|afk
L942[09:21:49] <amadornes> and I'd most
likely run into the same problem
L943[09:21:58] <tterrag|phone> If
shouldRefresh returns true the game will recreate the te
L944[09:22:08] <Pennyw95> trying with and
without an item in the player's hand?
L945[09:22:12] <tterrag|phone> I'm very
sure that's what's happening
L946[09:22:46] <ghz|afk> yeah second line
of thought would be do add some !ismoving && shouldRefresh
to the caller
L947[09:23:17] <ghz|afk> i mean, where it
calls shouldRefresh, add some "!isMoving&&" in
front ;P
L948[09:23:35] <ghz|afk> then manually
reset the TEs afterward
L949[09:23:41] <amadornes> that may work,
yeah...
L950[09:23:46]
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L951[09:26:07] <ghz|afk> hmmm
L952[09:26:09] ***
ghz|afk is now known as gigaherz
L953[09:26:16] <gigaherz> is there some
mod/libmod that adds gemstones?
L954[09:26:24] ⇦
Quits: theGliby (~theGliby@85.254.158.151) (Remote host closed the
connection)
L955[09:26:26] <Pennyw95> Lordmau5: looks
pretty much the same to me...no differences unfortunately
L956[09:26:45] <Lordmau5> ok, then again,
I have no idea if it'd be even possible to put some
disableItemLighting in there...
L957[09:26:49] <Lordmau5> maybe
tterrag|phone has more insight?
L959[09:27:02] ⇦
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L961[09:27:41] ⇦
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L962[09:27:53] ***
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L963[09:29:12] <amadornes> hmm
L964[09:29:16] <Pennyw95> Hm, you know
what...if I remove ALL the blend functions in my renderer, the
problem persists with the item
L965[09:29:19] <amadornes> I may or may
not just have got it to work :D
L966[09:29:26] <gigaherz> :)
L967[09:29:34] <Pennyw95> and then spreads
to every render method that has blending
L968[09:29:41] <Lordmau5> hmm
L969[09:29:46] <Lordmau5> shouldn't be
though
L970[09:29:51] <amadornes> I set a local
variable called isRelocating to true while it's moving
L971[09:30:03] <amadornes> and if that is
true, I force-return null in createTileEntity
L972[09:30:07] <amadornes> that works!
:P
L973[09:30:10] <Lordmau5> push and pop
matrix should take care of that. as well, if you properly enable
and disable the things, then it shouldn't cause issues
L974[09:30:10] <gigaherz> lol
L975[09:30:20] <Lordmau5> mind checking if
you perhaps enable something at a specific part and forget to
disable it?
L976[09:30:25] <Lordmau5> or disable
without re-enabling?
L977[09:30:31] <tterrag|phone> How do you
do that for any TE?
L978[09:30:50] <amadornes> it's the
Block's createTileEntity
L979[09:30:51] <Lordmau5> How about direct
editing in the file?
L980[09:30:54] <amadornes> not
ITileEntityProvider's
L981[09:30:57] <Lordmau5> or that :p
L982[09:31:07] <amadornes> so it should be
okay in most cases
L983[09:31:20] <Lordmau5> hmm
L984[09:31:23] <amadornes> plus,
relocation is only enabled by default for non-tes, chests and
furnaces
L985[09:31:41] <amadornes> to avoid any
unexpected crashes
L986[09:31:42] <Pennyw95> let me check
once more
L987[09:32:15] <Lordmau5>
renderTileEntityAt is not disabling alpha at the end
L988[09:32:23] <Lordmau5> enable at line
33 in your gist
L989[09:32:29] <Lordmau5> but not
disabling in there
L990[09:32:30]
⇨ Joins: theGliby (~theGliby@85.254.158.151)
L991[09:32:47] <Lordmau5> wb Gliby
o/
L992[09:33:58] <Lordmau5> @ Pennyw95
L993[09:34:05] <Pennyw95> holy
L994[09:34:11] <Pennyw95> wow that might
be it!
L995[09:34:24] <Lordmau5> it seems to make
sense as well :P
L996[09:34:32] <Lordmau5> try it and
report in again
L998[09:36:38] <tterrag|phone> video or
gif?
L999[09:36:55] <amadornes> video
L1001[09:37:02] <Lordmau5> nice!
L1002[09:37:13] <Lordmau5> also
tterrag|phone, why post gifs when you have the power of ShareX +
ffmpeg?
L1003[09:37:23] <Lordmau5> so much
better. also WAAAAAAAAY smaller filesize
L1004[09:37:45] <Lordmau5> ama, enable
loop for the video-"gifs" :<
L1005[09:38:08] <amadornes> 45 seconds -
8.5MB :P
L1006[09:38:14] <amadornes> I could do
that, Lordmau5...
L1007[09:38:27] <Lordmau5> imagine 45sec
of 30fps in a GIF, lol
L1008[09:38:34] <amadornes> I'm not sure
if I really want to, though
L1009[09:38:39] <Lordmau5> ah
L1010[09:38:41] <amadornes> most of my
videos are meant to play only once :P
L1011[09:38:47] <Lordmau5> well, then
again, my main purpose of the video part is to replace gifs
L1012[09:38:50] <Lordmau5> which are
mostly looping
L1013[09:38:51] <Lordmau5> so ye
L1014[09:39:45] <amadornes> btw, the
pusher blocks don't require a TE at all :D
L1015[09:39:46] <PaleoCrafter> Lordmau5,
Pennyw95, just so you know, the push/popMatrix only pushes/pops the
current transformation matrix to/from the stack, enabling and
disabling shit would have to be done with
glPushAttrib(GL_ENABLE_BIT) and glPopAttrib() or something like
that
L1016[09:40:03] <unascribed> but don't do
that
L1017[09:40:07] <unascribed> it desyncs
the state manager
L1018[09:40:13] <PaleoCrafter> yeah
L1020[09:40:21] <PaleoCrafter> if
anything, use GlStateManager.pushAttrib
L1021[09:40:22] <Lordmau5> isn't
stateManager.pushAttrib ok?
L1022[09:40:24] <unascribed> no
L1023[09:40:25] <Lordmau5> ye, I use
that
L1024[09:40:29] <unascribed> that's not
implemented in 1.8.x
L1025[09:40:33] <Lordmau5> it...
is?
L1026[09:40:38] <Lordmau5> how come I can
use it fine then, lol
L1027[09:40:40] <unascribed> it calls
through to glPushAttrib and doesn't store the state manager
L1028[09:40:42] <unascribed> it's not
fine
L1029[09:40:52] <PaleoCrafter> oh, right
xD
L1030[09:40:56] <Lordmau5> what's the
worst that could happen when I use it?
L1031[09:40:59] <unascribed> things WILL
subtly break
L1032[09:41:02] <unascribed> states will
desync
L1033[09:41:07] <Pennyw95> arghh, didn't
solve it
L1034[09:41:17] <Lordmau5> keep it in
anyway, disabling the alpha wouldn't hurt
L1035[09:41:26] <Pennyw95> but after all
that wouldn't make sense, since your postGL() disables it
L1036[09:41:27] <Lordmau5> but what else
would one use then?
L1037[09:41:38] <Pennyw95> I just removed
enableAlpha since your methods ahave it
L1038[09:41:45] <Lordmau5> ah
L1039[09:42:04] <Lordmau5> unascribed:
what would one use then instead of the pushAttrib and popAttrib for
those things?
L1040[09:42:14] <PaleoCrafter> why do you
explicitly put the type parameters on the ImmutableMap.of call,
amadornes? D:
L1041[09:42:15] <unascribed> manually
enable and disable the states
L1042[09:42:37] <amadornes> that's how
most of Forge's code looks like, so I just went with that
PaleoCrafter
L1043[09:42:42] <amadornes> I personally
don't like doing it :P
L1044[09:42:45] <PaleoCrafter> lol
L1045[09:42:51] <amadornes> though I
think it's got something to do with J6
L1046[09:42:55] <Lordmau5> isn't that
what my preGL or postGL methods do anyway?
L1048[09:43:00] <amadornes> and it not
liking non-explicit generics
L1049[09:43:04] <PaleoCrafter> nah,
Java's type inference is good enough for that :P
L1050[09:43:11] <amadornes> at runtime,
yes
L1051[09:43:12] <PaleoCrafter> it's not
the same thing as the diamond operator for types
L1052[09:43:14] <amadornes> at
compiletime...
L1053[09:43:19] <unascribed> yeah, the
Forge/Vanilla code puts the information there because the
decompiler does it
L1054[09:43:21] <PaleoCrafter> type
inference only happens at compile time :P
L1055[09:43:43] <amadornes> in J6, for
example, you can't do List<ItemStack> list = new
ArrayList<>();
L1056[09:43:57] <amadornes> and iirc it
complains if you do new ArrayList() too
L1057[09:44:04] <tterrag|phone> correct,
but method calls are Inferred
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L1059[09:44:09] <tterrag|phone> This
isn't a constructor
L1060[09:44:11] <amadornes> so when
working with J6 I just add the type arguments :P
L1061[09:45:06] <PaleoCrafter> for method
calls, it's a different kind of type inference :P
L1062[09:45:33] <PaleoCrafter> the
diamond operator just makes the compiler take a look at the type of
the lhs of the expression
L1063[09:45:54] <Lordmau5> unascribed: is
the GLStateManager a Minecraft class or Forge?
L1064[09:45:57] <tterrag|phone> blindly
following the standards of decompiled code is never good
L1065[09:46:04] <unascribed>
GlStateManager is Minecraft
L1066[09:46:08] <Lordmau5> hmm...
L1067[09:46:16] <Lordmau5> would a PR
work, perhaps?
L1068[09:46:23]
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L1069[09:46:59] <tterrag|phone> gigaherz:
did you get my ping from last night?
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L1071[09:49:08] <Pennyw95> is it possible
that maybe
Minecraft.getMinecraft.getRenderManager().renderEntityWithPosYaw(EntityItem,
0.0D, 0.0D, 0.0D, 0.0F, 0.0F) messes with blending?
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L1073[09:49:45] <gigaherz> tterrag|phone:
I saw it earlier, but I didn't actually look at it yet
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L1076[09:52:21] <tterrag|phone> ok
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L1084[10:01:05] <tterrag|phone> gigaherz:
I am really stumped though :/
L1085[10:01:11] <tterrag|phone> ok,
bbl
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L1087[10:06:24] <Pennyw95> so, no
GlStateManager.pushAttrib and no alternative?
L1088[10:06:43]
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L1089[10:06:46] <unascribed> I already
linked a manual implementation of pushAttrib and popAttrib
L1090[10:06:56] <Pennyw95> oh, sorry I
must have missed it
L1091[10:07:28] <fry> oh jesus
L1092[10:07:31] <williewillus> is just
using GL11 for that fine?
L1093[10:07:33]
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L1094[10:07:41] <williewillus> as long as
you restore it within your method
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L1096[10:08:10] <gigaherz> Pennyw95:
pushAttrib/popAttrib is broken, the way Minecraft implements
them
L1097[10:08:21] <gigaherz> basically they
don't do what you'd expect at all
L1098[10:08:24] <gigaherz> their only
useful purpose
L1099[10:08:34] <williewillus> fry: did
particle/entity culling change in 1.8? had some particles spawned
at world limit in 1.7 and they showed up, but in 1.8 they disappear
about 120 blocks away
L1100[10:08:45] <gigaherz> is to
"protect" the state of the GlStateManager if you have a
piece of code that manually calls GL11.glEnable/glDisable
L1101[10:08:47] <williewillus> they're
rendered in the RenderWorldLastEvent using the tesellator
L1102[10:08:49] <fry> no idea,
williewillus
L1103[10:08:56] <gigaherz> for any other
use, they hurt more than they help
L1104[10:10:07] <PaleoCrafter>
williewillus, RenderWorldLastEvent shouldn't have any culling
:P
L1105[10:10:17] <williewillus> :/
L1106[10:10:44] <PaleoCrafter> actually,
nvm
L1107[10:11:06] <PaleoCrafter> it would
have your render distance as farthest distance, iirc
L1108[10:11:55] <williewillus> is that
new since 1.8?
L1109[10:12:10] <PaleoCrafter> I don't
think so
L1110[10:12:23] <PaleoCrafter> it's GL's
own culling
L1111[10:12:25] <williewillus> yeah that
doesnt explain why it works in 1.7 then
L1112[10:13:39] <PaleoCrafter> show dat
code :P
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L1115[10:14:42] <williewillus> the
particles don't render in renderParticle, they just get added to a
queue
L1116[10:14:49] <williewillus> that gets
rendered all at once in RenderWorldLastEvent
L1117[10:15:41] <williewillus> and debug
sohws that they're still getting queued, but not showing up - if I
spawn them at y 256 i have to be above y 80 to see them
L1118[10:16:21] <williewillus> actually
hmm render distance does affect it
L1119[10:16:28] <williewillus> lemme try
it in 1.7 again
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L1121[10:19:53] <williewillus> yeah it is
render dist controlled, but the tolerance seems to be higher in
1.7
L1122[10:19:55] <williewillus> nvm
then
L1123[10:20:42] <Ordinastie>
Ordinastie> hum, how do I fix that ? error: type argument
EnumDyeColor is not within bounds of type-variable T
L1124[10:20:42] <Ordinastie>
<Ordinastie> public class PropertyEnumIconProvider<T
extends Enum<T>> implements IBlockIconProvider
L1125[10:21:23] <PaleoCrafter> take a
look at EntityRenderer.setupCameraTransform
L1126[10:21:30] <PaleoCrafter> maybe you
can mess with the gluPerspective thing
L1127[10:24:08] <Ordinastie> I only have
that when building the jar too
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L1132[10:29:39] <masa> "We are also
getting very close to the first 1.9 pre-release. Please make sure
you vote on the most severe bugs in the bug tracker if you want to
make sure we look at them before releasing 1.9."
L1133[10:29:53] <gigaherz> yeh
L1134[10:29:54] <masa> so they are not
even looking at bugs that are not "popular"? ;p
L1135[10:30:12] <gigaherz> well popular
ones are prioritized
L1136[10:30:12] <gigaherz> ;P
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L1138[10:31:27] <masa> aaand they didn't
fix the sound looping bug in this "we fixed the most popular
and annoying bugs" snapshot
L1139[10:31:40] <masa> why does this not
surprise me at all
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L1141[10:34:29] <MalkContent> because
it's haaaard :c
L1142[10:34:41] <MalkContent> crysis 1
used to have one that never got fixed
L1143[10:35:28] <MalkContent> can't find
the source of a bug in 5 minutes? might as well be there forever
x)
L1144[10:35:46] <masa> yeah... xcept the
bug rtacker even has a community provided fix for the issue
L1145[10:35:52]
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L1146[10:35:57] <MalkContent> anyways,
optifine can't do aa without keeping fbos enabled, right?
L1147[10:35:59] <masa> but nope, not
interested
L1148[10:36:01] <MalkContent> o. damn
:D
L1149[10:36:20] <Tim020> Are there any
guides out there to doing animations with OBJ models in
1.8.9?
L1150[10:36:33] <Lordmau5> TMW water is
rendering real funky
L1152[10:37:30] <Lordmau5> blendFunc
SRC_ALPHA and ONE_MINUS_SRC_ALPHA
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L1154[10:38:38] <PaleoCrafter> that
darker stuff in the middle is water, Lordmau5? :P
L1155[10:38:44] <Lordmau5> yessir
L1156[10:39:01] <PaleoCrafter> lighting
or something is off :P
L1157[10:39:05] <Pennyw95> are you using
unascribed's implementation?
L1158[10:39:13] <Lordmau5> the color one?
ye
L1159[10:39:25] <Pennyw95> the pushattrib
one
L1160[10:39:35] <Lordmau5> no
L1161[10:39:39] <Lordmau5> can you link
it again, perhaps?
L1162[10:39:47] <Pennyw95> the color one
I guess we could just call it "the right way" ahah
L1163[10:39:48] <unascribed> that looks
like it might be a state desync on lighting
L1165[10:40:19] <Lordmau5> ty
L1166[10:40:47] <Pennyw95> that may be
caused by the very pushAttrib and popAttrib that MC broke?
L1167[10:41:41] <Lordmau5> where the hell
is GLAccess even
L1168[10:41:52] <Orion> Hey fry, did you
finish the rendering system, and is it compatible with OBJ?
L1169[10:42:01] <fry> what
L1170[10:42:03] <PaleoCrafter> lolz
L1171[10:42:13] <fry> in a word:
yes
L1172[10:42:40] <PaleoCrafter> Lordmau5,
I think that's unascribed's abstraction of GL access (his mod works
both on 1.7 and 1.8, iirc) :P
L1173[10:42:41] <Orion> Good
L1174[10:42:48] <unascribed> yeah
L1175[10:42:54] <unascribed> it'd be
trivial to unabstract it
L1176[10:43:00] <Lordmau5> it's not in
the Laminate source, is it?
L1177[10:43:03] <unascribed> just convert
the pushAttrib and popAttrib methods to static
L1178[10:43:03] <unascribed> it is
L1179[10:43:06] <unascribed> in the
common directory
L1180[10:43:12] <Lordmau5> oh, derp
L1181[10:43:25] <unascribed> I found a
much cleaner way for multiversion onejar support
L1182[10:43:32] <unascribed> but Laminate
uses 4 projects
L1183[10:43:42] <unascribed> I use the
cleaner method in Neoteric
L1184[10:43:55] <unascribed> which
currently isn't open source because the rendering code is
horrible
L1185[10:44:01] <Lordmau5> just having
the issue that GlStateManager stuff is private...
L1186[10:44:02] <Tim020> fry, does it
have support for animating obj models? And if so what's the best
way to go about it?
L1187[10:44:06] <unascribed> oh,
yeah
L1188[10:44:14] <unascribed> you need to
pull in my AT or convert it to reflection
L1189[10:44:24] <unascribed> I didn't
feel like making the class 3x larger than it already was with
reflection
L1190[10:44:24] <fry> Tim020: why do you
want to animate objs?
L1191[10:44:36] <Lordmau5> hehe
L1192[10:44:54] <Tim020> For a robotic
arm block :P
L1193[10:45:00] <Pennyw95> Lordmau5 keep
me updated with how it goes :P
L1194[10:45:20] <fry> I mean, why
specifically obj?
L1195[10:45:46] <Tim020> Dunno, was
making the models in blender and hence obj
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L1200[10:49:56] <Tim020> Would you
suggest using a different model system?
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L1203[10:50:15] <PaleoCrafter> b3d
L1204[10:50:45] <fry> you can try it, but
there's really no docs
L1205[10:50:46] <Tim020> Hoe come?
L1206[10:50:50] <Tim020> How*
L1208[10:50:57] <gigaherz> b3d supports
animations, unlike obj
L1209[10:51:04] <gigaherz> obj is
designed exclusively for static models
L1210[10:51:31] <Tim020> Ah right I see,
my mistake
L1211[10:51:40] <Lordmau5> what was the
thing with ATs again?
L1212[10:51:46] <Lordmau5> I gotta do
setupDecompWorkspace again after I added it, right?
L1213[10:52:14] <Tim020> Yep
L1215[10:52:49] <fry> first chest is
vanilla one, latter 2 are b3d-animated ones
L1216[10:52:58] <fry> meaning that the
animation was done fully in blender
L1217[10:53:02] <fry> and not in the
code
L1218[10:53:16] <PaleoCrafter> why are
there so many ender chests? :P
L1219[10:53:30] <fry> testing
performance
L1220[10:54:02] <Lordmau5> wait,
what
L1221[10:54:02] <Lordmau5> nice
L1222[10:54:47] <Tim020> Ah right ok,
could I define the animations in code though if they needed to be
dynamic?
L1223[10:54:49] <unascribed> other than
the funny lighting
L1224[10:54:52] <unascribed> yeah,
nice
L1225[10:54:54] <fry> it's literally an
1-liner of code with a semi-recent forge
L1226[10:55:12] <fry> Tim020: not
exactly, but you can control parameters from the code
L1227[10:55:17] <fry> if you need
to
L1228[10:56:02] <Tim020> So if the
animation isn't the same each time?
L1229[10:56:20] <PaleoCrafter>
unascribed, you mean the lighting that looks way better than
vanilla? :Ü
L1230[10:56:30] <unascribed> better or
not, it's inconsistent
L1231[10:56:36] <unascribed> if all the
blocks looked like that, then sure
L1232[10:56:51] <fry> unascribed: all
block do :P
L1233[10:56:57] <fry> except for TESRs
:D
L1234[10:56:59]
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L1235[10:57:26] <fry> you're just not
used to seeing the chest lit like that :P
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L1238[11:00:34] <Lordmau5> why is my AT
being ignored?
L1239[11:01:25] <Lordmau5> the .cfg file
is in src/main/resources/META-INF/ffs_at.cfg
L1240[11:01:33] <Lordmau5> and the
build.gradle states the jar {} part with the attributes for
it
L1241[11:01:46] <Tim020> Cheers fry, I'll
take a look and try get my head round it... Still not used the 1.8
rendering system yet :P
L1242[11:03:40]
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L1243[11:05:30] <tterrag|phone>
Ordinastie: is this 1.8.9?
L1244[11:05:32] <Lordmau5> oh ye, oh ye,
cleanCache would be nice, eh?... derp
L1245[11:05:34] <tterrag|phone> The enum
problem
L1246[11:05:39] <Ordinastie> no
L1247[11:05:48] <Ordinastie> I fixed it
the dirtiest way possible
L1248[11:06:15] <tterrag|phone> Is it
1.7?
L1249[11:06:34] <tterrag|phone> The
vanilla enums lose their identity for some reason thanks to
proguard
L1250[11:06:43] <tterrag|phone> They
don't work as type bounds
L1251[11:06:47] <tterrag|phone> It's
annoying as hell
L1252[11:06:51] <Ordinastie> I just
duplicated the enum to make my own copy
L1253[11:07:29] <tterrag|phone>
same
L1254[11:07:50] <tterrag|phone> seems to
be fixed in 1.8.9 though
L1255[11:08:08] <fry> due to generics
being there :P
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L1257[11:15:34] <Lordmau5> pokes
jk-5
L1258[11:15:46] *
jk-5 pokes back
L1259[11:15:50] <Lordmau5> o/
L1260[11:15:53] <Lordmau5> dude, how have
you been doing?
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L1263[11:18:59] <jk-5> Oh, really
good
L1264[11:19:25] <Lordmau5> no time for
chitchat, gad... off to a restaurant o/
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L1270[11:34:38] <PaleoCrafter> aw shit,
we might not have our old steering wheel anymore :/
L1271[11:35:13] <fry> what is this, mad
max?
L1272[11:35:20] <PaleoCrafter> American
Truck Simulator :P
L1273[11:35:41] <fry> so, yes? :D
L1274[11:36:16] <tterrag|phone> fry:
still feeling sick? >.>
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L1277[11:37:05] <fry> yup
L1278[11:37:08] <tterrag> :(
L1279[11:37:09] <tterrag> sorry
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L1281[11:38:22] <tterrag> gigaherz: I'm
home now, had a chance to read through yet?
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L1289[11:54:21] <gigaherz> tterrag: what
was the issue?
L1290[11:55:16] <tterrag> gigaherz: the
textures are scrambled...and it seems to be random (consistent for
a model, but when switching models it changes)
L1292[11:56:02] <gigaherz> you said the
vertices are CCW startign bottom-left?
L1293[11:56:40] <gigaherz> so
[0..4]={BL,BR,TR,TL}
L1294[11:56:44] <gigaherz> eh 0..3*
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L1361[12:01:12] <SomeGuyInATree>
o.O
L1362[12:01:27] <williewillus> its been
months and still bitching about enumfacing :P
L1363[12:01:31] <williewillus>
*sighs*
L1364[12:01:48] <fry> it's been a year
and people still bitch about terabytes of json, what do you
expect
L1365[12:02:13] <sham1> Not
terabytes
L1366[12:02:19] <sham1> Maybe a giga or
so at most
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L1368[12:03:23] <williewillus> also i
notice that most have trouble porting (at least those that haven't
ported across several major versions) is because they approach
porting with terrible strategy
L1369[12:03:41] <williewillus> "just
try to fix every compile error you see" isn't gonna work
:P
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L1436[12:04:19] <williewillus> it has to
be methodical
L1437[12:04:50] <tterrag> gigaherz: yeah
I got netsplit...if you said anything there I missed it :P
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L1440[12:07:00] <sham1> And willie, don't
feel bad, there are still people bitching about having to use
reflection
L1441[12:07:19] <tterrag> for?
L1442[12:07:30] <williewillus> what for?
0.o
L1443[12:07:38] <williewillus> and I
wouldn't feel bad :p
L1444[12:07:42] <sham1>
"slow"
L1445[12:07:48] <williewillus> it is
slow
L1446[12:07:50] <williewillus> if you do
it wrong
L1447[12:08:49] <Ordinastie> didn't you
hear, even "ifs" are slow
L1448[12:08:51] <fry> williewillus: flash
news: most modders aren't programmers
L1449[12:09:01] <williewillus> :P
L1450[12:10:53] <sham1> sadly
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L1516[12:12:27] <williewillus> rip
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L1518[12:16:18] <sham1> god damn it
espernet
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L1585[12:21:12] <LexDesktop> What retard
is saying if statements are slow?
L1586[12:21:31] <sham1> Think he was
joking
L1587[12:21:49] <fry> no, there was a
retard like that at some point here :P
L1588[12:21:58] <sham1> Was
L1589[12:22:04] <sham1> But lex asked who
*is*
L1590[12:22:31] <fry> I doubt he stopped
saying that :P
L1591[12:22:42]
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L1592[12:24:36] <c64cosmin> you don't
like how "fast" if is
L1593[12:24:41] <c64cosmin> use JMP when
zero
L1594[12:24:51] <LexDesktop> {That is a
if...}
L1595[12:24:56] <williewillus> ^
L1596[12:25:17] <sham1> jne
L1597[12:25:20] <tterrag> hm PaleoCrafter
could we adjust the formatting of code in headers?
L1598[12:25:23] <c64cosmin> that's the
one
L1600[12:25:26] <tterrag> that doesn't
look great
L1601[12:25:40] <sham1> Hmm
L1602[12:26:08] <sham1> BTW, did you
check my changes to the doc page of mine
L1603[12:26:19] <sham1> And if it is
okay
L1604[12:26:29] <sham1> Seeing as people
should know what "side" means in that context
L1605[12:26:36] <sham1> with this
page
L1606[12:26:36] <PaleoCrafter> will do
once I've delivered these Home Accesoires, tterrag :P
L1607[12:27:06] <tterrag> haven't yet
sham1
L1608[12:27:10] <tterrag> ok
PaleoCrafter, no rush, just wondering
L1609[12:27:11] <sham1> K
L1610[12:27:32] <sham1> Because all I did
was sync my local repo and put my page after the sides one
L1611[12:27:39] <tterrag> tbh in headers
I might just lose the border on code
L1612[12:27:49] <tterrag> just do code
formatting, that's it
L1613[12:27:51] <tterrag> i.e.
<code>
L1614[12:28:05] <LexDesktop> Anyways
before I go heads down on some stuff
L1615[12:28:08] <LexDesktop> anyone need
me for anythying?
L1616[12:30:14] <tterrag> PaleoCrafter:
what would the selector be for that?
L1617[12:30:14]
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L1618[12:30:16] <tterrag> h3.code ?
L1619[12:30:36] <unascribed> probably h3
> code
L1620[12:30:54] <tterrag> ah yeah
L1621[12:30:56] <unascribed> . would be a
class name
L1622[12:31:07] <unascribed> a class name
on the h3 itself no less
L1624[12:34:33] <tterrag> I'll take your
silence as a no
L1625[12:34:41] <PaleoCrafter> remove the
background
L1626[12:34:50] <tterrag>
background?
L1627[12:34:57] <PaleoCrafter> but I'm
like 100m away from my destination, I'll do it then :P
L1628[12:34:57] <tterrag> oh dang,
yeah
L1629[12:35:46] <tterrag> ok
L1630[12:36:14] <tterrag> PaleoCrafter:
tbh it'd be best if we could change the code{} block to just ignore
all headers
L1631[12:36:20] <tterrag> but I don't
think that's how CSS works :P
L1632[12:36:22] <tterrag> what do I
know
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L1634[12:38:24] <diesieben07> you could
do :not(h2) code { } maybe
L1635[12:38:35] <diesieben07> actually
:not(h2) > code
L1636[12:38:49] <diesieben07> thats all
code that is inside something that is NOT h2
L1637[12:39:11] <tterrag> yeah but the
code css is defined by mkdocs
L1638[12:39:17] <diesieben07> oh
L1639[12:39:33] <diesieben07> then you
have to overwrite it
L1641[12:39:37] <tterrag> that's all we
get
L1642[12:39:39]
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L1643[12:39:50] <tterrag> that css file
is injected to the pages
L1644[12:40:10] <diesieben07> just do h2
code and reset all the code styles they do if you really want
L1645[12:40:26] <tterrag> meh,
PaleoCrafter will do it :P
L1646[12:40:31] *
tterrag lives another day without doing webdev
L1647[12:40:39] <diesieben07> but the
screenshot you posted was fine :D
L1648[12:40:48] <diesieben07> just add
background:transparent
L1649[12:41:48] <tterrag> does my
contrast suck? I can BARELY see that background
L1650[12:42:22] <diesieben07> i can
barely see it too
L1651[12:42:31] <diesieben07> but i can
see it :P
L1652[12:44:00] <tterrag> ok, gtg
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L1655[12:44:22] ***
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L1657[12:46:18] <Nitrodev> Jesus Christ
sales work is rough
L1658[12:46:21] <c64cosmin> try using
this, to adjust your monitor
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L1673[13:18:44] <AndersBillLind> I am
defining the vertices of a model in a json-file right?
L1674[13:19:02] <diesieben07> if you wish
to use the json model format, yes
L1675[13:19:09] <AndersBillLind> Ah,
there is an option
L1676[13:19:11] <diesieben07> you could
also use an obj model, a b3d model
L1677[13:19:19] <diesieben07> or you
could define the model entirely in code if you really wanted
to
L1678[13:19:27] <AndersBillLind> If I
want an animated then?
L1679[13:19:36] <PaleoCrafter> you don't
exactly define vertices in the JSON format :P
L1680[13:19:49] <AndersBillLind> Then
what else?
L1681[13:19:56] <diesieben07> for the new
animation stuff... dont ask me.
L1682[13:19:59] <PaleoCrafter> boxes
:P
L1683[13:20:01] <AndersBillLind> :)
L1684[13:20:08] <AndersBillLind> And
boxes are composed of?
L1685[13:20:19] <PaleoCrafter> well,
vertices, but you can't manipulate those directly :P
L1686[13:20:22] <fry> pixels \o/
L1687[13:20:25] <AndersBillLind> ok
:)
L1688[13:20:26] <AndersBillLind>
haha
L1689[13:20:29] <LatvianModder> voxels
\o/
L1690[13:20:39] <AndersBillLind> I will
try to make a hat that you can put on the ground to start
with
L1691[13:20:46]
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L1692[13:21:02] <AndersBillLind> I assume
I can sneak peak on already existing json files
L1693[13:24:02]
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L1697[13:30:26] <diesieben07> blue
L1698[13:30:52] ***
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L1699[13:32:02] <AndersBillLind> Is there
a 3d modeller that can read that json format?
L1700[13:32:20] <fry> no, but you can
export from most 3d modellers to obj
L1701[13:32:23] <fry> and load that
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L1703[13:33:59] <PaleoCrafter> well,
MrCrayfish's model creator and BDCraft Cubik can import JSONs for
sure :P
L1704[13:40:25] <Flenix> Is there an easy
way to get the direction an entity is in relative to the player (ie
in front of, behind, to the left/right - not NESW)? or do I need to
get the players pos/rotation, entity pos, and calculate it
manually?
L1705[13:42:26] <AndersBillLind> Seems
like subtracting two angles is the way to go
L1706[13:43:30] <diesieben07> Flenix,
entity.getPositionVector().subtract(player.getPositionVector()).normalize()
gives you the vector from player to entity. then calculate the
angle between that and the player's look vector and divide by
90
L1707[13:43:32] <PaleoCrafter> Flenix,
depends on what you define as "direction" ;)
L1708[13:43:43] <Lordmau5>
unascribed,
L1709[13:43:48] <diesieben07> that then
gives you 0=in front of, 1=left, 2=behind, 3=right
L1710[13:43:52] <diesieben07> should be
at least
L1711[13:43:52] <Lordmau5> just a
heads-up that your GLStateManager thingy is not helping with
this
L1712[13:43:57] <Lordmau5> I assume I
know where the issue is though
L1713[13:44:11] <Flenix> That's perfect,
thanks diesieben07 :)
L1714[13:44:25] <AndersBillLind> Dont
forget to add 4 if you end up with a negative number :)
L1715[13:44:36] <diesieben07> just do % 4
:D
L1716[13:44:39] <AndersBillLind>
yeah
L1717[13:44:45] <Flenix> Yeah, I actually
want more than just 4 directions but this is enough for me to work
with :)
L1718[13:44:47] <AndersBillLind> But that
can also result in a negative number
L1719[13:45:02] <AndersBillLind> -2 % 4 =
-2
L1720[13:45:03] <Flenix> Doing one of
those things most games have where it highlights an on-screen
direction when you get attacked
L1722[13:45:53] <AndersBillLind>
lol
L1723[13:46:29] <AndersBillLind> I
thought giving horses golden carrots made them willing, did I get
it wrong?
L1724[13:48:25] <diesieben07> meh just do
Math.abs as well :D
L1725[13:50:04] <PaleoCrafter> didn't MC
have hit vectors at some point?
L1726[13:50:17]
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L1727[13:50:34] <PaleoCrafter>
AndersBillLind, modulo isn't particularly consistent across
programming languages :P
L1728[13:50:55] <AndersBillLind> Isnt
it?
L1730[13:52:07] <diesieben07> or you can
just unconditinally add 4
L1731[13:52:14] <diesieben07> so (num +
4) % 4
L1732[13:52:20] <AndersBillLind>
yeah
L1733[13:52:48] <diesieben07> modulo math
is fun
L1734[13:53:32] <PaleoCrafter> until you
get it wrong :P
L1735[13:54:03] <diesieben07> lol
L1736[13:57:36] <AndersBillLind> Hm, cant
get those u:s and v:s right
L1737[13:57:48] <AndersBillLind> u is
left right and v bottom top, right?
L1738[13:57:55] <Flenix> ...Did anyone
else know you can get a baby zombie riding a chicken from a zombie
egg spawn? Never seen it before:
http://ctrlv.in/710068
L1739[13:58:00] <tterrag|away>
PaleoCrafter: I agree on blue
L1740[13:58:06] <diesieben07> yeah they
added that a while bac
L1741[13:58:14] <tterrag|away> Not sure
if it's perfect but I don't like the orange at all
L1742[13:58:30] <AndersBillLind> I got
chased by such a chicken riding baby zombie, but I did not produce
it with an egg
L1743[13:58:44] <Flenix> I guess they can
spawn naturally too then
L1744[13:58:48] <Flenix> Never seen one
before though, weird
L1745[13:59:04] <PaleoCrafter>
tterrag|away, already PRed it
L1746[13:59:11] <PaleoCrafter> it will
take whatever colour the heading is ;)
L1748[14:00:53] <AndersBillLind> The
texture is 16x16
L1749[14:01:43] <AndersBillLind> I
understand its a rotated box, the texture mapping however is kinda
confusing
L1750[14:01:44] <PaleoCrafter> that's
quite a lot of hearts, Flenix :D
L1751[14:01:47] ***
fry is now known as fry|sleep
L1752[14:02:06] <Lordmau5> grrrr
L1753[14:02:15] <Lordmau5> How would I go
for fake fluid rendering with a proper lightmap?
L1754[14:02:26] <Flenix> Yeah, part of my
mod there's a health increase. The lots of hearts is temporary
(that's vanilla's approach to increased health - didn't know that
til recently), I'm actually going to change to a health bar that
sits where the hearts normally do
L1755[14:02:39] <Flenix> Just haven't got
around to that bit yet, wanted to get this damage indicator
first
L1756[14:03:51] <PaleoCrafter>
AndersBillLind, you know that in images, the origin is the upper
left corner? :P
L1757[14:04:08] <AndersBillLind> Not when
I was into textures the last time
L1758[14:04:19] <AndersBillLind> They had
an origin in the lower left corner
L1759[14:04:49] <PaleoCrafter> depends on
the software I guess
L1760[14:04:56] <AndersBillLind> But you
think I should reverse the notion then
L1761[14:04:56] <tterrag|away> windows
usually do
L1762[14:04:59] <tterrag|away> But not
uvs
L1763[14:05:02] <AndersBillLind> Well the
"software" was the opengl spec
L1764[14:05:44] <AndersBillLind> Well, if
I switch, its 6 in the top and 15 in the bottom then
L1765[14:07:02] <AndersBillLind> Oh, it
makes sense now
L1766[14:07:16] <AndersBillLind> And you
are right about 0 being in top
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L1769[14:11:24] <MalkContent> if i were
to attach a certain nbt tag to vanilla tools
L1770[14:12:04] <MalkContent> and if i
wanted to add an extra layer to the icon of it, say a small
triangle in a corner or something
L1771[14:12:20] <MalkContent> * if the
tag is present
L1772[14:12:25] <MalkContent> would that
be coremod material?
L1773[14:15:39]
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L1774[14:15:41] <theGliby> what was the
gradle command i needed to run to test the client?
L1775[14:16:03] <PaleoCrafter> runClient?
:P
L1776[14:16:42] <theGliby> alright
thanks
L1777[14:24:35]
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L1779[14:26:36] <diesieben07>
MalkContent, you can replace models without coremods
L1780[14:26:48]
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L1781[14:27:53] *
MalkContent squints
L1782[14:27:57] <MalkContent>
models?
L1783[14:28:05] <diesieben07> yes,
models
L1784[14:28:20] <diesieben07> if an item
is rendered, that is a model
L1785[14:30:05] <MalkContent> hm.
L1786[14:31:53] <MalkContent> the more I
think about this, the less sure I am what exactly I want to
do
L1787[14:31:59] <diesieben07> haha
L1788[14:32:13] <diesieben07> is this
only for vanilla tools?
L1789[14:32:20] <MalkContent> no
L1790[14:32:47] <diesieben07> so any
item?
L1791[14:32:53] <MalkContent>
theoretically
L1792[14:32:58] <diesieben07> that won't
be easy.
L1793[14:33:00] <MalkContent> think tc
wand dial for tools
L1794[14:33:07] <MalkContent> yep
L1795[14:33:12] *
diesieben07 barely knows any mods
L1796[14:33:33] <MalkContent> played
crysis?
L1797[14:33:56] <diesieben07> no :D
L1798[14:34:00] <MalkContent> hm
L1799[14:34:02] <diesieben07> don't have
a good enough pc
L1800[14:34:12] <diesieben07> i am in the
process of planning to build a gaming pc
L1801[14:34:52] <MalkContent> well. hold
down a button, a dial pops up with items of interest in a circle
around the center, mouse in center, move mouse over item of
interest, release button
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L1803[14:35:21] <PaleoCrafter> couldn't
you technically just wrap every item model in existence in a ISIM?
xD
L1804[14:35:50] <MalkContent> i don't
know what an isim is and that looks hard too google :P
L1805[14:35:53] <diesieben07> you could
but...
L1806[14:36:00] <diesieben07> that sounds
like a horrible idea :D
L1807[14:36:00] <PaleoCrafter>
ISmartItemModel, MalkContent :P
L1808[14:36:03] <PaleoCrafter> yeah
:D
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L1810[14:36:16] <AndersBillLind> Do
textures files need to be of a certain dimension?
L1811[14:36:35] <PaleoCrafter> square
(unless animated) and width and height must be the same power of
two
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L1813[14:36:44] <AndersBillLind> ok
L1814[14:36:49] <MalkContent> I'm mostly
seeking for a visual indicator that the item in hand is on this
"magic tool ring"
L1815[14:36:50] <diesieben07>
MalkContent, and what does that have to do with the triangle in the
corner?
L1816[14:36:55] <diesieben07> ah
L1817[14:36:57] <MalkContent> was just an
example
L1818[14:37:02] <diesieben07>
actually
L1819[14:37:10] <PaleoCrafter> use
RenderGameOverlayEvent?
L1820[14:37:11] <diesieben07> should this
only appear in the inventory?
L1821[14:37:17] <PaleoCrafter> if it's
just relevant on the hotbar
L1822[14:37:25] <diesieben07> yeah that
was my thinking, just draw it as a normal quad
L1823[14:37:34] <diesieben07> or even in
the inventory you can use the draw screen event
L1824[14:37:41] <PaleoCrafter> covering
any GUI might be a little difficult
L1825[14:37:42] <diesieben07> probably
easier than trying to mess with the models
L1826[14:37:53] <diesieben07> not
relaly
L1827[14:37:57] <diesieben07> Slot has
positinos
L1828[14:38:00] <MalkContent> any gui
would be nice
L1829[14:38:07] <PaleoCrafter> yeah, but
a mod might be scissoring stuff :P
L1830[14:38:21] <diesieben07> uhhhh
L1831[14:38:22] <diesieben07> meh
:D
L1832[14:38:24] <MalkContent> i basically
save all other tools in the current tools nbt
L1833[14:38:58] <tterrag|away> gigaherz:
poke
L1834[14:39:00] ***
tterrag|away is now known as tterrag
L1835[14:39:09] <diesieben07> so, draw
the indicator using RenderGameOverlayEvent and
GuiScreenEvent.DrawScreenEvent
L1836[14:39:25] <MalkContent> k. and that
wont affect the item in hand?
L1837[14:39:40] <diesieben07> npe
L1838[14:39:43] <MalkContent> as in the
thing you see the player holding
L1839[14:39:44] <MalkContent> k
L1840[14:39:47] <diesieben07> for the
latter, check for GuiContainer, get the slots
(gui.inventorySlots.inventorySlots)
L1841[14:39:52] <MalkContent> might be
better that way anyways
L1842[14:40:05] <diesieben07> check each
slot for if it needs indicator, if so draw indicator using
slot.xPosition/yPosition
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L1844[14:41:07] <MalkContent> what
happens when you pick up the item with the mouse?
L1845[14:41:15]
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L1847[14:41:30] <MalkContent> that
working like a moving gui slot?
L1848[14:41:57] <diesieben07> no, that is
player.inventory.getItemStack()
L1849[14:42:13] <diesieben07> and the
position is mouseX / mouseY in DrawScreenEvent
L1850[14:42:23] <MalkContent> k
L1851[14:42:56]
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L1852[14:42:58] <MalkContent> noting that
down. thanks for the help.
L1853[14:43:02] <diesieben07> oh and of
course you need to use DrawScreenEvent.Post
L1854[14:43:08] <diesieben07> not
PRe
L1855[14:43:38] <MalkContent> because it
get's drawn over otherwise, i suppose?
L1856[14:44:00] <MalkContent>
"get's"... o man i have to take a break
L1857[14:44:02] <diesieben07> yes, Pre is
before anything from the screen si drawn
L1858[14:44:17] <MalkContent> k
L1859[14:47:13] <MalkContent> do regular
old durability tools have a "break" event?
L1860[14:47:47] <diesieben07>
PlayerDestroyItemEvent maybe?
L1861[14:47:56] <MalkContent>
*notes*
L1862[14:48:02] <diesieben07> that also
fires for other things though
L1863[14:48:42] <MalkContent> idk. I'll
just take a break now, my head's soup
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L1865[14:54:05] <PaleoCrafter> I suppose
the event fires for you, too, MalkContent xD
L1866[14:55:26] *
diesieben07 collapses
L1867[14:55:29] <MalkContent> Link just
came by and stole my brain rupees, so yea
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L1870[15:10:05] <tterrag> gigaherz: I
found the source
L1871[15:10:25] <tterrag> I was applying
the wrong UVs to the split quads, so the left quad got the right
quad's UVs etc
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L1874[15:12:27] <gigaherz> tterrag: ah,
nice
L1875[15:12:30] <gigaherz> and
sorry
L1876[15:12:34] <gigaherz> by the time I
started looking
L1877[15:12:40] <gigaherz> I had to start
preparing dinner
L1878[15:12:42] <gigaherz> and then I
forgot
L1879[15:12:42] <gigaherz> XD
L1880[15:13:36] <gigaherz> it was tasty
though
L1882[15:13:59]
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L1883[15:14:02] <Wuppy>
lasagna-ish?
L1884[15:14:10] <gigaherz> mashed
potatoes
L1885[15:14:21] <Wuppy> potato
lasagna!
L1886[15:14:23] <gigaherz> with
bolognese-like sauce in the middle
L1887[15:14:49] <gigaherz> in spanish we
call it "meat cake"
L1889[15:16:12] <tterrag> I'm quite
happy
L1890[15:16:12] <gigaherz> nice :D
L1891[15:16:19] <tterrag> now to actually
implement the model system lol
L1892[15:16:24] <gigaherz> XD
L1893[15:16:27] <tterrag> need to add a
way for a chisel block to say "use this model as a
template"
L1894[15:16:34] <gigaherz> heh
L1895[15:16:34] <tterrag> currently I
just use one hardcoded model
L1896[15:16:39] <tterrag> which is still
better than before
L1897[15:16:39] <gigaherz>
ICustomModelLoader?
L1898[15:16:47] <tterrag> where we used
no models and generated quads on the fly
L1899[15:16:54] <tterrag> no need for
that
L1900[15:16:54] <gigaherz> heh
L1901[15:16:59] <tterrag> it works off
the vanilla format
L1902[15:17:14] <gigaherz> ah
L1903[15:17:23] <gigaherz> hmm
L1904[15:17:26] <gigaherz> vanilla model
files
L1905[15:17:32] <tterrag> currently I
use
L1906[15:17:36] <tterrag>
chisel_block.json ->
{"parent":"block/cube"}
L1907[15:17:38] <gigaherz> have a
"parent":"minecraft:block/cube"
L1908[15:17:39] <tterrag> :D
L1909[15:17:45] <tterrag> too slow
L1910[15:17:45]
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L1911[15:17:48] <gigaherz> yep
ninja'd
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L1913[15:17:56] <gigaherz> that's
probably the best option
L1914[15:18:02] <tterrag> was just
changing that to block/stairs or block/fence_ns for testing
L1915[15:18:32] <gigaherz> are chisel
blocks separate?
L1916[15:18:39] <tterrag>
separate...from...?
L1917[15:18:40] <gigaherz> as in
L1918[15:18:51] <gigaherz> different ids
for the full blocks, stairs and such
L1919[15:18:53] <gigaherz> like
vanilla
L1920[15:19:09] <gigaherz> or single-id
blocks with TE-based actual state?
L1921[15:19:24] <tterrag> no TEs that
would be awful
L1922[15:19:31] <tterrag> we pack the
variants into 16s
L1923[15:19:38] <tterrag> and use
basically 1.7-style meta for that
L1924[15:19:38] <gigaherz> aha
L1925[15:19:41] <tterrag> just a
PropertyInteger
L1926[15:19:49] <gigaherz> so full blocks
are grouped in packs of 16 each
L1927[15:19:53] <gigaherz> and stairs
have one id each?
L1928[15:19:53] <tterrag> yes
L1929[15:20:03] <tterrag> 2 stairs per
ID
L1930[15:20:06] <tterrag> since a stair
has 3 bits of states
L1931[15:20:15] <gigaherz> ah right
L1932[15:20:17] <tterrag> chisel has
always been ID concious, it has to be with so many dang
blocks
L1933[15:20:23] <gigaherz> 4 facings +
up/down
L1934[15:20:39] <gigaherz> yeah makes
sense
L1935[15:20:48] <gigaherz> that's why I
didn't assume ;P
L1936[15:20:50] <tterrag> variable-length
metadata would be a godsend for chisel
L1937[15:20:55] <tterrag> but it's a pipe
dream for now :P
L1938[15:20:59] <gigaherz> that's sortof
akin to using a TE
L1939[15:21:15] <gigaherz> if only we
could store the TE data in a compact format instead of NBT
L1940[15:21:15] <gigaherz> ;P
L1941[15:21:42] <tterrag> not
really
L1942[15:21:53] <tterrag> variable-length
metadata would mean that there really is NO metadata
L1943[15:22:00] <gigaherz> well
yeah
L1944[15:22:02] <tterrag> instead a block
just marks out how many states it has and the world allots it that
many IDs
L1945[15:22:02] <gigaherz> just
L1946[15:22:17] <gigaherz> provide a list
of "persistent" blockstate properties
L1947[15:22:21] <tterrag> this would
actually lead to a huge increase in ID availability as most blocks
don't use meta at all
L1948[15:22:38] <gigaherz> and MC could
just save those as separate IDs
L1949[15:22:39] <PaleoCrafter> Mojang is
sorta preparing for that
L1950[15:22:41] <gigaherz> in fact
L1951[15:22:43] <gigaherz> that'd be the
ideal case
L1952[15:22:45] <tterrag> PaleoCrafter:
yes, that's my hope
L1953[15:22:50] <gigaherz> full 16 bits
for blockstate ID
L1954[15:22:52] <gigaherz> no meta
L1955[15:23:36] <gigaherz> there's MANY
blocks that don't make use of all 16 variants
L1956[15:23:41] <tterrag> the IDEAL case
is having separate ID maps per cubic chunk, meaning that ids could
be integer based but only saved as 12 bits
L1957[15:23:42] <gigaherz> all the
blockstates using 3 bits for 6 values
L1958[15:23:53] <tterrag> that's a bit
nuts though ;)
L1959[15:23:58] <gigaherz> no need for
that
L1960[15:24:06] <gigaherz> if you remove
the "block id"
L1961[15:24:10] <gigaherz> and assign
each blockstate an ID instead
L1962[15:24:19] <tterrag> right that's
what I'm talking about
L1963[15:24:21] <gigaherz> then you have
12+4 bits total without changing the save format
L1964[15:24:29] <tterrag> but that still
limits to 16 bits
L1965[15:24:31] <gigaherz> since metadata
bits become meaningless
L1966[15:24:32] <tterrag> which is a lot,
but not infinite
L1967[15:24:32] <gigaherz> yes
L1968[15:24:38] <tterrag> 32 bits of ids
is virtually infinite
L1969[15:24:51] <gigaherz> but for the
purpose of chisel, that alone would be perfect
L1970[15:24:55] <tterrag> actually I take
back the cubic chunk thing
L1971[15:24:57] <gigaherz> you'd move
from having "packs of 16"
L1972[15:25:01] <tterrag> one ID map per
chunk = 16 bits of IDs per chunk
L1973[15:25:08] <tterrag> then just save
an int->int map with the chunk and bam
L1974[15:25:15] <gigaherz> that'd be
annoying
L1975[15:25:21] <tterrag> not
really
L1976[15:25:31] <gigaherz> suppose the
case where someone has a large base
L1977[15:25:34] <gigaherz> with like, one
floor per mod
L1978[15:25:43] <tterrag> uh...ok
L1979[15:25:48] <gigaherz> all the way
from bedrock to build limit
L1980[15:26:13] <gigaherz> all packed
with 65537 distinct blockstates
L1981[15:26:13] <gigaherz> ;P
L1982[15:26:44] <tterrag> and?
L1983[15:26:46] <tterrag> what's bad
about that?
L1984[15:26:53] <gigaherz> [22:25]
(tterrag): one ID map per chunk = 16 bits of IDs per chunk
L1985[15:27:04] <gigaherz> hmm no
wait
L1986[15:27:07] <tterrag> 16*16*256 =
65535
L1987[15:27:09] <tterrag> I can
math
L1988[15:27:10] <gigaherz> a chunk is
16x16x256
L1989[15:27:13] <gigaherz> can't possibly
overflow
L1990[15:27:22] <tterrag> (yes that's
off-by-one but I'm counting 0)
L1991[15:27:28] <gigaherz> yeah
L1992[15:27:46] <gigaherz> even if you
literally packed each cell with a different blockstate
L1993[15:27:50] <gigaherz> you'd still be
able to fit it in 16 bits
L1994[15:28:08] <gigaherz> so a chunk
header with an array of IDs
L1995[15:28:15] <gigaherz> (32bit
IDs)
L1996[15:28:36] <gigaherz> and then each
block cell would just blockstates[ids[cell_idx]]
L1997[15:28:47] <gigaherz> yeah that'd
work
L1998[15:28:51] <tterrag> bingo
L1999[15:29:14] <tterrag> only a small
increase in world size to save the id maps
L2000[15:29:38] <tterrag> I'm guessing
the id map would generally be less than 16 bits of data total
L2001[15:29:43] <PaleoCrafter> if you're
having a map from every 16bit id to a 32bit id, woudldn't it be
more efficient to just store 32 bit IDs then? :P
L2002[15:30:03] <diesieben07> no, that
would mean 32 bit per block pos
L2003[15:30:05] <tterrag> sorry, 5000
bits, 5kb
L2004[15:30:08] <diesieben07> not 16
bits
L2005[15:30:09] <tterrag> diesieben07:
why
L2006[15:30:13] <diesieben07>
@paleo
L2007[15:30:33] <diesieben07>
theoretically you could figure out how many bits you need per
chunk
L2008[15:30:35] <tterrag> PaleoCrafter:
it's much less expensive to store ONE map of 32b->16b than it is
to store 32b 65k times
L2009[15:30:47] <diesieben07> and
potentially even have a versino where you just map 32b->8b
L2010[15:30:58] <diesieben07> if there's
just 16 different blocks in the chunk
L2011[15:31:08] <PaleoCrafter> well, but
if you have a chunk where all blockstates are distinct?
L2012[15:31:24] <diesieben07> then you
need 16 bits per pos
L2013[15:31:38] <diesieben07> and then a
map to tell what those 16 bits mean in the 32 bit versions
L2014[15:31:39] <PaleoCrafter> then you
have a 32bit mapping for every 16bit ID
L2015[15:31:46] <diesieben07> oh
L2016[15:31:47] <diesieben07>
right.
L2017[15:31:48] <PaleoCrafter> + the
16bits per blockpos
L2018[15:31:53] <diesieben07> haha
L2019[15:31:54] <diesieben07> true
L2020[15:31:57] <PaleoCrafter> :P
L2021[15:32:17] <PaleoCrafter> so you
essentially store double the amount you would if you just stored
the 32bit ID
L2022[15:32:19] <diesieben07> there'd
have to be a cutoff value where you say "screw the map, use 32
bit everywhere"
L2023[15:32:26] <tterrag> that's the
worst case scenario
L2024[15:32:26] <PaleoCrafter> guess
so
L2025[15:32:38] <tterrag> 99.9% of chunks
will have waayyyy less blocks than that
L2026[15:32:40] <diesieben07> overall its
not as simple as you think
L2027[15:32:44] <PaleoCrafter> I guess
that threshold can be calculated
L2028[15:32:48] <tterrag> but yes, there
could be a backing map fallback
L2029[15:32:57] <gigaherz> PaleoCrafter:
that's the WORST case
L2030[15:32:58] <gigaherz> XD
L2031[15:33:03] <diesieben07> the problem
si if you cross the threshold you have to recompute
everything
L2032[15:33:05] <PaleoCrafter> yeah, but
you have to plan for everything :P
L2033[15:33:09] <gigaherz> worst case is
you store 32 bits per cell effective
L2034[15:33:17] <diesieben07> unless
there is some fancy math you can do to avoid that
L2035[15:33:22] <gigaherz> best case you
store only 16 bits of "0" (full air)
L2036[15:33:31] <gigaherz> average case
would be only a slight overhead
L2037[15:33:33] <tterrag> recomputing a
whole chunk in a batch isn't that expensive
L2038[15:33:41] <gigaherz> recomputing
what?
L2039[15:33:48] <gigaherz> the ID is only
needed for storage in the save format
L2040[15:33:57] <tterrag> yes but the map
is gone
L2041[15:33:58] <gigaherz> for
networking, the actual blockstate ID would make most sense
L2042[15:34:00] <diesieben07> the chunk
itself already stores the IDs
L2043[15:34:05] <tterrag> you've passed
the threshold where the map is more efficient
L2044[15:34:08] <gigaherz> I'd have it as
32bit in memory
L2045[15:34:14] <diesieben07> thats not a
good idea :P
L2046[15:34:19] <diesieben07> you'd
double the ram usage
L2047[15:34:25] <tterrag> er...except
no
L2048[15:34:28] <tterrag> because java
doesn't use less memory for shorts
L2049[15:34:35] <PaleoCrafter> let's just
drop the topic and let Mojang deal with it when the time comes?
:P
L2050[15:34:37] <diesieben07> uhm yes it
does
L2051[15:34:41] <diesieben07> in arrays
at least
L2052[15:34:42] <gigaherz> most
programming languages use struct padding
L2053[15:34:44] <diesieben07> not on the
stack
L2054[15:34:48] <gigaherz> ah right
L2055[15:34:49] <tterrag> in arrays
maybe
L2056[15:34:53] <gigaherz> hmm
L2057[15:34:53] <diesieben07> nt maybe
;D
L2058[15:34:54] <gigaherz> actually
L2059[15:34:55] <tterrag> so yeah, you'd
have to remap the whole chunk
L2060[15:34:57] <gigaherz> is it an
array?
L2061[15:34:59] <gigaherz> does it
store
L2062[15:35:03] <gigaherz>
blockids[]
L2063[15:35:06] <tterrag> yes, the chunk
IDs are packed into an array
L2064[15:35:07] <gigaherz>
lightlevels[]
L2065[15:35:08] <gigaherz> etc
L2066[15:35:09] <diesieben07> if byte /
short arrays would use 4 bytes per element that would be crazyness
:D
L2067[15:35:10] <gigaherz> in separate
arrays?
L2068[15:35:18] <tterrag> private final
ExtendedBlockStorage[] storageArrays;
L2069[15:35:26]
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L2070[15:35:30] <diesieben07> they use a
char[] now i think
L2071[15:35:36] <diesieben07> unsigned 16
bit
L2072[15:35:36] <gigaherz> diesieben07:
yes but if you store classes/structs, then padding DOES take
effect
L2073[15:35:37] <tterrag> seems so
L2074[15:35:42] <tterrag> private char[]
data;
L2075[15:35:42] <gigaherz> aha
L2076[15:35:47] <gigaherz> so iew.
L2077[15:35:48] <diesieben07> yes but
only if need be
L2078[15:35:50] <gigaherz> ew.
L2079[15:35:56] <gigaherz> it sounds slow
XD
L2080[15:35:57] <tterrag> public
IBlockState get(int x, int y, int z) { IBlockState iblockstate =
(IBlockState)Block.BLOCK_STATE_IDS.getByValue(this.data[y <<
8 | z << 4 | x]);
L2081[15:36:10] <tterrag> what a strange
packing method
L2082[15:36:14] <tterrag> yzx
L2083[15:36:18] <tterrag> .-.
L2084[15:36:22] <diesieben07> its for a
reason
L2085[15:36:29] <diesieben07> they
changed it because it apparently improves the compression
L2086[15:36:37] <tterrag> probably, since
most blocks are lower down
L2087[15:36:40] <tterrag> that means less
msb
L2088[15:37:01] <tterrag> most of the
time y is < 128 which means you can lop off a bit
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L2090[15:38:13] <gigaherz> for
compression
L2091[15:38:17] <gigaherz> you want the
least changing bits first
L2092[15:38:36] <gigaherz> simple matter
of probability: if you make the most significant bits change
less
L2093[15:38:44] <gigaherz> thne the
chances of finding "near repetitions" are higher
L2094[15:38:49] <gigaherz> which means
you can compress better
L2095[15:39:01] <tterrag> that as
well
L2096[15:39:02] <gigaherz> and in a
chunk, Y changes the least
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L2099[15:39:52] <gigaherz> all
compression formats work more or less on the idea of locality:
nearby data has a higher chance of being similar
L2100[15:40:30] <gigaherz> that's why you
don't normally store all the history since the beginning of the
compression stream
L2101[15:40:35] <gigaherz> you use
windowed dictionaries or similar
L2102[15:40:47] <tterrag> what about
middle-out compression
L2103[15:40:49] <tterrag> :>
L2104[15:41:32] <gigaherz> what's
that?
L2105[15:41:33] <gigaherz> XD
L2106[15:42:35]
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L2107[15:42:38] <tterrag> go watch
silicon valley :P
L2108[15:42:54] <Drullkus> tterrag: So
that means compression gets much worse with modded worlds with 3000
taken block ID's? :P
L2109[15:43:06] <tterrag> no
L2110[15:43:19] <tterrag> unless that mod
is adding random blocks to y>128
L2111[15:44:00] ***
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L2112[15:45:06] <Drullkus> Wait
L2113[15:45:08] <Drullkus> OH
L2114[15:45:11] <Drullkus> The
y-level
L2115[15:45:17] <Drullkus> ...like
natura?
L2116[15:47:04] <tterrag> natura probably
doesn't help, no
L2117[15:47:13]
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L2119[15:47:41] <diesieben07> keep in
mind this compression stuff probably does nto do THAT much
L2120[15:47:55] <diesieben07> and the
price per GB for modern harddrives is miniscule
L2121[15:47:58] <Pennyw95> Is it possible
to combine booleans in a blockstate json? Like, place one inside
another?
L2122[15:48:01] <tterrag> on a large
world it could be significant though
L2123[15:48:02] <diesieben07> nobody
should have storage space probelms these days :D
L2124[15:48:07] <tterrag> Pennyw95: use
forge format
L2126[15:49:01] <Pennyw95> basically I
have a block that will have a FACING propertyDireciton just like
the furnace, but I'd also like to have multiples TYPE propertyEnum
variables
L2127[15:50:08] <diesieben07> as long as
you can fit it into 16 total states, sure.
L2128[15:50:17] <diesieben07> not sure
what this has to do with the jsons though
L2129[15:50:35] <Pennyw95> but by looking
at the furance's json, the facing property rotates the model
L2130[15:50:45] <diesieben07> yes
L2131[15:50:53] <Pennyw95> I only want it
to rotate the model given by a propertyEnum property
L2132[15:50:58] <Pennyw95> a
variant
L2133[15:51:06] <Pennyw95> so I'd need to
nest them?
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L2136[15:51:33] <diesieben07> youd have
"facing=north,type=xyz", etc.
L2137[15:51:38] <diesieben07> and list
all combinations
L2138[15:51:41] <diesieben07> and then
rotate only the ones you wnat
L2139[15:51:46] <Pennyw95> that, without
the forge format
L2140[15:52:17] <Pennyw95> I mean, I know
they are created anyway, but with the forge format I don't have to
type them all,right?
L2141[15:52:20] <PaleoCrafter> this
should actually be doable with forge's system, just have
"y": 0 in all variants for the enum apart from the ones
you actually want to rotate
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L2143[15:53:26] <PaleoCrafter> so you'd
have something like "variants": { "facing": {
... }, "variant": { "rotate": [{}],
"dontRotate": [{"y": 0}] } }
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L2145[15:54:07] <Pennyw95> ahh, I see
where you're going
L2146[15:54:07]
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L2150[15:56:52] <PaleoCrafter> yep
L2151[15:57:04] <Pennyw95> can I onl
specify the rotation without the model?
L2152[15:57:07] <Pennyw95> before
anoteh
L2153[15:57:12] <PaleoCrafter> I think
so
L2154[15:57:13] <Pennyw95> another
property gives the model?
L2155[15:58:26] <Pennyw95> Then I change
the facing value is onBlockAdded and...is that all?
L2156[15:58:36] <Pennyw95>
onBlockPlaced*
L2157[16:00:19]
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L2158[16:00:47] <Dark> I need a bit of
help with an issue I'm getting with NBT saving for items
L2159[16:00:57] <diesieben07> what is the
issue?
L2160[16:00:59] <Dark> some reason when I
save and item in an item
L2161[16:01:03] <Dark> I get two
different item ids
L2162[16:01:25] <Dark> on save it says
4313 belongs to the item i'm saving
L2163[16:01:32] <diesieben07> why do you
care abou numeric IDs?
L2164[16:01:36] <diesieben07> also show
your code.
L2165[16:01:38] <Dark> on load it says
4313 is null and the item is now 4660
L2166[16:01:49] <diesieben07> you
shouldn't ever care abotu numeric ids
L2167[16:02:01] <Dark> normally I
wouldn't
L2168[16:02:12] <Dark> but its about the
only way I can confirm something is wrong with the data
L2169[16:03:03] <diesieben07> again,
showcode.
L2171[16:03:13] <Dark> sorry long chain
to find on github
L2172[16:03:28] <Dark> its very basic
code
L2173[16:03:33] <Dark> load and save from
ItemStack
L2174[16:03:58] <diesieben07> ok and what
exactly now makes you think there is an issue?
L2175[16:04:15] <Dark> load returns null
for exItem tag
L2176[16:04:27] <Dark> when save method
saved and item
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L2178[16:04:43] <diesieben07> where is
load and save called from?
L2179[16:05:02] <Dark> much longer chain
the converts the ItemStack into the Warhead object
L2180[16:05:05] <Dark> that part
works
L2181[16:05:13] <Dark> and I've traced it
all the way to the save and load method
L2182[16:05:18] *
diesieben07 repeats questino
L2183[16:05:24] <Pennyw95> PaleoCrafter:
Apparently not, that breaks it
L2184[16:05:34] <PaleoCrafter> be more
specific :P
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L2186[16:06:10] <Pennyw95> well the model
is no longer loaded, I get the cubic missingtexture, then if I
place another down I crash with...
L2187[16:06:14] <Dark> I'll be more
specific, debug says it saved with id 4313, load finds no item with
4313 and now says the item it orginally saves is 4660
L2188[16:06:30] <Pennyw95> Cannot set
property PropertyDirection{name=facing, clazz=class
net.minecraft.util.EnumFacing, values=[north, south, west, east]}
as it does not exist in BlockState{block=tknowledge:tk_wooden,
properties=[type]}
L2189[16:06:47] <Pennyw95> oh wait,
that's actually my fault
L2190[16:06:50] <PaleoCrafter> yes it
is
L2191[16:06:57] <Pennyw95> didn't set it
in the default state
L2192[16:07:06] <Lordmau5> Penny, that
didn't fix it byey
L2193[16:07:08] <Lordmau5> Btw*
L2194[16:07:22] <Lordmau5> The modified
glstatemapper class
L2196[16:07:32] <Lordmau5> It has to do
with the actual light map :P
L2197[16:07:41] <Pennyw95> Oh, sorry to
hear that
L2198[16:07:54] <Pennyw95> are you
talking about your problem or my problem?
L2199[16:07:54] <Lordmau5> I'll have to
fiddle around with that tomorrow...
L2200[16:08:16] <Pennyw95>
Lightmap...never messed with that
L2201[16:09:10] <diesieben07> Dark, i
don't see an issue there. the ID in the NBT is 4660, that ID points
to an existing Item. also why are you not using 1.8.9?
L2202[16:09:36] <Dark> long story but it
shouldn't matter which MC version i use
L2203[16:09:46] <Dark> the ItemStack save
code didn't change much if at all
L2204[16:09:50] <PaleoCrafter> does MC
only store string IDs as of 1.8?
L2205[16:09:53] <diesieben07> yes
L2206[16:10:10] <diesieben07> so please
explain the issue yyou have with that screenshot
L2207[16:10:16] <diesieben07> because i
dont see it
L2208[16:10:24] <Dark> see the nbt:
part
L2209[16:10:31] <Dark> that keeps
changing its data
L2210[16:10:39] <Dark> one set it shows
id 4660
L2211[16:10:42] <Dark> next 4313
L2212[16:10:43] <Pennyw95> PaleoCrafter:
Ok, it no longer crashes but there's still no model
L2213[16:10:44]
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L2214[16:10:48] <Dark> it should be
constant
L2215[16:10:49] <diesieben07> and you are
sure that thats the same Item instance?
L2216[16:10:51] <Dark> as the item is
always the same
L2217[16:10:56] <Pennyw95> so maybe a
model is needed after all...
L2218[16:10:58] <PaleoCrafter> paste your
whole log, Pennyw95
L2219[16:11:00] <diesieben07> and no,
item IDs do not need to be constant.
L2220[16:11:12]
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L2222[16:11:13] <Dark> in the context of
debug instance it should
L2223[16:11:15] ***
kroeser is now known as kroeser|away
L2224[16:11:18] <Dark> MC shouldn't
change ids mid run
L2225[16:11:24] <Pennyw95> you mean the
text in the console?
L2226[16:11:31] <diesieben07> again, are
you sure it's the same Item that is containing this module
thing?
L2227[16:11:35] <Dark> yes
L2228[16:11:55] <PaleoCrafter>
fml-client-latest.log or something like that in your run/logs
folder
L2229[16:11:57] <diesieben07> does your
repo work when cloned?
L2230[16:11:58] <Dark> more pricely this
item is part of a crafting recipe
L2231[16:12:14] <Dark> the repo should
work just fine
L2232[16:12:15] <diesieben07> and if so,
how can I reproduce this
L2233[16:12:46] <Dark> set a debug mark
on the same pos, then try to craft a warhead with any explosive
charge
L2234[16:12:54] <diesieben07> how
do
L2235[16:12:59] ***
manmaed|AFK is now known as manmaed
L2237[16:13:15] <Dark> if you want to
setup a workspace there is a setup script in the repo
L2238[16:13:37] <diesieben07> i dont need
a setup script, setupDevWorkspace should do...
L2239[16:13:42] <Dark> yes
L2240[16:13:45] <diesieben07> i meant how
do I craft that thing
L2241[16:14:13] <Dark> shapeless recipe
of warhead and explosive charge, both can be found in the ICBM
creative tab
L2242[16:14:13] <Pennyw95> my mod comes
after thaumcraft
L2243[16:14:25] <GeoDoX> !gf
GuiContainerCreative.tabPage 1.8.8
L2244[16:14:25] <diesieben07> k, give me
a sec
L2245[16:14:35] <GeoDoX> !gf
GuiContainer.tabPage 1.8.8
L2246[16:15:21] <PaleoCrafter> hm...
Pennyw95, you might have to set a model in the defaults
section
L2247[16:15:28] <Dark> diesieben07 is it
possible for sever and client to have different id sets?
L2248[16:15:36] <diesieben07> no
L2249[16:15:43] <Dark> k, can mark that
off the list
L2250[16:16:05] <diesieben07> jeez
dependency hell
L2251[16:16:13] <Pennyw95> will try
that
L2252[16:16:32] <Dark> you want to see
dependency hell try setting up a rotarycraft workspace
L2253[16:16:35] <Dark> 89 deps
L2254[16:16:39] ***
manmaed is now known as manmaed|AFK
L2255[16:16:41] <diesieben07> yeah no
thanks
L2256[16:16:52] <diesieben07> i care
nothing about reika
L2257[16:17:05] <Pennyw95> just like
"defaults": { "model":"mymodelpath"
}, right?
L2258[16:17:07] <Dark> same, though I did
try to help the guy learn to mod better
L2259[16:17:09] <Dark> didn't work
L2261[16:17:14] <diesieben07> yeah
L2262[16:17:19] <diesieben07> that is a
fruitless endeavour
L2263[16:17:28] <Dark> took me a year to
figure that out sadly
L2264[16:17:30] <PaleoCrafter> lol, were
you even able to talk to Reika? :P
L2265[16:17:40] <Dark> yes, still talk to
him every so often as well
L2266[16:17:44] <Dark> he is in my TS
right now even
L2267[16:17:52] <PaleoCrafter> I thougt
they can only say "Update <number>"
L2268[16:17:59] <Dark> lol
L2269[16:18:04] <Dark> at least I got him
to add the #
L2270[16:18:14] <Dark> use to be just
Update
L2271[16:18:42] <Pennyw95> PaleoCrafter:
that might be a stupid question, but at lines 254-255 of the log,
it finds and registers APIs from thaumcraft and baubles
L2272[16:19:03] <Pennyw95> how does this
work? Does one have to put an annotation or something?
L2273[16:19:17] <Pennyw95> line 277
too
L2274[16:19:18] <PaleoCrafter> @API in a
package-info.java, iirc
L2275[16:19:37]
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L2278[16:19:58] <Dark> ^ @API
L2279[16:20:16] <Pennyw95> oh, I see. and
it registers the package
L2280[16:20:18]
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L2282[16:20:47] <Pennyw95> thank you
:)
L2283[16:22:33]
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L2284[16:25:51] <MalkContent> would forge
do something like add a blockstate to wooden logs to identify them
as player placed like with leaves?
L2285[16:25:55] <Pennyw95> and are there
rules for an api package? Is main/java/api ok?
L2286[16:26:48] <gigaherz> MalkContent:I
don't know if they "would", but currently it'snot that
way
L2287[16:27:04] <gigaherz> logs use 2
bits for the axis, and have 4 logs per blockid
L2288[16:29:03]
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L2289[16:29:37] <diesieben07> gahhh
chickenbones -.-
L2290[16:29:45]
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L2291[16:29:49] <Pennyw95> PaleoCrafter:
it's still not rendering it. Not actually a big deal, just
curiosity though...
L2294[16:31:00] <PaleoCrafter> hm,
werid
L2296[16:31:20] <MalkContent> hmk
L2297[16:31:32]
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L2298[16:31:36] <Pennyw95> my api
registers properly though :D
L2299[16:31:47]
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L2300[16:31:58] <PaleoCrafter> well,
everything seems to load just fine
L2301[16:32:14] <Dark> any luck
diesieben07
L2302[16:32:23] <diesieben07> i am still
setting this mess up
L2303[16:32:37] <diesieben07> now
chickenbones wants his stupid config dir
L2304[16:32:37] <Dark> ah, btw you can
remove the CC mods from the deps list
L2305[16:32:40] <Dark> have yet to remove
it
L2306[16:32:53] <diesieben07> and now its
not launching becuase baubles is missing
L2307[16:33:08] <Dark> remove
tinkers
L2308[16:33:16] <Dark> not sure why
tinkers wants baubles
L2309[16:33:50] <Dark> also mess is a
good term for it
L2310[16:34:02] <diesieben07> where are
your deps?
L2311[16:34:07] <Dark> had to add tinkers
support to VoltzEngine, dep for ICBM, to fix a duplication
bug
L2312[16:34:11] <diesieben07> i read
through all those 20 gradle files
L2313[16:34:18] <Dark> remote files
L2314[16:34:25] <diesieben07> ?
L2315[16:34:25] <Dark> just go into your
workspace
L2316[16:34:27] <Pennyw95> Well that's no
big deal, I'll just make another block class for blocks without
facing
L2317[16:34:28] ***
DarkevilAway is now known as Darkevilmac
L2318[16:34:34] <Dark> go into libs or
deps depending on IDE
L2319[16:34:37] <Dark> and remove
them
L2320[16:34:46] <diesieben07> but its a
gradle dep
L2321[16:35:01] <Dark> you loaded it as a
gradle project?
L2322[16:35:07] <diesieben07> yes? of
course
L2323[16:35:20] <Dark> run the setup,
then load it as a standard project
L2324[16:35:24] <diesieben07> ehm,
why?
L2325[16:35:26] <Dark> it allows for
modifying the deps
L2326[16:35:26] <PaleoCrafter> Pennyw95,
could you paste your block class?
L2327[16:35:37] <diesieben07> just tell
me where the heck you tell gradle about the deps
L2329[16:36:01] <Dark> it litteraly uses
the remote github
L2330[16:36:02] <diesieben07> oh
wait
L2331[16:36:06] <diesieben07> oh jesus
christ
L2332[16:36:18] <Dark> helps cut down on
work between my 100+ projects
L2333[16:36:26] <Dark> I have my gradle
tech modify the remote
L2334[16:36:32] <Dark> and it auto
updates the projects
L2335[16:36:36] <diesieben07> mumble
mumble grumble
L2336[16:36:44] <Dark> blame abrar
L2337[16:36:52] <Dark> he suggested it as
a solution
L2338[16:36:57] <diesieben07> lol
L2339[16:36:59] <PaleoCrafter> have you
considered writing, you know, an actual gradle plugin? :P
L2340[16:37:07] <Dark> yes
L2341[16:37:10]
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L2342[16:37:11] <Dark> not enough
time
L2344[16:37:23] <Dark> still have 11
papers to write by sunday
L2345[16:37:32] <Dark> including 2 mods
releases this week
L2346[16:37:40]
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L2348[16:38:02] <diesieben07> removed
tconstruct, still wnats baubles
L2349[16:38:19] <diesieben07> thaumcraft
needs it
L2350[16:38:22] <diesieben07> can i just
remove that?
L2351[16:38:28] <Dark> nope ICBM needs
it
L2352[16:38:35] <Dark> just for the code
though
L2353[16:38:53] <diesieben07> welp, cant
launch then :D
L2354[16:39:04] <diesieben07> actually it
launches just fine
L2355[16:39:35] ***
mumfrey is now known as Mumfrey
L2356[16:39:52] <diesieben07>
java.lang.IllegalAccessError: tried to access field
net.minecraft.item.Item.unlocalizedName from class
com.builtbroken.mc.core.registry.ClientRegistryProxy
L2358[16:39:57] <diesieben07> the fuck
are you doing ...
L2359[16:40:05] <Dark> access
transformers
L2360[16:40:10]
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L2361[16:40:10] <PaleoCrafter> y u do
dis
L2362[16:40:13] <Dark> its a mess, but
better than reflection
L2363[16:40:20] <diesieben07> why do
people always manage to produce workspaces that dont work AT
ALL.
L2364[16:40:29] <PaleoCrafter> y u
reading da unlocalized name
L2365[16:40:40] <Dark> works for me and
the other developers I work with
L2366[16:40:54]
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L2367[16:40:58] <Dark> also I read the
name for sanity checks
L2368[16:41:07] <unascribed> you do know
there's a getter, right
L2369[16:41:07] <diesieben07> imho a
workspace setup should be as simple as: clone repo, run
setupDecompWorkspace, import, runs.
L2370[16:41:08] <Dark> to prevent
something from being registered with a null localized name
L2371[16:41:10]
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L2373[16:41:28] <Dark> getter will return
"item.null.name"
L2374[16:41:40]
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L2376[16:41:48] <diesieben07> anyways, i
think i am done with this tbh
L2377[16:41:53] <Dark> :/
L2378[16:41:59]
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L2379[16:42:05] <diesieben07> good luck
figuring it out but i am not spending 2 hours trying to set up a
workspace so i can set a breakpoint
L2380[16:42:07] <Dark> anyways thanks for
trying
L2381[16:42:14]
⇨ Joins: c64cosmin (c64cosmin@89.46.161.178)
L2382[16:42:23] ***
tterrag is now known as tterrag|away
L2383[16:42:28] <c64cosmin> it looks like
I'm spazzing in and out of existance
L2384[16:42:43]
⇦ Parts: c64cosmin (c64cosmin@89.46.161.178) ())
L2385[16:42:54] <unascribed> did you
teleport to NaN
L2386[16:42:59]
⇨ Joins: c64cosmin (c64cosmin@89.46.161.178)
L2387[16:43:02] <c64cosmin> something
with my network, sry
L2388[16:43:19]
⇦ Parts: c64cosmin (c64cosmin@89.46.161.178) ())
L2389[16:44:01] <unascribed> wait, does
he mean IRC? I have join/part messages disabled
L2391[16:44:15] <Dark> yes
L2392[16:44:27] <Dark> PaleoCrafter the
mod is very old
L2393[16:44:28] <unascribed> he should
have 0% scala
L2394[16:44:32] <Dark> use to be 85%
scale
L2395[16:44:39] ***
amadornes is now known as amadornes[OFF]
L2396[16:44:39] <Dark> take time to
convert back
L2397[16:44:45] <Dark> also scala has
it's uses
L2398[16:44:47] <PaleoCrafter> still to
little Scala D:
L2399[16:44:50] <PaleoCrafter> *too
L2400[16:44:59] <unascribed>
s/little/much
L2401[16:45:00] <PaleoCrafter>
unascribed, but Scala is love
L2402[16:45:01] <Pennyw95> scala is
love
L2403[16:45:07] <PaleoCrafter> lol
L2404[16:45:10] <Dark> there is nothing
wrong with scala
L2405[16:45:15] <unascribed> scala is the
hatred of a thousand dying souls
L2406[16:45:23] <Delenas> So.. anyone
have to deal with odd culling happening with models? Because I've
got some issues with the b3d format doing oddities..
http://imgur.com/a/zsC9t
L2407[16:45:28] <Dark> :P you have never
truely used it then
L2408[16:45:41] <Delenas> Looked at it,
Nope
L2409[16:45:43] <Dark> very very useful
for large projects
L2410[16:45:46] <unascribed> my
experience with Scala consists of it fucking up my Java
projects
L2411[16:45:56] <Dark> eclipse?
L2412[16:46:02] <Delenas> Looked at it
during multipart stuff, Nope'd, and left scala in that order.
L2413[16:46:34] <Dark> also it could be
worst, Working on a project that also included C++ and python
L2414[16:47:24]
⇨ Joins: sciguyryan (~sciguyrya@37.48.80.238)
L2415[16:47:37] *
PaleoCrafter slaps unascribed with a large existential
type
L2416[16:49:59] <unascribed> I am
perfectly happy with my lack of extraneous features and clear code
that isn't 99% inferred
L2417[16:50:02] <theGliby> i'm using
multi workspace setup and for some reason my changes aren't
applied.
L2418[16:50:33] <unascribed> "scala
is what happens when you kill lisp, grind it on a stone made of
tainted fulgarite starmetal, and feed it foie-gras style to the
malformed baby of two inbred perl programmers. You can smell a
pleasant table aroma when it's served, but when you cut it open
there's nothing but layer upon layer of cold hatred inside, no
matter how long you cook it."
L2419[16:54:08] <theGliby> nvm fixed the
issue, it was an issue with project recursion
L2420[16:55:13] <unascribed> is
shouldPlayReequipAnimation or whatever available in 1.7.10?
L2421[16:55:22] <Delenas> ..nobody?
>.>
L2422[16:55:40] <unascribed> how is the
model supposed to look
L2423[16:56:09] <unascribed> !findallm
Item.*Reequip*
L2424[16:56:15]
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L2425[16:56:16] <unascribed> !findallm
Item.*Equip*
L2426[16:56:52] <diesieben07> no its
not
L2427[16:56:58] <unascribed> :/
L2428[16:57:00] <diesieben07> and also
its a forge method so it wont be in the bot
L2429[16:57:04] <unascribed> ah
L2430[16:57:07]
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L2431[16:57:26] <unascribed> oh, I just
noticed you included a picture of how the model should look in the
imgur link
L2432[16:57:28] <unascribed> I didn't
notice it >.>
L2433[16:58:31] ***
MrKick|Away is now known as MrKickkiller
L2434[16:58:32] <Delenas> Yus, same on
all four sides. It's culling the sloped bits opposite the way it
should be.
L2435[16:59:25] ***
Flenix is now known as Sleepyfglnxehf
L2436[17:00:12] <gigaherz> Delenas: looks
like your model's face windings are wrong
L2437[17:00:19] <gigaherz> you may need
to flip them
L2438[17:00:32] <gigaherz> maybe called
something like "flip normals" or "invert
normals"
L2439[17:00:57] <unascribed> I wonder if
I could counteract the re-equip translation in my item
renderer
L2440[17:00:59] <Delenas> Ah.. I remember
a way to show normals in Blender.. what was the hotkey?
L2441[17:01:18] <diesieben07> or you
could just... you know... update.
L2442[17:01:27] <unascribed> not an
option when the only reason this mod exists is for a private
modpack
L2443[17:01:34] <unascribed> which is
still 1.7.10 because all the mods we care about are 1.7.10
L2444[17:01:56] <unascribed> I'd love to
write this mod for 1.8, I actually *like* the model system
L2445[17:02:07] <unascribed> but then
it'd be entirely useless
L2446[17:02:18] ***
willieaway is now known as williewillus
L2447[17:03:46] <unascribed> and
considering I don't have a magical
"update-others-closed-source-mods-to-1.8" wand
L2448[17:04:20] <williewillus> lol
L2449[17:04:34] *
williewillus coughs in a loud, somewhat strangled way
L2450[17:04:42] <unascribed> Botania is
open-source
L2451[17:04:47] <williewillus> talking
about another one
L2452[17:06:31] <Delenas> Thanks, that
did it. Normals were indeed messed up.
L2453[17:06:50] <williewillus>
unascribed: im guessing you missed my little ic2 stunt lol
L2454[17:06:59] <unascribed> I guess I
did
L2455[17:07:15] <unascribed> considering
they've had the biggest "U NO DECOMPILE EVR" policy for a
long time
L2456[17:07:18] <unascribed> I can only
imagine how that went
L2457[17:07:30] <williewillus> better not
to talk about it haha, but tldr ported a port of ic2classic to
1.8.0 and people (one person) flipped shit
L2458[17:07:40] <williewillus> but oh
well I still count it as a port ;)
L2459[17:07:44] <williewillus> just a
highly frustrating and useless one
L2460[17:09:21] <TehNut> Should
EnchantmentThorns be checking if the armor is ISpecialArmor to see
if it should call ISpecialArmor#damageArmor() instead of
ItemStack#damageItem()?
L2461[17:09:38] <TehNut> Because it
currently doesn't
L2462[17:10:54] <williewillus>
probably
L2463[17:11:05] <williewillus> probably
just forgotten to patcch when it was introduced
L2464[17:11:13] <unascribed> !mh
Item.onEaten
L2465[17:11:15] <williewillus> and left
like that for 4 years ;p
L2466[17:11:19] <TehNut> :P
L2467[17:11:28] <williewillus>
unascribed: that's now onItemuseFinish because onEaten is a shitty
name :P
L2468[17:11:33] <unascribed> yep
L2469[17:11:36] <unascribed> was just
making sure
L2470[17:12:21]
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L2471[17:12:38] <MattDahEpic> how does
one tell if the player is on fire>
L2472[17:13:27] <diesieben07>
player.isBurning()
L2473[17:13:41] <diesieben07>
alternatively player.isScreamingLikeHell
L2475[17:14:00] <unascribed> is this how
you do motion changes?
L2476[17:14:05] <unascribed> setVelocity
is client-only
L2477[17:14:36] <PaleoCrafter>
addVelocity
L2478[17:15:04] <PaleoCrafter> oh,
setting it, nvm :D
L2479[17:15:30] <PaleoCrafter> but I
guess you can do whatever addVelocity does ;)
L2480[17:15:57]
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L2484[17:21:10] <MalkContent> maaan.
first level, golem has to chop 1k logs
L2485[17:21:18] <MalkContent> for second
level its 4k...
L2486[17:22:41] <TehNut> williewillus:
Know how I could make a blockstate file reference a model in
models/item?
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L2488[17:22:48] <MalkContent> wrong
channel*
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L2491[17:28:00] <Cypher121> why in hell
did I think running setupDecomp through IDEA would end well?
-_-
L2492[17:29:18] <williewillus> lol
L2493[17:30:53] <Cypher121> I mean it
works, but I started it 15 minutes ago
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L2498[17:35:43] <gigaherz> Cypher121: I
stopped doing that because it woudl run out of memory
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L2501[17:36:22] <Cypher121> gigaherz,
yup, it just did
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L2503[17:36:42] <gigaherz> it's the
decompileMc step
L2504[17:36:51] <gigaherz> it just takes
more ram than IDEA allows gradle to use
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L2507[17:38:29] <Cypher121> I think it's
configurable in gradle settings of idea
L2508[17:38:38] <Cypher121> but god it's
just too slow
L2509[17:39:15] <Cypher121> one might
even say that running it this way
L2510[17:39:19] <Cypher121> is a bad
IDEA
L2511[17:39:24] <MattDahEpic>
UUUGHHH
L2512[17:39:30] *
Cypher121 has showed himself out
L2513[17:39:51] <PaleoCrafter> RANKSHANK,
rename that commit if possible :P
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L2516[17:41:19] <gigaherz> yep
"ammend commit", change name, commit, force-push
L2517[17:41:20] <gigaherz> Xd
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L2519[17:41:49] <PaleoCrafter> and
please, change that magic number to 0xFF8040CC :P
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L2521[17:43:02] <PaleoCrafter> having the
colour in a mutable value also feels a little dirty :P
L2522[17:44:01] <PaleoCrafter> and format
that test mod :P
L2523[17:45:00] <PaleoCrafter>
'theEntity' isn't a good name either xD
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L2528[17:56:56] <RANKSHANK> PaleoCrafter
haha yeah it's really hacky with the mutable int- but it's the most
efficient method I could think of haha, will definitely fix up the
commit name and I didn't even think of formatting the test mod :P
phark
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L2531[17:58:00] <thecodewarrior> If that
is merged it will make my eventual (ASM-less?) porting of
FavoriteItems much much easier. :D (please no ASM flame war, I have
been convinced already that it's horrible)
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L2535[18:01:59] <PaleoCrafter> another
thing, RANKSHANK: would be cool if you could actually add the glint
even if stack.hasEffect() returns false
L2536[18:02:33] <thecodewarrior> ^ I need
this if I want to use it for FavoriteItems
L2537[18:08:46] <williewillus> great PR
though
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L2539[18:09:02] <williewillus> I just
wish mojang didn't remove the renderpass dependent effect from 1.7
to 1.8 :P
L2540[18:09:39] <RANKSHANK> PaleoCrafter
is feasible it'd
L2541[18:09:41] <williewillus> but the
change is understandable given how the bakedmodels are made
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L2544[18:11:10] <RANKSHANK> *it's
feasible, would just entirely overwrite the hasEffect check but I'm
not entirely sure how it'd be replaced without breaking
things
L2545[18:11:10] <RANKSHANK> williewillus
thanks man :)
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L2550[18:17:22] <Cypher121> I need to
learn more about rendering =\
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L2553[18:18:48] <williewillus> Cypher121:
what kind of rendering? :P
L2554[18:19:25] <Cypher121> mostly
effects around players
L2555[18:19:43] <Cypher121> ever played
FFXIV?
L2556[18:19:46] <PaleoCrafter> Hm,
willie, wasn't it you who talked about damage direction indicators
or something in vanilla?
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L2558[18:21:51] <williewillus> wat
L2559[18:22:02] <williewillus>
PaleoCrafter: i talked about the vanilla bug where the damage
direction isn't synced to client
L2560[18:22:10] <williewillus> so the
tilt effect always goes to the right
L2561[18:22:19] <williewillus> even if
the attack came from left or front or back
L2562[18:22:23] <PaleoCrafter> That's the
one xD
L2563[18:23:08] <PaleoCrafter> Mind
finding the issue for me? :P
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L2566[18:25:42] <PaleoCrafter> I'm
planning to implement a similar feature in my mod :P
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L2569[18:31:34] <PaleoCrafter> Wow, I've
never noticed that wobble
L2570[18:32:09] <williewillus> i notice
the tiniest inconsistencies between mc versions :P
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L2572[18:32:46] <williewillus> like from
1.5 to 1.8(?) items were synced really weirdly so if you tossed
something it would resync every few seconds and twitch a bit
L2573[18:33:00] <williewillus> from 1.5
to 1.8.2 XP orbs were INVISIBLE after spawning >.>
L2574[18:33:09] <unascribed> that one was
a dumb glitch
L2575[18:33:21] <williewillus> after 1.5,
stairs bump you up in a less smooth manner
L2576[18:33:23] <unascribed> the protocol
used absolute ints
L2577[18:33:28] <unascribed> but the
client didn't decode them
L2578[18:33:35] <williewillus> yeah they
forgot to divide by 32
L2579[18:33:37] <unascribed> so they
spawned at 32x the coords needed
L2580[18:33:58] <williewillus> in 1.7 the
chat opacity option didn't work on the actual text, just the gray
background >.>
L2581[18:35:16] <williewillus> in 1.8
they made mob knockback serversided >.>
L2582[18:35:47] <williewillus> in 1.7 the
hearts don't flash when regenning >.>, from 1.3 to 1.7 the
hearts don't flash their delta health when you take damage
>.> etc. tec.
L2583[18:36:06] <PaleoCrafter> I play way
to little to notice any of that xD
L2584[18:36:15] <diesieben07> tl;dr:
broken ass game
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L2588[18:37:42] <williewillus> 10 tiny
particles from 1.2.5 yup I definitely noticed that being gone in
1.3
L2589[18:40:05] <PaleoCrafter> You
actively look for this things though, don't you? :P
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L2591[18:40:57] <PaleoCrafter> *these,
god dammit phone
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L2593[18:46:58] <williewillus> not
really, I just notice it
L2594[18:47:07] <williewillus> and after
I do it bothers me forever
L2595[18:47:24] <williewillus> and
increasingly gets more irritating until mojang fixes it 3+ major
versions later
L2596[18:47:34] <diesieben07> the thing
that bothers me the most about this game is how they declare
obvious bugs "features"
L2597[18:47:50] <williewillus> like
what
L2598[18:47:56] <williewillus> buds?
:P
L2599[18:47:58] <diesieben07> pistons are
absolutely broken? no no thats "quasiconnectivity"
L2600[18:48:10] <williewillus> that's
more the community's doing though
L2601[18:48:15] <williewillus> if they
fixed it the outrage would be enormous
L2602[18:48:23] <diesieben07> no, that
only happened because they left it unfixed for ages
L2603[18:49:10] <diesieben07> and then
dispensers firing again when they update
L2604[18:49:14] <diesieben07> or did they
fix that at least?
L2605[18:49:40] <williewillus> really?
0.o never ran into that
L2606[18:49:50] <diesieben07> seems they
fixed that
L2607[18:49:55] <williewillus> lol double
take whenever I don't see boat desync on the top of the
tracker
L2608[18:50:16] <diesieben07> dispensers
just checked whenever they receved an update: "am i powered?
yes? ok FIRE!"
L2609[18:50:47] <williewillus> when was
this?
L2611[18:51:57] <diesieben07> pre 1.5
apparently
L2612[18:52:07] <diesieben07> i have not
played this game properly in ages lol
L2613[18:52:25] <gigaherz> is there some
way to tell IDEA certain classes are unused by design?
L2614[18:52:37] <gigaherz> aside of a
custom annotation, that is
L2615[18:52:37] <gigaherz> XD
L2616[18:52:48] <williewillus> disable
the inspetion? idk
L2617[18:53:35] <gigaherz> no I only want
to make specific classes as "public api"
L2618[18:53:57] <gigaherz> I hate java
not having an "internal" modifier that tells the IDE
those classes are only meant to be used within the package
L2619[18:53:57] <gigaherz> ;p
L2620[18:54:09] <gigaherz> eh I mean
within the jar*
L2621[18:54:22] *
diesieben07 points at java 9
L2622[18:54:44] <gigaherz> java9 will
have "internal"?
L2623[18:54:45] <PaleoCrafter> gigaherz,
you can create a custom scope
L2624[18:54:52] <diesieben07> java 9 will
have modules
L2625[18:54:53] <PaleoCrafter> It will
have modules
L2626[18:55:04] <diesieben07> then you
can say "this module exports these classes"
L2627[18:55:13] <diesieben07> and
everything else is not accessible outside the module
L2628[18:57:27] <williewillus> how is
that enforced?
L2629[18:57:45] <diesieben07> i dont
know
L2630[18:58:02] <diesieben07> probably at
the bytecode verifier level or something
L2631[18:59:45] <williewillus>
interesting
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L2633[18:59:48] <williewillus> so you
can't hack around it
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L2635[19:00:54] <diesieben07> nope
L2636[19:01:01] <diesieben07> probably
withh reflection maybe
L2637[19:01:02] <diesieben07> but
idk
L2638[19:01:33] <williewillus> that's
interesting, good for hiding things that shouldn't be exposed
L2639[19:01:49] <diesieben07> ye
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L2641[19:03:26] <PaleoCrafter> It will
also allow for more efficient deployment of the JRE with an
application or of shading in dependencies in general
L2642[19:04:05] <diesieben07> it will
break pretty much everything that works with jars though :D
L2643[19:04:11] <diesieben07> maven,
gradle, IDEs, etc.
L2644[19:05:00] <williewillus> lol
L2645[19:05:08] <williewillus> aka won't
be adopted within the next decade
L2646[19:05:23] <diesieben07> well,
things will update
L2647[19:05:36] <diesieben07> Jetbrains
as usual already has working prototypes afaik
L2648[19:06:11] <PaleoCrafter> Yeah, the
IDEA 16 preview already has a little J9 support, iirc
L2649[19:06:33] <williewillus> do they
have valhalla support in EAP? :P
L2650[19:06:38] <williewillus> i haven't
played with that yet
L2651[19:06:56] <diesieben07> lol
doubtful
L2652[19:07:03] <diesieben07> there arent
even proper valhalla builds yet
L2653[19:07:19] <PaleoCrafter> They don't
even know how they want to do it yet xD
L2654[19:07:24] <diesieben07> yeah
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L2662[19:22:21] <williewillus> but
speaking of future things
L2663[19:22:28] <williewillus> the 1.9
loot tables look very interesting
L2664[19:22:42] <williewillus> not sure
how a mod is gonna define them though 0.o
L2665[19:22:47] <gigaherz> json
files
L2666[19:22:52] <williewillus> no like
the search path
L2667[19:22:55] <gigaherz> oh
L2668[19:22:58] <gigaherz> forge registry
of some sort
L2669[19:22:59] <gigaherz> XD
L2670[19:23:00] <williewillus> they'll
located in the world dir
L2671[19:23:17] <VikeStep> probably the
same way Mojang does :P
L2672[19:23:22] <williewillus> yeah but
the only non-code location we have is assets
L2673[19:23:33] <gigaherz> ?
L2674[19:23:43] <gigaherz> assets may
contain the "default" loot tables
L2675[19:23:46] <gigaherz> if they aren't
hardcoded
L2676[19:23:50] <williewillus> loot
tables are not in assets
L2677[19:23:52] <williewillus> they're in
the world dir
L2678[19:23:57] <gigaherz> then they are
dynamic
L2679[19:24:06] <gigaherz> and forge will
find a way to allow modsto make use of them
L2681[19:24:31] <VikeStep> when it comes
to programming, anything is possible
L2682[19:24:37] <VikeStep> it's all bytes
in the end :P
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L2684[19:24:56] <gigaherz>
williewillus:
L2685[19:24:58] <gigaherz> "Below is
a list of all loot tables that exist by default. More tables can be
added in the world save for use with custom maps."
L2686[19:25:11] <gigaherz> so 1.9 is
already going to have a means to specify custom loot tables
L2687[19:25:14] <gigaherz> all forge will
need
L2688[19:25:16] <williewillus> yeah but
you have to modify the world dir
L2689[19:25:18] <gigaherz> is to add
mod-provided ones
L2690[19:25:20] <williewillus> yeah
L2691[19:25:27] <gigaherz> oh come on
forge will simply patch that
L2692[19:25:31] <gigaherz> stop
worrying
L2693[19:25:31] <gigaherz> XD
L2694[19:25:53] <williewillus> potion of
luck currently has no effect on loot tables though
L2695[19:25:59] <williewillus> yay mojang
and half baked features
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L2705[19:41:16] <masa> wth is a potion of
luck?
L2706[19:41:48] <MattDahEpic> 1.9
L2707[19:41:57] <MattDahEpic> made with
rabbits foot i think
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L2709[19:43:18] <minecreatr> MattDahEpic,
rabbits foot is potion of leaping I think
L2710[19:43:18] <williewillus> something
useless right now
L2711[19:43:32] <williewillus> it's
supposed to boost loot tables but they didn't finish implementing
it
L2712[19:43:36] <williewillus> so all it
does is boost fishing stats
L2713[19:43:38] <williewillus> :P
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L2716[19:45:52] <williewillus> !gm
onItemUseFinish
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L2731[20:19:13] <Cypher121> yeah, I don't
understand how the fuck FMLControlledNamespacedRegistry works
=\
L2732[20:20:16] <williewillus> what about
it?
L2733[20:20:22] <williewillus> it's a
"namespaced registry"
L2734[20:20:29] <williewillus> which
basically means ResourceLocation -> T
L2735[20:20:34] <williewillus> with
optional int id's, iirc
L2736[20:20:58] <williewillus>
"FMLControlled" is just marking that class as an fml
extension of the vanilla class :P
L2737[20:21:22] <Cypher121> yeah, I
understood that much
L2738[20:21:52] <Cypher121> and it seems
that if you make it through PersistentRegistryManager it gets
synced between server and client
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L2741[20:25:23] <Cypher121> I still don't
quite understand if I can use it to sync arbitrary objects with the
client
L2742[20:25:45]
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L2743[20:26:44] <diesieben07> not
really
L2744[20:26:54] <williewillus> it can,
but you probably cant use them directly
L2745[20:27:01] <williewillus> they're
specifically designed for FML's use case
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L2748[20:29:44] <Cypher121> I got
recommended to use this thing to sync my Object<->Enum maps.
trying to understand how it is supposed to be used.
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L2750[20:30:12] <diesieben07> i woudl set
it up in a way so you dont need to sync in the first place
L2751[20:30:43] <Cypher121> well, it's
impossible, unfortunately
L2752[20:30:54] <Cypher121> these are
research maps of players
L2753[20:31:24] <LexDesktop> what?
L2754[20:31:40] <Cypher121> yeah,
hi
L2755[20:32:08] <williewillus>
IEEPs?
L2756[20:32:15] <williewillus> thats how
everyone else does it :P
L2757[20:32:17] <williewillus> /
capas
L2760[20:34:55] <LexDesktop> that doesnt
do syncing between client and server
L2761[20:35:00] <LexDesktop> you have to
write your own shit for that
L2762[20:36:26] <williewillus> but
syncing those should be trivial
L2763[20:36:35] <williewillus> you just
save it to nbt and send it over
L2764[20:36:41] <gigaherz> not quite
;P
L2765[20:36:44] <gigaherz> it's not
hard
L2766[20:36:46] <gigaherz> but it's
non-trivial
L2767[20:36:51] <williewillus> how is it
nontrivial? :P
L2768[20:37:00] <williewillus> if you can
save it to disk then you can sync it basically
L2769[20:37:15] <gigaherz> yes, sending
the packet is the easy part
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L2771[20:37:15] <Cypher121> i don't think
i'll use it
L2772[20:37:22] <gigaherz> deciding WHEN
to send the packet is the non-trivial part
L2773[20:37:22] <gigaherz> XD
L2774[20:38:18] <williewillus> on login?
:P
L2775[20:38:53] <gigaherz> as I said,
depends
L2776[20:39:05] <Cazzar> What happens if
the IEEP changes?
L2777[20:39:14] <gigaherz> nothing
happens
L2778[20:39:16] <gigaherz> that's the
point
L2779[20:39:41] <gigaherz> if you attach
an IEEP to a player, you jsut attached it to the entity, on
whatever side you did it in
L2780[20:39:58] <gigaherz> if you
attached the data on the server, the clients won't know about
it
L2781[20:41:11] <gigaherz> so if you just
need to share some info with the client that's controlling this
player entity, that's easy: just send update packets whenever data
changes
L2782[20:41:23] <gigaherz> but if you
also need other nearby clients to know about it
L2783[20:41:31] <gigaherz> then you have
to work with the entity tracking info
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L2787[20:45:02] <gigaherz> lol
L2788[20:45:04]
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L2789[20:45:19] <MattDahEpic> its
probably """unlimited""" and thats
the total storage space for all the users
L2790[20:46:26] <Cypher121> so are IEEPs
auto-synced or do I have to handle it myself?
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L2793[20:47:39] <DanYeomans> anyone
willing to help me sort out a dedicated server crash caused by my
mod? i'm pretty sure the reason is simple but i don't know forge
1.7.10 well enough to understand what i'm doing wrong
L2794[20:48:24] <gigaherz> Cypher121:
you'd have to handle it yourself
L2795[20:48:59] <MattDahEpic> DanYeomans,
first step is always to pot logs
L2796[20:49:02] <MattDahEpic> post*
L2798[20:49:38] <DanYeomans> figured i'd
ask before i log dump ;)
L2799[20:49:42] <MattDahEpic> you are
doing client stuff on the server
L2800[20:49:46] <panda_2134> Hi
guys
L2801[20:49:56] <MattDahEpic> hoi
panda_2134
L2802[20:50:00] <DanYeomans> yeah, but
i'm not sure how to... uh... not do that
L2803[20:50:02] <williewillus> do
rendering initialization in your clientproxy
L2804[20:50:03] <GeoDoX> !latest
L2805[20:50:05] <Cypher121> good, this
will save a shitload of traffic
L2806[20:50:08] <williewillus>
@DanYeomans
L2807[20:50:32] <DanYeomans> okay, i'm
loading a model though
L2808[20:50:46] <DanYeomans> that's where
it's telling me i'm going wrong anyways
L2809[20:51:06] <panda_2134> Is there a
way to check the whole multiblock structure when any block of the
structure is updated?
L2810[20:51:24] <williewillus>
DanYeomans: and models only exist clientside
L2811[20:51:26] <williewillus> so use a
proxy
L2812[20:51:44] <MattDahEpic> panda_2134,
look at bigreactor's code they do that
L2813[20:51:52] <panda_2134> Ok thx
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L2815[20:53:34] <DanYeomans> and where
should i call the clientproxy from
L2816[20:53:37] <DanYeomans> i have a
client proxy
L2817[20:53:47] <williewillus> from your
main mod class
L2818[20:53:55] <MattDahEpic> make sure
its SideOnly'd
L2819[20:54:00] <williewillus> err no
MattDahEpic
L2820[20:54:01] <williewillus>
sidedproxy
L2821[20:54:19] <DanYeomans> could you
elaborate?
L2822[20:54:27] <williewillus> do you
have a @SidedProxy?
L2823[20:54:31] <williewillus> with a
ClientProxy class?
L2824[20:54:47] <williewillus> if so,
simply move the model call from your main mod class into a method
in your proxy class and call it there
L2825[20:55:03] <DanYeomans> i do
not
L2826[20:55:14] <DanYeomans> my
clientproxy class does not have this sidedproxy
L2828[20:55:34] <masa> just an
example
L2829[20:55:34] <williewillus> then it's
not a proxy :P
L2830[20:55:41] <williewillus> look at
line 35 in that link
L2831[20:55:47] <williewillus> if you
don't have somethingl ike that then you don't have a proxy
L2832[20:56:12] <DanYeomans> wait
L2833[20:56:15] <DanYeomans> i do have a
proxy
L2834[20:56:19] <DanYeomans> er
L2835[20:56:20] <DanYeomans>
sidedproxy
L2836[20:56:22] <DanYeomans> okay
L2837[20:56:32] <williewillus> then move
the model call into your proxy
L2838[20:56:41] <williewillus> and have
the server proxy do nothing and the client proxy register it
L2839[20:56:44] <masa> so just put your
client side stuff like model loading in a method on the client side
of that proxy
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L2842[20:58:13] <panda_2134> Thank you
matt
L2843[20:58:24] <panda_2134> I know how
to work on that
L2844[20:59:00]
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L2845[20:59:17] <DanYeomans> huh okay
stupid question, where is eula.txt stored on a server for the build
enviornment
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L2847[21:00:08] <williewillus> wherever
you set the run path to
L2848[21:00:16] <williewillus> usually,
runDir/
L2849[21:00:23] <williewillus> or
eclipse/ if you're on an old FG build
L2850[21:02:13]
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L2851[21:03:00] <DanYeomans> THANK
YOU
L2852[21:03:03] <DanYeomans> oops
capslock
L2853[21:03:05] <DanYeomans> all
working
L2854[21:03:14] <DanYeomans> i do not
miss forge 1.7.10
L2855[21:04:20] <gigaherz> lol I somehow
managed to "hotpatch" a refactoring change, without IDEA
realizing it was wrong
L2856[21:04:28] <gigaherz> then when it
tried to call the changed method, it crashed
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L2860[21:10:06] <MattDahEpic> gigaherz,
if you update the mappings outside of idea but not forge and dont
refresh the gradle project in idea it has no idea anything changed
since the forge jar is still there
L2861[21:11:19] <gigaherz> wat?
L2862[21:11:31] <gigaherz> that'd not
what I did XD
L2863[21:11:46] <MattDahEpic> that had
not what i did?
L2864[21:11:50] <gigaherz> I did a
"change signature" from within idea, then compiled
it
L2865[21:11:58] <gigaherz> that's*
L2866[21:12:00] <gigaherz> typo
L2867[21:12:01] <williewillus> he wasn't
talking about mappings
L2868[21:12:06] <williewillus>
hotswapping :P
L2869[21:12:17] <williewillus> ive
actually had that happen to me too lol
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L2872[21:14:55] <riderj> I'm currently
instantiating my NBTTagCompound in the onUpdate method of my base
item class. Is there a better way to do this so that the
NBTTagCompound is not null when pulled out of the creative
tab?
L2873[21:15:43] <RANKSHANK> umm... riderj
why aren't you just adding the compound to the stack when it's
added to the tab?
L2874[21:17:49] <riderj> RANKSHANK, I set
the creative tab in the constructor of the base item class, and I
don't have an ItemStack to access. Is there a way to get an
ItemStack without passing it through a method?
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L2876[21:18:34] <williewillus> RANKSHANK:
that only works if you manually populate your creative tab
L2877[21:18:51] <williewillus> if you use
setCreativeTab like riderj does you can't do that
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L2879[21:19:06] <MattDahEpic> override
getSubItems and set them to stacks with nbt already set up
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L2881[21:20:57] <williewillus> ah
L2882[21:21:57] <RANKSHANK> Yeah the list
is built each time you open the GUI
L2883[21:22:11] <riderj> williewillus,
would I just mimic what CreativeTabs does to manually populate or
is more difficult than that? I'm just weighing my options to see
which is more beneficial.
L2884[21:22:18] <RANKSHANK> or tab maybe,
I have to check that now
L2885[21:22:19] <williewillus> do what
MattDahEpic said
L2886[21:22:33] <williewillus> in
getSubItems of your item class return stacks with nbt already
applied
L2887[21:22:36] <riderj> Alright
L2888[21:24:49] <RANKSHANK> alright it
populates each time you open up the tab
L2889[21:26:12] <riderj> Are you talking
about the subItems?
L2890[21:26:26] <williewillus> yeah
L2891[21:26:29] <williewillus>
getSubItems in Item class
L2892[21:26:41] <williewillus> add stacks
to the list with premade NBT
L2893[21:26:50] <riderj> Cool, just
wanted to make sure so I can remember that.
L2894[21:27:27] <riderj> Thank you
MattDahEpic.
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L2896[21:35:01] <riderj> Would the
purpose of getSubItems be more noticeable for potions? Since it
provides metadata?
L2897[21:35:32] <MattDahEpic> yup, and
dyes and wool
L2898[21:37:18] <riderj> Cool, still new
to modding.
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L2900[21:37:28] <Cypher121> does
EventHandler vs. SubscribeEvent still matter?
L2901[21:37:39] <killjoy> eventhandler is
for lifetime events
L2902[21:37:44] <killjoy> subscribeevent
is for forge events
L2903[21:37:56] <gigaherz> thing is, it's
not "eventhandler"
L2904[21:38:06] <gigaherz> it's actuall
@Mod.EventHandler
L2905[21:38:10] <gigaherz> it's a nested
class
L2906[21:38:29] <killjoy> import
net.minecraftforge.fml.Mod.EventHandler
L2907[21:38:32] <killjoy> ther
L2908[21:38:37] <gigaherz> if tutorials
didn't have the habit of writing @EventHandler and using the nested
class directly
L2909[21:38:37] <killjoy> Now it's
@EventHandler
L2910[21:38:41] <gigaherz> it would be
less confusing
L2911[21:38:44] <gigaherz> killjoy: but
that's BAD
L2912[21:38:48] <gigaherz> that's why
people are confused ;P
L2913[21:39:00] <killjoy> make better
javadocs
L2914[21:39:15] <gigaherz> you assume
people read javadocs
L2915[21:39:22]
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L2916[21:39:31] <RANKSHANK> lol
L2917[21:39:31] <killjoy> You assume
people don't
L2918[21:39:36] <gigaherz> IMo, if
something needs a javadoc to not be confusing
L2919[21:39:39] <gigaherz> it's designed
wrong.
L2920[21:39:48] <killjoy> ah, you like
self-documentation
L2921[21:40:20] <Cypher121> docs are not
to clear confusion
L2922[21:40:20] <gigaherz> for soemthing
caused by an improper name, yes
L2923[21:40:27] <Cypher121> they're to
save reader's time
L2924[21:40:38] <gigaherz> if it was
"ModLifecycleEventHandler"
L2925[21:40:39] <killjoy> Why don't we
just merge them?
L2926[21:40:46] <gigaherz> no one would
wonder what's the difference
L2927[21:41:04] <Cypher121> aren't FML
and Forge buses now merged?
L2928[21:41:06] <gigaherz> thatis a whole
different matter
L2929[21:41:09] <gigaherz> yes
L2930[21:41:13] <Cypher121> which was the
reason for my original question
L2931[21:41:17] <gigaherz> but
@Mod.EventHandler events dont' use the bus at all
L2932[21:41:36] <MattDahEpic> gigaherz,
it would require people to actually *register* their mods though,
and 70% of people are too lazy fro that
L2933[21:41:43] <gigaherz> MattDahEpic:
nah
L2934[21:41:49] <killjoy> Isn't a call
list injected into the FMLEvent classes?
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L2937[21:42:09] <gigaherz> it could be a
design choice that the @Mod class gets auto-registered with the
bus
L2938[21:42:20] <gigaherz> but that would
make people dump all the events onto the @Modclass
L2939[21:42:28] <gigaherz> because
"it works there"
L2940[21:42:36] <killjoy> I do that with
small mods
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L2942[21:42:52] <killjoy> like if I'm
only listening to 1 event
L2943[21:43:04] <Cypher121> I'm kind of
doing that right now for my test mod
L2944[21:43:06] <MattDahEpic> i put my
joinserver events there since thats a lifecycle event imho
L2945[21:43:20] <riderj> What's the
proper way to register events?
L2946[21:43:21] <killjoy> Isn't that a
network event?
L2947[21:43:28] <williewillus> you
register the object on the bus
L2948[21:43:38] <killjoy>
MinecraftForge.EVENT_BUS.register(...)
L2949[21:43:51] <williewillus> and the
bus reflect scans through your object and gathers everything it can
find with @SubscribeEvent
L2950[21:44:03] <riderj> So separate
classes?
L2951[21:44:15] <williewillus> and then
asm generates a class that invokes it (or something magical like
that)
L2952[21:44:16] <MattDahEpic> one class
can have multiple handlers
L2953[21:44:21] <riderj> I see
L2954[21:44:29] <williewillus> I wonder
how much faster it'd get with MethodHandles
L2955[21:44:31] <killjoy> So how
different is the implementation between forge and guava's
eventbus?
L2956[21:44:33] <gigaherz> put them where
they belong
L2957[21:44:36] <williewillus> not
much
L2958[21:44:37] <gigaherz> that is:
L2959[21:44:44] <gigaherz> if you have a
specific feature that needs a few events
L2960[21:44:54] <gigaherz> just give that
feature a handler class that has the events
L2961[21:45:27] <killjoy> I once put one
on an entity class
L2962[21:45:39] <gigaherz> o_O
L2963[21:45:53] <gigaherz> so you
registered each entity instance with the bus?
L2964[21:45:58] <gigaherz> or had one
extra entity just for the events?
L2965[21:45:59] <killjoy> yes
L2966[21:46:06] <killjoy> I didn't know
any better
L2967[21:46:24] <killjoy> each entity got
put on the bus
L2968[21:46:29] <gigaherz>
>_<
L2969[21:46:40] <riderj> That's a waste
of resources, haha.
L2970[21:46:44] <Cypher121> what were you
even trying to do?
L2971[21:46:53] <killjoy> Worse than
putting it in @Mod?
L2972[21:47:14] <killjoy> There's worse
places you could put events
L2973[21:47:21]
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L2974[21:47:37] <riderj> What's so bad
with @Mod, just curious?
L2975[21:47:49] <killjoy> it's more of an
organization thing
L2976[21:48:10] <killjoy> nothing's bad
about it, but it's considered messy
L2977[21:48:11] <Cypher121> nothing bad,
until you realize that it turned into a clusterfuck
L2978[21:48:24] <riderj> Haha
L2979[21:48:37] <Cypher121> because you
can handle events, register TEs and blocks and do tons of other
things in @Mod class
L2980[21:48:47] <Cypher121> but good luck
reading that afterwards
L2981[21:48:54] <riderj> TE?
L2982[21:49:00] <Cypher121>
TileEntity
L2983[21:49:01] <riderj> Nevermind
L2984[21:49:09] <riderj> Took me a bit to
place it
L2985[21:49:26] <killjoy> I would usually
register events in the proxy
L2986[21:49:41] <Cypher121> isn't there
an event for player breaking block?
L2987[21:50:07] <riderj> I think i'll
create common and client event handlers, unless I can just merge
them both.
L2988[21:50:15] <Cypher121> oh,
BlockEvent.BreakEvent
L2989[21:50:49]
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L2990[21:50:51] <gigaherz> riderj: if you
have "generic" client-specific event handlers, you could
just put them on your client proxy ;P
L2991[21:51:12] <gigaherz> the point of
being organized is that the organization should provide some
advantage ;P
L2992[21:52:12]
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L2993[21:52:29] <riderj> I guess, seems
more messy than a separate class.
L2994[21:53:15] <gigaherz> sure
L2995[21:53:42] <gigaherz> but that's why
I said, generally the idea is that you implement a feature
L2996[21:53:51] <gigaherz> and put
everything you need for that feature "close
together"
L2997[21:53:57] <riderj> Say I wanted to
use the BreakEvent, would I put this in my blocks base class and
use @SubscribeEvent, does it need a specific name?
L2998[21:54:18] <gigaherz> no only the
event argument and @SubscribeEvent matter
L2999[21:54:19] <williewillus> put it in
a class that describes what the breakevent does or what feature it
supports
L3000[21:54:31] <williewillus> for good
organization
L3001[21:54:31] <gigaherz> so my
suggestion would be
L3002[21:55:04] <gigaherz> if you were to
implement some "break protection" feature, you could have
a "BreakProtectionManager" class ,that has all the logic
for it, including the event handler
L3003[21:55:29] <gigaherz> (or delegates
the logic to some other code bits)
L3004[21:55:41] ***
kirby|gone is now known as mrkirby153
L3005[21:55:46] <gigaherz> I'm personally
against organizing code by "type"
L3006[21:55:58]
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L3008[21:57:01] <riderj> Whatcha mean by
type? Like the functionality of the class?
L3009[21:57:02] <gigaherz> (like, all
event handlers in one place just because they happen to be event
handlers)
L3010[21:57:09] <riderj> Ah
L3011[21:57:14] <gigaherz> suppose my
magic mod
L3012[21:57:20] <gigaherz> I do have a
spells.effects package
L3013[21:57:34] <gigaherz> with like,
FlameEffect, WaterEffect, RegenEffect
L3014[21:57:37] <gigaherz> those
"belong together"
L3015[21:57:40] <gigaherz> but
L3016[21:57:58] <gigaherz> instead of
having all the blocks in one place, all the tileentities in one
place, etc
L3017[21:58:23] <gigaherz> I have like,
the "essentializer" package, with the block, te,
container, and gui
L3018[21:59:18] <gigaherz> I'm still in
the process of breaking the habit of organizing by type, that I
"caught" from modding tutorials ;P
L3019[21:59:29] <riderj> One package that
has multiple types.
L3020[21:59:40] <gigaherz> one package
that implements one feature: the essentializer
L3021[21:59:52]
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L3022[21:59:55] <RANKSHANK> bahaha I have
a class called cleinthooks which houses all of the
texture/model/overlay handling :P
L3023[22:00:39]
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L3024[22:01:08] <riderj> I'm lost, do you
store different classes in this package? or is the class itself
deal with the objects?
L3025[22:01:31] <gigaherz> ?
L3026[22:01:35] <williewillus> i feel
like learning by example is easier in this case
L3027[22:01:40] <gigaherz> it Is
different classes
L3028[22:01:41] <williewillus> it's a
good style thing
L3029[22:01:48] <williewillus> and that's
better learned by example or people telling you it sucks
L3030[22:01:57] <gigaherz> yeah
L3031[22:02:08] <gigaherz> organizatio
nand style is something you learn by doing
L3032[22:02:12] <riderj> Like:
Essentializer -| Block(package) TileEntites(package) etc
L3033[22:02:19] <gigaherz> no
L3034[22:02:51] <riderj> So it's more
like Essentializer -| Block(class) .. etc
L3035[22:02:54] <gigaherz> the
essentializer package, contains BlockEssentializer,
TileEssentializer, ContainerEssentializer, GuiEssentializer,
RenderEssentializer
L3036[22:03:13] <gigaherz> all of those
classes together, form the "essentializer" feature
L3037[22:03:28] <riderj> I see. Trying to
break habits before they start, but yet again it's all personal
preference.
L3038[22:03:38] <gigaherz> and
context
L3039[22:03:42] <gigaherz> it's a case by
case thing
L3040[22:04:21] <gigaherz> on the other
side
L3041[22:04:32] <gigaherz> I plan to have
a bunch of smaller blocks
L3042[22:04:46] <gigaherz> a dust block,
a light block, a shadow block, ...
L3043[22:05:04] <gigaherz> they are all
small things that don't really implement a complex machine
L3044[22:05:13] <gigaherz> so those will
all probably go on a "blocks" package
L3045[22:05:25] <gigaherz> simply because
it would be a waste to create separate packages for each of
them
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L3047[22:06:03] <gigaherz> there's two
opposing rules you ahve to balance, when it comes to coding
L3048[22:06:05] <riderj> By package do
you mean class? Would you just have one centralized class that
deals with all of them?
L3049[22:06:09]
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L3050[22:06:16] <gigaherz> 1. put things
where the information is , and
L3051[22:06:38] <gigaherz> 2. keep
different things as separate as possible
L3052[22:06:41]
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L3054[22:07:08] <gigaherz> no riderj, by
package I mean package
L3055[22:07:10] <gigaherz> it's a java
concept ;p
L3056[22:07:16] <gigaherz> (a basic java
concept ;P)
L3057[22:07:39] <gigaherz> ...
L3058[22:07:42] <gigaherz> so as i was
saying
L3059[22:07:44] ***
Mumfrey is now known as mumfrey
L3060[22:07:46] <gigaherz> those 2
opposing rules
L3061[22:08:18] <gigaherz> rule 1 applied
alone would cause a program to be contained in a single place, all
together in a big monolithic mess
L3062[22:08:24] <riderj> I know. I have
that exact structure where all blocks go in a blocks package
etc.
L3063[22:08:24]
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L3065[22:08:39] <gigaherz> rule 2 applied
alone would cause practically each little thing to have its own
isolated function, which would be extremely redundant and
inefficient
L3066[22:08:56] <gigaherz> so learning to
program well
L3067[22:09:08] <gigaherz> is learning
where the "optimal" point is, on each case
L3068[22:09:18] <gigaherz> or more
accurately, learning to find that point
L3069[22:09:30]
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L3070[22:09:56] <riderj> I wouldn't put
that much weight on organization.
L3071[22:10:15] <gigaherz> in practice,
you know what I do?
L3072[22:10:28] <gigaherz> i put things
where I feel like having them
L3073[22:10:28] <gigaherz> XD
L3074[22:10:39] <riderj> Yep, haha.
L3075[22:10:42] <gigaherz> sometimes I'll
dump everything onto the same place
L3076[22:10:51] <gigaherz> then the next
day I'll refactor it into an overcomplicated mess
L3077[22:10:57] <gigaherz> then the next
day i'll merge some stuff back
L3078[22:11:00] <gigaherz> until i'm
satisfied
L3079[22:11:50]
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L3080[22:12:09] <riderj> I need to stop
jumping into creating a mod without a direction. Probably why I
have quit so many times. Never know where it's going, or what it'll
do.
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L3082[22:12:30] <riderj> :That's my
biggest organization flaw, haha.
L3083[22:12:59] <gigaherz> that's not a
good way to start
L3084[22:13:03] <gigaherz> you need to at
least have a goal
L3085[22:13:08] <gigaherz> even if it's a
vague one
L3086[22:13:34] <gigaherz> I started by
"I'm going to make a magic mod!"
L3087[22:13:56] <gigaherz> but I didn't
start coding until I decided that it would be focused on raw
magic
L3088[22:14:03] <gigaherz> without
complicated rituals or anything like that
L3089[22:14:14] <riderj> I started this
today knowing that I wanted to add items having separate values. I
read somewhere that items are only created once, so that lead me to
learning about NBTTageCompound's
L3090[22:14:37] <riderj> But I have not
one clue where this is going to go, mainly just learning for
now.
L3091[22:14:58] <gigaherz> so you don't
even know what you want to create?
L3092[22:15:03] <riderj> nop
L3093[22:15:08] <gigaherz> magic or
tech?
L3094[22:15:11] <riderj> Magic
L3095[22:15:13]
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L3096[22:15:20] <riderj> ish
L3097[22:15:33] <gigaherz> high-magic or
just little things?
L3098[22:16:12] <gigaherz> (thaumcraft
woudl be high-magic, vanilla potions/enchanting would be
"low" magic)
L3099[22:16:35] <riderj> Little. I know I
want to try to incorporate universal power, and currently have an
energy crystal that I hope to be able to incorporate into my mod to
allow the user to use my power (however they get it) to power tech
like compressors
L3100[22:16:59] <gigaherz> so you'd have
"magitech"
L3101[22:17:08] <Cypher121>
magitek*
L3102[22:17:16] <gigaherz> n othat's the
final fantasy thing
L3103[22:17:16] <gigaherz> xD
L3104[22:17:31] <Cypher121> yup
L3105[22:17:47] <riderj> In a way, but I
would also like to do multi-block structures and the whole nine
yards before the end of the year.
L3106[22:18:32] <gigaherz> so what would
"power" your magic?
L3107[22:19:03] <Cypher121> so if I have
a main package with an API and test package with a small test mod,
can I somehow make it so they are built together for
runClient/runServer, but not for build?
L3108[22:19:04] <riderj> Energy from the
environment, there would be a multi-block structure that harnesses
different elemental energies.
L3109[22:19:22] <gigaherz> would it be
the power of life itself? the latent magic containedi n certain
substances? would it be words or rituals?
L3110[22:19:34] <gigaherz> elemental
magic, then?
L3111[22:19:37] <Cypher121> or since
that's most likely possible with some gradle task fiddling, better
question would be "how"
L3112[22:19:39] <gigaherz> see
L3113[22:19:46] <riderj> Contained in
objects/people, and yes.
L3114[22:19:53] <gigaherz> you know more
about what you want than you think ;P
L3115[22:20:25] <Cypher121> I want some
FFXIV skills and weapons in minecraft :(
L3116[22:20:32] <gigaherz> so you want a
multiblock machine that would extract elemental magic/energy
L3117[22:20:44] <gigaherz> would this
extraction destroy things in the process? or just absorb
"free" magic?
L3118[22:21:07] <gigaherz> ... or would
you rather have an actual measure of how much magic is left in an
area?
L3119[22:21:21] <riderj> Would destroy
the life force surrounding it, turning blocks/wild life to
death.
L3120[22:22:33] *
gigaherz nods
L3121[22:22:39] <riderj> Sort of the
approach thaumcraft took, but in my own way.
L3122[22:22:51] <gigaherz> so then on the
opposite side
L3123[22:22:51] <riderj> If you ask me
how to do it, I wouldn't know, but that's the fun of it all.
L3124[22:23:00] <gigaherz> what would
your elemental energy be used for?
L3125[22:23:31] <riderj> The only thing I
have now is for the energy crystals to power machinery.
L3126[22:23:36] <gigaherz> would you have
magic wands or such?
L3127[22:23:57] <gigaherz> not what you
have implemented
L3128[22:23:59] <riderj> Probably not,
but possibly magic infused items such as swords/cleavers
L3129[22:24:01] <gigaherz> what you think
you'd want
L3130[22:24:27] <gigaherz> so you'd have
a magic mod, but not one that'd focused on casting spells, that's
different ;P
L3131[22:24:49] <riderj> Have armor that
would turn any entity in a chunk against your opponent
L3132[22:25:14] <riderj> Leading to
health and defense rich bosses
L3133[22:25:54] <gigaherz> so like
blessings/curses, but applied to items?
L3134[22:26:05] <riderj> Yes
L3135[22:26:09] <gigaherz> hmm that's not
usually seen together with "raw" elemental magic
L3136[22:26:37] <riderj> Kinda voodoo
sort of magic.
L3137[22:27:26] <gigaherz> yeah but
instead of using symbology and rituals, you'd use elements
instead?
L3138[22:27:38] ***
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L3139[22:27:57] <riderj> Mhmm, figure
shake it up a bit.
L3140[22:29:55] <gigaherz> well the point
is that if you know what you want to achieve
L3141[22:30:01] <gigaherz> then deciding
how to do it is easier
L3142[22:30:18] <gigaherz> you said you
didn't have a clear goal
L3143[22:30:35] <gigaherz> but you
actually seem to know what you want, at least on a superficial
level
L3144[22:30:45] <gigaherz> and that's the
important part
L3145[22:30:51]
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L3146[22:31:22] <riderj> It is, so I'll
work towards it. Gonna get a bagel from the bagel shop. Be back in
a few
L3147[22:31:25]
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L3148[22:31:30] <gigaherz> I have seen
people who actually wanted to write a mod, but when asking what
they wanted to do, they didn't know at all
L3149[22:31:49] <Cypher121> so
L3150[22:33:32] ***
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L3151[22:33:54] <gigaherz> I was watching
a yougscast bideo earlier
L3152[22:34:03] <gigaherz> they
reminisced about Ars Magica 2
L3153[22:34:14] <gigaherz> video**
L3154[22:34:29] <gigaherz> I wasthinking
about it again
L3155[22:34:34] <gigaherz> i'm nostalgic
now
L3156[22:34:35] <gigaherz> XD
L3157[22:34:49] <gigaherz> it has been a
LONG time since I last played that mod
L3158[22:37:29] <riderj> XD
L3159[22:37:30]
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L3160[22:37:52] <riderj> I played it
recently because it's in one of the captain sparklez mod
packs
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L3184[23:31:15] <williewillus> anyone
unable to download the latest snapshot in Multimc?
L3185[23:31:32] <Kolatra> Let me
check.
L3186[23:32:22] <Kolatra> Yup can't get
it.
L3187[23:35:26]
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L3190[23:38:48] <williewillus> anyone
remember where that Techne/Tabula -> OBJ converter was?
L3191[23:39:18] <gigaherz> :3
L3193[23:39:31] <gigaherz> williewillus:
google tcn2obj
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