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L16[00:45:51] <covers1624> Cat!
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L21[00:58:10] <Steel_Arm> I see someone else likes deadmau5.
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L25[01:04:44] <Steel_Arm> Ah I see. Deadmau5 has his own render code in RenderPlayer, heh.
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L38[02:00:35] <VikeStep> What is the easiest way to see the changes in srgs between 1.7 and 1.8?
L39[02:01:18] <Hunterz> using diff tool
L40[02:01:43] <AbrarSyed> VikeStep, may I ask why you wound need that??
L41[02:01:58] <AbrarSyed> there is a mcpbot command to see changes in a name.. I just forget what it is.. hmm
L42[02:02:16] <VikeStep> oh, there are just a couple methods which I used in 1.7.10 which have changed names
L43[02:02:34] <VikeStep> was gonna go and compare the method against the 1.7 version, but was wondering if there was an easier way
L44[02:03:06] <AbrarSyed> diffing the srgs is the most annoying way to do it.. um
L45[02:03:14] <AbrarSyed> !mh someNameHere
L46[02:03:24] <VikeStep> cool, thanks
L47[02:03:25] <AbrarSyed> yeah, !mh and !fh fo rmethodHistory and fieldHistory
L48[02:03:52] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150706 mappings to Forge Maven.
L49[02:03:55] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150706-1.8.zip (mappings = "snapshot_20150706" in build.gradle).
L50[02:04:06] <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/
L51[02:04:46] <VikeStep> hmm, doesnt seem to show it
L52[02:05:04] <AbrarSyed> what name is it?
L53[02:05:44] <VikeStep> in 1.7.10 it was BlockPortal.func_150000_e, I just found it in 1.8 as func_176548_d however the !mh command didnt show it
L54[02:06:50] <bob_twinkles> Forge doesn't control names like that, func_xxxxxx_y is what the decompiler spits out when there is no deobfuscation for that function
L55[02:07:12] <bob_twinkles> there's no method history for it because it was never named =P
L56[02:07:50] <VikeStep> ah well, I'll just manually find the replacements for those
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L58[02:07:53] <bob_twinkles> VikeStep: if you want to be a cool guy, you can use the !s* family of commands to name it
L59[02:08:08] <bob_twinkles> so the next release will have a proper name for that function
L60[02:08:17] <VikeStep> actually, I just realised I forgot to add the mappings
L61[02:08:24] <VikeStep> the updated ones that is
L62[02:08:42] <AbrarSyed> . !sm sf
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L64[02:09:26] <bob_twinkles> and !sp. You can /msg MCPBot_Reborn !help <command here> for help about commands
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L66[02:12:14] <Mimiru> o/ Stib good luck :P
L67[02:12:26] <Stib> why what's up?
L68[02:12:29] <Stib> lol
L69[02:12:39] <Mimiru> lol
L70[02:12:46] <Mimiru> Just messin with ya
L71[02:12:50] <Stib> ;D
L72[02:13:17] <Stib> Hey anyone here used Redstone Flux Api?
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L79[02:41:26] <Steel_Arm> I've looked through RenderPlayer and ModelBiped but I am having trouble finding the spot where armor boxes are scaled. Anyone happen to know where that happens?
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L83[02:43:39] <Steel_Arm> I'm doing some modeling and am just trying to find out exactly how big the armor is relative to the player.
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L85[02:47:10] <bob_twinkles> IIRC that happens somewhere in the entity layer system... I can't quite remember where though
L86[02:47:56] <bob_twinkles> LayerArmorBase seems like a good place to start though
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L88[02:53:47] <Wuppy> time to buy me some businesscards :D
L89[02:54:10] <Steel_Arm> I should have mentioned I have a 1.7 environment.
L90[02:57:03] <bob_twinkles> eh, can't help you then. It's been almost a year f'goodness sakes!
L91[03:00:19] <Steel_Arm> Well, tell that to the popular mod authors. I'm just working on a Tinkers/Thaum add-on.
L92[03:03:35] <bob_twinkles> they just say "but hard!" =(
L93[03:04:03] <Steel_Arm> Although, I don't really have a compelling reason to move on either. Mojang hasn't exactly produced anything I would call great, as of late.
L94[03:05:52] <bob_twinkles> you're going to have to update through all the 1.8 stuff when 1.9 comes out, and the internals are definitely seeing some changes for the better
L95[03:06:42] <bob_twinkles> not to mention the fact that Forge for 1.7 is on half-LTS half-"oh god please stop using this"
L96[03:10:03] <Steel_Arm> Well, yeah, the multi-threading is one good thing.
L97[03:11:05] <laci200270> Steel_Arm: wait a bit.. Azanor started to port thaum to 1.8
L98[03:11:19] <ThePsionic> yaaaaay
L99[03:11:24] <bob_twinkles> and the whole not using the GL fixed function pipeline, which has been official deprecated for almost a decade and terrible performance wise since like the mid 90s
L100[03:11:35] <bob_twinkles> *officially
L101[03:12:21] <laci200270> anyone can link a blender b3d exporter what compatibile with forge b3d loader?
L102[03:13:22] <Steel_Arm> Anyways, er, I'm just doing artwork, and trying to find out what the scale of armor is relative to the player model. Haven't done any coding in like 6 months. But I saw d95's work and felt inspired to try my hand at something.
L103[03:13:51] <bob_twinkles> laci200270: I assume https://github.com/RainWarrior/B3DExport will work since IIRC fry wrote the importer
L104[03:14:02] <laci200270> thanks
L105[03:16:17] <laci200270> raw GL calls work with b3d loader? I think glScale and these things
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L107[03:16:56] <bob_twinkles> I'm not familiar with the actual API, sorry
L108[03:17:34] <Steel_Arm> did someone make an obj loader for 1.8?
L109[03:17:55] <laci200270> fry made a b3d loader
L110[03:18:07] <laci200270> its similar to obj
L111[03:18:31] <Boreeas> what are the parameters to FrameBuffer's constructor?
L112[03:18:41] <bob_twinkles> there is an obj loader, I'm not sure if it's merged yet though
L113[03:19:04] <Steel_Arm> Nice. Blender is good with me.
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L115[03:20:16] <Boreeas> Or maybe I should rephrase my question, what's the simplest way to render to a texture?
L116[03:20:37] <Steel_Arm> I'm setting up 1.8 now, maybe I'll have better luck finding the armor rendering there at least.
L117[03:21:48] <laci200270> Steel_Arm: try to find where render playerevent called, for example with a crash
L118[03:22:13] <laci200270> you get a stracktrace and you will get where it it the armor scaled
L119[03:23:36] <halvors> getPickBlock is deprecated, what should be used instead?
L120[03:23:42] <halvors> in 1.7.10
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L122[03:30:26] <laci200270> bob_twinkles: i installed that plugin but b3d isn't shown in the list
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L124[03:31:34] <laci200270> ignore please i just found it
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L126[03:34:00] <Wuppy> vistaprint is pretty bad...
L127[03:34:07] <Wuppy> it tells you you can buy business cards for 6 euros
L128[03:34:20] <Wuppy> by the time you select the cheapest options, the actual price is 23 euros
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L131[03:38:25] <halvors> I need to call some functions in my constructor that it passes to the super().
L132[03:38:28] <halvors> Is that possible?
L133[03:38:52] <AbrarSyed> Wuppy, https://lob.com/
L134[03:39:05] <AbrarSyed> also does business cards
L135[03:39:21] <Wuppy> in the netherlands as well?
L136[03:39:59] * AbrarSyed doesnt know
L137[03:41:40] <laci200270> how can I use b3d in TESR
L138[03:41:46] <laci200270> ?
L139[03:43:37] <Wuppy> dang that's expensive
L140[03:43:43] <Wuppy> you need to buy at least 500
L141[03:43:46] <Wuppy> and they cost 700
L142[03:48:33] <laci200270> how can i render b3d in TESR?
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L145[03:51:37] <Ivorius> laci200270: https://github.com/Ivorforce/PandorasBox/blob/master/src/main/java/ivorius/pandorasbox/client/rendering/RenderPandorasBox.java#L98-L149
L146[03:51:54] <Ivorius> Be sure to understand (!) the code and attribute the source if you end up copying it
L147[03:52:02] <laci200270> ok
L148[03:52:19] <laci200270> thi is for 1.8?
L149[03:52:25] <laci200270> *tthis
L150[03:52:42] <Ivorius> ... answer that yourself
L151[03:52:47] <laci200270> yes
L152[03:52:48] <laci200270> :D
L153[03:53:26] <Hunterz> please fix fluid bug https://github.com/MinecraftForge/MinecraftForge/issues/1973
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L158[04:10:08] <laci200270> Ivorius I tried to render with my tesr but I got this: net.minecraftforge.client.model.ModelLoader$VanillaModelWrapper cannot be cast to net.minecraftforge.client.model.b3d.B3DLoader$Wrapper
L159[04:10:25] <laci200270> (classcastexcpetion)
L160[04:10:31] <Ivorius> Then your model is not b3d
L161[04:11:21] <laci200270> i'll check it
L162[04:12:29] <Ivorius> I cast to b3d to be able to animate
L163[04:12:39] <Ivorius> You can also delete that part and just straight-up bake and render
L164[04:12:54] <Ivorius> (or, even better, cache the baked model if you don't animate anywayW)
L165[04:13:10] <laci200270> i animate it
L166[04:13:25] <laci200270> but probaly I found the problem
L167[04:13:33] <laci200270> i gave wrong resourcelocation
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L173[04:37:43] <VikeStep> how would one go about transforming a method of an inner class?
L174[04:38:42] <Ivorius> my.package.Class$InnerClass
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L176[04:38:52] <laci200270> this correct? new ResourceLocation("energymod","models/engine.b3d") with this: http://imgur.com/JqMfv0q
L177[04:38:57] <VikeStep> it doesnt seem to actually be passed into the transformer though
L178[04:39:05] <VikeStep> only the outer class
L179[04:39:08] <Ivorius> Should be when it's loaded
L180[04:39:17] <Ivorius> And it's loaded on first call
L181[04:39:54] <VikeStep> ahh, hmm ok
L182[04:40:05] <Ivorius> Inner classes, apart from the naming, hold no special place in java bytecode
L183[04:40:52] <VikeStep> ok, thanks
L184[04:43:42] <laci200270> this path is correct? new ResourceLocation("energymod","models/engine.b3d") with this: folder structure http://imgur.com/JqMfv0q
L185[04:44:01] <Ivorius> Just try it out, man
L186[04:44:05] <Ivorius> Should be
L187[04:44:11] <laci200270> for me not working
L188[04:44:18] <laci200270> filenotfoundexception
L189[04:45:50] <laci200270> i found the problem the models/ should not be included
L190[04:46:02] <boni> laci200270: you shouldn't have to include "models/" in the path
L191[04:46:10] <boni> unless you're doing very manual things
L192[04:46:35] <boni> you should go for block/ and item/ subfolders like vanilla does though
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L204[05:41:23] <Keridos> can somebody help me with a bounding box problem? I have this code here for getting a bounding box for a tile entity, all the functions from the TE are synced via messages, because i need them for rendering, too, but for some reason this does not seem to give a bounding box back in the block the tile entity is in: https://gist.github.com/Keridos/a5e07df71812523ea78d
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L222[06:12:58] <thomas15v> Anyone an idea how to set the load order of a coremod? I want to make my coremod be loaded as last.
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L224[06:13:35] <Ivorius> You can load after other specific mods
L225[06:13:57] <Ivorius> But you can't just say 'last' - others would want that as well
L226[06:13:58] <thomas15v> Yeah thats what I am trying to do.
L227[06:13:59] <Ivorius> In practice, use postInit
L228[06:14:08] <thomas15v> In a coremod ?
L229[06:14:22] <Ivorius> Oh, eh, coremod
L230[06:14:25] <Ivorius> Look up the wiki page
L231[06:14:31] <Ivorius> It's mentioned there
L232[06:14:48] <Ivorius> It's an attribute for the class, I forget the name
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L234[06:15:08] <thomas15v> @IFMLLoadingPlugin.SortingIndex ?
L235[06:15:19] <Ivorius> Yes
L236[06:15:21] <laci200270> fry can you help me?
L237[06:15:48] <thomas15v> Oke I try to mess arround with that a bit :)
L238[06:15:50] <Ivorius> iirc 1000 is Forge + remap
L239[06:16:36] <Ivorius> Or 10 000? Anyway, like I said, it says on the wiki page :P
L240[06:22:29] <thomas15v> The thing is. I want to make sure the classes of other mods are loaded to. I have the feeling SortingIndex is only for codemods.
L241[06:24:19] <Ivorius> coremods are always loaded before normal mods
L242[06:24:35] <Ivorius> There is no way to change that
L243[06:24:58] *** MattOfflineMc is now known as MattMc
L244[06:24:58] <laci200270> coremods loaded before mc started isn't it?
L245[06:25:08] <Ivorius> Even the classpaths are not yet added when the coremods are loaded
L246[06:25:25] <laci200270> because ASM stuff
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L248[06:28:18] <thomas15v> dang :(.
L249[06:29:21] <laci200270> Ivorius: can you help me?the TESR when thing..when I look at my block it crashes the game with classcastexception... the code that I'm using: ClientLib.renderB3DModel(Minecraft.getMinecraft().getTextureManager(), new ResourceLocation("energymod","engine"), 20);
L250[06:29:21] <laci200270>
L251[06:29:32] <laci200270> *the TESR thing
L252[06:30:28] <Ivorius> Your resource location is still wrong
L253[06:30:39] <Ivorius> As my code shows, I'd call it with new ResourceLocation(PandorasBox.MODID, "block/pandoras_box.b3d")
L254[06:31:07] <Ivorius> Which, I'm pretty sure, worked
L255[06:31:53] <laci200270> so i need to copy the 3d model to src/resources/assets/energymod/models/block/engine.b3d ?
L256[06:32:36] <Ivorius> No, you just need it to match up, and you need it to be loaded properly
L257[06:32:45] <Ivorius> For me the model just happens to be a block model
L258[06:36:26] <laci200270> i only see I will need the blockstate json thing
L259[06:36:34] <laci200270> *see now
L260[06:38:31] <laci200270> this line: https://github.com/Ivorforce/PandorasBox/blob/d7749496acbf20a8ab77758ab7ea16423d0d68d4/src/main/java/ivorius/pandorasbox/client/ClientProxy.java#L38 what does?
L261[06:39:26] <Ivorius> I think it registers the item for a b3d model
L262[06:40:03] <Ivorius> I don't entirely know what nonsense fry was up to when making this, yet :P
L263[06:40:41] <Wuppy> damn, website work is boring
L264[06:46:48] <laci200270> now I get this: [13:46:20] [Client thread/ERROR] [FML]: Caught exception from energymod
L265[06:46:48] <laci200270> java.lang.NullPointerException
L266[06:46:48] <laci200270> at net.minecraft.client.resources.model.ModelBakery.addVariantName(ModelBakery.java:835) ~[forgeSrc-1.8-11.14.1.1334.jar:?]
L267[06:47:29] <laci200270> and i call this: ModelBakery.addVariantName(Item.getItemFromBlock(BlockReference.dieselGenerator), EnergyMod.modid + ":engine.b3d");
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L270[06:51:51] <Subaraki> laci200270, is your item initiated ?
L271[06:53:10] <laci200270> i get the item from: Item.getItemFromBlock(BlockReference.dieselGenerator) and in blockreference: public static BlockDieselGenerator dieselGenerator =new BlockDieselGenerator();
L272[06:54:14] <laci200270> maybe because i call this before i register block to the gameregistry?
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L275[06:56:16] <laci200270> this was the problem
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L277[06:59:23] <laci200270> but now the game stuck at Sound engine started and the loading screen doesn't show up
L278[06:59:44] <laci200270> only the mojang logo
L279[07:00:48] <Ordinastie> pause the debugger and see where it's stuck
L280[07:03:26] <laci200270> it seems doesn't it suck
L281[07:03:30] <laci200270> *stuck
L282[07:03:43] <laci200270> only very slows
L283[07:04:09] <laci200270> this what means? No root mesh in model energymod:models/item/engine.b3d and no mesh name in location, skipping
L284[07:04:33] <laci200270> oh i wasn't copy it
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L290[07:12:29] <Drullkus> Er
L291[07:12:41] <Drullkus> Noob java question, google hasn't been helpful
L292[07:12:58] <Drullkus> Say, I save an int to TBH fron an Enum Ordinal
L293[07:13:08] <Drullkus> How do I use that int to get that Enum type
L294[07:13:19] <Drullkus> tterrag
L295[07:13:27] <Ordinastie> enum.values()[i]
L296[07:13:32] <Drullkus> ty
L297[07:13:36] <Drullkus> o.O
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L302[07:26:51] <Wuppy> this game :) http://puu.sh/iP0y1/fca216bac5.jpg
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L306[07:43:00] <ThePsionic> https://github.com/MinecraftForge/MinecraftForge/issues/1989 someone please close this (Lex if you're there)
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L309[07:47:00] <laci200270> Ivorius: can you look at my repo please? https://github.com/laci200270/Energy-mod the rendering still crashes
L310[07:54:16] <clienthax> So, how would i go about spoofing a block update to a client (to outline a area for temp info purposes)
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L315[08:05:10] <clienthax> grrr
L316[08:05:12] <clienthax> y dis no work
L317[08:05:15] <clienthax> https://www.irccloud.com/pastebin/faYbCa8p/
L318[08:06:06] <clienthax> PaleoCrafter: im actually attempting it in forge, dont tell the spongies xD
L319[08:06:13] <PaleoCrafter> Heh
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L321[08:06:43] <PaleoCrafter> Is it a server only mod?
L322[08:06:49] <clienthax> yeah
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L324[08:07:44] <PaleoCrafter> Hmm, look at what setBlockState does with the "sync to clients" flag
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L331[08:08:27] <PaleoCrafter> Alternatively, maybe spawn falling block entities?
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L333[08:09:33] <clienthax> mhm
L334[08:10:51] <clienthax> quite wondering why the mc/forge src is missing from my workspace..
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L349[08:41:07] <Lumien> Can the Forge Loading screen be modified by resource packs?
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L354[08:48:03] <clienthax> diesieben07: halp!
L355[08:50:12] <covers1624> Wuppy, your game is looking better
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L358[08:55:08] <Wuppy> thanks :)
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L360[08:55:23] <Wuppy> we finished the assignment and won Best GAme
L361[08:55:34] <Wuppy> now we're restarting it and actually release it
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L363[08:57:35] <clienthax> Wuppy: yuno go minecon
L364[08:57:36] <clienthax> ;)
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L368[09:06:45] <Wuppy> clienthax, because money
L369[09:06:58] <Wuppy> I was also going to be in America..
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L371[09:09:37] <Subaraki> dang Wuppy ....
L372[09:09:52] <Subaraki> them graphic updates :D
L373[09:09:57] <Wuppy> yep, we worked hard :P
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L376[09:11:47] <gigaherz> I missed the link :(
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L378[09:15:31] <HassanS6000> Me too :(
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L397[09:54:18] <Lex__> Hunterz, thats not forge, something on their end is fucking over the fluid registry.
L398[09:54:26] *** Lex__ is now known as Lex|Hotel
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L403[09:59:43] <Lex|Hotel> Somehow they have multiple ids going to the same fluid name, but not instance.
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L406[10:03:57] <clienthax> mhm, lex is still in england ?
L407[10:04:08] <clienthax> and hes on the worst isp over here, poor soul
L408[10:04:20] <laci200270> fry can you help?
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L411[10:05:48] <laci200270> who can help with rendering?
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L413[10:08:23] <laci200270> clienthax: yes he is still
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L418[10:16:54] <Lex|Hotel> yes i am, im here till thursday using today to try and recover because i feel sick as shit.
L419[10:18:26] <Lex|Hotel> cant decide if i just want to sleep the rest of the day away or play some games.
L420[10:19:12] <HassanS6000> laci200270, shadekiller666 could help you out probs.. he's away right now but will probs be back l8er
L421[10:19:26] <HassanS6000> What's your issue?
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L423[10:23:52] <Hunterz> oki, thanks for reply
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L425[10:27:56] <clienthax> well if youve got a flight 2mz or whatever i would get some sleep lex,
L426[10:28:02] <clienthax> rest*
L427[10:28:40] * diesieben07 smacks clienthax
L428[10:28:44] <clienthax> OW
L429[10:28:50] <clienthax> is it because of my forum post :P diesieben07
L430[10:28:59] <diesieben07> no, you said halp
L431[10:29:09] <Lex|Hotel> flight is thursday just have nothing to do, and also feeling like shit.
L432[10:29:59] <clienthax> Mhm if you feel better later you should head to this place, pretty good http://www.thehoguk.com/aboutus/
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L435[10:31:20] <clienthax> its about a hour from the excel on the tube
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L437[10:32:34] <clienthax> diesieben07: thoughts? http://www.minecraftforge.net/forum/index.php/topic,31828.0.html
L438[10:34:16] <diesieben07> need to boot my IDE first :P
L439[10:34:49] <clienthax> you mean you close it O_O
L440[10:35:07] <diesieben07> i just came home...
L441[10:35:14] <diesieben07> and yes, computers can shut off
L442[10:36:41] ⇨ Joins: Raga_BM (~K@180.253.4.214)
L443[10:36:47] <diesieben07> not sure why that doesn't work. is the packet received?
L444[10:37:14] <clienthax> i believe so,
L445[10:37:31] <clienthax> lemme check in a sec
L446[10:39:42] <clienthax> yep its recieved
L447[10:40:04] <diesieben07> well, keep on debugging then and find out why the change doesn't stick
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L449[10:40:48] ⇦ Quits: Away_21 (Wuerfel21@bronyville.me) (Quit: lol im out bye TACOS)
L450[10:41:08] <clienthax> ._.
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L452[10:41:37] <Ivorius> oh no, work
L453[10:42:35] <laci200270> HassanS6000: i need help with this: http://www.minecraftforge.net/forum/index.php/topic,31826.0.html
L454[10:42:40] <clienthax> why does it send 6 packets when i send it o_o
L455[10:43:59] <HassanS6000> laci200270, I think you're trying to render ur B3D model incorrectly
L456[10:44:45] <laci200270> i tried to use the code that Ivorius used for he it worked
L457[10:44:55] <HassanS6000> Take a look how I did it for mine.. https://github.com/hsyyid/HaloMod/blob/master/src/main/java/halocraft/render/RenderBulletEntity.java
L458[10:45:02] <HassanS6000> That's for a small B3D model
L459[10:45:20] <HassanS6000> I used B3DLoader.instance.loadModel(bulletModelFile);
L460[10:45:27] <laci200270> this support animated b3ds?
L461[10:45:29] <HassanS6000> You used IModel model = ModelLoaderRegistry.getModel(modelLoc);
L462[10:45:42] <HassanS6000> laci200270, I don't know cuz I haven't tried yet :P
L463[10:45:46] <HassanS6000> This is for ur engine right/
L464[10:45:48] <HassanS6000> *?
L465[10:45:54] *** helinus|off is now known as helinus
L466[10:45:59] <laci200270> yes ok
L467[10:50:10] * clienthax has no idea why this isn't working ;_;
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L469[10:52:39] <Cazzar> ... wat http://store.steampowered.com/app/370600/
L470[10:53:30] <HassanS6000> Cazzar lol whf
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L472[10:53:32] <HassanS6000> *wtf
L473[10:53:35] <laci200270> http://www.javacodegeeks.com/2011/07/funny-source-code-comments.html
L474[10:53:37] <HassanS6000> I'm havin an issueeeeee
L475[10:53:43] <clienthax> Cazzar: any idea on this? http://www.minecraftforge.net/forum/index.php/topic,31828.0.html
L476[10:54:47] <Gliby> and so the jsonification begins
L477[10:54:48] <Gliby> http://i.imgur.com/VuGuxBa.png
L478[10:54:48] <Cazzar> there's probably validation
L479[10:55:29] <HassanS6000> lol laci200270
L480[10:55:43] <Steel_Arm> Notch doesn't know the difference between MineCorn, MineCom, and MineCon. Sad. https://twitter.com/notch/status/616322987260669956 https://twitter.com/notch/status/616323130596855808
L481[10:55:59] <laci200270> //When I wrote this, only God and I understood what I was doing
L482[10:55:59] <laci200270> //Now, God only knows
L483[10:56:02] <clienthax> Cazzar: yeah but vanilla does a similar thing
L484[10:57:48] <HassanS6000> loool
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L486[10:58:02] <HassanS6000> / drunk, fix later
L487[10:58:02] <HassanS6000> / Magic. Do not touch.
L488[10:58:53] <clienthax> theres a few dodgy comments in pixelmon
L489[10:58:56] <clienthax> lemme see if i can finds
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L491[10:59:23] <HassanS6000> Help me :(
L492[10:59:27] <HassanS6000> I fixed like 8 errors
L493[10:59:32] <HassanS6000> And then I notice a new one..
L494[10:59:34] ⇨ Joins: Ordinastie (Ordinastie@bronyville.me)
L495[10:59:42] <HassanS6000> And then you notice what you did to fix the other ones caused this one -_-
L496[11:00:14] <clienthax> btw lex, did you deathstare me when i was standing in the question que at the mod panel :c ?
L497[11:00:32] <HassanS6000> Ordinastie, I fixed my old issue btw :P It was the Material..
L498[11:00:34] ⇨ Joins: Away_21 (Wuerfel21@bronyville.me)
L499[11:00:38] <laci200270> this is a c thingy: #define TRUE (rand() > 0.5)
L500[11:00:40] <Steel_Arm> That one must've been in the ballmer peak
L501[11:01:14] <HassanS6000> So I have 2 methods.. One sets a boolean to false when a block is broken near it.
L502[11:01:15] <clienthax> // Don't know what this is.
L503[11:01:21] <clienthax> mhm.. thats a strange one
L504[11:01:28] <HassanS6000> The other sets it to true as long as it was once connected to a powersource..
L505[11:01:39] <HassanS6000> The one that sets it to true overrides the one that sets it to false!!
L506[11:02:08] <HassanS6000> Oh wait
L507[11:02:09] <HassanS6000> Wait
L508[11:02:09] <Cazzar> //I don't know why, but this works
L509[11:02:11] <HassanS6000> I fixed it
L510[11:02:38] <HassanS6000> / sometimes I believe compiler ignores all my comments
L511[11:02:55] <diesieben07> // hush
L512[11:03:11] <HassanS6000> // If you delete the credits, I will fucking kill you.
L513[11:03:35] <diesieben07> // you guys really need to figure out how to start a line with a /
L514[11:04:05] <laci200270> this should be included in every mod: // I am not responsible of this code.
L515[11:05:03] <clienthax> //Exists purely for the reason that mojang can't code
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L517[11:05:13] <Steel_Arm> That.
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L519[11:05:19] <laci200270> diesieben07: can you help with rendering?
L520[11:05:20] ⇦ Quits: RichardG (richardg86@187.105.72.202) (Ping timeout: 202 seconds)
L521[11:05:33] <diesieben07> i cannot
L522[11:05:47] <diesieben07> otherwise i would already have replied to your post
L523[11:05:52] <laci200270> oh
L524[11:06:04] <laci200270> i should sometime refersh my browser
L525[11:06:19] <HassanS6000> Ugh I need help
L526[11:06:34] <HassanS6000> http://pastebin.com/PBa5zVG0
L527[11:06:49] <HassanS6000> http://pastebin.com/6Jqw1SHu
L528[11:07:13] <HassanS6000> Basically.. what happens is if it's connected to TileEntityR2PConvertor
L529[11:07:21] <HassanS6000> And TileEntityR2PConvertor has been set as the source..
L530[11:07:56] <laci200270> diesieben07: no any replies yet... http://www.minecraftforge.net/forum/index.php/topic,31826.0.html
L531[11:08:18] <williewillus> laci200270: you're registering a b3d model and tesr for the same block? :p
L532[11:08:24] <HassanS6000> If I break a wire next to another wire. What's SUPPOSED to happen is that the state is set to false on the other line in onNeighborblockchanged. However it keeps getting set to true because its powersource is still R2PConvertor.
L533[11:08:25] <diesieben07> and you ping me about that because...?
L534[11:08:32] <diesieben07> i mean it's not like i don't already know that...
L535[11:08:43] <williewillus> ah youre rendering the b3d in the tesr 0.o
L536[11:08:56] <HassanS6000> He's trying to do it with animation
L537[11:09:12] <laci200270> I want to animate it in blender
L538[11:09:25] <diesieben07> i dont think forge has support for that (yet?)
L539[11:09:28] <williewillus> doesnt b3d already support animation?
L540[11:09:50] <williewillus> (without doing it the java model way, I mean)
L541[11:10:14] <laci200270> williewillus: i want to stop start animation from TE
L542[11:11:11] <HassanS6000> B3D already supports animation
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L544[11:11:26] <HassanS6000> I think someone told me animation is possible either fry or shadekiller666
L545[11:11:54] <williewillus> yeah but he wants to manually control it
L546[11:12:27] <Gliby> physics + mob amputation = http://i.imgur.com/3DNnV1z.gifv
L547[11:12:45] <clienthax> ha
L548[11:13:22] <Vigaro> Gliby: Call setdead on it after it dies to prevent the death animation
L549[11:13:25] <HassanS6000> GildedGames, that is sick
L550[11:13:30] <laci200270> basically I want when the machine runs animate and when not stop the animation
L551[11:13:35] <HassanS6000> *Gilby
L552[11:13:45] <HassanS6000> **GLIBY
L553[11:14:04] <Gliby> thanks, It's currently running on the server.
L554[11:14:16] <Gliby> I'm generating the shapes from the actual models
L555[11:14:18] <Gliby> no hardcoding
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L557[11:14:23] <diesieben07> laci200270, that sounds like you want to change the model when it does that. easiest way would be to change the metadata
L558[11:14:35] <HassanS6000> That's rly cool Gliby
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L561[11:14:40] <diesieben07> Gliby, how on earth do you access models on the server? :D
L562[11:14:44] <laci200270> so use multiple models?
L563[11:14:52] <diesieben07> yes laci
L564[11:14:52] <Gliby> it's lan.
L565[11:15:05] <diesieben07> one for running one for idle
L566[11:15:08] <Gliby> i'm gonna have to export the generated files to .json to run on dedicated
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L568[11:15:13] <laci200270> Gliby: it will crash on dedicated server
L569[11:15:21] <laci200270> i think
L570[11:15:24] <Gliby> i'm quite aware of that :)
L571[11:15:27] <diesieben07> ah i see
L572[11:16:20] <Gliby> in the end, it's going to be a client-side physics thing.
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L574[11:17:02] <diesieben07> oh i remember
L575[11:17:09] <diesieben07> you were the guy sending liek 20000 packets a tick
L576[11:17:25] <clienthax> @_@
L577[11:17:30] <Gliby> it's way more optimized now
L578[11:17:40] <diesieben07> .d
L579[11:17:48] <diesieben07> fuckin caps locik
L580[11:17:52] <laci200270> only 10000 packets per tick?
L581[11:17:54] <laci200270> :D
L582[11:17:57] <Gliby> :D
L583[11:18:02] <diesieben07> this 50€ cherry keyboard has a button to disable the windows key...
L584[11:18:10] <diesieben07> but not for fucking caps lock...
L585[11:18:11] <diesieben07> seriously
L586[11:18:19] <Gliby> I've tried it out with a couple of people, server hasn't lagged a bit.
L587[11:18:20] <Steel_Arm> HassanS6000: This is just my opinion, but you should probably check all neighbors for power on a neighbor change; after all, what if you have two power sources? But maybe I'm just not understanding your code very well.
L588[11:18:37] <clienthax> gah wtf
L589[11:18:43] <clienthax> why isnt this dam thing working @_@
L590[11:18:54] <diesieben07> throw more code at it
L591[11:19:03] <Commoble> Does it have space for the water to move through?
L592[11:19:27] <HassanS6000> Steel_Arm, on Neighbor change it's the main function is if a powerline is broken, then that method is fired. So if it finds it's broken it's supposedly supposed to set the voltage to 0.
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L594[11:19:39] <HassanS6000> supposedly supposed to is some nice wording
L595[11:19:48] * clienthax waves a kebab near diesieben07
L596[11:19:57] <diesieben07> what you want
L597[11:20:02] <clienthax> :P
L598[11:20:06] <clienthax> same problem as earlier =/
L599[11:20:19] * HassanS6000 is hungry thanks to clienthax
L600[11:20:24] * HassanS6000 is going to find foos
L601[11:20:31] <diesieben07> dude...
L602[11:20:32] <williewillus> laci200270: looks like you could use extendedblockstate with unlistedproperties to manipulate the keyframes? idk the exact details
L603[11:20:34] <clienthax> HassanS6000: you missed the burritos at minecon, so goods
L604[11:20:34] <diesieben07> learn to use a debugger.
L605[11:20:41] <williewillus> see B3DLoader
L606[11:20:45] <clienthax> diesieben07: i am using the debugger, i cant see wtf is going wrong
L607[11:21:01] <clienthax> mojangs spghetti isnt the easiest crap to wade through lol
L608[11:21:15] <diesieben07> ...
L609[11:21:34] <HassanS6000> ugh still can't make it turn off :(
L610[11:21:34] <Steel_Arm> HassanS6000: Ah, so aiming for realistic electricity, then?
L611[11:21:35] <clienthax> you try it..
L612[11:21:43] <HassanS6000> Steel_Arm, pretty much ;)
L613[11:21:57] <HassanS6000> Just can't get this thing to work
L614[11:22:04] <HassanS6000> Almost everythang else is good
L615[11:22:44] <williewillus> clienthax: whats not working? :p
L616[11:23:01] <HassanS6000> Steel_Arm, the only bright side is if a wire is not near anything it WILL turn off
L617[11:23:09] <clienthax> williewillus: http://www.minecraftforge.net/forum/index.php/topic,31828.0.html
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L619[11:24:05] <williewillus> sending fake blocks to the client
L620[11:24:10] <williewillus> sounds so bukkit-like haha
L621[11:25:19] <clienthax> yeah pretty much
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L624[11:27:52] <clienthax> williewillus: fix :P
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L626[11:28:48] <williewillus> put printlns everywhere
L627[11:28:49] <williewillus> lol
L628[11:28:52] <diesieben07> clienthax, not sure what does it...
L629[11:29:04] <diesieben07> but immediately after MC sends a packet setting it to the old block again
L630[11:29:05] <clienthax> diesieben07: not sure what does what?
L631[11:29:11] <clienthax> mhm
L632[11:29:31] <clienthax> i checked the packets sent and it seemed to send like 7 in total for what i sent (blocks)
L633[11:29:49] <diesieben07> ahhh
L634[11:29:58] <diesieben07> i do it in PlayerInteractEvent on RIGHT_CLICK_BLOCK
L635[11:30:05] <diesieben07> and the right click triggers a block change packet...
L636[11:30:20] <clienthax> son of a
L637[11:30:30] <clienthax> yeah thats where i do it :p
L638[11:30:40] <clienthax> so, how can i workaround that
L639[11:30:51] <diesieben07> don't use a fake block
L640[11:31:01] <williewillus> so when is someone going to fix PlayerInteractEvent :p
L641[11:31:11] <clienthax> diesieben07: err..?
L642[11:31:14] <diesieben07> we can't ... since people rely on it
L643[11:31:19] <williewillus> >.<
L644[11:31:26] <williewillus> it's so inconsistent
L645[11:31:39] <diesieben07> complain to vanilla :PO
L646[11:32:10] <clienthax> mhm.. idea
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L649[11:33:56] <laci200270> time to restart my computer
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L652[11:35:06] <clienthax> diesieben07: shouldnt cancelling the event aboid the 2nd packet?
L653[11:35:46] <diesieben07> nope
L654[11:35:53] <clienthax> >_<
L655[11:35:53] <diesieben07> canceling it immediately sends a BlockChange packet
L656[11:36:04] <clienthax> @_@
L657[11:36:06] <clienthax> who designed this..
L658[11:36:25] <clienthax> i sense the need for.. hacks
L659[11:36:26] <Steel_Arm> Sorry Hassan I don't really see an immediate solution. This probably isn't what you want, but I'll just throw it out there. What about maintaining a "potential" value for each connection? Then you could combine and split voltages with some simple math. The voltage would simply follow the path of least resistance.. Or if you have two voltage sources with no where to go, they end up "pushing against each other" and exploding :D
L660[11:36:35] <diesieben07> clienthax, you mean HAX?
L661[11:36:40] <clienthax> aye
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L664[11:38:44] <HassanS6000> Lol Steel_Arm that's pretty realistic xD
L665[11:39:21] <HassanS6000> Basically the solution will be that i have to somehow make it so when a block is broken it sets the original powersource to null..
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L667[11:39:28] <HassanS6000> idk how though
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L678[12:07:36] <HassanS6000> ugh still can't figure it out :(
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L692[12:46:53] <HassanS6000> Steel_Arm, do you have any ideas on my problem or just naww?
L693[12:47:34] <halvors> How can i get the ForgeDirection left of another? I know i can do ForgeDirection.getOpposite() so how to do something like ForgeDirection.getLeft()?
L694[12:49:01] <diesieben07> halvors, direction.getRotation(axis)
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L696[12:49:39] <Steel_Arm> Store a reference to the original power source in every powered TE, then you can set it to null from anywhere?
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L699[12:52:42] <HassanS6000> hmm
L700[12:53:18] <HassanS6000> I already have a reference
L701[12:53:29] <HassanS6000> And I can set it null from anywhere..
L702[12:54:13] <Steel_Arm> Then, I guess I don't know what's actually going wrong.
L703[12:54:23] <HassanS6000> Not working lol
L704[12:55:20] <HassanS6000> If u wanna see all da code : https://github.com/Ri5ux/AliensVsPredator
L705[12:56:18] <halvors> diesieben07: What axis would be left, i'm confused.
L706[12:56:41] <diesieben07> it always rotates right (clockwise)
L707[12:56:46] <diesieben07> axis determines from where you look
L708[12:56:58] <diesieben07> if you look from DOWN, it SOUTH rotated will be EAST
L709[12:57:16] <diesieben07> (because, when looking from DOWN, EAST is clockwise from SOUTH)
L710[12:58:55] <HassanS6000> diesieben07, can you help me out with my issue?
L711[12:59:16] <halvors> diesieben07: Yeah, get that, but how to tell it to be left of my current direction?
L712[12:59:16] <diesieben07> if i knew your issue?
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L714[12:59:36] <diesieben07> "left" makes no sense when you don't have a point of view
L715[12:59:45] <halvors> ForgeDirection.getOrientation(facing)
L716[12:59:51] <halvors> That's my point of view.
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L718[12:59:53] <diesieben07> what is "facing"
L719[13:00:15] <halvors> It's the direction the block is facing.
L720[13:00:33] <diesieben07> and you want that to rotate left
L721[13:00:34] <halvors> Depends on what direction the player was facing when placing it.
L722[13:00:36] <diesieben07> but left from *where*
L723[13:00:42] <diesieben07> where the player looks?
L724[13:00:44] <Steel_Arm> Does it matter that you don't save NBT after setting voltage to 0?
L725[13:00:46] <diesieben07> left from the sun?
L726[13:01:07] <diesieben07> you need to talk in clockwise and counter clockwise
L727[13:01:11] <halvors> ForgeDirection.getOrientation(facing) this is the opposite of the direction that the player looked when the block was placed.
L728[13:01:26] <HassanS6000> diesieben07 I basically have a power system setup for my mod using TE's. The issue is that one of these TE's which converts Redstone to Power when used and a powerline is broken in a circuit, all the wires not connected should shut off, yet they don't..
L729[13:01:29] <diesieben07> that doesn't even compile
L730[13:01:32] <HassanS6000> https://github.com/Ri5ux/AliensVsPredator/tree/master/src/main/java/com/arisux/avp/entities/tile
L731[13:01:39] <HassanS6000> The above is a link to all the TE's
L732[13:01:56] <diesieben07> in all honesty hassan, no i am not in the mood to debug your shit for you.
L733[13:02:10] <HassanS6000> lol
L734[13:02:14] <diesieben07> halvors, or is facing an int?
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L736[13:02:21] <HassanS6000> I already know the issue I just don't know how to solve it :P
L737[13:02:24] <halvors> diesieben07: Yeah, facing is an int.
L738[13:02:33] <diesieben07> ok, we don't care about the int at all
L739[13:02:37] <diesieben07> only work with ForgeDirection
L740[13:02:49] <diesieben07> so lets say facing is the ForgeDirection that your block faces
L741[13:02:52] <diesieben07> and you want to rotate it.
L742[13:02:52] <HassanS6000> The BlockPowerline sets the state to false when the neighbor is changed/broken..
L743[13:02:56] <diesieben07> clockwise or counter clockwise?
L744[13:02:57] <halvors> Yeah.
L745[13:03:04] <clienthax> are beacon lines meant to shoot through cakes..
L746[13:03:06] <clienthax> http://prntscr.com/7pipto
L747[13:03:10] <tterrag|away> yes
L748[13:03:14] <HassanS6000> Issue is it's then overwritten by the update state method in TileEntityPowerline
L749[13:03:22] <tterrag|away> cakes are not solid
L750[13:03:24] <halvors> diesieben07: Clockwise :)
L751[13:03:53] <diesieben07> facing.getRotation(ForgeDirection.UP) then
L752[13:03:57] <clienthax> o diesieben07 i got the fake blocks working
L753[13:03:59] <diesieben07> that rotates clockwise, when looking top-down onto your block
L754[13:04:07] * HassanS6000 figured something out
L755[13:04:10] <clienthax> i had to send them like 100 ticks in future lol
L756[13:04:28] <diesieben07> oh god
L757[13:04:37] <clienthax> meh, works for now
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L759[13:10:00] <Steel_Arm> I just spent like 8 hours on this last night and this morning. https://dl.dropboxusercontent.com/u/16617558/MCArmor.png any thoughts? My reference/inspiration is this: http://www.starwarsmmolevelingguide.com/wp-content/gallery/sith-inquisitor-armors/inquisitor2.jpg
L760[13:11:46] <tterrag|away> diesieben07: so that packet which sends the class name, can you think of a better way to do that without breaking the current setup?
L761[13:11:58] <tterrag|away> I guess we could just catch the CCE on the fromBytes
L762[13:12:25] <halvors> diesieben07: If i want counter clockwise, how would that work?
L763[13:12:33] <halvors> facing.getRotation(ForgeDirection.?)
L764[13:12:35] <tterrag|away> halvors: use DOWN
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L766[13:12:43] <tterrag> it's right hand rotation rule
L767[13:12:51] <tterrag> so just use the opposite side and it switches the direction
L768[13:12:53] <HassanS6000> Steel_Arm, it looks good so far. :D
L769[13:13:05] <halvors> Let say i want left.
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L772[13:13:36] <HassanS6000> haha Steel_Arm I fixed it almost! :D
L773[13:14:06] <Steel_Arm> that's good
L774[13:14:07] <tterrag> halvors: it will rotate to the right hand direction perpendicular to the side you give it
L775[13:18:16] <HassanS6000> Fuck lol if I break one wire connected to an R2P convertor it turns off every wire
L776[13:18:19] <HassanS6000> xD
L777[13:19:47] <halvors> tterrag: Thanks, could you please exmplain to me why? I don't get it...
L778[13:20:04] <tterrag> halvors: explain why what? that's just how it works :P
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L780[13:21:21] <halvors> tterrag: In order for that to work, it whould have to be rotated somehow?
L781[13:21:54] <tterrag> I'm confused what you are asking
L782[13:21:55] <Steel_Arm> HassanS6000: I think the logic of your system is flawed. I think you're going to need something more robust to handle all the possible situations that can occur.
L783[13:22:26] <HassanS6000> Steel_Arm, you're probably right.. xD
L784[13:22:41] <HassanS6000> Probs will have to re-write the whole thing..
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L787[13:25:53] <Steel_Arm> My advice is the same as before. Have an incoming voltage/amperage value for each neighbor, while splitting and merging power values at junctions. It might be a bit involved, but you can't get much more realistic and it would theoretically handle any situation that could occur.
L788[13:27:45] <HassanS6000> True..
L789[13:27:59] <HassanS6000> My solution works kind of..
L790[13:28:11] <HassanS6000> But it requires you to replace every wire if you break one..
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L794[13:38:04] <masa> that... doesn't exactly sound like a solution :p
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L796[13:42:14] <HassanS6000> masa, I know lol xD
L797[13:42:32] <HassanS6000> It fixes the immediate issue but causes another..
L798[13:43:50] <HassanS6000> Okay you don't have to replace ALL of them just the most recent 2
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L809[14:13:46] <diesieben07> halvors, think of a piece of paper with the 4 cardinal directions on it. now you look onto that paper from the top and go clockwise. thats what getRotation(UP) does (because you are looking from UP). Now if you were to look from underneath the paper (assuming the paper is transparent) and rotate clockwise you would go the opposite direction essentially. That would then be getRotation(DOWN)
L810[14:13:57] <diesieben07> tterrag, define "breaking the current setup"
L811[14:14:17] <tterrag> diesieben07: without rewriting the ~20 packets that extend that class
L812[14:14:32] <diesieben07> just don't send the classname...
L813[14:14:42] <tterrag> errr?
L814[14:14:42] <diesieben07> if that cast fails... something is inheritly wrong anyways
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L816[14:14:44] <tterrag> no
L817[14:14:52] <tterrag> the TE can be different on the client by the time the packet arrives
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L819[14:19:01] <tterrag> diesieben07: ^
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L825[14:27:13] <laci200270> what this means?
L826[14:27:14] <laci200270> [21:26:30] [Client thread/ERROR]: ########## GL ERROR ##########
L827[14:27:14] <laci200270> [21:26:30] [Client thread/ERROR]: @ Post render
L828[14:27:14] <laci200270> [21:26:30] [Client thread/ERROR]: 1284: Stack underflow
L829[14:27:37] <clienthax> means you fucked up opengl
L830[14:27:37] <laci200270> i get this when I try to render a b3d
L831[14:27:40] <Ordinastie> you pop something you didn't push
L832[14:27:47] <clienthax> also means to use a pastebin
L833[14:27:51] <laci200270> oh thanks
L834[14:28:40] <WaffleBunny> Yo! By any chance could anyone help me figure out reading Lore NBT that was set via addInformation? My current solution is getting me a NPE. ;_; Will provide extra info if PM'd, I don't want to clutter chat.
L835[14:29:12] <clienthax> WaffleBunny: pastebin
L836[14:29:14] <WaffleBunny> Will do.
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L838[14:29:25] <laci200270> anyone exprerinced with eclipse debugger is very slow?
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L840[14:29:59] <laci200270> if I use ~5 breakpoints the code runs very slow
L841[14:30:30] <WaffleBunny> clienthax http://pastebin.com/8cw3Pw55
L842[14:30:44] <clienthax> laci200270: depends where you put the points
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L844[14:31:10] <laci200270> some in my clientproxy some in the main mod class
L845[14:31:24] <clienthax> laci200270: i meant in the code, not classes..
L846[14:32:11] <DanielHuisman_> Did anyone else notice the blockstate implementation is terrible (mostly on large scale)?
L847[14:32:31] <laci200270> one is here: ClientRegistry.bindTileEntitySpecialRenderer(TileDieselGenerator.class, new DieselGeneratorSpecialRenderer());
L848[14:33:00] <laci200270> the others removed
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L852[14:37:18] <williewillus> DanielHuisman_: terrible or not, we have to work around it :p
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L854[14:37:25] <williewillus> go yell at mojang
L855[14:38:00] <DanielHuisman_> I don't mean the actual API, I mean the under-the-hood implementation
L856[14:38:07] <WaffleBunny> clienthax: Sorry to bug you, but did you check the pastebin out?
L857[14:38:25] <clienthax> WaffleBunny: yeah, it was so badly condensed that it made me lose all faith of working on it ;_;
L858[14:38:31] <Ordinastie> WaffleBunny, do you have any programming knowledge ?
L859[14:38:37] <DanielHuisman_> If you have a large amount of block states, it will consume a lot of memory and eventually crash
L860[14:38:52] <WaffleBunny> clienthax My apologies.
L861[14:38:52] <clienthax> DanielHuisman_: block states are still limited to metadata limits
L862[14:39:08] <DanielHuisman_> My mod extends block ids and metadata ;)
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L864[14:39:12] <WaffleBunny> Ordinastie I do have some, but it's rather basic.
L865[14:39:33] <clienthax> DanielHuisman_: err.. dems be deep waters
L866[14:39:42] <clienthax> but seriously, why the shit do we still have a block limit of 4k ~
L867[14:39:43] <Ordinastie> you might want to learn a bit more
L868[14:40:03] <Ordinastie> because NPEs are the most basic thing to deal with and the easiest to fix
L869[14:40:22] <DanielHuisman_> ExtendedMetadata extends block ids to 32768 and metdata to 65536 :P
L870[14:40:23] <clienthax> and the hardest, is anything reika coded
L871[14:40:41] <clienthax> DanielHuisman_: eah, wouldnt that break all the metadata shifting ?
L872[14:40:51] <tterrag> DanielHuisman_: that must make world saves huge
L873[14:40:56] <tterrag> unless you are doing something even more indepth
L874[14:40:59] <clienthax> and that
L875[14:41:15] <DanielHuisman_> it dubbles the amount of bytes stored per block, unless a chunk doesn't use those values
L876[14:41:20] <tterrag> clienthax: why would it? blocks that don't use the extended metadata would just limit themselves to 16 still
L877[14:41:32] <WaffleBunny> Ordinastie: The problem isn't it being a NPE, It's NBT lore tags, which I'm fairly new at. After several hours of googling, this is the solution which I found out. The path to the lore should be correct, but like I said, I don't know much about NBT lore.
L878[14:41:48] <clienthax> tterrag: because some people bitshift, and if they bitshift <<< it will move it to the end of the giant field now
L879[14:41:54] <clienthax> instead of back to where its expected to be ~
L880[14:41:58] <tterrag> wat
L881[14:42:02] <Ordinastie> no, it's definitely about the concept of NPE
L882[14:42:09] <DanielHuisman_> bitshifting shouldn't break?
L883[14:42:17] <tterrag> clienthax: that makes no sense, that's not how bitshifting works
L884[14:42:23] <tterrag> also, there is no data type that stores only 4 bits
L885[14:42:25] <clienthax> tterrag: just wait and see..
L886[14:42:26] <tterrag> so uh
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L888[14:42:29] <tterrag> no
L889[14:42:39] <Ordinastie> you access a field and/or method from a null variable
L890[14:42:47] *** Ashlee|off is now known as Ashlee
L891[14:43:13] <DanielHuisman_> Anyways my question is, to improve the block state impl. should I make a Forge PR or implement it in my mod?
L892[14:43:39] <WaffleBunny> Ordinastie: I'm really sorry, but the NBT couldn't possibly NPE, when addInformation actually adds lore?
L893[14:43:40] <tterrag> if you are going to attempt to change a very integral mechanic, you need to first make sure it has a purpose
L894[14:43:43] <williewillus> probably in your own
L895[14:43:49] <tterrag> lex will never merge a PR like that unless it has a VERY good reason to be done
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L897[14:43:53] <williewillus> it's a core change that would probably break a lot a lot alot of stuff :p
L898[14:43:53] <tterrag> "I need this for my mod" is not a good reason
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L900[14:44:31] <Ordinastie> WaffleBunny, you have no guarantee that itemStack.stackTagCompound is not null
L901[14:44:41] <DanielHuisman_> the only thing it world of is heavily reduce the amount of memory uses
L902[14:44:45] <WaffleBunny> Ordinastie: Even when lore is shown on the item?
L903[14:44:47] <DanielHuisman_> would*
L904[14:44:51] <Ordinastie> you have no guarantee that itemStack.stackTagCompound.getCompoundTag("display") is not null...
L905[14:44:57] <DanielHuisman_> would do*
L906[14:44:58] <clienthax> if it actually optimizes it a fair bit he may merge it
L907[14:45:02] <Ordinastie> etc..
L908[14:45:03] <clienthax> worth a shot in all honesty
L909[14:45:07] <Lex|Hotel> DanielHuisman_, if you edit minecraft code, PR it. Defend yourself and the changes and make it functional/backwards compatible.
L910[14:45:12] <clienthax> eeeek hes here
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L912[14:45:18] <clienthax> Feeling better lex?
L913[14:45:39] <DanielHuisman_> thanks lex, I will start working on a PR
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L915[14:46:18] <Ordinastie> WaffleBunny, use your debugger
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L917[14:48:11] <MisterChris> So, I need to save integers that are used displayed in a gui, basically levels that can be leveled up. When using IExtendedEntityProperties, should I save/load these integer variables in the class its implementing, or is it okay to do it in another class that contains other info for these levels
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L919[14:48:34] <MisterChris> Class its implementing: ExtendedPlayer
L920[14:48:57] <Ordinastie> doesn't matter where you get your data from
L921[14:49:31] <MisterChris> Alrighty
L922[14:50:36] <WaffleBunny> Ordinastie: I'm so sorry, I just did a System.out.print test for each part of it, and it does seem that "display" is the NPE, I had just thought that addInformation would add it there. If you don't mind, could you point me in the right direction as to how addInformation stores it's lore?
L923[14:50:58] <williewillus> addInformation doesn't store anything?
L924[14:51:04] <Ordinastie> addInformation doesn't add anything
L925[14:51:20] <williewillus> it's used to insert info right before the tooltip is rendered during runtime
L926[14:51:29] <Ordinastie> it's just to add stuff to the list used to display the tooltip
L927[14:51:57] <MisterChris> Recommended irc clients?
L928[14:52:05] <WaffleBunny> Oh, I'm sorry about that. I was just guessing that what it did was NBT lore to the item, not render it during tooltip rendering! I'm so sorry!
L929[14:52:19] <WaffleBunny> add NBT lore*
L930[14:52:30] <Ordinastie> WaffleBunny, are you canadian?
L931[14:52:38] <MisterChris> Lol dont be sorry Waffle, this channel is for assisting
L932[14:52:41] <WaffleBunny> I am not.
L933[14:52:41] <MisterChris> LOL ordin
L934[14:52:42] <WaffleBunny> xd
L935[14:52:58] <williewillus> MisterChris: HexChat
L936[14:53:03] <MisterChris> I know how it feels to think you're asking too much lol
L937[14:53:13] <MisterChris> Thanks willie, I think i remember you saying that the other day I just forgot
L938[14:53:43] <williewillus> mustve been quite a while ago bc i don't remember lol
L939[14:53:53] <MisterChris> it was like a week ago
L940[14:54:08] <MisterChris> it was either you or someone else, but someone had mentioned my pings never hit me
L941[14:54:45] <Ordinastie> MisterChris, nobody but you can know if you get pinged or not...
L942[14:55:14] <tterrag> it was me
L943[14:55:18] <tterrag> and I also suggested hexchat
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L945[14:56:34] <MisterChris> Ah yeah it was
L946[14:57:10] <MisterChris> Is there a way to auto identify with hexchat?
L947[14:57:16] <Lex|Hotel> http://www.twitch.tv/mojang/v/6949826?t=03h47m40s who si that twat and why are they spreading stupid?
L948[14:57:46] <tterrag> MisterChris: of course
L949[14:58:02] <M4thG33k> Greetings all! I have a few questions about the RedstoneFlux/Energy API. First off: is it generally the case that anything that generates RF should implement IEnergyProvider and is also in charge of "pushing" its charge into adjacent conduits/ducts/wires?
L950[14:58:04] <clienthax> command blocks XD
L951[14:58:12] <clienthax> lex why didnt you.. like.. throw him in the river?
L952[14:58:24] <tterrag> I'm not getting any audio from twitch
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L954[14:58:36] <tterrag> there we go
L955[14:58:42] <tterrag> M4thG33k: #ThermalExpansion
L956[14:58:48] <MisterChris> Im watching that guy and its literrally making me want to strangle him because he doesnt know shit and hes just talking
L957[14:58:51] <MisterChris> who is he
L958[14:58:53] <Lex|Hotel> watching the old streams that i didnt see
L959[14:58:53] <M4thG33k> Cool. Thanks
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L963[14:59:51] <Ordinastie> Lex, you mean the "command blocks are like mods" part ?
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L965[15:00:24] <MisterChris> Everything that guy says about mods is irritating
L966[15:01:12] <tterrag> lex: that guy is thediamondminecart, I'm not sure what he's on about because he has tons of videos with mods
L967[15:01:32] <tterrag> my little brother watches them
L968[15:02:24] <Ordinastie> oh, I know him, he made a spotlight for my mod
L969[15:02:36] <tterrag> me too :P
L970[15:03:09] <tterrag> I think his point is, he's making custom maps etc, and doesn't want (or know how to) write his own mods, and command blocks are a good alternative
L971[15:03:20] <tterrag> which, has some truth, but is also kinda dumb considering the configurability of a lot of mods out there
L972[15:03:29] <clienthax> how the shit are command blocks a good alternative
L973[15:03:38] <clienthax> thats like saying being stabbed in the eye is a good alternative to dieing
L974[15:03:38] <tterrag> clienthax: you can do a lot with command blocks, as far as custom maps go
L975[15:03:46] <williewillus> in the scope of vanilla
L976[15:03:49] <tterrag> and they are easier to learn
L977[15:03:56] <clienthax> jsonblocks
L978[15:03:59] <tterrag> and you can do it in vanilla (no forge/mods needed)
L979[15:04:18] <MisterChris> Most of the things you do with command blocks cant be flushed out perfect and are still buggy
L980[15:04:27] <MisterChris> like entities and such
L981[15:04:28] <tterrag> oh of course
L982[15:04:34] <tterrag> commandblock "mods" are a giant hack
L983[15:04:39] <tterrag> since they cannot add mechanics
L984[15:04:45] <tterrag> and they are almost always horrible for performance
L985[15:04:53] <tterrag> but it *works* and that's what most people care about
L986[15:04:59] <williewillus> commandblock clocks -> tick handlers xD
L987[15:05:00] <MisterChris> tterrag: how do I auto-identify?
L988[15:05:04] <Ordinastie> but I must admit, what people manage to create with command block is quite impressive
L989[15:05:27] <tterrag> MisterChris: you can set up initial commands to run, or I think it supports SASL
L990[15:05:34] <tterrag> haven't used hexchat in a while
L991[15:05:35] <tterrag> google it :P
L992[15:05:38] <MisterChris> T_T
L993[15:05:46] <MisterChris> brb
L994[15:05:49] ⇦ Quits: MisterChris (~MisterChr@c-68-36-229-122.hsd1.mi.comcast.net) ()
L995[15:05:50] <williewillus> "you have to know java to commandblock"
L996[15:06:17] <Ordinastie> ?
L997[15:06:19] <HassanS6000> ^ false
L998[15:06:22] <williewillus> I know
L999[15:06:24] <HassanS6000> lol
L1000[15:06:29] <williewillus> hence the quotes
L1001[15:06:55] <HassanS6000> mhm..
L1002[15:07:01] <Lex|Hotel> ya command blocks are great... for ONE THING
L1003[15:07:01] <tterrag> he's also obviously grossly oversimplifying the concept
L1004[15:07:09] <tterrag> for the audience
L1005[15:07:12] <HassanS6000> What does sis mean? fry's nick..
L1006[15:07:21] <tterrag> no one is going to understand what he's saying if he goes indepth into commmand blocks
L1007[15:07:24] <HassanS6000> Pretty sure not sister
L1008[15:07:25] <clienthax> spawning sheep on poorly configured servers :D
L1009[15:07:30] ⇨ Joins: MisterChris (~MisterChr@2601:40a:4000:c746:8c63:369e:cb29:9a0b)
L1010[15:07:30] <Lex|Hotel> Basic thing with command blocks: Every block you add removes 1FPS
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L1012[15:07:35] <williewillus> yup
L1013[15:07:38] <HassanS6000> lol
L1014[15:08:02] <williewillus> build anything big and its basically a giant tickhandler that also causes block updates lol
L1015[15:08:12] <Ordinastie> if you start at 900fps, you've got some room :p
L1016[15:08:17] <MisterChris> But see, its people like diamondminecraft who appeal to little kids and also have small attention spands so they cant/dont learn much
L1017[15:08:35] <williewillus> and the interface for commandblocks suck right now
L1018[15:08:48] <MisterChris> So instead of actually giving an adequete and not-ignorant opinion, they just talk like they know what they're doing
L1019[15:08:55] <williewillus> if you need to put a big json in there you have to basically make i somewhere else then paste it in
L1020[15:09:02] ⇦ Quits: Gliby (Gliby@46.165.251.67) (Quit: http://www.kiwiirc.com/ - A hand crafted IRC client)
L1021[15:09:19] <MisterChris> The caster that was interviewing/talking to him even said, the mod portion of minecon was huge
L1022[15:09:21] <Lex|Hotel> hehe yes the intereface for command blocks is good reflecting what it was ment to do
L1023[15:09:25] <Lex|Hotel> one small thing at a time
L1024[15:09:39] <MisterChris> How is Minecon btw?
L1025[15:09:44] <Lex|Hotel> meh
L1026[15:09:57] <williewillus> was it as badly organized as ive heard? :p
L1027[15:10:00] <clienthax> ^ agreed, they didnt put much effort in..
L1028[15:10:13] <MisterChris> I didnt expect
L1029[15:10:39] <clienthax> honestly ive seen more kids at a lan party that had a minecraft section
L1030[15:10:42] <clienthax> then i did at minecon
L1031[15:10:54] <Lex|Hotel> yes minecon is a joke when you think about it from a normal convention setup
L1032[15:10:58] <Lex|Hotel> but it was entertaining
L1033[15:10:59] <clienthax> and the lan party had oculus rifts with mc on ;)
L1034[15:11:02] <Lex|Hotel> err
L1035[15:11:08] <Lex|Hotel> the people were entertainign notthe con ;)
L1036[15:11:09] ⇦ Quits: sciguyryan (~sciguyrya@80-254-76-177.dynamic.swissvpn.net) ()
L1037[15:11:18] <MisterChris> Which reminds me I should probably change my irc name to my ign. Going to start confusing people soon
L1038[15:11:20] *** MisterChris is now known as ItsANoBrainer
L1039[15:11:27] <clienthax> lex, what about that guy that asked you how many dedicated wams you need to run pixelmon?
L1040[15:11:46] <ItsANoBrainer> Deodedidated wam?
L1041[15:11:51] <Steel_Arm> Hm... I can see a con for mods, but just for vanilla? That sounds like it'd last about 5 minutes.
L1042[15:11:53] <Lex|Hotel> ya fuck you client
L1043[15:11:57] <ItsANoBrainer> LOOL
L1044[15:11:59] <clienthax> <3
L1045[15:12:08] <ItsANoBrainer> rip
L1046[15:12:12] <clienthax> i think dire enjoyed it
L1047[15:12:25] <ItsANoBrainer> Well ofcourse he enjoys almost everything lol
L1048[15:12:27] <Lex|Hotel> not really
L1049[15:12:39] <williewillus> clienthax: did that question actually happen? :p
L1050[15:12:40] <ItsANoBrainer> =O
L1051[15:12:46] <Lex|Hotel> he just ignores most things
L1052[15:12:57] <Lex|Hotel> no clienthax sent twats to make fun of the kid from last minecon
L1053[15:13:03] <Lex|Hotel> which is a dick move
L1054[15:13:29] <clienthax> well maybe if i didnt get banned from the irc for stupidely simple things i wouldn't of sent a paid twat your way -.-
L1055[15:13:47] <Ordinastie> did you actually pay him?
L1056[15:13:59] <Lex|Hotel> wait
L1057[15:14:00] <clienthax> not me personally, someone with me did tho
L1058[15:14:01] <Lex|Hotel> you paid him?
L1059[15:14:07] <williewillus> ..
L1060[15:14:11] <Lex|Hotel> haha you're retarded
L1061[15:14:29] <ItsANoBrainer> >Why go make fun of someone myself when I can pay someone to do it for me
L1062[15:14:37] <clienthax> hea, i PERSONALLY didnt have to pay anything ;)
L1063[15:14:38] <williewillus> why would you spend money on that
L1064[15:15:17] <clienthax> ask the americans that did..
L1065[15:15:22] * clienthax shrugs
L1066[15:15:37] <clienthax> i managed to do the whole of minecon on less than £50 as im a cheapskate woo
L1067[15:15:52] <Drullkus> lolwat
L1068[15:15:58] *** clienthax was kicked by MineBot (Banned: Paying people to annoy us at con by making fun of a child.))
L1069[15:16:20] <tterrag> one of the first bans I agree with :P
L1070[15:16:23] <ItsANoBrainer> kek
L1071[15:16:26] <Drullkus> Hey lex, if you want a little faith restoration through awesome animations: https://twitter.com/Drullkus/status/618148969525293056
L1072[15:16:32] <Drullkus> tterrag: I agree too :p
L1073[15:17:09] <ItsANoBrainer> Hungry nodes were the bane of my existence
L1074[15:17:11] <ItsANoBrainer> Still are
L1075[15:17:15] <williewillus> what is that?
L1076[15:17:27] <williewillus> or, i mean, what's different about it :p
L1077[15:17:55] ⇨ Joins: gabizou|london (~gabizou@talk.inspirenxe.org)
L1078[15:18:28] <Drullkus> williewillus ItsANoBrainer: This machine turns nodes into hungry nodes.
L1079[15:18:46] <ItsANoBrainer> wwww..wwwwhh..whaaat
L1080[15:18:48] <ItsANoBrainer> oh my
L1081[15:18:49] <Drullkus> Not a Node stabilizer replacement
L1082[15:18:51] <ItsANoBrainer> umm
L1083[15:18:57] <ItsANoBrainer> you monster
L1084[15:19:01] <Drullkus> :p
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L1087[15:19:35] ⇨ Joins: r4wk (uid48318@id-48318.highgate.irccloud.com)
L1088[15:19:41] ⇨ Joins: killjoy (~killjoy@cpe-24-74-204-200.ec.res.rr.com)
L1089[15:19:48] <ItsANoBrainer> Now im exploring the internet instead of coding
L1090[15:19:49] <ItsANoBrainer> what am I doing
L1091[15:19:59] *** MineBot sets mode: -b *!*@id-14726.ealing.irccloud.com
L1092[15:20:06] <Drullkus> ItsANoBrainer: You! Get back to coding! :p
L1093[15:20:18] <ItsANoBrainer> Bbbbuuut theres a whole internet out there
L1094[15:20:38] <Drullkus> Do you not like making cool things? :p
L1095[15:20:41] <Drullkus> Like I am? lol
L1096[15:20:43] ⇨ Joins: aleshka (~aleshka@188.112.205.56)
L1097[15:20:44] <ItsANoBrainer> Bruhhh
L1098[15:20:49] <ItsANoBrainer> Yeeeeah
L1099[15:21:02] <Wuppy> Drullkus, why not both
L1100[15:21:13] <Drullkus> Wuppy: :p
L1101[15:21:21] <Drullkus> Wuppy: You should see the gfycat :)
L1102[15:21:23] *** MattMc is now known as MattOfflineMc
L1103[15:21:31] <Wuppy> which
L1104[15:21:40] <Drullkus> Wuppy: This one - https://gfycat.com/ThornyThatAntipodesgreenparakeet
L1105[15:21:52] ⇨ Joins: clienthax (sid14726@id-14726.ealing.irccloud.com)
L1106[15:21:52] *** clienthax was kicked by MineBot (Banned: Paying people to annoy us at con by making fun of a child. (35565d)))
L1107[15:22:10] <tterrag> that's a lot of days
L1108[15:22:23] <Wuppy> :O
L1109[15:22:29] <tterrag> ~97.5 years
L1110[15:22:31] <Wuppy> fix the name though Drullkus
L1111[15:22:39] <Drullkus> Damn
L1112[15:22:44] <Drullkus> Wuppy: ik
L1113[15:22:44] <Drullkus> :p
L1114[15:22:46] <Wuppy> tterrag, what is 97 years?
L1115[15:22:48] <ItsANoBrainer> Not enough!
L1116[15:22:52] <tterrag> 35565 days
L1117[15:23:06] <ItsANoBrainer> Did you do the math or calculator?
L1118[15:23:08] <Wuppy> oh... I didn't read that thing
L1119[15:23:11] <Drullkus> IT's far from release ready Wuppy, I still need to patch many problems I made
L1120[15:23:11] <ItsANoBrainer> mental math*
L1121[15:23:18] <tterrag> calculator, but idk why I did
L1122[15:23:19] ⇨ Joins: lukegb (~lukegb@168.63.65.58)
L1123[15:23:22] <Drullkus> Plus to make it an official mod itself rather than that crap uh
L1124[15:23:24] <ItsANoBrainer> What are ou working on drullkus
L1125[15:23:25] <Drullkus> WIP mod name
L1126[15:23:28] <tterrag> 35565 is slightly < 365*100
L1127[15:23:32] <tterrag> so I could have guessed
L1128[15:23:34] <Drullkus> "StuffsAndThings" needs better name :p
L1129[15:23:36] <ItsANoBrainer> true
L1130[15:24:08] *** helinus is now known as helinus|off
L1131[15:24:25] <Lex|Hotel> whops knew that number was wrong
L1132[15:24:31] <Lex|Hotel> transposed the 6 and the 3
L1133[15:24:36] *** MineBot sets mode: -b *!*@id-14726.ealing.irccloud.com
L1134[15:25:01] <tterrag> 16 bits of bannage
L1135[15:25:03] <Lex|Hotel> Much better, god I cant do math correctly today.
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L1137[15:25:20] <ItsANoBrainer> So what was the intented days?
L1138[15:25:23] <Ordinastie> so in the end, how much time ?
L1139[15:25:30] <tterrag> 65535, aka 2^16 - 1
L1140[15:25:43] <ItsANoBrainer> Sexy
L1141[15:25:57] <tterrag> binary maxiumum of a 16 bit number
L1142[15:26:04] <Ordinastie> in case 35k days wasn't enough ?
L1143[15:26:07] <tterrag> I can spell maximum
L1144[15:26:14] <ItsANoBrainer> 35k day bans are never enough
L1145[15:26:44] <Wuppy> I'd say IRC will be dead in 98 years
L1146[15:26:47] <M4thG33k> When syncing Tile Entities with packets, what's the best way to go about that? I have been calling a prepareSync() method that marks the given block for updates and then marks it dirty every time I do something that updates a value the client needs for rendering purposes, but is there a better way? Looking at other people's code, they don't seem to be marking blocks for updates nearly as often as I am...
L1147[15:26:59] <tterrag> M4thG33k: send your own packet
L1148[15:27:07] <tterrag> block updates are extremely expensive
L1149[15:27:08] <Lex|Hotel> I COULD do 18446744073709551615 but i dont think esper is 64 bit ;)
L1150[15:27:32] <ItsANoBrainer> why not 2,147,483,647
L1151[15:27:45] <Lex|Hotel> why do you need that value for rendering?
L1152[15:29:31] <M4thG33k> I have TESRs that update depending on variable states in the TE, so I need the client/server TE's to be in sync for it to work properly
L1153[15:29:55] <tterrag> if you are using a TESR then you are wasting a lot of FPS with needless block updates
L1154[15:29:58] <tterrag> just make a custom packet
L1155[15:30:11] <tterrag> here you go http://mcforge.readthedocs.org/en/latest/networking/simpleimpl/
L1156[15:30:31] <ItsANoBrainer> 2^64 - 1
L1157[15:30:36] <Lex|Hotel> what is that variable?
L1158[15:30:38] <ItsANoBrainer> thankyou wolframalpha
L1159[15:31:03] <ItsANoBrainer> 2,147,483,647?
L1160[15:31:26] <Lex|Hotel> no
L1161[15:31:28] <Wuppy> ItsANoBrainer, do you actually remember that song or did you calculate it?
L1162[15:31:34] <Wuppy> that number*
L1163[15:31:35] <Lex|Hotel> that hes tryinh to send over the wire
L1164[15:31:53] <ItsANoBrainer> Which one Wuppy
L1165[15:31:53] <ItsANoBrainer> lol
L1166[15:31:54] <tterrag> "over the wire" I have never heard that phrase before a few days ago, and it was cpw who said it
L1167[15:31:54] <M4thG33k> I know how to make packets, I had to use them for my custom particle effects. I just need to go back and re-work how I want this to work. I also have blocks whose light value depends on its associated TE. Packets won't help with that, will they? I was under the impression that block light values will only update when they (or a neighboring block) are updated
L1168[15:32:05] ⇦ Quits: JZTech1010 (jztech101@crabhost.org) (Ping timeout: 378 seconds)
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L1170[15:32:16] <Wuppy> ItsANoBrainer, 2147483647
L1171[15:32:31] <ItsANoBrainer> lol I played rs for a while so I have it memorized
L1172[15:32:36] <tterrag> M4thG33k: yes when you change light value you must update the chunk lighting (with a markBlockForUpdate)
L1173[15:32:40] ⇨ Joins: OrionOnline (~OrionOnli@62.235.19.207)
L1174[15:32:42] <Wuppy> what does that have to do with RS?
L1175[15:32:43] <tterrag> or world.updateLightByType
L1176[15:32:50] <ItsANoBrainer> Its the max stack size for items
L1177[15:32:55] <OrionOnline> Hi Guys
L1178[15:32:59] <Wuppy> RS had stacks?
L1179[15:33:01] <tmtu> Wuppy: item stack limit is unsigned int
L1180[15:33:05] <Wuppy> I honestly dont remember much of the game
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L1182[15:33:31] <ItsANoBrainer> "maximum positive value for a 32-bit signed binary integer"
L1183[15:33:36] <M4thG33k> Alright, I guess I may have to remove or simplify how my lighting works to cut down on update calls...
L1184[15:33:36] <tterrag> 2147483647 is max for signed
L1185[15:33:36] <OrionOnline> I have a question regarding the modloading screen in the latest version of Forge, is there a way to have a third bar, regarding your mods loading state, during preinit / init / postinit
L1186[15:33:37] <tterrag> not unsigned
L1187[15:33:38] <Wuppy> at least not item details
L1188[15:33:39] <tmtu> er, signed
L1189[15:33:39] <OrionOnline> ?
L1190[15:33:42] <tmtu> :p
L1191[15:33:52] <tterrag> Ordinastie: yes you can hook into it
L1192[15:33:57] <tmtu> not like you could have negative item stacks, but javaâ„¢
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L1194[15:34:12] <Ordinastie> tterrag, failed
L1195[15:34:17] <ItsANoBrainer> You could have negative currency
L1196[15:34:17] <tterrag> whoops
L1197[15:34:20] <tterrag> quassel pls
L1198[15:34:24] <tmtu> really?
L1199[15:34:25] <ItsANoBrainer> #ALotToPayBack
L1200[15:34:25] <tterrag> OrionOnline: yes you can hook into the loading screen
L1201[15:35:07] <OrionOnline> tterrag, how? cause i could not find the calls for it, yet i might have been looking in the wrong place...
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L1205[15:38:48] <tterrag> OrionOnline: I think ProgressManager however it is deprecated
L1206[15:38:51] <tterrag> unsure why...
L1207[15:38:56] <tterrag> bug cpw/fry
L1208[15:39:06] <OrionOnline> oke
L1209[15:39:58] ⇦ Quits: Drullkus (~Drullkus@205.155.154.125) (Quit: brb)
L1210[15:40:20] <Lex|Hotel> because we havent designed a stable api around it yet
L1211[15:40:33] <Lex|Hotel> so if you use it assume that your mod will break and it wont be our fault
L1212[15:40:50] <tterrag> fair 'nuff
L1213[15:41:04] <tmtu> did the threading/gl issue get fixed?
L1214[15:41:13] <Lex|Hotel> nope some cards are still shit
L1215[15:41:14] *** tterrag is now known as tterrag|away
L1216[15:41:14] <Ordinastie> woudln't @Beta be better then ?
L1217[15:41:23] <tmtu> heh
L1218[15:41:30] <Lex|Hotel> @Beta doesnt exist in normal IDEs or java
L1219[15:41:48] <Ordinastie> oh, I know I saw it, but I don't remember where it came from
L1220[15:41:55] <Lex|Hotel> google
L1221[15:42:50] <Ordinastie> if google, then it would be ok
L1222[15:43:26] <Lex|Hotel> what would the point be/
L1223[15:43:47] <Lex|Hotel> it would just be a line in the code, there is no ide integration there are no warnings that things are imporoperly used
L1224[15:44:01] <Lex|Hotel> deprecated shows up in ides by default and its a universal thing
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L1226[15:45:54] <Ordinastie> yeah, but deprecated make it look like you shouldn't use it because there is a better one
L1227[15:46:36] <Ordinastie> anyway, doesn't matter
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L1229[15:48:31] <tterrag|away> the meaning of deprecated is that there is a better solution available, this one is still here for backwards compat
L1230[15:48:45] <tterrag|away> so I agree that it doesn't really fit, I also agree that there isn't really an alternative
L1231[15:49:03] <tterrag|away> mostly because pushing something to prod that isn't done isn't exactly a good practice ;)
L1232[15:49:26] <Lex|Hotel> no you guys are inferring to much
L1233[15:49:32] <Lex|Hotel> deprecated means you shouldnt use it
L1234[15:49:35] <Lex|Hotel> Full stop
L1235[15:50:40] <killjoy> If something isn't final, maybe add @Beta
L1236[15:50:51] <Lex|Hotel> Or if you wanna go strict definiton: We dissaprpove of the use of it
L1237[15:51:02] *** killjoy was kicked by Lex|Hotel (read the log. @Beta doesnt exist.))
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L1242[15:54:26] <tterrag|away> lex is technically correct, the best kind of correct
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L1249[16:09:58] <Lumien> If i have a model that is higher than 1 block, is there a way besides placing a fake block on top to prevent blocks being placed "on top" of it?
L1250[16:10:16] <Lumien> Could i just use BlockEvent.PlaceEvent for that?
L1251[16:11:10] <williewillus> i think that would probably be the simplest
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L1253[16:12:56] MineBot sets mode: +o on LexMobile
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L1256[16:16:36] <shadekiller666> lex, what irc app do you use on mobile?
L1257[16:17:52] <ItsANoBrainer> Im currently having trouble with getting a string to update its information in a gui.
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L1260[16:18:36] <ItsANoBrainer> I have a button, with the text string. When I change the text string variable its set to be, it doesnt update on the gui unless the client restarts. I am checking to see if the value is actually changed and it is
L1261[16:18:41] <LexMobile> Irccloud
L1262[16:19:30] <Ordinastie> ItsANoBrainer, changing a string changes it's reference
L1263[16:19:33] <Ordinastie> *its
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L1265[16:20:05] <gigaherz_p> one down, 3 to go
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L1267[16:20:22] <gigaherz_p> "mosquito defense" operation phase 1 complete
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L1271[16:21:01] <ItsANoBrainer> I want it to be so that when the gui opens any time after the first, it updates the variables if they are changed
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L1273[16:22:57] <Ordinastie> you need to manually change the text of your button
L1274[16:22:59] <gigaherz_p> ItsANoBrainer: uh? just... udpate them every time?
L1275[16:23:05] <tterrag> Strings are immutable
L1276[16:23:08] <tterrag> you cannot change them by reference
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L1281[16:31:15] <ItsANoBrainer> Do strings have feelings?
L1282[16:31:44] <ItsANoBrainer> These are the real questions we should be contemplating in life
L1283[16:32:01] <gigaherz_p> yes, "feeling" is something a string can contain
L1284[16:32:05] <tterrag> diesieben07: I was thinking like this http://puu.sh/iPxcd.txt
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L1286[16:32:11] <ItsANoBrainer> omg giga
L1287[16:32:58] <ItsANoBrainer> t(-_-)_/¯ my respect unto you
L1288[16:33:20] <gigaherz> lol
L1289[16:34:08] <WaffleBunny> So, next question. I'm doing a multi render pass, and everything's finally working kind of okay, but every time a onItemRightClick happens, the overlay that is colored flashes another hue. Anyone got any ideas as to why?
L1290[16:35:06] <gigaherz> do you properly set the settings such as glColor before each pass?
L1291[16:35:16] <Ordinastie> WaffleBunny, not without code
L1292[16:35:26] <Ordinastie> and NO don't post the code in chat...
L1293[16:35:32] <WaffleBunny> Ordi, I won't.
L1294[16:35:35] <WaffleBunny> Pastebin ofcourse.
L1295[16:35:40] <gigaherz> http://gist.github.com/ ;P
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L1297[16:35:55] <Lumien> Hmm, how do i get the bounding box of my block to change based on state?
L1298[16:35:57] <gigaherz> you can send to gist directly from IDEA ;P
L1299[16:36:06] <gigaherz> rightclick -> create GIST ;P
L1300[16:36:17] <Lumien> Using addCollisionBoxesToList it seems to change for all block until i "update" them
L1301[16:36:17] <WaffleBunny> giga, I use eclipse and what I'm creating is just more of a test. x3
L1302[16:36:29] <gigaherz> WaffleBunny: well your loss ;P
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L1304[16:37:02] <gigaherz> Lumien: check the fence gate / fence post
L1305[16:37:16] <gigaherz> it has different collisions based on state
L1306[16:37:18] <WaffleBunny> Ordinastie: http://pastebin.com/SLaCn9Ry
L1307[16:38:16] <gigaherz> WaffleBunny: no need to use @SideOnly there, it won't get called in the server ;P
L1308[16:38:43] <WaffleBunny> Noted.
L1309[16:39:10] <gigaherz> you only need @SideOnly if one of the parameters happens to use a class that's client-only
L1310[16:39:15] <gigaherz> which is not the case
L1311[16:39:33] <Ordinastie> WaffleBunny, your itemRightClick seems shadt
L1312[16:39:37] <Ordinastie> *shady
L1313[16:39:48] <WaffleBunny> How so?
L1314[16:40:41] <Ordinastie> you have if/else and they do exactly the same thing for the most part
L1315[16:41:40] <WaffleBunny> The null check is run the first time the ItemStack is clicked, I have a block that basically lets you re-assign your power, the first if else is to basically let you update your soul gem, the first else is to not let anyone use your soul gem.
L1316[16:42:00] <gigaherz> you assign the NBT data when it's already assigned, though?
L1317[16:42:09] <Lumien> On which version are you?
L1318[16:42:10] <Ordinastie> I can't read code
L1319[16:42:13] <Ordinastie> *can
L1320[16:42:15] <WaffleBunny> I rewrite it.
L1321[16:42:17] <WaffleBunny> 1.7.10
L1322[16:42:19] <Ordinastie> (though I can't write :x)
L1323[16:42:26] <WaffleBunny> I basically alter the amount of power a soul gem has.
L1324[16:42:58] <WaffleBunny> Or re-assign would be a better word, I guess.
L1325[16:43:05] <gigaherz> oh sure I meant like the Linked value ;P
L1326[16:43:15] <WaffleBunny> Aaah, Derp.
L1327[16:43:16] <gigaherz> you compare it, and if it's equal, you assign it to the same exact thing it already had XD
L1328[16:43:17] <WaffleBunny> Didn't notice that.
L1329[16:43:22] <WaffleBunny> Forgot it when I copied. xD
L1330[16:43:32] <WaffleBunny> Thanks for that. x3
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L1332[16:47:21] <ItsANoBrainer> Is drawScreen() constantly being called and updated
L1333[16:48:21] <tterrag> yes of course
L1334[16:48:21] <WaffleBunny> It is not
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L1336[16:48:25] <WaffleBunny> Or Derp.
L1337[16:48:26] <tterrag> you must draw every frame
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L1347[16:58:30] <M4thG33k> Greetings! I'm having issues dealing with redstone signals. I would like my TE to be able to detect if its associated block is receiving a redstone signal of any kind. I'm currently using worldObj.isBlockIndirectlyGettingPowered(...) and worldObj(getBlockPowerInput(...)>0 to check, but this only works if I have a lever/redstone torch directly adjacent to the block or a straight line of redstone dust between them. What am I
L1348[16:58:30] <M4thG33k> missing? Thanks!
L1349[16:59:50] <tterrag> M4thG33k: getStrongestIndirectPower
L1350[16:59:53] <tterrag> is probably what you want
L1351[17:00:19] <M4thG33k> I actually just tested that and it didn't change anything.
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L1354[17:01:46] <tterrag> dunno
L1355[17:01:47] <tterrag> works for me
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L1358[17:02:36] <M4thG33k> zero is the "off" value for both direct and indirect redstone, correct?
L1359[17:03:23] <tterrag> yes
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L1361[17:04:32] <M4thG33k> weird...
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L1363[17:06:33] <ItsANoBrainer> Okay so I used IExtendedEntityProperties but this doesnt save the information when the client is closed and reopened. What can I use to save this data.
L1364[17:07:01] <M4thG33k> Having altered collision boxes should affect redstone signals, right? Aren't the signals just location- and side-dependent?
L1365[17:07:11] <williewillus> no it shouldnt
L1366[17:07:27] <williewillus> ItsANoBrainer: youre sure you registered your IEEP's at the right time and side?
L1367[17:07:47] <Ordinastie> ItsANoBrainer, did you just Alf-F4?
L1368[17:08:10] <williewillus> well, ieeps should still save if you do that, vanilla saves your playerdat if you alt-f4
L1369[17:08:13] <williewillus> so ieeps should too
L1370[17:08:29] <ItsANoBrainer> No I clicked quit game on the menu and force closed
L1371[17:08:30] <Ordinastie> no it doesn't
L1372[17:09:17] <williewillus> im pretty sure it stops the server when you alt-f4 though, you see it in the log before it disappears .-.
L1373[17:09:21] <ItsANoBrainer> IEEP only seems to keep the data with the same client open. IE I went into a ssp world, changed some stuff. Closed the world and went back in, and it was changed like before.
L1374[17:09:32] <ItsANoBrainer> I restarted the client and none of the changes persisted
L1375[17:09:45] <tterrag> IEEP does not magically know how to send your data to the client
L1376[17:09:53] <tterrag> it's still there, just serverside only
L1377[17:10:43] <ItsANoBrainer> So what should I do to go about being able to
L1378[17:10:50] <Ordinastie> packet
L1379[17:11:01] <tterrag> do you need the data on the client?
L1380[17:11:04] <tterrag> that's the first thing to consider
L1381[17:11:08] <Ordinastie> ^
L1382[17:11:10] <williewillus> yeah, client definitely saves the world on alt-f4 / close button.
L1383[17:11:15] <williewillus> but thats beside the discussion :p
L1384[17:11:17] <M4thG33k> So I did some print statements in my code right before the highlighted line here: https://goo.gl/xfPiz1. When I have my setup like this: http://goo.gl/3RuHCe, I'm getting that my block is not indirectly powered, the block power input is 0, and the strongest indirect power is also 0. I don't think that's right...
L1385[17:11:28] <Ordinastie> williewillus, well it doesn't for me
L1386[17:11:45] <williewillus> oh well lol
L1387[17:12:11] <ItsANoBrainer> The information being saved is levels for skills for the player. If a player levels the skill, I want it to be able to be saved that its not the default value of 1. And when loaded again it doesnt default to one, it defaults to the leveled up and saved one.
L1388[17:12:34] <tterrag> you didn't answer my question
L1389[17:12:44] <ItsANoBrainer> Sorry I didnt understand it
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L1392[17:13:24] <mathew_653> Hi guys.
L1393[17:13:37] <tterrag> ItsANoBrainer: why do you need the data on the client
L1394[17:13:47] <ItsANoBrainer> I dont
L1395[17:13:54] <tterrag> then nothing is wrong
L1396[17:14:08] <Ordinastie> tterrag, if it's player levels, at some point, they will need to be on the client to
L1397[17:14:09] <ItsANoBrainer> When I asked for a solution to having this kind of info, I was told to use IEEP.
L1398[17:14:22] <tterrag> Ordinastie: sure, but then they can be synced on-demand
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L1400[17:14:28] <ItsANoBrainer> I wanted the data saved to a file or something, but I was told IEEP would work
L1401[17:14:29] <Ordinastie> true
L1402[17:14:35] <tterrag> ItsANoBrainer: IEEP *is* working
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L1404[17:14:51] <Ordinastie> IEEP is the way to go when you need to have player dependant additionnal data
L1405[17:14:58] <williewillus> M4thG33k: that transparent thingy is your block?
L1406[17:15:00] <ItsANoBrainer> Well I understand its working
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L1408[17:15:14] <ItsANoBrainer> I also understand its may not be what I need then
L1409[17:15:21] <M4thG33k> Yes. It takes up the block space directly above the water
L1410[17:15:28] <Ordinastie> looks like it is what you need
L1411[17:15:33] <tterrag> ItsANoBrainer: how so? you have saved data just fine
L1412[17:15:40] <Ordinastie> but the data is server side only apparently
L1413[17:15:46] <ItsANoBrainer> This data needs to persist on client restart
L1414[17:16:00] <ItsANoBrainer> Thats my problem
L1415[17:16:05] <gigaherz> on the CLIENT?
L1416[17:16:10] <williewillus> M4thG33k: yeah its what i thought, so checking for weak power calls Block.shouldCheckWeakPower(), which by default delegates to isNormalCube()
L1417[17:16:16] <gigaherz> or just after you relog to the server?
L1418[17:16:16] <ItsANoBrainer> Hm
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L1420[17:16:26] <williewillus> which is false in your case
L1421[17:16:43] <Ordinastie> ItsANoBrainer, show your code
L1422[17:17:09] <ItsANoBrainer> This data needs to be saved always, similar to player XP.
L1423[17:17:15] <tterrag> ItsANoBrainer: it *is* most likely, you just can't see it because you are expecting the data to be visible clientside
L1424[17:17:16] <tterrag> which it is not
L1425[17:17:49] <mathew_653> I got a small issue relating to using getPackage() on getclass(), a paste bin of the effected code can be found here(getsimplename works) : http://pastebin.com/BuTmXfyU
L1426[17:17:57] <ItsANoBrainer> http://pastebin.com/2SRUjt4f
L1427[17:18:02] <ItsANoBrainer> Is my IEEP Class
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L1429[17:18:39] <tterrag> dem hardcoded for loops
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L1431[17:18:47] <diesieben07> mathew_653, why do you need the package?
L1432[17:18:51] <williewillus> yeah that ieep looks pretty normal, your data just isnt being synced
L1433[17:19:20] <tterrag> mathew_653: read the javadoc on getPackage()
L1434[17:19:24] <tterrag> also don't do that
L1435[17:19:30] <mathew_653> diesieben07, either the package or modID will do it is for identifying what mod owns the class, this will be done at run time.
L1436[17:19:38] <Ordinastie> ItsANoBrainer, side not, what loop from 1 to 8 if you're going to -1 the value ?
L1437[17:19:49] <ItsANoBrainer> Its an array
L1438[17:19:55] <diesieben07> there's no reliable way to do that
L1439[17:19:55] <tterrag> lol, relying on packages to find out the owning mod
L1440[17:19:57] <tterrag> BAD idea
L1441[17:19:58] <Ordinastie> that doesn't answer the question
L1442[17:20:14] <ItsANoBrainer> Guess I coulda started the loop on 0 instead of 1
L1443[17:20:19] <Ordinastie> yes
L1444[17:20:25] <ItsANoBrainer> Does the same either way
L1445[17:20:30] <tterrag> diesieben07: http://puu.sh/iPxcd.txt <- my proposed fix for the teClass issue
L1446[17:20:33] <tterrag> seem reasonable?
L1447[17:20:37] <diesieben07> mathew_653, EntityRegistry.lookupModSpawn for mod entities
L1448[17:20:46] <diesieben07> EntityList for vanilla entities
L1449[17:21:00] <diesieben07> that catch will never catch
L1450[17:21:05] <tterrag> huhwhat
L1451[17:21:05] <diesieben07> a cast to (T) is not a real cast
L1452[17:21:14] <tterrag> it can still throw a CCE no?
L1453[17:21:16] <diesieben07> since the compiler doesn't know what T ios
L1454[17:21:19] <diesieben07> not in that method
L1455[17:21:23] <diesieben07> the CCE would happen outside
L1456[17:21:24] <M4thG33k> williewillus: So, I've overriden both the shouldCheckWeakPower and getWeakChanges methods to return true, but it hasn't changed anything...
L1457[17:21:24] <tterrag> howso?
L1458[17:21:29] <diesieben07> the first place that knows what T is
L1459[17:21:35] <diesieben07> well, what woudl you cast to
L1460[17:21:36] <ItsANoBrainer> There I fixed it just for you Ordinastie bb
L1461[17:21:37] <diesieben07> you dont know what T is
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L1463[17:21:48] <ItsANoBrainer> =p
L1464[17:21:55] <diesieben07> if you all list.get() on a List<String> the cast to string happens in *your* code
L1465[17:22:05] <diesieben07> even though the code in ArrayList casts to (T)
L1466[17:22:09] <diesieben07> *call
L1467[17:22:12] <williewillus> woohoo type erasure
L1468[17:22:20] <tterrag> so again I ask, what do you propose?
L1469[17:22:20] <Ordinastie> tterrag, it will cast to object (and then never fail) and you'll get a CCE when assigning that TE to a var
L1470[17:22:24] <tterrag> because I don't see another solution
L1471[17:22:32] <diesieben07> assume it will just work :P
L1472[17:22:37] <tterrag> but it won't
L1473[17:22:39] <diesieben07> if it doesn't, it's ok to crash.
L1474[17:22:42] <tterrag> that's a broken assumption
L1475[17:22:43] <tterrag> no, it's not
L1476[17:22:53] <tterrag> between the time a packet is sent and received things may have changed
L1477[17:22:57] <diesieben07> if the TE doesn't match up on the client there is something very wrong
L1478[17:22:58] <tterrag> you cannot rely on server/client state matching
L1479[17:23:02] <mathew_653> Gonna try that registry trick, thanks
L1480[17:23:04] <diesieben07> sure you can, in this case
L1481[17:23:06] <Ordinastie> tterrag, only solution : https://github.com/Ordinastie/MalisisCore/blob/1.7/src/main/java/net/malisis/core/util/TileEntityUtils.java#L61-L80
L1482[17:23:13] <diesieben07> packets are received in the order they are sent
L1483[17:23:31] <diesieben07> so if at the point where you send your Te packet the blcok si tehre on the server, it will be on the client
L1484[17:23:51] <diesieben07> otherwise you must pass Class<T> to the constructor of the packet
L1485[17:23:57] <diesieben07> and then do clazz.cast(te)
L1486[17:24:24] <tterrag> how would that get to the other side? we are back to the original problem
L1487[17:24:49] <diesieben07> the subclasses must know and pass it to the superclass
L1488[17:25:23] ⇨ Joins: Bacon (~tasty@5.231.51.78)
L1489[17:25:34] <tterrag> that requires a rewrite
L1490[17:25:37] *** heldplayer is now known as heldplayer|off
L1491[17:25:53] <diesieben07> uh... "rewrite" is an overstatement
L1492[17:25:56] <diesieben07> a minor refactoring
L1493[17:25:56] <Ordinastie> tterrag, guess what, you can't refactor without rewriting code :p
L1494[17:26:18] <tterrag> I'm fine rewriting this class
L1495[17:26:23] <williewillus> Im pretty sure you can rely on the TE to be the same on the client unless someone has something screwing up clientside, or the packet dispatcher goes crazy and does things in the wrong order
L1496[17:26:24] <tterrag> I just don't want to rewrite the 30 classes that extend it
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L1498[17:26:35] <tterrag> williewillus: the "unless" is the problem
L1499[17:26:41] <tterrag> if that "unless" happens the crash points to me
L1500[17:26:48] <williewillus> when would that ever happen
L1501[17:27:00] <diesieben07> its not your fault though :P
L1502[17:27:00] <Ordinastie> when dumbass mod does some crazy shit
L1503[17:27:07] <tterrag> " someone has something screwing up clientside, or the packet dispatcher goes crazy and does things in the wrong order"
L1504[17:27:14] <tterrag> diesieben07: does that matter? no
L1505[17:27:20] <diesieben07> yes it does.
L1506[17:27:20] <tterrag> I'll be the one getting stupid bug reports
L1507[17:27:30] <Ordinastie> yeah, but it might require a good amount of searching/debugging to figure out that's it's not your fault
L1508[17:27:31] <williewillus> then you point them to yell at X other mod
L1509[17:27:44] <tterrag> williewillus: how the heck would I know what X mod is?
L1510[17:28:00] ⇦ Quits: tmtu (~tundmatu@78-70-189-179-no28.business.telia.com) (Ping timeout: 202 seconds)
L1511[17:28:05] <diesieben07> and what happens when you just silently ignore?
L1512[17:28:08] <diesieben07> things go even more wrong
L1513[17:28:08] <Ordinastie> tterrag, stop being lazy and rewrite the 30 classes :p
L1514[17:28:14] <diesieben07> and that.
L1515[17:28:19] <tterrag> no, the packet gets ignored and everyone is happy
L1516[17:28:35] <Ordinastie> diesieben07, what you don't know can't hurt you :p
L1517[17:28:42] <diesieben07> nobody will be happy because something will go wrong
L1518[17:28:46] <diesieben07> the packets had a purpose :P
L1519[17:28:55] <ItsANoBrainer> tterrag: How would I go about making the info I need clientside
L1520[17:28:56] <tterrag> the packets' purpose is moot
L1521[17:29:02] <williewillus> ItsANoBrainer: packet! :D
L1522[17:29:02] <tterrag> so who cares
L1523[17:29:11] <diesieben07> well, i told you how to fix it.
L1524[17:29:21] <ItsANoBrainer> packets are stilla little bit of a mystery to me
L1525[17:29:26] <diesieben07> you can get the actual value of T via reflection hacks, if you really dont want to rewrite 30 classes
L1526[17:29:34] ⇦ Quits: mrkirby153 (mrkirby153@the.government.stole-your.pw) (Ping timeout: 186 seconds)
L1527[17:29:44] <tterrag> ItsANoBrainer: https://github.com/tterrag1098/PotionAPI/blob/master/src/main/java/tterrag/potionapi/api/effect/EffectUtil.java#L179-L215
L1528[17:29:44] <Ordinastie> I don't even know how to do that :p
L1529[17:29:46] <tterrag> that's how I do it
L1530[17:29:56] <gabizou|london> diesieben07, the alternative is having a retrievable method for ClassT>
L1531[17:30:10] <diesieben07> exactly what i just said :P
L1532[17:30:17] <tterrag> not sure what that means
L1533[17:30:19] <diesieben07> TypeToken.of(getClass()) etc
L1534[17:30:20] <Ordinastie> tterrag, ew, you send NBT? ><
L1535[17:30:24] <gabizou|london> oh
L1536[17:30:26] <diesieben07> and then resolve the value ot T
L1537[17:30:27] <tterrag> Ordinastie: eh?
L1538[17:30:43] <M4thG33k> Is there any way to get a non-normal block to respond to weak redstone signals? I've tried overriding the shouldCheckWeakPower(...) and getWeakChanges(...) methods, but they didn't seem to work
L1539[17:30:49] <tterrag> oh, yes
L1540[17:31:02] <diesieben07> tterrag, https://code.google.com/p/guava-libraries/wiki/ReflectionExplained#TypeToken
L1541[17:31:04] <Ordinastie> go you ARE lazy
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L1543[17:31:22] <tterrag> Ordinastie: that code has yet to see the light of day
L1544[17:31:31] <tterrag> and probably will never
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L1546[17:32:26] <ItsANoBrainer> tterrag would I just migrate it to my main class or should it be put in my extendedplayer class
L1547[17:32:38] <tterrag> eh?
L1548[17:32:46] <ItsANoBrainer> What you showed me
L1549[17:32:47] <tterrag> diesieben07: I have used TypeToken, I just don't quite get how it solves my problem
L1550[17:32:55] <tterrag> can it really be used to get the class of T?
L1551[17:33:03] <diesieben07> yes
L1552[17:33:23] <tterrag> oh, I see it there
L1553[17:33:42] <diesieben07> TypeToken.of(getClass()).resolveType(theClass.getParameterTypes()[0])
L1554[17:33:44] <diesieben07> something liek that
L1555[17:33:52] <Ordinastie> I wonder how it does it
L1556[17:34:05] <diesieben07> just vanilla jva reflection
L1557[17:34:05] <tterrag> anon classes yadda yadda
L1558[17:34:07] <tterrag> I'm not sure :P
L1559[17:34:27] <Ordinastie> so the compiler does keep the info somewhere
L1560[17:34:36] <Ordinastie> it's not completely erased
L1561[17:34:43] <diesieben07> yeah
L1562[17:34:49] <Ordinastie> k
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L1564[17:35:02] <Kobata> It needs the info for compliling against class files
L1565[17:35:05] <ItsANoBrainer> So IEEP is server side, and I need to send that data to the client with packets, correct?
L1566[17:35:13] <diesieben07> IEEP is on both sides.
L1567[17:35:20] <diesieben07> it is just only *saved* on the server
L1568[17:35:28] <diesieben07> you need to sync the serverside version with the clientside verson
L1569[17:35:29] <ItsANoBrainer> Gotcha
L1570[17:35:40] <mathew_653> Don't supose any of you know if chocolate quest on 1.7.10 respects the EntityRegistry?
L1571[17:35:42] <ItsANoBrainer> Do I need to do that via packets then?
L1572[17:36:01] <diesieben07> yes
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L1575[17:39:07] <ItsANoBrainer> So what are the largest differences in 1.7 and 1.8
L1576[17:39:13] *** Ashlee is now known as Ashlee|off
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L1579[17:40:32] *** TehNut|Sleep is now known as TehNut
L1580[17:40:41] <mathew_653> As far as my invesitgation tells me the modelbakery.
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L1582[17:41:40] ⇦ Parts: UntouchedWagons (~quassel@23.91.144.25) ())
L1583[17:43:01] <williewillus> BlockPos (search and replace should basically get that out of the way fast), EnumFacing (unless you need unknowns, this is also mostly drop in to ForgeDirection), and Models
L1584[17:43:52] ⇨ Joins: vsg1990 (~vsg1990@cpe-67-241-148-119.buffalo.res.rr.com)
L1585[17:46:14] <mathew_653> Thanks diesieben07 that solved the issue
L1586[17:47:29] <mathew_653> One last thing
L1587[17:48:00] <mathew_653> If one wants to lookup a class as a string at run time is reflection the only means to do this?
L1588[17:48:07] <diesieben07> Yes
L1589[17:48:10] <diesieben07> but why would you do that?
L1590[17:48:17] *** williewillus is now known as willieaway
L1591[17:48:37] <mathew_653> Mostly because i am targeting a mod's npc to replace with another mods npcs.
L1592[17:48:53] <mathew_653> Only one of these mods was open source
L1593[17:49:11] ⇦ Quits: mrkirby153 (mrkirby153@the.government.stole-your.pw) (Ping timeout: 186 seconds)
L1594[17:49:11] <mathew_653> So i had to improvise to get the info out of the closed source one.
L1595[17:49:16] <diesieben07> ehhh
L1596[17:49:25] <diesieben07> you don't need to use string lookup for that
L1597[17:49:29] <diesieben07> as long as the class is public
L1598[17:49:47] <mathew_653> it is mostly to say 'what entity it is'
L1599[17:50:23] <diesieben07> ... and?
L1600[17:50:49] <tterrag> diesieben07: I really don't think TypeToken can save me
L1601[17:50:57] <tterrag> it can resolve generic types but only if the TypeToken was initially explicitly given those types
L1602[17:51:03] <Ordinastie> obj.getClass().getName()/getSimpleName()
L1603[17:51:10] <tterrag> i.e. TypeToken<MessageTileEntity<MyTileClass>>
L1604[17:51:13] <diesieben07> this.getClass()
L1605[17:51:16] <mathew_653> Yup
L1606[17:51:17] <diesieben07> that contains the info about <T>
L1607[17:51:19] <mathew_653> i was using getSimpleName
L1608[17:51:27] <diesieben07> because getClass gives you the actual class
L1609[17:51:34] <tterrag> diesieben07: I have done that
L1610[17:51:41] <diesieben07> (so the subclass whihc is declared as FooBar extends TEPacket<FooBarTE>
L1611[17:51:43] <mathew_653> And that is the great thing about java.
L1612[17:52:06] <diesieben07> show your code tterrag
L1613[17:53:09] <mathew_653> Just curious is there any way to make a tile entity movable by vanilla pistons?
L1614[17:53:14] <diesieben07> no
L1615[17:53:41] <tterrag> diesieben07: moment
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L1617[17:53:45] <diesieben07> well, actualyl
L1618[17:53:50] <diesieben07> maybe with some very dirty hacks
L1619[17:54:16] <mathew_653> Does it mean that we'd be replacing the vanilla piston with our own version and handleing it our self'ves?
L1620[17:54:47] <gigaherz> detect an active piston, destroy your block and spawn a block-like entity in its place
L1621[17:54:51] <diesieben07> ^
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L1623[17:55:07] <mathew_653> Ah, nice.
L1624[17:55:12] <HassanS6000> Ah, nice.
L1625[17:55:14] <diesieben07> well not nice
L1626[17:55:15] <gigaherz> hmm
L1627[17:55:17] <diesieben07> pretty ugly :P
L1628[17:55:20] <gigaherz> maybe you'd want a placeholder instead
L1629[17:55:26] <gigaherz> so multiple blocks still move in a chain
L1630[17:55:28] <diesieben07> not sure how you'd detect the active piston
L1631[17:55:34] <gigaherz> yeah
L1632[17:55:35] <gigaherz> ugly.
L1633[17:55:38] <HassanS6000> Infinte loops
L1634[17:55:38] <HassanS6000> all
L1635[17:55:39] <HassanS6000> dauy
L1636[17:55:43] <tterrag> diesieben07: http://puu.sh/iPD74.txt
L1637[17:55:51] <tterrag> oh god I'm an idiot
L1638[17:55:52] <tterrag> don't look! :P
L1639[17:55:59] <mathew_653> An active piston
L1640[17:56:06] <mathew_653> Would have a redstone current
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L1642[17:56:15] <gigaherz> yes but the piston can be 12 blocks away
L1643[17:56:15] * diesieben07 looks closely and laughs histerically
L1644[17:56:18] <mathew_653> Hence the pistons block would be high?
L1645[17:56:23] <gigaherz> or connected only by a chain of slime blocks
L1646[17:56:28] <tterrag> diesieben07: even replacing te.getClass() with just getClass() it doesn't work
L1647[17:56:38] <gigaherz> and you do NOT want to scan with radius 12
L1648[17:56:39] <gigaherz> ;P
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L1650[17:56:59] <diesieben07> tterrag, TypeToken.of()
L1651[17:57:02] <diesieben07> not new TypeToken
L1652[17:57:14] <diesieben07> new TypeToken captures the type arg you give to the *TypeToken
L1653[17:57:18] <mathew_653> Anyhow the piston thing is more of a thought thing.
L1654[17:57:19] <gigaherz> mathew_653: what do you need the TE for?
L1655[17:57:21] <diesieben07> so new TypeToken<String>() { }
L1656[17:57:24] <gigaherz> I mean
L1657[17:57:26] <diesieben07> would be TypeToken of string
L1658[17:57:32] <mathew_653> The tile entity is used for specialized rendering.
L1659[17:57:36] <gigaherz> does the block actually need "extra data" that can't be represented by blockstates?
L1660[17:58:03] <gigaherz> hmm can't have a custom model without a TE?
L1661[17:58:21] <gigaherz> or you mean VERY specialized rendering? XD
L1662[17:58:31] <mathew_653> For example the block i had in mind was called an ethereal wall, it is non solid and transparent to players when they have a potion effect and I could but the code won't work under 1.8 if i do that.
L1663[17:58:44] <mathew_653> As the interface for doing that got removed.
L1664[17:59:00] <gigaherz> ah
L1665[17:59:08] <tterrag> diesieben07: how can I prove it's working?
L1666[17:59:18] <diesieben07> print out the TypeToken? :D
L1667[17:59:21] <tterrag> it is now giving me a TypeToken with runtypeType TileEntity
L1668[17:59:29] <gigaherz> hmm wait, wasn't there a way to have colliders based on entity?
L1669[17:59:30] <diesieben07> always?
L1670[17:59:31] <mathew_653> Atm my mod is on 1.7.10 but i am looking ahead.
L1671[17:59:35] <gigaherz> or am I thinking 1.7.x?
L1672[17:59:40] <tterrag> well it should *never* give that
L1673[17:59:44] <diesieben07> sure...
L1674[17:59:45] <tterrag> this packet is never sent from a vanilla TE...
L1675[18:00:03] <gigaherz> public void addCollisionBoxesToList(World worldIn, BlockPos pos, IBlockState state, AxisAlignedBB mask, List list, Entity collidingEntity)
L1676[18:00:04] <gigaherz> yeah
L1677[18:00:05] <diesieben07> the apcket you posted earlier was declared as extends PacketTE<TileEntity>
L1678[18:00:08] <gigaherz> that's in 1.8
L1679[18:00:10] <mathew_653> Gonna have to move my name strings into a en_gb.lang or simular. xD
L1680[18:00:11] <gigaherz> in Block
L1681[18:00:15] <diesieben07> *that* is what the TypeToken gives you
L1682[18:00:18] <gigaherz> you can just ... not add the colliders
L1683[18:00:24] <tterrag> ah right
L1684[18:00:24] <gigaherz> if the collidingEntity matches
L1685[18:00:25] <tterrag> fair nuff
L1686[18:00:29] <mathew_653> The collision is not the issue
L1687[18:00:34] <mathew_653> It is the visual side
L1688[18:00:36] <gigaherz> Oh
L1689[18:00:39] <gigaherz> sorry then
L1690[18:00:57] <mathew_653> The collision i fixed up via a custom material and that same function
L1691[18:01:21] <mathew_653> The custom material fixed up some weirdness(back when the mod was tested on 1.6.4)
L1692[18:01:24] <diesieben07> tterrag, also, this is a temporary workaround. TypeToken.resolveType is qutie expensive. :P
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L1695[18:03:03] <TehNut> Hey you fancy JSON model people, can you color a texture on a block through code? Or will that need a custom renderer?
L1696[18:03:31] <diesieben07> you probably need a custom IModel implementation
L1697[18:03:47] <TehNut> aww
L1698[18:03:53] <gigaherz> well
L1699[18:03:56] <gigaherz> you can use the leaf thingy
L1700[18:04:03] <gigaherz> to apply a color to a block
L1701[18:04:11] <mathew_653> One thing I am kinda wondering is if a JSON model can be inserted into the bakery from within the code?
L1702[18:04:19] <TehNut> I just want a single texture in my block, not the entire thing
L1703[18:04:36] <mathew_653> It'd save me some time if i could just say 'this is a normal block' for all the blocks needed.
L1704[18:04:37] <mathew_653> xD
L1705[18:04:41] <gigaherz> It's normally: public int getBlockColor() { return ColorizerFoliage.getFoliageColor(0.5D, 1.0D); }
L1706[18:04:46] <gigaherz> but you can return ANY color from it
L1707[18:05:01] <TehNut> Yeah but wouldn't that color the ENTIRE block?
L1708[18:05:06] <gigaherz> of course
L1709[18:05:25] <gigaherz> but a block can have multiple tint channels
L1710[18:05:39] <gigaherz> such as spawn eggs
L1711[18:05:41] <mathew_653> Anyhow it is late this end, thank you again guys.
L1712[18:05:44] <gigaherz> eh a model*
L1713[18:06:07] <tterrag> diesieben07: seems ok to me http://puu.sh/iPDLB.png
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L1715[18:06:44] <diesieben07> :)
L1716[18:06:49] <diesieben07> its still slow :P
L1717[18:07:05] <tterrag> slower than sending a string over the network?
L1718[18:07:08] <tterrag> who knows :P
L1719[18:07:19] <diesieben07> not so slow that you need to worry
L1720[18:07:25] <diesieben07> but: its still ugly and a workaround.
L1721[18:07:26] <mathew_653> That depends how long the string is though? xD
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L1723[18:07:36] <tterrag> mathew_653: FQ class names, so, decently long
L1724[18:08:17] <mathew_653> Good luck with your project, i'm gonna disappear again thanks.
L1725[18:08:51] <tterrag> full line if anyone cares
L1726[18:08:54] <tterrag> TypeToken<?> teType = TypeToken.of(getClass()).resolveType(MessageTileEntity.class.getTypeParameters()[0]);
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L1728[18:09:25] <mathew_653> Nice job on the reflection
L1729[18:09:46] <mathew_653> I know reflection can be unpleasent to work with at times
L1730[18:09:47] <tterrag> I'm not proud
L1731[18:10:01] <tterrag> reflection is not a problem
L1732[18:10:03] <mathew_653> Sometimes it is a means to an end.
L1733[18:10:07] <tterrag> I'm quite good at it, as good as you can be
L1734[18:10:14] <tterrag> TypeToken is a whole other level :P
L1735[18:10:16] <tterrag> mad hax
L1736[18:10:40] <mathew_653> Reminds me of that time I was reading a float written to a file from c++
L1737[18:11:04] <mathew_653> Had to implment a readfloat so that the JVM would read the correct byte count
L1738[18:11:06] <diesieben07> yeah i dont understand anything in the TypeToken class
L1739[18:11:10] <diesieben07> i am just happy that it works
L1740[18:11:16] <tterrag> it's a black box of goodies
L1741[18:11:29] <tterrag> it makes gson possible so it's ok in my book
L1742[18:11:35] <Mraof> The thing I did with the most reflection was probably https://github.com/mraof/Scapecraft/blob/master/src/scapecraft/economy/VaultEconomy.java
L1743[18:11:50] <tterrag> yikes uh
L1744[18:11:54] <tterrag> couldn't you have just put the mod on lib?
L1745[18:12:07] <Mraof> Vault isn't a mod
L1746[18:12:10] <Mraof> It's a bukkit plugin
L1747[18:12:13] <gigaherz> I... https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/KeyBindingInterceptor.java
L1748[18:12:16] <tterrag> still?
L1749[18:12:20] <tterrag> you can put any class on lib
L1750[18:12:21] <gigaherz> well I found a class for an older version of mc
L1751[18:12:29] <tterrag> why does it have to be a mod...
L1752[18:12:29] <gigaherz> that had issues with private fields that I needed to access
L1753[18:12:29] <Mraof> Nope
L1754[18:12:30] <gigaherz> ;P
L1755[18:12:34] <tterrag> Mraof: yep
L1756[18:12:36] <Mraof> It uses a different class loader
L1757[18:12:49] <tterrag> you only need the class at compiletime
L1758[18:13:07] <Mraof> Nah, that wouldn't work
L1759[18:13:09] <Mraof> I tried
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L1761[18:13:27] * diesieben07 is so cool he doesn't even use reflection for private fields
L1762[18:13:37] <mathew_653> xD
L1763[18:13:45] <tterrag> most annoying thing I had to do with reflection? probably https://github.com/tterrag1098/ttCore/blob/master/src/main/java/tterrag/core/client/gui/GuiEnhancedModList.java
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L1765[18:14:28] <Mraof> net.milkbowl.vault.economy.Economy.class would be a different class object than the one needed
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L1768[18:15:37] <mathew_653> I noticed System.out.print is not printed to the console window when running a release build
L1769[18:15:54] <mathew_653> Where should i be looking to print to there?
L1770[18:16:11] <tterrag> huh?
L1771[18:16:18] <tterrag> sysouts definitely go to console
L1772[18:16:24] <mathew_653> Yea
L1773[18:16:51] <mathew_653> But when i run the code under a release build e.g via the minecraft launcher with the mod in a zip in the mods folder
L1774[18:17:20] <mathew_653> The system.out messages are not present but they do show up in Eclipse
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L1777[18:18:13] <tterrag> don't use a zip
L1778[18:18:21] <tterrag> probably unrelated, but seriously
L1779[18:18:22] <tterrag> don't use a zip
L1780[18:18:28] <mathew_653> Yea i will rename it to a jar after
L1781[18:18:50] <mathew_653> I know zips are not the standard for java code.
L1782[18:19:08] <mathew_653> Well, the extension by convention is jar.
L1783[18:19:22] <tterrag> forge will likely stop supporting zips at some point
L1784[18:19:25] <tterrag> s/forge/fml
L1785[18:19:29] <tterrag> so stop using them, period
L1786[18:19:35] <tterrag> if you are using gradle this should not be a problem
L1787[18:19:59] <mathew_653> Gradle chewed up my mods and stuffed them all into a single jar.
L1788[18:20:25] <mathew_653> Just for now splitted out the mod needed for testing
L1789[18:20:34] <mathew_653> Releases will be jar files
L1790[18:20:50] <mathew_653> As it drives my OCD nuts to see a zip file in the mods folder.
L1791[18:20:54] <gigaherz> the env isn't designed to have multiple separate mods in one place
L1792[18:21:10] <tterrag> if gradle is combining your mods you're PROBABLY doing it wrong
L1793[18:21:11] <tterrag> just sayin
L1794[18:21:45] <tterrag> if your workspace doesn't look similar to this (sans working sets) http://puu.sh/iPEJp.png
L1795[18:21:48] <tterrag> you're probably doing it wrong
L1796[18:22:12] <Ordinastie> tterrag, the top level are working sets ?
L1797[18:22:18] <tterrag> Ordinastie: yeah
L1798[18:22:23] <tterrag> I have too many mods :S
L1799[18:22:27] <tterrag> in my workspace
L1800[18:22:29] <tterrag> but also in general
L1801[18:22:37] <Ordinastie> yeah, I have them to, but as filter
L1802[18:22:48] <mathew_653> i put all my mods under src/main/java
L1803[18:22:50] <Ordinastie> I don't display everything
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L1805[18:22:59] <tterrag> easier for me to display everything then collapse
L1806[18:23:01] <tterrag> mathew_653: bad idea
L1807[18:23:06] <tterrag> of course gradle is combining
L1808[18:23:11] <tterrag> because all your mods are part of the same source
L1809[18:23:12] <mathew_653> Yea i get that now.
L1810[18:23:19] <tterrag> just make separate projects
L1811[18:23:40] <Ordinastie> tterrag, but I have 1.7 and 1.8 working sets, and I don't want them to overlap when using stuff like Ctrl+Alt+T
L1812[18:23:46] <mathew_653> so copy gradle for each mod?
L1813[18:23:51] <tterrag> oh my working sets don't stretch versions
L1814[18:23:57] <tterrag> I use workspaces to separate versions
L1815[18:24:14] <tterrag> mathew_653: each project should have its own gradle script yes
L1816[18:24:26] <tterrag> you should (at the least) only need to change one line between projects, the archivesBaseName
L1817[18:24:26] <mathew_653> Eh
L1818[18:24:37] <mathew_653> It is no biggy for me to split it each time.
L1819[18:24:45] <tterrag> -.-
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L1821[18:24:53] <tterrag> or you could split it once and never again, and stop doing it the stupid way
L1822[18:24:57] <tterrag> but it's up to you
L1823[18:25:40] <ItsANoBrainer> Do I need a datawatcher as well as packet sending?
L1824[18:25:48] <mathew_653> I'll fix it, its just not the firt thing on the agenda.
L1825[18:25:53] <mathew_653> *first
L1826[18:25:57] <tterrag> ItsANoBrainer: shouldn't
L1827[18:26:06] <tterrag> DataWatcher is just a utility for entity syncing
L1828[18:26:09] <tterrag> and it's pretty limited
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L1831[18:27:07] <mathew_653> Might be a bit crazy but i do wonder if eventually i could port this stuff over to makefiles.
L1832[18:27:43] <tterrag> ;_;
L1833[18:28:30] <mathew_653> I do agree though I did it the stupid way.
L1834[18:29:39] <mathew_653> Anyhow I just realized I am running a tad late here, so i'm gonna sleep
L1835[18:30:21] <mathew_653> That and my hand held fan needs new batterys.
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L1853[19:26:27] <ItsANoBrainer> If I have a class that syncs server data to the client, would I put it in a client package, or server package
L1854[19:30:35] <gigaherz> "server package"? what?
L1855[19:30:46] <VikeStep> what does SRG stand for?
L1856[19:30:48] <gigaherz> just... use a network package?
L1857[19:32:00] <gigaherz> VikeStep: no idea, and all the answers google gives don't apply ;P
L1858[19:32:06] <Mimiru> VikeStep, the only thing I can think of is it's shorthand for Searge
L1859[19:32:47] <tterrag> ItsANoBrainer: can the class be loaded on both sides reliably?
L1860[19:32:48] <Mimiru> He is most well known for founding the Minecraft Coder Pack. So it makes sense if so.
L1861[19:32:49] <tterrag> if so, common
L1862[19:33:21] <gigaherz> I put all network-related things in .network
L1863[19:33:40] <gigaherz> if something is used exclusively to hold syncdata, I'd say it belongs there ;P
L1864[19:33:45] <tterrag> the idea is that all classes are either client, server, or common
L1865[19:33:48] <tterrag> it can't be none of those
L1866[19:34:02] <tterrag> *most* network classes are common
L1867[19:34:07] <gigaherz> that doesn't mean you need some "common" package at all
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L1869[19:34:38] <gigaherz> and these days, I just have "client" and "everything else" ;P
L1870[19:36:13] <ItsANoBrainer> You'd probably cringe if you saw my package setup then
L1871[19:36:20] <ItsANoBrainer> Its not ba
L1872[19:36:21] <ItsANoBrainer> bad
L1873[19:36:33] <ItsANoBrainer> just, well, people who actually know what there doing would beg to differ
L1874[19:37:20] <gigaherz> my package layout looks like this: https://github.com/gigaherz/ElementsOfPower/tree/master/src/main/java/gigaherz/elementsofpower
L1875[19:37:39] <gigaherz> looking at it, I need to move "render" inside "client"
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L1882[19:53:16] <ItsANoBrainer> control+i in eclipse is lovely
L1883[19:57:35] <killjoy> So what's that do?
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L1885[19:58:01] <ItsANoBrainer> Aligns everything correctly for you
L1886[19:58:20] <killjoy> Do do that auto on save
L1887[19:58:32] <killjoy> settings > general > save actions
L1888[19:59:08] <killjoy> * I do
L1889[19:59:23] <ItsANoBrainer> wheres settings at
L1890[19:59:50] <killjoy> window -> something
L1891[20:00:05] <ItsANoBrainer> oh preferences
L1892[20:00:57] <ItsANoBrainer> I dont see it under general
L1893[20:03:41] <killjoy> java > editor > save actions
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L1895[20:04:55] <ItsANoBrainer> ty
L1896[20:05:30] <killjoy> It's also able to optimize code (to an extent)
L1897[20:05:45] <killjoy> such as converting anonymous classes to lambdas
L1898[20:05:53] <killjoy> or for loops to for each loops
L1899[20:06:13] <ItsANoBrainer> Well, I've been at trying to work out packets and syncing my server data to the client for 3-4 hours I've gotten nowhere and Im just as confused
L1900[20:07:16] <ItsANoBrainer> Been trying to follow coolAlias' tutorials and I'm either missing something or just dont understand
L1901[20:08:05] <tterrag> why are you following what's his name's tutorial?
L1902[20:08:11] <tterrag> and not the official forge tutorial?
L1903[20:08:31] <ItsANoBrainer> Just the first one I found and was recommended
L1904[20:08:46] <ItsANoBrainer> And it shows a direct usage similar to what Im doing
L1905[20:09:41] <ItsANoBrainer> (they aren't videos by the way)
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L1907[20:10:13] <ItsANoBrainer> Can you link me to the forge one I should look at
L1908[20:12:17] <HassanS6000> shadekiller666, you around?
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L1910[20:13:24] <ItsANoBrainer> Seems you summoned him
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L1914[20:15:34] <tterrag> ItsANoBrainer: mcforge.rtfd.org
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L1921[20:25:23] <HassanS6000> ItsANoBrainer, I do it all da time lol :p
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L1926[20:28:00] <Lex|Hotel> http://www.minecraftforge.net/forum/index.php/topic,31838.0.html >.<
L1927[20:28:38] <HassanS6000> lol Lex
L1928[20:28:44] <HassanS6000> That is known as a lazy ass.
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L1930[20:32:37] <ItsANoBrainer> Lexx, I cringe for you every time i explore the forge forums
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L1932[20:33:46] <HassanS6000> "since i have like afew ideas for some small mods ideas like a IRL working/looking Elevator(but MC style) running of RF/T or IC2 power(not sure if hard or easy to make but a type of blocks moving a player up/down like a piston can do sounds easy to me if you already know java/forge coding)"
L1933[20:33:48] <HassanS6000> lol so funny
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L1937[20:40:37] <gigaherz_i> what the F
L1938[20:40:44] <gigaherz_i> I'm playing on 1.7.10
L1939[20:40:52] <gigaherz_i> but I had to remove morph due to a persistenct crash
L1940[20:40:59] <gigaherz_i> and now I am stuck with 6 hearts only
L1941[20:41:10] <gigaherz_i> problem is: I delete the playerdata from the save to "reset" my character
L1942[20:41:16] <gigaherz_i> and it simply comes back XD
L1943[20:41:33] <gigaherz_i> anything I try, the SAME old data comes back
L1944[20:41:49] <ItsANoBrainer> >mfw the mods still installed
L1945[20:42:10] <ItsANoBrainer> Its named "NotMorphMod"
L1946[20:42:21] <ItsANoBrainer> But thats really weird
L1947[20:42:28] <gigaherz_i> what?
L1948[20:42:36] <ItsANoBrainer> Nothing im just really bored, ignore me
L1949[20:43:14] <gigaherz_i> well I'm really frustrated
L1950[20:43:14] <gigaherz_i> XD
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L1953[20:44:38] <shadekiller666> hello
L1954[20:45:19] <gigaherz_i> meh whatever, I managed to fix it by adding morph back
L1955[20:45:25] <gigaherz_i> but since I had a chance to clear my inventory and such
L1956[20:45:27] <gigaherz_i> it didn't crash anymore
L1957[20:45:42] <gigaherz_i> so I removed morph again,after restoring my character to human
L1958[20:45:55] <gigaherz_i> hopefully it will remain like that after restarting the client
L1959[20:49:26] <pig|london> <gigaherz_i> but I had to remove morph due to a persistenct crash
L1960[20:49:27] <pig|london> what crash
L1961[20:52:38] <gigaherz_i> renderItemInHand
L1962[20:53:07] <gigaherz_i> whatever combination of morph + active slot item somehow didn't work
L1963[20:53:12] <gigaherz_i> NullPointerException
L1964[20:54:01] <gigaherz_i> http://pastebin.com/fzWcK2T8
L1965[20:54:28] <gigaherz_i> oh wait it was "renderFirstPersonHand" ;P
L1966[20:54:34] <gigaherz_i> anyhow, that's the log if yo uare interested in it ;P
L1967[20:54:54] <gigaherz_i> I was morphed into a blue butterfly at the time ;P
L1968[20:55:11] <gigaherz_i> which I don't need anymore since I got a Swiftwolf's Rending Gale (ProjectE) now
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L1973[21:01:21] <killjoy> Wanna see something I wrote over the weekend?
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L1976[21:03:56] <killjoy> https://github.com/killjoy1221/Class2Json
L1977[21:04:04] <killjoy> Wait a sec...
L1978[21:04:14] <killjoy> No wonder noone responsed. Wrong channel
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L1990[21:31:11] <superpaprob> Hi all im trying to get help / advice on adding multiverse to an existing server, is the place to discuss mods?
L1991[21:35:15] <killjoy> We're more of a mod dev support than a mod user support.
L1992[21:38:06] <HassanS6000> superpaprob, Multiverse is a bukkit plugin.. go ask bukkit people for help
L1993[21:38:29] <Commoble> full dark no stars http://puu.sh/iPPqP/23fcfa1303.webm
L1994[21:38:58] <HassanS6000> That is sick Commoble :D
L1995[21:39:18] <Commoble> now if I could just get these goddamn cows to stop spawning in Neverwhere
L1996[21:39:55] <Commoble> yesterday it was brought to my attention that I'd been using events wrong though so I should get that sorted out
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L1998[21:43:05] <Commoble> if you listen closely you can hear the wind laughing at you sometimes
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L2047[23:57:21] <Cooper> I've been trying to follow Pahimar's Let's Mod series, he adds the external JARs jinput, lwjgl, and lwjgl_util. These were downloaded when he installed forge source. In the current version or forge it installs using gradle and doesn't appear to download these files. Are the still necessary or am I doing something wrong?
L2048[23:58:44] <AbrarSyed> Cooper, what MC version?
L2049[23:58:52] <Cooper> 1.7.10
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L2051[23:59:02] <AbrarSyed> unnecessary, the ssytem handles all that for you by magic
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L2053[23:59:43] <Cooper> That's what I was wondering because he seems to be using 1.4.7. So in eclipse do I just need to add the minecraft.jar or any other external JARs?
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