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L11[00:26:57] <BordListian> how to check if
two banners are equal 101
L12[00:27:05] <BordListian> boolean
bothnull = (patternsA == null || patternsA.tagCount() == 0)
&& (patternsB == null || patternsB.tagCount() == 0);
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L16[00:31:47] <BordListian> for some reason
you can sometimes get banners that have a pattern list set but its
empty
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L21[00:37:05] <killjoy> If only there was
some sort of equals method for nbt
L22[00:37:46] <killjoy> Something like
NBTBase.equals(Object)
L23[00:37:48] <BordListian> there is
L24[00:37:57] <killjoy> \/s
L25[00:37:59] <BordListian> but it's not
gonna work
L26[00:38:13] <killjoy> I guess you gotta
make your own
L27[00:38:39] <BordListian> it would work
if that list wasn't randomly null
L28[00:39:07] <kashike> is func_181123_a
not what you're looking for?
L29[00:39:15] <BordListian> func what
L30[00:39:21] <BordListian> can i get a srg
name in here
L31[00:39:26] <killjoy> !!gm 181123
L32[00:39:27] <MCPBot_Reborn> === MC
1.10.2: net/minecraft/nbt/NBTUtil.areNBTEquals (eb.a) UNLOCKED
===
L33[00:39:28] <MCPBot_Reborn> Name : a
=> func_181123_a => areNBTEquals
L34[00:39:29] <MCPBot_Reborn> Descriptor :
(Lef;Lef;Z)Z =>
(Lnet/minecraft/nbt/NBTBase;Lnet/minecraft/nbt/NBTBase;Z)Z
L35[00:39:29] <MCPBot_Reborn> Comment :
None
L36[00:39:30] <MCPBot_Reborn> SRG Params :
NBTBase p_181123_0_, NBTBase p_181123_1_, Z p_181123_2_
L37[00:39:31] <MCPBot_Reborn> MCP Params :
NBTBase nbt1, NBTBase nbt2, boolean compareTagList
L38[00:39:32] <MCPBot_Reborn> Last Change:
2016-03-05 05:20:21.826980-05:00 (mrpingouin)
L39[00:39:38] <BordListian> again
L40[00:39:42] <BordListian> it would
work
L41[00:39:51] <BordListian> if that list
wasn't randomly null
L42[00:39:55] ⇦
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L43[00:40:02] <killjoy> btw, that's a
terrible name
L44[00:40:26] <killjoy> could we not have
just overloaded equals?
L45[00:40:27] <BordListian> yeah it's
pretty dumb especially as equals is overridden on every single
nbtbase extending class
L46[00:41:02] <killjoy> static equals
methods catch nulls
L47[00:41:20] <BordListian> ah
L48[00:41:21] ⇦
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L49[00:41:23] <BordListian> wait
L50[00:41:47] <BordListian> does that mean
it'd return true for comparison of an nbttaglist of size 0 and
null
L51[00:42:01] <killjoy> isn't size an
int?
L52[00:42:06] <killjoy> int can't be
null
L53[00:42:16] <BordListian> nbttaglist of
size 0 is nbttaglist
L54[00:42:21] <TehNut> null list vs list of
size 0
L55[00:42:24] <killjoy> []
L56[00:42:40] <killjoy> someone probably
tried to remove it by setting null
L57[00:42:46] <killjoy> or it's just not
initialized
L58[00:42:50] <BordListian> you're
right
L59[00:42:55] <BordListian> someone
probably tried that
L60[00:43:11] <BordListian> in this dev
enviroment that has vanilla, forge and my thing
L61[00:43:25] <BordListian> and i'm not
touching nbt tags
L62[00:43:30] <BordListian> only reading
them
L63[00:43:32] <killjoy> I know I do that
for enchantments, but it's just to fix a client-side rendering
issue of mine.
L64[00:43:41] ⇨
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L65[00:43:50] <killjoy> I throw away the
itemstack after I render it.
L66[00:44:13] <TehNut> Banners default to a
null list
L67[00:44:16] <killjoy> I guess technically
null != []
L68[00:44:45] <killjoy> everything defaults
to a null everything
L69[00:44:54] <BordListian> yeah i have no
idea how i got two empty banners that are somehow not
stacking
L70[00:45:09] <BordListian> because one has
null and one has a 0 length list
L71[00:45:28] <killjoy> just say empty
list
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L73[00:45:40] <killjoy> save yourself some
keystrokes
L74[00:46:11] <BordListian> *shrugs*
L75[00:46:30] <BordListian> somehow the
rest of this stuff is working tho which is pretty great
L76[00:46:59] <BordListian> oddly, players
are not EntityLiving
L77[00:47:04] <killjoy> how often do you
gets [] banners?
L78[00:47:12] <killjoy> EntityLiving is for
mobs
L79[00:47:14] <BordListian> i got one so
far
L80[00:47:26] <killjoy> Then it's too rare
to fix
L81[00:47:39] <killjoy> is it really that
much of an issue?
L82[00:47:42] <BordListian> well i fixed
it
L83[00:47:50] <BordListian> yes it's that
much of an issue
L84[00:48:06] <BordListian> it's a banner
detector
L85[00:48:12] <BordListian> detecter?
L86[00:48:47] <BordListian> it would be
weird to put two identical banners infront of the detector (or
wearing it on your head) and it not triggering
L87[00:49:09] *
killjoy is confizzled
L88[00:50:07] <BordListian> the AABB
constructor for one blockpos correctly adds 1 but the one for two
blockpos doesn't
L89[00:50:47] <killjoy> banners?
L90[00:51:07] <BordListian> in
general
L91[00:52:14] <BordListian> so if you make
a new AABB with the two blockpos constructor but put the same
blockpos twice it will make an empty AABB
L92[00:52:29] <BordListian> whereas putting
one blockpos creates a 1x1x1 AABB
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L95[01:00:47] <killjoy> AABB is out of my
experience
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L106[01:26:19] <HACKhalo2> alright, so
apparently the wiki has been archived... why, if I can ask?
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L109[01:35:09] <BordListian> because all
information is soon to be taken exclusively from githubs of other
mods
L110[01:35:38] <sham1> Or gitlabs
L111[01:37:24] <sham1> Also, there is only
one github
L112[01:37:58] <HACKhalo2> so, the Github
Wiki is now the official one?
L113[01:38:11] <HACKhalo2> or has it not
been made yet?
L115[01:38:27] <sham1> Contributions are
welcome
L116[01:39:03] <HACKhalo2> I'm willing to
contribute, I just need to know where
L118[01:39:35] <sham1> Damn it
L119[01:39:38] <sham1> Was too slow
L120[01:39:46]
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L121[01:41:11] <HACKhalo2> alright,
thanks. I'll pull it down on my laptop and start writing up/filling
in information on my stupid long work shifts
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L123[01:43:07] <HACKhalo2> I'm assuming
Access Transformers haven't changed between 1.7.10 and now,
yes?
L124[01:43:42] <sham1> I don'
L125[01:43:50] <sham1> think so
L126[01:43:54] <sham1> But you should not
use them
L127[01:44:07] <McJty> Sometimes you
cannot avoid them
L128[01:44:36] <McJty> Note that AT's
haven't changed but the methods can have changed so you will have
to update them most likely
L129[01:44:47] <sham1> And I said should
not use
L130[01:44:49] <sham1> Not not use
L131[01:45:05] <HACKhalo2> I can avoid it,
but the Reflection overhead I have is stupid
L132[01:45:17] <McJty> For what are you
using an AT?
L134[01:46:17] <sham1> If you have that in
your code as a static final variable, the invocation overhead is no
more than invoking a normal field or a method
L135[01:46:25] <sham1> Basically, the JIT
optimises it
L136[01:46:35] <sham1> Exists since
Java7
L137[01:46:37] <McJty> I have a few AT's
that change a method from private to public so that I can override
it
L138[01:46:42] <McJty> Hard to do that
with reflection I think
L139[01:46:53] <sham1> McJty, why not make
them protected then
L140[01:46:59] <HACKhalo2> I need to make
some RenderManager variables public so I can draw outlines
L141[01:47:12] <sham1> Well, MethodHandles
it is
L142[01:47:15] <McJty> I could also do
that of course
L143[01:47:35] <sham1> Because making the
method public is probably excessive
L144[01:48:05] <McJty> HACKhalo2, In such
a situation I usually just copy over the private method to my own
code
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L146[01:48:44] <sham1> Yeah, you probably
could draw some outlines yourself
L147[01:48:58] <McJty> I usually end up
making changes to it anyway to suit my needs
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L149[01:50:56] <HACKhalo2> well, what I'm
currently doing is hooking into the renderPositionX through Z and
drawing an outline when the RenderEngine draws the block
L150[01:51:26] <sham1> Okay?
L151[01:51:28] <HACKhalo2> because why do
it twice?
L152[01:52:00] <HACKhalo2> extremely
hacky, but it works, other then the overhead from Reflection
L153[01:52:53] <sham1> If you use
methodhandles, there will be no overhead
L154[01:53:43] <HACKhalo2> I'm looking at
how to use methodhandles now
L155[01:54:06] <sham1> For private fields,
you first get the Field object of the thing you are looking
for
L156[01:54:56] <sham1> Then in
MethodHandles.Lookup there is this method called unReflectSetter
and unReflectGetter, that give you a "getter" and a
"setter" of the field
L157[01:54:56] <HACKhalo2> alright,
already have those
L158[01:55:18] <sham1> Umn, show your
code
L159[01:55:22] <sham1> I want to see
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L162[01:56:51] <sham1> Okay
L163[01:58:18] <sham1> Let me make you an
example of how they are to be used
L164[01:59:25] <HACKhalo2> from what you
said so far, instead of manually using setAccessible, I use
MethodHandle.Lookup with the getter and setter
L165[01:59:28] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160731 mappings to Forge Maven.
L166[01:59:31] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160731-1.10.2.zip
(mappings = "snapshot_20160731" in build.gradle).
L167[01:59:41] <sham1> You still need
setAccessible AFAIK
L168[01:59:42] <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/
L169[01:59:47] <HACKhalo2> oh
L170[01:59:50] <sham1> It does not hurt
for it to be there
L171[01:59:56] <HACKhalo2> alright
L172[01:59:56] <sham1> Let me just write
the example for you
L173[02:00:00] <HACKhalo2> okay
L174[02:00:01] <sham1> It will be
easier
L175[02:00:04] <HACKhalo2> :P
L176[02:00:25] <HACKhalo2> especially
since my brain is barely working after 14 hours at work
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L178[02:03:48] <Tazz> anyone got any
architectural design styles that they really like in MC? XD
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L181[02:09:10] <sham1> Note that I have
not actually tested this code anywhere
L182[02:09:25] <sham1> I just wrote it how
I remember the procedure
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L184[02:10:50] <HACKhalo2> hrm,
alright
L185[02:11:32] <HACKhalo2> might need some
casts if MethodHandle doesn't do them, but I think I get the jist
of it
L186[02:12:02] <HACKhalo2> and they update
when the class that uses them updates, yes?
L187[02:12:21] <sham1> What do you
mean
L188[02:13:13] <HACKhalo2> like, if
renderPositionX goes from 0 to 5, my MethodHandle will return 5
with the getter?
L189[02:13:29] <sham1> Of course
L190[02:13:34] <HACKhalo2> okay,
sweet
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L192[02:14:05] <HACKhalo2> Reflection is a
bunch of magic to me, so I tend to try and avoid it when I
can
L193[02:14:25] <sham1> This is reflection,
but faster
L194[02:14:35] <sham1> Thank you Java
7
L195[02:14:36] <HACKhalo2> faster is
better
L196[02:15:05] <HACKhalo2> alright, thank
you so much sham1
L197[02:15:24] <HACKhalo2> now to go back
and tinker some more before I pass out
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L206[02:48:50] <Subaraki> rendering
registering changed ? what's IRenderFactory ?
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L208[02:51:00] <BordListian> >an
interface for render factories
L209[02:51:04] <BordListian> i'm
screaming
L210[02:53:53] <sham1> Why
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L212[02:54:34] <sham1> factories are
good
L213[02:54:46] <Subaraki> so i implemented
that
L214[02:54:58] <Subaraki> and returned
'this' in the interface method
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L216[02:55:09] <sham1> In Java 8 you can
have it be a lambda expression
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L218[02:55:24] <Subaraki> yeah, but lets
not go for that right now
L219[02:55:30] <Subaraki> some people
might stll have old java
L220[02:55:41] <sham1> They should
update
L221[02:56:51] <Subaraki> the problem is
the registering now
L222[02:58:13] <Subaraki>
RenderingRegistry.registerEntityRenderingHandler(EntityPainting.class,
(IRenderFactory)(new RenderPaintingLate(null)));
L223[02:58:17] <Subaraki> this seems all
but legit :s
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L232[03:18:33] <hch12907> are there any
changes to item models? my item is as large as a block since i
updated to 1.9
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L256[03:40:23] <hch12907>
interesting...
L258[03:40:45] <hch12907> when i attempt
to click on the item, it disappears
L259[03:41:04] ***
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L260[03:41:25] <BordListian> seen a
similar thing in better with mods
L261[03:42:07] <BordListian> while it's in
the crafting grid as a 0 stack you can even continue crafting with
it
L262[03:42:27] <hch12907> are there ways
to fix it?
L263[03:44:02] <BordListian> yeah
probably
L264[03:44:29] <BordListian> are you the
author or do you want it fixed in a pack?
L265[03:44:57] <hch12907> i am the
author
L266[03:45:21]
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L268[03:45:34] <hch12907> just figured it
out, need to do itemStack.copy() first, modify the itemstack and
return it
L269[03:46:09] <hch12907> which is weird
as it worked perfectly in 1.8
L270[03:46:19] <hch12907> without the
itemStack.copy()
L271[03:49:28] <BordListian> wait are you
fucking with me
L272[03:49:31] ***
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L273[03:49:36] <BordListian> you can set
velocity and add velocity
L274[03:49:39] <BordListian> but you can't
get it
L275[03:49:42] <BordListian> ???????
L276[03:49:59] <hch12907> at which
class?
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L280[03:50:08] <BordListian>
EntityPlayer
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L282[03:51:07] <killjoy> posX -
prevPosX
L283[03:51:32] <BordListian> but why
L284[03:51:49] <killjoy> motionX is only
updated client-side from what I've experienced
L285[03:52:01] <killjoy> and it's not sent
to the clients either
L286[03:52:26] <BordListian> additional
question
L287[03:52:33] <BordListian> what's the
order of coodinates on addVelocity
L288[03:52:43] <BordListian> x,z,y or
x,y,z?
L289[03:52:44] <killjoy> xyz
L290[03:52:53] <BordListian> ok
L291[03:52:55] <killjoy> when ever is it
xzy?
L292[03:53:34] <BordListian> atleast one
occasion
L293[03:53:39] <BordListian> that i don't
remember at all
L294[03:53:53] <hch12907> my item model
terribly big(as big as a block) in 1st person and 3rd person
L295[03:53:55] <BordListian> even better,
the argument names are switched
L296[03:54:13] <hch12907> even in the
world(as entity) it is big
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L298[03:57:45] ***
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L299[03:58:01] <Subaraki> I FORGOT HOW
RESOURCELOCATION WORKS D:
L300[03:58:54]
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L301[03:59:01] <Subaraki> it can't seem to
load in a file located in
src/main/resources/subaraki/art/file.png
L302[03:59:18] <Subaraki>
subaraki:art/file.png doesnt do it
L303[03:59:29] <Subaraki> and neither are
a bunch of other ways of spelling it :(
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L305[03:59:50] <BordListian>
subaraki:subaraki/art/file.png ?
L306[04:00:04] <Subaraki> :o
L307[04:00:06] <Subaraki> maybe
L308[04:00:10] <BordListian> hm
L309[04:00:21] <Subaraki>
java.io.FileNotFoundException: subaraki:subaraki/art/gib.png
L310[04:00:22] <Subaraki> :/
L311[04:03:47]
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L313[04:03:59] <BordListian> doing a thing
to make hot blocks provide updrift for the elytra but i have no
idea what vel means
L314[04:04:13] <BordListian> so i'm
blindly typing in values and shooting thousands of blocks into the
air
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L317[04:09:37] <Subaraki> vel is probably
velocity
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L321[04:12:53] <BordListian> in terms of
value
L322[04:13:07] <BordListian> i'm assuming
meters per tick
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L345[04:55:35] <MalkContent> there an easy
way to remove unused imports?
L346[04:55:48] <MalkContent> i always
remove them all and readd every redlined thing :x
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L349[04:57:30] <BordListian> is there
actually any info on how BossInfo works at all
L350[04:57:42] <BordListian> it's like a
magical class, seperate from everything
L351[04:58:24] <MalkContent> (eclipse
btw)
L352[04:59:16] <MalkContent> i only
remember that unused imports would be remarked automatically in
school projects, never happened for coding for minecraft
though
L353[05:00:43] ⇦
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L354[05:01:41] ***
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L355[05:02:07] <MalkContent> nvm, got it
:)
L356[05:04:04] <BordListian> ah, that's
why
L357[05:04:07] <BordListian> wow
L358[05:04:14] <BordListian> it's
literally a packetsender
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L360[05:05:33] <Subaraki> gradlew's not
detecting my java 8 install :/
L361[05:06:04] <Subaraki> gradlew's not
detecting my java 8 install :1.6 ??
L362[05:06:54]
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L364[05:11:13] <IoP> ... JAVA_HOME or
PATH
L365[05:12:19] <Subaraki> both set to
1.8
L366[05:13:06] ***
amadornes[OFF] is now known as amadornes
L367[05:13:16] <Subaraki> java home :
C:\Program Files\Java\jdk1.8.0_91
L368[05:13:34] <Subaraki> path :
C:\Program Files\Java\jdk1.8.0_91\bin;
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L371[05:15:13] <gigaherz> Subaraki: what
do you mean "not detecting"
L372[05:15:16] <gigaherz> what does it
say?
L373[05:15:36] <gigaherz> don't just give
us your interpretation, show logs to go along with it
L375[05:16:16] <gigaherz> that has nothing
to do with finding java8
L376[05:16:19] <gigaherz> it means you
don't have
L378[05:16:45] <gigaherz> java 8 source
compatibility assigned
L379[05:16:50] <gigaherz> since forge
defaults to 6
L380[05:17:00] <BordListian> still!?
L381[05:17:11] <gigaherz> MC is compiled
to java6
L382[05:17:15] <gigaherz> so forge will
remain java6
L383[05:17:35] <BordListian> i thought
there was a big push towards java8 last year
L384[05:17:43] <gigaherz> nah
L385[05:17:49] ⇦
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L386[05:17:49] <gigaherz> it was just us
modders who stopped giving fucks about it
L387[05:18:10] <Subaraki> well then
<_<
L388[05:19:17]
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L389[05:19:21] <BordListian> and here i
thought adding some really hacky bossinfo code would make this
work
L390[05:20:10] <Subaraki> thanks gigaherz
:) that worked
L391[05:20:16] <gigaherz> np
L392[05:20:59] <BordListian> oh do i need
to manually add tracked players
L393[05:21:09] <BordListian> boy oh
boy
L394[05:23:35] <gigaherz> I wish I knew
how the boss info bar works
L395[05:23:43] <gigaherz> so I could know
if what you are saying sounds crazy or not
L396[05:23:44] <gigaherz> XD
L397[05:23:52] <BordListian> i'm looking
at wither code
L398[05:24:07] <BordListian> it adds any
entities it tracks to the bossinfo tracking
L399[05:24:21] <BordListian> which is
essentially just sending a bunch of messages
L400[05:25:55] <BordListian> ya gaia
guardian does the same thing
L401[05:28:01] <gigaherz> sounds like a
prime target for a forge capability ;P
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L404[05:28:15] <BordListian> it already
has one for rendering
L405[05:28:24] <BordListian> because
botania, i assume
L406[05:31:53] ⇦
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L407[05:31:53] ***
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L408[05:33:14]
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L409[05:33:21] <secknv> hello
L410[05:33:53] <secknv> erm is this where
I should ask for help with blockstates jason files
L411[05:34:02] <secknv> json*
L412[05:35:04] <secknv> basically my
problem is that one of the blocks my mod adds has a huge size while
held on hand and while floating on the floor as item
L413[05:35:11] <secknv> compared to
vanilla blocks
L414[05:35:41] <secknv> what is messing
with my head is that another block my mod adds is perfectly
normal
L415[05:36:11] <secknv> and I know the
problem comes from the block model json
L416[05:36:27] <secknv> (sry I already
noticed this isn't really about blockstates)
L417[05:36:48] <secknv> but I have no idea
how to fix it
L418[05:37:20] <gigaherz> your model jsons
should have "parent":"block/block"
L419[05:37:22] <gigaherz> or you should
use
L420[05:37:35] <gigaherz>
"transform":"forge:default-block" on the forge
blockstates file
L421[05:38:35] <secknv> that goes in the
same level as the "textures" thing?
L422[05:39:06] <gigaherz> yes
L424[05:39:27] <secknv> ok imma run
it
L426[05:40:03] <secknv> thanks for
that
L427[05:40:05] <secknv> also
L428[05:40:17] <secknv> what it the forge
marker and why should I put that in
L429[05:40:32] <gigaherz> the forge marker
makes the blockstates file load with the forge blockstates
loader
L430[05:40:33] <gigaherz> if not set
L431[05:40:39] <gigaherz> it will load
with the vanilla blockstates loader
L432[05:40:46] <secknv> thanks
L433[05:40:54] <gigaherz> forge
blockstates enables a different feature set
L435[05:41:42] <secknv> I went there and
did not see this
L436[05:41:44] <secknv> sry for derp
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L438[05:42:07] <BordListian>
EntityPlayerMP only exists on the server, right?
L439[05:43:23] <gigaherz>
"exists" no
L440[05:43:45] <gigaherz> but it's used
only on the server thread, yes
L441[05:43:56] <gigaherz> however, you
shouldn't rely on "instanceof EntityPlayerMP" for testing
things
L442[05:44:07] <BordListian> it's for
bossinfo
L443[05:44:13] <BordListian> it only takes
EntityPlayerMP
L444[05:44:17] <BordListian> for
tracking
L445[05:44:29] <gigaherz> yeah that logic
should only run on the server thread
L446[05:44:43]
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L447[05:49:10] <BordListian> can i get the
amount of ticks the server has been running for somehow?
L448[05:49:26] <BordListian> or do i just
keep track of it myself with the server tick event
L449[05:49:33] <gigaherz> no idea
L450[05:49:39] <gigaherz> I know how to
get the total ticks for a world
L451[05:49:53] <gigaherz> but never
checked if the server itself has a counter
L452[05:50:11] <gigaherz> yes it
does!
L453[05:50:23] <gigaherz>
MinecraftServer#getTickCounter
L454[05:50:24] <gigaherz> ;P
L455[05:50:33] <BordListian> that's
good
L456[05:51:08] <BordListian> cause i feel
running large bounding box searches for other players every tick
might be a little slow :P
L457[05:51:22] <gigaherz> wat
L458[05:51:42] <gigaherz> why do you need
to search for other players?!
L459[05:52:17] <BordListian> RandomThings
had an evil tear item that would give you a boss healthbar for a
little while
L460[05:52:25] <BordListian> but it got
removed in a recentish commit
L461[05:52:29] <gigaherz> sure
L462[05:52:30] <BordListian> trying to
bring it back
L463[05:52:32] <gigaherz> but I mean
L464[05:52:41] <gigaherz> entities ALREADY
have a system that lets you know which players are seeing
them
L465[05:52:56] <gigaherz> and events for
when a player starts and stops watching an entity
L466[05:53:07] <BordListian> what does
seeing mean in this context?
L467[05:53:14] <gigaherz> within rendering
range
L468[05:53:15] <BordListian>
chunkloaded?
L469[05:53:16] <BordListian> ah
L470[05:53:25] <gigaherz> the 128 block
limit on the server, that is
L471[05:53:26] <BordListian> okay that
would be a lot smarter
L472[05:54:05] ⇦
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L476[05:56:01] <gigaherz> take a look at
that
L477[05:56:08] <gigaherz> I wrote it for
IEEPs, which are now gone from forge
L479[05:56:17] <gigaherz> but the event
descriptions will still be useful to you
L480[05:56:53] <BordListian>
appreciated
L481[05:57:37] <gigaherz> specifically you
will be interested on the EntityTracker, and the
PlayerEvent.StartTracking and StopTracking
L482[05:58:04] <gigaherz> (stoptracking
isn't that necessary)
L483[05:59:32] <secknv> hm what exactly
does the transform forge default block do though
L484[06:00:29] <BordListian> why is
stoptracking not necessary tho
L485[06:00:30] ***
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L486[06:00:48] <gigaherz> BordListian: it
may be necessary to you
L487[06:00:56] <gigaherz> if you have to
send a "stop showing boss bar" message
L488[06:01:08] <BordListian> ye
L489[06:01:08] <gigaherz> but for like,
synchronizing random visual stuff on an entity
L490[06:01:15] <BordListian> i see
L491[06:01:23] <gigaherz> it doesn't
matter since the entity is just discarded from the client
L492[06:02:42] <gigaherz> secknv: in forge
blockstates files
L493[06:02:50] <gigaherz>
"transform" is equivalent to the "display" on
model jsons
L494[06:02:55] <gigaherz> forge has
special presets
L495[06:03:12] <gigaherz>
"forge:default-block", "forge:default-item",
...
L496[06:03:16] <secknv> oh I see
L497[06:03:31] <secknv> so how does the
item one work
L498[06:04:01] <gigaherz> the item one has
the same transforms as item/generated.json
L500[06:04:11] <gigaherz> while the block
one has the same transforms as block/block.json
L501[06:04:31] <gigaherz> secknv: you can
remove the "display" section, and use
"parent":"item/generated"
L502[06:04:38] <gigaherz> that's the 1.9+
way of doing it in vanilla
L503[06:04:57] <secknv> and that will fix
the gigantic ingot in my hand
L504[06:05:11] <secknv> this is originally
someth I had done for 1.7 yes
L505[06:05:19] <secknv> trying to update
and keep doing it
L506[06:05:44] <secknv> but I am noob so I
have to come here and annoy you
L508[06:06:13] <gigaherz> this is all you
need for an item model json
L509[06:06:21] <gigaherz> don't worry,
that's why we are here
L510[06:06:28] <gigaherz> if I didn't want
to help people
L511[06:06:37] <gigaherz> I wouldn't have
answered when you asked for help
L512[06:07:11] <secknv> thanks
L513[06:08:01] <secknv> when I become a
real pro I'll come here and pay it back by helping the new
noobs
L514[06:08:40] ⇦
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L515[06:10:22] <secknv> on the item json
for the block item
L516[06:10:33] <secknv> what do I do with
the display field
L518[06:11:27] <secknv> thats what I
have
L519[06:11:43] <gigaherz> you shouldn't
need anything there
L520[06:11:53] <gigaherz> what does the
uranium ore json look like?
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L522[06:12:07] <secknv> so leave it just
as it is
L523[06:12:22] <gigaherz> no I mean
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L525[06:12:27] <gigaherz> you shouldn't
need a display section at all
L527[06:12:41] <secknv> this is the
blockstate
L528[06:12:53] <gigaherz> not the
blockstate
L529[06:12:55] <gigaherz> the block model
json
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L532[06:13:33] <gigaherz> thought so
L533[06:13:40] <gigaherz> yep you can
safely remove that "display" section completely
L534[06:13:48] <secknv> ok
L535[06:13:53] <gigaherz> cube_all already
handles it for you, now
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L537[06:14:39] <secknv> is there a place
where these premade parenst are listed or something like that
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L539[06:15:04] <secknv> I was wondering
about the diuferences between block/block and block/cube_all
L540[06:15:22] <gigaherz> block/block is a
base
L541[06:15:29] <gigaherz> it has the
default block transforms
L542[06:15:33] <gigaherz> for when it's
held in the hand
L543[06:15:34] <gigaherz> then
L544[06:15:36] <gigaherz> block/cube
L545[06:15:41] <gigaherz> extends
block/block
L546[06:15:48] <gigaherz> and adds the
faces for a cube
L547[06:15:56] <gigaherz> east, west,
north, south, up, down
L548[06:15:59] <gigaherz> and then on top
of that
L549[06:16:02] <gigaherz>
block/cube_all
L550[06:16:05]
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L551[06:16:09] <gigaherz> extends
block/cube
L552[06:16:10] <irctc496> hi
L553[06:16:14] <gigaherz> and says that
all the 6 faces
L554[06:16:23] <gigaherz> should be
assigned the same "all" texture
L556[06:17:30] <secknv> the best would
be?
L557[06:17:45] <gigaherz> are all sides
identical?
L558[06:17:54] <secknv> it's also made so
that it has a specific facing when you place it
L559[06:17:56] <secknv> no
L560[06:18:00] <secknv> sides are
difference
L561[06:18:05] <secknv> different*
L562[06:18:07] <gigaherz> are all sides
identical except one?
L563[06:18:13] <gigaherz> or each side is
different?
L564[06:18:30] <secknv> its not like that
I think
L565[06:18:33] <secknv> 1 sec
L566[06:18:37] <gigaherz> if each side is
different, you want block/cube
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L568[06:18:44] <gigaherz> then in the
textures part
L569[06:18:46] <gigaherz> you'll
have
L570[06:18:50] <gigaherz>
"north": "whatever",
L571[06:18:54] <gigaherz>
"east": "whatever",
L572[06:18:55] <gigaherz> ...
L574[06:19:02] <secknv> this is the model
right now
L575[06:19:21] <gigaherz> oh
L576[06:19:24] <irctc496> how can I build
a mod from it's source code? I tried gradlew build and there is no
jar files?
L577[06:19:25] <gigaherz> so it's actually
a complex model
L578[06:19:27] <gigaherz> well
L579[06:19:30] <gigaherz> take a look at
it
L580[06:19:32] <secknv> I did it with
mrcrayfish's model creator
L581[06:19:36] <gigaherz> see the texture
"aliases"
L582[06:19:41] <secknv> yes
L583[06:19:50] <gigaherz> are
"0", "1", "2", "3"
L584[06:19:51] <secknv> the 0,1,2,3
L585[06:19:55] <gigaherz> that's the ones
you'll be reassigning
L586[06:20:03] <gigaherz> since that model
already has its own "elements"
L587[06:20:12] <gigaherz> it makes no
sense to have cube as the parent
L588[06:20:19] <gigaherz> so yes,
block/block is the right one FOR THAT CASE
L589[06:20:29] <secknv> thanks
L590[06:20:58] <secknv> the important
thing is the models elements so
L591[06:21:05] <secknv> model's
L592[06:21:14] <gigaherz> the
"elements" is the actual shape of the model
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L594[06:21:46] <gigaherz> the
"textures" is what those shapes look like
L595[06:21:57] <gigaherz> and the
"parent" is data that you want to reuse from other
models
L596[06:22:01] <gigaherz> so everything is
important
L597[06:22:06] <gigaherz> they just serve
different purposes
L598[06:22:39] <secknv> so because I have
a custom model, I dont want to reuse the cube model
L599[06:22:57] <gigaherz> yeah, but you do
want to reuse the default transforms
L600[06:23:05] <irctc496> gigaherz look at
my question
L601[06:23:17] <secknv> and those
transforms are in the block/block
L602[06:23:21] <gigaherz> irctc496:
gradlew build leaves the jar files in build/libs
L603[06:23:28] <irctc496> huh ok
L604[06:23:49] <irctc496> I found the jar
file thx
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L606[06:25:09] <secknv> I get the feel
that it's actually pretty simple now that you've explained it
L607[06:25:35] <irctc496> gigaherz is
there way I can reload forge without minecraft restart?
L608[06:25:51] <gigaherz> reload forge
what?
L609[06:26:00] <irctc496> reload forge to
see new mods
L610[06:26:06] <irctc496> in mods
folder
L611[06:26:13] <gigaherz> no
L612[06:26:14] <gigaherz> yo ucan't
L613[06:26:18] <gigaherz> mods are loaded
before mc loads
L614[06:26:24] <gigaherz> by the time mc
starts, it's too late to add anything new
L615[06:26:38] <irctc496> ok
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L617[06:29:03] <secknv> another thing I'm
struglling with on 1.10 is how to make glass part of the block
see-through
L619[06:29:16] <secknv> as you can see
here the item in hand is ok
L620[06:29:24] <secknv> but the placed
block is derped
L621[06:29:28] <gigaherz> there's a method
in Block
L622[06:29:30] <gigaherz> that you can
override
L623[06:29:37] <secknv> what is it
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L625[06:30:09] <secknv> in 1.7 I had
someth like EnumWorldBlockLayer.CUTOUT I think
L626[06:30:18] <gigaherz> there
L627[06:30:19] <gigaherz>
getBlockLayer
L628[06:30:42] <gigaherz> return CUTOUT if
it has 1bit (all or nothing) transparency, or TRANSLUCENT if you
want semi-transparent areas
L629[06:30:49] <gigaherz> note that
TRANSLUCENT is slower
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L632[06:31:23] <BordListian> probably
neglegible
L633[06:31:26] <secknv> yes I remember
those things
L634[06:31:37] <gigaherz> BordListian:
nope
L635[06:31:45] <secknv> the method I have
from 1.7 is public EnumWorldBlockLayer getBlockLayer()
L636[06:31:50] <gigaherz> TRANSLUCENT
blocks require sorting
L637[06:31:56] <secknv> but now the enum
part cant be resolved
L638[06:31:57] <gigaherz> secknv: the name
of the enum changed
L639[06:32:02] <gigaherz> it's now
BlockRenderLayer
L640[06:32:03] <secknv> yes!
L641[06:32:06] <secknv> thanks!
L642[06:32:20] <secknv> wooo
L643[06:32:29] <BordListian> yeah but
vanilla stained glass uses it
L644[06:32:33] <BordListian> right
L645[06:32:34] <gigaherz> BordListian:
yes
L646[06:32:39] <gigaherz> it's not TOO
bad
L647[06:32:43] <gigaherz> because mc avoid
re-sorting too often
L648[06:32:48] <gigaherz> it will jsut
resort when you change chunks
L649[06:32:49] <secknv> I forgot to check
vanilla source for it
L650[06:32:56] <secknv> sry for
retard
L651[06:32:57] <gigaherz> and it will sort
each chunk independently from the rest
L652[06:33:03] <secknv>
inexperienced*
L653[06:33:10] <gigaherz> secknv: we all
make mistakes.
L654[06:33:16] <masa> is that why vanilla
rendering is often derped near water/ice until you do F3+A?
L655[06:33:39] <gigaherz> no idea
L656[06:33:58] <BordListian>
goddamnit
L657[06:33:59] <masa> ie. water columns or
ice render all funky and in the wrong order
L658[06:34:06] <BordListian> i keep
getting nullpointers
L659[06:35:43] <BordListian> wow,
dumb
L660[06:36:19] <BordListian> wait no,
that's not it
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L662[06:44:11] <sham1> o/
L663[06:44:40] <secknv> o/
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L666[06:51:19] <BordListian> got eem
L667[06:51:41] <sham1> Like a boss
L668[06:52:20] <BordListian> if something
dies it doesn't unwatch
L669[06:52:24] <BordListian>
goddamnit
L670[06:52:25]
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L671[06:52:48] <sham1>
LivingEntityDiesEvent or something like that
L672[06:52:52] <BordListian> ye
L673[06:53:05] <BordListian> makes me
wonder if playerjoin calls watch
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L679[07:06:38] <Subaraki> is there an irc
for the miencraft forums ?
L680[07:06:41] <Subaraki> their shit isnt
working
L681[07:06:45] <Subaraki> i need to yell
at somoen
L682[07:07:05]
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L683[07:07:35] <Subaraki> can't even add a
fucking download link
L684[07:07:38] <Subaraki> can't save
changes
L685[07:07:42] <Subaraki> crashes
browser
L686[07:07:43] <Subaraki> wtf
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L701[07:39:49] <gigaherz> [14:08]
(Subaraki): crashes browser
L702[07:39:58] <gigaherz> if a website
crashes a browser, the problem is the browser.
L703[07:47:11] <BordListian> most of the
time
L704[07:48:14] <RANKSHANK> unless it's IE
then it's the website for not providing an IE proof variant
L706[07:53:04] <gigaherz> event
browser?
L707[07:56:01]
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L708[07:57:05] <RANKSHANK> yup, alt-insert
shortcut allows it to be brought up :P
L709[07:57:53] <pWn3d> Hi, anybody knows
something about 1.9/10 item rendering, or specifically
animations?
L710[08:00:34] <RANKSHANK> like bow
pulling?
L711[08:01:11] <pWn3d> No, more advanced,
like bow pulling with a 3d model
L712[08:01:22] <BordListian> isn't that
pretty much the same
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L714[08:01:31] <BordListian> considering
that anything can be a 3d model now
L715[08:02:03] <RANKSHANK> yup ^
L716[08:02:30] <RANKSHANK> look at how
item bow uses addPropertyOverride in its constructor
L717[08:02:52] <BordListian> speaking of
that
L718[08:02:55] <pWn3d> a bow just has 3
textures
L719[08:02:57] <BordListian> how would i
scale an item up?
L720[08:03:21] <BordListian> does it just
get a bigger model?
L721[08:03:23] <RANKSHANK> TRSR
translation in the model class
L722[08:03:30] <RANKSHANK> and yes
L723[08:03:42] <BordListian> TRwhat
L724[08:03:46] <RANKSHANK> you'd need a
custom EntityItem if you want a bigger AABB
L725[08:03:55] <RANKSHANK> the translation
matrix in your model class
L726[08:04:13] <BordListian> why would i
need a bigger AABB?
L727[08:05:40] <RANKSHANK> pWn3d yup and
if you look in the bow's model it uses the overrides to switch out
the texture based on the results from the
IPropertyOverrideGetter
L728[08:06:16] <pWn3d> I'm looking for a
proper replacement from 1.7 IItemRender with
Translations/rotations
L729[08:06:49] <RANKSHANK> BordListian
dunno :P I thought you meant by 'just a bigger model' you were
looking for a corresponding bigger Item
L730[08:07:06] <RANKSHANK> pWn3d if you
actually look it handles it.
L731[08:07:16] <RANKSHANK> stop being lazy
and read
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L738[08:22:43] <BordListian> float f =
(float)charge / 20.0f;
L739[08:22:50] <BordListian> this is like
a completely useless line of code
L740[08:23:03] <BordListian> if ((f = (f *
f + f * 2.0f) / 3.0f) > 1.0f) { follows directly after it
L741[08:23:29] <BordListian> very good
mojang
L742[08:23:31] <Ordinastie_> so not
useless
L743[08:23:40] <BordListian> it's a
declaration
L744[08:23:44] <BordListian> well
L745[08:23:49] <BordListian> i
suppose
L746[08:23:59] <BordListian> bleh
L747[08:24:07] <pWn3d> hm, why is it
useless?
L748[08:24:29] <Ordinastie_> yes, please
explain
L749[08:24:30] <BordListian> it's not,
really
L750[08:25:17] <pWn3d> f is set to
charge/20; then f is set to (f² +2*f)/3
L751[08:25:37] <Ordinastie_> it *could* be
incorporated in the next one into meaningless numbers, true, but
that would not be a good thing
L752[08:26:07] <BordListian> I'm
aware.
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L754[08:26:33] <pWn3d> it's already hard
to read, adding the charge/20 into the f would make it impossible
to read
L755[08:26:56] <pWn3d> *into if
statement
L756[08:27:27] <Ordinastie_> it would be
charge² / 400 + charge / 10
L757[08:27:32] <Ordinastie_> something
like that
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L759[08:28:39] <BordListian>
onPlayerStoppedUsing of ItemBow is obscene
L760[08:29:54] <BordListian> I also enjoy
the fact that Nocking and Loosing an arrow have events
L761[08:30:03] <RANKSHANK> after trying to
create a neutered TextureMap, it's mild in terms of mojang code
:P
L762[08:30:06] <BordListian> but an arrow
impacting something doesn't
L763[08:30:53] <Ordinastie_> what do you
call neuteured TextureMap ?
L764[08:31:33] <RANKSHANK> I was building
one to stitch a bunch of custom animated textures together
L765[08:31:50] <RANKSHANK> for entities.
This was about a year back though
L766[08:31:58] *** V
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L767[08:32:23] <RANKSHANK> so one without
all the event calls and TextureMap specific references
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L769[08:32:44] <RANKSHANK> BordListian
isn't that under LivingAttackEvent?
L770[08:32:53] <RANKSHANK> so you'd get
the arrow from the damage source?
L771[08:32:58] <BordListian> blocks
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L776[08:47:07] <diesieben07> BordListian,
ThrowableImpactEvent
L777[08:47:22] <diesieben07>
actually...
L778[08:47:26] <diesieben07> does that
fire for arrows? idk
L779[08:47:49] <diesieben07> nope.
L780[08:47:52] <diesieben07> nvm me.
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L782[08:48:32] <pWn3d> as I thought,
addPropertyOverride does not help in any way, it just replaces
textures.
L783[08:48:47] <BordListian> there's a
throwable impact event?
L784[08:48:49] <RANKSHANK> @db7
EntityArrow isn't a throwable ;)
L785[08:48:57] <BordListian> that's pretty
sexy.
L786[08:48:59] <diesieben07> yes i
realized that now :D
L787[08:49:15] <RANKSHANK> pWn3d and
models, and rotations, and translations, and scaling
L788[08:49:15]
⇨ Joins: raoulvdberge
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L789[08:49:26] <pWn3d> but only fixed
defined states?
L790[08:49:50] <diesieben07> there is an
animation API.
L791[08:50:02] <diesieben07> what do you
want to achieve, is the question.
L792[08:50:06] <pWn3d> I need a
replacement for IItemrenderer with GLTranslate etc
L793[08:50:14] <gigaherz> no you do
not
L794[08:50:23] <gigaherz> what do you want
to achieve?
L795[08:50:35] <pWn3d> gun recoil/reload
animations
L796[08:50:50] <diesieben07> > there is
an animation API.
L797[08:51:03] <pWn3d> yes but it's close
to zero documented
L798[08:51:16] <diesieben07> and that's
why you wnat the old system back?
L799[08:51:23] <diesieben07> which is also
not documented, by the way? :D
L800[08:51:37] <pWn3d> but it's easy to
use ;-)
L801[08:51:59] <diesieben07> and a pain
for everyone....
L802[08:52:17] <pWn3d> I don't need a
replacement for IItemRender, but a replacement for the things I
could do with it
L803[08:52:23] <gigaherz> and very very
easy to use wrongly
L804[08:52:30] <diesieben07> and i
disagree, GL is not easy.
L805[08:52:43] <diesieben07> well, the
replacement is the animation API.
L806[08:53:09] <pWn3d> I'm master student,
I have taken university courses about 3d engine creation, no
problem with OpenGL^^
L807[08:53:11] <Ordinastie_> I wonder, did
anybody ever managed to use the animation API ? besides fry I
mean
L808[08:53:32] <pWn3d> that's the problem
about the animation api, nobody knows how to use it
L809[08:53:43] <diesieben07> well, look at
the code then...
L810[08:53:54] <diesieben07> if you are a
master student reading java should not be a problem for you
:P
L811[08:53:59] <pWn3d> I looked at it, but
couldn't really understand it :-/
L812[08:54:07] <gigaherz> there's examples
of how to use the code, in the debug files of forge
L813[08:54:13] <gigaherz> but it's not
really clear
L814[08:54:22] <gigaherz> also there's two
distinct "uses" of the animation system
L815[08:54:23] <pWn3d> that's the problem,
pretty much nothing is explained
L816[08:54:27] <diesieben07> plus, you can
use a custom ItemOverrideList to do whatever you wnat.
L817[08:54:29] <gigaherz> applying
transforms to json models
L818[08:54:32] <diesieben07> you can have
a different model every frame
L819[08:54:34] <gigaherz> and using .b3d
model animations
L820[08:54:36] <diesieben07> the animatino
api does nothing different.
L821[08:55:14] <Ordinastie_> also,
somethig something MalisisCore :D
L822[08:55:29] <diesieben07>
shaddap.
L823[08:55:43] <pWn3d> Is there a good
tutorial/explanation on ItemOverrideList?
L824[08:56:04] <gigaherz> you basically
create a custom model loader
L825[08:56:16] <gigaherz> from it you'll
handle a specific string that you identify as your custom
model
L826[08:56:23] <gigaherz> and return a
custom IModel
L827[08:56:34] <gigaherz> from there
you'll handle getDepenendies and getTextures
L828[08:56:40] <gigaherz> to tell mc what
else you require for this model
L829[08:56:44] <gigaherz> and in the bake
method
L830[08:56:48] <gigaherz> you'll return a
custom IBakedModel
L831[08:57:02] <gigaherz> and this
IBakedModel, has .getOverrides or something like that
L832[08:57:04] <gigaherz> which is the
key
L833[08:57:26] <gigaherz> on that method,
you'll be able to return a custom ItemOverrideList
L834[08:57:41] <gigaherz> whjere you can
update the model state and return different models depending on the
animation state
L835[08:58:25]
⇨ Joins: IceDragon (~ThatGuy@69.160.125.179)
L836[08:59:44] <pWn3d> but again this is
about different models? I don't want to define like every animation
with 100 different models?
L837[08:59:56] <gigaherz> no, the point
is
L838[09:00:02] <gigaherz> you can return
the same model in different states
L839[09:00:07] <gigaherz> apply a
transform or whatever
L840[09:00:38] <pWn3d> ah, so i can apply
additional rotation/translation to it?
L841[09:00:44] <gigaherz> by hand, but
yes
L842[09:00:53] <gigaherz> I mean you'll be
transforming it on cpu
L843[09:00:57] <gigaherz> not through
opengl transforms
L844[09:01:11] <gigaherz> although
hm
L845[09:01:21] <gigaherz> that's a
lie
L846[09:01:28] <pWn3d> matrices are
usually calculated on the cpu anyway
L847[09:01:41] <gigaherz> yes but they
aren't usually applied to each vertex position on cpu
L848[09:01:41] <gigaherz> ;P
L849[09:01:42] <pWn3d> and then passed to
the shader
L850[09:01:56] <pWn3d> not, that should be
done in the vertex shader
L851[09:02:13] <gigaherz> anyhow
L852[09:02:22] <gigaherz>
IBakedModel#getItemCameraTransforms
L853[09:02:35] <gigaherz> it's deprecated,
but it can be used to provide transforms
L854[09:02:43] <gigaherz> that will be
applied to the camera before rendering
L855[09:02:47] <gigaherz> so you can
basically use the same model
L856[09:02:55] <gigaherz> just return
different item camera transforms based on state
L857[09:03:12] <pWn3d> but deprecated
means next version it's gone?
L858[09:03:16] <gigaherz> no
L859[09:03:26] <gigaherz> it may be gone
someday
L860[09:03:28] <gigaherz> but you don't
know when
L861[09:03:29] <gigaherz> ;P
L862[09:03:33] <pWn3d> -.-
L863[09:03:37] <gigaherz> but really
L864[09:03:39] <gigaherz> it's a vanilla
method
L865[09:03:43] <gigaherz> so it won't get
removed like that
L866[09:03:55] <gigaherz> the idea
is
L867[09:03:55] <gigaherz>
IPerspectiveAwareModel
L868[09:03:58] <pWn3d> but thx, I will try
if I can get it to work
L869[09:04:07] <gigaherz> has a
handlePerspective
L870[09:04:14] <gigaherz> where you can
return different models AND transforms
L871[09:04:17] <gigaherz> so
L872[09:04:22] <gigaherz> rather than
implement getItemCameraTransforms
L873[09:04:27] <pWn3d> yes but it has no
reference to itemstack ?
L874[09:04:33] <gigaherz> yep
L875[09:04:35] <gigaherz> but
L876[09:04:46] <gigaherz> that's solved by
the ItemOverrideList
L877[09:04:57] <gigaherz> in
ItemOverrideList#handleItemState
L878[09:04:58] <pWn3d> if
handlePerspective would get Entity and Itemstack
parameters...
L879[09:05:03] <gigaherz> you return a
model wrapper
L880[09:05:07] <gigaherz> with a specific
state info in it
L881[09:05:19] <gigaherz> and then
later
L882[09:05:41] <gigaherz> in
IPerspectiveAwareModel#handlePerspective
L883[09:05:46] <gigaherz> you return the
right transform matrix from it
L884[09:06:20] <gigaherz> so in
short:
L885[09:06:44] <Rushmead> is it possible
to render a entity's view onto a seperate window outside the
game?
L886[09:07:04] <hch12907> how do
mods.curse.com work?
L887[09:07:25] <hch12907> i released a
version, and it is verified
L888[09:07:41] <gigaherz>
ICustomModelLoader { accepts; loadModel } -> IModel {
getDependencies; getTextures; bake; } -> IBakedModel {
getOverrides; } -> ItemOverrideList { handleItemState; } ->
IPerspectiveAwareModel { handlePerspective; }
L889[09:07:50] <hch12907> on curseforge it
recognizes the latest one, but on curse it doesnt seem to recognize
it
L890[09:08:12] <gigaherz> hch12907:
mods.curse.com will prefer a release version for an older mc
L891[09:08:19] <gigaherz> rather than a
beta version for the latest mc
L892[09:08:23] <gigaherz> so if you have a
release 1.7.10
L893[09:08:28] <gigaherz> it will never
show a beta for 1.10.2
L894[09:08:33] <gigaherz> and it will show
the mod as being "1.7.10"
L895[09:08:44] <gigaherz> I never link to
mods.curse.com anymore
L896[09:08:47] <gigaherz> I just link to
the curseforge page
L897[09:08:56] <hch12907> i have release
1.9.4
L898[09:09:02] <pWn3d> thx, who came up
with all that -.-, This not in anyway more complicated than 1.7
/s
L899[09:09:02] <hch12907> but it shows
beta 1.8.9
L900[09:09:12] <gigaherz> pWn3d: of course
it is more complicated
L901[09:09:20] <gigaherz> problem is
L902[09:09:29] <gigaherz> you haven't seen
all the crap people put inside IItemRenderers
L903[09:09:39] <gigaherz> it's annoying
that it's gone
L904[09:09:42] <gigaherz> but none of us
want it back.
L905[09:09:51] <Ordinastie_> hum
L906[09:10:16] <diesieben07> QUIET
ORDINASTIE!
L907[09:10:24] <diesieben07> :D
L908[09:10:58] <pWn3d> Actually I want it
back :-)
L909[09:11:24] <Rushmead> Anyone?
L910[09:11:27] <RANKSHANK> before I go
digging; anyone know where blockstates are translated to strings
for the ModelRSSLocation?
L911[09:11:32] <diesieben07> really? you
want slow, horribly performing direct-access GL code to render your
models?
L912[09:11:43] <pWn3d> I never had fps
problems
L913[09:11:45] <diesieben07> instead of
nice, fast, modern (sortof) gl code that can be batched?
L914[09:12:02] <diesieben07> imagine the
whole inventory being rendered in one swoop and cached in a display
list
L915[09:12:04] <diesieben07> like
chunks
L916[09:12:10] <diesieben07> thats not
possible in any way with iitemrenderer
L917[09:12:10] <RANKSHANK> Rushmead,
probably, though you'd have to OpenGL the living tater tots out of
that
L918[09:12:28] <diesieben07> RANKSHANK,
IStateMapper
L919[09:12:41] <pWn3d> what have people
put into IItemrender that was horrible? I'm just interested
L920[09:12:42] <RANKSHANK> Thanks
@db7!
L921[09:13:06] <Ordinastie_> ^ does that
even ping you? ><
L922[09:13:11] <diesieben07> no :D
L923[09:13:20] <diesieben07> "I'm
just gonna change this random ass immediate-mode flag somewhere in
my IItemRenderer and fuck everythign up down the line and NOBODY
knows what's wrong"
L924[09:13:25] <diesieben07> ^thats why
pWn3d
L925[09:13:29] <Rushmead> hmm. i want
multiple cameras, but prefably not multiple games...
L926[09:13:46] <pWn3d> You mean setting a
a GLState and not putting in back afterwards?
L927[09:13:53] <pWn3d> *it
L928[09:13:53] <Ordinastie_> diesieben07,
to be fair, that's mosty mojang that does that :p
L929[09:13:59] <diesieben07> sure :D
L930[09:14:30]
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L933[09:15:23] <RANKSHANK> Rushmead like a
security camera sort of thing?
L934[09:16:09] <Rushmead> No not really.
Example: TV Studio, multiple cameras. EIther output as video device
inputs or as seperate windows...
L935[09:17:32] <pWn3d> that would be
really hard
L936[09:18:02] <diesieben07> you would
have to render to a framebuffer of some sort
L937[09:18:06] <diesieben07> and then find
a way to export that
L938[09:18:07] <diesieben07> fun :D
L939[09:18:18] <Rushmead> Yeah, that
sounds way over my head.
L940[09:18:25] <RANKSHANK> is it just for
recording?
L941[09:18:34] <Rushmead> Yeah and
Livestreaming
L942[09:18:38] <pWn3d> You would need to
deeply hack into the rendering, create other render targets and
then write them to outputs
L943[09:18:43] <Wuppy> I just spend like 2
hours playing pokemon soul silver :O
L944[09:18:44] <RANKSHANK> invisible
client entity
L945[09:18:58] <RANKSHANK> so another
client and hook it up to lan
L946[09:19:12] <Rushmead> Basically
MineCamera on steroids.
L947[09:22:52]
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L948[09:24:35] <Rushmead> hmmm
L949[09:24:37] <Rushmead> oh well
L950[09:24:42] <Rushmead> I'll just have 1
client being the camera
L951[09:24:45] <Rushmead> with
MineCamera
L952[09:24:50] <Rushmead> and 1 client
being me
L953[09:25:34] ⇦
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L954[09:28:36] <RANKSHANK> much easier
lol
L955[09:29:19] ⇦
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L956[09:30:39] <hch12907> what does
canPlayerEdit do?
L957[09:30:58] <hch12907> in
EntityPlayer
L958[09:31:42] <diesieben07> checks if the
given stack can be placed on the given side of the position
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L962[09:35:56] ***
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L968[09:37:23] <irctc496> hi
L969[09:37:48] <irctc496> how can I
backport a 1.8 mod to 1.7.10?
L970[09:37:56] <Wuppy> good luck with that
:P
L971[09:37:58] <Wuppy> :o*
L972[09:38:05] <Wuppy> the difference
between 1.8 and 1.7 is massive
L973[09:38:25] <irctc496> and how do I
backport?
L974[09:38:30]
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L975[09:39:18] <diesieben07> You don't.
Don't bother with 1.7.10.
L976[09:39:40] <williewillus> well you
have every right to
L977[09:39:43] <williewillus> you just
don't get support
L978[09:41:47] <pWn3d> There are enough
tutorials for 1.7 out there
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L980[09:43:45] <Wuppy> irctc496, there's a
lot of tutorials on updating 1.7 to 1.8
L981[09:43:53] <Wuppy> why not follow
those, in erverse :P
L982[09:44:00] <williewillus> what are you
backporting?
L983[09:44:14] <irctc496> chisels and bits
mod
L984[09:44:17] <williewillus> lol
L985[09:44:20] <pWn3d> o.0
L986[09:44:31] <Wuppy> uhhh
L987[09:44:37] <Wuppy> irctc496, how much
modding experience do you have?
L988[09:44:38] <luacs1998> anyone has a
good guide for porting 1.8 to 1.10? :D
L989[09:44:40] <pWn3d> That does not work
with 1.7 because of performance
L990[09:44:41] <irctc496> mods name is
"chisels and bits"
L992[09:45:10] <williewillus> and 9->10
should be trivial
L993[09:45:30] <pWn3d> chisel and bits
can
L994[09:45:36] <pWn3d> 't work on
1.7
L995[09:45:43] <williewillus> well it
can
L996[09:45:47] <williewillus> but you
basically would have to rewrite it
L997[09:45:50] <pWn3d> with 1fps
L998[09:45:53] <williewillus> so
"backporting" it isn't really possible
L999[09:45:54] <irctc496> on the faq it
says you can backport it
L1000[09:46:06] <williewillus> it means
you are allowed to
L1001[09:46:07] <luacs1998> williewillus,
define trivial haha
L1002[09:46:12] <irctc496> yes
L1003[09:46:24] <williewillus> luacs1998:
"in botania, moving from 1.9->10 was 2 compile errors"
trivial ;P
L1004[09:46:31] <luacs1998> wao
L1005[09:46:32] <luacs1998> ok
L1006[09:46:32] <irctc496> XD
L1007[09:46:44] <pWn3d> porting from 1.7
to 1.10 is 6k errors :-/
L1008[09:46:45] <williewillus> some other
mods could run without a recompile
L1009[09:46:46] <diesieben07> also
"most 1.9.4 mods just work on 1.10.x" trivial ;)
L1010[09:47:02] <williewillus> pWn3d: if
you're strategic about it it's not *too* bad
L1011[09:47:17] <luacs1998> i know
L1012[09:47:23] <williewillus> pWn3d: if
you just go down the error list one by one you're gonna have a bad
time :D
L1013[09:47:30] <luacs1998> i'm thinking
which i should target for FE - 1.9.4 or 1.10.2
L1014[09:47:42] <luacs1998> and the
greater question of whether to sync up with sponge
L1015[09:48:10] <irctc496> forge
developers should create universal api
L1016[09:48:20] <williewillus> what does
that even mean
L1017[09:48:26] <luacs1998> irctc496, top
kek
L1018[09:48:35] <pWn3d> I think they
would if it was easy ....
L1019[09:48:37] <luacs1998> forge as it
is now is as universal as you'll get
L1020[09:48:45] <irctc496> luacs1998
what
L1022[09:48:54] <williewillus> irctc496:
define "universal"
L1023[09:49:26] <pWn3d> I think he means
working with more versions like from 1.7 to 1.10
L1024[09:49:46] <irctc496> yeah
L1025[09:49:48] <williewillus> the
overhead of that would be huge
L1026[09:49:54] <williewillus> not to
mention the upkeep cost
L1027[09:50:00] <diesieben07> thats why
things like sponge exist
L1028[09:50:02] <luacs1998> that's why i
said "top kek"
L1029[09:50:13] <irctc496> what does top
kek means?
L1030[09:50:16] <luacs1998> diesieben07,
i wouldn't jump to conclusions so quickly
L1031[09:50:17] <diesieben07> if you want
mods in the form of how we have them today, a universal api is not
viable
L1032[09:50:19] <luacs1998> irctc496,
google it
L1033[09:50:26] <secknv> guys
L1034[09:50:30] <secknv> project
FAIL
L1035[09:50:30] <irctc496> luacs is it
swear?
L1037[09:50:37] <williewillus> yes
L1038[09:50:41] <williewillus> but thats
an experiment
L1039[09:50:55] <williewillus> and it's
not going to completely cross-version everything
L1040[09:50:57] <irctc496> luacs1998 is
it swear?
L1041[09:51:05] <luacs1998> no
L1042[09:51:07] <irctc496> ok
L1043[09:51:13] <pWn3d> he just laughed
at you ;-)
L1044[09:51:18] <irctc496> oh ok
L1045[09:51:19] <irctc496> :D
L1046[09:51:21] <williewillus> lol
L1047[09:51:28] <luacs1998> diesieben07,
bukkit was a failed state because it didn't manage to keep up with
changes in mc that its plugins wanted
L1048[09:51:29]
⇨ Joins: kimfy
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L1049[09:51:47] <pWn3d> wasn't bukkit
killed by license drama?
L1050[09:51:47] <luacs1998> haven't been
following sponge dev lately but thank god they're not going that
way for now
L1051[09:51:56] <irctc496> yeah bad
dmca
L1052[09:52:01] <luacs1998> that was the
final straw
L1053[09:52:02] <Lord_Ralex> the dmca did
not kill it
L1054[09:52:07] <williewillus> yeah
L1055[09:52:09] <williewillus> it was
dying already
L1056[09:52:12] <Lord_Ralex> the team
chose to stop because of the new eula stuff
L1057[09:52:13] <irctc496> :D
L1058[09:52:15] <williewillus> the 1.8
update was cobbled together
L1059[09:52:30] <irctc496> so why spigot
is not died?
L1060[09:52:37] <Lord_Ralex> because they
don't care
L1061[09:53:09] <irctc496> bukkit team is
just made of lawyers that accept every eula:D
L1062[09:54:19]
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L1064[09:58:34] <pWn3d> I think I should
try the animation system, going into lands no human has entered
before...
L1065[10:01:55] <pWn3d> If it would work,
it would be so clean, no dirty hack...
L1066[10:02:02] <Naiten> hi everybody
\o
L1067[10:02:03] <hch12907> are there some
proper tutorials for GUI?
L1068[10:02:54] <pWn3d> For 1.7.10 there
are a lot, for newer idk.
L1069[10:03:33] <pWn3d> what version do
you need?
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L1081[10:27:41] <williewillus> it hasnt
changed much
L1082[10:27:44] <williewillus> guis, I
mean
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L1084[10:33:44] <williewillus> where are
forge's junit tests loicated?
L1085[10:34:21] <williewillus> oh nvm,
they just go in the same package
L1086[10:39:51] <MalkContent> does it
make sense to make static methods in Item classes?
L1087[10:40:36] <MalkContent> or are
there generally multiple objects of the same item around
L1088[10:40:52]
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L1089[10:49:16] <gigaherz> MalkContent:
the same item class can be used for multiple items
L1090[10:49:23] <gigaherz> just like how
most food items are just ItemFood
L1091[10:50:38] <MalkContent> so when you
register multiple "items", each needs an instance?
L1092[10:52:16] <gigaherz> ofc
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L1094[10:52:27] <gigaherz> if they are
actually different items, that is
L1095[10:52:33] <gigaherz> you can have
subtypes
L1096[10:52:42] <gigaherz> but that's a
different thing
L1097[10:53:15] <MalkContent> kay. the
more you know
L1098[10:53:20] <gigaherz> I'm talking
how there's ItemAxe -- each type of axe is a separate item with a
separate registry name
L1099[10:53:31] <gigaherz> but they all
share the same implementation
L1100[10:53:48] <gigaherz> still
L1101[10:53:52] <gigaherz> Statics are
not really needed
L1102[10:54:06] <gigaherz> you could just
have the method be an instance method
L1103[10:54:18] <MalkContent> mm
L1104[10:54:28] <gigaherz> but calling a
static could be slightly faster in certain situations
L1105[10:55:30] <MalkContent> as in: you
don't have to ((MyItem)(ItemStack.getItem())).myItemsFunction()
^^
L1106[10:55:34] ***
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L1108[10:57:14] <williewillus> gigaherz:
CAH zaps that in the majority of situations :P
L1109[10:57:37] <gigaherz> MalkContent:
wat
L1110[10:58:23] <williewillus> thats why
you keep instances of your items
L1111[10:58:33] <williewillus> like what
mc does in Items.<whatever>
L1112[10:58:46] <MalkContent> a.
right
L1113[10:58:56] <MalkContent> i forgot i
did that
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L1121[11:19:39] <Subaraki> what happened
to enumchatformatting ?
L1122[11:19:58] <Subaraki> oh... it just
lost its enumpart
L1123[11:20:01] <Subaraki> durp
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L1126[11:21:11] <gigaherz> this has a lot
of names that changed in 1.9+
L1127[11:21:22] <gigaherz> if you can't
find something, you can look it up there
L1128[11:21:23] <gigaherz> ;P
L1129[11:21:33]
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L1130[11:21:49] <gigaherz> see also the
link on the right
L1131[11:21:56] <gigaherz> for the on 1.9
to 1.9.4 name changes
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L1134[11:28:24] <MalkContent> wow. i
fiddled with something for 3 hours and it works right away
L1135[11:28:37] <MalkContent> i think
i'll better stop before i find out how wrong i actually am
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L1140[11:42:57] <williewillus> the forge
version checker only runs client side correct?
L1141[11:43:01] <williewillus> or is it
both
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L1145[11:45:29] <williewillus> oh great,
it runs on both sides - just what I needed
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L1149[11:48:07] ***
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L1150[11:48:40] <esteth> Hey folks. I’m
trying to build a block with 3 states: UNLIT, BURNING, and
BURNED_OUT. I’ve created an EnumProperty to store these values, and
my blockstate json replaces the textures when the property value
changes, but my block only ever shows up with the default purple
checkerboard texture.
L1151[11:49:16] <esteth> I’m not sure
what the right way is to debug what’s going wrong - is this just a
case of “keep trying to change things until it works”, or is there
an easy(ish) way of debugging?
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L1153[11:51:23] <RANKSHANK> I couldn't
tell you in all honesty, I personally just bash at it till it
works
L1154[11:51:44] <williewillus> post the
jsons and the block class
L1156[11:54:10]
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L1157[11:54:28] <esteth> seems like even
if I ignore the states, the unlit texture never loads
L1158[11:54:47] <esteth> oops sorry, that
has half-changed stuff. one moment
L1159[11:55:11] <BordListian> alright so
if i want an item to be slighly bigger i need a custom model class
right
L1161[11:55:31] <williewillus>
BordListian: ? what do you mean bigger
L1162[11:55:39] <williewillus> you can
just scale the existing one up if it uses json
L1163[11:55:45] <williewillus> through
json
L1164[11:55:47] <BordListian> how do i do
that
L1165[11:55:54] <BordListian> hol
up
L1166[11:55:56] <williewillus> well be
more detailed about what you want to accomplish
L1167[11:55:58] <BordListian> lemme grab
the reference
L1168[11:56:14]
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L1169[11:56:22] <BordListian> well, it's
a regular bow but it's gotta be twice the size
L1170[11:56:39] <williewillus> esteth:
any errors in the log on startup?
L1171[11:57:00] <williewillus>
BordListian: then have your item json use the bow texture/model but
change the "display" tags to scale it up
L1172[11:57:25] <BordListian> oh i see
it
L1173[11:57:32] <BordListian> it's
documented on the minecraft wiki
L1174[11:57:35] <esteth> williewillus: oh
wow the log points me straight at the problem
L1175[11:57:37] <esteth> thanks
L1176[11:57:40] <williewillus> :P
L1177[11:57:42] <BordListian> very
good
L1178[11:57:59]
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L1179[11:57:59] <BordListian> now i can
finally become hawkeye gough in minecraft
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L1181[12:00:38] <Naiten> hi williewillus
\o remember me buggin you about IBakedModel textures? i'm still
trying to fix that, found out textures are loaded and even the
output List<BakedQuads> has it's atlasSprites okay. Ended up
sticking sout whereever possible, lol
L1182[12:00:50] <BordListian> i got
confused because someone mentioned transformation matrices on
custom renderers
L1183[12:00:53] <williewillus> so its
just a lighting thing?
L1184[12:01:13] <Naiten> williewillus,
idk it's still not working :D
L1185[12:01:30] <williewillus>
?shrug
L1187[12:02:52] <Naiten> at least i can
tell now that textures are loaded okay
L1188[12:02:59] <Naiten> as [02:55:55]
[Client thread/INFO]:
[net.railsofwar.row.tracks.ModelTrack:getQuads:81]: ROW LOADED
QUADS TEXTURES TextureAtlasSprite{name='row:block/blockTrack',
frameCount=1, rotated=false, x=0, y=0, height=128, width=128,
u0=0.0, u1=0.125, v0=0.0, v1=0.25}
L1189[12:03:00] <Naiten> [02:55:55]
[Client thread/INFO]:
[net.railsofwar.row.tracks.ModelTrack:getQuads:84]: ROW DEFAULT
QUADS TEXTURES TextureAtlasSprite{name='row:block/blockTrack',
frameCount=1, rotated=false, x=0, y=0, height=128, width=128,
u0=0.0, u1=0.125, v0=0.0, v1=0.25}
L1190[12:03:17] <Naiten> ^ equal
sprites
L1191[12:06:49] <Naiten> this is getting
ridiculous though
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L1196[12:11:32] <Naiten> i'm loading
exactly same model with exactly same texture via json blockstate
and programmatically, and somehow they are not equal and the latter
is rendered in black
L1197[12:12:34] <williewillus> what do
you mean by "not equal"
L1198[12:12:50] <williewillus> the data
in the quads is not equal?
L1199[12:13:01] <Naiten>
quads.equals(defaultQuads) = false
L1200[12:13:20] <williewillus> what part
of which one is not equal?
L1201[12:13:21] <Naiten> gonna
investigate further
L1202[12:13:25] <Naiten> idk yet
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L1205[12:16:22] <OrionOnline> Is there a
ItemStack GSON Deserializer build in into MC?
L1206[12:16:34] <OrionOnline> Or do i
need to write one myself?
L1207[12:16:58] <williewillus> not sure,
but nbt and json are super similar so you can probably go to nbt
then go to json from there
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L1209[12:17:51] <OrionOnline> That sounds
like a good ides :P
L1210[12:17:57] <OrionOnline>
idea:P
L1211[12:18:28]
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L1212[12:19:13] <OrionOnline>
williewillus, i would probably need to write a deserializer for
each of the NBT types though right?
L1213[12:19:30] <williewillus> ?
L1214[12:19:51] <williewillus> I'm pretty
sure (like 80%) mc already has nbt/json/back utils
L1215[12:20:28] <gigaherz> nbt-as-string
isn't quite json, though
L1216[12:21:11] <gigaherz> so serializing
an item ends up being json with item=getRegistryName().toString(),
meta=meta, stackSize=stackSize,
nbt=jsonstring(nbt.toString())
L1217[12:22:15] <OrionOnline> gigaherz,
but deserialzing nbt from a string, is not that easy
L1218[12:23:39] <OrionOnline> As
serializing is okey, but i was initialy hoping that the LootTable
support nbt and stuff, but it looks like that the LootEntryItem
only can deserialize items, not meta and nbt
L1219[12:24:12] <williewillus> because
there's separate loot functions to set nbt and meta
L1220[12:24:16] <williewillus> set_tag
and set_data
L1221[12:24:37] <williewillus> and my
tesrs rendering baked models are lagging like fuck for some reason
and I can't figure out why >.<
L1222[12:24:39] <OrionOnline> Ah i see
now
L1223[12:24:48] <williewillus>
nglDrawArrays is dominating the time but I can't optimize for
that
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L1225[12:26:07] <williewillus> well
hm
L1226[12:26:20] <oitsjustjose> So, quick
question - feel free to call me an idiot - is there a way to grab
other SubscribeEvents' added drops? I'm looking to add
compatibility to my Crop Handler with Roots, and right now the
right-click event isn't registering one of Roots' added drops in
the getDrops() list.
L1227[12:26:25] <williewillus> the model
is pretty crappily made (there's lots of cubes, I just ported the
techne model directly)
L1228[12:26:30] <williewillus> i could
probbaly remake it to use less
L1229[12:26:50] <williewillus> fire the
harvest drops event manually perhaps
L1230[12:27:03] <williewillus> oh wait I
misread
L1231[12:27:03] <williewillus> nvm
L1232[12:27:12] <williewillus> yeah just
report it and try to get it added
L1233[12:27:17] <OrionOnline>
oitsjustjose, change the priority maybe?
L1234[12:27:40] <oitsjustjose> it's
basically the same issue that ForgeCraft was having with Pam's
Harvestcraft, except my crop harvesting has been around forever
with a shlew of other features.
L1235[12:27:56] <oitsjustjose>
OrionOnline I'll try that - lower priority, right? assuming that
Roots' addition is done at Normal priority
L1236[12:28:00] <williewillus> yeah
L1237[12:28:03] <OrionOnline> yeah
L1238[12:28:09] <OrionOnline> I use that
in my API too
L1239[12:28:30] <OrionOnline> So i would
have say it is roots fault if it is not high enough in the event
handlers tree.
L1240[12:28:42] <oitsjustjose> Yeah, he's
not adding a priority to his.
L1241[12:29:13] <oitsjustjose> I'll try
changing mine up - I'm specifically working on a debug set for
this, so hopefully I can get it to wokr
L1242[12:29:15] <oitsjustjose>
**work
L1243[12:30:12] <Subaraki> has something
changed with sending packets since 1.7.2 ?
L1244[12:30:26]
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L1245[12:31:04] <diesieben07> one tiny
thing, yes
L1246[12:31:19] <Subaraki> which one
?
L1248[12:31:38]
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L1250[12:33:05] <Subaraki> ah yes I
remember now
L1251[12:33:14] <Subaraki> well, of we go
to rewrite davidee's entire packet handling ...
L1252[12:33:23] <williewillus> wat
L1253[12:33:37] <williewillus> if it used
simpleimpl it shuold be couple lines in every handler
L1254[12:33:44] <williewillus> if they
used some thing else though... :P
L1255[12:33:46] <Subaraki> it didnt
x)
L1256[12:33:55] <williewillus> this mod
existed prior to 1.7? :P
L1257[12:34:28] <Subaraki> he has an
IPacket for packet, a class that extends
MessageToMessageCodec<FMLProxyPacket, IPacket>
L1258[12:34:36] <williewillus> barf
L1259[12:34:38] ***
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L1260[12:34:49] <Subaraki> well
L1261[12:34:55] <Subaraki> delete
everything ! \o/
L1262[12:35:26] <williewillus> mods
porting from below 1.7 to 1.7 usually just hackjobbed their
existing system into netty instead of just using the dead simple
simpleimpl :P
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L1265[12:41:36] <Naiten> williewillus,
i've extracted all of the BakedQuad fields into lists, and it shows
that sprites, faces and tint indices are equal whilst vertexData is
not
L1266[12:42:10] <Naiten> it gets more and
more ridiculous
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L1273[12:54:38] <Naiten> aaaaahhh,
VertexFormat is also different!
L1274[12:56:17] <Naiten> [03:54:34]
[Client thread/INFO]:
[net.railsofwar.row.tracks.ModelTrack:getQuads:88]: ROW LOADED
QUADS FORMAT format: 4 elements: 3,Position,Float 4,Vertex
Color,Unsigned Byte 2,UV,Float 4,Padding,Byte
L1275[12:56:17] <Naiten> [03:54:34]
[Client thread/INFO]:
[net.railsofwar.row.tracks.ModelTrack:getQuads:93]: ROW DEFAULT
QUADS FORMAT format: 5 elements: 3,Position,Float 4,Vertex
Color,Unsigned Byte 2,UV,Float 3,Normal,Byte 1,Padding,Byte
L1276[12:56:42]
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L1277[12:56:43] <williewillus> see what
the obj loader is baking to
L1278[12:57:46]
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L1279[12:57:58]
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(~secknv@2001:8a0:6c72:2a01:e1ad:ff48:b79e:85a)
L1283[13:04:48] <secknv> eclipse
underlines it and says "Type mismatch: cannot convert from
void to Block"
L1284[13:05:07] <secknv> however if I
remover the .setHarvestLevel it eclipse no longer complains
L1285[13:05:48] <Naiten> williewillus,
started doing that immediately, right before you posted. still
can't find the right place in the code, huh
L1286[13:05:50] <secknv> Could anyone
explain to me what this is about please?
L1287[13:06:12] <williewillus>
setHarvestLevel doesnt return block
L1288[13:06:42] <secknv> ok I got that
but
L1289[13:06:57] <secknv> what am I
supposed to do
L1290[13:07:26] <diesieben07> don't try
to use the return value as a Block
L1291[13:07:30] <secknv> on the mc source
code eclipse doesnt complay
L1292[13:07:31] <williewillus> do it in
the ctor
L1293[13:07:41] <secknv> waht nvm what I
just said
L1294[13:07:44] <secknv> what is the
ctor
L1295[13:07:48] <williewillus> basics
:V
L1296[13:07:49] <diesieben07>
constructor
L1297[13:07:50] <williewillus>
constructor
L1298[13:07:53] <secknv> okok
L1299[13:08:02] <sham1> factory
method
L1300[13:08:06] <secknv> I just didnt
know that abbreviation xD
L1301[13:09:11] <secknv> so what you just
told me is to put the harvest level inside the BlockNkOre
L1302[13:09:41] <secknv> but the point of
that was to allow me to easily add different ores
L1303[13:09:45]
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L1304[13:10:02] <secknv> with different
harvest levels for example
L1305[13:10:03] <diesieben07> do it
outside the constructor then.
L1306[13:10:13] <secknv> where then
L1307[13:10:16]
⇨ Joins: IoP (jikuja@irc.ioppi.info)
L1308[13:10:31] <diesieben07> where you
initialize the Block.
L1309[13:10:55] <secknv> COPPER_ORE = new
BlockNkOre().etc
L1310[13:11:00] <secknv> this is the init
no?
L1311[13:11:10] <diesieben07> yes.
L1312[13:11:20] <diesieben07> now call
setHarvestLevel on the block instance.
L1313[13:11:42] <secknv>
BlockNkOre().setHarvestLevel("pickaxe", 1);
L1314[13:11:51] <secknv> doesnt work
because it doesnt return block
L1315[13:11:57] <secknv> or so says
eclipse
L1316[13:12:00] <diesieben07> don't try
to store the result in anything
L1317[13:12:01] <diesieben07> just call
it.
L1318[13:13:59] <secknv> I cant just call
it inside the registerBlock method because Gameregistry.register
doesnt take it
L1319[13:14:11] <secknv> it says it needs
to be block
L1320[13:14:26] <secknv> where should I
call it
L1321[13:15:27] <diesieben07>
dude...
L1322[13:15:32] <diesieben07> you have a
Block instance
L1323[13:15:34] <diesieben07> you call
this method on it
L1324[13:15:35] <diesieben07> done.
L1325[13:17:07]
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L1326[13:17:38] <secknv> Wait I know that
this is not java tutorial land but I am a bit confused
L1327[13:18:06] <secknv> isnt the
instance what gets created when I call the constructor with the new
blabla thing?
L1328[13:20:09] <sham1> yes
L1329[13:20:17] <sham1> Exactly
L1330[13:20:54] <secknv> then I just told
the otehr guy that I cant because putting .setHarvestLevel on it
makes it not be a block type
L1331[13:21:02]
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L1332[13:21:04] <diesieben07> jesus
christ
L1333[13:21:07] <sham1> Why not do it in
the constructor
L1334[13:21:11] <sham1> NOT THAT
HARD
L1335[13:21:12] <diesieben07> ignore
whatever setHarvestLevel gives you back
L1336[13:21:16] <diesieben07> it does NOT
give you anything back
L1337[13:21:21] <diesieben07> do not try
to store the result in a field
L1338[13:21:23] <sham1> Or that
L1339[13:21:26] <diesieben07> do not try
to store it in a local variable
L1340[13:21:29] <diesieben07> do not try
to call methods on it
L1341[13:21:34] <diesieben07> do not pass
go, do not collect $400.
L1342[13:21:41] <sham1> 200*
L1343[13:21:55] <diesieben07> shaddap,
the german version i have has 400DM :D
L1344[13:22:07] <secknv> I'm sorry for
being slow on this
L1345[13:22:18]
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L1346[13:22:28] <sham1> I don't even
remember what my monopoly uses
L1347[13:22:30] <sham1> Probably €
L1348[13:23:31]
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L1349[13:24:11] <diesieben07> yeah mine
is ages old
L1350[13:24:22] <sham1> Anyway
L1351[13:24:36] <sham1> Do what Diesieb
says is the moral of the story
L1352[13:24:58]
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L1353[13:25:06]
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L1355[13:27:29] <sham1> Umn, what
language are the comments
L1356[13:27:34] <sham1> Just
curious
L1357[13:27:36] <secknv> fail
language
L1358[13:27:45] <secknv> i meant to put
/
L1359[13:27:56] <secknv> wait
L1360[13:28:00] <secknv> nvm
L1361[13:28:12] <secknv> those are not
relevant anyways
L1362[13:28:18] <secknv> anyway*
L1363[13:28:30] <secknv> but it's a mix
of portuguese and english
L1364[13:28:31] <diesieben07> you are
STILL trying to store the result of setHarvestLevel in a
field
L1365[13:28:34] <diesieben07> You cannot
do htat.
L1366[13:29:01]
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L1367[13:29:01] ***
Lunatrius` is now known as Lunatrius
L1368[13:29:37]
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L1369[13:30:26] <williewillus> also
obvious comments are obvious
L1370[13:30:36]
⇨ Joins: md678685
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L1371[13:31:42] <electrolitic> Adding a
capability seems to make it possible to pull out or push into a
slot. Is there a way to make certian slots only push in and others
only pull out?
L1372[13:31:57] <electrolitic> well, the
Item Handler capability
L1373[13:32:00]
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L1374[13:32:09] <sham1> Yeah, why have
comments at all when the code is self-documenting
L1375[13:32:09]
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L1376[13:33:02] <Diddi> So in mc 1.7.10
there was that IItemRenderer Interface which doesn't seem to exist
in 1.10.2 anymore. What is the replacement for that?
L1377[13:33:09] <williewillus> oh
hehe
L1378[13:33:13] <sham1> Baked
models
L1379[13:33:18] <williewillus> welcome to
the club, it's doesn't exist anymore
L1380[13:33:22] <williewillus> use the
new model system
L1381[13:33:45] <williewillus>
electrolitic: something like insertItem(int slot, ItemSTack stack,
boolean simulate) { if (slot == 4) return super.insertItem() else
<do nothing> }
L1383[13:34:29] <williewillus> I need to
get on with my rewrite of that
L1384[13:34:33] <MalkContent> if i
replace the itemstack in an inventory slot, does the old one get
deleted automatically?
L1385[13:34:42] <MalkContent> or is that
memleak danger
L1386[13:34:42] <williewillus> yes
L1387[13:34:45] <electrolitic> Oh. I'm
using an ItemStackHandler. Should I just extend that class and
override those methods?
L1388[13:34:50] <sham1> >Memleak
L1389[13:34:51] <williewillus>
electrolitic: yup
L1390[13:34:51] <sham1> Kek
L1391[13:34:55] <electrolitic> Cool,
thank you!
L1392[13:34:56] <sham1> Just kek
L1393[13:35:09] <MalkContent> ?
L1394[13:35:09] <williewillus>
MalkContent: depends on if something else is holding on to the
stack of course
L1395[13:35:17] <williewillus> but most
inventorey impls are just an array
L1396[13:35:47] <MalkContent> right
L1397[13:36:30] <MalkContent> so garbage
cleanup magic i assume
L1398[13:36:45] <williewillus> again
depends on if someone else has the stack :P
L1399[13:36:52] <williewillus> but then
its their responsibility
L1400[13:36:53]
⇨ Joins: Abastro (~Abastro@175.203.143.248)
L1401[13:37:09] <MalkContent> yea
L1402[13:37:18] <MalkContent> im
wondering if something else has it
L1403[13:38:06] <MalkContent> you can't
have looping references prevent garbage cleanup, no?
L1404[13:39:14] <williewillus> the gc is
very smart
L1405[13:39:17] <williewillus> very very
very smart :P
L1406[13:39:32] <williewillus> so yes
it'll detect isolated cycles in the graph and zap them
L1407[13:39:33] <MalkContent> i shall
throw my hands in the air and just dont care then ^^
L1408[13:39:51] <sham1> It's very smart
because it has to be
L1409[13:39:59] <williewillus> well you
should care, lots of java programmers don't and it bites them, but
don't sweat over it
L1410[13:40:33]
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L1412[13:49:40] <Naiten> I officially
announce that some parts of Minecraft / Forge code confuses and
infuriates me.
L1413[13:49:58] <williewillus> any modder
typing their first hello world should know that :D
L1414[13:49:59] <Naiten> confuse and
infuriate *
L1415[13:50:05] <williewillus> also did
you find what it bakes to?
L1416[13:50:09] <williewillus> it should
be in OBJModel
L1417[13:51:00] <Naiten> No, it's not
there. It's not anywhere. But i've looked at the elements order in
my log, looked at the DefaultVertexFormats class and what do you
think matched?
L1418[13:51:06] <Naiten>
DefaultVertexFormats.ITEM!
L1419[13:51:16] <Naiten> ITEM, CARL
L1420[13:51:26] <williewillus> lots of
the custom loaders bake to item
L1421[13:51:30] <williewillus> forge json
does as well
L1422[13:51:35] <williewillus> block is
rarely used if ever
L1423[13:51:45] <williewillus> and
Attributes.DEFAULT... should match item
L1424[13:51:53] <Naiten> No it does
not.
L1425[13:52:29] <williewillus> welp then
theres your problem
L1426[13:52:37] <Tombenpotter> Hey, has
anyone played with the new template system? I have an issue (here
is the non copypaste)
https://puu.sh/ql36S.png
L1427[13:52:48] <williewillus>
Tombenpotter: vazkii has in quark
L1428[13:53:12] <Tombenpotter> Well, I'll
take a look, but my issue is a bit strange
L1429[13:53:16] <Naiten>
Attributes.DEFAULT_BAKED_FORMAT has only 4 elements - position,
colour, UV, padding. DefaultVertexFormats.ITEM has position,
colour, UV, normal and padding
L1430[13:53:40]
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L1431[13:53:59] <Naiten> I've already
tried baking to DefaultVertexFormats.ITEM and (surprisingly!) it
worked
L1432[13:54:46] <gigaherz> they have the
same number of bytes
L1433[13:54:48]
⇨ Joins: Emris (~Miranda@62.178.245.147)
L1434[13:54:52] <gigaherz> the difference
is in what the last 4 bytes mean
L1435[13:55:08] <gigaherz> for ITEM, it's
nx,ny,nz,padding
L1436[13:55:09] <williewillus> oh and
yeah thats probably why your models were black
L1437[13:55:10] <williewillus> missing
normals
L1438[13:55:11]
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L1439[13:55:25] <gigaherz> for BLOCK,
it's lightmap coords
L1440[13:55:26] <Tombenpotter> Thing is,
the structures saved only seem to work on the same game. Like, if I
restart the game or try to load them from my assets (and I know I
have the right path) it doesn't work
L1441[13:55:42] <williewillus> welp
L1442[13:55:50] <Naiten> They weren't
-__- The vertexFormat used for baking was missing normals
L1443[13:55:52] <williewillus> extended
states are completely fucked in the latest forge versions
L1444[13:56:28] ***
Mine|dreamland is now known as minecreatr
L1445[13:57:16] <Naiten> is there
anything not fucked in this god-forsaken game -____-
L1446[13:57:22] <Tombenpotter> Cows!
:D
L1447[13:57:43] <Naiten> welp
L1448[13:59:22] <Naiten> at least now i
can be like "yo, somebody has the same problem i faced a month
ago, but i can help them since i've spent a week investigating
this"
L1449[13:59:47] <Naiten> in a rare
occasion somebody decides to load and texture a model
programmatically
L1450[14:00:08] <williewillus> i shouldve
caught that earlier
L1451[14:00:10] <Naiten> which will
almost never happen ¯\_(ツ)_/¯
L1452[14:00:10]
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L1453[14:00:11] <williewillus> black
models -> normals missing
L1454[14:01:08] <Naiten> welp, this
situation gave me +1 to debug skill
L1455[14:01:37] <sham1> Level up
L1456[14:01:50] <Naiten>
ba-doom-tsss
L1457[14:01:57] <BordListian> what the
fuck
L1458[14:02:08] <sham1> What is it
L1459[14:02:11] <Tombenpotter> That
pretty much sums up what I'm thinking
L1460[14:02:18] <Tombenpotter> Why would
files not work
L1461[14:02:26] <Tombenpotter> Like they
work, restart the game, not work
L1462[14:02:30] <electrolitic> Is there a
good 1.10.2 mod to test the ability to pull items out and insert
items into a TileEntity?
L1463[14:03:00] <BordListian>
nevermind
L1464[14:03:05] <electrolitic> Unless
hoppers are sufficient.
L1465[14:03:09] <BordListian> there was a
bunch of magical java 7-8 code
L1466[14:03:13] <BordListian> and it
didn't make any sense
L1467[14:03:19] <BordListian> but i found
what i was looking for
L1468[14:03:37] <williewillus> hoppers
are
L1469[14:03:41] <williewillus> except
pulling from the top
L1470[14:03:43] <williewillus> and
pushing to bottom
L1471[14:03:52] <williewillus> actually
nvm they aren't really at all :P
L1472[14:03:58] ***
blood_ is now known as blood|away
L1473[14:03:59] <Diddi> So is there an
easy way to color an item (during runtime)?
L1474[14:03:59] <williewillus> hopper
ducts might be
L1475[14:04:03] <williewillus> yes
L1476[14:04:07] <williewillus> same way
as always
L1477[14:04:12] <electrolitic>
Actually
L1478[14:04:13] <RANKSHANK> Diddi
tintindex
L1479[14:04:21] <electrolitic> I tried
that, but it won't insert into my TileEntity. Hoppers will,
however.
L1480[14:04:23] <Tombenpotter> The only
reason I can think of.. Is that when you save a template with the
structure blocks, it creates a file and adds it to a list. Which
means that the file is broken, and nobody knows about it, because
unless you restart the game you don't actually use it!
L1481[14:04:37] <Tombenpotter> Does that
make sense?
L1482[14:04:40] <williewillus> how does
that make the file broken?
L1483[14:04:56] <Tombenpotter> Well, if
you try to load a structure from the file it doesn't work
L1484[14:05:10] <williewillus> well
reread your message, you jumped from "added to a list" to
"it's broken"
L1485[14:05:12] <Tombenpotter> It doesn't
work with vanilla MC, it doesn't work if I load them
L1486[14:05:14] <williewillus> i don't
connect :P
L1487[14:05:28] <Tombenpotter> Save a
template -> create a file AND add to list
L1488[14:05:37] <williewillus> how is
that breaking the file?
L1489[14:05:45] <williewillus> i mean
adding to a list is a pretty normal thing to do?
L1490[14:05:57] <Tombenpotter> If you
don't restart, it uses the version that's in the list, and it
doesn't need to load it from the file
L1491[14:06:14] <williewillus> yeah
L1492[14:06:15] <Tombenpotter> However,
when you reload the game, it HAS to get the version from the
file
L1493[14:06:25] <williewillus> well I
feel this is pretty natural
L1494[14:06:29] <Tombenpotter> Yep
L1495[14:06:33] <Tombenpotter> But it
doesn't work
L1496[14:06:33] <williewillus> using
files that the game is using while it is running is a bad
idea
L1497[14:06:39] <williewillus> this is
like opening level.dat while the world is loaded
L1498[14:07:14] <williewillus> if I'm
understanding you correctly you're saying changes to the .nbt file
on disk while mc is running is not reflected in mc
L1499[14:07:20] <Tombenpotter> No
L1500[14:07:34] <williewillus> i don't
get it then :P
L1501[14:07:48] <Tombenpotter> I'm saying
that loading a template from the .nbt file doesn't work
L1502[14:07:49] <Tombenpotter> At
all
L1503[14:08:08] <williewillus> do you
know why it doesn't?
L1504[14:08:18] <Tombenpotter> Nope
L1505[14:08:21] <williewillus> and also
quark seems to be doing it fine 0.o
L1506[14:08:28] <williewillus> though it
does it through worldgen
L1507[14:08:44] <Tombenpotter> But it's a
pretty simple test. Save a structure using the blocks. Load it in
the world with the load structure block
L1508[14:08:52] <Tombenpotter> Restart,
try to load another one
L1509[14:08:55] <williewillus> probably
should report it then
L1510[14:09:25] <Tombenpotter> I'd just
need someone to confirm, and prove that I didn't somehow fuck
things up :P
L1512[14:09:46]
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L1513[14:09:48] <williewillus> i'll
reproduce it. so it's just save a structure, relog, and try to load
it?
L1514[14:10:00] <williewillus> or no
relog
L1515[14:10:11] <Tombenpotter> Both
L1516[14:10:19] <Tombenpotter> Save,
load. Restart game, try to load it again
L1517[14:11:01] <RANKSHANK> -_- just
spent 20 minutes debugging generator code to find that I was just
calling blockpos.up instead of assigning it to something
L1518[14:11:33] <williewillus> report it
and I'll add a supporting comment
L1519[14:11:44] <Tombenpotter> I
will
L1520[14:11:54] <Tombenpotter> Just
trying to figure out if it needs a separate account or not
L1521[14:12:40] <secknv> is there any way
I can have a generic BlockOre class and create different blocks
from it each with it's own harvest level?
L1522[14:12:46] <Tombenpotter> Apparently
it does
L1523[14:13:48] *
Naiten sighs of relief as he can implement his flexible railways
now and go on with updating the mod.
L1524[14:14:15] <williewillus> um
L1525[14:14:18] <williewillus> i just
saved and loaded fine
L1526[14:14:22] <williewillus> without
relog
L1527[14:14:23] <Naiten> welp, it's 5am
and i'm kinda tired. bye williewillus, bye everybody, thanks for
helping, cya
L1528[14:14:26] <williewillus> trying
with relog now
L1529[14:14:50] <electrolitic> Don't know
if this is the proper thing to do, but I couldn't extract items out
of the input slot by clicking because I override the extract
method, so I made another handler that I used for the TileEntity's
Container. Is there a better way?
L1530[14:14:52] <williewillus> okay still
works with relog
L1531[14:14:54] <williewillus> now
restarting game
L1532[14:14:59] <Tombenpotter>
Alrights
L1533[14:15:07] <electrolitic> Like, I
used ItemStackHandler for the slots
L1534[14:15:16] <williewillus>
electrolitic: yeah so here's what I did.
L1535[14:15:23] <williewillus> for the
handler I pass around internally
L1536[14:15:26] <williewillus> there's no
restrictions
L1537[14:15:36] <electrolitic> ???
L1538[14:15:38] <williewillus> but when
queried through getCapability I wrap it
L1539[14:15:43] <electrolitic> oh
L1540[14:16:03] <electrolitic> This whole
wrapping thing seems like a basic concept, but it kinda confuses
me.
L1541[14:16:17] <williewillus> something
like this
L1543[14:16:22] <williewillus> its a bit
derpy but thats the idea
L1544[14:16:45] <williewillus> internally
the handler is unrestricted, externally you can only take out, and
only out of the upgrade slot
L1545[14:17:26] <williewillus>
Tombenpotter: worked wth restart as well
L1546[14:17:30] <williewillus> are you
pressing load twice?
L1547[14:17:33] <Tombenpotter>
Really?
L1548[14:17:59] <electrolitic> Do you
maintain or make ProjectE?
L1549[14:18:01] <Tombenpotter> I just get
kicked out of the UI and an error message appears in chat saying
that the template wasn't found
L1550[14:18:11] <williewillus>
electrolitic: i'm onthe team yes
L1551[14:18:16] <electrolitic> Wow,
cool.
L1552[14:18:24] <williewillus>
Tombenpotter: hmmm
L1553[14:18:26] <williewillus> what forge
version?
L1554[14:18:34] <williewillus> I'm on
2041 with no mods loaded
L1555[14:18:50] <Tombenpotter>
12.18.1.2039
L1556[14:19:11] <williewillus> is it
something youre saving maybe
L1557[14:19:12] <williewillus> ?
L1558[14:19:22] <williewillus> i just
made a 3x3x3 of bone blocks
L1560[14:19:29]
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L1561[14:19:44] <Tombenpotter> Hmm, could
it be cause I saved mod blocks?
L1562[14:20:00] <williewillus> let me try
saving mod blocks in my botania dev env
L1563[14:20:26]
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L1564[14:22:46] <Tombenpotter> Yep
L1565[14:22:59] <Tombenpotter> 2x2 purpur
blocks worked fine
L1566[14:23:02]
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L1567[14:23:42] <Tombenpotter> Is it
still a MC bug or is it a forge bug? Hmm
L1568[14:24:14] <electrolitic> So what
would happen if on the same tick a player pulls an item out of an
inventory and some type of itemduct pulls the item out?
L1569[14:24:24]
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L1570[14:24:29] <electrolitic> Or is that
not possible?
L1571[14:24:37] <williewillus> it still
worked for a modded block for me
L1572[14:24:43] <williewillus> a basic
block but still modded
L1573[14:24:46] <Tombenpotter> Really?
o.O
L1574[14:24:52] <diesieben07>
electrolitic, MC is single threaded, so things happen one after the
other
L1575[14:24:55] <diesieben07> first one
wins
L1576[14:24:59] <electrolitic> Oh
L1577[14:25:12] <Tombenpotter> The block
I'm using is one with blockstates, but still
L1578[14:25:16] <Tombenpotter> No TE or
anything
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L1580[14:27:57] <Tombenpotter> I'll try
to restart a new world
L1581[14:28:17] <Tombenpotter> Maybe the
world is corrupt or something?
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L1585[14:33:18] <Tombenpotter> Nope,
still not working oO
L1587[14:34:19] <Tombenpotter> What is
happening there
L1588[14:35:13] <Tombenpotter>
williewillus: did you try modded with blockstate?
L1589[14:35:18] <williewillus> yes
L1590[14:35:30] <Tombenpotter> And I bet
it worked
L1591[14:35:49] <HACKhalo2> So I'm
assuming Proxies have changed?
L1592[14:35:57] <williewillus> they
havent
L1593[14:36:01] <williewillus> if youre
talking about sidedproxy
L1594[14:36:04] <williewillus> they
havent for a long time :P
L1595[14:36:20] <HACKhalo2> I remember
having a CommonProxy and doing f=some fuckery with it
L1596[14:37:01]
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L1598[14:38:54] <williewillus>
mcforge.readthedocs.io/en/latest/concepts/sides/
L1599[14:39:15] <Tombenpotter> I doubt
sending you a zip with all my files would help
L1600[14:39:41] <Tombenpotter> But it's
happening on a new world, and only with modded bloks
L1601[14:39:45] <Tombenpotter>
blocks*
L1602[14:40:05] <williewillus> any modded
blocks or specific ones
L1603[14:40:33] <Tombenpotter> I don't
know, I only have one block and its different blockstates on my env
at the moment
L1604[14:40:49] <Wuppy> is there some way
for me to get a file back from a few hours ago on windows?
L1605[14:40:56] <Wuppy> the file randomly
got corrupted
L1606[14:41:05] <secknv> any1 know where
in the mc source the harvest levels for the ores are defined?
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L1611[14:48:44] <williewillus> what the
fuck
L1612[14:49:26] <Tombenpotter> ?
L1613[14:49:41] <williewillus> my
blockstates are going crazy because of the recent forge
changes
L1614[14:49:49] <Tombenpotter> What's
happened?
L1615[14:49:49] <williewillus> my blocks
disappear clientside on chunk reload but not really
L1616[14:49:54] <williewillus> and when
they resync all the nbt data is gone
L1617[14:50:20] <Tombenpotter>
..wow
L1618[14:51:03] <williewillus> actually
all the nbt of this one gets wiped regardless
L1619[14:51:34] <williewillus> trying to
condense it into a test mod but yay getting fires lit under
me
L1620[14:51:43] <williewillus> and worse
is modpacks use unstable forges
L1621[14:51:56] <williewillus> so botania
is totally broken until i get a fix somehow
L1622[14:53:16] <Tombenpotter> Haha
L1623[14:54:06] <Tombenpotter> I think
I'm going to let this issue go for now
L1624[14:54:21] <Tombenpotter> I'll go
back to it a bit later, because I absolutely don't understand
what's up
L1625[14:58:05]
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L1628[15:03:25] <williewillus> more
redpower screens today :D
L1629[15:03:39]
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L1632[15:06:10] <MalkContent> is charset
still a thing btw?
L1633[15:06:27] <MalkContent> last i know
its only being maintained not developed anymore
L1634[15:06:42] <williewillus> vaz is
holding it in shape
L1635[15:06:46] <williewillus> otherwise
no
L1636[15:07:15] <MalkContent> i just wish
there was a mod that did nothing but the damn wires from rp2
L1637[15:09:19]
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L1639[15:10:12] <gigaherz> MalkContent:
code it? ;P
L1640[15:10:22] <MalkContent> i
guess
L1641[15:10:33]
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L1642[15:10:45] <MalkContent> i'd have to
annoy the hell out of everybody with my questions though :P
L1643[15:11:04]
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L1644[15:11:04] <MalkContent> and i wanna
finish the current thing first
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L1647[15:12:22] <MalkContent> mcmultipart
in yet, btw?
L1648[15:12:30] <amadornes> nope
L1649[15:12:41] <amadornes> still
rewriting... for like the 3rd time
L1650[15:12:52] <MalkContent> see.
totally can't start with wires mod anyways ^^
L1651[15:13:16] <gigaherz> MalkContent:
incidently
L1653[15:13:22] <gigaherz> I have used
this, and it's nice for simple things
L1654[15:13:32]
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L1655[15:14:33] <amadornes> and
SuperCircuitMaker should be coming out pretty soon :D
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L1657[15:17:58] <shadowfacts> but ama,
have you rewritten it enough times yet? :P
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L1665[15:24:53] <amadornes> dunno,
shadowfacts
L1666[15:24:55] <amadornes> probably
not
L1667[15:25:19] <shadowfacts> heh
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L1671[15:35:52] <MalkContent> sorry, was
away giga. and yea, i know that :) it's nice, but i need them
isolated colored wires and bundled cables
L1672[15:36:06] <MalkContent> also: yay
supercircuitmaker ^^
L1673[15:36:21]
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L1674[15:36:24] <MalkContent> still
secretly hoping for tiny pigs in tiny minecarts
L1675[15:37:12] <MalkContent> is the
supercircuitmaker kindof like the integrated ciruits project red
did?
L1676[15:37:21] <MalkContent> those were
pretty neat
L1677[15:37:27] <StormyMode> If possible
could someone help me? I've spent a couple hours using
"MrCrayfish's Model Creater" it generated the json file.
Then realising for a 1.7.10 mod - models use TESR. I'm a bit
stuck.. XD
L1678[15:37:55] <gigaherz> nono
L1679[15:37:59] <gigaherz> TESR is
different
L1680[15:38:08] <StormyMode> :S
L1681[15:38:15] <gigaherz> the thing
1.7.10 models used was ISimpleBlockRenderingHandler
L1682[15:38:20] <gigaherz> ISBRH for
short
L1683[15:38:26] <kenzierocks> also why
are you writing for 1.7.10 :(
L1684[15:38:29] <StormyMode> And TESR for
adv-models?..
L1685[15:38:42] <gigaherz> TESR is for
dynamic things
L1686[15:38:45] <gigaherz> and still
exists on newer mc
L1687[15:38:51] <gigaherz> things like
the beacon beam
L1688[15:38:53] <gigaherz> are drawn with
TESR
L1689[15:39:11] <StormyMode> My friends
have a development server which they play on. I wanted to create a
mod so that I could still play with the mod - with my friends on
the 1.7 server. kenzierocks
L1690[15:39:12] <MalkContent> i read
bacon beam
L1691[15:39:25] <kenzierocks> why is that
on 1.7.10
L1692[15:39:28]
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L1693[15:39:40] <StormyMode> Because the
dev-pack we all play is on 1.7? kenzierocks
L1694[15:40:00] <MalkContent>
dev-pack?
L1695[15:40:01] <kenzierocks> sigh,
people don't update their stuff
L1696[15:40:10] <gigaherz> people mod
because people play because people mod
L1697[15:40:20]
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L1698[15:40:25] <gigaherz> that's why
there's still people modding and playing on 1.2.5
L1699[15:40:25] <gigaherz> ;P
L1700[15:40:36] <kenzierocks> i used to
do that for tekkit classic
L1701[15:40:36] <StormyMode> It's not
that kenzierocks. There aren't enough updated mods on 1.9/1.10
:/
L1702[15:40:44] <gigaherz> yes there
are
L1703[15:40:46] <kenzierocks> before all
the mods were available on 1.7.10
L1704[15:40:48] <gigaherz> it's just not
THE mods
L1705[15:40:55] <gigaherz> 1.7.10 is like
XP
L1706[15:41:05] <gigaherz> people didn't
want to update to windows 7 "because some stuff wans't
available"
L1707[15:41:11] <gigaherz> or
"becuase it's different"
L1708[15:41:24] <gigaherz> the issue
really is that forge 1.8 took too long to get traction
L1709[15:41:28] <MalkContent> 1.8.9 is a
bit of a vista
L1710[15:41:31] <StormyMode> gigaherz,
let me re-edit what I'm saying. There aren't enough mods that I
like in 1.10 yet XD
L1711[15:41:31] <gigaherz> so people grew
used to 1.7.10
L1712[15:41:44] <gigaherz> StormyMode:
what mods do you like?
L1713[15:42:30] <StormyMode> gigaherz, I
know you're about to give me substitutions for the mods I like.
But.. I'd rather stick with my interests..
L1714[15:42:34]
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L1715[15:42:39] <gigaherz> no I'm just
curious
L1717[15:43:03] <gigaherz> mekanism is in
beta
L1718[15:43:12] <gigaherz> botania has
been around for a while
L1719[15:43:15] <gigaherz> enderio is
around
L1720[15:43:19] <williewillus>
kenzierocks: gigaherz: I've given up on convincing people a long
time ago :P
L1721[15:43:27]
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L1722[15:43:27] <kenzierocks> all the
COFH stuff is updated
L1723[15:43:32] <kenzierocks>
williewillus: :(
L1724[15:43:34] <williewillus> is
it?
L1725[15:43:37] <gigaherz> is it?
L1726[15:43:37] <williewillus> i don't
think so
L1727[15:43:40] <williewillus> no
L1728[15:43:44] <gigaherz> I thought they
gave up porting thermal foundation
L1729[15:43:56] <StormyMode> AE2, IC2,
TE4, THAUM, Ruins and more..
L1730[15:44:12] <kenzierocks> huh
L1731[15:44:13] <kenzierocks> maybe
not
L1732[15:44:21] <MalkContent> i don't see
the problem with people still playing 1.7 if what they want isn't
in the new versions yet
L1733[15:44:27] <StormyMode> Unless AE is
in most packs I'm like this *gun points towards temple. bang*
L1734[15:44:28] <Girafi> IC2 is on 1.10.2
? :)
L1735[15:44:32] <williewillus> yes
L1736[15:44:35] <williewillus> its on the
btm server rn
L1737[15:44:44] <williewillus> which I
totally skipped woops
L1738[15:44:46] <StormyMode> It's my good
ol' friend Girafi \o/
L1739[15:44:47] <Girafi> Questionmark as
in wondering why Stormy listed it
L1740[15:44:55] <Girafi> Hi o/
L1741[15:44:58] <StormyMode> Not the IC2
I like Girafi ;)
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L1744[15:45:12] <kenzierocks> gigaherz:
do you know why they gave up on it?
L1745[15:45:21] <gigaherz> kenzierocks:
no I don't know the people
L1746[15:45:32] <Girafi> It is basically
IC2 experimental, which was what people used in 1.7.10 ? :)
L1747[15:45:32] <gigaherz> all I know is
they had a few tweets, then silence
L1748[15:45:43] <StormyMode> Anyway.. Too
late to start modding in 1.10. I've spent ages experimenting with
code in 1.7.10 for the past week.
L1749[15:46:09] <gigaherz> it's never too
late, but anyhow
L1750[15:46:14] <gigaherz> read up on
ISBRH
L1751[15:46:18] <masa> "in the pas
tweek" lol
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L1753[15:46:27] <masa> you can't spend
ages in a week
L1754[15:46:28] <gigaherz> this channel
doesn't officially help people develop for old versions
L1755[15:46:29] <gigaherz> and right
now
L1756[15:46:31] <StormyMode> Meh. Anyway.
I'm lazy to mod in 1.10.
L1757[15:46:33] <gigaherz> anything
before 1.9.4 is old versions
L1758[15:46:34] <gigaherz> ;P
L1759[15:46:38] <StormyMode> Wow...
L1760[15:46:41] <StormyMode> -.-
L1761[15:46:45] <williewillus> its not
wow
L1762[15:46:48] <williewillus> think of
how old it is
L1763[15:46:50] <masa> 1.7.10 is complete
crap compared to the current version
L1764[15:46:52] <StormyMode> Segregation
:(
L1765[15:46:55] <williewillus> not
really
L1766[15:47:02] <williewillus> its
"no support for the ancient version"
L1767[15:47:06] <StormyMode> XD
L1768[15:47:15] <williewillus> you can
mod for whatever you want (like I said I've given up on convincing
people)
L1769[15:47:22] <williewillus> but youre
not going to receive any support for it
L1770[15:47:24] <StormyMode> Not really
ancient. Bit of an exaggeration. Tekkit classic is ancient.
L1771[15:47:25] <RANKSHANK> you realize a
good hunk of the people here work to improve forge and you are
pretty much spitting on that by joining the 'hold back the
community' cre?
L1772[15:47:31] <williewillus>
StormyMode: 1.7 is 3 years old
L1773[15:47:34] <MalkContent> it's got
railcraft though
L1774[15:47:52] <StormyMode> RANKSHANK
was that to me?
L1775[15:47:56] <williewillus>
MalkContent: ?
L1776[15:48:02] <williewillus> rc is
close to completion
L1777[15:48:08] <MalkContent> ik
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L1779[15:48:33] <williewillus> and bc is
taking a while because alex has real life, and he wants to make
gameplay changes instead of straight porting
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L1781[15:48:58] <williewillus> also, does
vanilla have threaded file io now? 0.o
L1782[15:49:02] <williewillus> i see
classes in vanilla relating to it
L1783[15:49:07] <williewillus> but I
thought we had to patch our own in
L1784[15:49:25]
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L1785[15:50:33] <esteth> Is there a list
of major changes between the API in various MC/Forge versions
somewhere? I’m new to modding and I find lots of documentation for
1.6 and 1.7 - I’d like to know what I have to watch out for in
terms of incompatibility
L1786[15:50:49] <williewillus> there isnt
a centralized place
L1787[15:50:57] <gigaherz> i'm not aware
of one single list
L1788[15:50:58] <esteth> The forge
official docs are great but they’re not exactly
comprehensive.
L1789[15:51:03] <gigaherz> yeah
L1790[15:51:05] <williewillus> asking
here and looking on other mods on github is what i do
L1791[15:51:06]
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L1792[15:51:10] <gigaherz> because almost
no one writes docs
L1793[15:51:13] <gigaherz> after learning
new things
L1794[15:51:14] <gigaherz> ;P
L1795[15:51:16] <williewillus> lol
L1796[15:51:26] <williewillus> i find it
fun sometimes to do so
L1797[15:51:26] <gigaherz> and I include
myself in the blame
L1798[15:51:33] <esteth> OK, thanks
:)
L1799[15:51:36] <kenzierocks> oh and
guess what
L1800[15:51:40] <kenzierocks> i wrote a
custom record mod
L1801[15:51:46] <kenzierocks> except that
converting audio is hard whoops
L1802[15:51:55] <gigaherz> converting
audio?
L1803[15:51:57] <kenzierocks> so it
currently requires you have FFmpeg installed to convert audio
L1804[15:52:08] <MalkContent> o.O
L1805[15:52:08] <kenzierocks> gigaherz:
if you don't put an ogg into minecraft, it won't work
L1806[15:52:11] <gigaherz> why not just
require whatever file format mc uses?
L1807[15:52:20] <kenzierocks> .ogg?
because end users will complain
L1808[15:52:24] <gigaherz> just tell
people to get some random mp3-to-ogg converter
L1809[15:52:43] <kenzierocks> you think
that works for 50+ files that I know people will try to stick
in?
L1810[15:53:11] <kenzierocks> plus, this
way you can shove videos in the folder too :)
L1811[15:53:29] <MalkContent> i know
there's a radio mod
L1812[15:53:33] <MalkContent> that plays
internet streams
L1813[15:53:44] <kenzierocks> this plays
audio from a folder on your computer
L1814[15:53:45] <MalkContent> and i'm
pretty sure that's not ogg
L1815[15:53:57] <kenzierocks> it also
talks to the server
L1816[15:54:02] <kenzierocks> and
downloads audio from the server
L1817[15:54:04] <MalkContent> so i'm
pretty sure that there's a way to get non-ogg audio playing in
minecraft
L1818[15:54:06] <kenzierocks> and creates
new items for it
L1819[15:54:18] <kenzierocks>
MalkContent: yea, you don't use the built-in soundsystem
L1820[15:54:30] <kenzierocks> which I
decided to do for some reason
L1821[15:54:34] <Necr0> you can always
just use another sound engine..
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L1823[15:54:50] <kenzierocks> like
java.sampled :{
L1824[15:55:13] <Necr0> it's not like you
are bound to minecrafts sound system
L1825[15:55:22] <kreezxil> Is there a
known fix for when the mappings table goes whack and the wrong
blocks are displayed in the world? or is world wiping the only
solution?
L1826[15:55:32] <kenzierocks> i dunno,
can I pull audio controls from minecraft?
L1827[15:55:43] <kenzierocks> i'd like to
actually mute/lower volume if the user requests it
L1828[15:56:38] <Necr0> you should be
able to read out the game settings
L1829[15:56:39] <kenzierocks> > public
float getSoundLevel(SoundCategory category)
L1830[15:56:41] <kenzierocks> i guess
so
L1831[15:56:56] <kenzierocks> still,
sampled isn't the most fantastic audio player
L1832[15:57:00] <williewillus> oh huh
nvm
L1833[15:57:07] <williewillus> mc has
threaded chunk saving but not loading
L1834[15:57:09] <williewillus> misread
the code
L1835[15:57:10] <kenzierocks> it also has
no support for mp3
L1836[15:57:22] <kenzierocks> is there
any java sound library that supports mp3/
L1837[15:57:42] <williewillus> mp3 is a
shitty format that needs to die anyway x_X
L1838[15:58:19] <gigaherz> yeah but
anything better has patent issues
L1839[15:58:29] <kreezxil> williewillus:
yeah, like vinyl.
L1840[15:58:30] <gigaherz> (and vorbis
isn't really better)
L1841[15:58:41] <williewillus> ??
L1842[15:58:49] <kenzierocks>
williewillus: most audio comes as mp3 or wav
L1843[15:58:53] <kenzierocks> at least
most audio I have
L1844[15:58:56] <diesieben07> there is no
need to use your own audi system...
L1845[15:58:59] <williewillus> it's
shitty not because it's lossy but because of all the licensing shit
around it
L1846[15:59:05] <kreezxil> most audio
comes in my ears
L1847[15:59:12] <diesieben07> the
paulscode thing can accept additional codecs
L1848[15:59:14] <kenzierocks> or you can
buy AAC on itunes :)
L1849[15:59:37] <kenzierocks>
diesieben07: I remember that it has additional codecs, do you know
where I can get them?
L1850[15:59:50] <kenzierocks> i remember
way back when, audiomod or something added them
L1852[15:59:57] <kenzierocks> modloader
days
L1853[16:00:06] <gigaherz> #1 on google
"paulscode mp3"
L1854[16:00:07] <diesieben07> yeah
L1855[16:00:22] <diesieben07> idk if
there is an mp3 one :D
L1856[16:00:33] <diesieben07> ah yeah
what giga linked :D
L1857[16:01:10] <kenzierocks> weeee,
nothing on maven
L1858[16:01:19] <kenzierocks> time to
store everything in the libs folder
L1859[16:01:24] <MalkContent> im getting
flashbacks to the time where i wanted to see if i can get the
doppler effect working
L1860[16:01:33]
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L1862[16:02:38] <kreezxil> there's a new
mod out called mxTune, that plays mml files
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L1871[16:13:15] <RANKSHANK> what's the
best these way to attach data to a chunk? is it still an external
pos>data map?
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L1873[16:13:53] <williewillus> yeah
basically, chunk coords -> data in a WSD
L1874[16:14:31] <RANKSHANK> fair enough
:P thanks
L1875[16:14:58] <williewillus> how do I
fork a java process to the background from commandline?
>_<
L1876[16:15:13] <williewillus> doing
`java -jar modelcreator.jar &` still links it to my terminal
:P
L1877[16:17:55] <RANKSHANK> run disown
maybe?
L1878[16:17:56] <RANKSHANK> dunno
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L1880[16:18:28] <williewillus> that did
the trick, thanks
L1881[16:18:36] <williewillus> `java -jar
modelcreator.jar & disown`
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L1893[16:31:06] <secknv> guys is there a
way to set the smelting times for mod ingots in the vanilla
furnace?
L1894[16:32:05] <gigaherz> no furnace is
fixed-time
L1895[16:32:09] <gigaherz> you can set
input and output
L1896[16:32:19] <gigaherz> but it will
always take the same amount of time to smelt
L1897[16:32:36] <secknv> so I would have
to make my own version of a furnace
L1898[16:32:46] <secknv> to have whatever
times I want
L1899[16:32:52] <gigaherz> if you want to
change the smelting speeds, yes.
L1900[16:32:58] <secknv> ok thanks
man
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L1902[16:34:49] <diesieben07> would be
pretty easy for forge to add a hook, since vanilla already has a
method getCookTime
L1903[16:34:56] <diesieben07> it just
returns constant 200
L1904[16:34:59] <diesieben07> but would
be easy to change
L1905[16:35:55] <gigaherz> heh
L1906[16:35:58] <gigaherz> I didn't know
that
L1907[16:36:32] <gigaherz> hmmm
L1908[16:36:38] <gigaherz> how would such
a hook work, though?
L1909[16:36:47] <gigaherz> some extra
field on the Item?
L1910[16:37:04] <diesieben07> yeah just
call getBurnTime on the item
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L1912[16:37:10] <diesieben07>
*cookTime
L1913[16:37:29] <gigaherz> yeah forge
switching that 200 with stack.getItem().getCookTime(stack)
L1914[16:37:30] <diesieben07> and that
returns 200 by default and you can override it
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L1916[16:37:32] <gigaherz> sound like the
best option
L1917[16:37:49] <gigaherz> secknv: fancy
learning how to make a pull request to forge? ;P
L1918[16:38:05] <diesieben07> it's even
syncing that in the furnace already
L1919[16:38:09] <diesieben07> so the 200
is not hardcoded
L1920[16:38:23] <secknv> lol I was on
github right now
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L1922[16:39:25] <Vaevictus> on one of my
lesser machines, forge crashes java, but the machine can run 1.10.2
without crashing. does forge have specific requirements beyond
vanilla? (i'm guessing graphics accelleration?)
L1923[16:39:49] <gigaherz> yo ucould try
disabling the progressbar
L1924[16:40:19] <gigaherz> edit your
splash.properties
L1925[16:40:25] <gigaherz> and set
enabled=false
L1926[16:40:43] <secknv> gigaherz I'd
love to but I am a noob at java, forge and mc modding
L1927[16:41:12] <secknv> how ever I'm
always interested in learning
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L1929[16:41:29] <diesieben07> if you guys
think it's a good idea I'll make a quick pr, should not be too
hard
L1930[16:41:46] <secknv> if you're
talking about the cooktime thing
L1931[16:41:47] <gigaherz> diesieben07: I
think it's interesting
L1932[16:41:48] <secknv> then by all
means
L1933[16:41:55] <diesieben07> ok then
:D
L1934[16:41:55] <gigaherz> specially
given that they seem to have made it ready for us
L1935[16:42:03] <gigaherz> so if you have
the environment ready
L1936[16:42:07] <gigaherz> mine's from
like 1.9.4 ;p
L1937[16:42:08] <diesieben07> i
have
L1938[16:42:14] <diesieben07> i still
need to finish that data-fixer thing
L1939[16:42:19] <gigaherz> heh
L1940[16:42:20] <secknv> what does a
quick pr stand for btw
L1941[16:42:25] <diesieben07> but it's a
pain in the ass so i am procrastinating
L1942[16:42:30] <gigaherz> PR = Pull
Request
L1943[16:42:31] <diesieben07> PR =
PullRequesst
L1944[16:42:32] <secknv>
#sryfornoob
L1945[16:42:38] <gigaherz> quick means
"not taking a long time to program"
L1946[16:42:43] <gigaherz> since it's
basically two lines edit
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L1948[16:43:02] <diesieben07> but i need
to run clean setup again... rip
L1949[16:43:05] <secknv> thanks for
clarifying
L1950[16:43:09] <gigaherz> a single line
change on TileEntityFurnace, and a single addition to the Item
class
L1951[16:45:53] <secknv> oh I see
it
L1952[16:46:01] <secknv> it is indeed
just set to return 200
L1953[16:46:06] <gigaherz> yep
L1954[16:46:16] <gigaherz> 200 ticks ==
10 seconds
L1955[16:46:50] <secknv> so what we have
to do is instead of that, create a property of items called
cooktime and have it look for ir
L1956[16:46:52] <secknv> it*
L1957[16:47:05] <secknv> or something
like that right
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L1959[16:48:14] <gigaherz> sortof,
yes
L1960[16:48:24] <gigaherz> instead of
returning 200
L1961[16:48:29] <gigaherz> we'd do like
"stack.getItem().getCookTime(stack)"
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L1963[16:48:40] <gigaherz> that is, we'd
forward this number to the Item class
L1964[16:48:44] <gigaherz> this
call*
L1965[16:48:52] <gigaherz> then the Item
would be responsible to returning a number
L1966[16:48:56] <gigaherz> be it 200, or
20
L1967[16:49:09] <gigaherz> btw
L1968[16:49:18] <gigaherz> if this gets
merged, I WILL be using it on my Survivalist mod
L1969[16:49:25] <gigaherz> since my rocks
smelting into nuggets is SLOW
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L1973[16:53:19] <diesieben07> anything
else I should put into getCookTime except the stack?
L1974[16:55:33] <secknv> idk
L1975[16:56:03] <Necr0> the world
maybe?
L1976[16:56:29] <diesieben07> could pass
the TileEntity, but that woudl limit it being called by other
mods
L1977[16:56:31] <gigaherz> hmm World and
BlockPos, maybe
L1978[16:56:33] <diesieben07> but yeah
the world
L1979[16:56:43] <gigaherz> Idon't think
passingthe TE would make sense
L1980[16:56:44] <diesieben07> what if
there is a "portable furnace" kinda thign thats in na
item?
L1981[16:56:49] <diesieben07> it doesn't
have a BlockPos
L1982[16:56:55] <gigaherz> make it
@Nullable ?
L1983[16:56:59] <diesieben07> ew :D
L1984[16:57:05] <secknv> why do you need
the world for cooktime?
L1985[16:57:19] <gigaherz> secknv: maybe
someone wants to make an item that cooks faster in the
nether?
L1986[16:57:20] <diesieben07> things take
shorter in the nether because its hot? :D
L1987[16:57:22] <diesieben07> haha
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L1989[16:57:32] <secknv> oh that seems
legit
L1990[16:57:37] <gigaherz> diesieben07:
hmmmm
L1991[16:57:46] <secknv> but you could do
that on the item itself no?
L1992[16:57:56] <secknv> have a check for
the world and set different cooktimes
L1993[16:58:00] <gigaherz> int
getCookTime(World, BlockPos, ItemStack) { return
getCookTime(ItemStack); }
L1994[16:58:09] <diesieben07> yes but you
can't check for the world if you dontr HAVE the world :P
L1995[16:58:12] <gigaherz> then make the
non-world-aware version return 200
L1996[16:58:30] <diesieben07> that's even
worse :D
L1997[16:58:38] <diesieben07> nullable BP
is it
L1999[16:58:43] <secknv> lol
L2000[16:59:02] <secknv> why do we need
the blockpos again?
L2001[16:59:14] <gigaherz> secknv: to see
if the furnace is next to lava
L2002[16:59:17] <diesieben07> :D
L2003[16:59:24] <williewillus> hrmf
L2004[16:59:29] <RANKSHANK> lol
L2005[16:59:29] <williewillus> idk how
else to optimize this
L2006[16:59:29] <secknv> gg
L2007[16:59:38] <sham1> What is this talk
about portable furni
L2008[16:59:42] <williewillus> pretty
complex baked model rendered spinning around in a tesr
L2009[16:59:45] <secknv> furnaces*
L2010[16:59:47] <williewillus> drops
framerate pretty considerably
L2011[16:59:48] <gigaherz> sham1:
TileEntityFurnace
L2012[16:59:51] <gigaherz> has
getCookTime
L2013[16:59:53] <gigaherz> which returns
200
L2014[16:59:54] <RANKSHANK> linkypoos
willy?
L2015[17:00:05] <gigaherz> diesieben07 is
creating a vanilla edit
L2016[17:00:09] <gigaherz> to make Item
have this method
L2017[17:00:11] <williewillus> RANKSHANK:
to what?
L2018[17:00:11] <gigaherz> and the TE
call the item
L2019[17:00:17] <gigaherz> so items can
chooseto smelt faster or slower
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L2021[17:01:03] <williewillus> made it
better by usaing facequads properly and by changing the model to
have less quads but it still halves my framerate looking at a small
grid of them
L2022[17:01:04] <sham1>
Interesting...
L2023[17:01:15] <RANKSHANK> williewillus
probably the TESR & bake model. Just looking for a gander,
dunno if I can offer much
L2024[17:01:18] <sham1> I could see some
usecases
L2025[17:01:25] <gigaherz> yeah i gave
one:
L2026[17:01:28] <gigaherz> my Survivalist
mod
L2027[17:01:30] <gigaherz> has "ore
rocks"
L2028[17:01:33] <gigaherz> which smelt
into nuggets
L2029[17:01:34] <RANKSHANK> maybe you'll
have to map the location and then batch them in a custom pass in an
event
L2030[17:01:45] <gigaherz> so I want to
make them smelt in 2 seconds rather than 10
L2031[17:02:12] <secknv> put lava below
furnace for smelt in .5 secs
L2032[17:02:42] <sham1> 10 ticks
L2033[17:02:47] <sham1> hmm
L2034[17:03:29] <sham1> At that point I
would declare all tech mod furnaces sort of useless
L2035[17:04:48] <secknv> I'd still want
an electric furnace
L2036[17:05:05] <secknv> instead of a
coal powered lava boosted one
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L2039[17:06:38] <sham1> I hope they add
explosions back into IC
L2040[17:07:17] <williewillus> i thought
they did
L2041[17:07:33] <williewillus> RANKSHANK:
RenderTileFloatingFlower and models/block/miniIsland.json
L2043[17:07:36] <electrolitic> I thought
nukes were the coolest thing (when they weren't crazy
expensive)
L2044[17:08:11] <sham1> And I really wist
that we would get more complex power systems into mods than just
"RF yet again"
L2045[17:08:57] <gigaherz> what kind of
complexity would you expect?
L2046[17:09:26] <williewillus> gigaherz:
obviously nothing short of full electrical simulation
L2047[17:09:32] <secknv> what 10 years
till I'm king of forge modding
L2048[17:09:40] <secknv> and I give you
electromaster mod
L2049[17:09:50] <secknv> 5/7 ign
L2050[17:09:54] <secknv>
powersystem
L2051[17:10:10] <secknv> real
electromagnetism physics
L2052[17:10:16] <secknv> amps and
volts
L2053[17:10:29] <sham1> Well, in older
IC2 (dunno about current one) energy was in packets. EU/t. And you
had to think about it harder than "Let me put this flux
conduit here lol"
L2054[17:10:29] <secknv> gg support me on
patreon rn pls
L2055[17:10:42] <secknv> still like
that
L2056[17:10:51] <sham1> And let us not
forget rotary
L2057[17:10:51] <secknv> not really think
hard
L2058[17:10:59] <secknv> rotary is the
best I've seen
L2059[17:11:09] <gigaherz> i'd like to
see some proper steampunk
L2060[17:11:10] <sham1> Something that
makes people think
L2061[17:11:15] <gigaherz> with steam
pressure AND temperature
L2062[17:11:23] <williewillus> did FSP
have that?
L2063[17:11:26] <secknv> ic2 all you
gotta think about it just not connect higher eu/t than you
should
L2064[17:11:28] <williewillus> someones
porting it i know
L2065[17:11:29] <gigaherz> fsp?
L2066[17:11:31] <secknv> or machines
blow
L2067[17:11:33] <williewillus>
flaxbeards
L2068[17:11:33]
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L2069[17:11:39] <sham1> I have thought
about making fluidcraft kind of steampunk-y
L2070[17:11:39] <gigaherz> haven't heard
of it ;P
L2071[17:12:24] <sham1> But I would
probably implement the whole pipe system around pressure
L2072[17:12:30]
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L2073[17:12:36] <gigaherz> I want to make
a "power network"
L2074[17:12:38] <gigaherz> system
L2075[17:12:39] <gigaherz> where
L2076[17:12:47] <gigaherz> rather than
have energy nubmers traveling around
L2077[17:12:52] <gigaherz> the whole
network is considered as a whole
L2078[17:13:00] <secknv> how so?
L2079[17:13:02] <gigaherz> with a
generation value and consumer value
L2080[17:13:04] <gigaherz> and
L2081[17:13:11] <Necr0> so like
eu2?
L2082[17:13:13] <gigaherz> everything
works so long as the generation > the consumption
L2083[17:13:22] <gigaherz> Necr0:
eu2?
L2084[17:13:23] <secknv> that should
overload
L2085[17:13:25] ***
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L2086[17:13:28] <Necr0> extra
utilities
L2087[17:13:36] <sham1> you mean
generation >= consumption, right
L2088[17:13:42] <gigaherz> yes
L2089[17:13:56] <williewillus> is there a
way to "snapshot" the vertex data in the tess
L2090[17:13:57] <williewillus> ?
L2091[17:13:58] <gigaherz> Necr0: I
haven't seen it
L2092[17:14:04] <diesieben07> god damn
you intellj
L2093[17:14:09] <diesieben07> it
reorganized all imports again
L2094[17:14:10] <secknv> if you generate
more power that you're consuming, you have a problem
L2095[17:14:15] <gigaherz> wat
L2096[17:14:29] <gigaherz> oh you have
auto-reformat enabled?
L2097[17:14:44] <diesieben07> optimize
imports on the fly
L2098[17:14:50] <diesieben07> BUT it says
it is per-project
L2099[17:14:51] <diesieben07> but its
not.
L2100[17:14:55] <diesieben07> which is
infuriating
L2101[17:15:08] <diesieben07> i want it
on in my projects but OFF for the forge dev
L2102[17:15:14] <diesieben07> which is
apparently impossible
L2103[17:15:39] <RANKSHANK> williewillus
how many of these are in a grid?
L2104[17:15:54] <williewillus> i had an
8x8 grid and it dropped me from 120 to 40
L2105[17:16:01] <williewillus> which is
better than it used to be
L2106[17:16:04] <williewillus> but still
meh
L2107[17:16:12] <williewillus> (was 6
before I changed the model)
L2108[17:16:15] <sham1> Hmm, areas of
high pressure and low pressure
L2109[17:16:25] <gigaherz> [00:14]
(secknv): if you generate more power that you're consuming, you
have a problem
L2110[17:16:32] <gigaherz> the idea was
that it was generation capacity
L2111[17:16:37] <gigaherz> and it would
just scale to wahtever you use
L2112[17:16:38] <gigaherz>
basically
L2113[17:16:45] <gigaherz> it would be 0
maintenance
L2114[17:16:54] <gigaherz> you'd only
ever have to think about how many generators are around
L2115[17:16:56] <secknv> yes like
factorio I see
L2116[17:16:57] <gigaherz> and then
L2117[17:16:59] <gigaherz> the
"batteries"
L2118[17:17:09] <gigaherz> would be in
terms of "time"
L2119[17:17:11] <gigaherz> as in
L2120[17:17:25] <gigaherz> like how real
life batteries are measured in "Amp-hours"
L2121[17:17:40] <secknv> but I'd be kinda
fun to actually have to program your energy generation to match
your needs exactly
L2122[17:18:03] <gigaherz> sure
L2123[17:18:04] <williewillus> is there a
int to int hashmap anywhere in mc's libs?
L2124[17:18:13] <gigaherz> but I hate
that kind of micromanagement so I'd disable that ;P
L2125[17:18:20] <secknv> xD
L2126[17:18:25] <williewillus> oh there's
trove
L2127[17:18:28] <diesieben07>
williewillus, TIntIntHashMap yeah
L2128[17:18:30] <williewillus> wonder if
fastutil has one
L2129[17:18:44] <diesieben07> the
original one probably does,but the one mc has is stripped
L2130[17:19:03] <williewillus> why
0.o
L2131[17:19:14] <diesieben07> idk
:D
L2132[17:19:52] ***
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L2133[17:21:15] <secknv> well I'm headin
out to bed gnight guys
L2134[17:21:38] <secknv> It's been a
pleasure annyoing y'all for forge tutorials
L2135[17:21:40] <williewillus> bleh you
have to use the long ass ctor to specify the no entry value
L2136[17:21:43]
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L2138[17:23:52]
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L2139[17:25:51] <RANKSHANK> williewillus
that's brutal. It's some pretty lean code too
L2140[17:26:19]
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L2143[17:27:19] <williewillus> im gonna
see how bad it is in 1.7
L2144[17:27:29] <williewillus> if I can
get it equal to 1.7 i'm calling it there :P
L2145[17:28:59] <williewillus> bleh its
good in 1.7
L2146[17:29:03] <williewillus> not sure
what the problem is
L2147[17:30:31]
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L2149[17:32:39] <RANKSHANK> williewillus
the recent updates killed the item frames too.. may be something
related to that
L2150[17:33:02] <StormyMode> :L
L2151[17:33:05] <williewillus> overhead
of baked models
L2152[17:33:15] <williewillus> but it
still distills to tess calls
L2153[17:33:18] ***
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L2154[17:33:21] <ghz|afk> night ppl
L2155[17:33:24] <williewillus> so i'm
slightly confused why its that bad
L2156[17:35:26]
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L2157[17:37:03] <diesieben07> ok i am
doing *something* wrong...
L2158[17:37:15] <diesieben07> ran gradle
clean; gradle setup like... 3 times now
L2159[17:37:19] <diesieben07> and my
edits are STILL there...
L2160[17:37:25] <williewillus>
StormyMode: sorry, man. Hope things get better. that's all I can
really say or deserve to say from a 28 line paste. Take it
easy.
L2161[17:37:28] <diesieben07> oh.
L2162[17:37:30] <williewillus>
diesieben07: i do clean setupForge
L2163[17:37:33] <williewillus> idk the
difference
L2164[17:37:34] <williewillus> but it
works
L2165[17:37:36] <diesieben07> cause i
didnt clean the pathces
L2166[17:37:38] <diesieben07> fuck my
life
L2167[17:37:38]
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L2168[17:38:25] <RANKSHANK> is it just as
bad if you comment out all the translations and cache the lookup?
If so it's out of your hands
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L2170[17:38:46] <StormyMode>
williewillus: Almost everyone is involved in this against me. Even
the people we call 'friends' in this channel.
L2171[17:39:06] <williewillus>
StormyMode: pm?
L2172[17:39:14] <StormyMode> Why?
williewillus?
L2173[17:39:16] <williewillus> RANKSHANK:
visualvm says the overhead is in nglDrawArrays
L2175[17:39:38] <williewillus> it's
easier to talk without having to switch into modding mode every
other message
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L2177[17:39:40] <williewillus> lol
L2178[17:39:47] <StormyMode> idk
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L2180[17:42:57] <RANKSHANK> wait
williewillus what's your graphics hardware like? maybe you aren't
supporting a call so it's falling back to cpu
L2181[17:43:14] <williewillus> 2013 intel
igpu, and I doubt it
L2182[17:43:17] <williewillus> it's just
tess calls
L2183[17:43:26] <williewillus> if tess
calls didn't work i probably have a comp from the 80's
L2184[17:43:40] <williewillus> and the
tess calls are passed to vbo's
L2185[17:43:47] <williewillus> hmm lemme
try with vbos off
L2186[17:43:51] <williewillus> so it
falls back to display lists
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L2188[17:45:36] <raoulvdberge> How do I
read / write a TextComponentBase to a bytebuf
L2189[17:45:46] <williewillus> eh no
differrence between displaylist/vbo
L2191[17:46:10]
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L2192[17:46:31] <williewillus>
raoulvdberge: check the chat packets
L2193[17:46:35] <Necr0> is there an easy
way to get a baked model or a list of baked quads from a resource
location?
L2194[17:46:51] <williewillus> Necr0:
from a ModelResourceLocation, yes
L2195[17:47:06] <Necr0> how?
L2196[17:47:29] <williewillus>
raoulvdberge: its seems like mc just converts the textcomp to json
then writes the string
L2197[17:47:39] <raoulvdberge>
interesting, thanks
L2198[17:48:38] <williewillus>
IBakedModel model =
Minecraft.getMinecraft().getBlockRendererDispatcher().getBlockModelShapes().getModelManager().getModel(<mrl>);
L2199[17:48:51] <williewillus> Necr0: ^
several hoops but pretty simple
L2200[17:49:13] <williewillus> and that
assumes that that model has already been loaded and baked
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L2202[17:51:22] <RANKSHANK> Yeah I'm not
seeing what the hold up is. it's loading 64 quads to the buffer
directly.
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L2206[17:53:55] <williewillus> its
probably because its done every frame
L2207[17:54:42] <RANKSHANK> yeah maybe,
which would describe why vanilla equivalents see a similar
hit
L2208[17:55:27] <williewillus> but then
why does it work well in 1.7 is the question, modelbases are
supposed to be less efficient >_<
L2209[17:55:55] <RANKSHANK> they're
probably more efficient on a per frame upload sort of deal
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L2212[18:00:21] <Necr0> williewillus
ModelLoader.getModel(ResourceLocation location).bake should work if
the model wasn't baked already right?
L2213[18:00:41] <williewillus> yes, but
you have to make sure any textures the model uses are loaded
L2214[18:00:55] <williewillus> if a
texture isn't refernced by a model at load time it isn't loaded and
stitched
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L2218[18:04:00] <williewillus> yup
L2219[18:04:22] <diesieben07> why is my
commit called "o" though... damn it
L2220[18:04:25]
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L2221[18:04:26] <williewillus> lol
L2222[18:04:51] <RANKSHANK> lol that site
gits the best of us
L2223[18:04:58]
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L2224[18:05:01] <williewillus> ...
L2225[18:05:18] <RANKSHANK> I should
probably leave now
L2226[18:05:25] <kenzierocks> o no
L2228[18:08:38]
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L2232[18:16:04] <Necr0> I feel kinda
stupid right now. I can just add my model parts as variants and
they should automatically be baked, right?
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L2236[18:22:07] <mrkirby153> So... Are a
large amount of byte arrays normal for MC?
L2237[18:22:13] <williewillus> yes
L2238[18:22:15] <RANKSHANK> diesieben07
you gotta check your git again
L2239[18:22:24] <diesieben07> ?
L2240[18:22:28] <mrkirby153>
williewillus, 470k of them?
L2241[18:22:36] <williewillus> what owns
them?
L2242[18:22:38] <RANKSHANK> shadowfacts
left a pretty relevant comment
L2243[18:22:42] <diesieben07> oh
L2244[18:22:45] <diesieben07>
goddamn.
L2245[18:22:49] <shadowfacts> kek
L2246[18:22:54] <mrkirby153>
williewillus, how do I view that in Java Mission Control?
L2247[18:23:02] <williewillus> not sure,
i havent used jmc much
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L2249[18:23:35] <williewillus> lol
diesie
L2250[18:23:43] <mrkirby153> I'll poke
around
L2251[18:23:48] <kenzierocks> haha
diesieben07
L2252[18:23:57] <williewillus> let me
sample how many byte arrays I hvae in a normal run
L2253[18:24:02] <diesieben07> i'm tired,
ok? :D
L2254[18:24:16] <kenzierocks> add `run`
to your global gitignore :)
L2255[18:24:34] <mrkirby153>
williewillus, This is a modpack with 100+ mods on it BTW
L2256[18:24:46] <williewillus> byte
arrays are used for chunk data, lighting, biomes, and all that so
it's not inconceivable they would b ecommon but here lets see
L2257[18:25:10] <diesieben07> how do I
fix this the easist?
L2258[18:25:27] <diesieben07> ah i
know
L2259[18:25:30] <williewillus> easiest?
nuke and remake ;p
L2260[18:25:55] <williewillus>
mrkirby153: byte[] is highest but it's only 17% for me
L2261[18:25:58] <kenzierocks> um no
williewillus
L2262[18:26:00] <shadowfacts> just remove
the files and commit
L2263[18:26:05] <mrkirby153>
williewillus, Huh. Something must be leaking
L2264[18:26:13] <mrkirby153> Because it's
60% and 1.13GB of heap used
L2265[18:26:20] <kenzierocks> git rm -r
--cached run && git commit -m 'tmp remove' && git
rebase -i HEAD~2
L2266[18:26:28] <kenzierocks> then
flatten the two together
L2267[18:26:29] <kenzierocks> and
push
L2268[18:26:30] <mrkirby153> Because I'm
seeing GC pauses of 1+ seconds
L2269[18:27:00] <williewillus> yeah 17%
of a 1G heap used by byte[] for me
L2270[18:27:02] <williewillus> which is
like 86M
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L2272[18:27:19] <williewillus> though I
had my render dist down
L2273[18:27:22] <williewillus> lemme turn
it back up
L2274[18:27:41] <williewillus> eh still
18-20 ish
L2275[18:28:25] <mrkirby153> That's
odd
L2276[18:28:44] <williewillus> jmc can
show you whats spawning the most byte[]'s right?
L2277[18:28:50] <williewillus> or was
that yourkit
L2278[18:29:07] <mrkirby153> I
dunno
L2280[18:29:10] <mrkirby153> It's
probably the latter
L2281[18:29:37] ***
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L2282[18:29:51] <shadowfacts> also he
posted it 8 minutes after Lex locked his other thread xD
L2283[18:29:55] <williewillus> lol
L2284[18:29:58]
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L2286[18:32:00] <RANKSHANK> bahaha
L2287[18:33:59]
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L2289[18:35:21] <williewillus> ugh my
block models that depend on nbt are not working for some
reason
L2290[18:35:26] <williewillus> when the
chunk reloads they go missing model
L2291[18:36:06] <Shambling> is that the
whole forge fixing a broken vanilla bug thing?
L2292[18:36:18] <Shambling> because it
seems like reloading chunks is causing issues with storage drawers
mod as well
L2293[18:36:42] <williewillus>
probably
L2294[18:36:42] <Shambling> I've been
reading alot of nbt focused items losing their rendering and going
invisible
L2295[18:37:05] <Shambling> what version
was that changed in forge? 2027?
L2296[18:37:09] <williewillus> yes
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L2298[18:37:21] <Shambling> maybe try
your mod pre-2027 and see if it does the same behavior, if you
don't have dependancies that you can't comment out at least
L2299[18:38:20] <Shambling> its weird how
a vanilla 'bug' was relied on by so many mods to function properly
for rendering
L2300[18:38:31] <williewillus> my
getQuads is not even being called at all (?!)
L2301[18:39:48] <williewillus> thing is
my floating flowers are fine
L2302[18:39:51] <williewillus> its just
the normal ones
L2303[18:40:32] <Shambling> hrmmm...
different rendering calls?
L2304[18:44:59] <Shambling> like... this
the botania floating flowers you're talking about? Do the regular
flowers make calls to the blocks they are on? Because I'd imagine
the rendering would make calls to the container block (not sure
what you'd consider the block the flower is on) but the floating
ones wouldn't
L2305[18:45:53] <Shambling> so maybe a
bug with the lighting and deciding to not render the flowers
because it has decided they aren't visible in that chunk
L2306[18:45:57]
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L2307[18:47:07] <Necr0> is there an item
equivalent for IBakedModel?
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L2319[19:05:48] <Necr0> just realized
that the cactus block has a bottom texture even tough you can never
see it.
L2320[19:06:16] <Shambling> did I misread
on reddit where bonnie said he was making it so you could repair
tinkers items in your crafting bench?
L2321[19:06:41] <Necr0> nvm. you can see
it when you look at the dropped item from below
L2322[19:07:20] <Shambling> glass floors
I'd imagine
L2323[19:08:48] <Shambling> oh I see
about the repairing in inventory, it requires a tool sharpener.
:P
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L2331[19:30:52] <williewillus> Necr0:
items use IBakedModel as well
L2333[19:31:17] <Necr0> oh okay,
thanks!
L2334[19:33:03]
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L2335[19:33:35] <williewillus> wtf the
models work again :P
L2336[19:35:15]
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(~Zander@2601:547:c400:bb5e:1582:b11:8a88:3084)
L2337[19:35:20] <Zander> Hello
L2338[19:36:37] <Zander> Hey can someone
help me with some code? It is not forge related but the people over
at the Spigot IRC are pretty useless.
L2339[19:36:43] ***
Zander is now known as Sollux-Captor
L2340[19:36:50]
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L2341[19:37:10] <williewillus> a more
focused question would probbaly be better
L2342[19:37:24] <williewillus> instead of
just help, but just ask and whoever wants to can answer
L2343[19:37:28] <Sollux-Captor> Yeah, but
I was just wondering if you were willing to help first.
L2344[19:37:40] <williewillus> if you
just ask whoever answers you is willing ;p
L2345[19:37:54] <Sollux-Captor> I get
you.
L2346[19:38:29]
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L2347[19:38:40] <mrkirby153> Is there a
tutorial on using the RF API? Or do I have to just read the
docs?
L2348[19:38:43] <Sollux-Captor> Anyways,
I'm trying to make a catalog inventory menu with buttons (items)
that allow you to switch back and forth between pages of
items.
L2349[19:39:25] <Sollux-Captor> I'm
wondering where I am going wrong with this and why the hell my code
is exponentially looping.
L2351[19:39:39] <Sollux-Captor> That also
has some output for demonstration.
L2352[19:40:31] <Sollux-Captor> I've been
at this literally all day with no avail to make an inventory that
is navigatable between itself.
L2353[19:40:47] <Ordinastie_> fix your
indentation first
L2354[19:41:06] <Ordinastie_> unreadable
this way
L2355[19:41:07] <Sollux-Captor> There is
nothing wrong with my indentation. Maybe hatebin broke it.
L2356[19:41:18] <Sollux-Captor> Let me go
see
L2357[19:41:19] <williewillus> lines 14
and 16
L2358[19:41:24] <Ordinastie_> you have
mixed tab and spaces
L2359[19:41:24] <williewillus> exact same
if condition
L2360[19:41:41] <Ordinastie_>
williewillus, BARRIER != BANNER
L2361[19:41:48] <williewillus> derp
L2362[19:42:32] <Sollux-Captor> Yeah no,
sorry Ordinastie_ . Hastebin is just being weird and it wont let me
fix it.
L2363[19:42:45] <williewillus> heh I was
confused by the lack of mcp names for a moment, forgot it was
bukkit thought it was sponge
L2364[19:43:01]
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L2365[19:43:31] <Sollux-Captor> Haha
yeah. I was talking over at the spigot IRC but like I said, they
are pretty useless.
L2366[19:44:11] <Necr0> is there a simple
way to tell my item what variant it should use? or do have to do it
using a custom baked model?
L2367[19:44:21] <williewillus> what do
you mean?
L2368[19:44:26] <Ordinastie_> so each
time change the page, you openCatalog ?
L2369[19:44:39] <Sollux-Captor>
yeah
L2370[19:44:48] <williewillus> Necr0: you
want to establish a (item, meta) -> ModelResourceLocation? use
aptly named ModelLoader.setCustomModelResourceLocation
L2371[19:44:55] <Ordinastie_> why
L2372[19:45:27] <Necr0> williewillus: no
i want to do it based on NBT
L2373[19:45:38] <williewillus> use the
1.9 predicate override system
L2374[19:45:51] <williewillus> see the
ItemBow constructor and bow.json
L2375[19:46:04] <williewillus> the bow is
sensitive on entity but you get the stack as wsell
L2376[19:46:07] <williewillus> so you can
check nbt there
L2377[19:46:18] <Sollux-Captor>
Ordinastie_, it is the only way I can think of to update the
menu.
L2378[19:46:30] <williewillus> was it
ever laid out anywhere what the default value of an unlisted
property should be?
L2379[19:46:43] <williewillus> if i set
mine to something not null, it fucks my models
L2380[19:46:49] <williewillus> and/or
blockstates
L2381[19:47:05] <Sollux-Captor>
Essentially what I'm trying to do is pagination.
L2382[19:47:09] <Ordinastie_> yeah, I
don't know what system it is using, but that looks awful
L2383[19:47:15] <Necr0> oh, okay
thanks!
L2384[19:47:36] <Ordinastie_> any reason
why you don't pass the page index in openCatalog ?
L2385[19:48:22] <Sollux-Captor> The
pageView was supposed to be the index
L2386[19:48:26] <Ordinastie_> also, those
scheduleSyncDelayedTask look weird
L2387[19:48:37] <Ordinastie_> yes, but
again, why
L2388[19:48:45] <Sollux-Captor> Yeah,
forget about those. I don't think those should be there.
L2389[19:48:52] <Sollux-Captor> That was
just for testing reasons.
L2390[19:49:05] <Ordinastie_> remove
them, test again
L2391[19:49:11] <Sollux-Captor> I
have
L2392[19:49:27] <Ordinastie_> then show
clean code, indented correctly
L2393[19:49:31]
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L2394[19:49:55] <Sollux-Captor>
Ordinastie_ that is not my fault.
L2395[19:50:04] <Sollux-Captor> It is
nice and clean in my IDE
L2396[19:50:10] <Ordinastie_> NO ITS
NOT
L2397[19:50:21] <Ordinastie_>
<Ordinastie_> you have mixed tab and spaces
L2398[19:50:37] <Sollux-Captor> I checked
and everything is indented, not spaced.
L2399[19:50:43]
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L2400[19:50:48] <Sollux-Captor> I'm
telling you that it is just hastebin being stupid
L2401[19:50:52] <williewillus> then use
gist
L2402[19:50:57] <Ordinastie_> line
32
L2403[19:51:09] <Ordinastie_> to 37
L2405[19:54:58] <Ordinastie_> first, no
need to box here : pageView.put(player.getUniqueId(), new Integer(i
+ 1))
L2406[19:55:59] <Sollux-Captor> Anyways,
the real problem is is that the click event loops more and more
every time I press one of my navigation buttons.
L2407[19:56:41] <Ordinastie_> then, for
the sake of readability, don't use anonymous classes when you have
huge chunks of code for them
L2408[19:57:00]
⇨ Joins: Goof (~Goof@plebcraft.net)
L2409[19:57:14] <Sollux-Captor>
Yeah?
L2410[19:58:32] <Ordinastie_> can you
show a screen of what it looks like ?
L2411[19:58:55] <Ordinastie_> also you
confirm it still happens even when you removed the runnable ?
L2412[19:59:30] <Sollux-Captor> Yeah, but
first let me get my code back in to a runnable state. It is
throwing me a nullpointer now.
L2413[20:02:40]
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L2414[20:03:38] <Sollux-Captor> Almost
got it back to a semi working state
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L2416[20:04:34] *
Ordinastie_ wonders how many have set up breakpoint for the most
common exceptions to avoid having to restart everytime a dumb
mistake is made
L2417[20:06:28] <Ordinastie_> probably
not enough
L2418[20:09:26] ***
Mumfrey is now known as mumfrey
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L2421[20:10:55] <Sollux-Captor> Ok, I got
it. I'll show you what happens now.
L2422[20:13:02] <Ordinastie_> (with the
updated code of course)
L2423[20:13:32] <Sollux-Captor> Yeah, I
got a screen cap. Waiting for it to upload
L2424[20:16:43] <Sollux-Captor> Alright
so here is my updated code
L2426[20:17:26] <Ordinastie_> if set the
name of the gist to be .java, at least you have color
formatting
L2427[20:17:28] <Sollux-Captor> here is
my output
L2429[20:17:50] <Sollux-Captor> well I've
never used gist before
L2430[20:18:21] <Ordinastie_> and you can
have different files in 1 gist
L2431[20:18:38] <Sollux-Captor> Good to
know. Like I've said, I've never used gist.
L2432[20:18:40] <Ordinastie_> also, you
output seem normal
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L2434[20:21:02] <Sollux-Captor> Hold on,
I'm trying to upload this little clip. It is being really weird
with uploading.
L2435[20:21:22]
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L2437[20:22:34] <Sollux-Captor> ShareX is
having me install dropbox. my god.
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L2439[20:23:54] <Ordinastie_> I assume
you don't control MenuItemClicked
L2440[20:24:43] <Sollux-Captor> And by
control you mean?
L2441[20:24:48] <Ordinastie_> not your
class
L2442[20:24:56] <Sollux-Captor> No, it is
my class.
L2443[20:25:03]
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L2444[20:25:54] <Ordinastie_> using Java
8 by chance ?
L2445[20:27:29] <Ordinastie_> is
InventoryMenu yours too ?
L2446[20:29:04] <Sollux-Captor> Yes that
is mine too.
L2447[20:29:09] <Sollux-Captor> I think I
might be using java 8
L2448[20:29:21] <Sollux-Captor> Anyways,
I finally got this stupid video clip uploaded
L2450[20:29:28] <Sollux-Captor> This just
shows the behavior
L2451[20:29:56] <Sollux-Captor> It looks
as if it is scrolling through all of the menus really fast instead
of just going to the next step up
L2452[20:30:05]
⇨ Joins: blood_
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L2453[20:30:57] <Ordinastie_> by using
Java 8, I mean do you requires your users to have Java 8
L2454[20:31:27] <Sollux-Captor> Uh. . I
don't think so. The user would be the server
L2455[20:32:28] <Ordinastie_> it's not
whether you think or not, it's a choice you have to make
L2456[20:32:40] <Ordinastie_> but
apparently not, so I guess no lambdas here
L2457[20:33:02] <Sollux-Captor> Yes, I'm
using java 8
L2458[20:33:52] <Ordinastie_> to be
clear, you compile for Java 8, and the server HAVE TO have Java 8
installed too, right ?
L2459[20:34:16]
⇨ Joins: PitchBright
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L2460[20:34:37] <Sollux-Captor> I don't
actually think so
L2461[20:34:52] <Sollux-Captor> I don't
think the server needs to be java 8
L2462[20:35:12] <howtonotwin> What you
think is irrelevant, what matters is what you WANT
L2463[20:35:32] <howtonotwin> You can
choose to force J8, or can not, it's your choice
L2464[20:35:44] <Ordinastie_> do you want
to say "hey, if you want to use my mod, you need Java
8"
L2465[20:35:54] <Sollux-Captor> This
isn't a mod
L2466[20:35:59] <Ordinastie_> it doesn't
matter
L2467[20:36:06] <kenzierocks> plugin,
whatever
L2468[20:36:10] <kenzierocks> your
code
L2469[20:36:11] <Ordinastie_> do you want
to say "hey, if you want to use my shit, you need Java
8"
L2470[20:36:18] <Sollux-Captor> It
doesn't matter. Sure, java 8.
L2471[20:36:23]
⇨ Joins: flappy
(~flappy@85-76-151-97-nat.elisa-mobile.fi)
L2472[20:36:42] <Sollux-Captor> This is
for personal use. I am not distributing this
L2473[20:37:04] <Ordinastie_> well, Java
8 it is then
L2474[20:37:09] <Sollux-Captor> Java 8 is
fine with me
L2475[20:37:15] <Ordinastie_> that good,
lambdas will simplify your code
L2476[20:37:37] <Sollux-Captor> I'm not
seeing how this is going to help with my current issue.
L2477[20:38:00] <Ordinastie_> next
question, if you control both InventoryMenu and MenuItemClicked
(and I assume IMenuItemClicked) why do you rely on the display name
of the itemStack to know what action to take ?
L2478[20:38:45] <Sollux-Captor> Because
there is no simple way to just compare items in bukkit unlike
forge.
L2479[20:39:22] <Sollux-Captor> It is
easiest to see if the clicked items has the same display name and
is of the same type
L2480[20:39:38] <Ordinastie_> but *you*
control the data
L2481[20:39:56] <Ordinastie_> when you
set the option with setInvOption, why not pass the actual action to
take
L2482[20:40:17]
⇨ Joins: Lunatrius` (~Lunatrius@77.38.21.26)
L2483[20:40:57] <Sollux-Captor> because
one of the parameters in the InventoryMenu constructor is of
IMenuItemClicked which is an interface.
L2484[20:41:50] <Sollux-Captor> I have to
declare the actions of the inventory items when making a new
InventoryMenu object
L2485[20:42:46] <Sollux-Captor> I do not
think the event will trigger if other wise.
L2486[20:43:03] <Ordinastie_>
menu.setInvOption(17, new ItemStack(), action)
L2487[20:43:35] <Ordinastie_> when you
call onMenuItemClicked() with MenuItemClicked , you can have the
event remember the action
L2488[20:43:39] <Ordinastie_> and simply
defer
L2489[20:43:54] <Ordinastie_> and lambdas
really helps too have clean code for that
L2490[20:44:24] <Sollux-Captor> Can you
give me a quick example or something?
L2491[20:44:33]
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L2492[20:45:07] <Sollux-Captor> Can you
give me a quick example or something.
L2493[20:45:14] <Sollux-Captor>
damnit
L2494[20:45:18] <Sollux-Captor> woops, up
arrow key
L2495[20:45:21]
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384 seconds)
L2496[20:45:21] ***
Lunatrius` is now known as Lunatrius
L2497[20:45:31] <Ordinastie_>
menu.setOption(index, itemStack, event ->
menu.setPage(menu.currentPage +1));
L2498[20:45:34] <Ordinastie_> something
like that
L2499[20:46:38] <Ordinastie_> new
InventoryMenu(title, numSlots, something, clickEvent ->
clickEvent.getAction().apply());
L2500[20:47:21] <Ordinastie_> obviously,
you need to modify your object to store relevant data about the
actions
L2501[20:47:48] <Ordinastie_> you could
completely remove the MenuItemClicked entirely
L2502[20:48:30] <Sollux-Captor> And that
would do what exactly?
L2503[20:48:34] <Ordinastie_> (I know it
has drifted away from your issue, but honnestly, I don't see any
issue in your vid)
L2504[20:49:38] <Sollux-Captor> The only
issue in the video is that a.) it is just scrolling to fast and
taking in more then one click or b.) stupidly broken
L2505[20:49:52] <Ordinastie_> what I'm
saying is, instead of having a global functional interface for your
menu, you would have if for the slots directly
L2506[20:50:07] <Ordinastie_> which is
way cleaner
L2507[20:50:14] <Sollux-Captor>
TAlright
L2508[20:50:18] <Sollux-Captor>
Alright*
L2509[20:51:05] <Ordinastie_> nothin
prevents you to have if for both too, like if none is found for the
slot, then use the global menu one
L2510[20:51:12] <Sollux-Captor> I see
where you are getting at but like why would I completely remove
MenuItemClicked? What is better about doing that?
L2511[20:51:35]
⇨ Joins: MikrySoft
(~MikrySoft@89-76-18-43.dynamic.chello.pl)
L2512[20:51:45] <Ordinastie_> so you're
not tempted to have your huge if/else if/else if again :p
L2513[20:51:49] <Sollux-Captor> I think I
much rather do it your way though even if it means pretty much
rewriting everything
L2514[20:52:09] <Ordinastie_> one
aditional thing too
L2515[20:52:14] <Ordinastie_> your
pageView is pointless
L2516[20:52:27] <Ordinastie_> I guess
it's a static one
L2517[20:52:43] <Sollux-Captor> Trust me,
that is not mine. That is what the shits over at spigot suggested I
try and do
L2518[20:53:25] <Ordinastie_> your menu
object doesn't exist outside this method anyway
L2519[20:53:47] <Ordinastie_> so just use
that object, that you know only applies for the player
L2520[20:53:51] <Ordinastie_> store the
page in there
L2521[20:53:52] <Sollux-Captor> Well I
have multiple different menus but that is besides the point.
L2522[20:54:24] <Sollux-Captor> The whole
thing is essentially an interactive inventory banner maker and
cataloger.
L2524[20:55:06]
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L2525[20:55:16] <Sollux-Captor> Anyways,
for the "new InventoryMenu(title, numSlots, something,
clickEvent -> clickEvent.getAction().apply());" What
exactly is that last parameter intended to do?
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L2531[20:56:38] <Ordinastie_> same thing
as new IMenuItemClicked() { public void
onMenuItemClick(MenuItemClicked clickEvent) {
clientEvent.GetAction.apply(); } }
L2532[20:57:22] <Ordinastie_> I suggest
you read about lambdas in J8
L2533[20:57:41] <Sollux-Captor> Yeah, I
know nothing about lambdas so I should probably do so
L2534[20:58:01] <Sollux-Captor> or I
think I know nothing about lambdas
L2535[20:58:25] <Ordinastie_> when you
have a functional interface, which means an interface that does one
thing (like IMenuItemClicked), you can simplify the writing and
java know what it refers too
L2536[20:58:54] <howtonotwin> a lambda
looks like this (function params) -> { body; body; body; }
L2537[20:59:23] <howtonotwin> If the body
is only one statement, you can omit the {}, like this (params)
-> 1+1
L2538[20:59:51] <howtonotwin> As you can
see, you can also omit return, as the above defines a function that
returns 2
L2539[21:00:09] <Ordinastie_> if there is
only 1 param, you can omit the paren too
L2540[21:00:13] <howtonotwin> The
parameters look like a normal param list, as so (int i, Object
o)
L2541[21:00:18] <howtonotwin> that
too
L2542[21:00:37] <Ordinastie_> well, the
types can be omitted too
L2543[21:00:39] <howtonotwin> You can
also omit the param type if it can be inferred
L2544[21:00:47] <howtonotwin> like so i
-> i*5
L2545[21:01:14] <howtonotwin> You can
also use method references that look like Receiver::method
L2546[21:01:22] <howtonotwin> But you'll
have to research that yourself
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L2549[21:01:37] <Sollux-Captor> as for
the getAction(); That would just be a getter method that gets the
action of an inventory slot that was set by setOption(...)?
L2550[21:01:47] <Ordinastie_> yes
L2551[21:02:16] <Ordinastie_> you don't
even necessarily have to store is in the even
L2552[21:02:17] <Ordinastie_>
*event
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L2554[21:02:33] <Sollux-Captor> Would I
want to make that a map then? Get the action of key slot
number
L2555[21:03:01] <howtonotwin> that would
work.
L2556[21:03:03] <Ordinastie_> maybe
yes
L2557[21:03:17] <Ordinastie_> depends on
what data you get in the first place when player clicks the
slot
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L2559[21:03:49] <Sollux-Captor> I get
what ever is in MenuItemClicked
L2560[21:04:09] <Ordinastie_> but that's
your object, you constructed that yourself
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L2562[21:04:20] <Ordinastie_> from some
data passed by MC or whatever
L2563[21:04:27] <Sollux-Captor> Oh ok
then
L2564[21:04:49] <Sollux-Captor> You can
basically get all of the data that is in my class from MC
L2565[21:05:09] <Ordinastie_> I know MC
will only send the slot index to the client, but maybe on the
sever, before that you retreive your own slot object etc.
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L2567[21:05:29] <howtonotwin> Also, if
you don't want to roll your own functional interfaces you can use
the stuff under java.util.function
L2568[21:05:46] <Sollux-Captor>
Yeah?
L2569[21:05:49] <Ordinastie_> (hence the
apply() used earlier)
L2570[21:06:00] <howtonotwin> Like your
class that handles events
L2571[21:06:13] <howtonotwin> You don't
really need that if you just use the ones already defined
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L2573[21:06:42] <Ordinastie_> in your
case, Consumer<MenuItemClicked>
L2574[21:07:15] <howtonotwin> That means
a function taking MenuItemClicked and returning void
L2575[21:08:15] <Sollux-Captor> Well I'm
going to try what Ordinastie suggested first
L2576[21:08:21] <Sollux-Captor> See how
things go from there.
L2577[21:09:02] <Ordinastie_> and then
when you'll have stuff like menu.setOption(slotIndex, itemStack,
player::closeInventory); you'll realise it feels so nice :p
L2578[21:10:05] <Ordinastie_> or
menu.setOption(slotIndex, itemStack, menu::nextPage); /
menu.setOption(slotIndex, itemStack, menu::previousPage);
L2579[21:10:38] <howtonotwin>
player::closeInventory is a kind of shorthand for (params)
/*discarded*/ -> player.closeInventory, except not really
L2580[21:10:56] <Ordinastie_> also, back
to your issue, maybe you should just clear the inventory and resets
the stacks from that, don't recreate the menu entirely
L2581[21:11:09] <Sollux-Captor> You said
that I would be passing IMenuItemClicked to that method,
right?
L2582[21:11:40] <Ordinastie_> what you
pass is what you need
L2583[21:12:11] <Sollux-Captor> So I'm
basically passing anything
L2584[21:12:16] <Sollux-Captor> ?
L2585[21:13:09] <howtonotwin> Whatever
you want to pass, your decision
L2586[21:13:34] <Ordinastie_> if you know
you don't need anything, you don't have to pass any param in your
action, so you choose an interface that has no params for its
methodf
L2587[21:14:16] <Ordinastie_> in your
case, what will you need ? just the itemStack ? the slotIndex ? the
full event ?
L2588[21:14:59] <Ordinastie_> if you need
the full event, then yes, you need your IMenuItemClicked (or the J8
builtin equivalent Consumer<MenuItemClicked>
L2589[21:14:59] <Sollux-Captor>
Alright
L2590[21:15:06] <howtonotwin> Also note
that lambdas can't really do state, not that it seems to
matter.
L2591[21:15:44] <Ordinastie_> but
remember that if you use lambdas you already have access to current
variables inside, like menu, player, etc
L2592[21:16:06] <howtonotwin> But those
variables must be final or "effectively final"
L2593[21:16:17] <Ordinastie_> true
L2594[21:17:00] <Sollux-Captor> the
player can be final, the menu can be final as well unless the event
is to switch between menus
L2595[21:17:03] <Sollux-Captor> ?
L2596[21:17:03] <howtonotwin>
"effectively final" means the variable isn't explicitly
declared final, but is never reassigned and therefore acts final
anyway
L2597[21:17:19] <Sollux-Captor> I got
that.
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L2599[21:17:26] <Ordinastie_>
Sollux-Captor, I suggest you don't replace your menu ever
L2600[21:17:47] <Ordinastie_> when you
chage page, don't call openCatalog
L2601[21:17:56] <Ordinastie_> change the
page inside your menu object
L2602[21:18:04] <Ordinastie_> and
reassign slot contents there
L2603[21:18:11] <Sollux-Captor>
Alright
L2605[21:19:37] <Ordinastie_> not really
sure how, but there must be a better way
L2606[21:20:56] <howtonotwin> Can't you
set the 0-45 in one go, then one by one switch out the others
outside the loop?
L2607[21:20:59] <Sollux-Captor> I'll try
to make that better but I'm not sure because that is basically just
the inventory maker.
L2608[21:21:31] <Sollux-Captor> No I
cannot because I am getting all my items from a giant pool of
items
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L2611[21:22:25] <Ordinastie_> my take on
it : one method to set the right menu, the 5 calls to
setInvOption
L2612[21:22:39] <Ordinastie_> one method
to set the banner slots, based on currentPage in the menu
L2613[21:22:50] <Ordinastie_> there you
can have the loop
L2614[21:23:06] <Ordinastie_> skip the
index % 9 == 0
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L2616[21:23:31] <Sollux-Captor> The thing
is is that I have int j because before when I tried things out side
of the loop, it skipped over items within the catalog
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L2618[21:23:33] <Sollux-Captor>
config
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L2620[21:24:01] <Sollux-Captor> % 8?
Since there are only 8 banners per row.
L2621[21:24:37] <Ordinastie_> probably
(index + 1) % 9
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L2623[21:24:48] <howtonotwin> 8*que ==
45?
L2624[21:24:51] <Ordinastie_> but it's up
to you to not mess the indexes and stuff for your catalog
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L2626[21:25:45] <Sollux-Captor> I might
not because that would just mean a lot of iteration alignment and
parsing for the correct thing in a YML
L2627[21:25:55] <Ordinastie_> nope
L2628[21:26:16] <Ordinastie_> you stil
have i
L2629[21:26:28] <Ordinastie_> and j can
be deducted from i
L2630[21:26:40] <Ordinastie_> (yes, all
your j = 1, j = 2 are useless :))
L2632[21:28:15] <Sollux-Captor> Offset of
0 will start at 1 and end at 40.
L2633[21:28:33] <Sollux-Captor> offset of
40 will start at 40 and end at 80. pretty simple
L2634[21:29:54] <Ordinastie_> still, that
doesn't contradict what I said
L2635[21:30:40] <Ordinastie_> (had to
double check that word on google translate, it felt wrong
><)
L2636[21:30:40] <Sollux-Captor> Did I say
it did? I was just explaining how I'm currently setting up the
pages
L2637[21:31:02] <Ordinastie_>
<Sollux-Captor> I might not because that would just mean a
lot of iteration alignment and parsing for the correct thing in a
YML
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L2639[21:32:46] <howtonotwin> Why do
blocks define a sensible toString but Items still have the
className@hashcode thing?
L2640[21:32:48] <Sollux-Captor> Well that
is because I didn't understand what you meant at first
L2641[21:34:08] <Ordinastie_> do you use
git ?
L2642[21:35:25]
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L2643[21:35:37] <howtonotwin>
Ordinastie_: that is quite possibly the randomest thing I've seen
today.
L2644[21:36:17] <Ordinastie_> I'm asking
if he has a github or similar, not quite random in a chan like this
:)
L2645[21:36:21]
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L2647[21:36:34] <howtonotwin> aha!
L2648[21:37:29]
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L2651[21:40:19] <Sollux-Captor> You said
not to use a map to store the actions?
L2652[21:40:31] <Ordinastie_> I did
not
L2653[21:40:41] <Sollux-Captor> I don't
remember what you said.
L2654[21:40:44] <Sollux-Captor>
Hehe
L2655[21:41:20] <Ordinastie_> if you had
a slot object, that would be a convenient place to store it, but if
you don't, Map<int, Consumer<MenuStuffClick>> should
work
L2656[21:41:39] <Sollux-Captor>
Alright
L2657[21:42:18]
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L2659[21:44:18] <Ordinastie_>
Sollux-Captor, you didn't answer do you have github ?
L2660[21:44:45] <Sollux-Captor> Oh,
woops, did not see that question. I do but I really do not like to
use it.
L2661[21:44:49] <Sollux-Captor> I use
bitbucket
L2662[21:44:56] <Ordinastie_> that
explains :p
L2663[21:45:05] <Sollux-Captor> Explains
what?
L2664[21:45:14] <Ordinastie_> why you
don't like to use it
L2665[21:45:20] <Sollux-Captor> Oh,
haha
L2666[21:45:21] <tterrag|away> not
really...from my experience github is better than bitbucket in
every way .-.
L2667[21:45:27] ***
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L2668[21:45:32] <tterrag> bitbucket UI
just feels clunky
L2669[21:45:34] <Sollux-Captor> You have
to pay for private repos though
L2670[21:45:37] <tterrag> this is
true
L2671[21:45:42] <tterrag> unless you are
a student
L2672[21:45:55] <Ordinastie_> do you
really need a private repo though ?
L2673[21:46:00] <tterrag> why would you
need a private repo though?
L2674[21:46:02] <Sollux-Captor> Also I
think bitbucket is more organized actually.
L2675[21:46:26] <Sollux-Captor> For
reasons
L2676[21:46:31] <tterrag> don't really
agree there
L2677[21:46:35] <tterrag> particularly
their issue system
L2678[21:46:40] <Lord_Ralex> i mean,
bitbucket is also software you can run on your own hardware
too
L2679[21:46:42] <tterrag> GH isn't great
but bb is a mess from what I've seen
L2680[21:46:49] <tterrag> Lord_Ralex: so
is github :P
L2681[21:46:51] <tterrag> it's called
gitlab
L2682[21:46:54] <Lord_Ralex> true
L2683[21:46:58] <Lord_Ralex> forgot about
gitlan
L2684[21:46:59] <Lord_Ralex> lab
L2685[21:47:07]
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L2686[21:47:25] <Lord_Ralex> but since
atlassian has all their stuff mixed together, it plays really well
with their tools
L2687[21:47:32] <Lord_Ralex> still would
use github though, lol
L2688[21:47:41] <Sollux-Captor> I'm
already using Confluence for things so I thought it was just easier
to use bitbucket.
L2689[21:48:36] <howtonotwin> Say, does
forge swallow logger debug messages? They don't seem to be getting
through.
L2690[21:49:54] <tterrag> only if you use
the forge logger
L2691[21:49:56] <tterrag> which you
shouldn't
L2692[21:50:18] <howtonotwin> which
should I use then?
L2693[21:50:27] <tterrag> your own?
L2694[21:50:54] <tterrag>
Logger.getLogger
L2695[21:50:58] <tterrag> erm
L2696[21:51:00] <tterrag>
LogManager.getLogger
L2697[21:51:19] <howtonotwin> in my
preinit I get the logger off event.getModLog, should that
change?
L2698[21:51:30] <Ordinastie_> look what
it does
L2699[21:52:02] <tterrag> same
thing
L2700[21:52:10] <tterrag> in which case
no, it should not swallow debug messages
L2701[21:52:53] <tterrag> actually...I
might be mistaken
L2702[21:52:58] <tterrag> I thought I had
used debug level in the past but maybe not
L2703[21:53:03] <tterrag> looks like I
just used info
L2704[21:53:08] <Ordinastie_> unless you
did LogManager.getLogger("your mom") then it's
normal
L2705[21:53:18] <howtonotwin> It lets
warns through, and it does show the modid in brackets
L2706[21:53:18] <tterrag> Ordinastie_:
not quite
L2707[21:53:31] <tterrag> all log4j
loggers use the parent configuration (forge's)
L2708[21:53:45]
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L2709[21:53:55] <howtonotwin> Can I
override that then?
L2710[21:54:02] <Ordinastie_> I wish it
was simpler to alter the print level for the logger
L2711[21:54:16] <Ordinastie_> you have to
use an XML or something, it's annoying
L2712[21:54:35] <Ordinastie_> but yes,
debug and trace aren't output to sysout
L2713[21:54:52] <Sollux-Captor> It would
be Consumer<MenuItemClicked> not
Consumer<IMenuItemClicked> ?
L2714[21:55:12] <howtonotwin> doesn't
matter, whatever the class is called
L2715[21:55:14] <tterrag> howtonotwin:
read the javadoc on getModLog
L2716[21:55:16] <Ordinastie_> yes, look
at consumer
L2717[21:55:30] <howtonotwin>
alright
L2718[21:55:33] <Sollux-Captor> Alright,
thanks.
L2719[21:55:40] ***
cpw is now known as cpw|out
L2720[21:55:52] <Sollux-Captor> Certainly
wayyy more helpful then those idiots over at spigot.
L2721[21:56:28] <Sollux-Captor> Time to
put this into practice (was just taking some notes and making sure
of things)
L2722[21:56:49] <Ordinastie_> well, imma
go to bed soon, I'll check your homework tomorrow
L2723[21:57:11] <Sollux-Captor> Who
me?
L2724[21:57:16] <Ordinastie_> yup
L2725[21:57:20] <Sollux-Captor>
Haha
L2726[21:57:22] <Sollux-Captor>
Fine
L2727[21:57:33] <Sollux-Captor> I was
hoping to get this done tonight though
L2728[21:57:38] <Sollux-Captor> Hopefully
I can
L2729[21:58:11] <Ordinastie_> yeah,
that's how I help
L2730[21:58:22] <Ordinastie_> I don't fix
your problems, I tell you to rewrite everything
L2731[21:59:08] <Sollux-Captor> Yeah
thanks, does not help that I am on a deadline with this. haha
L2732[22:00:47]
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L2733[22:01:32] <Sollux-Captor> Meh, I
should probably get to bed as well.
L2734[22:01:41] <Sollux-Captor> Guess it
wont be finished tonight.
L2735[22:05:14]
⇨ Joins: tenten8401 (webchat@50.111.101.180)
L2736[22:06:08] <Ordinastie_> Got a bunch
of emails telling me that posts were added to my thread
L2737[22:06:12] <Ordinastie_> was getting
worried
L2738[22:06:29] <Ordinastie_> turns out
all the issues I add were fixed by themselves :p
L2739[22:07:15]
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L2741[22:11:43] <theFlaxbeard> I'm not
too up to date on the way item rendering works after 1.8 - but
would it be possible with the current system to have two layers on
an item, one that's set to transparent where the first layer is.
Something that would effectively work like this -
http://puu.sh/qlwop/1de4f4325c.png
L2742[22:12:05]
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L2743[22:12:22] <howtonotwin> Yes, use
the layer# textures in the JSON, and define the number of layers
somewhere in the Item class
L2744[22:12:25]
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L2745[22:12:40] <howtonotwin> I don't
remember which method you have to override, but it's pretty
easy
L2746[22:13:30] <Ordinastie_> if the
first layer is supposed to be a mask for the second, I'm not so
sure
L2747[22:15:47] <theFlaxbeard> Yeah, a
mask effect is what I'm looking for
L2748[22:17:32]
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L2750[22:18:17] <Ordinastie_> depending
on your use case, you might want to use custom icon loading
instead
L2751[22:18:32] <theFlaxbeard> Hmm
L2752[22:18:37] <Ordinastie_>
howtonotwin, test it? :)
L2753[22:19:04] <tterrag> howtonotwin: I
know little to nothing about log4j configuration
L2754[22:19:24] <Ordinastie_> also I
wonder, is it possible/easy to capture logging ?
L2755[22:19:36] <tterrag> theFlaxbeard:
yell at fry about the lack of GL item rendering
L2756[22:19:39] <tterrag> which would
make what you want easy
L2757[22:19:49] <Ordinastie_> like if I
wanted to print on screen in MC for example
L2758[22:19:50] <theFlaxbeard> I could
generate and save the masked item files separately using something
like python and imagemagick I guess - but that'd be more clunky and
I'd have to manually set all the files I want masked
L2759[22:21:46] <Ordinastie_>
theFlaxbeard, based on how desperate you are, I can interest you in
a lib that allows old timey item rendering :)
L2760[22:22:08] <theFlaxbeard> Not all
that desperate :P
L2761[22:22:25] <Ordinastie_> :'(
L2762[22:22:36] <theFlaxbeard> I might go
the manual route - have my mod output a list of all the files and
then have an external program save the masked items
L2763[22:22:57] <Ordinastie_> if that's
not desperation, I don't know what is
L2764[22:22:59] <theFlaxbeard> Is it
possible to assign items an icon based on NBT?
L2765[22:23:12] <theFlaxbeard> Well I'd
rather not require another lib for what is essentially a minor
visual feature
L2766[22:23:53] <Ordinastie_> but you
would benefit for much more too :p
L2767[22:24:18] <howtonotwin> you
shouldn't mask the texture externally, should you? what happens
when you have a resource pack?
L2768[22:24:38] <howtonotwin> Do you just
create the masks by hand again?
L2769[22:24:40] <tterrag> exactly, it
doesn't make sense
L2770[22:24:49] <tterrag> GL access from
item renders SHOULD EXIST in forge
L2771[22:24:50] <tterrag> but it does
not
L2772[22:24:58] <tterrag> it is a severe
limitation that has existed since 1.8
L2773[22:25:26] <theFlaxbeard>
howtonotwin: Only my mod's textures are masked. I'd include the
program
L2774[22:25:37] <theFlaxbeard> If someone
skinned my mod, then they would have no reason to not update the
masks
L2775[22:25:47] <Ordinastie_> at this
point, just use custom loading for the icons directly
L2776[22:25:58] <theFlaxbeard> Sounds
like a pain :P
L2777[22:26:02] <Ordinastie_> not
really
L2778[22:26:15] <Ordinastie_> should be
pretty much the same
L2779[22:26:18] <Ordinastie_> as
externally
L2780[22:26:30] <theFlaxbeard> So how
would custom loading work
L2781[22:26:37] <theFlaxbeard> would that
enable me to use GL?
L2782[22:26:52] <theFlaxbeard> (I'm still
not sure how to do the masking if I have GL, but I guess I'll cross
that bridge when i get to it)
L2783[22:26:55] <tterrag> you could
manually manipulate the texture
L2784[22:27:00] <Ordinastie_> no, you
would write the icon the same way your extern program would
L2785[22:27:01] <tterrag> physically
apply the mask
L2786[22:27:35] <theFlaxbeard> That would
mean I'd have to use java-based tools to modify the icon though,
which I have no experience with
L2787[22:27:41] <theFlaxbeard> wheras
imagemagick is easy :P
L2788[22:27:58] <tterrag> for a simple
mask it's ridiculously easy
L2789[22:28:02] <tterrag> just use
awt
L2790[22:28:16]
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L2791[22:28:39] <Ordinastie_> isn't it
like 5 LOC if you do that manually ?
L2792[22:28:55] <tterrag> perhaps
L2793[22:29:37] <theFlaxbeard> Alright so
I should start with manually loading the icons?
L2794[22:29:46] <Ordinastie_> well,
that's what I would do
L2795[22:29:59] <tterrag> that part isn't
really hard. just use TExtureStitchEvent :P
L2796[22:30:00] <Ordinastie_> not sure
how to make the models use those icons though
L2797[22:30:16] <tterrag> you register
them to a RL and use that RL in your model
L2798[22:30:28] <tterrag>
texturestitchevent can intercept that RL loading and replace
it
L2799[22:30:29] <Ordinastie_> right, not
with JSON then
L2800[22:30:33] <tterrag> sure with
json
L2801[22:30:36] <tterrag> does it
matter?
L2802[22:31:32] <Ordinastie_> I don't
know, it quickly gets super messy with JSON if you need something
slightly custom
L2803[22:32:03] <theFlaxbeard> So do I
need to touch the loading of the icons for the base item
itself?
L2804[22:32:16] <theFlaxbeard> (The apple
in my example image)
L2805[22:32:26] <tterrag> you would need
to replace it yes
L2806[22:32:34] <tterrag> that would be
the point
L2807[22:32:52] <tterrag> load base
texture -> apply mask -> stitch to atlas
L2808[22:32:59] <theFlaxbeard> Makes
sense
L2809[22:33:52] <theFlaxbeard> I only
want to apply the mask if the item has a specific NBT tag - meaning
I'll keep the base texture stitched and then also stitch a version
with the mask, correct?
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L2813[22:38:26] <tterrag> ah yeah
L2814[22:38:57] <theFlaxbeard> And there
shouldn't be a reason I have to alter the rendering setup for the
nbt-less item, right?
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L2817[22:40:56] <tterrag> nope
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L2820[22:46:48] <theFlaxbeard> tterrag:
So do I call registerSprite() on the TextureMap that's passed in
Pre and then save that?
L2821[22:46:57] <theFlaxbeard> er, save
the returned TextureAtlasSprite
L2822[22:51:09] <McJty> LatvianModder,
here?
L2823[22:52:38]
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L2824[22:55:53] <tterrag> theFlaxbeard: I
guess
L2825[22:56:52] <theFlaxbeard> I'm not
entirely sure how I use that sprite
L2826[22:57:19] <tterrag> you will
probably need a custom model
L2827[22:57:35] <tterrag> or, you could
register the sprite to some predefined REsourceLocation and use
that in your json model
L2828[22:58:13] <tterrag> something like
modid:[texturename]_masked
L2829[22:58:42] <theFlaxbeard> The
masking operation would be performed on what, the
TextureAtlasSprite?
L2830[22:58:50] <theFlaxbeard> which I'd
then insert to the map?
L2831[23:02:04] <tterrag> yes
L2832[23:03:10] <electrolitic> Is it more
comomon to have an input slot of a TileEntity only accept
ItemStacks that make an output ItemStack, or accept anything in the
input?
L2833[23:03:31] <electrolitic>
common*
L2834[23:03:49] <tterrag> either way is
decently common
L2835[23:03:52] <tterrag> I'm partial to
the former
L2836[23:04:16] <electrolitic> Do most
people have a preference?
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L2843[23:08:14] <tterrag> you'd have to
ask most people :P
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