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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
L88[07:20:27] <ben_mkiv> https://github.com/MightyPirates/OpenComputers/blob/06e7149573cc310254b691b3944eeb5d99619ff8/src/main/scala/li/cil/oc/client/renderer/block/Print.scala#L41
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?
L93[07:24:38] <PaleoCrafter> nope, non-existent there :P https://github.com/MightyPirates/OpenComputers/blob/master-MC1.10/src/main/scala/li/cil/oc/client/renderer/block/Print.scala
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
L99[07:26:21] <ben_mkiv> https://github.com/MightyPirates/OpenComputers/blob/master-MC1.10/src/main/scala/li/cil/oc/client/renderer/block/PrintModel.scala
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
L120[07:41:05] <Raycoms> I'd love to use blockout: https://minecraft.curseforge.com/projects/blockout but there is no inventory support yet, only scrollbars for normal GUIs
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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