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L1[00:00:16] <Lach_01298> method
createTileEntity is not in block
L2[00:00:32] ⇨
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L3[00:00:45] <TehNut> I'm looking right at
it
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L5[00:03:40] <Lach_01298> ok it is
there
L6[00:06:17] <Lach_01298> ok it's rendering
but the tile entity is not working
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L10[00:17:39] <Lach_01298> i fixed it. i
changed it back to BlockContainer and change the render type
because for some reason the default is invisible
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L20[00:43:45] <Zidane> So with an obj,
where do you specify the adjustments per transform type.
L21[00:44:04] <Zidane> Is that in the
material? If so, what is the key/value it is looking for
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L24[00:53:54] <sweetpi> Zidane: you mean
like translation and rotation? iirc obj doesnt support transforms.
everything is baked
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L31[01:11:09] <Lymia> \o/
L32[01:11:30] <Lymia> Scala IDE warns for
trivial style issues like "!list.isEmpty" rather than
"list.nonEmpty" or having extra parenthesis.
L33[01:11:37] <Lymia> It doesn't warn for
stuff like "Hey, you know you should use IndexedSeq if you
want to guarantee O(1) indexing, right?"
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L45[01:59:59] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160821 mappings to Forge Maven.
L46[02:00:03] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160821-1.10.2.zip
(mappings = "snapshot_20160821" in build.gradle).
L47[02:00:13] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L59[02:29:16] <sham1> Please paste your
build.gradle
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L64[02:44:25] <Akkarin> hmmm ... entity
spawning changed a bit, huh ... is there anything apart from
registration that has to be done in order to get spawn eggs to
work?
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L66[02:44:44] <Akkarin> (egg registration
being included with that)
L67[02:45:39] <sham1> Waterpicker, could
you provide us wit your build.gradle
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L69[02:46:04] <Waterpicker> Eh fixed that
issue awhile ago. :3
L71[02:46:23] <Waterpicker> I am looking
for how to create custom world types thou.
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L73[02:51:50] <Akkarin> Well ... apparently
I'm lacking something that makes eggs not work. Spawning the entity
through another item works ...
L74[02:52:16] <Akkarin> If I'd have to
guess I'd say eggs do not like spawning non-living entities?
:D
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L90[03:34:10] <Waterpicker> zHllo
L91[03:34:25] <Waterpicker> Hello Is it
possible I can talk to someone about an idea of mine?
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L94[03:35:29] <Ordinastie_> well, you can
talk, sure
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L96[03:37:05] <Waterpicker> Altering the
way Chunk loading works so that world in a literal sense can be
wrapped.
L97[03:37:33] <sham1> what do you mean by
wrapping
L98[03:37:33] <Waterpicker> Chunk from one
side of the world loading infront of a player as they walk
forward
L100[03:37:46] <Waterpicker> No
teleporting or hax like that.
L101[03:37:49] <Waterpicker> The real
article.
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L103[03:38:22] <Ordinastie_> good luck
with that
L104[03:39:13] <Waterpicker> The idea was
orginally spawned as a near perfect solution for keeping world size
small while allowing minecraft players move infinite in any
direction.
L105[03:39:44] <Waterpicker> Actually I
found were I would ahve modify.
L106[03:40:21] <Waterpicker> The issue is
that I want to stay compatible with most mods including SpongeForge
due to idea being meant for server usage.
L107[03:40:50] <Ordinastie_> maybe a
simple % in getChunkFromCoord or something
L108[03:41:34] <Ordinastie_> but if you
want to look seamless, you'd need to alter the world gen too
L109[03:41:47] <Waterpicker> Yea. I've
known this hard caveat for a while
L110[03:42:05]
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L112[03:42:30] <Waterpicker> Two fold
issue.
L113[03:42:36] <Ordinastie_> actually,
just % to get chunks is not enough
L114[03:42:59] <Waterpicker> It is why I'm
asking for advice on this.
L115[03:43:04] <Ordinastie_> you'd have to
wrap every other coord probably
L116[03:43:39] <Ordinastie_> I think it's
probably way more complicated than we can think
L117[03:43:53] <Ordinastie_> and lead to
many more problem than anticipated
L118[03:44:09] <sham1> Inb4 having to
coremod that shit
L119[03:44:25] <Ordinastie_> that's a
given
L120[03:44:41] <Waterpicker> Yea.
L121[03:44:45] <Ordinastie_> very heavy in
hooks
L122[03:44:55] <Waterpicker> hooks?
L123[03:45:04] <TechnicianLP> the other
thing is how would you handle multiple players?
L124[03:45:44] <Ordinastie_> ^ that's why
I say simply % on the get chunk wouldn't not be enough
L125[03:45:59] <Ordinastie_> you'd need to
do that for all the coords
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L129[03:50:33] <Waterpicker> just general
spam of all the coordiantes?
L130[03:51:06] <Ordinastie_> what ?
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L132[03:51:48] <gigaherz> morning,
apparently my computer stopped being "on" around 7:53am
-- I suppose power was out for a bit
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L134[03:51:57] <gigaherz> what did I m
iss? ;P
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L137[03:52:15] <Kaiyouka> Woah, I forgot
this channel was a thing
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L140[03:52:46] <gigaherz> how do you
forget that the #1 source for modding information on modern forge,
exists?
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L142[03:53:15] <Kaiyouka> I don't mod
anymore?
L143[03:53:22] <gigaherz> Oh I see.
L144[03:53:31] <Kaiyouka> Well, it's
severely low on the priorities list
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L146[03:53:37] <gigaherz> EWH
L147[03:53:49] <gigaherz> that's on my log
from before the log stopped logging
L148[03:53:49] <gigaherz> [07:17]
(Lach_01298): i fixed it. i changed it back to BlockContainer and
change the render type because for some reason the default is
invisible
L149[03:53:49] <gigaherz> [07:20] (i)
[PART] Lach_01298 (~Lach_0129@14-200-43-252.static.tpgi.com.au)
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L150[03:54:01] <gigaherz> WHY? WHY are
people still using BlockComtainer?!
L151[03:54:06] <Kaiyouka> lol
L152[03:54:08] <sham1> because
stupid
L153[03:54:36] <Kaiyouka> You mean Forge
still doesn't have code to nuke the modder if they use
BlockContainer?
L154[03:54:43] <Kaiyouka> Tsk, for shame
big L, you're slacking ;p
L155[03:54:52] <Kaiyouka> j/k
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L157[03:54:54] <gigaherz> not it just
drops its head sadly and sighs
L158[03:55:33] <gigaherz> does help that
mojang is teaching people to ignore @Deprecated
L159[03:55:49] <gigaherz> since they are
using it as "@Internal"
L160[03:56:01] <Kaiyouka> ... the
fuck?
L161[03:56:16] <gigaherz> in 1.9.4, they
started providing the jars with annotation info
L162[03:56:29] <gigaherz> so all the
methods in Block, that are not meant to be called directly
L163[03:56:38] <gigaherz> and should be
called from IBlockState
L164[03:56:41] <gigaherz> are now
@Deprecated
L165[03:56:47] <Kaiyouka> O_o
L166[03:56:53] <gigaherz> but you still
have to override them for your new blocks
L167[03:57:05] <Kaiyouka> Mojerng
plz
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L169[03:59:15] <Kaiyouka> well
L170[03:59:33] <Kaiyouka> I guess I can't
really be critical of Mojang's.. um... aesthetic.
L171[03:59:46] <Kaiyouka> Kind of a
pot-calling-kettle-black thing
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L174[04:06:34] <gigaherz> to be honest, I
can't really blame them for their choice of annotation
L175[04:06:45] <gigaherz> java's protected
wouldn't have helped that much
L176[04:07:05] <gigaherz> since it would
have still allowed anything in the package to access it
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L178[04:07:31] <Kaiyouka> Fair enough, I
s'pose
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L181[04:11:37] <Waterpicker>
Fascinating
L182[04:12:12] <Waterpicker> Ordinastie_,
I think the modifications in modern minecraft was smaller than one
would think
L183[04:12:40] <Ordinastie_> ?
L184[04:13:25] <Waterpicker> ChunkPos and
BlockPos define Block side of things of what I need for
chunkwrap
L185[04:14:00] <Ordinastie_> hum, not sure
what you're saying
L186[04:14:15] <Ordinastie_> but if you
want to wrap, you need entities to wrap too
L187[04:15:36] <Waterpicker> I know
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L201[05:30:31] <LexLap2> Slacking? Fuck
you.
L202[05:30:42] <LexLap2> And there is
SOOOOOOOOOOOOOOOO much shit I would do... if I could.
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L204[05:36:37] *** Server sets mode: +CQcnrtf
#RegisterYourNameMoron
L205[05:37:58] <sham1> More like
megahelpful
L206[05:38:37] <Curle> :L
L207[05:38:51] <Curle> says shamWOW
L208[05:39:12] <sham1> :/
L210[05:39:55] <Curle> i can rub it in all
day
L211[05:39:56] <gigaherz> are you really
arguing over if I'm 10^6 worth of helpfulness, or 10^9?
L212[05:40:07] <Curle> it's
perspective
L213[05:40:35] <sham1> shamwow is German
engineering
L214[05:40:41] <sham1> thus I am
flattered
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L218[05:48:34] <sham1> and yes giga
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L225[06:01:49] <Curle> yes, we are.
L226[06:02:14] <Curle> hooray
L227[06:02:22] <Curle> i just got the
subsystem working
L228[06:02:37] <sham1> yay
L229[06:04:44] ⇦
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L230[06:05:26] <Curle> i am now in the
ranks of the windows/linux hybrids :D
L231[06:07:21]
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L232[06:07:49]
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L233[06:08:14] <Hawaii_Beach> so.. i'm
back at it with creating a log class
L234[06:09:25] ⇦
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seconds)
L235[06:13:03] <Curle> Hey guys, what
files are required for gradlew to work?
L236[06:13:32] <Curle> i mean, from the
folder you install it. I moved the bat and build.gradle and it's
complaining, so what else do I have to move? :L
L237[06:16:06] <Hawaii_Beach> is the wiki
outdated or am i retarded?
L238[06:16:44] <gigaherz> Curle:
technically, just the build.gradle -- if you have gradle on your
computer
L239[06:16:45] <gigaherz> but
L240[06:16:56] <gigaherz>
gradlew/gradlew.bat, the gradle folder (gradle wrapper), and the
build.gradle file
L241[06:17:04] <Curle> the gradle
foldeR?
L242[06:17:07] <Curle> damnit
L243[06:17:12] <Curle> but yeah, i'll try
that.
L244[06:17:13] <Curle> :L
L245[06:17:22] <Curle> i'm setting up
jenkins the easiest way i know
L246[06:17:32] <Curle> execute gradlew
build when i push to git :L
L247[06:17:48] <Curle> damn son
L248[06:17:52] <Curle> it's installing
gradle
L249[06:17:58] <Curle> no wonder it's
taking ages
L250[06:17:59] <Curle> :L
L251[06:19:16] <Curle> it's building
L252[06:19:18] <Curle> im so hyped
L253[06:19:54] <Hawaii_Beach> what
happened to the BlockState class?
L254[06:20:03] <gigaherz> Hawaii_Beach:
BlockStateContainer
L255[06:20:11] ⇦
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L257[06:20:17] <Hawaii_Beach> yeah was
just about to ask if i should read the code
L259[06:20:32] <Hawaii_Beach> ah thank
you
L260[06:20:35] <Curle> damn son
L261[06:20:36] <gigaherz> also, looking at
vanilla blocks does help
L262[06:20:36] <gigaherz> ;P
L263[06:20:41] <Hawaii_Beach> yeah i
did
L264[06:20:45] <Curle> basic error in my
code ;-;
L265[06:20:48] <Hawaii_Beach> but as
you've said, not too much
L266[06:22:03] <Hawaii_Beach> should i use
PropertyEnum?
L267[06:22:23] <gigaherz> do you want to
expose enums as blockstate properties?
L268[06:22:42] <Hawaii_Beach> or what
should i use?
L269[06:22:47]
⇨ Joins: Jezza (~Jezza@92.206.5.6)
L270[06:22:48] <gigaherz> whatever fits
your needs.
L271[06:22:52] <gigaherz>
PropertyBool
L272[06:22:54] <gigaherz>
PropertyInteger
L273[06:22:56] <gigaherz>
PropertyEnum
L274[06:22:57] <Hawaii_Beach> well just a
basic axis thingy
L275[06:23:02] <gigaherz>
PropertyFacing
L276[06:23:11] <gigaherz> no need to do
the enum yourself.
L277[06:23:15] <Hawaii_Beach> ah
L278[06:23:52] <Hawaii_Beach> so
PropertyFacing then?
L279[06:24:01] <gigaherz> well
L280[06:24:11] <gigaherz> what EXACTLY
will you ahve in it?
L282[06:24:23] <Hawaii_Beach> log
axis
L283[06:24:26] <Curle> uhm, anyone got a
clue as to what's going on here? :L
L284[06:24:28] <gigaherz> aha log-like,
then
L285[06:24:37] <gigaherz> then you may
want to use BlockLog.LOG_AXIS
L286[06:24:44] <gigaherz> which will
already do the job for your needs
L287[06:24:46] <Hawaii_Beach> wat, i can
use its
L288[06:24:50] <Hawaii_Beach> omg why
didn't someone tell me
L289[06:24:53] <gigaherz> the "public
static final" stuff yes
L290[06:25:16] <Hawaii_Beach> protected
BlockStateContainer createBlockState() {
L291[06:25:16] <Hawaii_Beach> return new
BlockStateContainer(this, BlockLog.AXIS);
L292[06:25:16] <Hawaii_Beach> } ?
L293[06:25:20] <gigaherz> yup
L294[06:25:23] <Hawaii_Beach> well
L295[06:25:25] <Hawaii_Beach> that's too
easy
L296[06:25:36] <gigaherz> and then
whenever you use .withProperty(BlockLog.LOG_AXIS, value)
L297[06:25:51] <gigaherz> it's a bit
longer than declaring your own
L298[06:25:54] <gigaherz> but /shrug
L299[06:25:55]
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L300[06:27:03]
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L301[06:27:04] <gigaherz> oh and, if it's
really a pillar and not a log, BlockRotatedPillar may be a better
fit -- you can even extend that ;P
L302[06:27:09] <Hawaii_Beach> yeah what
about the.withProperty
L303[06:27:18] <gigaherz>
.withProperty(BlockLog.LOG_AXIS, value)
L304[06:27:27] <gigaherz>
.getValue(BlockLog.LOG_AXIS)
L305[06:27:35] <Hawaii_Beach> i'll have to
override onBlockPlaced too?
L306[06:27:56] <gigaherz> depends on if
the base class is good enough for you
L307[06:28:10] <Hawaii_Beach> ah
L308[06:28:22] <Hawaii_Beach> i'll have to
call setDefaultState() ?
L309[06:28:34] <gigaherz> ofc
L310[06:29:03] <Hawaii_Beach> is
setDefaultState(this.getDefaultState()); enough?
L311[06:29:17] <Hawaii_Beach> or do i need
to set a axis?
L312[06:30:56] ⇦
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L313[06:30:57] <gigaherz> well if
thedefault value for the axis is good enough for you...
L314[06:31:20] <gigaherz> I like to be
explicit
L315[06:31:24] <gigaherz> in case somehow
the ordering of the values changes
L316[06:31:28] <gigaherz> so it will still
have the same default
L317[06:31:34] ***
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L318[06:31:57] <Hawaii_Beach> ok, and is
it BlockLog.AXIS or BlockLog.LOG_AXIS i'm looking for?
L319[06:32:09] <gigaherz> it's LOG_AXIS
I'm seeing in my code
L320[06:32:15] <gigaherz> but maybe the
mappings are different for you
L321[06:32:22] <gigaherz> oh I see
L322[06:32:25] <Hawaii_Beach> well i see
both
L323[06:32:28] <gigaherz> BlockLog extends
BlockRotatedPillar
L324[06:32:33] <gigaherz> and the latter
has its own .AXIS
L325[06:32:36] <Hawaii_Beach> ah
L326[06:32:42] <gigaherz> wit hthe same
EXACT declaration
L327[06:32:45] <gigaherz> so whatever you
like.
L328[06:32:47] <gigaherz> it won't
matter.
L329[06:33:15] <gigaherz> the log has its
own EnumAxis
L330[06:33:21] <gigaherz> while
BlockRotatedPillar uses EnumFacing.Axis
L331[06:33:31] <gigaherz> choose whichever
you like the most.
L332[06:36:06] <Hawaii_Beach> i'm
obvioulsly missing something
L333[06:36:38] <fry> an eyebrow?
L334[06:36:51] <gigaherz> lol!
L335[06:36:56] <Hawaii_Beach> that too for
sure
L337[06:37:29] <Hawaii_Beach> i'm reading
it atm
L338[06:40:49] <Hawaii_Beach> hm, using
BlockLog.LOG_AXIS crashes the game
L339[06:41:12] <Hawaii_Beach> a
IllegalArgumentException
L340[06:41:28] <Hawaii_Beach>
nevermind
L341[06:41:33] <Hawaii_Beach> forgot to
use setBlockState
L342[06:41:51] <Hawaii_Beach>
setDefaultState*
L343[06:42:07]
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L344[06:42:50] <Hawaii_Beach> i dont get
it, what IBlockState should i return?
L345[06:43:54] <Ordinastie_> the one you
want as default
L346[06:44:02] <Hawaii_Beach>
IBlockState.withProperty cannot be called from a non-static
context?
L347[06:44:22] <Ordinastie_> obviously
not
L348[06:44:25] ⇦
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L349[06:44:58] <Hawaii_Beach>
BlockStateContainer getBlockState ?
L350[06:45:13] ***
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L351[06:45:29] <Ordinastie_> maybe you
should look what some other blocks do ?
L352[06:47:37] <Hawaii_Beach> looking at
BlockLog, it doesn't do anything special
L353[06:48:21] <Ordinastie_> do you know
what an abstract class is ?
L354[06:52:14] <Hawaii_Beach> no
L355[06:52:42] <Ordinastie_> then you
should start by learning java, and then you can start to mod
L356[06:53:35] <Ordinastie_> otherwise,
the only thing that will happen is you coming here asking for every
line of code you need to write :/
L357[06:55:22] <TechnicianLP>
setupDecompWorkspace takes a long time in conjuction with an
AT
L358[06:56:22] <Hawaii_Beach> no i was
kidding, didn't notice BlockLog was abstract tho
L359[06:57:06] <Hawaii_Beach> so that's
why you have to return your own stuff..
L360[06:57:23] <Ordinastie_> not
really
L361[06:57:52] <Hawaii_Beach> yea
true
L362[06:58:37] <Ordinastie_> TechnicianLP,
it has to download the deps at this stage
L363[06:58:47] <Ordinastie_> and can't use
the cache
L364[06:59:02] <TechnicianLP> thats a good
point
L365[06:59:27] <Ordinastie_> but the
actual decomp/recomp shouldn't take much more time than doing the
setup for a new version
L366[07:00:05] ⇦
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L367[07:00:23] <Hawaii_Beach> so should i
override getBlockState or not?
L368[07:00:30]
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L369[07:01:08] <Ordinastie_> there is no
getBlockState, but if you mean getDefaultState() yes
L370[07:01:57] <Hawaii_Beach> in the
constructor right?
L371[07:02:19] <TechnicianLP> yeah overide
the method in the constructor
L372[07:02:26] <Ordinastie_> you keep
proving you don't really know what you're talking about
L373[07:02:31] ⇦
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L374[07:02:49] <Hawaii_Beach> there is no
method named "getDefaultState()"
L375[07:03:09] <Ordinastie_> my bad, it's
setDefaultState()
L376[07:03:18] <Ordinastie_> the one you
were already overridign
L377[07:03:24] <Hawaii_Beach> a method
right? doesn't exist either
L378[07:04:36] <Ordinastie_> well, they do
exist
L379[07:04:42] <Ordinastie_> but yes,
they're final
L380[07:04:49] ⇦
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L381[07:04:57] <Ordinastie_> you just need
to call setDefaultState
L382[07:05:33] <Ordinastie_> you confused
me with your "what IBlockState should i return?"
L383[07:05:48]
⇨ Joins: auenf (David@DC-24-199.bpb.bigpond.com)
L384[07:06:03] <Hawaii_Beach> and i got
confused by "<TechnicianLP> yeah overide the method in
the constructor"
L385[07:06:13] <Ordinastie_> that was
sarcasme
L386[07:06:15] <Hawaii_Beach> so i
searched for the method (NOT in my constructor)
L387[07:06:19] <Hawaii_Beach> yeah i
know
L388[07:06:33] <Hawaii_Beach> you think
i'm that cheap ha
L389[07:06:36] <Ordinastie_> because
override method in constructor doesn't mean anything
L390[07:06:55] <Hawaii_Beach>
exactly
L391[07:07:08] <Ordinastie_> but that's
what you said
L393[07:08:19] <Curle> it's
happening.
L394[07:08:20] <Curle> :L
L395[07:08:43] <Ordinastie_> oh, so you
were serious
L396[07:08:59] <Ordinastie_> I thought you
were bullshitting all that time ><
L397[07:09:05] <Curle> :L
L398[07:09:21] <Curle> I've been making
it, one vertex at a time
L399[07:09:22] <Curle> :L
L400[07:09:28] <Ordinastie_> (although,
admit it, you just started, haven't you?)
L401[07:09:41] <Curle> i actually started
just after I sent that pikachu pic
L402[07:09:51] <Curle> i was messing with
the manipulation
L403[07:09:53] <Curle> :L
L404[07:11:15] <Curle> but it's been
on-and-off, you know, with the issues with json i've been
having
L405[07:13:01] <Curle> but I can actually
put some effort into it now
L406[07:13:03] <Curle> :D
L407[07:13:30] <Ordinastie_> well, you
have some time, I'm a bit stuck with my system :/
L408[07:13:41] <Curle> What's up?
L409[07:13:49] <Ordinastie_> it's
complicated
L410[07:14:01] ***
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L414[07:18:54] <Curle> Hey Ord, do you
have OCD?
L415[07:19:18] <Ordinastie_> not fully
obsessive, but a bit
L416[07:19:41] <Ordinastie_> also
"Ord" ?
L417[07:19:52] <Ordinastie_> that doesn't
ping me either
L418[07:20:01] <Curle> I tried not
to.
L419[07:20:02] <Curle> :L
L420[07:23:36] ***
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L421[07:24:12] ⇦
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L422[07:30:26] ⇦
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L424[07:35:01] <Curle> There's the
template
L425[07:35:03] <Curle> :L
L426[07:35:51] <Ordinastie_> I think the
polys on each side are wrong
L427[07:36:00] <Curle> yeah, it's a work
in progress
L428[07:36:00] <Curle> :L
L429[07:36:31] <Curle> Wrong how?
L430[07:36:42] <Ordinastie_> the vertexes
don't look coplanar
L432[07:37:14] <Curle> They are.
L433[07:37:16] <Ordinastie_> there should
probably be an edge
L434[07:37:34] <Curle> It's a perfect
square
L435[07:37:36] <Curle> 2x2 blocks
L436[07:37:41] <gigaherz> what's that
meant to be?
L437[07:37:54] <Curle> the template for
the door(s) i'm making for Ordie
L438[07:38:00] <Curle> (sorry, it's
habit.)
L439[07:38:13] <Ordinastie_> Curle, I mean
the polys on each side of the hole
L440[07:38:17] <Curle> Oh, right.
L441[07:38:51] <Curle> I'm modelling it to
prevent texture overlap glitches in-game
L442[07:39:06] <Ordinastie_> wut ?
L443[07:39:28] <Curle> usually models I
make have that strange texture thing where they blend in-game
L444[07:39:32] <Curle> i'm trying to
prevent it :L
L445[07:39:42] <gigaherz> wut?
L446[07:39:44] <Curle> yes, it has
happened in 1.10, so shush.
L447[07:39:49] <Ordinastie_> that's not a
thing
L448[07:39:51] <gigaherz> but but
L449[07:39:52] ⇦
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L450[07:39:56] <gigaherz> mc draws without
texture filtering
L451[07:39:59] <gigaherz> o_O
L452[07:40:13] <Ordinastie_> please don't
try to prevent anything
L453[07:40:17] <Ordinastie_> just make
sure your UVs are right
L454[07:40:28] <Curle> let me rephrase it,
nothing works for me, so i'm working off that.
L455[07:40:29] <Curle> :L
L456[07:40:38] <gigaherz> I like to model
on 16:1 units
L457[07:40:58] <gigaherz> so that I can
then use cube mapping and the texture pixels match with polygon
edges
L458[07:41:15]
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L459[07:41:16] <Ordinastie_> I just change
the grid subdivision, easier
L460[07:41:22] <Ordinastie_> the numbers
stay right
L461[07:41:44] <gigaherz> reminds me, I
need to check if I can model at scale with my program
L463[07:41:59] <Curle> this grid is
ridiculous
L464[07:41:59] <gigaherz> oh and, I COULD
certainly change the grid spacing
L465[07:42:06] <Curle> that black spot is
the "door"
L466[07:42:21] <gigaherz> why's your grid
so large?
L467[07:42:24] <gigaherz> can't you change
it?
L468[07:42:46] <Ordinastie_> yesterday I
watched a few blender vids, and I saw how you're supposed to make
the textures ><
L469[07:43:08] <Ordinastie_> I assume you
did it "wrong" too gigaherz :p
L470[07:43:20] <gigaherz> I don't use
blender for it, it looked too complicated
L471[07:43:46] ⇦
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(Read error: Connection reset by peer)
L472[07:44:00] <Curle> giga, it's wings,
changing it requires 3.24 gigawatts
L473[07:44:05]
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L474[07:44:08] <Curle> of potato
power
L475[07:44:13]
⇨ Joins: cpup (~cpup@32.218.119.133)
L476[07:44:22] <Ordinastie_> thanks
hexchat for crashing on me
L477[07:44:41] <Ordinastie_> anyway, the
way you're supposed to do textures
L478[07:44:43] <Curle> all hail the potato
powers that be
L479[07:44:50] <Ordinastie_> you make
different materials for your model
L480[07:44:58] <Ordinastie_> apply
them
L481[07:45:31] <Ordinastie_> then you
unwrap your UVs and let blender actually build the texture from the
UVs and the materials
L482[07:46:41] <Curle> Ordi, every vertex
matches with it's opposites.
L483[07:46:51] <gigaherz> this is how I
model, sorta
L485[07:46:56] <Ordinastie_> what does
that even mean ?
L486[07:47:06] <Curle> it means everything
is flat and even
L487[07:47:09] <gigaherz> although the
video sucks
L488[07:47:09] <Curle> and easy to work
with
L489[07:47:10] <Curle> :L
L490[07:47:18] <gigaherz> because you
don't see all the "temporary lines" but yeah
L491[07:47:34] <gigaherz> crap it didn't
capture the file browse window
L492[07:47:42] <Ordinastie_> OBS ?
L493[07:47:45] <gigaherz> yup
L494[07:47:51] <gigaherz> I'll have to use
screen capture rather than window capture
L495[07:47:52] <Ordinastie_> yeah, you
can't record that
L496[07:48:00] <Ordinastie_> unless that
^
L497[07:48:01] <gigaherz> oh I can, just
not with window capture ;P
L498[07:48:32]
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L499[07:48:44] <Curle> christ on a
bike
L500[07:49:22]
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L501[07:49:43] <MalkContent> hmmm
L502[07:49:50] <MalkContent> with the new
universal bucket
L503[07:50:16] <MalkContent> is it
possible to have items work as alternatives to, say, a filled
waterbucket in recipes?
L504[07:50:36] <MalkContent> or would that
already have worked with oredict
L506[07:53:13] <Curle> god almighty my
video player has shit buffering
L507[07:53:30] <MalkContent> or to have it
more specified: immersive engineering has this jerry can, which can
store liquids
L508[07:54:08] <MalkContent> and i was
wondering if, when you put water in it, you could use it as a water
bucket for crafting
L509[07:54:17] <gigaherz> not
directly
L510[07:54:19] <gigaherz> not
magically
L511[07:54:19] <MalkContent> thing is, it
only affects the nbt of the item
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L513[07:54:34] <gigaherz> although if it's
like a bucket
L514[07:54:35] <MalkContent> which is why
i don't think oredict would work
L515[07:54:51] <gigaherz> and it has only
"full" and "empty" states
L516[07:54:55] <gigaherz> and it claims to
be a bucket of water
L517[07:54:57] <gigaherz> that may still
work
L518[07:54:58] <gigaherz> but
L519[07:55:14] <MalkContent> i thought
that'd work through containeritem
L520[07:55:17] <gigaherz> if you want to
support partial containers and stuff like that, it would require
more effort I think
L521[07:55:35] <gigaherz> don't quote me,
though -- I have never used fluids ;P
L522[07:56:10] <gigaherz> Curle: but it's
onlt 8mbps! ;P
L523[07:56:12] <gigaherz> only*
L524[07:57:38]
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L525[07:57:48] <Nepharius> Speaking of
fluids: Is there some kind of raytrace that works for
liquids?
L526[07:58:10] <MalkContent> yea me
neither ^^
L527[07:58:18] <gigaherz> the raytrace
function itself has a "ignore fluids" flag
L528[07:58:22] <MalkContent> basically
don't know anything
L529[07:58:30] <gigaherz> IIRC
L530[07:58:39] <Nepharius> it does, but it
doesn't work
L531[07:59:02] <Nepharius> it only ever
returns something when there's a block somewhere behind
L532[07:59:18] <Nepharius> looking at a
pond of water return nothing
L533[07:59:38] ⇦
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L534[07:59:48] *** V
is now known as Vigaro
L535[08:08:27] <Curle> god damnit
L536[08:08:31] <Curle> all the uvs are
wonky
L537[08:08:56] <Curle> teach me
sensei
L538[08:14:45]
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L539[08:14:54] <MalkContent> heh. digged
to bedrock. small cave there. o look. a dandelion on a piece of
dirt
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L543[08:23:57] <Curle> digged?
L544[08:24:07] <Curle> dandelion?
L545[08:24:18] <Curle> i should make a
wales mod
L546[08:24:19] <Curle> :L
L547[08:28:50] <Curle> daffodil all the
way man
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L549[08:31:22] <Curle> malk: life finds a
way :D
L550[08:35:30] ***
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L553[08:46:11] <Curle> tick
L554[08:46:12] <Curle> tock
L555[08:47:12] <Curle> tick
L556[08:47:15] <Curle> tock
L557[08:53:29]
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L570[09:21:34] <Curle> tick
L571[09:21:36] <Curle> tock
L572[09:22:02] <Curle> hello darkness my
old friend
L573[09:22:11] <Curle> ive come to talk
with you again
L574[09:22:18] <Curle> because a vision
softly creeping
L575[09:22:26] <Curle> left its seeds
while i was sleeping
L576[09:23:10] <Curle> and the vision that
was planted in my brain
L577[09:23:18] <Curle> still remains
within the sound
L578[09:23:19] <Curle> of silence
L579[09:24:32] <Curle> in restless dreams
i walk alone
L580[09:24:40] <Curle> in narrow streets
of cobblestone
L581[09:24:53] <Curle> underneath the halo
of a lamp
L582[09:25:03] <Curle> i turn my collar to
the cold nd damp
L583[09:25:22] <Curle> when my eyes were
stabbed by the flash of a light
L584[09:25:31] <Curle> that split the
night and touched
L585[09:25:35] <Curle> the sound of
silence
L586[09:25:50] <Curle> i can keep singing
all day guys
L587[09:25:50] <Curle> :L
L588[09:26:00] <TechnicianLP> umm
L589[09:26:24] *
howtonotwin plays Baby as loud as possible into Curle's
ears
L590[09:26:35] <Curle> Not this
again
L591[09:27:13] *
howtonotwin shakes his head and continues blasting hell
music
L592[09:27:13]
⇨ Joins: cpup (~cpup@32.218.112.219)
L593[09:27:39] <Curle> what have I
done?
L594[09:28:01] <howtonotwin> you
sang
L595[09:28:45] <Curle> yeah
L596[09:28:59] <Curle> it gets lonely in
this channel sometimes
L597[09:29:01] <Curle> ;-;
L598[09:29:22] <sham1> It still does not
give you the permission to sing
L599[09:29:36] <Curle> :(
L600[09:29:50] <fry> give me sooooomething
to siiiing aboooooout
L601[09:30:10] <Curle> oppression
L602[09:30:11] <Curle> :L
L603[09:30:17] <sham1> yay, you're
back
L604[09:30:18] *
howtonotwin dares fry to sing Let it Go
L605[09:31:03] <Curle> oh god
L606[09:31:07]
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L617[09:43:28] <Neomex> hey, how does
water work like in minecraft? im considering writing my own
minecraft like game, i can handle mesh extraction and terrain
generation, but was wondering about things like water or falling
blocks (sand)
L618[09:44:39] <TechnicianLP> take a look
at the code?
L619[09:45:09] <TechnicianLP> theres a
hasgravity tag in blocks (no clue on fluids ...)
L620[09:45:34] <Ordinastie_> falling
blocks just remove themselves and spawn an entity in their
place
L621[09:45:57] <Ordinastie_> when entity
reaches ground, it places the block again
L622[09:45:57] <howtonotwin> Other way
around Ord :P
L623[09:46:11] <howtonotwin> The entity
deletes the block :D
L624[09:46:48] <Ordinastie_> no it
doesn't
L625[09:46:57] <RANKSHANK_mob1> Yeah it
does
L626[09:47:03] <Ordinastie_> doesn't
matter anyway
L627[09:48:37] ⇦
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L628[09:49:00] ⇦
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(Remote host closed the connection)
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⇨ Joins: Vazkii
(~Vazkii@a79-169-163-74.cpe.netcabo.pt)
L630[09:55:43] <Neomex> any clue about
liquids? My guess would be to extract another separate surface from
water voxel data
L631[09:57:07]
⇨ Joins: cpup (~cpup@32.218.113.44)
L632[09:57:11] <BordListian> wut
L633[09:57:47] <TechnicianLP> take a look
at the sourcecode
L634[10:00:36] <MalkContent> hrm
L635[10:00:39] <BordListian> any liquid
block with meta n just checks for holes in a 5 block radius and
spawns another liquid block with meta n-1 in the cardinal direction
of the closest hole
L636[10:01:10] ⇦
Quits: Abastro (~Abastro@112.166.128.227) (Ping timeout: 384
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L637[10:01:30] <BordListian> it also
reduces the meta of the current liquid block by 1 if there's no
liquid with n+1 meta horizontally adjacent
L638[10:01:44] ⇦
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L639[10:01:45] <BordListian> something
like that anyway
L640[10:07:04] <RANKSHANK_mob1> Remember
when it used to spread everywhere? Pepridge farm remembers.
L641[10:08:28] <Curle> pepperidge?
L642[10:08:52] <Curle> Remember when
redstone couldn't be used for logic? I remember.
L643[10:08:52] <Curle> :L
L644[10:09:32] <RANKSHANK_mob1> Duping
items by being pushed through a portal while crafting :D
L645[10:09:41] <Curle> dear lord
L646[10:10:15] <Curle> duping items by
having someone break a crafting table while you were crafting
L647[10:10:18] <Curle> that's a really old
one
L648[10:10:32] <howtonotwin> But I have no
friends so I can't do that :(
L649[10:10:33] <Curle> you drop the items
and the window stayed open so you could take the items
L650[10:10:44] <Curle> i loved that
dupe
L651[10:11:38] <Curle> anyone remember the
flaming arrow turret?
L652[10:11:58] <Curle> a load of
dispensers on a single tick redstone clock shooting arrows through
lava
L653[10:12:22] <Curle> that was like the
thing back in 2010/11
L655[10:14:05] <Curle> this grid tho
L656[10:14:16] <BordListian> remember when
disconnecting from the server deleted your inventory?
L657[10:14:33] <Curle> Remember when
reconnecting sent you to spawn?
L658[10:15:02] <BordListian> tfw we
should've just kept indev water
L660[10:15:11] <BordListian> and indev
gears instead of redstone
L661[10:15:52] ⇦
Quits: cpup (~cpup@32.218.113.44) (Ping timeout: 198
seconds)
L662[10:16:03] <howtonotwin> Why are we
fanboying over indev when we can be fanboying over 1.9 boats?
L663[10:17:27] <Curle> because we're
minecraft hipsters
L664[10:17:45] <Curle> 1.9 is too
mainstream for this channel
L665[10:17:58] <howtonotwin> Remember when
you could farm the ender dragon?
L666[10:18:07] <Curle> shh
L667[10:18:10] <Curle> is okey
L668[10:18:32] ⇦
Quits: Blarghedy (~Blarghedy@50-90-115-148.res.bhn.net) (Killed
(NickServ (GHOST command used by Guest20511)))
L669[10:18:36]
⇨ Joins: Blarghedy
(~Blarghedy@50-90-115-148.res.bhn.net)
L670[10:18:37] <TechnicianLP> do i have to
worry about attaching capabilities to fakeplayers?
L671[10:19:34] <Ordinastie_> well, that
was a short rimworld game :x
L672[10:19:51] <Curle> let's play the
pronoun game, ordi
L673[10:20:01] <Ordinastie_> 4 out of 6
collapse trying to beat out a fire
L674[10:20:20] <Ordinastie_> the two left
got mauled by the cat going manhunter for some reason
L675[10:20:34] <Ordinastie_> Curle, let's
not
L676[10:20:39] <howtonotwin> Is it still
possible to farm the ender dragon? Or did the death reset get
fixed?
L677[10:20:51] <Curle> You already started
it, ordi.
L678[10:21:18] <Ordinastie_> howtonotwin,
there is a way to make him respawn
L679[10:21:22] <Ordinastie_> like a legit
way
L680[10:21:33]
⇨ Joins: cpup (~cpup@32.218.113.90)
L681[10:21:34] <Curle> 1.9 has the ender
crystals iirc
L682[10:21:54] <howtonotwin> Yes but it
isn't the farm like before :P And 1.9 did support the farm.
L683[10:22:39] <TechnicianLP> ill take
that as a no ...
L684[10:22:57] <gigaherz> howtonotwin: I
saw the hermitcraft people dupe the dragon using end portal timing
trick
L685[10:23:10] <gigaherz> where a dragon
falling into an end portal will spawn both an item AND appear in
the end
L686[10:23:13] <gigaherz> a dragon
egg*
L687[10:23:17] <gigaherz> dunno if it
still works in 1.10.x
L688[10:23:42] <MalkContent> hrm
L689[10:24:31] <howtonotwin> You could
farm the DRAGON ITSELF for xp in 1.9 and older versions, but I'm
wondering if the thing that made that happen got fixed in
1.9.4/1.10
L690[10:24:54] <gigaherz> so far as I
know, you can respawn the dragon as many times as you want
L691[10:25:00] <gigaherz> but you only get
an egg the first time
L692[10:25:28] <MalkContent> i thought you
need the egg to respawn it
L693[10:25:35] <Curle> no, the
crystals
L694[10:25:36] <Curle> :L
L695[10:25:59] <howtonotwin> There was a
thing where if you unloaded the dragon while it was dying, it would
come back to life and die again. So you could multiply this and
kill it over and over again, each time getting some XP.
L696[10:26:14] <Curle> what happens if you
kill the dragon without destroying any crystals, how do you spawn
it then?
L697[10:26:17] <Curle> :L
L698[10:26:31] <howtonotwin> You make
crystals with a crafting recipe
L699[10:26:36] <MalkContent> i havent
fought the dragon since like. 1.2something
L700[10:26:37] <howtonotwin> The existing
ones don't matter
L701[10:26:52] <MalkContent> o wait thats
not true
L702[10:27:28] <MalkContent> actually did
it once in 1.7.10, but i think the fight wasnt changed yet
then
L703[10:28:09]
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(uid147942@2604:8300:100:200b:6667:5:2:41e6)
L704[10:28:43] <Curle> no, 1.9 was the end
update
L705[10:28:50] <Curle> new potion and
arrows and shit
L706[10:28:53] ⇦
Quits: Nitrodev (~Nitrodev@85-23-77-207.bb.dnainternet.fi) (Read
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L707[10:31:37] <MalkContent> you can't
register a fluid container in a way that it uses
getContainerItem(ItemStack) can you?
L708[10:31:54] <MalkContent> a right.
those dragonsbreath potions
L709[10:32:39] <MalkContent> i wonder if
there's vanilla minecrafters out there actually regularly getting
those for pvp
L710[10:34:31] <MalkContent> a nvm. that's
a thing now
L711[10:34:44] <MalkContent> only gotta
find out when that changed :x
L712[10:34:50] ⇦
Quits: cpup (~cpup@32.218.113.90) (Ping timeout: 186
seconds)
L713[10:35:52] <MalkContent> nope. not a
thing after all
L714[10:36:23]
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L715[10:37:18] <gigaherz> hah
L717[10:37:31] <gigaherz> that'd be a
handy thing to hand out in here ;p
L718[10:39:16] <Latvian|away> Im
BACK
L719[10:39:25] ***
Latvian|away is now known as LatvianModder
L720[10:41:07]
⇨ Joins: cpup (~cpup@32.218.113.145)
L721[10:41:07] <edgarasf123>
http://i.imgur.com/wpeUzAk.png Trying to render line
from player to center of map, but the line only appears when using
F3 and at specific angles, and its not pointing to correct to
location :/
L723[10:42:09] <gigaherz> howtonotwin:
because a lot of people may even be proficent with Java
itself
L724[10:42:16] <gigaherz> but still lack
basic knowledge of programming concepts in general
L725[10:43:03] <howtonotwin> Well first,
the coordinate system corresponds to the view. That means you also
have to properly rotate the player's position to point at the
origin.
L726[10:44:00] <edgarasf123> Hmm, ok. Is
there any examples where it shows how to translate world
coordinates to view coordinates?
L727[10:45:06] <howtonotwin> Perhaps try
and see how ender crystals render their beams?
L728[10:45:22]
⇨ Joins: PBlock96
(PBlock96@res404s-128-61-104-241.res.gatech.edu)
L729[10:49:28] <Curle> you guys and your
examples
L730[10:50:08] <Curle> latvian, i'm trying
to do some stuffs in wings3d, like cutting a cube in half
diagonally, any advice? :L
L731[10:50:28] <Curle> I've tessellated
and triangulated the two faces
L732[10:50:50] <Curle> and i've tried just
moving the offending corner to one of the sides but that messes up
my uv
L733[10:51:52]
⇨ Joins: KGS
(~KGS@h-155-4-129-249.na.cust.bahnhof.se)
L734[10:52:17] <Curle> would bevelling the
edge work?
L735[10:52:26] ⇦
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L736[10:52:41] ***
willieaway is now known as williewillus
L737[10:52:47] <Curle> o/ will
L738[10:52:51] <williewillus> heyo
L739[10:53:11] <Curle> Hell yeah, i'm in
the money now
L740[10:53:12] <Curle> :D
L741[10:53:21] <williewillus> ?
L742[10:54:33] <Curle> i'm modelling
L743[10:54:33] ⇦
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(Quit: Hawaii_Beach)
L744[10:54:35] <Curle> :L
L745[10:54:48] <LatvianModder> You can cut
in half, I just gotta remeber how
L746[10:55:10] <LatvianModder> I think I
usually cut the 4 edges in half
L747[10:55:49] <LatvianModder> And there
was "fill" (don remeber the name) option too for
quads/triangles
L748[10:56:32] <howtonotwin> I did a
google and maybe body plane cut?
L749[10:56:48] <Curle> that's
vertically/horizontally
L750[10:56:53] <Curle> i specified
horizontall
L751[10:57:01] <Curle> max bevel worked
for me
L752[10:57:08] <Curle> diagonally*
L753[10:57:09] <Curle> damn
L754[10:57:23] <Curle> can't even prove my
argument to myself
L755[10:57:33] <howtonotwin> Can you not
specify a custom axis that bisects the cube?
L756[10:57:40] <LatvianModder> Somehing
like Split too. I havent used that progran for a while now
L757[10:58:00] <LatvianModder> Its a very
simple one, maybe you can
L758[10:58:37]
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L760[10:59:07] <Curle> and now i've
screwed up the snapping
L761[11:00:12] <Curle> dat fit tho
L762[11:00:25] <MalkContent> blegh. i
despise vanilla enchanting
L764[11:00:33] <sham1> why
L765[11:00:39]
⇨ Joins: raoulvdberge
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L766[11:01:18] <MalkContent> incredibly
random, very much to gain and lots of crap
L767[11:01:33] <MalkContent> but don't
worry they overhauled it
L768[11:01:55] <raoulvdberge> What are the
chances of Entity#getHorizontalFacing returning
EnumFacing.DOWN?
L769[11:02:04] <MalkContent> now you can
see if you get crap before you enchant and enchant something else
instead
L770[11:02:05] <Curle> down isn't
horizontal
L771[11:02:06] <Curle> :L
L772[11:02:26] <Curle> up and down are
pitch, so 0
L773[11:02:40] <Curle> 1 in infinity
L774[11:02:44] <raoulvdberge> well someone
reported a bug to me
L775[11:02:46] <raoulvdberge> and they got
a down facing
L776[11:02:47] <raoulvdberge> lol
L777[11:03:01] <MalkContent> a well,
buckle up and find something else that is worth enchanting
L778[11:03:17] <Curle> probably leather
armor
L779[11:03:48] <MalkContent> o, nothing
worthwhile for anything? spend 1 lvl and a lapis for a wooden sword
to move the table forward for another chance
L780[11:04:13] <MalkContent> 3 hours later
you finally got fortune 3 and 4 chests full of crap
L781[11:04:33] <Curle> anyone for the
osmotic enchanter/
L782[11:04:35] <Curle> :L
L783[11:04:50] <Curle> all hail nekosune i
guess
L784[11:05:22] <nekosune> o.o
L785[11:05:48] <Curle> dear lord, i had no
idea you were here
L786[11:07:58] <Ordinastie_> Curle, I see
you make progress :s
L787[11:08:05] <Curle> :L
L788[11:08:11] <Curle> that was the
template.
L789[11:08:29] <Curle> Never know when i
wanna make a door
L790[11:08:30] <Curle> eh?
L791[11:08:57] <Curle> Someone once said i
was adoorable when i'm modelling
L792[11:09:10] <MalkContent> mhm. osmotic
enchanter would be the way to go if i had tc on this
L793[11:09:58] <Curle> thaumic
tinkerer
L794[11:10:44]
⇨ Joins: MrIbby
(~MrIbby@184-8-100-186.dr04.ekgv.ca.frontiernet.net)
L795[11:11:56] <MalkContent> i know. needs
tc though :P
L796[11:12:47] <Curle> shh bby
L797[11:12:49] <Curle> is okey
L798[11:17:01] ⇦
Quits: JoltEffect
(~leetorwee@host86-175-44-51.range86-175.btcentralplus.com)
()
L799[11:17:23]
⇨ Joins: Nitrodev
(~Nitrodev@85-23-77-207.bb.dnainternet.fi)
L800[11:18:02] ⇦
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L801[11:21:44]
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(~Thunderbi@p200300D2F3C71200A0D1E903E13F9297.dip0.t-ipconnect.de)
L802[11:23:40] <Curle> welp
L803[11:23:44] <Curle> i just crashed
wings
L804[11:23:54]
⇨ Joins: cpup (~cpup@32.218.114.19)
L805[11:25:55] ⇦
Quits: founderio
(~Thunderbi@p200300C4E3C5E9008BEC82286B233D6E.dip0.t-ipconnect.de)
(Quit: founderio)
L806[11:27:38] ⇦
Quits: Naiten (Naiten@5.143.72.71) (Read error: Connection reset by
peer)
L807[11:28:08]
⇨ Joins: McJty
(~jorrit@94-225-203-206.access.telenet.be)
L808[11:30:56] <Curle> alright
L809[11:30:59] <Curle> what the hell
L811[11:31:18]
⇨ Joins: CoderPuppy (~cpup@32.218.114.79)
L812[11:31:19] <Curle> one of the edges
separated into two and one is stealing the uv
L813[11:31:49] <Ordinastie_> stealing the
uv ?
L814[11:32:05] <Curle> yeah.
L815[11:32:11] <Ordinastie_> what do you
call uv ?
L816[11:32:14] <Curle> shush
L817[11:32:18] <Curle> texture
coordinate
L818[11:32:32] <Curle> i swear to god,
shush. :L
L819[11:32:33] <Ordinastie_> you realise
there aren't any texture there ?
L820[11:32:39] <Curle> not in the
viewer.
L821[11:32:44] <Curle> but it's
transparent.
L822[11:33:09] <Curle> i can't fix
it
L823[11:33:34] <Ordinastie_> do you meant
the triangle where you can see through in your screen
L824[11:33:36] <Ordinastie_> ?
L825[11:33:59] <Curle> yeah.
L826[11:34:04] <Curle> on the left, the
transparent area.
L827[11:34:22] <Curle> One of the edges is
slightly smaller and the larger one is warping it
L828[11:35:05] <Ordinastie_> it's not
about UVs, it's just the face that is smaller
L829[11:35:31] <Curle> Actually, the face
is smaller because one of the edges separated
L830[11:35:44] <Ordinastie_> yes
L831[11:35:49] <Curle> you can see the one
belonging to the tilted square
L832[11:35:55] <Curle> that should be
shared with the edge
L833[11:36:07] <Curle> of the inside
L834[11:36:16] <Curle> i fixed it
L835[11:36:22] <Curle> but it's strange
nonetheless
L836[11:36:22] ⇦
Quits: cpup (~cpup@32.218.114.19) (Ping timeout: 384
seconds)
L837[11:37:05] <howtonotwin> Edge AND
Firefox at the same time? What are you doing? o_O
L838[11:37:15] <Curle> u wat
L839[11:37:50] <williewillus> wat is that
bar at the top?
L841[11:37:54] <Curle> wat bar
L842[11:38:12] ⇦
Quits: RANKSHANK_mob1
(~RANKSHANK@pa49-181-167-80.pa.nsw.optusnet.com.au) (Quit:
ciao)
L843[11:38:14] <Curle> oh, the one with
the aperture logo?
L844[11:38:17] <Curle> that's
Rainmeter
L845[11:38:19] <williewillus> yeah
L846[11:38:22] <williewillus> oh lol
L847[11:38:29] <Curle> it's like a utility
shorcut bar
L848[11:38:32] <Curle> amazing
L849[11:38:48] <Curle> also, howto,
Jenkins only works with Edge for me
L850[11:38:49] <Curle> :L
L851[11:38:59] <Curle> but Firefox is
faster
L852[11:39:01] <Curle> rip
L853[11:39:05] <Curle> yes, firefox is
updated.
L854[11:39:07] <Curle> it's a
mystery.
L855[11:39:24] <howtonotwin> aha!
L856[11:39:57] ***
Mine|dreamland is now known as minecreatr
L857[11:40:22] <OrionOnline> Hey guys i
have a question for the redering specialists under us
L858[11:40:26] <williewillus> ff honestly
has sucked for a while :P
L859[11:40:28] <williewillus> imo
L860[11:40:46] <OrionOnline> I am working
on rendering an ItemModel (so baked one) as a piece of a
Armor
L862[11:41:00] <OrionOnline> If you look
carefully on the model that is used on the player
L863[11:41:03] <Curle> Oh hey, it's you
again.
L864[11:41:04] <OrionOnline> (not the on
in the hand)
L865[11:41:16] <williewillus> yeah
L866[11:41:16] <Curle> Show us the god
damned top. Last pic you were looking forward.
L867[11:41:26] <williewillus> well look at
the picture
L868[11:41:27] <williewillus> i see the
top
L869[11:41:28] <williewillus> :P
L870[11:41:41] <Curle> also, that's one
big model
L871[11:41:41] <OrionOnline> you see it
turns white/grey under certain angles
L872[11:41:48] <OrionOnline> Is there a
way to prevent this?
L873[11:41:52] <williewillus> well I don't
see it
L874[11:41:56] <williewillus> gif would
help
L875[11:41:57] <Curle> On the side
L876[11:42:07] <Curle> it looks like
chainmail on the right side
L878[11:43:12] <OrionOnline> Very much
true Curle
L879[11:43:22] <OrionOnline> The model
data tells it that it should be purple there#
L880[11:43:26] <OrionOnline> Just like on
the top
L881[11:43:29] <williewillus> what size is
that side cube/texture?
L882[11:43:35] <OrionOnline> Debugging
show the data being purple
L883[11:43:39] <williewillus> and do you
have mipmapping on
L884[11:43:46] <williewillus> (i'm just
guessing here lol)
L885[11:43:47] <Curle> looks like a vbo
thing to me
L886[11:43:55] <williewillus> how is that
a vbo thing? :P
L887[11:44:12] <Curle> i remember having
an issue like this in my gl game
L888[11:44:15] <OrionOnline> williewillus,
one sixteened of a block
L889[11:44:22] <williewillus> OrionOnline:
i mean the whole thing
L890[11:44:22] <Curle> so a pixel?
L891[11:44:29] <williewillus> and play
with your mipmap settings
L892[11:44:33] <OrionOnline> 16x16
L893[11:45:10] <Curle> wait, that side is
16^?
L894[11:45:15] <Curle> christ on a
bike
L895[11:45:27] <williewillus> what did you
think it was? 0.o
L896[11:45:34] <Curle> not that!
L897[11:45:35] <Curle> :L
L898[11:45:53] <OrionOnline> Curle,
minecraft is 16x16 default
L899[11:46:04] <Curle> yeah.
L900[11:46:06] <OrionOnline> So most if my
textures are 16x16 defaulted
L901[11:46:27] <Curle> hold on, i just got
confused between armor wrapping and items
L902[11:46:28] <Curle> :L
L903[11:46:44] <OrionOnline> Curle
L904[11:46:53] <OrionOnline> This is an
ItemModel rendered as an Armor
L905[11:47:04] <OrionOnline> So the models
just performs some translations and then calls render model
L906[11:47:06] <OrionOnline> for a
Item
L907[11:47:14] <williewillus> what is an
"ItemModel"?
L908[11:47:22] <OrionOnline> A baked
one
L909[11:47:27] <OrionOnline> The standard
from vanilla
L910[11:47:39] <OrionOnline> Using json
stuff
L911[11:47:43] <williewillus> wait so are
rendering this yourself?
L912[11:47:46] <williewillus> why?
L913[11:47:47] <OrionOnline> Yes
L914[11:47:51] <OrionOnline> Is there a
easier way?
L915[11:47:55] <Curle> yeah.
L916[11:48:10] <OrionOnline> Disabling
mipmapping fixes the problem btw
L917[11:48:11] <Curle> willie, carry
on.
L918[11:48:11] <Curle> :L
L919[11:48:13] <williewillus> vanilla's
already has a layer renderer that renders it as is
L920[11:48:17] <williewillus> lemme
confirm
L921[11:48:26] <OrionOnline> Is there a
way i can activate taht?
L922[11:48:39] <Curle> it wouldn't be
there if there wasn't :L
L923[11:49:14] <williewillus> yeah
LayerCustomhead simply renders anything that isn't armor
directly
L924[11:49:43] <OrionOnline> williewillus,
would that also do body parts?
L925[11:49:45] <OrionOnline> Or just
head?
L926[11:49:48] <williewillus> what do you
mean
L927[11:49:54] <williewillus> you're
trying to render this item on the head
L928[11:49:58] <williewillus> and I'm
saying vanilla already does that
L929[11:49:58] <OrionOnline> Yeah
L930[11:50:04] <OrionOnline> But it is
part of a suit
L931[11:50:08] <Curle> -.-
L932[11:50:13] <williewillus> ...??
L933[11:50:18] <williewillus> how does
that matter right now?
L934[11:50:18] <Curle> the armor renderer
works in 2 parts
L935[11:50:28] <Curle> helmet, chestplate
and boots
L936[11:50:30] <Curle> and leggings
L937[11:50:33] <Curle> afaik
L938[11:50:37] <williewillus> wat
L939[11:50:39] <williewillus> thats
unrelated
L940[11:50:44] <Curle> its not
L941[11:50:53] <Curle> you can't have a
part rendered
L942[11:50:53] <williewillus> look at
LayerCustomHead
L943[11:50:59] <williewillus> yes but
that's for MODELBASE armor
L944[11:51:02] <williewillus> this is just
a baked model
L945[11:51:04] <Curle> o shit son
L946[11:51:10] <Curle> calm down :L
L947[11:51:19] <williewillus> not uncalm
:P
L948[11:51:25] <Curle> Yeah, heads are
getting confusing right now
L949[11:51:27] <Curle> :L
L950[11:51:53] <williewillus> point is
that you shouldn't have had to render it yourself, something in
vanilla already does it for you :P
L951[11:53:29] <Curle> what he said.
:L
L952[11:53:34] <OrionOnline> williewillus,
that class only renders stuff that is in the Head Slot though
L953[11:53:37] <OrionOnline>
correct?
L954[11:53:46] <williewillus> yes...and
your armor is in the head slot
L955[11:53:50] <OrionOnline>
currently
L956[11:53:54] <Curle> like i said,
there's a separate armor renderer for a full suit
L957[11:53:58] <OrionOnline> i have a
chestplate of the same type
L958[11:54:05] <Curle> then use the armor
renderer
L959[11:54:05] <OrionOnline> Curle
were?
L960[11:54:06] <Curle> -.-
L961[11:54:13] <Curle> willie pls
L962[11:54:23] <Curle> I have no idea what
it's called in 1.8+
L963[11:54:24] <Curle> :L
L964[11:54:30] <OrionOnline> Curle, it is
oke
L965[11:54:39] <Curle> i'm a 1.7.10
modder
L966[11:54:42] <williewillus> i still
don't understand what the problem is :P
L967[11:54:52] <Curle> he's using the head
renderer for traditional armor
L968[11:55:04] <Curle> the itemmodel is
for a fancy 3d model
L969[11:55:09] <Curle> he just wants
armor
L970[11:55:22] <williewillus> so you want
the baked model to NOT render on the head? :P
L971[11:55:25] ⇦
Quits: PBlock96 (PBlock96@res404s-128-61-104-241.res.gatech.edu)
(Ping timeout: 190 seconds)
L972[11:55:36] <Curle> yeah, he wants the
model to not render, and the armor to render
L973[11:55:48] <Curle> that's what he's
asking
L974[11:55:57] <Curle> in a way i can
understand apparently
L975[11:56:00] <Curle> :L
L976[11:56:01] <williewillus> that point
wasn't communicated at all from the past 10 minutes of discussion
lol
L977[11:56:09] <Curle> ignore the model,
just the armor
L978[11:56:12] <Curle> he wants
armor
L979[11:56:13] <Curle> :L
L980[11:56:19] <OrionOnline> No
curle
L981[11:56:27] <Curle> you want the helmet
to render
L982[11:56:31] <Curle> and you have a
chestplate
L983[11:56:32] <OrionOnline> What i want
is to render an IBakedModel as a piece of Armor
L984[11:56:38] <Curle> Why?
L985[11:56:39] <williewillus> and I'm
saying in head position
L986[11:56:42] <williewillus> vanilla does
it for you
L987[11:56:42] <OrionOnline> But without
mipmapping
L988[11:56:50] <OrionOnline> williewillus,
yeah i know now
L989[11:56:52] <williewillus> you can't do
that, mipping is a global thing
L990[11:56:57] <OrionOnline> But the
mipmapping problem still exists
L991[11:57:05] <Curle> Can't you have the
iBakedModel based off the armor instead of rendering the item
itself on your head?
L992[11:57:13] <williewillus> wat
L993[11:57:14] <Curle> the item seems
really inefficient
L994[11:57:17] <williewillus> does that
even mean
L995[11:57:21] <williewillus> what?
L996[11:57:32] <Curle> he's rendering the
item itself on his head.
L997[11:57:35] <Curle> not armor, the
item.
L998[11:57:38] <williewillus> yes and
vanilla does that?
L999[11:57:50] <Curle> last time i checked
vanilla armor items weren't massive
L1000[11:57:52] <gigaherz> vanilla uses a
ModelBase-based model for armor
L1001[11:58:01] <williewillus> pumpkins
don't
L1002[11:58:10] <gigaherz> but when you
equip a BLOCK
L1003[11:58:10] <williewillus> that's
what's rendering your thing right now, same thing that does
pumpkins
L1004[11:58:13] <gigaherz> it will draw
the block
L1005[11:58:14] <williewillus> not a
block
L1006[11:58:16] <williewillus> any
non-armor item
L1007[11:58:20] <gigaherz> well
L1008[11:58:27] <gigaherz> can you even
equip a non-block item?
L1009[11:58:32] <williewillus> with
/replaceitem you can
L1010[11:58:39] <gigaherz> ah I thought
it only worked for blocks
L1011[11:58:54] <gigaherz> mistaken
assumption, I guess
L1012[11:58:55] <williewillus> either way
make clear what you want to happen :P
L1013[11:58:56]
⇨ Joins: cpup (~cpup@32.218.114.173)
L1014[11:58:58] <williewillus>
orion
L1015[11:59:08] <Curle> alright
L1016[11:59:08] <OrionOnline>
williewillus, how do i tell it to use that layer?
L1017[11:59:13] <williewillus> wat
L1018[11:59:25] <williewillus> use what
layer what
L1019[11:59:33] <Curle> i'm just gonna
say, you can't render your chestplate from the item
L1020[11:59:39] <Curle> the head has a
separate thing
L1021[11:59:44] <gigaherz> OrionOnline:
we don't knwo what you are looking at
L1022[11:59:45] <williewillus> yes
L1023[11:59:47] <gigaherz> explain, from
the beginning
L1024[11:59:52] <gigaherz> what EXACTLY
do you have
L1025[11:59:52] <OrionOnline> How do i
tell it to use the LayerCustomHead instead of the default
LayerArmor?
L1026[11:59:56] <gigaherz> and what
EXACTLY do you need to happen
L1027[11:59:57] <williewillus> you
don't
L1028[12:00:00] <williewillus>
LayerCustomHead always runs
L1029[12:00:00] <OrionOnline> Or does it
do that automatically?
L1030[12:00:06] <williewillus> and it
only runs for the head slot
L1031[12:00:09] <williewillus> and only
for non armor items
L1032[12:00:10] <gigaherz> that's
something any player has
L1033[12:00:13] <OrionOnline> Okey
L1034[12:00:16] <Curle> hang on
L1035[12:00:17] <OrionOnline> That is
good to know
L1036[12:00:20] <gigaherz> it only
activates when a non-armor item is placed on the slot
L1037[12:00:22] <OrionOnline> Can i
register my own layers?
L1038[12:00:25] <williewillus> yes
L1039[12:00:25] <gigaherz> yes
L1040[12:00:35] <Curle> if you're using
layercustomhead with armor
L1041[12:00:39] <Curle> ...
L1042[12:00:41] <Curle> i can't
even
L1043[12:00:44] <williewillus> wat
L1044[12:00:50] <Curle> but..
L1045[12:00:50] <williewillus> the
solution is obvious :P
L1046[12:00:51] <OrionOnline> Can i
deactivate a certain layer for a specific piece of Armor?
L1047[12:00:52] <Curle> hang on
L1048[12:00:58] <williewillus> let the
vanilla layer take care of the head
L1049[12:01:02] <williewillus> and add
your own to do the other three
L1050[12:01:09] <OrionOnline>
williewillus, yep that is what i was planning
L1051[12:01:16]
⇦ Quits: CoderPuppy (~cpup@32.218.114.79) (Ping timeout: 202
seconds)
L1052[12:01:20] <OrionOnline> I just need
a way to not make it render with the normal model
L1053[12:01:25] <Curle> i'm not even
gonna try to comprehend
L1054[12:01:32] <williewillus> you mean
the modelbase?
L1055[12:02:09] <OrionOnline> yes
L1056[12:02:23] <Curle> so this armor is
going to be purely cosmetic
L1057[12:02:27] <williewillus> hm
L1058[12:02:35] <Curle> it's just a
renderer
L1059[12:02:37] <OrionOnline> I bassicly
want it to skip the LayerArmor<t extends ModelBase>
phase
L1060[12:02:38] <Curle> and not armor
items
L1061[12:02:42] <OrionOnline> Curle,
currect
L1062[12:02:51] <williewillus> you could
return an empty ModelBase
L1063[12:02:52] <Curle> why,
exactly?
L1064[12:02:55] <OrionOnline> Until know
i had flat (like paper flat) armor
L1065[12:03:04] <williewillus> from
Item.getArmorModel
L1066[12:03:05] <Curle> as it is
L1067[12:03:12] <OrionOnline>
williewillus, okey
L1068[12:03:33] <williewillus> it should
be fast enough (tm), and it's the simplest solution
L1069[12:03:41] <OrionOnline> Yeah
L1070[12:03:44] <williewillus> thats
assuming your armor is not itemarmor
L1071[12:03:46] <williewillus> *is
L1072[12:03:51] <OrionOnline> It is
L1073[12:03:57] <williewillus> is your
helmet?
L1074[12:04:19] <williewillus> if so the
vanilla LayerCustomHead won't activate for it
L1075[12:04:24] <williewillus> so your
custom layer will have to do all 4
L1076[12:04:32] <OrionOnline> I would
need a layer for that too
L1077[12:04:34] <OrionOnline> I
know
L1078[12:04:38] <OrionOnline> Was
planning for it
L1079[12:04:39] <williewillus> just put
them all in the same one :P
L1080[12:04:43] <OrionOnline> Yeah
L1081[12:05:02]
⇦ Parts: KR (~KR@znc.squelch.chat) ())
L1082[12:05:26] <williewillus> yay
problem solved. but the mipping problem i don't know. you can't do
it on a case by case basis because the entire atlas is mipped
L1083[12:05:48] <gigaherz> wtf is the
mipmapping problem?
L1084[12:06:04] <gigaherz> (I know what
mipmapping is, that's why it confuses me)
L1085[12:06:12] <williewillus> you
probably know more about it
L1086[12:06:21] <williewillus> but his
baked model is gray when viewed at a narrow angle
L1087[12:06:37] <gigaherz> is it a
checkerboard?
L1088[12:06:41] <OrionOnline> gigaherz,
yes
L1090[12:06:46] <gigaherz> then it's
working as intended
L1091[12:06:48] <gigaherz> gotta live
with it
L1092[12:06:52] <OrionOnline> It is 3d
Chain mail
L1093[12:06:55] <OrionOnline> Okey
thanks
L1094[12:07:00] <OrionOnline> gigaherz,
what causes it?
L1095[12:07:04] <gigaherz> that's the
alpha values
L1096[12:07:11] <gigaherz> when seen at
an angle
L1097[12:07:29] <gigaherz> probably
L1098[12:07:32] <OrionOnline> Why would
it show the alpha values at a steep angle?
L1099[12:07:40] <gigaherz> hmm
actually
L1100[12:07:43] <gigaherz> how's the
model made?
L1101[12:07:50] <OrionOnline> Baked like
any other ItemModel
L1102[12:07:51] <gigaherz> is it actual
little cubes?
L1103[12:08:03] <gigaherz> no I mean what
it's made of
L1104[12:08:10] <OrionOnline> It is
generated from a texture like a sword or an axe would
L1105[12:08:14] <gigaherz> okay so
L1106[12:08:17] <OrionOnline> so yeah
little cubes are created
L1107[12:08:22] <gigaherz> it's a bunch
of builtin/generated
L1108[12:08:28] <OrionOnline> gigaherz,
correct
L1109[12:08:32] <gigaherz> yah then there
aren't "little cubes" at all
L1110[12:08:35] <gigaherz> what minecraft
does
L1111[12:08:40] <gigaherz> it put a flat
texture on each side
L1112[12:08:46] <gigaherz> and only
generates the visible edges
L1113[12:08:50] <gigaherz> so
L1114[12:08:56] <gigaherz> what you see
transparent
L1115[12:09:04] <gigaherz> is really
still covered -- by transparent pixels
L1116[12:09:10] <OrionOnline> ahhhh
L1117[12:09:17] <gigaherz> so when you
look at a steep enough angle
L1118[12:09:18] <OrionOnline> That also
explains the white thenm
L1119[12:09:37] <gigaherz> the gpu
sometimes doesn't interpolate any transparent pixels in those
regions
L1120[12:09:54] <OrionOnline> Is there
way to prevent it from doing that (should i even attempt
that?)
L1121[12:09:58] <gigaherz> it will draw
the color but the alpha value won't be small enough to be
alpha-tested away
L1122[12:10:02] <gigaherz> no
L1123[12:10:11] <gigaherz> your only
solution would be to actually generate a model with each little
cube one by one
L1124[12:10:50] <OrionOnline> gigaherz,
that would probably be a lot of vertexes though....
L1125[12:11:01] <gigaherz> well given
that it's a checkerboard already
L1126[12:11:04] <gigaherz> only a few
more than it has now ;P
L1127[12:11:11] <OrionOnline> I could
however attempt it
L1128[12:11:31] <OrionOnline> I have a
week off next week
L1129[12:11:43] <gigaherz> also, you
could have it as an actual armor model using the normal modelbase
crap
L1130[12:11:48] <OrionOnline> It would be
a nice challenge to write somethign like that
L1131[12:11:55] <gigaherz> but ewh.
L1132[12:12:09] <williewillus> i wish
they'd get on with getting rid of modelbase
L1133[12:12:17] <OrionOnline> gigaherz, i
have it as a normal model now, but is flat as paper
L1134[12:12:20] <williewillus> and
getting sane entity models (PE's look awesome)
L1135[12:12:31] <gigaherz> I wish they'd
transition to a hybrid approach, that loads ModelBase from
json
L1136[12:12:31] <gigaherz> ;P
L1137[12:12:33] <OrionOnline> Which just
looks wrong...
L1138[12:12:34] <williewillus> PE entity
models are in json
L1139[12:12:45] <gigaherz> and bakes it
like they bake the other models
L1140[12:12:55] <williewillus> with full
declaration of what the skeleton is, etc.
L1141[12:13:00] <gigaherz> OrionOnline:
no not normal
L1142[12:13:08] <gigaherz> using
Item#getArmorModel
L1143[12:13:15] <gigaherz> and returning
a custom armor model
L1144[12:13:15] <OrionOnline> gigaherz,
yeah
L1145[12:13:20] <gigaherz> where the head
has a lot of little boxes
L1146[12:13:28] <OrionOnline> It returns
a modified version of the default
L1147[12:13:33] <OrionOnline> I could do
that too
L1148[12:13:43] <gigaherz> rather than
the dfefault one-big-box version
L1149[12:13:47] <gigaherz> or
L1150[12:13:49] <gigaherz> maybe the
best
L1151[12:13:57] <gigaherz> if you can
make that model as a .obj model or .json or whatever
L1152[12:14:05] <gigaherz> you could load
it from your ModelRenderer
L1153[12:14:09] <gigaherz> and override
the draw code
L1154[12:14:12] <gigaherz> to draw the
IBakedModel ;p
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L1157[12:15:31] <OrionOnline> gigaherz,
that is how it is rendered now
L1158[12:15:59] <OrionOnline> But the
ItemModel still has the transparency issue
L1159[12:16:31] <gigaherz> yeah it's
going to be painful, but if it bothers you, you'll have to do the
separate cubes ;P
L1160[12:16:40]
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L1161[12:16:55] <OrionOnline> :P
L1162[12:17:17] <gigaherz> for reference
I can easily do that in my modelling program in just a couple
minutes ;P
L1163[12:17:27] <gigaherz> and export to
.obj ;P
L1164[12:17:50] <Ordinastie_> you konw,
if you really want to model...
L1165[12:17:58] <gigaherz> XD
L1166[12:18:10] <gigaherz> nah I'm
playing wow right now, but maybe later ;P
L1167[12:18:26] <gigaherz> if it's not an
organic shape -- I can't do organic ;P
L1168[12:19:35] <Ordinastie_> as long as
it can be something you can open, you can do whatever you want
:p
L1169[12:20:14] <OrionOnline> gigaherz,
it is currently generated from a texture
L1170[12:22:19]
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L1171[12:33:37] <Curle> hooray
L1172[12:33:40] <Curle> normal uv
maps
L1173[12:36:45] <LatvianModder> in
W3D?
L1174[12:36:52] <LatvianModder> like,
alighed to grid? or what you call normal?
L1175[12:37:24] <Curle> normal as in,
straight
L1176[12:37:25] <Curle> :L
L1177[12:37:29] <Curle> and even
L1178[12:37:57] <Curle> i literally made
a cube, immediately went to uv map it and it came up as a
rhombus
L1179[12:37:58] <Curle> -.-
L1180[12:38:44] <BordListian> uv mapping
is funny
L1181[12:39:32] <Curle> yeah
L1182[12:39:46] <Curle> Lat, how do you
export the texture generated from the uv mapping window?
L1183[12:39:59] <Curle> :L
L1184[12:40:31] <LatvianModder> something
something External
L1185[12:40:55] <Curle> something
something u wat m8
L1186[12:41:00]
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L1188[12:41:07] <LatvianModder> how did
you align it to grid?
L1189[12:41:11] <Curle> yeah.
L1190[12:41:13] <BordListian> he's saying
to get a cheeky nando
L1191[12:41:31] <Curle> are you
legitimately british?
L1192[12:41:48] <Curle> christ on a
bike
L1193[12:42:12] <BordListian> wut
L1194[12:42:13] <LatvianModder> err
L1195[12:42:25] <Curle> but yeah,
External?
L1196[12:42:29] <Curle> i'll have a
goosey
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L1198[12:42:52] <Curle> Bord: I can
import a Nendo if that's alright :L
L1199[12:43:11] <BordListian> mfw i'm not
even british
L1200[12:43:17] <Curle> yeah.
L1201[12:43:18] <BordListian> mfw you're
just going with it
L1202[12:43:34] <Curle> um
L1203[12:44:15] <Curle> "the
performance of wings is dependant on many things, such as: - the
phase of the moon"
L1204[12:44:17] <BordListian> i like how
one interjection is enough to thoroughly confuse everybody
L1205[12:44:17] <Curle> damn right
L1206[12:45:04] <BordListian> the
performance of wings is dependant on the distance between earth and
moon
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L1208[12:45:22] <BordListian> and the
number of things we sent into space
L1209[12:45:56] <Curle> so if i fire a
tennis ball into LEO, will Wings go faster?
L1210[12:46:10] <BordListian> maybe
L1211[12:46:17] <Curle> poor Leo
L1212[12:46:18] <Curle> :L
L1213[12:46:49] <Curle> i meant Low Earth
Orbit, for anyone actually called Leo
L1214[12:46:49] <Curle> :L
L1215[12:47:06] <BordListian> we were
somehow aware
L1216[12:48:04] <Curle> i wasn't
L1217[12:48:05] <Curle> :L
L1218[12:48:21] <Curle> i need to cut
down on my :Ls
L1219[12:48:21] <Curle> :L
L1220[12:48:46]
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L1221[12:50:42] <Curle> Outliner >
Make External
L1222[12:50:45] <Curle> Thanks Lat
:D
L1223[12:52:18]
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L1224[12:55:46] <LatvianModder> told
ya
L1225[12:56:37] <Curle> i love me some
cryptic shit
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L1227[12:57:21] <IoP> !gm
func_180661_e
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L1236[13:03:20] <Curle> it's not my best
but it gets the job done
L1237[13:03:20] <Curle> :L
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L1240[13:08:03] <Curle> mfw Windows Media
Player starts playing my playlist for no reason
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L1249[13:32:24] <Curle> Oh hey, i fixed
my issues with rendering
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L1251[13:32:43] <Curle> it turns out my
JSONS were fine, I just didn't call initModels() :L
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L1257[13:45:30] <gigaherz> did the
smelting time stuff ever make it into forge?
L1258[13:45:56] <gigaherz> apparently
not
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L1265[14:08:01] <madcrazydrumma> Hey
guys! So I've got my capability working and its storing stuff as it
should. However, when I try to display it on my
RenderGameOverlayEvent it constantly says its 0, whereas in my
print statements it says it increments as it should
L1266[14:08:17] <tterrag|ZZZzzz> client
vs server?
L1267[14:08:31] <madcrazydrumma> what do
you mean?
L1268[14:09:43] <tterrag|ZZZzzz> overlay
rendering is on the client
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L1271[14:11:37] <gigaherz>
madcrazydrumma: there's usually two copies of anything
L1272[14:11:40] <gigaherz> one on the
client thread
L1273[14:11:43] <gigaherz> and one on the
server thread
L1274[14:11:45] <gigaherz> even in
singleplayer
L1275[14:11:55] <gigaherz> with
capabilities, you'll have to synchronize them
L1276[14:12:27] <madcrazydrumma> oh
L1277[14:12:34] <madcrazydrumma> How can
I sync them then?
L1278[14:12:55] <madcrazydrumma> Like im
guessing the caps are stored on the server for each player?
L1279[14:15:04] <LatvianModder> is it
item capability or tileentity or smth else?
L1280[14:15:41] <LatvianModder> because
tile entities are the easiest ones from all
L1281[14:16:31] <madcrazydrumma> player
capability
L1283[14:17:42] <tterrag> I assume caps
are the same
L1284[14:17:42] <LatvianModder> then you
probably need to send a message
L1285[14:18:09] <LatvianModder> dont you
also need to have Clone event now?
L1287[14:19:21] <tterrag> fairly sure
cloning would still fire spawn event
L1288[14:19:24] <tterrag> but maybe
not
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L1290[14:19:35] <tterrag> it worked fire
in 1.7...it could have changed
L1291[14:19:37] <tterrag> fine*
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L1293[14:20:13] <howtonotwin> You have to
handle Clone events to copy caps across deaths.
L1294[14:20:20] <tterrag> oh, well
yeah
L1295[14:20:26] <tterrag> this was for
potions, so no carrying across death
L1296[14:20:32] <tterrag> so I didn't
worry about that
L1297[14:21:09] <tterrag> !gm
func_189509_E
L1298[14:24:24] <tterrag> why is it
possible for DrawBlockHighlightEvent to have a null pos?
L1299[14:24:26] <tterrag> what the
hell?
L1301[14:26:20] <madcrazydrumma> Ill
figure it out tomorrow, cant be bothered right now, watching the
lcs haha
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L1303[14:29:36] <gigaherz> back
L1304[14:30:16] <gigaherz>
madcrazydrumma: if only the player itself needs it, you can just
send a message to the player itself
L1305[14:30:26] <gigaherz> if you need
others to also have the info, then there's events for that
too
L1307[14:31:20] <gigaherz> there's a
rough overview here
L1308[14:31:49] <gigaherz> it's on the
IEEP page, but it applies to capabilities too
L1309[14:32:26] <madcrazydrumma> nah i
just need the individual players to interact with their own
gold
L1310[14:32:42] <madcrazydrumma> Because
they will only interact with shops and stuff to purchase for their
own use, not affecting stock levels or anything for other
players
L1311[14:33:52] <gigaherz> yep then just
send them a packet whenever the value changes
L1312[14:36:07] <madcrazydrumma> okay ill
sort it tomorrow :P cbf tonight; might fix up my skill system
tonight if i can be arsed
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L1323[15:02:04] <Curle> it would be so
helpful if someone made the chunk generation easier to
understand
L1325[15:02:46] <gigaherz> you mean the
terrain?
L1326[15:02:53] <Curle> yeah
L1327[15:03:05] <gigaherz> there's a
certain formula
L1328[15:03:10] <gigaherz> that generates
random values
L1329[15:03:15] <gigaherz>
pseudo-random*
L1330[15:03:25] <gigaherz> if you apply
it to decimals
L1331[15:03:26] <gigaherz> like
L1332[15:03:35] <gigaherz> it takes 100
blocks to go from 0 to 1
L1333[15:03:43] <gigaherz> you cna get a
rough "heightmap"
L1334[15:03:52] <gigaherz> but it would
be very smooth
L1335[15:03:58] <gigaherz> so you apply
some more "octaves" of it
L1336[15:04:07] <gigaherz> so that you
get different levels of detail
L1337[15:04:18] <gigaherz> generating
some semi-smooth semi-random terrain
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L1339[15:04:28] <gigaherz> xcept--- it's
in 3D
L1340[15:04:45] <gigaherz> with the
probability of a block being solid much higher the lower you
go
L1341[15:05:16] <gigaherz> the sharper
this change, the less "ridgey" the terrain
L1342[15:05:30] <gigaherz> ...
L1343[15:05:37] <gigaherz> it's more
complicated than that
L1344[15:05:52] <gigaherz> but that
should at least serve as a way to understand the concept
L1345[15:07:57] <howtonotwin> It's mostly
Perlin noise iirc
L1346[15:09:22] <LexDesktop> Essentially,
its just a bunch of random noise, not sure what part in particular
he is wanting to understand...
L1347[15:10:23] <Curle> -.-
L1348[15:10:24] <Curle> :L
L1350[15:11:43] <Curle> yeah, that's
gonna be helpful
L1351[15:11:44] <Curle> :L
L1352[15:11:52] <Curle> also hai
lex
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L1355[15:13:09] <LexDesktop> because
abrar was a fucking moron
L1356[15:13:21] <tterrag> ok....more
detail?
L1357[15:13:32] <LexDesktop> and making
srg files from the mc version in a non version specific
folder
L1358[15:13:34] <LexDesktop> so i changed
it
L1359[15:13:48] <tterrag> err
L1360[15:13:59] <tterrag> I thought
mappings were already version specific
L1361[15:14:04] <LexDesktop> no
L1362[15:14:12] <tterrag> mcpbot seems to
think so
L1363[15:14:14] <LexDesktop> you can use
any mapping on any version
L1364[15:14:18] <LexDesktop> it may not
WORK
L1365[15:14:21] <LexDesktop> but you
can
L1366[15:14:22] <tterrag> well yeah, but
they were obviously designed around X version
L1367[15:14:41] <gigaherz> howtonotwin:
there's a faster algorithm than perlin noise, called "simplex
noise", which gives similar results if you apply it in the
same way you'd apply perlin
L1368[15:15:21] <Curle> sweet
L1369[15:16:52] <JoltEffect> Hey guys,
released my mod, just want to say many thanks for the help over
past 2 week, my nephews love it :)
L1370[15:17:07] <gigaherz> :)
L1371[15:17:10] <gigaherz> link?
L1373[15:18:04] <gigaherz> lol on top of
end rods
L1374[15:18:25] <gigaherz> JoltEffect:
tell the tesla fan club on twitter?
L1375[15:18:25] <gigaherz> ;P
L1376[15:18:42]
⇨ Joins: jackmcbarn
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L1377[15:18:47] <JoltEffect> didnt know
one existed :)
L1379[15:20:04] <Curle> I'll try it out
for ya, jolt.
L1380[15:20:05] <Curle> :D
L1381[15:20:31] <JoltEffect> thanks
L1382[15:20:50] <JoltEffect> i think ive
managed to uplaod the source to githib as well
L1383[15:21:03] <JoltEffect> that took
half a day to work out :)
L1384[15:21:18] <Curle> Same here.
L1385[15:21:19] <gigaherz> heh
L1386[15:21:28] <Curle> Once you git the
hang of it, it becomes automatic
L1387[15:21:29] <Curle> :)
L1388[15:21:29] <gigaherz> I learned git
a while before learning to mod ;P
L1389[15:21:37] <gigaherz> TortoiseGit
was amazing help
L1391[15:21:51] <gigaherz> I hated git
beforeI managed to get it working with TortoiseGit
L1392[15:21:51] <gigaherz> ;P
L1393[15:22:12] <JoltEffect> from nothing
to mod in 2 weeks, ish.
L1394[15:22:14] <gigaherz> yo uare
missing a readme file, but hey your repository looks nice ;P
L1395[15:22:22] <gigaherz> yo udidn't
upload crap ;P
L1396[15:22:51] <JoltEffect> mmmm maybe i
can only see it
L1397[15:22:58] <JoltEffect> confuses the
hell out me
L1398[15:23:26] <JoltEffect> i have 5
commits, do i have to accept them or something
L1399[15:23:34] <Curle> right click the
project
L1400[15:23:34] <Curle> team
L1401[15:23:35] <Curle> commit
L1402[15:23:40] <Curle> push
L1403[15:23:41] <Curle> even
L1404[15:23:44] <Curle> team, push
L1405[15:23:55] <tterrag> you were right
the first time
L1406[15:24:04] <Curle> he says he has 5
commits
L1407[15:24:05] <JoltEffect> though i had
done that, i can see them on github
L1408[15:24:07] <tterrag> that said,
eclipse egit is a crutch. learn cmdline :P
L1409[15:24:19] <Curle> oh, you
mnea
L1410[15:24:22] <Curle> team, pull
L1411[15:24:32] <Curle> :L
L1412[15:24:43] <Curle> you mean you're 5
commits behind?
L1413[15:24:56] <Curle> pull from
upstream
L1414[15:24:57] <Curle> :L
L1415[15:25:01] <JoltEffect> sorry i
though you could not see my source on github
L1416[15:25:26] <Curle> im getting
confused so im gonna shut up now
L1417[15:25:28] <JoltEffect>
<gigaherz> yo udidn't upload crap ;P
L1418[15:25:38] <JoltEffect> thought you
meand i didnt upload anyithng
L1419[15:25:46] <JoltEffect> but you mean
i litteraly didnt upload crap
L1420[15:25:47] <JoltEffect> lol
L1421[15:25:53] <Curle> phrasing,
lads.
L1422[15:25:55] <JoltEffect> i did
several times
L1423[15:26:08] <JoltEffect> i deleted
about 3/4 repo's before i managed to work it out
L1424[15:26:22] <gigaherz> oops sorry I
didn't think of that other possible meaning
L1425[15:26:25] <gigaherz> I was being
quite literal ;P
L1426[15:26:30] <gigaherz> non-sarcastic
;P
L1427[15:27:46]
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L1430[15:40:39] <P3pp3rF1y> just had a
crash where block's tileentity update was run after the block was
broken
L1431[15:40:50] <P3pp3rF1y> and I do call
removetileentity when it gets broken
L1432[15:41:18] <P3pp3rF1y> do I really
need to check if the block still exists in the tileentity
update
L1433[15:41:27] <P3pp3rF1y> or this is
some kind of bug in vanilla/forge
L1434[15:41:45] <gigaherz> first, you
shouldn't need to call removeTileEntity yourself? unlessyou
override breakBlock but don't call super
L1435[15:41:52] <gigaherz> and... yeah it
happens
L1436[15:42:00] <P3pp3rF1y> I call
super
L1437[15:42:02] <gigaherz> yo uhave to
prevent it from crashing and live with it
L1438[15:42:06] <P3pp3rF1y> that's what I
meant
L1439[15:42:27]
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L1440[15:42:45] <P3pp3rF1y> alright, I
checked vanilla furnace logic and that doesn't seem to have any
checks in happily works with block without checking
L1441[15:44:37] <gigaherz> do you use
world.getblockstate or similar from your update?
L1442[15:44:42]
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L1443[15:44:49] <P3pp3rF1y> I do
L1444[15:45:12] <P3pp3rF1y> and it gets
minecraft:air in this case and thus can't see the properties
L1445[15:46:26] <gigaherz> yep you have
to control for that
L1446[15:54:14] ***
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L1447[15:55:19] <Curle> willie's with
us
L1448[15:55:19] <Curle> :D
L1449[15:56:53] <PitchBright> anybody got
any good ideas on how I should approach trying to make all food
items always edible? I'm muckin' around and am a bit stumped on how
to tackle this one. 1.7.10 btw.
L1450[15:57:04]
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L1451[15:57:42] <Curle> pretty sure
that's a boolean
L1452[15:57:47] <Curle>
alwaysEdible
L1453[15:58:03] <Curle> so make a
wrapper
L1454[15:58:07] <PitchBright> yeah... I
tried messin' with it... but I'm probably too newb to know how to
use it properly
L1455[15:58:26] <Curle> and replace all
instances of <? extends ItemFood> (i think)
L1456[15:58:40] <Curle> with food that
extends your wrapper
L1457[15:59:07] <Curle> or if item
instanceof ItemFood, item.alwaysEdible = true
L1458[15:59:13] <Curle> a few ways
L1459[15:59:46] <williewillus> wat
L1460[15:59:50] <williewillus> replace
all instances?
L1461[15:59:55] <Curle> whatever
L1462[16:00:05] <williewillus> you just
need to find every itemfood in the registry and set the bool to
true
L1463[16:00:06] <williewillus> :P
L1464[16:00:08] <Curle> im
theoricizing
L1465[16:00:42] <Curle> pretty sure the
boolean is protected
L1466[16:00:48] <williewillus> theres a
setter
L1467[16:00:51] <williewillus>
public
L1468[16:00:55] <Curle> huh
L1469[16:01:07] <Curle> I'll be
damned
L1470[16:01:48] <PitchBright> is that the
best way then?
L1471[16:04:05]
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L1472[16:04:24] <williewillus> yes
L1473[16:04:27] <williewillus> you said
all foods?
L1474[16:04:38] <williewillus> or just
vanilla oens?
L1475[16:04:41] <PitchBright> yeah... for
all the mods on the server
L1476[16:05:03] <williewillus> loop
through the registry and call that setter on all ItemFood
instances
L1477[16:05:05] <PitchBright> I hate that
you can't eat food, when your hunger bar is full... so I wanna see
if I can change it
L1478[16:05:56] <PitchBright> okay...
I'll google up on how to do that and see if I can make'r happen.
Thanks man!
L1479[16:07:22]
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L1480[16:07:47] <williewillus> i wouldn't
trust google for anything modding but okay :P
L1481[16:07:56] <madcrazydrumma> Im
trying to use EntityPlayerMP#addChatMessage in my packet but its
not working :/ is this the right way to use it?
L1482[16:08:05] <williewillus> define
"not working"
L1484[16:08:49] <madcrazydrumma> but the
message isnt being sent in the fail statement
L1485[16:10:24] <williewillus> how do you
know it's running that code?
L1486[16:10:30] <williewillus> put prints
in each branch of the if
L1487[16:10:32] <williewillus> not above
the if
L1488[16:11:07] <williewillus> and blurgh
that spellList thing reminds me of 1.6 block/item ids :P
L1489[16:12:27] <madcrazydrumma> ^^
L1490[16:12:39] <madcrazydrumma> I cant
be bothered to make a capability for it right now
L1491[16:12:52] <williewillus> has
nothing to do with caps :P
L1492[16:12:55] <madcrazydrumma> The mod
is quite early in alpha so ill eventually make spells
"learnable" but for now everyone gets the same shit
L1493[16:13:01] <madcrazydrumma> what do
you mean then?
L1494[16:13:07] <williewillus> no the
thing that disgusted me was the int ids :P
L1495[16:13:13] <madcrazydrumma> oooh
xD
L1496[16:13:20] <williewillus> forge
gives you a super easy to use registry system
L1497[16:13:21] <tterrag> use a forge
registry
L1498[16:13:25] <madcrazydrumma> ?
L1499[16:13:41] <williewillus> you know
how items and blocks work? you have an object + a string name + an
int id that forge takes care of for you
L1500[16:13:48] <williewillus> so you
don't have to work with ints
L1501[16:13:54] <williewillus> its all
objects and resourcelocations
L1502[16:14:08] <madcrazydrumma> ooh
yeah
L1503[16:14:30] <madcrazydrumma> Ill use
it later, I just want to make sure this is working before
refactoring, just how i work :p
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L1505[16:15:28] <williewillus> yeah its
fine
L1506[16:15:41] <williewillus> i just
pointed out how it reminded me of the old disgusting stuff :P
L1507[16:16:06] <madcrazydrumma> xD
L1508[16:16:09] <madcrazydrumma>
apologies ;)
L1509[16:22:06] <madcrazydrumma>
williewillus, how can I create a cooldown for the spell without
using a tick handler? Because Im calling the packet so I want to
check the cooldown first
L1510[16:22:18] <williewillus> you
probably need one
L1511[16:22:21] <tterrag> save the tick
when it was started
L1512[16:22:27] <tterrag> check that the
required amount of time has elapsed
L1513[16:22:29] <tterrag> no polling
needed
L1514[16:22:44] <williewillus> im not
familiar with what your system is :P
L1515[16:22:46] <madcrazydrumma> tterrag,
example?
L1516[16:23:00] <tterrag> I don't know
your system. but when the spell is executed, save
world.getTotalWorldTime()
L1517[16:23:01] <madcrazydrumma> I just
want to start a cooldown when its activated, only if the skill is
not currently on cooldown
L1518[16:23:18] <tterrag> when you need
to check the cooldown, check that world.getTotalWorldTime() -
spellStartTime > cooldownTime
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L1520[16:25:11] <madcrazydrumma> I know
how I would get it working, I just dont know where i'd save i.e.
the spellStartTime
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L1522[16:25:29] <tterrag> again, idk your
system
L1523[16:25:35] <tterrag> put it in your
capability?
L1524[16:25:38] <tterrag> something
persisted
L1525[16:26:47] <madcrazydrumma> could
do.
L1526[16:26:52] <madcrazydrumma> ill see
what happens :b
L1527[16:28:05] <williewillus> is there
an efficient way to give entities walking on my block an attribute
modifier
L1528[16:28:10] <williewillus> and take
it away when they leave it?
L1529[16:28:28] <williewillus> right now
I have application in onEntityWalk but removal in a tickhandler and
I don't like it x.x
L1530[16:28:37] <madcrazydrumma> That's
the way I would have done it
L1531[16:28:45] <gigaherz> can't think of
anything besizes using a potion effect with duration=1tick
L1532[16:28:51] <gigaherz> besides*
L1533[16:29:00] <williewillus> well its
not a potion
L1534[16:29:02] <williewillus> just an
attribute modifier
L1535[16:29:20] <williewillus> if i made
a potion with the modifier
L1536[16:29:20] <gigaherz> I know, but a
custom potion effect can apply attribute modifiers
L1537[16:29:26] <williewillus> then I
have to go through all the legwork to hide it
L1538[16:29:41] <gigaherz> yeah as I
said, I can't think of anything better than that, right now
L1539[16:32:02] <Curle> wouldn't he be
able to use the cooldown like with the ender fruit?
L1540[16:32:17] <williewillus> that's
item-bound
L1541[16:32:23] <Curle> fair enough
L1542[16:33:00] <madcrazydrumma> ^^ nice
try Curle
L1543[16:33:14] <Curle> :D
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L1549[16:47:34] <Curle> madcrazy, try the
method that the furnace uses to tell if smelting is done
L1550[16:47:44] <williewillus> wat
L1551[16:47:51] <Curle> that's
essentially a cooldown
L1552[16:47:51] <williewillus> it stores
a variable burntime in the TE
L1553[16:48:10] <Curle> so that ^
:L
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L1562[17:16:40] <madcrazydrumma> I had
this code a while ago, but the particle system changed. So on line
21, how would I use that same particle effect?
http://pastebin.com/0weXK7bf
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L1565[17:18:24] <madcrazydrumma> I know
its ParticleRedstone but the constructors are protected
L1566[17:19:08] <P3pp3rF1y> what I use in
mine is world.spawnParticle(EnumParticleTypes.REDSTONE,
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L1568[17:19:22] <P3pp3rF1y> the rest of
the parameters should be the same
L1569[17:19:30] <williewillus> they all
have factories
L1570[17:19:38] <williewillus> and yes
normally you should be using world methods
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L1572[17:20:30] <madcrazydrumma> okay ill
give that a go and see what happens
L1573[17:22:49] <madcrazydrumma> Hmm
nothing shows
L1574[17:23:36] <madcrazydrumma>
wait
L1575[17:23:42] <madcrazydrumma> do i
have to register this entity?
L1576[17:23:43] <madcrazydrumma>
lmao
L1577[17:25:04] <madcrazydrumma>
Nevermind, it works when I use the client player not server
player
L1578[17:25:32] <williewillus> wat
L1579[17:26:36] <madcrazydrumma> Ik
L1580[17:26:42] <madcrazydrumma> Wait ill
paste the new code so you can see
L1583[17:28:43] <williewillus> uhh
L1584[17:28:46] <williewillus> particles
aren't entities
L1585[17:28:48] <williewillus> by the
way
L1586[17:28:54] <williewillus> they
shouldn't be
L1587[17:28:58] <madcrazydrumma> I know,
but its for the effect
L1588[17:29:39] <williewillus> well if
you're going to make it an entity you're goign to have to register
it
L1589[17:29:50] <madcrazydrumma> it
spawns when i do it that way
L1590[17:29:55] <madcrazydrumma> but i
dont think itll be shown to other players
L1591[17:30:07] <williewillus> beacuse
you're doing it clientside
L1592[17:30:37] <madcrazydrumma> So would
I register it using the GameRegistry as per?
L1593[17:30:41] <williewillus> yes
L1594[17:30:52] <madcrazydrumma>
EntityRegistry*
L1595[17:30:55] <williewillus> and spawn
it serverside
L1596[17:31:13] <madcrazydrumma> I have a
server player so i can use that?
L1597[17:31:18] <williewillus> use
what
L1598[17:32:11]
⇨ Joins: vastatio (~vastation@104.243.104.121)
L1599[17:32:24] <vastatio> Anyone know an
event for when a Player types something in chat?
L1600[17:32:30] <madcrazydrumma> from my
packet with the skill, i have the serverplayer casting the spell so
i can spawn the effect from that?
L1601[17:32:59] <williewillus> what do
you think? :P no need to ask every little thing
L1602[17:33:13] <williewillus> vastatio:
serverchatevent
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L1604[17:33:19] <vastatio> Alright,
thanks.
L1605[17:34:20] <madcrazydrumma> okay
williewillus that didnt work xD
L1606[17:34:31] <williewillus> whenever
you say "didn't work" add details
L1607[17:34:35] <williewillus> didn't
work can mean a million things
L1608[17:34:42] <madcrazydrumma> that's
true haha
L1609[17:34:49] <madcrazydrumma> The
spell and everything works as per, but the particle isnt being
shown
L1610[17:34:53] <madcrazydrumma> its
being registered and all
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L1612[17:36:24] <williewillus> you're
spawning the entity server side?
L1613[17:36:29] <madcrazydrumma> I think
so
L1614[17:36:35] <williewillus> show
code
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L1616[17:36:39] <madcrazydrumma> Im using
EntityPlayerMP#worldObj
L1617[17:36:46] <williewillus> show full
code :P
L1619[17:37:17] <madcrazydrumma> the
EntityPlayer input to that method is the EPMP from the packet
L1620[17:37:25] <williewillus>
uhhhh
L1621[17:37:26] <williewillus> wat
L1622[17:37:30] <williewillus> you have
client code in that method
L1623[17:37:40] <madcrazydrumma> only for
the sound
L1624[17:37:41] <williewillus>
Minecraft.getMinecraft is client-only
L1625[17:37:44] <williewillus> that won't
work
L1626[17:37:47] <madcrazydrumma> only for
the sound ^
L1627[17:37:51] <williewillus> it won't
work
L1628[17:37:57] <madcrazydrumma> the
sound plays haha
L1629[17:38:01] <williewillus> this
method will crash the moment its run or loaded on a dedicated
server
L1630[17:38:04] <williewillus> don't
believe it try it
L1631[17:38:11] <madcrazydrumma> so if i
ran a server it would crash?
L1632[17:38:13] <williewillus> yes
L1633[17:38:18] <williewillus> read the
readthedocs on sides
L1634[17:38:18] <madcrazydrumma>
okay
L1635[17:38:22] <williewillus> and you'll
know why >.<
L1636[17:38:44] <madcrazydrumma> okay i
changed it, will sort it out later ^
L1637[17:38:55] <madcrazydrumma> any idea
still why the particle doesnt show?
L1638[17:39:10] <madcrazydrumma> Do I
need a render for it even though its just an entity consisting of
particle effects?
L1639[17:39:37] <williewillus> no
L1640[17:39:42] <williewillus> because
it's just spawning other particles
L1641[17:39:48] <williewillus> check if
its onupdate is being run clientside
L1642[17:39:53] <williewillus> (print out
world.isRemote)
L1643[17:40:00] <williewillus> in
onupdate
L1645[17:41:54] <madcrazydrumma> world is
not remote
L1646[17:41:59]
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L1647[17:42:09] <williewillus> the
stacktrace tells you the problem
L1648[17:42:14] <williewillus>
<init> is the name of a constructor
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L1650[17:43:33] <madcrazydrumma> So that
means I need just a constructor with just World parameter?
L1651[17:43:37] <williewillus> yes
L1652[17:43:39] <williewillus> all
entities do
L1653[17:43:45] <madcrazydrumma> okay i
can just overload the second one then
L1655[17:45:28] <williewillus> ?
L1656[17:45:42] <williewillus> entities
without a renderer default to a white box iirc. no idea why its
black though
L1657[17:46:05] <madcrazydrumma> any way
to get rid of it?
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L1659[17:46:51] <williewillus> i wouldn't
use an entity forthis in the first place but whatever :P
L1660[17:47:24] <madcrazydrumma> xD
L1661[17:49:03] <madcrazydrumma> Is there
like an empty render i can use for it?
L1662[17:49:13] <williewillus> set the
entity size to 0
L1663[17:49:20] <madcrazydrumma> I did in
the constructor
L1664[17:49:25] <williewillus> both
dimensions?
L1665[17:50:57] <madcrazydrumma>
yeah
L1666[17:51:14] <williewillus> not sure
if that black box is the entity then
L1667[17:51:25] <madcrazydrumma> this is
terrifying xD
L1668[17:51:37] <williewillus> wat
L1669[17:51:56] <Ordinastie_> make no
mistakes, the black box is coming for you!
L1670[17:52:28] <Ordinastie_> it probably
just wants to be friend though
L1671[17:54:10] <madcrazydrumma> Now its
not even spawning any particles what the heck xD
L1672[17:55:48]
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L1674[17:57:14] <williewillus> did you do
what i told you to?
L1675[17:57:20] <williewillus> see if the
onupdate is running clientside
L1676[17:57:33] <madcrazydrumma> it
changes from like false to true
L1677[17:57:50] <LexDesktop> Itotally
didn't accedently include a debug line in my last commit.
L1678[17:58:01] *
LexDesktop waves hands "You saw nothing"
L1679[17:58:34] *
madcrazydrumma claims he is blind
L1680[17:58:40] <Ordinastie_> and you
just found the most effective way to have people review your
commits
L1681[17:58:48] *
howtonotwin gouges his own eyes out
L1682[17:59:03] <madcrazydrumma> HowToNo
Twin, how you doing? ;)
L1683[17:59:25] <howtonotwin> I am a
loser, not George ;_;
L1684[18:00:07] <madcrazydrumma>
williewillus, i think the black box may be because of the
brightness methods im overriding
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L1686[18:01:00] <madcrazydrumma> Okay now
it's a white box
L1687[18:03:05]
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L1688[18:03:55] <williewillus> $ labels
add 3214 Feature
L1689[18:03:56] <Actuarius> Added labels
[Feature] for issue 3214; new labels: [Feature].
L1690[18:06:14]
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L1691[18:06:23] <vastatio> williewillus:
Is there an event specifically for commands? (ServerChatEvent
doesn't seem to work with commands)
L1692[18:06:36] <williewillus>
commandevent
L1693[18:06:39] <williewillus> :P
L1694[18:06:45] <vastatio> Ha, well
L1695[18:07:13]
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L1700[18:20:39] <Ordinastie_> can someone
show me the call hierarchy for Item.getAnimationParameters()
?
L1701[18:20:56] <williewillus>
unused
L1702[18:21:18] <Ordinastie_> wlel, that
explains what I couldn't find any
L1703[18:21:34] <williewillus> probably
something fry|afk was working on but didnt finish yet
L1704[18:22:17] <Ordinastie_> trying to
find out what makes the Item CLOCK tick
L1705[18:23:12] <howtonotwin> Item
Properties
L1706[18:23:20] <Ordinastie_> I mean
internally
L1707[18:23:27] <Ordinastie_> can't find
what call apply on it
L1708[18:23:49] <howtonotwin> Call
hierarchy on IItemPropertyGetter:apply then?
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L1710[18:24:56] <Ordinastie_> wow, if
only I could think of that
L1711[18:25:36] <howtonotwin> Poe's law,
it is strong with this one :P
L1712[18:25:50] <williewillus> its in the
model system. RenderItem calls
bakedModel.getOverrides().handleItemState
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L1714[18:25:58] <williewillus> and the
default handleItemState calls all property overrides
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L1717[18:26:54] <Ordinastie_> ah
thanks
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L1720[18:35:35] <KnightMiner> How does
the path priority system from 1.10? work? Is a value of 1
default?
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L1794[21:57:04] <Grinch> What would the
best way to get the player count (think 1/20 players online) from
the currently connected server be?
L1795[21:57:52] <howtonotwin> I think
there's a method on World(Server?) for getting a list of all
connected players. You can just do size() on that
L1796[21:59:50] <Grinch> How would I get
the max players allowed by the server?
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L1806[22:20:44] <SatanicSanta> Grinch:
Briefly looking there's ServerData#populationInfo which returns a
string like 1/20
L1807[22:21:35] <SatanicSanta> thats what
the server selection screen uses
L1808[22:21:55] <Grinch> Right, and I see
there is Minecraft.getMinecraft.getCurrentServerData#populationInfo
however that gets me a null while on the server.
L1809[22:22:08] <Grinch> I can get the ip
and the motd
L1810[22:23:18] <SatanicSanta> hm
L1811[22:23:33] <SatanicSanta> right
ServerData is a client only class
L1812[22:23:43] <Grinch> This is from the
client I want this info
L1813[22:23:48] <SatanicSanta> oh
L1814[22:23:55] <Grinch> Drawing it on
screen, sorry that I didn't mention that bit :p
L1815[22:23:55] <SatanicSanta> then ping
the server
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L1820[22:29:26] <SatanicSanta> Grinch:
new
ServerPinger().ping(Minecraft.getMinecraft().getCurrentServerData());
Minecraft.getMinecraft().getCurrentServerData().populationInfo;
L1821[22:29:37] <SatanicSanta> obviously
with proper ServerData#pinged checks
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L1823[22:30:25] <tterrag> pretty sure you
don't need to construct a server pinger
L1824[22:31:01] <SatanicSanta> it's only
initialized twice
L1825[22:31:19] <SatanicSanta> once in
GuiMultiplayer as an instance var
L1826[22:31:43] <SatanicSanta> and once
in one of the FML client classes as a local var in some
connectOnStartup method, or something like that
L1827[22:31:50] <SatanicSanta> and ping
is an instance method
L1828[22:32:04] <SatanicSanta> 'course
I've never done this so I could def be wrong
L1829[22:33:48] <HassanS6000> In 1.10.2
what happened to PlayerInteractEvent ? It no longer has an action
variable in it?
L1830[22:34:23] <HassanS6000> oh
nvm
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L1832[22:41:56] <HassanS6000> !gm
onCraftGuiOpened 1.8.9
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