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L21[01:59:43] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161014 mappings to Forge Maven.
L22[01:59:46] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161014-1.10.2.zip
(mappings = "snapshot_20161014" in build.gradle).
L23[01:59:57] <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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L41[03:43:10] <Subaraki> LayerRenders don't
render in first person ? x_x
L42[03:43:32] <LatvianModder> What can it
render?
L43[03:43:41] <LatvianModder> You dont have
a model in first person
L44[03:44:01] <LatvianModder> Hand doesnt
count, use RenderHandEvent (or smth along those lines)
L45[03:44:24] <Subaraki> i was aiming to
use a renderlayer to render a moving whip
L46[03:44:39] <Subaraki> i'll have to
reproduce the code in renderhand event ?
L47[03:45:19] <Subaraki> i'll just go for a
crossbow instead of a whip :/
L48[03:52:37] <Subaraki> or a beast
claw
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L51[03:59:43] <LatvianModder> the
claaaw
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L54[04:22:09] <Subaraki> xD
L55[04:22:32] <Subaraki> it choses who wil
stay and who will gooo
L56[04:27:35] <Subaraki> god dangit
L57[04:27:53] <Subaraki> i forgot you can't
turn json cubes more then once
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L59[04:38:34] <Chaos_Therum> So guys what
could be causing texture issues on animals between multiple mods in
1.10.2 with a pretty large modpack and no optifine
L60[04:39:23] <Quetzi> journeymap
L61[04:39:33] <Quetzi> or so i'm told
L62[04:39:42] <Quetzi> try removing it temp
and see if it helps
L63[04:39:50] <Chaos_Therum> really? So i
should try a different map thanks.
L64[04:40:54] <Chaos_Therum> I'll let ya
know if it helps
L65[04:41:00] <Subaraki> any way to rotate
parts of a json model with glstatemanager ?
L66[04:41:08] <Subaraki> add child parts
etc ?
L67[04:41:21] <Subaraki> i hate json for
its lack of detail possibilities :/
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L69[04:47:33] <Chaos_Therum> Any
recommendations on other minimaps for 1.10
L70[04:49:47] <Subaraki> rays minimap
?
L71[04:49:51] <Subaraki> does that still
exist ?
L72[04:49:58] <Subaraki> ichun had made one
at one point as well
L73[04:50:53] <Chaos_Therum> rei hasn't
been updated yet
L74[04:51:22] <Quetzi> i'm sure there'll be
a bugfix for journeymap reasonably soon
L75[04:51:25] <Chaos_Therum> From what I
can tell xaero is the only other one and I'm not a fan
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L77[04:51:59] <Chaos_Therum> yeah maybe
I'll just have to deal with the texture issues until the
bugfis
L78[04:54:01] <Subaraki> you reported the
bug to the mod author ?
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L85[05:14:47] <Quetzi> there are currently
2 issues on the JM tracker for it, they are aware
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L102[06:34:37] <Subaraki> a new kind of
claw
L103[06:34:52] <Subaraki> i wanted to get
inspired on the forums, but noone seems to be able to make decent
claws ...
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L105[06:54:49] <jordibenck> anyone know
some c#?
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L125[08:26:53] <Subaraki> any way of
making the second hand swing when swining the other one ?
L126[08:27:05] <Subaraki> i have an item
that i would like the two hands to swing
L127[08:27:45] <Subaraki> onEntitySwing
just makes it loop indefinlty
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L131[08:44:14] <Subaraki> hmm
L132[08:44:20] <Subaraki> one cannot make
two arms swing at once
L133[08:44:25] <Subaraki> darnit
L134[08:44:28] <Subaraki> there's boolean
checks
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L148[09:19:34] <Subaraki> does cullface do
anything at all in the json files
L149[09:19:35] <Subaraki> ?
L150[09:19:49] <Ordinastie> it determines
culling
L151[09:20:02] <Ivorius> oh boi it sure
does
L152[09:20:30] <Subaraki> noice.
L153[09:20:33] *
Subaraki googles culling
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L155[09:22:31] <gigaherz> Subaraki: it
makes it so that, when the block is next to another block
L156[09:22:42] <gigaherz> it won't draw
those faces
L158[09:23:02] <gigaherz> so only use
cullface on things that are on the "block space"
edge
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L160[09:23:16] <gigaherz> Intektor: that's
Wireframe
L161[09:23:33] <gigaherz> you have two
choices
L162[09:23:52] <Intektor> ok
L163[09:23:57] <gigaherz> well, one, but
multiple ways to approach it
L164[09:24:04] <gigaherz>
glBegin(GL_LINES)
L165[09:24:10] <gigaherz> and draw all the
edges by hand
L166[09:24:12] <Subaraki> ah. i'm actually
looking for somethign to render the backside of a face
L167[09:24:25] <gigaherz> Subaraki:
duplicate it, with reverse winding
L168[09:24:34] <Intektor> I would like to
do this with every model
L169[09:24:58] <Intektor> so when the
player holds a pickaxe I want to draw the edges of this as
well
L170[09:25:02] <gigaherz> Intektor: or
setup a VBO with the same edge lines and such
L171[09:25:07] <gigaherz> either way
L172[09:25:12] <gigaherz> you'll have to
get each separate quad
L173[09:25:19] <gigaherz> and add the edge
vertices for the lines
L175[09:25:36] <Subaraki> duplicate it ?
._.
L176[09:25:58] <Subaraki> i don't think i
can with just an item model :/
L177[09:26:10] <Subaraki> lets say its a
feature x)
L178[09:26:17] <gigaherz> Subaraki: well
you can't just go and disable backface culling, but you can have a
"reverse cube" where you only see the inside
L179[09:26:29] <gigaherz> no idea if the
vanilla json format allows it
L180[09:26:43] <gigaherz> you could try
using the limits swapped around
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L182[09:26:48] <gigaherz> 14 to 2
L183[09:26:50] <gigaherz> instead of 2 to
14
L184[09:26:58] <gigaherz> this way the
width will be -12
L185[09:27:00] <gigaherz> instead of
12
L186[09:27:05] <gigaherz> and all the
windings will become inside out
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L189[09:27:53] <Subaraki> let me try
that
L191[09:28:35] <gigaherz> not quite
L192[09:28:42] <gigaherz> see how you have
begin(GL_QUADS?
L193[09:28:57] <gigaherz> you'll want
GL_LINES instead
L194[09:29:00] <gigaherz> which is the
trick
L195[09:29:06] <gigaherz> you don't want
the raw quads as-is
L196[09:29:15] <gigaherz> you want to get
the position coordinates for each of the 4 vertices in the
quad
L197[09:29:22] <gigaherz> and then send 4
lines instead of that one quad
L198[09:29:36] <gigaherz> A->B,
B->C, C->D, D->A
L199[09:30:16] <Intektor> ok how do i get
this position data from the BakedQuad?
L200[09:30:24] <gigaherz> that's the fun
of it ;P
L201[09:30:38] <gigaherz> there may or may
not be a utility somewhere for that
L202[09:30:48] <gigaherz> I cna't point
you to it because I don't really remember XD
L203[09:31:09] <gigaherz> search for
methods taking BakeQuad as a parameter
L204[09:31:27] <gigaherz> orm ethods
taking an IVertexProvider as a parameter
L205[09:31:34] <gigaherz> producer*
L206[09:31:52] <Subaraki> gigaherz, it
does something, but it just inverses the model :/
L207[09:32:05] <gigaherz> doesn't make it
inside out?
L208[09:32:23] <gigaherz> if not, then no
idea
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L210[09:34:14] <Subaraki> oh
L211[09:34:16] <Subaraki> it does
L212[09:34:20] <Subaraki> i forgot to turn
around oen thing
L213[09:34:37] <Subaraki> now inert the uv
...
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L216[09:38:43] <Unh0ly_Tigg> I may or may
not have done something insane... I rendered a scene containing
over 10 million verticies to a 13120x2160 image. It took 1 hour,
and ~14 minutes to render in blender on my i5-4430 and gtx 750ti,
pinned my cpu to 100%, and nearly maxed out my 16gb of ram near the
end of it.
L217[09:39:08] <gigaherz> dafuq
L219[09:39:25] <gigaherz> why's the shadow
plugin embedding crafttweaker?
L220[09:39:53] <barteks2x> It turns out
I'm not the only one who thinks idea is lying when reporting memory
usage...
L221[09:40:01] <gigaherz> ?
L222[09:40:18] <barteks2x> someone also
working on cubic chunks noticed that when switching from
eclipse
L223[09:40:23] <gigaherz> why would you
rely on idea to report memory usage?
L224[09:40:26] <gigaherz> just look at the
task manager ;P
L225[09:40:30] <barteks2x> it reports
800MB but actually uses way more
L226[09:40:50] <gigaherz> idea64.exe here
is using 1.5gb
L227[09:41:13] <barteks2x> Linux actually
shows it differently... it shows memory usage of each
subprocess
L228[09:41:29] <barteks2x> and one of them
really does use 800MB
L229[09:41:37] <gigaherz> oh
L230[09:41:45] <barteks2x> but then there
is all of the other stuff + gradle
L231[09:41:55] <barteks2x> and it can add
up to more than chrome uses
L232[09:42:05] <gigaherz> idea here is one
single process
L233[09:42:15] <gigaherz> well
L234[09:42:18] <gigaherz> not when
debugging
L235[09:42:23] <gigaherz> but during
normal operation
L236[09:42:29] <barteks2x> are you sure
you dont have other java(w) processes running in background?
L237[09:42:50] <gigaherz> sure
L238[09:43:20] <gigaherz> oh yeah there's
one java.exe taking 146mb
L239[09:43:29] <gigaherz> and another one
taking 90mb
L240[09:43:36] <gigaherz> both with
commandlines involving idea folders
L241[09:44:36] <gigaherz> but the main
IDEA process is a .exe file
L242[09:44:48] <gigaherz> runs
self-contained, rather than launching some
"idea.jar"
L243[09:45:49] <gigaherz> sooo
L244[09:45:57] <gigaherz> I have
L245[09:46:05] <gigaherz> a libs/
folder
L246[09:46:15] <barteks2x> the gradle
thing may do whatever it wants
L247[09:46:16] <gigaherz> with something I
want just for compiling, but I don't want shaded
L248[09:46:20] <gigaherz> I include it
with
L249[09:46:21] <gigaherz> compile
fileTree(dir: 'libs', include: '*.jar')
L250[09:46:21] <barteks2x> you may have
gradle daemon running
L251[09:46:38] <Intektor> gigaherz, I
couldn't find a method for that
L252[09:46:40] <gigaherz> but it's getting
shaded
L253[09:46:42] <gigaherz> :/
L254[09:47:47] <Intektor> These is a
method getVertexData, but this is probably not what I am looking
fdor right?
L255[09:47:53] <Intektor> There
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L259[09:55:16] <gigaherz> Note to self
(and for the benefit of others): If you annotate your ClientProxy
with @Mod.EventBusSubscriber but without (Side.CLIENT), it WILL
crash on servers.
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L262[10:10:54] <Subaraki> keeps blocking
with both hands :/
L263[10:10:59] <Subaraki> i'm making a
shield / weapon combo
L264[10:15:57] <Subaraki> apperantly,
that's normal P:
L265[10:16:12] <Subaraki> i was wondering
why the other hand kept flinging as well ,but that's normals shield
behavior
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L272[10:40:46] <JustWhoAmI> Guys, is there
some simple mod/example for the RF API? First up, it's outdated -
last updated 2 years back, second I don't understand a large amount
of the javadoc (i know I'm probably just dumb) and third most of
the mods like Mekanism and EnderIO, which I tried to read the
github for, are far too complicated, extending multiple classes,
making a bunch of their own, etc. I learn better from example. I
tried looking up some tutorials, however
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L277[10:50:24] <SkySom> I mean the RF API
is pretty stable
L278[10:50:33] <SkySom> It doens't need to
be updated constantly, which is good.
L279[10:51:13] <SkySom> Plus you were
probably looking at the 1.7 one. The 1.8+ version was just updated
in February.
L280[10:53:26] <SkySom> But realistically
It shouldn't be that hard to read a mod like EnderIO to see how
they use the RF api, as it's use is pretty simple JustWhoAmI
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L284[11:01:53] <JustWhoAmI> SkySom, could
you please link me to this 1.8 version?
L285[11:02:07] <SkySom> Just click on the
branch button
L286[11:02:13] <SkySom> It'll be a drop
down
L287[11:02:17] <SkySom> With a 1.8
branch.
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L301[11:27:45] <JustWhoAmI> Thanks SkySom
.
L302[11:28:13] <JustWhoAmI> SkySom, so you
are not aware of any other examples?
L303[11:32:10] <gigaherz> if you are
working on modern versions of MC, you should use the Tesla API or
the integrated forge energy api
L304[11:32:40] <barteks2x> for some reason
idea decided to be unusably slow now, for no reason. There is ~0.5
second delay in everything
L305[11:32:53] <gigaherz> restart
it?
L306[11:33:37] <barteks2x> I waitinf for
it to close...
L307[11:34:04] <barteks2x> finally
L308[11:34:17] <barteks2x> showed exit
confirmation box
L309[11:35:03] <gigaherz> lol
L310[11:35:59] <barteks2x> it sometimes
becomes slow for no reason, and then after some time the slowness
goes away
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L316[11:39:07] <JustWhoAmI> gigaherz, this
tesla api.. it uses the capability system?
L317[11:40:52] <gigaherz> yes
L318[11:40:57] <gigaherz> same for the
forge one
L319[11:41:01] <gigaherz> it's really easy
to use
L320[11:41:24]
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L322[11:44:09] <gigaherz> thing is
L323[11:44:13] <gigaherz> you don't need
to know all that
L324[11:44:27] <gigaherz> you just need
one single "feature" of the capability system
L325[11:44:35] <gigaherz> which is how to
expose stuff in your own TEs
L326[11:44:58] <gigaherz> and that part is
really easy
L328[11:45:20] <JustWhoAmI> gigaherz,
could you explain the steps to do that?
L329[11:45:45] <gigaherz> okay so
L330[11:46:02] <gigaherz> 1s opening my
code to see the exact names of things
L332[11:46:26] <JustWhoAmI> yep @
SatanicSanta
L334[11:47:03] <gigaherz> it's a different
approach to learning the capability system
L335[11:47:05] <gigaherz> but yo ucan do
that later
L336[11:47:24] <gigaherz> first of
all
L337[11:47:27] <gigaherz> what do you want
to do
L338[11:47:28] <JustWhoAmI> What exactly
does the word "expose" mean in this context?
L339[11:47:33] <JustWhoAmI> I see it
tossed around a lot
L340[11:47:36] <gigaherz> an energy
consumer, producer, or holder
L341[11:47:51] <gigaherz> expose means
"to make public"
L342[11:47:59] <gigaherz> to let others
see it
L343[11:48:07] <gigaherz> so
L344[11:48:19] <gigaherz> I'm assuming you
know how blocks and TileEntities work
L345[11:48:22] <JustWhoAmI> yep
L346[11:48:38] <gigaherz> and you are
familiar with loading and saving data in
readFromNBT/writeToNBT
L347[11:48:46] <JustWhoAmI> yes
L348[11:48:50] <gigaherz> yep so
L349[11:49:30] <gigaherz> since you didn't
say which type of machine you want to focus on, I'll explain for a
consumer, which is the one that involves the least code
L350[11:49:44] <JustWhoAmI> go ahead
L351[11:50:03] <gigaherz> tesla has those
3 interfaces
L352[11:50:11] <gigaherz> that it
implements in a BaseTeslaContainer, for ease of use
L353[11:50:30] <gigaherz> so a rudimentary
implementation (with hard dependency on the Tesla mod)
L354[11:50:53] <gigaherz> would begin by
having a field to hold the object that you want to expose through
the capability
L355[11:50:58] <gigaherz> something
like
L356[11:51:24] <gigaherz>
BaseTeslaContainer internalBattery = new
BaseTeslaContainer(capacity, input limit, output limit);
L357[11:51:50] <JustWhoAmI> Right, but the
catch is that this would depend upon having the mod as a
dependency?
L358[11:51:53] <gigaherz> for internal
use, you'd just access this object to read/change the power
L359[11:52:02] <gigaherz> yes but let me
finish with the "basic example" first
L360[11:52:09] <JustWhoAmI> Okay go
on
L361[11:52:15] <gigaherz> then
L362[11:52:22] <gigaherz> in order to
expose the object
L363[11:52:31] <gigaherz> you'll want to
override hasCapability
L364[11:52:39] <gigaherz> in it
L365[11:52:42] <gigaherz> you'll want
something like
L366[11:52:54] <gigaherz> if (capability
== TeslaCapabilities.CAPABILITY_CONSUMER) return true;
L367[11:53:06] <gigaherz> so that you give
people the go-ahead
L368[11:53:09] <gigaherz> then
L369[11:53:12] <gigaherz> override
getCapability
L370[11:53:18] <gigaherz> and in it,
you'll return the actual instance
L371[11:53:42] <gigaherz> if (capability
== TeslaCapabilities.CAPABILITY_CONSUMER) return
(T)internalBattery;
L372[11:53:49] <JustWhoAmI> where exactly
am I to override these two methods?
L373[11:53:53] <gigaherz> inside your
TileEntity
L374[11:53:58] <JustWhoAmI> ahh kk
L375[11:54:06] ⇦
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L376[11:54:20] <JustWhoAmI> so I don't
need to extend/implement anything extra in my TE?
L377[11:54:48] <gigaherz> nope
L378[11:54:52] <gigaherz> that's the whole
reason capabilities exist
L379[11:54:57] <gigaherz> they avoid
implementing shit in your TE
L380[11:55:01] <gigaherz> meaning it's
100% dynamic
L381[11:55:12] <gigaherz> you can expose
and un-expose things as you wish
L382[11:55:15] <JustWhoAmI> so literally
anything could expose a capabiliyu
L383[11:55:18] <gigaherz> without having
to hardcode anything
L384[11:55:18] <JustWhoAmI>
capability*
L385[11:55:30] <gigaherz> so long as this
anything is a ICapabilityProvider, yes
L386[11:55:43] <gigaherz> and by default,
ItemStacks, Entities, and TileEntities are
L387[11:55:48] <JustWhoAmI> Alright that's
cool, so go on
L388[11:55:52] <gigaherz> oh and
Worlds
L389[11:55:56] <gigaherz> yep so
L390[11:56:03] <gigaherz> chances are if
you have a machine block
L391[11:56:09] <gigaherz> you'll want only
certain sides to receive energy
L392[11:56:14] <gigaherz> if this is the
case
L393[11:56:21] <gigaherz> you'll want to
change hasCapability AND getCapability
L394[11:56:37] <gigaherz> so that you
return true/internalBattery only if the face parameter is the one
you expect
L395[11:56:46] <gigaherz> in fact
L396[11:56:54] <gigaherz> you can use this
to expose SEPARATE batteries for each side
L397[11:57:05] <JustWhoAmI> so have
different batteries
L398[11:57:09] <gigaherz> yup
L399[11:57:10] <JustWhoAmI> like multiple
ones
L400[11:57:15] <gigaherz> you can do it,
if you want
L401[11:57:17] <JustWhoAmI> so in
theory
L402[11:57:36] <JustWhoAmI> like, for some
insane reason if I wanted to creat a block that consumed AND
produced power
L403[11:57:42] <JustWhoAmI> I could have
two separate batteries?
L404[11:57:45] <gigaherz> yup!
L405[11:57:51] <JustWhoAmI> damn that's
awesome
L406[11:57:59] <gigaherz> okay so
L407[11:58:09] <gigaherz> the only missing
bit for this
L408[11:58:11] <gigaherz> is saving and
loading
L409[11:58:13] <gigaherz> in the case of
tesla
L410[11:58:23] <gigaherz> they chose NOT
to use the capability system's storage helper
L411[11:58:30] <gigaherz> which goes
against the capability design
L412[11:58:38] <gigaherz> but meh, nothing
we can do about it
L413[11:58:42] <gigaherz> instead
L414[11:58:53] <gigaherz> the
BaseTeslaContainer itself has INBTSerializable
L415[11:59:05] <gigaherz> which means you
can call internalBattery.serializeNBT / .deserializeNBT(tag)
L416[11:59:32] <JustWhoAmI> oh, so simple
read/writeToNBT stuff?
L417[11:59:36] <gigaherz> sortof
L418[11:59:42] <gigaherz> serializeNBT
doesn't take a tag as parameter
L419[11:59:47] <gigaherz> it returns the
type of tag it wants
L420[11:59:49] <gigaherz> so you'd do
like
L421[12:00:02] <gigaherz>
tag.setTag("Energy",
internalBattery.serializeNBT())
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L423[12:00:12] <JustWhoAmI> oh k
L424[12:00:19] <gigaherz>
internalBattery.deserializeNBT(tag.getTag("Energy"))
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L426[12:01:12] <JustWhoAmI> hmm
L427[12:01:30] <JustWhoAmI> So how much
compatibility currently exists for this API?
L428[12:01:42] <gigaherz> even Mekanism
supports it
L429[12:01:58] <gigaherz> there's a few
stragglers, but it's quite widespread in the 1.9+ modding
community
L430[12:02:33] <gigaherz> if you want to
be safe
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L432[12:02:44] <gigaherz> you could also
expose the forge's internal implementation
L433[12:02:56] <gigaherz> since forge's
energy will ALWAYS be there
L434[12:03:05] <gigaherz> but you may want
to make Tesla optional
L435[12:03:15] <gigaherz> you could do
something like what I did for my Rudimentary Generator
L436[12:03:24] <gigaherz> and have it
built around forge's interface
L437[12:03:30] <gigaherz> but then provide
tesla wrappers for it
L438[12:03:42] <gigaherz> I myself did it
so that if Tesla isn't present
L439[12:03:46] <gigaherz> those wrappers
are not referenced
L440[12:03:51] <gigaherz> so there won't
be load errors :P
L442[12:04:18] <gigaherz> this is my
generator
L444[12:04:35] <gigaherz> and this is my
wrapper system
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L446[12:04:56] <gigaherz> feel free to
"steal" anything you like (it's either BSD or MIT license
;P)
L447[12:05:21] <JustWhoAmI> Thank you!
:D
L448[12:05:34] <JustWhoAmI> But I can't
steal code without understanding what it does haha
L449[12:05:43] <JustWhoAmI> like my
conscience literally prevents it
L450[12:06:01] <gigaherz> then read
through it
L451[12:06:05] <gigaherz> and see how my
approach works
L452[12:06:09] <JustWhoAmI> So, your
version @ gigaherz is Tesla independent, but supports it if it is
present?
L453[12:06:09] <gigaherz> if you like
;P
L454[12:06:12] <gigaherz> yup
L455[12:06:16] <gigaherz> exactly
that
L456[12:06:18] <JustWhoAmI> right
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L458[12:06:51] <Subaraki> any way to
detect an entity you are lookin at by not using raytrace and
sending packets because it's client side only ?
L459[12:06:52] <gigaherz> there's some
more "advanced" capability stuff in there
L460[12:06:57] <gigaherz> so you may want
to read my link first
L462[12:07:54] <gigaherz> Subaraki: uhm,
there's a method in the player entity, that "raytraces"
for entities, clientside
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L464[12:08:03] <gigaherz> literally for
checking which entity you are looking at
L465[12:08:04] <xEviLSpaWnx> Guys im abit
stuck, how would i check if a variable contains only numbers?
L466[12:08:18] <gigaherz> xEviLSpaWnx: a
String variable?
L467[12:08:26] <xEviLSpaWnx> yeah
L468[12:08:41] <Subaraki> gigaherz, there
was a negation somewhere in my sentence P:
L470[12:09:39] <gigaherz> Subaraki: yes,
but I thought you meant you didn't want to raytrace in the
server
L471[12:09:55] <Subaraki> i dont want to
do client side stuff really
L472[12:09:59] <Subaraki> if it can be
avoided
L473[12:10:04] <gigaherz> so wait
L474[12:10:10] <gigaherz> it's completely
the other way around, then
L475[12:10:13] <gigaherz> you want it on
the SERVER
L476[12:10:15] <Subaraki> yeah
L477[12:10:19] <gigaherz> without
raytracing in the client
L478[12:10:20] <gigaherz> right
L479[12:10:21] <gigaherz> yeah
L480[12:10:28] <gigaherz> remember this
method I said exists on the client?
L481[12:10:32] <Subaraki> yes
L482[12:10:36] <gigaherz> I copied
it
L483[12:10:39] <gigaherz> and modified it
for my needs
L484[12:10:44] <gigaherz> so that I could
raycast-for-entities in the server
L485[12:10:45] <gigaherz> XD
L486[12:10:48] <Subaraki> x)
L487[12:11:05] <Subaraki> i was thinking
about getting the lookvec + a certain distance to see if that was
intersecting
L488[12:11:10] <Subaraki> dont know how
though
L490[12:11:57] <gigaherz> it takes a
raycast result from a normal block raycast
L491[12:12:08] <gigaherz> and
"augments" it by checking if there was an entity along
the way
L492[12:17:36] <Subaraki> what kind of
arguments do i give for the vectors ? like start end and look
?
L493[12:17:43] <Subaraki> look is
player.lookvector ?
L494[12:17:46] <Subaraki> start as well
?
L495[12:18:02] <Subaraki> and end is
player.getlookvector+10 in looking direction ?
L496[12:18:32] <gigaherz> look at
getHitPosition below
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L498[12:18:58] <gigaherz> i nfact you
probably want that code too
L499[12:18:59] <gigaherz> ;P
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L502[12:27:25] <gigaherz> I had those
screenshots open but I forgot
L503[12:27:25] <gigaherz> XD
L504[12:27:30] <SatanicSanta> heh
L505[12:27:34] <gigaherz> how do you
render the armor?
L506[12:27:42] <gigaherz> is it just a
custom getArmorModel?
L507[12:29:07] <SatanicSanta>
ItemArmor#getArmorModel yes
L508[12:30:08] <gigaherz> you don't seem
to override setRotationAngles at all
L509[12:30:12] <Subaraki> SatanicSanta, i
can help you with that
L510[12:30:17] <Subaraki> here, take
this
L511[12:30:20] <gigaherz> see how
setRotationAngles does
L512[12:30:21] *
Subaraki looks for his git
L513[12:30:26] <gigaherz> copyModelAngles
at the bottom
L514[12:30:29] <SatanicSanta> gigaherz: I
did previously.
L515[12:30:30] <gigaherz> to copy head
-> headwear?
L516[12:30:34] <SatanicSanta> gigaherz:
Removing it had 0 effect
L517[12:30:36] <gigaherz> you want to do
the same for arm -> yourthing
L518[12:31:26] <gigaherz>
copyModelAngles(bipedLeftArm,penguinArm1) and so on
L519[12:31:40] <gigaherz> *after*
super.setRotationAngles
L521[12:31:55] <Subaraki> satanic santa
^
L522[12:32:36] <SatanicSanta> yes i did
that too
L523[12:32:40] <SatanicSanta> no
difference
L524[12:32:48] <Subaraki> it works fine
for me
L525[12:32:56] <gigaherz> SatanicSanta:
what I said, or what Subaraki said?
L526[12:33:01] <SatanicSanta> gigaherz:
what Subaraki said
L527[12:33:11] <gigaherz> and did you do
what I said before, too?
L528[12:33:17] <SatanicSanta> sec
L529[12:33:34] <gigaherz> because so far
as I can tell, that's mostly what you are missing
L530[12:34:02] <SatanicSanta> gigaherz: I
have updated the gist to include what was in
setRotationAngles
L531[12:34:22] <gigaherz> yeah that's not
what I said at all
L532[12:34:23] <gigaherz> ;p
L533[12:34:28] <SatanicSanta> I know
L534[12:34:35] <SatanicSanta> *was*
L535[12:35:25] <SatanicSanta> gigaherz:
I'm not concerned with the penguin stuff or the horns stuff right
now
L536[12:35:36] <gigaherz> well then you
should specify
L537[12:35:39] <SatanicSanta> gigaherz:
That stuff only appears when joshie and succubism are wearing it
:P
L538[12:35:52] <gigaherz> because I have
no idea which names correspond to the parts that are wrong
L539[12:35:52] <gigaherz> ;P
L540[12:36:08] <SatanicSanta> none of the
fields declared *in* ModelExosuit
L541[12:36:11] <SatanicSanta> it's all the
ModelBiped fields
L542[12:36:19] <gigaherz> uh?
L543[12:36:37] <gigaherz> so wait
L544[12:36:48] <gigaherz> if you
"trim it down" to just being a plain ModelBiped
L545[12:36:51] <gigaherz> it still shows
wrong?
L546[12:37:00] <SatanicSanta> trim it
down?
L547[12:37:03] <gigaherz> as in
L548[12:37:17] <gigaherz> return a
ModelBiped from getArmorModel
L549[12:37:22] <gigaherz> instead of your
highly customized one
L550[12:37:32] <SatanicSanta> uh
L551[12:37:34] <gigaherz> do the bits
still show in the wrong pose?
L552[12:37:42] <SatanicSanta> should i
return defaultModel or a new ModelBiped?
L553[12:37:50] <gigaherz> a new one
L554[12:40:59] <SatanicSanta> it does not
show in the wrong location
L555[12:41:04] <gigaherz> okay so
L556[12:41:14] <gigaherz> if you make a
copy of your exosuit model
L557[12:41:19] <gigaherz> and remove all
the "optional bits" and such
L558[12:41:27] <gigaherz> and basically
trim it down little by little
L559[12:41:31] <gigaherz> until the issue
stops happening
L560[12:41:55] <gigaherz> (and I say make
a copy so that you don't lose anything and have an easy way to
compare side by side
L561[12:43:13]
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L562[12:46:40] ***
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L563[12:48:02] ⇦
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L564[12:48:18] <SatanicSanta> gigaherz: If
you notice in the screenshot, its not that the model's angles are
not updating for sneak position
L565[12:48:22] <SatanicSanta> its that
they are off
L566[12:48:38] <SatanicSanta> well, the
head and feet arent moving
L567[12:48:44] <SatanicSanta> legs and
chest are
L568[12:49:23] <SatanicSanta> hmmmm
L569[12:49:46] <SatanicSanta>
super(armorType == 3 ? 1.0F : 0.5F, 0, 64, 32); -> super(slot ==
EntityEquipmentSlot.FEET ? 1.0F : 0.5F, 0, 64, 32);
L570[12:49:55] <SatanicSanta> perhaps I
mistranslated that 3
L571[12:53:13] ⇦
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L572[12:59:37] <Subaraki> SatanicSanta,
make sure that ypur exo suit does not have modelbiped stuff
L573[12:59:40] <Subaraki> only the
additions
L574[12:59:46] ***
MrKickkiller is now known as MrKick|Away
L575[12:59:53] <SatanicSanta> Subaraki:
why?
L576[13:00:18] <Subaraki> because the
additional parts need to be child mdoels
L577[13:00:25] <Subaraki> so they copy
over the stuff of the modelbiped
L578[13:00:51] <SatanicSanta> None of the
additional things are the problem here though.
L580[13:00:56] <Subaraki> here's a mdoel
of mine
L581[13:00:58] <SatanicSanta> They aren't
visible in those screenshots as expected
L582[13:01:10] <Subaraki> ive been doing
this for years, lets talk :)
L583[13:01:10] <SatanicSanta> the horns
and the penguin stuff are player-specific
L584[13:01:43] <SatanicSanta> ?
L585[13:05:31] ⇦
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L586[13:06:54] <Subaraki> penguin stuff
?
L587[13:06:56] <Subaraki> just a sec
L588[13:07:00] <Subaraki> gonna grab a
bite to eat
L589[13:07:10] <SatanicSanta> penguinBody,
penguinArm1, etc
L590[13:07:14] <SatanicSanta> the
additional stuff
L591[13:17:58]
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L592[13:20:29]
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L593[13:20:34] <SatanicSanta> Alright, it
looks like I got this basically working
L594[13:21:36] <Subaraki> SatanicSanta,
so
L595[13:21:37] <Subaraki> sup
L596[13:21:41] <Subaraki> got it working
after all ? :)
L597[13:21:44] <SatanicSanta> almost
L598[13:21:50] <Subaraki> what's wrong
still ?
L599[13:21:57] <SatanicSanta> the position
of the upgrade models
L600[13:21:58] <xEviLSpaWnx> gigaherz,
Thanks i figured it out... Even though i did search google before
asking in here lol :)
L601[13:22:00] <SatanicSanta> i can
probably figure that out though
L602[13:22:29] <Subaraki> let me lend you
a few of my classes
L603[13:22:43] <Subaraki> i mak a lot of
modeled armor, so i made a general class
L604[13:22:50] <Subaraki> that other
classes can extend
L605[13:22:52] ***
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L606[13:23:30] <SatanicSanta> Well the
upgrades are ModelBases, not ModelBipeds
L607[13:23:40] <Subaraki> ?
L608[13:23:47] <Subaraki> don't make
modelbases out of them ?
L609[13:24:05] <Subaraki> everything
should be added to the modelbiped aka extension armor
L610[13:24:14] <SatanicSanta> nope
L611[13:24:16] <SatanicSanta> its
dynamic
L612[13:24:29] <Subaraki> then add
booleans to render the parts
L613[13:24:36] <SatanicSanta> ?
L614[13:24:59] <Subaraki> public void
renderAddon0(){this.modula1.render(0.0625f);
L615[13:25:27] <SatanicSanta> mod
compat
L616[13:25:38] <SatanicSanta> I can't
hardcode the upgrades into the armor model
L617[13:26:23] <Subaraki> then use
RenderLayers
L618[13:26:40] ⇦
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L619[13:27:02] <SatanicSanta>
RenderLayers?
L620[13:27:15] <Subaraki> you do are
working in 1.10.2 right ?
L621[13:27:36] <SatanicSanta> yes
L622[13:28:29] <Subaraki> nice
L624[13:29:08] <Subaraki> the necklace and
gloves are render on the player trough render layers
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L627[13:30:53] ***
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L630[13:31:46] <Subaraki> this is what it
looks like
L631[13:31:54] <Subaraki> all you need to
do is bind it to the player
L632[13:32:04] <Subaraki> you can add all
the checks for player data and modulas there
L633[13:32:13] <Subaraki> and people could
easely do the same :)
L634[13:33:37] <SatanicSanta> can you link
me to your armor model that uses those render layers?
L635[13:33:44] <SatanicSanta> I don't
quite understand what a render layer is in this context.
L636[13:33:59] <Subaraki> RenderLayers are
the things used to render items in the player's hand
L637[13:34:12] <Subaraki> the RenderLayer
is completely different from the model
L638[13:34:19] <Subaraki> i can where
those gloves without the model
L639[13:34:28] <Subaraki> the armor
*
L640[13:34:42] <SatanicSanta> well then
what does this have to do with what im doing?
L641[13:34:52] <Subaraki> render modules
onto the armor ?
L642[13:35:04] <Subaraki> check if he's
wearing a certain armor part, and if it has the upgrade
L643[13:35:05] <Subaraki> render i
L644[13:35:07] <Subaraki> it *
L645[13:35:48] <SatanicSanta> where are
you invoking the layer to render it?
L646[13:35:52] <Subaraki> you won't be
able to switch on modules with the biped armor, as stuff is
supposed to be child models of the actual given biped model from
the armor so it inherits all rotation angles
L647[13:36:09] <Subaraki> the layer to
render that stuff is simply declared liek wise :
L648[13:36:13] *
Subaraki looks for github link
L650[13:36:57] <Subaraki> tadaa
L651[13:37:00] <Subaraki> easy as
all
L652[13:37:03] <Subaraki> that's all there
is to it
L653[13:37:09] <Subaraki> make a layer,
bind it to the player
L654[13:37:27] <Subaraki> in the layer's
doRender method, you can make all the checks needed to render the
model you want
L655[13:37:33] <Subaraki> ModelBase ? no
problem.
L656[13:38:07] <Subaraki> instantiate the
modula, post render the part you want it to render on, translate
and scale if needed, and then render the model
L657[13:40:15] <SatanicSanta> hrm
L658[13:40:47] <Subaraki> it's the best
way to add mod compatibility really
L659[13:40:52] <PitchBright> i'm confused
about how shaderpacks work... can somebody clarify some things for
me?
L660[13:41:11] <Subaraki> dont ask me
PitchBright :/ know nothing of them
L661[13:41:35] <PitchBright> where do the
realistic looking clouds come from? are they from a
texturepack/resourcepack... the shaders themselves... optifine...
or the shadersmod?
L662[13:41:50] <gigaherz> a bit of
everything
L663[13:41:55] ***
MrKickkiller is now known as MrKick|Away
L664[13:42:00] <gigaherz> usually you need
a mod as an intermediary
L665[13:42:05] <gigaherz> either optifine
or a dedicated one
L666[13:42:14] <SatanicSanta> Subaraki: I
would prefer, though, that the check would be done in some
"core" part of the mod so all the implementer needs to do
is render, no checks necessary
L667[13:42:18] <gigaherz> then, this mod
hooks into a million little places in the rendering
L668[13:42:24] <gigaherz> sometimes
replacing entire sections of the rendering code
L669[13:42:25] <PitchBright> i've always
thought "shaders" where just the way MC displays renders,
as in, colouring, lighting, shadowing, hues, etc
L670[13:42:39] <gigaherz> well that's the
issue: MC doens't really do that at all
L671[13:42:54] <gigaherz> it's not
designed to take advantage of the GPU's shared execution
system
L672[13:42:58] <gigaherz> shader*
L673[13:43:00] <Subaraki> the render layer
can be a core part really
L674[13:43:09] <gigaherz> that'swhy the
graphics are so plain and basic
L675[13:43:23] <gigaherz> instead of using
dynamic shadows with shadow mapping
L676[13:43:33] <gigaherz> it does some
simple ambient occlusion at block level
L677[13:43:39] <gigaherz> instead of using
dynamic lighting for objects
L678[13:43:49] <gigaherz> it hardcodes the
light into the blocks
L679[13:43:57] <gigaherz> updating those
values only when things change
L680[13:44:02] <gigaherz> and for items,
it doesn't even use that information
L681[13:44:13] <gigaherz> it just has a
fake lighting direction
L682[13:44:29] <SatanicSanta> Subaraki: Id
also prefer to not rewrite a quarter of the mod for rendering
things as I don't really understand rendering all that well to
begin with
L683[13:44:30] <Subaraki> as i was saying
SatanicSanta, the extention parts need to be child models, or else
they will not turn and rotate like the parent models
L684[13:44:45] <Subaraki> it's not really
rewriting it :/
L685[13:44:52] <Subaraki> how many modules
have you got right now ?
L686[13:45:07] <gigaherz> so the shader
mods mess around with the rendering code, to introduce those
"foreign" concepts into mc
L687[13:45:21] <gigaherz> which is why
they sometimes fail so badly with certain mods' blocks
L688[13:45:23] <PitchBright>
*listening*
L689[13:45:25] <Subaraki> maybe you can
post render them in some render code from de model itself ?
L690[13:45:29] <gigaherz> and then
L691[13:45:38] <gigaherz> the shader mod
loads stuff from resources
L692[13:45:47] <gigaherz> (resourcepacks,
shader packs, or whatever)
L693[13:45:48]
⇨ Joins: Nirahiel
(~Nirahiel@LFbn-1-285-27.w86-242.abo.wanadoo.fr)
L694[13:45:56] <gigaherz> and uses those
shaders and textures
L695[13:45:56] <Nirahiel> Hello
there
L696[13:46:11] <PitchBright> so giga...
the clouds themselves... are definitely a texture, correct?
L697[13:46:16] <Subaraki> like
bipedLeftLeg.postRender(scale); myUpgrade.render(scale);
L698[13:46:22] <gigaherz> depends on which
clouds you mean
L699[13:46:26] <Subaraki> in the method
renderUpgradeX()
L700[13:46:28] <gigaherz> mc has by
default two types of clouds
L701[13:46:37] <gigaherz> the
"flat" cloud texture (fast clouds)
L702[13:46:50] <gigaherz> and the
"3d" model clouds which are built from the texture, but
built into 3d volumes
L703[13:46:58] <Subaraki> or no
clouds
L704[13:47:01] <gigaherz> I don't know how
clouds look like with shaders
L705[13:47:12] <Subaraki> and the most
fancy clouds that you see are the sky texture altered
L706[13:47:15] <Subaraki> or photoshopped
in
L707[13:47:28] <SatanicSanta> Subaraki:
This system is a lot more complicated than you would expect and
than is particularly relevant to the issue I'm having
L708[13:47:38] <Nirahiel> I’m looking for
a few people to help with a new mod i’ll be working on, any
volunteers ?
L709[13:47:50] <Nirahiel> (Not like I
can’t do it alone, but more = faster)
L710[13:47:55] <gigaherz> not before you
explain your idea ;P
L711[13:48:11] <SatanicSanta> ^
L712[13:48:13] <gigaherz> I don't have
much time myself
L713[13:48:24] <gigaherz> but the
probability of finding volunteers if you don't explain what your
idea is
L714[13:48:27] <PitchBright> but... both
of those cloud types "flat" and "fancy" are
tesselated, and then they use the clouds.png to colourize the
tesselated grid in the sky.
L715[13:48:28] <gigaherz> is quite
low
L716[13:48:29] <SatanicSanta> Also the
experience you have with modding and programming is important
L717[13:48:43] <Nirahiel> Well, it’s a new
mod with several different things in it, but it’s tech based. No
magic, no weird stuff, just pure tech.
L718[13:48:44] <PitchBright> the clouds
I'm thinking of, can't be either one of those types... they look
like this:
L719[13:48:45] <SatanicSanta> nobody wants
to volunteer for a project only to find out they are the only one
who knows how to program
L720[13:48:49] <Subaraki> SatanicSanta,
ModelExosuitUpgrade should have an identifier somewhere, an enum
kind of thing, that determines wht part it should be rendered
on
L721[13:48:53] <Nirahiel> Also I’ve been
coding since I was 12.
L722[13:48:59] <Nirahiel> I’m 27. Enough
?
L723[13:49:15] <fry> time is meaningless
:D
L724[13:49:21] <gigaherz> me too, and I'm
32, but no you didn't convince me ;P
L726[13:49:45] <gigaherz> (not that you
will, I have full-time job and scarce spare time)
L727[13:50:01] <gigaherz> but what I mean
is, if oyu explain the idea, not just "a tech mod"
L728[13:50:04] <gigaherz> you may give
people hype
L729[13:50:07] <PitchBright> lemme get a
better pic
L730[13:50:09] <Nirahiel> I’m a 42 school
student. :)
L732[13:50:20] <gigaherz> PitchBright:
looks like just a texture layer?
L733[13:50:33] <gigaherz> skybox layer, I
mean
L734[13:50:39] <PitchBright> ya, that's
what I think...
L735[13:50:51] <PitchBright> but my friend
is having troubles getting cloiuds to show up when she uses
shaders...
L736[13:51:16] <gigaherz> ANY
shaderpack?
L737[13:51:21] <PitchBright> i've been
arguing that she needs a resourcepack that has a skybox texture
with clouds in it, and the clouds having nothing to do with
shaders
L738[13:51:27] <gigaherz> I have heard of
people with different gpu brands having issues with different
shaderpacks
L739[13:51:32] <Subaraki> its an easy fix
really
L740[13:51:41] <Subaraki> here, let me
write a thingy out for you SatanicSanta
L741[13:51:43] <gigaherz> but yeah the
clouds MAY be on the resourcepack
L742[13:51:47] <SatanicSanta> Subaraki:
Hm. I was thinking I could do that and add the model as a child of
the corresponding part, I'm just not sure where I'd do it
efficiently
L743[13:51:58] <Nirahiel> Well.
L744[13:52:02] <Nirahiel> Thx anyways
..
L745[13:52:02] <SatanicSanta> before I
call IExosuitUpgrade#upgradeModel would probably make the most
sense
L746[13:52:09] <SatanicSanta> but id have
to check if it's already bound to its parent
L747[13:52:16] ⇦
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(Quit: Nirahiel)
L748[13:52:20] <gigaherz> ...
L749[13:52:29] <gigaherz> did he think
people would jump at it without explaining the idea?
L750[13:52:30] <PitchBright> I'm askin'
her now
L751[13:52:32] <SatanicSanta> oh,
blargh
L752[13:52:47] <SatanicSanta> okay i think
i know what to do
L753[13:52:55] <Subaraki> good :o
L754[13:53:02] <Subaraki> also, why check
if it already exists ?
L755[13:53:12] <Subaraki> models should be
instantiated once and called from that ?
L756[13:53:17] <gigaherz> I guess he
didn't want to explain the idea because either
L757[13:53:25] <gigaherz> 1. it was a
ripoff from some other mod and he was ashamed of it
L758[13:53:31] <gigaherz> or 2. he didn't
want others to "steal" it
L759[13:53:43] <PitchBright> giga, ya,
unable to get them to show up with ANY shaderpack
L760[13:54:11] *
fry should write a non-stupid shader mod one of these
days
L761[13:54:33] ⇦
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L762[13:54:41] <gigaherz> I don't think
mc's rendering pipeline allows for that
L763[13:55:07] <fry> it definitely almost
does
L764[13:55:15] <fry> and more reason for
me to try :P
L765[13:55:20] <fry> so that it would
:D
L766[13:55:48] <minecreatr> or vannila
shaders
L767[13:56:02] <minecreatr> the glowing
effect in vannila is actually a glsl shader
L768[13:56:10] <minecreatr> you can even
modify it with a resourcepack
L769[13:56:23] <gigaherz> yeah but that's
different
L770[13:56:44] <fry> yes, yes,
post-processing shaders, not really the same thing at all D:
L771[13:56:48] <fry> *:D :D
L772[13:56:51] <gigaherz> doing certain
effects requires th e ability to draw stuff with alternative
materials
L773[13:56:52] <PaleoCrafter> you better
finish whatever you needed those scoped record labels for, first,
fry :P
L774[13:56:53] <minecreatr> oh lol
:P
L775[13:56:58] <gigaherz> draw depth
maps
L776[13:57:04] <gigaherz> draw normal
maps
L777[13:57:08] <fry> you remembered,
PaleoCrafter! :D
L778[13:57:14] *
fry is proud
L779[13:57:30] <gigaherz> like, SSAO needs
depth and normals from the rendering
L780[13:57:40] <gigaherz> to compute the
"closeness" between pixels
L781[13:58:04] <fry> MC doesn't need
SSAO
L783[13:58:09] <Subaraki> no clue if that
could fit in
L784[13:58:12] <Subaraki> but it would
help
L785[13:58:24] <gigaherz> shadow mapping
needs depth rendering from the light POV (which is an orthographic
rendering centered around the player)
L786[13:58:28] <SatanicSanta> Subaraki:
thanks
L787[13:58:57]
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L788[13:59:00] <gigaherz> although I guess
that could be done by disabling color writes
L789[13:59:04] <gigaherz> and then writing
depth
L790[13:59:51] <gigaherz> I guess if it
was done right
L791[13:59:53] <gigaherz> it would be too
easy
L792[13:59:53] <gigaherz> ;P
L793[14:00:07] <gigaherz> since you
wouldn't have to worry about all the GL calls done in random
places
L794[14:00:14] <gigaherz> and models would
have a Material attached to them
L795[14:00:18] <gigaherz> with all the
relevant properties
L796[14:00:41] <PitchBright> i'm convinced
that there's something about her graphics card that doesn't play
well with shaders, and is what's causing the clouds to not show up
on the skybox
L797[14:01:35] <PitchBright> (assuming I'm
right that the clouds don't actually come with the shaderpack, and
that the clouds need to be added by something else (mod,
resourcepack, etc))
L798[14:03:11] <gigaherz> I wish sneaking
would lower your sight more
L799[14:03:34] <gigaherz> and made the
model 1.45 blocks tall, so that you can step under "top"
half slabs
L800[14:04:17]
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L803[14:09:52] <Mattizin> Hey got a
problem with a obj model which is perfectly textured in blende, but
wrong ingame, can someone help ? What infos do you need?
L804[14:10:29]
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L805[14:11:20] <PaleoCrafter> you probably
need to flip the U coordinates, can't remember the required option
in the JSON right now, though XD
L806[14:11:44] <Mattizin> flip the u
coordinates?
L807[14:12:16] <PaleoCrafter> eh, V
coordinates xD the Y coordinate of each vertex on the texture
L808[14:12:45] <PaleoCrafter> blender uses
the lower left hand corner of the image as its origin, MC the top
left
L809[14:13:03] <Mattizin> Ok, why does
this have to happen and where can i finf how to do it?
L810[14:13:04] <Subaraki> gigaherz, make a
mod out of it :D
L811[14:13:17] <Mattizin> oh
L812[14:13:21] <Mattizin> that could be so
true
L813[14:14:58] <gigaherz> Subaraki: naaah,
too lazy
L814[14:15:08] <gigaherz> that's something
that would need some hacking around
L815[14:15:09] <gigaherz> ;P
L816[14:15:17] <Mattizin> maybe this json
attribut?
L817[14:15:17] <Mattizin>
"custom": {"flip-v": true},
L818[14:15:26] <PaleoCrafter> yep
L819[14:15:33]
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L824[14:17:41] <Mattizin> omg its woring
thank you so fuckin much paleoCrafter, a week solving this is over
now
L825[14:18:34] <PaleoCrafter> you're
welcome
L826[14:19:06] <PaleoCrafter> Flamegoat,
excuse the ping, but do you happen to be around right now? :D
L827[14:19:39] <Flamegoat> Yaaaas. PM
me.
L828[14:19:45] <Subaraki> gigaherz, apart
from making the entity bounding box lower, and editing the player
model, whta would it do ?
L829[14:19:48] <Subaraki> require *
L830[14:23:11]
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L834[14:31:23] <gigaherz> Subaraki: change
the eye height
L835[14:31:31] <gigaherz> while
sneaking
L836[14:31:45] <Subaraki> doesn't it do
that already ?
L837[14:31:50] <gigaherz> barely
L838[14:31:59] <Subaraki> only client side
?
L839[14:32:02] <Subaraki> for rendering
?
L840[14:32:30] <gigaherz> the difference
in first person eye height is LESS than the height change in the
third-person model
L841[14:32:36] <gigaherz> it's like
L842[14:32:41] <gigaherz> 1.8m to
1.7m
L843[14:33:01] <gigaherz> the eye would
have to drop to like 1.3 or so
L844[14:34:11] <JustWhoAmI> gigaherz, been
reading your link
L845[14:34:12] <JustWhoAmI> the gist
L846[14:34:19]
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L847[14:34:28] <gigaherz> oh right I
missed the line above, too
L848[14:34:31] <JustWhoAmI> it explains
very clearly, much better than the one that I read earlier
L849[14:34:49] <JustWhoAmI> So, is a
capability like a feature?
L850[14:34:59] <gigaherz> a capability is
an attachable feature
L851[14:35:00] <JustWhoAmI> A certain
feature that multiple mods might want to use?
L852[14:35:06] <gigaherz> yup
L853[14:35:11] <JustWhoAmI> FINALLY GOT
IT
L854[14:35:12] <gigaherz> although it can
be applied to internal things
L855[14:35:21] <JustWhoAmI> thanks for
that history section, helped understand better
L856[14:35:34] <gigaherz> such as, if you
have a mod that adds... mana and magic levels to a player
L857[14:35:44] <gigaherz> you'll create an
internal capability
L858[14:35:48] <gigaherz> attach it to
EntityPlayers
L859[14:35:51] <killjoy> So inventory
would be a capability
L860[14:35:57] <gigaherz> and then
whenever you need to query those values
L861[14:36:05] <gigaherz> you do
getCapability(MAGIC_INFO)
L862[14:36:17] <JustWhoAmI> ahh
L863[14:36:29] <gigaherz> it works both
for APIs
L864[14:36:38] <gigaherz> and for internal
things you want to attach to other people's objects
L865[14:36:55] <JustWhoAmI> so say you
wanted to modify the behaviour of a chest for example
L866[14:37:01] <JustWhoAmI> so I'd create
a capability
L867[14:37:09] <JustWhoAmI> and attach it
to the chest TE?
L868[14:37:49] ⇦
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L869[14:38:30] <JustWhoAmI> gigaherz
?
L870[14:39:48] <JustWhoAmI> err I didn't
understand this paragraph:In order to support extra providers,
Forge adds to those basic objects, including ItemStacks, an
internal list of attached providers, alongside the
Item#initCapabilities method, and the AttachCapabilitiesEvent, with
sub-events for Entities, TileEntities, and ItemStacks.
L871[14:39:54] <gigaherz> sorry I'm
slightly afk
L872[14:39:57] <gigaherz> I'm cooking
dinner
L873[14:40:11] <gigaherz> it means
that
L874[14:40:21]
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L875[14:40:23] <gigaherz> even though for
your own objects you just override getCapabilities and
hasCapabilities
L876[14:40:29] <gigaherz> you can't do
that if the object was made by someone else
L877[14:40:49] <gigaherz> so the solution
is to add new ICapabilityProviders through AttachCapabilitiesEvent
or Item#initCapabilities
L878[14:41:06] <JustWhoAmI> np
L879[14:41:08] <gigaherz> (your own items
can't have custom ItemStacks, so you do it with
Item#initCapabilities)
L880[14:41:15] <gigaherz> and forge will
store internally
L881[14:41:22] <gigaherz> the list of
ICapabilityProviders
L882[14:41:30] <gigaherz> that have been
attached through the event
L883[14:41:42] <gigaherz> hence why it's
imperative that you forward calls to super
L884[14:41:46] <gigaherz> in your own TEs
and Entities
L885[14:41:55] <gigaherz> when you didn't
handle your own caps
L886[14:43:31]
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L887[14:43:41] <JustWhoAmI> So, to attach
capabilities, I'd use the event or Item.initCapabilities (don't
understand why I can't just use the event though), and forge stores
the various cap. providers that are using the event to attach.
Correct so far?
L888[14:44:35]
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L889[14:47:52] <JustWhoAmI> @
gigaherz
L890[14:48:03] <JustWhoAmI> Concentrate on
cooking tho :P
L891[14:48:12] <JustWhoAmI> Just respond
when you see
L892[14:48:49]
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L893[14:50:38]
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L894[14:50:43] <TheUnknownFew> Hello
L895[14:50:47] <DeafieGamer> Hello!
L896[14:52:22] <LexLap2> the functon is
faster
L897[14:52:35] <LexLap2> and the one
returned by the function is THE MASTER
L898[14:52:53] <LexLap2> meaning it gets
run first always so you have control over exactly what caps are
provided or not
L899[14:53:18] <LexLap2> same reason the
functions arnt final in TEs/Es so that you can control what you
want
L900[14:54:15] <JustWhoAmI> You're talking
to me LexLap2 ?
L901[14:54:51] <LexLap2> yes
L902[14:55:36] ⇦
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L903[14:56:28] <Mattizin> Can someone say
to me why the texture of my obj model is darker ingame then the
texture of a normal block, which both use the same texture
file?
L904[14:56:33] ***
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L906[14:58:49] <Intektor> how can I get
the translation and the rotation from an itemstack. I already have
the model through renderItem
L907[14:59:18] <Intektor> I mean that what
is written in the model json
L908[15:04:06]
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L909[15:05:22] <gigaherz> JustWhoAmI:
back
L910[15:05:52] <gigaherz>
Item#initCapabilities is best fit for your own items
L911[15:05:55] <gigaherz> ah lex already
answered that
L912[15:05:56] <wundrweapon> same problem,
new name: how do I stop armor from rendering on-the-fly? idc if I
need to swap it's model with one using a transparent texture,
change the texture itself, or whatever else - I just need to make
the armor invisible
L913[15:07:17]
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L915[15:07:57] <diesieben07> wundrweapon,
you could return an empty model from getArmorModel (null won't
work, it means "use default")
L916[15:08:25] <wundrweapon> is that a
method only usable when extending ItemArmor
L917[15:08:26] <wundrweapon> ?
L918[15:08:42] <gigaherz> it's only called
when the item is equipped
L919[15:08:54] <gigaherz> but any Item can
override
L920[15:09:00]
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L921[15:09:08] <wundrweapon> then it's
useless to me - it'd need to be a full-armor effecg
L922[15:09:11] <wundrweapon> effect*
L923[15:09:26] <diesieben07> oh, for armor
that is not yours?
L924[15:09:45] <gigaherz> I have an
ides/suggestion on how to approach this
L925[15:09:54] <wundrweapon> as long as an
entity is wearing a specific full set of armor, make the armor
invisible
L926[15:09:55] <gigaherz> but I'll only
tell it if you can't find a better way
L927[15:10:08] <diesieben07> is it YOUR
armor?
L928[15:11:34] <gigaherz> getArmorModel is
called wit hthe entity
L929[15:11:40] <gigaherz> and it seems to
be called every render?
L930[15:11:52] <gigaherz> so you can just
return an invisible model if the given entity has the set?
L931[15:11:55] <Subaraki> how do you get
the loot table from an entity ?
L932[15:12:23] <diesieben07> getLootTable?
:D
L933[15:13:00] <diesieben07> but that is
not 100% reliable, an entity might override dropLoot
L934[15:13:15] <Subaraki> darn
L935[15:13:24] <Subaraki> and i can't seem
to reach getLootTable anyway
L936[15:13:28] <gigaherz> there's no
realiable way to get the exact loot, anyway
L937[15:13:29] ⇦
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L938[15:13:32] <Subaraki> :/
L939[15:13:34] <Subaraki> shame
L940[15:13:36] <Subaraki> oh well
L941[15:13:36] <gigaherz> it's generally
computed on death
L942[15:13:53] <diesieben07> if you want
to actually capture the true loot, clone the entity using NBT
hacks, set entity.captureDrops to true, kill it, grab
entity.capturedDrops
L943[15:13:53]
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L944[15:14:00] <wundrweapon> JESUS F-ING
CHRIST
L945[15:14:05] <diesieben07> but that is
still not 100% reliable :D
L946[15:14:16] <wundrweapon> my computer
just had a seizure
L947[15:14:22] <wundrweapon> and it made
me leave
L948[15:14:25] <wundrweapon> then broke
quassel
L949[15:14:31] <gigaherz> gpu crash?
L950[15:14:49] <gigaherz> when the gpu
driver crashes, windows can usually restart it
L951[15:14:59]
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L952[15:15:00] <gigaherz> but gpu-bound
resources will be unrecoverable
L953[15:15:13] <gigaherz> so apps that
can't handle loss of resources will crash too
L954[15:15:40] <wundrweapon> idk if it was
a gpu crash or not, but everything just kinda... stoppped...
working
L955[15:15:53] <gigaherz> no garbled
screen?
L956[15:15:59] <wundrweapon> not that bad,
no
L957[15:16:10] <gigaherz> could still be a
gpu crash, but yeah
L958[15:16:11] <wundrweapon> i dont even
have a gpu, my graphics come from the Intel processor itself
:P
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L960[15:16:12] <gigaherz> doesn't matter,
anyhow
L961[15:16:22] <gigaherz> it's stil la
graphics processing unit
L962[15:16:26] <gigaherz> inside the same
IC as the cpu
L963[15:16:27] <gigaherz> ;P
L964[15:17:53] <diesieben07> wundrweapon,
so... is it your armor?
L965[15:18:09] <wundrweapon> yes
L966[15:18:18] <wundrweapon> custom armor,
effect only exists when used by a player
L967[15:18:31] <gigaherz> [22:11]
(gigaherz): getArmorModel is called with the entity as a
parameter
L968[15:18:31] <gigaherz> [22:12]
(gigaherz): and it seems to be called every render
L969[15:18:32] <gigaherz> [22:12]
(gigaherz): so you can just return an invisible model if the given
entity has the set?
L970[15:18:32] ***
KnightMiner_ is now known as KnightMiner
L971[15:18:33] <diesieben07> then do what
i said: getArmorModel with empty model if you want it to be
invisible
L972[15:18:35] <wundrweapon> (i would make
it work for all entities, but I can't seem to find a way to pull it
off)
L973[15:18:37] <diesieben07> and null to
make the default
L974[15:18:40] <wundrweapon> keep in mind:
1.7.10 only
L975[15:18:44] <diesieben07> gtfo
L976[15:18:51]
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L977[15:18:59] <wundrweapon> hey hey hey,
not my mod, I'm working for someone else
L978[15:19:04] <wundrweapon> they won't
let me update yet
L979[15:19:08] <diesieben07> not my
problem.
L980[15:19:10] <gigaherz> yeah everything
we say is 1.9.4+
L981[15:19:25] <wundrweapon> then I'll go
tell them that
L982[15:19:27] <wundrweapon> thanks
L983[15:19:27] <gigaherz> we can't rely on
the accuracy on ancient mc
L984[15:21:35] <tterrag|away> you're free
to do whatever you want, but don't expect support on a 2 year+ old
version of MC
L985[15:21:38] ***
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L988[15:26:00] <JustWhoAmI> So, to attach
capabilities, I'd use the event or Item.initCapabilities (now I
understand why I need to use this, it's for my own items), and
forge stores the various cap. providers that are using the event to
attach. Correct so far? gigaherz
L989[15:26:15] ⇦
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L990[15:26:18] <gigaherz> yup
L991[15:26:49] ⇦
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L994[15:29:25] <JustWhoAmI> do you know
who cyriak is?
L995[15:29:28] <ThePsionic> gigaherz: that
first song is literally right up my alley
L996[15:29:48] <gigaherz> JustWhoAmI: yup,
watched most of his crazyness
L997[15:29:54] <JustWhoAmI> I see :P
L998[15:29:55] <gigaherz> ThePsionic: she
has better ones
L999[15:30:04] <JustWhoAmI> hold on, I'mma
recommend a song to you guys
L1001[15:30:25] <ThePsionic> well
sure
L1002[15:30:32] <ThePsionic> but this is
exactly the kind of music i like
L1004[15:30:51]
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L1005[15:30:56] <ThePsionic> i'm still
working on the first video and i now have 3 queued up D:
L1006[15:31:21] <JustWhoAmI> haha
L1007[15:31:28] <JustWhoAmI> you added
the ones I sent to queue?
L1008[15:31:37] <JustWhoAmI> man I had a
hard time spelling queue
L1009[15:31:52]
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L1010[15:32:13] <gigaherz> I always found
it funny how the word is spelled so differently from how it's
spoken
L1011[15:32:23] <ThePsionic> It's spelled
queue but pronounced q
L1012[15:32:25] <JustWhoAmI> yeah
L1013[15:32:49] <ThePsionic> JustWhoAmI:
not a fan of SOAD
L1014[15:32:57] <JustWhoAmI> ;_;
L1015[15:33:01] ***
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L1016[15:33:15] <ThePsionic> sorry
L1017[15:33:15] ***
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L1018[15:33:34] <JustWhoAmI> np man
opinions, why you apologizing xD
L1019[15:33:55] <gigaherz> I pretty much
only like Chop suey from them
L1020[15:33:55] <gigaherz> ;p
L1021[15:34:05] <JustWhoAmI> WAKE
UP
L1023[15:34:10] <gigaherz> speaking of
which
L1024[15:34:12] *
gigaherz listens
L1025[15:34:17] <TechnicianLP> i hate
gema ... cant listen to two of that songs
L1026[15:34:29] <JustWhoAmI> You're a
very electronic type of person ThePsionic
L1027[15:34:32] <ThePsionic> i am
L1028[15:34:38] <JustWhoAmI> it's cool to
see
L1029[15:34:45] <TechnicianLP> 3*
L1030[15:34:46] <JustWhoAmI> how
differing people's tastes in music can be
L1031[15:34:52] <gigaherz> I don't like
genres as a whole
L1032[15:34:53] <JustWhoAmI> honestly
fascinating
L1033[15:34:58] <gigaherz> I like
specific songs
L1034[15:35:02] <gigaherz> from many
genres
L1035[15:35:05] <ThePsionic> i know a guy
my age who listens non-stop to religious country music
L1036[15:35:11] <ThePsionic> and i'm like
"wat"
L1037[15:35:22] <gigaherz> I can't stand
listening to the same type of music for more than a couple
songs
L1038[15:35:24]
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L1039[15:35:27] <gigaherz> it just gets
uninteresting
L1040[15:35:27] <ThePsionic> gigaherz:
well ofc it depends on the song
L1041[15:35:32] <JustWhoAmI> same, I used
to hate metal, but I appreciate it more now; however there are
still songs in metal that I can't appreciate
L1042[15:35:36] <JustWhoAmI> but most of
them i like
L1043[15:35:39] <ThePsionic> i have a
wide array of genres my tastes fall in tho
L1044[15:35:40] <JustWhoAmI> megadeth,
soad
L1045[15:35:49] <ThePsionic> electro,
house, glitch hop
L1046[15:36:01] <ThePsionic> indie bass
is also very good
L1047[15:36:42] <ThePsionic> sometimes
electro *swing* can also push all my right buttons
L1048[15:36:53] <JustWhoAmI> I've heard
like one swing son
L1049[15:36:54] <JustWhoAmI> g
L1051[15:37:02] <gigaherz> also the music
for me depends a LOt on my mood
L1052[15:37:04] <ThePsionic> swing or
electro swing
L1053[15:37:31] <gigaherz> or more
accurately, on the mood I would like to have
L1055[15:38:04]
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L1056[15:38:11] <gigaherz> I had a phase
in my life when I mostly only listened to techno/hardcore
L1058[15:38:29] <JustWhoAmI> ThePsionic,
can't remember, it was from one of low5ive's streams
L1059[15:38:30] <ThePsionic> it's kinda
old but still a great song
L1060[15:38:32] <gigaherz> but that was
because I felt depressed and weak, so the music was strong
L1061[15:38:36]
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L1062[15:39:05] <g> Electroswing you say,
ThePsionic?
L1063[15:39:08] <ThePsionic> yes
L1065[15:39:45]
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L1066[15:39:56] <ThePsionic> g: yes
L1067[15:39:58] <ThePsionic> very
good
L1069[15:40:06] <gigaherz> nice song,
doesn't match my current mood, though
L1070[15:40:14] <g> For some reason I
have a hard time finding other people that like this kind of
thing
L1071[15:40:23] <JustWhoAmI> k i'mma
continue reading gigaherz 's guide
L1072[15:40:35]
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L1073[15:40:39]
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L1074[15:40:54] <ThePsionic> i've been
here all along! :3c
L1076[15:41:14] <ThePsionic> anyway on a
completely different topic
L1077[15:41:16] <g> I don't hang here
much because lex hates how short my nick is lol
L1078[15:41:20] <ThePsionic> does anyone
here know Welcome to Night Vale
L1079[15:41:28] <g> Rings a bell
L1080[15:41:38] <JustWhoAmI> I do
ThePsionic
L1081[15:41:44] <JustWhoAmI> lovely
podcast
L1082[15:41:46] <ThePsionic> I went to a
live show in Amsterdam yesterday
L1083[15:41:50] <ThePsionic> was
a+++++
L1084[15:41:52] <JustWhoAmI> REALLY
L1085[15:41:56] <ThePsionic> ya
L1086[15:41:57] <JustWhoAmI> damn you're
lucky
L1087[15:42:06] <ThePsionic> somehow i
planned ahead half a year perfectly
L1088[15:42:12] <JustWhoAmI> gigaherz,
could you please explain this? There was yet another issue with
capabilities: the capability is registered normally for an
interface, as a way to avoid dealing with explicit implementations.
However, if you have to then use an explicit class, the point
becomes moot. So why not also add a way to get instances of a
capability without requiring the user of the capability to know
which class it is? From that thought, came the default
L1089[15:42:12] <JustWhoAmI> instance
factory.
L1090[15:42:13] <ThePsionic> i can't even
plan 3 days ahead normally
L1091[15:42:16] <JustWhoAmI> lol
L1092[15:42:27]
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L1093[15:42:56] <gigaherz> what does
"plan" mean?
L1094[15:43:42] <ThePsionic> as in
L1095[15:43:47] <ThePsionic> scheduling
an upcoming event
L1096[15:44:10] ***
MrKickkiller is now known as MrKick|Away
L1097[15:44:12] <ThePsionic> the live
show (for which I bought tickets half a year ago) fit perfectly in
my schedule
L1098[15:44:26] <ThePsionic> Yet I suck
at thinking ahead three days
L1099[15:44:29] <LexLap2> um what?
L1100[15:44:35] <ThePsionic> ?
L1101[15:44:38] <LexLap2> giga did you
write that?
L1102[15:44:44] <LexLap2> thats not where
default came from
L1103[15:45:05] <ThePsionic> o that
L1104[15:45:28] <JustWhoAmI> Could
someone explain that paragraph? Didn't really understand
L1105[15:46:05] <ThePsionic> back to
music now, Aero Chord's Love and Hate EP is fantastic
L1106[15:46:25]
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L1107[15:46:28] <LexLap2> hes trying to
explain why the system needs a default implementation when
registering a capability
L1108[15:46:36] <gigaherz> I made it very
clear at the beginning, that it isn't meant to be the REAL
story
L1109[15:46:47] <gigaherz> jsut something
to help people understand
L1110[15:46:55] <gigaherz> something I
pretty much made up to explain the system
L1111[15:46:58] <LexLap2> whatever
justification you have for it, in reality its purely a 'we need to
FORCE modders to document their caps somehow'
L1112[15:47:18] <LexLap2> having a
default example is useful
L1113[15:47:22]
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L1114[15:47:29] <LexLap2> nothing to do
with depenancies
L1116[15:48:53] <gigaherz> JustWhoAmI:
that's simply something I wrote to explain why having a default
instance factory is interesting
L1117[15:49:14] <JustWhoAmI> I don't
really understand what exactly a default instance factory is
L1118[15:49:26] <gigaherz> you read the
other docs, right?
L1119[15:49:41] <gigaherz> when you
register a new capability
L1120[15:49:44] <JustWhoAmI> which ones?
williewillus
L1121[15:49:45] <JustWhoAmI> ?
L1122[15:49:49] <gigaherz> no the
official ones
L1123[15:49:53] <gigaherz> from
readthedocs
L1124[15:49:58] <JustWhoAmI> no, should
i?
L1125[15:50:03] <gigaherz> well yes
L1126[15:50:09] <JustWhoAmI> alright will
do
L1127[15:50:11] <gigaherz> that's where
the most accurate info is
L1128[15:50:13] <gigaherz> anyhow
L1129[15:50:24] <gigaherz> the default
instance system is a thing that Capabilities have
L1130[15:50:42] <gigaherz> where users of
the capability can obtain a referencei mplementation of the
capability
L1131[15:50:48] <gigaherz>
theCapability.getDefaultInstance()
L1132[15:51:18] <gigaherz> in
properly-implemented caps, this will either return an immutable
instantiate, or instantiate a new copy of the default
implementation
L1133[15:51:23] <gigaherz>
instance*
L1134[15:52:20] <JustWhoAmI> So would
BaseTeslaBattery, that we discussed around 6hrs ago, be a default
instance?
L1135[15:52:28] <gigaherz> it could
be
L1136[15:53:10] <gigaherz> yes, it
is.
L1137[15:53:30] <gigaherz> the Tesla mod
uses the BaseTeslaContainer's constructor as the default instance
factory
L1138[15:54:05] <gigaherz> which means
every time you call like
TeslaCapabilities.CAPABILITY_CONSUMER.getDefaultInstance(), it will
return a brand new copy of BaseTeslaContainer
L1139[15:54:06]
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L1141[16:00:56] <Subaraki> apperantly
minecraft supports zoophilia
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L1143[16:01:15] <gigaherz> wat
L1145[16:01:39] <Subaraki> :P
L1146[16:01:59] <gigaherz> lol
L1147[16:02:04] <Subaraki> :D
L1148[16:02:10] <diesieben07> yay stupid
mcp names
L1149[16:03:50] <Subaraki> :p
L1150[16:04:03] <JustWhoAmI> lol
L1151[16:04:06]
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L1152[16:04:23] <diesieben07>
"isClientWorld - returns true if the world is running on the
server"
L1153[16:04:35] <gigaherz> wat XD
L1154[16:04:54] <diesieben07> used to
exist in Entity or EntityLivingBase for the longest time
L1155[16:04:57] <diesieben07> but its
gone now
L1156[16:05:17] <diesieben07> not with
that comment, but thats what it did :D
L1157[16:06:31] <Subaraki> where is the
parent entity for child mobs set ?
L1158[16:06:41] <Subaraki> baby animals
follow one of their parents
L1159[16:07:11] <diesieben07> no, they
follow any adult nearby afaik
L1160[16:07:47] <diesieben07> yeup. they
just follow the nearest adult
L1161[16:07:56] <Subaraki> where do you
see that ?
L1162[16:08:04] <Subaraki> ive been
looking for 20 minutes ? ._.
L1163[16:08:07] <diesieben07>
EntityAiFollowParent
L1164[16:08:12] <Subaraki> <_<
durp
L1165[16:09:30] <Subaraki> now to find a
way to check if that ai is actually following someone ...
L1166[16:09:38] <Subaraki> i need to know
if a baby animal is an orphan or not
L1167[16:09:43] <Subaraki> " orphan
"
L1168[16:10:06]
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L1169[16:10:15] <diesieben07> check if
parentAnimal != null
L1170[16:11:24] <Subaraki> i only have
EntityAnimal :/
L1171[16:11:36] <Subaraki> not available
there apperantly
L1172[16:11:41] <diesieben07> well,
search it's list of AI tasks for the EnittyAIFollowParent
L1173[16:12:02]
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L1174[16:12:26] <Subaraki> or simply
remove it and re add it by following player. but then i would still
have to check if its following the player
L1175[16:12:30] <Subaraki> i'll
itterate
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L1179[16:16:41] <Subaraki> i can't reach
the parent <_<
L1180[16:16:48] <Subaraki> its package
protected
L1181[16:17:20] <diesieben07> reflection
to the rescue.
L1182[16:17:43] <Subaraki> f*
L1183[16:18:13] <gigaherz> it's just a
call to ReflectionHelper.findField XD
L1184[16:18:38] <gigaherz> (and then .get
on the resulting Field instance)
L1185[16:19:10] <Subaraki> ah
L1186[16:19:13] <Subaraki> ._.
thanks
L1187[16:19:34] <gigaherz> remember to
cache the Field instance
L1188[16:19:50] <gigaherz> you can do it
once during startup and remember it for later
L1189[16:20:07] <Subaraki> i need to get
the obfuscated name as well right ?
L1190[16:20:14] <gigaherz> srg,
pretty
L1191[16:20:16] <gigaherz> in that
order
L1192[16:20:27] <gigaherz> so that proper
builds will find the right name on first try
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L1194[16:21:23] <Subaraki> uhm
L1195[16:21:27] <Subaraki> !gf
parentAnimal
L1196[16:21:27] <Subaraki> ?
L1197[16:21:32] <Subaraki> :/
L1198[16:21:39] <Subaraki> aha, there it
is x)
L1200[16:26:49] <Subaraki> something like
this ?
L1201[16:31:26]
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L1209[16:45:47] <gigaherz> lol
L1213[16:46:40]
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L1214[16:47:29] <Subaraki> keeps printing
that parent is null :/
L1215[16:47:31] <Ordinastie> I don't even
understand what he's saying
L1216[16:50:54] <gigaherz> 1.11
snapshots
L1217[16:51:04] <gigaherz> Cartographer
villager sells maps
L1218[16:51:17] <gigaherz> one for sea
temples, and one for forest mansions
L1219[16:51:26] <gigaherz> he is asking
that there be a limit to them
L1220[16:51:36] <gigaherz> because the
one he found was for a mansion over 25K away from spawn -- on each
axis
L1221[16:52:01] <Ordinastie> ah
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L1223[16:58:21] <gigaherz> I liek the new
item durability bar colors in this week's snapshot
L1224[16:58:26] <Subaraki> diesieben07, I
had more luck mimicking the AI then actually trying to acces
it
L1225[16:58:35] <diesieben07> :D
L1226[16:58:37] <Subaraki> there's new
colors ?
L1227[16:58:42] <diesieben07> whatever
works for you.
L1228[16:59:10] <gigaherz> Subaraki: it
now goes green--->yellow->orange->red
L1229[16:59:31] <Subaraki> ooh, nice
:D
L1230[17:01:24] <barteks2x> I actually
got used to these old colors... these new colors just don't look
right to me
L1231[17:05:25] <tterrag> nah
L1232[17:05:31] <tterrag> the old colors
were the result of a flawed blending algorithm
L1233[17:05:36] <tterrag> it was a bug,
imo
L1234[17:05:38] <tterrag> glad it's
better now
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L1245[17:36:49] <Subaraki> what's the
best way to ignore an ite in the main hand and use the off hand
item ?
L1246[17:37:06] <Subaraki> looking to
make a dual wield sword
L1247[17:38:45] <Subaraki> wish there was
an enumaction.attack :/
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L1262[18:18:21] <diesieben07> is there an
easy way to directly spawn players that connect for the first time
in a different dimension than overworld? FML has mechanics to allow
this but it reads the player NBT... so do i have to pre-emptively
create that somehow?
L1263[18:18:32] <diesieben07> or is it ok
to just directly teleport them in the login event?
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L1266[18:20:31] <diesieben07> actually
why is that even there? vanilla has the dimension in the login
packet...
L1267[18:22:35] <diesieben07> or rather
join game packet
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L1273[19:00:52] <tterrag> I was *just*
forking it to fix too
L1274[19:01:08] <tterrag> probably giong
to keep the fork, since I have other changes in mind :P
L1275[19:01:42] <tterrag> in fact, I
forked, cloned, looked at the file to change it, and went...wait
wut?
L1276[19:01:43] <gigaherz> lol
L1277[19:02:38]
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L1278[19:03:00] <tterrag> 2 year old
copypasta mistake
L1279[19:21:27]
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L1281[19:29:34] <gigaherz> so I just had
a weird idea
L1282[19:29:49] <gigaherz> an
enchantment, that "turns things backward"
L1283[19:29:55] <gigaherz> not literally,
but metaphorically
L1284[19:29:57] <gigaherz> as in
L1285[19:30:04] <gigaherz> applied to a
bow, it would shoot you forward
L1286[19:30:20] <howtonotwin> that+elytra
= no
L1287[19:30:29] <gigaherz> that's what
the idea came from
L1288[19:30:32] <gigaherz> people already
do that
L1289[19:30:41] <howtonotwin> xD
L1290[19:30:42] <gigaherz> using punch
bows
L1291[19:31:02] <gigaherz> but I was
thinking, what kind of enchantment could it be, that caused that to
be on purpose
L1292[19:31:07] <gigaherz> rather than
abusing knockback?
L1293[19:31:22] <gigaherz> "in
soviet minecraft, bow shoots YOU"
L1294[19:31:45] <howtonotwin> so
basically quark's enderman thing but more
L1295[19:31:48] <gigaherz> the
enchantment would be "Soviet I"
L1296[19:31:52] <howtonotwin> xD
L1297[19:32:08] <howtonotwin> how about
ender pearls?
L1298[19:32:14] <gigaherz> I have
absolutely no idea what it would do on other objects.
L1299[19:32:16] <howtonotwin> teleport
entity near it
L1300[19:32:17] <howtonotwin> to
you
L1301[19:32:36] <gigaherz> no, you'd
shoot yourself
L1302[19:32:42] <gigaherz> and then
afterward, the pearl would tp to you instantly
L1303[19:32:55] <howtonotwin>
lol*10
L1304[19:33:07] <howtonotwin> hm
L1305[19:33:35] <howtonotwin> so after
the pearl tps
L1306[19:33:37] <howtonotwin> what
happens?
L1307[19:33:43] <gigaherz> you get it
back?
L1308[19:33:48] <gigaherz> dunno
L1309[19:33:53] <gigaherz> I don't see
the pearl as enchantable anyhow
L1310[19:33:58] <howtonotwin> Thank you
glorious master for giving me an idea
L1311[19:34:14] <BordListian> flint and
steel enchantments need to be a thing
L1312[19:34:21] <gigaherz> BordListian: I
was thinking that
L1313[19:34:28] <gigaherz> but Soviet on
Flint&Steel
L1314[19:34:33] <gigaherz> would... set
you on fire?
L1315[19:34:41] <gigaherz> for what
purpose?
L1316[19:34:45] <howtonotwin> bit more
literal than the others, isn't it?
L1317[19:34:51] <howtonotwin> make you
cold?
L1318[19:34:53] <BordListian> it would
make you ride on a snowgolem, obviously
L1319[19:35:07] <howtonotwin> maybe some
kind of frost walker type effect
L1320[19:35:11] <gigaherz> hmmm
L1321[19:35:28] <howtonotwin> is there an
enchant that turns lava -> obsidian or am I just a dreamer
L1322[19:35:34] <gigaherz> but the joke
is "in soviet russia, X does the thing to you"
L1323[19:35:51] <howtonotwin> so you
light fire
L1324[19:35:54] <howtonotwin> but fire
lights you
L1325[19:36:00] <howtonotwin> so you
become... a light source?
L1326[19:36:15] *
howtonotwin feels the lag already
L1327[19:36:53] <gigaherz>
flint&steel sets things on fire, so in soviet f&s, fire
sets things on you
L1328[19:37:11] <gigaherz> dunno I think
the idea is funny for a bow
L1329[19:37:14] <gigaherz> but otherwise,
won't work
L1330[19:37:28] <gigaherz> maybe fishing
poles
L1331[19:37:31] <howtonotwin> idk
L1332[19:37:37] <howtonotwin> ender
pearls could be useful
L1333[19:37:37] <gigaherz> so you launch
toward the target
L1334[19:37:41]
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L1335[19:37:41] <gigaherz> rather than
pulling it back
L1336[19:37:42] <howtonotwin> like a sort
of messaging system
L1337[19:38:02] <howtonotwin> you keep
pearls in a tank and when you need someone you release their
pearl
L1338[19:38:04] <gigaherz> hmmm fishing
pole + soviet = grappling hook
L1339[19:38:22] <gigaherz> "pole
fishes you"
L1340[19:39:22] <howtonotwin> for
f&s: man makes fire -> fire makes man
L1341[19:39:41] <howtonotwin> light one
in a village and you get better trades
L1342[19:39:50] <howtonotwin> light a
zombie on fire and you unzombify it
L1343[19:40:26] <howtonotwin> this needs
work but I love it :D
L1344[19:40:37] <gigaherz> I give you all
the rights of the idea
L1345[19:40:38] <gigaherz> ;P
L1346[19:40:42] <howtonotwin> yay
L1347[19:40:44] *
howtonotwin runs with it
L1348[19:41:30] <gigaherz> when soviet
creepers see you, they run away from you, and then you
explode
L1349[19:41:44] <howtonotwin> how do you
even make a soviet creeper?
L1350[19:41:54] <howtonotwin> can eggs be
enchanted?
L1351[19:42:03] <gigaherz> everything
can
L1352[19:42:09] <gigaherz> I madea
mistake with an enchantment
L1353[19:42:12] <gigaherz> and said
.ALL
L1354[19:42:20] <gigaherz> and people
complained about enchanting granite by mistake
L1355[19:42:42] <howtonotwin> what
enchant and why were people enchanting granite?
L1356[19:42:54] <howtonotwin> more
worried about the second one xD
L1357[19:43:04] <gigaherz> my Scraping
enchantment, from Survivalist
L1358[19:43:09] <gigaherz> I have no idea
why
L1359[19:43:18] <gigaherz> well it wasn't
specifically granite, let me find the bug report
L1360[19:43:19] <gigaherz> XD
L1362[19:43:50] <gigaherz> someone just
found the list of recipes involving my enchant
L1363[19:43:53] <gigaherz> through
JER
L1364[19:44:07] <gigaherz> and they were
like "uhhh"
L1365[19:44:10] <gigaherz> it was me who
did it with granite
L1366[19:44:17] <gigaherz> since
it'ssortof in the middle of the creative menu
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L1368[19:47:13] <howtonotwin> hopefully
soviet_russia is a unique enough modid...
L1369[19:47:28] <gigaherz> XD
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L1371[19:48:04] <howtonotwin> inb4
someone creates an incredibly detailed mod all about Soviet
Russia.
L1372[19:48:34] <gigaherz> XD
L1373[19:49:13] <gigaherz> too bad mc
doesn't have a hammer, or a sickle...
L1374[19:49:15] <howtonotwin> gigaherz =
forever $ putStrLn "XD"
L1375[19:49:38] <gigaherz> I moderate
myself now
L1376[19:49:44] <gigaherz> unless I'm
amused and having fun
L1377[19:50:01] <gigaherz> I used to end
all the sentences in XD at one point
L1378[19:50:03] <howtonotwin>
"fun"?
L1379[19:50:42] <gigaherz> yeah I have
fun thinking about the possibilities of such a mod
L1380[19:51:02] <howtonotwin> I do not
understand.
L1381[19:51:05] <howtonotwin>
"fun"?
L1382[19:51:12] <gigaherz> ?
L1383[19:51:14] <howtonotwin> What is
that?
L1384[19:52:03] <howtonotwin> I wonder
how the bow animation will look with Soviet on it
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L1386[19:52:19] <gigaherz> meh. I was
trying to think of a comeback, but nothing.
L1387[19:52:19] <howtonotwin> ah well
prettiness comes last :P
L1388[19:52:47] <howtonotwin> especially
in the case of the very first block that was gonna be in my new
mod
L1389[19:53:02] <howtonotwin> as
rendering flowing fluids inside blocks is just hell
L1390[19:53:56] <gigaherz> I wonder if
anyone has done a proper fluid simulation inside mc
L1391[19:54:09] <gigaherz> as in, a
realistic one, not just "finite liquids" style
L1392[19:54:24] <howtonotwin> I feel that
would involve TEs
L1393[19:54:26] <howtonotwin> and lots of
them
L1394[19:54:45] <howtonotwin> like at
least 5 :P
L1395[19:54:46] <gigaherz> yes.
L1397[19:55:02] <gigaherz> sortof
L1398[19:55:14] <gigaherz> that's a
minecraft "world" exported elsewhere
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L1401[19:57:05] <BordListian>
"realistic"
L1402[19:57:37] <gigaherz> anyhow
L1403[19:57:42] <gigaherz> sleep
time
L1404[19:57:42] <gigaherz> night
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L1426[22:14:39] <barteks2x> And once
again I don't know if it's vanilla bug or not...
L1427[22:14:49] <barteks2x> Another chunk
doesn't want to be rendered
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L1429[22:18:39] <barteks2x> And these are
nearly impossible to debug, even when reproducible
L1430[22:18:43] <barteks2x> this one
isn't
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L1438[22:33:57] <barteks2x> Where the
hell minecraft stores all RenderChunks?
L1439[22:36:31] <quadraxis>
ChunkRenderContainer?
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L1441[22:38:03] <barteks2x> apparently
not really, I found them in ViewFrustum
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L1443[22:38:26] <barteks2x> but still, I
have no idea how I can debug chunk rendering code
L1444[22:45:47] <barteks2x> All I was
able to figure out: Minecraft thinks this chunk doesn't need render
update. So nothing I didn't already know
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