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L21[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170102 mappings to Forge Maven.
L22[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170102-1.11.zip
(mappings = "snapshot_20170102" in build.gradle).
L23[02:00:18] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L45[03:46:53] <gigaherz|work> hmm seems
they have disconnected the youtube notifications from
google+?
L46[03:47:02] <gigaherz|work> the
notification popup has changed a lot, at least
L47[03:50:12] <killjoy> good
L48[03:50:37] <killjoy> people were already
telling me to allow notifications so "I don't miss
out"
L49[03:50:54] <gigaherz|work> yeah there's
this trend on youtube channels
L50[03:50:59] <gigaherz|work> to ask people
to enable noficiations
L51[03:51:01] <gigaherz|work> but fuck
that
L52[03:51:06] <gigaherz|work> the problem
isn't the notifications breaking
L53[03:51:17] <gigaherz|work> the problem
is that people have noticed a reduction in views
L54[03:51:38] <gigaherz|work> and are
spewing more videos, making the subscription box harder to
browse
L55[03:52:20] <gigaherz|work> so far as I
can tell, I the subscription page works just fine
L56[03:52:40] <gigaherz|work> it's just
easier to "miss" the good content in it due to more
overall videos in the list
L57[03:53:01] <killjoy> At that point, I
would purge my sub list
L58[03:53:07] <killjoy> I do that
sometimes
L59[03:53:12] <gigaherz|work> yeah
same
L60[03:53:15] <killjoy> I once purged my
facebook
L61[03:53:26] <killjoy> I still don't look
at my wall sometimes
L62[03:53:27] <gigaherz|work> but I watch
content from all the channels i'm subscribed to
L63[03:53:30] <gigaherz|work> just not ALL
the content
L64[03:53:40] <gigaherz|work> i'd like if
youtube allowed me to subscribe to playlists instead of channels
;P
L65[03:53:58] <killjoy> hint hint,
google
L66[03:54:04] <killjoy> I know you're
watching us!
L67[03:54:06] <gigaherz|work> or have some
kind of automatic "add the videos from this playlist to my
watch later"
L68[03:54:51] <killjoy> like a dynamic
playlist?
L69[03:54:55] <killjoy> even itunes has
that
L70[03:55:14] <gigaherz|work> yep,
autogenerated from my favorite "series"
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L92[05:39:15] <hormoz> hello everyone
L93[05:40:05] <g> hello hormoz
L94[05:40:36] <hormoz> anyone knows a good
modpack server for a modpack that has draconic evolution?
L95[05:40:56] <g> you probably want to look
in the direction of a modpack distributor
L96[05:40:56] <gigaherz|work> isn't that
mod stuck in 1.7.10?
L97[05:41:04] <g> eg, look around curse or
ftb's stuff on curse
L98[05:41:05] <g> yeah, it is
L99[05:41:21] <hormoz> gigaherz|work, but
it is a fun mod
L100[05:41:23] <gigaherz|work> this is not
really the best place to look for that kind of server ;P
L101[05:41:30] <hormoz> XD
L102[05:41:35] <hormoz> i searched alot
Xd
L103[05:41:37] <g> yeah, this channel is
more about writing mods anyway
L105[05:41:39] <g> try #FTB
L106[05:41:46] <hormoz> i tried there too
lol
L107[05:41:50] <g> well try again
L108[05:41:53] <g> people talk about that
mod a lot
L109[05:41:56] <hormoz> tnx :D
L110[05:41:59] <gigaherz|work> yeah but
this is about developing mods for newer versions, and helping
people port their old mods and such
L111[05:42:09] <hormoz> tnx
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L126[06:13:44] <Tencao> Any clue what
would cause this?
L127[06:14:16] <Ordinastie> do you have
full log ?
L128[06:14:33] <Tencao> I can grab the
full log at the time of error if you want
L129[06:15:59] <PaleoCrafter> there
actually is a Draconic Evolution version for 1.10 :P
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L131[06:26:42] <OrionOnline> Hello
L132[06:26:43] <OrionOnline> How is
everybody
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L151[08:43:04] <parzivail> is there a
workaround for entities getting [entity.<whatever>.name moved
wrongly!] and [entity.<whatever>.name (vehicle of
<whatever>) moved too quickly!] warnings in log?
L152[08:53:41] <gigaherz|work> move t hem
right?
L153[09:05:21] <parzivail> yeah, I'm
adding back in starships and mc refuses to believe they move as
fast as they do
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L160[09:34:33] <parzivail> man 1.11 is
really ripping me a new one
L161[09:35:51] <xalcon> its not that bad,
is it? The itemstack changes took me a few hours, is there anything
else that changed?
L162[09:37:22] <parzivail> a lot of
nitpicky entity stuff changed
L163[09:37:52] <parzivail> things
(non-hacky ones, i swear!) that worked before are now totally
broken
L164[09:38:04] <xalcon> :D
L165[09:38:47] <parzivail> currently
trying to deal with passengers not updating on fast-moving vehicles
currently
L166[09:39:00] <parzivail> aaaaaand I said
currently twice. nice/
L167[09:39:05] <xalcon> ^^
L168[09:39:52] <xalcon> is there an easy
way to check if an entity was spawned from a vanilla mobspawner or
naturally? (low light level)
L169[09:40:15] <xalcon> i'm using
CheckSpawn to prevent spawning of mobs but i dont want to prevent
spawning from spawners
L170[09:40:27] <xalcon> (CheckSpawn
event)
L171[09:41:09] <parzivail> maybe check
light level at the block beneath them and have a cutoff?
L172[09:42:13] <xalcon> well, that wouldnt
really work, since my mod is a magnum torch clone (torch
master)
L173[09:42:15] <gigaherz|work> both normal
spawning and mob spawners require light
L174[09:42:30] <gigaherz|work> require low
light*
L175[09:42:33] <xalcon> yeah
L176[09:42:50] <xalcon> and they both use
the same event :(
L177[09:42:52] <parzivail> oh I misread
that, my bad
L178[09:43:08] <parzivail> I thought you
wanted to keep mobspawner and naturally?
L179[09:43:16] <parzivail> *no
"?"
L180[09:43:35] <gigaherz|work> he wants to
disable natural spawns without disabling mob spawners
L181[09:43:41] <xalcon> this ^
L182[09:43:47] <parzivail> gotcha
L183[09:43:48] <gigaherz|work> i'm
currently at work so I can't check that myself
L184[09:44:03] <gigaherz|work> but you
could try to follow the natural-spawn code to see if there's
anything else
L185[09:44:33] <xalcon> there is nothing
tbh :( they both call CheckSpawn first - and thats where I allow or
prevent the spawn
L186[09:44:44] <xalcon> there is no other
event i could really use afaik
L187[09:44:49] <parzivail> maybe see if
it's within <n> blocks of a spawner? probably not very
efficient though
L188[09:45:01] <xalcon> yeah, i was
thinking about scanning for spawners
L189[09:45:22] <xalcon> but thats quiet a
bit of overhead
L190[09:45:54] <parzivail> have you
checked out the SpecialSpawn event?
L191[09:46:21] <xalcon> isnt specialspawn
called by both systems? ill check
L192[09:46:36] <parzivail> that's what I'm
looking at
L193[09:47:04] <parzivail> rats. it
is
L194[09:48:00] <xalcon> could I modify the
nbt of the spawner? like have the entities spawn with an additional
nbt entry?
L195[09:48:43] <parzivail> you'd have to
change MobSpawnerBaseLogic#updateSpawner around line 137
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L197[09:49:03] <xalcon> yeah, I was hoping
i dont have to do any asm stuff tho
L198[09:49:31] <gigaherz|work> if you are
on 1.11.2, you could make a PR to add which spawning source caused
the spawn event?
L199[09:51:23] <parzivail> there's a call
to ForgeEventFactory#canEntitySpawnSpawner but it just defers it to
the CheckSpawn event
L200[09:51:31] <parzivail> imo it should
be it's own event
L201[09:52:13] <xalcon> having a spawn
source in the CheckSpawn event would be sufficient
L202[09:52:36] <gigaherz|work> welp, time
to go home
L203[09:52:37] <gigaherz|work> later
ppl
L204[09:52:41] <parzivail> you'd have to
wait for a PR though
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L206[09:52:47] <parzivail> \o ghz
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L221[10:38:52] <barteks2x> I hate IDEs
sometimes... IDEA removes spaces at the end of entries in my lang
files
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L225[10:39:56] <ghz|afk> barteks2x: why F
do you have spaces at the end of lang entries?
L226[10:39:56] <ghz|afk> XD
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L228[10:40:09] <ghz|afk> if you want to
compose them
L229[10:40:13] <ghz|afk> use format
strings
L230[10:40:16] <ghz|afk> "Blah blah
%s"
L231[10:40:20] <barteks2x> because
malisiscore
L232[10:40:29] <ghz|afk> and use
I18n.format(key, rest of the string)
L233[10:40:34] <ghz|afk> oh blame
Ordinastie then
L234[10:40:35] <ghz|afk> XD
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L252[11:39:28] <williewillus>
!latest
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L269[11:54:47] *
Akkarin starts wobbling
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L275[11:55:52] <Intektor> did anyone here
ever worked with RandomXS128?
L276[11:56:06] <Intektor> *work
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L281[12:00:26] <ghz|afk> "This class
implements the xorshift128+ algorithm that is a very fast,
top-quality 64-bit pseudo-random number generator. The quality of
this PRNG is much higher than Random's, and its cycle length is
2128 − 1, which is more than enough for any single-thread
application. "
L282[12:00:54] <ghz|afk> Intektor: no but
it seems like it's meant tobe used exactly like you would
Random
L283[12:01:15] <williewillus> !gf
field_189963_J
L284[12:03:49] *
fry thought RandomXS128 was a nick of a person :D
L285[12:04:13] <ghz|afk> could be
L286[12:04:22] <Intektor> no it seems like
it is a better RNG than javas one
L287[12:04:23] <ghz|afk> wouldn't be the
first time someone gets a nickname based on a clas name
L288[12:04:53] <fry> question is, why
doesn't java's Random work for you? :P
L289[12:05:42] <Intektor> its not like it
doesn't work, but I was wondering if anyone has experience with
that thing :P
L290[12:05:56] <fry> but how did you even
come across RandomXS128?
L291[12:06:06] <fry> and what prompted you
to try it out? :P
L292[12:06:15] <ghz|afk> java's default
Random is an LCG I presume?
L293[12:07:01] <Intektor> I was
implementing a RNG and IntelliJ showed me this class and then I was
curious
L294[12:07:44] <Intektor> because it is
hard to believe that there is a thing way more efficient than javas
implementation
L295[12:08:05] <ghz|afk> the efficiency is
simply due to it using shift+xor
L296[12:08:08] <ghz|afk> instead of
mul+add
L297[12:08:41] <Intektor> why doesn't
oracle use this then?
L298[12:08:50] <Intektor> is there a good
reason for that?
L299[12:08:55] <ghz|afk> because an LCG is
good enough for most uses
L300[12:08:57] <fry> is there a good
reason to change?
L301[12:09:01] <ghz|afk> and no one cares
to program extra logic
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L304[12:10:32] <ghz|afk> the java lcg is
literally: nextseed = (oldseed * multiplier + addend) &
mask;
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L306[12:16:19] <williewillus> is there a
way to "deobf" compile a local jar? >.<
L307[12:16:34] <williewillus> like
deobfCompile for maven deps
L308[12:16:57] <ghz|afk> BON2
beforehand
L309[12:17:05] <williewillus> blargh
L310[12:17:13] <williewillus> baubles is
not on maven so I have to use a deobf jar, but it's compiled
against too old mappings
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L312[12:19:09] <williewillus> is there a
technical limitation in FG against that or it just wasn't
done?
L313[12:19:12] <williewillus> deobfcompile
for files
L314[12:19:40] <ghz|afk> just use
BON2
L315[12:19:46] <mezz> FG just can't do it
for ivy deps, bug
L316[12:19:50] <ghz|afk> from a non-dev
jar
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L318[12:20:07] <ghz|afk> it takes 2
seconds to deobf with your preferred mappings
L319[12:20:08] <ghz|afk> XD
L320[12:20:58] <williewillus> yes but not
my mod
L321[12:21:04] <williewillus> this is for
botania
L322[12:21:13] <williewillus> so I don't
want to add build steps
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L324[12:22:43] <ghz|afk> williewillus:
well then use that site
L325[12:22:55] <ghz|afk> where you give it
a jar, and it provides a "maven" for it
L326[12:22:56] <ghz|afk> XD
L327[12:23:07] <ghz|afk> (and no I don't
remember the name or URL)
L328[12:23:42] <williewillus> i guess this
affects PE as well because we also depend on silly baubles
L329[12:23:58] <williewillus> but I'm
updating botania's mappings rn because I somehow left it using
1.9.4 mappings on 1.10 :P
L330[12:24:01] <williewillus> which makes
me nervous
L331[12:24:03] <mezz> I have bothered az
about hosting a maven so many times x_x
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L333[12:28:01] <williewillus> im tempted
to just add a custom deobf version of it to the repo but that could
cause `issues`
L334[12:28:46] <ghz|afk> lol it would
probably be better to just put that file in some random maven
L335[12:40:34] <gr8pefish> I'm trying to
make my model (on the player) work with lighting, and I've got it
fine in 3rd person via a layer, but the GL state for
RenderWorldLastEvent (for first person rendering) seems to be
different, as it is not respecting lighting. Any idea what calls I
need to make to change that? I can definitely link code if
desired.
L336[12:41:32] <ghz|afk> LOL
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L339[12:42:58] <williewillus> darn
L340[12:42:59] <williewillus> lol
L341[12:50:39] <Akkarin> Better check
whether they protected themselves against SQL injection :P
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L352[13:28:18] <blood> forge website blow
up?
L353[13:29:50] <williewillus> i can get to
it
L354[13:29:52] <williewillus> it's a bit
slow though
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L363[13:48:08] <ltp> Would anyone happen
to know what might be the cause of a Block failing to update in the
world when it is placed?
L364[13:51:05] <williewillus> update in
what way
L365[13:51:19] <williewillus> there's at
least 4 different meanings of "update" in mc lol
L366[13:51:24] <ltp> I'm expecting my test
block to have the missingno texture when it renders, but when the
state is updated in the world, the block isn't rendered, and I can
move through it
L367[13:52:06] <williewillus> have you
confirmed it's actually there? (getblockstate returns your
block)
L368[13:52:29] <ltp> I can check
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L370[13:57:50] <ltp> it would appear
onBlockAdded isn't even called
L371[14:03:11] <Intektor> when minecraft
is running on 20 fps, are the partial ticks then 0 or 1?
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L374[14:04:12] <howtonotwin> That's an XY
if I ever saw one...
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L376[14:04:41] <howtonotwin> the answer
being: a 50% you're right, and for god's sake don't depend on
it
L377[14:04:46] <howtonotwin> *50%
chance
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L379[14:06:12] <howtonotwin> and ltp: The
only way that can happen is if the block is never placed, or the
state being placed is the same as the one that exists already
(which will cause the former).
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L381[14:07:06] <ltp> howtonotwin: I'm
trying to make a test block with no textures on vanilla minecraft,
and unfortunately it could be a lot of things going wrong
L382[14:07:28] <howtonotwin> hastebin/gist
the code
L383[14:07:46] <ltp> Well that's the
tricky part…
L384[14:07:52] <howtonotwin> (Is it safe
to say pastebin is being obsoleted at this point? :P)
L385[14:08:16] <ltp> It's actually in an
API I'm building.
L386[14:09:21] <howtonotwin> I don't see
why that would make showing the code any harder...
L387[14:09:22] <ltp> howtonotwin: If you
know a quick example code snippet of how to fully integrate a
custom block with just vanilla code on 1.8 that would be great
though
L388[14:09:36] <ltp> One moment...
L389[14:10:31] <howtonotwin> 1.8?
L391[14:10:49] <howtonotwin> there's not
much reason to be on 1.8 anymore
L392[14:11:00] <ltp> I'll be updating once
I at least get this version working
L393[14:11:12] <howtonotwin> fair
enough
L394[14:11:23] <howtonotwin> the simplest
way to get a block up at that point would just be
L395[14:11:57] <howtonotwin>
GameRegistry.register(new
Block(material).setRegistryName("name").setUnlocalizedName("modid.name"));
L396[14:12:17] <ltp> But that requires
forge
L397[14:12:34] <howtonotwin> see how Forge
hacks the game to register blocks then :P
L398[14:13:12] <ltp> Alright :p but I'll
send you where my API initialized blocks really quick
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L400[14:15:27] <howtonotwin> Most likely
you have to add to Block.BLOCK_STATE_IDS somehow
L401[14:15:52] <ltp> Well I tried but then
it wouldn't even place the block
L403[14:16:07] <howtonotwin> why not debug
setBlockState then?
L404[14:16:22] <ltp> I would but now I'm
in the car
L405[14:17:13] <howtonotwin> Your best bet
at getting any of this to work is really just to debug everything
step by step
L406[14:17:24] <howtonotwin> and add hacks
at the appropriate points
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L413[14:38:49] <Yuri6037> Hey all I'm
back, I'm now facing a lighting bug with my battery recharger
model
L414[14:39:13] <Yuri6037> The model
appears dark (like if it was a plain full block
L415[14:39:33] <Yuri6037> But the block is
composed of several smaller blocks
L416[14:41:02] <Randysdoom> override
isBlockNormalCube to false
L417[14:42:22] <Yuri6037> Thank you
L418[14:42:35] <Randysdoom> No
Problem
L419[14:44:07] <Yuri6037> Looks much
better now
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L421[14:44:35] <Yuri6037> Now I need my
special gui system (I want a frame system like GMod for inventory
guis)
L422[14:45:05] <Randysdoom> Oh Nice
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L424[14:48:28] <ltp> howtonotwin: I think
you're right
L425[14:48:52] <Randysdoom> For anyone
that is good with models. Is there a way to implement this?
https://gyazo.com/215270140bfe112b82816aac7d488a42
It is an item model that's parent is a block model that has a
variable texture assignment and I need to assign that texture
otherwise it just shows a missing texture.
L426[14:49:09] <Randysdoom> The texture
changes based on the ItemBlock's metadata.
L427[14:49:54] <howtonotwin> don't do it
with a property
L428[14:49:56] <ltp> Oh and shame on
notch, jeb, and dinnerbone for making Block initialization
extremely coupled and confusing
L429[14:50:07] <williewillus> ltp: what
are you trying to do?
L430[14:50:12] <howtonotwin> just send
each meta value to a different MRL
L431[14:50:14] <williewillus> in vanilla
it's 1 line to register a block
L432[14:50:21] <howtonotwin> use
ModelLoader.setCustomMRL
L433[14:50:33] <Randysdoom> Alright, I
will try that.
L434[14:50:53]
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L435[14:50:59] <howtonotwin> has anyone
made a mod that cleans up all the rough edges of the model
system?
L436[14:51:08] <ltp> williewillus: it's
one thing to just register a block. It's many more lines to get it
rendering with a blockstate
L437[14:51:13] <williewillus> not
really?
L438[14:51:47] <ltp> then why have I not
figured out the "simplicity" of defining blocks with just
vanilla minecraft yet?
L439[14:52:12] <williewillus> i don't know
what your problem is, but the ModelBakery in vanilla iterates
through the whole registry
L440[14:52:12] <howtonotwin> If it's in
the block registry it should just work
L441[14:52:15] <williewillus> ^
L442[14:52:29] <williewillus> so your
jsons are wrong or it's not registered properly
L443[14:53:13] <ltp> I'm trying to define
the Block and it's BlockStates programmatically without jsons
L444[14:53:20] <howtonotwin> D:
L445[14:53:27] <howtonotwin> don't do
that
L446[14:53:33] <howtonotwin> there's a
reason the system was created
L447[14:53:35] <williewillus> don't blame
vanilla for "complexity" when you're aiming to circumvent
everything
L448[14:53:39] <ltp> Well I'll figure it
out eventually
L449[14:53:58] <williewillus> it's 1 line
to add a block in vanilla, and 2 jsons to get it to render in
simplest form
L450[14:54:08] <williewillus> it appears
complicated if you hack around it obviously
L451[14:54:10] <Ordinastie> lol
L452[14:54:17] <howtonotwin> it was to let
resource packs have more control everything; don't just dump that
and reinvent the wheel
L453[14:54:35] <howtonotwin> *over
everything
L454[14:56:24] <masa> hmm I appear to have
a sub-par regex for my hilights
L455[14:56:43] <masa> got pinged by that
because I have a hilight for my "ore control" mod
:p
L456[14:57:09] <howtonotwin> how...
L457[14:57:28] <ghz|afk> [m]ore
control
L458[14:57:31] <howtonotwin> oh
L459[14:57:32] <Yuri6037> ltp: That is
possible you can use TESR to get back OpenGL rendering and render
using glVertex directly (ok it's slow and bad for performance but
it will work) maybe there's a way to hack the model baking
L460[14:57:32] <ghz|afk> yo uneed some
\b
L461[14:57:36] <masa> "more
control" matched because I don't have the ore limited to world
boundaries on the left
L463[14:57:49] ⇦
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L465[14:58:52] <Yuri6037> But model system
is not bad (of course vanilla without forge additions is just near
complete s***) but with forge additions it's MUCH better
L466[14:59:36] <Yuri6037> You can do
pretty much everything you could in 1.7.10 with forge
additions
L467[15:00:21] <Yuri6037> Use TechneToJson
to auto generate models
L468[15:00:24] <williewillus> 1.9
blockstates aren't bad
L469[15:00:58] <Yuri6037> Yes with forge
additions (without I can't define item model and block
translation)
L470[15:01:06] <howtonotwin> they have
some weird parts, still
L471[15:01:07] <ghz|afk> no he means the
1.9 multiparts
L472[15:01:19] <ghz|afk> which use
predicates for property matching
L473[15:01:42] <ghz|afk> not fit for your
needs, maybe
L474[15:01:55] <ghz|afk> but they are
quite nice in comparison with normal blockstates jsons
L475[15:01:58] ⇦
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L476[15:02:05] <Yuri6037> You mean I can
reference and render two models as normal ?
L477[15:02:26] <Yuri6037> with one having
a defined translation or rotation ?
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L479[15:03:57] <williewillus> no, I mean
the 1.9 multipart jsons defs. look at the 1.9+ fence json
L480[15:03:59] <williewillus> or redstone
dust
L481[15:05:10] <howtonotwin> they don't
actually work with variant strings and that makes me sad :P
L482[15:05:23] <ghz|afk> they have
predicates
L483[15:05:26] <ghz|afk> who needs variant
strings ;P
L484[15:05:29] <howtonotwin> trust Mojang
to specialcase something when they are specifically trying to avoid
specialcases
L485[15:06:07] <howtonotwin> you can't
deal with them unless you have an IBlockState
L486[15:06:13] <ghz|afk> before I spend
any time writing code for this:
L487[15:06:27] <ghz|afk> does anyone know
of some mod that can expose the capabilities of items inside a
chest
L488[15:06:30] <ghz|afk> to the
outside?
L489[15:06:33] <howtonotwin> which makes
working with them without one a pain/impossible
L490[15:06:49] <howtonotwin> what does
that even mean?
L491[15:06:51] <ghz|afk> I mean
L492[15:06:57] <Yuri6037> Can you make a
multipart model like enderdragon using block model ?
L493[15:06:58] <ghz|afk> suppose you have
a bunch of fluid-containing items inside a chest
L494[15:07:12] <ghz|afk> and you could
place a "fluid accessor"
L495[15:07:17] <ghz|afk> that lets you
pipe in/out the fluids
L496[15:07:28] <ghz|afk> directly into the
items
L497[15:07:32]
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L498[15:07:41] <williewillus> Yuri6037:
no, multipart as in multiple baked models combined together
L499[15:07:46] <ghz|afk> or an energy
accessor that can charge/discharge battery items
L500[15:07:50] <williewillus> howtonotwin:
i mean, they only needed it for blocks :P
L501[15:08:01] <howtonotwin> true...
L502[15:08:05] <williewillus> i'm not sure
how they would've made it flexible to both without significant
extra code
L503[15:08:32] <howtonotwin> parse varstr
to k=v map then pass into predicates?
L504[15:08:44] <howtonotwin> wouldn't have
been much more code to do that
L505[15:09:11] <howtonotwin> I think regex
could even do it :P
L506[15:10:16] <Yuri6037> That's a problem
if you can not make a block composed of two json models (one
animated one not)
L507[15:10:20] <ghz|afk> regex-based
predicates would have been nice
L508[15:11:07] <howtonotwin> My urge to
duplicate to create v2 of the model formats is intensifying
:P
L509[15:11:10] <ghz|afk>
"facing=[^,]+,powered=true": {
L510[15:11:13] <ghz|afk> },
L511[15:11:16] <howtonotwin> *~to
duplicate~
L512[15:11:17] <ghz|afk>
"facing=[^,]+,powered=false": {
L513[15:11:18] <ghz|afk> }
L514[15:11:43] <howtonotwin> but that
would be pain
L515[15:11:45] <williewillus> why the heck
does getTileEntity try to create the TE if it's missing
L516[15:11:46] <ghz|afk> Yuri6037: it's a
problem to your specific case
L517[15:11:55] <howtonotwin> because if
you have a lot of properties
L518[15:12:00] <howtonotwin> you need to
deal with them
L519[15:12:56] <PaleoCrafter> arguably,
ghz|afk, the right way to go about that is a custom state mapper
:P
L520[15:13:19] <ghz|afk> PaleoCrafter:
but, but, the idea is for it to NOt require code!
L521[15:13:20] <ghz|afk> ;P
L522[15:13:43] <Yuri6037> And you never
found a way to do it
L523[15:13:55] <PaleoCrafter> but there's
a lot of redundancy without code :P
L524[15:13:57] <williewillus> do
what?
L525[15:14:18]
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L527[15:14:53] <Yuri6037> Have a block
with two JSON models one static with translation and another
rotating constantly over a local axe and translated like first
one
L528[15:15:16] <PaleoCrafter> you can't do
that kind of animation with JSON models :P
L529[15:15:24] <williewillus> uh that's
possible
L530[15:15:32] <williewillus> animation
API?
L531[15:15:41] <williewillus> (that no one
knows how to use but it's possible)
L532[15:15:47] <PaleoCrafter> well, pure
JSON models I mean :P
L533[15:15:53] <ghz|afk> yeah the demo has
an item, block and entity
L534[15:16:00] <Yuri6037> Well I don't
know how to use it so...
L535[15:16:00] <ghz|afk> all using the
same animated json model
L536[15:16:16] <Yuri6037> It's not
applying in my case
L537[15:16:30] <williewillus> wat
L538[15:16:32] <ghz|afk> you have to do
things in code too
L539[15:16:40] <ghz|afk> it doesn't
"just work"
L540[15:16:44] <williewillus> "I
don't know how to use it" does not mean "it doesn't work
for my use case"
L541[15:16:49] <williewillus> it means
"I don't know how to use it"
L542[15:17:20] *
Ordinastie mumbles something about his animation API that does
"just work"
L543[15:17:29] <Yuri6037> I mean the cases
exposed in tests does not apply to what I want
L544[15:17:40] <williewillus> how
so?
L545[15:17:43] <PaleoCrafter> no, it means
"Imma blame Forge for it not working magically straight out of
the box how I want it" :P
L546[15:17:53] <ghz|afk> the specific
example in the tests is just that: an example
L547[15:17:55] <williewillus> also the
test ones don't show you everything the api can do
L548[15:17:58] <PaleoCrafter> Ordinastie,
your API is also all in code :P
L549[15:18:06] <ghz|afk> you can use it in
other ways
L550[15:18:10] <Ordinastie> not
really
L551[15:18:16] <Yuri6037> No you don't
understand exactly what I mean I'm not affraid of doing code
L552[15:18:20] <PaleoCrafter> oh, it's
changed?
L553[15:18:26] <Ordinastie> OBj + json for
the animation
L554[15:18:39] <Yuri6037> Well I don't use
OBJ I use JSON for models
L555[15:18:54] <Yuri6037> OBJ does not
work with textures in my case
L556[15:19:07] <Yuri6037> only JSON
accepts my textures
L557[15:19:16] <PaleoCrafter> wat
L558[15:19:53] *
williewillus should *try* to write an RTD for fry's
animAPI
L559[15:20:13] <williewillus> since i'm
convinced i'm the only one who has any inkling how it works besides
fry lol
L560[15:20:14] <Yuri6037> And I could just
hack the rendering using my TESR but now that I understand better
how MC JSON model system works I'd like to use and avoid as
possible glVertex directly or backbuffer manipulation
L561[15:20:18] <ghz|afk> uhhhh
L562[15:20:20] <williewillus> because he
doesn't document >.<
L563[15:20:26] ⇦
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L564[15:20:30] <ghz|afk> OBJ isperfectly
able to do ANYTHING you can do with json
L565[15:20:42] <williewillus> well the
animation api doesnt support it for 1
L566[15:20:50] <howtonotwin> say, where
DOES IAnimatedModel get used?
L567[15:20:52] <ghz|afk> xcept the
animation api
L568[15:21:04] <howtonotwin> I've searched
for a bit and I simply don't see any trace of it
L569[15:21:06] <ghz|afk> and the
IItemColor/IBlockColor thing
L570[15:21:19] <ghz|afk> since you can't
specify different color indices per material or face
L571[15:21:55] <PaleoCrafter> hey, fry, I
know a bit about how it works, too :P
L572[15:22:03] <PaleoCrafter> eh,
williewillus I mean xD
L573[15:22:09] <PaleoCrafter> I just tend
to forgot about its existence :P
L574[15:22:18] <ghz|afk> I know "a
bit" too
L575[15:22:26] <ghz|afk> but far from
enough to even attempt to use it myself
L576[15:22:30] <Yuri6037> If anyone knows
how to work with forge animation API i'd use that...
L577[15:22:36] <williewillus> i mean that
no one really knows how it actually works, so I should sit down and
make an example mod + accompanying RTD for it
L578[15:22:48]
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L579[15:22:49] <williewillus> *fully
knows
L580[15:23:01] <williewillus> and try to
understand it fully lol
L581[15:24:12] <Yuri6037> I need it for
one item and one block but the animation is forcely in both cases
in loop when a code function returns true
L582[15:24:47] <Yuri6037> The code
function takes ItemStack for the item and the block needs world and
x y z
L583[15:25:15] <Yuri6037> In the hope
world has still methods to getTileEntity
L584[15:25:49] <Yuri6037> That's my
specific case which I can't see how to make working with animation
API
L585[15:26:17] ⇦
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L586[15:30:28] <williewillus> you can
control the IAnimationStateMachine for the item from code
L587[15:30:33] <williewillus> since it's
just a capability
L588[15:30:50] <williewillus> same for the
TE
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L598[15:42:44] <Randysdoom> textures are
completely temporary
L599[15:43:04] <howtonotwin> code?
L600[15:44:35] <ltp> Right, now that I'm
back— there's nothing to circumvent by programmatically
initializing BlockStates. howtonotwin: I understand it was for
resource packs to have more control; I'm trying to only get around
_only_ using json file formats for persisting BlockStates and Block
models to allow quantum's mods to use alternate formats. As far as
I know, JSONs are just parameters for BlockStates and mapp
L601[15:44:35] <ltp> ing BlockModels; why
can't I just instantiate my own BlockStates and map my block models
myself just as easily?
L602[15:46:08] <Randysdoom> howtonotwin,
Whispered you
L603[15:46:11] <williewillus> the entry
point into model loading is right in ModelBakery so start there and
look. I don't think it's that complicated either. Blockstate json
is just a mapping from MRL -> IBakedModel
L604[15:46:22] <williewillus> statemapper
is mapping from IBlockState -> MRL
L605[15:46:36] <williewillus> in vanilla
that chain of flow only has 3-4 links
L606[15:47:31] <ltp> That's probably why
my block defining process isn't working. I must have an
inconsistency in those links— either because a link is missing
entirely or because I improperly linked resources
L607[15:47:52] <Yuri6037> I just found
registerTESRItemStack
L608[15:48:04] <Yuri6037> This can maybe
fix animation problem
L609[15:48:05] <williewillus> congrats
:P
L610[15:48:19] <ghz|afk> no it won't
L611[15:48:26] <ltp> I also noticed some
cases where the HashMaps are IdentityHashMaps—doesn't make things
any simpler
L612[15:48:26] <ghz|afk> there's no
ItemStack parameter in it
L613[15:48:39] <williewillus> ltp:
where?
L614[15:49:05] <ghz|afk> you just get a
call to a TESR, with null tileentity, and 0,0,0 as the xyz
L615[15:49:10] <Yuri6037> Seriously I
prefer working with GL directly as it's sure it will work the
animation system is just too complicated and not sure it will work
in my case
L616[15:49:22] <williewillus> i'm pretty
sure it will
L617[15:49:28] <ltp> williewillus: well I
could be mistaken, but I think I saw somewhere that certain RLs are
identity mapped
L618[15:49:42] <Yuri6037> So no ways to
get player ?
L619[15:49:48] <williewillus> ltp: are you
sure you didn't see IBlockState as the key?
L620[15:49:51] <williewillus> those are
identity comparable
L621[15:49:55] <williewillus>
(mostly)
L622[15:49:59] <williewillus> in vanilla
they are
L623[15:50:00] <Yuri6037> Well
Minecraft.getMinecraft has been removed too ?
L624[15:50:05] <williewillus> no it
hasn't..
L625[15:50:17] <Yuri6037> So there is a
way to get local player
L626[15:50:21] <ltp> It might have been
that williewillus
L627[15:50:37] <williewillus> Yuri6037:
describe again why the animationa api doesn't fit your neds
L628[15:50:39] <williewillus> *needs
L629[15:50:43] <williewillus> besdies you
not knowing how to use it\
L630[15:52:40] <Yuri6037> So if you are
able to provide me the docs for JSON and how to use it on an item
without spending 4 hours (I just need 1 hour for direct GL)
L631[15:52:53] <williewillus> i'm on
that
L632[15:53:03] <williewillus> but you
didn't answer the question
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L634[15:54:21] <Yuri6037> The only thing
that ghz|afk gave me is the test forge file, ok that's a little bit
helpfull as I know now that it's similar to some 3D engines but the
JSON is not similar usualy in 3D engines I have all in .blend
L635[15:54:26] <howtonotwin> (1 hr for
DirectGL, and aleph-omega hrs for warding off resource pack makers
:P)
L636[15:54:39] <williewillus> howtonotwin:
and performance :P
L637[15:56:28] <Yuri6037> If I could make
a .blend or a .tcn with all animation directly in it and let forge
import it like other 3D engines I worked with it would be so much
easier for me
L638[15:56:40] <ghz|afk> you can do it in
blender
L639[15:56:46] <ghz|afk> and export the
skeleton animation to .b3d
L640[15:56:48] <howtonotwin> doesn't the
B3D format support that?
L641[15:56:57] <williewillus> support
what?
L642[15:57:02] <howtonotwin>
animation
L643[15:57:04] <williewillus> yes
L644[15:57:05] <ghz|afk> then you can use
the B3D loader for playing animations
L645[15:57:16] <williewillus> no one knows
how to use the b3d loader either though lol
L646[15:57:23] <Yuri6037> But does forge
supports B3D animation ?
L647[15:57:25] <ghz|afk> williewillus:
actually,
L648[15:57:25] <williewillus> yes
L649[15:57:25] <howtonotwin> yes
L650[15:57:35] <williewillus> fry adds new
things to b3d first usually :P
L651[15:57:38] <williewillus> then
json
L652[15:57:40] <ghz|afk> b3d animations
are just a B3dState type thing
L653[15:57:45] <ghz|afk> that you pass to
.bake
L654[15:58:00] <williewillus> well on some
convoluted level that's how everything that transforms the model
works
L655[15:58:01] <ghz|afk> and you get the
interpolated vertices based on the input frame number/time
L656[15:58:09] <williewillus> it gets
stuffed into some IModelState and passed to bake
L657[15:58:14] <ghz|afk> yes but I mean
it's just frame number + partial ticks ;p
L658[15:58:38] <williewillus> it looks a
lot cleaner than the json animations that's for sure...
L659[15:58:51] <ghz|afk> B3DState {
Animation; frame; nextFrame, progress; parent; }
L660[15:59:06] <ghz|afk> you just pass an
instance of that to the bake method and you get the interpolated
IBakedModel in return
L661[15:59:46] <Yuri6037> But I have not
access to GL so no access to the current IBakedModel
L662[15:59:54] <ghz|afk> not true
L663[16:00:12] <Yuri6037> So there is
access to rendering loop ?
L664[16:00:14] <ghz|afk> you can register
an ICustomModelLoader
L665[16:00:26] <williewillus> anyone else
slightly familiar with the modelblockanimation json format?
L666[16:00:27] <ghz|afk> through which you
can get the item linked to an instance of IBakedModel
L667[16:00:29] <ghz|afk> then
L668[16:00:34] <williewillus> trying to
understand some stuff and it'd be nice to bounce off people
L669[16:00:40] <ghz|afk> for items
L670[16:00:45] <ghz|afk> you get called
getOverrides()
L671[16:00:51] <ghz|afk> which you can use
to return a different model
L672[16:01:01] <ghz|afk> based on
animation frame data in the ItemStack
L673[16:01:10] <ghz|afk> for blocks with
tileEntities
L674[16:01:20] <Yuri6037> Yeah but can I
return a secondary model
L675[16:01:31] <Yuri6037> A submodel
L676[16:01:36] <ghz|afk> you can use
extended blockstates, with an IUnlistedProperty
L677[16:01:42] <ghz|afk> so
L678[16:01:44] <ghz|afk> here is the
thing
L679[16:01:47] <ghz|afk> the bake
method
L680[16:01:51] <ghz|afk> takes an
IModelState
L681[16:01:55] <ghz|afk> this system
L682[16:02:01] <ghz|afk> lets you specify
a model state only for a submodel
L683[16:02:13] <ghz|afk> I don't know from
memory how to use it
L684[16:02:15] <ghz|afk> only that you can
;P
L685[16:02:32] <howtonotwin> williewillus:
From the looks of it it's just the fields serialized verbatim,
no?
L687[16:02:55] <williewillus> sorry
ping
L688[16:03:09] <williewillus>
"0" "1" and "2" are the element
indices in the model
L689[16:03:14] <williewillus> but I forget
what [ 1.0 ] means
L690[16:03:20] <Yuri6037> If I can return
a new IBakedModel then maybe I can use the current IBakedModel and
regenerate vertex array to add rotation and return it as
submodel
L691[16:03:32] <williewillus> that's what
the animation api does basically^
L692[16:03:35] <ghz|afk> Yuri6037: yes you
can
L693[16:03:45] <ghz|afk> you can build a
TRSRTransformation for a submodel
L694[16:03:58] <ghz|afk> which will change
the transform for it
L695[16:04:01] <Yuri6037> Yes and where do
I return this submodel
L696[16:04:10] <howtonotwin>
weights?
L697[16:04:11] <ghz|afk> you don't work
with the submodel directly
L698[16:04:13] <ghz|afk> when you
bake
L699[16:04:15] <howtonotwin> idk just
guessing
L700[16:04:17] <ghz|afk> it will combine
all the vertices
L701[16:04:22] <ghz|afk> into one
IBakedModel
L702[16:04:25] <howtonotwin> they seem to
be related to MBJointWeight
L703[16:05:06] <Yuri6037> So what can I do
to have a submodel with own dynamic transform ?
L704[16:05:16] <Yuri6037> changeable by
Java
L705[16:05:43] ⇦
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L706[16:05:53] <howtonotwin> ya, those
floats go straight to MBJointWeight::getWieghts
L707[16:05:56]
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L708[16:06:14] *
howtonotwin can misspell and correctly spell a word in the same
sentence
L709[16:08:10] <williewillus> howtonotwin:
it seems like only the first one is used though 0.o
L710[16:08:17] <williewillus> so why is it
an array?
L711[16:08:27]
⇨ Joins: Schwowsers
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L712[16:08:54] <howtonotwin> I've never
even touched those parts of the system lol :P
L713[16:08:57] <williewillus> i also don't
get what they're used for
L714[16:09:08] <howtonotwin> every time I
got near them when I was exploring the rest I just noped out
L715[16:09:11] <williewillus> it's using
it to multiple by a trsr or something
L716[16:09:20] <williewillus> i should
just experiment with it
L717[16:09:26] <Yuri6037> I understand why
using a model system the idea is good just not the way it's
done...
L718[16:09:40] <williewillus> in general
or the animation thing?
L719[16:09:49] <williewillus> i can half
agree on the animation just because fry doesn't document anything
he makes :P
L720[16:10:27] ⇦
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seconds)
L721[16:11:01] <Yuri6037> I'd 70% is badly
done forge fixes a LOT of things for me compared to vanilla actualy
vanilla I say it's 1/10 With forge I'd say 7/10
L722[16:11:47] <Yuri6037> Forge is missing
a program to design 3D jsons, missing removal of vanilla useless
-16->32 limits
L723[16:12:32] <howtonotwin> forge is a
modding framework...
L724[16:12:43] <howtonotwin> no way in
hell is it gonna have a modeller lol
L725[16:12:57] <Yuri6037> And a proper
animation system easy to integrate the IAnimationStateMachine is
good but forge should provide as well render loop access with that
interface
L726[16:13:11] <williewillus> "render
loop access" defeats the point of all these abstractions
L727[16:13:22] <LexMobile> -16->32
limit?
L728[16:13:38] <howtonotwin> for size of
models
L729[16:13:52] <LexMobile> and not only
no, but fuck no, we are not going to expose more gl shit for you
guys to fuck up.
L730[16:13:54] <Yuri6037> Yes if I try a
JSON model with -17 coordinates it just basically refuses
loading
L731[16:14:01] <LexMobile> thats the model
format
L732[16:14:06] <LexMobile> has nothing to
do with internal shit
L733[16:14:09] <LexMobile> use a better
model
L734[16:14:42] <Yuri6037> And if we need
to change animation state in loop the we are screwed
L735[16:15:23] <williewillus> what does
"in loop" even mean
L736[16:15:35] <LexMobile> No idea, but
meh just btiching.
L737[16:16:03] <Yuri6037> in render loop
maybe we can need to change states or apply an override color
L738[16:16:16] <williewillus> what is
"change states"
L739[16:16:17] <howtonotwin> custom
IModel
L740[16:16:18] <LexMobile> why would you
need to do that?
L741[16:16:21] <howtonotwin> boom: full
control
L742[16:16:31] <LexMobile> rendering is
not a logic system
L743[16:16:42] <LexMobile> it should be
'here is the model for this state, render it'
L744[16:17:54] <Yuri6037> Yeah for you you
it should be static for the dev ok 99% of things corresponds to
that model but 1% of things are not covered
L745[16:18:01] <ghz|afk> Yuri6037: the
animation api already support an "animation state
machine" which lets you change from one animation to
another
L746[16:18:19] <LexMobile> we dont deal in
theoretical 1%s
L747[16:18:22] <Yuri6037> Yeah I said it's
good but it's a pain to use
L748[16:18:34] <ghz|afk> yes but you talk
as if it didn't exist
L749[16:18:38] <williewillus> it's only a
pain because it's not documented (/me glares at fry again). I'm
working on it
L750[16:18:48] <HassanS6000> Is a pressure
plate a tile entity or entity
L751[16:18:48] <ghz|afk> "it's hard
so it doesn't exist" does not compute ;p
L752[16:18:55] <Yuri6037> I never said it
didn't exist
L753[16:18:57] <ghz|afk> HassanS6000: it's
a block
L754[16:19:03] <HassanS6000> whaa
L755[16:19:03] <ghz|afk> it doesn't have a
tileentity
L756[16:19:05] <LexMobile> pressure plate
is a normal block...
L757[16:19:13] <howtonotwin> it uses
onEntityCollidedWithBlock iirc
L758[16:19:20] <HassanS6000> rip
L759[16:19:30] <howtonotwin> lolwut
L760[16:19:33] <ghz|afk> normal pressure
plates emit redstone as long as there's an entity in their block
space
L761[16:19:34] <williewillus> why the
rip
L762[16:19:43] <ghz|afk> and weighted
pressure plates emit redstone based on how many entities
L763[16:19:48] <Yuri6037> And we still
have GL for GUI
L764[16:19:51] <howtonotwin> *lower 1/4 of
their block space
L765[16:19:52] <howtonotwin> :P
L766[16:19:57] <LexMobile> But ya, Yuri,
we don't care about the figments of your imagination. Unless you
have something that you can give us that doesn't work. Then
shush.
L767[16:20:05] <HassanS6000> I was trying
to use events to figure out when a player steps on a pressure
plate
L768[16:20:10] <LexMobile> The system is
designed to make it hard for modders to fuck the rendering
state
L769[16:20:20] <howtonotwin> well it's not
as if there's much use in having models in GUIs..
L770[16:20:21] <ghz|afk> Yuri6037: yes,
but only because Mojang hasn't created a GUI library without
GL
L771[16:20:23] <LexMobile> and this is
100% intentional and we will be developing to make it even
harder
L772[16:20:38] <howtonotwin> in world you
can bork everything if you have full control
L773[16:20:39] <williewillus> HassanS6000:
it uses onEntityCollide to turn on
L774[16:20:45] <williewillus> and then
schwedules updates every second to turn it off
L776[16:20:53] <HassanS6000> ok,
thanks
L777[16:20:53] <ghz|afk> ;P
L778[16:21:29] <LexMobile> GUIs dont have
a real standard framework, that is being addressed
L779[16:21:42] <LexMobile> It'll
eventually be revamped into basic json IIRC
L780[16:21:55] <Yuri6037> LexMobile: I
understand the idea I said that before so please don't try to
repeat the same thing, I know it's intentional I could even see
this by just reading parts of the code
L781[16:22:06] <ghz|afk> don't ping lex
;P
L782[16:22:10] <ghz|afk> he's here
reading
L783[16:22:31] ***
Yuri6037 was kicked by LexMobile (Stop bitching about theoreticals
then?))
L784[16:22:47] <howtonotwin> ghz|afk, do
you need to use <p></p> for paragraphs in that thing
btw?
L785[16:22:52]
⇨ Joins: Yuri6037 (kiwiirc@80.12.37.236)
L786[16:23:07] <ghz|afk> howtonotwin: yes,
and <page> for pages
L787[16:23:12] <ghz|afk> it doesn't do
automatic layout
L788[16:23:21] <ghz|afk> besides measuring
the height of text
L789[16:23:34] <Yuri6037> Why kick, I'm
just trying to expose things and maybe find solutions and you just
kick me ?
L790[16:24:14] <williewillus> you haven't
expressed your problem clearly
L791[16:24:24] <williewillus> besides
"the animation api isn't documented" which is a legit
problem
L792[16:24:24] <howtonotwin> stop, you may
end up inheriting my name...
L793[16:24:26] <williewillus> which I'm
working on
L794[16:24:49] <howtonotwin> ghz|afk, may
I suggest allowing for
<p>Paragraph1<p>Paragraph2?
L795[16:24:51] <LexMobile> 1) The rules,
its rude to ping someone who is right here 2) YOu're not exposing
anything you're bitching about things that don't exist. 3) There is
nothing to fix as you haven't said anything real that doesn't
exist.
L796[16:24:58] <howtonotwin> Like how
javadocs work?
L797[16:25:08] <ghz|afk> howtonotwin: yo
ucan suggest as much as you want, butmy file will remain XML
;P
L798[16:25:16] <ghz|afk> and that means
closing tags ;P
L799[16:25:30] <Yuri6037> My problem is
only animation, I could workarround the JSON model limit with a
scale
L800[16:25:41] <williewillus> okay, what
about animation?
L801[16:25:49] *
howtonotwin PRs support for HOCON
L802[16:25:54] <LexMobile> no
L803[16:25:58] <williewillus> lol
L804[16:26:07] <howtonotwin> wait no
that's a horrible idea
L805[16:26:22] <williewillus> next we need
javascripted models
L806[16:26:23] <LexMobile> is anyone
actually using the new config system? ive gotten 0 feedbacks
L807[16:26:32] <williewillus> which new
config system 0.o
L808[16:26:35] <williewillus> the
gui?
L809[16:26:37] <howtonotwin> xD
L810[16:26:40] ***
diesieben|away is now known as diesieben07
L811[16:26:40] <LexMobile> so im gunna
assume its the first thing i've ever written that was perfect in
the first draft
L812[16:26:42] <ghz|afk> no
L813[16:26:46] <ghz|afk> the @Config
annotation and such
L814[16:26:52] <ghz|afk> I tried for one
of my mods, but it wasn't fit for my use case
L815[16:26:56] <ghz|afk> and then I forgot
about it
L816[16:27:02] <Yuri6037> I need one model
static with translation and one model dynamic rotation arround Y
axis only when item decides it's recharging
L817[16:27:06] <LexMobile> if it wasnt
fit, then let me know, so we can fit it
L818[16:27:34] <williewillus> Yuri6037:
that's totally doable with animation API
L819[16:27:38] <ghz|afk> I needed a way to
map classes into categories, iirc
L820[16:27:58] <Yuri6037> and I add
dynamic color generated by code ?
L822[16:28:04] <howtonotwin> can we get
annotations like @ObjectHolder and @Config working with
ILanguageAdapter btw?
L823[16:28:09] <LexMobile> why into
categories?
L824[16:28:11] <williewillus> no, you use
the tint indices in the json
L825[16:28:11] <ghz|afk> this is my
existing config
L826[16:28:26] <parzivail> for the love of
god please don't make GUIs JSON
L827[16:28:30] <ghz|afk> I have some
properties for configuring the ore rocks feature
L828[16:28:33] <howtonotwin> it's kinda a
pain that only a few annotations listen to ILanguageAdapter
L829[16:28:34] <williewillus> parzivail:
why not?
L830[16:28:39] <williewillus> do you have
a valid argument against it? :P
L831[16:28:41] <ghz|afk> some properties
for the scraping enchantment, etc
L832[16:28:45] <ghz|afk> each one neatly
into its own category
L833[16:28:45] ***
parzivail was kicked by LexMobile (stop random
bitching))
L834[16:28:47] <Yuri6037> yes but can tint
use code for color (ex color is from server)
L835[16:28:56] ⇦
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L836[16:28:56] <ghz|afk> my hope then was
to have like
L837[16:29:01] <williewillus> Yuri6037: it
has stack access
L838[16:29:06] <williewillus>
tinting
L839[16:29:10]
⇨ Joins: parzivail
(~parzivail@162-199-87-109.lightspeed.jcvlfl.sbcglobal.net)
L840[16:29:17] <LexMobile> Without reading
all that logic, it looks like a normal config, what is it
missing?
L841[16:29:17] <williewillus> parzivail:
fyi: PE already uses jsons for gui
L842[16:29:38] <LexMobile> if the color is
from the server
L843[16:29:43] <LexMobile> then the code
wouldnt be providing the color
L844[16:29:43] <ghz|afk> I believe at the
time -- dunno if it has changed
L845[16:29:46] <LexMobile> its a data
value
L846[16:29:53] <parzivail> would there
still be a way to make GUIs that don't conform to the
"minecraft standard" for looks?
L847[16:29:54] ⇦
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L848[16:30:00] <ghz|afk> there was no way
to say that a class was meant for a config category
L849[16:30:06] <Yuri6037> but data
generated by server and sent through packet
L850[16:30:10] <williewillus> that's
purely a skinning/View thing is it not?
L851[16:30:21] <LexMobile> What do you
mean config category?
L852[16:30:28] <williewillus> Yuri6037:
you have access the ItemStack -> ItemStack can be edited by the
server -> profit
L853[16:30:35] <ghz|afk>
configuration.addCustomCategoryComment("Rocks",
"Settings for rock and ore rock drops");
L854[16:30:35] <ghz|afk> Property
p_enableRocks = configuration.get("Rocks",
"Enables", true);
L855[16:30:49] <parzivail> well our GUIs
are pure GL so even layouting is different. skinning wouldn't be of
use per se
L856[16:30:52] <LexMobile> yes
L857[16:31:01] <Yuri6037> And can tint
read tag compound ?
L858[16:31:04] ⇦
Quits: Xalcon (~Xalcon@ip4d171ded.dynamic.kabel-deutschland.de)
(Read error: Connection reset by peer)
L859[16:31:05] <williewillus> of
course
L860[16:31:07] <ghz|afk> the config
becomes
L861[16:31:08] <williewillus> i said it
has Stack access
L862[16:31:11] <ghz|afk> rocks {
L863[16:31:11] <ghz|afk>
B:Enables=true
L864[16:31:12] <ghz|afk> ...
L865[16:31:12] <williewillus> meaning
everything on the stack included :P
L866[16:31:12] <ghz|afk> }
L867[16:31:18] <LexMobile> public class
Config { public RocksInfo Rocks = new RocksInfo(); }
L868[16:31:21] <LexMobile> category!
L869[16:31:27] <williewillus> parzivail:
it would be nice to have unified Models/Controllers though
L870[16:31:31] <ghz|afk> hmmm?
L871[16:31:35] <ghz|afk> is that how it
works?
L872[16:31:36] <williewillus> the view can
be customized by modders and RP's
L873[16:31:38] <LexMobile> yes...
L874[16:31:44] <LexMobile> the system
fully supports nesting
L875[16:31:48] <LexMobile> as well as
lists/maps
L876[16:31:55] <ghz|afk> well that wasn't
clear to me at all ;P
L877[16:32:06] <LexMobile> theny ou didnt
look because its clearly in my test cases
L878[16:32:13] <Yuri6037> By the way if
LexMobile if you make a JSON system for GUIs please keep something
for procedural texture (in case we need advanced stuff)
L880[16:32:28] <parzivail> williewillus, i
agree, but sometimes whatever you're working on can't be done with
simple JSON or a standard format
L881[16:32:31] ***
Yuri6037 was kicked by LexMobile (Seriously?))
L882[16:32:44] <ghz|afk> my conclusion at
the time was "it must be unimplemented" and I gave up on
it
L883[16:32:50] ⇦
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(Ping timeout: 206 seconds)
L884[16:32:51]
⇨ Joins: Yuri6037 (kiwiirc@80.12.37.236)
L885[16:33:02] <LexMobile> I aint gunna
make shit for guis, it'll either be fry, or mojang.
L886[16:33:13] <LexMobile> However, im
sick of this theoretical bitching.
L887[16:33:18] <Yuri6037> Why again ? I
was just saying something not meaning to be rude in any way
L889[16:33:35] <LexMobile> What part of DO
NOT PING THE OPS DO YOU NOT GET!?!?!
L890[16:33:42] <parzivail> well I'm not
dealing in theoreticals
L891[16:33:55] <LexMobile> yes you
are
L892[16:34:08] <LexMobile> provide an
example or stfu, this goes for both you.
L893[16:34:14] <LexMobile> Json is purely
data.
L894[16:34:15] <ghz|afk> parzivail: you
panicked just by hearing of a possible future gui json system
L895[16:34:18] <LexMobile> Rendeirng is
purely data
L896[16:34:37] <LexMobile> ergo json can
do everything you want, if it cant we can make it.
L898[16:35:00] <williewillus> broken
link
L899[16:35:02] <ghz|afk> if it can't we
can always use yaml isntead [/joke]
L900[16:35:04] <parzivail> oh right
L901[16:35:06] <parzivail> one
second
L902[16:35:11] <Yuri6037> williewillus:
thanks for that I din't see those rules...
L903[16:35:24] <williewillus> it says
"Rules:" in the topic but sure lol
L904[16:35:26] <ghz|afk> rule #1 of IRC:
read the topic
L905[16:35:36] <ghz|afk> rule #2: don't be
rude to ops
L907[16:35:45] <ghz|afk> rule #3: don't be
rude to anyone else
L908[16:35:47] <parzivail> forgot that
repo was private
L909[16:36:07] <Yuri6037> I wasn't rude or
not intentionally
L910[16:36:19] <LexMobile> you render
textures at positions with scale and rotation
L911[16:36:27] <LexMobile> there is
nothing in there that cant be described as data
L912[16:37:12] <ghz|afk> parzivail: if you
think you can't do a GUI with just a text file, look at tutorials
for XAML(WPF/Silverlight) ;P
L913[16:37:17] <Yuri6037> In my case I was
speaking about ingame HUD addition
L914[16:37:26] <Yuri6037> not
GuiScreen
L915[16:37:40] <LexMobile> again
L916[16:37:43] <howtonotwin> well I mean
XAML has data bindings, but meh
L917[16:37:46] <LexMobile> its literally
all data
L918[16:37:57] <Yuri6037> GuiScreen can be
JSON no issue to that can even be anything you want
L919[16:37:59] <LexMobile> however, this
again is theoretical bitching
L920[16:38:03] <LexMobile> as the json
system doesnt exist
L921[16:38:07] <LexMobile> and wont for
quite a while
L922[16:38:12] <williewillus> howtonotwin:
does JFx/fxml have data binding?
L923[16:38:12] <parzivail> ghz|afk, yeah
I'm familiar with XAML but some of the stuff I'm doing I'd be
worried about moving to a new system
L924[16:38:16] <Yuri6037> But you can
already code that
L925[16:38:18] <LexMobile> and thus we
dont know the limitations or implementation details
L926[16:38:20] <ghz|afk> parzivail: and
ther ewe go
L927[16:38:21] <LexMobile> but we dont
care
L928[16:38:23] <ghz|afk> your issue isn't
json
L929[16:38:25] <ghz|afk> or the gui
system
L930[16:38:29] <ghz|afk> it's "I'll
have to rewrite my code"
L931[16:38:30] <ghz|afk> ;P
L932[16:38:49] <parzivail> ghz|afk, I'm
worried about flexibility
L933[16:38:54] <ghz|afk> so are we
all
L934[16:39:03] <Yuri6037> I never used
GuiScreen myself did never need to deal with that
L935[16:39:10] <ghz|afk> that's why no one
is just removing the ability to make GUIs yet
L936[16:39:11] <parzivail> the new JSON
block etc. model format was pain enough to try and work with
L937[16:39:16] <ghz|afk> it's a thing that
will be designed
L938[16:39:21] <ghz|afk> will be put up in
public for discussion
L939[16:39:27] <ghz|afk> and you'll have
your chance to provide input
L940[16:39:42] <diesieben07> why does
everyone always focus on JSON? -_-
L941[16:39:48] <diesieben07> forge makes
it a general purpose model system
L942[16:39:48] <howtonotwin> ^
L943[16:39:49] <ghz|afk> however, it
wouldn't be the first time they have put a design up
fordiscussion
L944[16:39:52] <ghz|afk> people have
ignored it
L945[16:39:57] <ghz|afk> and then
everyonecomplained when it was enforced
L946[16:40:00] <diesieben07> if you don't
like the supproted models you can even write your own damn
loader
L947[16:40:04] <Yuri6037> as long as we
can render a procedural texture in a GuiScreen everything is
possible
L948[16:40:07] <diesieben07> which parses
your models from brainfuck if you like
L949[16:40:37] <ghz|afk> diesieben07: in
this case lex said there's plans to make GUIs use JSON
L950[16:40:42] <Yuri6037> That's what I
used on UE4 to render some own Gui system
L951[16:40:46] <ghz|afk> which triggered
people into panic mode
L952[16:40:47] <LexMobile> i prefer my
models in victoria format thank you very much!
L953[16:40:53] <williewillus> lol
L954[16:41:05] <parzivail> diesieben07,
which we are but sometimes well enough should be left alone
L955[16:41:21] <diesieben07> i read it all
ghz
L956[16:41:39] <diesieben07> i have no
idea what you are saying parz
L957[16:41:44] <Yuri6037> What we should
do is a designer for JSON
L958[16:41:58] <parzivail> like, why move
to a new system when the old system still works fine and
well?
L959[16:42:01] <howtonotwin> we have
one
L960[16:42:03] <ghz|afk> ah lex, does the
config system support parsing ItemStacks automatically?
L961[16:42:07] <howtonotwin> parzivail,
because the old one was bad
L962[16:42:19] <LexMobile> no, its fairly
limited
L963[16:42:22] <diesieben07> because the
old one doess NOT work "fine and well" :D
L964[16:42:26] <LexMobile> i put in
everything that it should be.
L965[16:42:29] <howtonotwin> there's at
least one JSON model creator
L966[16:42:36] <ghz|afk> is there a
"config loaded" event/method that I can use to
post-process the settings?
L967[16:42:54] <Yuri6037> 3D
designer
L968[16:43:23] <Yuri6037> I was gonna do
one Linux with C
L969[16:43:34] <diesieben07> why? there
are plenty modelers out there that produce obj
L970[16:43:40] <diesieben07> which you can
load into MC just fine
L971[16:43:44] <diesieben07> why do you
want json so badly?
L973[16:43:49] <diesieben07> it's a
terrible format for models...
L974[16:44:06] <LexMobile> right now,
thats what we support, plus maps of any of that, and enums
L975[16:44:37] <LexMobile> and as for an
event... i think there is one, i know i was planning on making them
dunno if i actually got around to it
L976[16:44:39] <tterrag> I do wish that
stuff wasn't static
L977[16:44:51] <Yuri6037> OBJ doesn't work
with texture on my side so...
L978[16:44:52] ⇦
Quits: Naiten (Naiten@86-102-37-6.xdsl.primorye.ru) (Read error:
Connection reset by peer)
L979[16:45:06] <LexMobile> It was
explicitly designed so that modder COULDNT fucking add extra
shit
L980[16:45:08] <diesieben07> well it
obviously works for others, so we should focus on fixing
that...
L981[16:45:18] <Yuri6037> and I find the
JSON better as it defines boxes
L982[16:45:19] <diesieben07> instead of
you being here and complaining that json sucks...
L983[16:45:21] <tterrag> but why does it
have to be static at all?
L984[16:45:25]
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L985[16:45:27] <tterrag> couldn't each mod
have its own ConfigProcessor isntance?
L986[16:45:29] <Yuri6037> It's easier to
imagine
L987[16:45:30] <tterrag> to avoid
interference?
L988[16:45:33] <LexMobile> cuz why
not?
L989[16:45:37] <LexMobile> why would they
interfear?
L990[16:45:38] <tterrag> because it would
be more usable?
L991[16:45:45] <tterrag> what if two mods
added a type adapter for ItemStack
L992[16:45:52] <ghz|afk> Yuri6037: obj can
have textures just fine
L993[16:45:52] <tterrag> I don't see why
it has to be locked down
L994[16:45:58] <diesieben07> Yuri6037, why
do you even look at the produced model file if you are using a
modeler? what?!?
L995[16:45:59] <Yuri6037> but can a mod
give it's own model file format ?
L996[16:46:01] <ghz|afk> just because you
couldn't figure out how to make it work
L997[16:46:03] <ghz|afk> doesn't mean it
doesn't work
L998[16:46:04] <diesieben07> yes it
can
L999[16:46:04] <williewillus> Yuri6037:
yes
L1000[16:46:05] <LexMobile> no
L1001[16:46:08] <LexMobile> the entire
point
L1002[16:46:12] <diesieben07> you can
implement ICustomModelLoader or however its called
L1003[16:46:12] <LexMobile> as I JUST
FUCKING STATED
L1004[16:46:20] <LexMobile> is to NOT
ALLOW modders to add custom type adaptors
L1005[16:46:34] <LexMobile> if they want
custom shit, PR it to Forge.
L1006[16:46:53] <tterrag> what if I want
to load an object type specific to my mod?
L1007[16:46:53] <Yuri6037> So the
ICustomModelLoader is a mistake ?
L1008[16:47:00] <williewillus> Yuri6037:
??
L1009[16:47:01] <howtonotwin> no...
L1010[16:47:04] <diesieben07> there are
two conversations
L1011[16:47:04] <tterrag> some kind of
machine recipe perhaps?
L1012[16:47:05] <LexMobile> thats fine we
support that
L1013[16:47:05] <diesieben07> lex and
tt
L1014[16:47:11] <diesieben07> and us and
yuou yuri
L1015[16:47:15] <williewillus> lol
L1016[16:47:19] <LexMobile> as long as it
drills down to the basic primitives
L1017[16:47:44] <tterrag> does the reader
reflectively parse fields or something?
L1018[16:47:49] <LexMobile> yes...
L1019[16:47:55] <LexMobile> seriously
dude
L1020[16:47:55] <tterrag> so you've
remade gson :P
L1021[16:47:59] <LexMobile> go look
before bitching
L1022[16:48:05] <howtonotwin> what useful
deserializer doesn't?
L1023[16:48:12] <tterrag> meh, my point
is still valid. not everything can boil down to java
primitives
L1024[16:48:20] <LexMobile> yes it
can
L1025[16:48:24] <Yuri6037> I though OP
was speaking to me when he said no for the ICustomModelLoader
L1027[16:48:36] <LexMobile> as evidenced
by Forge's config system working for the last 5 years
L1028[16:48:42] <parzivail> how... can't
something be a primitive?
L1029[16:49:21] <ltp> If you think about
it... All we see are primitives... The objects are just arrays of
them
L1030[16:49:22] <tterrag> obviously, at
the root, everything is primitives. but there are complications,
like cyclical references
L1031[16:49:24] <LexMobile> wait who let
you back in...
L1032[16:49:30] <diesieben07> lol
L1033[16:49:35] <LexMobile> ltp, who are
you?
L1034[16:49:42] <ltp> I'm ltp
L1035[16:49:43] <williewillus> deep
questions
L1036[16:49:47] *
howtonotwin is running low on popcorn
L1037[16:49:48] <LexMobile>
liketheprogrammer?
L1038[16:49:52] <LexMobile> link*
L1039[16:49:52] <ltp> I guess it was a
server reset
L1040[16:49:53] <ltp> Yes
L1041[16:50:01] ***
ltp was kicked by LexMobile (ltp))
L1042[16:50:04] <williewillus> lol
L1043[16:50:09] <parzivail> did I miss
something?
L1044[16:50:14] <LexMobile> Hes a
annoying little shit
L1045[16:50:18] <parzivail> ah
L1046[16:50:30] <williewillus> he's
trying to make an alternate mod api but doesn't really know what's
going on
L1047[16:50:33] <diesieben07> But Ifs are
slooow, everyone!
L1048[16:50:43] <LexMobile> LONG history,
with a lot of bullshit, not going into it.
L1049[16:51:10] <parzivail> why make a
new API when there's been one for years
L1050[16:51:20] <williewillus> because
forge sucks of course /s
L1051[16:51:27] <diesieben07> because his
is better, obivously.
L1052[16:51:33] <parzivail>
obviously
L1053[16:51:39] <diesieben07> forge has
too many ifs, it has to be slow and terrible.
L1054[16:51:41] <howtonotwin> well,
branch prediction can make or break optimiations, so in a sense ifs
ARE slow (sometimes)
L1055[16:51:50]
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L1056[16:52:00] <Yuri6037> No we can't
say forge sucks forge made Minecraft better
L1057[16:52:39] <Yuri6037> Even if I'm no
longer playing that much MC I have to admit Forge still does a
great work especialy on deobfuscating code
L1058[16:52:41] <parzivail> ok, coming
out of the crap tornado, is there a way to disable automatic entity
updates? (i.e. when you register entities not have the
updateFrequency param)
L1059[16:53:20] <williewillus> why do you
need to disable them?
L1060[16:53:20] <diesieben07> apart from
the fact that that sounds like a terrible idea... Integer.MAX_VALUE
maybe?
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L1062[16:53:30] <ghz|afk> parzivail:
there's a method without the param
L1063[16:53:33] <ghz|afk> iirc
L1064[16:53:54] <LexMobile> UpdateFreq is
the server->client sync IIRC...
L1065[16:53:58] <LexMobile> so does the
entity never move?
L1066[16:54:02] <ghz|afk> ah no it's the
egg
L1067[16:54:22] <parzivail> no, it always
moves is the thing
L1068[16:54:28] <parzivail> and it's
being choppy
L1069[16:54:37] <parzivail> so (so help
me god) I found another way
L1070[16:54:41] <LexMobile> its beeing
choppy because the client and server arnt agreeing
L1071[16:54:48] <LexMobile> the server
always wins tho
L1072[16:54:52] <ghz|afk> uhm
L1073[16:55:01] <ghz|afk> parz, sounds
like you are trying to cover up the bug
L1074[16:55:03] <ghz|afk> rather than fix
it
L1075[16:55:13] <williewillus> i mean the
bug in question is "network latency" :P
L1076[16:55:17] <ghz|afk> are you
updating the entity position in the client?
L1077[16:55:19] <parzivail> i guess let
me rephrase, one second
L1078[16:55:23] <ghz|afk> if you
are
L1079[16:55:26] <ghz|afk> that'd explain
your issue
L1080[16:55:28] <LexMobile> Ya, needs
more details
L1081[16:55:38] <howtonotwin> You can
just pull a me and make the bug a feature :P
L1082[16:56:11] <howtonotwin> (See: me
making items desyncing through blocks a feature by making a block
that makes it real)
L1083[16:56:20] <williewillus> lol
L1084[16:56:43]
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L1085[16:56:49] <howtonotwin> It's not as
if I can fix it anyway :P Moving at 5 chunks/second will do that to
anything
L1086[16:57:34] <parzivail> I have a ship
(x-wing, to be exact) and the player sits in it and whatnot and
controls throttle pitch roll etc. and some quaternion math is done
and the ship moves. That's all fine and dandy but the log threw a
lot of "player/vehicle moving too fast" stuff to I I set
it up such that the player isn't technically in control
L1087[16:58:02] <parzivail> now, if there
was a better way to make it not throw those "too fast"
errors that'd fix the issue from the getgo
L1088[16:58:28] <williewillus> is there a
technical reason for those warns from vanilla or was it just a pure
antihack for elytra?
L1089[16:58:29] <Yuri6037> williewillus:
Did you get anything with animation API ?
L1090[16:58:39] <parzivail> williewillus,
antihack
L1091[16:58:42]
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L1092[16:58:47]
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L1093[16:58:53] <williewillus> maybe we
can just raise that ceiling
L1094[16:59:11] <parzivail> and every
time it would throw a log message it would to and rubber band the
ship back and it would kill the ship rotation
L1095[17:00:38] <parzivail> it's 100
blocks per second or 0.0625 blocks per tick max
L1096[17:00:44] <parzivail> as best I can
tell
L1097[17:00:59] <ghz|afk> that seems fast
enough to kill any server from disk usage
L1098[17:01:00] <ghz|afk> ;p
L1099[17:01:07] <parzivail> 0.0625 blocks
per tick??
L1100[17:01:20] <ghz|afk> uhh no
L1101[17:01:29] <howtonotwin> math.exe
has failed
L1102[17:01:31] <parzivail> i'm nowhere
near 100 blocks/s but i'm well over 0.0625 blocks per tick
L1103[17:01:32] <ghz|afk> 100 blocks per
second == 5 blocks per tick
L1104[17:02:01] <ghz|afk> 0.06 blocks per
tick is like, walking speed
L1105[17:02:02] <parzivail> well it does
2 seperate checks in NetHandlerPlayServer (like 340ish)
L1106[17:02:11] <parzivail> I don't know
which one is right
L1107[17:02:21] <parzivail> line* not
like
L1108[17:02:56] <parzivail> I could be
reading it wrong, but breakpoints are telling me that's the spot my
log messages are coming from
L1109[17:03:56] <howtonotwin> I'd say one
checks for ridden entities and the other is for the player
itself
L1110[17:04:15]
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L1111[17:04:26] <parzivail> if (d10 >
0.0625D) is my issue
L1112[17:04:27] <ghz|afk> you can
definitely move faster than 0.0625 blocks/tick on a boat on ice
;P
L1113[17:05:24] <howtonotwin> oh that
just gave me an idea
L1114[17:05:28] <howtonotwin>
thanks
L1115[17:05:40] <parzivail> more looking
reveals that maybe you can be no more than 0.0625 blocks away from
whatever you're riding?
L1116[17:06:03] <Yuri6037> is there a way
to use triangles for models ?
L1117[17:06:34] <parzivail> Yuri6037, if
you use OBJs
L1118[17:07:08] <Yuri6037> The weird part
is that IFlexibleBakedModel only uses quads
L1119[17:07:18] <howtonotwin> triangles
get expanded to quads
L1120[17:08:02] <tterrag> the entire
model pipeline only uses quads
L1121[17:08:07]
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L1122[17:09:54]
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L1124[17:12:37] <parzivail> so I guess I
just need to find a better way to get NetHandlerPlayServer to stop
telling me "<whatever> moved wrongly!"?
L1125[17:14:31] <Yuri6037> By the way I
have a question related to my old futuristic armor : can I make
Minecraft not kicking me from server when I use integrated Jetpack
in survival ?
L1126[17:15:37] <LexMobile> Why I don't
like contractors: "$10 in gas is more then I want to spend for
potentially a $1500 contract" ...
L1127[17:17:00] <Yuri6037> Ok I can
change the server's config but I meant without changing server's
config
L1128[17:18:11] <williewillus> see
NetHandlerPlayerServer lines 535-536
L1129[17:18:28] <parzivail> williewillus,
me or Yuri6037
L1130[17:18:31] <parzivail> ?
L1131[17:18:39] <williewillus> yuri
L1132[17:20:28]
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L1133[17:23:12] <Yuri6037> On 1.7.10 I
tried setting allowFying but it didn't fix problem, I read it was
because I use motion change
L1134[17:26:56]
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L1135[17:32:10] <williewillus> fry|sleep:
what is the purpose of this being an array? afaict only the first
value in it is used, searching through the forge codebase
L1137[17:32:23] <williewillus> and even
then I don't quite get what the floats do lol
L1139[17:32:47] <tterrag> I'd consider
this a "vanilla bug" tbh.
L1140[17:33:18] <tterrag> or perhaps, a
bad MCP name, at the least
L1141[17:33:36] <TechnicianLP> !gc
IUpdatePlayerListBox
L1142[17:33:44] <williewillus> ITickable
now
L1143[17:33:45] <williewillus> :P
L1144[17:34:45] <TechnicianLP>
thanks
L1145[17:35:35] ***
MrKickkiller is now known as MrKick|Away
L1146[17:37:11] <ghz|afk> ah crap
L1147[17:37:54] <williewillus>
blargh
L1148[17:37:54] <ghz|afk> yeah i have
found two issues in converting the config
L1150[17:38:08] <williewillus> i feel
like the more I understand the animation system the less I'm
capable of explaining it to others
L1151[17:38:11] <ghz|afk> first, comments
don't seem to be applied to categories (nested classes)
L1152[17:38:30] <ghz|afk> second,
everything is nested inside "general"
L1153[17:38:31] <howtonotwin> So the
animation system is actually a monad?
L1154[17:38:33] <howtonotwin> :P
L1155[17:39:11] <ghz|afk> not necessarily
issues with the system, I just don't know how to do it the way I
had it before, or if it's possible ;P
L1156[17:40:14] ***
diesieben07 is now known as diesieben|away
L1157[17:40:39] <ghz|afk> the
"nested inside general" is a problem of importing the old
configs
L1158[17:41:01]
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L1159[17:41:29] <ghz|afk> (since the
hierarchy changed, nothing will import at all from existing
configs)
L1160[17:41:40] <ghz|afk> the comments
are just aesthetic
L1161[17:41:46]
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L1162[17:42:35] <LexMobile> yes
everything being nested inside general is just how its gunna
go
L1163[17:42:48] <ghz|afk> yeah
L1164[17:42:59] <LexMobile> as for
comments, meh, make a issue. I havent test everything and have been
waiting for feedback
L1165[17:43:10] <LexMobile> dunno if i
even wrote a comment annotation...
L1166[17:43:17] <LexMobile> hvent looked
in a long time
L1167[17:43:23] <ghz|afk>
@Config.Comment("Settings for stick crafting")
L1168[17:43:40] <ghz|afk> works for
direct keys
L1169[17:43:43] <ghz|afk> but not for
nesting
L1170[17:43:48] <ghz|afk> (doesn't apply
into categories)
L1171[17:43:51] <LexMobile> will look
into it
L1172[17:44:43] <ghz|afk> should I make
the issue, then?
L1173[17:45:33] <PaleoCrafter>
howtonotwin, at least monads are still easier than arrows
L1174[17:45:34] *
PaleoCrafter shivers
L1175[17:45:49] <LexMobile> yes
L1176[17:45:58] <LexMobile> make a pr if
you can ;)
L1177[17:46:09] <ghz|afk> no time -- I
should have been sleeping an hour ago ;p
L1178[17:46:20] <ghz|afk> christmas
vacations are sadly over
L1179[17:46:46] <howtonotwin> arrows
aren't that bad :P
L1180[17:46:52] <ghz|afk> that said
L1181[17:46:54] <ghz|afk> night ppl
L1182[17:46:56] *
ghz|afk poods
L1183[17:46:59] *
ghz|afk poofs
L1184[17:47:05] <Yuri6037> good
night
L1185[17:49:23] <williewillus> fry|sleep:
also, how does loop work for MBA? it doesn't seem to actually
"loop" anything since it doesn't mod the world time, it
just caps it then sets the next to 0
L1186[17:50:20]
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L1187[17:50:35] <illy> boop o/
L1188[17:50:39] <williewillus> heyo
L1189[17:50:44] <howtonotwin>
<illy> boop o/
L1190[17:51:49]
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L1192[18:00:24] <Yuri6037> the problem
with allowflying is that it toggles fly mode like creative i don't
want that i only want server to not kick when flying using my
armor
L1193[18:01:26]
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L1195[18:02:32] <Yuri6037> i need gtg now
bye
L1197[18:04:18] ***
amadornes is now known as amadornes[OFF]
L1198[18:04:51] <williewillus> bleh
L1199[18:05:02] <williewillus> the best I
could do rn is annotate the ASM grammar and make a grammar for the
armatures
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L1202[18:13:12] <shadowfacts> So I've got
a block with an extended blockstate and several IUnlistedProperties
determined from a tile entity which control a custom
IBakedModel
L1203[18:13:43] <shadowfacts> it works as
expected, except when it's reloaded from the disk, then the model
reverts to the missing model because the IUnlistedProperties aren't
present
L1204[18:14:19] <williewillus> show your
block's code
L1205[18:14:26] <shadowfacts> I tried
adding a method to my TE's onLoad method surrounded by an if
(world.isRemote) check that sends a packet to the server requesting
that the client-side be updated
L1206[18:14:38] ***
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L1209[18:15:11] <williewillus> i ran into
that issue with botania once
L1210[18:15:21] <williewillus> where if i
set a default value for unlisted props it messed up on relog
L1211[18:15:25] <williewillus> so it
might be the same issue
L1212[18:15:37] <shadowfacts> alright,
I'll try removing that line
L1213[18:16:51] <shadowfacts> o_O
L1214[18:16:54] <shadowfacts> that fixed
it perfectly
L1215[18:16:58] <shadowfacts> thanks
williewillus
L1216[18:16:58] <williewillus> lol
L1217[18:17:00] <williewillus> np
L1218[18:17:15] <williewillus> as for
your lines below lol, just use a custom IBakedModel with a custom
ItemOverrideList
L1219[18:17:20] <williewillus> the
initItemModel
L1220[18:17:35] <shadowfacts> the
commented stuff in initItemModel, you mean?
L1221[18:17:38] <williewillus> yeah
L1222[18:17:49] <shadowfacts> yeah, I
worked that out from looking at asie's code, just haven't had time
to implement it yet
L1223[18:17:55] <williewillus> cool
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L1242[19:21:57] <williewillus> hm
L1243[19:22:04] <williewillus> the anim
api seems more ram hungry than I remember it being
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L1256[20:32:27] <illy> opps
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L1267[21:08:56] <williewillus> !mh
Block.getSilkTouchDrop
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L1270[21:13:11] <illy> LexMobile: ^ the
installer from the zip appended to the binary that you wanted once
thats finished ill work on making only releasing 3 binaries
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L1274[21:18:08] <LexMobile> you do
know
L1275[21:18:20] <LexMobile> you dont need
to unzip the fikle right?
L1276[21:18:51] <LexMobile> java -jar
some_file_with_a_zip_at_the_end.exe works
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L1278[21:19:10] <LexMobile> java's smart
enough to read till it finds the zip header
L1279[21:20:18] <Akkarin> :o
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L1282[21:26:56] <illy> hmm let me try
somthing if thats the case
L1283[21:28:44] <kinggoesgaming> LexManos
is that you hiding behind the cellphone? xD
L1284[21:28:57] <kinggoesgaming> oh and
see illy here too o/
L1285[21:29:07] <illy> o/
L1286[21:30:04] <kinggoesgaming> been a
while since i saw you.. maybe cuz i am on, bouncing bout most of
the time :P
L1287[21:31:11] <illy> I lost my bouncer
an i keep forgetting to log into irc :P that and the holiday
:P
L1288[21:31:48] <kinggoesgaming> i am
feel bad for myself...i passed out around 11:30 on new years eve
:(
L1289[21:32:43] <LexMobile> techinically
on my laptop but wifi is spotty waiting for new routers on back
order
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L1291[21:33:28] <illy> kinggoesgaming: i
did the same... only it was because my brother kept on saying
"here have another shot"
L1292[21:33:42] <kinggoesgaming> ha
L1293[21:35:14] <kinggoesgaming> i was on
a walking dead marathon that day... apparently my brother knew i
was out and he didnt bother and finished season 4 and headed
upstairs and left me on the couch in the awkward position i passed
out in
L1294[21:35:54] <kinggoesgaming> woke up
next morning with a sore body :/
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L1296[21:40:29] <illy> go build
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L1314[21:54:34] <illy> I have to rebuild
the binary checker but after that we should be good
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L1316[21:56:19] <RandomX45> What ide is
that?
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L1321[21:58:58] <LexMobile> ya there
shouldnt be any need for a temp directoty
L1322[21:59:24] <LexMobile> if there is a
proper jvm found, the wrapper shouldnt write anything should just
be a quick passthrough
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L1332[22:12:57] <Th3Fanbus> Hello,
world!
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L1335[22:14:02] <Minecraft> am cow,
please milk
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L1337[22:14:20] <Th3Fanbus> Can you read
me?
L1338[22:14:35] <illy> How would one milk
minecraft
L1339[22:15:12] <hipsterpig> you sell as
much content and merch of the game as possible and reap the
profits.
L1340[22:15:48] <illy> so what mojang is
doing right now? :P
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L1342[22:15:56] <hipsterpig>
somewhat
L1343[22:16:22] <illy> rm
JavaWrapper
L1344[22:16:24] <illy> oops
L1345[22:26:30] <killjoy> that's not
milking
L1346[22:26:53] <killjoy> milking is
doing that past the point where the thrill of the game has been
lost
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L1348[22:31:44] <killjoy> I think I need
to make a flight controls mod
L1349[22:32:16] <killjoy> just a basic
HUD for the elytra. Displays speed, altitude, stall
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