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L1[13:41:22] ⇨
Joins: Mimiru (Katie@eos.pc-logix.com)
L2[13:41:22] *** Server sets mode: +CQcnrtf
#RegisterYourNameMoron
L3[13:41:31] <Commoble> Yeah, you can just
take the relative positions and use some basic trigonometry to get
the required angles
L4[13:42:12] <Mimiru> Heya, I'm extending
BlockDoor, but my overriden onBlockPlacedBy is never called, is
that normal, or have I somehow screwed up?
L5[13:42:15] <codahq> where dz is zlooker -
zlookee?
L6[13:42:27] <Commoble> yeah
L7[13:42:28] <codahq> and so on
L8[13:42:29] <gigaherz> no, ztarget -
zlooker
L10[13:42:30] <Zaggy1024> Mimiru, you
probably screwed up :P
L12[13:42:39] <codahq> ty gigaherz
L13[13:42:41] <Commoble> if you're squaring
it, the order doesn't matter
L14[13:42:48] <gigaherz> Commoble: it
matters for Atan2
L15[13:43:21] <Commoble> (zlooker -
zlookee)^2 == (zlookee - zlooker)^2
L16[13:43:26] <gigaherz> yes I know
L17[13:43:27] <Commoble> the numbers are
the same because both are positive
L18[13:43:30] <gigaherz> but atan2 isn't
squared
L20[13:43:53] <Mimiru> and Test
onBlockPlacedBy never prints, and the breakpoint I have set never
triggers
L21[13:44:10] <Commoble> You're squaring
them in that line you posted though
L22[13:44:18] <gigaherz> I only did one
square ;P
L23[13:44:22] <PaleoCrafter> but you also
pass dy alone :P
L24[13:44:24] <gigaherz> [20:40]
(gigaherz): yaw == Math.atan2(dz,dx)
L25[13:44:26] <gigaherz> [20:41]
(gigaherz): pitch = Math.atan2(dy, Math.sqrt(dx*dx+dz*dz))
L26[13:44:32] <gigaherz> while all the
values are also used alone
L27[13:44:34] <Zaggy1024> Mimiru, find
where that code is supposed to be called and see if that gets
called
L28[13:44:44] <Commoble> oh nvm, I'm an
idiot and somehow missed the first line
L29[13:44:49] <gigaherz> hence, it matters
for all of them
L30[13:45:01] ***
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L31[13:45:19] <gigaherz> thankfully,
computing the "roll" isn't necessary
L32[13:45:24] <gigaherz> because it's quite
a bit more annoying XD
L33[13:46:00] <Zaggy1024> yeah, Minecraft
isn't a space sim, thankfully :P
L34[13:46:01] <PaleoCrafter> well, can you
even define the roll if you just want to look at something?
L35[13:46:03] <Mimiru> Well,
onBlockPlacedBy is in Block, and BlockDoor extends Block.. so
shouldn't it still work? Supposedly that is called when the block
is placed in world. I just need to store the owner of the block in
the TileEntity I create when the block is placed.
L36[13:46:16] <gigaherz> PaleoCrafter: not
without first defining what is "up"
L37[13:46:17] <Commoble> You can define it,
the roll is just always 0 or whatever
L38[13:46:21] ***
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L39[13:46:34] <PaleoCrafter> I mean, it
isn't really necessary, is it?
L40[13:46:34] <gigaherz> you need the
relative "up" vectors from the two objects in order to
calculate a third rotation
L41[13:46:38] <gigaherz> otherwise it's
ambiguous
L42[13:46:42] <Zaggy1024> I guess you could
define the roll to look at an entity as that entity's orientation
from your perspective
L43[13:46:43] <gigaherz> but minecraft
doesn't make use of it
L44[13:46:44] <Zaggy1024> or
something
L45[13:46:54] <gigaherz> roll = dog tilting
head
L46[13:47:00] <Mimiru> And just tested on
one of my normal blocks, onBlockPlacedBy is fired.
L47[13:47:11] <PaleoCrafter> yeah, you'd
only need to adjust roll if you want them to be 100% aligned
L48[13:47:11] <Zaggy1024> hmm
L49[13:47:19] <gigaherz> that's the only
case I have seen of a MC entity using a roll type transform
L50[13:47:26] <Zaggy1024> Mimiru, like I
said, you should go into the code that calls that method and figure
out why it's not being called
L51[13:48:48] <Wuppy> I should actually do
some work today...
L52[13:48:51] <Wuppy> been watching series
all day
L53[13:50:33] <Mimiru> Zaggy1024, I have no
idea how I'd figure that out is all. Block has onBlockPlacedBy,
BlockDoor doesn't directly, but it extends Block.
L54[13:50:52] <gigaherz> Mimiru: use find
references / find usages
L55[13:50:54] <Zaggy1024> so long as you
override the method it should be called
L56[13:50:56] <gigaherz> see who calls
it
L57[13:50:56] <Zaggy1024> ^
L58[13:50:59] <gigaherz> and put
breakpoints in them
L59[13:51:03] <PaleoCrafter> pastebin your
whole class maybe
L60[13:51:10] ⇨
Joins: pibx10
(uid86836@id-86836.highgate.irccloud.com)
L61[13:51:24] <pibx10>
Pastebin.com/cujqpuu3
L62[13:51:34] <gigaherz> http://
please
L63[13:51:38] <pibx10> I need help making
this class able to be used by multiple blocka
L64[13:51:39] <gigaherz> can't click on
links without http:// ;P
L65[13:51:43] <PaleoCrafter> better client
pease, gigaherz :P
L66[13:51:47] <gigaherz> never!
L68[13:51:52] <PaleoCrafter> pibx10,
wut
L69[13:51:54] <gigaherz> mirc
forever!
L70[13:52:00] <PaleoCrafter> also, don't do
that substring shit
L71[13:52:15] <pibx10> Oops wrong class
lol
L72[13:52:29] <Zaggy1024> SAY NO TO
SUBSTRING
L73[13:52:32] <gigaherz> also, use gist.
for pastes, it's nicer ;P
L74[13:52:42] <pibx10> What's wrong with
supstring
L75[13:52:44] <Zaggy1024> I'm lazy so I use
pastebin
L76[13:53:02] <Zaggy1024> pibx10, block ids
are supposed to be constant, whereas unlocalized names can
change
L77[13:53:10] <PaleoCrafter> not even
that
L78[13:53:12] <Zaggy1024> also, unlocalized
names have a different style
L79[13:53:13] <gigaherz> Mimiru:
"public TileEntity tile;"
L80[13:53:15] <gigaherz> that's
pointless
L81[13:53:16] <PaleoCrafter> they're flat
out unrelated
L82[13:53:21] <Zaggy1024> that too
L83[13:53:22] <Mimiru> gigaherz, left over
code.
L84[13:53:23] <gigaherz> there is only one
single instance of the Block class in the game
L85[13:53:30] <gigaherz> while there's many
TileEntity instances
L86[13:53:48] <pibx10>
Pastebin.com/tlf8pdsz
L87[13:53:54] <Mimiru> Like I said, it's
left overs from me bashing my head against a wall.
L88[13:54:03] <pibx10> That's what I'm
trying to make work with other blocks
L89[13:54:10] <diesieben07> what do you
mean by "other blocks"?
L90[13:54:13] <pibx10> So I could make an
evolution stone and dirt etc
L91[13:54:34] <diesieben07> well, first
make those fields non-static
L92[13:54:38] <diesieben07> and learn what
static means
L93[13:54:54] <pibx10> Got it next
L94[13:55:15] <diesieben07> well,make it
dynamic... so that you can pass things to the constructor that tell
it how to behave
L95[13:55:38] <Zaggy1024> and don't call
your textures "texture1", "texture2", etc
:P
L96[13:55:49] <pibx10> That was a test
lol
L97[13:55:57] <Zaggy1024> k
L98[13:56:29] <Zaggy1024> and by work with
other blocks, do you mean new Block instances?
L99[13:56:37] <Zaggy1024> or
sub-blocks?
L100[13:56:55] <pibx10> I tried adding a
string name to the constructior setting a string variable I created
to that value and make the texture name reference.modid + name +
"0-4"
L101[13:57:00] <pibx10> That didn't
work
L102[13:57:10] <Zaggy1024> well it should
:P
L103[13:57:19] <diesieben07> show that
attempt
L104[13:57:22] <Zaggy1024> ...except you
forgot the :
L105[13:57:25] <pibx10> Lol
L106[13:57:35] <pibx10> Yea that was there
too sorry
L107[13:57:38] <pibx10> Alright
L108[13:57:39] <Zaggy1024> lol :P
L109[13:58:14] <Zaggy1024> also, if your
names are just going to be "name" + n, then use for (int
i = 0; i < 5; i++) :P
L110[13:58:42] *
Zaggy1024 doesn't like unnecessarily duplicated code
L111[13:58:43] <pibx10> I'll worry about
that after its working zaggy lol
L112[13:59:11] <Zaggy1024> it's easier to
change the texture name with that code though
L113[13:59:19] <Zaggy1024> don't have to
do it five times
L114[14:00:49] <pibx10> I guess your right
lol but I already did it 5 times
L115[14:01:32] <Mimiru> Ok, is there a
different method other than onBlockPlacedBy that will get called
from a BlockDoor, I'm wondering if the issue is that the block is
placed by an item, not directly
L116[14:03:11] <Zaggy1024> uh
L117[14:03:22] <Zaggy1024> is the item an
ItemBlock?
L118[14:03:49] <Mimiru> The item is an
ItemDoor, which extends Item
L119[14:04:05] <Zaggy1024> don't use that
:P
L120[14:04:08] <Zaggy1024> it's
pointless
L121[14:04:28] <Zaggy1024> ItemBlock has
everything you need
L122[14:04:33] <Zaggy1024> Mojang is just
weird
L123[14:04:41] <Mimiru> k, so switch from
ItemDoor, to ItemBlock
L124[14:05:01] <Zaggy1024> yup
L125[14:05:10] <Zaggy1024> should make
your onBlockPlacedBy get called, I believe
L126[14:05:10] <Mimiru> kk, Testing
L127[14:05:38] <Mimiru> Oh wow that's
special O_O java.lang.IllegalStateException: Can't free registry
slot 211 occupied by net.minecraft.item.ItemBlock@519b471e
L128[14:05:58] <Zaggy1024> huh
L129[14:06:13] <Zaggy1024> I can't
remember what that error means now
L130[14:06:23] <Zaggy1024> wait
L131[14:06:26] <Zaggy1024> are you on
1.7?
L132[14:06:29] <Mimiru> Yeah
L133[14:06:32] <Zaggy1024> hm
L134[14:06:39] <Zaggy1024> ask someone
else about that error :P
L135[14:06:51] <Mimiru> lol
L136[14:06:52] <Zaggy1024> I don't know
much about 1.7
L137[14:07:22] <Mimiru> heh, k. Thanks for
the pointer though
L138[14:07:33] <Unh0ly_Tigg> it means that
either vanilla or another mod is using that id.
L139[14:07:52] <Mimiru> but I don't
specify an id?
L140[14:08:16] <gigaherz> and you
shouldn't.
L141[14:08:36] <Mimiru> Which is why I
didn't :P
L142[14:09:18] <gigaherz> this message
appears in freeSlot
L143[14:09:31] <gigaherz> which is called
by both registerBlock and registerItem
L144[14:09:45] <Unh0ly_Tigg> you could get
the item for that id, and get it's unlocalized name, and that might
tell you what it is.
L145[14:09:47] <gigaherz> using
iItemRegistry.getId(itemBlock)
L146[14:10:03] <HassanS6000> Hey uhh
anyone know how to modify where a rider sits on an entity?
L147[14:10:23] <HassanS6000> I would
modify this, correct?
L148[14:10:23] <HassanS6000>
this.riddenByEntity.setPosition
L149[14:10:27] <gigaherz> but only for
blocks that have an associated ItemBlock registered
L150[14:10:38] <gigaherz> and that's why
it fails
L151[14:10:45] <gigaherz> you CAN'T use
ItemBlock directly
L152[14:10:48] <gigaherz> you ahve to
inherit from it
L153[14:10:51] <gigaherz> ;P
L155[14:12:04] <gigaherz> no idea
sorry
L156[14:12:16] <HassanS6000> oh lol nvm I
fixed it :P
L157[14:12:18] <HassanS6000> I waz
right
L158[14:12:21] <gigaherz> my entity
experience only gos as far as throwables
L159[14:12:27] <gigaherz> goes
L160[14:15:23] ⇦
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L161[14:15:54] <codahq> HassanS6000, yes.
the rider's position is determined by Entity.getYOffset and
Entity.getMountedYOffset
L162[14:16:03] <codahq> they are called in
updateRiderPosition to get where the rider sits.
L163[14:16:15] <gigaherz> y offset?
L164[14:16:28] <gigaherz> you can't make a
player sit at an arbitrary position? :/
L165[14:16:42] <codahq> you can if you
override updateRiderPosition
L166[14:16:48] <gigaherz> oh
L167[14:16:51] <codahq> but by default it
just looks at Y
L168[14:16:57] <gigaherz> ewh ;p
L169[14:17:42] <Zaggy1024> aight, I'm
starting up the test blockstates mod with b3d models
L170[14:17:52] <Zaggy1024> we shall see
what happens
L171[14:18:16] ***
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L173[14:18:23] <gigaherz> I'll keep using
square blocks for now, I'm happy with my own custom item model
loader ;P
L174[14:18:36] <Zaggy1024> it's Paleo's,
not mine
L175[14:18:40] <Zaggy1024> I like me cubes
too
L176[14:18:50] <Zaggy1024> but still gotta
make b3ds work :P
L177[14:18:51] <PaleoCrafter> mine's
mostly a cube, too :P
L178[14:19:03] <Zaggy1024> isn't it kinda
diagonalish?
L179[14:19:12] <Zaggy1024> ew, default
FOV
L180[14:19:23] <PaleoCrafter> it has
octagonal holes throught it
L181[14:20:26] <gigaherz> my air spell is
too fun
L182[14:20:38] <Zaggy1024> what the
heck?
L183[14:20:47] <gigaherz> I can't continue
coding other spells because I spend too much time giggling at
flying cows and creepers
L184[14:20:49] <Zaggy1024> I got circular
model dependencies for your b3d?
L185[14:21:31] <PaleoCrafter> huh
L186[14:21:48] <codahq> yeah, sometimes
it's too fun debugging to get actual coding done.
L187[14:21:52] <codahq> you know you ahve
something good at that point.
L189[14:22:54] <PaleoCrafter> both,
Zaggy1024 ?
L190[14:22:55] <Commoble> I guess the fact
that they use chests at all makes them better than most critters
but still
L191[14:23:07] <Zaggy1024> Paleo, nah, I
only tried the plug
L192[14:23:25] <PaleoCrafter> hm
L193[14:23:32] <Zaggy1024> by the way,
does the wires texture go in with the b3d?
L194[14:23:37] <Zaggy1024> rather than
textures?
L195[14:23:49] <PaleoCrafter> it goes
somewhere in textures
L196[14:24:04] <Zaggy1024> hm, I wonder if
anything breaks for b3d when it can't find the texture
L197[14:24:04] <PaleoCrafter> and then you
have to "bind" it in the textures section
L198[14:24:09]
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L199[14:24:10] <Lordmau5> \o
L200[14:24:28] *
Zaggy1024 bows
L201[14:24:34] <Lordmau5> Small question:
I saw in someone's TESR code that they had a function called
"adjustLightFixture", to properly set the light value for
the rendering.
L203[14:24:37] ⇦
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L204[14:25:10] <Lordmau5> I actually have
lighting problems (they are at 240f, fullbright I assume), and
well... no idea how to set the proper light value to render
with
L206[14:26:18] <Commoble> Brilliance
L208[14:27:50] ***
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L210[14:28:07] <Commoble> I need to work
on that
L211[14:28:51] <gigaherz> lol
L212[14:30:56] <Zaggy1024> Graphics card
is here, no more debugging for me
L213[14:30:59] <Zaggy1024> :O
L214[14:31:25] <gigaherz> okay
question
L215[14:31:40] <gigaherz> I want to make
my air spell "pop off" all the blocks that would pop off
when water flows into them
L216[14:31:47] <gigaherz> how would I do
that? XD
L217[14:32:19] <Zaggy1024> use the same
material method that tells water whether to break it
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L219[14:32:34] <PaleoCrafter> I wonder
where you'd find the code that does the water thing
L220[14:32:45] <gigaherz> yeah that was my
question, XD
L221[14:33:08] <gigaherz> where the F is
the "water popping off blocks" so I can copy? ;P
L222[14:33:31] ⇦
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L223[14:34:55] <codahq> probably in
BlockWater.onNeighborUpdate or whatever
L224[14:35:42] <MisterChris> last reaction
jump
L225[14:36:46] <Commoble> I think it's
Material.isSolid()
L226[14:36:52] <Commoble> not
certain
L227[14:37:06] <Commoble> wait no
L228[14:37:43] <Commoble> actually yeah I
think that's the one you want
L229[14:38:12] <PaleoCrafter> it's
blocksMovement
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L232[14:52:18] <codahq> am i making this
more complicated than it needs to be...
L234[14:53:17] <codahq> it should make the
flying entity return to the throwing entity.
L235[14:53:33] <codahq> but my motion
directions are off some how
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L244[15:01:15] <gigaherz> !gm
blocksMovement
L245[15:01:26] <gigaherz> Ah, from
Material
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L249[15:15:21] <sham1|Travel> Quick,
someone say smething funny
L250[15:15:35]
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L251[15:16:20] <sham1|Travel> Coz I'm
bored
L252[15:16:44] ⇦
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L253[15:16:47] <MisterChris> moo
L254[15:16:54] <sham1|Travel> Thanks
L255[15:16:56]
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L256[15:16:56]
MineBot sets mode: +v on PaleoCrafter
L257[15:17:07] <sham1|Travel> What
happened
L258[15:17:15] <PaleoCrafter> hm?
L259[15:17:29] <sham1|Travel> Why'd you
disconnect
L260[15:17:39] <PaleoCrafter> hit the
wrong keys accidentally xD
L261[15:17:45] <sham1|Travel> Ah
L262[15:17:54] <sham1|Travel>
Understandable
L263[15:18:01]
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L264[15:20:23] <sham1|Travel> Anyways
gigaherz, I've been whaching those videos of yours and thet are
awesome
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L273[15:34:18] <Boreeas> which side is
ClientConnectedToServerEvent, and which is
ServerConnectionFromClientEvent?
L274[15:34:53]
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L275[15:35:31] <williewillus> right click
in ide -> show usages -> see which side its instantiated
on
L276[15:36:13]
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L278[15:37:11] <techbrew> \o sup
peoples
L279[15:39:04] ⇦
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())
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L281[15:39:27] <Boreeas> williewillus: No
usages found
L282[15:39:55] <Boreeas> but the
INetHandlerPlayServer.class in ServerConnectionFromClientEvent
sounds like it's server side
L283[15:40:54] <williewillus> yeah
server
L284[15:41:07] <williewillus> and IDEA
should show you usages in libraries of you change the search
options
L285[15:42:22] <Boreeas> i enabled
that
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L288[15:46:56] <Giraffestock> does anyone
know if tabula supports children? (addChild)
L289[15:47:21] <williewillus> I think
so
L290[15:47:33] <Giraffestock> the page
says so but i cant figure it out :d
L291[15:48:56] <williewillus>
Giraffestock: select the cube that you want as the parent and hit
new, iirc. dont remember what exactly the gui looks like
L292[15:49:04] <Giraffestock> thanks
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L296[15:50:02] <gigaherz> [22:20]
(sham1|Travel): Anyways gigaherz, I've been whaching those videos
of yours and thet are awesome
L297[15:50:03] <gigaherz> thanks :D
L298[15:50:14] <Giraffestock> link?
:P
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L300[15:50:18] <shadekiller666> is there
anyway to get partialRenderTicks without having it passed into the
method?
L301[15:50:32] <Giraffestock> MC
dimensions: why you so annoying?
L302[15:50:46] <Giraffestock> its annoying
as fuck to make a quality dimension
L303[15:51:27] <gigaherz> world generation
is not easy ;P
L304[15:51:45] <Giraffestock> idgaf about
being easy
L305[15:52:01] <Giraffestock> its just
annoying to make a dimension with any sort of
order/storyline/anything like that
L306[15:52:05] <williewillus> easy =/= not
annoying :p
L307[15:52:08] <williewillus> see:
json
L308[15:52:14] <Giraffestock> i want a
spooky halloween planet, but nooo
L309[15:52:18] <Giraffestock> A* doesnt
want to work
L310[15:52:29] <williewillus>
A*...pathfinding algo? :p
L312[15:52:33] <Mimiru> is my event, and I
register it with FMLCommonHandler.instance().bus().register(new
SecurityDoorBreakEvent());
L313[15:52:34] <Giraffestock> yeah
L314[15:52:50] <Giraffestock> except im
using to generate paths (i made a js version to see and it worked
fine)
L315[15:52:55] <Mimiru> My constructor is
called, but nothing in the actual event is.
L316[15:53:05] <williewillus> Mimiru:
you're trying to make your own event or listen for an event?
L317[15:53:15] <Mimiru> trying to listen
to an existing event
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L319[15:53:25] <williewillus> wrong bus, i
think
L321[15:53:29] <williewillus>
MinecraftForge.EVENT_BUS
L322[15:53:42] <williewillus> and
@SubscribeEvent to sub to that event
L323[15:54:22] <Mimiru> yeah I have
@SubscribeEvent
L324[15:54:38] <williewillus> register to
MinecraftForge.EVENT_BUS
L325[15:54:43] <Mimiru> everything I'd
read said it was FMLCommonHandler.instance().bus().register but
I'll give MinecraftForge a shot
L326[15:55:11] <Mimiru> I'll be damned...
thanks
L327[15:55:15] <williewillus> FML's bus is
only for internal events like modloading and some of the older
events, most mods should post to the forge bus
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L330[15:58:09] <Mimiru>
event.getPlayer().getUniqueID() will get me the actual UUID of the
player, right?
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L332[15:58:15] <Mimiru> since it's hard to
test for sure in dev.. lol
L333[15:58:27] <Giraffestock> mimiru you
can set your uuid with an arg
L334[15:58:32] <Mimiru> Oh?
L335[15:58:33] <Giraffestock> so you get a
skin and all, very helpful
L336[15:58:36] <Giraffestock> yeah one
sec
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L338[15:58:44] <Mimiru> Neat, thanks
L339[15:58:48] <Giraffestock>
(theoretically you could use any UUID)
L340[15:58:53] <Giraffestock> idk the site
to find your uuid though
L341[15:58:58] <Mimiru> I have one
L342[15:59:12] <Giraffestock> --username
NAME--uuid 5b16f15e-d322-4de5-ac2e-1d7bc665188c
L343[15:59:25] <Giraffestock> maybe
--username isnt necessary with --uuid
L344[15:59:44] <Mimiru> hah.. that easy..
thanks
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L358[16:44:17] <shadekiller666> when
calling GlStateManager.rotate, is the order x, y, z, w?
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L361[16:46:06] <Unh0ly_Tigg> when it's 3
variables, XYZ
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L363[16:48:26] <shadekiller666> so i would
assume 4 is xyzw
L364[16:50:42] <sham1|Travel> angle, x, y,
z
L365[16:50:45] <Unh0ly_Tigg> oh, for
rotate, it's AXYZ Angle, X Factor, Y Factor, Z Factor
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L367[16:51:25] <sham1> Yeah, because
GLStateManager calls glRotatef
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L372[16:54:46] <shadekiller666> so if i'm
using a quaternion, then i would pass in w, x, y, z?
L373[16:55:14] <sham1> umn
L374[16:55:29] <sham1> Why you want to use
homogenous coördinates
L375[16:56:58] <sham1> If the w is 1, does
it really matter?
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L379[17:00:37] <Threadnaught> err hi,
could somone tell me how you do textures in 1.8 please? all of the
tutorials assume you knew how to do them before 1.8, so its a bit
confusing
L380[17:01:07] <sham1> what do you want to
know
L381[17:01:12] <sham1> How to make the
JSONs?
L382[17:01:18] <Threadnaught> how you
apply textures to blocks
L383[17:01:25] <sham1> Ok
L384[17:01:32] <sham1> Do you know what a
blockstate is
L385[17:01:35] <Threadnaught> i already
have a texture to do it with
L386[17:01:36] <Threadnaught> no
L387[17:02:06] <sham1> Could you show me
your project's file structure so I can help you further.
Assets-foldier is enough
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L391[17:02:57] <Threadnaught> wait, do you
mean like DefualtBlock state and setting blocks in the world?
because i have sort of done that
L392[17:03:04] <Threadnaught>
*DefaultBlockState()
L393[17:04:25] <sham1> no
L394[17:04:43] <sham1> Do you have a
foldier named blockstates in your mod's assets foldier
L395[17:04:56] <Threadnaught> err
L396[17:05:00] <Threadnaught> ill send u a
pic
L397[17:05:04] <sham1> ok
L399[17:05:23] <sham1> What is your mod's
modid
L400[17:05:36] <sham1> because that's
important
L401[17:05:40] <Threadnaught> its just
generic because i started following the tutorial
L402[17:05:53] <sham1> OK
L403[17:06:14] <sham1> Make a foldier into
your resources foldier named assets and create a foldier inside it
called generic
L404[17:06:29] <Threadnaught> kk
L405[17:06:53] <sham1> did you do
that?
L406[17:07:07] <Threadnaught> what?
L407[17:07:21] <Threadnaught> yes
L408[17:07:24] <Threadnaught> yes i
did
L409[17:07:26] <sham1> Ok
L410[17:07:44] <sham1> Now create a
foldier inside the generic-foldier called blockstates
L411[17:08:12] <Threadnaught> yeap
L412[17:08:25] <sham1> ok
L413[17:08:42] <sham1> what is the name
you used to register your block with
L414[17:08:52] <Threadnaught>
Ceiling
L415[17:09:08] <Threadnaught> yeap Ceiling
capital C everywhere
L416[17:09:40] <sham1> create a file into
that blockstates-foldier called Ceiling.json
L417[17:10:24] <Threadnaught> yeap
L418[17:11:34] <sham1> let me make a
generic file for you that you can just copy into your
Ceiling.json
L419[17:11:43] <Threadnaught> kk
L421[17:12:34] <sham1> Copy that in
there
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L423[17:12:54] <Threadnaught> done
L424[17:13:31] <sham1> ok
L425[17:13:56] <sham1> Next create a
models-foldier inside that generic-foldier and inside that
models-foldier create a foldier called block
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L427[17:15:06] <Threadnaught> wait assets
and assets.generic have just disapeared. This is most
confusing.
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L429[17:15:50] <shadekiller666>
foldier?
L431[17:16:07] <Threadnaught> i dont
normally use eclipse, so learning curve=steep
L432[17:16:13] <gigaherz> I use IDEA for
modding
L433[17:16:44] <gigaherz> Forge comes
preconfigured to generate eclipse workspaces
L434[17:16:48] <Threadnaught> eclipse
seemed like the one most ppl use
L435[17:16:56] <gigaherz> but basically
anything that can make use of a gradle build file will work
L436[17:17:12] <Threadnaught> i wanted
maximum supportibility for idiots like myself
L437[17:17:19] ***
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L438[17:17:23] <sham1> More people use
eclipse more because they do not like quality
L439[17:17:31] <sham1> or something
L440[17:17:39] <sham1> not actually
sure
L441[17:17:45] <Threadnaught> but, its
really confusing because the two folders that used to be in the
overview have just dissapeared
L442[17:17:55] <gigaherz> nah people use
Eclipse simply because they learned with it
L443[17:17:59] <gigaherz> because others
used eclipse
L444[17:18:21] <gigaherz> it has been
around for a long time ;P
L445[17:18:30] <sham1> I learned with
eclipse as well. And now I am in IDEA and I dont understand why I
didnt use it in the first place
L446[17:18:30] <gigaherz> I was taught
Java at uni using Eclipse
L447[17:18:43] <sham1> My programming
class used Dr Java
L448[17:18:48] <gigaherz> I didn't know
IDEA exists until I started modding XD
L449[17:18:52]
⇨ Joins: pibx10
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L450[17:18:56] <pibx10> hi guys
L451[17:19:03] <killjoy> I just googled
javafx gemometry. It has a card
L452[17:19:21] <sham1> And I was like
"fuck this" and started to use eclipse because you cant
really use IDEA without installing unless portable mode (if there
is one)
L453[17:19:25] <sham1> hi pibx10
L454[17:19:42] <Threadnaught> somone will
probably yell at me for there being an unbelivably obvious
solution
L455[17:19:43] <pibx10> this is a terribly
vauge question but im trying to create a custom power system and
have no idea where to start lol, i know exactly how i want it to
work in game but do not know what it looks like codewise. any help
is appreciated
L457[17:19:51] <Threadnaught> where are
the other 2 folders?
L458[17:19:57] <pibx10> not looking for
you to give me the system on a silver plater lol
L459[17:20:07] <gigaherz> my preferred
editor during classes was NetBeans, but I had to use Eclipse in the
lab because I couldn't install anything
L460[17:20:08] <gigaherz> XD
L461[17:20:11] <pibx10> if anyone is
interested i can explain it its actually simple
L462[17:20:23] <gigaherz> pibx10: custom
power system?
L463[17:20:28] <gigaherz> why not just use
the RF api?
L464[17:20:33] <killjoy> pibx10, start
with pseudocode
L465[17:20:38] <pibx10> well its a magic
mod lol
L466[17:20:45] <sham1> Oh
L467[17:20:46] <gigaherz> oh
L468[17:20:48] <gigaherz> well
L469[17:20:51] <gigaherz> look at the RF
api either way
L470[17:20:51] <pibx10> yea
L471[17:20:52] <pibx10> lol
L472[17:20:53] <killjoy> so a mana
system
L473[17:20:59] <sham1> +1 to people who
dont use RF
L474[17:21:00] <Threadnaught> guys, anyone
have any idea?
L475[17:21:02] <gigaherz> change RF with
MANA and you get a magic power system
L476[17:21:02] <gigaherz> XD
L477[17:21:04] <sham1> *high-five*
L478[17:21:06] <killjoy> magic mods
shouldn't use rf
L479[17:21:07] <pibx10> well kind of
lol
L480[17:21:14] <pibx10> i will explain it
i guess
L481[17:21:19] <gigaherz> really
L482[17:21:23] <gigaherz> a "power
system"
L483[17:21:25] <gigaherz> has 3
things
L484[17:21:28] <gigaherz> power
emitters
L485[17:21:31] <gigaherz> power
transmitters
L486[17:21:33] <gigaherz> and power
receivers
L487[17:21:38] <pibx10> yes
L488[17:21:38] <Threadnaught> okok thats
great, but where are my missing folders?
L489[17:21:46] <pibx10> my system is node
based
L490[17:21:47] <gigaherz> emitters have a
source pool, from which a transmitter can take
L491[17:21:54] <Threadnaught> oh god
L492[17:21:55] <pibx10> so rather than
having a bunch of wires etc
L493[17:21:57] <sham1> Threadnaught, they
are hidden because you have only one sub-folder
L494[17:22:03] <gigaherz> receivers have a
destination pool to which transmitters can dump
L495[17:22:11] <Threadnaught> sham1, how i
unhide them
L496[17:22:16] <gigaherz> and transmitters
cooperate between emitters and receivers
L497[17:22:17] <pibx10> you would
basically have nodes that attach various emmiters recievers and
transmitters to a system
L498[17:22:30] <sham1> go to the folder
with your file browser and create the models-foldier like
that
L499[17:22:36] <gigaherz> the rest are
details
L500[17:22:36] <gigaherz> like
L501[17:22:37] <pibx10> sort of like
applied energistics in a way but the nodes have a range
L502[17:22:51] <gigaherz> will your
transmitters act as receiver+emitter each block individually?
L503[17:22:51] <Threadnaught> sham1, oh
right ty, theres the unbelievably obvious answer i was looking
4
L504[17:22:59] <gigaherz> will they form a
multiblock network that acts instantly?
L505[17:23:05] <gigaherz> are t hey wired?
wireless?
L506[17:23:10] <pibx10> wireless
L507[17:23:11] <sham1> Threadnaught, No
problem. Happens to the best of us
L508[17:23:32] <gigaherz> pibx10: anything
like botania? or more like tesseracts with
"channels"?
L509[17:23:41] *
ollieread blinks
L510[17:24:03] <sham1> If you dont blink,
your eyes will go dry
L511[17:24:05] <gigaherz> oh wait you said
"nodes have a range"
L512[17:24:14] <pibx10> well both actually
the beggining is extremely similar to the spark system almost
embarrasingly so, but they can be upgraded to be sort of like
tesseracts with a public and private network
L513[17:24:20] <Threadnaught>
assets.generic.whatnow?
L514[17:24:22] <gigaherz> that poses a
"lag" issue
L515[17:24:23] <pibx10> but thats far
beyond the scope of the basic system
L516[17:24:32] <ollieread> What are we
talking about?
L517[17:24:46] <pibx10> lol sorry some
random thing that is clogging up the feed
L518[17:24:47] <gigaherz> ollieread:
pibx10 is trying to design a mana transfer system
L519[17:24:54] <ollieread> Ahh
L520[17:25:00] <gigaherz> so in your case
pibx10
L521[17:25:04] <gigaherz> you have
emitters, relays, and receivers
L522[17:25:10] <sham1> Threadnaught, go to
the generic-foldier with the resource manager from windows or
whatever
L523[17:25:11] <ollieread> So like,
broadcasting?
L524[17:25:20] <ollieread> Rather than
piping
L525[17:25:25] <pibx10> yes ollie
L526[17:25:26] <gigaherz> like thaumcraft
energized nodes
L527[17:25:40] <pibx10> yes
L528[17:25:43] <Threadnaught> what do i
call the folder? lost it
L529[17:25:52] <gigaherz> so in your
case
L530[17:26:00] <gigaherz> when you place
an emitter, receiver, or relay
L531[17:26:08] <gigaherz> you'd have to
look for other emitters, receivers, or relays
L532[17:26:10] <sham1> models is the
foldier you want to create
L533[17:26:12] <gigaherz> and establish a
"pairing"
L534[17:26:20] <gigaherz> I'd suggest you
do that
L535[17:26:28] <gigaherz> because scanning
all the time is going to be laggy
L536[17:26:29] <pibx10> would it be easier
to have an item that connects them?
L537[17:26:29] <Threadnaught> ok models
folder made
L538[17:26:48] <sham1> now, inside it
create a foldier named block
L539[17:26:59] <gigaherz> pibx10: both
botania-style "cannons", and energy-style cables are
easier to implement
L540[17:27:02] <gigaherz> and less laggy
;p
L541[17:27:05] <Threadnaught> wait i made
it in file explorer and now its not showing up when i refresh the
package manager
L542[17:27:07] <sham1> confusing naming
scheme is confusing
L543[17:27:26] <pibx10> lol its basically
identical to sparks without the fancy augments though
L544[17:27:36] <gigaherz> yeah
L545[17:28:02] <gigaherz> so I'd strongly
suggest you save the pairings on the TE
L546[17:28:05] <sham1> Threadnaught, give
me a screenshot
L547[17:28:13] <Threadnaught> exact same
as last one
L548[17:28:19] <gigaherz> and only rescan
when a block is placed/removed
L549[17:28:29] <pibx10> alright that makes
sense
L550[17:28:43] <sham1> so you've not been
creating the foldiers?
L551[17:28:47] <Threadnaught> i have
L552[17:28:51] <gigaherz> the rest is
simply communication between TEs
L553[17:28:52] <Threadnaught> they just
aren't showing up
L554[17:28:54] <Threadnaught> for some
reason
L555[17:28:59] <gigaherz> if oyu want to
make an extensible API
L556[17:29:12] <sham1> have you pressed F5
or refresh
L557[17:29:20] <Threadnaught> multiple
times
L558[17:29:27] ⇦
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and Out!)
L559[17:29:45] <gigaherz> back
L560[17:29:50] <ollieread> Use a
WorldSavedData to keep track of sources pibx10
L562[17:29:56] <gigaherz> if oyu want to
make an extensible API, you'll need a good design, with interfaces
and such
L563[17:29:56] <ollieread> both receivers
and transmitters
L564[17:30:01] <ollieread> use that
L565[17:30:02] <Threadnaught> and it
remains the same
L566[17:30:24] <sham1> why is it inside
the bin-foldier
L567[17:30:32] <sham1> It is suposed to be
in the src-foldier
L568[17:30:34] <Threadnaught> because
thats where it made it
L569[17:30:41] <Threadnaught> okok
L570[17:30:56] <pibx10> alright thank
you
L571[17:31:02] <gigaherz> pibx10: have fun
;P
L572[17:31:03] <Threadnaught> OH
L573[17:31:04] <Threadnaught> I C
L574[17:31:05] <pibx10> lol
L575[17:31:07] ⇦
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(Quit: Leaving)
L576[17:31:33] <Threadnaught> it
appears
L577[17:33:11] <Threadnaught> ok then what
do i do now?
L578[17:33:22] <gigaherz> what's the last
thing you did?
L579[17:33:24] <ollieread> pray
L580[17:33:42] <sham1> send me a new
screen so I know what is going on
L581[17:33:50] <Threadnaught> im getting
all kind of holy off this irc
L582[17:33:50] <sham1> off of eclipse this
time thank you
L583[17:33:58] <sham1> :P
L584[17:34:07] <sham1> That's what this
place does for you
L585[17:34:15] <sham1> It makes you
holy
L587[17:34:38] ***
willieaway is now known as williewillus
L588[17:35:07] <gigaherz> o_O
L589[17:35:21] <gigaherz> wait you jumped
directly from complete ignorance, into worldgen?
L590[17:35:31] <Threadnaught> err i have
done a teeny bit a while ago
L591[17:35:38] <Threadnaught> but i dont
really remember any of it
L592[17:35:53] <ollieread> That's how mods
are born gigaherz
L593[17:36:03] <Threadnaught> oh, and did
i mention that i am a massive nerd who has no life? that
helps
L594[17:36:03] <ollieread>
Ineptitude
L595[17:36:13] <gigaherz> *ingenuity
L596[17:36:17] ***
williewillus is now known as willieaway
L597[17:36:25] <gigaherz> not knowing
something is meant to be impossible, sometimes makes you
succeed
L598[17:36:36] <sham1> Mine mod was born
from a crazy idea of seeing a NBT tag in FluidStack and thinking if
I can transport items with this
L599[17:36:39] <sham1> my mod*
L600[17:36:50] <Threadnaught> you liquify
items?
L601[17:37:05] <gigaherz> Liquid Bucket of
Lava
L602[17:37:07] <gigaherz> XD
L603[17:37:08] <sham1> One of the things I
would be able to do if I actually got to coding again
L604[17:37:21] <gigaherz> Liquid Tank of
Liquid Bucket of Lava
L605[17:37:29] <Threadnaught> lol
L606[17:37:32] <sham1> Technically
possible
L607[17:38:12] <Threadnaught> so what do
you mean, you dont code anymore, or you dont code that mod
anymore?
L608[17:38:13] <sham1> You could like
transport items between chests and furnaces by using fluids
L609[17:38:19] <sham1> I do mod
L610[17:38:20] <gigaherz> Liquid
Information
L611[17:38:26] <sham1> It is just that
I've been kinda meh
L612[17:38:33] <Threadnaught> i know what
you mean
L613[17:38:39] <sham1> I usually just have
the IDE open without knowing what to do next
L614[17:38:44] <Threadnaught> a compiler
is like that times a thousand believe me
L615[17:38:57] <gigaherz> sham1: how far
did you manage?
L616[17:39:15] <sham1> I am at the point
of creating the basis of my fluid-based energy system
L617[17:39:39] ⇦
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L618[17:39:40] <gigaherz> it has taken
over 2 years to get the magic mod into the state you saw in my
youtube videos
L619[17:39:41] <gigaherz> XD
L620[17:39:46] <gigaherz> I started in
1.4.x
L621[17:40:16] <gigaherz> I still have an
(unlisted) old video of it
L623[17:40:31] <Threadnaught> i know what
you mean, it gets to the point when you dont understand it any more
and then you feel an urge to start something else again
L624[17:41:08] <Threadnaught> am i really
immature or is there an elephant in the room?
L625[17:41:17] <sham1> May be
L627[17:42:02] <sham1> certain things to
code just somehow just bores me
L628[17:42:04] <gigaherz> it has changed
quite a lot since those early tests ;P
L629[17:42:22] <gigaherz> but it's still
just early WIP
L630[17:42:36] <sham1> still is very
impressive
L631[17:42:46] <gigaherz> I have 5 spell
"patterns"
L632[17:43:00] <sham1> Like all I can show
off from my mod is my sorta-intelligent fluid pipes
L634[17:43:09] <sham1> oh
L635[17:43:12] <sham1> bah
L636[17:43:23] <gigaherz> did you just
send a completely empty line?
L637[17:43:33] <sham1> line full of
spacebars
L638[17:43:35] <gigaherz> ah no it's just
whitespace
L639[17:43:53] <Threadnaught> so right i
have the folders good
L640[17:43:56] <sham1> I was trying to
press backspace but I ended up hitting enter instead :/
L641[17:43:56] <Threadnaught> what
now?
L642[17:44:23]
⇨ Joins: Doty1154
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L643[17:44:47] <sham1> ok, inside your
block-foldier, create a file called Ceiling.json
L644[17:44:55] <sham1> Yes, that filename
again
L645[17:45:07] <sham1> I usually like to
have my blockstate json names and model files the samew
L646[17:45:12] <gigaherz> the filename at
that point doesn't matter, only matters that the blockstates.json
references it
L647[17:45:14] <Threadnaught> wait my
block folder?
L648[17:45:20] <sham1> yes
L649[17:45:32] <sham1> yeah it does not
matter, I just like it to be more organized
L650[17:45:35] <gigaherz> this requires a
bit of background information, I think
L651[17:45:46] <gigaherz> Threadnaught:
this is how minecraft 1.8's "model system" works
L652[17:45:52] <Threadnaught> oh is it
under models?
L653[17:45:54] <Threadnaught> right
L654[17:45:56] <sham1> yes
L655[17:46:04] <sham1>
models/block/Ceiling.json
L656[17:46:19] <gigaherz> you have a
Block, which handles all of the interactions with any and all
blocks of that type
L657[17:46:36] <Threadnaught> right
L658[17:46:38] <gigaherz> each instance of
that Block, is represented by an IBlockState
L659[17:46:44] <Threadnaught> i know that
bit
L660[17:46:54] <Threadnaught> i did
worldgen (setblockstate)
L661[17:46:57] <gigaherz> this IBlockState
is represented by a set of custom properties, but if you don't
define one
L662[17:46:57] ⇦
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L663[17:47:00] <gigaherz> defaults to
"normal"
L664[17:47:05] <gigaherz> now
L665[17:47:06]
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L666[17:47:14] <gigaherz> in order to
declare the aspect for each state
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L669[17:47:24] <gigaherz> Minecraft looks
up the blockstate json file
L670[17:47:30] <Threadnaught> ok im
editing the correct Ceiling.json
L671[17:47:34] <gigaherz> which normally,
has one entry for each possible combination of states
L672[17:47:34] <Threadnaught> ok
L674[17:47:53] <gigaherz> each of those
entries, will normally point to a different block model
L675[17:47:58] <Threadnaught> done
L676[17:48:04] <gigaherz> which are found
in the models/block/ folder
L677[17:48:06] <sham1> And after you've
done that, we will get to have your texture actually put
L678[17:48:11] <Threadnaught> where do i
put the png?
L679[17:48:31] <sham1> in your
generic-foldier create a foldier named textures and under that
create foldier named blocks
L680[17:48:33] <gigaherz> these
models
L681[17:48:39] <sham1> And there you put
your png
L682[17:48:42] <gigaherz> define a set of
graphical primitives ("elements")
L683[17:48:45] <gigaherz> and a set of
textures
L684[17:48:53] <Threadnaught> im trying to
keep up gigaherz, i really am
L685[17:48:56] <gigaherz> those textures,
are saved in textures/blocks/
L686[17:49:19] <sham1> remember to have it
named the same as in your model definition, in this case
ceiling_texture.png
L687[17:49:24] <Threadnaught> generic
folder?
L688[17:49:39] <sham1>
generic/textures/blocks/ceiling_texture.png
L689[17:49:50] <Threadnaught> no, where
does generic go?
L690[17:49:57] <sham1> what=
L691[17:50:03] <Threadnaught> what is the
generic folder?
L692[17:50:10] <gigaherz>
src/main/resources/assets/<modid>/
L693[17:50:16] <gigaherz> in your case
"modid" is "generic"
L694[17:50:18] <sham1> It is where your
mod's assets are
L695[17:50:22] <sham1> basically
that
L696[17:50:27] <Threadnaught> oh, im just
a retard
L697[17:50:32] <gigaherz> really
L698[17:50:35] <gigaherz> you need to
change your modid
L699[17:50:36] <gigaherz> XD
L700[17:50:39] <gigaherz> asap
L701[17:50:42] <gigaherz> the sooner the
better
L702[17:50:46] <Threadnaught> was
following tutorial
L703[17:50:48] <gigaherz> because you'll
have less places to change it
L704[17:51:05] <Threadnaught> damnit, this
is why i like VS, global search and replace
L705[17:51:09] <gigaherz> you should never
follow a tutorial blindly
L706[17:51:16] <Threadnaught> i normally
dont
L707[17:51:19] <gigaherz> always
understand what you are seeing ;P
L708[17:51:23] <sham1> You can global
search and destroy in eclipse as well AFAIK
L709[17:51:34] <gigaherz> "and
destroy"
L710[17:51:35] <gigaherz> XD
L711[17:51:59] <sham1> in my case it would
be kinda like a destruction button because how I've named like
everything
L712[17:52:37] <gigaherz> old-style Red
Matter explosives?
L713[17:52:56] <Threadnaught> ok got
it
L714[17:53:01] <sham1> Possibly. I'll link
you to my git repo so you can just see how obsessive my
nomenclature is
L715[17:53:25] <Threadnaught> i know its
pretty obsessive already because you just used the word
nomenclature :P
L716[17:53:56] <Threadnaught> so right its
there now
L717[17:53:59] <sham1> Just wait until you
see it yourself
L718[17:54:21] <sham1> and if you did
everything correctly, your block should be textured when placed
down
L719[17:54:38] <Threadnaught> i dont want
to show anyone my git repo its just...disgusting with the lack of
affore mentioned nomenclature
L721[17:55:01] <sham1> Just go through
some of those foldiers
L722[17:55:07] <sham1> You propably will
notice a pattern
L723[17:55:28] <Threadnaught> one file
folders by any chance?
L724[17:55:34] <sham1> nope
L725[17:55:39] <sham1> wait
L726[17:55:41] <sham1> some are
L727[17:55:43] <sham1> some are not
L728[17:55:58] <sham1> Everything in my
mod pretty much is prefixed with "FCraft"
L729[17:56:20] <sham1> apart from
interfaces that are "IFCraft"
L730[17:56:20] ⇦
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L731[17:56:50] <sham1> The only ones not
to do it are the proxies and the main mod file
L732[17:57:01] <gigaherz> sham1: but, the
package already contains the name ;P
L733[17:57:47] <Threadnaught> well i'll be
fucked
L734[17:57:55] <Threadnaught> a royal sea
of purple and black
L736[17:59:02] <gigaherz> look at the
logs
L737[17:59:08] <gigaherz> they'll tell you
waht's missing
L738[17:59:27] <Threadnaught> im
crowdsourcing looking at the logs
L740[17:59:57] <sham1> Unterminated object
at line 11 column 4
L741[18:00:04] <sham1> Wait no
L742[18:00:31] <sham1> According to the
logs it should be fine
L743[18:01:05] <Threadnaught> i promise
you the picture i used is 16x16 and not of that pattern
L744[18:01:35] <sham1> show me a
screenshot of your assets now. With all the foldiers expanded
L745[18:01:47] <sham1> So I can see what's
wrong
L746[18:01:55] <Threadnaught> wait
possible fix 1 sec
L747[18:02:28] <Threadnaught>
nuuooooopeee
L749[18:03:24] <sham1> the picture is in a
wrong position
L750[18:03:36] <Threadnaught> where should
it be?
L751[18:03:45] <sham1>
textures/blocks
L752[18:03:58] <gigaherz> note that it's
models/block but textures/blocks
L753[18:04:04] <gigaherz> the
"s" matters ;P
L754[18:04:13] <sham1> oh minecraft and
your naming scheme
L755[18:05:01] <Threadnaught> it is
blocks, sir
L756[18:05:12] <Threadnaught> and could
you give a full name for where i put this thing?
L757[18:05:13] <Threadnaught> pls
L758[18:05:19] ⇦
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L759[18:05:39] <sham1> under generic, make
a foldier called textures
L760[18:05:46] <gigaherz> everything is in
a subfolder of
L761[18:05:46] <gigaherz> [00:49]
(gigaherz): src/main/resources/assets/<modid>/
L762[18:05:51] <gigaherz> inside that
folder
L763[18:05:52] <gigaherz> you have
L764[18:05:54] <Threadnaught>
assets/generic?
L765[18:05:55] <gigaherz>
blockstates/
L766[18:05:59] <sham1> that yes
L767[18:05:59] <Threadnaught> ahh
L768[18:06:01] <gigaherz>
models/block
L769[18:06:04] <gigaherz>
textures/blocks
L770[18:06:22] <Threadnaught> done, should
it work now?
L771[18:06:39] <gigaherz> does the name
you used in your model/block/.json file match the texture
filename?
L772[18:06:49] <gigaherz> in the CONTENTS
of it, I mean
L773[18:07:07] <Threadnaught> more bloody
purple
L774[18:07:20] <sham1> updated
screen?
L775[18:07:31] <gigaherz> logs, look at
the logs.
L776[18:07:33]
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L777[18:07:42] <gigaherz> it will say WHAT
it didn't find
L778[18:08:05] <gigaherz> and knowing
what, is a big step toward knowing why
L780[18:08:15] ⇦
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L781[18:08:29] <Threadnaught> i know the
whole scientific process thing
L782[18:08:46] <sham1> There is nothing on
logs
L783[18:08:48] <gigaherz> [00:06:40]
[Client thread/ERROR] [FML]: Model definition for location
generic:Ceiling#inventory not found
L784[18:08:58] <sham1> that should not
affect it
L785[18:09:01] <sham1> effect*
L786[18:09:16] <sham1> It is only there
because it cant render it while it is in your inventory
L787[18:09:20] <Threadnaught> there is
only one conculsion left to draw, my computer is haunted
L788[18:09:28] <sham1> More screens
pls
L789[18:09:39] <Threadnaught> of
what?
L790[18:09:41] <sham1> We can solve this
if we just believe
L791[18:09:44] <Threadnaught> the file
structure?
L792[18:09:47] <sham1> Yes
L793[18:09:48] <gigaherz> can you put your
whole code in like, github?
L794[18:10:02] <Threadnaught> maybe it is
something to do with this storm going on outside
L795[18:10:06] <gigaherz> woudl let us
help you better ;P
L796[18:10:19] <Threadnaught> maybe my
code traveled back in time, to a time before JVMs
L797[18:10:35] <sham1> How would that work
o_O
L798[18:10:39] <sham1> It would not
compile
L799[18:10:44] <Threadnaught> back to the
future logic mann
L801[18:11:05] <Threadnaught> i presume
they wrote the first compiler before they wrote the first jvm
L802[18:11:20] <sham1> in your textures
foldier you need to make another foldier called blocks
L803[18:11:25] <sham1> and move your image
there
L804[18:11:30] <Threadnaught> oh god
L805[18:11:33] <Threadnaught> all the
folders
L806[18:11:39] <sham1> You're almost
there
L807[18:11:43] <sham1> come on
L808[18:11:49] <sham1> It's the final
stretch
L809[18:11:54] <Threadnaught> I CAN DO
THIS
L810[18:12:05] <sham1> YOU CAN WIN, YOU
FEEL GREAT, YOU CAN DO THIS
L811[18:12:14]
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L812[18:12:18] <Mitchellbrine> The Tiny
Potato believes in you
L813[18:12:23] <Threadnaught> WHAT THE
ACTUAL FUCK?
L814[18:12:27] <Mitchellbrine> "You
can do the thing"
L815[18:13:05] <Threadnaught> ok it may
seem like im smashing my computer up right now
L816[18:13:18] <Threadnaught> but that is
exactly what im doing
L819[18:14:23] <sham1> the logs actually
do not help in this instance
L820[18:14:39] <Threadnaught> well what
do?
L821[18:14:51] <sham1> Anyway, new screen
of the file structure, assuming you moved your picture to the
blocks-foldier
L822[18:15:13] <sham1>
textures/blocks
L824[18:15:45] <Threadnaught> wow it is
really shitting it down in london, im risking all to get this mod
going guys
L825[18:16:00] <sham1> Hmm
L826[18:16:07] <Threadnaught> this is how
much i want to get on forgecraft :P
L827[18:16:33] <sham1> To get into FG
takes a lot of sweat and broken dreams and such
L828[18:16:48] <sham1> Are you ready to do
the sacrefices required?=
L829[18:16:58] <tterrag> FC is
overrated
L830[18:16:58] <gigaherz> its'
models/BLOCK
L831[18:17:00] <Threadnaught> im probably
gonna die in this storm NGL
L832[18:17:01] <gigaherz> but
textures/blocks
L833[18:17:11] <gigaherz> the models one
DOES NOT have an "s"
L834[18:17:13] <gigaherz> but the textures
one DOES
L835[18:17:14] <Threadnaught> ok, what
now?
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L837[18:17:28] <gigaherz> yes, minecraft
has it that way
L838[18:17:28] <sham1> models/block is the
correct path
L839[18:17:30] <sham1> rename it
L840[18:17:59] <sham1> And try the last
time. And then you should just stop doing this for a while and let
the storm go away so nothing bad happens
L841[18:18:05] <Threadnaught> okok
L842[18:18:08] <sham1> :)
L843[18:18:09]
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L844[18:18:26] <Threadnaught> FUCK
YES!
L845[18:18:32] <sham1> ni9ce
L846[18:18:49] <sham1> Now you can safely
go on and wait the storm out
L847[18:18:52] <Threadnaught> IT
WORKS
L848[18:18:55] <Threadnaught> IT
LIIIIIIIIIVES
L849[18:19:36] <Threadnaught> lol the
storm actually just stopped
L850[18:19:48] <sham1> It was a sign
L851[18:19:51] <gigaherz> itwas your
frustration taking shape
L852[18:19:52] <gigaherz> ;P
L854[18:19:58] <Threadnaught> pathetic
fallacy
L855[18:20:11] <sham1> you did it
L856[18:20:20] <gigaherz> almost -- you
lack the "inventory" state ;p
L857[18:20:27] <Threadnaught> oh fuck a
duck
L858[18:20:34] <sham1> well that is minor
at this point
L859[18:20:42] <gigaherz> nah just edit
the blockstates json
L860[18:20:45] <sham1> You really dont
need it until you put your mod out to public
L861[18:20:48] <gigaherz> and add a new
line that's named "inventory"
L862[18:20:56] <gigaherz> and has the same
contents as the rest
L863[18:21:04] <gigaherz> well
L864[18:21:06] <gigaherz> as ONE of the
rest
L865[18:21:07] <gigaherz> ;P
L866[18:21:10] <Threadnaught> no wait its
unbrakable anyway
L867[18:21:14] <gigaherz> oh
L868[18:21:16] <gigaherz> no inventory
then
L869[18:21:41] <gigaherz> xcept, you won't
see it in creative mode either ,p
L870[18:21:45] ⇦
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L871[18:21:48] <Threadnaught> this was
actually harder than figuring out how to add items to chests
L872[18:21:49] <gigaherz> your choice
though
L873[18:21:50] <Threadnaught> harder
L874[18:21:57] <gigaherz> it's
complicated
L875[18:22:04] <gigaherz> if you don't
understand wtf you are looking at
L876[18:22:05] <Threadnaught> story of my
life
L877[18:22:05] <gigaherz> XD
L878[18:22:09] <sham1> But now that you
know how to do this you can just repeat what you did
L879[18:22:16] <Threadnaught> more or
less
L880[18:22:18] <gigaherz> once you learn
the hierarchy, it's relatively simple
L881[18:22:46]
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L882[18:23:01] <Threadnaught> so all of
that actually adds some pre game pain to every minecraft lets
play
L883[18:23:19] <Threadnaught> you have to
find chests and go up so you can go back down the columns
L884[18:23:27] <Threadnaught> which are
alternatley fire and netherrack
L885[18:23:41] ***
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L886[18:23:49] <Threadnaught> and then you
can get to the world under it
L887[18:25:02] <Threadnaught> I am a
sadist
L888[18:25:15] <sham1> Arent we all
L889[18:25:25] <sham1> With the
frusturation of making these mods
L890[18:25:27] <Threadnaught> I dont think
you understand how mean my mod is
L891[18:25:34] ⇦
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L892[18:26:44] <Threadnaught> punching
obisidian is almost easier
L893[18:27:07] <gigaherz> punching
obsidian isn't hard
L894[18:27:09] <gigaherz> it's just
slow
L895[18:27:11] <Threadnaught> lots
L896[18:27:13] <Threadnaught> and
lots
L897[18:27:15] <Threadnaught> of
obsidian
L898[18:27:25] <gigaherz> actually, does
obsidian even break when punching it?
L899[18:27:43] <Threadnaught> yes it does,
thank you dw20 for that
L900[18:28:05] <gigaherz> ah yep 250
L902[18:28:10] <sham1> it does break
L903[18:28:14] <sham1> It is just very
slow
L904[18:28:56] <Threadnaught> Is it bad
that i made my block inherit from BlockGlass?
L905[18:29:24] <gigaherz> uh
L906[18:29:28] <gigaherz> is it going to
be transparent?
L907[18:29:40] <Threadnaught> technically
it needs to be for the terrain gen to work
L908[18:29:49] <gigaherz> then I
suppose
L909[18:29:50] <Threadnaught> but visually
no
L910[18:29:54] <gigaherz> what?
L911[18:30:20] <Threadnaught> its
complicated and i think something to do with vertical raycasts
ignoring glass? it was a wild guess
L912[18:33:27] <Joban> Oy Gevalt!
L914[18:39:35] <Joban> Hwat is this young
man!
L915[18:39:38] ⇦
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leaving)
L916[18:41:30] <Threadnaught> err
what?
L917[18:46:11]
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L918[18:46:26] <Commoble> What is
that
L919[18:48:12] <Joban> MCCreator.
L920[18:48:31] <sham1> >MCCreator
L921[18:48:52] <Joban> MCCreator best mod
creator.
L922[18:49:54] <gigaherz> what
L923[18:49:57] <gigaherz> "MCreator
is program used to make minecraft mods without programming
knowledge. It's easy to use and learning curve is very steep.
"
L924[18:50:04] <Commoble> wat
L925[18:50:15] <gigaherz> "learning
curve is very steep" lol?
L926[18:50:46] <Joban> Hue, hue,
hue.
L927[18:50:54] <gigaherz> adjective:
steep; comparative adjective: steeper; superlative adjective:
steepest
L928[18:50:54] <gigaherz> 1.(of a slope,
flight of stairs, angle, ascent, etc.) rising or falling sharply;
nearly perpendicular.
L929[18:51:00] <gigaherz> yeah I didn't
misread
L930[18:51:01] <gigaherz> ;P
L931[18:51:18] <Joban> Plateau level
learning curve.
L932[18:51:29] <Joban> 90 degree wall
straight up then its easy.
L933[18:53:19] <gigaherz> is that
like
L934[18:53:23] <gigaherz> you take an
exam
L935[18:53:24] <gigaherz> if you
pass
L936[18:53:27] <gigaherz> they make the
mod for you
L937[18:53:29] <gigaherz> if you
don't
L938[18:53:32] <gigaherz> you can't use
it
L939[18:54:46] <tterrag> so I'm getting a
packet that is being sent, encoded, but never shows up on the
client
L940[18:54:47] <Boreeas> so I have a
ServerRenderHandler, managing locations for special rendering and
notifying clients of changes to the same, and a ClientRenderHandler
which actually does the drawing based on those locations. What's
best practice here - have fields for both of them on both sides?
Slap @SideOnly on them?
L941[18:54:53] <tterrag> yes it is
registered to the client
L942[18:56:15] <gigaherz> lex was very
very clear the other day
L943[18:56:22] <gigaherz> that mods should
NEVER use sideonly, ever, anywhere
L944[18:57:13] <tterrag> um
L945[18:57:17] <tterrag> that's definitely
not what he said
L946[18:57:41] <tterrag> @SideOnly is
required when you override a method which is already
@SideOnly
L947[18:57:45] <Boreeas> gigaherz: good
luck getting Block.getIcon to wrok then
L948[18:57:49] <tterrag> it can also be
used when the modder actually understands what it does
L949[18:57:53] <tterrag> most, however, do
not
L950[18:58:16] <gigaherz> tterrag: I
thought so too, but I removed all the preivously-@SideOnly from the
overriden methods, and the mod still works ;P
L951[18:58:25] <tterrag> you got
lucky
L952[18:58:28] <tterrag> that won't always
be the case
L953[18:58:34] <gigaherz> the explanation
was that it does some asm magic to ensure that they are not called,
not that they stop existing
L954[18:58:43] <tterrag> not getting
called isn't enough
L955[18:58:55] <tterrag> if the method
uses a class that no longer exists in its header, it will crash as
soon as the class containing the method is loaded
L956[18:59:12] *
gigaherz shrugs
L957[18:59:32] <Boreeas> See: getIcons and
IIconRegistrar
L958[19:00:32] ⇦
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L960[19:02:14] <gigaherz> so I guess the
cases you say where it's required fall in the "client only
class in signature"
L961[19:02:25] <tterrag> not sure what
he's saying with reflection
L962[19:02:36] <tterrag> nonexistant
references in method headers will crash classloading
L963[19:02:51] <tterrag> same with
fields
L964[19:03:01] <tterrag> so uh, on another
subject
L965[19:03:05] <tterrag> no clue what's
giong on with this packet
L966[19:03:31] <gigaherz> network isn't my
thing ;P
L967[19:03:42] <tterrag> it's just being
lost in the ether
L968[19:03:45] <gigaherz> (or anything
else, really)
L969[19:03:48] <tterrag> sent, never comes
out the other side
L970[19:03:55] <gigaherz> weird
L971[19:04:17] <tterrag> I know when I
find it, it will be super stupid
L972[19:04:21] <tterrag> some dumb
mistake
L973[19:04:23] <tterrag> but for now, I'm
stumped
L974[19:04:37] <gigaherz> is it n actual
packet, or a SNW message?
L978[19:06:26] <tterrag> I wrote the
tutorial :P
L979[19:06:35] <gigaherz> oh ;P
L980[19:07:07] <tterrag> ok now I'm
lost
L981[19:07:10] <tterrag> it's working in
SSP
L982[19:07:13] <gigaherz> o_O
L983[19:07:14] <tterrag> that is, the
packet is being sent and recieve
L984[19:07:19] <tterrag> but not on these
servers
L985[19:07:20] <gigaherz> uh
L987[19:07:32] <gigaherz> Wireshark
time?
L988[19:07:38] <gigaherz> (to see if it's
actually *sent
L989[19:07:39] <gigaherz> *)
L990[19:07:57] <Boreeas> ok, different
question. how do I get the connected client from a
ServerConnectionFromClientEvent?
L991[19:08:00] <gigaherz> maybe a firewall
is blocking it?
L992[19:08:23] <tterrag> a firewall
blocking this specific packet?
L993[19:08:24] <tterrag> unlikely
L994[19:08:27] <tterrag> everything else
works fine
L995[19:08:34] <tterrag> and I have it not
working on two completely independent servers
L996[19:09:54] <gigaherz> Boreeas:
INetHandlerPlayServer is implemented by NetHandlerPlayServer which
has a playerEntity...
L997[19:09:57] <gigaherz> but eh :/
L998[19:10:25] ⇦
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L999[19:10:37] <tterrag> is it time to
invoke the diesieben07 bot?
L1000[19:11:31]
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L1001[19:11:49] <ollieread> We powered
him down for the night
L1002[19:11:51] <tterrag> diesieben07
ACTIVATE
L1003[19:11:56] <ollieread> He earned
it
L1005[19:13:07] <gigaherz> he seems to
get the player that way
L1006[19:13:09] <gigaherz> which seems
horrible
L1007[19:13:12] <gigaherz> but I can't
see an alternative
L1008[19:13:29] <gigaherz> and dieseben
didn't correct that part
L1009[19:13:30] <gigaherz> XD
L1010[19:13:42] <gigaherz>
diesieben*
L1011[19:14:18] <gigaherz> although the
suggestion to use PlayerLoggedInEvent instead may apply?
L1012[19:14:36] <Boreeas> yeah I'll do
that then
L1013[19:14:39] <gigaherz>
PlayerEvent.PlayerLoggedInEvent
L1014[19:15:27] <Boreeas>
PlayerLoggedInEvent has a player field. bingo
L1015[19:16:30] <ollieread> What are you
trying to do?
L1016[19:16:46] <tterrag> well this
sucks
L1017[19:17:01] <tterrag> cpw: you there?
netty is being mean to me
L1018[19:17:09] <Boreeas> ollieread: the
client needs an initial list of rendering locations when
connecting
L1019[19:18:09] <ollieread> Oh
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L1021[19:18:33] <ollieread> For
what?
L1022[19:19:58] <Boreeas> Doing some
magic glowy sphere stuff
L1023[19:21:26] <Joban> If you see this
you have been visited by the spuuky skelton.
L1024[19:22:38]
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L1029[19:33:51] <parzivail> hey, is
diesieben07 here?
L1030[19:34:41] ***
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L1031[19:35:09] <parzivail> or anyone
familiar with dimensions, actually
L1032[19:36:04] <Girafi> Depends on what
you wanna know about dimensions ^^
L1033[19:37:20] <parzivail> i have a
biome extending BiomeGenBase, and ive found that calling ths uper
constructor with super(id, true), it registers right but generates
in the overworld iand not in my dimension
L1034[19:37:30] <parzivail> the
super*
L1035[19:37:56] <parzivail> is there a
way to make it generate exclusively in my dimension?
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L1047[19:53:33] <gigaherz> Caused by:
com.google.gson.JsonSyntaxException:
java.lang.IllegalStateException: Expected BEGIN_OBJECT but was
STRING at line 2 column 3
L1048[19:53:51] <gigaherz> you wrote a
"string", where it expected a { object }
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L1059[20:38:44] <shadekiller666> if i
wanted to render small numbers on the screen without trying to
wrestle with the font renderer
L1060[20:39:00] <shadekiller666> and
numbers that aren't the pixelated minecraft font
L1061[20:39:28] <Ordinastie> you can
force unicode I think
L1062[20:39:47] <Ordinastie> but that
will always be with fontrenderer
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L1064[20:40:20] <shadekiller666> so
theres no way to render a character with just GL11?
L1065[20:42:39] <Ordinastie> the way you
render text with open gl is by using textured quad with the letters
on them
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L1074[20:55:32] <Ordinastie> my font
renderer is loosely inspired by it
L1075[20:55:37] <Ordinastie> (very
loosely)
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L1084[21:06:33] <shadekiller666> whats
the resourcelocation that needs to be bound after using the font
renderer?
L1085[21:06:43] <shadekiller666> all of
the block textures are ascii characters
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L1089[21:24:23] <Katielyn> So i've been
dealing with this issue for a while. Chat color formating, Right
now i can set a color but once it goes over a certain character
limit it removes all the formatting how do i prevent that?
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L1108[22:16:52] <Demosthenex> i see spam
reduction in the changelog, would those changes in 1448 virtually
eliminate logging messages (ie: long fml-server-latest.log)
L1109[22:18:05] <Demosthenex> created a
new server with 1.7.10 1448 and on startup there's 10 lines in
latest.log, and no fml- logs
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L1118[22:44:17] <killjoy> Katielyn, do
you still need help?
L1119[22:45:37] <Joban> How do I get the
modelManager?
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L1121[22:46:59] <Katielyn> Yes killjoy
I've never not really messed with the forge chat system yet.
L1122[22:47:13] <killjoy> It's not the
forge chat system. It's the vanilla chat system.
L1123[22:47:37] <killjoy> Are you doing
new ChatComponentText("&asome text. &5Some more
text.")?
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L1125[22:48:13] <Katielyn> I'm using the
EnumChatFormatting
L1126[22:48:27] <killjoy> so RED +
"some text"?
L1127[22:48:35] <Katielyn> Yea
L1128[22:48:40] <killjoy> Don't do
that
L1129[22:48:48] <Katielyn> Woops my power
is out now..
L1130[22:48:51] <Katielyn>
Whatever.
L1131[22:48:51] <killjoy> It was ok in
1.6, but there's no reason to in 1.7
L1132[22:49:01] <Katielyn> Alright so
what is the new setup?
L1133[22:49:07] <killjoy>
IChatComponent
L1134[22:49:21] <killjoy>
getStyle().setColor(RED)
L1135[22:49:32] <killjoy>
appendSibling(other component)
L1136[22:50:07] <Katielyn> But what if i
want multiple colors for say a prefix.
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L1139[22:52:23] <killjoy> The first chat
will be red. The second will be blue and bold
L1140[22:52:52] <Katielyn> Well thats
really stupid to be honest... Thats too much code for simple chat
color formatting...
L1141[22:53:00] <killjoy> make a
builder
L1142[22:53:22] <killjoy> Or just convert
it from json
L1143[22:53:27] <killjoy>
IChatComponent.Serializer
L1144[22:54:41] <Katielyn> Alright i will
have to look into this...
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L1147[23:00:22] <vastatio> my glass still
isn't working
L1148[23:00:25] <vastatio> getting model
errors
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L1170[23:38:45] <Devoenix> derp
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