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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
L13[00:05:30] <minecreatr> I asked earlier if I could and L-e-x said no http://prntscr.com/62gos4
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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L46[00:16:05] ⇨ Joins: KindOne (kindone@107.170.17.75)
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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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...
L204[03:23:32] *** GenPage is now known as GenPage|Away
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
L213[03:25:33] *** bloodshot is now known as blood|sleep
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
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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
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L237[03:36:33] <tterrag> hey jadedcat
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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
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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
L261[03:41:54] <jadedcat> well.... where are you hiding : https://github.com/wyldmods/KitchenCraft/wiki/Adding-Foods
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
L269[03:43:27] <tterrag> https://github.com/tterrag1098/CustomThings/wiki/Custom-Recipes
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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
L279[03:45:46] <tterrag> https://github.com/wyldmods/KitchenCraft/blob/master/Foods/src/main/java/org/wyldmods/kitchencraft/foods/common/config/json/FoodModification.java#L17-L20
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
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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] ⇨ Joins: Szernex (~Szernex@194-166-184-206.adsl.highway.telekom.at)
L291[03:47:05] <tterrag> http://jsonlint.com
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
L297[03:47:52] <tterrag> https://github.com/wyldmods/KitchenCraft/blob/master/Foods/src/main/java/org/wyldmods/kitchencraft/foods/common/config/json/FoodType.java#L54-L69
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
L316[03:50:12] <tterrag> https://github.com/wyldmods/KitchenCraft/commit/238d4bff63d2afaface49da539097d938837ddf3
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
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L339[03:54:09] <tterrag> problem for another day
L340[03:54:10] <tterrag> nn
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L347[04:20:20] * ollieread stretches
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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
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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.
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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 :/
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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
L399[04:36:44] <TurnedSlayer> http://www.curse.com/mc-mods/minecraft/forge-essentials-74735
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
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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?
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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] ⇦ Quits: Naiten (Naiten@5.143.127.241) (Quit: Leaving)
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?
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L511[06:33:08] <DasUmlaut> Greetings
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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
L533[06:46:48] <MinecraftForgeBot> Project Forge build #1311:STILL FAILING in 22 sec: http://ci.jenkins.minecraftforge.net/job/minecraftforge/1311/
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
L539[06:47:53] <fry> Yup
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
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L549[06:59:21] <Ivorius> fry: http://xkcd.com/1108/
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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
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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
L573[07:16:03] <Ivorius> fry: https://github.com/Ivorforce/PandorasBox/blob/1.8/src/main/java/ivorius/pandorasbox/client/RenderPandorasBox.java#L83-124
L574[07:16:27] <Ivorius> It's not as 100% straight-forward as you'd like... :P
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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?
L579[07:19:38] <fry> Yup
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L581[07:19:55] <fry> (Also, color multiplier)
L582[07:19:59] <Ivorius> Oh, I call both?
L583[07:20:06] <fry> yup
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)
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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
L619[07:33:02] <fry> wat
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
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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] *** Cazzar|Away is now known as Cazzar
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)));?
L658[07:51:59] <fry> yup
L659[07:52:10] <fry> and see if state is not identity at some point
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L661[07:54:09] <Ivorius> Uh
L662[07:54:12] <Ivorius> It never gets called
L663[07:55:00] <fry> wat
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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
L688[08:01:55] <fry> https://dl.dropboxusercontent.com/u/7533713/untitled2.tar.gz
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)
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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
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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
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L741[08:36:22] <Ivorius> https://www.youtube.com/watch?v=fT6C5O4AOsQ :P
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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
L750[08:41:38] <Ivorius> https://www.youtube.com/watch?v=gF_qQYrCcns This one is also pretty good :P
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L752[08:48:03] <ollieread> Best hacking scene ever: https://www.youtube.com/watch?v=buHaKYL9Jhg
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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?
L763[08:59:02] <fry> Yup
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?
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L770[09:06:06] <fry> this means no inventory (item) model for that item is found
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L772[09:06:15] <fry> Show your setCustom* call
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L775[09:07:37] <Creysys> I got the IConfigureNEI working you have to instantiate it somewhere
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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
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L781[09:13:16] <Ivorius> If I invert the bones, it works as it should, just in inverse >.>
L782[09:14:34] <Lumien> http://pastebin.com/gwgbPv1E
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.
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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
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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
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L798[09:34:49] <Wuppy> :| I've now got to write a brute force TSP algorithm
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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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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?
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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!
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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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L831[10:21:13] <cmb_> travelling salesman problem?
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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?
L835[10:27:41] <fry> masa: http://docs.oracle.com/javase/tutorial/java/javaOO/nested.html
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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
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L845[10:39:28] <Ordinastie> yeah, but fry, how do you java ?
L846[10:39:44] <masa> well since there are rendering experts here, how would you render a thing like this: http://masa.dy.fi/temp/minecraft/enderutilities/2014-07-15_02.24.07.png
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)
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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?
L857[10:43:35] <masa> current code is here: https://github.com/maruohon/enderutilities/blob/dev/src/main/java/fi/dy/masa/enderutilities/client/renderer/item/ItemRendererEnderBucket.java
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 ><
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L861[10:46:21] <fry> one way to do it: https://www.opengl.org/archives/resources/faq/technical/polygonoffset.htm
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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
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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.
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L885[10:55:00] <AbrarSyed> it should already be checking its cache.. dunno...
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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
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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
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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.
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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
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L918[11:16:03] <diesieben07> McJty: check out SlotCrafting
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L920[11:16:20] <fry> Can't extends other classes if you extend CommandBase :P
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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.
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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?
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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
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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
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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
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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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L988[12:17:16] *** matthew|gone is now known as matthewprenger
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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L1020[12:37:02] <Brycey92> anyone know what this means? http://pastebin.com/3sfF1yJz
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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L1051[12:43:52] <DasUmlaut> https://www.youtube.com/watch?v=gY8Jo_eslko
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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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
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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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L1421[17:24:26] <diesieben07> hm, maybe this: http://stackoverflow.com/questions/2124280/small-problem-while-using-joptionpane ?
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
L1428[17:27:59] <Lunatrius> http://puu.sh/fwwX5.png
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
L1456[17:40:31] <masa> ?
L1457[17:40:33] <masa> no
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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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L1481[17:56:44] <MinecraftForgeBot> Project Forge build #1312:STILL FAILING in 16 sec: http://ci.jenkins.minecraftforge.net/job/minecraftforge/1312/
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
L1539[19:29:35] <MinecraftForgeBot> Project Forge build #1308:SUCCESS in 4 min 48 sec: http://ci.jenkins.minecraftforge.net/job/minecraftforge/1308/
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
L1548[19:29:57] ⇦ Parts: Ecu (~Nayr@184-155-121-160.cpe.cableone.net) ())
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
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L1555[19:31:29] <AbrarSyed> https://github.com/AbrarSyed/SunGlass
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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L1587[19:41:41] <Lex_> good enough? http://puu.sh/fFnX1/7d37b0f68a.png
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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
L1613[20:05:33] <Cazzar> Why am I installing http://upload.cazzar.net/images/TMzaZb9 when I just want to try it for SourcePawn development.
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
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L1624[20:22:18] <killjoy> http://www.commitstrip.com/wp-content/uploads/2014/03/Strips-IDE-visual-studio-650-finalenglish.jpg
L1625[20:22:24] <Cazzar> Then again, VS + http://upload.cazzar.net/images/CLDcyXj <3
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.
L1627[20:26:39] <Cazzar> killjoy, https://gfycat.com/OddOrneryEarwig
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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:
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L1774[22:47:13] <AbrarSyed> https://github.com/Ubiquitous-Spice/ModJam-4/blob/master/src/main/java/com/github/ubiquitousspice/bloodstains/BloodStains.java#L38
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
L1779[22:49:03] <Cazzar> This doesn't seem suicidal at all ~ http://upload.cazzar.net/images/7cDIgeZ
L1780[22:49:22] <AbrarSyed> VikeStep, seams thats still there:
L1781[22:49:23] <AbrarSyed> https://github.com/MinecraftForge/FML/blob/9c3013e02af1bd2f724d34a30e0b880b6e131645/src/main/java/net/minecraftforge/fml/common/launcher/FMLDeobfTweaker.java#L24
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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
L1785[22:51:43] <AbrarSyed> VikeStep, https://github.com/Mojang/LegacyLauncher/blob/master/src/main/java/net/minecraft/launchwrapper/Launch.java#L25
L1786[22:52:10] <VikeStep> ok, dont mind me
L1787[22:52:29] <VikeStep> i accidentally did Launch.get
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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
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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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