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L27[02:02:08] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150211 mappings to Forge Maven.
L28[02:02:11] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150211-1.8.zip (mappings
= "snapshot_20150211" in build.gradle).
L29[02:02:22] <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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L43[03:01:47] <masa> how do I get the
player's velocity on the server? Entity.MotioX/motionZ seem to
always be 0.0, only motionY actually shows something
meaningul
L44[03:02:09] <masa> and motionY is also
-0.0784 when standing on the ground, which is kinda
unfortunate
L45[03:02:36] <masa> and
Entity.lastTickPosX seems to also be same as posX at least where
I'm using it
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L47[03:03:37] <Zaggy1024> masa, hmm, I
remember having to deal with that
L48[03:03:43] <masa> same with
prevPosX
L49[03:03:44] <Zaggy1024> hang on, I'll
look
L50[03:03:48] <masa> ok, thanks
L51[03:06:26] <Zaggy1024> hmm, I'm not sure
if there's a way to get the velocity on the server
L52[03:06:45] <Zaggy1024> And if you did
find a value to get it, it probably wouldn't be very consistent
:(
L53[03:06:50] <Zaggy1024> What do you need
it for?
L54[03:07:49] <Zaggy1024> oh, and check
what motionX/Y/Z is for non-player entities
L55[03:08:00] <Zaggy1024> Because I'm
pretty sure the server has to keep track of their motion
somehow
L56[03:09:29] <masa> yeah might be that I'm
trying to use that for the player, and I believe it is handled
differently because the client tells the server some things about
how to move?
L57[03:09:44] <Zaggy1024> yeah
L58[03:09:46] <Zaggy1024> Probably
L59[03:09:59] <Zaggy1024> The server
basically has no say in where the player is, I believe
L60[03:10:09] <Zaggy1024> Except if they're
trying to move through a block or something
L61[03:10:14] <masa> I was just trying to
add an option to add the player's current velocity to that of
thrown ender pearls
L62[03:10:20] <Zaggy1024> ah
L63[03:10:21] <Zaggy1024> heh
L64[03:10:37] <Zaggy1024> What I would do
is make the client send a packet to the server containing their
velocity
L65[03:10:40] <masa> oh well, guess I'll
just rip out that part
L68[03:10:54] <masa> too much effort
:p
L69[03:10:58] <Zaggy1024> yeah
L70[03:11:25] <Zaggy1024> kind of thought
you might really want it to behave that way
L71[03:11:30] <Zaggy1024> but...whatever ya
want
L72[03:12:20] <masa> well it hasn't behaved
like that until now either, so..
L73[03:12:42] <masa> I was just interested
to see how much it would change the behaviour
L74[03:12:48] <Zaggy1024> ah
L75[03:13:03] <Zaggy1024> yeah, pretty sure
it's as complicated as adding a packet :P
L76[03:13:46] <masa> and I have the
"elite" version of the pearl, which mounts the player, so
if you could throw new pearls and the velocity would always be
added, you would be travelling insanely fast after a couple of them
:D
L77[03:14:08] <masa> the server would
probably cry under the chunk load/unload stress :p
L78[03:14:11] <Zaggy1024> lol
L79[03:14:15] <Zaggy1024> yeah...
L80[03:14:22] <Zaggy1024> It doesn't take
much to make the server cry :P
L81[03:14:26] <masa> yeah
L82[03:14:36] <masa> 1.8 is just crap, at
least in vanilla
L83[03:14:40] <masa> and even 1.8.1
L84[03:15:04] <masa> my server is at like
120% CPU usage and crying about can't keep up, when there are just
2-3 players online
L85[03:15:14] <Zaggy1024> weird
L86[03:15:16] <masa> that's just
ridiculous
L87[03:15:29] <Zaggy1024> any idea what
makes it behave like that?
L88[03:15:42] <masa> granted, it's an AMD,
but still, quad core 3.0 GHz CPU :p
L89[03:15:48] <masa> I wish I knew
L90[03:17:17] <masa> and all my other
players are complaining about really crappy FPS at their bases,
where in 1.7 it was fine. I haven't noticed that much of a
difference, mainly because I have it capped at 100 FPS and I have a
better CPU than my friends
L91[03:18:01] <Zaggy1024> I haven't noticed
a real difference in framerate, but then again, I've only been
testing mods
L92[03:18:03] <masa> byt one of them has a
far newer (although still AMD) GPU than me, and he also said he
gets a crappy FPS
L93[03:18:36] <masa> so not sure if it's
then actually mainly limited by the CPU in this case
L94[03:18:59] <Unh0ly_Tigg> I've noticed an
increase in fps in vanilla between 1.7 and 1.8, granted I have an
i5 and a gtx 750 Ti...
L95[03:19:12] <masa> I do have an i7-3770K,
when they have an old Phenom II and the other one has some APU I
believe
L96[03:19:50] <masa> yeah it seems to vary
a lot, but I do get better fps at least in some
places/situations
L97[03:20:30] <masa> but some of our
"cities"/villages do seem to suffer from worse FPS and
what is worse, a lot of stutter
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L99[03:22:45] ⇦
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L102[03:23:00] <KuuOtava> >.>
L103[03:23:18] <KuuOtava> Ahem... So...
about that velocity question...
L104[03:23:29] <KuuOtava> You weren't also
trying to find it's position were you? <.<
L105[03:23:46] <masa> what do you
mean?
L106[03:24:02] <KuuOtava> Well.. I mean
you can either know where something is, or how fast it's going..
Not both.
L107[03:24:04] <KuuOtava> *runs*
L108[03:24:19] <masa> basically I was
trying to read entity.motionX/Y/Z, but X and Z were always
0.0
L109[03:24:25] <KuuOtava> ... It's a
physics joke, nevermind. XD
L110[03:24:26] <masa> haha, right
L111[03:24:54] <KuuOtava> Never thought
THAT information would come in handy, not even for a joke.
L112[03:25:29] <masa> well, it seems that
the server knows exactly where the player is, but has no idea where
it's going :p
L113[03:25:39] <masa> which makes
sense
L114[03:25:40] <KuuOtava> *grins*
See!
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L116[03:30:23] <KuuOtava> I like hanging
out in here, while I'm trying to learn to code, I learn about the
most interesting mods.
L117[03:36:37] <Ivorius> There is actually
a quantum physics mod
L118[03:36:42] <Ivorius> Or at least there
was
L119[03:37:13] <masa> qcraft or something
else?
L120[03:37:43] <Ivorius> No idea, I just
know that it existed :P
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L123[03:42:47] <Ivorius> I have seen its
impacts
L124[03:42:58] <Ivorius> But I can't say
without question that I have seen the mod itself
L125[03:44:11] <KuuOtava> I have not used
it, but I've seen it, long ago.
L126[03:44:21] <masa> well afaik qcraft
was somehow made in collaboration with... umm.. google? or some
other big shot thing
L127[03:44:48] <masa> it has those quantom
entagled blocks and quantum computers tha tteleport stuff
L128[03:44:56] <masa> s/tom/tum/
L129[03:46:31] <masa> why does my TODO
list for the next release always grow at the same rate that I
finish stuff from it...
L130[03:46:40] <masa> annoying
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L132[03:50:15] <masa> bleh, NEI crashes on
me almost every time I create a new SP world, something about
server.cfg
L133[03:50:29] <masa> I wonder if it's
because of the antivirus
L135[03:56:02] <flappyy> qcraft is rather
not-quantum at all far as i know
L136[03:56:16] <flappyy> the main actual
use for it being interserver portals
L137[03:56:40] <flappyy> which i've seen a
whole one server actually use
L138[03:57:36] <KuuOtava> ....
L139[03:57:41] <KuuOtava> Qcraft is an
educational application of Minecraft.
L140[03:57:53] <KuuOtava> Used by
MinecraftEdu
L141[03:58:04] <KuuOtava> To help
introduce some of the foundational concepts of Quantum
physics.
L142[03:58:19] <KuuOtava> Flappyy - Go to
the wrong corner.
L143[03:58:49] <KuuOtava> But before you
go... What server uses that?
L144[03:58:52] <flappyy> KuuOtava: the
what
L145[03:59:13] <flappyy> also
#kirara
L146[03:59:16] <KuuOtava> The Interserver
portal thing.
L147[03:59:34] <flappyy> no, the question
was about the wrong corner
L148[03:59:39] <KuuOtava> Or were you
referring to the 'wrong corner'.. The place you get sent when you
are wrong?
L149[03:59:43] <KuuOtava> XD
L150[03:59:48] <flappyy> ...
L151[03:59:49] <KuuOtava> Click the link,
you were quite wrong.
L152[03:59:52] <flappyy> Nah
L153[04:00:06] <flappyy> The mod's quite
old by now
L154[04:00:10] <KuuOtava> ... It's not
that mod.
L155[04:00:15] <KuuOtava> At all.
L156[04:00:17] <KuuOtava> Not even
close.
L157[04:00:45] <flappyy> Yes, it's still
qcraft.
L158[04:00:58] <KuuOtava> O.o But it
doesn't have anything to do with interserver travel.
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L160[04:01:02] <flappyy> And it takes a
bit too much of creative liberty.
L161[04:01:08] <flappyy> Oh, but it
does.
L162[04:01:25] <KuuOtava> *pulls up a
chair in the wrong corner* Please.. You teach me. *Best Blix
Ever*
L163[04:01:35] <flappyy> That's actually
one of the main things people got actually hyped about.
L164[04:02:21] <KuuOtava> *shakes his
head* Why would you put those two things in the same mod. I mean, I
can think of a couple reasons.. But really.
L166[04:02:25] <KuuOtava> Sounds like it
should be it's own thing.
L167[04:02:33] <flappyy> Such is
life.
L168[04:03:02] <flappyy> It's modding
after all, people stuff all kinds of things in with unrelated
stuff.
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L170[04:03:54] <KuuOtava> Yeah, that's
been something that vexes me about modders.
L171[04:04:10] <KuuOtava> "Oh! All
this stuff is awesome!... Wait.. What the heck is THIS doing in
here... And no cfg file to turn it off.. What?"
L172[04:07:53]
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L173[04:08:33] <masa> well good thing I'm
doing a random stuffs mo that has all kinds of crap... but at least
I have configs! :p
L174[04:09:07] <KuuOtava> *nods* I'm sure
one day I'll look back and say "Oh that? That was a pain in
the arse so I didn't config for it"
L175[04:09:15] <KuuOtava> And be all
Hypocratic and stuff. >.>
L176[04:13:30] <Zaggy1024> Are we supposed
to instantiate a separate IModel for each different variant of our
blocks?
L177[04:13:50] <Zaggy1024> (like
"block#variant=thing1" and
"block#variant=thing2")
L178[04:15:05] <Zaggy1024> or is there
some way to get an IBlockState to bake the model for?
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L181[04:25:48] <Zaggy1024> bleh, I need to
sleep 0.o
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L186[04:31:52] <Zaggy1024> heh, that's one
dang annoying quit message :P
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L190[04:35:06] <Kruptein> hi, does any of
you know if I can export a model from blender to the new .json
stuff
L191[04:35:22] ***
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L192[04:35:32] <Zaggy|sleep> oh, hey,
fry
L193[04:35:50] <Zaggy|sleep> good timing,
I was planning to go to bed :P
L194[04:36:13] <Zaggy|sleep> how does one
get an IBlockState for baking a model?
L195[04:36:28] <fry>
ISmartBlockModel
L196[04:36:35] <Zaggy|sleep> ah
L197[04:36:43] *
Zaggy|sleep tried to find something like that, but couldn't
:|
L198[04:36:50] ***
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L199[04:38:55] <Zaggy|sleep> all this
custom block model stuff is very confusing to me
L200[04:38:59]
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L201[04:39:26] <fry> It'll pass with time
:P
L202[04:39:42] <Zaggy|sleep> I hope
so
L203[04:40:17] <Zaggy|sleep> sleep time,
good morning :P
L205[04:42:49] <Ivorius> Good morning,
potential author of changes involving y rotations and root mesh
problems :D
L206[04:43:25]
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L207[04:45:36] *
fry is still sick :P
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L209[04:47:11] <Kruptein> a cold or
somethin ?
L210[04:47:14] <Kruptein> g*
L211[04:47:24] <Ivorius> He has the Bieber
Fever
L212[04:47:40] <Ivorius> ????????
L213[04:48:39] ***
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L215[04:48:59] <Ivorius> :D
L216[04:49:00] <fry> Low blow man :P
L217[04:49:14] <Kruptein> :p
L218[04:49:16] <Ivorius> Am I the first
person you kicked?
L219[04:49:20] <Ivorius> What an honor?
:P
L220[04:49:35] <fry> I've got a
fever
L221[04:49:40] <fry> And the only
cure
L222[04:49:43] <fry> Is more
cowbell!
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L224[04:50:20] <Ivorius> :D
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L227[04:51:02] <Titan> hey guys how do i
spawn a liquid block from an api mod without directly referencing
it?
L229[04:52:43] <Kruptein> anyone that used
.obj files and was able to get it to jsons ?
L230[04:53:02] <fry> That sentense doesn't
make sense
L231[04:53:14] <Kruptein> I guess
L232[04:53:19] <Kruptein> I have no clue
what im doing anyway :D
L233[04:53:29] <Titan> i have a TE that
contains a FluidTank from which i can get the Fluid and FluidType
but i dnt know how to create the fluid block from it?
L234[04:54:39] <Ivorius> Titan: if
(Loader.isModLoaded("ownermodid")) {world.setBlock(x, y,
z, Block.getBlockByName("ownermodid:some_mod_block"));
}
L235[04:55:01] <Ivorius> Oh, you have the
fluid
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L237[04:55:09] <Ivorius> Then just call
fluid.getBlock()...
L238[04:55:15] <Kruptein> fry I have this
model of a solar panel that was created in blender and that has a
.obj file for what I assume is the uv mapping or mesh shape of some
sorts, and a texture file
L239[04:55:23] <Ivorius> Be aware that
it's nullable though
L240[04:55:25] <Kruptein> Im trying to get
it to work in 1.8
L241[04:55:29] <Ivorius> Not every fluid
has a block representation
L242[04:55:42]
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L244[04:56:20] <Kruptein> ok ill look at
it thanks
L245[04:56:21] <Titan> fry any idea?
L246[04:56:32] <fry> B3D importer is in
1.8 forge :P
L247[04:56:47] <fry> Titan: I've never
worked with custom liquids, but Ivorius has some ideas :P
L248[04:57:05] <Ivorius> No fry, you have
to answer this
L249[04:57:10] <Titan> i dced from
irc...did i miss his msg?
L250[04:57:11] <Titan> XD
L251[04:57:21] <Ivorius> Oh, didn't notice
that, lol
L252[04:57:33] <Ivorius> <Ivorius>
Then just call fluid.getBlock()...
L253[04:57:33] <Ivorius> <Ivorius>
Be aware that it's nullable though
L254[04:57:33] <Ivorius> <Ivorius>
Not every fluid has a block representation
L255[04:57:56] <Titan> Ivorius im sure all
minechem's does?
L256[04:58:04] <Ivorius> Don't count on
it
L257[04:58:28] <Titan> ok ill doe NPE
checking
L258[04:58:29] <Titan> do*
L259[04:58:47] <npe|office> don't check
me, I'm harmless
L260[04:58:58] <Unh0ly_Tigg> lol
L261[04:59:00] <Titan> Ivorius u sure
fluid.getBlock() exists?
L262[04:59:12] <Ivorius> Yes, 100%
sure
L263[04:59:19] <Ivorius> Are you calling
fluid.getBlock or fluidStack.getBlock
L264[04:59:46] <Titan> nvm...found it...my
externaltank has an alternate getFluid method
L265[04:59:47] <McJty> I can confirm that
Fluid.getBlock() does indeed exist
L266[05:00:44] <Titan> thats the source
block right??
L267[05:00:52] <Titan> is there one for
the flowing block?
L268[05:01:25] <Ivorius> fry: Where was
that from anyway
L269[05:01:41] <fry> the video?
L270[05:01:49] <Ivorius> The scene was
sort of absurd, but also kind of funny
L272[05:02:06] <Ivorius> Oh, comedy
show
L273[05:02:12] <Ivorius> Well, that would
explain that x)
L274[05:02:14] <fry> Absurd funny is my
favorite kind of funny :P
L275[05:02:24] <fry> (Also, there's a
laugh track :P)
L276[05:03:12] <Ivorius> But this is how
I'll introduce myself from now on
L277[05:03:22] <Titan> Ivorius how can i
get the flowing block?
L278[05:03:23] <Ivorius> Hello, my name is
Ivorius - yes, the Ivorius -
L279[05:03:46] ⇦
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L280[05:05:05] <Ivorius> No clue actually,
Titan :P
L281[05:05:32] <Ivorius> I'm guessing the
fluid system does not force you to adapt the source + flowing block
system
L282[05:05:46] <Ivorius> So technically
you won't know if the individual fluid does
L283[05:06:49] <Titan> doesnt it work with
meta??
L284[05:07:19] <Titan> otherwise people
will be able to dupe...XD
L285[05:09:35] <Kruptein> ok nice I got a
b3d file now
L286[05:10:30] <Titan> Ivorius does
onBlockDestroyedByExplosion fire before or after TE removal?
L287[05:10:33]
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L288[05:11:03] <Ivorius> Before
L289[05:11:28] <Ivorius> Kruptein: Make
sure your b3d file has only one root mesh
L290[05:11:28] <Titan> ok thnx
Ivorius
L291[05:11:34] ⇦
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L292[05:12:02] <Ivorius> And that the mesh
inside goes towards +x and +z - it imports the mesh without the
surrounding object transforms
L293[05:12:19] <Kruptein> I used the b3d
export script
L294[05:12:28] <Kruptein> ill see what it
created =p
L295[05:12:35] <Ivorius> Yes, but this is
something you have to look out for in your original model
L296[05:12:44] <Kruptein> oh ok
L297[05:13:02] <Kruptein> well the obj
file used to work in 1.7
L298[05:16:11] <Kruptein> now that I have
the b3d file Im a bit confused what I have to do with the
models/block/solarPanel.json file
L299[05:18:00]
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L300[05:18:04] <fry> throw it away, place
b3d file there instead :P
L301[05:19:15] <Ivorius> Look at frys
example code
L303[05:19:48] <Ivorius> Although it's not
complete
L304[05:19:54] <Ivorius> Apparently fry
didn't update it yet :P
L305[05:20:10] <fry> What's wrong?
L306[05:20:16] <Ivorius> The custom state
mapper is missing
L307[05:20:48] <Kruptein> if I just
replace the solarPanel.json with solarPanel.b3d it complains that
there is no solarPanel.json file :p
L308[05:20:55] <fry> It's still using
ItemRenderer, it's fine :P
L309[05:21:09] ⇦
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L310[05:21:09] <fry> Kruptein: edit your
blockstate and put b3d there :P
L311[05:21:51] ⇦
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L312[05:27:51] <Kruptein> im feeling so
stupid, you mean replace the model path in
blockstates/solarPanel.json from "modid:solarPanel" to
"modid:solarPanel.b3d" right ?
L313[05:27:59] ⇦
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198 seconds)
L315[05:28:58] <Kruptein> then it
complains it cant find solarPanel.b3d.json :D
L316[05:29:16] <fry> Check that your b3d
is in a right place :P
L317[05:29:20] ⇦
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seconds)
L318[05:30:02] <Kruptein> its in
models/block/solarPanel.b3d
L319[05:30:18]
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L320[05:30:27] <fry> Should work
then
L321[05:31:26] <Kruptein> Exception
loading model fulgora:models/block/solarPanel.b3d with vanilla
loader, skipping
L322[05:31:26] <Kruptein>
java.io.FileNotFoundException:
fulgora:models/block/solarPanel.b3d.json
L323[05:31:47] <Kruptein> ok I cant
read
L324[05:31:51] ⇦
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L325[05:32:00] <Kruptein> so the b3d just
has something wrong
L326[05:32:03] <fry>
B3DLoader.instance.addDomain(MODID.toLowerCase());
L327[05:32:07] <fry> did you do that?
:P
L328[05:32:14] <Kruptein> I did not
:)
L329[05:32:27] <Kruptein> in preInit
?
L331[05:34:54]
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L333[05:39:16] ⇦
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L334[05:40:27] ***
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L336[05:43:07] <ollieread> You love that
b3d loader don't you fry
L337[05:43:44] ⇦
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L338[05:43:53] <fry> Why shouldn't I?
:P
L339[05:45:12] <ollieread> You should
/nick B3DCoder
L340[05:45:19] ⇦
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the connection)
L341[05:45:46] <fry> You love those snarky
remarks of yours, don't you ollieread? :P
L342[05:46:15] <ollieread> Sarcasm and
cockiness are kind of my thing
L343[05:46:58] <Kruptein> :p
L344[05:47:10] <ollieread> For the most
part, people often understand that they aren't malicious, so that's
good I guess
L346[05:47:39] <ollieread> You've also got
to remember that I'm English
L347[05:48:00] <ollieread> Even if I
weren't specifically sarcastic and cocky, I'd still be more
sarcastic and cocky than most of the non-English people in
here
L348[05:48:17] *
fry is watching top gear right now :P
L349[05:48:35] <ollieread> That is quite
good
L350[05:48:47] <ollieread> I don't care
for cars, but I often find it pretty funny
L351[05:49:01] <ollieread> Problem is,
people take the things that Jeremy Clarkson says, to heart
L352[05:49:46] <ollieread> What's everyone
up to anyway?
L353[05:49:49] <fry> some time ago I knew
nothing at all about cars. Now I have an idea of what was on the
market in 2005 :P
L354[05:50:08] <Kruptein> well thats some
progress I guess :p
L355[05:50:14] <fry> 16 more seasons to go
:P
L356[05:50:24] <ollieread> Just focus on
the specials
L357[05:50:34] <ollieread> Argentina,
India and Southern America
L358[05:50:57] *
fry is watching a race between a car and a boat from london to
oslo
L359[05:51:05] <ollieread> Ahaha
L360[05:51:11] <fry> Wouldn't've wantted
to miss that :P
L361[05:51:14] <ollieread> I'd be amazed
iif the car won
L362[05:51:48]
⇨ Joins: Marlon (~marlon@217.68.38.52)
L363[05:52:08] <fry> S06E06 :P
L364[05:52:10] <ollieread> Oslo is almost
a straight line from London, by sea
L366[05:52:43] <fry> (They flew to the
north of GB first though)
L367[05:53:07] <ollieread> For the
boat?
L369[05:53:35] <ollieread> By car, you've
got to go through 5 countries before you even reach Norway
L370[05:53:48] <ollieread> One of which is
likely Germany
L371[05:53:58] <ollieread> I wouldn't want
to top gear guys driving through Germany
L372[05:54:02] <Kruptein> ok that
fileexception seems to be gone
L374[05:54:26] <Kruptein> but now I have a
missing texture textures/solarPanel.png not found, the texture is
in textures/blocks/solarPanel.png :/
L375[05:54:30] <ollieread> Erm
L376[05:54:30] <ollieread> "
L377[05:54:31] <ollieread> This video
contains content from BBC Worldwide, who has blocked it in your
country on copyright grounds."
L379[05:54:49] <ollieread> Is that a
fucking joke?
L380[05:54:54] <Kruptein> :D
L381[05:55:09] <fry> Kruptein: move it up
1 folder then :P
L382[05:55:17] <ollieread> I can get to
the BBC HQ in 25 minutes
L383[05:55:25] <ollieread> But I can't
watch BBC footage online
L384[05:55:32] <Kruptein> I mean yeah that
would hopefully work, but can I specify it to a different folder
fry ?
L385[05:55:44] <fry> Change the texture
path in blender
L386[05:56:26] <Kruptein> the source is
set to blocks\solarPanel.png
L387[06:00:42] <Kruptein> well for now I
just moved it up, no more exceptions
L388[06:00:55] <ollieread> fry:
Interesting fact, TopGear can't be watched on YouTube if you're
from the UK
L389[06:01:07] <Kruptein> thats bs
lol
L390[06:01:19] <ollieread> Because it's
owned by BBC Worldwide, who are a commercial company under the
BBC
L391[06:01:41] <ollieread> Instead of
watching the clip on YouTube, I have to go to the BBC iPlayer
website and watch the entire season for free
L392[06:01:44] <ollieread> Logic++
L394[06:02:53] <ollieread> Kruptein: Have
you tried placing the block 20 or so blocks above that?
L395[06:03:02] <Kruptein> not yet ill try
that
L396[06:03:06] <ollieread> and then flying
away from it
L397[06:03:13] <fry> Yup, might be in the
ground :P
L398[06:03:16] <Kruptein> windows also
complains about huge memory usage which is weird
L399[06:03:23] <Kruptein> as the 1.7 mod
with more blocks had no warnings
L400[06:03:34] <ollieread> Windows
complains about all sorts
L401[06:03:38] <ollieread> It just wants
your attention
L402[06:03:38] <Kruptein> true
L403[06:03:52] <Kruptein> but it gives the
popup to close program :D
L404[06:03:57] <ollieread> "I’m
looking for a Web developer who understands SEO and
Laravel."
L405[06:04:09] ⇦
Quits: pixlepix (~localmaca@cpe-72-228-15-137.nycap.res.rr.com)
(Quit: pixlepix)
L406[06:04:15] <ollieread> At least this
guy is honest "Just so you’re aware I’m not web talented like
yourself but have previously set and lightly managed a few
projects."
L407[06:04:56] <ghz|afk> wtf is
Laravel?
L408[06:04:59] ***
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L409[06:05:02] <ollieread> A PHP
framework
L410[06:05:30] <Kruptein> ollie I stacked
20, all invisible and flying around doesnt help :p
L411[06:05:39] <ollieread> Hmm weird
L412[06:06:13] <fry> What's your coord
range in blender?
L413[06:06:18] <fry> (should be 0-1)
L414[06:08:34] <Kruptein> the
mapping/coordinates is set to generated atm which according to the
docs ranges from 0.0 to 1.0 over the bounding box of the undeformed
mesh
L415[06:09:20] <gigaherz> not mapping, the
actual model size
L416[06:09:28]
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L417[06:09:32] <gigaherz> it should lie in
a box between 0,0,0 and 1,1,1
L418[06:09:45] *
fry should clarify that he was asking about the position coords,
yes
L419[06:10:07] <gigaherz> texture coords
in models are 0..16, but I guess fry already accounted for that in
the loader ;P
L420[06:10:18] <fry> Yup :P
L421[06:10:30] <fry> (you should provide
0-1 too)
L422[06:11:47] <Kruptein> it seems to be
centered at 0,0,0
L423[06:11:54] <Kruptein> ok ill try to
move that
L424[06:12:26] <Ivorius> Hmm, what's a
good name for a block that has weighted commands
L425[06:12:36] <fry> weighted
commands?
L426[06:12:45] <Ivorius> And when it's
being generated as part of a structure, it randomly selects and
executes one
L427[06:12:55] <Ivorius> Yes, like command
block commands
L428[06:12:56] <Ivorius> Just
weighted
L429[06:13:21]
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L431[06:14:02] <Ivorius> 'Weighted
Generating Command Block' sounds just silly
L432[06:14:14] <fry> WGCB
L433[06:14:18] ⇦
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L434[06:14:55] <Ivorius> Initialism?
hmm
L436[06:15:44] ***
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L437[06:15:59] <Ivorius> Wtf is with your
workspace setu
L438[06:16:01] <Ivorius> *setup
L439[06:16:18] <fry> Is it under the 0
plane?
L440[06:16:35] <Kruptein> most of it is
darn
L441[06:16:53] <Ivorius> The mesh is also
in the center of the object
L442[06:16:53] <fry> (Also, don't use
object transformations - do them in edit mode :P)
L443[06:17:02] <Ivorius> Like I said,
towards +x and +z
L444[06:18:07] <ollieread> Blenderfu
L445[06:18:23] <ollieread> Is a custom
model really required for that sort of shape?
L446[06:18:23]
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L447[06:22:35] <gigaherz> not for a box
no
L448[06:22:48] <gigaherz> axis-aligned
boxes and planes are what the jsons do best
L449[06:22:49] <gigaherz> XD
L450[06:23:10]
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L452[06:23:43] <fry> Semi-adequately, but
not best :P
L453[06:23:53] <Ivorius> Out of the things
jsons do
L454[06:23:57] <Ivorius> Jsons to AABBs
best
L455[06:24:00] <Ivorius> *do
L456[06:24:03] <gigaherz> well,yeah, what
they do best is reference another json XD
L457[06:24:06] <Ivorius> So that statement
was completely valid :P
L458[06:24:41] <gigaherz> the elements
version is more awkward to just using parent =
"blocks/cube_all" ;P
L459[06:24:47] <fry> It's the best they
can do :P
L460[06:25:05] <gigaherz> but yeah I mean
that it's the best thing they can do, not that it's better than
anythingelse
L461[06:25:07] <gigaherz> ;P
L463[06:26:57] <Ivorius> I still don't see
it going towards +x and +z
L464[06:26:59] <Kruptein> I didnt create
this model, Im just trying to convert it to 1.8 thats why Im not
using the elements stuff, the model already existed
L465[06:27:16] <Kruptein> wait in which
direction is it going now
L466[06:27:17] <Ivorius> Or I guess it
does, but not within the 0->1 bounds
L467[06:27:34] <fry> Ivorius: y is to the
left in that screenshot
L468[06:27:41] <Ivorius> Oh x)
L469[06:27:47] <Ivorius> Well, then
perhaps
L470[06:28:07] <fry> Kruptein: try seeing
it in the game now :P
L471[06:28:11] <Kruptein> still invis
:/
L472[06:28:28] <Ivorius> Are you on the
latest Forge
L473[06:28:38] <Ivorius> fry fixed a
related issue recently
L474[06:33:15] ⇦
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L475[06:34:37] <Kruptein> im updating
atm
L476[06:35:19] <masa> gah, I'm head
desking again... I don't understand why me calling
nbt.removeTag("name"); somehow causes some other NBT
changes to not persist
L477[06:36:29] <masa> oh...
L478[06:36:32] <masa> wait a minute
L479[06:39:32] ⇦
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L480[06:42:36] ⇦
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L481[06:45:46] <masa> nope, wtf
L482[06:46:34]
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L483[06:48:11] ***
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L484[06:48:22] <Kruptein> I updated to
1309 still invis
L485[06:49:28]
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L489[06:53:31] <Ivorius> Kruptein: Any
logged errors?
L490[06:53:51] <Kruptein> nope
L491[06:54:02] <Ivorius> Paste your setup
code then
L492[06:54:32] <fry> And show your b3d
file, if you can :P
L493[06:55:57]
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L496[07:02:59] <Lumien> !gm
World.updateLightByType
L497[07:03:19] <Lumien> does somebody know
what's the (whether there is) a 1.8 equivalent of
World.updateLightByType ?
L498[07:03:44] ⇦
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L499[07:03:54] <Kruptein> setLightFor or
something ?
L500[07:04:41] <Lumien> hmm
L501[07:04:41] <Lumien> thx
L502[07:12:38] ***
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L505[07:13:49] ⇦
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L506[07:14:34] <Kruptein> well
L507[07:15:23] <Kruptein> can you zip your
code or something ?
L508[07:15:43] <fry> I didn't touch the
code :P
L509[07:15:57] <Kruptein> D:
L510[07:16:05] <fry> Just replaced
"untitled2.b3d" with "solarPanel.b3d" :P
L511[07:16:14] <Kruptein> oh I see
L512[07:16:39] <Kruptein> so I load the
block wrong
L513[07:16:43] <fry> (Good way to test if
the problem is the code or the model :P)
L514[07:17:32] <Kaiyouka> lol
L515[07:18:23] ⇦
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L516[07:19:22] <Kaiyouka> What the hell is
a b3d file?
L517[07:20:03] <fry> model format with
decnt specification, exporter from blender and animation support
:P
L518[07:20:04] <Ivorius> Dost thou knoweth
the Google?
L519[07:20:07]
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L520[07:20:57] <Kaiyouka> Ivorius: It's
6:20 AM. Dost thou expecteth mine brain be function primly?
L521[07:21:32] <Ivorius> It is expected of
it at all times
L522[07:22:56] <Kaiyouka> Well... ... Too
bloody bad
L523[07:22:58] <Kaiyouka> :p
L524[07:23:01] <Kruptein> :p
L525[07:23:37] <Kaiyouka> I spent 3 hours
drawing a wallpaper, burnt myself out, and now I'm too burnt out to
even sleep.. however that works.
L526[07:26:00] ***
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L532[07:48:28] <Kruptein> aha I finally
found the culprit
L533[07:48:33] <Kruptein> ok got them to
render thanks fry !
L535[07:48:50] <Kruptein> there where
still two methods setRenderId and getRenderType hidden
somewhere
L536[07:48:54] <Kruptein> removing those
did it
L537[07:49:07] ⇦
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L538[07:49:40] <Kruptein> is
renderAsNormalBlock now isFullCube ?
L539[07:50:27] <Kruptein> now In eed to
fix the solarpanel to actually lay on the ground where you click
instead of some weird offset location
L540[07:50:58] <Kaiyouka> oooh solar
panels
L541[07:55:32] <Lumien> ok 1.8s
World.setLightFor does not seem to do the same thing as the 1.7.10
World.updateLightByType
L542[07:56:18] <Kruptein> do tell me when
you find a solution then!
L543[07:57:11] <Lumien> i think it might
be World.checkLightFor
L544[07:59:58] <Kruptein> could be
it
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L548[08:03:01] <Lumien> yes it is
L549[08:03:10] <Kruptein> nice ty
L550[08:03:48] <Lumien> if i wanna
manipulate the skins of players, should i actually "edit"
the skin texture on the fly or just render the player
"again" with my changes in like an overlay
L551[08:04:30] <Kaiyouka> What sort of
"edit" are you doing?
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L553[08:04:58] <Lumien> changing the
colors of pixels
L554[08:05:00] <Ivorius> Lumien: The
latter would not work for things like skull blocks
L555[08:05:07] <Ivorius> So it depends on
what you want
L556[08:05:33] <Lumien> Why would that not
work?
L557[08:05:38] <Lumien> If i let the
player render normally
L558[08:05:50] <Lumien> then change the
skin texture to mine and render it again
L559[08:05:59] <Lumien> actually
L560[08:06:07] <Ivorius> Then skulls with
the player texture would not be affected
L561[08:06:15] <Lumien> oh they don't have
to
L562[08:06:20] <Lumien> just for actually
living players
L563[08:06:21] <Ivorius> Do you want them
to
L564[08:06:28] <Ivorius> Ah
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L566[08:06:35] <Ivorius> Then I wouldn't
do the former
L567[08:06:44] <Ivorius> Because that
would affect skull blocks and the like
L568[08:09:34] <Lumien> hmm is there an
event in 1.8 thats fired after the "player" has been
rendered but before stuff like armor is?
L569[08:10:09] <Ivorius> Why would that
matter
L570[08:10:25] <Ivorius> it doesn't really
matter if you render before or after the armor :P
L571[08:11:12] <Ivorius> If you want to
render player overlays, you might want to look at Kihira's last
ModJam mod
L572[08:11:17] <Ivorius> She did something
like that in there
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L574[08:12:15] <Lumien> yeah she seems to
edit the player skin itself
L575[08:12:18] <Lumien> i might just do
that
L576[08:12:54] <Lumien> the problem is
that i have to make changes to it quite frequently as in every
tick
L577[08:13:22] <Ivorius> Then maybe you
shouldn't edit the texture :P
L578[08:15:36] <Lumien> i mean i have to
change the texture "overlay" every tick as well so i
would assume it wouldn't be THAT bad
L579[08:22:02] <Ivorius> You should never
make the CPU render a texture each tick :P
L580[08:23:25] <Lumien> well i mean it's a
skin texture
L581[08:23:27] <Lumien> it's not
huge
L582[08:23:42] <Lumien> and i believe i
read something about a way to "quickly" transfer pixel
data from the cpu to the gpu
L583[08:23:51] <TTFTCUTS> you could
perhaps attempt to render a secondary layer of player model, each
piece slightly upscaled on the player render
L584[08:24:06] <TTFTCUTS> but that would
break down in the case of anything that changes the player
mode;
L585[08:24:10] <TTFTCUTS> *model
L586[08:24:33] <Lumien> yeah exactly
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L588[08:25:10] <Lumien> i could also use a
shader for that right?
L589[08:25:18] <Lumien> i mean for the
texture manipulation
L590[08:25:35] <ollieread> Gotta love the
sites where they list phone numbers and people comment with their
experiences
L591[08:25:38] <ollieread> "I got
caught once by phoneing back , it costs about 10p a second
."
L592[08:25:44] ⇦
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L593[08:26:01] <ollieread> A local rate
number at £6 per minute? What an idiot
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L612[09:06:35] <Lymia> Is the 1.8 forge
only for 1.8? Not 1.8.1 or 1.8.2?
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L615[09:12:44] <gigaherz> Lymia:
exactly
L616[09:13:14] <gigaherz> IIRC, in the
release post lex said there would be a 1.8.2 version, but I suppose
that means no 1.8.1
L617[09:14:23]
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L618[09:15:58] <fredtargaryen>
Hello?
L619[09:16:20] <gigaherz> hello
L620[09:17:22] <fredtargaryen> Oh hi
L621[09:17:53] <gigaherz> this is IRC, we
just lurk around unlesswe have something to say ;P
L622[09:18:23] ⇦
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L623[09:18:29] <fredtargaryen> OK. I
haven't used mIRC before; thought I was doing something wrong when
I didn't see any messages
L624[09:18:43] <Ivorius> Get used to it
:P
L625[09:18:56] <Ivorius> If all 280 people
in here would be talking
L626[09:19:03] <Ivorius> Well, I guess
we'd be a twitch chat
L627[09:19:08] <fredtargaryen> Hah
true
L628[09:19:10] <Ivorius> Technically,
Twitch chats are IRC too, lol
L629[09:19:21] ⇦
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L630[09:19:23]
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L631[09:19:35] <fredtargaryen> Anyway,
quick question
L632[09:20:14] <gigaherz> twitch uses IRC
as a backend?
L633[09:20:17] <fredtargaryen> What's the
best way to get an entity's speed in 1.7.10?
L634[09:20:26] <Ivorius> That's what I
heard, gigaherz
L635[09:20:42]
⇨ Joins: Snowthus (zarthus@snow.zarth.us)
L636[09:20:44] <fry> Twitch uses IRC as a
chat communication protocol
L637[09:21:00] <fredtargaryen> Minecraft
forum didn't help much and r/feedthebeast said this was the best
place to ask
L638[09:21:01] <Ivorius> Well, for what
else
L639[09:21:07] <Ivorius> For the video
stream, fry? :P
L640[09:21:41] <Ivorius> fredtargaryen:
From the code? entity.motionX / Y and Z
L641[09:21:45] *
fry specifically said "chat" to shut up pedantics who'd
say "communication protocol? For video too?"
:P)
L642[09:21:55] <Ivorius> That's the
current 'speed'
L643[09:22:16] <fredtargaryen> I tried
using this but just got 0.0
L644[09:22:36] <Ivorius> fry: I'm not a
pedantic, I believe in intelligence :P
L645[09:22:48] <fredtargaryen> And
nitpicking!
L646[09:22:54] <fry> ^ :P
L647[09:23:14] <Ivorius> Shit, I can't
answer this
L648[09:23:17] ⇦
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L649[09:23:27] <Ivorius> I mean, it wasn't
nitpicking, but what I'm doing with this message is a bit :P
L650[09:23:53] <Ivorius> I am cornered.
Now proceeding to exit the conversation
L652[09:24:31] <fredtargaryen> apple
L653[09:24:43] <fredtargaryen> I didn't
look
L654[09:24:47] <Unh0ly_Tigg> lol
L655[09:25:28] <gigaherz> hilt...
blade...
L656[09:25:44] <fredtargaryen> That might
be a red herring tho
L657[09:25:45] <Unh0ly_Tigg> This is based
on a vanilla item texture, so...
L658[09:25:47] <gigaherz> well I can
assume ;P
L659[09:25:58] <Unh0ly_Tigg> gigaherz is
on the right track
L660[09:26:17] <gigaherz> I'm not going to
try to imagine each pixel individually in my head
L661[09:26:17] <gigaherz> ;P
L662[09:26:49] <Unh0ly_Tigg> you can look
at the AvailableColors list to determine what item it is
L663[09:27:02]
⇨ Joins: Dennisbonke
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L664[09:27:07] <Unh0ly_Tigg> and you might
want to refresh the gist, I missed something when creating the
Weapon object
L665[09:27:13] <fredtargaryen> And
Ivorius, are you sure that motionX etc. is definitely the best way?
My tile entity checks around itself every update but only prints
0.0 when I move near
L666[09:27:45] <Ivorius> It's literally
the raw motion data
L667[09:28:06] <Ivorius> I heard someone
say today that players on servers are a bit special
L668[09:28:23] <Ivorius> Although I'd be
surprised if it were so, I never noticed anything much
different
L669[09:28:45] ⇦
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L670[09:28:51] <fredtargaryen> OK then;
thanks
L671[09:29:18] <Ivorius> You can also try
the inertia interpolation
L672[09:29:35] <Ivorius> That one would
give you back the logical movement rather than the expected
motion
L673[09:29:58] <fredtargaryen> Is that...
an easy thing to do? :/
L674[09:30:11] <fredtargaryen> And Tigg if
it's not a sword then I've no idea
L675[09:30:13] <Ivorius> The good old
tickMotionX = player.prevPosX + (player.posX - player.prevPosX) *
(double) partialTicks;
L676[09:30:29] <Ivorius> Usually used for
rendering
L677[09:31:10] <Ivorius> Eh
L678[09:31:23] <Ivorius> tickMotionX =
(player.posX - player.prevPosX) * (double) partialTicks; // This,
rather
L679[09:31:36] <fredtargaryen> Oh right.
Before I was only using posX - prevPosX. But then I got negative y
motion even when standing still
L680[09:31:42] <Unh0ly_Tigg> It's a
diamond sword
L681[09:31:57] <fredtargaryen> half
correct is good enough for me
L682[09:32:07] <Ivorius> For on-tick
calculation, partialTicks would be 1
L683[09:32:18] <Ivorius> In other words,
that calculation would be correct
L684[09:33:05] <fredtargaryen> Ah ok. Well
I think I can only do the check whenever the tile entity updates,
which is once a tick anyway
L685[09:33:28] <fredtargaryen> Seeing as
that's giving me weird results I'll probably stick with
motion
L686[09:34:01] <Ivorius> It shouldn't give
negative results
L687[09:34:24] <Ivorius> But it may give
you infinitesimally small negative values when standing
L688[09:34:35] <Ivorius> Plus, it will
give you negative values when moving towards -x
L689[09:34:48] <Ivorius> If you want the
literal speed, you need to calculate the length of the motion
vector
L690[09:34:53] <fredtargaryen> That sounds
like what I got. Do you know the reason behind that?
L691[09:35:02] <Ivorius> double values,
nuff said
L692[09:35:08] <Ivorius> It happens
L693[09:35:10] <fredtargaryen> oh i
see
L694[09:36:52] ***
Riking|away is now known as Riking
L695[09:37:13] <McJty> Time to go
L696[09:37:17] ⇦
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L697[09:37:56] <fredtargaryen> One more
question: For some weird reason the minecraft wiki has written
entity speeds in m/s. How can I convert these values to blocks per
tick? Multiply by 20?
L698[09:38:19] <Ivorius> Divide by 20
:P
L699[09:38:37] <Ivorius> mc is running 20
ticks / second
L700[09:38:50] <fredtargaryen> Oops. Long
day
L701[09:40:13] <fredtargaryen> Thank you
very much
L702[09:41:02] <fredtargaryen> Tigg,
what's the plan for the voxel file format? Or do you have a teaser
site somewhere I can look at?
L703[09:42:18] <Unh0ly_Tigg> that gist is
literally the first thing I made
L704[09:43:18] <Unh0ly_Tigg> I plan to
make something that compiles that .jvox file into a format that is
essentially pure mesh data.
L705[09:43:37] <Unh0ly_Tigg> this would be
the difference between a .java file and a .class file
L706[09:46:08]
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L707[09:46:15] <Ivorius> Unh0ly_Tigg:
That's what people call a 'binary json' :P
L708[09:46:26] <Ivorius> There's already a
few types
L709[09:46:49] <Ivorius> Oh wait, you want
literal mesh data? Then maybe you should use an existing model file
type :P
L710[09:47:01] <fredtargaryen> I'll be a
little slow to respond: I have one eye on Google looking these word
up
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L712[09:47:53] <fredtargaryen> So that
gist... was it for a flat diamond sword?
L713[09:48:40] ***
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L714[09:48:44] <fredtargaryen> Or was it
actually 3d?
L715[09:49:25] <Unh0ly_Tigg> Ivorius, I'm
making my own formats, mainly for use in my own game.
L716[09:49:40] <Ivorius> Making your own
formats is not always a good idea :P
L718[09:50:23] <Unh0ly_Tigg> Ivorius, the
resource pack maker would technically have access to multiple
formats for modeling, but the default resources will use this
format.
L720[09:51:47] <fredtargaryen> As long as
you can use it in more than one project, so that it doesn't become
like NBT storage
L721[09:52:15] <Unh0ly_Tigg> it's
technically 3D, but I'm only using 1 Z layer in that example
file
L722[09:52:52] <Unh0ly_Tigg> and the
reason for this new format is mainly so that if I need to change
something to fit a new need, I have full control over the
specification.
L723[09:53:30] <fry> Did you abandon your
idea of obj-inspired format?
L724[09:53:39] <Unh0ly_Tigg> and the
resource 'packs' will be able to use more than 1 model format for
things (jvox, obj, minecraft json, etc)
L725[09:53:57] <fredtargaryen> Ah OK. I
imagine adding in thickness would make that gist a lot
bigger!
L726[09:54:26] <Unh0ly_Tigg> fry, no, this
format is specifically for voxel stuff (like cubeworld things,
etc)
L727[09:55:11] <Unh0ly_Tigg> though, I
still need to work on what the compiled format would look like, it
will have to be binary to keep it as small as possible
L728[09:56:01] <Unh0ly_Tigg> and if a
resource 'pack' uses this jvox format for a model, it should
probably be compiled into the mesh data before the 'pack' is zipped
up for release
L729[09:56:38] <fredtargaryen> Why do you
write 'pack' instead of pack?
L730[09:56:51]
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L731[09:56:55] <Mraof>
"\"'pack'\""
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L733[09:57:44] <Unh0ly_Tigg> because I'm
not sure I want to use the term "resource pack" but it's
usage in minecraft makes sure that I get my point across as to what
it is
L734[09:57:56]
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L735[09:57:58] <fry>
♥~<[Pack]>~♥
L736[09:58:22] <Unh0ly_Tigg> wow
L737[09:58:26] <Unh0ly_Tigg> no, not using
that
L738[09:58:34] <fredtargaryen> Aw, come
on
L739[09:58:36] <Ivorius> (>'-')>
Pack
L740[09:59:40] <Unh0ly_Tigg> probably
going to use "Asset Bundle"
L741[10:01:49] ⇦
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L743[10:02:26] <fredtargaryen> Not heard
that before
L744[10:03:04] <Unh0ly_Tigg> ok, then that
raises the likelihood of it being the final term
L745[10:03:31] <fredtargaryen> Is there
anything in your game that you don't want to be completely
original?
L746[10:03:31] <Unh0ly_Tigg> I like being
unique for somethings.
L747[10:03:39] <Unh0ly_Tigg> umm
L748[10:04:09] <fredtargaryen> ok
L749[10:04:18] <Unh0ly_Tigg> considering
that the game will start off as a 'clone' of minecraft in terms of
how the game looks and feels
L750[10:05:22] ***
nyuszika7h_ is now known as nyuszika7h
L751[10:05:45] <Unh0ly_Tigg> though, I do
find it interesting with minecraft capes, that the image has to be
in a 64x32 ratio, but only a small portion of that is actually
used...
L752[10:06:29] <fredtargaryen> Either all
capes should fit into one 64x32 image, or it's just bad
design
L753[10:07:45] ⇦
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L754[10:07:58] <Unh0ly_Tigg> what I mean
is: the image is 64x32, but the space that is actually used is a
22x17 area
L755[10:09:49] <clienthax> pixelmon 1.8
error count: 3055
L756[10:09:57] ⇦
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seconds)
L757[10:10:11] <fredtargaryen>
Congratulations?
L758[10:10:15] <clienthax> lol
L759[10:10:37] <fry> That's more than the
number of lines in my mod :P
L760[10:10:43] <fredtargaryen> heh
L761[10:10:58]
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L762[10:11:21] <fredtargaryen> Oh, so
32x16 is not quite enough space for a cape so they had no choice
but to go one higher
L763[10:12:11] <Unh0ly_Tigg> but why not
make the image a 22x17 ratio...
L764[10:12:20] <fredtargaryen> powers of 2
are the best
L765[10:12:27] <ThatGuyGaldo> Hello! So
I've been using the 1.8 Forge and playing around with the new
BlockStates, but I noticed how every time I update the BlockState,
the StackSize of the Item in the slot of the block's tileEntity
gets reset. I've tried saving it and then loading it again after
changing the state etc. but I can't figure it out :(
L766[10:12:31] <fredtargaryen> I learnt
that from Blender
L767[10:13:11] <ThatGuyGaldo> It's really
weird though, it appears to only reset the slot and none of the
other values, even though it actually is set to save the Slot to
NBT. (It's resetting the entire slot actually, my bad)
L768[10:13:24] <clienthax> running a code
line counter
L769[10:13:50] <Unh0ly_Tigg> clienthax, is
that error count before or after import fixes?
L770[10:13:57] <fredtargaryen> ^
L771[10:13:57] ⇦
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L772[10:14:03] *
clienthax shrugs, boss guy wants to do the port all
himself
L773[10:14:09] <Unh0ly_Tigg> ahh
L774[10:14:10] <fredtargaryen> haha
L775[10:14:12] <clienthax> tbh we don't
have many imports to forge itself
L776[10:14:19] <clienthax> only in a few
helper classes
L777[10:14:32] <clienthax> Language files
blank comment code
L778[10:14:32] <clienthax>
-------------------------------------------------------------------------------
L779[10:14:32] <clienthax> Java 1807 23475
6720 190423
L780[10:14:36] <clienthax> welp, thats a
few
L781[10:14:51]
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L782[10:15:07] <clienthax> but yeah,
current plan is to go 1.8
L783[10:15:09] <clienthax> then 1.8
sponge
L784[10:15:20] <clienthax> in a attempt to
get plugin devs to hurry up and port over
L785[10:15:36] <Gregory_> Hello.
L786[10:15:39] *
Katielyn bites clienthax
L787[10:15:41] <fredtargaryen> Yo
L788[10:15:42] <clienthax> ow
L789[10:15:43] ***
Gregory_ is now known as Gregory
L790[10:16:03] <Unh0ly_Tigg> because when
I started my Mo' Beds port to 1.8, after I fixed my fml imports,
and removing things that were removed in 1.8 (IIcon for example),
my biggest issue was the change from x, y, z to BlockPos...
L791[10:16:28] <fredtargaryen> 1.8 porting
doesn't sound fun
L792[10:17:01] <Gregory> Um, yeah, I'm
still going with 1.7.10, but recently have been thinking of trying
1.8; first I need to know what the major API changes might be, to
look for...
L793[10:17:01] <clienthax> aparantly we
only had to change 4 lines in our whole battle code
L794[10:17:03] <clienthax> so thats
nice
L795[10:17:06] <Unh0ly_Tigg> eh, if you
know how to translate things from 1.7 to 1.8, it's fairly straight
forward, but tedious.
L796[10:17:40] <Unh0ly_Tigg> clienthax,
what had to be changed for the battle code?
L797[10:18:19] <clienthax> nothings been
pushed yet, prob just the entity references or something
L798[10:18:25] <Unh0ly_Tigg> ahh
L799[10:19:33]
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L801[10:19:46] <ThatGuyGaldo> Whoops,
sorry. So does anyone have any help?
L802[10:21:20] <fredtargaryen> So, you
have returned
L803[10:21:40] <ThatGuyGaldo> Me? Yea,
internet didn't behave :(
L804[10:22:11] <fredtargaryen> Is each
BlockState saved as a new Block?
L805[10:22:24] <fredtargaryen> Behind the
scenes?
L806[10:22:46] <ThatGuyGaldo> Uhm... I'm
using the PropertyInteger and then world.setBlockState, but it
appears to just update metadata
L807[10:22:50] <fredtargaryen> I haven't
even started porting to 1.8 so I should butt out really
L808[10:23:08] <ThatGuyGaldo> It also
makes a BlockSnapshot (Which I guess is the block saved) and saves
the TileEntity to NBT too
L809[10:23:13] <fry> Behind the scenes you
shill have 12-bit blockid + 4-bit metadata
L810[10:23:26] <ThatGuyGaldo> So what does
that mean?
L811[10:24:06] <fry> ThatGuyGaldo: look at
TileEntity.shouldRefresh
L812[10:24:07]
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L813[10:24:09] <fredtargaryen> Do you have
packets sorted out correctly?
L814[10:24:26] ⇦
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L816[10:24:39] <ThatGuyGaldo> Do I need
packets in this situation though?
L817[10:24:50] ⇦
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L819[10:25:31] <ThatGuyGaldo> I have the
usual getDescriptionPacket and onDataPacket, yea. But not like
Packet Disbatching and all that stuff
L820[10:25:32] <fredtargaryen> For tile
entities I would think so
L821[10:26:14] <Gregory> ThatGuyGaldo
AFAIK you can include packet management classes that don't do
anything even if not a multiplayer mod, and it wouldn't hurt
anything...
L822[10:26:45] <fry> there's no such thing
as a singleplayer
L823[10:26:52] <fry> as of MC1.3
L824[10:27:02] ⇦
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L825[10:27:03] <Ivorius> NSA plays with
you always
L826[10:27:05] <ThatGuyGaldo> So... what
should I do with shouldRefresh?
L827[10:27:25] <fry> Look if it works for
you :P
L828[10:27:30] <Gregory> return true ...
?
L829[10:27:51] <ThatGuyGaldo> Oh, makes
sense, yea. Derps
L830[10:28:42] <ThatGuyGaldo> If it does,
I'm gonna feel soo stupid :D
L831[10:28:45] <fredtargaryen> glhf
L832[10:30:07]
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L833[10:31:38] <ThatGuyGaldo> Doesn't work
though :/
L835[10:34:07] <fredtargaryen> Was that
basically an ad bot?
L836[10:34:25] <ThatGuyGaldo> Apparently
:D
L837[10:34:35] <fredtargaryen> Nowhere is
safe :/
L838[10:35:03] <ThatGuyGaldo> Yea :/
L839[10:35:23] <Gregory> Eh, I didn't see
any advert
L840[10:35:35] *
fry neither
L841[10:35:47] <nekosune> neither did
I
L842[10:35:59] <ThatGuyGaldo> Well anyway,
so thing is: it only actually resets the slot if the blockstate
actually gets changed, not if the changing method just gets
called... so it has to be something with the actually
changing
L843[10:36:07] <ThatGuyGaldo> The name of
those joining and leaving people?
L844[10:36:32]
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L845[10:37:32] <fry> Ah, really?
L846[10:37:38] ***
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L847[10:37:38] <fry> You can hide
that
L848[10:37:46] <ThatGuyGaldo> Oh?
L849[10:38:16] <Gregory> depends on your
chat client
L850[10:38:31] ***
diesieben|away is now known as diesieben07
L852[10:38:37] <fry> Well, yes, but normal
ones let you do that :P
L853[10:38:41] <ThatGuyGaldo> I'm so
confused by this weird BlockState thing :(
L854[10:38:57]
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L855[10:39:02] <fry> Are you sure you're
correctly handling client/server TE stuff?
L856[10:39:33] <ThatGuyGaldo> What could I
be handling wrong there? :/ It's registered, saving to NBT
correctly, all is handled on the server side...
L857[10:40:01] <ThatGuyGaldo> Maybe
there's something new as of 1.8 that I'm not aware of or
something...
L858[10:40:44] <fry> is your TE recreated
on client, on server or on both sides?
L859[10:41:25] <ThatGuyGaldo> Recreated
after the BlockState Change? Well if I understand correctly, at
least it was like that in 1.7, if you replaced a block or changed a
meta it wouldn't actually do anthing to the TileEntity
L860[10:42:16] <ThatGuyGaldo> But yea, I
still tried saving and then recreating it on only server. Didn't
work
L861[10:42:37] <diesieben07> if you change
the metadata you need a method in the TE to make it not
recreate
L862[10:42:47] <diesieben07> otherwise you
get a new TE when the metadata changes
L863[10:42:47] <ThatGuyGaldo> Oh? What's
that method?
L864[10:42:57] <diesieben07>
shouldRefresh
L865[10:43:16] <diesieben07> has been so
since like forever :D
L866[10:43:23] <ThatGuyGaldo>
Really?
L867[10:43:24] <fry> (As I've said 20
minutes ago :P)
L868[10:44:22] <ThatGuyGaldo> Oh my god
I'm so stupid °-°
L869[10:44:40]
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L870[10:44:45] <ThatGuyGaldo> Yea...
whoops... uhm... well... I kinda added it to the block instaed of
the TileEntity acidentally
L871[10:44:47] ⇦
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L872[10:45:04] <diesieben07> @Override
helps
L873[10:45:06] <fry> If you're not using
@Override you really are stupid
L874[10:45:07] ⇦
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L875[10:45:08] <diesieben07> and don't
override manually
L877[10:45:16] <fredtargaryen> Got the mod
working :D Tempted to post a download without even making
textures
L878[10:45:18] <diesieben07> ctrl-o
:D
L879[10:45:22] <diesieben07> at least if
you're using a proper IDE :P
L880[10:46:00] <ThatGuyGaldo> Yea, well
usually I kinda do. I usually don't use @Override but it tells you
next to the line that it's using a method from an extend class
right?
L881[10:46:13] <diesieben07> yes, but
still
L882[10:46:15] <ThatGuyGaldo> But I seem
to not know what I'm actually doing today
L883[10:46:15] <diesieben07> use
@Override
L884[10:46:21] <ThatGuyGaldo> Yea, I
really should
L885[10:46:32] <ThatGuyGaldo> But wow,
that's really embarassing :/
L886[10:47:14] <ThatGuyGaldo> Oh my god,
sorry to have been wasting all your time :( Thanks for your
help
L887[10:47:21] ⇦
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L888[10:47:31] <fry> Don't worry about it
:P
L889[10:47:34] <fredtargaryen> It's not
wasted if a great mod comes out of it
L890[10:47:49] <fry> Or if you learn
something :P
L891[10:47:57] <ThatGuyGaldo> Haha, I hope
it does at some point. Working on a compost type deal where you can
throw food in and you get fertilizer that acts like bone meal
:D
L892[10:48:10] <fredtargaryen> At least
that's what I tell myself when I'm finished wasting people's
time
L893[10:48:25] <ThatGuyGaldo> Haha
:D
L894[10:49:33] <ThatGuyGaldo> Yea,
sometimes people are just stupid. Or in my case, all the time
:P
L895[10:50:02] <fredtargaryen> It'd be
good if the fertiliser didn't act like bonemeal
L896[10:50:13] <diesieben07> dude, you are
not stupid at all :D
L897[10:50:22] <diesieben07> the fact that
you even understood what you did wrong makes me happy :D
L898[10:50:25] <ThatGuyGaldo> What do you
mean? :O Fred?
L899[10:50:34] <fredtargaryen> if it grew
plants "the other way" like those thaumcraft lamps
L900[10:50:45] <ThatGuyGaldo> Haha, thanks
:D diesieben, are you german or whatever? Or is there another
language where that literally means "theSeven"?
L901[10:51:01] <diesieben07> yes, I am
german :D
L902[10:51:04] <ThatGuyGaldo> Uuuh right
fred, that'd be pretty awesome too actually. But how would you do
that? Just add a pile onto the plant?
L903[10:51:05] <fredtargaryen> So people
wouldn't have to wait ages for slow crops to grow
L904[10:51:08] <diesieben07> and don't you
dare insult my usename
L905[10:51:14] <ThatGuyGaldo> Well welcome
to the club, seven guy :P
L906[10:51:23] <diesieben07> :P
L907[10:51:25] <fredtargaryen> shots
fired
L908[10:51:35] <ThatGuyGaldo> Yea fred,
I'm gonna consider that :D That's a good idea
L909[10:51:56] ⇦
Parts: Gregory (~Gregory@173-224-23-159.stanton.net)
())
L910[10:52:40] <ThatGuyGaldo> I'm still
impressed so often at how amazing the Minecraft Community is,
especially the modding one
L911[10:52:53] <fredtargaryen> In general
they're a great bunch of people
L912[10:53:28]
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L915[10:55:05] ***
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L916[10:55:20] <KatieKat> Mrow
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L919[11:01:11] ***
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L922[11:04:59] <clienthax> ikr, i am a
great person
L923[11:05:04] *
clienthax bites Kaelten
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(~Gregory@173-224-23-159.stanton.net)
L925[11:16:35] ***
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L934[11:21:58] <Lymia> Does, uh
L935[11:22:05] <Lymia> AsmStuff do
anything about this little complication?
L936[11:22:06] <diphtherial> apologies if
this is an often-asked question, but is there any reason that forge
can't become the official modding api?
L937[11:22:25] <diesieben07> diphtherial:
because.. forge is less than optimal.
L938[11:22:33] <diphtherial> i don't mean
to imply any transfer of control
L939[11:22:35] <diphtherial> ah.
hrm.
L940[11:22:43] <fry> Lymia: I do nothing
with signatures, although I assume ASM's Remapper does something
with them
L941[11:22:46] ***
Hea3veN|afk is now known as Hea3veN
L942[11:23:01] <fry> Up until 1.8.2 they
didn't matter :P
L943[11:23:09] <fredtargaryen> And mc
itself is optimal?
L944[11:23:18] <diesieben07> no, by no
means
L945[11:23:20] ***
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L946[11:23:27] <diesieben07> but they can
do a much better job than forge
L947[11:23:31] <diesieben07> because tehy
control the code
L948[11:23:41] <fredtargaryen> I guess
so
L949[11:24:18] <Lymia> fry, they do if you
want to link against the generated output code. :P
L950[11:24:18] <diphtherial> with the
amount of effort that's been poured into exposing hook points in
the code, i think having the source code would be a small gain at
this point...
L951[11:24:21] <Gregory> Is
"they" in this case Mojang, or Microsoft?
L952[11:24:25] <nekosune> isn't official
api on the banned topics list?
L953[11:24:31] <diphtherial> oh,
apologies. didn't realize.
L954[11:24:47] <diesieben07> Mojang, as
they are still the people working on the game.#
L955[11:25:30] <Gregory> ... which I of
course pronounce "Moo - Yang" lol LOL
L956[11:26:02] <fredtargaryen> Uh
oh!
L957[11:26:30] <fredtargaryen> I'm
wondering if Windows 10 will replace Solitaire with Minecraft
L958[11:26:31] <fry> Lymia: Remapper
includes mapSignature method, so I guess it should work :P
L959[11:26:41] <Lymia> fry, ah. :P
L960[11:27:16] <Gregory> fred, Solitaire
still exists???
L961[11:28:20] <Gregory> technically Win
10 wouldn't do that, because it would presuppose Microsoft would
have to put Java on peoples' machines, by default...
L962[11:28:48] <tterrag> with the new
launcher java is not necessary to have installed
L963[11:28:52] <tterrag> they could just
bundle that :p
L964[11:29:02] <SkySom> Rumor confirm MC
ported to .NET lol
L965[11:29:04] <diesieben07> depends on
your definition of "installed" :D
L966[11:29:07] <tterrag> ^
L967[11:29:11] <tterrag> it will still
download a jre
L968[11:29:19] <fredtargaryen> I reckon
that's the ultimate plan SkySom
L969[11:29:26] <tterrag> lol no
L970[11:29:27] <diesieben07>
doubtful
L971[11:29:35] <Caitlyn> I REAAAALY doubt
they'll port mc to .net
L972[11:29:36] <Mraof> They won't port MC
to another language
L973[11:29:47] <SkySom> They won't.
fredtargaryen I was joking.
L974[11:30:02] <fredtargaryen> Yeah I
know!
L975[11:30:30] ***
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L977[11:31:32] <fredtargaryen> I reckon
that you could replicate every game ever provided by Windows using
Minecraft, so I don't see much reason for them not to just include
it
L978[11:31:58] <SkySom> Well because if
you include it.
L979[11:32:06] <SkySom> They didn't buy
it.
L980[11:32:29] ⇦
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L981[11:32:31] <Gregory> True. ^
L982[11:32:59] <Gregory> Because economics
are SO easy to understand.
L983[11:34:03] <fredtargaryen> How do you
use a vanilla texture for a custom block?
registerIcon("minecraft:glass")?
L984[11:34:24] <diesieben07> yes
L985[11:34:27]
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L986[11:34:48] <fredtargaryen> nice.
L987[11:37:26] ⇦
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L988[11:38:11] <fredtargaryen> Not working
for me though
L989[11:39:12] <fredtargaryen> figured it
out nvm
L990[11:39:26] ***
OndraSter|off is now known as OndraSter
L991[11:40:33] <Zaggy1024> Wait, so you
register an ISmartBlockModel differently than IModel?
L992[11:41:22]
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L998[11:49:17] <Kruptein> hi again
L999[11:50:52] ***
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L1000[11:56:18] <clienthax> is there a
method that will escape special identifiers such as % in chat
components?
L1001[11:56:28] <clienthax> someone
nicknamed a pixelmon with a % sign and it broke everything
L1002[11:56:49]
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L1003[11:56:50] <Kruptein> :p
L1004[11:56:50] <ChJees> lol
L1005[11:57:10] <fredtargaryen> See you;
thanks for the help everyone :D
L1006[11:57:12]
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L1007[11:57:20] <diesieben07> clienthax:
I dont even know if MC allows escaping :P
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L1009[11:57:34] <clienthax> pretty sure
it does
L1010[11:57:38] <clienthax> as ive used
it in lang files
L1011[11:58:23] <clienthax> aha its
double %%
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L1013[11:59:05] <ChJees> Was formatting
allowed in Pixelmon names?
L1014[11:59:12] <clienthax>
aparantly
L1015[11:59:26] <clienthax> we didn't do
much verification on the name
L1016[11:59:27] <clienthax> lol
L1017[11:59:34] <ChJees> That's quite a
derp.
L1018[11:59:46] <clienthax> well eah.,
this is the first person to put a % in a name
L1019[11:59:48] <clienthax> why on
earth..
L1020[12:00:21] <ChJees> I bet it was
something in the vein of "20% cooler" or something.
L1021[12:00:38] <ChJees> Or B%bs
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L1025[12:01:40] <Kruptein> rotating the
model in blender has no effect on the in world presentation
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L1027[12:02:14] <Zaggy1024> fry, how will
an ISmartBlockModel handle a child model?
L1028[12:02:18] <ChJees> It is sized
correctly with max size of 16 units?
L1029[12:02:50] <fry> Zaggy1024: ISmart*
models are baked models, meaning they're basically arrays of
ints
L1030[12:03:05] <Zaggy1024>
>.>
L1031[12:03:08] <fry> (And 1 layer of
abstraction down from IModel)
L1032[12:03:30] <ChJees> Ready to be
pumped into the GPU :P
L1033[12:03:36] <Kruptein> ChJees, the
model or the texture ?
L1034[12:03:37] <ChJees> Without any
processing.
L1035[12:03:41] <fry> So, what do you
actually want, when you ask to "handle a child model"?
:P
L1036[12:03:46] <ChJees> Kruptein:
Model
L1037[12:03:47] <Zaggy1024> so...are they
supposed to have an accompanying IModel?
L1038[12:04:03] <Zaggy1024> Uh, I want to
make it so that a child model can override the texture,
basicalluy
L1039[12:04:17] <Kruptein> ChJees, it
fits a cube from (0,0,0) to (1,1,1)
L1040[12:04:56] <ChJees> Model offset is
all wrong then, or a transformation was not performed
correctly.
L1041[12:05:30] <fry> Zaggy1024:
SimpleBakedModel.Builder(oldModel, texture)
L1043[12:07:17] <ChJees> Location:
0,5
L1044[12:07:19] <ChJees> Hmm..
L1045[12:07:29] <ChJees> Wonder if that
will affect the exported model
L1046[12:08:24] <Kruptein> well it used
to be 0,0,0
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L1048[12:08:55] <Zaggy1024> fry, but does
that allow me to handle an IBlockState?
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L1051[12:09:30] <fry> But you can compose
one and the other :P
L1052[12:09:37] <Kruptein> setting it
back to 0,0,0 did nothing
L1053[12:10:14] <fry> Use
SimpleBakedModel to replace the texture, wrap the result in ISmart
to react to block state
L1054[12:10:25] <fry> Or other way
around, if it'll work better
L1055[12:12:08]
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L1057[12:15:02] <clienthax> how can i
check what mods a user has on connect
L1058[12:15:47] <diesieben07> define
"on connect". @NetworkCheckHandler?
L1059[12:16:11] <clienthax> before the
login is processed
L1060[12:16:19] <clienthax> say to kick
someone with a mod you don't want
L1061[12:16:40] <diesieben07> use
@NetworkCheckHandler
L1062[12:17:26] <clienthax> what bus does
that need to be registered under?
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L1064[12:19:04] <diesieben07> its a
method in your main mod class
L1065[12:19:06] <diesieben07> no
registering
L1066[12:19:08] <clienthax> aha
L1067[12:19:26] <clienthax> no way to set
the dc message?
L1068[12:19:27] <diesieben07> read the
javadocs ;)
L1069[12:19:36] <diesieben07> not
easily
L1070[12:21:22]
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L1071[12:21:56] <SkySom> Why would you
want to kick someone with a mod you don't want?
L1072[12:23:06] <clienthax> cheats
L1073[12:23:07] <clienthax>
basicalyl
L1074[12:23:19] <diesieben07> you can't
defeat cheats
L1075[12:23:28] <clienthax> you can
defeat the idiot level cheats
L1076[12:23:30] <diesieben07> they will
just not list themselves as installed
L1077[12:24:03] <clienthax> aware of,
just making a no dependencies version of something
L1079[12:27:20] ***
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L1080[12:28:13] <Lumien> oh wait, i think
i misunderstood you
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L1087[12:43:52] <Creysys> Is someone here
who would like to pixel some technic oriented items like wires or a
motor? :)
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L1092[12:57:24] <Kruptein> can I
translate a model using json ?
L1093[13:00:47] <Ivorius> Translate
where
L1094[13:01:32] <Kruptein> my model
appears as if its centered on the 0,0,0 corner of a block when
placed (it was centered on 0,0,0 in blender as well)
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L1096[13:01:47] <Kruptein> so I changed
its location in blender, which looks fine in blender
L1097[13:01:47] <Ivorius> Ehwhat
L1098[13:01:53] <Ivorius> If it's
blender, you have b3d
L1099[13:01:54] <Kruptein> but still
looks the same in mc
L1100[13:01:55] <Ivorius> Not json
L1101[13:01:56] <Kruptein> yes b3d
L1102[13:02:15] <Ivorius> I did mention
this just about 200 times though
L1103[13:02:30] <Ivorius> From the object
origin, your model must stay inside the 0->1 mesh bounds
L1104[13:02:35] <Ivorius> Towards +x and
+z
L1105[13:02:49] <Ivorius> Object
transformations are ignored using frys exporter
L1106[13:02:54] <Ivorius> Eh, importer,
rather
L1107[13:03:35] <Ivorius> So just move
your mesh 0.5 blocks towards +x while in object edit mode
L1108[13:03:42] <Ivorius> And z
L1109[13:04:27] <fry> (transform in edit
mode, not object mode)
L1110[13:05:12] <Ivorius> Which is a
problem that fry will hopefully fix in the future
L1111[13:05:15] *
Ivorius runs away
L1112[13:05:30] <fry> That python is
scary
L1113[13:05:34] <fry> And crazy
L1114[13:05:36] <Kruptein> <3
python
L1115[13:05:45] <fry> Go fix the script
then :P
L1116[13:05:54] <Kruptein> :D I know
almost nothing about 3d modelling though
L1117[13:05:58] <diphtherial> python the
language is great, but some bindings are as frightening as C
L1119[13:06:35] <diphtherial> (by that, i
mean you have a whole bunch of poorly named functions that operate
on poorly documented objects)
L1120[13:06:46] <diphtherial> (it's
unfortunately quite easy to write a non-pythonic library)
L1121[13:07:00] <diphtherial>
anyhow
L1122[13:07:02] <Ivorius> fry: I thought
it was your importer
L1123[13:07:10] <Ivorius> I mean, your
importer crashes with 'no root mesh found'
L1124[13:07:14] <Ivorius> Not the
exporter
L1125[13:07:27] <fry> That's an entirely
different issue
L1126[13:07:36] <Ivorius> I'm not so sure
:P
L1127[13:07:42] <Ivorius> If you were to
interpret objects properly
L1128[13:07:42] <fry> It's not like
there's only 1 tiny problem :P
L1129[13:07:44] <Kruptein> and Ivorius I
know you said it a lot and the model already is 0.5x 0.5z thats why
im so frustrated, Im obviously doing something big wrong and Im
just blind for it somehow
L1130[13:07:47] <Ivorius> Then it would
solve both problems
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L1132[13:08:21] <Ivorius> Just move your
mesh, jeez
L1133[13:08:27] <Ivorius> It's not
critical
L1134[13:08:42] <Ivorius> Just go edit
move, press g, shift z and enter 0.5
L1135[13:08:45] <Ivorius> Enter,
done
L1136[13:10:01] <Kruptein> it already is
at z 0.5
L1137[13:11:44] <Zaggy1024> Go into
object mode and press alt-g
L1138[13:12:10] <Zaggy1024> That's the
shortcut to clear translate, IIRC
L1139[13:12:32] <Zaggy1024> then do what
Ivorius said
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L1142[13:17:07] <Zaggy1024> fry, if I
make a model that uses my custom model's resource location as a
parent, is it supposed to use my custom model for that block?
L1143[13:17:21] <Zaggy1024> It doesn't
appear to be working currently, but I may have just broken
something
L1144[13:17:53] <fry> If you're making a
custom baked model (in code), you'll havr to register it in
ModelBakeEvent
L1145[13:18:14] <Zaggy1024> crap
L1146[13:18:34] *
Zaggy1024 made IModel.bake return my custom baked model
:|
L1147[13:18:41] <Zaggy1024> is that not
correct?
L1148[13:19:04] <Kruptein> and yh zaggy
that just gives the same result
L1149[13:19:41] <fry> Yeah, that should
work too
L1150[13:19:57] <fry> (If you provide
that IModel in a custom model loader)
L1151[13:20:06] <Zaggy1024> yeah, I
do
L1152[13:20:11] <Zaggy1024> so setting
the parent to that resource location should work then?
L1153[13:20:29]
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L1155[13:20:53] <fry> What exactly are
you doing?
L1156[13:21:07] <Zaggy1024> hang on
L1157[13:21:11] <Zaggy1024> I'll pastebin
some crap
L1161[13:24:16] <Zaggy1024> so... I want
the block's model json use my parent model, which is the custom
IModel
L1162[13:24:36] <fry> Ah, it should say
something about only allowing vanilla parents for vanilla
models
L1163[13:24:56] <Zaggy1024> huh?
L1164[13:25:58] <fry> Do you have your
implementation of ICustomModelLoader?
L1165[13:26:31] <Zaggy1024> yeah
L1166[13:26:34] <Zaggy1024> You wanna see
it?
L1169[13:27:25] <fry> (Without
errors?)
L1170[13:28:02] <Zaggy1024> It seems
to
L1171[13:28:12] <Zaggy1024> I don't see
any errors about it in the log
L1172[13:31:08] <fry> Also, your
onModelBakeEvent is wrong - map is from ModelResourceLocation to
IBakedModel
L1173[13:31:20] <fry> (And not from
ResourceLocation)
L1174[13:31:54] <Zaggy1024> heh
L1175[13:32:01] <Zaggy1024> I'm not using
that function right now though
L1176[13:32:04] <fry> How are you
registering that json location?
L1177[13:32:14] <fry> (to be loaded by
the game?)
L1178[13:32:35] <Zaggy1024> registering
which json location?
L1179[13:32:38]
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L1183[13:34:22] <Zaggy1024> I know it's
finding the json, though, because I had it rendering just the fence
post before
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L1186[13:36:08] <fry> Hmm
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L1192[13:39:07] <fry> Can you log all
locations passed to loadModel for your custom loader?
L1193[13:40:06] <Zaggy1024> uh...
L1194[13:40:12] <Zaggy1024> never mind,
it randomly started working
L1195[13:40:17] <fry> lol
L1196[13:40:33] <fry> It shouldn't've
though
L1198[13:40:36] <Zaggy1024> :)
L1199[13:40:45] <Zaggy1024> Thank,
though
L1200[13:41:12] <Zaggy1024> *Thanks
L1201[13:41:33] <fry> json models
referring to customly-loaded ones shouldn't've worked :P
L1202[13:41:48] *
fry overuses "shouldn't've" now :P
L1203[13:42:01] <Zaggy1024> you mean
"parent": "genesis:wattle_fence" shouldn't
work?
L1204[13:42:14] <fry> (Unless
"genesis:wattle_fence" is a json model too)
L1205[13:42:27] <Zaggy1024> I made the
fence post be in that file :P
L1206[13:42:46] <Zaggy1024> I suspected
it wouldn't like not having a json to go with the custom
model
L1207[13:42:54] <Zaggy1024> despite the
fact that it doesn't need one :P
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L1209[13:43:58] <fry> Runtime
representation of JSONs is a bit stupid, so making them work with a
custom parents is non-trivial, and so I didn't do that yet :P
L1210[13:44:26] <Zaggy1024> ah
L1211[13:44:37] <Zaggy1024> Why am I not
surprised? :P
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L1213[13:45:14] <Zaggy1024> (about custom
parents not being trivial, I mean)
L1214[13:46:14] <fry> There's really no
parent-child relationship in vanilla - it's only possible to use it
to rename textures and maybe rotate a bit :P
L1215[13:46:29] <Zaggy1024> heh
L1216[13:46:49] <Zaggy1024> well, at
least they allow you to have multiple blocks use the same model
:P
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L1218[13:48:46] <Zaggy1024> still, it
would sure be nice if they gave some functionality to tack elements
onto existing models
L1219[13:50:19] <Zaggy1024> hmm, now,
what's the best way to get the texture from the child model to use
in the parent model?
L1220[13:51:14] <fry> at IModel level
getTextures is the way to go
L1221[13:51:25] <fry> It depends on what
do you want to do exactly :P
L1223[13:52:42] <Zaggy1024> unless
there's no good way to do that
L1225[13:53:27] <fry> I don't think I
understand
L1226[13:53:48] <fry> There can be
multiple "child" models referring to the same
"parent"
L1227[13:53:48] <Zaggy1024>
"texture":
"genesis:blocks/log_archaeopteris"
L1228[13:53:57] <Zaggy1024> yeah, I
know
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L1230[13:54:14] <Zaggy1024> well...yeah,
I suppose I see the problem
L1231[13:54:26] <fry> Parent, in general,
can't refer to all it's children
L1232[13:54:34] <fry> (And it shouldn't
:P)
L1233[13:54:39] <Zaggy1024> is there a
way to make reference to "#texture" instead?
L1234[13:54:55] <Zaggy1024> yeah, now
that I think about it, it really shouldn't
L1235[13:55:32] <fry> What you need is an
extended JSON loader, that can handle non-json parents
L1236[13:56:07] <fry> (that would add new
textures to it's bakedTextureGetter passed to it, and pass the new
one to the parent's bake method)
L1237[13:56:18] <fry> But it's not
written yet :P
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L1239[13:56:57] <Zaggy1024> so in other
words there's no way to do what I want currently? :P
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L1241[13:57:39] <fry> What is your end
goal? Making texture specifiable in json? Or is that only one
possible solution to another problem? :P
L1242[13:57:55] <Zaggy1024> yeah, texture
specifiable in json
L1243[13:58:04] <Zaggy1024> For the sake
of resource pack artists :)
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L1245[13:58:50] <Zaggy1024> what would be
nice is if I could have "#texture" as the texture for the
sub-models (post, north, etc) and then have "#texture" be
defined in the child model
L1246[13:59:05] <Zaggy1024> but I don't
suppose that's possible
L1247[13:59:35] <fry> For now, you can do
it other way around - load json with "parent" :
"builtin/entity" and your texture, and depend on it in
the IModel
L1248[14:00:14] <fry> (That'd work great
if you don't need multiple child models, and only need one to
specify the texture)
L1249[14:00:36] <Zaggy1024> I don't
understand
L1250[14:01:01] <Zaggy1024> load the
child model json with "parent":
"buildin/entity"?
L1251[14:01:14] <Lymia> fry, how does
asmstuff find methods that need to also be renamed along with
another method?
L1252[14:01:27] <Lymia> I can think of
several algorithms, so.
L1253[14:03:14] <fry> Zaggy1024: A.json
has no parent, and has "texture":
"genesis:blocks/log_archaeopteris". B is IModel that
depends on "A.json", and during baking calls
getModel("A.json").getTextures().get(0) or smth like that
to get the actual texture location it'll use
L1254[14:03:54] <Zaggy1024> ah
L1255[14:04:02] <fry> (B is what's
resolved for "archaeopteris_wattle_fence")
L1256[14:04:11] <Zaggy1024> Sadly, I
can't do that because I have multiple children
L1257[14:04:20] <Zaggy1024> (variants of
wood)
L1258[14:04:57]
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L1259[14:06:29] <fry> Zaggy1024: can
still work, if you encode the wood type in the name -
archaeopteris_wattle_fence loads archaeopteris_texture.json,
maple_wattle_fence loads mapple_texture.json or whatever :P
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L1261[14:06:54] <Zaggy1024> ah,
yeah...
L1262[14:07:07] <Zaggy1024> still, that's
a lot of jsons :P
L1263[14:07:30] <fry> Lymia: a overrides
b is an equivalence relation. Algorithm: for((a, b) in list of
overrides) disjointSet.merge(a, b)
L1264[14:07:53] <fry> Zaggy1024: exactly
as much as you have with having them other way around :P
L1265[14:08:28] <Zaggy1024>
>.>
L1266[14:08:34] <fry> (only texture stuff
is in jsons)
L1267[14:08:54] <Zaggy1024> I only have
one wattle_fence json currently
L1268[14:09:02] <fry> Yup
L1269[14:09:08] <Lymia> fry, slightly
lower level than that.
L1270[14:09:09] <Lymia> :P
L1271[14:09:14] <Lymia> A extends B, B
extends C, C extends D
L1272[14:09:24] <Lymia> D defines a
method f you wanna override. A overrides it, B doesn't touch
it.
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L1275[14:09:54] <Lymia> You don't really
search the whole set of classes for it, do you?
L1276[14:10:09] <Zaggy1024> I guess at
this point it's kind of useless to allow people to override one
texture...
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L1279[14:11:30] <Lymia> The concept,
yeah.
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L1281[14:11:42] <Lymia> Not any specific
implementations
L1282[14:12:55] <Lymia> But, yeah.
L1283[14:12:57] <fry> For each method we
store every methods that are overriden by it and override it
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L1285[14:13:12] <fry> One step merges 2
those sets :P
L1286[14:13:16] <Lymia> Then merge it?
:P
L1287[14:13:55] <fry> At the end, if A.f
overrides B.f through some arbitrary inheritance chain, they would
be in the same set
L1288[14:14:19] <fry> (And checking
sameSet(A.f, B.f) is O(1))
L1289[14:14:32] <fry> (or something very
close to that)
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L1292[14:15:51] <Lymia> How do you check
up or down for inheritence?
L1293[14:16:08] <Lymia> Isn't both Scala
and the Java API full of huge branching chains of interfaces?
L1294[14:16:08] <fry> Ah, another
part
L1295[14:16:47] <fry> Build supertype
graph, and invert it
L1296[14:17:34] <fry> Build a set of
sinks (vertices with no supertypes present), while it's not empty,
take one, and push all methods from it to all it's childs
L1297[14:17:58] <fry> (Not actually push
- call overrideMerge, but whatever :P)
L1299[14:18:55] <fry> (I actually added
comments to the code, look at that :P)
L1300[14:20:27] <Lymia> Mind, my code is
a little more complicated, since I'm taking a class path
argument.
L1301[14:20:39] <Lymia> I'd like to trace
through the whole classpath for possible references to remapped
classes.
L1302[14:20:51] <Lymia> I'd rather not
load unnessecary parts of that. :P
L1303[14:20:53] <Lymia> But that
shouldn't be hard.
L1304[14:23:14]
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L1305[14:23:21] <OndraSter> guys, can you
sign your JAR and then either make Forge check it or check it
yourself during launch?
L1306[14:23:41] <OndraSter> I've found
some fake/hijacked versions of my mod on OpenEye :/
L1307[14:23:45] <diesieben07> yes, there
was a way to do that
L1308[14:23:55] <fry> Well, classpath
loading is lazy - no way to be sure you get to everything :P
L1309[14:24:05] <diesieben07>
FMLFingerPrintViolationEvent
L1310[14:24:09] <OndraSter> thanks
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L1313[14:24:42] <diesieben07> and then
certificateFingerprint in @Mod
L1314[14:24:50] <OndraSter> ooh found a
thread about it even
L1315[14:24:50] <OndraSter> thanks
L1316[14:24:52]
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L1317[14:26:25] <Lymia> fry,
fullClasspath in Compile :P
L1318[14:27:32] *
fry prefers to make the mod dependencies explicit
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L1320[14:27:45] <Lex__> !gf
func_82243_bO
L1321[14:27:46] <Lymia> Explicit?
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L1323[14:27:53] <LexManos> !gf
func_82243_bO
L1324[14:27:59] <LexManos> !gm
func_82243_bO
L1325[14:28:14] <fry> (Not traverse full
classpath - just add stuff you need to a key :P)
L1326[14:28:32] <advtech> Hey, Does
anyone know if IntellJ is supported with the newest version of
Minecraft? Also, I am assuming I need Java 7 still, correct?
L1327[14:29:11] <diesieben07> advtech:
yes, it is. and no, you can use java 8
L1328[14:29:19] <diesieben07> but don't
compile for java 8
L1329[14:29:36] <advtech> Well, I might
as well just use 7.
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L1338[14:40:53] <LexManos> !gm
func_174825_a
L1339[14:41:41] <LexManos> !sm
func_174825_a interactAt New version of interactWith that includes
vector information on where precisely the player targeted.
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L1346[14:47:35] <Ivorius> Has anyone in
here worked with using ctrl as a server-side input, or for that
matter, the scroll wheel?
L1347[14:47:54] <fry> You mean in the
server console?
L1348[14:48:10] <Ivorius> No, I mean, you
hold an item, hold ctrl, scroll, and it does something
special
L1349[14:48:20] <Ivorius> The input is
sent to the server, so to say
L1350[14:48:31] <Ivorius> I mean, I know
how to interpret them from lwjgl, but I never worked with Mojangs
keybinds
L1351[14:48:39] <diesieben07> no need for
keybinds
L1352[14:48:48] <diesieben07>
MouseInputEvnt and KeyInputEvent are direclty fired from the lwjgl
events
L1353[14:48:53] <Lymia> Can you hook the
right click event on the client side, before anything is sent to
the server?
L1354[14:49:01] <diesieben07> you check
Keyboard.getEventKey, etc. in those events
L1355[14:49:02] <Lymia> That'd make it
pretty easy
L1356[14:49:07] <Ivorius> Do I need to
send them to the server manually?
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L1358[14:49:16] <diesieben07> yes
L1359[14:49:19] <Ivorius> yay
L1360[14:49:22] <Ivorius> x)
L1361[14:49:50] <Ivorius> I just love how
fun synchronization is
L1362[14:49:53] <Ivorius> It's my
favourite
L1363[14:50:18] <Ivorius> Also I wish I
could overwrite left clicks
L1364[14:50:24] <fry> It is, if you
build/use a right abstraction :P
L1365[14:50:32] <Ivorius> Because my tool
really has no business hitting stuff
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L1367[14:51:10] <diesieben07> there is a
method for that
L1368[14:51:10] <diesieben07>
onEntitySwing or something
L1369[14:51:18] <Ivorius> Yes, but that's
too late
L1370[14:51:23] <Ivorius> It's after the
block was destroyed
L1371[14:51:27] <diesieben07>
PlayerInteractEvent?
L1372[14:51:32] <Ivorius> That's right
click :P
L1373[14:51:40] <Lymia> Doesn't some
stuff override left click?
L1374[14:51:44] <Ivorius> Besides, that
one is also fired if the entity swings from anything
L1375[14:51:46] <Ivorius> Not just left
click
L1376[14:51:49] <Lymia> I can't remember
for the life of me what things
L1377[14:51:52] <Ivorius> Nope
Lymia
L1378[14:51:53] <diesieben07> no
L1379[14:51:53] <diesieben07> it has
LEFT_CLICK_BLOCk
L1380[14:52:12] <Lymia> Ivorius, I mean
in mods I've played.
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L1382[14:52:59] <Mraof> Yeah there's
definitely one fired when an item is swung
L1383[14:53:31] <Mraof> I use that event
so that weapons the player can't use don't even swing (or do
damage, for that matter)
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L1386[14:54:05] <Ivorius> Let me try
canceling the event
L1387[14:54:23]
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L1389[14:55:10] <Mraof> Also I override
onLeftClickEntity an return false if they can't use it
L1390[14:55:13] <Ivorius> wtf
L1391[14:55:18] <Ivorius> Why is it
@Cancelable
L1392[14:55:21] <Ivorius> But uses
Result
L1393[14:56:33] <Ivorius> Well, I want my
item to cancel all left clicking basically
L1394[14:56:37] <Ivorius> Preferably
server-side
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L1396[14:57:12] <diesieben07> you can
cancel it
L1397[14:57:20] <Mraof> All left clicking
with that item
L1398[14:57:22] <LexManos> AbrarSyed, you
about?
L1399[14:57:22] <Mraof> Or in
general?
L1400[14:57:24] <Ivorius> lolwat
L1401[14:57:26] <Ivorius> If I cancel
it
L1402[14:57:28] <diesieben07> or you can
specify a Result for item or block interaction
L1403[14:57:32] <Ivorius> It destroys the
block client-side
L1404[14:57:34] <Ivorius> But not
server-side
L1405[14:57:37] <AbrarSyed> hmm?
yeah
L1406[14:57:43] <Ivorius> So the block is
instantly restored
L1407[14:57:47] <Ivorius> That's pretty
meh
L1408[14:57:57] <LexManos> i need a
gradle script that'll zip up my sources/build.gradle and push them
inside my jar
L1409[14:57:58] <Mraof> Yeah you'll have
to cancel it client side too
L1410[14:58:00] <LexManos> when i do a
build
L1411[14:58:18] <Ivorius> Mraof:
@SubscribeEvent public void onPlayerInteract(PlayerInteractEvent
event) { event.setCanceled(true); }
L1412[14:58:21] <Ivorius> Both
sides
L1413[14:58:27] <Ivorius> Does the
aforementioned
L1414[14:58:33] <AbrarSyed> lex: for a
standard workspace? or forge workspace?
L1415[14:58:36] <Mraof> Hmm
L1416[14:58:37] <Ivorius> Also still
swings the item
L1417[14:58:41] <LexManos> standard
L1418[14:58:48] <AbrarSyed> also.. packed
into the release jar? or a seperate one?
L1419[14:58:54] <LexManos> release
L1420[14:59:05] <Mraof> But are you
trying to do that with all items or just your own
L1421[14:59:18] <Ivorius> I would only do
it with mine
L1422[14:59:21] <Ivorius> But I did this
to test
L1423[14:59:29] <Ivorius> And it doesn't
work the way I want it to
L1424[14:59:35] <Ivorius> So I'll
probably do ctrl right click instead :P
L1425[14:59:47] <fry> Lex: also,
apparently that innerclass fix changed absolutely nothing
L1426[14:59:47]
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L1427[14:59:48] <Mraof> Well don't use
the event then
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L1429[14:59:51] <AbrarSyed> Lex: last few
questions.. need the resources? and before or after source token
replacement?
L1430[14:59:52] <Mraof> Override the
method
L1431[15:00:03] <AbrarSyed> actually
resources will already eb ther.. nvm that part
L1432[15:00:19] <Ivorius> Mraof: I don't
left click entities
L1433[15:00:20] <LexManos> before,
yes
L1434[15:00:21] <Ivorius> I left click
air
L1435[15:00:25] <Ivorius> Or blocks
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L1438[15:00:35] <Mraof> Well swinging is
handled by onEntitySwing
L1439[15:00:54] <Ivorius> The block would
still be destroyed client-side
L1440[15:01:02] <Ivorius> And make a
sound and spawn particles
L1441[15:01:12] <AbrarSyed> jar { from
sourceSets.main.java } << add that to the end of the
build.gradle and you should be good.
L1442[15:01:14] <Mraof> Well the player
is less likely to try if they don't see the item moving
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L1444[15:01:22] <AbrarSyed> unless your
using scala.. which is unlikely
L1445[15:01:26] <Ivorius> It's not that I
want to discourage them
L1446[15:01:32] <Ivorius> I want to do
something else with it :P
L1447[15:01:36] <Ivorius> It's a
selection item
L1448[15:01:39] <Mraof> Okay
L1449[15:01:50] <Mraof> Oh, I know what
you probably want
L1450[15:01:51] <Ivorius> Right Click =
Select, Hold Shift = Select 2nd corner
L1451[15:02:00] <Ivorius> Currently
anyway
L1452[15:02:11] <Ivorius> My plans
currently were replacing shift with ctrl
L1453[15:02:12] <Mraof> One second, I
need to check what the event is called
L1454[15:02:35] <Ivorius> And another
thing would be ctrl + scrollwheel to change the selection
distance
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L1456[15:03:33] <Mraof> Oh, you could
return true for onBlockStartBreak in the item class
L1457[15:04:08] <Ivorius> Meh, I can
imagine some players getting confused if left click doesn't
swing
L1458[15:04:17] <Ivorius> Might be handy
to be able to still break blocks in creative with the tool in
hand
L1459[15:04:23] <Mraof> I was thinking
that you could just override getDigSpeed and set it to something
unrealistic
L1460[15:04:24] <Ivorius> ctrl is
probably the better design choice either way
L1461[15:04:34] <Ivorius> It's a creative
tool, Mraof :P
L1462[15:04:35] <Mraof> Well don't
override onEntitySwing, then
L1463[15:04:39] <Mraof> Okay
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L1465[15:05:02] <Ivorius> I'm just
looking for the most handy input method
L1466[15:05:16] <Ivorius> Shift is
annoying because while flying, you'll float downwards
L1467[15:05:45] <Mraof> Oh, look how the
sword does it
L1468[15:06:07] <diesieben07> that's
hardcoded :P
L1469[15:06:11] <Ivorius> Does
what?
L1470[15:06:37] <Ivorius> Oh, that it
doesn't destroy blocks in creative
L1471[15:06:52] <Ivorius> I'll just do
the ctrl thing, man x)
L1472[15:06:52] <Mraof> Yeah
L1473[15:07:10] <Mraof> Okay
L1474[15:07:40] <Mraof>
BlockEvent.BreakEvent exists, if you wanted to use that,
though
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L1477[15:08:28] <Zaggy1024> fry, how do I
get the resource location for a block's model?
L1478[15:08:43] <Mraof> Actually, no,
onBlockStartBreak works in creative too
L1479[15:08:44] *
Zaggy1024 is making a workaround for my problem with child textures
:)
L1480[15:09:03] <Mraof> I'd use
that
L1481[15:09:32] <fry> Zaggy1024: which
one? :P
L1482[15:09:59] <Zaggy1024> I'm just
making it so that my MultiBakedModelWrapper resolves textures from
"#texturename" using the child model
L1483[15:10:16] <Zaggy1024> so I need to
find out the child's resource location
L1484[15:10:21] <LexManos> fry
L1485[15:10:27] <LexManos> did you ever
finish up the blame?
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L1487[15:10:42] <fry> Not really
L1488[15:10:46] <fry> got sick
L1489[15:10:54] <LexManos> bah, better
now?
L1490[15:10:59] <fry> Almost :P
L1491[15:11:05] <fry> 1st day the fever
is gone :P
L1492[15:11:06] <LexManos> get'r'dun
den!
L1493[15:11:21] <LexManos> Its close to
being done atleast
L1494[15:11:31] <fry> Zaggy1024: did you
understand what I was suggesting with reversing the stuff? :P
L1495[15:11:36] <LexManos> {I sent you
the re-work of the wrapper generator}
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L1497[15:11:54] <fry> I know, I just need
to merge everything :P
L1498[15:11:57] <Zaggy1024> fry, I don't
like that plan :P
L1499[15:12:01] <fry> Why not?
L1500[15:12:36] <Zaggy1024> Unless I
misunderstood, it would make wattle_fence become
variant_wattle_fence * nVariants,
L1501[15:12:41] <Zaggy1024> so...that's a
lot of jsons
L1502[15:12:56] <Zaggy1024> for little
gain
L1503[15:13:28] <Zaggy1024> The way I'm
trying to do this, I'll have a reusable method to resolve the
texture from the child model
L1504[15:14:14] <fry> Well, is the set of
woods fixed in code?
L1505[15:14:33] <EnderL> How do I create
a custom world type? Is there a method for that?
L1507[15:14:54] <Zaggy1024> fry, yes,
it's an enum
L1508[15:14:58] <Zaggy1024> why?
L1509[15:15:51] <fry> Hmm, you can poll
the texture json using that then :P
L1510[15:16:46] <EnderL> Anyone? :)
L1511[15:17:03] <Zaggy1024> fry, but
that's too hard-coded :(
L1512[15:17:08] *
Zaggy1024 is allergic to hard-coding things
L1513[15:17:53] <diesieben07> there is
also soft-coding :P
L1514[15:17:55] <diesieben07> its also
bad.
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L1516[15:18:25] <fry> Zaggy1024: having
an enum is hardcoding anyway :P
L1517[15:18:34] <Zaggy1024> ...
L1518[15:18:36] <Zaggy1024> sigh
L1519[15:19:22] <Zaggy1024> I know, but
I'm not really going to go and make a whole mod loader just to make
*another* mod, am I? :P
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L1521[15:19:57] <fry> Strawman! :P
L1522[15:20:03] <Zaggy1024> well, perhaps
mod loader is the wrong term, but...
L1523[15:20:24] <fry> I'm only suggesting
that for every item in your enum you load
"item_fence.json"
L1524[15:20:33] <fry> (Which you were
doing anyway)
L1525[15:20:57] <Zaggy1024> um
L1526[15:21:01] <fry> Then, your model
loader accepts any "item_fence_model" resource
locations
L1527[15:21:20] <fry> and polls
"item_fence.json" from the system to get the texture from
it
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L1529[15:22:44] <Zaggy1024> that's
essentially what I'm trying to do
L1530[15:22:53] <Zaggy1024> But perhaps a
little simpler and less flexible :P
L1531[15:23:14] <LexManos> ..
L1532[15:23:16] <LexManos> the fuck is
going on?
L1533[15:23:43] <Zaggy1024> I'm probably
making a fool of myself :P
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L1536[15:26:21] <Zaggy1024> I just wish
there was some way to resolve "#texture" to the resource
location in the child like with vanilla models
L1537[15:26:41] <LexManos> there should
be
L1538[15:26:58] <Zaggy1024> in custom
block models
L1539[15:27:07]
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L1541[15:27:34] <LexManos> i know there
should be
L1542[15:27:38] <LexManos> it depends on
the loader type
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L1544[15:28:53] <Zaggy1024> custom model
loader type?
L1545[15:29:48] <LexManos> yes
L1546[15:30:09] <LexManos> jsons should
support variables like vanilla does because all vanilla loading
should go through the exact same code
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L1553[15:38:58] <Zaggy1024> My model code
calls VanillaModelWrapper.bake() on several models to combine them
into another baked model
L1554[15:39:31] <Zaggy1024> so I'm not
sure how json variables work/would work in a custom block
model
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L1588[16:33:58] <Lymia> fry, hrm.
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L1592[16:41:23] <Lymia> fry, if I have a
quick way to ask if A is a superclass of B, the mapping thing
shouldn't be hard at all.
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L1595[16:41:57] <Lymia> For simple
mapping without dealing with conflated mappings.
L1596[16:43:19] <fry> simple
mapping?
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L1598[16:44:05] <Lymia> Just map the
target method and anything that directly extends it
L1599[16:44:43] <Lymia> For notch->srg
and srg->mcp since AFAIK FG does fine just using
Retroguard
L1600[16:45:14] <fry> FG doesn't use RG,
afaik
L1601[16:45:53] <fry> (And, as I've said
before, simple downward propagation breaks easily)
L1602[16:45:57] <Lymia> Does it use
SpecialSource normally?
L1603[16:46:06] <fry> (it broke for me
in, like, 1.5 :P)
L1604[16:46:13] <fry> I think so
L1605[16:46:33]
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L1606[16:46:45] <Lymia> I see references
to both in the code, so.
L1607[16:49:05] <matthewprenger> FG has
an option to use retroguard instead of specialsource, it might
still be broken though
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L1616[16:55:53] <Genuine> I never know
what the 'correct' way to do it is.
L1617[16:56:20] <Genuine> Should I just
compound them into a huge return statement?
L1618[16:56:28] <Ordinastie> would be
better
L1619[16:56:44] <Ordinastie> because it
would jump out at the first 'false'
L1620[16:56:53] <Genuine> Right.
L1621[16:57:02] <Genuine> And that has a
typo but forget about it.
L1622[16:57:16] <Genuine> Supposed to
return !notEqual;
L1623[16:57:37] <Lymia> This is a pretty
terrible way to check for equality.
L1624[16:57:54] <Lymia> It will check
every field
L1625[16:58:01] <Lymia> Even if it knows
it isn't equal, because one of the fields didn't match
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L1627[16:58:20] <Ivorius> Genuine: The
'correct' way is using your IDE to generate the equals and hashcode
methods
L1628[16:58:36] <Ivorius> In IDEA, you
can do ctrl+enter, I'm sure Eclipse has some equivalent
L1629[17:00:06] <Lymia> I let my compiler
do it. :V
L1631[17:00:14] <Genuine> That's what it
generated :P
L1632[17:00:31] <Ivorius> Sure
L1633[17:00:57] <Ivorius> Normally you
don't test for float equality, since that will just return false
anyway
L1634[17:01:02] <Genuine> I didn't
realize Float.floatToIntBits(f) != Float.floatToIntBits(other.f)
was the correct way to check for equality with floats.
L1635[17:01:04] <Genuine> :/
L1636[17:01:10] <diesieben07> it has to
do with NaN
L1637[17:01:17] <diesieben07> NaN !=
NaN
L1638[17:01:21] <diesieben07> but the int
bits are the same
L1639[17:01:28] <Genuine> Ahh.
L1640[17:01:38] <Lymia> \o/
L1641[17:01:43] <Lymia> Sacrifice speed
for a corner case.
L1642[17:01:55] <diesieben07>
floattointBits is an intrinsics
L1643[17:02:04] <diesieben07> it becomes
one native intstruction
L1644[17:02:05] <Ivorius> Premature
optimization is the root of all evil, Lymia
L1645[17:02:14] <diesieben07> and its not
even applicable here
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L1647[17:02:23] <Ivorius> If you can
prevent a bug by sacrificing infinitesimal performance, do it
L1648[17:02:47] <Genuine> This might be a
dumb question but can a primitive float even be the NaN
Float?
L1649[17:02:52] <diesieben07> sure
L1650[17:02:57] <diesieben07> float f = 1
/ 0;
L1651[17:03:02] <diesieben07> f will be
NaN
L1652[17:03:13] <Ivorius> public static
final float NaN = 0.0f / 0.0f;
L1653[17:03:15] <Genuine> Thought that
would be DivideByZeroException
L1654[17:03:19] <diesieben07> nope
L1655[17:03:26] <diesieben07> there is
also different NaNs :D
L1656[17:03:38] <Genuine> -NaN?
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L1659[17:04:32] <Lymia> Ivorius, if I
have an NaN
L1660[17:04:37] <Lymia> I think I have
bigger problems than equals
L1661[17:04:47] <Ivorius> Not
really
L1662[17:04:48] <Lymia> I'd call that
"I'm already in an error condition"
L1663[17:04:49] <Ivorius> It
happens.
L1664[17:04:54] <diesieben07> NaN is not
necessarily an error
L1665[17:04:57] <Ivorius> Especially with
vec math
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L1679[17:34:18] <Ivorius> I like that
sassy sway it has
L1680[17:35:38] <Lymia> Sassy ants?
L1681[17:37:47] <Ivorius> Just look at
that ant, hm-hm!
L1682[17:37:48] <Ivorius> :P
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L1684[17:38:52] <Ivorius> Also I like how
curse almost instantly accepts my new files these days
L1685[17:39:33] <Ivorius> Certainly a lot
better than half a year ago, where I had to wait to post my release
updates to the forums until the file was actually out
L1686[17:40:28] <Lymia> Can't just do an
external link to your own web server
L1687[17:40:33] <Lymia> ?
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L1689[17:41:06] <Ivorius> Sure, I
could
L1690[17:41:16] <Ivorius> But curse
provides features I'm not willing to work on right now :P
L1691[17:41:35] <Ivorius> Also it lists
the mod and effectively advertises it
L1692[17:41:42] <Ivorius> For people
looking anyway
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L1730[18:53:27] <minecreatr> !gm
func_176439_d
L1731[19:04:28] <clienthax>
net.minecraftforge.fml.common.LoaderException:
java.lang.IllegalArgumentException: Don't know how to convert
pixelutilities:Tree[facing=north] back into data...
L1732[19:04:30] <clienthax> mhm
L1733[19:07:12] ***
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L1767[20:20:06] <KatieKat> !gm
func_147480_a
L1768[20:20:19] <KatieKat> !gm
func_147480_a
L1769[20:23:56]
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seconds)
L1770[20:33:47] ***
Player|off is now known as Player
L1771[20:37:50] <Zaggy1024> is there any
limitation on the dimensions of block textures?
L1772[20:38:38] <KatieKat> !gm
field_72310_e
L1773[20:38:40]
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L1774[20:39:03] <dakamojo> Anyone got a
guide on how to use a API mod like bdlib in a project?
L1775[20:39:44] <ntzrmtthihu777>
dakamojo: drop a deobfd version in rundir/mods
L1776[20:40:34] <dakamojo> And if a
download of the deobf is not available on the website do I need to
contact the author for one?
L1777[20:40:35]
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Quit)
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L1784[20:43:20] <archie> :
ntzrmtthihu777: my net connection just reset so I missed your
response (if there was one)
L1785[20:43:44]
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L1786[20:43:59] <ntzrmtthihu777> archie:
are you dakamojo ?
L1787[20:44:11]
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L1788[20:44:11] ***
archie is now known as dakamojo
L1789[20:44:15] <dakamojo> Seems my nick
changed somehow
L1790[20:44:25] <dakamojo> and its
back
L1791[20:44:42] <ntzrmtthihu777> but yes,
that basically is the gist of it dakamojo
L1792[20:45:02] <dakamojo> OK, and in my
project do I set an external reference to the jar file?
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L1794[20:45:51] <ntzrmtthihu777>
probably. if they setup a maven repo you can just add it to
build.gradle as a build-dep
L1795[20:46:12] <dakamojo> good idea.
anyone else using bdlib?
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L1800[20:56:42] <clienthax> !gm
func_178960_a(
L1801[20:56:45] <clienthax> !gm
func_178960_a
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(~williewil@cpe-24-28-24-13.austin.res.rr.com)
L1803[21:01:12] ***
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L1807[21:03:38] <clienthax> !gm
setAvoidsWater 1.8
L1808[21:06:06]
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L1809[21:09:18] <clienthax> porting dems
mods
L1810[21:11:03]
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L1814[21:24:44] ***
MorphFK is now known as Morphan1
L1815[21:29:05] <clienthax> lmfao
L1817[21:29:12] <clienthax> hidden in a
old file
L1818[21:29:40] <Drullkus> lmao
L1819[21:30:27] ***
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L1829[21:40:50] <clienthax> !gm
func_152596_g 1.7.10
L1830[21:41:13] <clienthax> !gm
func_152603_m
L1831[21:41:59]
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seconds)
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L1833[21:43:31] <Gregory_> So if I've set
Minecraft to stream to my Twitch channel, I should be able to see
myself if I go to my channel in the browser, correct?
L1834[21:44:36] ***
Gregory_ is now known as Gregory
L1835[21:50:27] <killjoy> Is there an
apache thing to deal with converting hex integers?
L1836[21:50:42]
⇦ Parts: Gregory (~Gregory@173-224-23-159.stanton.net)
())
L1837[21:50:58] <gigaherz> ...apache
thing?
L1838[21:51:25] <killjoy> I remember
there being an apache library that included hex conversion
L1839[21:51:52] <gigaherz> does java's
standard library suck so much that you need to use an external
library to be able to convert to/fdrom hex?!
L1840[21:52:16]
⇨ Joins: Lymia
(~moe@magical.girl.lyrical.lymia.moe)
L1841[21:52:34] <killjoy> I've tried
Integer.parseInt(hex, 16)
L1842[21:53:05] <Corosus> this should
work "int val = 0xFFFFFF;"
L1843[21:53:18] <killjoy> It's coming
from a string
L1844[21:53:26] <gigaherz> people around
suggest something like Long.valueOf(hex, 16) or prefixing the hex
with 0x
L1845[21:53:29] ***
Techokami is now known as Techokami|Off
L1846[21:53:59] <killjoy> I saw some that
used BigInteger
L1847[21:56:01] <Lymia> I went to class.
Instead of listening to the lecture, I coded stuff.
L1848[21:56:05] <Lymia> This is
completely normal, right
L1849[22:00:27] <wizjany> as normal as
stabbing people
L1850[22:00:29] *
wizjany hides
L1851[22:03:09] ***
tterrag is now known as tterrag|ZZZzzz
L1852[22:04:03] <Mraof> Yeah that's
normal
L1853[22:04:11]
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(Read error: Connection reset by peer)
L1854[22:06:19] <Lymia> wizjany, don't
worry.
L1855[22:06:22] <Lymia> I left my knife
in the car.
L1856[22:06:22] <Lymia> :o
L1857[22:06:38] <wizjany> oh good
L1858[22:06:40] *
wizjany hugs Lymia
L1859[22:07:10]
⇨ Joins: Upthorn (~ogmar@69.62.144.46)
L1860[22:07:19] *
Lymia stabs wizjany
L1861[22:07:20] <Lymia> I lied.
L1862[22:07:24] <wizjany> :<
L1863[22:07:30] *
wizjany bleeds
L1864[22:11:33]
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L1866[22:14:52] <williewillus> what
callback do I override if I want my block to pick up shift-clicks
(because shift-clicks normally skip block interaction in
vanilla)?
L1867[22:17:56] <Zaggy1024> Would be
really nice if there was a better way to do children of custom
models than just registering the custom model for each of the
children :|
L1868[22:19:02] <Zaggy1024> williewillus,
just check if the player is sneaking
L1869[22:19:17] <Zaggy1024> in
onRightClick or whatever
L1871[22:19:50] <killjoy> Aside from
labels
L1872[22:20:01] <Zaggy1024> rainbows?
:D
L1873[22:20:15] <Zaggy1024> jk :P
L1874[22:20:33] ***
mrkirby153 is now known as kirby|away
L1875[22:24:03] <killjoy> I made a
rainbow yesterday :(
L1876[22:24:07]
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L1882[22:29:12] <Ordinastie> the idea is
recycled from the NVIDIA one
L1883[22:29:42] <Nathan2055> I didn't see
that, link please?
L1885[22:33:06] <Nathan2055> thx
L1886[22:33:57]
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L1887[22:36:15] <williewillus> Zaggy1024:
onblockactivated is not even called if the player is sneaking
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L1893[22:53:49] <Zaggy1024> williewillus,
oh, sorry, I misread your question
L1894[22:53:49]
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L1895[22:54:06] <Zaggy1024> is there not
another Block method you can override?
L1896[22:55:05] <minecreatr> !gf
field_150921_b
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L1900[22:59:53] <clienthax> !gm
getIsKeyPressed
L1901[23:00:30] <clienthax> !gm
func_152349_b
L1902[23:04:19] <killjoy> So who prefixes
boolean getters with getIs?
L1903[23:09:02] <williewillus> well in
that case getKeyPressed might be expected to return the key number
preseed etc etc.
L1904[23:09:09] <williewillus> Zaggy1024:
I just used interaction events :p
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L1911[23:21:07] <minecreatr> can you do
connected textures using the 1.8 jsons?
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L1926[23:44:27] <clienthax> !gm
func_150118_d
L1927[23:44:40] <clienthax> !gm
func_150118_d 1.7.10
L1928[23:48:48] ***
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(~Drullkus@c-76-102-110-237.hsd1.ca.comcast.net)
L1931[23:54:59]
⇦ Quits: minecreatr
(~minecreat@uva-120-73.ResHall.Berkeley.EDU) (Quit:
Leaving)
L1932[23:59:43] ***
Vaht is now known as Tahg