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L1[00:00:12] <killjoy> That's a good
question
L2[00:00:12] <Ordinastie> by definition,
isn't that you have nothing to do with them ?
L3[00:00:50] <killjoy> yeah, why should I
care about a dead event?
L4[00:00:59] <killjoy> It's not like I want
to turn them into undead
L5[00:02:31] <killjoy> issue: closed (won't
fix)
L6[00:02:32] <Prospector> well I
mean...
L7[00:02:50] <Prospector> gotta get those
herobrine events
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L9[00:03:03] <killjoy> you mean
zombie?
L10[00:03:09] <killjoy> zombies are
undead
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L16[00:20:44] <Elucent> if i was to choose
one real, solid element to represent the classical element of
air
L17[00:20:58] <Elucent> and it couldn't be
something that's used it popularly used mods
L18[00:21:01] <Elucent> what would it
be?
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L20[00:24:26] <tterrag> like...a real
element?
L21[00:24:29] <tterrag> or just some
material
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L23[00:24:52] <Elucent> yeah, a real
element
L24[00:25:11] <Elucent> i'm making an
alchemy mod (you know, since it hasnt been done before)
L25[00:25:19] <Elucent> currently i have
magnesium, since it's pretty light
L26[00:25:56] <tterrag> for...air? oxygen?
nitrogen? these are elements and they make up a lot of the air
:P
L27[00:26:14] <Elucent> i'm looking for a
solid, so you can actually have it in item form
L28[00:26:40] <tterrag> a solid
representing air...that's a new one
L29[00:26:53] <Elucent> i mean, it's
alchemy, it doesn't have to have any bearing on reality
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L33[00:38:52] <Sandra> so..... how would I
go about teleporting the player to another dimension, if need
be.
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L35[00:39:14] <Sandra> I have the player
object, the World object of the destination, and a position I want
them to be.
L36[00:39:35] <killjoy> use the world
manager I think
L37[00:41:00] <Zidane>
player.transferToDimension I believe
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L39[00:41:50] <Zidane> In 1.9 its
changeDimension
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L41[00:43:18] <Sandra>
player.travelToDimension(int)?
L42[00:44:41] <Zidane> Yea Sandra
L43[00:45:01] <Zidane> Set your position
after that call
L44[00:45:18] <Sandra> using
player.setPositionAndUpdate(x,y,z)?
L45[00:45:35] <Sandra> okie dokie.
L46[00:45:56] <Sandra> and if the player's
already in the same dimension I'd assume it wouldn't do
anything?
L47[00:46:02] <Sandra> or should I check
that.
L48[00:46:45] <Zidane> Uh it may bear some
odd effects
L49[00:46:57] <Zidane> Give it a test,
should be curious
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L71[02:00:01] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160307 mappings to Forge Maven.
L72[02:00:05] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160307-1.9.zip (mappings
= "snapshot_20160307" in build.gradle).
L73[02:00:15] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L93[03:24:18] <Unh0ly_Tigg> does anyone
know if it's possible to have a class that extends Iterable for
multiple types?
L94[03:24:35] <Unh0ly_Tigg> without
defining a container type*
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L101[04:00:30] <MrKickkiller> Unholy_Tigg,
uh, you can extend any interface (of which Iterable is one). So if
you eg MyInterface extends Iterable, and add more methods to
MyInterface. Any class that implements MyInterface will also be
considered an Iterable, but (with proper type definition) you'll
have acces to those extra methods.
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L109[04:28:52] <JamEngulfer> OK, I have an
item with an onItemUse method
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L112[04:29:43] <JamEngulfer> I’m using
that for when I right click on a certain TileEntity, but the
problem is, I can only do that when holding shift
L113[04:30:07] <JamEngulfer> I want the
onItemUse method to trigger when I just right click on the
TileEntity normally
L114[04:30:20] <Unh0ly_Tigg> MrKickkiller,
I was thinking of something like "MyClass implements
Iterable<ObjectA>, Iterable<ObjectB>"
L115[04:30:44] <Nitrodev> can ItemBlocks
be placed?
L116[04:30:57] <Unh0ly_Tigg> technically,
yes.
L117[04:31:10] <Unh0ly_Tigg> since
ItemBlocks are the Item form of Blocks
L118[04:31:19] <Nitrodev>
technically?
L119[04:31:45] <Unh0ly_Tigg> All Blocks
are stored in ItemStacks via their ItemBlock.
L120[04:31:52] <Nitrodev> ah
L121[04:32:03] <Unh0ly_Tigg> but an
ItemBlock technically doesn't *have* to place a block
L122[04:32:11] <Nitrodev> okay
L123[04:32:13] <Unh0ly_Tigg> or it can
place multiple blocks, the the bed.
L124[04:32:20] <Unh0ly_Tigg> like
the*
L125[04:32:50] <Unh0ly_Tigg> Also, a
regular Item could be coded to place a block.
L126[04:33:51] <Nitrodev> k
L127[04:38:28] <JamEngulfer> So yeah, how
would I go about making onItemUse fire instead of the GUI
opening?
L128[04:38:54] <Nitrodev> remove the
opengui method
L129[04:39:02] <Nitrodev> or something
like that
L130[04:39:06] <JamEngulfer> I tried
checking the type of the currently held item in the
onBlockActivated method, but that only did half of it
L131[04:39:21] <Nitrodev> is it an item or
a block?
L132[04:39:33] <JamEngulfer> The item is
an item
L133[04:40:25] <Nitrodev> alright
L134[04:41:43] <Nitrodev>
onitemrightclick
L135[04:41:45] <JamEngulfer> Oh wait, it’s
fine, I got it
L136[04:41:50] <Nitrodev> okay
L137[04:42:00] <JamEngulfer> I just
manually call onItemUse from the onBlockActivated method
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L139[04:42:43] <JamEngulfer> Actually, is
that ‘right’? Or should I do it another way?
L140[04:43:35] <JamEngulfer> Well, I guess
it’s called whenever you right click a block, so that’s ok
L141[04:44:44] <Nitrodev> the use method
is for rightclicking a block i think
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L144[04:46:51] <Nitrodev> LatvianModder,
you there?
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L162[05:38:22] <JamEngulfer> Am I missing
something significant in Java, because I’m getting a different
value for a variable based on whether I directly reference it or
whether I do this.<variable>
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L165[05:40:01] <Sandra> JamEngulfer,
sounds like a scoping thing.
L166[05:40:13] <Sandra> sure you didn't
declare it somewhere in your method?
L167[05:40:28] <JamEngulfer> More
specifically, I’m setting a variable in my update() method, but
when I do getField in my GUI, it doesn’t seem to pull the updated
value, it just pulls 0
L168[05:40:48] <Unh0ly_Tigg> can you gist
or pastebin your class?
L169[05:40:57] <JamEngulfer> That’s a
big-ass class, but ok
L170[05:41:14] <JamEngulfer> I’ll just put
the relevant bits in
L171[05:41:56] <masa> JamEngulfer: btw to
your previous question: Item#onItemUseFirst() fires before
onBlockActivated, and if you return, umm, was it true or false
can't remember, then onBlockActivated won't fire at all
L172[05:42:26] <JamEngulfer> Huh, maybe I
was doing something wrong there then
L173[05:42:53] <masa> afaik that is the
preferred way to do stuff with the item instead of interacting with
the block, when clicking on blocks that do stuff when right clicked
on
L174[05:43:47] <masa> note the
"First" part, it is a different method from the regular
onItemUse
L175[05:45:53] <JamEngulfer> Actually, the
code with the incorrect values was working correctly the first time
I used it
L176[05:46:02] <JamEngulfer> So I’m
wondering if it’s not an NBT issue
L177[05:47:43] <JamEngulfer> Ok, it’s not
an NBT issue
L178[05:49:36] <Cazzar> JamEngulfer: it
might actually also be related to client-server sync
L179[05:49:55] <JamEngulfer> Even in
singleplayer?
L180[05:50:17] <Cazzar> Sometimes, that
might occur, since single player is a 1 player server
L181[05:52:14] <JamEngulfer> Oh yeah,
true
L182[05:52:28] <masa> if you mean it works
after you place the block, but not after you realod the world, then
it's probably because you set the values when the block is placed,
including on the client side
L183[05:52:41] <masa> but after you realod
the world, the stored values won't get synced?
L184[05:52:56] <masa> *reload
L186[05:53:18] <JamEngulfer> That’s my
tileentity
L187[05:53:37] <JamEngulfer> It doesn’t
work even if I re-place the block
L189[05:55:18] <masa> does it smelt stuff
on the server side, or does it just not update the progress values
to the client?
L190[05:55:22] <Cazzar> L168 could cause a
lot of issues if it's uncommented :P
L191[05:56:18] <JamEngulfer> It actually
*works*, just doesn’t update the gui
L192[05:56:42] <JamEngulfer> Thing is, if
I make it output the value in the update method, it’s correct
L193[05:56:56] <JamEngulfer> But even
outputting it in the getField method is incorrect
L194[05:57:10] <Cazzar> Okay, so
potentially a sync issue.
L195[05:57:17] <masa> I'm not familiar
with the vanilla get/setField methods... do you have to call them
yourself?
L196[05:57:20] <Cazzar> Do you log the
effective side then?
L197[05:57:35] <masa> from the
Container#detectAndSendChanges() possibly
L198[05:57:49] <JamEngulfer> Ah, how do I
log the side?
L199[05:58:16] <Cazzar> a normal println
shows it in the log IIRC
L200[05:58:24] <JamEngulfer> Oh
L201[05:58:25] <JamEngulfer> derp
L202[05:58:34] <JamEngulfer> Oh of
course
L203[05:58:42] <JamEngulfer> Server thread
is correct, client is not
L204[05:58:56] <Cazzar> Bingo
L205[05:58:58] <Cazzar> Sync
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L208[06:00:42] <masa> JamEngulfer: are you
calling the set and getField methods from the
COntainer#detectAndSendChanges() ?
L209[06:00:49] <masa> they don't magically
auto-sync stuff
L210[06:00:57] <masa> check the vanilla
furnace for example
L211[06:01:15] <JamEngulfer> I’m calling
them from the Gui class
L212[06:01:42] <masa> to get the
value
L213[06:01:48] <masa> but where do you
SEND the value?
L214[06:02:22] <JamEngulfer> I send the
value?
L215[06:02:43] <masa> how else would it
get from the server to the client?
L216[06:02:46] <JamEngulfer> idk
L217[06:02:50] <JamEngulfer> magic?
L218[06:02:57] <masa> no magic
L219[06:03:01] <JamEngulfer> You’ve got a
good point there
L220[06:03:07] <masa> you need to sync the
things you need on the client yourself
L221[06:03:37] <masa> check the vanilla
furnace ContainerFurnace#detectAndSendChanges() and
sendProgressBarUpdate() or whatever
L222[06:03:51] <JamEngulfer> Ah wait
L223[06:03:55] <JamEngulfer> I
forgot
L224[06:04:01] <JamEngulfer> I do have a
detectAndSendChanges
L225[06:04:11] <JamEngulfer> But I forgot
to update it when I added the new variables
L226[06:04:18] <masa> hah
L227[06:04:26] <masa> that would do
it
L228[06:07:02] <JamEngulfer> Tile entities
are complicated and annoying :/
L229[06:07:18] <JamEngulfer> Still, I get
why it is how it is
L230[06:08:40] <JamEngulfer> Thanks for
the help!
L231[06:22:25] <Unh0ly_Tigg> So, I've got
this weird generics issue:
http://pastebin.com/thtBRyn6 is
the error, but the "public <T extends AbstractInsnNode>
InstructionListHelper with(Predicate<T> p, Function<T,
Boolean> f, Class<T> clazz)" is the method
description... all the same asm classes are from the right
packages...
L232[06:24:00] <diesieben07> what do you
pass as the first arg?
L233[06:24:14] <Unh0ly_Tigg>
InstructionListHelper.ldcFind("Copyright Mojang AB. Do not
distribute!", ldc)
L234[06:24:25] <Unh0ly_Tigg> which is of
type Predicate<LdcInsnNode>
L235[06:24:35] <Unh0ly_Tigg> ldc is an
AtomicBoolean
L236[06:24:39] <diesieben07> actually just
show all the args
L237[06:25:05] <diesieben07> also why is
the 2nd arg Function<T, Boolean> and not
Predicate<T>?
L238[06:25:49] <Unh0ly_Tigg> to denote
what it's expected to do.
L239[06:26:06] <diesieben07>
aaaaaha.
L240[06:26:57] <diesieben07> what are the
other args?
L241[06:27:05] <diesieben07> like, what do
you pass?
L243[06:27:17] <Ordinastie> the issue
seems to be the second arg
L244[06:27:43] <Unh0ly_Tigg> feel free to
use the InstructionListHelper class when debugging asm
classes!
L245[06:27:44] <Ordinastie> try typing
n
L246[06:28:19] <Unh0ly_Tigg>
"Incompatible type specified for lambda expression's parameter
n"
L247[06:29:50] <Ordinastie> also, I'm
curious, can you show what the output looks like from your helper
?
L248[06:30:04] <diesieben07> that is
strange...
L249[06:30:12] <Unh0ly_Tigg> also, I'm
running this in a mcp 1.9 environment with java 8, if that
helps.
L250[06:30:24] <Unh0ly_Tigg> Ordinastie,
what exactly do you mean?
L251[06:30:38] <Ordinastie> your debug
output
L252[06:30:56] <Ordinastie> I'd like to
see what it looks like
L254[06:32:31] <Ordinastie> I still prefer
raw bytecode ouput :)
L255[06:33:28] <Unh0ly_Tigg> I originally
made this class to aid in a project I was working on to
automatically make class mappings for various snapshot versions
from a 1.8+ environment.
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L257[06:34:22] <Unh0ly_Tigg> would use the
helper's debug method, do a run, then code the actual find and map
implementation.
L258[06:35:06] <Unh0ly_Tigg> just figured
I could also use it to find the right locations to inject my code
via a class transformer.
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L261[06:36:51] <Ordinastie> I just use the
bytecode vizualizer to find the insn list that I need to match, and
add debug() to output to see the resulting bytecode after
insertion
L262[06:36:56] <LatvianModder> Nitrodev:
sup?
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L265[06:49:07] <Unh0ly_Tigg> I guess I'll
just hard for/while loop it out...
L266[06:50:45] <Nitrodev> How can i link
the ItemBlock class i made with the one with blockstates?
L267[06:51:07] <Unh0ly_Tigg> reference the
class when you register the block.
L268[06:51:31] <Nitrodev> k
L269[06:52:57] <Nitrodev> i'll try i
guess
L270[06:56:11] <Nitrodev> just to clarify:
the GameRegistry method of registering?
L271[06:56:18] <Nitrodev> not the
registering of models
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L277[07:05:00] <Unh0ly_Tigg> Nitrodev,
yes, the GameRegistry.
L278[07:05:13] <Nitrodev> okayg ood
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L282[07:12:23] <Nitrodev> But i still got
no idea what to put inside the ItemBlock class LatvianModder
L283[07:12:38] <diesieben07> that depends
on what you wnat it to do
L284[07:13:34] <Nitrodev> i think the
original thing was to make different registry names for the
induvidual blockstates
L285[07:13:48] <diesieben07> wat
L286[07:13:54] <diesieben07> block states
do not have registry names
L287[07:14:11] <Nitrodev> how so?
L288[07:14:29] <diesieben07> they are not
really registered in the same way blocks are
L289[07:14:33] <Nitrodev> or are they
unlocalised names that show up if a block doesn't have a name
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L291[07:14:50] <diesieben07> that would be
unlocalized name
L292[07:15:06] <Nitrodev> okay good
L293[07:15:09] <Unh0ly_Tigg> if you want
different registry names, either that's going to require *a lot* of
asm modding, or you can only use different blocks, blockstate
values don't affect registry names.
L294[07:15:27] <Nitrodev> because right
now every blockstate has the same name inside the creative
inv
L295[07:15:31] <diesieben07> so, override
getUnlocalizedName
L296[07:15:38] <diesieben07> in the
ItemBlock
L297[07:15:59] <Nitrodev> the one with a
param?
L298[07:16:03] <diesieben07> yes
L299[07:17:30] <Nitrodev> okay
overridden
L300[07:19:58] <Wuppy> ugh I bloody hate
bike gears....
L301[07:20:10] <Wuppy> anyone here an
expert in those shits?
L302[07:20:42] <Nitrodev> kinda
L303[07:21:52] <Nitrodev> why?
L304[07:22:50] <Wuppy> mine are broken and
I don't know how to fix it anymore
L305[07:24:14] <Nitrodev> broken
how?
L306[07:24:19] <diesieben07> they are an
absolute pain in the butt to fix.
L307[07:24:45] <Wuppy> tell me about it...
I spend over an hour on the stupid thing already
L309[07:25:30] <diesieben07> yeah
L310[07:25:31] <Wuppy> when I spin the
screw on the right there, the nave (correct english word?) falls
out of the gear changer
L312[07:25:50] <diesieben07> best thing
with those kind of things is... never mess with them!
L313[07:25:53] <Wuppy> the nave being the
thingy connecting the gear changer to the screw on the right (with
the chain)
L314[07:25:58] <diesieben07> cause you
never get them back the way they are
L315[07:26:00] <Wuppy> diesieben07, if
it's broken, you don't really have a choice
L316[07:26:14] <diesieben07> then i just
go tell someone to fix it :D
L317[07:26:18] ⇦
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L318[07:26:35] <diesieben07> actually,
aren't you dutch people these bike maniacs? you should know this!
:P /stereotypes
L319[07:27:26] <Wuppy> I know :V
L320[07:29:07] <Unh0ly_Tigg> I'm actually
surprised that my first 2 asm injections worked on the first
shot...
L321[07:30:09] <diesieben07> Unh0ly_Tigg:
dude, you dont need asm for that. not one line.
L322[07:30:21] <diesieben07> in forge that
is.
L323[07:30:23] <Unh0ly_Tigg> for a mcp 1.9
environment?
L324[07:30:24] <diesieben07> and if you
are not using forge, why
L325[07:30:43] <diesieben07> right,
1.9
L326[07:30:44] <diesieben07> wtf
L327[07:30:45] <diesieben07> :D
L328[07:30:53] <ghz|afk> just wait like,
one week?
L329[07:30:54] <ghz|afk> ;P
L330[07:30:56] <Unh0ly_Tigg> I'm mainly
prototyping the mod, so I can get it done sooner when forge is
out.
L331[07:31:24] <diesieben07> eh
L332[07:31:26] <diesieben07> well
L333[07:31:30] <ghz|afk> I doubt it will
take them a whole week to get a beta out, anyhow
L334[07:31:32] <diesieben07> you would
have to throw away all this asm crap
L335[07:31:50] <Unh0ly_Tigg> also, I
really want to practice my asm generation.
L336[07:32:16] <ghz|afk> lex, fry, and cpw
seem to take turns doing forge commits ;P
L337[07:32:36] <Unh0ly_Tigg> Guessing it's
because of who is up.
L338[07:32:41] <ghz|afk> opfc
L339[07:32:42] <ghz|afk> -p
L341[07:32:57] <ghz|afk> but it's still
fun to see
L342[07:33:50] <Unh0ly_Tigg> I wonder just
how close they are to being done (besides dealing with the patch
rejects)
L343[07:34:15] <ghz|afk> depends on what
you consider "being done", I suppose
L344[07:34:30] <Unh0ly_Tigg> "working
release listed on the fileserver"
L345[07:34:32] <ghz|afk> having forge
compile and being able to start releasing beta MDKs?
L346[07:34:42] <ghz|afk> I assume only a
few days more for that
L347[07:35:01] <ghz|afk> but being able to
make use of all the 1.9 features and changes, probably some
weeks
L348[07:35:08] <ghz|afk> takes time to
design new forge features
L349[07:35:20] <ghz|afk> (then PR, then
review)
L350[07:37:54] <Nitrodev> what do i put
inside the getUnlocalisedName method then?
L351[07:38:04] <ghz|afk> do you have
subitems?
L352[07:38:04] <LatvianModder>
ItemStack
L353[07:38:13] <diesieben07> you return
the unlocalized name you wnat...
L354[07:38:20] <Nitrodev> oh yeah
L355[07:38:30] <Nitrodev> so the same i
got for my itembag?
L356[07:38:30] <LatvianModder> I assume,
you have multiple blocks in one ID?
L357[07:38:37] <Nitrodev> but with
different names etc.
L358[07:38:40] <ghz|afk> if you don't have
subitems, then you don't even need to override it
L359[07:38:45] <Nitrodev> i think so
LatvianModder
L360[07:38:54] <Nitrodev> blokcstates
ghz|afk
L361[07:38:59] <Nitrodev> also nick
L362[07:39:04] <LatvianModder> Right, so
override getUnlocalizedName(ItemStack is)
L363[07:39:06] <ghz|afk> the unlocalized
name is only used for items, though
L364[07:39:07] <ghz|afk> ;P
L365[07:39:17] <Nitrodev> and
ItemBlocks
L366[07:39:20] <ghz|afk> yes
L367[07:39:23] <diesieben07> whcih are
items.
L368[07:39:25] <Nitrodev> which is what i
go
L369[07:39:26] <Nitrodev> t
L370[07:39:27] <LatvianModder> And return
unlocalized name based on getItemDamage()
L371[07:39:38] <ghz|afk> LatvianModder:
don't use getItemDamage for meta
L372[07:39:41] <ghz|afk> use
getMetadata()
L373[07:39:51] <LatvianModder> Oh?
L374[07:40:09] <Ordinastie> when there is
-import net.minecraft.block.state.BlockState; +import
net.minecraft.block.state.BlockStateContainer; it's mojang changing
the classname themselves right ?
L376[07:40:31] <Nitrodev> that's the
method for my bags
L377[07:41:03] <ghz|afk> change
getItemDamage to getMetadata, please ;P
L378[07:41:27] <LatvianModder> Why is it
so important
L379[07:41:30] ***
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L380[07:41:33] <LatvianModder> Also, when
did that change?
L381[07:41:33] <Nitrodev> yeah
L382[07:41:35] <ghz|afk> it is not
L383[07:41:41] <Nitrodev> then WHY
L384[07:41:41] <ghz|afk> but
L385[07:42:29] <ghz|afk>
ItemStack#getItemDamage() is used for drawing the durability bar,
and can be overriden separately in Item
L386[07:42:38] <diesieben07> but dont do
that
L387[07:42:46] <diesieben07> if you want
to change the durability bar there are other methods for it
L388[07:42:53] <ghz|afk> the point
was
L389[07:43:01] <ghz|afk> getItemDamage
calls Item#getDamage(stack)
L390[07:43:02] <ghz|afk> while
L391[07:43:11] <ghz|afk> getMetadata calls
Item#getMetadata(stack)
L392[07:43:17] <LatvianModder> I checked
yeag
L393[07:43:21] <Nitrodev> so for my case
it does the same thing?
L394[07:43:25] <ghz|afk> they can be
overriden separately, such as for providing NBT-based damage
values
L395[07:43:27] <LatvianModder> Pretty
much
L396[07:43:28] <ghz|afk> in case of
subitems
L397[07:43:36] <ghz|afk> if you don't
override them on Item, it won't matter
L398[07:43:41] <ghz|afk> it's just
"semantically wrong"
L399[07:43:46] <diesieben07> so... what
exactly is the difference between damage and meta?
L400[07:43:50] <diesieben07> they are the
same goddamn thing :D
L401[07:44:09] <LatvianModder> There can
be display damage. Which you see in tools etc
L402[07:44:21] <diesieben07> yes but that
is not done through getdamage
L403[07:44:41] <LatvianModder> Its too
confusing to care about. :D
L404[07:46:41] <ghz|afk> no it's not too
confusing
L405[07:46:52] <ghz|afk> if you are
dealing with subitems, use getMetadata
L406[07:47:00] <ghz|afk> if you are
dealing with durability, use getItemDamage
L407[07:47:12] <diesieben07> but they
point to the exact same thing...
L408[07:47:16] <diesieben07> its stupid
duplication
L409[07:47:20] <ghz|afk> this ensures that
mod-provided items work correctly when they override things
L410[07:47:24] ***
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L411[07:47:28] <diesieben07> wat
L412[07:47:31] <ghz|afk> it allows mods to
use metadata for subitems
L413[07:47:33] <ghz|afk> and NBT for
damage
L414[07:47:39] <ghz|afk> or the other way
around
L415[07:47:43] <diesieben07> you cannot
use "NBT for damage"
L416[07:47:52] <diesieben07> damage is the
short value on the itemstack
L417[07:47:55] <diesieben07> nothign
else.
L418[07:48:23] <ghz|afk> * Return the
itemDamage represented by this ItemStack. Defaults to the
itemDamage field on ItemStack, but can be overridden here for other
sources such as NBT.
L419[07:48:33] <ghz|afk> that's apparently
the purpose for it, though ;P
L420[07:48:41] <diesieben07> yes, i
know
L421[07:48:48] <diesieben07> but if you do
that it causes all kidns of problems
L422[07:48:54] <LatvianModder> Can I draw
non-cubes in block model json?
L423[07:49:03] <ghz|afk> ?
L424[07:49:07] <ghz|afk> what do you mean
with non-cubes?
L425[07:49:11] <LatvianModder> a
triangle
L426[07:49:15] <ghz|afk> no
L427[07:49:15] <LatvianModder> more like a
prism
L428[07:49:18] <LatvianModder> darn
L429[07:49:22] <ghz|afk> use a .obj
model
L430[07:49:43] <LatvianModder> I guess I
could. Can you rotate it from the blockstates.json?
L431[07:49:59] <ghz|afk> no idea
L432[07:50:05] <ghz|afk> I mean
L433[07:50:10] <ghz|afk> there's the
"facing" style rotations
L434[07:50:20] <ghz|afk> "y":90,
"y":180 and such
L435[07:50:21] <LatvianModder>
"y":90 etc
L436[07:50:27] <LatvianModder> yeah. I
need that one
L437[07:50:31] <ghz|afk> then yes
L438[07:50:39] <LatvianModder> Im just
making a slope-kind block
L441[07:51:02] <LatvianModder> ok,
thanks
L442[07:51:05] <ghz|afk> respectively,
horizontal-only, and full rotations
L443[07:51:07] <ghz|afk> both .obj
models
L444[07:51:08] <ghz|afk> ;p
L445[07:51:28] <ghz|afk> the actual angles
will depend on what your "initial rotation" is
L446[07:51:45] <LatvianModder> which axis
should it be made against
L447[07:51:48] <LatvianModder> Z?
L448[07:51:56] <LatvianModder> that is,
default facing
L449[07:52:50] <ghz|afk> the interface one
faces north by default
L450[07:53:02] <ghz|afk> wait no,
south
L451[07:53:03] <ghz|afk> XD
L453[07:53:12] <ghz|afk> but this one
faces down by default
L454[07:53:32] <ghz|afk> you can do it for
any default facing of the model, as you need.
L455[07:55:39] <LatvianModder> ah damnit,
Wings3D fails me. Which soft you use to make obj models?
L456[07:56:03] <McJty> Blender
L457[07:56:10] <LatvianModder> Nope nope
nope nope
L458[07:56:14] <McJty> I like it a
lot
L459[07:56:29] <LatvianModder> Did it get
that nice UI change?
L460[07:56:35] <McJty> UI change?
L462[07:57:21] <McJty> Isn't that like
ages ago?
L463[07:57:36] <McJty> That proposal is
from 2013
L464[07:58:19] <LatvianModder> well, that
means it should be in already
L465[07:59:22] <masa> oh wow... apparently
I have played around 3419 hours on my own minecraft server so
far
L466[07:59:29] <masa> *servers
L467[07:59:48] <sham1> Who needs an 3d
editor
L468[08:00:06] <sham1> just edit the obj
files by hand
L469[08:00:45] <LatvianModder> I planned
to do that
L470[08:01:07] <LatvianModder> in fact.
screw this. Im gonna write a code that generates my model :D
L471[08:01:08] <McJty> That's doable for
simple models. But not really for more cmoplex stuff
L472[08:01:21] <LatvianModder> Yeah, I
just need a slope
L473[08:01:30] <sham1> it means that you
can also optimize the amout of vertices
L474[08:03:06] <Josephur> So I've added
ExCompressum's compressed hammer to Agrarian Skies 2, but it only
breaks blocks when you're in gamemode 1
L475[08:03:25] <Josephur> I have a feeling
it has to do with Jaded Cat's nerfing of all normally crafted
hammers (i.e. non tinkers)
L476[08:03:37] <Josephur> But I am not
familiar in how mod authors do that, is it via a script ?
L477[08:03:49] <sham1> Well the compressed
hammer is op
L478[08:03:57] <Josephur> Sure
L479[08:03:57] <sham1> Minetweaker
L480[08:04:07] <Josephur> But we still
want it on our server :)
L481[08:04:26] <Josephur> so I'm looking
for a config option in Minetweaker you think?
L482[08:04:37] <sham1> I think so
L483[08:04:47] <Josephur> Minetweaker is
not one of the mods she used
L485[08:05:10] <sham1> it will not matter
anyway after you get the autohammer and are able to automate
it
L486[08:05:32] <Josephur> I wonder if it's
done in Tinkers itself
L487[08:05:35] *
Josephur browses through config files
L488[08:06:07]
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L489[08:06:16] <Josephur> I find it odd
because I think it's the first tool I've seen that works in
gamemode 1
L490[08:06:21] <Josephur> usually shit
just breaks blocks outright
L491[08:06:35] <Josephur> must be the way
the hammer handles the drop from the block
L492[08:07:13] <sham1> Speaking of these
skyblock maps
L493[08:07:26] <sham1> I think I should
get back to sky factory
L494[08:07:31] <Josephur> :)
L495[08:07:47] <masa> I should get back to
AS1 at some point...
L496[08:07:48] <Josephur> skyblock can be
fun, but afterwards I'm always up for an adventure in an actually
world
L497[08:08:09] <Josephur> So far my
Agrarian Skies 2+ pack is working well :)
L498[08:08:13] <masa> last played in there
on 2014-11-28 it seems
L499[08:08:28] <Josephur> didn't seem to
nerf any of the quests by upgrading all the mods to latest version,
an adding a few
L500[08:08:31] <sham1> I just want to be
able to go from literally nothing to literally everything I may
wish in a way that is not too easy
L501[08:09:40] <Josephur> sham1: I really
enjoyed Regrowth too
L502[08:09:54] <Josephur> Except be
prepared for tons of tending to gardens :D
L503[08:11:10] <sham1> Too many skeleton
wolves
L504[08:11:12] <Josephur> I wonder if it's
Tinker's ToolOverride.cfg that's doing the nerfing
L505[08:11:22] <Josephur> I never had much
problems with them
L506[08:11:41] <Josephur> of course my
first play through I did all my crops underground too :D
L507[08:12:12] <Josephur> I felt like a
nuclear fallout survivor staying in my bunker
L508[08:13:02] <sham1> magical crops was
kind of tedious
L509[08:13:35] <Josephur> yeah and after
you automated them being harvested it was easy
L510[08:16:31]
⇨ Joins: Elec332
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L511[08:17:58] <Nitrodev> time to see if
the unlocalised names are changed now
L512[08:18:02] <Nitrodev> probably
not
L513[08:20:07] <Nitrodev> i'm currently
registering the itemblock
L514[08:20:13] <Nitrodev> and i have a
question
L515[08:20:50] <Nitrodev> public
WoodenShellItemBlock(Block block) that's the default constructor
for the itemblock
L517[08:21:01] <Nitrodev> i have NO idea
what top put in the param
L518[08:21:08] <diesieben07> you dont put
anything there.
L519[08:21:11] <Nitrodev> the blockstate
class?
L520[08:21:15] <diesieben07> you do not
create itemBlock instances
L521[08:21:20] <diesieben07> you just tell
FML abotu the *class*
L522[08:21:28] <diesieben07> in the
registerBlock call
L523[08:21:37] <Nitrodev> what?
L524[08:21:49] <Nitrodev> tell it?
L525[08:21:55] <diesieben07> there is a
regsiterBlock version that has a Class<? extends ItemBlock>
parameter
L526[08:21:58] <diesieben07> that is waht
you need to use.
L527[08:23:00] <Nitrodev> no other
params?
L528[08:23:05] <LatvianModder> Its like
Entity(World w)
L529[08:23:11] <diesieben07> just look at
the effin method ...
L530[08:23:15] <sham1> Not unless you
want
L531[08:23:15] <McJty> Nitrodev, check
your IDE. There are other params
L532[08:23:15] <LatvianModder> you dont do
it yourself, Forge does it for you
L533[08:23:22] ⇦
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L534[08:23:51] <Nitrodev> yeah because i
see NO methods with only the Class<? extends ItemBlock>
pram
L535[08:23:59] <Nitrodev> there's the
Block param too
L536[08:23:59] <sham1> You have an IDE,
USE IT
L537[08:24:00] <diesieben07> well of
course not...
L538[08:24:12] <Nitrodev> sham1, NO I
REFUSE
L539[08:24:21] <sham1> <.<
L540[08:24:42] <McJty> Nitrodev, with only
the itemblock wouldn't make sense now
L541[08:24:44] <ghz|afk> Nitrodev: they
just told you there are other params
L542[08:24:44] <Nitrodev> so i'm guesssing
i put the block class with the blockstates on the Block param
L543[08:24:54] <ghz|afk> but if you look
just a tiny little bit closer about it
L544[08:25:05] <ghz|afk> you'll notice
that one variant does not have the itemblock arg
L545[08:25:06] <ghz|afk> the other
does
L546[08:25:34] <ghz|afk> which means, you
don't register the ItemBlock alone
L547[08:25:57] <ghz|afk> you give the
ItemBlock *class* to the method you use to register the block
L548[08:26:44] <LatvianModder> Nitrodev:
how familiar are you with java at all? :P
L549[08:27:01] <Nitrodev> well
L550[08:27:04] <Nitrodev> well
L551[08:27:18] <Nitrodev> pretty familiar
why?
L552[08:27:28] <LatvianModder> And with
forge?
L553[08:27:29] <Nitrodev> is this one of
those go learn java first rants???
L554[08:27:40] <Nitrodev> pretty bad
L555[08:27:45] <LatvianModder> Right
L556[08:27:45] <Nitrodev> as there isn't
much about it
L557[08:27:48] <diesieben07> if you knew
java you could jsut look at the damn code...
L558[08:27:53] <diesieben07> it has good
javadocs and everything#
L559[08:28:06] <Nitrodev> no i'm looking
at a screen not code...
L560[08:28:10] <diesieben07> wat
L561[08:28:15] <McJty> Screen?
L562[08:28:15] <LatvianModder> |:I
L563[08:28:42] <Nitrodev> ghz|afk, what do
you mean by *class*
L564[08:28:53] <diesieben07> a class
object
L565[08:28:57] <diesieben07> such as
FooBar.class
L566[08:29:10] <Nitrodev> i mean the
*
L567[08:29:15] <ghz|afk> the * is
emphasis
L568[08:29:21] <Nitrodev> and i KNOW what
a class is
L569[08:29:25] <Nitrodev> emphasis
L570[08:29:26] <Nitrodev> ?
L571[08:29:40] <ghz|afk> Iwas delimiting
the word, to give it more importance
L572[08:29:44] <ghz|afk> with like using
caps, but without yelling
L573[08:29:46] <McJty> don't worry about
the '*'. Writing style
L574[08:29:55] <Nitrodev> okay
L575[08:29:56]
⇨ Joins: yopu (~yopu@184-89-171-53.res.bhn.net)
L576[08:29:57] <ghz|afk> this channel
doesn't accept irc formatting codes, so I couldn't use bold
L577[08:30:06] <Nitrodev> and i forgot how
you get only the class
L578[08:30:11] <Nitrodev> the .class
L579[08:30:16] <ghz|afk> .......
L580[08:30:17] <Nitrodev> i forgot about
that
L581[08:30:25] <Nitrodev> NOTE:
FORGOT
L582[08:30:32] <diesieben07> "pretty
familiar".#
L583[08:30:37] <Nitrodev> ffs
L584[08:31:26] <Nitrodev> forgetting
doesn't mean don't know
L585[08:32:03] <McJty> MyClass.class
L586[08:32:35] <Nitrodev> i got it
L587[08:32:58] <Nitrodev> now there is no
change as to where i need to call the register method right?
L588[08:33:11] <Nitrodev> since i made a
new class for registering itemblocks onle
L589[08:33:22] <ghz|afk> no you just add
the itemblock class to the same method you were using to register
the block
L590[08:33:40] <ghz|afk> you don't
"register itemblocks"
L591[08:33:47] <ghz|afk> they are an extra
arg to the block registration
L592[08:33:52] <ghz|afk> so you can get
rid of that class
L593[08:34:21] <Nitrodev> oh
L594[08:34:28] <Nitrodev> but it doesn't
matter if i have it?
L595[08:34:33] <ghz|afk> wat
L596[08:34:37] <LatvianModder> lol youve
been trying to add unlocalized names for blocks for 2 days
now..
L597[08:34:37] <ghz|afk> it will be
empty?
L598[08:34:44] <ghz|afk> I mean
L599[08:34:48] <ghz|afk> you can have as
many classes as you want
L600[08:35:07] <ghz|afk> the fact that it
confuses you is why we feel compelled to ask if you really do know
java
L601[08:35:23]
⇨ Joins: bartman (~bartman@hastecase.com)
L602[08:35:36] <ghz|afk> having
unnecessary classes won't magically cause errors or anything
L603[08:35:43] <ghz|afk> you just don't
ahve any use for it, so why have it at all?
L604[08:35:54] <Nitrodev> okay
L605[08:36:17] <Nitrodev> and
LatvianModder this is what modding is right? learning
L606[08:36:36] <LatvianModder> Mostly,
yeah
L607[08:36:39] <ghz|afk> not necessarily
;p
L608[08:36:45] <sham1> get out of afk
giga
L609[08:36:46] <Nitrodev> also apperently
i'm trying to register a block without a name
L610[08:36:52] ***
ghz|afk is now known as gigaherz
L611[08:37:00] <LatvianModder> I need
Blender halp. How do I create a cube.. in center. It keeps creating
it at bloody cursor
L612[08:37:03] <gigaherz> Nitrodev: you
have two choices
L613[08:37:13] <gigaherz> either you have
the name in the registerBlock method call, at the end
L614[08:37:21] <Nitrodev> okay
L615[08:37:22] <gigaherz> or you call
.setRegistryName on your block beforehand
L616[08:37:45] <Nitrodev> but which
class?
L617[08:37:57] <Nitrodev> the one with the
states? or the itemblock one?
L619[08:38:02] *
sham1 groans
L620[08:38:08] <Nitrodev> nice
L621[08:38:09] <LatvianModder> This is why
I dont like Blender, McJty ^
L622[08:38:25] <gigaherz> LatvianModder: i
use rhinoceros
L623[08:38:27] <gigaherz> it's not
free
L624[08:38:33] <gigaherz> and it's not
ideal
L625[08:38:43] <Nitrodev> then why use
it?
L626[08:38:48] <gigaherz> but for someone
like me who likes to "construct" models rather than use
artist-oriented techniques
L627[08:38:50] <LatvianModder> I use
Wings3D. Something that looks like from 90's
L628[08:39:04] <Nitrodev> i use nothing
atm
L629[08:39:07] <gigaherz> it's easier to
use than something like blender, or 3d studio
L630[08:39:21] <sham1> You think those
keybinds are something
L632[08:39:53] <gigaherz> sham1: note that
the blender keybinds often have THREE uses
L633[08:39:55] <gigaherz> depending on
situation
L634[08:39:55] <gigaherz> ;p
L635[08:40:04] <Nitrodev> LatvianModder,
and my problem stayed at 2 days
L636[08:40:07] <Nitrodev> i got it
L637[08:40:17] <sham1> So do these
L638[08:40:21] <Nitrodev> every blockstate
now has a different unlocalised name
L639[08:40:22] <gigaherz> vim is just
shift, and non-shift
L640[08:40:27] <sham1> And mode
L641[08:40:43] <McJty> LatvianModder,
that's why I *like* it
L642[08:40:43] <gigaherz> there's no x, X,
alt-X, shift-X, ctrl-X that each do a different thing ;P
L643[08:40:49] <McJty> But of course it
takes learning
L644[08:41:05] <gigaherz> the user
interaction is why I gave up trying to learn blender
L645[08:41:10] <sham1> There can be giga
;P
L646[08:41:10] <gigaherz> and vim
L647[08:41:18] <sham1> The sky is the
limit
L648[08:41:24] <gigaherz> basically: if I
*need* a cheat sheet
L649[08:41:27] <gigaherz> then it's a bad
design for me
L650[08:41:38] <McJty> I love vim
:-)
L651[08:41:42] <LatvianModder> I was such
a master at Wings 3D.. WHAT HAPPENED. I dont even know how to
delete a plane anymore xP
L652[08:41:50] <gigaherz> XD
L653[08:43:50] <sham1> Unlocalized names
on blocks happened
L654[08:43:58] <Nitrodev> ...
L655[08:44:09] <Nitrodev> thank you
L656[08:44:21] <sham1> No problem
L657[08:48:19] <LatvianModder> \o/
L658[08:48:33] <gigaherz> \o\
L659[08:48:38] <gigaherz> /o/
L660[08:48:55] ⇦
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L661[08:48:59] <sham1> \/
L662[08:49:29] <gigaherz> _o_
L663[08:49:30] <diesieben07> wacky waving
inflatable arm flailing tube men for sale!
L664[08:49:45] <gigaherz> _~_
L665[08:49:47] <gigaherz> ___
L666[08:49:49] <gigaherz> it
deflated
L667[08:49:55] <sham1> Well fuck you too
androirc for not escaping the forward slash
L668[08:50:10] <gigaherz> ?
L669[08:50:53] <sham1> Can't post forward
slashes because this thing does not escape them when I write
//
L670[08:51:07] <sham1> Unlike
hexchat
L671[08:52:05] <gigaherz> heh
L672[08:52:11] <gigaherz> I haveto use
ctrl-enter for that
L673[08:52:20] <gigaherz> yu can also type
a space before the /
L675[08:54:03] <sham1> Yes
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L684[09:16:07] <gigaherz> jeb is working
on a very light gray mob
L685[09:16:35] <gigaherz> probably
neutral?
L686[09:19:16]
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L690[09:24:16] <MattDahEpic> any news on
searges seecret open source update?
L691[09:28:34] <gigaherz> well he didn't
say anything else on twitter so no ;P
L692[09:29:06] <MattDahEpic> there are
always elsewheres to say things
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L694[09:31:47] <sham1> Twitter is love,
Twitter is life #TwitterIsLove
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L705[09:57:49] <LatvianModder>
java.io.FileNotFoundException:
silicio:models/block/laser_mirror.obj.json
L706[09:57:51] <LatvianModder> Halp
L707[09:58:04] <LatvianModder> How do I
tell my blockstate file to use .obj instead of .json?
L708[09:58:56] <AtomicStryker> isnt the
json supposed to point at the .obj
L709[09:58:58] <gigaherz> do you call
OBJLoader.instance.addDomain
L710[09:59:30] <gigaherz> (in pre-init,
ofc)
L711[09:59:33] <AtomicStryker> when
console is getting spammed by "[Server thread/WARN]: Item xxx
not found in registry for recipe" where is that coming
from
L712[10:01:00] <gigaherz> "not found
in registry" does not appear anywhere on strings in
forge
L713[10:01:52] <AtomicStryker> yeah i
realize it must be exotic somehow when google cant help me
._.
L714[10:02:11] <gigaherz> I did a
"Find in Path" in my dev env
L715[10:02:23] <gigaherz> the only
ocurrence for "found in registry" is in a comment
L716[10:03:08] <gigaherz> in some
unrelated file (about the windows registry, not forge)
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L718[10:04:09] <AtomicStryker> yep theres
nothing in my dev env either, this was reported to me
L719[10:04:37] <AtomicStryker> and i got
like most of the mods ever made linked in my env somehow
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L726[10:31:11] <LatvianModder> Ok, so, is
mtllib laser_mirror.mtl needed?
L727[10:31:38] <LatvianModder> Also,
texture isnt working.. and its depth is acting weird
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L735[10:42:50] <sham1> Whoever is fucking
up tye slotcount...
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L739[10:46:34] <gigaherz> LatvianModder:
can you show your .mtl file and your blockstates file? ;P
L740[10:46:43] <LatvianModder> I figured
it out :P
L741[10:46:55] <LatvianModder> It has
weird UV mapping but the model works at least
L742[10:49:06] ***
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L743[10:50:05] <Admiral_Damage> gigaherz,
any idea what I'm doing wrong? I have used your structure (just for
learnings sake) word for word, just changed my paths
http://pastebin.com/Z1XHkdHw ?
L744[10:50:25] <Admiral_Damage> Taken from
your rack from survivalist
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L746[10:53:59] <gigaherz> are you calling
OBJLoader.instance.addDomain?
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L748[10:54:41] <Admiral_Damage> Derp, nope
lol, I knew there was something particular you told me
yesterday
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L752[10:56:10] <JamEngulfer> How would I
go about getting/setting an array of Coordinates to NBT?
L753[10:56:35] <JamEngulfer> I figure I
need to make an NBTTagList of NBTTagCompounds, each with
coordinates in them
L754[10:57:14] <JamEngulfer> But I can’t
seem to figure out the TagList bit
L756[10:58:02] <gigaherz> you can just add
tags
L757[10:58:04] <gigaherz> something
like
L758[10:58:06] <LatvianModder> The texture
shift if very peculiar
L759[10:58:21] <gigaherz> coord = new
NBTTagCompound();
L760[10:58:33] <gigaherz>
coord.setInt("X", c.getX())
L761[10:58:37] <gigaherz>
coord.setInt("Y", c.getY())
L762[10:58:39] <JamEngulfer> Yeah, I’ve
got that bit
L763[10:58:42] <gigaherz>
tagList.add(coord)
L764[10:58:53]
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L765[10:59:17] <gigaherz> jsut look at how
the chest saves the inventory slots for an exampleo f the
taglist
L766[10:59:21]
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L767[10:59:26] <LatvianModder> Thats odd.
I flipped the texture and now it works
L768[10:59:27] <JamEngulfer> Would I just
do nbt.setTag(“tag”, <taglist>);
L769[10:59:59] <McJty> Think about adding
coordinates in a relative way instead of absolute
L770[11:00:01] <gigaherz> yes
L771[11:00:03] <McJty> In many cases that
makes sense
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L774[11:01:04] <JamEngulfer> Thanks
L775[11:01:55] <JamEngulfer> Ah, when I do
nbt.getTagList(), it has a ‘type’ parameter
L776[11:02:01] <JamEngulfer> What is that
supposed to mean?
L778[11:02:29] <gigaherz> JamEngulfer:
Constants.NBT.*
L779[11:02:49] <gigaherz> you'll see that
TileEntityChest#readFromNBT
L780[11:02:51] <gigaherz> uses
"10"
L781[11:02:57] <gigaherz> which
correpsonds to TAG_COMPOUND
L782[11:04:08] <gigaherz> Admiral_Damage:
well you see
L783[11:04:19] <gigaherz> MC stitches all
item/block textures into an atlas
L784[11:04:29] <gigaherz> which means that
if you access a texture at 1.1
L785[11:04:40] <gigaherz> or -0.1
L786[11:04:42] ⇦
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L787[11:04:48] <gigaherz> it will read
from the neighbouring textures
L788[11:04:52] <gigaherz> instead of the
one you told it to use
L789[11:04:56] ⇦
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L790[11:04:59] <gigaherz> that's why
wrapping is not supported
L791[11:05:11] <Admiral_Damage> Gotcha,
ergo outside of the specific grid square it has been assigned, thus
crashing because that space in memory is null or not
expected..
L792[11:05:29] <Admiral_Damage> so, would
I have to go fix that in the model itself and reset all
UVing..?
L793[11:05:39] <gigaherz> no not out of
memory
L794[11:05:43] <gigaherz> this is within
the ATLAS texture
L795[11:05:48] <gigaherz> it just would
read from neighbouring "tiles"
L796[11:05:50] <gigaherz> in the
atlas
L797[11:05:57] <Admiral_Damage> yeah
sorry, wrong terminology
L798[11:05:58] <Admiral_Damage> mb
L799[11:06:13] <gigaherz> and yes, you
should make sure that each polygon in the mesh is 0..1
L800[11:07:00] ⇦
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L801[11:07:18] <Admiral_Damage> Is it
uniform? in the sense of, could I remove the 3 from 3.535... and
replace it with a 0.535... or does it require me to go and
recompile the model with all textures where they should be
L802[11:07:54]
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L803[11:08:52] <diesieben07> the latter i
would assum
L804[11:09:19] <Admiral_Damage> You may
scream and go nuts at me but I use sketchup so this may be
difficult, I can't stand blender and 3dsmax
L805[11:09:38] <diesieben07> i haven't
used any of these, so no screaming will be had
L806[11:09:44] <gigaherz> having the
textures out of range is used for wrapping (repeating) the
texture
L807[11:09:55] <gigaherz> you would
basically have to make the texture not repeat
L808[11:10:07] <Admiral_Damage> so this is
where the problem comes from... theres about 4 vt s.. in each mtl
definition
L809[11:10:13] <Admiral_Damage> er sry,
within the obj (not mtl)
L810[11:10:19] <gigaherz> yeah
L811[11:10:21] <gigaherz> one per
vertex
L812[11:10:48] <gigaherz> this is just a
slope right? so there should be only... 3 quads and 4
triangles
L813[11:10:49] <gigaherz> eh
L814[11:10:51] <gigaherz> 2
triangles*
L815[11:11:00] <Admiral_Damage> Erm...
this is far from a slope..
L816[11:11:08] <Admiral_Damage> sec, going
to imgur..
L817[11:11:17] <gigaherz> ah
nevermind
L818[11:11:19] <gigaherz> that was
LatvianModder
L819[11:11:20] <gigaherz> XD
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L824[11:17:31] <Admiral_Damage> I see
exactly where its going wrong, but with the software and plugin im
using I have no idea where I can edit it...
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L828[11:26:24] <JamEngulfer> Will
this.worldObj.getTileEntity(new BlockPos(x,y,z); being called in
the readFromNBT method cause a NPE if no TileEntity exists at that
block?
L830[11:28:27] ⇦
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L831[11:30:36] <diesieben07> JamEngulfer,
there is no world in readFromNBT
L832[11:30:42]
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L833[11:30:52] <diesieben07> so,
yes.
L834[11:30:58] <JamEngulfer> oh
L835[11:30:58] <diesieben07> it will
always NPE no matter what.
L836[11:31:01] <JamEngulfer> well,
hmm
L837[11:31:09] <diesieben07> just use
"this"? :D
L838[11:31:12]
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L839[11:31:24] <diesieben07> or is it not
actually the xyz of the current TE?
L840[11:31:35] <JamEngulfer> It’s the xyz
of another TE
L841[11:31:40] <diesieben07> ah
L842[11:31:45] <diesieben07> access it
later then
L843[11:31:52] <JamEngulfer> I’m storing a
reference to a location
L844[11:32:12] <JamEngulfer> To then do
tileentity-ish things with
L845[11:32:14] <diesieben07> you shouldn't
have strong references to other TE objects anyways because memory
leak
L846[11:32:21] <JamEngulfer> Oh,
really?
L847[11:32:30] <diesieben07> well,
yes
L848[11:32:35] <JamEngulfer> Ah shit
L849[11:32:42] <diesieben07> if the TE is
removed and you still hold on to the object it won't get GCd
L850[11:32:44] <JamEngulfer> Let me just
go restructure literally everything
L851[11:32:44] <diesieben07> that's a
memory leak
L852[11:33:04] <diesieben07> plus you now
have an invalid TE object
L853[11:33:37] <JamEngulfer> So I should
be storing coordinates, then re-getting the respective TE on the
fly?
L854[11:33:48] <diesieben07> well, don't
call getTileEntity every tick
L855[11:34:04] <diesieben07> you can cache
it, but use a WeakReference and check isinvalid before using
it
L856[11:34:11] <diesieben07> then re-get
it if necessary
L857[11:34:26] <JamEngulfer> Let me just
look up wtf a WeakReference is...
L858[11:34:26] <diesieben07> if isInvalid
is true the TE has been removed from the world just not yet
gc'd
L859[11:34:35] <diesieben07> reference to
an object but it can still be GCd
L860[11:34:43] <diesieben07> in which case
the WR will return null
L861[11:34:51] <JamEngulfer> Well, I
understand the concept of weak, I’ve used it in other
languages
L862[11:35:00] <JamEngulfer> I just had no
idea it’s a thing in Java
L863[11:35:05] <diesieben07> you basically
just do new WeakReference(myObj)
L864[11:35:10] <diesieben07> and then
wr.get()
L865[11:35:17] <diesieben07> which will
return null when it's gone
L866[11:35:21] <JamEngulfer> Oh ok,
cool.
L867[11:35:41] <JamEngulfer> So then if
it’s null and getTileEntity is null, I assume it’s gone?
L868[11:36:12] <JamEngulfer> And act as if
the TE has been destroyed and remove it from my ‘workings’?
L869[11:36:23] <diesieben07> if it's null
the TE has been replaced
L870[11:36:29] <diesieben07> either by a
differnet block
L871[11:36:30] <diesieben07> or air
L872[11:36:41] <diesieben07>
actually
L873[11:36:48] <diesieben07> if it is null
OR te.isInvalid is true then
L874[11:36:59] <JamEngulfer> What if it’s
been replaced with a different TileEntity? :O
L875[11:37:17] <diesieben07> same
thing
L876[11:37:32] <diesieben07> either you
get null if the object is gcd already or isINvalid is true
L877[11:38:08] <JamEngulfer> Oh wait, so
if you try and get a tileentity that is air/other block, then it
will return a TE, it will just be ‘invalid’?
L878[11:38:14] <diesieben07> no no
L879[11:38:19]
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L880[11:38:26] <diesieben07> the old TE
object that is no longer in the world will be invalid
L881[11:38:38] <diesieben07> if you call
world.getTileEntity when there is no TE there it will give you
null
L882[11:38:40] <JamEngulfer> oh
right
L883[11:39:03] <JamEngulfer> So how would
WeakReference stuff hold up being put into/taken out of an
ArrayList?
L884[11:39:26] <diesieben07> WR is just a
normal object
L885[11:39:30] <diesieben07> you can do
anything you wwant with it
L886[11:39:49] <diesieben07> its like a
wrapper around the TE object
L887[11:40:07] <JamEngulfer> Ah, I
see
L888[11:41:28] <JamEngulfer> Thanks for
the advice!
L889[11:43:37]
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L890[11:44:42] ⇦
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L894[12:04:44] <Admiral_Damage> gigaherz,
it's still doing the .obj.json printout
L895[12:05:16] ***
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L896[12:07:44] <gigaherz> Admiral_Damage:
that only can happen in 2 cases
L897[12:08:00] <gigaherz> either you
didn't call addDomain correctly (remember it has to be in
lowercase!)
L898[12:08:05] <gigaherz> or the filename
is wrong
L899[12:08:31] <Admiral_Damage> You say
that, it's not finding it initially, then its finding it (huge vt
error)
L900[12:09:51] <JamEngulfer> diesieben07:
Just wondering how would I do comparisons with
WeakReference<TileEntity>? I’m replacing an
<ArrayList>.contains, but the WeakReference would be
inherently different to the one in the ArrayList
L901[12:11:13] <sham1> I thought they
differentiate via content
L902[12:11:20] <sham1> might be
wrong
L903[12:11:31] <diesieben07> nope
L904[12:11:46] <sham1> Well that's
dumb
L905[12:12:34] <JamEngulfer> I’m thinking
I might be able to get away with using HashMap<BlockPos,
WeakReference>
L906[12:12:58] <diesieben07>
myList.stream().map(WeakReference::get).anyMatch(wr -> wr.get()
== <wahtever you are searching for>)
L907[12:12:58] <JamEngulfer> But I’m not
sure how expensive the iteration on a hashmap is
L908[12:13:00] <diesieben07> that woudl be
a contains
L909[12:13:15] <diesieben07> in java 8
speak
L910[12:13:22] <JamEngulfer> Wait, :: is a
thing in Java?
L911[12:13:31] <sham1> java8
L912[12:13:32] <sham1> yes
L913[12:13:36] <sham1> Method
reference
L914[12:13:46] <JamEngulfer> Ah right,
that would be why I didn’t recognise it
L915[12:13:50] <diesieben07> it turns it
into a functinoal interface instances, in this case a
Function<WeakReference, T>
L916[12:14:36] <JamEngulfer> Hmm, there’s
no stream() method on list
L917[12:14:45] ⇦
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L918[12:14:54] <diesieben07> then you are
not on java 8
L919[12:15:04] <JamEngulfer> I totally am
though
L920[12:15:20] <diesieben07> and in case
you are looking at the List class, the method is in
Collection
L921[12:15:28] <JamEngulfer> In my project
it has JRE System Library [jre1.8.0_66]
L922[12:15:48] <JamEngulfer> Oh, I’m doing
it on an ArrayList object
L923[12:15:57] <gigaherz> [19:08]
(Admiral_Damage): You say that, it's not finding it initially, then
its finding it (huge vt error)
L924[12:16:00] <diesieben07> that is fine,
ArrayList implements List, which extends Collection
L925[12:16:07] <gigaherz> it won't load so
long as it has VTs out of range
L926[12:16:16] <JamEngulfer> Hmm :/
L927[12:16:19] <Admiral_Damage> Yes, thats
not the problem at the moment
L928[12:16:20] <JamEngulfer> That’s really
weird then
L929[12:16:22] <Admiral_Damage> I get
that
L930[12:16:28] <diesieben07>
eclipse?
L931[12:16:41] <JamEngulfer> yeah
L932[12:16:52] <diesieben07> make sure you
tell it that you want to use Java 8 features
L933[12:16:52] <Admiral_Damage> One sec
I'm just fiddling with something
L934[12:17:08] <diesieben07> becuse yu can
compile targeting java 7 or 6 even if you have jdk 8
L935[12:17:21] <diesieben07> so maybe it's
hiding the java 8 methods from you because you tell it you are
targeting 6
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L937[12:19:05] <JamEngulfer> Ah, there we
go
L938[12:19:14] <JamEngulfer> I was still
on 1.6 compliance
L939[12:20:22] <diesieben07> also
L940[12:20:30] <diesieben07> if you are
storing the WeakReferences in a list
L941[12:20:34] <gigaherz> yay finally ark
now has a "Do not ask me again" on BattlEye -- I play
singleplayer so fuck installing a rootkit ;P
L942[12:20:35] <diesieben07> you have to
clean that up occasionally
L943[12:21:44] <diesieben07> you can do
that by making a new ReferenceQueue (not one for each WeakRef, but
one globally for the object that holds on to the WeakRefs) and pass
tht to the WeakRef when creating
L944[12:21:57] <diesieben07> then you an
query the invalid WRs from that queue every tick using the poll
method
L945[12:22:18] <JamEngulfer> Hmm, that’s
weird. It’s saying the method get() is undefined for the type
<my interface> in the little contains() snippet you
gave
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L947[12:22:39] <diesieben07> yeah that was
stupid of me...
L948[12:23:03] <JamEngulfer> Oh, does
weakreference jump straight to the containing object?
L949[12:23:07] <diesieben07>
myList.stream().map(WeakReference::get).anyMatch(Predicate.isEqual(whatYouSearch)
L950[12:23:13] <diesieben07> no, that is
what the map call does
L951[12:23:30] <diesieben07> it transforms
the thing form a Stream of WRs to a Strem of containing
objects
L952[12:23:40] <diesieben07> by applying
that method (WeakReference::get) to each element)
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L954[12:24:39] <JamEngulfer> Oh, I
see
L955[12:25:26] <JamEngulfer> How would
ArrayList.remove work with that then?
L956[12:25:46] <JamEngulfer> Sorry if I’m
bugging you, I’ve just never used these bits of Java before
L957[12:26:01] <diesieben07> dont
worry
L958[12:26:19] <diesieben07> remove would
be something like myList.removeIf(wr -> wr.get() ==
<whatToRemove>)
L959[12:31:10] <JamEngulfer> That makes
sense
L960[12:31:45] ⇦
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L961[12:32:15] <diesieben07> java 8 is
pretty cool :D
L962[12:32:27] <diesieben07> in java 7
youd have to write a for loop for this crap
L963[12:32:44] <JamEngulfer> Yeah, the
‘automation’ of loops and stuff with predicates is pretty
cool
L964[12:33:16] <JamEngulfer> With regards
to the ReferenceQueue thing, how would that work?
L965[12:33:43] <diesieben07> you make a
new RefQueue object and pass it to every WeakRef you create
L966[12:34:04] <JamEngulfer> Oh, I pass
the *queue* to the Reference?
L967[12:34:06] <diesieben07> yes
L968[12:34:12] <diesieben07> then
ocassionally you call poll on that queue and get rid of all
WeakRefs that gives you
L969[12:34:19] <JamEngulfer> Kinda seems
like it should be the other way round
L970[12:34:24] <diesieben07> maybe
L971[12:34:26] <JamEngulfer> Oh, that
makes more sense now
L972[12:34:28] <diesieben07> the queue
tells you whihc WeakRefs are dead
L973[12:34:41] <JamEngulfer> Is it ‘safe’
to .poll() every thread?
L974[12:34:42] <diesieben07> or rather,
have ahd their object GCd
L975[12:34:52] <diesieben07> what do you
mean by every thread?
L976[12:34:54] <JamEngulfer> *tick
L977[12:34:57] <diesieben07> ah
L978[12:34:58] <diesieben07> yes
L979[12:35:02] <diesieben07> it will just
return null ifthere is nothing
L980[12:35:11] <diesieben07> and if there
si soemthing, repeatedly call it until it gives you null
L981[12:36:05] <JamEngulfer> So,
while(refQueue != null){refQueue.poll()}?
L982[12:36:42] <diesieben07> not quite.
WeakRef r; while ((r = refQueue.poll()) != null) { /* get rid of r
in any of your collections */ \
L983[12:37:20] <gigaherz> I do it like
this
L985[12:37:45] <diesieben07> eww abused
for loops :D
L986[12:37:52] <JamEngulfer> So I do this
after the rest of my update() code?
L987[12:37:59] <gigaherz> ;P
L988[12:38:03] <diesieben07> yeah
L989[12:38:10] <diesieben07> or rather
probably at the beginning
L990[12:38:55] <gigaherz> i'd do it before
you try to make use of the references, so that you avoid iterating
on dead references
L991[12:39:02] <diesieben07> yea
L992[12:39:09] <JamEngulfer> Hmm, should I
pop a cast to WeakReference in there?
L993[12:39:27] <diesieben07> ah right, no
you dont need that
L994[12:39:39] <diesieben07> since WeakRef
has no methods anyways, its all inherited from Reference
L995[12:40:14] <JamEngulfer> Hmm, I’m
getting an error from that
L996[12:40:27] <diesieben07> what
error?
L997[12:40:52] <JamEngulfer> It wants me
to change WeakReference r; to Reference<? extends
MyInterface>
L998[12:41:01] <diesieben07> yes, do
that
L999[12:41:22] <diesieben07> generally you
should not have a raw typed WeakRef or Ref anywhere
L1000[12:41:46] <JamEngulfer> Yeah,
somehow seems like a bad idea...
L1001[12:41:51] <diesieben07> what?
:D
L1002[12:41:59] <diesieben07> raw types?
yes
L1003[12:42:02] <JamEngulfer> yeah
L1004[12:42:22] <JamEngulfer> So would
ArrayList.remove be ‘safe’ to use in the poll() loop?
L1005[12:42:30] <diesieben07> yes
L1006[12:42:37] <JamEngulfer> neat
L1007[12:43:15] <JamEngulfer> I kinda
wish the universe operated in a way so that I could just store a
reference to a TileEntity
L1008[12:43:16] <LatvianModder> How do I
clear the new "Feature" cache, where it saves all past
blocks?
L1009[12:43:34] <diesieben07> haha
L1010[12:43:39] <Unh0ly_Tigg> Ok, so I'm
having an asm issue, when I try to inject a method onto the end of
the WorldClient constructor (in 1.9), the game crashes saying
"Absent Code attribute in method that is not native or
abstract in class file
net/minecraft/client/multiplayer/WorldClient"
L1011[12:44:08]
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L1012[12:44:34] <diesieben07> WeakRef is
from a time where instead of adding a feature properly they often
went for an awkward library which has horrible API
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L1015[12:44:38] <diesieben07> such as
BigInteger
L1016[12:44:41] <diesieben07> fucking
awful that thing
L1017[12:44:51] <diesieben07> just
because they were too lazy to add things to javac / the jvm
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L1019[12:45:24] <diesieben07>
Unh0ly_Tigg, show your code.
L1020[12:46:09] <gigaherz> BigInteger
wouldn't be bad, if only Java had valuetypes and could map "a
+ b" to a.add(b) at compile time
L1021[12:46:23] <diesieben07> yes, but it
doesnt do htat.
L1022[12:46:30] <diesieben07> so it is
bad.
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L1025[12:47:17] <Unh0ly_Tigg> basicClass
is guaranteed to be WorldClient
L1026[12:47:43]
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L1027[12:48:13] <Unh0ly_Tigg> and I found
the error..
L1028[12:48:31] <Unh0ly_Tigg> I was
adding the method's own instructions, not the ones I made...
L1029[12:48:35] <diesieben07> yeah
L1030[12:48:40] <diesieben07> i was about
to say that :D
L1031[12:48:40] <Unh0ly_Tigg> look at the
instructions.insertBefore line
L1032[12:49:01] <Unh0ly_Tigg> yay, it
loads now
L1033[12:50:06] <JamEngulfer> I just
realised the full amount of my memory leak. I’ve got multiple
tileentities all holding references to each other
L1034[12:50:18] <diesieben07> haha
L1035[12:50:20] <SkySom> Nice
L1036[12:50:20] <diesieben07> fun
times
L1038[12:50:41] <gigaherz> thankfully the
garbage collector is smart enough to discard circular reference
groups all at once
L1039[12:50:51] <JamEngulfer> Oh really?
That’s nice
L1040[12:51:03] <diesieben07> well,
yeah
L1041[12:51:14] <diesieben07> but if ONE
of hte objects in the circle is still strongly reachable
L1042[12:51:14] <JamEngulfer> I do like
that Java is quite ‘clever’ about a lot of stuff
L1043[12:51:17] <diesieben07> they ALL
sta.
L1044[12:51:24] <gigaherz> yep is
basically keeps the equivalent of a dependency graph
L1045[12:51:24] <diesieben07> this is not
java specific
L1046[12:51:34] <diesieben07> all modern
GCs figure out circularitires
L1047[12:51:48] <gigaherz> if there's a
sub-graph that's disconnected from the main "node" (the
program context)
L1048[12:51:48] <JamEngulfer> I should
hope so :P
L1049[12:51:54] <gigaherz> that sub-graph
is collected
L1050[12:52:03] <Unh0ly_Tigg>
diesieben07, do you know what might be suddenly causing my error
spam?
L1051[12:52:10] <diesieben07> no idea
what that even is about
L1052[12:52:20] <diesieben07> and i dont
have a 1.9 workspace open, so... no
L1053[12:52:45] <diesieben07> gigaherz,
except that is basically not how it works internally at all
;)
L1054[12:52:47] <Unh0ly_Tigg> well,
without my method call, the game works fine until I try to load a
world.
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L1056[12:52:56] <gigaherz> diesieben07: I
know
L1057[12:53:08] <gigaherz> but the way it
works internally is too long to explain on IRC
L1058[12:53:13] <diesieben07> not really
:D
L1059[12:53:53] <diesieben07> recursively
mark all objects starting at the root as referenced
L1060[12:53:57] <diesieben07> then get
rid of everythig else
L1061[12:54:43] <diesieben07> that woud
be mark-sweep
L1062[12:55:00] <diesieben07> then you
just need to compact, which is basically like defragmenting your
harddrive
L1063[12:55:05] <diesieben07> anyways,
/offtopic
L1064[12:55:31] <gigaherz> ah I didn't
know mark-sweep works that way
L1065[12:55:54] <diesieben07> how did you
think it works? :D
L1066[12:56:00] <gigaherz> I never
looked
L1067[12:56:15] <gigaherz> i knew mostly
about generational GCs
L1068[12:56:16] <diesieben07> ah:D
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L1070[12:56:38] <diesieben07> doesnt that
just mean you have multiple GC algorithms depending on the age of
te objects?
L1071[12:56:41] <gudenau> Hello
world!
L1072[12:56:43] <gigaherz> no
L1073[12:56:45] <gigaherz> well
L1074[12:56:45] <gigaherz> sorta
L1075[12:56:47] <diesieben07> and has
nothing to do wit the actual algorithm
L1076[12:56:50] <gigaherz> you have
different regions of GC
L1077[12:56:53] <diesieben07> like you
have new gen and old gen
L1078[12:56:56] <gudenau> Is there an
event that gets fired when a cave is generated?
L1079[12:56:56] <gigaherz> that get run
at different intervals
L1080[12:57:11] <gigaherz> the newer the
generation, the more often the objects are tested
L1081[12:57:25] <diesieben07> new gen is
often just "copy all objects that are still life to new area
in memory, then get rid of the old area entirely"
L1082[12:57:29] <McJty> gudenau, not
really. Cave generation doesn't really work 'per cave'
L1083[12:57:29]
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L1084[12:57:31] <diesieben07> and old gen
is often mark sweep comact
L1085[12:57:37] <gigaherz> but
anyhow
L1086[12:57:42] <gigaherz> that's still
in essence what I said
L1087[12:57:48] <gudenau> McJty: Then how
does it work?
L1088[12:57:49] <diesieben07> :D
L1089[12:58:01] <diesieben07> nobody
should *really* need to know this except the jvm engineers
anyways
L1090[12:58:11] <McJty> gudenau, almost
entire worldgen in MC is based on noise (typically perlin noise)
and various functions based on that
L1091[12:58:28] <gigaherz> McJty: I
thought caves were "structures added after worldgen
L1092[12:58:38] <gigaherz> using a sphere
"brush"
L1093[12:59:00] <gudenau> So, could I
make a block only appear on the inside of a cave?
L1094[12:59:17] <McJty> Well it all
happens more or less during worldgen actually. Right after the base
chunk/biome is generated
L1095[12:59:28] <McJty> The problem is
that there is no definition of a 'cave'
L1096[12:59:32] <gigaherz> gudenau: can't
you just check that light from daylight < a number?
L1097[12:59:40] <McJty> It just depends
on how that sphere brush goes. And caves can connect
L1098[12:59:47] <McJty> So where does a
cave start and where does it end?
L1099[12:59:51] <McJty> What exactly do
you want to do?
L1100[13:00:00] <sham1> Something about
JVM engineers
L1101[13:00:03] <gudenau> I do not care,
I just want to stick a block in caves every so often.
L1102[13:00:08] <McJty> Well that's
easy
L1103[13:00:17] <McJty> My mod Deep
Resonance has crystals that only spawn in caves
L1104[13:00:35] <McJty> hold on. Finding
the source
L1105[13:00:45] <gudenau> Yeah, some of
my power is going to be very simmaler to yours. :-P
L1106[13:00:53] <gudenau> At least it
will not be RF. :-P
L1108[13:01:14] <McJty> Check
attemptSpawnCrystal
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L1110[13:01:39] <gudenau> Thanks.
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L1115[13:06:52] <sham1> Looks nice
L1116[13:06:59]
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L1117[13:08:10] <gudenau> Thanks.
:-D
L1118[13:08:49] <LatvianModder> Can a
block model have a parent model?
L1119[13:08:56] <sham1> WHy could it
not
L1120[13:09:04] <sham1>
"parent": "block/cube"
L1121[13:09:21] <LatvianModder> ok, but
will elements[] override parent or add?
L1122[13:09:21] <sham1> But you cannot
use elements and parents together before 1.9
L1123[13:09:26] <LatvianModder>
darn
L1124[13:09:35] <sham1> And elements will
override some parents
L1125[13:09:39] <sham1> Not sure how it
works
L1126[13:09:43] <sham1> Be patient
L1127[13:09:46] <LatvianModder> can you
add a default submodel in blockstates.json?
L1128[13:09:56] <sham1> Sure
L1129[13:10:17] <gudenau> Blockstates are
"fun".
L1130[13:10:45] <sham1>
s/\"/*space*
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L1133[13:11:10] <sham1> or it could have
been an empty string
L1134[13:12:07] <gudenau> Sometimes I
wonder what I am doing.
L1135[13:12:13] <gudenau>
"false" is not false
L1136[13:12:15] <gudenau> :-/
L1137[13:13:04] <sham1> Don't tell that
to javascript
L1138[13:13:20] <gudenau> Nah, but I will
tell that to any sane language.
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L1141[13:14:29] <gudenau> Bah, where is
the source for elec332.core.world.WorldHelper
L1142[13:15:56]
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L1143[13:17:24] <Cypher121> or php
L1144[13:17:35] <gudenau> Again, not a
sane langague. :-P
L1145[13:17:41] <Cypher121> where if you
use "1" as map key it's now just 1
L1146[13:18:02] <diesieben07> but... it
is so smart!
L1147[13:18:09] <diesieben07> it knows
that you really mean a number
L1148[13:18:13] <diesieben07> you just
dont know yet yourself.
L1149[13:18:31] <gudenau> What if I just
want the value 0x31 instead of 0x01?
L1150[13:18:42] <sham1> You don't
L1151[13:18:46] <sham1> To be
honest
L1152[13:18:54] <sham1> Any dynamically
typed language is bad
L1153[13:19:06] *
diesieben07 points flamewar gun
L1154[13:19:06] <williewillus> i'd
disagree :P
L1155[13:19:14] <williewillus> dynamics
have their uses
L1156[13:19:33] *
diesieben07 flails gun violentl
L1157[13:19:35] <sham1> Note that I said
dynamic languages
L1158[13:19:38] <Cypher121> well, they're
soooort of ok, until it's all implicit
L1159[13:19:43] <sham1> I did not say
type inference
L1160[13:19:45] <Cypher121> either
dynamic or implicit
L1161[13:19:45] <gigaherz> dynamic
languages are good for quick prototyping
L1162[13:19:57] <gigaherz> bad for
finding bugs in your dynamic code
L1163[13:20:00] <gudenau> I do all that
in Java. :-P
L1164[13:20:02] <Unh0ly_Tigg> brainf**k
is the only language someone needs... /s
L1165[13:20:09] <sham1> I like
brainfuck
L1166[13:20:14] <gudenau> It is
interesting.
L1167[13:20:14] <sham1> Because I like
turing machines
L1168[13:20:24] <Cypher121> dynamic +
implicit -> "a = a" can change something
L1169[13:20:31] <gudenau> Two operations
per byte if stored correctly.
L1170[13:20:58] <gudenau> Might be fun to
create a dynamic recompiler for BF.
L1171[13:21:18] <Unh0ly_Tigg> yeah, if
packed with binary forms of operations instead of ascii/utf-8 forms
of operations
L1172[13:21:19] <diesieben07> what for?
:D
L1173[13:21:27] <diesieben07> not really
useful for such a ... simple language
L1174[13:21:32] <sham1> JVM made in
brainfuck
L1175[13:21:36] <Cypher121> gudenau:
except you'll need your own processor architecture to store it
correctly
L1176[13:21:37] <diesieben07> you can
turn BF into assembler really easily i would think
L1177[13:21:44] <sham1> Depends
L1178[13:21:46] <gudenau> That is the
point, learn how to do it with BF.
L1179[13:21:54] <gudenau> Then move onto
harder ones.
L1180[13:22:01] <Cypher121>
malbolge?
L1181[13:22:02] <sham1> Because BF needs
an *infinite* tape
L1182[13:22:08] <diesieben07> really the
only real BF is Ook.
L1183[13:22:14] <sham1> Or rather a tape
that is long enough
L1184[13:22:22] <Unh0ly_Tigg> I want to
build a machine in minecraft that allows you to run a brainfuck
program...
L1185[13:22:22] <gudenau> I have 24GB,
that should sufice.
L1186[13:22:40] <Cypher121> made of
blocks
L1188[13:22:57] <gudenau> That is not
BF.
L1189[13:23:03] <diesieben07> well
yes
L1190[13:23:07] <diesieben07> but BF is
way easier than basic
L1191[13:23:13] <Unh0ly_Tigg> without
command blocks...
L1192[13:23:18] <diesieben07> oh
L1193[13:23:21] <Unh0ly_Tigg> like piston
tape reels and such
L1194[13:23:22] <sham1> Have fun :P
L1196[13:23:26] <gudenau> Computercraft?
:-D
L1197[13:23:31] <Unh0ly_Tigg>
vanilla
L1198[13:23:47] <Cypher121> how many
commands are there in BF?
L1199[13:23:54] <sham1> I think 6
L1200[13:24:07] <gudenau>
><+-.,[]
L1202[13:24:16] <sham1> I'm sorry
L1203[13:24:18] <sham1> I was 2 off
L1204[13:24:20] <sham1> It has 8
L1205[13:24:28] <Cypher121> anyway, that
doesn't change anything
L1206[13:24:32] <Cypher121> both encode
to 3 bits
L1207[13:24:39] <sham1> yes
L1208[13:24:43] <gudenau> Yeah.
L1209[13:25:05] <Cypher121> so you can
make an "infinite" tape of redstone/regular blocks where
each 3 encode a command
L1210[13:25:13] <sham1> Yeah
L1211[13:25:22] <gudenau> I was thinking
make it three "wide"
L1212[13:25:31] <gudenau> That would work
faster.
L1213[13:25:31] <sham1> You could have
brainfuck in MC
L1214[13:25:42] <Cypher121> or that, but
it's kind of harder to make it infinite with 3
L1215[13:25:59] <Cypher121> you'd have to
space them, because redstone wiring is quite limited in terms of
isolation
L1216[13:26:22] <Unh0ly_Tigg> someone did
already make a pure redstone turing complete machine, but the
program was predetermined.
L1217[13:26:34] <gudenau> There have been
a few.
L1218[13:26:50] <sham1> Just give some
poor jab some time and they will make a brainfuck interp using
command blocks
L1221[13:28:04] <Cypher121> ugh
L1222[13:28:12] <Cypher121> I have a
stupid idea
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L1224[13:28:20] <sham1> >.<
L1225[13:28:20] <gudenau> Great!
L1226[13:28:39] <Cypher121> mod with a
block that uses line of blocks underneath it as brainfuck memory
cells
L1227[13:28:47] <gudenau> Ooh.
L1228[13:28:51] <gudenau> That could be
fun.
L1229[13:29:07] <gudenau> One operation
per tick?
L1230[13:29:13] <Unh0ly_Tigg> no, not
redgame, that's a fully fledged cpu, I'm talking about a 'simple'
machine that manipulated a tapereel
L1231[13:29:15] <gudenau> Particles on
the current block?
L1232[13:29:33] <Cypher121> I was
thinking id = value of block
L1233[13:29:40] <gudenau> Yeah.
L1234[13:29:41] ***
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L1236[13:29:45] <Cypher121> but if you +
you may end up with non-existent block
L1237[13:29:51] <OrionOnline> Hey guys, i
am working on a OpenGL Game, and i am trying to port it into the
new LWJGL 3
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L1239[13:30:22] <OrionOnline> Anyone
experience with that, inparticular with the new Shaders and the
buffered geometry rendering?
L1240[13:30:25] <gudenau> Wrong channel,
there is a migration guide on the LWJGl site.
L1241[13:30:32] <OrionOnline> gudenau, I
know
L1242[13:30:49] *
gudenau is not making a BF block
L1243[13:30:56] <OrionOnline> But what i
in particular want to know if there is a Channel especially for
LWJGL and or OpenGL programming
L1244[13:31:10] <Cypher121> "not
making" or "definitely not making"?
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L1246[13:31:31] <gudenau> As in I just
did this: public class BlockBFInterpreter extends Block {
L1247[13:32:12] <thor12022_oops> yeah,
##opengl on Freenode
L1248[13:33:57] <Cypher121> make it take
a book as program
L1249[13:34:14] <Cypher121> because you
need a fucking book to write a meaningful BF program
L1250[13:34:26] <gudenau> I could do both
I suppose.
L1251[13:34:34] <gudenau> I like the in
world one though.
L1252[13:40:39] <Admiral_Damage>
gigaherz, turns out, I think the 'vt's need flipping, I misread as
9.8809xxxx etc when I should have been paying attention to the
standard form 'e-015'...
L1253[13:40:49] ***
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L1254[13:40:49] <Admiral_Damage> so, how
would I go about flipping these into positive?
L1255[13:41:11] <gudenau> -var?
L1256[13:42:12] <Admiral_Damage> Will
research
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L1258[13:43:12] <masa> how/from where do
I get the player skin based on the UUID? And in this case I mean
"externally" ie. not in code. Is there a constant url for
it based on the UUID?
L1259[13:43:41] <masa> I remember there
was some nonsense with time-limited sessions or hashes or
something, to do with the skins
L1260[13:43:45] <masa> is that still the
case?
L1261[13:43:47] <Admiral_Damage> Erm, I
don't know based on UUID but I can do on username
L1262[13:44:01] <Admiral_Damage> Unless
the system I'm thinking of has migrated to UUID
L1264[13:44:27] <masa> thanks
L1265[13:44:33] <diesieben07> username is
just for display purposes now
L1266[13:44:38] <masa> why didn't I think
of checkin that wiki :p
L1267[13:48:14] <gudenau> Do you
think?
L1269[13:49:28] <masa> I do think,
occasionally, at times
L1270[13:49:35] <gudenau>
"<masa> why didn't I think of checkin that wiki :p"
The obvious anser is that you do not think.
L1271[13:49:40] <masa> but mostly I'm
just braindead
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L1274[13:51:43] <Admiral_Damage> -didn't
know that wiki existed-
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L1277[13:54:18] <gudenau>
setCustomModelResourceLocation gets old fast. :-/
L1278[13:54:27] <Elec332> gudenau: What
do you need elec332.core.WorldHelper for?
L1279[13:54:39] <masa> I was reading tha
twiki some years ago when I was coding my NBT parser in C
L1280[13:54:43]
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L1281[13:55:06] <gudenau> It is on the
source of the generation code, just interested in how the methds
workd and why they are abstracted.
L1282[13:55:42] <Elec332> There are no
abstract methods in WorldHelper
L1283[13:56:18] <gudenau> Not what I
meant by abstracted, I meant why it uses a helper method.
L1284[13:59:00]
⇨ Joins: irctc349
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L1285[13:59:40] <shadekiller666> can
someone in here that is on hexchat open up the
Settings->Preferences->Colors window and tell me the hexcode
values of the Foreground and Background in the Text Colors section
please
L1286[13:59:59] <Wuppy> #D3D7CF
L1287[14:00:08] <Wuppy> #204A87
L1288[14:00:12] <Wuppy> thats fore &
back ground
L1289[14:00:32] <Wuppy> Selected Text, to
be exact
L1290[14:00:38] <Wuppy> for Text
Colors:
L1291[14:00:42] <Wuppy> #252A2B
L1292[14:00:47] <Wuppy> #FAFAF8
L1293[14:00:55] <Wuppy> anything
else?
L1294[14:01:33] <shadekiller666> no thats
it thanks
L1295[14:01:40] ***
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L1296[14:02:33] <shadekiller666> tried
making it not be blinding white, but like most programs with the
ability to change interface colors, it only lets you change SOME of
the ui, not all
L1297[14:02:53] <sham1> Make your own IRC
client :P
L1298[14:04:22] <gigaherz> I'm doing that
;P
L1299[14:04:27] <gigaherz> well
technically I started ages ago
L1300[14:04:40] <gigaherz> I picked up
the project some days ago
L1301[14:06:05]
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L1307[14:15:51] <gudenau> BAH, meta and
blocks in the inventory.
L1308[14:16:17] <diesieben07> ? :D
L1310[14:16:40] <diesieben07> that hat
looks very amazingly derpy :D
L1311[14:16:42] <williewillus>
Admiral_Damage: a bunch of us have run into that
L1312[14:16:47] <williewillus> no idea
what the problem is
L1313[14:16:56] <diesieben07> i dont see
anything wrong? :D
L1314[14:17:00] <williewillus> the helmet
always faces south
L1315[14:17:01] <Admiral_Damage>
Lmao^
L1316[14:17:05] <diesieben07> oh
L1317[14:17:06] <williewillus> if you
have a cusotm armor model
L1318[14:17:08] <diesieben07> heh
L1319[14:17:15] <diesieben07> only on
armor stands?
L1320[14:17:17] <williewillus> yeah
L1321[14:17:24] *
diesieben07 goes investigating
L1322[14:17:42] <williewillus> armor
stands use their own system for tracking head rotation but it
should ge tsynced to the layerenderer
L1323[14:17:47] <williewillus> that's how
vanilla helmets render properly
L1324[14:18:02] <williewillus> fry: did
you ever find anything on this prob? :P
L1325[14:18:30] <Admiral_Damage> I've
been scratching my head about the custom armor problems with being
unable to use them and sync to players body from 1.8~1.8.9 1722, so
I'm no stranger to this
L1326[14:18:30]
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L1327[14:18:41] <williewillus> the moving
with players part is fixed
L1328[14:18:52] <williewillus> with the
lines I showed you last time, but this is a spearate issue
L1329[14:18:54] <Admiral_Damage> Yeah
that was fixed a few weeks ago
L1330[14:19:04] <Admiral_Damage> Ya
L1331[14:20:19] <Admiral_Damage> That and
the arms moving
L1333[14:21:41] <diesieben07> how do you
make it work for the player willie?
L1334[14:21:41] <williewillus> idk what
it is with the arms moving
L1335[14:21:47] <diesieben07> just so i
can have something to start looking at
L1336[14:21:51] <williewillus> make what
work? haha
L1337[14:21:56] <gudenau> Minus me being
a derp, I got the basic blocks working. :-P
L1338[14:22:05] <gudenau> Just do not
render in the inventory.
L1339[14:22:06] <diesieben07> so that
custom armor rotates properly with the player head
L1340[14:22:16] <diesieben07> which you
said was fixed as opposed to the armor stand
L1341[14:22:23] <williewillus> that
wasn't a problem in the first place
L1342[14:22:31] <diesieben07> ah
hrmmm
L1343[14:22:33] <Admiral_Damage> It might
be entity based, may or may not be a flag under the armor rendering
to make it take the T pose
L1344[14:22:39] <williewillus> it's the
armor stand
L1345[14:22:42] <williewillus> it's a
mess
L1346[14:22:46] <Admiral_Damage>
figured
L1347[14:22:50] <Admiral_Damage> will
look into it tho
L1348[14:23:17] <diesieben07> ah
L1349[14:23:22] <diesieben07> the armor
stand has a custom model
L1350[14:23:30] <diesieben07> and a
custom armor layer
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L1352[14:23:42] <diesieben07> which reads
some armorstand specific properties
L1353[14:23:43] <williewillus> but it
extends the regular one
L1354[14:23:44] <diesieben07> you have to
do the same
L1355[14:23:58] <williewillus> i mean, it
works fine with the other body pieces
L1356[14:24:01] <williewillus> so why not
the head?
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L1358[14:24:23] <diesieben07> uh
L1359[14:24:24] <diesieben07> idk
L1360[14:24:28] <Admiral_Damage> It's not
working fine with the other body pieces
L1361[14:24:34] <williewillus> what isn't
working fine?
L1362[14:24:41] <Admiral_Damage> Ok just
hold on a sec,
L1363[14:24:42] <williewillus> I'm
referring explicitly to the case of the helmet facing south
L1364[14:24:44] <williewillus> not any
other issue
L1365[14:24:50] <Admiral_Damage> yes,
hold on a sec...
L1366[14:25:58]
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L1367[14:26:16] <Admiral_Damage> I can't
really explain it, other than afaik all of the numbers controlling
the arms positions are sent at once
L1368[14:26:35] <Admiral_Damage> if the
head one hasn't been sent, neither have the others,
L1369[14:26:50] <Admiral_Damage> or,
rather, the head and the arms
L1370[14:27:15] <williewillus> wat
L1371[14:27:26] <Admiral_Damage> Sec,
i'll get a .gif
L1372[14:28:18]
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L1373[14:28:43] <williewillus> doesnt
help that the render classes for the armor stand are all named
terribly
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L1378[14:29:51] <Admiral_Damage> Methinks
rendering as entityliving might be a problem
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L1380[14:31:13] <williewillus> it
shouldnt be
L1381[14:31:24] <williewillus> oh
that
L1382[14:31:38] <Admiral_Damage> Might be
the way armor is internally rendered, that it takes whatever type
of entity it is and so on...
L1383[14:31:45] <williewillus> I feel
like this is all because the hook is moved down, can't it just get
moved back up to where it was >.<
L1384[14:31:52] <williewillus> nah tat's
not it
L1385[14:32:04] <williewillus> it's just
the armor stand's special case hacks not inheriting to us
L1386[14:32:27] <Admiral_Damage> I could
just bodge it and try to make the stand adopt a pose with the
armor
L1387[14:32:33] <williewillus> the
"breathing" is perfectly normal for all entities...except
armor stands are also EntityLiving[Base]'s -.-
L1388[14:32:34] <Admiral_Damage> tho that
would be incredibly nasty...
L1389[14:32:42] <Admiral_Damage> ah
L1390[14:32:51] <diesieben07> the problem
with armor stands is that htey override setRotationAngles
L1391[14:32:55] <diesieben07> which is
called from render()
L1392[14:33:02] <diesieben07> and render
is after the model hook
L1393[14:33:05] <diesieben07> so you need
to this yourself
L1394[14:33:12] <williewillus> but I've
tried setting the rotation angles manually
L1395[14:33:14] <williewillus> and
nothing happens
L1396[14:33:29] <diesieben07> set them
like ModelArmorStandArmor does it?
L1397[14:33:32] <williewillus> yeah
L1398[14:33:37] <williewillus> and also
why does this only affect the helmet
L1399[14:33:40] <diesieben07> whut.
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L1401[14:34:17] <Admiral_Damage> if
theres no head present... maybe along with that separate code that
realigns the head, instead of null its setting it to south? just a
wild guess
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L1403[14:34:26] <williewillus> the head
doesn't look special cased though
L1404[14:35:02] <williewillus>
(LayerCustomhead is irrelevant it only handles itemblocks and
skulls)
L1405[14:35:26] <Admiral_Damage> tbh I'm
not that bothered for now, just ocd is kicking me to fix it
L1406[14:35:37] <Admiral_Damage> also
glad others are now aware of it is all
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L1408[14:41:03] <Admiral_Damage> Way to
check what type entityLiving is?
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L1410[14:44:32] <williewillus>
instanceof? :P
L1411[14:44:43] <Admiral_Damage> nvm
wasnt sure about syntax,
L1412[14:44:47] <Admiral_Damage> got it
now
L1413[14:53:42] <Admiral_Damage> which
rotation angle would it be?
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L1436[15:28:29] <williewillus> ?
L1437[15:28:59] <Admiral_Damage> Rotation
is now sorta working on the hats with code, not sure how to make it
work mathematically i.e with Math.PI etc
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L1439[15:30:43] <williewillus> where are
you reading them from?
L1440[15:31:12] <Admiral_Damage>
entityLiving.getRotationYawHead()
L1441[15:31:25] <williewillus>
armorstands don't store their rotation in that
L1442[15:31:32] <Admiral_Damage> erm,
sorry not head
L1443[15:31:38] <Admiral_Damage> same
without head
L1444[15:31:46] <williewillus> that's not
the same as head rotation
L1445[15:31:53] <Admiral_Damage> Yeah I
know hence I corrected myself...
L1446[15:31:57] <Admiral_Damage> Oh wait
derp
L1447[15:32:03] <williewillus> I'm saying
you shouldn't use that to render the hat
L1448[15:32:07] <Admiral_Damage>
Gotcha
L1449[15:32:29] <williewillus> anyways
armorstands all do a bunch of weird special case stuff. hit f3+b
and you'll see the blue raytrace on all armorstands always points
south
L1450[15:32:52] <williewillus> their true
entity head rotation is just south, the armor-stand specific head
rotation is special cased
L1451[15:32:54] <williewillus> idk why
but it is
L1452[15:34:03] <Admiral_Damage> erm,
their rotation isnt exactly south...
L1453[15:34:24] <williewillus> it is, lok
at the f3=b
L1454[15:34:52] <Admiral_Damage> I am
looking at exactly that
L1455[15:34:52] <williewillus> f3+b, the
blue line coming out of them always points south no matter
what
L1456[15:34:56] <Admiral_Damage> The blue
line isnt south
L1457[15:35:02] <Admiral_Damage> It is,
but its off by a few degrees
L1458[15:35:09] <williewillus> that's
irrelevant
L1459[15:35:11] <williewillus> I'm
talking about the yaw
L1460[15:35:37] <williewillus> my point
is that it doesn't respect nor use the normal entity head
variables
L1461[15:35:47] <Admiral_Damage> Argh...
headache
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L1463[15:36:53] <Admiral_Damage> welp,
seems like its out of my hands then
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L1474[16:07:54] <Arctic_Wolfy> Okay, so
I'm setting up for a 1.8.9 dev env, but the decompiling apparently
failed, what I do wrong?
L1475[16:08:24] <gigaherz> out of
memory?
L1477[16:08:51] <gigaherz> there's a note
there
L1478[16:09:01] <gigaherz> to how to
setup gradle.properties to give the jvm more ram
L1479[16:09:14] <Arctic_Wolfy> Java heat
space?
L1480[16:09:18] <gigaherz> heap
L1481[16:09:20] <gigaherz> yes
L1482[16:09:27] <gigaherz> 1.8.9
decompilation needs a lot more memory than before
L1483[16:09:35] <gigaherz> because of all
the new information added by generics metadata
L1484[16:09:49] <gigaherz> (I believe
that's the reason)
L1486[16:10:13] <PaleoCrafter> ^ Java
heat space
L1487[16:13:15]
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L1488[16:14:22] <Arctic_Wolfy> And now it
fails to start.
L1489[16:14:37] <gigaherz> would be
easier of you pasted error messages and such
L1490[16:14:40] <gigaherz> ;P
L1491[16:14:49] <gigaherz> also can you
should how your gradle.properties looks like? ;P
L1492[16:15:02] <gigaherz> the one you
just created
L1493[16:16:13] <Arctic_Wolfy> I did what
the note said. Just "org.gradle.jvmargs=-Xmx2G". But the
error says it's not enough, but if I add more it says it is too
much...
L1494[16:16:44] <gigaherz> hm?
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L1496[16:17:01] <Arctic_Wolfy>
What?
L1497[16:17:27] <gigaherz> never heard of
anyone mentioning "too much"
L1498[16:17:39] <gigaherz> are you by any
chance using 32bit Java?
L1499[16:17:49] <Arctic_Wolfy> IDK,
why?
L1500[16:17:56] <gigaherz> that would
explain java not letting you set > 2GB, and also running out of
memory even with -Xmx2G
L1501[16:18:15] <gigaherz> you may want
to install 64bit JRE/JDK
L1502[16:18:36] <gigaherz> unless you
have a 32bit OS, thne you have a worse problem
L1503[16:18:39] <Arctic_Wolfy> How do I
see what I have?
L1504[16:19:20] <SkySom> java -version
(is it one dash or two?)
L1505[16:19:29] <SkySom> in cmd
L1506[16:19:35] <williewillus> one
L1507[16:19:47] <SkySom> Thank you
L1508[16:19:52] <SkySom> For some reason
can never remember
L1509[16:20:35] <Arctic_Wolfy> But says
nothing about 32-bit or 64-bit.
L1510[16:20:55] <gigaherz> :3 nv just
released a new driver which comes with Vulkan support integrated
:3
L1511[16:21:18] <gigaherz> Arctic_Wolfy:
if the java exe in c:\Program Files (x86) ?
L1512[16:21:30] <Arctic_Wolfy> Yes, it
is;.
L1513[16:21:34] <gigaherz> then it's
32bit
L1514[16:21:43] <gigaherz> the 64bit one
installs to c:\program files\java\...
L1515[16:22:00] <gigaherz> you cna have
both side by side
L1516[16:22:09] <Arctic_Wolfy> Oh, then I
need to get 64-bit.
L1517[16:22:13] <gigaherz> yep
L1518[16:22:50] <gigaherz> get the 64bit
JDK package and you'll then also have all the development tools in
64bit
L1519[16:22:56] <SkySom> "Java
HotSpot(TM) 64-Bit Server VM (build 25.74-b02, mixed mode)"
Your -version must be different than mine?
L1520[16:23:07] <SkySom> Cause that's the
3rd line for me if I run java -version
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L1523[16:28:35] <legoclone09> o/
L1524[16:29:19] <gigaherz> I wonder if
there would be any advantage to running a game like MC on
vulkan/dx12 as oppositeto opengl/dx
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L1526[16:29:58] <legoclone09>
hello?
L1527[16:30:05] <gigaherz> hello
L1528[16:30:14] <gigaherz> if you don't
ask anything, no one will feel the need to answer anything
L1529[16:30:16]
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L1530[16:30:17] <legoclone09> ah
L1531[16:30:23] <legoclone09> i have a
few questions to make some basic mods
L1532[16:30:29] <gigaherz> then go ahead
and ask them
L1533[16:30:36] <gigaherz> no need to ask
to ask
L1534[16:30:40] <legoclone09>
alright
L1535[16:30:42] <legoclone09> just used
to it
L1536[16:30:55] <SkySom> "Can I ask
a question" "You just did"
L1537[16:31:36] <legoclone09> so, how
could i start? i've looked on the Forge wiki a bit and there was
outdated material for MC 1.3
L1538[16:31:41] <legoclone09> do i
download the normal forge client?
L1539[16:31:58] <gigaherz> first of
all
L1540[16:32:01] <gigaherz> you want to
create mods?
L1541[16:32:03] <legoclone09> yes
L1542[16:32:06] <gigaherz> okay
thenm
L1543[16:32:08] <gigaherz> -m
L1544[16:32:13] ***
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L1545[16:32:14] <legoclone09> just more
basic ones, like log slabs
L1547[16:32:26] <legoclone09>
thanks
L1548[16:32:27] <gigaherz> read through
this
L1549[16:32:36] <legoclone09> ok
L1550[16:33:13] <gigaherz> we strongly
recommend people to get started on 1.8.9, for new mods, all the
current documentation is for 1.8.9 forge
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L1553[16:33:34] <legoclone09> alright, i
am installing that now
L1554[16:33:40] <gigaherz> while it
installs
L1555[16:33:43] <legoclone09> i had to
reinstall the whole game for 1.8.9
L1556[16:33:50] <gigaherz> you may want
to read the page on "Sides" (link is on the index on the
left)
L1557[16:34:06] <gigaherz> it will come
in handy for later
L1558[16:34:35]
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L1559[16:35:27] <legoclone09> read
that
L1560[16:35:50] <legoclone09> so i
install the forge MDK?
L1561[16:35:58] <gigaherz> unzip the MDK
in a new folder
L1562[16:36:02] <legoclone09> modder
development kit i assume
L1563[16:36:03] <legoclone09> ok
L1564[16:36:23] <gigaherz> yes
L1565[16:36:33] <gigaherz> you don't need
all the files from the zip
L1566[16:36:38] <legoclone09> ok
L1567[16:36:43] <legoclone09> what do i
need out of it?
L1568[16:36:45] <gigaherz> all those
readme files and such, you can remove them
L1569[16:36:48] <gigaherz> what you need
is
L1570[16:36:48] <legoclone09>
alrihgt
L1571[16:36:50] <legoclone09>
alright*
L1572[16:36:50] <gigaherz> the gradle
folder
L1573[16:36:51] <gigaherz> the src
folder
L1574[16:37:00] <gigaherz> the
gradlew/gradlew.cmd
L1575[16:37:03] <gigaherz> and
build.gradle
L1576[16:37:07] <legoclone09> and
eclipse?
L1577[16:37:13] <Arctic_Wolfy> I don't
unzip the files since most of it is text files that you don't
need.
L1578[16:37:15] <gigaherz> if you are
going to use Eclipse, yes
L1579[16:37:25] <legoclone09> what is
ecplise
L1580[16:37:34] <Arctic_Wolfy> I just
pull out what is needed.
L1581[16:37:39] <legoclone09> ok
L1582[16:37:40] <gigaherz> in order to
create mods, you will have to program them in Java
L1583[16:37:51] <legoclone09> so install
java SE?
L1584[16:38:02] <gigaherz> no, you want
the JDK package, preferably in 64bit
L1585[16:38:06] <legoclone09> ok
L1586[16:38:11] <gigaherz> but this
concerns me, I take it that you don't know Java?
L1587[16:38:31] <Arctic_Wolfy> Why is
Minecraft in Java any way? From others, I've heard Java is
terrible.
L1588[16:38:32] <legoclone09> no
L1589[16:38:46] <legoclone09> i heard it
was because it was what notch used at the time
L1590[16:38:49] <gigaherz> well then the
task will be much much harder
L1591[16:38:55] <legoclone09> and later
it was too hard to switch
L1592[16:39:04] <gigaherz> Arctic_Wolfy:
notch programmed it in java because it was the langauge he used at
the time
L1593[16:39:05] <Arctic_Wolfy> I
see.
L1594[16:39:07] <gigaherz> no other
reason
L1595[16:39:13] <Arctic_Wolfy>
Okay.
L1596[16:39:26] <gigaherz> no one felt
the need to rewrite MC in other languages
L1597[16:39:29] <gigaherz> actually
that's a lie
L1598[16:39:34] <gigaherz> quite a lot of
people did
L1599[16:39:44] <diesieben07> also while
java is certainly not the best language ever it is also not as
terrible as many people try to make it
L1600[16:39:45] <gigaherz> that's part of
the reason why there's so many Minecraft clones out there
L1601[16:39:46] <gigaherz> ;P
L1602[16:39:51] <legoclone09> yeah
L1603[16:39:55] <Mraof> Even mojang
did
L1604[16:40:06] <gigaherz> well they had
to
L1605[16:40:11] <Mraof> The pocket
edition and console versions aren't in java, I'm pretty sure
L1606[16:40:12] <gigaherz> because of
limitations on MCPE
L1607[16:40:14] <Arctic_Wolfy> Well, I'm
actually selftaught in Java b/c I wanted to mod for MC.
L1608[16:40:20] <legoclone09> so teh jdk
is downloaded, i assume i install it?
L1609[16:40:20] <gigaherz> yeah those use
a C++ codebase
L1610[16:40:27] <gigaherz> yes
L1611[16:40:29] <legoclone09> the*
L1612[16:40:54] <Mraof> Java seems much
better for modding, so it's good that MC is in java, I think
L1613[16:40:56] <gigaherz> you will also
need either the Eclipse program, or IntelliJ IDEA Community
L1614[16:41:01] <legoclone09> for
me?
L1615[16:41:06] <gigaherz> yes
L1616[16:41:08] <legoclone09> ok
L1617[16:41:10] <gigaherz> in order to
write the Java code
L1618[16:41:13] <gigaherz> you need
either
L1619[16:41:25] <Arctic_Wolfy> I use
Intellij.
L1620[16:41:27] <legoclone09> i have
eclipse i think, the one in the forge MDK
L1621[16:41:27] <gigaherz> it's up to you
which one to use
L1622[16:41:34] <Mraof> I use IDEA
too
L1623[16:41:39] <Mraof> I used to use vim
though
L1624[16:41:39] <gigaherz> that's just a
little config file for it
L1625[16:41:42] <legoclone09> ok
L1626[16:41:44] <gigaherz> it's not
eclipse itself
L1627[16:41:49] <Arctic_Wolfy> I used to
use eclipse.
L1628[16:41:50] <legoclone09> ah, where
should i get that?
L1629[16:42:03] <gigaherz> from
eclipses's website
L1630[16:42:07] <legoclone09>
alright
L1632[16:42:33] <Arctic_Wolfy> I feel
Idea is better.
L1633[16:43:03] <Lumien> I feel eclipse
is better
L1635[16:43:10] <Admiral_Damage> Explains
a lot... my model was made in millimeters, the obj exporter I was
using didn't bother to inherit sketchup's units...
L1636[16:43:29] <legoclone09> downloading
ecplise
L1637[16:43:38] ***
amadornes is now known as amadornes[OFF]
L1638[16:44:14] <Admiral_Damage> units
being '1000mm' dumb plugin recognises as 1000m...
L1639[16:44:22] <gigaherz> XD
L1640[16:44:26] <Admiral_Damage> that
crystal tho
L1641[16:44:36] <gigaherz> probable does
endsWith("m")
L1642[16:44:37] <legoclone09> lol
L1643[16:44:43] <Admiral_Damage> sigh
ikr
L1644[16:44:48]
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L1646[16:45:03] <Admiral_Damage> now
holds title for largest smallest model
L1647[16:45:07] <legoclone09> haha
L1648[16:45:12] <legoclone09> now the mm
is megameters...
L1649[16:45:17] <legoclone09> it's even
bigger
L1650[16:45:34] <Admiral_Damage> ofc, i
mean what else could it be... being a qualified engineer I was
livid when i found this...
L1651[16:45:35] <legoclone09> ok so i
install eclipse IDE for java devs?
L1652[16:45:43] <Admiral_Damage>
Yep^
L1653[16:45:45] <gigaherz> yes, the
normal one, not the EE one
L1654[16:45:51] <legoclone09>
alright
L1655[16:46:21] <gigaherz> brb
L1656[16:46:24]
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L1664[16:50:19] <gigaherz> back
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L1666[16:50:26] <legoclone09> ok
L1667[16:50:44] <legoclone09> im
launching eclipse
L1668[16:51:07] <jdloft> how are variable
names such as var18 changed into meaningful ones in forge source?
that doesn't seem to happen on vanilla mcp.
L1669[16:51:17] <jdloft> (aka
deobfuscated)
L1670[16:51:55] <legoclone09> so eclipse
has launched
L1671[16:51:56] <legoclone09> brb
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L1674[17:01:09] <legoclone09> back
L1675[17:02:03]
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L1677[17:08:38] <Arctic_Wolfy> So how do
I do textures in 1.8.9?
L1678[17:08:55] <gigaherz> you do models
instead
L1679[17:09:02] <gigaherz> and the models
reference textures
L1681[17:09:18] <gigaherz> it has a
section explaining the changes in concepts from 1.7 to 1.8
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L1685[17:22:41] <jdloft> anybody know how
forge deobfuscates variable names?
L1686[17:23:37] <gigaherz> sorry no
idea
L1687[17:24:14]
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L1688[17:24:47] <jdloft> hmm... I may
have to reverse engineer the install scripts
L1689[17:25:14] <Disconsented> What are
you trying to achieve?
L1690[17:26:33] <jdloft> I have modified
source based off of vanilla mcp decompiled code and that uses
obfuscated names and I want to change them over to the forge var
names for diff purposes
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L1693[17:31:10] <shadekiller666> doesn't
forge also use mcp?
L1694[17:32:08]
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L1695[17:32:44] <diesieben07> it uses
mcp's data
L1696[17:32:48] <diesieben07> but the
rest is FG
L1697[17:33:10] <diesieben07> jdloft, i
think specialsource might be able to achieve that, but thats about
all i know
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L1699[17:34:37] <modman> hi all, can
someone tell me where the following build error might stem
from?
L1700[17:34:42] <modman> Cannot expand
ZIP
'/Users/joe/HopeMod/build/retromapping/retromappedReplacedMain.jar'
as it does not exist.
L1701[17:35:16] <modman> i’m trying to
build a simple scala mod from the MDK source
L1703[17:35:51] <diesieben07> yes
that
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L1709[17:39:39] <masa> how do they manage
to keep breaking all the things... every time I use a nether portal
in 1.9, I get a "<playername> moved too quickly!
<coords>" error i nthe server console...
L1710[17:40:16] ***
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L1712[17:40:49] <Arctic_Wolfy> Alphas
work in 1.8.9?!?!?! O.O
L1713[17:41:05] <gigaherz> ?
L1714[17:41:27] <jdloft> the trailing
whitespace in the forge python scripts is horrendous
L1715[17:41:32] <diesieben07> wat
L1716[17:41:37] <diesieben07> forge does
nto use python anymore
L1718[17:41:56] <jdloft> diesieben07:
yeah, ik. Poking around in some archives :)
L1719[17:42:03] <diesieben07> haha
L1720[17:42:10] <diesieben07> you can
tell why ForgeGradle was made
L1721[17:42:18] <Arctic_Wolfy> gigaherz:
Alpha = image transparency.
L1722[17:42:21]
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L1723[17:42:24] <gigaherz> I know what
alpha is
L1724[17:42:36] <jdloft> diesieben07:
yep
L1725[17:42:55] <gigaherz> what I meant
is, they never stopped working?
L1726[17:43:25] <Arctic_Wolfy> They never
worked before 1.8...
L1727[17:43:36] <Arctic_Wolfy> And I mean
for items.
L1728[17:43:53] <gigaherz> ah
L1729[17:43:59] <gigaherz> items are not
"supposed" to use alpha
L1730[17:44:19] <gigaherz> the
"builtin/generated" thickness follows the cutout
edge
L1731[17:45:01] <Arctic_Wolfy> I was just
being lazy, I resized the image in 1.7.10 and left the alpha
in.
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L1734[17:46:10] <MalkContent> huh
L1735[17:46:21] <MalkContent> are
itemstack damage and metadata not the same thing anymore?
L1736[17:46:31] <gigaherz> by default,
they are
L1737[17:46:37] <gigaherz> but you can
overrid them separately
L1738[17:46:41] <gigaherz>
override*
L1739[17:46:54]
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L1740[17:47:02] <gigaherz> it allows
having items with subitems, that still have a damage
L1741[17:47:10] <Arctic_Wolfy> And
lag...
L1742[17:47:26] <MalkContent> a. seeing
it now
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L1744[17:51:00] <Arctic_Wolfy> Hmm... How
do I tell MC to use 64-bit?
L1745[17:51:19] <diesieben07> why do you
32 bit installed at all
L1746[17:51:35] <Arctic_Wolfy> IDK
L1747[17:51:35] <gigaherz> Arctic_Wolfy:
remove the 32bit one from the PATH,
L1748[17:51:48] <gigaherz> and point your
IDE (Eclipse/IDEA) to the 64bit one
L1749[17:52:08] <gigaherz> the vanilla
minecraft launcher comes with its own 64bit java so that's not an
issue
L1750[17:52:29] <Arctic_Wolfy> PATH as
the Env Vars of the computer?
L1751[17:53:14] <gigaherz> yes
L1752[17:56:31]
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L1755[17:59:04] <Arctic_Wolfy> I don't
think it's in there.
L1756[18:00:31]
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L1757[18:11:49] <MattDahEpic> opinions on
sourcetree vs gitextensions vs gitkraken? i need a better git ui
client
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L1759[18:13:15] <diesieben07> I use the
builtin intellij one for most things (resolving merge conflicts is
amauing in there)
L1760[18:13:26] <diesieben07> if i need
more either command line or sourcetree
L1761[18:13:58] <diesieben07>
*amazing
L1762[18:14:00] <gigaherz> I use
TortoiseGit for all my Git needs ;P
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L1765[18:18:39] <MattDahEpic> its more
for unity code than mc so i wouldnt be using intellij/eclipse
L1766[18:19:11] <diesieben07> sourcetree
then
L1767[18:19:17] <diesieben07> is my
suggesion
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L1769[18:22:34] <gigaherz> MattDahEpic:
Unity the engine?
L1770[18:22:50] <MattDahEpic> no unity
the spaceship -_-
L1771[18:23:02] <gigaherz> uh
L1772[18:23:06] <gigaherz> there's Ubuntu
Unity
L1773[18:23:11] <gigaherz> VMware
Unity
L1774[18:23:14] <Lord_Ralex> AC
L1775[18:23:14] <gigaherz> etc
L1776[18:23:23] <gigaherz>
"Unity" isn't exclusive to the game engine
L1777[18:23:42] <gigaherz> for all I
know, you could be working for Ubuntu ;P
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L1779[18:25:14] <gigaherz> anyhow I meant
to say
L1780[18:25:24] <gigaherz> if it's Unity
on OSX, then go for sourcetree
L1781[18:25:57] <gigaherz> if it's on
windows, and you plan on using VSTU and using Visual Studio as the
editor (highly recommended), then you can use VS's own Git
support
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L1791[18:42:25] <MattDahEpic> we all know
mono is objectively the worst thing to ever exist
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L1799[18:55:00] <mustangflyer> If anyone
still wondered: both work, and pprinting is not required
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L1801[18:55:35] <mustangflyer> (But they
don't like missing attributes.)
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L1811[19:22:52] <modman> hmmm.. can i
just run “./gradlew setupDecompWorkspace” to build a mod? or do I
have to run “./gradlew build” as well?
L1812[19:23:28] <modman> the “./gradle
build” part does not seem to work for scala mods
L1813[19:23:49] <modman> based off of my
very limited knowledge :-)
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L1817[19:37:53] <Saphire> Did you
installed scala compiler at all? XD
L1818[19:40:03] <modman> yes, scala is
installing itself via the gradle plugin
L1819[19:40:14] <modman> and the scala
code is compiling
L1820[19:41:04] <modman> i’m not sure of
the build process though… i think i saw “./gradle build” in a
tutorial somewhere… but it looks like its only meant for java
sources
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L1822[19:42:23] <modman> “./gradlew
runClient” is working too… i guess i’m just being paranoid
something is not correct :-)
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L1826[19:49:01] <Admiral_Damage> Anyone
know about UV mapping? I have a small detail that's bothering
me
L1827[19:51:58] <williewillus> ugh
L1828[19:52:05] <williewillus> should not
have adopted this capability stuff early on
L1829[19:52:18] <williewillus> now I'm
stuck between two places with half working code
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L1832[19:54:28] <modman> looks like i
need to run “./gradlew build” to generate the jar file… at least I
can test/play with “./gradle runClient”
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L1834[19:55:30] <modman> does anyone
think there would be better scala support using 1.7.10?
L1835[19:55:48] <williewillus> ugh you
can't nest combined inventory wrappers
L1836[19:58:45] <shadekiller666>
Admiral_Damage, whats the issue?
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L1839[20:08:17] <masa> williewillus: what
are you doing exactly? I just started to convert my mod to
capabilities and IItemHandler too...
L1840[20:08:36] <Cypher121> what are some
good vps providers?
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L1842[20:09:24] <williewillus> tldr
botania is massive
L1843[20:09:38] <williewillus> and
weaning it off all the assumptions that iinventory brings is
tiresome
L1844[20:09:48] <williewillus>
particularly the assumption that all IInventories are TE's
L1845[20:10:15] <gigaherz> that has never
been true, though
L1846[20:11:43] <williewillus> all the
ones in this context
L1847[20:11:46] <williewillus>
(corporea)
L1849[20:11:58] <masa> oh okay... but why
is that assumption made in the first place?
L1850[20:12:11] <gigaherz> ah I get
it
L1851[20:12:11] <williewillus> casting
tileentities to IInventories has always been a thing
L1852[20:12:19] <williewillus> and the
reverse
L1853[20:12:22] <gigaherz> it used to be
"TileEntity extends IInventory"
L1854[20:12:28] <williewillus> again in
the context of corporea
L1855[20:12:29] <gigaherz> so they'd just
do (TheTileEntity)inventory
L1857[20:12:40] <williewillus> corporea
revolves around collections of iinventories
L1858[20:12:50] <williewillus> and casts
them to TE's to get their world pos
L1859[20:13:00] <williewillus> since
IItemHandlers don't have location data I have to roll my own
L1860[20:13:03] <masa> mmkay
L1861[20:13:10] <williewillus> which is
annoying
L1862[20:13:52] <masa> no idea what
corporea even is... I only used botania for a very limited amount
in my 1.7.10 pack, which I only played for a little bit
anyway
L1863[20:14:04] <gigaherz> I'd just do
something like "interface IItemHandlerWithParent extends
IItemHandler {TileEntity getParent(); }"
L1864[20:14:05] <gigaherz> ;P
L1865[20:14:09] <masa> and haven't played
modded in over a year..
L1866[20:15:37] <shadekiller666>
what
L1867[20:15:46] <masa> I'll most likely
start a new modded world either in 1.8.9 or more likely in 1.9, as
soon as Forestry comes out for either of those
L1868[20:16:36] <shadekiller666>
Admiral_Damage, i'm confused as to what you're asking, those models
aren't even the same shape
L1869[20:16:45] <Admiral_Damage> I am
fully aware...
L1870[20:16:49] <Admiral_Damage> I made
both...
L1871[20:17:23] <Admiral_Damage> The
first I made on sketchup, the issue was the UV was screwy, outside
of 0-1, so I've made another model on 3ds, made sure all of the UVs
are between 0 and 1,
L1872[20:17:30] <masa> with a very light
and vanilla-like pack, with more or less just chisels & bits,
forestyry, my own mod(s) and possibly carpenter's blocks if that
gets released at some point, and maybe tinker's, not sure about
that yet
L1873[20:17:38] <williewillus> ugh
everything is so broken
L1874[20:17:44] <williewillus> tempted to
just revert all this crap
L1875[20:17:46] <shadekiller666> ok
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L1877[20:17:49] <Admiral_Damage> I'm
trying to recreate the perspective-uv map on the 2nd image, that I
got using a sketchup plugin
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L1879[20:18:26] <shadekiller666> you do
know the difference between vertex positions and uv coordinates
right?
L1880[20:18:26] <Admiral_Damage> The
pointy part of the shape, the mapping occurring there, where it
gradually gets smaller to a point I'd like on top of this
shape
L1881[20:18:41] <Admiral_Damage> I am new
to modelling and using UVs...
L1882[20:18:45] <shadekiller666> ok
L1883[20:18:45] <Admiral_Damage> So not
really no
L1884[20:19:11] <shadekiller666> so
vertex positions are the actual locations of the points of the
modl
L1885[20:19:14] <shadekiller666>
model
L1886[20:19:26] <gigaherz>
shadekiller666: IIRC, sketchup assigns materials based on the world
position, with an offset/scale applied
L1887[20:19:51] <Admiral_Damage> let me
just screenshot sketchup, you can see the tool and UI.. and what it
calls it
L1888[20:20:08] <shadekiller666> the uvs
are 2d coordinates that determine how the texture is applied to
each vertex
L1889[20:20:19] <williewillus> what the
hell why am I getting an index out of bounds
L1890[20:20:29] <williewillus> I bounds
check inv.getSlots() like the line above
L1891[20:20:33] <Admiral_Damage> yeah I
get that part
L1892[20:20:33] <williewillus> and no, no
off by one error
L1893[20:20:34] <shadekiller666> im
assuming you're trying to load this as an obj right?
L1894[20:20:37] <williewillus>
>.<
L1895[20:20:39] <Admiral_Damage> yeah
correct
L1896[20:21:04] <shadekiller666> in the
second image, the texture on the pointy bit is tiled
L1897[20:21:22] <Admiral_Damage> If it's
tiled or not, doesn't matter
L1898[20:21:26] <shadekiller666> which is
why there are those bright red lines going up the faces
L1899[20:21:41] <Admiral_Damage> For my
goal, the tiling doesn't matter I know how that works
L1900[20:21:49] <williewillus> yeah
reverting this part for now ><
L1901[20:21:58] <Admiral_Damage> What
matters to me is the square texture being pinched into a
triangle
L1902[20:22:11] <shadekiller666>
ok?
L1903[20:22:40] <shadekiller666> for the
faces of the pointy bit, do you want the texture looking like image
1 or 2?
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L1905[20:22:56] <Admiral_Damage> There
are two differences
L1906[20:23:00] <Admiral_Damage> between
image one and image two
L1907[20:23:08] <Admiral_Damage> tiling,
AND the pinch
L1909[20:23:20] <Admiral_Damage> Forget
the tiling
L1910[20:23:31] <shadekiller666> k
L1911[20:23:42] <shadekiller666> do you
want the pinching?
L1912[20:23:49] <Admiral_Damage> yes...
that's all I'm after
L1913[20:23:54] <shadekiller666> ok
L1914[20:24:38] <shadekiller666> for
that, the uv shell has to be a square
L1915[20:25:39] <shadekiller666> and the
uv coords would be (0,0), (0,1), (1,1), (1,0) -- either in that
order or swapping (0,1) and (1,0)
L1916[20:25:42] <shadekiller666> only
problem is
L1917[20:25:49] <shadekiller666> those
faces are triangles
L1918[20:25:58] <shadekiller666> so you
only have 3 uv coords
L1919[20:26:09] <Admiral_Damage> Yup,
that's my exact problem in a nutshell,
L1920[20:26:49] <shadekiller666> about
the obj loader
L1921[20:27:35] <shadekiller666> the
error that is thrown when your uvs are outside of 0..1, was a quick
bandage until i could get uv handling implemented
L1922[20:27:51] <shadekiller666> (wish i
had never put that error in to begin with...)
L1923[20:28:41] <shadekiller666> if your
sketchup model didn't have the tiling, and just had the texture
span the entire face, the error wouldn't be raised
L1924[20:29:20] <Admiral_Damage> I did
think about setting them to be 1s and 0s, I mean, the numbers are
either ridiculously close to 0 or ridiculously close to 1
L1925[20:29:26] <Admiral_Damage> as in,
involving exponents..
L1926[20:29:40] <gigaherz> you jsut can't
do the "pinch" shape with 3 vertices, you'd need to
duplicate the tip, have two vertices in the same location with
different UVs
L1927[20:29:42] <shadekiller666> i have
the updates that add the uv handling sitting in a pr atm waiting to
be pulled into forge, however, texture tiling is not supported in
those updates, because of how minecraft's texture application
works
L1928[20:30:07] <gigaherz> actually that
wouldn't be enough either hmmm
L1929[20:30:12] <Admiral_Damage> Yeah I
know gig
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L1931[20:30:30] <shadekiller666> whatever
it is that sketchup is spitting out to get the pinch is fine
L1932[20:30:38] <shadekiller666> the
problem is that you're tiling
L1933[20:30:52] <Admiral_Damage> Ya, so
maybe if I just manually entered the UVs?
L1934[20:31:07] <Admiral_Damage> I mean,
let me show you the original model obj
L1936[20:31:56] <Admiral_Damage>
1.11022e-016 aka 0.000000000000000011022... thats what i mean
ridiculously close
L1937[20:32:14] <shadekiller666> holy
crap that is a terrible formatting of an obj file... :P
L1938[20:32:26] <Admiral_Damage> I didn't
write it, and believe me I know...
L1939[20:32:33] <shadekiller666> i know
you didn't :P
L1940[20:32:54] <Admiral_Damage> I don't
have that patience...
L1941[20:33:13] <williewillus> why does
github always show me the class I wanted last :D
L1942[20:33:53] <williewillus> I search a
class name and that class is second to last on the 4/5 results page
-.-
L1943[20:34:01] <williewillus> since
obviously showing me everywhere I import it is more important
lol
L1944[20:34:05] <shadekiller666> :/
L1945[20:34:13] <shadekiller666> gg
sketchup
L1946[20:34:28] <Admiral_Damage> I don't
necessarily blame sketchup
L1947[20:34:33] <Admiral_Damage> I have a
feeling its the plugin
L1948[20:34:44] <shadekiller666> it
doesn't even write an obj file that would properly apply the
texture in another program...
L1949[20:35:10] <Admiral_Damage> x.x I
know I've had problems with it before
L1950[20:35:23] <Admiral_Damage> You can
now see why I switched to 3dsmax, as awkward as it is
L1951[20:35:53] <shadekiller666> never
used 3dsm, i use maya, most people use blender
L1952[20:36:09] <shadekiller666> i
personally hate blender, but whatever
L1953[20:36:12] <Admiral_Damage> I can
just about get my head around 3ds, blender just, no.. I can't
L1956[20:36:46] <Admiral_Damage> Tell me
to read an 8b hex flash mem file for atmel chips, and I can read
that, blender.. nope
L1957[20:36:48] <shadekiller666> can i
see your .mtl as well
L1958[20:36:51] <Admiral_Damage>
sure
L1959[20:36:53] <williewillus> first is
right, second is wrong. the code is same from 1.7/1.8
L1960[20:36:58] <williewillus> except for
new tess and switching to GLSM
L1961[20:37:32] <gigaherz> williewillus:
it's missing alpha
L1962[20:37:59] <williewillus> no
difference
L1963[20:38:06] <williewillus> also, the
1.7 code disables alpha testing
L1964[20:38:10] <williewillus> before
drawing with tess
L1965[20:38:13] <gigaherz> not alpha
testing
L1966[20:38:14] <gigaherz> blending
L1967[20:38:22] <gigaherz> the blend func
seems wrong
L1968[20:38:26] <williewillus> that's
there too here lemme post code
L1969[20:38:26] <Admiral_Damage> Erm, sec
I just want to try something shade
L1970[20:38:27] <shadekiller666>
Admiral_Damage, how many blocks tall is the model supposed to
be?
L1971[20:38:32] <Admiral_Damage> Oh,
one
L1972[20:38:43] <Admiral_Damage> funny
you should say that...
L1973[20:39:00] <Admiral_Damage> sketchup
messed up the scaling earlier (i manually tampered with my UVs to
test rendering)
L1975[20:39:12] <shadekiller666> is the
pointy bit 0.5 tall?
L1977[20:39:26] <Admiral_Damage>
D<
L1978[20:39:31] <shadekiller666>
O.o
L1979[20:39:50] <williewillus> i bet its
from the new tessellator but idk what
L1980[20:39:54] <Admiral_Damage> Erm,
yeah its 1m x 1m x 0.95 or something ridiculous
L1981[20:40:06] <Admiral_Damage> but its
gemoetrically perfect.. not dimensionally
L1982[20:40:15] <shadekiller666>
ok...
L1983[20:40:20] <shadekiller666> so thats
a yes?
L1984[20:40:23] <Admiral_Damage>
yap
L1985[20:40:25] <williewillus> wait i
think i found the issue lol
L1986[20:40:30] <williewillus> my color()
calls are wrong
L1987[20:40:34] <shadekiller666> k
L1988[20:40:46] <shadekiller666> is it a
hexagon from the top?
L1989[20:41:02] <williewillus> lol that
was it
L1990[20:41:03] <williewillus> nvm
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L1992[20:41:12] <gigaherz> williewillus:
btw blendFunc(770,1) is (GL11.GL_SRC_ALPHA, GL11.GL_ONE)
L1993[20:41:29] <gigaherz> you may want
to unfold those constants ;P
L1994[20:41:35] <Arctic_Wolfy> Can some
one tell me why Minecraft is so against me storing UUID's?
L1995[20:41:44] <williewillus> yeah,
thanks
L1996[20:41:48] <williewillus>
Arctic_Wolfy: how so lol
L1998[20:42:08] <gigaherz> Arctic_Wolfy:
explain what you want to achieve ;P
L1999[20:42:14] <Admiral_Damage> Complete
lot^
L2000[20:42:29] <Arctic_Wolfy>
williewillus: It refuses to store a UUID as a string or pair of
longs.
L2001[20:42:59] <williewillus> store
where :P
L2002[20:43:08] <shadekiller666>
Admiral_Damage, you said its 1wx1d, is that 1 block in radius? or 1
block from face to face?
L2003[20:43:14] <williewillus> and what's
"refuse" mean
L2004[20:43:19] <Arctic_Wolfy> In NBT of
an item.
L2005[20:43:23] <gigaherz> paste
code
L2006[20:43:28] <Admiral_Damage> Its a
perfect hexagon, the widest diameter is 1m
L2007[20:43:33] <Admiral_Damage> aka it
fits within a block
L2008[20:43:36] <Admiral_Damage>
1x1x1
L2009[20:43:38] <shadekiller666> ok
L2010[20:43:43] <Arctic_Wolfy> I mean by
refuse, it won't store it.
L2011[20:43:46] <shadekiller666> so
radius is 0.5 then
L2012[20:43:50] <Admiral_Damage> ya
L2013[20:44:01] <gigaherz> Arctic_Wolfy:
really, show us the code
L2014[20:44:38] <Admiral_Damage> I could
save you some time and upload the .3ds file shade
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L2023[20:52:00] <shadekiller666> no thats
ok admiral
L2024[20:52:34] <Admiral_Damage> I
appreciate you spending the time to help by the way
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L2027[20:55:15] <williewillus> wait
L2028[20:55:28] <williewillus> afaik,
when itemstacks are serialized...
L2029[20:55:33] <williewillus>
"id" is used for the item id :P
L2030[20:55:43] <williewillus> like it'll
become "<yourmodid>:<youritemname>" :P
L2031[20:55:47] <williewillus> use
something else
L2032[20:56:01] <williewillus>
Arctic_Wolfy: ^
L2033[20:56:22] <gigaherz> gitta
sleep
L2034[20:56:23] <gigaherz> night
ppl
L2035[20:56:26] <Arctic_Wolfy> Still does
not explain why least and most did not work.
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L2037[20:56:48] <williewillus> well i
don't see that code so :P
L2038[20:56:53] <williewillus> try using
the string with another tag name
L2039[20:57:23] <Arctic_Wolfy> B/c I
stopped using least and most.
L2040[20:58:08] <Arctic_Wolfy> And
different tag name, same problem...
L2041[20:59:35] <Arctic_Wolfy>
williewillus: Still not work.
L2043[21:00:08] <williewillus> do you
retrieve it server side only?
L2044[21:00:12] <williewillus> idk
L2045[21:00:21] <williewillus> try using
debugger and looking through the tag manually
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L2047[21:03:37] <Arctic_Wolfy>
williewillus: Not saving it.
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L2049[21:04:01] <williewillus> you
overwrite the tag completely every time
L2050[21:04:04] <williewillus> not sure
if that's what you want
L2051[21:04:12] <williewillus> you should
be doing stack.getTagCompound().setString()
L2052[21:04:58] <Arctic_Wolfy> I mean, I
don't even think the tag is getting set...
L2053[21:05:04] <williewillus> that's
impossible
L2054[21:05:21] <williewillus> a lot of
mods would be broken if that were the case ;p
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L2056[21:06:08] <williewillus> use your
debugger and stop on the super.itemIntearaction call and analyze
the itemstack object
L2057[21:06:10] <Arctic_Wolfy> It's
null... And before when I was doing something different, it still
had that tag before I got a new item.
L2058[21:06:24] <williewillus> well
stacks don't come with a tag automatically
L2059[21:06:28] <williewillus> if its
null you make one
L2060[21:06:32] <williewillus> if not you
use the existing one
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L2062[21:07:40] <Arctic_Wolfy> I do make
one, but when I try to get it, it's not there.
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L2064[21:09:35] <masa> I'll plug my small
debug mod for this again... it can show you the NBT data from
items, entities and TileEntities in a nice way
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L2068[21:11:38] <Arctic_Wolfy>
williewillus: Found out is has something to do with
itemInteractionForEntity.
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L2071[21:14:24] <Admiral_Damage>
shadekiller666, any luck?
L2072[21:19:09] <shadekiller666> workin
on it, maya crashed :P
L2073[21:19:22] <shadekiller666> seems i
did things in the wrong order and it got angry
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L2075[21:21:10] <Admiral_Damage> You know
my pain :'D
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L2085[21:38:29] <shadekiller666> it won't
tile the texture, but it *should* do the pinching
L2086[21:38:45] <shadekiller666> assuming
opengl knows what its doing
L2087[21:39:04] <Admiral_Damage> ofc,
tiling is.. your game? in future I hope :D
L2088[21:39:06] <shadekiller666> the
faces on the point render funny in maya, but the uv shells are
square
L2089[21:39:15] <shadekiller666>
uhhh
L2090[21:40:09] <shadekiller666> i will
try and figure out how to make the obj loader handle tiling, but i
can't guarantee it will ever have tiling support
L2091[21:40:33] <shadekiller666> there
isn't really a practical way to do it with how minecraft handles
its textures
L2092[21:40:50] <williewillus> !gm
hurtCameraEffect
L2093[21:40:52] <Admiral_Damage> I did
have a bit of experience doing this
L2094[21:40:57] <Admiral_Damage> funnily
enough
L2095[21:41:06] <Admiral_Damage> when i
was working with lwjgl and libgdx...
L2096[21:41:35] <Admiral_Damage> I'm not
sure how much effort youre willing to go to but it can be done with
lwjgl
L2097[21:41:36] <shadekiller666> the obj
loader doesn't have access to the opengl render context
L2098[21:41:40] <Admiral_Damage> o
L2099[21:43:00] <shadekiller666> all it
does is parse the files, organize things into lists, then shove
everything into one long array when minecraft asks for the
data
L2100[21:43:18] <shadekiller666> after
that, minecraft shoves that array into opengl
L2101[21:47:18] <Admiral_Damage>
hmmm
L2102[21:48:09] <Admiral_Damage>
Something odd is happening with the model
L2103[21:48:38] <Admiral_Damage> errr,
one of the faces is off
L2105[21:50:01] <shadekiller666> its also
not pinching properly...
L2106[21:50:02] <shadekiller666> :/
L2107[21:50:10] <shadekiller666> not sure
that you can do what you want
L2108[21:51:10] <Admiral_Damage> the only
way I can forsee this working is have the triangle split down the
middle
L2109[21:51:17] <Admiral_Damage> and have
each side do what its currently doing
L2110[21:51:33] <Admiral_Damage> so /|\
and each side is doing the align
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L2112[21:51:54] <shadekiller666> ya
maybe
L2113[21:52:11] <Admiral_Damage> hurm i
might try that...
L2114[21:52:29] <shadekiller666> the
model i gave you is a cylinder that is missing 6 top faces, and all
of the vertices are scaled to the same point in space
L2115[21:52:52] <Admiral_Damage> also how
should I format my blockstates... I'm getting '"#normal"
not found'
L2116[21:54:49] <masa> Arctic_Wolfy: oh
are you having a problem where NBT isn't being set on items? are
you testing it in creative mode?
L2117[21:55:31] <masa> items in creative
mode will get replaced after you use them, so the data won't
persist
L2118[21:55:52] <masa> I had the same
issue and was banging my head agains the wall for some time because
of it
L2119[21:56:32] <masa> you can get around
it using an event, but it should also work using the
itemInteractionForEntity() in survival (or non-creative
anyway)
L2120[21:57:31] <shadekiller666>
Admiral_Damage, you're using forge blockstates right?
L2121[21:57:44] <shadekiller666> let me
see the blockstate json
L2122[21:59:06] <Admiral_Damage> I kinda
know what the problem is, just dont know how to resolve it, I have
definitions for north south east and west
L2123[21:59:20] <Admiral_Damage> but I
don't know how to put that into a block..
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L2126[22:01:00] <shadekiller666> point
ModelLoaderRegistry.setCustomModelResourceLocation() at
"inventory"
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L2128[22:04:19] <Admiral_Damage> I am,
I'm using something giga suggested
L2129[22:04:50] <Admiral_Damage> afaik
its to do with the metadata of the block, but I'll pastebin
this
L2131[22:05:37] <williewillus> wait so is
the item model not working
L2132[22:05:39] <williewillus> or the
block model?
L2133[22:05:51] <Admiral_Damage> block
model, i said its probs metadata
L2134[22:05:55] <Admiral_Damage> infact
it is metadata
L2135[22:05:56] <williewillus> oh
L2136[22:06:01] <williewillus> do you
have blockstate properties?
L2137[22:06:02] <Admiral_Damage>
blockstates are north south east west,
L2138[22:06:08] <williewillus>
PropertyEnum etc. etc.?
L2139[22:06:09] <Admiral_Damage> I said I
don't know how to add them...
L2140[22:06:27] <williewillus> yeah
they're kinda important. See the vanilla BlockFurnace class
L2141[22:06:49] <williewillus>
specifically: setDefaultState in the constructor, createBlockState,
getMetaFromState, and getStateFromMeta
L2142[22:07:05] <Admiral_Damage> I know
how to make it ignore "normal" too btw :P
L2143[22:07:12] <williewillus> ?
L2144[22:07:15] <williewillus> normal
shouldn't even show up
L2145[22:07:21] <williewillus> if your
block has blockstate properties like it should
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L2147[22:07:30] <Admiral_Damage>
"Model definition for location cm:redstone_crystal#normal not
found"
L2148[22:07:36] <Admiral_Damage> Its just
a normal Block
L2149[22:07:37] <williewillus> that's
because you don't have blockstate properties
L2150[22:07:58] <williewillus> how is the
game supposed to know how to rotate north/south/east/west? you tell
it that using blockstate properties
L2151[22:08:23] <williewillus> whenever
you have no properties, the game automatically substitutes normal
for you. so once you add them normal will no longer appear
L2152[22:08:27] <Admiral_Damage> I told
you, I know
L2153[22:08:30] <Admiral_Damage> I asked
how
L2154[22:08:34] <Admiral_Damage> I have
the answer, I'm working on it
L2155[22:08:35] <williewillus> I just
told you how
L2156[22:08:37] <williewillus> :P
L2157[22:08:39] <Admiral_Damage>
chill
L2158[22:08:58] <williewillus> I thought
you were asking how to add blockstate properties were you
not?
L2159[22:08:59] <williewillus> :P
L2160[22:09:10] <thecodewarrior> well
something I did fixed a bug. No idea what it was I did, but it
works and I'm not complaining.
L2161[22:09:37] <Admiral_Damage> join le
club
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L2166[22:17:36] <thecodewarrior> After
several hours smashing my head against my desk debugging raytracing
code (I never ever want to deal with raytracing again) I literally
can't think any more. There are plenty of bugs to squash but my
brain is like "NOPE! why don't you think more about
raytracing!"
L2167[22:17:51] <williewillus> what
raytracing do you need to do? 0.o
L2168[22:18:10] <williewillus> mc's are
pretty sufficeint, to the point you can usually just call them
blindly and treat it like a black box :P
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L2170[22:20:52] <thecodewarrior> But I
want to go beyond AABBs, I want angles!
L2171[22:22:45] <thecodewarrior> So I
made a triangle raytracing function, but for some reason it was
derping up and being non-sensical.
L2174[22:28:05] <williewillus>
awesome
L2175[22:28:12] <Admiral_Damage> No more
giant crystals...
L2176[22:28:15] <Admiral_Damage> for
now...
L2177[22:28:21] <shadekiller666>
nice
L2178[22:28:41] <Admiral_Damage> srsly
thanks a bunch everyone that helped :P
L2179[22:28:48] <thecodewarrior> Are
those... HD textures... o.O
L2180[22:28:53] <Admiral_Damage>
yep
L2181[22:29:02] <Admiral_Damage> former
graphic artist o3o
L2182[22:29:08] <thecodewarrior>
Sigh.
L2183[22:29:59] <thecodewarrior> Also,
what I thought was fixed... turns out it still doesn't work!
yippee! more ray*gag*tracing!
L2184[22:30:05] <Admiral_Damage> The mod
is a bit of a mish mash of the two
L2185[22:30:16] <Admiral_Damage> hd and
non hd, I need to create a convention..
L2186[22:30:21] <Admiral_Damage> Not sure
yet
L2187[22:31:10] <Admiral_Damage> erm, so,
shade whats with that really odd... black spot
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L2189[22:32:13] <thecodewarrior> Go for
non-hd. 16x with small highlights is fine, but not full-on
HD.
L2190[22:33:13] <thecodewarrior> HD
doesn't really fit very well, it may look nice, but in a 16x world
it sticks out.
L2191[22:33:29] <Admiral_Damage> I'm
aware, but I have my own reasons,
L2192[22:33:40] <thecodewarrior> are
they... diabolical?
L2193[22:33:45] <Admiral_Damage> These
are textures from a 3d game I was working on a while ago
L2194[22:33:48] <Admiral_Damage> as in,
several years ago
L2195[22:33:57] <Admiral_Damage> but it
never went anywhere
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L2197[22:34:13] <thecodewarrior> awww. so
not diabolical...
L2198[22:34:19] <Admiral_Damage> I mean a
bunch of them are new
L2199[22:34:54] <Admiral_Damage> All the
bricks, the grates (not in view), levers, the lot.. I'm not going
to plug the mod here tho, it's not on public release atm.. just
private
L2200[22:35:29] <Admiral_Damage> I mean,
this was something godawful that I created in 1.6.4...:
L2201[22:36:13] <thecodewarrior> :D :D :D
:D I FIXED IT!!! (turns out that line _was_ important!)
L2202[22:36:39] <Admiral_Damage> which
line..
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L2204[22:36:54] <thecodewarrior>
start.sub(dir.copy().normalize().multiply(0.25));
L2205[22:37:05] <Admiral_Damage> yuno
normalize..
L2207[22:37:54] <thecodewarrior> I'm
doing effectively the same thing before I call the function, but...
it's vectors. I have a little bit of an idea how they work, but I
mostly just copy stuff of the interwebs.
L2208[22:38:07] <Admiral_Damage> :O for
shame!
L2209[22:38:50] <thecodewarrior> Vctrs r
hrd...
L2210[22:39:45] <Admiral_Damage> try
removing ones face from the concrete and understand trig and Fx =
Fcos(angle), Fy = Fsin(angle),
L2211[22:41:11] <thecodewarrior> I like
those textures, just not the super-hd textures on the first
screenshot. also they take up a lot of room on the atlas. (though I
shouldn't be complaining, a single block of mine has 528
textures...)
L2212[22:41:26] <Admiral_Damage> Has 32gb
ram, shameless elite
L2213[22:41:38] <thecodewarrior> I think
I'll make the bottom _not_ have variants. cut that in half...
L2214[22:42:15] <Admiral_Damage> Nah
seriously though I will vary the textures, this mod will be just
for private stuff, the crystals are going in another mod (sort
of)
L2216[22:43:13] <Admiral_Damage> Ticket
barriers, tickets, ticket printers and redstone controller, gate
array controller, and bus stand with raytrace distance
L2217[22:43:15] *** MineBot sets mode: -b
FrozenLynx!*@*
L2218[22:43:22] <thecodewarrior> That
looks good. thumb == up
L2219[22:43:50] <Admiral_Damage> I have
to add buses and vehicles into 1.8.. without rubbish looking
models
L2220[22:43:59] <Admiral_Damage> Spending
hours on them
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L2229[23:09:12] <PrinceCat> I shouldn't
have to define an ItemBlock when I register a block if I have the
"inventory" variant in my blockstate file, should
I?
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L2232[23:17:10] <PrinceCat> I still can't
figure out why my block has a texture in the world but none in my
inventory when I've defined the forge blockstate variant for
it.
L2233[23:17:16] <PrinceCat> I'm honestly
stumped, there must be something I'm missing.
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L2362[23:20:38] *** nova.esper.net sets mode:
+vv iPixeli PaleOff
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L2408[23:32:08] ***
Kolatra[away] is now known as Kolatra
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(~sinkiller@nc-67-232-14-71.dhcp.embarqhsd.net) (Quit:
またね)
L2410[23:33:03] <PrinceCat> Anyone have
any ideas?
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L2424[23:59:11] <Kane_Hart> this is a odd
question.
L2425[23:59:41] <Kane_Hart> Would some
how saving the texture stiching locally and loading it up if there
is no new changes cause loading to load a lot faster?