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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
L16[00:08:22] <williewillus> https://github.com/sinkillerj/ProjectE/blob/master/src/main/java/moze_intel/projecte/proxies/ClientProxy.java#L350
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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L51[02:11:56] <TheUnknownFew> can someone help me with why I cant set up my forge workspace https://paste.ee/p/5rlAA ?
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
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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
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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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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
L264[09:45:53] <Ordinastie> welp, that's 1.11 >< http://puu.sh/tFs7D.jpg
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
L278[09:54:37] <shamblinghorde> http://pastebin.com/VGBXxYZd
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
L280[09:57:19] <Ordinastie> ghz|afk, http://puu.sh/tFsQv.jpg
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
L286[10:00:42] <PaleoCrafter> have a tutorial: http://www.minecraftforge.net/forum/index.php?topic=23782.0 xD
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
L289[10:03:51] <shamblinghorde> is my json wrong? http://pastebin.com/3S4dhdh5
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
L326[11:53:32] <diesieben07> http://stackoverflow.com/a/1143800/3638966
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?
L380[14:45:37] <ghz|afk> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/spells/Spellcast.java#L177,L292
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
L401[14:59:45] <Keridos> https://gist.github.com/Keridos/fcc2e365a9607ed059caeecf632b630b
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
L438[15:16:13] <ghz|afk> https://github.com/kashike/migration/wiki/1.8.9-to-1.9
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
L441[15:16:32] <ghz|afk> https://github.com/kashike/migration/wiki/1.9-to-1.9.4
L442[15:16:41] <ghz|afk> and
L443[15:16:41] <ghz|afk> https://github.com/kashike/migration/wiki/1.10.2-to-1.11
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
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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
L571[16:51:18] <ghz|afk> https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/pipe/client/PipeBakedModel.java
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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L578[16:55:04] <Keridos> https://github.com/OpenModularTurretsTeam/OpenModularTurrets/blob/1.10.2/src/main/resources/assets/openmodularturrets/blockstates/turret_base.json
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] * ghz|afk poofs
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L624[18:22:24] <gigimoi> Can I use submodels in item model jsons?
L625[18:24:50] <Naiten> Somehow, this workaround is not good enough and client tends to desync... http://pastebin.com/YDZTgM89 http://pastebin.com/PgfnJL6Y
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.
L691[19:52:12] <diesieben07> pseudocode: http://pastebin.com/4eDykuA4
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.
L713[19:59:57] <codahq> http://pastebin.com/XamKjnjW
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
L732[20:03:55] <diesieben07> hand-waving: https://youtu.be/-gBSaW56JYY?list=PLfnxf35wGXWfxTD8M2alhcBByqmK903iP&t=94
L733[20:04:34] <Unh0ly_Tigg> https://www.youtube.com/watch?v=4lnr8THgL5k
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.
L737[20:05:34] <codahq> http://pastebin.com/vPc5iHAe
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?
L744[20:07:47] <Unh0ly_Tigg> https://www.youtube.com/watch?v=aQqWorbrAaY wtf
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] *** diesieben07 is now known as diesieben|away
L752[20:12:47] *** diesieben|away is now known as diesieben07
L753[20:20:34] <codahq> btw, thx diesieben07/Unh0ly_Tigg
L754[20:20:53] *** codahq is now known as codahq_out
L755[20:22:28] <gigimoi> also, 1917 -> 2017
L756[20:22:38] *** diesieben07 is now known as diesieben|away
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] *** Vigaro is now known as V
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
L786[20:44:47] <Unh0ly_Tigg> https://www.reddit.com/r/Minecraft/comments/5q05wu has some info, I think.
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] *** Abrar|gone is now known as AbrarSyed
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] *** Mumfrey is now known as mumfrey
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....
L806[21:38:53] <Unh0ly_Tigg> http://i.imgur.com/7focVuD.png that's not supposed to be seeds...
L807[21:40:45] ⇨ Joins: williewillus (~williewil@cpe-24-28-24-13.austin.res.rr.com)
L808[21:48:09] <Unh0ly_Tigg> can someone tell me why this: http://i.imgur.com/CqH6rdC.png becomes http://i.imgur.com/oKlUjIG.png ?
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...
L810[21:50:27] <Unh0ly_Tigg> apparently, it's some form of uv issue: http://i.imgur.com/Ydtr28s.png
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
L818[21:54:51] <Unh0ly_Tigg> http://i.imgur.com/YSdEIcf.png that's what it looks like in-game with uvs set.
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] * williewillus twiddles thumbs for 1.11.2 mappings :P
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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] *** codahq_out is now known as codahq
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.
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