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L4[00:04:41] <codahq> i used to use the
RenderSnowball class a bunch to render different thrown ItemStacks.
in 1.11 (or maybe earlier) instead of instantiating a RenderItem
there is a factory and the factory create method on the interface
only has a constructor that takes the RenderManager so i can't get
the factory to create a RenderItem on my constructors that require
the RenderManager and a RenderItem. anybody have an idea how to get
around
L5[00:04:41] <codahq> that besides writing a
PR to include another constructor on the factory interface?
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L7[00:07:12] <williewillus> what does a
RenderItem have anything to do with it?
L8[00:07:44] <williewillus> oh I see
L9[00:07:55] <codahq> yeah... look at the
RenderSnowball class
L10[00:07:57] <williewillus> just get it
using Minecraft.getMinecraft().getRenderItem()
L11[00:07:59] <codahq> you already
saw.
L12[00:08:08] <williewillus> by the time
the constructor is called renderitem exists
L13[00:08:17] <williewillus> *the factory
is called
L14[00:08:19] <codahq> oh, really?
L15[00:08:22] <codahq> hawt
L17[00:08:59] <codahq> okay, awesome.
L18[00:10:21] <codahq> thanks,
williewillus
L19[00:10:36] <williewillus> np
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L37[01:40:35] <flappy> Does anyone have an
idea on how to figure out what's causing ~200kbps of upstream
CustomPayload for multiple people on a server?
L38[01:40:58] <flappy> Profiling didn't
really give an answer.
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L40[01:48:25] <killjoy> do you know the
packet id?
L41[01:48:34] <killjoy> the name of the
custom channel?
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L44[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170129 mappings to Forge Maven.
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L52[02:16:34] <TheUnknownFew> I see that it
is having issues connecting to the forge site but that doesnt make
any sense to me since I'm connected to the internet
L53[02:17:17] <codahq> typically questions
like that are better in #forgegradle
L54[02:17:58] <TheUnknownFew> alright,
thanks. I shall try over there
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L56[02:20:28] <codahq> here's a weird
thing. i have an entity that is spawned out of the right click of
an item much the same way that snowballs work. when it is thrown
it's onImpact method is immediately thrown because i'm guessing the
first rayTraceResult shows it inside me. i don't see the vanilla
snowball doing anything to avoid that yet it doesn't happen with
that entity.
L57[02:20:30] <codahq> anybody know
why?
L58[02:24:06] <Akkarin> I was under the
impression that snowballs were actually spawned slightly in front
of the player for that exact reason though? :o
L59[02:25:49] <TheUnknownFew> sigh. . .
well this is annoying
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L61[02:31:07] <codahq> doesn't look like
it.
L62[02:32:06] <codahq> i might have found
something though. in EntityThrowable in the onUpdate method there's
some logic for an ignored entity and a grace period where no
impacts are supposed to happen
L63[02:32:33] <codahq> i'm debugging to see
if my entity has the same values as the snowball when it's
thrown
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L66[02:43:50] <codahq> lol
L67[02:44:08] <Akkarin> let me guess. the
solution is weird and does not make any sense
L68[02:44:12] <codahq> so, if you put a
break point in the onImpact on the snowball it gets called as soon
as you throw something too.
L69[02:44:25] <codahq> but it's just client
side so it doesn't do anything.
L70[02:44:34] <codahq> there's some bug in
vanilla or forge
L71[02:44:51] <codahq> that ignore thing
isn't working.
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L73[02:51:14] <codahq> yeah, there's some
problem. the private int ignoreTime is set on line 244 and
decrements on line 246
L74[02:51:19] <codahq> but it is never
referenced any where else.
L75[02:53:22] <codahq> is there an easy way
to see in the github if a PR has updated that?
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L84[03:23:04] <zhiayang_> is webchat
disallowed or soemthing
L85[03:24:13] <zhiayang_> anyway how do i
begin to modify the rendering for something like a fence, where do
I start
L86[03:24:20] <zhiayang_> 1.10+
L87[03:25:46] <TechnicianLP> you want the
way vanilla fences look? or give yours a look?
L88[03:26:18] <zhiayang_> no, i want to
modify how vanilla fences work
L89[03:26:35] <zhiayang_> and/or blocks
that have the same model as vanilla fences (eg. custom wood types
from other mods)
L90[03:28:50] <TechnicianLP> you could
theoretically loop over all rgistered models and determine if they
belong to a fence ... but i dont reccomend it since those fences
could have their own functionality
L91[03:29:02] <zhiayang_> hm
L92[03:29:14] <zhiayang_> ok to prevent xy
problem-ing i'm just gonna say
L93[03:29:21] <zhiayang_> i'm trying to fix
the water-around-fences problem
L94[03:29:37] <fry> not only fences have
that problem
L95[03:29:40] <zhiayang_> yea
L96[03:29:43] <zhiayang_> well fences are a
start
L97[03:29:47] <zhiayang_> walls, slabs,
staira
L98[03:30:16] <zhiayang_> i need to know
where to begin; there was a mod for 1.7 but i don't think there'd
be much in common
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L104[03:37:50] <zhiayang> is there a
renderevent or something
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L122[03:46:07] <TechnicianLP> the models
of blocks are specified by resourcepacks (in most cases)
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L124[03:48:21] <zhiayang> hm
L125[03:48:52] <zhiayang> how about
rendering the liquid before the actual model, would that create an
overlapping effect that gets the thing done
L126[03:52:12] <TechnicianLP> that could
work ...
L127[03:52:29] <zhiayang> first i have to
hook the event or someting
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L130[04:26:25] <zhiayang> how am i to hook
into rendering if there's no event for it
L131[04:26:41] <zhiayang>
renderworldlastevent gives me nothing
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L133[04:27:47] <TechnicianLP> do you know
how rendering works in 1.10?
L134[04:27:55] <zhiayang> it's model
based, i know
L135[04:28:12] <zhiayang> well that's the
extent of it, i was never quite familiar with the rendering
pipeline even pre 1.8
L136[04:29:11] <TechnicianLP> you could
maybe add a variant to the fencemodel from vanilla ... i think most
modders use that one
L137[04:29:45] <zhiayang> there'd have to
be a lot of variants
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L139[04:30:54] <zhiayang> which would
probably end up being quite unwieldy
L140[04:32:13] <zhiayang> well i can see
where the model itself is being rendered, in
forgeblockmodelrenderer
L141[04:32:18] <zhiayang> but i can't
touch that afaict
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L143[04:33:16] <TechnicianLP2> you could
maybe intercept the loading of the vanilla fence model ...
(although that can break compat. with other mods)
L144[04:33:20] <zhiayang> i now know why
the original mod was never updated, this is infuriating
L145[04:33:39] <zhiayang> what could i
accomplish at model loading time?
L146[04:33:54] <TechnicianLP2> insert a
custom model ...
L147[04:34:01] <TechnicianLP2> you can add
bakedquads
L148[04:34:22] <Akkarin> was about to say.
You don't have to use the baked models forge and vanilla
provide
L149[04:34:26] <Akkarin> you can create
your own implementations
L150[04:34:40] <zhiayang> i'm open to
that
L151[04:34:48] <zhiayang> but i need to
know where to hook in
L152[04:35:11] <zhiayang> TechnicianLP:
i'm trying to draw water around partial blocks, models would work
poorly for this i imagine
L153[04:35:33] <zhiayang> there shouldn't
even need to be a mod for this ;_;
L154[04:35:39] <Akkarin> I wouldn't be too
surprised if you could just register the model as normal even
though you don't own it
L155[04:36:12] <zhiayang> ?
L156[04:36:16] <zhiayang> sorry i don't
get you
L157[04:36:18] <Akkarin> even though I'm
pretty sure that there must be an event somewhere that covers your
use case
L158[04:36:27] <Akkarin> (without
overwriting entire models that is)
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L164[05:02:30] <zhiayang> all the render
events seem to do very little
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L193[07:44:54] <TechnicianLP> is there a
way to change a tleentities nbt when placed with an item? so
basically inventory saving/similiar ...
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L195[07:51:15] <Necro> you can use
Block#onPlacedBy
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L198[08:21:28] <shamblinghorde> are there
any really efficient ways to add a tile entity that checks for
changes in the environment before they do something? I want
something to respond when a certain structure is built around it,
but don't want something ticking on servers every tick all over the
world
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L200[08:22:32] <Akkarin> well you can
handle things on block place with a little bit of trickery
L201[08:22:34] <shamblinghorde> oops,
never logged off last night
L202[08:23:00] <shamblinghorde> so grab
the block place event instead of ticking on the entity? that might
work
L203[08:23:00] <Akkarin> e.g. the TEs know
where they are and how the structure could possibly be completed as
of being placed rather than checking for completeness
regularly
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L205[08:24:05] <Akkarin> you obviously
need to perform the same check again when your TEs load/unload
obviously unless you change the blocks when it forms or
something
L206[08:24:29] <shamblinghorde> no its
just going to basically be a vanilla stone henge type structure
around a tile entity
L207[08:24:48] <shamblinghorde> thinking
of two ways: on/off, or leaking effect that increases the more the
structure is completed
L208[08:25:07] <shamblinghorde> probably
just go on/off, unless the player first does a specific event to
the tile entity first
L209[08:25:23] <shamblinghorde> like click
redstone on the tile entity, then it might be an 'unstable'
version
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L211[08:27:27] <shamblinghorde> maybe I'll
take a look at hte blood altar code that is used in blood magic
II
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L213[08:28:11] <shamblinghorde> hrmm... I
have two mods I want to have for a modpack I'm working on. maybe
I'll work on the spreading plague one first
L214[08:28:47] <TechnicianLP> you could
activate the structure when rightclicing the altar with some
item
L215[08:29:18] <shamblinghorde>
ooooo
L216[08:29:19] <shamblinghorde> I like
that one
L217[08:29:39] <shamblinghorde> place the
menhirs first, then right click with redstone
L218[08:29:50] <shamblinghorde> wouldn't
need any ticking tile entities for that at all
L219[08:30:30] <shamblinghorde> I'd like
to code these as light weight as possible, as 1.10.2 and 1.11.2 are
laggy enough as it is
L220[08:31:03] <shamblinghorde> well off
to find a good floating transparent blob rendering code
L221[08:35:19]
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L222[08:36:24] <Maxwell> !gm
func_73660_a
L223[08:37:03] <Maxwell> !gm
func_71190_q
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L226[08:40:28] <shamblinghorde> is there a
replacement for this call?
FMLCommonHandler.instance().bus().register(handler);
L227[08:40:32] <shamblinghorde> says bus
is deprecated
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L230[08:41:47] <TechnicianLP>
MinecraftForge.Eventbus
L231[08:42:00] <TechnicianLP> they are the
same now
L232[08:42:38] <shamblinghorde> just found
that, sorry
L233[08:42:47] <shamblinghorde> is it
Minecraftforge.Eventbus, and not MinecraftForge.EVENT_BUS?
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L235[08:43:00] <Franckf> Hello
L236[08:43:18] <shamblinghorde> ah I
already had that in the code, I guess they just merged the two
handlers
L237[08:45:18] <ghz|afk> they did
L238[08:49:44]
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L240[08:56:27] <Franckf> Hey, i'm trying
to learn to make mods on mc and I'm following the forge docs,
specifically this:
http://mcforge.readthedocs.io/en/latest/gettingstarted/
and i wanna be sure i did this right: after loading the project in
eclipse ide, and choosing keep gradle settings, am i supposed to
have JRE system library, project and external dependencies, gradle,
run, build.gradle, gradlew and mymod_client and server
L241[08:56:27] <Franckf> .launch?
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L243[09:13:15]
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L244[09:15:04] <ghz|afk> Franckf: do you
ahve the option to run Minecraft Client/Server ?
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L246[09:16:05] <Franckf> I just ran
minecraft client.launch and it worked fine, said 3 mods
loaded
L247[09:16:09] <Franckf> i assume
everything's ok
L248[09:16:19] <Franckf> ghz|afk
L249[09:27:37] <zhiayang> so, after some
mucking about (read: Bad Things (tm)), i've managed to place myself
into the render pipeline somewhere
L250[09:27:51] <zhiayang> unfortunately it
looks terrible
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L253[09:33:49] <shamblinghorde> who'd have
thought rendering a simple texture would be such a pain in the
arse
L254[09:34:40] <ghz|afk> Franckf: the
examplemod that comes with the MDK download
L255[09:34:46] <ghz|afk> should have
printed a debug message in the console
L256[09:34:48] <ghz|afk> did that
happen?
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L259[09:45:00] <shamblinghorde> does idea
not reload json files on relaunch?
L260[09:45:16] <shamblinghorde> because
I'm fairly sure my json is not a block anymore, and its still
rendering as one for my inventory only item :(
L261[09:45:41] <ghz|afk> it updates
resources when you hit "build"
L262[09:45:48] <ghz|afk> you don't need to
relaunch
L263[09:45:52] <ghz|afk> just F3+T
L265[09:45:55] <ghz|afk> after hitting
build
L266[09:46:12] <ghz|afk> Ordinastie:
lol
L267[09:47:37] <shamblinghorde> stupid
question, but if my item registryname is belt_of_control, the png
file should be belt_of_control.png, correct?
L268[09:47:42] <shamblinghorde> well the
json file at least
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L270[09:49:51] <ghz|afk> shamblinghorde:
depends on what you write on
ModelLoader.setCustomModelResourceLocation
L271[09:49:56] <ghz|afk> if you do like
me
L272[09:50:05] <ghz|afk> and use new
MRL(item.getRegistryName(), "inventory")
L273[09:50:06] <ghz|afk> then yes
L274[09:50:17] <ghz|afk> it will look for
models/item/belt_of_control.json
L275[09:52:14] <shamblinghorde> I'm using
ModelLoader.setCustomModelResourceLocation(this,0, new
ModelResourceLocation(getRegistryName(), "inventory"));
at the moment
L276[09:52:35] <shamblinghorde> in the
init of the item
L277[09:54:35] <shamblinghorde> here is a
pastebin of the items.java class
L279[09:55:21] <shamblinghorde> I'm
wondering if its finding the json and the texture is incorrect. I'm
using a standard 16x16 png though
L281[09:57:37] <Ordinastie> believe it or
not, it's simply was block == null test ><
L282[09:57:41] <Ordinastie> instead of
empty
L283[09:57:49] <Ordinastie> *instead of
AIR
L284[09:59:35] <Ordinastie> I really need
to find a way to fix the order though
L285[09:59:58] <PaleoCrafter> sort it
yourself? :P
L287[10:02:45] <shamblinghorde> dang this
texture stuff sucks
L288[10:03:09] <shamblinghorde> I think
I've basically cloned everythign except the names from another
working mod, and it still is rendering it as a 3d cube, even though
the json is quite clearly not a cube
L290[10:05:25] <shamblinghorde> I'm going
to try a system println and see what the name is , maybe its giving
it the wrong name, thus corrupting my results
L291[10:08:25] <shamblinghorde> looks like
it is never running the pre-init
L292[10:08:26] <shamblinghorde> :\
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L298[10:19:13] <shamblinghorde> simple
issue of mixing too many tutorials :O
L299[10:22:56] <shamblinghorde> there,
finally working. now I just need to clean it up so that its
actually presentable and has a good icon :P
L300[10:23:02] <shamblinghorde> I never
initalized my items :P
L301[10:23:08] <shamblinghorde> well the
models at least
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L312[11:38:46] <Shambling> is there an
easy way for build and run folders to no sync with the github repo
that a git project is pushed to?
L313[11:39:12] <Shambling> I don't really
want recompileMC and other such million file folders to sync with
what would otherwise be a 30kb github repo
L314[11:42:25] <diesieben07> look up
.gitignore
L315[11:43:22] <Shambling> ah so that does
have a use, alright
L316[11:44:06] <LatvianModder> after long
day of making website I by default see .gitignore as CSS class not
file format...
L317[11:44:18] <diesieben07> lol
L318[11:46:17] <Shambling> unfortunately
I've uploaded the files already, now I'm trying to figure out how
to remove them. lol
L319[11:46:38] <Shambling> I suppose I
could always just delete the repo and re-upload it with just the
files I want
L320[11:48:45] <Shambling> there that's
got it
L321[11:49:19] <Shambling> though to be
honest I should just create a new project and create it all
properly this time
L322[11:51:01] <Shambling> huh this is
strange. is there something I need to release before running
./gradlew build in a local folder I just pushed?
L323[11:51:15] <Shambling> because it
seems to be lagging by about 10,000% fold right now
L324[11:53:09] <diesieben07> wat?
L325[11:53:18] <diesieben07> also... no
you don't need to create a new repo
L327[11:55:05] <Shambling> I've got it, I
just figured I've talked enough so saying "nm, I've figured it
out" would add that much more spam
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L332[12:50:36] <Koward> Why is the code
for enderman/spider glowing eyes not working with custom entities ?
By not working I mean purple artifacts
L333[12:55:17] <Koward> Nevermind
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L338[13:14:47] <TechnicianLP> do you guys
switch Math.min for Math.max everytime as well?
L339[13:15:10] *
TechnicianLP hates AIOOBExceptions ...
L340[13:22:40] <barteks2x> would you want
undefined behavior instead?
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L344[13:23:19] <ScottehBoeh> Any chance
you guys know how I can allow mouse interaction with my in-game
ui?
L345[13:23:33] <ScottehBoeh> When it
renders, the mouse is usable
L346[13:24:10] <Ordinastie> make it a
GUI
L347[13:26:31] <ScottehBoeh> It's a
Scoreboard, what I'm wanting to do is allow the player to
right-click to enable mouse
L348[13:26:52] <ScottehBoeh> so in-game
they can still play with tab up, except they can right-click to
enable mouse so they can click to view other players profiles
L349[13:27:02] <Ordinastie> doesn't change
my answer
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L351[13:27:48] <ScottehBoeh> ok
L352[13:27:49] <Ordinastie> you could try
to dabble with mouseGrab but I tried, and finally went the route of
overlay-gui
L353[13:36:54] <barteks2x> !gm
field_147559_m
L354[13:37:32] <barteks2x> O.o how did it
give me result for a field using !gm?
L355[13:37:56] <ghz|afk> does anyone here
know how to make ExtraUtils2 or Better With Mods, not crash in
dev?
L356[13:38:19] <ghz|afk> I got some issue
reports for those, but I can't test them in my environment
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L359[13:43:06] <barteks2x> is this
reflectin-related crash?
L360[13:50:47] <barteks2x> should I
include a comment why that AT is needed when adding AT to
forge?
L361[13:58:34] <barteks2x> so that
extractForgeRangemap that looked like it froze for >10
minutes... it actually finished after incredibly long time
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L376[14:41:48] <gigimoi> How can I
raytrace to hit blocks or entities? world.rayTraceBlocks only
returns block hits
L377[14:43:41] <ghz|afk> you have to do a
second scan
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L379[14:45:25] <gigimoi> where do I scan
for entities?
L381[14:45:41] <ghz|afk> this is how I did
it
L382[14:45:59] <ghz|afk> I reused some of
the code from getMouseOver()
L383[14:46:16] <ghz|afk> the
getHitPosition at the bottom is the main function that I call
L384[14:52:05] <gigimoi> Taking a look,
thanks
L385[14:53:58] <Keridos> mh when I use an
UnlistetProperty, how can I cast something like this: public
Class<T> getType() {return this.clazz; } to T ?
L386[14:54:40] <Keridos> e.g. when I want
to get the actual stored class of the property
L387[14:55:38] <gigimoi> Beautiful,
thanks.
L388[14:57:10] <Keridos> mmmh looks like
the ic2 way is just storing the class
L389[14:57:14] <Keridos> not an instance
of the class
L390[14:57:20] <Keridos> gonna have to
rewrite here
L391[14:58:38] <ghz|afk> Keridos:
wat
L392[14:58:48] <Keridos> trying to
implement an unlistedproperty
L393[14:58:50] <Scorp> Can anyone help me
with implementing the forge energy system. I currently have the RF
one but I hear its better to update and this capability system is
confusing me a little
L394[14:58:54] <ghz|afk> the way you use
an IUnlistedProperty, is that you declare it so that it has a
concrete class contained within
L395[14:59:09] <ghz|afk> look at
OBJProperty
L396[14:59:14] <ghz|afk> and how it's used
for OBJState objects
L397[14:59:16] <Keridos> ah so the ic2 way
is not what i need
L398[14:59:32] <ghz|afk> no idea how IC2
uses it
L399[14:59:39] <ghz|afk> but the way to
use it is the way OBJProperty does
L400[14:59:42] <ghz|afk> and then you
do
L402[14:59:47] <ghz|afk>
getExtendedState(...)
L403[14:59:47] <ghz|afk> {
L404[14:59:56] <Keridos> the first
file
L405[15:00:04] <ghz|afk> return
((IExtendedState)state).withProperty(UNLISTED, value);
L406[15:00:04] <ghz|afk> }
L407[15:00:25] <ghz|afk> Keridos: yeah
that's convoluted and unnecessary
L408[15:00:46] <ghz|afk> just get yourself
a plain non-generic IUnlistedProperty
L409[15:01:08] <ghz|afk> no need to make
it an enum, like OBJProperty does
L410[15:01:12] <ghz|afk> but that's beside
the point
L411[15:03:51] <GeoDoX> Is there something
to check which blocks are taking up tick time?
L412[15:04:10] <GeoDoX> Preferably
something in game
L413[15:04:57] <ghz|afk> i'm not aware of
anything like that
L414[15:06:17] <Scorp> How do you use the
capbility system for forge energy?
L415[15:06:21] <Scorp> I'm a little
confused
L416[15:07:35] <GeoDoX> I'm playing on a
sky factory 3 server with my friend and we just build a lava gen,
it seems like EnderIO's liquid conduits are causing a lot of
lag
L417[15:08:01] <TechnicianLP> the ender
ones or the one with a renderer?
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L419[15:12:19] <Keridos> ghz|afk: can i
store a blockstate in nbt?
L420[15:14:15] <ghz|afk> sortof
L421[15:14:27] <ghz|afk> you have two
choices
L422[15:14:39] <ghz|afk> 1. get the
blockname + meta
L423[15:14:43] <ghz|afk> and store those
two
L424[15:14:45] <ghz|afk> or
L425[15:14:58] <GeoDoX> !ch
ChatComponentText
L426[15:15:01] <ghz|afk> get the list of
properties, and the list of stringified values
L427[15:15:04] <ghz|afk> and store
those
L428[15:15:06] <ghz|afk> so like
L429[15:15:18] <GeoDoX> Class history
command?
L430[15:15:27] <ghz|afk> I don't think
there's one
L431[15:15:30] <ghz|afk> only mh
L432[15:15:42] <ghz|afk> classes only
change names across major versions
L433[15:15:46] <Keridos> ghz|afk: so on
readnbt with 1st i just getthe block class and call
getstatefrommeta?
L434[15:15:49] <ghz|afk> ChatComponentText
== TextComponent
L435[15:15:50] <GeoDoX> What was
ChatComponentText changd to?
L436[15:15:53] <GeoDoX> Thanks
L437[15:15:55] <ghz|afk>
TextComponentString or something like that
L439[15:16:14] <ghz|afk> here
L440[15:16:23] <ghz|afk> that's the names
changed between 1.8.9 and 1.9
L442[15:16:41] <ghz|afk> and
L444[15:16:47] <ghz|afk> (1.9.4 to 1.10.2
didn't change)
L445[15:19:27] <Keridos> ghz|afk: how
exactly do I use ExtendedBlcokStaete in createBlockState?
L446[15:20:01] <ghz|afk> return new
ExtendedBlockState(this, new IProperty[]{ listed props}, new
IUnlistedProperty[]{ unlisted props });
L447[15:20:07] <Keridos> ah
L448[15:20:11] <Keridos> it was
arrays
L449[15:20:15] <Keridos> that was my issue
thanks
L450[15:21:57] <ghz|afk> (the method
signature should have been enough to deduce that ;P)
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L453[15:30:22] <Keridos> yeah derped
there
L454[15:30:28] <Keridos> didnt see the
[]
L455[15:30:54] <Keridos> hm, is there a
easy way to get internal name and metadata from a blockstate and
vice versa?
L456[15:31:09] <Keridos> I am trying to
find a proper way for that atm but not having success
L457[15:31:56] <Keridos> nvm
L458[15:32:00] <Keridos> derp
L459[15:32:30] <Keridos> got the state to
name and meta, now just need the other way round
L460[15:33:15] <ghz|afk>
ForgeRegistries.BLOCKS.getValue(registry
name).getStateFromMeta(meta);
L461[15:33:25] <Keridos> ah thanks
L462[15:33:46]
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L463[15:35:59] <Unh0ly_Tigg> is there
anyone here that understands the correlation between minecraft's
json model coordinates and directions? which xz direction is
north?
L464[15:36:54] <ghz|afk> the new launcher
is nice
L465[15:37:10] <ghz|afk> when mods
crash
L466[15:37:12] <ghz|afk> XD
L467[15:42:00] <barteks2x> do line numbers
in obfuscated environment match those in decompiled code?
L468[15:42:49] <Unh0ly_Tigg>
theoretically, as obfusation *should* only be affecting names, but
I can't say for sure when it comes to minecraft.
L469[15:43:32] <barteks2x> it's not
obfuscation that may change them, it's the decompiler that may not
preserve them
L470[15:44:02] <Unh0ly_Tigg> then I guess
it depends on the decompiler.
L471[15:44:21] <ghz|afk> hmmmmm
L472[15:44:26] <ghz|afk> I'm having a
blank right now
L473[15:44:32] <Keridos> ghz|afk: when I
use the custom model I override the default rendering for the
corresponding block?
L474[15:44:37] <ghz|afk> Caused by:
java.lang.ClassNotFoundException:
gigaherz.survivalist.shadow.common.BlockRegistered
L475[15:44:37] <ghz|afk> at
net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
L476[15:44:38] <ghz|afk> Caused by:
java.lang.NullPointerException
L477[15:44:38] <ghz|afk> at
net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
L478[15:44:52] <ghz|afk> the NPE in there,
is that usual for missing classes
L479[15:45:06] <ghz|afk> (I trimmed the
stack trace, it's not complete)
L480[15:45:39] <Keridos> just trying to
figure out how I should render the default block correctly,
hm
L481[15:45:42] <ghz|afk> Keridos: each
blockstate has a model assigned to it
L482[15:45:47] <ghz|afk> so if you use a
custom model
L483[15:45:49] <ghz|afk> it's THE
model
L484[15:45:58] <ghz|afk> there's no
"default"
L485[15:46:14] <ghz|afk> you can have
dependencies in your model
L486[15:46:24] <ghz|afk> and include data
from another model andreturn those quads along with the custom
ones
L487[15:46:33] <Unh0ly_Tigg> barteks2x,
and whether or not the obfuscater is set to strip line
numbers.
L488[15:46:36] <Keridos> its that the
block should be able to be camod
L489[15:46:43] <Keridos> but it has its
own json and everything
L490[15:46:53] <Keridos> and if no other
camo is set I want to use that json
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L492[15:47:26] <Keridos> if the camo is
used it should copy the model from the stored camo blockstate
L493[15:47:27] <Unh0ly_Tigg> and how do
you determine when the block does not have camo on it?
L494[15:47:29] <ghz|afk> Keridos: same
thing
L495[15:47:36] <ghz|afk> you have two
choices
L496[15:47:42] <ghz|afk> either you have a
separate blockstate
L497[15:47:45] <ghz|afk> for camo
enabled/disabled
L498[15:48:01] <ghz|afk> or you have the
"non-camo" model as a dependency in your IModel
L499[15:48:09] <ghz|afk> and you return
the quads from getQuads, if camo isn't being used
L500[15:49:00] <Keridos> That would work,
I can probably just check the camoblockstate and if the blockstates
block matches my block just create the corresponding model from the
json, correct?
L501[15:52:00] <ghz|afk> jsut check like,
if camo is null?
L502[15:59:48] <Keridos> ghz|afk: just
figuring out how to extract the properties here
L503[16:00:01] <Keridos>
extendedblockstate cant use getProperty(SOMEPROPERTY)
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L505[16:02:32] <Keridos> derp again
L506[16:04:18] <Keridos> got it now, just
need to figure out how to get my own block models model
L507[16:07:11] <Keridos> ghz|afk: how can
i get the baked model from a json with some property and how can I
get another blocks model?
L508[16:12:55] <Keridos> which class
stores the baked models or just block models? is it
"ModelLoaderRegistry" ?
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L510[16:13:01] <ScottehBoeh> Yee
L511[16:13:19] <Keridos> ok and how can I
get a block model for a certain block state from there?
L512[16:17:34] <TechnicianLP> ok im
confused now ... how does initial data work on tileentities? its
seems like write gets called and then it start rednering and then
read is called?
L513[16:18:26] <TechnicianLP> how do i not
pass null to rendering without saving the default into nbt?
L514[16:19:25] <ghz|afk> Keridos:
BlockModelShapes
L515[16:19:29] <ghz|afk> for
state->model
L516[16:19:38] <ghz|afk> and
ModelLoaderRegistry.getModel for your own
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L518[16:21:54] <Keridos> Ok, can i use
getModel with variant names as well?
L519[16:22:19] <ghz|afk> do you need
to?
L520[16:23:11] <Keridos> yes different
meta different texture
L521[16:27:46] <Keridos> ghz|afk: where is
the instance of the blockmodelshapes?
L522[16:30:38] <ghz|afk>
mc.getBlockRenderDispatcher().getBlockModelShapes()
L523[16:30:45] <ghz|afk> just follow the
return-value chain ;P
L524[16:32:25] <Keridos> mc?
L525[16:36:42] <Keridos> ah
L526[16:36:49] <Keridos> what do i need to
extend to have that?
L527[16:39:26] <Keridos> jeez this is
quite complex
L528[16:40:30] <Keridos> nvm after a bit
of searching i found it
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L530[16:41:40] <ghz|afk> wat?
L531[16:41:46] <ghz|afk> by mc I meant
Minecraft.getMinecraft()
L532[16:41:49] <ghz|afk> I assumed it was
obvious
L533[16:41:50] <ghz|afk> XD
L534[16:41:59] <Keridos> never played much
with rendering
L535[16:42:03] <Keridos> xD
L536[16:42:24] <Keridos> I have a mod with
almost 1.8m downloads but I usually left rendering stuff to the
other author there
L537[16:42:31] <ghz|afk> heh
L538[16:42:44] <Keridos> now just need to
figure out how I tell the modelloaderregistry the varian name
L539[16:44:28] <ghz|afk> it's a
ModelResourceLocation isn't it?
L540[16:44:46] <Keridos> yes
L541[16:45:31] <Keridos> I can probably do
something like "openmodularturrets:turret_base:tier=5" or
something like that
L542[16:45:49] <diesieben07> either new
MRL("domain:path#variant") or new MRL(<some resource
location>, "variant")
L543[16:46:09] <diesieben07> where
<some resource location> is a ResourceLocation
L544[16:46:15] <diesieben07> MRL =
ResourceLocation + variant
L545[16:46:23] <ghz|afk> Keridos: then it
works exactly the same as the MRL that you give setCustomMRL, for
item models.
L546[16:46:49] <Keridos> hm is baking the
model resource intensive?
L547[16:47:20] <ghz|afk> can be
L548[16:47:26] <Keridos> its just a cube
though
L549[16:47:29] <ghz|afk> you should bake
it once and keep the IBakedModel for later
L550[16:47:41] <Keridos> probably do that
in my clientproxy?
L551[16:47:49] <ghz|afk> you have the
custom model, don't you?
L552[16:47:55] <Keridos> yes
L553[16:47:55] <ghz|afk> so you have your
IModel's bake method?
L554[16:48:17] <ghz|afk> if you tell mc
you require that model in IModel#getDependencies
L555[16:48:34] <ghz|afk> it will be
ensured that it is available by the time it calls IModel#bake
L556[16:48:37] <ghz|afk> so you can just
get it
L557[16:48:41] <Keridos> ah
L558[16:48:41] <ghz|afk> and bake it
there
L559[16:48:48] <ghz|afk> and then pass it
over to your IBakedModel's constructor
L560[16:49:11] <Keridos> ah so I need a
custom model and the ibakedModel?
L561[16:49:53] <ghz|afk> wat?
L562[16:49:59] <ghz|afk> the custom model
IS an IBakedModel
L563[16:50:03] <Keridos> ah
L564[16:50:16] <Keridos> public class
CamoBakedModel implements IBakedModel {
L565[16:50:23] <ghz|afk> exactly
L566[16:50:43] <ghz|afk> unless you use
ModelBakeEvent (in which case, meh.)
L567[16:50:49] <ghz|afk> you should have
an IBakedModel
L568[16:50:51] <ghz|afk> an IModel
L569[16:50:55] <ghz|afk> and an
ICustomModelLoader
L570[16:51:04] <Keridos> Ah i am missing
the latter two
L572[16:53:26] <Keridos> would it be
better to use a rexturable model for the different textures?
L573[16:53:53] <Keridos> or just use
getDependencies and put all the variants in there?
L574[16:54:05] <ghz|afk>
IRetexturableModel lets you use "textures": { ... } in
the blockstates file
L575[16:54:15] <ghz|afk> and have those
texture changes be applied to the model later
L576[16:54:41] <ghz|afk> your choice,
really.
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L579[16:55:15] <Keridos> this is the json
I currently use (without the camo)
L580[16:56:38] <Keridos> retexturable is
rather pointed at applying certain textures to parts later?
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L584[17:09:37] <Keridos> ghz|afk: ok so
how do I need to implement the IcustomModelLoader if I just want it
to cache the 5 variants for the model
L585[17:13:52] <Keridos> my brain hurts
already
L586[17:15:41] <Keridos> thanks a lot for
the help, gonna try more tomorrow
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L592[17:48:27] <diesieben07> gaahhh why
are they 200 different logging systems in java :/
L593[17:48:37] <diesieben07> and 20
different libraries to "unify them all"... fuck my
life
L594[17:48:55] <diesieben07> and some of
them are even under the same organization: apache
L595[17:49:19] <diesieben07> got something
using apache commons logging, which fails to recognize log4j2
(what's used by mc and fml)
L596[17:49:25] <diesieben07> so their
logging doesn't print...
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L598[17:49:29] <Corosus> configurable with
everyones favorite data format, xml!
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L600[17:49:43] <Shambling> I thought json
was everyone's new favorite data format
L601[17:49:48] <Shambling> :P
L602[17:50:02] <Corosus> i forgot to use
/s for sarchasm
L603[17:50:17] <diesieben07> well, at
least log4j let's you choose :D
L604[17:50:31] <diesieben07> because we
totally need that level of abstraction over configuration formats
in a logging library
L605[17:50:36] <diesieben07> gah, java
enterprise people...
L606[17:50:48] *
diesieben07 hopes nobody was offended by that
L607[17:51:27] <tterrag> no, I think EE
devs would just sadly nod along with you
L608[17:52:48] <diesieben07> ah there is a
3rd library you can add to make this work
L609[17:52:50] <diesieben07> oh
my...
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L611[17:54:53] <GeoDoX> ghz|afk, was it
you asking about resource packs to change the main menu
stuff?
L612[17:56:02] <GeoDoX> I remembered a mod
out there that does things with the menu, custom main menu is what
it's called. I don't know if it's open source, but it's probably
worth taking a look at
L613[17:56:27] <ghz|afk> no. I did speak
about something related to that, but I wasn't asking about
that
L614[17:57:00] <ghz|afk> the question was
if Resource Loader (a mod dependency of Custom Main Menu) was
closed source
L615[17:57:07] <ghz|afk> either way the
question isn't important anymore
L616[17:57:10] <ghz|afk> ended up doing it
differently
L617[17:57:36] <ghz|afk> anyhow
L618[17:57:39] <ghz|afk> gotta jump into
bed
L619[17:57:42] *
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L624[18:22:24] <gigimoi> Can I use
submodels in item model jsons?
L626[18:26:15] <tterrag> because a full
write/read does position as well
L627[18:26:21] <tterrag> that's not going
to look right
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L629[18:27:44] <Naiten> i'm not speaking
about position
L630[18:28:08] <Naiten> it's about my
extra fields like, is a car coupled to a locomotive, etc
L631[18:32:13] <tterrag> ok, but I'm
telling you that that kind of lazy syncing is going to cause a ton
of problems
L632[18:32:15] <tterrag> send what you
need
L633[18:32:17] <tterrag> use the
DataManager
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L636[18:42:06] <Naiten> i have too much
variables to send over dataManager
L637[18:42:20] <Naiten> if it's a new name
for dataWatcher and iirc
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L640[19:05:40] <diesieben07> Naiten, then
use your own syncing packets. don't just send the whole
nbt...
L641[19:05:49] <diesieben07> that is too
much and probably not enough at the same time
L642[19:06:45] <diesieben07> but the
datawatcher limits have been raised afaik
L643[19:06:49] <diesieben07> but i am not
sure waht they are now
L644[19:11:09] <Unh0ly_Tigg> in the json
model format, if I want a 0-thickness box on the north side of the
1x1x1 blockspace, what should from and to values be?
L645[19:12:16] <Ordinastie> 0 on z
L646[19:12:23] <Ordinastie> I think
L647[19:21:27] <HassanS6000> If I were to
give a player an ItemStack for example an apple, with a meta-value
of 3
L648[19:21:52] <HassanS6000> Is there any
way a resourcepack could actually provide and load a texture of an
apple?
L649[19:22:17] <HassanS6000> As obviously
if you just give them an ItemStack with an apple of meta 3 it'll
show the unknown texture in your hand
L650[19:22:29] <HassanS6000> Just
wondering if a resourcepack could potentially be used to override
that
L651[19:24:00] <diesieben07> no, it is
not, because the code in Minecraft decides which item/meta
combinations it even tries when loadng models
L652[19:24:12] <diesieben07> unregistered
combinations cannot ever produce a meaningful model
L653[19:29:08] <HassanS6000> Alrighty,
thanks very much
L654[19:31:20] <Unh0ly_Tigg> data manager
ids are limited to 1 byte.
L655[19:33:22] <diesieben07> not quite,
254 is the max ID
L656[19:33:31] <diesieben07> but that
should really be enough for anybody...
L657[19:39:41] <tterrag> seriously
L658[19:39:57] <tterrag> and it accepts
NBT right? so theoretically you can save anything in it
L659[19:41:57] <Unh0ly_Tigg> technically,
it's a static global limit of 254, as ids are validated against a
static field controlled by the manager.
L660[19:42:13] <codahq> at some point the
RenderingRegistry changed to take a class and a factory instead of
a class and a RenderItem. the factory only supports one constructor
though so if i want to pass anything else to the constructor i
don't have a way anymore
L661[19:43:01] <codahq> i got around this
partially yesterday but i'm stuck again today. i need to pass an
ItemStack to my RenderItem
L662[19:43:39] <codahq>
Minecraft.getMinecraft().getRenderItem() gets me the RenderItem
instance. any hot tips on how to get the ItemStack?
L663[19:44:21] <codahq> or should i just
just add stuff to the RenderingRegistry's map manually?
L664[19:44:36] <diesieben07> Unh0ly_Tigg,
per entity class though
L665[19:44:39] <diesieben07> not
globally
L666[19:45:28] <Unh0ly_Tigg> huh, didn't
see that distinction, but now I do.
L667[19:45:37] <diesieben07> codahq, you
can do whatever you want with the factory. pass the itemstack to
the factory and then pass it on to the renderer
L668[19:45:53] <diesieben07> should be
simple if you implement the factory as an anonymous class or a
lambda
L669[19:46:14] <Unh0ly_Tigg> lambdas and
method references ftw
L670[19:46:27] <diesieben07> definitely
:D
L671[19:47:41] <codahq> i'm not sure i
follow. the factory only has one method to create the renderer.
it's not going to pass the other arguments i need.
L672[19:47:52] <codahq> are you just
saying add to the map manually then?
L673[19:47:53] <Unh0ly_Tigg> I wish that
there was a way, at runtime, make a class that can dynamically
implement a given interface, by allowing you to pass in single
abstract method implementations.
L674[19:48:19] <codahq> it's not my
factory
L675[19:48:26] <codahq> it's
IRenderFactory
L676[19:48:30] <diesieben07> yes, but you
implement it
L677[19:48:34] <diesieben07> you can
implement however you lie
L678[19:48:58] <codahq> right. but at the
end of the day it will only ever call createRenderFor with one
argument, the RenderManager.
L679[19:49:02] <diesieben07> yes
L680[19:49:11] <diesieben07> but
createRendererFor is called on an object (the factory)
L681[19:49:14] <diesieben07> which can
have fields.
L682[19:49:17] <diesieben07> such as an
ItemStack
L683[19:49:31] <diesieben07> or the
factory can be an anonymous class which captures a local
variable
L684[19:49:35] <diesieben07> or a
lambda
L685[19:49:45] <Unh0ly_Tigg> pass objects
to your implementation of the factory, and then register it. then
when it's single method is called, you can create your renderer
with whatever parameters you want.
L686[19:49:49] <diesieben07> or it could
just do new RenderFoo(new ItemStack(bla))
L687[19:50:09] <diesieben07> Unh0ly_Tigg,
java.lang.reflect.Proxy?
L688[19:51:07] <diesieben07> or if you
want all the performance, you can call the lambdametafactory (the
thing that produces lambda instances at runtime) yourself
L689[19:51:13] <diesieben07> it's part of
the public jdk api
L690[19:51:13] <codahq> diesieben07, you
don't happen to have an example of what you are talking about? i'm
still not wrapping my head around what you are saying.
L692[19:52:15] <diesieben07> same works
with a lambda
L693[19:54:12] <Unh0ly_Tigg> having a
clogged nose, when you can't blow your nose, sucks...
L694[19:54:42] <diesieben07> Why can't you
blow your nose?
L695[19:55:23] <Unh0ly_Tigg> it just hurts
when I try.
L696[19:55:44] <Unh0ly_Tigg> regardless of
if my nose is clogged or not.
L697[19:55:56] <diesieben07> Always? or
just now?
L698[19:56:13] <Unh0ly_Tigg> always hurts
when I try.
L699[19:56:20] <diesieben07> :O
L700[19:56:25] <diesieben07> Ever spoken
to a doctor?
L701[19:56:27] <Unh0ly_Tigg> I used to be
able to blow my nose.
L702[19:56:35] <Unh0ly_Tigg> but that was
when I was 2 years old.
L703[19:56:48] <Unh0ly_Tigg> and no, I
haven't seen a doctor about it.
L704[19:57:01] <Keridos> You probably
should see a doctor about that o.O
L705[19:57:23] <Keridos> but that is easy
for me to say, here in communist germany with free health care
:p
L706[19:57:57] <diesieben07> lol
communist
L707[19:58:00] <diesieben07> if
only...
L708[19:58:16] <Keridos> *according to
certain republicans in the USA
L709[19:58:28] <Unh0ly_Tigg> there is
currently no true communist nations.
L710[19:58:56] *
Keridos should probably mark sarcasm in the future...
L711[19:59:21] <Unh0ly_Tigg> if a nation
was truly a communist nation, it wouldn't look like a
dictatorship...
L712[19:59:55] <codahq> diesieben07,
thanks for the example. i think i understand where the disconnect
is happening. my class is reusable so it is the renderer for many
item stacks. it's essentially the RenderSnowball class.
L714[20:00:30] <diesieben07> well, you
cant have the factory static like that.
L715[20:00:33] <codahq> how could i change
the instantiation of the FACTORY (the anonymous IRenderFactory) to
take an ItemStack
L716[20:00:37] <Unh0ly_Tigg> true, pure
communism is not bad. It's dictators claiming that their country is
communist that ruined the term. (looks at stalin)
L717[20:00:46] <diesieben07> there is not
one static factory for that renderer
L718[20:00:59] <diesieben07> there is one
factory for each instantiation (i.e. each registered
renderer)
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L720[20:01:23] <codahq> can i have a
method that returns an anonymous instantiation of a factory?
L721[20:01:23] <diesieben07> renderer with
snow itemstack => one factory
L722[20:01:33] <diesieben07> renderer with
stick itemstack => another factory
L723[20:01:36] <codahq> is that a thing in
java?
L724[20:01:48] <diesieben07> you can make
a method that returns an object, yes.
L725[20:01:53] <Unh0ly_Tigg> you can do a
lot of things in java.
L726[20:02:11] *
Unh0ly_Tigg *waves hands* IMAGINATION!
L727[20:02:47] <Keridos> tomorrow I will
try to understand how minecraft renders blocks
L728[20:03:03] <Keridos> because it is
annoying to write proper IBakedModels without that knowledge
L729[20:03:14] <Unh0ly_Tigg> Keridos,
vertex buffer objects.
L730[20:03:28] <Keridos> nah not that
exactly but the whole rendering pipeline
L731[20:03:48] <Keridos> especially how it
caches models
L734[20:04:52] <diesieben07> that's not
waving hands :P
L735[20:05:09] <diesieben07> also... /me
is not that much of a spongebob fan
L736[20:05:34] <codahq> so this type of
thing should work.
L738[20:05:46] <codahq> (line 72)
L739[20:06:18] <diesieben07> yes, but
don't access getRenderItem there
L740[20:06:35] <diesieben07> you should do
that on line 53
L741[20:07:03] <diesieben07> although...
probably does not matter in this case
L742[20:07:15] <codahq> yeah, it exists by
then. it was working.
L743[20:07:26] <codahq> were you worried
it hadn't been created yet?
L745[20:08:30] <diesieben07> people are
bored...
L746[20:08:37] <diesieben07> yes
codahq
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L748[20:08:53] <gigimoi> Can I use
submodels in item model jsons? I want to add an additional bit on
right click to several items
L749[20:09:31] <codahq> when does it get
created? i have no idea. willie showed me that method of getting
the RenderItem yesterday. i was passing it before as well.
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L751[20:12:34] ***
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L752[20:12:47] ***
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L753[20:20:34] <codahq> btw, thx
diesieben07/Unh0ly_Tigg
L754[20:20:53] ***
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L755[20:22:28] <gigimoi> also, 1917 ->
2017
L756[20:22:38] ***
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L757[20:33:43] <mrkirby153> How badly does
Minecraft have to be broken for Windows to give a "Minecraft
has stopped working [CLOSE] [DEBUG]" prompt?
L758[20:34:12] <Unh0ly_Tigg> enough to
cause the OS to realize it broke.
L759[20:34:40] <mrkirby153> Because WAILA
is doing it on PostInitialization and I'm really not sure why
L760[20:34:51] <Unh0ly_Tigg> and I'm not
talking about the "Not Responding" kind of broke.
L761[20:35:00] <mrkirby153> Yeah, I
know
L762[20:35:14] <Unh0ly_Tigg> it offered a
debug option, that's not something that normally happens when a
java program crashes.
L763[20:35:29] <mrkirby153> I have Visual
Studio installed
L764[20:35:42] <mrkirby153> And it's
offering to debug the Java VM
L765[20:36:20] <Unh0ly_Tigg> yeah, what
probably happened, is something in native code, or at least not in
the java bytecode, broke.
L766[20:36:37] <mrkirby153> So it's a java
bug
L767[20:36:54] <Unh0ly_Tigg> not
necessarily
L768[20:37:46] <Unh0ly_Tigg> just that
something that got executed *outside* java bytecode, but *within*
the scope of the code executed under the programs' process.
L769[20:38:18] <Unh0ly_Tigg> like an
opengl error, or a memory access violation, or a whole load of
other things that could go wrong.
L770[20:38:43] <mrkirby153> It might be
graphics related, because there's an issue on the bugtracker that
says MC stopped working after the driver update
L771[20:38:57] <Unh0ly_Tigg> nvidia
drivers?
L772[20:39:14] <mrkirby153> ya
L773[20:39:56] ***
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L774[20:40:12] <Unh0ly_Tigg> there's some
issue with one of the latest version of their drivers, it affected
factorio too. Someone mentioned texture size
allocation/computing.
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L777[20:40:40] <Unh0ly_Tigg> automatic
calculation of max texture sizes, if I remember properly.
L778[20:40:56] <mrkirby153> Got a link to
the previous version of the drivers?
L779[20:41:10] <Unh0ly_Tigg> not off the
top of my head though.
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L781[20:41:20] <Unh0ly_Tigg> huh
L782[20:41:31] <Unh0ly_Tigg> geforce
experience isn't running on my pc...
L783[20:41:52] <mrkirby153> Can I backdate
through Geforce?
L784[20:42:02] <Unh0ly_Tigg> probably
not.
L785[20:42:40] <mrkirby153> I'll try
376.33
L787[20:46:05] <mrkirby153> Yeah, found a
FTB link on r/FTB
L788[20:46:09] <mrkirby153> *NVidia
L789[20:47:32] <Unh0ly_Tigg> I'm still
running 375.95
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L793[21:12:45] <Unh0ly_Tigg> So, when was
the memory used/total bar added to the loading screen?
L794[21:16:00] <Unh0ly_Tigg> so, I just
got a weird error... "tried to access method
com.google.common.collect.Iterators.emptyIterator()Lcom/google/common/collect/UnmodifiableIterator;
from class net.minecraft.util.ClassInheritanceMultiMap"
something caused a number of methods in Iterators be
non-public...
L795[21:16:29] <Unh0ly_Tigg> oh
L796[21:17:02] <Unh0ly_Tigg> apparently,
gradle/eclipse/forgegradle caused guava 20 to be added to the
classpath at a higher priority than the guava 17 used by the
game...
L797[21:20:28] <Unh0ly_Tigg> oh,
apparently there some dependencies left over from when I set up the
gradle project in eclipse...
L798[21:21:35] ***
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L799[21:25:09] <Unh0ly_Tigg> can someone
explain to me why when the block model is not available, there's
text on the top to tell you what the model is supposed to be?
L800[21:28:02] <TehNut> the memory bar was
added about a month ago
L801[21:28:42] <TehNut> the model displays
the error 1) to help devs figure out why the model isn't working
and 2) to annoy them into fixing it
L802[21:29:00] ***
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L803[21:31:30] <Unh0ly_Tigg> welp, I fixed
the missing model error, at least to the point where the text no
longer shows up on the block...
L804[21:31:40] <Unh0ly_Tigg> still have
the missing block model though...
L805[21:37:47] <Unh0ly_Tigg> So....
L807[21:40:45]
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L809[21:49:10] <Unh0ly_Tigg> and I can
verify that the images listed in the bottom left of the first image
do not look like the missing texture image, and seeds...
L811[21:52:57] <Unh0ly_Tigg> the geometry
is right, for what I expect...
L812[21:53:06] <Unh0ly_Tigg> but the
textures are not there.
L813[21:53:10] <williewillus> I mean, you
never set the uv's of your elements?
L814[21:53:37] <Unh0ly_Tigg> after doing
that, I didn't get texture leaking.
L815[21:53:57] <Unh0ly_Tigg> but I still
don't have the textures that I specified.
L816[21:54:09] <williewillus> what does it
look like then?
L817[21:54:21] <williewillus> without uv's
its definitely wrong, with uv's we can work from there
L819[21:55:18] <williewillus> are there
errors in the log?
L820[21:55:25] <williewillus> and is this
1.11?
L821[21:55:32] <Unh0ly_Tigg> 1.11.2
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L823[21:55:37] <williewillus> your texture
names have to be lowercase
L824[21:55:43] <Unh0ly_Tigg> oh f***
L825[21:56:01] <Unh0ly_Tigg> forgot about
the fact that the whole path needs to be lowercase...
L826[21:56:44] <Unh0ly_Tigg> well, I have
one simple way of fixing it. just write a simple renaming
class.
L827[21:57:04] <williewillus> find/sed
:P
L828[21:57:12] <Unh0ly_Tigg> sed?
L829[21:57:20] <williewillus> unix command
line tools
L830[21:57:27] <Unh0ly_Tigg> I'm on
windows...
L831[21:57:32] <Unh0ly_Tigg> so that won't
work
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L835[22:12:55] <Unh0ly_Tigg> So, I got it
all fixed now, thanks williewillus
L836[22:13:01] <williewillus> np
L837[22:13:23] <Unh0ly_Tigg> I can't
believe that I forgot about the resource path changes...
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L843[22:31:03] *
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L851[23:47:06] <codahq_out> if i wanted to
delete a chunk so that it regenerated from the seed... has anybody
done that? here is what i've done and it feels like it should work
but the changes don't persist.
L852[23:47:43] <codahq_out> i ask the
world for a IChunkProvider. then i get the id2ChunkMap and delete
the chunk i want to regenerate
L853[23:48:03] <codahq_out> then i get the
chunkprovider's chunkgenerator and generate a new chunk.
L854[23:48:14] <codahq_out> then i
populate that generated chunk.
L855[23:48:43] <codahq_out> debugged it
and it goes all the way through. however, the change doesn't
persist probably because it doesn't get saved? i'm doing this
server side and client side.
L856[23:48:50] <codahq_out> i could
probably just do it server side though?
L857[23:48:57] <williewillus> well first
of all none of this should happen client side
L858[23:49:03] <codahq_out> right
L859[23:49:07] <williewillus> second of
all I hope you aren't just ripping things out of the chunk
map
L860[23:49:15] <williewillus> without
unloading it and all that
L861[23:49:29] <codahq_out> yeah, i sort
of am right now. just a POC to see if i can get an entire chunk to
reappear unmolested.
L862[23:50:40] <codahq_out> it's part of a
type of terraforming explosion that will be more precise later but
i'm just figuring out if i can even get the already instantiated
chunkProvider and chunkGenerator to work for me
L863[23:51:51] ***
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L864[23:52:22] <williewillus> not sure if
there is a clean way to do this but the way you're doing it right
now is extremely buggy and almost definitely will cause mem
leaks
L865[23:52:53] <codahq> how else could i
do it?
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L867[23:57:48] <williewillus> no
idea
L868[23:57:55] <williewillus> i don't see
a nice way at a glance
L869[23:58:29] <williewillus> and anything
having to do with chunkloading is already risky to walk around
becaues of the async patches + file IO + keeping the world in a
sane state, etc.