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L14[01:56:16] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170901 mappings to Forge Maven.
L15[01:56:19] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170901-1.12.zip
(mappings = "snapshot_20170901" in build.gradle).
L16[01:56:30] <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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L62[06:44:51] <ben_mkiv> anyone knows how
to get texture resourcelocation from an existing item?
L63[06:45:05] <ben_mkiv> new
ModelResourceLocation("modid:itemname",
"inventory"));
L64[06:45:07] <ben_mkiv> is this
reliable?
L65[06:45:58] <ben_mkiv> wait got an idea,
OC code should do it with the texture picker :>
L66[06:49:46] <gigaherz|work> no that won't
work
L67[06:49:53] <gigaherz|work> you can't
obtain an "icon" from an item
L68[06:49:59] <gigaherz|work> you'd have to
reverse-engineer the item model
L69[06:50:02] <gigaherz|work> which may not
even be flat
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L72[07:14:13] <ben_mkiv> actually all i
want is block textures
L73[07:14:34] <ben_mkiv> just have to
figure out how OpenComputers maps them on their custom blocks
L74[07:14:48] <ben_mkiv> probably the only
mod written in scala?! xD
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L76[07:15:05] <Raycoms> Hey there
L77[07:15:15] <ben_mkiv> hi ray o/
L78[07:15:40] <Raycoms> Is there a way to
decrease the slot size in an inventory? I have quite a big texture
and want the inventory slots to be smaller
L79[07:15:50] <PaleoCrafter> One of ~30,
ben_mkiv (at least as far as open source stuff on Curse goes) :P
but you can't generally get a block's texture, only its model, if
at all :P
L80[07:16:22] <ben_mkiv> but opencomputer
basicly does that
L81[07:16:45] <PaleoCrafter> well, what
does it yield for, say, a furnace? :P
L82[07:16:45] <ben_mkiv> theres a
texturepicker which shows you some texturename like
"minecraft:blocks/stone_granite"
L83[07:17:07] <PaleoCrafter> that could be
entirely file-based? :P
L84[07:17:12] <ben_mkiv>
minecraft:blocks/furnace_front_off
L85[07:17:44] <PaleoCrafter> Raycoms, not
without basically rewriting the entire inventory GUI stuff, afaik.
You could introduce scrolling to your slots, though ;)
L86[07:17:46] <ben_mkiv> you can 3D Print
blocks with textures of different blocks
L87[07:18:42] <PaleoCrafter> I suppose you
could use the particle texture, but that's meh, too :P
L89[07:20:33] <ben_mkiv> seems the texture
gets resolved there
L90[07:21:23] <PaleoCrafter> That's some
very old code (for 1.7.10) not at all relevant these days :P
L91[07:23:55] <ben_mkiv> still part of
their 1.10 branch
L92[07:24:31] <ben_mkiv> so why wont i get
a texture? because its on a textureatlas?
L94[07:24:47] <PaleoCrafter> note the
commit hash in your link
L95[07:25:19] <ben_mkiv> damn that search
function on github...
L96[07:25:21] <ben_mkiv> sorry then
L97[07:25:47] <Raycoms> PaleoCrafter how
can I make it scrollable?
L98[07:25:57] <PaleoCrafter> look at
creative tabs
L100[07:26:29] <ben_mkiv> finally found
the current :P
L101[07:26:58] <PaleoCrafter> that's just
getting the texture reference for the atlas, though. You're not
guetting anything from the block there ;)
L102[07:29:59] <PaleoCrafter> oh, so you
have to specify the texture in the printer API, that's a different
story
L103[07:30:17] <ben_mkiv> i want to use it
to render custom gl stuff
L104[07:31:31] <ben_mkiv> is it possible
to get a resourcelocation from the map which just holds that one
texture?
L105[07:33:39] <Raycoms> Hmm that
scrollbar seems super confusing of minecraft...
L106[07:34:34] <PaleoCrafter> ben_mkiv, I
feel like we're getting into XY problem territory here. What is it
you actually want to do? :P
L107[07:35:27] <ben_mkiv> its AR-Glasses
for OpenComputers which render virtual stuff in the world, and i
want the option to apply textures
L108[07:35:48] <ben_mkiv> so the user
picks a texture with the opencomputers texturepicker and uses the
texture name in the lua-script
L109[07:35:59] <ben_mkiv> so i have to
resolve the texture name to some resourcelocation somehow
L110[07:37:16] <Raycoms> Wow, I need like
20 methods in my container and 10 more in the gui class for a
simple scrollbar
L111[07:38:03] <ben_mkiv> how about larger
inventorys like diamondchests implent them?
L112[07:38:05] <PaleoCrafter> then
retrieve the TextureAtlasSprite the same way OC does for its
printer (see that PrintModel class), bind
TextureMap.locationBlockTextures (or whatever it's called, I forgot
and don't have a dev workspace handy right now) and then use the
UVs from the TAS to draw
L113[07:38:31] <PaleoCrafter> Raycoms,
another option is rethinking your GUI design or simply abandoning
GUIs altogether :P
L114[07:38:34] <ben_mkiv> thats what i'm
trying now
L115[07:39:11] <Raycoms> I will have to
try to fit it in with more columns
L116[07:40:00] <ben_mkiv>
TextureMap.LOCATION_BLOCKS_TEXTURE
L117[07:40:06] <Raycoms> I only need 108
slots
L118[07:40:52] <PaleoCrafter> ah, right,
constant case
L119[07:40:58] *
PaleoCrafter is getting out of touch with the codebase
L121[07:41:51] *
ben_mkiv hopes that it works without to much UV messing
xD
L122[07:42:52] <Raycoms> brb
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L125[07:45:29] <masa> is there any easy
way to get the texture mapping of the IModel that is the result of
the stuff in the forge blockstate json?
L126[07:46:06] <masa> basically I'm making
a custom model, and I'd like to specify the texture in the jsons
instead of hard coding the locations in the custom model
class
L127[07:47:01] <masa> from a quick look,
if that resulting model is a VanillaModelWrapper, then I'd need t
oreflect to get the ModelBlock and then the texture map from
it...
L128[07:47:27] <masa> unless it's
something else or there is a better way?
L129[07:50:04] <ben_mkiv>
Minecraft.getMinecraft().getTextureMapBlocks().getTextureExtry("minecraft:blocks/stone");
L130[07:50:05] <ben_mkiv>
Minecraft.getMinecraft().getTextureManager().bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
L131[07:50:09] <ben_mkiv> this wont work
for me
L132[07:51:37] <PaleoCrafter> well, what
are you doing with the result of getTextureEntry?
L133[07:51:46] <ben_mkiv> nothing
L134[07:51:53] <ben_mkiv> thought it loads
it on the stack?
L135[07:52:21] <PaleoCrafter> uhm, no. it
returns a TextureAtlasSprite which contains information about the
texture's position on the atlas
L136[08:02:45] <ben_mkiv> that looks awful
complex xD
L137[08:03:57] <PaleoCrafter> but it's not
at all? you bind the atlas and then use the position on the atlas
as your UVs, potentially interpolating on the sprite if you only
want part of the texture :P
L138[08:04:22] <PaleoCrafter> using the
atlas has the benefit that you only need to bind the texture once
and that you can probably do it all in one draw call ;)
L139[08:04:31] <ben_mkiv> i'm pretty new
to modded mc, so i dont get some basic stuff at first
L140[08:04:48] <ben_mkiv> so there are
different atlases, and the get extry returns the correct atlas
which implements iicon
L141[08:04:58] <ben_mkiv> which actually
has the coords?
L142[08:05:36] <PaleoCrafter> there's one
atlas (i.e. a large sheet with a bunch of smaller sprites) and get
entry returns a specific sprite/texture's position on that
atlas
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L144[08:13:20] <billy> is this the spot
for forge mod development help, or just general use help?
L145[08:15:20] <ben_mkiv> hm paleo, does
all i want to archive only work using a tessellator to do the
draws?
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L147[08:15:32] <ben_mkiv> maybe thats why
i'm failing hard all the time xD
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L149[08:15:49] <IoP> I would say that more
or less all forge related things if you know how to ask and are
patient enough to wait for answers
L150[08:15:51] <ben_mkiv> actually using
normal gl vertex calls
L151[08:16:02] <billy> thanks IoP
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L153[08:18:22] <billy> ok, so I'm making a
simple mod that adds hats to the game (wearable cosmetic items that
go on your head). I am using the ArmorMaterial with all values set
to 0 so it has no armor benefits, using this tutorial as a guide
http://shadowfacts.net/tutorials/forge-modding-112/armor/
but I'm wondering how can I make these hats indestructible
(unbreakable) so they last forever and never get the green
durability bar in the item's inventory slot
L154[08:19:09] <ben_mkiv> it is ItemArmor
i guess?
L155[08:19:22] <ben_mkiv> then do
setMaxDamage(0); in the constructor function
L156[08:20:20] <billy> will give that a
shot, thanks ben_mkiv
L157[08:24:49] <billy> yup, that did the
trick perfectly. ^_^
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L160[08:36:24] <ben_mkiv> PaleoCrafter, do
i need a tessellator to do the drawcalls?
L161[08:36:33] <ben_mkiv> or would it work
with gl calls somehow?
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L187[11:43:07] <ben_mkiv> is it possible
to have a default value for a functions parameter?
L188[11:43:55] <ben_mkiv> well google
loaded faster :P
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L190[12:15:47] <killjoy> in java, no
L191[12:15:53] <killjoy> but you can have
overloaded methods
L192[12:16:02] <killjoy> if you're using
kotlin, yes
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L195[12:25:59] <SonOfTheStars> Hello
Everyone!
L196[12:26:06] <SonOfTheStars> Got a
Question
L197[12:26:40] <SonOfTheStars> If i want
to bind a TESR to a Tile, what render type must it return in
getRenderType?
L198[12:27:42] <SonOfTheStars> NVM docus
help derp
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L204[13:16:10] <SonOfTheStars> I just ran
into sth pretty wierd, the tile im passing sth too is different
from the tile that actually wants to be rendered in the
coresponding renderer...
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L206[13:28:09] <SonOfTheStars> OK i need
help
L207[13:28:53] <SonOfTheStars> I got a
Tile tirggering its TESR, but the in-world position is actually +1
block offf on the X&Z coords where the actual tile i want to
render is
L208[13:30:47] <ghz|afk> that would mean
you aren't drawing it in the right place?
L209[13:31:53] <SonOfTheStars> not really,
it just has a ghost tile there
L210[13:32:27] <SonOfTheStars> the block
thats actually there and wich i pass the before mentioned
stuff(items) to is there and its tile can be adressed by
neighboring tiles
L211[13:32:45] <SonOfTheStars> but for
some reason that tile doesnt trigger its TESR
L212[13:33:03] <SonOfTheStars> only the
ghost does wich is X+1,Z+1 off
L213[13:38:29] <ghz|afk> that still sounds
to me like your TESR is the one doing it wrong
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L215[13:42:55] <SonOfTheStars> jeah seems
so
L216[13:43:08] <SonOfTheStars> i rendered
an apple in the midle of my tile and it just works finew
L217[13:43:12] <SonOfTheStars> like
staticly rendered
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L220[14:00:15] <SonOfTheStars> i
legitimately have no idea what is going on ghz|afk
L221[14:01:04] <SonOfTheStars> The Tile
being rendered is different from the one the apple shows up in in
every way posssible
L222[14:01:20] <SonOfTheStars> it has
other coordinates, other field values aso
L223[14:01:34] <SonOfTheStars> but still
the static apple renders at the right place
L224[14:01:45] <ghz|afk> uhm show
code.
L225[14:01:59] <SonOfTheStars> sec let me
commit it to git
L226[14:10:26] <SonOfTheStars> ghz|afk,
send you the stuff on PM
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L230[14:28:20] <Raycoms> In 1.10 there is
no Datafixer Fixer.STRUCTURE is there something else which can be
used?
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L259[16:12:30] <ben_mkiv> how would one
figure out why the console gets spammed with gl errors? (1280
invalid enum)
L260[16:12:49] <ben_mkiv> weird thing is,
if i open up the console from opencomputers the errors stop
L261[16:12:58] <ben_mkiv> so i guess its
some gl flag, but cant figure out which one :/
L262[16:13:59] <TechnicianLP> sounds like
something for #oc?
L263[16:14:21] <ben_mkiv> but they dont do
anything wrong xD
L264[16:14:26] <ben_mkiv> they fix my
broken code somehow :D
L265[16:14:43] <TechnicianLP> oh ---
L266[16:15:46] <TechnicianLP> re the
invalid enum is?
L267[16:15:54] <TechnicianLP> do it say
where*
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L269[16:15:59] <TechnicianLP> does*
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L271[16:16:28] <ben_mkiv> [23:21:47]
[Client thread/ERROR]: ########## GL ERROR ##########
L272[16:16:29] <ben_mkiv> [23:21:47]
[Client thread/ERROR]: @ Post render
L273[16:16:29] <ben_mkiv> [23:21:47]
[Client thread/ERROR]: 1280: Invalid enum
L274[16:16:30] <ben_mkiv> on the
console
L275[16:16:47] <ben_mkiv> uhm, log
L276[16:16:50] <ben_mkiv> sorry
L277[16:17:34] <TechnicianLP> do you know
where you are causing it?
L278[16:19:31] <ben_mkiv> i think i'm
getting closer xD
L279[16:22:22] <TechnicianLP> youre using
an invalid (for that method) GL-Constant to some method
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L282[16:30:54] <ben_mkiv> probably an
invalid combination or something like that
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L286[16:42:03] <ben_mkiv> does mojang
block accounts if they sign on to often?
L287[16:42:10] <ben_mkiv> had login
trouble for ~5mins
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L289[16:44:28] <SonOfTheStars> If i want a
drawn item to spin around its vertical axis? what would i have to
do with GLStateManager.rotate()?
L290[16:50:05] <ben_mkiv> something like
actualValue = previousTickValue + (currentValue - lastTickValue) *
partialTicks
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L292[16:52:11] <SonOfTheStars> Well im out
for today
L293[16:52:25] <SonOfTheStars> hope
someone can help me tomorrow with my displaced render issue
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L295[16:53:11] <ben_mkiv> i think i found
the reason
L296[16:53:15] <ben_mkiv> for my
problem
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L298[16:53:49] ***
Lunatrius` is now known as Lunatrius
L299[16:54:20] <ben_mkiv> boolean
alphaActive = GL11.glIsEnabled(GL11.GL_ALPHA);
L300[16:54:25] <ben_mkiv> this is so
fudged up xD
L301[16:54:35] <ben_mkiv> havent commented
it out because i havent thought of it causing an error
L302[16:58:15] <ben_mkiv> is it possible
that gl12 or some other version did set a flag which GL11 doesnt
know?
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L309[18:06:20] <Abastro> No the flags
should be compatible through versions.
L310[18:21:34] <halvors> Anyone knows
where in minecraft source the text over players head is
rendered?
L311[18:22:42] <Abastro> It'd be
RenderLiving
L312[18:22:51] <Abastro> (Or
RenderLivingBase(
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L318[19:10:57] <halvors> Abastro: Thanks
:) Found it after digging into super classes.
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L322[19:25:24] <halvors> How strict should
intermod compatibility be with the "gaseous" field of
fluid? Should i trust that other modders set that for gases? And
check if it is set when i want only gases to be filled into my
fluidtank?
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L324[19:34:50] <abab9579> Yes isGaseous()
should be and be only true for gas
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L328[19:50:18] <halvors> Ok, seems like
lots of modders out there doesn't do that. Hmm. Makes some
compatibilty issues for me here. :(
L329[19:50:32] <halvors> Guess i need to
submit some PR's.
L330[20:00:57] <abab9579> Why a PR?
L331[20:09:46] <halvors> To submit a fix
to the authors of the mods i've having issues with :)
L332[20:14:21] <abab9579> Ah.. thought
it's for forge. :P
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L334[20:17:35] <halvors> Hehe, no.
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L342[20:43:42] <tterrag> halvors: what
mods would that be
L343[20:43:58] <tterrag> the only gases I
can think of right away are steam and TF's gaseous glowstone
L344[20:44:01] <tterrag> which are both
done properly afaik
L345[20:44:39] <halvors> Mekanism is
registering steam as a "liquid"
L346[20:44:51] <halvors> As well as other
gases.
L347[20:46:32] <halvors> What is the
correct way to run some code when a tile entity is loaded? Is that
validate()? What exactly does TileEntity.validate() do?
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L350[20:58:24] <tterrag> oh because
mekanism doesn't know the definition of the word
"fluid"
L351[20:58:38] <tterrag> it has its own
API for "gas"
L352[20:58:43] <tterrag> it's dumb
L353[20:59:05] <tterrag> halvors: I don't
believe validate is called in 100% of cases
L354[20:59:14] <tterrag> generally I think
it's best to just do things on first-tick if you are ticking
L355[21:01:45] <halvors> How to check if
it's the first tick?
L356[21:01:55] <halvors> getWorldTime()
doesn't seem to work.
L357[21:02:01] <tterrag> well, you could
just do something like if (field == null) // init field
L358[21:02:24] <tterrag> TEs don't have
their own lifetime counter...though you could add an explicit one
if you really wanted
L359[21:02:43] <halvors> Thanks :)
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