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L5[00:11:47] <Zidane> anyone have experience
with messing with custom model resource locations and custom model
implementations?
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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
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L18[00:51:40] <SatanicSanta> Hm. Using the
ITEM vertex format instead of BLOCK seems to fix the light/dark
issue. However when I drop items and look west/north, the model is
still turning black.
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L50[01:59:30] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160724 mappings to Forge Maven.
L51[01:59:34] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160724-1.10.2.zip
(mappings = "snapshot_20160724" in build.gradle).
L52[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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L56[02:04:53] <rebecca> so the
randomTickSpeed (afaik) defaults to 3. and means for each tick, 3
blocks are chosen in a chunk for random updates.
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L58[02:06:03] <rebecca> are those 3 blocks
_any_ block type (including air) or 3 blocks with a updateTick
interface?
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L64[02:12:14] <Ronoman> I can't seem to
call any of the methods from ClientRegistry
L65[02:13:09] <Ronoman> All of them give a
"Cannot resolve symbol
'ClientRegistry.nameOfFunc(params);'"
L66[02:19:20] <Ronoman> I... never
mind.
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L70[02:33:44] <IdleGandalf> I destroy a
list of blocks with a certain delay of ticks (each block with its
own delay), but I almost always get a
ConcurrentModificationException after some testing. Since I only do
it serverside and check for duplicates, what could cause
this?
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L237[04:20:50] <Rushmead> This is semi
forge related, is there a way i can render a entity view to a new
fake video device?
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L250[04:56:03] <AEnterprise> got a
question: is InputEvent.KeyInputEvent only fired on the client or
on both sides?
L251[04:56:11] ***
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L253[04:56:58] <ghz|afk> AEnterprise: if
you see who calls it
L254[04:57:03] <ghz|afk> you'll see it
comes from fireKeyInput
L255[04:57:12] <ghz|afk> which only has
one caller: Minecraft#runTickKeyboard
L256[04:57:18] <ghz|afk> so,
client-only.
L257[04:57:47] <AEnterprise> alright, i'll
need a message for the gui then
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L268[06:11:29] <sham1> o\
L269[06:14:36]
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L270[06:14:52] <sham1> I am not going to
lie, using emacs as my IRC client feels weird
L271[06:15:42] <ghz|afk> that's because
it's the wrong tool
L272[06:15:50] <sham1> true
L273[06:15:52] <ghz|afk> I wouldn't want
IRC on a visual studio tab, either
L274[06:17:15] <IoP> too unstable?
:P
L275[06:17:54] <ghz|afk> no, vs is thebest
IDE ever
L276[06:17:59] <ghz|afk> but IR C doesn't
belong there.
L277[06:18:10] <ghz|afk> IRC*
L278[06:19:57]
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L279[06:20:01] <sham1> Like, it
works
L280[06:20:47] <sham1> Don't get me
wrong
L281[06:20:55] <sham1> It works
wonderfully
L282[06:22:24] <geratheon> has anything
changed in the way of block rendering from 1.9 to 1.10? I can't get
my block rendered in the world, just the block's item :(
L283[06:23:30] <sham1>
ISmart[Block|Item]Model is gone
L284[06:23:42] <sham1> It now uses
IBakedModel directly
L285[06:23:45] <sham1> To make smart
models
L286[06:24:15] <geratheon> no, it's just a
simple block, nothing smart about it
L287[06:24:23] <sham1> Then not
really
L288[06:24:31] <geratheon> meh
L289[06:25:05] <geratheon> I just can't
find the mistake I made
L290[06:25:15] <sham1> Show your
stuff
L291[06:25:55] <geratheon> I don't want to
push an unfinished commit :c I can throw a gist together,
though
L293[06:32:05] <geratheon>
ModBlocks.initModels() is called in the client proxies preinit(),
just after the common proxies ModBlocks.preinit()
L294[06:32:45] <geratheon> the block's
item is rendered right and has a texture, the placed block is not
rendered at all
L295[06:33:57]
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L296[06:34:16] <Wuppy> today is going to
be a good day :)
L297[06:34:26] <Wuppy> my schedule:
L298[06:34:31] <Wuppy> 1. play games
L299[06:34:35] <Wuppy> that's it :D
L300[06:34:41] <sham1> Nice schedule
L301[06:34:45] <sham1> Also hi
L302[06:34:45] <geratheon> that seems like
a great day
L303[06:35:00] <Wuppy> hey sham1 what's
up
L304[06:35:03] <sham1> Meanwhile I do some
programming stuff
L305[06:35:10] <sham1> Outside that
is
L306[06:35:16] <Wuppy> nice :)
L307[06:35:17] <sham1> On the
balcony
L308[06:35:26] <Wuppy> I'm going to do
some pokemon go outside :D
L309[06:35:30] <Wuppy> well, not now, but
later
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L314[06:40:37] <sham1> >tries to use
java before having installed JDK to laptop
L315[06:40:42] <sham1> Yeah
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L317[06:42:51] <RANKSHANK> Lol
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L326[06:51:25] <Wuppy> hahah, not going to
happen
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L328[06:51:34] <sham1> What is not going
to happen
L329[06:51:39] <geratheon> Bah, I'm back.
I just killed my laptop, sorry.
L330[06:51:51] <sham1>
#LaptopLifesMatter
L331[06:51:54] <Wuppy> java without
jdk
L332[06:51:58] <geratheon> No, he's in
heaven now
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L334[06:52:12] <geratheon> Dammit
L335[06:52:20] <sham1> Well, I could just
install JRE, but that would be kind of useless
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L337[06:53:01] <geratheon> did you find
any clue in my rendering problem?
L338[06:55:06] <sham1> Sorry, I
disconnected so I did not see your link
L339[06:55:11] <sham1> Care to post it
again
L340[06:55:19]
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L342[06:57:05] ***
sokratis12GR is now known as sokratis12GR|work
L343[06:57:11] ⇦
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L344[06:57:53] <sham1> Your problem is
that you are using BlockContainer
L345[06:58:17] ⇦
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seconds)
L346[06:58:41] <geratheon> Is the
rendering different with blockcontainer? In 1.9.4 it worked
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L349[06:58:59] <sham1> Well for one, you
should not use it
L350[06:59:10] <sham1> SO try changing it
to just Block
L351[06:59:39] <sham1> And then override
Block#hasTileEntity and Block#createTileEntity
L352[06:59:50] <geratheon> but then no
tileentity is created, or am i wrong?
L353[07:00:04]
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L354[07:00:09] <sham1> <sham1> And
then override Block#hasTileEntity and Block#createTileEntity
L355[07:00:21] <sham1> Those ensure that
you get your tileentity created
L356[07:00:22] <geratheon> ah, that is
new
L357[07:00:39] <sham1> It has existed
since 1.7.x
L358[07:00:45] <sham1> Provided by
forge
L359[07:01:00] <geratheon> All the time I
used BlockContainer and it was never a problem. Strange
L360[07:01:24] <geratheon> Yeah, it works.
Thanks for your time! :)
L361[07:01:55] <sham1> Damn it
Gentoo
L362[07:02:15] <geratheon> hasTileEntity
is marked as deprecated
L363[07:02:26] <sham1> Use the one that is
not deprecated
L364[07:02:59] <sham1> Speaking of
deprecation, for some reason Gentoo requires for the official java
jdk to be 8u98, but I cannot find them
L365[07:03:01] ⇦
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L366[07:03:08] <sham1> The latest is
8u102
L367[07:03:11] <sham1> This shit
blows
L368[07:05:11]
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L369[07:06:48] <geratheon> gentoo forces
you to use specific versions?
L370[07:06:55] <sham1> Yes
L371[07:06:58]
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L372[07:07:01] <sham1> It is specified in
the ebuild
L373[07:07:26] <sham1> Like, I can patch
it
L374[07:07:35] <sham1> But it ain't
fun
L375[07:07:46]
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L378[07:11:50] <masa> it doesn't force you
to use anything, just that the available ebuilds sometimes lag
behind the upstream releases
L379[07:11:56] <sham1> Ya
L380[07:12:03] <sham1> And ATM iam
patching it
L381[07:12:30] <sham1> So I can use the
latest version
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L384[07:18:56] <sham1> There I go, fully
patched
L385[07:19:41] ⇦
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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
und das T�ten angemessen wirkt. (George Orwell))
L386[07:24:13] <sham1> Now it is
working
L387[07:24:27] <sham1> That was way more
annoying than I thought
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L389[07:27:10] <Wuppy> heh, apperantly I
can remove the paint from my wall with water :o
L390[07:27:19] <Wuppy> what kind of shitty
paint is this
L391[07:27:34] <sham1> Not aquaphobic I
can say that much
L392[07:28:31] <sham1> Time to see if my
patched java installation actually works
L393[07:29:04] <sham1> Yup
L394[07:29:07] <sham1> It works
L395[07:29:08] <sham1> Woot
L396[07:29:13] <Wuppy> woop woop
L397[07:29:22] <geratheon> whoop
whoop
L398[07:29:25] <sham1> That was way too
much effort
L399[07:30:38] <geratheon> I personally
stick for the most time at arch, mostly for the package management.
That shit is so comfy
L400[07:31:29] <sham1> I like how much I
can customize in Gentoo
L401[07:31:45] <sham1> Just with the fact
that it installs packages usually from source
L402[07:31:59] <sham1> Unless it is
something like Steam or Oracle's official JDK or something
L403[07:32:10] <sham1> I can mix and match
things that I need
L404[07:32:22] <Cazzar> sham1: Install
gentoo on my laptop, within 12 hours
L405[07:32:25] <geratheon> steam on linux
is a clusterfuck, yeah
L406[07:32:35] <Cazzar> Including xorg and
amd fglrx
L407[07:32:37] <sham1> :P
L408[07:33:02] <Cazzar> (x takes 10+ hours
to compile)
L409[07:33:24] <sham1> Yeah, compiling
stuff like all the X components is kind of time consuming
L410[07:33:45] <sham1> Hmm, eclipse
neon
L411[07:33:57]
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L413[07:34:43] <geratheon> compiling stuff
on your own is cool, yeah, but the outcome is not really faster
than precompiled stuff. I'm too lazy to compile stuff I don't need
to
L414[07:35:07] <sham1> I don't care about
the speed personally
L415[07:35:15] <sham1> I more like the
power it gives me
L416[07:35:26] <sham1> I don't need all
the features from every package
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L418[07:35:32] <sham1> I can choose what I
want to compile
L419[07:35:57] <sham1> It's kind of like
AURs and ABS actually
L420[07:36:17] <sham1> And of course like
BSD ports
L421[07:37:10] <geratheon> Yeah, I've seen
gentoo always like a big AUR distribution
L422[07:37:23] <sham1> Well, it's more
like ABS + AUR stuff
L423[07:37:33] <sham1> Where custom
overlays and ebuilds are AURs
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L427[07:38:36] <sham1> I've also used
Arch
L428[07:38:40] <sham1> It's a nice
distro
L429[07:38:46] <sham1> Very
lightweight
L430[07:38:51] <sham1> And the Wiki is
fantastic
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L435[07:41:24] <geratheon> I might try
gentoo in the near future, but I'm sick of this customizing, I just
want stuff that works. After years of ricing and trying every
fucking WM out there, I just got stuck on a simple xfce setup
L436[07:41:43] <sham1> Did you try
xmonad
L437[07:42:18] ⇦
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L439[07:44:18] <geratheon> I did, but not
for long
L440[07:44:37] <geratheon> the best tiling
wm i had was bspwm, but that has a big problem with java swing
guis
L441[07:45:13] <sham1> With xmonad you can
change the VM name to have swing GUIs behave
L442[07:45:33] <sham1> Because if the name
is not changed, swing assumes stuff that just isn't
L443[07:46:11] <geratheon> Yeah, I had a
fix like that, but sometimes swing ignored it
L444[07:48:56] <Ordinastie_> can I get
client world from messageContext ?
L445[07:55:36] <Ordinastie_> another
question, anyway to have @SideOnly behave nice with clazz.getMethod
?
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L454[08:15:55] <masa> I'm probably going
to try if the awesome wm works for me after I get around to making
a clean Gentoo installation
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L456[08:16:17] <masa> this current old and
broken Funtoo has Gnome 3
L457[08:16:19] <geratheon> awesome is
pretty awesome, but I always hated the lua part of it
L458[08:16:27] <masa> butit is way too
bloated and heavy for my needs
L459[08:16:41] <masa> yeah lua is quite
meh
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L461[08:18:04] <Cazzar> Ordinastie_:
@SideOnly and other things behaving nicely are not two things that
go hand in hand
L462[08:18:39] <Ordinastie_> yeah, but
that I can't test the server in dev now :/
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L464[08:20:09] <geratheon> Meh: currently
I'm writing a bash script on a windows 7 inside the vim that the
git bash ships with. I want my laptop back ;_;
L465[08:20:11] <RANKSHANK> What are you
doing that's killing yohr server?
L466[08:20:48] <Ordinastie_> calling
clazz.getMethod on my blcok
L467[08:22:51] <Ordinastie_> hum,
wait
L468[08:23:02] <Ordinastie_> apparently,
it doesn't fail for every blocks
L469[08:23:38] <RANKSHANK> What
block/method?
L470[08:25:25] <Ordinastie_> ah nvm, a
method was missing the annotation
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L473[08:32:23] ***
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L474[08:33:45] <Ordinastie_> oh ffs
L475[08:33:47] <Ordinastie_> [15:33:39]
[Server Watchdog/FATAL]: A single server tick took 60,00 seconds
(should be max 0,05)
L476[08:33:47] <Ordinastie_> [15:33:39]
[Server Watchdog/FATAL]: Considering it to be crashed, server will
forcibly shutdown.
L477[08:36:08] <Ordinastie_> please tell
me I can disable that somehow :x
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L480[08:40:42] <RANKSHANK> ... how?
:P
L481[08:40:52] <Ordinastie_> max-tick-time
apparently
L482[08:44:46] <RANKSHANK> How is it
registering 100mins though?
L483[08:45:07] <Ordinastie_> 100mins
?
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L488[08:55:13] <RANKSHANK> 6k
seconds?
L489[08:55:19] <Ordinastie_> 60
L490[08:55:25] <RANKSHANK> Ohhh
L491[08:55:36] <RANKSHANK> Decimal
:P
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L498[09:08:52] <cpw> willieaway, you
around? (probably not i'd guess)
L499[09:09:36] <cpw> madsthunder, are they
in here?
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L510[09:24:25] ***
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L511[09:25:07] <williewillus> cpw: you
called?
L512[09:25:28] <cpw> hey willie
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L514[09:25:38] <cpw> someone make a
complete hackjob of the sound event thing
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L516[09:25:55] <cpw> you had one that
looked clean and well organized and you deleted it in favour of the
complete mess
L517[09:26:31] <williewillus> lol wanted
to give the guy a chance, but I'll restore mine
L518[09:26:42] <cpw> heh. yeah, it was a
mess of merges
L519[09:26:49] <cpw> he needs to learn to
git
L520[09:27:07] <Ordinastie_> to git gud
?
L521[09:27:21] <williewillus> dammit i
have merge conflicts
L524[09:27:24] <williewillus> I'll fix
after breakfast
L525[09:27:27] <cpw> sorry, i'm pushing
things
L526[09:27:41] <cpw> mopre things just
pushed
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L528[09:28:12] <williewillus> oh ok
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L531[09:29:20] <williewillus> also
regarding the uppercase modid thing - how would mods migrate in the
future for that? are there things saved with the capital modid that
would break world compatibility?
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L533[09:29:31] <williewillus> (not
considering mods that check for the capital one, they'll have to
update themselves)
L534[09:32:27] <cpw> well, what i'll
probably do is force everything lowercase
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L536[09:32:43] <cpw> it'll break stuff
that only differs by case
L537[09:32:50] <cpw> but that's pretty
broken even today
L538[09:33:14] <williewillus> i mean
registry stuff is already all lowercase so I'm wondering whats else
there is to break
L539[09:33:28] <cpw> err, registry stuff
isn't all lower today i believe
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L541[09:33:36] <cpw> it WILL be, in
11
L542[09:33:39] <williewillus> oh lol
L543[09:33:56] <williewillus> all i now is
that resourcelocations are auto-lowercased and that's all of the
system I see
L544[09:33:57] <cpw> but the loading will
force lower everything that comes from disk
L545[09:34:03] <cpw> yes, reslocs
are
L546[09:34:06] <cpw> and that's the
problem
L547[09:34:07] <williewillus> *know
L548[09:34:16] <cpw> reslocs are
"modids" in vanilla world
L549[09:34:18]
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L550[09:35:48] <cpw> btw: difference
between 3115 and 2938?
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L553[09:36:09] <williewillus> he changed
the old event, I added another one
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L556[09:36:39] <cpw> ah ok
L557[09:36:41] <williewillus> he also
changed two random comments in gameregistry :P
L558[09:36:49] <cpw> yeah, probably makes
sense to have a separate event
L559[09:37:00] <cpw> since changing old
would break compat
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L561[09:41:10] <williewillus> is fg still
broken when reobfuscating lambdas implementing obf interfaces or
was that fixed
L562[09:42:08] <williewillus> oh yeah it
was an SS bug and it got closed. guess it got fixed? :P
L563[09:42:38] <cpw> it might have done?
try it
L564[09:42:52] <cpw> i know it's tricky as
fuck
L565[09:43:06] <cpw> you have to infer
bidirectionally along the class hierarchy
L566[09:43:20] <cpw> to infer if you're
overriding an obfuscated method
L567[09:44:13] <cpw> you don't pass the
renderglobal context to the specific hand event?
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L569[09:45:06] <williewillus> i didn't
feel it was needed, the first event just grabs it from Minecraft
and passes it in, which the modder can do themself. i can stick it
in if needed
L571[09:45:14] <cpw> no worries
L572[09:45:19] <cpw> you're probably right
there
L573[09:45:37] <cpw> wondering if i can
tidy it up a bit by making the specific a subclass of the other
one
L574[09:46:04] <williewillus> i thought of
that, but then someone listening for the old one will suddenly
start getting triple the number of events :P
L575[09:47:05] <cpw> hmmm
L576[09:47:17] <cpw> but the new could be
embedded in the old at a minimum
L577[09:47:48] <williewillus> what do you
mean by embed?
L578[09:48:17] <cpw>
RenderHandEvent.SpecificHand
L579[09:48:52] <williewillus> but not have
them related by inheritance?
L580[09:49:55] <cpw> yeah
L581[09:50:18] <williewillus> okay I'll
change that and update the sound one
L583[09:50:26] <cpw> i've already merged
it :P
L584[09:50:29] <williewillus> lol
L585[09:50:36] <cpw> i'm doing refactors
on the merge RN
L586[09:51:01] <cpw> for now
L587[09:51:06] <cpw> they'll stay
separate
L588[09:53:08] <williewillus> huh you
can't annotate the parameters in lambda syntax
L590[09:53:20] <cpw> you can't do
anything
L591[09:53:21] <williewillus> boo
L592[09:53:33] <williewillus> makes sense
though
L593[09:53:54]
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L594[09:56:58] <cpw> push
L595[09:57:07]
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L596[09:57:56] <williewillus> $ close
2938
L597[09:58:02] <williewillus> bot?..
:(
L598[09:58:13] <cpw> bot?
L599[09:58:50] <williewillus> fry's bot
Actuarius who provides those commands disappears randomly :P
L600[09:58:56] <sham1> Fry is out so so it
the bot
L601[09:59:05] <williewillus> it was here
yesterday
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L605[10:00:56] <xJon> Hello! I'm trying to
use the new "register" (and not
"registerBlock") thing, but I can't get it to work with
my ItemBlock class
L606[10:01:01] <xJon> What should I
do?
L607[10:01:13] <williewillus> define
"can't work"
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L609[10:01:31] <williewillus> the
difference now is that the itemblock is not done for you you have
to call reigster again for the item
L610[10:01:52] <cpw> it hasn't been since
1.8.9 ;)
L611[10:01:57] <williewillus>
GameRegistry.register(block, name); GameRegistry.register(new
ItemBlock(block), block.getRegistryName())
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L615[10:03:19] <williewillus> yay the
lambdas do work
L616[10:03:24] <cpw> they do?
L617[10:03:25] <cpw> cool :)
L618[10:03:33] <williewillus> in forge
2018 at least :P
L619[10:03:58] <cpw> so you can
lambda/override minecraft classes? nice
L620[10:04:17] <cpw> 2024 is
building
L621[10:04:20] <cpw> will push 2025
soon
L622[10:04:41] <cpw> btw: your alias
thing
L623[10:04:47] <cpw> that's kinda the
whole point of aliases
L624[10:04:51] <cpw> so if they're not
working properly
L625[10:04:53] <cpw> that's a bug :P
L626[10:04:59] <cpw> i'm working on a test
case
L627[10:05:32] <williewillus> i mean,
reading the code it seemed that remapping to vanilla/something that
was already registered wasn't supported
L628[10:05:33] <cpw> my intention is to
start building some significant cohort of unit tests for important
testable functionality like registry behaviour
L629[10:05:45] <cpw> it shouldn't
matter?
L630[10:06:07] <williewillus> good to hear
it shouldn't xD
L631[10:07:21] <cpw> i'll look at it in a
bit
L632[10:07:24] <cpw> need to build a test
case
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L637[10:21:40] <xJon> williewillus, about
the ItemBlock thing, basically I need to register the block
normally, and also register the ItemBlock?
L638[10:22:15] <diesieben07> If you want
it to exist in inventories, etc.: yes
L639[10:22:19] <xJon> (by the way, I'm
updating a small mod of mine to 1.9.4/1.10.2, that's why all the
questions)
L640[10:22:19] <diesieben07> Blocks can
only exist placed down
L641[10:22:40] <xJon> Alright, I'll do
that
L642[10:23:02] <xJon> Also, what's the
replacement for player.getCurrentArmor(1)?
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L644[10:24:08] <diesieben07>
getItemStackFromSlot with EntityEquipmentSlot enum parameter
L645[10:24:23] <xJon> I'm trying to get
from the player the current helmet, chestplate, etc
L647[10:25:55] <xJon> I see, thanks a lot
diesieben07
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L650[10:31:03] <xJon> How can I pull the
ID of a potion, as Potion.regeneration.id no longer works?
L651[10:31:53] <diesieben07> Don't rely on
IDs, what do you need it for?
L652[10:32:20] <xJon> Then maybe I'm doing
it all wrong. The line was: player.addPotionEffect(new
PotionEffect(Potion.regeneration.id, 50, 0));
L653[10:32:43] <diesieben07> PotionEffect
takes a Potion object now, not an ID
L654[10:34:52] <xJon> Uh, okay, so from
where can I pull the different types of potions?
L655[10:35:09] <diesieben07> you already
did that in the line you posted above...
L656[10:35:21] <diesieben07> you just then
got it's ID instead of passing the Potion object directly
L657[10:36:40] <williewillus> the class
moved
L658[10:36:43] <williewillus> its
MobEffects
L659[10:36:52] <williewillus> new
PotionEffect(MobEffects.REGENERATION, 50, 0);
L660[10:36:57] <diesieben07> oh right,
that too
L662[10:37:46] <williewillus> !gf
MobEffects.HUNGER
L663[10:37:52] <diesieben07> haha
L664[10:37:56] <shadowfacts> lol,
yup
L665[10:38:17] <williewillus> and they
didnt even finish the job
L666[10:38:21] <williewillus> half of them
have it
L667[10:38:34] <shadowfacts> lol
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L669[10:38:49] <xJon> Oh okay
L670[10:38:56] <xJon> thanks it works with
MobEffects
L671[10:39:02] <xJon> why did it get moved
anyway?
L672[10:39:40] <diesieben07> ask mojang
:P
L673[10:39:50] <diesieben07> probably to
correlate with the rest of the "static objects"
L674[10:39:59] <diesieben07> Block objects
are stored in Blocks, Item objects in Items, etc.
L675[10:40:00] <RANKSHANK> Programming on
the wrong side of the balmers peak ;)
L676[10:40:12] <williewillus> yeah
L677[10:40:35] <williewillus> and we know
its true name from the error messages in that class
L678[10:40:37] <xJon> And how do you guys
keep track on all of these weird changes?
L679[10:40:39] <williewillus> so
mobeffects it is :P
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L682[10:40:46] <xJon> Like I can ask you
but who do you ask
L683[10:41:07] <williewillus> speaking for
myself I'm an early adopter
L684[10:41:09] <williewillus> so I just
figure it out
L685[10:41:15] <williewillus> if i need
help i ask other early adopters :P
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L687[10:41:58] <williewillus> for example
for this potion thing. let's say I have no idea where it moved. so
find a spot in the vanilla code that adds potion effects (/effect
command, potions themselves,etc.) and see where it gets the potions
from
L688[10:42:36] <RANKSHANK> I scratch my
head at things until they make sense. Usually end up with profuse
bleeding but occasionally I figure it out :P
L689[10:42:41] <williewillus> lol
L690[10:43:01] <williewillus> anyways, is
there a reason that the forge BlockFluid's PropertyInteger is not
the same as the vanilla BlockLiquid one
L691[10:43:21] <williewillus> it makes it
annoying to do fluid level comparisons when the fluid could be
either modded or vanilla
L692[10:43:25] <williewillus> since the
property isnt the same instance
L693[10:43:38] <xJon> Uh huh.. where can I
find the commands in the vanilla code?
L694[10:43:52] <williewillus> they're
named `Command<X>`
L695[10:43:58] <williewillus> so it would
be CommandEffect for /effect
L696[10:45:19] <xJon> Oh I see, and they
each got its own class
L697[10:45:23] <xJon> okay that's a very
useful tip
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L700[10:48:47] <williewillus> how do I
refer to a parameter in javadoc?
L701[10:49:13] <diesieben07> i think you
just have to do {@code <name>}
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L705[10:52:45] <williewillus> the snow
occurrence
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L710[10:55:00] <shadowfacts> is there any
way to get the render pass from the RenderSpecificHandEvent?
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L712[10:55:54] <williewillus> no, it's not
accessible in that context
L713[10:56:05] <williewillus> also the
"render pass" arg in the original event is useless anyway
:P
L714[10:56:11] <williewillus> it's only
used for 3d anaglyph
L715[10:56:25] <williewillus> if anaglyph
is fof it's always `2`
L716[10:56:29] <williewillus> *off
L717[10:56:50] <shadowfacts> ah ok
L718[10:56:55] <shadowfacts> I'll just
remove that part of the code
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L726[11:05:58] <xJon> What happened to
getModel in the bow class?
L727[11:06:17] <williewillus> it uses
1.9's property override system nw
L728[11:06:25] <williewillus> look at
ItemBow's constructor and at vanilla's bow.json
L729[11:07:24] <xJon> Uh.. it looks pretty
complicated
L730[11:08:53] <diesieben07> not
really
L731[11:09:06] <diesieben07> it just
allows you to assing a number under a ResourceLocation
L732[11:09:11] <diesieben07> and then the
model can react to that number.
L733[11:09:43] <williewillus> its pretty
straightforward
L734[11:09:55] <williewillus> look at the
json and how the model switches to the different pulling
models
L735[11:10:38] <williewillus> its great
because a RP could even add extra frames to the bow animation since
it's all in json, the code just exposes the number through
"pull"
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L737[11:15:39] <xJon> So
ModelBakery.registerItemVariants(UselessItems.useless_bow,
namesUselessBow); in the ClientProxy is no longer needed?
L738[11:15:56] <williewillus> no
L739[11:16:06] <williewillus> the model
loader will take care of the override models
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L745[11:25:34] <DarkS_> o/
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L747[11:27:33] <williewillus> dwhat error
are you getting?
L748[11:27:44] <williewillus> also are you
intending those to be vanilla-style strings?
L749[11:27:49] <williewillus> if so you
need to add [] around everything
L750[11:27:53] <williewillus> or else
it'll think they're properties
L751[11:28:21] <williewillus> right now
the forge deserializer is seeing "type=normal,north=true"
as a property, and "submodel" as one of its values
:P
L752[11:30:19] <OrionOnline> So
what?
L753[11:30:28] <OrionOnline> I need to
make those things arrays?
L754[11:30:42] <williewillus> add []
around the bodies of them
L755[11:30:57] <williewillus>
"type=normal,north=true": [{ <what was there>
}]
L757[11:31:19] <williewillus> yes
L758[11:31:22] <williewillus> for all of
them
L759[11:31:30] <williewillus> whenever you
do vanilla-style strings like that you have to have the []
L760[11:31:51] <OrionOnline> Okey let me
try that
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L763[11:33:33] <electrolitic> Crash log
says null pointer exception, but I have no idea why that's the
issue.
L764[11:34:00] <williewillus> which tile
entity
L765[11:34:07] <electrolitic>
FuelRefiner
L766[11:34:46] <Ordinastie_> electrolitic,
it it says NPE, it also says the line,
L767[11:34:51] <Ordinastie_> it's easy to
find what is null
L768[11:35:16] <electrolitic> Yes, but it
points to the RenderItem class. I know getItem() must be null, but
Idk why.
L769[11:35:55] <Ordinastie_> put a
breakpoint for NPEs, and then go back the call stack
L770[11:36:14] <Ordinastie_> so you know
why item is null
L771[11:36:53] <electrolitic> Put a
breakpoint? Sorry if this sounds stupid, but how do I do
that?
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L773[11:38:44] <electrolitic> The
ItemStack that it gets it from can't be null, since it
checks.
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L775[11:39:28] <xJon> Entities in 1.9+
don't have any ID, right?
L776[11:39:38] <williewillus> they
do
L777[11:39:52] <williewillus> they're just
hidden
L778[11:39:55] <williewillus> like all
otehr ids :P
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L780[11:40:07] <xJon> Uh, so why is
findGlobalUniqueEntityId not working anymore?
L781[11:40:21] <diesieben07> because
global IDs are for vanilla
L782[11:40:24] <diesieben07> don't use
them.
L783[11:40:43] <diesieben07> global Ids
were only ever in FML for ModLoader backwards compat...
L784[11:40:51] <williewillus> global ids
have been bad for years :P
L785[11:40:57] <xJon> So what ID should I
use for a custom entity?
L786[11:41:11] <diesieben07> start at 0,
add 1 for every entity
L787[11:41:14] <williewillus> it is
depressing how many mods are still using global ids lol
L788[11:42:06] <xJon> Wait so the IDs are
per mod? starting with 0 won't conflict with anything?
L789[11:42:16] <diesieben07> yes.
L790[11:43:30] <xJon> Oh okay
L791[11:43:50] <xJon> Well I'm almost done
with the porting I just have 2-3 issues I can't figure out...
L793[11:44:15] <williewillus> post the
full log
L795[11:44:47] <williewillus> oh
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L797[11:44:51] <williewillus> no need for
the log
L798[11:45:01] <williewillus> your
blockstate json doesn't match what the system is looking for
L799[11:45:20] <williewillus> whenever you
do vanilla style strings you have to enumerate every single
combination
L800[11:45:27] <OrionOnline> Damn
L801[11:45:34] <williewillus> I would say
statemap-split on type, then have a forge json for the
directions
L802[11:45:44] <OrionOnline> Is there a
way to make a three value combination work?
L803[11:45:52] <williewillus> wat
L804[11:45:58] <OrionOnline> What do you
mean with statemap-split is my question?
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L806[11:47:07] <williewillus> that means
taking one property and splitting it out of the combination. Ever
notice how there are separate andesite/diorite/granite blockstate
jsons in vanillla even though they're the same block ID? it's been
statemap-split on the "variant" property
L807[11:47:09] <williewillus> into
separate files
L808[11:47:19] <williewillus> so I'm
suggesting you have a separate blockstatejson for each type
L809[11:47:20] <OrionOnline> Ah okey
L810[11:47:26] <OrionOnline> THat sounds
like a good idea
L811[11:48:05] <williewillus> when you
split on a property it'll just use the name of the values of that
property as the new blockstate json name to search for so you might
want to do withSuffix as well
L812[11:48:26] <OrionOnline> Is there an
example of that somewhere i can take a look at?
L813[11:49:26] <williewillus> see
BlockModelShapes.registerAllBlocks second line
L814[11:49:32] <williewillus> that's where
stone gets split apart
L815[11:49:43] <williewillus> or the
fourth line
L816[11:49:51] <williewillus> leaves get
split apart and the name gets a suffix added
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L818[11:50:17] <williewillus> when it
splits it it's just going to use the values of the property as the
new name to search so adding a suffix like "_pipe" would
probably be better
L819[11:50:33] <williewillus> which would
make it search for light_pipe, dark_pipe, etc.
L820[11:50:41] <xJon> What did
BiomeGenBase.getBiomeGenArray() change with? I can't manage to find
out..
L821[11:50:47] <williewillus> no more
array
L822[11:50:50] <williewillus> it's a
proper registry now
L823[11:50:54] <williewillus> like
blocks/items
L824[11:51:17] <williewillus> with string
names, etc.
L825[11:52:43] <Zidane> williewillus, do
you have any experience with specifying a custom model
implementation for an ItemBlock?
L826[11:53:10] <williewillus> thats a bit
general but sure? :P
L827[11:53:15] <williewillus> idk in what
sense
L828[11:53:54] <Zidane> So I have my
custom model implementation and its mostly working due to your guys
help way above (thanks!) but in my inventory it is messed up
L829[11:54:17] <williewillus> how so,
missing model?
L830[11:54:37] <Zidane> Gigahertz told me
to do setCustomModelLocation to register it (which I did) but now
it complains that my item model doesn't use a Vanilla parent?
L831[11:54:55] <Zidane> Example, in my
item model file: "parent":
"almura:block/barrel.shape"
L832[11:54:59] <Zidane> Where .shape is my
custom format
L833[11:55:48] <Zidane> [00:08:47] [Client
thread/ERROR] [FML]: Exception loading model for variant
almura:alfalfa_barrel#inventory for item
"almura:alfalfa_barrel", normal location exception:
L834[11:55:48] <Zidane>
java.lang.IllegalStateException: vanilla model
'net.minecraft.client.renderer.block.model.ModelBlock@3e5103c8'
can't have non-vanilla parent
L835[11:55:52] <Zidane> That is the
error
L836[11:55:56] <williewillus> yeah the
vanilla model format doesn't understand what it means to have a
parent of type "shape". But I am thinking,
L837[11:56:04] <williewillus> this is a
block right, it has a blockstate json?
L838[11:56:04] <Zidane> Np
L839[11:56:11] <Zidane> Yes it does
L840[11:56:21] <xJon> So how can I use
EntityRegistry.addSpawn() to get all of the biomes available?
L841[11:56:29] <xJon> (if not using the
array)
L842[11:56:49] <williewillus> can I see
the blockstate json?
L843[11:57:00] <Zidane> Sure, sec
L844[11:57:10] <williewillus> xJon:
Biome.REGISTRY
L845[11:57:12] <williewillus> like with
blocks/items
L847[11:57:28] <electrolitic> Arg, why
does this thing have to not work? :(
L848[11:58:11] <williewillus> Zidane: yeah
okay try this. delete the item json, then setCustomMRL to that
variant: new MRL("path-to-blockstate-json",
"normal")
L849[11:58:30] <williewillus> forge lets
you point items directly at blockstate jsons like that so it
*should* work
L850[11:58:39] <Zidane> Oh really? That is
quite handy :D
L851[11:58:56] <williewillus> vanilla
forces a huge special case for items
L852[11:59:17] <williewillus> all an MRL
is is a variant in a blockstate json, but vanilla forces it to
point to a model json in items/ for item models
L853[11:59:49] <xJon> williewillus It's
not happy when I'm using Biome.REGISTRY
L854[11:59:58] <williewillus> xJon: be
more specific lol
L855[12:00:23] <diesieben07> xJon,
Iterables.toArray(registry, Biome.class)
L856[12:00:40] <williewillus> im pretty
sure the registries are already iterable
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L859[12:00:45] <Zidane> williewillus, like
this? ModelLoader.setCustomModelResourceLocation(itemBlock, 0, new
ModelResourceLocation("almura:blockstates/alfalfa_barrel",
"normal"));
L860[12:00:47] <diesieben07> but it wants
an array :P
L861[12:01:00] <williewillus> Zidane: take
out "blockstates/"
L862[12:01:03] <Zidane> mmk
L863[12:01:16] <Zidane> Time to give it a
shot
L864[12:03:59] <Zidane> williewillus, :D
Seems to have worked...but a tad big on me...can I do some
inventory scaling or?
http://imgur.com/a/z6n4r
L865[12:04:09] <Zidane> As well as icon on
the hotbar seems...odd
L866[12:04:15] <williewillus> hmm
L867[12:05:12] <williewillus> you might
need to use the forge blockstate json and apply the transform
there
L869[12:06:30] <Zidane> Let me try
that
L870[12:08:14] <Zidane> Didn't seem to
change anything williewillus
L871[12:09:05] <williewillus> hmm might be
because of custom format
L872[12:09:06] <williewillus> I'm not
sure
L873[12:09:30] <xJon> How can I make a
spawn egg for a custom entity?
L874[12:09:49] <xJon> I used in 1.8
EntityList.ENTITY_EGGS.put but it changed
L875[12:09:58] <xJon> Also I'm not sure
that's the proper wa
L876[12:10:01] <xJon> way*
L877[12:10:17] <williewillus>
EntityRegistry.registerEgg
L878[12:10:23] <williewillus> don't access
the vanilla lists directly
L879[12:10:43] <diesieben07> thats not
needed
L880[12:10:50] <diesieben07> there is an
overload of registerModEntity
L881[12:11:42] <xJon> And that creates the
item too?
L882[12:12:20] <diesieben07> well, its all
one item
L883[12:12:23] <xJon> Well my followup
question would be how can I add this egg to a custom creative
tab
L884[12:12:25] <diesieben07> but yes, it
adds it to the list.
L885[12:12:43] <diesieben07> look at what
getSubItems does in ItemMonsterPlacer
L886[12:12:51] <diesieben07> do something
similar for your tab
L887[12:12:59] ⇦
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L888[12:13:00] <diesieben07> but only
include your entity
L889[12:22:39] <Zidane> williewillus, is
it because I don't do anything with perspective in my model and
therefore it isn't scaled down when its inventory? I could paste
you my model class (but its pretty bad, needs cleanup)
L890[12:22:49] <Zidane> Well
inventory'hand
L891[12:22:51] <Zidane> */
L892[12:22:59] <williewillus>
perhaps
L894[12:27:17] <Rallias> (no stacktrace
was printed)
L895[12:28:15] ⇦
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L896[12:28:39] ⇦
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L898[12:30:52] <Rallias> ... I never
updated sendString...
L899[12:32:20] ***
Mine|dreamland is now known as minecreatr
L900[12:35:20] <Zidane> When doing a
handlePerspective, am I to calculate the matrix or is there a way
to grab the matrix that will be rendered so I can scale it?
L901[12:35:23]
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L906[12:52:06] <electrolitic> I'm so
confused. renderItemOverlayIntoGui caused a NullPointerException.
No idea what I did wrong.
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L908[12:57:46] <williewillus> what
line?
L909[12:58:00] <electrolitic> 429 of the
class.
L910[12:58:37] <electrolitic> I
think?
L911[12:58:39] <electrolitic> one
moment
L912[12:59:39] <electrolitic> Yeah, that's
it
L913[13:01:53] <electrolitic> I don't know
how, but it must be getItem()
L914[13:02:04] <williewillus> weird
L915[13:02:09] <electrolitic> How do I fix
that? :/
L916[13:02:25] <williewillus> is getItem
npe or showDurabilitybar?
L917[13:03:13] <electrolitic> I am not
sure. showDurabilitybar returns a boolean, so..
L918[13:03:44] <electrolitic> I've tried
passing it a vanilla ItemStack too, to make sure it's not just my
Item
L919[13:03:48] <electrolitic> still blew
up
L920[13:05:01] <electrolitic> I'd imagine
somehow it's my fault.
L921[13:05:24] <shadekiller666> Zidane,
TRSRTransformation has conversion methods to Matrix4d
L922[13:05:40] <shadekiller666> at least
it did last time i checked, but i don't think its changed
much
L923[13:05:40] <xJon> What's the
replacement for player.getItemInUseDuration(); used in
FOVBowUpdate? I can't find anything..
L924[13:05:42] <williewillus> whoah havent
seen you around in a while
L925[13:05:52] <shadekiller666> hi
L926[13:06:01] <shadekiller666> had some
computer issues
L927[13:06:19] <williewillus> xJon:
getItemInUseCount
L928[13:06:24] <williewillus> dont ask me
who decided to change that xD
L929[13:06:39]
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L930[13:06:44] <xJon> oh well at least we
have you
L931[13:07:04] <williewillus> i mean i
literally just typed it in my ide and looked through the
autocomplete list
L932[13:07:09] <williewillus> not rocket
science xD
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L934[13:09:07] <xJon> Also
L935[13:09:20] <xJon> What's the
replacement for
RenderingRegistry.registerEntityRenderingHandler?
L936[13:09:33] <ghz|afk> the same
method
L937[13:09:39] <ghz|afk> just it has a
factory as the last parameter
L938[13:09:53] <ghz|afk> hmm no wait
L939[13:09:53] <ghz|afk> sec
L940[13:10:10] <ghz|afk> yep
L941[13:10:10] <ghz|afk>
RenderingRegistry.registerEntityRenderingHandler(EntityBall.class,
RenderBall::new);
L942[13:10:17] <ghz|afk> (the ::new thing
requires java8)
L944[13:13:52] <xJon> So if I have this
RenderingRegistry.registerEntityRenderingHandler(EntityUselessArrow.class,
new RenderArrow());
L945[13:13:56] <xJon> What should I change
it to?
L946[13:14:01] <xJon> (sorry I'm a bit
confused)
L947[13:14:26] ⇦
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L948[13:14:54] <ghz|afk> xJon: java8, or
java < 8?
L949[13:15:06] <ghz|afk> wait
L950[13:15:08] <ghz|afk> you use
renderarrow
L951[13:15:11] <ghz|afk> which doesn't
have the standard args
L952[13:15:13] <ghz|afk> so it won't
matter
L953[13:15:38] <xJon> (anyway java
8)
L954[13:16:14] <ghz|afk>
RenderingRegistry.registerEntityRenderingHandler(EntityEssence.class,
manager -> new RenderArrow(manager) );
L955[13:16:20] <ghz|afk> if you don't need
the manager parameter
L956[13:16:25] <ghz|afk> then just don't
use it
L957[13:16:41] <ghz|afk> it's there for
convenience
L958[13:16:52] <ghz|afk> so you don't have
to do like
Minecraft.getMinecraft().getRenderWhatever().whatever
L959[13:17:11] <ghz|afk> however
L960[13:17:21] <ghz|afk> if your
constructor has one single parameter of type RenderManager
L961[13:17:27] <ghz|afk> then you can
use
L962[13:17:49] <ghz|afk>
RenderingRegistry.registerEntityRenderingHandler(EntityUselessArrow.class,
RenderArrow::new);
L963[13:19:04] <xJon> Oh so if I had this
line
RenderingRegistry.registerEntityRenderingHandler(EntityUselessDave.class,
new RenderUselessDave(Minecraft.getMinecraft().getRenderManager(),
new ModelUselessDave(), 0));
L964[13:19:21] <xJon> What can I change to
get rid of the Minecraft.getMinecrat()?
L965[13:22:15] <ghz|afk> you could do:
RenderingRegistry.registerEntityRenderingHandler(EntityUselessDave.class,
manager -> new RenderUselessDave(manager, new
ModelUselessDave(), 0));
L966[13:23:00] <xJon> Well it works
perfectly
L967[13:23:10] <xJon> but I don't really
understand it.. care to explain what did it change?
L968[13:23:17] <ghz|afk> well
L969[13:23:27] <ghz|afk> have you ever
heard of the term "lambda functions"?
L970[13:24:07] <ghz|afk> my explanation
will be different depending on if you have heard of them, and know
what they are
L971[13:25:18] <ghz|afk> xJon?
L972[13:25:20] <xJon> No, unfortunately
?
L973[13:25:23] <ghz|afk> okay
L974[13:25:27] <ghz|afk> do you know any
javascript?
L975[13:25:36] <xJon> Very little
L976[13:25:40] <ghz|afk> okay nevermind
then
L977[13:25:47] <ghz|afk> you understand
how methods work, at least? ;P
L978[13:25:51] <xJon> Yes xD
L979[13:25:54] <ghz|afk> okay so
L980[13:25:56] <ghz|afk> a lambda
function
L981[13:26:01] <ghz|afk> is a
function-object
L982[13:26:27] <ghz|afk> (arg1, arg2,
arg3) -> { return arg1+arg2*arg3; }
L983[13:26:49] <ghz|afk> is equivalent
to
L984[13:27:09] <ghz|afk> T someFunction(T
arg1, T arg2, T arg3) -> { return arg1+arg2*arg3; }
L985[13:27:22] <ghz|afk> xcept
L986[13:27:32] <ghz|afk> it doesn't have
predefined types
L987[13:27:38] <ghz|afk> or even a
name
L989[13:27:45] <xJon> weird
L990[13:27:47] <ghz|afk> then
L991[13:27:58] <ghz|afk> if a lambda only
has one single expression ina a return statement
L992[13:28:00] <ghz|afk> it can
beshortened
L993[13:28:10] <ghz|afk> (arg1, arg2,
arg3) -> arg1+arg2*arg3
L994[13:28:16] <ghz|afk> which would
behave exactly the same
L995[13:28:19] <ghz|afk> now
L996[13:28:21] <ghz|afk> in Java
L997[13:28:35] <ghz|afk> any method
parameter
L998[13:28:45] <ghz|afk> that receives an
interface with a single method
L999[13:28:59] ⇦
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L1000[13:29:03] <ghz|afk> can be used
with a lambda
L1001[13:29:04] <ghz|afk> in this
case
L1002[13:29:31] <ghz|afk> (manager) ->
new RenderSomething(manager)
L1003[13:29:35] <ghz|afk> would compile
into
L1004[13:29:41] <ghz|afk> new
IRenderFactory() {
L1005[13:30:02] <ghz|afk> public
RenderSomething createRenderFor(RenderManager manager) { return new
RenderSomething(); }
L1006[13:30:03] <ghz|afk> }
L1007[13:30:18] <ghz|afk> in fact
L1008[13:30:21] <ghz|afk> if you don't
have java8
L1009[13:30:26] <xJon> Convenient
L1010[13:30:32] <ghz|afk> your only
option is to write that out in its full form
L1011[13:30:43] <ghz|afk> (or use
retrolambda to do it for you)
L1012[13:30:52] <williewillus> (single
abstract method, a lambda interface can have static or default
methods)
L1013[13:30:58] <xJon> Is it something
that exists in .NET too? or do we not talk about that in
here?
L1014[13:31:00] <Wuppy> vikings is a good
tv show right?
L1015[13:31:02] <ghz|afk> yes
L1016[13:31:05] <ghz|afk> C# has lambdas
too
L1017[13:31:12] <ghz|afk> the only major
difference is they use =>
L1018[13:31:14] <ghz|afk> rather than
->
L1019[13:31:17] <xJon> Ohh
L1020[13:31:21] <ghz|afk> (arg1,arg2)
=> arg1*arg2
L1021[13:31:24] <xJon> Alright I
see
L1022[13:31:29] <ghz|afk> there's
semantic differences
L1023[13:31:37] <xJon> Well to be honest
you're the most useful afk user I've ever met
L1024[13:31:38] <ghz|afk> but they are a
matter for another time
L1025[13:31:41] <sham1> Lambdas can be
thought of as Clojures
L1026[13:32:06] <ghz|afk> but yeah
L1027[13:32:09] <ghz|afk> one last
thing
L1028[13:32:23] <ghz|afk> whenever you
have a lambda that matches the exact parameters as the method it
calls
L1029[13:32:29] <ghz|afk> you can use the
method itself in the parameter
L1030[13:32:30] <ghz|afk> in this
case
L1031[13:32:38] <shadekiller666> dang it
mojang
L1032[13:32:42] <ghz|afk> (manager) ->
new RenderSomething(manager)
L1033[13:32:45] <ghz|afk> can be
shortened toi
L1034[13:32:51] <sham1> What did Mojang
do this time
L1035[13:32:52] <ghz|afk>
RenderSomething::new
L1036[13:32:54] <ghz|afk> which
means
L1037[13:32:59] <ghz|afk> "make a
lambda out of 'new'"
L1038[13:33:07] <ghz|afk> which is the
constructor
L1039[13:33:10] <ghz|afk> but other
methods would work
L1040[13:33:24] <sham1>
RenderSomething::new is just syntaxic sugar for (params) -> new
RenderSomething(params)
L1041[13:33:31] <ghz|afk> yep
L1042[13:33:34] <xJon> heh
L1043[13:33:46] <sham1> That goes for all
method references
L1044[13:33:50]
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L1045[13:33:56] <shadekiller666> the
StructureComponent methods all accept StructureBoundingBox
parameters, except for the pos offset methods...
L1046[13:34:53] <shadekiller666> and
setBlockState doesn't take an EnumFacing...
L1047[13:35:12]
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L1048[13:35:49] <williewillus> in the
structures sometimes the facing is an int
L1049[13:35:53] <shadekiller666> because
for some reason they decided that they needed a
StructureBoundingBox to be passed in, and then use the bounding box
in the structure itself to get the position offsets, instead of the
box thats passed in
L1050[13:35:57] <williewillus> because it
specifies taht many CC_Y rotations
L1051[13:36:01] <williewillus> not an
absolute facing
L1052[13:36:11] <williewillus> *CW
L1053[13:36:22] <williewillus> at least
thats waht I got out of it
L1054[13:36:26] <shadekiller666> the
offset methods all use EnumFacings
L1055[13:36:41] <shadekiller666> i'm
talking specifically about StructureComponent
L1056[13:36:53] <shadekiller666> i don't
much care for the rest of the system
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L1058[13:44:15] <shadekiller666>
williewillus, that facing as integer thing is handled as
"ROTATION"
L1059[13:45:39] <xJon> I tried
registering the ItemBlocks using GameRegistry.register and I'm
crashing with NullPointerException
L1060[13:45:53] <xJon> Can anybody tell
me what's wrong with this line?
L1061[13:45:54] <xJon>
GameRegistry.register(new
ItemBlockBetterUselessOre(UselessBlocks.better_useless_ore),
UselessBlocks.better_useless_ore.getRegistryName());
L1062[13:46:15] <ghz|afk> xJon: don't do
that
L1063[13:46:23] <ghz|afk> you have to
call .setRegistryName on the ItemBlock
L1064[13:46:30] <ghz|afk> and then you
don't need the second parameter to register
L1065[13:46:46] <ghz|afk> I have this
pattern for it:
L1066[13:47:00] <diesieben07> you don't
HAVE to do that...
L1067[13:47:05] <diesieben07> what he did
is just fine
L1069[13:47:16] <diesieben07> if it
crashes, the Block is null.
L1070[13:47:32] <ghz|afk> in the blocks
where I need a custom ItemBlock, I override the createItemBlock
method
L1071[13:47:37] <xJon> It may be because
I register my items before the blocks?....
L1072[13:47:47] <ghz|afk> well
L1073[13:47:51] <diesieben07> yeah, well
then better_useless_ore doesn't exist yet
L1074[13:47:51] <ghz|afk> think about it
again
L1075[13:47:56] <diesieben07> and you
cannot call methods on "null"
L1076[13:48:01] <ghz|afk> have you
assigned any value to better_useless_ore?
L1077[13:48:06] <ghz|afk> if you
haven't
L1078[13:48:10] <xJon> Yeah.....
L1079[13:48:23] <ghz|afk> then what did
you expect it would contain when you tried to *use* that
value?
L1080[13:48:28] <sham1> Stop being
AFK
L1081[13:48:30] <sham1> It is bothering
me
L1082[13:48:32] <Ordinastie_> he said
"register"
L1083[13:48:32] <ghz|afk> never!
L1084[13:48:38] ***
ghz|afk is now known as gigaherz
L1085[13:48:40] <xJon> I didn't have any
expectations
L1086[13:48:49] <gigaherz> xJon: that's a
problem, then
L1087[13:49:04] <xJon> Yes you're
right
L1088[13:49:15] <gigaherz> coding is 90%
logic and common sense
L1089[13:49:47]
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L1090[13:49:56] <gigaherz> knowing how a
certain language works is the just a tiny detail in
comparison
L1091[13:50:09]
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L1092[13:50:40] <sham1> There are two
things I hate about progrmaming
L1093[13:50:52] <sham1> Logic errors,
segfaults, and off-by-one errors
L1094[13:52:13]
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L1095[13:53:06] <xJon> Hmm.. weird. now
I'm crashing with this line
L1096[13:53:06] <xJon>
this.setDefaultState(this.blockState.getBaseState().withProperty(FACING,
EnumFacing.NORTH));
L1097[13:53:25] <xJon> (It's in a custom
block's constructor)
L1098[13:53:38] <diesieben07> what is the
crash?
L1099[13:53:40] <sham1> What is the
crash
L1100[13:53:44] <diesieben07> :D
L1101[13:53:52] <xJon>
java.lang.IllegalArgumentException: Cannot set property
PropertyDirection{name=facing, clazz=class
net.minecraft.util.EnumFacing, values=[north, south, west, east]}
as it does not exist in BlockStateContainer{block=null,
properties=[]}
L1102[13:53:52] <xJon> at
net.minecraft.block.state.BlockStateContainer$StateImplementation.withProperty(BlockStateContainer.java:211)
L1103[13:53:57] <Ordinastie_> I can't
believe that question still has to be asked :x
L1104[13:54:02] <sham1> You don't have
getMetaFromState
L1105[13:54:07] <xJon> sorry :x
L1106[13:54:13] <Ordinastie_> sham1,
nope
L1107[13:54:31] <sham1> I read the error
wrong
L1108[13:54:34] <Ordinastie_> he didn't
set the properties to use
L1109[13:54:48] <diesieben07>
createBlockState needs to create the BlockStateContainer with the
properties you will use
L1110[13:55:42] <xJon> Hmm I'm having
trouble understanding what do you mean
L1111[13:56:12] <diesieben07> Look at
vanilla examples of createBlockState
L1112[13:56:28] <xJon> Oh, right, in
blocks like a furnace
L1113[13:56:45] <sham1> Yes
L1114[13:56:53] <OrionOnline> Is there a
way to only rotate the submodel of a Blockstate definition?
L1115[13:57:14]
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L1118[14:00:13] <williewillus>
OrionOnline: a submodel declaration supports everything a normal
variant definition does
L1119[14:00:18] <williewillus> including
the "transform" tag
L1120[14:00:25] <OrionOnline> Okey
thankls
L1121[14:00:38] <williewillus>
"submodel": { "name": { "model":
"", "transform": blah } ... }
L1122[14:01:35]
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L1123[14:02:45] <williewillus> the
redpower game actually looks pretty nice, I'm surprised its gotten
as far as it has
L1124[14:02:52] <shadowfacts> ^
L1125[14:02:55] <williewillus> not sure
what niche she wants to fit it in though
L1126[14:03:14] <williewillus> when
factorio/infinifactory/co are already in the "automate
sandbox" niche
L1127[14:03:15] <sham1> Wait, what
game
L1128[14:03:29] <williewillus> eloraam's
RP game
L1130[14:03:34] <williewillus> check her
twitter
L1131[14:03:48] <BBSplat> Oh, new tweets
today
L1132[14:05:20] <williewillus> jesus
those system requirements though
L1133[14:05:27] <williewillus> guess my
current computer is out :P
L1134[14:05:44] <BBSplat> heh
L1135[14:06:41] <gigaherz> system
requirements?
L1136[14:07:04] <sham1> At least the
pneumatic pipes look familiar
L1137[14:07:16] <williewillus> for
eloraam's redpower game, she tweeted them. OpenGL 3.3 and 4-8G
ram
L1138[14:07:32] <williewillus> sham1: the
computer in the background too
L1139[14:07:32] <gigaherz> oh
L1140[14:07:36] <gigaherz> that's
"average"
L1141[14:07:36] <gigaherz> ;p
L1142[14:07:43] <shadowfacts> D: no mac
support
L1143[14:07:44] <gigaherz> I mean
L1144[14:07:48] <gigaherz> OS:
Unsupported Windows 10.0 (Build #10586) CPU: Intel Core
i7-3770K, 3.51 GHz, 0 KB Video: Unknown Video
Card (2560x1440x32bpp 59Hz) Sound: Speakers (Realtek High
Definiti Memory: Used: 7583/16330MB Uptime: 5d 3h 52m 49s HD Space:
Free: 1747.36 GB/4246.34 GB Connection: Bluetooth PAN HelpText @ 0
bps (Rec: 0.00MB Sent: 0.00MB)
L1145[14:07:49] <sham1> >mac
L1146[14:07:57] <shadowfacts> time to
install linux!
L1147[14:08:02] <sham1> Good boy
L1148[14:08:03] <williewillus> maybe i'm
used to mc and playing not-to-intensive games lol
L1149[14:08:06] <gigaherz> I'm already
pending an upgrade
L1150[14:08:07] <gigaherz> ;P
L1151[14:08:10] <sham1> >mc
L1152[14:08:13] <sham1> >not
intensive
L1153[14:08:15] <sham1> Wat
L1154[14:08:34] <williewillus> i can run
vanilla on max settings with 16 render distance with 2G of ram
allocated and an intel card
L1155[14:08:35] <williewillus> so
L1156[14:08:36] <williewillus> :P
L1157[14:08:47] <williewillus> *run
vanilla well
L1158[14:08:47] <gigaherz> my laptop has
an intel card
L1159[14:08:53] <gigaherz> it runs
vanilla default settings at like 30fps max
L1160[14:09:02] <gigaherz> gen-2
core
L1161[14:09:05] <gigaherz> the gpu in it
sucks.
L1162[14:09:18] <gigaherz> wait wat
L1163[14:09:22] <williewillus> i get
80fps idling in AllTheMods 1.10 (which has coincidentally ~110
mods)
L1164[14:09:22] <gigaherz> why does it
say Unknown Video Card
L1165[14:09:25] <masa> wtf, why is
SOundType.getBreakSound() @SideOnly(Side.CLIENT) ?
L1166[14:09:28] <gigaherz> Video Card:
NVIDIA GeForce GTX 970
L1167[14:09:31] <gigaherz> there
L1168[14:09:33] <masa> when most others
are not
L1169[14:09:34] <williewillus> masa:
obfuscator stripped it
L1170[14:09:41] <masa> mmkay
L1171[14:09:54] <williewillus> it saw
that nothing on the common side used it so it just took it out of
the server jar
L1172[14:10:04] <williewillus> *in the
common environment
L1174[14:10:56] <williewillus> are tehre
log errors?
L1175[14:11:03] <OrionOnline> I am using
this to set the statemapper:
Minecraft.getMinecraft().getRenderItem().getItemModelMesher().getModelManager().getBlockModelShapes().registerBlockWithStateMapper(ModBlocks.blockConduit,
new
StateMap.Builder().withName(BlockConduit.TYPE).withSuffix("_conduit").build());
L1177[14:11:39] <OrionOnline> Yes again
abunch of state not founds
L1178[14:11:49] <williewillus> uhh wrong
call, and when are you doing that?
L1179[14:11:49] <gigaherz> OrionOnline:
do the states it's trying to load
L1180[14:11:52] <williewillus>
ModelLoader.setCustomStateMapper
L1181[14:11:55] <williewillus> during
preinit
L1182[14:11:55] <gigaherz> actually MATCH
the ones on the blockstate file?
L1183[14:12:04] <OrionOnline> gigaherz,
yes
L1184[14:12:10] <gigaherz> then do what
williewillus is suggesting.
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L1186[14:13:43] <OrionOnline> Attempting
that now
L1187[14:15:23] <OrionOnline> That
prevents it from throwing the exception, yet it still is not
loading the other OBJ's as well as not applying the submodels
L1188[14:17:11] <OrionOnline> It not
loading the OBJ's of other blocks is my problem though
L1189[14:18:55] <RANKSHANK> Haha I see
that colored light eloraam was pining for wi:P
L1190[14:20:39] <OrionOnline> gigaherz,
for some reason the model it tries to render does not have all the
parts........
L1191[14:20:55]
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L1192[14:21:49] <OrionOnline> Do i need
register them somewhere.....?
L1194[14:22:13] <gigaherz> nope
L1195[14:22:18] <gigaherz> it's all in
the blockstates file
L1196[14:22:25] <gigaherz> the way forge
loads the blockstates data
L1197[14:22:32] <gigaherz> is that it
takes the json file
L1198[14:22:40] <gigaherz> loads the
"defaults" section
L1199[14:22:42] <gigaherz> and keeps it
for later
L1200[14:22:46] <gigaherz> and then scans
the "variants"
L1201[14:23:15] <gigaherz> each key that
has a value that is an [array]
L1202[14:23:23] <gigaherz> is considered
a direct variant string
L1203[14:23:38] <gigaherz> while the ones
that are only an {object} are considered property names
L1204[14:23:38] <gigaherz> so
L1205[14:23:43] <gigaherz> it takes each
property name
L1206[14:23:54] <gigaherz> and inside it,
it expects to see the values for that property
L1207[14:24:03] <gigaherz> it doesn't
KNOW what the values should be, it just loads whatever is in the
json
L1208[14:24:04] <OrionOnline> Yeah i see
that now i am looking at the forge v1 implementation
L1209[14:24:04] <gigaherz> so
L1210[14:24:16] <gigaherz>
"asdf": { "v1": {}, "v2": {} ...
}
L1211[14:24:22] <gigaherz> then
L1212[14:24:25] <gigaherz> it takes all
the property keys
L1213[14:24:27] <gigaherz> and all the
values
L1214[14:24:35] <gigaherz> and generates
all possible combinations
L1215[14:24:48] <gigaherz>
"prop1=value1,prop2=value2,..."
L1216[14:24:51] <OrionOnline> They are
correct however The model it pulls is not correct as it is only the
base model
L1217[14:24:52] <gigaherz> in
alphabetical order
L1218[14:25:02] <gigaherz> okay
L1219[14:25:03] <gigaherz> then
L1220[14:25:06] <gigaherz> each one of
those
L1221[14:25:08] <gigaherz> is
scanned
L1222[14:25:18] <gigaherz> the values
from default are copied into the current data
L1223[14:25:30] <gigaherz> and then the
values from the property are assigned, replacing whatever was on
the defaults
L1224[14:25:31] <gigaherz> with the new
data
L1225[14:25:37] <gigaherz> so
L1226[14:25:48] <gigaherz> if you have a
"submodel" section
L1227[14:25:52] <gigaherz> each submodel
key
L1228[14:25:58] <gigaherz> will replace
any existing submodel keys from "defaults"
L1229[14:26:07] <gigaherz> if you have a
"textures" section
L1230[14:26:15] <gigaherz> any texture
key will replace any existing texture key from
"defaults"
L1231[14:26:24] <OrionOnline> what if the
default had no submodel entry, so no existing keys in the submodel
section?
L1232[14:26:34] <gigaherz> thne they are
created new
L1233[14:26:56] <gigaherz> then after all
the data is read
L1234[14:27:03] <gigaherz> forge takes
all those values it has gathered
L1235[14:27:08] <gigaherz> and gives them
to the model builder
L1236[14:27:25] <gigaherz> and if it has
submodels
L1237[14:27:34] <gigaherz> it will give
each submodel to the model builder, and then combine the
results
L1238[14:28:02] <gigaherz> can I see your
json?
L1239[14:28:05] <OrionOnline> Sure
L1240[14:28:12] *
Ordinastie_ is still amused to see everybody having issues with the
models
L1242[14:28:24] <gigaherz> so after all
those variants are read
L1243[14:28:28] <gigaherz> and the
combinations computed
L1244[14:28:29] <OrionOnline> I am
talking about the three _conduit.json filies
L1245[14:28:31] <gigaherz> they will be
in a table
L1246[14:28:36] <RANKSHANK> Haha opened
up my irc app and saw a monochrome wall for the senders and knew
gigz was at it again ;)
L1247[14:28:37] <gigaherz> variant string
-> model
L1248[14:28:40] <gigaherz> and
afterward
L1249[14:28:59] <gigaherz> each
blockstate combination is given to the statemapper, which will look
for a model
L1250[14:29:07] <gigaherz> matching the
same variant string
L1251[14:29:17] <gigaherz> (the one
calculated by the statemapper, that is)
L1252[14:29:53] <gigaherz> OrionOnline:
uhm
L1253[14:29:58] <gigaherz> all your
submodels are "north2?
L1254[14:30:01] <gigaherz>
"north"*
L1255[14:30:22] <OrionOnline> Damn....
let me fix that
L1257[14:30:35] <gigaherz> it's not that
different from this one
L1258[14:30:37] <gigaherz> and this one
DOES work
L1259[14:30:41] <gigaherz> and I don't
even need a statemapper
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L1261[14:31:50] <OrionOnline> I need a
statemapper
L1262[14:31:59] <OrionOnline> As i have
another parameter: the type of the conduit
L1263[14:32:53] <OrionOnline> That looks
better
L1264[14:33:01] <OrionOnline> Not
completly bug free
L1265[14:33:04] <OrionOnline> but
better
L1266[14:33:06] <gigaherz> :)
L1267[14:33:53] <OrionOnline> Hmm now on
how to make the ItemStack target the right blockstate fike
L1268[14:34:29] <williewillus> thats what
setCustomMRL's job is
L1269[14:35:29] <OrionOnline> There is no
NBT dependent setCustomModelResourceLocation right?
L1270[14:35:42] <williewillus> oh then
you want a mesher
L1271[14:35:53] <williewillus>
setCustomMeshDefinition
L1274[14:38:21] <gigaherz> note that
unlike setCustomMRL
L1275[14:38:31] <gigaherz>
setItemMeshDefinition doesn't know how to register the variant
names
L1276[14:38:34] <gigaherz> so it has to
be done manually
L1278[14:38:48] <OrionOnline> What do you
mean with variant names?
L1279[14:39:03] <gigaherz> the
ModelResourceLocations that you depend on
L1280[14:39:57] <OrionOnline> So in my
case: "armory:light_conduit.json:inventory" for
example?
L1281[14:40:16] <OrionOnline> Or do you
mean the actual OBJ Files that i need
L1282[14:40:32] <xJon> What the hell? I
just crashed because of
L1283[14:40:33] <xJon>
ava.lang.NullPointerException: Exception in server tick loop
L1284[14:40:33] <xJon> at
net.minecraft.village.VillageCollection.fileNameForProvider(VillageCollection.java:303)
L1285[14:40:57] <xJon> java*
L1286[14:41:15] <xJon> Is that related to
the custom mod development?
L1288[14:45:39] <Ordinastie_> !gf
field_180413_ao
L1289[14:46:51] <OrionOnline> Hmm
something i can tomorrow look ar
L1290[14:46:52] <williewillus> why are
guava ranges not iterable >_<
L1291[14:49:19] <Ordinastie_> someone
reported that : Caused by: java.lang.NoSuchFieldError:
field_180413_ao for MC 1.10.2, but MCPBot says it's there, what I
am missing ?
L1292[14:49:53] <diesieben07>
williewillus, ContiguousSet
L1293[14:50:08] <xJon> I think I
understand my issue;
L1294[14:50:08] <xJon> Can someone tell
me which part of the registration process makes the name of a
blockstate .json file?
L1295[14:50:17] <williewillus> for blocks
or items?
L1296[14:50:20] <williewillus> for
bloccks, statemapping
L1297[14:50:23] <williewillus> for items,
setCustomMRL
L1298[14:50:26] <williewillus> or a
custom mesher
L1299[14:51:12] <xJon> I think my issue
is just with blocks..
L1300[14:51:18] <williewillus> okay its
statemapping then
L1301[14:51:32] <williewillus> that's the
process taht takes an IBlockState and spits out an MRL
L1302[14:51:33] <xJon>
java.io.FileNotFoundException:
jum:blockstates/BlockUselessMachine.json, and my .json file is
named block_useless_machine.json
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L1304[14:51:45] <williewillus> well by
default
L1305[14:51:50] <williewillus> it
searches for the registry name of your block
L1306[14:51:53] <williewillus> so rename
your json to match
L1307[14:52:02] <xJon> Uh, and can I
change that?
L1308[14:52:10] <xJon> just rename the
json?
L1309[14:52:17] <williewillus> yes rename
the json
L1310[14:52:26] <xJon> ok
L1311[14:52:34] <williewillus> blockstate
jsons should (with careful exception) be the same name as the
registry name
L1312[14:52:41] <williewillus> you can
change it but it breaks the convention
L1313[14:52:44] <xJon> another question:
what's more acceptable these days for registry names?
L1314[14:52:54] <williewillus>
python-style
L1315[14:52:56] <williewillus> like
vanilla
L1316[14:53:06] <williewillus>
oak_fence_gate, etc.
L1317[14:53:12] <xJon> I see
L1318[14:53:19] <xJon> Alright thanks a
lot williewillus
L1319[14:53:23] <williewillus> np
L1320[14:53:33] <xJon> I'll change the
registry name to the style
L1321[14:53:36] <xJon> this*
L1322[14:55:30]
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L1323[14:57:26] <xJon> wow
L1324[14:57:40] <xJon> did they change
models/item to models/items?
L1325[14:58:03] <xJon> nope, I did
L1326[14:58:11] <xJon> stupid
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L1331[15:01:30] <xJon> Uh.. after all the
changes I saw no errors while booting up.. yet I still crash upon
creating a new world with this weird report.
L1333[15:03:04] <diesieben07> there is
something seriously wrong there....
L1334[15:03:13] <diesieben07> are you
making your own dimension?
L1335[15:03:22] <xJon> You got me
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L1337[15:03:47] <xJon> Can I link the
code here?
L1338[15:03:54] <diesieben07> link it
yes
L1339[15:03:58] <diesieben07> please just
dont paste it
L1340[15:04:16] <xJon> Well I can't post
the whole mod's code here
L1342[15:04:21]
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L1343[15:05:13] <diesieben07> trust me,
people try
L1344[15:06:26] <xJon> Well it's every
noobie's wet dream
L1345[15:06:43] <williewillus> did you
need a custom IItemRenderer in 1.7 to render items with
alpha?
L1346[15:07:11] <williewillus> just
wondering because I saw one in old botania repo for the glass
pack
L1347[15:07:15] <williewillus>
*pick
L1348[15:08:58] <OrionOnline> I have a
question regarding ItemModelDefenitions
L1349[15:09:18] <OrionOnline> The
ModelResourceLocation they return point to a Blockstate definition
right?
L1350[15:09:29] <williewillus> MRL's only
have two meanings
L1351[15:09:29] <xJon> williewillus: I
don't think so, no
L1352[15:09:35] <williewillus> variant in
blockstate json
L1353[15:09:36] <williewillus> OR
L1354[15:09:41] <williewillus> model json
in models/item/
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L1356[15:11:10] <xJon> williewillus
should I post the crash report along the source code in the
forums?
L1357[15:11:19] <williewillus> sure
L1358[15:11:24] <Ordinastie_> !gm
func_189546_a
L1359[15:11:59] <Ordinastie_> !gm
func_189546_a 1.9.4
L1360[15:12:05] <OrionOnline>
williewillus, how do i tell it it should look into the
blockstate?
L1361[15:13:00] <williewillus> you don't,
it should by itself
L1362[15:13:49] <OrionOnline> Okey
L1363[15:14:03] <OrionOnline>
ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(ModBlocks.blockConduit),
0, new ModelResourceLocation(new
ResourceLocation(References.General.MOD_ID.toLowerCase(),
"normal_conduit"), "inventory"));
L1364[15:14:16] <OrionOnline> Something
like that should point it then in the right direction?
L1365[15:15:10] <williewillus> that is
either /assets/modid/models/item/normal_conduit.json OR the variant
named "inventory" in
/assets/modid/blockstates/normal_conduit.json
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L1367[15:15:25] <OrionOnline> It should
target that later
L1368[15:15:40] <williewillus> ?
L1369[15:15:59] <OrionOnline> It is
not.....
L1370[15:16:05] <OrionOnline> That is
what i am saying
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L1372[15:17:29] <williewillus> how does
it not work?
L1373[15:17:31] <williewillus> and
logs
L1374[15:19:06] <OrionOnline> One of the
two itemstacks has the model not found error and the other one is
wrong i think
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L1377[15:23:31] <williewillus> line
258
L1378[15:23:37] <williewillus> casing
doesn't match, intentional?
L1379[15:24:37] <OrionOnline> That is
okey
L1380[15:24:50] <williewillus> are you
sure? :P
L1381[15:24:56] <OrionOnline> And i am
actually talking about the second exception
L1382[15:25:14] <OrionOnline> That item
is not inuse right now
L1383[15:25:34] <OrionOnline> (It is on
the list to be fixed however, yet i have not yet gotton around to
it)
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L1385[15:27:14] <OrionOnline> For some
reason it tries to look into the conduit.json file
L1386[15:27:23] <OrionOnline> instead of
the light_conduit.json
L1387[15:27:30] <OrionOnline> and the
normal_conduit.json
L1388[15:30:55] <OrionOnline> Which is
weird.
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L1399[15:53:25] <infinitefoxes_> is there
something special I have to do when creating my own sapling
block?
L1400[15:53:59] <infinitefoxes_> I can
generate a tree fine, but the client only receives a few updated
blocks
L1402[15:55:16] <infinitefoxes_> the
server definitely has the blocks there, and re-logging causes the
tree to appear correctly
L1403[15:55:30] <diesieben07> sounds like
a broken tree gen
L1404[15:56:45] <diesieben07> (that means
show your tree gen)
L1405[15:56:55] <infinitefoxes_> working
on it
L1407[15:57:40] <infinitefoxes_> both the
block class and WorldGenerator are attached in that
L1408[15:58:12] <infinitefoxes_> as well
as the biome class if you refresh
L1409[15:59:15] <diesieben07> hrmm
L1410[15:59:23] <diesieben07> you
definitely call super(true) so that should work
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L1413[16:07:24] <infinitefoxes_> the
client seems to always receive the same 5-6 blocks in that
screenshot
L1414[16:07:29] <infinitefoxes_>
regardless of how the tree generated
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L1421[16:39:25] <electrolitic> The
System.out.println causes it to happen in the ItemStack class
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L1424[16:46:16] <diesieben07>
electrolitic, if that really crashes inside ItemStack#toString,
then then ItemStack has a null item
L1425[16:47:26] <electrolitic> How do I
even fix that? :/
L1426[16:48:00] <diesieben07> check WHY
you have that :D
L1427[16:49:08] <gigaherz> electrolitic:
you may be doing new ItemStack(x) for an x that hasn't been
registered yet
L1428[16:49:22] <gigaherz> (or hasn't
been registered at all)
L1429[16:49:27] <electrolitic> It can't
be right, since I put the Item in a Map from my Instances. I'm sure
it's registered.
L1430[16:49:29] <gigaherz> or maybe some
bug in some code caused something to be null
L1431[16:49:37] <gigaherz> wahtever the
reason
L1432[16:49:42] <gigaherz> you are doing
new ItemStack(null
L1433[16:49:50] <electrolitic> Hmm
L1434[16:50:04] <electrolitic> I'll look
a bit.
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L1437[16:53:34] <electrolitic> I've got a
feeling it has something to do with me not accounting for meta data
with coal
L1438[16:56:44] <electrolitic> wow..... I
got it.
L1439[16:57:06] <electrolitic> Maps work
better when you give them the right object.
L1441[17:01:01] <tterrag> gigaherz: or
equivalently new ItemStack(block) where block has no item
L1442[17:01:06] <tterrag> will result in
a null stack
L1443[17:01:34] <gigaherz> right
L1444[17:04:25] <diesieben07> we should
really make new ItemStack(null) explode in a big exception
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L1446[17:07:48] <tterrag> except I'm
pretty sure there are a few cases where vanilla will create
them
L1447[17:07:52] <tterrag> so, not really
an option
L1448[17:08:20] <diesieben07>
seriously?
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L1450[17:09:47] <infinitefoxes_> I've
seen warnings in vanilla for "Entity item X has no
item?!?"
L1451[17:10:14] <infinitefoxes_> oh wait
different issue
L1452[17:10:16] <infinitefoxes_> my
bad
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L1470[17:56:29] <xJon> Did the item .json
models change in 1.9?
L1471[17:58:43]
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L1472[17:58:49] <xEviLSpaWnx> o/
L1473[18:01:34] <gigaherz> yes xJon
L1474[18:01:38] <gigaherz> well
L1475[18:01:45] <gigaherz> not too
much
L1476[18:01:47] <gigaherz> but they did
change
L1477[18:01:49] <xJon> so that's why all
of my items don't work....
L1478[18:02:02] <gigaherz> there's two
main differences:
L1479[18:02:09] <gigaherz> first, there
isn't a default transform applied anymore
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L1481[18:02:27] <gigaherz> you can
correct that by using "item/generated" as the parent
rather than builtin/generated
L1482[18:02:35] <gigaherz> or
"item/handheld" if your item is a tool
L1483[18:02:58] <gigaherz> and for
blocks
L1484[18:03:14] <gigaherz> you can
correct that by using "parent":
"block/block"
L1485[18:03:18] <gigaherz> before
1.9
L1486[18:03:27] <gigaherz> there couldn't
be "parent" and "elements" on the same
json
L1487[18:03:41] <gigaherz> after 1.9,
both can coexist, and the elements will completely replace the
parent's
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L1489[18:04:01] <gigaherz> if you use
forge blockstates
L1490[18:04:18] <gigaherz>
"forge:default-block" and friends still exist, and should
still work fine
L1491[18:05:15] <xJon> Ok I'll try
that
L1492[18:05:16] <xJon> thanks a lot
L1493[18:05:26] ***
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L1494[18:05:54] <gigaherz> np
L1495[18:07:05] <xJon> Wait, my blocks
currently have something like that
L1496[18:07:06] <xJon>
"parent": "jum:block/better_useless_ore",
L1497[18:07:10] <xJon> What do I need to
change it to?
L1498[18:07:20]
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L1499[18:10:26] <xJon> Oh I need to add
like layer0?
L1500[18:10:30] <gigaherz> no
L1501[18:10:36] <gigaherz> those are
textures
L1502[18:10:49] <gigaherz> what is
"jum:block/better_useless_ore"
L1503[18:10:52] <gigaherz> is it a block
model?
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L1505[18:12:18] <xJon> that is where the
texture is located
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L1507[18:12:30] <xJon> and that line is a
part of the .json block model
L1508[18:13:32] <xJon> What is the proper
block model for 1.9?
L1509[18:13:39] <gigaherz> what
L1510[18:13:44] <gigaherz>
"parent" isn't supposed to be a texture
L1511[18:13:51] <gigaherz>
"parent" is meant to be another model json
L1512[18:14:13] <xJon> I mixed up item
and block models, I'm sorry
L1513[18:14:36] <xJon> I meant to talk
about *item* models *for blocks
L1514[18:14:41] <gigaherz> sure
L1515[18:14:42] <gigaherz> same
thing
L1516[18:14:58] <xJon> so obviously I
have it wrong currently
L1519[18:15:21] <gigaherz> this isn't the
best example
L1520[18:15:32] <gigaherz> since you may
notice I have a rotation in there
L1521[18:15:47] <xJon> Well that's what I
have
L1523[18:16:04] <gigaherz> if that's the
case, then it would work
L1524[18:16:57] <gigaherz> errors in
log?
L1525[18:17:29] <xJon> Yeah then that's
not where my issue is..
L1526[18:17:31] <xJon> nope
L1527[18:17:53] <xJon> uh it says
textures/blocks/useless_block.png is missing
L1528[18:17:59] <xJon> but that's
all
L1529[18:18:09] <gigaherz> and what
happens on screen?
L1531[18:18:52] <gigaherz> so yeah
L1532[18:18:53] <gigaherz> as
expected
L1533[18:19:04] <gigaherz> can't find
texture -> can't load model -> placeholder model is
displayed
L1534[18:19:09] <gigaherz> fix the
texture error and it should work
L1535[18:20:02] <xJon> I did change all
of my item models
L1536[18:20:03] <xJon> from
L1537[18:20:22] <xJon> builtin/generated
to item/generated/handheld
L1538[18:20:27] <xJon> It was required,
too, right?
L1539[18:20:51] ***
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L1540[18:20:54] <gigaherz> wat
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L1542[18:21:15] <gigaherz> hopefully you
didn't actually write "item/generated/handheld" in
there
L1543[18:21:16] <gigaherz> ;P
L1544[18:21:33] <xJon> no it's like
either
L1545[18:21:37] <gigaherz> okay ;p
L1546[18:21:38] <xJon> P:
L1547[18:21:46] <gigaherz> it's not
specifically required
L1548[18:21:50] <gigaherz> it just
contains the default transforms
L1549[18:21:53] <xJon> Anyway, I have
just one texture error, and the .png is there...
L1550[18:21:57] <gigaherz> so that the
stuff looks right when on the hand
L1551[18:22:07] <xJon> no way it makes
all of the items not show up
L1552[18:22:14] <xJon> + when holding
things they don't show up
L1553[18:22:21] <xJon> (blocks placed do
show up)
L1554[18:22:28] <gigaherz> hmm
L1555[18:22:36] <gigaherz> do you call
ModelLoader.setCustomModelResourceLocation?
L1556[18:23:01] <gigaherz> ah nope
L1557[18:23:05] <gigaherz> you are using
the old deprecated method
L1558[18:23:10] <gigaherz> that has been
deprecated since early 1.8
L1559[18:23:21] <gigaherz> in your
registerItem call
L1560[18:23:26] <gigaherz> use
L1561[18:23:33] <gigaherz>
ModelLoader.setCustomModelResourceLocation
L1562[18:23:37] <gigaherz> rather than
the item model mesher stuff
L1563[18:23:48] <gigaherz> also
L1564[18:23:52] <gigaherz> you'll have to
call that from pre-init
L1565[18:23:53] <gigaherz> not init
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L1570[18:27:50] <xEviLSpaWnx> Any
recommended places to go to start learning to code?
L1571[18:29:26] <gigaherz> my only
recommendation is that you learn general programming concepts
first
L1572[18:29:31]
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L1573[18:29:31] <gigaherz> before
specializing to like, Java
L1574[18:29:47] <xJon> gigaherz: I did
the changes you said, booting up
L1575[18:29:49] <gigaherz> first result
at google
L1577[18:30:18] <xJon> It crashed
xD
L1578[18:30:19] <xJon> on this line
L1579[18:30:20] <xJon>
Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(Item.getItemFromBlock(block),
0, new ModelResourceLocation(Reference.MOD_ID + ":" +
block.getRegistryName(), "inventory"));
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L1581[18:31:19] <xJon>
NullPointerException
L1582[18:31:35] <xJon> I need to modify
this line for the new registerItem() call?
L1584[18:31:58] <Ordinastie_> why can't
people fix their NPEs, that's the easiest thing to fix :x
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L1587[18:33:56] <xEviLSpaWnx> I can code
a little of mirc so does that count as a concept of coding?
;)
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L1589[18:35:04] <xJon> gigaherz: Any
idea?
L1590[18:35:16] <Ordinastie_> xJon, dude,
find what's null
L1591[18:35:52] <xJon> Well I'm not
sure
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L1593[18:36:04] <Ordinastie_> I didn't
say to guess
L1594[18:36:06] <infinitefoxes_> oh
L1595[18:36:18] <gigaherz> xJon: I told
you to get rid of the item model mesher call
L1596[18:36:27] <gigaherz> and use
ModelLoader.setCustomModelResourceLocation
L1597[18:36:51] <gigaherz> AND to call
that from pre-init
L1598[18:37:04] <gigaherz> but AFTER
registering the blocks
L1599[18:37:09] <gigaherz> also
L1600[18:37:19] <gigaherz> if
Item.getItemFromBlock(block) still returns null when you do it in
the right order
L1601[18:37:28] <gigaherz> it probably
means you aren't actually registering an ItemBlock for that
block
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L1604[18:42:31] <xJon> But how's that
possible?
L1605[18:42:58] <xJon> am I registering
the ItemBlocks incorrectly?
L1606[18:42:59] <xJon>
GameRegistry.register(new
ItemBlockBetterUselessOre(UselessBlocks.better_useless_ore),
UselessBlocks.better_useless_ore.getRegistryName());
L1607[18:43:18] <xJon> also I made sure
they are registered after all the other items and blocks
L1608[18:43:49] <gigaherz> but do you
call ModelLoader.setCustomModelResourceLocation AFTER the
itemblocks have been registered?
L1609[18:43:59] <Zidane> Did you say
anything to me above gigaherz ? I haven't pulled up my logs.
L1610[18:44:06] <gigaherz> no
L1611[18:44:11] <Zidane> mmk
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L1613[18:44:37] <gigaherz> at least I
haven't talked to you within the last 12 hours
L1614[18:44:38] <gigaherz> ;P
L1615[18:44:39] <Zidane> Got a sec for a
quick question? Getting pretty close with having this work
100%
L1616[18:44:46] <xJon> Yes gigaherz it's
called through the proxy last yet in pre-init
L1617[18:44:47] <gigaherz> or I don't
remember
L1618[18:44:48] <gigaherz> XD
L1619[18:45:03] <gigaherz> xJon: any new
errors in the log?
L1620[18:45:52] <Zidane> gigaherz,
http://imgur.com/a/D4CJr I am fairly sure this is
cause I don't manipulate the model in handlePerspective of my
custom format. I see that you can return a matrix that will be
applied to the gl state, how would I do a simple scaling?
L1621[18:45:54] <xJon> nope
L1622[18:46:28] <gigaherz> Zidane: dunno
I haven't used those
L1624[18:49:14] <tterrag> Zidane: see
TRSRTransformation
L1625[18:49:46] <Zidane> Would I do that
in handlePerspective?
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L1627[18:50:26] <xJon> Ohhh, gigaherz: Do
I need all of my blocks to also be registered as ItemBlocks?
L1628[18:50:40] <gigaherz> only the ones
that need an item.
L1629[18:50:53] <gigaherz> if you don't
apply for an itemblock
L1630[18:51:03] <gigaherz> there won't be
an itemblock returned from Item.getItemFromBlock
L1631[18:51:49] <xJon> But it worked in
1.8.9
L1632[18:51:52] <xJon> did it
change?
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L1635[18:55:24] <infinitefoxes_> xJon:
iirc, Forge auto-registered an itemblock for each block in
<=1.8.9
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L1637[18:55:42] <xJon> And now
not..
L1638[18:55:44] <xJon> okay
L1639[18:55:57] <infinitefoxes_> I know
when I was porting to 1.10 that I had to start registering my items
manually
L1640[18:56:23] <gigaherz> by
default.
L1641[18:56:29] <gigaherz> you could pass
null as the class for the ItemBlock
L1642[18:56:32] <gigaherz> in which case
it wouldn't
L1643[18:56:37] <gigaherz> but almost no
one realized that was possible
L1644[18:56:46] <infinitefoxes_> I'm not
arguing with the change
L1645[18:56:49] <infinitefoxes_> it makes
more sense to me anyways
L1646[18:56:58] <gigaherz> yeah
L1647[18:58:18] <xJon> Alright with
ModelLoader I can see texture errors in the log
L1648[18:58:21] <xJon>
java.io.FileNotFoundException:
jum:models/item/jum:useless_material.json
L1649[18:58:24] <xJon> (and many
more)
L1650[18:58:27] <xJon> but it's
there
L1651[18:58:42] <xJon> ohh it says
"jum:" twice
L1652[18:58:51] ***
kroeser|away is now known as kroeser
L1653[18:59:16] <xJon> Why is that?
L1654[18:59:27] <gigaherz> you did
something very wrong, somehow
L1655[18:59:28] <gigaherz> XD
L1656[18:59:56] <gigaherz> did you use
"jum:useless_material" as your registry name?
L1657[19:00:31] <xJon> uh..
L1658[19:00:34] <xJon> I have
.setRegistryName(Reference.MOD_ID,
"useless_multitool")
L1659[19:00:45] <xJon> I thought it's
needed, I didn't think it'd + them
L1660[19:01:18] <xJon> Can I just keep
just the string?
L1661[19:02:58] <gigaherz> remove the
modid from there
L1662[19:03:00] <gigaherz> use only the
string
L1663[19:03:08] <xJon> alright
L1664[19:03:10] <xJon> booting up
L1665[19:04:23] <xJon> uhhh
L1666[19:04:23] <xJon> Exception loading
model jum:jum:better_useless_ore
L1667[19:04:27] <xJon> wth
L1668[19:04:46] <xJon> I don't need to
include the mod id here too?
L1669[19:04:47] <xJon>
ModelLoader.setCustomModelResourceLocation(item, 0, new
ModelResourceLocation(Reference.MOD_ID + ":" +
item.getRegistryName(), "inventory"));
L1670[19:04:54] <gigaherz> nope
L1671[19:04:57] <xJon> xD
L1672[19:04:58] <gigaherz> since
getRegistryName already has it
L1673[19:05:07] <xJon> Too fancy
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L1675[19:08:26] <xJon> gigaherz: that
fixed 80% of the texture issues
L1676[19:09:00] <xJon> still need to
figure out the changes of TileEntities, which I'll do later, but I
have this one simple block that can't find its texture?
L1677[19:09:32] <xJon> The missing
resources for domain jum are: textures/blocks/useless_block.png but
it's there
L1678[19:10:19] <gigaherz> what does the
line on the json look like?
L1679[19:11:04] <xJon> blockstate, block
model or item model?
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L1681[19:11:39] <gigaherz> the one that
has the texture
L1682[19:12:14] <xJon> I have the texture
both in my block model and my item model
L1683[19:12:32] <xJon> or not, wait, I
confused
L1684[19:12:50] <xJon> item model:
"parent": "jum:block/useless_block",
L1685[19:13:00] <xJon> block model:
"all": "jum:blocks/useless_block"
L1686[19:13:04] <xJon> ohhh
L1687[19:13:10] <xJon> it says
"block" and not blocks
L1688[19:13:23] <xJon> or, blocks and not
block
L1689[19:13:47] <gigaherz> uhh
L1690[19:13:51] <gigaherz> those are
different things, xJon
L1691[19:13:56] <gigaherz> the
"parent" is NOT A TEXTURE
L1692[19:14:00] <gigaherz> it's a
reference to a model json
L1693[19:14:39] <xJon> Oh
L1694[19:15:03] <xJon> okay yes, on the
other thing it says specifically that it is a texture
L1695[19:19:39] <xJon> So the
"parent" thing should be "block/cube_all" or
something different?
L1696[19:21:07] <xJon> (for these simple
custom blocks)
L1697[19:22:33] <gigaherz> depends on
what you are doing
L1698[19:22:37] <gigaherz> for the block
model json
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L1700[19:22:44] <gigaherz> cube and
cube_all are the most common, yes
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L1702[19:23:00] <gigaherz> (cube has
different textures per side)
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L1707[19:35:21] <xJon> Well 3:30 AM
L1708[19:35:24] <xJon> better go to
bed
L1709[19:35:30] <xJon> thanks a lot
gigaherz
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L1726[20:32:33] <MattDahEpic> why is
Block.getStateFromMeta depreciated?
L1727[20:32:38] <MattDahEpic> and what to
use instead?
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L1731[20:36:35] <williewillus>
MattDahEpic: igonre it
L1732[20:36:41] <williewillus> it's just
a mojang marker for "will change"
L1733[20:36:51] <williewillus> (we get to
see mojang's annotations now)
L1734[20:37:12] <MattDahEpic> oh
gr8
L1735[20:37:18] <williewillus> ?
L1736[20:37:33] <williewillus> we already
know metas are going to change so :P
L1737[20:38:05] <KnightMiner> Whats the
proper way to set a boolean array to NBT? Should I be using bytes
instead?
L1738[20:38:26] <williewillus> not really
a "proper" way
L1739[20:38:29] <Tazz> if theres no
default bool array for NBT I would definitely use bytes XD
L1740[20:38:35] <infinitefoxes_> forgive
me if I'm dumb, but what allows us to see Mojang's annotations
now?
L1741[20:38:42] <KnightMiner> I know
setBoolean just sets a byte anyways
L1742[20:38:43] <williewillus>
infinitefoxes_: they decided to let us see them
L1743[20:38:44] <infinitefoxes_> did
fernflower improve or... ?
L1744[20:38:45] <infinitefoxes_> oh
L1745[20:38:53] <infinitefoxes_>
interesting
L1746[20:38:59] <williewillus> i'd say
pack them into int arrays
L1747[20:39:04] <williewillus> and use
TAG_INT_ARRAY
L1748[20:39:11] <williewillus> every
separate tag of nbt is more storage overhead
L1749[20:39:27] <KnightMiner> The thing
is, I never know the actual length
L1750[20:39:37] <williewillus> ?
L1751[20:39:52] <williewillus> when
you're serializing you shouuld know the length of the array you're
dealing with right?
L1752[20:39:58] <williewillus> at that
moment
L1753[20:40:10] <KnightMiner> Its a
dynamic inventory size, and each slot contains a boolean for one
property
L1754[20:40:11] <williewillus> unless
youre doing something like streaming it off the internet or
something :P
L1755[20:40:26] <KnightMiner> Well, I
guess I do know the size then...
L1756[20:40:31] <williewillus> yeah
:P
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L1759[20:40:39] <williewillus> at that
exact moment of serialization the size is known
L1761[20:41:17] <Zidane> Thanks so much
for the help above
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L1764[20:47:22] <KnightMiner> So, just to
make sure I understand what you are saying when you mentioned
TAG_INT_ARRAY, did you mean tag count or tag type? As in, having
fewer tags is cheaper, or fewer types of tags?
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L1792[22:17:54] <electrolitic> Is extra
utilities not open source?
L1793[22:18:07]
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L1795[22:19:00] <zenith> quick question:
I'm migrating a WIP mod from 1.8.9 to 1.10.2 - what are the super
big important things I need to know, and is there an
article/tutorial/whatever I should have a look at?
L1796[22:19:59] <electrolitic> Wish I
knew, I just started modding in 1.10.2
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L1798[22:20:22] <zenith> Nice. Welcome to
the party :)
L1799[22:20:40] <zenith> I've been
modding off and on since alpha
L1800[22:20:51] <zenith> More off than
on, TBH
L1801[22:23:35] <electrolitic> Wow
L1802[22:25:08] <TehNut> electrolitic:
No. It never has been and probably never will be.
L1803[22:25:25] <electrolitic>
Dang.
L1805[22:26:03] <TehNut> The most
noticable 1.9 change
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L1824[23:03:16] <tterrag> electrolitic:
anything is open source if you believe hard enough
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L1826[23:04:12] <electrolitic> Yeah, but
sometimes it's obfuscated.
L1827[23:04:35] <tterrag> I can tell you
from experience that ExU is not
L1828[23:04:41] <electrolitic>
Really?
L1829[23:04:46] <tterrag> really
L1830[23:04:49] <electrolitic> Wow,
nice.
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L1832[23:04:57] <tterrag> in fact, I only
know of one mod author who actually obfuscates their code
L1833[23:05:08] <electrolitic> who might
that be?
L1834[23:05:13] <linuxdaemon> doesn't ic2
obfuscate their core?
L1835[23:05:14] <Drullkus> Almost no one
wastes their time on obfuscating their mod
L1836[23:05:15] <tterrag> obfuscation
isn't just a switch you turn on, it's somewhat complex to set
up
L1837[23:05:16] <TehNut> Well the MC
stuff is still obfuscated, isn't it?
L1838[23:05:24] <tterrag> linuxdaemon: I
was talking about Player, so, yes
L1839[23:05:28] <linuxdaemon> ah
L1840[23:05:28] <TehNut> Just not the ExU
specific code
L1841[23:05:30] <Drullkus>
fastcraft
L1842[23:05:36] <tterrag> TehNut: of
course. but there's BON2 for that
L1843[23:05:44] <tterrag> even without
deobfuscation though, it's still readable
L1844[23:05:53] <TehNut> Does BON2 even
work with FG 2.2?
L1845[23:05:56] <TehNut> I was having
issues
L1846[23:05:57] <tterrag> yes
L1847[23:06:05] <tterrag> it can pick up
any mappings version in your gradle cache
L1848[23:06:09] <TehNut> Maybe I'm
outdated
L1849[23:06:10] <tterrag> I believe
L1850[23:06:13] <tterrag> unless
something changed
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L1852[23:06:53] <tterrag> I've used it
recently
L1853[23:06:56] <TehNut> It wasn't
finding any of my Forge 1.9+ versions last I tried
L1854[23:07:01] <tterrag> the only bug is
that it shows all mappings as being (1.8.8)
L1855[23:07:05] <tterrag> even if they
are newer
L1856[23:07:09] <tterrag> I think it was
hardcoded
L1857[23:07:11] <TehNut> Ahh
L1858[23:07:13] <tterrag> I may fork it
and fix some stuff
L1859[23:07:16] <tterrag> parker seems to
be gone
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L1861[23:07:24] <TehNut> Probably should.
Parker is MIA
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L1864[23:10:06] <tterrag> hahaha
L1865[23:10:07] <tterrag>
versions.add("1.8(.8)-" +
file.getParentFile().getName().substring(4) + "_" +
file.getName()); //TODO Find out mc version for the mappings
somehow
L1866[23:10:21] <TehNut> hehe
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L1870[23:15:19] <tterrag> !exports
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L1872[23:15:53] <tterrag> bspkrs: is
there any way to reverse lookup snapshot mappings to their MC
version?
L1873[23:16:04] <tterrag> or any
mappings
L1874[23:16:06] <tterrag> if I know the
version number
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L1876[23:18:30] <tterrag> I can think of
one way and it's not pretty
L1877[23:18:43] <tterrag> generate the
direct zip link from the version and check for 404 ;_;
L1878[23:19:42] <tterrag> I assume you
must generate the snapshot listings from some database...would it
be possible to make that queryable?
L1880[23:22:41] <tterrag> :P
L1881[23:22:48] <tterrag> thanks, rubber
duck bspkrs!
L1882[23:22:54] <Drullkus> haha\
L1883[23:23:20] <Drullkus> You could just
call him a rubber briefcase speakers
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L1889[23:30:09] <kashike> tterrag: bot is
only 75% opensource really
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L1891[23:31:23] <tterrag> enough for me
:D
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L1895[23:32:50] <infinitefoxes_> does
anyone mind answering a real quick IRC question?
L1896[23:32:55] <infinitefoxes_> I'm kind
of a complete noob with this stuff
L1897[23:32:58] <kashike> just ask.
L1898[23:33:01] <infinitefoxes_> fair
enough
L1899[23:33:17] <infinitefoxes_> how am I
supposed to recover my name after losing connection?
L1900[23:33:25] <TehNut> /ns ghost
L1901[23:33:47] <infinitefoxes_> alright,
I'll keep that in mind
L1902[23:33:48] <infinitefoxes_>
thanks
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L1907[23:58:56] <tterrag> pretty sure
this will crash since he relied on the hardcoded version string to
reverse lookup the mappings folder -_-
L1908[23:59:06] <tterrag> this is the
epitome of a "stringly typed" API
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L1910[23:59:50] <TehNut> I might poke
that with the JavaFX stick this week