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L1[00:00:02] <tterrag> idk what I'm doing now, I've tried all my tricks
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L4[00:03:38] <tterrag> Ordinastie: https://github.com/CrazyPants/EnderIO/blob/master/src/main/java/crazypants/enderio/machine/attractor/ObeliskRenderer.java
L5[00:03:43] <tterrag> I can't see anything obviously wrong
L6[00:03:46] <tterrag> see renderItemStack
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L9[00:04:23] <Zaggy1024> Hmm
L10[00:04:34] <Zaggy1024> It seems like block models are loaded twice
L11[00:05:04] <Zaggy1024> Once before I've registered my IStateMapper and once after
L12[00:05:24] <Zaggy1024> so it spams a whole bunch of errors to the console about missing files the first time around
L13[00:05:27] <Ordinastie> tterrag, yeah, I don't know
L14[00:05:29] <Zaggy1024> Anybody know of a solution?
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L16[00:05:35] <Ordinastie> comment everything, see if it still bug
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L18[00:05:46] <Ordinastie> uncomment little by little until it bugs again
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L20[00:06:05] *** Morphan1 is now known as MorphFK
L21[00:07:52] <VikeStep> hmm, that is odd. it seems that exiting the bed at any circumstance calls a wakeUpPlayer method, even if its not a new day. that changes what I thought a little
L22[00:09:24] <Zaggy1024> check time of day?
L23[00:09:32] <VikeStep> oh, i can figure it out
L24[00:09:36] <VikeStep> its just i didnt think it was like that
L25[00:10:19] <VikeStep> because at the end it sets the spawn of the player, but doesnt enabled spawnForced
L26[00:10:42] <VikeStep> spawnForced should be enabled if the spawn should check for a bed nearby
L27[00:11:42] <VikeStep> or its a case of bad mapping
L28[00:11:47] <VikeStep> i think its the latter
L29[00:16:35] * Zaggy1024 doesn't understand what you're talking about :P
L30[00:16:58] *** AbrarSyed is now known as Abrar|gone
L31[00:17:01] <VikeStep> MCP has mapped a field to EntityPlayer.spawnForced when it should be EntityPlayer.spawnNotForced
L32[00:17:04] <VikeStep> or something similar
L33[00:17:10] <VikeStep> ive asked about it in #mcp though
L34[00:17:21] <ollieread> tterrag: I like block
L35[00:17:27] <ollieread> "It's a feature, not a bug"
L36[00:18:53] <Zaggy1024> ah
L37[00:19:38] <VikeStep> Zaggy1024, seems i misunderstood forced actually. i thought it meant forced bed checking, rather than forced spawning. man, i'm tired
L38[00:21:59] <Zaggy1024> heh
L39[00:22:09] <Zaggy1024> Well, this is literal crap
L40[00:22:28] <VikeStep> Zaggy1024, maybe giving us relevant code might help
L41[00:23:07] <Zaggy1024> It looks like there's no way to register my IStateMapper before it attempts to find the resources
L42[00:23:16] <Zaggy1024> It's a widespread issue
L43[00:23:33] <Zaggy1024> Forge has no hook to register IStateMappers in time
L44[00:23:39] <Zaggy1024> AFAIK
L45[00:23:54] <Zaggy1024> So any mod that uses IStateMappers will have the console spam errors :(
L46[00:24:14] <Zaggy1024> perhaps fry should look into it
L47[00:24:24] <Zaggy1024> (I believe it's his area)
L48[00:25:41] <Zaggy1024> This is what I figured out of the order that the the relevant code runs in: http://pastebin.com/8P9QYiNg
L49[00:25:59] <MCPBot_Reborn> MCPBot_Reborn is now in read-only mode. Commands that change database data are currently disabled.
L50[00:26:03] <MCPBot_Reborn> === Mappings Commit ===
L51[00:26:06] <MCPBot_Reborn> Total: 12 method changes committed, 1 field changes committed, 14 method parameter changes committed
L52[00:26:10] <MCPBot_Reborn> [STABLE CSV] Pushing stable_16 mappings to Forge Maven.
L53[00:26:13] <MCPBot_Reborn> [STABLE CSV] Maven upload successful for mcp_stable-16-1.8.zip (mappings = "stable_16" in build.gradle).
L54[00:26:24] <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/
L55[00:26:27] <MCPBot_Reborn> MCPBot_Reborn is no longer in read-only mode. All commands are now available again.
L56[00:26:41] <Zaggy1024> Oh, by the way... the IStateMappers are actually registered in Mod.init() because before that point the necessary fields in the Minecraft class aren't initialized
L57[00:28:02] <Zaggy1024> So I guess this is more clear: http://pastebin.com/ScgshDPX
L58[00:28:59] <Zaggy1024> As far as I could tell, no Forge events are triggered between ModelBakery.registerAllBlocks() and ModelLoader.loadBlocks()...so I can't register my IStateMappers in time
L59[00:30:30] <Zaggy1024> ...is it all right to ping fry to notify him of this problem?
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L65[00:36:40] <xaero> you already have :P but yea he does the rendering stuffs, so I'd go to him about that
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L67[00:37:41] <Zaggy1024> well... his nickname isn't fry right now, so would that ping him?
L68[00:38:23] <Zaggy1024> (If it does, then sorry, I assumed it wouldn't :|)
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L72[00:42:38] <xaero> depends on the client settings I guess; I've set mine up to ping my nick no matter if I have suffixes like |away or _, etc
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L76[00:47:36] <McJty> Hi
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L80[00:53:44] <VikeStep> whats the difference between getUniqueID() and getPersistentID()?
L81[00:54:01] <VikeStep> for entities that is
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L85[01:00:50] <Zaggy1024> VikeStep, it looks like they're just different ways of getting the same thing, so they're basically the same
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L88[01:01:22] <VikeStep> Zaggy1024, whats interesting is that there is an unused persistentID variable in Entity
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L90[01:02:38] <Zaggy1024> huh
L91[01:02:41] <Zaggy1024> weird
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L93[01:03:41] <Zaggy1024> looks like it's a Forge field, you could bug it if you want, I guess
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L97[01:07:50] <Waterpicker> Does anyone know how to get 1.6.4 forge to work with java 8?
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L99[01:22:26] <furyhunter> Waterpicker: the easy answer is you don't
L100[01:23:11] <Waterpicker> http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2206446-forge-1-6-4-1-7-2-java-8-compatibility-patch
L101[01:23:29] <Waterpicker> Found it earilyer afte a couple minutes of posting.
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L104[01:27:02] <Genuine> Dear decompiler, please stop wrapping code with an else { ... } after an if ( ... ) return/throw;
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L108[02:02:07] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150210 mappings to Forge Maven.
L109[02:02:11] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150210-1.8.zip (mappings = "snapshot_20150210" in build.gradle).
L110[02:02:21] <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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L114[02:12:49] <matthewprenger> looking through decompiled 1.8.2-pre6 and I see: Map<String, a> <3 <3 <3 generics
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L117[02:14:33] <matthewprenger> and lots of snowman characters >_>
L118[02:17:07] <Lex_> why yes
L119[02:17:10] <Lex_> thats a lot of stuff
L120[02:17:27] <Lex_> 1.6.2 is gunna take quite a bit of work
L121[02:17:30] <Lex_> 1.8.2
L122[02:18:45] <matthewprenger> It should require some less hackery right? since proguard settings were loosend up
L123[02:19:01] * matthewprenger doesn't know a whole lot about the mcp tools
L124[02:19:10] <Lex_> it'll require more hackery
L125[02:19:15] <matthewprenger> oh...
L126[02:19:30] <Lex_> just gives us more to work with
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L139[02:57:37] <Zaggy1024> oh.
L140[02:58:58] <Zaggy1024> Looks like fry fixed the issue I was talking about earlier, in a slightly later build than the one I'm on. Cool.
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L151[03:39:30] <McJty> How can I play a popping sound similar to the sound you get when breaking a block in creative.
L152[03:39:36] <McJty> Or the sound that quarries often make when breaking blocks.
L153[03:40:40] <Ivorius> 'popping sound'?
L154[03:40:48] <Ivorius> Every block has a different breaking sound :P
L155[03:41:14] *** Riking is now known as Riking|away
L156[03:41:14] <McJty> Hmm, also in creative?
L157[03:41:21] <McJty> I thought it just said pop no matter what block.
L158[03:41:32] <McJty> Anyway, that's also ok. I just need the breaking sound :-)
L159[03:43:41] <Ivorius> McJty: block.stepSound.getBreakSound()
L160[03:43:58] <McJty> Ah, I saw stepsound but given that name I thought it was only the step sound.
L161[03:44:01] <Ivorius> And play that with one of the world.playSound thingies
L162[03:44:03] <McJty> Didn't know if also has the other sounds.
L163[03:44:41] <McJty> Thanks
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L165[03:45:54] <McJty> Hmm, need to figure out how to initiate that sound server side.
L166[03:47:15] <ollieread> Don't the materials control the breaking sound
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L168[03:47:18] <ollieread> Rather than the block?
L169[03:47:52] <McJty> stepSound is part of Block
L170[03:50:22] <Ivorius> ollieread: Maybe they should, but nah :P
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L172[04:15:03] <Wuppy> this song :O https://www.youtube.com/watch?v=tbHoM9cw8XY
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L183[04:59:25] *** fry|sleep is now known as fry
L184[04:59:36] <fry> Oh yes yes generics finally
L185[04:59:48] * fry prepares for everything breaking
L186[05:00:56] <Wuppy> \o/ breaking things
L187[05:02:13] <Genuine> What do you mean? What is this news?!
L188[05:02:16] <Wuppy> now if only I knew why my shit is breaking
L189[05:03:01] <Ivorius> https://twitter.com/_grum/status/557561980547256320
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L204[05:53:28] <Mox[NL]> damn, this bukkit takedown makes it really confusing to find plugins/mods that will still work with newer versions of minecraft...
L205[05:54:02] <Mox[NL]> also the big 1.8 change doesn't really help
L206[05:55:33] <Mox[NL]> so, if I want some anti-griefing tools for my new minecraft server.. where do I start?
L207[05:55:55] <Quetzi> the whitelist
L208[05:57:01] <Mox[NL]> you mean the vanilla minecraft whitelist?
L209[05:59:58] <Mox[NL]> or does forge have a mod-whitelist somewhere?
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L232[06:55:57] <Wuppy> hey fry I've got a pdf request :P
L233[06:56:07] <Wuppy> Game programming gems 5 and 7
L234[06:56:49] <Wuppy> and 8
L235[06:57:03] * fry won't be a torrent search engine for you :P
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L237[06:57:30] <Wuppy> 5 and 7 aren't on torrents as far as I can tell
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L239[06:57:40] <Wuppy> kickass, torrentz and tpb don't have them
L240[06:57:55] <Wuppy> or am I missing some good torrent website?
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L243[07:05:46] <Wuppy> if anyone knows where to get 5 and/or 7 I'd be very happy
L244[07:05:48] ⇨ Joins: sp614x (Mibbit@62.80.52.46)
L245[07:07:04] <Quetzi> amazon would be a pretty safe bet
L246[07:07:09] <Wuppy> :|
L247[07:07:13] <Wuppy> we are poor students
L248[07:08:18] <Quetzi> save then ;)
L249[07:08:25] <Wuppy> but... beer and parties :P
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L252[07:20:16] <ollieread> Anyone in here ever dealt with user generated dimensions?
L253[07:20:47] <McJty> ollieread, me
L254[07:20:57] <McJty> Well depends on what you mean exactly
L255[07:21:05] <McJty> But in my mod the user can make his own dimensions.
L256[07:21:24] <ollieread> Well, that
L257[07:21:29] <ollieread> I have a few purposes
L258[07:21:51] <ollieread> But the primary one right now would be a tiny dimension, no block placing, only like 3 or 4 different blocks in the dimension
L259[07:22:09] <McJty> Well dimensions are always infinite.
L260[07:22:16] <McJty> But you can of course add artificial borders.
L261[07:22:31] <ollieread> One of the features of my mod is that you can build a teleporter network
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L263[07:23:01] <ollieread> The idea is that you have an ability to summon a door, which takes you to this dimension, and once entering, you're presented with a corridor of doors, representing your teleporters
L264[07:23:22] <McJty> Sounds a bit like Dimensional Doors mod.
L265[07:23:25] <McJty> You ever saw that?
L266[07:23:27] <ollieread> Yeah
L267[07:23:33] <ollieread> It's a very similar principal
L268[07:24:00] <ollieread> Though you have no control over this dimension
L269[07:24:11] <ollieread> Literally just a hallway with doors and you can only interact with the doors
L270[07:24:46] <ollieread> Do you have any code online pertaining to the creation, loading and registered of the dimensions?
L271[07:24:55] <McJty> yes, lots.
L272[07:25:00] <McJty> My mod is open source
L273[07:25:07] <ollieread> Oh cool, do you have a link?
L274[07:25:12] <McJty> But it is perhaps not the easiest source as my mod is already rather complex
L275[07:25:31] <McJty> https://github.com/McJty/RFTools
L276[07:25:38] <ollieread> Thank you
L277[07:25:54] <McJty> One of the more complicated things is having dimensions dynamically.
L278[07:26:03] <McJty> With mods like Twilight Forest the dimension id is known in advance.
L279[07:26:12] <McJty> But mods like Mystcraft and rftools can't benefit from that.
L280[07:26:16] <McJty> As dimensions are created on the fly.
L281[07:26:21] <McJty> And that gives some complications.
L282[07:26:29] <ollieread> Yeah, that's the bit I'm stuck on
L283[07:26:31] <McJty> Took me a while to get that working :-)
L284[07:26:43] <McJty> I can point you to one of the crucial parts in solving this
L285[07:27:05] <McJty> https://github.com/McJty/RFTools/blob/master/src/main/java/com/mcjty/rftools/PlayerLoginEvent.java
L286[07:27:18] <McJty> The onConnectionCreated event is crucial
L287[07:27:34] <McJty> It allows the server to send over registered dimensions to the client BEFORE the client tries to place the player in the world.
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L289[07:27:46] <McJty> If you don't do that the client will crash because the dimension isn't registered yet
L290[07:28:03] <ollieread> Ahh
L291[07:28:24] <McJty> For single player that's less an issue
L292[07:28:39] <McJty> You also have to make sure to unregister dimensions on the client.
L293[07:28:53] <McJty> Otherwise you have left-over registered dimensions from a previous connection to a server.
L294[07:29:03] <McJty> And then you get clashes when making a new world or loading a single player world.
L295[07:29:07] <McJty> Or connecting to a different server.
L296[07:29:11] <McJty> Lots of hairy details :-)
L297[07:29:28] <ollieread> You store the dimensions in worlddata?
L298[07:29:32] <McJty> yes
L299[07:30:24] <ollieread> I always thought that worldata was specific to a world
L300[07:30:42] <ollieread> Guess not
L301[07:30:46] <McJty> Depends
L302[07:30:48] <McJty> You have both
L303[07:30:56] <McJty> There is global world data and world data for a single world
L304[07:32:19] <McJty> world.mapStorage is global
L305[07:32:31] <ollieread> ahh
L306[07:32:40] <McJty> perWorldStorage is not
L307[07:32:54] <ollieread> Excellent, thanks
L308[07:33:42] <McJty> ollieread, I think my current system is good in all cases but I have been wrong before.
L309[07:33:53] <McJty> So it is possible that there are still situations where it fails.
L310[07:34:00] <ollieread> Just looking through it now
L311[07:34:01] <McJty> But I haven't found any so for now I consider it ok :-)
L312[07:34:05] <ollieread> I'm sure I'll break the concept lol
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L314[07:35:44] <npe|office> ollieread, why do you need to create dimensions dynamically?
L315[07:36:03] <npe|office> and multiple dimensions at all
L316[07:36:04] <McJty> Yes, it would certainly be easier if you can avoid that
L317[07:36:07] <McJty> I can't in my mod
L318[07:36:10] <Wuppy> does anybody here have experience with run length encoding on images?
L319[07:36:11] <McJty> But maybe you can?
L320[07:36:45] <ollieread> Well I do actually have a feature where you build a dimension
L321[07:36:52] <ollieread> So that'd require dynamic ones
L322[07:37:03] <ollieread> But this feature I think also requires a dynamic dimension
L323[07:37:22] <npe|office> okay. I just thought you want to have your "hallway" dimension
L324[07:37:29] <npe|office> and only that.
L325[07:37:35] <McJty> If you have a finite (artificially bounded) dimension you can also use the same dimension but in other locations
L326[07:37:45] <McJty> So you could reuse the same dimension for multiple 'mazes'
L327[07:37:50] <ollieread> hmm
L328[07:37:53] <npe|office> (That hallway thing sounds like an awesome idea btw)
L329[07:38:09] <ollieread> The problem is, that the dimension is dynamic
L330[07:38:23] <npe|office> how it is dynamic?
L331[07:38:33] <npe|office> what do you mean by "dynamic"
L332[07:38:35] <ollieread> It represents a network in the over world
L333[07:38:41] <ollieread> It'll change to reflect that
L334[07:38:56] <npe|office> so there can be multiple hallways?
L335[07:39:06] <ollieread> Yeah
L336[07:39:12] <ollieread> of varying length
L337[07:39:17] <npe|office> you could still use a single dimension for those
L338[07:39:22] <ollieread> Which I guess could be done by just putting them next to each other
L339[07:39:32] <npe|office> yes
L340[07:39:39] <npe|office> that's what I thought.
L341[07:39:51] <ollieread> But I haven't decided exactly whether it'd be a hallway, or a representation on a smaller scale
L342[07:40:00] <McJty> I know what I had to go through to get dimensions dynamically. I recommend to anyone to avoid it if they can :-)
L343[07:40:02] <ollieread> The way that nether portals in the nether work
L344[07:40:23] <ollieread> So if you have 4 portals over the space of 250 blocks
L345[07:40:32] <ollieread> They'd be over 25 in this dimension
L346[07:40:59] <ollieread> As in, they'd be spread over 25 blocks
L347[07:41:02] <ollieread> That sort of thing
L348[07:41:54] <McJty> ollieread, anyway. It is up to you. You can peruse my code if it is useful to you.
L349[07:42:00] <npe|office> if you decide to go for that "downscale" approach, may I use that hallway idea? :D
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L351[07:42:12] <McJty> ollieread, I would appreciate it if you notify me if you find anything that resembles a bug :-)
L352[07:42:24] <ollieread> Will do
L353[07:42:32] <ollieread> npe|office: You can use it either way
L354[07:43:33] <npe|office> nah, I would like not to use other peoples ideas if they want to implement them by themself
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L356[07:44:21] <npe|office> I would feel like I robbed them of their idea then
L357[07:44:30] <npe|office> if you know what I mean
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L359[07:44:55] <ollieread> It's up to you
L360[07:44:59] <ollieread> Personally I don't mind
L361[07:45:16] <ollieread> I have a few concepts that I've got from other mods, though I've tried to do my own take on them
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L369[08:04:33] <Wuppy> does anyone have an idea on how I could store the first order of difference between 2 pixels of an image and then use run length encription on that?
L370[08:07:50] <ghz|afk> "encription"
L371[08:08:07] <ghz|afk> encoding != encrypting
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L373[08:08:20] <Wuppy> woops, I meant encoding
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L375[08:08:41] <ghz|afk> these are two clearly separate operations
L376[08:08:46] <ghz|afk> or more accurately, 3
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L378[08:08:52] <Wuppy> what's the third?
L379[08:08:55] <ghz|afk> first, you have to load the image into a pixel array
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L381[08:09:17] <Wuppy> done
L382[08:09:22] <ghz|afk> then, you scan the image and compute the difference
L383[08:09:35] <ghz|afk> then, you take the image and encode it using an RLE algorithm ;P
L384[08:09:48] <Ivorius> (BufferedImage in Java :P)
L385[08:09:57] <Wuppy> I've done the third part as well already
L386[08:10:01] <Wuppy> and it's in c++
L387[08:10:08] <ghz|afk> well then
L388[08:10:12] <Wuppy> but how would I store the difference in a good way
L389[08:10:23] <ghz|afk> output[i] = input[i+1] - input[i]
L390[08:10:24] <Ivorius> I'm sure they have formats better than byte[] as well :P
L391[08:10:46] <Wuppy> ghz|afk, then how would you know what the difference of each pixel is?
L392[08:10:51] <ghz|afk> ?
L393[08:11:10] <Wuppy> because 12312 could be 1, 2312 & 12, 312 & 123 12 etc.
L394[08:11:15] <Wuppy> between px 1, 2 and 3
L395[08:11:30] <ghz|afk> either the original pixel at the top left
L396[08:11:37] <ghz|afk> or the final pixel at be bottom right
L397[08:11:44] <Wuppy> the first pixel will be in there
L398[08:11:45] <ghz|afk> will have the original pixel value
L399[08:11:53] <ghz|afk> since the "other" is 0
L400[08:12:01] <Wuppy> but how will I know if the difference between pixel 1 and 2 is 3 or 5 numbers long?
L401[08:12:13] <ghz|afk> what do you mean?
L402[08:12:14] <Wuppy> because the difference could be 123 but also 1234 in a string of 1234
L403[08:12:27] <Wuppy> what if the first color is 125
L404[08:12:33] <Wuppy> the second color is 200
L405[08:12:39] <Wuppy> then the difference is 75
L406[08:12:47] <Wuppy> the third color is 300
L407[08:12:56] <Wuppy> so the difference between the second and third is 100
L408[08:13:02] <ghz|afk> ? colors are usually 0..255
L409[08:13:05] <ghz|afk> ;P
L410[08:13:07] <Wuppy> yeah I know...
L411[08:13:21] <Wuppy> but how will I ensure that it reads 75 and not 751
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L414[08:13:27] <ghz|afk> why would it?
L415[08:13:32] <Wuppy> where the 1 comes from the difference between pixel 2 and 3
L416[08:13:34] <ghz|afk> you save the BYTES into the rle algorithm
L417[08:13:52] <ghz|afk> if you are working with strings, then you are doing it completely weird ;P
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L419[08:14:17] <Wuppy> you'll have to write it down in a file somehow though right?
L420[08:14:29] <ghz|afk> sure, what's wrong with a plain binary file?
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L422[08:14:44] <Wuppy> and the difference between black and white won't fit in a byte does it?
L423[08:14:53] <ghz|afk> of course it will
L424[08:15:02] <ghz|afk> well
L425[08:15:10] <ghz|afk> it may overflow
L426[08:15:11] <Wuppy> but that difference is way higher than a byte can store
L427[08:15:16] <ghz|afk> but by the magic of two's complement
L428[08:15:18] <ghz|afk> it doesn't matter
L429[08:15:27] <ghz|afk> when you reverse the operation
L430[08:15:31] * Wuppy doesn't understand anymore
L431[08:15:36] <ghz|afk> it will "overflow back" into the right value
L432[08:15:36] <ghz|afk> XD
L433[08:15:48] * Wuppy is very confused :(
L434[08:15:54] <ghz|afk> you didn't explain the purpose
L435[08:16:07] <Wuppy> I have to encode an image
L436[08:16:10] <Wuppy> compress it
L437[08:16:15] <Wuppy> by using fod and then rle
L438[08:16:24] <ghz|afk> it's different if you want to store the image in a differential-RLE encoding system
L439[08:16:32] <ghz|afk> than if you want to actually save the signed differences for some otherp urpose
L440[08:16:57] <ghz|afk> if you just want a simplistic compression method
L441[08:16:59] <Wuppy> basically, what I have to do is get the differences between all of the pixels, store them somehow
L442[08:17:05] <Emile> Hey. Does anyone know how to find all chunks that are being rendered?
L443[08:17:06] <Wuppy> and then use rle to compress them
L444[08:17:30] <Emile> In 1.8, that is
L445[08:17:49] <fry> Not easily
L446[08:17:55] <fry> Why do you need that? :P
L447[08:18:17] <Emile> I am trying to render schematics into the world, want to make sure it only renders the parts that are loaded so I dont break computer
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L449[08:18:42] <Emile> If theyre huge schematics, or there are many, the performance cost will be too huge
L450[08:19:22] <fry> GameSettings.renderDistanceChunks might be enough info you need :P
L451[08:19:39] <Ivorius> You can always call world.isChunkLoaded
L452[08:19:41] <fry> (+ player position)
L453[08:19:47] <Emile> Ahhh fair enough, that should work yeah
L454[08:19:59] <Emile> Thanks
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L459[08:24:53] <KrasnyiNeko> Quick question. Anyone know where I would go to change the default Minecraft "hurt sound"?
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L461[08:25:38] <ghz|afk> assets?
L462[08:25:52] <ghz|afk> that's something resource packs can change I believe
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L464[08:26:34] <KrasnyiNeko> Sorry, I meant more along a case by case basis. So a certain damage type plays a certain sound.
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L466[08:27:57] <KrasnyiNeko> Just wondering if anyone had a general idea. I don't mind looking around the code. Just haven't been able to find it
L467[08:28:20] <ghz|afk> no idea then ;P
L468[08:28:34] <KrasnyiNeko> :b thanks though
L469[08:34:58] <Ivorius> KrasnyiNeko: Overwrite getHurtSound
L470[08:35:09] <Ivorius> Well, although that doesn't pass you anything
L471[08:35:32] <Ivorius> The next best overwrite would be at handleHealthUpdate and attackEntityFrom
L472[08:35:44] <Ivorius> But there's no wrapping, so the damage source has no say in the matter, just the entity
L473[08:36:16] <Ivorius> You can, of course, play an additional sound
L474[08:36:16] <KrasnyiNeko> Alright, That should be more than enough. Thanks mate!
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L501[09:15:00] <Brycey92> does anyone know how to have a client command that can still be run while connected to a server?
L502[09:15:28] <Brycey92> i used clientcommandhandler but the command only works in singleplayer
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L522[09:51:53] <fhjds> hello. I want to change that when the player use the axe I created the drop will be coal and not wood. how I change that?
L523[09:53:07] <diesieben07> HarvestDropsEvent
L524[09:53:13] *** helinus|off is now known as helinus
L525[09:53:39] <Genuine> Is generic type information stored in the constants in the generated class?
L526[09:53:52] <Genuine> Or the metadata?
L527[09:54:13] <diesieben07> in the signature, so in the metadata
L528[09:54:18] <diesieben07> not sure why it would be constants
L529[09:55:11] <Genuine> idk, I assumed maybe if it were smart it would be in the constant pool as a Class that was assigned as some argument of that field/param.
L530[09:55:44] <diesieben07> no, the generic informatino is just metadata, thats not used at all unless you inspect it via reflection
L531[09:55:58] <Genuine> Can you even?
L532[09:56:11] <diesieben07> look at guava's typeToken
L533[09:56:11] <Genuine> I've only seen the getters for generics.
L534[09:56:14] <diesieben07> it feels like magic :P
L535[09:56:15] <Genuine> Never setters.
L536[09:56:23] <Genuine> In reflection*
L537[09:56:24] <diesieben07> what do you even mean by that...
L538[09:56:30] <diesieben07> what woudl you set
L539[09:56:41] <Brycey92> anyone know the answer to my question?
L540[09:56:53] <Brycey92> waaaaay up there ^
L541[09:57:14] <diesieben07> should not be any different in SP/MP
L542[09:57:17] <diesieben07> as they both work the same way
L543[09:57:32] <Genuine> It's not like you can Class<Map> clazz = TreeMap.setGenerics(String.class, Integer.class).
L544[09:57:40] <Genuine> Is what I'msaying.
L545[09:57:54] <Genuine> There is a getter for that generic type information but no setter.
L546[09:57:56] <Brycey92> well somehow my server is taking over handling of the command and returning "Unknown command. Type /help for help."
L547[09:57:59] <diesieben07> wat
L548[09:58:04] <diesieben07> i have no idea what you are saying Genuine
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L550[09:58:16] <diesieben07> show your coe Brycey92
L551[09:58:22] <Brycey92> ok 1 min
L552[09:58:37] ⇨ Joins: iDynious (~Dynious@099-168-045-062.dynamic.caiway.nl)
L553[09:59:26] <Genuine> Class<Map<?, ?>> clazz = TreeMap.class; is fine. But if you wanted to set generic type information at runtime (to recast key and value class) you can't do it.
L554[09:59:50] <diesieben07> well of course not
L555[09:59:59] <diesieben07> because Map<String> and Map<Integer> are the exact same class
L556[10:00:15] <diesieben07> So you can't actually have a Class<Map<String>>
L557[10:00:34] <Genuine> So why even include getting generic type information, if you can't set it at runtime, and it doesn't actually matter at runtime.
L558[10:00:36] <diesieben07> if you need stuff like that, use guava's TypeToken
L559[10:00:43] <Genuine> Since the casts are compiled into bytecode?
L560[10:00:51] <diesieben07> for libraries
L561[10:00:53] <KrasnyiNeko> Just wondering, what would what you are talking about dies be used for.
L562[10:01:00] <diesieben07> if you interact with a library with generics adn you dont have the srouce code...
L563[10:01:00] <Brycey92> https://gist.github.com/Brycey92/a93f953be381ed9c8e4b
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L565[10:01:10] <Brycey92> diesieben07, there's the command;s class
L566[10:01:11] <diesieben07> KrasnyiNeko: ?
L567[10:01:14] <Brycey92> command's*
L568[10:01:36] <Brycey92> ClientCommandHandler.instance.registerCommand(new OpenURLCommand());
L569[10:01:46] <Genuine> And yet you can strip all generic type information with no side effects.
L570[10:01:46] <Brycey92> and that's run in load()
L571[10:01:50] <masa> are there any issues that may be caused when I store my tool type in NBT, instead of damage? should I rather store the type in damage and actual damage in NBT?
L572[10:01:53] <Genuine> So why is it needed at all.
L573[10:01:58] <fry> Genuine: javac will check generic signatures at compile time :P
L574[10:02:04] <Genuine> Correct.
L575[10:02:12] <diesieben07> if you have a library without source code
L576[10:02:16] <fry> (That's the reason it exists :P)
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L579[10:02:18] <diesieben07> you could not do String foo = map.get("hello")
L580[10:02:19] <masa> I noticed NEI is showing all the tool types whenever I query the recipe for ine of those tools
L581[10:02:20] <Genuine> But at runtime, why even compile the generics into the metadata?
L582[10:02:22] <fry> *they
L583[10:02:24] <diesieben07> you would hav eto explicitcly cast
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L585[10:02:38] <diesieben07> unless you had the sourcecode available
L586[10:02:49] <Genuine> diesieben07, Because at runtime String foo = map.get("hello") is in bytecode String foo = (String) map.get("hello")
L587[10:02:54] <diesieben07> i know.
L588[10:03:03] <Genuine> Grr.
L589[10:03:06] <diesieben07> but at compile time you might interact with already compiled libraries.
L590[10:03:12] <Genuine> Of course.
L591[10:03:16] <diesieben07> if those dont haev the generics in there...
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L593[10:03:45] <Genuine> It all gets compiled to the same bytecode regardless.
L594[10:03:47] <diesieben07> not sure Brycey92, that should work...
L595[10:03:54] <diesieben07> yes, true.
L596[10:03:57] <fry> That's the nature of erasure - you don't have all the info at runtime that you had at compile time
L597[10:04:04] <Brycey92> should that line of code be run on both server and client?
L598[10:04:06] <Brycey92> or just client
L599[10:04:16] <diesieben07> client only of course.
L600[10:04:21] <fry> (It all ends up as typeless bytes on the processor at the end :P)
L601[10:04:31] *** iDynious is now known as Dynious
L602[10:04:33] <Genuine> fry, I disagree, you have MORE type information at runtime than compile time.
L603[10:04:44] <diesieben07> Genuine: but you would have to cast explicitly if the generic informatino is not available in .class files.
L604[10:04:45] <Brycey92> shoot, I didn't put that in a proxy
L605[10:04:46] <Brycey92> herp
L606[10:04:49] <Brycey92> one minute
L607[10:05:50] <Genuine> All generic casts are implicit at compile time even if all the generic information is available at compile time.
L608[10:06:10] <Genuine> And compiled into the bytecode.
L609[10:06:18] <Genuine> Meh.
L610[10:06:19] <diesieben07> yes.
L611[10:06:27] <fry> Genuine: you have different kind of information. "Exact type of that object" is available only at runtime, "That list will only ever contain Strings" is only compile time :P
L612[10:06:31] <diesieben07> but those implicit casts are not possible, if the class files don#t have the genric information.
L613[10:06:50] <Genuine> diesieben07, I see.
L614[10:07:03] <diesieben07> because if those are nto there, map.get only returns object
L615[10:07:04] <diesieben07> not T
L616[10:07:10] <diesieben07> and you have to cast all the time.
L617[10:07:16] <fry> Generic type info tells you that those runtime casts won't throw ClassCastExceptions
L618[10:08:05] <Genuine> This is some sort of backwards compatibility. It's the reason MC even runs since even though the implicit casts were compiled in to the bytecode, you no longer 'need' the tgeneric type information at runtime.
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L620[10:08:11] <Genuine> Bah!
L621[10:08:29] <Genuine> Diamonds suck!
L622[10:08:32] <Genuine> :P
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L624[10:08:58] <diesieben07> but its what makes interacting with Lists in MC awkward :)
L625[10:09:05] <diesieben07> but it's gonna get better in 1.8.2
L626[10:09:21] <Genuine> I hear that 1.8.2-pre6 has ALL generic metadata intack.
L627[10:09:26] <Genuine> intact*
L628[10:09:38] <diesieben07> yep
L629[10:09:44] <diesieben07> and all local variables are named snowman
L630[10:09:52] <Brycey92> perfect
L631[10:09:54] <Genuine> Why do we use FF and not Luyten?
L632[10:09:55] <Brycey92> lol
L633[10:10:12] <diesieben07> well, if there IS a name, you can remap it ;)
L634[10:10:19] <diesieben07> right nwo tehre is NO name, so we can't name them
L635[10:10:56] <Genuine> diesieben07, According to R4wk and the others, nominallity isn't even needed really :P
L636[10:11:09] <diesieben07> hm?
L637[10:11:23] <diesieben07> also for not using procyon... it has a few bugs according to lex
L638[10:11:24] <Genuine> I mean, how do you think the MCP maps fields/methods/params?
L639[10:11:32] <diesieben07> they have names in the jar...
L640[10:11:38] <diesieben07> and params are a special case
L641[10:11:47] <diesieben07> they just have *bad* names
L642[10:11:51] <Genuine> But the names change per release.
L643[10:11:57] <diesieben07> yes... and?
L644[10:12:06] <diesieben07> but they have toosl for that.
L645[10:12:12] <diesieben07> but if there is nothing that you can remap, you can't remap
L646[10:12:27] <diesieben07> the local var table is compleltely missing in the jar
L647[10:12:47] <Genuine> The fact that srg's shit works is because it's replaces the nominallity of the original source to a more methododic*? process.
L648[10:12:57] <diesieben07> yes.
L649[10:13:09] <diesieben07> but in case of local vars there IS no nominallity in the original source
L650[10:13:17] <Genuine> Ahh.
L651[10:13:28] <diesieben07> which is what they changed now.
L652[10:13:35] <diesieben07> they rename it all to snowman, so it uses the value
L653[10:13:38] <diesieben07> btu we have a source name
L654[10:13:49] <Genuine> Are variables withing the scope of a method preserved in the latest MC?
L655[10:14:08] <Genuine> variable names*
L656[10:14:16] <diesieben07> well, kinda
L657[10:14:33] <diesieben07> they leave all the information intact (where the var scope starts, etc.)
L658[10:14:49] <diesieben07> but they change the names to "<snowman>1" and so on
L659[10:14:56] <diesieben07> with <snowman> being the unicode symbol
L660[10:16:03] <Brycey92> wait you were serious about the snowman thing?
L661[10:16:14] <diesieben07> yes.
L662[10:16:23] <Brycey92> that's so absurd i thought it was a joke
L663[10:16:31] <Brycey92> what is mojang doing over there?
L664[10:16:44] <Genuine> So considering how SRG works the fields/methods/params will still be serialized to a unique name that is predictable.
L665[10:16:49] <diesieben07> https://twitter.com/_grum/status/557561980547256320
L666[10:17:01] <diesieben07> sure. all that will not change
L667[10:17:12] <diesieben07> we just now will get basically SRG names for variables, too
L668[10:17:20] <Genuine> Nice.
L669[10:17:39] <Genuine> That's a huge relief to all involved.
L670[10:17:52] <diesieben07> (note that I have no involvement in this process whatsoever, so I am just talking what I know... or think i know)
L671[10:18:03] <Genuine> Liar!
L672[10:18:05] <Genuine> :P
L673[10:19:50] <diesieben07> :P
L674[10:19:54] <diesieben07> I'm out
L675[10:20:20] <Genuine> fry, You Scala bruh?
L676[10:20:25] *** diesieben07 is now known as diesieben|away
L677[10:20:30] <fry> what? :P
L678[10:20:40] <Genuine> YOU SCALA BRUH!?!
L679[10:20:50] ⇨ Joins: mr208 (~mallrat20@68.204.184.175)
L680[10:20:58] <Genuine> You Scala bruh.
L681[10:21:23] <Genuine> :P
L682[10:21:41] <Genuine> The correct answer is: I Scala bruh.
L683[10:22:25] <Genuine> fry, Is your Scala method overriding working now?
L684[10:22:29] ⇦ Parts: tattyseal (~tattyseal@95.144.48.36) (Leaving))
L685[10:22:38] <Genuine> In subclasses.
L686[10:23:35] ⇨ Joins: Vorquel (~Vorquel@67-1-184-16.tcso.qwest.net)
L687[10:24:24] <fry> It should, Lex did post a fix yesterday
L688[10:24:32] * fry didn't test it though :P
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L690[10:25:04] <Vorquel> A fix for what?
L691[10:25:15] <Genuine> Some lame Scala stuff.
L692[10:25:23] <Vorquel> Ah. Okay
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L694[10:26:07] <Genuine> The Scala compiler was omitting overridden Subclass method references or something like that.
L695[10:26:15] <Genuine> I don't know!
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L697[10:26:49] ⇦ Quits: pixlepix (~localmaca@public.mgrhs.org) (Quit: pixlepix)
L698[10:26:49] <Vorquel> That's... odd.
L699[10:27:30] <Genuine> Something about the method wasn't receiving the attribute of being an "Override"?
L700[10:27:45] <Genuine> fry could probably explain it better.
L701[10:28:19] <Vorquel> I was just curious. I don't need a grand thesis on it :P
L702[10:28:29] <fry> Scala relied on something that should've been there but wasn't
L703[10:28:45] <fry> And javac/IDEs didn't rely on that :P
L704[10:29:31] <Vorquel> So a missing dependency?
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L706[10:30:26] <fry> "something" was an attribute in bytecode :P
L707[10:30:32] <Genuine> The capture invocation of the the call site was being biased by not caching a call with a method handler after the first constructor call.
L708[10:30:37] <Genuine> ^ Made all that up.
L709[10:30:46] <fry> You sure did :P
L710[10:31:00] <Vorquel> I thought I lost my mind for a moment there.
L711[10:31:04] <Genuine> Heh.
L712[10:31:20] <Genuine> Heap management.
L713[10:31:32] <Genuine> Scalability impediment.
L714[10:31:48] <Genuine> Dominating strategy.
L715[10:32:04] <Vorquel> Buzzword bingo?
L716[10:32:30] <Genuine> Reprocessing metafactory procedures.
L717[10:32:32] <Ivorius> Guys, you just need to credibly synthesize holistic alignments via mission-critical functionalities.
L718[10:32:43] <Vorquel> of course
L719[10:32:46] <Genuine> I concur, whole-heartedly.
L720[10:32:53] *** big_Xplo|Off is now known as big_Xplosion
L721[10:33:02] <Ivorius> Then you'll at least be able to authoritatively monetize plug-and-play leadership after process-centric meta-services.
L722[10:33:13] <Genuine> Fuck her right in the pussy.
L723[10:33:17] <Vorquel> Why not just krelve it?
L724[10:33:33] <Genuine> /shrug
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L726[10:34:43] <Vorquel> Seriously though, why wasn't the atribute showing up?
L727[10:35:29] <Genuine> Something about having revisit each class twice? Idk.
L728[10:36:03] <Genuine> If Lerx were up he'd kick me for being an idiot.
L729[10:36:03] <Vorquel> fry?
L730[10:36:32] <fry> You said you didn't want a grand thesis :P
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L732[10:36:42] <Vorquel> I changed my mind :P
L733[10:36:47] <Genuine> Dick.
L734[10:36:57] <Kruptein> hi, im updating my mod to 1.8 and GuiTextField now requires an extra int argument as its first parameter
L735[10:37:03] <Genuine> Fry is the dick not you Vorquel :P
L736[10:37:15] <fry> InnerClasses was only present on the parent-child classes, not i every class referencing them
L737[10:37:17] <Kruptein> I tried looking at the GuiTextField class but couldnt find out what it is used for
L738[10:37:28] <Genuine> Kruptein, The parameter isn't named?
L739[10:37:38] <Kruptein> int p_i45542_1_,
L740[10:37:42] <Genuine> Not even int eh super class?
L741[10:37:51] <Genuine> in the*
L742[10:38:05] <Kruptein> thats in GuiTextField.java
L743[10:38:15] <Kruptein> the constructor
L744[10:38:47] <Vorquel> Does the bot have a real name for it?
L745[10:38:50] <Genuine> Not In mine.
L746[10:38:57] <Kruptein> which version do you have of forge ?
L747[10:38:58] <Genuine> What version of forge?
L748[10:39:02] <Kruptein> 1299
L749[10:39:22] <Kruptein> ill update to the latest
L750[10:39:22] <Brycey92> 1299 is out?
L751[10:39:32] <Brycey92> oh wait 1.8
L752[10:39:41] <Genuine> oh
L753[10:39:56] <Kruptein> 1299 was recommended
L754[10:40:01] <Kruptein> but latest is 1309
L755[10:42:35] <Vorquel> I've heard that minebot can give meaningful names for some parameters, not that I know how to call on said bot.
L756[10:43:03] <Kruptein> !minebot help
L757[10:43:06] <Kruptein> nope
L758[10:43:23] <Kruptein> I downloaded the javadoc of the latest build
L759[10:43:24] <Dynious> Vorquel, use MCPBot_Reborn
L760[10:43:25] <Kruptein> still no name
L761[10:43:46] <Kruptein> how do I call it Dynious
L762[10:44:06] <Dynious> to get a method !gm methodName
L763[10:44:09] <bspkrs> !gp p_i45542_1_
L764[10:44:17] <bspkrs> !!gp p_i45542_1_
L765[10:44:17] <MCPBot_Reborn> === MC 1.8: net/minecraft/client/gui/GuiTextField.GuiTextField.componentId UNLOCKED ===
L766[10:44:18] <MCPBot_Reborn> Name : p_i45542_1_ => componentId
L767[10:44:19] <MCPBot_Reborn> Method : bul.bul => GuiTextField.func_i45542_ => GuiTextField.GuiTextField
L768[10:44:20] <MCPBot_Reborn> Descriptor : (ILbty;IIII)V => (ILnet/minecraft/client/gui/FontRenderer;IIII)V
L769[10:44:20] <MCPBot_Reborn> Comment : None
L770[10:44:21] <MCPBot_Reborn> Last Change: 2014-12-28 11:45:30.546280-05:00 (vilu)
L771[10:44:38] <bspkrs> use a single ! for private feedback
L772[10:44:52] <bspkrs> do not abuse !! for public output as I will get my ass reamed for it
L773[10:45:00] <Dynious> or preferably go in a private convo with MCPBot_Reborn
L774[10:45:04] <Kruptein> ok thanks
L775[10:45:34] <bspkrs> use !help to get a list of available commands
L776[10:45:51] <bspkrs> also, #mcpbot is a good place for all this
L777[10:46:11] <Kruptein> ok so its a componentId
L778[10:46:48] <bspkrs> yes, sorta like a buttonId
L779[10:46:56] <Kruptein> I guess
L780[10:47:01] <Kruptein> so I just assign it a unique value ?
L781[10:47:25] <bspkrs> it doesn't have to be unique unless you are going to reference it
L782[10:47:47] <Vorquel> This is why I'm staying away from GUIs for now :P pure magic.
L783[10:47:59] <TTFTCUTS> hmmm, anyone able to point me to where I can get the loaded worlds from within the server tick event?
L784[10:48:03] <Kruptein> I use keyTyped with a focus check so I guess I can now check for the unique id instead of a focused field
L785[10:48:09] <Kruptein> I assume
L786[10:48:21] <bspkrs> not really... it's just rendering text and components on the screen
L787[10:48:25] <Kruptein> oh
L788[10:48:30] <bspkrs> and handling their events
L789[10:48:54] <bspkrs> Kruptein, that wasn't directed at you
L790[10:49:14] <Kruptein> haha didnt notice ttftcuts
L791[10:49:33] <bspkrs> I haven't looked into using the componentID, but you could probably use it that way
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L793[10:51:48] <TTFTCUTS> found it
L794[10:52:18] <Unh0ly_Tigg> bspkrs, is there something built into the bot that disconnects it from a dcc after a certain period of inactivity?
L795[10:53:05] <bspkrs> no... I think that might be specific to clients
L796[10:53:10] <Unh0ly_Tigg> hmm
L797[10:53:49] <bspkrs> having a DCC issue?
L798[10:54:05] <Unh0ly_Tigg> well, after ~5-10 minutes after the last message I send to the bot, if I send another message, I get no response and have to abort the dcc and run !dcc again...
L799[10:54:23] <bspkrs> what client do you use?
L800[10:54:36] <bspkrs> and are you going through a bouncer?
L801[10:54:55] <Unh0ly_Tigg> hexchat, no bouncer
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L804[10:55:59] <Unh0ly_Tigg> so, umm...
L805[10:56:10] <Unh0ly_Tigg> when was Gui.drawModalRectWithCustomSizedTexture introduced?
L806[10:56:29] <bspkrs> lol
L807[10:56:57] <bspkrs> Unh0ly_Tigg, I'll double check the bot code, but I'm pretty sure it isn't set to timeout
L808[10:57:03] * fry waits for a day when mapped name length extends JVM class format limits :P
L809[10:57:55] <bspkrs> that name came before MCPBot_Reborn... our max length is 32
L810[10:58:18] <bspkrs> drawModalRectWithCustomSizedTexture is 36
L811[10:59:00] <fhjds> http://i.imgur.com/XzgnvxN.png how I fix this error?
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L813[10:59:45] <Kruptein> that doesnt say a lot
L814[10:59:48] <bspkrs> fhjds, could you be more vague? too many people know exactly how to fix your issue :p
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L816[11:00:41] <Unh0ly_Tigg> hmm, from what I can tell, there doesn't appear to be a limit to method names, since in the method info section of the class file, the name is pulled from the constant pool via an index.
L817[11:01:06] <fhjds> I want to check the current held item so I use player.getCurrentEquippedItem().getItem() but I get error under player and I cant find how to fix it
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L819[11:01:36] <Unh0ly_Tigg> can you pastebin the class, and the error that your ide is giving you?
L820[11:02:50] <Kruptein> hm RenderingRegistry.registerBlockHandler is gone
L821[11:02:56] <fhjds> OK
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L824[11:04:07] <fhjds> http://pastebin.com/W0jqrwnK
L825[11:04:32] <Kruptein> player does not exist in that context
L826[11:04:38] <Unh0ly_Tigg> replace player with event.player, see if that works
L827[11:04:38] <fry> Unh0ly_Tigg: well, strings have 2-byte length, from what I can tell :P
L828[11:04:51] <Unh0ly_Tigg> 2 byte length? wut
L829[11:05:17] <Vorquel> fhjds, you need to use event.player to get the player
L830[11:05:45] <Vorquel> NM, I'm being dumb
L831[11:06:19] <Unh0ly_Tigg> ok, apparently, string literals are limited to only 65535 bytes of utf8 data
L832[11:06:40] <fhjds> if(event.player.getCurrentEquippedItem().getItem()==ElementCraft.FireAxe) ? still the same error
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L835[11:07:33] <Unh0ly_Tigg> event.harvester
L836[11:07:59] <Vorquel> ^ fhjds
L837[11:09:24] <fhjds> thak you
L838[11:09:29] <fhjds> thank**
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L842[11:15:39] <Kruptein> so updateEntity is gone, am I right that I should just implement IUpdatePlayerListBox and use update() instead ?
L843[11:15:48] <Unh0ly_Tigg> yes
L844[11:16:20] <Kruptein> ok thank you
L845[11:17:00] <Kruptein> is there some central place where I can find all this info? untill now I have just been googling/asking here whem I encounter something changed
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L848[11:18:34] <Vorquel> You mean other than L*x's mind?
L849[11:18:42] <Kruptein> yes :p
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L852[11:19:36] <Vorquel> I wish I knew. I'm not updating to 1.8 until my mod is stable for 1.7
L853[11:20:03] <fry> Writing docs/tutorials is much harder than answering questions on IRC :P
L854[11:20:16] <Kruptein> I totally understand :D
L855[11:21:38] <Kruptein> we had our own Coord class system
L856[11:21:42] <Kruptein> so now I have to convert everything :p
L857[11:21:48] <Ivorius> Who didn't
L858[11:21:56] <Unh0ly_Tigg> me
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L860[11:22:19] <Ivorius> That was a rhetorical question
L861[11:22:24] <Ivorius> Your answer is invalid
L862[11:22:26] <Unh0ly_Tigg> fry, with item models, is it possible to create a smart item model that has some objects rotate based on time, and 'toggle' rotation based on certain parameters (which can change from frame to frame)?
L863[11:22:33] <Ivorius> You are not allowed to choose this response
L864[11:22:41] <Kruptein> :p
L865[11:23:00] <fry> Unh0ly_Tigg: yes
L866[11:23:22] <Unh0ly_Tigg> there's nothing that says I CAN'T respond to a rhetorical question...
L867[11:23:25] <Kruptein> do you guys use worldObj or getWorld() etc
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L869[11:24:27] <Vorquel> fields are faster than methods, but methods can be safer if their coded for it.
L870[11:24:39] <Unh0ly_Tigg> fry, and be able to replicate this? https://bitbucket.org/Unh0ly_Tigg/portaportal/src/65992617/src/main/java/org/unh0lytigg/portaportal/client/render/item/ItemPortalRenderer.java?at=master
L871[11:24:39] <Vorquel> *they're
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L873[11:25:05] <Kruptein> I just like that fields are shorter
L874[11:25:09] <Kruptein> but it feels wrong
L875[11:25:30] <fry> Unh0ly_Tigg: looks replicatable :P
L876[11:25:31] <Unh0ly_Tigg> using raw fields takes up less memory overhead
L877[11:25:52] <Vorquel> It's not like Minecraft has that good of encapcilation to begin with :P
L878[11:26:09] <Unh0ly_Tigg> fry, I know that a lot of the GL11 calling code can be replicated via the item camera transformations
L879[11:27:15] <Kruptein> !gm func_148857_g
L880[11:27:57] <fry> Unh0ly_Tigg: not neccecarily item camera transformatios, simple normal matrix math :P
L881[11:28:09] <Unh0ly_Tigg> Though, what I'm doing to do actual rendering is render the icon from the item (renderFrame), and then rendering model info with different textures depending on nbt data of the item (renderPortalCore)
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L883[11:28:27] <KrasnyiNeko> Any one know often is onItemRightClick called?
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L885[11:28:42] <Lumien> ?
L886[11:28:45] <KrasnyiNeko> is it per tick?
L887[11:28:47] <Unh0ly_Tigg> also, I wish there was an IBlockState like function for Items...
L888[11:29:08] <Unh0ly_Tigg> KrasnyiNeko, it's in the name, it's called when you right click with the item in hand
L889[11:29:25] <KrasnyiNeko> Hmm true.
L890[11:29:39] <KrasnyiNeko> Thanks
L891[11:29:42] <Vorquel> Or just go the empirical path: println when it happens and test :D
L892[11:29:53] <Unh0ly_Tigg> how often it actually gets called is dependent on what you do
L893[11:29:57] <fry> Unh0ly_Tigg: use stack's NBT for now, and I'm sure there will be something in the future :P
L894[11:30:21] <Unh0ly_Tigg> so, how would I do the time based rotations?
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L896[11:31:56] <Brycey92> when I try to throw my exception that extends CustomModLoadingErrorDisplayException, I get this with opis installed https://gist.github.com/Brycey92/014f531097350b1d82d0 and upon removal of opis, i get this since voxelmenu is also installed https://gist.github.com/Brycey92/2095f344f4f9380b8629
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L898[11:32:28] <Brycey92> is there a way around this?
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L900[11:34:04] <fry> Unh0ly_Tigg: global timer somewhere :P
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L902[11:34:17] <fry> (same way you do it already :P)
L903[11:35:14] <Kruptein> if I used to have if(meta < 6) should that convert to if(state.equals(Block.getStateById(6))) ?
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L905[11:37:08] <fry> You shouldn't use metadata anywhere except when storing your state
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L907[11:38:12] <Kruptein> I assumed so but how do I check if the block is in a certain state
L908[11:38:17] <Kruptein> I have the block its state
L909[11:38:24] <Kruptein> nvm
L910[11:38:32] <fry> World.getBlockState
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L912[11:38:41] <Kruptein> yh I got that
L913[11:38:46] <Kruptein> my mind completely blanked there
L914[11:38:57] <Unh0ly_Tigg> fry, how often does ISmartItemModel.handleItemState get called?
L915[11:39:22] <fry> Right before it's rendered, every time
L916[11:39:26] <Unh0ly_Tigg> hmm
L917[11:39:33] <fry> You may assume it's in the same frame
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L919[11:39:51] <fry> (same for blocks, but it's of course cached until next block update)
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L921[11:40:12] <Unh0ly_Tigg> well, I'm going to start thinking up how I'm going to go about this. but for now, I need to get some sleep, been up all night.
L922[11:40:26] <Unh0ly_Tigg> (9:40AM where I am)
L923[11:40:38] <Kruptein> good night :)
L924[11:40:58] <Unh0ly_Tigg> technically, it would be good morning, but meh
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L926[11:45:41] <Kruptein> wait
L927[11:45:48] <Kruptein> a pos itself does not contain world information
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L948[12:10:02] <clienthax> ;;;;;;;;;;;;;;;;;;;;
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L950[12:13:02] <Brycey92> ::::::::::::::::
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L952[12:13:57] <clienthax> cat + ham in proximity to keyboard = ;;;;;;;;;;;;;;;
L953[12:13:58] <clienthax> ;D
L954[12:14:04] <Brycey92> lol
L955[12:14:17] <Brycey92> ;;;;;;;;;;;;;;;;;D
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L968[12:44:17] <Lumien> if i have a block with a certain property but i want all blocks to have the same block model ignoring that property, is there an easy way to do that?
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L970[12:45:53] <fry> IStateMapper
L971[12:46:19] <Zaggy1024> Would it be possible to add an option to StateMap to have a prefix for mod resource domains? Currently, if you set the StateMap's main property, it doesn't add the prefix :|
L972[12:46:21] <fry> (vanilla has examples of exactly that with their StateMap)
L973[12:46:35] <fry> (that comment was for Lumien :P)
L974[12:47:05] <Zaggy1024> (Like with trees, where the resource is "treetype_log" instead of "log0")
L975[12:47:15] <Lumien> sooo ModelLoader.setCustomStateMapper ?
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L977[12:47:23] <Zaggy1024> Lumien, yep
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L981[12:49:29] <Lumien> ok so that map is IBlockState,IBakedModel?
L982[12:49:59] <Zaggy1024> huh?
L983[12:50:01] <fry> Zaggy1024: I'd simply wrap StateMap with an IStateMap that'll delegate to it, and would add your mode prefix :P
L984[12:50:13] <Lumien> oh no ModelResourceLocation
L985[12:50:14] <Lumien> ok
L986[12:50:23] * Zaggy1024 thought about wrapping it, but all the fields are private :|
L987[12:50:35] <Zaggy1024> I didn't want to do a ton of reflection
L988[12:51:06] <Zaggy1024> er...maybe I didn't think it through properly...
L989[12:52:27] <fry> class PrefixStateMap extends StateMapperBase { @Override protected ModelResourceLocation getModelResourceLocation(state) { return "modid:" + super.getModelResourceLocation(state); }}
L990[12:52:32] <fry> something like that :P
L991[12:52:36] <Zaggy1024> yeh
L992[12:52:52] <Zaggy1024> For some reason my probably tired brain thought that I needed access to its fields :P
L993[12:52:58] <Lumien> hmm do i have to put every possible IBlockState in that map from IStateMapper or can i put something in there that will just always be used?
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L995[12:53:38] <fry> Lumien: you can extend StateMapperBase
L996[12:53:44] <Zaggy1024> Lumien, just extend StateMapperBase and implement its method
L997[12:53:49] <fry> :P
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L999[12:54:01] <Zaggy1024> and then you can turn the IBlockState into whatever resource location you want
L1000[12:54:11] <Lumien> ohh i didn't know there was a method to get all possible block states
L1001[12:54:12] <Lumien> ok
L1002[12:54:19] <Zaggy1024> With "#property=value,otherproperty=othervalue" after
L1003[12:54:39] <Zaggy1024> if you need to, of course :P
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L1005[12:55:04] <fry> That's both the upside and downside of blockstates - they're enumerable :P
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L1011[13:02:21] <Zaggy1024> What bugs me about StateMap is that when you don't set the main property, it gets the mod ID from the block's default resource location, but then if you set the main property it forgets about the prefix :(
L1012[13:04:46] <Lumien> hmm shouldn't this work to map one model to all block states? http://pastebin.com/ciH3BAWE
L1013[13:05:55] <Zaggy1024> you don't need all that :P
L1014[13:06:02] <Zaggy1024> Just extend StateMapperBase
L1015[13:06:16] <Zaggy1024> Then it'll do iteration over the valid states for you
L1016[13:06:29] <Zaggy1024> and it'll create the map for you
L1017[13:06:59] <Zaggy1024> but yes...that does look like it would work
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L1019[13:08:41] <Zaggy1024> crap.
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L1022[13:09:19] <Zaggy1024> fry, getModelResourceLocation is protected :|
L1023[13:09:38] <fry> Notice that I extend stuff :P
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L1026[13:10:17] <Zaggy1024> uh...hmm
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L1028[13:11:14] <fry> (Won't be as expressive as Builder, but should still do the job :P)
L1029[13:11:16] <Lumien> my block is purple :(
L1030[13:11:31] <Lumien> do i need to do something else in addition to the state mapper?
L1031[13:11:37] <fry> Welcome to the club :P
L1032[13:11:38] <MarkR> I click on my block and the game crashed not even showing any gui, any help? http://pastebin.com/XYejSacF
L1033[13:11:45] <Zaggy1024> Can't extend StateMap because its constructors are protected
L1034[13:11:47] <Zaggy1024> er
L1035[13:11:53] <Zaggy1024> private, I guess
L1036[13:12:05] <fry> ah, hmm
L1037[13:12:17] <Zaggy1024> can't extend StateMapperBase because then I don't have access to a StateMap's getModelResourceLocation
L1038[13:12:30] <fry> Iterate over the returned map then :P
L1039[13:12:35] <Zaggy1024> bleh
L1040[13:12:43] <fry> Less nice, but still works :P
L1041[13:14:00] <fry> Lumien: in world or in inventory?
L1042[13:14:05] <Lumien> in world
L1043[13:14:13] <tattyseal> MarkR please show your code.
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L1045[13:14:59] <fry> Lumien: Are there any errors in the log?
L1046[13:15:04] <Lumien> nope
L1047[13:15:12] <fry> (they might be small, without stacktraces :P)
L1048[13:15:21] <Lumien> besides the inventory variant not being found
L1049[13:15:26] <Zaggy1024> MarkR, it's a simple NPE, just find where the NPE occurred and find out what was null
L1050[13:15:27] <Lumien> but they don't have an item model yet anyway
L1051[13:15:48] <Zaggy1024> It's probably something you forgot to assign a value or check for null, it should be easy to fix
L1052[13:15:58] <Lumien> nope, nothing
L1053[13:16:38] <fry> What does your ModelResourceLocation look like, and blockstate json?
L1054[13:16:43] <Zaggy1024> fry, does it print an error when it doesn't find a texture?
L1055[13:16:59] <fry> I don't think so
L1056[13:17:08] * fry should do something about that at some point :P
L1057[13:17:18] <Lumien> my model resource location is "randomthings:coloredGrass", and i thought the state mapper somewhat replaces the block state file?
L1058[13:17:25] <Ivorius> fry, fix root meshes first :P
L1059[13:17:33] <Ivorius> And y rotations
L1060[13:17:35] * fry kicks Ivorius
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L1063[13:17:51] <ghz|afk> the blockstates json maps the state names to models
L1064[13:17:59] <ghz|afk> because multiple models can have the same model
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L1066[13:18:01] <Zaggy1024> dat IPv6 doe
L1067[13:18:03] <ghz|afk> multiple states*
L1068[13:18:03] <Zaggy1024> :P
L1069[13:18:51] <Lumien> yes, which is what the state mapper does right?
L1070[13:18:53] <fry> Lumien: ModelResourceLocation = ResourceLocation of the blockstate file + variant name
L1071[13:19:06] <Lumien> wot
L1072[13:19:13] <MarkR> Zaggy1024, I've had this problem for a while and still had problems with it and couldn't find anything.
L1073[13:19:16] <Lumien> oh ok :P
L1074[13:19:24] <Lumien> i thought it should point directly at the model
L1075[13:19:29] <Zaggy1024> Lumien, did you check if your texture is in the right place?
L1076[13:19:38] <fry> (Except for inventory, in which case the resource location of the model is handled in the special way :P)
L1077[13:19:42] <Zaggy1024> MarkR, what's on the line where the NPE occurred?
L1078[13:19:48] <Zaggy1024> in vanilla code, I mean
L1079[13:20:08] <Lumien> so it should be "randomthings:coloredGrass","normal" then?
L1080[13:20:18] <Lumien> when i want every block state to have the model described in normal?
L1081[13:21:10] <Zaggy1024> um...
L1082[13:21:25] <Zaggy1024> "randomthings:coloredGrass#variant=normal"...maybe?
L1083[13:21:31] <ghz|afk> https://github.com/gigaherz/NaturalTrees/blob/master/src/main/resources/assets/naturaltrees/blockstates/branch_oak.json
L1084[13:21:34] <ghz|afk> like that
L1085[13:21:37] <ghz|afk> but with your states ;P
L1086[13:21:50] <fry> Lumien: yes, "randomthings:coloredGrass","normal"
L1087[13:22:02] <Lumien> it's still purple :P
L1088[13:22:13] <Lumien> oh wait
L1089[13:22:13] <Lumien> xD
L1090[13:22:15] <MarkR> Line 88 in the Slot class, getStack() method.
L1091[13:22:38] <Lumien> ok
L1092[13:23:00] <Lumien> there needs to be an error message if it can't find a model file
L1093[13:23:26] <Brycey92> does anyone know how, from a server command, to make the same command run on a client?
L1094[13:23:42] <fry> It should've printed "Model definition for location %s not found"
L1095[13:24:11] <fry> (if there's no corresponding blockstate found)
L1096[13:25:59] <Lumien> i don't think it did
L1097[13:26:03] <Lumien> might have missed it somehow
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L1107[13:41:06] <clienthax> that was... strange, all my mobile network just went poof
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L1111[13:45:11] <Wuppy> quick question for someone with modeling/art experience, what is a lot of verts/edges/faces for a helicopter?
L1112[13:48:53] <Ivorius> Define 'a lot'
L1113[13:49:02] <Ivorius> To render as animated, statically, or pre-rendered?
L1114[13:49:21] <Wuppy> animated
L1115[13:50:10] <Ivorius> Gotta keep it low if you want to animate it
L1116[13:50:22] <Wuppy> define 'low' :P
L1117[13:51:04] <Ivorius> I dunno, maybe try to stay under 100 quads
L1118[13:51:32] <Wuppy> how do I see the quad count in maya?
L1119[13:52:08] <Ivorius> Or tris, rather
L1120[13:52:17] <Ivorius> 100 tris
L1121[13:52:20] <Wuppy> hmm, 1200 tris :(
L1122[13:52:23] <Ivorius> lawl
L1123[13:52:27] <Ivorius> Yeah, that's a bit much :P
L1124[13:52:43] <Wuppy> how can you keep a full heli around 100 tris though?
L1125[13:52:56] <Ivorius> Depends on the detail level
L1126[13:53:00] <minecreatr> is there any event that is triggered when a player swims in a liquid?
L1127[13:53:07] <Ivorius> If it's far away you should even go under that
L1128[13:53:11] <Ivorius> If it's close you can go all-out
L1129[13:53:45] <Ivorius> If it looks round without textures, it's too much subdivision
L1130[13:53:46] <Wuppy> it's basically the showcase of a single model with an animation, texture and everything
L1131[13:54:14] <Ivorius> In games, you can normally easily see edges if textures are disabled and there is only hard lighting
L1132[13:54:45] <Ivorius> If you want to literally only render the helicopter, that's fine, lol
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L1134[13:54:54] <Ivorius> It just depends on too many factors
L1135[13:54:57] <fry> Wuppy: in MC or in general? :P
L1136[13:54:59] <Ivorius> 'If it lags it's too much'
L1137[13:55:22] <Wuppy> in my case, it's a model showcase
L1138[13:55:23] * clienthax places wuppy in oven
L1139[13:55:44] <Wuppy> in unity
L1140[13:55:48] <Wuppy> clienthax, ?
L1141[13:56:03] <fry> Then the answer is much, much more than in MC :P
L1142[13:56:10] * clienthax really doesn't know
L1143[13:56:21] * clienthax deletes wuppys book update progress
L1144[13:56:22] <clienthax> huhuhu
L1145[13:56:33] <Wuppy> yeah I got about that far fry :P
L1146[13:56:37] <Wuppy> :(
L1147[13:57:02] <Wuppy> clienthax, why you gotta be so rude...
L1148[13:57:12] * Wuppy randomly starts singing :P
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L1150[13:57:58] <gayan> hello guys i having problem when launching my server "Equal objects must have equal hashcodes. During rehashing, Trove discovered that the following two objects claim to be equal "
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L1152[13:58:15] <gayan> there is no crash report just a report in .zip
L1153[13:58:21] <Ivorius> gayan is an awesome name
L1154[13:58:27] <Ivorius> Are you like a gay super sayan? :P
L1155[13:58:50] <Ivorius> Also, is it your mod?
L1156[13:59:12] <Ivorius> The error is pretty much what it says - if the objects return true on equals, the hash codes must be the same
L1157[13:59:42] <gayan> i dunon why its saying that because it was working well before
L1158[13:59:58] <Ivorius> Answer my questions? :P
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L1160[14:00:41] <gayan> no its not my mod, i've made a private modpack regoruping nice mods
L1161[14:00:52] <Wuppy> look at my heli, my heli isn't too terrible for art made by a programmer: http://puu.sh/fK4IF/265bebc6a4.png
L1162[14:00:55] <Ivorius> Then it's a bug
L1163[14:01:05] <Ivorius> You'll have to report it to the programmer responsible
L1164[14:01:29] <gayan> it was working well just before we removed advanced genetics because it was bugging
L1165[14:01:37] <Ivorius> Wuppy: Pretty sure that's not 1200 tris :P
L1166[14:01:42] *** big_Xplo|AFK is now known as big_Xplosion
L1167[14:01:42] <pixlepix> Thats a bug you have to report to the mod author
L1168[14:01:55] <gayan> yes but i dont kow from where its coming
L1169[14:02:01] <Wuppy> Ivorius, it displays 1234 atm according to maya
L1170[14:02:09] <tattyseal> Wuppy, nice model!
L1171[14:02:34] <Ivorius> Then you have a lot of unnecessary tiny tris somewhere
L1172[14:02:45] <Wuppy> maybe on the inside :(
L1173[14:03:03] <Wuppy> thanks tatty
L1174[14:04:41] <gayan> how can i do to know from where its coming ? while it was working well this morning it strange
L1175[14:05:08] <Ivorius> Can you stop saying that, it's completely normal that bugs come and go x)
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L1178[14:05:36] <gayan> :o
L1179[14:05:42] <Ivorius> You can single out the mod by slowly removing mods
L1180[14:05:52] <Ivorius> And if the bug is gone, it was one of the removed mods
L1181[14:06:15] <Ivorius> If it's still there when all mods are gone, it's a vanilla bug (even if possibly induced by previous mod data)
L1182[14:06:20] <Ivorius> (Or Forge)
L1183[14:06:37] <killjoy> http://i.imgur.com/I5rQg10.png
L1184[14:06:48] <gayan> some lines are talking about therma; exp
L1185[14:07:01] <gayan> i'll try without it
L1186[14:07:49] <Ivorius> killjoy: return money.clone();
L1187[14:08:05] <killjoy> That's piracy!
L1188[14:08:16] <Ivorius> ur mum is a piracy m8
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L1193[14:09:18] <killjoy> That makes me think. Is DRM possible in computercraft programs?
L1194[14:09:47] <AbrarSyed> ts actualy forgery.. not piracy.. but anyways
L1195[14:10:06] <killjoy> Event worse
L1196[14:10:12] <killjoy> *even
L1197[14:12:08] <minecreatr> !gm handleWaterMovement
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L1205[14:22:01] <nathan5462> hello
L1206[14:22:24] <Sil3ntScript3r> Would someone mind helping me with a weird texturing issue?
L1207[14:22:26] <nathan5462> is there an easy way to tell the client about a string of text
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L1209[14:22:59] <nathan5462> silent what do you mean?
L1210[14:23:01] <Sil3ntScript3r> If just the server has the text, you'd have to make a packet handler
L1211[14:23:09] <Sil3ntScript3r> https://github.com/Sil3ntScript3r/favorofthegods/issues/1
L1212[14:23:12] <Sil3ntScript3r> Having this issue
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L1214[14:24:35] <nathan5462> Silent i have a tile entity that has a itemstack. I want to display the display name to the client
L1215[14:25:04] <Sil3ntScript3r> Display it where, like a GUI?
L1216[14:25:17] <nathan5462> yes
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L1218[14:26:14] <Sil3ntScript3r> Well assuming the client and server both change the text, you should be able to just access the text fine
L1219[14:26:33] <Sil3ntScript3r> But if just the server's changing the text, you'd have to make a packet sending/handling for the client to get the text
L1220[14:27:02] <nathan5462> hmm ok
L1221[14:27:34] <Sil3ntScript3r> If wherever the ItemStack is being sent is in a if(!world.isRemote) check, you'd need packets. Otherwise I think you should be fine
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L1223[14:29:01] <nathan5462> is there a way i can use the minecraft way of sending the itemstacks to the client?
L1224[14:29:13] <minecreatr> is there any way to detect when handleWaterMovement is called without asm?
L1225[14:29:17] <Sil3ntScript3r> Pretty sure vanilla uses packets
L1226[14:29:57] <nathan5462> no i mean an existing method
L1227[14:30:07] <nathan5462> for sending the packet
L1228[14:30:16] <Sil3ntScript3r> I don't know if one exists, no
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L1230[14:31:39] <nathan5462> silent is your block registered with a different name than its texture
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L1232[14:32:16] <Sil3ntScript3r> Fairly certain no
L1233[14:32:23] <nathan5462> because I was having the same problem with .jsons until I renamed my texture to my block's name
L1234[14:33:49] <Sil3ntScript3r> Everything is using the name from the class, and all the jsons are named right
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L1243[14:58:03] <Jugz> Anyone know why my block is coming up as "tile.Lab Bench.name" when the unlocalized name is set to "Lab Bench"? This is for 1.8
L1244[14:58:22] <killjoy> lab_bench?
L1245[14:58:55] <Ivorius> ^
L1246[14:58:56] <Sil3ntScript3r> Yea, don't think you can have a space in the unlocal name
L1247[14:58:57] <Ivorius> No spaces
L1248[14:58:59] <Jugz> thanks
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L1250[14:59:11] <killjoy> Also best to have no capitols.
L1251[15:01:17] <Ivorius> Yeah I never liked London anyway, and Berlin too
L1252[15:01:42] <Jugz> now it comes up as tile.lab_bench.name
L1253[15:01:50] <Sil3ntScript3r> What do you have after that?
L1254[15:01:59] <killjoy> Is your .lang file correct?
L1255[15:01:59] <Jugz> what do you mean?
L1256[15:02:01] <Sil3ntScript3r> It has to be tile.lab_bench.name=Name Name
L1257[15:02:23] <Jugz> how do I set up the lang file, I'm guessing I just missed a step
L1258[15:02:32] <Ivorius> lol
L1259[15:02:36] <killjoy> assets/modid/lang/en_US.lang
L1260[15:02:39] <Ivorius> Is it supposed to guess the name of your block, Jugz
L1261[15:03:22] <Lymia> <Kruptein> we had our own Coord class system
L1262[15:03:22] <Lymia> <Kruptein> so now I have to convert everything :p
L1263[15:03:22] <Lymia> You mean you won't still have one?
L1264[15:03:26] <Lymia> Minecraft's is Java, the APi is probably terrible.
L1265[15:03:43] <Ivorius> Holy shit Lymia, are you reading the log back like 12 hours
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L1268[15:04:05] <Lymia> I was in class.
L1269[15:04:08] <Lymia> of course.
L1270[15:04:29] <Ivorius> > implying anybody here knows you're in school x)
L1271[15:04:40] <Ivorius> But I don't read the full log back from when I was gone :P
L1272[15:05:14] <Lymia> Who except students have time to work on Minecraft mods?
L1273[15:05:14] <Lymia> :P
L1274[15:05:18] <Ivorius> Besides, BlockPos from vanilla is pretty okay
L1275[15:05:22] <Lymia> Retired people?
L1276[15:05:22] <Lymia> :D
L1277[15:05:32] <Ivorius> I mean, hell, what can you do wrong with a 3 int vec
L1278[15:05:40] <Ivorius> Has decent usecase coverage
L1279[15:05:43] <Lymia> Make it mutable.
L1280[15:05:53] <Ivorius> Eh.
L1281[15:06:02] <Lymia> Make it use an instance pool.
L1282[15:06:03] <Ivorius> Problem is you never know who the owner is
L1283[15:06:12] <Ivorius> Instance pool in Java is a waste of your time
L1284[15:06:21] <Ivorius> Especially with 3 ints :P
L1285[15:06:23] <Lymia> I was listing ways you could mess it up
L1286[15:06:24] <Lymia> :P
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L1289[15:06:32] <Ivorius> Oh, lol
L1290[15:06:38] <Ivorius> Well, I've heard people arguing for both :P
L1291[15:06:43] <Ivorius> But they do neither
L1292[15:07:04] <Lymia> Mutable coordinate class is just
L1293[15:07:05] <Lymia> wtf
L1294[15:07:56] <Ivorius> BlockPos should be a C-Struct
L1295[15:08:07] <Ivorius> Then people would stop complaining about bad GC performance
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L1297[15:08:51] <Ivorius> And while we're at it, Java should be ARC rather than GC
L1298[15:08:57] <Ivorius> But eh. x)
L1299[15:09:30] <Lymia> BlockPos is worrying, at least.
L1300[15:09:38] <Lymia> I have problems in 1.7.x already because of GC
L1301[15:09:59] <Ivorius> I heard J1.8 does GC up to 30% faster for some people
L1302[15:10:11] <fry> Lymia: Unemployed people :P
L1303[15:10:30] <Lymia> (Or maybe heap fragmentation, as my girlfriend theorizes.)
L1304[15:10:30] <Ivorius> Oh yeah, and University students
L1305[15:10:35] <Lymia> Well.
L1306[15:10:41] <Lymia> University students are unemployed usually... :P
L1307[15:10:42] <Ivorius> I don't go to classes, I go to lectures
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L1309[15:10:45] <Ivorius> Or don't :P
L1310[15:11:01] <Lymia> IDK what's wrong with FTB for me
L1311[15:11:04] <Ivorius> Eh, if you count them as unemployed, school students are just that too, lol
L1312[15:11:41] <Lymia> After playing for a while (esp when lots of chunks get loaded and unloaded), stuff like rain particles cause unplayable lag -- restarting the client fixes it for a while.
L1313[15:11:55] <Ivorius> Turn down your render distance
L1314[15:11:59] <Ivorius> That's too many vertices :P
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L1316[15:12:12] <Lymia> Rain particles don't cause any lag at all if I just started the client though. :P
L1317[15:12:28] <Ivorius> Exactly.
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L1319[15:12:34] <Ivorius> Not much stuff loaded in yet
L1320[15:12:42] <Lymia> After all the chunks load in to.
L1321[15:12:43] <Lymia> too*
L1322[15:13:06] <Lymia> By "a while" I mean for, like, 30 minutes of playing until I go age hopping or end up exploring. :P
L1323[15:13:16] <Ivorius> Minecraft rarely gets to load in all the chunks :P
L1324[15:13:27] <Ivorius> You move around, some are left over, some are not loaded yet
L1325[15:13:37] <Lymia> I don't see how render distance helps. :P
L1326[15:13:40] <Ivorius> For me the lag fixes itself after I press f3 a
L1327[15:13:50] <Lymia> What's f3 a?
L1328[15:13:51] <Ivorius> And if I turn down the render distance generally
L1329[15:13:59] <Ivorius> 'reload all resources, flush all caches'
L1330[15:14:00] <Ivorius> Sort of
L1331[15:14:03] <Lymia> Ah.
L1332[15:14:09] <Ivorius> Most importantly, re-render all chunks :P
L1333[15:14:37] <Ivorius> Actually it only does that, I think. I think resource reload was another key
L1334[15:14:42] <Lymia> At least, from playing, it seems to me like it's probably something lower level than "too many vertexes"
L1335[15:15:00] <Lymia> Since jumping from one age to another doesn't fix the lag-- it makes it worse.
L1336[15:15:23] <Ivorius> ¯\(º_o)/¯
L1337[15:15:32] <Ivorius> Get a profiler up in that bitch
L1338[15:15:52] <Lymia> I think there's probably some mod in FTB that's stupid and does something super-super dumb. My GF thinks it's lower level, and heap fragmentation being a problem.
L1339[15:15:52] <Ivorius> Or live with restarting your client, it's your life :P
L1340[15:16:42] <Lymia> Don't profillers
L1341[15:16:46] <Lymia> Make it super-slow to begin with? :P
L1342[15:16:52] <fry> depends :P
L1343[15:17:01] <Lymia> I don't think I can play with a profiller long enough for the massive lag to start.
L1344[15:17:12] <Lymia> Or tell when it starts since it's always lagging massively.
L1345[15:17:13] <Lymia> :P
L1346[15:17:26] <Ivorius> Quit whining :P
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L1348[15:18:50] <Ivorius> I've seen people play in literally slideshows
L1349[15:19:09] <Ivorius> Someone should add an inter-frame Ken Burns effect filter mod
L1350[15:19:16] <Ivorius> For those poor saps
L1351[15:19:41] <Lymia> I don't think I could do it.
L1352[15:19:57] <Lymia> Last time it went slideshow for me, I died in a Twilight Forest hill.
L1353[15:20:00] <Lymia> Horribly.
L1354[15:20:21] <Ivorius> #thingsthatwouldnothappenwiththekenburnsmod
L1355[15:20:25] <Lymia> And the time before that, I fell into the void in my age, and couldn't get creative flight up because the timing was changed by lag.
L1356[15:20:26] <Ivorius> #kenburnsmod2015
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L1358[15:21:42] <Lymia> Have fun with your coremodding
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L1360[15:21:55] <Lymia> And rendering images while the GPU is busy crunching 3D frames with too many polys for it
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L1362[15:22:58] <Ivorius> I'll ship a separate Ken Burns Graphics Card ®
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L1365[15:25:44] <Lymia> (Honestly)
L1366[15:26:08] <Lymia> (I think the thing that'd really fix it is making input processing not lag if other stuff lags)
L1367[15:26:14] <Lymia> (Since it seems like that's what ends up killing you)
L1368[15:26:29] <Ivorius> (And how would you do that?)
L1369[15:26:34] <Ivorius> (Oh right, multithreading)
L1370[15:26:53] <Ivorius> (I heard there are problems involved with that :P)
L1371[15:27:53] <pixlepix> Should be pretty east to do that for input processing
L1372[15:28:52] <Ivorius> Probably
L1373[15:28:58] <Ivorius> But then again, the main problem would remain
L1374[15:29:23] <Ivorius> Honestly, who'd want to put much time into making the game play better for people watching a slideshow anyway :P
L1375[15:31:14] <pixlepix> :P
L1376[15:31:24] <pixlepix> Testing that mod would be interesitng
L1377[15:32:19] <Ivorius> Add some music and you have a dynamic slideshow of a guy running into trees and getting mauled by zombies at night
L1378[15:32:24] <Ivorius> 10/10 would bu
L1379[15:32:26] <Ivorius> *buy
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L1383[15:39:51] <Zaggy1024> yay, thanks, fry
L1384[15:40:01] <Zaggy1024> You made my config not be filled with missing file references :P
L1385[15:40:04] <Zaggy1024> *log
L1386[15:41:15] <Zaggy1024> (because I was registering StateMaps through in my mod init() so it was too late for the first round of resource loading)
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L1388[15:41:55] <Lymia> It's a big problem sometimes.
L1389[15:42:03] <Lymia> Like, I'm at the point in the game where I have creative flight.
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L1391[15:42:08] <Lymia> If I have too much lag, it just fails to activate
L1392[15:42:14] <Lymia> Since both space taps happen in the same frame
L1393[15:42:16] <tterrag|away> Lumien: curse you and your way of doing complicated things really simply :l
L1394[15:42:19] <Lymia> I guess it's the void for e
L1395[15:42:20] <Lymia> me*
L1396[15:42:26] <tterrag|away> I just found resource loader...something I tried to do a while ago and couldn't figure out
L1397[15:42:37] <Lumien> ?
L1398[15:42:40] <Lumien> ^^
L1399[15:43:53] <Lumien> yeah i needed custom ressources for my mods and i didn't wanna build that functionality into all of them
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L1401[15:45:00] <Lymia> Resource loader? :P
L1402[15:45:13] <Zaggy1024> the thing that loads resources :)
L1403[15:47:19] <Zaggy1024> lol... I just got a runtime exception because I modified a method at a breakpoint that was registering a block, so it registered the block twice :)
L1404[15:47:44] <tterrag|away> yep
L1405[15:47:46] <tterrag|away> that'll happen
L1406[15:47:50] <Zaggy1024> :D
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L1413[15:56:05] <Zaggy1024> hmm, registering my item model resource locations for my tree log variants isn't working :(
L1414[15:56:25] <Temportalist> that sucks
L1415[15:56:40] <Temportalist> can you put your (assuming) jsons on a pastebin or gist?
L1416[15:56:59] <Zaggy1024> jsons aren't the problem though, I believe
L1417[15:57:10] <Zaggy1024> It just doesn't seem to be looking where I'm telling it to
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L1419[15:57:34] <Zaggy1024> Hang on, I'll pastebin the relevant code
L1420[15:57:46] <Zaggy1024> http://pastebin.com/8Uf3DHBy
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L1422[15:58:20] <Zaggy1024> type.getName() returns "log" for my log block
L1423[15:58:44] <killjoy> I just wrote a piece of code that may require minecraft to add a seizure warning.
L1424[15:58:53] <Zaggy1024> IMetadata is an interface extending ISerializable
L1425[15:58:55] <Zaggy1024> killjoy, nice
L1426[15:59:05] <Zaggy1024> what is it? :P
L1427[15:59:25] ⇨ Joins: Cojo (~Cojo@wvf6054rh.rh.ncsu.edu)
L1428[16:00:22] <killjoy> http://pastebin.com/3jSFgtW4
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L1430[16:01:26] <killjoy> Sadly, it will never use 0xffffffff
L1431[16:01:28] <Temportalist> what does registerModel do?
L1432[16:01:49] <Mitchellbrine> Bad killjoy. Bad bad killjoy
L1433[16:01:50] <Zaggy1024> On client, it calls:
L1434[16:01:50] <Zaggy1024> ModelLoader.setCustomModelResourceLocation(item, metadata, new ModelResourceLocation(Constants.ASSETS + textureName, "inventory"));
L1435[16:02:15] <killjoy> But I didn't make the random color generator for that purpose
L1436[16:02:18] <Zaggy1024> oh, I guess I kind of just answered my own question as to waht's wrong with it :P
L1437[16:02:24] <Zaggy1024> gg me
L1438[16:02:37] <Temportalist> so post method its "Constants.ASSETS + Constants.ASSETS + variant.getName() + "_" + type.getName()
L1439[16:02:40] <Temportalist> "
L1440[16:02:40] <Lymia> killjoy, why ;-;
L1441[16:02:47] * Mitchellbrine gives Zaggy a big GG
L1442[16:02:50] <killjoy> Don't you ever want a random color?
L1443[16:02:53] <Mitchellbrine> G to the G
L1444[16:02:59] <Lymia> new Random().nextInt()
L1445[16:03:00] <Zaggy1024> GGWP
L1446[16:03:02] <Zaggy1024> Everybody wins
L1447[16:03:09] <Zaggy1024> Ice cream sandwiches for everyone
L1448[16:03:14] <Lymia> You're a terrible programmer and should feel bad.
L1449[16:03:25] <Temportalist> Zaggy1024
L1450[16:03:32] <Zaggy1024> yeh?
L1451[16:03:51] <Mitchellbrine> Ur cod is bad & u shood fell bad
L1452[16:03:53] <Mitchellbrine> :P
L1453[16:04:10] <Temportalist> new ModelResourceLocation(Constants.ASSETS + Constants.ASSETS + variant.getName() + "_" + type.getName(), "inventory") is what you are doing
L1454[16:04:21] <Zaggy1024> Yeah, I noticed :P
L1455[16:04:36] <Temportalist> Mitchelbine: *Your code is bad & you should feel bad
L1456[16:04:38] <Zaggy1024> Thanks to you asking me what that method did, so thanks
L1457[16:04:45] <Zaggy1024> oh.
L1458[16:04:48] <Zaggy1024> Still not working :|
L1459[16:04:54] <Temportalist> well, that was one issue
L1460[16:05:19] <Mitchellbrine> Temportalist: *Your code is bad and you should feel bad
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L1462[16:05:30] <Temportalist> & is valid good sir
L1463[16:05:30] <Mitchellbrine> Why use ampersands if you can use the word and?
L1464[16:05:38] <Temportalist> why not
L1465[16:05:45] <Temportalist> the rest is just slang :P
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L1467[16:06:00] <Mitchellbrine> Idk, it just bother me sometimes
L1468[16:06:09] <Temportalist> then why did you use it!? haha
L1469[16:06:17] <Mitchellbrine> People use & in formal writing and I cringe
L1470[16:06:22] <Mitchellbrine> I was just making a joke
L1471[16:06:28] <Temportalist> oh ok haha
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L1473[16:06:39] <Temportalist> my apologies them
L1474[16:06:52] <Mitchellbrine> It's okay :D
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L1480[16:09:51] <Zaggy1024> does "genesis:archaeopteris_log#inventory" look for "assets/genesis/models/item/archaeopteris_log" or is it looking for a variant in "assets/genesis/blockstates/archaeopteris_log"?
L1481[16:10:18] <Temportalist> latter
L1482[16:10:26] <Temportalist> AND former
L1483[16:10:34] <Temportalist> but assets/genesis/models/item/archaeopteris_log.json
L1484[16:10:37] ⇨ Joins: Hea3veN (~Hea3veN@181.165.169.102)
L1485[16:10:42] <Temportalist> and assets/genesis/blockstates/archaeopteris_log.json
L1486[16:10:44] <Temportalist> hehe
L1487[16:11:03] <Lymia> This .json nonsense sounds terrible.
L1488[16:11:03] <Zaggy1024> yeh
L1489[16:11:05] <Zaggy1024> I know :P
L1490[16:11:19] <Zaggy1024> heh, it's not absolutely horrendous
L1491[16:11:24] <Zaggy1024> it's just mildly annoying
L1492[16:11:28] <Temportalist> i dont use jsons for most of my stuff
L1493[16:11:38] <Lymia> Enterprise code. \o/
L1494[16:11:48] <Temportalist> ISmartModels \o/
L1495[16:12:03] <Lymia> I hate programmers.
L1496[16:12:04] <Lymia> :(
L1497[16:12:21] <Temportalist> hehehehehe
L1498[16:12:50] <Zaggy1024> temportalist, then what about resource pack artists? :P
L1499[16:12:50] <Temportalist> Just dont blink
L1500[16:13:17] ⇦ Quits: tattyseal (~tattyseal@95.144.48.36) (Ping timeout: 198 seconds)
L1501[16:13:20] <Temportalist> Zaggy1024: Most of the stuff i do with ISmartModels relies off of other textures/models ingame
L1502[16:13:35] <Zaggy1024> oh
L1503[16:13:36] <Temportalist> Such as: Compressed blocks, SecretRooms, WeepingAngel's statue
L1504[16:13:37] <Zaggy1024> aight
L1505[16:13:42] <Zaggy1024> cool
L1506[16:14:02] <Temportalist> Currently working on Compression (Compressed blocks for ALL normal blocks :D)
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L1508[16:14:36] <Zaggy1024> seems like it's got the right resource location now but it's still not finding my json :|
L1509[16:14:43] <Temportalist> hahaha
L1510[16:14:47] <Temportalist> any erros?
L1511[16:14:51] <Temportalist> errors*
L1512[16:15:08] <Zaggy1024> 'ang on
L1513[16:15:29] * Zaggy1024 is going to stick breakpoints everywhere
L1514[16:18:07] <Zaggy1024> hmm
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L1516[16:18:40] <Zaggy1024> If I have an IStateMapper for the block that ItemBlock goes with, does it interfere with the item model resource location somehow?
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L1518[16:19:58] <Temportalist> ummmmmm
L1519[16:20:16] <Temportalist> https://github.com/TheTemportalist/Compression/blob/master/src/main/java/com/temportalist/compression/client/ProxyClient.scala#L32
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L1521[16:21:49] <Zaggy1024> heh.
L1522[16:21:51] <Zaggy1024> Scala is kind of alien to me
L1523[16:22:38] *** matthew|gone is now known as matthewprenger
L1524[16:23:09] <Zaggy1024> I guess I see what you're doing there
L1525[16:23:23] <Zaggy1024> But it looks like it's essentially the same as what I do :|
L1526[16:23:32] *** fry is now known as fry|sleep
L1527[16:24:21] <Temportalist> scala is just more adept java. its not bad
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L1529[16:25:13] * Temportalist got all that from fry
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L1531[16:25:34] * Temportalist mutters something about fry being a master wizard of render sorcery
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L1533[16:26:30] <fry|sleep> http://i0.kym-cdn.com/photos/images/facebook/000/234/765/b7e.jpg
L1534[16:26:48] <Temportalist> :D
L1535[16:27:04] <Temportalist> thats so great fry
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L1538[16:27:34] <Zaggy1024> using some sissy laptop instead of a desktop, that's what >:(
L1539[16:27:37] <Zaggy1024> jk :D
L1540[16:27:50] <Temportalist> I use my MBPro
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L1548[16:34:04] <Zaggy1024> heh, turns out I gotta register my item's variant names as well, so it can actually find the jsons
L1549[16:34:15] <ghz|afk> yup
L1550[16:34:18] <Temportalist> :P
L1551[16:37:42] <Zaggy1024> yay, it works nwo
L1552[16:37:43] <Zaggy1024> :)
L1553[16:37:59] ⇨ Joins: tattyseal (~tattyseal@95.144.48.36)
L1554[16:38:09] <Zaggy1024> time to copy and paste a whole bunch of jsons
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L1556[16:38:35] <Temportalist> :D
L1557[16:38:45] * Temportalist uses ISmartModels
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L1559[16:39:42] <Zaggy1024> cool story bro
L1560[16:39:48] <Zaggy1024> :)
L1561[16:42:28] <Zaggy1024> That was the most fun I've had in a while. /s
L1562[16:42:32] <Zaggy1024> Time to do some more! :D
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L1564[16:43:30] *** Magik6k|off is now known as Magik6k
L1565[16:44:35] <VikeStep> so... i found someone on github who is rehosting decompiled and deobfuscated source code of various mods
L1566[16:44:51] <ghz|afk> of non-opensource mods?
L1567[16:44:55] <VikeStep> yes
L1568[16:45:10] <ghz|afk> then the mod authors have a reason to be annoyed ;P
L1569[16:45:14] <VikeStep> https://github.com/Dennisbonke?tab=repositories
L1570[16:45:19] <VikeStep> like gregtech is up there
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L1572[16:45:45] <VikeStep> seems that the Extra Utilities repo he has there has been DMCA'd already
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L1575[16:49:02] <TTFTCUTS> the GT one is just the API...
L1576[16:49:08] <matthewprenger> VikeStep, yeah someone else discovered that a few days ago
L1577[16:49:12] <killjoy> What's the guava equivalant of Consumer?
L1578[16:49:13] <TTFTCUTS> which is meant to be loaded as a dev jar anyway
L1579[16:50:02] <matthewprenger> funny thing Is he took some open source mods, decompiled their binaries, and hosted them under a different license 0_o
L1580[16:50:26] * Temportalist facepalms
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L1582[16:51:09] <VikeStep> also that some of the mods he rehosted were already open source
L1583[16:51:11] <Zaggy1024> Well...he's an idiot then
L1584[16:51:16] <VikeStep> and he went to the trouble of decompiling and deobfuscating
L1585[16:52:03] <matthewprenger> yeah I know Mobius filed an issue with github about it
L1586[16:52:12] <matthewprenger> a few others did too
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L1590[16:55:51] <Temportalist> I really should if any of mine are on there
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L1592[16:56:00] * Temportalist should check if his mods are on that idiots list
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L1596[17:00:11] <Dugar> I think I installed forge and the forge server, but I don't see how to install mods on the server or anything explaining how
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L1599[17:01:53] <SkySom> You drop them in the mods folder
L1600[17:03:23] <ghz|afk> drop the zips "as is" in the mods folder
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L1602[17:03:38] <ghz|afk> zips/jars
L1603[17:03:51] <ntzrmtthihu777> Dugar: more or less the same. to run a forge server you must execute the forge jar (the one inside the installer), not the minecraft_server.x.x.x.jar
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L1606[17:04:33] <Dugar> alright, I did that. How do I know if it worked?
L1607[17:05:02] <SkySom> There will be mods on your server?
L1608[17:05:35] <killjoy> Where is the missing texture resource?
L1609[17:05:48] <Dugar> I guess I need to find the neon pink everything mod
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L1611[17:06:02] <Dugar> thanks for the help guys I think I can figure it out from here
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L1621[17:19:35] <nixter1029> khazhyk`: I ordered CPU Seperate
L1622[17:19:40] <nixter1029> ignore that ^
L1623[17:20:44] <killjoy> test post?
L1624[17:22:41] <killjoy> Looks like my color picker is going to use rgb instead of hsv
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L1626[17:24:13] <Zaggy1024> Did someone mention a way to convert a Techne model into a json?
L1627[17:24:41] <Zaggy1024> (and if there is a way, does it generate a model that's efficient with its polygon use?)
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L1631[17:27:32] * Zaggy1024 is trying to figure out the best option for a modeler to make a json model.
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L1633[17:29:14] <AbrarSyed> Zaggy1024, your hand :)
L1634[17:30:29] <Zaggy1024> So...you're saying I should make the json by hand?
L1635[17:30:37] <Zaggy1024> heh, I may end up doing that in the end, I suppose
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L1647[17:44:21] <Isi> MCM89-8M77Q-TLK0N <- Free steam game for anyone who happens to be around.
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L1656[17:54:10] <Ordinastie> Isi, maybe tell which one first ?
L1657[17:54:47] <AbrarSyed> Isi, ^
L1658[17:54:52] <Isi> If I tell you, you research it. You research it, you ruin the whole game for yourself. And so I miss the 90s xD
L1659[17:55:10] <Geforce> ^
L1660[17:55:34] <Ordinastie> I won't take a game I may not be interested in from someone that might want it
L1661[17:55:57] <AbrarSyed> well... I think I just tried to activte it.. and I see 4 free days of interstellar marines.. but I dont think I just activated that..
L1662[17:56:17] <nathan5462> I just figured out you can use getDescriptionPacket for gui values
L1663[17:56:44] <nathan5462> That way you can tell the client about strings and items and stuff like that to render in the gui
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L1665[17:57:19] <minecreatr> for some reason on forge 1.8 I cant place a block where a fluid block is....
L1666[17:57:58] <VikeStep> Did anyone else get locked out of twitter out of curiosity?
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L1668[17:58:20] <nathan5462> VikeStep what do you mean?
L1669[17:59:11] *** Geforce is now known as Geforce|Away
L1670[17:59:31] <VikeStep> nathan5462, http://imgur.com/h4xnMmf
L1671[18:00:33] <nathan5462> did you spam tweets?
L1672[18:00:42] <VikeStep> nope xD
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L1674[18:00:51] <nathan5462> what did you do?
L1675[18:00:54] <VikeStep> also the confirmation link doesnt work. so I need to contact twitter support
L1676[18:00:56] <VikeStep> i didnt do anything
L1677[18:01:18] <Prophet> lots of people are locked out
L1678[18:01:34] <VikeStep> ok, so its not just me Prophet? thats comforting somewhat
L1679[18:01:37] <Prophet> most of us aren't recieving anything when we unlock
L1680[18:01:53] <Prophet> i've unlocked 3 times and still locked out lol
L1681[18:02:35] <VikeStep> well that settles it
L1682[18:03:35] *** Horfius|Away is now known as Horfius
L1683[18:04:29] <Prophet> finally unlocked
L1684[18:04:50] <Prophet> it unlocked on my 2nd account that i didn't try to recover
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L1686[18:04:55] <Prophet> so try yours VikeStep
L1687[18:05:10] ⇨ Joins: pixlepix (~localmaca@cpe-72-228-15-137.nycap.res.rr.com)
L1688[18:05:12] <VikeStep> im guessing their sms servers were overloaded
L1689[18:05:44] <Prophet> others ive talked to are slowly getting theirs unlocked
L1690[18:06:07] <Prophet> by others i mean reddit :P
L1691[18:06:08] <DasUmlaut> here's something Vanilla can't do: http://i.imgur.com/2SIHxfK.png ^_^
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L1693[18:06:58] <VikeStep> mines back
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L1698[18:09:28] * Katielyn eats clienthax
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L1702[18:20:43] ⇨ Joins: Kruptein (~Kruptein@193.190.253.144)
L1703[18:20:45] <Kruptein> hi
L1704[18:20:54] <Kruptein> im having a bit of trouble with the jsons
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L1706[18:21:06] <Kruptein> I have a certain block that has one model, but 5 different textures
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L1708[18:21:31] <Kruptein> so I added 5 variants in the blockstates json that all point to the same model
L1709[18:21:36] <Zaggy1024> DasUmlaut, how can't vanilla do that?
L1710[18:21:46] <Zaggy1024> I mean, it _doesn't_ do it, but it can...
L1711[18:21:58] <Kruptein> and in the models/block json I added for each of those variants a line to the textures var
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L1713[18:22:52] <Kruptein> but they all appear as the black/purple cube in game
L1714[18:23:14] <Kruptein> they do all have the same name tough
L1715[18:23:19] <Kruptein> in the inventory
L1716[18:23:39] <Zaggy1024> pastebin the jsons
L1717[18:23:47] ⇦ Quits: Emile (~Emile@s529d439f.adsl.online.nl) (Ping timeout: 198 seconds)
L1718[18:23:51] <Kruptein> sure brb
L1719[18:24:52] <Kruptein> Zaggy1024, http://dpaste.com/15AYBDJ
L1720[18:25:46] <Zaggy1024> hmm
L1721[18:25:50] <Zaggy1024> I'm not sure if that's possible
L1722[18:26:04] <Zaggy1024> Although I feel like I may have seen something like that before
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L1725[18:26:09] <Kruptein> it used to do the textures based on the meta data
L1726[18:26:17] <Kruptein> im trying to convert it to the blockstates system
L1727[18:26:19] <Kruptein> but so far no luck
L1728[18:26:22] <Zaggy1024> yeh
L1729[18:26:26] <Kruptein> I managed to get another block to show up
L1730[18:26:32] <Kruptein> but that one had only one model and one texture
L1731[18:26:36] <Zaggy1024> Normally I would expect you would need block models for each variant
L1732[18:26:45] <Zaggy1024> (for each texture, in this case)
L1733[18:26:49] <Kruptein> ill see if that works
L1734[18:26:59] <Kruptein> it sounds ugly though =p
L1735[18:27:02] <Zaggy1024> yeah
L1736[18:27:17] <Zaggy1024> jsons are ugly for a lot of custom blocks like that
L1737[18:28:47] <minecreatr> !gf isAdventureModeExempt
L1738[18:29:09] <nathan5462> I've heard people talk about using tesseltators to render custom blocks
L1739[18:30:05] <Zaggy1024> not in 1.8, AFAIK
L1740[18:30:21] <Kruptein> it didnt solve the problem
L1741[18:30:42] <Kruptein> but the fact that they all show up with the same name in my inventory isnt good either
L1742[18:30:48] <Kruptein> so maybe it has something to do with that
L1743[18:31:01] <nathan5462> Zaggy then what does the sign use?
L1744[18:31:16] <nathan5462> is there something hard coded?
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L1746[18:34:18] *** AbrarSyed is now known as Abrar|gone
L1747[18:34:34] <DasUmlaut> ^ reasons I'm afraid to go to 1.8 :/
L1748[18:34:57] <Kruptein> I managed to do everything
L1749[18:35:02] <Kruptein> but the renders so far :p
L1750[18:35:24] <nathan5462> It took me a while to figure out how to get my cauldron's water to change colors
L1751[18:35:42] <nathan5462> but other than that my transition was pretty smooth
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L1753[18:36:26] <Kruptein> do you have any models with multiple textures ?
L1754[18:37:00] <nathan5462> do you mean like a different texture on a different side?
L1755[18:37:05] <Kruptein> no
L1756[18:37:13] <Kruptein> like a green light
L1757[18:37:15] <Kruptein> red light
L1758[18:37:15] <Kruptein> etc
L1759[18:37:17] <Kruptein> but all same model
L1760[18:37:18] <nathan5462> Oh
L1761[18:37:31] <Kruptein> I have different .pngs for the colors
L1762[18:37:50] <nathan5462> my cauldron is normal water sometimes and tinted water other times
L1763[18:38:42] <nathan5462> are you wondering how to tint a side in a model?
L1764[18:38:47] <nathan5462> cause I have done that
L1765[18:39:31] <Kruptein> I want to change the texture of the entire thing depending on its blockstate
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L1767[18:39:42] <Kruptein> at least thats what I think I want
L1768[18:41:07] <nathan5462> Oh you can do that easily with different models I think
L1769[18:41:09] <Zaggy1024> http://i.imgur.com/wqvidov.png
L1770[18:41:15] <Zaggy1024> Anybody got an idea what's going on with that?
L1771[18:41:22] <Zaggy1024> some sides of the pixels are missing :|
L1772[18:41:34] <Kruptein> nathan5462, I tried that but no much success either
L1773[18:41:45] <Kruptein> but I think the problem might be with something else
L1774[18:41:45] <Zaggy1024> better view: http://i.imgur.com/J3KJ6z6.png
L1775[18:41:49] <nathan5462> is it just giving you a missing texture?
L1776[18:41:54] <Kruptein> yeah
L1777[18:42:12] <Kruptein> but they dont show up as lightbulb_red in my inventory just lightbulb
L1778[18:42:22] <Kruptein> they used to appear _red in 1.7
L1779[18:42:27] <Kruptein> so maybe I need to do something extra
L1780[18:42:55] <nathan5462> is your blockstates .json registered with the same name as your block?
L1781[18:42:59] <Kruptein> yes
L1782[18:43:03] <nathan5462> ok
L1783[18:43:25] <nathan5462> are you getting any console errors?
L1784[18:43:36] <Kruptein> how does the inventory know which name to show
L1785[18:43:42] <Kruptein> does it check the json for all variants ?
L1786[18:44:10] <Kruptein> or does it just use the getName method you now need in your block classes
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L1788[18:44:23] <Kruptein> and do I need to change it depending on its blockstate
L1789[18:44:26] <Kruptein> gonna try that
L1790[18:44:42] <nathan5462> ok
L1791[18:45:02] <Kruptein> at least I already get in the game
L1792[18:45:05] <Kruptein> thats something I gues
L1793[18:45:09] <Kruptein> guess*
L1794[18:45:46] <nathan5462> we need a way to hack past .jsons
L1795[18:45:55] <Kruptein> well that did nothing
L1796[18:45:57] <Kruptein> darn
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L1799[18:47:18] <nathan5462> are you sure your blockstates has the exact same name as you registered the blocks with
L1800[18:47:41] <Kruptein> do I need to register the block for every blockstate seperately ?
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L1802[18:48:00] <nathan5462> no
L1803[18:48:03] <ghz|afk> no Kruptein
L1804[18:48:16] <ghz|afk> only the ones that are in the inventory
L1805[18:48:19] <Kruptein> these are my jsons http://dpaste.com/15AYBDJ
L1806[18:48:21] <ghz|afk> that is, "inventory" ;P
L1807[18:48:44] <Kruptein> renderItem.getItemModelMesher().register(Item.getItemFromBlock(lightBulbConsumer), 0, new ModelResourceLocation(Constants.MODID + ":" + lightBulbConsumer.getName(), "inventory"));
L1808[18:48:51] <ghz|afk> note that the inventory state takes "normal" if it doesn't have an explicit one with that name
L1809[18:49:23] <Kruptein> so I need a line for each one I want in the inventory
L1810[18:49:27] <Kruptein> ok Ill try that
L1811[18:49:49] <ghz|afk> I believe you can't have the other states in the inventory
L1812[18:49:52] <nathan5462> why do you have 5 variants for the same model?
L1813[18:50:31] <ghz|afk> thisi s for one of my WIP mods: https://github.com/gigaherz/NaturalTrees/blob/master/src/main/java/gigaherz/nattrees/client/ClientProxy.java
L1814[18:50:40] <Kruptein> I did not write the models/renders etc someone else on the team did that, im just running a test to see if I can get the mod to 1.8
L1815[18:50:57] <nathan5462> I think you need 1 model per blockstate if you want the blocks to appear differently
L1816[18:50:59] <ghz|afk> https://github.com/gigaherz/NaturalTrees/tree/master/src/main/resources/assets/naturaltrees/blockstates
L1817[18:51:03] <ghz|afk> these are my blockstates files
L1818[18:51:15] <ghz|afk> the idea is that
L1819[18:51:33] <ghz|afk> multiple states can share a model
L1820[18:51:40] <ghz|afk> but each state can only have one visual aspect
L1821[18:52:01] <ghz|afk> blockstates are a superset of the old "meta" value
L1822[18:52:05] <nathan5462> ghz|afk if the blockstates shared a model then they would appear the same right?
L1823[18:52:10] <ghz|afk> of course
L1824[18:52:14] <ghz|afk> one model = one aspect
L1825[18:52:38] <ghz|afk> unless you are using a TESR to render it manually, then all bets are of
L1826[18:52:39] <ghz|afk> f
L1827[18:52:51] <nathan5462> that is why I was asking because a yellow light should probably look different than a green one
L1828[18:52:56] <Kruptein> we do have some tesr I think but not for this block
L1829[18:53:13] <ghz|afk> the idea is
L1830[18:53:16] <ghz|afk> you have the block
L1831[18:53:22] <ghz|afk> with a property "color"
L1832[18:53:32] <Kruptein> ok
L1833[18:53:36] <ghz|afk> each possible value implies a different blockstate
L1834[18:53:42] <Kruptein> uhu
L1835[18:53:49] <ghz|afk> which has to go into the blockstates/.json
L1836[18:53:53] <nathan5462> Kruptein do all the lights look the same minus the color?
L1837[18:53:59] <ghz|afk> then
L1838[18:54:03] <ghz|afk> each line in the blockstates
L1839[18:54:04] <Kruptein> yes nathan5462
L1840[18:54:08] <ghz|afk> would have like
L1841[18:54:17] <ghz|afk> light_color1, light_color2 ...
L1842[18:54:22] <nathan5462> cause then you could wash out one and use colorMultiplier(IBlockAccess worldIn, BlockPos pos, int renderPass)
L1843[18:54:28] <ghz|afk> each of those would have its json file in models/block
L1844[18:54:40] <ghz|afk> BUT
L1845[18:54:45] <ghz|afk> all of the lights have the same basic look
L1846[18:54:51] <ghz|afk> so you can have a light_base.json
L1847[18:55:05] <ghz|afk> and then light_color1 that has parent: "themod:light_base"
L1848[18:55:08] <ghz|afk> and just changes a texture
L1849[18:55:15] <nathan5462> ghz
L1850[18:55:22] <Kruptein> hm I see
L1851[18:55:25] <nathan5462> sorry i wasn't finished typing
L1852[18:55:29] <ghz|afk> that's assuming it's not just multiplying gray by a color ;P
L1853[18:55:58] <ghz|afk> in which case you can use a tint like leaves and such ;P
L1854[18:56:16] <nathan5462> that's what I would do ^
L1855[18:56:49] <ghz|afk> you can declare multiple texture layers
L1856[18:56:52] <Kruptein> in the variants of the blockstates does it matter if I just use off/yellow/red or should I use colour=red,colour=yellow etc
L1857[18:57:01] <ghz|afk> and have one layer tinted
L1858[18:57:26] <Zaggy1024> heh, interesting
L1859[18:57:51] <Zaggy1024> Apparently having a partially transparent pixel in a generated item model makes it leave the neighboring pixels blank?
L1860[18:58:00] <nathan5462> you wouldn't need blockstates if you tinted
L1861[18:58:05] <Zaggy1024> Er, the edges of neighboring pixels
L1862[19:00:28] <Zaggy1024> Time to watch the Flash
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L1869[19:17:46] <tterrag> Lumien: curious though, why did you write your own IResourcePack instead of using FolderResourcePack that already exists?
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L1876[19:32:17] <portablejim> Is there any reason why mcmod.info dependencies get ignored during mod sorting?
L1877[19:32:25] <portablejim> (or would get ignored)
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L1890[19:45:52] <tterrag> portablejim: because that's not how you do runtime dependencies?
L1891[19:45:57] <tterrag> that's just info for users afaik
L1892[19:46:30] <tterrag> use the @Mod dependencies
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L1896[19:54:39] <killjoy> Dumb local branch merge filled my diff with junk >:(
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L1898[19:58:55] <Ordinastie> from Minecraft wiki concerning block model json : An element : from: Start point of a cube according to the scheme [x, y, z]. Values must be between -16 and 32.
L1899[19:59:11] <Ordinastie> does that mean that in 1.8 BB can extend 1 block ?
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L1907[20:19:13] <clienthax> and here we have the nhs, so bad that the error page errors
L1908[20:19:13] <clienthax> http://www.nhs.uk/errors/error.aspx?aspxerrorpath=/errors/error.aspx
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L1913[20:28:18] <DasUmlaut> clienthax this is true, but finding information on visitors visa on gov.uk was awesome
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L1916[20:35:24] <clienthax> lol
L1917[20:35:35] <clienthax> fucking goverment id
L1918[20:35:36] <clienthax> funtimes
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L1920[20:41:16] <DasUmlaut> yeah...
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L1951[21:25:05] <AbrarSyed> hmmm what was that interface you coud use for TE's again?
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L1953[21:25:37] <Ordinastie> ITEP :)
L1954[21:26:05] <AbrarSyed> right, thanks
L1955[21:26:16] <tterrag> pointless interface >.>
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L1957[21:26:47] <AbrarSyed> right now im trying to find a way to NOT break the world when your mod is installed/uninstalled Ordinastie
L1958[21:27:05] <Ordinastie> wow, good luck :p
L1959[21:27:32] <ghz|afk> UnknownBlock, UnknownBlockTE, which just holds the NBT internally and saves it when necessary?
L1960[21:27:45] <AbrarSyed> there are some hacks that can be done.. its very interresting :0
L1961[21:28:38] <AbrarSyed> Ordinastie, I can not break when your mod is instaleld.. but when its uninstaleld... im basically screwed
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L1965[21:29:01] <AbrarSyed> unless there is some onBlockLoaded hook somewhere I can grab...
L1966[21:30:16] <ghz|afk> doesn't forge have a list of blocks and items registered by mods? the one it uses when loading a world to tell you which blocks are missing?
L1967[21:30:44] <AbrarSyed> ghz|afk, i mean.. is there a wayI can recreate or fix a broken tileEntity when my block is laoded
L1968[21:31:12] <ghz|afk> using that list, wouldn't it be possible to register a placeholder block that is uninteractive, but preserves the TE with nbt?
L1969[21:32:13] <AbrarSyed> ghz|afk, its mod comapt. when the other mod is there I use a differentTE with a different mod.. when the other mod is removed.. the block stays but the TE is gone.. so I need a way to recreate the correct TE
L1970[21:32:20] <ghz|afk> OH
L1971[21:32:35] <AbrarSyed> yeah.. fun isnt it
L1972[21:32:52] <ghz|afk> can't you abstract it? ;P
L1973[21:33:00] <ghz|afk> make a wrapper TE
L1974[21:33:14] <ghz|afk> with its own nbt read/save methods
L1975[21:33:25] <ghz|afk> that internally creates the other mod's TE
L1976[21:33:29] <ghz|afk> and forwards all necessary calls
L1977[21:33:55] <ghz|afk> unless the other mod's TE won't be used, then you could handle it differently
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L1979[21:34:22] <ghz|afk> as far as forge/mc is concerned, you'd always use your own TE
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L2002[22:23:40] <Ordinastie> I love how with the new json model stuff, you have no way to know why it doesn't work :x
L2003[22:27:32] <minecreatr> !gf motionY
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L2005[22:28:16] <ghz|afk> Ordinastie: how so? it prints to console if it didn't load
L2006[22:28:34] <Ordinastie> only thing in console : [05:24:47] [Client thread/ERROR] [FML]: Model definition for location mt:blockTest#inventory not found
L2007[22:28:45] <Ordinastie> which makes sense, I didn't make a json for the item
L2008[22:29:04] <Ordinastie> but in world it's still a plain purple/black cube
L2009[22:29:38] <TTFTCUTS> ... is that unexpected? I figured that'd be the default model
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L2012[22:30:51] <Ordinastie> "normal" : { "model" : "vertical" } <= that means I need vertical.json inside models/block right ?
L2013[22:30:51] <ghz|afk> yeah the black/purple texture is the default texture
L2014[22:30:56] <ghz|afk> and the cube is the default mesh
L2015[22:30:58] <minecreatr> !gf isRemote
L2016[22:31:02] <ghz|afk> yes
L2017[22:31:16] <ghz|afk> it means exactly that ;p
L2018[22:31:32] <Ordinastie> well, doesn't look like it's reading it
L2019[22:31:42] <ghz|afk> https://github.com/gigaherz/NaturalTrees/tree/master/src/main/resources/assets/naturaltrees
L2020[22:31:57] <ghz|afk> if you want a sortof "worst-case" scenatio, look at this WIP mod ;P
L2021[22:31:58] <Ordinastie> -_-
L2022[22:32:08] <ghz|afk> I had... a few states
L2023[22:32:09] <ghz|afk> XD
L2024[22:32:09] <Ordinastie> and that's why I will NEVER make json models
L2025[22:32:28] <ghz|afk> aroudn 750 to be exact
L2026[22:32:28] <ghz|afk> ;P
L2027[22:32:42] <ghz|afk> it owuld have been perfectly fine
L2028[22:32:46] <ghz|afk> if I could make combinations
L2029[22:32:57] <Ordinastie> oh, you need to add the modid ? :s
L2030[22:33:05] <ghz|afk> oh wait, yes
L2031[22:33:10] <ghz|afk> otherwise it's minecraft: ;P
L2032[22:33:20] <Ordinastie> makes sense
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L2034[22:33:57] <Ordinastie> ok, that fix part of it
L2035[22:34:02] <_Seymore> anyone here good with GUI textures?
L2036[22:34:21] <Ordinastie> now, how do you ref vanilla texture ?
L2037[22:34:27] <ghz|afk> the json system would be easy if you could define a block that's composed of two separate jsons
L2038[22:34:28] <ghz|afk> like
L2039[22:34:34] <ghz|afk> in the case of my branch model
L2040[22:34:46] <ghz|afk> part 1 is the branch itself, with thickness 0..7
L2041[22:34:55] <ghz|afk> and part 2 is the leaves, which may or may not be present
L2042[22:35:09] <Ordinastie> I would make a renderer for that
L2043[22:35:31] <ghz|afk> in hindsight, I may switch to a custom baked model
L2044[22:35:44] <ghz|afk> just to remove those 750ish files from the repository ;P
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L2046[22:36:03] <ghz|afk> I don't really want to use a TESR though
L2047[22:36:20] <Ordinastie> ok, so the from/to doesn't actually impact the bounding box...
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L2049[22:36:33] <ghz|afk> no the bounding box is in the Block object
L2050[22:36:35] <ghz|afk> 100% code
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L2052[22:36:52] <ghz|afk> the json is for graphics exclusively
L2053[22:37:00] <ghz|afk> a resource pack can't change collisions
L2054[22:37:02] <Ordinastie> so, do you know how I can ref a vanilla texture ?
L2055[22:37:09] <Ordinastie> true
L2056[22:37:10] <ghz|afk> sure:
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L2058[22:37:27] <ghz|afk> https://github.com/gigaherz/NaturalTrees/blob/master/src/main/resources/assets/naturaltrees/models/block/branch_0_d_leaves.json
L2059[22:37:32] <ghz|afk> no wait
L2060[22:37:33] <ghz|afk> wrong one
L2061[22:37:45] <ghz|afk> https://github.com/gigaherz/NaturalTrees/blob/master/src/main/resources/assets/naturaltrees/models/block/branch_acacia_0_n_leaves.json
L2062[22:37:46] <ghz|afk> like that
L2063[22:37:46] <ghz|afk> ;P
L2064[22:38:22] <Ordinastie> didn't work
L2065[22:38:49] <Ordinastie> wait
L2066[22:38:59] <minecreatr> is there any way for me to detect when a player jumps?
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L2068[22:39:22] <Ordinastie> yeah, works better with the right identifier
L2069[22:40:03] <Ordinastie> minecreatr, I think there is a flag whether or not the player is on ground but that doesn't mean he jumped
L2070[22:40:38] <Ordinastie> ghz|afk, do you have a screen of your trees ? I'm curious
L2071[22:40:42] <ghz|afk> yes
L2072[22:40:56] <ghz|afk> https://dl.dropboxusercontent.com/u/743491/2015-01-21_01.13.23.png
L2073[22:41:01] <minecreatr> Ordinastie, that wouldn't work in this case, do you kno of any other ways?
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L2075[22:41:22] <Ordinastie> no, just look inside player classes
L2076[22:41:35] <ghz|afk> this is an older screen: https://dl.dropboxusercontent.com/u/743491/2015-01-18_21.52.31.png
L2077[22:41:42] <ghz|afk> the tree generation is a lot less ... nice
L2078[22:41:46] <ghz|afk> but it shows more of the idea
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L2080[22:41:47] <ghz|afk> ;P
L2081[22:42:03] <minecreatr> !gf jumpMovementFactor
L2082[22:42:04] <ghz|afk> https://dl.dropboxusercontent.com/u/743491/2015-01-18_05.36.54.png
L2083[22:42:07] <ghz|afk> very early test ;P
L2084[22:42:11] <ghz|afk> before I started with generation
L2085[22:42:17] <ghz|afk> the branches are placed and grown manually ;P
L2086[22:42:30] <ghz|afk> https://dl.dropboxusercontent.com/u/743491/2015-01-18_05.38.59.png
L2087[22:42:31] <ghz|afk> another one
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L2089[22:42:41] <KuuOtava> >.> That is neat.
L2090[22:42:46] <ghz|afk> https://dl.dropboxusercontent.com/u/743491/2015-01-19_13.07.21.png
L2091[22:42:56] <ghz|afk> not as new as the firsts creen, but shows the trees better
L2092[22:43:05] <Ordinastie> now I need to get that whole state stuff :x
L2093[22:43:18] <ghz|afk> feel freeto look at my wip mod
L2094[22:43:24] <ghz|afk> it doesn't do anything XCEPT manage the branch states
L2095[22:43:25] <ghz|afk> XD
L2096[22:43:29] <Ordinastie> I am
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L2098[22:43:33] <KuuOtava> ghz? Do the leaf/branches drop sticks?
L2099[22:43:38] <ghz|afk> not yet
L2100[22:43:43] <ghz|afk> but that's the plan
L2101[22:43:43] <KuuOtava> Well, I meant 'intended to'
L2102[22:43:54] <ghz|afk> width 1 -> 1 stick
L2103[22:43:56] <ghz|afk> width 2 -> 1 planks
L2104[22:44:03] <ghz|afk> widht 3 -> 1 stick + 1 planks
L2105[22:44:06] <ghz|afk> etc
L2106[22:44:21] <KuuOtava> That'll tie in well with better beginnings. >.>
L2107[22:45:02] <ghz|afk> my idea was that
L2108[22:45:07] <ghz|afk> for brancheswit hleaves
L2109[22:45:16] <KuuOtava> Course... You could just have them drop as a branch block.. Have them process it in their crafting thing.
L2110[22:45:17] <ghz|afk> the first hit with a sword or axe would remove leaves
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L2112[22:45:29] <KuuOtava> Or that.
L2113[22:45:39] <minecreatr> looks like there is a LivingJumpEvent
L2114[22:45:45] <ghz|afk> and if fully broken, then it would drop the stick/branch
L2115[22:45:49] <ghz|afk> I considered that but
L2116[22:45:56] <ghz|afk> then I have to make the inventory item
L2117[22:46:16] <KuuOtava> True, true.
L2118[22:46:18] <ghz|afk> because the item can't have blockstates
L2119[22:46:49] <ghz|afk> if I did that
L2120[22:46:56] <ghz|afk> I'd have 7 branch items
L2121[22:47:01] <ghz|afk> 7 sub-items that is
L2122[22:47:11] <ghz|afk> each one with a different texture
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L2124[22:47:51] <ghz|afk> I should get back to it someday
L2125[22:48:10] <ghz|afk> I'm delaying it because tree generation is annoying XD
L2126[22:48:43] <ghz|afk> not just the actual generation of trees
L2127[22:48:51] <ghz|afk> but also how to generate the trees into the world itself
L2128[22:49:04] <ghz|afk> replacing the minecraft ones
L2129[22:49:31] <KuuOtava> No way to just tell it 'Noooo stahhhhp'?
L2130[22:49:44] <ghz|afk> I started doing that
L2131[22:49:52] <ghz|afk> I handled the chunk decoration event
L2132[22:50:06] <ghz|afk> denied minecraft the standard generation
L2133[22:50:24] <ghz|afk> and copied part of the tree algorithm which I modified to use my own
L2134[22:50:38] <KuuOtava> ghz? >.> If this doesn't come out Biomes o Plenty compatible... I might cry.
L2135[22:50:39] <ghz|afk> but it wasn't perfect
L2136[22:51:16] <ghz|afk> there isn't a hook for "about to generate THIS tree, HERE"
L2137[22:51:30] <ghz|afk> if that existed, it would be easy ;P
L2138[22:52:06] *** sk89q|away is now known as sk89q
L2139[22:52:30] <ghz|afk> the branch itself is as generic as possible
L2140[22:52:41] <ghz|afk> in theory, it can handle ANY tree
L2141[22:53:05] <ghz|afk> all it requires is someone to inherit the existing class and create a new BlockBranch<name> for it
L2142[22:53:23] <ghz|afk> the annoying part is adding a new tree means adding a LOT of json files
L2143[22:53:46] <ghz|afk> there's 6 facings, with 8 thicknesses, and optionally the presence of leaves
L2144[22:54:02] <ghz|afk> that's 6 * 8 * 2 block states PER TREE TYPE
L2145[22:54:16] <ghz|afk> 96 json files for the models
L2146[22:54:24] <ghz|afk> + 1 file for the blockstates
L2147[22:55:09] <ghz|afk> so yeah if I want to make it extensible, I need to make the model generation dynamic
L2148[22:55:21] <ghz|afk> but then I lose the ability for resource packs to customize
L2149[22:55:41] <ghz|afk> although who, in their right mind, would edit 96 files to customize a tree?
L2150[22:56:00] *** Morphan1 is now known as MorphFK
L2151[22:56:40] <ghz|afk> (all this crap is why I haven't continued yet XD)
L2152[22:57:32] <ghz|afk> I'm open to PRs though, if they make sense ;P
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L2155[23:03:14] <ghz|afk> ugh 6am, I shoud have been sleeping hours ago xD
L2156[23:05:30] <minecreatr> !gf posY
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L2158[23:09:50] <minecreatr> for some reason I cant put a block where water is with forge 1.8
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L2161[23:13:09] <xaero> forge build version, steps to reproduce, pics, what does happen, etc..
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L2181[23:50:23] <KuuOtava> ghz you still here?
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