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L27[01:32:07] <ashka> hi, I have netty
complaining that the "packet_handler" pipeline handler
doesn't exist, can this be caused by using the latest 1.7.10 forge
instead of the recommended or is it a mod breaking the handler?
thanks
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L41[01:57:02] <PitchBright> What does
Trotter's role on Forge?
L42[01:57:23] <PitchBright> is*
L43[01:59:50] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160917 mappings to Forge Maven.
L44[01:59:53] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160917-1.10.2.zip
(mappings = "snapshot_20160917" in build.gradle).
L45[02:00:04] <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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L49[02:09:36]
MineBot sets mode: +o on LexLap
L51[02:11:01] <PitchBright> Lex... business
cards... what's Trotter's role on Forge?
L52[02:11:39] <luacs1998> lex, i presume:
DO NOT FUCKING MODIFY MINECRAFT METHOD DESCRIPTIONS?
L53[02:12:00] <LexLap> pr guy
L54[02:12:29] <PitchBright> k thanks
L55[02:12:36] <LexLap> no worse he
refactored all the local vars
L56[02:13:37] <luacs1998> let me try the
new reviews stuff in github haha
L57[02:14:11] <LexLap> +1,159 how the fuck
does anyone think that's right?
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L59[02:15:13] <luacs1998> idk
L60[02:15:16] <LexLap> Also, using on
screen keyboard is slow. need to get a wireless keyboard
L61[02:15:19] <luacs1998> but i see only
one meaningful change
L62[02:15:24] <luacs1998> and idk if it's
"meaningful"
L64[02:19:03] <LexLap> saw it
L65[02:19:35] <LexLap> About a third of the
blocks are not replaceable. For example the church's cobblestone
isn't.
L66[02:19:47] <LexLap> so far 1
L67[02:20:12] <LexLap> also pretty sure it
was...
L68[02:22:51] <LexLap> the other thing is
we need to make sure that the reroute doesn't unintentionally
change shit
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L76[02:46:32] <LexLap> well he updated
still a fuckton of edits tho
L77[02:47:33] <Ordinastie> !gm
func_176223_P
L78[02:47:35] <LexLap> mojang needs to move
this to schematics :/
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L82[03:09:04] <gigaherz> oh wow
L83[03:09:13] <gigaherz> I just looked at
the actual code in that class
L84[03:09:22] <gigaherz> yeah, why is that
NOT structures?
L86[03:10:36] <gigaherz> or rather, why is
getBiomeSpecificBlockState not inside
setBlockState/fillWithBlocks?
L87[03:11:02] <Ordinastie> because haf
assed refactoring is mojang's trademark
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L89[03:12:40] <luacs1998> kek
L90[03:12:52] <gigaherz> hmm oh right if it
was inside setBlockState, it would mean looking up the state every
call
L91[03:13:08] <gigaherz> although they
could have used a map for it
L92[03:13:12] <gigaherz> provided by the
biome
L93[03:14:14] *
gigaherz shrugs
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L96[03:31:56] <Ordinastie> why is that, for
the past few days, youtube playlist are not considered playlist and
don't automatically play the next video in the list? :/
L97[03:32:49] <gigaherz> :/ it works
here
L98[03:32:53] <gigaherz> it does happen
sometimes
L99[03:33:06] <gigaherz> that the player
will stop seeing the playlist
L100[03:33:08] <Ordinastie> it doesn't doo
it for all the playlists
L101[03:33:19] <gigaherz> but when that
happens, reloading the page fixes it for me
L103[03:33:32] <gigaherz> that link works
here
L105[03:34:15] <Ordinastie> when I reload
the page, I see the playlist buttons in the player, and then they
change back
L106[03:34:22] <gigaherz> weird
L107[03:34:25] <gigaherz> which
browser?
L108[03:34:44] <gigaherz> and try
disabling some extensions
L109[03:34:57] <gigaherz> maybe one of
them is messing up the code that links the player with the
playlist
L110[03:35:43] <Ordinastie> but not for
all of them? :s
L111[03:36:11] <Ordinastie> only have
uBlock
L112[03:36:20] <gigaherz> on firefox, or
chrome?
L113[03:36:31] <gigaherz> cos I have
firefox beta
L114[03:36:35] <Ordinastie> FF
L115[03:36:58] <Ordinastie> it's not a big
deal, just a tad annoying
L117[03:37:52] <gigaherz> my extensions
list
L118[03:37:53] <gigaherz> ;P
L119[03:38:11] <gigaherz> I have
anti-adblock killer
L120[03:38:17] <gigaherz> on
greasemonkey
L122[03:38:39] <gigaherz> this thing
L123[03:42:56]
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L125[03:49:59] <DemonWav> > not using
tree view
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L128[03:58:54] <LatvianModder> yes, I also
dont hide empty middle packages
L129[03:59:17] <LatvianModder> I want to
find stuff easier, because I look at ending of the package :P
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L145[04:50:28] <Subaraki> I'm looking for
a way to detect when a player has placed down a painting
L146[04:50:48] <Subaraki> EntityJoinWorld
event looks correct, but it doesn't have the player argument
obiously
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L152[04:58:36] <Subaraki> any way to
intercept a right click for an item ?
L153[04:58:47] <LatvianModder> yeah
L154[04:58:51] <LatvianModder>
plenty
L155[04:58:58] <Subaraki> any events
?
L156[04:59:03] <LatvianModder>
specifically clicking on block or in air?
L157[04:59:06] <Subaraki> i'm trying to
intercept a vanilla item
L158[04:59:11] <Subaraki> yeah,
block
L159[04:59:13] <Subaraki> for placing
paintings
L160[04:59:43] <LatvianModder> public void
onRightClickBlock(PlayerInteractEvent.RightClickBlock event)
L161[04:59:54] <Subaraki> i(ll try that
thanks :)
L162[05:03:22] <Subaraki> LatvianModder,
is that event called before onitemuse ... ?
L163[05:03:42] <LatvianModder> what even
is onitemuse
L164[05:03:53] <Ordinastie> if only there
was a way for you to check it youself
L165[05:03:59] <Subaraki> there is
L166[05:04:05] <Subaraki> but i prefer
asking before :P
L167[05:04:09] <Subaraki> spares me like 5
minutes xD
L168[05:04:09] <Ordinastie> ...
L169[05:04:26] <Ordinastie> translation :
"fuck your time, mine is more valuable"
L170[05:04:45] <Subaraki> no, wether you
know it or not xD
L171[05:04:48] <Subaraki> but yeah
._.
L172[05:04:55] <Subaraki> meanwhile, i
found out it was called before
L173[05:07:07] <LatvianModder> oh OH
onItemUse
L174[05:07:15] <LatvianModder> i fucking
read it as one word
L175[05:07:34] <LatvianModder> this is why
you need shift key people :D
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L178[05:10:07] <Subaraki> sorry ._.
L179[05:10:21] <LatvianModder> I think its
before.. so you can cancel it
L180[05:10:40] <LatvianModder> no, I dont
think.. i KNOW. Otherwise my permissions mod would be useless
L181[05:10:54] <Subaraki> i have found out
it is near impossible to intercept painting placement, because
paintings are handled in the same class as vines and item
frames
L182[05:11:11] <Subaraki> unless i cancel
it only if the item is an Item.painting ...
L183[05:11:15] <Subaraki> and place the
entity myself
L184[05:11:24] <Subaraki> hm....
L185[05:11:28] <Ordinastie> wut ?
L186[05:11:40] <Ordinastie> what are you
trying to do?
L187[05:11:55] <Subaraki> ever heard of
Painting Selection Gui ?
L188[05:12:02] <Ordinastie> no
L189[05:12:20] <Subaraki> well, the author
has been silent for a while, and i made a mod in which mroe
paintings are added
L190[05:12:22] <Ordinastie> but I can
guess from the name
L191[05:12:27] <Subaraki> so i kinda took
over
L192[05:12:47] <Subaraki> he used a
command, aim a painting, enter command
L193[05:12:49] <Subaraki> gui opens
L194[05:12:56] <LatvianModder> the author
was just busy and was gonna release the mod any day! okay? just
like soaryn..
L195[05:13:37] <Subaraki> im trying to
intercept the onItemUse, so when placing the painting, i et the
painting entity, and can open the gui directly when the painting is
placed
L196[05:13:42] <Subaraki> no need for a
command, see ?
L197[05:14:25] <Subaraki> all i need to do
is cancel the placement of the painting, place it myself, and open
the gui accordingly, because in the event for right clicking
blocks, i have the player argument
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L199[05:14:57] <LatvianModder> yeah,
pretty much
L200[05:15:06] <Ordinastie> only place
after validating the GUI ?
L201[05:16:55] <Subaraki> no, it has to be
placed before
L202[05:16:58] <LatvianModder> no, >
catch the event on both sides > if client side, open gui >
cancel event > after selecing painting, send packet to server
> place painting on server side
L203[05:17:06] <Subaraki> the only thing
the gui does is edit the entity data
L204[05:17:12] <LatvianModder> (cancel
event on both sides too btw)
L205[05:17:31] <Subaraki> well, rightclick
block event is called on both sides right ?
L206[05:17:49] <Subaraki> and to open the
gui, i send a packet to the client, i'll add my isRemoteCheck
there
L207[05:19:52] <LatvianModder> or that
yeah
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L219[06:26:03] <Subaraki> if I use
"event.getWorld().spawnEntityInWorld(painting);" and
after that, i send a packet with the painting.getEntityID, and it
tells me "no entity detected", that the entity hasn't
spawned in the world yet ?
L220[06:26:40] <Subaraki> because I make a
check for "Entity e =
player.worldObj.getEntityByID(packet.id);"
L221[06:26:55] <Subaraki> and its not an
EntityPainting
L222[06:27:08] <Subaraki> its null
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L225[06:32:16] <gigaherz> Subaraki: your
packet may simply be getting to the client too early
L226[06:32:30] <Subaraki> yeah, that too.
because the entity id does exist ...
L227[06:32:36] <Subaraki> can it get there
a little less fast ? :s
L228[06:33:12] <Subaraki> aha, foudn the
problem
L229[06:33:25] <Subaraki> clients is
checked before server
L230[06:33:35] <Subaraki> the isRemote
check happens client side first
L231[06:33:37] <Subaraki> well then
....
L232[06:33:50] <Subaraki> i'll go grab a
bite to eat and think about it ...
L233[06:39:58] ⇦
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L236[06:55:16] <raoulvdberge> !gm
func_73660_a
L237[06:57:58] ⇦
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L238[06:59:01] <raoulvdberge>
required-after:mcmultipart@[1.2.1,),forge@[2088,];
L239[06:59:08] <raoulvdberge> Is that a
valid dependency string?
L240[06:59:17] <raoulvdberge> I want the
mod to only work with Forge>=2088
L241[06:59:25]
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L243[07:01:08] <Koward> I can't
instantiate my "static final Item MY_TOOL" because
MY_MATERIAL, which is also static and final, is null at that point.
That pisses me off beyond believe
L244[07:02:06] <Koward> I thought if
something static refers to another static thing then the called
static thing is resolved first.
L245[07:02:12] <gigaherz> well... you
generally instantiate those things on the preinit lifecycle
event
L246[07:02:26] <gigaherz> yes, you can't
make them static then
L247[07:02:28] <gigaherz> but
whatever
L248[07:02:34] <gigaherz> eh final*
L249[07:02:42] <gigaherz> and yes
L250[07:02:51] <gigaherz> referencing a
static will cause the static initialization to happen first
L251[07:03:24] <Koward> That so sad, I
wanted to have nice uppercase names to be consistent with vMC
L252[07:03:50] <Ordinastie> Koward, have
the material field before the item's
L253[07:04:28] <Koward> Ordinastie, why
they don't actually use the order of definition in Java do they
?
L254[07:04:41] <Ordinastie> they dp
L255[07:04:43] <Ordinastie> *do
L256[07:04:48] <gigaherz> eh
L257[07:04:51] <gigaherz> the declarations
won't matter
L258[07:05:00] <gigaherz> but the
initializers do run in order of declaration
L259[07:05:17] <gigaherz> so if you try to
query the value before it's assigned ... the variable will be
there, just null
L260[07:06:05] <Koward> *sigh* That was
it
L261[07:08:35]
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L271[08:23:26] <Subaraki> raoulvdberge, i
dont think it is
L272[08:25:03] <raoulvdberge> Subaraki: i
figured it out
L273[08:25:20] <raoulvdberge>
required-after:Forge@[12.18.1.2088,);required-after:mcmultipart@[1.2.1,);
L274[08:25:24] <Subaraki> okay :)
L275[08:53:26]
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L276[09:04:52] <LatvianModder> i18n (where
18 stands for the number of letters between the first i and the
last n in the word “internationalization”) oooh
L277[09:05:12] <LatvianModder> now it
finally makes sense lol
L278[09:06:17] <PaleoCrafter> now guess
what l12n is, LatvianModder :P
L279[09:06:47] <LatvianModder> L10N is
locali.. that word
L281[09:08:01] <PaleoCrafter> huh, yeah,
it's l10n xD
L282[09:10:12] <Ordinastie> I've never
seen l10n though
L283[09:11:58] <plp> what version are most
mods on nowadays?
L284[09:12:10] <Ordinastie> 1.10.2
L285[09:12:11] <plp> minecraft*
version
L286[09:12:32] <plp> even the huge ones
like ic and bc?
L287[09:14:37] <LatvianModder> bc no, ic
maybe
L289[09:15:20] <plp> there isn't even a
link for 1.10
L290[09:15:26] <LatvianModder> that thing
isnt official
L291[09:15:43] <plp> yeah, but it used to
be pretty well updated
L293[09:15:57] <plp> i've gone a pretty
long time...
L294[09:16:30] <LatvianModder> oh.. just
few million downloads and im gonna be on first page.. so close.. so
close
L295[09:17:09] <plp> thanks
L296[09:18:20] <howtonotwin> Why's HQM's
logo a Super Mushroom retextured as cake again?
L297[09:18:36] <howtonotwin> just saw that
on the list and was very confused :P
L298[09:18:54] <LatvianModder> because why
not!
L299[09:19:05] <IoP> mushroom cake!?
L300[09:19:17] <PaleoCrafter> because just
the mushrooms would have gotten them into trouble with
Nintendo?
L301[09:19:17] <LatvianModder> sounds
delicious
L302[09:19:40] <IoP> must be
delicious
L303[09:19:56] <howtonotwin> xD
L304[09:19:59] <IoP> but that's wrong
mushroom :/
L305[09:20:10] <LatvianModder> annotations
are the best...
L306[09:20:28] <LatvianModder> String[]
can be = "" or = {"", ""}
L307[09:21:02] <howtonotwin> wait
what
L308[09:21:11]
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L309[09:21:41] ***
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L310[09:22:38] <PaleoCrafter>
LatvianModder, using an annotation processor?
L311[09:22:46] <LatvianModder> learning
ASMTable
L312[09:23:06] <LatvianModder> so much
fun
L313[09:27:08] <PaleoCrafter> oh, I
thought you meant an actual String[] field being annotated :P
L314[09:27:42] <LatvianModder> ha, no,
String[] inside annotation constructor (constructor? I dunno..
method/field hybrid)
L315[09:28:10]
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L316[09:28:58] <Subaraki> so you can't
update painting's positions ... because they will pop off the wall
....
L317[09:29:01] <Subaraki>
greeeeeaaaaaaat
L318[09:30:33] ⇦
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L319[09:31:36] <Subaraki> changing the art
from a 2x2 to a 2x1 will center the painting in the middle of the
2x2 square
L320[09:31:47] <Subaraki> conclusion ?
update the painting's position back to its orginal
L321[09:31:56] <Subaraki> but thats
impossible, because it's concidered moved
L322[09:32:00] <Subaraki> so it'll pop off
the wall
L323[09:35:52] <Ordinastie> like I said
earlier, place the painting when you close the GUI
L324[09:37:01] <LatvianModder> yeah
L325[09:37:10] <LatvianModder> painting
item click should Only open the gui
L326[09:37:20] <LatvianModder> when gui
closes, send packet to server with painting type and then place
it
L327[09:37:21]
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L328[09:37:44] <LatvianModder> ofc, +
painting position, size, and whatever is needed to create it
L329[09:41:14]
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L332[09:43:00] <Subaraki> you guys aren't
wrong
L333[09:43:05] <Subaraki> I could do
that
L334[09:43:14] <Subaraki> but I'd like to
keep the command
L335[09:43:27] <Subaraki> more options you
see ?
L336[09:44:39] <Subaraki> but I've found
the solution, I write the entity data to a nbt tag, and read the
entity again straight after. the art had been changed before that,
all it does is force a boundingbox and position update
L337[09:45:19]
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L341[09:59:17] <BordListian> hm
L342[10:00:32] <howtonotwin> have you made
javac explode due to encoding a non-halting turing machine into
your types?
L343[10:00:44] <BordListian> not yet
L344[10:01:11] <BordListian> oh i think i
figured it out
L345[10:03:53] <LatvianModder> too bad
ResourceLocation can't be used in annotations :/
L346[10:05:51] <howtonotwin> I think I
recall you trying to generate mod code with annotation
processing.
L347[10:05:53] <howtonotwin> Are you doing
that now?
L348[10:08:05] <LatvianModder> mod code?
no, what :D
L350[10:08:44] <LatvianModder> but I
dropped it, based on negative feedback
L351[10:08:53] <LatvianModder> what im
doing is something for my own mod
L352[10:12:31] <BordListian> so forge
blockstates can generate item models, right?
L353[10:13:20] <howtonotwin> more like
item models can point at blockstates
L354[10:13:26] <howtonotwin> but yes
L355[10:13:35] <BordListian> err ok
L356[10:13:38] <howtonotwin> *item
MRLs
L357[10:13:45] <BordListian> mrls
what
L358[10:13:48] <BordListian> is this still
1.10
L359[10:13:59] <howtonotwin>
ModelResourceLocation?
L360[10:14:03] <BordListian> ah
L361[10:14:35] <howtonotwin> Vanilla
requires that item models go to variant "inventory" and
then specialcases everything to high heaven
L362[10:14:37]
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L363[10:14:49] <howtonotwin> Forge undoes
this somehow and lets item models go to blockstates
L364[10:16:04] <BordListian> uh huh
L366[10:16:30] <howtonotwin> the 4 bullet
list
L367[10:22:21] <BordListian> so that's why
my stained bricks don't have a proper item model
L368[10:22:36] <BordListian> it refers all
of them to the inventory variant
L369[10:22:43] <BordListian> i assume i
need a state mapper for that?
L370[10:23:04]
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L371[10:23:14] <howtonotwin>
ModelLoader.setCustomMRL(item, meta, mrl)
L372[10:23:24] <howtonotwin> where mrl
points at your blockstate variant
L373[10:23:36] <BordListian> ah
L374[10:23:39] <BordListian> thanks
L375[10:23:45] <howtonotwin> statemappers
have literally 0 to do with items
L376[10:24:00] <howtonotwin> they exist
ONLY for blocks
L377[10:24:17] <BordListian> right
L378[10:24:25] <BordListian> meta
memes
L379[10:24:41] <howtonotwin> if you want a
statemapper for items you want an itemmeshdefinition
L380[10:25:57] ⇦
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L382[10:29:10] ***
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L383[10:31:24] <plp> are the block and
item substitutions already functional?
L384[10:34:09]
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L385[10:34:32] <PaleoCrafter> a) they're
kinda old at this point b) no xD
L386[10:34:50] <howtonotwin> They tend to
break into horrendous bugfests last time I checked.
L387[10:34:51] <PaleoCrafter> ignore a, I
thought you said "new"
L388[10:36:21]
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L391[10:36:40] <plp> thanks
L392[10:47:09] ⇦
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L397[10:58:52] <IoP> my gods: that sob
story in latest forge logo contest thread :P
L398[10:58:59]
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L399[10:59:03] <BordListian> ech
L400[10:59:24] ⇦
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(~Polarized@ec2-52-20-139-34.compute-1.amazonaws.com) (Quit:
PolarizedIons)
L401[10:59:38] ***
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L402[11:06:34] <BordListian> goddamnit
mojang
L403[11:07:46] <gigaherz> IoP: link?
L404[11:08:00] <howtonotwin> Did THEY make
javac explode by encoding a non-halting turing machine into THEIR
types?
L405[11:08:26] <BordListian> who DID
that
L407[11:09:02]
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L408[11:09:36] <howtonotwin> Bord: ssh bby
tell us what's hurting you.
L409[11:10:04] <gigaherz> IoP: after
seeing the contents of the zip
L410[11:10:08] <gigaherz> that must be
sarcastic
L412[11:11:02] ⇦
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L414[11:12:00] <BordListian> mixing camel
and underscore casing
L415[11:12:01] <BordListian> why
L416[11:12:05]
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L417[11:12:48] <howtonotwin> ah that
L418[11:13:04] <BordListian> lightBlue and
light_blue
L419[11:13:14] <howtonotwin> pray for
1.11
L420[11:13:16] <BordListian> light_blue
being the dominant case
L421[11:13:16] <LatvianModder>
BordListian: like_ThisButIts_good!
L422[11:13:28] <BordListian> lightBlue is
only for localization
L423[11:13:34] <LatvianModder>
light_Blue
L424[11:13:35] <BordListian> why contain
it
L425[11:14:04] <howtonotwin>
and_this_is_called_snake_case_btw
L426[11:14:11] <BordListian> i know
L427[11:14:15] <BordListian> i looked it
up right after
L428[11:14:22] <LatvianModder> ssss
L429[11:14:36] <BordListian> snake_case is
superior anyway
L430[11:14:39] <howtonotwin>
bc_it_looks_like_a_sneaky_snek_going_up_and_down
L431[11:14:46] <LatvianModder> its the
best case. I use it everywhere
L432[11:14:51] <LatvianModder> and what is
THIS_CALLED?
L433[11:14:58] <LatvianModder> upper snake
case or just uppercase?
L434[11:15:04] <BordListian> except in
class names
L435[11:15:19] <BordListian> still
snake_case
L436[11:15:26] <LatvianModder> obviously.
I know a person that uses lowercase class names
L437[11:15:34] <howtonotwin>
SCREAMING_SNAKE_CASE
L438[11:15:35] <LatvianModder> BUT only if
its for constants
L439[11:15:36] <BordListian> arrrrrr
L440[11:15:39] <howtonotwin> as per
wikipedia
L441[11:15:42] <howtonotwin> xD
L442[11:15:45] <BordListian>
[screaming]
L443[11:15:53] <LatvianModder> [externally
screaming]
L444[11:16:01] <howtonotwin> WE ARE BECOME
TUMBLR
L445[11:16:09] <howtonotwin> [internal
screaming]
L446[11:16:09] <LatvianModder> WHAT WE
REALLY ARE
L447[11:16:16] <BordListian>
>tumblr
L448[11:16:24] <howtonotwin> [stares at
soul in java]
L449[11:16:24] <BordListian> normies
L450[11:16:38] <BordListian>
reeeeeeeeeeeeEEEEEEEEEEEEEEEEEEEEEEE[STATIC]
L451[11:17:07] <howtonotwin> [stares at
creature in spanish]
L452[11:17:22] <LatvianModder> [is silent
in spanish]
L453[11:17:27] <BordListian> [action with
funny context]
L454[11:17:39] <LatvianModder>
[joke]
L455[11:17:52] <BordListian>
>implications
L456[11:17:56] <howtonotwin>
[LatvianModder]
L457[11:18:14] <LatvianModder> un-embed me
right this instant!
L458[11:18:27] <howtonotwin> LatvianModder
! PoisonPill
L459[11:18:37] <LatvianModder> IM FREE..
and dying
L460[11:18:40] <BordListian> i ended up
getting my bricks to work
L461[11:18:41] <LatvianModder> dying light
blue!
L462[11:18:43] <BordListian> new
ModelResourceLocation(getRegistryName(),
"color="+dye.getName())
L463[11:18:44] <LatvianModder> Full
circle
L464[11:18:48] <BordListian> i'm a great
coder
L465[11:19:04] <howtonotwin> you should do
property.getName(value) btw
L466[11:19:09] <LatvianModder> you are
doing exactly what you were supposed to do
L467[11:19:30] <LatvianModder> or even
better
L468[11:19:31] <BordListian> ah
L469[11:19:33] <BordListian> right
L470[11:19:36] <LatvianModder> deserialize
the variant
L471[11:19:44] <BordListian> :V
L472[11:20:03] <LatvianModder> something
like getStringOfThisMuddaState(state) would return
"color=blue"
L473[11:20:18] <howtonotwin> that requires
getting the statemapper
L474[11:20:19] <BordListian>
getStringOfThisOraState
L475[11:20:29] <howtonotwin> and the
mapper is hidden in a private field for some reason
L476[11:20:33] <gigaherz> the submissions
for the brand contest are kinda disappointing -- xcept that one
from the dude who says his 12 year old niece did it
L477[11:20:52] <howtonotwin> Pitch is gud
artist
L478[11:20:57] <howtonotwin> unlike
Lat
L479[11:21:10] <gigaherz> so I had another
idea for a concept logo
L480[11:21:19] <howtonotwin> but we love
your handdrawn textures anyway :P
L481[11:21:20] <gigaherz> I'll take a pic
since it's on a piece of paper
L482[11:21:42] <BordListian> i don't know
why you have to make that comment about lat after seeing what his
guis looked like
L483[11:21:50] <LatvianModder> what?
L484[11:21:54] <LatvianModder> im a master
artist!
L485[11:21:56] <BordListian> it's like
stealing a crayon from a child
L487[11:23:14] <howtonotwin> 1.9.4?
L488[11:23:17] <howtonotwin> heathen
:P
L489[11:23:51] <LatvianModder> you know
that 1.9.4 is forward compatible with 1.10, right? :P
L490[11:23:54] <TehNut> nono, it's 1.9.0
and previous that we hat
L491[11:23:55] <TehNut> hate*
L492[11:24:19] <LatvianModder> well I only
updated for selfish reasons now
L493[11:24:25] <LatvianModder> .. because
changelog now has my name lol
L494[11:24:30] <howtonotwin> meanwhile
here I am trying to use scala and multithreading with actors in MC
of all things.
L495[11:24:31] *
howtonotwin realizes that HE is the heathen.
L496[11:24:38] ***
MrKick|Away is now known as MrKickkiller
L498[11:26:12] <gigaherz> would need
polishing and such
L499[11:26:20] <gigaherz> if anyone wants
to build on it, feel free
L500[11:26:46] <BordListian> wouldn't it
maybe look better if it was like
L501[11:26:48] <BordListian> blocky
L502[11:27:32] <LatvianModder> that.. one
is pretty great
L503[11:27:45] <howtonotwin> til eclipse's
copy workspace layout is broken -.-
L504[11:27:49] ⇦
Quits: jordibenck (~jordi@86.89.212.184) (Ping timeout: 206
seconds)
L505[11:28:11] <LatvianModder> step 1:
stop using eclipse for modding
L506[11:28:11] <LatvianModder> step 2:
stop using eclipse
L507[11:28:11] <LatvianModder> step 3:
stop
L508[11:28:11] <gigaherz> BordListian:
feel free to try!
L509[11:28:12] <gigaherz> ;P
L510[11:28:18] <BordListian> >using
eclipse
L512[11:28:38] <LatvianModder> step 4:
drop
L513[11:28:38] <LatvianModder> step 5:
roll
L514[11:28:51] <howtonotwin> BordListian !
Kill
L515[11:28:55] <howtonotwin> LatvianModder
! Kill
L516[11:29:07] <howtonotwin> self !
PoisonPill
L517[11:29:35] <howtonotwin> that rhymes!
"Kill, Kill, PoisonPill"
L518[11:29:44] <BordListian> amazing
L519[11:30:06] <LatvianModder> > insert
"Amazing!" cupcake from eddsworld
L520[11:30:19] <LatvianModder> or was it
mushroom.. I dont remember
L521[11:30:47] <howtonotwin>
mushroom
L522[11:31:10] ⇦
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L523[11:33:57] <howtonotwin> I just
realized why tell is written ! and ask as ?. It reads like
"Actor! Message for you" or "Actor? Here's a
message."
L524[11:34:07] <howtonotwin> mind =
blown
L525[11:36:01]
⇨ Joins: jordibenck (~jordi@86.89.212.184)
L526[11:37:05] <jordibenck> hi there,
anyone would like to help me with a modelling error?
L527[11:37:14] <LatvianModder> log
L528[11:37:18] <LatvianModder> model
L529[11:37:27] <jordibenck> missing
resources from my domain
L530[11:37:38] <LatvianModder> .obj
model?
L531[11:38:18] <jordibenck> The missing
resources for domain testmod are: /items/cheese.png
L532[11:38:20] <jordibenck> that one
L533[11:38:40] <LatvianModder> mm maybe
you have / in the texture name
L534[11:38:47] <BordListian> is cheese.png
in the items folder
L535[11:38:49] <LatvianModder> that is, it
starts with /, it shouldnt
L536[11:38:50] <jordibenck>
textures/items/cheese.png*
L537[11:38:58] <LatvianModder> ah
L538[11:39:20] <LatvianModder> and your
item is pinl/black now?
L539[11:39:25] <LatvianModder> pink*
L540[11:39:29] <jordibenck> yup
L541[11:39:50] <LatvianModder> show your
item model file
L543[11:41:18] <LatvianModder> and your
texture is in assets/testmod/textures/items/cheese.png ?
L544[11:41:24] <jordibenck> yup
L545[11:41:41] <BordListian>
amazing.
L546[11:41:48] <jordibenck> i know
right
L547[11:41:57] <jordibenck> thats why i
don´t understand ^^
L548[11:41:59] <BordListian> are you
sure
L549[11:42:01] <LatvianModder> theres a
small chance that you created folder.name/ instead of
folder/name
L550[11:42:03] <jordibenck> yes
L551[11:42:18] <BordListian> have you
verified this in your explorer
L552[11:42:20] <jordibenck> MCP forge
1.10.2\src\main\resources\assets\testmod\textures\items
L553[11:43:00] <LatvianModder> hmm
L555[11:43:26] <LatvianModder> maaybe..
resources is not marked as resources folder?
L556[11:43:55] <LatvianModder> or sources.
either way works I think
L557[11:44:05] <howtonotwin> I believe you
also need a pack.mcmeta
L558[11:44:10] <LatvianModder> nop
L559[11:44:26] <howtonotwin> at least it
broke for me until I added one :P
L560[11:44:40] <jordibenck> my block is
rendering fine
L561[11:44:48] <BordListian>
?????????
L562[11:45:05] <LatvianModder> he probably
means other block
L563[11:45:09] <LatvianModder> not cheese
item as block :P
L564[11:45:15] <BordListian> oh
L565[11:45:20] <BordListian> show
blockstate
L566[11:45:27] <BordListian> also did you
register the item model
L567[11:45:34] <LatvianModder> is this
cheese item an item or block?
L568[11:45:36] <jordibenck> i did
L569[11:46:04] <LexManos> PitchBright, you
about?
L571[11:47:22] <jordibenck>
blockstate
L572[11:47:25] <jordibenck> of
BlockCheese
L573[11:47:33] <LatvianModder> yeah you
are missing few things
L574[11:47:34] <jordibenck> the ItemCheese
is not rendering
L575[11:47:43] <jordibenck> registered
using modelloader
L576[11:48:07] <LatvianModder> show how
you registred it
L577[11:48:24] <LatvianModder> also, you
probably want your item to render the same as block, right?
L578[11:48:46] <BordListian> he's using
generated
L579[11:48:50] <BordListian> so probably
not?
L580[11:49:02] <jordibenck>
ModelLoader.setCustomModelResourceLocation(item, 0, new
ModelResourceLocation("testmod" + ":" +
item.getRegistryName()));
L581[11:49:10] <LatvianModder> try this:
{"parent": "testmod:block/cheese"}
L582[11:49:12]
⇨ Joins: Ipsis
(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L583[11:49:22] <LatvianModder> if your
block model is located there
L584[11:49:29] <LatvianModder> wait
what
L585[11:49:39] <LatvianModder> you can't
use yugiohmod in one place and testmod in other
L586[11:49:39] <jordibenck> the item is
not working
L587[11:49:41] <jordibenck> the block is
workuing
L588[11:49:52] <BordListian> lel
L590[11:50:32] <howtonotwin> and then read
everything in the containing dir
L591[11:50:39] <BordListian> also if
howtonotwin is to be trusted, you need to do new
ModelResourceLocation("somedumbshit","inventory")
if you wanna get it from item
L592[11:51:41] <LatvianModder> eh, sorta
bord
L593[11:52:21] <BordListian> i assume the
alternative is "item/somedumbshit" ?
L594[11:52:34] <howtonotwin> no
L595[11:53:25] <howtonotwin> the mrl gets
resolved against blockstates if possible, else if variant ==
"inventory" it gets resolved against models/item
L596[11:53:38] <howtonotwin> there's no
way to get from blockstates to models/item
L597[11:54:19] <BordListian> so it needs
to be either a blockstate or #inventory?
L598[11:54:22] <howtonotwin> yes
L599[11:54:27] <BordListian> that's pretty
stupid
L600[11:54:35] <howtonotwin> blame
mojang
L601[11:54:44] <howtonotwin> in vanilla
you ONLY have #inventory
L602[11:54:45] <BordListian> ._.
L603[11:55:06] <howtonotwin> thank Forge
for letting you do blockstates at the very least
L604[11:55:36] <BordListian> so all the
ItemBlocks with subitems have snowflake code in vanilla?
L605[11:56:11] <howtonotwin> in
assets/minecraft/models/item you will find a ton of 4-line item
models that inherit from the block, yes
L606[11:56:38] <BordListian> more talking
about the code that points from meta to model file
L607[11:58:10] ***
Abrar|gone is now known as AbrarSyed
L608[11:58:42] <LexManos> PitchBright, PM
when you can, i'd like to talk.
L609[11:58:54] <howtonotwin> in vanilla
every item+meta combo has its own model file
L610[11:59:10] <howtonotwin> and then mrls
are registered against those
L611[11:59:45] <LatvianModder> Lex, while
you are here. thoughts on Permission object rather than String?
Permission object would hold the ID, description and default
value
L612[11:59:47] <howtonotwin> in modded
every models can be in blockstates to organize them, but you still
need about the same amount of code
L613[12:00:01] <howtonotwin> *every models
-> models
L615[12:02:39] <howtonotwin> What should I
add to it?
L616[12:03:28] <howtonotwin> I'm thinking
custom baked models rn
L617[12:05:23] <jordibenck> Latvin the
yugiohmod was something from other mod
L618[12:05:33] <jordibenck> so i only have
an item in my testmod
L619[12:05:44] <jordibenck> which is not
working
L620[12:05:48] <LatvianModder> well first
of all your mod should NEVER have ID testmod
L621[12:05:55] <LatvianModder> change it
to something sane
L622[12:06:36] <jordibenck> it´s just
something to test things with
L623[12:06:39] <jordibenck> not actual the
mod
L624[12:06:51] <howtonotwin> right ok
first of all "testmod" + ":" +
item.getRegistryName() is going to "testmod:modid:cheese"
which is obviously wrong
L625[12:07:24] <jordibenck> it is?
oh
L626[12:07:29] <jordibenck> change it to
what than?
L627[12:07:36] <howtonotwin> just use
getRegistryName
L628[12:08:00] <howtonotwin> please don't
try to hack around with resource locs because they get confusing
fast
L629[12:08:14] <gigaherz> So, in my
boredom, I decided to "trace" the drawing I linked
earlier, and try to stylize it
L631[12:08:19] <gigaherz> the one on the
right is the original
L632[12:08:26] <gigaherz> the one on the
left feels... female?
L633[12:08:42] <jordibenck>
ModelLoader.setCustomModelResourceLocation(item, 0, new
ModelResourceLocation("testmod" + ":" +
item.getRegistryName()));
L634[12:08:42] <gigaherz> I don't know why
it's giving me that feeling
L635[12:08:46] <jordibenck> like that you
mean?
L636[12:08:53]
⇨ Joins: PieGuy128 (~PieGuy128@69.157.254.127)
L637[12:08:58] <jordibenck> wait
L638[12:08:59] <jordibenck> no
L639[12:09:14]
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L640[12:10:25] <howtonotwin> no just new
MRL(item.getRegistryName(), "inventory")
L641[12:10:53] <jordibenck> okay
L642[12:10:54] <jordibenck> and
than?
L643[12:11:03] <howtonotwin> just don't
use testmod ANYWHERE
L644[12:11:08] <howtonotwin> your mod
already has an id
L645[12:11:16] <jordibenck> ah okay
L646[12:11:24] <jordibenck> trying it
right now
L647[12:11:28] <howtonotwin> just migrate
everything that says testmod to your own
L648[12:13:14] <jordibenck> Exception
loading model for variant yugiohmod:cheese#inventory for item
"yugiohmod:cheese"
L649[12:14:02] <howtonotwin> at least it
is sane now, what's wrong with your model?
L650[12:14:27] <jordibenck> i have no
idea
L651[12:14:33] <howtonotwin> what does it
say?
L652[12:15:09] <jordibenck> Exception
loading model yugiohmod:item/cheese with loader
VanillaLoader.INSTANCE, skipping
L653[12:15:22] <howtonotwin> your
cheese.json should be under
src/main/resources/assets/yugiohmod/models/item/
L654[12:16:00] ⇦
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L655[12:16:00] <jordibenck> it is
L656[12:16:56] <howtonotwin> so you moved
it out of testmod, right? If you did, read the stacktrace and try
to see what failed.
L657[12:18:25] <gigaherz> I don't get
wow's dungeon rewards
L658[12:18:31] <gigaherz> "Call to
Arms: Tank"
L659[12:18:43] <gigaherz> but it seems
it's healers that are missing, since I got a group instantly
L660[12:18:59] <gigaherz> and other times
there's heal rewards, but I have to wait 10 minutes to join a
group
L661[12:19:10] <RANKSHANK> healers will
have some good que times usually
L662[12:19:20] <RANKSHANK> especially
since a new tanking class was just rolled out
L663[12:19:26] <gigaherz> nah it's
instant
L664[12:19:32] <gigaherz> wait good you
mean short
L665[12:19:43] <RANKSHANK> yeah as in they
should get in pretty fast
L666[12:19:52] <gigaherz> yeah I'm loving
Legion
L667[12:20:18] <RANKSHANK> yeah it sounds
like it's a hit
L668[12:20:31] <gigaherz> best expansion
since WOTLK
L669[12:21:04] <RANKSHANK> to be fair that
isn't saying much :P cata + mists were pretty subpar
L670[12:21:18]
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L671[12:23:25] <jordibenck> i get the same
error as before
L672[12:23:30] <jordibenck> missing
resources
L673[12:24:15] ***
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L677[12:30:50] ⇦
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L682[12:41:04] <cpw> anyone here use
@ObjectHolder on a class?
L683[12:41:33] <howtonotwin> Xfilef11:
define getMetadata(int)
L684[12:41:55] <jordibenck> twin, i still
get the same errors and im lost
L685[12:41:59] <jordibenck> no idea why it
is not working
L686[12:42:15] <howtonotwin> please post
the stacktrace so we can see what's breaking
L687[12:42:24] <Xilef11> ? I have other
items that work and don't override that
L688[12:42:54] <howtonotwin> there's also
something about subtypes and damage being finicky
L689[12:43:03] <howtonotwin> let me fire
up eclipse and I'll check
L692[12:45:09] <TehNut> cpw: I know that
joshiejack does, but he's not in here.
L693[12:45:57] <Xilef11> also, I can't
find a call stack for getMetadata(int)
L694[12:47:38] <Xilef11> actually,
onItemUse calls it, but I don't see how it would be related to the
model
L695[12:47:59] <howtonotwin> jordie:
java.io.FileNotFoundException: yugioh:models/item/cheese.json
L696[12:48:22] <Xilef11> and my item has
the right metadata in the inventory, just the wrong model
L697[12:48:29] <jordibenck> oh ye i
changed it to ItemCheese.json
L698[12:48:44] <jordibenck> but with
cheese.json it the domain is missing resources
L699[12:48:48] <howtonotwin> models should
ve snake_case
L700[12:49:03] <howtonotwin> they should
never be like that
L701[12:49:12] <howtonotwin> dunno what
Mr. C was thinking
L702[12:49:30] ⇦
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L703[12:50:41] <kashike> fyi:
L704[12:50:44] <kashike> 1.11 16w32a
Resource packs version number changed to 3, due to the change that
all files should have lowercase letters.
L705[12:50:54] <kashike> snapshots require
lowercase paths now
L707[12:52:09] <howtonotwin> that means
that it can't find the texture
L708[12:52:19] <jordibenck> but it is
actually there
L709[12:52:19] <howtonotwin> the model is
working now, it's the texture at fault
L710[12:52:37] <jordibenck> ye it says
missing texture but it is there
L711[12:52:40] <PaleoCrafter> kashike,
hence FML's logging mods that have uppercase modid ;)
L712[12:53:04] <howtonotwin> Wait do you
have two mods? testmod and the other one
L713[12:53:06] <howtonotwin>
together?
L714[12:53:25] <jordibenck> yes, but when
i got just 1 it is still not working
L715[12:54:18] <LexManos> <kashike>
1.11 16w32a Resource packs version number changed to 3, due to the
change that all files should have lowercase letters.
L716[12:54:32] <LexManos> Fuck, i usually
go the opposite and make then all UPPERCASE :(
L717[12:55:26] <LexManos> but yes, casing
matter on nix systems and in jar files, so its kinda important to
force a standard
L718[12:55:51] <PaleoCrafter> Lex, do you
still have the link to the new forum design I came up with?
L719[12:56:49] <LexManos> no
L720[12:57:12] <PaleoCrafter> may I
quickly PM it to you? I tried implementing it with one of the logo
entries
L721[12:57:14]
⇨ Joins: KnightMiner
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L722[12:57:41] <howtonotwin> Right, ok. I
suggest dumping everything out into a temp folder and rewriting
your model system from scratch, as this is just too weird for my
brain rn.
L723[12:58:28] <jordibenck> i will do it
again ^^
L724[12:59:12] <howtonotwin> I had to do
that at least 3x before I got the hang of it
L725[12:59:28] <howtonotwin> which
probably says a lot about my brain capacity >.<
L726[12:59:40] <LexManos> sure
L727[13:00:06] <LexManos> going through
the logo entries now, gunna post my comments.
L729[13:05:56] <howtonotwin> Xfilef11
here's your problem, ItemModelMesher::getMetadata is
stack.getMaxDamage() > 0 ? 0 : stack.getMetadata();
L730[13:05:59] ⇦
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L731[13:06:48] <BordListian> lel
L732[13:06:59]
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L733[13:07:22] <BordListian> using the
exact same code as my block, my items have the dyes reversed
L734[13:07:27] <BordListian> red is
orange, white is black etc
L735[13:07:41] <howtonotwin> dammit
mojang
L736[13:07:54] <BordListian> pretty sure
it's my fault this time
L737[13:08:27] <BordListian> aside from
the fact that dyes are actually mirrored when comparing them to the
equivalent blocks lmao
L738[13:09:26] <BordListian> even better,
EnumDyeColor has two seperate ints for this purpose
L739[13:09:40] <BordListian> meta and
dyeDamage
L740[13:09:42] <BordListian> amazing
L741[13:10:14]
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L743[13:11:36] <howtonotwin> If sarcasm
was antimatter BordListian would have vaporized the Local
Group
L744[13:13:49] <howtonotwin> Xfilef11:
What you should probably do is just attach an item property and use
that in favor of meta
L745[13:14:21] <kenzierocks> you keep
writing filef instead of ilef...
L746[13:16:03] <howtonotwin> DERP
L747[13:16:27] <howtonotwin> Xilef11: Read
above messages tagged with your name but typo'd
L748[13:16:31] <VoxelV> in a model.json,
are coordinates like: [x, y, z] or [x, z, y]?
L749[13:16:38] <jordibenck> howtonotwin i
rebuild my whole project and I still got the same error as
always
L750[13:16:48] <kenzierocks> VoxelV:
xyz
L751[13:16:49] <howtonotwin> [x, y
,z]
L752[13:16:54] <VoxelV> ty
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L756[13:26:24] <VoxelV> McJty, Thank you
for the awesome wiki. howtonotwin pointed me to it last
night.
L757[13:26:39]
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L758[13:26:40] <McJty> No problem
L759[13:29:20] <Xilef11> howtonotwin, I
was AFK anyways :p I think the easiest will be to return 1 as my
default for getMaxDamage
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L763[13:43:08] <VoxelV> If you can see it,
I'd like to rotate it 90 degrees counter-clockwise
L764[13:44:42] <howtonotwin> wait jordie:
How do you refer to textures in your model jsons?
L766[13:45:27] <howtonotwin>
"item:
L767[13:45:30] <howtonotwin> *"
L768[13:45:35] <howtonotwin> should be
items
L769[13:45:46] <howtonotwin> textures are
plural and models are singular #mojang
L770[13:45:50] <jordibenck> but i got
textures/items
L771[13:45:52] <jordibenck> will
change
L772[13:46:43] <jordibenck> do i need to
have: models/item OR models/items and textures/item OR
textures/items
L773[13:46:56] <howtonotwin> just items/ i
think
L774[13:47:33] <jordibenck> i need the
parent: item/generated?
L775[13:47:44] <jordibenck> andat layor0
items?
L776[13:47:46] <howtonotwin> that's the
one you want here yes
L778[13:50:56] ***
Darkhax is now known as Darkhax_AFK
L779[13:52:25] <jordibenck> now this
L781[13:52:55] ⇦
Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk) (Ping
timeout: 384 seconds)
L782[13:53:50] <howtonotwin> wait what
post the full log
L783[13:54:08] ⇦
Quits: Hunterz (~hunterz@62.182.234.189) (Remote host closed the
connection)
L784[13:54:10] <jordibenck> full run
client log?
L785[13:54:15] <howtonotwin> yes
L786[13:54:36]
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L788[13:54:57] <gigaherz> read the
"lore" on the item
L789[13:55:11] <howtonotwin> please
L790[13:55:13] <howtonotwin> no
L791[13:55:15] <howtonotwin> oh god
L792[13:55:17] ⇦
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L796[14:00:37] <LatvianModder> you dont
seem to have a blockstate.json where its needed
L797[14:00:49] <jordibenck> i need a
blockstate?
L798[14:00:50] <jordibenck> for
items?
L799[14:00:56] <howtonotwin> no
L801[14:01:05] <howtonotwin> you CAN use a
blockstate for items
L802[14:01:09] <howtonotwin> but you don't
need one
L803[14:01:11] <LatvianModder> what? no
you need to register
L804[14:01:21] <howtonotwin> no you
don't
L805[14:01:33] <howtonotwin> variant
"inventory" specialcases to models/item
L806[14:01:58] <LatvianModder> well then
create item model whatever_that_name_is.json
L807[14:02:10] <jordibenck> i have..
:/
L808[14:02:16]
⇨ Joins: MalkContent
(~MalkConte@p4FDCF8E5.dip0.t-ipconnect.de)
L810[14:02:37] <jordibenck> thats that
one
L811[14:02:53] <howtonotwin> except you
fixed the item/items thing right
L812[14:03:12] <jordibenck> ye
L813[14:03:12] <howtonotwin> at this point
just slap a debugger on the code and see what's exploding
L814[14:03:24] <jordibenck> its now like
you said it
L815[14:03:44] <howtonotwin> it's
FileNotFound-ing, breakpoint on those
L816[14:04:46] <jordibenck> yes but the
file is under: textures/items/file.png
L817[14:05:00] <howtonotwin> no it's
FNFing on the model itself
L818[14:05:39] <howtonotwin> turn a
debugger on and work through everything, note what goes wrong, and
then fix that
L819[14:06:20] <Ordinastie> using a
debugger ? are you crazy ?
L820[14:06:50] ⇦
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L821[14:06:51] <howtonotwin> it seems like
whatever you have is majorly broken and that you should either
delete everything and restart or note every failure point and fix
them as you find them.
L822[14:07:19] <howtonotwin> Ordi forgot
to add /s, that little rascal
L823[14:07:35] <jordibenck> restarted
multiple times xd
L824[14:07:50]
⇨ Joins: Doty1154
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L825[14:07:55] <Ordinastie> "but I
put printLn everywhere, that must count as debugging,
right?"
L826[14:08:07] <howtonotwin> Ordi are you
sure you know what he's doing
L827[14:08:25] <howtonotwin> bc i told him
to debug so he can figure out what's wrong with his models
L828[14:08:27] <VoxelV> anyone have an
idea how to rotate a uv 90 degrees?
L829[14:08:30] <howtonotwin> not for his
own code
L830[14:08:38] <howtonotwin> there's a
rotation tag on faces
L831[14:08:41] <howtonotwin> lemme
check
L832[14:08:48] <jordibenck> is println not
debugging than? ._.
L833[14:08:55] <VoxelV> yeah, but it
doesn't let you do any more than 45 degrees
L834[14:09:00] <Ordinastie> howtonotwin,
so you got that first sentence was sarcasm, but not the second one
? ôO
L835[14:09:11] <howtonotwin> derp
L836[14:09:19] <howtonotwin> VoxelV no
there are 2 rotation tags
L837[14:09:28] <VoxelV> oh?
L838[14:09:31] <howtonotwin> the on the
element rotates the entire rect prism
L839[14:09:39] <howtonotwin> the one on
the faces of an element rotates the UV
L840[14:09:54] <VoxelV> oh, then inside
the face would rotate the uv map?
L841[14:10:36] <howtonotwin> elements [ {
faces { north { uv: blah, rotation: multiple-of-90-degrees } } }
]
L842[14:10:38] <howtonotwin> yes
L843[14:10:53] <VoxelV> sweet thanks
L844[14:11:07] <howtonotwin> np
L845[14:13:22] <VoxelV> works
perfectly
L846[14:15:54] ⇦
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L847[14:16:05] <VoxelV> now that I'm
semi-familiar with this format, is there a tool that makes it
heck-a-ton easier?
L848[14:16:11]
⇨ Joins: romibi
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L850[14:16:20] <howtonotwin> or
MrCrayfish's model creator
L851[14:16:35] <howtonotwin> my thing
represents models as a tree of ADTs
L852[14:16:45] <howtonotwin> his thing is
a GUI model creator
L853[14:16:54] <VoxelV> ADT?
L854[14:17:09] <kenzierocks> this is hard
to parse mentally: """"parent":
"$p""""
L855[14:17:11] <howtonotwin> Algebraic
Data Types
L856[14:17:15] <howtonotwin> lol
sorry
L857[14:17:25] <kenzierocks> why you no
"\"parent\": \"$p\""
L858[14:17:38] <howtonotwin> because that
breaks for some reason
L859[14:17:42] <howtonotwin> dammit
Scala
L860[14:18:06] <howtonotwin> that's the
one bug in interpolators that makes me dislike them
L861[14:19:28] <howtonotwin> So for me
you'd programmatically create models
L862[14:21:45] <VoxelV> at runtime?
L863[14:21:50] <howtonotwin> like
Model(elements = Some(List(Element(start, end, faces =
Some(List(FaceData(texture = Some(texture), rotation =
Some(90))))))))
L864[14:22:02] <howtonotwin> and then
you'd call .json on that Model to get a model JSON
L865[14:22:14] <VoxelV> interesting
L866[14:22:22] <VoxelV> I'm unfamiliar
with scala
L867[14:22:30] <howtonotwin> and because
everything is a case class you get lots of fun things like
copy
L869[14:23:25] <howtonotwin> wait why'd
you need to rotate textures?
L871[14:24:30] <howtonotwin> Why not use a
blockstate to rotate everything?
L872[14:24:55] <PaleoCrafter> now
implement lenses as well, howtonotwin :P
L873[14:25:02] <VoxelV> well I subclassed
BlockTorch
L874[14:25:12] <VoxelV> keep in mind I'm
quite new
L875[14:25:23] <VoxelV> if there's a
better way I'm open to learning
L876[14:25:43] <howtonotwin> The beauty of
the model system is that models have literally nothing to do with
block code, so that's not it :P
L877[14:25:50] <howtonotwin> PC:
lenses?
L878[14:26:29] <VoxelV> what's not
what?
L879[14:26:49] <howtonotwin> subclassing
BlockTorch shouldn't have touched your models
L880[14:27:00] <PaleoCrafter> howtonotwin,
basically "setters" and "getters" for
ADTs
L881[14:27:15] <howtonotwin> case classes
automatically have copy
L882[14:27:25] <PaleoCrafter> rather than
doing a bunch of copys, you just invoke one lens for a specific
nested property
L884[14:28:20] <VoxelV> well no, I know
the block code doesn't affect models, what I mean is I started out
with the models that BlockTorch had
L885[14:31:13] <VoxelV> so you're saying I
could simply rotate the normal up/down standing torch via
blockstates?
L886[14:31:42] <VoxelV> wow sure enough.
Just did it.
L887[14:32:32] <howtonotwin> [yay sound
effect]
L888[14:35:08] ⇦
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L891[14:39:25] ***
tterrag|ZZZzzz is now known as tterrag
L892[14:42:58] <VoxelV> ok, so if the
model is separate from the block, how does one define a
hitbox?
L893[14:44:14] <howtonotwin> there are a
couple of methods for it
L894[14:44:28] <howtonotwin> the pressure
plate will be a good example i think
L895[14:44:38] <VoxelV> ok I'll check it
out
L896[14:50:22] <VoxelV> haha, where should
I look?
L897[14:50:27]
⇨ Joins: Ipsis
(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L898[14:50:46] <VoxelV> I'm not seeing it
in the models/block/pressure_plate_up.json
L899[14:51:40] <howtonotwin> in the
pressure plate class
L900[14:51:42]
⇨ Joins: williewillus
(williewill@Get.A.Free.Bouncer.At.PanicBNC.com)
L901[14:52:00] <howtonotwin> collision
boxes are part of the Block, and are not related to the model
L902[14:52:10] <williewillus>
recommendations for audio conversion software on windows? (wav
-> flac specifically)
L903[14:52:18] <fry> ffmpeg
L904[14:52:26] <howtonotwin> butterflies
/s
L905[14:52:42] ***
Darkhax_AFK is now known as Darkhax
L906[14:53:21] <gigaherz> so I kept
tweaking that concept
L908[14:53:40] <gigaherz> top one has a
japanese-style forging hammer
L909[14:53:46] <gigaherz> in place of the
r
L910[14:54:36] <howtonotwin> what software
is that?
L911[14:55:07] <gigaherz> Rhinoceros
L912[14:55:10] <gigaherz> the program i
use for modelling
L913[14:55:31] <gigaherz> screenshot is
from the "top" view
L914[14:55:38] <gigaherz> set to solid
rendering
L915[14:55:52] <howtonotwin> you're using
a 3d modelling software to draw a 2d logo?
L916[14:56:22] <fry> 2d = 3d - 1d
L918[14:57:36] <sham1> Makes sense
L919[14:57:58] <gigaherz> howtonotwin:
technically I'm modelling it, not drawing
L920[14:57:59] <gigaherz> but yes
L921[14:58:25] <MalkContent> i can relate
to that
L922[14:59:56] <LatvianModder> I think I
like the hammer one better, ghz
L923[15:00:01]
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L924[15:00:21]
⇨ Joins: ThePsionic
(~ThePsioni@ip5457f909.direct-adsl.nl)
L926[15:00:49] <gigaherz> tweaked a bit
the lights
L927[15:00:53] <gigaherz> now the shadows
are nicer ;P
L928[15:01:08] <howtonotwin>
prettty...
L929[15:01:16] *
howtonotwin eats it
L930[15:01:48] <PaleoCrafter> soft shadows
usually aren't that great for logos
L931[15:02:08]
⇨ Joins: blood_
(unknown@ool-4574115b.dyn.optonline.net)
L932[15:02:12] <IoP> gigaherz: do you have
11 year old niece who did that? ;)
L933[15:02:21] <sham1> No, don't do eat
that
L934[15:02:23] <PaleoCrafter> imo it looks
a bit weird in combination with the completely flat rest of the
text
L935[15:02:36] <sham1> It's not
healthy
L937[15:03:01] <sham1> It's a digital
forge, you don't know where it has been
L938[15:04:06] <BordListian> on the
internet
L939[15:04:13] <sham1> Exactly
L940[15:04:13] <howtonotwin> sham1:
petulantly You don't know where your monads have been and yet you
still use them.
L941[15:04:59] <PaleoCrafter> they've been
to pure philosophy? D:
L942[15:05:04] <PaleoCrafter> -? xD
L943[15:05:43] *
howtonotwin is confused by PC
L944[15:05:49] <sham1> Yes I do, they are
on my local computer, abstracting the concepts of certain kinds of
calculations
L945[15:06:09] <PaleoCrafter> well, the
term "Monad" originally was used in philosophy :P
L946[15:06:13] <sham1> Well yes
L947[15:06:27] <sham1> But I assume we are
talking about the computational monad here
L948[15:06:33] <howtonotwin> But you don't
know what the libraries are doing to them!
L949[15:06:35] <sham1> Because
reasons
L950[15:06:53] <howtonotwin> You don't
even know what's inside some of them!
L951[15:07:13] <sham1> But I don't eat
them
L952[15:08:08] <BordListian> you don't
know that
L953[15:08:18] <BordListian> after all,
humans eat an average of 5 spiders per night
L954[15:08:32] <howtonotwin> (sham1?
FindMouth) foreach { _! implicitly[Monad[Option]] }
L955[15:08:43] <howtonotwin> Eat
them!
L956[15:08:44] <sham1> ...is a myth I get
repeated on the internet
L957[15:08:56] <howtonotwin> YOU get
repeated?
L958[15:09:00] <sham1> s/I get/that
gets
L959[15:09:01] <sham1> Meh
L960[15:09:01] <howtonotwin> I want that
tech
L961[15:09:08] <PaleoCrafter> there must
be a Monad with a tasty name...
L962[15:09:27] <sham1> Burrito monad
L963[15:09:47] <howtonotwin> It wrap
things inside burritos?
L964[15:10:50] <howtonotwin> Oh god
"Burritos for the Hungry Mathematician"
L965[15:11:10] <sham1> Burrito monad
abstracts away all the different analogies used to explain monads
in Haskell
L966[15:11:12] <howtonotwin> "The
category of food, Füd, is a full subcategory of the category of
stuff, Stf,
L967[15:11:12] <howtonotwin> whose objects
are the stuff you can eat. A morphism of this category is
known
L968[15:11:12] <howtonotwin> as a
recipe"
L969[15:11:21] <howtonotwin>
glorious
L970[15:11:23] <sham1> :P
L971[15:11:32] <sham1> [fyd]
L972[15:11:42] <sham1> That's how I
pronounce it anyway
L973[15:12:24] <howtonotwin> The Tortilla
Endofunctor
L974[15:12:30] <howtonotwin> The Burrito
Monad
L975[15:12:39] <howtonotwin> Functional
Burritos
L976[15:12:42] <howtonotwin> my
sides
L977[15:16:00] ***
MrKickkiller is now known as MrKick|Away
L978[15:16:19] <sham1> It must have been
annoying to do IO in Haskell before the IO monad
L979[15:16:40] <sham1> Because there was
no way to simulate side-effects
L980[15:16:44] <sham1> like that
L981[15:16:50] <sham1> It was all stream
IO
L982[15:19:18] ***
MrKick|Away is now known as MrKickkiller
L983[15:26:38] ⇦
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theFlaxbeard2)))
L990[15:39:25] <Xilef11> ugh, I just
realised that I understood the logic from
ItemModelMesger#getMetadata in reverse
L991[15:40:08] *
howtonotwin applauds
L992[15:41:45] <Xilef11> makes it hard to
have an item with both durability and multiple models :(
L993[15:41:58] ***
fry is now known as fry|sleep
L994[15:45:37] <VoxelV> howtonotwin, seems
like collision/hit boxes should be related to the model. Is there a
way to derive them via the model?
L995[15:48:49] <MalkContent> Xilef11:
store damage in nbt
L996[15:48:52] <MalkContent> problem
solved
L997[15:49:18] <Xilef11> that's what I do,
but I also have to always return 0 in getMaxDamage
L998[15:49:24] <Ordinastie> VoxelV, no it
can't, and it shouldn't
L999[15:49:31] <Ordinastie> collision is
done server side
L1000[15:49:37] <Xilef11> else the meta
will be hardcoded to 0 for model purposes
L1001[15:49:38] <Ordinastie> there are no
models on the server
L1002[15:50:07] <MalkContent> wha?
L1003[15:50:08]
⇨ Joins: Ipsis418
(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L1004[15:50:19] <Xilef11> which means I
also have to override all durability barr stuff and damage
tooltip
L1005[15:50:27] <VoxelV> I see, ok so
gotta use AABB stuff to define hitboxes and colission boxes
L1006[15:50:37] <Ordinastie> yes
L1007[15:50:37] <MalkContent> my info
might be out of date
L1008[15:50:59] <MalkContent> but
getDamage and getMaxDamage should just return the durability/max
durability
L1009[15:51:16] <MalkContent>
getMetasomething should be separate from that
L1010[15:51:54] <MalkContent> unless you
make getDamage return getMeta or the other way around
L1011[15:52:29]
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L1012[15:56:48] <Xilef11> yes, but in
ItemModelMesher#getMetadata meta is hardcoded to 0 if
getMaxDamage>0
L1013[15:57:02] <Xilef11> return
stack.getMaxDamage() > 0 ? 0 : stack.getMetadata();
L1014[15:58:58] <Xilef11> also,
metadata/durability are normally the same variable in ItemStack, so
it sortof makes sense
L1015[16:02:52] ***
PaleoCrafter is now known as PaleOff
L1016[16:13:47] <Ordinastie> Xilef11,
don't bother with durability
L1017[16:13:53] <Ordinastie> make your
model work without
L1018[16:14:04] <Ordinastie> then use the
NBT data to fake the durability
L1019[16:14:19] <Xilef11> that's what I
do, just much more trouble than it should be imo
L1020[16:14:44] <Ordinastie> you're using
models, what did you expect? ><
L1022[16:15:24] <Xilef11> I Expected that
I could use getMaxDamage to read from NBT and it would work
L1023[16:16:22]
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L1024[16:17:05]
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L1025[16:17:23] <gigaherz> back
L1026[16:17:25] <gigaherz> [22:02]
(+PaleoCrafter): soft shadows usually aren't that great for
logos
L1027[16:17:25] <gigaherz> [22:02]
(+PaleoCrafter): imo it looks a bit weird in combination with the
completely flat rest of the text
L1028[16:17:31] <gigaherz> yeah it's not
really meant to be THE logo
L1029[16:17:39] <gigaherz> just how it
came out when I added some lighting to the scene
L1030[16:17:39] <gigaherz> ;P
L1031[16:20:11] <VoxelV> mkay switched to
subclass a block instead because there's too many differences
between my vision for the torch and minecraft's torch.
L1032[16:20:37] <VoxelV> but now I have
white where it should be transparent, and the bottom of the block
is see-through
L1034[16:21:57] <Ordinastie> VoxelV, see
what torch overrides and you don't
L1035[16:22:11] <VoxelV> k ty
L1036[16:22:27] <VoxelV> what if torch
uses deprecated methods?
L1037[16:22:41] <VoxelV> I wanna do it
the new/correct way
L1038[16:22:52] <Ordinastie> they're
methods you're not supposed to call yourself
L1039[16:22:59] <Ordinastie> but you can
override
L1040[16:23:22] <Ordinastie> most of them
have a blockState version you're supposed to call
L1041[16:23:24] <VoxelV> doesn't
'deprecated' mean there's a new/better way to do it?
L1042[16:23:30] <gigaherz> it's
@Deprecated as "you shouldn't be calling this from outside
anymore" -- IBlockState has the public methods now
L1043[16:23:39] <gigaherz> so it's
Deprecated-from-outside-only
L1044[16:23:50] <gigaherz> internally you
still have to override those methods
L1045[16:23:54] <gigaherz> with a few
exceptions added by forge
L1046[16:24:00] <VoxelV> ah, well it
makes my editor look ugly...
L1047[16:24:01] <gigaherz> such as,
createTileEntity
L1048[16:24:09] <gigaherz> you should be
using the one with an IBlockState as the parameter
L1049[16:24:16] <gigaherz> yep
L1050[16:24:20] <gigaherz> add
@Deprecated to the override
L1051[16:24:24] <gigaherz> that will shut
up the compiler ;P
L1052[16:24:29] <VoxelV> lol ok
L1053[16:29:22]
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L1054[16:30:09] <VoxelV> still has the
strikethrough even after adding @Deprecated
L1055[16:30:35] <LexManos> Thats what the
strikethrough means
L1056[16:30:38] <LexManos> what are you
doing?
L1057[16:31:34] <BordListian> probably
trying to get eclipse to stop complaining about mojang's improper
deprecated use
L1058[16:32:05] <LexManos> mojangs use is
perfectly fine
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L1060[16:34:09] <VoxelV> I'm overriding
isOpaqueCube() and it has a strikethrough in Intellij
L1061[16:34:34] <LexManos> Thats fine as
long as you're overriding the state sensitive version
L1062[16:34:39] <LexManos> never CALL a
deprecated function
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L1064[16:34:51] <VoxelV> ah ok.
Thanks
L1065[16:40:27] <VoxelV> hm... BlockTorch
overrides isOpaqueCube() and isFullCube() to return false, I've
done the same, but I'm still getting white where it should be
transparent
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L1068[16:41:26] <Ordinastie> guess that
means you need to overrides other methods
L1069[16:43:09] <LexManos> white?
L1070[16:43:11] <gigaherz> VoxelV: fully
transparent?
L1071[16:43:18] <gigaherz> check your
bitmap editor
L1072[16:43:27] <gigaherz> that the
pixels aren't really "1% opaque" or similar
L1073[16:44:02] <gigaherz> if you use the
same drawing "layer" as the torch, it will be CUTOUT,
which means it's either fully transparent, or fully opaque (each
pixel)
L1074[16:44:06] <VoxelV> ah, I just did
that. I apparently had it at max colors (white) instead of zero
colors (black) didn't know that'd make a difference
L1075[16:44:45] <Ordinastie> it's not
about the color, it's about the transparency
L1077[16:46:01] <gigaherz> I need
something better than inkscape for svn editing
L1078[16:46:07] <gigaherz> svg*
L1079[16:46:13] <VoxelV> I'm
confused
L1080[16:46:57] <gigaherz> VoxelV: what
are you using to do the textures?
L1081[16:47:04] <VoxelV> Paint.net
L1082[16:47:26] <gigaherz> and are the
transparent pixels really transparent? (show the checkerboard
behind and such)
L1083[16:47:47] <VoxelV> yes
L1084[16:47:55] <VoxelV> all the values
are zero
L1085[16:48:06] <gigaherz> and is the
block in the CUTOUT render type?
L1086[16:48:29] <VoxelV> aha,
negative.
L1087[16:48:38] <Ordinastie>
<Ordinastie> guess that means you need to overrides other
methods
L1088[16:48:45] <gigaherz> you should be
overriding getBlockLayer
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L1090[16:49:08] <Ordinastie> but it was
just a question of time before someone just give you the answer
directly :x
L1091[16:49:12] <gigaherz> ... like the
vanilla torch does.
L1092[16:49:20] <gigaherz>
side-question
L1093[16:49:26] <gigaherz> are you
extending Block or BlockTorch?
L1094[16:50:22] <VoxelV> was extending
BlockTorch, now extending Block because the functionality I'm going
for is significantly different from BlockTorch
L1095[16:51:41] *
gigaherz nods
L1096[16:51:41] <gigaherz> yes
L1097[16:51:48] <gigaherz> then you
should take a very careful look at BlockTorch
L1098[16:51:57] <gigaherz> try to
understand WHY it's overriding everything it overrides
L1099[16:52:59] <VoxelV> Ordinastie and
gigaherz, I appreciate your position and agree. I certainly did
read through BlockTorch before I started this, but forgot
where/what some of the methods did by the time I started
implementing my own.
L1100[16:53:49] <gigaherz> it may be a
good time to mention, both IntelliJ and Eclipse allow you to have
two files visible side by side ;P
L1101[16:54:02] <gigaherz> (so do most
non-crap editors, for that matter)
L1102[16:55:36] <VoxelV> Indeed. I also
have 3 monitors, so that helps
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L1148[18:58:36] <cpw> thoughts?
L1150[18:59:34] <TehNut> ooo
L1151[19:00:04] <cpw> that is all working
atm in my forge env
L1152[19:00:12] <cpw> The
autosubscriber
L1153[19:00:16] <cpw> the
registryevent
L1154[19:00:35] <cpw> (it fires one per
registry)
L1155[19:00:43] <cpw> there's also a
"New" registry event
L1156[19:00:49] <cpw> where you can
create new registries
L1157[19:00:55] <cpw> (their events will
fire)
L1158[19:01:08] <cpw> objectholders are
loaded between blocsk and items
L1159[19:01:14] <cpw> so you can do the
reference to the value
L1160[19:02:10] <cpw> there's also going
to be a "model registry" event too
L1161[19:02:15] <cpw> after everything
else
L1162[19:02:18] <cpw> ONLY fired on the
client
L1163[19:02:24] <cpw> where you can do
client model registration
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L1166[19:08:58] <ScottehBoeh> Need a
little help, FOlks
L1168[19:10:02] <ScottehBoeh> As in, does
anyone know what kind of methods would go around to create this
type of wiring.
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L1170[19:11:36] <ScottehBoeh> Wow I'm an
idiot. Going to look at the bow
L1171[19:11:39] <ScottehBoeh> ROD*.. the
rod.
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L1189[20:36:09] <ScottehBoeh> I've got a
quick question about lights for yall
L1190[20:36:47] <ScottehBoeh> I'm
searching for various ways to add a flickering effect to a light.
Does anyone know if setLightLevel can be updated during a
randomDisplayTick? (Using a random if statement)
L1191[20:37:30] <tterrag> flicking the
actual light level will be incredibly laggy
L1192[20:37:33] <tterrag> don't do
that
L1193[20:37:44] <ScottehBoeh> Thats what
I was thinking originally, know any good alternatives?
L1194[20:38:01] <tterrag> not
really
L1195[20:38:04] <ScottehBoeh> Darn
L1196[20:38:08] <tterrag> lighting engine
is not built for rapid updates
L1197[20:38:11] <x3n0ph0b3> There isn't
one. The performance of lighting in MC is prohibitive
L1198[20:38:18] <ScottehBoeh> Very true.
It's mostly just static
L1199[20:38:51] <ScottehBoeh> Actually..
Doesn't minecraft slightly change the lightening level anyways?
(very slightly with torches)
L1200[20:38:54] <x3n0ph0b3> unfortunate.
That would make for a cool effect
L1201[20:38:57] <ScottehBoeh> Either that
or my eyes are playing with me.
L1202[20:38:58] <tterrag> you could use a
special renderer to flicker just the rendering
L1203[20:39:04] <tterrag> but not affect
the actual world light
L1204[20:39:36] <x3n0ph0b3> Yeah.. I bet
there's some way to achieve what you're going for or at least get
the spirit of it to look right.
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L1206[20:39:46] <x3n0ph0b3> But actually
updating the light level would cost you
L1207[20:39:55] <ScottehBoeh> xD Very
much so
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L1209[20:40:23] <ScottehBoeh>
Aesthetics/Effects are probably my favorite part of creating a
mod.
L1210[20:41:30] <ScottehBoeh> What mods
have you guys been working on recently?
L1211[20:44:00]
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L1213[20:45:04] <x3n0ph0b3> I've been
working on a mod that pulls people back into IRC if they leave
immediately after asking a question
L1214[20:48:42] <howtonotwin> Hi, how do
I ask a question?
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L1217[20:49:00] <howtonotwin> Oh, it
worked.
L1218[20:49:49] <x3n0ph0b3> lol
L1219[20:50:11] <x3n0ph0b3> You get +10
points for finishing my joke.
L1220[20:50:45] <howtonotwin> What is
"lol?"
L1221[20:50:45] <howtonotwin> /quit
L1222[20:50:59] <howtonotwin> IT'S
EVOLVING!
L1223[20:53:26]
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L1239[22:29:21] <PitchBright> lol
howtonotwin ... I gotta use that in other channels xD too
good
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L1243[22:48:54] <howtonotwin> TIL that
eclipse parses a search for methods as "methodName
ReturnType"
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