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L1[00:00:23] ⇨
Joins: Cazzar
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L2[00:00:26] <unascribed> and list after
list is a "listing community"
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L4[00:00:33] <unascribed> so presumably
anyone can just post a list of whatever they like
L5[00:00:59] <killjoy> so basically: that
doesn't sound right, but I don't know enough about dr pepper to
dispute it
L7[00:02:24] <killjoy> int[][]
L8[00:02:31] <killjoy>
List<List<Integer>>
L9[00:02:34] <unascribed>
List<List<int>>
L10[00:02:37] <killjoy> int[][] sounds
better
L11[00:02:44] <killjoy> *looks
L12[00:02:51] <killjoy> only java 9
L13[00:02:55] <unascribed> so?
L14[00:03:06] <killjoy> java 9 isn't done
yet
L15[00:03:14] <unascribed>
List<IntegerSequence>
L16[00:03:22] <killjoy> c# may also support
it
L17[00:03:32] <unascribed>
List<Supplier<IntSupplier>>
L18[00:03:35] ⇨
Joins: Reika (~Reika@reika.kalseki.mods.abrarsyed.com)
L19[00:03:50] <Arctic_Wolfy> Does any one
know if some thing has to just be in a string block to trip a trip
wire/hook, or has to collide with the small box?
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L21[00:04:13] <killjoy> test it
L22[00:04:17] <unascribed> ^
L23[00:04:36] <Arctic_Wolfy> How?
L24[00:04:39] <shadekiller666> i believe it
has to instersect
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L26[00:04:41] <unascribed> place
tripwire
L27[00:04:45] <unascribed> creative fly
just over it
L28[00:04:47] <killjoy> place tripwire
hooks
L29[00:04:50] <unascribed> so you're within
the block but not touching it
L30[00:04:54] <unascribed> observe if the
tripwire triggers
L31[00:04:58] <shadekiller666> place
tripwire, shoot arrow through sideways :P
L32[00:05:14] <killjoy> you want to see if
you can jump over it?
L33[00:05:19] <Arctic_Wolfy> I'm firing a
projectile through it and IDK if it's just to fast or what.
L34[00:05:35] <unascribed> projectiles use
MOPs to intersect even when travelling at the speed of light
L35[00:05:37] <unascribed> so that should
be okay
L36[00:06:13] <Arctic_Wolfy> MOPs?
L37[00:06:19] <unascribed>
MovingObjectPosition
L38[00:06:23] <unascribed> i.e.
raytraces
L39[00:06:26] <Arctic_Wolfy> Okay.
L40[00:06:38] <unascribed> they trace
between their last tick position and their current position
L41[00:06:44] <unascribed> if it
intersects, they call their onImpact method
L42[00:06:50] <unascribed> well
L43[00:06:57] <unascribed> assuming your
projectile is actually a projectile
L44[00:07:03] <unascribed> does it extend
EntityThrowable?
L45[00:07:08] <Arctic_Wolfy> And looks like
it has to interect.
L46[00:07:13] <Arctic_Wolfy> And yes.
L47[00:07:21] <unascribed> okay then you
have the trace logic
L48[00:07:53] <Arctic_Wolfy> Okay. And it
seams like you have to hit the box...
L49[00:08:24] <unascribed> though
L50[00:08:25] <unascribed> hm
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L52[00:08:33] <unascribed> the trace logic
may not trigger the block's collision logic
L53[00:08:39] <unascribed> and tripwires
aren't solid
L54[00:08:46] <unascribed> wait, but ender
pearls collide with them
L55[00:09:08] ⇨
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L56[00:09:16] <infinitefoxes_> block bounds
!= collision box
L57[00:09:27] <infinitefoxes_> trip wires
have an empty collision box
L58[00:09:47] <Arctic_Wolfy> I'm firering
from a dispenser so it's perfectly level and such.
L59[00:09:48] <infinitefoxes_> and uses the
block bounds in entityCollidedWithBlock
L60[00:10:25] <infinitefoxes_> MCP names
aren't clear on it tbh
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L62[00:10:31] <infinitefoxes_> should be
more like entityCollidedWithBounds
L63[00:10:52] <unascribed> dispensers have
a random fuzz to the velocity
L64[00:10:55] <unascribed> so it's *not*
perfectly level
L65[00:11:08] <unascribed> try dispensing a
stack of dirt on a click
L66[00:11:09] <unascribed> clock*
L67[00:11:12] <unascribed> there's a
definite spread
L68[00:11:24] <williewillus>
onEntityCollidedWithBlock is named wrong in 1.8
L69[00:11:38] <williewillus> it's the one
WITHOUT IBlockState parameter is onEntityWalking from 1.7
L70[00:11:47] <williewillus> the one with
IBlockState is the real onEntityCollidedWithBlock
L71[00:12:17] *
xaero points everyone to mcp issues page
L72[00:12:19] <xaero> !!issues
L75[00:12:50] <Arctic_Wolfy> Okay so my
entity doesn't trigger it.
L76[00:13:07] <Matthew> tterrag, solution:
turn off comments
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L78[00:13:16] <tterrag> not my project
:P
L79[00:13:20] <tterrag> but nah, I'd rather
not
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L81[00:13:43] <Arctic_Wolfy> But it may
just be what my projectile does on impact.
L82[00:14:21] <xain> is there a way to
check if certain metals are in the ore dictionary ?
L83[00:15:08] <xain> nvm dumb
question
L84[00:15:39] <unascribed> williewillus
already submitted the mapping issue
L85[00:15:41] <unascribed> #64
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L87[00:17:46] <xaero> ah ok, carry on
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L89[00:19:30] <geratheon> Is it possible to
reload a json model ingame? Some f3+x command?
L90[00:19:42] <unascribed> F3+T / F3+S
should work
L91[00:19:51] <unascribed> / meaning or,
not in sequence
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L93[00:20:57] <geratheon> Both don't
:/
L94[00:21:11] <shadekiller666> they
do
L95[00:21:15] <geratheon> Constantly
restarting minecraft makes model texturing a bit of a hassle
L96[00:21:31] <geratheon> They don't! D:
Not sure why.
L97[00:21:34] <shadekiller666> has your ide
rebuilt the game?
L98[00:22:09] <geratheon> Thaaat was the
case. Right, forgot that forge packs everything in one
runtime
L99[00:22:12] <shadekiller666> your ide has
to rebuild the jar whilst in debug mode before it will show up in
minecraft after a resource reload
L100[00:22:25] <geratheon> Yeah, i
figured
L101[00:22:41] <geratheon> Thats far more
compfortable
L102[00:22:51] <geratheon> -p*
L103[00:23:29] <williewillus> need to run
in debug mode, and if in idea it make all
L104[00:23:36] <williewillus> then use
f3+t
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L144[02:00:02] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160303 mappings to Forge Maven.
L145[02:00:05] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160303-1.9.zip (mappings
= "snapshot_20160303" in build.gradle).
L146[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/
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L193[04:02:13] <sham1> I don't know what
is more maddening
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L195[04:03:17] <sham1> Those changes or
the fact that they are 1.7.10
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L219[05:05:09] <sham1> poor guy
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L221[05:09:06] <luacs1998> poor guy
indeed
L222[05:09:36] <luacs1998> i wanted to
mention /u/voxcpw for shits and giggles, but...
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L224[05:10:39] <tterrag> poor guy
who
L226[05:11:16] <luacs1998> lex had him for
dinner
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L264[06:55:18] <Adg> hmm, how would I
achieve changing furnace -> lit_furnace (im using metadata) +
rotating the block BOTH in blockstates?? Or should I do it like in
vanillas?
L265[06:56:47] <sham1>
world.setBlockstate
L266[06:57:07] <sham1> And you pass it the
blockstate with the specific configuration you want
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L273[07:06:12] <Adg> so I am at a
loss
L274[07:06:44] <McJty> Adg, well why do
you have line 5 and 7?
L275[07:06:56] <McJty> You already specify
the model in 6 and 8
L276[07:07:16] <McJty> Also you must
specify the full variant string:
"facing=north,type=burning"
L277[07:07:20] <McJty> i.e. all
permutations of that
L278[07:07:29] <McJty> Unless you use the
forge format
L279[07:07:37] <Adg> not using forge
format
L280[07:07:44] <McJty> Then all
permutations like I said
L281[07:07:51] <Adg> thx =) will try
L282[07:08:02] <McJty> Why not forge
format btw?
L283[07:08:35] <Adg> im not sure how to
use it. the documentation was underwhelming for me
L284[07:08:50] <McJty> Just add
"forge_marker":1
L285[07:08:56] <McJty> It is detected
automatically
L286[07:09:04] <McJty> Besides that single
line nothing else has to be done
L287[07:09:20] <Adg> what does it
improve?
L288[07:09:29] <McJty> Well in your case
you don't have many permutations
L289[07:09:45] <McJty> But if you have six
sides and then perhaps some enum that has 4 other states that means
24 possible permutations
L290[07:09:50] <McJty> So it can get out
of hand very quickly
L291[07:09:55] <McJty> With forge format
you can write that more compcat
L292[07:09:57] <McJty> compact
L293[07:10:23] <Adg> k, wish I had some
more xamples so I could understand the format finally
L294[07:10:29] <Adg> examples*
L295[07:10:43] <McJty> Hold on
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L298[07:11:05] <McJty> That's for the
rftools coal generator. It can be oriented six ways ('facing') and
has two states 'working' ornot
L299[07:11:06] <McJty> or not
L300[07:11:33] <McJty> So in the
'working'/true branch I change the model to use
L301[07:11:41] <Adg> this is helpful, I
appreciate it
L302[07:12:01] <McJty> Another
example:
L304[07:12:37] <McJty> So there is a enum
property 'down', 'up', 'east', and so on. Each with three
values
L305[07:12:49] <McJty> Here I don't change
the model but change a texture for the powercell model
L306[07:12:58] <Adg> I see
L307[07:13:28] <Adg> thx, I think I get
the jist of it now
L308[07:13:57] <McJty> In your simple case
the vanilla format would also work since you don't have a lot of
permutations
L309[07:14:06] <McJty> But it is nice to
know what you can do with the forge format for more complex
uses
L310[07:14:54] <Adg> starting it
simple..crawling to the more complex stuff =)
L311[07:15:08] <sham1> Btw mcjty, after
forge 1.9 gets out, how fas is it to be excpected to get
rftools
L313[07:15:18] <McJty> Would have no clue
how to do that without forge :-)
L314[07:15:36] <McJty> sham1, hmm not
sure. I'm going to start with my smaller mods first to see what has
to be done
L315[07:15:48] <McJty> But I plan to start
the 1.9 road VERY fast
L316[07:16:31] <Adg> woah, now I see what
you mean xD
L317[07:17:05] <sham1> :P
L318[07:18:29] <McJty> sham1, in any case.
It is just a matter of fixing compile errors and perhaps a few
other things here and there then I don't think I'll postpone the
1.9 versions very long
L319[07:20:47] <sham1> Like you did with
1.8 :P
L320[07:21:23] <McJty> Well i waited a lot
longer with 1.8 to be honest. I was too busy updating my 1.7
versions. And also porting to 1.8 was a slight bit more involved
then fixing compile errors :-/
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L330[08:03:21] <gigaherz> well he's doing
something related with mods
L331[08:03:29] <gigaherz> since he wishes
all mods were available on github
L332[08:03:29] <gigaherz> ;P
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L334[08:03:49] <gigaherz> and whatever it
is, will only benefit opensource mods
L335[08:03:51] <gigaherz> o_O
L336[08:04:00] <McJty> Actually 'visible
source' mods
L337[08:04:02] <gigaherz> (well,
publicly-visible-source mods?)
L338[08:04:39] <luacs1998> or probably
he's doing something to made mods' life easier
L339[08:04:46] <gigaherz> and that Razz
person is wrong
L340[08:04:48] <Hunterz> mojang can make
only promises...
L341[08:04:51] <luacs1998> and he want to
see mod sources so he knows how to best write it
L342[08:05:01] <gigaherz> mc is property
of Mojang, so they can do whatever the fuck they want
L343[08:05:08] <McJty> luacs1998, well if
that was it it would also benefit closed source mods
L344[08:05:11] <gigaherz> even requiring
mods to be opensource
L345[08:05:11] <gigaherz> XD
L346[08:08:25] <DemoXin> The whole 'Giving
people a chance to open source and benefit before we announce
it" has me concerned.
L347[08:08:43] *
gigaherz shrugs
L348[08:08:45] <McJty> It all depends on
what the benefit actually is
L349[08:08:49] <gigaherz> all my mod code
is opensource
L350[08:08:52] <McJty> And I can't imagine
you wouldn't be able to benefit later
L351[08:08:57] <McJty> What about new open
source mods that get created?
L352[08:09:18] <gigaherz> I'm tempted to
think he's doing something based on the "patterns" people
use in their mods
L353[08:09:22] <DemoXin> All my code that
I've actually made available in compiled form is, but I haven't
released anything for 1.8, and don't plan to.
L354[08:10:16] <McJty> I was also
considering perhaps a bit searchable code database or something
indexing all visible source mods on github
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L356[08:10:22] <McJty> But not sure
exactly how that would work
L357[08:12:28] <gigaherz> maybe they'll
release un-obfuscated mc and they'll provide PRs that rename all
methods to their real names, but only for code that's publicly
available on ithub XD
L358[08:12:35] <gigaherz> github*
L359[08:12:44] <gigaherz> (crazy thought,
not even I believe that's the case)
L360[08:12:56] <Ivorius> Yay someone sent
me 500mb of logs
L361[08:13:09] <gigaherz> LOL
L362[08:13:20] <Ivorius> I think I'm good,
never gonna need crash logs anymore, that's enough for the next
year
L364[08:14:23] <gigaherz> it's a program
that loads pieces of the file on the fly, so that you can browse
large files without loading the whole file in memory
L365[08:14:30] <gigaherz> it's not really
necesary for a 500mb log
L366[08:14:38] <Ivorius> My computer is
handling it pretty well so far :P
L367[08:14:46] <gigaherz> but it was
useful at once point when I had a 6gb trace log from PCSX2
L368[08:14:59] <gigaherz> (and a 2gb
computer)
L369[08:16:53] <infinitefoxes_> anyone
know what the hell Searge is going on about?
L370[08:17:53] <Lordmau5> no idea
L371[08:18:24] <gigaherz> infinitefoxes_:
he's keeping it vague on purpose, so...
L372[08:18:24] <Lordmau5> maybe
open-sourcing 1.9 and not updating it anymore so we don't have to
adept to name-changes or new rendering stuff anymore?
L373[08:18:39] <Lordmau5> then, on 2nd
though, highly doubt that
L374[08:18:43] <McJty> Again that's not
something that would only benefit mods that are open source
L375[08:18:48] <Lordmau5> true...
L376[08:19:07] <DemoXin> Nothing to do but
wait and see.
L377[08:19:25] <DemoXin> I'm watching
Twitter closely for about 3 different reasons.
L379[08:19:30] <Lordmau5> especially
this
L381[08:19:35] <infinitefoxes_> rather
annoying with Mojang does stuff like this
L382[08:19:37] <infinitefoxes_> or, should
I say
L383[08:19:40] <infinitefoxes_> individual
employees
L384[08:19:43] <Lordmau5> What could make
his life easier if more mods would be open-source...
L385[08:20:35] <gigaherz> and, what could
he be doing that benefits mods with visible sources?
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L387[08:22:02] <McJty> infinitefoxes_, why
that?
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L389[08:23:24] <Lordmau5> uhm
L390[08:23:32] <Lordmau5> he... just
forked a repo?
L391[08:23:45] <Lordmau5> Searge just
forked 2 of the Chisel-Team repos
L392[08:23:58] <LuigiHutch> he folked a
tonne of repos
L393[08:24:04] <LuigiHutch> forked*
L394[08:24:05] <Lordmau5> hmm
L395[08:24:05] <Lordmau5> k
L396[08:26:46] <Lordmau5> I'm not really
understanding why it'd make it easier if the mods were open source.
What I don't understand at all is why he would need to fork
them
L397[08:27:01] <Lordmau5> Welp, guess
we'll be surprised once he's saying something
L398[08:28:44] <Searge|office> forking is
a good way to assemble a list and take "snapshots" of
existing repos
L399[08:28:57] <Lordmau5> hmm
L400[08:29:10] <Lordmau5> To save things
for eternity perhaps? :P
L401[08:29:42] <Lordmau5> Also gotta
mention on a sidenote, that this is surely getting overhyped quite
a bit
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L410[08:38:41] <sham1> Of course it is
overhyped
L411[08:38:59] <sham1> This is the
internet
L412[08:39:01] <Skuli> gosh what if it is
tied into that recent server EULA change
L413[08:39:11] <Skuli> maybe they're
auditing mods or some stupid crap
L414[08:39:16] <Skuli> that would be funny
as hell
L415[08:39:34] <Skuli> YOUR MOD CONTAINS
CAPES DELETE IT NOW
L416[08:39:41] <gigaherz> Lordmau5: hype
is fun ;P
L417[08:39:42] <sham1> TLDR
L418[08:40:01] <Lordmau5> xD
L419[08:40:04] <MattDahEpic> whats dis
about?
L421[08:40:22] <gigaherz> read his recent
tweets ;P
L422[08:41:22] <sham1> >vague on
purpose
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L424[08:43:44] <MattDahEpic> im gunna
speculoop that its automatic updating from the code in the repo,
however bad an idea that is
L425[08:44:13] <McJty> Automatic updating
of what?
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L427[08:46:11] <sham1> Mods
L428[08:46:18] <McJty> To what?
L429[08:46:26] <sham1> To client
L430[08:46:40] <McJty> um, how would that
even work?
L431[08:46:45] <sham1> Even though we have
curse for that
L432[08:47:13] <Lordmau5> ^
L433[08:47:14] <McJty> The mod versions on
github are not always ready for usage
L434[08:47:19] <Lordmau5> that as
well
L435[08:47:32] <Lordmau5> I'm like 99%
sure it won't be auto updating just for that one reason alone
L436[08:47:33] <sham1> You [tag]
them
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L438[08:47:56] <Lordmau5> some people have
automatic curse upload scripts for their mods
L439[08:48:43] <sham1> Well there is their
upload API to be used
L440[08:48:58] <sham1> Makes sense
L441[08:49:25] <Lordmau5> I wouldn't
additionally want to tag my github repo for new versions
L442[08:49:30] <tterrag> does
Minecraft.getMinecraft().effectRenderer.addEffect not work in
1.8.9?
L443[08:49:47] <sham1> That's one of the
uses for tags
L444[08:49:50] <sham1> To tag a
version
L445[08:50:07] <Skuli> Maybe they're
deobfuscating official server
L446[08:50:22] <Skuli> it's not
open-sourcing but that'd still be a big deal right?
L447[08:50:35] <tterrag> that would be
hell for mods
L448[08:50:38] <tterrag> bye bye universal
jars
L449[08:50:44] <tterrag> why would they do
that?
L450[08:50:56] <Skuli> Hasn't waiting on
MCP mappings always been a pain?
L451[08:50:58] <Lordmau5> oh god, Pre-1.3
here we go again
L452[08:51:01] <Skuli> *shrugs* I don't
java
L453[08:51:12] <sham1> >Pre-1.3
L454[08:51:14] <sham1> Oh god please
no
L455[08:51:14] <tterrag> Skuli: you said
"official server"
L456[08:51:15] <Lordmau5> It sure is a
pain, but splitting up client and server will be WAY WORSE
L457[08:51:17] <sham1> No
L458[08:51:19] <tterrag> implying they
would only deobf the server
L459[08:51:21] <tterrag> and not the
client
L460[08:51:25] <Skuli> Oh nah
L461[08:51:26] <Skuli> fuck that
L462[08:51:33] <Skuli> I mean
deobfuscating Minecraft entirely
L463[08:51:34] <Skuli> lol
L464[08:51:36] <Lordmau5> ah
L465[08:51:39] <Lordmau5> well
L466[08:51:40] <tterrag> well, that's
pretty unlikely
L467[08:51:47] <tterrag> for legal
reasons, I can't see them doing that
L468[08:51:50] <sham1> In that case it
would be awesome AF
L469[08:51:56] <Skuli> that was always
their claim
L470[08:52:00] <Lordmau5> also doesn't go
together with as to why he wants all the mods to be open
source
L471[08:52:00] <Skuli> couldn't due to
legal weapons
L472[08:52:13] <Lordmau5> because they
could do that without the open-source mods already
L473[08:52:14] <Skuli> yeah I can't piece
that together either
L474[08:52:33] <tterrag> so
L475[08:52:39] <Lordmau5> We're basically
just throwing ideas together, but I have a feeling we're off-track
waaay to much already
L476[08:52:40] <sham1> Make the EULA
reguire mods to be open-source ;P
L477[08:52:42] <sham1> Or visible-source
at least
L478[08:52:44] <tterrag> does anyone know
why EffectRenderer.addEffect() isn't working in 1.8?
L479[08:52:56] <sham1> Of course we are
off-track
L480[08:53:00] <Lordmau5> no idea, tt,
haven't used that method yet at all
L481[08:53:01] <sham1> It is us
speculating
L482[08:53:09] <Lordmau5> no, I mean,
perhaps we're thinking too far?
L483[08:53:36] <Lumien> It will probably
be something really boring :P
L484[08:53:49] <Skuli> wasn't/isn't searge
one of the big mcp mapping guys anyway
L485[08:53:50] <Lordmau5> >
overhyped
L486[08:53:57] <Lordmau5> and part of
Mojang, yes
L487[08:54:01] <sham1> Although having the
EULA mandate having visible-source mods would be good for
stuff
L488[08:54:03] <Skuli> that's what made me
think of that
L489[08:54:18] <sham1> He founded
MCP
L490[08:54:22] <Lordmau5> once again, why
would only open-source mods benefit from that then?
L491[08:54:30] <sham1> He kickstarted
it
L492[08:54:39] <Skuli> yeah that was my
recollection sham1
L493[08:54:49] <sham1> Because there would
only be open-source
L494[08:54:58] <Lordmau5> also sham1 ,
doesn't sound like a bad idea, but neither does that go well
together with "open-source mods will *benefit* from
it"
L495[08:55:07] <Skuli> Maybe there's a
license change/eula change to go along with it
L496[08:55:15] <Skuli> who knows
L497[08:55:17] <Lordmau5> hmm
L498[08:55:20] <tterrag> searge has also
said in the past that he wishes he had put in the MCP license that
mods have to be opensource if they use it
L499[08:55:31] <tterrag> so this isn't
exactly a new opinion from him
L500[08:55:39] <Lordmau5> first time I
hear about this
L501[08:55:54] <sham1> Well seeing as MCP
is essentially essential for modding
L502[08:55:57] <Lordmau5> also, I assume
he would've phrased it differently then if it would be a downside
for closed mods?
L503[08:56:00] <sham1> It would be
good
L504[08:56:07] <Lordmau5> closed-source
mods*
L505[08:56:08] <tterrag> and I'm almost
positive we are pinging him like crazy ;)
L506[08:56:18] <sham1> Nope
L507[08:56:18] <Lordmau5> only if we
append |Office
L508[08:56:18] <Skuli> also visible source
can still be non-GPL/MIT/etc
L509[08:56:25] <Skuli> so it's weird
L510[08:56:28] ⇦
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L511[08:56:30] <Lordmau5> unless he has
additional notification-words set
L512[08:56:33] <tterrag> you know, people
can set up pings on any regex
L513[08:56:35] <sham1> Skuli, of course it
can
L514[08:56:51] <Lordmau5> I doubt he has
the pings set on "MCP" "Kickstart"
"License" "Mods" or the like
L515[08:56:59] <Lordmau5> his name without
the |Office sounds reasonable though
L516[08:57:01] <tterrag> we've said his
name at least 3 times in the last 5 mins
L517[08:57:12] <sham1> But the most
logical would be using an open-source lisence if you go
visible-source at all
L518[08:57:17] <Skuli> we are discussing
him
L519[08:57:26] <Skuli> like how do you
talk about him without pinging him :(
L520[08:57:30] <Skuli> :D
L521[08:57:35] <sham1> Because people can
see the code so might as well allow use
L522[08:57:43] <Lordmau5> S to the E to
A-R-G-E
L523[08:57:52] <Skuli> he shouldn't be all
f*cking mysterious on the internet if he doesn't want to be talked
about amirite
L524[08:58:01] <sham1> We are not pinging
him because we are not saying their name
L525[08:58:10] <Lordmau5> as said like 1
minute ago, sham1
L526[08:58:16] <Lordmau5> he might have a
ping for his name without |Office
L527[08:58:25] <sham1> But why
L528[08:58:36] <sham1> Why would you do
that
L529[08:58:42] <Lordmau5> Same reason as
to why I have "Lord" "Mau" and
"Lordmau" as pings on Twitch?
L530[08:58:44] <Skuli> lots of people do
it
L531[08:59:12] <Lordmau5> some people just
don't want to use the auto-complete feature from TAB-ing
L532[08:59:13] <Skuli> I get pinged by any
vowel
L533[08:59:24] <Lordmau5> ... but
why
L534[08:59:30] <sham1> WHY
L535[08:59:33] <Skuli> lol
L536[08:59:35] <Skuli> of course I
don't
L537[08:59:46] <Skuli> only capital
vowels
L538[08:59:54] <sham1> AAAAAA
L539[09:00:05] <Quetzi> pretty sure the
fact you guys are discussing it so much is putting a big grin on
his face :)
L540[09:00:16] <Skuli> capital vowels and
lowercase numbers
L541[09:00:18] <Skuli> ping me
L542[09:00:20] <sham1> Of course
L543[09:00:22] <Lordmau5> We are probably
the ones hating on him later on if it's a big let-down though, Q
:P
L544[09:00:30] <sham1> "Lowercase
numbers"
L545[09:00:34] <Lordmau5> lmao
L547[09:00:44] <tterrag> regex ftw
L548[09:00:51] <Lordmau5> \b was what
again?
L549[09:01:19] <tterrag> word
boundary
L550[09:01:22] <Lordmau5> ah
L551[09:01:34] <tterrag> basically,
fasldkfjtterragsakldjfh will not ping me
L553[09:02:17] <tterrag> too many links
were pinging me :P
L554[09:02:19] <Lordmau5> ah
L555[09:02:36] <Lordmau5> I regret
clicking on puush links
L556[09:02:40] <Lordmau5> makes me feel
bad inside
L557[09:02:44] <sham1> But "fasldkfj
tterrag sakldjfh" will?
L558[09:02:49] <tterrag> yes
L559[09:02:55] <tterrag> Lordmau5:
what
L560[09:03:07] <Lordmau5> ShareX + custom
host (FTP) or Imgur
L561[09:03:12] <Lordmau5> :(
L562[09:03:21] <tterrag> ok?
L563[09:03:23] <tterrag> I use puush
L564[09:03:25] <tterrag> is that so
horrible?
L565[09:03:30] <sham1> Yes
L566[09:03:34] <sham1> Apparently
L567[09:03:35] <Lordmau5> yes.
L568[09:03:45] <Peterzen> i use a pomf
mirror
L569[09:03:47] <tterrag> except not at
all. it's just another file host site
L570[09:03:57] ***
MattOfflineMc is now known as Mata
L571[09:06:06]
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(~Cojo@cpe-24-163-52-59.nc.res.rr.com)
L572[09:06:07] <Lordmau5> it's almost been
a year since I've switched, but I found this gem inside my puush
account
L574[09:07:02] <sham1> What is the
green
L575[09:07:09] <Lordmau5> no idea
L576[09:07:11] <sham1> Terra?
L577[09:07:17] <Lordmau5> probably
L578[09:07:32] <Lordmau5> I uploaded /
made a backup of that image in July 2014 xD
L579[09:07:37] <Lordmau5> heck do I know
where this is from
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L584[09:20:02] ***
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L585[09:25:24] ⇦
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L588[09:40:01] <Omen> No idea what SAO is
but that looks pretty awesome
L589[09:40:11] <Omen> I'd use it
L590[09:40:41] <williewillus> that mod is
a mess of code bts
L591[09:40:43] <williewillus> but it looks
nice :P
L592[09:40:49] <williewillus> SAO is a
lightnovel/anime series
L593[09:41:16] <gigaherz> SAO as a
setting
L594[09:41:36] <gigaherz> is a futuristic
mmo where people live in it a bit like the .HACK series/games
L595[09:41:37] <diredoesgames_> Hi
L596[09:41:46] ***
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L597[09:42:29] ⇦
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L599[09:42:48] <DirePC> Hi
L600[09:43:49] <luacs1998> SAO UI
mod?
L601[09:43:50] <luacs1998> lol
L602[09:49:34] ⇦
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L604[09:54:57] <Ivorius> williewillus: And
soon a VRRPG :P
L605[09:55:03] <Lordmau5> oh yeah
that
L606[09:55:04] <williewillus> meh
L607[09:55:11] <Lordmau5> because they
went for crappy SAO and not Log Horizon
L608[09:55:13] <Lordmau5> also, back
L609[09:55:27] <williewillus> i don't
think the state of technology will produce what they want
L610[09:55:48]
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L611[09:55:58] <Lordmau5> it will
not
L612[09:56:01] <Lordmau5> and we all know
it
L613[09:56:03]
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L614[09:56:05] <gigaherz> most definitely
won't
L615[09:56:16] <Lordmau5> it'll just be a
MMO that is focused on having a VR headset strapped to your
head
L616[09:56:24] <Lordmau5> the actual
"full-dive" technology is still far away
L617[09:56:34] <Ivorius> Yeah of
course
L618[09:56:43] <gigaherz> a CRAPPY
mmo
L619[09:56:51] <Ivorius> Depends on the
funding :P
L620[09:56:54] <gigaherz> because let's be
realistic, it won't be WoW or FF14
L621[09:56:55] <gigaherz> ;P
L622[09:56:58] <Lordmau5> I'm 100% sure
that "full-dive technology" will not be impossible
L623[09:57:09] <williewillus> i'd
disagree
L624[09:57:16] <Lordmau5> How so?
L625[09:57:27] <williewillus> oh lol
thought you said it would be impossible
L626[09:57:31] <Lordmau5> :D
L627[09:57:32] <Ivorius> Because it would
make the best porn
L628[09:57:33] <williewillus> in that case
I agree*
L629[09:57:37] <Ivorius> And porn drives
technical innovation
L630[09:57:39] <williewillus> but not
now
L631[09:57:41] <Lordmau5> na, it's not
impossible. It's just difficult as fck
L632[09:58:09] <Lordmau5> because the way
FullDive works is somewhere along the lines of "Whatever your
arms are supposed to do, stop that signal and bring it into the
game. Same for the other body parts."
L633[09:58:36] <Lordmau5> oh, and we can't
forget the small chip that'll microwave your brain upon dying in
the game :D
L634[09:59:29] <Ivorius> Well, I just saw
a video of a woman moving an electrical arm with her mind through a
brain implant
L635[09:59:35] <Ivorius> So.... :P
L636[09:59:38] <Lordmau5> thing is
L637[09:59:42] <williewillus> i feel like
taht won't come within our lifetimes, but who knows
L638[09:59:47] ***
manmaed|AFK is now known as manmaed
L639[10:00:00] <Lordmau5> there's a
difference between "I'm focusing my mind on moving that
arm" and the actual "moving the arm via.
impulses"
L640[10:00:23] <Ivorius> It's a step
L641[10:00:35] <Lordmau5> well
L642[10:00:46] <Lordmau5> in the end,
isn't the subconcious still thinking about "now I want to move
my arm"?
L643[10:01:48] ***
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L648[10:07:37] ***
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L650[10:11:09] <MattDahEpic> mfw my unity
game works fine until you get to the end of the level then hitbox
glitches send you flying and you manage to land back on the start
platform
L651[10:12:20] <Lordmau5> that's a good
thing, no?
L652[10:12:26] <MattDahEpic> -_-
L653[10:12:29] <Lordmau5> don't have to do
more levels - just let the user play the same level over and
over
L654[10:12:33] <infinitefoxes_> it's a
feature not a bug
L655[10:12:36] <Lordmau5> E F F I C I E N
C Y
L656[10:12:40] <whitephoenix> It's a
feature!
L657[10:12:58] <whitephoenix> It adds
replay-ability!
L658[10:13:02] <whitephoenix> People like
that in a game
L659[10:13:54] <Lordmau5> speedruns
:o
L660[10:14:01] <whitephoenix> ^
L661[10:14:37] <whitephoenix> In unity
does it add hitboxes around meshes for you?
L662[10:15:04]
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L663[10:16:01] <MattDahEpic> whitephoenix,
yes, and quite well for simple shapes, but when you bring models in
you have to make sure it did a good enough job
L664[10:16:11] <whitephoenix> oh
L665[10:16:28] <MattDahEpic> especially if
the models move
L666[10:19:16] ⇦
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L667[10:22:23] ⇦
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L668[10:25:37] ***
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L669[10:27:03]
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L670[10:31:55] <Lordmau5> no thank you,
Skype, I don't want to renew my skype-number.
L671[10:32:07] <Lordmau5> you don't have
to remind me that it runs out
L672[10:32:09] <Lordmau5> I won't buy it
again
L673[10:32:48] <MattDahEpic> discord
ftm
L674[10:32:50] <MattDahEpic> ftw
L675[10:32:58] <Lordmau5> Discord's gud,
ye
L676[10:33:13] <manmaed> yea
L677[10:33:28] <Lordmau5> manmaed, you're
not allowed to say that
L678[10:33:30]
⇨ Joins: Lapiman (~2016zan@ras2.csl.tjhsst.edu)
L679[10:33:34] <Lordmau5> you never
responded on the Dalthow discord
L680[10:33:52] <manmaed> you left
L681[10:34:02] <Lordmau5> You didn't
respond in 7 days+
L682[10:34:10] <Lordmau5> ofc I left - it
was a desert
L683[10:34:20] <manmaed> #BlameTrevi
L684[10:34:21] <Quetzi> think the last
time i logged in to discord was when i set it up
L685[10:34:31] <Quetzi> or maybe it was
when i uninstalled it
L686[10:34:34] <Lordmau5> xD
L687[10:34:37] <manmaed> :O
L688[10:34:41] <Lordmau5> I'm in like 20
servers on Discord
L689[10:34:49] <Lordmau5> at least 4 of
them are servers from streamers
L690[10:34:57] <manmaed> 11
L691[10:35:06] <MattDahEpic> discords api
is pretty good, quite simple for making a chat relay for quite a
few games
L692[10:35:17] <Lordmau5> 9 servers, just
checked :>
L693[10:35:24] <Lordmau5> so 9 of
streamers, and the rest is other servers
L694[10:36:09] <manmaed> 6 streamers 5
others :p
L695[10:36:17] <MattDahEpic> once discord
has friends lists and 1-1 calling im gunna drop skype cause imho it
has feature parity for what i use at that point
L696[10:36:26] <Lordmau5> it'll have that
in the future
L697[10:38:45] ***
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L698[10:46:35]
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L699[10:52:42] ⇦
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L700[10:53:25] <gigaherz> wat
L701[10:53:26] <gigaherz> XD
L702[10:53:26] <gigaherz> [17:52:11]
[Client thread/WARN]: Unable to load block model:
'nattrees:block/branch_0_n' for variant:
'naturaltrees:branch_acacia#facing=down,has_leaves=false,thickness=0':
java.io.FileNotFoundException:
nattrees:models/block/branch_0_n.json
L703[10:53:35] <gigaherz> i'm staring at
that file
L704[10:53:46] <MattDahEpic> intellij
assets broken?
L705[10:53:58] ***
Vigaro is now known as Vigaro|AFK
L706[10:54:01] <gigaherz> no, thne it
wouldn't find the blockstates json either
L707[10:54:01] <gigaherz> XD
L708[10:54:26] <MattDahEpic> could it be
looking for branch_0_n.json.obj?
L709[10:54:33] <gigaherz> no
L710[10:56:10] <gigaherz> oh
L711[10:56:12] <gigaherz> facepalm
L712[10:56:16] <gigaherz> modid is
wrong
L713[10:56:16] <gigaherz> Xd
L714[10:57:27] <Lordmau5> oh boi
L716[10:58:22] <gigaherz> [17:58:02]
[Client thread/WARN]: Unable to resolve texture due to upward
reference: #all in minecraft:models/block/cube_all
L717[10:58:25] <gigaherz> no idea what
that means
L718[10:58:25] <gigaherz> XD
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L723[11:01:51] <williewillus> the
"all" texture wasn't defined
L724[11:02:19] <williewillus> in any
inherited model so it tried to look for it in the parent but
cube_all has no parent, so error :P
L725[11:02:24] <gigaherz> ok then my
suspicion was right
L726[11:02:26] <gigaherz> you can't
have
L727[11:02:44] <gigaherz>
"defaults": { "submodels": {"name": {
"textures": { ... } } }}
L728[11:02:47] <gigaherz> and then
elsewhere
L729[11:02:55] <gigaherz>
"submodels":{"name":{"model"
L730[11:03:05] <gigaherz> good thing I
didn't need it in the end
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L733[11:04:39] <williewillus> texture
variables are file scope I thought
L734[11:04:55] <gigaherz> not just
that
L735[11:05:01] <williewillus> so you'd
just do "defaults": { "textures": {
"all": ... } } and just use all
L736[11:05:22] <gigaherz> and no that'd
make it impossible to have sub-cubes
L737[11:05:26] <gigaherz> with different
textures
L738[11:05:45] <gigaherz> problem is when
you use "Submodels": "something
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L740[11:05:51] <gigaherz> the
"something" overwrites whatever was in there
L741[11:06:11] <gigaherz> anyhow: didn't
need it in the end
L742[11:06:28] <gigaherz> my Natural Trees
mod is now adapted to forge blockstates
L743[11:06:34] <gigaherz> the number of
json files went from over 700
L744[11:06:36] <gigaherz> to 12
L745[11:06:43] <gigaherz> (2 per wood
type)
L746[11:08:21] ***
TehNut|Sleep is now known as TehNut
L747[11:08:31] <NitroxydeX> Hi Guys. wanna
ask for a little bit help. Force own Blockstates Format is
confusing me. I already changed how I register the Render from
Minecraft.getMinecraft to
ModelLoader.setCustomModelResourceLocation. The Blocks are rendered
fine in the world but they don't get rendered in the inventory,
It's just this pink/black Block. I thing I miss something
somewhere.
L748[11:08:59] <diesieben07> show your
code.
L749[11:09:17] <NitroxydeX> JSON or
RenderRegister?
L750[11:09:23] <diesieben07> Both.
L751[11:09:27] <NitroxydeX> k wait
L752[11:09:43] <diesieben07> oh and also
any errors from the log
L753[11:09:52] <NitroxydeX> sure
L754[11:10:29]
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L756[11:12:33] <diesieben07> uhm what is
that registerItemVariants thingy?
L757[11:12:42] <diesieben07> i mean
L758[11:12:45] <diesieben07> you do
register the variants
L759[11:12:45] <williewillus> you dont
need it anymroe
L760[11:12:54] <williewillus> that first
registerItemVariants thing
L761[11:13:01] <gigaherz> it's a
replacement for the older addVAriantName
L762[11:13:04] <diesieben07> but then when
you actually go to tell MC which model to use, you only use the
variant "inventory"
L763[11:13:12] <gigaherz> it's only useful
together with ItemMeshDefinitions
L764[11:13:16] <gigaherz> it's not meant
to be used normally
L765[11:13:18] <diesieben07> which does
not exist in your JSON
L766[11:13:43] <williewillus> NitroxydeX:
when you say "inventory" mc the loader goes to variants
in your json and looks for something called
"inventory"
L767[11:13:45] <williewillus> but there
isn't anything
L768[11:13:58] <williewillus> instead of
inventory you have to say "type=copper",
"type=topaz", etc.
L769[11:14:23] <NitroxydeX> Oh wow. Wait.
Need to get you all one by one :D
L770[11:14:31] ⇦
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L773[11:15:59] <gigaherz> thisi s how you
can have an item with subitems (for a block with subblocks you'll
need a slightly customized ItemBlock that works with
metadata)
L774[11:16:05]
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L775[11:16:24] <gigaherz> I mean where
each subitem has a separate variant
L776[11:18:02] <NitroxydeX> so i get rid
of this modelbakery thing and change how i register the item/block
to something like you did? and then it should work with my
json?
L777[11:18:11] <williewillus> yea
L778[11:18:13] <gigaherz> yep
L779[11:19:22] <gigaherz> Ahh good
riddance
L780[11:19:31] *
gigaherz pushed the 1.8.9 update to NaturalTrees
L782[11:19:43] <gigaherz> warning: can
freeze browsers
L783[11:20:26] <gigaherz> Showing 795
changed files with 564 additions and 5,792 deletions. /// Sorry, we
could not display the entire diff because too many files (795)
changed.
L784[11:20:47]
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L785[11:20:56] <gigaherz> (> 700 json
models removed, in favor of 6 models + forge blockstates magic
;P)
L786[11:21:11]
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L787[11:21:11] ***
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L788[11:25:18] <NitroxydeX> so when I
change my register method this is the trick:
reg(BlocksZen.zencntOre, 0, "zencnt_ore",
"type=copper"); ?
L789[11:25:30] <williewillus> yeah
L790[11:25:38] <NitroxydeX> ooookay
:D
L791[11:25:39] <williewillus> you might
want to generalize that in the future but its fine for now
L792[11:25:50] <NitroxydeX> what dou you
mean?
L793[11:28:15] <gigaherz> also NitroxydeX,
it wasn't clear from the paste
L794[11:28:25] <gigaherz> but keep in
mind, ModelLoader.setCustomModelResourceLocation
L795[11:28:30] <gigaherz> has to be called
from preInit
L796[11:28:32] <gigaherz> not init
L797[11:28:59] <NitroxydeX> oh ok
L798[11:41:15] <NitroxydeX> where do I get
all the "transform" things from forge? They are not
mentioned in the docs
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L800[11:43:04] <masa> I sent you a PM
about that a few minutes ago
L801[11:43:22] <NitroxydeX> saw that. But
you wasn't sure about this ^^
L802[11:43:24] <masa> basically only
forge:default-item default-block and default-tool exist afaik
L803[11:45:36] <infinitefoxes_> is there a
way to reduce the amount of model files I have?
L804[11:45:58] <NitroxydeX> Forge
Blockstates?
L805[11:45:59] <infinitefoxes_> I have
dozens of blocks that only change a texture of vanilla's default
block model
L806[11:45:59] <masa> depends how you have
them now
L807[11:46:29] <williewillus> forge json
format
L808[11:47:32] <williewillus> 13 jsons
-> 1
L810[11:47:56] <williewillus> you pay in
RP customizability, though
L811[11:48:22] <williewillus> using that
json i can no longer change the shape of just one of the
variants
L812[11:48:38] <williewillus> with an RP,
since my changes to the single json would override everyone
elses
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L814[11:50:44] ⇦
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L815[11:52:28] <infinitefoxes_> wouldn't
that only work for block variants though?
L816[11:52:28] <NitroxydeX> So I could
also put different Blocks in 1 Json? eg. NewGrass and NewDirt into
the json "blocks" with the variants?
L817[11:52:48] <williewillus>
infinitefoxes_: if you use the forge format you can setCustomMRL
directly to a blockstate json variant
L818[11:53:13] <williewillus> so for that
I do setCustomMRL(altGrass, 0, new
MRL("botania:altGrass", "variant=dry")
L819[11:53:15] <williewillus> etc.
L820[11:53:34] <infinitefoxes_>
awesome
L821[11:53:48] <williewillus> MRL's are
all just variants inside blockstate jsons
L822[11:54:01] <williewillus> vanilla just
inserts a giant special case for items and the
"inventory" variant
L823[11:54:06] <infinitefoxes_> can I do
something similar for items?
L824[11:54:11] <NitroxydeX> yes
L825[11:54:15] <williewillus> ?
L826[11:54:18] <williewillus> yeah
L827[11:54:27] <williewillus> its a little
weird being in the blockstates folder but yes
L828[11:54:51] <infinitefoxes_> I have
hundreds of item models that literally only extend the item model
with a texture
L829[11:54:54] <NitroxydeX> you can just
add an "item_" in front of it in the blockstates like
masa do it
L830[11:56:46] ⇦
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L834[12:03:49] <Gorzoid> hey can some1
tell me why the nethers bedrock is the same for all seeds, I am
looking at et.minecraft.world.gen.ChunkProviderHell and it looks
like the Random object uses the world seed. so wouldn't it be
different in each world?
L835[12:04:15] <shadekiller666> because
its hardcoded that way
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L838[12:06:45] <Gorzoid> i mean it does
not look that way in the code if (j1 < 127 -
this.hellRNG.nextInt(5) && j1 >
this.hellRNG.nextInt(5))
L839[12:06:45] <Gorzoid> {
L840[12:07:12] <Gorzoid> is the code to
get the bedrock height i think
L841[12:07:31] <Gorzoid> but hellRNG is a
new Random(worldseed)
L842[12:08:56] <masa> look at
provideChunk()
L843[12:09:19] <masa> the func_180516_b()
gets called from there and that method sets the seed t oa constant
value based only on the chunk location
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L845[12:09:59] <masa> well not a constant
but a seed based only on the chunk location
L846[12:10:21]
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L847[12:11:21] <masa> hmm wait
what..
L848[12:12:08] <NitroxydeX> ? :D
L849[12:14:20]
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L850[12:15:09] <ChaosTrigger> do the new
item model jsons override the IItemRenderer?
L851[12:15:30] <masa> oh okay so the noise
generators populate the arrays when they are created or something,
so that's why the terrain is still based on the world seed, since
the noise generators area created right after initializing the rng
with the world seed...?
L852[12:15:47] <masa> s/area/sre/
L853[12:15:52] <masa> ...
L854[12:15:53] <masa> are
L855[12:16:10] <diesieben07> ChaosTrigger:
IItemRenderer does not exist anymore.
L856[12:16:44] ***
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L857[12:17:01] <sham1> surprise
woffles
L858[12:17:08] <sham1> good
L859[12:17:16] <shadekiller666>
waffles*
L860[12:17:22] <sham1> Yes
L861[12:17:40] <sham1> them
L862[12:17:50] <ChaosTrigger> then how
would I visualize a TileEntity as an item's icon, while in the
inventory?
L863[12:17:53] <shadekiller666> what kind
of syrup?
L864[12:18:01] <sham1> No syrup
L865[12:18:09] <ChaosTrigger> without
using the json stuff, because the model the tileentity has, was
made in techne, so it's not .obj
L866[12:18:11] <sham1> ChaosTrigger, slow
down there
L867[12:18:12] <sham1> What
L868[12:19:03] <shadekiller666> shouldn't
be too hard to write an obj from the techne model
L869[12:19:15] <gigaherz> look at tcn2obj
;P
L870[12:19:29] <ChaosTrigger> how do I
implement the obj as an item render afterwards then?
L871[12:19:29] <shadekiller666> thats
actually a thing now?
L872[12:19:40] <shadekiller666> you're in
1.8?
L873[12:20:01] <ChaosTrigger> I am
L874[12:20:24] <shadekiller666> then all
you'd need is a forge blockstate json (yes, even for an item-only
model)
L875[12:20:39] <shadekiller666> and you'd
also need the .mtl for the obj
L876[12:21:15] <ChaosTrigger> is there
really no way to use something like IItemRenderer for this?
L877[12:21:38] <ChaosTrigger> I want this
done quick and I don't want to get into something new that I
haven't done before and waste time doing it
L878[12:21:39] <gigaherz> there's a way to
use a TESR for items, but it's highly discouraged
L879[12:21:45] <ChaosTrigger> I'm not
making a public mod
L880[12:21:49] <ChaosTrigger> just
something for personal use
L881[12:21:49] <shadekiller666> and then
in preInit() you'd call
ModelLoaderRegistry.setCustomModelResourceLocation(<modid>+<name
of blockstate json>, <meta>, "inventory");
L882[12:21:52] <ChaosTrigger> for a 1 time
use
L883[12:22:23] <shadekiller666> oh, you
also have to call OBJLoader.instance.addDomain(<modid>)
before calling that
L884[12:22:33] <ChaosTrigger> gigaherz,
what's that way to use TESR for items?
L885[12:22:38] <shadekiller666> so that
the obj loader knows to accept obj models from your mod
L886[12:22:46] <ChaosTrigger> since
IItemRenderer is not a thing anynmore
L887[12:22:56] <shadekiller666> because
you don't need it
L888[12:23:22] <gigaherz> ChaosTrigger:
I'm trying to look
L889[12:23:32] <ChaosTrigger> alright,
thank you. I'll wait
L890[12:23:52] <gigaherz> ChaosTrigger:
ForgeHooksClient.registerTESRItemStack
L891[12:23:58] ⇦
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L892[12:24:11] <gigaherz> you give it the
TileEntity class it will use for rendering purposes
L893[12:24:23] <gigaherz> keep in mind the
rendering will use "null" as the tileentity
reference
L894[12:24:27] <gigaherz> and 0,0,0 as the
coords
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L896[12:24:35] <gigaherz> and -1 as
partialTicks
L897[12:24:42] <gigaherz> it's really not
an ideal thing
L898[12:24:49] <ChaosTrigger> that's not
needed in this case, so I'm fine with that
L899[12:25:00] <shadekiller666> in other
words, make it render something when those parameters are given
:P
L900[12:25:03] <ChaosTrigger> so what, I
put that hook in the tile entity, side it only for the client and
it's done?
L901[12:25:10] <gigaherz> no
L902[12:25:11] ⇦
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L903[12:25:13] <gigaherz> from your client
proxy
L904[12:25:35] <gigaherz> you call
ForgeHooksClient.registerTESRItemStack(Item.getItemFromBlock(theBlock),
0, TileEntityTheBlock.class)
L905[12:25:59] <ChaosTrigger> are you sure
it's ForgeHooksClient?
L906[12:26:08] ⇦
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L907[12:26:09] <ChaosTrigger> it doesn't
seem to have a registerTESRItemStack in it
L908[12:26:09] <gigaherz> is this not
1.8.9?
L909[12:26:14] <ChaosTrigger> no,
1.8
L910[12:26:16] <gigaherz> ah
L911[12:26:17] <gigaherz> well
L912[12:26:22] <gigaherz> that didn't
exist in plain 1.8
L913[12:26:26] <ChaosTrigger> ;-;
L914[12:26:41] <gigaherz> it was
temporarily re-added back by popular demand
L915[12:26:51] <gigaherz> I can't remember
exactly when
L916[12:26:58] <ChaosTrigger> and that's
the only way to render tesr as items?
L917[12:27:00] <gigaherz> are you using
the latest version of forge for 1.8?
L918[12:27:01] <masa> also known as
overwhelming whining and bitching? ;p
L919[12:27:08] <gigaherz> yes
L920[12:27:11] <shadekiller666> fry, is
there anything i need to do to update the obj loader for 1.9?
L921[12:27:35] <gigaherz> ChaosTrigger:
I'm afraid so
L922[12:27:42] <gigaherz> there's some
thirdparty mods that add back IItemRenderer
L923[12:27:45] <shadekiller666> i'd rather
i do the changes so that they fit with the yet-to-be-pulled
changes, though they would likely be in a separate branch
L924[12:27:54] <gigaherz> but I don't know
them by name
L925[12:27:57] <gigaherz> and I don't
really want to, either
L926[12:28:00] ⇦
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L928[12:28:38] <shadekiller666> there are
much nicer alternatives to IItemRenderer in 1.8
L929[12:28:42] <MattDahEpic> huh you would
think that unmounting the c drive when the system is running would
be impossible, but you would be wrong
L930[12:29:28] <shadekiller666> why would
you do so?
L931[12:29:47]
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L932[12:30:01] <Vel0city> Hello
everyone
L933[12:30:07] <MattDahEpic> i unmounted
"all" assuming that it wouldnt be stupid enough to
unmount c, but noooooo
L934[12:30:08] <gigaherz> MattDahEpic: you
would think unmounting / as root would be impossible, but I learned
some years ago, it is not.
L935[12:30:09]
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L936[12:30:09] <gigaherz> XD
L937[12:30:12] <Vel0city> Can someone help
me with a directory problem?
L938[12:30:20] <gigaherz> Vel0city: we
don't know until you ask
L939[12:33:19] <Vel0city> I'm trying to
port my mod to the most recent stable 1.7.10 version of forge (from
10.13.2.1230 to 10.13.4.1558) and the textures don't load
correctly. I changed build.gradle file (juts the "group")
and copy pasted the "main" directory, with
"java" and "resources" inside
L941[12:34:41] <Vel0city> So when I boot
it with the current Stable Forge version I get an error
L942[12:35:03] <NitroxydeX> the error
would be nice to know
L943[12:35:04] <NitroxydeX> :D
L944[12:35:10] <MattDahEpic> obligatory
"why still 1.7"
L945[12:35:44] <shadekiller666> wow
L946[12:35:52] <shadekiller666> seems 1.9
has some glitchy pistons
L947[12:35:54]
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L948[12:36:06] <MattDahEpic> ^ sethblings
video
L949[12:36:07] ⇦
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L950[12:36:11] <MattDahEpic> i like the
elevator though
L951[12:36:14] <shadekiller666> when
retracting, the piston is completely gone for a tick
L952[12:36:46] <Vel0city> @MattDahEpic I
had to write a custom entity render and I heard it's a PITA in
1.8.9
L953[12:37:38] <Vel0city> @NitroxydeX Will
post once it finishes crashing
L954[12:38:10] <Vel0city> But I don't
think it matters, I want to port it to tha latest version
anyway
L955[12:38:34] <Vel0city> If you were
asking about the current error, it's just
`java.io.FileNotFoundException:
chameleoncreepers:textures/entity/creeper/chameleoncreeper.png`
L956[12:38:35] <masa> huh, I thought not
much changed with entity rendering in 1.8, at least it didn't for
me
L957[12:38:47] <Vel0city> Oh it did
L958[12:38:57] <masa> how so?
L959[12:39:04] <Vel0city> If you want to
write a custom renderer, that is
L960[12:39:07] <masa> they added teh
render layers
L961[12:39:13] <Vel0city> You need
factories and shit
L962[12:39:17] <diesieben07> ...
L963[12:39:20] <shadekiller666> the chest
sounds changed...
L964[12:39:28] <Vel0city> I'm coming from
C++, I don't know about that stuff :P
L965[12:39:38] <diesieben07> oh my god i
need to write "MyRenderer::new" isntead of "new
MyRenderer()"#
L966[12:39:47] <masa> the factory isj ust
for the registration...
L967[12:39:47] <Vel0city> But it't not
just me saying it, lots of people do
L968[12:40:03] <masa> don't listen to
THOSE lots of people then
L969[12:40:36] <Vel0city> I checked some
projects on GitHub, and it seemed pretty dificult
L970[12:40:37] <thor12022_oops> C++ can
have factories too
L971[12:40:58] <Vel0city> Not as common as
in Java though, are they
L972[12:41:18] <Vel0city> Anyway, I'll see
about porting to 1.8 once I figure this out
L973[12:41:53] <shadekiller666> button
sounds also changed...
L975[12:43:15] <Vel0city> I should have
said that before posting the code: This is my second mod
L976[12:43:30] <Lordmau5> urgh...
L977[12:43:40] <Lordmau5> diesieben07,
mind helping me out with the OBJModel in like ~30min+?
L978[12:43:41] <Lordmau5> :3
L979[12:44:07] <Lordmau5> I looked through
it a bit but didn't really get a proper gist of how to approach
"retexturing" or the like
L980[12:44:23] <diesieben07> uh
L981[12:44:30] <diesieben07> i dont know
much more than what i told you :D
L982[12:45:15] <diesieben07> but...
sure
L983[12:45:26] <NitroxydeX> uhmmm
Vel0city
L984[12:45:43] <Vel0city> NitroxydeX
Yes?
L985[12:46:07] <Vel0city> What'd I fuck
up
L986[12:47:18] <gudenau> Am I cool yet? My
mod has explotions, multiblocks and obj models. :-P
L987[12:47:37] <gudenau> I plan on adding
lasers and a book aswell.
L988[12:48:11] <thor12022_oops>
"explotions" I'm going to assume exploding potions until
proven otherwise
L989[12:48:40] <NitroxydeX> confused about
your render class. I didn't really got into 1.7.10 dev because I
think 1.8 is much easier, but I think its you dont need this
"textures/" in your resource location
L990[12:48:40] <LuigiHutch> no ore
doubling? not good enough then :p
L991[12:48:41] <masa> explotions, is that
things that used to plot things but don't anymore? ;p
L992[12:49:48] <thor12022_oops>
Exponential Lotions?
L993[12:49:50] <Lordmau5>
exploitations*
L994[12:50:04] <Lordmau5> does it have
pipes?
L995[12:50:08] <Vel0city> @NitrodeX Just
tried it without it, didn't work. You do need it because there are
other kinds of Resources
L996[12:50:09] <Lordmau5> every good mod
needs pipes.
L997[12:50:24] <Lordmau5> and a "Dirt
-> Diamond" recipe. and a unnecessary new ore and
tools
L998[12:50:25] <masa> not true
L999[12:50:35] <Lordmau5> the ores + tools
one is true
L1000[12:50:39] <Lordmau5> the pipes, not
so much, yea
L1001[12:50:40] <masa> sure
L1002[12:51:06] <masa> even I have tools,
although not ores, but some alloy-ish metals
L1004[12:51:54] <Vel0city> (doesn't say
textures/ because I just removed it)
L1006[12:52:57] <thor12022_oops> that
would be Explafting
L1007[12:53:10] <gudenau> What are you
using to bind the texture, and what is the resource location you
are using?
L1008[12:53:16] <NitroxydeX> Vel0city
weird...
L1009[12:53:18] <gudenau> Where is the
file located?
L1010[12:53:37] <Vel0city> private static
final ResourceLocation creeperTextures = new
ResourceLocation(
L1011[12:53:38] <Vel0city>
"chameleoncreepers"+":"+"textures/entity/creeper/chameleoncreeper.png");
L1012[12:53:55] <Vel0city> You can see
all the code in the GitHub repo I posted
L1013[12:53:55] <gudenau> replace
+":"+ with ,
L1014[12:54:20] <gudenau> That seems to
have been before I joined/
L1015[12:54:20] <NitroxydeX> yeah.. that
would be the next thing
L1016[12:54:36] <Vel0city> Oh my
L1017[12:54:42] <NitroxydeX> its like in
1.8
L1018[12:54:48] <NitroxydeX> you cant
have 3 arguments on this
L1019[12:55:28] <NitroxydeX> but.
no
L1020[12:55:30] <NitroxydeX> forget
this
L1021[12:55:45] <Vel0city> Nope, still
nothing
L1022[12:55:56] <NitroxydeX> show your
code
L1023[12:56:08] <Vel0city> I've posted a
GH repo with all the code
L1024[12:56:13] <gudenau> I would like to
see it myself.
L1025[12:56:19] <gudenau> Whitout a link,
it is hard.
L1026[12:56:28] <NitroxydeX> i mean what
you changed now velo
L1027[12:57:01] <Vel0city> It's 2 args
instead of one: private static final ResourceLocation
armoredCreeperTextures = new
ResourceLocation("chameleoncreepers","textures/entity/creeper/chameleoncreeper.png");
L1028[12:57:23] <Vel0city> *disregared
the armored part
L1029[12:57:38] <Vel0city> Copied the
wrong half. But that's the code.
L1030[12:58:11] <NitroxydeX> error still
the same?
L1031[12:59:12]
⇦ Quits: Mraof
(~mraof@2601:642:4400:20c4:ba27:ebff:fea5:e37e) (Quit:
Leaving)
L1032[12:59:44] <MattDahEpic> sarge be
forkin repos
L1033[13:00:17]
⇨ Joins: Ipsis
(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L1034[13:00:28] <TehNut> all the
repos
L1035[13:01:14] <gudenau> I do not think
he has touched mine.
L1037[13:01:41]
⇨ Joins: Gorzoid (~Gorzoid@80.111.199.67)
L1038[13:01:44] <Vel0city> the
chameleoncreepers domain isn't even registered in the
resoucemanagers
L1039[13:01:53] <Vel0city> that's why it
fails i think
L1040[13:02:24] ***
Mraoffle is now known as Mraof
L1041[13:02:31] <gudenau> Yeah, he has
not forked any of my stuff at all.
L1042[13:04:48]
⇦ Quits: RANKSHANK
(~RANKSHANK@pa49-195-8-70.pa.nsw.optusnet.com.au) (Ping timeout:
190 seconds)
L1043[13:06:08] <NitroxydeX> set a debug
breakpoint at your modid domain
L1044[13:06:30] <NitroxydeX> but it
should be fine.
L1045[13:08:51] <NitroxydeX> cloning the
repo now to look at this..
L1046[13:11:29] <Vel0city> NitroxydeX
Thank you very much
L1047[13:11:57] <Vel0city> I will, I'm
trying gradlew clean and starting from the top for now
L1048[13:15:25]
⇨ Joins: Gigabit101
(~Gigabit10@cpc76302-cosh16-2-0-cust475.6-1.cable.virginm.net)
L1049[13:21:25] <Vel0city> Ignore the
EntityEventHandler file btw, it's not used for anything
L1050[13:21:42]
⇨ Joins: Hunterz (~hunterz@62.182.234.189)
L1051[13:21:43] <NitroxydeX> Vel0city
uhm
L1052[13:21:50] <NitroxydeX> is your
creeper spawned with the creeper egg?
L1053[13:22:53] <Vel0city> I don't have a
Creeper class, I just ovverride it's rendering with my custom
rendering class
L1054[13:23:20] <Vel0city> So yes, if you
spawn a Creeper it renders it with my RenderChameleonCreeper
class
L1056[13:23:54] <NitroxydeX> ?
L1057[13:23:56] <Vel0city> (the naming is
a bit confusing because that's how I tried to do it initially, by
having a seperate class)
L1058[13:24:41] <NitroxydeX> îs this your
renderer on the picture?
L1059[13:24:41] <Vel0city> What's the
biome in that place?
L1060[13:24:47] <NitroxydeX> extreme
hills
L1061[13:24:55] <Vel0city> Yes then, it
works as it's supposed to
L1062[13:25:02] <NitroxydeX> mhh
L1063[13:25:07] <Vel0city> If you try it
on other biomes it blends better
L1064[13:25:09] <NitroxydeX> its the
newest forge version
L1065[13:25:46] <Vel0city> I planned to
extend it to blend with stone as well, but then this happened
L1066[13:26:02]
⇦ Quits: ChaosTrigger (~ChaosTrig@130.204.83.203)
()
L1067[13:26:13] <Vel0city> Wait
whaty
L1068[13:26:19] <Vel0city> Are you
serious??
L1069[13:26:22] <NitroxydeX> sure
L1070[13:26:25] <Vel0city> 1.7.10 latest
stable?
L1071[13:26:28] <NitroxydeX> yes
L1072[13:26:31] <Vel0city> what the
hell
L1073[13:26:37] <NitroxydeX> i upgraded
to latest stable local
L1074[13:26:56] <Vel0city> lemme try it
on another machine
L1075[13:27:01] <NitroxydeX> wait
L1076[13:27:13] <NitroxydeX> show me the
minecraft line in your build gradle
L1077[13:27:33]
⇨ Joins: PieGuy128
(~PieGuy128@bas11-montreal02-1128535499.dsl.bell.ca)
L1079[13:28:11] <Vel0city> minecraft
{
L1080[13:28:11] <Vel0city> version =
"1.7.10-10.13.4.1558-1.7.10"
L1081[13:28:11] <Vel0city> runDir =
"eclipse"
L1082[13:28:11] <Vel0city> }
L1083[13:28:22] <Vel0city> ...ooh
fuck
L1084[13:28:37] <Vel0city> I think
changing that breaks things
L1085[13:28:52] <Vel0city> Lemme try
changing it again
L1086[13:28:52] <NitroxydeX> what do you
mean?
L1087[13:29:01] <Vel0city> gimme a
minute
L1088[13:29:08] <Vel0city> gradlew
complains
L1089[13:29:33] <Vel0city> let me try
changing it to 1.7.10-10.13.4.1558
L1090[13:29:40] <NitroxydeX> mhh
L1091[13:29:41] <NitroxydeX> no
L1092[13:29:44] <TehNut> You can just do
1.7.10-recommended
L1093[13:29:52] <NitroxydeX> version =
"1.7.10-10.13.4.1558-1.7.10" its correct like this
L1094[13:30:03] <Vel0city> ah,
really?
L1095[13:30:08] <NitroxydeX> yes
L1096[13:30:12] <Vel0city> ok then
L1097[13:30:18] <Vel0city> a bit
weird
L1098[13:30:24] <NitroxydeX> you run
gradlew setupDecompWorkspace after changing?
L1099[13:30:43] <Vel0city> tried it
before, pretty sure I can;t
L1100[13:30:49] <NitroxydeX> uhm.
L1101[13:30:54] <Vel0city> no point in
trying if that's how it should be
L1102[13:31:24] <NitroxydeX> if you
change the forge version you have to run the command. if you cant
please post the gradle error
L1103[13:32:05] <Vel0city> But you just
said that's how it's supposed to be?
L1104[13:32:13] <NitroxydeX> yes.
^^
L1105[13:32:26] <NitroxydeX> I thought
you didn't run the command after changing the line to the new
version
L1106[13:32:38] <Vel0city> Oh, no, I
did
L1107[13:32:44] <Vel0city> tried multiple
times
L1108[13:32:49] <NitroxydeX> and it was
successfull?
L1109[13:32:52] <Vel0city> yes
L1110[13:33:04] <NitroxydeX> and mc says
you have the latest recc forge version?
L1111[13:33:08] <Vel0city> gradlew
setupDecompWorkspace idea genIntellijruns
L1112[13:33:24] <Vel0city> erm
L1113[13:33:44] <Vel0city> yes
10.13.4.1558
L1114[13:33:50] <NitroxydeX> mhh
weird...
L1115[13:34:09] <Vel0city> should I try
putting the textures in another directory?
L1116[13:34:15] <NitroxydeX> no
L1117[13:34:30] <NitroxydeX> intellij
schould work like eclipse with this. ^^
L1118[13:34:37] <Vel0city> Maybe because
I'm putting them in the creeper dir like vanilla that causes a
problem?
L1119[13:34:43] <Vel0city> I don't
know...
L1120[13:34:55] <NitroxydeX> if this
would cause a problem it wouldnt load on my end
L1121[13:35:07] <NitroxydeX> clone the
repo from github and start again upgrading to latest recc
forge
L1122[13:35:16] <sham1> What's with the
x-letters in your name
L1123[13:35:26] <NitroxydeX> mh? :D
L1124[13:35:39] <sham1> Wait
L1125[13:35:46] <Vel0city> velocity is
usually taken so I just put an x at the end :)
L1126[13:35:56] <sham1> Is this the droid
I am looking for
L1127[13:36:24] <Vel0city> Nitro let me
try running it on another machine (the .jar, without the dev
env)
L1128[13:36:38]
⇨ Joins: Drullkus (~Drullkus@205.155.154.1)
L1129[13:36:38] <NitroxydeX> try it
L1130[13:37:28] <gigaherz> so, how does
it look? ;P
L1133[13:38:10] <NitroxydeX> uhm?
L1134[13:38:17] <NitroxydeX> whats this?
^^
L1135[13:38:18] <gigaherz> I ported my
WIP tree mod
L1136[13:38:21] <gigaherz> to 1.8.9
L1137[13:38:30] <NitroxydeX> ah ok
L1138[13:38:44] <gigaherz> it makes it so
that there's different thicknesses of branch blocks
L1139[13:38:47] <gigaherz> with or
without leaves
L1140[13:39:03] <gudenau> Distance from
the "root"?
L1141[13:39:08] <gigaherz> sortof
L1142[13:39:10] <gudenau> Or distance
from the end?
L1143[13:39:13] <gigaherz> they aren't
root-aware after generation
L1144[13:39:25] <gudenau> Talking about
the generation.
L1145[13:39:42] <gigaherz> there are 3
bits thickness (0..7) and 1bit leaf yes/no
L1146[13:39:47] <gudenau> At least it
should be easy to add a leave layer over top, right?
L1148[13:40:36] <MattDahEpic> i wonder
what the changes for particles will be now that they are not an
entity
L1149[13:41:21] <gigaherz> no idea
sorry
L1150[13:41:34] <gudenau> :-/
L1151[13:41:41] <gigaherz> MattDahEpic: I
don't think that much changed other than not extending
Entity?
L1152[13:41:49] <gudenau> This is so
anoying.
L1153[13:42:17] <gudenau> Maybe I should
go make a post about this...
L1154[13:42:24] <gigaherz> does it
actually change the facing?
L1155[13:42:32] <gigaherz> in the F3
screen, can you see facing:whatever?
L1156[13:42:39] <gudenau> Yep, it reports
the correct facing in f3.
L1157[13:43:06] <gigaherz> the only
difference I see, is the extended state with the unlisted
property
L1158[13:43:07] <gigaherz> so no
idea
L1159[13:43:30] <gigaherz> so far as I
can tell, everything should be working
L1160[13:43:31] <gudenau> Same
here.
L1161[13:43:33] <gigaherz> so the only
unknown there
L1162[13:43:40] <gigaherz> is the
extended block state / IUnlistedProperty
L1163[13:43:54] <gudenau> What do you
mean by that?
L1164[13:44:03] <gigaherz> I enver used
unlisted properties
L1165[13:44:07] <gigaherz> and so far as
I can avoid them, I will
L1166[13:44:32] <gudenau> Maybe I could
try without it.
L1167[13:44:50] <Vel0city> well i'll be
damned
L1168[13:44:58] <Vel0city> it works
perfectly fine
L1169[13:45:10] <Vel0city> the compiled
.jar I mean
L1170[13:45:20] <gigaherz> lol
L1171[13:45:20] <Vel0city> ooh nice mod
gigaherz
L1172[13:45:25] <gudenau> From what I
saw, you needed the extended state.
L1173[13:45:39] <NitroxydeX> Vel0city
then something is wrong with your workspace :P
L1174[13:45:50] <Vel0city> Yup :P
L1175[13:45:53] <gudenau> That is false
it seems.
L1176[13:45:58] <gudenau>
WHATEVERGAME
L1177[13:47:00] <Vel0city> I'll try
deleting and getting everything from the repo again and
reeinstalling everything that might relevant. Thanks for the help
:)
L1178[13:47:10] <gigaherz> thx
Vel0city
L1179[13:47:33] <gudenau> Thanks giga,
although you did not really do anything. :-P
L1180[13:48:22] <gigaherz> XD
L1181[13:48:55] <NitroxydeX> xD
L1182[13:49:08] <gudenau> In f3, what
line coraspond to what axis?
L1183[13:49:19] <gudenau> Green is cleary
Y.
L1184[13:49:24] <gudenau> DERP
L1185[13:49:26] <gudenau> NVM
L1186[13:49:30] <gudenau> Basicly tells
you.
L1187[13:52:07] <Lordmau5> !pokes
diesieben07
L1188[13:53:51] <gudenau> Yay, my
crystals rotate now. :-D
L1189[13:57:31] <gudenau> Ok, can I
override the Ka in an MTL with the json?
L1190[13:59:04] <gudenau> I guess I
should just use a texture.
L1191[14:00:07] ***
PaleOff is now known as PaleoCrafter
L1192[14:00:23] *
diesieben07 is poked by Lordmau5
L1193[14:00:31] <Lordmau5> Yo
L1194[14:00:37] <Lordmau5> So, the
OBJModel thingy.. :3
L1195[14:00:53] <diesieben07> yes, give
me one sec. i need to finish getting my tea :D
L1196[14:01:10] <Lordmau5> Take your time
:)
L1197[14:01:48]
⇦ Quits: Drullkus (~Drullkus@205.155.154.1) (Remote host
closed the connection)
L1198[14:02:29] <shadekiller666> gudenau,
what are you doing?
L1199[14:02:43] <gudenau> Energy
crystals, they will change color when they are depleted.
L1200[14:03:13] ***
Abrar|gone is now known as AbrarSyed
L1201[14:03:30] <diesieben07> ok, so...
what you need
L1202[14:03:36] <Lordmau5>
everything
L1203[14:03:41] <Lordmau5> a chocolate
bar, to start with.
L1204[14:03:43] <shadekiller666> and the
short answer is no, you can't change the color from the json, but
you can change them via OBJState from getExtendedState()
L1205[14:03:56] <McJty> gudenau, sounds
like my mod Deep Resonance
L1206[14:04:00] <gudenau> So, I am just
going to use a texture.
L1207[14:04:02] <shadekiller666> at least
i don't remember setting up the custom data for colors
L1208[14:04:04] <McJty> And I also have
crystals that change color (texture) when depleted
L1209[14:04:21] <gudenau> Not quite
McJty
L1210[14:04:34] <Lordmau5> so basically,
first thing is that I think my .obj model is not loading at...
all?
L1211[14:04:39] <Lordmau5> let me boot up
MC and check on the error again
L1212[14:04:40] <gudenau> The crystals
themselves will not have lasers.
L1213[14:04:54]
⇦ Quits: sciguyryan (~sciguyrya@5.79.73.203) (Remote host
closed the connection)
L1214[14:05:06] <gudenau> onBlockPlaced,
is the meta the meta on the item?
L1215[14:06:33] <Lordmau5> oh nvm,
apparently it is loaded properly now?
L1216[14:06:43] <diesieben07> lol
L1217[14:06:47] <Lordmau5> ok, that out
of the way. Now, how would I return the OBJModel via. the
ISBM?
L1218[14:06:51] <McJty> gudenau, my
crystals also don't have lasers. It is the energy collector that
does the lasers
L1219[14:07:00] <Lordmau5> let's just try
and render a non-textured model - I doubt that'll crash the game,
will it?
L1220[14:07:05] <diesieben07> it
shouldn't
L1221[14:07:10] <Lordmau5> k
L1222[14:07:14] <gudenau> Yeah, the
lasers will have nothing to do with the crystals McJty
L1223[14:07:19] <Lordmau5> so I can't
return the OBJModel in "handleBlockState"
apparently
L1224[14:07:29] <diesieben07> you need to
bake it
L1225[14:08:04] <gudenau> I wonder what %
of names we use Mojang used...
L1226[14:08:34] <Lordmau5> IModelState -
no idea how to get that | VertexFormat - uhm, hmm... have an idea,
not 100% sure | Function<ResLocation, TAS> - wat...
L1227[14:09:26] <diesieben07> IModelState
-> model.getDefaultState(), VertexFormat ->
DefaultVertexFormats.BLOCK, Function ->
ModelLoader.defaultTextureGetter
L1229[14:09:57] <Lordmau5> oh
L1230[14:10:16] <Lordmau5> there's no
.getDefaultState() in IBakedModel though :<
L1231[14:10:30] <diesieben07> indeed, you
have an IModel though.
L1232[14:10:31] <PaleoCrafter> Looks like
robot hands, gudenau
L1233[14:10:41] <Lordmau5> .. where,
lol
L1234[14:10:50] <diesieben07> OBJModel
implements IModel.
L1235[14:10:55] <Lordmau5> oh, derp
L1236[14:12:12] <gudenau> What is the
vinilla json format for states again? state:state:state?
L1237[14:12:17] <Lordmau5> oh hey, it DID
crash
L1238[14:12:22] <gudenau> YAY!
L1239[14:12:26] <gudenau> Your a real
coder now!
L1240[14:12:37] <shadekiller666> for obj
models, i reccomend Attributes.DEFAULT_BAKED_FORMAT
L1241[14:12:59] <Lordmau5> Ye I think
that makes more sense
L1242[14:13:02] <diesieben07> what is
this vertex format stuff even used for? :D
L1243[14:13:16]
⇨ Joins: P3pp3rF1y3
(~P3pp3rF1y@100-250-77-178-ptr.xsky.cz)
L1244[14:13:22] <diesieben07> like... do
block bakedquads not need to be in the block vertex format?
L1245[14:13:30] <PaleoCrafter> Sort
of
L1246[14:13:33] <shadekiller666> vertex
formats are used to index into the long array of float values that
the obj and b3d loaders spit out
L1247[14:13:41] <diesieben07> yes... i
get that
L1248[14:13:52] <PaleoCrafter> If you
only need position, no need to upload colour, for example
L1249[14:13:59] <diesieben07> but what is
the point of passing it to bake() if you cant pass anyhting
in?
L1250[14:14:16] <shadekiller666> ?
L1251[14:14:17] <Lordmau5> k seems like
it didn't load my OBJModel properly
L1252[14:14:29] <diesieben07> you said it
doent work properly with the BLOCK format
L1254[14:14:58] <shadekiller666>
lordmau5, why are you even messing with handleBlockState and
stuff
L1255[14:14:58] <diesieben07> dont do
that in init
L1256[14:15:09] <Lordmau5> because
fake-block rendering shadekiller666
L1257[14:15:12]
⇨ Joins: whitephoenix
(~whitephoe@67-42-82-37.tukw.qwest.net)
L1258[14:15:23] <PaleoCrafter>
"ffs" gets me every time
L1259[14:15:24] <shadekiller666> uhhh...
ok?
L1260[14:15:57] <shadekiller666> you
should be able to just ask the ModelLoader for the baked model of
whatever block it is you're trying to render
L1261[14:16:02] <whitephoenix> So I made
a flying item that basically spams playerIn.jump() but if you stop
flying and fall a single block you take enough fall damage to kill
you. Is there a way to cancel impending fall damage?
L1262[14:16:14] <shadekiller666> you
shouldn't need to have a custom model i don't think
L1263[14:16:18] <Lordmau5> If you think
it's that easy I wouldn't mind a PR.
L1264[14:16:27] <Lordmau5> tterrag helped
me out a lot with it already
L1265[14:16:32] <diesieben07> he said he
wants other block's textures on his own model
L1266[14:16:36] <Lordmau5> ^
L1267[14:16:40] <PaleoCrafter>
whitephoenix, manipulate the fall distance
L1268[14:16:40] <shadekiller666> ok
L1269[14:16:52] <shadekiller666> THAT
would need a custom model
L1270[14:16:57] <Lordmau5> even this
needs a custom model
L1271[14:17:02] <PaleoCrafter> You can
just set it to 0 to completely reset damage
L1272[14:17:13] <shadekiller666> due to
the fact that uvs aren't changeable after baking
L1273[14:17:25] <Lordmau5> what about
ISBMs like the Chisel blocks?
L1274[14:17:33] <Lordmau5> that was the
main problem
L1275[14:17:46] <Lordmau5> they rendered
the "no-texture"... texture on the sides
L1276[14:17:54] <diesieben07> ISBM is
just a special model that can provide an alternate model based on
block state
L1277[14:18:03] <shadekiller666> ^
L1278[14:18:11] <Lordmau5> *woosh* /o/ -
back to the OBJModel thingy :3
L1279[14:18:16] <shadekiller666> has
nothing to do with texture placement :P
L1280[14:18:16] <whitephoenix>
PaleoCrafter: Got it thanks man
L1281[14:18:35] <Lordmau5> diesieben07,
where would I load the OBJModel properly then?
L1282[14:18:37] <Lordmau5> if not in
init*
L1283[14:18:39] <diesieben07> in your
ISBM handleBlockstate retexture the OBJModel by calling retexture
and then bae() on the result
L1284[14:18:45] <Lordmau5> bae()
L1285[14:18:45] <whitephoenix> I'm still
making nooby mods but they're cool nooby mods :P
L1286[14:18:46] <Lordmau5> yes
L1287[14:18:50] <shadekiller666> when you
say that it didn't load the objmodel properly, what was
incorrect?
L1288[14:18:54] <diesieben07> you would
load it in handleBlockState and cache it
L1289[14:19:15] <Lordmau5> I have no idea
- it is apparently null
L1290[14:19:20] <shadekiller666>
...
L1291[14:19:36] <Lordmau5> but there's no
errors within the log
L1292[14:19:38] <diesieben07> what is the
path to your model file?
L1293[14:19:40] <gudenau> I have become,
comftrably null.
L1294[14:19:56] <shadekiller666> so
you're trying to load a tank model right?
L1295[14:20:00] <diesieben07> oh
also
L1296[14:20:03] <Lordmau5>
assets/ffs/models/block/cornerPiece.obj
L1297[14:20:04] <diesieben07> did you do
OBJLoader.addDomain
L1298[14:20:05] <Lordmau5> and .mtl
L1299[14:20:08] <Lordmau5> no
L1300[14:20:11] <Lordmau5> you didn't
tell me that :D
L1301[14:20:12] <diesieben07> you need to
do that
L1302[14:20:16] <shadekiller666> thats
problem 1
L1303[14:20:22] <diesieben07> also that
is not in the RL in the screenshot you posted
L1304[14:20:33] <diesieben07> that has
assets/ffs/block/cornerPiece.obj
L1305[14:20:36] <shadekiller666> also,
note: model registration should happen in preInit()
L1306[14:20:46] <diesieben07> yes, but
getModel is not registration
L1307[14:20:48] <diesieben07> that is
LOADING the model
L1308[14:20:50] <Lordmau5> it is calling
it inside models/ though
L1309[14:20:57] <diesieben07> oh does it
do htat?
L1310[14:20:59] <diesieben07> i did not
know
L1311[14:21:08] <Lordmau5> if I tell it
to load from "models/block/..." it tries to load from
"models/models/block/..."
L1312[14:21:15] <shadekiller666> right,
but he has to tell the MLR that there is an obj model that needs to
be loaded
L1313[14:21:26] <Lordmau5> so how would I
add the domain properly then?
L1314[14:21:36] <Lordmau5>
ffs:models/block/cornerPiece.obj ?
L1315[14:21:43] <diesieben07>
OBJLoader.addDomain("ffs")#
L1316[14:21:50] <Lordmau5> oh, that's
all? ok
L1317[14:22:02] <diesieben07> there is an
.instance missing there
L1318[14:22:03] <diesieben07> but
yes
L1319[14:22:18] <shadekiller666>
OBJLoader.instance.addDomain(<modid>);
L1320[14:22:23] <Lordmau5> k
L1321[14:22:34] <shadekiller666>
otherwise the obj loader won't accept the model path
L1322[14:22:40] <Lordmau5> adding the
domain in preInit, getting the model via.
ModelLoaderRegistry.getModel() in init?
L1323[14:22:47] <shadekiller666>
uhh
L1324[14:22:50] <diesieben07> if you
store the model
L1325[14:22:57] <diesieben07> you need a
resource reload listener
L1326[14:23:01] <diesieben07> to know
when its invalidated
L1327[14:23:21] <Lordmau5> it's still
null ;_;
L1328[14:24:05] <Lordmau5> oh wait
L1329[14:24:06] <diesieben07> it shouldnt
give null
L1330[14:24:07] <Lordmau5> oh wait,
wtf
L1331[14:24:11] <diesieben07> it should
at least give the missing model
L1332[14:24:17] <shadekiller666> is this
cornerPiece model supposed to be the model for a standard block,
ie. is the game supposed to load it and use it for the block
in-world? or are you loading for the purposes of a TESR or
something?
L1333[14:24:29] <Lordmau5> na, I renamed
the .obj and .mtl file
L1334[14:24:37] <diesieben07> he needs to
load it and then apply a texture to it dynamically
L1335[14:24:37] <Lordmau5> but didn't
rename the .mtl location inside the .obj file xD
L1336[14:24:45]
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L1337[14:24:53] <Lordmau5> what
diesieben07 said
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L1339[14:25:03] <shadekiller666> ok
L1340[14:25:07] <shadekiller666> so TESR
then?
L1341[14:25:19] <Lordmau5> not
really
L1342[14:25:23] <diesieben07> ISBM
L1343[14:25:32] <Lordmau5> Also,
"VanillaModelWrapper cannot be cast to OBJModel"
L1344[14:25:38] <diesieben07> whut
L1345[14:25:40] <Lordmau5> do I need to
use OBJLoader.instance.loadModel?
L1346[14:25:43] <diesieben07> no
L1347[14:25:48] <gigaherz> !!calc (9^6) *
2
L1348[14:25:48] <gigaherz> gigaherz:
Result(s): 1062882
L1350[14:25:50] <diesieben07> shouldn't
need to
L1351[14:25:53] <shadekiller666> oh good
lord
L1352[14:25:54] <gigaherz> I think this
won't work
L1353[14:25:54] <gigaherz> XD
L1354[14:25:59] <gudenau> Can you still
walk though chests in 1.9?
L1355[14:26:02] <shadekiller666> lemme
see the code
L1356[14:26:02] <gigaherz> I have over a
million blockstates
L1357[14:26:03] <gigaherz> XD
L1358[14:26:08] <gigaherz>
(variants)
L1359[14:26:31] <gigaherz> I'll revert
this idea XD
L1360[14:26:33] <Lordmau5> what a nice
fiery wing
L1361[14:26:42] <Lordmau5> just spam the
living sht out of it?
L1363[14:26:45] <shadekiller666>
lordmau5, lemme see the code please
L1364[14:26:52] <Wuppy> (I don't get
anything from this)
L1365[14:27:08] <Lordmau5>
shadekiller666, code to how I am loading the OBJModel stuff, or
code on how I do the ISBM stuff currently?
L1366[14:27:16] <Lordmau5> the 2nd one
meaning, unrelated to what I'm currently trying
L1367[14:27:17] <shadekiller666>
both
L1368[14:27:30] <gudenau> Soorry, but I
saw that in a book store and laghed.
L1369[14:27:39] <Lordmau5>
github.com/Lordmau5/FFS
L1370[14:27:41]
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L1372[14:27:59] <Lordmau5> this is the
one for the fake-rendering
L1373[14:28:05] <gudenau> Hey, az.
:-D
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L1375[14:28:50] <gudenau> THEY FINNALY
FIXED THAT BUG!!!!!
L1376[14:29:01]
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L1377[14:29:03] <Lordmau5> wat
L1378[14:29:04] <Lordmau5>
"net.minecraftforge.client.model.obj.OBJModel$UVsOutOfBoundsException:
Model 'ffs:models/block/cornerPiece.obj' has UVs ('vt') out of
bounds 0-1! The missing model will be used instead. Support for UV
processing will be added to the OBJ loader in the
future."
L1379[14:29:18] <shadekiller666>
ugh
L1380[14:29:20]
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L1381[14:29:20] <gudenau> Where you can
walk though blocks because of there state based bounds.
L1382[14:29:27] <diesieben07> aha, see
that is why you get a vanilla model
L1383[14:29:29] <shadekiller666> wish i
had never put that stupid error in
L1384[14:29:30] <diesieben07> because you
got the missing one
L1385[14:29:33] <gudenau> 1.9 will be
great, I can feel it.
L1386[14:29:47] <Lordmau5> Woo \o/ so
that means the dude that made the model for me cocked up?
L1387[14:29:59] <diesieben07> idk you
need to ask shade that
L1388[14:30:01] <shadekiller666> its
fixed in the pr with the updates for the obj loader, but fry hasn't
finished reviewing them yet
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L1390[14:30:23] <Lordmau5> ah
L1391[14:30:31] <Lordmau5> so it's your
fault, shade?
L1392[14:30:48] <shadekiller666> ya i
guess
L1393[14:30:51] <gudenau> Is there a
particle that you can color?
L1394[14:30:59] <PaleoCrafter> Do your
new errors (if you have any) indicate the offending line, shade?
:P
L1395[14:31:09]
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L1396[14:31:16] <shadekiller666> that
error was a bandage to get the obj loader into forge while i worked
on actual uv processing
L1397[14:31:25] <shadekiller666> paleo,
there aren't any
L1398[14:31:28] <PaleoCrafter>
Technically all particles are colourable, gudenau :P
L1399[14:31:33] <gudenau> How?
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L1401[14:32:13] <Chervilpaw> How do I
give a block a blockstate/model in 1.8.9?
L1402[14:32:21] <shadekiller666>
lordmau5, where the hell is the obj file on your github repo?
L1403[14:32:28]
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L1404[14:32:33] <Lordmau5> not there yet
because I wanted to test it locally first, duh? :P
L1405[14:32:40] <Lordmau5> I got it
shipped from the artist via. a mail
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L1407[14:33:06] <Lordmau5> I can upload
the .obj and .mtl file though if you want
L1408[14:33:48] <gudenau> Really, how do
I color a particle with World.spawnParticle
L1409[14:35:28]
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L1416[14:36:36] <gudenau> Netsplit?
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L1425[14:41:15] <Lordmau5> ah
L1426[14:41:16] <Lordmau5> ah..
L1427[14:41:18] <Guest55742> stupid
hexchat
L1428[14:41:31] <Guest55742> great, now
my nick is wrong >:(
L1429[14:41:33] <Lordmau5> god damn,
shadekiller is gone
L1430[14:41:40] <gudenau> What are the
params for Achievement?
L1431[14:41:41] <Guest55742> lormau5, i'm
here
L1432[14:41:44] <Lordmau5> liar
L1433[14:41:49] <Lordmau5> IMPOSTER
L1434[14:41:50] <Guest55742> nickserv is
being a dick
L1435[14:41:51] <Lordmau5> :p
L1436[14:41:53] <Lordmau5> hehe
L1437[14:41:54] <gudenau> somthing,
somthing, x, y, stack, parent
L1438[14:42:03] <Lordmau5> btw, might've
found the cause for the 0-1 bounds issue on model-loading
L1439[14:42:11] <Lordmau5> the model he
sent me is a 2x2x2 model, so not a 1x1x1 one
L1440[14:42:19] <gudenau> Can't you ghost
yourself Guest55742 ?
L1441[14:42:44] <Lordmau5> you can ghost
yourself
L1442[14:42:49] <Guest55742> lormau5,
that error triggers when there are 'vt' lines in your .obj file
that have values that are either negative, or larger than 1
L1443[14:43:12] <Lordmau5> Guest55742,
makes sense then. I asked the artist for a 1x1x1 part of the 2x2x2
model
L1444[14:43:30] <gudenau> Normalize your
texture coords/
L1445[14:43:33] <Guest55742> lormau5, the
actual size of the model doesn't matter
L1446[14:43:42] <Guest55742> just
normalize the uvs in the modeling software
L1447[14:43:52] <Lordmau5> btw I just
noticed it
L1448[14:43:54] <gudenau> What did I just
say? :-P
L1449[14:43:56] <Guest55742> and once the
updates in the pr get pulled this won't be a problem
L1450[14:44:02] <Lordmau5> do you want
the "d" or are you forgetting it in my name
unintentionally? :D
L1451[14:44:16] <Guest55742> wtf
L1452[14:44:21] <Lordmau5> just
joking
L1453[14:44:26] ***
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L1454[14:44:30] <Guest55742> nickserv
said that "shadekiller666" is not online...
L1455[14:45:07] <Lordmau5> in that case
you shuld be able to just name yourself shadekiller666, no?
L1456[14:45:43] <Guest55742> how does one
do that
L1457[14:45:52] <Lordmau5> /nick
<name>
L1458[14:45:57] ***
Guest55742 is now known as shadekiller666
L1459[14:46:01] <shadekiller666> thank
you
L1460[14:46:02] <Lordmau5>
*thumbsup*
L1461[14:46:03] <gudenau> Wait a moment,
did they make achievements not use text ids?
L1462[14:46:13] <gudenau> Err, int
ids.
L1463[14:46:42] <shadekiller666> whats
strange, is that i only disconnected from this chat room, i was
still in #ForgeGradle
L1464[14:47:02] <Lordmau5> btw
diesieben07 shadekiller666 - OBJLoader.instance.loadModel() *DOES*
need the suffixed "models/" |
ModelLoaderRegistry.getModel() does *not*
L1465[14:47:27]
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L1466[14:47:49] <shadekiller666> ya, cus
MLR.getModel() adds "models/" for you,
OBJLoader.instance.loadModel() doesn't
L1467[14:47:57] <Lordmau5> ah
L1468[14:48:01] <Lordmau5> that explains
it
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L1470[14:48:21] <shadekiller666> though
it does do some string splitting in the event that the passed-in
path is in the wrong model directory
L1471[14:48:26] <diesieben07> you
shouldn't have to call into the OBJLoader directly
L1472[14:48:37] <Lordmau5> I was just
cross-checking it :<
L1473[14:48:42] <Lordmau5> I changed it
back to the ModelLoaderRegistry
L1474[14:48:49] <shadekiller666> ie. if
it can't find the model in "models/block/" it will then
check in "models/item/" and vice versa
L1475[14:50:27] ***
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L1476[14:50:41] <gudenau> So, I could
shove my item models in items instead of blocks?
L1477[14:50:57] <shadekiller666> well
ya
L1478[14:51:13] <shadekiller666> just
point the blockstate jsons for them at models/item :P
L1479[14:52:11] <gudenau> Ok, how do I
name an achevment page?
L1480[14:52:35] <gudenau> I shoved what
it renders as the name in my lang file, and it is not using that
key.
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L1484[14:55:51] <gudenau> Could I make my
block light up based on state?
L1485[14:55:54] <gigaherz> back
L1486[14:55:59] <gigaherz> so that failed
idea earlier
L1487[14:56:10] <gigaherz> I wanted to
have my branch blocks have 9 states per side
L1488[14:56:13] <gigaherz> + the presence
of leaves
L1489[14:56:20] <gigaherz> that's 9^4
*2
L1490[14:56:26] <gigaherz> over a million
states XD
L1491[14:56:46] <gigaherz> of course not
all of them would be used, there's certain restrictions, but I
can't really represent those restrictions onto blockstates
properly
L1492[14:57:09] <fry> ...what
L1493[14:57:22] <fry> 9^4 *2 =
13122
L1494[14:57:42] <gigaherz> eh
L1495[14:57:43] <gigaherz> 9^6
L1496[14:57:46] <gudenau> Found it!
L1497[14:57:53] <gigaherz> there's 6
facings not 4
L1498[14:57:53] <gigaherz> XD
L1499[14:58:37] <FourFire> gigaherz, so
you could say... that your mod alone would use a whole gigahertz to
run?
L1500[14:58:46] <LatvianModder> err not..
exactly sure thats true, ghz
L1501[14:58:49] <Lordmau5> *slow
clap*
L1502[14:59:15] <gigaherz> LatvianModder:
?
L1503[14:59:18] <LatvianModder> if you
dont want That many states, you can make a custom renderer
L1504[14:59:29] <gigaherz> I don't want
to, though XD
L1505[14:59:39] <Chervilpaw> What are
good arguments, for Java 8, on modded MC 1.7.10, to prevent
lagspikes, and yes I have fastcraft optifine and betterfps
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L1507[15:00:00] <gigaherz> yo ucan't
prevent "lag spikes"
L1508[15:00:07] <gigaherz> they happen on
worldgen
L1509[15:00:16] <gudenau> Wait, does
sarge work for Mojang?
L1510[15:00:19] <gigaherz> yes
L1511[15:00:25] <Lordmau5> hmm, let's
just say it technically renders something now
L1512[15:00:25] <diesieben07> not just
worldgen
L1513[15:00:27] <Chervilpaw> it's
something to do w/ the GC, right?
L1514[15:00:30] <diesieben07> they also
happen if you have a bad GC
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L1517[15:00:38] <Chervilpaw> since it
happens, like, every 10 seconds
L1518[15:00:38] <gigaherz> well
yeah
L1519[15:00:44] <diesieben07> and
currently there is no GC in oracles java that does NOT cause
lagpspikes
L1520[15:00:46] <gudenau> Sounds like
it.
L1521[15:00:47] <diesieben07> you can
delay them, a lot
L1522[15:00:49] <shadekiller666>
O.o
L1523[15:00:51] <Chervilpaw> How to delay
them
L1524[15:00:52] <diesieben07> but you
cannot prevent them
L1525[15:01:01] <diesieben07> become a GC
engeneer lol
L1526[15:01:05] <gudenau> Why can't they
make a GC that is not lazy.
L1527[15:01:05] <gigaherz> Chervilpaw:
delay means, when it happens, it will be worse
L1528[15:01:06] <gigaherz> ;P
L1529[15:01:07] <Lordmau5> this happens
if you render a 2x2x2 model on a 1x1x1 block for every block
xD
L1530[15:01:10] <shadekiller666>
lordmau5, i'm guessing only 1 of those is suppoed to render
right?
L1531[15:01:30] <Lordmau5> well, in the
end I'd render a bunch of 1x1x1 models
L1532[15:01:38] <Chervilpaw> i have 3/6
GB allocated, and these are the args(not counting memory args):
-XX:+UseConcMarkSweepGC -XX:MaxGCPauseMillis=50
-XX:+UseStringDeduplication -XX:+AggressiveOpts
L1533[15:01:58] <gigaherz> isnt' string
deduplication slow?
L1534[15:02:10] <gigaherz> (I mean
exchanges ram usage for time)
L1535[15:02:38] <Lordmau5> I'm asking the
artist for a one-block-model
L1536[15:02:42] <shadekiller666> you can
tell the obj loader to hide all groups, which will bake a model
without any vertex data
L1537[15:02:45]
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L1538[15:02:45] <gudenau> I got 24GB of
RAM. :-D
L1539[15:03:05] <shadekiller666> which
will render as nothing, because it will be nothing :P
L1540[15:03:19] <gigaherz> this is what
the vanilla launcher args I use:
L1541[15:03:21] <Lordmau5> he's quickly
getting a 1x1x1 done, so let's see how that'll look like
L1542[15:03:24] <Lordmau5> eeh
L1543[15:03:26] <gigaherz> -Xmx3G
-XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode
-XX:-UseAdaptiveSizePolicy -Xmn128M
L1544[15:03:26] <Lordmau5>
one-block-model*
L1545[15:03:33] <gigaherz> the only
change from defaults i the amount of ram
L1546[15:03:44] <gigaherz> and I don't
feel lag spikes playing singleplayer, at least ;P
L1547[15:03:46]
⇨ Joins: armctec (~Thunderbi@201.6.197.122)
L1548[15:04:57] <gigaherz> maybe the
incremental mode would benefit you, Chervilpaw?
L1549[15:05:06] <Chervilpaw> hmk
L1550[15:05:10] <Chervilpaw> I do have a
good cpu
L1551[15:05:23] <Chervilpaw> intel i3,
3.7 GHz, quad-core
L1552[15:05:33] <gigaherz> CPU: Intel
Core i7-3770K, 3.51 GHz, 0 KB (9% Load)
L1553[15:05:40] <gigaherz> ;P`
L1554[15:06:10] <Chervilpaw> I got more
GhZ
L1555[15:06:22] <Chervilpaw> and you got
a 3rd gen
L1556[15:06:27] <killjoy> ghz dont
matter
L1557[15:06:28] <Lordmau5> he got actual
multithreading or whatever that is
L1558[15:06:33] <killjoy> it's all about
the pentiums baby
L1559[15:06:35] <Lordmau5> not
multithreading
L1560[15:06:37] <gigaherz>
hyperthreading
L1561[15:06:38] <Lordmau5> what was the
term...
L1562[15:06:39] <Chervilpaw> My CPU uses
Hyperthreading
L1563[15:06:39] <Lordmau5> ye,
thanks
L1564[15:06:39] <Chervilpaw> ya
L1565[15:06:45] <Chervilpaw> it's 2 cores
to 4
L1566[15:06:46] <Lordmau5> which i3 do
you have?
L1567[15:06:49] <gigaherz> yeh mine is 4
cores, 8 threads
L1568[15:06:52] <gudenau> I have a
i5-3570K clocked at 3.4GHz
L1569[15:06:53] <gigaherz> the i3 is
probably 2 cores, 4 threads
L1570[15:06:53]
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L1572[15:07:04] <killjoy> my cpu has 4
cores, 8 threads, and they advertized it as 8 cores
L1573[15:07:09] <gudenau> I would like a
5960x
L1574[15:07:10] <Lordmau5> your PC can't
be found
L1575[15:07:13] <Lordmau5> it 404s
L1576[15:07:15] <Chervilpaw> and
L1577[15:07:16] <Lordmau5> which means
you don't have a PC
L1578[15:07:19] <Chervilpaw> They took it
down..
L1579[15:07:21] <Lordmau5> :D
L1580[15:07:29] <Chervilpaw> it's some HP
pavillion PC with windows 10
L1581[15:07:35] <gigaherz> heh
L1582[15:07:36] <Lordmau5> so it's shitty
pre-built?
L1583[15:07:37] <Lordmau5> ech
L1584[15:07:46] <Chervilpaw> Ya
L1585[15:07:50] <Lordmau5> well, then
again, pre-builds have gotten better over time..
L1586[15:07:56] <Chervilpaw> I'm planning
to get a nvidia gpu for it
L1587[15:07:57]
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L1588[15:07:59] <Lordmau5> they used to
be shit-expensive in the past for the parts that were in
L1589[15:08:04] <Lordmau5> ye, but what
CPU do you have?
L1590[15:08:06] <Lordmau5> which gen
i3
L1591[15:08:10] <gudenau> Some of them
still are. :-P
L1592[15:08:18]
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L1593[15:08:34] <Chervilpaw> I'm not
really away
L1594[15:08:45] <Chervilpaw> I'm just
playing on a server that has a chat-irc bridge
L1595[15:08:46] <Lordmau5> I've recently
compared a few pre-builds. They cost like ~50-100€ more, but it
includes a Windows license, so there's that
L1596[15:08:48] <Chervilpaw> and I
don
L1597[15:08:56] <Chervilpaw> and I don't
want hexchat to ping me whenever I chat ingame
L1598[15:09:01] <ChaosTrigger> does the
ground display property in json files work in forge 1.8?
L1599[15:09:05] <ChaosTrigger> or only in
forge 1.8.9?
L1600[15:09:30]
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L1601[15:09:36] <gigaherz> I don't know
when it was added
L1602[15:09:37] <Lordmau5> time to watch
some RocketJump.
L1603[15:10:58] <Lordmau5> what the hell
am I watching anyway
L1605[15:11:10] <Lordmau5> what even is
physics
L1606[15:12:01] <gudenau> Can an
achievement have multiple parents?
L1607[15:12:06]
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Quit)
L1608[15:12:24] <Chervilpaw> I'm still
getting major lagspikes
L1609[15:12:38] <gigaherz> is this a big
world?
L1610[15:12:40] <gigaherz> lots of
machines?
L1611[15:12:54] <Chervilpaw> Not
really
L1612[15:13:03] <Chervilpaw> I have
render distance at 0
L1613[15:13:05] <Chervilpaw> I mean
2
L1614[15:13:11] <Chervilpaw> Optifine
smooth fps/fast render enabled
L1615[15:13:17] <Chervilpaw> fastcraft
and betterfps installed
L1616[15:13:23] <Chervilpaw> i used those
arguments above
L1617[15:13:34] <diesieben07> those
things might actually make it worse
L1618[15:13:38] <gigaherz> dunno those
things never worked for me
L1619[15:13:41] <Chervilpaw> how to make
it better?
L1620[15:13:46] <Lordmau5> YO
L1622[15:13:49] <Lordmau5> THAT
TEASER
L1623[15:13:50] <gigaherz> remove
optifine, fastcraft, and the other one
L1624[15:13:51] <diesieben07> remove
those crappy coremods :D
L1625[15:13:51] <gigaherz> XD
L1626[15:13:55] <Lordmau5> god damn
piggy
L1627[15:13:56] <Chervilpaw> . . .
L1628[15:14:17] <gigaherz> they can make
a difference for very low-end machines
L1629[15:14:22] <gigaherz> but can make
it worse on better machines
L1630[15:14:38] <gigaherz> specially when
you start enabling those extra-unsafe options
L1631[15:15:29] <Chervilpaw> I removed
them all
L1632[15:16:18]
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L1633[15:16:28]
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L1634[15:16:35] <gigaherz> and is it
better, or worse?
L1635[15:16:44] <gigaherz> my
recommendation is, add at most one
L1636[15:16:54] <Chervilpaw> and
L1637[15:16:58] <Chervilpaw> the game
crashed on launch
L1638[15:17:03] <gigaherz> o_O
L1640[15:17:46] <diesieben07> post the
crash
L1641[15:17:53] <Chervilpaw> just
did
L1642[15:18:02] <diesieben07> yeha my
internet lagged out
L1643[15:18:06] <gigaherz> wat
L1644[15:18:20] <Chervilpaw> ima remove
minecraftloader
L1645[15:18:33] <diesieben07> yeah do
that
L1646[15:18:54] <diesieben07> forge has
it's own loading screen
L1647[15:18:56] <gigaherz> IMO, there's
no point to use any extra special stuff, just vanilla launcher with
forge, and some mods in the mods folder
L1648[15:19:06] <gigaherz> best
experience that way
L1649[15:19:35] <Chervilpaw> the reason I
removed forge's loading screen is because when I tried to use it w/
arch linux, it crashed.
L1650[15:19:43] <Chervilpaw> and...
crash
L1651[15:20:11] <Chervilpaw> im on win10
right now
L1653[15:21:00] <gudenau> Somthing is
doing some asm stuff wrong.
L1654[15:21:10] <diesieben07> post the
FML log it might reveal more
L1655[15:21:34] <Chervilpaw> it never
crashed before...
L1656[15:21:45]
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L1658[15:22:31] <Chervilpaw> the log is
too much for pastebin
L1659[15:22:37] <diesieben07>
gist.github.com
L1660[15:22:48]
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L1664[15:25:11] <Chervilpaw> Warning:
over 600 KB
L1666[15:26:08] <Lordmau5> alrighto,
shadekiller666 diesieben07
L1667[15:26:09] <killjoy> 600 KB?
L1668[15:26:11] <killjoy> pfft
L1669[15:26:11] <gudenau> Why a
warning?
L1670[15:26:13] <killjoy> that's
tiny
L1672[15:26:34] <killjoy> it's a
transformer error
L1673[15:26:35] <shadekiller666>
nice
L1674[15:26:44] <Lordmau5> next thing is,
how would I fake textures on there?
L1675[15:26:59] <gudenau>
Photoshop.
L1676[15:27:01] <Lordmau5> diesieben said
something about the retexture and bake method
L1677[15:27:03] <Chervilpaw> What mod is
messing up the asm? It only happened after removing betterfps,
fastcraft, and optifine
L1678[15:27:09] <Lordmau5> okay,
Photoshop mod here we go xD
L1679[15:27:10] <Chervilpaw> (well, I
just renamed them to .jarx)
L1680[15:27:39] <diesieben07> the only
mod that is messing with the broken class is AMCore
L1681[15:27:46] <diesieben07> or rather,
the only mod that is logging it
L1682[15:28:23] <diesieben07> Lordmau5:
yes, retexture takes a Map<String, String>. Keys are the
original texture names, values are the new values for those
textures
L1683[15:28:43] <diesieben07> that then
gives you a new IModel which you can bake and then return from
handleBlockState
L1684[15:29:06]
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L1685[15:29:34] <Lordmau5> how would I
get the "original texture names" from the model /
blockstate I got already?
L1686[15:29:38] <Arctic_Wolfy> Hey, I
need help with this weird rendering bug, When I have on a piece of
my armor that is enchanted (usng my enchantment system) all the
armor slots thare are under the first piece (from head to foot)
will glow too if it's empty, but will stop at a slot (it will be
the last one to do it) if I hover my cursor over an armor
slot.
L1687[15:29:49] <diesieben07> the
original texture names are what you defined in your model / mtl
file
L1688[15:29:56] <diesieben07> if i
understand correctly
L1689[15:30:06] <Lordmau5> ...
huh...
L1690[15:30:40] <Arctic_Wolfy> Also the
armor on the player does not glow.
L1691[15:32:14] <gigaherz> Lordmau5: yo
ucan't just get the textures
L1692[15:32:22] <gigaherz> once baked,
it's baked into the quads' UV coords
L1693[15:32:31]
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L1694[15:32:36] <diesieben07> he is
working on an unbaked OBJModel
L1695[15:32:40] <diesieben07> which
implements IRetexturableModel
L1696[15:32:46] <gigaherz> ah
L1697[15:32:50] <gigaherz> if you have an
unbaked model
L1698[15:32:57] <gigaherz> you'd have to
get it from the internal implementation
L1699[15:33:03] <gigaherz> the map may
not be public
L1700[15:33:03] <diesieben07> No
L1701[15:33:10] <diesieben07>
IRetexturableModel.
L1702[15:33:16] <shadekiller666> if the
textures you're trying to apply aren't in the texture atlas, things
get complicated
L1703[15:33:21] <Arctic_Wolfy> Any one
know what I might be doing wrong?
L1704[15:33:23] <Lordmau5> they are in
the atlas, pretty sure
L1705[15:33:27] <gigaherz> IRetexturable
lets you *change* the textures, not get the original ones
L1706[15:33:29] <diesieben07> gives you a
new version with the changed textures
L1707[15:33:29]
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L1708[15:33:34] <diesieben07> oh
L1709[15:33:48] <diesieben07> ohhhh
L1710[15:33:51] <Lordmau5> that's what I
mean
L1711[15:33:52] <diesieben07> i
completely misunderstood you
L1712[15:33:58] <diesieben07> yes you
have to parse the baked quads
L1713[15:34:17] <Lordmau5> how would I
parse them then
L1714[15:34:21] <gudenau> So, if I want
to change how the GuiAchevment stuff renders; how should I go about
doing it?
L1715[15:34:23] <Lordmau5> I'm pretty
clueless...
L1716[15:34:32] <diesieben07> probably
implement IVertexConsumer and then call pipe on the quad
L1717[15:35:01] <diesieben07> but thats
as far as i udnerstand it
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L1720[15:35:11] <diesieben07> i dont know
which eleemnt exactly will be the uvs
L1721[15:35:41] <diesieben07> and even
once you have those i have no idea on how to get to the texture
name
L1722[15:35:47] <diesieben07> aint this a
bitch
L1723[15:35:51]
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L1724[15:36:01] <Lordmau5> /o/
L1725[15:36:22] <shadekiller666>
...
L1726[15:36:55] <shadekiller666>
Lordmau5, are you changing the model itself?
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L1728[15:37:04] <Lordmau5> which
model?
L1729[15:37:04] <shadekiller666> or are
you making a copy of the model?
L1730[15:37:07] <diesieben07> he has an
existing baked model
L1731[15:37:09] <Lordmau5> ^
L1732[15:37:13] <shadekiller666> ok
L1733[15:37:14] <diesieben07> and he
wants to apply the textures from that, to his model
L1734[15:37:20] <diesieben07> which is an
OBJ
L1735[15:37:32] <shadekiller666> ok
L1736[15:37:43] <shadekiller666> similar
to chisel?
L1737[15:37:47] <Lordmau5> not
really
L1738[15:37:52] <Lordmau5> Chisel is
doing ISBM, no?
L1739[15:37:59] <diesieben07> you need an
ISBM as well
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L1741[15:38:19] <Lordmau5> I've got an
ISBM, so there's that
L1742[15:39:59] <Arctic_Wolfy> So no one
will help me? x.x
L1743[15:40:27] <diesieben07> show your
code...
L1744[15:40:45] <Arctic_Wolfy> Could of
asked...
L1745[15:40:46] <diesieben07> also THIS
PRECISELY is why its bad if mods have direct GL access
L1746[15:40:48] <diesieben07> so...
update.
L1747[15:43:27] <Lordmau5> welp
L1748[15:43:30] <Lordmau5> gotta drop off
for today...
L1749[15:43:30] <Lordmau5> \o
L1750[15:43:37] <diesieben07> o/
L1752[15:44:49] <diesieben07> wait, are
you just talking about the vanilla enchantment effect?
L1753[15:45:02] <Arctic_Wolfy> Yes,
why?
L1754[15:45:04] <diesieben07> because you
siad "my enchantment system"
L1755[15:45:13] <diesieben07> becuase...
this should not be happening with the vanilla effect
L1756[15:45:27] <Arctic_Wolfy> Hmm?
L1757[15:45:43] <diesieben07> if you just
override hasEffect it should "just work"
L1758[15:45:44]
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L1759[15:45:55] <hipsterpig> Lordmau5:
lmao
L1760[15:46:00] <Arctic_Wolfy> Well it
doesn't seam to be.
L1761[15:46:07]
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L1764[15:47:58] <Arctic_Wolfy> The item
renders with the effect, but not the armor on the player and then
there's the empty armor slots below it..
L1765[15:48:45]
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L1766[15:48:52] <diesieben07> might be an
issue with the render pass? idk i really do not know
L1767[15:49:41] <Arctic_Wolfy> IDK,
maybe... I'll see if I do the render effect on a different
pass.
L1768[15:50:03] <gudenau> Ok, I guess I
will replace the render method and have a ball.
L1769[15:51:13] <gudenau> So, core mods
in 1.8.9; this should be fun.
L1770[15:51:36] <diesieben07> did
something change?
L1771[15:51:50] <gudenau> That
IFMLLoadingPlugin anotation seems to be gone/
L1772[15:52:06] <diesieben07> then you
did something wrong :D
L1773[15:52:08] <diesieben07> i can see
it
L1774[15:52:25] <fry> cpw.mods.fml ->
net.minecraftforge.fml
L1775[15:52:37] <Arctic_Wolfy> Well armor
doesn't like that...
L1776[15:52:58] <gudenau> What package is
it in?
L1777[15:53:03] <gigaherz> gudenau: told
you, it's still there, just different package
L1778[15:53:07] <gigaherz> fry told you
which
L1779[15:53:08] <gigaherz> XD
L1780[15:53:25] <gudenau> That class does
not exist there...
L1781[15:53:27] <gudenau> HRM
L1782[15:53:34] <gigaherz> then your
environment is broken
L1783[15:53:35] <diesieben07> your
workspace be broke
L1784[15:53:56] <gudenau> There is no
net.minecraftforge.fml package.
L1785[15:54:04] <diesieben07> whut
L1786[15:54:05] <gudenau> Or, at least it
is empty.
L1787[15:54:07] <gigaherz> well then your
environment is broken xD
L1788[15:54:20] <killjoy> are you in
1.7?
L1789[15:54:31] <gudenau> 1.8.9
L1790[15:54:46] <gigaherz>
net.minecraftforge.fml.relauncher.IFMLLoadingPlugin
L1791[15:54:54] <killjoy> the
loadingplugin isn't an annotation
L1792[15:54:59] <killjoy> just an
interface
L1793[15:54:59] <diesieben07> that
too
L1794[15:55:13] <gudenau> Oh.
L1795[15:55:19] <gudenau> Did that change
then?
L1796[15:55:22] <diesieben07> no
L1797[15:55:22] <killjoy> no
L1798[15:55:25]
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L1799[15:55:27] <gudenau> I swear it was
an annotation.
L1800[15:55:34] <diesieben07> nope
L1801[15:55:36] <killjoy> you're thinking
of the annotations that go with it
L1802[15:55:40] <killjoy> @Version
L1803[15:56:02] <gudenau>
MCVersion?
L1804[15:56:06] <killjoy> ye
L1805[15:56:36] <gudenau> Thanks.
:-/
L1806[15:56:51] <killjoy> they're not
required though
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L1811[16:00:49] <gudenau> Yay, it
crashed!
L1812[16:00:53] <gudenau> That means it
worked!
L1813[16:01:20] <killjoy> if it burns,
it's working
L1814[16:01:59] <gudenau> I made it
return null for a class instead of the code for it. :-P
L1815[16:02:08] <killjoy> heh
L1816[16:02:20] <killjoy> "This
class doesn't exist"
L1817[16:02:29] <killjoy> but it's
clearly there in the jar
L1818[16:06:07] <Arctic_Wolfy> Fixed one
of the bugs... in a sorta hacky way...
L1819[16:07:15]
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L1824[16:26:53] <gudenau> My timeline is
exploding on Twitter. -.-
L1825[16:27:18] <gigaherz> how so?
L1826[16:27:41] <gudenau> I follow a lot
of Nintendo stuff, and there is a dirrect going on.
L1827[16:28:00] <gigaherz> ah
L1828[16:28:08] <gudenau>
MethodNode.signature can be null? wat
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L1831[16:29:34] <gudenau> Debugging this
is annoying, start MC, open world, hit ESC, crash, repeat
L1832[16:30:07] <diesieben07> yes of
course it can be null
L1833[16:30:39] <gudenau> Interesting,
why would it ever be null?
L1834[16:30:51] <diesieben07> if there is
no signature?
L1835[16:31:04] <gudenau> How could there
be no signature though?
L1836[16:31:33] <gudenau> Isnt that a
very important part of methods?
L1837[16:31:39] <diesieben07> do you know
what the signature is? :D
L1838[16:31:51] <diesieben07> because i
think you are thinking of method.desc
L1839[16:31:55] <gudenau> (IIF)V
L1840[16:31:57] <gudenau> OH
L1841[16:31:59] <gudenau> DERP
L1842[16:32:03] <gigaherz> OOOH had an
idea for my survivalist mod
L1843[16:32:31] <gigaherz> hitting a mob
with a torch would cause flames on the mob, but use up one
torch
L1844[16:32:53] <gigaherz> hmmm how
feasible is that to program, though?
L1845[16:32:55] <gudenau> How about 75%
chance to use it?
L1846[16:33:00] <gigaherz> is there a
"hit mob with item" event? XD
L1847[16:33:04] <gudenau> Super, just a
simple event.
L1848[16:33:13] <gudenau>
onEntityAttacked or somthing.
L1849[16:36:43] <gigaherz> aha
onPlayerAttackTarget -> AttackEntityEvent
L1850[16:36:50] <gigaherz> that should do
:D
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L1857[16:46:06] <gudenau> Is there an
easy way to extract the types from a description?
L1858[16:46:59] <gigaherz> if I may ask,
wtf are you doing that needs such deep reflection?
L1859[16:46:59] <gigaherz> XD
L1860[16:47:14] <gudenau> Replacing
methods.
L1861[16:47:24] <diesieben07> oh
god
L1862[16:47:29] <diesieben07> don't just
replace entire methods
L1863[16:47:30] <gigaherz> ewh
L1864[16:47:40] <gudenau> Pfft.
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L1866[16:47:50] <gudenau> If it becomes a
problem I will change it.
L1867[16:47:56] <diesieben07> it is
already a problem.
L1868[16:48:18] <VikeStep> gudenau, do
you mean the method descriptor?
L1869[16:48:39] <gudenau> NVM, instead of
doing it in a more abstracted way; I'm just hard coding crap.
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L1872[16:50:51] <gigaherz> OMG THIS IS
AMAZING
L1873[16:50:54] <gigaherz> for early game
food
L1874[16:51:00] <gigaherz> poke pig with
torch
L1875[16:51:13] <gigaherz> (torches), get
cooked pork
L1876[16:51:19] <gudenau> You are just
appling a second or so, right?
L1877[16:51:25] <gigaherz> 3 seconds
atm
L1878[16:51:33] <gigaherz> but I still
feel it's too long
L1879[16:51:33] <gigaherz> XD
L1880[16:51:46] <gudenau> Yeah, I would
say do 2 health worth.
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L1882[16:53:54] <gudenau> Any reason why
Scala seems to have a clone of ASM?
L1883[16:54:09] <diesieben07> because
they use it
L1884[16:54:26] <gudenau> Why can they
not just have a dependincy?
L1885[16:54:39] <diesieben07> so that
they dont force the version on you
L1886[16:55:16] <gudenau> Not like it
changes that much, right?
L1887[16:55:37] <diesieben07> well, it
did from 4 to 5
L1888[16:55:49] <diesieben07> 5 supports
java 8, 4 doesnt
L1889[16:56:19] <gigaherz> I remember
some "heated discussions" in here about ASM4 vs
ASM5
L1890[16:56:29] <VikeStep> yep
L1891[16:56:49] <gudenau> Just use
Opcodes.ASM4/Opcodes.ASM5
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L1893[16:59:31] <diesieben07> except that
only works for backwards compatibility
L1894[16:59:39] <diesieben07> it wont
magically make your ASM4 library java 8 capable
L1895[16:59:55] <gudenau> Never said it
would.
L1896[17:01:10] <diesieben07> just
saying, that is the reason that they have a repackaged copy in
scala
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L1898[17:02:49] <SirSavary> So, stupid
question that might get asked a lot but, is there any way around
creating thousands of JSON files for a large mod? I'm in the
process of porting some mods from 1.7.10 to 1.8.9 and this is a bit
of an issue
L1899[17:03:01] <diesieben07> yes there
is
L1900[17:03:01] <SirSavary> The majority
of the blocks are perfect cubes and don't have any fancy
rendering
L1901[17:03:04] <tterrag> yes but
don't
L1902[17:03:06] <gudenau> Make a helper
program? :-P
L1903[17:03:13] <diesieben07> if you
really want, you don't one json file
L1904[17:03:15] <diesieben07> but dont do
that
L1905[17:03:22] <tterrag> generate with a
script or something
L1906[17:03:24] <SirSavary> I can
definitely write a helper program but
L1907[17:03:32] <SirSavary> is there any
reason why it's a bad idea to use less JSON files?
L1908[17:03:38] <tterrag> resource
packs
L1909[17:03:48] <VikeStep> because the
alternative is not using the new system
L1910[17:04:06] <SirSavary> Alright,
these mods in particular are for 1 server and are locked to that
server so resource packs _shouldn't_ be an issue
L1911[17:04:10] <SirSavary> What do you
mean VikeStep?
L1912[17:04:37] <gigaherz> you can make
do with just one json file per block/item
L1913[17:05:04] <gigaherz> the forge
blockstates system lets you put everything you'd need separate
models for, into the blockstates file in a nice way
L1914[17:05:09] <SirSavary> That would be
much better than 3 per block/item
L1915[17:05:14] <gigaherz> this includes
sub-blocks and sub-items
L1916[17:05:17] <SirSavary> I looked at
that briefly
L1917[17:05:19] <gigaherz> you just need
one
L1918[17:05:41] <SirSavary> Is ther any
way to do it programmatically?
L1919[17:05:54] <gigaherz> you can handle
ModelBakeEvent
L1920[17:06:00] <gigaherz> and add
IBakedModels you created manually
L1921[17:06:14] <gigaherz> linked with
the right ModelResourceLocation for the block/item
L1922[17:06:28] <SirSavary> Alright, I
would still need to write JSON though?
L1923[17:06:32] <gigaherz> no
L1924[17:06:38] <gigaherz> that would
work around the whole json system
L1925[17:06:49] <SirSavary> Ah wait, the
ModelResourceLocation is just for the textures and what not?
L1926[17:07:04] <gigaherz>
ModelResourceLocation is an extension of a ResourceLocation
L1927[17:07:09] <SirSavary> Forgive my
ignorance, it's been a long time since I've modded anything
L1928[17:07:12] <gigaherz> that combines
domain:path, with #variantString
L1929[17:07:24] <SirSavary> Alright
L1930[17:07:25] <gigaherz> take for
exampl
L1931[17:07:26] <gigaherz> e
L1932[17:07:50] <gigaherz>
themodid:blockModOres#oretype=copper
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L1934[17:08:28] <gigaherz> this would
point to assets/themodid/blockstates/theModOres.json, and inside
that, the variant string "oretype=copper"
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L1936[17:08:41] <gigaherz> but if you
bake it manually
L1937[17:09:04] <gigaherz>
"themodid:blockModOres#oretype=copper" -> new
ModOreModel(Type.Copper)
L1938[17:09:17] <gigaherz> then mc
wouldn't look at the json file since it already has one
L1939[17:09:26] <SirSavary> Alright, I
think I follow
L1940[17:09:39] <SirSavary> I'll Google
around a bit and see if I can come up with an implementation
L1941[17:09:58] <gigaherz> note that it
may be MORE effort to implement IBakedModel
L1942[17:10:08] <SirSavary> Than to write
a helper?
L1943[17:10:09] <gigaherz> than it would
be to just generate a bunch of blockstate json files ;P
L1944[17:10:12] <SirSavary> Yeah I
figure
L1945[17:10:25] <SirSavary> my issue is
keeping them up to date and ensuring that I run the helper at the
right time etc
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L1947[17:10:34] <gudenau> Is there a way
to call the super of an object?
L1948[17:10:44] <gigaherz> at the right
time?
L1949[17:10:54] <diesieben07> what do you
mean by "call the super"?
L1950[17:10:56] <gigaherz> just generate
them once and leave them in the source folder?
L1951[17:10:58] <SirSavary> Well, I've
worked with asset pipelines before and I just want things to stay
in sync
L1952[17:11:02] <gudenau> Like
super.foo
L1953[17:11:07] <SirSavary> I
suppose
L1954[17:11:08] <gudenau> But
instance.super.foo
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L1956[17:11:17] <gigaherz> SirSavary: the
asset pipeline is integrated into the build process
L1957[17:11:21] <gigaherz> you don't have
to worry about it ;P
L1958[17:11:24] <diesieben07> nope you
are not allowed to do taht
L1959[17:11:31] <gudenau> Ok, MORE
CHEATING TIME
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L1961[17:11:42] <gigaherz> just keep the
files in src/resources/assets/<modid in
lowercase>/blockstates/whatever.json
L1962[17:11:57] <SirSavary> oh I know
that, sorry
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L1964[17:12:05] <SirSavary> I'm just more
inclined to keep it in code
L1965[17:12:09] <diesieben07> gudenau:
actually, i think you CAN do that with MethodHandles
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L1968[17:12:35] <SirSavary> Is it not
just super.foo ? Not entirely sure of the context
L1969[17:12:45] <diesieben07> yes but you
can only do that when inside a method
L1970[17:13:02] <diesieben07> or rather,
you can only do it on "this"
L1971[17:13:06] <diesieben07> not on any
object
L1972[17:13:12] <SirSavary> Ah okay I
misunderstood
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L1975[17:15:09] <SirSavary> I'll try to
implement the JSON workaround and if it ends up being too much I'll
just write a helper program
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L1977[17:16:47] <gudenau> 50/50 this will
crash.
L1978[17:18:20] <gudenau> It did, but I
have restored original functions of the method.
L1979[17:18:26] <gudenau> Now to hack it
up.
L1980[17:18:37] <diesieben07> wtf are you
trying to do :O
L1981[17:18:50] <gudenau> Achievements
with multiple requirements.
L1982[17:18:56] <SirSavary> If you really
want to call super from an instance, write a helper method or
something
L1983[17:19:00] <gudenau> I did.
L1984[17:19:08] <diesieben07> ehhhh
L1985[17:19:13] <diesieben07> you do not
need ANY ASM for that
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L1988[17:21:12] <diesieben07> also for
that super thing
L1989[17:21:17] <diesieben07> you cannot
do that in just plain java
L1990[17:21:21] <diesieben07> not even
with a helper method
L1991[17:21:34] <gudenau> It is working
just fine with a helper.
L1992[17:21:50] <diesieben07> then you
did not describe what you wanted accurately :D
L1993[17:22:13] <gudenau> I just injected
a helper method into the class. :-P
L1994[17:22:36] <diesieben07> jesus
christ dude
L1995[17:22:40] <diesieben07> you do way
too much asm
L1996[17:23:10] <VikeStep> gudenau, take
it from me, it's better to do as little asm as possible
L1997[17:23:20] <VikeStep> it is very
difficult to update to new minecraft versions
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L2002[17:32:40] <SirSavary> gigaherz,
just had a coffee and remembered why I really need to do it via
code
L2003[17:32:44] <SirSavary> Generating
blocks dynamically
L2004[17:32:48] <gigaherz> ah
L2005[17:33:13] <SirSavary> Fortunately,
DenseOres is open source and generates blocks dynamically so I'm
going to take a look at its code
L2006[17:35:13] <gigaherz> DenseOres is
on 1.8?
L2007[17:36:33] <SirSavary> Looks like
it
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L2012[17:42:41] <gudenau> I am messing
with one method and injecting one, not *that* much; and as far as I
know it is code that should not change much.
L2013[17:42:58] <diesieben07> what did
you call the injected method?
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L2016[17:43:20] <gudenau>
superDrawScreen
L2017[17:43:27] <gudenau> I'll change it
later though.
L2018[17:43:30] <diesieben07> ok
then
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L2022[17:52:24] <gudenau> Maybe I could
turn this into a PR when I am done....
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L2025[17:53:31] *
diesieben07 dances
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L2029[18:11:19] <gudenau> It appears to
work just fine. :-D
L2031[18:12:11] <diesieben07> i do not
see why you need ASM for that
L2032[18:12:14] <diesieben07> not one
bit.
L2033[18:12:35] <gudenau> Explain a
diffrent way to do it then.
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L2035[18:13:06] <diesieben07> There are
gui screen events for basically everything
L2036[18:13:13] <Naji> Hello
L2037[18:13:16] <gudenau> Hello.
L2038[18:13:16] <diesieben07> catch when
your achievement page is activated
L2039[18:13:18] <diesieben07> draw it
yourself
L2040[18:13:36] <Naji> Does anyone have
an idea on how do I use addElement in cofhlib?
L2041[18:13:43] <gudenau> So, replace the
GuiScreen/
L2042[18:13:49] <diesieben07> not
necessarily, n
L2043[18:13:50] <diesieben07> no
L2044[18:13:59] <diesieben07> you can
just cancel the draw event and draw it all yourself
L2045[18:14:03] <diesieben07> if your
page is active
L2046[18:14:23] <gudenau> Ok, I'll make a
stack trace and look for that.
L2047[18:15:41] <gudenau>
GuiScreenEvent.DrawScreenEvent.Pre
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L2049[18:16:09] <gudenau> If I can get
this to work, that will make me quite happy.
L2050[18:16:18] <Flashfire> Has anyone
noticed a bug in the 1.9 vanilla release where you shoot an arrow
from a bow and it changes direction in mid-air?
L2051[18:16:35] <Flashfire> It ends up
landing vertically down right where you stand
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L2053[18:18:23] <Flashfire> Just wanted
to confirm whether it's just me
L2054[18:21:22] <gudenau> To bad
currentPage is not public. -.-
L2055[18:21:44]
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L2057[18:26:34] <diesieben07> if only
there was some technique to access private fields... oh right...
reflection...
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L2061[18:29:28] <gudenau> I am well
veresed in that.
L2062[18:29:31] ***
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L2063[18:29:33] <gudenau> It is just
anoying.
L2064[18:29:52] <diesieben07> me
L2065[18:29:53] <diesieben07> meh
L2066[18:32:33]
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L2067[18:32:49] <gudenau> Got 132 items
to fix with reflection on my first pass. YAY
L2068[18:33:10] <diesieben07> wat
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L2070[18:33:29] <gudenau> There is a lot
of private stuff I need to access.
L2071[18:33:42] <diesieben07>
why...
L2072[18:33:54] <diesieben07> oh i assume
oyu just copied drawScreen?
L2073[18:33:57] <gudenau> I need to
remake a lot of code.
L2074[18:34:06] <gudenau> Yep.
L2075[18:34:53] <diesieben07> ah yeah
there is some nasty stuff you'll have to do:D
L2076[18:34:57] <diesieben07> but better
than ASM
L2077[18:35:22] <gudenau> That is
correct, unfortuantly...
L2078[18:35:37] <gudenau> Maybe I could
make a page rendering event...
L2079[18:35:38] <VikeStep> I've found
that remaking the code can be bad in some cases... because what if
someone else had the same idea
L2080[18:35:51] <VikeStep> you both
listen for the event, cancel it and remake it yourselves
L2081[18:36:01] <gudenau> I am not firing
any events.
L2082[18:36:05] <VikeStep> I had this
problem when I was doing something with sleeping
L2083[18:36:06] <diesieben07> you only
cancel it on your own page
L2084[18:36:14] <diesieben07> nobody else
will cancel that, and if they do they are stupid
L2085[18:36:28] <diesieben07> achievement
pages
L2086[18:36:28] <VikeStep> oh yeah, I was
more giving an anecdote
L2087[18:36:37] <diesieben07> :
L2088[18:36:39] <diesieben07> :D
L2089[18:36:39] <VikeStep> about why it's
not always great
L2090[18:36:45] <diesieben07> you are
definitely right
L2091[18:36:50] <gudenau> Yep.
L2092[18:37:01] <gudenau> This is as
close to what I need to edit as I can get though.
L2093[18:37:16]
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L2094[18:37:37] <VikeStep> One of my
rules of thumb for ASM though is to never delete anything, don't
replace a node, only add nodes
L2095[18:37:45] <VikeStep> if you want
some code to not run, you can use GOTO
L2096[18:37:56] <VikeStep> the reason is
because someone else might want to search for a node you
deleted
L2097[18:38:37] <VikeStep> also, abstract
anything to an external hooks class if you can except for the
calling code
L2098[18:38:38] <gigaherz> yeh in that
case it would be possible to just add some
"drawExtraParentArrows" method if the achievement extends
AchievementMultiParent
L2099[18:38:40] <gigaherz> ;P
L2100[18:39:09] <gudenau> That is basicly
how I had it working.
L2101[18:39:23] <diesieben07> yes but the
"no asm at all" approach is stil better
L2102[18:39:31] <diesieben07> at least
here
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L2104[18:39:43] <VikeStep> it's only good
in some rare cases
L2105[18:40:05] <VikeStep> such as
insanely particular events which are only useful to your mod and
no-one elses
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L2107[18:40:13] <VikeStep> otherwise I'd
do a forge PR
L2108[18:40:19] <gigaherz> yup
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L2110[18:40:33] <gigaherz> approahc #1,
try to use existing events
L2111[18:40:34] <gudenau> I'll do a PR
later.
L2112[18:40:45] <gigaherz> approach #2,
use reflection
L2113[18:40:57] <gigaherz> approach #3,
class wrappers
L2114[18:40:59] <gudenau> After I make a
less hacky version that can go into the codebase.
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L2116[18:41:03] <gigaherz> approach #4,
PR to forge
L2117[18:41:04] <VikeStep> approach #3
use a tick event and keep track of things which indicate an event
may have happened
L2118[18:41:13] <gigaherz> and only if
none of the above worked,
L2119[18:41:19] <gigaherz> approach #5,
give up and coremod
L2120[18:42:33] <VikeStep> one of the
pulls in for ASM though is that it can kinda be... fun to do if
that makes sense
L2121[18:42:41] <VikeStep> it's why some
people get a kick out of reverse engineering
L2122[18:43:03] *
VikeStep would ideally do reverse engineering and security for a
living
L2123[18:43:15] <gudenau> RE is quite
fun.
L2124[18:46:25] <gigaherz> yeh I know, I
have been tempted to ASM stuff in the past
L2125[18:48:22] <gudenau> You know, I
will go dig into some 3DS stuff.
L2126[18:49:07] <gigaherz> 3DS the
console
L2127[18:49:11] <gudenau> Yep/
L2128[18:49:14] <gigaherz> or 3DS the
model format?
L2129[18:49:14] <gigaherz> XD
L2131[18:51:01] <gigaherz> IDA :3
L2132[18:52:40]
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L2133[18:55:14] <gudenau> Should I go
send Nintendo that screen shot? :-P
L2134[18:55:20]
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L2135[18:55:41] <gigaherz> probably
not?
L2136[18:56:56] <gudenau> There is a
three instruction function that could be inlined, pretty sure that
is slower and biger aswell.
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L2143[19:06:09] <gudenau> 7% of subs
could be named super easy based on there supervisor calls.
Nice.
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L2151[19:45:44] <Arctic_Wolfy> Uhmm...
why is Minecraft undoing my changes to my world?
L2152[19:47:13] ***
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L2154[19:49:44] <Arctic_Wolfy> For some
reason it's undoing setting blocks.
L2155[19:50:24] <gigaherz> spawn
protection?
L2156[19:50:30] <gigaherz> or someone
cancelling the block change?
L2157[19:51:29] <Arctic_Wolfy> Neither.
Not any where close to spawn, and the only mod installed is my mod.
Besides NEI and prerequisits.
L2158[19:52:09] ***
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L2159[19:54:09] <Arctic_Wolfy> ...
L2160[19:54:22] <Arctic_Wolfy> Found the
problem...
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If we wish to explore, if we wish to see what's over the next hill,
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enough.)
L2164[19:55:36] <williewillus> setting
things clientside? lol
L2165[20:01:26]
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L2168[20:08:35] <Arctic_Wolfy> The
problem was I returned true on item right-clicked....
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L2178[20:40:28] <gigaherz> hmf
L2179[20:40:31] <gigaherz> Caused by:
java.lang.RuntimeException: Already decorating
L2180[20:41:18] <gigaherz> gah shit
L2181[20:41:39] <gigaherz> onBlockPlaces
-> getCollisionBoundingBox -> scans neighbours
L2182[20:42:04] <gigaherz> -> causes
new chunks to generate -> causes new chunk to decorate
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L2193[21:02:55] <gigaherz> XD
L2194[21:03:06]
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L2203[21:20:52] <kashike> >28GB
L2204[21:23:21] <gigaherz> modern
game.
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L2207[21:36:22] <gabizou> kashike GTA V
was something like 53GB
L2208[21:36:42] <kashike> wow,
really?
L2209[21:36:45] <gabizou> yep
L2210[21:37:12] <kashike> I only really
play Minecraft these days, hehe
L2212[21:39:14] <gabizou> 65GB
L2213[21:39:50] <kashike> wow
L2214[21:41:11] <gabizou> I'm waiting on
my terabyte drive to start installing all teh gamez
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L2221[21:56:16] <gabizou> already saw
it
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L2223[22:00:32] <BovineColonel> is there
a way to use one sprite for an item's inventory icon and a
different sprite for the item when held/dropped?
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L2226[22:03:24] <gigaherz> BovineColonel:
when you say "sprite", you probably mean model ;P
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L2228[22:03:38] <BovineColonel>
probably
L2229[22:03:45] <gigaherz> because items
even when they are flat in the inventory, are 3D models
L2230[22:03:59] <gigaherz> assuming you
use 1.8+
L2231[22:04:02] <BovineColonel> mhm
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L2233[22:04:16] <gigaherz> and assuming
you use 1.8+
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L2235[22:04:24] <gigaherz> the solution
is IPerspectiveAwareModel
L2236[22:04:33] <BovineColonel> will look
into it, thanks
L2237[22:04:49] <gigaherz> yo ucan return
different baked models based on inventory/first person/third
person
L2238[22:04:52] <gigaherz> but
L2239[22:05:00] <gigaherz> it will
require some extra coding to get that model injected
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L2241[22:05:36] <Ordinastie> !gm
func_178089_a
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L2243[22:06:27] <SirSavary> Man this
ModelBakeEvent is some next level shit
L2244[22:06:31] <Ordinastie> what does
that even mean ? java.lang.AbstractMethodError
L2245[22:06:31] <Ordinastie> at
net.minecraft.client.renderer.ItemModelMesher.func_178089_a(ItemModelMesher.java:51)
L2246[22:07:03] <gigaherz> means the
method is abstract? which would indicate someone is trying to call
a method on an abstract class? but ug
L2247[22:07:05] <gigaherz> uh*
L2248[22:07:47] <gigaherz> what version
is that?
L2249[22:07:51] <gigaherz> I can't find
func_178089_a
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L2252[22:08:13] <gigaherz> !gm
func_178089_a
L2253[22:08:25] <gigaherz> ah
getItemModel
L2254[22:08:39] <gigaherz> uhh
L2255[22:08:43] <gigaherz> ???? ->
ibakedmodel =
((net.minecraftforge.client.model.ISmartItemModel)ibakedmodel).handleItemState(stack);
L2256[22:08:51] <gigaherz> that's line 55
in 1.8.9
L2257[22:09:00] <gigaherz> wait you said
51
L2258[22:09:08] <gigaherz> line 51 is
nothing here XD
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L2260[22:11:06] <Ordinastie> gigaherz,
because you thought the decompiled source and the jar would
match?
L2261[22:11:42] <gigaherz> I assumed the
metadata in the jar would match the forge modifications,yes
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L2263[22:11:55] <gigaherz> I guess I was
wrong ;P
L2264[22:12:14] <Ordinastie> don't
bother, the next line is at
gcewing.architecture.BaseModClient$CustomItemModelMesher.func_178089_a(BaseModClient.java:517)
L2265[22:12:20] <Ordinastie> yes, a greg
mod
L2266[22:12:23] <gigaherz> ahh
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L2269[22:14:05] <SirSavary> Gigaherz,
sorry to bother you again, but do you know of any documentation on
the ModelBakeEvent?
L2270[22:14:06] <gigaherz> well I was
about to say, there's basically two ways to achieve
AbstractMethodError, either the method was not abstract at compile
time, and was modified afterward, or someone managed to improperly
extend the class without actually having that method
implemented
L2271[22:14:18] <SirSavary> I duh into
Dense Ores but the code is pretty much gibberish
L2272[22:14:35] <gigaherz> SirSavary:
well it's not really hard to use
L2273[22:14:45]
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L2274[22:15:06] <SirSavary> Alright, well
assuming I want to create a block
L2275[22:15:10] <SirSavary> I have a
texture file
L2276[22:15:27] <SirSavary> what exactly
do I need to do? The DenseOres mod was pretty cloudy because of the
amount of abstraction
L2277[22:15:39] <SirSavary> Register the
model, give it an icon?
L2278[22:15:45] <gigaherz> nope
L2279[22:16:16] <gigaherz> thing is, the
ModelBakeEvent is the easy part, the annoying part is actually
constructing the model itself
L2280[22:16:39] <gigaherz>
@SubscribeEvent public void bakeEvent(ModelBakeEvent ev) {
ev.modelRegistry.putObject(resloc, bakedModel); }
L2281[22:16:58] <SirSavary> Alright,
where the resource location is my texture, yes?
L2282[22:17:03] <gigaherz> nope
L2283[22:17:08] <SirSavary> ohgod
L2284[22:17:15] <gigaherz> it's the
resource location that minecraft looks for
L2285[22:17:34] <gigaherz> which would
normally point to a blockstate file
L2286[22:17:52] <SirSavary> but because
I'm not using a blockstate file I need to "create"
one?
L2287[22:18:02] <gigaherz> let me try to
explain
L2288[22:18:05] <SirSavary> Alright
L2289[22:18:12] <gigaherz> when mc
initializes
L2290[22:18:23] <gigaherz> it builds up a
list of items, and a list of blocks
L2291[22:18:31] <gigaherz> then from each
block, it gets the blockstates
L2292[22:18:46] <gigaherz> enumerates
every single IBlockState, and keeps a list of those
L2293[22:18:51] <gigaherz> then on the
side
L2294[22:19:13] <gigaherz> the rendering
stuff loads each blockstate json file for each block
L2295[22:19:31] <gigaherz> (+ any files
referenced by forge's additions)
L2296[22:19:35] <gigaherz> from the
blockstates json
L2297[22:19:54] <gigaherz> it builds a
map, which links variant strings, with model objects
L2298[22:20:00] ***
Firedingo|AFK is now known as Firedingo
L2299[22:20:04] <gigaherz> then
L2300[22:20:28] <gigaherz> it tries to
match each IBlockState with a model object
L2301[22:20:38] <gigaherz> so it
enumerates the blockstates, gets their corresponding variant
strings
L2302[22:20:45] <gigaherz> and looks them
up on the model map
L2303[22:20:50] <gigaherz> this last
bit
L2304[22:20:57] <gigaherz> is where the
model bake event happens
L2305[22:21:04] <gigaherz> right before
this enumeration behins
L2306[22:21:12] <gigaherz> begins*
L2307[22:21:16] <sham1> Remember that the
above process can be influenced by a custom ztatemapper
L2308[22:21:18] <gigaherz> you have a
chance to add custom model objects
L2309[22:21:24] <SirSavary> Alright
L2310[22:21:47] <gigaherz> yeah
L2311[22:22:06] <gigaherz> if we went to
a bit more detail, the way it gets the resource locations from the
block, depends on the state mapper
L2312[22:22:21] <gigaherz> the point is
does
L2313[22:22:30] <gigaherz> IBlockState
-> ModelResourceLocation -> IBakedModel
L2314[22:22:51] <gigaherz> ModelBakeEvent
lets you intercept the latter arrow
L2315[22:23:03] <gigaherz> while state
mappers let you intercept the former
L2316[22:23:25] <gigaherz> but you want
dynamically generated models
L2317[22:23:30] <SirSavary> Yes
L2318[22:23:34] <gigaherz> so you need to
be on the latter side, at best
L2319[22:23:36] <gigaherz> for that
L2320[22:23:42] <gigaherz> you can either
use a custom model loader
L2321[22:23:56] <gigaherz> and work with
IModels which then get baked into IBakedModels
L2322[22:24:11] <gigaherz> or work
directly with IBakedModels, and skip the IModel and
ICustomModelLoader step
L2323[22:24:18] <gigaherz> hence why I
recommended the model bake event
L2324[22:24:27] <gigaherz>
regardless
L2325[22:24:29] <gigaherz> the point
is
L2326[22:24:30] <SirSavary> Which is what
I'd look to do, looks a lot simpler
L2327[22:24:36] <SirSavary>
(relatively)
L2328[22:24:44] <gigaherz> you haveto
*somehow* generate this IBakedModel
L2329[22:24:48] <gigaherz> now
L2330[22:24:57] <gigaherz> question: the
dynamic part of this
L2331[22:25:07] <gigaherz> is it on which
textures are used?
L2332[22:25:12] <gigaherz> or which model
shape is used?
L2333[22:25:16] <SirSavary>
Textures
L2334[22:25:22] <SirSavary> model shape
is always going to be a block
L2335[22:25:24] <SirSavary> perfect
cube
L2336[22:25:25] <SirSavary> nothing
fancy
L2337[22:25:27] <gigaherz> so the model
is always the same?
L2338[22:25:27] <gigaherz> aha
L2339[22:25:28] <SirSavary> Yes
L2340[22:25:30] <gigaherz> that makes it
simpler
L2341[22:25:34] <SirSavary>
thankfully
L2342[22:26:47] <gigaherz> okay your best
bet here, would be to take any arbitrary IRetexturableModel (an
extension of IModel)
L2343[22:26:52] <gigaherz> and call its
.retexture method
L2344[22:27:27] <gigaherz> hmmm give me a
minute
L2345[22:27:40] <SirSavary> Take your
time, you've been more than helpful
L2346[22:27:53] <gigaherz> it MAY be that
it would be easier for you to use the ICustomModelLoader
L2347[22:28:22] <gigaherz> since then
you'd have the ability to request the model loader system to ensure
"minecraft:block/cube_all" is loaded
L2348[22:28:38] <gigaherz> you can skip
that step and assume it will be
L2349[22:28:58] <gigaherz> but that
expectation may fail if someone was crazy enough to use a resource
pack that changes everything including flat stone
L2350[22:29:00] <gigaherz> to not be
cube_all
L2351[22:29:18] <SirSavary> Alright,
fortunately they _shouldn't_ be able to do that in my
situation
L2352[22:29:25] <SirSavary> this is a
private modpack of sorts
L2353[22:29:35] <SirSavary> well, not
private, but locked to one server
L2354[22:29:42] <gigaherz> okay so
L2355[22:29:43] <SirSavary> so if they
change their resource pack they're SOL
L2356[22:29:57] <gigaherz> I believe then
what you could want to do
L2357[22:30:23] <gigaherz> is first use
ModelLoaderRegistry.getModel("minecraft:block/cube_all"),
which should return an IModel
L2358[22:30:31] <gigaherz> that is also
an instance of IRetexturableModel
L2359[22:31:04] <gigaherz> then from
that, you'd have to call the retexture method
L2360[22:31:10]
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L2361[22:31:38] <gigaherz> which will
require you to build a Map with one single entry: "all":
"the dynamic texture resource location"
L2362[22:31:46] <gigaherz> then
afterward
L2363[22:31:51] <gigaherz> you'd want to
call the bake method on this object
L2364[22:32:03] <gigaherz> on the object
returned from .retexture(), that is
L2365[22:32:21] <gigaherz> and the result
of the bake call, you can inject on the model bake event's registry
param
L2366[22:32:22] <gigaherz> brb
L2367[22:32:38]
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L2368[22:32:40] <SirSavary> Alright let
me code that out
L2369[22:34:16] <SirSavary> Okay, seems
straightforward, not entirely sure what to pass into the 'bake'
method though
L2370[22:34:20] <killjoy> portal gun is
lookin niice
L2372[22:35:09] <SirSavary> That
L2373[22:35:11] <SirSavary> is pretty
neat
L2374[22:35:19]
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L2375[22:35:31] <killjoy> he actually did
that in his doors(?) mod
L2376[22:36:35] <gigaherz> SirSavary:
sorry back
L2377[22:36:43] <SirSavary> Neat, the
modding community has always really impressed me
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L2380[22:36:59] <SirSavary> Not a problem
gigaherz
L2382[22:37:17] <gigaherz> this is an
utility class I use for rendering entities and such
L2383[22:37:39] <gigaherz> this isn't 1:1
with what you want
L2384[22:37:51] <gigaherz> but it shoudl
give you an idea of what args you should give to things
L2385[22:39:43] <SirSavary> Alright,
going to play around with it
L2387[22:41:00] <gigaherz> :3
L2388[22:41:03] <gigaherz> actual portal
rendering
L2389[22:41:06] <SirSavary> Okay, so, two
stupid questions
L2390[22:41:12] <gigaherz> I wonder how
many levels of recursion it does XD
L2391[22:41:23] <gigaherz> (for
performance's sake, hopefully not more than 2 ;P)
L2392[22:41:24] <SirSavary> what exactly
is an IModelState?
L2393[22:41:31] <SirSavary> I mean, it's
the state of the block, right?
L2394[22:41:39] <gigaherz> a custom
model-dependant class
L2395[22:41:47] <gigaherz> that contains
custom values for the model loader
L2396[22:41:57] <gigaherz> so unless you
have a specific need for a specific custom value
L2397[22:42:05] <gigaherz> just pass
imodel.getDefaultState()
L2398[22:42:29] <SirSavary> Perfect
L2399[22:42:36] <SirSavary> Now, when
registering this model
L2400[22:42:48] <SirSavary> with
modelRegistry.putObject
L2401[22:43:03] <SirSavary> the first
argument should be unique? i.e. unique location for each
dynamically generated block
L2402[22:43:33] <gigaherz> not just
unique
L2403[22:43:40] <gigaherz> it has to be
the location that MINECRAFT gives you
L2404[22:43:52] <gigaherz> which is
generally "modid:blockregistryname"
L2405[22:44:10] <gigaherz> (well, forge
does, not mc, but you get the idea)
L2406[22:44:19] <SirSavary> ah okay
L2407[22:44:27] <gigaherz> xcept this
location is followed by the variant string I believe
L2408[22:44:29] <gigaherz> so it would
be
L2409[22:44:48] <gigaherz>
"modid:blockregistryname#normal" for a block placed in
the world, that has no blockstates defined
L2410[22:45:18] <gigaherz>
"modid:blockregistryname#inventory" for a
"standard" block/item on the inventory
L2411[22:45:44] <gigaherz> (you can
choose a different variant string for the inventory form,
'inventory' is just the one the vanilla models use)
L2412[22:45:50]
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L2413[22:46:02] <gigaherz> but if you
have a couple properties a,b which are numeric
L2414[22:46:04] <gigaherz> it could look
likt
L2415[22:46:06] <SirSavary> So would I
need to register my model twice? for inventory and world
L2416[22:46:11] <gigaherz>
"modid:blockregistryname#a=1,b=2"
L2417[22:46:24] <gigaherz> well
L2418[22:46:26] <gigaherz> you can
do
L2419[22:47:03] <gigaherz>
ModelLoader.setCustomModelResourceLocation(Item.getItemForBlock(theBlock),
0, new ModelResourceLocation(modid, "theBlock",
"normal"))
L2420[22:47:16] <gigaherz> and then it
will use "modid:blockregistryname#normal" instead of
#inventory
L2421[22:48:13] <SirSavary> Okay, looks
like I've got the block rendering in world
L2422[22:48:21] <SirSavary> going to
clean this code up and then get it rendering in inventory
L2423[22:48:48] <gigaherz> remember
you'll have to call ModelLoader.setCustomMRL for EACH "block
in item form" that will be in the inventory
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L2425[22:49:08] <gigaherz> including
sub-blocks in their sub-item form
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L2429[22:54:26] <sham1> I... I did not
expect thay
L2430[22:54:37] <SirSavary> gigaherz,
slight problem with setCustomModelResourceLocation
L2431[22:55:01] <SirSavary>
ModelResourceLocation doesn't seem to have that constructor
L2432[22:55:14] <SirSavary> I see one
with two strings
L2433[22:55:16] <sham1> Yes it does
L2434[22:55:25] <sham1> That's the
one
L2435[22:55:30] <SirSavary> ah wait
L2436[22:55:30] <gigaherz> ah sorry
L2437[22:55:31] <gigaherz> new
ModelResourceLocation(Survivalist.MODID + ":" + itemName,
variantName)
L2438[22:55:33] <gigaherz> I call ir like
this
L2439[22:55:36] <gigaherz> it*
L2440[22:55:37] <gigaherz> XD
L2441[22:55:53] <SirSavary> yeah that
works, your line above had a comma
L2442[22:55:56] <SirSavary> should work
now ty
L2443[22:56:28] <gigaherz> yeah because
the "new Resourcelocation(domain, path)"
L2444[22:56:40] <gigaherz> because
of*
L2445[22:57:16] <SirSavary> Hmmm, blocks
are rendering properly in the world but not in the inventory
L2446[22:57:25] <SirSavary> does
ModelLoader.setCustomModelResourceLocation need to be called after
I bake the model?
L2447[22:57:34] <gigaherz> no
L2448[22:57:43] <gigaherz> shoudl be
called on preinit
L2449[22:58:00] <gigaherz> the order of
things should be
L2450[22:58:20] <gigaherz> preinit
(ModelLoader.setCustomMRL) -> texture stitch event gets called
-> model bake event gets called -> init
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L2452[22:58:41] <SirSavary> Nice, that
fixed it
L2453[22:58:44] <SirSavary> moved it from
init to preinit
L2454[22:59:08] <gigaherz> :)
L2455[22:59:22] <SirSavary> that's step
one out of the way
L2456[23:01:28] <SirSavary> So, I'm going
to make the grand assumption that dynamically generating a fluid is
exponentially more difficult?
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L2459[23:03:13] <sham1> Whatever you are
doing, sounds dangerous
L2460[23:03:18] <SirSavary> :^)
L2461[23:03:45] <SirSavary> tl;dr:
Metallurgy with dynamic metals
L2462[23:03:56] <SirSavary> Each metal
has an ore, solid block, molten form, tool set, armor set
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L2464[23:04:00] <sham1> Ah I see
L2465[23:04:11] <SirSavary> 2 of those
are out of the way
L2466[23:04:59] <killjoy> dynamic things
aren't too hard to do
L2467[23:05:22] <SirSavary> I figure it's
not going to be too bad, it's just that I haven't modded MC since
like... a while
L2468[23:05:23] <killjoy> cache it for
faster startup
L2469[23:05:43] <gigaherz> can't help
with fluids
L2470[23:05:44] <killjoy> just add a
custom resource pack location
L2471[23:05:44] <SirSavary> I'm a web
programmer, full stack so this is a bit different from what I
usually do
L2472[23:05:45] <gigaherz> I have no idea
how they work
L2473[23:05:47] <gigaherz> XD
L2474[23:05:54] <killjoy> that's for the
block models
L2475[23:06:06] <gigaherz> I'm a non-web
programmer who may be getting a job doing
angular+coffeescript
L2476[23:06:11] <SirSavary> Neat
L2477[23:06:16] <gigaherz> pays well, but
ugh
L2478[23:06:33] <gigaherz> I hope I get
it because my bank account is in a really sad state atm
L2479[23:06:42] <SirSavary> I feel
it
L2480[23:06:57] <SirSavary> I suppose I'm
going to have to copy lava or w/e and then retexture that
L2481[23:07:03] <gigaherz> nono
L2482[23:07:08] <SirSavary> bad?
L2483[23:07:10] <gigaherz> lava/water are
vanilla fluids
L2484[23:07:21] <SirSavary> well I want
my molten metal to be retextured lava
L2485[23:07:23] <gigaherz> you'd want to
use the forge fluid system
L2486[23:07:26] <SirSavary> Ah okay
L2487[23:07:37] <gigaherz> but i can't
guide you through that
L2488[23:07:42] <gigaherz> because I
don't know the specifics
L2489[23:07:47] <sham1> Use the lava
texture
L2490[23:08:00] <sham1> After all, molten
metal is hot af
L2491[23:08:40] <SirSavary> I
suppose
L2492[23:08:48] <SirSavary> but then
there's no customization
L2493[23:09:02] <killjoy> let forge make
your fluids
L2494[23:09:05] <sham1> Sure there
is
L2495[23:09:16] <SirSavary> I mean
color-wise, someone might want a moat of molten mithril
L2496[23:09:37] <sham1> Add a green
tint
L2497[23:09:47] <SirSavary> alright, even
if did tint it
L2498[23:09:52] <SirSavary> I still need
to generate the bucket item
L2499[23:10:07] <sham1> Forge has
"universal bucket"
L2500[23:10:17] <gigaherz> yehyou can
apply for buckets
L2501[23:10:20] <sham1> That renders the
fluid for you
L2502[23:10:34] <SirSavary> oh neat, I'll
look into that
L2503[23:11:30] <SirSavary> so, assuming
I can use that fancy forge stuff
L2504[23:11:36] <SirSavary> I'm still
left with generating tools and armor
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L2506[23:13:10] <sham1> There you can
take the average colour of the chosen metal ingot
L2507[23:13:41] <SirSavary> well I
already have textures for all of these things
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