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L10[00:20:09] <luacs1998> is there a
World.LoadComplete event?
L11[00:20:21] <Xain> trying to find some
documentation on loading / using obj files and animations
L12[00:20:44] <Cazzar> IIRC obj doesn't
support animation :P
L13[00:21:03] <Xain> well not nessicarlly
in that order per say animation can be for regular blocks
L14[00:21:22] <Xain> eg blcok state files
or even a custom opengl drawing if thats possible
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L17[00:25:01] <Cazzar> Minecraft had some
basic animation stuff there previously at least.
L18[00:26:20] <Xain> hmm what about objs
and texture animation any ideas on that
L19[00:27:30] <Cazzar> That
L20[00:27:38] <Cazzar> is more a question
for fry|sleep
L21[00:28:05] <Xain> fair enough :)
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L23[00:28:08] <Xain> thanks
L24[00:34:16] <RANKSHANK> Xain actually It
may be something for shadekiller since he wrote the obj
implementation. I doubt that obj animation is supported though-
you'll probably need to manually animate in your TESR
instances
L25[00:34:43] <Xain> which i am fine
with
L26[00:35:13] <Xain> thanks RANKSHANK
really its just find documentation on things like TESR and obj
stuff that i have not had an easy time finding something to
date
L27[00:35:16] <Xain> up to date*
L28[00:35:50] <RANKSHANK> Well docs on
1.8.8+ are pretty sparse
L29[00:35:59] <RANKSHANK> it's changing
pretty fast these days
L30[00:36:01] <RANKSHANK> kinda :P
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L32[00:36:39] <Xain> yeah im not surprised
though to be honest was just hoping, i found some sort of sample in
the Forge source ill have to pour over
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L36[00:37:52] <RANKSHANK> yeah that's
mostly what you've to go off of, just pouring through people's gits
:P
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L40[00:46:38] <Xain> RANKSHANK, and just
hoping its up to date itself LOL
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L42[00:47:28] <Cazzar> Or not done in some
fucked up abstract way :P
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L44[00:53:17] <Naji> Anyine here?
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L49[01:03:24] <killjoy> is he making the
new curse?
L50[01:04:25] <Xain> oh an killjoy you can
setup your source as a module in intellij you just have to make the
forge lib a provider and have your mod code be a dependancy of the
forge project generated by gradle.. just thought id let you know it
works since i was talking about that with you the other day
L51[01:05:19] <killjoy> that's not how I
would've done it, but ok
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L53[01:06:29] <Xain> well its not how i
have it right now just saying it can be done that way
L54[01:08:00] <killjoy> huh. wasn't
expecting him to fork my mods
L55[01:11:07] ⇨
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L56[01:12:35] <Ordinastie> ok, it's getting
weirder : java.lang.AbstractMethodError:
net.malisis.core.MalisisRegistry$$Lambda$6/1470257601.func_178113_a(Lnet/minecraft/item/ItemStack;)Lnet/minecraft/client/resources/model/ModelResourceLocation;
:x
L57[01:12:58] <Ordinastie> !gm
func_178113_a
L58[01:13:49] <killjoy> ame is usually when
a class gets updated (new abstract method added), but subclasses
don't.
L60[01:15:37] <killjoy> weird
L61[01:15:44] <Ordinastie> killjoy,
question, how do I fix it ?
L62[01:15:53] ⇨
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L63[01:15:57] <killjoy> try cleaning?
L64[01:16:07] <Ordinastie> cleaning ?
L65[01:16:13] <killjoy> idea right?
L66[01:16:25] <Ordinastie> no, it doesn't
happen in dev
L67[01:16:28] <Ordinastie> it's a report I
got
L68[01:16:39] <killjoy> maybe something
related to the lambda
L69[01:16:40] <Ordinastie> (and no, eclipse
:p)
L70[01:16:43] <killjoy> obfuscation?
L71[01:17:41] <killjoy> can I get the class
file?
L72[01:17:46] <killjoy> The obfuscated
one
L73[01:18:21] <Ordinastie> which class
?
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L75[01:18:29] <killjoy>
MalisisRegistry
L76[01:18:30] <McJty> Be careful with
lambda's to vanilla MC functions
L77[01:18:36] <killjoy> ^
L78[01:18:37] <McJty> There are many cases
where they only work in dev
L79[01:18:47] <Ordinastie> I see that
:x
L80[01:18:48] <McJty> Caused by (I think) a
bug in ForgeGradle
L81[01:18:55] <killjoy> Try creating a
wrapper? or use a anonymous class
L82[01:19:03] <Ordinastie> yeah, I'll test
that
L83[01:19:04] <McJty> An anonymous class
for those cases is best
L84[01:19:40] <killjoy> but lambdas
L85[01:19:51] <killjoy> what's the point in
java 8 if you're using a bunch of anons
L86[01:19:53] <killjoy> lol
L87[01:20:04] <McJty> Well it is only when
interfacing with vanilla classes
L88[01:20:12] <McJty> I avoid them there
but elsewhere I use them freely
L89[01:20:12] <killjoy> yup
L90[01:20:33] <killjoy> i wonder what
causes it
L91[01:20:39] <killjoy> iff we knew, it
would get fixed
L92[01:20:59] <McJty> I think there is an
issue on the forgegradle open for this
L93[01:21:03] <McJty> But not sure where
that is
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L95[01:23:09] <Ordinastie> well, I do have
a warning when building for 1.8.9, but I don't think it was related
to that
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L97[01:23:44] <Ordinastie> it's not related
but still weird :
L98[01:23:46] <Ordinastie>
java.lang.RuntimeException: Null method binding! private void
Placement(IPlacement placement){
L99[01:23:46] <Ordinastie>
this.placement=placement;
L100[01:23:46] <Ordinastie> }
L102[01:28:21] <Ordinastie> and right
know, I would fucking murder the retard at mojang that thought that
having to answer 3 FUCKING QUESTION as a requirement to log in was
a good idea
L103[01:28:55] <McJty> What 3
questoins?
L104[01:29:09] <killjoy> WHAT is your
quest
L105[01:29:27] <killjoy> what is your
name
L106[01:29:31] <killjoy> what is your
favorite color
L107[01:29:40] <Ordinastie> my quest is
trying to launch MC
L108[01:29:45] <McJty> Where do those
questions come from?
L109[01:29:47] <McJty> I never saw
those
L110[01:29:51] <Ordinastie> the security
questions
L111[01:29:51] <killjoy> monty
python
L112[01:30:06] <Ordinastie> also that
^
L114[01:30:16] <McJty> Yes I got the
reference
L115[01:30:20] <McJty> Just never saw
those questions
L116[01:30:25] <McJty> In MC context I
mean
L117[01:30:49] ***
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L118[01:32:34] <Ordinastie> well, if you
want to download MC, you need to log in
L119[01:32:57] <McJty> Downloading MC...
Now that's something I haven't done in a while
L120[01:32:59] <Ordinastie> but to confirm
it's really me that logs in, you have to answer the security
questions
L121[01:33:01] <killjoy> what email? what
password? what profile?
L122[01:33:32] <Ordinastie> first pet,
which I can answer, but the other one, I have no fucking clue what
I had wrote -_-
L123[01:33:41] <killjoy> oops :p
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L131[01:46:56] <Ordinastie> and because of
that shit it took me that long to test at runtime the change for
the lamda :x
L132[01:47:22] <Ordinastie> and yes, using
anonymous class fixes it
L133[01:47:49] <unascribed> I don't think
I've "secured" my account yet
L134[01:47:49] <unascribed> :D
L135[01:47:51]
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L136[01:47:53] <Ordinastie> that means
rebuilding et rereleasing it :/
L137[01:48:07] <unascribed> oh, nope, I
have
L138[01:48:08] <unascribed> damn it
L139[01:48:22] <unascribed> ARGH ALL THESE
QUESTIONS HAVE CHANGED SINCE I SET THEM
L140[01:49:21] *
unascribed sets about reverse-engineering the Mojang account API in
the hopes of getting a way to un-"secure" your
account
L141[01:49:52] <unascribed> since you can
reset them so effortlessly through email
L142[01:50:01] <unascribed> why not set
them to random data and abuse it as a way to do 2FA?
L143[01:50:43] <unascribed> why yes my
favorite number is definitely this 200 character long random
number
L144[01:52:39] <Ordinastie> unascribed,
that one is easy, first 200 digits of PI :p
L145[01:52:56] <unascribed> actually
L146[01:53:01] <unascribed> I think I
found a solution
L147[01:53:19] <unascribed> something like
the hash of your decrypted private key
L148[01:53:23] <unascribed> that's
something you will always have
L149[01:53:27] <unascribed> and you have
to keep secret anyway
L150[01:54:02]
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L151[01:54:47] ***
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L152[01:54:55] <Ordinastie> well, I don't
know how reward is calculated for Curseforge, but if it's dependant
on file upload, imma be rich!
L153[01:56:39] ***
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L154[01:59:59] <Cazzar> Ordinastie: and
then tax
L155[02:00:01] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160304 mappings to Forge Maven.
L156[02:00:05] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160304-1.9.zip (mappings
= "snapshot_20160304" in build.gradle).
L157[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/
L158[02:01:35] <Naji> Hello
L159[02:02:15] <Cazzar> Hi
L160[02:02:29] <Naji> I am having trouble
with getting my gui working.
L161[02:02:34] <Naji> It opens and then
closes.
L162[02:02:46] <Ordinastie> Cazzar, I've
yet to declare the money I make from curseforge :p
L163[02:03:01] <Cazzar> Ordinastie: that
can be a problem :P
L164[02:03:33]
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L165[02:04:03] <Ordinastie> meh, moeny
never reaches my bank account anyway
L166[02:04:15] <Cazzar> No, but Curse make
you fill out the w8-ben when you reach a threashold :P
L167[02:05:30] <Ordinastie> yes, but
that's only for tax compliance on their side
L169[02:05:43] <Ordinastie> rah
><
L170[02:06:15] <Ordinastie> I doubt
they'll compare my steam library to my income and find it doesn't
match
L171[02:06:34] <Ordinastie> thanks to
humble bundle, it's not possible \o/
L172[02:06:50] <Cazzar> Paypal money?
:P
L173[02:06:53] <Ordinastie> yes
L174[02:07:26] <Ordinastie> I don't think
they have access to paypal, do they? ><
L175[02:07:50] <Cazzar> It'd be a registed
financial inst in france :P
L176[02:07:51] <Ordinastie> wait, you link
the english version ? I was listening to it in korean :p
L177[02:08:06] <Cazzar> Ordinastie: yeah,
an english cover :P
L178[02:09:41] <Ordinastie> I'm not really
concerned : "oh, you didn't declare that income ? then now you
will owe us... 0€ ? oh right, with that low of an income, you're
still not taxable :x"
L179[02:10:13] <Cazzar> Minecraft modding,
to my gov't could be considered another job for me :P
L180[02:10:22] <Cazzar> And therefore,
taxable at a decent rate.
L181[02:10:51] <Ordinastie> in france, you
need a minimum global income to be taxable at all
L182[02:11:14] <Cazzar> Then again, my
other job, gets me over the taxable income.
L184[02:11:49] <Ordinastie> yeah,
advantages of being unemployed : you can mod all day, and you don't
pay taxes :D
L185[02:12:04] <Cazzar> Advantages of
being employed, money :P
L186[02:12:28] <Cazzar> Also, "Hello,
IT, have you tried turning it off and on again"
L187[02:12:36] <Cazzar> - NBNCo debugging
in a nutshell
L188[02:13:48] ⇦
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L189[02:13:59] <Ordinastie> fortunately, I
had some money in reserve when I quit and I have quite a lowcost
lifestyle
L190[02:14:20] <Ordinastie> advantages of
barely any social life *_*
L191[02:14:34] <Ordinastie> afk hanging
myself ><
L192[02:15:03] <unascribed> I now have a
script to derive extremely long hex strings from a private key,
passphrase, and website name
L193[02:16:03] <Ordinastie> the passphrase
being the security question ?
L194[02:16:09] <Ordinastie> the key is you
pwd I assume
L195[02:16:13] <unascribed> the passphrase
is the passphrase for the key itself
L196[02:16:22] <unascribed> I mean a
private key as in like an RSA key you use for SSH
L197[02:17:25] <unascribed> something
you're inclined to keep safe and keep around
L198[02:17:41] <unascribed> because if you
lose it or disclose it, you're royally screwed in many other ways
as well
L199[02:20:07] ⇦
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L200[02:24:23] <McJty> sham1, here?
L201[02:30:56]
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L205[02:48:39] <Josephur> What's the best
way to import a previous forge version project into a newer forge
mdk eclipse instance ?
L206[02:48:53] <Josephur> copying the
folders obviously doesn't do it correctly :/
L207[02:49:51] <Josephur> Import seems to
not see the project
L208[02:52:34] <Josephur> Trying the
archive method now.
L209[02:55:02]
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L210[02:55:38] <unascribed> first off the
MDK isn't special
L211[02:55:47] <unascribed> it's just a
pre-packaged Gradle project
L212[02:55:49]
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L213[02:55:56] <unascribed> so you can
just edit the build.gradle to the new Forge version
L214[02:56:07] <unascribed> compare it
with the one in the MDK so you know what changes to make
L215[02:56:27] <unascribed> then it's just
a neverending game of "fix the compile errors" :P
L216[02:56:34] <Josephur> unascribed: will
try, new to java/eclipse ;)
L217[02:57:02] <unascribed> oh, and you'll
need to run setupDecompWorkspace/eclipse again
L218[02:57:10] <unascribed> after editing
the build.gradle
L219[02:57:11] <Josephur> should I do that
first ?
L220[02:57:17] <unascribed> no, after you
edit it
L221[02:57:19] <Josephur> ohhh.. I
see
L222[02:57:21] <unascribed> if you run it
before editing it won't do anything
L223[02:57:46] <Josephur> let me backup my
whole mdk folder before attempting :D
L224[02:58:41] <Josephur> version =
"1.8.9-11.15.1.1764"
L225[02:58:45] <Josephur> so that's
it?
L226[02:58:53] <unascribed> what version
are you updating from?
L227[02:59:00] <Josephur> 1762 to
1764
L228[02:59:05] <unascribed> oh, so the
same mcversion
L229[02:59:08] <unascribed> then yes
that's it
L230[02:59:19] <unascribed> you may also
want to update your mappings
L231[02:59:21] <Josephur> ok rerunning
workspace, celipse
L232[02:59:35] <unascribed> !!latest
snapshot 1.8.9
L233[02:59:35] <MCPBot_Reborn> === Latest
Mappings ===
L234[02:59:36] <MCPBot_Reborn> MC Version
Forge Gradle Channel
L235[02:59:36] <MCPBot_Reborn> 1.8.9
snapshot_20160301
L236[02:59:44] <unascribed> man that is so
spammy for just getting one mapping version
L237[03:00:05] <unascribed> (if you're
doing lookups for yourself, use only one !)
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L239[03:00:55] <Josephur> ok so apparently
trying to generalize my folder name at the same time is NOT a good
idea
L240[03:01:01] <unascribed> what do you
mean by that?
L241[03:01:18] <Josephur> well I was just
unzipping the forge mdk into folders named after their exact
version
L242[03:01:22] <Josephur> I've decided to
no longer do that
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L244[03:01:27] <Josephur> so now its just
forge-1.8.9
L245[03:01:30] <unascribed> OS?
L246[03:01:45] <Josephur> problem is
eclipse is still looking for 1762, and can't find any of it
now
L247[03:01:47] <unascribed> because if
it's Windows, cmd's working directory uses the filename
L248[03:01:48] <unascribed> oh
L249[03:01:49] <unascribed> eclipse
L250[03:01:54] <Josephur> Resource
'/MDKExample/src/main/java/com/stacktech/martian/Main.java' does
not exist.
L251[03:01:59] <unascribed> yeah you'll
need to update the path in eclipse
L252[03:02:06]
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L254[03:02:23] <Josephur> yes I'm looking
for that setting
L255[03:02:26] <unascribed> minor nitpick,
class names like "Main" are pretty unhelpful and
generally you should use a name like "MartianMod" or
"Martian"
L256[03:02:50] <unascribed> I think you
need to delete the project and re-import it
L257[03:02:56] <unascribed> since you
didn't use Eclipse's project migration feature
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L259[03:03:13] <unascribed> (deleting a
project is completely harmless if you don't enable the option to
also delete the data on disk)
L260[03:03:35] <Josephur> what's odd is,
it's not even listing the mdk files in the project heirachy
now
L261[03:03:51] <unascribed> wait, was your
*workspace* inside the MDK?
L262[03:04:02] <Josephur> yes it was
(don't worry I backed it all up)
L263[03:04:14] <unascribed> you'll need to
restart Eclipse to change the workspace folder
L264[03:04:31] <unascribed> I recommend
changing it to something like ~/workspace and importing the
project
L265[03:04:38] <unascribed> makes it
easier to manage multiple mods
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L267[03:05:05] <Josephur> Why is it when
you go to import, and select forge-1.8.9xxxxxxxxxxx\eclipse
folder
L268[03:05:09] <ThePsionic> i need
help
L269[03:05:10] <Josephur> it never sees a
project to import?
L270[03:05:11]
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L271[03:05:19] <unascribed> because that's
not where the project is
L272[03:05:23] <unascribed> the eclipse
folder is just a workspace
L273[03:05:25] <ThePsionic> i'm looking
for that one video that's a talk about ruby and php
L274[03:05:28] <ThePsionic> it's titled
"wat"
L275[03:05:30] <unascribed> import the
parent directory
L276[03:05:30] <ThePsionic> but I can't
find it
L277[03:05:34] <Josephur> ah...
L278[03:05:34] <unascribed> one second,
ThePsionic
L279[03:05:39] <ThePsionic> :D
L280[03:05:59] <Josephur> Some projects
cannot be imported because they already exist in the workspace or
their project description file is corrupted
L281[03:05:59] <Josephur> Invalid project
description.
L282[03:05:59] <Josephur>
C:\MineCraft\dev\forge-1.8.9 overlaps the workspace location:
C:\MineCraft\dev\forge-1.8.9\eclipse
L283[03:06:07] <unascribed> as I
said
L284[03:06:10] <unascribed> change your
workspace
L285[03:06:31] <Josephur> I'm so used to
Visual Studio ;)
L286[03:06:47] <ThePsionic> nvm I found
it
L287[03:06:49] <Josephur> I'll figure it
out, let me go tinker and move the work space etc like you
suggested
L288[03:06:57] <unascribed> I also found
it
L289[03:07:03] <unascribed> it looks like
it got taken off YouTube
L290[03:07:08] <unascribed> probably why
you had trouble finding it
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L293[03:09:18] <Josephur> My problem is I
don't understand Eclipses method of storing workspace/projects
etc
L294[03:09:32] <unascribed> a workspace is
a collection of metadata pointing to projects
L295[03:09:37] <unascribed> usually the
workspace also contains the project folders
L296[03:09:39] <unascribed> but that's
optional
L297[03:09:51] <Josephur> So I made a new
empty folder, for a new workspace, imported my project, but now
that I have a new workspace, it of course has no reference to the
forge data it needs
L298[03:09:59] <unascribed> huh?
L299[03:10:07] <unascribed> the project
data is kept in .classpath/.project files on the project
itself
L300[03:11:05] <Josephur> I don't get why
it's so hard to simply migrate a project to a new folder
grrrr
L301[03:11:14] <unascribed> it's
easy
L302[03:11:18] <unascribed> if you tell
the IDE to do it
L303[03:14:50] <Josephur> starting all
over
L304[03:14:53] <Josephur> I'm unpacking
1764 into a new folder just called forge-1.8.9 so from now on I can
just change the build.gradle
L305[03:15:01] <Josephur> running
decompworkspace, eclipse
L306[03:15:53] <Josephur> now I want to
import the project from forge-1.8.9-11.15.1.1762-mdk folder
L307[03:16:01] <unascribed> just copy the
src folder
L308[03:16:09] <Josephur> ok
L309[03:16:39] <Josephur> opening
workspace C:\MineCraft\dev\forge-1.8.9\eclipse
L310[03:16:48] <Josephur> errors
L311[03:16:54] <Josephur> Resource
'/.org.eclipse.jdt.core.external.folders' already exists.
L312[03:17:18] <Josephur> however, it
looks ok :/
L313[03:18:00] <Josephur> and it compiles,
so I'll just ignore that initial error
L314[03:18:27] <Josephur> that was the
easiest method, without a doubt, thank you.
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L316[03:20:06] <Josephur> of course now I
need to find where it puts the Minecraft instance so I can copy
over my test world :D
L317[03:20:08] <Josephur> but that should
be easy
L318[03:20:42] <Josephur> aha it's in
\run
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L320[03:30:03] <Josephur> Thanks again
unascribed :)
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L322[03:32:08] <unascribed> welcome
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L324[03:32:46] <Josephur> I hope next
update it's as easy as editing the build.gradle, setting up
workspace/eclipse :D
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L334[03:47:33] <mosez> damn, why didnt i
ask directly here... do you offer some list of available forge
versions? as json or xml?
L335[03:51:38] <Josephur> now I must learn
how to use other mods APIs, woot :D
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L337[03:53:44] <Josephur> mosez: I was
wondering that myself, would like to be able to pull latest forge
version for scripting purposes (without scraping the page which is
a nasty method)
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L340[03:55:20] <McJty> Launchers like
MultiMC and CurseVoice can do it
L341[03:55:23] <McJty> So I guess there is
a way
L342[03:55:27] <McJty> you could check the
MultiMC source
L343[03:56:02] <Josephur> Looking
now
L344[03:57:36] <Josephur> Might take a
minute to sift through and find it
L347[04:00:24] <Josephur> Well that was
easy :)
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L350[04:01:43] <Josephur> If you WGET them
I would suggest doing what this script I found does in regards to
ADFLY
L351[04:01:45] <Josephur> # Do an Adf.ly
request using Forge's ID so they don't get ripped off with us
bypassing it
L353[04:01:45] <Josephur> ${WGET}
$FORGE_DL
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L357[04:06:35] <Josephur> seems legit
:/
L358[04:12:14] <mosez> matthew: thanks,
found it :)
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L369[05:20:48] <Cypher121> SUPER
L370[05:27:23] <TehNut> HOT
L371[05:27:52] <Cypher121> SUPER (yes, I
knew there would be at least one person!)
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L378[05:55:22] <Lordmau5> HOT
L379[05:57:50] <RANKSHANK> wot
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L392[06:33:15] <PaleoCrafter> RANKSHANK,
what has become of your glint PR?
L393[06:34:09] <RANKSHANK> died :P people
messing with the GL state = bad
L394[06:34:50] <PaleoCrafter> How
so?
L395[06:35:17] <PaleoCrafter> (I mean,
who's messing with the state?)
L396[06:35:47] <RANKSHANK> well it opens
it up
L397[06:36:10] <Ivorius> Sounds like
something Lex would say
L398[06:37:37] <fry> actually I said
it
L399[06:38:04] <Ivorius> What a
twist!
L400[06:38:17] <fry> shamulamanan
L401[06:38:56] <Ivorius>
Shyamalamadingdong *
L402[06:39:06] <ThePsionic> m. night
shaymalan?
L403[06:39:26] <Ivorius> What is this,
amateur hour?
L404[06:39:45] <RANKSHANK> haha could
regress it but I'm playing with improvements in a coremod with the
whole thing atm
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L406[06:40:51] <PaleoCrafter> It wasn't
just passing a colour?
L407[06:40:53] <Ivorius> Oh, colored
glint
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L409[06:40:58] <Ivorius> I implemented
that once
L410[06:41:18] <PaleoCrafter> Oh, nvm, I
see the problem
L411[06:41:30] <Ivorius> Not quite sure
why your impl is so huge but mine was also a good while back
:P
L412[06:42:59] <RANKSHANK> haha that's
what I meant by regressing it :P I could step it back towards
forcing glint usage but I'd want to reduce the impact of the effect
passes if possible
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L442[08:15:13] <Josephur> Microsoft's
Forge 1.8 template for Visual Studio is broken, go figure
L443[08:15:19] <Josephur> Thought I might
use a more familiar IDE :D
L444[08:15:35] <gigaherz> well it was a
1.8 template
L445[08:15:39] <gigaherz> not 1.8.9
;P
L446[08:15:49] <Josephur> Yeah but it
would appear that making it 1.8.9 might not be too hard
L447[08:15:53] <Josephur> edit the gradle
build.. etc
L448[08:15:56] <gigaherz> yup
L449[08:16:06] <Josephur> Severity Code
Description Project File Line Suppression State
L450[08:16:06] <Josephur> Error The
command "gradlew setupDecompWorkspace
--refresh-dependencies" exited with code 1. MinecraftMod1
c:\users\josephur\documents\visual studio
2015\Projects\MinecraftMod1\packages\com.microsoft.minecraftmod.0.5.4.0\build\com.microsoft.minecraftmod.targets
10
L451[08:16:17] <Josephur> hmm
L452[08:16:28] <gigaherz> never used the
VS templates myself
L453[08:16:29] <Josephur> let me go run it
manually on the command prompt :D
L454[08:16:30] <gigaherz> and I love
VS
L455[08:16:34] <gigaherz> just get
IDEA
L456[08:16:34] <williewillus> uhh visual
studio? :P
L457[08:16:39] <williewillus> oh
yeah
L458[08:16:41] <williewillus> MS made a
plugin
L459[08:16:43] <Josephur> I have
Eclipse
L460[08:16:44] <gigaherz> yeh
L461[08:16:46] <williewillus> and probably
forgot about it immediately
L462[08:16:49] <gigaherz> it runs eclipse
on the background
L463[08:16:50] <Josephur> I want to see if
I can get VS to do 1.8.9 :)
L464[08:16:52] <gigaherz> for intellisense
andsuch
L465[08:16:59] <williewillus> then whats
the point -.-
L466[08:17:06] <Josephur>
familiarity
L467[08:17:11] <Josephur> for us C#
developers ;)
L468[08:17:27] <gigaherz> as a C#
developer, just get IDEA and use that ;P
L469[08:18:04] <gigaherz> I use IDEA with
VS-style key bindings
L470[08:18:14] <Josephur> ohhh I know what
the error is for
L471[08:18:23] <Josephur> it's because I
manually set JAVA_HOME to JDK when I need to
L472[08:18:23] <Josephur> hahaha
L473[08:18:28] <Josephur> simple fix
:D
L474[08:19:15] <Josephur> Now it works
:)
L475[08:19:31] <gigaherz> :)
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L478[08:20:48] <Josephur> using a
2014-11-30 snapshot, ick
L479[08:20:55] <Josephur> hopefully we can
change that :D
L480[08:21:26] <gigaherz> mappings?
sure
L481[08:21:37] <gigaherz> just write
stable_22 on it
L482[08:21:40] <gigaherz> latest
1.8.9
L483[08:21:56] <Josephur> version =
"1.8-11.14.1.1357"
L484[08:22:01] <Josephur> that's what it
comes with :P
L485[08:22:07] <gigaherz> ah you mean
forge version
L486[08:22:22] <Josephur> yeah, should it
be as simple as changing it in the build.gradle?
L487[08:22:26] <gigaherz> you probably
want to get the latest MDK
L488[08:22:38] <gigaherz> and replace
build.gradle with the one from the mdk
L489[08:22:42] <gigaherz> then edit the
mappings= line
L490[08:22:44] <Josephur> or just type it
in :D
L491[08:22:45] <gigaherz> to be
"stable_22"
L492[08:22:51] <gigaherz> well
L493[08:22:58] <gigaherz> 1.8.9 needs
forgegradle 2.1-snapshot
L494[08:23:03] <Josephur> ahhh
L495[08:23:05] <gigaherz> and if you use
the 1.8 build.gradle manually
L496[08:23:08] <gigaherz> it would try to
use 2.0
L497[08:23:09] <gigaherz> and fail
L498[08:23:19] <gigaherz> so my
recommendation is,
L499[08:23:23] <gigaherz> get latest MDK
zip
L500[08:23:39] <gigaherz> unpack the
build.gradle, gradlew.bat and gradle/ folder
L501[08:23:51] <Josephur> trying it now
:D
L502[08:23:52] <gigaherz> and then edit
the build.gradle, and change the mappings version to
stable_22
L503[08:24:15] <gigaherz> then re-run
setupDecW
L504[08:24:54] <Josephur> it's
cranking
L505[08:25:02] <williewillus> log?
L506[08:25:04] <Josephur> we'll see if
Visual Studio freaks out
L507[08:25:13] <williewillus> oh nvm
lol
L508[08:25:49] <Josephur> This means I can
write addons to quickly create new blocks etc within VS :D
L509[08:25:54] <williewillus> just
finished an assignment for class, super hacky and super fun
:P
L510[08:25:56] <Josephur> using C#
L511[08:26:20] <williewillus> switching
the stack pointer manually to fake coroutines
L512[08:26:23] <Josephur> could even let
it browse vanilla assets and change hues for really lazy people
that don't have textures yet :D
L513[08:27:03] <Josephur> of course
interfacing the java bits might be more difficult.. since I don't
know how it's parsing it etc
L514[08:27:11] <Flenix> Anyone got any
idea why Minecraft's render range is so shit? I mean on max without
mods you can see what, like 256m, and that's laggy on many
computers... why is it that MC is so restricted when other games
you can see for miles?
L515[08:27:13] <williewillus> parsing
what?
L516[08:27:25] <williewillus> Flenix: it
is written in gl 1.2
L517[08:27:29] <williewillus> you know
when that came out?
L518[08:27:36] <Flenix> I'm guessing a
while ago :P
L519[08:27:39] <Josephur> williewillus:
adding code automagically etc
L520[08:27:43] <williewillus> a long, long
while ago
L521[08:27:53] <Flenix> and I'm guessing
it's not something a mod can easily change? I'm not that great with
gl
L522[08:27:56] <williewillus> nope
L523[08:27:59] <Flenix> damnit
L524[08:28:05] <Josephur> it's nto too bad
to do in a VS addon, but adding the fact that the Minecraft
template is using something to add java support.. yeah I
dunno
L525[08:28:11] <williewillus> pe/w10 use
openGL ES 3/4
L526[08:28:13] <fry> Flenix: also, not
many games have 100% destructable enviroment
L527[08:28:45] <Flenix> Valid point fry -
but I don't nessecarily want to interact with the environment at
that range, just get a rough idea of it's geometry and the location
of entities
L528[08:28:52] <McJty> Flenix, Minecraft
is actually pretty high poly too
L529[08:29:06] <williewillus> ah they use
GLES 3 in pe
L530[08:29:08] <McJty> i.e. a voxel based
map needs a lot more polygons (all the blocks) then a smooth
landscape
L531[08:29:14] <Josephur> Build
Started...
L532[08:29:15] <williewillus> spec
released in 2012 :P
L533[08:29:30] <williewillus> 2012 vs 1998
and company :P
L534[08:29:54] <Flenix> I wonder if it's
possible to have some sort of dynamic skybox, get the game to cache
the map as you explore it, then render it as an image that changes
as you move? wouldn't be 100% accurate if another player changed
stuff but would certainly be a nice visual mod if it worked
relatively well
L535[08:30:00] <Josephur> ah shit the damn
JAVA_HOME issue again, let me see if I can set that on each compile
for it
L536[08:30:07] <williewillus> Flenix:
so...a minimap ? :P
L537[08:30:27] <Flenix> Naa, it'd render
in place of the empty blue sky you see at the edge of your render
range
L538[08:30:43] <Flenix> I'm just
spitballing, no idea if it's even possible to do something like
that
L539[08:30:48] <fry> yes, it's
possible
L540[08:31:05] <fry> but would youy rather
have that, or +1 chunk of normal rendering distance?
L541[08:31:12] <masa> hm, wouldn't that
require you to cache and then roughly render the entire world o
nthe client then anyway...?
L542[08:32:39] <Flenix> 1 chunk wouldn't
make much of a difference. Basically my problem is I've been
playing planetside 2 to get ideas for my gun mod, and it makes me
sad that I was sat on a hilltop there sniping people from about
750m out and I'll never be able to do that in minecraft
L543[08:32:43] <masa> jl released a video
a while back from the w10 edition using something like 4k block
render distance?
L544[08:32:50] <McJty> But only once (for
distant chunks) until the view point changes enough
L545[08:33:03] <masa> it seemed to be
laggy as hell, but it worked...
L546[08:33:16] <williewillus> bc that game
is optimized for mobile
L547[08:33:23] <McJty> Flenix, note that
1.8.9 already considerably improves chunk rendering and is able to
set a much higher render distance
L548[08:33:27] <williewillus> and uses
not-18 year old tech ;p
L549[08:33:47] <Flenix> That's a good
point McJty, I've not started using 1.8 yet so might be worth
toying with in the future
L550[08:33:58] <gigaherz> Flenix: yo ucan
set render distance to like 4000 on the win10 edition
L551[08:33:59] <gigaherz> ;P
L552[08:34:00] <williewillus> and mojang
is generally starting to modernize really really slowly :P
L553[08:34:25] <masa> yeah whenever I have
to go back t oa 1.7 dev enviroment, I'm just amazed how laggy crap
it actually was compared to 1.8 O_o
L554[08:34:25] <Flenix> Maybe we can pray
for a GL update then :P
L555[08:34:31] <williewillus> see: shaders
in spec mode, the glowing potion in 1.9 is a shader, a real model
system, etc.
L556[08:34:36] <williewillus> masa: yeah
same here
L557[08:35:21] <masa> everything loads so
fraking slow and the terrain gen lags like hell and spits out
client side chunk ticking took whatever hunderd ms warnings etc.
:p
L558[08:35:28] <williewillus> Flenix:
people run this game on really bad computers :P
L559[08:35:43] <gigaherz> people are
confused
L560[08:35:48] <williewillus> even moving
to 1.8 (which is not that new rendering tech compared to PE) people
were having flickering problems everywhere
L561[08:35:51] <gigaherz> they thing cube
graphics means easy
L562[08:35:56] <gigaherz> but the way mc
works is horrible for thegpu
L563[08:35:56] <Flenix> Hell mine isn't
exactly great
L564[08:35:58] <gigaherz> XD
L565[08:36:05] <Josephur> gigaherz: epic
fail.. Error: Could not find or load main class GradleStart
L566[08:37:05] <Josephur> I wonder how
it's configured to launch MC though
L567[08:37:21] <Josephur> for all I know
it could be trying to launch a non existant 1.8 forge, lemme
tinker
L568[08:37:23] ***
williewillus is now known as willieaway
L569[08:37:50] <Josephur> The build
appears to be working, just not the launch!
L570[08:38:08] <gigaherz> hmf
L571[08:38:29] <Josephur> Start class
within project: GradleStart
L572[08:38:31] <Josephur> hmm
L573[08:38:34] <gigaherz> GradleStart is
what IDEA uses
L574[08:38:46] <Josephur> -Xincgc -Xmx512M
-Xms512M -Dfile.encoding=Cp1252 GradleStart
L575[08:38:48] <gigaherz>
GradleStart/GradleStartServer
L576[08:38:59] <Josephur> "C:\Program
Files\Java\jdk1.8.0_74\bin\java.exe" -agentpath:{AgentPath}
-Xincgc -Xmx512M -Xms512M -Dfile.encoding=Cp1252 GradleStart
GradleStart
L577[08:39:11] <Josephur> I don't see
anything particularly wrong..
L578[08:39:34] <gigaherz> well, no
classpath?
L579[08:39:52]
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L580[08:39:53] <Josephur> Working
directory: \bin
L581[08:39:54] <gigaherz> IDEA calls
this
L583[08:40:03] <gigaherz> you'll have to
scroll horizontally, a while
L584[08:40:42] <Josephur> holy
batman
L585[08:40:43] <Josephur> :D
L586[08:41:37] <gigaherz> yeah.
L587[08:41:38] <Josephur> yeah I somehow
don't think it's doing that
L588[08:41:44] <Josephur> but.. lets see
if it even compiled
L589[08:41:54] <gigaherz> run
"gradlew runClient"
L590[08:42:04] <gigaherz> from a cmd
L591[08:42:15] <gigaherz> with java
configured and such
L592[08:42:28] <Josephur> it shows
up
L593[08:42:29] <Josephur> :D
L594[08:42:41] <Josephur> it's just Visual
Studio's launch debugger method that's not running the client
correctly
L595[08:43:14] <Josephur>
System.out.println("DIRT BLOCK >>
"+Blocks.dirt.getUnlocalizedName());
L596[08:43:16] <Josephur> success :D
L597[08:43:31] <gigaherz> my
recommendation: get IDEA community version (free)
L599[08:43:50] <gigaherz> import the
build.gradle file
L600[08:43:56] <gigaherz> then after it's
done importing
L601[08:44:01] <gigaherz> open the gradle
panel
L602[08:44:08] <gigaherz> and find the
forge task "genIntellijRuns"
L603[08:44:22] <gigaherz> and you'll have
a working environment ;P
L604[08:44:57] <Josephur> It's so odd
after using Eclipse for so long to write MC code in VS ;)
L605[08:45:20] <gigaherz> what's odd is
that you have been able to use eclipse for that long ;P
L606[08:45:28] <Josephur> oh I hate
eclipse
L607[08:45:38] <gigaherz> that's why I
keep suggesting IDEA ;P
L608[08:45:39] <Josephur> I'm not a java
developer at all, what I've learned is purely because of MC
LMAO
L609[08:45:43] <Josephur> I'm downloading
it now
L610[08:45:51] <gigaherz> it's not
VS
L611[08:45:53] <gigaherz> but it's nice
enough
L612[08:45:57] <gigaherz> the one thing I
miss
L613[08:46:08] <gigaherz> is VS's tooltips
when hovering on things
L614[08:46:13] <Josephur> will it open my
eclipse workspace with no problems?
L615[08:46:22] <gigaherz> no you want to
import the gradle file
L616[08:46:29] <Josephur> VS has one of
the best intellisense environments
L617[08:46:33] <gigaherz> don't mess with
importing eclipse
L618[08:46:45] <McJty> I very much like
IntelliJ's intellisense though
L619[08:46:48] <Josephur> I best back shit
up before I attempt anything ;)
L620[08:46:48] <gigaherz> just import
gradle, and then run the genIntellijRuns
L621[08:46:52] <McJty> But I must admit I
never tried VS so I can't compare
L622[08:46:56] <gigaherz> yeah
intellisense in eclipse is nice
L623[08:47:02] <gigaherz> but it does not
do this:
L624[08:47:09] <McJty> gigaherz, I mean
IntelliJ
L625[08:47:16] <gigaherz> eh
L626[08:47:18] <gigaherz> intellisense in
idea**
L629[08:47:33] <Josephur> will IDEA make
me set my JAVA_HOME var, or will it be intelligent enough ?
L630[08:47:33] <gigaherz> this is the one
feature of VS that I miss greatly
L631[08:47:40] <gigaherz> no it's
smart
L632[08:47:41] <Josephur> I don't set it
system wide for other reasons
L633[08:47:44] <gigaherz> I have no java
env vars at all
L634[08:48:05] <gigaherz> I just set it
temporarily to run "gradlew setupDecompWorkspace"
L635[08:48:21] <gigaherz> and afterward
just work with IDEA as-is, no messing at all
L636[08:48:49] ⇦
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L637[08:48:57] <Josephur> ok launching for
the first time
L638[08:49:15] <gigaherz> the method for
getting a working environment in IDEA:
L639[08:49:39] <Josephur> yeah going to
need a tutorial ;)
L640[08:49:40] <gigaherz> 1. run
"gradlew setupDecompWorkspace" on a cmd window or
whateveryour choice of command-running place is
L641[08:49:59] <Josephur> does it have to
be a fresh one?
L642[08:50:04] <gigaherz> 2. open IDEA and
choose import, or if you had a previous project new -> project
from existing sources
L643[08:50:13] ***
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L644[08:50:16] <gigaherz> no, 1. can be
skipped if you did setupDecompWorkspace before
L645[08:50:23] <Josephur> k already
done
L646[08:50:26] <gigaherz> 3. wait for idea
to finish importing things
L647[08:50:29]
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L648[08:50:33] <gigaherz> eh
L649[08:50:43] <gigaherz> 2.5. import the
build.gradle file as a gradle project ;p
L650[08:50:54] <Josephur> lemme tar gz
that folder before fucking with it ;)
L651[08:51:23] <gigaherz> 4. open the
gradle panel (can be found at the bottom-left, on the squareish
icon),
L652[08:51:30] <gigaherz> if it's empty,
then #3 ddid not finish yet ;P
L653[08:51:50] <gigaherz> otherwise go to
Tasks -> forgegradle -> genIntellijRuns
L654[08:52:09] <gigaherz> 5. accept
reloading the project
L655[08:52:23] <Josephur> let me ask you
this
L656[08:52:31] <Josephur> since the IDEA
is using the gradle build file
L657[08:52:41] <gigaherz> ?
L658[08:52:50] <Josephur> is it acceptable
to switch between Eclipse and IDEA at that point (I mean as long as
they arent open at the same time obviously)
L659[08:52:50] <Wuppy> o/
L660[08:52:58] <gigaherz> no idea
L661[08:53:01] <gigaherz> never
tried
L662[08:53:07] <McJty> Why would you even
do that?
L663[08:53:09] <gigaherz> I feel no need
to touch eclipse
L664[08:53:17] <Josephur> just incase I
cannot figure something out I was doing in eclipse ;)
L665[08:53:17] <gigaherz> after you use
IDEa, you probably will think the same way
L666[08:53:20] ***
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L667[08:53:22] <gigaherz> then ask
here
L668[08:53:25] <gigaherz> we'll be happy
to help
L669[08:53:26] <McJty> Josephur, then
learn how to do it in intellij ;-)
L670[08:53:29] <Josephur> lol
L671[08:53:49] <McJty> I think running
both on the same source directory might cause more harm then
good
L672[08:54:21] <Josephur> ok attempting
IDEA now :P
L673[08:54:24] <Josephur> *fingers
crossed*
L674[08:55:22] <Josephur> looking for the
project from existing sources option
L675[08:56:52] <Josephur> Gradle JVM: Use
JAVA_HOME (not defined yet)
L676[08:57:00] <Josephur> might be an
issue later but I'll press on
L677[08:57:12] <Josephur> ah yes it wont
import
L678[08:57:16] <Josephur> Invalid Gradle
JDK configuration found. Open Gradle Settings JAVA_HOME environment
variable not defined Consult IDE log for more details (Help | Show
Log)
L679[08:57:30] <Josephur> so I suppose
I'll set the variable for it
L680[08:57:41] <gigaherz> hm?
L681[08:57:46] <gigaherz> I just choose
"use project jvm"
L682[08:57:53] <Josephur> wasn't an
option
L683[08:57:57] <gigaherz> wait
L684[08:58:03] <gigaherz> you didn't
configure any JVM yet, did you?
L685[08:58:14] <Josephur> most likely not
since it's my first launch ;)
L686[08:58:16] <gigaherz> you should
configure a JVM before importing the first time
L687[08:58:17] <gigaherz> XD
L688[08:58:17] <Josephur> *goes
back*
L689[08:59:07] <Josephur> trying to locate
that option in settings
L690[08:59:35] <Josephur> is it just set
in Path Variables ?
L691[08:59:39] <Josephur> or somewhere
else ?
L692[08:59:43] <gigaherz> no
L693[08:59:44] <gigaherz> wait
L695[09:00:12]
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L697[09:01:32] <Josephur> aha
L698[09:01:51] <Josephur> now I shall try
the import option
L699[09:02:08] <Josephur> anything special
I need in the import dialog ?
L700[09:02:11] <gigaherz> nope
L701[09:02:21] <gigaherz> import gradle
-> use default wrapper
L702[09:02:22] <Josephur> oo we have a
progress bar
L703[09:02:58] <Josephur> that was so much
simplier than Eclipses's stupid workspace methods
L704[09:03:07] <Josephur> gradle is
building
L705[09:03:53] <Josephur> now will I have
to set the debug/run command ?
L706[09:04:12] <Josephur> aha yes
L707[09:04:13] <gigaherz> yes
L708[09:04:21] <gigaherz> ope ngradle
panel, and run the genIntellijRuns
L709[09:04:29] <gigaherz> that does the
debug/run for you
L710[09:05:08] <gigaherz> you may need to
click the blue refresh icon on the gradle panel
L711[09:05:18] <Josephur> oh nice
L712[09:05:19] <gigaherz> you shouldn't
need it now since you just imported
L713[09:05:20] <gigaherz> but
L714[09:05:22] <Josephur> Gradle tasks
nicely listed
L715[09:05:32] <gigaherz> if you do
setupDecompWorkspace again or similar
L716[09:05:47] <gigaherz> you will need to
refresh the gradle project in idea
L717[09:05:53] <gigaherz> using the gradle
panel's refresh icon
L718[09:05:58] <gigaherz> (not the main
one next to save)
L719[09:06:03] <gigaherz> note that
L720[09:06:04] <Josephur> ok ran it,
reloaded project
L721[09:06:07] <gigaherz> for me
L722[09:06:20] <gigaherz> using
setupDecompWorkspace from within idea, causes it to run out of
memory
L723[09:06:21] <Josephur> nice now have
options for client/server
L724[09:06:23] <gigaherz> while running it
from cmd does not
L725[09:06:38] <Josephur> off to a good
start :)
L726[09:06:40] <gigaherz> :)
L727[09:06:50] <Josephur> Thank you sir
:)
L728[09:06:53] <gigaherz> everything
should work now, then
L729[09:06:58] <gigaherz> any doubt or
issue
L730[09:07:00] <gigaherz> just ask
here
L731[09:07:40] <Josephur> I'm assuming the
client/server launch files are what contains the parameters for the
launch profiles that genIntellijRuns made ?
L732[09:08:05]
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L733[09:08:21] <Josephur> I shall find
out, by allocating more ram and see if it does it :)
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L735[09:09:03] <gigaherz> if you
created/edited gradle.properties to specify a minimum ram for the
JVMs, then that won't be a problem
L737[09:09:23] <gigaherz> this is
described here
L738[09:09:58] <Josephur> Why are so many
tutorials made for Eclipse, it seems janky compared to IDEA
L739[09:10:18]
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L740[09:11:05] <Josephur> I like the fact
this interfaces directly with gradle
L741[09:14:16] <Josephur> Thanks
agian
L742[09:16:02] ⇦
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L743[09:21:09] ***
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L744[09:23:19]
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L745[09:24:52] <NitroxydeX> Hi Guys.
Another Question related to the Forge Blockstates. Isn't the
Blockstate not acceptable for other variants then
"type"?
L746[09:28:25] ⇦
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L752[09:37:51] <DirePC> Heyo
L753[09:37:51]
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L754[09:38:04] <NitroxydeX> hey
L755[09:38:46] ⇦
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L756[09:39:20] ***
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L757[09:43:22]
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L758[09:43:54] <shadekiller666> so
apparently my primary email is tied to my family's internet
bill...
L759[09:44:27] <DirePC> How
L760[09:44:34] <shadekiller666> att
L761[09:45:02] <shadekiller666> can't log
into sbcglobal.net accounts unless your internet bill has been
payed...
L762[09:45:13] <RANKSHANK> ...
L763[09:45:15] <RANKSHANK> lol
L764[09:45:29] <shadekiller666> time to
start giving out my gmail instead
L765[09:45:34] <NitroxydeX> lol
L766[09:46:06] <RANKSHANK> that happened
to me too :P old comcast email and then I moved overseas
L767[09:46:41] ***
willieaway is now known as williewillus
L768[09:47:15] <williewillus> isp's still
do that?!
L769[09:47:20] <NitroxydeX> :D
L770[09:47:31] <williewillus> NitroxydeX:
no, any name should work
L771[09:47:37] <NitroxydeX> damn...
L772[09:47:43] <NitroxydeX> i dont know
what is wrong then :(
L773[09:47:45] <williewillus> what problem
are you having?
L774[09:48:05] <NitroxydeX> I wanted to
save some extra json. So I thought I can put multiple Tools in one
Json
L775[09:48:33] <NitroxydeX> Instead of
naming it type=toolnameVariant I named it toolname=variant. But
this doesent seem to work..
L776[09:49:12] <williewillus> it
should
L777[09:49:22] <williewillus> show your
json and code where you call setCustomMRL
L778[09:49:26] <Nitrodev> hi willie
L779[09:49:26] <NitroxydeX> I get no
error. Just saying 71 Models couldn't be load.
L780[09:49:31] <NitroxydeX> wait
L781[09:49:39] <NitroxydeX> it's still the
same as yesterday ^^
L782[09:49:47] <NitroxydeX> but i upload
it with the json
L783[09:49:49] <Nitrodev> what
error?
L784[09:49:51] <williewillus> my backlog
doesn't go that far lol
L785[09:50:22]
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L786[09:50:39] <williewillus> and yeah
what does the error say
L787[09:50:46] <williewillus> missing
model errors
L788[09:51:14] <Nitrodev> yeah just paste
one of the error lines here
L789[09:51:20] ***
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L790[09:51:23] <Nitrodev> IF it's a model
not loaded error that is
L792[09:52:09] <williewillus>
!latest
L793[09:52:18] <NitroxydeX> No Error.
Thats the weird thing..
L794[09:52:31] <williewillus> oh
L795[09:52:33] <NitroxydeX> it just told
me: [16:22:52] [Client thread/ERROR] [FML]: Supressed additional 71
model loading errors for domain zencnt
L796[09:52:47] <Nitrodev> that's new to
me
L797[09:52:48] <williewillus> you're
passing the name wrong, if you want to fake it like this
L798[09:52:53] <NitroxydeX> okay.
L799[09:52:55] <williewillus> actually nvm
misread
L800[09:52:58] <williewillus> it should
work? 0.o
L801[09:53:07] <NitroxydeX> okay?
L802[09:53:18] <williewillus> do you have
forge_marker?
L803[09:53:21] <NitroxydeX> yes
L804[09:53:26] <williewillus> paste the
whole json :P
L805[09:53:28] <NitroxydeX> its working as
long as its "type"
L806[09:53:41] <williewillus> i doubt
that's the reason
L807[09:53:55] <williewillus> show the
whole json :P
L808[09:54:01] <NitroxydeX> updated the
pastebin
L809[09:54:04] <NitroxydeX> reload it
^^
L810[09:54:23] <williewillus> oh lol
L811[09:54:28] <williewillus> that won't
work
L812[09:54:35] <NitroxydeX> :DD
L813[09:54:42] <williewillus> remember
you're using something meant for blocks for items
L814[09:54:57] <williewillus> the forge
loader sees all these "properties" and generates the
combinations of all of them
L815[09:55:21] <williewillus> so your REAL
variant names behind the scenes are called
"pickaxe=stonerubber,hoe=woodenrubber,shovel=..."
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L818[09:56:37] <NitroxydeX> okay. but
where is the problem now? in the json or in the method how i
register the modelloader?
L819[09:56:59] <williewillus> no, split
into separate jsons per tool type
L820[09:57:23] <NitroxydeX> Okay. So there
is no way to put it all in one with different variant names?
L821[09:57:44] <williewillus> no, because
the system you're using is designed for blocks and does what it
expects for blocks
L822[09:57:45] <shadekiller666> hopefully
there will be forge itemstates in 1.9
L823[09:57:59] <williewillus> it thinks
"hoe", "pickaxe", etc. are blockstate
properties
L824[09:58:04] <williewillus> and
generates all combinations of them together
L825[09:58:22] <NitroxydeX> ah
okay..
L826[09:58:48] <williewillus> you could
use the vanilla syntax so it doesn't autogenerate :P
L827[09:59:21] <williewillus> but it looks
bad, so just split the json
L828[09:59:25] <NitroxydeX> okay
L829[09:59:34] <shadekiller666> well, you
could potentially write them as "pickaxe"=[{}] which
would tell the parser that that is a fully-defined variant
L830[09:59:46] <williewillus> yeah but
pickaxe isn't a variant :P
L831[09:59:58] <williewillus> that's his
"property"
L832[10:00:15] <williewillus> I just used
vanilla item jsons for all my items lol
L833[10:00:36] <NitroxydeX> this would
be.. way to much :D
L834[10:00:51] <SkySom> Yeah... Same here.
Just used basic jsons per item
L835[10:00:54] <williewillus> that's
barely anything lol
L836[10:00:55] <SkySom> Which turned into
a lot of jsons
L837[10:01:13] ***
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L838[10:01:19] <williewillus> it's the
tradeoff, using the forge json format (even for blocks) makes
resourcepack conflicts go way up
L839[10:01:23] <Nitrodev> oh yeah i had a
mod in owrks aswell
L840[10:01:32] <Nitrodev> i've forgotten
that for the past what a month?
L841[10:01:39] ***
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L842[10:01:48] <williewillus> no one can
change the shape of just *one* of your tools without replacing the
entire json, which will conflict with other RP's
L843[10:01:58] <williewillus> it's silly
but there's a reason mojang split everything out
L844[10:02:04] <williewillus> you can
replace any one thing with a RP
L846[10:04:32] <NitroxydeX> xDDDD
L847[10:05:08] <NitroxydeX> I was at 100
json files. And my Mod is in really early Alpha stage :D
L848[10:05:11] <williewillus> I don't
really care to be honest, jsons can be autogenerated anyway
L849[10:05:14] <NitroxydeX> It would blow
everything up ^^
L850[10:05:17] ⇦
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L851[10:05:27] <williewillus> i like
letting RP's customize models
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L853[10:07:09] <SkySom> If I thought for a
second, that RP's would customize my models, I'd consider it
lol
L854[10:07:27] <SkySom> But yeah items
were pretty easy.
L855[10:07:40] <SkySom> Look for a texture
in /items and auto create the json
L856[10:08:29] <williewillus> some people
don't see that a bunch of things have gotten so much easier with a
real model system in place hah
L857[10:12:49] ***
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L858[10:13:31] <Nitrodev> ugh i hate the
botania blockstate code
L859[10:13:50] <SkySom> Why? It didn't
seem bad when I looked at it.
L860[10:13:51] <williewillus> thanks
L861[10:13:52] <NitroxydeX> :D
L862[10:13:56] <Nitrodev> hard to tell the
difference between something that's only needed for botania and
something that sin't
L863[10:13:59] <NitroxydeX> yeah. it wasnt
bad
L864[10:14:02] <williewillus> Nitrodev:
care to tell me what's wrong with it?
L865[10:14:11] <Nitrodev> hopld on
L866[10:15:35] <williewillus> !sm
func_186532_a serialize
L867[10:16:21] <williewillus> !sm
func_186530_b deserialize
L869[10:18:50] <Nitrodev> that's where i'm
stuck currently
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L872[10:19:38] <Nitrodev> Hi Samario
L873[10:19:43] <gigaherz> ewh
L874[10:19:46] <Samario> muh?
L875[10:19:47] <gigaherz> that method you
linked to, is horrible
L876[10:19:56] <williewillus> that's
irrelevant to blockstates
L877[10:19:59] <MalkContent> would it be
feasable for forge to registering plant items to allow to be placed
into flower pots?
L878[10:20:01] <Nitrodev> i know
L879[10:20:06] <gigaherz> Nitrodev: DO NOT
copy that
L880[10:20:07] <williewillus> don't look
at that :D
L881[10:20:10] <gigaherz> to not take
inspiration from that
L882[10:20:13] <gigaherz> pretend it does
not exist
L883[10:20:15] <gigaherz> ;P
L884[10:20:25] <gigaherz> forge now
has
L885[10:20:25] <Nitrodev> okay i'll just
skip that
L886[10:20:28] <gigaherz>
setRegistryName
L887[10:20:37] <williewillus> I'm not
going to diff thrash every single block class to change move it out
of there right now
L888[10:20:39] <gigaherz> so that you can
assign a name to the block without having to mess with unlocalized
names
L889[10:20:41] <williewillus> so leaving
it there for now
L890[10:20:42] <gigaherz> which are NOT
THE SAME
L891[10:20:47] <williewillus> I know that
lol
L892[10:20:52] <gigaherz> I'm telling
Nitrodev
L893[10:20:53] <gigaherz> XD
L894[10:21:09] <williewillus> so how was
that relevant to blockstates :P
L895[10:21:33] <Nitrodev> <Nitrodev>
hard to tell the difference between something that's only needed
for botania and something that sin't
L896[10:21:49] <williewillus> elaborate on
what that means?
L897[10:21:51] <Nitrodev> in this case
that method was for botania
L898[10:22:01] <Nitrodev> not something i
need
L899[10:22:13] <gigaherz> Nitrodev: then
compare with other mods?
L900[10:22:23] <gigaherz> what areyou
tryingto achieve?
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L903[10:22:28] <gigaherz> I may be able to
show you how I did it
L904[10:22:28] <williewillus> every mod
has its quirks in code
L905[10:22:30] <Nitrodev> that message i
sent can be changed into: Hard to tell difference of what's related
to blockstates and what's not
L906[10:22:31] <williewillus> either from
legacy or just quirk
L907[10:22:32] <gigaherz> and you can
compare
L908[10:22:39] <williewillus> Nitrodev: if
it has 'state' in the name
L909[10:22:46] <gigaherz> here's all
that's "related to blockstates":
L910[10:22:50] <gigaherz>
createBlocksState
L911[10:22:52] <williewillus>
getActualState, steDefaultState
L912[10:22:53] <gigaherz>
getStateFromMeta
L913[10:22:55] <gigaherz>
setStateFromMeta
L914[10:22:58] <gigaherz> eh
L915[10:22:59] <williewillus> lol
what
L916[10:23:01] <gigaherz> brainfart
L917[10:23:02] <williewillus>
getMetaFromState
L918[10:23:05] <gigaherz>
getMetaFromState
L919[10:23:07] <ChaosTrigger> how do I
register a new entity in 1.8? before, it used to be just this:
RenderingRegistry.registerEntityRenderingHandler, but now the
Render class is supposed to have a RenderManager
L920[10:23:09] <williewillus>
getExtendedState
L921[10:23:15] <ChaosTrigger> how do I get
that in my clientproxy?
L922[10:23:17] <gigaherz> you said
"setDefaultState" while I was typing that XD
L923[10:23:19] <williewillus>
ChaosTrigger: use the IRenderFactory thing
L924[10:23:36] <ChaosTrigger> what is
that?.. I've never used it before, or heard of it before
L925[10:23:40] <williewillus> hold
on
L926[10:23:42] <ChaosTrigger> ok
L928[10:23:56] <gigaherz> but
L929[10:24:02] <gigaherz> you speak of two
separate things
L930[10:24:04] <Nitrodev> so what about
the rest eh?
L931[10:24:13] <Nitrodev> i know thye last
method is for blockstates
L932[10:24:14] <williewillus> e.g
RenderingRegistry.registerEntityRenderingHandler(EntityVineBall.class,
renderManager -> new RenderSnowball(renderManager,
ModItems.vineBall,
Minecraft.getMinecraft().getRenderItem()));
L933[10:24:20] <williewillus> you give it
a IRenderFactory
L934[10:24:26] <williewillus> which will
pass you a rendermanager at the right time
L936[10:24:41] <williewillus> Nitrodev:
the rest aren't for blockstates then
L937[10:24:42] <gigaherz> what you
said
L938[10:24:46] <gigaherz> is registering
the entity's RENDERER
L939[10:24:49] <gigaherz> which is a
separate thing
L940[10:24:57] <gigaherz> and you can
share one renderer for many entities and such
L941[10:24:57] <Nitrodev> okay
L942[10:25:21] <gigaherz> Nitrodev:
there's other methods that can make use of blockstates
L943[10:25:29] <gigaherz> but they aren't
required to get blockstates implemented
L944[10:25:47] <williewillus> look at
vanilla
L945[10:25:50] <Nitrodev> okay
L946[10:25:52] <williewillus> to see how
blockstates are implemented and used
L947[10:25:57] <williewillus> that's the
best example of it
L948[10:25:58] <gigaherz> all you need for
blockstates is to call setDefaultState on your constructor, and
then override createBlockState, getStateFromMeta,
getMetaFromState
L949[10:26:03] <gigaherz> thne
OPTIONALLY
L950[10:26:15] <gigaherz> you can override
getActualState for context-based information
L951[10:26:26] <gigaherz> yo ucan override
getExtendedState if you need extended state information
L952[10:26:37] <gigaherz> and yo ucan
handle the "state" parameter in other methods to make use
of the information
L953[10:26:51] <gigaherz> what you need
depends on what you want to achieve
L954[10:26:51] <williewillus> but that's
out of scope right now :P
L955[10:27:15] <gigaherz> for starters,
worry about the one method call, and the 3 overrides.
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L959[10:27:40] <Nitrodev> that's the end
product for the block class
L960[10:28:13] <ChaosTrigger> gigaherz,
when I do your example, it's telling me that the target type of the
expression has to be a functional interface
L961[10:28:26] <gigaherz> ??
L962[10:28:31] <ChaosTrigger>
williewillus, I get what you're saying, but there doesn't seem to
be a IRenderFactory interface
L963[10:28:40] <williewillus> what version
of forge are you using
L964[10:28:44] <gigaherz> oh
L965[10:28:46] <gigaherz> I'm using
JAva8
L966[10:28:48] <ChaosTrigger> forge for
1.8.0
L967[10:28:50] <williewillus> oh
L968[10:28:51] <ChaosTrigger> I am using
Java8 too
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L970[10:28:53] <gigaherz> AHH
L971[10:28:54] <gigaherz> yes
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L973[10:28:59] <ChaosTrigger> that doesn't
seem to be the problem apparently
L974[10:29:00] <gigaherz> that changes
between 1.8 and 1.8.9
L975[10:29:01] <williewillus> why are you
using 1.8.0? :P
L976[10:29:06] <gigaherz> changed*
L977[10:29:07] <Nitrodev> yeah
L978[10:29:10] <ChaosTrigger> cause I need
1.8 specifically
L979[10:29:21] <ChaosTrigger> how would I
register the entity renderer in 1.8.0
L980[10:29:25] <williewillus> 0.o in that
case just get the rendermanager from Minecraft.getMinecraft
L981[10:29:32] <williewillus> but there's
a bug that might break things iirc
L982[10:29:44] <ChaosTrigger> it's worth a
try, let me see
L983[10:30:06] <Nitrodev> does my block
class look sensible enough?
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L986[10:31:38] <Nitrodev> that's the
link
L987[10:32:33] <Girafi> Old entity
register = do it in init, the new entity register = do it in
preinit. If you do that, both should work just fine.
L988[10:32:54] <Girafi> Entity render
register*
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L992[10:41:40] <williewillus> Nitrodev:
that looks fine
L993[10:42:01] <williewillus> except you
don't need this on STORAGE_VARIANT, it's a static field
L994[10:42:37] <ChaosTrigger> I tried
spawning my entity, but I got a Rendering entity in world error,
pointing to RenderManager's doRender
L995[10:42:45] <ChaosTrigger> everything
is in order
L996[10:42:49] <ChaosTrigger> so why am I
getting that?
L997[10:42:51] <SkySom> Post the
crashlog
L998[10:43:03] <SkySom> We can't really
help you without a good log of the error
L999[10:43:46] <DirePC> Can you unban my
other account.. I apologize for my ride behavior..
L1000[10:44:30] <DirePC> Rude*
L1001[10:44:31] <Nitrodev> williewillus,
what?
L1002[10:44:38] <williewillus>
this.STORAGE_VARIANT
L1003[10:44:41] <williewillus> no this.
needed
L1004[10:44:45] <williewillus> it's
static
L1005[10:45:15] <Nitrodev> oh yeah those
3
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L1007[10:45:39] <Nitrodev> okay deleted
the this
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L1009[10:46:52] <Nitrodev> so otherwise
looks good?
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L1013[10:48:52] <williewillus> yeah
L1014[10:49:30] <Nitrodev> is making
unlocalised names the same with items for blocks?
L1016[10:50:31] <ChaosTrigger> it all
starts with bindTexture, but I'm 100% sure the texture is
alright
L1017[10:50:48] <ChaosTrigger> and if it
wasn't able to find a texture, it would just be a black and purple
texture, not crash my game, right?
L1018[10:51:02] <Nitrodev> maybe dont
know
L1019[10:51:12] <Nitrodev> could be
different with entities
L1020[10:51:38] <SkySom> Naw entities do
the same
L1021[10:51:42] <SkySom> At least in
1.8.9
L1022[10:51:51] <ChaosTrigger> so what's
the problem then?
L1023[10:51:57] <diesieben07>
ChaosTrigger, that error is from you not correctly registering the
renderer
L1024[10:52:01] <diesieben07> show where
you do that
L1025[10:52:26] <ChaosTrigger>
ClientProxy, preInit, here's the code:
RenderingRegistry.registerEntityRenderingHandler(EntityChuckSteve.class,
new RenderChuckSteve(Minecraft.getMinecraft().getRenderManager(),
new ModelChuckSteve(), 0.5F));
L1026[10:52:39] <diesieben07> that is
deprecated
L1027[10:52:43] <diesieben07> and your
IDE should yell at you for it
L1028[10:52:52] <ChaosTrigger> I'm using
forge for 1.8.0, not 1.8.9
L1029[10:52:59] <diesieben07> stop doing
that.
L1030[10:53:04] <ChaosTrigger> is it
deprecated in 1.8 as well?
L1031[10:53:14] <ChaosTrigger> cause it's
not yelling at me for it being deprecated
L1032[10:53:17] <diesieben07> no
L1033[10:53:27] <diesieben07> but 1.8 is
an outdated version of 1.8.9
L1034[10:53:37] <ChaosTrigger> and I
can't go for 1.8.9, I need this for personal use so it has to be
1.8
L1035[10:53:37] <diesieben07>
update.
L1036[10:53:41] <ChaosTrigger> I'm not
making a public thing
L1037[10:53:57] <ChaosTrigger> telling me
to update is not helping with my entity render issue :/
L1038[10:54:01] <LatvianModder> adapt. im
sure everything in 1.8 is also in 1.8.9
L1039[10:54:04] <diesieben07> that is an
invalid argument
L1040[10:54:04] <LatvianModder> and way
better
L1041[10:54:05] <ChaosTrigger> updating
is easy, of course that would fix it
L1042[10:54:21] <SkySom> Okay, why can't
you use 1.8.9?
L1043[10:54:33] <ChaosTrigger> will a
1.8.9 mod run on 1.8 forge?
L1044[10:54:37] <ChaosTrigger> if it will
- then I'll update
L1045[10:54:47] <LatvianModder> depends
on the mod I think
L1046[10:54:56] <ChaosTrigger> I'm
currently using 1.8-Forge11.14.3.1487
L1047[10:54:56] <diesieben07> the issue
is that you need to do the old way in init
L1048[10:54:56] <LatvianModder> will it?
im not even sure
L1049[10:55:00] <diesieben07> not in
preInit
L1050[10:55:02] <diesieben07> but the old
way sucks, update.
L1051[10:55:07] <diesieben07> my internet
also sucks
L1052[10:55:07] <diesieben07> i have 16+
seconds ping
L1053[10:55:11] <ChaosTrigger> if not in
preinit then where?
L1054[10:55:16] <diesieben07> no it
wont...
L1055[10:55:16] <diesieben07> why would
it
L1056[10:55:24] <diesieben07> init
L1057[10:55:27] <SkySom> Why can't you
update forge to 1.8.9?
L1058[10:55:31] <ChaosTrigger> ah,
alright, let me try
L1059[10:55:51] <ChaosTrigger> because I
have some other mods runnig, that require this specific version of
forge in order to run
L1060[10:55:57] <ChaosTrigger> without
any problems between one another
L1061[10:55:59] <Nitrodev> i need help
wth unlocalised names with a block with blockstates
L1062[10:56:06] <williewillus>
diesieben07: he's on 1.8.0
L1063[10:56:11] <diesieben07> yell at
them to fix their hit them.
L1064[10:56:17] <ChaosTrigger> :D
L1065[10:56:22] <ChaosTrigger> I wish
that would help
L1066[10:56:32] <diesieben07> *shit
L1067[10:56:40] <diesieben07> i
know
L1068[10:56:49] <diesieben07> Nitrodev,
blocks do not have unlocalized names per se. Items do.
L1069[10:56:52] <diesieben07> i already
told him the fix.
L1070[10:57:02] <Nitrodev> sigh
L1071[10:57:07] <Nitrodev> then what are
they called?
L1072[10:57:12] <Nitrodev> tile
names?
L1073[10:57:16] <diesieben07> again, i am
on mobile internet. my connectino sucks balls.
L1074[10:57:29] <diesieben07> they do not
exist
L1075[10:57:37] <diesieben07> blcoks do
not have names
L1076[10:57:37] <diesieben07> blcoks do
not exist in your invenory
L1077[10:57:44] <diesieben07> only Items
do.
L1078[10:57:47] <diesieben07> for blocks,
ItemBlocks do.
L1079[10:57:49] <diesieben07> which are a
special kind of item
L1080[10:57:50] <LatvianModder> Let's
randomly confess sins we used to do in modding! I overrode
getLocalizedName() in Item to just string, because I didnt like
lang files.
L1081[10:57:52] <sham1> The only name
your block has is the register name
L1082[10:58:26] <SkySom> ... you did what
to getLocalizedName()?!?!
L1083[10:58:40] <LatvianModder>
:>
L1084[10:58:51] <sham1> :O
L1085[10:59:17] <SkySom> I mean my main
sin was creating a fake world object to make it so TileEntities
would work in Entities.
L1086[10:59:26] <ChaosTrigger> adding the
entity render register to the init fixed it, thank you for the
help
L1087[10:59:31] <SkySom> But I'd never
break localization stuff
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L1089[11:00:17] <shadekiller666> i'd
explain my largest "sin" in modding, but its quite
complex :P
L1090[11:00:27] <diesieben07> i remember
the time when there was no automatic language loading
L1091[11:00:29] <shadekiller666> and it
worked beautifully too
L1092[11:00:32] <diesieben07> and you had
to do it all in code.
L1093[11:00:32] ***
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L1094[11:00:35] <Nitrodev> what is it
then shadekiller666 ?
L1095[11:01:19] <shadekiller666> about 6
months ago, whilst i was still working on the released version of
the obj loader, i was a codev on a roller coaster tycoon mod
L1096[11:01:49] <shadekiller666> we
started a rewrite when 1.8 came out, because it needed it
L1097[11:02:54] <shadekiller666> in
roller coaster tycoon 3, there are 4 types of coasters: steel,
wood, water, and transportation(?)
L1098[11:03:04] <shadekiller666> and each
type has multiple "styles" of coaster
L1099[11:03:43] <shadekiller666> ie. two
styles of steel coaster would have different track models,
different cars, different available pieces
L1100[11:04:11] <shadekiller666> and we
wanted a system that would allow resource pack makers to add
styles
L1101[11:04:28] <Nitrodev> yeah okay too
complex bye
L1102[11:04:45] <shadekiller666> but to
do that, we had to parse custom json files before block
registration
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L1105[11:05:34] <shadekiller666> which in
turn breaks the standard mod initialization process with block/item
registration and model loading
L1106[11:06:16] <shadekiller666> in
reality, the tracks themselves took up 4 block ids
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L1108[11:06:36] <shadekiller666> but we
couldn't register them until we had the data contained in those
jsons :P
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L1130[11:57:11] <ChaosTrigger> I know
this isn't the right place for this, but I don't know where else to
ask. Is there something nowadays that runs both forge mods and
plugins on a server?
L1131[11:57:19] <ChaosTrigger> before, it
used to be cauldron, but that doesn't exist anymore
L1132[11:57:29] <Nitrodev> no clue
L1133[11:57:48] <ChaosTrigger> spigot
works perfect for plugins and sponge works for mods, but is there
something for both? :/
L1134[11:57:50] <Nitrodev> now i need
help with making blockstates have different registry names
L1135[11:57:55] <diesieben07> by
"Plugins" you mean bukkit specifically?
L1136[11:58:03] <ChaosTrigger> not
really, no
L1137[11:58:08] <diesieben07> then
sponge
L1138[11:58:27] <ChaosTrigger> can't
spigot work with sponge?
L1139[11:58:30] <ChaosTrigger> or are
they separate
L1140[11:58:39]
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L1141[11:58:40] <diesieben07> they are
completely separate
L1142[11:58:52] <ChaosTrigger> so there
really is nothing like cauldron :/
L1143[11:58:59] <diesieben07> No
L1144[11:59:02] <diesieben07> move on
from bukkit
L1145[11:59:06] <diesieben07> it's
old
L1146[11:59:16] <ChaosTrigger> I'm using
spigot, and I know about the situation with bukkit
L1147[11:59:58] <diesieben07> spigot
loads plugins written for the bukkit API
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L1149[12:01:05] <diesieben07> if i
understand correctly that is
L1150[12:01:26] <diesieben07> but if you
just want "plugins" (then you have to debate what is a
plugin and what is a mod) then Sponge will do fine
L1151[12:01:37] <diesieben07> it will not
load plugins written for the bukkit API
L1152[12:01:43] <diesieben07> but it will
allow you to use "plugins"
L1153[12:01:49] <diesieben07> whatever
that may mean
L1154[12:02:43] ***
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L1155[12:07:16] <Wuppy> woop woop, time
to play with a gear vr :D
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L1157[12:08:48] <Nitrodev> well?
L1158[12:08:58] <Nitrodev> any help for
me
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L1161[12:09:43] <LatvianModder>
blockstates have different registry names
L1162[12:09:44]
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L1163[12:09:47] <LatvianModder> err
what?
L1164[12:10:02] <LatvianModder> I doubt
you can or need that
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L1167[12:11:47] <NitroxydeX> diesieben07
It's not easy to make a difference. But Mods are more something
that adds whole new things to minecraft. plugins mostly use whats
already there
L1168[12:12:21] <Nitrodev> LatvianModder,
what?
L1169[12:12:35]
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L1170[12:12:53] <LatvianModder> Why would
you need different registry names for blockstates?
L1171[12:14:24] <Nitrodev> so every
blockstate would ahve a different name?
L1172[12:14:27] <Nitrodev> in game
L1173[12:14:30] <Nitrodev> in the inv
etc
L1174[12:14:38] <LatvianModder> oh you
mean that...
L1175[12:14:46] <LatvianModder> I thought
registry name, not unlocalized name
L1176[12:15:01] <LatvianModder> theres a
big difference :P
L1177[12:15:02] <Nitrodev> but blocks
don't have unlocalised names
L1178[12:15:09] <LatvianModder> .. Yes
they do
L1179[12:15:14] <LatvianModder>
ItemBlock
L1180[12:15:39] <Nitrodev> yeah
itemblocks
L1181[12:15:43] <sham1> Those are not
blocks though
L1182[12:15:52] <Nitrodev> i have a
blockstate blocks
L1183[12:15:59] <Nitrodev> or somethign
like that
L1184[12:16:00] <LatvianModder> Well, ofc
you dont get unlocalized name from block directly
L1185[12:16:16] <LatvianModder> you
create a new itemblock that does it
L1186[12:16:36]
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L1187[12:16:49] <Nitrodev> but what about
blockstates
L1188[12:17:05] <LatvianModder> you must
know how to convert your blockstate to metadata and back
L1189[12:17:17]
⇦ Parts: ChaosTrigger (~ChaosTrig@130.204.83.203)
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L1190[12:17:20] <LatvianModder> get
unlocalized name in ItemBlock based on block's metadata
L1191[12:18:07] <Nitrodev> so i need to
have the current block class i have to extend ItemBlock instead of
Block?
L1192[12:18:20] <LatvianModder> lol no
:D
L1193[12:18:29] <Nitrodev> i'm
confused
L1194[12:18:30] <LatvianModder>
ItemBlockMyBlock extends ItemBlock
L1195[12:19:10] <LatvianModder> and when
you register in game registry, just use register(my_block,
ItemBlockMyBlock.class) or smth. I havent used forge's game
registry for few years now
L1196[12:20:04] <Nitrodev> again: so i
need to have the current block class i have to extend ItemBlock
instead of Block?
L1197[12:20:12] <LatvianModder> no
L1199[12:20:21] <LatvianModder> ItemBlock
is an item. You need 2 classes
L1200[12:20:25] <Nitrodev> that's th
blöockstate class i got
L1201[12:20:32] <Nitrodev> or block class
rather
L1202[12:20:35] <LatvianModder> yeah,
your Block class is fine
L1203[12:20:46] <LatvianModder> now
create another class that extends ItemBlock
L1204[12:20:53] <Nitrodev> oh
L1205[12:21:26] <Wuppy> holy crap, vr
gaming is fucking sick :O
L1206[12:22:03] <Wuppy> it does however
also make you feel sick :P
L1207[12:22:18] <NitroxydeX> play
rollercoaster with it
L1208[12:22:18] <NitroxydeX> xD
L1209[12:22:27] <Wuppy> I played a flying
game with it
L1210[12:22:30] <Wuppy> and a space
shooter
L1211[12:22:32] <NitroxydeX> xD
nice
L1212[12:22:42] <Wuppy> I also viewed
some flickr 360 pictures
L1213[12:22:53] <Wuppy> suddenly there
was a young woman sitting where I thought was my desk
L1214[12:23:07] <IoP> wow!
L1215[12:23:11] <Wuppy> in the next pic
there was an old bald guy sitting in my room :P
L1217[12:23:52] <Wuppy> you can also
actually activate the camera of the samsung and see the actual
world behind the game
L1218[12:24:01] <Wuppy> nothing I've
tried is using that, but it's a cool idea
L1219[12:24:52] <Nitrodev> so what do i
do in the itemblock class?
L1220[12:25:40] <Wuppy> I was feeling
sick before putting on the headset... now I feel even sicker
:<
L1221[12:28:31] <shadekiller666> wuppy, i
wouldn't say that Gear VR is neccessarily the pinacle of VR
gaming
L1222[12:28:33] <shadekiller666> :P
L1223[12:28:52] <Wuppy> it isn't, but for
it's price it is amazing
L1224[12:29:30] ***
Keridos is now known as Keridos|away
L1225[12:29:48] <Wuppy> also, I borrowed
it from my university for free which is even better :D
L1226[12:30:11] ***
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L1227[12:30:47] <shadekiller666>
wondering if i should make a 1.9 branch and take a look at making
sure the obj loader is compatible
L1228[12:32:03]
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L1230[12:33:36] <shadekiller666> fry,
what do you suggest? there are some significant changes to the obj
loader in the pr with my updates (mainly getGeneralQuads(),
OBJCustomData.java, and OBJState changes), and i saw that you made
some changes to the released version of the obj loader in the 1.9
branch, which is obviously missing those updates in my pr
L1231[12:33:56] <Dereta> Hey Guys :) is
there any Event wich is called when a player spawn a Mob via
MonsterEgg or spawned by Mob Spawner? LivingSpawnEvent din't work
:< i think i have to use PlayerInteract event for the Eggs but
for Mob Spawner i din't have an idea :< MC 1.8... thanks
L1232[12:35:01] <gigaherz> Dereta: what
do you want to achieve?
L1233[12:35:33] <SkySom> There's a
SpecialEntitySpawn that says it is fired for an Entity spawned from
a mob spawner?
L1234[12:35:49] <Dereta> change heal/name
of a Mob... Like Zombie -> [Lv. 1] Zombie (heart)20
L1235[12:35:55] <Dereta> etcpp
L1236[12:36:06] <gigaherz> you can do
that on EntityConstructing?
L1237[12:36:14] <gigaherz> or
EntityJoinWorld?
L1238[12:36:44] <Dereta> how can i call
this..
L1239[12:37:38] <Dereta> ah..
EntityJoinWorldEvent exist.. i'll try. 1 sec
L1240[12:37:48] <shadekiller666> !gf
func_188618_c
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L1242[12:38:05] <shadekiller666> !gm
func_188618_c
L1243[12:38:07] <shadekiller666>
derp
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L1245[12:41:33] <Dereta> I can use
EntityJoinWorldEvent :) <3 Thanks a Lotttt
L1246[12:41:49] <gigaherz> np
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L1248[12:45:52] <shadekiller666> fry, are
you awake?
L1249[12:46:05] <gigaherz> well he's not
|sleeping
L1250[12:46:21] <shadekiller666> he's
also not |responding :P
L1251[12:47:07] <gigaherz> so it standas
to reason, he's just busy or afk
L1252[12:47:08] <gigaherz> ;p
L1253[12:47:10] <McJty> He may be |busy
or |ignoringyou :-)
L1254[12:47:24] <gigaherz> stands*
L1255[12:47:38] <gigaherz> people have
more than two states
L1256[12:47:38] <gigaherz> XD
L1257[12:47:44] <gigaherz> it's not all
"sleep" and "forge" ;P
L1258[12:47:55] <SkySom> We should fix it
then.
L1259[12:48:05] <SkySom> More
blockstates, but less devstates
L1260[12:48:48] <shadekiller666> i hope
he's not |ignoringme because it would make things loads easier if i
make the changes to the obj loader to make it 1.9 compatible than
if someone else does it, because i know my updates that are waiting
in the pr the most
L1261[12:48:49] <sham1> I'm not a block
thank you very much
L1262[12:49:12] <McJty> sham1, btw, did
you manage to get rftools working in your dev env
L1263[12:49:14] <McJty> ?
L1264[12:49:28] <sham1> No
L1265[12:49:34] <McJty> Do you use
eclipse?
L1266[12:49:40] <sham1> Atm I am under
furious wating
L1267[12:50:06] <sham1> For using it for
code completion and running the instance yes
L1268[12:50:30] <McJty> Because several
other people have reported several other mods not working exactly
like that
L1269[12:50:35] <McJty> i.e. Thaumcraft,
Tinkers
L1270[12:50:37] <McJty> And all in
eclipose
L1271[12:50:48] <McJty> IntelliJ
apparently doesn't have the problem
L1272[12:51:13] <sham1> I'd gladly move
back to idea if their modal editing was better
L1273[12:54:50]
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L1274[12:55:06] <sham1> very odd that
eclipse has this problem
L1275[12:55:26] <sham1> Dunno if it is
the internal class loading or whatever
L1276[12:56:28] <Adg> Im adding a
TileEntitySpecialRenderer to my TE, but whenever I change
blockstate the renderer disappears until I open gui...how to I
force the renderer to update?
L1277[12:57:03] <sham1> The TE gets
destroyed by default in blockstate change
L1278[12:57:29] <Adg> aah
L1279[12:57:54] <tterrag|phone>
shouldRefresh
L1280[12:58:00] <tterrag|phone> override
it
L1281[13:02:58]
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L1283[13:05:43] <gigaherz> Adg: also
remember the contents of the TE don't sync with the client thread
automatically
L1284[13:05:49] <gigaherz> you have to
update yourself
L1285[13:06:05] <gigaherz>
(networking/packets)
L1286[13:06:26] <Adg> k, will look into
it. thx =)
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L1298[13:42:52] <inqy> When I am sending
data through PacketBuffer - I should be reading data in the same
order I have written data to it, right? Not reverse.
L1299[13:43:02] <kashike> correct
L1300[13:43:06] <inqy> Thanks.
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L1302[13:43:41] <kashike> if you write:
string1, int, string2 then you should read string1, int,
string2
L1303[13:43:45] <kashike> for example.
just to be clear
L1304[13:44:00] <williewillus> !um
EntityPlayerSP
L1305[13:44:10] <inqy> yes, yes,
understood :)
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L1310[13:59:50] <williewillus> the
vanilla way of defining brewing recipes has changed entirely
L1311[13:59:58] <williewillus> it
actually looks pretty suitable for modded use too
L1312[14:01:12]
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L1313[14:01:28] <sham1> Yay
L1315[14:02:21]
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L1317[14:04:14] *
SkySom applauds
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L1319[14:04:24] <SkySom> Already getting
documentation going.
L1320[14:05:23] <williewillus> it's fun
:P
L1321[14:05:29] <williewillus> and makes
people port faster
L1322[14:07:42] <kashike> williewillus:
ItemInWorldManager -> PlayerInteractionManager,
ServerConfigurationManager -> PlayerList, DataWatcher ->
EntityDataManager
L1323[14:07:50] <kashike> those are 3
more major ones
L1324[14:08:18] <kashike> oh, and Vec3
-> Vec3d
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L1326[14:08:31] <williewillus> nice
thanks
L1327[14:08:38] <williewillus> ooh
there's a datafixer framework 0.o
L1328[14:08:49] <williewillus> a
centralized vanilla way to replace legacy NBT data with new
formats
L1329[14:08:53] <kashike> yeah, it's
pretty nice
L1330[14:09:06]
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L1332[14:16:00] <shadekiller666> why does
setupForge never run fully the first time...
L1333[14:16:32] <shadekiller666> whenever
i want to apply new patches or something, it always freezes
somewhere in the process
L1334[14:16:37] <kashike> does for me,
what issue do you have?
L1335[14:16:54] <shadekiller666> if i
close it and rerun setupForge, it runs fine
L1336[14:17:13] <shadekiller666> its
stopped at 1003 KB/13.09 MB downloaded
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L1338[14:19:35] <tterrag|phone>
williewillus: don't do this to me again
L1339[14:20:04] <williewillus> wat
L1340[14:20:18] <williewillus> ?
L1341[14:20:21] <tterrag|phone> write
that as a page for the official docs
L1342[14:20:25] <tterrag|phone> Not some
random gist
L1343[14:20:33] <williewillus> yeah but I
can't edit the official docs whenever I want :P
L1344[14:20:42] <tterrag|phone> Sure you
can
L1345[14:20:49] <shadekiller666> oh
fucking hell, now it won't even get past the first step...
L1346[14:21:07] <tterrag|phone> As long
as it's a sane change I can almost guarantee a merge within 12 hrs
or so
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L1349[14:21:33] <tterrag|phone> Do enough
right and maybe lex will add you as committer
L1350[14:21:40] <tterrag|phone> I'd vouch
for it
L1351[14:21:41]
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L1353[14:22:10] <Flashfire> Is it
possible to have a multi layered item texture where one of the
textures is a mask for the other?
L1354[14:22:28] <Flashfire> IE cut a
shape out of a block
L1355[14:22:42] <tterrag|phone> Not
without changing the blending mode
L1356[14:22:46] <tterrag|phone> (I.e.
no)
L1357[14:22:59] <Flashfire> Oh I
see
L1358[14:23:07] <williewillus> fine :P
this one will be easier anyway since it's just one .md
L1359[14:23:25] <williewillus> the
rendering one needs to be broken up and idk how to organize
it
L1360[14:23:33] <Flashfire> It's never
easy to make blocks/items compatible with resource packs :/
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L1362[14:23:59] <williewillus> why
not?
L1363[14:24:02] <williewillus> esp in 1.8
:P
L1364[14:24:15] <gigaherz> seems easy to
me ;P
L1365[14:24:54] <Flashfire> Well I can't
make an item that is a shape cut out of a block texture
L1366[14:25:06] <LatvianModder> well..
you can I think
L1367[14:25:07] <Flashfire> So I'm forced
to use the defautl texture and make a new image
L1368[14:25:08] <gigaherz> uh what woudl
be the purposeof that?
L1369[14:25:23] <Flashfire> So that the
texture is replaced when a texture pack is used
L1370[14:25:26] <LatvianModder> I think
you can use block texture for item
L1371[14:25:40] <Flashfire> Yes but I
don't want the whole thing, just a shape
L1372[14:25:59] <Flashfire> I'd actually
like to have another texture as an overlay
L1373[14:26:02] <LatvianModder> arent
there UVs for item renderers?
L1374[14:26:06] <williewillus> oh you
want to slice a part off another texture
L1375[14:26:15] <williewillus> just
generate a texture dynamically from the other one?
L1376[14:26:18] <williewillus> I'm sure
that's possible
L1377[14:26:37] <Flashfire> I'm not sure
where to look
L1378[14:26:45] <LatvianModder> at code
:p
L1379[14:27:01] <Flashfire> I don't know
what mods do this
L1380[14:27:39] <williewillus> huh
L1381[14:27:45] <williewillus>
colorMultiplier got moved to a separate interface
L1382[14:27:53] <williewillus> !sm
func_186720_a colorMultiplier
L1383[14:28:32] <williewillus> !sm
func_186726_a getColorFromItemstack
L1384[14:31:19] <LatvianModder> huh?
which one?
L1385[14:31:20]
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L1386[14:32:20] <williewillus> in
1.9
L1387[14:32:42] <LatvianModder> oh. you
already modding for 1.9?
L1388[14:32:51] <williewillus> no I'm
helping name things
L1389[14:33:01] <LatvianModder> ah
L1390[14:33:17] <SkySom> Oh is that what
sm is?
L1391[14:33:26] <LatvianModder> suggest
mapping?
L1392[14:33:27] <williewillus> yeah I'm
giving meaningful names to unnamed things
L1393[14:33:29] <williewillus> set
method
L1394[14:33:35] <LatvianModder> close
enough :P
L1395[14:34:24] <shadekiller666>
O.O
L1396[14:34:39] <shadekiller666> speedfan
is reading Core: 66C
L1397[14:36:25] <shadekiller666>
Explorer.exe seems to have issues with not spiking cpu
usage...
L1398[14:36:56] <shadekiller666> killing
explorer.exe and restarting it dropped temp down to 60C almost
immediately
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L1400[14:38:30] <Flashfire> Maybe I
should wait til 1.9 and make my item a 3d model and then combine
the block texture
L1401[14:38:41] <Flashfire> That way I
won't need a mask
L1402[14:38:57] <williewillus> wat
L1403[14:39:06] <williewillus> 1.9's
model capabilities are nearly the same as those of 1.8
L1404[14:39:09] <williewillus> there's
only minor changes
L1405[14:39:22] <Flashfire> I thought I
read that in 1.9 we can have 3d models for items
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L1407[14:40:23] <williewillus> you
already can...
L1408[14:40:35] <Flashfire> Oh, my
bad
L1409[14:40:37] <williewillus> how else
do you think stairs render in inventory haha
L1410[14:40:47] <williewillus> those are
items
L1411[14:40:56] <Flashfire> Items based
on blocks
L1412[14:41:38] <Flashfire> I mean items
without blocks to use the models of
L1413[14:41:43] <williewillus> yeah but
the model system doesn't care
L1414[14:41:47] <williewillus> they're
all the same
L1415[14:41:50] <Flashfire> Ok then
L1416[14:41:58] <williewillus> anything a
block can do an item can do too it's the same model system
L1417[14:42:16] <mikebald> shadekiller666
that's a tad warm; I'm sitting at 1/2 that.
L1419[14:42:39] <williewillus> vanilla
1.8 RP
L1420[14:42:40] <shadekiller666> right
now its at 55C
L1421[14:42:58] <shadekiller666> but i've
got more stuff running than usual
L1422[14:43:27] <shadekiller666> does the
1.9 github branch actually compile and run yet?
L1423[14:43:46] <shadekiller666> or are
we waiting on other things?
L1424[14:43:46] <williewillus> depends on
if some crtical patches are still out
L1425[14:43:49] <williewillus> I'm
guessing not
L1426[14:44:03] <williewillus> I'm just
going through, learning new stff, giving mcp names, and writing a
1.8->9 primer :P
L1427[14:44:09] <shadekiller666> OBJModel
has errors with getGeneralQuads()
L1428[14:44:30] <shadekiller666> !gm
func_188616_a
L1429[14:46:05] <Flashfire> I think I'll
just use one item texture with many colorMultiplier variants
L1430[14:46:48] <Flashfire> Is there a
color/shade that I can give a base item texture so it's possible to
accurate get any of the colours that wool/stained glass use?
L1431[14:46:57] <williewillus> yup
L1432[14:47:04] <williewillus>
EnumDyeColor.getMapColor().colorValue
L1433[14:47:10] <williewillus> returns a
0xRRGGBB
L1434[14:47:18] <Flashfire> Actually I
meant in my texture
L1435[14:47:34] <williewillus> oh in
vanilla they usually make it gray
L1436[14:47:40] <williewillus>
grayscale*
L1437[14:47:46] <williewillus> and the
colormultiplier applies the true color
L1438[14:47:50] <Flashfire> Alright, I
thought that would keep it grayscale since there's no
saturation
L1439[14:47:55] <Flashfire> Thanks a
lot
L1440[14:49:36] ***
Seppon is now known as Noppes
L1441[14:49:52] <williewillus> !sm
func_185266_a freezeNearby
L1442[14:50:16] <shadekiller666> anyone
know where the code for parsing itemstate jsons is in
vanilla?
L1443[14:50:44] <sham1> In 1.9
L1444[14:50:53] <williewillus>
ItemOverride is the deserialized form of part of it
L1445[14:51:03] <williewillus> not sure
where the rest of it is
L1446[14:51:13] <gigaherz>
shadekiller666: I thought they weren't really itemstates?
L1447[14:51:30] <williewillus> they're
not
L1448[14:51:33] <williewillus> they're
strict overrides
L1449[14:51:50] <shadekiller666> strict
overrides of what?
L1450[14:51:51] <williewillus> "if x
predicate in the code is true, switch the model completely to
another one"
L1451[14:51:57] <shadekiller666> oh
L1452[14:52:06] <shadekiller666> because
thats a brilliant way of doing it
L1453[14:52:09] <williewillus> thats what
ItemOverride is
L1454[14:52:35] <gigaherz> itemstates
would imply that you have something like new
ItemStack(theItem.getDefaultState().withProperty(X, 1), 10)
L1455[14:52:38] <gigaherz> instead of
(item, meta)
L1456[14:52:49] <gigaherz> and they most
definitely haven't done that ;P
L1457[14:52:58] <shadekiller666> forge
definitely has to do something with that :P
L1458[14:53:05] <gigaherz> the
"states"
L1459[14:53:17] <gigaherz> are just for
like, drawing the bow animations while the skeleton is
drawing?
L1460[14:53:17] <shadekiller666> so that
mods don't need to pull a mojang and make 65 jsons for 1 item
L1461[14:53:37] <gigaherz> or choosing
which "rotation" to use for the clock
L1462[14:53:59] <shadekiller666> !f
field_188028_a
L1463[14:54:06] <shadekiller666> !gf
field_188028_a
L1464[14:55:13] <gigaherz> hmmm
L1465[14:55:23] <gigaherz> maybe we could
do itemstates as a capability XD
L1466[14:56:39]
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L1471[14:59:37] <gigaherz> MEHH
L1472[14:59:45] <gigaherz> so I have a
"problem"
L1473[14:59:50] <gigaherz> probably a
design problem XD
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L1475[15:00:12] <shadekiller666> k
L1476[15:00:18] <gigaherz> my nattrees
mod uses models that extend beyong the block boundary
L1477[15:00:23] <gigaherz> to connect
with the "parent branch"
L1478[15:00:37] <gigaherz> beyond*
L1479[15:00:49] <shadekiller666> k
L1480[15:00:49] <gigaherz> if I leave
uvlock off, the textures rotate
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L1482[15:01:00] <gigaherz> if I leave
uvlock on, they "wrap" sortof
L1483[15:01:07] <gigaherz> let me make a
screenshot
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L1488[15:05:36] <gigaherz> now the one
solution I had for this
L1489[15:05:44] <LexManos> !gm
field_185969_i
L1490[15:05:48] <LexManos> !gf
field_185969_i
L1491[15:05:53] <gigaherz> was to have my
block with one int property per side
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L1493[15:06:15] <gigaherz> which means 9
values ^ 6 sides * boolean for leaves on/off > 1 million
blockstates
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L1495[15:06:28] <shadekiller666>
O.o
L1496[15:06:30] <gigaherz> I have no idea
how to approach this without generating the models in code XD
L1497[15:06:36] <shadekiller666> thats a
wonky uv mapping you have there...
L1498[15:06:53] <gigaherz>
shadekiller666: you see the part when it "wraps"? that's
ouside the 0..1 range
L1499[15:07:22] <gigaherz> it only
happens because of uvlock
L1500[15:07:38] <shadekiller666> is it
wrapping horizontally or vertically?
L1501[15:08:15] <gigaherz> it's a
separate model
L1502[15:08:17] <williewillus> !sm
func_184776_b canJump
L1503[15:08:19] <gigaherz> eh
L1504[15:08:23] <gigaherz> a separate
"box"
L1505[15:08:26] <LexManos> !sf
field_185964_a END_STONE
L1506[15:08:38] <gigaherz> it's just
getting deformed
L1507[15:08:53] <LexManos> !sf
field_185965_b AIR
L1508[15:08:55] <shadekiller666> oh i
see
L1509[15:08:57] <gigaherz> the uvlock
system doesn't handle "from": [ 7, 7, -7 ],
"to": [ 9, 9, 0 ],
L1510[15:09:02] <gigaherz> the way I'd
like it to
L1511[15:09:03] <shadekiller666> near the
bottom of the smaller box
L1512[15:09:03] <gigaherz> ;P
L1513[15:09:07] <gigaherz> yes
L1514[15:09:19] <gigaherz> that's the
"block extension"
L1515[15:09:19] <LexManos> !sf
field_73214_a scaleNoise
L1516[15:09:30] ***
AEnterprise is now known as AEnterpriseAFK
L1517[15:09:39] <LexManos> !sf
field_73212_b depthNoise
L1518[15:09:54] <williewillus> woohoo
naming
L1519[15:10:15] <gigaherz> so yeah I
think it's a bug "by design": blocks are not really
supposed to extend beyond the block bounds
L1520[15:10:24] <shadekiller666> so is
that a single block? or is it two blocks?
L1521[15:10:34] <williewillus> !sf
field_184560_g potionType
L1522[15:10:43] <williewillus> !gf
field_184561_h
L1523[15:11:38] <gigaherz> AH I think I
know what my issue is: my default orientation is "north",
it should be "down"
L1524[15:11:46] <gigaherz> then
uvlock:false would behave as expected
L1525[15:13:24] <williewillus> so how
does this structure block work
L1526[15:13:28] <LexManos> !sf
field_185973_o islandNoise
L1527[15:16:14] ***
Vigaro|AFK is now known as Vigaro
L1528[15:16:56] <williewillus> what's the
difference between a fixer/walker in the datafix package?
L1529[15:18:00] <LexManos> one walks data
to fire the other
L1530[15:24:50] ***
Iinah is now known as Hanii
L1531[15:26:02] ***
Abrar|gone is now known as AbrarSyed
L1532[15:27:07] <williewillus> wow a ton
of stuff got pulled up to IBlockProperties
L1533[15:27:34] <gigaherz> :3 fixed
L1534[15:28:40] <williewillus> !sm
func_185892_j getAmbientOcclusionLightValue
L1535[15:28:49] ***
Kolatra[away] is now known as Kolatra
L1536[15:29:22] <williewillus> !sm
func_185485_f getAmbientOcclusionLightValue
L1538[15:31:00] <williewillus> !sf
field_184158_M ambienceTicks
L1539[15:33:09] <williewillus> !sf
field_184157_a viewableChunks
L1540[15:33:57] <gigaherz> diesieben07:
setting up forge? XD
L1541[15:34:12] <diesieben07> i renamed a
method and then undid that change
L1542[15:34:27] <diesieben07> it then
opened that dialog and did... stuff for 2 minutes
L1543[15:35:00] <sham1> Poor
diesieb
L1544[15:35:38] <diesieben07> /eclipse
rant
L1545[15:37:31] <Wuppy> ugh why does
being sick make you so damn lazy....
L1546[15:37:50] <LexManos> !gf
ChunkProviderEnd.noiseGen5
L1547[15:38:26] <williewillus> !sm
func_184156_a playSound
L1548[15:39:08] ***
tterrag|phone is now known as tterrag
L1549[15:39:19] <williewillus> !sm
func_184154_a buildChunkCoordList
L1550[15:39:41] <sham1> Because Wuppy,
you are supposed to recover while ill
L1551[15:40:02] <williewillus> !sm
func_184162_i playerCheckLight
L1552[15:40:09] <Wuppy> I know, but I at
least want to be slightly useful :<
L1553[15:40:23]
⇦ Quits: BerciTheBeast
(BerciTheBe@77.111.11.55.ipv4.telemach.net) (Quit:
Leaving)
L1554[15:40:35] <sham1> The only useful
thing a sick person can do is recover
L1555[15:40:47] <Wuppy> or party
L1556[15:40:49] <Wuppy> .... right?
L1557[15:40:58] <williewillus> mutable
blockposes have an object pool now
L1558[15:40:59] <williewillus> wat
L1559[15:41:17]
⇨ Joins: Hea3veN (~Hea3veN@190.247.149.195)
L1560[15:41:34]
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(Ping timeout: 207 seconds)
L1561[15:41:47] <sham1> I did specify
useful thing
L1562[15:42:17] <williewillus> it's
pooled for collisions and stuff it seems
L1563[15:42:24] <williewillus> is it
really that optimal to have pools for that?
L1564[15:42:35] <SkySom> Maybe?
L1565[15:42:37] <tterrag> mojang: add
pooling -> remove pooling -> add pooling back
L1566[15:42:46] <tterrag> they really
cant' decide if it's helpful or not
L1567[15:42:49]
⇦ Quits: portablejim
(~portablej@ppp255-221.static.internode.on.net) (Ping timeout: 198
seconds)
L1568[15:42:52] <Wuppy> sham1, problem is
this weekend is carnaval so I don't have a choice :V
L1569[15:43:08] <williewillus> !sm
func_185337_c offset
L1570[15:43:13] <sham1> Sure you
have
L1571[15:43:19] <sham1> Just don't
attend
L1572[15:43:23] ***
mumfrey is now known as Mumfrey
L1573[15:43:25] <kashike> tterrag: well,
pooling used to be used for everything iirc, now only in certain
cases
L1574[15:43:28] <williewillus> !sm
func_185337_c offsetMutable
L1575[15:43:42] <sham1> It might be
boring but it is still a choise
L1576[15:43:44] <tterrag> I already went
on a naming spree a few days ago
L1578[15:43:54] <williewillus> !sm
func_185341_c offsetMutable
L1579[15:43:59] <tterrag> named all the
ItemOverride stuff
L1580[15:44:00] <williewillus> it's
pretty fun :P
L1581[15:44:04] <tterrag> and what was
left in IBlockProperties
L1582[15:44:09] <williewillus> I named
all of loot tables and some of the new potion stuff
L1583[15:44:10] <Wuppy> sham1, a great
friend of mine is coming over
L1584[15:44:17] <Wuppy> so yeah...
parties will be had
L1585[15:44:22] <williewillus> the new
brewing recipe registration looks good
L1586[15:44:28] <williewillus> probably
could be used by mods almost as is
L1587[15:45:33]
⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Quit:
Leaving.)
L1588[15:48:04] <shadekiller666> fucking
hell
L1589[15:48:55] <williewillus> what
L1590[15:48:56] <shadekiller666> trying
to run setupForge again to switch back to my obj loader branch and
its getting stuck on decompileJar - at which point it spikes my cpu
usage and the temps skyrocket...
L1591[15:49:18] <kashike> that's normal
now :p
L1592[15:49:42] <shadekiller666> having
Core at 71C is normal?
L1593[15:50:14] <kashike> during
decompile? sure
L1594[15:50:16] <shadekiller666> right
now i'm at Core 36C without the task running
L1595[15:50:26] <mikebald> shadekiller666
laptop?
L1596[15:50:30] <shadekiller666> no
L1597[15:50:40]
⇨ Joins: SirSavary
(~SirSavary@cpe38aa3c7be347-cmbc4dfbf61bd0.cpe.net.cable.rogers.com)
L1598[15:51:27] <shadekiller666> why is
the temperature jumping 40C when running the java
decompiler...
L1599[15:51:51] <gigaherz> hmmm
L1600[15:51:57] <shadekiller666> i'm
surprised the hardware didn't force shutdown...
L1601[15:51:58]
⇦ Quits: kimfy (~kimfy@9.12.34.95.customer.cdi.no) (Quit:
Leaving)
L1602[15:51:59] <LexManos> !gf
noiseGen6
L1603[15:52:04] <gigaherz> what flags
should I use on setBlockState during worldgen decoration?
L1604[15:52:10] <shadekiller666> maybe
that max temp is higher than i though
L1605[15:52:14] <williewillus> gigaherz:
2
L1606[15:52:19] <williewillus> is waht
vanilla uses at least
L1607[15:52:24] <gigaherz> thought
so
L1608[15:52:25] <gigaherz> thx
L1609[15:52:26] <mikebald> shadekiller666
it'll throttle if it gets too warm. [well, it should]
L1610[15:52:32] <gigaherz> hopefully this
fixes the "already decorating" issue
L1611[15:52:45]
⇦ Quits: Loetkolben
(~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de) (Quit: Over
and Out!)
L1612[15:53:04] <shadekiller666> ya, it
usually does that as soon as the temperature hits 60C
L1613[15:53:46]
⇨ Joins: Upth
(~ogmar@108-204-125-173.lightspeed.frokca.sbcglobal.net)
L1614[15:53:49] <SirSavary> Intel or
AMD
L1615[15:53:57] <SirSavary> Most CPUs I
know of won't show down to like 90c
L1616[15:54:00] <SirSavary> *shut
down
L1617[15:54:08] <mikebald> During the
decomp, my cpu cores don't go above 40, but I also have an
all-in-one water-cooling system setup, H100 I I think
L1618[15:54:20] <williewillus> !sm
field_186454_b poolConditions
L1619[15:54:28] <williewillus> !sf
field_186454_b poolConditions
L1620[15:54:31]
⇦ Quits: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl) (Ping
timeout: 198 seconds)
L1621[15:54:43] <williewillus> !sf
field_186453_a lootEntries
L1622[15:54:43] <shadekiller666> AMD
FX-6350 Vishera 6-core
L1623[15:55:29] <SirSavary> My AMD 8350
wouldn't shut down until around 95
L1624[15:55:30]
⇨ Joins: Arctic_Wolfy
(~Arctic@71-8-85-40.dhcp.leds.al.charter.com)
L1625[15:55:34] <SirSavary> I imagine
yours is similar
L1626[15:55:37] <shadekiller666> should i
let it run and see what happens?
L1627[15:55:47] <SirSavary> You should be
fine, just monitor it
L1628[15:55:51] <SirSavary> If it hits
80c stop it
L1629[15:55:55] <williewillus> !sf
field_186455_c rolls
L1630[15:56:04] <williewillus> !sf
field_186456_d bonusRolls
L1631[15:56:07]
⇦ Quits: alex_6611 (~alex_6611@p5DE78F61.dip0.t-ipconnect.de)
(Ping timeout: 190 seconds)
L1632[15:56:11] <SirSavary> Is your CPU
cooler all dusty?
L1633[15:56:50] *
mikebald looks at the TDP of the 6350. Huh; that's a bit
high.
L1634[15:56:52] <Arctic_Wolfy> Is there a
way to get what a block would drop if it was in world but w/o the
block being in world?
L1635[15:57:13] <williewillus>
block.getDrops?
L1636[15:58:21] <Arctic_Wolfy> Hmm...
Maybe, but what about a tile entity?
L1637[15:58:32] <williewillus> uhh how
would that work
L1638[15:58:38] <williewillus> not sure
whats being asked
L1639[15:58:41] <shadekiller666>
TDP?
L1640[15:58:46] <mikebald> shadekiller666
one thing to be concerned about is AMD's site lists the max temp
for your processor at 61 degrees
L1641[15:59:06] <mikebald> TDP: Thermal
Design Power
L1642[15:59:20] <shadekiller666>
well
L1643[15:59:26] <SirSavary> All the
latest AMDs have stupid high TDP
L1644[15:59:34] <shadekiller666> speedfan
has 6 temp readings for this machine
L1645[15:59:53] <mikebald> SirSavary yah
I noticed that; one like 200 watt... that's crazy
L1646[16:00:14] <SirSavary> Switched from
an 8350 to a 6th gen Intel
L1647[16:00:18] <SirSavary> never looked
backl
L1648[16:00:27] <killjoy> Lucky
L1649[16:00:32] <killjoy> I only have a
8150
L1650[16:00:34] <shadekiller666> Temp1
hit about 68, Temp2 hit about 60, Temp3 stayed around 30, HD0
stayed at 30, GPU stayed at 33, and Core hit 71
L1651[16:00:35] <Arctic_Wolfy> I'm making
a item that can cut and paste a section of the world, but I'm
adding a blacklist of blocks, and I want the stuff from the block
to be dropped if it encounters a blacklisted block when it's
"pasted".
L1652[16:00:55]
⇨ Joins: Isi
(~Isi@cpc73928-walt17-2-0-cust74.13-2.cable.virginm.net)
L1653[16:01:09] <shadekiller666> i'm a
little concerned with Intel CPUs atm
L1654[16:01:32] <shadekiller666> they're
talking about built-in private encryption keys...
L1655[16:01:59] <shadekiller666> which is
a terrible idea from a "keep pc open" standpoint...
L1656[16:02:29] <shadekiller666>
mikebald, i don't think 61C is the correct number
L1657[16:03:01] <shadekiller666> and yes,
my cpu fan is probably dusty
L1658[16:03:06] <mikebald> shadekiller666
fair enough; I use CPUID's HWMonitor and I get the full gambit of
info
L1659[16:03:24] <williewillus> the
lootentry serialization method uses inheritance but the
ddeserialize doesnt -.-
L1660[16:04:19] <SirSavary> Can't beat
the performance though, even with a private key
L1661[16:04:28] <SirSavary> Mine is 3 to
4 times faster than my 8350
L1662[16:04:34] <SirSavary> with OC
L1663[16:04:42]
⇦ Quits: Noppes (~Noppes@82-168-99-26.ip.telfort.nl) (Read
error: Connection reset by peer)
L1664[16:04:43] <shadekiller666> yes,
intel is faster
L1665[16:04:56] <SirSavary> it also idles
at one degree above room temp
L1666[16:05:03] <SirSavary> my AMD idled
at about 20 over room temp
L1667[16:05:12] ***
Mine|dreamland is now known as minecreatr
L1668[16:05:35] <shadekiller666> but as
soon as cpus start being made with hardware-specific private
encryption keys, buying things online gets a whole lot more shitty
if the company you're buying from doesn't like you
L1669[16:05:55] *
mikebald recommends a Corsair H100 [or H100i]
L1670[16:06:19] <SirSavary> I'll deal
with it it when the times comes
L1671[16:06:21] <SirSavary> *time
L1672[16:06:28] <SirSavary> I've got a
Corsair 110
L1673[16:06:31] <SirSavary> it's a good
system
L1674[16:07:16] <shadekiller666> you
start having companies that maintain lists of band cpu keys, and
companies that subscribe to this list then don't allow any of them
to purchase software or use their marketplaces, and the only way to
get off the list is to change your $400 cpu
L1675[16:07:35] <SirSavary> I don't
really see that panning out
L1676[16:07:43] <shadekiller666> Corsair
H100?
L1677[16:07:46] <SirSavary> It's anti
competitive
L1678[16:07:53] <SirSavary> besides, how
are they going to stop me?
L1679[16:07:55] <SirSavary> from buying
software
L1680[16:08:06] <shadekiller666>
...
L1681[16:08:16] <MalkContent> is there a
redstone wire mod for 1.8.9 besides charset?
L1682[16:08:26] <shadekiller666> you know
how public and private encryption keys work right?
L1683[16:08:30] <SirSavary> is the
redpower2 fork not updated?
L1684[16:08:32] <SirSavary> Of course I
do
L1685[16:08:36] <shadekiller666> ok
L1686[16:08:39] <SirSavary> but most
software is purchased online
L1687[16:08:44] <SirSavary> I doubt
Chrome is going to expose my key to JS
L1688[16:08:45] <MalkContent> what rp2
fork?
L1689[16:08:51] <SirSavary> let me find
it
L1690[16:09:34] <shadekiller666> well,
think of this, you go to buy a game on Origin for example, and
Origin asks for your public key, encrypts the software you're
downloading so that only your cpu can unencrypt it
L1691[16:09:46] <gigaherz>
MalkContent
L1692[16:09:49] <gigaherz> I'm looking
through curse
L1694[16:09:53] <shadekiller666> 1. now
that download is forever tied to your cpu
L1695[16:10:13] <SirSavary> ah shit, it's
called Project Red but it isn't updated for 1.8.9
L1696[16:10:30] <gigaherz> that one is
the only one I can see
L1697[16:10:32] <shadekiller666> 2. if EA
subscribes to one of these "ban lists" (you know they
would), all of a sudden Origin says "fuck you, i won't let you
download this"
L1698[16:10:39] <MalkContent> that's more
of a remake than a fork mate :P
L1699[16:10:42] <SirSavary> mb
L1700[16:10:44] <MalkContent> but
yea
L1701[16:10:46] <SirSavary> thought it
was a fork
L1702[16:10:46] <MalkContent> np
L1703[16:10:56] <MalkContent> ty
giga
L1704[16:11:01] <SirSavary> So they won't
let me download it
L1705[16:11:08] <SirSavary> but don't I
already have it installed?
L1706[16:11:12] <shadekiller666>
nope
L1707[16:11:12] <MalkContent> but that's
not for me
L1708[16:11:18] <SirSavary> Alright so I
buy a game
L1709[16:11:23] <SirSavary> which is
encrypted with my public key
L1710[16:11:32] <SirSavary> but I'm on a
ban list so I can't download it
L1711[16:11:35] <SirSavary> or what I
don't really follow
L1712[16:11:39] <williewillus> i wish I
could see my mcp bot changes immediately
L1713[16:11:42] <SirSavary> Did I get
banned after I bought it?
L1714[16:11:49] <shadekiller666> no
L1715[16:11:56] <williewillus> it makes
mapping things that dpeend on it easier
L1716[16:12:10] <SirSavary> So I was
banned already, but they let me buy it anyway?
L1717[16:12:34] <MalkContent>
dammit
L1718[16:12:36] <shadekiller666> they
might not even let you buy it
L1719[16:12:44] <gigaherz> MalkContent:
you can always replace the redstone circuits with like,
computercraft or opencomputers? ;P
L1720[16:12:46] <SirSavary> Alright, well
if I'm banned and can't buy something than w/e
L1721[16:12:57] <SirSavary> You can get
banned from steam or origin fairly easily
L1722[16:13:05] <shadekiller666> no
L1723[16:13:12] <shadekiller666> not just
steam or origin
L1724[16:13:23] <MalkContent> i got oc,
but doing "simple" redstone with that is very ressource
intensive and not effective
L1725[16:13:27] <shadekiller666> but any
company that decided that they wanted to do this
L1726[16:13:35] <SirSavary> Alright, so
I'm on a ban list
L1727[16:13:42] <SirSavary> that is
locked to my CPU because it has a unique identifier
L1728[16:13:43] <williewillus> ugh
beacons still use potion ids
L1729[16:13:44] <williewillus>
really
L1730[16:13:47] <MalkContent> i just hope
multipart get's done soon and then someone does a simple redstone
wiremd
L1731[16:13:52] <williewillus> !sm
func_184279_f isBeaconEffect
L1732[16:14:01] <williewillus> !sf
field_184280_f effectSet
L1733[16:14:16] <SirSavary> I don't know
if I understand what purpose
L1734[16:14:18] <MalkContent> and sweet
talks forge into hosting it so we get a semi official redstone wire
mod that gets maintained
L1735[16:14:18] <SirSavary> banning me
has
L1736[16:14:20] <SirSavary> and sharing
it has
L1737[16:14:42] <shadekiller666>
well
L1738[16:14:52] <shadekiller666> Ubisoft
and EA are terrified of piracy
L1739[16:15:25] <MalkContent> shoot the
customer, before he turns into a pirate
L1740[16:15:31] <MalkContent> the zombie
apocalypse approach
L1741[16:15:35] <shadekiller666> so if
your key was found trying to encrypt a pirated copy of something,
you're all of a sudden on this list
L1742[16:15:36] <SirSavary> so I pirate a
game, get banned, now I can't buy any games
L1743[16:15:52] <SirSavary> that would
just make everyone pirate everything
L1744[16:15:56] <shadekiller666> the
point is that its not just tied to games
L1745[16:15:58] <SirSavary> because you
can't buy stuff legit anymore
L1747[16:17:05] <williewillus> okay tired
of naming lol
L1748[16:17:45] ***
williewillus is now known as willieaway
L1749[16:18:11] <luacs1998>
shadekiller666, any proof that something like that is going to
happen?
L1750[16:18:26] <shadekiller666> intel
says its in the works
L1751[16:18:32] <luacs1998> for steam at
least gaben would become the greatest hypocrite ever
L1752[16:18:33] <shadekiller666> or at
least they're thinking about it
L1753[16:18:52] <luacs1998> so much for
"open platform" and all
L1754[16:19:06] <shadekiller666> i have a
decent faith in Valve not being one of those companies, but who
knows
L1755[16:19:10] <shadekiller666>
exactly
L1756[16:20:48] <MalkContent> as long as
steam stays out of it i don't think i care
L1757[16:21:00] <MalkContent> i know gog
will stay out of it, and there's my single player
L1758[16:21:01] <luacs1998> well, valve
have been dipping their toes into bigcorp pool
L1759[16:21:01] <gigaherz> this is
something that was coming for like 15 years
L1760[16:21:05] <MalkContent> my
multiplayer's at steam
L1761[16:21:09] <shadekiller666> like i
said, theres nothing that says that this would be games-only
L1762[16:21:21] <gigaherz> games are the
least of their purposes
L1763[16:21:30] <gigaherz> "banning
players" is a minimal side-effect
L1764[16:21:35] <gigaherz> the whole
purpose of those things
L1765[16:22:03] <gigaherz> is to provide
unbreakable DRM for "walled garden" stores
L1766[16:22:09] <MalkContent> and the
last ubi/ea game i bought is a looong time ago
L1767[16:22:10] <gigaherz>
(cellphone-style)
L1768[16:22:15] <MalkContent> well fuck
that
L1769[16:22:26] <Arctic_Wolfy> Does
Minecraft's chat support \t?
L1770[16:22:31] <gigaherz> including
media such as movies and music
L1771[16:22:35]
⇨ Joins: WeiseGamer
(~weisegame@72-24-144-205.cpe.cableone.net)
L1772[16:22:40] <MalkContent> \t?
L1773[16:22:43] <gigaherz> tab char
L1774[16:22:46]
⇦ Parts: WeiseGamer
(~weisegame@72-24-144-205.cpe.cableone.net) ())
L1775[16:22:48] <Arctic_Wolfy> ^
L1776[16:23:06] <MalkContent> launch and
try :|
L1777[16:24:00] ***
kroeser is now known as kroeser|away
L1778[16:24:49] <manmaed> iis there a
trap with the Github 1.9 forge when a user makes there own
mdk?
L1779[16:25:42] <gigaherz> uh 1.9 branch
doesn't work yet
L1780[16:25:53] <gigaherz> they are still
hard at work making things fit together again
L1781[16:26:01] <gigaherz> I don't think
it can even compile
L1782[16:26:21] <gigaherz> MDKs should
start coming early next week
L1783[16:26:25] <gigaherz> if all goes
well
L1784[16:26:28] <gigaherz> we have to be
patient ;P
L1785[16:26:32] <shadekiller666> giga,
that is the intention yes, but as soon as its something in the
hardware of every cpu in the world, companies will use it for more
than that
L1786[16:26:35] <shadekiller666>
guaranteed
L1787[16:26:47] <gigaherz> of curse
L1788[16:26:51] <gigaherz> but of all the
bad things they can do
L1789[16:26:57] <gigaherz>
"banlists" are the least of my concerns
L1790[16:26:57] <gigaherz> XD
L1791[16:27:10] <shadekiller666>
mhmm
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L1796[16:29:50] <shadekiller666> oh, and
you know that whole thing with the FBI and Apple right now
L1797[16:30:12] <shadekiller666> imagine
that on over half of the cpus on the planet
L1798[16:31:58] <Unh0ly_Tigg> So, with
the mcp csv files on the mcpbot export site, they only cover
srg->mcp mapping, but there's no mojang->srg mapping
included, is there a place that's stored?
L1799[16:31:59] <SirSavary> I don't see
how that applies to it
L1800[16:32:08] <SirSavary> The FBI Apple
thing is unrelated to SGX
L1801[16:32:14] <SirSavary> However, with
unbreakable DRM
L1802[16:32:23] <SirSavary> if someone
manages to get the key out of a CPU they can crack every game with
it
L1803[16:32:25] <SirSavary> which is
neat
L1804[16:32:45] <shadekiller666> its not
really unrelated
L1805[16:33:05] <gigaherz>
shadekiller666: uh encryption is actually good for that case?
L1806[16:33:08] <SirSavary> The FBI wants
Apple to weaken the security on one phone / all phones, how is this
related?
L1807[16:33:22] <gigaherz> if iPhones
weren't encrypted
L1808[16:33:29] <gigaherz> the FBI could
just spy on your phones without even having to ask
L1809[16:33:39] <gigaherz> and yeah, they
are asking apple to provide a weakened firmware
L1810[16:33:50] <gigaherz> that they can
use "with permission from a judge"
L1811[16:33:53] <SirSavary> I don't feel
like it's related to SGX
L1812[16:33:54] <shadekiller666> imagine
every machine with an intel cpu has all data on the HD encrypted,
and the FBI wants Intel to open a door into their cpus
L1813[16:33:55] <gigaherz> to break
encryption on phones
L1814[16:34:09]
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L1815[16:34:10] <gigaherz>
shadekiller666: then they can simply say "no can do, it's
hardcoded"
L1816[16:34:36] <shadekiller666>
true
L1817[16:34:42] <SirSavary> I seriously
doubt anyone is going to buy a system that locks their HDD to the
CPU
L1818[16:34:49] <SirSavary> if the CPU
goes you lose all your data
L1819[16:34:56] <shadekiller666> if done
correctly the only way to get the private key would be to hack the
hardware
L1821[16:35:06] <SirSavary> not to
mention upgrading a system would involve decrypting the entire
HDD
L1822[16:35:09] <gigaherz> SirSavary:
actually that's useful in some cases
L1823[16:35:20] <shadekiller666> that
assumes that the people purchasing said cpu know about it
L1824[16:35:20] <gigaherz> such as
enterprise secrets
L1825[16:35:22] <SirSavary> Definitely,
but to most people it's going to be a turn off
L1826[16:35:26] <gigaherz> you WANT the
data to be lost
L1827[16:35:28] <gigaherz> rather than
stolen
L1828[16:35:35] <bspkrs> I need to add a
link to those somewhere
L1829[16:37:30] <shadekiller666>
gigaherz, but thats the only time you'd want it
L1830[16:37:44] <gigaherz> the only time
YOU want it
L1831[16:37:57] <SirSavary> Yeah, I could
see myself using it for a PC with things I want secret that I don't
plan on upgrading
L1832[16:37:59] <gigaherz> it is possible
to sell the idea to less informed people
L1833[16:38:07] <gigaherz> that hardware
encryption is good for you
L1834[16:38:09] <SirSavary> but it
introduces a ton of problems
L1835[16:38:14] <gigaherz> because they
are safer with it
L1836[16:38:21] <SirSavary> You now have
a PC that is difficult to upgrade and impossible to restore
L1837[16:38:27] <SirSavary> You can
probably mislead consumers
L1838[16:38:32] <shadekiller666>
yep
L1839[16:38:36] <gigaherz> while at the
same time selling them cloud backup solutions
L1840[16:38:37] <SirSavary> but at some
point there's going to be a big shit show over it
L1841[16:38:39] <shadekiller666> and
thats exactly what would happen
L1842[16:38:42] <gigaherz> for the case
when they lose their cpu
L1843[16:38:42] <gigaherz> ;P
L1844[16:39:03] <gigaherz> here is what I
said many years ago
L1845[16:39:05] <SirSavary> It probably
violates some sort of collusion laws to lock consumers data to a
specific CPU
L1846[16:39:06] <gigaherz> and I still
say today:
L1847[16:39:08] <SirSavary> and force
them to use a cloud platform
L1848[16:39:17] <shadekiller666> i doubt
it
L1849[16:39:19] <gigaherz> there will
always be market for open computers
L1850[16:39:27] <gigaherz> if intel locks
down their things
L1851[16:39:37] <shadekiller666> DRM/DMCA
laws are riddled with loopholes
L1852[16:39:39] <gigaherz> AMD or whoever
can say "well we sell OPEN machines isntead"
L1853[16:40:03] <SirSavary> It's not a
DRM or DMCA thing
L1854[16:40:07] <SirSavary> It's a
competition thing
L1855[16:40:10] <SirSavary> maybe the US
is different
L1856[16:40:10] <shadekiller666> it is
DRM
L1857[16:40:16] <shadekiller666> it is
the most evil DRM
L1858[16:40:22] <SirSavary> Encrypting a
user's entire drive
L1859[16:40:29] <SirSavary> isn't really
DRM, you're not locking a specific app
L1860[16:40:32] <SirSavary> you're
locking everything
L1861[16:40:35] <SirSavary> including
photos and what not
L1862[16:40:44] <shadekiller666> i'm not
saying it would encrypt the entire HD directly
L1863[16:41:14] <shadekiller666> but
everything you downloaded from a site that uses this DRM is
encrypted and locked to your cpu
L1864[16:41:49] <Arctic_Wolfy> Okay...
\t... kinda works... but shows a visable char there...
L1865[16:41:59] <shadekiller666> a file
you made, like a word document, wouldn't be encrypted
L1866[16:41:59] <SirSavary> Then just use
a non-SGX CPU
L1867[16:42:17] <shadekiller666> that
also assumes that non-SGX cpus exist :P
L1868[16:42:47] <SirSavary> Intel is
pretty quick to show off new instructions
L1869[16:42:47] <shadekiller666> but yes,
i agree with gigaherz, there will likely be companies that
emphasize non-SGX cpus
L1870[16:43:01] <SirSavary> Intel will
just lose customers
L1871[16:44:31] <shadekiller666>
ideally
L1872[16:44:53] <shadekiller666> but i
don't think their market share would decrease all that much
L1873[16:44:57] <SirSavary> Enterprise
won't be happy that they can't replace CPUs
L1874[16:45:14] <SirSavary> it probably
won't until the CPUs burn out a few years down the line
L1875[16:45:18] <SirSavary> and people
realize they're totally fucked
L1876[16:46:01] <SirSavary> I wish intel
would just hurry up and fix transactional memory
L1877[16:46:04] <shadekiller666> or go to
upgrade and install a larger HD
L1878[16:46:18] <SirSavary> Yes
L1879[16:46:21] <SirSavary> or switch
their CPU
L1880[16:46:27] <SirSavary> imagine
selling your old one and tossing a new one in
L1881[16:46:43] <SirSavary> or if a CPU
just dies on you
L1882[16:46:51] <SirSavary> is your data
insured or covered under the CPU warranty?
L1883[16:47:04] <shadekiller666> i can
totally see CPU+HD bundles with pre-loaded games being a
thing...
L1884[16:47:36] <shadekiller666> would
you be able to ask Intel for a new CPU with the same private
key
L1885[16:47:51] <SirSavary> see that
wouldn't work on an enterprise level
L1886[16:48:03] <SirSavary> because you'd
have a server down for weeks while you wait for a CPU with the same
key to come in
L1887[16:48:18] <shadekiller666>
yep
L1888[16:48:26] <manmaed> maybe there
would be a password type thing you have to enter to allow a new cpu
to be used?
L1889[16:48:37] <shadekiller666> that
wouldn't work
L1890[16:48:46] <shadekiller666> its
dual-key encryption
L1891[16:48:58] <SirSavary> The only
thing I could see happening is Intel producing a batch of CPUs with
the same key
L1892[16:49:00] <SirSavary> for a
company
L1893[16:49:02] <shadekiller666> its
mathematically impossible to decrypt that data with any other
key
L1894[16:50:11] <shadekiller666> the way
dual-key encryption works is that you have a public and private
key, the public key can be used to encrypt software that only your
private key can decrypt
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L1897[16:52:30] <SirSavary> If anyone
knows how to dynamically generate models for ITEMS (i.e. sword)
during the ModelBakeEvent and could lend some advice that'd be
great
L1898[16:54:55] <gigaherz> SirSavary:
it's the same, you just have to call
ModelLoader.setCustomModelResourceLocation, to be the same that you
used in ModelBakeEvent
L1900[16:55:56] <SirSavary> is what I'm
using currently but it throws an error in game
L1901[16:55:59] <SirSavary> Rendering
error
L1902[16:56:15] <SirSavary> I will try
using ModelLoader one sec
L1903[16:57:09] <SirSavary> with that
gist, ModelLoader.setCustomModelResourceLocation(copperAxe, 0, new
ModelResourceLocation(MODID + ":copper_axe",
"normal"));
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L1905[16:57:15] <SirSavary> is what I'm
using but it's still giving the same error
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L1908[16:58:19] <SirSavary> It definitely
has non-malicious uses
L1909[17:01:59] <shadekiller666>
yes
L1910[17:02:17] <shadekiller666> but
those same uses can be exploited to no end
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L1913[17:10:10] <LexManos> !gf
slowsandGravelNoiseGen
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L1916[17:12:02] <LexManos> !gf
field_73174_n
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L1925[17:26:57] <SirSavary> gigaherz: So
it turns out I still had blockstate files last night and
ModelBakeEvent was never being called (I forget to register) and
now that it is registered, it doesn't work
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L1928[17:27:01] <SirSavary> is the entire
method
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L1930[17:27:16] <SirSavary>
"copper_ore" is just something I'm substituted in because
I know it exists
L1931[17:27:24] <SirSavary> I'm
registering a block with that same name
L1932[17:27:34] <SirSavary> and there's a
copper_ore.png in my textures/blocks/ directory
L1933[17:29:17] ***
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L1934[17:30:25] <LexManos> !gf
genNetherBridge
L1935[17:31:17] <gigaherz> HAH, I loaded
a 1.8 save where I had added a couple mods, in vanilla 1.9
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L1938[17:31:40] <gigaherz> mod chests
turned into those weird rods they added
L1939[17:32:00] <tterrag> gigaherz: would
this math not set the center of a circle such that its x coordinate
is within the screen bounds? b->setCenter({(lib::rand_float() *
((screenBounds[1] - r) - screenBounds[0])) + screenBounds[0],
c.y});
L1940[17:32:00] <tterrag> [1] is max x
and [0] is min x
L1941[17:32:05] <SirSavary> not bad,
could have been worse
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L1943[17:32:33] <SirSavary> Is there
anything visibly wrong with my code btw? I can place the copper_ore
block but it's texture is pink and black squares
L1944[17:32:44] <SirSavary> I'm not sure
if that means it couldn't find my texture at all, or if I botched
the bake event
L1945[17:32:48] <SirSavary>
(entirely)
L1946[17:33:11] <gigaherz> SirSavary:
sorry my brain's sortof melted right now, that's why I was messing
around with old saves ;p
L1947[17:33:22] <SirSavary> Naw don't
worry
L1948[17:33:34] <SirSavary> this is my
fault for forgetting to register my bloody event
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L1950[17:33:50] <SirSavary> and my render
error was actually my creative tab not having an icon set properly
RIP
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L1952[17:35:55] <gigaherz> tterrag: that
is basically "xmin + rand * (xmax-xmin)", right?
L1953[17:36:05] <tterrag> yeah
L1954[17:36:14] <gigaherz> if so,
wouldn't bounds[0] also need +r?
L1955[17:36:21] <tterrag> Maybe
L1956[17:36:23] <tterrag> heh
L1957[17:36:27] <gigaherz> xmin=left+r,
xmax=right-r
L1958[17:36:58] <gigaherz> and thne
(xmax-xmin) wouldbe (right-left-r*2)
L1959[17:37:01] <gigaherz> overall
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L1961[17:37:14] <gigaherz> left + r +
rand*(right-left-r*2)
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L1963[17:40:07] <tterrag> gigaherz: still
getting bubbles clipping into the edges when I resize :/
L1964[17:40:28] <gigaherz> do you update
the bounds values correctly? XD
L1965[17:40:46] <tterrag> yes, otherwise
the rest wouldn't bounce correctly
L1967[17:42:41] <gigaherz> || c.y + r
> screenBounds[2])
L1968[17:42:44] <gigaherz> should be
[3]
L1969[17:42:53] <tterrag> doi
L1970[17:43:06] <gigaherz> I cna't see
anything specifically wrong otherwise
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L1972[17:43:28] <tterrag> yeah that was
it
L1973[17:43:30] <tterrag> can't get any
to clip now
L1974[17:43:58] <tterrag> I think I'm
gonna make it simpler though
L1975[17:44:09] <tterrag> ehh maybe not,
it would require 4 cases instead of two
L1976[17:44:21] <tterrag> was going to
make it just push them to the edge, instead of a full reset
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L1985[17:51:54] <gigaherz> so yeah 1.9
combat: I was just tryingit out, not bad at all.
L1986[17:52:08] <gigaherz> the one
annoyance is having torches on the offhand = placing torches all
over the place by mistake
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L1988[17:53:02] <gigaherz> my brain just
reordered your nickname into sjinkiller
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L1990[17:56:57] <MalkContent> !gm
addRandomDrop
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L1993[18:00:43] <SirSavary> Can't find
any good uses of retexture
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L2018[18:51:48] <Pomelo_n> Is there any
reason not to develop for 1.8.9?
L2019[18:51:58] <gigaherz> nope
L2020[18:52:08] <gigaherz> anything you
do on 1.8.9 will be useful for 1.9
L2021[18:52:20] <gigaherz> MDK for 1.9
won't be out for a few days yet
L2022[18:52:26] <gigaherz> (and will be
in beta afterward)
L2023[18:52:27] <Pomelo_n> Hm
L2024[18:52:35] <gigaherz> so you may as
well start on 1.9
L2025[18:52:37] <gigaherz> eh
L2026[18:52:38] <gigaherz> on 1.8.9
L2027[18:52:44] <gigaherz> and just do a
quick port to 1.9 later
L2028[18:53:23] <Pomelo_n> Thanks. I made
a small mod back in 1.6.4, looking to see if I can get back in the
process, maybe learn how to mod with Scala.
L2029[18:53:39] <Pomelo_n> Although I'd
imagine it's a case of importing the libs, and that's about
it.
L2030[18:53:54] <gigaherz> yeh pretty
much the same as modding on java, xcept you sue scala
L2031[18:54:09] <Pomelo_n> Thanks,
gig.
L2032[18:54:55] <diesieben07> we should
definitely all sue scala
L2033[18:55:16]
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L2035[18:57:46] <gigaherz> XD
L2036[18:57:47] <gigaherz> use*
L2037[18:57:53] <diesieben07> duh
L2038[18:58:19] <SirSavary> Hey gigaherz,
if you brain isn't still molten, could you take a quick glance at
my code? I'm really stuck on this
L2039[18:58:36] <gigaherz> I did
L2040[18:58:45] <SirSavary> oh oops, did
you see anything?
L2041[18:59:01] <gigaherz> I have no idea
that I may be missing that makes it not work
L2042[18:59:14] <gigaherz> what it may be
missing*
L2043[18:59:25] <gigaherz> are there
errors on the debug log?
L2044[18:59:31] <SirSavary> Let me
check
L2045[18:59:46] <diesieben07> that shoudl
throw a ClassCastException, afaik you cannot retexture vanilla
models
L2046[19:00:07] <gigaherz> nah forge
makes them retexturable too
L2047[19:00:24] <gigaherz> they aren't
exactly vanilla models
L2048[19:00:36] <diesieben07> ah ok
L2049[19:00:36] <gigaherz> they are the
forge-provided "vanilla model"
L2050[19:00:41] <diesieben07> yeah i knew
that
L2051[19:00:47] <diesieben07> just didnt
know they are retextureable
L2052[19:00:48] <diesieben07> nvm
them
L2053[19:00:52] <diesieben07> *then
L2054[19:00:56] <gigaherz> they have to
be
L2055[19:01:02] <gigaherz> otherwise
using forge blockstates wouldn't work
L2056[19:01:30] <SirSavary> Okay hold up
I think this is an error
L2057[19:01:34] ***
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L2059[19:01:43] <gigaherz> beingable to
do this requires vanilla models to be retexturable ;P
L2060[19:01:47] <SirSavary>
"java.lang.Exception: Could not load model definition for
variant mmetals:copper_ore#inventory"
L2061[19:01:52] <SirSavary> "Caused
by: java.io.FileNotFoundException:
mmetals:blockstates/copper_ore.json"
L2062[19:01:56] <diesieben07> aha
:D
L2063[19:02:00] <diesieben07> see, fix
that :p
L2064[19:02:03] <gigaherz> ah so it's
STILL looking for the json file
L2065[19:02:04] <SirSavary> :^)
L2066[19:02:15] <gigaherz> even if you
baked the model
L2067[19:02:20] <SirSavary> I have an
idea lemme try it
L2068[19:03:05] <gigaherz> there MAY be
some way to avoid loading the blockstates json
L2069[19:03:11] <gigaherz> I jsut don't
know it XD
L2070[19:03:52] <SirSavary> There has to
be a way, stuff like DenseOres does it
L2071[19:04:00] <SirSavary> I might just
have to try tearing into it more
L2072[19:05:11] <SirSavary> " Item
json isn't found for 'mmetals:copper_ore#normal', trying to load
the variant from the blockstate json"
L2073[19:05:19] <SirSavary> I got rid of
that stack trace
L2074[19:05:22] <SirSavary> but this is
here now
L2075[19:05:48] <gigaherz> dunno I'd
still probably choose to require users to install a resourcepack
zip that includes jsons for all dynamically generated ores ;P
L2076[19:06:05] <SirSavary> Yeah but now
I'm just curious as to how I can get this working
L2077[19:06:17] <SirSavary> so I can
document i
L2078[19:06:19] <SirSavary> it
L2079[19:06:53] <diesieben07> call
registerItemVariants(item)
L2080[19:07:02] <diesieben07> that should
make it so it thinks there are no variants at all
L2081[19:07:06] <diesieben07> and it wont
tryy to load anything
L2082[19:07:11] <diesieben07> fromlooking
at the code
L2083[19:07:31] <SirSavary>
registerItemVariants(item) is in what class
L2084[19:07:39] <diesieben07>
ModelBakery
L2085[19:08:12] <diesieben07> it takes a
varags array of ResourceLocation
L2086[19:08:22] <diesieben07> but you
just give it an empty one
L2087[19:08:30] <SirSavary> that didn't
do it
L2088[19:08:37] <SirSavary> let me update
the gist
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L2090[19:09:11] <diesieben07> that... is
strange at best
L2092[19:10:04] <diesieben07> oh you must
not call setCustomMRL
L2093[19:10:09] <diesieben07> that adds
variants internally
L2094[19:10:11] <SirSavary> wot
L2095[19:10:21] <SirSavary> Don't call
it?
L2096[19:10:26] <diesieben07> yeah
L2097[19:10:30] <SirSavary> okay
rebilding
L2098[19:10:34] <diesieben07> but... idk
how feasable this is now D
L2099[19:10:48] <SirSavary> What do you
mean?
L2100[19:11:07] <diesieben07> well, if
you cannot call setcustomMRL, not sure if its gonna link your item
to the model
L2101[19:11:52] <Pomelo_n> Do you have to
write your own, that doesn't set variants? Seems strange.. Then
again, the last time I modded, blockstates weren't a thing.
L2102[19:12:01] <SirSavary> Let me see
here, I think something changed
L2103[19:12:29] <SirSavary> Removing my
call toModelLoader.setCustomModelResourceLocation
L2104[19:12:38] <SirSavary> *to
ModelLoader.setCustomModelResourceLocation
L2105[19:12:49] <SirSavary> Got rid of
"Item json isn't found for 'mmetals:copper_ore#normal', trying
to load the variant from the blockstate json"
L2106[19:12:52] <SirSavary> in the
logs
L2107[19:12:55] <diesieben07> yes
L2108[19:13:03] <SirSavary> so I think
you're right, it's not linking
L2109[19:13:08] <diesieben07> ok
L2110[19:13:29] <diesieben07> call
ItemModelMesher#register(item, MRL) in init
L2111[19:13:37] <SirSavary> init or
preinit
L2112[19:13:39] <diesieben07> init
L2113[19:13:52] <SirSavary> alright let
me try
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L2115[19:16:31] <SirSavary> that didn't
make it happy, crashed with The name mmetals:copper_ore has been
registered twice, for Block{mmetals:copper_ore} and
Block{null}
L2116[19:16:33] <SirSavary> which
seems
L2117[19:16:35] <SirSavary> very
susp
L2118[19:16:45] <diesieben07>
whuaut
L2119[19:16:55] <SirSavary> trying some
else
L2120[19:16:55] <diesieben07> from where
is that thrown?
L2121[19:17:38] <Arctic_Wolfy> Does any
one know how to spawn a village?
L2122[19:17:43] <SirSavary>
net.minecraftforge.fml.common.LoaderException:
java.lang.IllegalArgumentException: The name mmetals:copper_ore has
been registered twice, for Block{mmetals:copper_ore} and
Block{null}.
L2123[19:17:51] <SirSavary> Ah wait
L2124[19:17:51] <diesieben07> yeah that
has something to do with yoru block registration
L2125[19:17:55] <diesieben07> nothing to
do with the models at all
L2126[19:17:57] <SirSavary> yeah just
realized
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L2129[19:18:57] <SirSavary> Okay question
is,
L2130[19:19:01] <SirSavary>
Block{null}
L2131[19:19:25] <SirSavary> Should I look
into one of my registrations passing in null? or can I just ignore
that
L2132[19:20:32] <diesieben07> i am not
even sure how that gets there...
L2133[19:20:42] <diesieben07> it just
prints out the toString of the Block object
L2134[19:20:46] <diesieben07> but that is
not overriden
L2135[19:20:48] <SirSavary> Strange
L2136[19:20:55] <diesieben07> it should
be like BlockFooBar@124235r
L2138[19:22:10] <diesieben07> wait wait
wait
L2140[19:22:27] <diesieben07> do NOT just
willy nilly create new block instances
L2141[19:23:18] <diesieben07> you have to
create them once, in pre init. register them. then only use THAT
instance
L2143[19:26:57] <gigaherz> uhh, I juist
updated the nv driver, and it's still on the old one? :/
L2144[19:27:11] <Arctic_Wolfy> Any one
know how to force gen a world gen structure?
L2145[19:27:53] <diesieben07>
Arctic_Wolfy, look at WorldProviderGenerate
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L2147[19:28:04] <diesieben07> it has a
villageGenerator field, check where that is used
L2148[19:28:56] <Arctic_Wolfy> Oh the...
litterary element... Don't think it's irony that I'm alreay looking
there... or is it?
L2149[19:33:02] <diesieben07> SirSavary,
does it work now? :D
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L2160[20:15:34] <Elucent> Is it possible
to change a player's armor value outside of equipping armor
items?
L2161[20:17:33] <tterrag> shame we don't
have a gamerule event
L2162[20:19:39] <Arctic_Wolfy> And one
know how to regen a chunk?
L2163[20:27:07] <shadekiller666> wooo
implicit differentiation!
L2164[20:27:10] <shadekiller666> :/
L2165[20:28:23] <shadekiller666> i need
to find dy/dx of y=(x^2)(y^3)+(x^3)(y^2). Assume y is a function of
x
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L2171[20:38:32] <SirSavary> RIP
internet
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L2176[20:43:33] <SirSavary> doesn't work
though
L2177[20:44:24] <williewillus> what is
happening
L2178[20:44:28] <williewillus> why are
you doing models like that...
L2179[20:44:38] <SirSavary> I need to
dynamically generate blocks
L2180[20:44:41] <SirSavary> so I can't
use JSON files
L2181[20:45:50] <williewillus> first and
third methods look fine
L2182[20:45:55] <williewillus> second one
is using the deprecated method
L2183[20:45:57] <williewillus> again
-.-
L2184[20:46:25] <williewillus> (not your
fault, I just see the old one around so much)
L2185[20:47:39] <SirSavary> it's not
showing a warning
L2186[20:47:52] <SirSavary> the
copper_ore block shows up as purple black squares
L2187[20:49:07] <williewillus> in inv or
in world
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L2189[20:49:16] <williewillus> does the
block have blockstate properties?
L2190[20:50:03] <SirSavary> Both
L2191[20:50:05] <SirSavary> and uh
L2192[20:50:08] <SirSavary> I dunno
:)
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L2194[20:50:15] <SirSavary> I mean, it's
like... an ore block
L2195[20:50:16] <williewillus> 0.o
L2196[20:50:18] <SirSavary> so it just
has one state
L2197[20:50:21] <williewillus> okay
L2198[20:50:24] <williewillus> are there
errors in the log?
L2199[20:50:25] <SirSavary> I think
that's what you mean
L2200[20:50:29] <SirSavary> lemme refresh
them
L2201[20:51:26] <SirSavary> Nope
L2202[20:51:27] <SirSavary> none
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L2208[21:00:05] <SirSavary> will pay in
steam keys for help, thanks, doot doot
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L2213[21:22:07] <Ordinastie> SirSavary,
you left #malisis, you can join back when you're tired of messing
with models :p
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L2215[21:31:08] <SirSavary> I did yes,
it's because I swapped IRC clients
L2216[21:31:17] <SirSavary> I was
originally using your lib to do what I want to do
L2217[21:31:23] <SirSavary> but it looks
like I can do it without your lib
L2218[21:32:10] <Ordinastie> at what cost
though
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L2222[21:43:33] <SirSavary> I'm not
sure
L2223[21:43:36] <SirSavary> would your
lib make this easier?
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L2225[21:45:28] <Ordinastie> hum,
definitely
L2226[21:48:02] <shadekiller666> how many
total lines of code is vanilla?
L2227[21:48:12] <shadekiller666> and how
much more is it with forge?
L2228[21:48:39] <williewillus>
ClassInheritanceMultimap is so fucking broken
L2229[21:48:55] <williewillus> christ why
did mojang roll their own datastructure when what was there worked
fine
L2230[21:49:54] <SirSavary> Ordinastie,
I'm currently busy IRL but in like, an hour, will you be around? If
you are I'd appreciate some help getting this working
L2231[21:50:07] <SirSavary> will donate
steam keys thank :)
L2232[21:50:08] <shadekiller666>
sometimes i wonder if they do things just to make forge dev more
difficult :P
L2233[21:50:11] <Ordinastie> sure
L2234[21:50:49] <williewillus> at its
peak ClassInheritanceMultimap uses more memory than blockpose
L2235[21:50:57] <williewillus> if that
gieves any idea about its brokenness
L2236[21:51:12] <williewillus> with this
event handler that calls getEntitiesInAABB
L2237[21:51:15] <williewillus> that
worked fine in 1.7
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L2239[21:51:48] <shadekiller666> i'm
assuming ClassInheritanceMultimap stores classes?
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L2244[21:55:35] <tterrag> williewillus:
what is it?
L2245[21:56:03] <williewillus> it's
stored in chunks, and is used in world.getEntitiesInAABB
L2246[21:56:09] <williewillus> not quite
sure how it works
L2247[21:56:21] <williewillus> but
theoretically makes accessing certain classes of entities
faster
L2248[21:56:23] <williewillus>
but.....it's slower
L2249[21:56:36] <williewillus> AND it's
the reason we can't use getEIAABB with interfaces anymore
L2250[21:57:18] <shadekiller666> assuming
its named properlly, it sounds like it holds the iheritance
heirarchy for a class
L2251[21:57:26] <shadekiller666> or for
multiple classes
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L2258[22:09:22] <LordSkittles_> hey all I
am just getting back into the modding scene and I can't remember
what the possible values of the first parameter of setHarvestLevel
is. Could someone refresh me please?
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L2260[22:09:50] <williewillus> tool
class
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L2262[22:10:16] <williewillus> e.g.
"shovel"
L2263[22:10:18] <williewillus>
"pickaxe"
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L2265[22:13:26] <LordSkittles_>
williewillus, I remember it was toolclass I just can't remember
what all the values of tool class can be is all
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L2270[22:25:56] <killjoy> I'm watching
ichun's tabula video and he mentioned child models
L2271[22:26:05] <killjoy> is that vanilla
or a techne/tabula thing?
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L2281[22:50:23] <williewillus>
tabula
L2282[22:50:28] <williewillus> *vanilla
really
L2283[22:56:17] <killjoy> yeah, I found
that. How does it work?
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L2285[23:01:32] <williewillus> how do you
use caps with a gui/container?
L2286[23:01:34]
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L2287[23:01:38] <williewillus> like a
backpack item
L2288[23:02:12] <killjoy> caps?
L2289[23:02:32] <killjoy> like caps lock
or a limit?
L2290[23:02:55]
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L2293[23:07:09] <panda_2134> Is there an
IRC web client that is free which can stay connected even if you're
not online?
L2294[23:07:38] <panda_2134> XD
L2295[23:07:38] <killjoy> znc
L2296[23:07:41] <killjoy> idk
L2297[23:07:51]
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L2298[23:07:57] <panda_2134> let me
see...
L2299[23:07:59] <killjoy> I don't know if
it's free though
L2300[23:08:18] <killjoy> several people
here use bouncers
L2301[23:08:25] <williewillus> killjoy:
capabailities
L2302[23:08:51] <panda_2134> IRCCloud can
do this,too,but you must pay for it...
L2303[23:10:06] <panda_2134> it seems
that znc is open source...
L2304[23:10:39] <SkySom> Yes.
L2305[23:10:45] <SkySom> Just need a
server to run it on
L2306[23:11:08] <panda_2134> i have a
vps...
L2307[23:11:13] <panda_2134> it seems
great
L2308[23:11:16] <SkySom> Then set it up
on that
L2309[23:11:21] <SkySom> I'm running
it.
L2310[23:11:26] <SkySom> Znc works great
for me
L2311[23:12:24] <panda_2134> but can it
save message histories when you're not online?
L2312[23:12:33] <panda_2134> just like
what icccloud does
L2313[23:13:22] <panda_2134> :\
L2314[23:13:48] <panda_2134> i don't like
to pay for an irc web client
L2315[23:13:58] <panda_2134> xd
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L2318[23:17:02] <williewillus> i use
panicbnc
L2319[23:17:07] <williewillus> abrar has
a znc on his server as well
L2320[23:17:39] <panda_2134> okk
L2321[23:17:44] <panda_2134> *ok
L2322[23:17:51] <panda_2134> i'll use
it
L2323[23:17:53] *
AbrarSyed does have a znc
L2324[23:17:56] <panda_2134> since it
seems awesome
L2325[23:20:16] <SkySom> panda_2134: yes
znc logs
L2326[23:20:27] <SkySom> I can go back
over a year from what I have stored
L2327[23:20:35] <SkySom> Just have to
turn that setting on
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L2329[23:21:01] <SkySom> And whenever I
connect I get playback from the last thing I said
L2330[23:21:04] <panda_2134> btw is it
turned on by default?
L2331[23:21:20] <SkySom> Not that I know
of.
L2332[23:21:44] <SkySom> But it has a
okay Web interface that you can set the logging module on
L2333[23:23:21] <AbrarSyed> logging
moduel logs to disk
L2334[23:23:26] <AbrarSyed> the playback
buffer is default
L2335[23:24:02] <panda_2134> is the log
on the disk compressed?
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