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L15[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170726 mappings to Forge Maven.
L16[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170726-1.12.zip
(mappings = "snapshot_20170726" in build.gradle).
L17[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/
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L75[06:16:55] <TechnicianLP> do i need to
do anything special to get my b3d model to rotate/translate?
L76[06:18:48] <TechnicianLP> (currently is
just ignores everything i do ...)
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L89[07:51:49] <TechnicianLP> yay ... my
model works now ... now to find out how to animate that stupid
thing
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L106[10:24:12] <TechnicianLP> can someone
enlighten me on how to define Joints/Clips for an b3d-model? any
documentation on the animation-system i can find is about json only
...
L107[10:24:39] <TechnicianLP> (the part
that is normally done in an armatures file for json)
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L144[14:48:00] <ricket> Is there a way to
translate an obf'd name to a deob name? I'm looking at a memory
dump and would like to know for sure which members are which
L145[14:48:34] <TechnicianLP> !gm
func_12345
L146[14:48:53] <TechnicianLP> (or !gf
respectively)
L147[14:49:52] <ricket> !gf
field_147482_g
L148[14:50:05] <ricket> oh that's spammy,
sorry
L149[14:50:16] <ricket> really cool
though, thanks
L150[14:50:23] <kashike> It only sends it
to you with a single !
L151[14:50:27] <kashike> double !! sends
to the channel
L152[14:50:48] <TechnicianLP> xou can
always just pm the bot
L153[14:51:07] <ricket> yep just did for
my other checks
L154[14:59:27] <ricket> is there any known
forge/mc issue where the "tileEntitiesToBeRemoved" list
gets really large while users are not logged on?
L155[15:00:20] <ricket> my guess is that a
chunk is being loaded and unloaded repeatedly, which might be the
underlying thing to fix, but I'm just not clear on why that list is
not processed until a user tries to log in
L156[15:00:39] <ricket> at which time, the
login times out and it takes literally minutes to process all the
entities being removed
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L165[16:22:29] <TechDG> o/
L166[16:23:48] <TechDG> Is it possible to
either get the hotbar's starting x pos or offset an element from it
in RenderGameOverlayEvent?
L167[16:26:59] <PaleoCrafter> heh, I just
ran my Curse scraper for language data on 1.12, turns out there's 2
Groovy projects, but
https://github.com/xbony2/ForgeGroove doesn't get
registered due to a slight majority of Java code xD
L168[16:27:58] <ghz|afk> lol
L169[16:28:11] <PaleoCrafter> TechDG, not
really, you have to hardcode it
L170[16:28:28] <TechDG> :/
L171[16:29:08] <ghz|afk> worst of all, you
can't know if other mods added stuff to it
L172[16:29:18] <PaleoCrafter> blame Mojang
for not using anything even remotely resembling a GUI library
:P
L173[16:29:22] <TechDG> xD
L174[16:29:27] <ghz|afk> so it's
practically a requirement to have a config to choose the Y
offset
L175[16:29:38] <ghz|afk> but the X is
easy
L176[16:29:44] <ghz|afk> the hotbar has a
fixed width
L177[16:29:55] <ghz|afk> starts at
(width-hotbar_width)/2
L178[16:30:00] <TechDG> My issue is the
GUI scale setting
L179[16:30:07] <ghz|afk> you don't haveto
worry about it
L180[16:30:16] <ghz|afk> the opengl matrix
is set up for you in advance
L181[16:30:27] <TechDG> ok
L182[16:31:44] <PaleoCrafter> "Groovy
for Forge? Because let's be honest, screw Kotlin" lol
L183[16:31:53] <ghz|afk> you can get the
scaled width and height by doing
L184[16:31:55] <ghz|afk> ScaledResolution
res = event.getResolution();
L185[16:32:03] <ghz|afk> width =
res.getScaledWidth()
L186[16:32:07] <ghz|afk> and the same for
Height
L187[16:32:19] <ghz|afk> event being
RenderGameOverlay.Pre/.Post
L188[16:32:28] <PaleoCrafter> I'm
seriously considering turning my Clojure experiments in a
full-blown (albeit simple) mod xD
L189[16:32:35] <ghz|afk> heh
L190[16:32:49] <ghz|afk> clojure was the
lisp-based one?
L191[16:32:53] <PaleoCrafter> yep
L192[16:32:56] <diesieben07> we definitely
need more JVM languages...
L193[16:33:04] <diesieben07> Ceylon
anyone?
L194[16:33:09] <ghz|afk> well then also
ewh ;p
L195[16:33:17] <PaleoCrafter> didn't get
it to compile my stuff, for some reason
L196[16:33:27] <PaleoCrafter> can't do
Frege, either, unfortunately :P
L197[16:33:31] <TechDG> Yeah, I got that.
The issue with that is that while I can put the screen width
through a formula, that only allows me to place the object a
certain percentage across the screen, and the bar's starting point
changes based on UI scale
L198[16:33:36] <ghz|afk> so
L199[16:33:39] <ghz|afk> functional
aside
L200[16:33:56] <ghz|afk> TechDG: but the
bar width is known (constant)
L201[16:34:10] <TechDG> Oh I see now, I
feel stupid.
L202[16:34:11] <ghz|afk> so all you ahve
to do is (scaledWidth-barWidth)/2
L203[16:34:18] ⇦
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L204[16:34:19] <TechDG> Yeah,
thanks.
L205[16:34:21] <ghz|afk> to get the left
side of the bar
L206[16:34:46] ⇦
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L208[16:34:50] <ghz|afk> [23:33]
(ghz|afk): functional aside
L209[16:34:55] <ghz|afk> are there logic
languages for the jvm?
L210[16:35:12] <ghz|afk> like prolog or so
;P
L211[16:35:35] <diesieben07>
prolog...
L212[16:35:37] *
diesieben07 runs
L214[16:36:08] <ghz|afk> I was just about
to paste that link
L215[16:36:12] <PaleoCrafter> it's an
interpreter though, so doesn't really count, I presume?
L217[16:36:20] <diesieben07> well...
depends
L218[16:36:23] <ghz|afk> well that's the
thing about logic languages
L219[16:36:24] <diesieben07> do we count
JRuby?
L220[16:36:29] <ghz|afk> you have
rules
L221[16:36:32] <diesieben07> that's
basically just a language runtime written in java.
L222[16:36:38] <ghz|afk> and you end up
applying a certain algorithm to those rules
L223[16:37:12] <ghz|afk> so in a way
L224[16:37:14] <diesieben07> like, the JVM
is also just a very advanced interpreter :P
L225[16:37:23] <PaleoCrafter> I suppose
xD
L226[16:37:26] <ghz|afk> you can turn a
set of logic predicates into functional patterns
L227[16:37:31] <ghz|afk> then let the
functional engine sort them out
L228[16:37:50] <ghz|afk> and that
functional engine can leverage object-oriented features
L229[16:37:55] <ghz|afk> so you can get
the full stack
L230[16:38:15] ⇦
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L231[16:39:13] <ghz|afk> so I used the
word "leverage" there
L232[16:39:24] <ghz|afk> and I was
imagining someone saying "wtf kind of jargon-talk is
that?"
L233[16:39:28] <ghz|afk> and then I
thought
L234[16:39:46] <ghz|afk> "wait...
JArgon? that seems like a fancy name for a JVM-based dialect of a
chemistry library"
L235[16:40:06] <PaleoCrafter>
alternatively: "darn, I'm fracturing my thoughts across a lot
of individual messages" :P
L236[16:40:15] <ghz|afk> no
L237[16:40:16] *
diesieben07 dies
L238[16:40:21] <ghz|afk> my thoughts are
fractured like that
L239[16:40:32] <ghz|afk> it's only through
repeated defragmenting that they coalesce into meaning
L240[16:40:40] <PaleoCrafter> dies ieben07
dies :3
L241[16:40:46] <ghz|afk> XD
L242[16:40:58] <diesieben07> jesus
:D
L243[16:41:31] <ghz|afk> although I blame
language: I can't put my thoughts into words fast enough, so I have
to pause my thoughts while I flush the buffer, then continue
L244[16:41:34] <ghz|afk> hence the
fragmentation
L245[16:41:38] <diesieben07> "Groovy
for Forge? Because let's be honest, screw Kotlin"
sadface
L246[16:41:43] <diesieben07> Why everyone
so mean
L247[16:42:33] <PaleoCrafter> Groovy is
nice for scripting, but I wouldn't like my mod in it, tbh xD
L248[16:42:39] <diesieben07> Yeah
L249[16:42:46] <ghz|afk> groovy is the
thing gradle uses?
L250[16:42:49] <diesieben07> Yep
L251[16:42:49] <PaleoCrafter> yep
L252[16:43:03] <ghz|afk> I can sortof
picture mods declared like that
L253[16:43:08] <PaleoCrafter> on a
sidenote: Kotlin has twice as many mods as Scala on 1.12 currently
:P
L254[16:43:09] <ghz|afk> and yes, I mean
declared
L255[16:43:10] <diesieben07> wrote a
(slightly) extensive deployment script in it at work today, it's
fun
L256[16:43:12] <ghz|afk> rather than
programmed
L257[16:43:27] <diesieben07> declared as
in make a DSL?
L258[16:43:31] <ghz|afk> yup
L259[16:43:34] <ghz|afk> like gradle
L260[16:43:35] <ghz|afk> but for
mods
L261[16:43:36] <diesieben07> sounds
cool
L262[16:43:39]
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L263[16:43:44] <diesieben07> if you use
kotlin :P
L264[16:43:46] *
diesieben07 hides
L265[16:45:43] <PaleoCrafter> I give
Kotlin that: the builder notation is quite nice :P
L266[16:45:48] ⇦
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L267[16:46:54] <PaleoCrafter> but then you
get atrocities like list.map @whatever { /* slightly more intricate
code */ return@whatever someValue } >.>
L268[16:46:57] <diesieben07> The concept
of "lambda with receiver" in general is kind of genius.
Although I am not sure if they are the first to do it.
L269[16:47:49] <diesieben07> that lambda
just screams "please turn me into a method"
L270[16:47:51] ⇦
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L271[16:47:53] <ghz|afk> lambda with
receiver?
L272[16:48:17] <diesieben07> Yes.
String.() -> Unit is the type of a lambda that takes 0 args, but
you call it "on a string"
L273[16:48:24] <diesieben07> so the String
is "this" inside the lambda
L274[16:48:42] <ghz|afk> ah
L275[16:48:46] <ghz|afk> like C# extension
methods
L276[16:48:47] <PaleoCrafter> it's even
required for relatively simple methods sometimes, basically as soon
as the lambda doesn't consist of a single expression
L277[16:48:48] <ghz|afk> but more
abstract
L278[16:48:52]
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L279[16:49:01] <diesieben07> it's the
lambda equivalent of an extension method, yeah
L280[16:49:13] <diesieben07> i've never
had to write that paleo :P
L281[16:49:24] <PaleoCrafter> let me find
an example <.<
L282[16:49:30] ⇦
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L283[16:49:34] <diesieben07> please do
:)
L284[16:49:42] <PaleoCrafter> don't even
remember which project I needed it in
L285[16:49:46] <PaleoCrafter> must've been
mc-dev though
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L287[16:50:37] <PaleoCrafter> but
really... while the idea of allowing to return the containing
method from within an inlined lambda is cool and all, it shouldn't
be the default, imo
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L289[16:52:17] <xbony2> oh god they
noticed ForgeGroove
L290[16:52:33] <ghz|afk> we have been
talking about it
L291[16:52:34] <ghz|afk> ;p
L292[16:52:36] <xbony2> it barely works, I
don't know anything about Groovy
L293[16:52:40] <PaleoCrafter> lol
L294[16:53:12] <xbony2> I ported a simple
mod to Groovy and it worked fine in my dev environment but not so
well in-game
L295[16:53:14] <PaleoCrafter> every
contribution to diversifying the modding language landscape is
welcome :P
L296[16:53:29] <PaleoCrafter> I'd imagine
that reobfuscation could become problematic
L297[16:53:38]
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L300[16:54:11] <diesieben07> Yep. dynamic
languages are fun.
L301[16:55:18] <TechDG> Back, with two
things. One, it worked perfectly, thanks :)
L302[16:55:35] <xbony2> to me Groovy feels
like what Java should be like
L303[16:55:43] <diesieben07> dynamic?
Pleas eno.
L304[16:56:00] <xbony2> more
syntax-wise
L305[16:56:00] <TechDG> Second, what's the
best way to get the the player from the RenderGameOverlayEvent.
Specifically, I want to access a capability which normally uses a
EntityPlayer object.
L306[16:56:17] <PaleoCrafter> ffs, can't
find the line that needed that notation ._.
L307[16:56:22] <diesieben07> Why so mean
to kotlin then?
L308[16:56:27] <diesieben07> dw paleo
:P
L309[16:56:42] <diesieben07> TechDG,
client only has one player: Minecraft::player
L310[16:56:44] <xbony2> it has
"fun" as a keyword
L311[16:56:50] <TechDG> ok
L312[16:56:56] <diesieben07> yes. :)
L313[16:56:59] <diesieben07> fun is
great!
L314[16:57:00] <PaleoCrafter> would you
agree that making the return affect the outer method by default is
a little stupid, though? :P
L315[16:57:10] <diesieben07> No :)
L316[16:57:18] <diesieben07> because
lambda != method
L317[16:58:08] <PaleoCrafter> meh, I want
to be able to return in arbitrary places though :P
L319[16:58:46] ⇦
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L320[16:58:46] <diesieben07> it's an
example...
L321[16:58:56] <diesieben07> you can't be
serious :P
L322[16:59:10] <xbony2> what kind of
pyscho uses three spaces for indentation?
L323[16:59:18] <diesieben07> Nobody.
L324[16:59:19] *
ghz|afk shudders
L325[16:59:24] <diesieben07> It's probably
a typo...
L326[16:59:27] <ghz|afk> at uni the editor
we used was set to 3 spaces by default
L327[16:59:30] <PaleoCrafter> oh, it looks
like you don't actually need the manual label, you can just use the
name of the method that's receiving the lambda
L328[16:59:39] <diesieben07> Yep
L329[16:59:45] <PaleoCrafter> still shitty
though :P
L330[16:59:51] <diesieben07> Go away
:P
L331[16:59:51] <ghz|afk> no one liked
it,
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L333[16:59:57] <ghz|afk> but it means
someone CHOSE to make it 3
L334[17:00:00] <xbony2> it's used multiple
times though
L335[17:00:15] <ghz|afk> which means
there's at least one person in the world that thought it is a good
idea
L336[17:00:39] <xbony2> 3 on the first two
examples, 4 on the last two examples
L337[17:01:00] <diesieben07> yeah i dont
know why they did that
L338[17:01:33] <TechDG> once again worked
perfectly, thanks! :)
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L343[17:05:26] <diesieben07>
createActionLabel is inline? o.O
L344[17:06:01] <PaleoCrafter> nope, but it
also applies to non-inlined lambdas :P
L345[17:06:15] <PaleoCrafter> I think, at
least xD
L346[17:06:17] <diesieben07> oh so then it
doesn't compile without a label?
L347[17:06:20] <PaleoCrafter> yep
L348[17:06:28] <diesieben07> ok that is
silly.
L349[17:06:32] <PaleoCrafter> gewd
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L351[17:06:59] <diesieben07> the one thing
that kinda irks me is that not everything but almost everything is
an expression.
L352[17:07:21] <PaleoCrafter> yep, that's
a little meh
L353[17:07:51] <diesieben07> gotta love
the while ((element = queue.poll()) != null) loops :D
L354[17:08:37] <diesieben07> oh, btw, if
you are not sold on kotlin, try coroutines. amazing :P
L355[17:08:40] <PaleoCrafter> ah well, but
even in Scala, that'd expression would evaluate to () (i.e. Unit)
which always is non-null :P
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L357[17:08:54] <diesieben07> :(
L358[17:09:15] <PaleoCrafter> considering
it's coming from a more functional point, though, that's
understandable, I'd say xD
L359[17:09:22] <diesieben07> guess
so
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L365[17:21:58] <halvors> Hmm. I have a
metadata block with state that says, normal block and glass
L366[17:22:17] <halvors> Normal block is a
block with texture, glass is a glass block with another
texture.
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L368[17:22:40] <halvors> My problem is
that the block uses the normal particle texture even for the glass
block...
L369[17:23:06] <halvors> Why might that
be, shouldn't this json set an particle texture for the glass block
as well?
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L389[18:00:10] <Abastro> Hi, is there a
way to load and render another world? Also in this case, is direct
teleportation possible?
L390[18:00:29] <diesieben07> on the
client?
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L393[18:15:21] <xbony2|afk> I should fix
ForgeGroove
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L398[18:21:02] <diesieben07> xbony2|afk, i
don't think you can, unless you can find a way to intercept all of
Groovy's dynamic method calls.
L399[18:21:59] <xbony2|afk> well the
problem I'm having with it is that the mod I ported to Groovy works
fine in a dev environment but doesn't work in the normal
environment
L400[18:24:10] <xbony2|afk> so it works
but not really
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L402[18:25:37] <diesieben07> Yes, thats
because reobfuscation doesn't catch the groovy
"dynamicness"
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L408[18:42:28] <Abastro> diesieben07: yes
on the client.
L409[18:43:59] <Abastro> You're away
:P
L410[18:44:42] <Abastro> Is here anyone
knowing if rendering other world is feasible?
L411[18:45:10] <Abastro> Loading &
Rendering & Direct Teleportation.
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L419[19:16:58] <halvors> How can i rotate
a block only when player is holding the block from the blockstates
file?
L420[19:18:50] <tterrag> change the
transforms?
L421[19:31:06]
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L422[19:32:21] <halvors> tterrag: Yeah,
but specifying them somehow doesn't work...
L423[19:32:28] <tterrag> json?
L424[19:33:49] <halvors> Think the problem
might be that i have forge-default-block as the default transform.
And i'm trying to override that in inventory..,.
L426[19:34:49] <halvors> I'm trying to
rotate the block when in gui.
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L429[19:38:35] <illy> Boop o/
L430[19:39:12] <halvors> tterrag: Any
idea?
L431[19:39:59] <tterrag> nope
L432[19:40:00] <tterrag> sorry
L433[19:40:06] <tterrag> not really used
the forge blockstates that much
L434[19:40:27] <halvors> Ah ok.
L436[20:05:40] <LexMobile> Not used
anywhere, mainly a hold over from MCP days.
L437[20:06:10] <xbony2|afk> I guessed it
was used in MCP
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L442[20:11:47] <Inqy> Is there some open
source up-to-date mod/example with blocks (blockstates and a model
too) because I keep getting FileNotFoundExceptions for json
files
L443[20:12:01] <Inqy> It's probably some
shitty naming mistake but I can't figure it out so I'd like to see
a working example..
L444[20:12:16] <xbony2|afk> just with
blocks? :P well I imagine so
L446[20:17:23] <Inqy> (looking)
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L450[20:27:47] <Inqy> ok, thanks,
progress, now only half the textures are missing
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L465[21:20:45] <Inqy> ugh, so the block's
fine when it's placed down, it just doesn't want to render properly
when it's an item
L466[21:21:04] <Inqy> broken both when
rendered as an icon in inventory and when held in hand
L467[21:22:32] <Inqy> I am probably using
ModelLoader.setCustomModelResourceLocation wrong?
L468[21:23:12] <Inqy> it's
ModelLoader.setCustomModelResourceLocation(item, 0, new
ModelResourceLocation(item.getRegistryName(),
"inventory"));
L469[21:23:26] <Inqy> where item is just a
new
ItemBlock(spiderEgg).setRegistryName(spiderEgg.getRegistryName());
L470[21:24:10] <quadraxis> don't create a
new item, use getItemFromBlock ?
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L472[21:29:46] <Inqy> hm, same thing
happens
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L476[21:36:53] <Inqy> there are no
filenotfounds in console
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L479[22:00:04] <howtonotwin> The actual
model JSON is really hard to fuck up
L480[22:00:22] <howtonotwin> 90% of the
problems are usually blockstate files or models in other
formats
L481[22:00:51] <howtonotwin> So blockstate
file, Inqy? ^
L482[22:01:10] <Inqy> on it
L483[22:03:16] <howtonotwin> Oh, wait a
minute
L484[22:03:21] <howtonotwin> I see it
now
L485[22:03:48] <Inqy> huh
L486[22:03:51] <howtonotwin> Ok, so what
you said is ModelLoader.setCustomModelResourceLocation(item, 0, new
ModelResourceLocation(item.getRegistryName(),
"inventory"));
L487[22:04:06] <Inqy> ym, yes
L488[22:04:13] <howtonotwin> And the
regname is bleck:spider_egg or something
L489[22:04:19] <howtonotwin> Doesn't
matter
L490[22:04:38] <howtonotwin> So it's
trying to load model blah:blah#inventory
L491[22:05:17] <Inqy> aaand that doesn't
exist?
L492[22:05:26] <howtonotwin> Now, there
exists a blockstate file at blah:blah, but it does not contain an
inventory variant
L493[22:05:33] <howtonotwin> (Am I
right?)
L495[22:05:43] <Inqy> ^ yes
L496[22:05:57] <howtonotwin> So it tries
to load blah/models/item/blah.json
L497[22:05:59] <howtonotwin> And
fails
L498[22:06:22] <howtonotwin> So it's hard
to get models working unless you have a good system to them
L499[22:06:51] <howtonotwin> How exactly
are you organizing your models?
L500[22:07:22] <howtonotwin> I COULD tell
you exactly how I do it and you could do it that way, but then it
might not be natural to you and you'll have more problems
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L504[22:09:00] <howtonotwin> Alrighty, so
first you'll want to note any items that share models with
blocks
L505[22:09:35] <howtonotwin> Delete their
model files under models/item, because you can just have them share
the block one
L506[22:10:07] <howtonotwin> Then edit the
block*state* file and add a variant "inventory" that
duplicates the "normal" variant
L507[22:10:53] <howtonotwin> Now, what'll
happen here is that block *and item* models will go through the
blockstate file
L508[22:11:40] <howtonotwin> (Yes, it's
kinda dumb, but it is even dumber in vanilla, so be happy fr.y
rewrote enough of it to make it nice-ish)
L509[22:11:43] <Inqy> okay, I've done
that
L510[22:12:04] <howtonotwin> Reload your
resources and press F3+T in game ;P
L511[22:12:39] <Inqy> hm, I'm afraid not
much has changed?
L513[22:12:44] <Inqy> blockstate
file
L514[22:12:54] <Inqy> models.item.*
deleted
L515[22:13:07] <howtonotwin> Ok that was a
fail at seeming cool
L516[22:13:21] <howtonotwin> Your IDE
probably just didn't recopy the new files
L517[22:13:24] <howtonotwin> Restart
MC
L518[22:14:02] <howtonotwin> If you start
MC in your IDE's debug mode, then the IDE will normally updated any
changed resources and then F3+T will reload them
L519[22:14:46] <howtonotwin> Rather
helpful when you're trying to make something look pretty and you
don't want to spend 3 minutes just restarting the game
L520[22:14:59] <Inqy> err, still, the same
thing. There is one thing that warns me that there might be
something more to my issue though...
L521[22:15:26] <Inqy> There is an entity
that I register the renderer for in the same method I register the
renderer for an item.
L522[22:15:54] <Inqy> the entity no longer
renders correctly, it's become a white cuboid
L523[22:16:19] <Inqy> It doesn't even have
a custom texture so there is no way my assets modifications screwed
something up...
L524[22:17:00] <howtonotwin> You shouldn't
be registering entity renderers and items together, ...
L525[22:17:14] <Inqy> k, fixing
L526[22:17:38] <halvors> Hmm. Seems like
this new capability stuff is pretty confusing to use...
L527[22:17:52] <howtonotwin> No
wait!
L528[22:18:03] <halvors> Do i really have
to use it? I'm implementing fluid stuff to TE's.
L529[22:18:12] <howtonotwin> halvors,
yes
L530[22:18:19] <howtonotwin> It's the API
everyone uses
L531[22:18:23] <howtonotwin> Item models
should be registered in the ModelRegisterEvent
L532[22:19:18] <Inqy> OH. Doing that,
then.
L533[22:19:26] <howtonotwin> halvors, if
you're just implementing a fluid handler, stick the instance of
IFluidHandler as a field in your TE, handle (de)ser, and make
has/getCap work properly
L534[22:20:17] <halvors> Any good
tutorials on this? Don't know where to begin...
L536[22:21:50] <Inqy> ^that helped me a
lot
L537[22:22:23] <Inqy> howtonotwin,
wooooooo, that fixed it
L538[22:22:40] <howtonotwin> Yay!
L539[22:22:48] <Inqy> didn't know that
there was an event for registering item models too
L540[22:23:15] <Inqy> asking in advance
before I dig myself into that entity thing. Is there an event for
Entity renderers too?
L541[22:23:37] <howtonotwin> I don't think
so, but I don't do entities much
L542[22:23:47] *
howtonotwin goes off to pillage Botania for info
L543[22:23:58] <howtonotwin> When in
doubt, stare at open source code ?
L544[22:24:12] <Inqy> oh my, I attempted
looking at Botania today
L545[22:24:22] <Inqy> It beat me
L546[22:24:57] <Inqy> oh wait, no, Botania
was the okay-ish one
L548[22:25:08] <howtonotwin>
*preinit
L549[22:25:15] <Inqy> Applied Energetics 2
is what I couldn't find my way around in
L550[22:26:11] *
howtonotwin goes of to pillage AE2 for eldritch horror
L551[22:26:13] <howtonotwin> s
L552[22:26:21] <Inqy> well you just fixed
my other issue
L553[22:26:24] <Inqy> HAH, thanks
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L555[22:27:01] <Inqy> I had it in preinit
previously, correctly, but after trying to make the item thing work
I started moving "registerRenderers" around
L556[22:27:13] <Inqy> hence breaking the
entity renderer lol
L557[22:27:44] <howtonotwin> Someone
should really get to writing a doc page for this...
L558[22:28:23] <howtonotwin> "A
Detailed Listing of Every Entry-Point Forge Has Into Your Mod, and
Another Listing of Where Everything You Do Goes"
L559[22:28:45] <Inqy> yeah I didn't
realize it was so delicate
L561[22:30:11] <howtonotwin> (Soon as in
probably tmrw or the day after next, as soon as I write the last
page)
L562[22:32:30] <Inqy> Oh! You wrote all
that, that will definitely be useful
L563[22:32:54] <Inqy> I'll look into it
definitely
L564[22:34:04] <Inqy> well, uh, I'm off to
sleep now since I've been pushing going to sleep for the last few
hours "until I fix this"
L565[22:34:23] <Inqy> thanks for the help,
good night
L566[22:35:14] <howtonotwin> np
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