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L1[00:05:02] ⇦
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L2[00:12:03] <Abastro> Splash.properties
will be on Your run directory
L3[00:12:08] <Abastro> Like
options.txt
L4[00:12:22] <Hink> I'm using the Technic
Launcher.
L5[00:12:33] <Hink> Not sure where that
would be...
L6[00:13:02] <Tazz>
~/.technic/modpacks/<modpack name>
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L11[00:19:26] <Hink> Nothing
L13[00:19:47] <Hink> I have the latest
drivers.
L14[00:19:56] <Hink> The properties file
does not exist.
L15[00:20:00] <Hink> I don't know what to
do.
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L17[00:24:32] ***
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L18[00:28:30] <killjoy> I could use some
help in fixing a rendering bug.
L20[00:28:46] <killjoy> the issue: the glow
doesn't move with shields in use
L22[00:33:17] <killjoy> fry?
L23[00:33:43] <Tazz> what do you mean
doesnt move with the shield? XD
L24[00:34:01] <killjoy> I give items a glow
when they're being held
L25[00:34:08] <killjoy> gives the illusion
of magic
L26[00:34:25] <killjoy> when shields are in
use (blocking), the aura stays put
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L31[00:40:27] <codahq> killjoy, is there a
GL11.popAttrib?
L32[00:40:37] <killjoy> eys
L33[00:40:40] <killjoy> yes
L34[00:40:48] <codahq> whenever i pushed
and popped i always called the matching instead of push on G11 and
pop
L35[00:40:52] <codahq> from the
object
L36[00:41:06] <killjoy> it's
GlStateMAnager
L37[00:41:06] <codahq> i don't see anything
wrong otherwise
L38[00:41:15] <codahq> i'm no rendering
guru tho
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L40[00:45:48] <tterrag> don't EVER use the
attrib stuff
L41[00:45:51] <tterrag> it absolutely ruins
the GL state
L42[00:46:17] <tterrag> it looks like your
problem is missing transformations. looks like whatever moves the
sheild for blocking isn't applied before that event is fired
L43[00:46:19] <tterrag> sounds like a
bug
L44[00:49:16] <killjoy> yes. it does sound
like a bug
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L46[00:49:37] <killjoy> I've been picking
at code from RenderItem#renderItemModel
L47[00:50:19] <killjoy> ...
L48[00:50:30] <killjoy> it was because I
was copying the itemstack
L49[00:50:37] <killjoy> Why does that break
it?
L50[00:53:33] <Hink> I don't have a
splash.properties file
L51[00:53:36] <Hink> What do I do?
L52[00:53:40] <Hink> I tired creating
it.
L53[00:53:44] <Hink> It didn't work.
L54[00:53:53] <killjoy> what
splash.properties?
L55[00:53:56] <killjoy> there's a
splash.txt
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L64[01:37:04] <codahq> hmm... in 1.8 all of
the enchantments used to be static class variables on Enchantment
e.g. Enchantment.fortune. this was handy for comparisons etc. where
are they now or do i have to get them from the registry using a
resourcelocation?
L65[01:46:37] <killjoy> I think there's a
registry for it now
L66[01:46:41] <killjoy> try
Enchantments
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L68[01:48:17] <codahq> huh, i tried it
again and this time it worked. first time i changed it and hit
ctrl+shift+o and eclipse didn't find an import for it
L69[01:48:27] <codahq> maybe i typoed. thx,
killjoy
L70[01:48:55] <killjoy> You know, similar
to Blocks and Items
L71[01:49:05] <killjoy> I think they're in
net.minecraft.init
L72[01:49:05] <codahq> yeah, that was my
guess too
L73[01:49:12] <killjoy> There's also
Biomes
L74[01:49:22] <killjoy> Potions probably
too
L75[01:49:43] <Tazz> because having 100s of
static fields makes everything better
L76[01:51:05] <codahq> mo good mo better.
the alternative would be to have to get it from the registry via a
resource location and that really isn't great either. :P
L77[01:53:13] <codahq> modders would just
have their own classes full of static fields. at least when forge
holds them for us we don't have them declared in all the mods
L78[01:53:19] *
codahq shrugs
L79[01:53:49] <killjoy> as long as they're
all in their own class
L80[01:54:03] <Tazz> technically with
constant propagation and static final fields they should just be
redefinitions of eachother so their intrinsic value should occupy
the same memory space
L81[01:55:07] <Tazz> at least I assume
thats what the JVM would do XD
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L84[01:55:52] <Tazz> s/occupy/be the
same
L85[01:57:34] ⇨
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L86[02:00:00] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160708 mappings to Forge Maven.
L87[02:00:04] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160708-1.10.2.zip
(mappings = "snapshot_20160708" in build.gradle).
L88[02:00:14] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L93[02:19:53] <LexManos> What are people
complaining about the jvm and finals?
L94[02:20:33] <LexManos> Oh ya, anything
that is a vanilla registry has a class holding all the
instances
L95[02:20:41] <killjoy> something about
static fields holding a value that's in a registry
L96[02:21:05] <LexManos> As for the
performance of holding on to your own static reference, technically
doing it local to the class is faster, but slightly more memory,
but its only 4 bytes so who cares.
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L101[02:36:25] <Hink> Which does not exist
for me.
L102[02:36:33] <killjoy> oh, the
config
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L113[03:41:19] <workshopcraft>
morning
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L117[03:54:48] <Hink> night
L118[03:55:19] <Hink> The fact they make
23 oz canned beverages. Ridiculous.
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L120[03:56:05] <Hink> So does anyone
understand why it is Forge never creates a splash.properties
file?
L121[03:56:16] <Hink> (for me at
least)
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L123[04:09:03] <ghz|afk> Hink: what
version of forge?
L124[04:13:10] <Hink> Any version 1.7.10 -
1.10.2
L125[04:13:28] <Hink> @ghz|afk
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L137[05:02:22] <LexManos> because you
touch yourself at night.
L138[05:02:35] <LexManos> Or more probably
because you're looking in the wrong spot.
L139[05:03:58] <heldplayer> What! How do
you know what I do at night?
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L172[07:15:54] <xEviLSpaWnx> <----
Stupid... How do i add a channel to the mod thump?
L173[07:16:35] <sham1> What do you
mean
L174[07:17:44] <xEviLSpaWnx> Add a channel
in the config
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L176[07:26:23] <sham1> Any example of
that?
L177[07:27:24] <xEviLSpaWnx> I want the
thump client to connect to my irc channel
L178[07:27:35] <xEviLSpaWnx> this is what
it saids in the config....
L179[07:27:37] <xEviLSpaWnx> # [default:
]
L180[07:27:37] <xEviLSpaWnx> S:Channels
<
L181[07:27:37] <xEviLSpaWnx> >
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L191[07:55:12] <xEviLSpaWnx> Anyone?
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L193[08:03:39] <PaleoCrafter> have you
just tried adding "#channel", xEviLSpaWnx? :P
L194[08:04:02] <xEviLSpaWnx> Where
though?
L195[08:04:12] <PaleoCrafter> between
those chevrons?
L196[08:04:14] <xEviLSpaWnx> inbetween the
brackets
L197[08:04:17] <xEviLSpaWnx> Yeah
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L202[08:11:50] <raoulvdberge> are there
any examples on the new animation system?
L203[08:13:00] <PaleoCrafter> the forge
repo has some
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L233[09:26:44] <Inari> ohi again~
L234[09:26:48] <Inari> !gm
func_150911_c
L235[09:31:54]
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L241[09:43:26] ⇦
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L242[09:43:30] <Wuppy> is it at this point
still newsworthy when america is being stupid as hell?
L243[09:43:43]
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L244[09:45:33]
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L245[09:46:57] ⇦
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L246[09:47:07] <xEviLSpaWnx> Im stuck on
getting the thump mod to join a irc channel.... Anyone?
L247[09:50:43] <sham1> What is the
"thump mod"
L248[09:51:05] <xEviLSpaWnx> chat relay
for irc
L250[09:52:16]
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L251[09:52:22] <xEviLSpaWnx> i read
that...
L252[09:52:30] <xEviLSpaWnx> Doesnt
help
L253[09:52:55] <xEviLSpaWnx> I got
everything setup it connects to the network just doesnt join the
channel i want it too....
L254[09:53:10] <sham1> Show your
config
L255[09:53:22] <Inari> !gm
func_150306_c
L256[09:53:30] *
Caitlyn pokes Inari
L257[09:53:35] <Inari> ohi
L258[09:53:47] <Caitlyn> Hai
L259[09:54:08] <xEviLSpaWnx> # [default:
]
L260[09:54:08] <xEviLSpaWnx> S:Channels
<
L261[09:54:08] <xEviLSpaWnx>
#Testing
L262[09:54:08] <xEviLSpaWnx> >
L263[09:54:19] <Inari> Caitlyn: whats up?
:D
L264[09:54:27] <sham1> WHat server is
that
L265[09:54:33] <PaleoCrafter> try putting
quotes around that, xEviLSpaWnx
L266[09:54:40] <xEviLSpaWnx> This
one
L267[09:56:00] <sham1> Is that [default: ]
supposed to be a comment
L268[09:58:24] <sham1> Because that
bothers me
L269[09:58:37] <xEviLSpaWnx> I think so,
dunno
L270[09:58:47] <sham1> Try to uncomment
it
L271[09:59:02] <sham1> If for nothing else
than having it uncommented makes sense
L272[09:59:50] <xEviLSpaWnx> i think its
suppose to be an example as some of the other config options are
like it
L273[10:01:16]
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L274[10:07:15] <xEviLSpaWnx> ipo.esper.net
403 Patchykins "#testing" :No such channel
L275[10:07:18] <xEviLSpaWnx> O.o
L276[10:07:31] <xEviLSpaWnx> Im in it
lol
L277[10:07:42] <PaleoCrafter> maybe it's
case-sensitive?
L278[10:08:15] <xEviLSpaWnx> It is a
capital in the config
L279[10:08:27] <sham1> According to the
spec, IRC channel names are case-insensitive
L280[10:09:58] <xEviLSpaWnx> Hmm... i dont
know what the hell i done but i got it working now, its just joined
the channel....
L281[10:16:41]
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L284[10:20:03] ***
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L285[10:21:17] <Inari> how do i get a
tesselator for UIs in 1.9.4+?
L286[10:21:37] ⇦
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L287[10:21:38] <PaleoCrafter> same as
always
L288[10:23:28] <Inari> oh derp
L289[10:23:32]
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L290[10:23:33] <Inari> it just changed
from .instance to getInstance
L291[10:23:33] <Inari> :D
L292[10:25:14] <LatvianModder> and
WorldRenderer to VertexBuffer
L293[10:25:24] <Inari> seems its methods
changed a lot though :s
L294[10:26:11] *
ghz|afk shrugs hard
L296[10:38:21] <Inari> hm, what if i want
to change the vertex format? I suppose I can't just call begin
again? xD
L297[10:38:34] ⇦
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L298[10:39:03] <Inari> !gm
func_146110_a
L299[10:40:02] <PaleoCrafter> what
mappings are you on, Inari? oO
L300[10:40:17] <Inari> old 1.7.10 ones i
guess
L301[10:41:01] <xEviLSpaWnx> Im off for
abit guys thanks for the help :)
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()
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L308[11:03:30] <Inari> hm guess the
easiest is if i write a renderhelper that keeps track of the
colour..
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L310[11:06:13] ⇦
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L311[11:07:01] <ghz|afk> so, heh
L312[11:07:09] <ghz|afk> in my proof of
concept thingy
L313[11:07:10]
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L315[11:07:40] <ghz|afk> I implemented a
re-sortable prioritized thread pool
L316[11:07:56] <ghz|afk> it's not
preemtive ( new tasks can't interrupt running tasks)
L317[11:08:09]
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L318[11:08:10] <ghz|afk> but just using a
custom thread pool made the whole thing faster o_O
L319[11:08:16] <ghz|afk> and so far as I
can tell, it's thread-safe ;P
L320[11:10:01] <ghz|afk> at least it FEELS
faster ;P
L321[11:10:04] <Inari> thread pool for
what? just everything?
L322[11:10:13] <ghz|afk> worldgen
L323[11:10:17] <Inari> ah
L324[11:10:18]
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L325[11:10:22] <ghz|afk> I'm implementing
a pseudo-clone of mc
L326[11:10:22] <Inari> well, run some test
for proper data :D
L327[11:10:32] <Inari> ah ^^ thought you
meant in MC
L328[11:10:36] <ghz|afk> nah
L329[11:10:44] <ghz|afk> but some people
here know what I mean ;p
L330[11:11:15] <sham1> yes
L332[11:11:46] <ghz|afk> I'm tweaking the
worldgen logic
L333[11:11:53] <ghz|afk> for better
parallelism
L334[11:11:53] <Wuppy> ghz|afk, why?
L335[11:11:55] <Wuppy> also, which
language?
L336[11:12:15] <ghz|afk> Wuppy: it's a
playground, where I can take all the things that I feel are
"lacking" in mc, and test them out on my own terms
L337[11:12:31] <ghz|afk> it's done in C#,
MonoGame
L338[11:12:35] <PaleoCrafter> ghz|afk,
have you "fixed" the AO yet? :P
L339[11:12:39] <ghz|afk> nope
L340[11:12:43] <Wuppy> C#, good
stuff
L341[11:12:43] <sham1> oh god
L342[11:12:47] <ghz|afk> it still doesn't
handle corners
L343[11:12:47] <Wuppy> second best
programming language
L344[11:12:51] *
Wuppy runs and hides
L345[11:13:02] *
sham1 runs after Wuppy with a battle axe
L346[11:13:09] <Wuppy> hahaha :P
L347[11:13:14] <ghz|afk> Wuppy: you are
right, though -- first one is BASIC
L348[11:13:15] <ghz|afk> ;P
L349[11:13:21] <Wuppy> C++ :V
L350[11:13:24] <sham1> VS6 :P
L351[11:13:33] <sham1> VBA?
L352[11:13:39] <ghz|afk> I used to love
VB6
L353[11:13:43] <ghz|afk> until I learned
C#
L354[11:13:45] <ghz|afk> then it took
over
L355[11:14:05] <ghz|afk> so yeah
L356[11:14:16] <ghz|afk> threaded
worldgen
L357[11:14:31] <ghz|afk> I generate in 3
phases right now
L358[11:14:39] <ghz|afk> phase 0 is
generation of the density grid
L359[11:15:03] <ghz|afk> where there's
like 0 .. 0.5 air, 0.5 .. 0.75 soft stone, 0.75 .. 1 hard
stone
L360[11:15:21] <ghz|afk> then phase 1
generates the surface materials
L361[11:15:27] <sham1> have you ever made
a GUI interface with VisualBASIC
L362[11:15:30] <ghz|afk> replacing the top
N layers with grass/dirt/sand
L363[11:15:39] <ghz|afk> then phase 2 is
the meshes
L364[11:15:51] <ghz|afk> and I have a
rudimentary dependency thing
L365[11:16:02] <PaleoCrafter> sham1, the
redundancy :<
L366[11:16:03] <ghz|afk> so that I can do
vertical chunks
L367[11:16:07] <ghz|afk> sham1: ofc
L369[11:16:39] <ghz|afk> once upon a time
I wrote a little app called FMVTool
L370[11:16:40] <sham1> That explains what
I just said
L371[11:16:48] <ghz|afk> which was usedto
extract videos from certain ps2 games
L372[11:16:59] <ghz|afk> it used pcsx2
cdvd plugins for reading
L373[11:17:05] <PaleoCrafter> ah,
lol
L374[11:19:29] <sham1> yeah
L375[11:19:39] <sham1> a GUI
interface
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L383[11:44:26] <PaleoCrafter> huh, I was
banned from Twitch Oo
L384[11:45:45] <ghz|afk> so I just had an
idea of how to allow truly "endless" terrain:
L385[11:45:55] <ghz|afk> entity coords
would be relative to their chunk
L386[11:46:46] <ghz|afk> thne if you have
to like, calculate distance between A and B
L387[11:46:54] <ghz|afk> B's position
would be adjusted first
L388[11:47:24] <ghz|afk> so you get full
accuracy no matter how big the "BlockPos" gets
L389[11:47:50] <ghz|afk> or well, chunk
pos ;P
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L398[12:13:39] <Abastro> Adjust..?
L399[12:21:27] <PaleoCrafter> u wat,
Abastro
L400[12:22:11] <Abastro> ? I was just
wondering about what ghz said.
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L403[12:32:10] <Mraof> Well that's still
not truly endless
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L405[12:33:15] <Mraof> I guess maybe it is
truly "endless"
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L408[12:33:51] <Mraof> You're still
limited by how far out chunks can go
L409[12:34:02] <raoulvdberge> How do I
stop my model from disabling rendering of sides from the block next
to it?
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L416[12:46:47] <ghz|afk> raoulvdberge:
isOpaqueCube, return false from it
L417[12:46:50] <ghz|afk> or maybe
isFullCube
L418[12:46:52] <raoulvdberge> thx
L419[12:46:54] <raoulvdberge> both!
L420[12:46:55] <ghz|afk> one of those
two
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L430[13:26:00] <yopu> Hey guys, any mods
in 1.8.9 or higher that add alternate player inventories akin to
Baubles?
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L447[14:17:43] <Inari> !gm
func_146110_a
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L449[14:19:11] <ghz|afk> yopu: you mean
for using? or as reference?
L450[14:20:38] <yopu> ghz|afk, because I
use my own gravestone mod and was looking at other mods I need to
integrate with
L451[14:20:38] <ghz|afk> because I don't
know any myself, but if you want to work on something like
that
L452[14:20:44] <ghz|afk> we could help you
with that regardless
L453[14:20:50] <ghz|afk> oh
L454[14:20:53] <ghz|afk> so you want
integration
L455[14:20:57] <ghz|afk> nevermind
then
L457[14:22:55] <ghz|afk> hmmm I can't
remember if the newer tinker's still has the inventory tab
L458[14:24:04] <Inari> what do i do
instead of MinecraftServer.getServer() now again?
L459[14:24:38] <McJty> You usually try to
get the server from input you have, i.e from WorldServer or
EntityPlayerMP
L460[14:24:46] <McJty> Depends on
context
L461[14:25:07] <Inari>
getPlayerByUUID/Username
L462[14:25:47] <Inari> they're never used
apparently so i migth just comment them out for now
L463[14:27:49] <diesieben07> if you really
dont have the server,
FMLCommonHandler#getMinecraftServerInstance
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L469[14:40:49] <Inari> diesieben07: ah,
thats what it was ^^ thanks
L470[14:41:49]
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L471[14:41:56] <Mogul> Hey guys
L472[14:45:00] <Mogul> Can anybody give me
a link to comprehensive information regarding the creation of
blocks for MC 1.10.x? I've found some tutorials and some posts and
of course the Forge documentation, but there's always some parts
that are either missing or outdated and I'd love to have some more
concrete reference, especially when it comes to more complicated
BlockState stuff.
L473[14:48:08] <diesieben07> Mogul, what
do you need help with exactly? the documentation is pretty good on
blockstates
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L475[14:49:05] <Mogul> Well, for one I
just read that I should override the "createBlockstate"
method of the block though I don't see a method of that or similar
name that I could overwrite.
L476[14:49:15] <Mogul> @diesieben07
L477[14:49:45] <diesieben07> not sure
where you are looking then. the method exists.
L478[14:50:05] <Mogul> Let me have a look
at Eclipse again...
L479[14:51:25] ⇦
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L480[14:53:39] <Inari> !gm
func_150306_c
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L484[14:56:27] <OrionOnline> Good
evening
L485[14:56:38] <Mogul> diesieben07: Right,
my first question already leads to embarassement... I already had
that method in my class without realizing it... had just picked up
the mess that I left yesterday....
L486[14:56:49] <Mogul> Good evening
OrionOnline.
L487[14:56:53] <diesieben07> lol no
worries
L488[14:56:55] <OrionOnline> Is there
anybody in the channel that has TConstructu as a dependency for
their mod in the chat?
L489[14:57:39] <thor12022> I did in
1.7.10
L490[14:58:07] <OrionOnline> I cannot seem
to get it to work in gradle
L491[14:58:18] <OrionOnline> It tells me
that some of the Accestransformer files are broken
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L493[14:58:24] <thor12022> ah, I didn't
need it as a compile time dependency
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L495[15:00:27] <diesieben07> this is why
you don't use ATs people: it makes people's life hell :D
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L498[15:02:28] <OrionOnline> diesieben07,
i am not using it
L499[15:02:35] <OrionOnline> TCon is
L500[15:02:38] <diesieben07> i know.
L501[15:03:54] <ghz|afk> he wasn't blaming
you for it
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L503[15:05:21] <OrionOnline> doing
deopfCompile on a deobf artifact seems to have been the
problem....... Weird it only seems to be the problem on the AT in
the deobfed artifact
L504[15:05:44] <OrionOnline> if i run it
on my own api which is in deobf state it works without a
problem...
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L513[15:30:01] <OrionOnline> boni you
around?
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L607[15:44:17] <theFlaxbeard> oops, forgot
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L665[16:32:01] <raoulvdberge> What is up
with my models not reloading when I press F3+T?
L666[16:32:31] <masa> did you refresh the
IDE cache first?
L667[16:32:46] <raoulvdberge> IDE
cache?
L668[16:32:50] <gigaherz> You have to
"Make project" on idea ;P
L669[16:32:53] <raoulvdberge> I just save
the model file
L670[16:33:02] <raoulvdberge> Oh
L671[16:33:02] <raoulvdberge> Makes
sense
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L673[16:33:04] <gigaherz> otherwise it
won't copy the assets to the output folder
L674[16:33:04] <masa> and hit F5 in
eclipse
L675[16:33:39] <diesieben07> ok does this
make sense to anyone: 50FPS videos load significantly slower in
youtube than 60fps videos. is that a h264 thing?
L676[16:33:49] <masa> what is an
"item hiding feature" in JEI, and how does it work?
L677[16:34:10] <masa> where does one find
50fps videos?
L679[16:36:21] <masa> and what do you mean
by "load"?
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L681[16:36:49] <mezz> maybe 50 fps is
hosted in europe where 50hz is more standard, vs 60 in USA?
L682[16:36:50] <masa> I don't notice any
slowdowns
L683[16:36:57] <diesieben07> my connection
can keep up with 1080@60 just fine, but with that video it had to
buffer quite a lot and i have notced that on other 50fps videos as
well
L684[16:36:58] <mezz> heh
L685[16:36:59] <diesieben07> i might be
imagining things
L686[16:37:14] <diesieben07> well, i AM in
europe so that does not make sense :P
L687[16:37:48] <masa> well at least that
video is completely fine and normal for me (also in europe)
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L690[16:38:37] <masa> so, item hiding in
JEI? hwat does it do and how does one use it?
L691[16:38:53] <mezz> turn it on, hover
over an item in the itemlist and get a big tooltip explaining
it
L692[16:39:05] <mezz> when you're done
hiding, turn it off
L693[16:39:06] <masa> (I got a bug report
that item scroller breaks it, so I need to know what I'm actually
looking for...)
L694[16:39:22] <masa> hmm
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L696[16:39:53] <masa> hiding = show
tooltips? wut
L697[16:40:18] <masa> I thought it
would... hide items? :D
L698[16:40:51] <mezz> it does hide
items
L699[16:40:58] <masa> okay
L700[16:41:13] <mezz> what I'm saying is
it's super self-explanatory, please check for yourself because I
have no idea how item scroller could break it
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L702[16:41:33] <mezz> it doesn't involved
scrolling so ...?
L703[16:41:37] <gigaherz> [23:36]
(diesieben07): my connection can keep up with 1080@60 just fine,
but with that video it had to buffer quite a lot and i have notced
that on other 50fps videos as well
L704[16:41:39] <masa> yep I will, don't
have my dev machine or minecraft at hand on this machine
L705[16:41:45] <gigaherz> maybe you are
receiving them from different servers?
L706[16:41:55] <diesieben07> maybe? not
sure how that would make sens though
L707[16:42:30] <gigaherz> well youtube has
whole datacenters
L708[16:42:47] <gigaherz> they distribute
videos to different regional "caches"
L709[16:42:48] <gigaherz> and such
L710[16:43:05] <gigaherz> there has been
cases where I was ableto play 480p just fine
L711[16:43:06] <diesieben07> yes, but why
would they do that based on the fps of the video?
L712[16:43:07] <masa> no way?! I thought
they were still in someone's basement with their billions of hours
of uplaoded video every millisecond ;D
L713[16:43:11] <gigaherz> but 360p and
720p wouldn't even connect
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L715[16:43:22] <gigaherz> meaning the 480p
video was on a different server
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L717[16:43:29] <gigaherz> probably due to
them expecting more load in that format
L718[16:43:35] <gigaherz> than in 720p or
even 360p
L719[16:43:43] <gigaherz> so yes
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L721[16:44:13] <gigaherz> I can imagine
720p60 being on "high priority" distribution
channels
L722[16:44:27] <gigaherz> while the less
common 50fps video may be on a less reliable network
L723[16:45:00] <bartman> pretty sure its
just 30/60fps for youtube
L724[16:45:15] <bartman> your
computer/videocard has to take care of the conversion
L725[16:45:37] <gigaherz> well I haven't
seen anything BUT 30 and 60 myself, but maybe it supports other
rates ;p
L726[16:45:51] <Inari> 24 cinematic frames
per minute
L727[16:45:57] <gigaherz> ommon frame
rates include: 24, 25, 30, 48, 50, 60 frames per second (other
frame rates are also acceptable).
L728[16:45:59] <gigaherz> +C
L729[16:46:04] <diesieben07> it does for a
fact support 50fps
L730[16:46:15] <gigaherz> Interlaced
content should be deinterlaced before uploading.
L731[16:46:23] <gigaherz> yeah this page
implies that ANY frame rate is supported
L733[16:46:39] <bartman> if anyone has
interlaced content still they should be banned from the
internet
L734[16:46:50] <gigaherz> uhh
L735[16:47:00] <diesieben07> many cameras
give you interlaced crap
L736[16:47:06] <gigaherz> there'sp lenty
of interlaced content
L737[16:47:14] <bartman> old content
sure
L738[16:47:17] <diesieben07> it sucks,
yes, but nothing you can do about it
L739[16:47:23] <gigaherz> or new content
recorded with an old camera?
L740[16:47:31] <gigaherz> youtube isn't
just professionals
L741[16:47:36] <gigaherz> there's plenty
of home videos in there
L742[16:47:41] <bartman> pretty sure 99%
of youtube videos are from smartphones
L743[16:47:47] <gigaherz> and there's
plenty of still-working DV cameras that record interlaced
L744[16:48:00] <diesieben07> i have over a
terabyte of raw homevideo that is interlaved
L745[16:48:03] <diesieben07> yep, DV
:P
L746[16:48:12] <diesieben07> interlaved?
Wtf is that.
L747[16:48:35] <gigaherz> a mix between
interleaved and interlaced?
L748[16:48:44] <diesieben07> no its my
monkey brain being stupid
L749[16:49:05] <bartman> I do that often
when talking
L750[16:49:14] <bartman> mash two words
together
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L752[16:50:20] <raoulvdberge> Why are
model rotations only between -45 and 45? :(
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L763[17:21:00] <Lemmmy_> hey, would
anybody know how to get a library with a native binding working in
forge
L764[17:21:10] <Lemmmy_> currently getting
an unsatisfied link error
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L770[17:31:25] <diesieben07> Lemmmy, where
did you put the natives? :D
L771[17:33:26] *
gigaherz facepalms
L772[17:33:43] <gigaherz> I was getting
weird lag on my proof of concept thingy
L773[17:33:59] <gigaherz> turns out I
wasn't clearing the mesh builders between refreshes
L774[17:34:12] <gigaherz> each rerun would
add more and more geometry to the mesh
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L778[17:36:18] <Lemmmy> love it when my pc
completely hangs
L779[17:36:25] <Lemmmy> diesieben07: where
_should_ they go?
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L782[17:38:39] <diesieben07> Lemmmy, a
folder where java.library.path points to
L783[17:38:46] <diesieben07> or you can
manually load natives using System.load
L784[17:39:01] <Lemmmy> alright, does
forge or the launcher set that at all?
L785[17:39:18] <Lemmmy> and do relative
paths work? if so, where are they relative to?
L786[17:40:12] <diesieben07> i think it is
set for lwjgl to work
L787[17:40:19] <diesieben07> no, it needs
to be absolute
L788[17:40:51] <Lemmmy> alright
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L805[18:31:45] <gigaherz> So... I made my
terrain grid allocate memory on demand, and now I can set the max
view range to rather large numbers :3
L806[18:32:39] <gigaherz> I do have a
problem wit hit, though: my priority queue was not designed for
having over 25k queued tasks XD
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L808[18:33:36] <gigaherz> I'd probably
need to setup a separate list/queue of pending chunks, so that
generation happens progressively, rather than queuing every single
chunk at once
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L812[18:38:10] <infinitefoxes_> is there a
reason why Minecraft doesn't allow JSON model rotations other than
-45/-22.5/0/22.5/45?
L813[18:38:26] <infinitefoxes_> I can't
find a reason why it can't handle that other than Mojang just not
allowing it
L814[18:38:29] <gigaherz> my guess
is
L815[18:38:36] <gigaherz> the blockstates
file can rotate 90 degrees already
L816[18:39:02] <gigaherz> and they only
need rotations for signs
L817[18:39:16] <gigaherz> or banners, or
such
L818[18:39:24] <gigaherz> so they didn't
bother to implement any other rotations
L819[18:39:43] <infinitefoxes_> the
rotation being passed though is just a float anyways
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L821[18:39:48] <infinitefoxes_> surely the
deserializer could just pass that?
L822[18:39:57] <Lemmmy> maybe its
something to do with the style
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L824[18:41:21] <williewillus> according to
fyberoptic on reddit its an optimization
L825[18:41:37] <williewillus> but forge
bypasses the limitation ( and the optimization as well ) by
allowing arbitrary rotation from blockstate json
L826[18:41:45] <williewillus> anyhow
L827[18:42:02] <williewillus> I get this
error when setting up a forge proper env anyone know what's
up?
L828[18:42:03] <williewillus> > Failed
to apply plugin [id 'net.minecraftforge.gradle.patcher']
L829[18:42:03] <williewillus> > Value
is null
L830[18:42:29] <kenzierocks> what gradle
version are you on?
L831[18:42:53] <williewillus> my
computer's gradle version is 2.14
L832[18:43:10] <williewillus> the folder
is just a straight clone of the current 1.10.x branch
L833[18:44:36] <kenzierocks> run with
--stacktrace and gist output?
L835[18:47:58] <infinitefoxes_> very
annoying how Minecraft limits rotations
L836[18:48:11] <infinitefoxes_> would
really like to use rotations of 10 in my item model but it seems
that won't be happening
L837[18:48:17] <Lemmmy> rip
L838[18:48:58] <infinitefoxes_> is it
possible for me to render my item without JSON?
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L840[18:49:39] <williewillus> use another
model format
L841[18:49:44] <williewillus> or use a
blockstate json to transform it
L842[18:50:11] <gigaherz> infinitefoxes_:
yes, but why would you need to do that?
L843[18:50:20] <gigaherz> oh I see
L844[18:50:22] <gigaherz> the
rotations
L845[18:50:44] <gigaherz> what are the
rotations for?
L846[18:51:11] <gigaherz> I mean
L847[18:51:20] <gigaherz> are they for
like, different "facings" of a static block?
L848[18:51:24] <gigaherz> or is it some
rotating animation?
L849[18:51:35] <infinitefoxes_> I'm not
creating a block
L850[18:51:38] <infinitefoxes_> this is
just an item model
L851[18:51:50] <kenzierocks> williewillus:
what's in build/localCache/packaging/
L852[18:51:53] <gigaherz> so those
"rotations" are just for plagin different boxes on the
model?
L853[18:51:58] <gigaherz> placing*
L854[18:52:02] <williewillus> it doesnt
matter you can use blockstate jsons for items
L855[18:52:12] <infinitefoxes_> a
blockstate would rotate the entire model
L856[18:52:12] <williewillus> where you do
have access to arbitrary transform
L857[18:52:14] <infinitefoxes_> wouldn't
it?
L858[18:52:17] <gigaherz> yes
L859[18:52:19] <williewillus> then compose
it of submodels
L860[18:52:20] <gigaherz> that's why I'm
asking
L861[18:52:21] <williewillus> adn rotate
those
L862[18:52:25] <gigaherz> to clarify
exactly what your needs are
L864[18:52:38] <gigaherz> if it's just a
couple boxes that have to be rotated independently
L865[18:52:40] <infinitefoxes_> this is
the item model I'm trying to get into Minecraft
L866[18:52:42] <gigaherz> or it's some
complex models
L867[18:52:44] <gigaherz> or some animated
model
L868[18:52:50] <williewillus> yeah
submodel that :P
L869[18:52:55] <gigaherz> yeah
L870[18:52:57] <gigaherz> have two
splits
L871[18:53:11] <williewillus> and apply
the submodel twice with arbitrary transform from a forge blockstate
json
L872[18:53:15] <gigaherz> or you could
even use the same half-texture
L873[18:53:18] <gigaherz> just
mirrored
L874[18:53:26] <williewillus> kenzierocks:
no such dir
L875[18:53:28] <Lemmmy> nice model
btw
L876[18:53:37] <kenzierocks> hmmm.
L877[18:53:45] <infinitefoxes_> how
exactly would I use a blockstate to transform my item if isn't a
block?
L878[18:53:51] <kenzierocks> i forget
where Constants.REPLACE_BUILD_DIR actually points
L879[18:53:56] <gigaherz>
infinitefoxes_:
L880[18:53:57] <gigaherz> when you
do
L881[18:54:01] <gigaherz>
ModelLoader.setCustomMRL
L882[18:54:01] <williewillus> forge jsons
are not just for blocks
L883[18:54:06] <gigaherz> you refer to a
certain resource location
L884[18:54:08] <gigaherz> this
location
L885[18:54:11] <gigaherz> can be a
blockstates file
L886[18:54:19] <williewillus> in fact it
almost always is :P
L887[18:54:34] <williewillus> an MRL is a
variant in a blockstate json period items are just a hugeass
special case
L888[18:54:59] <gigaherz> this blockstates
file can then be a forge blockstates formatted file
L889[18:55:01] <gigaherz> in which
case
L890[18:55:03] <gigaherz> you'd have
like
L891[18:55:07]
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L892[18:55:07] <gigaherz>
"inventory": [{
L893[18:55:16]
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L894[18:55:26] <gigaherz>
"submodels": { "left": { ... },
"right": { ... } }
L895[18:55:33] <gigaherz> and for each of
left and right
L896[18:55:40] <gigaherz> you could
reference the model itself
L897[18:55:44] <gigaherz> along with
"transforms"
L898[18:56:13] <gigaherz> you can then
specify arbitrary rotations, translations and scales
L899[18:56:37]
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L901[18:57:57] <kenzierocks> wow
L902[18:58:05] <williewillus> ?
L903[18:58:07] <kenzierocks> williewillus:
i seriously don't know how no one has hit this before
L904[18:58:10] <williewillus> lol
L905[18:58:37] <kenzierocks> i would
expect it to happen since the closure has no owner...maybe that
particular logic changed recently
L906[18:58:37] <williewillus> what is
it?
L908[18:59:04] <kenzierocks> it tries to
grab the owner of the closure
L910[18:59:12] <kenzierocks> which gives
it a `null` owner
L911[18:59:27] <williewillus> so what do I
do xD
L912[18:59:34] <kenzierocks> try using
./gradlew
L913[18:59:48] <kenzierocks> and/or
reverting to an earlier gradle version
L914[18:59:56] <kenzierocks> i'm trying to
see when this changed
L915[19:00:00] <infinitefoxes_>
williewillus: thanks for the tl;dr
L916[19:00:02] <infinitefoxes_> I'll see
what I can do
L917[19:00:04] <williewillus> yeah gradlew
works
L918[19:00:11] <williewillus> thanks
L919[19:01:07] <kenzierocks> yep, this was
introduced in 2.14
L920[19:01:28] <kenzierocks> i'll
determine where the issue resides and create a ticket
L921[19:01:53] <williewillus>
thanks!
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L925[19:06:00] <infinitefoxes_> think it
might just be easier to make my model flat
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L927[19:09:55] <Mogul> Please tell me,
guys, that I am not completely alone with this - often when
learning something new about coding, I am hopelessly lost as to
what I have to do to make a thing work. Only to, later, find out
that I just confused myself because I missed something obvious;
like looking at the BlockNewLog or OldLog class for inspiration
instead of just looking at the BlockLog class and totally not
getting how this could possibly wo
L928[19:10:12] <williewillus> wat
L929[19:10:57] ⇦
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L930[19:11:33] <Mogul> Well, e.g. I was
confused as BlockLog doesn't have a getStateFromMeta method and so
I didn't really get why or how that was supposedly needed.
L931[19:11:49] <Mogul> Just saying I'm a
noob. ;-)
L932[19:11:53] <williewillus> ah
L933[19:11:54] <williewillus> well
L935[19:11:58] <williewillus> that's just
learning to use your tooling
L936[19:12:01] <kenzierocks> track if you
want
L937[19:12:02] <RANKSHANK> text block
story in irc == ADD overload
L938[19:12:03] <williewillus> always check
subclasses
L939[19:12:33] <Mogul> Perhaps I learned
to much Python in the last weeks. ;-)
L940[19:12:45] <williewillus> i mean its
all the same
L941[19:12:46] <kenzierocks> two*
L942[19:12:48] <williewillus> lang is a
tool
L943[19:13:20] <Mogul> Yeah, but only when
you have reached the point to realize it.
L944[19:13:54] <Mogul> Usually you (or
rather I) start off just looking at a wall of more or less
meaningless text. ;-)
L945[19:14:08]
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L946[19:14:10] <williewillus> also I'd say
ask q's more if you were confused why it didnt have a
getStateFromMeta ask here and someone probably would've enlightened
you within minutes :P
L948[19:15:01] <Mogul> Yeah, and I was
just about to ask that when I got the idea to look at that other
effing classes that I, on top of that, already knew about in the
first place. ;-)
L949[19:15:19] <williewillus>
raoulvdberge: WAILA? your own primitive pipe impl? :D
L950[19:15:37] <raoulvdberge> i had those
cables before
L951[19:15:40] <raoulvdberge> but those
extensions
L952[19:15:43] <raoulvdberge> (the black
stuff)
L953[19:15:45] <williewillus> ah
L954[19:15:47] <Mogul> Look solid.
L955[19:15:47] <raoulvdberge> thats new
:P
L956[19:16:00] <raoulvdberge> the submodel
system made it really easy for me that that
L957[19:16:08] <williewillus> woohoo
L958[19:16:09] <raoulvdberge> just use
submodels for the already existing pipes
L959[19:16:21] <raoulvdberge> and the
black extension is also a submodel
L960[19:16:56] <Mogul> Oh, by the
way.
L961[19:17:12] <Mogul> I read about a
multipart system built into Forge.
L962[19:17:21] <williewillus> its not in
forge yet
L963[19:17:59] <Mogul> Hm, there seem to
be a few classes (like "Multipart" IIRC); are they not
connected to that project?
L964[19:18:09] <williewillus> which
classes?
L965[19:19:05] <Mogul> Oh, wait, I meant
the "Multipart" class, but now I see that it's a
Minecraft thing.
L966[19:19:16] <Mogul>
net.minecraft.client.renderer.block.model.multipart
L967[19:19:23] <KnightMiner> Yep,
basically the vanilla version of Forge submodels
L968[19:20:41] <williewillus> how do I
lift a single commit from an unrelated branch and apply it to my
current branch in git?
L969[19:20:55] <KnightMiner> Still hoping
Forge blockstates support vanilla multipart in the future, its a
lot more verbose in what you check for than the Forge version (as
you can match multiple things)
L970[19:21:01] <kenzierocks> williewillus:
git cherry-pick
L971[19:22:00] <Mogul> Oh, another thing -
a lot of methods in the Block class are deprecated but I couldn't
find a hint to what else to use. Is there some documentation for it
that I have missed?
L972[19:22:25] <kenzierocks> internal
mojang deprecation
L973[19:22:27] <kenzierocks> implement
them
L974[19:22:30] <kenzierocks> don't call
them
L975[19:22:36] <kenzierocks> call the ones
on IBlockState
L976[19:22:38] <kenzierocks> same
name
L977[19:25:31] <Mogul> Huh. I guess I will
have to look into BlockStates a hell of a lot more.
L978[19:26:14] <williewillus> did you read
the rtd on them yet?
L979[19:26:20] <williewillus> thats
basically all you need :P
L980[19:27:48] <gigaherz> there's a few
things to keep in mind when you use blockstates
L981[19:27:53] ***
Kolatra|away is now known as Kolatra
L982[19:28:11] <gigaherz> first, that ALL
the possible values are pre-computed and stored in memory, so you
can't have big properties with millions of permutations
L983[19:29:01] <williewillus> unless you
use a special magic trick but don't worry about that ;p
L984[19:29:04] <gigaherz> second, that
even though blockstates appear to be really flexible, only the 4bit
metadata is persisted on the world grid, and you have to use
TileEntities and/or neighbour data to be able to display more
variants
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L986[19:29:57] <gigaherz> third, that
unless you have a custom statemapper, each distinct variant will
need to be represented in the blockstates file
L987[19:30:51] <gigaherz> and here comes
the thing that makes a lot of people trip:
L988[19:31:03] <gigaherz> minecraft builds
the blockstates and the models *separately*
L989[19:31:10] <gigaherz> and then
afterward, tries to match them up
L990[19:31:47] <gigaherz> so the
blockstates file *must* include each and every combination, because
after forge processes it
L991[19:32:05] <gigaherz> the list of
variant strings has to contain all the strings the block has told
MC it will use
L992[19:33:09] <gigaherz> side-note:
variant strings are sorted alphabetically:
"a=1,b=east,c=false" is a valid variant string, but
"c=false,a=2,b=west" is not
L993[19:33:15] <Mogul> Well, I have played
around a bit with the json files; some things are easy now that
were rather hard back in 1.7.10. I still lack a true understanding
of the whole system yet though..
L994[19:33:38] <Mogul> And I'm not sure
what RTD means, so I'm not sure if I read it. =D
L995[19:33:47] <gigaherz>
readthedocs
L996[19:33:53] <gigaherz> the official
forge documentation effort
L997[19:33:57] <Mogul> Ah, yeah, have it
open.
L998[19:34:08]
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L1000[19:34:13] <Mogul> I was surprised
when I first saw that it existed a few days ago.
L1001[19:34:35] <gigaherz> yeah
L1002[19:34:50] <gigaherz> sadly, we are
all guilty of not contributing enough
L1003[19:35:05] <gigaherz> williewillus
has "meant to" write some rtd pages for like, 6 months?
;P
L1004[19:35:15] <Mogul> Heh =D
L1005[19:35:26] <gigaherz> and I wrote a
few, but there's some mistakes in them that I have to someday fix
;P
L1006[19:35:27] <williewillus> hey i
crank out a good one every once in a while
L1007[19:35:42] <gigaherz> the idea
is
L1008[19:35:48] <gigaherz> if you see
something that's missing
L1009[19:35:50] <williewillus> latest one
i was doing is (slowly) rewriting rendering
L1010[19:35:51] <gigaherz> and you
learned how it works
L1011[19:35:54] <williewillus> and one
for loot tables
L1012[19:35:55] <gigaherz> try to help,
too
L1013[19:35:58] <gigaherz> it will be
best for everyone
L1014[19:36:08] <williewillus>
worldgen/structure ones are sorely needed lol
L1015[19:36:21] <gigaherz> in fact
L1016[19:36:22] <williewillus> and
AI
L1017[19:36:36] <gigaherz> writing
documentation is an awesome way to discover things you never
understood
L1018[19:36:54] <gigaherz> because you
won't be able to explain them
L1019[19:37:05] <gigaherz> which will
force you to structure the knowledge and see the gaps
L1020[19:37:07] <williewillus> or you
write bad docs and people yell at you :D
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L1022[19:37:22] <williewillus> that forge
blockstaet json rtd is flaky :P
L1023[19:37:23] <gigaherz> well that's
what the pull requests are for
L1024[19:37:23] <gigaherz> ;P
L1025[19:37:35] <williewillus> always
wanted to redo it but it would just be redundant w my rendering
one
L1026[19:37:39] <Mogul> Well, I actually
thought about capturing my experiences for those that come after
me. ;-)
L1027[19:37:44] <gigaherz> there's a
bias, too
L1028[19:37:53] <gigaherz> I wrote the
IEEP/Capabilities/WorldSavedData pages
L1029[19:38:00] <Mogul> After all it's
easier to see what was hard to grasp when the memory of it is still
fresh.
L1030[19:38:03] <gigaherz> and people
were ok with the explanation
L1031[19:38:18] <gigaherz> but it's an
explanation that only really makes sense to people who already know
how they work
L1032[19:38:19] <gigaherz> XD
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L1034[19:38:32] <Mogul> Well, the
document is lacking a bit of detail e.g. regarding block and item
models and how they are connected to the blockstates.
L1035[19:38:44] <Mogul> But I am rather
pleased with how generally clean and orderly it is.
L1037[19:38:54] <gigaherz> this helps
with that
L1038[19:38:54] <gigaherz> ;P
L1039[19:39:12] <williewillus> the more i
reread that the worse its organized to me lol
L1040[19:39:24] <williewillus> its
literally a braindump for 1.7 modders :P
L1041[19:39:30] <gigaherz> it's just a
knowledge dump
L1042[19:39:31] <gigaherz> ;P
L1043[19:39:32] <williewillus> but hey
people liked it
L1044[19:39:38] <Mogul> I guess the
problem with writing documentation is that you either am not well
versed enough that you are sure you will get it right - or you are
already that experienced that you don't see what to explain more
plainly.
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L1046[19:41:43] <Mogul> And regarding the
brain dump - it's not that bad as all the stuff seems more or less
ordered by links, instead of just being some shady-looking wiki
page where you have to go to one page to be shown other pages you
can go to. It's more readily discernible what the contents of the
documentation are in the state that the docs are right now as
opposed to how they were.
L1047[19:42:06] <gigaherz> there's also
the issue that the official documentation has an expectation of
people being reasonably proficent with Java and programming
concepts in general
L1048[19:42:09] <williewillus> yeah thats
why I always version my docs :P
L1049[19:42:20] <gigaherz> but a lot of
modders are neither
L1050[19:42:27] <williewillus>
"Current as of forge 130blah yell at me if its
wrong"
L1051[19:42:41] <williewillus> i don't
know where I got 130x from that's ancient
L1052[19:42:53] <Mogul> Well, both things
are a problem, yeah.
L1053[19:43:04] <Mogul> I'm more of a
dabbler in programming myself.
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L1055[19:47:07] <Mogul> Oh, but back to
blockstates - do I get that right that I basically don't e.g. have
to state that a block is not an opaque cube but that instead I pull
the block's blockstate and look up the "isOpaqueCube" and
the blockstate determines if it is an opaque cube by analyzing the
json files?
L1056[19:47:32] <diesieben07> No, you
still have to specify that method.
L1057[19:47:58] <gigaherz> sadly those
values are still hardcoded on the Block
L1058[19:48:20] <gigaherz> although it's
a necessity, otherwise the server wouldn't be able to perform the
lighting calculations to decide if stuff is spawnable
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L1060[19:50:26] <Mogul> Hmmm...
L1061[19:52:58] <Mogul> So the BlockState
object of a block just gives me access to the accessible members of
the block's class and the specific block instance properties, be
they saved in the 4 bits of metadata or specified to be calculated
on-the-fly?
L1062[19:53:47] <diesieben07> you mean
IBlockState? yes in that case.
L1063[19:54:54] <williewillus> read my
rtd :D
L1064[19:55:27] <Mogul> Ah, yes, I meant
that "defaultBlockState" of type "IBlockState";
by coincidence, not by really knowing what's going on. ;-)
L1065[19:57:13] <Mogul> And I'm reading,
I'm reading... but I see that I really got an attention deficit; I
read the first few words and already start scanning the text in a
cursory manner, looking for something that stands out. xD
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L1067[19:57:29] <williewillus> yeah that
doc is meant for a top down thorough read :P
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L1076[20:26:21] <RANKSHANK> hey
williewillus how's your loot doc going ;)
L1077[20:26:32] <williewillus> not going
lol
L1078[20:26:45] <RANKSHANK> haha fair
enough :P
L1079[20:26:45] <williewillus> last time
i tried starting i ended up writing a doc on the update json system
instead lol
L1080[20:27:00] <williewillus> and the
other last time i tried starting i started rewriting the rendering
one lol
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L1082[20:28:15] <RANKSHANK> I feel ya
man- ADD and programming go hand in hand haha- just thought I'd
check before digging through it since you write some damn fine docs
:P
L1083[20:28:43] <williewillus> good to
hear haha
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L1087[20:35:31] <williewillus> the
vanilla wiki actually does a good job of loot table
explaining
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L1089[20:43:15] <RANKSHANK> Thanks!
reading through the wiki now :P
L1090[20:44:44] <williewillus> anyone
know where activator rails get their signal in the coed 0.o
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L1092[20:48:48] <diesieben07>
williewillus, what did you expect, hardcoded in EntityMinecart
:P
L1093[20:48:58] <williewillus> .-.
L1094[20:49:00] <williewillus> i was
hoping
L1095[20:49:29] <SkySom> The Minecart
system is not fun to deal with lol
L1096[20:49:40] <williewillus> well there
isnt much to deal with period lol
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L1098[20:50:05] <williewillus> i also
misspoke I want to add custom detector rail comparator behaviour
which is hardcoded in BlockRailDetector :P
L1099[20:50:07] <williewillus> time to pr
an event
L1100[20:50:21] <SkySom> Oh. Hehe for the
Mana Cart?
L1101[20:50:25] <williewillus> yes
L1102[20:50:32] <SkySom> Cool probably
means I could get rid of my comparator rail completely
L1103[20:51:22] <SkySom> Realized the
Vanilla only does Inventories.
L1104[20:51:37] <diesieben07> god that is
some awful code :D
L1105[20:51:38] <SkySom> So I added my
own to do fluids/RF/mana
L1106[20:52:04] <williewillus> i would
add a case there to support caps but noooo my cap slot limit PR is
still waiting :P
L1107[20:53:16] <SkySom> But yeah having
rail handle that shit natively would be way nicer
L1108[20:53:22] <SkySom> Than having to
do my own rail/evenets
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L1113[20:58:47] ***
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L1119[21:24:49] <Darkevilmac> I've been
sitting on the same problem for a bit when I've been updating my
mod from 1.8.9 to 1.10. For whatever reason my code to render a
model in my TESR doesn't seem to be working, from what I've worked
out for whatever reason the baked models I create don't have any
BakedQuads/VertexData.
L1121[21:25:24] <kenzierocks> why are you
rebaking the model
L1122[21:25:50] <williewillus> he's not
it's lazy loading
L1123[21:25:53] <kenzierocks> oh
L1124[21:25:56] <kenzierocks>
i...see
L1125[21:26:01] <kenzierocks> still looks
kinda weird imo
L1126[21:26:17] <Darkevilmac> Essentially
I must not be baking the model correctly, because it doesn't throw
an exception to get the model from the registry.
L1127[21:26:25] <williewillus> i don't
think VertexFormats.BLOCK is used anywhere in vanilla
L1128[21:26:29] <Darkevilmac> but the
baked models don't have any quads.
L1129[21:26:34] <williewillus> i doubt
that mcp name is even correct
L1130[21:26:43] <williewillus> try
ITEM
L1131[21:27:22] <kenzierocks> is it an
enum williewillus?
L1132[21:27:26] <williewillus> no
L1133[21:27:30] <kenzierocks> mm,
ok
L1134[21:27:32] <williewillus> also why
the 40+ lines to render a bakedmodel?
L1135[21:27:37] <williewillus> functions
exist in vanilla/forge to do that
L1136[21:27:37] <kenzierocks> 'cause enum
names are always right :P
L1137[21:27:46] <Darkevilmac>
williewillus, I've tried both BLOCK, and
Attributes.DEFAULT_BAKED_FORMAT I'll give item a shot now.
L1139[21:29:10] <williewillus> can all be
replaced with calls to
Minecraft.getMinecraft().getBlockRenderDispatcher().getBlockModelRenderer().renderModelColor/renderModelBrightness
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L1141[21:29:18] <williewillus> with yoru
gl transforms ofc
L1142[21:30:01] <williewillus> i bet its
because your doing the tessellator manually
L1143[21:30:11] <williewillus> yeah the
forge/vanilla stuff renders with the tess set to ITEM
L1144[21:30:34]
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L1145[21:30:53] <williewillus> also
enummap that hashmap :D
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L1156[21:56:32] <Darkevilmac> Not sure if
this a step forward or back tbh.
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L1160[22:16:30] <RANKSHANK> Loot table
related registry is intended for the init phase right?
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L1165[22:22:50] <electrolitic> Is
charcoal not in minecraft's Items class?
L1166[22:23:05] <KnightMiner> Charcoal is
just coal
L1167[22:23:10] <KnightMiner> Metadata
1
L1168[22:23:17] <electrolitic> Oh
L1169[22:24:12] <electrolitic> How do you
do that in a recipe then? Items.COAL.getMetadata()?
L1170[22:24:20] <electrolitic> I want to
use it in my recipe.
L1171[22:24:29] <SkySom> new
ItemStack(Items.COAL, 1, 1);
L1172[22:24:37] <electrolitic> Ah
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L1174[22:29:04] <KnightMiner> Note that
the first 1 is stack size, second is meta
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L1177[22:34:15] <electrolitic> Is it
possible to require certain stack sizes in recipes?
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L1180[22:44:12] <Abastro> By checking
stack size on IRecipe?
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L1192[23:27:56] <williewillus> remove
your tessellator calls
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L1194[23:28:49] <williewillus> lines 15,
16, 38, 39, 53, 54
L1195[23:29:01] <williewillus> I'm
surprised that didn't crash
L1196[23:29:16] <williewillus> also use
renderModelBrightness/renderModelBrightnessColor not
renderModel
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L1202[23:39:05] <Darkevilmac>
williewillus, only last issue is the lack of smooth lighting, would
I want to use renderModelSmooth or is there something else I should
do?
L1203[23:39:24] <williewillus> it's not
smooth? hmm
L1205[23:40:08] <Darkevilmac> I need to
fix the rotation and whatnot but that's not really hard to
do.
L1206[23:40:57] <williewillus> yeah give
rendermodelsmooth a shot
L1207[23:48:20] <Darkevilmac>
williewillus, looks like that makes me go back to using the
tesselator on my end and doesn't solve the issue either.
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L1209[23:48:42] <williewillus> no it
doesn't
L1210[23:48:46] <williewillus> you just
need to pass it in
L1211[23:48:47] <williewillus> thats
it
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L1214[23:57:57] <Darkevilmac>
williewillus, I'm assuming I still need to call tesselator draw and
vertexbuffer begin right? Without those methods it just doesn't
draw anything
L1215[23:58:50] <williewillus> shouldn't
need to
L1216[23:59:10] <williewillus> see
RenderFallingBlock - it use srenderModel (which just calls
renderModelSmooth depending on usersettings)
L1217[23:59:24] <williewillus> oh heh I
got it wrong
L1218[23:59:28] <williewillus> yes you
do, I'm sorry
L1219[23:59:39] <williewillus>
RenderFallingBlock is probably a better example than my words