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L1[00:00:30] <williewillus> this is still
hacky, but you could catch the chunk save event and clear the Level
tag in the nbt data
L2[00:00:43] <williewillus> and then issue a
/save-all flush (but via code of course)
L3[00:00:59] <williewillus> next time it
tries to load you'll get a log warning though since the MCA file
thinks it still exists
L4[00:01:17] <codahq> i guess i could create
new instances of chunkprovider and chunkgenerator. it won't have
the chunks loaded... then just generate a chunk from those and
replace blocks from the new chunk into the old chunk.
L5[00:01:34] <codahq> that will be slow as
slow though.
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L7[00:02:09] <williewillus> meh, I'd go for
wiping the data + reloadingthe chunk. all of these are pretty bad
solutions but I feel that's the least bad
L8[00:02:54] <williewillus> you might be
able to fix the region file too to get rid of the log message
L9[00:03:16] <codahq> this is triggered from
an explosion. can i trigger the save chunk event by markign the
chunk dirty or something?
L10[00:05:15] <williewillus> see what
/save-all (flush) does
L11[00:06:04] <codahq> do you happen to
know what package the commands are in?
L12[00:06:10] <williewillus> search with
your ide
L13[00:07:00] <codahq> yeah, it was easier
than i thought. i asked because it seemed like the last time i was
lookign they weren't called commmands
L14[00:07:03] <codahq> or anything
close
L15[00:07:59] <codahq>
worldServer.saveChunkData();
L16[00:08:01] <codahq> that would probably
do it
L17[00:08:21] <williewillus> actually
L18[00:08:48] <williewillus> you could just
unload and reload it because it looks like chunks always save on
unload
L19[00:08:54] <williewillus> which fires
the event
L20[00:09:05] <codahq> oh, yeah. i actually
saw that now that you mention it
L21[00:09:27] <williewillus> so
chunkprovider.unload(Chunk); catch the event and remove a vital tag
(removing the "Level" one causes it to regenerate)
L22[00:09:28] <codahq> and i have to unload
anyway
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L24[00:12:11] <williewillus> i'm not sure
what happens when you try to unload a chunk that's already in
loading range though, strange things might happen
L25[00:14:09] <codahq> it doesn't seem to
let me
L26[00:14:15] <williewillus> what
happens?
L27[00:14:46] <codahq> the event didn't
fire because i think it wasn't eligible for unload. debugging
now
L28[00:15:09] <williewillus> are you in
spawn chunks?
L29[00:15:11] <williewillus> those can't
unload
L30[00:15:14] <williewillus> in the
overworld
L31[00:15:55] <codahq> maybe. i don't have
anything but the world spawn chunk but i could be on that. is that
by default where the bonus chest would be?
L32[00:16:06] <williewillus> yes
L33[00:16:12] <williewillus> get away from
the world spawn and try it again
L34[00:16:59] <codahq> that will take a
minute. i had a bunch of hardcoded chunks because i was trying to
make sure i was actually modifying the right one. (other
debugging)
L35[00:17:03] <codahq> one sec
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L62[01:31:34] <Naiten> Which part of the
banilla code handles the raytracing when player clicks a block or
an entity?
L63[01:33:42] <xaero> getMouseOver, in the
Minecraft class IIRC
L64[01:37:55] <Naiten> searched word
'trace', 4868 occurences found .___.
L65[01:40:04] <KklyAq> its
objectMouseOver
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L68[01:53:39] <Naiten> okay, thanks
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L71[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170130 mappings to Forge Maven.
L72[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170130-1.11.zip
(mappings = "snapshot_20170130" in build.gradle).
L73[02:00:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
L74[02:06:37] <Naiten> why is
entity.rayTrace() client-only?
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L76[02:07:09] <Naiten> is click, like,
processed on a client, then sent to server and then attackEntity()
or interact() is handled?
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L92[02:45:06] <Corosus> wheee decompiled
code
L93[02:47:03] <Corosus> entity.rayTrace is
client because in vanilla code only client side used it, so forge
marked it as so and no one has made a pr to patch to remove the
side only, mainly because no one cares because you can use
worldObj.rayTraceBlocks from either side
L94[02:47:40] <Denyol> How does someone do
a patch like lat?
L95[02:47:45] <Denyol> that*
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L98[02:49:31] <Denyol> but where does the
batch get put?
L99[02:49:39] <Denyol> patch*
L100[02:50:35] <Corosus> iirc as code is
loaded on runtime it scans for a patch and applies it to it via a
class transformer
L101[02:52:32] <Corosus> its been a while
since i reverse engineered it all, but its either those .patch
files used directly, or they are git patch files that are then
converted into binpatch files using some "delta" lib that
can work magic on the files
L103[02:57:46] <Ashindigo_> i just used
the forge formatter
L104[02:57:58] <Denyol> but why spaces
tho
L105[02:58:08] *
Ashindigo_ shrugs
L106[02:58:26] <Denyol> \0-o/
L107[03:00:25] <Denyol> Im tempted to
attempt to fix an issue with IItemHandler not saving with
.writeNBT()
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L165[07:50:33] <secknv> so onItemUse no
longer has the ItemStack param
L166[07:50:47] <secknv> how do I get the
stack
L167[07:51:06] <secknv> from
entityplayer
L168[07:51:53] <secknv> if that made any
sense at all
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L170[07:57:07] <Ashindigo_> You could
check the inventory
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L181[08:01:11] <secknv> I just found a
getActiveItemStack
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L183[08:01:18] <secknv> seems like a name
that does what I want
L184[08:01:27] <secknv> I guess
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L191[08:03:58] <secknv> people of the
forge I am of confuse
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()
L193[08:04:09] <secknv>
onItemUse(EntityPlayer stack, World playerIn, BlockPos worldIn,
EnumHand pos, EnumFacing hand, float facing, float hitX, float
hitY)
L194[08:04:33] <secknv> any particular
reason why that method has the param names all derped
L195[08:04:58] <Ashindigo_> !gm
onItemUse
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L198[08:05:14] <secknv> !gm
onItemUse
L199[08:05:31] <Tencao> Quick question,
what was floor_double changed to?
L200[08:05:48] <Tencao> In
net.minecraft.util.math
L201[08:06:52] <secknv> its still there
Tencao
L202[08:07:06] <Tencao> I don't see it,
unless the name changed
L203[08:07:25] <secknv> Ashindigo_ funny I
just got the rec forge for 1.11 and the param names got shifted it
seems
L204[08:07:52] <secknv> tencao I am
looking at it in mathhelper rn
L205[08:08:11] <Tencao> I'm on stable-29
mappings, and I don't see it
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L208[08:09:33] <secknv> i have the
2189
L209[08:09:35] <secknv> forge
L210[08:09:49] <secknv> not the latest but
the rec
L212[08:10:15] <Tencao> I'm also on the
recommended with the latest stable mappings and I don't see
it
L213[08:10:19] <Tencao> What line is it on
for you?
L214[08:11:08] <secknv> 73
L215[08:11:22] <secknv> ctrl+f?
L216[08:11:26] <Tencao> Ah, yeah it was
renamed it seems
L217[08:11:28] <Tencao> public static int
floor(double value)
L218[08:12:24] <secknv> oh sorry i just
saw it now
L219[08:12:39] <secknv> im 1.11 not
stable-29 xD
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L221[08:14:30] <secknv> sad story
L222[08:15:22] <secknv> this is the first
time I try to update a derp mod of mine and it still doesnt work
after I fix the code ahaha
L223[08:15:51] <secknv> fix as in fixing
the red underlines
L224[08:17:03] <secknv> i guess obviously
it wasnt gonna be that simple
L225[08:19:20] <Ashindigo_> Programming is
never that simple ;)
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L232[08:49:34] <DaMachinator> now i know
why no-GUI mods are all the rage
L233[08:49:39] <DaMachinator> GUI's are
hard :D
L234[08:51:02] <Ivorius> Just because the
API is so bad :P
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L255[09:46:12] <ScottehBoeh> Anyone know a
way I can get a players ping using their username?
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L257[09:46:23] <ScottehBoeh> on a server
instance, it's for a player list I'm working on
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L273[10:17:39] <secknv> erm stoopid
question: my mod adds a new compass that points to a specific
block
L274[10:17:59] <secknv> minecraft compass
uses @SideOnly(Side.CLIENT) a lot on ItemCompass
L275[10:18:34] <secknv> I read a lot of
post saying using that in mods should be avoided
L276[10:19:11] <secknv> is it fine if I
copy the compass code and just change where it points or should I
not use the sideonly?
L277[10:19:51] <TechnicianLP2> you have to
use sideonly if you override a method having it
L278[10:20:56] <secknv> this is all inside
an anonymous IItemPropertyGetter class for the addPropertyOveride
method
L279[10:21:35] <secknv> well there is a
method override
L280[10:21:56] <secknv> but what about the
fields
L281[10:22:22] <secknv> they are also
@sideonly
L282[10:22:44] <TechnicianLP2> everything
annotaded with that gets striped from the class on load on the
wrong side
L283[10:23:16] <TechnicianLP2> so a
sidonly something will throw a somethingNodeffoundexception
L284[10:23:25] <secknv> I guess we dont
need compass animations on server side right?
L285[10:23:38] <TechnicianLP2> probably
not
L286[10:24:58] <secknv> meh if it's
working no need to change it for now
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L291[10:52:25] <Naiten> how do I send a
message to all players on the server?
L292[10:52:30] <Naiten> i.e. chat
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L302[11:41:11] <Raqbit> Hello. I'm trying
to overwrite a block class. I've seen some examples online, but
they're using Block.blockList[], which doesn't exist anymore. How
would I go about doing this in forge 1.11(.2)?
L303[11:43:40] <Ivorius> blockList
L304[11:43:43] <Ivorius> lol
L305[11:44:32] <TechnicianLP2> why do you
need to oberwrote the class?
L306[11:45:07] <Ivorius> You need to
extend the class, call block.setRegistryName(new
ResourceLocation(x, y)); and then
GameRegistry.register(block)
L307[11:45:19] <Raqbit> Ivorius: I realise
that that's from before the "modid:" change.
L308[11:45:40] <ghz|afk> you shouldn't
really overwrite stuff
L309[11:45:49] <ghz|afk> xcept maybe
recipes
L310[11:46:07] <Raqbit> It's just for an
experiment, not for production
L311[11:46:09] <ghz|afk> forge also has a
block substitution system but no idea if/how that works
L312[11:46:13] <Raqbit>
s/production/release
L313[11:46:20] <Raqbit> hmm
L314[11:46:21] <Ivorius> Oh, you want to
replace the whole block
L315[11:46:28] <Ivorius> Well then
substitution or asm
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L321[12:02:06] <Raqbit> Trying to do
substitution. So I still want most of the block's functionality, so
I copied the Block's class file. (As I said, this is just an
experiment), but I'm getting a type incompatible error. How would I
modify this class to get it to work?
L322[12:03:55] <Raqbit> currently it's
just extending block
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L324[12:05:02] <TechnicianLP2> so youre
replacing a block with a different class? ever heard of
compatibility
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L326[12:06:34] <Raqbit> as in?
L327[12:06:51] <Raqbit> I think I got it
to work now
L328[12:07:39] <ghz|afk> suppose two mods
replace a block
L329[12:07:41] <ghz|afk> which one
wins?
L330[12:08:15] <TechnicianLP2> if i get
the block and cast it to the class i expect ... bit its yours which
does not extend the default one i get a classcastexception
L331[12:08:53] <TechnicianLP2> btw:
removing functionality is also pretty bad ... what are you trying
to do?
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L333[12:10:42] <Raqbit> As I said, I'm
just doing this for experiment purposes. I'm not planning on
releasing this mod
L334[12:11:38] <McJty> ghz|afk, overhaul
mods sometimes have to replace blocks though
L335[12:11:48] <McJty> And these kinds of
mods usually are meant to be played on their own
L336[12:11:51] <McJty> Or with very little
other mods
L337[12:12:07] <ghz|afk> yeah
L338[12:12:26] <ghz|afk> point is
understanding the issue
L339[12:12:41] <TechnicianLP2> bit the
fact that he does not want to tell us what exactly he wants to do
is concerning me ...
L340[12:13:23] <McJty> In my Aqua Munda
mod I (try) to do the same for farmland. But at least my custom
farmland extends from the vanilla one
L341[12:13:31] <McJty> So casts and
instanceof checks should still work
L342[12:14:13] <TechnicianLP2> but you
probably dont remove functionality ...
L343[12:14:38] <McJty> Well
partially
L344[12:14:53] <McJty> My mod is about
fresh water. So I remove the ability from farmland to function with
vanilla water
L345[12:15:00] <McJty> As that is supposed
to be too salty to be used
L346[12:15:27] <Raqbit> Alright. I changed
it to extend the original block & have overwritten the method I
wanted to overwrite. Now I'm getting a "Block must be
registered before assigning color handler" error. I'm
registering the block in preinit.
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L348[12:25:45] <Raqbit> Did it!
L349[12:25:50] <Raqbit> Forgot to set
registry name >.<
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L352[12:41:30] <killjoy> Naiten, I'm just
seeing what you posted yesterday about variable names
L353[12:41:39] <killjoy> Did you expect
the decompiler to infer the names from arguments?
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L359[13:21:16] <TechnicianLP> who invented
TileENtity#getUpdateTag? wasnt the packet one enough? -.-
L360[13:21:54] <ghz|afk> getupdatetag is
for data that gets transferred with the bulk chunk data transfer
packets
L361[13:22:08] <ghz|afk> implementing it
ensures that theclient has all the data from the beginning
L362[13:22:30] <ghz|afk> avoiding the
situation in which a block is wrong and you don't receive the right
data due to lag
L363[13:24:33] <ghz|afk> why do I think of
stuff AFTER uploading the release? ¬¬
L364[13:24:50] ***
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L365[13:25:13] <ghz|afk> I was like
"wait, I forgot to support vanilla iron nuggets in my mod and
make them interchangeable"
L366[13:26:25] <TechnicianLP> you have
custom ones?
L367[13:26:32] <ghz|afk> yes, from
1.10
L368[13:26:58] <ghz|afk> since 1.11 didn't
have them yet, I won't be removing them until 1.12
L369[13:27:19] <ghz|afk> but I want to do
it so that if it runs in 1.11.2, it will prefer them
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L372[13:35:03] <Whatshiywl> Hello
everyone
L373[13:35:50] <Whatshiywl> I've got yet
another probably very dumb question around which I can't seem to
get. Here's the basic of it:
L374[13:38:18] <Whatshiywl> I'm trying to
create a TileEntity (my first one, obviously) that works much like
a furnace. In fact, so far, I've been trying to exactly mimmick a
furnace's functionality so that I can change whatever is necessary
from there. On the mechanic point of view, everything is working
perfectly. However, on the visual side, not so much. Long story
short, the progress bars for the fuel burn
L375[13:38:19] <Whatshiywl> and item smelt
don't update, because the client entity is apparently not being
synced with it's server counterpart.
L376[13:39:20] <Whatshiywl> I will post my
TileEntity class here but if anyone needs more of the code to help
figure it out, just ask
L377[13:39:26] <TechnicianLP> did you
implement getUpdateTag and getUpdatePacket?
L378[13:40:26] <Whatshiywl> On the
TileEntity class? I did not. I've extended TileEntityLockable and
implemented ITickable and ISidedInventory
L379[13:40:51] <Whatshiywl> Which
interfaces implement those methods?
L380[13:42:14] <TechnicianLP>
TIleEntity
L382[13:42:28] <TechnicianLP> btw: you
shouldnt be using getTIleentityanymore
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L384[13:42:41] <TechnicianLP> btw: you
shouldnt be using ISIdedInventory*
L385[13:43:31] <Whatshiywl> Ahh, didn't
know that. Do I use something else instead or can I just disregard
it altogether?
L386[13:43:43] <ghz|afk> you should use
the capability system
L387[13:43:49] <ghz|afk> which has the
facing implicit in it
L389[13:44:33] <ghz|afk> no IInventory or
ISidedInventory needed (and it's recommended not ot use them for
mods)
L390[13:44:48] <ghz|afk> if you want to
return different sub-inventories per face
L391[13:44:59] <ghz|afk> you can use
RangedWrapper
L392[13:45:12] <ghz|afk> and return the
correct RangedWrapper based on the side requested
L393[13:45:19] <ghz|afk> or alternatively,
you can use separate IItemHandlers
L394[13:45:29] <ghz|afk> and use a
combined inventory wrapper to merge them for internal use
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L396[13:45:52] <Whatshiywl> Frankly I
don't even know why I'm using ISidedInventory when in my case I
don't care about the block's faces
L397[13:46:07] <ghz|afk> even better
:)
L398[13:46:19] <ghz|afk> YAY -- my mod now
"prefers" vanilla iron nuggets if available
L399[13:46:21] <ghz|afk> :)
L400[13:46:42] <Whatshiywl> I will try
implementing that sample solution you sent and see if I can get it
to work. Thank you both!
L401[13:47:10] <ghz|afk> if you need
filtering in the slots, you can override insertItem in the
ItemStackHandler
L402[13:47:19] <ghz|afk> and return the
input stack untouched if the item can't be inserted
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L404[13:47:43] <Naiten> killjoy, my bad, i
always forget that those morons still hate modders and Forge guys
have to do all that stuff with decomp, deobf and etc
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L406[13:47:55] <killjoy> morons?
L407[13:47:59] <Whatshiywl> Does that
apply for user-insertion ou automation?
L408[13:48:01] <killjoy> half of mojang
are modders
L409[13:48:03] <Whatshiywl> or*
L410[13:48:05] <ghz|afk> both
L411[13:48:17] <ghz|afk> although for GUI
insertion, it's best if you do it at the Slot level
L412[13:48:25] <ghz|afk> where youcan
override isItemValid
L413[13:48:35] <ghz|afk> oh speaking about
slots
L414[13:48:41] <ghz|afk> you will wantto
use SlotItemHandler as a base
L415[13:48:47] <ghz|afk> instead of the
old Slot
L416[13:48:50] <ghz|afk> which takes
IInventory
L417[13:49:08] <Naiten> welp, i thought of
more soft negative noun, but could not remember any
L418[13:49:43] <ghz|afk> Naiten: as lex or
cpw or whoever it was explained once
L419[13:49:56] <ghz|afk> the reason mojang
use an obfuscator, is because they have a *LOT* of dead code
L420[13:50:03] <ghz|afk> and the
obfuscator optimizes it
L421[13:50:03] <Whatshiywl> Alright! Also
good to know
L422[13:50:14] <ghz|afk> along with making
a slightly smaller file size since the names are shorter ;P
L423[13:51:42] <Naiten> how is obfuscator
optimizing code?
L424[13:52:02] <ghz|afk> it removes unused
methods, inlines functions, etc
L425[13:52:10] <ghz|afk> the result is
faster and smaller
L426[13:52:23] <killjoy> it also removes
the local variable table
L427[13:52:31] <killjoy> which holds the
variable names
L428[13:52:44] <Naiten> well
L429[13:52:48] <TechnicianLP> look at
proguard if you want to know more
L430[13:52:54] <Naiten> they can still use
it for game jars
L431[13:52:55] <killjoy> it could be
worse
L432[13:53:04] <killjoy> Proguard has a
mode to rename everything to keywords
L433[13:53:08] <Naiten> but open source
for modders, don't they?
L434[13:53:13] <ghz|afk> they could
L435[13:53:16] <ghz|afk> but they chose
not to
L436[13:53:42] <TechnicianLP> renaming to
keywords is possible?
L437[13:53:45] <ghz|afk> yes
L438[13:53:51] <killjoy> just look at
voxelmap
L439[13:54:07] <ghz|afk> the names of
things can be keywords -- the JVM doesn't care
L440[13:54:16] <TechnicianLP> the compiler
does tho
L441[13:54:18] <killjoy> it can also have
spaces
L442[13:54:20] <ghz|afk> yes
L443[13:54:25] <ghz|afk> hence why you
can't easily compile it
L444[13:54:28] <ghz|afk> but youcan easily
obfuscate
L445[13:54:39] <killjoy> you can also
easily change the names
L446[13:54:41] <TechnicianLP> how do
decompilers handle that?
L447[13:54:55] <Naiten> so, it means they
still hate modders >_>
L448[13:55:08] <killjoy> also multiple
fields with the same name, but different type
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L450[13:55:52] <TechnicianLP> can it
obfuscate string literals?
L451[13:56:01] <killjoy> probably
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L461[14:17:16] <ghz|afk> hmmmm
L462[14:17:28] <ghz|afk> funny
L463[14:17:37] <ghz|afk> my flatmate just
triedto launch a modpack using curse
L464[14:17:40]
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L465[14:17:41] <ghz|afk> and he got the
new launcher
L466[14:17:44] <ghz|afk> which isn't
working XD
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L469[14:21:15] <killjoy> I'm still getting
a bug where the log goes blank after I join multiplayer
L470[14:23:27] <IoP> ghz|afk: 2.x branch
launcher?
L471[14:23:39] <killjoy> yes
L472[14:25:15]
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L478[14:37:31] <ghz|afk> IoP: the one
Mojang just activated for 1% of the users
L479[14:37:40] <ghz|afk> and plans to roll
out to everyone during the next few weeks
L480[14:37:54] <ghz|afk> he seems to be
one of those 1%
L481[14:38:14]
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L482[14:38:32] <IoP> I tried to update my
old beta 2.0 installation and it's just erroring :/
L483[14:38:48] <ghz|afk> dl the latest
.exe?
L486[14:39:15] <ghz|afk> try getting the
.exe from there
L487[14:39:21] <ghz|afk> and it should
update itself afterward
L488[14:39:22] <IoP> it's ugly
L489[14:39:24] <ghz|afk> to the final
build
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L491[14:39:31] <ghz|afk> then use multimc
or something ;P
L492[14:39:59] <starg09> ghz|afk,
dinnerbone mentioned that one was a beta, and eventually will say
you cannot use it anymore
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L495[14:40:27] <starg09> just as a note
:P
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L502[15:01:21] <ghz|afk> starg09: will it
not self-update to the latest one?
L503[15:01:39] <ghz|afk> I see
L504[15:01:42] <ghz|afk> well that sucks.
XD
L505[15:02:25] ⇦
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L506[15:02:27] <ghz|afk> hmpf
L507[15:02:34] <ghz|afk> I have 4 files in
review at curseforge now XD
L508[15:02:54] <ghz|afk> (I did a bugfix
release 1h after the other one -- and neither of them have been
accepted yet XD)
L509[15:14:21] <Keridos> hm now back to my
problem from yesterday
L510[15:14:47] <Keridos> when I want to
load a model from a json and bake it to get the quads for a
IBakedModel
L511[15:15:13] <Keridos> what do I need to
do (currently no idea what arguments to pass to the bake()
function?
L513[15:16:23] <ghz|afk> you get the model
from ModelLoaderrEgistry.getModel
L514[15:16:25] <TechnicianLP> so lets say
i have a tileentity with a receptacle and i want to have it show a
ghost variant of the key item while holding while aiming at the
block; how do i go about implementing that? tesr?
L515[15:16:28] <ghz|afk> and that gives
you an IModel
L516[15:16:30] <ghz|afk> then you
call
L517[15:17:11] <ghz|afk>
imodel.bake(imodel.getDefaultState(), vertedFormat,
ModelLoader.defaultTextureGetter());
L518[15:17:21] <ghz|afk> alternatively,
instead of imodel.getDefaultState()
L519[15:17:35] <ghz|afk> you can pass in a
TRSRTransformation, if you need to move/rotate/scale
L520[15:17:40] <ghz|afk> and the
vertexFormat is whatever you need
L521[15:17:45] <ghz|afk> probably
DefaultVertexFormats.ITEM
L522[15:18:05] <ghz|afk> (yes you want
.ITEM even for blocks)
L523[15:18:20] <ghz|afk> although
L524[15:18:26] <ghz|afk> I suppose if you
call that from inside .bake
L525[15:18:32] <ghz|afk> you are already
given a vertexformat
L526[15:18:33] <ghz|afk> so use that
one
L527[15:18:47] <Keridos> nah check the
gist i sent you
L528[15:18:54] <Keridos> this is the camo
block thingie from yesterday
L529[15:19:40] <diesieben07> TechnicianLP,
DrawBlockHighlightEvent
L530[15:20:44] <ghz|afk> Keridos: ah so
you need to bake from getQuads
L531[15:20:50] <Keridos> yes
L532[15:20:58] <ghz|afk> n owait
L533[15:20:59] <ghz|afk> you don't
L534[15:21:05] <ghz|afk> just pass in the
pre-baked model in the constructor
L535[15:21:08] <ghz|afk> as I told you to
;P
L537[15:21:35] <ghz|afk> do the baking
right before this
L538[15:21:55] <ghz|afk> and you can then
reuse the same state, getter and vertexFormat given to you
L539[15:22:08] <Keridos> hm how would I
determine the needed model for that though?
L540[15:22:19] <ghz|afk> oh right
L541[15:22:22] <ghz|afk> well
L542[15:22:24] <ghz|afk> bake all of
them
L543[15:22:26] <Keridos> or should I bake
all?
L544[15:22:27] <ghz|afk> and pass an array
of 6
L545[15:22:30] <Keridos> ah ok
L546[15:22:32] <ghz|afk> 5*
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L549[15:28:18] <Keridos> ok
L550[15:28:40] <Keridos> now i just need
to figure out how to tell minecraft to use the class I wrote there
instead of using the json
L551[15:28:53] <ghz|afk> well
L552[15:28:59] <ghz|afk> do you have an
ICustomModelLoader?
L553[15:29:05] <Keridos> in the gist
L554[15:29:12] <Keridos> not sure if that
is correct though
L555[15:29:15] <ghz|afk> it's not
L556[15:29:17] <ghz|afk> the idea is
L558[15:29:20] <ghz|afk> you choose a
custom name
L559[15:29:27] <ghz|afk> I like to use
like
L560[15:29:39] <ghz|afk>
"mymodid:custom/some_name_here"
L561[15:29:41] <ghz|afk> something
like
L562[15:29:46] <ghz|afk>
"everpipe:custom/pipe"
L563[15:29:56] <ghz|afk> to distinguish
from json model locations
L565[15:30:36] <ghz|afk> which uses
this
L567[15:30:40] <ghz|afk> since it's the
full path
L568[15:31:03] <ghz|afk> it ends up being
"new ResourceLocation("mymodid",
"models/block/custom/pipe")
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L570[15:31:23] <ghz|afk> then I register
my loade
L571[15:31:24] <ghz|afk> r
L573[15:31:45] <ghz|afk> and in my
case
L574[15:31:49] <ghz|afk> I also register a
custom statemapper
L575[15:32:06] <ghz|afk> to make sure that
all the states end up using the "normal" model (the
custom one)
L577[15:32:29] <ghz|afk> the statemapper
being
L579[15:32:37] <ghz|afk> and with
that
L580[15:32:45] <ghz|afk> if you breakpoint
the IModel#bake
L581[15:32:53] <ghz|afk> and you reference
this model from your blockstates
L583[15:33:25] <ghz|afk> minecraft will
load it and bake it
L584[15:33:49] <ghz|afk> by the way
L586[15:33:53] <ghz|afk> I'm not sure that
this will work
L587[15:34:04] <ghz|afk> since it works
with ResourceLocations and not ModelResourceLocations
L588[15:34:30] <Keridos> ghz|afk: reload
the gist, updated it
L589[15:38:35] <Keridos> hm what would I
need to pass as the unlistedproperty, need to initialize it
somehow
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L591[15:40:35] <ghz|afk> Keridos: whatever
you want to access from the model
L592[15:40:41] <ghz|afk> preferably a copy
of the state
L593[15:40:52] <ghz|afk> so that it won't
change halfway (threading)
L594[15:41:04] <Keridos> nah at
initializing it
L595[15:41:09] <ghz|afk> hm?
L596[15:41:10] <Keridos> when i create the
block state it errors
L597[15:41:26] <Keridos>
java.lang.NullPointerException: null key in entry:
null=Optional.absent()
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L603[15:44:18] <ghz|afk> I wonder if
mechanism will ever implement an "elytra upgrade" for
their jetpack, that lets you glide with it ;p
L604[15:44:20] <ghz|afk> Mekanism*
L605[15:44:27] <Keridos> hm my idea
complains that IUnlistedProperty is abstract
L606[15:44:47] <ghz|afk> you didn't copy
enough
L607[15:44:48] <ghz|afk> XD
L609[15:47:30] <Keridos> ah
L610[15:53:16] <ghz|afk> hmmm
L611[15:53:34] <ghz|afk> anyone knows if
anyone has made a mod for 1.10 that packports the firework powered
elytra feature
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L613[15:54:40] <ghz|afk> eh
L615[15:54:45] <ghz|afk> it's something, I
guess
L616[15:54:45] <ghz|afk> XD
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L618[15:57:06] <TechnicianLP> if i have a
eventhandler for an event with an sideonly parameter, will it crash
on classload on the wrong side?
L619[15:57:28] <diesieben07> it may
L620[15:57:35] <diesieben07> but you can
just annotate the event handler method wiht @SideOnly
L621[16:00:11] <killjoy> optionally, have
a separate eventhandler for client stuff and register it in your
proxy
L622[16:02:02] <TechnicianLP> i was just
wondering if i could have added the highlighthandler to the
blockclass
L623[16:03:12] <killjoy> You could, but
that's bad design
L624[16:05:00] <Keridos> ghz|afk: if I
want to use my block json with the variants for displaying the
default state in the camo thingie, your implementation with the
model would probably break that, how could I preserve the json so
that I can still use it to render the default camo
L625[16:11:17] <Keridos> ghz|afk: should I
use a different json model for each variant?
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L628[16:15:42] <TechnicianLP> one model
per variant, you add those as dependencies to your IModel and
return the quads as needed
L629[16:15:57] <Keridos> ah ok
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L636[16:34:54] <Keridos> how can i set a
custom model for items/blocks
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L639[16:35:22] <Keridos> apparently this
ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(ModBlocks.turretBase),
i, new ModelResourceLocation(Reference.MOD_ID.toLowerCase() +
":" + OMTNames.Blocks.turretBase+ "_tier_"+
i+1)); doesnt work
L640[16:35:38] <ghz|afk> no you can't do
that
L642[16:35:45] <ghz|afk> you have to
reference it from a blockstates file
L643[16:35:53] <ghz|afk> yes even for
items
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L645[16:36:03] <Keridos> ah so a seperate
blockstatejson?
L646[16:36:12] <Keridos> ah wait
L647[16:36:19] <Keridos> I can reuse the
old blockstate json probably?
L648[16:36:27] <Keridos> just with a
different name?
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L650[16:39:16] <ghz|afk> wat?
L651[16:39:48] <Keridos> my old json
without the camo
L652[16:40:16] <ghz|afk> well you need a
blockstates json
L653[16:40:19] <ghz|afk> and it needs to
reference the model
L654[16:40:22] <Keridos> yeah
L655[16:40:24] <ghz|afk> whatever else is
up to you
L656[16:40:24] <ghz|afk> ;p
L657[16:40:35] <Keridos> i have a seperate
json now turret_base_normal.json
L658[16:40:41] <Keridos> that is the old
json I had before the camo
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L660[16:41:16] <ghz|afk> oaky look, you
know how you make normal blockstate jsons?
L661[16:41:21] <Keridos> yes
L662[16:41:29] <ghz|afk> because it's
exactly the same, xcept you use the special location
L663[16:41:31] <ghz|afk> in
"model"
L664[16:41:36] <Keridos> yes
L665[16:41:37] <ghz|afk> instead of the
path to a json file
L666[16:41:38] <Keridos> i have that
L667[16:41:42] <ghz|afk> yeah that's all,
then
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L670[16:42:18] <Keridos> ok my items
render fine now (those do not have camo) and I linked them to a
seperate blockstate json
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L672[16:43:56] <Keridos> Exception loading
model for variant openmodularturrets:turret_base#normal for
blockstates ["openmodularturrets:turret_base[tier=5]",
"openmodularturrets:turret_base[tier=4]",
"openmodularturrets:turret_base[tier=3]",
"openmodularturrets:turret_base[tier=2]",
"openmodularturrets:turret_base[tier=1]"]
L673[16:44:14] <Keridos> can I use the
statemapper in the camo model to ignore the tier variant?
L674[16:44:21] <ghz|afk> oh come on
WTF
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L676[16:44:25] <ghz|afk> (not to
you)
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L678[16:44:38] <ghz|afk> I just noticed
that the mod update I just released, crashes
L679[16:44:39] <ghz|afk> in 1.11
L680[16:44:47] <Keridos> that is meh
-.-
L681[16:44:58] <ghz|afk> for some stupid
reason
L682[16:45:00] <Keridos> I hate it when
that happens to me
L683[16:45:13] <ghz|afk> harvestdropsevent
gives me a NonNullList
L684[16:45:20] <ghz|afk> which you can't
call .add on
L685[16:45:31] <Keridos> ?
L686[16:45:46] <Keridos> that does not
make sense
L687[16:46:32] <diesieben07> sure you can
call add on NonNullList?
L688[16:46:35] <diesieben07> just not with
a null
L689[16:47:27] <ghz|afk> nope
L690[16:47:28] <ghz|afk> if you use
L691[16:47:29]
⇨ Joins: quadraxis
(~quadraxis@cpc77293-basf12-2-0-cust699.12-3.cable.virginm.net)
L692[16:47:34] <ghz|afk>
NotNullList.withSize(1, item)
L693[16:47:38] <ghz|afk> it will create an
array
L694[16:47:41] <ghz|afk> and use
Arrays.asList
L695[16:47:49] <ghz|afk> which is a
wrapper for the array that doesn't support resizing
L696[16:48:22] <ghz|afk> and guess what
BlockTallGrass#getDrops does?
L697[16:49:00] <ghz|afk> so now I ahve two
choices:
L698[16:49:20] <ghz|afk> 1. use reflection
to swap the internal list of NotNullList into an unrestricted
ArrayList
L699[16:49:34] <ghz|afk> 2. spawn the item
in the world instead of adding it to the drops list
L700[16:49:45] <ghz|afk> and I'm strongly
biased toward #1
L701[16:49:49] <diesieben07> wow ok...
that...
L702[16:49:57] <diesieben07> ok may i
suggest #3?
L703[16:49:59] <diesieben07> a PR?
:D
L704[16:50:00] <ghz|afk> sure
L705[16:50:03] <ghz|afk> nope
L706[16:50:07] <ghz|afk> I have to release
a bugfix tonight
L707[16:50:15] <ghz|afk> and I'm not
removing the feature
L708[16:50:29] <ghz|afk> I MAY make a PR
tomorrow
L709[16:50:32] <diesieben07> well, reflect
then.
L710[16:50:37] <ghz|afk> but I can't leave
the broken release as it is
L711[16:52:13] <ghz|afk> !gf
NonNullList.delegate
L712[16:52:41] <Keridos> this is weird, I
use the custom state mapper to map every call for my turret_base to
custom/turret_base
L713[16:52:56] <Keridos> but it serrors
with the above message on starting MC
L714[16:53:04] <Keridos> s/serr/err
L715[16:55:13] <Keridos> i have the
variant normal in my turret_base json and it link to
custom/turret_base
L716[16:56:39] <GeoDoX> Does the author of
RefinedStorage hangout on here?
L717[16:56:41] ⇦
Quits: Vazkii (~Vazkii@144.134.37.188.rev.vodafone.pt) (Quit: seeya
m8 thx 4 playin)
L718[16:56:52]
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(~Shambling@24-181-186-74.dhcp.nwtn.ct.charter.com)
L719[16:57:23] <ghz|afk> raoulvdberge
does, and way2muchnoise sometimes
L720[16:57:26] ⇦
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(~Necro@p200300700D0D7D27440BF0F314D9AD7E.dip0.t-ipconnect.de)
(Ping timeout: 180 seconds)
L721[16:57:30] ⇦
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Leaving)
L722[16:57:49] <Keridos> o.O this is
weird
L723[16:58:18] <GeoDoX> @raoulvdberge, Are
you around? I just encountered an interesting crash and I can't
tell if it's RS that caused it or if it was java itself
L725[16:58:32] <Shambling> I think
resonantstorage has its own irc channel
L726[16:58:39] <Shambling> he might see it
there if you post there
L727[16:58:46] <Shambling> if he's not on
here rather
L728[16:58:52] <GeoDoX> @Shambling, it's
refinedstorage
L729[16:58:59] <Shambling> my hands
hurt
L730[16:59:00] <Shambling> sorry :P
L731[16:59:08] <Shambling> apparently my
typing was suffering along with my brain today.
L732[16:59:15] <GeoDoX> okay, not sure if
you meant that or if there was something else
L733[16:59:53] <Shambling> what were you
doing that caused that crash?
L734[17:00:25] <Shambling> because that
looks like the gui is calling some java method directly, some sort
of sorting method
L735[17:00:25] <GeoDoX> Standing there
looking at the crafting grid gui
L737[17:01:34] <Shambling> hrmmm do you
have an infinite loop in place?
L738[17:01:55] <Shambling> it looks that
that is some sort of sorting logic comparing two variables, and it
might happen if you cause an infinite loop. Looking at code
more
L739[17:02:01]
⇨ Joins: parzivail
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L740[17:02:08] <GeoDoX> Line 191
L741[17:02:36] <GeoDoX> I do have items
going in and out quite often, other than that, no idea
L742[17:02:51]
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L743[17:02:58] <GeoDoX> Maybe the item got
pulled out during the sort?
L744[17:03:20] <parzivail> is it possible
to control/override the render subroutine for a IBakedModel or
IModel yourself?
L745[17:03:32] <ghz|afk> no
L746[17:03:39] <parzivail> not at
all?
L747[17:03:41] <ghz|afk> you can only have
a custom one
L748[17:03:45] <ghz|afk> that has a
different list of quads
L749[17:03:57] <ghz|afk> that's all you
can change
L750[17:03:57] <parzivail> right but what
if I wanted to apply a shader to it
L751[17:04:04] <ghz|afk> you can't
L752[17:04:10] <ghz|afk> IBakedModels are
drawn on the world grid
L753[17:04:13] <ghz|afk> that means
L754[17:04:20] <ghz|afk> the entire chunk
gets cached at once
L755[17:04:25] <GeoDoX> @Shambling, do you
wanna talk about it in #refinedstorage?
L756[17:04:28] <ghz|afk> in one single
list (well, a few of them per chunk)
L757[17:04:39] <parzivail> is there a way
to not have your model baked, then?
L758[17:04:43] <ghz|afk> yes, TESR
L759[17:04:43] <Shambling> I'm in too much
pain right now to give you a good resolution, I'd say you probably
be best seeing if the dev is there
L760[17:04:53] <ghz|afk>
TileEntitySpecialREnderer
L761[17:04:55] <ghz|afk> as the name
implies
L762[17:05:00] <parzivail> whoops, sorry
forgot to mention, im talking about item renderers
L763[17:05:01] <ghz|afk> it requires
having a TileEntity in your block
L764[17:05:07] <ghz|afk> ah
L765[17:05:11] <ghz|afk> that makes it
more annoying
L766[17:05:21] <ghz|afk> then the answer
is no, there isn't any good way to have custom rendering or
shaders
L767[17:05:22] <ghz|afk> it can be
done
L768[17:05:30] <GeoDoX> All good then, I'm
not too worried about it. It was a one off crash anyway
L769[17:05:30] <ghz|afk> but it's rather
ugly
L770[17:05:46] <ghz|afk> items are not
baked
L771[17:05:53] <parzivail> well i'm not
too concerned with how pretty the code ends up
L772[17:05:56] ⇦
Quits: Me4502
(~Me4502@e3-1270v3.bl-ash0.1.1.2.10.k8.securedservers.com) (Ping
timeout: 180 seconds)
L773[17:05:58] <ghz|afk> but forge doesn't
offer ANY way to have them custom-rendered
L774[17:06:17] <parzivail> they did with
the old model system, though. why'd they change it?
L775[17:06:25] <ghz|afk> because it was
abused so much
L776[17:06:27] <ghz|afk> items caused
lag.
L778[17:06:54] <ghz|afk> Keridos: sorry
too tired to troubleshoot right now
L779[17:06:58] <parzivail> so they removed
it completely because some people got lag from it?
L780[17:07:07] <Keridos> ok no problem,
thanks for all the help though :)
L781[17:07:20] <Keridos> seems to be some
small oversight here
L782[17:07:21] <ghz|afk> yup, the official
stance of the forge project is that
L783[17:07:29] <ghz|afk> if they can make
do without opengl access on something
L784[17:07:34] <ghz|afk> they won't have
opengl access on that thing
L785[17:07:49] <parzivail> well that's
BS
L786[17:07:50] <ghz|afk> if there was some
way to completely get rid of TESRs, they would
L787[17:07:54] <ghz|afk> anyhow
L788[17:08:06]
⇨ Joins: Me4502 (~Me4502@irc.spongepowered.org)
L789[17:08:25] <parzivail> openGL is
perfectly okay and i've been doing it for years without problems.
Forge removing TESRs would be the beginning of the end in modders'
eyes
L790[17:09:32] <Keridos> diesieben07: do
you see the problem in the gist from above, somehow it does not
want to load my custom model
L791[17:11:04] <diesieben07> what does it
do instead?
L792[17:11:07] <diesieben07> any errors in
the log?
L793[17:12:50] <Keridos> Exception loading
model for variant openmodularturrets:turret_base#normal for
blockstates ["openmodularturrets:turret_base[tier=5]",
"openmodularturrets:turret_base[tier=4]",
"openmodularturrets:turret_base[tier=3]",
"openmodularturrets:turret_base[tier=2]",
"openmodularturrets:turret_base[tier=1]"]
L794[17:13:41] <diesieben07> please post
the full log
L796[17:14:10] <Corosus> yaaaaaaaaay open
modular turrets updating, best turrets \o/
L797[17:14:17] <Keridos> thanks :)
L798[17:14:51] <Keridos> trying to get the
camo functionality working in 1.10.2
L799[17:15:05] <Keridos> far more
complicated than in 1.7.10 o.O
L801[17:16:08] <parzivail> it seems
everything render related is harder in 1.8+ (cc Keridos Corosus
)
L802[17:16:19] <Keridos> what should I
return there then?
L803[17:16:32] <Corosus> pretty much
yeah
L804[17:16:38] <diesieben07> empty
collection.
L805[17:16:52] <diesieben07> i.e.
Collections.emptyList() or ImmutableList.of()
L806[17:17:12] <Corosus> id help but i am
terrible at the json stuff, my mods were never very block
heavy
L807[17:17:49] <Keridos> OMT actually runs
fairly well in 1.10.2
L808[17:17:55] <Keridos> its just the camo
functionality that is hard to do
L809[17:18:08] <diesieben07> the new
rendering is actually much nicer and better than the old hardcoded
crap
L810[17:18:25] <parzivail> i've been
having almost too much trouble than it's worth updating to 1.11.
don't see how you guys make it look so easy
L811[17:18:25] <diesieben07> you can
actually load models into the game and have them rendered without a
crazy convoluted process
L812[17:18:49] <parzivail> diesieben07: i
disagree, it makes it harder to do anything OpenGL related
L813[17:19:11] <diesieben07> define
"opengl related"
L814[17:19:20] <Keridos> diesieben07:
seems that that fixed it, thanks
L815[17:19:31] <diesieben07> in fact it
should make it impossible to do "opengl" stuff
directly
L816[17:19:35] <diesieben07> mods should
not mess with the GL state
L817[17:19:38] <parzivail> off the top of
my head, shaders for items
L818[17:19:53] <parzivail> diesieben07:
why is that?
L819[17:20:02] <diesieben07> because it
breaks things?
L820[17:20:06] <diesieben07> gl state
leaks are terrible
L821[17:20:10] <diesieben07> it's terrible
for performance
L822[17:20:11] <parzivail> only if you're
incompetent
L823[17:20:18] <diesieben07> it hinders
optimizations
L824[17:20:19] <diesieben07> etc.
etc.
L825[17:20:40] <parzivail> well it's
wonderful for expressing ideas and for mod flexibility
L826[17:21:05] <diesieben07> as is always
pointed out when this is brought up
L827[17:21:14] <diesieben07> you are
waving hands and screaming "this is bad because
change"
L828[17:21:25] <diesieben07> bring up
actual examples that re impossible wiht the model system, and
things will be addressed
L829[17:21:34] <diesieben07> in an issue
on GH, properly documented
L830[17:22:00] <parzivail> go back and
read what I was saying to ghz if you want to see what's
impossible
L831[17:22:26] <diesieben07> you did not
say what you want to do
L832[17:22:32] <tterrag> he wants to apply
a shader to an item model
L833[17:22:34] <diesieben07> you said you
wanted to "override the render routine"
L834[17:22:37] <diesieben07> whatever the
fuck that means.
L835[17:22:42] <tterrag> which is
something I've been asking for since...about 2 years ago now
L836[17:22:49] <tterrag> and every time
you bring up this same "handwaving" argument
L837[17:23:04] <tterrag> even though...
every time...I mention this specific example as something that IS
NOT possible
L838[17:23:14] <diesieben07> make a proper
request on github then? talk to fry?
L839[17:23:33] <parzivail> tl;dr: i have a
bunch of ModelBases i'm porting for items with shaders and can't
port them to the JSON system so i'm trying an
ICustomModelRenderer
L840[17:23:34] <tterrag> riiight
L841[17:23:40] <tterrag> dang, didn't
think of that
L842[17:23:58] <parzivail> even if I were
to make a PR it'd be rejected because all yall're about now is
compatibility
L843[17:24:07] <tterrag> parzivail: you
can do any custom rendering with items as long as you don't need
itemstack context
L844[17:24:12] <tterrag> using a TESR item
renderer
L845[17:24:18] <tterrag> which is horribly
hacky, but technically "intended"
L846[17:24:25] <parzivail> yeah that's
what i've been looking into
L847[17:24:26] <diesieben07> a PR would
only be rejected if it adds full GL access
L848[17:24:37] <parzivail> ...which is my
point
L849[17:24:43] <diesieben07> but i am sure
if you make a well thought out PR so that models can provide a
shader....
L850[17:24:52] <diesieben07> it would not
be rejected but considered and tested.
L851[17:25:23] <diesieben07> full GL
access is not something mods should have.
L852[17:25:29] <tterrag> opinion
L853[17:25:46] <parzivail> ^
L854[17:25:49] <diesieben07> just because
Minecraft still uses the old stupid gl stuff doesn't mean we should
expose it all
L855[17:26:06] <parzivail> what, then, do
you plan on using that's not openGL?
L856[17:26:18] <diesieben07> now you are
twisting my words
L857[17:26:24] <diesieben07> i said
"old supid gl"
L858[17:26:35] <parzivail> well you think
it's stupid, you must think something is better
L859[17:26:37] <diesieben07> but really i
should not be the one having this discussion
L860[17:26:41] <diesieben07> well,yes.
modern GL.
L861[17:26:52] <diesieben07> because i am
not at all qualified to do it.
L862[17:27:03] <Keridos> hm my
getExtendedState is never called
L863[17:27:11] <Corosus> best to avoid
anything immediate mode GL unless its used super sparingly
L864[17:27:20] <diesieben07> immediate
mode, that's what i meant.
L865[17:27:48] <diesieben07> if Minecraft
were to use modern gl you couldn't just do your glScale shit in
your renderers either
L866[17:28:02] <Corosus> indeed
L867[17:28:10] <tterrag> in a vacuum, I'd
agree. but MC is backwards compatible and making a mod using modern
GL opens you up to a whole host of compat problems
L868[17:28:17] ⇦
Quits: Naiten (Naiten@77.34.229.255) (Read error: Connection reset
by peer)
L869[17:28:35] <tterrag> I don't think
anyone is vouching for legacy GL here, in general
L870[17:28:42] <Keridos> hm
L871[17:28:51] <diesieben07> parz
was...
L872[17:29:02] <Keridos> how can I force a
refresh of the extended state on the client from the
serverside?
L873[17:29:10] <diesieben07> if you want a
shader on an item model... request a getShader method on
IBakedModel
L874[17:29:12] <diesieben07> or something
like that
L875[17:29:13] <Keridos> apparently
relogging caused it to update
L876[17:29:24] <diesieben07> not "I
wantz full GL access because thats how it used to be"
L877[17:29:40] <parzivail> well I guess
what brought me to think all this is the fact I can no longer use
ModelBase models (of which I have an abundance) and am having to
port all of them and have no idea where to begin
L878[17:29:43] <Corosus> im guessing there
is a type of marking block dirty / mark for update flag that can be
used...
L879[17:30:01] <diesieben07> get their
original model files (which you have, right?), convert them to OBJ
and voila.
L880[17:30:09] <diesieben07> there are
.techne to obj converters out there
L881[17:30:21] <parzivail> well they don't
cleanly convert
L882[17:30:22] <diesieben07> Keridos,
notifyBlockUpdate
L883[17:30:25] <diesieben07> they
don't?
L884[17:30:40] <tterrag> Keridos:
getExtendedState is called every render
L885[17:30:42] <parzivail> no, most of the
time offsets or rotations or UVs are broken
L886[17:30:48] <tterrag> your problem is
more likely data desync
L887[17:31:01] <diesieben07> then the
converter is broken and you need to either find a not broken one or
yell at the author.
L888[17:31:26] <diesieben07> I am not sure
why you think that is something forge should solve...
L889[17:32:04] <parzivail> well I've
written a convertor from our format to OBJ and it works okay but
it's a huge undertaking and I don't see why ModelBases were removed
for items but not everything else
L890[17:32:21] <diesieben07> because
Mojang.
L891[17:32:32] <diesieben07> ModelBase
were not "removed from Items"
L892[17:32:40] <diesieben07> direct GL
access was removed from items.
L893[17:32:50] <parzivail> *just*
items?
L894[17:33:05] ***
Vigaro is now known as V
L895[17:33:17] <diesieben07> well, no.
Items and blocks
L896[17:33:27] *** V
is now known as Vigaro
L897[17:33:27] <diesieben07> blocks still
have it through TESRS (because mojang)
L898[17:33:37] <Keridos> wow thanks a
lot
L899[17:33:37] <Keridos> it WORKS
L900[17:33:39] <diesieben07> but those are
terrible and you should not use them (use FastTESR instead)
L901[17:33:45] <parzivail> tileentities
solved the block issue but it still seems pretty arbitrary
L902[17:34:24] <diesieben07> Things are
slowly getting removed
L903[17:34:44] <diesieben07> minecraft
releases are snapshots in development not "final pieces of
state of the art technology"
L904[17:34:44] <tterrag> diesieben07: do
you honestly think that "real" rendering APIs block all
access to low level rendering just because users might be
stupid?
L905[17:34:46] <tterrag> honestly
now
L906[17:35:01] <diesieben07> if you make a
map in Gmod
L907[17:35:04] <diesieben07> do you write
GL code?
L908[17:35:14] <diesieben07> if you make a
model for gmod, do you write GL code?
L909[17:35:17] <parzivail> no because it's
a damn map
L910[17:35:17] <diesieben07> or direct
x
L911[17:35:21] <tterrag> implying maps
have anything to do with this lol
L912[17:35:24] <tterrag> apples to
spaceships
L913[17:35:25] <diesieben07> or
models.
L914[17:35:31] <tterrag> gmod is a
mod
L915[17:35:42] <diesieben07> s/gmod/any
source engine game
L916[17:35:45] <parzivail> no, you make an
OBJ, which is why gmod sucks
L917[17:36:15] <diesieben07> s/source
engine/any decent engine/
L918[17:36:26] <parzivail> i write GL all
the time in engines
L919[17:36:39] <diesieben07> when making
the model?
L920[17:36:53] <diesieben07> when writing
the animations?
L921[17:36:55] <diesieben07> no.
L922[17:37:05] <parzivail> sometimes
L923[17:37:21] <diesieben07> it's
separation of control.
L924[17:37:45] <parzivail> i just think
Forge is making way too many generalizations about how modders use
forge and how they *should* use forge
L925[17:38:10] <tterrag> you're also
speaking of things that are so high-level that they are designed to
work between graphics APIs
L926[17:38:16] <diesieben07> As Lex has
said before (iirc): he does things how he thinks they should be
done
L927[17:38:17] <tterrag> which is just so
out of scope for this. MC isn't going beyond java/OGL
L928[17:38:27] <diesieben07> if things
then are not good enough, people need to bring up decent
suggestions
L929[17:38:29] <diesieben07> which has not
taken place.
L930[17:38:49] <parzivail> well Lex is one
person whose opinion may not be shared
L931[17:39:07] <diesieben07> yes... MC is
staying java/gl. and? doesn't mean we can just follow shitty
programming practices "because yolo"
L932[17:39:23] <parzivail> if it ain't
broke don't fix it
L933[17:39:29] <diesieben07> yes parz,
which is why there is a bugtracker and this thing called pull
request.
L934[17:39:46] <diesieben07> well, it WAS
broke.
L935[17:39:48] ***
MrKickkiller is now known as MrKick|Away
L936[17:39:50] <diesieben07> in many
ways.
L937[17:40:26] <parzivail> maybe to people
who can't use openGL properly, but i've never had any issues
L938[17:40:41] <diesieben07> well, modders
can't evne use JAVA properly
L939[17:40:44] <diesieben07> let alone
openGL...
L940[17:40:53] <parzivail> then they
shouldn't be allowed to mod
L941[17:40:57] <diesieben07> LOL
L942[17:41:01] <parzivail> but that
shouldn't be Forge's problem
L943[17:41:05] <diesieben07> well, tell
that to the flood of 14 year olds on the forum
L944[17:41:17] <parzivail> believe me, I
know
L945[17:41:21] <diesieben07> the problem
is that people come to the forge forum and scream things are
broken
L946[17:41:29] <diesieben07> and they have
140 mods installed
L947[17:41:33] <parzivail> but i don't
think Forge should cater to them just because they are
incompetent
L948[17:41:35] <diesieben07> half of which
do some random stupid GL shit
L949[17:41:50] <diesieben07> and ONE of
those 140 mods causes some other mods item to render a touch
darker
L950[17:41:56] <diesieben07> do you
seriously want to debug that crap? no, you do not.
L951[17:42:00]
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L952[17:42:32] <parzivail> the more mods
you have, the more it becomes the end users' problem
L953[17:42:37] <IoP> BUT I want to code a
mod. Not read JDK docs!
L954[17:42:55] <diesieben07> so what do
you tell those people? "sorry, you have more than 10 mods,
fuck off?"
L955[17:43:06] <diesieben07> that makes
for a great community
L956[17:43:10] <Corosus> lol
L957[17:43:18] <parzivail> "report
the issue to your mod developer"
L958[17:43:19] <Shambling> isn't that what
has been said more or less exactly per word? lol
L959[17:43:23] <diesieben07> to
which?
L960[17:43:25] <diesieben07> all
140?
L961[17:43:37] <parzivail> sure
L962[17:43:44] <diesieben07> you are
insane.
L963[17:43:58] <parzivail> if an issue
comes my way, i always do my damndest to fix it
L964[17:44:11] <diesieben07> "hey
random pickaxe mod guy, i am running your mod in this bunch of 140
mods, this item over there is too dark HELP PLZ"
L965[17:44:20] <tterrag> I'd argue that
the solution to this problem is to provide preferable alternatives,
not removing things
L966[17:44:33] <Ordinastie> ^
L967[17:44:38] <parzivail> ^ maybe thats
where I should be going with this
L968[17:44:44] ⇦
Quits: founderio (~Thunderbi@pD9E19FDC.dip0.t-ipconnect.de) (Quit:
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L969[17:44:47] <diesieben07> you expect
the people who caused the problem by not knowing GL solving the GL
problem? in a 140 mod setting? yeah sure.
L970[17:45:03] <Ordinastie> It's not forge
role to limit features based on stupid devs
L971[17:45:04] <diesieben07> which has
been done tt.
L972[17:45:06] <tterrag> if resources
exist and the new way is truly better
L973[17:45:11] <tterrag> then yes, I do
believe that people will use it
L974[17:45:12] <diesieben07> the
alternatives are in place.
L975[17:45:13] <tterrag> eventually
L976[17:45:16] <tterrag> no no
L977[17:45:17] <diesieben07> if features
are missing, suggest them.
L978[17:45:19] <tterrag> not alternatives.
replacements
L979[17:45:37] <tterrag> you *must* use
the new system. and in 1.8 time that came with a LOT of flaws
L980[17:45:43] <diesieben07> yes, because
otherwise people do not convert
L981[17:45:44] <tterrag> still does come
with quite a few caveats that make it seem frustrating
L982[17:45:49] <parzivail> ^
L983[17:45:55] <diesieben07> Flansmod in
1.8 still has IItemRenderer in it's code!
L984[17:46:00] <tterrag> no people aren't
just going to convert overnight
L985[17:46:01] <diesieben07> (just one
example i know of)
L986[17:46:04] <parzivail> so?
L987[17:46:05] <tterrag> and there will
always be lazy people
L988[17:46:15] <tterrag> people so lazy
they will hack in whatever they want rather than do it properly.
this happens *everywhere*
L989[17:46:26] *
Ordinastie wistles
L990[17:46:36] <tterrag> this is the same
as the no-DRM argument, in essence
L991[17:46:40] <tterrag> you are hurting
the many to stop a few
L992[17:46:41] <diesieben07> hacking in is
not lazy...
L993[17:46:47] <diesieben07> it's "my
way or no way" type deal.
L994[17:46:53] <diesieben07> hakcing stuff
in requires effort.
L995[17:46:54] <tterrag> determined people
will find a way to do what they want
L996[17:46:58] <diesieben07> yes.
L997[17:46:59] <tterrag> no DRM has ever
not been broken
L998[17:47:03] <tterrag> no forge system
has ever not been hacked around
L999[17:47:05] <tterrag> so why
bother
L1000[17:47:08] <diesieben07> what doe
this have to do with DRM?!
L1001[17:47:10] <diesieben07> i
mean...
L1002[17:47:11] <tterrag> make it as open
as possible
L1003[17:47:13] <diesieben07> forge did
not even do this
L1004[17:47:15] <tterrag> it's an
allegory
L1005[17:47:18] <diesieben07> forge did
not add the models.
L1006[17:47:20] <diesieben07> Mojang
did.
L1007[17:47:23] <parzivail> all in all it
shouldn't be forge's problems to care what the end user does. forge
fixes minecraft bugs, not mods' bugs
L1008[17:47:35] <tterrag> parzivail:
forge is not a bugfixing mod
L1009[17:47:36] <diesieben07> aheam... go
to he forums.
L1010[17:47:53] <diesieben07> we might
not fix the mod bugs
L1011[17:47:54] <parzivail> tterrag: i
understand that, but i'm trying to make a point
L1012[17:47:59] <diesieben07> but we
certainly have to figure them out...
L1013[17:48:15] <parzivail> brb
L1014[17:48:19] <Ordinastie> you don't
have to
L1015[17:48:23] ***
parzivail is now known as parzi|away
L1016[17:48:31] <Ordinastie> forge bugs
should be reported by modders, not users
L1017[17:48:51] <diesieben07> I am not
talking about forge bug reports
L1018[17:48:58] <Ordinastie> if a bug
happens in a mod, it should be reported to the modder, if the
modder determines it's caused by forge, he escalates it
L1019[17:48:58] <diesieben07> i am
talking about troubleshooting on the forums.
L1020[17:49:10] <diesieben07> where
people come in with > 50 mods and some random issue
L1021[17:49:45] <Ordinastie> then you
should have a preformatted response : "Find the culprit mod
and report to the author"
L1022[17:50:05] <diesieben07> you tell
that a 10 year old boy?
L1023[17:50:15] <Ordinastie> I don't
discriminate
L1024[17:50:33] <diesieben07> or his tech
illiterate mum who can barely post photos on facebook?
L1025[17:51:07] <Keridos> Corosus: camo
works now :)
L1026[17:51:24] <Ordinastie> so your
argument is "10y old can't properly report, so modders
shouldn't be allowed the feature at all" ?
L1027[17:51:41] <Corosus>
wooooooot!
L1028[17:51:43] <Corosus> shipit
L1029[17:51:50] <diesieben07> that's a
very bogus way to say it.
L1030[17:52:17] <Ordinastie> but that's
what it comes down to, doesn't it ?
L1031[17:52:28] <Shambling> is there a
way to log an instance's biome id's?
L1032[17:53:06] <diesieben07> the reward
that it may have is not worth the risk of hard to diagnore
incompatibilities and bugs
L1033[17:53:08] <Ordinastie> some modders
might fuck it up, it leads to hard to debug problems in large
modpack, that leads to forum swamped in poorly detailed
reports
L1034[17:53:12] <diesieben07> it's
similar to coremods
L1035[17:53:19] <diesieben07> they allow
amazing things
L1036[17:53:23] <Keridos> Corosus: its on
curseforge, just needs to be approved
L1037[17:53:31] <diesieben07> but if they
explode it's very hard to figure out wtf is going on
L1038[17:53:33] <Corosus> 8D <3
L1039[17:53:52] <Ordinastie> diesieben07,
that's entirely true, but what I'm saying is, it's not your job to
figure it out
L1040[17:54:00] <diesieben07> then whos
job is it?
L1041[17:54:05] <Ordinastie> if you take
it on you to do it, good, but you don't have too
L1042[17:54:41] <Ordinastie> end users,
eventually help by modpack makers, to find what mod is
responsible
L1043[17:54:53] <diesieben07> But why
make things intentionally more terrible for those diagnosing
things? whoever they may be?
L1044[17:55:29] <Keridos> Corosus: both
approved :)
L1045[17:55:42] <Ordinastie> what forge
could do, is find a way to have more detailed reports
L1046[17:55:54] <Shambling> I'm not
seeing a core function to print out biome id's.... wonder if I can
make a mod to do it
L1047[17:56:04] <diesieben07> how do you
have a detailed report about who did what with GL immediate mode
calls?!
L1048[17:56:28] <Shambling> oops no need,
modder pre-packed an id list
L1049[17:56:37] <Ordinastie> I don't
know, I was more thinking about coremods, but I'm sure there could
be a way
L1050[17:56:59] <diesieben07> how do you
make a detailed report about base edits?
L1051[17:57:07] ***
parzi|away is now known as parzivail
L1052[17:57:08] <diesieben07> Shambling,
ehm... biome Ids should be managed by forge
L1053[17:57:29] <Shambling> I know but
I'm not sure if there is a default forge command line to log it, so
I'm just gonig to fiddle
L1054[17:57:40] <diesieben07> Why do you
care?
L1055[17:57:42] <Corosus> ah hrm, TIL the
non project based page of curse doesnt list alpha releases at
all
L1056[17:57:43] <Ordinastie> could log
what class method has been changed
L1057[17:57:58] <diesieben07> Which is
... not trivial at all.
L1058[17:58:01] <Shambling> that must be
why it always seems like some mods are missing on that page
L1059[17:58:13] <Keridos> uh when I try
to set the camo block to use grass the grass is discolored
o.O
L1060[17:58:28] <diesieben07> Keridos,
you need IBlockColor
L1061[17:58:48] <Corosus> yeah they
changed that stuff too
L1062[17:58:49] <Keridos> diesieben07:
the block must have that?
L1063[17:59:05] <diesieben07> no, you
register it with Minecraft::getBlockColors
L1064[17:59:10] <diesieben07> from your
client proxy
L1065[17:59:17] <Keridos> for the
block?
L1066[17:59:17]
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L1067[17:59:20] <diesieben07> yes.
L1068[17:59:32] <Shambling> I really
should finish my mod, but I don't want to learn how to use the
bauble API tonight :P
L1069[17:59:58] <Corosus> i wish the
biome coloring had multi stage rendering to it, so i could do part
of it biome colored, and part of it not
L1070[18:00:28] <Keridos> diesieben07: so
I need to create an IBlockColor somewhere?
L1071[18:00:40] <diesieben07> Yes.
L1072[18:00:55]
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L1073[18:01:17] <Shambling> can you do
alpha channels and apply biome coloring to alpha channels?
L1074[18:01:27]
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L1075[18:01:45] <parzivail> Ordinastie:
as i see it, it came down to "we don't like dealing with kids
who are in way over their head, so we're removing modding features
to not have them have issues"
L1076[18:01:48] <Corosus> hmmm
L1077[18:02:06] <Keridos> diesieben07:
couldnt I use the vanilla color handler?
L1078[18:02:07] <Ordinastie> that was my
last point yes
L1079[18:03:01] <diesieben07> Keridos,
from what it sounds like you are makign a camo block, so you would
have to delegate to the appropriate one
L1080[18:03:35] <Keridos> hm i have the
camo blockstate in the extendedState
L1081[18:03:55] <diesieben07>
extendedstate is only accessible in the model afaik
L1082[18:04:07] <diesieben07> but
IBlcokColor could access the TE
L1083[18:04:15] <Keridos> ah yeah that
works too
L1084[18:04:42] <shadowfacts> Why on
earth is gurujive still on the forum?
L1085[18:04:42] <quadraxis> think
colouring has an extended state iirc
L1086[18:04:47] <diesieben07> i have no
idea...
L1087[18:04:49] <shadowfacts> All he does
is go to random posts and spew nonsense :V
L1088[18:04:59] <diesieben07> i send him
a warning today, next post like that and he is banned
L1089[18:05:04] <shadowfacts> :D
L1090[18:05:09] <Keridos> so i just map
the required colorMultiplier to the appropriate minecraft
one?
L1091[18:05:11] <diesieben07> i think he
just turned insane
L1092[18:05:22] <diesieben07> his earlier
posts are actually at least somewhat sensible
L1093[18:05:23] <shadowfacts> lol,
yep
L1094[18:05:50] <diesieben07> thanks for
that gradle writeup btw... i was about to start on mine but now i
can go to bed :P
L1095[18:06:12] <shadowfacts> lol, you're
welcome
L1096[18:06:39] ***
DarkevilAway is now known as Darkevilmac
L1097[18:06:44] *
diesieben07 falls asleep
L1098[18:07:03] <parzivail> diesieben07:
have you converted any models / could recommend a convertor?
L1099[18:07:20] ***
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L1100[18:11:08]
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L1101[18:12:07] <Shambling> what forums?
i see some posts on minecraft forums that seem super super super
rambly
L1102[18:12:47] <Shambling> that type of
rambling that makes my disjointed sentences seem coherent.
L1104[18:14:01] <Shambling> three
captcha's every time you search? holy crap
L1106[18:14:59] <IoP> hmm something wrong
with forge's end?
L1107[18:17:33] <Keridos> where are the
vanilla color multipliers for grass and the other blocks
implemented?
L1108[18:19:44] <quadraxis> check
client.renderer.color.BlockColors
L1109[18:22:40] <Keridos> quadraxis: that
looks as if i can just call the vanilla colorMultiplier
L1110[18:23:12] <Keridos> is the instance
that is loaded on init automatically stored somewhere?
L1111[18:23:50] <quadraxis>
Minecraft.getMinecraft().getBlockColors()
L1112[18:41:51] <Shambling> is it still
possible for biome colors to update without needing to relog a
server/client?
L1113[18:42:01] <Shambling> err or
rather, is it possible
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L1116[19:05:56] <Keridos> hm
Minecraft.getMinecraft().getBLockColors() is not available in
preinit?
L1117[19:12:11] <Keridos> hm when I pass
the baked model for grass to the getquads method apparently only
the grass gets rendered, not the dirt under it
L1118[19:13:24] <Shambling> anyone know
the 1.11.2 mod that adds a FoV zoom whenever you right click? its
really making me nauseous using xu2 watering can
L1119[19:13:27]
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L1122[19:14:12] <Shambling> thought it
was just while eating, but it is all right click mechanisms. need
to report that to the mod author if I can find the mod
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L1124[19:24:09] <Shambling> sweet, my
cheese's growth is 86%
L1125[19:24:12] <Shambling> ... wtf
waila
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L1127[19:25:35] <parzivail> can you only
have one axis of rotation in a model json?
L1128[19:28:24] <tterrag> no you can
specify multiple but it's a bit odd
L1129[19:31:03] <Scorp> So why is my
machine outputting power when the machine its hooked up to doesn't
need it
L1130[19:32:03] <Scorp> hrm nm
L1131[19:32:11] <Scorp> may be a bug in
the wires i'm using
L1132[19:32:52] <parzivail> well like if
I say "rotation": [{
L1133[19:32:52] <parzivail>
"x": 45
L1134[19:32:52] <parzivail> ,
"z": 10
L1135[19:32:52] <parzivail> }
L1136[19:32:52] <parzivail> ] it
breaks
L1137[19:33:10] <parzivail> (why on earth
was that multiple lines?)
L1138[19:35:08] <tterrag> I'm guessing \r
vs \n
L1139[19:35:21] <tterrag> anyways, is
rotation meant to be an array?
L1140[19:35:46] <parzivail> well i've
seen (and tried) it both ways
L1141[19:36:25] <tterrag> show your whole
model
L1142[19:36:33] <parzivail> the docs
don't even touch the whole thing
L1144[19:37:12] <parzivail>
thirdperson_righthand
L1145[19:37:57] <tterrag> so this is a
blockstate file, not a model
L1146[19:38:07] <parzivail> oh yeah sorry
forgot to mention
L1147[19:38:34] <parzivail> it works with
just one rotation, but not multiple
L1148[19:42:00] <tterrag> have you tried
just supplying an array of 4 floats?
L1149[19:42:08] <parzivail> 4?
L1150[19:42:22] <tterrag> what you're
doing should work though
L1151[19:42:39] <tterrag> are you sure
that it's not doing what's intended?
L1152[19:43:02] <parzivail> nah, it's
producing that this-model-is-broken pink and black oversized
cube
L1153[19:43:15] <tterrag> oh nvm
L1154[19:43:25] <tterrag> you need to
specify rotation order explicitly
L1155[19:43:36] <tterrag> so do {
"x": ... }, { "z": ... }
L1156[19:43:46] <tterrag> only one axis
per operation
L1157[19:43:46] <parzivail> ok so array
of 4 floats works
L1158[19:44:11] <parzivail> what in god's
name does the 4th float... rotate?
L1159[19:44:50] <tterrag> it's a
quarternion
L1160[19:44:52] <tterrag> not xyz
L1161[19:44:58] <parzivail> oh wow i'm
dumb
L1162[19:45:00] <parzivail> got it
L1163[19:45:13] <tterrag> if rotation was
always applied in xyz order you would be limited
L1164[19:46:53] <tterrag> or, well, it
would be very annoying ;P
L1165[19:54:04] ***
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L1167[19:57:39] <Shambling> ok so...
changing FoV on eating, that isn't a vanilla 1.11.2 thing is
it?
L1168[19:57:53] <williewillus> no
L1169[19:58:02] <williewillus> also, who
was it that was porting opis to 1.10/11?
L1170[19:58:56] <Shambling> someone has
put undocumented features into their mod. I hate it when a mod that
says it does "x" does y z and a through t as well
L1171[20:00:09] <tterrag> an FoV change
is unlikely intentional
L1172[20:00:16] <tterrag> it happens
whenever the player's speed changes
L1173[20:02:01] <Shambling> hrmmm...
maybe levels again
L1174[20:02:22] <Shambling> errr rather
level up!
L1175[20:02:49] <Shambling> curses
disable feature is not currently functioning, so my testing method
has devolved to deleting
L1176[20:03:56] <Shambling> is there a
vanilla function that disables FoV change completely?
L1177[20:03:59] <Shambling> its a ...
dumb feature
L1178[20:04:14] <tterrag> nope
L1179[20:04:53] <Shambling> ugh well that
was a promising premise and modpack for a 1.11.2 ... but without
being able to find that mod causing that, I feel like I'm going to
puke when watering plants :P
L1180[20:05:29] <williewillus> the active
hand shouldn't change FOV because it doesn't modify the player
speed, it dampens the movement input directly :P
L1181[20:05:34] ***
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L1182[20:05:36] <williewillus>
`this.movementInput.moveForward *= 0.2F;`
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L1185[20:10:48] <Shambling> well I'm not
sure what is going on
L1186[20:11:09] <Shambling> all I do know
is, I've had most of these mods before, and I tried posting on
reddit asking for suggestions, only I think I got hit by the spam
filter as my post is invisible
L1187[20:11:35] <Shambling> maybe someone
with a keen eye can look at
http://pastebin.com/0hnxtaJh and
tell me. Though the most obvious one's I've already disabled
manually
L1188[20:12:16] <Shambling> even thought
it was another 'vanilla' feature vazkii thought would be cool to
add to quark, without mentioning it anywhere :P
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L1190[20:23:59] <Shambling> well I guess
I'll just need to find a nofov mod for now
L1191[20:25:23] <Shambling> for tomorrow
though, is there a way to poll events to see what mod calls them?
I'm thinking I'll try and set up a dev environment with these mods
in the mods folder, and see if I can't find the culprit the hard
way
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L1204[21:23:08] <copygirl> Is there a
good way to figure out what's the minimum Forge version your mod
requires?
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L1207[22:03:02] <Twisted_Code> I'm trying
to figure out which version of forge this mod pack is loading, but
the Minecraft forge version number listed in the "mods"
menu when the game is loaded (it displays "10.13.4.1614")
does not look anything like the numbers on the
files.minecraftforge.com download page for 1.7.10 (which are all
formatted (7.10.xx.xxxx"). Can anyone help me make sense of
this?
L1208[22:03:31] <williewillus> wat? forge
10.x is minecraft 1.7.10
L1209[22:03:42] <zhiayang> (it's .net
btw, not .com)
L1210[22:03:50] <williewillus> forge 7 is
MC 1.5.2
L1212[22:04:43] <Twisted_Code> Okay.
Somehow I ended up on the wrong download page. Thx
L1213[22:07:07] <Twisted_Code> Not sure
how it happened, since I clicked on "1.7.10" and expanded
the "all downloads" drop-down, but I was seeing DLs for
7.x
L1214[22:07:23] <Twisted_Code> At any
rate, I found the version I was looking for
L1215[22:07:46] <Twisted_Code> thanks
willie
L1216[22:07:50] <williewillus> np
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L1226[22:44:05] <codahq> 20 or so custom
blocks show up and 1 does not. no errors in the log. it is
registered with the same method at the same time as the others.
would should i be looking for?
L1227[22:46:29] <McJty> Show up where? Is
the model correct? Do you have the JEI option enabled to show
blocks with broken models?
L1228[22:47:35] <codahq> inventory or
recipes. i'm a noob though. i just figured it out. it is actually
there. for some reason it just has a clear texture when in
inventory and it happened to be the last and block registered so it
was the last block and i didn't notice it was there.
L1229[22:47:47] <codahq> and i didn't see
it in recipes because i never mouse overed.
L1230[22:47:55] <codahq> i can work with
that.
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L1235[23:23:37] <codahq> hm... in 1.8
there was an onBlockPlaced that took a world, pos an enum, the
coordinates of the hit, the meta and the placer.
L1236[23:23:47] <codahq> in 1.11.2 i
don't see anything close
L1237[23:24:19] <codahq> how do i set
orientation in state if i don't get any of that and it doesn't seem
to come in the state in methods like onBlockAdded or
onBlockPlacedBy
L1238[23:26:06] <McJty> codahq,
getStateForPlacement()
L1239[23:27:06] <codahq> ah,
perfect.
L1240[23:27:07] <codahq> ty
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L1246[23:51:07] <TheresaJayne> I know
this is not exactly a forge issue but was just wondering (as the
main chat for this subject is deader than the first man on earth)
When i try to get the name of a Modded item using Bukkit it only
returns a name like X10016 any way in forge to get the actual
name?
L1247[23:53:14] <killjoy> Bukkit only
supports int ids (...)
L1248[23:53:33] <killjoy> To get the name
of a item/entity/block, use the registry
L1249[23:53:42] <TheresaJayne> i can get
the proper name for vanilla items
L1250[23:53:43] <killjoy> e.g.
Item.REGISTRY or Block.REGISTRY
L1251[23:54:31] <killjoy> Use
sponge.
L1252[23:55:05] <TheresaJayne> yeah I was
on the dev team and it doesnt support 1.6.4 or 1.7.10
L1253[23:55:19] <killjoy> why so
old?
L1254[23:55:46] <killjoy> I'm assuming
you're using cauldron
L1255[23:55:48] <TheresaJayne> server
networks are mainly running stuff like B-Team and Tekkit
L1256[23:56:03] <TheresaJayne> or
agrarian skiws
L1257[23:56:06] <TheresaJayne>
skied
L1258[23:56:08] <TheresaJayne>
skies
L1259[23:56:14] <TheresaJayne> damn my
fingers this morning
L1260[23:56:16] <killjoy> if you're
developing plugins, you should target latest
L1261[23:56:40] <TheresaJayne> i am
writing plugins for server owner to support the older games
L1262[23:57:26] <TheresaJayne> server
side admin type stuff - banning modded items etc
L1263[23:57:51] <killjoy> so these
"vanilla names"
L1264[23:57:59] <killjoy> are they the
actual names or the ones bukkit gave them?
L1265[23:58:26] <TheresaJayne> I was
getting the Material.getName()
L1266[23:58:34] <killjoy> well Material
is an enum
L1268[23:59:07] <killjoy> I don't think
those are the vanilla ids
L1269[23:59:32] <TheresaJayne> they are i
think the materialType.toString
L1270[23:59:42] <codahq> in 1.8 World has
a method markBlockForUpdate(BlockPos). i would call that after i
removed a TileEntity. i don't see the equivalent in 1.11. instead i
see a markTileEntityForRemoval method. are we not supposed to
remove TEs manually anymore?
L1271[23:59:55] <killjoy> Remember that
in pre-1.7, items didn't have names