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L20[01:05:04] <shadekiller666> is there a
way to get an instance of ModelBakery without clearing the model
cache in ModelLoaderRegistry...
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L22[01:17:07] <shadekiller666> nvm, got
one
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L32[02:03:54] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150709 mappings to Forge Maven.
L33[02:03:58] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150709-1.8.zip (mappings
= "snapshot_20150709" in build.gradle).
L34[02:04:08] <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/
L35[02:06:04] <shadekiller666> does
changing the visibility of an inner class in a forge class cause
any problems with mappings and things?
L36[02:10:19] <sham1> How are you changing
it
L37[02:10:37] <shadekiller666> manually,
from within the forge dev env
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L39[02:15:55] <shadekiller666> !gm
getModelBlockDefinition
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L41[02:20:08] <Darkevilmac> Is there a way
for me to get a IBakedModel with a modified y axis from just a
model json file?
L42[02:20:34] <shadekiller666> all you have
is the ResourceLocation?
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L44[02:21:16] <Darkevilmac> Currently I'm
just doing this "ModelLoaderRegistry.getModel(new
ResourceLocation(ArchimedesShipMod.RESOURCE_DOMAIN +
"models/helmWheel"));"
L45[02:21:27] <shadekiller666> mhmm
L46[02:21:33] <shadekiller666> and what do
you want to do?
L47[02:22:39] <Darkevilmac> rotate around
the y axis. I'm terrible with opengl though so I'm not so good with
rotating it without offsetting it where I don't want it.
L48[02:22:53] <Darkevilmac> So I was
wondering if I can just get the baked model that's rotated.
L49[02:23:25] <Darkevilmac> Like block
state rendering takes into account the y value of the block state
json.
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L51[02:24:08] <shadekiller666> uhhh
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L54[02:24:50] <shadekiller666> if you can
get an instance of the IModel, you could pass in a
TRSRTransformation containing the proper rotation matrix, and then
bake it yourself
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L56[02:25:35] <shadekiller666> well, what
you would do is get the IModel
L57[02:25:56] <shadekiller666> then call
IModel.bake()
L58[02:26:20] <shadekiller666> and that
would give you an instance of IBakedModel with whatever state you
passed in
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L60[02:28:25] <shadekiller666> and if the
IBakedModel itself does things properlly, the transform should be
applied when you call getGeneralQuads()
L61[02:29:11] <shadekiller666> !gm
getBlockStateLocation
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L65[02:45:49] <Darkevilmac> shadekiller666,
that worked perfectly thanks!
L66[02:46:02] <shadekiller666> np
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L72[03:21:29] <shadekiller666> !gf
thirdPersonDistance
L73[03:25:53] <Wuppy> \o/ I can has unity
programmer job :)
L74[03:26:02] <sham1> Yay
L75[03:26:11] <shadekiller666> nice
L76[03:26:52] <Wuppy> I'll be a unity app
developer for young kids
L77[03:26:55] <Wuppy> will be fun
L78[03:28:33] <sham1> Sounds cool
L79[03:29:54] <tmtu> *at* unity or as
unity
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L82[03:33:47] <Darkevilmac> With json
models is it possible to render another model within another? Just
as an example, if I had a base model and I wanted to render
multiple components of the model as seperate files then have a full
file that renders them all together is that possible?
L83[03:34:11] <Wuppy> tmtu not at
unity
L84[03:34:13] <Wuppy> I'm not that good
:P
L85[03:34:23] <sham1> Darkevilmac, You
can
L86[03:34:27] <sham1> Look at the slime
block
L87[03:34:29] <shadekiller666> dark, the
new forge blockstate json adds support for submodels
L88[03:34:46] <sham1> And that
L89[03:36:05] <sham1> In your case forge
blockstate.json is better
L90[03:36:19] <sham1> Or if you want to you
could ModelBakeEvent it up
L91[03:36:59] <Darkevilmac> sham1, I'm
looking at the slime block and that's not really what I mean. Say I
have 3 files, modelBase, modelPart1, modelPart2. I want to render
modelPart1 and modelPart2 as well as the base in 1 json file.
L92[03:37:11] <Darkevilmac> But I need
these seperate because I use them in different situations for
different blocks.
L93[03:37:27] <sham1> <sham1> In your
case forge blockstate.json is better
L94[03:37:56] <Darkevilmac> Where can I see
a good example of one?
L95[03:38:25] <sham1> Wait up
L96[03:38:56] <Wuppy> how do you prevent
the strange rendering when a half block is next to a full
block?
L97[03:38:59] <Darkevilmac> And this is a
model file, not a blockstate file. It's for an item.
L98[03:39:12] <sham1> You should have said
that
L99[03:39:24] <Darkevilmac> " With
json models"
L100[03:39:27] <Darkevilmac> models
L101[03:39:32] <Darkevilmac> :P
L102[03:39:37] <sham1> Well
L103[03:39:43] <sham1>
IBakedModel/IModel
L104[03:39:52] <Wuppy> ah, isOpaque still
works, I just had true/false messed up there
L105[03:40:01] <sham1> Because 1.9 will
introduce itemstates making that easy
L106[03:40:09] <sham1> But for now you
need to make it yourself
L107[03:40:39] <Darkevilmac> -
L108[03:41:20] <Wuppy> sham1 when will 1.9
come out?
L109[03:41:29] <sham1> When it does of
course
L110[03:41:51] <Wuppy> because I've been
working on updating my book
L111[03:42:02] <Wuppy> and my publsiher
would not be too happy if it's outdated by the time it's released
:P
L112[03:42:45] <sham1> Add a disclaimer
about that
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L114[03:46:56] <cindy_k> We don't have any
snapshots yet. and there are some big changes
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L116[03:47:55] <dangranos> BURN THE
MS
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L121[04:08:28] <shadekiller666> darkevil,
look at the example mods on the minecraft forge github
L122[04:08:30]
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L123[04:09:19] <shadekiller666>
specifically
net.miencraftforge.debug.ForgeBlockStatesLoaderDebug.java
L124[04:11:37] <Lex__>
chestContents_High.addItem(new WeightedRandomChestContent(new
ItemStack(Item.getItemById(373), 8197, 1), 1, 1, 20)); // Healing
Potion
L125[04:11:40] <Lex__> facepalm
L126[04:11:49] <Wuppy> oh god
L127[04:11:59] <Wuppy> who writes such
poop
L129[04:12:08] <sham1> And where can I
find him
L130[04:12:22] <Lex__> anywho flight in 4
hours, should probably check out and head to the arport....
L131[04:12:43] <sham1> Sounds
reasonable
L132[04:12:46] <Wuppy> lets hang him
:P
L133[04:12:55] <Wuppy> have fun on your
travels Lex :)
L134[04:13:50] <tterrag> well, to be fair
"Item 373 could be something completely different when I load
up Minecraft vs. when you do." is also completely incorrect
:P
L135[04:14:05] <tterrag> vanilla hardcodes
their IDs, so while ugly as sin, it is technically not wrong
:P
L136[04:14:19] <sham1> That still is kinda
bad
L137[04:14:32] <tterrag> oh it's
horrible
L138[04:14:47] <sham1> Also hardcoding is
horrible
L139[04:15:04] <tterrag> but id 373 will
never be changing
L140[04:16:06] <dangranos> why use ids
istead of names?
L141[04:16:18] <sham1> That's the
question
L142[04:16:34] <sham1> Because people be
dumb
L143[04:16:54] <dangranos> or maybe use
ids but bind them to names and different lists for
chunks/inventories
L144[04:16:58] <dangranos> wai..
L145[04:17:18] <tterrag> why would you use
names instead of the references where are cleanly laid out for
you
L146[04:17:37] <dangranos> graphs?
L147[04:17:45] <sham1> Wat
L148[04:17:55] <tterrag> ._.
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L151[04:21:05] *
shadekiller666 just created the beginnings of the ability to change
camera transforms from within the game using a command + rendering
tool! :D
L152[04:21:31] *
shadekiller666 thinks the hardest part will be saving the values
into json...
L153[04:21:41] <dangranos> why?
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L158[04:26:37] <shadekiller666> because
they're a pain in the ass to get right, and i want to make it less
of one
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L166[04:44:20]
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L168[04:45:52] <sham1> And thus Lex was
waiting for his 8 hour long flight
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L170[04:46:21] <luacs1998> lol
L171[04:47:25] <Quetzi> it won't be 8
hours unless he's pushing it
L172[04:47:45] <sham1> If it is
intercontinental
L173[04:48:24] <Quetzi> an hour
maybe
L174[04:48:57] <sham1> You can cross
Atlantic in an hour :PO
L175[04:49:09] <sham1> TIL
L176[04:49:19] <Quetzi> he isn't crossing
the atlantic though
L177[04:49:26] <sham1> Ah
L178[04:49:35] <sham1> That's good
L179[04:51:48]
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L180[04:52:55] <LexMobile> Not quite yet
droppong by dublin to harass pig
L181[04:53:03] <LexMobile> Then home in a
week
L182[04:53:25] <sham1> Ah ok
L183[04:53:27] <LexMobile> But right now
im waiting on one of the most expensive ubers i will ever
take.
L184[04:53:41] <Cazzar> Lex, planning to
be in AU eventually :P
L185[04:53:58] <LexMobile> Even at 2.1x
the price tho its 2x cheaper then the taxi i took the other
way
L186[04:54:16] <LexMobile> Au == Australia
then yes i am
L187[04:54:33] <Cazzar> Yeah, australia,
what timeframe, if I may ask?
L188[04:54:50] <LexMobile> January
sometime pax aus
L189[04:56:34]
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L191[04:58:49] <LexMobile> Also was fun
hanging with you Quetzi, and your ugly face ;)
L192[04:59:35] <Quetzi> ha
L193[05:00:03] <Quetzi> Jess is your new
fan I think xD
L194[05:00:34] <LexMobile> Hehe
L195[05:01:13] <Quetzi> I'm ok, I can
disown her when it suits me xD
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L197[05:01:59] <LexMobile> Well aparently
shss mine now, her mom pawned her off on me at the fox 0.o
L198[05:02:08] <Quetzi> good luck with
that
L199[05:02:10] <luacs1998> lol
L200[05:02:26] <LexMobile> Its okay i can
ship her back in my carry on shes so tiny u.u
L201[05:02:32] <luacs1998> touring
europe?
L202[05:02:57] <Quetzi> yea, she like
hasn't grown at all since she was like 10
L203[05:02:58] <LexMobile> Naw just
hanging out in oreland for a bit on the way back
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L205[05:03:27] ***
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L206[05:03:49] <LexMobile> Shes not 10?
How old is she?
L207[05:03:56] <LexMobile> *ireland
L208[05:03:57] <Quetzi> 20
L209[05:04:58] <Quetzi> so short even
Kleetho had to bend her knees to hug her lol
L210[05:05:12] <LexMobile> I suspect shes
a interdimentional being and the rest of her body is some nether
sapce.
L211[05:07:30] <LexMobile> But ya was fun
banging out with everyone this weekend.
L212[05:07:52] <LexMobile> I flew my ass
over here i expect you all to fly your asses to see me for
prime.
L213[05:08:03] <Quetzi> uhhh, prime, maybe
not
L214[05:08:16] <Quetzi> south, east and
forgecon is the plan next year
L215[05:08:28] <LexMobile> *hanging
seriously i wish phones had physical keyboards still.
L216[05:08:52] <sham1> mm
L217[05:08:57] <Quetzi> was going to say,
you made it sound like i missed the fun parties :p
L218[05:09:12] <LexMobile> Well ....
L219[05:09:15]
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L220[05:09:17] <sham1> I was gonna link to
george takei
L221[05:09:21] <sham1> But I decided
against that
L222[05:09:52] <LexMobile> Whoo uber i
ordered 45 mins ago is almost here
L223[05:10:04] ***
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L224[05:10:08] <Quetzi> i'd love to go to
every con tbh, but so expensive
L225[05:10:30] <Quetzi> wow
L226[05:10:30] <luacs1998> forgecon?
L227[05:10:46] <Quetzi> some people had
real issues with uber, they were great for me
L228[05:11:02] *
luacs1998 is in a place where uber is de facto banned
L229[05:11:18] <dangranos> con?
L230[05:11:28] <Quetzi> not enough of them
yet i think
L231[05:11:33] <dangranos> did anyone saw
that BTM thing?
L232[05:12:02] <luacs1998> i was
there
L233[05:12:15] <luacs1998> (well, for two
or three panels)
L234[05:15:17] <Ivorius> The videos are
all online
L235[05:15:25] <Ivorius> But I've only
been on stream for like 30 minutes
L236[05:15:29] <LexMobile> Well being self
employed means i have a lot of free time so i got to all the
cons
L237[05:15:38] <LexMobile> Expensive but
tax writeoffs!
L238[05:15:50] <tmtu> \o/ just got
accepted to university
L239[05:15:58] <Quetzi> grats :)
L240[05:16:04] <LexMobile> Nice
L241[05:16:12] <sham1> Congrats
L242[05:16:18] <Quetzi> yea, imagine if
90% of the cons were in europe
L243[05:16:36] <LexMobile> And yes
forgecon may become a thing itll be like minecon but better
organized
L244[05:16:51] <Ivorius> Is that really
worth it?
L245[05:16:55] <sham1> and about forge and
modding ^^
L246[05:17:05] <Ivorius> Even MineCon
lives mostly on awkward Q&As
L247[05:17:19] <Ivorius> Because there's
little to show for just one game
L248[05:17:26] <LexMobile> If 90% of cons
were in europe id don my free halthcare hat and naturalize
L249[05:17:34] <Quetzi> :D
L250[05:17:44] <sham1> If more cons were
on yourope, I could actually get to some
L251[05:17:59] <sham1> Intercontinental
flights are bloody expensive
L252[05:18:02] <Quetzi> main attraction is
the youtubers honestly
L253[05:18:24] <LexMobile> Yup and the
shit they put youtubers through...
L254[05:18:26] <sham1> "View our new
attraction"
L255[05:18:38] <LexMobile> Could be much
more pleasent experiances for them
L256[05:18:58] <Quetzi> it might have been
nice to have an official Forgecraft meet & greet though
L257[05:19:12] <Quetzi> though they didn't
even do that with the youtubers
L258[05:19:28] ***
Ashlee is now known as Ashlee|off
L259[05:20:28] <Quetzi> i gather it was a
5 hour queue and pot luck who was signing when you got to the
end
L260[05:20:38] <LexMobile> Blind signging
the stupidest thing ever..
L261[05:21:04] <LexMobile> Yes lets sit
all our youtubers behind a wall and have them get yelled at by
people who wanted to see someone else
L262[05:21:45] <Quetzi> that must suck
though, queue 5 hours to get your sword signed by the wrong
person
L263[05:21:50] <sham1> mm
L264[05:21:56] <Quetzi> then get forced to
leave said sword behind at the airport
L265[05:22:13] <sham1> But I still feel
bad for the YTber who gets yelled at
L266[05:22:15] <LexMobile> Ya....
L267[05:22:31] <LexMobile> It sucked for
both parties
L268[05:22:39] <LexMobile> And it was
neither of their faults
L269[05:22:41] <Quetzi> the bins at London
City Airport were full of swords and pickaxes on Monday
apparently
L270[05:22:51] <Ivorius> Wait, did anyone
actually do that?
L271[05:22:57] <Quetzi> do what?
L272[05:23:06] <Ivorius> blind
signing
L273[05:23:17] <Ivorius> Although
personally I couldn't give less of a fuck about autographs either
really
L274[05:23:22] <LexMobile> Yes ALL
signings at minecon were blind
L275[05:23:22] <Ivorius> Just
generally
L276[05:23:35] <Quetzi> there was a hall
set aside for it
L277[05:23:59] <sham1> Why would they make
every signing like that!?
L278[05:24:02] <LexMobile> Ya but people
like to have suivinears that they met a lerson they liked
L279[05:24:19] <sham1> That's incredibly
stupid
L280[05:24:35] <Ivorius> I would never put
myself below some celebrity
L281[05:24:51] <LexMobile> The idea was to
prevent people from lining up 6 hours to see one oerson but ya kt
dodnt help
L282[05:24:59] <Ivorius> To the point
where I literally travel somewhere just to get a mindless signature
they didn't even give me personally
L283[05:25:25] <Ivorius> It's just
sad
L284[05:25:27] <LexMobile> Excpt that isnt
what the kids did...
L285[05:25:28] ***
GazBot|Away is now known as Gaz492
L286[05:25:34] <LexMobile> And stop being
a cunt
L287[05:25:48] <sham1> Welp what did the
kids do
L288[05:26:24] <LexMobile> They came to
see all their favorite mc stars, have a fun weekend with thousands
of fellow mc nerds, and just enjoy themselves
L289[05:26:28] ***
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L290[05:26:39] <LexMobile> They wernt
castrating themselves at the alters of youtubers
L291[05:26:51] <sham1> :P
L292[05:26:52] <Ivorius> Sure, I'd love to
interact with people I like
L293[05:27:04] <Ivorius> Just standing in
line for a quick signature is dumb imo :P
L294[05:27:11] <sham1> mm
L295[05:27:20] <sham1> Much rather hear
them in a panel or something
L296[05:27:32] <Ivorius> Yep
L297[05:27:34] <Quetzi> you don't have
kids do you?
L298[05:27:47] <Ivorius> It's not just
kids, dude...
L299[05:27:52] <Ivorius> Maybe in mc it
is, but usually it's not
L301[05:28:13] <LexMobile> Either way who
cares what others do?
L302[05:28:29] <ollieread> I'm still
trying to work out why they thought that blind signing was a good
idea
L303[05:28:32] <Ivorius> Who said I did
:P
L304[05:28:36]
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L305[05:28:42] <LexMobile> Typically those
linws turn into more line based chatfestst then anything
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L307[05:28:47] <Quetzi> pretty sure they
realise at this point it didn't work
L308[05:29:00] <LexMobile> Talking shop
with someone next to you who has th e same interest you do
L309[05:29:38] <LexMobile> But ya everyone
agrees blind signging was dumb
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L312[05:30:39] <ollieread> It's curious to
think how somebody ever thought it was a good idea
L313[05:31:03] <LexMobile> Not sure
whoever it was needs to be shot :p
L314[05:31:16] <ollieread>
Definitely
L315[05:31:33] <ollieread> Though that
does explain the wild foam swords and pickaxes that I keep seeing
floating around east London
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L317[05:32:04] <ollieread> Shame
really
L318[05:32:13] <LexMobile> I now imagine
after con london is just flooded with foam weapons and tools
L319[05:32:23] <Quetzi> most youtubers
were quite happy to stop and sign stuff for people while wandering
around the con anyway
L320[05:32:23] <sham1> :D
L321[05:32:25] <LexMobile> Floating around
like tumbleweeds all on th rir own
L322[05:32:33] <ollieread> It makes a
change from the usual metro newspapers and empty starbucks
cups
L323[05:33:27] <LexMobile> The problem
with the signinga in the halls, as someone who works con security,
is its a clusterfuck... clogging hallways and nobody can get
past.
L324[05:33:32] <luacs1998> well somebody
did say LCA was full of confiscated MC tools
L325[05:33:43] <luacs1998> heh
L326[05:33:52] <ollieread> I wonder why
they confiscated them
L327[05:34:05] <LexMobile> But thats
solved by the fact that the excel center had a lovely entrance and
park right outside
L328[05:34:12] <luacs1998> when i was at
AFA last year, they got some big-name voice actor and apparently
they had to close an entire alley because of the queue
L329[05:34:20] <luacs1998> ollieread,
airport security
L330[05:34:31] <ollieread> That's who, not
why :P
L331[05:34:37] <luacs1998> hmm, anyone
looking into cities skylines modding?
L332[05:34:38] <ollieread> Like, I wonder
exactly what threat they posed
L333[05:34:50] <luacs1998> (anything that
looks remotely dangerous)
L334[05:34:52] <ollieread> The Excel
centre is nice
L335[05:35:05] <luacs1998> damn all of you
who went to minecon
L336[05:35:11] <tmtu> maybe airport
security just likes tormenting children
L337[05:35:17] <ollieread> I didn't go
lol
L338[05:35:20] <tmtu> stealing candy and
whatnot
L339[05:35:27] *
luacs1998 is too poor to fly to london, and 2 days isn't worth
borrowing money from parents for airfare
L340[05:35:29] <ollieread> Tbh, I forgot
about it until the tickets had sold out
L341[05:35:29] <Vigaro> It is probably
easy to hide ilegal stuff inside of a foam tool
L342[05:36:18] <tmtu> isn't that what the
xray conveyor belts are for?
L343[05:36:24] <luacs1998> buh
L344[05:36:25] <ollieread> luacs1998:
Would have cost me £1.80 per way to get to the Excel centre
:P
L345[05:36:48] <luacs1998> either way, i
wouldn't want to take a 16hr flight with a foam pixel sword in my
carry-on
L346[05:37:15] <LexMobile> ollieread: you
should of came them most stuff was outside of con
L347[05:37:55] <ollieread> Oh right, I
didn't realise
L348[05:38:11] <Quetzi> yea, don't tend to
want to go to these things for the con itself, just the people and
evening stuff
L349[05:38:34] <LexMobile> Protip guys
MOST the good stuff at con doesnt require a badge as it isnt
actuslly part of thr con
L350[05:38:34] <ollieread> I was tempted
to go originally as it was so close, figured I may as well attend
one of them, but I assumed it would be like EGX, where there's
nothing outside what so ever
L351[05:39:11] <ollieread> Which reminds
me, this years EGX is in Brum ¬_¬
L352[05:39:13] <LexMobile> Naw the con is
just and excuse for all of us nerds to get together
L353[05:39:36] <luacs1998> anyone has any
experience with cities skylines modding here?
L354[05:39:41] <LexMobile> No
L355[05:39:48] <luacs1998> lol, i know
it's off topic, thought id ask anyway
L356[05:40:27] <ollieread> Perhaps I
should have popped down, by the sounds of it, I'd have been one of
the very few actually from London aha
L357[05:41:16] <ollieread> What did you do
about your phone btw Lex? Did you manage to get a throwaway?
L358[05:42:16] ***
PaleOff is now known as PaleoCrafter
L359[05:42:16] <LexMobile> Naw baught a
new one
L360[05:42:33] <LexMobile> Probably gunna
sell my old one when i get back into rhe states
L361[05:42:45] <ollieread> What was the
issue?
L362[05:42:56] <ollieread> I assumed your
provider had locked it because you were in the UK or
something
L363[05:43:29] <LexMobile> Ya im through a
crappy provider
L364[05:43:39] <LexMobile> And everything
in the us is provider locked
L365[05:44:19] <ollieread> I think here
most things are provider locked, or at they were, but I think the
companies have special arrangements to provide roaming throughout
most of Europe
L366[05:44:53] <ollieread> I do know that
if you're on o2, and go to Dover, stand right against the coast and
your provider will swtich over to a French one aha
L367[05:45:43]
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L368[05:45:45] <LexMobile> Ha
L369[05:45:46] ⇦
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L372[05:49:20] <ollieread> Does anyone
know of a 1.7.10 method for getting chunks within an area, like an
aabb?
L373[05:50:49] ***
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L374[05:54:52] <diesieben07> ollie, it's
called a for loop.
L375[05:54:57] <sham1> :P
L376[05:55:38] <sham1> For-loop OP
L377[05:55:55] <ollieread> A for loop
doesn't solve the issue
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L379[05:56:18] <sham1> why doesnt it
L380[05:56:40] <ollieread> If the range is
32 x 32 you assume 4 chunks, what if it intersects, that makes it
9
L381[05:57:16] <diesieben07>
intersects?
L382[05:57:34] <ollieread> If the minX,
minZ, maxX and maxZ aren't divisble by 16
L383[05:57:50] <diesieben07> well, you
transform into chunk coords first of course
L384[05:57:54] <Ordinastie> you >> 4
the x and the Z to have chunk coords
L385[05:59:12] <ollieread> I know that,
you then have to compare the chunk coords to figure out how many of
each loop
L386[05:59:21] <ollieread> The point is,
it's not just a for loop :P
L387[05:59:34] <Ordinastie> yeah it
is
L388[05:59:37] <diesieben07> its a for
loop and 4 bit shifts...
L389[05:59:45] <LexMobile> But it
is...
L390[05:59:51] <diesieben07> well AND you
have to actually get the chunks from the world
L391[05:59:57] <diesieben07> you can't
just make an empty for loop, that is true
L392[06:00:10] <LexMobile> Startx + minx
>> 4
L393[06:00:19] <PaleoCrafter> Isn't it two
nested loops? :P
L394[06:00:24] <ollieread> ^
L396[06:00:38] <Ordinastie> because I'm
THAT nice
L397[06:00:43] <ollieread> I was more
concerned about writing code to this if a helper someone already
existed
L398[06:00:51] <ollieread>
s/someone/somewhere
L399[06:01:23] <Ordinastie> (and that's
when diesieben07 comes in and tells my code is shit)
L400[06:02:02] <Ivorius> Ordinastie
L401[06:02:03] <Ivorius> Ordi
L402[06:02:05] <Ivorius> Your code is
shit
L403[06:03:18] <Ivorius> (Honestly I'd
return an Iterable<Chunk> but otherwise it looks fine
:P)
L404[06:03:39] <diesieben07> returning an
Iterable is awful
L405[06:03:45] <diesieben07> then at least
return a FluentIterable
L407[06:03:57] ***
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L408[06:04:45] <Ivorius> Well, in this
case you can also return a list, but I'd return a dynamic one
either way
L409[06:04:50] <diesieben07> and returning
a FluentIterable is simple, you just do return new FluentIterable()
{ ... } instead of a new Iterable() { ... }
L410[06:04:52] <Ivorius> No need to cache
all the chunks
L411[06:05:52] <Ordinastie> not sure how
to get a FluentIterable in that case
L412[06:06:08] <diesieben07> you just
retunr an inner class of FluentIterable
L413[06:06:16] <diesieben07> which has an
iterator method
L414[06:06:50] <LexMobile>
Fluentiterable?
L415[06:06:57] <Ordinastie> yeah, but then
the iterator code...
L416[06:06:58] <Ivorius> It's guava
L417[06:07:05] <diesieben07> Iterable +
map, flatmap, filter, etc
L418[06:07:06] <Ivorius> Very useful
L419[06:07:27] <Ivorius> Ordinastie, just
convert for loops to manual loops :P
L420[06:07:29] <LexMobile> ..
L421[06:07:32] <diesieben07> Ordinastie, I
recommend AbstractIterator
L422[06:07:49] <diesieben07> and if you
need a list out of it you can just call .toList() :D
L423[06:09:32] ***
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L424[06:09:51] <Ordinastie> yeah, a PITA
to code that though
L425[06:10:03] <diesieben07> not
really
L426[06:10:40] <Ordinastie> I assume the
iterator would be like the BlockPos one ?
L427[06:10:45] <diesieben07> kinda
L428[06:12:02] <PaleoCrafter> That code
would lovely with a for comprehension for instance, diesieben07
:P
L429[06:12:02]
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L430[06:12:11] <PaleoCrafter> *look
lovely
L431[06:12:12]
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L437[06:16:24] <ThePsionic> PaleoCrafter:
it would lovely
L438[06:17:22] <Wuppy> yo ThePsionic
what's up?
L439[06:18:37] <ThePsionic> sky :D
L440[06:18:43] ***
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L441[06:18:52] <Wuppy> :|
L442[06:19:07] <Wuppy> I got a job as a
unity app dev for kids \o/
L443[06:19:45] ⇦
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L444[06:20:05] <tmtu> \o/
L445[06:20:13] <tmtu> Wuppy: to teach them
or make apps for them?
L446[06:20:29] <Wuppy> games to play
L447[06:20:40] <tmtu> awesome :D
L448[06:20:58] <Wuppy> the games are
actually incredibly easy to make in Unity xD
L449[06:21:12] <Wuppy> it's all 2D
L450[06:21:27]
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L451[06:21:27] <Wuppy> and at one point
they asked me, how hard is it to make these things roll off the
side of the mountain
L452[06:21:37] <Wuppy> which is literally
10 seconds of work :P
L453[06:22:44] ***
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L455[06:23:10] <Saturn812> and when you
need something outside of that 2d/3d constructor, things get a lot
durtyer
L456[06:23:54]
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L457[06:24:31] <Saturn812> *dirtier,
misspelled that one alright
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L470[06:56:31] <VikeStep> if someone ASM'd
a bit of mojang code, would it change the line numbers in the crash
reports? or is that only if they intentionally change it?
L471[06:56:45] <VikeStep> minecraft*
L472[06:56:50] <diesieben07> normally the
mojang code doesn't have line numbers at all
L473[06:57:06] <VikeStep> oh, so they
remove it when compiling?
L474[06:57:10] <diesieben07> yes
L475[06:57:16] <Ordinastie> part of the
obfuscation
L476[06:57:17] <diesieben07> their code
only contains the bare minimum
L477[06:57:21] <VikeStep> I see
L478[06:57:37] <Ordinastie> some would
argue their code doesn't even have the minimum :p
L479[06:57:42] <diesieben07> heh
L480[06:57:45] <diesieben07> minimum to
make it run :P
L481[06:57:52] <Ordinastie> still :p
L482[06:58:03] <diesieben07> well its
gonna change
L483[06:58:10] <Ordinastie> is it ?
L484[06:58:23] <diesieben07> we get
generic informatino in 1.8
L485[06:58:41] <diesieben07> 1.8.7
L486[06:59:00] <Ordinastie> yeah, i'd
exchange generics for no obfuscation at all
L487[06:59:12] <diesieben07> and line
numbers
L489[07:00:21] <xaero> lol @ "do you
want to build a snowman?"
L490[07:00:29] <diesieben07> :D
L491[07:01:06] <Ordinastie> what's their
current argument for the obfuscation anyway ?
L492[07:01:24] <Ordinastie> I mean, notch
did it for some reason, but I doubt they still aply
L493[07:01:29] <diesieben07> legal
reasons
L494[07:01:44] <diesieben07> it allows to
detect copycats
L495[07:01:48] <gigaherz> I thought it was
simply a matter of looking like they "try"
L496[07:01:52] <diesieben07>
apparently
L497[07:02:23] <tmtu> smaller size as
well
L498[07:02:33] <diesieben07> who cares
about size these days... :D
L499[07:02:38] <diesieben07> especially
with jars being zips
L500[07:02:46] <Ordinastie> like it would
be easier to refactor the names if they weren't obfsucated ?
L501[07:03:21] <gigaherz> well, zip has
always lacked support for inter-file compression
L502[07:03:30] <diesieben07> if they
weren't obfuscated you could not really detect when someone copies
it
L503[07:03:43] <diesieben07> if they
decompile and recompile its different because the recompile adds
all sorts of stuff back in
L504[07:03:51] <diesieben07> thats why I
*think* they do it
L505[07:06:17] <Ordinastie> meh
L506[07:06:37] <gigaherz> I'm not
convinced ;P
L507[07:06:46] <diesieben07> me
neither
L508[07:06:46] <gigaherz> but if that's
the reason they give themselves
L509[07:06:58] <diesieben07> the reason
they officially state is: legal reasons
L510[07:07:24] <Ordinastie> well, they
could give the unobf source to forge :p
L511[07:07:26] <gigaherz> it may simply
be, that they are somehow required to look like they are trying to
protect their copyright
L512[07:07:28] <Ordinastie> at least
L513[07:07:39] <gigaherz> IMO
L514[07:07:48] <gigaherz> Minecraft needs
a shared-source license
L515[07:07:59] <diesieben07> afaik the mcp
guys have access to the retroguard logs
L516[07:08:20] <Ordinastie> I don't know
what's in that
L517[07:08:40] <diesieben07>
net/minecraft/client/Minecraft => axj or something like that I
would assume
L519[07:09:41] <Ordinastie> so just class
or fields and methods too ?
L520[07:10:05] <gigaherz> it logs
identifiers seen in strings
L521[07:10:08] <gigaherz> such as for
reflection
L522[07:10:33] <gigaherz> logs the names
it was unable to obfuscate due to constraints like
Enumerables
L523[07:10:56] <gigaherz> and logs names
it did not obfuscated because they were explicitly skipped
L524[07:11:02] <gigaherz> (config
settings)
L525[07:11:52] <Ordinastie> I just wonder
how nice it would be mod with full unobf commented MC source
:)
L526[07:11:53] <gigaherz> I don't think it
has a list of ALL names at all
L527[07:12:31] <gigaherz> only a list of
sensitive locations, such as knowing aj("asdf") is indeed
the same "asdf" as seen obfuscated elsewhere
L528[07:12:36] <masa> you really think
their original source is commented? :p
L529[07:12:47] <gigaherz> I'd assume ith
as SOME comments
L530[07:13:08] <gigaherz> and I guess it
woudl be hilarious to compare the original comments
L531[07:13:18] <masa> int thisField = 5;
/* set thisField to 5 */
L532[07:13:19] <gigaherz> with forge/mod
comments about the same code
L533[07:13:23] <Ordinastie> masa, i think
there are plenty of comments like "this real dirty hack was
made because..."
L534[07:13:40] <masa> heh, maybe
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L537[07:19:27] <halvors> Is there a way to
get the metadata of a block from the Block object?
L538[07:19:31]
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L539[07:19:43] <diesieben07> no
L540[07:19:52] <halvors> Hmm.
L541[07:19:53] <diesieben07> there is only
ever *one* isntance of the Block object
L542[07:19:56] <diesieben07> it is more
like BlockType
L543[07:20:14]
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L544[07:20:54] <diesieben07> what are you
trying to achieve?
L545[07:21:39] <gigaherz> halvors: you
need the BlockPos(1.8) or x,y,z coords in order to interact with
the world
L546[07:22:01] <gigaherz> the Block class
is just a manager for the infor in the world
L547[07:22:09] <gigaherz> -r
L548[07:22:29] <halvors> gigaherz: I was
simply trying to get the metadata in ItemBlock, but i misunderstood
the context here, think i got it now :)
L549[07:22:31]
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L550[07:22:42] <halvors> diesieben07:
Thanks for help :)
L551[07:22:53] <diesieben07> ItemBlock
stores the metadata in the ItemStack
L552[07:24:47] <gigaherz> ah to get the
"metadata" of an item, you need the item damage from the
stack
L553[07:24:58] <gigaherz> there's no
metadata associated with the Item itself either ;P
L554[07:25:03] <diesieben07> yeah
L555[07:25:40] <gigaherz> I understand why
it's done that way, but chances are I'd have done it differently
XD
L556[07:26:23] <gigaherz> or maybe not,
since MC already has issues with not being horribly slow as it
is
L557[07:26:50] <gigaherz> anyhow, that
can't be changed unless you buy Mojang from Microsoft and you poke
them untel they change it
L558[07:26:51] <diesieben07> notch
probably did it like that because of the way he did Blocks
L559[07:26:53] <gigaherz> so...
L560[07:26:56]
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L561[07:27:00] <diesieben07> so he did it
exactly the same
L562[07:27:22] <gigaherz> I was including
the blocks in "I'd do it differently" ;P
L563[07:27:33] <diesieben07> huh
ok...
L564[07:27:43] <diesieben07> you won't be
able to have one object per position though
L565[07:27:49] <diesieben07> that will
kill any low-end computer
L566[07:27:54] <gigaherz> well we do have
one in 1.8
L567[07:27:54] <gigaherz> ;P
L568[07:27:58] <diesieben07> no
L569[07:28:07] <diesieben07> BlockPos
instances are all short-lived
L570[07:28:12] <gigaherz> actually no, it
just has predefined blockstates
L571[07:28:17] <gigaherz> no I meant the
blockstates ;P
L572[07:28:28] <gigaherz> but those aren't
instanced per block
L573[07:28:31] <diesieben07> yeah
L574[07:28:36] <diesieben07> they are
interned
L575[07:28:43] <diesieben07> and even then
they have performance problems
L576[07:28:47] <gigaherz> and they are
horrible anyhow
L577[07:29:05] <gigaherz> since you end up
having all possible blockstaes defined in advance
L578[07:29:17] <diesieben07> yeah unless
you use the unlisted properties
L579[07:29:43] <Ordinastie> it's a really
bad design that for once, you can't blame on notch :p
L580[07:30:32] <gigaherz> so yeah, as I
said
L581[07:30:57] <gigaherz> "I wouldh
ave done it differently" -- except I would probably have done
it like that in the end because of performance reasons
L582[07:31:27] <gigaherz> 16x16x256
...
L583[07:31:40] <gigaherz> assuming air ==
"null" in the world grid
L584[07:31:50] <gigaherz> and an average
of 70 height
L585[07:32:04] <gigaherz> that's still
over 17k objects per chunk
L586[07:32:31] <gigaherz> with a 12 chunk
viewing radius
L587[07:32:54] <gigaherz> that's round 450
chunks visible at once
L588[07:33:17] <gigaherz> which is
approximately 8 million instances
L589[07:33:31]
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L590[07:33:51] <gigaherz> even if each
instance was 100% empty, you at least need type information
L591[07:34:04] <diesieben07> i think 8
bytes
L592[07:34:09] <gigaherz> and possibly a
virtual method table
L593[07:34:15] <gigaherz> so at LEAST 8
bytes, possibly 16-20
L594[07:34:17] ***
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L595[07:34:35] <gigaherz> so lets use 20
as worst-case
L596[07:34:46] <gigaherz> 160mb worth of
world information
L597[07:34:49] <diesieben07> the vmt is
not per-object though
L598[07:34:57] <diesieben07> the object
header is 8bytes or 12 bytes max on 64 bits
L599[07:35:09] <gigaherz> well it's NOT
unfeasible
L600[07:35:12] <diesieben07> the vmt is
per-class
L601[07:35:15] <gigaherz> ah
L602[07:35:34]
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L603[07:35:37] <gigaherz> it's crazy
amounts of objects, but the total memory usage isn't THAT
crazy
L604[07:35:49] <gigaherz> that is,
assuming all the empty slots are null
L605[07:36:27] <gigaherz> if you had
"new Air()" on each empty slot, that'd put the size up to
600mb
L606[07:36:43] <gigaherz> and that's in a
12-chunk radius
L607[07:36:47] <gigaherz> imagine with 20,
or 32
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L609[07:36:54] <gigaherz> or heck, the
SERVER
L610[07:38:11] <masa> and what exactly
would be the point in that type of system?
L611[07:38:52] <diesieben07> you would not
have all the "World, x, y, z" methods in the Block
class
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L613[07:39:49] <masa> right, but I think
that is a small prize to pay for not storing/duplicating
information unnecessarily. but what do I know anyway...
L614[07:39:59] <masa> price even
L615[07:40:09] <diesieben07> i agree
L616[07:40:36] <diesieben07> we just need
value types and everything will be pretty
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L618[07:40:58] <masa> value types?
L619[07:41:08] <diesieben07> e.g.
BlockPos
L620[07:41:19] <diesieben07> you make new
instances of it etc but it behaves as if you were just passing 3
ints
L621[07:41:27] <diesieben07> you cant
synchronize on it etc
L622[07:41:38] <diesieben07> but it will
just take the 3 ints of memory, no object header
L623[07:41:40] <gigaherz> masa:
"struct" in C#, or not using pointers in C++
L624[07:41:46] <diesieben07> yeah,
that
L625[07:41:51] <diesieben07> but a bit
more than just a struct
L626[07:41:58] ***
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L627[07:42:07] <masa> I don't know C# or
C++, but I do know C to some extent... :p
L628[07:42:12] <gigaherz> well C
then
L629[07:42:20] <diesieben07> its classes
that behave somewhat like c structs :D
L630[07:42:22] <gigaherz> you know how a C
struct is copied all over thep lace
L631[07:42:25] <gigaherz> if you don't use
pointers?
L632[07:42:37] <masa> yeah
L633[07:42:42]
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L634[07:42:58] <gigaherz> C# objects
declared as "struct" instead of "class" behave
similarly
L635[07:43:03] <gigaherz> they have
"ByVal" semantics
L636[07:43:20] <gigaherz> (instead of
ByRef)
L637[07:43:39] <gigaherz> and some code in
Java would greatly benefit from a similar concept
L638[07:43:56] <masa> mmkay
L639[07:44:17] <gigaherz> it lets yuou
copy data around in stack without having to instantiate
L640[07:44:37] <gigaherz> most
implementations of C/C++/C# Vector(2/3/4) classes work like
that
L641[07:44:53] <gigaherz> you*
L642[07:45:37] <gigaherz> that, along with
operator overloading and unsigned integers, are the things I miss
the most when coding in Java
L643[07:46:06]
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L644[07:47:36] <masa> heh yeah, most of
the variables I have used in C are unsigned :p counters, offsets,
etc
L645[07:47:49] <masa> at least in
embedded
L646[07:48:01] ⇦
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L648[07:49:04] <PaleoCrafter> all those
people wanting operator overloading when getting rid of operators
is the way to go :P
L649[07:49:43] ⇦
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L650[07:49:43] <Ordinastie> PaleoCrafter,
you advocate 5.add(3) instead of 5 + 3 ?
L651[07:49:46] <PaleoCrafter> no
L652[07:50:03] <PaleoCrafter> I advocate
getting rid of restricting method names to alphanumeric characters
:P
L653[07:50:20] <Ordinastie> 5+(3) ?
L654[07:50:29] <PaleoCrafter> 5 + 3 stays
5 + 3 :P
L655[07:50:42] <PaleoCrafter> the magic of
scala
L656[07:51:20] <Ordinastie> yeah, the kind
of magic that should get youu on a pyre
L657[07:52:30] ⇦
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L658[07:53:31] <gigaherz> PaleoCrafter:
i'm not sure how A.+(B) is any better than .add ;P
L659[07:53:38] <halvors> I have my
TileEntity stored in a variable as TileEntity.class
L660[07:54:03] <halvors> What i want to do
is to make a new instance of it using variable.newInstance();
L661[07:54:13] <Ordinastie> halvors,
no
L662[07:54:21] <halvors> But how can i
make that function return the type of the class passed to the
variable?
L663[07:54:25] <Ordinastie> you don't
store the TileEntities
L664[07:54:31] <gigaherz> unless you also
add infix notation attributes and custom operator precedence
rules
L665[07:54:34] <gigaherz> in which case it
becomes hell.
L666[07:54:34] <Ordinastie> and you don't
instantiates yourself
L667[07:55:12] <PaleoCrafter> gigaherz,
keep the precedence for the usual "operators" and yeah,
infix notation ftw :P
L668[07:55:19] <halvors> I simply want to
store the tileEntities as primitive TileEntity.class and create
them later.
L669[07:55:21] <gigaherz> so
L670[07:55:33] <Ordinastie> halvors, you
don't create them yourself
L671[07:55:46] <halvors> Um?
L672[07:55:50] <gigaherz> PaleoCrafter: if
you have public infix Vec3 +(Vec3 other) .... how's that any
different than just calling it "operator+" ? ;P
L673[07:55:56] <halvors> Should they
magically fall from the sky?
L674[07:55:59] <Ordinastie> they're
created by the block when you place them in the world
L675[07:56:08] <PaleoCrafter> you're
introducing unnecessary keywords, gigaherz
L676[07:56:09] <halvors> No.
L677[07:56:22] <PaleoCrafter> it's just
def +(other: Vec3): Vec3 :P
L678[07:56:24] <gigaherz> halvors: why do
you STORE the class at all?
L679[07:56:28] <halvors> I'm returning
this in the createNewTileEntity() function of the block,.
L680[07:56:39] <Ordinastie> halvors,
NO.
L681[07:56:41] <halvors> Same reason FML
does.
L682[07:57:04] <gigaherz> uih?
L683[07:57:05] <gigaherz> uh*
L684[07:57:28] <Lumien> halvors if you
define your field as Class<? extends Whatever> it should
return the proper type
L685[07:57:30] <Ordinastie> halvors, you
have only ONE instance of the block, but you have as much instance
of your TileEntity as position
L686[07:57:34]
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L687[07:57:48] <Ordinastie> that's the
point of a TileEntity
L688[07:58:24] <halvors> Ordinastie: I
know. But when doing Class<? extends TileEntity> and then
calling that variable with newInstance() i get Object.
L689[07:58:36] <halvors> Do i need to cast
that to the original type?
L690[07:58:37] <Lumien> Cast it then
L691[07:58:41] <gigaherz> cast it.
L692[07:58:44] <Ordinastie> why would you
do newInstance anyway ?
L693[07:58:45] <gigaherz> but why do that
at all?
L694[07:58:45] <Lumien> Although when i do
that i get the type :P
L695[07:58:47] <halvors> The problem is
the types could vary.
L696[07:58:59] <gigaherz> just....
instancei t
L697[07:58:59] <Lumien> But they would all
be tile entitys right?
L698[07:59:02] <halvors> Ordinastie:
Because of simplicity.
L699[07:59:12] <gigaherz> halvors: just
cast to TileEntity
L700[07:59:13] <Ordinastie> can you show
your code ?
L701[07:59:16] <halvors> Yeah all would
extends the TileEntity base class.
L702[07:59:20] <gigaherz> but really
L703[07:59:25] <gigaherz> it sounds like
you are overengineering
L704[07:59:32] <Lumien> so what's the
problem with casting it to TileEntity then?
L705[07:59:33] <diesieben07> newInstance
on Class<? extends TileEntity> gives you a TileEntity
L706[07:59:35] <diesieben07> without a
cast
L707[07:59:45] <diesieben07> if it doesn't
you are doing something wrong
L709[07:59:53] <gigaherz> it's just this
simple
L710[08:00:00] <gigaherz> there isn't any
need for overcomplication or generifying
L712[08:02:14] <gigaherz> NO!
L713[08:02:15] <gigaherz> why?
L714[08:02:26] <PaleoCrafter> ...
L715[08:02:29] <Ordinastie> you're
returning a Class...
L716[08:02:30] <diesieben07> newInstance
returns a TileEntity
L717[08:02:31] <diesieben07> not a
Class
L718[08:02:40] <Ordinastie> ^ I meant
that
L719[08:02:47] <halvors> diesieben07: What
i want to achive is that it's returning the type i pass to the
constructor, it could be a class that extends TileEntity as
well.
L720[08:03:02] <diesieben07> you need a
generic class with a type paramter
L721[08:03:09] <diesieben07> MyClass<T
extends TileEntity>
L722[08:03:14] <diesieben07> and then a
Class<T> in the constructor
L723[08:03:20] <diesieben07> then your
getTileEntity can return T
L724[08:03:24] <diesieben07> but...
WHY?
L725[08:04:09] <gigaherz> look halvors,
just make the getTileEntity return TileEntity
L726[08:04:18] <diesieben07> what is that
getTielEntity method anyways?
L727[08:04:22] <gigaherz> Class<>
does NOT belong there
L728[08:04:29] ⇦
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L729[08:04:35] <diesieben07> it certainly
doesn't override/implement any vanilla method
L730[08:05:04] <gigaherz> and since it's
already returning TileEntity, you may as well just move that code
into createNewTileEntity
L731[08:05:24] <diesieben07>
*createTileEntity
L732[08:05:29] <diesieben07>
createNewTileEntity is obsolete
L733[08:05:41] <gigaherz> it is?
L734[08:05:44] <gigaherz> in 1.8?
L735[08:05:51] <diesieben07> no, since
like... ever
L736[08:06:05] <diesieben07> just override
hasTileEntity and createTileEntity
L737[08:06:10] <diesieben07> no need to
implement or extend anything
L738[08:06:24] <Ordinastie> diesieben07,
it's the other way around :)
L739[08:06:28] <diesieben07> no its
not.
L740[08:06:29] <Ordinastie> or wait
L741[08:06:31] <diesieben07> that will in
1.8 also give you the IBlockState instead of just the
metadata
L742[08:06:46] <gigaherz> uh?
ITileEntityProvider isn't marked as obsolete
L743[08:06:52] <diesieben07> of course it
isn't
L744[08:07:01] <Ordinastie> no ITEP do use
createNewTileEntity
L745[08:07:02] <diesieben07> but forge's
method is the way to go :P
L746[08:07:32] <diesieben07> a) you don't
have to implement that horrid interface name b) the method name is
cleaner
L747[08:07:42] ⇦
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L748[08:07:50] <diesieben07> and c) in 1.8
you can work with the IBlcokState in there, which the ITEP doesn't
give you
L749[08:07:55]
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L750[08:08:32] <gigaherz> I see
L751[08:08:37] <gigaherz> well,
"fixed"
L752[08:08:48] <Ordinastie> c) what
?
L753[08:08:57] <diesieben07> ITEP gives
you only metadata, even in 1.8
L754[08:09:02] <gigaherz> yeah
L755[08:09:03] <halvors> diesieben07:
Exactly how?
L756[08:09:07] <Ordinastie> oh
L757[08:09:10] <diesieben07> halvors,
wut?
L758[08:09:21] <Ordinastie> well, not my
fault if the update sucks :x
L759[08:09:38] <diesieben07> it's what you
get when you use Mojang code instead of the superior forge
patch
L760[08:09:53] <gigaherz> halvors:
override hasTileEntity to return true, then override
createTileEntity to return new te();
L761[08:10:09] <Ordinastie> no, I mean the
forge patch sucks
L762[08:10:22] <Ordinastie> like, why the
hell you don't pass the state directly ?
L763[08:10:43] <gigaherz> uh?
L764[08:10:44] <Ordinastie> oh, nvm
-_-
L765[08:10:50] <Ordinastie> mojang is
dumb, that's why
L766[08:11:27] <gigaherz> hmm is there
even a reason to ahve different TileEntities depending on
state?
L767[08:11:34] <Wuppy> hmm, that's
strange
L768[08:11:36] <gigaherz> oh I guess
LargeChest is a different TE?
L769[08:11:43] <Wuppy> my plant is
completely invisble when I place it
L770[08:11:51] <Wuppy> however they do
give the right colored particles
L771[08:12:00] <Wuppy> what's going
on
L772[08:12:14] <halvors> diesieben07: This
should work from my experience, but havn't dealt much with general
class type parameters
http://pastebin.com/PaDsSZfL
L773[08:12:36] <gigaherz> wh ... at?
L774[08:12:41] ⇦
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L775[08:12:51] <gigaherz> halvors: wtf is
"public <T extends TileEntity> T" supposed to
mean?
L776[08:13:11] <gigaherz> just return
TileEntity, as is, no generic parameters needed!
L777[08:13:34] <Ordinastie> halvors, T is
supposed to be a class parameter
L778[08:13:46] <halvors> It is.
L779[08:13:51] <Ordinastie> no it
isn't
L780[08:13:54] <halvors> General class
parameter.
L781[08:13:56] <Ordinastie> post your
whole class
L782[08:14:09] <diesieben07> no dont
even
L783[08:14:12] <diesieben07> what is your
end goal.
L784[08:14:14] <Wuppy> can somebody help
me with my plant model?
L787[08:14:37] <Wuppy> and my blocks don't
get the proper texture
L788[08:14:40] <PaleoCrafter> diesieben07,
world domination
L789[08:14:41]
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L790[08:14:49] <Wuppy> they are invisible,
but the particles have the correct color when broken
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L793[08:15:03] <halvors> Ordinastie:
:)
L794[08:15:05] <Wuppy> PaleoCrafter, you
seem to be a json genious
L795[08:15:07] <Lumien> Wuppy do you
extend BlockContainer with them?
L796[08:15:23] <Lumien> Or generally have
the proper getRenderType() ?
L797[08:15:27] <Wuppy> it's
BlockBush
L798[08:15:43] <Wuppy> and I have the
render type set to 6
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L800[08:16:20] <Lumien> That doesn't
exist
L801[08:16:27] <Lumien> pretty sure theres
just 1,2,3
L802[08:16:36] <Lumien>
fluid,te,model
L803[08:16:39] <Wuppy> what should it be
then?
L804[08:16:43] <Lumien> 3
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L806[08:16:58] <Wuppy> hmm okay, it used
to be 6 for crops
L807[08:17:00] <Flan> Hi everyone, do you
know if there is anyone around here who would be interested in
doing some paid mod work for a YouTuber? It's primarily animating
models written in Tabula, so anyone with a decent understanding of
GL transforms would be suited to the job.
L808[08:17:25] <PaleoCrafter> Wuppy, 1.8
render types aren't the same as the old ones :P
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L810[08:17:37] <Wuppy> guess so
Paleo
L811[08:17:48] <Wuppy> the strange thing
is that the method works just fine in a lsightly older 1.8 build
:P
L812[08:18:01] <diesieben07> halvors, what
is the purpose of that thing? why did you make that class?
L813[08:18:03] <Wuppy> but you guys are
right, thanks a lot :)
L815[08:18:18] <diesieben07> considering
it is not valid java - no.
L816[08:18:34] <diesieben07> anyways i
have to leave. be back in ~20 minutes
L817[08:18:40] <halvors> diesieben07: It's
a class holding some String and the tileentity class type.
L818[08:18:45] <halvors> I and
metadata
L819[08:18:54] <Lumien> But what is the
purpose of it?
L820[08:18:56] <halvors> I use it for my
Multiblock metadata block.
L821[08:19:26] <halvors> Do i registers
sub blocks, with their tileEntity and have this work
automatically.
L822[08:19:40] <halvors> Textures,
tileEntities, nothing needs to go in the block class :)
L823[08:19:50] <halvors> That is the
purpouse.
L824[08:20:21] <masa> uh wat
L825[08:20:36] <halvors> diesieben07: Ok
:)
L826[08:22:21] <gigaherz> halvors: your
idea of generics is too broken to be useful, you needto read up on
them a bit more before you can make use of them properly
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L831[08:35:17] <diesieben07> halvors, i
highly doubt the usefulness of your approach.
L832[08:39:11] <gigaherz> hmm quick
question, while I look it up myself on the side,
L833[08:39:28] <gigaherz> is there a
method to make entities slow down through my block as they do on
cobweb, or is it hardcoded somehow?
L834[08:40:26] <diesieben07>
Entity.setInWeb...
L835[08:40:33] <diesieben07> so, kinda
hardcoded
L836[08:40:45] <gigaherz> aha yep
L837[08:40:49] <gigaherz> it's just
"in web/not in web
L838[08:41:00] <gigaherz> so I can't have
it slow down, but not quite as much
L839[08:41:38] <diesieben07> you could
probably do that by modifying the motionX|Y|Z
L840[08:41:45] <gigaherz> I was hoping to
add a "cushion" spell, that wouldcreate "Dense
dust" blocks that slow you down proportionally to the
dispersion state
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L844[08:52:09] <Lumien> Biomes o plentys
quicksand also seems to handle this using the motion
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L852[09:09:51] <HassanS6000> If I use
this.getNavigator().tryMoveToEntityLiving
L853[09:10:03] <HassanS6000> How would I
know when it's arrived?
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L855[09:11:26] <gigaherz> hmmm how does
minecraft calculate the fall damage?
L856[09:11:33] <gigaherz> it's clearly
slowing me down, but I still die
L857[09:11:34] <gigaherz> XD
L858[09:11:58] <diesieben07> HassanS6000,
getPath right after you set the path, then isFinished on that
L859[09:12:13] <diesieben07> (so keep the
PathEntity object stored somewhere)
L860[09:12:21] <HassanS6000> Okay
thanks
L861[09:13:50] <gigaherz> oh it's based on
*height*
L862[09:19:39] <gigaherz> well,
distance
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L864[09:20:33] <HassanS6000> In my entitiy
onUpdate method I just did this.fallDistance = 0F;
L865[09:20:39] <HassanS6000> *entity
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L867[09:20:56] <gigaherz> yeah I wasn't
that drastic ;P
L868[09:21:57] <gigaherz> I did motion *=
factor; fallDistance *= factor
L869[09:22:15] <gigaherz> although I'm
thinking the distance doesnt' grow linearly
L870[09:22:34] <gigaherz> x = x0 + v0*t +
1/2 * g * t^2
L871[09:22:58] <gigaherz> so I could
figure out the new fallDistance based on the new motionY
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L874[09:26:57] <gigaherz> meh even
EntityThrowable's "getGravityVelocity" is protected, not
public
L875[09:28:16] <diesieben07> gigaherz, you
know there is an event for modifying the fall distance?
L876[09:28:32] <gigaherz> event?
L877[09:28:39] <gigaherz> what for?
L878[09:28:54] <diesieben07> i thought you
wanted to prevent the fall damage
L879[09:28:57] <gigaherz> no
L880[09:29:01] <diesieben07> oh
L881[09:29:04] <gigaherz> I want to
calculate a new fall distance
L882[09:29:07] <gigaherz> that simulates
only a slowdown
L883[09:29:10] <gigaherz> and not a full
negation
L884[09:29:51] <gigaherz> IMO the fall
damage should be based on velocity (motionY) but since Minecraft
chose otherwise...
L885[09:30:10] <diesieben07> uh yeah tahts
waht the event is for
L886[09:30:14] <diesieben07> modifying the
fall distance
L887[09:30:32] <gigaherz> I'm just doing
onEntityCollidedWithBlock -> motionY *= 0.x
L888[09:31:59] <gigaherz> is that not the
right way to do it? ;P
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L890[09:32:52] <diesieben07> sure but it
only changes motion
L891[09:32:52] <diesieben07> not fall
damage
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L893[09:33:26] <gigaherz> hence why I did
entityIn.fallDistance = <formula here>
L894[09:33:26] <gigaherz> ;P
L895[09:34:56] <HassanS6000> Is there a
method or something that is fired when an entity hits a block
L896[09:35:07] <HassanS6000> I wanna make
this Entity climb a block if its between it and its target
L897[09:35:10] <gigaherz>
"onEntityCollidedWithBlock"
L898[09:35:14] <gigaherz> XD
L899[09:35:15] <HassanS6000> ty
gigaherz
L900[09:35:27] <HassanS6000> !gm
onEntityCollidedWithBlock 1.7.10
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L902[09:35:33] <gigaherz> it's in the
block, though
L903[09:36:59] <gigaherz> meh doens't work
the way I expected it to
L904[09:37:06] <diesieben07> yeah you need
to do that in the event though
L905[09:37:07] <diesieben07> since the
fall distance is always recalculated
L906[09:37:10] <gigaherz> may as well jsut
set fallDistance to 0 for what it achieves
L907[09:37:39] <gigaherz> nah it works
just fine... just I dropped from height 256 and it still negates
all noticeable damage XD
L908[09:37:47] <gigaherz> as in, slows me
down too fast XD
L909[09:38:22] <HassanS6000> gigaherz,
that is for a specific block
L910[09:38:33] <gigaherz> yes
HassanS6000
L911[09:38:49] <gigaherz> there's also
entity.onImpact
L912[09:38:53] <HassanS6000> ty
L913[09:39:29] <HassanS6000> !gm onImpact
1.7.10
L914[09:39:47] <HassanS6000> gigaherz,
that's entityThrowable, and ENtityFireball
L915[09:41:16] <gigaherz> oh right
L916[09:41:21] <gigaherz> well, look how
they detect impact, then
L917[09:41:27] <gigaherz> and see what the
base method would look like
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L929[09:59:33] <minecreatr> how do I use
FMLMissingMappingsEvent to reassign a block from one mod to
another?
L930[10:00:36] <PaleoCrafter> minecreatr,
uhm... event.remap?
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L932[10:01:55] <minecreatr> is the name of
a missing mapping the unlocalized name?
L933[10:02:53] <PaleoCrafter> no, the name
in the registry
L934[10:03:23] <minecreatr> so like
minecraft:dirt?
L935[10:03:28] <PaleoCrafter> yep
L936[10:03:43] <gigaherz> it just happens
that many blocks are registered using the same unlocalized
name
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L946[10:37:57] <Lumien> Wow, should have
updated my eclipse earlier. Auto Complete is so much faster now
o_O
L947[10:41:26] <laci200270> what version
you updated?
L948[10:41:45] <laci200270> I now have
luna
L949[10:42:11] <Lumien> i was on
juno
L950[10:42:13] <Lumien> now on mars
L951[10:42:18] <Lumien> so i was 3 version
behind :P
L952[10:45:33] <laci200270> luna how many
versions behind? i'm getting exceptions on autocomplete... should I
update? :D
L953[10:45:50]
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L954[10:46:50] <Lumien> 1
L955[10:46:56] <Lunatrius> Tsk
L956[10:47:02] <Lumien> i don't know xD,
the only thing i noticed was the fast auto complete
L957[10:47:10] <Lumien> and some color
scheme changes
L958[10:47:24] <Lunatrius> I shouldn't
have luna on my ping list when I know eclipse luna exists.
L959[10:48:11] <laci200270> i checked it:
7 versions behind :D
L960[10:49:40] <Lumien> well i meant
"major" ones
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L962[10:54:00] <laci200270> Yes:
kepler,juno,indigo,helios,galielo,ganymade,europa
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L964[10:56:58] <dmf444> When writing a
patch for forge, should we indent code to keep consistancy?
L965[10:57:52] <flappy> laci200270: Kepler
is 7 versions behind, eh?
L966[10:58:58] <laci200270> i was at
luna
L967[11:00:03] <laci200270> if the clipse
site correct and I understood good luna was the oldest that was the
site
L968[11:00:08] <laci200270> *eclipse
L969[11:00:21] <PaleoCrafter> uhm, luna is
the newest after Mars, I think :P
L971[11:00:46] <laci200270> oh so invert
the order
L972[11:01:02] <PaleoCrafter> it even says
the years on there :P
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L974[11:04:18] <smbarbour> And they go in
alphabetical order.
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L979[11:14:28] <williewillus> if you do
Block.getBlockFromItem() on an item that has no block form will it
just give you null?
L980[11:14:41] <williewillus> ah nvm
L981[11:14:43] <williewillus> it gives you
air
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L995[11:44:39] <HassanS6000> Huh.. why is
it that this entity can't find a path to get to me but the other
one can..
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L1002[11:59:13] <HassanS6000> Hi. Would
anybody know why my entity can't move?
L1005[12:00:01]
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L1006[12:00:04] <HassanS6000> All it does
is move its arms/legs but it stay stationary
L1007[12:01:26]
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L1008[12:05:45] <diesieben07>
HassanS6000, you must call super.onUpdate
L1009[12:06:02] <HassanS6000> k ty
L1010[12:07:49]
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L1012[12:08:10] <Wuppy> hmm updateEntity
is gone for TEs
L1013[12:08:13] <Wuppy> how does one
update now?
L1014[12:08:24] <Mitchellbrine>
IUpdatePlayerBox
L1015[12:08:27] <Mitchellbrine> or
something close to that
L1016[12:08:28] <Wuppy> whaty
L1017[12:08:31] <Mitchellbrine> implement
that
L1018[12:08:35] <Mitchellbrine> in your
TE
L1019[12:08:38]
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L1020[12:08:42] <gigaherz> HassanS6000:
is that Alien? ;P
L1021[12:08:50] <sham1> Stupid name but
will be replaced by ITickable in the future
L1022[12:08:54] <HassanS6000> gigaherz,
yes it is.
L1023[12:09:06] <HassanS6000> Wuppy, is
it? I'm pretty sure TE's have onUpdate
L1024[12:09:09] <gigaherz> will it give
you chest bursters? ;P
L1025[12:09:15] <HassanS6000> !gm
onUpdate
L1026[12:09:17] <sham1> Hassan, he is
1.8
L1027[12:09:28] <Wuppy> yep
L1028[12:09:33] <Wuppy> I'm up to date:
P
L1029[12:09:45] <gigaherz> well as up to
date as Forge allows ;P
L1030[12:09:45] <sham1> They made tile
entities not ticking by default
L1031[12:09:53] <Wuppy> smart
L1032[12:09:56] <sham1> Smart move
L1033[12:10:01]
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L1034[12:10:02] <diesieben07> you could
do it in forge before :P
L1035[12:10:25] <sham1> how
L1036[12:10:26] <Mitchellbrine> but now
it's default
L1037[12:10:27] <gigaherz> how does the
ticking work, doesit add the TE into a list after you return it
from createTileEntity?
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L1039[12:10:37] <diesieben07>
shouldUpdate i think
L1040[12:10:42] <diesieben07> canUpdate
rather
L1041[12:10:49] <HassanS6000>
diesieben07, that fixed it thanks.
L1042[12:10:56] <diesieben07> yes it does
giga. it maintains 2 lists anyways
L1043[12:11:01] <sham1> it checks if the
TE should tick, in 1.8 it is by doing te instanceof
IUpdatePlayerBox
L1044[12:11:03] <diesieben07> one
Map<coords,TE> and a List
L1045[12:11:16] <diesieben07> and if it
doesnt tick it doesnt add to the list
L1046[12:11:24] <gigaherz> sham1: yeah
but if it did "instanceof IUpdate..." every single
tick
L1047[12:11:26] <gigaherz> thne it would
be pointless XD
L1048[12:11:29] <sham1> mm
L1049[12:11:41] <sham1> So it can do it
once and add it to a list
L1050[12:11:42] <gigaherz> hence why I
asked if it has a second list with just the tickables
L1051[12:11:47] <sham1> :P
L1052[12:11:53] <diesieben07> yes, it has
and it has had that since ever :D
L1053[12:11:58] <gigaherz> makes
sense
L1054[12:12:00] <diesieben07> but before
the list just contained all TEs
L1055[12:12:11] <gigaherz> lol
L1056[12:12:17] <diesieben07> actually
no... they have 2 lists now
L1057[12:12:19] <diesieben07> what the
hell
L1058[12:12:24] <diesieben07> mojang be
crazy
L1059[12:12:34] <diesieben07> 2 lists AND
a Map for each chunk...
L1060[12:12:35] <sham1> Mojang *shakes
fist*
L1061[12:13:04] <sham1> or rather
Microsoft pls
L1062[12:14:51]
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L1065[12:19:19] <shadekiller666> i don't
think MS had much to do with how Mojang coded their chunks :P
L1066[12:22:15] <HassanS6000> giga, yes
there is a chestburster :P
L1067[12:23:02]
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L1070[12:28:17] <shadekiller666> if i
wanted to get the absolute file path of a blockstate json how would
i do so?
L1071[12:29:53] <gigaherz> you are not
supposed to
L1072[12:29:57] <gigaherz> chacnes are it
will be inside a jar
L1073[12:30:00] <gigaherz> chances*
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L1075[12:31:31] <Wuppy> well that's
interesting
L1076[12:31:34] <Wuppy> my block texture
stops working
L1077[12:31:43] <Wuppy> when I change
from extends Block to BlockContainer
L1078[12:31:45] <Wuppy> wot
L1079[12:32:00] <Wuppy> how can that
happen?
L1080[12:32:31] <Lumien> BlockContainer
has te renderer as default render type
L1081[12:32:55] <Wuppy> yeah I just
looked through it
L1082[12:33:00] <Wuppy> it sets the
render type to -1
L1083[12:33:08] <Wuppy> it's just trying
to break your things
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L1085[12:34:20] <shadekiller666> giga, i
want to make it possible to change camera transforms using
commands, with the help of a rendering tool, and it works fine
whilst the game is running, the problem is that those changes would
be erased if they aren't saved into the json for whatever model
you're applying them to
L1087[12:35:54] <Lumien> shade are you
talking about your own items?
L1088[12:36:39] <Wuppy> well that's nice
:C
L1089[12:36:44] <Wuppy> I added
ITickable
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L1091[12:36:46] <Wuppy> but it's not
ticking
L1092[12:36:52] <shadekiller666> i'm
talking about whatever item/block the player is currently
holding
L1093[12:36:55] <Wuppy> either that or my
TEs not being created
L1094[12:37:02] <Wuppy> but I have
createNewTileEntity
L1095[12:37:03] <Lumien> Wuppy it's
called IUpdatePlayerListBox :P
L1096[12:37:28] <Wuppy> ah
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L1098[12:37:35] <Wuppy> that's... quite
the name
L1099[12:38:09] <Wuppy> this does not run
every tick anymore does it?
L1100[12:38:19] <Lumien> yes it
does
L1101[12:38:27] <Wuppy> there's still 20
ticks in a second?
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L1104[12:38:47] <Lumien> yes
L1105[12:39:27] <Wuppy> and cycleProperty
only adds 1 to the property when it's called right?
L1106[12:40:25] <Lumien> It cycles
through the possible values
L1107[12:40:36] <Wuppy> nvm, I'm
incapable of lesser and greater than signs...
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L1110[12:42:15] <Wuppy> well, thanks for
the help, but I've got to go
L1111[12:42:15] <shadekiller666> Lumien,
i'm talking about whatever item the player is currently
holding
L1112[12:42:17] <Wuppy> o7
L1113[12:42:39] <Lumien> How do you apply
the modifier then?
L1114[12:43:45] <shadekiller666> well,
because of the events that the tool listens to, i'm able to change
the Matrix4f that is currently being used to render the model
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L1116[12:44:38] <shadekiller666> and i
have the command class inside of the tool class, so it can access
what it needs, the only thing missing is the ability to save the
values that are currently applied so that you don't lose them when
you exit the game
L1117[12:45:39] <Lumien> Yes but is it
YOUR tool?
L1118[12:46:35] <shadekiller666>
yep
L1119[12:47:08] <Lumien> Not sure what
exactly it's doing but can't you save that information in the
itemstack?
L1120[12:47:18] <Lumien> Or what exactly
is it doing?
L1121[12:47:36] <shadekiller666> the tool
is intended to make setting camera transform values easier
L1123[12:48:33] <shadekiller666> and i
got the idea of allowing a mod maker/resource pack maker to change
the values in-game so that they don't have to change the json and
then reload resources
L1124[12:48:38] <Lumien> ohh ok
L1125[12:49:29] <shadekiller666> instead
they would use the command to change current applied values, and
then the command would save the changes to the json in question
when "save" was passed as its argument or something
L1126[12:50:24] <shadekiller666> or
potentially generate a new json with the values that could be
copy/pasted into the actual json if the former option won't
work
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L1128[12:51:40] <Lumien> Maybe you can
get the resource location using ItemModelMesher.simpleShapes
L1129[12:51:55] <OrionOnline> Hey guys if
a block is placed, is the neighbor notified of that?
L1130[12:52:04] <gigaherz> dependso nt he
placement flags
L1131[12:52:09] <gigaherz> by default,
yes
L1132[12:52:31] <gigaherz> but things
like ice do NOT cause block notifications when they melt
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L1135[12:53:52] <OrionOnline> Which call
is made when a neighbor is placed?
L1136[12:54:06] <Ordinastie>
onNeighborBlockChange ?
L1137[12:54:31] ***
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L1139[12:56:32] <minecreatr> when I use
fontRenderer to render text during the game overlay, it makes
everything else be slightly red tinted, I know thats because font
renderer changes the Gl color buffers but I dont know how to change
them to what they were before
L1140[12:57:58] <Lumien>
GlStateManager.color
L1141[12:57:59] <shadekiller666> masa, ya
kinda, but intended to be in forge (hopefully)
L1142[12:58:09] <shadekiller666> if
theirs a place for it in forge
L1143[12:59:01] <masa> imo a tool like
that shouldnät be in forge itself
L1144[12:59:01] <gigaherz> hmm I wonder
if anyone has made a proper state manager
L1145[12:59:02] <gigaherz> as in
L1146[12:59:08] <minecreatr> Lumien, I
dont see the class GlStateManager?
L1147[12:59:13] <Lumien> oh are you in
1.7.10?
L1148[12:59:32] <Lumien>
GL11.glColor3f
L1149[12:59:53] <minecreatr> yeah, but I
dont know what to set it to
L1150[12:59:58] <gigaherz> var myState =
new GlState(); myState.color = whatever ...;
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L1152[13:00:09] <gigaherz> and then when
you need to apply the state just doing
"myState.apply()"
L1153[13:00:24] <gigaherz> it's one thing
that I liked a lot from XNA4
L1154[13:00:44] <minecreatr> gigaherz, in
1.7, wish I could be in 1.8 but making a mod for someone who uses
1.7 -_-
L1155[13:01:09] <gigaherz> that wasn't
me, it was Lumien
L1156[13:01:13] <gigaherz> I was just
ranting ;P
L1157[13:01:22] <Lumien> minecreatr just
set all colors to 1
L1158[13:01:36] <minecreatr> ok
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L1167[13:21:56] <Acters> So, is anyone
able to connect to minecraftforge's site?
L1168[13:22:16] <Mimiru> Acters,
yes?
L1169[13:23:25] <Acters> man it fixed it
self
L1170[13:23:39] <diesieben07> it is down
sometimes
L1171[13:24:07] <Acters> ok
L1172[13:24:34]
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L1173[13:24:47] <Horfius> It is also
commonly very slow
L1174[13:25:07] <Acters> the launcher has
a 403 error when downloading the forge libraries
L1175[13:25:32] <diesieben07> which
launcher are you using?
L1176[13:25:44] <Acters> default
minecraft launcher
L1177[13:25:51] <diesieben07> and you
used the installer?
L1178[13:25:56] <Acters> with the special
java environment
L1179[13:26:03] <diesieben07> special
java environment?
L1180[13:26:06] <Acters> yeah
ofcourse
L1181[13:26:29] <Acters> you know the
latest launcher includes a imbeded java version
L1182[13:26:39] <diesieben07> oh
that
L1183[13:26:44] <diesieben07> that should
work fine
L1184[13:27:29] <Acters> typically a 403
would mean that the server won't take further actions, but it is
reachable and online
L1185[13:27:53] <diesieben07> it should
not try to download anything at all when you use the
installer,thats what the installer is there for
L1186[13:28:06] <diesieben07> otherwise
it would try to download forge from the mojang servers, which of
course is not going to work
L1187[13:28:16] <Acters> Its trying to
download a library
L1188[13:28:19] <Acters> file
L1189[13:28:27] <diesieben07> please post
logs
L1190[13:28:32] <Acters> ok
L1191[13:28:52]
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L1193[13:30:52] <diesieben07> that looks
like you did not use the installer or that is not the official
launcher
L1194[13:31:33] <Acters> le sigh
L1195[13:31:42] <Acters> I will reinstall
minecraft
L1196[13:31:56]
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L1197[13:31:57] <diesieben07> no need
to
L1198[13:32:00] <diesieben07> just
re-install forge
L1199[13:32:31] <Acters> ok
L1200[13:33:17] <smbarbour> Yeah... that
looks like the official launcher but Forge was not installed
properly.
L1201[13:34:11] <Acters> it worked 1 hour
ago
L1202[13:34:16] <Acters> nothing
changed
L1203[13:34:23] <diesieben07> that is
impossible
L1204[13:34:26] <diesieben07> otherwise
it would still work
L1205[13:34:45] <smbarbour> Something
changed. (i.e. it could no longer find the jar for Forge)
L1206[13:35:05] <Acters> maybe somewhere
it hurt it self
L1207[13:35:13] <Horfius> But how
L1208[13:36:21] <Acters> yeah a reinstall
of forge helped
L1209[13:36:41] <Acters> Don't ask me, I
am not one with the computer
L1210[13:37:07] <smbarbour> Lines 101 and
102 of that paste are particularly strange.
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L1213[13:37:58] <Acters> let me
check
L1214[13:38:14] <diesieben07> yeah why is
your .minecraft folder D:\Documents\Curse? :o
L1215[13:38:24] <smbarbour> It found a
jar and assumed its good, but then tried to download a different
jar
L1216[13:38:37] <Acters> sigh I used the
curse launcher to launch regular minecraft
L1217[13:38:46] <jadedcat> mine is
H:Curse :p
L1218[13:38:52] <Acters> it all worked as
I said
L1219[13:39:10] <diesieben07> so you are
not using the official launcher then.
L1220[13:39:27] <jadedcat> yes he
is
L1221[13:39:27] <Acters> ha curse uses
the official launcher
L1222[13:39:33] <jadedcat> Curse uses the
official launcher
L1223[13:39:42] <diesieben07> the
official launcehr doesnt look in
"D:\Documents\Curse"
L1224[13:39:55] <jadedcat> CurseVoice
injects mods into the official launcher from Mojang
L1225[13:40:04] <jadedcat> that is where
the mods are
L1226[13:40:06] <Acters> different
location for files didn't matter an hour ago
L1227[13:40:12] <diesieben07> wat
L1228[13:40:31] <jadedcat> the Curse file
holds instances of mods/configs/resources that get injected into
the official launcher
L1229[13:40:49] <diesieben07> what do you
mean by "injected"
L1230[13:40:57] <Acters> all curse does
is tell the launcher where the files are kept
L1231[13:41:01] <jadedcat> it doesn't
hold the actual launcher files, those are where they normally
are
L1232[13:41:16] <diesieben07> according
to that log they aren't...
L1233[13:41:17] <jadedcat> You know how
when you start the vanilla launcher you can create profiles?
L1234[13:41:23] <diesieben07>
D:\Documents\Curse\Minecraft\Install\libraries\ ...
L1235[13:41:29] <diesieben07> that is
normally .minecraft\libraries
L1236[13:41:40] <Acters> Anyways I
reinstalled forge on it and it worked, so Im happy
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L1239[13:41:57] <jadedcat> diesieben07:
You know how when you start the vanilla launcher you can create
profiles?
L1240[13:42:08] <diesieben07> yes,
profiles
L1241[13:42:15] <diesieben07> those do
not change where the libraries are stored
L1242[13:42:45] <jadedcat> all Curse does
is create profiles and point the launcher at them
L1243[13:42:59] <diesieben07> then that
log is not from the vanilla launcher + curse
L1244[13:43:06] <jadedcat> it keeps a
backup of Forge libraries
L1245[13:43:09] <diesieben07> the vanilla
launcher will look in .minecraft for libraries
L1246[13:43:12] <jadedcat> not minecraft
ones
L1247[13:43:37] <jadedcat> and the
problem in that log is that somehow the Forge libraries ran into an
issue
L1248[13:43:54] <diesieben07> uhh
sure
L1249[13:44:01] <diesieben07> all
libraries are in .minecraft/libraries...
L1250[13:44:10] <Acters> vanilla launcher
has a set location that can be changed to a different
location
L1251[13:44:10] <jadedcat> no, the mojang
libraries are in there
L1252[13:44:11] <smbarbour> The vanilla
launcher will look in .minecraft... unless you launch it with
--workDir <something else>
L1253[13:44:12] <diesieben07> changing
the GameDir merely changes where mods and saves go
L1254[13:44:20] <diesieben07> ^^
that
L1255[13:44:36] <jadedcat> Oh? Mojang
ships Forge specifc libraries?
L1256[13:44:40] <jadedcat> I did not know
that
L1257[13:44:41] <diesieben07> no of
course not
L1258[13:44:45] <diesieben07> that is why
forge has an installer
L1259[13:44:51] <jadedcat> ding ding
ding
L1260[13:44:59] <jadedcat> the libraries
you are worried about are Forge
L1261[13:45:01] <jadedcat> not
Mojang
L1262[13:45:07] <diesieben07> I did not
say anything else
L1263[13:45:09] <smbarbour> I would
imagine that CurseVoice would launch with a different workDir so as
not to interfere with non-CV installs
L1264[13:45:13] <diesieben07> they still
go in .minecraft
L1265[13:45:14] <jadedcat> ^
L1266[13:45:23] <jadedcat> nope, what
smbarbour said
L1267[13:45:28] <diesieben07> yes, i get
that NOW
L1268[13:45:30] <diesieben07> you never
said that
L1269[13:45:33] <diesieben07> you said
something about profiles
L1270[13:45:38] <jadedcat> yup
L1271[13:45:45] <diesieben07> profiles
changes where MODS go
L1272[13:45:47] <diesieben07> not
librabries
L1273[13:45:49] <jadedcat> the profiles
Curse makes include Forge and Forge libraries
L1274[13:46:02] <jadedcat> actually so do
the Vanilla ones
L1275[13:46:03] <diesieben07> profiles
dont care about libraries
L1276[13:46:10] <diesieben07> profile =
gameDir + version
L1277[13:46:13] <jadedcat> if you install
Forge in vanilla, it adds libraries
L1278[13:46:18] <diesieben07> version =
jar file + launch params + libraries
L1279[13:46:21] <jadedcat> Forge auto
installs to Mojangs default
L1280[13:46:32] <diesieben07> isntall
forge in vanilla
L1281[13:46:33] <diesieben07> wat
L1282[13:46:34] <jadedcat> Curse makes a
new install so all the profiles are seperate from vanilla
L1283[13:46:46] <jadedcat> people do
it
L1284[13:46:55] <jadedcat> they install
just Forge in a vanilla instance
L1285[13:46:56] <diesieben07> curse
launches the launcher with --workDir
L1286[13:46:57] <diesieben07> tahts
all
L1287[13:47:11] <diesieben07> they
isntall forge
L1288[13:47:15] <diesieben07> nothing to
do with vanilla
L1289[13:47:27] <diesieben07> if you
install forge vai the installer it does not interfer with your
vanilla instance
L1290[13:47:43] <jadedcat> if you install
Forge into minecraft, you are installing Forge into Vanilla
L1291[13:47:53] <diesieben07> that
sentence makes no sense
L1292[13:47:57] ***
willieaway is now known as williewillus
L1293[13:48:00] <jadedcat> and no, it
doesn't interfere, because of profiles
L1294[13:48:01] <diesieben07> the
launcher doesn't care what its launching
L1295[13:48:07] <diesieben07> it could
launch your own java program
L1296[13:48:12] <diesieben07> and forge
just tells it to launch forge
L1297[13:48:14] <jadedcat> profiles
contain libraries and mods and configs
L1298[13:48:22] <diesieben07> profiles do
NOT contain libraries
L1299[13:48:27] <diesieben07> profiles
contain *versions*
L1300[13:48:32] <diesieben07> the
version.json then contains libraries
L1301[13:48:41] <smbarbour> CV uses its
own work directory so that it doesn't overwrite vanilla profiles
(should the user have any that match).
L1302[13:48:42] <jadedcat> either
profiles contain libraries, or modloaders that install libraries
are editing vanilla
L1303[13:48:51] <diesieben07> smbarbour,
i completely understand taht.
L1304[13:49:00] <diesieben07> no
L1305[13:49:07] <diesieben07> modloaders
that install libraries make a new version
L1306[13:49:15] <diesieben07> 1.8 is a
version
L1307[13:49:20] <Acters> people please
forge install itself by including files not replacing or changing
any vanilla files, while creating a profiles. ok?
L1308[13:49:22] <diesieben07> and
forge-1.8-wahtever is also a version
L1309[13:49:27] <jadedcat> wether you are
doing it through a json or not, Forge requires more libraries than
mojang ships, which means they are part of the profile
L1310[13:49:34]
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L1311[13:49:35] <diesieben07> no they are
not :D
L1312[13:49:41] <diesieben07> the profile
merely says "launch this version"
L1313[13:49:53] <jadedcat> oh so a modded
profile will work if I remove all the library files Forge
requires?
L1314[13:49:59] <diesieben07> no of
course not.
L1315[13:50:07] <jadedcat> then it
requires libraries
L1316[13:50:13] <Acters> yeah
L1317[13:50:13] <diesieben07> it
*requires* it yes
L1318[13:50:19] <diesieben07> but they
are not PART of the profile
L1319[13:50:49] <jadedcat> and wether
those libraries are added via json, folder, or black magic they are
part of the profile. If you have to have them for the profile to
work, and you don't need them for another profile to work, they are
part of the profile.
L1320[13:51:17] <diesieben07> the profile
has nothing to do with it
L1321[13:51:19] <smbarbour> I really
dislike the term profile in this case... it's too generic. It's an
instance that requests a specific version
L1322[13:51:25] <jadedcat> if the profile
doesn't work without them, then its just a bunch of random folders.
A profile is everything required for it to run.
L1323[13:51:28] <diesieben07>
^^^THAT
L1324[13:51:35] <diesieben07> no its
not
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L1327[13:51:40] <jadedcat> perhaps we are
defining it differently?
L1328[13:51:41] <diesieben07> the profile
points to the verison json
L1329[13:51:49] <diesieben07> i can make
a 2nd profile which launches the same forge version
L1330[13:52:00] <diesieben07> i will
still have the libraries ONCE
L1331[13:52:01] <diesieben07> not
twice
L1332[13:52:22] <diesieben07>
anyways
L1333[13:52:23] *
diesieben07 has to go
L1334[13:53:11] <smbarbour> Acters:
Something went horribly horrifically wrong.
L1335[13:53:21] <jadedcat> ^
L1336[13:53:28] <Acters> yeah I know it
won't work xD
L1337[13:53:29] <jadedcat> it looks like
it lost its damn mind
L1338[13:53:54] <jadedcat> mod
list?
L1339[13:54:02] <smbarbour> Make a backup
of your saves and nuke it.
L1340[13:54:04] <jadedcat> and have you
tried creating a clean install?
L1341[13:54:11] <Acters> I wish :'(
L1342[13:54:34] <tterrag> Acters: it
seems it's discovering the CoFH ASM twice
L1343[13:54:41] ***
manmaed is now known as manmaed|AFK
L1344[13:54:43] <tterrag> how are you
launching this?
L1345[13:55:00] <Acters> minecraft
launcher!
L1346[13:55:15] <tterrag> uhh
L1347[13:55:41] <smbarbour> You're
launching it through CurseVoice.
L1348[13:55:45] <jadedcat> actually it
looks like everything is doubled
L1349[13:56:02] <Acters> yeah, no mods =
work
L1350[13:56:13] <Acters> Ill look for the
culprit
L1351[13:56:15] <tterrag> smbarbour:
there is no such thing as launching through curse voice
L1352[13:56:20] <tterrag> CV just
launches the vanilla launcher
L1353[13:56:33] <jadedcat> almost like
somehow cofh and code chicken are in there twice
L1354[13:56:54] <tterrag> jadedcat: the
deploader coremod is in there multiple times because multiple mods
have a deploader
L1355[13:57:02] <Acters> impossible as Im
looking at the mods folder
L1356[13:57:03] <smbarbour> We just went
through this... Yes, it uses the vanilla launcher. No, it does not
use the vanilla launcher's default directory.
L1357[13:57:05] <tterrag>
cofh.ash.LoadingPlugin is the only one that stands out to me
L1358[13:57:23] <jadedcat> but either
way, it looks like it can't find base stuff
L1359[13:57:33] <Acters> it all is
hppening recently is what bogles me
L1360[13:57:45] <jadedcat> any chance you
have a mismatched mod version?
L1361[13:57:56] <jadedcat> like a 1.6 or
1.8 mod in a 1.7 instance?
L1362[13:58:11] <tterrag> jadedcat: the
NoClassDefFound is because someone screwed up the bytecode. Look at
the lowest level exception, it says there's a duplicate
method.
L1363[13:58:15] <gigaherz> Acters: check
the mods folder, if there's two of anything, including inside the
1.7/1.8 subfolders
L1364[13:58:17]
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L1365[13:58:39] <gigaherz> delete the
older version of any duplicate ;P
L1366[13:58:41] <Acters> it worked an
hour ago, I didn't change any mods.
L1367[13:58:55] <gigaherz> then what DID
change?
L1368[13:58:58] <tterrag> check
anyways
L1369[13:59:01] <tterrag> deploader can
do stupid things
L1370[13:59:02] <gigaherz> because things
don't just break because of magic
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L1372[13:59:19] <Acters> I know!
L1373[13:59:25] <gigaherz> so check the
modlist, first
L1374[13:59:27] <Acters> but this is odd
behavior
L1375[13:59:28]
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L1376[13:59:40] <smbarbour> Except when
the magic smoke is released from the capacitors... but that's not
the case here.
L1377[13:59:50] <gigaherz> yeah
L1378[14:00:10] ***
helinus is now known as helinus|off
L1379[14:00:14] <gigaherz> it wouldbe
incredible if the magic smoke was released from enough SSD cells
that it created a whole new copy of a mod
L1380[14:00:15] <gigaherz> ;P
L1381[14:02:14] <Acters> took out all
chicken bones stuff and it worked
L1382[14:03:10] <gigaherz> ALL of it?
...
L1383[14:03:23] <Acters> yeah
L1384[14:03:25] <gigaherz> including
NEI?
L1385[14:03:39] <Acters> put it all back
in and its working...
L1386[14:03:44] <gigaherz> uhhhhh
L1387[14:03:46] <gigaherz> :/
L1388[14:03:50] <Acters> yeha
L1389[14:04:12]
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L1390[14:04:13] <Acters> I had a "no
idea why" moment
L1391[14:05:30] <Acters> so now its all
working and I got no clue what went wrong. great... >:(
L1392[14:05:59] *
gigaherz scratches head
L1393[14:06:31]
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L1396[14:07:37] <Acters> guess what? I
found the culprits
L1397[14:08:05] <gigaherz> what was
it?
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L1399[14:08:26] <Acters> I had duplicate
stuff in an old pack that somehow was making my stuff go crazy, why
was loading? no clue
L1400[14:08:36] <Acters> cofh
duplicates
L1401[14:09:13] <gigaherz> :/
L1402[14:09:21] <gigaherz> things from a
different folder were being loaded?
L1403[14:09:56] <Acters> more mysteries
for me to solve...
L1404[14:10:20] <Acters> I don't know why
that pack was loading, but I deprecated that thing long ago
L1405[14:12:04] <Acters> that pack alone
hurt the whole minecraft installation
L1406[14:13:08] <gigaherz> yeah you
should investigate how the heck things from that pack were
affecting a different one
L1407[14:13:16] <gigaherz> I hope you DO
have them in separate folders?
L1408[14:13:22] <Acters> I do
L1409[14:13:41] <smbarbour> It's oddities
like that that make me happy that I use my own launcher.
L1410[14:13:53] <Acters> ohh well cofh
must have went haywire
L1411[14:13:58] <gigaherz> I already have
3 different launchers around
L1412[14:14:02] <gigaherz> so whenever I
do a custom pack
L1413[14:14:11] <gigaherz> I just use the
vanilla launcher in a separate folder
L1414[14:14:38] <smbarbour> My launcher
is designed for custom packs, so...
L1415[14:16:14] <gigaherz> do you have a
link to it? ;P
L1417[14:16:52] <Acters> woot more
launchers
L1418[14:17:19] <gigaherz> hmm has anyone
ever made a mod that makes mc show quarter-hearts like Zelda
games?
L1419[14:17:43] <Acters> god I just
finished Twilight princess
L1420[14:17:46] <gigaherz> (that is,
you'd have 5 full hearts upon starting, with extras added by mods
and such -- same HP counts as usual, only changing the
display)
L1421[14:18:33] <Horfius> Erm,
lunatrius.... wut
L1422[14:18:37] <Horfius> That
error....
L1423[14:19:55] <Lunatrius> I know.
L1424[14:20:02] <williewillus> everyone
seems to be getting those recently :p
L1425[14:20:19] <Acters> we got nothing
here, we need the whole changelog to know anything
L1426[14:20:31] <Flashfire> Can I ask if
it's possible for different block states to have different hardness
and resistance values?
L1427[14:20:46]
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L1428[14:21:01] <Ivorius> iirc Lex said
it was a mod messing up the registry or something, Lunatrius
L1429[14:21:44] <Lunatrius> So... it's
entirely random and just happens to trigger when you add a random
client side mod? Great...
L1430[14:22:00] <Flashfire> For example,
can a block with metadata 0 have hardness 1.0F and with metadata 2
be unbreakable?
L1431[14:22:32] <Ordinastie> Flashfire,
hardness and resistance are not metadata sensitive IIRC, so
no
L1432[14:22:33] <Lunatrius> Override
getHardness/whatever?
L1434[14:22:43] <Ivorius> Does that look
like yours?
L1435[14:22:54] <Flashfire> There's no
gethardness, just a value
L1436[14:23:08] <williewillus> yes you
can...
L1437[14:23:13] <williewillus> override
Block.getBlockHardness?
L1438[14:23:17] <tterrag> Flashfire:
getBlockHardness
L1439[14:23:20] <Flashfire> Ohh
L1440[14:23:21] <williewillus> you get a
world and a pos so you can get the state/meta
L1441[14:23:41] <Lunatrius> Ivorius:
yeah... argh
L1442[14:23:48] <smbarbour> My launcher?
It's MCUpdater. The website is being overhauled so there isn't
anything of value there.
L1443[14:23:50] <Flashfire> So I
initialize it with the default, right?
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L1446[14:25:52] <williewillus> Flashfire:
yeah the field blockHardness is whats used by default
L1447[14:25:58] <williewillus> if you
dont override getBlockHardness
L1448[14:26:23] <Flashfire> Thanks a
lot
L1449[14:29:37]
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L1451[20:01:27] *** Server sets mode: +CQcnrtf
#RegisterYourNameMoron
L1452[20:01:43] <Sollux-Captor> :D yay
^_^ ye so now that is good. i forgot i need to make jsons for
friken sounds files .-. time to go do that
L1453[20:02:28] <williewillus> we knew
the jsonpocalypse was coming as far back as 1.5 and 1.6
*conspiracytheorycrafting*
L1454[20:03:04] <Sollux-Captor> xD the
day will come
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L1463[20:15:59] <pibx10> hey guys so i am
trying to find an intelligent way to register a large number of
items. My first thought was to use metadata but i am wondering if
there is a better way
L1464[20:16:22] <pibx10> its bascially a
breeding system similar to bees, but the products have in world
interactions rather than uses to produce items
L1465[20:16:25] <gigaherz> items have
damage values, not metadata, but well it's equivalent XD
L1466[20:16:26]
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L1467[20:16:32] ***
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L1468[20:16:39] <pibx10> some its the
same thing just different name basically
L1469[20:16:39] <gigaherz> well
L1470[20:16:56] <pibx10> and they have
different interactions and some do completely different
things
L1471[20:16:58] <gigaherz> think of
things like dyes
L1472[20:17:00] <pibx10> so they arent
all the same
L1473[20:17:15] <gigaherz> if you have a
bunch of items that are "basically the same"
L1474[20:17:20] <gigaherz> but have
slightly different things
L1475[20:17:23] <gigaherz> you can still
group them
L1476[20:17:32]
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L1477[20:17:33] <gigaherz> but if you
have a few distinct sets of things
L1478[20:17:40] <gigaherz> then I'd
suggest make them separate items
L1479[20:18:07] <pibx10> alright some
more stupid questions metadata on blocks is 4 bit but on items it
is a full 32 bit correct?
L1480[20:18:17] <gigaherz> no
L1481[20:18:18] <gigaherz> well
L1482[20:18:24] <pibx10> basically asking
if i can have more than 16 items per metadata item
L1483[20:18:30] <gigaherz> damage value I
think is stored as 16bit?
L1484[20:18:41] <gigaherz> but yeah no 16
subitem limit
L1485[20:19:00] <gigaherz> I can assure
you that any number < 32767 is safe
L1486[20:19:07] <gigaherz> but I have no
idea if anything > 32767 is safe to use XD
L1487[20:19:14] <gigaherz> <=
L1488[20:19:19] <pibx10> alright then i
think what i will do is have a few items that are sets like
breeding chains
L1489[20:19:50] <pibx10> thank you
L1490[20:19:51] <gigaherz> note that
there's also NBT information
L1491[20:20:01] <gigaherz> you COULD
store only the basic supertypes
L1492[20:20:04] <gigaherz> and use NBT
for the details
L1493[20:20:09] <pibx10> nbt lol everyone
talks about that i dont know how to use that lol
L1494[20:20:26] <gigaherz> oh that's not
hard XD
L1495[20:20:28] <williewillus> nbt is
easy
L1496[20:20:57] <pibx10> where would i go
to learn how to use it
L1497[20:21:11] <gigaherz> NBTTagCompound
nbt = stack.getTagCompound();
L1498[20:21:31] <gigaherz> if(nbt !=
null) { nbt.get*; nbt.set*; }
L1499[20:21:36] <Sollux-Captor> i have a
constructor in one of my mod projects that constructs all
ingots
L1500[20:22:14] <Sollux-Captor>
constructors are probably best way to go
L1501[20:22:22] <pibx10> can i see
it?
L1502[20:22:33] <Sollux-Captor>
sure
L1503[20:22:54] <williewillus> also, read
the vanilla wiki page on NBT
L1504[20:23:01] <williewillus> to see the
different kinds of tags
L1505[20:23:33] <Sollux-Captor> getting a
paste.ee for u pibx10
L1506[20:23:45]
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L1507[20:24:15] <gigaherz> pibx10: this
is how you interact with NBT in a TileEntity
L1509[20:24:34] <gigaherz> and this is
how you can interact with NBT in an ItemStack
L1511[20:24:43] <gigaherz> ... neither of
them are the best examples
L1512[20:24:45] <gigaherz> but both work
;P
L1514[20:25:34] <Sollux-Captor> but ye,
this easially makes ingots
L1515[20:25:41] <Sollux-Captor> 2 .javas
needed
L1516[20:25:47] <Sollux-Captor> easy
declaration
L1517[20:26:01]
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L1518[20:26:09] <gigaherz> did you name a
class starting with lowercase?
L1520[20:27:19] <Cobbleopolis> Are
tileentiies the same as 1.7
L1521[20:27:22] <gigaherz> please fix the
casing of "ingotInit" to be "IngotInit"
L1522[20:27:27]
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L1523[20:27:44] <gigaherz> Cobbleopolis:
with the exception of using BlockPos instead of x,y,z and using
EnumFacing instead of ForgeDirection
L1524[20:27:51] <Sollux-Captor> ye ik
ik.. xD this currently int the project i am focused on
L1525[20:27:54] <gigaherz> and a few name
changes
L1526[20:27:57] <gigaherz> everything is
mostly the same
L1527[20:28:01] <pibx10> using a
constructor to register the parasites doesent help me that would
make me still have to register each one lol. metadata is better for
that
L1528[20:28:04] <Cobbleopolis> k
L1529[20:28:09] <pibx10> then i only have
to register a few for a bunch of items
L1530[20:28:18] <Cobbleopolis> but
creation and things are the same?
L1531[20:28:31] <gigaherz> they are
similar enough
L1532[20:28:36] <gigaherz> not exactly
the same
L1533[20:28:37] <Cobbleopolis> ok
L1534[20:28:38] <gigaherz> but similar
enough
L1535[20:29:02] <Sollux-Captor> lel
gigaherz the ingotInit project is currently oonhold due to some
other things im working on
L1536[20:29:15] <Sollux-Captor> but ye ik
there is A LOT that needs to be fixed in that project
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L1538[20:30:16] <gigaherz> yo ustill have
an incorrect case in the class name
L1539[20:30:27] <gigaherz> that's
something that shouldn't have happened top begin with! ;P
L1540[20:31:06] <Sollux-Captor> ya xD i
accidently did that and never got around to fixing it because that
code was really rushed and i ended up putting that project on hold
in the first place
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L1544[20:33:30] <gigaherz> Sollux-Captor:
in my case that would never happen
L1545[20:33:40] <gigaherz> I'll take ap
iece of code, format it, fix it,
L1546[20:33:46] <gigaherz> and THEN
delete it, when I'm satisfied ;P
L1547[20:35:00] <Sollux-Captor> meh
either way xD at least i know there is a ton to fix in that
project
L1548[20:35:16] <Sollux-Captor> left that
project for the one im currently working on
L1549[20:38:17] <Sollux-Captor>
professional coders keep their workspace clean ;P xD <--- lovely
coder joke
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L1551[20:45:27] <HassanS6000>
Sollux-Captor, good one lol
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L1553[20:45:43] <Sollux-Captor> thx
^_^
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L1558[20:58:25] <williewillus> how would
i call a private method in the mc code? (I only need to do it once,
so AT's seem a bit overkill)
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L1560[20:59:22] <Darkhax> Williewillus,
there is always reflection. Just google "How to invoke a
private method using reflection", and you should find all the
info you need.
L1561[20:59:41] <williewillus> but how
would that work in obfuscated env?
L1562[20:59:56] <gigaherz> you need to
use the reflection helpers
L1563[21:00:02] <Darkhax> Forge provides
us with some great tools.
L1564[21:00:03] <Darkhax>
ReflectionHelper.findMethod(clazz, instance, methodNames,
methodTypes)
L1565[21:00:15] <gigaherz>
ObfuscationReflectionHelper
L1566[21:00:21] <williewillus> oh i see
it, thanks
L1567[21:00:21] <gigaherz> has some
stuff
L1568[21:00:32] <gigaherz> you'll still
need both the "raw name" and the deobf name
L1569[21:00:46] <gigaherz> you can get it
using !gm <name> ;P
L1570[21:01:17] <williewillus> yeah
L1571[21:01:33] <gigaherz> in my case I
wanted to access some private fields repeatedly
L1572[21:01:36] <williewillus> !gm
PlayerControllerMP.syncCurrentPlayItem 1.7.10
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L1574[21:01:41] <gigaherz> so I did some
custom method for it ;P
L1576[21:02:12] <gigaherz> since the
method isn't called so often, I don't believeI need an AT just for
it ;P
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L1580[21:05:47] <Sollux-Captor> soo
uh
L1581[21:05:58] <Sollux-Captor> anyone
have a sounds.json i can look at??
L1582[21:06:26] <gigaherz> minecraft?
;P
L1583[21:06:38] <Sollux-Captor>
ye....
L1584[21:06:44] <gigaherz> I never did
sounds so I don't have one ;P
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L1586[21:06:56] <Sollux-Captor> :( dont
egg me on like that xD
L1587[21:07:25] <killjoy> Look at the
indexes json
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L1590[21:07:54] <Sollux-Captor> where can
i get that?
L1591[21:08:01] <killjoy> Look in
assets/indexes/1.8.json for sounds.json
L1592[21:08:09] <Sollux-Captor> oh
ok
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L1600[21:14:18] <williewillus> is it
possible to hook into vanilla structure generation to, for example,
replace all villge roof stair types?
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L1605[21:24:51] <Laceh> lol so I got like
an issue with simplenetworkwrapper...my handler method isnt being
called...
L1606[21:25:40] <williewillus> ? you mean
your onMessage?
L1607[21:25:44] <Laceh> yeah
L1608[21:25:49] <williewillus> are you
registering your messages properly?
L1609[21:25:55] <williewillus> and
handlers
L1610[21:26:08] <Laceh> yeah
L1611[21:26:13] <Laceh> Im positive I
am
L1612[21:26:39] <williewillus> (and are
you sure you're sending the packet in the first place too
lol)
L1613[21:26:50] <Laceh> yeah I have a
line above it stating its sent
L1614[21:27:07] <Laceh> buuut....the
handler method isnt being called
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L1621[21:29:42] <Sollux-Captor> i have
everything setup the way it is supposed to
L1622[21:29:48] <Laceh> ohhhh fixed
it....
L1623[21:29:48] <Laceh> XD
L1624[21:29:51] <Sollux-Captor> but i
keep on getting an unknown sound error
L1625[21:30:01] <Sollux-Captor> Unable to
play unknown soundEvent: ztools:magic.teleportation
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L1630[21:34:48] <williewillus>
Sollux-Captor: that means your sound is playing when it
should
L1631[21:34:56] <williewillus> its just
the json is wrong or something
L1632[21:35:08] <williewillus> is
*triggering when it should
L1633[21:35:21] <Sollux-Captor> ye and i
see nothing wrong within the json. i have even compared it to other
jsons
L1634[21:36:29] <Sollux-Captor> dngit
>_< ik what is wrong
L1635[21:37:17] <Sollux-Captor> i forgot
that my file structure is no longer ZTools>sounds><list of
sound files>
L1636[21:37:31] <Sollux-Captor> it is now
ZTools>sounds>items><list of sounds>
L1637[21:37:37] <Sollux-Captor> need to
fix that in the json
L1638[21:39:05] <Sollux-Captor> ok...
Unable to play empty soundEvent: ztools:magic.teleportation now
what is this?
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L1642[21:44:52] <pibx10> a followup
question regarding my breeding system. would it be possible to
dynamically create textures for them if all that would change would
be colors
L1643[21:46:01] <Laceh> pibx10: custom
renderer maybe?
L1644[21:47:44] <Sollux-Captor> soo uh..
why is it empty instead of unknown?
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L1647[21:50:32] <tterrag> pibx10:
colorization is very easy to do during rendering
L1648[21:50:37] <tterrag> there' sno need
to 'generate" a texture for that
L1649[21:50:54] <williewillus> see:
potions
L1650[21:50:56] <pibx10> alright so can
someone explain it to me or show me where to find something
explaining it
L1651[21:51:45] <tterrag> pibx10: since I
just joined, what is the concerning? items? blocks? entities?
L1652[21:51:54] <pibx10> items,
L1653[21:51:58] <pibx10> sort of like
bees
L1654[21:52:00] <tterrag> oh that's teh
easiest one
L1655[21:52:14] <tterrag> just override
getColorFromItemStack
L1656[21:52:21] <Sollux-Captor> so
williewillus .... what is the difference?
L1657[21:53:07] <pibx10> in the and then
return a hexidecimal code based on metadata?
L1658[21:53:38] <pibx10> like if(new
itemStack(itemRegistry.whatever, 1, 0){
L1659[21:53:49] <pibx10> return
hexidecimal;}
L1660[21:53:50] <pibx10> ?
L1661[21:54:36] <tterrag> uhh
L1662[21:54:37] <williewillus>
Sollux-Captor: i mean, the game is getting the signal to play the
sound, but it can't find the sound file
L1663[21:54:46] <williewillus> so recheck
your file name, resourcelocation name, and json
L1664[21:54:46] <tterrag> how about if
(stack.getItemDamage() == foo) { ... }
L1665[21:55:19] <pibx10> ok lol same
thing the first part was random stuff just trying to figure out if
you just return a hexidecimal code or do something else
L1666[21:55:41] <tterrag> hexadecmial
color value, yes
L1667[21:55:47] <tterrag> 0xRRGGBB
L1668[21:56:05] <pibx10> alright and how
do i determine what gets colorered?
L1669[21:56:10] <pibx10> sorry never done
this before lol
L1670[21:56:46] <tterrag> if you only
want to color certain parts of the item, you need to render in
multiple passes
L1671[21:56:46] <Sollux-Captor> ik but
what is the difference between unkown and empty?
L1672[21:56:48] <tterrag> look at how
potions are done
L1673[21:56:54] <tterrag> or eggs
L1674[21:56:58] <tterrag> (spawn
eggs)
L1675[21:57:19] <pibx10> dang it so its
going to be more difficult
L1676[21:57:24] <pibx10> alright will try
and figure it out
L1677[21:57:26] <williewillus>
Sollux-Captor: ?
L1678[21:57:33] <Sollux-Captor> because i
have rechecked and everything seems to matchup correctly wording
wise
L1679[21:57:41] <Sollux-Captor> instead
of getting an unknown sound event
L1680[21:57:46] <Sollux-Captor> im
getting
L1681[21:57:49] <williewillus> unknown
sound event means it's not found
L1682[21:57:52] <tterrag> pibx10: more
difficult is relative. You need only to split up your texture into
the parts that need to be colored separately, then return them from
the getIcon method which gives you the pass
L1683[21:57:55] <Sollux-Captor> Unable to
play empty soundEvent: ztools:magic.teleportation
L1684[21:58:00] <Sollux-Captor> ^im
getting that
L1685[21:58:03] <Sollux-Captor> not
unknow
L1686[21:58:07] <Sollux-Captor> im
getting empty :)
L1687[21:58:08] <tterrag> show your
sounds.json
L1689[21:59:25] <Sollux-Captor> even when
removing "ZTools:" it gets the empty error
L1690[21:59:36] <tterrag> that's not how
it works
L1691[21:59:45] <Sollux-Captor> ?
L1692[21:59:54] <tterrag> the
"sounds" field is the relative path to the sound
file
L1693[22:00:03] <Sollux-Captor> yes
ik
L1694[22:00:07] <Sollux-Captor> i just
said
L1695[22:00:13] <Sollux-Captor> even when
removing the first part
L1696[22:00:14] <tterrag> ZTools: should
nto be there
L1697[22:00:16] <Sollux-Captor> it doesnt
work
L1698[22:00:25] <Sollux-Captor> -.- did u
not hear what i just said?
L1699[22:00:29] <tterrag> I did
L1700[22:00:46] <tterrag> so try again
without it, then show me the corrected sounds.json. You also have
magicTeleport.ogg inside the sounds folder, yes?
L1702[22:01:00] <tterrag> wait uh
L1703[22:01:02] <Sollux-Captor> yes
.-.
L1704[22:01:05] <tterrag> sounds folder
doesn't need to be specified
L1705[22:01:07] <tterrag> that is the
problem
L1706[22:01:09] <tterrag> it is
assumed
L1707[22:01:22] <tterrag> so the game is
looking in sounds/sounds/magicTeleport.ogg
L1708[22:02:01] <Sollux-Captor> oh i get
it
L1709[22:02:39] <tterrag> the difference
between "empty" and "unknown" is that
"empty" means there is an entry, but no sound file
L1710[22:02:50] <Sollux-Captor>
aight
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L1712[22:04:05] <Sollux-Captor> ugh... ok
i got the sound working .-. but not totally the way i wanted it
to
L1713[22:04:28] <Sollux-Captor>
williewillus, when u were showing me the user.playSound()
L1714[22:04:37] <williewillus> yes
L1715[22:04:38] <Sollux-Captor> u told me
it would only play for the player
L1716[22:04:41] <williewillus> yeah
L1717[22:04:44] <williewillus> on the
client
L1718[22:05:00] <Sollux-Captor> see the
thing is, is that i wanted it not to be played in the world.
specifically stated that
L1719[22:05:08] <williewillus> yeah do it
on the client
L1720[22:05:11] <williewillus> I told you
already
L1721[22:05:14] <tterrag> it isn't...if
you play it clientside
L1722[22:05:31] <Sollux-Captor> yes i
did. so basically it plays the sound at a location where i am at
but the item teleports me
L1723[22:05:39] <Sollux-Captor> so once
im teleported no sound
L1724[22:05:41] <williewillus> that's up
to you to handle
L1725[22:05:57] <tterrag> williewillus:
actually there is a way to play it for the player specifically,
i.e. not location based
L1726[22:06:00] <tterrag> let me see if I
can find it
L1727[22:06:09] <Sollux-Captor> basically
i wanted it to stick with the player .-. not be played in the world
and only the player can hear it
L1728[22:06:12] <williewillus>
worldclient.playSound
L1729[22:06:19] <williewillus> no that's
location based nvm
L1730[22:07:31] <tterrag> try what the
button does
L1731[22:07:31] <tterrag>
PositionedSoundRecord.func_147674_a
L1732[22:07:33] <killjoy> Have you looked
at the /playsound command?
L1733[22:07:37] <tterrag> should return
an ISound with no attenuation
L1734[22:07:43] <tterrag> i.e. plays
globally
L1735[22:08:08] <Sollux-Captor> eh ill
take a look at it
L1736[22:08:24] <Flashfire> Does anyone
know how to make a custom compass texture change dynamically?
L1737[22:08:38] <Flashfire> I have one
image that contains all the sprites
L1738[22:08:38] <tterrag> Flashfire: have
you tried looking at the vanilla compass?
L1739[22:08:40] <williewillus> look at
how vnailla does it?
L1740[22:08:44] <Flashfire> I couldn't
find it
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L1742[22:08:55] <Flashfire> The word
compass isn't in any filenames in my vanilla source
L1743[22:08:55] <tterrag>
TextureCompass
L1744[22:09:00] <tterrag> lol yes it
is
L1745[22:09:09] <Flashfire> Then my pc
search failed me
L1746[22:09:18] <tterrag> did you run
setupDecompWorkspace?
L1747[22:09:22] <williewillus> if you
have idea make sure it's searching in libraries
L1748[22:09:27] <tterrag> also ^
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L1750[22:10:18] <Flashfire> Ok I was
looking in a directory, eclipse found it easy
L1751[22:10:34] <tterrag> you were likely
trying to search .class files...
L1752[22:10:38] <tterrag> which do not
contain text
L1753[22:11:46] <Sollux-Captor> anyways..
im going to go to bed... cya
L1754[22:11:47] <Flashfire> They are
.java, it must just be incomoplete
L1755[22:12:24] <tterrag> odd
L1756[22:12:40] <tterrag> eclipse you can
just do ctrl+shift+t to open classes :P
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L1767[22:32:38] <Techcable> Well OVH is
down so i can't auto auth MORON.
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L1783[22:57:59] <Laceh> lol back again,
this time with a tileentity thats not updating...XD
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L1792[23:06:32] <Cobbleopolis> I was
wondering what method do I override in a Tile Enitiy for it to
tick?
L1793[23:07:03] <tterrag> 1.8?
L1794[23:07:10] <Cobbleopolis> ya
L1795[23:07:44] <tterrag> there's an
interface
L1796[23:08:24] <Cobbleopolis> Do you
know what it is?
L1797[23:08:36] <tterrag> nope
L1798[23:08:40] <tterrag> poke around the
source
L1799[23:08:53] <Cobbleopolis> K
L1800[23:09:03] <Cobbleopolis> Is it a
forge thing or a MC thing?
L1801[23:10:04] <tterrag> MC
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L1804[23:15:04] <Cobbleopolis> It looks
like it's IUpdatePlayerListBox but the documentation says that it
updates the model but even the vanilla TE's use it like a regular
update method
L1805[23:15:41] <Cobbleopolis> And it
seems to actually work that way
L1806[23:15:44] <Cobbleopolis> :/
L1807[23:18:01] <tterrag> !gc
IUpdatePlayerListBox
L1808[23:18:09] <tterrag> dang they still
didn't rename that?
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L1813[23:30:55] <Laceh> would forcing a
tile entity to update everytime a key is pressed be a good thing or
a bad thing?
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L1815[23:32:19] <tterrag|away> how would
that even work
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L1817[23:32:42] <Laceh> errr I should say
sync
L1818[23:32:49] <Laceh> my bad
L1819[23:32:54] <Laceh> its a late
night
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L1821[23:34:52] <williewillus> i don't
think it's that bad, as long as it's not something like "every
tick while key is down" :p
L1822[23:36:26] <Laceh> no its only every
time the key is pressed
L1823[23:37:11] <Laceh> only cause if I
update the tile data on the server the client wont get the updated
data till its updated again, and thats not happening
apparently
L1824[23:37:14] <Laceh> without forcing
it
L1825[23:38:05] <tterrag> Laceh: any time
the key is pressed...ever?
L1826[23:38:17] <Laceh> in a specific
gui
L1827[23:38:23] <tterrag> oh, well yeah
that's easy
L1828[23:38:34] <tterrag> just send a
packet when whatever key is pressed, you get events for those
inside a GUI
L1829[23:38:55] <Laceh> yeah I am sending
a packet inside the GUI to the server which modifies tile
data
L1830[23:39:12] <tterrag>
keyTyped()
L1831[23:39:13] <Laceh> but thats not
getting synched to the client without forcing the server to do it
when the packet is processed
L1832[23:39:28] <tterrag> so edit the
client data first before sending the packet
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L1834[23:40:02] <Laceh> wouldnt it then
become out of synch?
L1835[23:40:16] <tterrag> how so?
L1836[23:40:29] <Laceh> well what if the
client updates but the server never does?
L1837[23:40:35] <tterrag> why would that
happen
L1838[23:40:38] <Laceh> or am I extremely
over thinking this?
L1839[23:40:39] <tterrag> you are sending
the packet directly after
L1840[23:41:05] <Laceh> yeah
true...
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L1843[23:43:08] <Laceh> hmm that seems to
work better lol
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