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L3[00:28:29] <LexMobile> cpw: when you're
around ping me, need a little linux help
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L6[00:36:51] <LexMobile> or well anyone, its
just cpw has access to do it. I need to setup JDK9 on jenkins, but
keep JDK8 as the default.
L7[00:44:22] <MiniDigger> Have both
installed, point Java home and path environment variables to jdk8,
in the script for jdk9 temporarily set them to jdk9. If you only
need it for maven and gradle I think you can specify a compiler
binary
L8[00:46:05] <LexMobile> I can do it on
windows I just don’t wanna fuck up our build server :p
L9[00:46:42] <LexMobile> Also out this in
the wrong chat
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L23[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20171130 mappings to Forge Maven.
L24[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20171130-1.12.zip
(mappings = "snapshot_20171130" in build.gradle).
L25[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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L28[02:32:10] <TechnicianLP> does that mean
that theres are things ready to build for j9?
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L60[08:03:27] <Raycoms> Which ways exist to
create minecraft entity models and what are the
advantages/disadvantages?
L61[08:17:55] <gigaherz|work> way number 1:
writeeverything in java code -- disadvantage: it's the definition
of hardcoding
L62[08:18:17] <gigaherz|work> way number 2:
use some external model editor that effectively generates java code
-- disadvantage: it's still hardcoded
L63[08:19:26] <gigaherz|work> way number 3:
use the model loader system to load a json/b3d/obj model --
advantages: it's not hardcoded; disadvantages: the textures get
stitched into the atlas (is that a disadvantage?)
L64[08:24:38] <ben_mkiv> 3. you still can
use custom texture if im not wrong
L65[08:24:46] <ben_mkiv> from
resourcelocation^
L66[08:25:20] <gigaherz|work> technically
yes
L67[08:25:27] <gigaherz|work> you can
provide a custom texture getter
L68[08:25:53] <ben_mkiv> raycom i (would
go)/went for the obj loader way
L69[08:26:38] <Raycoms> We go the json way
for our blocks, but all our entities are .java
L70[08:27:31] *
ben_mkiv still has to figure out how to get a custom collision mesh
for way3 :>
L71[08:27:41] <ben_mkiv> ghz probably
knows?! ;)
L72[08:28:23] <Raycoms> What programs are
there for the external model editor way? I think, I should go the
.java way since I don't have anyone to remodel all of them to fit
the obj way
L73[08:29:06] <ben_mkiv> its pretty simple
if you know blender basics
L74[08:29:37] <ben_mkiv> how many models
are we talking about?
L75[08:30:09] <Raycoms> around 20
L76[08:30:22] <Raycoms> and even I knew
blender basics, those would turn out super ugly =D
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L83[09:28:25] <Raycoms> Someone already
coded custom stairs, If I just extend the blockStairs the states,
the lightning, etc are off
L84[09:55:30] <quadraxis> you need to set
useNeighborBrightness
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L91[10:34:32] <Raycoms> quadraxis I got the
brightness now, thanks, only need the blockState now
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L96[11:26:44] <Raycoms> Is there a way to
rotate a complex block by 90° in the json?
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L105[12:30:51] <Raycoms> Anyone has an
idea on how to fix this?
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L107[12:53:15] <Raycoms> Fixed it
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L138[16:01:27] <SanAndreasP> !mcf
func_70089_S 1.10.2
L139[16:02:02] <SanAndreasP> !gm
func_70089_S 1.10.2
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L176[20:37:28] <XVicarious> Why would
IntelliJ and Minecraft not be loading my mod after I changed the
package? Do I have to change something else somewhere? This is a
brand new environment, all I did was change the package name to my
own.
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