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L2[00:00:22] <mistamadd001> praise be to
cool aid
L3[00:02:53] <Corosus> \o\
L4[00:03:11] <mistamadd001> /o/
L5[00:04:24] <TehNut> \o/
L6[00:04:30] <TehNut> oh he did that one
damnit
L8[00:04:43] ⇨
Joins: Hunterz
(~hunterz@2001:af0:8000:1c01:6af7:28ff:fe37:5d6a)
L9[00:05:00] <Corosus> neat
L10[00:05:43] <TehNut> neato
L11[00:22:05] <killjoy> Does anyone know
where logs are stored with the new launcher?
L12[00:23:17] <killjoy> The game output is
spitting out errors, but eating the stacktraces
L13[00:24:29] ⇨
Joins: PrinceCat
(~PrinceCat@58-7-228-28.dyn.iinet.net.au)
L14[00:25:50] <PrinceCat> Hey guys, just a
quick one... it's not possible to have an item with metadata and
durability is it? Would the best way to approach this be to use a
dynamic model and just store and change it via NBT?
L15[00:26:12] ***
DarkevilAway is now known as Darkevilmac
L16[00:39:05] <immibis> PrinceCat:
durability and metadata are normally the same thing
L17[00:39:38] <PrinceCat> That's what I
figured, I just got back into it and for some reason thought
otherwise...
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L19[00:40:03] <PrinceCat> I'm helping a
friend port his mod over and basically he has a "paint
bucket" item that has different colours but he also wants it
to have a durability.
L20[00:40:25] <PrinceCat> What do you think
my best option would be to implement it @immibis?
L21[00:40:37] <immibis> store the colour in
nbt
L22[00:40:37] <mistamadd001> have the
colours stored as nbt and the durability stored as meta
L23[00:41:04] <immibis> it's *possible* to
store durability in nbt, but it's a lot more difficult because
everything assumes durability = metadata
L24[00:41:14] <immibis> so store the colour
in nbt and durability in metadata
L25[00:41:48] <PrinceCat> Yeah, of
course... I'm mainly concerned about how to get the item model -
should I just use IItemPropertyGetter and get it that way?
L26[00:43:59] <PrinceCat> I figured that
might be the easiest to do it and then just use predicate in the
item's model.json
L27[00:44:32] <immibis> oh right, i forgot
about the new stupid model system since 1.8
L28[00:44:34] <immibis> no idea
L29[00:45:55] <PrinceCat> Yeah... I modded
a little bit in 1.9 but never really looked too much into rendering
- it's a bit of a challenge but I'm finding a fair bit of
information online so I'm getting there slowly, haha.
L30[00:46:05] <PrinceCat> Thanks for your
help @immibis, @mistamadd001.
L31[00:46:14] <mistamadd001> yvw
L32[00:46:17] <mistamadd001> 7
L33[00:51:12] *
McJty likes the 'stupid' new model system :-)
L34[00:51:27] <immibis> McJty: why?
L35[00:51:37] <immibis> are you a resource
pack maker?
L36[00:51:42] <McJty> No I make mods
L37[00:51:52] <McJty> RFTools, Deep
Resonance, The One Probe, ...
L38[00:51:56] <immibis> then why?
L39[00:52:14] <McJty> Because I think it is
very good and easy to use. Much easier to make models in json as
opposed to code
L40[00:52:21] <TehNut> +1
L41[00:52:26] <McJty> And it more cleanly
seperates logic from rendering
L42[00:52:35] <immibis> it's not that i'm
against being able to make models in json, i'm against being forced
to make models in json
L43[00:52:42] <McJty> You are not forced
really
L44[00:52:52] <immibis> last i checked you
were
L45[00:52:59] <McJty> Nope. I use java-only
models just fine
L46[00:53:01] <McJty> They still work
L47[00:53:04] <McJty> Both TESR as well as
static
L48[00:53:11] <immibis> or at least, there
was no documentation and nobody would help you making models not in
json
L49[00:53:12] <McJty> But I use them a lot
less now
L50[00:53:13] <TehNut> You can provide a
custom IBakedModel. It's just a list of quads
L51[00:53:22] <immibis> do you still have
to define blocks in json?
L52[00:53:24] <McJty> It is less needed
right now but it is still possible
L53[00:53:31] <McJty> You don't have
to
L54[00:53:33] <McJty> But it is the easiest
way
L55[00:53:52] <McJty> You can still make a
block fully without a single json
L56[00:54:08] <McJty> But usually there is
little reason to do so
L58[01:26:50] ⇦
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L59[01:39:26] ⇦
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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
und das T�ten angemessen wirkt. (George Orwell))
L60[01:39:40] ⇦
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L63[01:51:56] ***
Darkevilmac is now known as DarkevilAway
L64[01:52:57] ⇨
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L65[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161229 mappings to Forge Maven.
L66[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161229-1.11.zip
(mappings = "snapshot_20161229" in build.gradle).
L67[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/
L68[02:07:34] ⇨
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L71[02:14:27] <killjoy> Everseeking, I feel
like blaming a coremod
L72[02:15:21] <Everseeking> k, just
curious, thanks for the reply
L73[02:16:12] <Ordinastie> !gm
func_72939_s
L74[02:16:28] <killjoy> I wouldn't think
someone would call FMLLogger from a patch
L75[02:20:21] <Ordinastie> apparently, the
crash text contains %P and made the crash crash more
L76[02:22:46] <killjoy> maybe meant
%%P?
L78[02:27:15] <mistamadd001> haha, the mrs
was trying to watch singing in the rain earlier
L79[02:27:39] ⇦
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Gulps, huh? Alright... Welp, see ya later)
L80[02:27:51] <mistamadd001> she decided to
watch a documentary about subversive films in the US
L81[02:28:56] <Ordinastie> that video looks
like a PSA against drugs
L82[02:29:33] <mistamadd001> hahaha, noone
should be that happy at 1am
L83[02:32:20] <Ordinastie> depends at what
time you're doing the mrs
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L97[03:02:12] <killjoy> Ordinastie, that's
lewd
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L100[03:02:33] <Ordinastie> don't know
what that means, but sure :)
L101[03:03:24] <killjoy> lewd
L102[03:03:24] <killjoy> (lo͞od) -
adjective
L103[03:03:24] <killjoy> - crude and
offensive in a sexual way.
L104[03:03:33] <killjoy> dumb hidden
\n
L105[03:03:48] <Ordinastie> ah
L107[03:04:37] <Ordinastie> wasn't sure if
it was a good thing, but since it says "offensive", it
definitely is :p
L108[03:06:25] <gigaherz|work> sup?
L109[03:06:33] <killjoy> hello
L110[03:06:37] <gigaherz|work> what's
lewd?
L111[03:06:54] <Ordinastie> the mrs, if
done right
L112[03:07:51] <killjoy>
<mistamadd001> hahaha, noone should be that happy at
1am
L113[03:07:51] <killjoy>
<Ordinastie> depends at what time you're doing the mrs
L114[03:12:13] <Ordinastie> now, I need to
do something I have no clue how to do :x
L115[03:16:39] <killjoy> stick it on some
willing developer
L116[03:17:12] <Ordinastie> if I weren't
alone
L117[03:17:20] <gigaherz|work> you mean
you know the thing you need to do, but don't know how to do
it?
L118[03:17:29] <Ordinastie> yeah
L119[03:17:29] <killjoy> I mean rope some
chump into doing it for you.
L120[03:17:32] <gigaherz|work> or you need
us to give you ideas of things you may not know how to do, because
you need to do one?
L121[03:17:32] <gigaherz|work> XD
L122[03:18:04] <Ordinastie> I'm rewriting
my GUI and now I need find how to be able to use shaders with
it
L123[03:18:04]
⇨ Joins: Naiten (Naiten@77.35.254.79)
L124[03:18:36] <killjoy> shaders with your
gui?
L125[03:18:36] <Ordinastie> and then, how
to reteive some data into the shader from the vertexData
L126[03:18:56] <killjoy> gotta save where
you draw stuff
L127[03:19:01] <gigaherz|work> "using
shaders" is just selecting them before you draw
L128[03:19:18] <gigaherz|work>
compiling&loading them is a separate matter
L129[03:19:19] <Ordinastie> gigaherz|work,
yes, and even that I don't really know how ><
L130[03:19:37] <gigaherz|work> then,
there's assigning the shader attributes
L131[03:19:42] <Ordinastie> and the sole
point is to not have to use 3x3 quads for components that can be
resized :p
L132[03:20:07] <gigaherz|work> it
shouldn't matter
L133[03:20:13] <gigaherz|work> just use a
quadlist and push them at once
L134[03:20:22] <gigaherz|work> the gpu
won't care if it's 1 or 9
L135[03:20:44] <Ordinastie> no, I code
wise it's way simpler to handle 1
L136[03:21:11] <Ordinastie> I used to have
3 quads for X resizable shapes, and 3x3 for XY resizable ones
L137[03:21:24] <Ordinastie> but I needed
the same separation for icons
L138[03:22:39] <Ordinastie> so in my
rewrite, I dumped it, wanting to handle that directly in the
shadedr
L139[03:22:48] <Ordinastie> except I don't
know how *_*
L140[03:22:54] <gigaherz|work> not
necessarily: you can just have a vertex arrays of 9*4 instead of 4,
and then drawArrays of 9 primitives instead of 1
L141[03:22:58] <gigaherz|work> but
regardless
L142[03:23:20] <Ordinastie> you need
manually handle the position of those vertexes
L143[03:23:36] <Ordinastie> and their
UVs
L144[03:24:26] <gigaherz|work> yes....
x1=x, x2=x+boxproperties.leftEdge, x3 =
x+width-boxproperties.rightEdge, x4=x+width
L145[03:24:28] <gigaherz|work> same for
y
L146[03:24:54] <gigaherz|work> and then
quad1 = (x1,y1),(x2,y1),(x2,y2),(x1,y2), etc
L147[03:25:17] <gigaherz|work> unless I
misunderstand what you are doing ;P
L148[03:25:29] <Ordinastie> I'll do that
if I can't manage to make it work with a shader directly
L149[03:25:39] <gigaherz|work> you'll have
to do that in the shader
L150[03:25:46] <gigaherz|work> just giving
the "boxproperties" to the shader
L151[03:25:57] <Ordinastie> but how
L153[03:26:30] <Ordinastie> my rendering
is just giving int[] to the vertex buffer
L154[03:26:44] <gigaherz|work> a shader
consists of 2 things
L155[03:26:55] <gigaherz|work> 1.
per-vertex attributes
L156[03:27:02] <gigaherz|work> 2. uniforms
(shared for all vertices)
L157[03:27:13] <gigaherz|work> or in the
case of fragment shaders:
L158[03:27:23] <gigaherz|work> 1.
per-fragment attributes (interpolated from the vertex shader
output)
L159[03:27:30] <gigaherz|work> 2. uniforms
(shader for all fragments)
L160[03:27:32] <gigaherz|work>
shared*
L161[03:27:46] <gigaherz|work> so if the
value is going to vary between vertices
L162[03:27:52] <gigaherz|work> you'll want
to pass this value as a texcoord
L163[03:28:01] <gigaherz|work> if you have
texcoord0 for the actual texture
L164[03:28:07] <gigaherz|work> you'll then
use texcoord1 for custom values
L165[03:28:13] <gigaherz|work> or
texcoord2, or 3, or 4
L166[03:28:40] <gigaherz|work> this you
define using the vertex format declaration
L167[03:28:47] <gigaherz|work> see how
vanilla passes the lightmap values
L168[03:28:55] <gigaherz|work> in
DefaultVertexFormats.BLOCK
L169[03:29:13] <gigaherz|work> if the
values are constants shared for all vertices
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L171[03:29:33] <gigaherz|work> such as the
"box properties" for a gui texture
L172[03:29:40] <gigaherz|work> you can use
uniforms for those
L173[03:30:02] <Ordinastie> the property
would be different per quad
L174[03:30:39] <gigaherz|work> if you plan
on batching
L175[03:30:48] <gigaherz|work> chances are
you'll want a uniform array
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L177[03:31:05] <gigaherz|work> and you'll
want a one-value attribute in the vertices
L178[03:31:07] <gigaherz|work> for the
property-index
L179[03:31:33] <gigaherz|work> so that you
can do boxarray[i].leftEdge and such, on the shader
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L181[03:31:58] <gigaherz|work>
however
L182[03:32:04] <gigaherz|work> there's one
thing you may not have considered
L183[03:32:15] <Ordinastie> I'd be lucky
with just one
L184[03:32:30] <gigaherz|work> the
standard shaders are vertex+fragment(pixel)
L185[03:32:39] <gigaherz|work> but neither
of them can add new vertices
L186[03:32:54] <gigaherz|work> so you'd
have to compute the resizing formula in the fragment shader
L187[03:32:55] <Ordinastie> I don't need
new vertex
L188[03:33:05] <gigaherz|work> which means
it would be computed for each and every pixel it draws to
L189[03:33:17] <Ordinastie> I just need to
alter the texture directly
L190[03:33:26] <gigaherz|work> yes that
means adjusting the texcoords per-fragment
L191[03:33:30] <Ordinastie> yes
L192[03:34:30] <gigaherz|work> yep so
you'll want a dummy vertex shader (or none at all -- if opengl can
work with only fragment shaders)
L193[03:34:44] <gigaherz|work> and then
have the box properties as uniforms given to the fragment
shader
L194[03:35:50] <Ordinastie> I should only
need the 1 int for the edge size I think
L195[03:36:07] <Ordinastie> but I'm not
sure if I wouldn't need the actual icon UVs
L196[03:36:16] <gigaherz|work> if you plan
on batching multiple quads at once
L197[03:36:21] <gigaherz|work> you'll need
to use vertex attributes for it
L198[03:36:29] <gigaherz|work> and pass
the value over to the fragment shader
L199[03:36:31] <gigaherz|work>
otherwise
L200[03:36:35] <gigaherz|work> you can
just use uniforms
L202[03:36:46] <gigaherz|work> these seem
simple tutorials but enough for what you are doing
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L205[03:38:53] <Ordinastie> but that can't
really work if I its batched
L206[03:39:03] <Ordinastie> (or I clearly
don't understand anything)
L207[03:39:35] <gigaherz|work>
yes-ish
L208[03:39:41] <gigaherz|work> you'll need
a custom VertexFormat
L209[03:39:50] <gigaherz|work> that
includes the value as a vertex attribute
L210[03:39:55] <gigaherz|work> instead of
using setUniform
L211[03:40:21] <gigaherz|work> the rest of
the code (load, start, etc) should work as is
L212[03:40:41] <gigaherz|work> xcept, you
may need a vertex shader
L213[03:40:51] <gigaherz|work> to
pass-through the vertex attribute into the fragment
L214[03:42:00] <Ordinastie> also, why is
stpq standard texture coordinates and not uv ?
L215[03:43:00] <gigaherz|work> no
idea
L216[03:46:30] <gigaherz|work> apparently
uv had some other meaning related to never-used opengl features
regarding curved surfaces (no hardware ever implemented them)
L217[03:46:41] <gigaherz|work> so they
chose strq for textures
L218[03:46:46] <gigaherz|work> but
"r" can be the "r" in rgba
L219[03:46:50] <gigaherz|work> so stpq
instead
L220[03:47:51] <gigaherz|work> in
contrast
L221[03:47:56] <gigaherz|work> HLSL
has
L222[03:48:48] <gigaherz|work> hmm can't
remember what it has ¬¬
L223[03:50:45] <gigaherz|work> right, I
seem to just use xyzw in the shaders
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L226[03:53:36] <gigaherz|work> hmmm
looking at that
L227[03:53:44] <gigaherz|work> why areyou
ignoring the result of glCreateShader ;P
L228[03:54:00] <Ordinastie> see
L229[03:54:07] <Ordinastie> and using the
program id instead
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L231[03:55:13] <Ordinastie> from the link
you pasted, there is glGetObjectParameteriv
L232[03:55:13]
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L233[03:55:16] <Ordinastie> can't seem to
find it
L234[03:55:57] <gigaherz|work> that won't
exist
L235[03:56:08] <Ordinastie> just found
that
L236[03:56:11] <gigaherz|work> the
"v" part means it's passing the vlaues as a pointer
L237[03:57:02] <gigaherz|work> in lwjgl it
will be like, glGetObjectParameteri or something like that, maybe
with an array arg at the end for using the "v"
version
L238[03:57:42] <Ordinastie> no, I mean,
there is no getObjectParameter
L239[03:57:47] <Ordinastie> apparently, I
want glGetShaderInfoLog
L240[03:58:10] *
gigaherz|work shrugs
L241[03:58:28] <Ordinastie> the tutorial
you linked is quite old :s
L242[03:58:50] <gigaherz|work> yes.
L243[03:59:17] <gigaherz|work> it's
probably using the old shader stuff
L244[03:59:42] <Ordinastie> yes, I saw
some varying and I've read yesterday that it didn't anymore
L245[04:01:15] <Ordinastie> actually : if
(GL20.glGetShaderi(shader, GL20.GL_COMPILE_STATUS) ==
GL11.GL_FALSE)
L246[04:04:40] <Ordinastie> (I never
attach the shader either in that code ><)
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L254[05:03:56] <Ordinastie> so, now I get
black rectangles instead of regular rendering, so I guess the
shader is loaded *_*
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L277[07:46:30] <Lunatrius> Can I increase
the logging level through a flag or something (default seems to be
INFO now)?
L278[07:50:43] <barteks2x> So that you can
see more detailed log in console? You would need to create
log4j2.xml, or log at INFO level
L279[07:51:49] <Lunatrius> Urgh
L280[08:02:04]
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L282[08:02:11] *** Server sets mode: +CQcnrtf
#RegisterYourNameMoron
L283[08:02:19] <gigaherz|work> after
installing, you can choose forge in a profile or create a new
profile for it
L284[08:02:28] <gigaherz|work> I like to
keep the mod installs in their own folders
L285[08:02:43] <gigaherz|work> so I
usually have a custom profile for it with the path and launch
settings customized
L286[08:03:11] <Lunatrius> I only really
need to test why the new launcher messes up paths for some
reason
L287[08:03:12]
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L288[08:05:09] <Lunatrius> Wait...
what
L290[08:05:40] <gigaherz|work> no
L292[08:06:22] <IoP> new launcher is yet
another chrome application
L293[08:06:23] <Lunatrius> :|
L294[08:06:27] <gigaherz|work> not the
latest build maybe
L295[08:06:29] <gigaherz|work> but it
updates itself
L296[08:06:31] <gigaherz|work> so whatever
;p
L297[08:06:36] <IoP> damn fugly, even
first screen has layout problems
L298[08:06:42] <Lunatrius> Just how many
installers/downloads do they have for the launchers
L299[08:06:44] <Lunatrius> lol
L300[08:06:59] <Lunatrius> Welp, time to
remove this one then
L301[08:07:18] <IoP> whyyyyyy
L302[08:07:28] <gigaherz|work> the new one
is nice, imo
L303[08:07:35] <Lunatrius> I use MultiMC
myself
L304[08:07:35] <gigaherz|work> has some
sillyness in it
L305[08:07:38] <gigaherz|work> but it
works quite well
L306[08:07:44] <Lunatrius> Only need the
new launcher to test for a bug/issue
L307[08:08:07] <mistamadd001> fml i've had
no freaking luck today, spent 2 hours trying to get mods loading,
finally got it done, and now i cant get textures to load
L308[08:08:41] <mistamadd001> does
everyone have these frustrations when they start a new
project?
L310[08:10:04] <Lunatrius> `gradle
setupDecompWorkspace ideaModule`, load the project into IDEA and it
all just works. Magic.
L311[08:10:08] <gigaherz|work> the
launcher is resizable ;P
L312[08:10:23] <gigaherz|work> Lunatrius:
eh "ideaModule" why
L313[08:10:26] <gigaherz|work> just import
build.gradle into idea
L314[08:10:32] <gigaherz|work> and run
setupDecompWorkspace from the gradle panel
L315[08:10:33] <gigaherz|work> ;p
L316[08:10:36] <Lunatrius> It fucks up a
few things
L317[08:10:49] <Lunatrius> Though... it
may have been fixed, need to test that
L318[08:10:51] <IoP> it's not my work to
resize launcher to fix layout
L319[08:11:04] <gigaherz|work> the only
thing that doesn't work out of the box is that genIntellijRuns will
set the run configs to name instead of name_main
L320[08:11:12] <gigaherz|work> takes 5
seconds to fix
L321[08:11:23] <Lunatrius> Oh, I manually
create those
L322[08:11:30] <gigaherz|work> wtf
L323[08:11:39] <Lunatrius> ¯\_(ツ)_/¯
L324[08:11:59] <Lunatrius> By create I
mean I copy them from the previous workspace
L325[08:12:14] <mistamadd001> yea, ive got
all that sorted now, thanks, im actually writing code now, and
checking/debugging regularly, right now im trying to get my first
texture to work, hopefully once ive got that to work the rest
should be easy :$
L327[08:12:24] <gigaherz|work> here
L328[08:12:47] <gigaherz|work> this is how
I configure a project in IDEA, and how I suggest it for new
users
L329[08:12:48] <gigaherz|work> ;P
L330[08:13:28] <gigaherz|work>
mistamadd001: if it got any easier, it would get boring ;P
L331[08:13:36] <gigaherz|work> there is
some stuff that can be frustrating sometimes
L332[08:14:15] <gigaherz|work> for me,
it's a matter of keeping good practices
L333[08:14:35] <gigaherz|work> a lot of
tutorials suggest some rigid structure that tries to keep stuff as
separate as possible
L334[08:14:38] <mistamadd001> ive found
that the MDK i downloaded has some funky shit happening and doesnt
create the correct run scripts, which is weird coz the run scripts
in the gradle panel work fine
L335[08:14:46] <gigaherz|work> IMO, that
makes it unnecessarily complicated to learn how things really
work
L336[08:16:33] <mistamadd001> ive been
using a tutorial series by wehavecookies56... hes a bit dreary
sounding but seems to know what hes doing, the biggest thing I
always find with tutorials is i want to adapt them to my project
and it never goes smoothly
L337[08:17:13] <mistamadd001> anywho,
fresh eyes might give me some hope, going to hit the hay and have
another look in the morning
L338[08:17:47] <gigaherz|work> just
explain what is going wrong here, and provide some links to the
code (pastebin if so) and we can help, too
L339[08:17:48] <gigaherz|work> ;P
L340[08:18:25] <Lunatrius> Oh, right. What
I do is not "standard" and you shouldn't do it. It just
works nicely in my case because I have things set up in a certain
way to make it easier for me.
L341[08:18:38] <mistamadd001> btw, making
an ancient genetics mod, you find amber while mining and extract
the DNA then inject it into chicken eggs and incubate them to grow
different animals with different traits
L342[08:20:10] <mistamadd001> i've set a
ModelResource in my items class, and created a texture(changed the
colouring), then created an item model json
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L344[08:23:56] <Lunatrius> Ohhh...
Mercurius is a Forge thing
L346[08:24:25] <Lunatrius> Been wondering
for a few days what the heck that was, saw it in multiple crash
reports
L347[08:24:40] ⇦
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L348[08:24:48] <mistamadd001> that was the
easiest repo creation and commit ever IDEA ROCKS!
L349[08:25:17] <mistamadd001> bye
gigaherz
L350[08:25:26] <mistamadd001> :(
L351[08:27:18] <mistamadd001> alright im
off, ciao
L352[08:27:34] ***
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L354[08:36:32] <Lunatrius> The logs folder
is gone in 1.11.2?
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L360[08:42:09] <Lordmau5> \o
L361[08:43:33] <Lordmau5> Sooo the mcp
mappings page is down...
L362[08:43:39] <Lordmau5> What's the
newest string to go for?
L363[08:44:18] <Ordinastie> today's
?
L364[08:44:31] <Ordinastie> !!latest
1.11
L365[08:44:47] <Lordmau5> should've
mentioned, yes, 1.11 :p
L366[08:44:52] <Lordmau5> Do I need to run
the command myself?
L367[08:44:53] <Ordinastie> oh, bot is
down too
L368[08:44:57] <Lordmau5> riiiip
L369[08:45:00] <Lordmau5> bspkrs!
L370[08:45:30] <Ordinastie> should be
snapshot_yyyymmdd
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L373[08:46:05] <Lordmau5> hmm
L374[08:46:19] <Lordmau5> my gradle
doesn't want to grab em
L375[08:46:23] <Ordinastie> although, I
don't know where the mappings are stored
L376[08:46:42] <Ordinastie> so if bot and
site are down, chances are that the webserver delivering them is
too
L378[08:47:07] <Lordmau5> getting
that
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L380[08:47:36] <Ordinastie> wow, you felt
the need to censor the project name? -_-
L381[08:47:43] <Lordmau5> :^)
L382[08:48:05] <Lordmau5> So yea, in that
case the webserver is probably down too
L383[08:48:13] <Lordmau5> and I just need
to wait for bspkrs to revive his server, right?
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L388[09:00:22] <Lunatrius> rip gradle
build
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L401[09:33:12] <Chervilpaw> Yey
L402[09:33:16] <Chervilpaw> got crap to
work in KM
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L415[10:22:08] <shadowfacts> Is there any
way around not being able to build mods b/c bspkrs server is
down?
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L417[10:22:16] <shadowfacts> Or do I just
have to wait and hope he fixes it soon?
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L419[10:31:50] <ghz|afk> shadowfactsyou
don't have any mappings cached?
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L422[10:36:57] <arehman> i am having
errors on mappings any idea how to fix it?
L423[10:37:18] <diesieben07> see the
messages above
L424[10:37:20] <diesieben07> the server is
down
L425[10:37:25] <ghz|afk> if you mean
downloading mappings, the server is down so yeah
L426[10:37:29] <ghz|afk> not idea's
problem
L427[10:37:30] <ghz|afk> ;P
L428[10:38:20] <Lordmau5>
#MakeMappingsGreatAgain
L429[10:38:26] <diesieben07> WROOONG
L430[10:40:41] <arehman> ok
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L432[10:42:30] <arehman> i need a little
help on custom inventories is there a way to find out which plugin
made that inventory? in sponge
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L435[10:43:50] <diesieben07> you are kinda
in the wrong channel for sponge :D
L436[10:44:20] <Necro> Are mods compiled
against 1.11 compatible with the 1.11.2 loader?
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L438[10:44:52] <arehman> yeah i know its
just here i am getting reply sooner then other channel
L439[10:45:11] <ghz|afk> Necro: if the
version includes it, possibly
L440[10:45:15] <ghz|afk> there's some
changes though
L441[10:45:16] <arehman> if there is a way
in forge that would also work
L442[10:45:20] <ghz|afk> so it may not
work even if the version range allows it
L443[10:45:42] <ghz|afk> what do you mean
with custom inventories, arehman?
L444[10:46:30] <howtonotwin> AFAIK in
Forge inventories don't store their mod directly. You CAN, however,
find the entity/te/whatever that holds the inventory and look up
that mod that owns THAT.
L445[10:46:38] <arehman> custom
containers.
L446[10:47:44] <ghz|afk> so custom
entities, blocks or items, then
L447[10:47:52] <ghz|afk> I thought sponge
didn't have those
L448[10:47:52] <ghz|afk> ;P
L449[10:48:02] <ghz|afk> although I guess
it could open the chest GUI on random things
L450[10:48:04] <ghz|afk> and keep it
server-side
L451[10:48:29] <ghz|afk> if so, the server
would know the class that implements this container
L452[10:48:38] <ghz|afk> and from that, it
may be possible to deduce the source
L453[10:57:45] ***
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L455[11:03:21] <arehman> ok thanks
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L463[11:15:33] <Shambling> does anyone on
here host their own thin client servers? Trying to find something
like a good grub loader, but with remote access so I don't need to
throw on a keyboard and mouse to switch OS installs
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L466[11:16:25] <Shambling> just looking
for suggestions for opensource or free license stuff that someone
in this modding community uses and has experience with, don't want
to try out 300 different things to find out someone knew about
something spectacular that is poorly advertised
L468[11:16:54] <Shambling> so grub loader
does allow that, well I guess my googling is just shit
L469[11:17:30] <Shambling> literally first
google search result when I modified my search
L471[11:18:04] <fry> my search was
"grub ssh" :D
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L473[11:18:56] <Shambling> that looks more
like a way to get grub to load a certain OS by default, instead of
ssh'ing into grub directly
L474[11:19:06] <Shambling> I'll read it
more thoroughly when I get back, need to finish that piece of
shelving
L475[11:19:33] <HassanS6000> Are forge
servers down?
L476[11:19:46] <fry> yup, it's a way to
set the default boot entry for the next boot
L478[11:21:17] <fry> what you want is
probably accomplishable with a tiny linux distro with grub-reboot
and ssh-server installed in it :D
L480[11:22:36] <Shambling> yeah probably
best bet is to have a very small linux partition simply there so I
can edit the grub each time with a script
L481[11:22:38] <ghz|afk> fry: pfff,
sensible solutions.
L482[11:22:42] <ghz|afk> you want an
arduino
L483[11:22:44] <ghz|afk> with a web
server
L484[11:22:45] <Shambling> LOL
L485[11:22:46] <ghz|afk> and some
servos
L486[11:22:50] <Shambling> well I do have
a raspberry pi
L487[11:22:53] <ghz|afk> and a
camera
L488[11:22:58] <Shambling> and a cat on a
wheel
L489[11:22:59] <ghz|afk> so that you can
see your screen
L490[11:23:02] <ghz|afk> and press buttons
on the kb
L491[11:23:15] <Shambling> I'm not rube
goldstein
L492[11:23:22] <Shambling> goldberg?
L493[11:23:22] <fry> opencv script to
recognize the buttons with the webcam
L494[11:23:44] <Shambling> set up
alexa
L495[11:23:45] <fry> feeding inputs from
TwitchPlaysRebootMyServer
L496[11:23:50] <ghz|afk> yes yes
L497[11:23:52] <Shambling> alexa can do
anything with voice commands
L498[11:23:55] ⇦
Quits: NamrocSmith
(~NamrocSmi@2601:347:4000:42c9:4c6:92b7:cd2a:1b86) (Quit:
Leaving)
L499[11:23:57] <ghz|afk> also, the arduino
has to b e plugged onto a quadcopter
L500[11:23:59] <Shambling> LOL
L501[11:24:02] <ghz|afk> suspended right
on top of the kb
L502[11:24:03] <IoP> IP KVM ;)
L503[11:24:09] <Shambling> ok so I take it
no one really does this themselves
L504[11:24:18] <ghz|afk> no I just use
windows
L505[11:24:20] <ghz|afk> no grub
problems
L506[11:24:20] <ghz|afk> ;p
L507[11:24:24] <Shambling> I'll just get
off my ass and hook my wireless keyboard back up to it
L508[11:24:26] <fry> /kick ghz|afk
L510[11:24:30] <ghz|afk> any alternative
OS is in a VM
L511[11:24:37] <ghz|afk> I have linux,
win98, reactos
L512[11:24:41] <Shambling> I really don't
want to run a minecraft serer in a VM
L513[11:24:44] <Ordinastie> fry, lame, you
could have really kicked him
L514[11:24:45] <ghz|afk> macos and
haiku
L515[11:24:55] <fry> /kick
Ordinastie
L517[11:25:06] *
Ordinastie was expecting a real kick too
L518[11:25:45] <fry> ghz|afk: and then
windows decides to install updates and reboot, therefore rebooting
everything :D
L519[11:26:31] <ghz|afk> yes
L520[11:26:44] <ghz|afk> thankfully I was
able to "work around" that issue
L521[11:26:58] <fry> > no grub
problems
L522[11:27:01] <ghz|afk> by renaming the
task scheduler task file for auto-reboot
L523[11:27:06] ⇦
Quits: williewillus (~williewil@cpe-24-28-24-13.austin.res.rr.com)
(Quit: Leaving)
L524[11:27:07] <ghz|afk> and creating a
folder with the same name
L525[11:27:14] <fry> I'd choose grub
problems over windows problems every day :D
L526[11:27:16] <ghz|afk> this confuses the
OS enough to prevent it from recreating the task
L527[11:27:19] <ghz|afk> I do not
L528[11:27:24] <ghz|afk> I mean
L529[11:27:30] <ghz|afk> not specifically
because of grub
L530[11:27:45] <ghz|afk> I just like the
windows environment more
L531[11:28:03] <Ordinastie> ghz|afk, don't
bother, he uses vi to code
L532[11:28:08] <ghz|afk> I'm a mouse
person, I dislike using a terminal
L533[11:28:17]
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(~NamrocSmi@2601:347:4000:42c9:4c6:92b7:cd2a:1b86)
L534[11:28:21] <ghz|afk> and in linux,
"not using a terminal" isn't really an option for a pro
user
L535[11:28:22] <ghz|afk> ;p
L536[11:28:52] <ghz|afk> my Xubuntu VM
sortof manages to work, but then again sometimes it does not
L537[11:29:06] <ghz|afk> every other
sysupgrade will break some important device/service
L538[11:29:11] <shadowfacts> So I'm trying
to render a beacon beam at a certain position in the world using
RenderWorldLastEvent, and my rendering code is identical to
TileEntityBeaconRenderer's, but when the beam should render,
everything (even the HUD) stops rendering
L539[11:29:19] <ghz|afk> and I can't be
bothered to fix it myself
L541[11:29:23] <ghz|afk> on the other
side
L542[11:29:26] <shadowfacts> does anyone
have any ideas?
L543[11:29:27] <ghz|afk> macos sucks.
badly.
L544[11:29:29] <ghz|afk> I use it for
work
L545[11:29:31] <ghz|afk> it's not
fun.
L546[11:29:39] <ghz|afk> so windows.
L547[11:29:49] <shadowfacts> ghz|afk: pls,
macOS is great, Windows is terrible
L548[11:30:15] <ghz|afk> shadowfacts: I'd
agree if the menus were in the window, it had a taskbar, and the
window buttons were on the right end
L549[11:30:19] <Ordinastie> ^ and that,
kids, how you loose all credibility
L550[11:30:53] <ghz|afk> no wait I
wouldn't
L551[11:31:07] <ghz|afk> it would still
use cmd+left/right for start/end of line
L552[11:31:24] <ghz|afk> and home/ned
change the scroll position to the start/end of the scrolling area,
without changing the keyboard caret
L553[11:31:38] <shadowfacts> menus on the
window: fine, taskbar: the dock, window buttons: oh come on, that
doesn't matter for anything other than your muscle memory
L554[11:31:45] <ghz|afk> no the dock isn't
a taskbar
L555[11:31:47] <ghz|afk> it switches
apps
L556[11:31:51] <ghz|afk> I want individual
windows
L557[11:32:03] <fry> no window decorations
ftw
L558[11:32:17] <fry> draggin the window
with alt + mouse draw ftw :D
L559[11:32:33] <shadowfacts> right click
on an icon in the dock, the context menu has a list of
windows
L560[11:32:39] <Shambling> and if they
didn't hide the menu's and file OS with every upgrade, making it
more and more like a useless phone app
L561[11:32:44] <Shambling> lol right click
on a mac
L562[11:32:49] <ghz|afk> shadow: that's
not really a solution, sorry
L563[11:32:50] <ghz|afk> ;P
L564[11:32:56] <Shambling> you've already
broken steve job's vision with that statement
L565[11:32:58] <Shambling> =P
L566[11:33:01] <shadowfacts> you're just
being stubborn :P
L567[11:33:07] <ghz|afk> yes
L568[11:33:08] <ghz|afk> I'm saying
L569[11:33:15] <ghz|afk> if macos couldb e
configued to feel like windows
L570[11:33:16] <ghz|afk> I'd be ok
L571[11:33:17] <ghz|afk> but it
can't
L572[11:33:19] <Shambling> I have to back
up one of our schools hdd's regulary... I use linux and yank the
mac hdd's :P
L573[11:33:19] <ghz|afk> so I dislike
it
L574[11:33:36] <Shambling> at least linux
has a GUI that isn't cell phone stage shite
L575[11:34:10] <Shambling> I do like the
mac os feel in some parts though... once I get chrome or firefox
installed, disable hiding the file system... and basically disable
all the default configs
L576[11:34:14] <fry> all 3 oses move
towards bullshit phone-desktop interface synergy
L577[11:34:28] <fry> thankfully you can
easily use whatever interface you want on linux :D
L578[11:34:28] <Shambling> yeah and
whoever invented that movement should be strung by their
heels
L580[11:34:46] <Shambling> if I wanted a
cell phone OS, I'd shoot myself in ... err buy a cellphone
L581[11:34:58] <shadowfacts> IMO, not
worth $20, but if you desperatly want it *shrugs*
L582[11:35:25] <fry> everything is worth
at least $50 if it's for mac. :D
L583[11:35:26] <Shambling> oh, and openvpn
for mac sucks
L584[11:35:37] <shadowfacts> back on
topic: does anyone have any ideas about the beacon beam
thingy?
L585[11:35:58] <ghz|afk> " but when
the beam should render, everything (even the HUD) stops
rendering"
L586[11:35:58] <Shambling> maybe that is
not the real code used for rendering it, and is just a relic of the
old system?
L587[11:36:07] <ghz|afk> sounds like you
are setting a bad thing
L588[11:36:46] <fry> protip: add ?ts=4 or
?ts=2 to github links to code with tabs so that people want to kill
you less :P
L589[11:37:22] <shadowfacts> *shrugs* I
have a Chrome extension that forces the tab-size on GH to 4
L590[11:37:47] <fry> then why not make
that extension automatically add that to the links too? :D
L591[11:37:54] <shadowfacts> pls
L592[11:38:07] <fry> also, I'm pretty sure
you need to do all the camera setup in RenderWorldLastEvent
L593[11:39:14] <Ordinastie> you do
L594[11:47:35] <Necro> !latest 1.11
L595[11:49:21] <foxy> is MCPbot
down?
L596[11:49:36] <Necro> looks like it
L597[11:50:26] <foxy> well dang
L598[11:51:57] <foxy> i take it bspk-rs
has been poked already?
L599[11:52:39] <kenzierocks> just
did
L600[11:53:11] <kenzierocks> looks like he
might be sleeping/away
L601[11:53:38] <foxy> oh well it'll be
fixed eventually
L602[11:53:46] <foxy> for now modding can
take a short nap
L603[12:00:19] ***
Keridos|away is now known as Keridos
L604[12:00:58] ⇦
Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk) ()
L605[12:03:25] <mezz> working on a
fix
L606[12:04:12] <mezz> well, not for the
bot. any setupDecompWorkspace fails right now since that sever is
not responding
L607[12:11:07] <shadowfacts> will it fix
the idea and build tasks as well? because those are broken with the
same problem
L608[12:12:48] <mezz> yes
L609[12:16:29] ***
Abrar|gone is now known as AbrarSyed
L610[12:19:40] ⇦
Quits: Samario
(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Quit: You
think you are above consequences.)
L611[12:25:32] ⇦
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(uid147942@id-147942.brockwell.irccloud.com)
L615[12:32:15] <mezz> a FG fix has been
pushed, if you have issues with your gradle tasks, run with
--refresh-dependencies to get the latest Forge Gradle
snapshot
L616[12:32:34] <mezz> the MCP mappings are
still down, so you will not be able to upgrade your mappings until
it's up
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L620[12:40:58] <shadowfacts> <3
mezz
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L628[13:05:23] <howtonotwin> What's that
in the lower right o_O
L629[13:05:42] <Shambling> if I just want
to run a vanilla 1.11.2 server with a few mods, is there a client
only map mod for 1.11.2 yet?
L630[13:06:09] <Shambling> looks like some
kind of weird shipping crap howtonotwin
L631[13:06:17] ⇦
Quits: ThePsionic (~ThePsioni@ip5457f909.direct-adsl.nl) (Quit:
Leaving)
L632[13:07:19] <howtonotwin>
JourneyMap?
L633[13:08:09]
⇨ Joins: williewillus
(~williewil@cpe-24-28-24-13.austin.res.rr.com)
L634[13:08:39] <Shambling> I haven't seen
if journeymap is updated for 1.11.2, I'll double check
L635[13:09:13] <howtonotwin> it's on
1.11
L636[13:09:15] <McJty> Shambling, I
suppose for journeymap the 1.11 version should work fine
L637[13:09:23] <McJty> It doesn't add any
blocks so it should work most likely
L638[13:09:47] <howtonotwin> I'm sad that
1.11.1 was a bit buggy and we had to move to 1.11.2
L639[13:09:48] <Shambling> true, probably
hard flagged for 1.11 and rarely updated on curse to fix otherwise,
I'll install manually and check
L640[13:10:11] <techbrew> I'm planning a
1.11.2 build today
L641[13:10:21] <techbrew> Finally have
some free time
L642[13:10:25] <howtonotwin> 1.11.1 is a
glorious version number
L643[13:10:28] <McJty> Most of my mods
work on 1.11.2 unchanged. The few that didn't I updated
already
L644[13:10:37] <Shambling> I'm sad that
they add so little every update, leaving behind mods that don't get
updated because of developer entropy
L645[13:10:57] <Shambling> :P
L646[13:11:06] <Shambling> I'm waiting for
1.2.3.1
L647[13:11:10] <Shambling> err
1.2.3.2.1
L648[13:11:11] <Shambling> :P
L649[13:11:23] <Shambling> oh darn nm, it
would be 1.23.1
L650[13:11:36] <howtonotwin> 1.22.1?
L651[13:11:38] <Shambling> I'm not fixing
that again, fix it in your head as you read it :P
L652[13:11:42] <howtonotwin> the symmetry
is nice :P
L653[13:11:43] <williewillus> java ver is
going to be dead by then
L654[13:12:02] <Shambling> yeah well I
doubt that, unless they miracously make windows10 executables not
shit
L655[13:12:13] <williewillus> they
aren't
L656[13:12:15] <Shambling> I mean, the
vanilla win10 version runs smooth, its just too bad its packaged
into a windows store phone app
L657[13:12:19] <williewillus> PE is not a
UWP program
L658[13:12:20] <howtonotwin> Fairly sure
one of us will show their long-suppressed necromancer powers at
that point xD
L659[13:12:33] <williewillus> it's wrapped
into one but the core game is completely portable
L660[13:12:46] <williewillus> see: it
running perfectly on android, education edition on mac
L661[13:13:00] <McJty> Portable yes,
Moddable has to be seen and will be very hard
L662[13:13:02] <Shambling> .net code
recompiled with what was it... hrmmm
L663[13:13:09] <williewillus> ngen
L664[13:13:15] <williewillus> except it's
not .net code
L665[13:13:17] <williewillus> it's
C++
L666[13:13:25] <Shambling> then why did
they compile it into windows store shit :(
L667[13:13:37] <williewillus> it's not
"compiled into windows store"
L668[13:13:37] <Shambling> I suppose to
purposely cripple it
L669[13:13:43] <williewillus> you can have
C++ apps
L670[13:14:12] <Shambling> so is the
recompiled win10 version for linux some kind of project posted
somewhere?
L671[13:14:20] <williewillus> ?
L672[13:14:26] <Shambling> well you said
it could run on android
L673[13:14:38] <williewillus> w10 edition
is PE with a UWP wrapper
L674[13:14:40] <williewillus> PE runs on
android
L675[13:14:42] <williewillus> :P
L676[13:14:52] <Shambling> ah, my
bad
L677[13:14:59] <Shambling> so both
versions are identical?
L678[13:15:04] <williewillus> yes
L679[13:15:16] <williewillus> the
VR/PE/w10 versions all share a huge majority of the code
L680[13:15:33] <Shambling> the VR version
makes me giggle every time I see someone use it
L681[13:15:43] <Shambling> let me just aim
my wand and press a button to move. So immersive
L682[13:15:48] ⇦
Quits: Tatskaari (webchat@90.221.115.167) (Quit: Web client
closed)
L683[13:16:33] *
howtonotwin pops off to his microwave and gets popcorn
L684[13:16:39] <Necro> For some reason my
textures aren't copied into the run directory. Any ideas?
L685[13:17:05] <howtonotwin>
src/main/resources is marked as a source folder?
L686[13:17:08] <williewillus> hm
L687[13:17:23] <williewillus> why does my
3ds basically reboot whenever I suspend pokemon sun then quit
it
L688[13:17:29] <williewillus> doesnt
happen with other games
L689[13:18:07] <Shambling> does it
integrate some kind of weird shit for proprietary functions, like a
light sensor or something?
L690[13:18:20] <howtonotwin> I think it
just eats too many resources or something
L691[13:18:21] <williewillus> no
L692[13:18:24] <howtonotwin> Smash does it
too
L693[13:18:26] <williewillus> probably
that
L694[13:18:30] <williewillus> 3ds is old
now
L695[13:18:41] <Shambling> oh it turns
back on after a shutdown?
L696[13:18:55] <Shambling> my win10 laptop
did that for a while, probably a power saving feature that gets
broken by sun
L697[13:19:15] <williewillus> your w10
laptop? hows that have to do with 3ds games? :P
L698[13:19:46] <Shambling> same cause,
broken power saving code. mine ws due to it being a laptop and
proprietary bullshit, :P
L699[13:19:51] <howtonotwin> It appears
that even starting smash/sun will reboot the 3DS
L700[13:20:00] <howtonotwin> it noms up
the resources otherwise given to the OS
L701[13:20:14] <howtonotwin> and that also
disables miiverse and the browser
L702[13:20:28] <williewillus> lol the
cutscene before Mallow's trial in sun. can't tell if lag or
dramatic slowdown
L703[13:20:31] <williewillus> works as
either
L704[13:20:34] <Shambling> I'm sorry, in
my head I know what I'm talking about, but in my turning it into
conversation I'm lacking in explanation
L705[13:20:40] <howtonotwin> probably lag
:P
L707[13:20:54] ⇦
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are trivial once you've mastered them.)
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L715[13:21:07]
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L716[13:21:33] ***
Abrar|gone is now known as AbrarSyed
L717[13:21:44] <Shambling> oh neat, forge
1.11 adds a memory indicator
L718[13:21:48] <Shambling> haven't seen
that before
L719[13:22:00] <howtonotwin> did ZNC just
go down :P
L720[13:22:27]
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L721[13:22:33] <williewillus> znc is a
software, there isn't one of it
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(~Reika@reika.kalseki.mods.abrarsyed.com)
L723[13:23:05] <williewillus> abrar's znc
probably (see their urls)
L724[13:23:16] <howtonotwin> ah
L725[13:23:19] <AbrarSyed> update, I
rebooted it
L726[13:23:40]
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L727[13:23:51] <AbrarSyed> now version
1.6.4
L728[13:24:07] ***
diesieben|away is now known as diesieben07
L729[13:24:20]
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L730[13:24:24] <Ordinastie> you should
have updated to 1.11
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(~x3n0ph0b3@2001:19f0:6400:8965:5400:ff:fe07:8777)
L732[13:24:43] <AbrarSyed> ZNC version
1.6.4 lol
L733[13:24:48] <AbrarSyed> not MC
L734[13:24:51] <Ordinastie> I know, that
was the joke
L735[13:25:00] <Ordinastie> you ruined
it!
L736[13:25:00] <Lord_Ralex> phf, 1.4
here
L737[13:25:00] <AbrarSyed> right..
lol
L738[13:25:12] <howtonotwin> I should get
that joke over head gif saved somewhere...
L739[13:26:09] <shadowfacts> Does anyone
have any more helpful information than "do all the camera
setup"? I can't find anything that effects it going all the
way up to RenderGlobal.renderEntities
L740[13:27:01]
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L741[13:27:25] <williewillus> what are you
trying to do?
L742[13:28:06] <howtonotwin>
<shadowfacts> So I'm trying to render a beacon beam at a
certain position in the world using RenderWorldLastEvent, and my
rendering code is identical to TileEntityBeaconRenderer's, but when
the beam should render, everything (even the HUD) stops
rendering
L744[13:28:17] <Tatskaari> Anybody have
any experience moving the player around? I’ve reverse engineered
the way pistons move entities to make an elevator but it’s really
choppy as it updates once every tick and the player can’t jump
while being moved.
L745[13:28:39] <williewillus> Tatskaari:
player movement is client controlled and server verified
L746[13:28:46] <williewillus> if you're
doing moves serverside it's going to be choppy
L747[13:28:52] <williewillus> *tickwise
serverside
L748[13:28:57] <flappy> uh
L749[13:29:07] <flappy> what's your
opinion on this thing i found
L752[13:29:31] <Tatskaari> williewillus:
is there a way to update on the main game loop rather than the
server tick then?
L753[13:29:55] <williewillus> do it client
side i say, and use partialticks
L754[13:29:59] <williewillus> flappy: wtf
is that
L755[13:30:08] <flappy> williewillus:
badness, that's what
L756[13:30:17] <howtonotwin> It's not that
bad...
L757[13:30:22] <flappy> also forced
crashes while disabling stacktraces
L758[13:30:24] <williewillus> no but what
is it doing, crashing if it detects a config on?
L759[13:30:28] <flappy> yes
L760[13:30:31] <howtonotwin> but crashing
the game without any message
L761[13:30:33] <howtonotwin> now that's
bad
L762[13:30:33] <williewillus> that's
retarded
L763[13:30:40] <Tatskaari> williewillus:
thanks, I’ll read up about partialTicks
L764[13:30:58] <flappy> the real shitty
part honestly is the disabling stacktraces part
L765[13:31:05] <howtonotwin> not sure if
it's any use in this case but you can set a flag on entities to
disable gravity
L766[13:31:18] <williewillus> that flag
probably doesnt apply to players
L767[13:31:26] <williewillus> players are
big bundle of special case magic in mc
L768[13:31:47] <McJty> I know that in the
past galacticraft did a lot of special magic to achieve no gravity
for that mod
L769[13:31:48] <howtonotwin> what isn't?
:P
L770[13:31:59] <McJty> Not sure if it
would still be the same hurdle right now
L771[13:33:06] <ghz|afk> you'd probably
have to apply an upward force equivalent to the gravity
L772[13:33:07] <ghz|afk> ;P
L773[13:36:25] <Shambling> hrmmm that
stupid quick edit and insert mode keep re-enabling themselves on my
server
L774[13:36:50] <Shambling> thought
changing it once was enough to always change those, but every win10
update seems to rebreak the command console
L775[13:37:33] <shadowfacts> aha, that
almost completely works
L776[13:37:35] <shadowfacts> thanks
Ordinastie
L777[13:37:47] <Ordinastie> yw
L778[13:38:50] <Tatskaari> The way I’m
doing it at the moment is the same as pistons. I move any entities
that were between the position last tick and this tick and then
move the collision box up to under the entity.
L779[13:39:29] <Tatskaari> It’s done per
tick and the player can’t jump (I assume because they need to
settle for a bit before they can jump)
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L781[13:41:43] <Tatskaari> Anybody know
how/where minecraft decised they player is standing/falling?
L782[13:42:58] <howtonotwin> check
accesses to onGround, I guesss
L783[13:43:00] <howtonotwin> *guess
L784[13:44:00] <Tatskaari> That sounds
promising. Thanks
L785[13:45:12] <Shambling> what change to
minecraft in modding causes a world seed to no longer generate the
same? Is it adding biome's, or can adding items in a mod change how
a seed generates as well?
L786[13:45:36] <Shambling> i.e. if I set
worldtype to default, will the same generate the base world the
same pretty much every time? because I just found an awesome seed
:P
L787[13:45:36] <McJty> Items will not
change it
L788[13:45:40] <McJty> But structure
generation might
L789[13:45:49] <Shambling> thanks
L790[13:46:11]
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L792[13:50:09] <shadowfacts> Ordinastie:
Do you know what could be causing the sky to render differently
when my render code runs vs when it doesn't?
L794[13:50:31] <Ordinastie> some bleeding
GL state
L796[13:51:03] <shadowfacts> I know that,
but which one? :P
L797[13:51:15] <shadowfacts> As far as I
can tell, everything is the same before/after
L798[13:51:18] <Ordinastie> that's for you
to find out :)
L799[13:51:40] <Ordinastie> comment each
of the GL calls until it fixes itself :)
L800[13:53:29] <shadowfacts> It was the
re-enabling fog
L801[13:53:41] <shadowfacts> the beacon
TESR does it, but aparently vanilla fixes it somewhere down the
line
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L806[13:58:45] <Tatskaari> Setting
onGround = true makes the payer behave normally while on my
elevator!
L807[13:59:05] <Tatskaari> Just need to
figure out how to update the position every frame rather than
tick.
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L809[14:02:06] <shadekiller666>
hello
L810[14:02:39] <killjoy> Tatskaari,
problems may arise while sneaking
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L812[14:03:36] <Tatskaari> killjoy: seems
to work okay, sneeking stops you falling off the edge and you can
still jump
L813[14:04:12] <killjoy> I guess your
elevator is a full block then
L814[14:05:05] <Tatskaari> Well, kinda. It
can be made out of different blocks.
L815[14:05:51] <Tatskaari> I have a
ElevatorBlock that you pass in a IBockState
blockStateToRedner
L816[14:06:24] <Tatskaari> I’ll test it
with something with a weird shape like a fence post
L817[14:06:49] <killjoy> kind of like an
extended piston?
L818[14:07:05] <Tatskaari> YEah
L819[14:07:32] <Tatskaari> that’s what I
was basing this off
L820[14:14:17] <Tatskaari> Works fine with
a fence post. Why did you think it wouldn't?
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L827[14:46:45] <Tencao> What's the status
on mcpbot?
L828[14:47:23] <ghz|afk> server still
down, no bot or mappings
L829[14:48:31] <Tencao> What brought it
down or dont you know?
L830[14:48:43] <ghz|afk> no idea
L831[14:49:44] <kashike> don't think
briefcase speakers has said anything about it, unless I missed
something
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L836[15:02:32] <ghz|afk> yes, sorry about
that
L837[15:02:35] <ghz|afk> the server is
currently done
L838[15:02:39] <ghz|afk> you were unlucky
with the timing
L839[15:02:59] <Glennox> Anyway to
simulate the versions.json?
L840[15:02:59] <ghz|afk> we can't do
anything about it until the maintainer of the mcp mappings system
comes back
L841[15:03:04] <Tencao> Trust me, I'm
kinda in the same boat as you, best thing is to just be patient and
it'll be back up
L842[15:03:15] <ghz|afk> well, you
could
L843[15:03:21] <ghz|afk> but then you'd
need the mappings files either way
L844[15:03:36] <Tencao> Mappings are on
the same server as the versions.json
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L846[15:03:57] <Glennox> Ok atleast i know
i am doing it right, and its not me causing problems :P
L847[15:04:17] <ghz|afk> technically if
you could get the mappings, you could use something like hfs, or
some other http server, and setup the same folder structure so that
forgegradle can find the files
L848[15:04:36] <ghz|afk> and then
temporarily add the site to your HOSTS file ;P
L849[15:04:39] <ghz|afk> but yeah
L850[15:04:46] <ghz|afk> just wait for the
server to be back up
L851[15:04:53] <Glennox> Thanks!
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L854[15:05:16] *
Glennox is gonna wait till the server gets back up
L855[15:06:58] ***
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L856[15:17:17] <shadekiller666> so
basically no one can change mappings until the server is
fixed
L857[15:17:39] <Tencao> Sadly
L858[15:17:52] <Glennox> What are the
mappings exactly?
L859[15:18:00] <Glennox> What are they
used for?
L860[15:18:18] <Chervilpaw> probably
L861[15:18:20] <Chervilpaw> like
L862[15:18:32] <Chervilpaw> acx.class
-> SomeThing.java
L863[15:18:34] <Mumfrey> to convert the
unfriendly intermediate names like func_1234 into useful names like
doSomethingCool()
L864[15:18:35] <shadekiller666> minecraft
code is obfuscated, meaning that the human-readable names are
converted to things like func_123456_a
L865[15:18:36] <Ordinastie> to convert all
the func_xxx and field_xxxx into use provided readable names
L866[15:18:41] <Mumfrey> Chervilpaw:
no
L867[15:19:06] <Chervilpaw> when WILL the
servers be back up
L868[15:19:10] <shadekiller666> the
mappings are used to deobfuscate the code when forge is set up such
that the human-readable names are restored
L869[15:19:10] <Chervilpaw> Can't compile
until they are
L870[15:19:11] <Tencao> We dont know
L871[15:19:14] <Tencao> Just be
patient
L872[15:19:29] <Mumfrey> if you have
mappings in your cache, just update forgegradle then you'll be able
to use them
L873[15:20:04] <Tencao> I think I might
have the recent or semi recent 1.10.2 mappings cached on one of my
projects
L874[15:20:32] <Chervilpaw> I need 1.11.2
mappings
L875[15:20:38] <Mumfrey> no you
don't
L876[15:20:44] <Mumfrey> 1.11 ones will
work fine
L877[15:20:48] <Chervilpaw> Meh ok
L878[15:20:58] <ghz|afk> note
however
L879[15:21:00] <ghz|afk> the
"master" mappings
L880[15:21:07] <Chervilpaw> the MDK I
use... has this in build.gradle:
L881[15:21:07] <Chervilpaw> mappings =
"snapshot_20161220"
L882[15:21:30] <ghz|afk> the ones that can
go from obfuscated names ("a", "b", ...) to SRG
("func_xxxx_a", ...)
L883[15:21:36] <ghz|afk> those are also
down
L884[15:21:48] <ghz|afk> and those won't
"carry over" from 1.11 for obvious reasons
L885[15:21:57] <ghz|afk> so if you have
never setup a 1.11.2 environment, it won't work
L886[15:21:57] <Mumfrey> ghz|afk: no they
aren't
L887[15:22:05] <ghz|afk> they
aren't?
L889[15:22:08] <Mumfrey> no
L890[15:22:12] <ghz|afk> oh!
L891[15:22:19] <Mumfrey> they're on forge
maven, which is up
L892[15:22:32] <ghz|afk> then I
misunderstood what mezz said earlier
L893[15:23:06] <Chervilpaw> What do I do
with the mcp-1.11.2-srg
L894[15:23:13] <Mumfrey> nothing
L895[15:23:14] <ghz|afk> nothing
L896[15:23:16] <Mumfrey> you don't use
it
L897[15:23:31] <ghz|afk> forgegradle uses
those to decompile minecraft during the setup process
L898[15:23:34] <Chervilpaw> ohk
L899[15:23:41] <ghz|afk> I thought those
were down too
L900[15:23:42] <Mumfrey> forgegradle
fetches it as a dependency then unpacks it to srgs, applying the
mcp mappings as well - which is cached
L901[15:23:43] <ghz|afk> I stand
corrected
L902[15:23:52] <Chervilpaw> I can launch
the dev Minecraft Client successfuly
L903[15:23:58] <Chervilpaw> but it crashes
during gradlew build
L904[15:24:16] <Mumfrey> do you understand
maven repos? specifically your .m2/repository folder?
L905[15:24:17] <ghz|afk> using the same
mappings version as you had for 1.11?
L906[15:25:01] <Chervilpaw> I jumped
straight from 1.8.9 to 1.11.2
L907[15:25:06] <Chervilpaw> after fixing
all the compile errors
L908[15:25:22] <Chervilpaw> everything
works
L909[15:25:34] <Mumfrey> which mappings
did you decompile with?
L910[15:25:37] <Chervilpaw> in the mc
client dev enviroment
L911[15:25:55] <Mumfrey> and what
operating system are you using?
L912[15:26:49] <Chervilpaw> Windows
10
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L915[15:42:50] <shadekiller666> anyone
know where minecraft does its lightmap
calculations/interpolations?
L916[15:45:44] <Ordinastie> follow the
path from renderBlock ?
L917[15:46:53] <Lumien>
EntityRenderer.updateLightmap
L918[15:48:28] <Ordinastie> I don't think
that what he means
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L922[15:49:35] <shadekiller666> i'm on
1.10.2, that model is 5 blocks in diameter, and is rendered by the
block at the center (in the column of diamond blocks)
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L925[16:04:16] <shadekiller666>
BlockModelRenderer is ugly
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L927[16:10:51] <shadekiller666> ...
L928[16:11:04] <shadekiller666> why is the
tesr for this damned thing not being called...
L929[16:11:20] <williewillus> mc probably
thinks it's not visible
L930[16:11:26] <williewillus> esp if it
extends beyond block boundaries
L931[16:12:30] <shadekiller666> i have
another block that has an EnumBlockRenderType of INVISIBLE, and
it's tesr is called
L932[16:13:18] <shadekiller666> if i set
this other block to have the same render type, but with a model of
5x1x5, nothing seems to be happening
L933[16:14:02] <shadekiller666> if i set
it to something other than invisible, the non-tesr version of the
model (the standard block rendering) takes over
L934[16:14:08] <shadekiller666> but still
doesn't call my tesr
L935[16:15:17] <Chervilpaw> Can someone
ping me when the mappings server returns?
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L937[16:15:50] <williewillus> it's
probably getting culled then
L938[16:16:19] <shadekiller666> why would
it be getting culled?
L939[16:16:29] <Chervilpaw> back up*
L940[16:16:37] <williewillus> if you out
of block bounds and the actual block space is not in view
L941[16:16:55] <shadekiller666> i'm
staring at it from a distance
L942[16:17:22] <shadekiller666> a distance
from which i was able to see it when the standard block render code
was rendering ti
L943[16:17:24] <shadekiller666> it*
L944[16:17:32] <williewillus> what do you
mean standard block render code
L945[16:17:35] <williewillus> like a
static model?
L946[16:17:39] <williewillus> because
tesr's are culled on distance too
L947[16:17:40] <shadekiller666> its an
obj
L948[16:17:51] <shadekiller666> ok
L949[16:18:14] <shadekiller666> around the
block that i'm talking about, i have another block that is rendered
entirely via TESR
L950[16:18:33] <shadekiller666> that
block's model is 1x1x1, and i can see it fine
L951[16:18:55] <shadekiller666> but i
can't see the 5x1x5 model at any distance
L952[16:25:13] <shadekiller666> why does
minecraft like to limit block model sizes so much...
L953[16:25:37] <howtonotwin> because large
models break the rendering
L954[16:25:50] <howtonotwin> as you can
see right now
L955[16:28:14] <shadekiller666> because
prohibiting them is less work than writing the rendering code
properly
L956[16:28:24] <williewillus> wat
L957[16:28:42] <williewillus> the answer
is simple: vanilla doesn't need them
L958[16:28:56] <williewillus> i've said
this before but they're under no obligation to make things easy for
modding
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L987[16:31:17] <howtonotwin> well that was
interesting
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L992[16:31:45] <shadekiller666> ...
L993[16:31:58]
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L994[16:31:58] <howtonotwin> I think the
server we were on was killed :P
L995[16:32:07] <Lord_Ralex> they sent a
notice before they did
L996[16:32:12] <shadekiller666> even if i
replace the 5x1x5 model with a 1x1x1 cube it still isn't calling
the damn tesr
L997[16:32:29] <williewillus> use your
debugger in a void world with just that tesr
L998[16:32:30]
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L999[16:32:31] <williewillus> :P
L1000[16:32:45]
⇨ Joins: Tatskaari (~Tatskaari@90.221.115.167)
L1001[16:32:57] <bartman> yeah they sent
a notice awhile ago that aperture.esper.net would reboot at 22:30
utc
L1002[16:33:23] <Tencao> I wasn't paying
attention :(
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⇨ Joins: 1APAAAAAW
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L1004[16:35:26] <shadekiller666>
O.O
L1005[16:38:44] <ghz|afk> so
L1006[16:38:49] <ghz|afk> I'm not an
artist, right?
L1007[16:38:53] <ghz|afk> and I suck at
modelling and such
L1008[16:38:56] <Glennox> I am off.. Will
check if the server is back up tomorrow! Thanks for your help guys!
I really apreciate it.
L1009[16:38:57] <ghz|afk> even when I
try
L1010[16:39:03] <ghz|afk> so, asusming
you understand that
L1012[16:39:08] <ghz|afk> I'm kinda proud
of this so far
L1013[16:39:09] <ghz|afk> ;P
L1014[16:39:33] <Glennox> That looks
awesome! well done ghz|afk
L1016[16:39:45] <ghz|afk> disregard
everything behind the neck, that's just
"placeholder"
L1017[16:39:45] <ghz|afk> ;p
L1018[16:39:46] <Ordinastie> \8\
L1019[16:40:37] <shadekiller666> ghz|afk,
nice, texturing that properly is going to be a pain in the ass
though
L1020[16:40:38]
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L1021[16:40:57] <ghz|afk> shadekiller666:
that's so far beyond my abilities I'm not even considering it
L1022[16:40:58] <ghz|afk> XD
L1023[16:40:59]
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L1024[16:41:02] <ghz|afk> Ordinastie:
wtf
L1025[16:41:02] <shadekiller666>
lol
L1026[16:41:34] <howtonotwin> siamese
twins probably
L1027[16:41:44] <howtonotwin> but they'd
be dead LONG before birth
L1028[16:41:50] <ghz|afk> Ordinastie: it
even has lighting!!
L1029[16:41:51] <howtonotwin> so it's
really quite morbid
L1030[16:41:56] <Ordinastie> yep
L1031[16:41:58] <ghz|afk> someone's
stupidly bored AND crazy!
L1032[16:42:09] <Ordinastie> and
good
L1033[16:42:22] <ghz|afk> yes
L1034[16:42:32] <Ordinastie> disgustingly
good
L1035[16:42:52] <ghz|afk> yes, it
requires thinking in a way most people can't
L1036[16:42:54] ***
MrKickkiller is now known as MrKick|Away
L1037[16:43:06] <Ordinastie> btw, I made
loading the shaders work
L1038[16:43:27] <Ordinastie> but I failed
miserably at the basic math required inside the shader itself
><
L1039[16:44:04] <ghz|afk> heh
L1040[16:44:07] <ghz|afk> but that was
the easy part XD
L1041[16:44:22] <ghz|afk> you have a
"box model"
L1042[16:45:41] <ghz|afk> the box model
would be like "startx, width, left margin, right margin"
and similarly for the vertical direction
L1043[16:45:50] <ghz|afk> those are in
texture coords
L1044[16:45:57] <ghz|afk> then you have
the quad info
L1045[16:46:01] <Ordinastie> no, I just
have a quad and and icon
L1046[16:46:04] <ghz|afk> x, leftx,
rightx
L1047[16:46:22] <shadekiller666>
hmmm
L1048[16:46:25] <ghz|afk> so
L1049[16:46:47] <Ordinastie> and a border
size in px in the icon
L1050[16:46:52] <shadekiller666> seems to
be culling them if 0, 0, 0 isn't within the viewport
L1051[16:46:56] <ghz|afk> Ordinastie:
okay
L1052[16:47:04] <ghz|afk> the border size
can be mapped into left margin + right margin
L1053[16:47:20] <ghz|afk> so it's still
the same ;P
L1054[16:47:23] <williewillus>
shadekiller666: what does te.getRenderBoundingBox return
L1055[16:47:35] <ghz|afk> the icon has a
x,y,width,height,border size
L1056[16:47:46] <ghz|afk> and the quad
has startx,endx,starty,endy
L1057[16:47:51]
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L1058[16:47:57]
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L1059[16:47:59] <ghz|afk> with the
fragment getting the interpolated x,y from the vertex shader
L1060[16:48:05] <ghz|afk> so on one
side
L1061[16:48:09]
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L1062[16:48:13] <ghz|afk> you know
x,startx,endx
L1063[16:48:20] <ghz|afk> which lets you
compute how far along the image you are
L1064[16:48:23] <ghz|afk> then
L1065[16:48:36] <ghz|afk> you know that
for a given actualwidth=endx-startx
L1067[16:48:49] <ghz|afk> the first
"border" pixels will be scale 1:1
L1068[16:48:55] <Ordinastie> so I'll try
tomorrow
L1069[16:49:01] <ghz|afk> the next N will
be stretched to fit
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L1071[16:49:08] <ghz|afk> and the last
"border" pixels will be 1:1
L1072[16:49:09] <barteks2x> still working
on it
L1073[16:49:13] <ghz|afk> that
means
L1074[16:49:36] <Ordinastie> wait,
you're, here, why couldn't I auto complete your name?
><
L1075[16:49:47] <shadekiller666>
williewillus, if facing==up/down: (-2, -1, -2, 2, 1, 2),
north/south: (-2, -2, -1, 2, 2, 1), east/west: (-1, -2, -2, 1, 2,
2)
L1076[16:50:10] <ghz|afk> if
(x<(startx+border)) outx = iconx+x-startx
L1077[16:50:16]
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L1078[16:50:21] <williewillus> does that
match where the block is in world?
L1079[16:50:34] <ghz|afk> if
(x>(endx-border)) outx = iconx+width-(endx-x)
L1080[16:50:42]
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L1081[16:50:45] <ghz|afk> else if*
L1082[16:51:14] <shadekiller666> oh...
the AABB from getRenderBoundingBox needs to be in world
coordinates... ok
L1083[16:52:10] <ghz|afk> else outx =
iconx +
border+(iconwidth-2*border)*(x-startx-border)/(endx-startx-2*border);
L1084[16:52:21] <ghz|afk> I could have
made some logic mistake there
L1085[16:52:24] <ghz|afk> but yeah
;P
L1086[16:52:39] <williewillus>
shadekiller666: was yours not? :P
L1087[16:52:54] <shadekiller666> i
thought it was a relative thing
L1088[16:53:00] <ghz|afk> obviously not,
since his model was getting culled as if it was 0,0,0
L1089[16:53:01] <ghz|afk> ;P
L1090[16:53:08] ***
fry is now known as fry|sleep
L1091[16:53:11] <shadekiller666> ie. that
the game would apply the block position on its own
L1092[16:53:27] <Ordinastie> extending
rendering bounds for TE won't always work either
L1093[16:53:33] ***
fry|sleep is now known as fry
L1094[16:53:38] <fry> $1$.*+
L1095[16:53:43] <williewillus> yeah the
te render bounds stuff is all screwed
L1096[16:53:54] <williewillus> but fixing
the thing that's supposed to do something is a good start
L1097[16:53:58]
MineBot sets mode: +o on fry
L1098[16:54:02] <Ordinastie> it's more
because the chunk its in can be culled if behind the player
L1099[16:54:04] ***
fry is now known as fry|sleep
L1100[16:54:23] <Ordinastie> even if the
render bound is supposed to reach player view
L1101[16:54:28] <shadekiller666> did
getRenderBoundingBox ever return relative AABB coords rather than
world?
L1102[16:54:28] <fry|sleep> silly
services.
L1103[16:54:39] <ghz|afk> Ordinastie:
isn't that what the "ignore frustum" override does?
;P
L1104[16:54:39] <williewillus> not since
1.8 at least
L1105[16:55:10] <Ordinastie> there is an
override? ><
L1106[16:55:42] <Ordinastie> where is it
?
L1107[16:56:31] <williewillus> i count
these ways to try to extend a TE's bounds: te.getRenderBoundingBox,
te.getMaxRenderDistanceSquared, and tesr.isGlobalRenderer
L1108[16:56:39] <williewillus> feels like
there's more
L1109[16:57:17]
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L1110[16:57:24] <Ordinastie> maybe I'm
confusing with my blocks that extend too far
L1111[16:58:27] <shadekiller666> if you
cast a float variable of 3.5 to an int, does java round down or
up?
L1112[16:58:39] <Lord_Ralex> it truncates
afaik
L1113[16:58:53] <shadekiller666> so
down
L1114[16:59:01] <Ordinastie> not
always
L1115[16:59:06] <Ordinastie> -3.5
L1116[16:59:27] <shadekiller666> would be
-3?
L1117[16:59:31] <Ordinastie> yup
L1118[17:00:02] <shadekiller666> so lets
say i have a "radius" for the model of 2.5 on x and
z
L1119[17:00:44] <shadekiller666> and
given the block position, i want to find the min and max corners of
the AABB for rendering
L1120[17:00:59] <shadekiller666> the
"radius is never negative
L1121[17:01:08] <shadekiller666> so
casting that to int should be fine
L1122[17:01:53] <williewillus> just round
it away from 0
L1123[17:02:01] <williewillus>
overestimating the render bb by a fraction won't hurt
L1124[17:02:06] <shadekiller666> ok
L1125[17:02:19] <shadekiller666> and will
probably make it less likely to cull prematurely
L1126[17:02:44] <shadekiller666> to find
the min corner i would subtract the radius from the x and z of the
block position right?
L1127[17:03:02] <shadekiller666> or does
that become the max when the blockpos has a negative x or z
L1128[17:03:45] <williewillus>
pos.add(-rad, -rad, -rad), pos.add(rad, rad, rad) :P
L1129[17:04:15] <shadekiller666>
derp
L1130[17:04:26] <shadekiller666> thats a
lot less math and won't hurt anything
L1131[17:06:04]
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L1132[17:06:17] <Ordinastie> IT CAME
BACK! \o/
L1133[17:07:32] <williewillus>
Chervilpaw: its back
L1134[17:07:39] <Chervilpaw> YAY
L1135[17:09:10]
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L1136[17:12:10] <ghz|afk> \O/
L1137[17:13:02] <ghz|afk> Ordinastie:
isn't that what "public boolean
isGlobalRenderer(TileEntityBeacon te) { return true; }" does
on the beacon TESR?
L1138[17:13:14] <Ordinastie> probably
yes
L1139[17:13:36] <Ordinastie> like I said,
I may remember it wrong, maybe it was for my blocks
L1140[17:13:54] <Ordinastie> as I have a
system to allow them to be bigger than 1x1x1
L1141[17:15:44] <shadekiller666> adding
the block position to the render AABB seems to have worked
L1142[17:16:08] <shadekiller666> i also
discovered that my GL translates were ordered incorrectly in my
TESR as well
L1143[17:18:14] <shadekiller666> ghz|afk,
WorldSavedData is supposed to call the readFromNBT method
automatically right?
L1144[17:18:24]
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L1146[17:19:28] <ghz|afk> shadekiller666:
when getOrLoad decides to load, yes
L1148[17:22:17] <shadekiller666>
parzivail, you have to add your modid to
OBJLoader.INSTANCE.addDomain() before it will load any of your obj
models
L1149[17:22:21]
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L1150[17:22:56] <parzivail> I have,
OBJLoader.INSTANCE.addDomain(Resources.MODID);
L1151[17:23:14] <ghz|afk> no
errors?
L1152[17:23:17] <parzivail> nope
L1153[17:23:18] <ghz|afk> are you running
the code in preinit
L1154[17:23:21] <ghz|afk> or init?
L1155[17:23:33] <parzivail> preinit on
ClientProxy
L1156[17:23:47] <ghz|afk> and you do call
it from preinit in your mod class I hope ;P
L1158[17:24:10]
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L1159[17:24:35] <shadekiller666> this
reminds me... i need to put my newer version of the OBJLoader up in
a pull req
L1160[17:24:46] <shadekiller666> maybe
someone will actually look at it this time...
L1161[17:24:48] <howtonotwin> oh
derp
L1162[17:24:54] <howtonotwin> that's the
forge repo xD
L1163[17:25:05] <howtonotwin> ignore
me
L1164[17:25:14] <parzivail> well I only
have one, I copied the format of OBJTesseractBlock's one
L1165[17:25:16] <ghz|afk> howtonotwin: I
was about to say, you can suggest as much as you want, but unless
you Pr it ;P
L1166[17:25:57]
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L1167[17:26:25] <shadekiller666> oh
L1168[17:26:39] <shadekiller666>
parzivail, when you place it in the world you say its
invisible?
L1169[17:26:59] <shadekiller666> have you
tried right clicking it?
L1170[17:27:31] <parzivail> well,
actually it's an item (so i've moved the JSON to the models/item
folder, with the OBJ and MTL) but yes it's invisible
L1171[17:27:38] <shadekiller666> its
supposed to cycle through bits of the model and i don't remember if
it places with all of them visible or all of them hidden
L1172[17:27:40] <shadekiller666>
...
L1173[17:27:55] <shadekiller666> what do
you mean its an item?
L1174[17:28:07] <parzivail> i'm
registering a custom model for an *item*, not a block
L1175[17:28:23] <shadekiller666>
wait
L1176[17:28:49] <shadekiller666> what
exactly are you trying to do? use an obj model for an item that
doesn't have a block associated with it?
L1177[17:29:10] <ghz|afk> parzivail: let
me walk you through what I do for those, and see what's different
for you
L1178[17:29:14] <parzivail> yeah
L1179[17:29:17] <ghz|afk> 1.
ObjLoader.addDomain
L1180[17:29:18] <parzivail> go for it,
ghz
L1181[17:29:23] <parzivail> 1: got
it
L1182[17:29:41] <shadekiller666> and when
you moved the obj and mtl, did you also change the
"model" value in the blockstate json?
L1183[17:29:41] <ghz|afk> 2. in
ModelRegistryEvent / preinit,
ModelLoader.setCustomModelResourceLocation with the location of a
BLOCKSTATES file
L1184[17:29:44] <ghz|afk> 3.
L1185[17:29:57] <parzivail> 2: a
blockstate even for an item??
L1186[17:30:03] <shadekiller666>
yep
L1187[17:30:06] <ghz|afk> in resources
blockstates/itemname.json with forge_marker 1, and
"model":"blah.obj"
L1188[17:30:10] <parzivail> screw
me
L1189[17:30:12] <parzivail> one
second
L1190[17:30:18] <shadekiller666> obj
models require a forge-style blockstate json
L1191[17:30:27] <ghz|afk> yes that's the
only way to specify a .obj file, annoyingly
L1192[17:30:45] <ghz|afk> it won't work
if you give it directly in setCustomMRL
L1193[17:30:45] <shadekiller666> copy the
one from the forge examples, change the "model" value to
point to "item/" rather than "block/"
L1194[17:30:54] <shadekiller666>
well
L1195[17:30:56] <ghz|afk> you can't point
to item/
L1196[17:31:01] <ghz|afk> it prepends
block/ in the loader itself
L1197[17:31:13] <ghz|afk> all obj models
just go to models/block/
L1198[17:31:25] <shadekiller666> you CAN
have the ModelLoaderRegistry load one directly from the models
directory, but you have to do so in a TESR
L1199[17:31:26] <parzivail> ok, 2:
done
L1200[17:31:49] <shadekiller666> using a
forge blockstate json is the only way to load one into the standard
rendering code
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L1202[17:32:09] <shadekiller666> ghz|afk,
not true, and if it is then idk why it wasn't caught earlier
L1203[17:32:17]
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L1204[17:32:29] <shadekiller666> last
time i checked it could load from models/item/
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L1206[17:32:40] <shadekiller666> the
blockstate json just needs to point to the correct one
L1207[17:32:42] <ghz|afk> i was never
able to
L1208[17:32:46] <shadekiller666>
O.o
L1209[17:32:56] <ghz|afk> maybe I never
tried to add the full path with "models/item/"
L1210[17:33:10] <shadekiller666>
hmmm
L1211[17:33:12] <ghz|afk> so all my .obj
models just go to models/block/whatever.obj
L1213[17:33:24] <parzivail> so in the
blockstate, when I define "model":
"pswm:luke.obj", that points to which directory by
default, then?
L1214[17:33:31] <howtonotwin>
model/block
L1215[17:33:43] <ghz|afk> parzivail:
models/block
L1216[17:33:49] *
howtonotwin hides
L1217[17:33:57] <shadekiller666> oh,
parzivail, would you like to use a better/more advanced version of
that OBJLoader btw?
L1218[17:34:00] <parzivail> ok, i have an
OBJ there
L1219[17:34:06] <parzivail> actually, yes
I would
L1220[17:34:26] <ghz|afk> shadekiller666:
what does the more advanced loader do that the existing one
doesn't?
L1221[17:34:29] <shadekiller666> i wrote
updates for the one that is in forge but they haven't gotten pulled
in yet... -grumble grumble grumble-
L1222[17:34:45] <shadekiller666> ghz|afk,
group visibility configurations
L1223[17:34:49] <ghz|afk> ah right
L1224[17:34:56] <parzivail> that's
helpful
L1225[17:34:59] <ghz|afk> I don't use
visibility on any of my models ;P
L1226[17:35:00] <parzivail> will need
that
L1227[17:35:06] <shadekiller666> which
make things like the aformentioned tesseract a lot easier
L1228[17:35:10] <williewillus> fry added
a group vis system to the json loader
L1229[17:35:14] <williewillus> does yours
fit into that?
L1230[17:35:28] <shadekiller666> when did
he do that?
L1231[17:35:34] <williewillus> some
months ago
L1232[17:35:41] <shadekiller666> if it
was after 1.9 then probably not
L1233[17:35:51] <williewillus> i still
was working on botania then so before september
L1234[17:35:56] <shadekiller666> and i
doubt it, because of how "groups" are defined in an
obj
L1235[17:36:24] <williewillus> what about
them
L1236[17:36:29] <shadekiller666> iirc
fry's groups were for the animation system right? and were built
around submodels?
L1237[17:37:03] <RebelKeithy> I've hit a
wall making my backpack mod one jar for 1.11 and 1.10.
L1238[17:37:11] <RebelKeithy>
Item.onItemUse changed parameters between versions, I tried leaving
the old method with a call to the new one, but I'm assuming since
that one doesn't exist int Item when it is compiled it doesn't
really override it.
L1239[17:37:42] <williewillus> wait I
used his "new" group vis thing in botania
L1240[17:38:03] <RebelKeithy> I can
compile the code for either 1.11 or 1.10 without any changes, but
if I compile on one, onItemUse doesn't work on the other
L1241[17:38:06] <ghz|afk> RebelKeithy:
java will override methods just for being there, even if the
@Override annotation doesn't exist
L1242[17:38:10] <ghz|afk> so if you
compile for 1.11
L1243[17:38:23] <ghz|afk> keep the 1.10
method, without @Override so it compiles
L1244[17:38:26] <williewillus> the
signature changed in 1.11
L1245[17:38:28] <ghz|afk> and from the
1.10 method, call the 1.11 method
L1246[17:38:35] <parzivail> oh yeah so
ghz|afk I have the blockstate JSON and the models in models/block,
and now it errors in log about another file not found on another
JSON in models/item
L1247[17:38:54] <ghz|afk> parzivail: can
you show your blockstates file?
L1248[17:39:08] <RebelKeithy> hmm, that's
what I did. but doesn't seem to be working. Maybe I missed
something
L1249[17:39:19] <ghz|afk> maybe
L1253[17:39:47] <parzivail> much obliged,
shadekiller666
L1254[17:39:50] <shadekiller666> copy
those 3 classes into their own files of the same name somewhere in
your mod code
L1255[17:39:51] <howtonotwin>
'"#main": "pswm:luke"' pretty sure that should
be "main"
L1256[17:39:57] <ghz|afk> not for
.obj
L1257[17:40:10] <parzivail> in my MTL i
have a group called "main"
L1258[17:40:10] <ghz|afk> someone thought
it would be funny to require the # in the alias name
L1259[17:40:18] <williewillus>
cough
L1260[17:40:21] <ghz|afk> even if vanilla
does not ;P
L1261[17:40:37] <ghz|afk> so for vanilla
jsons: "channelname": "#other"
L1262[17:40:47] <ghz|afk> for obj
materials: "#matname": "#other"
L1263[17:41:12] *
howtonotwin is clearly too sleepy to be useful
L1264[17:41:19] <ghz|afk> I'm getting
there
L1265[17:41:27] <ghz|afk> my brain's
starting to work intermittently
L1266[17:41:58] <shadekiller666> to use
this version over the one in forge, call
ModelLoaderRegistry.regsiterLoader() and pass in OBJLoader.INSTANCE
from the OBJLoader that you copied from that link
L1267[17:42:12] <parzivail> thank
you!
L1268[17:42:18] <shadekiller666> then add
your modid via that version's addDomain() rahter than the forge
one
L1269[17:42:32] <parzivail> got it
L1270[17:42:39] <shadekiller666> and if
those forge test mods don't work with this new version, something
has gone horribly wrong
L1271[17:42:46] <parzivail> ghz, did you
get that Gist?
L1272[17:42:56] <parzivail> yeah, I can't
get them to work. Probably just me
L1273[17:42:57] <shadekiller666> the call
to MLR has to come before the addDomain()
L1274[17:43:12] <shadekiller666> well,
you couldn't get them to work before i gave you this version
L1275[17:43:34] <ghz|afk> parzivail: I
can't see anything wrong in it
L1276[17:43:36] <parzivail> so, it should
work now only with the new version?
L1277[17:43:36] <ghz|afk> but then
again
L1278[17:43:40] <parzivail> thanks,
ghz
L1279[17:43:40] <ghz|afk> I can't see if
it's right either
L1280[17:43:44] <ghz|afk> XD
L1281[17:43:55] <ghz|afk> my tiredness is
giving me some kind of dyslexia
L1282[17:44:02] <shadekiller666>
IModelState.hideGroups...
L1283[17:44:06] <ghz|afk> not all words
make sense to me right now ;P
L1284[17:44:43] <shadekiller666> so first
he doesn't even look at my group config code, and then proceeds to
implement them for everything without me
L1285[17:44:52] <ghz|afk> (not really
dyslexia, since the letters aren't dancing around or changing
shape, my brain just refuses to find meaning in the words)
L1286[17:44:54] <williewillus> ?
L1287[17:45:00] <williewillus> hideGroups
is my own method
L1288[17:45:01] <shadekiller666>
williewillus, can you send the link to the blockstate jsons for
those pylons
L1289[17:45:03] <shadekiller666> oh
L1290[17:45:08] <howtonotwin> MY
tiredness made me write this line of code:
`params.map(_.map(generate(_)).unzip).unzip.bimap(identity,
_.flatten)`
L1291[17:45:16] <howtonotwin> I don't
even fully understand it anymore
L1292[17:45:23] <williewillus> oh I
misunderstood, there's still no json support for group vis
L1293[17:45:24] <shadekiller666> whats
this about fry adding groups vis stuff then?
L1294[17:45:25] <williewillus> but
there's a general way
L1295[17:45:31] <williewillus> that works
for json and obj models
L1296[17:45:32] <williewillus> in
code
L1297[17:45:43] <ghz|afk> howtonotwin:
that looks like underscore.js?
L1298[17:45:48] <howtonotwin> scala
L1299[17:45:49] <howtonotwin> :P
L1300[17:45:52] <RebelKeithy> just tested
it again. If I copy the code into my 1.10 workspace and build it,
it works in 1.10. But if I compile it in 1.11 it doesn't.
L1301[17:46:04] <ghz|afk> it still looks
like underscore.js ;P
L1302[17:46:05] <shadekiller666> let me
make it clear: the version of the obj loader that is in forge has
support for visibilities
L1303[17:46:09] <howtonotwin> trying my
hand at macros :P
L1304[17:46:17] <shadekiller666> which
are done via OBJState
L1305[17:46:31] <williewillus> well one
problem fry had with it was everything being tied to OBJ via
OBJState
L1306[17:46:35] <williewillus> so this
group vis thing is more general
L1307[17:47:59] <shadekiller666> the
newer version adds "visibility configurations" (they
allow you to say "group a visible" "group b
invisible" and assign a name for that configuration, and if
you pass in the config name rather than a group name, it will know
which groups need to be in which visibility states)
L1308[17:48:25] <shadekiller666> json
models don't have "groups"
L1309[17:48:30] <shadekiller666> obj
models do
L1310[17:48:39] <shadekiller666> hence
why i wrote it as such
L1311[17:49:11] <williewillus> yes but
they can
L1312[17:49:20] <williewillus> you can
hide the individual elements
L1313[17:49:21] <howtonotwin> json models
have named elements though, and from the times I brushed up against
that code before I think they are used as "groups"
L1314[17:49:29] <williewillus> they
are
L1315[17:49:51] <shadekiller666> if
they're defined as submodels
L1316[17:50:02] <howtonotwin> I should go
document that...
L1317[17:50:10] <williewillus> what do
you even mean by "submodel"
L1318[17:50:17] <howtonotwin> should that
be jammed into IModelState/Part page or given a new one?
L1319[17:50:24] <howtonotwin> *the
page
L1320[17:50:29] <williewillus> document
what
L1321[17:50:37] <howtonotwin> the
visibility thing
L1322[17:50:48] <williewillus> uhh
probbably a new one
L1323[17:50:55] <williewillus>
IModelStaet/Part is used for lots of different things
L1324[17:50:58] <shadekiller666> iirc
json models could have "submodels", which could be named
and would be considered separate from the main model in the
file
L1325[17:51:05] <howtonotwin> ok
L1326[17:51:22] <shadekiller666> like the
example with cobblestone walls on the readthedocs i think
L1327[17:51:38] <williewillus> that's
forge blockstate stuff
L1328[17:51:47] <williewillus> not
specifically the vanilla json loader
L1329[17:51:55] <parzivail> ok, we're
getting somewhere. There's an untextured block ingame (without
scaling and position and whatever) but I'm still getting an
"FileNotFoundException: pswm:models/item/luke.json" and
the custom model isn't being used
L1330[17:51:59] <williewillus> vanilla
jsons are just one json (the model) with multiple cubes
(elements)
L1331[17:52:04] <williewillus> you can
toggle element visibility
L1332[17:52:10] <williewillus> using its
index (iirc?)
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L1334[17:52:25] <shadekiller666> not that
i remember
L1335[17:52:32] <williewillus> ?
L1336[17:52:33] <shadekiller666> though
it is possible that that is a thing
L1337[17:52:43] <williewillus> the page
you're thinking about is *blockstate* jsons
L1338[17:52:45] <williewillus> not
models
L1339[17:53:21] <shadekiller666> the
answer is no, the obj visibility handling is independent of
anything that has been added referring to "groups"
afaik
L1340[17:53:33] <shadekiller666> oh
L1341[17:53:35] <shadekiller666> ok
L1342[17:53:48] <shadekiller666> you're
talking about the fence model for example
L1343[17:54:03] <williewillus> or rather
it is IModelState/ImodelPart stuff, but it's all forge added sugar,
not part of the native vanilla format
L1344[17:54:05] <parzivail> ...so do I
need to have a model/item/[...].json? I don't remember seeing one
in any example
L1345[17:54:10] <shadekiller666> where it
has an element for the post and then one for a connection and hides
the connection normally
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L1347[17:54:22] <shadekiller666>
parzivail, no
L1348[17:54:36] <RebelKeithy> wait...
should I be using the srg name for the old method?
L1349[17:54:40] <shadekiller666> the
forge-style blockstate json and the .obj and .mtl
L1350[17:55:02] <shadekiller666> i'm
confused
L1351[17:55:50] <shadekiller666> another
thing that the newer version does is adds more support for custom
data in the blockstate json iirc
L1352[17:55:55] <parzivail>
@shadekiller666, then how do I avert the
FileNotFoundException?
L1353[17:56:09] <shadekiller666> show me
your blockstate json
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L1356[17:56:31] <parzivail> remember,
too, this is for an item and not a block
L1357[17:56:47]
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L1359[17:57:12] <shadekiller666>
parzivail, is your obj in assets/models/block/?
L1360[17:57:28] <parzivail> yep
L1361[17:57:38] <parzivail> it's called
"luke.obj"
L1362[17:57:41] <shadekiller666> if it
isn't, then change line 7 to "model":
"pswm:item/luke.obj" and see if that works
L1363[17:57:58] <shadekiller666> also,
you do have a luke.mtl in the same directory as the luke.obj
right?
L1364[17:58:02] <parzivail> yep
L1365[17:58:11] <parzivail> ref via
"mtllib models/block/luke.mtl"
L1366[17:58:14] <shadekiller666> what is
the FileNotFoundException complaining about
L1367[17:58:36] <parzivail> Exception
loading model for variant pswm:luke#inventory for item
"minecraft:apple", normal location exception [......]
Caused by: java.io.FileNotFoundException:
pswm:models/item/luke.json
L1368[17:58:52] <shadekiller666> you can
make that "mtllib luke.mtl", the loader is smart enough
to look in the same directory, though having it that way shouldn't
hurt
L1369[17:58:54] <parzivail> for ref im
setting the model of an apple for testing purposes
L1370[17:59:17] <shadekiller666> remove
the "normal" block from that blockstate json
L1371[17:59:33] <parzivail> testing
now
L1372[17:59:41] <howtonotwin>
RebelKeithy, you can certainly try
L1373[17:59:48] <howtonotwin> it might
just work too
L1374[18:00:16] <parzivail> nope, same
error.
L1375[18:00:27] <shadekiller666> and the
obj loader might be having trouble with the "textures"
block in the blockstate json, if the material in your obj
references that "luke" png, it will work fine
L1376[18:00:34] <parzivail> it also
throws
"net.minecraftforge.client.model.ModelLoaderRegistry$LoaderException:
Exception loading model pswm:item/luke with loader
VanillaLoader.INSTANCE, skipping" if it helps
L1377[18:00:46] <shadekiller666>
...
L1378[18:00:55] <RebelKeithy> Look's like
that fixed it. Since the method doesn't exist in 1.11, the compiler
left the name the same, while the MC method is obfuscated. So in
the obfuscated environment they were differetn
L1379[18:01:01] <parzivail> lemme remove
the textures and try
L1380[18:01:09] <shadekiller666> that
means that the game is attempting to load it with the vanilla block
loader
L1381[18:01:18] <shadekiller666> model
loader*
L1382[18:01:20] <parzivail> see, thats
what I thought too
L1383[18:01:36] <parzivail> but, I have
forge_marker and the obj loader and whatnot
L1384[18:01:50] <shadekiller666> my
suggestion: make a simple item
L1385[18:01:53] <howtonotwin> that's just
a thing it does
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L1387[18:01:59] <parzivail> roger
L1388[18:02:01] <shadekiller666> don't
try and redirect vanilla models to objs
L1389[18:02:01] <howtonotwin> if it fails
to load with the forge loader
L1390[18:02:06] <howtonotwin> it tries to
default
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L1392[18:02:19] <shadekiller666> oh
L1393[18:02:21] <shadekiller666>
wait
L1394[18:02:25] <howtonotwin> the real
issue is likely the stacktrace beneath it
L1395[18:02:36] <shadekiller666> the
blockstate json
L1396[18:02:47] <shadekiller666> in the
"transform"s that you have
L1397[18:02:59] <shadekiller666> you're
defining "rotation" as a 3-arg array
L1398[18:03:18] <shadekiller666> the
forge blockstate loader wants either a 4-arg array, or an array of
objects
L1399[18:03:49] <parzivail> what's the
4th arg?
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L1402[18:04:34] <shadekiller666> ie.
change lines 17-21 to "rotation": [{"x": 0},
{"y": 0}, {"z":-90}], or, "rotation":
{"z": -90}
L1403[18:04:44] <parzivail> rats, all of
them>
L1404[18:04:45] <parzivail> ?
L1405[18:04:52] <shadekiller666> the 4th
arg would be the last argument in the quaternion
L1406[18:04:54] <shadekiller666>
yes
L1407[18:04:56] ***
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L1408[18:04:58] <shadekiller666> all of
the "rotation" ones
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L1410[18:05:11] <shadekiller666> you can
ommit any axis values that are 0
L1411[18:05:18] <shadekiller666> i
think
L1412[18:05:54] <parzivail> got it. will
that solve the issue, you think?
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L1414[18:06:18] <howtonotwin> `loading
model for variant pswm:luke#inventory for item
"minecraft:apple"`
L1415[18:06:19] <howtonotwin> erm
wtf
L1416[18:06:29] <parzivail> "for ref
im setting the model of an apple for testing purposes"
L1417[18:06:33] <howtonotwin> ah
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L1421[18:07:28] <shadekiller666>
parzivail, it should
L1422[18:07:36] <shadekiller666> i had a
similar problem the other day
L1423[18:07:38]
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L1424[18:07:48] <parzivail> launching
now
L1425[18:07:56] <shadekiller666> cuz i
just came back to modding a week ago, after 6 months of
school
L1426[18:08:13] <parzivail> me too.
having to update from 1.7.10 -> 1.11. kill me.
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L1428[18:08:14] <mistamadd001> hey all
o7
L1429[18:08:21] <parzivail> \o
L1430[18:08:54] <parzivail> hey hooooooo!
that fixed it! much thanks, shadekiller666
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L1432[18:09:26] <shadekiller666> and
ghz|afk, as far as i can tell, OBJLoader should know to look in
"models/item/" for a model if it can't be found in
"models/block/" and vice versa
L1433[18:09:33] <shadekiller666> np
L1434[18:10:36] <Katrix> Anyone mind
giving me a hand. How can I persist the capability data when a
player switches dimensions?
L1435[18:10:43] <Katrix> I've already
tried PlayerEvent.Clone, but it seems that one doesn't work (at
least not for the nether)
L1436[18:11:18] <shadekiller666>
parzivail, you can also change the "scale" definitions in
your blockstate json to "scale": <value> if all 3
axes have the same scale
L1437[18:11:31] <parzivail> awesome,
thanks
L1438[18:11:34] <shadekiller666>
yep
L1439[18:11:57] <shadekiller666> and
"translation": {"y": 3} should work for line 68
i think
L1440[18:14:02] <parzivail> gotcha
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L1443[18:23:56] <ghz|afk> I just
realized
L1444[18:24:01] <ghz|afk> you don't need
any elytra launcher anymore
L1445[18:24:19] <ghz|afk> you can just
tap spacebar 3 times in a row while looking up and then immediately
after activate a rocket
L1446[18:25:21] <mistamadd001> does
anyone have a link to a quick explanation on how texture renders
work in 1.11
L1447[18:25:42] <mistamadd001> I cant
seem to get my first item texture to work
L1448[18:26:24] <diesieben07> you call
ModelLoader.setCustomModelResourceLocation in ModelRegistryEvent
for all items
L1449[18:26:27] <diesieben07> that binds
their model.
L1450[18:26:35] <ghz|afk> in
yourclientproxy, since the server doesn't have it
L1451[18:26:48] <ghz|afk> and that points
to either a models/item/itemname.json
L1452[18:26:53] <ghz|afk> or
blockstates/itemname.json
L1453[18:27:07] <mistamadd001> ah awesome
thanks, trying that now
L1454[18:27:16] <ghz|afk> and those are
the ones that actually reference the texture
L1455[18:28:21] <mistamadd001> ok I have
things setup slightly differently, ill link the github
L1457[18:29:07] <mistamadd001> if you
look at my moditems class, I have a constructor that (among other
things) sets the model resource loation
L1458[18:29:56] <ghz|afk>
ModelLoader.setCustomMRL though?
L1460[18:30:07] <diesieben07> it has to
be in a client only class
L1461[18:30:22] <diesieben07> and you
need to use ModelLoader.setCustomModelResourceLocation like I said
above
L1462[18:31:15] <mistamadd001> so just
delete that whole method then?
L1463[18:31:26] ***
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L1464[18:31:34] <diesieben07> Yes, it has
no business in your items class
L1465[18:31:36] <mistamadd001> i call the
registerRenders method in my clientProxy class
L1466[18:31:43] <diesieben07> it doesn't
matter where you call it from
L1467[18:31:52] <diesieben07> Mind
telling us which tutorial you used?
L1468[18:32:07] <diesieben07> because a
LOT of people do this and someone needs to yell at the tutorial
maker
L1469[18:32:12] <mistamadd001>
wehavecookies56 tut on YT
L1470[18:32:19] <ghz|afk> almost all
tutorials I have seen do that
L1471[18:32:28] <diesieben07> yay...
copypasta then
L1472[18:32:29] <ghz|afk> they pur all
the item code in the item
L1473[18:32:36] <ghz|afk> including the
client model stuff
L1474[18:32:48] <ghz|afk> the
"better" ones have some @SideOnly method called from the
proxy
L1475[18:32:54] <ghz|afk> which is even
uglier
L1476[18:33:08] <ghz|afk> I understand
wanting "everything related to one item in one
place"
L1477[18:33:13] <ghz|afk> but yeah.
L1478[18:33:24] <mistamadd001> ahah, do
either of you have a basic mod that I can look at?
L1479[18:33:35] <mistamadd001> on
git
L1481[18:33:44] <diesieben07> i *should*,
but I don't.
L1482[18:33:52] <mistamadd001> lol
L1483[18:33:57] <shadekiller666> i store
all of my item and block RL in the class itself
L1484[18:34:00] <ghz|afk> it uses these
helpers
L1486[18:34:04] <ghz|afk> which I keep on
a separate lib
L1487[18:34:19] <ghz|afk> it's my
simplest mod
L1488[18:34:24] <ghz|afk> in number of
things
L1489[18:34:33] <shadekiller666> and have
custom methods in my proxies to help with registering the
block/item/MRL
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L1492[18:36:51] <ghz|afk> the name could
be better
L1493[18:36:55] <ghz|afk> I openly admit
that
L1494[18:36:56] <ghz|afk> ;P
L1495[18:37:11] <ghz|afk> I just didn't
want to use "ItemBase" or similar, they are overused
;P
L1496[18:37:43] <diesieben07> the name
"Commons" is also ... a bit generic :D
L1497[18:37:54]
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L1498[18:37:57] <mistamadd001> damnit, im
confused, FML
L1499[18:38:09]
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L1500[18:38:20] <ghz|afk> what
about?
L1501[18:38:39]
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L1502[18:38:44] <mistamadd001> I need to
take a proper minute to follow the call
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L1517[18:49:46] <ghz|afk> night
L1518[18:49:48] *
ghz|afk poofs
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L1524[18:56:59] <mistamadd001>
diesieben07: does this look right to you?
ModelLoader.setCustomModelResourceLocation(ModItems.amber, 0,
"dnamod:item/amber_item");
L1525[18:57:34] <mistamadd001> called
inside the init method of ClientProxy?
L1526[18:57:48] <howtonotwin> 3rd should
be new MRL(new RL("dnamod:amber_item"),
"inventory")
L1527[18:58:31] <howtonotwin> (M)RL =
(Model)ResourceLocation
L1528[18:58:36]
⇦ Parts: mr_flea (kbuck@lakfakalle.mrflea.net)
())
L1529[18:58:54] <mistamadd001> ah
ok
L1530[18:59:34] <diesieben07> no need to
create the RL manually
L1531[18:59:41] <diesieben07> just do
item.getRegistryName() for that
L1532[18:59:56] <diesieben07> and also,
needs to happen in ModelRegistryEvent (or preInit if that doesnt
exist in your version yet)
L1533[19:00:05] <mistamadd001> ok
L1534[19:00:09] <mistamadd001> so
ModelLoader.setCustomModelResourceLocation(ModItems.amber, 0, new
ModelResourceLocation("dnamod:item/amber_item",
"inventory"));
L1535[19:00:22] <diesieben07> No
L1536[19:00:27] <mistamadd001> and I need
to set a registry name first?
L1537[19:00:37] <diesieben07> if your
item is registered, it has one
L1538[19:00:41] <mistamadd001> oh
ok
L1539[19:00:42] <diesieben07> new
MRL(item.getRegistryName(), "inventory")
L1540[19:01:00] <mistamadd001> ah,
gotcha, ok fixing now, thanks for the help guys
L1541[19:01:23] <diesieben07> and yeah
this is all for naught if you're doing it in init :D
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L1544[19:04:27] <mistamadd001> how does
the method know what item if im using item.getRegistryName()???
should it be(as an example) ModItems.amber.getRegistryName()
?
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L1546[19:04:46] <diesieben07> yes of
course.
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L1548[19:06:30] <mistamadd001> ok, thats
all done lets give it a try... fingers crossed
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L1553[19:17:28] <mistamadd001> running
debug now
L1554[19:21:30] <mistamadd001> java is a
cascading language isnt it?
L1555[19:23:14] <diesieben07> a what
now?
L1556[19:23:47] <howtonotwin> syntax to
call multiple methods on an object in a row
L1557[19:23:50] <mistamadd001> ok i dont
know anymore, im still not getting a texture
L1558[19:23:53] <howtonotwin> like
smalltalk
L1559[19:23:58] <howtonotwin> but it
isn't
L1560[19:24:09] <mistamadd001> do this
AND THEN this...
L1561[19:24:17] <diesieben07>
mistamadd001, post updated code and the console log
L1562[19:24:26] <howtonotwin> like in
smalltalk instead of window = Window new
L1563[19:24:30] <howtonotwin> window
open
L1564[19:24:34] <howtonotwin> you just
Window new
L1565[19:24:36] <howtonotwin> open
L1566[19:24:41] <diesieben07> yeah i get
it ;)
L1568[19:25:20] <mistamadd001> I had my
preinit for my proxies calling before my moditems preinit and i got
nullpointers
L1569[19:25:27] <diesieben07> you try to
register your models before you are even creating your
items...
L1570[19:25:29] <mistamadd001> switched
them around and it worked fine
L1571[19:25:34] <diesieben07> yeah of
course...
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L1574[19:28:15] <mistamadd001> console
log
L1575[19:28:34] <mistamadd001> at least
the part that relates to textures
L1576[19:28:53] <howtonotwin>
"Problem: broken aspect ratio and not an animation"
L1577[19:29:01] <diesieben07> read the
FRIKKEN error message omg...
L1578[19:29:03] <howtonotwin> seems
pretty obvious what the issue is :P
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L1580[19:29:11] <howtonotwin> must be
square
L1581[19:29:29] <howtonotwin> (and unless
you want to break mipmapping have it be a power of 2 wide
too)
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L1583[19:30:26] <howtonotwin> If you want
it animated, THEN you'd use a rectangular image with an .mcmeta
next to it.
L1584[19:30:51] <howtonotwin>
*rectangular, non-square
L1585[19:30:59] <howtonotwin> is there a
term for that?
L1586[19:31:04] <howtonotwin> rectangle
but not square?
L1587[19:31:40] <shadekiller666>
rectilinear i think
L1588[19:32:26] <howtonotwin> no that
just means moving in straight lines
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L1590[19:33:37] <mistamadd001> ok, fixed
that, lets try again, sorry guys, didnt even realise it wasnt
square, it was literally an aspect ratio of like 11:10
L1591[19:34:28] <howtonotwin> you still
want that to be an 8x8 or 16x16
L1592[19:34:45] <mistamadd001> yea, ive
fixed it now
L1593[19:34:50] <howtonotwin> ok
L1594[19:35:11] <mistamadd001> just
restarting the test
L1595[19:35:36] <howtonotwin> oh don't do
that
L1596[19:35:41] <howtonotwin> if you only
changed resources
L1597[19:35:46] <howtonotwin> press F3+T
ingame
L1598[19:35:57] <howtonotwin> (and make
sure your IDE has refreshed the files)
L1599[19:36:10] <mistamadd001> oh, too
late, will know for next time now
L1600[19:36:49] <howtonotwin> F3+Q for
all F3 commands btw
L1601[19:37:08] <mistamadd001> quick
question, is there a way to extend vanilla items to do new
things???
L1602[19:37:56] <howtonotwin> make the
vanilla ones do something new or make new items based on the
vanilla ones
L1603[19:37:57] <howtonotwin> ?
L1604[19:38:10] <mistamadd001> or other
mod items... i need to make amber but i know that TC i think has an
amber
L1605[19:38:10] <howtonotwin> for the
first you register event handlers and intercept vanilla
behaviors
L1606[19:38:11] <shadekiller666> there
are aliases
L1607[19:38:19] <shadekiller666> they're
kinda broken last i remember
L1608[19:38:33] <howtonotwin> the second
you just extend the class and they act just like your own
items
L1609[19:38:51] <shadekiller666> does TC
use the ore dictionary?
L1610[19:38:52] <howtonotwin> and the
only thing you can do to reduce confusion between different items
for the same concept is oredict
L1611[19:39:34] <mistamadd001> though i
suppose what i want to do with the amber is all calculations for
dropchance on other things
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L1613[19:42:13] <diesieben07> what?
:D
L1614[19:42:27] <mistamadd001> have i
explained my concept at all?
L1615[19:42:46] <diesieben07> no you
havent
L1616[19:42:51] <diesieben07> or i missed
it
L1617[19:43:33] <mistamadd001> I want to
create a jurrasic park style genetics mod, not sure whether i want
to create new mobs yet(we'll see)
L1619[19:44:21] <mistamadd001> so as you
mine you collect amber, which you process to discover if it
contains DNA, if it does, you process it and extract that DNA
L1620[19:44:59] <mistamadd001> from there
you process chicken eggs to 'remove the DNA' and inject the amber
DNA
L1621[19:45:45] <mistamadd001> at this
stage I want to make it so you can make cow/sheep/pig/squid eggs
and they have specific properties
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L1623[19:47:00] <mistamadd001> not sure
of the properties thing, might just leave it at that and build out
from there, calling it done but with a TODO list
L1624[19:48:30] <mistamadd001> thats the
basic concept, essentially I think that I could just make the
Molecular Scanner(WIP) and DNA Extractor(WIP) just use the amber
that is already coded, just gotta find whic mod has it
L1625[19:50:08] <mistamadd001> can you
add nbt onto an item from other mods?
L1626[19:50:09] <diesieben07> now with
that last message you lost me
L1627[19:50:18] <diesieben07> "amber
that is already coded"? what?
L1628[19:51:03] <mistamadd001> other mods
amber
L1629[19:51:23] <mistamadd001> sorry, not
much sleep last night, and im confusing my words
L1630[19:51:23] <diesieben07> ok
L1631[19:51:34] <diesieben07> yes you can
add NBT to any itemstack you want
L1632[19:51:44] <diesieben07> just prefix
it with your ModID to avoid conflicts
L1633[19:52:42] <mistamadd001> cool, ok,
well the texture i just got working is useless... lol, but i have
an idea of how it works now, which is good, the next trick will be
getting a block to work :P
L1634[19:53:46] <mistamadd001> i think my
mod will only need blocks at the moment, no need to create items,
unless i want to make the scanner portable
L1635[19:54:38] <mistamadd001> anyway,
ive gotta go run some errands for he fiancee, ill catch you later,
and thanks heaps for the help, you've given me something to work on
now...
L1636[19:55:28] *
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L1645[20:31:24] <williewillus> !gm
func_184390_a
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L1649[20:43:11] <williewillus> hm
L1651[20:44:27] <williewillus> !gm
func_75918_d
L1652[20:45:06] <williewillus> oh heh
nvm
L1653[20:45:15] <williewillus> its
iterating recipes and I didn't update for nulls there i think
L1654[20:46:53] <williewillus> !gf
field_92101_f
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L1673[22:21:22] <mistamadd001> o7
L1674[22:26:11] <RebelKeithy> I changed
my mod name/id and now I can't get it to start in eclipse :/
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L1676[22:26:29] <RebelKeithy> Keep
getting IncompatibleClassChangeError
L1677[22:26:54] <mistamadd001> have you
changed just the filename or have you changed all the calls to that
mod?
L1678[22:29:02] <RebelKeithy> I used
eclipse refactoring to change class, package and folder names
L1679[22:29:49] <RebelKeithy> then
changed the plain text stuff such as modid, proxy stuff,
mcmod.info
L1680[22:30:20] <williewillus> do a full
clean+rebuild
L1681[22:30:28] <williewillus> idk how
you trigger that in eclipse :P
L1682[22:31:25] <RebelKeithy> Did that,
even reran gradlew setupDecompWorkspace and eclipse
L1683[22:31:37] <williewillus> what class
is in question?
L1685[22:32:47] <williewillus> update
forge
L1686[22:32:52] <williewillus> the build
you're using has a bug
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L1688[22:33:54] <RebelKeithy> hmm, I
should be on the latest version
L1689[22:34:14] <RebelKeithy>
13.19.1.2199?
L1690[22:34:17] <williewillus> hm
L1691[22:34:23] <williewillus> something
from your workspace is still using the old version then
L1692[22:35:05] <RebelKeithy> I just put
my 4 mods into a multimod workspace following lex'svideo
L1693[22:35:08] <mistamadd001> that
awkward moment when you want to write a mod that depends on a mod
that hasnt been updated yet...
L1694[22:35:16] <RebelKeithy> I think 1
mod was on 13.19.1.2189
L1695[22:35:28] <williewillus> that might
be why
L1696[22:36:00]
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(~jorrit@94-224-154-146.access.telenet.be)
L1697[22:36:36] <mistamadd001> is
everyone modding for 1.11 already or would it be wise to jump back
to 1.8.x>?
L1698[22:36:48] <williewillus>
1.10/11
L1699[22:37:01] <RebelKeithy> So far I've
been doing 1.10 and 1.11, they're pretty similar
L1700[22:37:06] <mistamadd001> hmm, ok,
well looks like ill have to write my own item then
L1701[22:37:15] <williewillus> what did
you depend on ? :P
L1702[22:37:24] <mistamadd001> thaumcraft
amber
L1703[22:37:50] <shadekiller666>
thaumcraft hasn't been updated to anything past 1.8?
L1704[22:37:55] <williewillus> nope
L1705[22:38:03] <shadekiller666>
wow
L1706[22:38:09] <shadekiller666> thats a
shame
L1707[22:38:22] <mistamadd001> ikr last
mod push was in march
L1708[22:38:56] <mistamadd001>
1.8.9
L1709[22:39:02] <mistamadd001>
thaumcraft5
L1710[22:39:27] <mistamadd001> I really
didnt want to have to make my own ore dammit
L1711[22:39:33] <McJty> He is working on
it though
L1712[22:39:47] <shadekiller666> is amber
not in the ore dictionary?
L1713[22:40:49] <mistamadd001> no idea,
never worked with dependencies before, just want to start a new mod
and thought it would be easier and tidier to use an already created
popular ore, especially one that most people dont use
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L1715[22:41:16] <shadekiller666> check
the ore dictionary
L1716[22:41:25] <mistamadd001> doing that
now
L1717[22:41:44] <williewillus> well of
course it's not going to be there right now
L1718[22:41:47] <williewillus> since it's
not in vanilla :P
L1719[22:41:54] <williewillus> ore dict
is for equivalence
L1720[22:41:55] <shadekiller666> :P
L1721[22:42:34] <shadekiller666> i think
the general rule is that you'd need to implement it yourself
anyway, so that you aren't dependent upon another mod
L1722[22:42:40] <RebelKeithy> Ok all my
mods have been updated to the latest forge, I'm still getting the
error :(
L1723[22:42:41] <mistamadd001> hmmm, so i
need to write my own amber and add it to the ore dict
L1724[22:42:53] <mistamadd001> dammit
ok
L1725[22:42:55] <mistamadd001> fine
L1726[22:43:06] <williewillus> well
unless your mod doesn't make sense at all without tc
L1727[22:43:12] <williewillus> at which
point you would just need to wait
L1728[22:43:22] <williewillus> idk why
you depended on such a big mod for 1 item though
L1729[22:43:27] <shadekiller666> and if
you want to use another mod's amber, then you'd check if one is in
the ore dict and use that rather than register your own
L1730[22:44:22] <mistamadd001> yea, i
suppose, alright making the ore and the item now
L1731[22:49:18]
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L1732[22:53:04] <RebelKeithy> time for
drastic measures, deleting the .gradle folder
L1733[22:54:23]
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L1734[22:57:08]
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L1735[23:01:53] <RebelKeithy> Going even
further, time to uninstall java
L1736[23:02:15] <shadekiller666>
o.O
L1737[23:02:42] <McJty> Going further
-> format your harddrive
L1738[23:03:01] <shadekiller666> further
-> remove it from the computer
L1739[23:03:13] <mezz> burn your city to
the ground
L1740[23:03:18] <RebelKeithy> lol
L1741[23:03:54]
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L1742[23:04:06] <RebelKeithy> actually I
think this may be the problem. I saw eclipse had a warning about
not having java 1.6 when that's what it's targeting, so I installed
1.6
L1743[23:04:33] <shadekiller666> why are
you still on java 6
L1744[23:04:46] <RebelKeithy> I had both
:D
L1745[23:04:52] <RebelKeithy> 6 and
8
L1746[23:04:58] <shadekiller666> why not
7?
L1747[23:05:04]
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L1748[23:05:25] <McJty> You should use
java 8 now
L1749[23:05:27] <RebelKeithy> gradle was
set to build mods against 1.6
L1750[23:05:29] <McJty> Almost everyone
does
L1751[23:05:32]
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L1752[23:05:33] <shadekiller666>
why?
L1753[23:05:40] <shadekiller666> you can
change that
L1754[23:05:50] <RebelKeithy> I was
wondering if I should
L1755[23:06:03] <RebelKeithy> or if there
were still people that had java 6
L1756[23:06:19] <shadekiller666> if
people are still running java 6 its their problem, not yours
L1757[23:06:21] <mistamadd001> MC is not
built using 1.6 anymore
L1758[23:06:39] <McJty> RebelKeithy, most
mods these days (on 1.10.2 and beyond) require java 8
L1759[23:06:44] <McJty> That includes all
of my mods
L1760[23:06:51] <mistamadd001> same
here
L1761[23:06:53] <RebelKeithy> that's nice
to know
L1762[23:07:05] <RebelKeithy> I just
wanted to get rid of all my eclipse warnings :(
L1763[23:07:05]
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L1765[23:07:19] <shadekiller666> tell it
to build against 8
L1766[23:07:26] <shadekiller666> and tell
gradle that same thing
L1767[23:07:37] <RebelKeithy> I'll do
that if I can ever get java to install again
L1768[23:07:48] <mistamadd001> haha
L1769[23:09:52] <RebelKeithy> I was also
wondering, should I have a build.gradle for each mod, or is there a
way to combine them?
L1770[23:11:08] <RebelKeithy> the video
for setting up a multimod workspace is 2 years old, so I don't know
what's changed
L1771[23:12:51] ***
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またね)
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L1774[23:18:50] <Umbraco> how do I add a
custom item use animation?
L1775[23:19:55] <Umbraco> I want e.g. an
axe to move slightly different than normal
L1776[23:23:21] <RebelKeithy> yay,
everything is working again :D
L1777[23:30:17]
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L1778[23:38:09] <mistamadd001> grats
RebelKeithy
L1779[23:38:10] <killjoy> So is someone
going to make a thrusters mod?
L1780[23:38:53] <killjoy> You know.. cuz
ROCKET EXPLODE!
L1781[23:39:09] <mistamadd001> wha?
L1783[23:44:49] <mistamadd001> haha
L1784[23:45:16] <killjoy> We've had
fireworks since 1.4.7. I still don't know how to craft them
right
L1785[23:58:56]
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L1786[23:59:28] <mistamadd001> hey
killjoy is there anything special I need to do to get my lang file
working? I cant seem to get my creative tab to rename
L1787[23:59:37] <killjoy>
en_us.lang
L1788[23:59:42] <killjoy> not
en_US.lang
L1789[23:59:54] <killjoy> though I think
forge has the option to automatically convert them