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L10[00:30:46] <lbpfan950> hai
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L12[00:32:41] <lbpfan950> willieaway: which
github would i report it to?
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L35[01:59:30] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160723 mappings to Forge Maven.
L36[01:59:34] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160723-1.10.2.zip
(mappings = "snapshot_20160723" in build.gradle).
L37[01:59:44] <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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L52[03:17:46] <ghz|afk> meh, i wanted to
have a thumbsup icon on a reply in curseforge, but their smiley
list doesn't seem to work, so I had to use the unicode one
instead
L53[03:17:59] <ghz|afk> ? (that's a thumbs
up emoji in case you can't see it)
L54[03:18:17] <sham1> Damn it
monospace
L55[03:18:25] <sham1> Can't even show the
emoji
L56[03:18:42] <ghz|afk> heh, mirc can
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L58[03:18:57] <sham1> it's most likely the
font
L59[03:18:58] <kashike> ?
L60[03:18:59] <ghz|afk> or more accurately,
windows can
L61[03:19:26] <ghz|afk> the windows text
rendering system handles font substitutions for you
L62[03:19:48] <sham1> Well, hexchat does
not seem to benefit
L63[03:19:51] <ghz|afk> so it will happily
find the missing char in one of its fallback fonts, then adjust the
dimensions
L64[03:20:16] <ghz|afk> kashike: yours does
not show.
L65[03:21:04] <kashike> Rosy cheeks with
hands near cheeks with a smile and closed eyes
L66[03:21:06] <kashike> :P
L67[03:26:50] <ghz|afk> ah one of the bs
ones
L68[03:26:56] <ghz|afk> that caused all the
"racism" drama
L69[03:27:23] <ghz|afk> the whole thing is
funny
L70[03:27:31] <ghz|afk> most smileys were
yellow, and featureless
L71[03:27:32] <ghz|afk> as in
L72[03:27:37] <ghz|afk> no hair
L73[03:27:39] <ghz|afk> all round
L74[03:27:50] <ghz|afk> just the eyes and
mouth to show the feeling
L75[03:29:11] <ghz|afk> then someone
decided to add icons for more specific things, and for some stupid
reason, they chose to draw them with white skin and black hair,
while others would draw them with blonde hair, or looking in
different directions
L76[03:29:15] <ghz|afk> hence all the shit
about the modifiers
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L90[04:02:45] <MalkContent> if something
uses just the existing ItemStackHandler, does it autosave/load the
inventory using (de)serializeNBT, or does one have to do that
manually?
L91[04:03:39] <ghz|afk> I do it like
this
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L95[04:04:02] <ghz|afk> this way if someone
decided that ItemStackHandler isn't INBTSerializable anymore, my
code would still work ;P
L96[04:04:24] <ghz|afk> and that same
pattern applies to any capability that implements IStorage
properly
L97[04:05:06] <MalkContent> kay. thanks
:)
L98[04:06:15] <MalkContent> you don't have
to implement iinventory at all anymore?
L99[04:07:48] <ghz|afk> no
L100[04:07:54] <ghz|afk> fuck anyone
expecting it
L101[04:07:58] <ghz|afk> they don't
deserve access to my blocks
L102[04:08:06] <ghz|afk> that's the
official forge stance, btw
L103[04:08:15] <ghz|afk> IInventory is
deprecated for modding
L104[04:08:24] <ghz|afk> Forge takes care
of all the vanilla blocks, so there's no reason to use it
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L106[04:08:43] <MalkContent> good to
know
L107[04:08:54] <ghz|afk> if some mod
doesn't support IItemHandler, then tell them to switch of be left
behind.
L108[04:08:57] <Ordinastie_> can
capabilites handle multiple inventories ?
L109[04:09:10] <ghz|afk> in which
sense?
L110[04:09:26] <ghz|afk> you can return a
different inventory depending on the value of the EnumFacing
L111[04:09:26] <Ordinastie_> not only one
object
L112[04:09:29] <ghz|afk> passed into
getCapability
L113[04:09:37] <ghz|afk> and there's
wrappers that combine multiple IItemHandlers into one
L114[04:09:49] <ghz|afk> andwrappers that
expose a subset of the slots of one bigger IItemHandler
L115[04:10:18] <ghz|afk> but if you want
to support multiple alternative inventories on one single block,
that are NOT side-specific, you'd need some special API for
that
L116[04:10:25] <MalkContent> also ghz,
your itemhandler's called slot. and then you got int slot a lot as
argument inside it. i didnt have my second coffee yet
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L118[04:10:40] <ghz|afk> MalkContent: it's
an inventory with only one slot
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L120[04:10:46] <ghz|afk> I can't change
the api
L121[04:10:55] <ghz|afk> getStackInSlot
will only work for int slot=0
L122[04:11:07] <ghz|afk> but the api still
has the concept of slots in it so /shrug
L123[04:11:55] <MalkContent> so like. I'd
call the handler singleSlotIH or something to keep stuff
apart
L124[04:12:29] <ghz|afk> apart from
what?
L125[04:13:03] <ghz|afk> oh you mean that
a local variable/parameter has the same name as a field?
L126[04:13:07] <ghz|afk> that's not an
issue
L127[04:13:08] <ghz|afk> XD
L128[04:13:10] <MalkContent> yea
L129[04:13:19] <MalkContent> ik, it works.
i just had to double take
L130[04:13:26] <MalkContent> personally i
find that ugly
L131[04:13:40] <MalkContent> but rly thats
none of my business
L132[04:13:41] <MalkContent> ^^
L133[04:13:44] <MalkContent> thx for the
help
L134[04:14:13] <ghz|afk> yeah I could
change it to like, slotInventory or whatever
L135[04:14:18] <MalkContent> ive been
slowly creeping towards using that thing for like a week now
L136[04:14:25] <MalkContent> because it's
too fucking hot
L137[04:14:34] <MalkContent> and today is
a cool day
L138[04:14:51] <MalkContent> game
time
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L143[04:42:23] <Ordinastie_> so, if I want
onNeihgborChanged on client, I have to send the packet myself
?
L144[04:52:24] <Ordinastie_> or I wonder
if I should go allin on it ><
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L147[04:53:23] <shredder8910> Anyone have
any idea why the recipe for lapis_block, coal_block, and hay_block
return 9 ItemStack each with count of 9 for the recipe?
L148[04:53:46] <ghz|afk> wat?
L149[04:53:54] <DarkS_> ??
L150[04:54:07] <shredder8910> Gonna guess
it's my code then. I'll do some more debugging haha
L151[04:54:12] <shredder8910> Just was
seeing if anyone had heard of it before
L152[04:54:17] <shredder8910> because it
doesn't do it for other recipes
L153[04:54:37] <Ordinastie_> I don't even
understand what you said...
L154[04:54:56] <sham1> ditto
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L156[04:55:13] <shredder8910> The inputs
for the recipe are an array of 9 ItemStack each with a size of
9,
L157[04:55:20] <shredder8910> of their
respective inputs
L158[04:55:32] <shredder8910> so instead
of 9 lapis for the block, its 81
L159[04:55:40] <sham1> Wouldn't that be
their metadata
L160[04:56:04] <shredder8910> I thought
that was the damage?
L161[04:56:06] <ghz|afk> hmm I'll put a
breakpoint on my recipe scanner for my magic mod and tell you what
I see ;P
L162[04:56:19] <sham1> damage,
metadata
L163[04:56:22] <sham1> Same
difference
L164[04:56:31] <shredder8910> yeah but
it's showing the stackSize as 9
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L166[04:56:35] <ghz|afk> damage is a
specific use for the metadata number ;p
L168[04:57:22] <DarkS_>
ItemStack(item/block, COUNT, META)
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L170[04:58:11] <Ordinastie_> (I think I'll
go all in ><)
L171[04:58:21] <shredder8910> Yeah but the
input is an array of 9 ItemStacks each with size 9, instead of what
i'm expecting 9 ItemStacks each with Size 1
L172[04:58:36] <Ordinastie_> shredder8910,
what class is it again ?
L173[04:59:15] <ghz|afk> shredder8910: you
said the one for lapis->block?
L174[04:59:27] <shredder8910> yeah
L175[04:59:36] <shredder8910> I thought
ShapelessRecipe
L176[04:59:37] <ghz|afk> I must have hit
that issue
L177[04:59:38] <ghz|afk> because
L178[04:59:39] <ghz|afk> ItemStack stack =
input.copy();
L179[04:59:39] <ghz|afk> stack.stackSize =
1;
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L181[04:59:47] <ghz|afk> I ignore the
stackSize when reading recipes ;P
L182[04:59:51] <shredder8910> Ahh
L183[04:59:52] <shredder8910> cool
L184[05:00:04] <shredder8910> I've been
debugging this for too long
L185[05:00:09] <shredder8910> And decided
to post on here just to see
L186[05:00:13] <shredder8910> All
recipes?
L187[05:00:32] <ghz|afk> for crafting
recipes
L188[05:00:37] <shredder8910> okay
cool
L189[05:00:42] <ghz|afk> I assume that
each crafting iteration only takes one of each input
L190[05:01:01] <shredder8910> yeah it
makes more sense that way anyhow
L191[05:01:08] <ghz|afk> for furnace
recipes, I take the input, and output
L192[05:01:21] <ghz|afk> and consider
8*input + 1*coal = 8*output
L193[05:01:54] <ghz|afk> since I don't
care about the shape, only the total number
L194[05:02:43] <shredder8910> Okay cool,
yeah I'm doing a similar thing
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L196[05:04:08] <shredder8910> And by set
breakpoint, how did you do that exactly?
L197[05:06:00] <ghz|afk> if
(recipeOutput.getItem() ==
Item.getItemFromBlock(Blocks.LAPIS_BLOCK))
L198[05:06:08] <ghz|afk> recipeOutput =
recipeOtuput;
L199[05:06:13] <ghz|afk> and put the
breakpoint on the useless line
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L220[05:54:48] <Ordinastie_> does someone
have an example of annotation discovery over methods without the
class being annotated ?
L221[05:58:43]
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L222[05:59:44] <mezz> I'm not sure that
exists
L223[06:00:38] <mezz> forge either uses
the @Mod annotation or registries in order to find classes that
have annotated methods
L224[06:01:38] <fuj1n> Can't seem to get
item textures for my blocks working whatsoever (whilst they are
working as blocks, and there are no errors in the console).
L226[06:03:54] <Ordinastie_> mezz,
actually, it does
L227[06:04:13] <Ordinastie_> ASMDataTable
does have the data for methods too
L228[06:04:22] <Ordinastie_> so getAll()
will return them
L229[06:04:47] <OrionOnline> fuj1n, you
are missing the inventory variant.
L230[06:04:49]
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L231[06:05:03] <OrionOnline> It allows you
to set the model for the Inventory when it is an item
L232[06:05:39] <fuj1n> The basic variant
without the direction is the inventory variant, such as
type=advanced
L233[06:05:55] <fuj1n> Otherwise, I'd get
an error in the console
L234[06:06:06] <fuj1n> Also, firestarter
has the inventory variant
L235[06:06:49] <OrionOnline> hmm does it
rhow any exceptions?
L236[06:07:08] <fuj1n> None
L237[06:08:17] <OrionOnline> Weird... So
no missing variants and no missing models exceptions....
L238[06:09:26] <fuj1n> I even went through
code step by step to ensure it correctly loads a model, nothing
seems off in there
L239[06:10:30] <OrionOnline> So it works
when you place the block?
L240[06:10:38] <mezz> Ordinastie_, ok I
checked and that seems to be true. did you answer your own question
then?
L241[06:10:46] <fuj1n> Yeah, it works in
world
L242[06:11:21] <Ordinastie_> mezz, yeah, I
tested it
L243[06:11:35] <OrionOnline> Hmm that is
weird.....
L244[06:11:38] <Ordinastie_> however, now
I'm not sure if it's the right way of doing it :p
L245[06:11:46] <OrionOnline> that cube_all
model where is that defined, in mc?
L246[06:11:53] <fuj1n> Yeah
L247[06:11:59] <mezz> what are you doing
exactly Ordinastie_?
L248[06:12:10]
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L250[06:13:08] <OrionOnline> fu
L251[06:13:32] <mezz> I don't understand
the purpose of the annotation there
L252[06:13:44] <Ordinastie_>
neighborChanged is not called on the client
L253[06:13:53] <OrionOnline> fuj1n, no
clue....... Try debugging the ItemRenderer when you have only one
itemstack with your block in your hotbar
L254[06:13:56] <OrionOnline> And see what
it does
L255[06:14:09] <OrionOnline> Maybe you
have something setup wrong and it goes haywire there
L256[06:14:18] <fuj1n> Okies, thanks for
the help :p
L257[06:14:36] <mezz> ok, so?
L258[06:15:06] <mezz> normally I handle
the change on the server and then send a state update to the
client
L259[06:15:14] <mezz> if you do logic on
the client you may get desync
L260[06:15:37] <Ordinastie_> in my case,
it's pure visual change based on neighbors, data is stored in
TE
L261[06:15:59] <Ordinastie_> so yes, I
could send a packet to tell the TE to recalculate stuff
L262[06:16:20] <Ordinastie_> or I can add
that annotation so that the method is called client side too
L264[06:17:08] <Ordinastie_> the question
is whether I should find the annotation when registering the block
or use ASMDataTable
L265[06:18:34] <mezz> FML is doing all the
work of scanning annotations no matter what. however it's passed to
you in preinit so your blocks are unlikely to be registered at that
point anyway so...
L266[06:18:44] <Ordinastie_> yes
L267[06:19:04] <Ordinastie_> it's a matter
of what I want to check for when the neighborChanged is
called
L268[06:19:07] <ghz|afk> Ordinastie_: hmmm
can't you just do a notifyBlockUpdate
L269[06:19:14] <mezz> depends on if you're
doing it as part of a magic library or part of one mod I
think
L270[06:19:20] <ghz|afk> if you call
notifyBlockUpdate on the client when you receive onDataPacket
L271[06:19:26] <Ordinastie_> it goes in my
core yes
L272[06:19:43] <ghz|afk> it will mark the
block for re-rendering, which causes getExtendedState to call
getActualState, to obtain the correct state data
L273[06:20:05] <Ordinastie_> ghz|afk, yes,
but then it requires your to have getUpdatePacket, and onDataPacket
and does send a packet
L274[06:20:22] <ghz|afk> no I mean
L275[06:20:42] <mezz> you generally want
to send a packet anyway though, or else players nearby will not
have their client updated
L276[06:21:04] <ghz|afk> server
neighborchange -> calls notifyBlockUpdate on the server ->
server calls getUpdatePacket and sends result to the client ->
client receives onDataPacket -> client calls notifyBlockUpdate
to ask for re-rendering
L277[06:21:20] <ghz|afk> that's the usual
flow
L278[06:21:37] <Ordinastie_> ghz|afk, yes
I get that, but I don't really want to implement getUpdatePacket
and onDataPacket
L279[06:21:42] *
ghz|afk shrugs
L280[06:21:47] <Ordinastie_> also, what if
you don't have a TE
L281[06:21:58] <ghz|afk> then you make a
network packet for it
L282[06:22:05] <ghz|afk> with just the
BlockPos coords in it
L283[06:22:13] <mezz> if you don't have a
TE you just send a block update
L284[06:22:18] <ghz|afk> anmd on the
handler, call notifyBlockUpdate
L285[06:22:47] <ghz|afk> or yeah, I guess
you could just send a block update packet, although I don't like
sending block updates when the block didn't really change
L286[06:23:36] <Ordinastie_> I have just
one question that might force the answer anyway :
L287[06:23:41] <mezz> see how BlockFence
handles things maybe?
L288[06:23:47] <Ordinastie_> can
world.notifyBlockOfStateChange() can be called only on the server
?
L289[06:24:34] <Ordinastie_> BlockFence
use getActualState
L290[06:24:45] <mezz> yeah
L291[06:25:05] <Ordinastie_> the point was
to cache the result
L292[06:25:19] <mezz> for what
benefit?
L294[06:27:24] <Ordinastie_> so yeah, I'd
rather not do that everyframe :)
L295[06:28:45] <mezz> getActualState isn't
called every frame is it?
L296[06:29:47] <Ordinastie_> I have a
TESR
L297[06:30:11] <mezz> that's one fancy
fence gate. alright
L298[06:30:20] <Ordinastie_> :p
L299[06:30:43] <mezz> what does it do to
need a TESR?
L300[06:30:48] <Ordinastie_> it
moves
L301[06:31:29] <mezz> so do vanilla fence
gates :p
L302[06:31:56] <Ordinastie_> mines are
animated if you prefer
L303[06:33:21] <mezz> I see you are not a
fan of keeping things simple heh
L304[06:33:31] <mezz> seems like you're
doing the right thing for your case though
L305[06:34:02] <Ordinastie_> only thing
is, if world.notifyBlockOfStateChange() is sometimes only called on
the server
L306[06:35:25]
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L307[06:36:08] <Ordinastie_> but to know
if I should call the method on the client, I think checking against
a block or use the class somehow
L308[06:36:20]
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L309[06:36:55] <Intektor> I'd like to save
some information in my block, what should I use, tileEntity or is
there something better?
L310[06:37:04] <Rushmead> When i change
the render view entity, it doesnt render my player. Is there i way
i can fix this?
L311[06:37:19] <Ordinastie_> Intektor,
depends on what information you need
L312[06:37:29]
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L314[06:37:42] <mezz> Intektor, blockstate
holds up to 16 different states, beyond that you normally lneed a
tile entity
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L317[06:40:30] <Ordinastie_> !gm
neighborChanged
L318[06:41:01]
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L319[06:42:56] <Intektor> I need to save a
string
L320[06:44:14] <Rushmead> How do i get the
partialTicks?
L321[06:44:55]
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L322[06:45:22] <Intektor>
Minecraft.getMinecraft().renderPartialTicks
L323[06:45:27] <Intektor> or something
like that
L324[06:45:58] <Intektor>
Minecraft.getMinecraft().getRenderPartialTicks()
L325[06:47:17]
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L326[06:48:33] <RANKSHANK> Intektor, save
it where?
L327[06:48:45] ⇦
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L328[06:48:54] <Intektor> in my
tileEntity, how do I update data from CLIENT to SERVER and the
other way? Do I have to send Packets or is there a kind of
dataWatcher
L329[06:49:38] <Ordinastie_> Rushmead, if
you need it, you should already have it
L330[06:49:59] <Rushmead> Well, its
related to: When i change the render view entity, it doesnt render
my player. Is there i way i can fix this?
L331[06:50:58] <Intektor> sure
L332[06:51:14] <RANKSHANK> Intektor iirc
you'll beed to send pocket
L333[06:51:34] <RANKSHANK> *packet.
Autocorrect ftw
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L335[06:52:32] <Ordinastie_> well, that
was a fail, notifyBlockOfStateChange is not called on the client
when placing a block :x
L336[06:52:54] <Intektor> take a look at
how minecraft handles the different rendering states, I mean first
person, third person, and that stuff, you might find your answer
there
L337[06:55:08]
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L340[06:57:06] <Rushmead> Wait, you
talking to me Intektor?
L341[06:57:19] <Intektor> yes
L342[06:57:46] <Rushmead> oh
L343[07:01:29] ***
Vigaro is now known as V
L344[07:03:45] <MalkContent> hmm
L345[07:04:12] *** V
is now known as Vigaro
L346[07:04:13] ⇦
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L347[07:06:07] <Ordinastie_> a bit
demoralized now :/
L348[07:07:20] <RANKSHANK> ?
L349[07:07:36] <MalkContent> itemstack nbt
is saved in stackTagCompound, yes?
L350[07:07:54] <RANKSHANK> Extra data
yeah
L351[07:08:15] <MalkContent> okay
L352[07:08:22]
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L353[07:09:43] <RANKSHANK> Extra being non
cap, caps are in their own tag
L354[07:10:28] <MalkContent> yea i saw
that caps got attached, too
L355[07:10:33] <MalkContent> whatever the
hell that means
L356[07:11:42] <MalkContent> I am
contemplating weither or not i have to implement INBTSerializable
in my item
L357[07:11:47] <RANKSHANK> Means there's a
seperats NBTTagCompound that capabilities write to so there aren't
misshaps in the stackTagCompound
L358[07:12:08] <MalkContent> but
saving/loading should all just be handled by itemstack,
right?
L359[07:12:13] <RANKSHANK> Why? It should
all be sent as a part of shareTag ()
L360[07:12:54] <RANKSHANK> Yeah the
ItemStack handles all of its data
L361[07:13:17] <MalkContent> uh...
L362[07:13:46] <MalkContent> so would
ItemHandler save the inventory in the compound tag?
L363[07:14:09] <fuj1n> So apparently, for
whatever reason, the model is just not added to the list of item
models, which is weird, and should actually happen
L364[07:15:14] <RANKSHANK> MalkContent In
the cap section it'll be saved
L365[07:15:52] <RANKSHANK> fuj1n what
list? What are you doing?
L366[07:16:21] <fuj1n> I've been trying to
get my textures to work, they work as blocks, but not as
items
L367[07:16:25] <MalkContent> thats a
strangely constructed sentece :x
L368[07:16:41] <MalkContent> so,
"yes, the inventory will e saved in the cap
section"?
L369[07:16:58] <MalkContent> be*
L370[07:21:09]
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L371[07:25:22] <RANKSHANK> Wait sorry
phrased that oddly
L372[07:27:11] ⇦
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L373[07:27:26] <DarkS_> fuj1n more
info?
L374[07:28:20] <ghz|afk> fuj1n: areyou
calling ModelLoader.setCustomModelResourceLocation for the
ItemBlock corresponding to the block?
L375[07:28:51] <hch12907> :/ I am unable
to update my modding environment to 1.9
L376[07:29:00] <RANKSHANK> MalkContent how
is your cap set up?
L377[07:29:00] <ghz|afk> hch12907: how
so?
L378[07:29:09] <hch12907> says
NullPointerException when doing decompileMc
L379[07:29:18] <ghz|afk> change
forgegradle to 2.2-SNAPSHOT
L380[07:29:25] <MalkContent> it's not set
up
L381[07:29:43] <fuj1n> Okay, so I have
blocks the textures of which work when placed in world, but show
missing textures as items, the loading process seems to go
flawlessly with no errors whatsoever. Mantle is handling all of the
loading stuffs.
L382[07:29:47] <MalkContent> atm trying to
figure out how to use the itemhandler with items
L383[07:30:13] <MalkContent> i keep second
guessing myself
L384[07:30:20] <ghz|afk> fuj1n: are you
calling ML.setCustomMRL or not
L385[07:30:38] <hch12907> welp, here goes
another 15 minutes
L386[07:30:39] <MalkContent> and so far i
didnt find an example on github on someone actually using the
itemhandler for a bag item
L387[07:30:56] <DarkS_> you have to
register it as Item.getItemFromBlock, not as blocks
L388[07:31:29] <fuj1n> ghz|afk: It is
called by mantle
L389[07:31:50] <ghz|afk> fuj1n: my point
is, is it really?, can you breakpoint to the call to make sure it
IS happening?
L390[07:32:01] <ghz|afk> and if so
L391[07:32:08] <ghz|afk> can you make sure
it's happening during preinit, and not during init?
L392[07:32:19] <ghz|afk> if not
L393[07:32:20] <ghz|afk> if you
can't
L394[07:32:22] <ghz|afk> then we can't
help
L395[07:32:26] <ghz|afk> you'll have to
ask the author of mantle
L396[07:32:45] <fuj1n> Happens during
postinit, but it does the exact same with Tinkers, and those
textures work
L397[07:33:17] <ghz|afk> well all I know
is
L398[07:33:19] <ghz|afk> I do not use
mantle
L399[07:33:28] <ghz|afk> I call
ModelLoader.setCustomModelResourceLocation during preinit
L400[07:33:31] <ghz|afk> and everything
works for me
L401[07:33:33] <ghz|afk> so yeah
L402[07:33:34] <ghz|afk> ;p
L403[07:33:50] <MalkContent> I've reached
the point where I am asking myself what the point of using the
ItemHandler for a bagpack item is
L404[07:34:27] <ghz|afk> MalkContent: I'm
tempted to make my own backpack item
L405[07:34:35] <ghz|afk> just to see if
it's really that hard
L406[07:34:35] <ghz|afk> XD
L407[07:34:58]
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L408[07:35:11] <RANKSHANK> MalkContent I'd
upload my stuff to git but 90% of it's just skeleton work -_-
L409[07:35:49] <MalkContent> I don't know
ghz, I'm just sweating and still somewhat confused by caps and i
finally got the damn gui
L410[07:36:27] <MalkContent> I think
"I don't know" sums it up right now
L411[07:36:58] <ghz|afk> just to know what
you did
L412[07:37:01] <ghz|afk> you have an
item
L413[07:37:10] <ghz|afk> in this item, you
implemented initCapabilities?
L414[07:37:22] <MalkContent> no, i just
freshly kicked all the caps out
L415[07:37:26] <ghz|afk> and from there,
you added an ICapabilitySerializable<NBTTagCompound>?
L416[07:38:04] <ghz|afk> and in that
provider, you implemented hasCapability, getCapability,
serializeNBT and deserializeNBT?
L417[07:38:18] <MalkContent> i did have
that yes
L418[07:38:23] <MalkContent> in the
item
L419[07:38:47] <ghz|afk> and onItemUse,
you'd openGui(thismod, whatever, don'tcare, don'tcare, don'tcare,
..)
L420[07:39:07] <ghz|afk> and on the
GuiHandler you'd have a Container, and a GuiContainer
L421[07:39:31] <ghz|afk> actually you
would care
L422[07:39:44] <ghz|afk> one of the args
would have to be the entity id for the player, and the other the
slot for which you are loading the gui
L423[07:39:46] <MalkContent> yea
L424[07:39:46] <ghz|afk> then you'd do
like
L425[07:40:01] <ghz|afk>
getEntitybyid(x).get item in slot(y)
L426[07:40:16] <ghz|afk> then from that
item, getCapability(item handler)
L427[07:40:40] <ghz|afk> and then you'd
use new SlotItemHandler(the inventory from tyhe capability, slot
number, x,y)
L428[07:40:50] <ghz|afk> and also the
corresponding player inventory that goes in all the guis
L429[07:41:01] <ghz|afk> and the
GuiContainer would simply draw the background
L430[07:41:03] <ghz|afk> and that's
all
L431[07:41:16] <DarkS_> bye
L432[07:41:30] <MalkContent> except the
part where I use the getCapability to get the ItemHandler and thus
the inventory
L433[07:41:31] <MalkContent> yea
L434[07:41:41] <ghz|afk> how did you get
the IItemHandler, then?
L435[07:41:43] <ghz|afk> o_O
L436[07:41:44] <MalkContent> that i
did
L437[07:41:47] <MalkContent> no i stopped
there
L438[07:41:47] ⇦
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L439[07:41:53] <ghz|afk> Oh
L440[07:41:56] <MalkContent> i guess ill
redo that then
L441[07:42:07] <MalkContent> o right
L442[07:42:09] <ghz|afk> well if there's
anything else to do, I don't yet know about it ;P
L443[07:42:22] <MalkContent> i was asking
myself weither or not I should add the itemhandler to the
item
L444[07:42:36] <MalkContent> i
forgot
L445[07:42:52] <MalkContent> anyways, I'm
gonna eat now. damn pizza arrived after 1h30m
L446[07:42:58] <MalkContent> and not
sliced, as requested
L447[07:43:17] <MalkContent> i was already
dumb, now im hungry dumb and angry
L448[07:44:08] <hch12907> using 1.8
latest, setHarvestLevel("axe", 0) doesnt work it seems (I
still can use hands to break the block)
L449[07:44:58] <MalkContent> i don't know
how that works, hch
L450[07:45:07] <MalkContent> did you try
setting the level to 1?
L451[07:45:43] <MalkContent> cause i
assume "axe", 0 just means that axes break it
faster
L452[07:45:48] <MalkContent> with their
tool speed
L453[07:46:10]
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L454[07:46:31] <hch12907> setting it to 1
allows only >stone tools
L455[07:46:48] <hch12907> not exactly what
i wanted
L456[07:50:30] <ghz|afk> hch12907: what
material is the block?
L457[07:50:49] <hch12907> ground
L458[07:50:56] <ghz|afk> if
state.getMaterial().isToolNotRequired() returns true
L459[07:50:59] ⇦
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L460[07:51:02] <ghz|afk> it will skip the
harvest levels stuff
L461[07:51:11] <ghz|afk> and I believe
dirt does not require a tool
L462[07:51:13] <hch12907> oh..
L463[07:51:15] <ghz|afk> so that would
explain why
L464[07:51:35] <hch12907> so this is
why
L465[07:51:39] <ghz|afk> try setting it to
like, stone
L466[07:51:42] <ghz|afk> and see if that
fixes it
L467[07:51:59] <ghz|afk> if so, you'll
need your own custom block material
L468[07:52:36]
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L470[07:58:17] <hch12907> changing block
material did fix it
L471[07:58:35] <hch12907> never figured
out block material would have such an impact
L472[08:00:07] <ghz|afk> it has less
impact than it should, IMO
L473[08:00:20] <ghz|afk> IMO, the block
material should be the one to dictate things like opaqueness and
such
L474[08:00:25] <ghz|afk> rather than them
being all ont he Block
L475[08:00:29] <hch12907> yeah
L476[08:00:32] <ghz|afk> it should just
have a getMaterial(state)
L477[08:01:10] <hch12907> what are the
usage of MapColor though?
L478[08:01:42] <ghz|afk> map colors.
L479[08:01:43] <Ordinastie_> exactly what
the name tells you
L480[08:01:48] <ghz|afk> whatever color is
there is what shows up on the maps.
L481[08:01:54] <ghz|afk> the Map objects,
that you can craft ingame
L482[08:02:04] <ghz|afk> and I presume,
the minimap mods also use those colors for drawing.
L483[08:02:53]
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L486[08:08:53] <hch12907> uhm... oh
god.
L487[08:09:17] <hch12907> I used rock
material for all the supposed-to-be-wooden blocks
L488[08:09:35] <ghz|afk> heh
L489[08:09:46] <Magik6k> I can //replace
if you want
L490[08:09:47] <ghz|afk> well it's never
too late to fix? ;P
L491[08:11:29] <hch12907> well, time to
create custom block materials
L492[08:17:18] <Intektor> I need to
project a world coordinate to the screen coordinatze
L493[08:17:40] <Intektor> ghz|afk, I
already asked this, but I still haven't found a solutionj
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L496[08:19:58] <hch12907> great,
"Execution failed for task ':recompileMc'."
L497[08:20:12] <ghz|afk> hm?
L498[08:20:16] <ghz|afk> I thought you
already got it working?
L499[08:20:19] <Intektor> nah
L500[08:20:33] <ghz|afk> I meant to
hch12907 ;P
L501[08:20:47] <ghz|afk> Intektor: I could
try to help with the maths for that, but I'm way too tired XD
L502[08:20:50] <hch12907> well that was
for decompileMc
L503[08:21:05] <Intektor> maybe deactivate
you antivirus program
L504[08:21:18] <hch12907> I don't have any
av
L505[08:21:19] <Intektor> ghz|afk, you
have to try please
L506[08:21:43] <ghz|afk> Intektor: hmmm at
the point you need the number
L507[08:21:51] <ghz|afk> do you have the
world transform matrix setup on opengl=
L508[08:21:57] <ghz|afk> or is it on like,
a gui?
L509[08:22:40] ⇦
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L510[08:22:48] <Intektor> no
L511[08:22:54]
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L512[08:23:15] <ghz|afk> so that'd be the
first step -- to obtain the world matrix. XD
L513[08:23:43] <hch12907> why most of the
codes on forge wiki are broken
L515[08:23:58] <ghz|afk> becuase the wiki
is ancient and hasn't been updated recently
L516[08:23:59] <hch12907> with something
like "<syntaxhighlight
lang="java">code_here();</syntaxhighlight>"
L517[08:24:57] <ghz|afk> yeah sorry
Intektor, way too tired
L518[08:25:01] <ghz|afk> I'll go back to
afking ;P
L519[08:25:01] ***
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L520[08:25:07] <Intektor> ok
L522[08:33:54] <sham1> label
L523[08:34:39] <Intektor> no, it is not
highlighted on purpose :D
L524[08:35:14] <sham1> is it the waypoint
texture
L525[08:36:31] <Intektor> yeah but I think
this on the image is the code to get the screen coordinates
L526[08:37:11] <Ordinastie_> why is
obfuscated ?
L527[08:37:19] <Ordinastie_> or rather,
not mapped
L528[08:38:11] <Intektor> Because I
decompiled this code in JDGui
L529[08:38:36] ⇦
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L541[09:02:28] <Inari> ohi!
L542[09:03:38] <Inari> has anyone been
using obj models? curious how that works exactly, like does it
still use the textures assigned in the block state some way? or do
i have to assign them in the.obj file? anyone used magicavoxel to
make them?
L543[09:04:05] <williewillus> you need to
have an mtl file then assign it in the blockstate json (that's what
I did at least :P)
L544[09:05:12] <Inari> hmm okay, will look
into that ^^
L545[09:05:19] <Inari> got an example of
that lying around maybe? :)
L547[09:06:09] <williewillus> warning to
ppl: gonna be spamming actuarius on some issues rn :P
L548[09:06:35] <Ordinastie_> PM doesn't
work ?
L549[09:06:43] <Inari> no it doesnt
L550[09:06:48] <Inari> cause im no
curiouso on those issues
L551[09:06:48] <Inari> :P
L552[09:09:03] <williewillus> Ordinastie_:
i meant spam on github
L553[09:09:44] <Inari> links :3
L554[09:15:27] <williewillus> indexing on
the latest intellij is super slow :/
L555[09:15:59] ⇦
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L556[09:18:11] <williewillus> does an
entity track itself implicitly?
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L564[09:31:46] <hch12907> can I replace a
block with another block (wanting to change the mod ID)
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L566[09:32:29] <williewillus> technically
yes
L567[09:32:29] <PaleoCrafter> you
technically can
L568[09:32:34] <williewillus> but that
system is broken >_<
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L572[09:35:29] <Asus> hi, how can i build
a mod.
L573[09:35:39] <williewillus> 1.
setupDecompWorkspace
L574[09:35:42] <williewillus> 2. make the
mod
L575[09:35:45] <williewillus> 3. ???
L576[09:35:46] <williewillus> 4.
profit
L577[09:36:03] <ghz|afk> Asus: what do you
mean by "build"?
L578[09:36:05] <ghz|afk> make the
jar?
L579[09:36:09] <ghz|afk> then gradlew
build
L580[09:36:13] <Asus> no just make a
mod
L581[09:36:15] <ghz|afk> if you mean
create it
L583[09:36:31] <williewillus> dammit i
need to find the tweet from vaz when someone asked him that
lol
L584[09:36:33] <Asus> I made
workspace
L585[09:36:36] <ghz|afk> do you know
Java?
L586[09:36:40] <Asus> yeah
L587[09:37:01] <Asus> but not know what is
proxy in forge
L588[09:37:07] <ghz|afk> then take a look
at this one
L590[09:37:16] <ghz|afk> I think it has
all the basics
L591[09:37:26] <ghz|afk> (and some
advanced stuff for the packing itself)
L592[09:37:45] <Asus> packing?
L593[09:37:54] <ghz|afk> the mod
implements a tape
L594[09:38:01] <ghz|afk> that you can use
to pack chests and such
L595[09:38:07] <ghz|afk> anyhow
L597[09:38:14] <ghz|afk> these two lines
are the proxy system
L598[09:38:19] <ghz|afk> there's two
instances of the proxy
L599[09:38:21] <ghz|afk> one for the
client jar
L600[09:38:24] <ghz|afk> and one for the
server jar
L601[09:38:29] <Asus> what does proxies
do?
L602[09:38:31] <ghz|afk> so that the stuff
that doesn't exist on a dedicated server
L603[09:38:36] <ghz|afk> won't be
referenced directly
L604[09:38:39] <ghz|afk> so the mod won't
fail to load
L605[09:38:53] <ghz|afk> and likewise for
stuff that doesn't exist on the client (although that's quite
rare)
L606[09:39:01] <ghz|afk> HOW you setup the
proxies is up to you
L607[09:39:07] <ghz|afk> but the most
common structures are either
L608[09:39:12] <ghz|afk> one interface
with two implementations
L609[09:39:25] <ghz|afk> or one common
class with two extensions
L610[09:39:54] <ghz|afk> I favor the
former
L611[09:39:59] <Asus> ok now I
understand
L612[09:41:04] <ghz|afk> note also, we
assume that you will be working on the newest version
L613[09:41:15] <ghz|afk> if you plan on
modding anything older than 1.9.4, please reconsider ;P
L614[09:41:31] <hch12907> what are the
things that are only for server, though?
L615[09:41:43] <ghz|afk> hch12907: a few
details but mostly just the server gui
L616[09:41:47] <Asus> I'm trying to create
a 1.10.2 mod
L617[09:41:54] <ghz|afk> Asus: good good
:)
L618[09:42:08] <ghz|afk> 1.9.4 and 1.10.2
are almost identical
L619[09:42:17] <ghz|afk> so any
information that applies to 1.9.4 will work for 1.10.2 too
L620[09:43:56] <ghz|afk> but yeah, I think
taking a look at that mod is a good way to see how things are done
(at least how I do them ;P)
L621[09:44:11] <ghz|afk> I don't have any
crazy organization or anything, so it should be relatively easy to
follow
L622[09:45:51] <RANKSHANK> Q.Q when you
have to pull from a decompiler and it garblefucks the places that
dragons dwell
L623[09:46:20] <ghz|afk> wat
L624[09:46:26] <williewillus> did you link
the sides rtd?
L625[09:46:31] <williewillus> RANKSHANK:
what decompiler?
L626[09:46:36] <ghz|afk> nope
L627[09:46:48] <ghz|afk> I liked to the
rtd page
L628[09:47:01] <ghz|afk> hopefully Asus
will look at the TOC, and see the sides link there
L629[09:47:03] <williewillus> hope youre
using FF or Procyon not something like jad or jdgui :P
L630[09:47:10] <ghz|afk> I believe he
mentioned jdgui
L631[09:47:15] <williewillus> gross
L632[09:47:30] <ghz|afk> unless it was
someone else
L634[09:47:52] <williewillus> procyon
gives me the best results, FF is my fallback
L635[09:47:57] <RANKSHANK> Nar procyon. Jd
even fucks up simple for()s :P
L636[09:48:04] <Asus> cfr is best
L637[09:48:10] <williewillus> cfr is
pretty good
L638[09:49:50] <Intektor> ghz|afk, you
still tired?
L639[09:50:20] <Asus> while(true)
{System.out.println("Spam :D");} Just another spam
program :D
L640[09:50:30] <williewillus> wat
L641[09:50:39] <Asus> just a java spam
program
L642[09:50:49] <ghz|afk> Intektor:
annoyingly, otherwise I'd be busy coding ;P
L643[09:50:59] <Intektor> is that how much
you know java?
L644[09:51:07] <Intektor> you copied a
spam program?
L646[09:51:18] <Asus> just made it now
:D
L647[09:51:43] <Intektor> nice, I have
never been able to program something that well :(
L648[09:51:56] <Ordinastie_> god I'm an
idiot -_-
L650[09:52:06] <Intektor> this is so next
level programing
L651[09:52:11] <Ordinastie_> I'm wondering
why my stuff doesn't work, I'm not even testing the block I made
the feature for :x
L652[09:52:49] <hch12907> installing forge
is always annoying for me
L653[09:52:57] <Asus> Intektor that spam
program can crash fbi's computers XD (just a little joke)
L654[09:53:05] <hch12907> failing to
download some libraries are always guaranteed
L655[09:53:19] <hch12907> developing
country problems
L656[09:53:22] <Intektor> this program
can't crash someones computer
L657[09:53:25] <Intektor> lol
L658[09:53:34] <Asus> I know just
kidding
L659[09:54:02] <williewillus> if you
wanted to exploit someone you wouldnt use a simple loop in a hosted
vm that someone could just xkill :P
L660[09:54:08] <williewillus>
*ctrl+c
L661[09:54:10] <Cazzar> Why use
decompilers, decompile by hand
L662[09:54:16] <williewillus> lol
L663[09:54:20] <ghz|afk> forkbomb!
L664[09:54:25] <Asus> Why everyone thinks
jokes as real :(
L665[09:54:33] <williewillus> because
they're bad jokes
L666[09:54:34] <williewillus> :P
L667[09:54:42] <ghz|afk> Asus: it's
sarcasm
L668[09:54:51] <ghz|afk> it's hard to
convey sarcasm on irc, but it's there
L669[09:54:51] <ghz|afk> ;P
L670[09:55:03] <sham1> no it is not
L671[09:55:09] <sham1> you can use
"/s"
L672[09:55:15] <ghz|afk> that makes it
obvious
L673[09:55:19] <ghz|afk> you don't explain
the joke
L674[09:55:23] <hch12907> decompilers?
why, just check the code of minecraft
L675[09:55:29] <Asus> I said it was
joke
L676[09:55:32] <sham1> Yes I do
L677[09:55:38] <ghz|afk> Asus: yes I mean
their answers
L678[09:55:39] <Intektor> ok ghz|afk, if
you are too tired maybe someone else can help me. How do you
project world coorinates to screen coordinates in minecraft?
L679[09:55:40] <ghz|afk> are
sarcastic
L680[09:55:41] <ghz|afk> ;P
L681[09:56:18] <Asus> If you wanna exploit
a real pc just use metasploit ;)
L682[09:56:24] <williewillus> xy, what do
you need to "project coordinates" for?
L683[09:56:34] <ghz|afk> Intektor: I know
exactly how to do it outside minecraft -- just take the transform
matrix and do like matrix.transform(point), problem is ifguring out
how to achieve that with mc's way of doing things
L684[09:56:41] <hch12907> the download of
org.scala-lang:scala-library:2.11.1 failed, 3 times in a row
L686[09:57:02] <hch12907> it is nearly
impossible to install forge for me now
L687[09:57:03] <sham1> opengl 1.1 can give
tu the translation matrix
L688[09:57:23]
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L689[09:57:34] <Intektor> huh?
L690[09:57:50] <sham1> yes
L691[09:58:04] <Intektor> and this works
with minecraft?
L692[09:58:31] <sham1> Well, minecraft
uses opengl 1.1 for a lot of the matrix stuff it provides
L693[09:58:43] <Intektor> uh, ehm, what do
I have to do?
L694[09:58:47] <ghz|afk> hmm ewh.
L695[09:58:54] <ghz|afk> I know reading
back the matrix from opengl is possible
L696[09:58:55] <ghz|afk> but ewh.
L697[09:59:09] <ghz|afk> also you'd have
to do it when the matrix is already setup, in some render event
somewhere
L698[09:59:32] <Intektor> I need in in
renderGameOverlkay
L699[09:59:56] <sham1> Fuck my life
L700[10:00:09] <sham1> I have not set the
clocks on this laptop
L701[10:00:21] <sham1> It's all
UTC...
L702[10:00:22] <Intektor> nah, first tell
me how to do it pls :P
L703[10:00:54] <sham1> Well, there is a
method glGet
L704[10:01:08] <sham1> That takes the type
of a matrix you want to extract from the state machine
L705[10:02:07] <ghz|afk> Intektor: google
"opengl get matrix"
L706[10:03:19] ⇦
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L708[10:07:02] <sham1> Seems correct
L709[10:07:21] <Intektor> ok
L710[10:07:24] <Intektor> next step?
L711[10:07:32] <sham1> Matrix maths
L712[10:07:40] <Intektor> no idea
L713[10:07:57] <Ordinastie_> then maybe
reconsider your feature
L714[10:08:03] <Ordinastie_> seems a bit
out of reach for you
L715[10:08:18] <sham1> No harm in
trying
L716[10:08:31] <Intektor> well, I have
never done somthing like that before, but maybe I can learn
something
L717[10:08:42] <Ordinastie_> as long as
it's trying and not just "asking for every single line of
code"
L718[10:09:38] <ghz|afk> Intektor: you may
want to read up on matrix maths and also look at the matrix classes
available in the libs mc uses
L719[10:09:43] <ghz|afk> maybe one of them
can do it for you
L720[10:09:44] <Intektor> no, I don't want
to ask for every line of code, but if you have never done swimming,
you also have to ask, just trying it without a teacher, won't help
you
L721[10:10:05] <Rushmead> How can i tell
the client to render the player?
L722[10:10:18] <Rushmead> I've switched
renderViewEntity, and it isnt rendering the player
L723[10:10:23] <sham1> Humans have a
genetic thing that allows us to swim, somewhat
L724[10:10:37] <Ordinastie_> sham1, wut
?
L725[10:10:45] <ghz|afk> only active on
babies, though
L727[10:10:52] <sham1> It still is a
thing
L728[10:10:53] <ghz|afk> we lose that
instinct when we grow up
L729[10:11:22] <ghz|afk> babies of a few
months (up to maybe a year or 2 not sure)
L730[10:11:34] <Ordinastie_> human are
pretty much the only species that can't swim naturally
L731[10:11:35] <ghz|afk> have an instinct
for swimming and not breathing underwater
L732[10:12:05] <ghz|afk> they'll open the
throat so that the water goes to the stomach, as if on a constant
swallowing
L733[10:12:12] <ghz|afk> which prevents it
from entering the lungs
L734[10:12:47] <Ordinastie_> until they
need to breathe
L736[10:13:37] <ghz|afk> ah up to 6
months
L737[10:14:03] <sham1> Humans alongside
with other extant apes are the only land animals who lack swimming
instincts when not babies
L739[10:14:10] <ghz|afk> but yeah
L740[10:14:14] <sham1> No swimming
instinct
L741[10:14:17] <ghz|afk> we aren't born
knowing how to swim
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L744[10:24:29] <williewillus> ugh
shit
L745[10:24:49] <williewillus> the
substitution system wont work for what I want because the
substituted object needs to be type compatible with the
original
L746[10:24:51] <williewillus> dammit
L747[10:25:12] <Rushmead> I'm having an
issue where, when i change the renderViewEntity, it wont render the
player. Do you know anything about this?
L748[10:25:14] <williewillus> AND you
can't substitute something thats been registered
L749[10:25:24] <williewillus> grah I just
want a RL -> RL mapping D:
L750[10:25:39]
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L752[10:28:29] <williewillus> post your
block
L753[10:28:37] <williewillus> or i guess i
can look
L754[10:28:37]
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L755[10:28:51] <williewillus> hmm
idk
L756[10:28:54] <williewillus> everything
looks good
L757[10:31:09] <Intektor> Rushmead, take a
look at ehm, SevenCommons or LookingGlass
L758[10:31:26] <williewillus> lookingglass
doesnt do playes
L759[10:31:30] <williewillus> *players I
thought
L760[10:33:39] <Rushmead> What in
SevenCommons?
L761[10:33:46] <williewillus>
diesieben07's lib :P
L762[10:34:14] <Rushmead> i dont see
much...
L763[10:36:21] <MattDahEpic> super spy
diesieben007
L764[10:36:36] <sham1> More like 707
L765[10:39:56] <Rushmead> Ahhh, heres the
culprit... "if (!entity.isUser() ||
this.renderManager.renderViewEntity == entity)"
L766[10:40:08] <Rushmead> right in the
doRender method of RenderPlayer
L767[10:40:34] <Rushmead> do i need to use
AT or ASM to get rid of that?
L768[10:40:38] *
Rushmead is not used to this.
L769[10:41:30] <williewillus> what enitty
are you trying to make the camera?
L770[10:41:31] <williewillus> your
own?
L771[10:41:45] <Rushmead> Yeah
L772[10:41:48] <Rushmead> but i wanna see
the player still
L773[10:41:59] <ghz|afk> Rushmead:
L774[10:42:02] <ghz|afk>
RenderPlayerEvent
L775[10:42:03] <ghz|afk> right ther
L776[10:42:08] <ghz|afk> you can replicate
the code in doRender
L777[10:42:13] <ghz|afk> and cancel
RenderPlayerEvent.Pre
L778[10:42:31] <ghz|afk> hmm although it
calls super
L779[10:42:33] <ghz|afk> that'd be more
annoying
L780[10:42:35] <williewillus> or cleverer
yet, replace renderViewEntity in the pre and put it back in
post
L781[10:43:10] <ghz|afk> ?
L782[10:43:16] <williewillus> in more
detail, catch the pre event. save the entity in
renderViewEntity
L783[10:43:20] <williewillus> stick the
original player back in
L784[10:43:21] <ghz|afk> his issue is that
he can see himself from the outside
L785[10:43:29] <Rushmead> He cant*
L786[10:43:33] <ghz|afk> can't**
L787[10:43:38] <ghz|afk> dunno why I do
that mistake so often
L788[10:43:42] <williewillus> so the bool
check passes so the render runs
L789[10:43:46] <ghz|afk> my hands just
don't type the netagion
L790[10:43:51] <williewillus> then in the
post event restore the old renderViewEntity
L791[10:43:54] <MiniDigger> maybe someone
can help me here. I am trying to read and handle a server ping. I
am stuck after reading the handshake. I expect a request packet
with the id 0x00 but it gives me a 0x01
L793[10:44:02] <ghz|afk> oh I see what you
mean
L794[10:44:10] <ghz|afk> it's "||
renderViewEntity == entity
L795[10:44:10] <williewillus> problem is
that RenderPlayer checks renderViewEntity == player being
rendered
L796[10:44:18] <williewillus> so just fake
it using the events
L797[10:44:32] <ghz|afk> yeh
L798[10:45:04] <williewillus> idk how that
would handle with other players
L799[10:45:33] <ghz|afk> well you just
have to set it to the client's entity, so it shouldn't affect other
players
L800[10:45:50] <williewillus> thats
strange though
L801[10:45:59] <williewillus> that means
when you're spectating through another mob's eyes you can't see
players?
L802[10:46:05] <ghz|afk> yup
L803[10:46:10] <ghz|afk> nono
L804[10:46:13] <ghz|afk> only not the
user
L805[10:46:16] <ghz|afk> in the
client
L806[10:46:21] <ghz|afk> the player itself
is EntityPlayerSP
L807[10:46:22] <williewillus> oh i
see
L808[10:46:26] <ghz|afk> all the others
are EntityPlayerMP
L809[10:46:29] <ghz|afk> iirc
L810[10:46:38] <williewillus> the !isUser
lets EntityOtheyPlayerMP's through
L811[10:46:46] <ghz|afk> yup
L812[10:46:52] <ghz|afk> only
EntityPlayerSP gets to return true
L813[10:46:55] <williewillus> so yeah the
event trick should work
L814[10:47:07] <ghz|afk> in Pre:
L815[10:47:20] <ghz|afk> if entity ==
thePlayer, renderViewEntity = entity
L816[10:47:22] <ghz|afk> in Post
L817[10:47:25] <ghz|afk> renderViewEntity
= whatever
L818[10:47:37] <williewillus> save it
somewhere :P
L819[10:47:45] <ghz|afk> that's
"whatever" ;P
L820[10:47:46] <ghz|afk> ;P
L821[10:47:59] <ghz|afk> eh
double-smilied
L823[10:50:45] <ghz|afk> nono
L824[10:50:51] <ghz|afk> you have to set
the player as the render view entity
L825[10:50:56] <ghz|afk> so that it will
enter the if()
L826[10:51:07] <ghz|afk> in Pre
L827[10:51:16] <ghz|afk> then set back the
active camera in post
L828[10:51:32] <Rushmead> :(
L829[10:51:34] <williewillus> you need to
save the one that was there
L830[10:51:34] <Rushmead> Doesnt
work
L831[10:51:38] ***
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L832[10:51:39] <williewillus> yeah because
its done wrong :P
L833[10:51:47] <ghz|afk> eh unless I
misunderstood what you are doing
L834[10:51:48] <ghz|afk> XD
L835[10:51:56] <williewillus> do you
understand what we're trying to do? we are "faking"
renderViewEntity so the if statement passes
L836[10:52:14] <williewillus> in Pre we
are going to take out the renderViewEntity taht is there and stick
something in there that the if statement likes
L837[10:52:16] <Rushmead> So, we trick it
into thinking its the player, render the player and then change it
back
L838[10:52:19] <williewillus> yes
L839[10:52:29] <williewillus> in Post we
clean up after ourselves and put the old one back
L840[10:53:08] <williewillus> you might
want to check that the rendered entity is the client player, and
that the active view is your entity
L841[10:53:16] <williewillus> might
interfere with other mods otherwise
L842[10:53:49]
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L846[10:55:17] <Rushmead> What...
L847[10:55:22] <Rushmead> Just a tad
confused now.
L848[10:55:26] <Rushmead> What do i need
to change?
L849[10:55:36] <williewillus> i thought
you just got it xD
L850[10:56:39] <williewillus> the concept
is simple, we want the if statement to pass if the entity that is
BEING RENDERED is the client player, AND the ACTIVE VIEW is the
camera. so in the Pre event, check those conditions, then fake-swap
the active view into the client player so the if statement
passes
L851[10:56:45] <williewillus> in post
clean up and put things back where they were
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L853[10:58:09] <Rushmead> By, put stuff
back you mean, put the active view back to my camera?
L854[10:58:15] <williewillus> yes
L855[10:58:45] <Rushmead> Ok, i've done
that. Still doesnt work :(
L856[10:58:48] <williewillus> post
code
L858[10:59:37] <williewillus> not sure
what your logic is in getActive/getActiveCamera
L859[10:59:40] <williewillus> but that is
whats breaking it
L860[10:59:45] <williewillus> just stuff
it into a field
L861[11:01:03] <Rushmead> it just checks
to see if the camera is null
L863[11:03:04] <Rushmead> TBH its a fork
of MineCamera by dmillerw
L864[11:05:12] ***
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L865[11:06:34] <Rushmead> Using your code,
Nopes.
L866[11:07:00] <ghz|afk> is it
runnign?
L867[11:07:03] <ghz|afk> is it entering
the if?
L868[11:07:09] <ghz|afk> the one in
Pre
L869[11:08:32] <Rushmead> its not entering
the if
L870[11:08:52] <ghz|afk> why?
L871[11:09:00] <ghz|afk> which condition
fails?
L872[11:10:19] <Rushmead> Got it.
L873[11:10:39] <Rushmead> It was checking
a different value.
L874[11:10:47] <Rushmead> Not the one we
were setting
L875[11:10:57] <Rushmead> it was
renderManager.viewRenderEntity
L876[11:10:59] <Rushmead> or
whatever
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L878[11:12:51] <Rushmead> Right, now can i
make it so that i can control the player?
L879[11:12:53] <Rushmead> :P
L880[11:13:06] <williewillus> what does
that even mean
L881[11:13:15] <Rushmead> Like move it.
Using the keys.
L882[11:13:40] <williewillus> look at how
vanilla does it? :P
L883[11:13:48] <Rushmead> Thats what im
trying todo
L884[11:13:56] <Rushmead> but i dont know
where that happens
L885[11:14:28] <williewillus> search for
it :P
L886[11:14:53] <williewillus> want to use
the keys to move things, wondering where vanilla does it
L887[11:15:06] <williewillus> so go to the
w/a/s/d keybindings in the settings and see how those are used and
where
L888[11:16:18] <OrionOnline> I have a
question: I am implementing a fluid conduit system to transport
liquid metals
L889[11:16:30] <hch12907> fascinating.
<10TPS in a newly created world(1.8.9 recommended)
L890[11:16:43] <hch12907> no mods are
istalled
L891[11:16:56] <OrionOnline> And i want to
implement it using the submodel system of Forges BlockState
system
L892[11:17:03] <hch12907> i dont see a
reason for avg. 5TPS
L893[11:19:15] <Rushmead> Great.
L894[11:19:25] <Rushmead> It checks the
view aswell.
L895[11:19:40] <Rushmead> Not sure if i
can event this one...
L896[11:19:58] <williewillus> remapping
still broken for my use case :(
L897[11:20:09] <williewillus> hch12907:
why are you using 1.8? :P
L898[11:21:07] <hch12907> am trying to
update to 1.9
L899[11:21:16] <hch12907> gradle doesnt
let me, though
L900[11:21:16] <OrionOnline> Is there a
way to have multiple SubModels visible in the SubModel of a variant
in the BlockState?
L901[11:21:17] <Rushmead> So, ASM or
AT's?
L902[11:21:24] <williewillus> Rushmead:
where in the code?
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L904[11:21:31] <williewillus> and don't
just say those things without knowing what they mean or do :P
L905[11:21:41] <williewillus> OrionOnline:
what do you mean?
L906[11:21:43] <Rushmead> EntityPlayerSP
public void onUpdateWalkingPlayer()
L907[11:21:46] <williewillus> like nest
submodels in submodels?
L908[11:21:52] <OrionOnline> Not not
really
L909[11:21:53] <ghz|afk> OrionOnline: yo
ucna have as many submodels as you want
L910[11:21:58] <ghz|afk>
"submodels": {
L911[11:22:02] <ghz|afk>
"name1": {"model": ... }
L912[11:22:04] <ghz|afk>
"name2": {"model": ... }
L913[11:22:06] <ghz|afk>
"name3": {"model": ... }
L914[11:22:12] <OrionOnline> What i mean
is that it combines a bunch of submodels to gether
L915[11:22:24] <ghz|afk> all the submodels
get combined togehter?
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L917[11:22:33] <OrionOnline> Yes
L918[11:22:38] <ghz|afk> no I mean
L919[11:22:41] <ghz|afk> that's exactly
how it works
L920[11:22:53] <ghz|afk> you dont' ahve to
do anything special for that to work
L921[11:23:04] <OrionOnline> Okey just an
JSONArray of all the models i want and there rotations and stuffs
does the trick then
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L923[11:23:25] <OrionOnline> Good then i
just need two OBJ Models, and combine them in the block state
L924[11:23:53] <OrionOnline> Is there a
way to define a model variable and change that based on the
variant
L925[11:24:36] <hch12907> fascinating.
20TPS on superflat, but it goes to <10TPS on default
L926[11:28:59] <ghz|afk> OrionOnline: I
JUST showed you how
L927[11:29:03] <ghz|afk> [18:22]
(ghz|afk): "submodels": {
L928[11:29:03] <ghz|afk> [18:22]
(ghz|afk): "name1": {"model": ... }
L929[11:29:03] <ghz|afk> [18:22]
(ghz|afk): "name2": {"model": ... }
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L931[11:29:18] <ghz|afk> you can then use
"name1" again to replace what it contains
L933[11:29:40] <Rushmead> Did you figure
out anything williewillus
L934[11:29:42] <OrionOnline> (sorry
ghz|afk i was typing that example to make sure i understood your
example properly)
L935[11:29:55] <williewillus> no, i'm
investigating something else
L936[11:30:07] <Rushmead> Oh ok
L937[11:30:49] <ghz|afk> OrionOnline: the
part in "inventory" looks right
L938[11:30:53] <ghz|afk> but thep art on
the other properties doesn't
L939[11:30:54] <Rushmead> Just realised,
it doesnt matter
L940[11:31:02] <Rushmead> Thanks for the
help williewillus + ghz
L941[11:31:23] <OrionOnline> I need to add
models donnot i?
L942[11:31:35] <OrionOnline> One sec i
will fix that
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L949[11:38:35] <ghz|afk> OrionOnline: no
not "model"
L950[11:38:41] <ghz|afk> you are working
with SUBMODELS
L951[11:38:42] <ghz|afk> that means
L952[11:38:45] <ghz|afk>
"submodels": {
L953[11:38:50] <ghz|afk>
"north": {
L954[11:38:57] <ghz|afk>
"model": "name", ...
L955[11:38:57] <ghz|afk> }
L956[11:39:00] <ghz|afk> }
L957[11:39:08] <ghz|afk> the important bit
is the "submodels" group
L958[11:39:13] <ghz|afk> you can then
shorten it to
L959[11:39:18] <ghz|afk>
"north": "modelname"
L960[11:39:19] <ghz|afk> rather than
L961[11:39:26] <ghz|afk>
"north": { "model": "modelname"
}
L962[11:39:34] <ghz|afk> but the outer
group is "submodels"
L963[11:39:35] <OrionOnline> Ah
L964[11:39:44] <OrionOnline> Wait let me
change that
L965[11:39:55] <OrionOnline> So something
like this:
L966[11:39:59] <OrionOnline> variants:
{
L967[11:40:04] <OrionOnline>
"north" {
L968[11:40:13] <OrionOnline> submodels
{
L969[11:40:13]
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L970[11:40:31] <OrionOnline>
"north" {
L971[11:40:53] <OrionOnline>
"model" :
"armory":"connected.obj"
L972[11:41:02] <OrionOnline> }
L973[11:41:06] <OrionOnline> }
L974[11:41:10] <OrionOnline> }
L975[11:41:12] <ghz|afk> sorry
"submodel" not "submodels"
L976[11:41:19] <ghz|afk> and json requires
that it's a string
L977[11:41:19] <OrionOnline> }
L978[11:41:20] <ghz|afk> so
L979[11:41:22] <ghz|afk>
"submodel": {
L980[11:41:29] <ghz|afk> don't forget the
: either
L981[11:41:34] <OrionOnline> Ha okey
L982[11:41:36] <OrionOnline> Let me fix
that
L984[11:45:30] <ghz|afk> look at line
5
L985[11:45:55] <ghz|afk> 5 to 10, that
is
L986[11:46:07] <OrionOnline> Yeah the
model section in the default
L987[11:46:14] <ghz|afk> yes but it's not
"submodel"
L988[11:46:14] <ghz|afk> ;p
L989[11:46:28] <ghz|afk> and the first
strings don't have a key
L990[11:46:29] <ghz|afk> only a
value
L991[11:46:32] <ghz|afk> so it's invalid
json
L992[11:46:38] <OrionOnline> so that
should also be a submodel
L993[11:47:01] <ghz|afk> you can only have
ONE main model
L994[11:47:14] <ghz|afk> and the model is
a string
L995[11:47:18] <ghz|afk> so that's doubly
wrong
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L999[11:51:04] <hch12907> i am unable to
finish setupDecompWorkspace
L1000[11:51:14] <hch12907> due to this
error during recompileMc
L1001[11:51:27] <OrionOnline> hch12907,
go the #ForgeGradle
L1002[11:52:16]
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L1003[11:52:33] <hch12907> i dont even
know this channel existed
L1004[11:52:42] <OrionOnline> no problem
:P
L1005[11:52:47] <hch12907> thanks
L1007[12:04:35] <Ordinastie_> ah those
little features so useful that makes your life a little easier :
ModMessageManager.message("mdt", "renderAABB",
aabb, 0x339900, 0); :D
L1008[12:08:13] <ghz|afk> OrionOnline:
looks like correct json, at least
L1009[12:08:20] <ghz|afk> ;P
L1010[12:08:39] <OrionOnline> Okey i will
try that when the models are done
L1011[12:09:20] <Inari> Ordinastie_:
whats that o.o
L1012[12:12:36]
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L1015[12:14:41] <Ordinastie_> Inari, it's
my version of IMC
L1016[12:15:30] <Ordinastie_> as for this
specific example, it tells another mod to render the AABB
passed
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L1021[12:38:25] ***
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L1022[12:41:42] <Intektor> ghz|afk, what
is with GLU.project
L1023[12:41:58] <Intektor>
GLU.gluProject
L1024[12:42:36] <ghz|afk> ignore
glu
L1025[12:43:03] <Intektor> why?
L1026[12:43:08] <ghz|afk> glu was a
library designed to make crappy demos
L1027[12:43:15] <ghz|afk> it's not useful
for any big opengl application
L1028[12:43:23] <Intektor> but would it
qork?
L1029[12:43:26] <Intektor> work
L1030[12:43:30] <ghz|afk> no idea
L1031[12:43:30] <ghz|afk> maybe
L1032[12:43:37] <ghz|afk> but I never
used it
L1033[12:43:40] <ghz|afk> so I can't help
you with that
L1034[12:43:40] <Intektor> I want to at
least try
L1035[12:46:21] <Intektor> what is
win_pos?
L1036[12:46:33] <Intektor> or how do I
get the Float buffer for win_pos?
L1037[12:47:22] <MalkContent> would the
server ever try to execute getClientGuiElement? :x
L1038[12:47:22]
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L1040[12:51:38] <Tahg> anyone want to
attempt to update a 1.7.10 mod (of mine) to 1.10?
L1041[12:51:59]
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L1042[12:52:22] <xEviLSpaWnx> Which
mod?
L1043[12:53:03] <Tahg> LCA, overly
ambitious in the title, but it adds the projectors FTB uses in many
of its maps
L1044[12:53:35] <Tahg> the title was
"Lights, Camera, Action", but lol never got around to
camera and actiony bits
L1045[12:54:15] <PaleoCrafter>
projectors?
L1046[12:54:50] <Tahg> ya, it displays
scalable ItemEntitys and flat images
L1047[12:54:56] <Tahg> controllable with
CC
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L1050[12:56:44] <electrolitic> There
isn't anything else I need to do in order for my items to be in my
TileEntity when I save and quit and come back besides write to nbt
and read from nbt, right?
L1051[12:56:54] <williewillus> yes*
L1052[12:57:01] <williewillus> with
asterisk
L1053[12:59:16]
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L1054[12:59:47] <electrolitic> There are
exceptions?
L1056[13:01:01] <Tahg> one of these
things that isn't really closed source, but I've never bothered to
put it on a repo
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L1059[13:10:44] <electrolitic> Is there a
method for making an item drop onto the ground?
L1060[13:10:52] <williewillus> from
where
L1061[13:10:58] <electrolitic> Like,
after you break a TileEntity holding them
L1062[13:13:03] <shadowfacts> I don't
think there's a preexisting helper method
L1063[13:13:12] <williewillus>
InventoryHelper.spawnItemStack? :P
L1064[13:13:18] <shadowfacts> or
not
L1065[13:13:19] <shadowfacts> ok
L1066[13:13:35] <williewillus> theres
helpers in that class but for iinventory which no modder should be
using
L1067[13:13:58] <electrolitic> So don't
use that?
L1068[13:14:07] <williewillus> i don't
know what youre looking for
L1069[13:14:19] <williewillus> do you
want (inv) -> drop in world or (stack) -> drop in world
L1070[13:14:26] <electrolitic> I want the
items in the TileEntity to spew onto the ground when the block is
destroyed by the player
L1071[13:14:31] <williewillus> you have
to do that yourself
L1072[13:14:35] <williewillus> in
breakblock
L1074[13:14:43] <shadowfacts> iterate
over the items yourself and call
InventoryHelper.spawnItemStack
L1075[13:14:59] <ghz|afk> you can copy
InventoryHelper.dropInventoryContents
L1076[13:14:59] <williewillus> well at
that point might as well just spawn the entity items yourself
L1077[13:15:03] <ghz|afk> and adapt it to
work on IItemHandler
L1078[13:15:03] <ghz|afk> ;P
L1079[13:15:04] <Intektor> I found an
actual code example with minecraft in it
L1080[13:15:16] <electrolitic> Oh
L1082[13:15:32] <ghz|afk> I did exacly
that ;P
L1083[13:16:35]
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L1084[13:16:46] <iso2013> Anyone able to
update TerrainControl to 1.10? Willing to pay
L1085[13:17:15] <shadowfacts> you asked
this several days ago and my answer is still no :P
L1086[13:17:24] <iso2013> ok
L1087[13:17:34] <iso2013> but there is
291 people here
L1088[13:17:38] <Inari> haha
L1089[13:17:45] <iso2013> *are
L1090[13:17:50] <Inari> didnt it turn out
it would basically need to be rewritten
L1091[13:18:09] <electrolitic> Looking
through the list it doesn't look like 291. Where are all the
others? O.o
L1092[13:19:02] <iso2013> idk :p my irc
client says 291 total
L1093[13:19:09] <electrolitic> Same with
mine.
L1094[13:19:44] <iso2013> yeah it kindof
did Inari but i'm fairly sure that's not necessary
L1095[13:19:46] <williewillus> the number
of people actievly chatting is really no more than 10
L1096[13:19:58] <iso2013> yeah that's
true
L1097[13:20:10] <RANKSHANK> ^ most of us
lurk/idle :P
L1098[13:20:18] <IoP> damn lurkers!
L1099[13:20:40] <Inari> list is about 300
though
L1101[13:22:29] <masa> is terrain control
a bukkit plugin?
L1102[13:22:49] <electrolitic> Wow, Block
has a spawnAsEntity method, I think I'll use that one.
L1103[13:24:46] <shadowfacts> DemonWav,
that's awesome, installing your plugin right now! :D
L1104[13:24:55] <shadowfacts> looks
really handy
L1105[13:25:13] <DemonWav> thanks! I'm
really proud of it
L1106[13:25:49] <DemonWav> You'll
probably need to refresh your gradle project for it to detect your
forge projects
L1107[13:30:28]
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L1109[13:32:16] <RANKSHANK> Yeah that is
actually quite handy looking
L1110[13:34:27] <DemonWav> just noticed
it doesn't work for net.minecraft.client.* classes, due to a bad
assumption in one of my checks
L1111[13:34:42] <DemonWav> easy fix, just
not sure if I want to push out another update so quickly
L1112[13:35:25] <RANKSHANK> Just do it
:D
L1113[13:36:50] <DemonWav> sure why
not
L1114[13:37:01] <williewillus> !gm
field_72769_h
L1115[13:37:06] <williewillus> !gf
field_72769_h
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L1117[13:41:43] <DemonWav> welp
RANKSHANK, new build uploaded lol
L1118[13:42:24] <RANKSHANK> Alrighty
grabbing it as soon as I'm home :P thanks man!
L1119[13:43:21] <DemonWav> be sure to let
me know on the issues page if you find any bugs or have any ideas
for features. and I also have a video showing how you can setup new
forge projects with it
https://www.youtube.com/watch?v=PsNdB1N-PwA
L1120[13:47:23] <Rallias> How would I go
about grabbing a file that I stuck in resources/modname
runtime?
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L1122[13:57:29] <shadowfacts> Rallias,
Minecraft.getMinecraft().getResourceManager().getResource(YOUR_RESOURCE_LOCATION).getInputStream()
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L1124[13:58:28] <Rallias> Aight,
thanks.
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L1133[14:13:29] <pWn3d> hi
L1134[14:19:10] <DemonWav> should the
classes named in @SidedProxy be treated the same way as if they
were annotated with their respective sides in @SideOnly?
L1135[14:19:21] <williewillus> yes
L1136[14:19:29] <williewillus> well
L1137[14:19:54] <williewillus> only for
the lots of people have the one they specify in
"serverProxy" serve as a base class that they derive
their client one off of
L1138[14:20:06] <williewillus> which is a
pattern I personally on't like but it happens
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L1140[14:20:25] <DemonWav> hmm
L1141[14:20:36] <williewillus> so it's
really the clientSide definitely should be treated as SideOnly
CLIENT but the other one could be either
L1142[14:21:23] <DemonWav> I'm perfectly
happy to have the plugin throw errors as if it were SideOnly CLIENT
or SERVER, maybe that would push people to use a "center"
interface
L1143[14:21:28] <DemonWav> ..or disable
the inspection
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L1145[14:21:47] <williewillus> i don't
think any of tehse should be errors
L1146[14:21:53] <williewillus> just
warnings
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L1148[14:22:00] <williewillus> anything
that's not a compile error should be a warning
L1149[14:22:03] <DemonWav> well they
don't stop you from building or running the program
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L1151[14:22:15] <DemonWav> but it will
cause runtime crashes, no?
L1152[14:22:37] <williewillus> yes but
they should still be warnings :P
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L1154[14:23:05] <williewillus> if I put
String s = null; s.substring(5); idea warns me but it won't error
it
L1155[14:23:08] <williewillus> same
idea
L1156[14:23:27] <DemonWav> good
point
L1157[14:23:51] <Inari> Error:
"null" forbidden
L1158[14:24:25] <HassanS6000> how can I
cancel the crafting event?
L1159[14:24:41] <HassanS6000>
PlayerEvent.ItemCraftedEvent is not cancellable, but I want to
cancel the crafting
L1160[14:24:45] <HassanS6000> Or at least
change the result
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L1162[14:28:20] <HassanS6000> Also why is
PlayerOpenContainerEvent fired so many times?
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L1166[14:28:35] <HassanS6000> oh when
they view one.
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L1170[14:29:53] <pWn3d> What is the best
way to get 3D Item model rendering? (updating from 1.7 with
IItemRender)
L1171[14:29:54] <DemonWav> williewillus
just for you, all changed to warnings :)
L1172[14:30:05] <williewillus> pWn3d:
remake them in json or obj
L1173[14:30:14] <pWn3d> In 1.10
L1174[14:30:18] <williewillus> yes
L1175[14:30:29]
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L1176[14:30:30] <pWn3d> :-/
L1177[14:30:35]
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L1183[14:30:36] <williewillus> what kind
of model
L1184[14:30:37] <williewillus> show a
picture
L1186[14:31:10]
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L1187[14:31:16] <pWn3d> that kind of
models
L1188[14:31:26] <williewillus> yeah use
json for that
L1189[14:31:37] <pWn3d> isn't that too
limited?
L1190[14:31:39] <williewillus> maybe
OBJ
L1191[14:31:45] <williewillus> probably
OBJ for the round ones
L1192[14:31:53] <pWn3d> they are all made
with techne
L1193[14:31:59]
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L1194[14:32:00] <pWn3d> and use
ModelBase
L1195[14:32:06] <williewillus> yes, port
them to OBJ
L1196[14:32:15] <williewillus> there was
a tool to make tabula export OBJ a while back
L1197[14:32:24] <pWn3d> hm, that would
help
L1199[14:32:55] <williewillus> requires
tabula and ichunutil for 1.8.0 :P
L1200[14:33:15]
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L1201[14:33:35] <williewillus> i dont
know whose that mod is but its just sitting in my doprbox so I show
people whoever needs it, lol
L1202[14:33:42] <DemonWav> I think I'll
make classes referenced by SidedProxy infer the given SideOnly
annotation, like how intellij infers nullability contracts
L1203[14:34:29] <pWn3d> Thanks, I will
try, now I just need to get obj loaded, also seems not so easy
:-/
L1204[14:35:17] <ghz|afk> it's easy
L1205[14:35:36] <ghz|afk> you just need a
plain old blockstates file (plain old for us who have been using
1.8 since forge 1.8 started tobe a thing ;P)
L1206[14:35:51] <williewillus> id not
worry about the loading part
L1207[14:35:54] <ghz|afk> just in the
file you refer to "whatever:model.obj"
L1208[14:35:56] <williewillus> till you
get them converted lol
L1209[14:36:39] <pWn3d> I just totally
hat json
L1210[14:36:44] <pWn3d> *hate
L1211[14:38:03] <williewillus> tell me if
you've actually *used* ity
L1212[14:38:09] <williewillus> or are
just repeating what others have said
L1213[14:38:15] <ghz|afk> pWn3d: do you
actually hate it
L1214[14:38:19] <williewillus> and yes
the json format is limited
L1215[14:38:19] <ghz|afk> or have you
just been told it's bad
L1216[14:38:22] <ghz|afk> so you believe
its bad?
L1217[14:38:24] <williewillus> that's why
OBJ loader exists
L1218[14:38:26] <Inari> I'm gonna use
malisiscore to get rid of json cause the author of the mod i port
hates it :D
L1219[14:38:38] <williewillus> Inari:
>_<
L1220[14:38:46] <williewillus> what
mod
L1221[14:38:48] <ghz|afk> I'd just fork
the port and fuck the original author lol
L1222[14:38:56] <Inari> integrated
circuits :P
L1223[14:38:56] <williewillus> in that
order? ;p
L1224[14:40:14] <williewillus> that mod
could probably get by with a generating smartmodel
L1225[14:40:19] <williewillus> its an
exception :P
L1226[14:40:21]
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L1227[14:40:27] <PaleoCrafter>
williewillus, for future reference, it's Kihira's :P
L1228[14:40:27] <williewillus> but for
the vast majority of usecases the system is fine
L1229[14:40:43] <williewillus> idk who
that is :P
L1230[14:40:59] <PaleoCrafter>
Tails?
L1231[14:41:04] <williewillus> I kind of
skipped playing 1.7
L1232[14:41:07] <williewillus> lol
L1233[14:41:26] <pWn3d> I don't really
hate the json format, I hate that I have to create a text file for
each item block, I just think this is stupid
L1234[14:41:27] <williewillus> last pack
I played seriously was TPPI1 (back when it was good
*coughhack*)
L1235[14:41:37] <williewillus> pWn3d: you
autogenerate them and never look at it again
L1236[14:41:45] <williewillus> idk why
people think that's hard
L1237[14:41:58] <williewillus> and it
gives people theability to customize the model
L1238[14:42:21] <williewillus> and with
the forge format itemblocks can share a json with their block's
blockstate
L1239[14:42:43] <williewillus> so you
don't actually need one for every itemblock :P
L1240[14:43:12] <williewillus> I still
prefer to have it split out for my own reasons but its saved
modders many text files :P
L1241[14:43:20] <pWn3d> are there any
good tutorials/documentation on 1.9/1.10? I can only find very
basic ones
L1243[14:43:47] <williewillus> it should
get the basics across
L1244[14:44:01] <pWn3d> For 1.7 has so
much more information
L1245[14:44:08] <pWn3d> thanks, I will
look at it
L1246[14:44:09] <Inari> well to a certain
degree i agree, like you shoudlnt need a file for just a simple
block
L1247[14:44:15] <Inari> but i dont care
so much i'd us ea whole other system
L1248[14:44:16] <Inari> :P
L1249[14:44:41] <williewillus> Inari: if
a asset customizer wants to change that one block they care that's
its a single atomic file
L1250[14:44:42] <williewillus> :P
L1251[14:45:34] <pWn3d> How often do
people actually change the model of a mod?
L1252[14:46:24] <williewillus> seeing as
it was impossible until recently, not much yet
L1253[14:46:32] <williewillus> well
impossible outside of hacking an addon on
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L1256[14:52:51] <Zidane> When putting in
values to a UnpackedBakedQuad.Builder for the UV element, what is
the format?
L1257[14:53:49]
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L1258[14:53:52] <mort> anyone in
forgegradle atm?
L1259[14:53:56] <williewillus> as in the
VertexFormat?
L1260[14:54:18] <Zidane> williewillus,
Yes...is it minU, minV, maxU, maxV or?
L1261[14:56:20] <ghz|afk> nono
L1262[14:56:27] <williewillus> each
vertex has its own UV data
L1263[14:56:31] <Zidane> I'm
aware..
L1264[14:56:32] <ghz|afk> it follows the
same order as the vertex format
L1265[14:56:46] <ghz|afk> and it shoudl
be counter-clockwise when looked from the front
L1266[14:56:58] <ghz|afk> as in, the face
that spins CCW, is the visible face
L1267[14:57:15] <Zidane> My vertices are
fine
L1268[14:57:28] <Zidane> I just need to
know what values it expects when providing the UVs
L1269[14:57:35] <ghz|afk> it doesn't
expect anything
L1270[14:57:38] <ghz|afk> you
choose
L1271[14:57:45] <ghz|afk> all the gpu
cares aboput
L1272[14:57:45] <PaleoCrafter> a vertex
is a point, it may only have U and V :P
L1273[14:57:49] <ghz|afk> is the winding
order
L1274[14:57:58] <ghz|afk> if you do
L1275[14:58:11] <ghz|afk>
BL,BR,TR,TL
L1276[14:58:15] <ghz|afk> and you want
the texture upright
L1277[14:58:17] <ghz|afk> then you'd
do
L1278[14:58:45] <ghz|afk> (minU,minV),
(maxU,minV), (maxU,maxV), (minU,maxV)
L1279[14:58:49] <Zidane> The UVs I have
go from TL -> TR
L1280[14:58:57] <ghz|afk> I'm not talking
the UVs
L1281[14:59:03] <Zidane> ......
L1282[14:59:04] <ghz|afk> I'm talking the
actual POSITION coords
L1283[14:59:11] <Zidane> Those are fine
as I just said
L1284[14:59:15] <ghz|afk> but THEY
MATTER
L1285[14:59:21] <ghz|afk> depending on
which ORDER you put thep ositions
L1286[14:59:26] <ghz|afk> the UVs will go
in a different order
L1287[14:59:52] <PaleoCrafter> that
wasn't even what the question was about though :P
L1288[15:00:27] <ghz|afk> hm?
L1289[15:00:31] <williewillus> well the
question was about builder unpacked quads, which is relevant to ^
as you have to put the right uv data (2 shorts by the way) with the
right pos data
L1290[15:00:41] <williewillus> in the
right order
L1291[15:00:43] <PaleoCrafter> 2 shorts?
Oo
L1292[15:00:46] <ghz|afk> hm?
L1293[15:00:53] <ghz|afk> the unpacked
stuff works with like double[] doesn't it?
L1294[15:00:58] <ghz|afk> it's just all
numbers until it's packed?
L1295[15:01:02] <williewillus>
*floats
L1296[15:01:05] <williewillus> ;p;
L1297[15:01:07] <williewillus> *lol
L1298[15:01:10] <ghz|afk> eh or floats,
same thing
L1299[15:01:24] <williewillus> I was
remembering lightmap had 2 shorts, UV is 2 floats
L1300[15:01:55] <PaleoCrafter> the
question was about the format the UVs go in, and that's just two
floats for the corresponding point on the texture :P
L1301[15:02:01] <Zidane> Perhaps an
example would help...line 1445 in ObjModel, what do those values
mean?
L1302[15:02:19] <Zidane> E is obvious,
the next 4 not so much
L1303[15:02:28] <ghz|afk> different
version?
L1304[15:02:32] <ghz|afk> 1445 for me is
isAmbientOcclusion
L1305[15:02:53] <ghz|afk> ah sorry that
env was 1.9.4
L1306[15:02:59] <Zidane> 1.10.2
L1307[15:03:03] <ghz|afk> yeah
L1308[15:03:07] <williewillus> its
putting the uv's from the OBJ model in, scaled to 16
L1309[15:03:10] <PaleoCrafter> ^
L1310[15:03:10] <ghz|afk> those values
are in 0..1 range
L1311[15:03:19] <PaleoCrafter> and it
optionally flips the v
L1312[15:03:19] <williewillus> if the
blockstate json had a flipV then it flips the V coord upside
down
L1313[15:03:30] <PaleoCrafter> because
OBJ doesn't standardise that
L1314[15:03:31] <ghz|afk> in atlas
coords
L1315[15:03:37] <Zidane> Yes but again
WHAT are they...are the first two min values and the last two max
values?
L1316[15:03:44] <Zidane> is it min, max,
min max?
L1317[15:03:50] <PaleoCrafter>
no...
L1318[15:03:52] <ghz|afk> there's only 2
tex coord values!
L1319[15:03:52] <ghz|afk> two per
vertex
L1320[15:03:57] <PaleoCrafter> it's just
what corresponds to the vertex
L1321[15:04:00] <williewillus> a single
vertex only has one U and one V
L1322[15:04:04] <PaleoCrafter> a vertex
directly maps to a point on the texture
L1323[15:04:04] <ghz|afk> each of the 4
vertices
L1324[15:04:06] <ghz|afk> takes one
pair
L1325[15:04:08] <williewillus> a quad is
made of four of them
L1326[15:04:26] <ghz|afk> BL,BR,TR,TL
--> (minU,minV), (maxU,minV), (maxU,maxV), (minU,maxV)
L1327[15:05:22] <ghz|afk> basically
L1328[15:05:25] <ghz|afk> if this is an
item/block model
L1329[15:05:28] <ghz|afk> using the
standard format
L1330[15:05:30] <ghz|afk> you'd
have
L1331[15:05:31] <PaleoCrafter> think
about it this way, Zidane: imagine your quad is a trapezoid, you
can't describe that with min/max UVs
L1332[15:05:56] <PaleoCrafter> or
anything not rectangular, for that matter :P
L1333[15:06:03] <ghz|afk>
x,y,z,r,g,b,a,u,v,nx,ny,nz
L1334[15:06:26] <Ordinastie_> ghz|afk,
nope
L1335[15:06:27] <Zidane> PaleoCrafter,
unfortunately this custom format that I'm bringing forward to a 1.8
world gives me the verts for the model and the texture for the
face...the face has multiple verts.
L1336[15:06:35] <Zidane> I am not sure
how to get the uv for the vert
L1337[15:06:35] <ghz|afk> Ordinastie_:
wat?
L1338[15:06:43] <Ordinastie_> that's item
only
L1339[15:06:47] <ghz|afk> well sure
L1340[15:06:49] <Ordinastie_> blocks
don't have nx...
L1341[15:06:53] <PaleoCrafter> what is
the format?
L1342[15:06:55] <ghz|afk> but the packed
data is the same
L1343[15:06:57] <williewillus> forge
bakes to ITEM
L1344[15:06:59] <ghz|afk> mc
overwrites
L1345[15:07:01] <williewillus>
regardless
L1346[15:07:04] <ghz|afk> the nx,ny,nz
with lightmap
L1347[15:07:11] <williewillus> ^
L1348[15:07:24] <ghz|afk> brb
kitchen
L1349[15:07:26] <Ordinastie_> ah yes, one
reason I don't use them :p
L1350[15:07:30] <Zidane> PaleoCrafter,
some assinine format from old Spoutcraft days...which was
"invented" for it. Instead of using something that
actually makes sense like objs
L1351[15:08:08] <PaleoCrafter> it has min
and max UVs built in, though?
L1352[15:09:01] <ghz|afk> Zidane: it must
have the vertices in a specific order
L1353[15:09:04] <PaleoCrafter> if so, I
suppose it'd just make the top left of every quad the (minU, minV)
vertex
L1354[15:09:06] <ghz|afk> you'll just
have to figure it out
L1355[15:09:20] <ghz|afk> if using
L1356[15:09:21] <ghz|afk> (minU,minV),
(maxU,minV), (maxU,maxV), (minU,maxV)
L1357[15:09:22] <ghz|afk> doesn't
work
L1358[15:09:30] <ghz|afk> then they
invertiny the minV/maxV
L1359[15:09:33] <Zidane> I have the verts
that make up the entire face and I have the minU, maxU, length,
width of the texture for the face
L1360[15:09:35] <ghz|afk> swapping I
mean
L1361[15:09:39] <Zidane> I don't know the
uvs for the vert
L1362[15:09:49] <ghz|afk> have you read
me?
L1363[15:10:01] <Zidane> Yeah I
have...never did this part before
L1364[15:10:06] <ghz|afk> you will have
to use one pair for each vertex
L1365[15:10:06] <Zidane> So unsure how to
do it
L1366[15:10:14] <ghz|afk> take the
texture
L1367[15:10:19] <Ordinastie_> that's
enough information by itself
L1368[15:10:20] <ghz|afk> compile the
interpolated U/V
L1369[15:10:26] <ghz|afk> compute**
L1370[15:10:32] <ghz|afk> using the atlas
sprite
L1371[15:10:33] <Ordinastie_> unless the
UVs are deterministic based on vertex position
L1372[15:10:46] <PaleoCrafter>
Ordinastie_, only if they accidentally wrote maxU instead of minV
:P
L1373[15:10:46] <ghz|afk> and then,
assign each vertex one of (minU,minV), (maxU,minV), (maxU,maxV),
(minU,maxV)
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L1419[15:35:36] <shadowfacts> is there
any way to combine the forge:default-block transform with another
rotation/translation?
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L1421[15:35:56] <williewillus> iirc no
theres no support for "merging" transformas in the forge
format
L1422[15:36:02] <williewillus> yet at
least
L1423[15:36:58] <shadowfacts> hmm
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L1425[15:37:32] <shadowfacts> how would I
convert the default block transformation to the JSON format?
L1426[15:37:55] <shadowfacts> (from the
code that's used internally to the JSON format, I mean)
L1427[15:38:18] <williewillus> ctrl f
"default-block in ForgeBlockStateV1
L1428[15:38:51] <williewillus> they're
also just equal to the vanilla ones in
models/block/block.json
L1429[15:39:07] <shadowfacts> ah, I'll
just copy the vanilla one and add my own stuff in
L1430[15:39:21] <williewillus> though
keep in mind that translations in forge json and in that code are
16x or 1/16 x that of vanilla model jsons (I can't remember
which)
L1431[15:39:26] <williewillus> no idea
why but that bit me
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L1435[15:42:49] <gigaherz> and you have
to convert the way to represent rotations
L1436[15:42:50] <gigaherz> XD
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L1438[15:44:04] <williewillus>
really?
L1439[15:44:14] <williewillus> well
actually it mightve changed
L1440[15:44:21] <williewillus> but back
in 1.8 it mapped directly besides the translations
L1441[15:44:43] <gigaherz> vanilla
rotations are in euler angles
L1442[15:45:02] <gigaherz> while forge
uses a quaternion, with an option to use [{x:angle},...]
L1443[15:45:13] <gigaherz> in order to
convert vanilla rotations to forge blockstates rotations
L1444[15:45:15] <gigaherz> you have to
do
L1445[15:45:37] <gigaherz>
[{"y":y rotation},{"x":x
rotation},{"z": z rotation}]
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L1455[15:59:29] <shadowfacts>
"vanilla model '...' can't have non-vanilla parent"
L1456[15:59:50] <shadowfacts> so how can
I apply the vanilla rotations + my own to a model
L1457[16:00:14] <shadowfacts> because
using the vanilla transformations (the ones in
models/block/block.json) in the blockstate doesn't work
L1458[16:03:52] <gigaherz> then you are
doing it wrong.
L1459[16:03:53] <gigaherz> ;P
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L1461[16:04:14] <gigaherz> the
"display" values from block.json won't work as-is
L1462[16:04:18] <gigaherz> you have to
*convert* them
L1463[16:04:22] <williewillus> i have a
copy of the fvanilla ones forgified
L1464[16:04:27] <williewillus> i'll try
to find them
L1465[16:04:40] <gigaherz> the
translations have to be divided by 16
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L1467[16:04:51] <gigaherz> the rotations,
become [{"y":y rotation},{"x":x
rotation},{"z": z rotation}]
L1468[16:05:00] <masa> what in the world
is a quaternion?
L1469[16:05:24] <williewillus> math
L1470[16:05:29] <williewillus> that i
dont know :D
L1471[16:05:30] <gigaherz> it's a math
thing
L1473[16:05:40] <gigaherz> which uses
multi-complex numbers
L1474[16:05:41] <sham1> A mathematical
object that can do better rotations than euler angles
L1475[16:05:44] <gigaherz> in a way that
can represent rotations
L1476[16:05:50] <williewillus> its a 4d
thingything that lets you define 3d rotations
L1478[16:06:04] <sham1> An extention of
complex numbers
L1479[16:06:51] <gigaherz> it can
describe any 3d rotation, without ambiguities
L1480[16:07:04] <gigaherz> and it has
only a fraction of the space as a 3x3 matrix
L1481[16:07:10] <gigaherz> (4 numbers vs
9)
L1482[16:07:18] <sham1> And it is
annoying to write
L1483[16:07:35] <gigaherz> you shouldn't
worry about the maths behind it
L1484[16:07:37] <sham1> the name that
is
L1485[16:07:41] <gigaherz>
Quaternion?
L1486[16:07:45] <sham1> yes
L1487[16:07:52] <gigaherz> doesn't feel
hard to me
L1488[16:08:04] <gigaherz> maybe due to
spanish phonetics
L1489[16:08:48] <sham1> r followed by
n
L1490[16:09:01] <sham1> it makes it hard
for me to pronounce
L1491[16:09:03] <SatanicSanta> I don't
know how to pronounce it so I never spell it right
L1492[16:09:12] <gigaherz> in spanish
it's "cuaternión"
L1493[16:09:19] <gigaherz>
cua-ter-nion
L1494[16:09:25] <SatanicSanta> gigaherz:
Yeah that's how I pronounce it in my head :P
L1495[16:10:23] <sham1> In finnish it is
written as kvaternio
L1496[16:10:35] <sham1> Which fits the
phonology much better
L1497[16:12:11] <sham1> It probably also
has some interesting spelling provided by KoTus, but the less we
talk about that, the better
L1498[16:12:13] <SatanicSanta> It is
possible to render a model JSON without registering it to a
specific block state right? I've got a model that I'd prefer be a
JSON, but it doesn't actually have anything to do with the
blockstates, and the block is already using another block's
blockstate JSON
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L1500[16:13:27] <SatanicSanta> The block
is basically an extension to a different block that just adds a
little model on the side of it
L1501[16:13:56] <gigaherz> SatanicSanta:
then how its it not related to the block state?
L1502[16:14:08] <gigaherz> you can load
models whenever you want
L1503[16:14:12] <gigaherz> but textures
are a different thing
L1504[16:14:26] <gigaherz> if they aren't
referenced by any loaded model, they won't be stitched
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L1506[16:14:51] <SatanicSanta> gigaherz:
Because they are different blocks entirely
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L1508[16:15:10] <williewillus> can stitch
it yourself
L1509[16:15:15] <gigaherz> Oh, well then
it's part of the other block?
L1510[16:15:15] <gigaherz> XD
L1511[16:16:07] <SatanicSanta>
williewillus: how so?
L1512[16:16:17] <gigaherz> the stitch
event
L1513[16:16:26] <gigaherz> you can tell
mc toi stitch extra things to the atlas
L1514[16:16:29] <gigaherz> to*
L1515[16:16:33] <williewillus> its like
registering icons
L1516[16:16:36] <williewillus> except in
an event now
L1517[16:16:54] <SatanicSanta> oh,
textures
L1518[16:16:58] <williewillus> (all mc
does is register icons for you now in the background when it loads
your models the icon stuff is still there :P)
L1519[16:16:59] <SatanicSanta> i thought
you were talking about models so I was confused
L1520[16:17:06] <gigaherz> no, as I
said
L1521[16:17:11] <gigaherz> models you can
load whenever you need
L1522[16:17:20] <SatanicSanta> without an
IBlockState?
L1523[16:17:33] <SatanicSanta> because
the model associated with the blockstate is not this model
L1524[16:17:36] <gigaherz> sure, how else
would you use models in like, a TESR?
L1525[16:17:40] <SatanicSanta> its the
"parent pipe"'s model
L1526[16:17:55] <gigaherz> but one thing
is loading the model
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L1528[16:18:03] <gigaherz> a whole
different thing is getting it to draw
L1529[16:18:05] <williewillus> models and
IBlockState are unrelated. once an IBLockState goes through the
statemapper its not relevant anymore
L1530[16:18:13] <williewillus>
(statemapper spits out an MRL)
L1531[16:18:18] <SatanicSanta>
right
L1532[16:18:27] <gigaherz> I have a
feeling you want this model drawn
L1533[16:18:31] <gigaherz> which
means
L1534[16:18:32] <SatanicSanta> yes
L1535[16:18:39] <gigaherz> either you
draw it as part of a block
L1536[16:18:42] <gigaherz> or TESR
L1537[16:18:43] <gigaherz> or
entity
L1538[16:18:59] <SatanicSanta> TESR
L1539[16:19:11] <SatanicSanta> which is
already happening, I am just attempting to translate it from
ModelBase into JSON
L1540[16:19:21] <gigaherz> the first one,
means either it's directly linked to a blockstate, or merged with
other models in a custom IBakedModel
L1541[16:19:37] <gigaherz> for a TESR, I
have this
L1543[16:19:40] <gigaherz> I use it with
.obj models
L1544[16:19:43] <williewillus> i wish the
model json format had actual inheritance
L1545[16:19:51] <gigaherz> but it
supports anything that can load through the model loading
system
L1546[16:19:51] <williewillus> as in the
elements fromthe parent are merged with the child's
L1547[16:19:54] <gigaherz> including json
models
L1548[16:20:14] <gigaherz> this is how I
use that class
L1550[16:20:17] <williewillus> currently
specifying elements is a full override
L1552[16:20:33] <gigaherz> I need to turn
the render into an instance method, rather than a static one
L1553[16:21:42] <shadowfacts>
williewillus, do you know which mod you had the converted
transformations in?
L1554[16:21:57] <williewillus> i mightve
removed them, i swore i had it in botania but Icouldn't find
them
L1555[16:22:02] <SatanicSanta> aha
L1556[16:22:04] <SatanicSanta> I think I
understand
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L1563[16:32:27] <williewillus> those
arent precisely the original oens
L1564[16:32:34] <williewillus> I've
tweaked them but I guess you can start with them
L1565[16:32:51] <shadowfacts> closer than
nothing at all :P
L1566[16:33:50] <shadowfacts> now that I
have the format, getting the vanilla values is easier
L1567[16:34:52] <williewillus> can we not
do vanilla style blockstate rotations in the defaults block?
L1568[16:34:55] <williewillus> as in
"x": 90
L1569[16:35:12] <gigaherz> I don't see
why not
L1570[16:35:19] <gigaherz> IIRC it's
treated like any other variant block
L1571[16:35:33] <williewillus> not
working for some reason >_<
L1572[16:36:56] <williewillus> works when
i do it in variants{}
L1573[16:36:57] <williewillus>
whatevs
L1574[16:37:41] <shadowfacts> FUCK ME
SIDEWAYS IT DOESN'T WORK
L1575[16:37:53] <williewillus> lmao
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L1580[16:39:20] <shadowfacts> what the
actual fuck
L1581[16:39:54] <williewillus> does it
show up anywhere?
L1582[16:39:55] <williewillus> lol
L1583[16:40:38] <shadowfacts> it breaks
the entire blockstate
L1584[16:40:53] <williewillus> welp
L1586[16:41:01] <shadowfacts> which is
utterly unhelpful
L1587[16:43:36] <gigaherz>
shadowfacts:
L1588[16:43:40] <gigaherz> show your json
file?
L1589[16:43:53] <gigaherz> I suspect what
the issue is, but I'd have to see the file to confirm
L1591[16:47:35] <williewillus> add[]
around your inventory variant
L1592[16:47:44] <williewillus>
"inventory": [ { ... } ]
L1593[16:48:00] <williewillus> right now
the forge json thinks that "inventory" is the name of a
blockstate property
L1594[16:48:04] <williewillus> and
"transform" is a value
L1595[16:48:31] <SatanicSanta> hm
L1596[16:48:35] <shadowfacts> oh fuck
me
L1597[16:48:35] <williewillus> anything
that doesn't have [] around it is part of the property-value
generator
L1598[16:48:37] <shadowfacts> it works
now
L1599[16:48:40] <shadowfacts> thank you
willie
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L1602[16:49:34] <SatanicSanta> Oh, forgot
a thing
L1603[16:50:00] <SatanicSanta> there, now
it includes the bakeModel method :D
L1604[16:50:09] <williewillus> mildly
bothers me that breaking/digging particles aren't consistent
L1605[16:50:19] <williewillus> breaking
particles regard actual state and digging particles don't
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L1607[16:57:58] <RANKSHANK> I smells a pr
;)
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L1627[18:41:34] <Zidane> gigaherz, I got
it :), it renders like it used to now :)
L1628[18:42:03] <Zidane> Quick question
though, how do I turn on alpha testing
L1629[18:42:37] <gigaherz> hmm what
context?
L1630[18:42:47] <Zidane> Uh, not sure I
follow
L1631[18:42:53] <Zidane> I can show you a
pic of what I mean
L1632[18:42:54] <gigaherz> I don't
remember what were you doing
L1633[18:42:56] <gigaherz> if it was a
TESR or what
L1634[18:42:57] <gigaherz> XD
L1635[18:43:25] <Zidane> Not a TESR
L1637[18:43:27] <gigaherz> ah wait you
were the one with the u/v ocnfusion
L1638[18:43:31] <Zidane> Right
L1639[18:43:40] <gigaherz> your
block
L1640[18:43:42] <gigaherz> hmm
L1641[18:44:02] <gigaherz> override
getBlockLayer
L1642[18:44:06] <gigaherz> return CUTOUT
from it
L1643[18:45:14] <Zidane> Thanks,
testing
L1644[18:47:24] <Zidane> Thanks gigaherz
:)
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L1654[19:38:06] <P3pp3rF1y> what would be
the proper way to migrate item with subitems from using meta for
these to using nbt?
L1655[19:38:20] <gigaherz> well
L1656[19:38:25] <P3pp3rF1y> I want to
make these damageable and thus can't use both meta and damage
L1657[19:38:39] <gigaherz> for most
cases, it's just that: switch from using meta to reading NBT
L1658[19:38:53] <gigaherz> sure you can,
you can override getItemDamage to read NBT ;P
L1659[19:39:07] <P3pp3rF1y> I mean those
items already exist in the worlds out there
L1660[19:39:20] <P3pp3rF1y> and I want to
migrate them when the mod updates
L1661[19:39:26] <gigaherz> oh I see
L1662[19:39:39] <P3pp3rF1y> was looking
at datafixer/walker
L1663[19:39:47] <P3pp3rF1y> but that
doesn't seem to have meta context
L1664[19:39:56] <gigaherz> also not
mod-friendly
L1665[19:39:58] <P3pp3rF1y> or it's
possible I am just blind
L1666[19:40:12] <gigaherz> it works based
on mc version, doesn't know about mod version
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L1668[19:41:02] <gigaherz> someone was
messing around with datafixers recently
L1669[19:41:04] <gigaherz> dunno who it
was
L1670[19:41:06] <gigaherz> anyhow
L1671[19:41:16] <gigaherz> ther's an easy
but less than ideal way:
L1672[19:41:23] <gigaherz> add a tag on
the items' NBT
L1673[19:41:42] <gigaherz> if the tag is
missing, assume it's an old item
L1674[19:41:53] <P3pp3rF1y> in onUpdate I
guess
L1675[19:42:10] <gigaherz> another
option
L1676[19:42:13] <gigaherz> leave the old
items as-is
L1677[19:42:17] <gigaherz> make them
useless
L1678[19:42:22] <gigaherz> but provide
recipes that upgrade them to the new items
L1679[19:42:35] <P3pp3rF1y> that sounds
like a better option to me actually
L1680[19:42:55] <gigaherz> you'll have to
change the registry name, but meh.
L1681[19:43:25] <P3pp3rF1y> don't mind,
the old one is very different from item name anyway
L1682[19:43:32] <P3pp3rF1y> so at least I
will standardize it a bit
L1683[19:43:39] <gigaherz> heh
L1684[19:43:52] <P3pp3rF1y> thanks for
the idea
L1685[19:45:25] <gigaherz> np
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L1687[19:47:58] <Zidane> gigaherz, ONE
more question...for my inventory, I register the ItemBlock and have
a json file that mimics how Stone does (where it just delegates to
the Stone block json file) yet it does not use my model.
L1688[19:48:51] <gigaherz> do you call
ModelLoader.setCustomModelResourceLocation?
L1689[19:49:14] <Zidane> No, what would
be the syntax?
L1690[19:49:15] <gigaherz> vanilla
blocks-as-item are hardcoded, but mod ones have to be registered
manually
L1691[19:49:20] <gigaherz> in your
clientproxy
L1692[19:49:23] <gigaherz> during preinit
phase
L1693[19:49:45] <gigaherz>
ModelLoader.setCustomModelResourceLocation(theItem, meta, new
ModelResourceLocation(theItem.getRegistryName(),
"inventory"));
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L1695[19:49:59] <gigaherz> where theItem
can be Item.getItemFromBlock(theBlock)
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L1697[19:50:09] <gigaherz> and
"inventory" can be any variant string present on the
blockstates file
L1698[19:50:50] <gigaherz> (if it's
"inventory", then only the item model is needed)
L1699[19:51:05] <Zidane> for my item
model file I simply have: "parent":
"almura:block/white_0"
L1700[19:51:16] <Zidane> Dunno if that is
correct
L1701[19:51:27] <gigaherz> yeah that
works
L1702[19:52:01] <gigaherz> as a
reference:
L1707[19:52:54] <Zidane> Ahhh I see
L1709[19:52:58] <Zidane> Let me give that
a short
L1710[19:53:01] <Zidane> * shot
L1711[19:53:29] <gigaherz> it's important
that you run the ML.setCustomMRL call from the PREinit phase
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L1713[19:59:52] <gigaherz> night
ppl
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L1717[20:06:40] <SatanicSanta> Weird
issue. My TESR has some rotation stuff that is dependent on the
block's facing property. For some reason, the code in the WEST case
is only effecting blocks that have a facing value of EAST. I
checked the meta (and state -> meta -> state conversions),
and it all looks fine, and the blocks show the proper direction
with f3. Relevant TESR:
https://gist.github.com/elifoster/6d3bf413805fa6f9d9e9
L1718[20:06:57] <williewillus> 404
L1719[20:07:06] <SatanicSanta> oh oops,
irc cut off the link
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L1722[20:08:17] <williewillus> is it
intended you have two 'case EAST'
L1723[20:08:22] <williewillus> but no
case WEST?
L1724[20:08:38] <SatanicSanta> the first
one was experimental stuff
L1725[20:08:47] <SatanicSanta> case WEST
never gets executed
L1726[20:10:07] <williewillus> as in you
don't want it to execute or its not executing as it should?
L1727[20:10:12] <SatanicSanta> it is not
executing as it should
L1728[20:10:24] <williewillus> post your
block class
L1729[20:10:35] <williewillus> if case
west is never appearing then the problem isnt the tesr
L1730[20:11:03] <SatanicSanta> added to
that gist
L1731[20:11:06] <williewillus> is it also
intended that you get the facing
L1732[20:11:10] <williewillus> before you
acquire actualState
L1733[20:11:13] <SatanicSanta> yes
L1734[20:11:29] <SatanicSanta> the actual
state contains what sides have things connected to it
L1735[20:11:57] <SatanicSanta> while
facing is your typical facing value
L1736[20:12:14] <williewillus> idk then,
looks fine to me
L1737[20:12:18] <williewillus> dig in
with a debugger
L1738[20:12:56] <SatanicSanta> As I said
before I checked the getMetaFromState and getStateFromMeta values
(in onBlockActivated for convenience) and they were never the same;
west was west, and east was east
L1739[20:13:20] <SatanicSanta> and
furthermore, that println statement about the switch statement
showed that facing was west at some point
L1740[20:14:10] <williewillus> well that
implies that switching is broken, which is assuredly not the case
:P
L1741[20:14:15] <williewillus> so no
idea
L1742[20:14:25] <SatanicSanta> :P
L1743[20:14:49] <SatanicSanta> perhaps
intellij fucked something up with live code reloading
L1744[20:16:53] <SatanicSanta> lmao, it
did. No clue what the hell that couldve been
L1745[20:16:58] <SatanicSanta> gg
idea
L1746[20:17:14] <Zidane> [20:15:07]
[Client thread/ERROR] [FML]: Exception loading model for variant
almura:alfalfa_barrel#inventory for item
"almura:alfalfa_barrel", normal location exception:
L1747[20:17:14] <Zidane>
java.lang.IllegalStateException: vanilla model
'net.minecraft.client.renderer.block.model.ModelBlock@640e252a'
can't have non-vanilla parent
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L1749[20:17:32] <Zidane> Can the
ItemBlock not do custom models or?
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L1754[20:44:20] <williewillus> !gm
func_189508_F
L1755[20:44:33] <williewillus> !gm
func_175625_s
L1756[20:51:48] <SatanicSanta> What
exactly should I be passing as LightUtil.renderQuadColor's auxColor
argument? I tried simply 0xFFFFFF but it was either invisible or
off in some fairytale land. Which is strange because just doing
addVertexData directly works fine, aside from lighting
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L1760[20:57:19] ***
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L1764[21:08:59] <electrolitic> God making
textures work is frustrating
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L1775[21:36:18] <SatanicSanta> hm, they
render when I pass -1 as the auxColor, though it still appears as
fullbright like addVertexData.
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L1784[21:58:40] <shredder8910> I can't
get breakpoints to work in Idea, anyone know why?
L1785[22:00:08] <shredder8910> !gm
func_175625_s
L1787[22:01:42] <electrolitic> No idea
what really caused it.
L1788[22:03:48] <electrolitic> Oh
L1789[22:04:17] <electrolitic> I bet it
had something to do with not telling the Container about
updates
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L1794[22:20:29] <SatanicSanta> Huh.
Apparently, when I drop an item on the ground, the model with the
lighting problems appears completely black...
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L1800[22:24:32] <SatanicSanta> oh no,
nevermind
L1801[22:24:38] <MattDahEpic> i have more
than 1 block
L1802[22:24:38] <SatanicSanta> took a
look at your registration code
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L1804[22:26:03] <SatanicSanta>
MattDahEpic: What exactly do you mean by "block is only
placing the 0 meta value type of [your] block"?
L1805[22:26:30] <MattDahEpic> whenever i
place any of the items, be they zombie ore or otherwise, they place
zombie ore
L1807[22:26:45] <MattDahEpic> zombie is
the 0 meta value
L1808[22:27:06] ***
tterrag|ZZZzzz is now known as tterrag
L1809[22:27:10] <SatanicSanta>
MattDahEpic: Should be `state.getValue(MOB) !=
EnumMob.WITHER)`
L1810[22:31:16] <tterrag> has anyone used
the remapping events on 1.10?
L1811[22:32:43] <SatanicSanta> I'm going
to shower and hope that when I get out I have magical powers that
will allow me to finish this damn renderer.
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L1813[22:34:17] <tterrag> I'm fairly sure
they are broken
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L1815[22:42:17] <KnightMiner> So, with
ISidedInventory is there an easy way to tell it to simply allow all
slots without listing them out? I have an inventory with a dynamic
amount of slots so that would be a bit annoying to implement
L1816[22:43:44] <MattDahEpic>
KnightMiner, get the inventory size and iterate an array for all
the slots?
L1817[22:44:07] <KnightMiner> Yeah, thats
possible, but a little inefficient to recreate everytime someone
asks
L1818[22:44:27] <KnightMiner> Like, I
could always recreate it when the size changes, but I was hoping
for a cleaner solution
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L1825[23:03:53] <electrolitic> When might
getItem() in the ItemStack class be null? I'm getting a
NullPointerException from it :/
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L1831[23:18:13] <shredder8910>
electrolitic Yeah I get these errors too. I just cehck if it's null
always
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