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thechief5456!*@*
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L26[01:59:45] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161006 mappings to Forge Maven.
L27[01:59:48] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161006-1.10.2.zip
(mappings = "snapshot_20161006" in build.gradle).
L28[01:59:59] <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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L39[02:18:34] <Subaraki> how does one deal
with copied mod pages ?
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L41[02:22:59] <Ordinastie> copied mod pages
?
L42[02:23:15] <Subaraki> hmm.
L43[02:23:55] <Subaraki> apart from the
pictures, he gave his own opinion
L44[02:24:05] <Subaraki> it's the jar that
he included that bothers me
L45[02:27:12] <IoP> pay mafia to burn site
owner's home...
L46[02:27:29] <IoP> dmca probably won't
work
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L48[02:28:13] <Subaraki> dmca ?
L49[02:29:16] <IoP> if you were talking
about websites which re-host jars without permission for
profit
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L52[02:33:50] <Subaraki> nope. he puts up
the jar as a non profit download and even links to the original
post
L53[02:33:52] <Subaraki> f* :/
L54[02:34:12] <Ordinastie> you can try
contacting them to change it
L55[02:34:19] <Ordinastie> I know some
sites did it when I asked them
L56[02:34:23] <Ordinastie> most don't
though
L57[02:36:18] <IoP> is content of the page
his own content or full copy?
L58[02:37:39] <Ordinastie> I don't really
care if they copy personally
L59[02:37:55] <Ordinastie> what I care
about though, is if they bypass the adfly link
L60[02:38:10] <Ordinastie> or even worse,
rehost entirely
L61[02:38:19] <Ordinastie> cut off
curseforge
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L63[02:43:27] <Subaraki> ^
L64[02:43:37] <Subaraki> thats what he
does
L65[02:43:41] <Subaraki> i'll try to create
an account
L66[02:43:47] <Subaraki> and ask him
politely
L67[02:43:52] <Subaraki> other
question
L68[02:44:01] ⇨
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L69[02:44:04] <Subaraki> is there anything
like a Graphics field available in gui's .
L70[02:44:05] <Subaraki> ?
L71[02:44:24] <Subaraki> i'm looking to get
the fontmetrics to calculate the display lenght of a string
L72[02:44:59] <Ordinastie> there is a
getstringwidth
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L74[02:45:58] <Subaraki> aha, thanks
:)
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L77[03:11:39] <Subaraki> what's the
difference between onBlockRemovedByPlayer and
onBlockDestroyedByPlayer ... ?
L78[03:19:30] <Corosus> no such thing as
onBlockRemovedByPlayer
L79[03:20:32] <Subaraki>
"removedByPlayer"
L80[03:20:33] <Subaraki> sorry
L81[03:20:39] <Corosus> theres a
removedByPlayer, looks like if that returns true,
onBlockDestroyedByPlayer is called
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L84[03:22:42] <Ordinastie> Subaraki, look
at call stack for both
L85[03:23:03] <Subaraki> sorry ._.
L86[03:23:06] <Subaraki> feel dumb
now
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L88[03:38:06] <fivestang> clear
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L91[03:51:53] <Koward> !gf
EntityVillager.isWillingToMate
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L102[04:36:52] <Subaraki> why does this
not open my gui ???
L103[04:36:53] <Subaraki>
FMLNetworkHandler.openGui(player, Telepads.instance,
GuiHandler.REMOVE_TELEPAD, player.worldObj,
oldExisitingPostion.getX(), oldExisitingPostion.getY(),
oldExisitingPostion.getZ());
L104[04:36:57] <Subaraki> its called
client side only
L105[04:36:59] <Subaraki> no
container
L106[04:37:06] <Subaraki> its a guiscreen
only
L107[04:40:00] <Ordinastie> then why not
displaying the gui directly ?
L108[04:40:38] <Subaraki> guihandler never
gets called ...
L109[04:40:40] <Subaraki> yeah, why
not
L110[04:40:43] <Subaraki> could do that as
well
L111[04:40:49] <Subaraki> that's what i
did before
L112[04:40:55] <Subaraki> wanted to change
to gui handler
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L114[04:41:14] <Ordinastie> why?
L115[04:41:26] <Ordinastie> do you
understand the point of the GuiHandlers ?
L116[04:41:58] <Subaraki> to provide a
container
L117[04:42:15] <Ordinastie> then you can't
call it client side
L118[04:42:24] <Ordinastie> that needs to
be done server side
L120[04:42:32] <Subaraki> ah okay, that's
why
L121[04:45:33] <SquareWheel> Feature, not
a bug
L122[04:45:48] <Koward> When updating
mappings, the names in mod files are not updated. It's a hassle to
update them manually. Is there another way ?
L123[04:50:30] <Ordinastie> no
L124[04:50:42] <Ordinastie> if by mod
file, you mean your source
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L127[04:52:56] <Koward> Yes.
L128[04:53:10] <Ordinastie> then no
L129[04:53:41] <Ordinastie> but tbh,
updating mapping should really have nearly no impact on your
code
L130[04:54:23] <Koward> Just changing a
few methods and fields name. It's not about it being difficult
whatsoever, it's just a potential hassle if there are many
changes.
L131[04:54:35] <Ordinastie> there
aren't
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L135[05:01:08] <Koward> !gf
Material.field_189963_J
L136[05:02:11] <Koward> !gm
func_189652_ae
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L138[05:03:09] <Koward> !gm
func_189654_d
L139[05:03:46] <Ordinastie> why are you
having so many ?
L140[05:04:35] <Koward> Long time
jump
L141[05:04:48] <Koward>
18/05->06/10
L142[05:05:06] <Koward> !gm
func_189694_a
L143[05:05:22] <Ordinastie> if you have
more, consider PMing the bot directly
L144[05:06:30] <Corosus> or join #mcpbot
for spamilicious good times
L145[05:07:15] <Koward> Oh damn I'm
spamming again.
L146[05:07:20] <Koward> That was it
anyway, sorry.
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L163[05:53:14] <BordListian> this is
strange
L164[05:53:38] <BordListian> is there an
extra step i need to take to make particles not fullbright?
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L168[05:58:54] <Corosus> i havent used it
before but the code suggests fx layer 3 is full bright, the usual
ones (0 and 1) arent
L169[05:59:21] <BordListian> hm
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L171[06:00:12] <Corosus> or rather, not
full bright, but "lit"
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L174[06:19:19] <BordListian> ech
L175[06:19:26] <BordListian> this is just
more trouble than its worth
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L194[06:50:46] <Subaraki> The Ender Dragon
obstructs you from going back !
L195[06:50:51] <Subaraki> is that correct
english ? ^^
L196[06:50:53] <Subaraki> ^ *
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L199[06:53:43] <SquareWheel> It's a
complete sentence. Not entirely clear what it means without context
though.
L200[06:54:46] <Subaraki> teleporting pads
cannot get you out of the ender while the dragon is alive
L201[06:55:34] <SquareWheel> Ah, well in
that case I wouldn't use the word obstruct. It implies that the
dragon physically blocks your path.
L202[06:56:15] <Subaraki> yeah. i had a
suggestion from someone : The power of the Ender Dragon is jamming
your Telepad !
L203[06:56:25] <Subaraki> that soudns
correct and better then obstruct
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L205[06:56:42] <SquareWheel> Definitely
more "in lore".
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L209[06:59:12] <BordListian> >jamming
is more in lore than obstruct
L210[06:59:34] <BordListian> "The
Ender Dragon prevents your return" ?
L211[07:00:37] <BordListian> then again,
hitech telepads
L212[07:01:29] <SquareWheel> High tech?
Maybe "The dragon's energies destabilize/disrupt the
frequency."
L213[07:01:54] <SquareWheel> I don't know
why I pluralized energy.
L214[07:04:47] <gigaherz> meh too
direct
L215[07:05:42] <gigaherz> "There's a
strong interference in the area" let people figure out what
that means ;P
L216[07:05:56] <SquareWheel> The only
problem I see is they might not realize it'll work once the dragon
is dead.
L217[07:06:08] <SquareWheel> They'd assume
it's like beds/compasses in the end.
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L219[07:06:53] <gigaherz> unless you show
a message when the dragon dies
L220[07:07:04] <gigaherz> ;P
L221[07:07:18] <gigaherz> but yeah
L222[07:08:06] <Subaraki> speaking of
that, since when do cages generate around the crystals in the end
... ?
L223[07:08:20] <SquareWheel> "The
dragon's roar seems to disrupt the machine"
playSound(roooooooar.ogg)
L224[07:08:25] <SquareWheel> I dunno. Lots
of ways to go with it.
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L226[07:08:35] <gigaherz> since 1.9's end
redesign
L227[07:08:45] <Subaraki> didnt know that
:o
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L234[07:44:01] <LatvianModder> You can now
respawn the dragon too, right?
L235[07:44:53] <gigaherz> yup
L236[07:44:57] <gigaherz> craft 4
crystals
L237[07:45:03] <gigaherz> put them around
the portal
L238[07:45:13] <gigaherz> and the respawn
"event" starts
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L311[10:41:06] <Subaraki> how would i go
about using a bucket of water on a block without actually pooring
water ?
L312[10:41:37] <gigaherz>
onBlockActivated?
L313[10:41:40] <gigaherz> or is it not
your block?
L314[10:42:02] <Bottersnike> Return true
from onBlockActivated
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L316[10:42:38] <gigaherz> othrwise
PlayerInteractEvent.RightClickBlock
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L319[10:46:52] <Subaraki> thanks o/
L320[10:46:57] <Subaraki> and yes it is my
bloc. i'll try that
L321[10:49:26] <Subaraki> and what's up
with not being able to activate blocks while sneaking ?
<_<
L322[10:49:35] <Subaraki> ive got two
colorable parts xD
L323[10:51:08] ⇦
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())
L324[10:52:40] <Bottersnike> Try opening a
chest while sneaking. It's a minecraft mechanic.
L325[10:52:57] <gigaherz> Subaraki: well
the idea is
L326[10:53:11] <gigaherz> if you sneak, it
will use the item rather than activate the block
L327[10:53:13] <gigaherz> it's nothing
new
L328[10:53:19] <Subaraki> true
L329[10:53:24] <Subaraki> forgot that
existed for a second
L330[10:53:42] <Subaraki> rightclickblock
event, here i come x)
L331[10:53:57] <Subaraki> unless that
would prevent players from being happy
L332[10:53:57] <Subaraki> hmmm
L333[10:54:49] <Bottersnike> Players
probably woudln't like that (depending on what the block is)
L334[10:54:55] <Bottersnike> On that
subject, what is the block?
L335[10:58:38] <Bottersnike> I'm getting
the error
L336[10:58:38] <Bottersnike> Cannot get
property PropertyInteger{name=level, clazz=class java.lang.Integer,
values=[0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15]} as
it does not exist in
BlockStateContainer{block=interdictiontorch:bamboo,
properties=[]}
L337[10:58:48] <Bottersnike> When trying
to set my material as Material.WATER
L338[10:59:03] <Bottersnike> What do I
need to add to my block to fix that?
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L341[11:05:14] <TechnicianLP> fluids(?)
are expected to have a propertyinteger for their level (how high
the water is)
L342[11:05:43] <Bottersnike> Whta's the
best way to manage that for an underwater plant? Google has been of
little help
L343[11:06:08] <Bottersnike>
*What's?
L344[11:06:45] <Bottersnike> ge
L345[11:07:03] <Bottersnike> ... Dat
keyboard lagg doe (end of typing on google)
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L347[11:07:57] <TechnicianLP> you could
try the material of lilypads ...
L348[11:08:15] <Bottersnike> That's
Material.WATER
L349[11:08:32] <TechnicianLP> wait ... let
me start my ide
L350[11:08:32] <Bottersnike> I've been
looking in the lillypad code but can't find how it does it
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L353[11:09:35] <tterrag|ZZZzzz> also
lilypads are not underwater
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L355[11:10:06] <Bottersnike> That's my
problem. I can't find any code that's properly underwater
L356[11:10:12] <tterrag> it's been done
before
L357[11:10:14] <tterrag> BoP did it
L358[11:10:17] <tterrag> mariculture
too
L359[11:10:23] <tterrag> go look up one of
those maybe
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L362[11:13:27] *
Bottersnike realllly doesn't want to have to look through the BoP
source
L363[11:13:32] <ShadCanard> o/
L364[11:14:02] <TechnicianLP> i guess you
could try material.plants and how that works out ...
L365[11:14:36] <Bottersnike> I did have
that, but that creates a water pocket
L366[11:15:33] <tterrag> yes, you need to
use water material
L367[11:15:57] <Bottersnike> But that
still gets me the error about not having "level"
L368[11:16:18] <gigaherz> then add
level?
L369[11:16:29] <Bottersnike> How?
L370[11:16:35] <gigaherz> it's a
blockstate property
L371[11:16:51] <Bottersnike> Okay. Whats
the best way to keep it the same as the original water level?
L373[11:17:02] <gigaherz> use similar
logic to water
L374[11:17:27] <gigaherz> (for controlling
the level based on the neighbours)
L375[11:18:00] <tterrag> and once again, I
recommend you read the source of a mod that has already done
this
L376[11:18:41] <Bottersnike> I was just
looking at marriculture, and I can't find the code that does
it
L377[11:19:25] <gigaherz> woudlb e nice if
"water level" was a property inherent to any block, so
that you could have submerged chests and such
L378[11:19:35] <gigaherz> instead of them
createing a pocket of air
L379[11:19:38] <gigaherz> -e
L380[11:19:45] <gigaherz> but yeah, not
the case ;P
L381[11:20:29] <Bottersnike> Would there
be a way other than a core mod to override the Block class to add
that?
L382[11:21:05] <tterrag> you couldn't do
that
L383[11:21:09] <tterrag> coremod or
not
L384[11:21:21] <tterrag> water level takes
up all metadata, which some blocks can't spare
L385[11:21:31] <Bottersnike> No? Could you
not just compleatly override the
"net.minecraft.block.Block" class
L386[11:21:33] <gigaherz> you'd need to
change the way mc works
L387[11:21:41] <Bottersnike> Ahh. You
could make everything a TE...
L388[11:21:44] <gigaherz> and add a sortof
layering system
L389[11:22:06] <Bottersnike> Or just a
custom render :P
L390[11:22:07] <gigaherz> I'd picture that
as a block being able to have both an IBlockState and an
IFluidState at the same time
L391[11:22:28] <gigaherz> where the
IFluidState would be water/lava/modliquid + level + stuff
L392[11:22:31] <gigaherz> but of
course
L393[11:22:38] <gigaherz> that'd require
massive changes tot he way the world grid works
L394[11:22:51] <gigaherz> to the*
L395[11:23:08] <Bottersnike> FFS... I
think my problem might be due to loading an older world. Brb while
I get minecraft started again
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L397[11:25:50] <Bottersnike> nope :P.
What's the class with blockWater? I've tried
net.minecraft.block.BlockWater but that doesnt exist
L398[11:26:21] <gigaherz> no, there's
BlockDynamicLiquid and BlockStaticLiquid
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L400[11:26:29] <gigaherz> Dynamic is for
when the water has moved recently
L401[11:26:33] <gigaherz> and is in
"quick update" mode
L402[11:26:45] <gigaherz> Static is for
when it hasn't changed in a while, and is in "slow
update" mode
L403[11:26:57] <Bottersnike> Thanks
L404[11:27:10] <gigaherz> in both cases,
level 0 is full block, and 1 to 15 are the separate water
levels
L405[11:27:14] <gigaherz> (or lava)
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L408[11:31:53] <Bottersnike> Do I want
BlockStaticLiquid or BlockLiquid?
L409[11:32:26] <gigaherz> did you look at
other mods?
L410[11:33:12] <Bottersnike> I tried but I
couldn;t work out mariculture and I didn;t even want to try with
BoP
L411[11:36:15] <gigaherz> uh
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L415[11:37:14] <Bottersnike> Giga, you are
da best
L416[11:37:22] <gigaherz> that took me 2
minutes
L417[11:37:22] <gigaherz> ...
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L419[11:37:39] <Bottersnike> I didn't know
the name...
L421[11:37:43] <Bottersnike> Replace I
with you
L422[11:37:55] <gigaherz> me
neither!
L423[11:38:16] <gigaherz> I just went to
common (because blocks are common), and then blocks, and thne I
looked for stuff that sounded watery
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L433[11:49:25] <Guest84976> hi
L434[11:49:36] <Guest84976> i was
wondering whats the best way to add textures to items
L435[11:50:49] <gigaherz> 1.10.2?
L436[11:50:55] <Guest84976> yes
L437[11:50:59] <gigaherz> (or well,
anything 1.8 and up? ;P)
L438[11:51:01] <gigaherz> then
L439[11:51:07] <Guest84976> no, 1.2.5
;P
L440[11:51:08] <gigaherz> in your
clientproxy, during the preinit phase,
L441[11:51:13] <Guest84976> yes?
L442[11:51:16] <gigaherz>
ModelLoader.setCustomModelResourceLocation
L443[11:51:23] <Guest84976> okidokie
L444[11:51:34] <gigaherz> with the item,
meta, and a
ModelREsourceLocation(item.getRegistryName(),"inventory")
L445[11:51:37] <gigaherz> then
L446[11:51:43] <gigaherz> you'll need the
model json for it
L447[11:52:01] <gigaherz> in
resources/assets/<modid in lowercase>/models/item/<item's
registry name>.json
L448[11:52:07] <gigaherz> with at
least
L449[11:52:24] <Guest84976> is it easy to
make a model for items?
L450[11:52:25] <gigaherz> {
"parent": "item/generated",
"textures": { "layer0": "<the item
texture location>" } }
L451[11:52:47] <gigaherz> yes ^
L452[11:52:58] <gigaherz> if it's a tool
instead of a plain item then
L453[11:53:04] <gigaherz> {
"parent": "item/handheld",
"textures": { "layer0": "<the item
texture location>" } }
L454[11:53:18] <gigaherz> if you want more
than one texture layer, you can add them as layer1 and up
L455[11:53:32] <gigaherz> if you want to
get fancier
L456[11:53:35] <gigaherz> you can use
blockstates json files
L457[11:53:36] <Guest84976> i think one
will be enough for now for my crappy mod
L458[11:53:38] <gigaherz> for items
L459[11:53:45] <gigaherz> and specify
different variant strings
L460[11:53:48] <gigaherz> rather than just
"inventory"
L462[11:54:23] <gigaherz> if you use a
blockstates json, however,
L463[11:54:29] <Guest84976> lol, github is
blocked where im at
L464[11:54:29] <gigaherz> the models will
always be in models/block
L465[11:54:30] <gigaherz> even for
items
L466[11:54:34] <Guest84976> but ill take
ur word for it
L467[11:54:39] *
gigaherz shrugs
L468[11:55:11]
⇨ Joins: glasspelican
(~quassel@stanley.glasspelican.ca)
L469[11:55:35] <Lumien> Does someone know
of a case where ModelBakeEvent gets called before
TextureStitchEvent.Pre ?
L470[11:55:59] <Bottersnike> I got my
block working, but now my game is asking for lots of different
models. Is there a way to tell it to ignore the level block varian
but still show water at the bottom of the block?
L471[11:56:21] <gigaherz> Lumien: i have
no idea which order they happen in
L472[11:56:32] <gigaherz> you should be
using a custom model loader, though
L473[11:56:39] <gigaherz> you avoid using
both bake event and stitch event
L474[11:56:40] <gigaherz> ;p
L475[11:56:52]
⇨ Joins: AforAnonymous
(bitch2k@dyn-051-236.vix2.mmc.at)
L476[11:57:12] <Guest84976> gosh darn it,
i cant scroll up in this irc client
L477[11:57:28] <gigaherz> waht do you
need? ;P
L478[11:57:44] <Guest84976> what did yo
say how to add texture to pre init, what method
L479[11:57:55] <gigaherz> [18:51]
(gigaherz): ModelLoader.setCustomModelResourceLocation
L480[11:58:20] <Guest84976> oh
L481[11:58:36] ***
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L483[11:58:49] <Guest84976> i already have
that
L484[11:59:12] <gigaherz> good thne you
have half the work done
L485[11:59:12] <gigaherz> ;p
L486[11:59:44] <Guest84976> whats the bit
where i add location of the texture?
L487[11:59:59]
⇨ Joins: tschm
(~tschm@xdsl-81-173-254-242.netcologne.de)
L488[12:00:15] <tschm> hey there :)
L489[12:00:59] ⇦
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L490[12:01:32] <Lumien> I use the events
to insert custom IBakedModel's into the system
L491[12:01:33] <Bottersnike> How do I make
my block only act like water when in water and not when out of
it?
L492[12:01:45] <Lumien> Custom Model
Loaders are used for models represented by files right?
L493[12:01:54] <tschm> I need some
kickstart help. I am a professional games programmer, but my java
years are over for like 10 years and i never developed a mc mod,
but like to start now
L494[12:02:16] <gigaherz> welcome :)
L495[12:02:17] <tschm> i use VS as my
default IDE, does anyone have a tutorial or help on how to set up
VS properly?
L496[12:02:25] <gigaherz> I wouldn't
recommend VS for this
L497[12:02:29] <gigaherz> as much as I
like VS myself
L498[12:02:41] <gigaherz> fetch IntelliJ
IDEA community edition
L499[12:02:46] <Guest84976> tschm: what
games did you work on if you dont mind me asking
L500[12:02:49] <tschm> hmm... what's the
difference to eclipse? or what does eclipse provide?
L501[12:02:59] <Bottersnike> Anyone?
L502[12:03:03] <Guest84976> intellij is
the best. :3
L503[12:03:19] <Lumien> eclipse is the
"suggested" ide for forge
L504[12:03:24] <Guest84976> eclipse is
like that mustang thats broken down and gets fixed up
L505[12:03:25] <tschm> Guest84976 I am
working on Looterkings. You can check it out in Steam :)
L506[12:03:34] <Guest84976> but intellij
is a bmw
L507[12:03:38] <Guest84976> ah nice!
L508[12:03:50] <McJty> Lumien, not really
(about suggested)
L509[12:03:56] <McJty> These days IntelliJ
is what is recommended
L510[12:03:56] <tschm> So what now,
eclipse or intellij? Have no clue of both of them, tbh :D
L511[12:04:02] <McJty> cpw's tutorials are
for IntelliJ
L512[12:04:06] <McJty> and there is better
support for it
L513[12:04:15] <gigaherz> eclipse works
just fine
L514[12:04:22] <gigaherz> but most of us
prefers anything else
L515[12:04:23] <gigaherz> ;p
L516[12:04:26] <Lumien> Thought lex said
it still was the suggested one on a panel at minecon
L517[12:04:27] <Guest84976> no
L518[12:04:27] <Lumien> Not sure
L519[12:04:38] <Guest84976> notepad++ is
where its at
L520[12:04:46] <Guest84976> manually
compiling with cmd
L521[12:04:49] <Guest84976> :D
L522[12:04:59] <McJty> Just edit bytecode
with a hex editor
L523[12:05:01] <McJty> What more do you
need?
L524[12:05:10] <Guest84976> right?!
L526[12:05:30] <tschm> do you recommend
that for a start or are there better resources?
L527[12:05:41] <McJty> That's a good
doc
L528[12:06:22] <gigaherz> that's the
official community-maintained docs
L529[12:06:23] <tschm> alright, so i'll
download intellij and have a look at the docs, does intellij itself
need a special setup i need to consider?
L530[12:06:25] <gigaherz> they are
incomplete
L531[12:06:29] <gigaherz> but the most
accurate you'll find
L532[12:06:34] <gigaherz> stay around here
on IRC, though
L533[12:06:34] <tschm> or anything else
super stupid basic, i should consider before start?
L534[12:06:39] <gigaherz> since we are the
best source of information
L535[12:06:49] <gigaherz> ;P
L536[12:06:57] <tschm> i will, no doubt, i
just hope to not spam you guys ;)
L537[12:07:19] <Guest84976> dont worry
nobody can spam better then a bit
L538[12:07:20] <Guest84976> bot
L539[12:07:31] <tschm> chats are always
the best source for help, so that's basically the first thing i
searched for, now that i am here.. i'll take a seat ;D
L540[12:07:39]
⇨ Joins: itachi1706
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L541[12:07:52] <Guest84976> good luck on
your mod tschm!
L542[12:07:54] <PaleoCrafter> Hey, that's
my seat
L543[12:08:33] <tschm> thx, let's see
where it can go and at what point i'll be like "well..ah, was
a good idea, but heck.. that's a lot of work" :D
L544[12:12:07] <gigaherz> I wondered that
at first
L545[12:12:25] <gigaherz> and no I have 4
"finished" mods and a couple in progress
L546[12:12:25] <gigaherz> ;P
L547[12:12:27] <Bottersnike> How do I set
a block to water?
L549[12:13:21] <Bottersnike> Danke
L550[12:13:22] <SquareWheel> Does
worldIn.setBlockState() not work?
L551[12:16:08] ⇦
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L552[12:16:41] <McJty> SquareWheel, not
work for doing what?
L553[12:17:08] <SquareWheel> Was asking
Botter if that didn't work for him.
L554[12:18:12] <Bottersnike> How would I
get the current level of a water block?
L555[12:18:15] <Subaraki> is there no way
to make an ibaked model out of a model base?
L556[12:18:23] <Bottersnike>
worldIn.getBlockState(pos).getProperties().get(LEVEL);
L557[12:18:29] <Bottersnike> Doesn't seen
to work
L558[12:19:33] <gigaherz> wat no
L559[12:19:39] <gigaherz>
state.getvalue(LEVEL)
L560[12:19:45] <gigaherz> no need to use
.getProperties
L561[12:20:02] <Bottersnike> Thanks
L562[12:21:23] <Bottersnike> Is there a
way to make dynamic models besides making 15 of them (for water
levels)
L563[12:22:03] <SquareWheel> For an item
placed in water? Shouldn't it always be max level?
L564[12:22:06] <gr8pefish> Anyone know if
there is a special (onItemStackRightClick) that works for items in
any inventory? i.e. you open your normal inventory by pressing 'e',
and then I want some special functionality if you right click on my
item while in that inventory. I have that done in my own inventory
(by overriding slotClick), but is there any non-messy way to extend
that to all inventories (or even just vanilla ones)?
L565[12:22:50] <gigaherz> nope, clicks
while on inventory are for interacting with slots
L566[12:22:52] <gigaherz> not the
items
L567[12:23:31] <gr8pefish> Well I mean
that works, I can get the item via the slot
L568[12:23:38] <gigaherz> yes of
course
L569[12:23:42] <gigaherz> but that's not
how mc works
L570[12:23:55] <gigaherz> i mean,
rightclicking has its own meaning
L571[12:24:08] <SquareWheel> It does seem
like it'd break player's expectations.
L572[12:24:11] <gigaherz> it grabs half of
the stack, while leaving the other half in the slot
L573[12:24:34] <gr8pefish> True, but this
item will only have a stack size of 1, so it shouldn't be that
confusing
L574[12:24:55] <SquareWheel> I'm not sure
how you'd override that. I doubt there's a Forge event for
it.
L575[12:25:14] <gr8pefish> Yeah idk if it
is even possible, just curious if any of you knew
L576[12:25:18] <Bottersnike> You could
have a look at inventory code to see how stack splitting is
called
L577[12:25:36] <gigaherz> no there isn't
any event for rightclicking slots, so far as I know
L578[12:25:48] <SquareWheel> I noticed
Java and C++ versions do stack splits differently. Java version
rounds up, C++ version rounds down.
L579[12:25:52] <SquareWheel> At least in
the initial release it did.
L580[12:26:17] <SquareWheel> Fun fact of
the day
L581[12:26:18] <gr8pefish> Is there an
event for just clicking slots? As I can differentiate between the
two given a ClickType param
L582[12:26:28] <gr8pefish> the two being
left vs right click
L583[12:27:06] <gigaherz> there's a
ClickEvent, but not a SlotClickEvent
L584[12:27:33] <gr8pefish> Yup, I'm
looking through forge now. So it should be possible, just will be a
little bit of work
L585[12:28:17] <gr8pefish> Essentially
copy over the isMouseOverSLot code, and then check if itemInSlot ==
myItem then do custom stuff
L586[12:30:24] <Bottersnike> So is there
any way to add water straight to my model?
L587[12:30:27] <Bottersnike>
(dynamicly)
L588[12:30:38] <gigaherz> Bottersnike: I
guess
L589[12:30:42] <gigaherz> forge does have
a model for water
L590[12:30:51] ⇦
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L591[12:30:57] <gigaherz> but it's not
something many people have done
L592[12:30:59] <Bottersnike> What't the
best way though withouth creating 15 model files
L593[12:31:06] <gigaherz> so you'll have
to either look at the few mods with water-stuff
L594[12:31:11] <gigaherz> or roll your own
solution
L595[12:31:23] <tschm> first thing: I
cannot run the command "gradlew setupDecompWorkspace"
because it fails at :decomileMC with JavaHeapSpace error
L596[12:31:27] <Subaraki> what parent do i
extend for acustom model block ?
L597[12:31:27] <gigaherz> the best way
will involve using forge's liquid models through
L598[12:31:33] <gigaherz> tschm: read the
docs page on it
L599[12:31:38] <gigaherz> it has a note on
how to fix it
L600[12:31:40] <Subaraki> tschm, you need
more ram
L601[12:31:44] <Subaraki> basicly.
L602[12:31:46] <gigaherz> you need to edit
the JVM args for gradle
L603[12:31:49] <gigaherz> and assign more
ram
L604[12:31:53] <gigaherz> the page
explains how
L605[12:31:54]
⇨ Joins: SatanicSanta
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L606[12:31:59] <tschm> what, i have plenty
of RAM.. hmm
L608[12:32:02] <tschm> i'll have a
look
L609[12:32:06] <SquareWheel> It's not
being allocated though.
L610[12:32:06] <gigaherz> yes but the JVM
isn't like .NET
L611[12:32:09] <tschm> ah isee
L612[12:32:11] <gigaherz> it has a hard
limit on ram
L613[12:32:42] <gigaherz> and the
decompile step needs a bit more than gradle is normally given
L614[12:32:44] <SquareWheel> You'll need
to bump up the max, especially if you run that command from inside
your IDE.
L615[12:32:52] <gigaherz> yeah on that
note
L616[12:32:53] <tschm> ohh god.. yes, the
big blue info box saying "In case you will receive an error
while running the task" -.- nvm
L617[12:33:00] <gigaherz> you don't need
to run gradlew externally
L618[12:33:04] <gigaherz> if you chose
IntelliJ IDEA
L619[12:33:10] <gigaherz> you can do all
the gradle tasks from within the IDE
L620[12:33:15] <gigaherz> (after you have
adjusted the RAM limit ;P)
L621[12:33:15] <tschm> i use IDEA,
yes
L622[12:33:25] <gigaherz> then my steps
for setting up a project in IDEA:
L623[12:33:28] <Bottersnike> Use the
gradle tab on the right
L624[12:33:33] <tschm> go ahear
gigaherz
L625[12:33:42] <gigaherz> 1. launch IDEA
and open the build.gradle file, and import using the default
choices
L626[12:33:59] <SatanicSanta> So, my model
loader is functioning as expected, but it appears that IModel#bake
is never being called...
L627[12:34:03]
⇨ Joins: raoulvdberge
(uid95673@2001:67c:2f08:6::1:75b9)
L628[12:34:03] <gigaherz> 2. open the
gradle panel (you can use the icon on the bottom-left corner to
open it)
L629[12:34:09] <gigaherz> and after it
shows the list of tasks
L630[12:34:19] <gigaherz> 3. doubleclick
the setupDecompWorkspace and wait for it to finish
L631[12:34:23] <SatanicSanta> gigaherz: I
find the gradle window to be annoying so I just use its terminal
window :P
L632[12:34:36] <gigaherz> 4. run the
genIntellijRuns task and wait for it to finish
L633[12:35:02] <SatanicSanta> too many
tasks
L634[12:35:03] <gigaherz> 5. click the
blue refresh icon *on the gradle panel* to resynchronize the IDEA
project with the gradle project
L635[12:35:17] <SatanicSanta> it takes
much longer to find the right task than to just run gradle from the
terminal directly :P
L636[12:35:27] <gigaherz> 6. Assuming you
have idea 2016+, you'll have to open the "run
configurations" list
L637[12:35:35] <gigaherz> go to edit
configurations
L638[12:35:44] <gigaherz> and for
Minecraft Client and Minecraft Server
L639[12:35:46] <tschm> i'll take the
challenge to open it from intellij :D
L640[12:35:53] <gigaherz> edit the
"use classpath of module"
L641[12:36:00] <Koward> I have missing
textures in domain minecraft (
http://hastebin.com/afiragexik.md ) I'm not sure
where to start looking. I don't see why these blocks would not use
the modid domain like the others.
L642[12:36:04] <gigaherz> so that it
points to the <xxxx>_main
L643[12:36:06] <gigaherz> module
L644[12:36:09] <gigaherz> rather than the
default choice
L645[12:36:18] <gigaherz> 7. enjoy
L646[12:36:35] <tschm> i'll come back to
those steps, thx
L647[12:36:42] <tschm> but.. i need to
increase ram.. hehe
L648[12:36:50] <SatanicSanta> oh, it also
appears that my item override list's handleItemState is never being
called
L649[12:36:55] <gr8pefish> ^ DOn't forget
to use that refresh button though, that caused me some large
annoyances when I forgot about it :P
L650[12:37:44] <gigaherz> tschm:
edit/create %userprofile%\.gradle\gradle.properties
L651[12:37:47] <gigaherz> and add a line
with
L652[12:37:48] <gigaherz>
org.gradle.jvmargs=-Xmx3G
L653[12:37:52] <tschm> it says i can only
increase RAM when the JVM is started.. i guess the command does
this itself, so how should i increase the ram?
L654[12:38:04] <gigaherz> read my last 3
lines ;P
L655[12:38:23] <SatanicSanta> I don't
recommend putting it in your global gradle props
L656[12:38:33] <SquareWheel> Close
everything Java related down, edit the file, then reopen
them.
L657[12:38:51] <gigaherz> nah gradle will
happily open a separate process in order to use those args
L658[12:40:52] ⇦
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L660[12:42:00] <tschm> gosh.. now i cannot
import because intelliJ gives me "Invalid Gradle JDK
configuration found"
L661[12:42:41]
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(~KGS@h-155-4-129-249.na.cust.bahnhof.se)
L662[12:44:00] <tschm> i guess i''ll use
the command line way :P
L663[12:44:10] <gigaherz> wait no
L664[12:44:15] <gigaherz> in IDEA
L665[12:44:18] <gigaherz> in project
structure
L666[12:44:21] <gigaherz> you can
configure the JDK
L667[12:44:30] <gigaherz> if you never
configured a JDK folder, it will say that
L668[12:45:12] <LatvianModder> gradle ivy
can download dependencies from just jars?
L669[12:45:21] <PaleoCrafter> Wat
L672[12:47:17] <tschm> so the jdk and not
the idea thingy?
L674[12:47:23] <gr8pefish> giga, where is
that MouseClick event?
L676[12:48:19] <gr8pefish> Bottersnike,
that is in the common package, maybe check out the client one for
rendering stuff
L677[12:48:28] <Bottersnike> Will do
L678[12:48:41]
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L679[12:50:28] ***
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L680[12:51:43]
⇨ Joins: Lordmau5 (~Lordmau5@mail.viet-pham.de)
L681[12:51:44] <tschm> i am confused :( It
needs a directory, but idk what to give it and it says "The
selected directory is not a valid home for JDK"
L682[12:51:46] <Lordmau5> o/
L683[12:52:54] <LatvianModder> select
whatever your jdk_xxx folder is
L684[12:53:04] <LatvianModder> Usually
C:/Program Files/Java/jdk_x
L685[12:53:20]
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L687[12:54:30] <Lordmau5> what the hell is
up with my block not wanting to trigger a render update even though
the whole functionaltiy behind it is working fine...?!
L688[12:54:49] ⇦
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L689[12:55:08] <SatanicSanta> If I have an
extremely dynamic IModel/IBakedModel/ItemOverrideList, what should
I be returning from getDependencies and getTextures?
L690[12:55:09] ***
PaleOff is now known as PaleoCrafter
L691[12:58:28] <gigaherz> SatanicSanta: if
you have dependencies, a list with the dependencies
L692[12:58:33] <gigaherz> otherwise
Collections.emptyList()
L693[12:58:40] <SatanicSanta> what is a
dependency in this sense
L694[12:58:45] <gigaherz> other models you
require
L695[12:58:54] <SatanicSanta> mkay
L696[12:59:00] <gigaherz> like, if you
assemble your models from like, a base model, a side model and a
hat model
L697[12:59:04] <gigaherz> you'd have on
the dependencies
L698[12:59:08] <gigaherz> the MRLs for
those models
L699[12:59:12] <SatanicSanta>
alright
L700[12:59:16] <SatanicSanta> and
getTextures?
L701[12:59:26] <gigaherz> same but for
textures that need to get stitched to the atlas
L702[13:00:00] <SatanicSanta> I have no
clue if they need to be so I guess I'll return an empty list here
too?
L703[13:03:45] <gigaherz> sure, you can
always change later
L704[13:04:48] ⇦
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L706[13:06:30] *
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L709[13:15:59] <Lordmau5> *whistles*
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L711[13:21:36] <Lordmau5> once again, I'm
either super stupid
L712[13:21:39] <Lordmau5> or... super
stupid
L714[13:23:29] <SatanicSanta> gigaherz:
Alright well it appears changing getDependencies and getTextures
made no difference \o/
L715[13:23:34] *
SatanicSanta is lost again
L716[13:23:35] <SatanicSanta> :P
L717[13:23:47] <Lordmau5> Oh you're
lost?
L718[13:23:49] <Lordmau5> So am I!
L719[13:23:54] <Lordmau5> We can be lost
together! ;_;
L720[13:23:58] <SatanicSanta> \o/
L721[13:26:59] <SatanicSanta> Lordmau5:
well i've been lost on this for about 2 weeks
L722[13:27:04]
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(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L723[13:27:13] <Lordmau5> oh...
L724[13:27:16] <Lordmau5> yea, for me it's
jsut today :D
L725[13:27:22] <SatanicSanta> heh
L726[13:27:31] <SatanicSanta> It's getting
quite frustrating
L727[13:28:36] <Lordmau5> I could
imagine
L728[13:29:05] <BordListian> Lordmau5,
what is dis
L729[13:29:30] <Lordmau5> that block
L730[13:29:38] <Lordmau5> it's not
updating properly when the tank is formed
L731[13:29:38] <SatanicSanta> gigaherz:
Wait a sec... Would I need to do something with the
ModelBakeEvent?
L732[13:29:41] <BordListian> how are you
trying to do the render update
L733[13:29:50] <BordListian>
setBlockState?
L734[13:30:08] <Lordmau5> do I need to
update it with setBlockState if it stays the same block?
L735[13:30:17] <BordListian> i don't think
so
L736[13:30:19] <Lordmau5> I would'Ve
assumed I need something like markBlockForUpdate or whatever
L737[13:30:29] <BordListian> let me check
setBlockState code
L739[13:30:39] <SatanicSanta> i believe
setBlockState calls the correct update method
L740[13:30:50] <Lordmau5>
markAndNotifyBlock
L741[13:30:59] <BordListian> what i'm
asking is, is that a tesr or a blockstate-based model
L742[13:31:09] <Lordmau5> blockstate
based
L743[13:31:13] <gigaherz> SatanicSanta: if
you have an ICustomModelLoader, no
L744[13:31:27] <BordListian> hm
L745[13:31:29] <BordListian> ok
L746[13:31:36] <SatanicSanta> gigaherz:
Hrm
L747[13:31:41] <Lordmau5> well technically
*also* a FastTESR, but that has nothing to do with the actual block
being rendered
L748[13:31:46] <Lordmau5> it's for the
fluid rendering + overlay around it
L749[13:31:57] <BordListian> obv
L750[13:32:04] <SatanicSanta> gigaherz: Do
you know of any reasons bake would never be called?
L751[13:32:16] <BordListian> are you
overriding getActualState
L752[13:32:20] <BordListian> or does it
have metadata
L753[13:32:34] <Lordmau5> overriding
getActualState
L754[13:32:35] <gigaherz> SatanicSanta:
are you referencing it?
L755[13:32:43] <gigaherz> from a
blockstates json
L757[13:33:19] <Subaraki> where am i
supposed to put my block jsons ?
L759[13:33:32] <Lordmau5>
assets.modname.blockstates.FILE
L760[13:33:32] <gigaherz> Subaraki:
models/block/?
L761[13:33:39] <Subaraki>
assets.modid.models.blocks nor blockstates seam to work
L762[13:33:40] <Subaraki> block
neither
L763[13:33:51] <Lordmau5> are you sure
they are being loaded ingame?
L764[13:33:58] <SatanicSanta> gigaherz:
yes
L766[13:34:04] <Lordmau5> @ Subaraki
L767[13:34:17] <Subaraki>
java.io.FileNotFoundException:
telepads:blockstates/telepad.json
L768[13:34:19] <Subaraki> yes
L769[13:34:23] <Subaraki> and i have my
block so yeah
L770[13:34:26] <SatanicSanta> gigaherz:
accepts() is returning true when it should be and loadModel is
returning the correct default model
L771[13:34:32] <Lordmau5> what is your
folder structure?
L772[13:35:17] <Subaraki> Caused by:
java.io.FileNotFoundException:
minecraft:models/blocks/cube_all.json it can't even find the basic
cube all ?
L773[13:35:41] <Subaraki> folder strcuture
is assets.modid.models.block
L774[13:35:48] <Subaraki>
assets.modid.models.item works fine
L775[13:35:50] <Lordmau5> modid is
lowercase, yea?
L776[13:35:54] <Subaraki> all my items
have their textures
L777[13:35:55] <Subaraki> yeah
L778[13:35:55] <Lordmau5> wait
L779[13:35:56] <Lordmau5> models?
L780[13:36:02] <Subaraki> json
L781[13:36:12] <Lordmau5>
assets.modid.blockstates.FILE
L782[13:36:17] <Lordmau5> if it's for the
block
L783[13:36:34] <Subaraki> yeah
L784[13:36:58] <Subaraki> and i need one
for the itemblock as well ?
L785[13:37:28] <SatanicSanta> gigaherz:
Perhaps I should be setting the model in the inventory variant
rather than in defaults?
L786[13:37:43] <Lordmau5> no idea
then...
L787[13:38:08] <Lordmau5> @ BordListian so
yea, overriding getActualState. That debug print in there is being
printed when I do a neighbor block update
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L791[13:46:41] ***
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L792[13:46:41] <Subaraki> aha
L793[13:46:43] <Subaraki> found my
error
L794[13:46:51] <Subaraki> forgot to enlist
it for registering the model ...
L795[13:46:53] <Lordmau5> hmm?
L796[13:46:56] <Lordmau5> Oh, haha
:D
L797[13:47:10] <Lordmau5> well, good job
on figuring out your problem :) - I'm still struggling...
L798[13:47:12] <Subaraki> sometimes i
forget that and i think it automaticly loads it from registry name
for some reason
L799[13:47:18] <Subaraki> what is your
problem ?
L800[13:47:40] <Lordmau5> My tile is not
properly triggering a render update upon a "method call"
in it
L802[13:48:10] <Lordmau5> it only does the
render update when I do a nearby block replacement or
something
L803[13:48:17] <Subaraki> looks like you
need to use
L804[13:48:18] <Subaraki> (second)
L805[13:48:25] <Lordmau5> Inb4 it's
something super obvious
L806[13:48:30] <Lordmau5> I will kill
myself if that's the case
L807[13:48:36] <Lordmau5> (I won't, but
still...)
L808[13:48:40] <Subaraki>
world.notifyBlockUpdate(pos, getDefaultState(), getDefaultState(),
3);
L809[13:48:45] <Subaraki> ._.
L810[13:48:48] <Lordmau5> ...
L812[13:49:00] <Lordmau5> Let me try your
method again
L813[13:49:09] <Lordmau5> it should have
the same effect, but this doesn't work
L814[13:49:10] <Lordmau5> one sec
L815[13:49:39] <Subaraki> how about using
1 instead of 3 ?
L816[13:49:43] <Subaraki> 1 is only
renderupdate
L817[13:49:50] <Lordmau5> oh
L818[13:49:51] <Lordmau5> wait what
L819[13:49:58] <Lordmau5> Yea, no worries,
I know where the issue is
L820[13:49:58] <Subaraki> as far as i can
remember
L821[13:50:00] <Lordmau5> PERFECT
L822[13:50:03] <Lordmau5> I HATE
MYSELF
L823[13:50:07] <Subaraki> the 3 are
flagswhere 1 is
L825[13:50:15] <Subaraki> you're welcome ?
:)
L826[13:50:20] <Lordmau5> yea kinda
:D
L827[13:50:36] <Subaraki> x)
L828[13:50:37] <Lordmau5> so basically, I
have 2 different types of updates for this (technically unnecessary
now, because I don't replace 8x8x8 blocks anymore with this new
method) but yea...
L829[13:50:43] <tterrag> yes for some
reason the flags are entirely different than they were in 1.7
L830[13:50:44] <Lordmau5> that
"UpdateType.STATE" isn't triggering the render update
lmao
L831[13:50:54] <Lordmau5> no, it's a
different issue
L832[13:51:14] <Subaraki> so, does it work
now ?
L833[13:51:16] <Subaraki> or still not
?
L834[13:51:22] <Lordmau5> It does work
fine now yea, thanks :D
L835[13:51:23] ⇦
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L836[13:51:25] <Subaraki> :D
L837[13:51:38] <Lordmau5> A combination of
wrong flags (I think? I mean, I had 8 before, so that should've
triggered EVERYTHING) + this crap
L838[13:51:50] <Subaraki> lol
L839[13:52:03] <Subaraki> t'was just the
method that wasn't correct :P
L840[13:52:13] <Subaraki> idk, i just gave
you that because it works great for me ._.
L841[13:52:16] <Lordmau5> na, little bit
different, but still
L842[13:52:33] <Subaraki> it's the 'little
bit different' that killed everything xD
L843[13:53:02]
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L844[13:53:02] <Subaraki> Lordmau5, what
mod are you workig on ?
L845[13:53:05] <Subaraki> it looks really
fancy
L846[13:53:06] <Guest75463> hi
L847[13:53:10] <Lordmau5> ffs
L848[13:53:12] <Lordmau5> Sup Guest
o/
L849[13:53:12] <Subaraki> hi guest alot
o.
L850[13:53:15] <gr8pefish> Well gigaherz,
thanks for the help with the click event. Almost got it to work by
using a GuiMouseEvent(that was easy), but now I have to track down
a server/client desync bug that is caused for my item (my own
update code, no doubt).
L851[13:53:37] <Subaraki> gr8pefish, can i
see that code ?
L852[13:53:39]
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L853[13:53:40] <Lordmau5> Subaraki
ffs
L854[13:53:45] <Subaraki> hmm ? ._.
L855[13:53:47] <Lordmau5> no
L856[13:53:49] <Lordmau5> that's the
mod
L857[13:53:50] <Lordmau5> :P
L858[13:53:55] <Subaraki> oh xD
L860[13:54:03] <Guest75463> im having some
trouble with getting textures to properly render
L861[13:54:04] <Subaraki> newmod : For
Fuck's Sake
L862[13:54:08] <Lordmau5> Fancy Fluid
Storage.
L863[13:54:11] <Subaraki> why doesn't this
mod work ???
L864[13:54:11] <Lordmau5> close :D
L865[13:54:16] <Subaraki> oooh :D
L866[13:54:24] <Lordmau5> But that
"for fucks sake" joke is intended ;)
L867[13:54:31] <Lordmau5> basically like
FML (Fuck My Life / Forge ModLoader)
L868[13:54:50] <Guest75463> i dont
appreciate you using that language
L869[13:54:51] <gr8pefish> Subraki, you
going to be on later? I have to run to class soon, and I only want
to push this commit to github once I figure out the desync
error.
L870[13:55:52] <Guest75463> im having some
trouble with getting item textures to properly render
L871[13:56:18] <Subaraki> Guest75463, 1.
we try to stay polite and it wasn't insulting. 2.tell more about
the problem. i can't smell it from here :)
L872[13:56:27] <Subaraki> which means,
just tell us instead of asking x)
L873[13:57:41] <Guest75463> the item
texture just isnt loading, i have the jason file and the proper
texture file in the right place
L874[13:57:50]
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L876[13:58:32] <tterrag> "jason"
lol
L877[13:58:37] <tterrag> Guest75463: look
in your log for missing texture/model errors
L878[13:59:27] <Lordmau5> This is going to
be fun... replacing old tanks with the new system
garshgfagafd.gfda.ag... >_>
L879[13:59:50] <Subaraki> Guest75463, how
did you register the model renderer ?
L880[14:00:17] ***
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L881[14:00:23] <Subaraki> should look
something like this, and be called in your client proxy :
L882[14:00:23] <Subaraki>
ModelLoader.setCustomModelResourceLocation(item,metadata,new
ModelResourceLocation(ModId+":"+location));
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L884[14:01:38] <SatanicSanta> lmao, KVIRC
is not enjoying those tab chars
L886[14:04:02] <Guest75463> this is
problem
L887[14:04:20]
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L888[14:04:35] <tterrag> ok well I doubt
your texture is in the minecraft domain
L889[14:04:39] <tterrag> what does your
model look like
L890[14:05:10] <Guest75463> u dont want to
know
L891[14:05:14] <Guest75463> :/
L892[14:05:22] <Guest75463> its a debug
tool
L893[14:05:23] <Guest75463> tis all
L894[14:06:05] <tterrag> no I do want to
know
L895[14:06:13] <tterrag> I am trying to
help you
L896[14:07:18] <SatanicSanta> Alright well
using the inventory variant instead of defaults had no difference
\o/
L897[14:07:23]
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L898[14:07:54] <M4thG33k> Is it possible
to use cached models and/or a TESR as an item model?
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L901[14:09:16] <tterrag> ...
L902[14:09:18] <tterrag> the model
FILE
L903[14:09:30] <Guest75463> m9 its not a
model file
L904[14:09:36] <Guest75463> the jason
file
L905[14:09:39] <Guest75463> ?
L906[14:09:57] <SatanicSanta> gah
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L908[14:10:46] <tterrag> let's start at
the basics. you do know it's JSON, not jason, right?
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L910[14:11:21] <Guest75463> json is short
for the guy who made that file type, Jason
L911[14:11:21] <Guest75463> right?
L912[14:11:34] <tterrag> no
L913[14:11:48] <Guest75463> oh
L914[14:11:51] <Guest75463> whops
L915[14:12:12] <tterrag> I'm not convinced
you are being serious. but in case you are, JSON stands for
Javascript Object Notation
L916[14:12:21] <tterrag> anyways
L917[14:12:44] <tterrag> you realize that
when I ask to see your model, I mean I want to see your model's
.json file, not literally a picture of your model
L918[14:12:46] <tterrag> right?
L919[14:12:55] <Guest75463> no i
didnt
L920[14:13:00] <Guest75463> i got
confused
L922[14:13:54] <Guest75463> there is
json
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L924[14:14:55] <tterrag> if this is an
item model, you just need mes:items/poke
L925[14:15:01] <tterrag> textures/ is
assumed
L926[14:15:06] <tterrag> but also you used
a colon
L927[14:15:29] <Guest75463> so just
mes:items/poke
L928[14:15:34] <Guest75463> item*
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L931[14:17:56] <Guest75463> git add
*
L932[14:18:04] <Guest75463> wrong
terminal
L933[14:18:42] <M4thG33k> Anyone know of
an example of an item model that depends on NBT data I can try to
learn from?
L934[14:19:12] <Subaraki> Could not load
model definition for variant telepads:telepad wtf
L935[14:19:16] <Subaraki> my block isn't
even there
L936[14:19:26] <Subaraki> what's wrong
with my blocks for crying out loud >_>
L937[14:19:50] <Subaraki> M4thG33k, have
you tried predicate on the nbt ?
L938[14:19:58] <Subaraki> dont know if
that actually works. just a thought
L939[14:20:21] <M4thG33k> What do you mean
by "predicate on the nbt"?
L940[14:20:43] <Subaraki> like bows
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L942[14:20:57] <Subaraki> bows use
'predicate' to determine when to change texture
L943[14:21:13] <Subaraki> that's based of
off the integer pullbacktime
L944[14:21:18] <Subaraki> or somin like
that
L945[14:21:27] <Subaraki> maybe you could
'predicate' on nbt values ?
L946[14:21:33] <tterrag> no
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L948[14:21:52] <tterrag> you have to make
an IItemOverride which converts the NBT value into something usable
by the model
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L952[14:27:05] <Subaraki> Lordmau5, does
your mod actually drain stuff ?
L953[14:27:41] <fdz> TehNut, r u
there?
L954[14:29:37]
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L956[14:31:12]
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L957[14:35:03] <barteks2x> I finally made
a noise generator that is broken in the same way as minecraft noise
generator, but independent of starting position :D
L958[14:36:08] <gigaherz> heh
L959[14:36:16] <Lordmau5> help
L960[14:36:17] <Lordmau5> drain
what?
L961[14:36:31] <Subaraki> the source
L962[14:36:44] <fdz> gigaherz, what mods
you make?
L963[14:36:56] ⇦
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L964[14:37:22] <Subaraki> can someone
explain me how block models work paired with itemblocks ?
L965[14:37:41] <Lordmau5> Na, it basically
works like a railcraft tank
L966[14:37:43] <Subaraki> cause none of it
is loading, and it's throwing me error on something like 4
locations where the telepad.json file cannot be found
L967[14:37:49] <Lordmau5> you got valves
on it and can rightclick with buckets or fluid containers
L968[14:38:02] <Subaraki> oh ? nice
L969[14:38:15] <Subaraki> so you can
indefintly drain water from one sourceblock ?
L970[14:39:19] <Lordmau5> err what
L971[14:39:28] <Lordmau5> it's tanks. It
doesn't implement any kind of pumps :P
L972[14:39:50] <Subaraki> ?
L973[14:40:00] <Lordmau5> Let's start from
zero.
L974[14:40:03] <Subaraki> but the mod site
shows pipes
L975[14:40:08] <Lordmau5> yes, that's from
Buildcraft
L976[14:40:11] <Subaraki> aaah
L977[14:40:11] <Lordmau5> shows
mod-interaction
L978[14:40:14] <Lordmau5> :D
L979[14:40:15] <Subaraki> false
advertising ! :o
L980[14:40:21] <Lordmau5> Yeaa... I need
to hit up maxpowa on that
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L982[14:45:26] <Subaraki> so
L983[14:45:32] <Subaraki> modelloader is
for item registration ...
L984[14:45:43] <Subaraki> and given my in
world block already has a model from tesr ....
L985[14:45:52] <Subaraki> i never needed
to register a renderer for my block ...............
L986[14:45:57] *
Subaraki hangs himself
L987[14:46:03] <Subaraki> fml x_x
L988[14:46:54] ***
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L995[14:59:57] <Subaraki> pff, now my
model is invisible :/
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L997[15:00:30] <Subaraki>
"black": "blocks/wool_colored_black", is this
an acceptable format for textures ?
L998[15:00:39] <Subaraki> i'm talking
about the 'black' part
L999[15:00:41] <Subaraki> the name
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L1001[15:02:43] <Subaraki> nice
Lordmau5
L1002[15:02:52] <Subaraki> can it drain
the lava for the furnace ?
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L1009[15:20:12] *
Subaraki flips a table
L1010[15:21:52] <Subaraki> dafuq is wrong
with my json ?
L1011[15:21:56] <Subaraki> eveyrthing
reads fine
L1012[15:21:58] <Subaraki> no
errors
L1013[15:22:07] <Subaraki> is the
itemblock json suppsoed to link to the block json ?
L1014[15:22:16] <Subaraki> cause i got no
block json, just a model for my item
L1015[15:22:29]
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L1020[15:27:53] <howtonotwin> Subaraki:
Oooh model problems! My specialty! Dump all the things into a gist
or something :P
L1021[15:28:11] <Subaraki> what is all
the things ?
L1022[15:28:15] <howtonotwin> the
json
L1023[15:28:19] <howtonotwin> and the
code that registers it
L1024[15:28:27] <Subaraki> ever
registered blocks ?
L1025[15:28:40] <SquareWheel> There ya
are howto.
L1026[15:28:47] <howtonotwin> hello
there!
L1027[15:28:50] <howtonotwin> saw your
notes
L1028[15:29:08] <SquareWheel> It felt
like so much buildup for only a few notes, but yep, finally got
them to you.
L1029[15:29:35] <howtonotwin> Subaraki:
assuming "ever->even" it can't hurt to check as much
as possible :P
L1030[15:30:01] <howtonotwin> SW: it's
fine :P
L1031[15:30:05]
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384 seconds)
L1033[15:32:05] <Subaraki> the problem :
my model is invisble
L1034[15:32:12] <Subaraki> like, nothing
is rendering.
L1035[15:32:14] <Subaraki> it's
void
L1036[15:32:43] <gigaherz> [21:37] (fdz):
gigaherz, what mods you make?
L1038[15:32:53] <gigaherz> wait he
left
L1039[15:32:54] <SquareWheel> Does
setCustomModelResourceLocation take 4 args?
L1040[15:32:54] <gigaherz>
nevermind
L1041[15:33:38] <howtonotwin> are you
initing the block AFTER the item? Or was that just a typo?
L1042[15:33:46] *
Subaraki reloads textures with f3 t
L1043[15:33:59] *
Subaraki is astonished as all of a sudden, it freakin
works
L1044[15:34:08] <Subaraki>
"parent": "block/cube",
L1045[15:34:10] <Subaraki> oh okay
L1046[15:34:13] <Subaraki> well f*
me
L1047[15:34:34] <SquareWheel> Ech, I
can't read. Though inventory was outside.
L1048[15:34:38] <SquareWheel>
Thought*
L1049[15:37:46] <howtonotwin> wait the
json is models/block model or a models/item model?
L1050[15:41:15]
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L1058[15:57:56] <Mattizin> Hi Guys, can i
add 2 blockstates to and block?
L1059[15:58:05] <Mattizin> an facing +
and Enum?
L1060[15:58:13] <Mattizin> and an
enum*
L1061[15:58:40] <howtonotwin> ofc
L1062[15:58:47] <howtonotwin> make two
properties
L1063[15:58:57] <Mattizin> but how do i
getMetaFromState then?
L1064[15:59:13] <Mattizin> do i need to
switch though every combination?
L1065[15:59:16] <Mattizin> through*
L1066[15:59:34] <howtonotwin> why a
switch?
L1067[15:59:47] <howtonotwin> why not bit
magic and enum.values[ordinal]?
L1068[15:59:57] <Mattizin> bit
magic?
L1069[15:59:59] <Ordinastie> if your enum
is to big, you can't store it all in the meta
L1070[16:00:06] <Ordinastie> you only
have 4 bits to work with
L1071[16:00:08] <Mattizin> enum has 3
types
L1072[16:00:15] <Mattizin> and facing
which has 6 should work
L1073[16:00:19] <Ordinastie> it
doesn't
L1074[16:00:22] <howtonotwin> 6*2 =
18
L1075[16:00:23] <howtonotwin> no
L1076[16:00:24] <Mattizin> -__
L1077[16:00:26] <howtonotwin> **3
L1078[16:00:29] <Mattizin> hmmm
L1079[16:00:30] <howtonotwin> 18 >
16
L1080[16:00:34] <howtonotwin> it won't
fit
L1081[16:00:39] <Mattizin> well
L1082[16:00:42] <Mattizin> what to do
else?
L1083[16:00:47] <Ordinastie> you need
3bits for the direction, 2 for the enum
L1084[16:01:05] <Ordinastie> 1) different
blocks
L1085[16:01:08] <Ordinastie> 2) TE to
store the data
L1086[16:01:49] <Mattizin> Will be
different blocks then, i just tried to do 3 blocks of one
multiblock in one class, but its no problem if they are their own
blocks ;)
L1087[16:01:54] <Mattizin> thank you very
much
L1088[16:04:11]
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(~quassel@c-98-230-115-91.hsd1.fl.comcast.net)
L1093[16:07:11] <Chaos_Therum> so any
idea what could cause minecraft to suddenlu start flickering. so
far it's only happened in the inventory and I lose control of the
game with no error
L1094[16:07:11] <Chaos_Therum> moving the
window caused the whole thing to go black
L1096[16:08:03] <howtonotwin> I see
optifine
L1097[16:08:06] <howtonotwin> might be
that
L1098[16:08:21] <howtonotwin> try without
it?
L1099[16:09:08] <Chaos_Therum> I can't
run the game without it and I've put a good 30 hours in without
this problem until now
L1100[16:09:53] <Chaos_Therum> could
better foliage cause it?
L1101[16:10:40] <Chaos_Therum> I just
added that recently
L1102[16:11:12] <howtonotwin> remove mods
until you no longer see it, then keep testing until you find
whatever is causing it
L1103[16:11:22] <howtonotwin> not sure
what better foliage does
L1104[16:11:34] <Chaos_Therum> hrm now
it's not even running
L1105[16:11:36] <howtonotwin> but it may
be conflicting with optifine in some manner
L1106[16:11:54] <howtonotwin> optifine
tends to do that, it's in its nature :P
L1107[16:12:16] <Chaos_Therum> like i
said without optifine it's unplayable
L1108[16:12:20] <howtonotwin> note that
this is 1.7 and whatever I say may be inaccurate
L1109[16:12:52] <howtonotwin> try without
better foliage then
L1110[16:13:35] <Chaos_Therum> I think
that will be my first thing i try. btw better foliage makes logs
rounded and adds 3d grass to blocks etc
L1111[16:15:58] <howtonotwin> On another
note, ItemCameraTransforms.TransformType.NONE has no usages
anywhere that I can see. What is it's purpose?
L1112[16:17:16] <Chaos_Therum> I have no
idea I'm playing a modpack so I'm not sure of all that's in here.
what even is that.
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L1114[16:18:41] <howtonotwin> that's my
own question
L1115[16:18:46] <howtonotwin> completely
separate
L1116[16:18:54] <howtonotwin> doesn't
even exist in 1.7's code :P
L1117[16:19:52] ***
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L1118[16:19:57] <Chaos_Therum> Well I
have no idea
L1119[16:20:03] <howtonotwin> not asking
you :P
L1120[16:20:35] <gigaherz> anyone happens
to know how to use random things in dev?
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L1122[16:20:44] <gigaherz> someonehas
complained that my enderthing chests don't work with it
L1123[16:20:58] <Chaos_Therum> Maybe it's
just something that some modder forgot to delete before
compiling
L1124[16:21:02] <Ordinastie> dropping the
jar directly doesn't work ?
L1125[16:21:12] <howtonotwin> lol it's
vanilla code :P
L1126[16:21:19] <gigaherz> no, it
complains about mappings, sec
L1127[16:21:34] <Ordinastie> and they
don't provide dev ?
L1128[16:21:47] <gigaherz> Caused by:
java.lang.RuntimeException: Couldn't find MCP mappings.
L1129[16:21:47] <gigaherz> at
lumien.randomthings.asm.MCPNames.readMappings(MCPNames.java:71)
~[MCPNames.class:?]
L1130[16:22:01] <Chaos_Therum> Well shows
how much i know
L1131[16:22:29] <Ordinastie> if you can't
find a dev jar, maybe try manual deobf with BON
L1132[16:22:55] <Lumien> It needs an mcp
folder in your "main folder" which contains fields.csv
& methods.csv
L1133[16:23:16] <gigaherz> main folder
being run\or the build.gradle?
L1134[16:23:38] <Lumien>
build.gradle
L1135[16:25:23] <gigaherz> okay that
worked, thx
L1136[16:25:27] <barteks2x> It's possible
to get the location of MCP mapping from code without assumign where
it is...
L1137[16:26:42] <barteks2x>
System.getProperty("net.minecraftforge.gradle.GradleStart.srg.srg-mcp")
is enough to get the location
L1138[16:27:15] <gigaherz> now that you
are around, Lumien, does the (Advanced) Item Collector have some
requirements regarding what it can be placed on?
L1139[16:27:35]
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L1140[16:28:53] <Lumien> Yes it has to be
an inventory
L1141[16:28:58] <gigaherz>
IInventory?
L1142[16:30:03] <Lumien> Yeah
L1143[16:30:05] <Lumien> Will have to fix
that
L1144[16:30:07] <gigaherz> aha that
explains it
L1145[16:30:26] <gigaherz> it doens't
even work with your own iron dropped ;P
L1146[16:30:28] <gigaherz> dropper*
L1147[16:30:44] <gigaherz> okay closing
as "not my fault" ;P
L1148[16:30:47] <Lumien> Yeah, kinda
switched to IItemHandler without updating existing stuff xD
L1149[16:30:50] <Lumien> yes,
sorry^^
L1150[16:32:29] <gigaherz> np
L1151[16:32:40] <gigaherz> okay that
means the mod is ready for a new release :D
L1152[16:33:15] <gigaherz> (after some
code cleanups and another round of testing)
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L1157[16:42:01] <Noc7is> In an entity, is
rotationYaw even synced up to the client properly? I've got an
entity that spawns other entities around it based on rotationYaw,
but the location they spawn, based on that rotation, is completely
different from the rotation of the model, which is what leads me to
think the client is terribly synced up.
L1158[16:42:43] <Noc7is> If i manually
set the rotationYaw on both the client and server, they spawn in
the correct location, but without forcefully setting it, that
problem occurs.
L1160[16:45:06] <Noc7is> Or well, the x
and z coordinates based on rotation yaw.
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L1163[16:53:24] <Noc7is> AFK, private
message me if any of you have an answer
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L1171[17:18:34] <masa> Noc7is: I think
when an entity is first spawned/created on the client it seems to
have a default yaw, or some such
L1172[17:19:20] <masa> I remember
noticing that when I for example release mobs from my capture item,
they first face in a default direction, but as soon as I nudge
them, then theyir rotation suddenly updates. Or if they start
moving on their own
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L1175[17:27:49] <Noc7is> Hm, thats
strange
L1176[17:29:26] <masa> not sure if that's
a bug or a feature of teh entity spawn packets
L1177[17:32:12]
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L1179[17:38:26] <NilesGaming> Hello
L1180[17:38:42] <NilesGaming> Does any1
know of a teamspeak for game devs?
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L1182[17:38:47] <NilesGaming> gu
L1183[17:38:50] <NilesGaming> hi
L1184[17:38:54] <LordFokas> heyo o/
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L1190[17:51:57] <LordFokas> what can
cause an item to have a mismatched texture? (besides mistyping the
texture name)
L1191[17:52:12] <LordFokas> (1.9.4 here
btw)
L1192[17:52:59] <LordFokas> I have an
ingot that has something else's texture, and that something else
has that pink and black "missing" one. All files seem to
be fine...
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L1198[18:00:17] <LordFokas> I have
literally the same thing for every item and only those 2 are
misbehaving
L1199[18:00:32] <LordFokas> model loading
and definitions are fine.
L1200[18:01:14]
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L1201[18:03:05] <howtonotwin>
pastebins?
L1202[18:03:08] <howtonotwin> and
logs
L1203[18:05:40] ***
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L1204[18:09:41] <howtonotwin>
SquareWheel: do you think I should add an "Examples"
section to the model docs?
L1205[18:09:50] <howtonotwin> like gists
of sample code and JSON
L1206[18:10:00] <howtonotwin> and then a
short desc of how they work and what they do?
L1208[18:12:47] <LordFokas> log ^ (from
eclipse output)
L1209[18:13:08] <LordFokas> I can go dig
for FML's super detailed log if you need me to
L1210[18:13:09] <howtonotwin> Exception
loading model for variant
stargatetech2:block.busCable#inventory
L1211[18:13:24] <LordFokas> that's not
the issue
L1212[18:13:30] <howtonotwin> are you
setting the registry name from the unloc name by any chance?
L1213[18:13:41] <howtonotwin> that's just
a no from a style standpoint
L1214[18:13:51] <howtonotwin> searching
for the actual issue commences now
L1215[18:14:30] <LordFokas> the problem
right now is with the TabletPC and Naquadah Ingot
L1216[18:14:48] <LordFokas> the ingot has
the tablet's texture, the tablet has no texture
L1217[18:15:26] <LordFokas> the ingot
item has a few subtypes, all work except the ingot, (subtype
#0)
L1218[18:16:19] <howtonotwin> show the
registering code for the models too
L1219[18:16:29] <howtonotwin> and the
JSONs while you're at it
L1220[18:18:27] <howtonotwin> the only
thing off the top of my head that could cause a
MissingVariantException though
L1221[18:18:28] <howtonotwin> is a
typo
L1222[18:19:10] <LordFokas> let's keep
this in mind
L1223[18:19:31] <LordFokas> I'm still
porting from 1.7.10, haven't modded in over a year
L1224[18:20:11] <LordFokas> I'm
struggling to grasp wtf this whole JSON overly complicated hell
is
L1225[18:20:32] <howtonotwin> one
moment...
L1226[18:20:52] <LordFokas> I've read
tons of docs by now
L1227[18:21:15] <LordFokas> everything is
so simple everywhere, nothing ever works for me
L1228[18:21:42] <howtonotwin> step 1:
Forget everything about models
L1231[18:21:42] <howtonotwin> step 3:
yell at me if nothing makes sense
L1232[18:21:55] <howtonotwin> but
pastebin it first
L1233[18:22:15] <howtonotwin> so we can
solve the problem before going on a brainmelting field trip
L1234[18:22:23] <howtonotwin> :P
L1236[18:22:50] <LordFokas> this is how
I'm declaring models
L1237[18:23:11] <howtonotwin> that's
crashy
L1238[18:23:16] <howtonotwin> all of that
is client only
L1239[18:23:21] <howtonotwin> do it in
ClientProxy
L1240[18:23:48] <LordFokas> of
course
L1241[18:23:51] <LordFokas> ffs
L1242[18:24:18] <howtonotwin> also modids
and resourcelocation domains (the thing before the : in a
ResourceLocation) should be lowercase
L1243[18:24:25] <howtonotwin> ^ enforced
in 1.11
L1244[18:24:36] <LordFokas> great!
L1245[18:24:45] <howtonotwin> other than
that it's fine
L1246[18:24:46] <LordFokas> let's break
all my shit
L1247[18:24:55] <howtonotwin> json
time!
L1248[18:25:09] <LordFokas> Notch, come
back, I forgive yooouuuu!!!!
L1249[18:25:29] <howtonotwin> by the time
forge comes out for 1.11 there might well be a corrective rewriting
of modids or something so nothing breaks :P
L1250[18:25:33] <howtonotwin> idk I'm not
lex
L1251[18:26:00] <howtonotwin> but
jsons
L1252[18:26:05] <LordFokas> alright
L1253[18:26:18] <LordFokas> so domains to
lowercase
L1254[18:26:27] <LordFokas> (does it
affect anything as of 1.9?)
L1255[18:26:27] <howtonotwin> and
modids
L1256[18:26:29] <howtonotwin> no
L1257[18:26:36] <howtonotwin> nothing
will happen until 1.11
L1258[18:26:37] <LordFokas> the modid is
the mod's domain
L1259[18:26:43] <howtonotwin> domain !=
modid
L1260[18:26:52] <howtonotwin> modid is
the thing in @Mod that uniquely identifies code
L1261[18:26:54] <gigaherz> the modid is
the default domain for all resources in the mod
L1262[18:26:58] <howtonotwin> the domain
is just a directory
L1263[18:27:04] <howtonotwin> that is
usually your modid
L1264[18:27:05] <gigaherz> but you can
have arbitrary domains
L1265[18:27:10] <LordFokas>
oooooooooooooooh
L1266[18:27:19] <gigaherz> blah:xx
L1267[18:27:19] <LordFokas> alright
L1268[18:27:21] <gigaherz> will point
to
L1269[18:27:27] <gigaherz>
assets/blah/xx
L1270[18:27:40] <LordFokas> that's
actually nice
L1271[18:27:59] <gigaherz> if no domain
isp rovided, minecraft is assumed
L1272[18:28:13] <howtonotwin> but modids
have to be lowercase too
L1273[18:28:20] <howtonotwin> basically
everything must be snake_case by 1.11
L1274[18:29:05] <gigaherz> I renamed all
my blocks & items to use snake case too
L1275[18:29:16] <howtonotwin> the wiki
shows that literally all identifiers in the game are snake_case in
1.11
L1276[18:29:21] <howtonotwin>
entities
L1277[18:29:27] <howtonotwin>
blocks
L1278[18:29:28] <howtonotwin> items
L1279[18:29:29] <howtonotwin> all of
it
L1280[18:29:30] <howtonotwin>
snake_case
L1281[18:29:32] <gigaherz> the only
things remaining with camelCase are some translation keys
L1282[18:29:36] <gigaherz> (in my
mods)
L1283[18:29:39] <LordFokas> let's make
this game in Java, store data in JSON, and name shit like C
L1284[18:29:45] <howtonotwin> =D
L1285[18:29:47] <LordFokas> makes sense
to me
L1286[18:29:49] <howtonotwin>
#mojang
L1287[18:29:53] <gigaherz> it makes sense
actually
L1288[18:30:08] <gigaherz> case
sensitivity in filesystems is platform-dependant
L1289[18:30:23] <gigaherz> NT is
"case-preserving", which means if you write something
with uppercase, it remembers
L1290[18:30:23] <LordFokas> could be
worse
L1291[18:30:36] <gigaherz> but it will
compare to equal something that is different case
L1292[18:30:39] <LordFokas> could be
XML
L1293[18:30:41] <gigaherz> in linux it's
always case-sensitive
L1294[18:30:43] <gigaherz> and in
OSX
L1295[18:30:47] <gigaherz> it's
BOTH
L1296[18:30:54] <gigaherz> high-level
APIs are case-preserving
L1297[18:31:02] <gigaherz> low-level
syscalls are case-sensitive
L1298[18:31:03] <LordFokas> OSX, always
the retarded one
L1299[18:31:14]
⇦ Quits: BordListian
(~BordListi@213-47-142-14.cable.dynamic.surfer.at) (Ping timeout:
198 seconds)
L1300[18:31:17] *
howtonotwin recalls Linus's rant on HFS being stupid
L1301[18:31:21] <LordFokas> ending lines
with \r and shit
L1302[18:31:40] <gigaherz> that was
before, though
L1303[18:31:41] <howtonotwin> not here to
debate OSs or FSs
L1304[18:31:43] <gigaherz> modern OSX is
\n
L1305[18:31:47] <howtonotwin> :P
L1306[18:31:50] <howtonotwin> moving
on!
L1307[18:31:51] <LordFokas>
improvement!!
L1309[18:32:04] <LordFokas> my models
^
L1310[18:32:12] <howtonotwin> yay a
proper file structure!
L1311[18:32:12] <LordFokas> although I
just found one mistake
L1312[18:32:20] <LordFokas> (not related
to items)
L1313[18:32:37] <gigaherz> there :3
L1315[18:32:47] <gigaherz> third release
of the week :P
L1316[18:32:47] <howtonotwin> "Core
& Automation kinda work. Fuck JSON & Fuck
Mojang!!"
L1317[18:32:50] *
howtonotwin lols
L1318[18:33:19] <LordFokas> I was
seriously pissed when I committed that
L1319[18:33:41] <LordFokas> I have a
severe aversion to convoluted systems
L1320[18:33:57] <howtonotwin> :P I had to
delete all and restart ~3 times to get a hold on it
L1321[18:34:08] <LordFokas> and I already
had everyhting stable and streamlined with IIcons
L1322[18:34:48] <LordFokas> as we say in
my country, I switched from horse to donkey
L1323[18:35:07] <howtonotwin> well I mean
the model system is faster
L1324[18:35:15] <howtonotwin> by like
1,000,000%
L1325[18:35:18] <howtonotwin> (jk)
L1326[18:35:22] <howtonotwin> but it's
still true
L1327[18:36:38]
⇦ Quits: KGS (~KGS@h-155-4-129-249.na.cust.bahnhof.se) (Ping
timeout: 198 seconds)
L1328[18:37:27] <howtonotwin> cognitive
dissonance in full effect?
L1329[18:37:32] <LordFokas> "let's
switch to a model system to make everything faster!" - uses
OpenGL 2.x
L1330[18:37:46] <howtonotwin> I'm seeing
the errors being for "block.naquadah"
L1331[18:37:59] <gigaherz> LordFokas:
it's not about faster
L1332[18:38:02] <LordFokas> but it's not
the block I want right now
L1333[18:38:04] <howtonotwin> but you're
registering them as "naquadah_ingot" and such?
L1334[18:38:10] <gigaherz> having models
in files lets resourcepack authors change the model
L1335[18:38:14] <LordFokas> there's a
block and an item
L1336[18:38:15] <gigaherz> which was
impossible before 1.8
L1337[18:38:38] <gigaherz> but whatever,
night ppl
L1338[18:38:38] ***
gigaherz is now known as ghz|afk
L1339[18:38:42] <LordFokas> o/
L1340[18:39:30] <TehNut> ...I love when
people ping you asking if you're there, but never ask their
question...
L1341[18:39:54] <howtonotwin>
java.io.FileNotFoundException:
stargatetech2:models/item/tablet_pc.json
L1342[18:39:56] <howtonotwin> wut
L1343[18:40:09] <howtonotwin> ok now I'm
confused
L1344[18:40:12] <LordFokas> oh yeah
L1345[18:40:25] <LordFokas> the file is
so totally there
L1346[18:40:36]
⇨ Joins: armctec (~Thunderbi@201.52.218.5)
L1347[18:40:40] <howtonotwin> I feel it's
a case thing
L1348[18:40:46] <howtonotwin> fix the
case?
L1349[18:40:48] <LordFokas> might be
:/
L1350[18:40:51] <howtonotwin> but I'm
hella confused
L1351[18:40:51] <LordFokas> gimme a
second
L1352[18:41:02] <LordFokas> but it
doesn't make sense
L1353[18:41:05] <howtonotwin> no
L1354[18:41:09] <howtonotwin> no it does
not
L1355[18:41:13] <LordFokas> because
windows doesn't care about case in the first place
L1356[18:41:17]
⇦ Quits: armctec (~Thunderbi@201.52.218.5) (Client
Quit)
L1357[18:41:37] <LordFokas> windows be
insensitive AF
L1358[18:42:21] <LordFokas> but the
folder inside the assets dir is lowercase
L1359[18:43:50]
⇨ Joins: illy
(~LordIllyo@2602:304:cf32:f980:d7b4:c6fb:fb09:5c82)
L1360[18:44:35] <LordFokas> ha! it
crashed
L1361[18:45:21] <TehNut> Wait so what's
the problem?
L1362[18:45:52] <LordFokas> it crashed
because I told it to load the previous save
L1363[18:45:57] <LordFokas> and some
names were changed
L1364[18:46:03] <TehNut> Oh I meant with
models
L1365[18:46:14] <LordFokas> I have no
fucking clue
L1366[18:46:23] <illy> boop o/
L1367[18:46:25] <LordFokas> howtonotwin
is the dude with the skills here
L1368[18:46:43] <TehNut> Well where are
you registering your item models
L1369[18:46:45] <TehNut> I'm not finding
it
L1370[18:46:48] <TehNut> may be
blind
L1371[18:46:50] <howtonotwin> in his
constructors
L1372[18:46:52] <LordFokas> and the
"knows"
L1373[18:46:57] <howtonotwin> and yes
that's dumb
L1374[18:47:05] <howtonotwin> told him to
fix it, will happen soon
L1375[18:47:11] <howtonotwin> just not in
the repo yet :P
L1376[18:47:19] <TehNut> Ah okay
L1377[18:47:22] <LordFokas> I take
shortcuts. When they work I put it in the correct places.
L1378[18:47:47] <LordFokas> otherwise
porting takes me MUCH longer
L1379[18:47:58] <LordFokas> and I don't
really have much time for modding these days :(
L1380[18:48:03] <TehNut> I think you want
"#inventory" not "#normal"
L1381[18:48:04] <howtonotwin> with the
model system you'll fine that not being organized = death
L1382[18:48:15] <TehNut> If you don't
specify a variant, it uses #normal
L1383[18:48:44] <LordFokas> but it always
uses #inventory in GUIs, right?
L1384[18:48:49] <howtonotwin> erm
L1385[18:48:54] <TehNut> new
ModelResourceLocation("StargateTech2:tablet_pc") ->
new ModelResourceLocation("StargateTech2:tablet_pc",
"#inventory")
L1386[18:49:01] <howtonotwin> no the MRL
constructor defaults to #normal
L1387[18:49:09] <TehNut> Yes that's what
I just said
L1388[18:49:10] <howtonotwin> not
#inventory
L1389[18:49:17] <howtonotwin> just
inventory
L1390[18:49:23] <TehNut> Oh right it adds
th #
L1391[18:49:38] <LordFokas> but I didn't
add that for the other items
L1392[18:49:41] <LordFokas> and it
freaking works
L1393[18:49:46] <howtonotwin> dark
magic
L1394[18:49:50] <howtonotwin> and
probably a bug
L1395[18:49:57] <howtonotwin> in forge or
vanilla
L1396[18:50:02] <howtonotwin> it doesn't
matter
L1397[18:50:59] <LordFokas> I fixed the
domains, nothing changed
L1398[18:51:09] <howtonotwin> add the
"inventory"
L1399[18:51:31] <howtonotwin> bc I'm
stupid enough not to know the default values in my own domain
>.<
L1400[18:53:19] <TehNut> On another note,
if you haven't already released this, lowercase your modid
L1401[18:54:30] <howtonotwin>
additionally reverse the unloc name -> reg name thing
L1402[18:54:40] <LordFokas> this has been
released more than a few times already
L1403[18:54:50] <howtonotwin> unloc names
should only ever be used for localization
L1404[18:54:58] <TehNut> ^
L1405[18:54:59] <howtonotwin> they should
never ever ever be used for anything else
L1406[18:55:06] <LordFokas> why?
L1407[18:55:14] <howtonotwin> because
that's not their purpose
L1408[18:55:27] <howtonotwin> the unique
identifier of a block, or anything registerable
L1409[18:55:32] <howtonotwin> if anything
is their reg name
L1410[18:55:34] <TehNut> They are an
"unlocalized name" which means "untranslated".
It is not a registry key. It is *only* for translation
purposes.
L1411[18:55:47] <howtonotwin> bc that's
what a reg name is
L1413[18:56:16] <LordFokas> I've been
doing this for more than a while now
L1414[18:56:23] <howtonotwin> they are
alphas :P
L1415[18:56:29] <TehNut> No releases for
1.9/1.10
L1416[18:56:30] <howtonotwin> break all
the world!
L1417[18:56:32] <TehNut> Change your
modid
L1418[18:56:37] <LordFokas> already
changed
L1419[18:56:58] <LordFokas> it'll be
alpha until it's mostly feature-complete
L1420[18:57:23] <TehNut> When I said
"haven't released", I meant for modern MC versions. Not
for dead versions
L1421[18:57:40] <LordFokas> but I lose
MONTHS of work every time I try to port to a new version
L1422[18:57:55] <howtonotwin> inb4 John_
comes back and rants
L1423[18:58:10] <TehNut> 1.8 was the only
one that should have caused you to "lose months"
L1424[18:58:28] <TehNut> 1.9+ were all
insanely quick
L1425[18:58:31] <LordFokas> I can't mod
daily
L1426[18:59:03] <howtonotwin> I think the
problem is that you seem to have all your old code mixed with the
new
L1427[18:59:05] <TehNut> Blood Magic took
20 minutes to port to 1.9 from 1.8.9. Another 20 minutes for 1.9 to
1.9.4. It worked fine for 1.10.X
L1428[18:59:16] <howtonotwin> 1.8 breaks
lots of things
L1429[18:59:19] <howtonotwin> lots and
lots
L1430[18:59:27] <howtonotwin> it won't
help to keep your old stuff around
L1431[18:59:37] <howtonotwin> bc it's
obsolete and almost useless
L1432[18:59:41] <LordFokas> I'm not
rewriting 10k lines of code
L1433[18:59:58] <LordFokas> there's A LOT
of logic in there that is to be kept
L1434[19:00:11] <howtonotwin> logic is
fine :P
L1435[19:00:26] <howtonotwin> e.g. TEs
have changed very little
L1436[19:00:34] <TehNut> All of that
IIcon stuff you have commented out can get thrown out
L1437[19:00:36] <TehNut> It's
useless
L1438[19:00:40] <howtonotwin> but many
other things have been nuked and rebuilt
L1439[19:01:00] <LordFokas> there are
comments explaining why it's commented out ;)
L1440[19:01:25] <TehNut> All of which can
be summed up to "IIcon doesn't exist anymore"
L1441[19:01:59] <LordFokas> all of which
rougly say "I don't want to forget what should be displayed in
each state"
L1442[19:02:25] <LordFokas> of course up
to 1.7 I did all that stuff programatically
L1443[19:02:30] <LordFokas> and it was
AMAZING
L1444[19:02:34] <TehNut> So the purpose
of Git branches, but while keeping commented code
L1445[19:03:08] <howtonotwin> also 1.9+
has IModel and IBakedModel
L1446[19:03:12] <LordFokas> I'm porting.
Not everything is clean
L1447[19:03:16] <howtonotwin> you can do
all that IIcon stuff there
L1448[19:03:39] <howtonotwin> kinda
L1449[19:03:41] <howtonotwin> sorta
L1450[19:03:45] <howtonotwin>
mayby-ish
L1451[19:03:46] <LordFokas> there's also
a package called ZZ_THRASH where I keep my
obsolete-but-still-important code
L1452[19:04:09] <howtonotwin> anyway
we're ranting on 1.8 vs. older things
L1453[19:04:15] <LordFokas> because I
found myself porting in the middle of a major refactoring
L1454[19:04:19] <howtonotwin> moving
on!
L1455[19:04:31] <howtonotwin> did you do
the "inventory" thing yet?
L1456[19:04:55] <howtonotwin> ping me
when you do a thing that seems important btw
L1457[19:05:00] <howtonotwin> I might be
writing docs
L1458[19:05:29] <LordFokas> my json has
only parent and textures objects
L1459[19:05:40] <howtonotwin> no the MRL
thing
L1460[19:05:40] <LordFokas> do I need to
get variants in there somehow?
L1461[19:05:42] <howtonotwin> in
code
L1462[19:05:43] <howtonotwin>
nononono
L1463[19:05:43] <LordFokas> oh
L1464[19:05:48] <howtonotwin> none of
that
L1465[19:05:55] <howtonotwin> your JSONs
are fine
L1466[19:06:01] <howtonotwin> except your
blockstates
L1467[19:06:07] <howtonotwin> for some
reason variants isn't quoted
L1468[19:06:20] <LordFokas> I fixed that
already :)
L1469[19:06:26] <howtonotwin> ok
L1470[19:06:32] <LordFokas> and the
reason is I do JSON mostly in JS
L1471[19:06:38] <LordFokas> which doesn't
require me to
L1472[19:08:32] <howtonotwin> ?
L1473[19:08:47]
⇦ Quits: RichardG (~richardg8@201.37.252.137) (Ping timeout:
183 seconds)
L1474[19:09:01] <LordFokas> I added the
inventory, nothing changed
L1475[19:09:33] <howtonotwin> literally
nothing?
L1476[19:09:54] <LordFokas> well...
there's no mention of it on the log
L1477[19:10:06] <LordFokas> but the item
is still a cube with pink texture
L1478[19:10:45] <howtonotwin> that's...
impossible?
L1479[19:10:53] <howtonotwin> or at least
very difficult to do accidentaly
L1480[19:11:01] <howtonotwin> there must
be something in the logs
L1481[19:11:02] <LordFokas> I don't
know
L1482[19:11:14] <LordFokas> I expect
literally nothing
L1483[19:11:39] <howtonotwin> if you ever
end up with a missing model I'll bet 99:1 that there's a
stacktrace
L1484[19:12:00] <howtonotwin> paste the
logs?
L1485[19:12:28] <LordFokas> let me go
find the über-detailed log
L1486[19:13:03] <howtonotwin> also while
you're at it study Botania (or whatever)'s code to see how to use
the model system
L1487[19:15:25] <howtonotwin> and please
remove all the blocks that are also failing to model
L1488[19:15:30] <howtonotwin> it's rather
distracting
L1489[19:16:12] <LordFokas> [01:11:09]
[Client thread/DEBUG] [FML/]: Item json isn't found for
'stargatetech2:tablet_pc#inventory', trying to load the variant
from the blockstate json
L1490[19:16:15] <LordFokas> ha!!
L1491[19:16:31] <howtonotwin> ohp I must
go for ~15 min
L1492[19:16:39] <howtonotwin> sorry
:(
L1493[19:16:42] <howtonotwin> brb
L1494[19:16:44] <LordFokas> I might just
put the mod to death
L1495[19:16:52] <LordFokas> and pick it
up never
L1496[19:17:01] <LordFokas> like I do
with every other project
L1497[19:18:00] <TehNut> Can you post the
full log?
L1498[19:18:05] <TehNut> There's usually
2 separate stack traces
L1499[19:18:17] <TehNut> 1 from the
Vanilla loader and one from the Variant loader
L1501[19:19:15] <LordFokas> knock
yourself out :)
L1502[19:19:34] <LordFokas> there's only
2 lines mentioning it, that I've found
L1503[19:22:03] <TehNut> tabletPC.json vs
tablet_pc.json
L1504[19:24:45] <LordFokas> that was
fixed
L1505[19:25:03] <LordFokas> that log is
from what's currently on the repo
L1506[19:25:03] <TehNut> Then why isn't
it on Git
L1508[19:25:14] <LordFokas> I just pushed
it moments ago
L1509[19:25:23] <TehNut> The last commit
was 5 minutes ago
L1510[19:25:28] <TehNut> And only changed
the texture line, not the file name
L1511[19:25:48] <TehNut> Oh and the
texture file name
L1512[19:26:04] <LordFokas> I might have
missed it
L1513[19:26:32] <TehNut> Actually it
looks like you changed it *from* tablet_pc.json to
tabletPC.json
L1514[19:27:15] <howtonotwin> lol
L1515[19:28:27] <howtonotwin> also no
need to restart MC every time you change something in assets/
L1516[19:28:32] *
TehNut likes his model registration system
L1517[19:28:34] <howtonotwin> as long as
the registering code is the same
L1518[19:28:40] <howtonotwin> F3+T
L1519[19:28:47] <TehNut> I think that
only works in debug
L1520[19:28:52] <howtonotwin> ?
L1521[19:29:05] <howtonotwin> That works
always
L1522[19:29:12] <TehNut> Does it?
L1523[19:29:17] <howtonotwin> that's part
of the vanilla game
L1524[19:29:29] <TehNut> No I mean
L1525[19:29:34] <TehNut> In your
IDE
L1526[19:29:39] <howtonotwin> the thing
that might not work is updating the files
L1527[19:29:46] <TehNut> It doesn't
refresh assets unless you're in Debug
L1528[19:30:14]
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L1529[19:30:21] <howtonotwin> true
L1530[19:31:18] <howtonotwin> but I think
you can force it in eclipse with f5
L1531[19:31:21] <howtonotwin> not
sure
L1532[19:31:26] <howtonotwin> needs
testing
L1533[19:32:52] <TehNut> LordFokas: Is
everything latest on Git? I'm bored enough to fix this myself
L1534[19:33:05]
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L1536[19:33:39] <LordFokas> give me a
moment
L1537[19:40:23] <LordFokas> yup
L1538[19:40:30] <LordFokas> we're back to
square one
L1539[19:40:40] <LordFokas> tablet
doesn't have icon
L1540[19:40:46] <LordFokas> ingot has
tablet's icon
L1541[19:40:52] <LordFokas>
FUUUUUUU
L1542[19:40:56] <TehNut> "nut pls
fix"?
L1543[19:42:20] <LordFokas> it's either
that or the mod gets put to death, probably to never be brought
back, so... sure.
L1544[19:42:34] <TehNut> okey dokey
L1545[19:43:01] <LordFokas> I'll build a
shrine in your honor right beside my bed
L1546[19:43:58] <TehNut> Nah, a small
donation of a million dollars will suffice.
L1547[19:43:59] <howtonotwin> oh
dear
L1548[19:44:00] <LordFokas> send me a few
pictures of you so I can make a statue out of solid gold
L1549[19:44:19] <howtonotwin> there
already is a statue of him made out of solid gold
L1550[19:44:21] <howtonotwin>
probably
L1551[19:44:31] <howtonotwin> maybe
L1552[19:44:39] <TehNut> Gradle DSL
method not found: 'compiole()'
L1553[19:44:42] <howtonotwin> the
universe is big :P
L1554[19:44:42] <TehNut> 10/10
L1555[19:44:50] <LordFokas> I shall setp
up the game then, and make it out of solid diamonds
L1556[19:44:55] <LordFokas> step*
L1557[19:45:16] *
LordFokas grabs iron pickaxe and miner helmet
L1558[19:45:54] <TehNut> Do you want me
to PR this when I finish or just tell you how to fix it
L1559[19:46:19] <howtonotwin> imma drop
out and work on my docs then
L1560[19:46:29] <TehNut> o/
L1561[19:46:34] <howtonotwin> also does
anyone know why TransformType.NONE exists?
L1562[19:46:46] <howtonotwin> nothing
uses it
L1563[19:47:19] <howtonotwin> and I don't
see why it'd be used over just baking the model as it was meant to
be.
L1564[19:47:32] <howtonotwin> right now I
just have it down as NONE - Unused
L1565[19:47:49]
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L1566[19:47:51] <howtonotwin> is that
really it?
L1567[19:48:02] <TehNut> No idea
L1568[19:50:31] <TehNut> How are you even
running this o.O There's so many compilation errors
L1569[19:50:40] <TangentDelta> I have a
bit of an odd request. I'm trying to recover an old mod that I
wrote all the way back for 1.4.5.
L1571[19:51:14] <tterrag> that's a
vanilla repair recipe
L1572[19:51:41] <TangentDelta> I only
have the compiled code, but not the sources. When I view the
decompiled source, the minecraft class file names are
obfuscated.
L1573[19:52:42] <TangentDelta> Is there a
resource somewhere with a table of deobfuscated minecraft class
file names?
L1574[19:52:47] <LordFokas> TehNut, feel
free to PR :)
L1575[19:52:47] <tterrag> BON(2)
L1576[19:52:54] <tterrag> not sure if
BON2 works with versions that old, you might be better off with
BON
L1577[19:53:09] <LordFokas> if nothing
else, the repo will credit you forever :p
L1579[19:53:37] <TangentDelta> Ooh...I'll
try that.
L1580[19:53:46] <LordFokas> oh yeah, good
old BON, it was the tits
L1581[19:53:48] <tterrag> it needs an MCP
install
L1582[19:53:54] <tterrag> so you'll have
to find a 1.4.5 MCP release
L1583[19:54:02]
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L1585[19:55:16] <tterrag> oh what the
hell forge
L1586[19:55:20] <tterrag> *sigh*
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L1588[19:55:28] <tterrag> the repair
recipe uses the itemstack-insensitive method
L1589[19:55:36] <tterrag> for
getMaxDamage
L1590[19:56:49] <tterrag> literally the
only place it's called
L1591[19:57:09] <TangentDelta> Dang. MCP
doesn't go back that far.
L1592[19:57:47] <TangentDelta> Oh, found
a mirror.
L1593[19:58:37] <tterrag> really though,
you won't be able to salvage much from a 1.4 mod
L1594[19:58:51] <tterrag> unless it's
something entirely unrelated to MC code
L1595[19:58:55] <tterrag> it's probably
changed drastically
L1596[20:01:33] <TangentDelta> Ah, I just
needed the deobfuscated listing. The old MCP release has a database
file with that info.
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L1598[20:02:46] <TangentDelta> Yeah...I
just couldn't remember how past-me implemented a spacefilling
algorithm :P
L1599[20:03:28] <TangentDelta> Past me
understood a lot of that stuff better...
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L1601[20:05:07] <LordFokas> TehNut, if
you want to, you could let me know how bad that stuff is as you
progress and find... problems.
L1602[20:05:33] <LordFokas> just so I
know how badly I borked everything
L1603[20:05:48] <TehNut> Well I just
finished fighting my way through all the errors
L1604[20:06:22] <TehNut> 95 files deleted
because I didn't want to deal with them :P
L1605[20:06:49] <tterrag> TangentDelta:
space filling? you mean just iterating x/y/z and replacing?
L1606[20:06:53] <tterrag> or filling an
empty area?
L1607[20:08:28] <howtonotwin> or maybe
knapsack problem?
L1608[20:11:18]
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L1610[20:17:23] <TangentDelta> Yay, got
it going!
L1611[20:18:05]
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L1612[20:18:23] <TangentDelta> Err...not
really spacefilling. It was part of a simple fluid physics
algorithm.
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L1614[20:23:08] <tterrag> $ labels 3295
add bug
L1615[20:23:13] <Actuarius> Usage: $
[labels|labels add|labels remove|assign|deassign|open|close]
[<issue>] [<label>|<assignee>]; add supports a
list of labels
L1616[20:23:42] <tterrag> $ labels add
3295 bug
L1617[20:23:43] <Actuarius> Label bug
doesn't exist
L1618[20:23:46] <tterrag> ff
L1619[20:24:13] <tterrag> $ labels add
3295 "Vanilla Bug"
L1620[20:24:14] <Actuarius> Added labels
[Vanilla Bug] for issue 3295; new labels: [Vanilla Bug].
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L1629[20:39:30] <gr8pefish> Anyone know
if there is a helper method isShiftPressed for client-side stuff,
and where that may be if so?
L1630[20:42:45] <TehNut>
Keyboard.isKeyPressed(Keyboard.KEY_LSHIFT)
L1631[20:42:49] <TehNut> or whatever it
is
L1632[20:43:09] <gr8pefish> thanks
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L1658[22:06:49] <TaigaCait> hm.
L1659[22:06:54] <TaigaCait> there we
are.
L1660[22:07:14] <TaigaCait> I have a
question about server chat events that I'm hoping someone will be
able/willing to answer for me
L1661[22:07:47] <TaigaCait> mainly, why
on earth does onPlayerChat work? I can't find any indication that
anything other than onServerChat should work as an event
L1662[22:08:03]
⇨ Joins: McJty
(~jorrit@94-225-203-206.access.telenet.be)
L1663[22:08:13] <tterrag> uhh what?
L1664[22:08:25] <tterrag> do you mean
ServerChatEvent ?
L1665[22:08:30] <TaigaCait> public void
onPlayerChat(ServerChatEvent event)
L1666[22:08:35] <TaigaCait> I created
this in my code
L1667[22:08:41] <TaigaCait> there is no
reason why this should work
L1668[22:08:43] <tterrag> did you add
@SubscribeEvent ?
L1669[22:08:46] <TaigaCait> yes
L1670[22:08:52] <tterrag> did you
register the receiver?
L1671[22:08:52] <TaigaCait> I omitted
that line for copy/pasting
L1672[22:08:54] <TaigaCait> yes
L1673[22:08:58] <tterrag> then that's how
it works
L1674[22:09:04] <TaigaCait> so it doesn't
matter what I call it
L1675[22:09:06] <tterrag> no
L1676[22:09:10] <TaigaCait> as long as
it's looking for the right event
L1677[22:09:10] <tterrag> it
doesn't
L1678[22:09:13] <tterrag> correct
L1679[22:09:16] <tterrag> what matters is
the parameter
L1680[22:09:34] <TaigaCait> weird. I'm
not used to that kind of... implicit coding, I guess
L1681[22:09:55] <TaigaCait> alright,
second only slightly related question
L1682[22:10:02] <tterrag> it's a bit
magic. but event buses are not a forge original concept :P
L1683[22:10:24] <TaigaCait> if I wanted
to change how the chat appears in minecraft, I would have to cancel
the original event, reformat the output, and then create a new
event, right?
L1684[22:11:01] <tterrag> nope
L1685[22:11:04] <tterrag>
event.setComponent
L1686[22:11:11] <TaigaCait> ehh...
L1687[22:11:31] <TaigaCait> and that
would get handled before the ServerChatEvent is passed to the
client?
L1688[22:11:38] <tterrag> yes
L1689[22:11:50] <TaigaCait>
Interesting.
L1690[22:12:00] <tterrag> see
ForgeHooks#onServerChatEvent
L1691[22:12:30] <TaigaCait> and the
ITextComponent contains the entire message, yeah?
L1692[22:12:36] <TaigaCait> like,
<user> msg
L1693[22:12:40] <tterrag> should do
L1694[22:12:42] <tterrag> not sure
L1695[22:12:46] <tterrag> actually
probably not
L1696[22:12:59] <TaigaCait> well, if I
want to compose a message to go into the server via my mod
L1697[22:13:15] <TaigaCait> I have to
create a text component from string, which is then casted as an
ITextComponent
L1698[22:13:21] <TaigaCait> and whatever
I set as the string is exactly what is shown
L1699[22:13:46] <TaigaCait> following
normal minecraft chat formatting, where section signs declare chat
formatting
L1700[22:14:00] <tterrag> well, try it
and see
L1701[22:14:48]
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L1702[22:14:55] <TaigaCait> suppose
that's the only way to go
L1703[22:16:34] <TaigaCait> considering
there's no other methods to modify the message, I'm going to assume
that this is the case for the moment
L1704[22:16:38]
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L1705[22:22:55] <TaigaCait> compiled,
launching... shame there's no like, stripped server instance I
could use for quick testing.
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L1707[22:24:19] <TaigaCait> oh that works
exactly like I thought it would
L1708[22:24:22] <TaigaCait>
fantastic
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L1712[22:40:18] <LexManos> Most likely
the cause if some retarded other mod in the pack that is fucking
with our mappings.
L1713[22:40:29] <LexManos> The mapping
system has been VERY robustly tested.
L1714[22:40:45] <tterrag> I'd guess that
too
L1715[22:40:51] <tterrag> I'm getting
this from a lot of people though
L1716[22:40:57] <tterrag> so it's either
forge, or some very common mod
L1717[22:41:10] <LexManos> Most likely
some very common mod
L1718[22:41:29] <LexManos> First thing
first nuke all coremods
L1719[22:41:37] <tterrag> what could
"fucking with our mappings" consist of?
L1720[22:41:52] <tterrag> I don't see
much point in using anything but GameRegistry.register
L1721[22:42:08] <LexManos> Ive seen it
all, from people ASMing our registry classes to make their blocks
always have the same id
L1722[22:42:23] <LexManos> to people
reflectivly hacking in to hide things from other mods who read the
registry
L1723[22:42:25] <tterrag> wh...what
L1724[22:42:29] <TehNut> ...what
L1725[22:42:47] <tterrag> ok, fine
L1726[22:42:51] <LexManos> to people who
just feel like blocks should be a specific way so they reflect in
and reorder the ids whilly nilly
L1727[22:43:01] <tterrag> because I'm
tired of this, I'll stop studying and see if JUST chisel+forge and
a regression of chisel reproduces it
L1728[22:43:17] <LexManos> mm if that is
the case then I can look into it
L1729[22:43:21] <tterrag> if not, I can
officially say "dunno" and leave it be
L1730[22:43:24] <LexManos> However, 99.9%
of the time its a modder being a twat
L1731[22:43:31] <tterrag> I'm with you
there. it probably is that
L1734[22:49:11] <LexManos> dont ping
me
L1735[22:49:14] <tterrag> sorry
L1736[22:49:17] <tterrag> wasn't sure if
you were still there :P
L1737[22:49:19] <LexManos> and backup
level.dat means the world didnt save correctly
L1738[22:49:27] <tterrag> well...I just
exited normally
L1739[22:49:30] <LexManos> so try looking
into that.
L1740[22:49:31] <tterrag> I can double
check
L1741[22:50:28] <LexManos> there are also
some flags you can throw on and make the mappings more
debuggy
L1742[22:50:32] <LexManos> dont rememebr
which tho
L1743[22:51:14] <tterrag>
fml.debugRegistryEntries
L1744[22:51:18] <tterrag> I'll give it a
shot
L1745[22:53:25] <tterrag> don't see any
errors exiting the world
L1746[22:53:31] <tterrag> going to
downgrade and use the debug flag now
L1747[22:55:08] <tterrag> aaand of course
it worked fine that time
L1748[22:57:39] <tterrag> hm lex I think
I found the issue. closing out the game (not going pausing and
hitting save and exit) seems to skip the persistent registry
manager. even though vanilla handles it fine
L1749[22:57:44] <tterrag> is there a hook
you are missing somewhere?
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L1751[22:59:24] <tterrag> yeah when I
just exit the game, I see a log "Exception in thread [Server
Thread]"
L1752[22:59:29] <tterrag> no other
info
L1753[23:00:48] <tterrag> yeah confirmed.
if I properly save&exit it works fine. close out the window and
it does not
L1754[23:00:53] <tterrag> afaik vanilla
handles both cases identically
L1755[23:00:57] <tterrag> so forge is
missing something, I expect
L1756[23:06:24] <barteks2x> I'm just out
of arguments... someone insists on calling "empty"
heightmap value VERY_LOW... is it seriously in any way better than
NONE?
L1757[23:08:31]
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L1760[23:10:56] <tterrag> of course, now
I can't even reproduce that. point is I *did* get it to happen with
just forge
L1761[23:11:04] <tterrag> must be a race
condition :(
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L1763[23:12:01] <tterrag> ok nvm. the
"Exceptiopn in thread" bit is a red herring it
seems
L1764[23:12:15] <tterrag> I get the
"backup level.dat" without it. it's all about whether I
closed out the window or not
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L1770[23:31:05] <TaigaCait> well, this
has been productive.
L1771[23:31:22] <TaigaCait> now I just
need to set up my code to properly manage the custom formatting
tags.
L1772[23:31:36] <TaigaCait> this should
be... interesting, to say the least.
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L1774[23:32:16] <TaigaCait> (seriously,
why did it have to be persistent switches for formatting? why
couldn't it have been tags?)
L1775[23:33:02] <TaigaCait> forge
wouldn't happen to have any methods of handling minecraft
formatting codes, would it?
L1776[23:36:50] <tterrag> shouldn't MC do
that for you?
L1777[23:36:55] <tterrag> oh, CUSTOM
formatting tags?
L1778[23:36:57] <TaigaCait> yes
L1779[23:36:58] <tterrag> like
what?
L1780[23:37:00] <TaigaCait> like
L1781[23:37:07] <TaigaCait> I want to be
able to do *itallics*
L1782[23:37:13] <TaigaCait> or
__underline__
L1783[23:37:27] <TaigaCait> which means I
probably have to replace instances one by one
L1784[23:37:35] <tterrag> use regex, I
suppose
L1785[23:37:58] <TaigaCait> in order to
apply it like &r&nUnderline&r&<whatever normal
tags I need>
L1786[23:38:04] <TaigaCait> yeah, I'm
gonna have to
L1787[23:38:04] <tterrag> wouldn't be too
hard to search for __(.+)__ and replace with $b$1
L1788[23:38:15] <TaigaCait> right.
L1789[23:38:23] <TaigaCait> it's the
nesting support which will be interesting
L1790[23:39:17] <TaigaCait> like
*i**b+i__b+i+u~~b+i+u+strike~~b+i+u__b+i**i* or something
L1791[23:39:44] <TaigaCait> it means I'll
have to have some sort of persisting variable to keep track of what
formats are on and what formats are off as I move through the
string
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L1793[23:43:29] <TaigaCait> hm.
L1794[23:44:21] <TaigaCait> if I did
**(.+)** and the string was ***bold and italics***, would it
register only the outer sets of two, the first two of each set, or
every possible combination of two asterisks on both sides?
L1795[23:44:58] <TaigaCait> I feel like
this is a weird question about regex for some reason
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L1798[23:46:44] <TaigaCait> regardless, I
think I can see why nobody bothers to try to do this kind of thing
with a minecraft mod lol
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L1801[23:52:16] <TaigaCait> yes, this
will certainly be a challenge to accomplish :/
L1802[23:53:10] <TaigaCait> looks like
with the (.+) it attempts to grab as many characters as it can, so
it will grab the outer edges of a thing
L1803[23:53:32] <tterrag> hm, I would
have expected Matcher to grab the first match, not the
largest
L1804[23:53:40] <tterrag> you'
L1805[23:53:45] <tterrag> you'll have to
do proper parsing, then
L1806[23:53:46] <TaigaCait> well
L1807[23:53:51] <TaigaCait> by default,
quantifiers are greedy
L1808[23:54:01] <TaigaCait> and will
attempt to match as many characters as possible
L1809[23:54:15] <TaigaCait> you have to
use lazy quantifiers to attempt to match as few as possible
L1810[23:55:20] <TaigaCait> I'm actually
having trouble trying to make it grab the inner set instead
o_o
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L1812[23:56:29] <TaigaCait> I could
easily use a far simpler formatting setup, but for the sake of
function, I guess I'll have to keep trying at this for a
while
L1813[23:57:17] <tterrag> why not just
use something like $ instead of section char
L1814[23:57:20] <tterrag> and convert
it
L1815[23:58:41] <TaigaCait> well, it's
not the outcome that I'm after
L1816[23:58:46] <TaigaCait> it's the
method of getting there
L1817[23:59:01] <TaigaCait> because I'm
writing a discord chat interface thing
L1818[23:59:22] <TaigaCait> and discord
uses those character groups for formatting bold, italics,
underline, and strikethrough
L1819[23:59:33] <tterrag> hm
L1820[23:59:40] <TaigaCait> so for the
sake of my users, I'm going to see if it's possible for me to
replicate it