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L15[00:43:40] <Tazz> awesome I havent
totally broken eschelle yet XD
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L17[00:54:04] <Tazz> well shit now its
removing load and store local instructions
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L21[01:00:01] <blood_> cpw around?
L22[01:00:08] <blood_> think i found a
mapping issue in 1.10
L23[01:00:20] <blood_> causing chunk load
issues
L24[01:00:41] <blood_> few spots where
loadChunk is supposed to be called yet provideChunk gets called
instead
L25[01:00:48] <blood_> so it seems whoever
did the mappings derped here
L26[01:00:58] <blood_> this could explain
the village gen issues in 1.10
L27[01:02:47] <blood_> bspkrs can you
confirm?
L28[01:02:58] <blood_> since you deal with
mappings :P
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L31[01:17:53] <blood_> scratch that, i
didnt realize provideChunk calls loadChunk
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L37[01:47:02] <cj89898> Can anybody here
help me with java hashsets?
L38[01:47:14] <killjoy> anything
specific?
L39[01:47:21] <cj89898> Kind of
L40[01:47:34] <cj89898> lemme type this out
real fast
L41[01:47:43] <killjoy> override
hashcode()
L42[01:47:48] <cj89898> so I have
this
L43[01:47:51] <cj89898>
resourceBlocks.add(new ResourceBlock(block, resource,
amount));
L44[01:48:10] <cj89898> How can I check if
block == "something"
L45[01:48:11] ⇨
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L46[01:48:15] <cj89898> aka, get the value
of block
L47[01:48:26] <killjoy> use a
hashmap?
L48[01:48:34] <cj89898> I need to store 3
values, not 2
L49[01:48:41] <killjoy> 3 hashmaps
L50[01:48:52] <cj89898> well, 1 key, 2
values
L51[01:49:08] <cj89898> I can't use 3
hashmaps...
L52[01:49:24] <cj89898> I mean if I wanted
I COULD use two
L53[01:49:25] <killjoy> is it 2 values to 1
key?
L54[01:49:29] <cj89898> yes
L55[01:49:35] <killjoy> are the values the
same type?
L56[01:49:38] <cj89898> no
L57[01:49:47] <killjoy> then use 2
maps
L58[01:50:03] <killjoy> if they were the
same, you could use a guava multimap
L59[01:50:08] <cj89898> I was told to use
Sets instead since I can store it that way
L60[01:50:12] <cj89898> and it'd be
easier
L61[01:50:35] <killjoy> let's start
over
L62[01:50:40] <cj89898> alright
L63[01:50:44] <killjoy> what exactly are
you trying to do?
L64[01:50:56] <cj89898> Okay let me state
first, this is a plugin not a mod
L65[01:51:03] <cj89898> but it's java that
i need help with
L66[01:51:03] <killjoy> doesn't really
matter
L67[01:51:07] <cj89898> mmk
L68[01:51:13] <cj89898> so I have in the
config
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L70[01:51:30] <cj89898> amount and resource
under block under resource-blocks
L71[01:51:40] <cj89898> so it's a list
inside a list kind of
L72[01:51:50] <killjoy> so
List<List<Block>>?
L73[01:52:20] <cj89898> kind of
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L76[01:52:38] <killjoy> what are you doing
with it?
L77[01:52:52] <killjoy> oh yeah,
config
L78[01:52:54] <cj89898> I want to store
amount and resource under block
L79[01:53:03] <killjoy> it's an object
within an object
L80[01:53:04] <cj89898> in this case, block
is right now DEAD_BUSH
L81[01:53:13] <cj89898> ya
L82[01:53:14] <killjoy> it's more like
Map<String, Map<String, String>
L83[01:53:51] <cj89898> Okay
L84[01:54:00] <cj89898> so what would be
the most efficient and easiest way to store it?
L85[01:54:05] <killjoy> a set uses a map
underneath anyway
L86[01:54:19] <cj89898> the person that was
helping me had to sleep xD
L87[01:54:35] <killjoy> resource-blocks is
Map<Block, Map<String, ?>
L88[01:54:51] <killjoy> maybe serialize
it
L90[01:55:25] <cj89898> Current code for
that stuff
L91[01:55:29] <killjoy> class material
{Resource resource;int amount;}
L92[01:55:33] <cj89898> it's being
stored
L93[01:55:36] <cj89898> i think
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L95[01:55:39] <cj89898> but how do I
retreive it
L96[01:55:44] <cj89898> retrieve*
L97[01:56:18] <killjoy> I wouldn't do it
like that.
L98[01:56:25] <killjoy> I would use a
stream with a collector
L99[01:56:48] <killjoy>
keys.stream().map().collect(Collectors.toSet())
L100[01:56:55] <cj89898> I have no clue
what either of those are
L101[01:57:28] <killjoy> and you should
make it a map
L102[01:57:47] <cj89898> it was a
map
L103[01:57:52] <cj89898> but that can only
have key, value
L104[01:57:53] <cj89898> right?
L105[01:58:03] <killjoy> make the value an
object
L106[01:58:17] <cj89898> so
L107[01:58:19] <killjoy> start thinking
with objects
L108[01:58:30] <cj89898> :L
L109[01:58:47] <killjoy> your values are
resource and amount, right?
L110[01:58:48] <cj89898> is the object new
ResourceBlock in this case?
L111[01:58:53] <cj89898> yes
L112[01:59:04] <killjoy> ok, remove block
(or don't) and make that the key for the map
L113[01:59:13] <cj89898> k 1 sec
L114[01:59:56] <killjoy> you might
consider using an itemstack
L115[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160630 mappings to Forge Maven.
L116[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160630-1.10.2.zip
(mappings = "snapshot_20160630" in build.gradle).
L117[02:00:06] <killjoy> but I'm not sure
what your purpose is
L118[02:00:17] <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/
L119[02:00:30] <cj89898> so should I use
Map<Material, Object>?
L120[02:00:40] <killjoy> Map<Material,
ResourceBlock>
L121[02:01:04] <cj89898> ah okay
L122[02:01:10] <killjoy> Map<String,
?> would be if you didn't have ResourceBlock
L123[02:01:32] <killjoy> but that would be
difficult because you would have to memorize every key or save it
in a variable
L124[02:01:42] <killjoy> hard coded fields
are much better imo
L125[02:02:00] <killjoy> you'd also have
to cast, which sucks to do
L126[02:02:33] <killjoy> ./rant
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L128[02:03:56] <cj89898> oh my the
errors
L129[02:03:58] <cj89898> gimme a sec
L130[02:04:08] <killjoy> Yeah, Set's api
is a bit different from Map
L131[02:04:24] <killjoy> though they both
extend Collection
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L133[02:06:27] <cj89898> Lambda
expression's local variable block cannot redeclare another local
variable defined in an enclosing scope.
L134[02:06:41] <killjoy> which is why I
said to use a stream
L135[02:06:56] <killjoy> mark it as
final
L136[02:07:36] <cj89898> wait I think I
can do it
L137[02:08:07] <cj89898> wait
L138[02:08:12] <cj89898> I re-typed it and
it works
L139[02:08:24] <killjoy> gg
L140[02:08:29] <cj89898> xD
L141[02:08:45] <cj89898> okay
L142[02:08:49] <cj89898> so now I have it
stored as
L143[02:09:00] <cj89898> Material,
ResourceBlock
L144[02:09:10] <cj89898> How can I
retreive the values within ResourceBlock?
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L147[02:09:24] <killjoy>
map.get(mat).things
L148[02:09:51] <killjoy> you can also get
a list of values
L149[02:09:53] <killjoy>
map.values()
L150[02:10:05] <killjoy>
map.entrySet()
L151[02:10:13] <killjoy> that gives you a
Set<Entry<K,V>>
L152[02:11:15] <cj89898> so
L153[02:11:45] <cj89898> what is mat
L154[02:11:48] <killjoy> block
L155[02:11:53] <killjoy> the type is
Material
L156[02:12:01] <killjoy> yes?
L157[02:12:11] <killjoy> it's just some
varialb
L158[02:12:22] <cj89898> oh wait xD
L159[02:12:25] <cj89898> I have
L160[02:12:29] <killjoy> it takes object,
so as long as the hashcode is the same, it will work
L161[02:12:37] <cj89898>
resourceBlocks.get(block.getType())
L162[02:12:48] <cj89898> but how do I get
the resource value within it
L163[02:12:58] <killjoy> it gives you
ResourceBlock
L164[02:13:04] <cj89898> oh
L165[02:13:07] <cj89898> i'm stupid
L166[02:13:08] <cj89898> xD
L167[02:13:40] <cj89898> okay... now to
fix my commands so it's not broken
L168[02:14:09] <cj89898> man...
L169[02:14:14] <cj89898> thinking with
objects is the way to go
L170[02:14:19] <killjoy> good luck
L172[02:15:45] <killjoy> ^ vswe's
stuff
L173[02:17:10] <cj89898> ooh nice
L174[02:17:27] <cj89898> oh dangit now
i've broken another part :L
L175[02:17:42] <killjoy> oh, to be a young
programmer again
L176[02:17:47] <killjoy> on second
though...
L177[02:17:56] <killjoy> I'll keep my 2-3
years experience
L178[02:18:08] <cj89898> ya...
L179[02:19:50] <cj89898> makes 0 sense why
it's broken, but hey
L180[02:20:03] <cj89898> let's try
retyping it xD
L181[02:20:09] <killjoy> It's probably
something obvious.
L182[02:20:10] <killjoy> or maybe
not
L183[02:20:26] <killjoy> maybe a missing
bracket or semicolon?
L184[02:20:39] <killjoy> extra
bracket?
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L187[02:24:05] <cj89898> woot fixed
it
L188[02:24:17] <cj89898> I was replacing
the block 5 seconds later
L189[02:24:31] <cj89898> but 5 seconds
later I was also getting the block type... which was air at that
point
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L191[02:28:05] <killjoy> yeah, kill that
moth
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L208[03:10:05] <Naiten> Argh. Last time i
was going to continue writing my mod i was questioning myself and
everybody if i have to move from 1.7 to 1.8
L209[03:10:19] <Naiten> Aaaaaaand, it's MC
1.10 out already
L210[03:10:45] <Naiten> )m
L211[03:11:38] <Naiten> Is MCF 1.10
already worth to move on or are there some critical faults?
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L216[03:17:14] <gabizou|laptop> Naiten
1.10 is worth moving towards, there's a lot that has changed from
1.7 -> 1.10
L217[03:17:42] <gabizou|laptop> 1.8 added
block states and rendering changes, 1.9 added interaction changes,
1.10 was kinda lackluster.
L218[03:18:08] <gabizou|laptop> well, 1.9
added quite a bit more than that, but the changes overall are for
the better.
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L220[03:18:57] <Naiten> All my precious
track rendering was flipped up with those blockstates... I hope new
changes are not that fatal
L221[03:20:02] <Naiten> Do you mean
player>blocks/entities interacting in 1.9?
L222[03:20:15] <gabizou|laptop> yes,
there's main hand and offhand interactions now
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L225[03:24:35] <Naiten> I feel like that
Jumanji-dude from the meme crying 'what year is it'
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L237[04:09:20] <Tazz> yay fixed eschelle
haha
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L242[04:21:22] <Kopharex> Hello everyone
:) - Could you suggest any good tutorials for Minecraft 1.9
Modding?
L243[04:27:16] <sham1> Looking at the code
of other 1.9 mods
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L247[04:31:09] <sham1> There really are no
"good" tutorials
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L252[04:48:10] <robedpixel> if i want to
get the direction where the player is looking should i use
rotationyawhead or rotationyaw?
L253[04:54:06] <ghz|afk> if you want the
"direction" use getLook
L254[04:54:06] <ghz|afk> ;P
L256[04:54:52] <ghz|afk> they are
incomplete and sortof outdated
L257[04:54:59] <ghz|afk> and contain
inaccurate information due to the outdatedness
L258[04:55:18] <ghz|afk> there are no
good, accurate, up-to-date tutorials that we know of
L259[04:55:26] ***
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L260[04:56:07] <Hunterz> tutorials never
will be up to date
L261[04:56:14] <gigaherz> yep
L262[04:56:18] <gigaherz> so we can't
recommend them.
L265[04:57:02] <gigaherz> it's a
community-maintained page
L266[04:57:04] <Kopharex> Perfect
timing
L267[04:57:15] <gigaherz> so it relies on
the people here to help keep them up to date
L268[04:57:22] <gigaherz> and it's
incomplete
L269[04:57:26] <gigaherz> because we
neglect that job
L270[04:57:29] <Kopharex> That's
allright.
L271[04:57:32] <Hunterz> basic of mods are
same, no need exactly for 1.9
L272[04:57:34] <gigaherz> if everyone who
has read the documentation
L273[04:57:39] <Kopharex> Still seems a
good place to start.
L274[04:57:40] <gigaherz> and has
discovered something lacking or missing
L275[04:57:51] <gigaherz> would write the
new information or correction
L276[04:57:52] <gigaherz> s
L277[04:57:55] <gigaherz> and submit a
PR
L278[04:57:58] <gigaherz> that page woudl
be awesome
L279[04:57:58] <gigaherz> ;P
L280[04:58:29] <gigaherz> so you know, if
there's something it doesn't explain, blame us all for not writing
it
L281[04:58:51] <Kopharex> I will
contribute if I can. But right now i know next to nothing about
forge.
L282[04:59:05] <gigaherz> (and if you then
don't write it yourself, then blame yourself for doing the
same)
L283[04:59:09] <gigaherz> yeah it's
ok
L284[05:00:30] ⇦
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L290[05:28:54] ***
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L295[05:51:23] <Tazz> well that was short
lived XD
L296[05:51:28] <Tazz> I got parameters
working and it borked itself Xd
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L301[06:09:29] *
gigaherz facepalms
L302[06:09:35] <sham1> What is it
L303[06:09:44] <gigaherz> I found some old
code yesterday night
L304[06:09:55] <gigaherz> a proof of
concept for a voxel grid terrain
L305[06:10:00] <gigaherz> I wrote in
XNA
L306[06:10:13] <gigaherz> and I converted
it to MonoGame
L307[06:10:24]
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L308[06:10:25] <gigaherz> but for some
reason, the shader wasn't working on OpenGL mode
L309[06:10:33] <sham1> You didn't load the
shader?
L310[06:10:42] <gigaherz> it was much more
silly
L311[06:10:50] <gigaherz> the output from
the vertex shader
L312[06:10:57] <sham1> Was not used in
fragment
L313[06:10:58] <sham1> Probably
L314[06:11:00] <gigaherz> wrote to a
component of semantic NORMAL0
L315[06:11:11] <sham1> Okay
L316[06:11:15] <gigaherz> the opengl
shader conversion can't use NORMAL0 as the input of a pixel
shader.
L317[06:11:23] <gigaherz> I had to change
it to TEXCOORD1
L318[06:11:26] <gigaherz> and poof,
working.
L319[06:11:41] <gigaherz> problem is:
there's no error message on opengl shader compilation errors.
L320[06:11:48] <gigaherz> just
"Shader compile failed"
L321[06:11:53] <sham1> >Pixel
shader
L322[06:11:55] <sham1> Pls
L323[06:12:04] <sham1> Fragment shader in
the OpenGL world
L324[06:12:05] <gigaherz> it's HLSL
L325[06:12:09] <sham1> Oh
L326[06:12:11] <gigaherz> just
cross-compiled
L327[06:12:21] <sham1> So you use D3D
shaders
L328[06:12:26] <sham1> With OpenGL
L329[06:12:28] <sham1> Well shit
L330[06:12:32] <gigaherz> the MonoGame
pipeline cross-compiles them to opengl, yes
L331[06:26:22] ⇦
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L332[06:42:32] <gigaherz> there we go,
much better -- I was trying to apply a different resolution to the
wrong class XD
L334[06:43:06] <Ordinastie_> 404
L335[06:43:21] <gigaherz> hmm it's not
done uploading
L336[06:43:22] <gigaherz> for some
reason
L337[06:43:23] <gigaherz> ...
L338[06:43:33] <gigaherz> ah now
L339[06:43:35]
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L340[06:43:37] <gigaherz> try again
;P
L341[06:44:33] <Ordinastie_> looks like
you're pretty much done remaking minecraft
L342[06:45:20] <sham1> With stuff
supported by modern GPUs even
L343[06:45:25] <sham1> Modern stuff like
shaders
L344[06:49:35] <sham1> What is the
performance
L345[06:54:14]
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L347[06:58:48] <gigaherz> sham1: 59.94 --
I can't seem to be able to turn off vsync XD
L348[06:59:40] <gigaherz> but really
L349[06:59:49] <gigaherz> you can't
measure the performance with just one chunk
L350[06:59:50] <gigaherz> XD
L351[06:59:50] ***
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L352[07:01:11] <sham1> Hmm, now to try to
see how to make a negation operator overload in C++
L353[07:01:41] <sham1> So I could define
-= in terms of +=
L354[07:02:06] <gigaherz> static
resultType operator-=(opType1 a, opType2 b)
L355[07:02:25] <gigaherz> or something
along those lines
L356[07:02:32] <sham1> That's not
negation
L357[07:02:42] <gigaherz> static
resultType operator-(opType1 a, opType2 b)
L358[07:02:51] <gigaherz> static
resultType operator~(opType1 a, opType2 b)
L359[07:02:52] <gigaherz> etc
L360[07:02:54] <sham1> Well, that's just
minus which I already have
L361[07:02:56]
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L362[07:03:18] <sham1> Like, I have a
varibale of my type A
L363[07:03:25] <sham1> I'd like to be able
to do -A
L364[07:03:30] <sham1> To negate it
L365[07:04:18] <gigaherz> oh right
L366[07:04:19] <gigaherz> unary
L367[07:04:24] <gigaherz> static
resultType operator-(opType1 a)
L368[07:04:25] <gigaherz> ;P
L369[07:04:43] <sham1> Or just resultType
operator-()
L370[07:04:56] <gigaherz> hmm that works
in C++?
L371[07:05:00] <sham1> Yes
L372[07:05:03] <gigaherz> i'm more used to
the overloads in C#
L373[07:06:24] <sham1> And probably better
to have it return a reference
L374[07:06:25] <sham1> Maybe
L375[07:07:33] <sham1> Welp
L376[07:07:51] <sham1> Seems like I cannot
define it through it as I like to keep my rhs as a const
reference
L377[07:09:23] ⇦
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L378[07:12:25] <sham1> Well
L379[07:12:28] <sham1> This should
work
L380[07:13:14]
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L381[07:14:07] <gigaherz> hmm
L382[07:14:10] <gigaherz> I was thinking
about this
L383[07:14:17] <gigaherz> if I continued
this project (which I probably won't)
L384[07:14:22] <gigaherz> I'd make grass
be more like carpet
L385[07:14:28] <gigaherz> a layer on top
of dirt
L386[07:14:32] <gigaherz> rather than a
block of its own
L387[07:14:39] <sham1> Yeah
L388[07:14:43] <sham1> That looks kind
of...
L389[07:14:55] <sham1> Well, you could
make the grass roll down
L390[07:14:59] <gigaherz> yep
L391[07:15:15] <gigaherz> the carpet-like
model would extend downwards on block edges
L392[07:15:29] <gigaherz> sortof
"hang down"
L393[07:15:40] <gigaherz> same for
snow
L394[07:16:12] <sham1> I'd love to see you
continue
L395[07:16:22] <gigaherz> I don't have the
time
L396[07:16:35] <gigaherz> I have time this
week since I took some vacation days
L397[07:16:50] <gigaherz> but I wouldn't
be able to get anything playable in just 3-4 days
L398[07:17:22] <gigaherz> and
regardless
L399[07:17:29] <gigaherz> I'd end up
either being too different to mc
L400[07:17:39] <gigaherz> or in mc's
"uncanny valley"
L401[07:17:52] <gigaherz> where a clone is
close enough that you can forget it's not mc
L402[07:18:03] <gigaherz> but different
enough that you constantly get annoyed by the changes
L403[07:19:16] <sham1> Really Clang, you
are going to complain about stuff being private members
L404[07:19:26] <sham1> Even though my
function is a friend of the class
L405[07:19:29] <sham1> Seriously
L406[07:20:45] ***
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L414[07:45:15] <sokratis12GR> how do I
register a custom EntityItem ?
L415[07:45:57] <sokratis12GR> nvm. <Why
irc doesn't have delete ? :P>
L416[07:46:01] <gigaherz> you don't
XD
L417[07:46:19] <sham1> <
sokratis12GR> nvm. <Why irc doesn't have delete ?
:P>
L418[07:46:25]
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L419[07:46:29] <sham1> Because in IRC you
just send the message
L420[07:46:50] <sham1> It would be kind of
wierd if one could just delete their messages in IRC
L421[07:47:20] <sokratis12GR> but edit
?
L422[07:47:34] <sham1> That would fuck up
with stuff like logs
L423[07:47:42] <kashike> you can only
send. once something is sent it's there forever
L425[07:47:46] <sokratis12GR> wait irc has
logs
L426[07:47:47] <kashike> welcome to the
internet
L427[07:48:02] <sokratis12GR> my client
doesn't save logs :P
L428[07:48:13] <sham1> Because you have
not set it to
L430[07:48:30] <kashike> logs
everywhere
L431[07:48:53] <sokratis12GR> kiwiirc
...
L432[07:48:53] <sham1> Like, I use a
bouncer, thus I do get a nice log of what happened while being
absent assuming I am logged off from the bouncer
L433[07:48:56] <sham1> As a whole
L434[07:49:11] <sham1> Damn it
webIRC
L435[07:51:13] ⇦
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L447[08:29:12] <raoulvdberge> Is it
possible to get a mod's name from an item? I'm currently doing
Item.REGISTRY.getNameForObject(item.getItem()).getResourceDomain(),
but that returns the ID, not the actual name.
L448[08:29:30] <OrionOnline> you might be
able to grab the modcontainer from that
L449[08:29:33] <OrionOnline> And that way
the Mod name
L450[08:30:01] <gigaherz> yep if there's a
way, that's it ;P
L451[08:30:26] <raoulvdberge> Aha, I
suppose FML has a registry for mod containers right?
L452[08:31:52] <OrionOnline> Yes
L453[08:32:03] <OrionOnline> Anyone
experience with the new animation system
L454[08:32:08]
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L455[08:32:09] <OrionOnline> I have some
questions.
L456[08:33:17]
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L457[08:33:40] <gigaherz> I don't think
anyone has experience with it besides the creator ;P
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L461[08:36:02] <Chais> so if I have a
block that can be made from different materials, where would be a
good place to register it?
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L463[08:36:35] <Chais> just an initModel()
that makes instances for all possible materials?
L464[08:36:47] <gigaherz> Chais:
well
L465[08:36:57] <gigaherz> if you have
multiple instances
L466[08:37:06] <gigaherz> (you were doing
the doors, right?)
L467[08:37:11] <Chais> yup
L468[08:37:13] <gigaherz> then you'll have
to register multiple instances of the block
L469[08:37:17] <gigaherz> I do that in my
@Mod class
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L471[08:37:21] <gigaherz> just like
L472[08:37:49] <gigaherz> door1 = new
BlockMyDoor()...; GameRegistry.register(door1);
GameRegistry.register(itemBlockForDoor1);
L473[08:37:55] <gigaherz> door2 = new
BlockMyDoor()...; GameRegistry.register(door2);
GameRegistry.register(itemBlockForDoor2);
L474[08:37:56] <gigaherz> etc
L475[08:38:03] <gigaherz> and then you'll
want to apply for models
L476[08:38:07] <gigaherz> which belongs on
your client proxy
L477[08:38:30] <gigaherz> so you'll want
to call
Modelloader.setCustomModelResourceLocation(Item.getItemFromBlock(door1),
...
L478[08:38:33] <gigaherz> for each
door
L479[08:38:42] <gigaherz> assuming your
item is also the door
L480[08:38:53] <gigaherz> if you have
separate items, then you wouldn't use Item.getItemFromBlock(door1),
of course
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L482[08:39:16] <gigaherz> you could choose
to have some sort of map<material, door>
L483[08:39:17] <gigaherz> but meh
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L485[08:41:21] <Chais> yeah since doors
are two blocks I can't properly autoconvert to get the item
L486[08:41:37] <Ordinastie_> doors are the
same block instance
L487[08:41:44] <Ordinastie_> for top and
bottom
L488[08:41:53] <Chais> just rendered with
different tex coords
L490[08:42:16] <Ordinastie_> unrelated
with how they're rendered
L491[08:42:25] <Chais> but still, the
autocreated item would look odd
L492[08:42:31] <gigaherz> not really
L493[08:42:36] ***
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L494[08:42:53] <Ordinastie_> you need a
specific model for the item
L495[08:42:55] <gigaherz> at least not in
1.9.4+
L496[08:43:02] <gigaherz> you just need to
have the item model
L497[08:43:07] <gigaherz> be a "flat
icon"
L498[08:43:12] <gigaherz> rather than a
standard block cube
L499[08:43:19] <gigaherz> it's perfectly
possible
L500[08:45:35] <Chais> so I'd use
something like
setCustomModelResourceLocation(Item.getItemFromBlock(this), 0, new
ModelResourceLocation("myDoorItem",
"inventory")?
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L503[08:47:17] <gigaherz> something like
that, yes
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L539[09:19:52] <jrbudda> is there a way to
have a tweaker specified in the command line run *after* a tweaker
in a mod?
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L547[09:34:25] <Ward0w> Hi, I'm new to
minecraft moding, I followed the official tutorial for forge,
created a mod like the example but when I launch "gradlew
runClient" I don't see the output of
"System.out.println("DIRT BLOCK >>
"+Blocks.dirt.getUnlocalizedName());" in the console.
Could you help me please ?
L548[09:35:40] <Ward0w> #ForgeGradle
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L550[09:36:21] <gigaherz> Ward0w: which
"official tutorial"?
L552[09:36:33] <Ward0w> this one
L553[09:36:43] <gigaherz> okay good
L554[09:36:43] <Chais> the example code in
the forge mdk
L555[09:36:59] <gigaherz> Ward0w: do you
know how to use breakpoints?
L556[09:37:03] <gigaherz> also
L557[09:37:09] <gigaherz> copy the debug
logs to like, pastebin
L558[09:37:13] <Ward0w> gigaherz: no
:/
L559[09:37:14] <gigaherz> so we can see if
there's some other issue
L560[09:37:28] <gigaherz> Ward0w: find
some tutorial on how to use breakpoints on your IDE of choice
L561[09:37:36] <gigaherz> it will make the
debugging experience just awesome ;P
L562[09:37:57] <gigaherz> the idea is: you
set a breakpoint to run on that System.out line
L563[09:38:02] <gigaherz> and if it
doesn't stop when it hits that line
L564[09:38:06] <gigaherz> it means it's
not even running ;P
L565[09:38:12] <gigaherz> but for
that
L566[09:38:14] <gigaherz> you can't use
runClient
L567[09:38:21] <gigaherz> you'll have to
run from an IDE, of course
L568[09:39:37] <Ward0w> "The mod
container AutoTorch-1.0.jar appears to be missing an mcmod.info
file"
L569[09:39:43] <Ward0w> Thaps probably the
problem !
L570[09:39:46] <gigaherz> that's a
warning, not an error
L571[09:39:56] <gigaherz> it means the
modid line in mcmod.info
L572[09:40:02] <gigaherz> doesn't match
the modid line in your @Mod annotation
L573[09:40:20] <gigaherz> or that you
didn't include the file at all
L574[09:40:21] <gigaherz> but really
L575[09:40:27] <gigaherz> you shouldn't be
running from a jar
L576[09:40:32] <gigaherz> you should be
debugging from inside your IDE
L577[09:40:35] <gigaherz> (Eclipse or
IDEA)
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L579[09:41:11] <Kopharex> When I try to
run "gradlew runClient" using a task from IntelliJ I'm
getting this: The newly created daemon process has a different
context than expected.
L580[09:41:12] <Kopharex> - Any
Idea?
L581[09:41:29] <Kopharex> "Java home
is different."
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L583[09:41:46] <gigaherz> Kopharex: you
don't need to run runclient
L584[09:41:56] <Ward0w> there is also this
error "[16:35:41] [Client thread/INFO] [FML/]: FML has found a
non-mod file AutoTorch-1.0.jar in your mods directory."
L585[09:41:57] <gigaherz> if you have run
"genIntellijRuns"
L586[09:42:04] <gigaherz> it will show on
the list of targets to run
L587[09:42:09] <gigaherz> next tothe
run/debug buttons
L588[09:42:12] <Kopharex> the supplied
configurations don't work though
L589[09:42:14] <Ward0w> I'm using exlipse,
but how do i start minecraft from eclipse ?
L590[09:42:31] <gigaherz> Kopharex: press
the blue refresh icon on the gradle panel
L591[09:42:51] <Kopharex> Okay, doing it
now
L592[09:42:56] <gigaherz> Ward0w: I don't
have much experience with eclipse
L593[09:42:59] <gigaherz> but I believe
all you have to do is
L594[09:43:05] <gigaherz> gradlew
setupDecompWorkspace
L595[09:43:07] <gigaherz> gradlew
eclipse
L596[09:43:19] <gigaherz> and then import
the eclipse/ folder as a project into your workspace
L597[09:43:23] <gigaherz> did you follow
those steps?
L598[09:43:29] <Ward0w> that's what i've
did
L599[09:43:45] <gigaherz> then you should
be able to choose "Minecraft Client" on the list of what
to run?
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L601[09:43:54] <gigaherz> (or what to
debug)
L602[09:44:01] <Kopharex> Exception in
thread "main" java.lang.ClassNotFoundException:
GradleStart - Getting this
L603[09:44:07] <gigaherz> hmm
L604[09:44:26] <gigaherz> may be related
to
L605[09:44:27] <gigaherz> [16:41]
(Kopharex): "Java home is different."
L606[09:44:32] <gigaherz> how did you
import the project?
L607[09:44:39] <gigaherz> did you use the
"gradlew idea" task?
L608[09:44:40] <gigaherz> if so
L609[09:44:42] <gigaherz> that's
wrong
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L611[09:44:46] <gigaherz> the task was for
older versions of idea
L612[09:44:47] <Kopharex> I didn't
L613[09:44:54] <gigaherz> hmf
L614[09:44:55] <Kopharex> I just imported
the build.gradle file
L615[09:45:06] <gigaherz> then I don't
know what may be wrong
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L617[09:45:44] <Kopharex> Oh well i'll
just start over from scratch.
L618[09:46:11] <gigaherz> hmmm
L619[09:46:13] <gigaherz> actually
L620[09:46:23] <gigaherz> what is your
JAVA_HOME env var set to?
L621[09:46:28] <gigaherz> if you open a
new terminal/cmd
L622[09:46:44] <gigaherz> it may be
different than the folder you set in IDEA
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L624[09:49:57] <Kopharex> Mhm, that's
possible, let me check.
L625[09:51:24] <Ward0w> Is the project
have to ba a java project or a gradle project ?
L626[09:51:28] <Ward0w> be*
L627[09:53:48] <gigaherz> don't
create
L628[09:53:51] <gigaherz> add
existing
L629[09:54:05] <gigaherz> I don't know the
exact name
L630[09:54:11] <Ward0w> I know, but I have
to chose
L631[09:54:12] <gigaherz> "add
existing project into workspace" or something like that
L632[09:54:16] <gigaherz> then choose
gradle.
L633[09:55:21] <Ward0w> The breakpoint is
not reached
L635[09:55:46] <Ward0w> Cazzar: I'm using
eclipse
L636[09:56:12] <Chais> well that's your
own fault ;)
L637[09:56:17] <gigaherz> XD
L638[09:57:19] <Kopharex> I generated the
IntelliJ Runs but they won't work. IntelliJ says it can't find the
GradleStart class
L639[09:57:37] <gigaherz> Kopharex: did
you check the JVM folders?
L640[09:58:16] <Kopharex> Yeah, i set all
the JDK folders to the actual path
L641[09:58:30] <Kopharex> and even cheched
the env variable JAVA_HOME
L642[09:58:37] <Kopharex> checked*
L643[09:59:07] <Kopharex> But apparently
it's still mismatching, intelliJ expects this:
javaHome=/opt/Jetbrains/IntelliJ
L644[09:59:25] <Kopharex>
javaHome=/opt/Jetbrains/IntelliJ IDEA/jre*
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L648[10:02:55] <jrbudda> so im able to fix
my tweak order by setting the mod up as a library and calling its
tweak class in the command line in the proper place. This seems
less than ideal, is there a better way?
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L650[10:04:35] <jrbudda> like the FML
tweaker is called first, but the mod tweakers it loads are run
after any other command-line tweakers
L651[10:04:55] <jrbudda> i realize how far
out to lunch I am with what I'm trying to do here
L652[10:04:59] <diesieben07> there is a
manifest attribute TweakOrder which you can use
L653[10:05:09] <diesieben07> but it would
help if you described what exactly you want
L654[10:05:30] <jrbudda> sorry my original
question was is there a way to have a tweaker specified in the
command line run *after* a tweaker in a mod?
L655[10:05:59] <diesieben07> you can
specify tweakers on the command line? :O
L656[10:06:05] <diesieben07> i thought
that only worked for FML coemods
L657[10:06:06] <diesieben07>
coremods
L658[10:06:07] <jrbudda> yea with
launchwrapper
L659[10:06:19] <jrbudda> thats how
fmltweaker loads and works
L660[10:06:30] <diesieben07> yes, but
thats just the main tweak class
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L662[10:06:34] <diesieben07> is that not
FML?
L663[10:06:38] <jrbudda> you can list
multiple
L664[10:06:42] <ollieread> fuck your
life
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L666[10:06:59] <jrbudda> but any you list
after FML get run /before/ the mod tweakers that FML finds
L667[10:07:02] <jrbudda> which I find
weird
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L669[10:07:54] <diesieben07> fml sorts the
tweak list
L670[10:08:05] <diesieben07> and command
line tweaks dont specify any order which means 0
L671[10:08:09] <diesieben07> so they
really stay where they are
L672[10:08:17] <diesieben07> because
Arrays.sort is stable
L673[10:08:35] <jrbudda> im not entirely
sure FML is calling the commandline tweakers
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L675[10:08:42] <diesieben07> of course it
isnt
L676[10:08:44] <jrbudda> its only calling
the ones it finds in the mods
L677[10:08:48] <diesieben07> FML injects
mod tweakers after all command line tweaks are already run
L678[10:08:56] <diesieben07> so tehy run
after
L679[10:08:58] <jrbudda> right
L680[10:09:15] <jrbudda> thats what im
seeing, just thought it was weird since FML is the primary tweaker
and runs first
L681[10:09:26] <jrbudda> but its really
the injector that's doing the work i guess
L682[10:09:35] <jrbudda> not fml
tweaker
L683[10:09:37] <diesieben07> you also need
to specify what you mean by "run"
L684[10:09:41] <diesieben07>
injectIntoClassLoader?
L686[10:10:27] <jrbudda> im not really
sure,
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L688[10:10:48] <jrbudda> im sure thats the
source of why I think the behavior is odd
L689[10:10:57] <jrbudda> and i guess
theres no way around it
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L691[10:11:56] <manimax3> Is it bad
practice to use modern OpenGL (3.3+) to render stuff?
L692[10:11:56] <jrbudda> the fml tweak
order is irrelevant cause it's always running them after the
tweakers specified for launchwrapper
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L694[10:12:13] <jrbudda> i think I get
it
L695[10:17:02] <Kopharex> Still can't run
minecraft using genIntellijRuns
L696[10:17:05] <Kopharex> :(
L697[10:17:46] <Kopharex> IntelliJ can't
find the GradleStart class - where is this class supposed to
be?
L698[10:19:04] <gigaherz> did you sun
setupDecompWorkspace?!
L699[10:19:06] <gigaherz> run*
L700[10:19:09] <Kopharex> no
L701[10:19:12] <gigaherz> well
L702[10:19:14] <gigaherz> that's your
problem, then
L703[10:19:15] <gigaherz> XD
L704[10:19:21] <gigaherz> steps to setup
an MDK in idea:
L705[10:19:21] <Kopharex> Derp :-)
L706[10:19:28] <gigaherz> 1. import
build.gradle into idea
L707[10:19:34] <gigaherz> 2. wait for the
gradle panel to populate
L708[10:19:41] <gigaherz> 3. run the
setupDecompWorkspace task
L709[10:19:51] <gigaherz> 4. run
genIntellijRuns task (first time only)
L710[10:20:05] <gigaherz> 5. click the
blue refresh arrow on the gradle panel
L711[10:20:09] <gigaherz> ..
L712[10:20:10] <Kopharex> Okay, now I know
:)
L713[10:20:19] <gigaherz> steps 3 and 5
you can rerun
L714[10:20:33] <gigaherz> every time you
change the dependencies, change the forge version, or the mappings
version
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L717[10:21:34] <iari> does anybody knows a
mod for forge which allows me to set a custom title screen and
icon? something like itlt but without crashing at newer windows
version and optimally not EOL for 1.7.10?
L718[10:22:32] <gigaherz> if by title you
mean the mojang logo
L719[10:22:37] <gigaherz> no we don't
support peopole changing the logo
L720[10:22:42] <gigaherz> there may be
some
L721[10:22:48] <gigaherz> just this
channel doesn't help with that
L722[10:23:04] <gigaherz> Mojang are
intitled to at least have their logo displayed at the beginning
;P
L723[10:23:05] <iari> no, I ment the
window title
L724[10:23:14] <gigaherz> oh
L725[10:23:15] <gigaherz> no idea
L726[10:23:40] <gigaherz> entitled*
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L738[10:57:45] <Kopharex> gigahertz i
followed all the steps, still getting the same error for some
reason.
L739[10:58:49] <Kopharex> I'm pretty
confused. Those steps are pretty straightforeward.
L740[10:59:06] <Kopharex> There aren't
many things i could have done wrong.
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L744[11:01:00] <plathrop> Kopharex: when
you import the gradle project, are you changing any of the options
on the import screen?
L745[11:01:11] <plathrop> I had that error
when I thought I had to mess with that screen
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L747[11:02:09] <plathrop> Also, at what
step are you getting the error?
L748[11:02:22] <FallingD> does anyone know
how i can find out if the client is currently rendering any boss
bars? i am making a 1.9 client-side only mod
L749[11:03:08] <FallingD> i need to adjust
the height of a HUD element my mod adds so it doesn't overlap with
the health bar of a boss
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L751[11:03:15] <Kopharex> I'm not changing
any of the options. Using the default Gradle Wrapper, and file
based project files
L752[11:03:32] <Rogue_> just doing some
quick debug, what class is of interest for just dumping incoming
packets for chat/etc?
L753[11:03:45] <Kopharex> Oh, I ticked
auto-import and create empty source directories
L754[11:03:56] <Kopharex> Could that be
the problem?
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L756[11:05:28] <plathrop> Kopharex Maybe?
I'm not sure which thing I messed with that broke it :-) When I
imported it w/o changing anything, it seemed to work.
L757[11:05:46] <Kopharex> Ok let me try
again :)
L758[11:05:54] <plathrop> But I spent like
4 hours on this myself, because I hadn't found this channel yet and
the docs I found via google were contradictory
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L760[11:06:31] <plathrop> The steps giga
outlines, though, worked for me.
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L764[11:11:18] <Kopharex> Tried it twice
on a clean project
L765[11:11:36] <Kopharex> Still getting
ClassNotFoundException: GradleStart
L766[11:11:49] <plathrop> huh
L767[11:11:54] <Kopharex> Could it have to
do with the fact that i'm on Ubuntu?
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L771[11:13:07] <plathrop> I'm on older
IntelliJ - not sure which one you are running
L772[11:13:26] <Kopharex> Ohhhh
L773[11:13:31] <Kopharex> Man that was
easy.
L774[11:13:37] <Kopharex> Wasted like 2
hours on that.
L775[11:14:07] <plathrop> did that work,
then?
L776[11:14:18] <Kopharex> Yes plath,
thanks a lot :)
L777[11:14:26] <Kopharex> I had to
manually select the classpath.
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L781[11:16:14] <elan_oots> What's the best
way to check if an ItemStackHandler has changed?
L782[11:16:26] <elan_oots> So I don't
check for recipes every tick
L783[11:18:18] <plathrop> Kopharex cool
cool glad to help Whatcha making?
L784[11:18:40] <plathrop> I'm just getting
into this myself, so I only have some vague ideas.
L785[11:18:45] <Kopharex> I'm just
learning how to mod. I had a couple ideas for a server-friendly
tech mod
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L790[11:27:56] <plathrop> Cool :-)
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L804[11:58:33] <OrionOnline> Fry, i know
there is an example of the Animation system, but could i trouble
you for a quick explanation of it?
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L807[12:07:36] <gigaherz> anyone happens
to know how long it takes to mc to generate a chunk?
L808[12:07:41] <gigaherz>
(approximately)
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L813[12:33:40] <Zidane> Is there an editor
tool in the community that will generate json model files like the
ones included in Vanilla?
L814[12:34:03] <gigaherz> yep
L815[12:34:05] <gigaherz> a few
L816[12:34:10] <gigaherz> MrCrayfish has a
model editor
L817[12:34:20] <gigaherz> that's probably
the best one
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L819[12:40:11] <sham1> I have one
L820[12:40:16] <sham1> It is called a text
editor
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L826[13:09:39] <pixlepix> What's the new
way to get the translation of a string? I18n is deprecated and I'm
having some problems with it
L827[13:09:51] <gigaherz> there's two
I18n
L828[13:09:56] <gigaherz> one has
I18n.format
L829[13:10:01] <gigaherz> that will work
on the client
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L831[13:10:09] <gigaherz> if you have no
choiceto but to translate on the server
L832[13:10:14] <gigaherz> yo ucan use the
deprecated one
L833[13:10:17] <gigaherz> but keep in
mind
L834[13:10:25] <gigaherz> the server-side
translation does NOT load mod files
L835[13:10:28] <gigaherz> it's only for
vanilla strings
L836[13:10:33] <gigaherz> and only
en-US
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L847[13:54:37] <Abastro> How to prepare
API, with prediction of its usage?
L848[13:57:52] <gigaherz> what do you
mean?
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L850[13:58:12] <gigaherz> if you want to
design an API, you have to consider the use cases, and design so
that those use cases work
L851[13:58:56] <sham1> I am
concerned
L852[13:59:04] <sham1> Without a shader,
my program render my vertices black
L853[14:02:17] <gigaherz> !gm
func_72731_b
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L855[14:08:51] <Abastro> What is common
usecases of API in minecraft modification?
L856[14:09:10] <gigaherz> depends on the
api.
L857[14:09:13] <Abastro> This is the
actual question.
L858[14:09:29] <Abastro> Hm.. then
L859[14:10:26] <Abastro> What if it
features interaction between externals and
player/block/entity?
L860[14:13:35] <gabizou> Abastro not sure
what you want your API to do though
L861[14:14:09] <gabizou> usually you have
some internal stuff you want to expose and then you expose those as
interfaces.
L862[14:14:17] <gabizou> and call it a
rudimentary API
L863[14:14:39] <gabizou> and then other
people can extend those interfaces, but it all matters what you
want to do
L864[14:21:12] <Abastro> Yes I would
follow the way in normal case, but I couldn't estimate the scope of
usage now.
L865[14:21:18] <Abastro> Let me
elaborate:
L866[14:22:16] <Abastro> I am planning for
procedurally generated objects.
L867[14:22:57] <Abastro> They will have
property which will be determined on observations.
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L870[14:24:56] <Abastro> The problem is, I
couldn't specify the form of properties
L871[14:36:51] <gabizou> procedurally
generated objects, like structures?
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L876[14:52:29] <Wuppy> anyone got a nice
list of mods for Skyrim?
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L879[15:02:35] <Zidane> gigaherz, can his
modeller or even Mojang's system do triangles? Like if you wanted a
slope block?
L880[15:02:47] <gigaherz> nope
L881[15:02:49] <gigaherz> cubes only
L882[15:02:56] <Zidane> Didn't think
so
L883[15:02:56] <gigaherz> the json format
only allows cubes
L884[15:02:59] <gigaherz> if you want
slopes
L885[15:03:04] <gigaherz> you need .obj
models
L886[15:03:12] <gigaherz> or .b3d
L887[15:03:17] <diesieben07> or any other
model, really :D
L888[15:03:21] <diesieben07> provided you
write a loader
L889[15:03:27] <gigaherz> yeah
L890[15:03:28] <gigaherz> XD
L891[15:03:32] <gigaherz> it's still quads
really
L892[15:03:40] <gigaherz> just degenerate
quads with only 3 real vertices
L893[15:03:42] *
diesieben07 invents the .d7 model format
L894[15:03:42] <gigaherz> and one
duplicated
L895[15:04:01] <diesieben07> only thing it
can produce is a giant wall of text screaming "I HATE
RENDERING" in rainbow comic sans
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L899[15:07:48] <MattDahEpic> im updating
things to 1.10, should i go for 1.10 or 1.10.2?
L900[15:08:01] <gigaherz> 1.10.2
L901[15:08:09] <gigaherz> the changes are
minimal
L902[15:08:19] <gigaherz> only a handful
of bugfixes
L903[15:08:27] <gigaherz> so there's no
reason not to go directly to 1.10.2
L904[15:08:38] <gigaherz> chances are
there won't be a recommended for 1.10
L905[15:11:14] <FallingD> does anyone know
how to find out if there is currently a boss bar being rendered in
1.9 (this is on the client-side only)
L906[15:12:04] <MattDahEpic> !latest
L907[15:12:30] <Zidane> gigaherz, do you
know of an open source mod that shows loading and rendering of a
basic obj?
L908[15:12:33] <diesieben07> FallingD,
!Minecraft.getMinecraft().ingameGUI.getBossOverlay().mapBossInfos.isEmpty()
- mapBossInfos is private, so reflection to the rescue
L909[15:12:41] <gigaherz> Zidane: I have a
few
L910[15:12:41] <gigaherz> ;P
L911[15:12:53] <gigaherz> this may be the
best example:
L913[15:13:05] <gigaherz> this is what I
use for rendering on TESR/Entity
L914[15:13:05] <gigaherz> and
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L916[15:13:24] <FallingD> diesieben07,
mapBossInfos is private
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L919[15:13:31] <gigaherz> and this is an
example of an item using a .obj model
L920[15:13:40] <diesieben07> FallingD,
that is what i just said... reading helps
L921[15:13:46] <MattDahEpic> ^
L922[15:13:51] <FallingD> whoops missed
that
L923[15:13:59] <FallingD> would still not
work since this is called every render tick
L924[15:14:01] <gigaherz> and this is an
example ofa block using a .obj
L926[15:14:11] <diesieben07> what does
taht have to do with it?
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L928[15:14:19] <FallingD> need to know if
i need to adjust the y loc of a hud item my mod adds
L929[15:14:54] <gigaherz> FallingD:
keyword is "reflection"
L930[15:14:54] <FallingD> isn't it a bad
idea to use reflection when i will be called very often (like every
render cycle)
L931[15:15:06] <gigaherz> it's just once
per tick
L932[15:15:08] <gigaherz> that's
"nothing"
L933[15:15:14] <gigaherz> 20 reflections
per second don't matter
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L935[15:15:22] <gigaherz> so long as you
cache the Field reference
L936[15:15:22] <diesieben07> and IF it
causes a probem, there is ways to improve
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L938[15:15:35] <diesieben07> yes,
getDeclaredField is the really slow part, do that once
L939[15:15:52] <diesieben07> and giga it
would be every frame not tick ;)
L940[15:15:58] <gigaherz> wel lyeah
L941[15:16:23] <gigaherz> either way: if
you DO notice a non-negligible impact
L942[15:16:30] <gigaherz> ask, and we'll
provide the "next best thing"
L943[15:16:35] <gigaherz> which is less
nice, but more performant
L944[15:17:37] <FallingD> access
transformers i guess
L945[15:17:44] <FallingD> :P
L946[15:17:53] <FallingD> but this should
do
L947[15:18:00] <diesieben07> no.
L948[15:18:03] <FallingD> oh?
L949[15:18:23] <diesieben07> ATs suck
:D
L950[15:18:36] <diesieben07>
MethodHandles. "like reflection, but fast", for our
purposes :P
L951[15:19:00] <FallingD> i'll keep it in
mind
L952[15:19:05] <FallingD> thanks for the
help!
L953[15:19:11] <Zidane> gigaherz, where do
you call those static methods?
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L957[15:20:29] <gigaherz> that uses my
ModelHandle object
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L959[15:21:07] <gigaherz> as I said, the
ModelHandle is a helper for use in TESRs and Entity renderers
L960[15:21:10] <Zidane> What if you just
want to render a basic cube with an obj?
L961[15:21:19] <gigaherz> ?
L962[15:21:26] <Zidane> As in a block that
isn't a TE
L963[15:21:34] <gigaherz> then you don't
need the class at all
L964[15:21:42] <gigaherz> you just
reference the .obj file from blockstates
L965[15:21:46] <Zidane> Oh
L966[15:21:50] <gigaherz> and make sure to
call OBJLoader.instance.addDomain
L967[15:21:52] <gigaherz> for your
modid
L968[15:22:00] <Zidane> Gotcha
L969[15:22:19] <Zidane> Now I just need to
convert My old custom model format into objs
L970[15:22:28] <Zidane> Then I think I'll
have...something
L971[15:22:47] <gigaherz> yo ucna always
write a model loader for your custom format?
L972[15:22:47] <gigaherz> ;p
L973[15:22:57] <Zidane> I'd rather the
format burn
L974[15:23:02] <Zidane> lol
L975[15:23:03] <gigaherz> heh
L976[15:23:04] <Zidane> BUT
L977[15:23:05] <gigaherz> fair
enough
L978[15:23:05] <Ordinastie_> Zidane, the
yml ?
L979[15:23:10] <Zidane> That is a distinct
possibility
L980[15:23:12] <Zidane> Yes
Ordinastie_
L981[15:23:13] <gigaherz> I like yml as a
language
L982[15:23:22] <Ordinastie_> and you want
to use the MC models ?
L983[15:23:22] <gigaherz> I wouldn't use
it for the actual 3d models
L984[15:23:42] <diesieben07> oh god
yml
L985[15:23:50] <Zidane> Ordinastie_, I
want to upgrade the old system to move it into something that isn't
discontinued
L986[15:23:56] <Zidane> I don't want to
keep using these files
L987[15:24:02] <diesieben07> reminds me of
the bukkit days... the pain
L988[15:24:05] <gigaherz> I wrote a scene
description file format using YAML ;P
L989[15:24:10] <gigaherz> for a previous
job
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L991[15:25:32] <MattDahEpic> what happened
to I18n this time?
L992[15:25:42] <gigaherz> there's two
I18n
L993[15:25:50] <gigaherz> one has
I18n.translateToLocal, and "works" on the server
L994[15:25:50] *
MattDahEpic facepalms
L995[15:25:54] <gigaherz> the other has
I18n.format
L996[15:25:56] <gigaherz> and works only
on the client
L997[15:26:02] <gigaherz> the common one
is deprecated
L998[15:26:04] <gigaherz> and shouldn't be
used
L999[15:26:11] <gigaherz> if you *need* to
translate in the server
L1000[15:26:18] <gigaherz> keep in mind,
server translations only include vanilla strings
L1001[15:26:21] <diesieben07> you
canno.
L1002[15:26:26] <diesieben07> just accept
that you cannot.
L1003[15:26:26] <diesieben07> :D
L1004[15:26:28] <gigaherz> the server
does NOT load mod strings
L1005[15:27:14] <gigaherz> I did have to
use I18n.translateTolocal
L1006[15:27:16] <gigaherz> in ONE
place
L1007[15:27:29] <gigaherz> because my mod
overrides getItemStackDisplayName for a certain item with
subitems
L1008[15:27:35] <gigaherz> and that one
isn't client-only ;P
L1009[15:27:57] <diesieben07> yeah they
really should make that client only
L1010[15:28:02] <diesieben07> or you
could put @SideOnly on yours :P
L1011[15:28:07] <gigaherz> they need it
for the chat messages
L1012[15:28:08] <gigaherz> stupidly
L1013[15:28:35] <gigaherz> the
itemsStack#getStackTextComponent or whatever the name was
L1014[15:28:41] <diesieben07> they dont
use TextCOmponentTranslation?
L1015[15:28:44] <gigaherz> they
can't
L1016[15:28:45]
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L1017[15:28:47] <diesieben07> huh
L1018[15:28:51] <gigaherz> you *can't*
obtain the full translation string
L1019[15:28:51]
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L1020[15:28:52] <gigaherz> from an
item
L1021[15:28:59] <diesieben07> wat
L1022[15:29:01] <gigaherz> the
"item."* and such are added by the getdisplayName
L1023[15:29:09] <gigaherz>
.getUnlocalizedName returns only a partial string
L1024[15:29:28] <diesieben07> ah, yeah
the .name is midding
L1025[15:29:31] <diesieben07>
missing
L1026[15:29:33] <gigaherz> ah yeah the
.name
L1027[15:29:35] <gigaherz> not the
item.
L1028[15:29:37] <diesieben07> they should
make getDisplayName return TextComponent
L1030[15:30:37] <gigaherz> that's the
whole reason I made this PR, in fact
L1031[15:30:49] <gigaherz> I found a
workaround
L1032[15:30:51] <gigaherz> but meh
L1033[15:30:57] <diesieben07> why woudl
you need custom ones?!
L1034[15:31:03] <diesieben07> oh for the
ItemStack
L1035[15:31:04] <diesieben07> i see
L1036[15:31:08] <gigaherz> to be able to
send the ItemStack directly
L1037[15:31:10] <gigaherz> rather than
the text ;P
L1038[15:31:27] <diesieben07> send NBT
encoded as JSon in a text component :D
L1039[15:31:30] <diesieben07> yay
hacks
L1040[15:31:41] <gigaherz> that's how it
works, lol
L1041[15:31:41] <diesieben07> or even
better, NBT as Base64 :D
L1042[15:32:03] <gigaherz> jus tinstead
of being in the text field
L1043[15:32:05] <gigaherz> it's in an
extra field
L1044[15:32:17] <gigaherz> so if the
extra field is present, it decodes as a custom TextComponent
L1045[15:32:27] <gigaherz> if not, it
decodes as a standard vanilla TextComponentString
L1046[15:32:45] <gigaherz> that way it
doesn't break when sending to vanilla clients
L1047[15:32:49] <gigaherz> since they
ignore the extra tag ;P
L1048[15:33:04] <elan_oots> Is it
acceptible to send a packet updating fields in a GUI every
tick?
L1049[15:33:38] <diesieben07> vanilla
does it :D
L1050[15:33:41] <diesieben07> so, i guess
it is
L1051[15:33:45] <elan_oots> Fair
enough
L1052[15:34:28] <gigaherz> vanilla sends
one packet per field, in fact
L1053[15:34:35] <elan_oots> gg no
re
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L1056[15:35:23] <gigaherz> although it'sn
ot every tick
L1057[15:35:27] <gigaherz> only if
something changed
L1058[15:35:29] <gigaherz> it has
like
L1059[15:35:35] <gigaherz> int[]
oldFieldValues
L1060[15:35:38] <gigaherz> and for each
field
L1061[15:35:48] <diesieben07> oh they do
that now?
L1062[15:35:50] <gigaherz> if(getfield !=
oldFieldValues[n]) for each listener
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L1064[15:36:02] <gigaherz> well
L1065[15:36:02] <diesieben07> actually no
they always did that
L1066[15:36:08] <gigaherz> the vanilla
code has one var per field
L1067[15:36:10] <gigaherz> rather than an
array
L1068[15:36:12] <gigaherz> but
essentially
L1069[15:37:12] <elan_oots> God damn it
why is intellij giving me shit about lambdas?
L1070[15:37:17] <gigaherz> my solution
was this
L1072[15:38:03] <gigaherz> I don't really
like streams
L1073[15:38:11] <gigaherz> but I
misclicked and allowed IDEa to convert
L1074[15:38:17] <gigaherz> and I
couldn'tb e bothered to turn it back
L1075[15:38:18] <gigaherz> XD
L1076[15:38:38] <Baughn> Um. No git
repository?
L1077[15:38:46] <gigaherz> wat?
L1078[15:39:11] <gigaherz> git repository
for?
L1079[15:39:13] <gigaherz> my links ARE
github
L1080[15:39:15] <gigaherz> and forge has
one
L1082[15:39:20] <gigaherz> well mroe than
one
L1084[15:39:27] <Baughn> Well,
yes--
L1085[15:39:28] <Baughn> Nevermind.
L1086[15:40:16]
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L1087[15:40:47] <elan_oots> Thanks
L1088[15:46:06]
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L1091[15:59:43] <MattDahEpic> for the
forge update json for 1.10.2 should i set 1.10-recommended or
1.10.2-recommended ?
L1092[16:00:18] <gigaherz> 1.10.2 I
guess
L1093[16:01:06] <LexDesktop> ...
L1094[16:01:12] <sham1> What is it
L1095[16:01:28] <LexDesktop> What are you
doing?
L1096[16:02:03] <MattDahEpic> im adding
new promos
L1097[16:03:09] <gigaherz> this reminds
me I haven't added new versions to one of me mod's
update.json
L1098[16:03:09] <gigaherz> XD
L1099[16:03:25]
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L1103[16:04:53] <Lex|Odin> It should use
the minecraft version you're working with.
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L1111[16:32:06] <elan_oots> Ayyyy I'm
player666
L1112[16:32:37] <gigaherz> did the sky
turn red?
L1113[16:32:43] <elan_oots> No
sadly
L1114[16:32:46] <gigaherz> oww
L1115[16:32:49] <elan_oots> I could go to
the nether
L1116[16:33:02] <gigaherz> and the sky
would be green there instead :D
L1117[16:33:14] <elan_oots> uh oh
L1118[16:33:17] <elan_oots> What bout the
end?
L1119[16:33:28] <gigaherz> white
L1120[16:33:34] <elan_oots> Dang
L1121[16:33:39] <elan_oots> And a custom
dimension?
L1122[16:33:40] <gigaherz> with a slight
yellowish hue
L1123[16:33:56] <gigaherz> whatever color
it is, rotated 120 degrees on the spectrum ;P
L1124[16:34:03] <elan_oots> I see
L1125[16:34:19]
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L1127[16:40:17] <masa> what would be the
best/least ugly way of getting the model for the block that would
be placed by the currently held item?
L1128[16:41:21] <diesieben07> copy the
ItemStack, call onItemUse with fake everything
L1129[16:41:36] <diesieben07> then grab
the IBlockState and go from there
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L1131[16:43:43] <masa> hmm, so fake world
and fake player too?
L1133[16:44:34] <diesieben07> well, fake
world so that you can grab out the IBlcokSstate
L1134[16:44:40] <diesieben07> fake player
not necessarily, but probbaly
L1135[16:44:41] <masa> well, those are
the only things that really can be fake anyway...
L1136[16:44:44] <diesieben07> so you dont
get any weird effects
L1137[16:45:07] <masa> how do I go about
making a fake world, just simply create a new world that I hold
onto?
L1138[16:45:55] <masa> ok to avoid any
more xy thigns, I'm just thinking about how to render a preview of
the block that would be placed when hovering over stuff with an
item that would place a block
L1139[16:46:34] <masa> ie. a stand-alone
client side mod for doing just that, so it should work for as many
things as possible
L1140[16:46:47] <masa> unless there
already exists such a mod?
L1141[16:48:31] <diesieben07> not sure
there is
L1142[16:48:49] <diesieben07> and about
fake world, extend World... override as much as you feel like and
noop it out i guess? idk :D
L1143[16:50:13] <masa> hmm
L1144[16:51:24] <sham1> WOOT
L1145[16:51:30] <sham1> Got shaders to
work liek I wanted
L1146[16:52:09] <masa> this sort of
starts to look like not fun :p
L1147[16:52:49] <masa> I'd probably need
to actually spend significant amount of time going through
everything and setting up dummy chunk providers and stuff
L1148[16:52:53] <masa> or...well
L1149[16:53:13] <masa> if it's a client
side fale world then nothing should try to generate anyway I
guess?
L1150[16:53:19] <masa> *fake
L1151[16:53:41] <diesieben07> nothing
loads or generates in World anyways
L1152[16:53:52] <diesieben07> world is
just storage, gnereation and chunk loading happens elsewhere
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L1154[16:54:46] <masa> right well I meant
to use the chunk and biome providers such that they won't try to
generate anything
L1155[16:55:21] <masa> maybe extending
WOrldCLient and then no-op'ing some entity and update methods etc
might work...
L1156[16:56:17] <masa> well, basically
no-oping almost everything :p
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L1158[16:58:14] <masa> I should then
probably also bypass all regular chunk stuff and just use one dummy
chunk
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L1162[17:05:18] <OrionOnline> damn fry is
asleep
L1163[17:08:04] <OrionOnline> Anyone with
experience in the Animationsystem online?
L1164[17:08:13] <OrionOnline> Or know of
an example that is not the ForgeRepo?
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L1171[17:13:27] <gigaherz> wow
L1172[17:13:30] <gigaherz> this was
unexpected XD
L1173[17:13:35] <gigaherz> so I have this
proof of concept
L1174[17:13:41] <gigaherz> of a
minecraft-like terrain generation
L1175[17:13:48] <gigaherz> using
C#/MonoGame
L1176[17:13:58] <gigaherz> and it was
annoying me how slow it was at generating the terrain
L1177[17:14:18] <gigaherz> so I used the
"new" Task system for running things asynchronously
(threaded)
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L1179[17:14:28] <gigaherz> went from like
30 seconds, to ~5
L1180[17:14:35] <gigaherz> which... makes
sense
L1181[17:14:42] <gigaherz> not
unexpectedat all -- I have 8 threads ;P
L1182[17:14:52] <gigaherz> 8*4=32
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L1185[17:20:53] <KnightMiner> Is there a
way to map a particular property of a blockstate into a separate
blockstate file rather than a property in the first one?
L1186[17:21:32] <diesieben07> you can use
a custom IStateMapper to do whatever crazy magic you want
L1187[17:21:38] <diesieben07> register
using ModelLoader.setCustomStateMapper
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L1189[17:22:11] <KnightMiner> Is there a
vanilla or mod example I can use?
L1190[17:22:18] <KnightMiner> Of using
IStateMapper I mean
L1191[17:22:29] <diesieben07> the
interface shoudl be pretty straigthforward.
L1192[17:22:35] <KnightMiner> Okay,
thanks
L1193[17:22:37] <diesieben07> but yes,
there is a vanilla implementatino of it
L1194[17:22:41] <diesieben07> that does
the normal mapping
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L1196[17:23:50] <KnightMiner> Oh, can I
use that with an extended block state property?
L1197[17:25:01] <diesieben07> those are
not used in that way at all
L1198[17:25:05] <diesieben07> they are
only passed to the runtime models.
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L1200[17:28:45] <KnightMiner> So I am
taking it I would just use a normal property for that case
then
L1201[17:29:00] <diesieben07> what case?
what are you trying to do?
L1202[17:29:39] <KnightMiner> Basically,
my block has two different facing values, one is six variant and
determines the side the block rests, the other is four and
determines the facing
L1203[17:29:58] <diesieben07> ok
L1204[17:30:15] <KnightMiner> Due to the
amount of data, I am storing one of those in a non-ticking tile
entity, but in any case Forge blockstates only let you apply one
rotation to a blockstate model
L1205[17:31:31] <diesieben07> that is not
true.
L1206[17:31:52] <diesieben07> you can put
a fully fledged TRSRTransformation in there
L1207[17:32:09] <KnightMiner> well, yes,
you can apply multiple from a single variant, but not one per
property
L1208[17:32:23] <diesieben07> what do you
mean by "per property"?
L1209[17:32:28] <KnightMiner> If I add a
transforms tag on one property then again on a second, the second
overwrites the first
L1210[17:32:36] <KnightMiner> Rather than
adding to it
L1211[17:32:55] <diesieben07> there is no
"properties" in blockstates
L1212[17:32:57] <diesieben07> there is
only variants.
L1213[17:33:10] <KnightMiner> Take stairs
for example, if I add a rotation for sides, then try to flip it for
the half, I only get the flip
L1214[17:33:24] <diesieben07> well, yes,
you need to specify all combinations.
L1215[17:33:31] <KnightMiner> Variants
are just combinations of properties, which Forge blockstates let
you define each at once
L1216[17:33:41] <diesieben07> no,
variants are a STRING.
L1217[17:33:43] <diesieben07> nothing
more
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L1219[17:33:54] <diesieben07> they each
stand completely on their own
L1220[17:34:02] <KnightMiner> Not from
what I've seen
L1221[17:34:16] <KnightMiner> have you
use vanilla multipart or forge blockstates before?
L1222[17:34:27] <diesieben07> forge
blockstates gives you a way to construct that string in a different
way, yes
L1223[17:34:40] <diesieben07> but that is
simply how the system works, the variant is simply a string.
completely standalone.
L1224[17:35:16] <diesieben07> vanilla
multipart is outside of variants.
L1225[17:35:23] <diesieben07> but that is
not how the forge blockstates work
L1226[17:35:39] <KnightMiner> But
anyways, that is what I'm saying, once the string is constructed
into a variant, it just keeps one of the rotations I apply,
ignoring the one the other added
L1227[17:35:57] <diesieben07> can you
show your json
L1228[17:38:00] <KnightMiner> Hold
on...
L1230[17:40:02] <KnightMiner> I am
currently using separate blocks for each side, but I'd like to move
the side data to a TE but keep the old blockstate files to keep my
sanity
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L1232[17:41:54] <diesieben07> And now the
issue is... waht?
L1233[17:42:46] <KnightMiner> I want to
map the block to separate files, and you said to use
IStateMapper
L1234[17:43:09] <KnightMiner> And I was
wondering if I am supposed to use a normal property or an unlisted
one for this case
L1235[17:43:15] <KnightMiner> Which you
said normal to that
L1236[17:44:45] <diesieben07>
yes...
L1237[17:45:06] <KnightMiner> Then you
asked what I was using it for
L1238[17:45:16] <KnightMiner> And it
looped to here
L1239[17:45:38] <diesieben07> no you said
something about transformations not combining
L1240[17:46:07] <KnightMiner> Oh that,
basically if I add the side to the blockstate, I cannot separately
rotate the side and the facing
L1241[17:46:43] <diesieben07> yes,that is
true.
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L1244[17:50:47] <masa> KnightMiner: does
your case only need to re-map textures, or also rotate the model?
ie. is the model just a regular full cube?
L1245[17:51:19] <Cypher121> is there a
way to apply multiple transforms to a model? I want to do something
like default-block + scale: 0.2
L1246[17:51:21] <KnightMiner> Just
rotated, the textures I am handling via tinting (though it does
have a powered and unpowered texture)
L1247[17:51:36] <Cypher121>
alternatively, where can I find the matrix for builtins?
L1248[17:51:56] <gigaherz> Cypher121:
block.json has the default block transforms
L1249[17:52:06] <masa> ok let's put that
an other way, do you actually NEED TO rotate the model, or would
changing the textures be enough?
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L1251[17:52:23] <Cypher121> gigaherz,
thx
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L1253[17:52:49] <KnightMiner> No, the
model does not really need to be rotated if the textures can
L1254[17:53:10] <KnightMiner> Though the
connected versions would not exactly like that as they are not
exact cubes (stair shaped)
L1255[17:53:17] <masa> I have an example
of a block where I have two facings, the "primary" facing
rotates the entire block model, and the secondary facing just maps
a secondary "output" texture to one of the sides
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L1257[17:54:15] <masa> that is done using
the texture aliases or upwards references or whatever they are
called, gigaherz helped me get it working a little while ago
L1258[17:54:43] <KnightMiner> I use a
system like that for the powered texture right now, as the texture
stops its animation when powered
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L1260[17:55:20] <KnightMiner> But
anyways, I think I should be able to get it working using a custom
state mapper
L1261[17:55:44] <masa> well I'll just
link it anyway in case it helps with anything...
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L1268[17:58:34] <masa> now time for
sleep
L1269[17:58:52] <KnightMiner> o/
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L1277[18:33:13] <TehNut>
--tracker.multipartPos--
L1278[18:33:23] <diesieben07> ;D
L1279[18:33:29] <gigaherz> --blah-- -
--blah--
L1280[18:33:37] <TehNut> is that even
valid?
L1281[18:33:40] <diesieben07> no thats
just a heading.
L1282[18:33:43] <gigaherz> and to be
extra confusing
L1283[18:33:49] <gigaherz> --_-- -
--__--
L1284[18:34:59] <gigaherz> no you cna't
have "--blah--"
L1285[18:35:01] <gigaherz> but you can
have
L1286[18:35:05] <gigaherz> blah-- -
--blah
L1287[18:35:22] <diesieben07> it was
wrong even... it needs to be
tracker.multipartData[tracker.multipartData.length -
tracker.multipartPos--] = in
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L1295[19:01:07] <gigaherz> heh nice
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L1300[19:06:45] <KnightMiner> Hello, back
again. What is the safe function to use in order to add data to a
blockstate from the tile entity on chunk loading? The method
"onLoad" looks promising, but I want to make sure I don't
mess things up badly
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L1303[19:07:58] <diesieben07> you use
getActualState for that
L1304[19:08:17] <diesieben07> it gets
called with the metadata base state and you "enrich" it
with whatever other world state you want
L1305[19:08:45] <MushroomDynamo> I'm
trying to render an item via TESR and it *works* but it renders
dark for some reason and I'm not exactly sure why. Anyone dealt
with this kinda thing before...?
L1306[19:09:22] <MushroomDynamo> that is
to say, i'm attempting to render an item on top of a tile entity
and that works but the item in question renders in a very darkened
fashion
L1307[19:09:25] <KnightMiner> Is there
any way I can save it statically to the blockstate? getActualState
I have found does not store data for functions taking on a block
state from the world, and it would be nice to not have to call it
every time
L1308[19:10:08] <diesieben07> thats not
how blockstates work
L1309[19:10:12] <diesieben07> the world
simply remembers the metadata
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L1311[19:10:27] <KnightMiner> Okay, I'll
just add it to getActualState then
L1312[19:11:57] <MushroomDynamo>
Wait...nevermind, it seems to have fixed itself with one of my
changes. Either that or it's just incredibly inconsistent. Sorry
for the bother!
L1313[19:13:12] <electrolitic> Does
anyone know what a PDN file is?
L1314[19:13:17] <electrolitic> And it's
purposes?
L1316[19:13:28] <KnightMiner> Paint.NET
multilayer image
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L1318[19:15:30] <electrolitic> Are they
helpful/necesary in any way?
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L1320[19:15:56] <FusionLord> basically
its Paint.NETs version of PSD
L1321[19:16:23] <electrolitic> oh
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L1323[19:16:26] <FusionLord> its the
storage of the image with layers and other relevant data
L1324[19:16:33] <KnightMiner> They can
store more data than png basically
L1325[19:16:44] <KnightMiner> I use them
for development files for a few of my textures
L1326[19:16:57] <KnightMiner> (before I
squash the layers to make a png)
L1327[19:16:58] <FusionLord> ofc a google
search of "PDN Extension" would have gotten you results
faster
L1328[19:17:39] <electrolitic> It says
it's for windows xp.
L1329[19:17:50] <electrolitic> Rather,
designed for it.
L1330[19:18:48] <FusionLord> what it says
is that Paint.NET was originally designed for Windows XP
L1331[19:19:24] <diesieben07> agh,
vanilla nd it's fucking PacketBuffer
L1332[19:19:34] <electrolitic> oh
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L1339[19:27:42] <williewillus> I wish you
could make non-capturing/static anon classes
L1340[19:28:45] <TehNut> What was the
conclusion on the block cap discussion?
L1341[19:28:56] <williewillus> there
wasn't a PR on it
L1342[19:28:59] <williewillus> I
thought
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L1344[19:29:10] <TehNut> There was a
discussion in here
L1345[19:29:17] <TehNut> I remember Lex
saying no, but don't remember why
L1346[19:29:19] <gigaherz> block
cap?
L1347[19:29:26] <williewillus> wasn't
here for it, I just know about the github issue discussing it
L1348[19:29:46] <TehNut> Maybe it was an
issue, I'm not sure
L1350[19:29:54] <williewillus> it got
derailed at the end
L1351[19:30:03] <williewillus> but that's
as far as I've heard
L1352[19:30:40] <TehNut> Hrm
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L1362[19:46:01] <williewillus> make
gradle show the stacktrace?
L1363[19:46:15] <williewillus> did it
time out? extractRangemap can take a while
L1364[19:46:59] <FusionLord> that was run
with --stacktrace
L1366[19:48:27] <williewillus> no access
:P
L1367[19:48:31] <FusionLord> oh ...
L1368[19:48:41] <williewillus> but yeah I
bet its a timeout
L1369[19:48:53] <williewillus> is this
your own server or a hosting service?
L1371[19:50:00] <gigaherz> my issue is
more "fun"
L1372[19:50:01] <gigaherz> [01:10]
(gigaherz): FAILURE: Build failed with an exception.
L1373[19:50:01] <gigaherz> [01:10]
(gigaherz): * What went wrong:
L1374[19:50:01] <gigaherz> [01:10]
(gigaherz): Could not resolve all dependencies for configuration
':runtime'.
L1375[19:50:01] <gigaherz> [01:10]
(gigaherz): > Could not resolve
deobf.gigaherz.graph:GraphLib:1.1.1.
L1376[19:50:02] <gigaherz> [01:11]
(gigaherz): I have no idea where that deobf comes from, XD
L1377[19:50:40] <williewillus> did you do
it with --verbose on gradle?
L1378[19:50:57] <gigaherz> it's on
travis, I have no idea how to customize that ;P
L1380[19:54:03] <williewillus>
shaders?
L1381[19:54:11] <gigaherz> nono,
worldgen
L1382[19:54:18] <williewillus> oh
L1383[19:54:55] <gigaherz> each
"chunk" is 64x64x256 (each block is half height, sortof
like mc slabs -- so that's 128 blocks height)
L1384[19:55:06] <gigaherz> and takes
2.5-3s to generate
L1385[19:55:22] <gigaherz> + 300-400ms to
build the meshes, but that's not optimized
L1386[19:59:13] <FusionLord>
williewillus, according to FireBall1725 there is no time limit, and
shouldn't be timing out
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L1394[20:36:20] <KnightMiner> Is there a
limit to how many variants a blockstate can have? I think I ran
into a crash from having too many...
L1395[20:47:42] <FusionLord> no you can
have as many as possible as long as you have a way to store the
data
L1396[20:49:46] <KnightMiner> Well, I
solved the crash from the very non-descriptive report, apparently
my getMetaFromState method had an error
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L1403[21:08:58] <williewillus> eniit's in
good spirit/normal promotion just the "help you get your mod
noticed" part made me chuckle
L1404[21:10:10] <Flaeme> Block models are
such a pain @.@
L1405[21:10:32] <Flaeme> I'm pretty sure
I need to make my own model too just because I need to set
tintIndex
L1406[21:10:56] <Flaeme> Where can I even
find the vanilla models anyways?
L1407[21:10:59] <williewillus> you get
used to it :P
L1408[21:11:07] <williewillus> with the
rest of the vanilla/forge stuff
L1409[21:11:12] <williewillus> should be
in your libraries
L1410[21:11:32] <Flaeme> Oh yeah,
probably can find it in IDEA.
L1411[21:11:52] <Flaeme> While the actual
files are hidden in like ~/.gradle or something
L1412[21:12:41] <williewillus>
correct
L1413[21:13:10] <williewillus> it should
be something like forgeSrc-<forgeversion>...
L1414[21:16:25] <Flaeme> Also annoying
that Crayfish's modeler doesn't seem to like something about my WM,
keeps flickering focus which makes it nearly impossible to actually
use :P
L1415[21:16:48] <williewillus> yeah it
causes me problems as well
L1416[21:16:56] <williewillus> I just use
windows to use it or make the models manually ;p
L1417[21:21:05] <MattDahEpic> what
happened to IBossDisplayData?
L1418[21:21:10] <williewillus>
refactored
L1419[21:21:27] <williewillus> let me see
if I wrote it down
L1420[21:21:41] <williewillus> i didn't
xP
L1421[21:22:01] <williewillus> key points
- checkout the BossInfo/BossInfoServer/BossInfoLerping classes and
how vanilla uses them
L1422[21:22:14] <williewillus> to
override a boss bar from rendering use RenderGameOverlayEvent
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L1424[21:24:54] <Flaeme> ughhhhh, this is
annoying @.@
L1425[21:25:07] <Flaeme> I made lots of
files and it's not working and I have no idea why :P
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L1427[21:25:57] <Flaeme> Supposedly I'm
missing a variant or something like that?
L1428[21:26:15] <williewillus> post
jsons/code/logs
L1429[21:29:56] <williewillus> !gm
func_73660_a
L1430[21:30:03] <williewillus> !gm
func_175625_s
L1431[21:30:18] <MattDahEpic> the
question is how would i tell if an entity is displaying a boss bar
from the server
L1432[21:30:27] <MattDahEpic> or "is
a boss"
L1433[21:31:02] <williewillus> no
surefire way, but in general !Entity.isNonBoss is a good
indicator
L1434[21:31:04] <williewillus> terrible
name :p
L1435[21:31:17] <williewillus> and I
suspect it's not even for that purpose
L1436[21:31:20] <williewillus> but ohw
well
L1438[21:31:56] <williewillus> its used
in vanilla as "should entity traverse portal"
L1439[21:32:19] <williewillus> well the
surefire way is reflected its fields and try to find a BossInfo
instance ;p
L1440[21:32:32] <Flaeme> All the relevant
json files, paths have / replaced with ., plus log and the file
where I register the block, idk if you need the class too
L1441[21:32:46] <Flaeme> (And sorry about
it being groovy, I hate myself is why)
L1442[21:33:35] <williewillus> ah your
blockstate json is incomplete
L1443[21:34:03] <Flaeme> Do I need to
have at least one variant or?
L1444[21:34:14] <Flaeme> or does the
forge json format not exist anymore or what
L1445[21:34:27] <williewillus> it still
does, you just haven't specified anything
L1446[21:34:54] <williewillus> so your
block has different blockstate variants depending on the color.
when it says "I can't find zone:colored_plain#white" it
is saying "I want a variant called color=white in
assets/zone/blockstates/colored_plain.json"
L1447[21:34:56] <Flaeme> All the variants
are intended to probably have nothing special to them, want to do
the coloring in code if possible, why I did the tintindex
L1448[21:34:58] <williewillus> and there
isn't anything there
L1449[21:35:19] <williewillus> so you
either make 16 empty variants, or use a statemapper to ignore the
color property and just have a single variant called
"normal"
L1450[21:35:58] <williewillus> second is
less json, first is more flexible for RP makers
L1451[21:36:00] <williewillus> either is
fine
L1452[21:36:25] <williewillus> first is
also no code, second one needs code
L1453[21:37:00] <Flaeme> If I do the
second one, RP makers can still replace the overall model though,
right, just not ones for different colors?
L1454[21:37:06] <williewillus> yup
L1455[21:37:17] <Flaeme> Hmmmm
L1456[21:38:52] <williewillus> personally
I'd do the first simply because it's just 16 small lines, no code,
and flexible, but either is fine
L1457[21:39:22] <williewillus> also is it
intended that your blockstate json doesn't use your model
json?
L1458[21:39:28] <williewillus> it still
uses minecraft:cube_all
L1459[21:39:46] <williewillus> also line
11 of your model json is malformed, missing a comma at the end of
the line
L1460[21:40:41] <MattDahEpic> which
godforsaken registry are all the Potions in?
L1461[21:40:49] <williewillus> the forge
one
L1462[21:40:54] <MattDahEpic> no
shit
L1463[21:40:59] <williewillus> !xy
L1464[21:41:03] <williewillus> what are
you trying to acoomplish
L1465[21:41:10] <williewillus> not just
"where iz da registry" :P
L1466[21:41:18] <MattDahEpic> im trying
to get a PotionEffect
L1467[21:41:33] <williewillus> new
PotionEffect(MobEffects.SPEED, 1, 1);
L1468[21:42:31] <williewillus> they got
moved to their own class like Blocks (and that has nothing to do
with registries hence xy ;p)
L1469[21:46:06] <Flaeme> Thanks,
williewillus ! went with the first, I can just copy it that way,
and fixed those problems
L1470[21:46:15] <Flaeme> Now I just need
to actually obtain my block :P
L1471[21:46:16] <williewillus> no
prob
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L1474[21:47:54] <MushroomDynamo> I'm
trying to figure out how to get an item rendered inside a TESR to
rotate slowly like dropped items do. Is there any built-in way to
handle something like this? I see Botania has its own
ClientTickHandler class to do it based off of total ticks, but I
don't want to overcomplicate things if there's a simpler way to do
it I'm missing...
L1475[21:48:17] <Flaeme> So... how do I
get my block into creative?
L1476[21:48:20] <williewillus> you could
just make an EntityItem and call its render method
L1477[21:48:34] <williewillus> Flaeme:
into a creative tab?
L1478[21:48:38] <williewillus>
setCreativeTab in the ctor
L1479[21:48:43] <Flaeme> williewillus: I
did that
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L1481[21:49:01] <MushroomDynamo> I
suppose that is fair. I'll give it a shot.
L1482[21:49:09] <Flaeme>
this.setCreativeTab(CreativeTabs.BUILDING_BLOCKS)
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L1485[21:51:20] <williewillus> I had to
use reflection to increment the age of the entity so that it
spins/bobs properly but otherwise straightforward
L1486[21:51:22] <Flaeme> Wait
L1487[21:51:33] <MushroomDynamo> Oh, I
see. Danke schon
L1488[21:51:34] <Flaeme> I probably need
an ItemBlock or something like that right?
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L1490[21:51:41] <MushroomDynamo> Funny
that, I was digging through the petal apothecary render code
:b
L1491[21:51:52] <williewillus> Flaeme:
yes
L1492[21:52:01] <Flaeme> Whee. :v
L1493[21:52:20] <Flaeme> I have no idea
how to do that.
L1494[21:52:34] <williewillus>
GameRegistry.register(new ItemBlock(block),
block.getRegistryName());
L1495[21:52:36] <williewillus> :P
L1496[21:53:04] <Flaeme> I am happy that
at least my block exists in world and F3 shows it properly, at
least. And oh, that's simple. :P
L1497[21:53:19]
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L1504[22:02:13] <elan_oots> Is there a
way to test with separate client and servers without making a mod
jar?
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L1506[22:02:38] <MushroomDynamo>
williewillus: I think I see what you meant by "spins/bobs
properly"
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L1508[22:02:55] <MushroomDynamo> these
things are hitting high RPMs like a mongoose on snake
saturday
L1510[22:05:56] <Derp> Is there a place I
can put initialization so that I can hot reload it? The init
function only seems to run on startup
L1511[22:06:41] <Flaeme> a block probably
shouldn't be taking up a quarter of my screen and rendering as a
flat texture in the hotbar :P
L1512[22:06:45] ***
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L1513[22:07:24] <williewillus>
MushroomDynamo: you need something (roughly) synchronized with the
world tick time
L1514[22:07:37] <williewillus> wherever
your renderer is is happening every frame so too fast :P
L1515[22:07:42] <MushroomDynamo> yeah i
noticed that when i read the code, i musta mucked something up
somewhere. it's cool, i'll figure it out.
L1516[22:08:09] <williewillus>
te.worldObj.getTime % something maybe
L1517[22:08:32] <MushroomDynamo> god
knows i've already spent the last 3 hours going on a magical
adventure trying to get my TE to render properly before realizing
that i forgot to actually CALL the render initialization method in
approximately 3 different places
L1518[22:09:17] <williewillus> :P
L1519[22:09:25] <MushroomDynamo> i'm much
more at home programming microcontrollers than lounging in java's
coffee-scented hellhole
L1520[22:09:28] <MushroomDynamo> i don't
even like coffee. :(
L1521[22:09:44] <Flaeme> Also, how can I
get *all* the variants of a block in creative? By default it only
seems to show the default one
L1522[22:09:45] <williewillus> Flaeme:
you haven't registered the item's model yet no?
L1523[22:10:02] <williewillus> oh you
probably want ItemBlockColored instead of ItemBlock then
L1524[22:10:14] <Flaeme> williewillus:
...no, would not know how to do that. *sighs*
L1525[22:10:16] <williewillus>
ItemBlockColored is kinda bad name it works for any block with
sub-metas
L1526[22:10:59] <Flaeme> williewillus:
what package? completion not finding it.
L1527[22:11:23] <williewillus> oh it's
itemcolored
L1528[22:11:46] <williewillus> and you
have to override getSubBlocks in the block class or something like
that
L1529[22:11:52] <williewillus> returning
all the metas you want to show
L1530[22:12:11] <williewillus> as for
your item model, 1. if you have an item json delete it, 2. in your
blockstate json add a variant like this: "inventory":
[{}] 3. call ModelLoader.setCustomModelResourceLocation giving it
the path to your blockstate json
L1531[22:12:32] <williewillus> with
variant "inventory"
L1532[22:14:43]
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L1533[22:14:48] <Flaeme>
setCustomModelResourceLocation wants a int metadata?
L1534[22:14:57] <williewillus> yes that's
the meta of the itemstack
L1535[22:15:20] <Flaeme> Can I use a
wildcard meta or smth like that?
L1536[22:15:41] <Flaeme> And if so what
would it be
L1537[22:15:49] <Flaeme> Though
L1538[22:15:50] <williewillus> uh don't
think so, just loop through the enumdyecolors using your
IProperty
L1539[22:16:07] <Flaeme> Yeah was about
to say think I have to anyways
L1540[22:16:22] <MattDahEpic> i cant seem
to find a good example of a backpack-esque item with the
ItemHandlers, any help?
L1541[22:18:56] <williewillus> see
botania's bauble box
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L1543[22:19:01] <williewillus> not quite
a backpack but stores items in it
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L1545[22:22:11] <MushroomDynamo>
Lessee...my items are now rotating, but now whenever I hold an item
in my hand the rendered items render several blocks away from where
they are supposed to be.
L1546[22:22:18] <MushroomDynamo> And my
console is spamming GL errors.
L1547[22:22:26] <MushroomDynamo> A muh
buh. But why though.
L1548[22:22:29] <Flaeme> Hmm, ItemColored
doesn't want to take my block. Time to see what I have to implement
I guess
L1549[22:22:37] <williewillus> what do
you mean doesn't want to?
L1550[22:22:50] <williewillus>
MushroomDynamo: check your opengl, you're popping something too
much
L1551[22:22:55] <williewillus> or
forgetting to pop something
L1552[22:22:56] <Flaeme> Could not find
matching constructor for:
net.minecraft.item.ItemColored(link.midna.zone.block.BlockColoredPlain)
L1553[22:23:21] <williewillus> look at
the actual class
L1554[22:23:25] <williewillus> the
constructor's different
L1555[22:24:07] <Flaeme> Whoops. :P
L1556[22:24:15] <Flaeme> I was doing just
that as you said it too.
L1557[22:24:34]
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L1558[22:24:37] <MushroomDynamo>
williewillus: that was exactly what it was, the latter that
being
L1559[22:25:01] <MushroomDynamo> I wasn't
even expecting an answer on that one, that was just my "opengl
is sorcery" comment and voila, actual solution
L1560[22:25:05] <MushroomDynamo> thanks
^^
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L1563[22:29:28] <Flaeme> Now to figure
out how to do getSubBlocks. I guess I could probably look at
wool?
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L1565[22:30:15] <williewillus> Flaeme:
just add all the itemstacks you want to show on the tab to the
list
L1566[22:31:33] <Flaeme> Yeah, just
needed to know how to do that. Luckily, BlockColored showed me how
to do that easily for my case.
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L1569[22:33:37] <Flaeme> ...Actually, my
block is mostly a copy of BlockColored at this point. Whoops.
L1570[22:34:25] <williewillus> heh you
can probably just extend blockcolored then
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L1572[22:35:00] <Flaeme> Yeah, and just
implement constructors//whatever rendering method it is I
need
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L1574[22:35:51] <Flaeme> In fact I can
probably refactor the class to something like BlockColoredBase and
just use it for *all* of my colored blocks.
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L1576[22:36:04] <Flaeme> And just
copy/paste the blockstate for each and change the texture
L1577[22:37:07] <Flaeme> Currently
waiting on gimp to sinstall because I should really make at least a
placeholder texture at this point
L1578[22:37:22] <elan_oots> Ha, look at
Mr. Fancypants using gimp
L1579[22:37:25] <elan_oots> I use paint
lmao
L1580[22:37:34] <Flaeme> I'm not on
windows :P
L1581[22:37:41] <elan_oots> I'm on
mac
L1582[22:37:48] <elan_oots> I use an app
called Paintbrush
L1583[22:37:50] <elan_oots> Basically
paint
L1584[22:37:54] <williewillus> i tried
gimp but I couldn't figure out how to draw a damn pixel in 5
mins
L1585[22:37:59] <williewillus> so I just
sused something else
L1586[22:38:08] <williewillus> paint.net
on windows, a imitation called pinta on linux
L1587[22:38:14] <Flaeme> williewillus:
pencil tool, 1px size :P
L1588[22:38:27] <Flaeme> but hey whatever
works for you
L1589[22:38:29] <elan_oots> What's the
difference between MS paint and paint.net
L1590[22:38:34] <williewillus> ms paint
is a joke
L1591[22:38:37] <williewillus> the other
isn't
L1592[22:38:41] <elan_oots> alright
then
L1593[22:38:42] <williewillus> ;p
L1594[22:39:16] <williewillus> ms paint
is only useful for the most basic editing, anything further
(layering, effects, etc.) you need GIMP/pdn/photoshop
L1595[22:40:52]
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L1597[22:42:01] <Cypher121> does ms paint
even support alpha?
L1598[22:42:03] <MushroomDynamo> Is there
any reason why my bounding box isn't quite...working
correctly?
L1599[22:42:33] <MushroomDynamo> I set up
an AxisAlignedBB to make it smaller than a block and the game
renders the bounding box correctly, and collisions *technically*
respect it
L1600[22:42:48] <MushroomDynamo> but it's
weird, i get pushed out of the bounding box unless i'm deliberately
forcing my character to walk toward it
L1601[22:43:05] <MushroomDynamo> also, it
still causes suffocation as if the hitbox were still a full
block
L1602[22:43:26] <williewillus> you need
to override another method
L1603[22:43:30] <williewillus>
isVisuallyOpaque I think
L1604[22:44:32]
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L1605[22:46:33] <McJty> LatvianModder,
here?
L1606[22:46:49] <MushroomDynamo>
Overriding isFullCube did the trick, silly me for missing
that
L1607[22:47:18] <MushroomDynamo> already
was overriding isOpaqueCube and isBlockNormalCube which is why I
was confused
L1608[22:47:38] <elan_oots> Now the
question is why are there so many methods that mean the same
thing
L1609[22:47:41] <elan_oots> Thanks
notch
L1610[22:48:28]
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L1611[22:48:35] <williewillus> those are
MCP names
L1612[22:48:40] <williewillus> the
community gave them :P
L1613[22:48:52] <williewillus> they're
just guesses based on how they're used, and idk why there's like 10
of them :P
L1614[22:49:22] <williewillus> doesnt
help that some community memeber always names it differently
whenever the obf mapping shifts
L1615[22:49:27] <elan_oots> One day
someone should break into Mojang and steal a computer just so we
can see the actual method names
L1616[22:49:54] <williewillus> lol
L1617[22:49:57] <MushroomDynamo> why does
the linkedlist class have add AND addLast when they both do
literally the same thing
L1618[22:50:08] <williewillus>
MushroomDynamo: linkedlist implements the queue interface
L1619[22:50:11] <williewillus> or Deque I
think
L1620[22:50:18] <williewillus> which
specifies addLast
L1621[22:50:26] <MushroomDynamo> jesus
christ how horrifying
L1622[22:50:30] <williewillus> not
really...
L1623[22:50:39]
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L1624[22:50:47] <williewillus> what's
wrong with implementing the interface?
L1625[22:50:54] <MushroomDynamo> nothing,
lol
L1626[22:50:58] <MushroomDynamo> quoting
a dumb thing from long ago
L1627[22:51:03] <williewillus> oh
lol
L1628[22:51:19] <MushroomDynamo> I guess
it just bothers me from a javadoc perspective that both methods are
defined exactly the same with no external justification for why
that is
L1629[22:51:56] <MushroomDynamo> but then
I'm a computer engineer, not a computer scientist, so sadly higher
abstractions are often a bit outside my purview
L1630[22:52:28] <MushroomDynamo> At
least, given my admittedly limited training.
L1631[22:52:33] <Flaeme> Ughhhhh Caused
by: java.io.FileNotFoundException:
zone:models/item/block/colored_plain.json
L1632[22:52:40] <williewillus> read your
path
L1633[22:52:46] <Flaeme> I know
L1634[22:52:49] <elan_oots>
/item/block?
L1635[22:52:54] <williewillus> what do
you pass to setCustomMRL?
L1636[22:52:55] <elan_oots> where did you
go wrong to get that?
L1637[22:52:58] <williewillus> an MRL is
a variant in a blockstate json
L1638[22:53:19] <Flaeme> Oh, what I did
was
ModelResourceLocation("zone:block/colored_plain#inventory")
which I guess is wrong then
L1639[22:53:21] <Flaeme> :v
L1640[22:53:41] <williewillus> new
ModelResourceLocation("zone:colored_plain",
"inventory")
L1641[22:53:58] <williewillus> resolving
to the variant named "inventory" inside
/assets/zone/blockstates/colored_plain.json
L1642[22:54:17] <williewillus> which
should just be something like "inventory": [{}]
L1643[22:54:32] <Flaeme> Oh right it's
pointing to the blockstate not the model
L1644[22:54:42] <Flaeme> That works,
whee
L1645[22:54:54] <williewillus> yes an MRL
is always pointing to a blockstate json
L1646[22:55:03] <williewillus> vanilla
just inserts a HUGE special case for items
L1647[22:55:14] <williewillus> but you
can get around taht with forge :P
L1648[22:55:31] <Flaeme> I have almost
everything working now, whee!
L1649[22:55:40] <Flaeme> Just need names
and coloring the blocks :P
L1650[22:55:49] <williewillus> MRL:
blockstate json path + variant name. if i recall correctly if
vanilla sees the variant name "inventory" it goes looking
inside models/item/ directly instead of looking for a
blockstate
L1651[22:55:54] <Flaeme> Textures are
loading, inventory is loading, etc
L1652[22:55:59] <williewillus>
great
L1653[22:56:02] <williewillus> coloring
isn't bad
L1654[22:56:08] <williewillus> don't
forget to do it for your item as well
L1655[22:56:15] <Flaeme> Oh
L1656[22:56:22] <williewillus> ?
L1657[22:56:41] <Flaeme> So I'm gonna
need to implement my own ItemBlock, probably extending ItemColored,
kk
L1658[22:56:53] <williewillus> ?
L1659[22:57:01] <williewillus> you don't
need to do that to do item coloring
L1660[22:57:15] <Flaeme>
21:56:08 <williewillus> don't forget to do it for
your item as well
L1661[22:57:17] <williewillus> or wait I
thought you already used ItemColored
L1662[22:57:21] <williewillus> i meant
tinting
L1663[22:57:26] <williewillus> which
doens't have to do with itemcolored
L1664[22:57:30] <williewillus>
itemcolored is a bad name
L1665[22:57:40] <Flaeme> Do I not need to
extend the class for tinting an item?
L1666[22:57:43] <williewillus> no
L1667[22:57:47] <williewillus> not in 1.9
at least
L1668[22:57:54] <williewillus> they
separated the tinting system from the BLock/Item class
L1669[22:58:24] <Flaeme> Oh. :v
L1670[22:59:06] <williewillus> see the
class called "BlockColors" and "ItemColors" and
how vanilla uses it
L1671[22:59:12] <williewillus> should
give a pretty good idea how to go about it
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L1673[23:00:49] <Flaeme> no BlockColors
class, but I see ItemColors
L1674[23:00:49] <Flaeme> Hmm, no, its in
the same package
L1675[23:00:49] <Flaeme> IDE just didn't
want to complete it I guess
L1676[23:03:21] <Flaeme> Okay, I need a
class that implements IBlockColor instead for a block and similar
for item, then register it, gotcha
L1677[23:03:28] <williewillus> yeah
L1678[23:04:11] <Flaeme> Hmm, it's client
only. Now I need to learn how to handle that too :P
L1679[23:04:19] <williewillus>
proxies
L1680[23:04:28] <Flaeme> Great.
>.>
L1681[23:04:32] <williewillus> if you
havent mcforge.readthedocs.io/en/latest/concepts/sides/ is a
informational read
L1682[23:04:43] <williewillus> on what
people mean when they say "client" or
"server"
L1683[23:04:52] <williewillus> has notes
about proxies
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L1688[23:14:34] <Derp> How do I get a
blockstate to be properly referenced? I keep getting a
FileNotFoundException for a block state stored under
resources/blockstates/name.json
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L1690[23:14:54] <Derp> the error says it
cannot find mymod:blockstates/name.json
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L1693[23:19:55] <Flaeme> Hmm. I'm
probably gonna have to write some sorta EnumDyeColor -> integer
RGB color, aren't I.
L1694[23:21:39] <Flaeme> Is there already
a canonical implementation of that or?
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L1699[23:25:57] <elan_oots> How can I
tell if an inventory in a tileEntity has changed?
L1700[23:26:10] <elan_oots> I don't think
it's a good idea to iterate through recipes every tick
L1701[23:26:39] <cj89898> Can anybody
here help with writing to a config.yml file?
L1702[23:26:58] <cj89898> Lemme type my
entire question
L1703[23:27:43] <cj89898> This is the
config.yml
L1705[23:27:59] <cj89898> I want to be
able to write in a new entry for it
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L1707[23:28:29] <cj89898> So let's say
SAND with entries resource: COBBLESTONE, amount:1,
respawn-time:20
L1708[23:28:35] <cj89898> how would I
write that?
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L1710[23:31:03] <cj89898> I know it's not
exactly forge, but more java based in general
L1711[23:31:10] <tterrag> elan_oots: if
it's your own inventory, it's pretty easy no?
L1712[23:31:20] <tterrag> add a callback
in the mutator methods
L1713[23:31:35] <elan_oots> It's an
ItemStackHandler
L1714[23:31:38] <tterrag> and?
L1715[23:32:06] <elan_oots> Oh yeah I
see
L1716[23:32:08] <elan_oots> Ok
thanks
L1717[23:32:19] <tterrag> glad I could
help lol
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L1719[23:32:30] <elan_oots> That
should've been obvious
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L1723[23:38:07]
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(Client Quit)
L1724[23:38:50] <Flaeme> What.
L1725[23:38:58] <elan_oots> What?
L1726[23:39:01] <Flaeme> When do I need
to register a blockColor?
L1727[23:39:15] <Flaeme> Because in
preInit, BlockColors is null
L1728[23:39:22]
⇨ Joins: glasspelican
(~quassel@stanley.glasspelican.ca)
L1729[23:39:26] <elan_oots> A class can't
be null
L1730[23:39:39] <elan_oots> Are you
getting a NullPointerException?
L1731[23:39:45] <Flaeme> *sighs*
Minecraft.getMinecraft().getBlockColors() is null
L1732[23:39:52] <elan_oots> ohhh
L1733[23:39:57] <Flaeme> Is what I meant.
The canonical BlockColors.
L1734[23:40:07] <elan_oots> Can't help
you ther
L1735[23:40:09] <elan_oots> *there
L1736[23:40:45] <TehNut> Flaeme:
Init
L1737[23:40:56] <TehNut> It's one of the
rare cases where rendering is done in init
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(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net) (Ping timeout: 198
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fry|sleep is now known as fry|back18aug
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blood__ is now known as blood_