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L1[00:00:22] <minecreatr> I dont understand
why TickEvent.PlayerTickEvent is getting called, while
LivingEvent.LivingUpdateEvent is
L2[00:01:32] <AbrarSyed> MineBot, well.. a
player is living right?
L3[00:01:34] <AbrarSyed> err
L4[00:01:42] <AbrarSyed> minecreatr, ^
L5[00:01:51] <theoriginalbit> anyone know of
any good blockstates tutorials or documentation? I'm attempting to
do metadata'd blocks, all to no avail.
L6[00:02:27] <minecreatr> well I dont know
if LivingUpdateEvent also gets called on the client
L7[00:02:40] <minecreatr> because I want to
change the players stepheight which has to be on both server and
client
L8[00:03:30] <ntzrmtthihu777>
theoriginalbit: tbh I just looked at wool when I was learning
:)
L9[00:03:35] <minecreatr> do you know if
LivingUpdateEvent is called on both AbrarSyed ?
L10[00:04:41] <AbrarSyed> minecreatr,
simple. just have it spit out FMlCOmmonHandler.getSide() and see
what the log says
L11[00:04:52] <AbrarSyed> if you see both
client and server, you have your answer
L12[00:05:11] <theoriginalbit>
ntzrmtthihu777: yeah that's what I've been doing too. But I'm
struggling seeing how it is able to load the correct
blockstate/model JSON files with the wool. since the unlocalised
name is "cloth" but all it's blockstate files are
<color>_wool.json
L14[00:06:22] <AbrarSyed> minecreatr,
satying "lex" doesnt ping him
L15[00:06:32] <AbrarSyed> hehe
L16[00:06:38] <AbrarSyed> well.. its bad
practice.. but its there if needed
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L18[00:06:44] <minecreatr> I know
L19[00:06:49] <minecreatr> just want to be
careful :P
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L22[00:07:10] <AbrarSyed> minecreatr, a
better way is... entity.worldObj.isRemote
L23[00:07:15] <AbrarSyed> if tis remote,
then its on the client
L24[00:07:26] <AbrarSyed> because the real
world is always on the server
L25[00:07:28] <minecreatr> why is that
"better"?
L26[00:07:29] <ntzrmtthihu777>
theoriginalbit: you need to register additional blockstates
L27[00:07:43] <AbrarSyed> beause its
vanilla, and not an FML hack trying to glean the side from the
thread name
L28[00:08:06] <AbrarSyed> ^ is actually
what the getEffectiveSide() thing does...
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L30[00:09:06] <theoriginalbit>
ntzrmtthihu777: yeah with `PropertyEnum#create(String, Class)`
right? I've done that, and the `#createBlockState` in the custom
block.
L31[00:09:39] <ntzrmtthihu777>
theoriginalbit: hrm.
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L34[00:13:51] <AbrarSyed> holy crap I think
I just found lex on facebook
L35[00:14:06] <AbrarSyed> completely random
occurance....
L36[00:14:13] <Mitchellbrine> Oh boy
L37[00:14:48] *
AbrarSyed never uses facebook even
L38[00:14:54] <AbrarSyed> thats justs
cary.. how did they know....
L39[00:15:13] <Mitchellbrine> Haha. FB is
learning
L40[00:15:13] <AbrarSyed> Never doubt it
folks... Facebook knows everything about you...
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L42[00:15:23] <ntzrmtthihu777> which is why
I don't use it.
L43[00:15:33] <Mitchellbrine> Do you have
him in your email contacts?
L44[00:15:39] <Mitchellbrine> The email you
use for FB?
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L47[00:17:53] <Ry_dog101> Is it possible to
phase an image from the internet into a ResourceLocation
L48[00:21:01] <theoriginalbit>
ntzrmtthihu777: do you have any working examples that I could
compare against what I've done?
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L50[00:29:25] ⇦
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L51[00:32:03] <Cazzar> Well, since
SourcePawn has gone quite close to C++ time to try VS :3
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L54[00:35:16] <AbrarSyed> Mitchellbrine,
uh.. dont think so.. must be tracking me through github.. or when
we are at apx east last year
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L59[00:46:46] <_Seymore> so, is java 7
going to soon be nonexistent?
L60[00:47:19] <_Seymore> or are they just
moving it to some out of sight download page? quite confused by
their post
L61[00:48:01] <Unh0ly_Tigg> whose
post?
L62[00:51:33] <tterrag> oracle's
L63[00:51:37] <tterrag> java 7 is going EOL
soon
L64[00:51:47] <tterrag> doesn't really mean
anything for us
L65[00:51:55] <tterrag> 6 has been EOL for
a while now...yet here we are
L66[00:52:27] <ssfdre38> ive been using 1.8
for a long time and so far no problems
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L70[00:55:37] <theoriginalbit> I've had
nothing but problems with Java 8
L71[00:57:31] <ssfdre38> well FTB and
ATLuncher has a problem even when java7jdk is on my computer
L72[00:57:50] <_Seymore> i personally need
java 7.
L73[00:58:09] <_Seymore> does oracle allow
them to use their product as a 3rd party download?
L74[00:58:23] <_Seymore> like, could you
download java 7 from another source if it is EOL?
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L76[00:58:30] <Unh0ly_Tigg> I've been
having no issue with Java 8 on my machine...
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L78[00:58:46] <_Seymore> i've had a lot of
issues with it, personally
L79[00:58:55] <theoriginalbit> Android
Studio/IntelliJ doesn't work with Java 8
L80[00:58:59] <ssfdre38> _Seymore, i think
their EULA doesnt allow that with Java but maybe with openJDK or
openJRE yes
L81[00:59:01] <theoriginalbit> that's my
main issue
L82[00:59:10] <_Seymore> hmmm
L83[00:59:10] <ssfdre38> IntelliJ
does
L84[00:59:23] <_Seymore> well, that
certainly sucks
L85[00:59:28] <theoriginalbit> only
recently, very recently
L86[00:59:36] <_Seymore> is there any way
to get java 8 to work with 1.6.4 forge?
L87[00:59:39] <theoriginalbit> I saw the
update that added the support
L88[00:59:53] <_Seymore> i know lex made a
java fixer, although it's never worked for me, personally
L89[01:00:24] <ssfdre38> _Seymore, i used
1.8 on 1.6.4 with no problems but if you have mods for it then it
might cause some problems
L90[01:00:32] <_Seymore> yeah
L91[01:00:46] <_Seymore> we have a massive
amount of custom mods currently
L92[01:00:52] <_Seymore> which need 1.6.4
to thrive.
L93[01:00:56] <ssfdre38> then stick with
1.7
L94[01:01:10] <_Seymore> can 1.6.4 mods run
with 1.7 though?
L95[01:01:30] <ssfdre38> yes cause mojang
made 1.7 default in 1.5 or recommended
L96[01:01:51] <_Seymore> so you can run a
1.7 forge and minecraft with 1.6.4 mods?
L97[01:01:51] <ssfdre38> just dont get the
new minecraft luncher
L98[01:02:01] <ssfdre38> no i mean 1.7
java
L99[01:02:08] <_Seymore> wait what
L100[01:02:33] <ssfdre38> java 7 is java
version 1.7
L101[01:03:02] <_Seymore> ah, found
it
L102[01:03:11] <_Seymore> java does still
archive their versions
L103[01:03:17] <_Seymore> i've never seen
this page before
L104[01:03:40] <theoriginalbit> it's also
52.0 in major.minor, because Java is weird...
L105[01:03:43] <ssfdre38> but no do not
put any mods from 1.6.4 in a 1.7 forge server it will not
work
L106[01:03:54] <_Seymore> yeah
L107[01:03:54] <_Seymore> haha
L108[01:04:01] <_Seymore> i was so
confused
L109[01:04:53] <ssfdre38> yea i have java
1.8.0_25 JDK
L110[01:05:18] <theoriginalbit> that's
outdated
L111[01:05:28] <ssfdre38> yea
L112[01:05:32] <theoriginalbit> they're up
to 38 or something now i believe
L113[01:05:43] <ssfdre38> i dont see a
reason right now to update so im not
L114[01:06:21] <ssfdre38> besides im
trying to work on a mod pack so i want to use a lower version
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L117[01:12:37] <Sandra> theoriginalbit,
intelliJ is working for me on java 8.
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L119[01:12:59] <_Seymore> what do you
mean?
L120[01:12:59] <theoriginalbit> Sandra:
continue to read what I said
L121[01:13:39] <Sandra> I'm running a
really old version of intellij, it must have always been
working.
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L140[01:51:01] <pig> Ivorius?
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L144[02:02:06] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150208 mappings to Forge Maven.
L145[02:02:09] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150208-1.8.zip (mappings
= "snapshot_20150208" in build.gradle).
L146[02:02:20] <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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L149[02:17:03] <tterrag> would
onNeighborBlockChange fire before that block's TE is
initialized?
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L172[03:00:51] <D3add3d> Hi, I have few
questions about replacing blocks that don't exist in the game. 1.:
does FML delete missing blocks when loading map or just pretend
there is air?
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L175[03:04:26] <D3add3d> 2.: is there any
event that FML fires when there are missing blocks? 3.: does it
also give back any Map of the blocks with coordinates and all block
data?
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L178[03:07:44] <D3add3d> if answer to 2nd
question is negative: are there any other approaches that desn't
include iterating over every block in the map?
L179[03:07:57] <D3add3d> *doesn't
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L183[03:12:27] <ssfdre38> D3add3d, if you
load a map that doesnt have the mod on the client then you will
loose the block and all block data in that map
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L185[03:14:10] <D3add3d> ssfdre38: but
this only happens if you confirm that you are aware of the
consequences of loading that map with missing blocks (/fml confirm
on servers)
L186[03:16:17] <D3add3d> basically I need
to replace blocks that are from removed mod with their equivalent
from other mod
L187[03:16:43] <D3add3d> (1.6.4 ->
1.7.10 update)
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L191[03:20:10] <ssfdre38> are you just
updating the mod or is it going to be removed 100%
L192[03:21:22] <D3add3d> It's not my mod
and autor decided to not update it so it will be 100% removed when
updating
L193[03:21:36] <D3add3d> and I just found
this: public static final FMLMissingMappingsEvent.Action
REMAP
L194[03:22:18] <D3add3d> so... that
basically answers my questions and provides way to replace these
blocks
L195[03:22:18] <ssfdre38> it will be
removed 100% once you delete it
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L197[03:22:58] *
OndraSter squeeeeeels
L198[03:23:05] <OndraSter> I got an issue
from jadedcat :D
L199[03:23:18] <jadedcat> o.0
L200[03:23:22] <OndraSter> oh
L201[03:23:23] <OndraSter> hey :D
L202[03:23:30] <OndraSter> did not know
you were here ^^
L203[03:23:31] <jadedcat> but... that
means I broke it...
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L205[03:23:34] <OndraSter> yes
L206[03:23:42] <OndraSter> technically I
never made it proper...
L207[03:24:08] <jadedcat> >.>
L208[03:24:30] <jadedcat> well... I wanted
to put it in Magic Farm... but the 6th "kill minecraft and use
backup" made me grumpy
L209[03:24:37] <OndraSter> aww
L210[03:24:48] <OndraSter> already fixed,
going to push it when I get up
L211[03:24:51] <jadedcat> everyone loved
it... aside from that tiny little problem
L212[03:25:29] <jadedcat> the whole stream
was sad when I said it had to be fixed before it could go in the
pack
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L214[03:25:33] <OndraSter> aww
L215[03:25:45] <OndraSter> twitch did not
send me email that you were streaming o_O
L216[03:26:06] <mallrat208> There are some
golden combinations it comes up with
L217[03:26:28] <mallrat208> oops, sorry
><
L218[03:26:50] <jadedcat> yeah...
basically it had the same issue the 1.6.4 gravestones had. If the
space is too small, glitches ... lots of glitches
L219[03:27:41] <jadedcat> otherwise, I
love the idea of making sleep matter :p
L220[03:27:52] <OndraSter> hehe
L221[03:27:56] <OndraSter> I want to add
insomnia nights
L222[03:28:14] <mallrat208> That'd be
terrifying combined with a blood moon
L223[03:28:21] <OndraSter> blood moon
already does insomnia on its own
L224[03:28:31] <jadedcat> blood moon is in
Magic Farm 3
L225[03:28:47] <jadedcat> and the sheep
and chickens are really nice
L226[03:29:49] <ChJees> Hehe, jadedcat
bringing the pain into Minecraft :P.
L227[03:30:02] <jadedcat> that was the
funniest part of the stream "did that herd of ship just kill
you? o.0"
L228[03:30:24] <jadedcat> and "Why
are you running away from chickens? ... oh.. nvm"
L229[03:30:49] <mallrat208> Years of
playing Zelda games have taught me not to 'eff with chicken/pidgeon
things
L230[03:31:02] ***
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L231[03:32:06] ⇦
Quits: Mitchellbrine (uid38456@id-38456.uxbridge.irccloud.com)
(Quit: Connection closed for inactivity)
L232[03:33:25] ***
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L233[03:33:58] <OndraSter> :D
L234[03:34:08] <OndraSter> I play MadPack
and that is maddening enough
L235[03:34:18] <jadedcat> ROFL
L236[03:35:16] ⇦
Quits: zhiayang (~zhiayang@bb42-60-154-134.singnet.com.sg) (Quit:
My MacBook Pro has gone to sleep. ZZZzzz…)
L237[03:36:33] <tterrag> hey
jadedcat
L238[03:36:40]
⇨ Joins: Szernex
(~Szernex@193-154-232-220.adsl.highway.telekom.at)
L239[03:36:40] <tterrag> I assume the
combo jar stuff worked fine?
L240[03:36:57] <jadedcat> so far yes
L241[03:37:08] <jadedcat> I need to decide
if I am actually going to make new food types
L242[03:37:35] <jadedcat> so much typing
....
L243[03:38:05] <OndraSter> food!
L244[03:38:11] <tterrag> copy paste the
defaults? :P
L245[03:38:35] <tterrag> the hard work is
in the textures in my opinion >.>
L246[03:38:42] <tterrag> then again I type
all the time and do art never :P
L247[03:39:02] <jadedcat> the defaults
duplicate stuff I already have :p
L248[03:39:13] <tterrag> well you can
remove them for a reason :P
L249[03:39:24] <tterrag> just their to
give you a "base" to work off of
L250[03:39:28] <tterrag> there*
L251[03:39:29] <tterrag> getting
late
L252[03:39:55] <tterrag> I assume youre
using minetweaker for food recipes
L253[03:40:15] <tterrag> KC used to
support recipes but I moved them over to customthings...since it
had to be in one or the other I figured that one made more
sense
L254[03:40:36] <jadedcat> oh... I was
going to use KC foods
L255[03:40:51] ***
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L256[03:41:24] <tterrag> yeah it doesn't
have recipe files anymore :/
L257[03:41:30] <jadedcat> oh
L258[03:41:33] *
jadedcat cries
L259[03:41:37] <tterrag> I didn't want to
have duplicated code
L260[03:41:50] <tterrag> customthings made
more sense to have the recipe stuff in
L262[03:42:02] <tterrag> besides, you
probably want customthings anyways right? :p
L263[03:42:13] <tterrag> eh?
L264[03:42:26] <ChJees> I got a novel idea
for jaded here, use Tinker's Construct Heavy Plates for all
crafting recipes.
L265[03:42:46] <ChJees> Ought to make
people happy :P.
L266[03:42:49] <jadedcat> the part where I
can add new food recipes? With different hunger/sat/potion effects
etc
L267[03:42:55] <tterrag> er
L268[03:43:05] <tterrag> that's not a
recipe? I mean like normal crafting/smelting
L270[03:43:35] ⇦
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L271[03:44:24] <tterrag> jadedcat: ?
L272[03:44:25] <jadedcat> oh no I use
minetweaker and mod tweaker for that
L273[03:44:28] <tterrag> right
L274[03:44:30] <tterrag> thought so
L275[03:44:32] <jadedcat> I meant food
recpes :p
L276[03:44:39] <tterrag> what is a
"food recipe" :p
L277[03:45:06] <tterrag> oh you know what
I never documented?
L278[03:45:16] <tterrag> if you have
applecore installed KC allows you to *edit* foods with json
L280[03:46:04] <tterrag> give it the item,
and you can add effects, change the saturation and hunger
L281[03:46:04] <ChJees> Is it bad to give
jadedcat ideas on how to tor- Err, entertain people?
L282[03:46:10] <jadedcat> document it
:p
L283[03:46:11] <tterrag> no I'm doing it
right now >:D
L284[03:46:23] <tterrag> jadedcat: heading
to bed, but that bit of code there should give you the basic
idea
L285[03:46:28] <tterrag> fields in code
-> fields in json
L286[03:46:34] <tterrag> they match up
:P
L287[03:46:45]
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L288[03:46:47] <jadedcat> umm you
obviously haven't watched me try and write json fles >>
L289[03:46:50] <tterrag> I'll document it
tomorrow
L290[03:46:58]
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L292[03:47:07] <tterrag> :D
L293[03:47:11] <OndraSter> json is much
more readable when it is formatted properly and not formatted for
size :)
L294[03:47:28] <_Seymore> does json affect
mod capabilities?
L295[03:47:30] <jadedcat> I am not a
coder
L296[03:47:37] <jadedcat> I am a glorified
hacker at best
L298[03:47:53] <ChJees> Not any worse than
writing HTML and CSS.
L299[03:47:56] <jadedcat> give me a
prewritten example with every possible input, and I can probably
make it do what I want
L300[03:48:00] <tterrag> you may notice
the wiki pages have them in the exact same order :P
L301[03:48:04] <jadedcat> give me a list
of variables and I am going to cry
L302[03:48:05] <tterrag> as the fields in
code
L303[03:48:05] <OndraSter> which reminds
me, I should check how vanilla determines where to place you after
you slept in bed and fix it >.>
L304[03:48:21] <tterrag> jadedcat: yeah
yeah, I'll write something on it tomorrow :P
L305[03:48:23] <OndraSter> because it is
broken in general
L306[03:48:28] <tterrag> it was something
I did up real quick with squeek's help
L307[03:48:31] <tterrag> forgot to write
it down
L308[03:48:34] <jadedcat> kk
L309[03:49:10] <tterrag> and then there
was that one time I left in a debugging modification in the default
file >.>
L310[03:49:16] ⇦
Parts: _Seymore (~jaranwhit@c-67-169-198-198.hsd1.or.comcast.net)
())
L311[03:49:16] <jadedcat> Eyamaz is the
one that can write Json in his sleep. Me... I make people cry
watching me fiddle :p
L312[03:49:21] <tterrag> a release of
wyldcraft had cooked porkchops giving everyone hunger
L313[03:49:30] <tterrag> and 1/2 a
hunger
L314[03:49:31] <tterrag> :D
L315[03:49:32] <OndraSter> that's
evil
L317[03:50:21] <tterrag> jadedcat: good
example of the modification there ^ ;p
L318[03:50:27] <ChJees> lol
L319[03:50:38] <ChJees> That is one poorly
cooked porkchop
L320[03:50:42] <jadedcat> I'll try
:p
L321[03:50:44] <tterrag> quite
L322[03:50:57] <tterrag> it was a
"need a mod to test all the things" debug entry :p
L323[03:51:05] <ChJees> Welp another layer
of enjoyment for players.
L324[03:51:19] <ChJees> Cook a porkchop
several times to make it tastier.
L325[03:51:28] <tterrag> jadedcat: what
kind of foods are you planning on adding with KC?
L326[03:51:36] <tterrag> if none of the
defaults worked out
L327[03:51:52] <jadedcat> if I get the
time... rewrite most of the Harvestcraft recipes
L328[03:52:08] <jadedcat> add some
stuff
L329[03:52:12] <jadedcat> do some other
stuff
L330[03:52:14] <jadedcat> and things
L331[03:52:15] <tterrag> with enough time
Pam's HC could be completely rewritten into KC
L332[03:52:20] <tterrag> even
textures
L333[03:52:22] <tterrag> everything
L334[03:52:29] <tterrag> that was my goal
:P
L335[03:53:14] <tterrag> one thing I've
been planning to add is some kind of name->subid cache
L336[03:53:24] <tterrag> so that if you
remove a food in the middle of the list it doesn't corrupt all the
foods after it
L337[03:53:44] <tterrag> currently if you
do that all the subids shift downwards and existing foods get all
mixed up
L338[03:53:59]
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L339[03:54:09] <tterrag> problem for
another day
L340[03:54:10] <tterrag> nn
L341[03:54:13] ***
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L347[04:20:20] *
ollieread stretches
L348[04:21:40]
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L349[04:24:02] <ChJees> Morning?
L350[04:24:17] <ollieread> It is,
yes
L351[04:24:22] <fry> morning :P
L352[04:25:00] <ollieread> Looking at
generating github changelogs for curse :P
L353[04:26:06] ***
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L356[04:29:01] <TurnedSlayer> ok so, not
sure if theres a better irc for this
L357[04:29:13] <TurnedSlayer> but im
running ftb infinity (forge 1.7.10 v 1291)
L358[04:29:24] <TurnedSlayer> is there a
cauldron or mcpc+ or whatever its called now
L359[04:29:33] <TurnedSlayer> for that
forge version yet?
L360[04:30:06] <TheSandromatic>
TurnedSlayer, cauldron was disbanded with bukkit.
L361[04:30:07] <mallrat208> No and there
won't be.
L362[04:30:15] ⇦
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L363[04:30:20] <TurnedSlayer> ohk i did
not know that
L364[04:30:47] <TurnedSlayer> so no
plugins at all for 1.7.10 past whatever verison was releaseD?
L365[04:30:58] <TheSandromatic> so, you
have a few options, 1: get the functionality you want within forge
mods. 2: use sponge?
L366[04:31:07] <TurnedSlayer>
sponge?
L367[04:31:33] <TurnedSlayer> i want /tpa
and perms etc
L368[04:31:42] <TheSandromatic> it's the
apparently replacement for bukkit, not sure however if it's in a
working state yet.
L369[04:32:00] <TurnedSlayer> oh, got a
link?
L370[04:32:08] <_Seymore> so can someone
explain what the actual reason of the bukkit dmca was?
L371[04:32:09] <TheSandromatic>
spongepowered.org
L372[04:32:17] <TurnedSlayer> thanks
L373[04:32:19] <TheSandromatic> I think
that's it?
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L375[04:32:33] <TheSandromatic>
yeah.
L376[04:32:41] <mallrat208> Isn't that for
1.8
L377[04:33:13] <TheSandromatic> Oh, yeah,
so it is.
L378[04:33:33] <TheSandromatic> There was
a build of cauldron for 1.7.10 actually iirc.
L379[04:33:52] <TheSandromatic> it was
taken down, and it's really old forge, but it is there.
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L381[04:34:01] <TurnedSlayer> yh there was
TheSandromatic but its a older forge version
L382[04:34:09] <TheSandromatic>
yeah.
L383[04:34:13] <mallrat208> There were,
but it was for forge 32 or 36 or so? .. I'm willing to say you're
better off with a more recent version of forge
L384[04:34:14] <TurnedSlayer> like 30
versions old
L385[04:34:20] <TurnedSlayer> yh
L386[04:34:37] <TheSandromatic> so
basically the only option I can think of is using forge mod
equivalents..
L387[04:35:08] <TurnedSlayer> yh but none
of them are updated to 1.7.10 :/
L388[04:35:36]
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L389[04:35:38] ⇦
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L390[04:35:44] <_Seymore> Anyone here well
versed with working with GUI's?
L391[04:36:05] <TheSandromatic>
TurnedSlayer, ForgeEssentials is.
L392[04:36:15] <TurnedSlayer> it is?
L393[04:36:23] <OndraSter> jadedcat,
pushed update, already approved on curseforge (took only 3 mins
this time to approve, cool) :)
L394[04:36:26] <TurnedSlayer> _Seymore,
GUIs are a royal PITA
L395[04:36:27] <TurnedSlayer> xD
L396[04:36:34] <jadedcat> I approved it
:p
L397[04:36:35] <_Seymore> yeah
L398[04:36:37] <_Seymore> i know
L400[04:36:48] <_Seymore> need someone who
is pretty good with them.
L401[04:36:50] <TheSandromatic> yep.
L402[04:36:54] <TurnedSlayer> not
according to curse TheSandromatic ?
L403[04:36:55] <OndraSter> haha
jadedcat
L404[04:37:22] <Mrowf> GUIs aren't too
bad
L405[04:37:28] <TheSandromatic> um, that
project has 1.7.10 builds in it?
L406[04:37:28] <TurnedSlayer> guis are
just a pain
L407[04:37:31] <TheSandromatic>
so.....
L408[04:37:32] <Mrowf> I'm a bit busy
right now, so I can't really help, though
L409[04:37:46] <TheSandromatic> it doesn't
say it is, but it is.
L410[04:37:50] <TurnedSlayer> oh sorry
TheSandromatic its too early xD
L411[04:37:57] <TheSandromatic> they're
beta.
L412[04:38:11] <TurnedSlayer> ah
L413[04:38:24] <TurnedSlayer> idk why im
doing this at half 10 ...
L414[04:38:27] <TurnedSlayer> i hardly
slept xD
L415[04:38:49] <TurnedSlayer> lets try
this and hope it doesnt wreck the server xD
L416[04:39:21] <Ivorius> _Seymore: Just
ask your question, man
L417[04:41:31]
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L422[04:52:54] <TurnedSlayer> um
L423[04:53:00] <TurnedSlayer> the server
crashed >.<
L424[04:53:25] <TurnedSlayer> prob
shouldn't start it on a screen when i need to see why it crashes if
it does xD
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L428[05:04:46] <TurnedSlayer> [06:00:15]
[Server thread/ERROR] [FML]: Caught exception from
ForgeEssentials
L429[05:04:46] <TurnedSlayer>
java.lang.OutOfMemoryError: unable to create new native
thread
L430[05:04:47] <TurnedSlayer> O.o
L431[05:05:49] <TurnedSlayer> i have 6gb
allocated
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L437[05:12:55] <OndraSter> D:
L438[05:13:05] <OndraSter> time to give it
all your memories
L439[05:13:47] <TurnedSlayer> xD
L440[05:14:52] <TurnedSlayer> bumped it to
7 out of 8 gb
L441[05:14:53] <TurnedSlayer> xD
L442[05:19:29] <Lumien> Hmm, does somebody
know how i could easily apply a color modifier to my custom armor
without rendering it myself?
L443[05:19:44] <Lumien> I have overriden
hasColor and getColor but it does not seem to apply
L444[05:20:13] <Ivorius> Lumien: Is your
texture greyscale?
L445[05:20:27] <Lumien> well i just used
the iron armor texture
L446[05:20:30] <Lumien> so yes i
guess
L447[05:20:50] <Ivorius> Does the item get
colored?
L448[05:21:00] <Ivorius> Or the armor
render itself?
L449[05:21:07] <Ivorius> (on the
player)
L450[05:21:35] <Lumien> Well i want both
to be colored, i don't have the item texture yet but i would assume
the item would get colored considering i also have overriden
getColorFromItemStack
L451[05:21:42] <Lumien> The armor on the
player does not get colored though
L452[05:22:21] <Lumien> if i just use the
same texture as the overlay one the whole armor should get colored
right?
L453[05:25:34] ***
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L454[05:26:00] <TurnedSlayer> omg
L455[05:26:03] <portablejim> Is there a
way to read packets that are received . (Big problem I am trying to
solve: Work out why
http://paste.ee/p/lTWNo )
L456[05:26:09] <TurnedSlayer> 7gb and its
still crashing on out of mem O.o
L457[05:28:00] <portablejim> TurnedSlayer,
Have you changed permgen?
L458[05:28:57] <TurnedSlayer> its java
8
L459[05:28:59] <TurnedSlayer> no
permgen
L460[05:29:12] <TurnedSlayer> and that
would throw a out of permgen error not memory
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L476[06:07:17] <Tombenpotter> Has anyone
here ever tried to use scala with IDEA?
L477[06:07:44] ⇦
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L478[06:08:55] <Ivorius> Sure, lots of
peole
L479[06:08:57] <Ivorius> people
L480[06:09:04] <Ivorius> Just install the
scala plugin
L481[06:09:24] <Tombenpotter> Yea, I did
that. But then it asks me to restart idea, and when it does the
plugin's not there anymore
L482[06:11:55] <Ivorius> ...wut
L483[06:12:00] <Tombenpotter> Yup
L484[06:12:30] <Ivorius> Sounds like a
case for IDEA support
L485[06:12:51] <Tombenpotter> Meh, not
really. I might be using a hacked version of 13. *Might*
L486[06:13:23] <Tombenpotter> I should
really switch to community 14, but I'm a bit lazy
L487[06:13:31] <Ivorius> Then do that,
lol
L488[06:13:44] <Ivorius> 13 had a
community version too, you know
L489[06:14:02] <Ivorius> And students get
IDEA for free
L490[06:14:50] <Tombenpotter> ..don't you
need some weird number or something? I'm pretty sure my school is
part of no program
L491[06:14:57] <Tombenpotter> Anyways, I'm
going to go grab a bite, brb
L492[06:15:02] <Ivorius> Mine isn't
either
L493[06:15:26] <Tombenpotter> Oh?
L494[06:15:26] <Ivorius> You just have to
submit an email address of a registered school/uni
L495[06:15:38] <Lumien> Does somebody know
how to get different textures for different render passes in
1.8?
L496[06:15:41] <Tombenpotter> Hm
L497[06:15:46] <Tombenpotter> I'll see
about that in a bit
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L499[06:22:10] <Toofifty> er, is it a
common thing that a block ignores it's blockstate json and just
uses it's model json?
L500[06:22:24] <fry> Nope
L501[06:23:15] <Toofifty> hm
L502[06:25:17] <Toofifty> I've put random
models into the blockstate file, and the block stays exactly the
same
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L504[06:25:49] <Toofifty> then I tried
changing the texture in the model file, and sure enough, it
changed
L505[06:26:44] <fry> does it behave the
same way both in hand and in world?
L506[06:28:03] <Toofifty> nope
L507[06:30:15] <Toofifty> both are
dependent on the block/item models, neither use the blockstates
file
L508[06:30:50] <Toofifty> and i'm not too
sure why
L509[06:31:28] <Toofifty> do some default
mc blocks bypass blockstates?
L510[06:33:02]
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L511[06:33:08] <DasUmlaut> Greetings
L512[06:33:14] ⇦
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L513[06:34:06] <DasUmlaut> Supposing I
wanted to make three mods. modC which is a child of modB which is a
child of modA
L514[06:34:20] <DasUmlaut> I have each one
in a seperate Java project in eclipse
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L516[06:35:29] <DasUmlaut> I've got it so
that the project for modC uses the project in modB in the build
path, and likewise for modB using the project for modA in the build
path
L517[06:35:57] <DasUmlaut> is there
anything I need to worry about when it comes to building each
project with forgeGradle?
L518[06:36:32] <DasUmlaut> to be clear,
the objective here is to have three seperate jar files when I
build
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L522[06:42:29] <Lumien> Huh, maybe i'm
missing something but why are there multiple block state files for
colored stuff in vanilla? Can't you just put that in one file and
use the color variants?
L523[06:44:23] <Tombenpotter> So, Ivorius
I'm back. Do I need to add something in my build.gradle for
scala?
L524[06:44:54] <Ivorius> Probably, but ask
fry or Paleo :P
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L526[06:44:59] <Ivorius> I don't work in
scala
L527[06:45:05] <Tombenpotter> Oh. :p
L528[06:45:35] <fry> Toofifty: show your
code/jsons :P
L529[06:46:02] <Ivorius> Oh hey, the model
kinda renders now
L530[06:46:09] <fry> Lumien: because
vanilla doesn't focus on keeping the number of jsons small. For
some obscure reason :P
L531[06:46:38] <fry> Tombenpotter: no
idea, I don't work in gradle :P
L532[06:46:46] <Tombenpotter> Okaaay
:p
L534[06:46:48] <MinecraftForgeBot> *
rainwarrior: fixed NPE during loading of B3D models without
textures/brushes.
L535[06:46:49] <MinecraftForgeBot> *
rainwarrior: Reworked vanilla texture resolution, hopefully fixes
NPE bug in FaceBakery
L536[06:47:41] <Ivorius> fry: Yup,
GlStateManager.disableBlend(); and GlStateManager.disableAlpha();
are also required for me currently
L537[06:47:46] <fry> Hmm, that maven error
again
L538[06:47:46] <Ivorius> Does this build
include the fix? :P
L540[06:48:02] <Ivorius> Cool,
thanks
L541[06:48:03] <fry> (But, as you can see,
it failed :P)
L542[06:49:00] <Toofifty> fry: dw fixed
it, didn't realise all properties needed to be written for the
variants
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L546[06:54:13] <Tombenpotter> Running IDEA
14 Community literally destroyed my RAM O.O
L547[06:56:32] <fry> figuratively :P
L548[06:58:22] ⇦
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L552[07:01:18] <fry> xkcd is always a good
commentary, but not always the right statement :P
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L555[07:01:40] <Ivorius> You dare
disagree? :P
L556[07:02:21] <VikeStep> as a result of
arguing about the word literally i now have had the opportunity to
see that xkcd. so its argument is invalid :P
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L559[07:04:15] <TheDarkKnight> where can I
find the field mappings and all
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L561[07:05:17] <Ivorius> Hmmm, now I gotta
figure out why my model gets rendered with a solid color
L562[07:05:19] <Ivorius> That's sort of
flashing
L563[07:08:22] <Ivorius> Seems all the UVs
are 0
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L565[07:11:32] <Ivorius> Oh nice, it works
now
L566[07:11:42] <Ivorius> fry: Want my
complete direct render wrapper? :P
L567[07:13:02] <fry> It wouldn't mind
looking at it, but idk if I actually "want" it :P
L568[07:13:34] ***
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L569[07:13:38] <Ivorius> Well, I'm
guessing I'm not the only one who wants to draw a block in a TESR
or anywhere else :P
L570[07:14:09] *
fry always simply loosely copies TileEntityPistonRenderer
:P
L571[07:15:04] <Ivorius> Eh, that one
still uses positioned blocks
L572[07:15:11] <Ivorius> Don't want
that
L574[07:16:27] <Ivorius> It's not as 100%
straight-forward as you'd like... :P
L575[07:17:32]
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L576[07:17:48] <fry> (might also want to
render getFaceQuads :P)
L577[07:17:59] <fry> (If you plan to use
it for vanilla models)
L578[07:18:46] <Ivorius> How would that
work, just iterate all 6 faces?
L580[07:19:47]
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L581[07:19:55] <fry> (Also, color
multiplier)
L582[07:19:59] <Ivorius> Oh, I call
both?
L584[07:20:20] <Ivorius> Ah, so
getGeneralQuads are quads that are not specifically directed to one
side
L585[07:20:22] <Ivorius> Makes sense
L586[07:20:23] <fry> (in general, look at
BlockModelRenderer and see what you've missed :P)
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L589[07:20:42] <TheDarkKnight> where can I
find the file containing the field mappings?
L590[07:21:02] <fry> More specifically,
getFaceQuads are not rendered if there's a block neighbor present
at that side
L591[07:21:08] <fry> (And it's not
transparent)
L592[07:21:35] ⇦
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L593[07:21:38] <fry> Ivorius: also, how
does it look at night? :P
L594[07:24:05] <Ivorius> TheSandromatic:
In your gradle caches
L595[07:25:02] <Ivorius> fry: As it
should
L596[07:25:06] <Ivorius> Why wouldn't it
:P
L597[07:26:56] *
fry guesses it uses the lighting from the entity
renderer
L598[07:27:15] <fry> So, no nice smooth
transitions :P
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L600[07:27:32] <Ivorius> Eh, the model is
small
L601[07:27:44] <Ivorius> I can work on
that if I need it for bigger models
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L604[07:28:34] <Ivorius> Color multiplier
makes no sense for me either
L605[07:28:46] <Ivorius> Because blocks
only have blockpos color multiplier getters
L606[07:30:36] <fry> (hint hint: you can
get blockpos from the entity position)
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L608[07:30:47] <Ivorius> I know
L609[07:30:51] <Ivorius> But it doesn't
make sense
L610[07:31:19] <Ivorius> The block isn't
actually situated there
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L612[07:31:36] <Ivorius> Grass, for
example, wouldn't just change color by flying over different
terrain
L613[07:31:43] <Ivorius> Or for that
matter, any block ever
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L615[07:31:52] <Ivorius> Which my entity
does :P
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L618[07:32:54] <Ivorius> Right, next thing
to tackle: fry's model thingy ignores the blockstate y value
L620[07:33:16] <Ivorius> Well, my json
states "facing=south": { "model":
"pandorasbox:pandoras_box.b3d", "y": 180
},
L621[07:33:25] <Ivorius> But the block
isn't rotated
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L623[07:34:36] <Ivorius> I'll quickly
check if the value is 100% correct, but technically it should be
:P
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L628[07:38:51] <Ivorius> Yep, the
EnumFacing state is correct
L629[07:39:05] <Ivorius> My
customStateMapper returns v
L630[07:39:06] <Ivorius> *return new
ModelResourceLocation(PandorasBox.basePath +
"pandoras_box", getPropertyString(linkedhashmap));
L631[07:39:17] <Ivorius> And the json
states the aforementioned
L632[07:39:23] <Ivorius> But the block
isn't visually rotated
L633[07:39:46] <fry> rotation from
blockstate json should be passed to the bake model, in some form or
another
L634[07:40:18] <Ivorius> I'll try
specifying another block model in the blockstate json
L635[07:40:22] <Ivorius> And see how that
plays out
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L637[07:41:47] <Ivorius> fry: Yep,
confirmed
L638[07:41:54] <Ivorius> If I do
"facing=south": { "model":
"acacia_door_bottom" }, it renders the acacia door
bottom
L639[07:41:59] <Ivorius> In one specific
rotation alignment
L640[07:42:07] <Ivorius> So in short, it
ignores the y values I assign
L641[07:42:18] <fry> Even for acacia
model?
L642[07:42:38] <Ivorius> No idea, let me
try
L643[07:43:14]
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L644[07:44:07] <Ivorius> fry: Nope,
"facing=west": { "model":
"acacia_door_bottom", "y": 270 }, rotates
properly
L645[07:44:16] <Ivorius> Just b3ds ignore
y rotation
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L647[07:49:20] <fry> Hmm, Do you use
B3DFrameProperty? :P
L648[07:49:35] ***
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L649[07:49:47] <Ivorius> What's that
:P
L650[07:50:25] <Ivorius> Oh, animation
thingy
L651[07:50:26] <Ivorius> No
L652[07:50:41] <Ivorius> I just want to
rotate the model, not animate it :P
L653[07:50:43] <Ivorius> Yet anyway
L654[07:50:56] <Ivorius> Although the
block will never be animated, I can handle that from my
EntityRenderer
L655[07:51:37] <fry> Print something at
line 450 if B3DLoader.java :P
L656[07:51:49] <fry> (Or put a breakpoint
:P)
L657[07:51:53] <Ivorius> fry: ret =
ret.compose(state.apply(PartWrapper.create(node)));?
L659[07:52:10] <fry> and see if state is
not identity at some point
L660[07:52:18] ***
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L661[07:54:09] <Ivorius> Uh
L662[07:54:12] <Ivorius> It never gets
called
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L665[07:57:02] <Ivorius> Thread suspends
at Node<Mesh> mesh = model.getNode();
L666[07:57:16] <Ivorius> I press
continue
L667[07:57:19] <Ivorius> public Matrix4f
apply(Node<?> node) never is called
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L669[07:58:40] <fry> did you add the
bones?
L670[07:58:47] <Ivorius> The model does
contain bones
L671[07:58:50] <Ivorius> But as I
said
L672[07:58:53] <Ivorius> I'm not trying to
animate
L673[07:58:56] <Ivorius> I'm trying to
rotate the model
L674[07:59:08] <Ivorius> Depending on the
EnumFacing
L675[07:59:15] <Ivorius> That should work
without an animation for it :P
L676[07:59:27] <fry> vanilla rotation is
applied in the same way as the b3d one
L677[07:59:37] <fry> By changin the bone
matrices :P
L678[07:59:47] <Ivorius> Then I guess it
goes into if(mesh.getWeightMap().get(this).isEmpty())
L679[07:59:51] <Ivorius> And never calls
the 'animator'
L680[07:59:53] <fry> oYup
L681[07:59:58] <fry> *Yup
L682[08:00:22] <Ivorius> Well, I want my
model to rotate without bones :P
L683[08:00:24] <fry> (And
"animation" is any change in the model state :P)
L684[08:00:29] <Ivorius> Besides
L685[08:00:33] <Ivorius> In Blender, if I
rotate the bones
L686[08:00:37] <Ivorius> It rotates the
model
L687[08:00:48] <Ivorius> And it does have
2 weightmaps, and 2 bones
L689[08:02:10] <fry> check that your scene
hierarchy looks the same way
L690[08:05:22] <Ivorius> It looks like
it
L691[08:05:33] <Ivorius> The Outliner
looks pretty much the same
L692[08:05:42] <Ivorius> We both have two
bones with different weight paint
L693[08:05:58] <fry> (check the bone-model
relationship)
L694[08:06:23] ⇦
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L696[08:06:56] <Ivorius> Yes yes
L697[08:06:58] <Ivorius> It's all the
same
L698[08:07:05] <Ivorius> The only thing
you have that I don't is an animation
L699[08:07:36] <fry> add it then :P
L700[08:07:42] <fry> (Even if it's 1
frame)
L701[08:07:44] <Ivorius> We have the same
modifiers
L702[08:07:49] <Ivorius> The same
bones
L703[08:07:51] <Ivorius> Vertex
groups
L704[08:07:53] <Ivorius> Weight
L705[08:14:12] <Ivorius> What I still
don't get is why my upper bone also moves the parts it was not
assigned
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L711[08:27:43] <fry> Ivorius: well, after
looking a bit, vanilla rotations with b3d models are completely
broken :P
L712[08:27:56] <fry> (They do apply for
me, but in a weird way)
L713[08:28:06] <CheeseL0ver> How so?
L714[08:28:11] <Ivorius> Yep, same
L715[08:28:12] <fry> Will try to fix it,
but only when I get better :P
L716[08:28:27] <Ivorius> After adding the
animation, it applies the y value with it... somehow
L717[08:28:35] <fry> add 3 keyframes in
blender for now :P
L718[08:28:42] <Ivorius> I did :P
L719[08:28:43] <CheeseL0ver> Awh...
L720[08:29:03] <fry> (And use
B3DFrameProperty :P)
L721[08:29:15] <Ivorius> Ah
L722[08:29:19] <Ivorius> Problem is
L723[08:29:55] <Ivorius> Because of your
loader the vertices have to be placed in the center of the 0, 0, 0
-> 1, 1, 1 block
L724[08:29:59] <Ivorius> From the origin
of the object
L725[08:30:15] <Ivorius> But if I rotate
any bone, or the object, it obviously misplaces into -x and
-z
L726[08:30:23] <Ivorius> Because it
rotates around the center
L727[08:30:49] <fry> translate too then
:P
L728[08:31:15] <fry> (That actually may be
what's wrong with the vanilla transformations)
L729[08:31:36] <Ivorius> Urgh
L730[08:31:39] <Ivorius> That's so
fugly
L731[08:31:54] *
ollieread eats popcorn
L732[08:32:07] ⇦
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L733[08:32:14] *
fry eats ollieread
L734[08:32:21] <ollieread> This
conversation would make a very captivating feature film
L735[08:32:25] *
Ivorius eats fries
L736[08:32:27] <Ivorius> :P
L737[08:32:32] <ollieread> Cannabilism,
interesting twist, didn't see that
L738[08:33:06] <Ivorius> OH NO! FRY, MY
MAINFRAME GOT HACKED! ALL THE VERTICES ARE MISPLACED! INITIATE
WEIGHT MAPPING BLUE -> RED!
L739[08:34:05] <fry>
www.youtube.com/watch?v=msX4oAXpvUE
L740[08:35:00] ***
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L744[08:37:09] <Ivorius> I'm gonna
need
L745[08:37:13] <Ivorius> Another
Keyboard
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L748[08:40:50] <ollieread> "I'm
getting hacked" "Portscanned?" "No you fucking
idiot, get out if you don't have anything important to
say"
L749[08:41:11] <fry> "in java"
:P
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L756[08:52:09] ⇦
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L757[08:54:40] ***
diesieben|away is now known as diesieben07
L758[08:55:01] <Creysys> Does somebody
know why my IConfigureNEI doesnt call its loadConfig()
function?
L759[08:56:17] ⇦
Quits: PrinceCat (~PrinceCat@58-6-138-144.dyn.iinet.net.au)
()
L760[08:56:41] <CheeseL0ver> I am also
having that issue...i reported it but i haven't heard back from
anyone yet.
L761[08:57:12] <Creysys> Im glad that im
not alone :)
L762[08:58:23] <Lumien> Even if my block
has a custom item block i should still be able to use
ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(ModBlocks.stainedBrick),...)
to register a model with it right?
L764[09:00:17] <CheeseL0ver> You
should.
L765[09:00:29] <Lumien> [15:55:27] [Client
thread/ERROR] [FML]: Model definition for location
randomthings:stainedBrick#inventory not found
L766[09:01:02] <Lumien> If that's in my
console it searches for the "default" model right?
L767[09:05:29] ***
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L768[09:05:34] ⇦
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L770[09:06:06] <fry> this means no
inventory (item) model for that item is found
L771[09:06:14] ⇦
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seconds)
L772[09:06:15] <fry> Show your setCustom*
call
L773[09:06:35] ***
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L774[09:07:18]
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L775[09:07:37] <Creysys> I got the
IConfigureNEI working you have to instantiate it somewhere
L776[09:09:36]
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L778[09:12:51] <Ivorius> Fuck, I hate
this
L779[09:13:02] <Ivorius> Why does Blender
move the body when I only want to move the cap
L780[09:13:14] ⇦
Quits: Cojo (~Cojo@wvf6054rh.rh.ncsu.edu) (Quit:
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L781[09:13:16] <Ivorius> If I invert the
bones, it works as it should, just in inverse >.>
L783[09:16:11] <fry> Lumien: add
"inventory" as the second argument to the MRL
constructor
L784[09:16:20] <Lumien> i thought that was
only necessary for items?
L785[09:17:00] <Lumien> and that still
prints the same error
L786[09:22:29] <CheeseL0ver> Well that's
odd.
L787[09:23:30]
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L789[09:24:02] <Ivorius> Fuck it, I'll set
up Laravel 5 now
L790[09:24:26] <Ivorius> This bone stuff
is complete nonsense... I have no clue why it would act this
way
L791[09:24:36] ⇦
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L793[09:29:59] <Tombenpotter> Can I
register the GuiHander in the preInit phase?
L794[09:30:48] <diesieben07> sure.
L795[09:31:28] <Tombenpotter> Ah,
cool
L796[09:31:53] ⇦
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L797[09:34:07]
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L798[09:34:49] <Wuppy> :| I've now got to
write a brute force TSP algorithm
L799[09:34:52]
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L800[09:35:04] <Wuppy> to check if my
better TSP algorithm works
L801[09:35:06] <Wuppy> which it does
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My MacBook Pro has gone to sleep. ZZZzzz…)
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L808[09:52:06] ***
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L809[09:54:09]
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(~Epix@li498-25.members.linode.com)
L810[09:56:18] <Wuppy> now, to brute force
10 points
L811[09:56:21] <Wuppy> how long will this
take
L812[09:56:50] <Wuppy> actually pretty
fast :O
L813[09:56:51] <Epix> Hello, I'm writing a
mod on forge 1236 mc 1.7.10. I want to check if both side have the
mod but this seems not been called @NetworkCheckHandler
L814[09:56:51] <Epix> public static
boolean check(Map<String,String> remote,Side side){}.
why?
L815[09:57:45]
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(~androirc@66-87-31-227.pools.spcsdns.net)
L816[09:59:09] <CheeseL0ver> Anyone know
any good resources for learn java rendering code?
L817[09:59:32] <Ivorius> "Java
rendering code" = OpenGL, in Minecraft
L818[09:59:45] <diesieben07> Epix: just do
nothing, FML will make sure that the mod is on both sides.
L819[09:59:47] <Ivorius> Doesn't matter
what language the source is in, the calls are the same
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L823[10:11:33] <Epix> Thank you!
L824[10:15:52]
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L825[10:15:59] ⇦
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L826[10:17:31] *
clienthax wonders what the help wuppy is doing
L827[10:17:39] <clienthax> Hell
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Hentai time.)
L831[10:21:13] <cmb_> travelling salesman
problem?
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(Quit: Leaving)
L833[10:21:39] ***
Abrar|gone is now known as AbrarSyed
L834[10:26:54] <masa> what exactly does
something like ClassName.this.func() do?
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L837[10:31:02] <masa> ah, allright
L838[10:31:05] <masa> thanks
L839[10:33:25] <CheeseL0ver> Anyone know
any good resources for learn java rendering code?
L840[10:34:12] <diesieben07> CheeseL0ver:
Ivorius already told you...
L841[10:34:58] <CheeseL0ver> Oh i missed
that earlier thanks
L842[10:35:10] <fry> "java rendering
code" is kinda like "java computational code"
L843[10:35:29] <fry> Hard to ask a more
generic question :P
L844[10:39:00] ***
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L845[10:39:28] <Ordinastie> yeah, but fry,
how do you java ?
L847[10:39:58] <masa> I'd like to clean up
the rendering, and I'm a total noob with rendering
L848[10:40:08] <fry> Ordinastie: what
exactly are you asking? :P
L849[10:40:20] <Ivorius> But how do I
life, fry
L850[10:40:27] <Ordinastie> java! do you
speak it motherfucker ?
L851[10:40:39] <masa> currently I first
render the fluid in three sections, and then render the main part
of the bucket over it, and then render the background part of the
"window" and then the background of the top part
(opening)
L852[10:41:37] ⇦
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L853[10:42:07] <masa> basically I just
want the fluid level to change based on how much is in the bucket,
so what is the cleanest way to render the fluid like that?
L854[10:42:21] <fry> masa: sounds ok-ish,
although it's usially done from the bottom layer to the top
one
L855[10:43:11] <masa> well yes, the fluid
is rendered first, and the others on top of it, with a slight
z-offset
L856[10:43:27] <masa> or is there a way to
"overwrite" regions without z-fighting?
L858[10:43:38] <AbrarSyed> lol
Ordinastie.. wrong order... its "<language> mothercuker!
do you speak it!"
L859[10:43:57] <Ordinastie> yeah I know, I
failed ><
L860[10:45:59] ***
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L863[10:47:01] <fry> The issue of blending
together multiple overlayed images is much narrower than "java
rendering code" :P
L864[10:48:46] <Lymia> Ne, AbrarSyed. You
have a minor bug in ApplyBinPatchesTask
L865[10:49:00] <Lymia> You have a regex
with .*.binpatches in it instead of .*\.binpatches
L866[10:49:21] ***
Xaw4|Afk is now known as Xaw4
L867[10:49:32] <fry> AbrarSyed: also, FG
can't download stuff from maven, jenkins can't build forge
L868[10:49:39] <AbrarSyed> is it actually
causing any issues?? im surprised.. I think I would have noticed
sooner..
L869[10:49:55] <AbrarSyed> fry, yeah
according to lex.. maven central is having a hissy fit..
L870[10:50:04] <AbrarSyed> been going
cxrazy for the past few days.. FG cant even build reliably
anymore..
L871[10:50:24] <AbrarSyed> its just a
"wait and try again later" kind of thing
L872[10:50:25] <Lymia> It's not causing
issues, just something I noticed.
L873[10:50:37] <fry> Can jenkins "try
again" a build? :P
L874[10:50:49] <AbrarSyed> nope. new build
= new build number
L875[10:50:55] <Ivorius> My builds have
been going fine though :P
L876[10:51:02] <AbrarSyed> and man.. its
killing my beutiful FG build status.. now its all sotrmy.. :(
L877[10:51:35] *
AbrarSyed is working on a quicka nd dirty maven-proxy program to
keep locally
L878[10:53:12] <Lymia> No command line
options to gradle to tell it to retry downloads or something?
:/
L879[10:53:30] <AbrarSyed> well.. it
retries like 5 time sbefore giving up
L880[10:53:34] <fry> Or, to, you know, use
the local copy, if it's present?
L881[10:53:41] <Lymia> Really?
L882[10:53:55] <Lymia> Maven Central is
going so badly that you can fail with 5 retries? e.e
L883[10:54:46] <Lymia> Quite
terrible.
L884[10:54:56]
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L885[10:55:00] <AbrarSyed> it should
already be checking its cache.. dunno...
L886[10:59:55]
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L888[11:00:19] ***
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L890[11:02:09] ⇦
Quits: jiraiyah (~jiraiyah@188.245.250.214) (Read error: Connection
reset by peer)
L891[11:02:42] <Lymia> whut. Why do Java's
ZipInputStream and JarInputStream have different APIs
L892[11:02:59] <Lymia> Uh, oh.
L893[11:03:03] <Lymia> Nothing like
that.
L894[11:03:28] <AbrarSyed> they are the
same.. except for the 1 manifest() method
L895[11:03:53]
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L896[11:03:57] <Lymia> I was wondering
where the heck the .entries() method was coming from that FG used.
Then I saw it was using ZipFile
L897[11:10:23]
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L898[11:10:26] ⇦
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L900[11:11:17]
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L901[11:11:19] <McJty> Hi
L902[11:11:23] <CoolSquid> hi
L903[11:11:35] <McJty> What's the best way
to handle the consumption of ingredients from a container when the
user pulls out the output result?
L904[11:11:45] <McJty> I tried to find
this in vanilla code but got lost quickly.
L905[11:12:25]
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L909[11:14:49] <Brycey92> so someone told
me to extend CommandBase for a command and someone else told me to
implement ICommand
L910[11:15:08] <Brycey92> which should I
do?
L911[11:15:15] <CoolSquid> Both will work
Brycey92.
L912[11:15:28] <CoolSquid> ICommand gives
you a bit more control
L913[11:15:35] <Brycey92> ok
L914[11:15:36] <diesieben07> not
really
L915[11:15:39] <Brycey92> lol
L916[11:15:43] <diesieben07> both come
done to the same thing
L917[11:15:45] ***
prassel|off is now known as prasselpikachu
L918[11:16:03] <diesieben07> McJty: check
out SlotCrafting
L919[11:16:18]
⇨ Joins: lKinx (~lKinx@76.126.31.163)
L920[11:16:20] <fry> Can't extends other
classes if you extend CommandBase :P
L921[11:16:29]
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L922[11:16:42] <lKinx> is there a way I
can have a dynamic render file? I did in 1.7 but the new layer
feature in renders is making a dynamic file difficult
L923[11:16:44] <Lymia> AbrarSyed, why does
the .binpatch format still have a thing where it does basically
"inputChecksum = in.readBoolean() ? in.readInt() :
0"
L924[11:16:51] <McJty> diesieben07, hmm. I
had already looked at that but seemed that I didn't read it well
the first time.
L925[11:16:55]
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L926[11:17:00] <McJty> diesieben07, I
think I have found what I need now.
L927[11:17:00] <Lymia> When there's no
special casing in the part where it checks input file checksums for
0.
L928[11:17:06] <diesieben07> in particular
onPickupFromSlot
L929[11:17:07] *
AbrarSyed has no clue
L930[11:17:38] <fry> lKinx: most likely
yes. How dynamic are we talking? :P
L931[11:17:45] <fry> (And how
"file"? :P)
L932[11:17:55] <lKinx> here's the thing: I
have one entity file, many model files, and I want one render
file
L933[11:18:21] <fry> entity rendering is
sadly basically the same in 1.8
L934[11:18:29] <lKinx> hmm
L935[11:18:41] <lKinx> the thing is, with
the layer system it's keeping a history of the render
L936[11:18:47] <lKinx> I want more
instances
L937[11:18:55] <lKinx> but with one entity
file
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L939[11:19:27] <fry> by "file"
do you mean "class"?
L940[11:19:45] <lKinx> yes :P
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L943[11:22:55] <lKinx> any ideas?
L944[11:23:02] ⇦
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L945[11:25:02] <fry> You still have
doRender call, do what you want there? :P
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L947[11:27:16] <lKinx> yeah. I guess I
have to move the layer stuff into that?
L948[11:27:22] <lKinx> instead of layers,
that is
L949[11:27:48] *
fry didn't look that deeply into the entity rendering
L950[11:31:14]
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L951[11:40:17] <AbrarSyed> FYI: the Spark
framework is the greatest thign ever if you need a really fast and
dirty web server
L952[11:41:23] <fry> nginx is the greatest
thing ever if you need a fast web server :P
L953[11:42:04] <Lymia> What, no, lighttpd
is. :(
L954[11:42:11] <fry> True dat :P
L955[11:42:45] <fry> If you need a
Java-based web server, then maybe go for spark :P
L956[11:43:26] <ollieread> hmm
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L966[12:00:24] <Brycey92> how do i make
sure a command only gets executed client-side? would I just send it
through my mod's sided proxy?
L967[12:01:31] <diesieben07> use
ClientCommandHandler
L968[12:02:39]
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L972[12:05:59] ***
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L973[12:06:40] <Brycey92> what if i want
to mix client and server commands under the same root
command?
L974[12:07:01] <diesieben07> register 2
commands, one to the server one to the client
L975[12:07:12] <Brycey92> ah ok
L976[12:12:11]
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L979[12:14:33] <Brycey92> so im looking at
clientcommandhandler in the javadoc and i dont see anywhere to pass
it an icommand
L980[12:14:43] <Tim020> I was wondering
whether anyone would be able to help me figure out how to use 'fake
item stacks' - like when guis create ghost items so it doesn't use
the one from your inventory?
L981[12:15:07] <diesieben07> Brycey92:
ClientCommandHandler.instance.registerCommand
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L984[12:16:07] <Lumien> Tim020 look at the
container functions
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L986[12:16:47] <Tim020> The MC container
class?
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L989[12:17:17] <robotbrain> ok
L990[12:17:22] <robotbrain> I have my
google cardboard
L991[12:17:30] <robotbrain> time to really
start coding mc vr support
L992[12:18:13] <Lumien> yes
L993[12:19:12] <AbrarSyed> fry, id use
that if I could so something really light weight in like bash or
something ubiquitoous
L994[12:19:17] <AbrarSyed> and I really
dont like python
L995[12:19:22] <AbrarSyed> or perl... or
lua
L996[12:19:41] <Tim020> I'm seeing a load
of SRG methods :( Nothing is making sense :P Such weird variable
names :D
L997[12:20:17] <AbrarSyed> welcome to the
joys of obfuscated code
L998[12:20:38] <Tim020> Yup, I thought MCP
was meant to decompile and rename it though?
L999[12:21:31] <diesieben07> The names are
provideded by the community
L1000[12:21:37] <diesieben07> if nobody
names a method, it stays unnamed
L1001[12:21:42] <Tim020> Oh right I
see
L1002[12:22:10] <AbrarSyed> all hail
MCPBot_Reborn
L1003[12:22:15] <AbrarSyed> !gm
getSomeMethod
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L1005[12:23:14] <LordIllyohs> All hail
the hypnotoad
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L1007[12:24:08] <Lumien> If i use
ItemCloth as an ItemBlock class for my block it should still work
fine with models right?
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L1018[12:35:01] <DasUmlaut> I dont
suppose there is a way to let your mod have multiple lang files for
the same localization? my lang file is currently 27k lines
long
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L1021[12:37:13] <Brycey92> or how to
prevent it from happening again?
L1022[12:37:18] <diesieben07> DasUmlaut:
in theory yes, its possible. but why?
L1023[12:38:29] <diesieben07> Brycey92:
huh, do you have any entities in your mod?
L1024[12:38:37] <DasUmlaut> eh - just
after I asked I realized how unimportant it would be to do so
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L1026[12:38:51] <DasUmlaut> the way I'm
re-writing my mod means I wouldn't have to worry about it
L1027[12:38:52] <Brycey92> this isnt
related to my mod
L1028[12:38:55] <Brycey92> but no i
dont
L1029[12:39:06] <Brycey92> my server just
crashed with this error
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L1031[12:39:25] <diesieben07> there is
some entity causing a problem, at least that's what it looks
liek
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L1034[12:39:33] <DasUmlaut> 39,167
blocks, and 4272 items means a lot of localizations >.<
L1035[12:39:42] <Brycey92> jesus
L1036[12:39:50] <ollieread> Wtf
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L1038[12:40:02] <DasUmlaut> I never get
tired of that reaction
L1039[12:40:08] <ollieread> How do you
have that many blocks?
L1040[12:40:23] <DasUmlaut> how do you
mean?
L1041[12:40:34] <diesieben07> you cannot
have more than 4096 blocks
L1042[12:40:35] <diesieben07> ever.
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L1044[12:40:40] <DasUmlaut>
TileEntities
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L1046[12:40:54] <DasUmlaut> I'm only
using 35 block Ids
L1047[12:40:59] <diesieben07> still...
what the hell are you doing :P
L1048[12:41:11] <DasUmlaut> being a bit
mad
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L1052[12:43:59] <DasUmlaut> ^ what I'm
doing
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L1055[12:45:47] <Brycey92> "my cat
says hi" :D
L1056[12:45:49] <Brycey92> hi cat
L1057[12:45:56] <DasUmlaut> :3
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L1065[12:57:31] <Tim020> I thought the
block limit was raised from 4096?
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L1068[12:59:27] <Tim020> Also Das, is
that Win XP? :P
L1069[12:59:34] <DasUmlaut> nah -
win7
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L1071[12:59:44] <DasUmlaut> I just use
the old theme because it's more comfortable for me
L1072[12:59:52] <Tim020> Oh right, I see
XD
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L1076[13:04:24] <diesieben07> Tim020: no,
we still have 4096 blocks, their IDs are just dynamic now
L1077[13:04:40] <Tim020> Oh right fair
enough!
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L1083[13:12:34] <masa> hmh, how are the
block and item names/localizations handled exactly, should I
include my modid in the name like
item.mymod.supercoolitem.name=Super Item, or does the modid gets
prefixed somewhere so that another mod with supercoolitem doesn't
clash?
L1084[13:13:13] <masa> I already changed
all my GUI and item tooltip localizations to include the
modid
L1085[13:13:34] <robotbrain> ok
L1086[13:13:37] <masa> but changing the
item and block names would delete all the items and blocks though,
right?
L1087[13:13:43] <tterrag> unlocalized
names are global and no they aren't automatically prefixed
L1088[13:13:44] <robotbrain> I get a
java.lang.StringIndexOutOfBoundsException: String index out of
range: 0
L1089[13:13:44] <robotbrain> at
java.lang.String.charAt(String.java:686)
L1090[13:13:44] <robotbrain> at
net.minecraftforge.fml.common.FMLCommonHandler.loadLanguage(FMLCommonHandler.java:716)
L1091[13:13:50] <robotbrain> can anyone
help?
L1092[13:13:51] <tterrag> so it is good
practice to add your modid
L1093[13:14:38] <masa> so do I then need
a remapping event or whatever to change them without losing the old
items/blocks?
L1094[13:14:57] <tterrag> unlocalized
names have nothign to do with block/item registrations
L1095[13:15:08] <masa> hum, right
L1096[13:15:10] <tterrag> registrations
are always namespaced
L1097[13:15:17] <tterrag>
modid:itemname
L1098[13:15:19] <tterrag>
automatically
L1099[13:15:27] <masa> and the registered
names ARE prefixed with modid: right?
L1100[13:15:30] <masa> ok
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L1103[13:23:37] <Lymia> Yay.
L1104[13:23:58] <Lymia> I think I have a
merged jar now. Now let's see if it blows up after I deobf it and
test.
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L1108[13:25:30] <masa> robotbrain: are
you working on localizations?
L1109[13:26:49] <Lymia> fry, asmstuff
needs .srg files, right?
L1110[13:26:54] <Lymia> So I'll have to
generate one from conf
L1111[13:27:41] <robotbrain> masa: no,
which is why im confused
L1112[13:27:54] <robotbrain> im doing vr
graphincs
L1113[13:28:01] <robotbrain>
*graphics
L1114[13:28:10] <Lymia> !gm
func_149640_a
L1115[13:28:26] <Lymia> !gm func_149640_a
1.7.10
L1116[13:28:56] <fry> Lymia: yup
L1117[13:29:24] <masa> robotbrain: well I
meant like when are you getting that crash? Has it worked
before?
L1118[13:29:47] <robotbrain> and there
are no localizations in the project
L1119[13:29:55] <robotbrain> and it
happened on update to 1.8
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L1121[13:30:47] <Lymia> And it uses the
.exc file?
L1122[13:30:58] <masa> hm, does it want a
dummy localization file then maybe
L1123[13:31:26] <Lex_> a blank file will
work, or just add # to it
L1124[13:31:29] <Lex_> # is a
comment
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L1135[13:50:31] <robotbrain> I didnt
actually have one
L1136[13:50:49] <robotbrain> and
switching from plain fml to fml+forge fixed it
L1137[13:50:52] <robotbrain> idk
why
L1138[13:51:12] <robotbrain> anyway im
getting closew to having a render that would support oculus
L1139[13:51:18] <robotbrain> 0
L1140[13:51:21] <robotbrain> ;D
L1141[13:51:36] <robotbrain> I think I
found what I needed to fix the perspective issues
L1142[13:51:45] <robotbrain> will test
later when I have time
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L1145[13:54:52] <robotbrain> oh
nice
L1146[13:54:56] <robotbrain> some stuff
finished
L1147[13:55:00] <robotbrain> I have time
now
L1148[13:58:39] <simon816> Quick
question, what's the differences between block break event and
block harvest event? And which is best to (potentially) stop the
silk touch effect
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L1151[14:00:00] <masa> wasn't harvest
event when the block has been actually broken?
L1152[14:00:14] <diesieben07> simon816:
it's actually HarvestDropsEvent, and that makes the difference
clear. HarvestDropsEvent only fires when the player has harvested
the block with the correct tool and it drops.
L1153[14:00:39] <Lymia> AbrarSyed, where
does exceptor.json come from?
L1154[14:00:53] <AbrarSyed> from
forge
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L1156[14:01:18] <simon816> diesieben07,
OK thanks. I'll see what I can do
L1157[14:01:58] <Lymia> Is it generated
ultimately from the retroguard logs the MCP people have or
something?
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L1160[14:05:05] <Tim020> Anyone got any
experience with fake item stacks in slots in inventories?
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L1162[14:05:44] <AbrarSyed> Lymia, uh..
think so.. probabnly.. actually its not forge, its from MCP
themselves..
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L1165[14:17:45] <Lex_> Magic, lots of
magic
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L1167[14:18:22] *
DasUmlaut snerks
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L1173[14:25:18] <Lymia> !gm
func_72355_a
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L1178[14:31:04] <Lymia> !gc alb
L1179[14:32:44] <Lymia> !gc alb
1.7.10
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L1184[14:44:58] <mrkirby153> How would I
add something to the debug screen like botania?
L1185[14:45:36] <diesieben07>
RenderGameOverlayEvent
L1186[14:46:18] <mrkirby153> What do I
check if event.type is?
L1187[14:46:29] <diesieben07> Use
RenderGameOverlayEvent.Text
L1188[14:46:56] <mrkirby153> and that's
the debug screen?
L1189[14:47:03] <heldplayer> !gf
lastMouseEvent 1.7.10
L1190[14:47:08] <CptRageToaster> is sand
oredicted?
L1191[14:47:17] <diesieben07> Yes
mrkirby
L1192[14:47:20] <mrkirby153> ty
L1193[14:48:10] <mrkirby153> diesieben07,
so I just do event.left.add to add stuff right?
L1194[14:48:41] <diesieben07> yeah.
L1195[14:49:57] <mrkirby153> That also
shows up when the debug screen's not open
L1196[14:50:10] <mrkirby153> diesieben07,
^
L1197[14:50:14] <diesieben07> check if
the screen is open then
L1198[14:50:35] <mrkirby153> How do I do
that? XD
L1199[14:50:48] <diesieben07> some field
in GameSettings
L1200[14:52:47] <mallrat208> Isn't
Botania open source, you could see how they did it and go from
there
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L1205[14:56:05] <Ivorius> CptRageToaster:
Just look at the OreDictionary class
L1206[14:56:15] <CptRageToaster> ty
L1207[14:56:17] <Ivorius> All entries are
listed there
L1208[14:57:12] <Lymia> The official JVM
version for Forge is 6, right?
L1209[14:57:23] <Ivorius> Yep
L1210[14:57:41] <MCPBot_Reborn> ===
Mappings Commit ===
L1211[14:57:44] <MCPBot_Reborn> Total:
2896 method changes committed, 2113 field changes committed, 6326
method parameter changes committed
L1212[14:57:47] <MCPBot_Reborn> [STABLE
CSV] Pushing stable_14 mappings to Forge Maven.
L1213[14:57:51] <MCPBot_Reborn> [STABLE
CSV] Maven upload successful for mcp_stable-14-1.8.zip (mappings =
"stable_14" in build.gradle).
L1214[14:58:02] <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/
L1215[14:58:17] <MCPBot_Reborn>
MCPBot_Reborn is no longer in read-only mode. All commands are now
available again.
L1216[14:59:19] <Lymia> OK, uh
L1217[14:59:20] <Lymia> Does
L1218[14:59:29]
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L1219[14:59:34] <Lymia> ASM really have
no representation of classes other than visitor pattern
L1220[14:59:48] <bspkrs> first stable
mapping release for 1.8 is out
L1221[14:59:53] <Lymia> Oh,
asm.tree
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L1232[15:11:56] <DasUmlaut> yay for
writing a custom ItemRenderer for Item Blocks that's actually
ItemStack sensitive! >.<
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L1235[15:13:38] <Ivorius> DasUmlaut: Uh,
I'm pretty sure the normal renderer is perfectly capable of
that
L1236[15:13:44] <Ivorius> pretty as in,
100% :P
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L1274[16:04:52] <DasUmlaut> Ivorius:
renderInventoryBlock(Block block, int damage, int modelId,
RenderBlocks renderer)...
L1275[16:05:19] <Ivorius> That's a block
renderer
L1276[16:05:22] <Ivorius> Not an item
renderer
L1277[16:05:23] <DasUmlaut> right
L1278[16:05:25] <DasUmlaut> Right
L1279[16:06:17] <Ivorius> And yes, I'll
give you that it's kinda annoying that this one doesn't pass you
the ItemStack :P
L1280[16:06:18] <masa> so if I have a
class that has a public String field, and I store that reference
elsewhere, can the instance of that class get GCd or does holding a
reference to that string prevent that?
L1281[16:06:22] <DasUmlaut> Exactly
L1282[16:06:36] <DasUmlaut> So I write my
own >.<
L1283[16:07:04] <diesieben07> masa:
"that reference" = the string?
L1284[16:07:09] <masa> yes
L1285[16:07:17] <Ivorius> I don't see why
that's important
L1286[16:07:29] <diesieben07> instances
of the class will get gc'd then
L1287[16:07:32] <Ivorius> If you don't
have a reference to that object, it won't do anything anyway
L1288[16:07:34] <DasUmlaut> It's the way
I'm doing subblocks via NBT data
L1289[16:07:46] <masa> basically I have a
helper class that reads stuff, I then grab some values from it and
want the helper to get Gcd
L1290[16:07:58] <masa> ok, good
L1291[16:08:05] <diesieben07> unless the
values hold on to the helper, it can get gc'd
L1292[16:08:13] <masa> allright
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L1299[16:12:38] <Lymia> fry, can you
explain to me
L1300[16:12:47] <fry> probably
L1301[16:12:50] <Lymia> What you have to
gain from using ASM's visitor based API rather than the tree API,
again?
L1302[16:12:50] <Lymia> >.<
L1303[16:12:58] <fry> speed :P
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L1306[16:17:16] <fry> (If you pass writer
to the reader (even wrapped with other visitors), it won't parse
method bodies if it doesn't need to, for example)
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L1311[16:23:14] <Brycey92> does anyone
have a code example of a mod using
CustomModLoadingErrorDisplayException?
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L1313[16:23:51] <Brycey92> alternatively,
is there a way I can give forge a string and have it print that to
the screen as the error?
L1314[16:24:45] <diesieben07> Brycey92:
You make your subclass of that exception. then you throw it
somewhere during loading. it will then get called for drawScreen,
draw your text there.
L1315[16:25:01] <Brycey92> i know, but
how do I draw the text?
L1316[16:25:10] <Brycey92> i have no
experience with any sort of rendering at all
L1317[16:25:13] <diesieben07>
FontRenderer
L1318[16:25:23] <diesieben07> it has a
drawString method
L1319[16:26:36] <Brycey92> ok i'll try
that
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L1322[16:27:38] <Brycey92> what are all
the parameters?
L1323[16:27:41] <Brycey92> they're
unnamed
L1324[16:28:01] <killjoy> String, x, y,
color
L1325[16:28:16] <Brycey92> ah
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L1327[16:29:09] <Brycey92> how would i
center that on the screen, regardless of resolution?
L1328[16:29:27] <Brycey92> also, how do i
pass color as an integer?
L1329[16:29:40] <tterrag> guiLeft +
xSize/2
L1330[16:29:46] <tterrag> is the
center
L1331[16:30:03] <diesieben07> color is
0xRRGGBB
L1332[16:30:14] <killjoy> Well,
0xAARRGGBB
L1333[16:30:30] <killjoy> For strings, AA
defaults to FF
L1334[16:30:35] <Brycey92> ok
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L1336[16:31:04] <Brycey92> does this
error screen have the default dirt background, or is it something
else?
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L1340[16:32:47] <Brycey92> also, where do
guiLeft and xSize come from? they're not part of the
GuiErrorScreen
L1341[16:33:05] <shadowfacts> I believe
they are part of GuiScreen
L1342[16:33:10] <shadowfacts> not sure
though
L1343[16:33:18] <diesieben07> center is
always: (screenWidth - textWidth) / 2
L1344[16:33:29] <diesieben07> textWidth
you get with fontrenderer.getStringWidth
L1345[16:33:29] <Brycey92> oi, text
width
L1346[16:33:35] <Brycey92> oh
L1347[16:33:50] <diesieben07> screenWidth
you get from the Gui
L1348[16:34:51] <tterrag> you could just
use drawCenteredString
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L1350[16:34:53] <tterrag> :l
L1351[16:35:10] <diesieben07> thats not
as intuitive as you might think so, i think you need to pass it
screenWidth / 2 or something
L1352[16:35:17] <tterrag> I know
L1353[16:35:22] <tterrag> easier than
doing the math for string centering though
L1354[16:35:38] <diesieben07> meh
L1355[16:35:44] <Brycey92> i dont even
see it in the autofill for eclipse
L1356[16:35:51] <diesieben07> its part of
the Gui class
L1357[16:36:42] <Brycey92> ah
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L1359[16:38:03] <Brycey92> ok yeah there
are still lots of unnamed functions in there too
L1360[16:38:51] <shadowfacts> I think you
mean unmapped not unnamed
L1361[16:38:58] <Brycey92> right
L1362[16:39:11] <Brycey92> i lso meant
parameters
L1363[16:39:13] <Brycey92> also*
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L1375[17:03:24] <Brycey92> just to make
sure, nobody else knows a way to get MC's allocated memory without
using runtime.maxMemory?
L1376[17:03:34] <Brycey92> maybe
something in forge?
L1377[17:04:14] <diesieben07> Why don't
you want to use that?
L1378[17:04:30] <Brycey92> apparently it
returns 0 until after MC is initialized
L1379[17:04:42] <diesieben07> That's not
possible, it's a Java method...
L1380[17:04:52] <Brycey92> odd
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L1382[17:05:30] <diesieben07> Why do you
even want to know? :D
L1383[17:06:00] <Brycey92> trying to make
my mod stop the game from loading and tell the user to allocate an
amount of ram that's set in the config
L1384[17:06:17] <diesieben07> Uhm... that
sounds very odd.
L1385[17:06:22] <shadowfacts> ^
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L1387[17:06:59] <Brycey92> well im tired
of kids allocating 1gb to my pack and asking me what's wrong when
their game crashes out of the blue
L1388[17:07:25] <diesieben07> Sadly you
can't fix stupid.
L1389[17:07:34] <Brycey92> well i can
try
L1390[17:07:39] <shadowfacts> Well then
include something in the description of the pack saying that you
must allocate a certain amount of memory for everything to
work
L1391[17:08:03] <Brycey92> i already
do
L1392[17:08:05] <Brycey92> it doesnt
work
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L1397[17:18:58] <Brycey92> ok i think i
have to convert all my variables related to memory into
BigDecimals
L1398[17:19:09] <Brycey92> goodbye
memory
L1399[17:19:10] <Brycey92> lol
L1400[17:19:11] <diesieben07> Uh...
why?
L1401[17:19:35] <Brycey92> i have to
multiply the value the system gives me by 1024/1037000000
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L1403[17:19:43] <Brycey92> which becomes
0 if put in a double
L1404[17:20:01] <diesieben07>
well...
L1405[17:20:05] <diesieben07> mutliply by
1024
L1406[17:20:07] <diesieben07> then
divide
L1407[17:20:35] <Brycey92> uh ok
L1408[17:20:52] <diesieben07> FP
sometimes requires you to do things liek that ;)
L1409[17:21:03] <diesieben07> still
sounds a little weird
L1410[17:21:06] <Lunatrius> Any way to
get a modal window for MC?
L1411[17:21:14] <Lunatrius> /popup
message
L1412[17:21:22] <diesieben07> *for* MC?
as in: in the game?
L1413[17:21:46] <Lunatrius>
JOptionPane.showMessageDialog works, but it sometimes pops up in
the background
L1414[17:22:07] <diesieben07> huh, that's
weird
L1415[17:22:36] <Lunatrius> Mostly when
alt tabbing
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L1417[17:22:54] <diesieben07> ehm... well
of course
L1418[17:23:01] <diesieben07> alt-tab
will mess things up, i dont think you can fix that
L1419[17:23:41] <Lunatrius> So what
you're saying is that Java doesn't have actual modal windows?
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L1422[17:25:42] <Lunatrius> That might
work.
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L1424[17:26:36] <killjoy> awt does, swing
doesn't
L1425[17:27:20] <Lunatrius> I just need
something that will pop up, that's it. Need to get the user to see
the thing.
L1426[17:27:31] <Ivorius> Lunatrius:
'Modal Window', as in, physical OS window?
L1427[17:27:50] <Ivorius> Because that
would present a problem for people who play fullscreen
L1429[17:28:24] <killjoy> Would a
GuiCallback work?
L1430[17:28:33] <Ivorius> Lunatrius: Add
a Cancel button :P
L1431[17:28:53] <Lunatrius> No cancel
because things will break anyway.
L1432[17:29:07] <Ivorius> ...wut
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L1434[17:29:29] <Lunatrius> Andything
META-INF related won't load
L1435[17:29:35] <Lunatrius> -d
L1436[17:29:54] <illyohs> ls
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L1440[17:33:55] <Lunatrius> Ivorius: not
a problem for fullscreen
L1441[17:34:03] <Lunatrius> It goes
fullscreen after it loads up entirely
L1442[17:34:10] <Ivorius> ah
L1443[17:34:17] <Lunatrius> This should
do.
L1444[17:34:17] <Ivorius> Yeah, I didn't
know it was on preload
L1445[17:34:39] <Lunatrius> I'm putting
it into the constructor to kill it ASAP
L1446[17:35:02] <Lunatrius> Has to be the
dumbest thing I've done so far <_<
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L1448[17:36:12] <masa> yey, got
mouse-scroll-to-change-selected-module to work for my modular
items
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L1450[17:36:54] <masa> and I did it so
that you can still scroll through your hotbar items while sneaking,
if you start the scrolling holding something other than a modular
item
L1451[17:37:24] <masa> because it annoyed
me to no end in MPPS that when you scroll through your hotbar, it
will then mess up the power glove's module selection :D
L1452[17:38:19] <masa> usability
ftw
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L1454[17:39:34] <Brycey92> masa, are you
contributing to the QMX Tech repo?
L1455[17:39:45] <Brycey92> for MPS
L1457[17:40:33] <masa> no
L1458[17:40:59]
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L1459[17:41:03] <Brycey92> you should, i
think it's the most active MPS on github
L1460[17:41:15] <Brycey92> we'd really
appreciate your help :)
L1461[17:41:20] <masa> oh
L1462[17:41:34] <masa> well, feel free to
rip off my little bit of code :p
L1463[17:41:41] <Brycey92> lol
L1464[17:42:14] <Brycey92> you could fork
it in github and make the changes right in there, and then make a
PR so you get credit
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L1466[17:42:23] <masa> yeah..
L1467[17:42:30] <masa> well I could take
a look I guess
L1468[17:42:35] <Brycey92> thanks
L1469[17:42:43] <masa> can you give me
the url?
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L1476[17:48:46] <Lunatrius> I just
noticed that FML already "detects" those mods \o/
L1477[17:48:59] <Lunatrius> [00:45:19]
[main/ERROR] [FML/]: Problem file : foo.jar.zip
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L1482[17:56:45] <MinecraftForgeBot>
rainwarrior: made renderLayer ThreadLocal, now it should hold
correct value for use inside custom baked models
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L1501[18:48:47] <VikeStep> what will fire
first? PlayerLoggedInEvent on the server or NetworkCheckHandler on
the client?
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L1511[19:03:23] <Xanola> hello all... I
found a bug, dunno if it's known or already fixed, or if there's a
client side way to hotfix yet... but certain items fail to load
their textures in forge for 1.8 one from a mod and one vanilla
(item frame(when placed)) the one from the mod doesn't matter, but
for me the item frame does. I already troubleshot it down to forge
by testing without mods but with forge and with JUST 1.8, and the
problem occurs with forge and
L1512[19:03:23] <Xanola> not with
vanilla... anyone know anything about this?
L1513[19:07:36] <Xanola> never mind, just
found documentation, it was fixed
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L1516[19:09:24] <Lex_> ALWAYS check the
LATEST version before trying to report
L1517[19:10:12] <Xanola> yeah, I
downloaded forge I think last night so thought I hd the latest
version. sorry bout that
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L1519[19:11:42] <Xanola> thank you for
the response though
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L1538[19:29:24] <Lymia> !gc Minecraft
1.7.10
L1540[19:29:35] <MinecraftForgeBot> *
LexManos: Fixed debugging Dedicated server in Forge Dev
workspace.
L1541[19:29:36] <MinecraftForgeBot> *
LexManos: Fixed being kicked from the server while swimming.
L1542[19:29:36] <MinecraftForgeBot> *
rainwarrior: fixed NPE during loading of B3D models without
textures/brushes.
L1543[19:29:37] <MinecraftForgeBot> *
rainwarrior: Reworked vanilla texture resolution, hopefully fixes
NPE bug in FaceBakery
L1544[19:29:37] <MinecraftForgeBot> *
rainwarrior: made renderLayer ThreadLocal, now it should hold
correct value for use inside custom baked models
L1545[19:29:38] <MinecraftForgeBot> *
LexManos: Try a maven mirrior to fix build issues.
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L1547[19:29:54] <Lymia> !gc Block
1.7.10
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L1549[19:30:14] <Lex_> Fucking maven
central, either way that fixed the builds AbrarSyed fry|sleep
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L1551[19:31:06] <AbrarSyed> you added a
mirror?
L1552[19:31:14] <AbrarSyed> it wont fix
FG and other mods not building
L1553[19:31:21] <AbrarSyed> im almost
done a quick and dirty maven proxy thingy
L1556[19:31:31] <Lex_> jo we dont need
maven proxy crap
L1557[19:31:44] <Lex_> just force FG to
add the maven mirrior to the repo list
L1558[19:31:55] <Lex_> and for FG itself
just ad it to the build file
L1559[19:32:01] <AbrarSyed> specify a
bunch of repos to procy.. and it will cache. thats all it does. oh
and it serves the things its cached, or redirects to the actual
repo
L1560[19:32:17] <Lex_> doesnt solve
anything...
L1561[19:32:28] <AbrarSyed> it does, it
caches all the dependencies after the first time locally.
L1562[19:32:29] <Lex_> gradle does that
nativly except we tell it not to using refreshdependancies
L1563[19:33:04] <AbrarSyed> pretty much.
except it doesnt refresh deps, and is a repo server itself.. which
you can enforce on everything via an initscript
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L1565[19:33:53] <Lex_> again
L1566[19:33:54] <Lex_> useless
L1567[19:34:33] <Lex_> Modders wont use
it, simplest solution just add the normal mirrior to the repo
list
L1568[19:34:39] <Lex_> you can force that
for modders using FG
L1569[19:34:46] <Lex_> and for FG you
have full control over it.
L1570[19:36:34] <AbrarSyed> but we dont
need it in FG,. just on the forge jenkins server.. its the only
place ive been seeing this maven central issue
L1571[19:36:42] <Lex_> no
L1572[19:36:46] <Lex_> not adding it to
jenkins
L1573[19:37:18] <AbrarSyed> then you
should enforce your mirror on the jenkins via init script.. havent
seen these timeouts anywhere else
L1574[19:37:38] <Lex_> Ive had some
people report it
L1575[19:37:57] <Lex_> and fine if there
is a global init script that doesnt require me to edit every job
then sure
L1576[19:38:24] <AbrarSyed> lol, gloab is
the point of an init script. :) ~/.gradle/init.d << put it
there
L1577[19:38:41] <AbrarSyed> overmind
already employs this method to fix people's "1.6 bootstrap
classpath" thingy
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L1580[19:39:47] <AbrarSyed> il let you
know when SunGLass is at a useable state.. and il write you up an
initscript for it
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L1582[19:40:21] <Lex_> no
L1583[19:40:27] <Lex_> I'm not adding it
in there is no need
L1584[19:40:36] <Lex_> we're not
mirrioring AND caching maven
L1585[19:40:40] <Lex_> its fucking
retarded
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L1589[19:42:20] <AbrarSyed> yeah that
should work
L1590[19:43:09] <Lex_> uploaded as
~/.gradle/init.d/central_mirrior.gradle
L1591[19:43:25] <AbrarSyed> yup, just
make sure the jenkins user has that in its place...
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L1593[19:44:56] <Lex_> this was on
jenkins_slave so it should be fine
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L1602[20:01:51] <Lymia> AbrarSyed, you
know what exactly the .exc files do?
L1603[20:02:02] <Lymia> (And __OBFID for
that matter)
L1604[20:02:16] <Lymia> I see references
to it around ForgeGradle, but, it seems to mostly be basically dead
code.
L1605[20:02:40] <AbrarSyed> the exceptor
adds exception declerations to methods and remaps parameters to
those P_###_blah names
L1606[20:02:51] <AbrarSyed> the OBFID
thing is for inner classes...
L1607[20:03:31] <AbrarSyed> since
obfuscation strips the inner class map, we guess and assign stuff
an ObfID, and then generate an inner class map..
L1608[20:03:54] <AbrarSyed> and then do
some magic at reobfusctaion to put them back
L1609[20:03:57] <Lymia> Isn't that what
exceptor.json does now? Was that an older mechanism?
L1610[20:04:11] <AbrarSyed> the ObfID is
so we know whats what between the initial exceptor section.. and
the reobf
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L1612[20:04:32] <AbrarSyed> the exceptor
does all 3 of things I mentioned. Before it was just the exception
declerations
L1614[20:06:06] <Lymia> Oh, I see where
the .exc file goes now.
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L1616[20:08:06] <Lex_> its almost like
the exceptor is open source and you can see exactly how it uses the
files passed in...
L1617[20:08:13] <Lex_> anyways why does
it matter?
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L1620[20:20:55] <killjoy> Cazzar, I don't
like Visual Studio either
L1621[20:21:08] <Cazzar> killjoy, I
actually do
L1622[20:21:17] <Cazzar> Just,
SourcePawn, bleh
L1623[20:21:46] ***
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L1626[20:23:03] <Cazzar> killjoy, I have
VS2013 Ultimate, so I know what the nuisence of that is, then
again, I have 3 second boot times.
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L1640[21:01:42] <Cazzar> Hmm, VS2015
looks promising
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L1768[22:43:53] <VikeStep> what's the
most common way to tell if we are in an obfuscated environment? is
it just checking if reflection using deobf names fail?
L1769[22:44:30] <Unh0ly_Tigg> there's a
variable that you can query from Launch.blackboard
L1770[22:45:48] ***
Abrar|gone is now known as AbrarSyed
L1771[22:46:43] <AbrarSyed> Unh0ly_Tigg,
you can check for the existance of GradleStart
L1772[22:46:49] <AbrarSyed> or you can
check Forge.. like so:
L1773[22:47:03]
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L1775[22:47:18] <AbrarSyed> Ordinastie,
arround?
L1776[22:47:34] <VikeStep> this?
(Boolean)Launch.blackboard.get("fml.deobfuscatedEnvironment")
L1777[22:48:16] <VikeStep> ok, it doesnt
seem to be there still
L1778[22:48:37] <VikeStep> that tutorial
must be for an old version. I'll use that then AbrarSyed
L1780[22:49:22] <AbrarSyed> VikeStep,
seams thats still there:
L1782[22:49:55]
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L1783[22:50:08] <Cazzar> Hell, its still
in Master.
L1784[22:50:11] <VikeStep> hmm, well
either its weird on my end or I can't see any get method
L1786[22:52:10] <VikeStep> ok, dont mind
me
L1787[22:52:29] <VikeStep> i accidentally
did Launch.get
L1788[22:52:37]
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L1791[22:52:55] <McJty> Hi, I have a
weird issue
L1792[22:53:14] <McJty> When I connect on
a server my mods gets a
FMLNetworkEvent.ClientDisconnectionFromServerEvent event after
logging in.
L1793[22:53:19] <McJty> Otherwise
everything goes on normally.
L1794[22:53:27] <McJty> But I wonder what
that clientdisconnect is doing there...
L1795[22:54:20] <McJty> I also see this
shortly after that: [05:47:10] [Client thread/INFO]: World changed,
resetting
L1796[23:02:36] ***
Morphan1 is now known as MorphFK
L1797[23:03:20] <orthoplex64> What's the
best way to go from a net.minecraft.entity.player.EntityPlayerMP to
an org.bukkit.entity.Player?
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L1806[23:27:54] <Unh0ly_Tigg> So, playing
minesweeper on advanced (16x30 grid, 99 mines), and I've decided to
not use the flagging system...
L1807[23:29:28] <Ordinastie> Abrar|gone,
already gone ?
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L1810[23:37:03] <VikeStep> do i need to
use gradlew clean still to have my access transformer changes
visible?
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L1812[23:39:41] <tterrag> VikeStep:
?
L1813[23:39:59] <matthewprenger>
VikeStep, yes if you changed the AT you'll have to clean and rerun
setup
L1814[23:40:01] <VikeStep> according to
the access transformers wiki it says to use gradle clean and
setupDecompWorkspace
L1815[23:40:03] <VikeStep> ok
L1816[23:40:27] <matthewprenger> because
it has to re-decompile your copy of MC with the AT change
L1817[23:40:46] <VikeStep> cool,
thanks
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