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L7[00:12:52] <FusionLord> anyone have any ideas as to why my CI Server is erroring out? http://puu.sh/pM1sq/151a748a20.png Full Log: http://puu.sh/pM3Lw/457df432cc.txt
L8[00:13:29] <tterrag> there's nothing there
L9[00:13:41] <tterrag> run with -i and maybe --stacktrace
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L11[00:14:48] <FusionLord> That was ran with --stacktrace which is what I don't understand
L12[00:15:50] <tterrag> use -i
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L17[00:25:37] <FusionLord> tterrag, http://puu.sh/pMhxQ/82c321d925.txt only new line is "[:extractRangemapReplacedMain] file or directory '/home/teamcity/TeamCity/buildAgent/work/6519baad3434b615/libs', not found"
L18[00:26:22] <tterrag> don't know
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L20[00:26:24] <tterrag> never used teamcity
L21[00:26:27] <tterrag> ask #ForgeGradle I guess
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L31[00:51:04] <tterrag> diesieben07: do you have some info on methodhandles?
L32[00:55:13] <Disconsented> Okay so I am getting an error whilst deserialisng some config files with GSON, however the class which caused the error I don't believe I reference where relevant. Any ideas? Log: https://gist.github.com/disconsented/3b3989446daff5042337e2ce6b3feeea#file-gistfile1-txt-L115 Class referred to: https://github.com/disconsented/ANSSRPG/blob/feature/mod_support/src/main/java/disconsented/anssrpg/core/server/config/JsonConfigHandler.java#L120
L33[00:57:08] <tterrag> yeah you're not going to be able to deserialize an EntityPlayer
L34[00:57:35] <tterrag> why would you even
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L37[01:00:26] <Delenas> What would be the best method to open a guiContainer and container from an already open gui?
L38[01:00:39] <tterrag> same as normal?
L39[01:00:42] <tterrag> player.openGui
L40[01:00:53] <tterrag> called serverside of course
L41[01:00:59] <Disconsented> Im not
L42[01:01:06] <Delenas> This gui is client-side.
L43[01:01:10] <Disconsented> I dont know why that class is even mentioned
L44[01:01:21] <tterrag> you just said it has a container Delenas
L45[01:01:27] <tterrag> Disconsented: well Gson thinks you are
L46[01:01:59] <tterrag> Disconsented: what class IS it deserializing then?
L47[01:02:00] <Delenas> No, I asked how to open a container with the gui. Perhaps I wasn't clear
L48[01:02:12] <elan_oots> You'd need to send a packet
L49[01:02:15] <FusionLord> Delenas, ^
L50[01:02:23] <tterrag> yes, a packet
L51[01:02:40] <elan_oots> Have the client send a packet to the server, and the server then call player.openGui
L52[01:02:46] <FusionLord> send packet to the server to open the Continaer
L53[01:02:46] <Disconsented> https://github.com/disconsented/ANSSRPG/blob/feature/mod_support/src/main/java/disconsented/anssrpg/core/server/config/PerkContainer.java#L133
L54[01:03:05] <Delenas> Something like MessageEditWhitelist(Yaddayadda) and then proceed to client code?
L55[01:03:28] <FusionLord> You can call it whatever you like
L56[01:03:48] <FusionLord> just when you recieve the packet on the server call player.openGui
L57[01:03:55] <elan_oots> On the client side, when the action is taken send a packet to the server. In the packet handler on the server, call player.openGui
L58[01:04:16] <tterrag> Disconsented: not sure what that's linking
L59[01:04:30] <Disconsented> That is what is being deserialised
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L61[01:04:54] <tterrag> Disconsented: a closing bracket?
L62[01:05:21] <FusionLord> I would think the whole class tterrag
L63[01:05:35] <Disconsented> ^
L64[01:05:45] <Delenas> Well there's your problem. Ya need to add the opening bracket /s
L65[01:05:55] <Disconsented> i wish
L66[01:06:03] <tterrag> I don't see anything about deserialization in that class
L67[01:06:14] <tterrag> I asked what class was being deserialized to in this particular crash
L68[01:06:22] <Delenas> What are you looking to get? DO you have an example format, or end goal?
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L70[01:07:36] <FusionLord> :/ NetFlix lost my place in a show LAME -.-
L71[01:08:38] <Flaeme> I am so excited. Now I just need to do the same for the ItemBlocks, get names working, and choose less god awful names :P https://usercontent.irccloud-cdn.com/file/Y5pORRPV/2016-07-01_00.06.50.png
L72[01:08:57] <elan_oots> Good job!
L73[01:09:16] <Disconsented> And I did link it tterrag
L74[01:09:17] <Flaeme> err, s/awful names/awful colors/
L75[01:09:38] <Disconsented> https://github.com/disconsented/ANSSRPG/blob/feature/mod_support/src/main/java/disconsented/anssrpg/core/server/config/PerkContainer.java this is the class that is being deserialisted
L76[01:09:40] <FusionLord> awful colors... for sure especially that purple
L77[01:10:05] <tterrag> hm, ok
L78[01:10:14] <Delenas> I like the purple. :<
L79[01:10:25] <Delenas> The world needs more purple.
L80[01:10:35] <FusionLord> not that purple
L81[01:10:54] <Flaeme> I just kinda took the first hex value WA gave for each name (except lightened light blue/darkened blue)
L82[01:11:04] <Flaeme> Which as you can see doesn't match the wool
L83[01:11:05] <FusionLord> lol
L84[01:11:35] <Delenas> The wiki has the exact color codes
L85[01:12:11] <Flaeme> Delenas: well, average from the wool, but I wanted them to be... less random? if that makes sense?
L86[01:12:11] <elan_oots> The purple looks more like the stained purple clay's color
L87[01:12:15] <elan_oots> which is IMO better
L88[01:12:32] <Flaeme> The wool color is kinda all over
L89[01:12:38] <Flaeme> not pure color etc
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L91[01:13:16] <Delenas> http://minecraft.gamepedia.com/Dye <- See data values
L92[01:13:35] <tterrag> Disconsented: I don't know. you need to run a debugger down the rabbit hole on that particular config entry
L93[01:13:43] <tterrag> see what path it's taking to get to EntityPlayer
L94[01:13:49] <tterrag> I suspect it might be the Potion one
L95[01:13:54] <tterrag> but I can't see exactly how
L96[01:14:12] <Disconsented> Okay cool thanks for looking
L97[01:14:16] <Disconsented> Ill start there
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L99[01:14:30] <Delenas> If all else fails, I hear Greek fire is nice. :>
L100[01:15:48] <FusionLord> I keep seeing references to Gree Fire... What is that a reference to?
L101[01:18:28] <Flaeme> I suppose this will do. https://usercontent.irccloud-cdn.com/file/jmBcpD0J/2016-07-01_00.18.03.png
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L103[01:22:59] <Flaeme> I like how it took me an hour or two to get BlockColor working, but then it only took like three minutes to get an ItemColor too because I knew all the problems already :P
L104[01:23:20] <elan_oots> That's what learning is good for
L105[01:24:06] <Flaeme> Now I need names and crafting and technically I have a "complete" mod! Where everything is survival-friendly!
L106[01:27:14] <elan_oots> Protip: Don't get into an infinite debugger loop
L107[01:28:07] <elan_oots> Breakpoint at writeToNBT -> game pauses -> IntelliJ takes control from Minecraft -> Go through breakpoints -> Game is out of focus so it pauses -> writeToNBT is called
L108[01:28:13] <elan_oots> Repeat ad infinitum
L109[01:28:24] <Flaeme> But the interesting bit is that now I can easily expand. The whole framework is set up so that it's easy for me to add more blocks with a different texture and RP makers will have close to full control
L110[01:29:01] <Flaeme> The only thing they can't do is change the tint.
L111[01:29:11] <Delenas> FusionLord, Greek Fire is a hellish substance. It shoots like liquid but burns errything.
L112[01:30:39] <tterrag> and no one knows what it is :p
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L116[01:34:14] <elan_oots> Ok so I have a container that will send a packet to sync if any value changes, but how can I get it to sync when it's created?
L117[01:34:22] <elan_oots> Should I just have it send a packet in the constructor?
L118[01:36:58] <Flaeme> I kinda wanna go to (tweaked) versions of the original colors still. More bright and bold, and remind me of the Anti Block in chisel.
L119[01:37:08] <elan_oots> Do it!
L120[01:37:10] <elan_oots> It'd look great
L121[01:37:22] <Flaeme> Also, any tips on how to do names?
L122[01:37:50] <Flaeme> Like I do not know how to do them at all :P
L123[01:38:04] <Flaeme> And then I can dive into crafting after that.
L124[01:38:07] <elan_oots> What kind of names?
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L126[01:38:52] <Flaeme> elan_oots: localized names, instead of tile.whatever.name
L127[01:38:59] <elan_oots> Oh
L128[01:39:06] <elan_oots> In your assets/modid folder
L129[01:39:10] <elan_oots> Make a folder called lang
L130[01:39:24] <elan_oots> In it make en_US.lang or whatever other language
L131[01:39:27] <Flaeme> Especially with properties/metadata
L132[01:39:55] <elan_oots> Then for every time ingame you see tile.x.name put a new line in the file: tile.x.name=X's name
L133[01:40:23] <elan_oots> For example a line in my en_US.lang is "tile.carbon_fiber_block.name=Carbon Fiber Block"
L134[01:41:24] <Flaeme> how about in my case where I have the 16 colors in the block?
L135[01:41:34] <Flaeme> how do I set names for all of them?
L136[01:41:49] <tterrag> it doesn't matter
L137[01:41:55] <tterrag> a lang file is just a map of key->name
L138[01:42:00] <elan_oots> What do they show up as ingame?
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L140[01:42:11] <tterrag> so whatever unloc name it shows is what it'll translate
L141[01:43:39] <elan_oots> Is MessageContext.side the side that the message was sent on or received on?
L142[01:44:13] <Flaeme> tterrag: in that case, how do I get the unlocalized name to take the meta into account? :P
L143[01:44:25] <tterrag> getUnlocalizedName ?
L144[01:44:33] <elan_oots> What does each block show up as in game?
L145[01:44:37] <tterrag> elan_oots: received
L146[01:44:43] <elan_oots> Ok thanks tterag
L147[01:44:56] <Flaeme> no, how do i make the name reflect the meta in it sorry
L148[01:45:04] <tterrag> same answer :P
L149[01:45:06] <Flaeme> so I can give them different names
L150[01:45:17] <elan_oots> Wait so are all of their unlocalized names the same?
L151[01:45:21] <Flaeme> Oh, I override getUnlocalizedName?
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L153[01:46:12] <Flaeme> tterrag: ^
L154[01:46:40] <tterrag> yes
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L156[01:48:58] <Flaeme> cool, thanks!
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L159[02:00:02] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160701 mappings to Forge Maven.
L160[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160701-1.10.2.zip (mappings = "snapshot_20160701" in build.gradle).
L161[02:00:16] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L173[02:22:55] <Disconsented> Hmm
L174[02:23:04] <Disconsented> okay so, my files are processed fine
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L177[02:26:43] <elan_oots> 3 AM me: If the current progress is less than required, do the thing!
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L180[02:44:43] <FusionLord> I just tried building from Intellij(because ci is failing) and got "Gradle build daemon disappeared unexpectedly (it may have been killed or may have crashed)" The full log again: http://puu.sh/pMnpk/c747879a71.txt
L181[02:48:43] <FusionLord> I also reverted my recient changes and built the reverted changes, and ci had no issues building, the only notable change was the addition of a Capability. https://github.com/FireBall1725/Graves/commit/06b38603b3d4bb21792a5811435ce2b9aa7ba99c
L182[02:49:23] <Tazz> uggh need to rewrite my parser >.<
L183[02:56:09] <sham1> :P
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L185[03:11:43] <Tazz> sham1, it needs it haha
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L189[03:18:04] <Tazz> sham1, did I mention I got parameters and other stuffs working in Eschelle?
L190[03:18:13] <sham1> I think you have
L191[03:18:14] <Tazz> all I need to do is get instance calls working and all should be fine XD
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L194[03:32:58] <Tazz> hey sham1 question?
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L196[03:33:33] <sham1> ?
L197[03:33:41] <sham1> Also, how did that not ping me
L198[03:33:59] <Tazz> XD
L199[03:34:42] <Tazz> should I add something like scala's phaser to Eschelle? where typing a var/val is optional?
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L201[03:35:02] <sham1> I personally would just have them be mandatory
L202[03:35:02] <Tazz> like val x = 100; would resolve to be the same as val x: Long = 100;?
L203[03:35:08] <sham1> Oh
L204[03:35:14] <sham1> You mean type inference
L205[03:35:18] <sham1> Go for it
L206[03:35:21] <Tazz> go for it?
L207[03:35:31] <sham1> Ya
L208[03:35:35] <sham1> TYpe inference is gud
L209[03:35:48] <Tazz> yes I do enjoy it
L210[03:36:01] <Tazz> but I was a little on the fence about it haha
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L217[04:09:50] <MalkContent> playing regrowth, can't craft endoflame.. anyone else encounter this?
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L220[04:10:35] <Kopharex> How can i store a position as a Property?
L221[04:11:05] <masa> where?
L222[04:11:42] <Kopharex> In a block
L223[04:12:01] <Kopharex> A master block's position in a multibloc structure
L224[04:12:08] <Kopharex> multiblock*
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L226[04:13:08] <masa> store it in a TE and add the appropriate (de-)serialization to the read/writeNBT methods
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L228[04:14:40] <MalkContent> assuming it's a classic 3x3 multiblock you could do it implicitly by knowing the blocks visual state (assuming every outer block has it's own). also i have barely touched post 1.8 blocks, so i am probably talking out of my ass :)
L229[04:15:18] <Kopharex> I'd like it to be of dynamic size. Shouldn't I use the new BlockStates though?
L230[04:16:16] <MalkContent> i don't know if they could handle that
L231[04:16:20] * MalkContent out
L232[04:18:28] <tterrag> they can, but not without a TE
L233[04:19:54] <tterrag> blockstates aren't magical storage
L234[04:19:57] <tterrag> it's still just 4 bits of meta
L235[04:20:20] <Kopharex> Ok, got it
L236[04:20:24] <Kopharex> Thanks
L237[04:22:28] <MalkContent> would it be more efficient to have a te for every block of the structure
L238[04:22:48] <MalkContent> or to search the master block everytime it is required?
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L242[04:26:41] <tterrag> depends on how either are implemented
L243[04:26:49] <tterrag> but in general non-ticking TEs are not that expensive
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L246[04:29:56] <Kopharex> By the way, does anyone know of any multiblock tutorial for 1.9.4?
L247[04:30:19] <Kopharex> Or a tutorial about TileEntities?
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L250[04:35:14] <ghz|afk> Kolatra: I don't know a tutorial but I can do a quick guide ;P
L251[04:35:20] *** ghz|afk is now known as gigaherz
L252[04:35:22] <gigaherz> oops
L253[04:35:24] <gigaherz> Kopharex*
L254[04:35:32] <Kolatra> All good. :p
L255[04:35:48] * gigaherz yawns
L256[04:35:51] <Kolatra> A MultiBlock tutorial or documentation would be neat though.
L257[04:35:52] <Kopharex> I'd really be grateful for that giga
L258[04:36:07] <gigaherz> so
L259[04:36:25] <gigaherz> multiblocks as in, structures
L260[04:36:31] <gigaherz> or sub-blocks within one Block class?
L261[04:36:56] <Kopharex> Structures
L262[04:37:00] <gigaherz> okay
L263[04:37:01] <Kopharex> Like Big Reactors
L264[04:37:11] <gigaherz> the #1 key to understand multiblock structures:
L265[04:37:21] <gigaherz> they aren't really one thing,
L266[04:37:33] <gigaherz> but a collection of separate independent blocks&TEs cooperating to act as one
L267[04:37:43] <gigaherz> in the general case
L268[04:37:46] <gigaherz> there's one master TE
L269[04:37:54] <gigaherz> and a set of slave TEs that forward things to the master
L270[04:38:11] <gigaherz> multiblock structures is where the Capability system is the most awesome
L271[04:38:25] <gigaherz> since you con't have to implement interfaces through forwarding each and every call :D
L272[04:38:44] <gigaherz> now, in order to achieve this master-slave relationship
L273[04:38:53] <gigaherz> each block in the structure needs to know their relative position
L274[04:38:56] <gigaherz> so like
L275[04:39:05] <gigaherz> "i'm at -1,+3,-3 relative to the master"
L276[04:39:12] <gigaherz> so that they can find the master later
L277[04:39:55] <gigaherz> if the structure is of a known size, this relative position information also works as a way to be able to choose a model for rendering
L278[04:40:36] <gigaherz> example: http://media-elerium.cursecdn.com/avatars/23/910/635749881226158969.jpeg
L279[04:40:51] <gigaherz> the ones that are at a corner
L280[04:41:01] <gigaherz> (-1,-1,-1), (-1,-1,1) etc
L281[04:41:21] <gigaherz> draw using one model
L282[04:41:29] <gigaherz> and the ones at an edge draw using the redstone bar
L283[04:41:37] <Kopharex> I see
L284[04:41:41] <gigaherz> and on top of that, the ones at the bottom get the base added
L285[04:42:19] <gigaherz> if you have a dynamic structure size
L286[04:42:27] <gigaherz> well then you'll have to keep that information in the master
L287[04:42:27] <gigaherz> ;P
L288[04:42:45] <gigaherz> save the size and the location of the master inside the structure
L289[04:43:00] <gigaherz> (bottom center block is a good choice if you don't have a controller block explicitly)
L290[04:43:28] <gigaherz> then it's all a matter of having some code that detects the structure
L291[04:43:47] <gigaherz> and some code on the structure pieces that can disassemble the structure when they break
L292[04:44:08] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/rift/RiftStructure.java
L293[04:44:11] <gigaherz> in my case I have this class
L294[04:44:48] <gigaherz> there's two arrays there
L295[04:45:04] <gigaherz> for the blocks used before the structure is fully assembled, and the blocks that end up being part of the structure after assembling
L296[04:45:14] <gigaherz> you don't have to follow that system, if you want it variable-size
L297[04:45:22] <gigaherz> that's just an example of what I came up with
L298[04:45:42] <gigaherz> so that's for the multiblock
L299[04:45:52] <gigaherz> working with TileEntities is simple
L300[04:46:14] <gigaherz> all you do is have your Block class override hasTileEntity and createTileEntity -- the versions that are NOT deprecated
L301[04:46:18] *** amadornes[OFF] is now known as amadornes
L302[04:46:19] <gigaherz> and ignore ITileEntityProvider
L303[04:46:34] <gigaherz> and make sure that you did GameREgistry.registerTileEntity also ;P
L304[04:46:47] <gigaherz> then you simply work with the TileEntity classes you have
L305[04:47:34] <Kopharex> Okay, I'll spend the next hour or so checking out Capabilities, Tile Entities and your code.
L306[04:49:47] <MalkContent> would EZ-multiblock make for a good cap?
L307[04:51:25] <gigaherz> there's too many ways to make a multiblock
L308[04:51:54] <gigaherz> if you made an api for it, and made it flexible enough
L309[04:52:01] <gigaherz> it may just be too complex
L310[04:52:16] <gigaherz> if you make it for a specific use case, it may be too specific
L311[04:52:17] <gigaherz> dunno
L312[04:52:24] <gigaherz> You'd have to try
L313[04:52:47] <MalkContent> i mean there'd probably be stages
L314[04:53:18] <MalkContent> cube/cuboid/complex or smth :D idk
L315[04:53:22] <gigaherz> yeah but like: my multiblock structures are facing-agnostic and fixed
L316[04:53:28] <gigaherz> so the code is simple
L317[04:53:34] <gigaherz> I don't have to check if it may be rotated
L318[04:53:39] <MalkContent> i'm just talking crap because i can't figure out why regrowth won't let me craft an endoflame
L319[04:53:47] <MalkContent> this is your fault giga :P
L320[04:53:52] * gigaherz shrugs
L321[04:54:01] <gigaherz> Regrowth changed since I played it
L322[04:54:04] <gigaherz> got a big update
L323[04:54:09] <MalkContent> now I'm finding myself crawling through scripts to see if it got removed somewhere
L324[04:54:16] <MalkContent> or, hopefully, just changed
L325[04:55:00] <MalkContent> well it's not really your fault
L326[04:55:33] <MalkContent> i want the damn endoflame though. bring it back. make botania great again.
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L328[04:57:46] <gigaherz> people are talking about endoflames in the context of regrowth all over the place
L329[04:58:06] <MalkContent> yea. but mostly about using them :/
L330[04:58:29] <MalkContent> haven't found a "o, there's no endoflames" thread yet
L331[04:59:07] <gigaherz> and there's no recipes for it?
L332[05:00:02] <gigaherz> maybe you have to unlock it through the book somehow
L333[05:00:36] <MalkContent> idk. i see it in the book. nei says it's there
L334[05:00:41] <MalkContent> and i can craft other flowers
L335[05:01:26] <gigaherz> dunno all I can say is: follow the book.
L336[05:01:39] <MalkContent> but when i do the endoflame recipe, it doesn't give me the "ok, you can toss the seed now"
L337[05:01:48] <gigaherz> ah
L338[05:01:54] <gigaherz> hmf
L339[05:01:57] <gigaherz> no idea then
L340[05:02:02] <gigaherz> you got a reddit account?
L341[05:02:02] <gigaherz> ;P
L342[05:02:36] <gigaherz> I'm sure if you make a post about it a whole bunch of people will happily tell you how wrong you are
L343[05:02:36] <gigaherz> ;P
L344[05:03:10] <MalkContent> yea
L345[05:03:21] <MalkContent> probably my best bet by now
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L350[05:23:46] <MalkContent> sigh. you know when you got a situation where you don't want to make an error
L351[05:24:07] <MalkContent> and concentrate so you don't mistake a for b, because they are kind of similar
L352[05:24:44] <MalkContent> and then make the error because you doublechecked and were super sure to have it right
L353[05:24:53] <MalkContent> just remembered it wrong in the first place
L354[05:25:09] <MalkContent> turns out the stupid endoflame uses light gray petals. not gray ones.
L355[05:25:16] <gigaherz> heh
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L364[05:54:22] <robedpixel> i can't seem to detect if my player is colliding with a block in the air with isEntityInsideOpaqueBlock()
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L369[06:04:50] *** kroeser|away is now known as kroeser
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L371[06:06:16] <Tazz> shit I broke branching XD
L372[06:06:57] *** Kolatra is now known as Kolatra|away
L373[06:07:20] <sham1> Meanwhile, I try to render a triangle
L374[06:07:29] <sham1> And have my transformation matrix
L375[06:07:44] <Disconsented> Narrowed down the problem, even if not being de/serialised Gson will crash when it encounters mc's block class -_-
L376[06:09:36] <sham1> My problem is that when I apply the matrix to my vertices in my vertex shader, the triangle only shows up every so often instead of every time I launch my thing
L377[06:11:06] <abab9579> sham, what do you mean by 'every so often' and 'launch'?
L378[06:11:24] <sham1> I try to restart my application
L379[06:11:40] <sham1> And my triangle gets actually rendered randomly
L380[06:11:56] <sham1> Like 1 launch I don't get it at all, and the second launch I do get it and so on
L381[06:12:56] <sham1> It's very weird
L382[06:13:19] <abab9579> First, is it Positioning problem or Blending Problem?
L383[06:13:29] <sham1> What do you mean
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L385[06:14:19] <abab9579> Try changing color to (1,1,1,1) on fragment shader.
L386[06:14:23] *** kroeser is now known as kroeser|away
L387[06:14:33] <sham1> Okay
L388[06:14:52] <sham1> Nope
L389[06:14:59] <sham1> Still only renders every so often
L390[06:15:34] <abab9579> Then.. try using fixed position on vertex shader.
L391[06:16:29] <sham1> Umn
L392[06:16:59] <sham1> How would that even work
L393[06:17:01] <abab9579> To check if the problem is the position.
L394[06:17:19] <Disconsented> tterrag|ZZZzzz> In case you were wondering the culprit was the non serialised mc classes, adding the 'transient' keyword resolved this :D
L395[06:17:59] <sham1> It shouldn't be seeing as it does render, but the problem is that it does not always render
L396[06:18:11] <sham1> When it actually does render it has the correct positioning
L397[06:18:38] <Kopharex> should I register Items in a Common Proxy or in a Server Proxy?
L398[06:18:49] <sham1> Preferably outside of a proxy
L399[06:18:57] <sham1> But you could do it in the common one
L400[06:19:17] <Kopharex> Why outside?
L401[06:19:30] <sham1> It's not an operation that you should not do in a proxy
L402[06:19:37] <sham1> that you should do*
L403[06:19:39] <abab9579> Yes, possibility of position problem is very low. But just for certification.
L404[06:19:42] <sham1> Damn it double negative
L405[06:19:42] <gigaherz> Kopharex: yo ucan put it in common
L406[06:19:47] <gigaherz> but there's no need to do it in a proxy at all
L407[06:19:57] <gigaherz> I do all my registrations right there in the @Mod class
L408[06:20:07] <Kopharex> So proxies are just for client specific or server specific code?
L409[06:20:16] <gigaherz> and only use the proxies for things that wouldn't work on the opposite jar
L410[06:20:21] <Kopharex> Common code goes in the mod class?
L411[06:20:30] <gigaherz> such as rendering -- since the rendering classes don't exist on the server, it would crash on load
L412[06:20:37] <gigaherz> the proxy avoids the code fromreferencing those classes directly
L413[06:20:45] <gigaherz> but for registering blocks and items and recipes
L414[06:20:49] <gigaherz> you have to do it on both jars
L415[06:20:55] <gigaherz> since the client also needs to know about them
L416[06:21:04] <gigaherz> so you could do it in a common project superclass
L417[06:21:06] <gigaherz> but why?
L418[06:21:12] <gigaherz> yo ucan just use the @Mod class directly
L419[06:21:27] <gigaherz> and yeah
L420[06:21:33] <gigaherz> I don't even have a Common proxy at all
L421[06:21:36] <gigaherz> I have an interface
L422[06:21:42] <gigaherz> and two implementations: .client.ClientProxy
L423[06:21:48] <abab9579> sham1, is it independent program? Then the GL setup would definitely be needed to resolve this problem.
L424[06:21:49] <gigaherz> and .server.ServerProxy
L425[06:21:54] <Kopharex> Yeah I thought that doing it in the common proxy would be more consistent
L426[06:22:07] <gigaherz> well you CAN
L427[06:22:12] <sham1> Yes it is independent
L428[06:22:13] <gigaherz> if you really want to, there's nothing wrong with it
L429[06:22:27] <gigaherz> it's just not necessary
L430[06:22:47] <abab9579> How did you setup GL?
L431[06:22:49] <Kopharex> Okay, thanks for the info :)
L432[06:22:53] <sham1> Umn
L433[06:22:58] <sham1> Let me just post some code
L434[06:23:09] <abab9579> That'd be great
L435[06:23:48] <sham1> In fact
L436[06:24:11] <sham1> Let me set up a repo real quick
L437[06:26:43] <sham1> https://gitlab.com/sham1/RandomFPS/blob/master/src/main.cpp
L438[06:26:51] <sham1> Here is where I set up the OpenGL stuff
L439[06:27:02] <sham1> Using SDL to handle stuff for me
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L442[06:30:11] <abab9579> Got 404 error with rhe URL.
L443[06:30:26] <sham1> That shouldn't happe
L444[06:30:33] <sham1> Wait
L445[06:30:54] <gigaherz> private repo?
L446[06:30:57] <gigaherz> it asked me to login
L447[06:31:07] <sham1> Yeah
L448[06:31:13] <sham1> For some reason gitlab default to it
L449[06:31:14] <sham1> Try it now
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L451[06:33:54] <sham1> It could be that my Matrix class is borked, but seeing as the transformations do work when the thing renders, I doubt it
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L453[06:36:11] <abab9579> Is it 2d program? If it is, then it would just be z clipping problem.
L454[06:37:14] <sham1> 3d
L455[06:38:01] <abab9579> So depth value is variable..
L456[06:38:50] <sham1> Well, it will be
L457[06:39:05] <sham1> I'm just trying to get these matrices to work before doing anything else
L458[06:40:48] <Tazz> really XD
L459[06:40:56] <Tazz> of all things my constant propagator is what is breaking branching XD
L460[06:42:03] <abab9579> It seems that your depth is always -1, 0 or 1. Is it correct?
L461[06:42:35] <sham1> Yes, all my vertices have the depth of -1
L462[06:42:35] <gigaherz> anyone russian?
L463[06:42:36] <gigaherz> https://twitter.com/wwaibochi/status/748546409184567296
L464[06:42:43] <gigaherz> is this actually readable to russian people? XD
L465[06:43:04] <sham1> When is cursive readable for anyone :P
L466[06:43:30] <gigaherz> well... uhm... you got a point there
L467[06:43:43] <Tazz> wtf
L468[06:43:44] <abab9579> But only depth value between 0 and 1 exclusively are supposed to be rendered.
L469[06:43:57] <Tazz> I know some russian but that is like holy fuckl
L470[06:43:57] <Tazz> XD
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L473[06:44:59] <sham1> I thought that the native device space was [-1, 1]
L474[06:45:10] <sham1> So from -1 to 1 inclusive
L475[06:45:16] <gigaherz> uh you define the actual limits through the near and far planes
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L477[06:45:34] <gigaherz> and those get adjusted to like 0..1 or -1..1 depending on if you use opengl or directx ;P
L478[06:46:29] <abab9579> gigaher.z, far/near settings are reflected on projection matrix on OpenGL.
L479[06:46:40] <sham1> I have no projection matrix yet so I cannot set near and far planes
L480[06:47:11] <gigaherz> abab9579: yes
L481[06:47:12] <gigaherz> same on dx
L482[06:47:16] <gigaherz> after matrix transform
L483[06:47:25] <gigaherz> the coords should be 0..1 or 0..-1
L484[06:47:33] <gigaherz> sham1: uhhh
L485[06:47:42] <gigaherz> you should at least get an orthographic matrix
L486[06:47:59] <sham1> I might as well make a projection matrix then
L487[06:48:06] <gigaherz> for all you know it may choose a random projection matrix if you don't specify one
L488[06:48:07] <gigaherz> XD
L489[06:48:17] <sham1> Would OpenGL do that?
L490[06:48:22] <sham1> Actually, it probably would
L491[06:48:23] <gigaherz> probably not
L492[06:48:28] <gigaherz> but we don't know what the standard is
L493[06:48:38] <gigaherz> it could even change between devices, or between driver versions
L494[06:48:49] <gigaherz> generally the idea is, to be safe, initialize everything.
L495[06:49:22] <abab9579> Yes OpenGL has (-1,1) by default, I was wrong with that.
L496[06:50:05] <abab9579> + Yes it is safer to use projection matrix, as gigaher.z said.
L497[06:50:48] <sham1> All right
L498[06:50:55] <sham1> Time to make a thing that creates one for me
L499[06:51:37] <abab9579> Projection matrix is given to Shader as parameter, so why dont you just apply it?
L500[06:51:51] <abab9579> Then your matrix input will be modelview matrix.
L501[06:52:04] <sham1> Is it?
L502[06:52:36] <abab9579> projectionMatrix * modelViewMatrix * vertex
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L504[06:53:12] <abab9579> This is the default transformation.
L505[06:53:30] <abab9579> You can use your matrix instead of modelViewMatrix.. wait
L506[06:54:03] <abab9579> GLSL 400 does not have projection matrix parameter by default.
L507[06:54:10] <sham1> ye
L508[06:54:53] <gigaherz> not that it matters, you can ignore all the default matrix stuff
L509[06:55:01] <gigaherz> and just provide some custom shader parameters on your own
L510[06:55:06] <gigaherz> a-la DirectX
L511[06:55:21] <sham1> And modern OpenGL
L512[06:55:35] <sham1> Let me write a projection matrix thing real quick
L513[06:55:37] <abab9579> So projection matrix should be gotten by glGet..
L514[06:55:56] <gigaherz> however yo uwould need a vector library for that
L515[06:56:08] <gigaherz> something that can build the matrix and pass it over to the gl shader parameter setter
L516[06:56:25] <sham1> Well, I do happen to have a vector thing
L517[06:56:53] <gigaherz> I used a little one called SVL back in the day
L518[06:58:07] <gigaherz> (Simple Vector Library)
L519[06:58:13] <gigaherz> but there's plenty others
L520[06:58:29] <sham1> I should be using GLM, but NIH
L521[06:58:59] <abab9579> Well its pretty easy to write one by oneself
L522[06:59:05] <sham1> Yeah
L523[06:59:28] <abab9579> If it is not about whole linear algebra
L524[06:59:38] <gigaherz> yeah but writing the createPerspectiveMatrix and createOrthographicMatrix
L525[06:59:41] <gigaherz> are the annoying bits
L526[06:59:41] <sham1> The most I stuggled with when doing my minimalistic math thing was matrix multiplication
L527[06:59:45] <gigaherz> where having a library is good
L528[06:59:46] <gigaherz> ;p
L529[07:00:40] <sham1> Because matrix multiplication
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L536[07:15:10] <sham1> I think I should initialize my matrix data with all zeroes
L537[07:15:13] <sham1> That might also help
L538[07:17:25] <gigaherz> uhh, you should probably initialize with an identity matrix ;P
L539[07:17:39] <sham1> Probably
L540[07:17:59] <sham1> I feel so dumb now
L541[07:18:12] <sham1> My matrix data was garbage because the data was never initialized
L542[07:18:22] <sham1> Only certain parts were actually set to sane values
L543[07:18:26] <sham1> All the others were BS
L544[07:18:27] <gigaherz> lol+
L545[07:18:30] <gigaherz> -+
L546[07:18:51] <sham1> I did say that my Matrix class might have been borked
L547[07:18:57] <sham1> And it was
L548[07:19:14] <sham1> Well, at least I made myself a little projection matrix function
L549[07:20:54] <sham1> Now it works constantly because the matrices are initialized to be all sane
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L554[07:28:16] <sham1> Well, somewhat sane
L555[07:30:25] <Kopharex> What's the meta value in "getItemModelMesher().register(item, meta, location)" for?
L556[07:30:36] <sham1> It is deprecated
L557[07:31:04] <Kopharex> So i can just put a 0 in there and not suffer any consequences?
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L560[07:31:19] <sham1> You don't use it
L561[07:31:53] <Kopharex> Okay
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L563[07:33:34] <Wuppy> that's interesting... when you install the 2k HD mod for skyrim, the game actually becomes uglier
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L565[07:33:42] <Wuppy> found out why, that mod doesn't have normal maps :V
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L578[07:51:16] <PaleoCrafter> Kopharex, just to clarify, sham1 refered to that particular method :P
L579[07:52:26] <PaleoCrafter> you want ModelLoader.setCustomModelResourceLocation
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L581[07:57:40] <gigaherz> side-note: if your item' hasSubTypes is set to true, you DO have to register every single subitem model explicitly
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L597[08:18:00] <MalkContent> what do forestry bees do?
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L600[08:18:53] <sham1> Produce honey
L601[08:18:58] <sham1> And other stuff
L602[08:22:41] <Chais> how can I straight up copy an existing block available in different materials?
L603[08:23:03] <sham1> What do you mean
L604[08:23:12] <Chais> I can't find anything specific in that direction. just on adding entirely new blocks
L605[08:24:03] <Chais> I want to add new doors. so I'd like to extend the BlockDoor class. and for starters a straight copy should be fine. just changing the name or something, but retaining the different materials
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L607[08:25:06] <Chais> and I can't get behind how to register the different materials and init the models
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L609[08:25:26] <sham1> Well your different materials could be properties
L610[08:29:09] <Chais> currently I'm trying to use the same mechanism that MC uses. don't know if that's a good idea though
L611[08:29:26] <sham1> Sheldom is
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L615[08:32:02] <Chais> so the actual material would become an additional constructor parameter?
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L617[08:32:55] <sham1> Maybe
L618[08:32:56] <sham1> Maybe
L619[08:33:27] <gigaherz> Chais: the wonder of programming: there's mroe than one way to achieve the same goal
L620[08:33:27] <gigaherz> ;p
L621[08:33:48] <Chais> but some are better than others
L622[08:33:53] <gigaherz> you can have a generic door
L623[08:34:03] <gigaherz> have multiple instances
L624[08:34:09] <gigaherz> no blockstates or anything
L625[08:34:20] <gigaherz> and just have different textures in the blockstates json file
L626[08:34:29] <gigaherz> OR
L627[08:34:38] <Chais> but how would I make a difference between them
L628[08:34:47] <gigaherz> they are different instances
L629[08:34:50] <Chais> how do I tell the game which texture to use
L630[08:34:53] <gigaherz> YourMod.doorMaterial1
L631[08:34:55] <gigaherz> YourMod.doorMaterial2
L632[08:34:56] <gigaherz> YourMod.doorMaterial3
L633[08:35:03] <gigaherz> you'd have them regitered separately
L634[08:35:07] <gigaherz> with different registry names
L635[08:35:10] <gigaherz> and different unlocalized names
L636[08:35:15] <gigaherz> just they'd reuse the same implementation
L637[08:35:28] <gigaherz> and since the blockstates filename is given by the registry name
L638[08:35:40] <gigaherz> each one would automatically reference a different blockstates file when placed in the ground
L639[08:35:46] <Chais> ah k
L640[08:35:54] <Chais> that's kinda the approach I wanted to go for
L641[08:35:59] <gigaherz> so all the extra work you'd have to do
L642[08:36:02] <gigaherz> is apply for an item model
L643[08:36:08] <gigaherz> with ModelLoader.setCustomMRL
L644[08:36:42] <Chais> can I reuse the mc assets directly or do I have to copy them?
L645[08:36:48] <gigaherz> you'll have to copy
L646[08:36:51] <Chais> ok
L647[08:37:00] <gigaherz> you can point to a vanilla model
L648[08:37:04] <gigaherz> from the blockstates
L649[08:37:12] <gigaherz> but the blockstates json itself -- you'll need to copy
L650[08:37:23] <Chais> I mean the textures
L651[08:37:44] <Chais> duh. the json references them
L652[08:37:50] <Chais> derp
L653[08:39:05] <Chais> but then the registration shouldn't be done in the block's constructor, right? because that would lead to re-registering every type for every instance
L654[08:39:56] <gigaherz> well
L655[08:40:01] <gigaherz> this is how I do my blocks:
L656[08:40:21] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/blocks/BlockRegistered.java
L657[08:40:24] <gigaherz> I have this base class
L658[08:40:29] <gigaherz> which gets the name from constructor
L659[08:40:54] <gigaherz> and then the blocks end up being registered like this:
L660[08:40:54] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/EnderRiftMod.java#L91
L661[08:48:00] <Chais> where do you define the BlockEnderRift class?
L662[08:48:14] <gigaherz> in rift/
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L664[08:48:43] <gigaherz> I'm in the middle of reorganizing the packages ;P
L665[08:51:17] <gigaherz> in fact, I just pushed it ;P
L666[08:51:33] <gigaherz> new links:
L667[08:51:34] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/common/BlockRegistered.java
L668[08:51:54] <gigaherz> hmm ah the other one didn't change
L669[08:51:55] <Chais> link is the same. just the content changed ^^
L670[08:52:09] <gigaherz> the BlockRegistered one did change:
L671[08:52:11] <gigaherz> ;P
L672[08:52:18] <gigaherz> it was un blocks/
L673[08:52:20] <gigaherz> now in common/
L674[08:52:27] <Chais> ah yup
L675[08:52:32] <gigaherz> I reduced the number of packages
L676[08:52:33] <gigaherz> https://github.com/gigaherz/Ender-Rift/tree/master/src/main/java/gigaherz/enderRift
L677[08:52:36] <gigaherz> it's now more manageable
L678[08:53:12] <gigaherz> unified "compatibility" and "integration" into "plugins"
L679[08:53:29] <gigaherz> moved the inventory network into automation/
L680[08:53:47] <gigaherz> moved the rift storage into rift/
L681[08:53:48] <gigaherz> ;p
L682[08:54:59] <Chais> one instance for all materials isn't sensible, is it?
L683[08:55:07] <gigaherz> nope
L684[08:55:16] <gigaherz> you'd need a TileEntity as backing storage for the material
L685[08:55:22] <gigaherz> since you already said the meta bits are full
L686[08:55:30] <gigaherz> it's an option, yes
L687[08:55:37] <Chais> or can I put it in the state?
L688[08:55:46] <gigaherz> the state is only virtual
L689[08:55:53] <gigaherz> it doesn't persist
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L691[08:56:08] <gigaherz> there's 3 sources of data from which the state is built:
L692[08:56:11] <gigaherz> 1. metadata,
L693[08:56:16] <gigaherz> 2. TileEntities,
L694[08:56:22] <gigaherz> 3. neighbouring blocks "context"
L695[08:56:49] <Chais> how does mc do it then?
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L697[08:56:57] <gigaherz> they have one instance per door.
L698[08:57:43] <Chais> ah. and store the material just via the unlocalizedName, right?
L699[08:57:54] <gigaherz> no
L700[08:57:57] <gigaherz> via the registry name
L701[08:58:01] <Chais> or that
L702[08:58:13] <gigaherz> the unlocalized name is ONLY for the translation string when you hold the object as an item
L703[08:58:31] <Chais> but it tends to be the same as the registry name
L704[08:59:01] <gigaherz> yes
L705[08:59:04] <gigaherz> but you shouldn't get confused
L706[08:59:09] <gigaherz> they have different uses
L707[08:59:11] <gigaherz> different semantics
L708[08:59:12] <Chais> yup
L709[08:59:20] <gigaherz> and anyone using unlocalized name for any other purpose than translations
L710[08:59:22] <gigaherz> is doing it wrong
L711[08:59:32] <gigaherz> which sadly happens WAY too often in tutorials and such
L712[09:00:37] <Chais> I can imagine.
L713[09:00:50] <gigaherz> haven't you come across the ugly and horrible
L714[09:01:06] <gigaherz> "GameRegistry.registerBlock(theBlock.getUnlocalizedName().substring(5)"?
L715[09:01:17] <Chais> I don't think so
L716[09:01:29] <KnightMiner> No, please don't remind me
L717[09:01:38] <gigaherz> well
L718[09:01:52] <gigaherz> that's one of the worst "bad examples" that tutorials have an habit to give
L719[09:02:08] <KnightMiner> I have used Minetweaker excessively and it is terrible when people use the unlocalized name there
L720[09:02:09] <gigaherz> also
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L722[09:02:29] <gigaherz> a lot of tutorials don't explain that unlocalized names are NOT domain-aware
L723[09:02:39] <gigaherz> if two mods have "item.rock.name"
L724[09:02:44] <gigaherz> one of them will overwrite the other
L725[09:02:46] <gigaherz> and you can't tell which
L726[09:03:01] <gigaherz> so it's a very important rule to include your modid in the unlocalized names
L727[09:03:32] <Chais> btw I saw you using MODID+registryName, isn't that kinda redundant? I mean doesn't get each mod its own 'namespace' in the form of MODID:
L728[09:03:50] <gigaherz> for registration names, yes
L729[09:03:53] <gigaherz> but NOT for translations
L730[09:03:56] <Chais> ah ok
L731[09:04:03] <gigaherz> which I just mentioned above ;P
L732[09:04:13] <Chais> yea just saw after I sent it ^^
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L734[09:13:40] <Chais> gigaherz: I just noticed that if I ever submitted a pull request to the repo it'd be huge
L735[09:13:52] <Chais> like every single class
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L737[09:16:56] <gigaherz> Chais: wat?
L738[09:17:08] <Chais> you open all your braces on the wrong lines xD
L739[09:17:17] <gigaherz> no I open them on the proper line
L740[09:17:22] <gigaherz> ;p
L741[09:17:37] <gigaherz> having the brace on the next line is better for readability
L742[09:17:44] <Chais> I don't think so
L743[09:17:52] <gigaherz> it helps delimit the block start and end
L744[09:18:01] <gigaherz> without having to look to the right
L745[09:18:38] <Chais> why would you need to? the block starts where indentation starts.
L746[09:18:39] <gigaherz> hoinestly, I prefer them that way because I'm used to it
L747[09:18:43] <gigaherz> from C, C++, and C#
L748[09:18:57] <gigaherz> Java is the only one doing it differently ;P
L749[09:19:11] <Chais> I do it that way on C too :D
L750[09:19:15] <gigaherz> but then after I decided to also use that brace style in Java
L751[09:19:23] <gigaherz> I actually saw a video that epxlained WHY it's better
L752[09:20:14] <sham1> why is it
L753[09:20:21] <gigaherz> I dont' remember the exact reasons
L754[09:20:26] <gigaherz> and I have no idea what the video was
L755[09:20:32] <gigaherz> as I said, I just do it because I'm used to it.
L756[09:20:59] <gigaherz> I remember the video spoke about readability
L757[09:21:06] <gigaherz> things like aligning function arguments
L758[09:21:26] <gigaherz> about how allowing lines to become too long is bad because you never read that far right
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L760[09:21:46] <gigaherz> but there were some reason in favor of having the braces on the next line
L761[09:23:39] <PaleoCrafter> probably that talk by Kevlin Henney?
L762[09:25:22] <gigaherz> https://www.youtube.com/watch?v=oyyFKHpzL0Q
L763[09:25:25] <gigaherz> yeah I think it was this one
L764[09:25:32] <gigaherz> just on another page
L765[09:26:22] <PaleoCrafter> InfoQ
L766[09:26:25] <PaleoCrafter> I usually link it :P
L767[09:26:39] <gigaherz> yep
L768[09:26:39] <gigaherz> https://www.infoq.com/presentations/7-ineffective-coding-habits
L769[09:29:08] <diesieben07> that is a horrible talk :D
L770[09:29:23] <gigaherz> noway
L771[09:29:36] <diesieben07> norway?
L772[09:30:12] <gigaherz> Now, ay
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L774[09:30:18] <plathrop> I've heard a lot of people come up with some very convincing-sounding reasons why their formatting is objectively better, but I remain unconvinced. Formatting doesn't matter all that much outside of being consistent within a given project or group of developers.
L775[09:30:28] <diesieben07> ^
L776[09:30:44] <gigaherz> plathrop: I wholeheartedly agree with consistency being above anything else
L777[09:30:52] <gigaherz> but given the choice, I will always put the opening brace on the next line.
L778[09:31:01] * diesieben07 slaps gigaherz
L779[09:31:18] <plathrop> That's cool, I just won't agree it's objectively better :-)
L780[09:31:25] <plathrop> I actually prefer that style too
L781[09:32:03] <diesieben07> Egyptian Brackets ftw
L782[09:32:05] <plathrop> But I've closed PRs with prejudice at work that reformat code to my preferred style; because it is inconsistent with a large body of established code.
L783[09:32:16] <Chais> sorry I've started this xD
L784[09:32:30] <plathrop> haha
L785[09:32:44] <plathrop> Nah, I got no beef. I just like blathering about style.
L786[09:32:52] <Chais> same :D
L787[09:33:11] <plathrop> Because I used to be a style dictator and then one day I was like "does this actually matter" and realized I didn't believe it did anymore.
L788[09:33:28] <plathrop> Part of me constantly looks for reasons to go back to it, though
L789[09:33:34] <Chais> so to bring us kinda back on topic, I assume ItemBlock creates an item from a block?
L790[09:33:44] <diesieben07> ItemBlock just is the item form ofa block
L791[09:33:49] <diesieben07> a block can ONLY exist placed down in the world
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L793[09:34:01] <diesieben07> if it drops, thats an ItemBlock
L794[09:34:23] <Chais> so I don't need this if I supply the item to a block myself
L795[09:34:39] <Chais> e.g. because it isn't block shaped
L796[09:34:52] <diesieben07> just alter the model for the ItemBlock
L797[09:34:59] <diesieben07> no need for a separate item
L798[09:35:14] <diesieben07> tehn you have a much easier time because you dont have to re-implement all the logic (e.g. placing)
L799[09:35:42] <diesieben07> and if oyu need other custom behavior on the item, just make a custom ItemBlock
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L801[09:38:04] <diesieben07> some people... :O http://www.minecraftforge.net/forum/index.php/topic,39890.msg212093.html#msg212093
L802[09:38:08] <PaleoCrafter> diesieben07, the talk's not just formatting :P
L803[09:38:21] <diesieben07> i know. i watched it, its mostly bullshit :D
L804[09:38:54] ⇨ Joins: Jezza (~Jezza@92.206.5.6)
L805[09:39:27] <masa> private EventPriority phase = null;
L806[09:39:29] <masa> wut
L807[09:39:37] <PaleoCrafter> why would anybody ever use their own handwriting as font
L808[09:39:43] <diesieben07> i have no idea.
L809[09:39:59] <gigaherz> I remember some app from the 90s
L810[09:40:00] <PaleoCrafter> I can't even read mine half the time xD
L811[09:40:09] <diesieben07> probably because they are a narcissist?
L812[09:40:10] <gigaherz> which was supposedto scan your handwriting and convert it into a font
L813[09:40:23] <gigaherz> I'm left-handed
L814[09:40:28] <gigaherz> my handwriting is bad by definition
L815[09:40:29] <gigaherz> ;P
L816[09:40:50] <gigaherz> I'm lazy, which makes it worse, but just being left-handed already puts me on a disadvantage
L817[09:41:05] <sham1> That text
L818[09:41:06] <sham1> My god
L819[09:41:10] <diesieben07> well, in the western LTR world, yes :P
L820[09:41:15] <diesieben07> in RTL you would be in the advantage
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L822[09:41:34] <sham1> Handwriting as a font :O
L823[09:41:35] <sham1> Why
L824[09:42:06] <PaleoCrafter> the real problem is: it ain't monospace
L825[09:42:10] <gigaherz> narcissism.
L826[09:42:17] <gigaherz> if you are using it to write letters
L827[09:42:18] <gigaherz> sure
L828[09:42:28] <gigaherz> if you are using it to make a webcomic, sure
L829[09:42:30] <gigaherz> but for CODING?!
L830[09:42:39] <gigaherz> coding fonts are supposed to be easy to read
L831[09:42:40] <gigaherz> clean
L832[09:42:41] <gigaherz> clear
L833[09:42:45] <gigaherz> monospace
L834[09:42:57] <gigaherz> to reduce the burden on the eyes
L835[09:43:02] <diesieben07> i should send them a screenshot of this chat haha
L836[09:43:06] <gigaherz> and allow for more effective aligning
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L838[09:44:30] <PaleoCrafter> googled "Comic Sans Mono", got this: https://github.com/belluzj/fantasque-sans
L839[09:44:32] <Ordinastie_> diesieben07, omg that font *_*
L840[09:44:34] <PaleoCrafter> actually looks pretty nice
L841[09:47:29] <sham1> You should diesieb
L842[09:49:26] <sham1> Got perspective matrix to work
L843[09:49:32] <sham1> Now to try and make camera to work
L844[09:51:03] <gigaherz> yeah that font is relatively nice
L845[09:51:10] <gigaherz> but it's not REALLY comic sans
L846[09:51:18] <gigaherz> it's more like a lucida/dejavu
L847[09:51:48] <gigaherz> it IS rounder, but it doesn't have the "childish" feel of comic sans
L848[09:52:31] <sham1> Hmm, one has to multiply cameraMatrix * projectionMatrix instead of other way around
L849[09:52:34] <sham1> Interesting
L850[09:53:01] <Chais> sham1: all depends on how you build your projection matrix
L851[09:53:27] <Chais> 3d transformations are very sensitive to order of operations and order of operands
L852[09:53:56] <sham1> Well, the thing is that matrix multiplication that is used in 3d stuff
L853[09:54:22] <sham1> Is not commutative
L854[09:54:30] <sham1> That's why the order matters
L855[09:54:53] <sham1> Eg. A*B =/= B*A
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L857[09:56:30] <gigaherz> there's different kinds of matrices
L858[09:56:34] <gigaherz> row-major, column-major
L859[09:56:38] <gigaherz> they multiply differently
L860[09:57:06] <sham1> Well, if one of the matrices in my example were an identity matrix, then A*B == B*A
L861[09:57:09] <abab9579> Row/Column major..? m>n..?
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L863[09:57:24] <gigaherz> no the idea is what you consider the input of the matrix
L864[09:57:34] <gigaherz> do you input the values from the left, and get a result at the top
L865[09:57:36] <gigaherz> or input on the top
L866[09:57:41] <gigaherz> and get the results on the left?
L867[09:57:46] <gigaherz> (or right)
L868[09:57:47] <abab9579> Ah as transformation.
L869[09:57:55] <gigaherz> or also
L870[09:58:52] <abab9579> Some thought; (Ax)^T=(x^T)(A^T)
L871[09:58:57] <gigaherz> is your vector a row? or a column?
L872[09:59:11] <gigaherz> also
L873[09:59:37] <gigaherz> (A*B)^T = (B^T)*(A^T)
L874[10:00:13] <gigaherz> wait that's the same that you said
L875[10:00:14] <gigaherz> XD
L876[10:00:25] <gigaherz> in the end, it's a matter of how the matrices are built vs how you use them
L877[10:00:29] <Naiten> If choosing MCF verison, do i go for 1.10.2 or just 1.10?
L878[10:00:48] <sham1> Just go to 1.10.2
L879[10:00:55] * Naiten was out of modding for so long
L880[10:01:07] <gigaherz> .2
L881[10:01:12] <gigaherz> there's absolutely no reason to use .0
L882[10:01:26] <gigaherz> the update was too quick
L883[10:01:33] <abab9579> Thats why I like matrices.
L884[10:01:34] <gigaherz> we didn't have time to mark mods as 1.10, that 1.10.2 forge was out
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L887[10:04:08] <gigaherz> also, 1.9.4 mods often work on 1.10.2 without changes
L888[10:04:11] <gigaherz> there's exceptions, ofc
L889[10:04:18] <gigaherz> specially anything with coremods will probably fail
L890[10:04:26] <gigaherz> but all 5 of my mods work just as-is
L891[10:04:28] <gigaherz> same jar
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L893[10:04:57] <gigaherz> OH!
L894[10:05:05] <gigaherz> Curseforge now has 1.10.2 on the list of versions!!
L895[10:05:26] * gigaherz goes update his latest releases
L896[10:09:01] <masa> woooo my new modprototype works
L897[10:09:12] <masa> https://youtu.be/uSpJUt_nUHQ
L898[10:13:13] <PaleoCrafter> needs orientation support :P
L899[10:13:18] <PaleoCrafter> (for the chest, that is)
L900[10:13:23] <masa> yes
L901[10:13:46] <masa> I was actually surprised the chest renders anything...
L902[10:13:53] <masa> aren't they TESRs?
L903[10:14:15] <PaleoCrafter> they are
L904[10:14:23] <sham1> I hope that will not stay long
L905[10:14:38] <sham1> But masa, that's pretty nice prototype
L906[10:15:04] <sham1> I can see it being very useful to builders
L907[10:15:17] <masa> that's the first version that doesn't crash on load, so it works pretty nicely already considering that :D
L908[10:15:25] <kashike> I thought someone else in here, or maybe it was masa too, made the same thing as a prototype already?
L909[10:15:32] <masa> oh?
L910[10:15:43] <masa> hm, well wated effort then? ;D
L911[10:15:46] <masa> +s
L912[10:15:54] <kashike> few months ago someone showed the same thing iirc
L913[10:15:57] <kashike> I'll try to find it
L914[10:16:03] <masa> okay, thanks
L915[10:16:15] <masa> brb...
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L917[10:18:37] <Elucent> i'm trying to render a simple quad in the GameOverlayEvent
L918[10:18:46] <Elucent> but it's not showing up no matter what i've tried
L919[10:18:49] <Elucent> http://pastebin.com/tnBXHDrg
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L926[10:37:45] <kashike> masa: found it
L927[10:37:48] <kashike> 2016-03-27 20:43:52 FusionLord thoughts? https://www.youtube.com/watch?v=EvOtRpxNoQA&feature=youtu.be 1080p60FPS is processing
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L929[10:39:37] <MattDahEpic> will 1.9 mods which work on 1.10.0 work on 1.10.2?
L930[10:39:53] <kashike> more than likely.
L931[10:40:48] <MattDahEpic> and will native 1.10.0 mods work on 1.10.2?
L932[10:41:00] <MattDahEpic> (probably)
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L935[10:43:33] <Flaeme> Ugh, localization is confounding me @.@
L936[10:43:49] <diesieben07> what's confusing about it?
L937[10:44:29] <Flaeme> I have a block, that extends BlockColored, that I need to set names for
L938[10:44:40] <Flaeme> I don't understand how vanilla manages to do it with wool
L939[10:44:57] <Flaeme> I only seem to get a single unlocalized name
L940[10:45:08] <Flaeme> And I shouldn't be doing anything breaking...
L941[10:45:29] <diesieben07> you need a custom ItemBlock
L942[10:45:36] <diesieben07> blocks don't have unlocalized names, only items
L943[10:45:48] <diesieben07> vanilla wool uses ItemCloth
L944[10:46:37] <Flaeme> I... no, blocks do have Unlocalized names, pretty sure? But thanks, I see now what to do I think
L945[10:47:06] <diesieben07> No, they don't :D
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L949[10:47:56] <Flaeme> Then what does Block.setUnlocalizedName do? :P
L950[10:47:58] <Flaeme> >.>
L951[10:48:08] <Flaeme> They clearly exist
L952[10:48:09] <MattDahEpic> sets the name that the item gets
L953[10:48:17] <Flaeme> even if vanilla doesn't use them
L954[10:48:19] <MattDahEpic> look at ItemBlock
L955[10:48:41] <MattDahEpic> it sets it's name to the block's name
L956[10:48:58] <MattDahEpic> the block's name isnt used for display, bu the item's is
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L958[10:49:59] <sham1> Hmm, somehow I managed to make my camera turn when pressing a or d instead of strafing
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L962[10:52:02] <Xilef11> would ticksExisted%rand.nextInt(average_delay)==0 be a sensible thing to check to get a random delay between ticks?
L963[10:58:35] <diesieben07> certainly looks like it, but i am not quite sure :D
L964[10:58:58] <diesieben07> although actually i dont think so
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L966[11:03:25] <Xilef11> my theory was that there is a 1/average_delay chance for that to be true on a given tick
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L969[11:04:37] <diesieben07> the problem with that is i think that there are for example more numbers divisible by 2 than say 7, right?
L970[11:04:59] <Xilef11> yes
L971[11:05:20] <Flaeme> I figured out what I wanted, I was using ItemColored already and just had to call .setSubtypeNames with an appropriate array and then the rest was done for me, yay
L972[11:06:14] <diesieben07> also first of all nextInt can produce 0, which would throw because division by 0
L973[11:06:29] <Xilef11> I guess I could also do ticksExisted==rand.nextint(delay) and reset ticksExisted when it works
L974[11:06:58] <diesieben07> but modifying ticksExisted might not be a good idea
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L977[11:08:25] <Xilef11> well, I can name it otherwise
L978[11:08:48] <MushroomDynamo> Does anyone have a decent explanation for what the "type" is for NBTTagCompound.getTagList(String key, int type)?
L979[11:08:50] <Flaeme> Probably your best bet is doing something like having a nextTick and whenever you tick set nextTick to ticksExisted + ((Int)rand.nextGaussian()*delay)
L980[11:08:57] <diesieben07> just make a 2nd field, set it to rand.nextInt(delay) and count down until you reach 0
L981[11:09:00] <diesieben07> rinse and repeat
L982[11:09:04] <MushroomDynamo> Looking at the source I get that the key is the name of the nbt tag I'm saving data under but I can't figure out what the type is for
L983[11:09:17] <diesieben07> MushroomDynamo, Constants.NBT has all the types
L984[11:09:24] <MushroomDynamo> Thanks! I'll look there
L985[11:09:28] <diesieben07> its the type of nbt tag in the list (e.g. String, Int, etc.)
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L991[11:27:50] <Flaeme> Is it just me or all the displayed bounding boxes too large, at least in 1.10.2?
L992[11:28:59] <Flaeme> It even happens with vanila blocks- you can see the bounding box when looking at the pink wool is drawn too large, overlapping on the green/gray wool and my block below https://usercontent.irccloud-cdn.com/file/HSQFDpZD/2016-07-01_10.26.57.png
L993[11:30:09] <diesieben07> i think that has always been the case hasnt it
L994[11:36:22] <gigaherz> yeah it has always been a tiny little bit on the outside
L995[11:36:26] <gigaherz> so that there's no z-fighting
L996[11:40:31] <gigaherz> Flaeme: the block's unlocalized name is only called by ItemBlock, for when they are in item form
L997[11:40:36] <gigaherz> oops I was scrolled up
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L1005[11:51:18] <elan_oots> Protip: Make sure you actually register your block after you make it
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L1012[12:12:13] <Nitrodev> so modded 1.10 is a ting?
L1013[12:13:11] <Chais> why shouldn't it be?
L1014[12:13:35] <Chais> the 1.9.4 - 1.10 transition seems to be pretty smooth too
L1015[12:16:23] <MushroomDynamo> writing a mod for 1.10.2 right now ^^
L1016[12:18:08] <MushroomDynamo> feels weird to say that, though, that forge is so up to date with vanilla
L1017[12:18:30] <MushroomDynamo> granted that "1.9.4 mods usually work on 1.10 forge" loader stuff is some pretty spooky, if much appreciated magic
L1018[12:19:21] <diesieben07> SRG names are not magic :p
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L1022[12:33:08] <Otho> Hello, is it possible to have a mod working with multiple minecraft/forge versions?
L1023[12:33:45] <sham1> very possible
L1024[12:34:31] <McJty> Well many mods for 1.9.4 work for 1.10. But that's a rare case
L1025[12:34:41] <sham1> Oh, before I forget
L1026[12:34:45] * sham1 slaps McJty
L1027[12:34:57] <sham1> Your tutorial is teaching bad habits
L1028[12:34:59] <McJty> I've seen you do that before. What for exactly?
L1029[12:35:02] <McJty> What part of it?
L1030[12:35:30] <sham1> Well for one, you demonstrate the fact that you can leave out the clientSide and serverSide for @SidedProxy
L1031[12:35:38] <sham1> Thus having them be inner classes
L1032[12:35:59] <sham1> That defeats the point of a proxy
L1033[12:36:43] <McJty> Sorry but I don't get that
L1034[12:37:03] <sham1> Class loading
L1035[12:37:08] <McJty> yes?
L1036[12:37:24] <sham1> If you do stuff in an inner class, it has to load the classes for them
L1037[12:37:49] <sham1> And if you do client-side stuff in the dedicated server, it will crash
L1038[12:37:59] <sham1> Now, lets try to add 2 and 2 together
L1039[12:38:56] <sham1> Are you starting to see the problem
L1040[12:39:23] <McJty> Well yes
L1041[12:39:28] <McJty> But it is a choice you have
L1042[12:39:37] <McJty> You can do that method and *still* have it work on a server correctly
L1043[12:39:54] <McJty> Provided you make sure the client side dependencies are done else where
L1044[12:40:08] <sham1> Indeed
L1045[12:40:08] <gigaherz> [19:33] (Otho): Hello, is it possible to have a mod working with multiple minecraft/forge versions?
L1046[12:40:08] <McJty> In general proxies should not contain a lot of code anyway IMHO
L1047[12:40:18] <gigaherz> some people have tried to make some sort of abstraction layer / coremod
L1048[12:40:23] <gigaherz> that injects the right files based on version
L1049[12:40:28] <gigaherz> but it's an horrible horrible hack
L1050[12:41:00] <gigaherz> 1.8.8 -> 1.8.9, 1.9.4->1.10->1.10.2 are nice cases that don't happen often
L1051[12:42:30] <Otho> gigaherz, didn't like that hack
L1052[12:43:11] <Otho> I am just thinking about keeping the mod updated for 1.7.0 alongside 1.8.9
L1053[12:43:37] <gigaherz> probably not worth it
L1054[12:43:46] <McJty> 1.7.10 should die. 1.8.9 to 1.9.4/1.10 is not a big job so why not make the jump?
L1055[12:43:52] <kashike> ^^^
L1056[12:43:53] <McJty> There is no reason to stay on the older versions IMHO
L1057[12:43:58] <gigaherz> I have been maintaining 1.8.9,1.9 and 1.9.4 for a while
L1058[12:44:04] <gigaherz> but 1.8.9 too, is over
L1059[12:44:09] <sham1> Except if the person is just too stubborn to jump
L1060[12:44:16] <sham1> In which case it is their problem
L1061[12:44:17] <gigaherz> I now only maintain 1.9.4+1.10+1.10.2, which is one jar ;Pç
L1062[12:44:19] <gigaherz> -ç
L1063[12:44:23] <gigaherz> yeah
L1064[12:44:29] <gigaherz> I'd accept PRs for older versiopns
L1065[12:44:34] <Otho> I was curious about the possibility. Don't think it is worth it
L1066[12:44:34] <gigaherz> but not bother writing any code for them
L1067[12:44:59] <McJty> gigaherz, for most of my mods it is also one jar except unfortunatelly for rftools
L1068[12:45:08] <gigaherz> heh
L1069[12:45:14] <gigaherz> what did you do that doesn't transfer?
L1070[12:45:20] <gigaherz> jsut curious what did change
L1071[12:45:32] <McJty> gigaherz, use skeleton.getSkeletonType()
L1072[12:45:35] <McJty> Which changed from int to an enum
L1073[12:45:42] <gigaherz> aha
L1074[12:45:56] <McJty> It is such a minor thing
L1075[12:45:59] <McJty> But it breaks the entire mod
L1076[12:46:04] <gigaherz> yeah, sucks
L1077[12:46:27] <sham1> Well, that's what people get for not having their enums intrinsicly be integers
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L1079[12:46:32] <sham1> \s
L1080[12:46:52] <gigaherz> nah it would still fail
L1081[12:46:55] <McJty> Well it was not my enum :-)
L1082[12:46:56] <gigaherz> since the returned type wouldn't match
L1083[12:47:05] <McJty> and indeed
L1084[12:47:12] <gigaherz> you'd ALSO need dynamic binding
L1085[12:47:21] <sham1> I was more talking about java enums in general, and I did have /s there
L1086[12:47:22] <gigaherz> but then we'd be talking about a different langauge altogether
L1087[12:47:26] <kashike> a way to probably get by that is to get it by reflection. try enum and get ID from it. catch exception and use old method?
L1088[12:47:29] * kashike yawns
L1089[12:47:38] <McJty> kashike, no because it doesn't compile
L1090[12:47:39] <gigaherz> kashike: that requires a rebuild ;p
L1091[12:47:48] <McJty> I mean the enum doesn't exist on 1.9.4
L1092[12:47:58] <sokratis12GR> how I can check if the player was Struck by lightning ?
L1093[12:48:01] <McJty> And on 1.10 the method that returns int doesn't exist
L1094[12:48:14] <sham1> sokratis12GR: have an event handler for damage
L1095[12:48:17] <kashike> "try enum and get ID from it"
L1096[12:48:22] <sham1> Check if the damage type was lightning
L1097[12:48:26] <sokratis12GR> ok
L1098[12:48:27] <sham1> Do what you need to do
L1099[12:48:31] <McJty> kashike, I cannot compile the code to try an enum and get ID from it
L1100[12:48:40] <gigaherz> McJty: you could?
L1101[12:48:42] <kashike> yes you can :P
L1102[12:48:47] <gigaherz> using reflection, that is
L1103[12:48:48] <McJty> Well on 1.10 yes
L1104[12:48:53] <McJty> But how would that code work on 1.9.4?
L1105[12:48:54] <kashike> and 1.9.4
L1106[12:48:58] <gigaherz> oh wait
L1107[12:48:58] <gigaherz> right
L1108[12:49:01] <gigaherz> you need enumType.class
L1109[12:49:03] <McJty> It can't work
L1110[12:49:06] <gigaherz> for querying
L1111[12:49:08] <gigaherz> hmmm
L1112[12:49:09] <sham1> Or Class.forName
L1113[12:49:10] <kashike> class. forname
L1114[12:49:16] <gigaherz> ah ofc
L1115[12:49:21] <kashike> it would work fine
L1116[12:49:22] <gigaherz> Class.forName("EnumType")
L1117[12:49:23] <gigaherz> XD
L1118[12:49:23] <kashike> just ugly
L1119[12:49:29] <gigaherz> fugly
L1120[12:49:35] <sham1> Uglyness is not a bad thing tbh
L1121[12:49:48] <sham1> If it works, it works
L1122[12:50:06] <gigaherz> yeah if it's the ONLY thing preventing it form working on both at the same time
L1123[12:50:10] <gigaherz> it MAY be worth considering ;P
L1124[12:50:22] <McJty> I'm not sure I totally getting the solution though
L1125[12:50:31] <McJty> And making sure it works obfuscated and not
L1126[12:50:39] <sham1> Meanwhile, I am doing some vector mathematics
L1127[12:50:45] <sham1> TO get my camera to work
L1128[12:50:48] <kashike> I'd write it for you if I wasn't in bed
L1129[12:50:52] <sham1> Nah
L1130[12:50:54] <kashike> maybe Gigaherz can explain
L1131[12:51:06] <McJty> Anyway, it is too late now as I actually support the new skeleton type in the 1.10 version
L1132[12:51:09] <sham1> I found a nice piece of documentation about it from msdn of all places
L1133[12:51:12] <McJty> So I would have to do a lot more right now
L1134[12:51:25] <MushroomDynamo> McJty: while you're here: thanks so much for writing those mod tutorials, they really helped me get off the ground with basic Forge stuff ^^
L1135[12:51:31] <McJty> np
L1136[12:51:41] <McJty> But according to sham1 be careful with your sided proxies :-)
L1137[12:51:48] <McJty> I'll add some notes clarifying the dangers of that method
L1138[12:51:58] <sham1> It's for Direct3D but they do explain the matrix in a way that I can apply to OGL
L1139[12:52:01] <sham1> Well
L1140[12:52:11] <gigaherz> actually!
L1141[12:52:14] <Flaeme> How would I add other mods to my dev environment?
L1142[12:52:21] <gigaherz> you don't specify the return type on reflection do you
L1143[12:52:24] <Flaeme> Like if I wanted to optionally use the Chisel API
L1144[12:52:25] <gigaherz> only the input args?
L1145[12:52:28] <kashike> no giga
L1146[12:52:32] <kashike> returns object
L1147[12:52:34] <gigaherz> yeah
L1148[12:52:35] <gigaherz> so
L1149[12:52:41] <McJty> Flaeme, in 1.8.9 or later you just drop the normal mod in your mods folder
L1150[12:52:48] <gigaherz> findMethod("getSkeletonType", ...)
L1151[12:52:52] <McJty> In 1.7.10 you need the deobufscated version
L1152[12:52:53] <gigaherz> method.invoke();
L1153[12:52:56] <sham1> NcJty, what the fuck is this:
L1154[12:52:59] <sham1> http://modwiki.temporal-reality.com/mw/index.php/Render_Block_Basic-1.9
L1155[12:53:06] <sham1> The first code sample
L1156[12:53:16] <McJty> yes?
L1157[12:53:47] <gigaherz> if(result.getClass().getName() == "EnumSkeletonType") number = <getEnumOrdinal>(result)
L1158[12:53:48] <sham1> For one, one should not be using @SideOnly for their own methods
L1159[12:53:56] <gigaherz> else number = (int)result;
L1160[12:54:12] <Tazz> Haha
L1161[12:54:26] <sham1> Second of all, classloading is going to bite the tutorial follower to their arse once their mod is at the dedicated server
L1162[12:54:27] <McJty> sham1, why not exactly? In this case it is clearly client side only
L1163[12:54:35] <McJty> sham1, how so?
L1164[12:54:52] <sham1> It still loads ModelLoader even if the only code using it is @SideOnly[3~
L1165[12:54:54] <Tazz> sham1 lol not sure if it's because I'm on my phone but like that code looks formatted shitty
L1166[12:55:01] <McJty> sham1, this technique I use in all my mods
L1167[12:55:08] <McJty> sham1, including rftools and mods that *are* on servers
L1168[12:55:16] <McJty> Works fine
L1169[12:55:56] <sham1> Unless FML is able to strip away the imports that are only used in @SideOnly blocks, that still is a style that should not be recommended
L1170[12:56:08] <McJty> imports are not a problem
L1171[12:56:12] <McJty> They don't do anything
L1172[12:56:27] <McJty> It is only when you start using and the class has to be loaded that it is a problem
L1173[12:56:33] <McJty> But an import doesn't load classes
L1174[12:56:41] <Tazz> ^^
L1175[12:56:59] <Tazz> Imports are just pseudo statements
L1176[12:57:13] <iari> does anyone knows a good fork of the modular force field system mod?
L1177[12:57:15] <sham1> There still is a reference to a given client class, which will still get loaded
L1178[12:57:18] <iari> or at least a similar one?
L1179[12:57:20] <Tazz> They literally just create entries in a table for reference lookups
L1180[12:57:30] <McJty> sham1, it surely doesn't. Otherwise none of my mods would work on a server
L1181[12:57:32] <Tazz> Actually no sham1
L1182[12:57:38] <sham1> Actually yess
L1183[12:57:48] <Tazz> Classes arent loaded till they are references
L1184[12:58:11] <McJty> http://stackoverflow.com/questions/8619895/when-does-classloader-load-imports
L1185[12:58:12] <Tazz> Imports don't reference classes they just reference qualified names
L1186[12:58:17] <McJty> Exactly
L1187[12:58:25] <gigaherz> McJty: this is what I came up with: https://gist.github.com/gigaherz/100d790c544280cd75035ea86c31e349
L1188[12:58:54] <sham1> I still say that the style here should not be advocated
L1189[12:58:59] <McJty> gigaherz, will that work deobfuscated
L1190[12:59:03] <sham1> Just in case someone forgets the @SideOnly
L1191[12:59:04] <gigaherz> not as-is
L1192[12:59:07] <sham1> When copy-pasting
L1193[12:59:15] <gigaherz> all you need is to provide ReflectionHelper with all the possible names
L1194[12:59:17] <gigaherz> obf and deobf
L1195[12:59:26] <gigaherz> (srg and pretty, I mean)
L1196[12:59:36] <gigaherz> the class name should be constant
L1197[12:59:43] <gigaherz> since they are in the master mcp table
L1198[12:59:47] <gigaherz> rather than the pretty mappings
L1199[12:59:53] <Tazz> McJty rofl I honestly didn't know shit about the jvm class loader
L1200[13:00:05] <Tazz> But I know compilers :D
L1201[13:00:23] <gigaherz> !gm getSkeletonType 1.9.4
L1202[13:00:30] <gigaherz> !gm getSkeletonType 1.10
L1203[13:00:37] <Tazz> Well actually can't say that because like I have dealt with class loading before haja
L1204[13:00:58] <Tazz> But wasn't aware of how imports are handled in the jvm
L1205[13:01:24] <McJty> sham1, actually even the SideOnly is not strictly required. I like to add it to make it clear
L1206[13:01:37] <McJty> But I use Waila interfaces in my code and that even works if Waila is not present
L1207[13:01:43] <McJty> Because nothing is calling those methods
L1208[13:01:54] <Tazz> McJty really?
L1209[13:02:05] <gigaherz> Refresh: https://gist.github.com/gigaherz/100d790c544280cd75035ea86c31e349
L1210[13:02:08] <Tazz> That works? O_o
L1211[13:02:08] <sham1> They are probably called via reflection
L1212[13:02:23] <sham1> By WAILA that is
L1213[13:02:44] <McJty> hold on
L1214[13:02:56] <Tazz> Well you figure the vtable for the class would need the interface at runtime if it was compiled
L1215[13:03:03] <McJty> https://github.com/McJty/RFTools/blob/1.10/src/main/java/mcjty/rftools/blocks/environmental/EnvironmentalControllerBlock.java
L1216[13:03:11] <McJty> There is public List<String> getWailaBody(ItemStack itemStack, List<String> currenttip, IWailaDataAccessor accessor, IWailaConfigHandler config) {
L1217[13:03:11] <McJty> there
L1218[13:03:13] <gigaherz> Tazz: the vtable is built on demand
L1219[13:03:17] <McJty> Which uses IWailaConfigHandler
L1220[13:03:18] <gigaherz> on first reference
L1221[13:03:23] <McJty> There is no @Optional there
L1222[13:03:25] <Tazz> Hmmm interesting
L1223[13:03:33] <gigaherz> so if a type isn't referenced at all
L1224[13:03:35] <McJty> But rftools works without WAILA in the mod list. I know it does. People have done that
L1225[13:03:35] <gigaherz> the class isn't loaded
L1226[13:03:39] <gigaherz> so the dependencies aren't resolved
L1227[13:03:56] <gigaherz> so the Waila plugins
L1228[13:04:02] <gigaherz> since WAILA gets the type as a STRING
L1229[13:04:05] <Tazz> Well yes but I figured since the class was compiled with an interface the interface would be required at runtime
L1230[13:04:07] <gigaherz> rather than as a Class
L1231[13:04:14] <gigaherz> Tazz: ONLY if it's referenced
L1232[13:04:18] <gigaherz> or more accurately
L1233[13:04:21] <gigaherz> only WHEN it's referenced
L1234[13:04:22] <McJty> Tazz, actually my blocks do not implement a Waila interface
L1235[13:04:29] <McJty> They have methods that use Waila api's
L1236[13:04:33] <Tazz> McJty oh haha
L1237[13:04:50] <Tazz> Gigaherz I know XD
L1238[13:04:52] <gigaherz> Tazz: https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/EnderRiftMod.java#L214
L1239[13:04:59] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/plugins/WailaProviders.java
L1240[13:05:05] <gigaherz> this is everything that WAILA involved
L1241[13:05:10] <gigaherz> the providers are separate classes
L1242[13:05:14] <gigaherz> and the other reference is a string
L1243[13:05:18] <gigaherz> so yeah no hard deps
L1244[13:05:28] <Tazz> Well I'm not aware of how waila works
L1245[13:05:31] <gigaherz> JEI is even more awesome
L1246[13:05:32] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/plugins/JEIPlugin.java
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L1248[13:05:47] <gigaherz> it scans for classes with that annotation
L1249[13:05:50] <gigaherz> and instantiates them
L1250[13:05:50] <gigaherz> ;P
L1251[13:06:01] <Tazz> However I was under the assumption a class was being loaded with a missing interface dependency
L1252[13:12:14] <Chais> I'm a bit confused I think I copied all assets from vanilla. I'm loading the model using Item.getItemFromBlock but I get an Exception from the VariantLoader
L1253[13:14:09] <gigaherz> full error text?
L1254[13:15:48] <Chais> Exception loading model for variant magiccastle:acacia_door#facing=west,half=upper,hinge=left,open=false,powered=true for blockstate "magiccastle:acacia_door[facing=west,half=upper,hinge=left,open=false,powered=true]"
L1255[13:15:49] <Chais> net.minecraftforge.client.model.ModelLoaderRegistry$LoaderException: Exception loading model magiccastle:acacia_door#facing=west,half=upper,hinge=left,open=false,powered=true with loader VariantLoader.INSTANCE, skipping
L1256[13:15:58] <Chais> followed by stacktrace
L1257[13:16:25] <McJty> Show your blockstate json
L1258[13:16:57] <Chais> it's the vanilla acacia_door.json
L1259[13:17:24] <McJty> That doesn't have a powered property
L1260[13:17:27] <McJty> So that cannot work
L1261[13:17:50] <Flaeme> I bet when vanilla loads it it ignores powered probably
L1262[13:18:03] <Flaeme> With whatever that thing is called
L1263[13:18:16] <Flaeme> and the door TE changes open depending on powered?
L1264[13:18:24] <Flaeme> IDK whoops
L1265[13:18:36] <Chais> vanilla doors aren't TEs
L1266[13:18:42] <McJty> yes vanilla uses getActualState()
L1267[13:21:01] <Chais> I'm extending BlockDoor so I thought I'd inherit that method
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L1269[13:21:22] <McJty> Not sure
L1270[13:22:14] <Flaeme> You need the thing that lets you ignore an IProperty in your blockstate, I think
L1271[13:22:27] <Flaeme> Like a different state loader or whatever it's called
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L1273[13:24:22] <Flaeme> Hmmmm.
L1274[13:24:34] <Flaeme> I have a feeling I need to somehow fix my build.gradle
L1275[13:24:55] <Flaeme> I've made dependency and source location changes
L1276[13:25:02] <Chais> gigaherz: any idea?
L1277[13:25:04] <Flaeme> and the gradle isn't reflecting that
L1278[13:25:36] <gigaherz> Chais: it's your block ,so you need a blockstates json
L1279[13:25:42] <gigaherz> doesn't matter if you reused a class from vanilla
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L1281[13:25:53] <gigaherz> vanilla hardcodes stuff, but you can't
L1282[13:25:54] <gigaherz> ;p
L1283[13:26:22] <gigaherz> wait I misunderstood I think
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L1285[13:26:28] <gigaherz> did you mean that you copied the vanilla json?
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L1287[13:26:58] <Chais> yup
L1288[13:27:18] <gigaherz> vanilla has a custom state mapper
L1289[13:27:23] <gigaherz> which ignores the powered property
L1290[13:27:33] <gigaherz> this.registerBlockWithStateMapper(Blocks.OAK_DOOR, (new StateMap.Builder()).ignore(new IProperty[] {BlockDoor.POWERED}).build());
L1291[13:27:52] <gigaherz> I don't know how to do the same for a mod block, though
L1292[13:27:54] <Xilef11> it annoys me that World#spawnParticle doesn't work on the server
L1293[13:27:56] <gigaherz> you'll have to ask someone else
L1294[13:31:48] <Xilef11> for the custom state mapper, maybe look at this https://github.com/Xilef11/Runes-of-Wizardry/blob/master/src/main/java/com/zpig333/runesofwizardry/proxy/ClientProxy.java#L84
L1295[13:32:18] <gigaherz> ah, ModelLoader.setCustomStateMapper
L1296[13:32:18] <gigaherz> XD
L1297[13:32:25] <gigaherz> that makes it easy, then
L1298[13:32:31] <gigaherz> sicne he doens't actually need to override anything
L1299[13:32:53] <Chais> so I can just call that during initModel()?
L1300[13:32:57] <Chais> neat
L1301[13:32:58] <gigaherz> ModelLoader.setCustomStateMapper(YOUR_DOOR, (new StateMap.Builder()).ignore(new IProperty[] {BlockDoor.POWERED}).build());
L1302[13:32:59] <gigaherz> yup
L1303[13:33:02] <masa> FusionLord: so that BlockHighLights mod, that isy our showcase of it, right?
L1304[13:33:22] <masa> did you ever finish it? didn't see anything on curseforge at least
L1305[13:33:24] <Chais> actually I'd have been surprised if nobody had tried to leverage that mechanism
L1306[13:34:53] <diesieben07> gigaherz, naughty, ignore is varags
L1307[13:35:06] <gigaherz> diesieben07: that's vanilla
L1308[13:35:11] <diesieben07> Hm?
L1309[13:35:14] <gigaherz> I copied from the Block registry
L1310[13:35:15] <diesieben07> also no need for those bravces
L1311[13:35:22] <diesieben07> well, naughty for copypasta then :P
L1312[13:35:25] <gigaherz> yeah
L1313[13:35:43] <gigaherz> hopefully Chais' IDE will tell him it's redundant
L1314[13:35:43] <gigaherz> ;p
L1315[13:35:57] <Chais> currently trying
L1316[13:36:21] <gigaherz> it also has an unneded opening paren
L1317[13:36:21] <gigaherz> ;P
L1318[13:38:00] <Chais> ModelLoader.setCustomStateMapper(this, new StateMap.Builder().ignore(BlockDoor.POWERED).build());
L1319[13:38:49] <gigaherz> :)
L1320[13:39:05] <gigaherz> I owuldn't have put that code inside the Block class
L1321[13:39:06] <gigaherz> but meh.
L1322[13:39:26] <Chais> the idea is that the block creates its own model
L1323[13:39:31] <Chais> dunno, kinda makes sense to me
L1324[13:39:39] <Chais> but I still get the exception
L1325[13:40:59] <Chais> so, it works like a door, it's untextured in block and item form and it's only one blocko high :D
L1326[13:41:47] <Chais> Imma step out for dinner. later. thanks for all your help gigaherz
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L1330[13:42:49] <Tazz> Ugh I forgot branching still doesn't work >.>
L1331[13:43:00] <Tazz> Stupid constant propagator haha
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L1335[13:47:14] <Xilef11> is there a way to force a TE to update (from the server)? what I'm doing doesn't look super clean... worldObj.notifyBlockUpdate(pos, worldObj.getBlockState(pos), worldObj.getBlockState(pos), 0);
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L1339[13:47:51] <diesieben07> that is fine, it however does not "update the TE".
L1340[13:48:12] <Xilef11> ?
L1341[13:48:45] <Xilef11> it syncs the block and TE to the client right?
L1342[13:49:55] <diesieben07> no, it causes the client to call world.setBlock again
L1343[13:49:58] <diesieben07> which re-renders the block
L1344[13:50:14] <diesieben07> and yes, it re-sends the TE
L1345[13:52:19] <gigaherz> Xilef11:
L1346[13:52:25] <gigaherz> state = world.getBlockState(pos);
L1347[13:52:33] <Xilef11> I preferred when it was world.markBlockForUpdate(BlockPos)
L1348[13:52:34] <gigaherz> world.notifyblockUpdate(pos, state, state, 3);
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L1350[13:52:46] <gigaherz> the "3" doesn't really matter
L1351[13:52:51] <gigaherz> but it's the "correct" value ;p
L1352[13:53:06] <gigaherz> just... dont' call getBlockState twice.
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L1361[14:23:21] <Chais> so it seems ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(this), 0, new ModelResourceLocation(getRegistryName(), "inventory")); is not the correct line for my doors
L1362[14:23:45] <Chais> getting a blockstate location exception
L1363[14:25:04] <diesieben07> what is the error?
L1364[14:25:18] <Chais> Exception loading model for variant magiccastle:wooden_door#inventory for item "magiccastle:wooden_door", blockstate location exception:
L1365[14:25:19] <Chais> net.minecraftforge.client.model.ModelLoaderRegistry$LoaderException: Exception loading model magiccastle:wooden_door#inventory with loader VariantLoader.INSTANCE, skipping
L1366[14:25:40] <diesieben07> show the full log
L1367[14:25:49] <Chais> sec
L1368[14:26:40] <Chais> http://sprunge.us/BVPF
L1369[14:26:51] <Chais> full stacktrace
L1370[14:26:58] <diesieben07> ok now show the blockstate json.
L1371[14:27:10] <Chais> straight copy from vanilla
L1372[14:27:23] <diesieben07> show. it.
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L1374[14:28:02] ⇦ Parts: sokratis12GR|away (kiwiirc@62.221.158.165) ())
L1375[14:28:04] <Chais> http://sprunge.us/EHOA
L1376[14:28:13] <Wuppy> jesus gigaherz I feel for you... 40C
L1377[14:28:26] <diesieben07> ok. so you told it to use variant "inventory".
L1378[14:28:31] <diesieben07> where in that blockstate file do you see that variant?
L1379[14:29:17] <Chais> I have no idea what that parameter does. I've seen it in the examples I've looked at so far and it worked there. can't find any documentation either
L1380[14:29:58] <diesieben07> you see all those variants listed in the blockstate file, yes?
L1381[14:30:05] <Chais> yup
L1382[14:30:11] <diesieben07> thats what the string means
L1383[14:30:13] <diesieben07> it says which to use
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L1385[14:32:10] <Chais> ok. now I have the teensiest little door xD
L1386[14:32:33] <Chais> and if I put another next to it the both pop off and drop vanilla oak doors
L1387[14:34:04] <jrbudda> hi there, installation question: can Forge be installed via a profile json alone?
L1388[14:34:56] <jrbudda> like if I'm making a profile that includes Forge as a library and a download link, is that sufficient? or does the installer do something else besides make a profile and put the jar in libraries?
L1389[14:35:23] <diesieben07> it creates the version json and installs the libraries, thats what you need
L1390[14:35:42] <diesieben07> but it's discouraged to bypass the installer, since the downloads is how forge makes money
L1391[14:35:59] <jrbudda> i did not know that
L1392[14:36:03] <jrbudda> installer downloads?
L1393[14:36:08] <jrbudda> or jar downloads?
L1394[14:36:37] <diesieben07> any download from files.minecraftforge.net goes through adfoc.us
L1395[14:36:47] <diesieben07> unless you use the direct links of course
L1396[14:36:54] <jrbudda> ok so if i make a json that downloads from there?
L1397[14:37:17] <jrbudda> that prolly wouldnt work
L1398[14:37:19] <jrbudda> nvm
L1399[14:37:28] <diesieben07> your json is not a user viewing the ad ;)
L1400[14:37:35] <jrbudda> yea i thought about it
L1401[14:38:21] <Chais> what's against the direct link?
L1402[14:38:47] <diesieben07> the direct link is not a user viewing the ad.
L1403[14:38:48] <sham1> The fact that Lex lives off of Forge, therefore he does need users to see the ads
L1404[14:39:01] <sham1> AFAIK
L1405[14:39:10] <diesieben07> yep.
L1406[14:39:10] <jrbudda> he lives my dream
L1407[14:39:12] *** Jezza|Quiet is now known as Jezza
L1408[14:39:25] <jrbudda> he must get a lot of downloads
L1409[14:39:43] <Chais> living off ad networks that get blocked for being a security risk? nah thanks
L1410[14:40:07] <diesieben07> jrbudda, and lots of downloads = you need to have a big ass server which costs money.
L1411[14:40:07] <sham1> Security risk?
L1412[14:40:29] <Chais> exactly
L1413[14:40:38] <jrbudda> adfloc / adfly doesnt host the files?
L1414[14:40:45] <jrbudda> i never looked into how that works
L1415[14:40:51] <Chais> most ad networks have trouble not delivering malicious ads
L1416[14:40:55] <jrbudda> i should, i bet i could make, like, a whole dollar
L1417[14:41:07] <diesieben07> jrbudda, they are a link shortener that shows ads. thats all
L1418[14:41:09] <Chais> no it's not the hosted files. it's the ads
L1419[14:41:15] <jrbudda> i see
L1420[14:41:27] <jrbudda> is the payout any good?
L1421[14:41:33] <sham1> Depends'
L1422[14:41:58] <diesieben07> http://adfoc.us/payout-rates
L1423[14:43:11] <jrbudda> that seems like not enough to live on, lol
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L1425[14:43:28] <Chais> I love how uMatrix blocks the entire domain xD
L1426[14:43:57] <diesieben07> if you get enough clicks :)
L1427[14:44:22] <diesieben07> forge appparently has terabytes of traffic per day
L1428[14:44:36] <diesieben07> if i remember correctly
L1429[14:44:39] <jrbudda> wow
L1430[14:44:48] <diesieben07> of course that includes the stuff that the installer downloads (ie the libraries)
L1431[14:44:57] <jrbudda> i think I will stick to donations and keeping my day job for now, haha
L1432[14:45:03] <sham1> Patreon
L1433[14:45:09] <sham1> It's really weird here
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L1436[14:45:58] <sham1> Anyway, got my free 3d camera to work
L1437[14:46:04] <sham1> Thank you cosine and sine
L1438[14:46:38] <Chais> sham1: what you up to?
L1439[14:47:22] <sham1> I'm just doing a random 3d thing
L1440[14:49:14] <Chais> 3d can be finnicky. but fun
L1441[14:49:20] <sham1> Ya
L1442[14:49:32] <Chais> but what would you need sin/cos in the camera for?
L1443[14:49:37] <sham1> Strafing
L1444[14:50:02] <Chais> ah, speed?
L1445[14:51:29] <sham1> I pretty much did need trigonometry to be able to strafe as I could strafe before, but it was only along x axis
L1446[14:52:08] <sham1> Which is what I would not classify as strafing
L1447[14:52:24] <Chais> bit of a roundabout way of doing it, but I guess it works
L1448[14:52:29] <sham1> ye
L1449[14:53:24] <Chais> I'd probably go for translating the camera within its own coordinate system, calculate the new world position and undo the translation in the local CS
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L1452[15:00:55] <gigaherz> [21:28] (Wuppy): jesus gigaherz I feel for you... 40C
L1453[15:00:56] <gigaherz> not here
L1454[15:01:04] <gigaherz> we erached osmething like 33C
L1455[15:01:06] <gigaherz> reached*
L1456[15:01:13] <gigaherz> I did have to turn on the AC, though
L1457[15:01:16] <gigaherz> first time this year
L1458[15:01:32] <Chais> so how do I get my door to actually be two blocks high? I suspected BlockDoor.canPlaceBlockAt() to take care of that, but apparently it doesn't
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L1460[15:01:45] <gigaherz> uh no
L1461[15:01:48] <gigaherz> check your Item
L1462[15:01:50] <gigaherz> when you place one
L1463[15:01:52] <gigaherz> it has to place both
L1464[15:02:01] <gigaherz> check ItemDoor
L1465[15:02:15] <gigaherz> it has a public static placeDoor
L1466[15:02:17] <gigaherz> that you could use
L1467[15:02:54] <Chais> ah, so my item creation is off. so Item.GetItemFromBlock(this) is not the way to go
L1468[15:03:11] <gigaherz> that has nothing to do
L1469[15:03:27] <gigaherz> at some point you register an ItemBlock for it, right?
L1470[15:03:31] <Chais> yup
L1471[15:03:37] <gigaherz> rather than using a generic one
L1472[15:03:43] <gigaherz> create your own ItemBlockDoor or something
L1473[15:03:51] <Chais> currently I'm doing new ItemBlock(this)
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L1475[15:03:56] <gigaherz> and copy over the onItemUse from the ItemDoor
L1476[15:03:57] <gigaherz> ;p
L1477[15:12:37] <Wuppy> gigaherz, better than the dutch summer though, so far it's been around 18C and raining :V
L1478[15:12:54] <sham1> Dutch summer
L1479[15:12:57] <sham1> What's that
L1480[15:13:05] <Wuppy> today there's this festival which had to be downscaled massively thanks to the rain
L1481[15:13:17] <Wuppy> and tomorrow at the festivla I'm going to I expect a lot of mud :<
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L1483[15:13:32] <Chais> I thought that's what festivals are about oO
L1484[15:13:45] *** AEnterprise is now known as AEnterpriseAFK
L1485[15:13:49] <Chais> haven't been at one that wasn't at least partly mud
L1486[15:15:53] <Wuppy> then you've been to festivals at bad times
L1487[15:15:55] <Wuppy> or bad festivals
L1488[15:16:46] <Tazz> hey Wuppy
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L1490[15:16:58] <Wuppy> hello Tazz :)
L1491[15:17:09] <Tazz> hows you Wuppy ?
L1492[15:17:20] <Wuppy> finally have my summer vacation :D
L1493[15:17:38] <Wuppy> also, I have a Duvel now :)
L1494[15:17:39] <Tazz> Wuppy, cool
L1495[15:18:03] <Tazz> XD
L1496[15:18:26] <Wuppy> and as we all know, belgian beer is great beer
L1497[15:20:21] <Wuppy> although I've got to say, Duvel isn't one of their better ones
L1498[15:20:27] <Tazz> XD
L1499[15:20:55] <Tazz> gah I came home to eat and I still havent done that XD
L1500[15:21:04] <Chais> do items and blocks have separate registries?
L1501[15:21:18] <Tazz> Chais, what minecraft version
L1502[15:21:23] <Chais> 1.9.4
L1503[15:21:28] <Ordinastie_> yes
L1504[15:21:29] <Tazz> yes
L1505[15:21:32] <Chais> k
L1506[15:21:55] <Wuppy> I like how Duvel is pretty much one of the most popular beers yet there's tons I can name which are better
L1507[15:22:19] * Tazz doesnt like beer
L1508[15:22:25] <Tazz> I prefer liquor
L1509[15:22:26] <Tazz> XD
L1510[15:22:30] <Chais> Wuppy: popular doesn't mean good
L1511[15:22:35] <Wuppy> funnily enough, Filou is a clone of Duvel, and it's much better :P
L1512[15:22:43] <Wuppy> Chais, this gets a 95/100 rating on average
L1513[15:23:28] <Chais> Bavaria's most popular beer by bottles sold is Öttinger. The best is probably from some small brewery nobody has ever heard of ^^
L1514[15:24:27] <Chais> basically, if they wanna sell their stuff they have to make it appeal to the masses. and the common ground for taste is relatively small
L1515[15:24:29] <Wuppy> Chais, Duvel is also a special beer, the most drank beer here is probabely heineken which is shit
L1516[15:24:37] <Chais> it is ^^
L1517[15:24:47] <Wuppy> also, I thought you said Bavaria as a beer brand there, which is also shit
L1518[15:25:00] <Wuppy> (bad, cheap dutch beer)
L1519[15:25:16] <Chais> no. Öttinger is bad cheap bavarian beer ^^
L1520[15:25:47] <Wuppy> http://www.centerhoreca.nl/assets/gallery/15/477.jpg
L1521[15:25:55] <Wuppy> I mean this image says it all
L1522[15:26:08] <Wuppy> if you google the brand, the top result is beer in cans which is literally the worst way to drink beer :P
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L1525[15:26:54] <Chais> which is why I barely drink any beer atm
L1526[15:27:04] <Wuppy> why?
L1527[15:27:14] <Chais> most beer where is live comes in cans
L1528[15:27:22] <Chais> bottles are rather hard to come by
L1529[15:27:32] <Wuppy> :(
L1530[15:27:34] <Chais> also I've grown spoiled xD
L1531[15:27:37] <Wuppy> go to a special beer store
L1532[15:27:54] <Wuppy> and order some Filou, Kasteel or La Trappe beer
L1533[15:28:04] <Chais> La Trappe I know, I think
L1534[15:28:21] <Wuppy> or Leffe or Texels beer
L1535[15:28:34] <Chais> Duvel I've tried too I think. Leffe too
L1536[15:29:34] <Wuppy> duvel isn't too great
L1537[15:29:37] <Wuppy> leffe is
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L1541[15:34:40] <Chais> if you're into craft beer I can wholeheartedly recommend the brews of http://www.camba-bavaria.de/
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L1543[15:35:27] <Wuppy> they make 50 differnet beers themselves?
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L1546[15:37:02] <Wuppy> Camba Lechte Weisse looks & sounds awesome :)
L1547[15:37:11] <Wuppy> I'll keep my eye out for this brand.. doubt I'll find it though
L1548[15:40:55] <Wuppy> damn this is one strong beer though...
L1549[15:44:11] <LexManos> !gm renderLagometer
L1550[15:44:43] <Chais> I was at a tasting there once. awesome stuff. the coffee stout was fun
L1551[15:45:17] <Wuppy> oeh if you like beer that tastes somewhat like coffee, get the best beer I've ever had: Kasteel barista chocolate quad
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L1553[15:45:38] <Wuppy> we drank that with about 20 people, over 50% considered it the best beer ever
L1554[15:45:44] <Wuppy> so uhhh... it's pretty good :P
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L1556[15:48:50] <Chais> I'll try to keep it in mind
L1557[16:00:40] <Chais> seems items and blocks share a registry in 1.9.4
L1558[16:00:55] <Chais> java.lang.IllegalStateException: Attempted to set registry name with existing registry name!
L1559[16:01:28] <Ordinastie_> no they don't
L1560[16:02:42] <Chais> why the exception then?
L1561[16:02:58] <Ordinastie_> the exception tells you exactly what happens
L1562[16:03:17] <Ordinastie_> also, you should have a stacktrace that tells you what it originated from
L1563[16:08:07] <Chais> I'm trying to register a custom item instead of an ItemBlock
L1564[16:08:20] <Ordinastie_> what does the exception tell you ?
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L1566[16:09:43] <Chais> http://sprunge.us/Ifhj
L1567[16:10:02] <Ordinastie_> -_-
L1568[16:10:13] <Ordinastie_> I'm asking you
L1569[16:10:19] <Chais> ah
L1570[16:10:54] <Chais> it tells me that I'm trying to register a new something to an already existing registry name
L1571[16:11:10] <Ordinastie_> not exactly
L1572[16:11:35] <Ordinastie_> it doesn't say register
L1573[16:11:38] <Ordinastie_> it says "set registry name"
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L1575[16:13:50] <masa> someone who is better with rendering stuff, just out of curiosity: would the "placement preview" mod be feasible in 1.7.10, ie. before the models? I guess you could render the actual block at least... but would it be possible to do a wire frame model without having access to the model quads/vertice data?
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L1577[16:14:27] <Ordinastie_> would probably be easier and look better to not be wireframe, but just alpha'd out
L1578[16:14:29] <Ordinastie_> but yes
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L1580[16:14:31] <Ordinastie_> it's doable
L1581[16:14:36] <diesieben07> you could make a custom tessellator and grab the vertices that way
L1582[16:14:45] <masa> the person whu was asking for this mod is still in 1.7.10 and was hoping for it there, but I'm certainly not touching anything before 1.9.4 anymore...
L1583[16:14:58] <masa> hmm, okay
L1584[16:15:52] <masa> well I'm going to add wire frame as a second option, but the actual models will be the other option
L1585[16:16:13] <masa> but I don't really know how to render the models as translucent...
L1586[16:16:44] <Ordinastie_> just set the blendfunc and alpha
L1587[16:16:44] * masa sucks in general at rendering things
L1588[16:17:47] <kashike> masa: dis you see my ping above a few hours ago?
L1589[16:17:50] <Fredi100> Hey, i am trying to release my first mod, but when i try to build it, it cant transfer the mcmod.info file. I googled a bit so i think the problem is probably something with my build file and the mcmod.info not beeing consistent but i cant find the exact problem
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L1591[16:20:03] <masa> kashike: yep I saw it... I didn't find it on curseforge so I don't know if he abandoned it?
L1592[16:20:59] <jrbudda> can anyone point me in the direction of some kind of documentation for the version json contents?
L1593[16:21:03] <kashike> masa: well the person is in here, you may be able to poke and see if you're curious :P
L1594[16:21:33] <masa> I pinged him but no response so far...
L1595[16:22:17] <masa> Fredi100: here is one of my build files https://github.com/maruohon/minihud/blob/master/build.gradle#L91-L102
L1596[16:22:35] <masa> and the mcmod.info is in src/main/resources
L1597[16:22:59] <Fredi100> build.gradle: http://pastebin.com/FRh3z5ck mcmod.info: http://pastebin.com/ELqLAtEx stacktrace: http://pastebin.com/Ggfd80Fg
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L1599[16:24:09] <masa> jrbudda: https://git.io/vr5QZ
L1600[16:24:46] <masa> and an example: https://github.com/maruohon/minihud/blob/master/update.json
L1601[16:25:14] <jrbudda> oh, i guess i mean regular launcher jsons
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L1603[16:25:48] <jrbudda> with libraries and things
L1604[16:26:07] <Chais> Ordinastie_: I'm at a loss. I'm trying to set a custom item for my door. usually, for a normal block I'd call GameRegistry.register(new ItemBlock(this), getRegistryName());
L1605[16:26:26] <masa> Fredi100: Caused by: groovy.lang.MissingPropertyException: No such property: modid for class: SimpleTemplateScript1
L1606[16:26:31] <masa> maybe that one?
L1607[16:26:40] <Ordinastie_> you set the registry name twice, that's plain english
L1608[16:26:47] <Chais> since that won't work as intended I tried GameRegistry.register(new ItemMagicDoor(this, registryName), getRegistryName()); which gives me the exception
L1609[16:27:00] <Chais> that's what I said, isn't it?
L1610[16:27:06] <Chais> and normally it works, too
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L1612[16:27:48] <diesieben07> Chais, i assume the ItemMagicDoor constructor calls setRegistryName?
L1613[16:27:53] <Fredi100> masa: I found it, i though i could do this "modid": "${modid}" in my mcmod.info
L1614[16:28:11] <Chais> positive
L1615[16:28:16] <diesieben07> there is your issue
L1616[16:28:24] <diesieben07> look at what the 2 arg register method does.
L1617[16:29:40] <masa> Fredi100: well you need to assign the modid variable then too
L1618[16:30:13] <Chais> so if I want to register the item and block separately, how do I link them?
L1619[16:30:33] <diesieben07> set the registry name of the item to the one of the block.
L1620[16:30:53] <Chais> and drop the second call to .register?
L1621[16:31:09] <diesieben07> no.
L1622[16:31:12] <diesieben07> you need to register both.
L1623[16:31:30] <diesieben07> but don't call setRegistryName twice on the same object
L1624[16:31:59] <jrbudda> i found this but it's missing a lot http://wiki.vg/Game_files
L1625[16:32:12] <masa> Chais: https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/setup/EnderUtilitiesBlocks.java#L157
L1626[16:34:03] <kashike> interesting code style
L1627[16:34:06] <kashike> isDisabled == false
L1628[16:39:31] <Chais> diesieben07: sure I need both. but separately. If I got that right .register(new ItemBlock(this), getRegistryName()) registers a new item autogenerated from the block and registers it to the name of the block
L1629[16:39:54] <diesieben07> No.
L1630[16:40:05] <diesieben07> it calls setRegistryName on the first argument with the 2nd argument
L1631[16:40:09] <diesieben07> then it calls register(first arg)
L1632[16:40:55] <Chais> yes. and new ItemBlock(this) creates the item from the existing block
L1633[16:41:01] <diesieben07> yes.
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L1635[16:42:10] <Chais> currently I'm calling .register(this) and then .register(new ItemMagicDoor(...)...
L1636[16:42:30] <Chais> so I need to drop the second call, since the ctor of ItemMagicDoor already takes care of it
L1637[16:42:40] <diesieben07> does it call register(this)?
L1638[16:42:47] <Chais> yes
L1639[16:42:55] <diesieben07> then yes you need to drop that
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L1641[16:44:28] <masa> oh wow, I never even knew that the door hinge position on the placed doors depends on which "edge" on the block you are pointing at :o
L1642[16:45:02] <masa> in other words, yay, my placement preview mod now handles doors correctly too :p
L1643[16:47:28] <Chais> now I'm getting an exception from the initModel(). Assume I need to replace Item.getItemFromBlock(this) by something more appropriate?
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L1645[16:47:56] <diesieben07> what exception? what is your code?
L1646[16:48:05] <Chais> sec
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L1648[16:50:48] <Chais> ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(this), 0, new ModelResourceLocation(getRegistryName(), "facing=east,half=lower,hinge=left,open=false"));
L1649[16:51:12] <Chais> getting a NPE
L1650[16:51:33] <diesieben07> and you are positive you are creating and registering the item?
L1651[16:51:52] <masa> wait is that in your block class?
L1652[16:52:11] <masa> what order are you registering stuff in?
L1653[16:52:22] <Chais> blocks first, then items
L1654[16:52:28] <masa> should be block, item, model for that
L1655[16:52:42] <diesieben07> show where you register your item.
L1656[16:53:12] <Chais> sec
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L1658[16:55:32] <Chais> @Mod class https://gist.github.com/Chais/77eb8a55d611da31fcd8da31ec292f01
L1659[16:55:57] <diesieben07> and ModBlocks / ModItems?
L1660[16:56:23] <Chais> ModBlocks: https://gist.github.com/Chais/f5a478467afab9b0274f13a4cc7f685c ModItems: https://gist.github.com/Chais/32b186c4790a4dd012919c3c7f4fdad6
L1661[16:56:50] <diesieben07> ItemMagicDoor?
L1662[16:57:34] <Chais> BlockMagicDoor: https://gist.github.com/Chais/b60b5c20c06f4424734973c5a22dff52 ItemMagicDoor: https://gist.github.com/Chais/ac24a18493e4a457c02de31ab3b7168d
L1663[16:59:17] <diesieben07> ok its not the doors, they are fine.
L1664[16:59:32] <Chais> so the item?
L1665[16:59:45] <diesieben07> no its one of the non-door items
L1666[16:59:50] <diesieben07> ehh blocks
L1667[17:00:03] <Chais> they worked fine before oO
L1668[17:00:16] <diesieben07> where EXACTLY are you gettin gthe NPE
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L1670[17:01:22] <Chais> from setCustomMRL called from BlockMagicDoor:46
L1671[17:01:33] <diesieben07> post the stacktrace.
L1672[17:02:11] <Chais> https://gist.github.com/Chais/1b84123cb5106a5eeacae56596c60b55
L1673[17:04:25] <Chais> Idea tells me that Item.getItemFromBlock(this) might be null. but it always has done that
L1674[17:05:29] <diesieben07> yeah this should not be possible.
L1675[17:08:12] <Chais> so Item.getItemFromBlock is principally the right thing to call?
L1676[17:08:19] <diesieben07> yes
L1677[17:08:31] <Chais> huh...
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L1680[17:10:14] <diesieben07> if you had a git repo i would debug this for you...
L1681[17:10:42] <Chais> havne't for this. also I wanna learn it ^^
L1682[17:11:14] <diesieben07> well, put breakpoints everywhere, see whats happening :D
L1683[17:11:20] <Chais> on it
L1684[17:12:50] <Chais> but the break on exception is so not helpful... doesn't even contain my classes at all
L1685[17:18:35] <Chais> so I put a break on that line
L1686[17:18:50] <Chais> this is not null. yet Item.getItemFromBlock(this) returns null
L1687[17:19:14] <diesieben07> does ForgeRegistries.ITEM contain your item?
L1688[17:19:20] <diesieben07> actually
L1689[17:19:32] <diesieben07> just step into getItemFromBlock and check why it returns null
L1690[17:19:55] <Chais> on exactly that. where would I find ForgeRegistries.ITEM?
L1691[17:20:13] <diesieben07> that question makes no sense :D
L1692[17:20:36] <tterrag|ZZZzzz> Item.REGISTRY
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L1694[17:22:02] <diesieben07> same deal
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L1698[17:24:04] <LexMobile> Same deal but you should use forge registries as it had the clean modder facing api
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L1702[17:25:04] <Chais> BLOCK_TO_ITEM doesn't seem to contain it
L1703[17:25:28] <Chais> it contains my datablock though
L1704[17:26:23] <diesieben07> verify that absolutely the registry name is exactly the same
L1705[17:27:16] <diesieben07> actually that is irrelevant.
L1706[17:27:27] <Chais> ForgeRegistries.ITEMS?
L1707[17:27:48] <Chais> has it oO
L1708[17:27:51] <diesieben07> god i just noticed it...
L1709[17:27:55] <diesieben07> your item is not an ItemBlock
L1710[17:27:57] <diesieben07> -_-
L1711[17:28:14] <Chais> that is very true
L1712[17:28:28] <diesieben07> then it has NO connection to your Block.
L1713[17:28:31] <diesieben07> why is it not?
L1714[17:29:00] <Chais> because the vanilla doors are that way, I guess
L1715[17:29:10] <Ordinastie_> diesieben07, it doesn't have to be a ItemBlock
L1716[17:29:19] <diesieben07> for getItemFromblock to work: yes.
L1717[17:29:23] <Chais> ^
L1718[17:29:57] <Ordinastie_> does it though ?
L1719[17:30:23] <diesieben07> yes. See GameData.ItemCallbacks
L1720[17:31:06] <Ordinastie_> wtf ?
L1721[17:31:14] <diesieben07> ???
L1722[17:31:29] <Ordinastie_> why is there that instanceof check in the first place? ôO
L1723[17:31:39] <diesieben07> how would it work otherwise?
L1724[17:32:41] <Chais> can I get the item via the registry name somehow?
L1725[17:32:48] <diesieben07> just use the constants in your ModItems class?
L1726[17:33:19] <Chais> but then I'd have to tell initModel() for which variant I'm currently calling it
L1727[17:33:34] <Ordinastie_> well, I'm not sure where the callback is called from, but maybe have a different way to get the matching block I guess
L1728[17:33:41] <diesieben07> you can use ForgeRegistries.ITEMS.getValue(<registry name>)
L1729[17:33:43] <LexMobile> Name isnt reliable as there are some vanilla ones that are not synced
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L1731[17:34:52] <Chais> currently using Item.getByNameOrId(getRegistryName().toString()) which works-ish
L1732[17:35:07] <Chais> my wooden door item has the texture of an open door :D
L1733[17:35:08] <diesieben07> oh god.
L1734[17:35:27] <Chais> what
L1735[17:35:33] <diesieben07> that is a horrible method
L1736[17:35:37] <Zaggy1024> indeed
L1737[17:35:39] <Chais> why
L1738[17:35:49] <Zaggy1024> ID meaning integer
L1739[17:35:53] <LexMobile> Dont use that function
L1740[17:35:54] <Zaggy1024> so it's parsing an string to an integer
L1741[17:35:55] <diesieben07> it takes a string for a start.
L1742[17:36:00] <diesieben07> ForgeRegistries.ITEMS.getValue(<registry name>)
L1743[17:36:02] <diesieben07> use that.
L1744[17:36:06] <Chais> Zaggy1024: name or ID
L1745[17:36:18] <Zaggy1024> erm
L1746[17:36:19] <Zaggy1024> what?
L1747[17:36:37] <Chais> it takes a string
L1748[17:36:40] <Chais> not an int
L1749[17:36:43] <Zaggy1024> yeah?
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L1751[17:36:54] <LexMobile> When fucking with registries
L1752[17:36:54] <Zaggy1024> it parses the string to an int if it comes up with nothing using the name
L1753[17:37:03] <LexMobile> DO NOT use vanilla shit
L1754[17:37:08] <Zaggy1024> and you shouldn't be using a string anyway, you should always use ResourceLocation
L1755[17:37:14] <LexMobile> Use ForgeRegistries and GameRegistry
L1756[17:37:31] <diesieben07> while you're here and we're talking about registries, lex would you be fine with a PR that adds ByteBufUtils.write/readRegistryEntry and uses the ID?
L1757[17:37:46] <diesieben07> so that the transfer can be efficient wiithout mods having to deal with IDs
L1758[17:38:12] <LexMobile> I was thinking about that. Itd have to do registry type and id
L1759[17:38:43] <diesieben07> or we could do read(IForgeRegistry)
L1760[17:39:04] <LexMobile> Maybe
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L1764[17:46:41] <Chais> lol xD works flawlessly http://imgur.com/U6YVeI8
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L1766[17:48:24] <Chais> now it's json debugging I guess
L1767[17:48:40] <diesieben07> i dont think that is a json problem
L1768[17:49:23] <Chais> but?
L1769[17:49:49] <diesieben07> something in your block? idk
L1770[17:50:19] <Chais> I'd suspect it wouldn't work for some blocks then. It'd be broken all the way
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L1772[17:51:57] <gudenau> Hello!
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L1774[17:52:27] <gudenau> I am looking at the beacon code, and it does not appear as though I can make my own blocks change it's color. Am I mistaken?
L1775[17:54:20] <diesieben07> you are not.
L1776[17:54:57] <Chais> without having looked at it, I'd suspect they could if you extend on BlockStainedGlass
L1777[17:55:10] <diesieben07> nope.
L1778[17:55:19] <masa> change colour how?
L1779[17:55:37] <Chais> if you put stained glass above a beacon its beam changes colour
L1780[17:55:50] <masa> oh right the beam
L1781[17:56:51] <masa> still that question was a bit vague
L1782[17:59:34] <Chais> diesieben07: why not? updateSegmentColors() checks for blocks in the beam and if they're stained glass adopts their colour
L1783[17:59:59] <diesieben07> it checks for Blocks.STAINED_GLASS
L1784[17:59:59] <Chais> and Block derived from BlockStainedGlass should inherit that treatment
L1785[18:00:21] <Chais> ah true
L1786[18:00:37] <Chais> so basically checks for the known instance
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L1790[18:03:50] <Chais> well, getting late here. thank you folks for your help and patience. I'll be back tomorrow and probably require more of it ;)
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L1797[18:24:25] <masa> oooh, derp, only now I understood the question, haha
L1798[18:24:51] <masa> I thought he was trying to make his block change its color in some way
L1799[18:25:08] <masa> and just checking the beacon for some examples
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L1801[18:27:05] <masa> yay, once again blindly copy pasting rendering code from vanilla seems to have worked ;D
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L1803[18:27:34] <masa> I now have TESR blocks also rendering in the preview
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L1805[18:28:52] <tterrag> it would be a decent place for an event
L1806[18:28:57] <tterrag> or something else, along the lines of IBlockColor
L1807[18:29:04] <tterrag> the beacon coloring, that is
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L1810[18:36:12] <b0bst3r> quick question to anyone, playing 1.10.2 and have automatic step up blocks, can't find a mod that's doing it, is this a MC default now?
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L1812[18:36:31] <tterrag> yes, it's called auto jump
L1813[18:36:55] <Ferdz_TheWeeb> Is there a way to force update a block with it's TE? markDirty doesn't seem to cut it.
L1814[18:37:01] <b0bst3r> any way to turn it off it's annoying
L1815[18:37:24] <diesieben07> Ferdz_TheWeeb, define "update".
L1816[18:37:30] <diesieben07> b0bst3r, yes in the options i think
L1817[18:37:32] <TehNut> Options > Controls > Toggle at the top
L1818[18:37:46] <b0bst3r> ahh ty ty
L1819[18:37:55] <Ferdz_TheWeeb> diesieben07, I want the data to be sent from the server to every client
L1820[18:38:00] <diesieben07> what data?
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L1822[18:38:53] <Ferdz_TheWeeb> It's a data that is used for rendering and that changed on right click, but that I can't store in the metadata
L1823[18:39:22] <diesieben07> send a packet
L1824[18:39:39] <diesieben07> you can use the builtin "description packet" or use your own
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L1826[18:39:57] <masa> notifyBlockUpdate() to cause the updatePacket to be sent
L1827[18:40:06] <Ferdz_TheWeeb> It works when you relog, I just want it to update on demand
L1828[18:40:12] <Ferdz_TheWeeb> I'll try that masa
L1829[18:40:33] <diesieben07> so you have the update packet already set up, you shoulda said that :P
L1830[18:40:51] <masa> Ferdz_TheWeeb: https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/tileentity/TileEntityPortalPanel.java#L232-L233
L1831[18:41:11] <Ferdz_TheWeeb> Yeah sorry, everything is already setup I just want it to execute whenever I want :P
L1832[18:41:34] <Ferdz_TheWeeb> Is oldState used by anything?
L1833[18:42:09] <diesieben07> currently it isnt
L1834[18:42:26] <Ferdz_TheWeeb> Okay
L1835[18:42:32] <Ferdz_TheWeeb> Should I be marking it dirty as well?
L1836[18:42:46] <diesieben07> markDirty is to say "i need to be saved to disk" and updates comparators
L1837[18:43:48] <masa> hmm, should I make my fake world tick so that the TESRs might actually update... I think that's probably too much :p
L1838[18:43:57] <diesieben07> TESRs dont tick
L1839[18:44:14] <masa> it probably can't handle all the stuff anyway
L1840[18:44:18] <Ferdz_TheWeeb> "i need to be saved to disk right now" or "i need to be saved to disk at server close"
L1841[18:44:27] <Ferdz_TheWeeb> I'm not using a TESR so that settles it :p
L1842[18:44:28] <diesieben07> i need to be saved whenver
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L1844[18:44:31] <masa> well isn't some animation stuff somtimes done in the update() on the client?
L1845[18:44:41] <diesieben07> it just says "my data changed, so re-save me when you save next"
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L1847[18:55:13] <Ferdz_TheWeeb> http://pastebin.com/WtAn1efH this works on single player if I don't right click too much and not at all on multiplayer
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L1849[18:56:58] <diesieben07> either have the thing stored in the TE or in metadata... not both
L1850[18:57:37] <Ferdz_TheWeeb> Why not?
L1851[18:57:49] <diesieben07> redundancy is bad?
L1852[18:58:00] <diesieben07> why store it in 2 places?
L1853[18:58:01] <Ferdz_TheWeeb> Oh I thought you said I couldn't use both at all
L1854[18:58:08] <Ferdz_TheWeeb> I'm not storing it in 2 places
L1855[18:58:12] <diesieben07> yes you are.
L1856[18:58:29] <diesieben07> unless the property MODEL is not stored in metadata?
L1857[18:58:39] <Ferdz_TheWeeb> Think you might be right
L1858[18:58:42] <diesieben07> and if so: don't call world.setBlockState then
L1859[18:58:54] <diesieben07> all setBlockState does is call getMetaFromState and remember that.
L1860[18:58:58] <diesieben07> it does NOT remember the IBLockState
L1861[18:58:58] <Ferdz_TheWeeb> The property MODEL is used in getActualState but the value is stored in the TE
L1862[18:59:13] <diesieben07> yeah, remove all that blockstate stuff from onBlockActivated then
L1863[18:59:19] <diesieben07> just change the TE value
L1864[18:59:54] <KnightMiner> Is onBlockAdded called after the TE is created?
L1865[19:00:28] <Ferdz_TheWeeb> onBlockPlacedBy is KnightMiner
L1866[19:00:46] <KnightMiner> Is that one called when placed via setBlockState?
L1867[19:00:58] <diesieben07> onBlockAdded is called before the TE
L1868[19:00:59] <diesieben07> why?
L1869[19:01:14] <KnightMiner> I want to set some data in the TE on block placement
L1870[19:01:22] <diesieben07> set it in the TE constructor?
L1871[19:01:22] <Ferdz_TheWeeb> No it's not called with setBlockState
L1872[19:01:42] <KnightMiner> Basically my block has a powered state and upon setting said state the TE data is lost
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L1875[19:01:53] <KnightMiner> Otherwise I'll just make a custom method
L1876[19:01:54] <gigaherz> KnightMiner: override shouldREfresh on the TE
L1877[19:01:59] <gigaherz> so that it doesn't get erased on blockstate changes
L1878[19:02:03] <gigaherz> shouldRefresh*
L1879[19:02:15] <KnightMiner> I did not know that was an option, thanks!
L1880[19:02:20] <gigaherz> yo uwant to return something like oldState.getBlock()!=newState.getBlock()
L1881[19:02:27] <gigaherz> rather than oldState!=newState which is thedefault
L1882[19:02:47] <gigaherz> if you DO have states that need a new TE
L1883[19:02:51] <gigaherz> then you can do like
L1884[19:03:15] <gigaherz> return (oldState.getBlock()!=newState.getBlock()) || (oldState.getValue(SUBTYPE) != newState.getValue(SUBTYPE))
L1885[19:03:17] <KnightMiner> For the most part it never does, the TE is just there as an extended data container
L1886[19:03:27] <gigaherz> yeah just for reference
L1887[19:03:35] <KnightMiner> (I ran out of space in the metadata and it was a mess doing separate blocks
L1888[19:04:17] <Ferdz_TheWeeb> Now the data updates when I see it through F3, but it doesn't change the block rendering, any reason why that would happen?
L1889[19:04:20] <gigaherz> yeah that0s ok
L1890[19:04:30] <gigaherz> Ferdz_TheWeeb: when you receive onDataPacket
L1891[19:04:34] <gigaherz> call notifyBlockUpdate on the client also
L1892[19:04:48] <gigaherz> this will trigger a rerender of the mesh for the given subchunk
L1893[19:04:57] <gigaherz> (the one your block resides in)
L1894[19:05:07] <Ferdz_TheWeeb> Okay
L1895[19:05:28] <Ferdz_TheWeeb> Should I just do that in the blockActivated or right in the TE?
L1896[19:05:38] <gigaherz> just in the onDataPacket of the TE
L1897[19:06:03] <gigaherz> although if you are updating the data on the client also
L1898[19:06:08] <gigaherz> and want the change to be applied sooner
L1899[19:06:10] <gigaherz> you can do that too
L1900[19:08:36] <Ferdz_TheWeeb> Works perfect, thanks.
L1901[19:09:01] <Ferdz_TheWeeb> Another question, how expensive is it for Minecraft to use getBlockState and notifyBlockUpdate?
L1902[19:12:19] <gigaherz> somewhat
L1903[19:12:37] <gigaherz> getBlockState is relatively quick
L1904[19:12:43] <gigaherz> but if you do a thousand of them per tick
L1905[19:12:46] <gigaherz> they'd show on the fps
L1906[19:13:05] <gigaherz> notifyBlockUpdate, you shouldn't call it more than once a tick
L1907[19:13:06] <gigaherz> and even then
L1908[19:13:13] <Ferdz_TheWeeb> But one every right click is fine
L1909[19:13:14] <gigaherz> you should try to avoid it if not necessary
L1910[19:13:22] <gigaherz> one every click is nothing ;P
L1911[19:13:30] <Ferdz_TheWeeb> Perfect :P
L1912[19:14:37] <Ferdz_TheWeeb> Unrelated, but is there a way to not show the missing variants from the blockstates? I have a complex combination of blockstates, and sometimes there's one or two that aren't defined because they never happen in game
L1913[19:14:59] <diesieben07> you can use a custom state mapper
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L1915[19:19:10] <Ferdz_TheWeeb> Can you guide me towards some doc about that?
L1916[19:22:24] <diesieben07> the interface is pretty self explanatory really. there is also a Builder for it. then register using ModelLoader.setCustomStateMapper
L1917[19:22:29] <diesieben07> not sure if there is docs
L1918[19:23:54] <Ferdz_TheWeeb> Okay
L1919[19:24:05] <Ferdz_TheWeeb> I should only use that on my client proxy I assume
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L1922[19:24:24] <jmeyer2k> hi there
L1923[19:24:54] <Ferdz_TheWeeb> hi jmeyer2k
L1924[19:26:05] <jmeyer2k> I'm looking for a mod to contribute to.
L1925[19:26:10] <jmeyer2k> anyone need help?
L1926[19:26:22] <diesieben07> wow that is a rare request :D
L1927[19:26:57] <diesieben07> i can always use a had, what is your skillset? :D
L1928[19:27:03] <jmeyer2k> coding
L1929[19:27:10] <diesieben07> duh
L1930[19:27:16] <jmeyer2k> I've worked on a couple mods myself, but none to completion
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L1932[19:28:43] <jmeyer2k> anyway, I'll be here for a while, so just let me know :)
L1933[19:32:09] <diesieben07> if you havent even finished a mod i am honestly not sure if you are qualified tbh
L1934[19:32:51] <gigaherz> there's plenty of people asking to ahve old mods bugfixed or updated to modern mc
L1935[19:32:56] <jmeyer2k> lol I was just hoping for a github link
L1936[19:33:22] <jmeyer2k> I'll check it out gigaherz thx
L1937[19:33:31] <gigaherz> I may have had some stuff that needed doing, but I just took a one week vacation just to bugfix my stuff and upate to 1.10
L1938[19:33:38] <Ferdz_TheWeeb> GUess I'll just add the jsons, cuz I can't amke this workç
L1939[19:33:52] <gigaherz> and I wouldn't be comfortable with someone else writing new features ;P
L1940[19:34:16] <Ferdz_TheWeeb> If you really want to do something you can check out this https://github.com/Ferdzz/PlaceableItems and I can send you a few simple models I don't have the time to make
L1941[19:34:22] <Ferdz_TheWeeb> to implement in code*
L1942[19:34:50] <jmeyer2k> sure I can give it a try
L1943[19:45:05] <Flaeme> Ugg, gradle is trying to get jei from libraries.minecraft.net for some reason @.@
L1944[19:46:54] <mezz> grade does that if it can't find the correct maven, minecraft is a fallback
L1945[19:47:10] <mezz> make sure you have declared the repositories correctly
L1946[19:49:11] <Flaeme> mezz: I just changed the version and it worked so probably just a mistype there
L1947[19:50:26] <Flaeme> Also annoying is how long it takes to build already with just the few dependencies I have @.@
L1948[19:51:14] <mezz> they're cached so it only takes longer when you update them
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L1952[20:02:45] <tterrag> mezz: that's not quite why
L1953[20:02:55] <tterrag> the mojang maven is stupid and retuns 403 instead of 404 when a resource isn't found there
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L1955[20:03:11] <tterrag> which gradle interprets as an error instead of just a "not here"
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L1962[20:33:24] <LexMobile> #BlameNotch
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L1975[21:03:43] <elan_oots> How does GuiContainer.drawGuiForegroundLayer determine the top left corner of the GUI?
L1976[21:03:52] <elan_oots> And how does it determine the gui size?
L1977[21:04:13] <gudenau> The size is what it is told the size is as far as I know.
L1978[21:04:24] <elan_oots> Yeah what tells it the size?
L1979[21:04:32] <gudenau> Then you can calculate the position based on the size of the screen and the gui.
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L1981[21:04:39] <gudenau> Each GUI does.
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L1987[21:20:51] <Flaeme> Annoying problem: I need to like special case a blockstate to like invert the colors when rendering it @.@
L1988[21:21:35] <Flaeme> Well, pretty sure at least
L1989[21:21:54] <Flaeme> other wise one block variant for all the ones I'm making would just be solid black
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L1991[21:25:48] <khumps> Im trying to add tesla to my workspace havent ever tried using an api before and not sure how to do it
L1992[21:25:57] <khumps> 1.9.4
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L1996[21:34:32] <jmeyer2k> alright
L1997[21:34:39] <jmeyer2k> anyone else need help with their mod?
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L1999[21:37:57] <gudenau> Probably me, but I want to try to get my stuff working first. :-P
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L2007[22:09:26] <TehNut> khumps: https://github.com/Darkhax-Minecraft/Tesla/#dependency-management
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L2011[22:11:03] <TehNut> er
L2012[22:11:06] <Darkhax> Lol
L2013[22:11:07] <TehNut> khumps: https://github.com/Darkhax-Minecraft/Tesla/#dependency-management
L2014[22:11:16] <TehNut> sent that right after you left lol
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L2017[22:22:21] <jmeyer2k> I meant does anyone need contributors for their mod
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L2021[22:27:37] <jmeyer2k> does anyone know of an old mod that hasn't been updated in a while and would be cool to have newer versions of?
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L2036[23:05:15] <robedpixel> how do i edit the minecraft forge wiki?
L2037[23:05:22] <robedpixel> i mean the read the docs
L2038[23:09:12] <TehNut> Fork it at https://github.com/MinecraftForge/Documentation and submit a PR
L2039[23:11:23] <robedpixel> i want to see if i can do some documentation on the type of events available
L2040[23:11:26] <robedpixel> or is that not needed?
L2041[23:12:13] <tterrag> I don't really see why that's needed.
L2042[23:12:21] <tterrag> any IDE can show you all events
L2043[23:12:34] <tterrag> any hard-written list of events will be outdated in a few weeks
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L2045[23:18:03] <killjoy> select Event, Ctrl+Shift+T (eclipse)
L2046[23:18:17] <killjoy> opens type hierarchy
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