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L6[00:04:43] <VikeStep> ok, have looked into
it more. There is a line in GuiModList of the following:
L7[00:04:43] <VikeStep>
lines.add(String.format("Version: %s (%s)",
selectedMod.getDisplayVersion(), selectedMod.getVersion()));
L8[00:05:01] <VikeStep> so there is a
display version, which is set by the mcmod.info, and another
version set by @Mod
L9[00:12:06] <RANKSHANK> so a metadata and a
modcontainer based version :P
L10[00:12:13] <RANKSHANK> works as a
reminder to update the modinfo then
L11[00:13:34] <VikeStep> I'm not entirely
sure why we need two versions anyways?
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L20[00:38:23] <VikeStep> trying to look for
examples of code usage on github and getting 1000 repos which have
the raw forge code in it :(
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L23[00:42:31] <killjoy> they didn't add
build to the gitignore
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L25[00:48:47] <BrainStone> VikeStep: What
are you looking for?
L26[00:48:58] <VikeStep> it's alright, I
found it :)
L27[00:49:08] <BrainStone> Alright ^^
L28[00:49:21] <BrainStone> Are you by any
chance looking for jumping anvils? xD
L29[00:49:27] <VikeStep> nope
L30[00:50:38] <killjoy> It's time for
finals
L31[00:50:53] <killjoy> And I'm just now
learning of a paper that's been assigned all semester which is due
tomorrow
L32[00:51:16] <killjoy> Rubric is nowhere
to be found
L33[00:52:32] <williewillus> welp
L34[00:52:53] <killjoy> just gotta find a
premade prompt online and go off that
L35[00:55:23] <killjoy> I'll do a bs
topic.. like proving that not getting your kids vaccinated is not
ethical
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L47[01:48:25] <killjoy> This is actually a
good topic.
L48[01:48:31] <killjoy> I might get maybe 4
pages out of this.
L49[01:48:42] <killjoy> times new roman
12pt double spaced
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L51[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161211 mappings to Forge Maven.
L52[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161211-1.11.zip
(mappings = "snapshot_20161211" in build.gradle).
L53[02:00:17] <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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L74[04:34:38] <Chaos_Therum> So anyone
played around with the new agricraft custom crops yet
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L78[04:55:36] *
VikeStep adds it to all new java projects he does
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L80[05:05:18] <IoP> how that is compared
with findbugs or other tools?
L81[05:05:26] <VikeStep> I've not used
findbugs before
L82[05:05:52] <VikeStep> I just know that
it adds it as a build step in gradle
L83[05:06:13] <VikeStep> so was very easy
to add
L84[05:10:04] <IoP> VikeStep: Now I finally
saw you... Have you any idea how much 2G phones were scrapped in
australia and how much M2M devices rendered useless?
L85[05:10:42] <VikeStep> haven't a
clue
L86[05:11:42] <IoP> How much public
announcements they made before shutting down 2G?
L87[05:11:54] <VikeStep> I didn't even know
they shut it down
L88[05:12:17] <VikeStep> but it makes sense
given that I no longer connect to 2G when I don't get 3/4G
L89[05:15:00] <VikeStep> and now I have
error-prone running on the travis build :D
L90[05:15:07] <VikeStep> I don't know why I
wasn't using CI much earlier
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L94[05:34:55] <acterhd> Where I can should
put dll of JNI and how to debug JNI?
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L107[06:29:55] <AtomicStryker> is there a
1.10 / 1.11 mod or library for drawing simple 3d shapes like
grids
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L113[06:38:43] <iari> does anyone know a
good replacement/fork for damage indicators for 1.10.2?
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L119[07:04:51] <acterhd> Where I can
locate JNI dll files in Minecraft mod?
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L122[07:07:55] <Ordinastie> why not in the
jar ?
L123[07:08:45] <acterhd> dll can store in
Jar?
L124[07:09:01] <acterhd> i. e.
natives
L125[07:09:16] <Ordinastie> a jar is just
a zip
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L127[07:10:08] <Ordinastie> the real
question is whether you can link from memory directly or if it has
to be a physical file on disk
L128[07:13:44] <gigaherz> lwjgl stores
them in jars, so it can be done
L129[07:13:44] <gigaherz> ;P
L130[07:14:21] <VikeStep> remember, if you
do stuff with dll's you make your mod not work on linux
L131[07:14:25] *
gigaherz yawns
L132[07:14:40] <gigaherz> VikeStep: you
need separate platform-specific jars for each platform ;P
L133[07:14:55] <iari> sounds anoying to
maintain
L134[07:14:59] <VikeStep> acterhd, what
are you trying to do? maybe we can find a different way
L135[07:14:59] <gigaherz> very
L136[07:15:21] <gigaherz> iirc, he's
trying to replace the minecraft rendering with OptiX
raytracing
L137[07:16:11] <VikeStep> gl lol
L138[07:20:26] <gigaherz> brb
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L142[07:28:20] <AtomicStryker> can someone
tell me what the new boolean in getStrongHoldPos does
L143[07:28:28] <AtomicStryker> i would
have thought its for the mansion thing but apparently no
L144[07:29:34] <AtomicStryker> ah, boolean
findUnexplored
L145[07:29:35] <gigaherz> there's a chat
command to find structures
L146[07:29:55] <AtomicStryker> had to dig
through the implementations until it was used somewhere
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L148[07:55:15] <AtomicStryker> someone
remind me how to turn off this "-src" jar being made
along with the main jar
L149[07:55:33] <AtomicStryker> it was
something in the gradle.build, "minecraft" section i
think, but i dont recall
L150[07:55:51] <gigaherz> look at a stock
build.gradle? ;P
L152[07:56:14] <AtomicStryker> right
L153[07:56:15] <AtomicStryker> .D
L154[08:00:30] <AtomicStryker> how do you
empty the players hand now?
L155[08:00:41] <AtomicStryker> it crashes
when i call player.setHeldItem(EnumHand.MAIN_HAND, null);
L156[08:00:42] <Ordinastie>
ItemStack.EMPTY
L157[08:00:46] <gigaherz>
setHeldItem(EMPTY)
L158[08:01:02] <AtomicStryker> this is
gonna be so annoying to track down
L159[08:01:28] <gigaherz> takes a bit of
effort
L160[08:01:38] <gigaherz> basically you
have to make sure that none of your ItemStack variables or fields
ever contain null
L161[08:01:47] <gigaherz> and to never
pass/return null on ItemStack parameters
L162[08:01:59] <AtomicStryker> after a
decade of doing exactly that in all instances
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L164[08:02:02] <AtomicStryker>
huehue
L165[08:02:16] <gigaherz> yeah
L166[08:02:24] <gigaherz> I was able to
remove quitea few nullchecks in the process, though
L167[08:02:29] <gigaherz> made some code
much cleaner ;P
L168[08:02:29] <AtomicStryker> well, half
a decade
L169[08:02:49] <gigaherz> although most of
them just became .getCount() <= 0 for me
L170[08:03:03] <AtomicStryker> who was
drunk and make grow() and shrink()
L171[08:03:08] <gigaherz> mojang
L172[08:03:16] <Ordinastie> no, he means
the mapping
L173[08:03:24] <AtomicStryker> in the
history of terrible function names
L174[08:03:28] <AtomicStryker> this
deserves a spot
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L176[08:03:33] <gigaherz> I like those
names
L177[08:03:38] <kashike> they are proper
names
L178[08:03:40] <kashike> lol
L179[08:03:41] <gigaherz> the alternatives
would have been like
L180[08:03:55] <Ordinastie> add/remove
would work
L181[08:04:02] <gigaherz>
.incrementStackCount and .reduceStackCount?
L182[08:04:09] <AtomicStryker> those would
work
L183[08:04:14] <AtomicStryker> who expects
grow and shrink
L184[08:04:17] <gigaherz> we have too many
redundant namings
L185[08:04:19] <AtomicStryker> ive
literally never seen that
L186[08:04:55] <kashike> grow/shrink are
common terms for things like this
L187[08:05:09] <AtomicStryker> did you map
these
L188[08:05:24] <kashike> I didn't, but I
would have named them the same
L189[08:05:50] <AtomicStryker> then feel
the appropriate level of disdain
L190[08:05:52] <AtomicStryker>
*stares*
L191[08:07:01] <gigaherz> I'd probably
have gone for incrementCount and reduceCount or something like
that
L192[08:07:37] <gigaherz> but grow and
shrink work just fine for me
L193[08:07:51] <gigaherz> but then again,
I started BEFORE they were named
L194[08:08:01] <gigaherz> and grow/shrink
are far better than func_XXXXX_yy
L195[08:08:46] <Ordinastie> which is
admitedly not the case for all the mappings we got :p
L196[08:09:19] <kashike> which ones do you
not like?
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L198[08:10:01] <Ordinastie> don't remember
on top of my head specific one, it was more of a general statement
:p
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L214[09:32:37] <Xilef11> Is there a way to
get the block the player is looking at so that the client and
server somewhat agree? player.worldObj.rayTraceBlocks doesn't seem
to work on the client
L215[09:33:08] <Ordinastie> it does work
on client
L216[09:33:20] <Ordinastie> but client
already knows the block it's looking at
L217[09:33:44] <Ordinastie> some
RaytraceResult field in Minecraft
L218[09:33:49] <gigaherz> the client and
server are never 100% in sync
L219[09:34:38] <gigaherz> when you do
stuff, the client has to send packets to the server, and then wait
for the server to process them
L220[09:34:40] <gigaherz> so to save
time
L221[09:34:57] <gigaherz> the client will
take certian shortcuts, assume some things will happen/not
happen
L222[09:35:01] <gigaherz> and hope for the
best
L223[09:35:13] <gigaherz> then the server
will reply with the right result, which the client may have to
correct for
L224[09:35:40] <gigaherz> this is why
"ghost blocks" happen when breaking stuff too quickly,
for example
L225[09:35:45] <gigaherz> mc sometimes
fails to correct things
L226[09:36:12] <gigaherz> so what i'm
getting at is
L227[09:36:19] <gigaherz> you can use
similar code, and they will mostly agree
L228[09:36:24] <gigaherz> but you can't
make them agree 100%
L229[09:36:30] <gigaherz> because of
desync caused by lag
L230[09:36:54] <Xilef11> "mostly
agree" is better than what I'm getting now
L231[09:39:50] <Ordinastie> if you're not
already have "mostly agree", you're probably doing it
wrong
L232[09:39:57] <Xilef11>
http://prnt.sc/di33s4 white is client, black is
server. using world.raytraceBlocks with the same parameters
L233[09:40:22] <Xilef11> hard to see, but
server is good and client always returns the player's feet
L234[09:40:32] <Ordinastie> show
code
L235[09:40:36] <Ordinastie> and check the
parameters
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L239[09:43:55] <Ordinastie>
objectMouseOver won't reach that far
L240[09:44:36] <Ordinastie> also, there is
an Entity.raytrace somewhere
L241[09:45:21] <gigaherz> I'm wondering
why do you need the correcting stuff?
L242[09:46:08] <Xilef11> probably outdated
code I copied from somewhere :/
L243[09:46:10] <gigaherz> getEyeHeight
already accounts for sneaking and such?
L245[09:47:07] <gigaherz> this is what I
do in my wip magic mod
L246[09:47:08] <Xilef11> but
player.raytrace seems to work well
L247[09:47:11] <gigaherz> it workso n both
client and server
L248[09:47:21] <gigaherz> server just has
to use partialTicks=1
L249[09:47:34] <gigaherz> I avoid certain
player methods due to them being client-only
L250[09:47:46] <gigaherz> but it works
consistently on both
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L252[09:57:55] <AtomicStryker> if clients
were in sync playing on the internet would be absolutely
impossible
L253[09:58:12] <AtomicStryker> even 30ms
mouse delay would be horrible
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L256[10:01:02] <AtomicStryker> so i just
checked out IBlockState ... did they actually REVERT to a fucking
int, which now contains id and meta combined
L257[10:01:25] <gigaherz> uhm?
L258[10:01:37] <AtomicStryker> return
getIdFromBlock(block) + (block.getMetaFromState(state) <<
12);
L259[10:01:44] <AtomicStryker> thats
blockState
L260[10:01:47] <gigaherz> it has always
been like that
L261[10:01:53] <gigaherz> sortof
L262[10:01:59] <gigaherz> when you
setBlockState
L263[10:02:11] <gigaherz> the chunk's
internals get an id from the state
L264[10:02:34] <gigaherz> which combines
the block id + meta
L265[10:02:39] <gigaherz> you can't store
arbitrary states in the world
L266[10:02:55] <gigaherz> only those that
can be encoded and decoded through
getStateFromMeta/getMetaFromState
L267[10:03:11] <gigaherz> although it's a
bit more complicated than that in practice
L268[10:04:03] <gigaherz> but it behaves
as if every time you do setBlockState, it would do getMetaFromState
and write that instead
L269[10:04:33] <gigaherz> that's why, in
order to use blockstates that don't have a metadata representation,
you need getActualState + tileentities
L270[10:04:51] <gigaherz> this has been
true in 1.8, and is true still in 1.11
L271[10:05:00] <AtomicStryker> why is
getStateFromMeta deprecated, it is absolutely still in use
L272[10:05:06] <gigaherz> it's
mojang-precated
L273[10:05:15] <gigaherz> it means
"don't call from outside, use the methods in IBlockState
instead"
L274[10:05:38] <AtomicStryker> but that
only works if you have a block in the world
L275[10:05:42] <gigaherz> yeah
L276[10:05:44] <gigaherz> for your
situation
L277[10:05:51] <gigaherz>
@SuppressWarnings
L278[10:05:59] <AtomicStryker>
@ShutupMojang
L279[10:06:20] <gigaherz> my packing tape
mod ends up doing something similar
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L282[10:22:22] <AtomicStryker> what about
I18n
L283[10:22:29] <AtomicStryker> id say use
LanguageMap.getInstance() but that isnt visible
L284[10:27:37] <Xilef11> can someone guess
why, in the same tooltip, one "\n" creates a line break
but the other shows up as [lf]?
L285[10:29:13] <gigaherz> AtomicStryker:
there's two I18n, one client-only, that has I18n.format
L286[10:29:16] <gigaherz> the other is
deprecated
L287[10:29:39] <gigaherz> it can work on
the server, but the server doesn't load mod translations, so it's
meaningless for mods
L288[10:29:50] <gigaherz> so I18n.format
is the preferred one
L289[10:30:25] <gigaherz> Xilef11: is one
"\\n" instead of an actual char(10)?
L290[10:31:10] <Xilef11> they're both the
same \n in en_US.lang
L291[10:31:55] <AtomicStryker> thanks
gigaherz
L292[10:34:25] <gigaherz> np
L293[10:37:15] <Xilef11> Looks like its
about character count. if I add enough blank spaces at the end of
the line it breaks properly
L294[10:37:33] <Xilef11> *it's :p
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L296[10:46:36] <AtomicStryker> did
minecraft:cavespider disappear somewhere
L297[10:46:53] <AtomicStryker> having a
lot of errors for that name in console, for some reason
L298[10:46:55] <Ordinastie> in a cave most
likely
L299[10:47:01] <iari> thats creepy: I'm
building a 1.10.2 modpack since 6 hours now and already at ~150
mods and it didn't crashed one single time so far...never thought
thats even possible
L300[10:48:27] <gigaherz> too many mods,
either way
L301[10:48:28] <gigaherz> XD
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L314[11:32:35] <iari> I wonder since when
every single modder with every even so little mod have to have an
own coremod
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L322[11:51:52] <LexDesktop> because they
are fucking morons
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L331[12:16:08] <acterhd> you are right...
I found dll files inside lwjgl libs
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L333[12:22:47] <IoP> whot
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L351[13:14:41] <acterhd> Need or not
"lib" file in JNI?
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L356[13:29:35] <acterhd> I found some
stranges
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L358[13:30:54] <acterhd> Natives need pute
in user/.gradle/caches/minecraft/net/minecraft/natives/1.11 i. e.
in caches
L359[13:31:36] <acterhd> But project not
in this directory
L360[13:32:26] <acterhd> This can be
understanded by GradleStart.java
L361[13:32:48] <acterhd> It is filename,
not url
L362[13:34:37] <acterhd> How to automatize
putting dlls to cachr?
L363[13:35:03] <acterhd> In
intellij?
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L367[13:43:47] <Shambling> boy I wish
1.10.2 didn't take 6 gigs of ram on my 8 gig laptop :P
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L381[14:13:36] <Sangam1> hello
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L383[14:14:06] <Sangam1> im having probs
with getting my item name to show up properly. any ideas why?
L385[14:14:19] <williewillus> like it
shows up item.blah.name?
L386[14:14:24] <Sangam1> yup
L387[14:14:30] <Sangam1> same with my
creative tab
L388[14:14:32] <williewillus> do you have
it in your localization file?
L389[14:14:39] <williewillus> en_US.lang
or whatever language
L390[14:14:48] <Sangam1> yes
L391[14:15:01] <Ordinastie> lower case
paths ?
L392[14:15:08] <williewillus> and this is
located in src/main/resources/assets/modid/lang/en_US.lang?
L393[14:15:14] <Sangam1> its there
L394[14:15:26] <Sangam1> I changed to
lowercase paths as well
L395[14:15:35] <Sangam1> my modid is
lowercase
L396[14:16:01] <williewillus> your assets
directory on github isnt lowercase
L397[14:16:05] <williewillus>
assets/InventoryRepair/lang
L398[14:16:33] <Sangam1> yeah its wrong
there
L399[14:16:39] <Sangam1> trying to fix my
github still
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L401[14:20:46] <gigaherz> anyone here
plays with mekanism on 1.10.2?
L402[14:21:23] <Sangam1> okay it should be
fixed now
L403[14:21:30] <Sangam1> the github
anyways
L404[14:21:31] <gigaherz> it has a funny
bug
L405[14:21:43] <gigaherz> if I place a
water bucket, I get the hydrogen refilled to max
L406[14:28:16] <Sangam1> williewillus: any
idea y its happening?
L407[14:30:11] <williewillus> why are you
overriding this
L409[14:30:56] <Sangam1> I had it do a
custom call back before. should I not?
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L411[14:31:33] <williewillus> remove it,
and also remove the spaces around the ='s in your lang file
L412[14:31:42] <williewillus>
item.foo.name=Foo Item
L413[14:32:18] <Sangam1> okay
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L416[14:36:37] <Sangam1> doesnt work
still
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L419[14:40:22] <williewillus> uh try
making the lang file utf8. idk what else is wrong but that's the
only thing not matching what I can see in my current mod
L420[14:40:51] <Sangam1> hmm. okay. let me
see if i can change it
L421[14:41:26] <Ordinastie> still not
lower case
L422[14:41:37] <williewillus> what's still
not lower?
L423[14:41:57] <williewillus> oh crap I
forgot
L424[14:41:59] <Ordinastie> the lang
file
L425[14:41:59] <williewillus>
en_us.lang
L426[14:42:00] <williewillus> lol
L427[14:42:03] <williewillus> not
en_US.lang
L428[14:42:06] <Sangam1> :O
L429[14:42:13] <Sangam1> wow. that might
fix it all
L430[14:42:38] <Sangam1> let me try
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L432[14:45:10] <gigaherz> I haven't made
any of my lang files lowercase
L433[14:45:14] <gigaherz> well,
itried
L434[14:45:15] <gigaherz> they didn't
work
L435[14:45:21] <gigaherz> so I went back
to the normal casing
L436[14:46:10] <Sangam1> didnt work xD
taking a break be back in afew
L437[14:51:10] <AtomicStryker> textures
and souds both now only work if case matches
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L444[15:05:37] <Sangam1> back. all the
cases match. i just dont know y mine doesnt
L445[15:05:59] <Ordinastie> is the folder
on the class path ?
L446[15:06:37] <Sangam1> its in
src/main/resources/assets/inventoryrepair/lang
L447[15:07:56] <Ordinastie> that doesn't
answer the question
L448[15:08:35] <Sangam1> its on the class
path
L450[15:12:13] <gigaherz> he means the
runtime classpath from your project
L451[15:12:23] <gigaherz> you may have
imported the project wrongly, causing the resources to not be
included inthe classpath
L452[15:12:38]
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L453[15:13:52] <Sangam1> in eclipse or in
build.gradle?
L454[15:14:02] <Ordinastie> eclipe
L455[15:14:05] <Ordinastie> eclipse
L456[15:15:17] <gigaherz> Sangam1: how did
you import the project? did you "gradlew eclipse" and
then added the eclipse folder as a project in your workspace?
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L459[15:15:57] <Sangam1> no I ran gradlew
eclipse then pointed eclipse to the eclipse file as the
workspace
L460[15:17:28] <Sangam1> the runtime
classpath is pointed to my minecraft forge foldier
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L468[15:41:10] <BrainStone> Does anyone
here have a tutorial for connected textures? I only found the one
of darkhax. But he has taken it offline and I could only find a
version in the Wayback Machine
L469[15:41:34] <BrainStone> Can't use it
though because a linked tool is no longer available
L470[15:42:36] <Sangam1> alot of the
tutorials are outdated
L471[15:42:40] <Sangam1> hard to find
any
L472[15:43:01] <AshIndigo_> If chisel is
open source you can look at that
L473[15:43:01] <BrainStone> Too bad
darkhax removed the tutorial AND the tool for it
L474[15:44:28] <AtomicStryker> wait theres
zombie_horses now
L475[15:44:38] <Sangam1> yup
L476[15:44:46] <BrainStone> There has been
from the beginning
L477[15:48:07] <Sangam1> gigaherz: did i
setup correctly?
L478[15:48:57] <gigaherz> dunno
L479[15:49:02] <gigaherz> I use
IntelliJ
L480[15:49:15] <gigaherz> I don't know if
using the same folder as a workspace works correctly
L481[15:50:36] <Sangam1> oh okay
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L492[16:08:42] <BrainStone> WTF?!? For a
block with connected textures that support corners you'd need 2¹8 =
262144 blockstates
L493[16:09:02] <tterrag> mm, no?
L494[16:09:07] <tterrag> 47^6
L495[16:09:18] <gigaherz> !!calc
47^6
L496[16:09:18] <gigaherz> gigaherz:
Result(s): 1.077921533e+010
L497[16:09:20] <BrainStone> How do you get
this numer?
L498[16:09:38] <BrainStone> I meant
2^18
L499[16:09:42]
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L500[16:09:44] <tterrag> I've written CTM
algorithms many times
L501[16:09:50] <tterrag> I know that 1 CTM
face requires 47 unique states
L502[16:10:10] <tterrag> 47 ^ number of
block faces = 47^6
L503[16:10:19] <tterrag> answer: don't use
blockstates
L504[16:10:23] <gigaherz> you can split
each face into 4 corners, and each of those corners then has two
main neighbours
L505[16:10:26] <gigaherz> and a diagonal
neighbour
L506[16:10:53] <tterrag> gigaherz: each
corner would need to know about 6 neighbors
L507[16:10:58] <BrainStone> I think I
could make it with "just" 2^18. Because in total you need
to check for 18 neighbors
L508[16:11:11] <gigaherz> the connections
may be, "full" for A+B+d (d being the diagonal one),
A-only, B-only, A+B but not D
L509[16:11:18] <BrainStone> And then using
boolean states for each neighbor makes 2¹8 different states
L510[16:11:28] <BrainStone> *2^18
L511[16:11:31] <gigaherz> and neither A
nor B
L512[16:11:38] <BrainStone> Yeah
L513[16:12:07] <gigaherz> so that's 5
states on each corner, I think? 5*4=20 states per face? dunno how
it becomes 47
L514[16:12:09] <BrainStone> Using custom
models = fun! Yay
L515[16:12:13] <BrainStone> [/irony]
L516[16:12:24] <gigaherz> maybe there's
more connections than I'm accounting for
L517[16:12:40] ***
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L518[16:12:43] <gigaherz> wiat there are,
since the neighbour may be covered
L519[16:12:45] <gigaherz> and not
visible
L520[16:13:11] <BrainStone> That I can
ignore
L521[16:13:11] <gigaherz> hmm but that's
the same state, "A", "B" and "D" are
only true if same block && visible face
L522[16:15:23] <BrainStone> gigaherz:
regardless, do you have any tutorials or resources for that
matter?
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L526[16:18:21] <gigaherz> not really,
BrainStone
L527[16:18:27] <gigaherz> I have never
done connectedtextures myself
L528[16:18:35] <gigaherz> tterrag has --
he works on chisel ;P
L530[16:18:49] <gigaherz> did I miss some
combination?
L531[16:19:05] <gigaherz> this isn't which
neighbours are present, only which possible states there can
be
L532[16:20:29] <BrainStone> Seems to be
correct
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L534[16:20:42] <gigaherz> so each corner
has 5 combinations, and there's 4 coners per face, and 6
faces
L535[16:20:43] <gigaherz> that's
L536[16:20:50] <gigaherz> 5^(4*6)
L537[16:20:53] <gigaherz> !!calc
5^(4*6)
L538[16:20:53] <gigaherz> gigaherz:
Result(s): 5.960464478e+016
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L540[16:21:10] <gigaherz> for a full
connectivity map
L541[16:21:17] <BrainStone> Yeah
L542[16:21:25] <gigaherz> BUT
L543[16:21:29] <gigaherz> there's some
combinations that will never happen
L544[16:21:36] <gigaherz> so there aren't
really 5^4 per face
L545[16:21:50] <BrainStone> Right
L546[16:21:53] <BrainStone> It's a fair
bit less
L547[16:21:59] <BrainStone> !!calc
5⁴
L548[16:21:59] <gigaherz> BrainStone:
Result(s): PARSE ERROR
L549[16:22:10] <BrainStone> !!calc
5^4
L550[16:22:10] <gigaherz> BrainStone:
Result(s): 625
L551[16:22:37] <BrainStone> Seems like 47
is realistic
L552[16:24:01] ***
Mine|away is now known as minecreatr
L553[16:25:00] <BrainStone> So assuming I
can make a block model that splits each face in 4 quarters I should
be able to get it working with a custom model and a handful of
textures
L554[16:28:30] <gigaherz> well
L555[16:28:35] <gigaherz> the way i'd
approach it is
L556[16:28:59] <gigaherz> in
getExtendedState, I'd look at the neighbours, and build a
"connectivity number" for each face
L557[16:29:03] <gigaherz> using an
IUnlistedProperty
L558[16:29:12] <gigaherz> pass those 6
numbers to a custom IBakedModel
L559[16:29:21] <gigaherz> then I'd return
the appropriate quads
L560[16:29:29] <gigaherz> for the given
connectivity numbers for each face
L561[16:29:33] <tterrag> BrainStone: I'm
actually working on a library for CTM
L562[16:29:36] <gigaherz> those quads
would be precomputed, for each face
L563[16:29:45] <gigaherz> be it 20 or
600
L564[16:29:46] <BrainStone> Oh?
1.10.2?
L565[16:29:47] <tterrag> ideally it should
allow mods to optionally add support via models only
L566[16:29:48] <gigaherz> that's
doable
L567[16:29:50] <tterrag> yes
L568[16:30:01] <BrainStone> Nice
L569[16:30:10] <tterrag> so you would
write some stuff into your block models (that vanilla can parse
fine) and when the mod is present it reads that info and adds CTM
rendering
L570[16:30:13] <BrainStone> Care to inform
me when you are done
L571[16:30:14] <gigaherz> all you'd need
to do is compute the right numbers from getExtendedState
L572[16:30:19] <tterrag> well
theoretically it's "done" now
L573[16:30:24] <tterrag> it's called
chisel
L574[16:30:25] <gigaherz> and include your
IUnlistedProperty
L575[16:30:33] <tterrag> we are doing a
rework of the format though
L576[16:30:37] <tterrag> then splitting it
into a separate mod
L577[16:30:49] <BrainStone> Ok
L578[16:30:59] <BrainStone> Are the plans
to make it a lib or an actual mod?
L579[16:31:19] <tterrag> it will always
have to be a mod
L580[16:31:23] <tterrag> due to the nature
of how models are
L581[16:31:29] <BrainStone> Hm ok
L582[16:31:31] <tterrag> and the fact that
it works without any actual mod code interaction (all models)
L583[16:31:38] <tterrag> it needs an
ICustomModelLoader which has to be registered somehow
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L585[16:32:27] <BrainStone> Can you link
me to some resources on how I could achieve it right now with
chisel?
L586[16:33:05] <gigaherz> welp
L587[16:33:09] <gigaherz> I got 47 as the
final number
L588[16:33:09] <gigaherz> XD
L590[16:33:51] <gigaherz> sorry for
thespanish keywords
L591[16:33:51] <gigaherz> XD
L592[16:34:43] <gigaherz> I didn't expect
47, but there it is ;P
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L597[16:41:55] <tterrag> random
example
L598[16:42:21] <BrainStone> tterrag: Thank
you!
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L600[16:47:32] <quadraxis> hmm 47^6 is a
lot more than 9^8
L601[16:47:46] <quadraxis> perhaps i
missed something in working this out
L602[16:47:50] <BrainStone> A tiny litte
bit+
L603[16:47:53] <BrainStone> xD
L604[16:49:39] <Sangam1> would
inventoryrepair.item.itemautosmeltertool.name=Auto Smelter be vaild
for the .lang file?
L605[16:50:39] <quadraxis> normally
item.modname.itemname.name i think
L606[16:51:55] <Sangam1> oh okay
L607[16:52:18] <Sangam1> ty
L608[16:52:30] <Ordinastie> only if you
set the unlocalized name to modname.itemname
L609[16:56:11] <tterrag> quadraxis: keep
in mind that 47^6 is the "dumb" way of storing the
data
L610[16:56:28] <tterrag> in reality you
could save a lot of redundant bits by just saving whether there is
a connectable block at relevant positions
L611[16:56:41] <tterrag> which, for our
algorithm at least, would "only" require 26 bits
L612[16:56:58] <Ordinastie> it's really
just 6 quads, and 47 UV possibilities
L613[16:57:09] <tterrag> but storing it
that way makes it pretty much impossible to use in a json model, so
it's pointless to serialize it
L614[16:57:14] <gigaherz> you don't
actually need 47^6 blockstates just a byte[6]
L615[16:57:20] <gigaherz> for passing
through the IUnlistedProperty ;P
L616[16:57:36] <tterrag> gigaherz: at that
point why bother with such a low level data storage
L617[16:57:38] <tterrag> if you're using
unlisted
L618[16:57:49] <tterrag> you'd waste so
much time going back and forth
L619[16:58:11] <gigaherz> the call to
getExtendedStates is going to be called either way
L620[16:58:28] <gigaherz> so the two
options are equally efficient
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L622[16:58:39] <tterrag> I mean on the
model end...you have to convert it to quads at some point
L623[16:58:42] <gigaherz> either you
compute the face texture "indices" on the model
L624[16:58:49] <gigaherz> or you compute
them on getExtendedStates
L625[16:58:51] <tterrag> it would be
easier if you avoided the serialization and deserialization steps
and just used an object intermediary
L626[16:59:04] <gigaherz> what do you mean
deserialization?
L627[16:59:18] <gigaherz> the way I
picture it
L628[16:59:42] <tterrag> at some poitn you
have to turn this byte[] into an actual set of 4 quads
L629[16:59:42] <gigaherz> the IBakedModel
has one BakeQuad[47] for each face
L630[16:59:48] <tterrag> you want that
step to be as fast as possible
L631[17:00:00] <tterrag> haha no....if you
store all possible quads the memory usage will be nuts
L632[17:00:37] <gigaherz> not really
L633[17:00:44] <gigaherz> even if you have
them split up
L634[17:00:51] <gigaherz> 4 quads * 47
combinations is just
L635[17:00:59] <gigaherz> !!calc 4*7;
ans*6
L636[17:00:59] <gigaherz> gigaherz:
Result(s): 28; {ans?} 0
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L638[17:01:07] <gigaherz> !!calc 4*7;
4*7*6
L639[17:01:08] <gigaherz> gigaherz:
Result(s): 28; 168
L640[17:01:14] <gigaherz> you only need
168 quads
L641[17:01:23] <gigaherz> of which you'll
return 24
L642[17:01:37] <Ordinastie> 24?
L643[17:01:41] <gigaherz> 4 per face
L644[17:01:44] <gigaherz> each
quadrant
L645[17:01:54] <gigaherz> taking up one of
the 5 possible quadrant states
L646[17:02:18] <gigaherz> you have 5
actual textures, with 47 possible combinations per face
L647[17:02:46] <gigaherz> although that's
per block type
L648[17:03:10] <gigaherz> so I guess
storing 168 quads if you have 100 different block types using
connectivity
L649[17:03:18] <gigaherz> that's 16k
instances
L650[17:03:28] <gigaherz> it's quite a
few, but not a ridiculous amount
L651[17:03:39] <quadraxis> how did you get
to 4*7 from 47?
L652[17:03:53] <gigaherz> uhm
L653[17:04:04] <gigaherz> brainfarting, I
suppose
L654[17:04:15] <gigaherz> !!calc
4*47*6
L655[17:04:15] <gigaherz> gigaherz:
Result(s): 1128
L656[17:04:27] <gigaherz> okay yeah it's a
lot of quads to have precomputed
L657[17:04:28] <gigaherz> XD
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L659[17:04:51] <BrainStone> tterrag is
there documentation on how to use th CTMm stuff?
L660[17:04:57] <BrainStone> *CTM
L661[17:04:57] <Ordinastie> I need to
rework my CTM because currently, it doesn't take corners into
account
L662[17:05:24] <Ordinastie> but when I do,
I'll just have 47 icons
L663[17:05:30] <gigaherz> 47 actual
textures
L664[17:05:33] <gigaherz> per block
type?
L665[17:05:34] <Ordinastie> most likely
generated from bg + borders
L666[17:05:48] <BrainStone> You can reduce
it to 5 when you glue them together
L667[17:06:03] <gigaherz> you only need 5,
and thne take each corner as a separate quad
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L670[17:06:17] <gigaherz> these are the
actual corners
L671[17:08:12] <Ordinastie> but that's 5
if you plan to have 4 quads per face
L672[17:08:21] <gigaherz> yes
L673[17:08:26] <Ordinastie> I don't plan
that
L674[17:08:28] <gigaherz> 4 quads per face
is nothing to the gpu
L675[17:08:34] <gigaherz> while 47
textures in the atlas is a lot
L676[17:08:38] <gigaherz> it will blow up
quickly
L677[17:08:52] <gigaherz> maybe not if you
have only a handful of blocks with connected textures
L678[17:08:58] <gigaherz> but chisel has
many dozens
L679[17:09:36] <tterrag> Ordinastie: have
fun with that texture atlas usage
L680[17:09:37] ***
amadornes is now known as amadornes[OFF]
L681[17:09:42] <tterrag> BrainStone: not
atm, because it's going to change
L682[17:09:48] <tterrag> but basic usage
should all be there in the IE repo
L683[17:09:56] <tterrag> or just look at
chisel
L684[17:09:57] <tterrag> or just ask
me
L685[17:10:09]
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L686[17:11:02] <BrainStone> Can you tell
me how to make tur a block with the same texture into a CTM
block?
L687[17:12:27] <BrainStone> Essentially
I'm really confused because there are references to files that do
not exist
L688[17:12:29] <BrainStone> etc
L689[17:12:34] <BrainStone> (In the IE
code)
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L692[17:19:29] <tterrag> BrainStone: if
the file is missing it uses a defualt
L693[17:19:37] <tterrag> something I'll
probably get rid of (or make it not necessary)
L694[17:19:51] <BrainStone> Ok
L695[17:19:53] <tterrag> default is just a
passthrough, so for a .cf file it just points to a single .ctx file
of the same name
L696[17:19:56] <tterrag> ctx files are in
/textures
L697[17:20:06] <BrainStone> I found
that
L699[17:20:38] <tterrag> that contains the
meat of the information
L700[17:20:58] <tterrag> it says what
render type to use (CTM), what layer to use (CUTOUT), and what
textures to use for CTM
L701[17:21:03] <tterrag> CTM needs two
textures
L702[17:21:23] <tterrag> the benefit to
our system, is that one texture is just the normal block texture
with no connections, and the other one handles all the CTM
L703[17:21:33] <tterrag> so you can
seamlessly just "drop" the CTM and use the first
texture
L704[17:21:55] <BrainStone> Ok
L706[17:22:22] <BrainStone> Ok
L707[17:22:38] <BrainStone> Do animations
work with that?
L708[17:23:07] <tterrag> sure
L709[17:23:12] <BrainStone> Good
L710[17:23:17] <tterrag> they are loaded
as normal textures, so you can use .mcmeta as needed
L711[17:23:28] <BrainStone>
Excellent!
L712[17:23:33] <tterrag> in fact, I
*might*, depending on if it's possible or not, just bake what is
currently the .ctx into the .mcmeta file
L713[17:24:56] <Ordinastie> tterrag, I
might steak that :p
L714[17:25:00] <Ordinastie> *steal
L715[17:25:44] <tterrag> or you could
contribute
L716[17:26:04] <Ordinastie> I was just
talking about the 2 png
L717[17:26:08] ⇦
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L718[17:26:31] <Ordinastie> I don't use
models, so I don't know what I'd contribute
L719[17:27:25] <BrainStone> This should be
enough in the model.json, right?
L720[17:27:27] <BrainStone>
"model": { "model": "block/cube_all"
},
L721[17:27:27] <BrainStone>
"face":
"brainstonemod:blocks/stable_pulsating_brain_stone.cf"
L722[17:27:34] <tterrag> "face"
should be inside "ctm"
L723[17:27:44] <BrainStone> (Under the
"ctm" property)
L724[17:27:55] <BrainStone> Both are
inside "ctm"
L725[17:28:08] <BrainStone> Whole
file:
L726[17:28:09] <BrainStone> {
L727[17:28:09] <BrainStone>
"parent": "block/cube_all",
L728[17:28:09] <BrainStone>
"textures": {
L729[17:28:09] <BrainStone>
"all":
"brainstonemod:blocks/stable_pulsating_brain_stone"
L730[17:28:10] <BrainStone> },
L731[17:28:12] <BrainStone>
"ctm": {
L732[17:28:12] <tterrag> ugh
L733[17:28:13] <tterrag> use
pastebin
L734[17:28:14] <BrainStone>
"model": { "model": "block/cube_all"
},
L735[17:28:14] <tterrag> please
L736[17:28:16] <tterrag> stop
L737[17:28:16] <BrainStone>
"face":
"brainstonemod:blocks/stable_pulsating_brain_stone.cf"
L738[17:28:18] <BrainStone> }
L739[17:28:20] <BrainStone> }
L740[17:28:22] <BrainStone> One sec
L742[17:32:23] <tterrag> looks fine
L743[17:32:33] <BrainStone> Ok. Thank
you
L744[17:32:34] ⇦
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L745[17:32:46] <BrainStone>
"model" is required, right?
L746[17:33:00] <tterrag> yes
L747[17:33:04] <BrainStone> Ok
L748[17:33:13] <BrainStone> Then I think I
understand how it works
L749[17:33:33] <BrainStone> I'm working on
the texture. So might take a bit until I can test
L750[17:46:40] ⇦
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L751[17:57:09] <gr8pefish> I may have
found a bug with Forge. For PlayerInteractEvent.RightClickBlock the
fields itemStack (to refect the item used to right click) and the
hand (to reflect the hand used to click, off or mainhand) is
correct on the client side, but is always null/offhand on the
server side. I'm guessing this isn't intended?
L752[17:58:49] <gr8pefish> Correction, it
seems to always be the offhand called on the server side (and then
the stack is correct relative to what was in the offhand)
L753[18:01:01] ⇦
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L757[18:05:56] <BrainStone> tterrag: I
can't get it to work...
L758[18:06:12] <BrainStone> The block in
the world renders but dows not connect
L759[18:06:38] <BrainStone> In the
inventory it is rendered without texture and without
transformation
L761[18:07:25] <tterrag> ok two
questions
L762[18:07:30] <tterrag> 1. what chisel
version
L763[18:07:35] <tterrag> 2. are you
running chisel in a dev environment
L764[18:07:57] <tterrag> maybe 3. can we
move this to #ChiselTeam ? :P
L765[18:08:02] ⇦
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L766[18:09:29] <BrainStone> Sure
L767[18:13:35]
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L769[18:20:52] <mezz|finals> sounds like a
bug gr8pefish
L770[18:21:51] <gr8pefish> Yeah I've been
trying to debug it. It's an odd one, as it is called on both sides,
so the tracing of it is a lot harder that what I'm used to (a
1-sided event call).
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L772[18:27:45] <TehNut> gr8pefish: If you
breakpoint it, you can give the breakpoint a condition so it only
fires serverside
L773[18:28:04] <gr8pefish> ah that's nice,
thanks for the tip
L774[18:28:05] <BrainStone> Or you could
run a client and a server
L775[18:28:21] <gr8pefish> I am doing so,
it's mainly the internal calls that geta bit spaghetti-y
L776[18:29:09] ***
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L777[18:29:15] <gr8pefish> I don't have
time to do a full trace right now (my nickname should be
gr8pefish|finals), I'll just do a good bug report.
L778[18:42:14] <gr8pefish> wtf, now it's
working? Huh, I'll check this bug out later then.
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L780[18:49:08] <Sangam1> anyone think they
can fix my problem of not being able to get my .lang file
working?
L781[18:49:25] <BrainStone> What is not
working?
L783[18:49:53] <Sangam1> the items,
creative tabs come up as item.example.name instead of Item
L784[18:50:15] <Sangam1> its acting like
there is no lang file or im doing something wrong
L785[18:50:39] <BrainStone> Why do you
have two lang files?
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L787[18:51:15] <BrainStone> Nvm 3?!?
L788[18:51:20] <Sangam1> 3?
L790[18:51:39] <Sangam1> oh right because
i was trying to figure out if i was placing it in the wrong
place
L792[18:51:44] <Sangam1> so i made a
bunch
L793[18:52:07] <BrainStone> Correct place
is src/main/resources/assets/<modid>/lang
L794[18:52:22] <tterrag>
assets/modid/lang
L795[18:52:25] <Sangam1> yeah im getting
it fixed rn
L796[18:52:59] <Sangam1> okay so there is
only 1 lang file I can see now in my eclipse
L797[18:53:22] <Sangam1> its in
src/main/resources/assets/modid/lang/en_US.lang
L798[18:53:36] <BrainStone> modid= mod id
of your mod
L799[18:53:43] <BrainStone> (whatever that
is)
L800[18:54:04] <Sangam1> yup
L801[18:54:13] <Sangam1> modid for me
sangamir
L802[18:54:18] <BrainStone> ok
L803[18:54:43] <tterrag> is
src/main/resources a source folder?
L804[18:54:49] <Sangam1> yes
L805[18:54:59] <tterrag> can you give an
exact example of a name that is not working?
L807[18:56:06] <hipsterpig> Sangam1: what
version of MC
L808[18:56:11] <Sangam1>
sure.item.ingotCopper.name=Copper Ingot doesnt work
L809[18:56:17] <Sangam1> its the newest
1.11
L810[18:56:28] <hipsterpig> lowercase your
assets
L811[18:56:35] <hipsterpig> tterrag: you
should know this.
L812[18:56:52] <tterrag> lang files were
removed from that requirement last I checked
L813[18:56:55] <Sangam1> so to make it
ingotcopper?
L814[18:56:56] <hipsterpig> lol no
L815[18:57:00] <tterrag> lol yes
L816[18:57:03] <hipsterpig> no, make it to
en_us.lang
L817[18:57:10] <tterrag> mod assets are
assumed to be resource packs v2
L818[18:57:12] <Sangam1> oh okay
L819[18:57:22] <hipsterpig> tterrag:
legacy support lets you keep it as en_US.lang
L820[18:57:30] <hipsterpig> rightfully it
should be lowercase
L821[18:57:56] <tterrag> yes, but it won't
load
L822[18:57:59] <tterrag> unless you add a
pack.mcmeta
L823[18:58:01] <hipsterpig> mods without a
pack.mcmeta is assumed to be version 3 I think, the lowercase
version, no?
L824[18:58:04] <tterrag> no
L825[18:58:12] <hipsterpig> why should it
default to version 2 on mc1.11?
L826[18:58:13] <tterrag> mods are always
assumed to be the PREVIOUS version
L827[18:58:15] <tterrag> it threw me off
too
L828[18:58:16] <tterrag> ask lex
L829[18:58:17] <hipsterpig> what
L830[18:58:23] <hipsterpig> try it anyways
Sangam1
L831[18:58:28] <Sangam1> lol okay
L832[19:00:09] <Sangam1> wait so whats
this pack.mcmeta?
L833[19:00:49] <tterrag> resource pack
metadata
L834[19:01:01] <Sangam1> oh is that
new?
L835[19:01:47] <tterrag> not at all
L836[19:02:09] <Sangam1> lol okay.
L837[19:02:17] <mezz|finals> tterrag,
you're being very disingenuous
L838[19:02:19] <Sangam1> hipserpig: doesnt
work still
L839[19:02:25] <tterrag> mezz|finals: how
so?
L840[19:02:33] <hipsterpig> lol
L841[19:02:37] <mezz|finals> mods have
never needed pack.mcmeta before
L842[19:02:45] <hipsterpig> well revert
then if what tterrag said is right you should be using
en_US.lang
L843[19:02:49] <tterrag> never needed it?
true
L844[19:02:51] <tterrag> could they have
had it? yes
L845[19:02:54] <tterrag> therefore it is
not old
L846[19:02:56] <tterrag> they still don't
need it now
L847[19:03:03] <mezz|finals> you're giving
technically correct answers in a manner that's kind of not
helpful
L848[19:03:08] <Sangam1> lol. i have spent
literally the past couple hours trying to figure this out
L849[19:03:18] <hipsterpig> are you sure
your file is being loaded as a resource?
L850[19:03:22] <tterrag> no, I was
correcting an incorrect statement that lang files need to be
lowercase now
L851[19:03:30] <tterrag> fine, I'll lay it
all out
L852[19:03:39] <hipsterpig> soz
tterrag
L853[19:03:44] <hipsterpig> lex tells me
it has to be though
L854[19:03:46] <hipsterpig> same with
modids
L855[19:03:47] <tterrag> forge assumes mod
resource packs now to be v2, which does not require lowercase
paths
L856[19:04:17] <tterrag> there are other
places in vanilla though that assume lowercase, but legacy lang
files are handled properly
L857[19:04:36] <Sangam1> hipsterpig: Im
hoping it is. It should be
L858[19:04:40] <tterrag> and so lowercase
lang files actually DON'T work by default in 1.11 mods. this is as
of last time I checked, but when I did check I had a convo with lex
who said it was intentional
L859[19:04:46] <hipsterpig> don't hope,
check and make sure it is.
L860[19:04:59] <mezz|finals> legacy lang
was handled at the very beginning of Forge 1.11 but that changed
shortly after and pack.mcmeta was required. did that change
again?
L861[19:05:24] <hipsterpig> don't you just
love updating to a new MC version, guys? ;)
L862[19:05:38] ***
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L863[19:05:47] <tterrag> Sangam1: you said
that item.ingotCopper.name doesn't work, but can you be more clear
about that? what exactly shows up ingame
L864[19:05:58] <Sangam1> how do i check if
its loading or not
L865[19:06:15] <Sangam1> it shows
item.ingotCopper.name
L866[19:06:23] <Sangam1> same thing with
the creative tab
L867[19:09:20] <Sangam1> the resource is
being loaded
L868[19:09:48] <Sangam1> I think i might
have got it
L869[19:10:22] <tterrag> you use
itemCopper as your registry name as well
L870[19:10:27] <tterrag> it's probably a
good idea to use something lowercase
L871[19:10:33] <tterrag> just to avoid
confusion in the future (or now)
L872[19:10:39] <hipsterpig> the rest of mc
does anyways ^
L873[19:10:48] <tterrag> also, using
"item" in your item's registry name is a bit redundant,
no?
L874[19:10:58] <hipsterpig> lol
L875[19:11:03] <hipsterpig>
item.item.ingotCopper.name
L876[19:11:29] ***
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L877[19:11:31] <Sangam1> lol. i guess it
is. welp time to go and do some fixing
L878[19:11:38] <Sangam1> thx for the
help
L879[19:12:03] <tterrag> eh I read
wrong
L880[19:12:10] <tterrag> still, I'd use
ingot_copper not ingotCopper
L881[19:12:21] <tterrag> this is 1) less
confusing for resources and 2) consistent with vanilla
L882[19:12:35] <Sangam1> okay. that would
be better to do
L883[19:12:51] <tterrag> also, lang
mappings are *global*
L884[19:12:54] <tterrag> so put your modid
in there
L885[19:12:59] <hipsterpig> what was your
issue anwyays
L886[19:13:31] <Sangam1> tterrag: so I put
modid.item.example.name?
L887[19:13:41] <tterrag> I would do
item.modid.example.name
L888[19:13:50] <tterrag> scopes should be
more specific for each "word" in the name
L889[19:14:03] <Sangam1> tbh IDK what it
was. I changed my modid a few times and changed a little bit of
code everywhere
L890[19:14:08] <tterrag> it's an
"item" from mod "modid" with name
"example" and this is the "name" of that
L891[19:14:25] <Sangam1> okay cool
thx
L892[19:16:34] <hipsterpig> anyone know
why mojang made all resources lowercase in 1.11 anyways?
L893[19:17:27] <tterrag> consistency? it
was already half-enforced by some things
L894[19:21:49] <mezz|finals> I think that
makes the most sense yeah
L895[19:30:57] <KklyAq> when is the
correct time to register sound events?
L896[19:30:58] <BrainStone> Sangam1: I'd
also recommend adding the gradle stuff to the repo
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L899[19:43:52] <Sangam1> okay will
do
L900[19:44:20] <Sangam1> one more question
whats the new OnItemRightClick function? I cant find one
L901[19:44:52] ***
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L902[19:45:59] <Sangam1> nvm found
it
L903[19:51:06] <barteks2x> tterrag, if
you've seen AoC day 11: Do I understand the rules wrong, or is the
example solution (11) wrong? My code found 9 step solution and it
seems correct
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L912[20:37:06] <tterrag> barteks2x: I read
it and only partially understand it
L913[20:37:10] <tterrag> I might skip this
one for now
L914[20:37:16] <tterrag> plus,
finals
L915[20:37:33] <barteks2x> I asked on
reddit already, I misunderstood that question
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L925[21:22:02] <Arctangent> sooooo anyone
know how to override methods on a predefined class
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L927[21:22:16] <Arctangent> ( I want to
make zombies and skeletons not burn in sunlight if they're on a
certain block )
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L929[21:33:36] <barteks2x> looking at it,
there seems to be no way to do it. A "hack" I thought of
would be to create invisible helmet and make when zombie/skeleton
steps on that block - it gets that item
L930[21:36:18] <primetoxinz> just use an
event to extinguish them if they're on that block?
L931[21:36:55] <barteks2x> also, that may
work
L932[21:37:14] <primetoxinz> probably
would have to do worldtick
L933[21:37:19] <barteks2x> I was mainly
looking at the code that sets entity on fire
L934[21:37:47] <primetoxinz> could make
the block slightly less than full and onEntityCollide ->
extinguish
L935[21:38:13] <Arctangent> Hrnn, I was
also hoping to allow them to spawn on it, regardless of light
level.
L936[21:38:36] <primetoxinz> they still
can
L937[21:38:53] <primetoxinz> pretty
certain mobs still spawn on soulsand, which is also slightly less
than a block
L938[21:40:11] <Arctangent> No, I mean,
they have methods that determine if they can spawn at a position,
and light level is factored in there.
L939[21:40:26] <primetoxinz> oh,
zombies
L940[21:40:27] <Arctangent> So you don't
have zombies and stuff popping up in your house if you keep it
well-lit.
L941[21:40:33] <primetoxinz> right
L942[21:40:56] <Arctangent> Also, I think
the event method would keep them entirely impervious to immolation,
right?
L943[21:41:06] <Arctangent> Rather than
just preventing them from igniting due to sunlight.
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L945[21:41:19] <primetoxinz> yeah, it
would
L946[21:41:35] <primetoxinz> hard to fix
that with how hardcoded it is
L947[21:41:51] <primetoxinz> you could
always do it the hard way...
L948[21:42:03] <Arctangent> Hrn, I guess I
will just have to make the blocks generate some sort of miasma
which blocks sunlight.
L949[21:42:03] <primetoxinz> extend
Zombie/Skeleton and when one spawns replace them with your
own
L950[21:42:24] <Arctangent> Yeah but then
that raises issues should any other mod do something with
them.
L951[21:42:30] <primetoxinz> yep
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L955[22:16:50] ***
BrainStone is now known as BrainStone|Away
L956[22:17:44] ⇦
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(~Red@177.92-221-236.customer.lyse.net)
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(~Lathanael@p5496072F.dip0.t-ipconnect.de)
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timeout: 384 seconds)
L960[22:24:54] ⇦
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(~quadraxis@cpc77293-basf12-2-0-cust699.12-3.cable.virginm.net)
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(Quit: Poof)
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L967[22:34:30] ⇦
Quits: Doty1154 (~Doty1154@2601:648:8000:134f:40d2:d930:d393:7157)
(Read error: Connection reset by peer)
L968[22:48:13] ***
Vigaro is now known as Vigaro|AFK
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(~chatzilla@122-61-224-36.jetstream.xtra.co.nz)
L970[22:59:42] ⇦
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reset by peer)
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Leaving)
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by peer)
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L981[23:53:24] ***
minecreatr is now known as Mine|dreamland
L982[23:58:58] ⇦
Quits: Brokkoli (~Brokkoli@p2E5B1FE0.dip0.t-ipconnect.de) (Quit:
Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
und das T�ten angemessen wirkt. (George Orwell))
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