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L1[00:00:16] <SinbadEV> Omigosh... I think I
finally have my head wrapped around the basic basic basics... now
it's time for sleep... but I want to share the result of hours and
hours and hours of effort...
https://plus.google.com/+WilliamBenjaminJohnDavis/posts/DrMK2CrS59j
(It's been too long since I've tried moddding anything)
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L4[00:19:46] <mezz> is there a way to update
meta on a held itemstack without having it dip down?
L5[00:21:28] <TehNut>
causeReequipAnimation
L6[00:21:32] <TehNut> or something like
that
L7[00:21:44] <TehNut>
shouldCauseReequipAnimation
L8[00:22:02] <mezz> \o/ thanks!
L9[00:22:05] <TehNut> Same for updating
NBT
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L34[01:47:55] <gigimoi> SinbadEV, Is
that... google plus?
L35[01:47:59] <gigimoi> I thought that was
a myth
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L37[01:52:56] <gigimoi> I've got an
existing model and animations, what's the best way to get that
ingame short of writing the loader and rendering myself?
L38[01:53:51] <Cypher121> gigimoi: what
format?
L39[01:54:05] <gigimoi> .blend, so can
output to more or less any format
L40[01:54:23] <thecodewarrior> PSA: Don't
try to call player.moveEntity(0, Infinity, 0)... It doesn't like
that.
L41[01:54:55] <Cypher121> thecodewarrior:
no shit
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L43[01:55:45] <Cypher121> gigimoi: export
to .obj, there's supposed to be a loader for it. no idea how to use
it though
L44[01:59:56] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160508 mappings to Forge Maven.
L45[02:00:00] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160508-1.9.zip (mappings
= "snapshot_20160508" in build.gradle).
L46[02:00:10] <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/
L47[02:03:32] <Saphire> Q_Q
L48[02:03:37] *
Saphire is poking authlib
L49[02:03:42] *
Saphire can't debug it :|
L50[02:06:29] <kashike> what's the
issue?
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L56[02:28:45] <Saphire> well.. it kinda
changes the code responsible for server auth
L57[02:29:25] <Saphire> and I can't even
get any output from those classes
L58[02:30:16] <Saphire> how do I even use
log4j without forge? .-.
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L60[02:37:29] <Saphire> *I changed
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L64[02:42:23] <Cypher121> Saphire:
LogManager.getLogger(name)
L65[02:42:47] <Saphire> uh.. nothing?
L66[02:43:01] <Saphire> ...I really need to
setup dev environment
L67[02:43:07] <Cypher121> > how do I
even use log4j without forge? .-.
L68[02:43:46] <Cypher121> that's how. you
get logger from org.apache.logging.log4j.LogManager and use it.
Simplest way, I think
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L74[02:51:40] <p455w0rd> what is it they're
doing that they aren't supposed to be doing?
L75[02:53:28] <TehNut> Is it missing the
slants if placed on a solid block?
L76[02:53:38] <TehNut> Or the
shadows?
L77[02:54:52] <Yulife> TehNut it renders
the slants in the air or on opaque blocks
L78[02:54:57] <Yulife> *non-opaque
L79[02:55:05] <Yulife> on solid blocks it
doesnt render some parts of the models
L80[02:55:23] <Yulife> to be fair, the
model is lowered because it's supposed to go on another model
L81[02:55:31] <Yulife> but it's odd that if
the elements are in the ground it doesnt render them
L82[02:55:40] <TehNut> so the first thing I
said was correct?
L83[02:55:42] <TehNut> :P
L84[02:56:05] <Saphire> Oh yay, it is
there
L85[02:56:15] <TehNut> Does it render if
you raise the model to be fully above ground?
L86[02:56:15] <Saphire> Well, i can see
that it does something xD
L87[02:56:16] <Yulife> oh yeah it is tehnut
:D
L90[02:59:11] <TehNut> huh
L91[03:00:40] <Saphire> i guess the 'under'
part is just cut-off by rendering?
L92[03:01:16] <Saphire> as soon as its
'root' or whatever is out of sight/is blocked by something? *has no
experience with forge nor modelling nor rendering \o/*
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L94[03:02:26] <Yulife> yeah the elements
that are not rendered are in the ground
L95[03:02:37] <Yulife> but the rest of them
should this render above ground which they arent
L96[03:03:34] <Saphire> uh.. i guess those
elements have some kind of 'root', right?
L97[03:03:51] *
Saphire is probably just babling nonsense x.x
L98[03:06:08] <Yulife> no
L99[03:06:12] <Yulife> you probably have a
point
L100[03:06:19] <Yulife> Saphire if this
works I could kiss you lol
L101[03:10:29] <Yulife> nope, jsons dont
have origin points :( too bad
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L104[03:13:42] <TehNut> A stupid solution
would be to have two different models and determine which one to
render based on the block below :p
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L107[03:18:36] <Saphire> That's.. ugly
D:
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L157[06:21:38] <hron84> Hi! I am a bit
beginner in MC modding. As I read it on internet, consuming an item
from player's inventory is done via
player.inventory.consumeInventoryItem(itemFoo), however it seems
like not working under 1.9. What is the new way?
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L160[06:26:26] <Cypher121> was that ever a
thing?
L161[06:26:40] <Wuppy> o/
L162[06:26:50] <Cypher121> from what I
see, bow just iterates over all slots and pulls first it can
find
L163[06:26:57] <Cypher121> o/
L164[06:28:32] <Cypher121> hron84: just
loop through the slots and find the item. look at how ItemBow does
it. consumeInventoryItem is probably some bukkit shit
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L166[06:29:31] <masa> nope, it was a thing
I think up to 1.8.9
L168[06:29:44] <Wuppy> ugh I'm so
incredibly tired... this is crazy
L169[06:29:50] <Cypher121> then why did
they remove it?
L171[06:30:22] <Cypher121> yeah,
apparently, but why tf the removed it
L172[06:31:54] <hron84> who knows. So, I
really have to iterate through the entire inventory and also the
hotbar?
L173[06:32:03] <masa> yes
L174[06:32:17] <masa> that's what would
happen anyway in the consume method...
L175[06:32:52] <kimfy> That's a very nice
book interface Cypher121 , gj
L177[06:33:14] <Cypher121> textures are
not by me
L178[06:33:35] <hron84> looks nice
L179[06:34:47] <Cypher121> now I just need
to get text, links, and recipe animations working
L180[06:34:48] <Cypher121> fml
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L182[06:35:27] <hron84> masa, so is it
enough to iterate through player.inventory.mainInventory and then
player.inventory.decrStackSize(index, 1)? Or should I do
more?
L183[06:37:05] <masa> yep should be
enough
L184[06:37:29] <masa> although if you want
to include the offhand, then mainInventory isn't the right way to
do it
L186[06:38:36] <auenf> "The vanilla
bow uses ItemBow#findAmmo instead of
InventoryPlayer#consumeInventoryItem"
L187[06:42:36] <hron84> errm, what is the
benefit of iitemhandler api instead of just decrStackSize?
L188[06:44:46] <masa> IItemHandler is the
new preferred inventory interface introduced by Forge in
1.8.9
L189[06:45:06] <masa> the vanilla
IInventory and ISidedInventory are horrible and need to go
away
L190[06:45:52] <masa> IItemHandler is much
cleaner, can be used with the Capability system, and is much nicer
for inter-operation of mods
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L192[06:49:29] <hron84> masa, so in this
case, the key is the "extractItem" method?
L193[06:52:12] <masa> yes, for getting
items from a slot
L194[06:52:58] <Saphire> ...
L195[06:53:01] <Saphire> SOooooo
L196[06:53:32] <Saphire> Today i was busy
hacking together an authlib for a pirated minecraft, bypassing
their damn launcher to make it work with the normal multimc
L197[06:53:50] <Saphire> The moment it
worked (i authed and got on the server).. i got banned
L199[06:54:10] <hron84> it calls decrStack
on its own.
L200[06:54:10] <Saphire> And it was: a
permanent server ban and /full/ forum access denied
L201[06:54:38] <Saphire> Okay, i knew that
russian servers are just.. meh. But that is just..
L202[06:55:19] <masa> wtf did you expect
for being an ass that uses hacked clients?
L203[06:55:25] <Saphire> uh
L204[06:55:32] <Saphire> nonono
L205[06:55:42] <Saphire> so.. i found a
nice russian server
L206[06:55:49] <Saphire> the problem was
that they use own hacked launcher
L207[06:56:04] <masa> those two sentences
don't go together
L208[06:56:18] <Saphire> yeah.. as nice as
it can get
L209[06:56:37] <masa> then you haven't
seen very nice I'm guessing...
L210[06:56:58] <Saphire> *as nice as it
can get for russian modded server
L211[06:57:11] <Saphire> a public server,
too
L212[06:58:05] <Saphire> Sooo... i saw
their launcher, flipped my shit when found that it uses own
binaries, and began rewriting (actually just commenting out x.x)
parts of it..
L213[06:58:41] <Saphire> the launcher used
a hacked authlib, which i then modified to work standalone and then
used normal launched, not for cracked MC
L214[06:58:53] <Saphire> got server and
forum banned
L215[06:59:02] <Saphire> with no
notice
L216[06:59:19] <Saphire> eh, i'll just go
to a licensed, normal server of my friend
L217[06:59:35] <Saphire> and hope that
mojang can't detect such things.. bleh
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L219[07:00:25] <masa> I wouldn't ever even
try to connect to a server that uses hacked shit
L220[07:00:41] <masa> now they have your
IP, unless you renewed it already
L221[07:00:51] <Saphire> hm?
L222[07:00:53] <Saphire> so?
L223[07:00:54] <masa> who knows what nice
surprises they are doing to your machine :p
L224[07:00:58] <Saphire> phah
L225[07:01:11] <Saphire> launcher is
hacked but opensource
L226[07:01:25]
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L227[07:01:45] <Saphire> and i have an
enterprice-grade firewall solution running as a router
L228[07:02:00] <Saphire> and yes, it /is/
licensed
L229[07:02:29] <Saphire> well, though
update license run out at january, it's still licensed
L230[07:03:58] <Saphire> sigh
L231[07:04:22] <Saphire> inb4 getting
banned off this channel for mentioned working with cracked mc
L232[07:04:35] <Saphire> well, at least it
was fun
L233[07:06:56]
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L234[07:10:52]
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L236[07:13:10] <vox> Lex, what'd be the
best option to imitate the vanilla TEISR since we can't hook into
it?
L237[07:13:40] <fry> which one?
L238[07:13:54] <vox> The
TileEntityItemSpecialRenderer
L239[07:14:00] <vox> Shields, skulls,
etc
L240[07:14:02] <fry> which one?
L241[07:14:07] <fry> all of them?
L242[07:14:08] <vox> Shields
specifically
L243[07:17:11]
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L244[07:17:27] <fry> only special thing
about shields are their hacky textures
L245[07:18:07] <vox> Yeah, I would like to
still support the shield banner system if I can
L246[07:18:14] <vox> Seems like a feature
a lot of people like
L247[07:22:44] ***
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L248[07:25:25] <fry> sigh
L249[07:25:59] *
fry adds fixing banners/shields on the todo list
L250[07:26:33] <vox> Thanks :)
L251[07:26:54] <vox> If there's anything I
can do to help out, I'd be more than happy to
L252[07:27:19]
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L253[07:27:35] <Elucent> !gm
func_185060_a
L254[07:33:43] <hron84> What is the best
way for replacing this:
FMLCommonHandler.instance().bus().register(klazz)? .bus() seems
like a depreacted func.
L255[07:34:01] <hron84> not a class, an
instance
L256[07:34:07] <masa> register them to the
MinecraftForge event bus
L257[07:34:32] <hron84> ok, but how do you
get the bus itself? The way we got it previously is
deprecated.
L258[07:34:40] <masa> the old FML bus got
merged to the forge one
L259[07:34:56] <masa>
MinecraftForge.EVENT_BUS.register()
L260[07:35:02] <hron84> thanks
L261[07:38:07]
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L262[07:38:30] <Elucent> anyone know what
happened to player.setItemInUse in 1.9? it's gone, and i can't
figure out how to make this item draw back like a bow
L263[07:43:22] <hron84> Hmmm... what is
the latest mapping for 1.9? I using snapshot_nodoc_20160312 because
I saw it in one of the projects I know already ported to 1.9,
however I read something about Item.itemRegistry became
Item.REGISTRY at some point. Will it cause an issue if I do not
follow this naming convention change?
L264[07:44:00] <hron84> Where do you
lookup for mappings btw?
L265[07:44:09] <kashike> using
MCPBot_Reborn
L266[07:44:11] <kashike> type !help
L267[07:44:44] <hron84> !help
L268[07:45:15] <kashike> hron84: all
static final fields are UPPER_CASE
L269[07:45:20] <kashike> Blocks.AIR,
Items.CACTUS, etc
L270[07:46:46] <hron84> kashike, so if i
replace the mapping line in build.gradle is it enough if I redo the
whole setDecompWorkspace stuff or I need some preparation (e.g.
cleanup)
L271[07:47:01] <Ordinastie_> just
setup
L272[07:47:08] <Ordinastie_> and
eclipse
L273[07:47:15] <hron84> Idea, but
thx.
L274[07:47:24] <Ordinastie_> then you'll
need to refresh
L275[07:47:45] <LatvianModder> I use
mappings = "snapshot_20160502"
L276[07:48:26] <hron84> as I see there is
0508. Is it bad if I use latest one?
L277[07:48:32] <kashike> nope
L278[07:48:35] <kashike> perfectly
fine
L279[07:48:41] <LatvianModder> Yeah, thats
ok
L280[07:48:45] <LatvianModder> Its just
the last time I updated
L281[07:55:36]
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L283[07:56:07] ***
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L284[07:59:07] <Prospector> Hey, if you
guys wanted to get a shorter domain for the forge docs, namecheap
has a $0.44 xyz domain for the first year
L286[07:59:22] <Prospector> forgedocs.xyz
could be short and easy to remember
L287[08:01:25]
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L290[08:06:56] <hron84> yay, it seems like
at least builds without an error.
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L296[08:16:42] <Mattizin> hi, when i have
an item with subitems i override public String
getUnlocalizedName(ItemStack stack) too get the name dependend on
the metadata of the stack. how do i do the same for blocks?
L297[08:16:44] <Mattizin> :)
L298[08:18:45] <Elucent> IIRC you use an
ItemBlock to do item functions like that on blocks
L299[08:21:38] ⇦
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L300[08:25:22] ***
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L301[08:25:56] ***
kroeser|away is now known as kroeser
L302[08:34:49] <gigaherz> HOME!
L304[08:35:03] <gigaherz> you override the
correpsonding method in the ItemBlock
L305[08:35:22] ***
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L306[08:41:19] <vox> o/ ghz
L307[08:41:49] ⇦
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L308[08:43:26] <hron84> Hmmm... it seems
like
Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(instance,
0, ModelResourceLocation("foo:itemFoo",
"inventory") does not register the right texture for the
item.
L309[08:43:38] <hron84> is it changed
recently?
L310[08:49:50] <masa> that is the old 1.8
way of registering things
L311[08:50:12] <masa> you should be using
ModelLoader.setCustomModelResourceLocation() instead
L313[08:52:22] <PaleoCrafter> I wonder how
many mods still contain that line xD
L314[08:53:21] <Elucent> is there anything
actually better about using
ModelLoader.setCustomModelResourceLocation()? whenever i try to use
it, it doesn't work, no error message either
L315[08:53:34] <vox> Works fine for
me
L316[08:53:56] <masa> well if you count it
being the proper way to do it as being actually better :p
L317[08:54:07] <hron84> Yeah, right after
asking I found that solution.
L318[08:54:15] <hron84> masa, it's a
preinit thing, right?
L319[08:54:28] <Elucent> but there's no
functional differences for now, right?
L320[08:54:43] <masa> yes
L321[08:54:51] <masa> to hron84
L322[08:55:00] <PaleoCrafter> There are,
Elucent
L323[08:55:02] <masa> Elucent: not sure,
but don't use old shit in new code please
L324[08:55:20] <hron84> I really hope it
will make the item render correctly.
L325[08:56:18] <PaleoCrafter> setCustomMRL
also does that addVariant thing that used to be required
L326[08:56:45] <hron84> yippie! it is now
a clover.
L327[08:56:51] <Elucent> the
registerItemVariants function?
L328[08:57:30] <gigaherz> woah
L329[08:57:33] <gigaherz> Tucows went
ad-free
L330[08:57:42] <gigaherz> the woah part is
that Tucows still exists.
L331[08:58:12] <gigaherz> [15:43]
(hron84): is it changed recently?
L332[08:58:19] <gigaherz> only if
"recently" includes a year ago
L333[08:58:34] <gigaherz> the new method
was introduced approximately april last year
L334[08:58:48] <gigaherz> but tutorial
writers can't be bothered to fix their broken tutorials
L336[09:00:49] <gigaherz> expired
L337[09:00:51] <gigaherz> repaste ;P
L338[09:00:56] <gigaherz> ah no
L339[09:00:59] <gigaherz> it's the
"?" at the end
L340[09:01:35] <gigaherz> Elucent: are you
calling that on PREinit?
L341[09:01:57] <Elucent> during init(), on
the client proxy
L342[09:02:04] <gigaherz> yeah need to be
PRE init
L343[09:02:15] <Elucent> huh, did not know
that
L344[09:02:20] <gigaherz> basically
L345[09:02:26] <Elucent> that explains a
lot
L346[09:02:28] <gigaherz> the old method
injected new data to the existing list
L347[09:02:43] <gigaherz> the setCustomMRL
method adds it to a special list that gets processed during mc
initialization
L348[09:02:46] <gigaherz> between preinit
and init
L349[09:02:50] <gigaherz> so if you call
it at init, it's too late
L350[09:02:59] <gigaherz> the new data
simply won't be accessed
L351[09:03:32] <hron84> guys, if i use
setCustomModelResourceLocation, do I need to call
GameRegistry.register with ResourceLocation as secondary
parameter?
L352[09:03:57] <hron84> or i can just skip
it?
L353[09:04:00] <gigaherz> it's
unrelated
L354[09:04:19] <gigaherz>
GameRegistry.register(thing) puts the object on the registry
L355[09:04:43] <hron84> but what does it
do with the ResourceLocation param?
L356[09:04:44] <gigaherz>
ModelLoader.setCustomModelResourceLocation tells MC that the given
item needs a model
L357[09:04:55] <gigaherz> you shouldn't
even worry about the RL parameter
L358[09:05:04] <gigaherz> you should just
be using the setRegistryName method on the
item/block/whatever
L359[09:05:29] <gigaherz> theObject = new
Object().setRegistryName(MODID, "objectName");
L360[09:05:36] <gigaherz>
GameRegistry.register(theObject);
L361[09:05:46] <hron84> hmmm....
cool.
L362[09:05:49] <gigaherz> and if it's a
block ,and you want this block to also have a correponding
item,
L363[09:06:10] <gigaherz>
GameRegistry.register(new
ItemBlock(theblock).setRegisrtyName(theBlock.getRegistryName));
L364[09:06:29] <gigaherz> because unlike
in previous versions, having an item is now opt-in, instead of
opt-out
L365[09:06:38] <gigaherz> (it was always
optional, just not many people knew)
L366[09:07:00] <Elucent> apparently
registering color handlers crashes the game in pre-init. TIL
L367[09:07:18] <gigaherz> yes color
handlers need init
L368[09:07:27] <gigaherz> because the
color handling stuff has not been initialized yet
L369[09:07:31] <gigaherz> basically
L370[09:07:41] <gigaherz> you shouldn't
use Minecraft.getMinecraft().*
L371[09:07:44] <gigaherz> before
init
L372[09:07:52] <Elucent> makes sense, and
it's an easy fix
L373[09:08:26] <baegmon> could anyone
check what I'm doing wrong? I'm writing to NBT correctly and it
arrives at the "YOU OWN THIS BLOCK" statement, but the
event still gets cancelled.
http://pastebin.com/ZnqK6G3e
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L375[09:10:21] <gigaherz> baegmon: there
is one simple reason why this is just simply wrong: you assume that
the player won't have tags from other mods
L376[09:11:21] <gigaherz> also
L377[09:11:32] <gigaherz>
event.setCanceled means you are preventing the player from placing
blocks
L378[09:11:53] <gigaherz> so if the player
hasn't placed anything yet, the player can never place anything at
all, ever
L379[09:12:14] <gigaherz> also storing a
list of blocks like that sounds like a really bad idea
L380[09:12:28] ***
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L381[09:12:30] <baegmon> so uh I don't
have any other mods so I think that should be fine. Also, this is
breakblock event, I have checked that the blocks are placing
right
L382[09:12:52] <hron84> Another question:
is there a way to decrease the size of the held item model? It
appears too big.
L383[09:13:00] <gigaherz> hron84:
yes
L384[09:13:15] ***
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L385[09:13:15] <gigaherz> are you using an
item model json?
L386[09:13:19] <gigaherz> and this is 1.9
right?
L387[09:13:25] <hron84> yeah, 1.9
L388[09:13:32] <gigaherz> then use
L389[09:13:33] <hron84> errmm... let me
check
L390[09:13:45] <gigaherz>
"parent": "item/generated" instead of
"builtin/generated"
L391[09:13:52] <gigaherz> or
L392[09:14:03] <gigaherz>
"parent" : "block/block" instead of no parent
at all
L393[09:14:05] <hron84> yeah i found
it
L394[09:14:14] <hron84>
"parent": "builtin/generated",
L395[09:14:16] <gigaherz> or you can have
a custom "display" wit hcustom transforms
L396[09:14:28] <gigaherz> yeah then change
"builtin" to "item
L397[09:14:39] <gigaherz> item/generated
is a stock json file
L398[09:14:44] <gigaherz> with the default
transforms for an item
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L400[09:14:49] <gigaherz> and if your item
is a tool/weapon
L401[09:14:50] <hron84> oooh, i found it.
is it the scale property right?
L402[09:14:50] <gigaherz> there's
others
L403[09:15:06] <gigaherz> yes, but just
scaling could cause it to be placed wrongly
L404[09:15:17] <gigaherz> hence why it's
best to just use one of the default transforms
L406[09:15:45] <hron84> this is the actual
JSON
L407[09:15:56] <gigaherz> remove the
"display" section
L408[09:15:57] <gigaherz> and use
L409[09:16:02] <gigaherz>
"parent": "item/generated",
L410[09:16:10] <gigaherz> instead of
builtin/generated
L411[09:16:11] <hron84> (it's not my mod,
i just do the upgrade to 1.8)
L412[09:16:18]
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L413[09:16:21] <hron84> Let me check
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L416[09:18:45] <PaleoCrafter> seems like
I've found a bug xD
L417[09:18:59] <gigaherz> fancy
L418[09:20:06] <gigaherz> the
"enchant" button should probably disappear while it's
busy?
L419[09:20:06] <gigaherz> ;p
L420[09:20:22] <PaleoCrafter> well, all
interaction is blocked in that period
L421[09:20:29] <PaleoCrafter> not sure how
I want to signify that though :D
L422[09:20:33] <PaleoCrafter> but I guess
I can remove the buttons, yeah
L423[09:20:34] <gigaherz> yeah but there's
no visual indication of that
L424[09:21:43] <hron84> much better. Thank
you guys. I learnt a lot.
L425[09:21:50] <gigaherz> :)
L426[09:21:50] <gigaherz> btw
L427[09:21:57] <gigaherz> if you were to
make a tool or sword or similar
L428[09:22:02] <gigaherz> there'
item/handheld
L429[09:22:10] <gigaherz> which makes it
look more like you are holding it from the handle
L430[09:22:33]
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L431[09:22:48] <hron84> nah, it is a
"consumable" item. Not really a food, but it spawns a
random item and decreases the stack.
L432[09:23:14] <gigaherz> yeah I
read
L433[09:23:24] <gigaherz> I mean IF you
ewver make one ;P
L434[09:23:26] <gigaherz> -w
L435[09:23:37] <hron84> or when :P
L436[09:23:42] <hron84> okay.
L437[09:24:06] <hron84> I hope 1.9
tutorials get out soon. It seems like a bit easier than 1.8 in here
and there.
L438[09:24:24] <hron84> still a headache,
but.
L439[09:24:50] <gigaherz> meh, tutorials
are overrated ;P
L440[09:24:56] <gigaherz> just ask around
and we'll explain on the fly
L441[09:25:09] <gigaherz> people hwere are
generally more up to date
L442[09:25:19] <hron84> good to know
:-)
L443[09:25:20] <gigaherz> and if one makes
a mistake it's easy for others to correct us
L444[09:25:20] <gigaherz> ,P
L445[09:25:22] <gigaherz> ;P*
L446[09:27:15] <vox> this is very true
:P
L447[09:28:19] <vox> I wonder if I can use
a LayerRenderer for shields
L448[09:28:30] <masa> yep every now and
then I find something to fix or clean up from my own mod when
people ask questions and then someone answers and shows code
examples
L449[09:28:37] <vox> Since held items and
such are rendered using those
L450[09:28:57] <ollieread> One day I'll
get bored of my wifi controlled coffee machine
L451[09:29:00] <ollieread> Today is not
that day
L452[09:29:24] <Biochemic> laawl xD
L453[09:29:34] <Biochemic> wifi controlled
sounds nice :D
L454[09:33:10] <gigaherz> vox: IIRC,
layers are thirdperson only
L455[09:33:20] <gigaherz> for first person
rendering, it's a bit more annoying
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L465[10:04:40] <vox> gigaherz: yeah,
annoying is correct
L466[10:05:21] <vox> fr.y said he would
put shields onto his todo list this morning
L467[10:05:26] <vox> * fry adds fixing
banners/shields on the todo list
L468[10:05:37] <vox> Oh dang sorry for the
ping
L469[10:05:49] <PaleoCrafter> I don't
think fry minds being pinged
L470[10:05:54] <PaleoCrafter> fry's quite
open to it, actually
L471[10:05:57] <PaleoCrafter> aren't you,
fry? :P
L473[10:06:14] <fry> fry fry fry fry
L474[10:06:30] <vox> fried fry of the
fried fry fry?
L475[10:06:55] <vox> Does that even work?
No. Do I care? No. :P
L476[10:07:13] <vox> Anyway sup
PaleoCrafter
L477[10:07:26] <vox> up to furnace
immersion shenanigans yet?
L478[10:07:35] <PaleoCrafter> the furnace
was the first thing I did :P
L480[10:07:46] <vox> What're you up to
now?
L481[10:07:56] <PaleoCrafter> polishing it
a little bit
L482[10:08:00] <PaleoCrafter> found some
bugs already :D
L484[10:08:07] <PaleoCrafter> and I kinda
finished the enchanting
L485[10:08:53] <vox> Lol nice stacks of
zero lapis
L486[10:09:14] <hron84> woow, it is a
vanilla crafting table?
L487[10:09:29] <vox> Yeah that's a vanilla
enchanting table I think
L488[10:09:41] <PaleoCrafter> it is going
to be the vanilla one
L489[10:09:45] <PaleoCrafter> when
substitutions are fixed :P
L490[10:09:51] <vox> You're bad :P
L491[10:09:55] <hron84> I really like
it.
L492[10:10:04] <vox> Yeah I love it
L493[10:10:37] <vox> I also love how the
total contents of your website are " Piss off, ThePsionic ;)
"
L494[10:11:32] <PaleoCrafter> hehe
L495[10:11:53] <hron84> btw, is there a
way to fix the player name in the minecraft client spawned by
IntelliJ? I really don't like to be mr. Player654
L496[10:12:00] <vox> So the question
is.... bug fry which would be totally unproductive, or work on some
other mod since I'm at a dead end without rendering, or go do
something else
L497[10:12:08] <vox> yeah there is, lemme
find it
L499[10:12:33] <PaleoCrafter> not
satisfied with it at all, visually xD
L500[10:12:50] <capitalthree> hron84: it's
not spawned by intellij, it's spawned by forgegradle
L501[10:12:53] <PaleoCrafter> and it isn't
really automatable anymore, unfortunately
L503[10:13:15] <hron84> :-(
L504[10:13:17] <shadowfacts> hron84,
--username and --password options
L505[10:13:38] <hron84> shadowfacts, but
how do you pass them to ForgeGradle?
L506[10:13:58] <PaleoCrafter> or --uuid
and --username if you don't want to put your PW in plaintext
:P
L507[10:14:04] <vox>
-username=Player001
L508[10:14:05] <PaleoCrafter> hron84, open
the run config, edit program arguments
L509[10:14:15] <shadowfacts> run config
-> add it to the program args
L510[10:14:16] <vox> tep they're just
arguments
L511[10:14:20] <vox> *yep
L512[10:14:28] <vox> You can also just
specify username
L513[10:14:36] <vox> It'll still be a fake
player but who cares
L514[10:14:55] <vox> And you can pretend
to be deadmau5
L515[10:15:02] <hron84> Errrm. There is a
problem. The default GradleStart stuffs aren't working for me. I
tricked IDEA to run the MC via gradle command.
L516[10:15:06] <capitalthree> but it won't
be a FakePlayer
L517[10:15:13] <capitalthree> it just
won't be an auth'ed login
L518[10:15:31] <vox> hron84 oh man switch
back
L519[10:15:44] <vox> the issue is that you
have to set the config to start off of ProjectName_main
L520[10:15:58] <vox> Just ask, don't break
things
L522[10:16:16] <hron84> Is there a
ProjectName_main class somewhere?
L523[10:16:23] <vox> So yeah
L525[10:16:30] <vox> It's a module
L526[10:16:42] <vox> there's PN_main
PN_api and PN_test
L527[10:16:47] <hron84> I mean,
ForgeGradle's setup stuff preconfigured run configurations with
main class "GradleStart"
L530[10:17:05] <hron84> modules.
L531[10:17:08] <hron84> hmm...
L532[10:17:17] <vox> You just have to
switch the target module from PN to PN_main
L533[10:17:21] <vox> In the run
configf
L534[10:17:33] <vox> Hold on, I'll get a
screenshot
L535[10:17:54] <vox> (gimme a sec to boot
idea)
L536[10:18:04] <vox> Yo Paleo hook me up
with a random mod idea
L537[10:18:11] <PaleoCrafter> uhm...
L538[10:18:22] <PaleoCrafter> I'm glad I
came up with this :P
L539[10:18:23] <vox> Because I'm at a dead
end with these shield until the fr.yster does his forge magic
L542[10:19:44] <hron84> I usually do not
do MC modding because I am absolute dumb for drawing stuffs like
icons or textures. I love code, nothing else. :P
L543[10:19:57] <barteks2x> I just deleted
some class I didn't need anymore. And second later I noticed that
it's still there. So I deleted some other class, but I can't figure
out what it was
L544[10:20:05] <gigaherz> hron84: there's
plenty of coders to pair up with some artist
L545[10:20:06] <gigaherz> ;P
L546[10:20:12] <PaleoCrafter> barteks2x,
IDEA? use the local history :P
L547[10:20:23] <vox> Welp, I also included
a pic of part of my Spotify window
L548[10:20:35] <PaleoCrafter> there are
even more coders who just say "fuck it" and use plenty of
noise filters :P
L549[10:20:35] <vox> The music I'm
listening to is pretty decent
L550[10:20:41] <hron84> vox: aaah, now I
see!
L551[10:20:43] <vox> I have done both
:D
L553[10:20:52] <barteks2x> wait,
nevermind, I deleted the right one. I got confused with my ofn
constantly changing class names
L554[10:20:58] <hron84> one pic tells you
more than thousands of words
L555[10:21:04] <vox> Very true
L556[10:21:47] <vox> gigaherz: mod idea
go
L557[10:21:56] <vox> Something not
enormously huge
L558[10:21:57] <gigaherz> wat?
L559[10:22:18] <vox> Idk, I have nothing
to work on until fr.y finishes forge stuff for me
L560[10:22:37] <vox> Which is going to
take a while because it's one of the many things on his list, I'm
sure
L561[10:22:38] <PaleoCrafter> how about
trying to do the Forge stuff yourself? :P
L562[10:22:46] <gigaherz>
HoverBoats?
L563[10:22:52] <vox> Man I would have no
idea what I'm doing Paleo :P
L564[10:22:55] <vox> Okay, that
works
L565[10:23:03] <PaleoCrafter> can't
possibly go wrong then :P
L566[10:24:16]
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L567[10:24:22] <barteks2x> I would really
like to have a whiteboard here and draw some diagrams... That would
make it much easier to userstand what the hell am I doing
L568[10:24:25] <PaleoCrafter> hm... I
could display the result on top of the furnace and allow taking it
by right clicking, but that doesn't feel right :/
L569[10:24:41] <vox> That's not too bad
actually
L570[10:24:57] <gigaherz> make the furnace
spit out the smelted stuff
L571[10:24:57] <fry> barteks2x: paper +
pen :P
L572[10:24:57] <vox> Maybe have a little
representation like the anvil
L573[10:25:02] <gigaherz> like the
thaumcraft one does/did
L574[10:25:06] <vox> That works too
L575[10:25:07] <PaleoCrafter> gigaherz,
that's what I'm doing right now
L576[10:25:11] <barteks2x> The problem
with paper+pen is that it's hard to change something
L577[10:25:18] <fry> paper + pencil
:P
L578[10:25:20] <PaleoCrafter> but I want
to keep feature parity with vanilla -> Furnace isn't really
automatable anymore
L579[10:25:22] <gigaherz>
pencil+eraser
L580[10:25:30] <gigaherz> sure it is
L581[10:25:33] <gigaherz> place a hopper
right in front
L582[10:25:34] <gigaherz> ;P
L583[10:25:44] <barteks2x> still doesn't
feel so easy to change stuff :(
L584[10:25:46]
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L585[10:26:02] <gigaherz> barteks2x: then
go buy a whiteboard and whiteboard markers.
L587[10:26:10] <gigaherz> or get windows
10 Insider
L588[10:26:10] <PaleoCrafter> then I
wouldn't be able to use vanilla's spawnStack method though,
duh
L589[10:26:14] <gigaherz> and try out the
Ink stuff
L590[10:26:29] <gigaherz> lets you draw on
screen
L591[10:26:32] <gigaherz> and even has a
ruler
L592[10:26:33] <vox> You can buy a big
sheet of coated sealed white wood from a hardware store
L593[10:26:39] <vox> And whiteboard
markers
L594[10:26:49] <vox> That's what my desk
surface is
L595[10:27:03] <barteks2x> getting a
whiteboard would be it. If I had enough space. For now I will have
to eighter fight with pen/pencil+paper or use mouse to draw stuff
which is not so easy
L596[10:27:14] <gigaherz> then do what vox
suggests:
L598[10:27:29] <gigaherz> place a layer of
white-coated wood on top of your deskt
L599[10:27:32] <gigaherz> so you can draw
on your desk
L600[10:27:33] <gigaherz> ;p
L601[10:27:37] <PaleoCrafter> there is
software for certain types of diagrams, you know, barteks2x?
:P
L602[10:27:49] <vox> I originally had it
on the wall but it was... effort :P
L603[10:28:01] <barteks2x> ah, yes. Last
time I tried to use them I spent entire day on one diagram
L604[10:28:12] <gigaherz> how do you call
that non-wood stuff that is made out of like, cardboard
fibers
L605[10:28:28] <PaleoCrafter> but it
looked beautiful in the end, didn't it? :P
L606[10:28:47] ⇦
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L607[10:28:50] <PaleoCrafter> I can tell
you the German word, gigaherz, but I doubt it'd be useful :P
L608[10:28:55] <gigaherz> barteks2x:
really, just get a toll of recycled paper
L609[10:29:06] <gigaherz> roll*
L610[10:29:30] <gigaherz> packaging paper,
or whatever it's called
L611[10:29:48] <gigaherz> it's not pretty,
but it works well for drawing temporary stuff
L614[10:30:43] <PaleoCrafter> would be too
precious to write on anyway xD
L616[10:31:21] <vox> packing paper?
L617[10:31:21] <barteks2x> ^I know where I
can buy it relatively close and cheap. Didn't think of using
that
L619[10:31:56] <PaleoCrafter> that isn't
*the* brown paper though
L620[10:32:48] <gigaherz> no idea what
"*the" brown paper" is
L621[10:32:54] <PaleoCrafter> Numberphile,
dude
L622[10:33:14] <gigaherz> isn't that just
any random brown paper?
L623[10:33:23] <PaleoCrafter> mebbe
L624[10:33:40] <PaleoCrafter> but he sells
the used ones :P
L627[10:34:16] <gigaherz> OH
L628[10:34:21] <gigaherz> they ones they
did draw on?
L629[10:34:25] <PaleoCrafter> yes
L630[10:34:34] <gigaherz> lol
L631[10:34:44] <fry> #capitalism
L632[10:34:54] <barteks2x> And the fun
part: I will have to buy it somewhere else anyway because nobody
uses ebay in my country
L633[10:35:22] <gigaherz> heh
L634[10:35:41] <hron84> vox: it worked
like a charm, and I'm now also able to wear my favorite skin in
even development environment too. Thanks.
L635[10:35:46] <gigaherz> it's relatively
easy to get "leftovers" for free
L636[10:35:49] <vox> No problem :D
L637[10:36:03] <gigaherz> if you happen to
know someone who works in a factory
L638[10:36:19] <gigaherz> some machines
don't quite work well when the packing rolls get too small
L639[10:36:34] <gigaherz> or they'd rather
discard it than have a half-packed pallet
L640[10:37:01] <gigaherz> although the
factory where I worked a couple summers used plastic rolls, not
paper
L641[10:37:12] <gigaherz> but they
DISCARDED NOTHING
L642[10:37:23] <gigaherz> everything had
an use in there
L643[10:38:11] <gigaherz> the boss/owner
was extremely mindful of wasted resources
L644[10:38:27] <barteks2x> I apparently
don't have any pencil here 0_o
L645[10:38:32] <gigaherz> lol
L646[10:39:46]
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L648[10:42:01] ***
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L653[10:44:44] <barteks2x> I think I'm
using Sets too frequently... I use almost o other structures.
L654[10:45:20] <hron84> a last question:
how do you compile an obfuscated jar (one for ready to use with
normal games)?
L655[10:45:58] <barteks2x> gradlew
build?
L656[10:46:35] <barteks2x> at least that's
what seems to work for me, output in build/libs
L657[10:46:39] <gigaherz> yeh
L658[10:46:47] <gigaherz> use the build
target on gradle
L659[10:46:54] <gigaherz> and it gets
compiled into build/libs
L660[10:47:14] <gigaherz> I generally use
the "build" target from idea's gradle panel
L661[10:47:38] <barteks2x> I don't like
doing that because it always creates a gradle daemon
L662[10:48:01] <vox> Does it? I've never
noticed that
L663[10:48:31] <barteks2x> well, it only
creates one and then uses it. But when I try to get
setupDecompWorkspace working from idea things get bad
L664[10:48:34] <gigaherz> why woudl that
be bad?
L665[10:48:46] <barteks2x> because my
laptop has a limited amount of memory
L666[10:48:49] <gigaherz> I use
"-Xmx3G" on gradle properties, so it endsu p creating a
new jvm anyhow
L667[10:49:14] <barteks2x> And then that
jvm is kept running in background as gradle daemon
L668[10:49:35] <barteks2x> I have only 8
GB ram so I have to control the amount of memory everything
uses
L669[10:49:43] <gigaherz> meh
L670[10:49:49] <gigaherz> 8gb is plenty
;p
L671[10:50:00] <barteks2x> not when you
use chrome
L672[10:50:01] <Biochemic> agreed
L673[10:50:12] <gigaherz> unless you run
multiple VMs and/or need to play ARK:survival Evolved at the same
time
L674[10:50:18] <gigaherz> then you need 32
¬¬
L675[10:50:25] <Biochemic> xD
L676[10:50:26] <gigaherz> which is the
case for my desktop
L677[10:50:34] *
gigaherz has 16 atm, and is running short
L678[10:50:45] <barteks2x> Right now I
have just idea, hxchat, skype, and console running and almost 5GB
is used
L679[10:51:06]
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L680[10:51:28] <vox> I have six right now
because I'm too poor to get myself any more
L681[10:51:52] <vox> Right now I'm running
Spotify, FireFox, Chrome, Skype, Hexchat, and IDEA and it's
fine
L682[10:51:52]
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L683[10:52:04] <MattDahEpic> im using 5.8
constant with chrome ,hexchat, idea, skype, discord, and
steam
L684[10:52:06] <vox> Using maybe 60% of
that
L685[10:52:23] <vox> Oh, and Steam/Discord
in the background
L686[10:52:27] <gigaherz> barteks2x: and
how much of that are OS caches? ;P
L687[10:52:27] <vox> I'm using 3.6
L688[10:52:41] <gigaherz> I'm using 11gb
right now
L689[10:52:46] <barteks2x> My memory
monitor excluded OS caches
L690[10:52:54] <vox> Matt, how am I using
that much less RAM than you with even more open?
L691[10:52:55] <barteks2x> *excludes
L692[10:52:59] <vox> That doesn't make
much sense
L693[10:53:06] <gigaherz> cached:
5gb
L694[10:53:07] <gigaherz> firefox 2gb,
system 800mb, idea 500mb
L695[10:53:09] <vox> I'm going to blame it
on chrome tabs
L696[10:53:12] <gigaherz> 4gb from a
VM
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L698[10:53:28] <vox> Idea 226 mb at the
moment for me
L699[10:53:33] <barteks2x> vox, I use The
Great Suspender plugin to decrease chrome memor usage
L700[10:53:42] <vox> Huh, I'll have to
look at that
L701[10:53:57] <vox> Not like I need it
though really
L702[10:54:13] <gigaherz> oh, are you a
tab hoarder?
L703[10:54:21] <gigaherz> I can't have
> 10 tabs at any one time
L704[10:54:27] <gigaherz> it just feels
wrong
L705[10:54:29] <barteks2x> Apparently
Minecraft didn't close properly again and I have a half-dead
instance keeping the memory
L707[10:55:48] <vox> Speaking of MC, I
guess I'm going to go play some more Skyblock
L708[10:55:56] <hron84> Fun fact: I tried
my mod in development env, it worked like a charm. I threw it into
a instance made by Curse, and now I have "
java.lang.NoSuchMethodError:
net.minecraft.stats.StatBasic.registerStat()Lnet/minecraft/stats/StatBase;"
L709[10:56:09] <MattDahEpic> a mod
developer actually playing *gasp*
L710[10:56:22] <barteks2x> I really need
to figure out why it's doing that. I'm sure it's my mod but no idea
why that happens. There is no exception anywhere
L711[10:56:25] <vox> I know right
L712[10:56:28] ***
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L713[10:56:32] <gigaherz> hron84: did you
use "gradlew build"?
L714[10:56:36] <gigaherz> if oyu used jar,
that's the wrong one
L715[10:57:00] <hron84> I try to recompile
it then.
L716[10:57:09] ***
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L717[10:57:13] <gigaherz> make sure you
use gradle build task
L718[10:57:13] <barteks2x> oh, wait. There
is. But no stacktrace "because f** you": Exception in
thread "File IO Thread"
L719[10:57:31] <vox> MattDahEpic: I'm
really just killing time because I'm at a dead end in my mod. I
can't do anything rendering-related with shields atm because Mojang
is dumb
L720[10:57:49] <MattDahEpic> hmmm why do
my blocks have mistex in inventory but are fine when placed
L721[10:57:54] <vox> Fr.y is looking into
it for me but until there is or is not a fix I've got time to
kill
L722[10:58:14] <vox> Do you have an
inventory variant that gets ML.sCMRLed?
L723[10:58:38] <MattDahEpic> vox yes
L724[10:58:39] <hron84> A programmer
thought a problem can solved with threads. Now has problem two
he.
L725[10:59:18] <vox> Uh... does that
variant have a texture or is there a default set?
L726[11:00:25] <MattDahEpic> each meta has
a texture set, and that texture shows up in the world just
fine
L727[11:02:45] <barteks2x> WTF Idea!? When
I compile my project in Idea it says that it's successful, when I
ran it - it crashed with NoSuchMethodError, I went to the file from
stacktrace and it shows a method in red because a mapping changes.
But still compiles.
L728[11:02:56] <barteks2x> And yes, I did
refresh gradle project
L729[11:03:41] <barteks2x> uh... why I
always hit s instead of d and d instead of s...
L730[11:04:43] <barteks2x> Corrected it,
still coompiles 0_o
L731[11:05:19] <barteks2x> Changed back to
wrong - doesn't compile. Idea is weird
L732[11:06:57] <gigaherz> ALWAYS use the
refresh icon on the GRADLE panel
L733[11:07:03] <gigaherz> after
setupDecompWorkspace or similar
L734[11:07:05] <barteks2x> I did
L735[11:07:09] <gigaherz> otherwise it may
still be using old mappings
L736[11:07:33] <barteks2x> Idea did it
after I refreshed it
L737[11:11:07] ***
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L738[11:13:32] <barteks2x> Is it possible
to set exception breakpoint for a specific thread?
L740[11:17:13] <barteks2x> oh god...
loading resources with this breakpijt enabled takes forever
L741[11:23:44] <barteks2x> And creating
list of worlds after clicking "singleplayer" also takes
forever
L742[11:24:01] <vox> Matt, I'm not seeing
any real issues there, sorry
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L744[11:34:14] <barteks2x> Why this:
LOGGER.error("Unable to write column {},{}",
AddressTools.getX(entry.address), AddressTools.getZ(entry.address),
t); doesn't print anything to colsole?
L745[11:34:34] <barteks2x> t is Throwable
here
L746[11:35:20] <barteks2x> Does the logger
I get in preInit gets inactive when shuttong down or
something?
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L749[11:42:51] <barteks2x> The logger gets
disabled when stopping client. Is it possible to log something
without resotring to System.err.println?
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L752[11:43:31] <Intektor> How can I
destroy an itemstack?
L753[11:43:41] <barteks2x> Actually, the
whole mod is disabled when shuttong down
L754[11:43:47] <Intektor> in
onItemUse
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L758[11:47:54] <barteks2x> I really need
the logger to work when stopping client
L759[11:50:44] <barteks2x> I figured out
the problem. And I see no reasonable way to solve it
L760[11:51:00] <barteks2x> Well, I can fix
the crash, but not the underlying issue
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L762[11:53:07] <barteks2x> The problem is
in this line: DB db =
DBMaker.newFileDB(file).closeOnJvmShutdown().make(); It makes the
DB close on JVM shutdown, and it closes before my thread finished
writing (and minecraft client shutdown thread is waiting for my IO
thread to finish)
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L765[11:53:51] <gigaherz> ugh, stupid
steam, no way to search for stuff NOT containing a tag
L766[11:54:23] *
gigaherz wants to look for games that are NOT shooters, NOT
strategy, NOT dating sims, etc
L767[11:54:27] <gigaherz> and see what
remains
L768[11:54:54] <barteks2x> I need to
figure out how to register something like a JVM close handler (no
idea what is the name of it)
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L780[12:09:24] <barteks2x> I don't
understand why Cuchaz used Error instead of Exception almost
everywhere...
L781[12:09:33] <barteks2x> I still have
code that does it
L782[12:15:38] <vox> gigaherz: best commit
message ever
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L787[12:20:21] <gigaherz> vox: if you
think so ;P
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L793[12:35:02] <gigaherz> !gm
func_148833_a 1.7.10
L794[12:35:15] <gigaherz>
packet.processPacket
L795[12:35:58] <gigaherz> some packet is
invalid somehow, and causes the network system to crash.
L796[12:36:19] <Dark> k, was assuming that
but not sure how it got an invalid packet, and am sorta being
blamed
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L798[12:37:37] <gigaherz> I can't really
say much else about it, without seeing the crash log from a
development environment
L799[12:37:57] <Dark> can't replicate it
in the dev environment
L800[12:38:17] <Dark> about to just say
the user has too many mods tbh
L802[12:38:31] <gigaherz> there's plenty
of crashable lines there so yeah ;P
L803[12:38:38] ***
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L804[12:39:17] <barteks2x> I think I
finally fixed that half-dead minecraft process when closing
client
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L815[13:10:55] <TobyO> hey
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L818[13:11:24] <TobyO> Does anyone know of
any tutorials for making machine-type block with inventories /
guis?
L819[13:11:25] ***
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L820[13:11:42] <TobyO> for 1.9 that is. Or
just an example?
L822[13:12:24] <gigaherz> yo ucna look at
my generator
L823[13:12:35] <TobyO> super, thank you
:)
L825[13:13:49] <gigaherz> gui bits are
here
L826[13:15:42] <TobyO> That's great thanks
:)
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L830[13:37:59] <raoulvdberge> !gm
func_187103_a
L832[13:40:56] <shadowfacts> SinbadEV,
it's hosted by Temporal Reality
L833[13:41:07] <shadowfacts> so
"we" probably refers to them
L834[13:42:02] <SinbadEV> Thanks. I tried
it with a hyphen... I also tried "Humans" and
"Borg" and "Modders"
L835[13:42:20] <SinbadEV> All better
now
L836[13:42:23] <Stiforr> TobyO, you should
watch fireball streams. He's making a mod that has machines in it.
You can also see his github. The mod is called Applied
Logistics
L837[13:42:49] <TobyO> oh cool thanks
:)
L838[13:42:58] <vox> Alright, gigaherz I
came up with a new project
L839[13:43:18] <gigaherz> heh, what?
;P
L840[13:43:26] <vox> Shh.... it's a secret
;P
L841[13:43:32] <vox> It's called
NullAutomation
L842[13:44:03] <vox> I want to see how far
into automating machines and stuff I can go without pipes or a
similar concept
L843[13:45:36] <vox> Yo Biochemic
L844[13:45:41] <Vorquel> !gf
field_146331_K
L845[13:45:53] <Biochemic> yo vox?
L846[13:45:57] <raoulvdberge> Anyone know
where I can find the part of the MC codebase where block play sound
is called? Have been looking in EntityPlayer, INetHandlers, ...
couldn't find anything.
L847[13:46:04] <vox> You up for another
logo?
L848[13:46:10] <vox> No rush on deciding
:P
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L850[13:46:23] <Biochemic> not right now,
currently doin' homework :D
L851[13:46:30] <Biochemic> but later sure
^^
L852[13:46:32] <vox> There probably won't
be even any public release of this mod for a little while, so no
rush at all
L853[13:46:33] <vox> awesome
L854[13:46:39] <Biochemic> ah okay
:D
L855[13:46:56] <Biochemic> yeah i pm you,
when im ready ^^
L856[13:49:11] <vox> Coolcool
L857[13:51:56] <vox> gigaherz, have you
played with ExtraUtils 2?
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L864[14:13:04] <gigaherz> vox: I saw some
gameplay of it, I saw that stuff is now powered, so I lost
interest
L865[14:13:14] <vox> Fair enough
L866[14:13:29] <vox> Some of the new power
system is pretty interesting compared to other mods
L867[14:13:45] <vox> I originally was
going to base my system off of it but came up with a unique idea
instead
L868[14:13:55] <vox> not as big of a
change as other mods, but it's cool
L869[14:15:07] <gigaherz> I think the
power system is similar to an idea I had
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L873[14:17:07] <Vorquel> !gc
IChunkGenerator
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L878[14:29:43] <TobyO> How is the power
different from other mods?
L879[14:31:01] <gigaherz> if I understood
it correctly, it's not "active" transfer
L880[14:31:09] <gigaherz> there's a global
power network
L881[14:31:12] <gigaherz> that supports X
machines
L882[14:31:20] <gigaherz> or more
accurately, X power units
L883[14:31:25] <gigaherz> and each machine
takes N power units
L884[14:31:31] <TobyO> ah okau
L885[14:31:33] <gigaherz> if the network
has more demand than supply, the whole network fails
L886[14:31:52] <TobyO> power units per
some amount of time presumably?
L887[14:32:18] <gigaherz> no
L888[14:32:22] <TobyO> oh
L889[14:32:36] <gigaherz> while a machine
is on, it "takes" some power units from the network
L890[14:32:39] <gigaherz> as a
constant
L891[14:32:40] <TobyO> so
engines/generators just produce N power units?
L892[14:32:52] <gigaherz> just add N power
units to the network balance
L893[14:33:03] <gigaherz> and machines
subtract N units from the balance
L894[14:33:14] <TobyO> that makes
sense
L895[14:33:18] <TobyO> so no batteries
then
L896[14:33:23] <gigaherz> nope
L897[14:33:52] <TobyO> sounds like
ae2
L898[14:33:53] <gigaherz> although it
could be done
L899[14:34:02] <gigaherz> you could have a
battery that
L900[14:34:07] <gigaherz> while the
network balance is > 0
L901[14:34:17] <gigaherz> it adds
"seconds" to a powerunit counter
L902[14:34:35] <gigaherz> and while it's
< 0, it counts down
L903[14:34:43] <TobyO> I get you
L904[14:34:47] <TobyO> thats a nice
idea
L905[14:34:52] <gigaherz> that's how my
idea was going to work
L906[14:34:59] <gigaherz> but I never got
around to it
L907[14:35:02] <gigaherz> since Rf was
already around
L908[14:35:02] <gigaherz> ;P
L909[14:35:13] <TobyO> I think you should
do it
L910[14:35:23] <TobyO> start de-unifying
the powergen again
L911[14:35:41] <gigaherz> why
L912[14:35:45] <gigaherz> a common power
system is nice
L913[14:35:50] <TobyO> makes life more
interesting
L914[14:35:55] <gigaherz> no transformer
mess
L915[14:36:22] <TobyO> The mess is good,
working out interesting ways of converting mod power is the spice
of life
L916[14:36:45] <TobyO> Otherwise you big
big arrays of lava gen or a big reactor
L917[14:37:06] <TobyO> IMO
L918[14:37:12] <PaleoCrafter> ideally, you
wouldn't convert at all :P
L919[14:37:31] <PaleoCrafter> because
otherwise you could abuse that one mod that allows you to do
--^
L920[14:37:57] <TobyO> Well, not directly.
Back in the day you had to have an itermediate step
L921[14:38:33] <TobyO> like lava
generators producing lava to be used by a different mod or a tree
farm powered by one mod which produced charcoal for another
L922[14:38:56] <TobyO> That's how I like
it anyways
L923[14:39:06] ⇦
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L925[14:39:20] <PaleoCrafter> still, you
might get to know some mod B only as a means to convert from A to
B
L926[14:39:35] <gigaherz> incidently, I do
have my own power API
L928[14:39:56] <gigaherz> which is similar
in concept but not compatible with the Tesla API
L929[14:40:05] <PaleoCrafter> btw, now
that we have Tesla API, somebody should do an Edison one xD
L930[14:40:15] <gigaherz> which is, like
mine, designed to be a replacement for RF, based on
Capabilities
L931[14:40:39] <gigaherz> my plan is, if
Tesla fixes the design flaws it has, to drop mine and use
Tesla
L932[14:40:54] <gigaherz> but cba to use
the API as it is now
L933[14:41:33] ⇦
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L934[14:41:49] <TobyO> I don't think
there's anything wrong with power APIs when the mods knit
together
L935[14:42:08] ***
fry is now known as fry|sleep
L936[14:42:09] <SinbadEV> DC RF vs AC
RF... and then someone implements greenstone
L937[14:43:06] <TobyO> Yeah, real life
power is definitely not unified. AC / DC, currents, voltage, power
etc
L938[14:43:09] <vox> What mappings should
I be using atm?
L939[14:43:22] <gigaherz> vox: whatever yo
uwant, but the newer the better
L940[14:43:39] <vox> TobyO, machines in
EU2 take variable power
L941[14:43:52] <SinbadEV> I feel like I
should be idling in the kiddie pool version of this channel... I
have just managed the textured blocks!
https://plus.google.com/+WilliamBenjaminJohnDavis/posts/6AmM6GhZZvk
...
L942[14:44:06] <vox> So for instance the
furnace thing takes 0 power at the beginning and moves towards 8
power as the process happens
L943[14:44:15] <vox> then drops back down
to 0 once that smelting operation is done
L944[14:44:22] <fry|sleep> this is the
kiddie pool :P
L945[14:44:39] <SinbadEV> OK, good
L946[14:44:42] <TobyO> I am about to try
and make a machine
L947[14:44:47] <TobyO> a laser
cutter
L948[14:45:26] <vox> fry|sleep in some
ways :D
L949[14:45:40] <vox> gigaherz: how can I
find that out?
L950[14:45:41] <vox> !help
L951[14:45:43] <SinbadEV> I think I'mma
try slabs next...
L952[14:45:54] <gigaherz> !!latest
1.9
L953[14:45:55] <MCPBot_Reborn> === Latest
Mappings ===
L954[14:45:55] <MCPBot_Reborn> MC Version
Forge Gradle Channel
L955[14:45:56] <MCPBot_Reborn> 1.9
snapshot_20160508
L956[14:46:03] <gigaherz> use one ! to not
show it in public
L957[14:46:04] <vox> there we go thanks
MCPBot
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L959[14:46:11] <gigaherz> and the specific
version of mc you want
L960[14:46:18] <vox> Oh damn what did I
do
L961[14:46:24] <gigaherz> hm?
L963[14:46:40] <vox> What were you
saying?
L964[14:46:44] <vox> ooooh
L965[14:46:49] <vox> thanks
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L967[14:47:14] <vox> !versions
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L969[14:50:34] <vox> Man this is
cool
L971[14:51:08] <vox> It's one of those
java annotation thingies to help with reflection
L972[14:52:44] <Temportalist> vox: what
does it do?
L973[14:53:04] <vox> It basically just
acts as a marker for reflected code
L974[14:53:08] <vox> That's all
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L976[14:53:18] <vox> It's completely a
coding convention thing
L977[14:53:50] ***
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L979[14:59:48] <TobyO> If I want to have
my images in a sub folder can I just have the direcory in json set
as "modname:blocks/subdirectory/texturename"
L980[14:59:57] <PaleoCrafter> yep
L981[15:00:00] <TobyO> ta
L982[15:02:00] ***
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L984[15:02:34] <TobyO> I have just noticed
my machine looks suspiciously like a thermal expansion one
L986[15:04:49] <TobyO> whoops
L987[15:11:37] <SinbadEV> There are only
so many colours that pixels can be...
L988[15:12:11] <gigaherz> yes, 16 million
777 thousand and 216 combinations
L989[15:12:39] <gigaherz> and that's on
24bit color, if you were to add HDR...
L990[15:14:16] <TobyO> The top texture is
upside down :?
L991[15:14:29] <TobyO> and setting the
rotation is doing nothing
L992[15:14:37] <gigaherz> it is a
.obj/.b3d model?
L993[15:15:00] <gigaherz> if so, you may
need to use the flip-v thing
L994[15:15:19] <TobyO> nah, it's just
json
L995[15:15:39] <barteks2x> How to find out
in which commit a file appeared first time (git)?
L996[15:17:17] <barteks2x> neverming, I
don't need it anymore
L997[15:17:50] ⇦
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L1000[15:21:23] <TobyO> I'm not being
stupid am I? axis should I be rotating to get a top facing texture
to rotate?
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L1002[15:21:57] <gigaherz> Y
L1003[15:22:15] <gigaherz> rotating
around Y will spin around the horizontal plane
L1004[15:22:30] <TobyO> That's what I
thought but it doesn't seem to be doing anything
L1005[15:22:50]
⇨ Joins: madcrazydrumma
(~madcrazyd@host-2-97-20-54.as13285.net)
L1006[15:23:11] <madcrazydrumma> Has
anyone got an example of how to render an entity in 1.9? I can't
seem to figure out how to use the factory thing
L1008[15:23:38] <TobyO> not you
<madcrazydrumma>
L1009[15:23:43] <madcrazydrumma> I
realised aha
L1010[15:25:59] <vox> Mod.EventHandler or
just EventHandler?
L1011[15:26:03] <vox> Or are they the
same?
L1012[15:26:13] <vox> (I think they
are)
L1014[15:27:05] <madcrazydrumma>
"EntityTestPig"
L1015[15:27:24] ***
kroeser is now known as kroeser|away
L1016[15:28:02] <Nosirrom> sometimes you
just need to test
L1017[15:28:03] <madcrazydrumma> How do i
get my mob to have an egg/spawn in the world Nosirrom ?
L1018[15:28:08]
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L1019[15:28:42] <Nosirrom> when you
register your mod entity, you can put in 2 more integer
parameters
L1020[15:28:49] <Nosirrom> which control
the colour
L1021[15:29:06] <gigaherz> and implicitly
cause forge to register an egg for you
L1022[15:29:07]
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L1023[15:29:16] <madcrazydrumma> ahh i
see that, what about generating in the world?
L1024[15:29:20] <madcrazydrumma>
spawning(
L1025[15:29:21] <madcrazydrumma> *
L1026[15:29:26] <Nosirrom> naturally
generating?
L1027[15:29:27] <gigaherz> you apply for
spawn rules
L1028[15:29:33] <madcrazydrumma>
Aye
L1029[15:29:36]
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L1030[15:29:57] <vox> Minecraft's music
is actually mixing very well with the other stuff I'm listening
to
L1031[15:29:57] <PaleoCrafter> vox, they
are exactly the same, semantically
L1032[15:29:58] <vox> Huh
L1033[15:30:01] <vox> Thanks Paleo
L1034[15:35:12]
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L1036[15:36:23]
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L1038[15:38:08] <TobyO> Still having
trouble with this json. If I have a varient like this:
"up": {"x": -90}, and I want to rotate it 180
degrees it's jus this right? "up": {"x": -90,
"y": 180},
L1039[15:39:04]
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closed the connection)
L1040[15:43:49] <madcrazydrumma> Why is
my mob rendering so weird wtf haha
L1042[15:44:11] <Nosirrom> Toby0 have you
tried looking at the end_rod.json ?
L1043[15:44:17] <PaleoCrafter> TobyO,
directly in the variant you may only have one rotation, iirc
L1044[15:44:31] <PaleoCrafter> oh, nvm
xD
L1045[15:44:51] <TobyO> nvm to me
L1046[15:44:53] <TobyO> ?
L1047[15:45:17] <PaleoCrafter> yes
L1048[15:45:29] <PaleoCrafter> I
remembered incorrectly xD
L1049[15:45:36] <heldplayer> vhdl?
Really?
L1050[15:45:41] <TobyO> so they can have
multiple rotations?
L1051[15:45:44] <heldplayer> VHDL?
L1052[15:46:00] <Nosirrom> it may also be
that you can't use -90 in the json, just 270 or something. idk,
never tried it.
L1053[15:46:08] <heldplayer> God damnit
hastebin and your language detection
L1054[15:46:12] <PaleoCrafter>
heldplayer, hastebin's all kind of messed up :P
L1055[15:46:17] <PaleoCrafter>
mrkirby153, an incorrect formatting string? :P
L1056[15:46:23] <mrkirby153> But
why?
L1057[15:46:30] <heldplayer> I've had to
program in VHDL ;_;
L1058[15:46:46] <PaleoCrafter> what do I
now
L1059[15:46:49] <PaleoCrafter>
*know
L1060[15:47:11] <mrkirby153>
PaleoCrafter, it's only on this one server too
L1061[15:48:51] <PaleoCrafter> btw, why
the hell are you still on 1.8.0 q.q
L1062[15:49:08]
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L1063[15:49:13] <heldplayer> mrkirby153:
Can the texture pack be causing problems?
L1064[15:49:18] <mrkirby153> Maybe
L1065[15:49:26]
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L1067[15:56:41] <PaleoCrafter> would have
been faster if I actually had forge cloned on this machine, but meh
xD
L1068[15:57:06] <PaleoCrafter> GitHub's
search really should support commit messages
L1069[15:57:11] <heldplayer> So Forge is
broken? :P
L1070[15:57:40] <PaleoCrafter> looks like
it
L1071[15:57:51]
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L1072[15:58:06] <PaleoCrafter> bad cp.w
be concatenating strings rather than using formatting :P
L1073[15:58:09]
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L1075[16:01:09] <TobyO> Yeah, the
rotation on this json file isn't working at all. Maybe it's broken
in 1.9
L1076[16:01:47] <PaleoCrafter> blame
fry|sleep
L1077[16:01:49] <madcrazydrumma> Do you
guys still model entities in techne?
L1078[16:01:59] <madcrazydrumma> I'm
guessing they aren't done in json
L1079[16:02:07] <PaleoCrafter> Tabula is
where it's at :P
L1080[16:02:35] <madcrazydrumma>
Tabula?
L1081[16:03:03] <gigaherz> you can use
b3d and skeleton-based animations
L1082[16:03:03] <PaleoCrafter>
Tabula.
L1083[16:03:04] <gigaherz> ;P
L1084[16:03:16] <gigaherz> fuck the
ModelRenderer-based stuff
L1085[16:03:20] <madcrazydrumma> by
iChun?
L1086[16:03:46] <madcrazydrumma> So could
the reason my entity isnt rendering properly be because I did it in
techne?
L1087[16:04:39]
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L1088[16:04:48] <PaleoCrafter>
mebbe
L1089[16:05:46] <PaleoCrafter> last time
I checked, it didn't even generate valid code :P
L1090[16:05:59] <vox> Man but tabula is
work
L1091[16:05:59] <madcrazydrumma> So
tabula is a mod itself?
L1092[16:06:02] <vox> Yep
L1093[16:06:08]
⇨ Joins: Vorquel
(~Vorquel@174-18-37-37.tcso.qwest.net)
L1094[16:06:18] <madcrazydrumma> What
would you recommend I use to model then?
L1095[16:06:19] <vox> PaleoCrafter want
to send me a copy of a Tabula env? :P
L1096[16:06:27] <madcrazydrumma> Me too
^
L1097[16:06:31] <vox> madcrazydrumma:
Tabula is fine, just takes a bit to set up
L1098[16:06:48] <vox> I was kidding, it's
literally a forge install and dropping in a mod
L1099[16:06:54] <PaleoCrafter> why would
I have such a link? :P
L1100[16:06:57] <vox> lol
L1101[16:07:09] <vox> Though Paleo want
to show drumma some example code of using Tabula models?
L1102[16:07:22] <gigaherz> it's
just
L1103[16:07:26] <gigaherz> open vanilla
launcher
L1104[16:07:33] <PaleoCrafter> I've
like... never done entities xD
L1105[16:07:35] <vox> Make a new profile
using forge
L1106[16:07:35] <gigaherz> setup 1.8(.0)
profile
L1107[16:07:38] <gigaherz> add mod
L1108[16:07:40] <gigaherz> profit
L1109[16:08:11] <gigaherz> call the
profile "Tabula" or similar so you can recognize it, if
you want
L1110[16:08:19] <madcrazydrumma> xD
L1111[16:08:45] <vox> It does need Forge
though, correct?
L1112[16:08:46] <gigaherz> it will show
an icon on the main menu
L1113[16:08:49] <gigaherz> vox: yes
L1114[16:08:53] <PaleoCrafter> hm, I
wonder whether pig would accept a PR updating Tabula to 1.9
xD
L1115[16:08:54] <vox> Okay good I'm not
crazy
L1116[16:09:10] <vox> Paleo, I'm almost
certain the answer would be yes
L1117[16:10:28] <PaleoCrafter> then
somebody should create such a PR :P
L1118[16:10:50] <PaleoCrafter> maybe add
native OBJ and B3D (with animations) support while they're at
it
L1119[16:11:46] <gigaherz> but you
suggested it, doesn't that count as volunteering?
L1120[16:11:55] <PaleoCrafter> nah
L1121[16:12:16] <PaleoCrafter> as if I
had time for that :P
L1122[16:12:28] <PaleoCrafter> man, I'm
actually working on a mod right now
L1123[16:12:38] <PaleoCrafter> and I
actually plan to release it
L1124[16:16:17] <gigaherz> XD
L1125[16:16:38] <gigaherz> that mod would
be awesome on VR
L1126[16:16:51] <PaleoCrafter> heh
L1127[16:17:42] <PaleoCrafter> maybe I
can get Wuppy to send me one of those sets his Uni is supposed to
get xD
L1128[16:17:47] <gigaherz> XD
L1130[16:18:17] <gigaherz> get a google
cardboard? ;P
L1131[16:18:18] <PaleoCrafter> which
reminds me, I need to get a new GPU xD
L1132[16:18:24] <gigaherz> wait a
month
L1133[16:18:29] <gigaherz> nvidia 1080
and 1070
L1134[16:18:42] <gigaherz> faster than
titan X and 980ti, at under half the price
L1135[16:19:31] <vox> Yeah those are
ridiculously good
L1136[16:19:46] <PaleoCrafter> still
beyond my current budget :P
L1137[16:19:56] <vox> And I'm regretting
spending money on a 960 because if I had waited like 6 months I
could have a 980ti since the price is going to go pretty far
down
L1138[16:19:57]
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L1139[16:20:26] <gigaherz> can't afford
some wahtever you call it where you pay a bit each month?
L1141[16:20:55] <Nosirrom>
ArrowLooseEvent doesn't give reference to the arrow?
L1142[16:20:56]
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L1143[16:21:11] <gigaherz> around here,
people often pay things like "50 eur/month over 12
months"
L1144[16:21:17] <PaleoCrafter> eh, I
either pay it at all at once or not at all, gigaherz :P
L1145[16:21:22]
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L1146[16:21:51] <gigaherz> I'm planning
an upgrade myself
L1147[16:21:55] <gigaherz> but gpu is
secondary
L1148[16:22:01] <gigaherz> the 970 I have
now works well enough
L1149[16:22:04] <PaleoCrafter> in other
news (quite literally): a German tech news site put "Turbo
Pascal" as the heading for an article about those new GPUs
xD
L1150[16:22:10] <gigaherz> #1 priority is
a cellphone
L1151[16:22:13] <PaleoCrafter> I hope
it's intentional
L1152[16:22:17] <gigaherz> strongly
considering an Xperia Z5 compact
L1153[16:22:28] <PaleoCrafter> Don't have
that one, but I can only suggest Sony
L1154[16:22:47] <gigaherz> it's the only
non-stupidly-huge phone, that has decent hardware
L1155[16:22:57] <gigaherz> everything
else is either crappy hardware, or giant screen
L1156[16:23:36] <gigaherz> the
alternative would be something with Windows phone 10
L1157[16:23:51] <gigaherz> or windows 10
mobile
L1158[16:23:56] <gigaherz> or whatever
they are calling it these days
L1159[16:24:57] <gigaherz> i'm quite
happy with my current Lumia 710, whic hhas WP7.5
L1160[16:24:59] <gigaherz> limited,
yes
L1161[16:25:03]
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L1162[16:25:11] <gigaherz> but everything
it does, works well enough
L1163[16:25:27] <PaleoCrafter> hm, I
might actually be able to afford the 1070, it's not that far off
from the 970, it seems
L1164[16:25:33] <gigaherz> yeah
L1165[16:25:41] <gigaherz> 1080 is $50
more t han a 97
L1166[16:25:43] <vox> I think $379 was
release price
L1167[16:25:43] <gigaherz> eh
L1168[16:25:47] <gigaherz> 1070 is $50
more t han a 970 *
L1169[16:25:52] <gigaherz> and 1080 $50
more than a 980
L1170[16:25:56] <gigaherz> comparing
launch prices
L1171[16:25:58] <vox> yeah totally worth
it though
L1172[16:26:01] <PaleoCrafter> welp, I
guess i know what I'll by then
L1173[16:26:03] <gigaherz> yup
L1174[16:26:09] <PaleoCrafter> *buy
L1175[16:26:14] <gigaherz> although I
have to wait until I see proper performance reviews
L1176[16:26:22] <vox> Yep, myself as
well
L1177[16:26:26] <gigaherz> they were
talking a lot about VR
L1178[16:26:31] <vox> I think the next
thing that I would upgrade is either my keyboard or my
monitor(s)
L1179[16:26:34] <gigaherz> and if the
improvements are only visible on VR situations
L1180[16:26:40] <gigaherz> where the gpu
has to draw the same stuff twice
L1181[16:26:49] <gigaherz> then it
wouldn't be worth it, given that I already have a 970
L1182[16:26:52]
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L1183[16:26:55] <vox> I'm running two
1280x1024 monitors and one's an ancient piece of crap
L1184[16:26:57] ***
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L1185[16:27:05] <gigaherz> ugh yes
upgrade monitors
L1186[16:27:06] <gigaherz> XD
L1187[16:27:16] <gigaherz> I currently
have a dell U2711
L1188[16:27:21] <gigaherz> and a
U2414H
L1189[16:27:25] <vox> And my keyboard is
mechanical but has the worst switches that I have ever used
L1190[16:27:28] <gigaherz> the U2711 is
awesome
L1191[16:27:39] <gigaherz> but it's not
LED so it gets VERY hot in summer
L1192[16:27:43] <vox> Squishy like a
rubber dome is the only way I can describe it
L1193[16:27:49] <gigaherz> so I want to
replace it before july ;P
L1194[16:27:55] <vox> Fair enough
LD
L1195[16:28:01] <PaleoCrafter> I have an
R9 280X at the moment with two monitors but I want to get a third,
hence upgrading the GPU xD
L1196[16:28:13]
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L1197[16:28:14] <gigaherz> heh
L1198[16:28:41] <gigaherz> vox: I have a
cherry G80-3000
L1199[16:28:46] <gigaherz> MX Black
switches
L1200[16:28:47] <gigaherz> love
them
L1201[16:29:15] <vox> My 960 will handle
more. I'll probably just take home a bunch of 1280x1024 monitors
from school and one 1440p one
L1202[16:29:21] <vox> And I'll throw out
this ancient one
L1203[16:29:24] <Lord_Ralex> i did not
have issues with my 270x driving 3
L1204[16:29:43] <vox> And then have one
web monitor, one main gaming/programming monitor, and one
music/media monitor
L1205[16:29:46] <vox> boom
L1206[16:29:53] <PaleoCrafter>
Lord_Ralex, what settings did you play some recent titles on?
:P
L1207[16:30:33] <Lord_Ralex> i ran 1080p,
but most were pretty high up there
L1208[16:30:42] <PaleoCrafter> all three
1080p?
L1209[16:30:43] ***
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L1210[16:30:45] <Lord_Ralex> nah
L1211[16:30:48] <Lord_Ralex> i'm not that
lucky
L1212[16:30:58] <gigaherz> dafuw
L1213[16:31:00] <Lord_Ralex> but 1 1080p
with 2 1280x1024s
L1214[16:31:02] <gigaherz> dafuq*
L1215[16:31:11] <gigaherz> the cave in
the swamp in ARK
L1216[16:31:13] <gigaherz> is totally
bugged
L1217[16:31:14] <PaleoCrafter> yeah, I'm
currently at 2x 1080p
L1218[16:31:23] <PaleoCrafter> and maybe
the third one will be 1440p
L1219[16:31:27] <gigaherz> jsut went in
it, and in a random place, I started swimming and got TPd up
L1220[16:31:27] <gigaherz> XD
L1221[16:31:37] <gigaherz> my primary
monitor is 2560x1440
L1222[16:31:41] <gigaherz> secondary
1080p
L1223[16:31:52] <gigaherz> at work I have
two 1440p, 25"
L1224[16:32:05] <Lord_Ralex> lol work
machines
L1225[16:32:08] <gigaherz> IMO, 27"
is best for 1440p
L1226[16:32:17] <gigaherz> but the
25" works
L1227[16:32:25] <gigaherz> because the
laptop is a macbook
L1228[16:32:31] <gigaherz> which can
scale the gui
L1229[16:32:47] <gigaherz> (unlike
windows where it just looks like crap)
L1230[16:35:24] <PaleoCrafter> anyways,
bed's calling
L1231[16:35:57] ***
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L1234[16:39:30] *
Tazz totally wants to write a minecraft tweening library
XD
L1235[16:41:00] <Nosirrom> is there a way
to change vanilla's arrows to 0 damage?
L1236[16:41:17] <gigaherz> Tazz:
wat?
L1237[16:41:39] <gigaherz> Nosirrom: 1.9
or pre-1.9? ;P
L1238[16:41:49] <Tazz> gigaherz, a
tweening lib for minecraft
L1239[16:42:03] <gigaherz> wtf is
tweening?
L1240[16:42:05] <Nosirrom> 1.9
L1241[16:42:26] <Tazz> gigaherz, like
animations and stuff
L1242[16:42:48] <gigaherz> Inbetweening
or tweening is the process of generating intermediate frames
between two images to give the appearance that the first image
evolves smoothly into the second image.
L1243[16:42:49] <gigaherz> Oh
L1244[16:43:10] <gigaherz> hmm isn't that
basically what the animation support in .b3d does?
L1245[16:43:24] <gigaherz> also: there's
a lot of "tweening" in mc
L1246[16:43:33] <gigaherz> logic updates
once per tick
L1247[16:43:40] <gigaherz> and the frames
interpolate the values in between
L1248[16:43:42]
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L1249[16:44:10] <PitchBright> any of you
guys have any experience using ForgeEssentials API to add
perm-based stuff in your mods?
L1250[16:44:44] <Tazz> gigaherz, but
theres no good way of doing it in MC mods without doing all the
work by yourself XD
L1251[16:44:46] <gigaherz> nope
L1252[16:44:57] <gigaherz> Tazz: I guess
so
L1253[16:45:19] <gigaherz> PitchBright:
most modders don't really care about permission systems
L1254[16:45:35] <gigaherz> I include
myself in that "most"
L1255[16:45:54] ***
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L1256[16:46:11] <PitchBright> yeah, I
figured probably not a lot of people have done it
L1257[16:48:25] <SinbadEV> Is there a
"right" way to add more slabs and stairs so they do all
of the fancy joining up with each other and such?
L1258[16:50:20] <gigaherz> msotly just
extend BlockSlab, I believe
L1259[16:50:42] <gigaherz> and give it a
model
L1260[16:50:51] <gigaherz> which would be
based on the normal slab model, but with different textures
L1261[16:51:59] <gigaherz> for the
stairs, BlockStairs, but I have no idea if there's anything that
you'd need to override from it
L1262[16:52:14]
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L1263[16:52:16] <gigaherz> it MAY be
possible to make do with just doing like
L1264[16:52:45] <gigaherz>
GameRegistry.register(theStairs = new BlockStairs().whatever); // +
itemblock
L1265[16:52:52] <gigaherz> but I haven't
actually tried that myself
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L1268[16:55:33] <gigaherz> yeah looks
like it's just extending BlockStairs with a few custom things
L1269[16:56:06] <gigaherz> it's not how
i'd organize the mod, but /shrug
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L1273[16:59:03] <barteks2x> I just found
a mistake in my code by looking at that commit...
L1274[16:59:11]
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L1275[16:59:12] <gigaherz> just format
everything curretly at once, and then it won't happen in the
future
L1276[16:59:13] <gigaherz> XD
L1277[16:59:24] <gigaherz> (but really,
no idea)
L1278[17:00:41] <barteks2x> The problem
is that my formatting settings are not really consitient across my
2 computers
L1279[17:00:55] <barteks2x> And sometimes
it seems to change for no reason
L1280[17:01:07] <SinbadEV> The Quark mod
seems to be layering things a little more than I'm ready for...
going to start with trying to extend BlockSlab.
L1281[17:01:34] <gigaherz> try without
extending first ;P
L1282[17:01:58] <gigaherz> mySlab = new
BlockSlab().setRegistryName("my_slab");
L1283[17:02:01] <gigaherz>
GameRegistry.register(mySlab);
L1284[17:02:09] <gigaherz> and give it a
model on your client proxy
L1285[17:02:15] <gigaherz> and see if it
behaves as expected
L1286[17:04:55] <vox> PaleOff: if you see
this, do you use animations from Tabula?
L1287[17:05:11] <barteks2x> I really
should export my formatting settings and add them to the
repository
L1288[17:08:23]
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L1290[17:08:52] <gigaherz> this game
looks interesting, what they describe has potential
L1291[17:11:09] <TehNut> is he saying
genders?
L1292[17:11:47] <gigaherz> ?
L1293[17:11:53] <TehNut> in the
video
L1294[17:12:02] <TehNut> when the dev was
describing what the game was
L1295[17:12:35] <gigaherz> hmm could
be
L1296[17:12:41] <PitchBright>
genres
L1297[17:12:42] <gigaherz>
"ganre" and "gender" are similar ;P
L1298[17:12:45] <gigaherz> genre*
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L1302[17:28:39] <Nosirrom> i'm
subscribing to arrownockevent and trying to remove the bow from the
inventory
L1303[17:28:48] <Nosirrom> I can remove
any other item, but the bow reappears
L1304[17:30:00] ***
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L1307[17:33:06] <SinbadEV> Sadly
"Cannot instantiate the type BlockSlab"
L1308[17:33:39] <gigaherz> it's
abstract?
L1309[17:33:46] <gigaherz> wel lthen, go
ahead and extend ;P
L1310[17:35:37] <SinbadEV> Hmmm... looks
like I CAN instantiate "BlockHalfStoneSlab" though
L1311[17:36:17] <gigaherz> half?
L1312[17:36:21] <gigaherz> what version
of MC are you on?
L1313[17:36:27] <SinbadEV> 1.9
L1314[17:36:28] <KnightMiner> Half is in
1.9
L1315[17:36:45] <gigaherz> oh I see
L1316[17:36:51] <KnightMiner> BlockSlab
is used for both double and regualar slabs
L1317[17:36:51] <gigaherz> it just
overrides isDouble to false
L1318[17:37:04] <gigaherz> weird design
choice
L1319[17:37:06] <barteks2x> Uh... why I
always need data structures that don't exist. Now I need ArrayList
(because I need to sort it) but it also needs to be a set (no
repeating elements)
L1320[17:37:07] <gigaherz> they could
have made like
L1321[17:37:11] <gigaherz>
BlockSlab(boolean)
L1322[17:37:17] <tterrag> barteks2x:
TreeSet
L1323[17:37:23] <KnightMiner> I know,
though I guess it prevents duplicating the enums
L1324[17:37:33] <barteks2x> won't that be
a bit slow?
L1325[17:37:43] <gigaherz> do you need
indexed access?
L1326[17:37:44] <tterrag> why would that
be slow?
L1327[17:37:51] <tterrag> sets don't have
indexed access anyways :P
L1328[17:37:53] <gigaherz> if not, then
no, it won't be slow
L1329[17:38:06] <raoulvdberge> Is it safe
to call playSound with player arg as null?
L1330[17:38:41] <barteks2x> Well, the
only property of Set that I need is no repeating elements
L1331[17:39:17] <gigaherz> that wasn't
the question
L1332[17:39:18] <gigaherz> ;p
L1333[17:39:23] <gigaherz> do you need
.get(int)?
L1334[17:40:08] <tterrag> barteks2x: that
is *the* property of a set
L1335[17:40:37] <barteks2x> Everything
else should be like an ArrayList. I was planning to sort it ever 4
ticks, but with TreeSet I wouldn't need to sort it. In one use case
I don't need get(int) but in the other use - I may need it. I want
to randomly get some elements just in case something isn't done
right and a cube gets stuck.
L1336[17:41:22] <raoulvdberge>
block.getStepSound() should really be block.getSounds() tbh
L1337[17:41:42] <raoulvdberge> As it
returns the sound types associated with that block, not the step
sound
L1338[17:42:01] <barteks2x> Essentially
it would work as a queue sorted by distance to the nearest
player
L1339[17:42:04] <tterrag> raoulvdberge:
it's a vestige from 1.7
L1340[17:42:09] <barteks2x> So I can't
really use TreeSet
L1341[17:42:20] <barteks2x> because the
distance will change
L1342[17:42:33] <tterrag> barteks2x:
there's no easy way to have a constantly resorting collection
L1343[17:42:37] <tterrag> other than just
sorting it yourself
L1344[17:42:47] <barteks2x> that's why I
wanted to sort it myself every N ticks
L1345[17:43:19] <barteks2x> in majoriy of
cases it will contain 0 elements anyway, and rarely more than
1000
L1346[17:43:24] <gigaherz> apache commons
has SetUniqueList
L1348[17:43:36] <tterrag> the most memory
efficient? no
L1349[17:43:38] <tterrag> but it
works
L1350[17:43:40] <gigaherz> which is a
list that ensures no duplicates
L1351[17:44:05] <gigaherz> it's not
included with mc, though
L1352[17:44:27] <barteks2x> So to use I
would need to include it myself ans shade it in?
L1353[17:44:35] <gigaherz> yeh
L1354[17:44:52] <gigaherz> the
"apache commons collections" module
L1355[17:45:37] <gigaherz> they don't
actually sort for you, though, I think
L1356[17:45:50] <barteks2x> That wouldn't
be possible anyway
L1357[17:45:56] <barteks2x> I know I need
to sort it myself
L1358[17:46:40] <barteks2x> also I
noticed that changing packeges in shadong doesn't seem to work for
me
L1359[17:46:52] <barteks2x> *changing
packages in shading
L1360[17:46:57] <tterrag> how are you
shading
L1361[17:47:27] <barteks2x> uh... I
should rpobably just link to my build.gradle file. For me it's
magic
L1363[17:48:39] <barteks2x> wait,
no
L1364[17:48:49] <barteks2x> it works,
just directories aren't deleted
L1365[17:48:49] <tterrag> that way of
shading has been deprecated for nearly a year
L1366[17:48:52] <tterrag> why are people
still doing it?
L1367[17:49:00] <barteks2x> I didn't knwo
that
L1369[17:49:11] <tterrag> use that
L1370[17:49:22] <tterrag> where did you
learn to do it that way?
L1371[17:49:44] <barteks2x> no idea, I
think it was here
L1372[17:50:18] <tterrag> here?
L1373[17:50:48] <tterrag> well, doing it
that way hasn't worked since FG 1.2
L1374[17:50:50] ***
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L1375[17:51:00] <tterrag> just use the
shadow plugin, instead of srg hacks
L1376[17:52:05] <barteks2x> I added it
exactly in commit from Oct 12, 2015, and at that time it might
still be used, I don't really know
L1377[17:52:16] <tterrag> maybe
L1378[17:52:17] <tterrag> either
way
L1379[17:52:18] <tterrag> change it
L1380[17:53:01] <barteks2x> At that time
I also experimented with shadow plugin but couldn't get it
working
L1381[17:53:17] <SinbadEV> ... I can't
instantiate BlockSlab because Slabs are items until they are
placed?
L1383[17:53:55] <Ordinastie_> you don't
instantiate blocks
L1384[17:53:58] <masa> all blocks are
items when they are not in world
L1385[17:56:52] <barteks2x> with
shadowjar, when I want to relocate dependency, do I also need to
include it or is it automatically included when I relocate
it?
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L1388[17:57:27] <SinbadEV> Right... but
the ItemSlab contains two BlockSlab objects...
L1389[17:57:53] <Ordinastie_> what are
you trying to do ?
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L1391[17:58:44] <SinbadEV> Make my own
slab without reimplementing all the logic... ideally just figure
out which classes to extend or implement...
L1392[18:00:39] <Ordinastie_> make a new
ItemSlab instance with your own block
L1393[18:01:42] <SinbadEV> That's the new
plan
L1394[18:01:59] <Ordinastie_> and you
block should extend BlockSlab
L1395[18:03:15] <gigaherz> [00:57]
(SinbadEV): Right... but the ItemSlab contains two BlockSlab
objects... -- single and double?
L1396[18:03:43] <gigaherz> also as we
already deduced: you can't just instantiate BlockSlab
L1397[18:03:46] <gigaherz> you have to
extend your own
L1398[18:04:00] <gigaherz> let your IDE
create the constructor for you
L1399[18:04:04] <Ordinastie_> tbh, with
1.9, you shouldn't need 2 blocks anymore
L1400[18:04:06] <gigaherz> and leave the
rest "blank"
L1401[18:06:15] <SinbadEV>
"Shouldn't" is great news... what SHOULD I do?
L1402[18:06:29] <gigaherz> shouldn't
often implies "but it does"
L1403[18:07:00] <Ordinastie_> what you
should do is read code, understand it, and then adapt it
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L1407[18:13:24] <gigaherz> I use this to
draw stuff onto GUIs
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L1410[18:13:33] <Cypher121> actually,
RenderItem is supposed to set all needed flags itself =\
L1411[18:13:53] <gigaherz> are you
calling
L1412[18:13:54] <gigaherz>
RenderHelper.enableGUIStandardItemLighting();
L1413[18:13:55] <gigaherz> ?
L1414[18:14:16] <barteks2x> I just
realized that I'm using very outdated mapdb version
L1415[18:14:25] <Cypher121> no, I
wasn't
L1416[18:14:26] <Cypher121> thx
L1417[18:14:40] <gigaherz> remember to
call
L1418[18:14:41] <gigaherz>
RenderHelper.disableStandardItemLighting();
L1419[18:14:48] <gigaherz> after you are
done drawing items/blocks
L1420[18:15:16] <Cypher121> yeah
L1421[18:16:09] <gigaherz> ugh, gotta
sleep
L1422[18:16:12] <gigaherz> cya tomorrow
ppl
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L1429[18:22:58] <Biochemic> cya
giga
L1430[18:24:26] <Biochemic> Nosirrom:
doesn't it use something like ...inventory.consumeItem(..)?
L1431[18:24:56] <masa> not in 1.9
L1432[18:25:09] <Biochemic> ah okay
:)
L1433[18:25:27] <Nosirrom> it's just
weird because if I tell it to remove an item in slot0 or any slot
the bow isn't in... it works
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L1435[18:25:35] <SinbadEV> Hah! Ordi said
"read code, understand it, and then adapt it"... I
skipped the middle step and it sorta worked anyways! (ugly purple
missing textures but the slabs are slabs)
L1436[18:25:36] <Biochemic> seems, that
there was a lot changed since 1.7.10 :D
L1437[18:25:48] <SinbadEV> I think I get
what's going on now though...
L1438[18:26:24] <masa> Nosirrom: why do
you want to delete the bow when it's used though? :o
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L1440[18:26:52] <Cypher121> I guess to
make it unusable but to allow it as a crafting item?
L1441[18:26:59] <Nosirrom> yep
L1442[18:27:03] <masa> oh ok
L1443[18:27:20] <Cypher121> isn't that
event cancelable?
L1444[18:27:43] <masa> should be
L1445[18:29:27] <Nosirrom> isCancelable
says false
L1446[18:31:29] <Cypher121> try setAction
with Fail
L1447[18:35:08] <Nosirrom> that worked,
thanks. now time to find out why that worked.
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L1450[18:52:24] <Saphire> I do 'read
code, understand it, copy where required, add glue'
L1451[18:52:37] <Saphire> how terrible am
I?
L1452[18:52:56] <TehNut> literally
stalin
L1453[18:53:52] <Biochemic> self
explanary code
L1454[18:53:56] <Biochemic> or well
documented
L1455[18:54:00] <Biochemic> ^^
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L1460[19:15:37] <SinbadEV> Well... I got
my slabs working except for the part where you put two together to
make a block...
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L1466[19:25:18] <thecodewarrior> My block
states appear to be spending almost 45 seconds during launch
creating the table of values. Is there any way to speed that
up?
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L1469[19:27:05] <Elucent> any good way to
detect if a crop is fully grown using blockstates?
L1470[19:28:24] <masa> which crop?
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L1472[19:28:53] <TehNut>
BlockCrops#isMaxAge(IBlockState)
L1473[19:29:06] <masa> thecodewarrior:
are you using stupid amounts of variants that get permuted and all
the models get baked on launch?
L1474[19:29:33] <Elucent> any vanilla
crop
L1475[19:30:09] <Elucent> wondering if
there's something better than hardcoding in a metadata value
L1476[19:30:22] <masa> see above what
TehNut said
L1477[19:30:49] <Elucent> oh, didnt see
that
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L1479[19:30:51] <Elucent> thank you
L1480[19:31:19] <thecodewarrior> Models
are baked on demand, and cached. I have 4096 - 16k possible states
in my normal blockstate, or including the extended blockstate I
have 67,108,864 states. eek!
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L1482[19:32:58] <thecodewarrior> Is there
any way around that? Any way to send information to the renderer
without having to build a table?
L1483[19:33:58] <masa> now I'm confused,
what table of values?
L1484[19:34:52] <thecodewarrior> It
builds a table of sorts (thats from what I've seen looking at the
code) with every permutation of the blockstate
L1485[19:35:46] <masa> yes, and that's
why you don't put all the properties to the blockstate json if you
bake them on demand, I think?
L1486[19:37:02] <masa> like, if you have
your getModel() method or whatever that takes the extended state,
then almost nothing needs to be in the vanilla/forge blockstate
json which is what it builds into the permuted blockstates
L1487[19:37:35] <thecodewarrior> But I
can't return an extended blockstate from getActualState can
I.
L1488[19:37:39] <masa> I hope I'm not
talking complete bullshit, since I haven't actually done this
myself for blocks...
L1489[19:37:51] <masa> no, that's why you
use getExtendedState
L1490[19:39:27] <thecodewarrior> This is
all because I have some rather complex and expensive code in
getExtendedState for rendering, but unless I do a lot of bodging I
can't have some methods (such as collision) use the state without
the rendering stuff.
L1491[19:45:46] <Elucent> !gm
func_185525_y
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L1499[20:13:41] <thecodewarrior> What's
tweening? I assume it's something to do with the sidebar
thing.
L1500[20:14:36] <Tazz> Inbetweening or
tweening is the process of generating intermediate frames between
two images to give the appearance that the first image evolves
smoothly into the second image. Inbetweens are the drawings between
the key frames which help to create the illusion of motion.
L1501[20:18:38] <tterrag> where exactly
are you using it? just to make that animation? that seems like way
overkill
L1502[20:19:34] <Tazz> tterrag, Im
planning on using it in some different places
L1503[20:19:52] <Tazz> but I needed to
learn how to use it so I devised that to play with it
L1504[20:20:40] <Tazz> plus the code is
rather pleasent than what it would be without it hah
L1505[20:24:18] <thecodewarrior> If only
java had a way to say "Returns self class"
L1506[20:24:31] <thecodewarrior> Easily,
I know it's possible, it's just not easy
L1507[20:31:37] <SinbadEV> Well... I've
gone from "almost working except for one tiny detail" to
"Crashes immediately when placed"
L1508[20:31:46] <vox>
net.minecraftforge.common.util.ForgeDirection;?
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L1510[20:32:28] <thecodewarrior> Are you
asking where ForgeDirection went?
L1511[20:32:32] <vox> Yep
L1512[20:32:39] <thecodewarrior> It's
been replaced by EnumFacing
L1513[20:32:43] <vox> Oh got it
L1514[20:33:01] <vox> The CoFH RF API is
using it, should I just replace it?
L1515[20:33:25] <masa> get an up-to-date
version of the API
L1516[20:33:30] <TehNut> Why are you
porting the RF API yourself
L1517[20:33:35] <vox> I thought this
was
L1518[20:33:39] <vox> oh duh
branches
L1519[20:33:42]
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L1521[20:33:52] <vox> derp when I cloned
it I just copied out of master
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L1523[20:36:55] <TehNut> Cloning uses the
default branch unless you specify one
L1524[20:37:01] <vox> Yep
L1525[20:37:03] <vox> > RF API for
Minecraft 1.8.x.
L1526[20:37:03] <vox> EnumFacing still
sucks and this is a giant ridiculous leap backwards, but so it
goes.
L1527[20:37:05] <vox> Ouch
L1528[20:38:13] <thecodewarrior> It's not
great, but the great part is it's used in all of the vanilla code
instead of ints.
L1529[20:38:28] <vox> That's true
L1530[20:38:37] <thecodewarrior> I think
their main complaint is the lack of an UNKNOWN value. Null checks
for all!
L1531[20:41:16] <thecodewarrior> I'm
making an item that will allow you to toggle holding on to ladders,
what should I call it? I'm thinking of fall arrester or ladder
harness.
L1532[20:46:00] <vox> ladder harness is
probably fine
L1533[20:46:18] <vox> That's a thing that
exists in real life
L1534[20:46:50] <Nosirrom> call it ladder
grabber
L1536[20:48:19] <thecodewarrior> I like
ladder-grabber. I wonder if I should have a random chance that when
you start it'll be called laddey-grabbey and have ladder-grabber in
the info so you can still search fine. :)
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L1539[20:53:58] <thebookster> hello
all
L1540[20:55:22] <thebookster> so, I'm
pretty new to modding, and I was hoping someone could explain super
basic topics. preferably without me feeling like an idiot
L1541[20:56:44] <thebookster> does anyone
know any good 1.8/1.9 open source mods so I can get some ideas on
how things work?
L1543[20:57:34] <capitalthree>
openblocks!
L1545[20:57:47] <thebookster> oh, I
didn't know openblocks was updated
L1546[20:58:17] <thebookster> thanks
guys!
L1547[20:58:24] <thebookster> (or girls,
or etc)
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L1550[21:01:50] <Shuetox> Hello, anyone
know of a way to register keypresses from the Item class?
L1551[21:02:02] <Shuetox> basicly i wanna
have action connected to WASD
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L1553[21:04:01] <thecodewarrior> mc
version?
L1554[21:04:26] <Shuetox> 1.8.9
L1556[21:04:55] <thecodewarrior> It isn't
super simple. Unfortunately.
L1557[21:05:18] <Shuetox> i was afraid i
would have to use keybinding
L1558[21:05:21] <thecodewarrior> If you
want to do existing keybinds I don't know what you can do.
L1559[21:05:35] <Shuetox> will it
conflict with existing keybinds?
L1560[21:05:57] <thecodewarrior> I think
mezz was working on something for 1.9 that would allow you to have
non-conflicting or conditional keybinds
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L1562[21:07:30] <Shuetox> Maybie i should
inject a call where minecraft handles movement
L1563[21:08:51] <thecodewarrior> uuuuh,
lex won't like that. (hopefully I didn't just ping him)
L1564[21:09:20] <Shuetox> Well no one
forces him to play my mod :P
L1565[21:09:48] <Shuetox> but i agree i
dont think it's the best option
L1566[21:11:37] <Shuetox> Okay nvm, i
found a stupidly easy solution
L1567[21:12:05] <Shuetox>
Keyboard.isKeyDown(Keyboard.KEY_A) in the onUpdate method inside
the Item class
L1568[21:12:42] <Shuetox> Is there any
unforseen stupidity in using that method?
L1569[21:12:55] <thecodewarrior> What if
someone binds it to the left arrow?
L1570[21:13:37] <Shuetox> True, i should
be able to retrieve their keybinds from somewhere and just check
that button?
L1571[21:13:43] <Shuetox> or make it
configurable
L1572[21:13:49] <Shuetox> so they can set
it to whatever they like
L1573[21:14:09] <Shuetox> they might want
something other than the movement keys
L1574[21:14:48] <thecodewarrior>
Minecraft.getMinecraft().gameSettings.keyBindLeft
L1575[21:15:24] <Shuetox> oooooh
L1576[21:15:46] <thecodewarrior> You'll
still have to some packet stuff if you want the server to do
something, but gameSettings.keyBind**** will get you the vanilla
keybinds
L1577[21:16:24] <Shuetox> yea i expected
the packet thing to be unavoidable
L1578[21:16:58] <thecodewarrior> Yep,
server has no concept of keys
L1579[21:17:17] <thebookster> sorry for
the possibly silly question, but when a class starts with I (e.g.
IBlockState) does that mean something in particular?
L1580[21:17:24] <Shuetox> Interface
usally
L1581[21:17:29] <thebookster> also, what
is the difference between IBlockState and BlockState?
L1582[21:17:43] <thebookster> sorry, I'm
actually pretty new to Java itself
L1583[21:20:39] <thecodewarrior> From
what I understand BlockState (later renamed to BlockStateContainer
in 1.9) is what creates the IBlockStates depending on what
properties you give it, and an IBlockState stores a combinations of
values. (they can do more, but that's the gist)
L1584[21:21:09] <thebookster> ooh
L1585[21:22:14] <Shuetox> I'm having
trouble why they would need an interface for it tho
L1586[21:22:38] <Shuetox> The only
reference to "Implements IBlockState" that i can find is
the BlockStateBase
L1587[21:22:51] <Shuetox> Unless they
just doing Incase they need
L1588[21:23:22] <thecodewarrior> I don't
know why, but I'm glad they did. It helps a lot with allowing stuff
like IExtendedBlockStates
L1589[21:24:12] <Shuetox> Oh i didn't
know there was a thing like that
L1590[21:29:42] <Shuetox> Anyway thanks
for the help thecodewarrior
L1591[21:29:45] <Shuetox> i'm off to
sleep now
L1592[21:29:46] <Shuetox> Cyao
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L1594[21:30:12] <SinbadEV> Omigosh!
Getting myself into a corner where everything was crashing and
having to start over... I figured out what I had done wrong and now
I have my new slabs!
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L1596[21:31:49] <vox> Night all
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L1601[21:43:11] <thecodewarrior> Can item
models have variants?
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L1608[22:04:49] <thebookster> nice
SinbadEV
L1609[22:05:48] <Tazz> nice
SinbadEV
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L1619[22:14:15] <infinitefoxes_> does
anyone have any stats on the java versions Minecraft players
use?
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L1621[22:14:27] <infinitefoxes_>
Dinnerbone originally tweeted a year ago that around 60% of players
use Java 8
L1622[22:14:46] <infinitefoxes_> but was
wondering if there was any newer news as I want to target Java 8
for my mod :p
L1623[22:15:23] <Nosirrom> forge has a
warning that you should use java8 now
L1624[22:16:09] <Nosirrom> for the 1.9 at
least, I think it's safe to aim for java8.
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L1633[22:29:51] <gigimoi> The java
standard is still php3
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L1638[22:39:20] <williewillus>
thecodewarrior: they can "use" variants
L1639[22:39:31] <williewillus> item
models are basically a map from (item, meta) ->
ModelResourceLocation
L1640[22:39:43] <williewillus> a MRL is
just a variant in a blockstate json, or a model in
models/item/
L1641[22:40:22] <thecodewarrior> Yeah,
but if I have a normal item model the variant string does nothing.
(as far as I've seen)
L1642[22:42:27] <thecodewarrior> Anybody
know somebody who'd be willing to do textures for me? I am
incapable of texturing and can't find a texture artist. (Fair
warning, I've been spoiled by my first texture artist, but I'll try
to be reasonable. Especially if you can tell me a normal turnaround
time so I know just how spoiled I am)
L1643[22:43:05] <williewillus> what do
you mean by "normal"?
L1644[22:43:27] <williewillus> the models
in models/item/ are just a (big) special case because we don't have
itemstates
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L1646[22:43:55] <thecodewarrior> That's
what I'm talking about.
L1647[22:44:08] <williewillus> the
variant string does do something
L1648[22:44:12] <williewillus> you can
set it to point to a blockstate json
L1649[22:44:22] <williewillus> or any
other variant anywhere else you please :P
L1650[22:45:39] <williewillus> you can do
something like ModelLoader.setCustomMRL(item, meta, new
MRL("minecraft:log", "axis=y,variant=birch"))
and it just works (tm)
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L1657[23:38:27] <unascribed>
thecodewarrior, what kind of textures?
L1658[23:39:29] <thecodewarrior>
Primarily blocks.
L1659[23:39:37] <unascribed> okay, but
what kind of block
L1661[23:40:29] <thecodewarrior> Right
now I need retexturing of the wooden variants
L1662[23:40:53] <unascribed> oh, so
modelled stuff
L1663[23:40:57] <unascribed> can't really
help then, sorry
L1664[23:41:17] <thecodewarrior> But
really I just need a competent person willing to deal with my
incompetency.
L1665[23:46:19] <Nosirrom> if you call
those textures incompetent you will hate looking at my mod's
textures.
L1666[23:54:12] <thecodewarrior> I
haven't made a single texture from scratch. The steel ones are from
Catwalks 2 and aren't my work, the rusty ones are just steel with
some eaten away and a reddish tinge added, and the wooden ones are
just vanilla textures smashed together to little success.
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