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L2[00:08:07] <Naiten> Erm, can one use
IProperties solely to store specific data, or it involves
TE/metadata in any case? I can't get that...
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L26[00:53:23] <Abastro> There is extended
state.
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L34[01:59:29] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160728 mappings to Forge Maven.
L35[01:59:32] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160728-1.10.2.zip
(mappings = "snapshot_20160728" in build.gradle).
L36[01:59:43] <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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L112[03:45:50] <OrionOnline> Good Morning
everyone
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L119[03:55:49] <BordListian> Assume I
wanted to override EntityItem with my own derivatory class
L120[03:56:31] <BordListian> Is there a
way I can do this without breaking compatibility and without
throwing circular events if another mod does the same thing?
L121[03:57:23] <Ordinastie_> I don't think
you can
L122[03:57:47] <BordListian> I can think
of some hacky ways of doing it
L123[03:58:02] <Ordinastie_> I mean there
is no way in vanilla/forge
L124[03:58:12] <Ordinastie_> of course
there is always a way, doesn't mean you should do it
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L126[03:58:26] <BordListian> there's an
event for when an entity enters the world
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L128[03:58:44] <BordListian> i can replace
any item that enters with my own class
L129[03:59:01] <BordListian> but the
problem is with other mods trying to do the same
L130[03:59:21] <Ordinastie_> what are you
trying to do ?
L131[03:59:30] <BordListian> same thing as
yesterday, really
L132[03:59:45] <BordListian> inserting
behavior when an item touches lava or fire
L133[04:00:04] <Ordinastie_> is it your
item ?
L134[04:00:06] <BordListian> no
L135[04:01:00] <BordListian> I've seen
like two mods that did something similar
L136[04:01:28] <BordListian> ItemPhysics
does asm to insert itself into a method on EntityItem
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L138[04:02:14] <BordListian>
AlchemicalBling replaces thrown potion entities with its own entity
so it can run code when a splash potion impacts
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L142[04:09:44] <BordListian> can i set
some kind of arbitrary parameter on an entity?
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L144[04:11:54] <OrionOnline> BordListian,
you could attach an Capability
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L146[04:14:14] <BordListian> bleh
L147[04:14:23] <Wuppy> man... I still
can't believe the bus trip I won yesterday xD
L148[04:14:25] <BordListian> this still
doesn't seem like something that'd work very well
L149[04:14:37] <BordListian> why can't
forge just hava an EntityDamaged event
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L153[04:20:17] <OrionOnline> BordListian,
make it yourself :D
L154[04:20:45] <BordListian> how
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L174[04:46:51] <sham1> o/
L175[04:47:05] <Wuppy> \o
L176[04:47:08] <Wuppy> sup sham1
L177[04:47:10] <sham1> sup
L178[04:47:23] <Wuppy> I won an incredibly
fancy bus trip to a festival yesterday :D
L179[04:47:41] <sham1> nice
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L181[04:49:19] <Wuppy> look at it :D
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L184[04:50:11] <sham1> Is that a
bus?
L185[04:50:12] <sham1> Wat
L186[04:50:39] <Wuppy> yes
L187[04:50:47] <Wuppy> with a dj setup and
everything
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L190[04:53:35] <BordListian> why did you
win a trip on a disco bangbus
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L193[04:54:29] <Ordinastie_> maybe he
likes disco and banging
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L195[04:57:33] <Wuppy> BordListian, I have
tickets for a festival and if you had those, you could enter in a
raffle for those
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L198[05:01:31] <OrionOnline> Wuppy, which
festival?
L199[05:01:42] <Wuppy> Castle of
Love
L200[05:01:49] <Wuppy> first all inclusive
festival :)
L201[05:02:03] <Wuppy> hardstyle,
freestyle, dance, house etc.
L202[05:02:18] <sham1> "Festival of
Love"
L203[05:02:24] <Wuppy> and you can drink
whatever you want
L204[05:02:28] <Wuppy> and how much yoyu
want
L205[05:02:33] <sham1> Sounds like a plot
point in an RPG
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L209[05:07:10] <BordListian> Summer of
Love
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L211[05:07:23] <BordListian> it might
bring about the end of the world
L212[05:07:32] <Wuppy> damn... adding
projects to my portfolio I did is so much work :o
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L214[05:08:03] <SaibaX> Hey guys, anyone
willing to help figure out some crash logs?
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L218[05:11:24] <BordListian> you're
missing a mod but the mod that needs it breaks the missing mod
gui?
L219[05:11:35] <BordListian> this is
getting out of hand
L220[05:12:11] <SaibaX> I've been adding
mods as mentioned by forge but this one doesnt specify the required
mod
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L222[05:13:07] <BordListian> add mods one
by one
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L239[05:42:56] <Naiten> I remember seeing
a web page with 1.8+ model bakery (ISBM and stuff) explained via
diagram... Can't find it anywhere now, not even in my
bookmarks...
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L242[05:45:02] <Naiten> Whoa, was
searching for it for like 20 minutes, and found immediately after
posting here
L243[05:45:07] <Naiten> .-.
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L256[06:03:57] <Orion> Dang my fluid
conduits are broken again
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L263[06:08:47] <sham1> How are they
broken
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L270[06:16:42] <BordListian> probably with
a pickaxe
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L280[06:34:19] <sham1> ...
L281[06:34:45] <BordListian> :3
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L287[06:44:51] <Orion> sham1, BordListian
there logic is brokebn
L288[06:45:14] <Orion> I know why but i
donnot have a proper solution to fix them
L289[06:45:57] <Orion> They output their
throughput into the next conduit during tick one, and then import
it back from set conduit during tick two
L290[06:46:23] <sham1> You need to stop
them from flowing back
L291[06:46:24] <Orion> Causing it to look
like only the first conduit (who touches a Forge or a MoltenMetal
Tank) is filling Up
L292[06:46:53] <BordListian> you could do
a flow direction
L294[06:46:59] <BordListian> that slowly
returns back to 0
L295[06:47:27] <BordListian> like after x
ticks it changes back to nondirectional or whatever
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L297[06:48:03] <BordListian> i don't
really know what you want with your conduits tho
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L299[06:50:27] <Orion> The IFluidHandler
does not know from which direction the fluid is inserted
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L301[06:51:00] <Orion> But i might could
detect that with an IFluidHandler that is directional and just use
that as a Passthrough into the fluid....
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L303[06:53:08] <Orion> I could use a 3D
vector to make it flow into a certain direction first
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L305[06:53:24] <BordListian> that's what i
meant
L306[06:55:56] <Orion> a 3D Vector can for
each axis store 3 values... Hmmmm Hmmm Hmmmm
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L352[07:56:00] <SaibaX> it appears to be
conflicting block IDs? Not sure though.
L353[07:56:01] <BordListian> go back to
2014 or whatever
L354[07:56:08] <BordListian> registry
changes
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L356[07:56:50] <SaibaX> I dont think im
following you
L357[07:57:00] <BordListian> forge
2014
L358[07:57:17] <SaibaX> oh
L359[07:57:22] <SaibaX> ok ill try
that
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L361[07:57:44] <SaibaX> thanks for the
help Bord im tired but want to try and do this before heading to
bed
L362[07:58:51] <BordListian> It was fixed
for Quark but I guess Vazkii didn't push a new Psi build to Curse
yet
L363[07:59:54] <SaibaX> happens, I'm
hoping a new Thaumcraft version gets pushed but im not holding my
breath since the last update was quite some time ago. dunno if it
got abandoned or the author is just busy.
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L365[08:00:28] <BordListian> probably
busy
L366[08:00:46] <BordListian> thaumcraft is
a really big thing and the last update was to 1.8.9
L367[08:01:05] <SaibaX> indeed
L368[08:01:51] <Ordinastie_> is it
possible to force send chunk data ?
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L371[08:02:25] <SaibaX> seems like
something you'd use WorldBorder to do
L372[08:02:54] <raoulvdberge> !gm
func_82787_a
L373[08:03:09] <Ordinastie_> was that an
answer for me ?
L374[08:03:43] <SaibaX> a thought.
Worldborder force loads chunk data for the server
L375[08:03:56] <SaibaX> at least thats one
of its functions
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L382[08:14:12] <Naiten> Is anybody here
good at 1.8+ custom block rendering? I want to discuss block models
caching...
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L391[08:23:26] <raoulvdberge> Are
description packets of tile entities still being sent to players on
chunkloaded chunks?
L392[08:23:49] <Ordinastie_> no
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L394[08:24:23] <Ordinastie_> now, you
usually overide getUpdateTag to specify the data that will be sent
when chunk is loaded
L395[08:25:02] <Ordinastie_> you override
getUpdatePacket and onDataPacket for data that you want to update
the client with when it changes on server
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L397[08:25:37] <Ordinastie_> funnily
enough, i'm currently trying to find the best way to resend
original chunk data packet :]
L398[08:27:12] <SaibaX> found the mod that
was causing the GUI issue. It was Stellar Sky-0.5.5.1.6
L399[08:27:53] <SaibaX> at least its a
disposable cosmetic mod that only changes the skybox
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L402[08:31:10] <Ordinastie_> fuck I can't
directly resend the packet because there is a bool check in
PlayerChunkMapEntry to avoid resending it :/
L403[08:32:43] <raoulvdberge> Ordinastie_:
well, with description packet I mean the update packet
L404[08:32:47] <Ordinastie_> ah no,
nvm
L405[08:33:02] <raoulvdberge> (because
thats what they are)
L406[08:33:03] <Ordinastie_> raoulvdberge,
yes, that packet on not sent on chunk load
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L408[08:34:06] <raoulvdberge> so when do
they get sent then?
L409[08:34:13] <Ordinastie_> on chunkLoad
a single SPacketChunkData is sent with the data of all the TEs in
the chunk
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L412[08:36:18] <Ordinastie_> hum,
world.notifyBlockUpdate() should trigger a send according to
code
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L414[08:37:33] <BordListian> it's pretty
weird when mods just stop working between versions in some obscure
way
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L416[08:37:53] <BordListian> Like
Structural Crafting and Extruder
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L431[09:02:19] <Ordinastie_> anyway for
the server to tell the client to recalc lights ?
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L447[09:24:41] <Ordinastie_> so
apparently, it's not a good idea to resend SPacketChunkData
:(
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L449[09:25:26] <BordListian> why is time
in minecraft so weird
L450[09:26:24] <Naiten> Ordinastie_, back
in 1.7.10 there was worldObj.updateLightByType(...) method
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L454[09:31:23] <BordListian> Magma blocks
are weird
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L481[10:08:54] <Ordinastie_> humf, might
be my fault though
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L486[10:13:34] <OrionOnline> Ordinastie_,
normally no, but something is wrong there :P
L487[10:14:14] <Ordinastie_> yeah, the
idea seemed so simple at first :/
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L489[10:14:45] <Ordinastie_> but it's not,
and now I have to hack my way through :/
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L491[10:17:07] <OrionOnline> What did you
want to do?
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L494[10:19:54] <Ordinastie_> you power it
with redstone, it swaps the 3x3x3 space in front with content
already stored
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L496[10:20:45] <Ordinastie_> problems come
when you have a TE in the mxi
L497[10:20:47] <Ordinastie_> *mix
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L499[10:23:10] <OrionOnline> yeah that is
going to be a problem
L500[10:23:27] <OrionOnline> Try looking
at the Copy command from MC itself
L501[10:23:40] <Ordinastie_> my issue is
syncing with the client
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L504[10:26:47] <Ordinastie_> I'm trying to
manually send the TE tag to the client, but for some reason, the
client doesn't have the TE yet :x
L505[10:27:54] <OrionOnline> Ordinastie_,
correct
L506[10:28:09] <OrionOnline> Your packets
are processed before the vanilla update ones
L507[10:28:30] <gigaherz> cna't you like,
scheduleBlockUpdate, and on the updateTick, call
notifyBlockUpdate?
L508[10:28:34] <OrionOnline> You would
need to read the NBT data before you place the TE in the
world
L509[10:28:59] <OrionOnline> Donot
actually know about that one
L510[10:29:10] <shadowfacts> Ordinastie_,
what I do is request an update from the server in onLoad on the
client side
L511[10:29:21] <gigaherz>
notifyBlockUpdate is the method that causes mc to call
getUpdatePacket, which gets received in onDataPacket
L512[10:29:27] <OrionOnline> Just know
that your packets (as long as you send them through the MC class to
circumvent the threaded networking) are processed before vanilla
ones
L513[10:29:30] <gigaherz> in the client,
it causes a render update
L514[10:29:40] <OrionOnline> Yeah i
know
L515[10:30:06] <Ordinastie_> gigaherz,
yes, but the TE doesn't necessarily have an updatePacket
L516[10:30:29] <Ordinastie_> and even if
it does, that doesn't mean it's all the data that needs to be
synced
L517[10:30:35] <gigaherz> neither does it
necessarily have a tag -- the default implementation is just
writeInternal, which only write the x,y,z, and metadata
L518[10:30:47] <Ordinastie_> gigaherz, but
I don't care about that
L519[10:31:18] <Ordinastie_> what I care
about, is that the data that is usually sent to the client when
chunk is loaded, is sent again when I put the block back in the
world
L520[10:31:31] ***
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L522[10:33:22] <Ordinastie_> how, that's
interesting, apparently, you can add a no-arg ctor in your class
without relaunching the debugger
L523[10:33:42] <OrionOnline> Ordinastie_,
that is because
L524[10:33:48] <Ordinastie_> I know
why
L525[10:33:53] <OrionOnline> The JVM has
the argless constructor on default
L526[10:33:55] <Ordinastie_> didn't think
it would work though
L527[10:33:57] <OrionOnline> even if you
remove it
L528[10:34:56] <Ordinastie_> well, now, I
need to find a way to have my packet arrive after :s
L529[10:38:12] <Ordinastie_> any idea that
doesn't involve waiting for the next tick ?
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L534[10:50:53] <OrionOnline> Ordinastie_,
no
L535[10:51:17] <OrionOnline> Except for my
question why are you trying to send the TE data?
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L537[10:52:07] <Ordinastie_> when chunk is
loaded, TE is sent to the client
L538[10:52:21] <Ordinastie_> my block
remove and readds the block with TE from the world
L539[10:52:41] <Ordinastie_> when I readd
it, it recreate the TE empty, so I need to resend the data stored
on the server
L540[10:52:51] <OrionOnline> Then why not
save the current NBT tag from the TE somewhere
L541[10:52:58] <BordListian> anyone her
have any idea what determines whether a block can go in the helmet
slot like pumpkins and mob heads can?
L542[10:53:01] <OrionOnline> call the
createTileEntity method on the appropriate block
L543[10:53:06] <Ordinastie_> I do
that
L544[10:53:14] <Ordinastie_> but I don't
save the data on the client
L545[10:53:22] <OrionOnline> And then call
readFromNBT(tag) before calling world.setTileEntity
L546[10:54:04] <Ordinastie_> in my block,
I stored the state and the te tag
L547[10:54:16] <Ordinastie_> when I
activate my block, I place those in the world, server side
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L550[10:54:53] <Ordinastie_> by setting
the state, it automatically create the TE, then I just call
readFromNBT with the tag I stored
L551[10:54:57] <OrionOnline> Yeah but do
you call readFromNBT() with the orginal NBT retrieved by
writeToNBT()
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L553[10:55:00] <Ordinastie_> except all
this doesn't happen on the client
L554[10:55:06] <OrionOnline> Ah
okey....
L555[10:55:19] <OrionOnline> That is
probably cause the TE does not send the update on its own....
L556[10:55:33] <OrionOnline> In which case
you run into the issue with the packet order
L557[10:55:35] <OrionOnline> Hmmmm
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L559[10:56:20] <Ordinastie_> the issue is
that the tileEntity is created by the MultiBlockChange packet, that
is send by the server tick() which is called after I do all my
stuff
L560[10:56:45] <Ordinastie_> (initially
called by onBlockActivated on the lever)
L561[10:58:10] <OrionOnline> .....
Hmm
L562[10:58:17] <OrionOnline> That is
indeed a pickle.....
L563[10:58:56] <Ordinastie_> I tried
resending the chunkData packet, it created more problems that it
solved
L564[11:01:03] <OrionOnline> Yeah
L565[11:01:53] <OrionOnline> So the
special case that gives you problems: TE does not sync data on its
own, but it requires data to be sync when placed into the world,
correct?
L566[11:02:07] <Ordinastie_>
basically
L567[11:02:14] <Ordinastie_> I have a TE
like that
L568[11:02:19] <Ordinastie_> my mixed
blocks
L569[11:02:51] <Ordinastie_> they store 2
states that are synced on chunk load, but as they never change, I
don't have updatePacket and onDataPacket
L570[11:03:11] <BordListian> of course it
had to be some shitty hardcoded thing
L571[11:03:38] <Ordinastie_> the issue is
delayed packet at the end of the tick
L572[11:03:41] <Ordinastie_> which I can
understand though
L573[11:05:00] <OrionOnline> Yeah, there
is probably not much you can do then, except for making some form
of cache that holds the data untill you can set it
L574[11:05:09] <OrionOnline> But i donnot
see another option here
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L577[11:06:25] <OrionOnline> It is not
outputting its contents after the first TE, basically in one tick
it pumps the liquid from on conduit into the second and back
L578[11:06:35] <OrionOnline> Even though i
added a flow control system to it
L579[11:07:01] <BordListian> alright so
apparently in order to find out if you can put Pumpkins, Elytras or
Skulls into an armor slot
L580[11:07:04] <Ordinastie_> (in
handleInternals, you could probably loop though EnumFacings
L581[11:07:27] <BordListian> it calls a
static method in EntityLiving that checks against the Item
Fields
L582[11:07:29] <BordListian> why
L583[11:07:48] <gigaherz> because
mojang.
L584[11:08:03] <BordListian> why not just
have a dang variable in Item
L585[11:08:13] <Ordinastie_>
<gigaherz> because mojang.
L586[11:08:18] <md678685> Why should
opening GUIs be done on the server side?
L587[11:08:35] <BordListian> and of
course, there's no Drop Item in Slot Event is there?
L588[11:08:40] <gigaherz> md678685:
Container guis need the server counterpart
L589[11:08:40] <Ordinastie_> md678685,
they should only if they're tied to an inventory
L590[11:08:48] <gigaherz> GuiScreens can
be opened on the client directly
L591[11:08:54] <gigaherz> using
mc.displayGuiScreen
L592[11:09:20] <OrionOnline> Ordinastie_,
yeah and i am looping through them already, albey it manually for
now
L593[11:09:40] <md678685> gigaherz
Ordinastie_ thanks
L594[11:09:54] <md678685> It's just the
docs aren't very clear as to why
L595[11:10:11] <gigaherz> GuiContainers
are GuiScreens tied to a Container
L596[11:10:21] <gigaherz> and the
Container has both a client and a server copy
L597[11:10:24] <gigaherz> that talk to
eachother
L598[11:11:08] <md678685> gigaherz: I
see
L599[11:11:48] <OrionOnline> But for some
reason the flow direction inverts on the second one which i donnot
understand
L600[11:12:23] <BordListian> hm
L601[11:13:36] <Ordinastie_>
facing.getOpposite() ?
L602[11:14:54] <OrionOnline> Ordinastie_,
yeah but not always
L603[11:15:20] <Ordinastie_> I don't know,
hte debugger is probably your best ally here
L604[11:16:03] <OrionOnline> Yeah
L605[11:16:11] <OrionOnline> I need to
figure out why it does that....
L606[11:16:33] <Ordinastie_> breakpoint
and step by step, shouldn't be that hard to figure out
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L608[11:25:56] <OrionOnline> Ordinastie_,
yeah turns out it is a syncing problem
L609[11:26:08] <OrionOnline> One instance
gets synced properly the other not so much.....
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L611[11:29:32] <Ordinastie_> I think I had
a clever idea : it the TE is not yet there, just create it
L612[11:29:37] <Ordinastie_> except the
block is there yet -_-
L613[11:30:03] <Ordinastie_> I think I'll
just send everything myself
L614[11:33:57] <Ordinastie_> yep that
works ><
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L619[11:42:13] <masa> BordListian: what
are you trying to do with the items/armor slots?
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L621[11:43:48] <BordListian> Add the
ability to wear banners as helmets
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L623[11:45:00] <BordListian> It might be
possible to some clientside stuff
L624[11:45:10] <BordListian> seems pretty
hacky tho
L626[11:46:43] <masa> well one thing your
could do is add an even handler for right clicking, if it's a
banner, just swap it to the helmet slot
L627[11:46:45]
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L628[11:47:04] <BordListian> yeah
L629[11:47:14] <masa> might be a bit
confusing if you can't place it to the slot manually from the
inventory though...
L630[11:47:21] <BordListian> exactly
L631[11:47:21]
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L632[11:47:45] <masa> but then again,
isn't wearing them as flags a vanilla feature even, and you can't
manually put them in there either
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L634[11:47:55] <masa> but can dispensers?
I can't remember
L635[11:48:00] <BordListian> I'm thinking
shift-rightclicking a banner while it's placed down could make it
ride you
L636[11:48:11] <BordListian> wait is
banners on mobs a vanilla thing?
L637[11:48:23] <masa> I think at least for
players
L638[11:48:42] <masa> I'll have to test
this to verify... :p
L639[11:49:30] <BordListian> i'm pretty
sure the only way is to place it in helmet slot
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L643[11:58:19] <masa> yep they do render
if you can get in in the helmet slot
L644[11:58:24] <BordListian> yeah
L645[11:58:34] <masa> but in vanilal the
only way to get it in there I believe is via a command
L646[11:58:56] <masa> dispender didn't
work at least, and you can't place it in the slot manually
L647[11:58:57] <BordListian> i feel like
shiftrightclicking to pick them up into the helmet slot seems like
an ok compromise tbh
L648[11:59:08] <masa> probably yeah
L649[11:59:10] <BordListian> or shift
leftclicking
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L651[11:59:17] <BordListian> like better
storage backpacks
L652[11:59:31] <masa> unless you want to
add "Armor Worktable" or similar
L653[11:59:40] <BordListian> ?
L654[11:59:42] <masa> and then do it in
your own GUI
L655[11:59:50] <BordListian> nah
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L660[12:13:00] <electrolitic>
getStateFromMeta is deprecated. Is there a different option?
L661[12:13:07]
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L663[12:13:22] <BordListian> is meta even
a thing anymore
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L665[12:13:51] <electrolitic> I believe
it's still necessary even with BlockStates, according to the
documentation. At least, a little
L666[12:14:37] <electrolitic> "If you
declare any IProperty‘s, you must override getMetaFromState and
getStateFromMeta"
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L669[12:15:35] <masa> meta is still how
the properties are stored, unless you use a TileEntity
L670[12:16:19] <masa> and thus without a
TE you can only have 16 different combinations of properties per
block
L671[12:16:42] <electrolitic> I want to do
the kind of thing the furnace does, with how it faces different
ways.
L672[12:17:20] <electrolitic> I'm assuming
I need a property for the way it faces, meaning I need meta?
L673[12:18:01] <masa> you can do that
either way, but usually storing the facing in meta is easier/more
compatible, although in 1.10 there are now rotation and mirror
method in TileEntity too
L674[12:18:41] <masa> in my mods currently
I store the "machine type" in meta, and the facing in the
TileEntity
L675[12:18:55] <electrolitic> machine
type?
L676[12:19:04] <masa> just so that I can
avoid using that many block ids
L677[12:19:24] <masa> yes, so I have
several different block types in the same block
L678[12:19:35] <electrolitic> Oh
L679[12:19:41] <masa> and they use
different meta values
L680[12:19:41] <electrolitic> Can't have
both in meta?
L681[12:19:54] <masa> you could if you can
fit it in 4 bits
L682[12:20:01] <electrolitic> Meta is
confusing :/
L683[12:20:17] <masa> assuming you only
use horizontal facing, that then needs two bits, so you could still
fit 4 machine types
L684[12:20:38] <masa> not really, it is
just a 4 bit value
L685[12:20:47] <masa> ie. can hold values
0..15
L686[12:21:05] <electrolitic> And you tell
it what each value means?
L687[12:21:29] <masa> yes, that is exactly
what goes in the getMetaFromState() and getStateFromMeta()
methods
L688[12:21:40] <electrolitic> Ah
L690[12:22:39] <electrolitic> So is there
a reason getStateFromMeta is deprecated theN?
L691[12:22:59] <masa> not sure, I guess
mojang is slowly trying to move to a new world format?
L692[12:22:59] <Ordinastie_> not
really
L693[12:23:26] <Ordinastie_> most of the
methods in block got deprecated because you're supposed to call the
matching ones in IBlockState
L694[12:23:33] <masa> so imo it's a
warning "this will go away soon (tm)"
L695[12:23:36] <Ordinastie_> however, that
doesn't apply to getStateFromMeta
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L714[13:15:58] <BordListian> why the heck
is Block.getItem() deprecated
L715[13:16:44] <gigaherz> a lot of methods
on Block are deprecated because you aren't supposed to call them
from outside
L716[13:16:50] <gigaherz> rather than
because there's a better choice
L717[13:16:55] <gigaherz> blame Mojang for
that
L718[13:17:03] <BordListian> where am i
supposed to call it then
L719[13:17:44] <gigaherz> what are you
trying to do?
L720[13:17:58] <BordListian> trying to get
a banner block as an item
L721[13:18:12] <BordListian> getDrops
looks promising
L722[13:18:12]
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L723[13:18:24] <BordListian> but so does
getItem as it returns the same damn thing
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L727[13:34:39] <BordListian> well
then
L728[13:34:45] <BordListian> that worked
better than expected
L729[13:41:08] <Necr0> is there any event
that is called after a block has been destroyed?
L730[13:45:16] <BordListian>
Harvest?
L731[13:47:09] <electrolitic> Dang, every
time I launch I get a LoaderException because I don't have a down
or up state for my block. I don't want a down or up state. It still
works fine, but I still don't like how it throws that Exception.
Any idea how to fix this?
L732[13:47:28] <electrolitic> Or do I just
ignore it?
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L734[13:48:05] <Necr0> BordListian: i can
check HarvestDropsEvent. reading the description i am not sure if
it's triggered after the block was broken.
L735[13:49:31] <sham1> electrolitic, make
a dummy state that never gets used
L736[13:49:47] <electrolitic> Doesn't that
take up meta?
L737[13:50:13] <sham1> Not if you ignore
hem
L738[13:50:18] <electrolitic> Oh
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L741[13:52:16] <Necr0> electrolitic: if
you want a PropertyDirection without UP and DOWN use the
BlockHorizontal.FACING Property
L742[13:52:33] <electrolitic> I don't
think I can do that with PropertyEnum<EnumFacing>
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L744[13:53:05] <Necr0> public static final
PropertyDirection FACING = BlockHorizontal.FACING;
L745[13:53:58] <shadekiller666> or you
could do "... = new PropertyDirection("name",
EnumFacing.HORIZONTALS);" i think
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L747[13:54:52] <sham1> Or just
PropertyEnum<EnumFacing> facing =
PropertyEnum<EnumFacing>(EnumFacing.class,
EnumFacing.Plane.HORIZONTAL)
L748[13:55:22] <sham1> And I forgot the
fact that Properties use factory methods
L749[13:55:26] <sham1> Soz
L750[13:55:41] <electrolitic> I like the
last one you said.
L751[13:56:14] <sham1> Anyway, one I get
back home, it will be a font installation zeit as I want good
unicode coverage
L752[13:56:32] <sham1> Emoji
included
L753[13:58:37] <shadekiller666> to use
submodels in forge blockstate jsons, do you also need to implement
a BlockStateMapper?
L754[13:59:08] <sham1> Because under
linux, if your language only uses Latin-based characters, fonts
work just fine, otherwise not so much
L755[13:59:19] <sham1> No
L756[13:59:26] <sham1> You don't need
to
L757[13:59:46] <shadekiller666> ok
L758[14:01:10] <shadekiller666> second
question: vanilla blockstates in 1.10 have the
"multipart" format with "when": {} and
"OR" and "apply" etc. (see redstone_dust.json),
is there a way to do this same thing with forge blockstates?
L759[14:01:36] <sham1> I don't think
so
L760[14:02:05] <sham1> The safest bet is
to look at the forge blockstate spec
L761[14:03:55]
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L762[14:04:02] <shadekiller666> doesn't
appear so
L763[14:04:56] <Necr0> BordListian:
thanks, you were right! HarvestDropsEvent does trigger after the
actual destruction of the block.
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L770[14:29:48] <shadekiller666> means that
the "redstone_dot" model will be used when any of the
following is true: 1. all 4 directions == "none", 2.
north & east == "side" or "up", etc.
L771[14:29:49] <shadekiller666>
right?
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L776[14:40:07] <mrkirby153> Is there an
event that is called just before the player logs in?
L777[14:41:12]
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L778[14:41:23] <gigaherz>
PlayerLoggedInEvent too late?
L779[14:42:43] <mrkirby153> I think
so
L780[14:43:15] <mrkirby153> gigaherz, like
basically when the player connects, something like a
PlayerConnectEvent
L781[14:44:06] <mrkirby153> Basically, I'm
writing a mod to manage my modded server and I want tempbans. I
didn't see anything using the vanilla MC ban system, so I was
writing my own
L782[14:44:27] <mrkirby153> It would kick
the player before they log in (So we don't get "XX joined. XX
left" message spam(
L783[14:48:09] <mrkirby153> Or could I
extend BanList and use that?
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L785[14:55:12] ***
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L786[14:56:03] <Digitalsabre> Just a
thought, mrkirby153, but would it be possible to log the IP address
associated with the user so that you can reject their connection
before the client gets a chance to log the player in on subsequent
attempts?
L787[14:56:35] <mrkirby153> It looks like
BanEntries can expire. I want to test that
L788[14:57:36] <mrkirby153> UGhhh
L789[14:57:44] <mrkirby153> I can't pardon
bans using /pardon :(
L790[14:58:11] <mrkirby153> Because my
banentry can't be cast to UserListBansEntry
L791[14:58:48] <Digitalsabre> I just
realized that ip banning would have the limitation of potentially
rejecting connections from non-banned users sharing the same IP
address as a banned player anyway.
L792[14:58:50] <mrkirby153> Really
minecraft? REALLY?
L793[14:59:18]
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L795[15:00:55] <mrkirby153> What the
heck?
L796[15:03:28] <mrkirby153> Why is MC
casting to a subclass then calling a parent class' method?
L797[15:03:53] <tterrag> it's probably
not
L798[15:03:55] <mrkirby153> Like X has
method Y. Z extends X. MC casts A to X then calls Y
L799[15:03:56] ***
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L800[15:03:59] <tterrag> where is
this?
L801[15:04:18] <mrkirby153> tterrag, in
the ban code
L802[15:04:28] <tterrag> gonna need to be
a bit more specific
L803[15:04:37] <mrkirby153>
UserListBans.func_152703_a (1.7.10)
L804[15:04:49] <tterrag> >1.7
L805[15:05:29] <mrkirby153> I'll check
1.10 but I'm sure it's the same
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L807[15:07:07] <mrkirby153> I'm also
curious why some mods haven't really updated to 1.10
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L809[15:11:01] <tterrag> mrkirby153: I
don't see anywhere it casts unnecessarily
L810[15:11:31] <mrkirby153> One sec, I
need to pull up 1.10 source
L811[15:13:00] <mrkirby153> I see. It's a
1.7.10 thing
L812[15:13:37] <tterrag> I am reading
1.7.10
L813[15:14:15] <mrkirby153> It looks like
UserListBans line 60
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L815[15:14:22] <mrkirby153>
userlistbansentry.func_152640_f()
L816[15:14:59] <mrkirby153> !gm
func_152640_f 1.7.10
L817[15:15:10] <tterrag> it's casting the
return
L818[15:15:20] <tterrag>
func_152640_f
L819[15:15:22] <mrkirby153> Line 58
L820[15:15:24] <tterrag> returns
Object
L821[15:15:26] <tterrag> because it is
generic
L822[15:15:34] <tterrag> the Iterator is a
rawtype
L823[15:15:47] <tterrag> look up type
erasure >.>
L824[15:15:59] <mrkirby153> But casting it
to BanEntry would work as well
L825[15:16:39] <mrkirby153> I don't see
any reason why it specifically casts to UserListBansEntry instead
of just BansEntry
L826[15:17:50] <mrkirby153> tterrag,
^
L827[15:18:14] <tterrag> because in the
source code it was Iterator<UserListBansEntry>
L828[15:19:14] <tterrag> again, look up
type erasure :P
L829[15:19:53] <mrkirby153> Ah, so it's
the java compiler
L830[15:20:08] <mrkirby153> I forgot I was
looking at decompiled source
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L832[15:23:35] <mrkirby153> That's
frustrating
L833[15:24:13] <diesieben07> what
is?
L834[15:24:26] <diesieben07> using 1.7.10?
true that.
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L837[15:26:06] <mrkirby153> diesieben07,
Believe me, if I could use 1.10 I would. But some of the mods that
I (and my friends) like are stuck in the past
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L840[15:26:41] <mrkirby153> And its too
late to switch versions b/c we've already put in like 15hrs into
the world
L841[15:27:37] <sham1> emoji get
L842[15:28:22] <sham1> Also, a lot other
stuff too
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L844[15:28:28] <diesieben07> that is not a
reason.
L845[15:28:30] <diesieben07> oh
well...
L846[15:28:45] <mrkirby153> diesieben07,
apparently to them it is
L847[15:29:05] ⇦
Parts: Aroma1997 (~Aroma1997@104.131.97.244) ())
L848[15:31:06] <diesieben07> make the mod
in 1.10
L849[15:31:10] <diesieben07> tell them to
upgrade if they want it
L850[15:31:17] <diesieben07> or otherwise
gtfo
L851[15:31:21] <diesieben07> thats the
only way people learn
L852[15:32:10] ⇦
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L853[15:32:58] <tterrag> learn what?
L854[15:33:41] <diesieben07> learn to stop
being stupid :D
L855[15:33:50] <sham1> :P
L856[15:34:04] <RANKSHANK> If only it was
as easy as that ;)
L857[15:34:24] <tterrag> what is
stupid?
L858[15:34:31] <diesieben07> using
1.7.10
L859[15:34:43] <mrkirby153> 1.10 is the
new 1.7.10 right?
L860[15:34:51] <mrkirby153> Like it's the
place where mods will probably stay for a bit?
L861[15:34:58] <tterrag> why is using
1.7.10 stupid?
L862[15:35:12] <sham1> Because we are all
the way in 1.10
L863[15:35:18] <sham1> That's 3
versions
L864[15:35:38] <tterrag> and?
L865[15:35:45] <mrkirby153> It wasn't
stupid when 1.8 was a thing
L866[15:35:50] <RANKSHANK> So its like
developing for vista
L867[15:35:50] <tterrag> if you are
telling people what they can/can't do in your freetime you should
have a better reason than that
L868[15:36:29] <sham1> More like
developing for XP
L869[15:36:36] <mrkirby153> sham1, and yet
still people do it
L870[15:36:40] <sham1> Because AFAIK Vista
is still technically supported
L871[15:36:52]
⇨ Joins: Unh0ly_Tigg
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L872[15:37:20] <RANKSHANK> Man if any non
enterprise is still on Vista.... eugh
L873[15:38:41] <Unh0ly_Tigg> So, I appear
to have an issue with the achievements I've created. For the
achievements that I have a block for the icon, and it's not a
vanilla block, it doesn't render the block at all for the
achievement.
http://i.imgur.com/i2dSSHm.png
L874[15:39:08] <thor12022> We've got a
test station sitting in the lab that requires Windows 95, how's
that?
L875[15:39:48] <mrkirby153> I would like
to see some fancy graphs detailing modded MC versions
L876[15:40:30] <Unh0ly_Tigg> There's a cnc
machine at my old high school, which the software was for either 95
or 98, maybe even 3.1.
L877[15:40:54] ⇦
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L878[15:46:33] <Unh0ly_Tigg> oh, and with
my achievement issue, the blocks render just fine in world, and in
inventory, so...
L879[15:47:41] <Unh0ly_Tigg> and my mods'
items render just fine...
L880[15:48:46] <diesieben07> show how you
create the achievements
L882[15:50:12] <Unh0ly_Tigg>
createAchievements is called just after I create my blocks and
items, and registerAchievements is called just after I register my
blocks, items, and tile entity classes.
L883[15:50:58] <diesieben07> call
createAchievements after registration
L884[15:51:05] <diesieben07> not sure if
thats the issue, but still
L885[15:51:22] ⇦
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L886[15:52:34] ⇦
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L887[15:52:59] <mrkirby153> So, is
WorldTickEvent synchronized?
L888[15:53:17] <Unh0ly_Tigg> so, in
preinit, I'm doing create blocks -> create items -> reigster
caps -> register blocks -> register items -> register
tileentity types -> create achievements -> register
achievements -> init creative tabs -> set creative tabs for
blocks, then items -> finally, if client, setup render
info.
L889[15:53:22] <diesieben07> define
"synchronized"
L890[15:53:36] <diesieben07> why is
"create" and "register" even two steps?
L891[15:53:42] <diesieben07> you should
never work with unregistered Blocks or Items
L892[15:54:02] <Unh0ly_Tigg> they happen
right after each other, and nothing happens inbetween
L893[15:54:08] <Unh0ly_Tigg> besides
caps
L894[15:54:11] <diesieben07> yes, still,
why is it two methods?
L895[15:54:20] <diesieben07> and caps is
capabilities? or what?
L896[15:54:25] <Unh0ly_Tigg> yes
L897[15:54:36] <diesieben07> why is that
there, of all places?
L898[15:55:09] <Unh0ly_Tigg> I just threw
it in where I thought it fit, should I do it elsewhere?
L899[15:55:23] <diesieben07> of
course
L900[15:55:31] <Unh0ly_Tigg> then
were?
L901[15:55:33] <Unh0ly_Tigg> where*
L902[15:55:37] <diesieben07> like i said,
don't think of "create" and "register" as two
steps
L903[15:55:43] <diesieben07> they are one,
nothing can happen in between
L904[15:56:54]
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L905[15:58:48] ⇦
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L906[15:59:17] <Unh0ly_Tigg> ok, so,
moving the achievement creation to after block and item creation
*and* registration (which are now one), fixed the render issue
somehow...
L907[15:59:40] <diesieben07> i can tell
you why :P
L908[15:59:48] <diesieben07> new
ItemStack(block) doesnt work if the block is not registere
L909[15:59:55] <Unh0ly_Tigg> OOHHHH
L910[15:59:59] <diesieben07> because there
is no Block -> Item mapping yet.
L911[16:00:04] <Unh0ly_Tigg> that would
make sense
L912[16:00:10] <Unh0ly_Tigg> I'm a
derp
L913[16:03:08] <Unh0ly_Tigg> I must say,
the thing that impresses me the most about the achievement system,
is the automatic achievement dependency arrow creation
L914[16:03:11] ⇦
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L915[16:07:41] <mrkirby153> So... This is
rather odd
L916[16:08:35] <mrkirby153> I have a
boolean that's being set to "true" when I set it to
false. It's not explicitly set to true
L917[16:09:03] *** V
is now known as Vigaro
L918[16:09:41] <electrolitic> What are you
trying to do?
L919[16:09:54] <mrkirby153> Auto
shutdown
L920[16:10:15] <tterrag> what the actual
hell
L922[16:10:17] <tterrag> HOW does this
happen
L924[16:10:34] <mrkirby153> electrolitic,
^
L925[16:11:37] ***
kroeser is now known as kroeser|away
L926[16:11:39] <mrkirby153> tterrag, How
does that work?
L927[16:11:44] <mrkirby153> It
shouldn't
L928[16:11:51] <tterrag> no duh
L929[16:11:52] <tterrag> lol
L931[16:12:10] <mrkirby153> Why was that
unlisted?
L932[16:12:31]
⇨ Joins: Katrix
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L933[16:12:41] <mrkirby153> tterrag, I
think it's fake
L934[16:12:46] <tterrag> it's not
fake
L935[16:12:50] <mrkirby153> It
isn't?
L937[16:13:55] <mrkirby153> But why is a
variable changing from the value I set it without explicitly
setting it?
L938[16:13:55] ⇦
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L940[16:14:37] <mrkirby153> It doesn't
make any sense
L941[16:15:31] <electrolitic> Wait a
minute, you made chisel?
L942[16:17:28] <gigaherz> no, he maintains
chisel
L943[16:17:40] <electrolitic> Oh
L944[16:17:48] <gigaherz> (I think)
L945[16:18:05] ⇦
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L947[16:21:08] <shadekiller666> i wish
"z" was an accepted key in vanilla blockstate
jsons...
L948[16:22:42] <kashike> tterrag: that's a
nice bug
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L951[16:26:42] <diesieben07> tterrag, as
it plays the pickup sound i assume it has something to do wiht the
GUI closing and dropping the item on the floor
L952[16:27:10] <tterrag> I just tried
it
L953[16:27:12] <tterrag> could not
reproduce
L954[16:28:32] <tterrag> nevermind, yes I
can
L955[16:28:35] <tterrag> they are spweing
out
L956[16:28:37] <tterrag> that makes no
sense though
L957[16:29:59] <tterrag> ah
L958[16:30:04] <tterrag> unless
canInteractWith is never called...
L959[16:30:58] <diesieben07> what... what
is that horrible hack? :;D
L960[16:31:05] <diesieben07> why are you
setting that field in canInteractWith
L961[16:31:21] <tterrag> what if some
other mod removes the chisel item at some point
L962[16:31:31] <tterrag> I lock it from
the GUI, but I can't prevent another mod literally nulling the
slot
L963[16:32:03] <tterrag> it does need
rethinking though
L964[16:32:04] <diesieben07> so in
canInteractWith check if hte chisel is still there
L965[16:32:07]
⇨ Joins: Lapiman
(~tcmzeal@pool-108-31-94-45.washdc.fios.verizon.net)
L966[16:32:33] <tterrag> you are missing
the point
L967[16:32:34] <diesieben07> if
player.getStackInSlot(slot).getitem == chisel &&
readUUID(stack) == myUUID
L968[16:32:37] <tterrag> the item SHOULD
spew out if the chisel was broken
L969[16:32:43] <diesieben07> yes
L970[16:32:47] <tterrag> but
onContainerClosed is called regardless
L971[16:33:00] <diesieben07> and?
L972[16:33:09] <tterrag>
inventoryChisel.isUseableByPlayer does exactly that
L973[16:34:38]
⇨ Joins: Abastro (~Abastro@175.117.182.109)
L974[16:34:39] <Lapiman> so - for a mod
item I have, in my item model json, the parent is set to
item/generated - however, the item still renders much larger than
vanilla items
L977[16:35:48] <Lapiman> all others are
untouched since 1.8 and probably incorrect
L978[16:35:59]
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L979[16:36:04] <Lapiman> does anyone have
a possible remedy?
L980[16:36:42] <diesieben07> tterrag, so,
why does this "doesChiselExist" field exist?
L981[16:37:39] <tterrag> diesieben07: it's
a poorly thought out way to know if the chisel was broken or
not
L982[16:37:41] <tterrag> but it's
flawed
L983[16:37:43] <tterrag> I'm redoing it
now
L984[16:38:00] <diesieben07> you mean if
it ran out of durability?
L985[16:38:07] <diesieben07> i think i am
missing something, why does this matter?
L986[16:39:27] <tterrag> yes, if it runs
out of durability
L987[16:39:40] <tterrag> it matters
because the item you have in the chisel shouldn't be destroyed when
the chisel breaks
L988[16:39:49] <tterrag> if you break a
chest, it drops its items
L989[16:39:51] <tterrag> this is the same
concept
L990[16:39:58] <diesieben07> and it should
if a mod nulls out the slot?
L991[16:40:05] <tterrag> no
L992[16:40:10] <tterrag> thus "poorly
thought out"
L993[16:40:11] <diesieben07> i always
thought the chisel was liek the workbench, if you leave it, it
drops
L994[16:40:14] <diesieben07> is that not
the case?
L995[16:40:15] <tterrag> nope
L996[16:40:19] <tterrag> it has a
persisted inventory
L997[16:40:24] <diesieben07> well
then.
L998[16:40:26] <tterrag> I wish it worked
like that
L999[16:40:30] <tterrag> would be a lot
simpler
L1000[16:40:31] <gigaherz> if you leave
an item in it
L1001[16:40:39] <tterrag> but leaving an
item in is the only way to target left click chiseling
L1002[16:40:42] <gigaherz> it will chisel
the blocks you click into the one you have inside
L1003[16:40:47] <tterrag> ^
L1004[16:40:50] <gigaherz> rather than
cycle
L1005[16:41:03] <diesieben07> ah
L1006[16:42:08] <tterrag> I'll just do it
properly, with a callback from the chisel damaging code to drop the
item and close the UI
L1007[16:42:19] <diesieben07> fuck my
life... from one day to the next my phone's wifi has stopped
working propery -_-
L1008[16:43:09] <diesieben07> and i
really dont want to do a factory reset :/
L1009[16:43:41]
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L1013[16:45:52] <diesieben07> makes
sense
L1014[16:46:33] <Ordinastie_> tterrag, is
that by design/choice ?
L1015[16:47:08] <Ordinastie_> I would
simply disable/grey out the slots ;)
L1016[16:48:21] <tterrag> Ordinastie_:
uh
L1017[16:48:22] <tterrag> what?
L1018[16:48:23] <tterrag> when?
L1019[16:48:40] <techbrew> \o hey
all
L1020[16:49:16] <Ordinastie_> before
reaching 0 dura, stop everything, keep gui open, disable slots so
no more input is possible, break the chisel (if you really want to)
when the container is closed
L1021[16:59:14] <Lapiman> okay, now this
is REALLY weird
L1022[16:59:25] <Lapiman> all of my item
model jsons are identical except for the texture they
reference
L1024[16:59:45] <Lapiman> however - only
one, the grimwood stick, renders at the correct size when dropped
in the world - all the rest are huge
L1025[16:59:59]
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L1026[17:00:27] <Lapiman> any thoughts on
why this might happen?
L1027[17:01:50]
⇨ Joins: Shambling
(~Shambling@24-181-186-74.dhcp.nwtn.ct.charter.com)
L1028[17:05:12] <Lapiman> and my parent
is item/generated, too!
L1029[17:05:14] <Lapiman> this is
frustrating.
L1030[17:05:50] <Ordinastie_> welcome in
the model world
L1031[17:06:34]
⇨ Joins: darkdiplomat
(Diplomat@irc.visualillusionsent.net)
L1032[17:07:10] <Lapiman> Ordinastie_ :
my source is linked above, do you see anything wrong?
L1033[17:07:30] <Ordinastie_> I wouldn't
know, I don't use models for that exact reason
L1034[17:07:58] <Lapiman> ...how do you
render w/o using json?
L1035[17:08:09] <Ordinastie_> I have my
own system
L1036[17:08:13] <shadekiller666> you use
some other type of model format
L1037[17:08:33] <shadekiller666> or write
your own in-code processor
L1038[17:08:53] <gigaherz> Lapiman: do
you have "forge:default-item" or
"parent":"item/generated"?
L1039[17:10:08] <shadekiller666> huh...
i've never seen the vanilla "make 2d item texture 3d"
break... but apparently it doesn't like this item model
L1040[17:10:14] <shadekiller666> item
texture*
L1041[17:10:51] <Lapiman> gigaherz: the
latter.
L1044[17:13:31] <shadekiller666> the
model json is identical to the one for redstone dust, but uses a
different texture
L1045[17:15:45] <gigaherz> why not copy
from like, literally anything other than redstone dust?
L1046[17:15:45] <gigaherz> ;p
L1047[17:16:13] <gigaherz> feel free to
compare with mine
L1049[17:16:16] <gigaherz> I use vanilla
models ;P
L1050[17:16:18] <Lapiman>
uuuuuuuuugh,
L1051[17:16:23] <Lapiman> what are some
things i can do to debug this?
L1052[17:16:45] <gigaherz> Lapiman:
dunno, I have never had such issues
L1053[17:17:09] <shadekiller666>
gigaherz, the problem isn't the transformations, its the sides of
the model having holes
L1054[17:17:14] <gigaherz> do any of your
items use "display" or "transform"?
L1055[17:17:17] <gigaherz>
shadekiller666: hmmm
L1056[17:17:19] <gigaherz> ah
L1057[17:17:28] <gigaherz> I know why
that would happen
L1058[17:17:34] <gigaherz> open photoshop
or paint.net or wahtever
L1059[17:17:40] <gigaherz> and select the
"edge pixels"
L1060[17:17:42] <gigaherz> there will be
some
L1061[17:17:45] <gigaherz> that are
almost transparent
L1062[17:17:46] <gigaherz> but not
quite
L1063[17:18:04] <gigaherz> make it so
that they are either fully opaque, or fully transparent
L1064[17:18:07]
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L1065[17:18:29] <gigaherz> one way to
ensure there's no rogue pixels
L1066[17:18:32] <gigaherz> is to
duplicate the layer
L1067[17:18:36] <gigaherz> then
merge
L1068[17:18:36]
⇨ Joins: blood_
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L1069[17:18:38] <gigaherz> then duplicate
again
L1070[17:18:41] <gigaherz> then
merge
L1071[17:18:43] <gigaherz> after 8
iterations
L1072[17:18:58] <gigaherz> any alpha=1
would have become alpha=256(255 since it would saturate)
L1074[17:19:52]
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L1075[17:21:31] <shadekiller666> oh,
actually
L1076[17:21:34] ***
MrKickkiller is now known as MrKick|Away
L1077[17:21:38] <shadekiller666> there
are pixels with alpha of 1
L1078[17:21:56] <gigaherz> heh
L1079[17:24:13] <Lapiman> gigaherz: is
packingtape 1.9 or?
L1080[17:24:34] <Lapiman> wait, it's
1.10
L1081[17:24:35] <gigaherz> currently
supports 1.9.4..1.10.2
L1082[17:24:35] <Lapiman> i'm dumb
L1083[17:24:45] <gigaherz> but older
versions would be for older mc, down to 1.8.9
L1084[17:25:41] <shadekiller666> yep that
fixed it
L1085[17:25:43] <shadekiller666> thanks
giga
L1086[17:26:15]
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L1087[17:27:08] ***
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L1088[17:27:22] <gigaherz> np
L1089[17:27:59] <gigaherz> heh I just
realized how in certain fonts, "np" is quite close to
"rip"
L1090[17:29:03] <Lapiman> okay, here is
an interesting observation:
L1091[17:29:12] <Lapiman> I set my
netherroot item to render using the stick texture
L1092[17:29:20] <Lapiman> and it still
renders using... the netherroot texture
L1093[17:29:26] <Lapiman> probably means
i'm diddling with the wrong file
L1094[17:29:51] <Lapiman> I'm in
/resources/assets/modid/models/item
L1095[17:29:52] <gigaherz> heh
L1096[17:29:54] <Lapiman> correct?
L1097[17:30:06] <gigaherz> yes but the
blockstates file can override it
L1098[17:30:16] <gigaherz> (yes
blockstates file for items are a thing in forge)
L1099[17:30:25] <Lapiman> oh shoot, do I
need them now?
L1100[17:30:29] <Lapiman> i don't
currently have them
L1101[17:30:34] <gigaherz> no you don't
*need* them
L1102[17:30:41] <gigaherz> but if you did
have a file with the same name as the item
L1103[17:30:43] <gigaherz> in
blockstates
L1104[17:30:49] <gigaherz> it would take
precedence
L1105[17:30:49] <Lapiman> i do not
L1106[17:30:58] <Lapiman> alright, good
to know, but doesn't get me closer...
L1107[17:31:16] <Lapiman> i'm even
creating a new world every time b/c I remember an issue I had last
year in 1.8 where
L1108[17:31:33] <Lapiman> i changed a
file, never updated, turns out there was a cache or something that
wasn't getting reset until ic reated a new world
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L1110[17:31:45] <Lapiman> but ugh! this
time I AM creating a new world and it's STILL not changing!
L1111[17:31:49] <Lapiman> what am I doing
wrong?
L1112[17:33:09] <gigaherz> wat
L1113[17:33:12] <gigaherz> wait
L1114[17:33:17] <gigaherz> are you NOT
closing minecraft?
L1115[17:33:38] <Lapiman> no
L1116[17:33:42] <Lapiman> i'm restarting
it every time
L1117[17:33:46] <gigaherz> uhhh
L1118[17:33:51] <gigaherz> then it SHOULD
update the resources.
L1119[17:34:00] <gigaherz> if it does
not
L1120[17:34:04] <gigaherz> something is
VERY VERY WRONG
L1121[17:34:14] <Lapiman> what if i redo
my workspace
L1122[17:34:22] <gigaherz> maybe that
would work
L1124[17:34:30] <gigaherz> new release up
for one of my mods
L1125[17:34:40] <Lapiman> nice!
L1126[17:34:49] <Lapiman> y'know what's
shameful - this mod i'm workin on - i
L1127[17:34:58] <Lapiman> 've been
working on it since freshman year of high school.
L1128[17:35:12] <Lapiman> August 19 is my
first day... of college.
L1129[17:35:14] <Lapiman> and it's still
not done.
L1130[17:35:18] <Lapiman> :P
L1131[17:35:33] <Lapiman> the fact that
you HAVE a release is something to be proud of
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L1133[17:37:58] <SatanicSanta> Hm. Is it
possible to simply adjust the position of a model based on the
blockstate?
L1134[17:40:31] <gigaherz> SatanicSanta:
yes
L1135[17:40:36] <gigaherz> using forge
blockstates
L1136[17:40:46] <gigaherz> you can have
"transform" on each variant that needs it
L1137[17:41:04] <Ordinastie_> gotta love
when youtube suddenly stop working :x
L1138[17:41:23] <SatanicSanta> gigaherz:
I assume I pass an array of 3 ints?
L1139[17:41:26]
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L1140[17:41:35] <gigaherz> SatanicSanta:
not that easy ;P
L1141[17:41:47] <SatanicSanta> :(
L1144[17:43:57] <gigaherz> here
L1145[17:44:00] <gigaherz> this is a
working example
L1146[17:44:16] <gigaherz> although it's
an item, not a block, but eh. XD
L1147[17:44:21] <SatanicSanta> i
see.
L1148[17:44:57] <gigaherz> I'm notsure
which one was for a block model in the ground hmm
L1150[17:47:14] <Ordinastie_>
ModelLoader.setCustomMeshDefinition does work for me though
L1151[17:47:54] <diesieben07> Hm?
L1152[17:48:08] <Ordinastie_> to override
vanilla models
L1153[17:48:16] <Ordinastie_> I use it
for my doors
L1154[17:48:18] <diesieben07> yes but
it's a horrible way...
L1155[17:48:25] <diesieben07> because it
only works for ONE mod doing it
L1156[17:48:38] <diesieben07> which is
not viable for potions
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L1158[17:49:24] <Ordinastie_> ah
L1159[17:50:00] <Ordinastie_> just saying
because he said it didn't work for him
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L1166[18:15:53] <techbrew> so is there a
shorthand way to specify that a block's item model use a variant
(facing=up) ?
L1168[18:17:31] <diesieben07> techbrew,
shorter than ModelLoader.sCMRL(item, 0, new
MRL(item.getRegistryName(), "facing=up")
L1169[18:17:34] <diesieben07> ?
L1170[18:18:00] <techbrew> sorry, I left
out "in the json file"
L1171[18:18:20] <diesieben07> which json
are we talking?
L1172[18:19:08] <techbrew>
<modname>/models/item/<blockname>.json
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L1174[18:19:38] <diesieben07> if you just
want it to use the block model, you do nto need that.
L1175[18:19:48] <diesieben07> it will
look up the blockstate json instead if it doesn't find the item
model
L1176[18:19:55] <techbrew> okay,
cool.
L1177[18:20:24] <techbrew> so will it use
the "normal" variant from blockstates?
L1178[18:20:31] <diesieben07> if you tell
it to, yes
L1179[18:20:46] <SatanicSanta> gigaherz:
Huh. It doesn't seem to actually be changing anything
>.>
L1180[18:21:22] <techbrew> diesieben07:
if I tell it to via that line of code above, or did you mean some
other way?
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L1183[18:23:08] <diesieben07> no like
that
L1184[18:24:06] <techbrew> gotcha. yeah,
it was ModelLoader.sCMRL(item, 0, new MRL(item.getRegistryName(),
"inventory")
L1185[18:24:41] <diesieben07> that woudl
use the inventory variant (OR the item model if present)
L1186[18:25:16] <techbrew> gotcha. I
hadn't grokked that part of the magic yet.
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L1188[18:27:33] <SatanicSanta> OH! Does
the "ground" display refer to entityitems that are
dropped?
L1189[18:31:01] <techbrew> hey
diesieben07 : thanks, man. Happen to know if that particular info
(don't need an item model, just add an inventory variant to
blockstates) in any of the updated model tutorials floating
around?
L1190[18:31:19] <diesieben07> i don't
:D
L1191[18:32:19] <techbrew> that's good,
and bad. :) Good: I didn't miss something obvious that's
well-documented. Bad: It should be well-documented. :)
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L1195[18:37:01] <SatanicSanta> I suppose
I'll rephrase my previous question: Is it possible to adjust the
position of a block model in the world based on state?
L1196[18:37:21] <SatanicSanta> without
creating a whole new model
L1197[18:38:21] <techbrew> SatanicSanta:
look at Block.getOffsetType()
L1198[18:39:07] <techbrew> But I guess
that's just going to add a random offset
L1199[18:39:13] <SatanicSanta> hm
L1200[18:39:19] <SatanicSanta> and it
doesnt pass the state
L1201[18:40:16] <techbrew> If you want
deterministic positioning, I know you can do it with a TESR. Not
sure if there's a better way.
L1202[18:40:37] <SatanicSanta> I would
really prefer not having a TESR :P
L1203[18:40:59] <Ordinastie_> don't use a
TESR
L1204[18:41:00] <SatanicSanta> I could
just copy over the block model and change the position of the model
from there
L1205[18:41:08] <SatanicSanta> but
ah
L1206[18:41:12] <SatanicSanta> still
bleh
L1207[18:43:39] <techbrew> "copy
over the block model".... on every render pass for every
blockpos?
L1208[18:43:47] <SatanicSanta> no
ni
L1209[18:43:50] <SatanicSanta> no*
L1210[18:43:51] <SatanicSanta> the
json
L1211[18:44:19] <SatanicSanta> I would
duplicate the existing json into a new one for this specific state,
and just tweak the position a little bit
L1212[18:44:40] <techbrew> so by state
you mean variant
L1213[18:44:44] <SatanicSanta> yes
L1214[18:44:59] <techbrew> ah, then yeah,
more json :)
L1215[18:45:25] <shredder8910> !gf
func_149663_c 1.7.10
L1216[18:45:26] <Ordinastie_> I'm pretty
sure you don't need an additional JSON
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L1218[18:45:50] <shredder8910> !gf
func_149663_c
L1219[18:46:02] <techbrew> not more
files, more variant-specific sectiosn
L1220[18:46:07] <techbrew>
*sections
L1221[18:46:09] <SatanicSanta> no it
would be another file.
L1222[18:46:30] <mort> hey, using
renderItem(), is it possible to scale down the size of the
item?
L1224[18:46:59] <SatanicSanta> this isnt
the inventory
L1225[18:47:12] <SatanicSanta> in-world
positioning
L1226[18:47:20] <Ordinastie_> then don't
use "inventory"
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L1228[18:48:08] <mort> anyone?
L1229[18:48:20] <Ordinastie_> is it your
item ?
L1230[18:48:33] <mort> well, it's just an
ItemStack
L1231[18:48:38] <SatanicSanta>
Ordinastie_: Do I have to specify a specific model for the
submodel? Or can I just transform and hope that it uses the
default?
L1232[18:49:00] <mort> calling
Minecraft.getMinecraft().getRenderItem().renderItem() in a TESR,
I'd like to scale down the stack that's rendered
L1233[18:49:36] <Ordinastie_>
SatanicSanta, I don't know, test it
L1234[18:49:39] <SatanicSanta> mk
L1235[18:49:46] <Ordinastie_> that's why
I don't use them though
L1236[18:49:56] <Ordinastie_> it's an
absolute nightmare to use
L1237[18:50:02] <SatanicSanta> what is?
submodels?
L1238[18:50:08] <Ordinastie_> models in
general
L1239[18:50:09] <Ordinastie_> JSON
L1240[18:50:15] <SatanicSanta> oh I don't
really mind it
L1241[18:50:31] <Ordinastie_> mort,
GLStateManager
L1242[18:51:07] <SatanicSanta> I do
indeed need to specify the model.
L1243[18:51:08] <techbrew> mort,
generally you use GlStateManager.scale() with rotate() and
translate()
L1244[18:51:25] <SatanicSanta> but this
also wont work unless theres a way to make the existing model not
exist
L1245[18:51:26] <mort> alright,
thanks.
L1246[18:51:48] <mort> btw, is there any
benefit to using GLStateManager.translate() instead of
GL11.glTranslate() ?
L1247[18:51:48] <techbrew> mort: look at
RenderItemFrame
L1248[18:52:03] <Ordinastie_> mort,
consistency
L1249[18:52:08] <mort> fair enough
L1250[18:52:09] <techbrew> GLStateManager
always, Mojang's doing bookkeeping in there on a lot of calls
L1251[18:52:20] <Ordinastie_> because
other calls will store the state and prevent useless upload
L1252[18:52:27] <Ordinastie_> like
bindTexture
L1253[18:53:13] <mort> will replace my
GL11 with GlStateManager then
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L1256[18:56:00] <Ordinastie_> did you
even try what I linked ?
L1257[18:56:04] <SatanicSanta> yes
L1258[18:56:33] <SatanicSanta>
Ordinastie_: [16:52:00] <SatanicSanta> but this also wont
work unless theres a way to make the existing model not exist
L1260[18:57:07] <SatanicSanta> yes of
course
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L1263[19:00:09] <Ordinastie_> from the
example, I think you can acheive what you need
L1264[19:00:42] <SatanicSanta> oh
hey
L1265[19:00:45] <SatanicSanta> I made
something happen
L1266[19:00:49] <SatanicSanta> Not what I
want, but something :D
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L1271[19:03:34] <diesieben07> hot damn, 2
factor auth makes it a real pain in the butt when you need to
factory-reset your phone
L1272[19:03:35] <SatanicSanta>
Ordinastie_: I think I'm on the right track. Your pastebin and the
forge blockstate specs on gist were by far more useful than the
docs, for the record :P
L1273[19:04:17] <Ordinastie_> I was
trying to find that gist, but I couldn't
L1274[19:04:32] <Ordinastie_> found
it
L1275[19:04:40] <Ordinastie_> now that
you said it was on gist
L1276[19:06:01] <SatanicSanta> someone
linked it earlier
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L1278[19:06:59] <Ordinastie_> I don't
click every link that goes through here :p
L1279[19:07:37] <SatanicSanta> now thats
weird
L1281[19:08:44] <Ordinastie_> do you
rotate too ?
L1282[19:09:06] <SatanicSanta> yes
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L1284[19:09:12] <SatanicSanta> but not in
this specific transformation
L1285[19:09:15] <SatanicSanta> that is
based on the facing value
L1286[19:09:16] <Ordinastie_> try
changing the order
L1287[19:09:36] <SatanicSanta> I shall
try that again because I don't remember what happened when I did
that before.
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L1290[19:18:07] <SatanicSanta> Alright,
putting the on_pipe stuff after the facing stuff. *crosses
fingers*
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L1292[19:19:22] <SatanicSanta>
Ordinastie_: The order of the variants appears to not make a
difference
L1293[19:19:50] <Ordinastie_> I wouldn't
expect it to
L1294[19:20:16] <Ordinastie_> I meant
between rotation and post-rotation
L1295[19:20:26] <SatanicSanta> huh?
L1297[19:21:11] <SatanicSanta> Oh, I
misunderstood you
L1298[19:21:20] <SatanicSanta> I'm not
using the rotation stuff in the transform block
L1299[19:21:24] <SatanicSanta> just
translation
L1300[19:21:41] <Ordinastie_> can you
show your model ?
L1301[19:21:54] <SatanicSanta> no
problem
L1304[19:24:19] <SatanicSanta> Right, but
that rotation is handled by vanilla iirc
L1305[19:24:25] <Ordinastie_> change
it
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L1308[19:30:03] <SatanicSanta>
Ordinastie_: no difference.
L1309[19:30:24] <Ordinastie_> can you
update the gist ?
L1310[19:31:55] <SatanicSanta> sec
L1311[19:36:07] <SatanicSanta>
Ordinastie_: there
L1312[19:36:32] <Ordinastie_> and you
tested both rotation and post-rotation ?
L1313[19:36:39] <SatanicSanta> ah,
no
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L1316[19:38:47] <SatanicSanta> yeah
post-rotation does not make a difference
L1317[19:38:58] <Ordinastie_> I hope
you're not relaunching MC each time you change the model
L1318[19:39:14] <SatanicSanta> Why?
L1319[19:39:23] <Ordinastie_> because you
dont have to
L1320[19:39:35] <SatanicSanta> I thought
they only get read once?
L1321[19:39:55] <Ordinastie_> and also
when you reload the resources in MC
L1322[19:40:03] <Ordinastie_> F3 + T I
think
L1323[19:40:21] <SatanicSanta> Well
that's neat
L1324[19:40:44] <SatanicSanta> Thank you
for that. That should save me quite a bit of time. Had no idea that
was a thing.
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L1327[19:41:12] <Ordinastie_> it's like
people that want to code but don't know hotswap or how to
debug
L1328[19:41:46] <Ordinastie_> and no,
sysout is NOT debugging ><
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L1335[20:01:21] <SatanicSanta> I mean it
depends on what you're doing
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L1339[20:02:39] <SatanicSanta> also that
f3 + t thing doesnt seem to actually reload models/blockstate
jsons
L1340[20:02:57] <Ordinastie_> it's one of
the F3
L1341[20:03:07] <Ordinastie_> are you
using eclipse ?
L1342[20:03:30] <Ordinastie_> if so, make
sure you refresh the project if you're editing the JSON with an
extern editor
L1343[20:03:44] <SatanicSanta> f3 + t
reloads resource packs, that was correct.
L1344[20:03:50] <SatanicSanta> I am using
intellij idea
L1345[20:03:58] <SatanicSanta> and I am
editing the JSON with intellij idea
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L1350[20:12:37] <williewillus> you need
to hit remake
L1351[20:12:39] <williewillus> before
f3+t
L1352[20:12:45] <williewillus> idea
doesn't auto-reexport resources
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L1355[20:14:46] <mort> the name
`world.isRemote` could've been a bit better; it's not really clear
whether it's remote from the perspective of the server or from the
client
L1356[20:15:00] <mort> I know it's from
the perspective of the server, but still, I get it wrong half the
time
L1357[20:16:53] <diesieben07> it's not
from any perspective...
L1358[20:17:01] <diesieben07> it means
"is this world running remotely or not?"
L1359[20:17:09] <diesieben07> remotely =
this world is a mirror of a remote world
L1360[20:17:12] <diesieben07> = it's a
client world
L1361[20:17:24] <williewillus>
mcforge.readthedocs.io/en/latest/concepts/sides/
L1362[20:17:29] <williewillus> i should
have that on macro by now
L1363[20:17:36] <mort> well it's very
frequently used to check "is this code on the client or on the
server?"
L1364[20:17:51] <LexManos> then its used
wrong
L1365[20:17:59] <williewillus> ^
L1366[20:18:03] <mort> really, what would
be the better way?
L1367[20:18:06] <LexManos> it's used to
define if it's the authoriative side or not.
L1368[20:18:07] <williewillus> it
distinguishes logical client and logical server
L1369[20:18:23] <williewillus> nothing
about the real(physical) client or server
L1370[20:18:25] <LexManos> it could as
easily be called 'isAuthortativeViewOfThisWorld' but that would be
retarded
L1371[20:18:50] <LexManos> Its a simple
concept, don't bitch about it it's not changing.
L1372[20:18:55] <mort> williewillus: I
know it's just the logical client/server, not the physical
client/server jar files
L1373[20:19:13] <williewillus> what would
a better name be in your opinion? :P
L1374[20:19:14] <Ordinastie_> do we know
the field name internall at mojang ?
L1375[20:19:15] <mort> williewillus: I've
been using "the server" to mean "the logical
server" and "the client" to mean "the logical
client"
L1376[20:19:19] <Unh0ly_Tigg> it *could*
be renamed to isClient
L1377[20:19:24] <williewillus>
Unh0ly_Tigg: lol
L1378[20:19:27] <LexManos> As for what
'perspective' it's from... Its from the prospective of the
world.
L1379[20:19:33] ***
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L1381[20:20:02] <williewillus> (context:
that happened a couple years ago and was quickly reversed :P)
L1382[20:20:09] <mort> the (logical)
server will always have the authorative view of the world, so in
practice, it's just distinguishing between the logical client and
server
L1383[20:20:15] <williewillus> yes
L1384[20:20:18] <williewillus> so what
would you name it? :P
L1385[20:20:44] <Ordinastie_> are you
baiting bans? ><
L1386[20:20:45] <mort> isClient could be
nice maybe, as Tigg said
L1387[20:20:56] <mort> I'm not advocating
it should be changed btw
L1388[20:21:01] <LexManos> Dont know if I
should ban for that as it's baited...
L1389[20:21:02] <williewillus> that
already happened and quickly got reversed
L1390[20:21:08] <williewillus> lol
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L1392[20:21:19] <mort> what's the reason
it was reversed?
L1393[20:21:36] <LexManos> Because it is
a stupid name that has nothing to do with being on the client or
the server.
L1394[20:21:56] <mort> it has everything
to do with being on the logical client or server though
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L1396[20:22:16] <LexManos> Not really its
also used by mods for slave subviews of the server worlds
L1397[20:22:37] <SatanicSanta> I don't
really see what's wrong with isRemote
L1398[20:22:40] <LexManos> As well as the
fact that the community misunderstands the terms 'client' and
'server' as they are ambigious between logical or physical
L1399[20:23:25] <LexManos> There isn't
anything wrong with it and it's less abstract, and provides less
connotations of what the field is for that dont exist.
L1400[20:23:54] <mort> I don't know
anything about these slave subviews of the server worlds, but
that's probably a good argument
L1401[20:26:03] <mort> considering it's
called on the world object, and 'remote' could be understood as
'not authoratative', I suppose the current name makes sense
L1402[20:26:46] <Ordinastie_> I wonder,
do you know an example of slave world on server ?
L1404[20:28:02] <mort> Naiten: first
thing that comes to mind is that you don't return `false` from
`isFullCube` and `isOpaqueCube`
L1405[20:28:28] <mort> assuming you meant
the model's texture is black
L1406[20:31:07] <mort> hmm, with
renderItem(), blocks seem to be rendered higher than items with no
associated block
L1408[20:32:47] <Ordinastie_> yeah, looks
like the ligthing
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L1410[20:33:14] <mort> never used
isBlockNormalCube, everything seems to work if I don't touch
anything for full 1x1x1 cubes and return false from isOpaqueCube
and isFullCube
L1411[20:33:44] <mort> someone smarter
than me could probably tell exactly what the difference between the
various methods do, I just use either both or neither
L1412[20:34:10] <Ordinastie_> those
methods are a total mess
L1413[20:36:09] <Naiten> welp,
isBlockNormalCube bugs the ambient occlusion, and isOpaqueCube
defines if neighbouring blocks will render their sides
L1414[20:36:36] <Naiten> idk what
isFullCube does, and it's not helping .-.
L1415[20:37:41] <SatanicSanta> Naiten: I
had that issue recently, unfortunately I don't at all remember what
I did to fix it
L1416[20:38:08] <Naiten> SatanicSanta,
Dx
L1417[20:38:31] <mort>
ImmutableMap.of("#None",
"row:block/blockTrack") - the capital N in that None
looks kinda weird, but it could just be your convention and not a
typo
L1418[20:39:30] <SatanicSanta> I don't
think that would cause that problem.
L1419[20:39:47] <mort> right, it would
just be pink and black wouldn't it
L1420[20:40:08] <SatanicSanta> yes
L1421[20:40:36] <Ordinastie_> what
happens if you change the lightValue for your block ?
L1422[20:40:43] <mort> is there a way to
A) make renderItem() not render blocks higher than items, or B)
detect if an Item is a block or just an item?
L1423[20:41:02] <mort> the latter would
be to manually add an offset
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L1426[20:44:05] <tterrag> mort: blocks
aren't rendered higher than items?
L1427[20:44:14] <tterrag> what do you
mean "higher"?
L1428[20:45:44] <Naiten> i had working
1.8 code, then i had working 1.10.2 code, then i broke my 1.10.2
code and now can't get it to work again, then i set up a repo, why
couldn't i do that earlier? )m
L1430[20:46:18] <mort> @tterrag
L1431[20:47:07] <Ordinastie_> Naiten, if
you're asking why you didn't set a repo earlier, you said you
didn't want people to steal your code
L1432[20:47:44] <Naiten> Ordinastie_,
BitBucket provides private repos x.x
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L1434[20:49:26] <mort> tterrag
L1435[20:50:00] <Ordinastie_> mort, you
can check for ItemBlock
L1436[20:50:14] <Ordinastie_> may not
work for everything
L1437[20:50:36] <mort> alright, I'll try
that
L1438[20:51:29] <Naiten> Ordinastie_,
welp, i don't mind making some part of my code opensource, but not
the specific part of some complex physics. Afaik, no repo host
provides ability to separate code on open and closed
L1439[20:52:13] <Ordinastie_> I just
think you're a bit delusional if you think people want to steal
your code, but whatever
L1440[20:52:43] <Naiten> indeed i
am
L1441[20:54:14] <kashike> Naiten: gitlab
is far better than bitbucket
L1442[20:54:22] <kashike> for free
private repos
L1443[20:54:39] <Naiten> kashike, why is
it?
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L1445[20:55:16] <kashike> far better
interface, better feature set, similar to github
L1446[20:55:57] <mort> self hosting gogs
or gitlab isn't a bad option either if you have a small vps
L1447[20:56:26] <kashike> that too
L1448[20:56:28]
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L1449[20:56:39] <kashike> or if you are a
student, get free private repos (+ more) with github
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L1452[20:58:29] <mort> I'm not that big a
fan of "free for students" kinds of deals; seems to be
designed to make students reliant on a service while it's free,
then suddenly get a bunch of money once they stop studying and
still rely on the service
L1453[20:58:43] <mort> though ymmv
L1454[20:59:23] <Naiten> thing is, i'm
not really into passing my personal data to big companies just to
get "free for students" deal, also, what mort said^
L1455[20:59:24] <Ordinastie_> well,
that's exactly what they're designed for
L1456[21:01:35] <mort> a vps is $5/month
(or some pennies per hour if you don't need it on 24/7), domain
$10/year, and setting up gitlab or gogs is easy
L1457[21:02:07] <kashike> github just
asks you to verify with a student email, they don't ask for
anything other than that iirc
L1458[21:02:11] <tterrag> mort: that's
just the model transforms
L1459[21:02:15] <kashike> might ask for
something else, can't remember
L1460[21:02:15] <tterrag> not specific to
blocks or items
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L1462[21:04:46] <mort> tterrag: well it's
still an issue, which is now mostly fixed by adding a -0.08 offset
to ItemStacks whose Item are BlockItems. If there's a better
solution, I'd love to hear that
L1463[21:08:21] <tterrag> mort: there's
no solution because there isn't really a problem
L1464[21:08:26] <tterrag> you may notice
that the item's model is just taller
L1465[21:08:43] <tterrag> unless you
programmatically figure out the bottom of the model (not easy)
there is no real fix
L1466[21:10:11] <mort> it is an issue
though, not a big one, but it looks better when both blocks and
items sit firmly on the ground rather than blocks floating in the
air
L1467[21:11:03] <tterrag> well if the
models are properly transformed they should all be centered on the
same spot
L1468[21:12:15] <mort> they're probably
centered alright, but that doesn't really matter that much
L1469[21:13:30] <mort> I mean, it's
certainly not a big issue to have blocks float in the air, it's not
like minecraft is incredibly uptight about gravity and such
L1470[21:13:44] <mort> and I get why it
is like that
L1471[21:13:51] <mort> doesn't mean it's
really desired
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L1476[21:28:30] <cpw> fixed some things
:P
L1477[21:31:17] <masa> Desire is
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L1493[22:09:38] <theFlaxbeard> how do I
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L1494[22:11:26] <TehNut> Same way as
always. FMLServerStartingEvent
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