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L3[00:05:25] <thecodewarrior> It seems to be running fine with the rectangular texture, now to see if it'll intelligently stitch them.
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L10[00:18:45] <thecodewarrior> Anyone know how I can export the atlas? I found code to do it at some point but I can't find it now.
L11[00:19:58] <thecodewarrior> and no, the forge config option doesn't work.
L12[00:21:45] <tterrag> thecodewarrior: glGetTexImage
L13[00:23:03] <thecodewarrior> There was a whole snippet I found at one point though.
L14[00:23:38] <tterrag> dunno. but going from glGetTexImage to a file shouldn't be hard
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L17[00:24:37] <Drullkus> https://gist.github.com/LexManos/3c700306331080598daf
L18[00:24:50] <Drullkus> It's prob old though
L19[00:25:22] <tterrag> that should still work
L20[00:25:30] <Drullkus> Oh? ok
L21[00:25:34] <Hunterz> hi, I want create screenshot, but get error [07:23:45] [Netty Local Client IO #0/WARN]: Couldn't save screenshot java.lang.RuntimeException: No OpenGL context found in the current thread - I think im on the wrong thread - howto use thread with opengl context ?
L22[00:25:36] <tterrag> mipmap levels are pretty pointless though
L23[00:25:39] <tterrag> unless you need them for some reason
L24[00:25:50] <tterrag> Hunterz: stop doing things in packet handlers
L25[00:25:51] <thecodewarrior> I literally just found that. :P
L26[00:26:03] <Drullkus> tterrag: Well, you'd prob wanna see how bad your mipped textures look
L27[00:26:04] <tterrag> read http://mcforge.readthedocs.io/en/latest/networking/simpleimpl/#making-packets
L28[00:26:22] <Hunterz> in the 1.7.10 that works :(
L29[00:26:25] <Drullkus> iirc Skyboy long time ago told me that you can create custom mips
L30[00:26:37] <Drullkus> Which I still need to do for antiblocks
L31[00:26:55] <tterrag> Hunterz: READ
L32[00:27:02] <Hunterz> oki
L33[00:27:19] <tterrag> Drullkus: you can. and I believe you can disable mips in the mcmeta
L34[00:27:41] <Hunterz> im callin another class from the packet handler
L35[00:30:06] <Hunterz> the warning in the center of page is for me, thanks tterag :)
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L41[00:48:36] <Hunterz> works, thanks for the help
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L47[01:18:39] <BaronNox> morning everyone o7
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L57[02:00:01] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160601 mappings to Forge Maven.
L58[02:00:05] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160601-1.9.4.zip (mappings = "snapshot_20160601" in build.gradle).
L59[02:00:15] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L71[02:10:28] <masa> hmm, I guess it's not exactly safe to assume that TileEntity#readFromNBT() won't get called more than once after teh TileEntity gets created?
L72[02:11:02] <masa> how about onLoad()
L73[02:11:33] <masa> or do I just have to add a boolean to check for it
L74[02:13:10] <masa> basically I want to handle the rotation info in the TileEntity, so that it works with my Builder's Wand which has template support (= COpy & Paste modes) now
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L76[02:14:47] <masa> so I refactored my blocks and TEs so that the TE, when read from NBT, checks it's rotation agains the default facing, and if it's different, then it assumes it is being restored from a template and rotated, so it then applies that rotation between the current facing and the default facing to the facing it reads from NBT
L77[02:15:36] <masa> but if the current facing is the same as default, then it just sets the facing directly to the value read from NBT
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L81[02:26:50] <dmillerw> Any experts on the new system able to tell me why with these files (https://gist.github.com/dmillerw/2c795124bb89252d68a08057ca0923b4) my output is this? http://puu.sh/pcuwm/da8c8e28cb.png
L82[02:27:05] <dmillerw> new rendering system that is
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L85[02:40:47] <masa> what errors does it give you in the console?
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L87[02:42:19] <dmillerw> no errors other than a note about not being able to resolve the top texture due to upwards something or other
L88[02:42:32] <dmillerw> i'm certain I'm doing something wrong, just don't know what
L89[02:47:24] <masa> the jsons look fine to me
L90[02:47:52] <masa> the registry name of that block is "circuit:cpu" right?
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L92[02:48:22] <dmillerw> yeah
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L94[02:54:08] <masa> and is your blockstate stuff for the block correct?
L95[02:55:20] <dmillerw> as far as I can tell
L96[02:55:26] <dmillerw> one sec, and I'll post repo
L97[02:56:28] <masa> my small derpy debug mod might also be of some help with this stuff
L98[02:56:37] <masa> http://minecraft.curseforge.com/projects/tellme
L99[02:56:55] <masa> basically right click the block with a gold nugget and it will dump you info about it
L100[02:57:32] <masa> hmm I wonder if that works in the current version of Forge even...
L101[03:00:11] <dmillerw> repo: https://github.com/dmillerw/WiresAndCircuits
L102[03:00:17] <dmillerw> block: https://github.com/dmillerw/WiresAndCircuits/blob/master/src/main/java/me/dmillerw/circuit/block/cable/BlockCable.java
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L105[03:04:53] <masa> why do register with itemModelMesher?
L106[03:05:01] <masa> that's old junk
L107[03:05:21] <masa> also, why a custom state mapper for the CPU?
L108[03:05:48] <masa> that seems to now ignore all your blockstates
L109[03:06:07] <masa> well, the "state" property in this case
L110[03:06:54] <dmillerw> hence why it's commented out
L111[03:07:06] <masa> what is?
L112[03:07:11] <dmillerw> the state mapper
L113[03:07:15] <dmillerw> ignoring that bit
L114[03:07:22] <masa> oh right in the cable clas
L115[03:07:28] <masa> I was looking at the CPU for that
L116[03:07:33] <dmillerw> oh
L117[03:07:33] <dmillerw> wait
L118[03:07:34] <dmillerw> shit
L119[03:07:44] <masa> which one are you working on...? the pastes were for the CPU
L120[03:07:58] <dmillerw> yeah, cpu. commented out the wrong thing
L121[03:08:14] <masa> and for the item model, don't use Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register()
L122[03:08:27] <masa> but instead ModelLoader.setCustomModelResourceLocation()
L123[03:09:09] <dmillerw> ahh, sweet
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L125[03:10:12] <masa> https://github.com/maruohon/enderutilities/blob/MC_1.9/src/main/java/fi/dy/masa/enderutilities/proxy/ClientProxy.java#L302
L126[03:10:17] <masa> so something like that
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L128[03:11:02] <masa> and for the block you shouldn't have to register anything separately
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L130[03:11:41] <masa> it should "just work" if the blockstate json and the model jsons are in the correct location, by the block's registry name
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L133[03:14:51] <dmillerw> okay, so with those blockstate and model files, and no messing with state mappers, still no dice
L134[03:15:11] <masa> errors?
L135[03:15:27] <dmillerw> only thing I get is this Unable to resolve texture due to upward reference: #top in circuit:models/block/cpu
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L137[03:16:12] <masa> hmm, kind of seems like the blockstate json gets ignored then..?
L138[03:17:53] <dmillerw> feels like it
L139[03:18:08] <dmillerw> also, with the ModelLoader code for handling items, nothing is rendering now :/
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L141[03:19:29] <masa> you need to give the ModelResourceLocation a valid variant
L142[03:19:50] <dmillerw> ahh
L143[03:20:11] <dmillerw> wait, I did
L144[03:20:13] <masa> so "inventory" is a common choice
L145[03:20:46] <masa> but you could also do something like "state=error" assuming state is the only blockstate property you have
L146[03:21:09] <masa> if you have multiple, they need to be all present and in alphabetical order in the variant string
L147[03:21:59] <masa> hm, and no ide ccahing funny business going on either?
L148[03:24:48] <dmillerw> don't believe so
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L151[03:36:57] <GunnerWolf> Is it best to store a block's facing direction in meta, or is there an alternative?
L152[03:37:08] <tterrag> you mean blockstate, right?
L153[03:37:58] <GunnerWolf> yes
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L155[03:39:38] <tterrag> then yes
L156[03:43:56] <masa> TileEntity is an alternative, but nobody seems to like it :p And yes, it is more problematic for rotations...
L157[03:44:55] <masa> and I don't mean "add a TileEntity to store the facing", but if you have a TE anyway for that block, then that is also an option
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L159[03:58:00] <gigaherz|work> So I have been to the doctor once again, since my ear infection returned for the 3rd time, and he saw something that could either be cotton fibers, or some fungal growth
L160[03:58:14] <gigaherz|work> turns out it was a little piece of a paper tissue
L161[03:59:00] <gigaherz|work> so yeah, lesson from this: don't roll up a piece of tissue and put it inside your ear, it could get wet, break, and leave a piece behind
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L168[04:17:58] <BaronNox> which value should I return for Block#getRenderType if I want to use TESR? EnumBlockRenderType.MODEL or .ENTITYBLOCK_ANIMATED?
L169[04:18:17] <gigaherz|work> do you have a static part?
L170[04:18:19] <gigaherz|work> or only TESR?
L171[04:18:23] <gigaherz|work> if you ahve a static part
L172[04:18:40] <BaronNox> so far only TESR
L173[04:18:41] <gigaherz|work> you can use the default one, which will still let you use a TESR to draw animated stuff on top of the static model
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L175[04:19:07] <gigaherz|work> if you only have TESR but never draw anything, then the other render type
L176[04:19:46] <BaronNox> entityblock_animated for TESR only, model for TESR and/or static?
L177[04:20:00] <gigaherz|work> model for static with optional tesr
L178[04:20:27] <BaronNox> nice, thank you. FIrst time I use TESR :)
L179[04:20:56] <gigaherz|work> if you do look at the list of render types, note that "LIQUID" is for vanilla only
L180[04:21:00] <gigaherz|work> forge liquids are MODEL
L181[04:21:34] <BaronNox> that’s why forge’s liquids are called fluids I guess. To avoid confusing
L182[04:21:39] <BaronNox> confusion*
L183[04:22:03] <gigaherz|work> not just that, ubt also to reflect the fact that mod fluids may not be liquids
L184[04:22:37] <gigaherz|work> (fluid includes gases)
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L186[04:24:54] <BaronNox> do you know for what invisible is used? Blocks like vanilla air? Maybe even those illuminated air blocks used by the wrath lamp of factorization back in the days?
L187[04:25:38] <gigaherz|work> basically: things that just simply don't have a model
L188[04:26:18] <gigaherz|work> air and barrier block
L189[04:26:20] <BaronNox> ah makes sense
L190[04:26:38] <BaronNox> and invisible multiblock structure blocks?
L191[04:26:50] <gigaherz|work> that approach is discouraged
L192[04:27:01] <gigaherz|work> I mean
L193[04:27:15] <gigaherz|work> sometimes people try to have a big model on the master block of the multiblock
L194[04:27:22] <gigaherz|work> and then want to not draw the rest
L195[04:27:25] <gigaherz|work> that causes lighting issues
L196[04:27:37] <BaronNox> oh
L197[04:27:44] <gigaherz|work> since the light information does NOT handle models bigger than the block's 1x1x1 space
L198[04:27:47] <gigaherz|work> so there will be glitches
L199[04:27:52] <GunnerWolf> doesn't IE do that?
L200[04:28:04] <gigaherz|work> lots of mods do that, and lots of them have lighting glitches
L201[04:28:05] <gigaherz|work> ;P
L202[04:28:28] <gigaherz|work> the point is, you shouldn't.
L203[04:28:32] <gigaherz|work> split the model into different pieces
L204[04:28:38] <gigaherz|work> and draw each pixe on its corresponding block
L205[04:28:42] <gigaherz|work> piece*
L206[04:28:54] <GunnerWolf> I guess most people don't do that due to it sounding like a lot more effort
L207[04:29:08] <gigaherz|work> it's easy on a decent 3d program
L208[04:29:14] <gigaherz|work> you can just create a plane and say "split here"
L209[04:29:15] <gigaherz|work> ;P
L210[04:29:19] <BaronNox> :D
L211[04:29:33] <GunnerWolf> Personally if I do any multiblocks I'll do it railcraft style
L212[04:31:57] <BaronNox> isn’t there a lib (beafcore?) that does a pretty good job at multiblocks? Forestry recently implemented its alveary using it to avoid all those bugs the original implementation had
L213[04:32:14] <gigaherz|work> never heard of it
L214[04:32:46] <BaronNox> from the author of bigreactor
L215[04:33:06] <GunnerWolf> interesting
L216[04:33:17] <gigaherz|work> google doesn't know anything called "beafcore"
L217[04:33:31] <GunnerWolf> Bigreactors and Alvearies tend to be fairly bug free multiblocks, relatively speaking
L218[04:33:33] <BaronNox> mmh give me a sec
L219[04:33:57] <GunnerWolf> But they're also solid block multiblocks, like Railcraft's, rather than having fancy models like, for example, the IE Reinforced Blast Furnace
L220[04:35:19] <BaronNox> https://github.com/erogenousbeef/BeefCore
L221[04:36:20] <gigaherz|work> ah it's not really a shared lib
L222[04:36:40] <BaronNox> not yet
L223[04:36:48] <gigaherz|work> it's also 1.7.10 only
L224[04:37:23] <BaronNox> #dreamsCrushed
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L228[04:39:05] * AtomicBlom pokes dmillerw, want a hand there?
L229[04:39:23] <dmillerw> i'm losing my mind, everything is failing D:
L230[04:39:55] <BaronNox> BigReactor seems to be pretty dead anyway.
L231[04:40:19] <AtomicBlom> You'll need to be a little more specific than that I'm afraid. Did you fix your texture issue yet?
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L233[04:41:07] <Tencao> Anyone know how to get the ip of the server the client is trying to connect to, as well as any events tied to it
L234[04:41:07] <AtomicBlom> Oh neat, thanks for providing repo
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L236[04:41:19] <dmillerw> Nope :D and I ran into an issue where having an enum property caused my block to not load when the world loaded, and now I can't even set a block's default state without it crashing. I'm apparently breaking everything I touch at this point
L237[04:42:15] <AtomicBlom> https://github.com/dmillerw/WiresAndCircuits/blob/master/src/main/java/me/dmillerw/circuit/block/cpu/BlockCPU.java#L60
L238[04:42:21] <AtomicBlom> should be....
L239[04:42:53] <AtomicBlom> ModelLoader.setCustomModelResourceLocation(item, 0, resourceLocation)
L240[04:42:59] <AtomicBlom> ^ gets me every time
L241[04:44:26] <dmillerw> will try
L242[04:44:37] <AtomicBlom> I'ma clone your repo and have a play too
L243[04:44:47] <AtomicBlom> but I'll be on and off a bit as I need to get the kids ready for bed
L244[04:44:50] <dmillerw> haha, and see how royally broken it is :|
L245[04:44:56] <dmillerw> appreciate it tho
L246[04:45:21] <AtomicBlom> Unless you're doing something really esoteric, I've probably seen it before.
L247[04:45:38] <AtomicBlom> I've literally been playing with where you're at for this tutorial I'm writing
L248[04:45:52] <AtomicBlom> so I'm knee deep in Forge/Minecraft's code anyway
L249[04:46:24] <gigaherz|work> dmillerw: do you have any "getunlocalizedname.substring" in there? ;P
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L251[04:46:32] <AtomicBlom> Bah
L252[04:46:36] <AtomicBlom> you don't need that anymore
L253[04:46:41] <gigaherz|work> I know
L254[04:46:52] <gigaherz|work> but half the modders we help still do that
L255[04:46:59] <gigaherz|work> you never needed it
L256[04:47:02] <gigaherz|work> it was always horrible
L257[04:47:14] <AtomicBlom> He's using setUnlocalizedName and setRegistry pretty well from what I can see
L258[04:47:22] <gigaherz|work> that's good :)
L259[04:47:23] <AtomicBlom> *setRegistryName
L260[04:47:31] <gigaherz|work> setUnlocalizedNAme includes the modid? ;P
L261[04:47:37] <dmillerw> I feel like an old man who doesn't understand new technology :(
L262[04:47:42] <gigaherz|work> it's another thing people don't usually realize
L263[04:47:44] <dmillerw> I used to be good at this dammit
L264[04:47:58] <gigaherz|work> that translation keys are global
L265[04:48:03] <gigaherz|work> they don't have namespaces
L266[04:48:03] <AtomicBlom> you survived 1.2 -> 1.4 didn't you dmiller? :P
L267[04:48:15] <dmillerw> that was easy compared to this
L268[04:48:42] <AtomicBlom> K, setupDecompWorkspace running, back in a little
L269[04:49:05] <dmillerw> okay, wtf mc. I'm creating a new BlockStateContainer, overridding createBlockState, but when trying to call setDefaultState in my constructor it crashes, saying the properly doesn't exist
L270[04:52:00] <gigaherz|work> is the property on the BlockStateContainer args list?
L271[04:52:19] <dmillerw> yup
L272[04:52:46] <gigaherz|work> and setDefaultState uses the same property?
L273[04:52:54] <dmillerw> exact same
L274[04:53:20] <gigaherz|work> setDefaultState(this.blockState.getBaseState().* ?
L275[04:53:27] <dmillerw> yup yup
L276[04:53:52] * gigaherz|work scratches head
L277[04:54:22] <gigaherz|work> do you extend this class somewhere?
L278[04:54:40] <gigaherz|work> you may be overriding createBlockState elsewhere
L279[04:55:02] <dmillerw> oh god DAMMIT
L280[04:55:04] <AtomicBlom> You have to be super careful with that
L281[04:55:07] <dmillerw> I was overridding getblockstate
L282[04:55:08] <dmillerw> not create
L283[04:55:09] <dmillerw> ffs
L284[04:55:14] <gigaherz|work> oops.
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L286[04:55:34] <dmillerw> well that solves pretty mich every problem I've had tonight
L287[04:55:42] <AtomicBlom> XD
L288[04:55:56] <dmillerw> i'm done
L289[04:55:58] <dmillerw> I'm so done
L290[04:56:13] <gigaherz|work> don't despair, give it time ;P
L291[04:58:33] <dmillerw> well, now my inventory rendering doesn't work...
L292[04:59:09] <AtomicBlom> push dmillerw?
L293[04:59:37] <dmillerw> pushed, BlockCPU
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L296[05:11:13] <BaronNox> VertexBuffer#pos(0,0,0) is the bot-right vertix, isn’t it?
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L299[05:12:47] <BaronNox> VertexBuffer as in Tesselator.getInstance().getBuffer(). Which replaces WorldRenderer
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L305[05:41:43] <BaronNox> mmh
L306[05:44:36] <gigaherz|work> back from lunch
L307[05:44:51] <gigaherz|work> x=0 means left
L308[05:44:54] <gigaherz|work> y=0 means bottom
L309[05:45:10] <gigaherz|work> z=0 I'm not so sure, but I think it means south
L310[05:45:16] <gigaherz|work> the other corner is 1,1,1
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L312[05:47:57] <BaronNox> could work. Are the .tex(u,v) in pixels or does 1 represent some custom dimension again?
L313[05:49:30] <gigaherz|work> u,v are in "standard mc texture units" where a texture is always assumed tobe 16x16
L314[05:49:49] <gigaherz|work> hmm or wait
L315[05:49:51] <BaronNox> so 1 == 16
L316[05:49:52] <gigaherz|work> that may be wrong
L317[05:50:02] <gigaherz|work> meh
L318[05:50:14] <gigaherz|work> try using 0..1
L319[05:50:21] <gigaherz|work> if that doesn't look right, try 0..16
L320[05:50:25] <gigaherz|work> ;P
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L322[05:50:31] <BaronNox> kk :)
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L324[06:00:48] <GunnerWolf> oh god EntityLivingBase literally has 2 floats called "RandomUnused1" and "RandomUnused2"
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L326[06:03:07] <BaronNox> those vertices are killing me
L327[06:04:00] <BaronNox> I have to add them counter-clockwise, don’t I?
L328[06:04:53] <BaronNox> vb.pos(1, 0, 0).tex(0, 1); -> bot right
L329[06:04:53] <BaronNox> vb.pos(1, 1, 0).tex(1, 1); -> top right
L330[06:04:54] <BaronNox> vb.pos(0, 1, 0).tex(1, 0); -> top left
L331[06:04:55] <BaronNox> vb.pos(0, 0, 0).tex(0, 0); -> bot left
L332[06:05:39] <gigaherz|work> that's a very strange order XD
L333[06:06:02] <gigaherz|work> well not strange, just i'd start from top left ;P
L334[06:06:14] <boni> 0,0 is top left though
L335[06:06:23] <gigaherz|work> hm?
L336[06:06:26] <gigaherz|work> on block coords?
L337[06:06:27] <BaronNox> w8 what?
L338[06:06:30] <gigaherz|work> +y is up
L339[06:06:34] <gigaherz|work> so y=0 is bottom
L340[06:06:41] <boni> yes
L341[06:06:42] <gigaherz|work> and y=1 is top
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L343[06:06:54] <boni> you're top rigth though. unless you wiev it from the other side and it's an internal
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L345[06:07:15] <boni> anyway, vary order until it works. ;o
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L347[06:07:29] <gigaherz|work> 0,0 -> 0,1 -> 1,1 -> 1,0
L348[06:07:36] <boni> you're starting 1,0
L349[06:07:39] <gigaherz|work> that's the order I usually choose, whwatver up and down ends up being Xd
L350[06:08:08] <BaronNox> and how do I define the side of block to render te face on?
L351[06:08:12] <boni> but it doesn't really matter unless you manuall ydraw strips
L352[06:08:20] <gigaherz|work> what do you mean the "side"?
L353[06:08:32] <boni> BaronNox: it's position in space and it's orientation (aka clockwise/ccw)
L354[06:08:42] <boni> orientation defines the "normal", which is up
L355[06:08:57] <gigaherz|work> you just draw them so that it has the right winding, and mc takes care of the rest
L356[06:09:18] <gigaherz|work> but...
L357[06:09:23] <gigaherz|work> why are you even drawing manually?
L358[06:09:39] <BaronNox> to learn it
L359[06:09:42] <gigaherz|work> would be best to load a model that you know is correct, and let the model loading system do that for you
L360[06:09:47] <BaronNox> later on i’ll use techne/blender
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L362[06:11:27] <boni> so you're learning things so you can then use the things that save you from learning exactly that?
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L364[06:12:16] <BaronNox> no I want to know what is going on behind the scene so I understand the concept
L365[06:13:39] <BaronNox> and techne doesnt support mac
L366[06:15:43] <gigaherz|work> mrcrayfish's?
L367[06:16:04] <AtomicBlom> dmillerw|Zzzz: I sent you a PR that fixes your issues.
L368[06:18:19] <BaronNox> oh this is fance
L369[06:18:49] <BaronNox> fancyÜ
L370[06:18:52] <BaronNox> fancy**
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L373[06:24:13] <BaronNox> and how do I use that json as a model?
L374[06:25:53] <BaronNox> just like a normal block’s json?
L375[06:26:39] <gigaherz|work> if you don't need animation, yes, that's a normal block json
L376[06:26:59] <gigaherz|work> if you want to use that model from a TESR, then that's a tiny bit more complicated
L377[06:27:25] <gigaherz|work> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/renderers/ModelHandle.java
L378[06:27:27] <gigaherz|work> I have this class
L379[06:27:34] <gigaherz|work> that I use for managing TESR/Entity model rendering
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L381[06:30:00] <BaronNox> Lots of stuff I never used before. Time to dive into classes.
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L384[06:33:17] <BaronNox> So your model is a String. And the quads you need for rendering get extracted from that String and put into the VertexBuffer?
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L387[06:36:42] <BaronNox> And the String model is a converted class that implements IBakedModel?
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L395[06:43:39] <gigaherz|work> BaronNox: yup
L396[06:44:06] <gigaherz|work> the process, when forge is installed goes like:
L397[06:44:39] <gigaherz|work> model resource -> ICustomModelLoader -> IModel -> IBakedModel -> list of BakeQuads
L398[06:45:00] <gigaherz|work> there's certain caches and extra operations around there
L399[06:45:03] <gigaherz|work> such as the IModel
L400[06:45:08] <gigaherz|work> may have .retexture
L401[06:45:28] <gigaherz|work> if .retexture is called, a new IModel is returned, which has the texture table changed
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L403[06:47:36] <BaronNox> Ok, diving deeper into your mod to figure stuff out ;)
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L405[06:54:00] <masa> hmm, is it just me or are some of my item tooltips a bit lengthy..
L406[06:54:02] <masa> http://masa.dy.fi/temp/minecraft/enderutilities/2016-06-01_14.52.28.png
L407[06:54:23] <gigaherz|work> that... deserves a book
L408[06:54:32] <gigaherz|work> "Refer to the Ender Utilities Manual, page 26"
L409[06:55:21] <masa> :p
L410[06:55:44] <masa> http://masa.dy.fi/temp/minecraft/enderutilities/2016-06-01_14.54.56.png
L411[06:56:01] <masa> a book is somewhere way down on my todo list... :p
L412[06:59:03] <gigaherz|work> feel tree to steal my book-xml parsing code ;P
L413[06:59:11] <gigaherz|work> I want to make it into a lib someday
L414[06:59:34] <masa> hmm, that builder's wand item class is 1950 lines long... :D
L415[06:59:48] <gigaherz|work> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/xml/guidebook.xml
L416[06:59:52] <masa> plus another 400 lines for the rendering stuff
L417[07:00:10] <gigaherz|work> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/guidebook/GuiGuidebook.java
L418[07:00:11] <masa> and another 400 for the template class
L419[07:00:27] <gigaherz|work> 1000 lines for the guidebook rendering engine ;P
L420[07:01:28] <masa> heh
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L426[07:20:48] <Tencao> I know there's a forge event for connected to server, but is there an event for connecting
L427[07:23:30] <gigaherz|work> never heard of one -- which doesn't mean there isn't one, just that I haven't heard of it so I can't help
L428[07:25:38] <Tencao> Damn, I'm trying to code a proxy helper, and I'm trying to add a listener for if the client is connecting to a certain ip, and if so, cancel that and re initiate it
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L431[07:43:01] <BaronNox> Mmh ItemStackHandler has no getDrops() method to drop its inventory when the TE got broken.
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L459[08:43:45] <tobimai> Where do I have to put my lang file?
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L462[08:45:01] <gigaherz|work> on your mod?
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L464[08:45:25] <gigaherz|work> src/main/resources/assets/<modid in lowercase>/lang/
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L466[08:47:29] <tobimai> NICE thanks, the lowercase was the Information I never saw on the Internet
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L468[08:47:55] <gigaherz|work> the resource domain is always in lowercase
L469[08:48:24] <tobimai> ok
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L471[08:48:40] <gigaherz|work> if you do new REsourceLocation(MODID, something)
L472[08:48:43] <gigaherz|work> mc will .tolower for y ou
L473[08:48:45] <gigaherz|work> you*
L474[08:49:05] <gigaherz|work> but I believe it's best to just make your modid in lowercase and that way you don't have to worry about inconsistencies
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L480[09:19:42] <masa> yep that's what I have always done for all my mods too :p
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L493[09:38:00] <gigaherz> I hate that youtube doesn't tell me the NAME of a video I had in my "watch later" list
L494[09:38:03] <gigaherz> because it was deleted
L495[09:38:17] <gigaherz> if I knew the name, i could find a replacement (maybe the channel reuploaded it)
L496[09:39:10] <gigaherz> dafuq
L497[09:39:20] <gigaherz> switching the subscription page to "list" doesn't work
L498[09:39:36] <gigaherz> maybe due to me using firefox beta
L499[09:40:18] <gigaherz> nope also doesn't work on non-beta firefox on my laptop
L500[09:40:58] <gigaherz> nope doesn't work on chrome either
L501[09:41:06] <gigaherz> youtube broke.
L502[09:41:25] <gigaherz> I'll have to go back to the old days
L503[09:41:29] <gigaherz> and use an RSS reader for this
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L509[10:02:08] <BaronNox> Does ItemStackHandler have a method similar to InventoryHelper#dropInventoryItems?
L510[10:02:18] <BaronNox> Can’t seem to find it anywhere
L511[10:02:31] <gigaherz> not directly
L512[10:03:35] <BaronNox> So it is up to me implementing it? It just bugs me that all that method would need is ItemStackHandler instead of IInventory as argument type
L513[10:03:40] <gigaherz> sec
L514[10:03:43] <gigaherz> i have code for that
L515[10:03:47] <BaronNox> :D
L516[10:04:16] <BaronNox> oh w8 im stupid
L517[10:04:25] <BaronNox> spawnItemStack is public
L518[10:04:44] <BaronNox> for whatever reason I thought it’s private
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L520[10:05:29] <gigaherz> aha yep
L521[10:05:33] <gigaherz> the code Iwas thinking of
L522[10:05:35] <gigaherz> was for 1.8.9
L523[10:05:41] <gigaherz> in 1.9+, I just used spawnItemStack directly
L524[10:06:10] <gigaherz> that's why it took me so long to find it -- it doesn't exist on the1.9+ branches
L525[10:06:11] <gigaherz> ;p
L526[10:07:04] <BaronNox> hehe :D
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L533[10:24:09] <BaronNox> is it possible to remove the harvesting particles of a block? I mean those cracks that start to appear when you’re mining it
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L535[10:32:15] <BaronNox> It seemed to be broken but then i saw that my whole u,v was somehow broken. let’s see if retexturing hlped
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L544[10:46:16] <madcrazydrumma> How can i access the EntityRenderer class?
L545[10:46:20] <madcrazydrumma> I wanna change the camera zoom
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L567[12:00:06] <masa> oh man this portal forming stuff is so fascinating to debug
L568[12:00:28] <masa> I just tested the first somewhat testable/functional version of the algorithm
L569[12:00:32] <masa> https://www.youtube.com/watch?v=XgMK7U34ONQ
L570[12:00:47] <gabizou> masa trying to make custom portals?
L571[12:00:58] <masa> the debug tasks simply visualizes which locations the algorithm has visited
L572[12:01:02] <masa> yep
L573[12:01:21] <masa> next I'll need to add visiting the found branches from the intersections
L574[12:01:41] <masa> and then trying to flood fill the actual portals from the found corner locations
L575[12:03:53] <Ordinastie_> you should really just use renderWorldLastEvent instead of actually setting the blocks
L576[12:04:14] <masa> why?
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L578[12:04:29] <Ordinastie_> so you don't actually change the world
L579[12:04:30] <masa> then I would need to hold on to the BlockPos list somewhere
L580[12:04:42] <Ordinastie_> yes, in your rendering stuff
L581[12:04:54] <Ordinastie_> it's just a list
L582[12:04:59] <ProbablePrime> I'm trying to load a dimension using a schematic file. Block placement and metadata works(Stairs etc face the correct direction), the only problem is tile entities. Their NBT data doesn't seem to be being applied. http://pastebin.com/C8qmnvzc is the relevant section of the loader. Any ideas why the data isn't being applied. Example being some Skulls are in the schematic with a custom profile set in owner,
L583[12:04:59] <ProbablePrime> https://i.probableprime.co.uk/u/r/n98zHYG58V.png
L584[12:05:15] <Ordinastie_> you could have list of Pair<BlockPos, Color> too
L585[12:05:45] <gudenau> BAH
L586[12:05:54] <gudenau> Typeos are not fun.
L587[12:06:10] <gudenau> 0b1000 != 01000
L588[12:06:16] <gabizou> did the item use tick events get removed entirely?
L589[12:06:22] <gabizou> in 1.9.x
L590[12:06:27] <masa> ProbablePrime: MC version?
L591[12:06:35] <ProbablePrime> 1.8.9 sorry
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L593[12:07:34] <gabizou> ProbablePrime how are you applying the TE data?
L594[12:07:34] <masa> have you checked what NBT ends up in the tile?
L595[12:08:34] <masa> I'm gonna plug my debug mod for this again: http://minecraft.curseforge.com/projects/tellme
L596[12:08:45] <ProbablePrime> gabizou, createAndLoadTileEntity in the TileEntiy tag calls readFromNBt on the tile entity, which by my understanding should load the NBT right?
L597[12:08:50] <masa> just right click the block with a gold nugget and you get a NBT dump in the console
L598[12:09:10] <masa> yeah it should...
L599[12:09:11] <rakosmanjr> Well that's nice to know
L600[12:09:29] <ProbablePrime> OO that mod is awesome, let me get that into the instance and take a look
L601[12:09:48] <gabizou> ProbablePrime you are correct, but I believe it'l also need to get the nbt positions correct ;)
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L603[12:10:07] <gabizou> cause the tile entity will literally read everything from it, but if the positions are incorrect in thenbt, then they'll be removed
L604[12:10:19] <masa> note hat the output is from what TileEntity#writeToNBT() writes out, not what the actual TileEntity object in the world has internally...
L605[12:10:27] <gabizou> also, you still need to place the correct block
L606[12:10:30] <gabizou> at the position
L607[12:11:15] <ProbablePrime> There's another section that places blocks earlier on in the loader. Let me grab a pastebin for you
L608[12:11:19] <masa> why are you doing it that way though...
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L610[12:11:52] <masa> couldn't you just setBlockState(), then getTileEntity() and if != null then call readFromNBT() and markDirty() or something like that
L611[12:12:09] <ProbablePrime> setBlockState would load a tileentity?
L612[12:12:38] <masa> it will create a new one yes
L613[12:12:41] <ProbablePrime> ooo
L614[12:12:50] <masa> then you just laod the NBT data into it via readFromNBT
L615[12:12:54] <masa> https://github.com/maruohon/enderutilities/blob/MC_1.9/src/main/java/fi/dy/masa/enderutilities/util/TemplateEnderUtilities.java#L101-L129
L616[12:13:07] <gabizou> masa just would need to validate the tile entity position data, but that's pretty much what I was getting at
L617[12:13:11] <masa> that is my template code, it is almost identical to the 1.9 vanilla structure template code
L618[12:13:33] <ProbablePrime> Could you elaborate on this validation?
L619[12:13:33] <gudenau> OK, I have a multiblock that gets placed with one item. How in the world do I make the model render both parts as an Item?
L620[12:13:37] <masa> yep if the position changes then you need to take care that you don't get the one from NBT overwrite it
L621[12:14:03] <ProbablePrime> Ahh i see
L622[12:14:34] <masa> ProbablePrime: check ItemBlock.setTileEntityNBT() also
L623[12:14:49] <masa> it basically does that
L624[12:15:15] <masa> ie. read TE data from ItemStack NBT and keep the TE coordinates from the one in world
L625[12:16:11] <ProbablePrime> https://i.probableprime.co.uk/u/r/ZHN9MzbfXM.png
L626[12:16:15] <ProbablePrime> Yeah no owner tag
L627[12:16:31] <ProbablePrime> Let's update this mess and try again :D
L628[12:16:49] <ProbablePrime> I'll let you know thanks for that mod super useful
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L630[12:17:33] <M4thG33k> Does anyone know how to get the resource location from a block?
L631[12:18:43] <gudenau> Block.REGISTRY.getNameForObject(Object)
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L633[12:19:13] <masa> or ForgeRegistries.BLOCKS.getKey()
L634[12:20:00] <gudenau> Bah, who needs that? :-P
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L636[12:21:38] <M4thG33k> Thanks!
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L639[12:29:24] <M4thG33k> What would I do if I, instead, wanted the resource location of a specific side of a block, given the blockstate?
L640[12:30:23] <Temportalist> Yo, anyone have samples of auto curse pushing from forgegradle/jenkins build task?
L641[12:30:43] <gudenau> What?
L642[12:30:49] <gudenau> All sides of the block are the same block.
L643[12:34:51] <M4thG33k> Sorry, what if I want the location of the texture of a specific side of a block given its blockstate?
L644[12:34:51] <gudenau> Is there a way to make two blocks use the same TileEntity?
L645[12:35:06] <gudenau> Oh, no idea.
L646[12:35:16] <M4thG33k> The same instance of the TE?
L647[12:35:21] <gudenau> Yep.
L648[12:36:04] <M4thG33k> You should be able to as long as you pass in the correct position to World.getTileEntity()
L649[12:36:34] <masa> why would you want something like that? O_o
L650[12:36:39] <gudenau> Isn't there a block method for that?
L651[12:36:47] <masa> it will break horribly I'm pretty sure
L652[12:36:58] <gudenau> Ah, I'll just do it that way I suppose.
L653[12:37:25] <masa> why not have a master-slave arrangement if that's what you are after?
L654[12:38:28] <gudenau> What I am doing now.
L655[12:40:25] <M4thG33k> Anyone have any idea how to get the location of the texture for a specific side of a block?
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L657[12:40:53] <masa> there is no "texture for a side" per-se, since they are all models
L658[12:41:17] <masa> you would need to get all the quads that are facing that way and get them from those I think
L659[12:41:43] <masa> what are you after exactly?
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L661[12:42:18] <M4thG33k> I have a block that needs to adapt its texture off of other blocks (but not a whole side); kind of like a slab
L662[12:43:00] <masa> maybe check chisels & bits code
L663[12:43:17] <masa> but you need to deal with the quads I'm pretty sure
L664[12:43:33] <M4thG33k> I've been modeling off of Tinker's code, but the method they use to grab the texture doesn't exist in the class it's supposed to be in...
L665[12:43:45] <gudenau> That feeling when you can not find somthing because it was missed in a refractor.
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L668[12:48:01] <thecodewarrior> I asked last night but no one was able to answer, so I'll ask again. What is forge's policy on method signature changes? I need to add a parameter to a vanilla method, should I make an alternate version? Should I use a temporary instance variable?
L669[12:48:15] <thecodewarrior> *instance field
L670[12:48:32] <gudenau> What is up with that new TE interface?
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L673[12:51:32] <masa> well you can't go changing existing methods, that would break binary compatibility, right? so you need a new version at least then I guess?
L674[12:52:24] <thecodewarrior> should I do the same thing as in Block? Like they did a ThreadLocal<EntityPlayer> harvesters for the block harvest event.
L675[12:52:52] <gudenau> What are you up to?
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L677[12:53:29] <thecodewarrior> Making the width and height .mcmeta properties actually do something, they're in vanilla but they do nothing.
L678[12:54:04] <gudenau> I am not familar with this, got some more info?
L679[12:54:22] <thecodewarrior> https://twitter.com/Dinnerbone/status/552241757497622529
L680[12:55:21] <thecodewarrior> http://minecraft.gamepedia.com/Resource_pack#Animation
L681[12:55:40] <gudenau> Ah.
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L683[12:56:07] <thecodewarrior> and the getFrameWidth and getFrameHeight methods in AnimationMetadataSection
L684[12:56:21] <gudenau> I would change the method to be what you need, then generate a new one that matches the old discription that comes up with "correct" values and calls the modified one.
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L686[12:57:09] <thecodewarrior> Ok.
L687[12:57:32] <thecodewarrior> Should I edit it inline or move it down to the forge section?
L688[12:57:57] <gudenau> I thought you where talking core. :-P
L689[12:58:58] <thecodewarrior> There's a /* === forge start == */ /* === forge end === */ section in TextureAtlasSprite, should I put the new method there and just have the old one point to it?
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L691[12:59:30] <gudenau> Sure, up to you.
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L693[13:01:02] <thecodewarrior> Ok. I'll put it inline.
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L700[13:22:59] <masa> https://www.youtube.com/watch?v=WU_iwz_OeeQ stage two of the algorithm
L701[13:23:13] <masa> now it finds all corners positions along all paths
L702[13:23:31] <masa> now I just need some sort of flood fill algorithm to check and form the actual portal blocks
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L709[13:33:32] <Temportalist> Would this work?
L710[13:33:35] <Temportalist> https://www.irccloud.com/pastebin/hcK4lKtu/
L711[13:33:52] <Temportalist> Or else, is there a way to duplicate maven blocks based on a loop?
L712[13:34:45] <heldplayer> masa: All I can think of is Mystcraft portals :P
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L714[13:36:23] <Ordinastie_> masa, tbh, I think you really make it way harder on yourself for nearly no benefit
L715[13:36:47] <Temportalist> masa: what even?!
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L723[13:52:35] <masa> heldplayer: yeah sort of similar
L724[13:52:56] <masa> even the uglu placeholder textures remind of mystcraft for some odd reason ;D
L725[13:53:23] <masa> Ordinastie_: well, my mod really isn't about "making things simple" ;p
L726[13:53:47] <Ordinastie_> no, but you don't have to make it hard on yourself for no reason
L727[13:53:59] <masa> don't know if you saw my builder's wand's in-game tooltip earlier tody for example... :D
L728[13:54:19] <masa> well I really like it when I can get something really tricky to work nicely
L729[13:54:19] <Ordinastie_> like, what's the point of allow branches in your portal ?
L730[13:54:28] <masa> because of reasons!
L731[13:54:33] <masa> it's cool, mmkay
L732[13:54:42] <Ordinastie_> it has to have a purpose
L733[13:55:01] <masa> I like implementing it, that's the reason
L734[13:55:18] <masa> http://masa.dy.fi/temp/minecraft/enderutilities/2016-06-01_14.52.28.png
L735[13:55:21] <Ordinastie_> I assume you want to have your control panel no necessarily be in the same place as your portal right ?
L736[13:55:25] <masa> that's simple for you :p
L737[13:55:32] <masa> yeah
L738[13:55:53] <masa> you can now "route" the panel behind a wall using a path of frame blocks
L739[13:55:58] <Ordinastie_> but why does it have to be connected to the portal by portal blocks?
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L741[13:56:08] <Ordinastie_> why not do it wirelessly ?
L742[13:56:21] <masa> that's not the point
L743[13:56:39] <masa> and that would barely simplify anything really
L744[13:56:46] <masa> in code that is
L745[13:57:02] <masa> it would just complicate the in-game process of linking the panel to the portal then
L746[13:57:22] <Ordinastie_> it clearly would, you would have a receiver in the frame itself, and have an easier time finding the actual loop
L747[13:57:26] <masa> I would need a separate link crystal to link the panel to the portal frame
L748[13:57:47] <Ordinastie_> because currently you need to parse all connected portal blocks to find it
L749[13:58:01] <masa> well no, if I want to light all portals that are non-diagonally connected to the same frame, I would still need this code
L750[13:58:15] <Ordinastie_> when you could have it greatly simplified in looking just one place
L751[13:58:20] <Ordinastie_> *plane
L752[13:58:27] <thecodewarrior> it wooooooorks! (Should I write a test mod for it? Should there be test mods for all the things?)
L753[13:58:48] <masa> don't try to convince me of your noob implementations simpliness, it ain't gonna happen, deal with it! :p
L754[13:59:24] <Ordinastie_> well, I think you're gonna be here for a long time then ><
L755[13:59:45] <ProbablePrime> Got my stuff working, thanks!
L756[14:00:41] <masa> how so? I just need the filling algorithm, and that should be possibly even easier that it was to figure out this one
L757[14:00:53] <masa> *than
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L763[14:13:39] <Wuppy> woohoo, a new Unreal version
L764[14:14:48] <rakosmanjr> 4.12?
L765[14:14:53] <Wuppy> yep
L766[14:14:59] <Wuppy> they have a full video editor in Unreal now :o
L767[14:15:37] <rakosmanjr> If only they'd spend some time overhauling the AI system...
L768[14:15:44] <Wuppy> which part?
L769[14:15:52] <Wuppy> I'm an AI programmer in Unreal and I'm quite happy with it
L770[14:16:44] <rakosmanjr> Particularly the navigation stuff, it's been giving soo many headaches.
L771[14:17:06] <rakosmanjr> They've had a task on Trello for fixing it for a while now
L772[14:17:24] <Wuppy> what's wrong with the navigation stuff?
L773[14:18:05] <rakosmanjr> Have you tried to setup any dynamic stuff in the nav meshes?
L774[14:18:16] <Wuppy> thankfully no
L775[14:18:18] <rakosmanjr> For me they constantly break
L776[14:18:33] <Wuppy> right, I haven't done anything with dynamic nav meshes so far
L777[14:18:58] <Wuppy> but I can see that being annoying, yeah
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L786[14:43:42] <tobimai> My .json for the rendering of an Item seems to have no effect on the Item when I change the scale settings, do I misunderstand these or am I doing something wrong? (THe json is detected properble, otherwise the Item wouldn't render)
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L793[14:57:16] <Ivorius> tobimai, as always, make sure your thingy is _really_ loaded properly by tweaking some related values
L794[14:57:21] <Ivorius> And also post your model
L795[14:58:31] <ProbablePrime> How do i force a lighting update to a chunk/block?
L796[14:59:20] <Ivorius> Something along the lines of updateBlock on the client world iirc
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L798[14:59:59] <ProbablePrime> Hmm yeah that makes sense
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L800[15:05:58] <diesieben07> what hash function would you guys use to ensure a file has not changed? it needs to be fast (obviously) and shouldn't have false duplicates if possible
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L802[15:06:09] <diesieben07> MD5? CRC?
L803[15:06:27] <rakosmanjr> Sha-1?
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L805[15:07:10] <diesieben07> well, sha is designed to be kinda slow
L806[15:07:15] <diesieben07> it's nto supposed to be for security
L807[15:08:31] <rakosmanjr> There is also the newer MD6
L808[15:08:49] <diesieben07> i am trying to identify if a file has not changed between two runs of a program
L809[15:09:26] <rakosmanjr> MD5 or 6 are fast and accurate enough for checking that
L810[15:09:37] <TechnicianLP> md5 should be sufficient (even though it can be tricked)
L811[15:09:43] <Ivorius> Just test the first 8 bits diesieben07
L812[15:09:46] <Ivorius> Safe enough
L813[15:09:54] <diesieben07> lol
L814[15:10:11] <rakosmanjr> Nah, should be fine with the first one or two bits
L815[15:10:12] <diesieben07> i am not trying to fight against getting tricked :D
L816[15:10:35] <diesieben07> yeah, tehre are definitely only 4 possible files in the universe. ever.
L817[15:10:41] <TechnicianLP> md5 is what you want then ... (java?)
L818[15:11:02] <diesieben07> yes, java.
L819[15:11:11] <diesieben07> i am just debating if there is something faster
L820[15:11:27] <TechnicianLP> checking size
L821[15:11:30] <diesieben07> but i just read that apparently java's md5 is really blazing fast
L822[15:11:33] <diesieben07> so... yeah
L823[15:11:40] <diesieben07> yeha i guess i could check that before as a fail-fast
L824[15:11:55] <diesieben07> md5 it is.
L825[15:12:21] <TechnicianLP> digestinputstream is a nice class if you want to read the file as well ^^^
L826[15:12:31] <Ivorius> Something something premature evacuation
L827[15:12:58] * diesieben07 commits sudoku
L828[15:13:11] <TechnicianLP> ?
L829[15:13:17] <diesieben07> meh, DigestInputStream doesn't use NIO
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L831[15:13:52] <diesieben07> java.nio
L832[15:13:57] <diesieben07> new IO
L833[15:14:14] <TechnicianLP> i knew that ...
L834[15:14:52] <TechnicianLP> but you should be able to fetch an inputstream from nio
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L836[15:15:03] <capitalthree> so my mind is being blown right now
L837[15:15:19] <capitalthree> I just realized my mod is doing serverside stuff on the client thread in SSP
L838[15:15:31] <capitalthree> all this time, everyone here told me "oh just check world.isRemote, you'll be fine!" well turns out that's nonsense
L839[15:15:48] <diesieben07> yes, but then it has to fall back to slow ugly old byte[] based IO :D
L840[15:15:51] <capitalthree> my event handler guards on: if (! event.entityItem.worldObj.isRemote)
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L842[15:16:01] <diesieben07> instead of nice, fast NIO
L843[15:16:11] <capitalthree> and yet I can see that check passing on the client thread
L844[15:16:33] <capitalthree> so I guess the serverside event goes into the event bus and the client thread dutifully checks the server's entityItem.worldObj.isRemote
L845[15:16:34] <Ordinastie_> capitalthree, double check that, because that should not happen
L846[15:16:41] <diesieben07> TechnicianLP, http://i.imgur.com/Fy5uxTO.png
L847[15:17:05] <capitalthree> Ordinastie_: if my event handler checks event.entityItem.worldObj.isRemote, it should only be false on the server thread, right?
L848[15:17:08] <capitalthree> that's what I believed before
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L850[15:17:27] <capitalthree> I'll have it print stack traces and check again I guess
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L852[15:17:54] <TechnicianLP> hav to check out what a bytechannel is O.o
L853[15:18:20] <diesieben07> source / target for bytes
L854[15:18:25] <diesieben07> but abstracted away
L855[15:18:40] <diesieben07> if you e.g. copy from a socket channel to a file channel, java can do it directly in native code
L856[15:18:49] <diesieben07> without having to go through the nasty java arrays and stuff
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L859[15:19:53] <capitalthree> Ordinastie_: oh my god. I think I found a hole in my guards
L860[15:19:57] <capitalthree> I feel damned silly now
L861[15:19:59] <TechnicianLP> ok i knew nio but not its features
L862[15:20:22] <diesieben07> it is certainly pretty nice
L863[15:20:29] <capitalthree> I was about to pull out all hair
L864[15:20:45] <diesieben07> it also lets you do stuff like treat a zip file (or anything else you want to if you write the implenentation) as a normal file sytem
L865[15:20:48] <diesieben07> anyways, gotta get off my train
L866[15:20:59] <diesieben07> thanks for the help guys :D
L867[15:21:28] <TechnicianLP> thats what this channel is for ;)
L868[15:21:31] <tterrag> ??? https://github.com/MinecraftForge/Documentation/issues/47
L869[15:22:44] <capitalthree> ok it was all my fault, I'm dumb, sorry
L870[15:22:51] <Ordinastie_> so what was it ?
L871[15:23:13] <TechnicianLP> he claims to have found a broken link (somewhere ..... [over the rainbow ...])
L872[15:23:41] <tterrag> $ labels add 2933 "Vanilla Bug"
L873[15:23:42] <Actuarius> Added labels [Vanilla Bug] for issue 2933; new labels: [Vanilla Bug].
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L875[15:24:33] <tterrag> $ close 2930
L876[15:24:34] <Actuarius> Issue 2930 closed.
L877[15:26:07] ⇦ Quits: Jezza (~Jezza@92.206.5.6) (Ping timeout: 190 seconds)
L878[15:26:31] <tterrag> $ labels add 2931 Feature
L879[15:26:32] <Actuarius> Added labels [Feature] for issue 2931; new labels: [Feature].
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L883[15:29:31] <tterrag> $ labels add 2929 Cleanup
L884[15:29:32] <Actuarius> Added labels [Cleanup] for issue 2929; new labels: [Cleanup].
L885[15:34:59] <gigaherz> so I already had the C#version of my GDDL library on NuGet, now I have the Java version on a maven, at bintray, hoping for it to get into jCentral ;P
L886[15:35:07] <gigaherz> https://bintray.com/gigaherz/maven/gigaherz.utils.gddl/view
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L893[15:44:56] <M4thG33k> For some reason I can't remember my solution to this issue: my TESR models have darker textures than they should. I've overridden every block full/opaque/normal method I can find...suggestions?
L894[15:50:09] <capitalthree> ? field_70170_p
L895[15:50:18] <capitalthree> # field_70170_p
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L897[15:50:24] <capitalthree> man I forgot how to use the bot
L898[15:50:27] <gigaherz> ...
L899[15:50:30] <Girafi> !gf field_70170_p 1.9.4
L900[15:50:31] <gigaherz> try !help
L901[15:50:31] <gigaherz> ;P
L902[15:50:38] <capitalthree> gigaherz: ooh good to know
L903[15:50:40] <capitalthree> and thanks gigaherz
L904[15:50:44] <Girafi> Like that ^
L905[15:50:46] <capitalthree> !gf field_70170_p 1.7.10
L906[15:50:48] <rakosmanjr> !help
L907[15:51:29] <capitalthree> so it *is* Entity.worldObj
L908[15:51:34] <capitalthree> java.lang.NoSuchFieldError: field_70170_p
L909[15:51:39] <capitalthree> how can Entity.worldObj be missing? o_o
L910[15:52:13] <capitalthree> my code has e.worldObj but the stacktrace on the debug client shows field_70170_p
L911[15:53:59] <gigaherz> are you using reflection?
L912[15:54:03] <capitalthree> nope
L913[15:54:11] <capitalthree> the line of code is: if (e.worldObj instanceof WorldServer) {
L914[15:54:24] <gigaherz> what type is "e"?
L915[15:54:40] <gigaherz> hmf
L916[15:54:55] <gigaherz> there's only two ways I can think of for that to happen
L917[15:55:06] <gigaherz> no wait, just one
L918[15:55:15] <gigaherz> if "e" was a generic parameter being implicitly cast
L919[15:55:24] <gigaherz> it would have a class cast exception
L920[15:55:33] <capitalthree> oh I should mention, this is in a library
L921[15:55:42] <capitalthree> so to my project, lambdanetwork is a .jar
L922[15:55:45] <gigaherz> the only other option, is that it's being called with the wrong type
L923[15:55:47] <gigaherz> but that makes no sense
L924[15:56:07] <gigaherz> wait wait
L925[15:56:09] <gigaherz> 1.7.10
L926[15:56:26] <gigaherz> 1.7.10 didn't have the remap feature
L927[15:56:34] <gigaherz> you have to use deobf/dev jars
L928[15:57:07] <capitalthree> ohhh
L929[15:57:17] <capitalthree> ok thanks gigaherz
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L933[16:04:21] <barteks2x> what would be the easiest way to see a diff of vanilla class between 1.9 and 1.9.4, but ignoring class renames (vanilla with forge patches)?
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L936[16:15:26] <gerhard> Hello o/ anyone here had problems with setupDecompWorkspace failing? Was working fine earlier today and now I'm getting GC overhead limit exceeded
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L938[16:17:06] <diesieben07> give it more ram
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L940[16:20:30] <gerhard> I'm also having the issue that suddenly all the minecraft and forge stuff is missing from the External Libraries in IntelliJ, so I can't compile. Not sure how I managed to break everything
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L943[16:26:26] <diesieben07> re-run setupDecompWorkspace and click the blue refresh arrow thingy
L944[16:28:53] <gerhard> ...all of a sudden it stopped breaking and setupDecomp runs fine again. ookay then
L945[16:29:01] <gerhard> even without the blue refresh, rather
L946[16:29:15] <gerhard> GC issue just gone now ._.
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L948[16:30:04] <tterrag> so I get why a lot of block methods have been deprecated in favor of the IBlockState versions
L949[16:30:07] <tterrag> don't agree, but I get it
L950[16:30:17] <tterrag> but why is getStateFromMeta deprecated?
L951[16:30:19] <tterrag> is tehre ANY reason?
L952[16:30:40] <Corosus> D:
L953[16:31:20] <Corosus> i hope its just a 'deprecated because discouraged / rewrite your code already' reason
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L955[16:31:44] <diesieben07> i bet it's "deprecated because we want to get rid of metadata but we haven't figured out how yet"
L956[16:31:50] <Corosus> lol
L957[16:31:52] <diesieben07> "so let's put this annoying thing here to remind us"
L958[16:33:42] <LexManos> you shouldnt be using meta
L959[16:35:08] <diesieben07> "my block has rotation - TO THE TILE ENTITY"
L960[16:35:54] <LexManos> no, to the states'
L961[16:36:05] <diesieben07> well, yeah. but we don't have that yet.
L962[16:36:14] <diesieben07> states that don't rely on meta that is
L963[16:36:14] <LexManos> we do
L964[16:36:22] <diesieben07> whut
L965[16:36:23] <LexManos> if you call anything with metadata you're doping it wrong
L966[16:36:32] <LexManos> sadly for now you have to implement it, but you should never call it
L967[16:36:38] <diesieben07> well, yes of course
L968[16:36:49] <diesieben07> but that's still "using meta"
L969[16:36:55] <diesieben07> /hairsplit
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L971[16:38:14] <Delenas> OreDictionary.. how would I go about checking if a given itemstack is valid against "slabWood" ?
L972[16:39:04] <diesieben07> call getOres("slabWood") in postInit or something and put it in a static field. then loop through and check if any matches using OreDictionary.itemMatches
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L975[16:41:37] <OscarXcore> Hello there.
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L977[16:41:57] <diesieben07> hi oscar
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L979[16:42:08] <OscarXcore> How is it going?
L980[16:42:18] <diesieben07> i got tea, so i am happy
L981[16:42:32] <OscarXcore> Thats good. What kind of tea?
L982[16:42:59] <diesieben07> Black with milk and sugar :D we drink it like this in the part of germany where i live
L983[16:43:06] <OscarXcore> Ahh nice!
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L1005[17:32:19] <gigaherz> \o/
L1006[17:32:20] <gigaherz> https://bintray.com/gigaherz/maven/gigaherz.util.gddl/view
L1007[17:32:28] <gigaherz> I was approved for jcenter
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L1015[17:51:58] <Ivorius> gigaherz, you need a 'why not json' segment :P
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L1018[17:56:24] <gigaherz> Ivorius: wat
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L1020[17:57:31] <Ivorius> On your repo
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L1022[17:57:44] <gigaherz> why would I want to advertise json on it? ;P
L1023[17:57:55] <Ivorius> Everybody knows JSON
L1024[17:58:07] <gigaherz> I know
L1025[17:58:19] <diesieben07> He is saying you should have a section why one would use yours over json
L1026[17:58:20] <gigaherz> everyone also mensiones json whenever I mention that ;P
L1027[17:58:27] <gigaherz> mentions*
L1028[17:58:32] <gigaherz> wtf muscle memory
L1029[17:59:00] <gigaherz> that's the problem, I'm not trying to replace json
L1030[17:59:13] <gigaherz> but json is far from perfect
L1031[17:59:38] <diesieben07> what is this thing of yours then?
L1032[18:00:11] <gigaherz> just something I wrote that I believe represents well some specific data
L1033[18:00:30] <Ivorius> It kinda looks like your thing is a superset of json
L1034[18:00:36] <Ivorius> That would be worth mentioning
L1035[18:00:45] <gigaherz> nah
L1036[18:00:49] <gigaherz> it's not a superset
L1037[18:01:36] <Ivorius> It almost is :P
L1038[18:01:48] <gigaherz> not really
L1039[18:02:08] <Ivorius> Come on man
L1040[18:02:16] <Ivorius> You'd just need to switch = with :
L1041[18:02:23] <gigaherz> and use strings as keys
L1042[18:02:26] <gigaherz> and add arrays
L1043[18:02:35] <Ivorius> "named set" = { "a", { 1 }, 0x345 },
L1044[18:02:44] <gigaherz> and remove the ability to have mixed named and unnamed elements in a set
L1045[18:03:09] <Ivorius> I guess your set would have to be able to parse [] too
L1046[18:03:18] <gigaherz> yeah, which is not the case
L1047[18:03:19] <Ivorius> Remove ability != superset
L1048[18:03:43] <gigaherz> they overlap a lot, yes
L1049[18:04:09] <gigaherz> which is funny, because I designed this before I learned json
L1050[18:04:13] <Ivorius> 2 small adjustments and you're a json superset :P
L1051[18:04:56] <gigaherz> maybe
L1052[18:04:59] <gigaherz> but I don't really want that
L1053[18:06:11] <Ivorius> Pride comes before the fall :P
L1054[18:06:25] <Ivorius> From your mighty gddl throne
L1055[18:06:31] <gigaherz> oh I'm okay with the fall
L1056[18:06:37] <gigaherz> I know no one will use that
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L1058[18:06:49] <gigaherz> heck, not even I use it
L1059[18:06:58] <Ivorius> lol
L1060[18:07:08] <gigaherz> (well I do, but not the java version ;P)
L1061[18:07:46] <gigaherz> what annoys me is that
L1062[18:07:53] <gigaherz> I wrote this just for fun
L1063[18:07:59] <gigaherz> then went "heh I made a language" and showedit to people
L1064[18:08:06] <gigaherz> and everyone's like "how's it better than json?"
L1065[18:08:11] <gigaherz> fuck that, it's not MEANT to be better than json
L1066[18:09:06] <Ivorius> How about adding that to your 'why not json' section :D
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L1069[18:22:50] <gigaherz> wat ... why did my work laptop turn on?
L1070[18:23:29] <gigaherz> no that can't be
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L1073[18:24:06] <gigaherz> ah nevermind
L1074[18:24:09] <gigaherz> I read the wrong log
L1075[18:25:10] <gigaherz> gotta sleep
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L1091[19:00:34] <Relkofizz> Hi, I've been trying to go through bedrockminer's 1.8 modding tutorials, but I am modding in 1.9.4, can anyone tell me if this is still the right format for registering an itme render?
L1092[19:00:35] <Relkofizz> Minecraft.getMinecraft().getRenderItem().getItemModelMesher()
L1093[19:00:35] <Relkofizz> .register(item, meta, new ModelResourceLocation("modid:itemname", "inventory"));
L1094[19:01:53] <diesieben07> use ModelLoader.setCustomModelResourceLocation instead, called in preInit
L1095[19:02:50] <Relkofizz> I'll try that, thanks
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L1097[19:04:17] <Delenas> And people are still using that..
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L1099[19:09:39] <williewillus> yeah >.<
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L1101[19:10:11] <williewillus> tutorials are outdated and wrong or both, current open source mods are usually more helpful to me because at least they work
L1102[19:10:12] <williewillus> somewhat
L1103[19:11:36] <Relkofizz> Any suggestions for up to date opensource mods to look at?
L1104[19:12:26] <Delenas> So.. what would be a decent way of handling a dynamically-sized ItemHandler?
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L1106[19:12:37] <williewillus> Delenas: what are you trying to achieve?
L1107[19:12:47] <Delenas> As in, add item to a separate handler, and that sets the size of a crafting grid.
L1108[19:13:01] <williewillus> ?
L1109[19:13:02] <Delenas> I'm trying to make it so I have a "template" slot.
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L1111[19:13:12] <williewillus> and it resizes another grid?
L1112[19:13:15] <Delenas> Yup.
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L1115[19:13:28] <Delenas> Specifies what items are accepted where, too, but that's not related.
L1116[19:13:36] <williewillus> i'd just have a big handler and hide and restrict the other slots :P
L1117[19:13:56] <Delenas> Tried that. The gui code bitched at me for it..
L1118[19:13:59] <williewillus> they're not really meant to be resized, which is a drawback but just how it was designed
L1119[19:14:55] <Delenas> Different tactic. Is there a means of setting a flag on slots?
L1120[19:15:19] <Delenas> Like. If template is there and max slots from the template is 2, disable slots 3-9?
L1121[19:16:03] <tterrag> one does not simply disable slots :P
L1122[19:16:10] <dmf444> Question concerning registerTESRItemStack() in ForgeHooksClient, is it possible to map it to all metadata? Trying to make a custom shield implementation, but it doesn't seem like I can render it against all meta values.
L1123[19:16:11] <tterrag> best way I know of is to just hide them offscreen
L1124[19:17:12] <masa> I just render a dark background over them to indicate that they are inaccessible
L1125[19:17:34] <masa> and then the underlying inventory handles if stuff can be inserted or not, the slot just checks that
L1126[19:18:37] <tterrag> that also works, but the player will still get the highlight when they hover
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L1128[19:18:47] <tterrag> unless 1.9 added some way to stop that
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L1130[19:19:29] <masa> yeah but I don't consider that a deal breaker...
L1131[19:19:41] <masa> I could move the slots off screen but... meh
L1132[19:20:32] <Delenas> Hiding does not mean good. At all.
L1133[19:20:47] <Delenas> Cut off access completely, everywhere.
L1134[19:21:14] <Delenas> tterrag, I could hook into the drawSlotOverlay method, I suppose. But meh.
L1135[19:21:35] <tterrag> just move them offscreen
L1136[19:21:37] <tterrag> it's really easy :P
L1137[19:22:10] <Delenas> Oh. slot.canBeHovered?
L1138[19:22:19] <Delenas> tter, but automation
L1139[19:22:48] <tterrag> why would automation be able to access a crafting grid?
L1140[19:23:07] <tterrag> regardless, it's pretty easy to restrict inventory slots to automation. just don't let it insert
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L1146[19:28:50] <KnightMiner> Tinkers just moves them to an unused part of the screen
L1147[19:29:27] <KnightMiner> Though it it contains an item, it will display in a row on the bottom
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L1156[19:53:46] <Corosus> aww, based on the forge commit logs of 1937 i was hoping mc methods had @Override on them now, maybe one day
L1157[19:54:19] <KnightMiner> @Nonnull and @Nullable seem to be what it means
L1158[19:54:28] <Girafi> And @Deprecated
L1159[19:54:30] <Corosus> yeeaaaahhh
L1160[19:54:47] <Corosus> ah right, i guess only forge based stuff had @Deps before
L1161[19:54:53] <Girafi> Indeed :)
L1162[19:56:03] <williewillus> because @Override is stripped/not retained by javac when compiling
L1163[19:56:32] <williewillus> what we see are all the RetentionPolicy.RUNTIME ones. and probably CLASS too
L1164[19:57:55] <Corosus> ah yeah true enough
L1165[19:59:36] <wiresegal> I wish it was retained at least at binary
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L1167[20:00:15] <wiresegal> at least IDEA shows it in the gutter
L1168[20:00:48] <Corosus> doing a quick hierarchy lookup is easy enough but it would be nice to have it a lil more obvious
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L1170[20:01:14] <Corosus> i guess if i were motivated enough i could readd it with some sort of analysis and patching tool
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L1172[20:01:46] <williewillus> i mean mcp probably recognizes them to some extent already
L1173[20:02:03] <williewillus> detecting overrides I mean
L1174[20:02:17] <Corosus> yeah true, it would have to for naming consistancies
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L1176[20:05:27] <williewillus> can you use GL triangle fan with the tessellator?
L1177[20:07:41] <masa> http://i.imgur.com/noGU6XP.png yeah HD textures... no thanks :DD
L1178[20:07:48] <williewillus> lol
L1179[20:07:49] <williewillus> wat
L1180[20:08:11] <Ordinastie_> hahah
L1181[20:08:18] <TehNut> Just think
L1182[20:08:27] <TehNut> Somebody somewhere thinks that looks fucking amazing
L1183[20:08:39] <Ordinastie_> that cow certainly doesn't :p
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L1185[20:09:10] <Ordinastie_> it's like "I so tired of your shit mate"
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L1187[20:10:40] <MoxieGrrl> I won't use textures higher than 32x.
L1188[20:10:57] <TehNut> The only 32x textures I use are hybrid.
L1189[20:10:58] <masa> I won't use texture other than vanilla, period. :p
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L1192[20:11:14] <MoxieGrrl> I like John Smith. So sue me.
L1193[20:11:20] <TehNut> I used to
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L1195[20:11:22] <TehNut> So sue me.
L1196[20:11:33] <williewillus> default 3d lite :P
L1197[20:11:40] <TehNut> bleh no
L1198[20:11:51] <williewillus> adds light 3d accenting to some things so they don't look like shit
L1199[20:11:58] <williewillus> you like your flowers being two crossed quads? :P
L1200[20:12:10] <TehNut> yes actually
L1201[20:12:27] <williewillus> and tracks being a 2d surface :P
L1202[20:12:41] <masa> tracks no, flowers yes
L1203[20:12:58] <williewillus> but yeah it doesnt do anything like replace all cobble with bumpy model
L1204[20:13:00] <TehNut> I guess it just doesn't bother me since it's been a thing for so many years
L1205[20:13:03] <williewillus> that's what the actual default 3d does :P
L1206[20:13:04] <masa> well, I haven't seen 3D flowers I don't think, so...
L1207[20:13:08] <williewillus> hence why I use the lite version
L1208[20:13:27] <masa> url?
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L1210[20:13:58] <williewillus> i also loved the cherry pack in 1.8, but not sure if she updated it to 1.9
L1211[20:15:16] <williewillus> http://www.mineloads.com/5Jf
L1212[20:15:19] <williewillus> that's default 3d lite
L1213[20:15:30] <williewillus> lemme see if I can find cherry pack because that had some awesome textures
L1214[20:15:33] <williewillus> 16x
L1215[20:16:03] <TehNut> ...that is a slow download site
L1216[20:16:11] <TehNut> 2 minutes for 3.4mb
L1217[20:18:10] <williewillus> hmm don't think it got updated but cherrypack for 1.8 https://www.reddit.com/r/Minecraft/comments/3buxl3/cherrypack_ver_4_now_with_mcpatcheroptifine/
L1218[20:20:26] <wiresegal> williewillus: any verdict on #320
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L1226[20:44:30] <dmf444> Anyone able to help with Intellij and a ForgeDev environment?
L1227[20:44:39] <williewillus> what's wrong?
L1228[20:45:47] <dmf444> I followed cp's video, but it says the output path is not set. I attempt to set the output path, and it crashes because it cannot find Forge's access transformer
L1229[20:45:58] <williewillus> 0.o
L1230[20:46:04] <williewillus> not sure how the AT has to do with intellij
L1231[20:46:11] <williewillus> did you do setup/setupForge in the IDE or out?
L1232[20:46:16] <williewillus> i usually do all the gradle stuff outside
L1233[20:46:43] <dmf444> i did it inside, following how cp did it. It just worked for him
L1234[20:47:35] <dmf444> I may be setting the Forge_main output path incorrectly when i try to do it manually. That's the only thing i can think of
L1235[20:47:56] <williewillus> try setting up outside
L1236[20:48:09] <williewillus> the output path should have nothing to do with the AT. which happens during setupForge
L1237[20:49:03] <dmf444> I may have been unclear... the environment is setup, I just can't launch MC because of the AT
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L1241[21:12:49] <wiresegal> williewillus: now we just call it fake sand, because we use it for ghostblocks only
L1242[21:13:02] <williewillus> cool
L1243[21:13:22] <wiresegal> it no longer is used for any purpose involving dropping blocks, except in rare aesthetic circumstances
L1244[21:13:22] <Corosus> anyone have a sexy script to update namings from their lowercase 1.8 versions to the full caps 1.9.x versions
L1245[21:13:24] <Corosus> im lazy
L1246[21:13:46] <williewillus> Corosus: regex
L1247[21:13:52] <Corosus> i guessssss
L1248[21:15:07] <williewillus> I used idea regex replace from = "(\W)+Blocks.(\w)+" to = "$1Blocks.\U$2" or something like that
L1249[21:15:36] <williewillus> not sure exactly but the part of interest is the \U which uppercases the captured group
L1250[21:16:18] <wiresegal> I just did it manually lol
L1251[21:16:32] <williewillus> and spent how long doing it :P
L1252[21:16:36] <Corosus> mmmmmmm kewl
L1253[21:16:52] <wiresegal> uh... 20 mins, total, doing the update, but I was also on irc throughout that
L1254[21:17:06] <williewillus> the regex took me ~5m for all the registries + 1-3 manual fixes because of underscores
L1255[21:17:16] <williewillus> so more woryth your time to figure out the regex imo
L1256[21:17:23] <williewillus> I'll see if I can dig it up
L1257[21:18:33] <williewillus> got it
L1258[21:18:56] <williewillus> Corosus: replace Blocks with Items/Enchantments/etc. as needed https://i.gyazo.com/bef6dcd975aa4d787fd7cefe4652fe14.png
L1259[21:19:03] <williewillus> make sure case sensitive and regex are checked in the options
L1260[21:19:07] <Corosus> cool cool thanks :D
L1261[21:19:22] <wiresegal> btw, williewillus, #320? It makes my life 10x easier :P
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L1264[21:21:35] <wiresegal> yey, that way I can save ~50 calls to map xD
L1265[21:22:10] <williewillus> lol my contribution graph is funny
L1266[21:22:21] <williewillus> you can obviously see where a hard semester happened
L1267[21:22:44] <williewillus> and when botania started and I spent literally all break on it
L1268[21:23:00] <wiresegal> you can see the week i was studying for big tests in nov
L1269[21:23:12] <wiresegal> and then it's just sprinkles the rest of the time
L1270[21:23:27] <wiresegal> I tend to do clumpy commits, so my graph is light and sparse
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L1272[21:24:20] <dmf444> I got another question: I'm using .obj files as item renderers, it works fine in dev but in a launcher, it's just blank. Any ideas?
L1273[21:24:34] <williewillus> are there errors in the log?
L1274[21:24:41] <dmf444> nope
L1275[21:25:14] <williewillus> man forestry tico botania enderio etc. etc. on versions over 1.7.10, never thought I'd see this day *tear*
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L1278[21:25:43] <Corosus> :D
L1279[21:26:10] <mezz> :)
L1280[21:26:45] * williewillus should go around and port every other mod in infinity that's not already ported
L1281[21:26:50] <williewillus> but not really
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L1285[21:29:13] <dmf444> oh wait, i just found an error in the log? Ok then. Item json isn't found for 'starvationahoy:Pig#skinned_pig', trying to load the variant from the blockstate json
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L1289[21:34:22] <williewillus> !gm rotateCorpse
L1290[21:35:50] <BaronNox> How do I get a 3d rendered Item from TIleEntitySpecialRenderer model?
L1291[21:36:00] <williewillus> wat
L1292[21:36:07] <williewillus> describe what you're trying to achieve
L1293[21:36:17] <BaronNox> ok, give me a sec :)
L1294[21:37:33] <williewillus> !gm Block.onBlockPlaced
L1295[21:38:11] <BaronNox> I have a Block (which has a TileEntity) that gets rendered via TESR. The model which gets rendered was created using Techne (The TE renderes ingame).
L1296[21:38:24] <williewillus> okay
L1297[21:38:31] <BaronNox> But how do I render the Item i have in my hand?
L1298[21:38:36] <williewillus> first of all I hope it absolutely needs a tesr
L1299[21:38:47] <williewillus> if not should've made it a static model
L1300[21:39:07] <BaronNox> it’s not ment to be in the finished mod
L1301[21:39:12] <BaronNox> just to get familiar with the TESR
L1302[21:39:15] <williewillus> secondly, see ForgeHooksClient.registerTESRItemStack
L1303[21:39:26] <williewillus> you need to still setCustomMRL and have a (very short) json
L1304[21:39:43] <BaronNox> Oh, didnt’t know something like that exists :O
L1305[21:39:46] <williewillus> { "parent": "builtin/entity" }
L1306[21:41:22] <BaronNox> oh registerTESRItemStack is deprecated
L1307[21:41:29] <williewillus> it's just as a warning
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L1309[21:46:18] <BaronNox> Where do I have to put the json? Went through the methods but nothing seems to load a json file
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L1312[21:47:30] <BaronNox> Do i have to call ForgeHooksCLient#renderTileItem at some point?
L1313[21:48:18] <williewillus> no
L1314[21:48:30] <williewillus> put the json in models/item/<whatever you gave to setCustomMRL>.json\
L1315[21:50:42] <BaronNox> where do i call setCustomMRL?
L1316[21:51:36] <williewillus> where you register all your other models
L1317[21:51:41] <williewillus> during preinit from client proxy
L1318[21:54:20] <BaronNox> Ah ModelLoader#setCustomModelResourceLocation.
L1319[21:54:30] <BaronNox> sry was kinda confused for a moment
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L1324[22:02:05] <Corosus> anyone ever get any sound facts as to why in 1.9 MinecraftServer instances are passed around a lot and used in a less MinecraftServer.getServer() staticy concept?
L1325[22:02:16] <Corosus> are they working towards multiple servers per java instance or some shit?
L1326[22:02:54] <williewillus> no one knows
L1327[22:03:04] <Corosus> hhhrrrrmmmmmmm
L1328[22:03:13] <williewillus> major releases can be and are made in the middle of an internal refactor
L1329[22:03:19] <Corosus> this is true
L1330[22:03:20] <williewillus> simply bc if they didn't people would lynch them for lack of content
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L1334[22:16:18] <BaronNox> Where is builtin/entity located? Need to know which variant it needs for setCustomMRL
L1335[22:16:31] <BaronNox> coz „inventory“ isnt working
L1336[22:17:57] <BaronNox> neither is „normal“
L1337[22:18:27] <BaronNox> and I cant leave it blank (empty String resolves to „normal)
L1338[22:19:17] <BaronNox> null resolves to „normal“ too
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L1340[22:21:37] <Zorn_Taov> what happened to StatCollector.translateToLocal between 1.8.9 and 1.9.4?
L1341[22:22:53] <Zorn_Taov> ah, found it
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L1346[22:32:01] <theFlaxbeard> InventoryHelper.spawnItemStack() is spawning the item on the client with a completely different velocity to the one on the server, which is corrected pretty quickly but visually looks bad
L1347[22:32:04] <theFlaxbeard> anyone know how to fix it?
L1348[22:32:16] <theFlaxbeard> I'm only calling it on the server, so it shouldn't be "ghost items" on the client
L1349[22:33:00] <Tazz> rofl just wrote an extremely dirty Scheme interpreter in Java XD
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L1351[22:37:21] <BaronNox> jesus this is nor working
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L1353[22:39:18] <BaronNox> williewillus you sure { "parent": "builtin/entity" } exists? I cant find it anywhere
L1354[22:40:05] <BaronNox> I have to register the variant and i think entity has no #inventory variant
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L1359[22:45:12] <BaronNox> Anyone here knows how to get an item (which the player is holding in his hand) rendered when the Block uses TESR?
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L1361[22:54:10] <KnightMiner> builtin/entity is used by chests in vanilla
L1362[22:54:11] <KnightMiner> And banners
L1363[22:54:36] <BaronNox> yep but cant find them in eclipse
L1364[22:55:37] <KnightMiner> I recall a class in the client.renderer that dealt with them
L1365[22:56:12] <KnightMiner> And I know models check for the string "builtin/entity" and return an identifier
L1366[22:57:53] <BaronNox> which means?
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L1368[22:58:13] <KnightMiner> Hold on, let me try and find said class
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L1370[23:13:57] <BaronNox> i found nothing. Do you know a mod for 1.9 that uses a TESR block in hand? Are TEs *ducts TESR?
L1371[23:14:25] <KnightMiner> net.minecraft.client.renderer.tileentity.TileEntityItemStackRenderer is what I meant
L1372[23:15:39] <BaronNox> Oh this could be it. Thank you for ur time :) I’ll let you know if i find the solution.
L1373[23:15:48] <KnightMiner> Not sure of any mods that use it though
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L1375[23:27:33] <BaronNox> mmh cant find any reference to builtin/entity #rip
L1376[23:32:14] <McJty> Why can't the server instantiate objects of this type: https://github.com/McJty/TheOneProbe/blob/1.9.4/src/main/java/mcjty/theoneprobe/apiimpl/elements/ElementEntity.java
L1377[23:32:21] <McJty> I know there is a import for Minecraft there
L1378[23:32:27] <McJty> But I thought imports didn't matter?
L1379[23:32:37] <McJty> As long as the imported class isn't itself used on the server
L1380[23:32:46] <McJty> But it complains about failing to load WorldClient class
L1381[23:34:23] <BaronNox> Today is the day of stuff going totally sideways and noone knows why or how to fix it
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L1386[23:53:54] <Dark> you all need one of theses lol https://twitter.com/DarkGuardsman/status/738232034326368256
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L1388[23:57:22] <BaronNox> indeed
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