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L4[00:13:00] <gr8pefish> Hi all. How can I
force my capability to save? I can manually call serializeNBT, but
that doesn't seem to work. What I am doing is some data gets saved
when the player dies, and then is loaded when they respawn.
However, I can't seem to 'save' the changes.
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L9[00:15:46] <gr8pefish> And if, somehow,
I'm just fundamentally misunderstanding how it all goes together,
feel free to let me know that as well.
L10[00:16:35] <gr8pefish> Oh, not: the
method in the capability, to update the data does work, just not
here through death.
L11[00:16:44] <gr8pefish> *note
L12[00:19:48] <mallrat208> Are you by
chance saving to the dead player rather than the new cloned
player?
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L26[00:51:51] <gr8pefish> mallrat208,
thanks, but I don't think that is it. The data copies over, it is
just the change right before death that doesn't.
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L41[01:59:47] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160927 mappings to Forge Maven.
L42[01:59:50] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160927-1.10.2.zip
(mappings = "snapshot_20160927" in build.gradle).
L43[02:00:01] <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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L70[03:50:22] <Subaraki> how does one get a
world from dimension id again ?
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L74[03:56:29] <Subaraki> i need to get the
overworld by dimension id if i'm osmewhere else :/
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L76[04:00:19] <quadraxis>
MinecraftServer#worldServerForDimension(int)
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L78[04:00:59] <Subaraki> oh hye thanks
:)
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L80[04:02:08] <ThePsionic> TIL cloudberries
are actual things
L81[04:02:21] <Subaraki> but i was
wondering, I could set the entity dead if the player was absent in
lets say the overworld. and respawn it when the player is in the
lets say nether. is there an event that handles dimension switching
? is onEntityJoinWorld good ? I don't know if
PlayerchangedDimension event is fired when already changed or not
at all
L82[04:02:31] <Subaraki> cloudberries
ThePsionic ?
L83[04:02:43] <ThePsionic> Subaraki:
cloudberries
L84[04:02:53] <Subaraki> was that ?
L86[04:03:08] <ThePsionic> I only knew it
from Cloudberry Kingdom, no idea it's an actual berry
L87[04:03:43] <Subaraki> oooh
L88[04:04:02] <Subaraki> most of those
silly names you think they came up with actually really exist
L89[04:04:08] <ThePsionic> Ikr
L90[04:04:15] <Subaraki> just like
obsidian
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L92[04:04:24] <Subaraki> i thought for a
while it was a nice thing miencraft made x)
L93[04:04:34] <Subaraki> then again, real
obsidian isn't pruprle ._.
L94[04:04:37] <ThePsionic> I knew that was
a half-gem
L95[04:05:16] <ThePsionic> technically it's
not even a gem but just volcanic glass
L96[04:05:21] <ThePsionic> but it qualifies
as a gem enough
L97[04:05:25] <ThePsionic> for me at
least
L98[04:05:45] <ThePsionic> kinda similar to
Lapis Lazuli also being a real-life dye
L99[04:06:11] <ThePsionic> or a
semi-precious gem-turned-dye at least
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L102[04:17:52] <Wuppy> such dutch news
"this week is the week after last week"
L103[04:17:53] <Wuppy> orly?
L104[04:17:57] <Wuppy> hadn't noticed
yet
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L110[04:35:36] <ThePsionic> Wuppy:
wat
L111[04:36:04] <Wuppy> an NOS presentator
literlaly just said that
L112[04:36:36] <ThePsionic> nice
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L153[06:58:04] <Ordinastie> well, he's not
wrong
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L159[07:35:03] <Hunterz> !seen
Noppes
L160[07:42:04] <BordListian> holy shit i
just realized how bad web development is
L161[07:44:58] <LatvianModder> http would
be alot easier if it had classes
L162[07:45:15] <LatvianModder> like..
page1.html extends parentPage.html
L163[07:45:27] <BordListian> web
development is based on like 12 different layers of garbage
L164[07:45:30] <LatvianModder> html*
L165[07:45:39] <LatvianModder> Just like
people
L166[07:45:45] <BordListian> it's
like
L167[07:45:55] <BordListian> HTML is
browser specific
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L169[07:46:00] <BordListian> Javascript is
shitty
L170[07:46:09] <BordListian> PHP is
shittier (somehow)
L171[07:46:23] <BordListian> and you can't
control any of these things
L172[07:46:32] <BordListian> and at the
end of the day, people who host websites are like
L173[07:47:03] <BordListian> "oh i
gotta make money, better put some more things that i can't control
at all and are possibly dangerous to my users on my
website"
L174[07:47:11] <LatvianModder> Just wait
til you realize that linux and windows differences are the worst.
e.g / vs \ in filenames, case-specific filesnames, \n vs \r,
etc
L175[07:47:12] <BordListian> amazing
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L178[07:59:16] <g> <+LatvianModder>
http would be alot easier if it had classes
L179[07:59:17] <g> <+LatvianModder>
like.. page1.html extends parentPage.html
L180[07:59:23] <g> we call those templates
and there's a ton of way to do it
L181[07:59:34] <g> lots of people use
underscore or moustache for it
L182[07:59:45] <g> (but those require
JS)
L183[08:00:06] <LatvianModder> you mean
copy-pasting the same code to every html document?
L184[08:00:21] <LatvianModder> I want
java-like html structure :P
L185[08:00:30] <g> Basically you'd
probably have a base template, which has most of your head and
whatever parts of the body are common to every page
L186[08:00:39] <g> and then your pages
inherit the template and just specify what they need to
L187[08:00:56] <g> so your pages have just
the content
L188[08:01:06] <g> but as I say, you need
_some kind_ of templating framework to do that
L189[08:02:10] <g> if you don't have a
server-side webapp, and you don't care about people without JS, you
use a JS-based templating engine
L190[08:02:21] <g> otherwise you can find
them for most languages - php, python, node, java..
L191[08:03:21] <g> it does make life so
much easier :P
L192[08:03:42] <MiniDigger> I use gwt at
work. writing websites with the beauty of OOP and Java and
compiling that into javascript ^^
L193[08:04:24] <g> to be fair, JS is
improving greatly lately
L194[08:04:47] <g> there's no running away
from the prototypes, but ES6 added "class" wrappers and
promises
L195[08:04:54] <g> and I think ES7 has
proposed language-level async
L196[08:06:18] <g> idk, it's what you're
used to, a lot of these "compilers" tend to die out after
a while
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L198[08:07:03] <g> and we'll have
webassembly soon(tm)
L199[08:07:32] <g> so you'll be able to
write an interpreter in the browser for, eg, python, and have it
about as fast as js
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L202[08:32:14] <Ordinastie> rah fuck
:x
L203[08:32:52] <Ordinastie> fixing the
sorting of TE before rendering doesn't completely fix the
transparency because chunks are not ordered either :x
L204[08:34:17] <barteks2x> I'm just
curious... how glass transparency even works in vanilla? Everywhere
I read it says that it requires sorting, and I don't think it's all
sorted in VBOs/display lists
L205[08:35:28] <Ordinastie> it is for
translucent layer
L206[08:37:07] <barteks2x> so as I move...
minecraft updates all display lists for chunks with glass?
L207[08:37:45] <barteks2x> That just
seemed like it would be way too slow to work
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L222[09:40:48] <gigaherz> barteks2x:
L223[09:40:52] <gigaherz> normal glass is
CUTOUT
L224[09:40:58] <gigaherz> tinted glass is
TRANSLUCENT
L225[09:41:03] <barteks2x> I mean colored
glass
L226[09:41:26] <gigaherz> for the chunk
you reside in, it will sort whenever you change which block the
camera is in
L227[09:41:37] <gigaherz> for the other
chunks, it will re-sort whenever you cross a chunk boundary
L228[09:41:38] <gigaherz> IIRC
L229[09:41:51] <barteks2x> And how isn't
that horribly slow?
L230[09:42:01] <gigaherz> because it
doesn't happen too often
L231[09:42:05] <gigaherz> it IS horribly
slow
L232[09:42:17] <gigaherz> all
order-independent transparency rendering systems are horribly
slow
L233[09:42:35] <gigaherz> (or require
complex hardware, which isn't the case on normal computers)
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L235[09:42:55] <gigaherz> mc uses an
approximation of it
L236[09:43:03] <gigaherz> in which it only
sorts when your "point of view" changes
L237[09:43:06] <gigaherz> and hopes for
the best
L238[09:43:09] <barteks2x> I wish I could
disable transcluency to get some extra fps on my old computer
L239[09:43:09] <gigaherz> it is NOT
perfect
L240[09:43:25] <gigaherz> it is possible,
with shaders
L241[09:43:40] <gigaherz> to use
dithering-based transparency
L242[09:43:49] <gigaherz> and then run
something like FXAA to smooth out those pixels
L243[09:44:09] <gigaherz> with that kind
of transparency
L244[09:44:17] <barteks2x> so it's cpu
usage vs gpu usage
L245[09:44:17] <gigaherz> the alpha value
is the probability that each pixel is drawn
L246[09:44:30] <gigaherz> and it uses a
noise pattern for randomness
L247[09:44:37] <fry> gigaherz: you mean
order-dependent :P
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L249[09:44:55] <gigaherz> fry: no, those
are called "order-independent transparency"
algorithms
L250[09:45:12] <gigaherz> order-dependent
transparency is what the hardware provides
L251[09:45:15] <barteks2x> I interpreted
it as "you pass information in whatever order you want and it
does the magic"
L252[09:45:22] <gigaherz> the algorithm
"converts" it into independent
L253[09:45:34] <gigaherz> in effect: it
sorts for you
L254[09:46:44] <gigaherz> so as I was
saying
L255[09:46:49] <gigaherz> that's a
technique used in modern games
L256[09:46:52] <gigaherz> for drawing
leaves and such
L257[09:48:28] <gigaherz> but the
technique is ancient
L258[09:49:01] <gigaherz> it was common in
like, the NES/SNES era to use checkerboard patterns to do 50%
transparency for sprite shadows
L259[09:49:11] <gigaherz> this is an
evolution of that
L260[09:49:25] <gigaherz> but yeah,
requires shaders
L261[09:50:55] <barteks2x> the more I now
about renering the more it all looks like a giant hack/workaround
for many fundamental issues
L262[09:51:24] <gigaherz> yup
L263[09:51:47] <fry> still less of a hack
than entity physics in MC :D
L264[09:52:12] <gigaherz> the
"goal" for researchers has always been realtime
raytracing
L265[09:52:20] <gigaherz> but it has
proven to be far too inefficient
L266[09:52:30] <barteks2x> Even when done
in hardware?
L267[09:52:35] <gigaherz> yup
L268[09:52:47] <gigaherz> you need
dedicated hardware to do it fast
L269[09:52:52] <gigaherz> basically:
L270[09:53:10] <gigaherz> raytracing will
start from a target pixel
L271[09:53:17] <gigaherz> then calculate a
ray, and see where it hits
L272[09:53:21] <barteks2x> so basically a
totally different kind of GPUs
L273[09:53:22] <gigaherz> then once it
hits
L274[09:53:40] <gigaherz> it will decide
how much reflects, how much refracts, and how much diffuses
L275[09:53:44] <gigaherz> I mean
L276[09:53:56] <gigaherz> how much comes
from reflection, how much comes from refraction, and how much comes
from diffusion
L277[09:54:18] <gigaherz> for reflection
and refraction, it will create two new rays
L278[09:54:31] <gigaherz> that it will
cast, one outside the object, and one within the object
L279[09:54:43] <gigaherz> and for
diffusion, it will see if there's any light in direct line-of-sight
to that point
L280[09:54:49] <gigaherz> and compute the
incidence of the light based on the angle
L281[09:55:07] <gigaherz> (diffuse +
specular highlights)
L282[09:55:32] <gigaherz> so for a
raytracing-oriented gpu
L283[09:55:40] <barteks2x> I once tried to
do soem raytracing in java myself, I ended up with image I now use
as my avatar of github and minecraftforum
L284[09:55:41] <gigaherz> you'd need to be
able to do a lot of branching out and recursivity
L285[09:55:55] <gigaherz> which GPUs are
notoriously bad at
L286[09:56:03] <Subaraki> anyone done some
ai before ?
L287[09:56:08] <gigaherz> not in mc
L288[09:56:11] <gigaherz> ;P
L289[09:56:18] <Subaraki> i'm making a pet
that follows you
L290[09:56:26] <Subaraki> but all it does
is standing aorund and teleporting
L291[09:56:34] <Subaraki> all i did was
copying the wolf code, really :P
L292[09:56:37] <gigaherz> uh check how the
dogs work?
L293[09:56:56] <gigaherz> well that's the
problem, you copied it, you didn't understand it ;p
L294[09:57:27] <barteks2x> as another
thing I finally got worldgen skylight in cubic chunks working. Slow
but working.
L295[09:57:36] <gigaherz> heh
L296[09:57:58] <gigaherz> I had an idea
for that while i was talking about my engine yesterday
L297[09:58:29] <barteks2x> The slowness
may be result of map that looks like farlands, but worse and going
all the way down to -infinity
L298[09:58:46] <barteks2x> (that's what I
use for testing it)
L299[09:59:09] <gigaherz> but even my idea
has flaws ;P
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L301[10:00:34] <barteks2x> I have *some*
idea for totally different kind of skylight but I have no idea if
once implemented it would even work
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L303[10:03:20] <gigaherz> my idea roughly
was to store a skylight grid per vertical chunk
L304[10:03:48] <gigaherz> and that does
work if you have the values provided beforehand
L305[10:03:55] <gigaherz> but often, you
don't know or have to refresh
L306[10:03:55] <barteks2x> similar to
heightmap?
L307[10:03:57] <gigaherz> yes
L308[10:04:04] <gigaherz> in fact
L309[10:04:08] <gigaherz> I do store a
heightmap in my engine
L310[10:04:12] <gigaherz> so that
L311[10:04:16] <fry> vanilla does that
now, btw :P
L312[10:04:22] <barteks2x> And how do you
update it if someone breaks the top block?
L313[10:04:27] <gigaherz> if heightat(x,y)
== max, look in the chunk above
L314[10:04:34] <gigaherz> barteks2x:
that's the issue
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L317[10:04:43] <barteks2x> That's why I
have OpacityIndex
L318[10:04:49] <gigaherz> short answer:
copy thevalue from the chunk above -- if loaded
L319[10:05:00] <gigaherz> long asnwer: WTF
do you do if not loaded?
L320[10:05:15] <barteks2x> the long answer
is shorter
L321[10:05:19] <gigaherz> yes :D
L322[10:05:48] <fry> either assume full
skylight, or assume full darkness, or store the cached value from
the upper chunk
L323[10:06:49] <barteks2x> With opacity
index, I simply update the rul-length encoded list of opacities and
get the top one
L324[10:06:55] <gigaherz> so my idea
was:
L325[10:07:08] <gigaherz> I have the
approximate height of the terrain
L326[10:07:15] <gigaherz> at a given
x,z
L327[10:07:27] <gigaherz> this, ofcourse,
doesn't take into account the stuff people may have built
L328[10:07:35] <barteks2x> ^that would be
the job of world generator itself if it does weird things that
don't work well with light code
L329[10:07:38] <gigaherz> or secondary
"layers"
L330[10:07:45] <gigaherz> so
L331[10:07:58] <gigaherz> the world
generator can provide a "this is where the ground starts
L332[10:08:12] <gigaherz> and lower the
default skylight based on thisvalue
L333[10:08:24] <gigaherz> such as,
elevation+128 to elevation - 128
L334[10:08:40] <barteks2x> That was my
idea too
L335[10:08:45] <gigaherz> (at +128 itwould
default to full, at -128 it would default to black)
L336[10:09:43] <gigaherz> another
optimization would be
L337[10:09:50] <gigaherz> to store the
light info separately from the full chunk contents
L338[10:09:55] <gigaherz> so that you can
keep a lot more opacity data
L339[10:10:03] <gigaherz> for non-loaded
blocks
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L344[10:32:03] <Ordinastie> question : how
can I have parts of my model with a translucent texture without
having them hide the rest of the model
L345[10:32:19] <Ordinastie>
(TESR/OBJ)
L346[10:33:49] <LatvianModder>
nbt.setUniqueId sets 2 different longs.. WHAT. Why not just make a
new type that writes to longs?!
L347[10:36:45]
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L349[10:45:52] <x3n0ph0b3> why go to the
trouble? it's just 16 bytes.
L350[10:46:29] <x3n0ph0b3> oh I see what
you're saying. yeah, I don't know why not just have another
method.
L351[10:46:35] <x3n0ph0b3> meh
L352[10:46:53] <x3n0ph0b3> you can always
just make a util for it if it bothers you that much. I dunno why
tho
L353[10:49:19] <LatvianModder> UUID is not
16 bytes. Especially if you have 2 string keys. UUID is 128 bytes.
But 2 keys is more than 1 key + it reads the object twice
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L355[10:53:12] <gigaherz> uhh no
L356[10:53:23] <gigaherz> it's most
definitely not 128 bytes
L357[10:53:43] <gigaherz> it needs 128
*bits* of storage
L358[10:53:49] <gigaherz> the string
representation takes more space, yes
L359[10:53:55] <gigaherz> but you
shouldn't even be storing the UUID as a string
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L365[11:10:02] <jordibenck> hey there,
anyone out here who could help me with some model rendering
issue?
L366[11:10:59]
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L369[11:12:11] <Hink> Something
referencing a "org.lwjgl.LWJGLException: Pixel format not
accelerated"
L370[11:12:21] <Hink> I am running the
latest graphics drivers.
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L372[11:13:13] <BordListian> are you using
an intel graphics card?
L373[11:13:20] <Hink> BordListian— yes I
am.
L374[11:13:29] <BordListian> does normal
minecraft work?
L375[11:13:58] <BordListian> also says
here you need a java version below u60
L376[11:14:05] <BordListian> *8u60
L377[11:14:48] <BordListian> well, only
applies to first and second generation intel hd cards
L378[11:15:18] <Hink> Ok, so I should
install a JDK below u60.
L379[11:15:22] <Hink> Let me try that
first.
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L384[11:18:26] <Hink> Oracle's website is
requiring me to login to download a legacy Java version.
L385[11:18:30] <Hink> Seriously...
L386[11:18:40] ⇦
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L387[11:18:46] <BordListian> the
worst
L388[11:18:56] <Hink> I don't want to make
an account.
L389[11:18:58] <Hink> Wtf
L390[11:19:28] <BordListian> why do
websites have to be shitty
L391[11:20:17] <BordListian> other things
websites have done today that is equivalent to killing infinite
puppies: have an anti-adblock script that pops up even if you
disable all your adblockers
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L393[11:24:52] <Ordinastie> for some
reason,
L394[11:24:53] <Ordinastie>
malisiscore.config.sortTileEntities.comment1=Enable this option to
sort Tile Entities before rendering.
L395[11:24:57] <Ordinastie> gets
translated fine
L396[11:25:03] <Ordinastie>
malisiscore.config.sortTileEntities.comment3=Can affect
performances.
L397[11:25:05] <Ordinastie> doesn't
L398[11:25:13] <Ordinastie> the other way
around actually
L399[11:25:54] <Hink> Hehe, Imma just use
JDK 7, fuck your stupid website in the ass Oracle.
L400[11:28:03] *** V
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L403[11:33:58] <Subaraki> so, apparantly,
spawning an entity when you log in makes it derp and it doesn't do
anything apart from teleport to your location (it's a wolf)
L404[11:34:17] <Subaraki> but i do not see
any alternatives to spawning a wolf bound to a player :/
L405[11:34:38] <Subaraki> anyone got an
idea on how i could spawn a wolf when the player logs in ?
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L407[11:41:36] <Ordinastie> how can I
detect \r\n in a translated string ?
L408[11:42:35] <jordibenck>
string.contains?
L409[11:42:54] <Ordinastie> lol
L410[11:43:20] <Ordinastie> no, the issue
I have is that it looks like it's already escaped inside
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L418[11:53:48] <Subaraki> e.setDead();
doesnt kill my ntity ....
L419[11:53:50] <Subaraki> why ?..8
L420[11:53:51] <Subaraki> ._.
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L423[11:55:31] <BordListian> is it
spamming the console?
L424[11:55:31] <Subaraki> it's called
server side only
L425[11:55:35] <Subaraki> is that why
?
L426[11:55:42] <Subaraki> nah, i call it
on logging out
L427[11:55:54] <BordListian> hm
L428[11:56:07] <BordListian> maybe it
unloads the entity before killing it?
L429[11:56:14] ***
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L430[11:56:23] <Subaraki> the entity is
not null on time of setting dead
L431[11:56:34] <Subaraki> but that might
be possible
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L433[11:57:20] <Hink> lear
L434[11:57:31] <BordListian> rael
L435[11:57:59] <Hink> In my IntelliJ IDEA
project where do I put the logo file referenced in the
mcmod.info?
L436[11:58:21] <Hink> Do I put it in the
root project or the resource folder (the same folder of the info
file)?
L437[11:58:49] <Biochemic> shouldn't it go
in the same dir as the mcmod.info?
L438[11:59:09] <Ordinastie> yes it
should
L439[12:00:14] <Biochemic> k^^
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L450[12:18:32] <Subaraki> i have made over
4 new entities
L451[12:18:37] <Subaraki> and one of them
is not fucking moving
L452[12:18:39] <Subaraki> aaaargh
L453[12:18:49] *
Subaraki throws minecraft out of the window
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L460[12:33:16] ***
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L462[12:34:28] <ThePsionic> Subaraki:
"over 4"
L463[12:34:29] <ThePsionic> so 5?
L464[12:34:47] ***
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L468[12:43:30] <Biochemic> does
dataWatcher entry 17 contain the armor-value @playerEntity?
L469[12:45:42] <Biochemic> because its
float and is referenced @EntityPlayer.getAbsorptionAmount()?
L470[12:46:15] <Hink> Is there a way to
get the mcmod.info to pull the mod version automatically? It seems
the ${version} stays "${version}"
L471[12:46:29] <plp> subaraki: iirc,
setDead() doesn't guarantee the entity gets despawned
L472[12:46:36] <plp> try
setHealth(0.0f)
L473[12:48:29]
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L474[12:49:21] <plp> or kill()
L475[12:51:21] ⇦
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L476[12:51:50] <PaleoCrafter> Hink, it
will only be replaced when you build your mod using gradle
L477[12:51:56] <PaleoCrafter>
(specifically the processResources task, iirc)
L478[12:52:15]
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L480[12:56:30]
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L481[12:56:44] <Biochemic> ok nvm
EntityPlayer.getAbsorptionAmount() does return the armor value
actually xD
L482[12:57:15] *
ThePsionic opens IDEA
L483[12:57:23] *
ThePsionic lets it sit open for 4 hours without using
it
L484[12:57:26] *
ThePsionic closes IDEA
L485[12:57:28] <ThePsionic> productive
day
L486[12:57:40] <Biochemic> xDDD
L487[12:58:00] <Biochemic> hilariously
productive
L488[12:59:09] ⇦
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L489[12:59:16] ⇦
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L490[13:02:27] ⇦
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L491[13:02:28] <jordibenck> Someone could
help me with some rendering issue?
L492[13:04:24] <PaleoCrafter> do not ask
to ask
L493[13:04:27] ⇦
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L494[13:05:35] <jordibenck> my block is
rendering in the world but not in my hand
L495[13:05:41] <jordibenck> dont know why
it isnt
L496[13:05:58]
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L497[13:05:58]
MineBot sets mode: +o on fry
L498[13:06:04] <BordListian> did you
register a model for the itemblock
L499[13:06:12]
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L500[13:06:12]
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L501[13:06:13] <PaleoCrafter> not
rendering at all or as pink/black cube?
L502[13:06:18] <jordibenck> pink
black
L503[13:06:25] <PaleoCrafter> then
--^
L504[13:06:30] <BordListian>
ModelLoader.setCustomModelResourceLocation
L505[13:06:41] <jordibenck>
ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(block),
0, new ModelResourceLocation(Reference.MODID + ":" +
location, "inventory"));
L506[13:06:52] <BordListian> ok
L507[13:07:03] <BordListian> do you have a
model in your item models folder?
L508[13:07:18] <jordibenck> the
json?
L509[13:07:22] <BordListian> ye
L510[13:07:25] <jordibenck> yup
L511[13:07:46] <sham1> o/
L512[13:07:53] <PaleoCrafter> make sure
the directory is assets/<modid>/models/item/ (item without
the s)
L513[13:08:16] <jordibenck> it is
L514[13:08:31] <BordListian> is it
throwing resource pack errors?
L515[13:08:35] <jordibenck> nope
L516[13:08:37] <jordibenck> no errors at
all
L517[13:08:39] <BordListian> like missing
variant
L518[13:08:41] <BordListian> wut
L519[13:09:21] <BordListian> also you can
do new ModelResourceLocation(block.getRegistryName(),
"inventory")
L520[13:09:36] <PaleoCrafter> pastebin
fml-client-latest.log
L521[13:09:40] <jordibenck> doenst
work
L522[13:10:37] <BordListian> oh
L524[13:12:00] <BordListian> oh dude i
remember you
L525[13:12:14] <jordibenck> o o
L526[13:12:15] <BordListian> you had that
problem with using the wrong modids everywhere
L527[13:12:22] <jordibenck> huh
L528[13:12:25] <jordibenck> no
L529[13:12:43] <PaleoCrafter> is the
registry name BlockCardBlock perchance? :P
L530[13:12:49] <PaleoCrafter> (should be
snake_case btw)
L531[13:13:09] <jordibenck> it is
yes
L532[13:13:14] <jordibenck> is that the
problem
L533[13:13:26] <jordibenck> so test_block
?
L534[13:13:33] <BordListian> oh registry
names should be snake_case now?
L535[13:13:40] <Koward> Yes.
L536[13:13:49] <BordListian> dangit
L537[13:14:29] <PaleoCrafter> they always
should have been snake_case :P
L538[13:14:58] <PaleoCrafter> only that in
1.11 will be the first version to enforce it
L539[13:15:18] ⇦
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L540[13:15:18] <PaleoCrafter> jordibenck,
take a look at line 406 of your pastebin
L541[13:15:22] ⇦
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L542[13:15:39] <gr8pefish> Does anyone
know the best way to send additional data to the client when
opening a GUI? I currently have a IGuiHandler, and the appropriate
IMessage ready to go, but I'm not sure where to put the code to
send the message from server to client.
L543[13:16:13]
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(~MoxieGrrl@173-23-172-139.client.mchsi.com)
L544[13:16:17] <PaleoCrafter> you could
just send it right after calling openGui, gr8pefish, the network
layer ensures that the open packet arrives first :P
L545[13:16:26] <jordibenck> ah i see
paleo
L546[13:16:35] ***
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L547[13:16:35] <Koward> @PaleoCrafter the
registry names too will be enforced ?
L548[13:16:36]
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L549[13:16:44] <PaleoCrafter> I'd assume
so
L550[13:17:00] <PaleoCrafter> if Mojang
doesn't do it, Forge will
L551[13:17:12] <Koward> What's the best
way to move away from wrongly cased names without breaking worlds
?
L552[13:17:31] <PaleoCrafter> there's a
missing mapping event
L553[13:17:41] <Koward> Oh yeah right I
forgot
L554[13:17:42] <PaleoCrafter> not sure if
it's broken atm, though xD
L555[13:17:53] <Koward> x)
L556[13:18:08] <BordListian> >there's a
missing mapping event
L557[13:18:18] <BordListian> whelp
L558[13:18:22] <PaleoCrafter> hm? :P
L559[13:18:39] <BordListian> bwm had some
small scale world corruption at some point
L560[13:18:43] <PaleoCrafter> gr8pefish,
if you don't want to rely on TCP, you could also send a packet from
the client requesting the data and then just answer it from the
server
L561[13:18:53] ⇦
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L562[13:19:20]
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L563[13:19:32] <gr8pefish> I'm goign to
try it via sendign a message server -> client right after
openGui(), but if that doesn't work I will do the 2 message system.
Thanks a lot!
L564[13:19:41] ⇦
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L565[13:22:27] ***
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L566[13:23:52] <gr8pefish> sweet, that
worked perfectly. Thanks PaleoCrafter!
L567[13:23:56]
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L568[13:24:01] <PaleoCrafter> you're
welcome
L569[13:24:52] <jordibenck> paleo now it´s
still not working
L570[13:25:10] <PaleoCrafter> well, the
name wasn't the issue :P
L571[13:25:14] <PaleoCrafter> you fucked
up something about the location
L572[13:25:18] ⇦
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L573[13:26:19] <PaleoCrafter> what's the
line you call the method with setCustomMRL look like?
L574[13:26:53]
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L575[13:27:07] <jordibenck>
ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(block),
0, new ModelResourceLocation(Reference.MODID + ":" +
location, "inventory"));
L576[13:27:14] <jordibenck> location is:
test_block
L577[13:27:58] ⇦
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L578[13:28:07] <Koward> I'd like to check
something : I add a permanent PotionEffect when wearing an item. I
do so by adding it each tick (with 1 tick duration). This seems
prone to bad performance and weird bugs, any idea ?
L579[13:28:13]
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L580[13:28:57] <TechnicianLP> you could
tie it to a attribute modifier
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L587[13:31:25] <Hink> How can I manipulate
the way that you move your head in Minecraft?
L588[13:31:47] <Hink> Set the viewing
position/orientation etc.
L589[13:32:05] <jordibenck> PaleoCrafter,
you have an idea?
L590[13:32:28] <PaleoCrafter> not really,
no
L591[13:32:35] <BordListian> dude
what
L592[13:32:51] <BordListian> is your model
called test_block.json then
L593[13:32:59] <jordibenck> it is
yes
L594[13:33:02] <BordListian> ok
L595[13:35:55] <Subaraki> oh, hi
jordibenck :)
L596[13:36:01] <jordibenck> hi :)
L597[13:36:16] <jordibenck> still figuring
out that issue of last night ^^
L598[13:36:46] <PaleoCrafter> do you maybe
have a repo for your mod? seeing the context for this would be
quite helpful
L599[13:36:47] <BordListian> what is
Reference.MODID btw
L600[13:36:54] <jordibenck>
yugiohmod
L601[13:36:58] <jordibenck> i dont have a
repo
L602[13:37:01] <jordibenck> will
setup
L603[13:37:02] <BordListian> fuq
L604[13:38:51]
⇨ Joins: Ipsis
(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L605[13:39:22] <gr8pefish> Hmm. Paleo, is
there any way to make the message arrive in time for initGui()?
Currently it is being received after it, and I would ideally want
that extra data to be used in initGui, as it is mostly static (it
is a tooltip).
L606[13:39:44] <PaleoCrafter> I don't
think there is
L607[13:40:06] <Ordinastie> why you don't
just open you gui from your message directly and get rid of your
guihandler ?
L608[13:41:03] <PaleoCrafter> I guess
that's an option, if you need a container on the server side, you
can still keep the handler for that, iirc
L609[13:41:20] <gr8pefish> Yeah I guess I
could do that. It just seems like a bit of overkill, when all I
need to do is update 1 string on the client from the saved data (on
the server) from the item that opens the gui.
L610[13:41:47] <Ordinastie> wait, the data
in on the item ?
L611[13:41:48] <PaleoCrafter> where does
the server get said string from?
L612[13:42:02] <gr8pefish> Yes the data is
on the item
L613[13:42:02] <PaleoCrafter> if from the
stack's NBT, you have access to that on the client :P
L614[13:42:12] <Ordinastie> ^
L615[13:42:19] <gr8pefish> Oh do I?
Alright, will look into that
L616[13:42:22] <gr8pefish> thanks
guys
L617[13:51:56] <gr8pefish> Lol. So the
reason I didn't look into the NBT data in the item earlier was
because I thought I already tried that, since I had code to load it
in already in the GUI code. But I forgot I added a server-side only
check for loading in the data to prevent some old bug. Add a new
else clause and the relevenat code to load in the data made it work
just fine. Thanks again ord and paleo
L619[13:52:34] <jordibenck> might contain
a lot of worse code ^^
L620[13:52:38] <minecreatr> what function
do I override in Item for when the item is used to left click a
block?
L621[13:52:57] <PaleoCrafter> I don't
think there is one, minecreatr, you need to hook PIE
L622[13:52:59]
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L623[13:53:10] <PaleoCrafter> thanks a
loot for streaming the panels, btw
L624[13:53:16] <PaleoCrafter> *lot
:D
L625[13:53:23] <minecreatr> PaleoCrafter,
no prob, what event should I subscribe to?
L626[13:53:34] <PaleoCrafter>
PlayerInteractEvent.LeftClickBlock xD
L627[13:53:43] <minecreatr> oh, PIE
xD
L628[13:53:45] <PaleoCrafter> yeah
:P
L629[13:53:55] <PaleoCrafter> look at its
firing though, maybe there is a method
L630[13:54:10] <minecreatr> I thought you
meant Proto Indo European, and I wodnered when we started talking
about linguistics PaleoCrafter
L631[13:54:27] <PaleoCrafter> lol
L632[13:54:32] <minecreatr> because you
see PIE in a lot of etymologies, and been seeing those in my
english class xD
L633[13:55:01] <gr8pefish> haha context is
vital :P
L634[13:57:16] ⇦
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L635[13:58:53] <sham1> pie is good
L636[14:01:52]
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L637[14:06:12] <jordibenck> PaleoCrafter,
you found something?
L638[14:06:42] <plp> jordibenck: you're
not calling registerRenders
L639[14:06:50] <jordibenck> i know
L640[14:06:56] <jordibenck> i call
V2
L641[14:07:10] <plp> from
registerRenders....
L642[14:07:12] <jordibenck> because the
minecraftloader shouldnt be used
L643[14:08:05] <Subaraki> what's a good
updatefrequency to give to regisetered entities ?
L644[14:08:16] <jordibenck> the block is
rendering in the world but not in my hand plp
L645[14:08:34] ⇦
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L646[14:08:47] <PaleoCrafter> oh... you
call ClientProxy.init actually in init
L647[14:08:53] <PaleoCrafter> move that to
pre-init
L648[14:09:01] ⇦
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L649[14:09:43]
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L650[14:09:47] <ScottehBoeh> Ohai
L651[14:10:05] <Subaraki> minecreatr,
there is actually, it's called onItemUsed
L652[14:10:10] <Subaraki> or even
onItemUsedFirst
L653[14:10:15] <Subaraki> that handles
block clicking
L654[14:10:22] <minecreatr> I thought
thats right click? Subaraki ?
L655[14:10:25] <BordListian> isn't used
rightclick
L656[14:10:32] <gr8pefish> Yeah it's right
click
L657[14:10:52] <Subaraki> ah yeah
L658[14:10:54] <Subaraki> my derp
L659[14:11:09] <Subaraki> i think there's
onblockbreak
L660[14:11:14] <Subaraki> or
onblockstartbreaking
L661[14:11:22]
⇨ Joins: IoP (jikuja@irc.ioppi.info)
L662[14:11:39] <jordibenck> PaleoCrafter,
you mean proxy.init() in my mod file in the init method move to the
preInit method right?
L663[14:11:40] <Subaraki> you could also
trigger a look vector when using onItemSwing, see if it collides
with a block within x blocks and get that block
L664[14:12:19] <Subaraki>
registerModEntity(EntityPetBuddy.class, "pet_buddy", 0,
PetBuddy.MODID, 64, 250, false);
L665[14:12:21] <IoP> Did someone kick me
or did my auth fail?
L666[14:12:27] <Subaraki> is 250 to high
for an update frequency ?
L667[14:12:57] <Subaraki> o think your
auth failed iop
L668[14:13:08] <kashike> IoP: 2016-09-24
18:09:41 <-- IoP (jikuja@irc.ioppi.info) has quit (Ping timeout:
195 seconds)
L669[14:13:10] <kashike> auth fail
L671[14:13:50] <IoP> I just don't
understand why irssi decided to close the window for channel
L672[14:14:11] <IoP> probably caused by
rediction.
L673[14:14:18] <IoP> redirection
L674[14:14:19] <kashike> most likely
L675[14:14:45] <PaleoCrafter> yes,
jordibenck
L676[14:16:54] ⇦
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L677[14:17:46] <ScottehBoeh> ok, quick
question
L678[14:17:47] <jordibenck> PaleoCrafter,
that makes an error
L679[14:17:52] <ScottehBoeh> Say I was to
make a weapon with Ammunition
L680[14:17:56] <PaleoCrafter> wot
L681[14:18:01] <jordibenck>
nullpointer
L682[14:18:09] <ScottehBoeh> If I were to
use vectors, does that require me to have a bullet entity? Surely I
can have it detect if its player, and if it is, it damages
them.
L683[14:18:11]
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L684[14:18:42] <PaleoCrafter> you don't
really need an entity, no, ScottehBoeh
L685[14:18:49] <PaleoCrafter> jordibenck,
you should be able to debug that yourself
L686[14:20:03] ⇦
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L687[14:21:21] <ScottehBoeh> Do you have
an example of what kind of code I could use to implement vectors
instead of an entity bullet
L688[14:21:27] <ScottehBoeh> I'm assuming
it would come under onItemUsed
L689[14:23:43] <PaleoCrafter> you don't
"implement vectors", you just use vector maths, although
probably not even directly :P
L690[14:24:19] <PaleoCrafter> you
basically want a ray trace, I don't know where Vanilla has this
stuff though xD
L691[14:25:48] <ScottehBoeh>
Actually...
L692[14:25:55] <ScottehBoeh> I think
diesieben helped me with hitVecs
L693[14:26:02] <ScottehBoeh> Im going to
look into that
L694[14:27:04] <ScottehBoeh> Me and
Diesieben have been working on this insane ww2 mod
L695[14:27:08] <ScottehBoeh> Oh god I
can't wait to show you guys.
L696[14:27:27] <PaleoCrafter> you've shown
a few models already :P
L697[14:27:40] <ScottehBoeh> True
L698[14:27:44] <gr8pefish> that sounds
awesomne
L699[14:27:48] <gr8pefish> *awesome
L700[14:27:50] <PaleoCrafter> and
diesieben has shared a few GUI screenshots, not sure if in here or
another channel
L701[14:28:14] <ScottehBoeh> Development
has been quite slow lately, I insisted on us getting other
developers involved to speed up process but I can't find anyone
who's interested in joining
L702[14:28:27] <jordibenck> PaleoCrafter,
i got it working now
L703[14:28:28] <ScottehBoeh> (He's been on
a pretty dope holiday in Spain last 2 weeks)
L704[14:28:32] <jordibenck> thanks so much
^^
L705[14:28:55] <PaleoCrafter> was it the
initialisation phase? :P
L706[14:29:05] <jordibenck> yes it was
._.
L707[14:29:34] <ScottehBoeh> Paleo,
L708[14:29:38] <ScottehBoeh> Would you
ever be interested? :o
L709[14:29:43] ⇦
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L710[14:29:56] <PaleoCrafter> you don't
want to rely on me :P
L711[14:30:09] <ScottehBoeh> oh :(
L712[14:31:03] <ScottehBoeh> I'm pretty
new to coding. Which, you could guess, sometimes ticks off Diesie
xD
L713[14:31:08] <ScottehBoeh> But he's so
into this project now.
L714[14:31:17] <ScottehBoeh> And I'm
learning over time from what he pushes every day
L715[14:31:48] <ScottehBoeh> For example,
I used to register all my blocks in the main mod class, instead of
creating a secondary class that could do all the messy block
registry lines on its own.
L716[14:32:36] ⇦
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L717[14:34:15] <barteks2x> I'm at the
point where I want to implement async chunk loading for cubic
chunks. And which idea is less bad: Copypaste forge code for that
with some changes into the mod, or use Mixin hacks to modify forge
code?
L718[14:36:48] ***
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L720[14:40:47] <ScottehBoeh> PaleoCrafter,
do you know anyone else who would be interested? I feel like Take's
carrying a lot of weight on his back :\
L721[14:42:40] ⇦
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L723[14:50:06] <PaleoCrafter> I bet fry
totally has space on his to-do list
L724[14:50:21] <barteks2x> as it's more of
mixin question, will ask on #spongedev
L725[14:50:57] <PaleoCrafter> barteks2x,
reuse as much of Forge's system and copy-paste where
necessary
L726[14:51:15] <PaleoCrafter> still
infinitely better than doing mad ASM hax, even if it's as nicely
wrapped as Mixins
L727[14:51:26] <barteks2x> Reusing is only
possible if I use Mixin, in a very hacky way
L728[14:51:46] <fry> you could, you know,
make a PR with changes you need
L729[14:52:02] <barteks2x> Like adding Y
coordinate to chunks in async IO code?
L730[14:53:31] <TankCR> so I ran the build
script but the results were not in the structure that I see when I
look in a mod Jar, so I guessed at what I needed based upon another
mod, now durring init it tells me
"net.minecraftforge.fml.common.LoaderException:
java.lang.NoSuchFieldError: ROCK" an error that I don't get
when I run it inside of intelliJ
L731[14:53:44] <barteks2x> to reuse the
forge system, I would need to do some hacks to actually use the
forge code (new queueChunkLoad, and then extend QueuedChunk and
ChunkIOProvider, and make them non-final)
L732[14:54:07] <PaleoCrafter> TankCR, did
you run gradlew build or another task?
L733[14:54:22] <barteks2x> that's why I
think it may be better to actually copypaste it
L734[14:54:33] <ScottehBoeh> Fry, would
you ever be interested in joining Mine and Diesieben's
project?
L735[14:54:35] <TankCR> gradlew
L736[14:54:46] <PaleoCrafter> shit, I
forgot the :P
L737[14:54:46]
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L738[14:54:49] <PaleoCrafter> I was
joking, ScottehBoeh :P
L739[14:54:49] <Subaraki> could someone
explain me why on god's holy earth one out of my 6 entities that is
registered and coded just like the others, doesn't act like the
others ! it stays in place for ages and moves around all
jiterish
L740[14:54:51] <ScottehBoeh> Oh rip
xD
L741[14:54:57] <fry> not sure I'll have
the time to, sorry :P
L742[14:55:15] ⇦
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L743[14:55:18] <ScottehBoeh> No problem :)
I gotta hunt people down >:D
L744[14:55:18] <PaleoCrafter> fry's a busy
man, implementing $xy being one of his top priorities, I'm sure
:P
L745[14:55:55] <PaleoCrafter> if you only
run gradlew, nothing at all should be built, TankCR, you need
"gradlew build", without the quotes, obviously
L746[14:56:34] <TankCR> gradlew.bat and I
ran the gradlew build command, lol
L747[14:57:05] <PaleoCrafter> and you
grapped the jar from build/libs?
L748[14:57:39] <TankCR> ha, didn't see
that
L749[14:58:04] <TankCR> it gave me 2
jars
L750[14:58:07] <nekosune> TankCR: you
grabbed the jar inside build/libs right? not tried to make it from
the classes folder?
L751[14:58:24] <nekosune> oh PaleoCrafter
already asked XD
L752[14:58:27] <PaleoCrafter> :P
L753[14:58:49] <PaleoCrafter> I'm not sure
why I used two 'p's in "grabbed" though <.<
L754[14:59:07] <TankCR> hmm, I am assuming
it was supposed to name the jar properly, so maybe something wrong
in my gradle config?
L755[14:59:19] <nekosune> what do you have
for modid?
L756[14:59:37] <PaleoCrafter> you need to
change the archiveBaseName and version properties, most
likely
L757[14:59:48] <nekosune> errr archiv
>... Okay i shut up, obviously fail today
L758[14:59:49] <TankCR> thought I did, but
I will check, thanks
L759[15:02:50] <TankCR> ok, so got
modname.jar and modname-sources.jar
L760[15:04:13] <TankCR> what is the
-sources for?
L761[15:05:00] <gigaherz> for debugging
your mod
L762[15:05:11] <gigaherz> and for coding
with it as a dependency
L763[15:05:45] <PaleoCrafter> If you
upload your mod to maven and include that as an artifact, maven
will grab it automatically when stuff depends on your mod
L764[15:05:49] <gigaherz> you can even
generate a maven repository tree, upload to some random
server,
L765[15:05:57] <gigaherz> and let others
use your mod as a maven dependency from their development
environments
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L767[15:10:40] <Subaraki> is there a way
to build a regular minecraft client instead of dev environement
?
L768[15:10:48] <Subaraki> for testing
?
L769[15:10:54] <Subaraki> something like
gradlew client or so ?
L770[15:11:59] ⇦
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L771[15:13:20] <TankCR> gigaherz:
PaleoCrafter: thanks guys
L772[15:13:23] <PaleoCrafter> You can use
runClient
L773[15:13:37] <PaleoCrafter> Subaraki
^
L774[15:14:11] <TankCR> PaleoCrafter:
based upon your name are you a dev for a dinosaur mod?
L775[15:14:16] <Subaraki> o/ thanks
L776[15:14:19] <Subaraki> trying now
L777[15:14:24] <Ivorius> He wanted to be
TankCR
L778[15:14:26] <Ivorius> But failed
L779[15:14:30] <TankCR> ouch
L780[15:14:31] <PaleoCrafter> Yep
L781[15:14:32]
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L782[15:14:39] <Ivorius> :P
L783[15:14:51] <PaleoCrafter> And I'm a
horribly uncreative person, hence I stuck with the name
L784[15:14:52] <TankCR> did you ever
release something?
L786[15:15:30] <PaleoCrafter> First
project I ever actually finished xD
L787[15:16:01] <TankCR> cool, I am sooo
close I can taste it, lol
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L791[15:19:16] <TankCR> lol
L792[15:19:45] <TankCR> yes. it launched
no errors!!!
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L795[15:22:39] <Subaraki> welp, the client
crashed because of a keybind
L796[15:22:48] <Subaraki> that happens
once in 100 times
L797[15:22:50] <Subaraki> ugh
L798[15:22:57] <TankCR> anyone know if
there is a tutorial on adding a new inv tab?
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L802[15:24:19] <nekosune> TankCR: Create a
new class extending CreativeTabs
L803[15:24:28] <Subaraki> TankCR, its
pretty easy
L804[15:24:34] <Subaraki> here, let me
link you my code
L805[15:24:37] <nekosune> create a new
instance of it, where everything can access, then use
setCreativeTab();
L806[15:25:16] <Hink> In what way could I
allow a client-side mod to have additional axis of head motion.
Like left/right tilt etc? Would I need to write a new
renderer?
L808[15:26:02] <Subaraki> Hink, most
likely.
L809[15:26:18] ***
fry is now known as fry|sleep
L810[15:26:21] <Subaraki> or, you could
set the player's head invisible
L811[15:26:25] ⇦
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L812[15:26:29] <Subaraki> add a new
renderlayer like the head
L814[15:26:43]
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L815[15:26:43] <Subaraki> and hook into
every movement of the head, plus yours
L816[15:26:52] <Hink> I just don't get how
the rendering code works.
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L818[15:28:12] <Subaraki> as far as i
understand, he actually implements the textures being able to be
tilted sideways
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L820[15:28:24] <Subaraki> or the
camera
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L822[15:28:58] <Subaraki> i'm pretty sure
miencraft is only made to render light etc on a flat plane
L823[15:29:17] <Subaraki> when tilting
your head, the camera tilts, but that doesn't necesairely mean the
world / lighting will as well
L824[15:29:35] <Subaraki> then again, i'm
just saying. i'm no expert
L825[15:29:40] <Hink> Hm, but didn't
secret super settings use to manipulate all sorts of things like
roll your head about and stuff?
L826[15:30:11] <TechnicianLP> i think the
viewport shouldnt alter the lighting (no gl expert)
L827[15:30:32] <Subaraki> yeah sorry
L828[15:30:34] <Subaraki> my bad
L829[15:30:37] <Subaraki> was just
rambling
L830[15:30:46] <Subaraki> after reading
some more, it looks like he's just adding more depth to it
L831[15:31:01] <Subaraki> gui's drawn at a
certain point etc
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L833[15:31:17] <Subaraki> maybe it's just
an adapter for vr, not actually altering stuff
L834[15:31:30] <Hink> I'm trying to make a
head-tracking mod for MC.
L835[15:31:46] <Hink> For things like
TrackIR EyeX freetrack etc.
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L837[15:34:56] *
ThePsionic thinks about getting a 128GB microSD card for
3DS
L838[15:35:57] <TechnicianLP> What
nand?
L839[15:36:08] <TechnicianLP> which*
L840[15:37:10]
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L841[15:38:00] <ScottehBoeh> Someone make
a playable Piano
L842[15:38:03] <ScottehBoeh> with Midi
input and all
L843[15:38:13] <ScottehBoeh> Imagine that
in a server hub :o
L844[15:38:22] <ScottehBoeh> It reminds me
of those "Play me" pianos you find at Airports/Train
Stations
L845[15:38:37] <ThePsionic> TechnicianLP:
Samsung EVO
L846[15:39:03] <ThePsionic> It works in a
3DS as long as you format it to FAT32 first
L847[15:41:45] <TechnicianLP> thats a
really nice sd card ... even though i meant something entirely
different (the firmware)
L848[15:43:18] <ThePsionic> It's a 3DS
fuck do I know
L849[15:43:26] <howtonotwin> SquareWheel:
A typo? I feel bad for not catching that.
L850[15:43:45] <howtonotwin> Also fyi that
message was 10 before 12 my time
L851[15:45:07] ***
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L852[15:46:26] <Subaraki> can you add ai
to an entity after initialization ?
L853[15:46:36] <Subaraki> like give an
entity attack ai when he's holding a weapon ?
L854[15:47:08]
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L856[15:47:13] <howtonotwin> test it
:P
L857[15:48:31] <Subaraki> i wouldn't know
where ._.
L858[15:48:33] <Subaraki> or how
L859[15:48:43] <Subaraki> and if i can
even remvoe it afterwards
L860[15:48:45] <SquareWheel> I feel bad
for not catching it too. Largely the problem was I just didn't
understand the system well enough to know where to look for the
problem.
L861[15:49:06] ⇦
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L862[15:49:07] <howtonotwin> well now you
know :P
L863[15:49:19] <SquareWheel> Indeed. And
learned some useful debugging tricks along the way, so it wasn't
all for naught.
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L866[15:50:35] <SquareWheel> Still don't
know why item/generated is buggered though. It tries to look under
/blocks/item/generated.json for the blockstate.
L867[15:50:44] <howtonotwin> yeah no that
was be being dumb
L868[15:51:01] <howtonotwin> I was a bit
distracted that day ._.
L869[15:51:09] <SquareWheel> You know
what's up?
L870[15:51:50] <howtonotwin> just use
builtin/generated with "transform":
"forge:default-item"
L871[15:52:01] <SquareWheel> Oh, I noticed
the dynbucket uses that.
L872[15:52:24] <howtonotwin>
ModelDynBucket best Model :P
L873[15:52:45] <howtonotwin> simple case
study for eons to come
L874[15:52:58] <SquareWheel> Riight.
Simple.
L875[15:53:17] <SquareWheel> Actually I
might have a better understanding of it if I check now.
L877[15:54:56] <howtonotwin> And here I
am, not even having watched the Minecon panel recordings as the
rest of the world continues to have fun ;_;
L878[15:55:45] <ThePsionic> Addn.: PRs
only start counting from Oct. 1
L879[15:59:38] <Subaraki> what was
announced for 1.11 ?
L880[15:59:47] <SquareWheel>
Adventure!
L881[15:59:58] <howtonotwin> exploration
update
L882[16:00:02]
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L883[16:00:13] <howtonotwin> also I think
the official minecon recording is on YT already
L885[16:01:18] <howtonotwin> First hour
should be it
L886[16:01:56] <howtonotwin> correction:
starts somewhere between 1:00:00 and 1:30:00
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L888[16:02:59] <howtonotwin> More
correction: 1:33:~~ ish
L889[16:03:11] <howtonotwin> :P
L890[16:05:12] <HassanS6000> Is there any
way to check what mod sends a certain IMessage?
L891[16:06:10] <Subaraki> might be an
event that exists onmessagesend or messagehandler or so
L892[16:06:45] <HassanS6000> Okay thanks
I'll check it out
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L899[16:22:13] <BordListian> furnaces are
confusing
L900[16:22:49] <BordListian> either that,
or something went wrong with decompiling
L901[16:23:32] <BordListian> oh no
L902[16:23:38] <BordListian> it's the
former
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L904[16:30:07] <ScottehBoeh> Diesieben is
back :D
L905[16:30:17] <ScottehBoeh> Now we can
start the fun sql stuff
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L915[16:38:23] <Ivorius> '; DROP TABLE
DIESIEBEN07;
L916[16:39:43] <Subaraki> llaaamaaaas
:D
L917[16:39:48] <Biochemic> better: DROP
DATABASE DIESIEBEN07; xDDD
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L919[16:43:42] <ScottehBoeh> DROP DATABASE
MICROPHONE; //drop da mic
L920[16:44:23] ⇦
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L925[16:49:20] <TankCR> is there a quick
way to test serverside on a mod, short of actually standing up a
full server?
L926[16:50:25] <TankCR> when I try to
debug the serverside it says it can't find gradle.start
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L929[16:57:25] <raoulvdberge> Full screen,
it renders fine
L930[16:57:30] <raoulvdberge> Windowed, it
renders almost completely white
L931[16:59:17] <Biochemic> TankCR, to run
it you can use gradle runServer in command line ^^
L932[17:00:49] <Biochemic> in Netbeans i
usually use -PmainClass=GradleStartServer as param
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L934[17:02:12] <TankCR> I found the issue,
the classpath for it was wrong ion the config
L935[17:03:08] <Biochemic> ah okay
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L941[17:18:10] <Ivorius> I hope somebody
finds a small bug for me to fix
L942[17:18:18] <Ivorius> Then I can
release a 1.1.1.1
L943[17:18:22] <Ivorius> It's a once in a
lifetime chance
L944[17:18:52] <gigaherz> you'll spend an
uncomfortably loing time on 1.1.1(.0)
L945[17:19:01] <gigaherz> and then when
you find a minor thing
L946[17:19:11] <gigaherz> you'll test the
fix hoping to release 1.1.1.1
L947[17:19:17] <Subaraki> geezus fuck,
getting skin's from other players got amzingly hard ._.
L948[17:19:19] <gigaherz> and you'll find
something bigger to fix that warrants a 1.1.2
L949[17:19:22]
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L950[17:19:44] <BordListian> every span of
time spent on 1.1.1.0 is an uncomfortably long time on
1.1.1.0
L951[17:23:08] <TankCR> anyone know of a
tutorial for creating a new tab?
L952[17:23:47] <Subaraki> TankCR, i've
send you all you needed just before
L953[17:23:50] <Subaraki> it's really
easy
L954[17:23:59] <TankCR> oh shoot sorry,
missed it
L955[17:24:04] ⇦
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L956[17:24:06] <Ivorius> Nah man, I'm not
the type to give up quickly
L957[17:24:11] <Ivorius> It's just move to
1.1.1.1.1
L958[17:24:25] <Subaraki> TankCR, this is
all you need :
L960[17:24:34] <Subaraki> and it works
like a charm
L961[17:25:19] <TankCR> awesome
Thankyou!
L962[17:25:32] <TankCR> can you add an
item to multiple tabs or only one?
L963[17:25:56] <Subaraki> as far as i
know, only one
L964[17:26:15] <Subaraki> never looked at
how all items are in one tab, and then the tab where every single
item is displayed
L965[17:26:19] <Subaraki> i think it's
possible
L966[17:26:28] <TankCR> thats what I was
thinking
L967[17:26:52] <Subaraki> you should
experiment. but as far as i know, setcreativeTab overwrites any
other if called more then once
L968[17:27:11] ⇦
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L969[17:27:20] <Subaraki> must be hard
coded
L970[17:27:35] <Subaraki> why would you
want to put it in two tabs anywya ? :)
L971[17:27:51] <Subaraki> anyone has a
block or entity that loads skins from other players ?
L972[17:28:07] <Subaraki> cause that shit
got crazy as all hell since 1.7.10
L973[17:28:15] <Subaraki> (updating an old
mod)
L974[17:28:20] ⇦
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L975[17:28:21] ***
amadornes is now known as amadornes[OFF]
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L980[17:33:02] <SquareWheel> If I have 3
model variants but only 2 are active at the same time, can I
communicate that to Forge? eg. A&B or A&C will only ever be
used, never all three.
L981[17:33:31] <gigaherz> nope
L982[17:33:49] <SquareWheel> Alright,
thanks. Gonna have to come at this from a new angle then.
L983[17:33:56] <gigaherz> why,
though?
L984[17:34:08] <gigaherz> waht is your
issue?
L985[17:34:21] ⇦
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L986[17:34:45] <gigaherz> because there
MAY be a way for you to achieve a similar result
L987[17:34:47]
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L988[17:34:49] <gigaherz> if you just
explain your situation
L989[17:35:05] <gigaherz> I'm just not
sure what situation this is ;P
L990[17:35:25] <SquareWheel> I have two
layers. layer0 is a base material, layer1 is a dynamic graphic. I
was going to have two different variants for layer1 that will be
specified in code.
L991[17:35:45] <SquareWheel> Instead I'll
combine B&C into just B and write it differently in MRL return
code.
L992[17:36:08] <SquareWheel> Just means
reworking things a bit.
L993[17:36:13] <gigaherz> I still have no
idea what you mean XD
L994[17:36:51] <howtonotwin> Define
"I was going to have two different variants for layer1 that
will be specified in code"
L995[17:37:03] <SquareWheel> Okay, I'll
just explain properly.
L996[17:37:15] <gigaherz> I have this
feeling that this may be a big XY problem ;P
L997[17:37:39] <SquareWheel> layer0
specifies the base material (iron, gold, etc). layer1 species a
petal graphic that represents how much fluid is in the watering can
item.
L998[17:37:46] <gigaherz> so wait
L999[17:37:49] <gigaherz> first of
all
L1000[17:37:56] <gigaherz> layer0,
layer1, ... this is an ITEM model, right?
L1001[17:37:58] <howtonotwin> GHz: 1)
this is a watering can
L1002[17:38:01] <howtonotwin> 2)
yes
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L1004[17:38:11] <gigaherz> okay
L1005[17:38:16] <howtonotwin> 3) Item
model spec'd in a blockstate JSON for reference
L1006[17:38:22] <SquareWheel> Anyway, I
just wanted to change the petal color based on type of fluid in the
can (specified by NBT data).
L1007[17:38:31] <howtonotwin>
tintindex?
L1008[17:38:42] <SquareWheel> I was
wondering about that, but right now it's just a different
texture.
L1009[17:38:48] <SquareWheel> I might
switch over if it'd make sense.
L1010[17:39:35] <gigaherz> okay
L1011[17:39:40] <gigaherz> so
L1012[17:39:46] <gigaherz> it's easy to
achieve, really
L1013[17:40:10] <SquareWheel> I think I
know how to do it. :)
L1014[17:40:11] <TankCR> Subaraki: do you
know if you can set the icon to a Block instead of an item?
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L1016[17:40:23] <Subaraki> yes offcourse
:)
L1017[17:40:28] <gigaherz> this can be
done using blockstates variants and an ItemMeshDefinition
L1018[17:40:37] <gigaherz> with forge
blockstates stuff
L1019[17:40:41] <Subaraki>
MyBlocks.blockObject
L1020[17:40:44] <Subaraki> should
suffice
L1021[17:40:45] <SquareWheel> Yep, got
that stuff working already. That was my last 4 days actually.
L1022[17:40:56] <gigaherz> the
ItemMeshDefinition can simply generate like
L1023[17:41:02] <gigaherz>
"material=gold&level=2"
L1024[17:41:04] <Subaraki> or create a
second tab for blocks ? :)
L1025[17:41:22] <gigaherz> or whatever
the variant list was like
L1026[17:41:44] <SquareWheel> I
appreciate the info - and would have been super useful when I got
started - but I have a working variants system right now
actually.
L1027[17:42:38] <SquareWheel> I just
wasn't sure how combining variants worked, such as if I could get
away with only registering A&B or A&C. But I guess
not.
L1028[17:42:52] <howtonotwin> you don't
"combine variants" not really
L1029[17:43:09] <howtonotwin> blockstate
JSONs define variants
L1030[17:43:09] <SquareWheel> Seems it's
"all possible variants" must be registered.
L1031[17:43:19] <gigaherz> if you use an
ItemMeshDefinition
L1032[17:43:23] <howtonotwin> and
variants are mapped from strings
L1033[17:43:27] <gigaherz> you have to
register the variant names for all variants that will be used
L1034[17:43:28] <TankCR> is there a
getTabIconBlock, it doesn't seem to like that
L1035[17:43:43] <howtonotwin> you can
view a blockstate as a Map<String, Variant>
L1036[17:43:43] <gigaherz> wat?
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L1039[17:44:18] <howtonotwin> indeed,
strings like "gr8 b8 m8 i r8 8/8" are valid variant
strings
L1040[17:44:22] <gigaherz> when forge
loads a blockstates file, it just puts them in a table
L1041[17:44:47] <gigaherz> then
separately, other parts of the code link the blocks/items with the
models from that table
L1042[17:45:10] <howtonotwin> now the
default way of taking an IBlockState and finding an MRL for it, is
by making a comma-delimited string of properties and values
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L1044[17:45:28] <howtonotwin> and the
forge blockstate format simply exploits this
L1045[17:45:37] <gigaherz> this isn't
iblockstate, though
L1046[17:45:38] <gigaherz> it's
items
L1047[17:45:42] <gigaherz> items don't
have states
L1048[17:46:01] <howtonotwin> yeah,
getting to it
L1049[17:46:04] <gigaherz> and mc will
only loads the strings you specify in registerItemVariants or
wahtever
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L1051[17:46:44] <howtonotwin> you define
properties and the values for them in a forge blockstate and the
loader takes care of finding the Cartesian product of them
all.
L1052[17:47:12] <howtonotwin> but none of
that is really built-in to the system, it just makes the most
common usecase easier
L1053[17:47:20] <Ordinastie> because
somehow a simple mapper ItemStack->Model was a way too
complicated system to handle...
L1054[17:50:14] <gigaherz> really, the
loading is simply a map string->model
L1055[17:50:22] <howtonotwin> And as a
part of this, forge blockstates allow "partial variant
definitions" that are spliced together to form the final
"complete variant" for each possible variant string. The
partial variant merging is in ForgeBlockStateV1.Variant::sync
iirc.
L1056[17:50:29] <gigaherz> computed from
all the combinations present in the blockstates file
L1057[17:50:33] <gigaherz> and then it
matches up against the
L1058[17:50:37] <gigaherz>
iblockstate->string
L1059[17:50:40] <gigaherz> or item+meta
-> string
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L1061[17:51:14] <gigaherz> or
itemmeshdefinition->string
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L1063[17:53:18] <TankCR> well I can't
seem to set the CreativeTabs icon to a block instead of item, I
wonder what I am missing
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L1065[17:54:06] <gigaherz> TankCR:
Item.getItemFromBlock(theBlock)
L1066[17:54:33] <TankCR> do I declare
htat inside of the CreativeTabs, or prior to?
L1067[17:54:42] <gigaherz> wat
L1068[17:54:57] <gigaherz> the creative
tab has a method to return the item to display as the icon
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L1070[17:55:21] <gigaherz> you can use
that to obtain the corresponding item for a block (if it has
one)
L1071[17:55:38] <TankCR> public Item
Item.getItemFromBlock(admtBlock)
L1072[17:56:01] <gigaherz> lol no, not at
all
L1073[17:56:04] <howtonotwin> wut
L1074[17:56:14] <howtonotwin>
Item.getItemFromBlock is a static method on Ite
L1075[17:56:16] <howtonotwin> *Item
L1076[17:59:10] <Biochemic> is there a
better way to check, if sender is op
@ICommand.canCommandSenderUseCommand(ICommandSender sender), than
finding the player and get its capabilities?
L1077[17:59:17] <TankCR> got it
thankyou
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L1080[18:11:24] <SquareWheel> Don't
suppose there's an ItemStack "create" event I could tap
into?
L1081[18:11:58] <howtonotwin> no
L1082[18:12:13] <SquareWheel> Right now
I'm assigning NBT data on crafting. But it'd be nice to assign it
when acquired through JEI or other means.
L1083[18:12:42] <SquareWheel> Well
actually JEI doesn't do that. Creative menu then.
L1084[18:13:12] <howtonotwin> there's a
method in Item that provides the creative menu items iirc
L1085[18:14:02] <gigaherz> SquareWheel:
givei the NBT when you add them to the creative tab
L1086[18:14:08] <gigaherz> give it*
L1087[18:14:13] <SquareWheel> Oh, that's
interesting.
L1088[18:14:17] <gigaherz> getSubItems on
the Item class
L1089[18:14:18] <SquareWheel> Never even
thought of that.
L1090[18:14:22] <gigaherz> or block, I
guess
L1091[18:14:41] <SquareWheel> /give would
still be a problem.
L1092[18:15:33] <howtonotwin>
if(bad(nbt)) correctNBT(nbt) else nbt
L1093[18:15:37] <howtonotwin> tada
:P
L1094[18:15:59] <SquareWheel> Yeah, guess
I'll just add something like that to any common event.
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L1096[18:19:37] <SquareWheel> Would it be
possible to add multiple variations of the same item to the
creative menu through that approach?
L1097[18:20:18] <howtonotwin> ofc
L1098[18:20:27] <howtonotwin> that's why
it's named that :P
L1099[18:20:45] <howtonotwin> See stone
(or maybe potions?)
L1100[18:22:18] <SquareWheel> Looks like
stone just does
this.setCreativeTab(CreativeTabs.BUILDING_BLOCKS);
L1101[18:22:54] <SquareWheel> It does do
a setDefaultState() in its constructor though...
L1102[18:23:08] <howtonotwin> Stone is
also andesite and diorite iirc
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L1104[18:23:17] <howtonotwin> they use
metadata to differentiate
L1105[18:23:22] <quadraxis>
Block.getSubBlocks()
L1106[18:24:36] <SquareWheel> Ah, so
through list.add
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L1108[18:24:45] <SquareWheel> Brb
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L1116[18:42:50] <SquareWheel> Woo, it
works
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L1126[19:29:45] <SquareWheel> howto, you
had a document somewhere on using item blockstates with properties,
right? Wanted to review it to see if it'd be a better fit than
using NBT data.
L1127[19:30:46] <howtonotwin> one
mo
L1128[19:31:09] <howtonotwin> properties
as in overrides or blockstates?
L1129[19:31:26] <howtonotwin> also I
don't think blockstate jsons can deal with overrides
L1130[19:31:53] <SquareWheel> Uh, think
it had to do with overrides.
L1131[19:32:02] <howtonotwin> The float
ones?
L1132[19:32:15] <howtonotwin> (ItemStack,
World, EntityLivingBase) -> float
L1133[19:32:32] <SquareWheel> Don't
recall that. It was either a gist or part of your forked Forge docs
I think.
L1134[19:32:36] <SquareWheel> Either that
or I dreamt it.
L1136[19:32:44] <howtonotwin> don't fret
:P
L1137[19:32:50] <SquareWheel> Yeaah
L1138[19:33:22] <SquareWheel> I read them
all earlier but didn't know enough to make sense of them. Might do
better now.
L1139[19:33:37] <howtonotwin> wait they
didn't make sense?
L1140[19:33:42] <howtonotwin> spill
nao!
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L1142[19:33:47] <howtonotwin> must fix
:P
L1143[19:34:11] <SquareWheel> Well it was
just jumping in a bit deep. I mean, when I started earlier I didn't
even know what an MRL did.
L1144[19:34:30] <SquareWheel> It was a
more technical reference than a tutorial.
L1145[19:35:28] <howtonotwin> part of
that is just that github doesn't preserve the order the pages are
meant to be in :P But yes will fix.
L1146[19:35:57] <SquareWheel> If you'd
like, I can review them now that I know a bit more and offer up
anything I think might be confusing.
L1147[19:36:05] <howtonotwin> yes
please
L1148[19:36:07] <SquareWheel> Would like
to give back somehow.
L1149[19:36:20] <howtonotwin> start a
review on the PR
L1150[19:36:22] <howtonotwin> thank
you
L1151[19:36:45] <SquareWheel> So
everything under /models, right?
L1152[19:36:49] <howtonotwin> yep
L1153[19:37:05] <SquareWheel> I'll check
the index for the order.
L1154[19:37:30] <howtonotwin> also the
first commit took what used to be the Blockstates section and split
it apart
L1155[19:38:13] <howtonotwin> but that
shouldn't matter as every resulting change outside models/ was just
renames anyway iirc
L1156[19:38:45] <SquareWheel> I'm looking
at mkdocs.yml for the order now.
L1157[19:45:38] <SquareWheel> Would you
prefer this as a list of notes, or a pull request?
L1158[19:47:22] <howtonotwin> github has
a PR review feature now
L1159[19:47:30] <howtonotwin> so you can
just do that I think
L1160[19:49:12] <SquareWheel> Ah, maybe
we should clarify here. Is the PR this project being merged back
into the official Forge repo, or another PR?
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L1162[19:50:54] <howtonotwin> "PR
this project"?
L1164[19:52:42] <HassanS6000> What are
possible causes of running out of memory when running gradle
setupDecompWorkspace --refresh-dependencies?
L1165[19:52:55] <howtonotwin>
decompilation nomming everything
L1167[19:53:09] <SquareWheel> Oh okay, so
PR 61 on the official Forge. That's all I needed to know.
L1168[19:53:15] <howtonotwin> supplying
more ram is basically all you can do
L1169[19:53:15] <HassanS6000> Yeah but my
RAM usage is like 5%
L1170[19:53:21] <HassanS6000> How to gibs
more RAM
L1171[19:53:48] <howtonotwin> -Xmx4G to
the JVM should do it
L1172[19:53:57] <howtonotwin> gradle has
a conf file somewhere...
L1173[19:54:22] <howtonotwin> ah
yes
L1174[19:54:32] <howtonotwin> in
~/.gradle/gradle.properties
L1175[19:54:40] <nekosune> is there any
way to block nether portal generation in an area?
L1176[19:55:10] <howtonotwin> add
org.gradle.jvmargs="-Xmx3G"
L1177[19:56:38] <HassanS6000> Ah found
it
L1178[19:56:41] <HassanS6000> Thanks
howtonotwin <3
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L1180[19:57:04] <howtonotwin> np
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L1185[20:06:19] <SquareWheel> Looks like
I can't suggest changes via Github review. Pencil icon says I need
push access.
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L1190[20:30:18] <SquareWheel> I hope you
like nitpicking, howto.
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L1197[20:55:07] <RANKSHANK> it goes
against mipmapping iirc
L1198[20:55:18] <thecodewarrior>
Ah.
L1199[20:55:39] <thecodewarrior> Still a
16x32 texture should mipmap fine. right?
L1200[20:56:10] <thecodewarrior> And it
should still complain about artifacts with weird resolutions.
L1201[20:57:49] <RANKSHANK> Hmm dunno
then
L1202[20:59:22] <thecodewarrior> He
mentioned that I needed "exc lines" in one of the patch
files. I asked what they were but he never said. What are they and
could they have meant it was closed? Also it may have been him
weeding out the 1.9.4 PRs. I should update it to 1.10
L1203[21:00:02] <RANKSHANK> Ahhh yeah
that'd make sense if it's 1.9.4
L1204[21:00:16] <thecodewarrior> You know
what exc lines are?
L1205[21:00:22] <thecodewarrior> I have
no idea.
L1206[21:03:57] <RANKSHANK> wait
L1207[21:04:02] <RANKSHANK> look at the
raw patch file
L1209[21:04:24] <RANKSHANK> probably
exclusion lines
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L1212[21:05:02] <RANKSHANK> nothing is
removed here so there's probably unbracketed code.
L1213[21:06:39] <thecodewarrior> Huh? You
mean the lines that are +- the exact same thing?
L1214[21:09:11] <thecodewarrior> I also
could do with not renaming p_188538_1_ to sizeInfo. Unneccisary
patches.
L1215[21:09:46] <thecodewarrior> I can
spell! Honist!
L1216[21:10:13] <TehNut> Was Aug12 the
day that Lex deleted the master branch?
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L1218[21:10:18] <RANKSHANK> Mmm yeah
dunno maybe just try rebasing
L1219[21:10:18] <TehNut> Because that
closed a bunch of PRs
L1220[21:10:23] <thecodewarrior> Firstly,
what's an exclusion line?
L1221[21:11:36] <LexLap2> exc !=
exclusion
L1222[21:11:46] <LexLap2> exc ==
exceptor, its what we use to rename parameters
L1223[21:12:02] <LexLap2> you need to add
to forge.exc to make your new function remap the parameter names
correctly
L1224[21:12:15] <LexLap2> so you dont get
shit like p_188538_1_ to sizeInfo
L1225[21:12:15] <RANKSHANK> ^ Ahh sorry
was grasping at straws
L1226[21:12:30] <LexLap2> as that just
fuking muddies the patch file and we have no idea what youre
ACTUALLY doing
L1227[21:13:12] <thecodewarrior> Ok. I
don't recall if I had done that or if it was forge. :P If it was me
I was being stupid.
L1228[21:13:53] <LexLap2> you did it, by
making the new function
L1229[21:14:04] <LexLap2> how the hell
would our tools know that the new functions need to be
renamed?
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L1231[21:14:56] <thecodewarrior> Ah. So
did MCP rename the p_gobldegook to sizeInfo, then I used sizeInfo
and then MCP never mapped it back because it couldn't know?
L1232[21:15:16] <thecodewarrior> It's
been a while. I don't remember what exactly I did.
L1233[21:15:17] <LexLap2> basically
yes
L1234[21:15:23] <thecodewarrior> Ok,
cool.
L1235[21:16:23] <thecodewarrior> Also,
would a patch like the one I made to textureutil, where i
initialize the map with 0x7FFF00FF, be appropriate?
L1236[21:16:39] <LexLap2> no idea what
the hell you're talking about
L1237[21:17:53] <thecodewarrior> I added
a few lines to TextureUtil that cleans the texture map with 50%
magenta before uploading the textures. That way you can see exactly
what's being written and not. (it's a config option, off by
defualt)
L1238[21:18:02] <LexLap2> no idea what
the hell you're talking about
L1239[21:18:08] <thecodewarrior> Ok.
:P
L1240[21:18:42] <LexLap2> Well, I do, but
i dont give a shit and only code talks.
L1241[21:18:47] <thecodewarrior>
Ok.
L1242[21:18:52] <thecodewarrior> Fair
enough.
L1243[21:18:59] <LexLap2> I can see the
debugging potential, but only for Forge itself, not for
modders.
L1244[21:19:14] <thecodewarrior> Yeah,
thus the config option.
L1245[21:19:31] <LexLap2> id just throw
it in as a test mod in the dev env if we cared
L1246[21:19:34] <LexLap2> but I dont, so
meh
L1247[21:20:33] <LexLap2> need to figure
out why the hell my mod is being derpy :/
L1248[21:20:37] <LexLap2> I hate
rendering
L1249[21:29:54] <SquareWheel> howtonotwin
- I wasn't able to do the github review but I made a doc with some
notes.
L1250[21:30:04] <howtonotwin> Ok.
L1251[21:30:17] <SquareWheel> Pastebin
work?
L1252[21:30:28] <howtonotwin> anything is
fine
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L1255[21:31:16] <howtonotwin>
thanks
L1256[21:31:19] <SquareWheel> This was
from looking over the pages in order, not specifically the PR. The
diff was too difficult to get an overview of it all.
L1257[21:32:02] <SquareWheel> Consider it
a first pass. If you find it useful, you can let me know what type
of notes you found useful and we can do a second pass.
L1258[21:32:31] <howtonotwin> alright
then.
L1259[21:32:49] <howtonotwin> I'll save
it this into my todo list and I'll be back tomorrow.
L1260[21:32:52] <howtonotwin> Thanks
again!
L1261[21:33:06] <SquareWheel> Sure, no
problem. Just happy to be able to contribute something back.
L1262[21:33:34] <SquareWheel> If it's not
clear what I'm going for in some of these, I can submit as a PR.
Just let me know.
L1263[21:33:49] <howtonotwin> ok
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