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L1[00:04:11] <clienthax> so many
errors
L2[00:04:13] <clienthax> ;_;
L3[00:04:24] <clienthax> !gm
func_147674_a
L4[00:07:52] <clienthax> !gm
field_111189_a
L5[00:08:00] <clienthax> !gm field_111189_a
1.7.10
L6[00:09:24] ⇨
Joins: Kamran
(~kamranm12@d66-222-225-164.abhsia.telus.net)
L7[00:10:13] <clienthax> !gm
func_180788_c
L8[00:16:33] <clienthax> !gm
func_175151_a
L9[00:17:14] <Kamran> !gm
func_175151_a
L10[00:17:59] <Kamran> clienthax: Why are
you doing these commands, exactly? :D
L11[00:19:03] <Ordinastie> better question,
why are you doing them here ?
L12[00:19:10] <clienthax> channel is
dead
L13[00:19:11] <clienthax> :P
L15[00:19:25] <Ordinastie> /msg ? :)
L16[00:19:26] <clienthax> if i keep on
commanding someone will awaken
L17[00:19:29] <clienthax> ;D
L18[00:19:36] *
clienthax crys into wuppy
L19[00:19:39] <clienthax> so many...
errors
L20[00:19:40] <Kamran> clienthax: The
channel isn't dead. It's just after 11 PM where I am & most
people are asleep :P
L21[00:19:43] <clienthax> god dam 1.8
L22[00:19:53] <Wuppy> good luck
clienthax
L24[00:19:58] <Wuppy> I updated
peacefulpack already :(
L25[00:20:12] <Wuppy> oh that's nothing
:P
L26[00:20:23] ⇦
Quits: Doty1154 (~doty1154@50.136.193.35) (Read error: Connection
reset by peer)
L27[00:20:50] <clienthax> thats with the
whole modelling system excluded
L28[00:20:57] <clienthax> with that it adds
another 1200 errors
L29[00:21:28] *
Ordinastie is currently watching a playthrough of a Doom II map
that lasts 3 hours.
L30[00:22:19] <Wuppy> anyway, today should
be epic :D
L31[00:22:33] <Wuppy> going to work on an
amazing game idea with a great group of people
L32[00:35:01] ⇦
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L38[00:52:08] <clienthax> 1855
L39[00:57:53] <Wuppy> clienthax, error
count?
L40[00:57:58] <clienthax> yeah
L41[00:58:04] <Wuppy> good luck
L42[00:58:32] <Kamran> clienthax are those
errors coming from a mod?
L43[00:58:39] <clienthax> yeah Kamran
L44[00:59:48] <Kamran> Which mod?
L45[01:00:10] <clienthax> pixelmon
L46[01:00:11] <clienthax> !gm
func_152115_b
L47[01:00:22] <Wuppy> I've got about 3 mods
with error counts like that to go :(
L48[01:00:32] <Kamran> guys, stick with
1.7
L49[01:00:44] <Kamran> 1.8 forge is a buggy
mess
L50[01:01:00] <Wuppy> nope, it works
perfectly fine
L51[01:01:12] <clienthax> Kamran: pixelmon
is going 1.8 in a attempt to get plugin devs to pull their fingers
out of their arse's
L52[01:01:15] <Kamran> and anyway, people
should stick with developing mods for 1.7 until forge comes out for
MC 1.8.1
L53[01:01:19] <Kamran> *1.8.2
L54[01:01:31] <Wuppy> no Kamran youre
wrong
L55[01:01:32] <clienthax> no
L56[01:01:44] <Kamran> No, I am not.
L57[01:01:46] <clienthax> people should dev
for 1.8, since dev work on 1.7.10 has stopped by forge
L58[01:01:53] <clienthax> and bukkit for
that matter
L59[01:01:54] <clienthax> lol
L60[01:01:54] <Kamran> Actually clienthax
it hasn't
L61[01:02:03] <clienthax> well, apart from
superfuckups
L62[01:02:19] <Kamran> 1.7.10 is still
getting bugfixes
L63[01:02:20] ⇦
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L64[01:02:29] <Wuppy> Kamran, tell me about
the mayor mods or well known tutorials you've made
L65[01:02:30] <Kamran> *1.7.10 Forge
L66[01:03:06] <Kamran> mayor mods...dat
english doe
L67[01:03:49] <clienthax> i think mytowns
counts as a mayor mod
L68[01:03:51] <clienthax> it has
mayors
L69[01:04:04] <Wuppy> that may have
something to do with the fact that it';s easy to make a spelling
mistake
L70[01:04:15] <Kamran> No, MyTowns counts
as a town mod
L71[01:04:18] <Wuppy> especially when you
just woke up
L72[01:04:30] <clienthax> !gm
func_180244_a
L73[01:05:51] <ollieread> Boats and
hoes!
L74[01:06:28] <Kamran> um, okay??
L75[01:08:06] <Wuppy> I completely agree
ollie :P
L76[01:08:53] <ollieread> See, Wuppy knows
whats up!
L77[01:08:55] <clienthax> !gm
func_178974_a
L78[01:09:10] ⇨
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L79[01:09:18] <Wuppy> I know things,
sometimes :P
L80[01:09:25] <mallrat208> That reminds me,
I've got a mumbo episode to watch in my watch later
L81[01:10:20] <Wuppy> watch in your
watch?
L82[01:10:20] ⇨
Joins: McJty (~McJty@bluecoat2.uzleuven.be)
L83[01:10:28] <mallrat208> ... yes
L85[01:10:50] <Wuppy> hey
L86[01:11:23] <DemoXin> o/
L88[01:11:48] <DemoXin> Wuppy: To watch in
his watch later. As in Watch Later playlist
L89[01:12:00] <Wuppy> ah of course,
derp
L90[01:12:03] <Wuppy> never use that
L91[01:12:28] <DemoXin> I do if I haven't
watched YouTube all day. I'll just queue up all the vids I want to
watch, lay back and watch them.
L92[01:12:53] <DemoXin> easiest way to
build a temporary playlist
L93[01:13:01] <mallrat208> I realized I
could have conveyed the same thought by excluding 'to watch'
L94[01:13:04] <clienthax> +2,355
−2,977
L95[01:13:07] ⇨
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L96[01:13:07] <clienthax> fun.
L97[01:13:57] ⇦
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L98[01:14:06] <Wuppy> DemoXin, that, sounds
like an amazing idea
L99[01:14:11] <Wuppy> thanks :P
L100[01:14:13] <Ordinastie> what I'm
missing from youtube is a way to say "watch after the current
video is finished"
L101[01:14:20] <DemoXin> ^^
L102[01:14:22] <DemoXin> yep
L103[01:14:24] <clienthax> ok
L104[01:14:26] <clienthax> ive been
uop
L105[01:14:27] <clienthax> like
L106[01:14:29] <clienthax> way too
long
L107[01:14:34] <clienthax> ima go like..
collapse for 8 hours or so
L108[01:14:44] <clienthax> maybe
longer..
L109[01:14:44] <mallrat208> Most people
would call that sleep
L110[01:14:57] <clienthax> yeah, but most
people havnt been coding 36 hours or so
L111[01:15:05] <Wuppy> what the....
L112[01:15:07] <clienthax> this is like..
forced sleep
L113[01:15:08] <clienthax> xD
L114[01:15:10] <Wuppy> I just woke up
:P
L115[01:15:21] *
clienthax tags wuppy
L116[01:15:25] <clienthax> your error
slayer now!
L117[01:16:18]
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L119[01:17:06] <xaero> I read that as
"(I'm) your error slayer now"
L120[01:17:22] <xaero> you just quadrupled
your workload, given that wuppy has more errors than hyou :P
L121[01:18:13] <Wuppy> please be my error
slayer clienthax
L122[01:18:37] <Ordinastie> Ctrl+A >
Del
L123[01:18:43] <Ordinastie> Done, no error
left.
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L126[01:21:53] <ollieread> Ordinastie:
That's what watch later does
L127[01:22:34] <Ordinastie> I want
directly after
L128[01:22:53] <Ordinastie> I don't want
to need to go to my watch later list that may be already full of
stuff
L129[01:22:55] *
Wuppy stares blankly at Ordinastie
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L132[01:23:57] <Ordinastie> I want a Play
Next button for the "Suggestions" vids on the right
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L144[01:49:18] <ollieread> I think I'm
going to spend the day playing Don't Starve
L145[01:49:42] <ollieread> Or I may buy
Evolve actually
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L150[02:02:09] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150212 mappings to Forge Maven.
L151[02:02:12] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150212-1.8.zip (mappings
= "snapshot_20150212" in build.gradle).
L152[02:02:23] <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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L156[02:17:59] <Mraof> 1 2 4 8 16 32 64
128 265
L157[02:20:06] <DemoXin> almost.
L158[02:20:38] <Mraof> 1 2 4 8 16 32 61
128 256
L159[02:21:03] ⇦
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L160[02:25:36] <xaero> so close, yet so
far.
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L162[02:28:48] <Mraof> 1 1 2 3 5 8 13 21
34 55 89 128
L163[02:30:36] <DemoXin> D:
L164[02:30:40] <DemoXin> That just makes
me sad.
L165[02:30:43] <OndraSter> 4 8 15 16 23
42?
L166[02:30:44] <DemoXin> So so so
close.
L167[02:31:44] <ollieread> 1 2 4 8 16 32
64 128 256
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L169[02:32:57] <McJty> 1 2 3 4 5 6 7 8
9
L170[02:33:23] <Mox[NL]> McJty: don't be
rediculous
L171[02:33:49] <ollieread>
s/rediculous/ridiculous
L172[02:33:57] <Mox[NL]> thx
L173[02:34:01] <ollieread> That's not even
a phonetic spelling lol
L174[02:34:02] <Mox[NL]> I was about to
google that
L175[02:34:04] <ollieread> Unless you're
Chinese
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L177[02:36:14] <Mox[NL]> or dutch
apparently
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L193[03:29:20] <Toofifty> How do you
ignore durability in a crafting recipe in 1.8?
L195[03:34:14] <Ivorius> Toofifty: Use
OreDictionary.WILDCARD
L196[03:34:27] <Ivorius> In any version,
this was the correct way to do this
L197[03:34:42] <Ivorius> Pretty sure in
1.7, this loc was also present
L198[03:35:19] ⇦
Parts: leth (~leth@ks353694.kimsufi.com) (<3))
L199[03:38:24] <Toofifty> Awesome,
cheers
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L202[03:45:58] <Mox[NL]> Hey guys, do you
think forge is interested in a free filehosting mirror?
L203[03:47:25] ***
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L204[03:47:27] <Mox[NL]> not just a
dropbox thing or something
L205[03:48:05] <Mox[NL]> we are also
official debian and ubuntu mirror
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L208[03:53:01] <Ivorius> I dunno, you
should ask Lex
L209[03:53:17] <Ivorius> And Lex might
tell you you should ask OvermindDL
L210[03:53:47] <Ivorius> And honestly, I
have no idea how to reliably contact that guy these days, but
perhaps he has contact info on the website or something
L211[03:54:00] <Mox[NL]> I'll register on
the forum and ask there.. that seems a more polite way than a query
on irc
L212[03:54:27] <Ivorius> That might
work
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L215[04:08:46] <Mox[NL]> It doesn't
unfortunately :( He blocked personal messages..
L216[04:08:55] <Mox[NL]> I'll try an
e-mail
L217[04:09:06] <Mox[NL]> but that will
probably end up on a big pile somewhere
L218[04:13:53] <Ivorius> Lex normally does
respond to emails, I think
L219[04:14:07] <Ivorius> At least he
talked in here once about a server he joined to disprove a
bug
L220[04:14:12] <Ivorius> Because the
person was a moron, lol
L221[04:14:24] <Ivorius> No clue about
Overmind
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L230[04:55:03] <Mox[NL]> I can't seem to
find an e-mail addres of Lex. I did send Overmind a forum message
tho
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L236[05:10:25] <ollieread> Mox[NL]: Check
github
L237[05:10:37] <LexMobile> Were not really
looking for mirriors and the only thing we put on th are the
libraries the installer downloads.
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L249[05:33:35] <Mox[NL]> ok, thanks for
the answer.
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L251[05:35:26] <Mox[NL]> Let me know if it
might help when we mirror the libraries and installer
downloads..
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L308[08:00:42] <Kruptein> Hi i'm getting a
"Model definition for location
fulgora:basicConsumerBlue#inventory not found", this is the
relevant code
http://dpaste.com/16H5065
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L310[08:02:50] <SirWill> hey, how can I
find out the achievment id from mods?
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L312[08:04:44] <Ivorius> 'the achievement
id'
L313[08:04:47] <Ivorius> What achievement
ID
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L315[08:06:11] <SirWill> for the
/achievement command
L317[08:06:21] <Ivorius> Take a look at
this
L318[08:06:26] <Ivorius> You're missing
some of those calls
L319[08:06:29] <Kruptein> thanks
L320[08:07:48] <Ivorius> SirWill: From
code, or as a player
L321[08:07:58] <Ivorius> You can always
press tab to list options
L322[08:08:22] <SirWill> as player
L323[08:08:39] <SirWill> seems that the
command doesn't work anyways
L324[08:09:09] <SirWill> if I run
/achievement give killWither SirWill it tells me "You must
specific which player you wish to perform this action
on."
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L326[08:17:27] <Kruptein> hm
L327[08:18:30] <Kruptein> Ivorius, the
errors are indeed gone but only the base model appears in my
inventory, what should I do to show all blockstates ?
L328[08:19:52] ***
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L329[08:20:32] <Ivorius> I dunno, ask
fry
L330[08:20:37] <Ivorius> Didn't do that
yes
L331[08:20:39] <Ivorius> *yet
L332[08:20:52] <Kruptein> ok np
thanks
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L334[08:21:39] <fry> Kruptein: change
mesher calls to ModelLoader.setCustomMeshDefinition in
preinit
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L337[08:26:24] <Kruptein> hmm
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L348[08:45:36] <SirWill> hm, where does
minecraft save the achievements
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L350[08:46:39] <SirWill> nvm
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L358[09:01:45] <Kruptein> fry is there
something that implements ItemMEshDefinition already ?
L359[09:01:59] <Kruptein> or do I need to
create my own class
L360[09:02:19] <fry> Ah, there's
setCustomModelResourceLocation too
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L362[09:02:26] <fry> (for the call you
used)
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L365[09:05:25] <fry> Looks fine, I
think
L366[09:05:41] <Kruptein> I only get one
my models in the inventory though
L367[09:09:08] <fry> Well, you're only
calling setCustomModelResourceLocation for one
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L370[09:10:29] <Kruptein> and I just
increase the meta arg for each state right ?
L371[09:12:11] <fry> item metadata = block
metadata, for default ItemBlock, iirc
L372[09:13:05] <fry> (Also, make sure you
register your block before calling Item.getItemFromBlock)
L373[09:13:37] <Kruptein> oh that will be
it
L374[09:13:44] <Kruptein> I think the
register is still in init , not in preinit
L375[09:15:31] <Kruptein> oh no it
isnt
L376[09:15:39] <Kruptein> its already
before the setcustommodel
L378[09:19:46] <fry>
basicConsumer.getName() won't return different things
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L381[09:20:46] <Kruptein> true
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L383[09:21:10] <fry> (although it does
look ok, nevermind :P)
L384[09:21:20] <fry> What doesn't work
now?
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L387[09:22:59] <Kruptein> I expect two
blocks there :/
L388[09:23:56] <McJty> Time to go!
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L390[09:25:36] <Kruptein> on second
thought Ill just make it that I pass the "red" or
"blue" as a parameter to the constructor, and just create
a block for each state
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L392[09:25:47] <fry> did you overrite
getSubBlocks?
L393[09:26:04] <fry> (in the block)
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L397[09:29:24] <Kruptein> that fixed it
yeah
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L400[09:29:53] <Kruptein> they all still
have the same name instead of the blockstate
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L403[09:31:47] <clienthax> fry: what
replaced advancedmodelloader in 1.8
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L406[09:33:03] <fry>
ModelLoaderRegistry
L407[09:33:37] *
clienthax is not looking forward to the 1k+ errors just todo with
model loading
L408[09:33:38] <clienthax> :D
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L410[09:34:17] <Ivorius> If you have 1k
errors, you're doing something very wrong in your mod :P
L411[09:34:26] <clienthax> Ivorius: its
just a big arse mod
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L413[09:34:33] <clienthax> Ivorius:
pixelmon porting progress
L414[09:34:33] <clienthax> :P
L415[09:34:43] <Ivorius> I stand by my
comment
L416[09:34:45] <Ivorius> x)
L417[09:34:48] <clienthax> nuuu
L418[09:35:02] <clienthax> well atm its
mostly overrides not linking up because of missing
advancedmodelloader
L419[09:35:08] <clienthax> atleast in the
model system
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L421[09:35:12] <fry> A lot of content
doesn't imply big codebase :P
L422[09:35:12] <clienthax> the rest is
method names changing / disapearing
L423[09:35:28] <Ivorius> And a big
codebase doesn't imply a lot of content :P
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L425[09:36:40] <Ivorius> In fact, while
heuristics show an approachable covariation, it is only very
slight
L426[09:36:44] <Ivorius> Very
mysterious!
L427[09:37:18] <clienthax> btw, with
tesselator and WorldRender
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L429[09:37:25] <clienthax> for .draw, do
you use tesselator.draw
L430[09:37:28] <clienthax> or
worldredner.finishdrawing
L431[09:37:44] <Ivorius>
worldRenderer.startDrawing; tessellator.finishDrawing
L432[09:37:56] <Ivorius> Yep. Some genius
thought this system up I'm sure x)
L433[09:38:39] <clienthax> atm im using
worldrender.startDrawing and tess.draw()
L434[09:38:41] <clienthax> at the
end
L435[09:39:04] <Ivorius> Correct
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L438[09:40:43] <Kruptein> now that I added
the getSubBlocks again, Im getting "model defenition for
location ...basicConsumerRed#inventory not found" again
L439[09:41:32] <gigaherz> you have to
register each variant separately
L440[09:41:44] <Kruptein>
ModelBakery.addVariantName(Item.getItemFromBlock(basicConsumer),
Constants.MODID + ":basicConsumerRed");
L441[09:41:52] <Kruptein>
ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(basicConsumer),
0, new ModelResourceLocation(Constants.MODID +
":basicConsumerRed", "inventory"));
L442[09:43:52] <clienthax> !gm
func_152344_a
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L471[10:30:45] <Kruptein> gigaherz, thats
what you meant right ?
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L477[10:48:40] <Kruptein> ok I figured it
out
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L483[10:53:57] <clienthax> why the fuck..
public Object getNameForObject(Object p_177774_1_)
L484[10:54:00] <clienthax> why is that a
object
L485[10:54:15] <Kruptein> because
science
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L487[10:54:40] <fry> Erasure :P
L488[10:55:12] *
clienthax crys
L489[10:55:53] <fry> Wait for 1.8.2
:P
L490[10:56:12] <fry> It'll at least
improve a bit :P
L491[10:56:28] <clienthax> yeah i
heard
L492[10:56:54] <Kruptein> ok so now I have
2 items in my inventory both with a correct item texture
L493[10:57:17] <Kruptein> their names are
still wrong
L494[10:57:52] <fry> by wrong you mean
"SomeBlock.name"?
L495[10:58:20] <Kruptein> that too but I
know how to fix that, I mean both variants are called basicConsumer
instead of basicConsumerRed or something
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L497[10:58:57] <fry> Will need a lang file
for that, from what I know
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L499[10:59:13] <Kruptein> that only fixes
the .name right ?
L500[10:59:46] <fry> What else? :P
L501[10:59:50] <Kruptein> they both show
as basicConsumer but I want to give them a different name based on
their variant
L502[10:59:58] <Kruptein> they are just
the same now
L503[11:00:18] <Kruptein>
s/variant/blockstate
L504[11:00:21] <fry> Ah, do you set
different unlocalized names?
L505[11:00:47] <Kruptein> I remember we
did something like that in 1.7 but I cant seem to find where we did
it
L506[11:03:08] <Kruptein> aha
L507[11:03:22] <Kruptein> so yeah we had a
getUnlocalizedName(ItemStack) method
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L515[11:21:54] <Katelyn> Anyone mind
telling me what the damage radius of a worldObj.createxplosion 1.0F
would be.
L516[11:27:32] <tterrag> I miss ?tryit
:P
L517[11:27:40] <tterrag> Katelyn: try it
and find out? ;p
L518[11:28:40] <Zaggy1024> Kruptein, is it
a block or an item?
L519[11:28:49] <Kruptein> a block
L520[11:29:02] <Zaggy1024> k
L521[11:29:42] <Kruptein> the texture as a
item in inventory etc is correct but when placed is still missing
as well, I printed the state.GetProperties() onBlockPlaced and its
empty
L522[11:30:09] <Kruptein> which is weird
given that I do a setDefaultState.withProperty in my
constructor
L523[11:31:28] <Zaggy1024> for the placed
texture, did you register an IStateMapper?
L524[11:31:34] <Kruptein> yes
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L529[11:34:22] <Zaggy1024> and what does
your json look like?
L531[11:35:48] <Zaggy1024> you didn't put
in your mod ID
L532[11:35:53] <Zaggy1024> as the resource
domain
L533[11:36:01] <Zaggy1024> for blockstate
models
L534[11:36:08] <Kruptein> welp
L535[11:36:28] <Zaggy1024> don't worry,
I've done that a few times myself :P
L536[11:36:53] <Kruptein> that aside,
where would I set the unlocalizednames for each variant ?
L537[11:37:16] <Zaggy1024> For an item,
you'll want ItemMultiTexture
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L539[11:37:36] <Kruptein> its for the
itemstacks in the inventory for a block
L540[11:37:49] <Zaggy1024> yeh
L541[11:38:03] <gigaherz> jsut override
public String getUnlocalizedName(ItemStack stack)
L542[11:38:08] <Zaggy1024> nah
L543[11:38:20] <Zaggy1024>
ItemMultiTexture will handle all that crap
L544[11:39:22] <Zaggy1024> Just register
it with a Function(){apply(Object obj){return
Enum.values().get(((ItemStack) obj).getMetadata());}
L545[11:39:25] <Zaggy1024> or something
like that
L546[11:39:26] <gigaherz> although
L547[11:39:32] <gigaherz> he said for a
Bock
L548[11:39:34] <gigaherz> Block
L549[11:39:50] <Zaggy1024>
ItemMultiTexture extends ItemBlock
L550[11:39:53] <gigaherz> I have never
done multi-blocks
L552[11:40:49] <Zaggy1024> basically
that
L553[11:41:47] <Kruptein> thats a google
function right ?
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L555[11:42:00] <Kruptein> or from where do
I import it
L556[11:42:10] <Zaggy1024> it'll
concatenate the result onto the default unlocalized name like
'block.getUnlocalizedName() + "." + apply()'
L557[11:42:26] <Zaggy1024> yeah,
google.common.base
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L560[11:45:03] <Kruptein> ok thanks!
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L565[11:50:03] <Kruptein> why does it
require block twice as parameter ?
L566[11:52:25] <gigaherz> because I wants
to be certain! (probably not)
L567[11:52:34] <Kruptein> :D
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L574[11:58:04] <Zaggy1024> Kruptein,
Mojang logics
L575[11:58:12] *
Zaggy1024 wondered that too :P
L576[11:58:12] <Kruptein> best logics
right
L577[11:59:08] <Kruptein> well Im royally
screwing over that method it seems, Its
http://dpaste.com/2B2DNDB atm, and now the item
textures are gone :D
L578[11:59:15] <Kruptein> and the names
are still wrong
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L580[12:01:44] <Zaggy1024> Kruptein, apply
should only return the variant name
L581[12:01:49] <Kruptein> ah
L582[12:03:06] <Kruptein> hmm still the
same result :/
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L586[12:11:25] <ollieread> Do enums retain
their order with values()?
L587[12:11:34] <Ivorius> Yes
ollieread
L589[12:11:50] <Ivorius> enum ==
Enum.values()[enum.ordinal()]
L590[12:11:52] <ollieread> So that
getPocketSize() would work?
L591[12:11:54] <Lumien> Vanhal check your
render type
L592[12:12:07] <Ivorius> Return 3 on
getRenderType
L593[12:12:23] <Vanhal> I'll try that
now
L594[12:12:29] <ollieread> Providing that
I define them smallest to largest?
L595[12:14:05] <Ivorius> Yeah
L596[12:14:10] <Ivorius> I wouldn't do it
that way though
L597[12:14:18] <Ivorius> Rather be safe
and test for best match :P
L598[12:14:30] <Lumien> There are no
custom item renderer in 1.8 anymore right?
L599[12:15:09] <fry> Not in the sense of
using GL calls :P
L600[12:18:20] <Lumien> So is there a way
i can change the color of the damage bar?
L601[12:18:24] <Lumien> *no way
L602[12:18:36] <fry> Sure you can
L603[12:18:58] <Lumien> how?
L604[12:19:00] <fry> Draw your own one,
using the model :P
L605[12:19:05] <Lumien> :P
L606[12:19:05] <Lumien> ok
L607[12:19:14] <Lumien> asm to the
rescue
L608[12:19:20] <fry> god damn it
L609[12:19:36] <jk-5> Lumien: There are
events for the ingame gui
L610[12:19:47] <jk-5> You can just cancel
the health bar event and render a new one
L611[12:19:55] <jk-5> No ASM needed
L612[12:20:01] <Lumien> item damage
bar
L613[12:21:04] <fry> Still, using ASM for
this is stupid
L614[12:21:32] <Lumien> Yeah but i prefer
to handle this in code
L615[12:21:38] <Lumien> and it shouldn't
cause conflicts
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L618[12:22:10] <fry> ISmartItemModel is
exactly for "handling this in code"
L619[12:22:32] <Lumien> It's easier to do
it like this
L620[12:22:34] <Zaggy1024> how does one
make a block model render with transparency?
L621[12:22:38] <fry> No, it isn't
L622[12:22:55] <fry> You're just too eager
to use familliar tools
L623[12:23:14] <fry> Zaggy1024:
Block.getRenderLayer
L624[12:24:13] <Lumien> How is it not
easier? I'll just have a method in my item base class to change the
color
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L626[12:25:53] <Lumien> !testcsv
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L628[12:29:59] <fry> Coremods shouldn't be
used for convenience. They should be used when there's literally no
other way to do it.
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L632[12:33:16] <clienthax> coremods are
hardly convenient
L633[12:33:24] <clienthax> unless your a
arm guru
L634[12:33:34] <clienthax> asm*
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L638[12:39:28] <ollieread> Anyone know if
Block.onBlockAdded() is called when the block is added via
something like WorldGen?
L639[12:39:42] <clienthax> debug it and
find out
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L641[12:39:59] <Zaggy1024> or find
references :P
L642[12:40:21] <Kruptein> Zaggy1024, the
function thingy is still not working :p
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L644[12:41:04] <ollieread> Yes, it
is
L646[12:41:39] <ollieread> Providing they
use World.setBlock() or the corresponding function in Chunk
L647[12:41:44] <ollieread> Though I don't
know how else you'd do it
L648[12:43:13] <Zaggy1024> Kruptein, what
are the unloc names showing up as?
L649[12:45:07] <Kruptein> ingame they are
just both basicConsumer
L650[12:45:13] <Zaggy1024> hm
L651[12:45:56] <Zaggy1024> wait, where do
you register your block?
L652[12:46:06] <Kruptein> in the
BlockBasicLamp constructor
L653[12:46:24] <Kruptein>
GameRegistry.registerBlock(this, "basicConsumer);
L654[12:47:06] <Zaggy1024> That'll
register a new ItemBlock to it
L655[12:47:54] <Zaggy1024> you need to do
GameRegistry.registerBlock(this, "basicConsumer",
ItemMultiTexture.class, this, new Function(){})
L656[12:48:02] <Zaggy1024> with the apply
function in {}, of course
L657[12:48:06] <Kruptein> aha
L658[12:48:25] <Zaggy1024>
well...actually
L659[12:48:40] <Zaggy1024> that won't work
because this is instanceof BlockBasicLam
L660[12:48:43] <Zaggy1024> *Lamp
L661[12:49:21] <Zaggy1024> And
registerBlock tries to find the constructor with the exact classes,
so in this case (Block, BlockBasicLamp, Function)
L662[12:49:39] <Zaggy1024> You need to
register your ItemMultiTexture instance to the block
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L665[12:51:32] <Zaggy1024> kind of a pain,
but oh well
L666[12:52:28] <Kruptein> and I pass the
ItemMultiTexture as the item ?
L667[12:52:32] <Zaggy1024> yeah
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L669[12:54:12] <Zaggy1024> basically, all
putting the item in the map will do is make it so that
Item.getItemFromBlock works correctly
L670[12:55:55] <Vanhal> getRenderType work
for me, cheers!
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L676[13:03:05] <Kruptein> Zaggy1024, it
works now! thanks
L677[13:03:25] <Zaggy1024> np
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L687[13:35:04] <minecreatr> how would I do
connected textures in 1.8 without
ISimpleBlockRenderingHandler>
L688[13:35:41] <fry> With a little
creativity
L689[13:36:33] <fry> Connected textures
are not much different from fences
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L693[13:38:01] <Brycey92> does anyone know
how to make a command on a server call a function on a
client?
L694[13:38:21] <minecreatr>
IMessage?
L695[13:38:44] <Brycey92> uh
L696[13:38:51] <Brycey92> how would i go
about it exactly?
L697[13:39:42] <clienthax> Brycey92: what
are you trying to do exactly
L698[13:40:04] <Brycey92> i have a client
command /openurl that i intended to use with a radial menu
mod
L699[13:40:15] <Brycey92> but the mod
sends the command straight to the server instead
L700[13:40:23] <clienthax> register it as
a client command then?
L701[13:40:27] <Brycey92> i did
L702[13:40:38] <Brycey92> when used on the
server, it says unknown command
L703[13:40:45] <clienthax> mhm
strange
L704[13:40:49] <clienthax> you sure its
registering?
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L706[13:41:07] <Brycey92> well it works in
singleplayer, if that's what you mean
L707[13:41:12] <clienthax> no
L708[13:41:17] <clienthax> singleplayer is
a server basically
L709[13:41:26] <clienthax> throw up the
code you use to register it ?
L710[13:41:31] <Brycey92> ok 1 sec
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L712[13:41:45] <Brycey92> eclipse is being
fickle
L713[13:43:12] <Brycey92> public void
registerCommands()
{ClientCommandHandler.instance.registerCommand(new
OpenURLCommand());}
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L715[13:43:20] <Brycey92> that's in
ClientProxy
L716[13:44:07] <clienthax> mhm
L717[13:44:12] <clienthax> is this 1.7 or
1.8 ?
L718[13:44:25] <clienthax> as ive def used
that on 1.7 with no issues in past
L719[13:44:25] <Brycey92> 1.7
L720[13:44:33] <clienthax> run a debugger
on it
L721[13:44:36] <clienthax> see whats
happening
L722[13:44:48] <Brycey92> on client or
server?
L723[13:44:52] <Brycey92> and how would i
do that
L724[13:45:01] <Brycey92> just the debug
option in eclipse?
L725[13:45:27] <clienthax> you don't know
how to use a debugger?
L726[13:45:30] <Brycey92> nope
L727[13:45:33] <clienthax> go learn
L728[13:45:39] <clienthax> itl save you
days in future
L729[13:45:39] <clienthax> :D
L730[13:45:42] <Brycey92> lol
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L733[13:50:08] <Brycey92> and suddenly,
nothing launches at all
L734[13:50:16] <Brycey92> what did chicken
bones do?
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L740[13:57:05] <Brycey92> both client and
server crash with that
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L743[14:04:55] <clienthax> wha?
L744[14:05:05] <Brycey92> exactly
L745[14:05:11] <clienthax> your dev env is
wierd
L746[14:05:14] <Brycey92> why?
L747[14:05:22] <clienthax> because it
crashs when debugging lol
L748[14:05:33] <Brycey92> no it crashes
when running normally or debugging
L749[14:05:52] <clienthax> well, undo
whatever you just did :D
L750[14:05:52] <Brycey92> the odd thing
is, this didnt happen last time i was developing
L751[14:05:59] <Brycey92> i didnt do
anything
L752[14:06:22] <clienthax> ಠ_ಠ
L754[14:09:00] <Brycey92> whatever, i'll
just disable my NEI-calling code
L755[14:09:29] <Brycey92> and remove the
mods
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L757[14:11:17] <Brycey92> eclipse still
wants to launch NEI
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L760[14:12:39] <Brycey92> oh look eclipse
itself crashed
L761[14:12:58] <Brycey92> why did this
suddenly turn into such a shitty IDE?
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L764[14:15:28] <Kruptein> no idea havent
used eclipse in a while
L765[14:16:38] <Brycey92> so eclipse found
2 codechickencores even though there's only one, now?
L766[14:16:59] <Brycey92> no, this is
forge messing things up now
L767[14:17:01] <tterrag> it's loading from
2 places
L768[14:17:04] <tterrag> no it's not
forge
L769[14:17:09] <tterrag> you have CCC in
two places that are on the classpath
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L771[14:17:53] <Brycey92> oi
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L774[14:19:27] <Brycey92> so it acts like
there's no CCC installed, even though there is, but when i add it
to the build path, it acts like there are 2
L775[14:20:48] <Brycey92> yet everything
worked totally fine the way it was 2 days ago
L776[14:20:48] <ollieread> Does this look
right, for calculating the radius of a sphere from the
volume?
L777[14:20:51] <ollieread>
Math.ceil(Math.pow((3.0 * volume / (4.0 * Math.PI)), 1.0 /
3.0))
L778[14:22:17] <Kruptein> I think so
yeah
L779[14:22:40] <tterrag> Brycey92:
classpath issues are the worst, I can't really help you sicne I
don't know your exact setup
L780[14:23:20] <Vanhal> anyone know what
CompressedStreamTools.func_152457_a(abyte, new
NBTSizeTracker(2097152L)) did in 1.7 and what the equilivent is in
1.8?
L781[14:29:52] <diesieben07> Vanhal: it
reads an NBTTagCompound with at most 2097152 bytes from the given
byte array. there is no 100% equivalent in 1.8, you can't read
directly from a byte array anymore.
L782[14:30:11] <Brycey92> ok i got
minecraft to run by moving all the mods into eclipse's build path
and out of the mods folder
L783[14:31:15] <Brycey92> but now my
server is refusing my client connection
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L785[14:34:25] <Vanhal> Thanks diesie
knowing what it does helps think I can just rewrite it
L786[14:35:10] <Brycey92> does anyone know
if i can run normal mods in a dev environment?
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L788[14:38:55] <tterrag> Brycey92: with
CCC yes
L789[14:38:58] <tterrag> otherwise you
need deobf
L790[14:39:10] <Brycey92> damn
L791[14:39:15] <Brycey92> i need to test
my mod with another mod
L792[14:39:20] <Brycey92> but there's no
source or deobf
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L795[14:40:49] <tterrag> BON2 to the
rescue
L797[14:41:02] <Brycey92> while i'm here,
is it possible to make forge run code from your mod before any
other mod?
L798[14:41:16] <Brycey92> whazzis
L799[14:41:18] <tterrag> Brycey92: not
really no, why woul dyou though?
L800[14:41:23] <tterrag> that's a
deobfuscator
L801[14:42:08] <Brycey92> things like
voxelmenu and mapwriter break some of my mod's functionality since
they've already sunk their fangs into forge before I can do memory
checks
L802[14:42:16] <tterrag> uhh
L803[14:42:20] <tterrag> memory
checks?
L804[14:42:35] <Brycey92> to see if my
users have enough ram allocated and inform them, if not
L805[14:42:50] <Brycey92> that way the
game doesnt randomly crash and give them an unrelated error
report
L806[14:43:07] <Brycey92> trying to
noob-proof it slightly
L807[14:43:28] <clienthax> Brycey92:
dependencies before:
L808[14:43:29] <clienthax> maybe
L809[14:43:52] <Brycey92> in mcmod.info
right?
L810[14:45:10] <tterrag> yeah but that's
not a catch-all
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L812[14:48:41] <Brycey92> and is that by
mod id or mod name or what?
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L824[15:06:00] <Brycey92> ok yeah
clienthax the server doesnt recognize the command if it's sent from
another mod like minemenu
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L827[15:08:01] <clienthax> the server
shouldn't
L828[15:08:05] <clienthax> it should be
the client
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L830[15:08:54] <Brycey92> i know but
minemenu is made in such a way that i cant do client commands in a
server
L831[15:09:12] <Brycey92> someone said
something about IMessage earlier?
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L833[15:10:07] <Brycey92> so i could have
the server send a message to the client to run that command
L834[15:10:16] <Brycey92> would that
require custom packets or no?
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L836[15:10:42] <tterrag> it would
L837[15:11:07] <Brycey92> ok
L838[15:11:26] <Brycey92> looks like i
found even more convoluted things to add to my mod
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L840[15:13:49] <clienthax> welp, i just
got guilt tripped into going to a black veil brides convert
L841[15:13:53] <clienthax> concert*
L842[15:13:54] <clienthax> lol
L843[15:17:17] <Brycey92> lol
L844[15:17:42] <Brycey92> anyone have a
code example of custom packets in their mod?
L845[15:17:43] <clienthax> that shall be a
amusing day
L846[15:18:25] <fredtargaryen> Yup
L847[15:18:46] <fredtargaryen> Hold
on
L848[15:20:16] <fredtargaryen> So you want
an example of a server packet being sent to a client?
L849[15:20:32] <Brycey92> yeah
L850[15:20:56] <Brycey92> if you have an
example of client to server and server to client that's good
too
L852[15:21:33] <fredtargaryen> I dunno if
this is enough, but
L853[15:22:09] <Brycey92> which class
sends that message?
L854[15:22:19] <fredtargaryen> The player
sends a message to the server saying they want to tp, so the server
sends a message to the client telling it to apply "special
effects"
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L857[15:23:05] <Brycey92> oh i gotta go to
class but i'll take a look at this when i get back!
L859[15:24:00] <fredtargaryen> ok
L860[15:27:40] <TTFTCUTS> so, off-hand
does anyone know what happens if you have a tame horse with a
saddle and put a mob on it?
L861[15:27:49] <TTFTCUTS> does it wander
around or does the mob control it?
L862[15:28:28] <TTFTCUTS> (the answer of
this question determines if I can make skeletal knigths not
not)
L863[15:28:38] <TTFTCUTS> *knights
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L868[15:36:12] <fredtargaryen> I think
unh0ly_Tigg managed zombies on horses
L869[15:36:25] <Corosus> sweeeeeet, looks
like 1.8 forge can run server mods and accept vanilla clients if
you configure your mod right
L870[15:36:26] <Corosus> muahahahaha
L871[15:36:33] <fredtargaryen> In
EnderZoo, so I suppose he's the one to ask
L872[15:36:54] <fredtargaryen> Those
vanilla guys would be so left out :/
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L874[15:37:25] <Corosus> hehe
L875[15:37:26] <Corosus> indeed
L876[15:37:49] <Corosus> i noticed some
bukkit plugins could display text right in the center of the
screen, i need to figure out how they did that
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L878[15:38:17] <fredtargaryen> Can't help
there
L879[15:38:22] <Corosus> only idea i have
so far is customizing the texture uses to tint the corners of the
screen when using fancy rendering
L880[15:38:29] <Corosus> or overlay when
pumpkin is on head
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L886[15:51:57] <CptRageToaster> Corosus:
They probably add a UI object, like health, or armor
L887[15:52:22] <CptRageToaster> I don't
know much about it myself, but maybe you can find in the minecraft
source where it draw's the EXP value
L888[15:52:26] <Corosus> hmmmm theres such
a system for that in vanilla client? hmmmm
L889[15:52:33] <CptRageToaster> well there
has to be
L890[15:52:48] <CptRageToaster> how else
would they print in a nice font at the bottom of the screen
:P
L891[15:53:08] <Corosus> i assume thats
all hardcoded to some degree
L892[15:53:27] <Corosus> assuming you mean
the displaying of current held item on switch
L893[15:53:39] <CptRageToaster> but if a
bukket pluggin was doing it... that means that something along
those lines has to be happening
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L895[15:53:45] <CptRageToaster> and
yes
L896[15:53:53] <CptRageToaster> there's
also your current level
L897[15:53:59] <Corosus> ah yeah
true
L898[15:54:05] <Corosus> ill check it out
:)
L899[15:54:14] <CptRageToaster> not to
mention the entire chat bat/window
L900[15:54:19] <CptRageToaster> bar*
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L902[15:55:27] <Corosus> ohhhhhhh yeah
theres also the new scoreboard feature that can stay on screen too
irc
L903[15:55:30] <Corosus> iirc*
L904[15:55:37] <CptRageToaster> yep
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L908[15:59:01] <EnderL> Does anyone know
how I could make a custom World type
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L910[16:01:20] <fredtargaryen> Do tile
entities move when a block is moved?
L911[16:01:53] <fredtargaryen> A user said
that they put my tile entity on an Archimedes' Ships ship
L912[16:02:21] <fry> Moving blocks is a
major hack
L913[16:02:32] <fry> It never works
basically :P
L914[16:02:51] <fredtargaryen> The
Archimedes' ships guy seems to do all right
L915[16:03:01] <EnderL> So nobody knows
then?
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L917[16:03:22] <fredtargaryen> Although
I'd like to know if pistons move tile entities as well
L918[16:03:49] <killjoy> I know slime
blocks don't.
L919[16:03:49] <fredtargaryen> EnderL that
is way above my level
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L921[16:04:16] <EnderL> shit
L922[16:04:39] <fry> Pistons don't move
TEs
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L925[16:05:20] <tterrag> fredtargaryen:
depends on the implementation but usually yes
L926[16:05:36] <tterrag> the mover
probably saves NBT, edits the x/y/z data, then reads the NBT
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L928[16:05:40] <tterrag> just as the world
would do
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L930[16:05:56] <fry> World wouldn't change
xyz
L931[16:06:04] <tterrag> I mean the
write/read
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L933[16:06:16] <fry> (And this is the most
common source of bugs with frame-related mods :P)
L934[16:06:22] <tterrag> yes, I know
L935[16:06:29] <fredtargaryen> Oh
right
L936[16:07:22] <fredtargaryen> Moving
blocks outside of the usual piston method must be a tough thing to
do; doesn't surprise me that people don't quite have the hang of it
yet
L937[16:08:23] <fry> They won't, until
there's a standard api for that
L938[16:08:38] <fredtargaryen> Do you
think it's reasonable for me not to bother with the user's request
then?
L939[16:08:50] <fry> (And there won't be
one, judging from the state other APIs are in :P)
L940[16:08:59] <fredtargaryen> About me
making it work with one of those ship mods
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L942[16:09:25] <fredtargaryen> It's a
teleport mod after all, why you'd want to tp onto a ship is beyond
me
L943[16:09:31] <fry> Look into what
exactly that mod does, maybe you can make it work :P
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L946[16:10:24] <fredtargaryen> Hmm. Well,
thanks
L947[16:10:32] <fredtargaryen> +rep
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L955[16:36:56] <killjoy> Is there a way to
render text sideways?
L956[16:38:09] <Tombenpotter> Night!
L957[16:38:20] <killjoy> I'll try using
glRotate
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L970[16:53:40] <killjoy> Has anyone made a
rich text editor for books?
L971[16:53:55] <fry> LaTeX
L972[16:54:01] <killjoy> As in a mod
L973[16:54:23] <killjoy> I want to know so
I can make it if there isn't.
L974[16:54:45] <gigaherz> a WYSIWYG text
editor inside minecraft?
L975[16:54:51] <killjoy> Yes.
L976[16:55:07] <gigaherz> that'd be
interesting, never heard of any
L977[16:55:11] ***
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L978[16:55:47] <killjoy> I'll call it
rbes
L979[16:55:56] <fry> Minecraft is slowly
becoming Emacs
L980[16:56:16] <killjoy> <- doesn't
know how to exit vi
L981[16:56:43] <fry> And yet you want to
make an editor :P
L982[16:56:59] <killjoy> Vi has a learning
curve
L983[16:58:16] <cmb_> latex in books?! I
hope that was a joke
L984[16:58:19] <gigaherz> last time I ahd
to exit vi, I rebooted the whole machine XD
L985[16:58:19]
⇨ Joins: Wastl2
(~Wastl2@f053002230.adsl.alicedsl.de)
L986[16:58:42] <gigaherz> cmb_: 99% of the
scientific books and a big chunk of the non-scientific ones are
written in latex
L988[16:58:59] <cmb_> yeah talking about
minecraft books
L989[16:59:12] <gigaherz> but fry asked in
the general sense, not mc XD
L990[16:59:14] <tterrag> killjoy:
bibliocraft fancy signs are dang close
L991[16:59:17] <gigaherz> eh
answered*
L992[16:59:24] <cmb_> ok nvm
L993[16:59:27] <killjoy> I'm talking about
a client mod that would work on vanilla servers.
L994[16:59:30] *
cmb_ googles anyway
L995[16:59:51] <killjoy> I suppose it
would be useful for map makers.
L996[17:02:49] ⇦
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L997[17:04:36] ***
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L999[17:10:39] ***
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L1002[17:17:30] <clienthax> killall
vi
L1003[17:17:31] <clienthax> =3
L1004[17:18:04] ***
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L1005[17:19:24] <LexMobile> Yo fry whats
the word?
L1006[17:19:39] <fry> Fever returned
:/
L1007[17:19:46] <Zaggy1024> nooo :(
L1008[17:19:51]
⇨ Joins: Hea3veN (~Hea3veN@181.165.169.102)
L1009[17:20:16] <LexMobile> Lame
L1010[17:20:30]
⇨ Joins: Kruptein (~Kruptein@193.190.253.144)
L1011[17:20:32] <LexMobile> You need
chicken supe and cookies go!
L1012[17:21:53] <Lymia> Cookies without
milk? o.o
L1013[17:21:58]
⇦ Parts: Kruptein (~Kruptein@193.190.253.144)
(Leaving))
L1014[17:22:50] <Zaggy1024> and what
about ibuprofen?
L1015[17:22:54] <Zaggy1024> or is it not
that kind of fever?
L1016[17:23:01] ***
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L1017[17:24:02] ***
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L1018[17:24:10] <fry> It's a mild fever,
but it fucks with my head
L1019[17:24:30] <fry> (Or the general
sickness does, idk :P)
L1020[17:25:54] <LexMobile> Ya otmeal
cookies in milk is nasty and ya as someome who is sick most of his
life ya it sucks
L1021[17:26:03] ***
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L1022[17:26:56] <LexMobile> Spending
today trying to get my ssd to fucking work
L1023[17:27:17] <fry> Why are you copying
mbr?
L1024[17:32:19] <fry> Can you just make a
new one and copy all the partitions?
L1025[17:32:19] <Zaggy1024> yay,
mbrs
L1026[17:32:19] <Zaggy1024> They're
fun
L1027[17:32:19] <LexMobile> Tried that
for some reson windows wont install on the ssd gets and error
L1028[17:32:19] <LexMobile> And copying
mbr shouldnt be hard
L1029[17:32:19] <LexMobile> Ive done it a
thousand times just fucks up here
L1030[17:32:19] <Zaggy1024> what's the
error?
L1031[17:32:19] <fry> unlucky mb + ssd
combination?
L1032[17:32:19] <fry> Try updating the
bios, idk :P
L1033[17:32:19] ***
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L1034[17:32:19] ***
OndraSter|off is now known as OndraSter
L1035[17:32:19] *
Zaggy1024 had trouble installing Windows on his SSD because the
Windows install USB stick was formatted to NTFS instead of FAT32,
and I was trying to set up my installation for UEFI
L1036[17:32:19] <LexMobile> Moving my
data partition to a secondary drive then gunna delete ot off the
first
L1037[17:32:19] <LexMobile> To try a full
disk image
L1038[17:32:19]
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L1041[17:32:19] <LexMobile> However 1.5tb
over sata2 is slow
L1042[17:32:31]
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L1046[17:34:44] <Ordinastie> a kind soul
to give me a crash course about 1.8 blockstate ?
L1047[17:35:44] <LexMobile> Block states
as an abstraction layer over metadata. Objects and properties
instead of magic numbers
L1048[17:35:53] <LexMobile> Look at
stairs for an example
L1049[17:36:14]
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/dev/null /)
L1050[17:36:28] <fry> (BlockState class
is an "enum" of all possible IBlockState instances for
particular block)
L1051[17:37:10] <Ordinastie> What I have
difficulties with, is the property stuff
L1052[17:37:50] <fry> Do you have a
concrete issue you're dealing with? :P
L1053[17:38:22] <Ordinastie> I'm just
doing a random rotable block to test and understand it
L1054[17:39:46] <Ordinastie> but stairs
seem to be a good example for now
L1055[17:40:00] ***
AbrarSyed is now known as Abrar|gone
L1056[17:40:22] <Ordinastie> but then I
need to understand what you changed to make it better :p
L1057[17:41:38] <Ordinastie> what's the
difference between blockState and defaultBlockState in block
?
L1058[17:42:00] <fry> class
L1059[17:42:33] <fry> Look at my first
message about blockstates 6 minutes ago :P
L1060[17:43:03] <Ordinastie> right
L1061[17:43:12] <Ordinastie> I remember
it's not really greatly named too
L1062[17:43:38] <Ordinastie> BlockStates
would be better maybe
L1063[17:44:02] <fry> Have to live with
this name :P
L1064[17:44:08]
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L1065[17:44:20] <Ordinastie> we shouldn't
have to
L1066[17:44:59] <Ordinastie> if a mapping
is bad, better change it sooner before more modders get used to
it
L1067[17:45:00] <fry> Life is unfair
:P
L1068[17:45:20] <Ordinastie> ^ that only
applies to events we have no control over :p
L1069[17:45:24] <gigaherz> make a PR to
mcp? ;P
L1070[17:45:42] <killjoy> Is this
/r/outside now?
L1071[17:45:45] <gigaherz> chances are it
will be ignored though ;P
L1072[17:45:49] <LexMobile> ..... pr to
mcp...
L1073[17:46:02]
⇨ Joins: r4wk
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L1074[17:46:16] <Ordinastie> my
assumption is that mapping is probably locked
L1075[17:46:24] <LexMobile> Which
one?
L1076[17:46:29] <Ordinastie> and I would
take the responsability to change it anyway if I could
L1077[17:46:33] <Ordinastie>
BlockState
L1078[17:47:06] <LexMobile> Whats wrong
with the name?
L1079[17:47:24] <Ordinastie> I would say
"BlockStates" is less confusing
L1080[17:47:28] <LexMobile> Either way
modders shouldnt be touching that so meh
L1081[17:47:34] <LexMobile> Fuck
that
L1082[17:48:23] <LexMobile> Its a
snapshot of the state. Just cuz it knows the other possible values
doesnt mean anything
L1083[17:49:05] <Ordinastie> but there is
IBlockState too
L1084[17:49:08] <fry> (You need to use it
while overriding createBlockState :P)
L1085[17:49:19] ***
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L1086[17:49:23] <tterrag> BlockState
isn't a base implementation of BlockState right?
L1087[17:49:30] <Ordinastie> no
L1088[17:49:30]
⇨ Joins: shadowfacts (~shadowfac@64.79.143.72)
L1089[17:49:37] <tterrag> it's more of a
BlockStateFactory
L1090[17:49:58] <LexMobile> Either way
stfu its the name leave it be
L1091[17:50:08] ***
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L1092[17:50:38] <LexMobile> The only
valid rename is updateuserlist to itickable
L1093[17:50:53]
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L1094[17:51:11] <fry> (A lot of shit in
VextexFormat is named absurdly too :P)
L1095[17:51:18] <fry> (But nobody uses
that :P)
L1096[17:51:29]
⇨ Joins: Watchful1
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L1097[17:51:34] <Ordinastie> (I probably
will :p)
L1098[17:52:03] <fry> (You can probaby
live with the horrible names :P)
L1099[17:52:44] <LexMobile>
Fields/methods or classes?
L1100[17:52:53] <fry> methods mostly
:P
L1101[17:53:08] <LexMobile> That has
nothing to do with me
L1102[17:53:11]
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L1103[17:53:15] <Ordinastie>
iblockAccess.getBlockState() doesn't return a BlockState
L1104[17:53:23] <LexMobile> You can
change them
L1105[17:53:27] <Ordinastie> thats the
kind of confusion I meant
L1106[17:53:38] <LexMobile> Idgaf
L1107[17:53:52] <LexMobile> Shit
L1108[17:53:53] <LexMobile> Is
L1109[17:53:56] <LexMobile> Fucked
L1110[17:53:57] <LexMobile> Up
L1111[17:54:06] <LexMobile> This is
decompiled code deal with it
L1112[17:54:17] <LexMobile> If you dont
like the method names change th em
L1113[17:54:31] <fry> At least we're
getting generics back :P
L1114[17:55:14] <clienthax> lexy, why you
using such old mappings with 1.8 forge?
L1115[17:55:48] <fry> They were new a
couple of months ago :P
L1116[17:56:07] <clienthax> yeah. more
like 3-4
L1117[17:56:07] <clienthax> lol
L1118[17:56:13] <clienthax> some stuff in
them is downright wrong ;_;
L1119[17:57:01] <fry> (As for class names
- ModelResourceLocation is confusing, but idk if there's a much
better name for it :P)
L1120[17:57:07] <clienthax> Error Count =
2570
L1121[17:57:16] <clienthax> yay..
L1122[17:57:18] ***
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L1123[17:57:45] <LexMobile> Umm no... the
forge ones are jan 31st
L1124[17:57:53] <LexMobile> Thats a few
months?
L1125[17:58:01] <LexMobile> Either way
they work fone for mw
L1126[17:58:28] <LexMobile> That's the
beauty you arnt locked to my mappings anymore
L1127[17:58:32] ***
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L1128[17:58:45]
⇨ Joins: Magik6k (~Magik6k_@vh2.magik6k.net)
L1129[18:00:38] <tterrag> so why does
mojang use ResourceLocation in weird places, like
Enchantment?
L1130[18:00:49] <tterrag> is the name of
that class just bad or is mojang just dumb? or both?
L1131[18:01:16] ***
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L1135[18:03:39] <fry> Maybe they're
planning to offload enchantments to json too, idk :P
L1136[18:03:43]
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L1138[18:04:14] <fry> (ResourceLocation
feels like a NamespacedPath :P)
L1139[18:04:27] <fry> (or SimpleURL
:P)
L1140[18:05:09] ***
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L1141[18:05:35] <fry> (Now that I think
about it, it has a lot in common with URL)
L1142[18:06:15] <Ordinastie> question:
what happens internally if you give a property with more than 16
possiblities for a BlockState ?
L1143[18:06:26] <fry> Nothing
L1144[18:06:28] <Kobata> ResourceLocation
is just going to be another name we have that made sense when it
was introduced but isn't really 'correct'
L1145[18:06:32] <fry> Doors have >16
states
L1146[18:06:51] <Ordinastie> doors are 2
blocks
L1147[18:06:54] <Kobata> It only saves up
to 16 states, because you do have to translate it to a meta value
for saving
L1148[18:06:56] <fry> -_-
L1149[18:07:15] <Kobata> But as long as
the game is running it can have however many
L1150[18:07:16] <Ordinastie> I mean two
pos
L1151[18:07:37] <fry> Yes, only place
introducing 16 state limit is getStateForMeta and
getMetaForState
L1152[18:08:55] ***
Xexanos|afk is now known as Xexanos
L1153[18:09:43] <fry> That's the good
thing about them - one can at some point change the save format, to
allow unlimited block ids/states
L1154[18:10:02] <fry> And most of the
state code will work without changes :P
L1155[18:10:08] <Ordinastie> ok, so what
happens is that you have to deal with it yourself with
getStateForMeta() and fall into the limitations here
L1156[18:10:21] <fry> Yup
L1157[18:11:01] <fry> "fall into the
limitations" isn't how I'd put it, but yes :P
L1158[18:11:14] <Ordinastie> didn't
really know how to say it :p
L1159[18:11:45] <fry> "ever care
about the metadata being 4 bits" :P
L1160[18:13:38] <Ordinastie> for the case
where a block is drawn using 2 other block textures, I wouldn't
need to deal with state about that, I would just get the TE data
when rendering ?
L1161[18:16:20] <fry> Rendering hooks are
designed to work with blockstate too
L1162[18:16:25] ***
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L1163[18:16:48] <Ordinastie> sure but
that would be harder I think
L1164[18:17:09] <fry> Look at the example
included with forge :P
L1165[18:17:22] <fry> It illustrates
correct passing of the state from TE to the renderer
L1166[18:17:29]
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L1167[18:18:19] <Ordinastie> I think your
example show too much things at the same time :p
L1168[18:18:51]
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L1169[18:19:08] <fry> -_-
L1170[18:19:16] ***
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L1171[18:19:30] <fry> It's only like 5
things at once, come on :P
L1172[18:20:05] <fry> (Also, you want to
do 5 things at once)
L1173[18:20:16] <Ordinastie> me ?
L1174[18:20:16] <fry> Start with getting
familliar with simple blockstate stuff
L1175[18:20:25] <fry> Then look at TE
stuff
L1176[18:20:29] <fry> Not all at once
:P
L1177[18:21:11] <Ordinastie> simple
blockstate stuff mean copy PropertyDirection lines from Minecraft
source
L1178[18:21:16]
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L1179[18:21:45] <fry> understand, not
copy
L1180[18:22:16] <Ordinastie> yep, but I
think I got that part
L1181[18:22:31] <Ordinastie> next is your
ExtendedBlockState and UnlistedProperties
L1182[18:23:02] <Ordinastie> throw new
Error("Someone\'s been tampering with the universe!");
haha
L1183[18:23:27] <fry> Couple other
things: 1) registry hooks to tie models to the blockstates 2)
ModelBakeEvent 3) Only then ExtendedBlockState and
UnlistedProperties :P
L1184[18:23:56] <Ordinastie> is that
supposed to be in order ?
L1185[18:24:05] <fry> Kinda :P
L1186[18:24:35] <fry> 2 and 3 won't work
without 1, and 1 you can use without 2 or 3 :P
L1187[18:26:07] <Ordinastie> all that
frustrate me so much :(
L1189[18:27:20] <Ordinastie> what I liked
about my renderers is that the exact same rendering code would work
for any rendering context (almost) as in ISBRH, TESR,
ItemRender
L1190[18:27:52] <fry> Ordinastie: now,
exact same model class works in all contexts :P
L1191[18:27:57]
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L1193[18:31:51] <Ordinastie> I admit, the
ability to do that is nice : return
super.onBlockPlaced().withProperty();
L1194[18:33:44] <fry> A lot of things
about blockstates are nice
L1195[18:34:08]
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L1196[18:34:10] <Geforce> ^
L1197[18:34:16] <gigaherz> I have never
really been a fan of chaining methods like that
L1198[18:34:49] <gigaherz> I use the
concept in my wip mods, because it fits in with other similar code,
but eh :/
L1199[18:34:55] <Ordinastie> depends on
context
L1200[18:34:55]
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L1201[18:35:03] <fry> It's the next best
thing if you don't have named arguments :P
L1202[18:35:08] <gigaherz> let me
clarify
L1203[18:35:09] <Ordinastie> in that
case, it's readable enough and saves a local var
L1204[18:35:16] <gigaherz> I'm not a fan
of chaining methods that change the original object
L1205[18:35:18]
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L1206[18:35:34] <gigaherz> I'm perfectly
fine when the object is immutable and the result is not the
original object
L1207[18:35:39] <fry> withProperty
returns a new one :P
L1208[18:36:00] <Ordinastie> IblockState
are immutable?
L1209[18:36:03] <fry> (mutable builders
have their place too :P)
L1210[18:36:48] <fry> Ordinastie: normal
ones are, extended are not, but encourage you to use them immutably
too :P
L1211[18:37:18] <fry> (With rendering
being multithreaded and all that :P)
L1212[18:38:42] <Ordinastie>
getStateForMeta() are mandatory right ?
L1213[18:38:47] ***
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L1214[18:39:11] <fry> What do you mean?
:P
L1215[18:39:21] <fry> (There's a default
implementatation :P)
L1216[18:39:57] <gigaherz> Ordinastie:
no
L1217[18:40:00] <gigaherz> but if you
don't implement those
L1218[18:40:03] <gigaherz> that mens you
don't use meta
L1219[18:40:16] <gigaherz> if your state
is 100% runtime, then go ahead and leave the default
L1220[18:40:23]
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L1221[18:40:31] <Ordinastie> so
basically, yes, they are mandatory :)
L1222[18:40:38] <fry> (getMetaFromState
will complain if your state isn't trivial)
L1223[18:41:01] <fry> What did you
expect? There's no automagical way to convert state to meta and
back again
L1224[18:41:40] <gigaherz> well they
could have had something in the constructor to specify the bitmask
of the property
L1225[18:41:40] <Ordinastie> IT'S MY
RIGHT TO EXPECT MAGIC!
L1226[18:41:50] <gigaherz> and then have
the blockstate have a .toMeta() and .fromMeta(x)ç
L1227[18:41:57] <gigaherz> butyeah
L1228[18:42:17] <fry> Not generic enough
:P
L1229[18:42:51]
⇨ Joins: pixlepix
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L1230[18:42:56] <gigaherz> all the
property would need is a .getBits(value), and custom property types
would handle their own mapping
L1231[18:42:58] <Ordinastie> all goes
down to that 4 bits limit
L1232[18:43:05] <gigaherz> and then shift
to the left by a specified amount
L1233[18:43:06] <gigaherz> but
L1234[18:43:09] <gigaherz> meta is
4bits
L1235[18:43:20] <gigaherz> seems overkill
to design something like that for just a 4bit value
L1236[18:43:21] <gigaherz> ;P
L1237[18:43:34] <fry> This won't work for
2 3-state properies
L1238[18:43:46] <fry> (Which would
otherwise fit into 4 bits)
L1239[18:43:59] <fry> Or for some other
non-trivial mapping
L1240[18:44:03] <gigaherz> sure
L1241[18:44:23]
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(~The_Hink@146-115-61-133.c3-0.frm-ubr1.sbo-frm.ma.cable.rcn.com)
(Quit: Bye.)
L1242[18:44:40] <fry> (Also, there are
probably more non-persistent properties than persistent ones
:P)
L1243[18:44:46] <Ordinastie> and what I
meant is that having to do that each time you use directionnal
block is annoying : .withProperty(FACING, EnumFacing.getFront(5 -
(meta & 3)));
L1244[18:45:07]
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(~nebularaz@p57A9EF7F.dip0.t-ipconnect.de) (Quit:
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L1245[18:45:21] <gigaherz> Ordinastie:
ewh
L1246[18:45:23] <gigaherz> wtf is that
code
L1247[18:45:28] <Ordinastie> MC
code
L1248[18:45:35] <gigaherz> badly
decompiled code, that is
L1249[18:45:35] <gigaherz> ;p
L1250[18:45:54] <Ordinastie> hum, not
sure how you would do better
L1251[18:46:25] <fry>
EnumFacing.HORIZONTALS[meta % 4]
L1252[18:46:27] <gigaherz> well start by
removing the "EnumFacing.getFront(5 - (meta & 3))"
part from the state
L1253[18:46:37] <gigaherz> put it in a
variable
L1254[18:46:46] <gigaherz> that
automatically makes the code twice as readable ;P
L1255[18:47:04] <Ordinastie> fry, that
works only if the 4th bit is not used
L1256[18:47:16] <gigaherz> no?
L1257[18:47:34] <fry> No :P
L1258[18:47:47] <gigaherz> %4 returns 3
for 3, 7, 11, 15, ...
L1259[18:48:01] <gigaherz> it's just
plain old integer division remainder
L1260[18:48:03] ***
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L1262[18:48:11] <Ordinastie> oh
L1263[18:48:19] <killjoy> *modulo
L1264[18:48:34] <gigaherz> yes
"modulo operator" is the technical name for the remainder
of an integer division
L1265[18:48:35] <gigaherz> ;P
L1266[18:48:58] <killjoy> vb uses the Mod
keyword
L1267[18:49:05] <gigaherz> "In
computing, the modulo operation finds the remainder after division
of one number by another (sometimes called modulus)."
L1268[18:49:28] ***
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L1271[18:50:38] <cmb_> what is the point
of obfuscating anyway in minecraft
L1272[18:50:55] <cmb_> apart from making
lex' life hard
L1273[18:51:15]
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L1274[18:51:21] <Ordinastie> fry,
EnumFacing.getHorizontal(meta); apparently :)
L1275[18:51:38] <fry> See, even better
:P
L1276[18:52:00] <Ordinastie> a bit too
good to Mojang to use their own code ><
L1277[18:52:51] ***
Horfius|Away is now known as Horfius
L1278[18:52:53] <gigaherz> cmb_: it avoid
people from just plain seeing mc code and being able to copy the
exact unoptimized algorithms
L1279[18:53:23] <gigaherz> originally I
guess it was meant as a pseudo-DRM
L1280[18:53:38] <cmb_> but it's getting
decompiled anyway
L1281[18:53:38] <gigaherz> now... well
they dont' want to make modding TOO easy
L1282[18:53:42] <cmb_> would be a nice
gesture
L1283[18:53:59] <cmb_> why the fuck not,
it's such a huge part of their community
L1284[18:54:07] <fry> People still copy
even completely obfuscated code :P
L1285[18:54:33] <gigaherz> they probably
want people to avoid touching mc itself
L1286[18:54:38] <gigaherz> they won't
jsut shut down modding
L1287[18:54:58] <fry> You shouldn't be
allowed to use copypaste feature for the first couple of years of
programming
L1288[18:55:06] <fry> It's a horrible
habit
L1289[18:55:08] <gigaherz> but I imagine
they'd hope that once a proper modding API was in place, people
wouldn't need to deobfuscate anymore
L1290[18:55:10] <cmb_> heh
L1291[18:55:20] <cmb_> 75 % of my code is
copy-paste :P
L1292[18:55:27] <gigaherz> but since it's
not happening, and Ican't read their minds
L1293[18:55:31] <gigaherz> it's all
guessing ;P
L1294[18:55:33] ***
AbrarSyed is now known as Abrar|gone
L1295[18:55:49] <cmb_> I'd rather spend
half a hour finding how I did things in the past rather than spend
five minutes figuring it out again
L1296[18:55:50] <fry> I almost never use
it, and still, like 20% of my bugs are from incorrectly modifying
copied code
L1297[18:55:55] <gigaherz> hmmm
L1298[18:56:14] <gigaherz> I vaguely
remember one of the mc devs tweeting about excluding some classes
from the obfuscator?
L1299[18:56:15] <fry> (And those bugs are
hardest to catch)
L1300[18:56:23] <Ordinastie> fry, if you
can't even copy-paste correctly, quite programming :p
L1301[18:56:25] <gigaherz> how did that
end? expected for 1.9? or just never happened?
L1302[18:56:58] <fry> Ordinastie: I bet I
do it better than you do :P
L1303[18:57:05] <Ordinastie> most of my
bugs are NPE where I though, "nah, that should never
happen"
L1304[18:57:31] <gigaherz> wrong
assumptions are a big chunk of programming errors
L1305[18:57:58] <Ordinastie> dunno, I'm
quite good at copy pasting, because I usually OCD over the code
pasted and reformat/rename vars etc :p
L1306[18:58:24] <gigaherz> I often have
more errors from bad refactoring than bad copypastes
L1307[18:58:53] <gigaherz> "this
refactoring shouldn't change the essential logic"
L1308[18:59:00] ***
big_Xplosion is now known as big_Xplo|Off
L1309[18:59:09] <gigaherz> "this
code should never be executed so it isn't necessary to check for
errors"
L1310[18:59:20]
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L1312[18:59:48] <LexMobile> ....
L1313[18:59:51] ***
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L1316[19:00:30] <Ordinastie> worst is
when you refactor something, and I greatly simplifies 9 of the 10
cases where it's used, but then you have that one edge case where
it doesn't work at all and it becomes a bug nest ><
L1317[19:00:55] <gigaherz> "oh so
that's why this code was there...."
L1318[19:01:33] <Ordinastie> "why
the hell did I do that ?" and when it crashes "oh
right..."
L1319[19:03:02] <gigaherz> "no need
for comments, I surely will remember"
L1320[19:03:46] *
fry has gotten quite good with remembering why stuff is the way it
is over the years
L1321[19:04:05] <fry> And leaving
comments when I know I'll forget stuff :P
L1322[19:04:12] <Ordinastie> I have a
really shitty memory so... :s
L1323[19:04:24] <Ordinastie> on the
bright sight, that forces me to comment more
L1324[19:04:30] <Ordinastie> *side
><
L1325[19:04:58] <clienthax> we have a
class like that
L1326[19:05:02] <SkySom> I'm pretty sure
I've got a couple of comments in my code // I don't know where this
is necessary, but it is. Don't remove
L1327[19:05:05] <cmb_> comments are for
the weak!
L1328[19:05:06] <SkySom> Why this
L1329[19:05:11]
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L1330[19:05:20] <killjoy> "Water
makes you weak"
L1331[19:05:33] <Illy|WoW> Real men dont
breath
L1332[19:05:37] <clienthax> * This is
literally just <code>BlockStairs</code> but with the
constructor being public instead of protected, because the
constructor even being protected in the first place makes a whole
lotta sense.
L1333[19:06:14] <cmb_> I usually add
comments after a coding streak, so I postpone until a part is
finished
L1334[19:06:30] <cmb_> then I realize I
have 10 000 lines of uncommented code and say "fuck
that"
L1335[19:06:31] <clienthax> pixelmon has
like.. no comments
L1336[19:06:34] <clienthax> theres like..
5
L1337[19:06:36] <clienthax>
somewhere
L1338[19:06:37] <clienthax> lol
L1339[19:07:12] <Ordinastie> so I have to
set a defaultState for the block ?
L1340[19:07:25] <clienthax> protected
BlockStairs(IBlockState modelState)
L1341[19:07:29] <clienthax> why u still
protected damit
L1342[19:07:31] *
clienthax crys
L1343[19:07:31] <fry> override
getDefaultState
L1344[19:07:31] ***
Abrar|gone is now known as AbrarSyed
L1345[19:08:13] <Ordinastie> I'd rather
call a method in my ctor, instead of overriding a method
L1346[19:08:46] <killjoy> Ordinastie, do
you not know how to access transform?
L1347[19:08:57] <Ordinastie> yes
L1348[19:09:09]
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L1349[19:09:21] <Ordinastie> why?
L1350[19:09:36] <fry> Ordinastie: it's
used in the super constructor, which is called before your
constructor
L1351[19:09:39] <killjoy> Sorry, I meant
clienthax
L1352[19:09:40] <fry> So, override
:P
L1353[19:09:57] <clienthax> killjoy:
yeah, but for one thing its a bit overkill
L1354[19:10:06] <killjoy> I suppose
L1356[19:10:13] <clienthax> best
class
L1357[19:10:30] <Ordinastie> blockStairs
doesn't
L1358[19:10:39]
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L1359[19:11:02] <fry> doesn't what?
L1360[19:11:26] <Ordinastie> override
is
L1361[19:11:28] <Ordinastie> it
L1362[19:11:35] <fry> line 996
L1363[19:11:40] <fry> seriously
L1364[19:12:01] <fry> (createBlockState,
whatever, I have a fever :P)
L1365[19:12:05] ***
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L1366[19:12:17] <clienthax> fry:
ValveStudioModel implements IModelCustom, equivilent?
L1367[19:12:17] <Ordinastie> yeah, my
BlockStairs class has only 870 lines
L1368[19:12:35] <fry> clienthax:
IModel
L1369[19:12:59] *
fry guesses nodoc mappings
L1370[19:13:09] <clienthax> this is ..
going to take some time
L1371[19:13:10] *
clienthax crys
L1372[19:13:13] <Ordinastie> not
even
L1373[19:13:14] <killjoy> FilmCow keeps
creating Llamas with Hats
L1374[19:13:26] ***
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L1375[19:13:33] <Ordinastie> or maybe it
is
L1376[19:13:57] <Ordinastie> but,
createBlockState, yes, I get it :)
L1377[19:17:08] <Ordinastie> fry, I have
comments for Block class for example, but nothing inside
BlockStairs, that's weird
L1378[19:17:11] ***
Abrar|gone is now known as AbrarSyed
L1379[19:18:15] *
fry doesn't have any there either :P
L1380[19:18:24]
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L1381[19:18:41] <Ordinastie> then how you
got more than 1000 lines ? :s
L1382[19:18:49] <fry> I have no idea
where number 996 came from
L1383[19:18:53] <fry> I have a fever
:P
L1384[19:18:58] <Ordinastie> lol
L1385[19:19:20] <fry> (It's the
createBlockState in Block.java :P)
L1386[19:19:42] <fry> (761 in BlockStairs
:P)
L1388[19:26:01] <Ordinastie> nwo that
model shit
L1389[19:27:58]
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L1399[19:45:04] <minecreatr> does anyone
know of any way to do connected textures in 1.8 without using at
least 64 different json files per block....
L1400[19:45:14]
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L1401[19:45:23] <fry>
ISmartBlockModel
L1402[19:46:02]
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L1406[19:49:49] <minecreatr> fry, there
is no ISmartBlockModel class that I can find
L1407[19:50:17] <fry> What forge version
are you on?
L1408[19:50:57] <minecreatr>
11.14.0.1239
L1409[19:51:14] <fry> You're 70 builds
behind, update :P
L1410[19:51:20] <minecreatr> ok :P
L1411[19:51:55] <fry> (60 behind of even
the recommended build :P)
L1412[19:52:15] <minecreatr> whats the
best way to update an environment thats already set up?
L1413[19:52:43] <fry> change build number
in build.gradle, rerun setup tasks
L1414[19:52:55] <fry> (Also, I highly
recommend using the latest mappings too)
L1416[19:53:18] <minecreatr> how do I do
that exactly? I'm not the best at gradle
L1417[19:54:05] <gigaherz> if fry's
answer is beyond your knowledge, then it's best that you recreate
the environment and copy over the sourcefiles
L1418[19:54:10] <fry> I'm not either
:P
L1419[19:54:11]
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L1420[19:54:19] <gigaherz> less hassle
;p
L1421[19:54:35] <fry> (guys in
#ForgeGradle should answer any questions you have :P)
L1422[19:58:40]
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L1423[20:01:02] ***
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L1425[20:01:21] <fry> (Or they may
continue only playing idelrpg :P)
L1426[20:01:47] <gigaherz>
idlerpg...
L1427[20:01:51] <gigaherz> I remember
hearing about that
L1428[20:02:06] <gigaherz> it's just
so... purposefully pointless
L1429[20:02:20]
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L1432[20:17:57] <minecreatr> fry, now
that I have updated, do you know any good documentation on
ISmartBlockModel?
L1433[20:18:18] <fry> Example mod
included with Forge
L1434[20:18:27] <fry> (Also, me :P)
L1435[20:18:37]
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L1436[20:18:39] <minecreatr> ?
L1437[20:18:47] <Ordinastie> yes because
I wouldn't call the example mod 'good documentation' ^^
L1438[20:19:52] <minecreatr> so is there
good documentation, or can I just ask someone here to explain it
xD
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L1441[20:23:33] <minecreatr> !gc
ISmartBlockModel
L1442[20:24:38] <fry> (It's not a vanilla
class :P)
L1443[20:24:58]
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(~moe@magical.girl.lyrical.lymia.moe)
L1444[20:25:42] <minecreatr> oh
L1445[20:25:52] <minecreatr> so where is
there documentation?
L1446[20:29:00] <minecreatr> !gc
IBakedModel
L1447[20:29:15] ***
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L1448[20:29:40] <minecreatr> well at
least what is the IBakedModel
L1449[20:30:06] <minecreatr> !gm
func_177551_a
L1450[20:30:11] <fry> Glorified
bytebuffer :P
L1451[20:30:20] <fry> (Also known as a
list of quads)
L1452[20:30:45] <minecreatr> are there
any examples?
L1453[20:30:58] ***
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L1454[20:31:08] <fry> Example mod
included with Forge
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L1461[20:40:01] <Lymia> Do you have
sibilings/parents living with you?
L1462[20:40:04] <Lymia> It looks like you
do.
L1463[20:40:14]
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L1464[20:40:41] <Caitlyn> Yeah and
facebook uses 20+ Mbps
L1465[20:41:15] <Caitlyn> The only
computer I can't see from where I'm sitting is my father-in-laws
and his computer is off.
L1466[20:41:36] <Lymia> Looks a lot like
someone's downloading something and hogging the downstream,
anyway
L1467[20:41:42] <Caitlyn> nope
L1468[20:41:52] <Caitlyn> router's
bandwidth monitor shows 30 KB/s max
L1469[20:42:02] <minecreatr> !gc
BakedQuad
L1470[20:42:05] <Lymia> Strange.
L1471[20:42:24] <minecreatr> so what
exactly is a BakedQuad?
L1472[20:43:02] <fry> Data from 1 quad
packed into an in array
L1473[20:43:08] <fry> *int array
L1474[20:43:56] <minecreatr> so lets say
I want to have full blocks, but with connected textures, how would
I go about that?
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L1476[20:44:20] <minecreatr> this is
really confusing xD
L1477[20:44:53] <Lymia> So, uh
L1478[20:45:05] <Lymia> BakedQuads are a
glorified double[3*4]?
L1479[20:45:29] <fry> int[7*4]
L1480[20:45:32] <fry> but yes :P
L1481[20:46:05] <Lymia> What else's in
there?
L1482[20:46:09] <minecreatr> so how do I
use this if I just want the change the texture thats being
displayed for a side?
L1483[20:46:13] <Lymia> uv, maybe
L1484[20:46:21] <Lymia> But that only
accounts for 5
L1485[20:46:27]
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L1486[20:46:28] <minecreatr> !gm
isBuiltInRenderer
L1487[20:46:59] <Lymia> Doesn't Forge
have a javadoc :v
L1488[20:48:08] <cmb_> sure but you have
to download it
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L1490[20:48:19] <cmb_> or was that a
rhetoric question :P
L1491[20:48:58] <minecreatr> I really
dont get how I use ISmartBlockModel to provide different textures
depending on the block state
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L1496[20:53:13] <fry> minecreatr: there's
a neasy way to replace the whole texture
(SimpleBakedModel.Builder), but for what you want you'd need to
generate 6 submodels then
L1497[20:54:28] <fry> I'd probably write
something to generate a side face with the texture you need (or saw
if FaceBakery.makeBakedQuad arguments can be easily created)
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L1506[21:16:24] <Paleh> quick question,
would anybody be willing to explain to me how to get existing mods
installed onto the dev version of minecraft so you can use them
when making your mod? for example, I'd like to get the damage
indicator mod working because it would make it much easier to check
that stats and damage are working correctly on my mobs
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L1508[21:16:47] <Paleh> It's very hard to
search for how to do this on google, so I haven't been able to
figure it out
L1509[21:18:09] <Paleh> putting the
original mod directly into the forge\eclipse\mod folder crashes
minecraft, and decompiling the mod doesn't help either
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L1511[21:19:12] <Cheeseum> iirc putting a
codechickencore jar in your dev mods folder with a regular copy of
the mod works
L1512[21:19:38] <Cheeseum> via mysterious
magics
L1513[21:19:41]
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L1514[21:20:06] <Cobbleopolis> you could
put the src code in src/main/java
L1515[21:20:48] <Cobbleopolis> altough
the codechickencore should work
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L1517[21:23:32] <Paleh> the
codechickencore worked perfectly, you're a lifesaver
L1518[21:23:34] <Paleh> thank you very
much
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L1522[21:30:33] <williewillus> noobie q:
I'm just beginning to use openGL and TESR's, and it's rendering
next to my head instead of where the te is. What'd I do wrong?
:p
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L1526[21:34:32] <williewillus> nvm
figured it out missing a translate
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L1529[21:37:43] <Paleh> speaking of
opengl translate, does anybody know the math needed to calculate
where you need to translate to when shrinking an entity so that
it's standing on the ground?
L1530[21:38:22] <Paleh> i've looked
through the child mobs, but it hasn't helped me
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L1532[21:42:37] <Genuine> Suggested new
GitHub repository name: mustached-tribble
L1533[21:43:38] <Genuine> Silly, silly,
GitHub.
L1534[21:44:42] <TTFTCUTS> so silly
L1535[21:44:45] <TTFTCUTS> they're
already all hair
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L1537[21:50:35] <Genuine> I bet a
mustached tribble would get all the ladies.
L1538[21:50:45] <Genuine> Or rather all
the other tribbles.
L1539[21:50:51] <Genuine> I don't believe
they have sex.
L1540[21:50:56] <Genuine> a sex*
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L1543[21:54:57] <killjoy> Just because
they're genderless doesn't mean they don't get swarmed with
chicks.
L1544[21:55:38] <Paleh> -mental image of
tribbles being swarmed by baby chickens-
L1545[21:55:50] <killjoy> they get the
baes
L1546[21:56:00] <Genuine> They make the
babes.
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L1550[22:00:00] <williewillus> I'm just
getting into TESR modeling with the AdvancedModelLoader, what OBJ
editor do you guys use?
L1551[22:01:25] <Ineentho> Hello, me and
a friend have been trying all day to create custom blocks with
textures
L1552[22:01:37] <Ineentho> We've had it
working before, but today it just seems impossible
L1553[22:01:48] <Ineentho> is there any
known problems with the latest 1.8 build?
L1554[22:03:45] <Ineentho> It's probably
just we who are doing something stupid, right?
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L1557[22:06:38] <killjoy> Ineentho, do
you have your model and blockstate jsons?
L1558[22:07:26] <Ineentho> killjoy: Yea,
we are pretty sure we got it right
L1560[22:07:56] <killjoy> My usefulness
has now been exausted.
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L1562[22:08:43] <Ineentho> okey :D
Thanks
L1563[22:08:58] <Ineentho> do you know of
a simple example mod that I just could compile and run so I could
see it working?
L1564[22:09:15] <Ineentho> the only
resource I've been able to find is wuppys tutorials
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L1569[22:29:19] <Ineentho> Does the
mcmod.info file work in 1.8?
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L1590[23:08:17] <MinecraftForgeBot>
rainwarrior: Added blaming of coremods and mods not targetting Java
6
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L1592[23:15:21] <williewillus> I'm
listening for a PlayerInteractEvent on one of my blocks. However,
every time I right click the block it broadcasts the event 6 times
0.0 anyone know what's up?
L1593[23:16:18] <bspkrs> there are more
than one type of PlayerInteractEvent?
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L1595[23:19:21] <williewillus> actually
got it down to 2 times (ol world.isRemote switcharoo :p) but still
need to figure out what's calling it double. There's only one kind
of interactevent
L1596[23:20:47] <xaero> perhaps the
phase? i.e. pre and post
L1598[23:21:01] <MinecraftForgeBot>
rainwarrior: Updated FML
L1599[23:23:21] <bspkrs> williewillus,
check the action.
L1600[23:23:38] <bspkrs> and result
L1601[23:23:52] <williewillus> ah yeah
that was it
L1602[23:24:03] <williewillus> had to
cancel the evt / set the result
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