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L1[00:02:58] ⇨
Joins: Ipsis
(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L2[00:04:39] *** cpw is
now known as cpw|out
L3[00:04:46] ***
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L20[01:47:59] ⇨
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(webchat@hol1120360.lnk.telstra.net)
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(~shadekill@adsl-108-71-32-244.dsl.lsan03.sbcglobal.net) (Read
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L24[02:04:08] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150726 mappings to Forge Maven.
L25[02:04:12] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150726-1.8.zip (mappings
= "snapshot_20150726" in build.gradle).
L26[02:04:22] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
L27[02:09:33] ⇨
Joins: Loetkolben
(~Loetkolbe@ipb2197df6.dynamic.kabel-deutschland.de)
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(~Loetkolbe@ipb2197df6.dynamic.kabel-deutschland.de) (Quit: Over
and Out!)
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L47[03:22:11]
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Freunde. Ich wünsche Ihnen das beste von Tagen.)
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L114[05:41:30] *** nova.esper.net sets mode: +ov
fry|S_I_S_ bspkrs
L115[05:41:30] ⇦
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*.split)
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(ntzrmtthih@Join.The.DarkSide.We.Have.Coookies.Space) (*.net
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Quits: Hobbyboy (Hobbyboy@hobbyboy.co.uk) (*.net
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Quits: bilde2910|away (bilde2910@51.174.170.178) (*.net
*.split)
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(~Jason@host86-160-177-107.range86-160.btcentralplus.com) (*.net
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*.split)
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Quits: Tahg (~Tahg@pool-96-237-111-105.bstnma.fios.verizon.net)
(*.net *.split)
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Quits: Magik6k|off (~Magik6k_@vh2.magik6k.net) (*.net
*.split)
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Quits: TheMike (~Mike@2607:5300:60:47bc:1ceb:da::) (*.net
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*.split)
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L200[05:42:00] ⇦
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(*.net *.split)
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*.split)
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(*.net *.split)
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Quits: MMuse (sid14885@id-14885.charlton.irccloud.com) (*.net
*.split)
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(*.net *.split)
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Quits: CovertJaguar (~you@209.34.129.250) (*.net
*.split)
L209[05:42:00] ⇦
Quits: gigaherz (gigaherz@92.Red-88-3-40.dynamicIP.rima-tde.net)
(*.net *.split)
L210[05:42:00] ⇦
Quits: primetoxinz (~primetoxi@ip68-107-226-229.hr.hr.cox.net)
(*.net *.split)
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Quits: mezz (~quassel@2601:641:4000:82f9:ace8:be0e:42ec:f718)
(*.net *.split)
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Quits: captainnana (sid61716@id-61716.highgate.irccloud.com) (*.net
*.split)
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*.split)
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(*.net *.split)
L217[05:42:00] ⇦
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(~mikeprimm@2001:4870:600a:317:20e4:679e:c911:d6a4) (*.net
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L218[05:42:00] ⇦
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L219[05:42:00] ⇦
Quits: RikAway (~MyLeetZNC@dhcp-089-099-178-146.chello.nl) (*.net
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(*.net *.split)
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*.split)
L223[05:42:01] ⇦
Quits: gruetzkopf (gruetzkopf@captured-elf.dont-follow-me.eu)
(*.net *.split)
L224[05:42:01] ⇦
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*.split)
L225[05:42:01] ⇦
Quits: masa (~masa@86-60-221-191-dyn-dsl.ssp.fi) (*.net
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*.split)
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L228[05:42:01] ⇦
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*.split)
L230[05:42:01] ⇦
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(~mraof@pool-96-253-116-211.rcmdva.fios.verizon.net) (*.net
*.split)
L231[05:42:01] ⇦
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(~tambre@715d-4ef8-e876-204f-ed01-8a1c-07d0-2001.dyn.estpak.ee)
(*.net *.split)
L232[05:42:01] ⇦
Quits: SnowDapples (~powered@pD95890E1.dip0.t-ipconnect.de) (*.net
*.split)
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Quits: deathrat (sid14886@id-14886.charlton.irccloud.com) (*.net
*.split)
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(*.net *.split)
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(*.net *.split)
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*.split)
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*.split)
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Quits: YukonAppleGeek (~Yukon@sfo01.yukon.io) (*.net
*.split)
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*.split)
L249[05:42:01] ⇦
Quits: Dynious (~Dynious@dmillerw.me) (*.net *.split)
L250[05:42:01] ⇦
Quits: BB1028|Away (Bugboy1028@Fast.As.Lightning.PanicBNC.eu)
(*.net *.split)
L251[05:42:01] ⇦
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(~iPixeli@host86-160-177-107.range86-160.btcentralplus.com) (*.net
*.split)
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*.split)
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*.split)
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*.split)
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*.split)
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Quits: MorphFK (~Morphan1@mc.mcmonkey.org) (*.net
*.split)
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Quits: big_Xplo|AFK (~big_Xplos@51.ip-151-80-234.eu) (*.net
*.split)
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Quits: Genji|away (~Genji@198.211.104.190) (*.net
*.split)
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*.split)
L260[05:42:01] ⇦
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L262[05:42:01] ⇦
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*.split)
L263[05:42:01] ⇦
Quits: simon816|france (~simon816@aeons.co) (*.net
*.split)
L264[05:42:01] ⇦
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*.split)
L265[05:42:01] ⇦
Quits: CherryJimbo (~cherry@198.24.166.43) (*.net
*.split)
L266[05:42:01] ⇦
Quits: Chimaine|off
(~Chimaine@static-ip-85-25-211-91.inaddr.ip-pool.com) (*.net
*.split)
L267[05:42:01] ⇦
Quits: helinus|off (~helinus@znc.helinus.se) (*.net
*.split)
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*.split)
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L271[05:42:01] ⇦
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*.split)
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*.split)
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*.split)
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*.split)
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L279[05:42:01] ⇦
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(*.net *.split)
L280[05:42:01] ⇦
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*.split)
L281[05:42:01] ⇦
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(~qdaxfa@static.106.245.251.148.clients.your-server.de) (*.net
*.split)
L282[05:42:01] ⇦
Quits: Deamon (~Deamon@ns235617.ip-192-99-21.net) (*.net
*.split)
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Quits: unxe (hzy@Psilocybe.Update.UU.SE) (*.net
*.split)
L284[05:42:01] ⇦
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(~NPExcepti@cable-62-117-31-124.cust.telecolumbus.net) (*.net
*.split)
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Quits: Saturn812 (~Saturn812@2.93.0.43) (*.net
*.split)
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*.split)
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*.split)
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*.split)
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*.split)
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(*.net *.split)
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Quits: eggy (sid554@id-554.ealing.irccloud.com) (*.net
*.split)
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*.split)
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*.split)
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(~infinitef@pool-108-19-79-51.dllstx.fios.verizon.net) (*.net
*.split)
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Quits: onibait (~onibait@138.91.174.122) (*.net
*.split)
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Quits: Synergiance (synergianc@127.0.0.inaddr.org) (*.net
*.split)
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*.split)
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*.split)
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*.split)
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*.split)
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*.split)
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*.split)
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(*.net *.split)
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*.split)
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(*.net *.split)
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*.split)
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*.split)
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*.split)
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*.split)
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(*.net *.split)
L312[05:42:01] ⇦
Quits: Gigabit101
(~Gigabit10@cpc76302-cosh16-2-0-cust475.6-1.cable.virginm.net)
(*.net *.split)
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Quits: Zaggy2048 (~Zaggy1024@75-168-10-128.mpls.qwest.net) (*.net
*.split)
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(*.net *.split)
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(~CptRageTo@2602:306:ccba:9f70:21e:8cff:fe36:4c5) (*.net
*.split)
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*.split)
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*.split)
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*.split)
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*.split)
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*.split)
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*.split)
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(*.net *.split)
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*.split)
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*.split)
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L624[05:52:16] <Szernex> hm, what's better
practice: create a Set once and re-use it by emptying it with
.clear() or create a new instance every time?
L625[05:52:47] <tmtu> clear
L626[05:52:50] <Szernex> okay
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L633[06:31:26] <NPException> is it
possible to prevent walk- and fall- particles from occuring on my
mod block?
L634[06:31:50] <NPException> and if so:
where should I start to look?
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L643[07:28:58] <OrionOnline> Guys is there
a way to know which EntityPlayer has the UI open of certain
TE?
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L647[07:36:53] <PrinceCat> You could save
the information in the tile's nbt?
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L685[09:44:32] <danielhuisman_>
OrionOnline: you can pass the player instance (from block right
block) to the GUI constructor
L686[09:47:13] ***
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L687[09:49:30] <McJty> Hi. I'm busy making
a new dev env for a new mod with gradlew/IntelliJ. All seems to
work fine (things build). However I get this when It try to run
from without IntelliJ:
L689[09:49:39] <McJty> In my other mod it
works fine so I probably forgot to do something.
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L691[09:50:04] <McJty> IntelliJ also comes
ask me where I should put the mcp conf dir for the
deobfuscator
L692[09:50:13] <McJty> Which doesn't
happen with my other mod
L693[09:50:37] <gigaherz> rerun
setupDecompWorkspace?
L694[09:50:41]
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L695[09:50:53] <McJty> Already did
that
L696[09:51:05] <McJty> Including idea and
genIntelliJruns --refresh-dependencies
L697[09:51:24] <sham1|LOST> did you run
the idea task?
L698[09:51:30] ***
sham1|LOST is now known as sham1
L700[09:51:38] <sham1> Because that be bad
mkay
L701[09:51:47] <McJty> Bad?
L702[09:52:01] <sham1> Bad may be a strong
word
L703[09:52:04] <sham1> Unnessessary
L704[09:52:15] <McJty> How does one make
an IntelliJ project otherwise?
L705[09:52:27] ***
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L706[09:52:29] <sham1> you import the
gradle file as your project in Idea
L707[09:52:47] <McJty> Yes but I cannot do
that from my work computer as that can't get through the
firewall.
L708[09:52:56] <McJty> So I have to use
commandline
L709[09:52:58] <Boreeas> McJty: That's an
issue with NEI/codechickencorelib
L710[09:53:07] <McJty> Boreeas, I guessed
but what?
L711[09:54:03] <Boreeas> The mapping dir
is
.gradle\caches\minecraft\net\minecraftforge\forge\<version>\unpacked\conf
L712[09:54:43] <McJty> I don't even have a
.gradle/caches
L713[09:54:51] <Boreeas> ah well
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L715[09:55:57] <McJty> I have no problems
with this in my other mod so I guess I must have forgotten
something
L716[09:55:59] <Boreeas> That's <user
home>\.gradle, not <project root>\.gradle btw
L717[09:56:03] <McJty> ah
L718[09:56:27] <McJty> But why would I
have to manually set that?
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L720[09:57:22] <sham1> Because CCC
L721[09:57:26] <Boreeas> Because CCCLib
isn't able to find it for some reason
L722[09:57:29] <sham1> Also, will this mod
be 1.8?
L723[09:57:38] <McJty> sham1, no
1.7.10
L724[09:57:43] <sham1> darn
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L727[10:07:24] <Ivorius> McJty: I use the
gradle idea task
L728[10:07:34] <McJty> Ivorius, yes me
too
L729[10:07:36] <Ivorius> So don't let them
irritate you :P
L730[10:07:51] <PaleoCrafter> it's
inferior though
L731[10:07:53] <PaleoCrafter> D:
L732[10:08:02] <Ivorius> I don't want my
workspace to be somewhere else
L733[10:08:13] <Ivorius> And it's faster
to run it and double click the ipr
L734[10:08:42] <McJty> Might be it is
related to that maven thing I still haven't solved.
L735[10:09:07] <gigaherz> Ivorius: I heard
it said it's not designed for idea 14 and causes issues
L736[10:09:07] ***
williewillus is now known as willieaway
L737[10:09:07] <Ivorius> fatal: No tags
can describe '5623634f56b2c8a1de8264107d00dedd1b32502a'.
L738[10:09:09] <Ivorius> wut
L739[10:09:29] <Ivorius> gigaherz: The
import has the same problem in idea 14
L740[10:09:33] <PaleoCrafter> gigaherz, so
you've watched Sjin and Sips playing ARK? :P
L741[10:09:34] <Ivorius> That's why we
have the ideafix
L742[10:09:56] <gigaherz> PaleoCrafter:
sortof
L743[10:10:28] <McJty> Bah... Why isn't
this working. Nobody knows what that error is about?
L744[10:10:37] <gigaherz> I have been
watching Zueljin & sl1pg8r play ARK seriously, so seeing the
yogscast people just feels stupid XD
L745[10:10:47] <PaleoCrafter> heh
L746[10:11:17] <gigaherz> I did watch the
eps they released, both the sips&sjin ones and the
duncan&lewis ones
L747[10:11:28] <McJty> Ok gradlew
runClient gives the same error
L748[10:11:32] <McJty> So it is not
IntelliJ related
L750[10:12:19] <Ivorius> Anybody have this
before
L751[10:12:23] <Ivorius> When setting up
the Forge repo
L752[10:12:58] <gigaherz> Ivorius:
ideafix? isn't that the dog in Asterix?
L753[10:13:03] <Ivorius> My working copy
is technically a very old version, but I did just pull from
master
L754[10:13:03] ⇦
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L755[10:13:05] <gigaherz> XD
L756[10:13:30] <Ivorius> (after I deleted
the fml submodule manually)
L757[10:13:41] <Ivorius> lol
gigaherz
L758[10:13:42] <gigaherz> ah nope in
english it's "Dogmatix"
L759[10:14:15] <Ivorius> That sounds
awful
L760[10:14:27] <gigaherz> I prefer ideafix
;P
L761[10:15:04] <gigaherz> anyhow I had
enver heard of that command
L762[10:15:21] <Ivorius> That's for the
Forge repo
L763[10:15:34] ⇦
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L764[10:15:43] <gigaherz> as for the log,
I haven ever cloned forge so no idea
L765[10:15:57] <gigaherz> have
never*
L766[10:17:14] <gigaherz> oh I see,
ideafix just appends "idea.module.inheritOutputDirs =
true"
L767[10:17:44] <Ivorius> Yes :P
L768[10:18:00] <gigaherz> which is just a
modern version of the old "sourceSets { main {
output.resourcesDir = output.classesDir } }"
L769[10:19:06]
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L771[10:22:46]
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L775[10:29:57] <Ivorius> Cloning clean
Forge repo fixes the problem
L776[10:30:02] <Ivorius> So, w/e
L777[10:43:35] <Mraof> So is there any way
to convert a ModelBase to the model format for blocks/items in 1.8
yet?
L778[10:44:07] <Mraof> I don't really want
to have to convert all the weapon models from a 1.7 mod to work in
1.8 manually
L779[10:45:27] <gigaherz> so the models
use gl calls?
L780[10:45:39] <gigaherz> I have never
touched pre-1.8 models
L781[10:45:39] <gigaherz> ;P
L784[10:47:00] <gigaherz> Ahh
L785[10:47:02] <gigaherz> addBox
L786[10:47:06] <Mraof> Yeah
L787[10:47:27] <gigaherz> hmmm
L789[10:47:52] <gigaherz> I can see
potentially exporting a VRML file that you can later import into a
3d program
L790[10:48:14] <gigaherz> by creating a
replacement object with the same addBox andsuch methods
L791[10:48:28] <PaleoCrafter> as long as
you don't utilize rotations, writing a converter should be easy
:P
L792[10:48:45] <gigaherz> he does, though
xD
L793[10:49:17] <Mraof> Well the rotations
might be unnecessary
L794[10:49:36] <Mraof> Besides 90°
rotations, which don't seem like they'd be too hard to handle
L795[10:49:43] <gigaherz> ah
L796[10:49:46] <gigaherz> note also
that
L797[10:49:51] <gigaherz> the 1.8 json
format does NOT allow rotations
L798[10:50:03] <gigaherz> only 90degree
aligned faces
L799[10:50:18] <gigaherz> so if you need
anything more complex than that, you'd have to use .b3d/.obj
L800[10:50:47] ***
Xiretza is now known as Xiretza|Away
L801[10:50:52] <Mraof> Most of the weapons
are rotated 220° so they fit with the angle of the arm
L802[10:51:05] <PaleoCrafter> did you use
techne to create the models?
L803[10:51:10] <Mraof> I'm guessing I
wouldn't have to deal with that with 1.8 models
L804[10:51:19] <gigaherz> you can rotate
whole models
L805[10:51:19] <Mraof> Techne was used,
yeah
L806[10:51:24] <Mraof> I didn't make the
models, though
L807[10:51:35] <PaleoCrafter> are the
original tcn files still available?
L808[10:51:42] <Mraof> Various other
people did for the mod before I took it over
L809[10:51:48] <gigaherz> ah because
having the techne files would be a much nicer way
L810[10:51:48] <gigaherz> XD
L811[10:51:54] <Mraof> Some of them, I'm
sure
L812[10:51:59] <Mraof> Why?
L813[10:52:12] <gigaherz> you can convert
the tcn into obj
L814[10:52:14] <PaleoCrafter> you could
use Tabula to export them to obj
L815[10:52:27] <Mraof> Hmm
L816[10:52:29] <PaleoCrafter> and then
(optionally) run them through Cubik's obj import
L817[10:52:44] <gigaherz> or convert to
b3d with blender
L818[10:53:31] <gigaherz> but hmmm
L819[10:53:33] <gigaherz> actually
L820[10:53:37] <gigaherz> the tvn file is
an xml in a zip
L821[10:54:02] <gigaherz> so you could use
some regexp trickery to convert the .java file to xml
L822[10:54:03] <gigaherz> XD
L823[10:54:11] <gigaherz> icn*
L824[10:54:13] <gigaherz> tcn**
L825[10:54:31] <PaleoCrafter> could use
the same trickery to directly convert it to JSON :P
L826[10:54:38] ⇦
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L828[10:54:48] <gigaherz> jso nis
per-face, though
L829[10:54:52] <gigaherz> json*
L830[10:54:54] <Mraof> What I could
possibly do is make a java program that has its own
ModelBase/ModelRenderer classes
L831[10:55:02] <gigaherz> yeah that was my
initial suggestion
L832[10:55:15] <Mraof> But all it does is
save that to the json format
L833[10:55:18] <gigaherz> make replacement
ModelRenderer class that writes to a file when you call addBox and
such
L834[10:55:22] <Mraof> That seems like the
best choice to me
L835[10:55:33] <gigaherz> just keep in
mind that json doesn't do per-box rotations
L836[10:55:34] <Mraof> I don't really know
anything about the 1.8 json format, though
L837[10:55:52] <gigaherz> look at the
fence json from the 1.8 jar
L838[10:56:31] <gigaherz> External
Libraries -> forgesrc -> assets -> minecraft ->
...
L839[10:56:51] <Mraof> Oh, I just have a
directory where I extracted the source jar
L840[10:58:04] <gigaherz> well,
fence_ne.json
L841[10:58:06] <gigaherz> is a good
example
L842[10:58:12] <minecreatr> if I want to
launch the minecraftforge jar from java code using launchwrapper,
do I have to specify the all the tweakers?
L843[10:58:33] ⇦
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L844[10:58:41] <gigaherz> I don't think
lex supports discussion about creating launchers ;P
L845[10:58:44] <Mraof> Are you able to
have faces or whatever at angles?
L846[10:58:49] <gigaherz> nope.
L847[10:58:54] <gigaherz> only
axis-aligned faces
L848[10:58:59] <gigaherz> and a global
model rotation
L849[10:58:59] <Mraof> Oh, that would be a
problem
L850[10:59:43] <PaleoCrafter> you might
want to go through obj/b3d then :P
L851[10:59:48] <gigaherz> which is why I
started by suggesting exporting to a format understandable by 3d
software
L852[10:59:55] <gigaherz> this can be
techne xml
L854[11:00:05] <gigaherz> going through
.obj
L855[11:00:29] <gigaherz> or you can look
for something readily importable into blender
L856[11:00:34] <gigaherz> speaking of
such
L858[11:00:52] <gigaherz> I saw that last
time
L859[11:01:03] <gigaherz> (last time ther
ewas a conversation about porting to 1.8)
L860[11:01:05] <Mraof> Wait, can tabula
export as a techne model?
L861[11:01:40]
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L862[11:01:40] <gigaherz> no idea
L863[11:01:47] <PaleoCrafter> yes it
can
L864[11:01:49] <PaleoCrafter> iirc
L865[11:01:57] <gigaherz> but why would
you want to EXPORT as techne?
L866[11:02:00] <gigaherz> just export as
.obj
L867[11:02:01] <PaleoCrafter> ^
L868[11:02:01] <Mraof> Great, so I don't
need to track down all the original models
L869[11:02:05] <Mraof> Okay
L870[11:02:16] <Mraof> Since I know tabula
can grab models from in game
L871[11:02:23] <PaleoCrafter> ah,
right
L872[11:02:32] <gigaherz> ah it can grab
ModelBase-based models?
L873[11:02:35] <Mraof> Yeah
L874[11:02:38] <gigaherz> that's nice
then
L875[11:02:41] <Mraof> Although only from
mobs, I think?
L876[11:02:55] <Mraof> I can make mobs
temporarily have weapon models, though
L877[11:02:55] <gigaherz> well worth a
try
L878[11:02:56] <gigaherz> XD
L879[11:03:05] <gigaherz> XD
L880[11:03:12] <gigaherz> a walking gun
XD
L881[11:03:50]
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L883[11:04:31] <gigaherz> I wonder if it
can "grab" my baked models from my custom .obj
loader
L884[11:04:32] <gigaherz> XD
L885[11:05:12] <Mraof> Actually that's
probably better than converting from the original techne
models
L886[11:05:31] <Mraof> Since some of them
I adjusted in the code because the model was really off center and
stuff
L887[11:05:47] <Mraof> (When I make
ModelBase models, I like just coding them instead of using
something like techne or tabula)
L888[11:06:15] ⇦
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L889[11:07:28] ***
Magik6k|off is now known as Magik6k
L890[11:07:34] <gigaherz> whelp that was
disappointing
L891[11:07:43] <gigaherz> tabula/ichunutil
crashes on my dev env
L892[11:07:44] <gigaherz> XD
L893[11:08:48] <gigaherz> [18:06:17]
[Client thread/ERROR]: Caught exception from Tabula
L894[11:08:48] <gigaherz>
java.lang.NoSuchFieldError: boxName
L895[11:08:48] <gigaherz> at
us.ichun.mods.ichunutil.client.model.ModelHelper.areModelsEqual(ModelHelper.java:455)
~[ModelHelper.class:?]
L896[11:09:37] <pig> your mappings are
outdated
L897[11:09:43] <pig> now *I'M*
disappointed
L898[11:11:26] <Mraof> Oh, awesome, it can
import item models after all
L899[11:12:59]
⇨ Joins: Flashfire
(~Flashfire@d24-36-192-173.home1.cgocable.net)
L900[11:13:28] <Flashfire> How can I set
an item's texture (also text color) based on its damage?
L901[11:14:40] <PaleoCrafter> 1.8?
L902[11:15:03] <Flashfire> Yes
L903[11:15:28] <PaleoCrafter> implement
ItemMeshDefinition
L904[11:15:39] <Flashfire> Oh I see,
cool
L905[11:16:06] <PaleoCrafter> and then
register it with ModelLoader.setCustomMeshDefinition
L906[11:16:18] <Flashfire> Alright
L907[11:16:27] <Flashfire> Thanks, I had
no idea
L908[11:17:41]
⇨ Joins: shadekiller666
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L909[11:18:05] <Flashfire> What do I put
in the itemMeshDefinition parameter?
L910[11:18:14] <Flashfire> Do I need a
class?
L911[11:18:20] <PaleoCrafter> you
implement it :P
L912[11:18:32] <PaleoCrafter> in your own
class, yes
L913[11:18:43] <Flashfire> Oh I see,
what's in it?
L914[11:18:56] <shadekiller666> expand it
and find out
L915[11:19:34] <Flashfire> I mean the
class that I have to make and doesn
L916[11:19:34]
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L917[11:19:37] <Flashfire> t exist
yet
L918[11:20:19] <PaleoCrafter> you
implement ItemMeshDefinition with it
L919[11:20:24] <PaleoCrafter> that should
be enough info :P
L920[11:20:59]
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L921[11:21:22] <Flashfire> I can't
register the meshdefinition without a mesh definition object so how
can it be?
L922[11:21:29] <shadekiller666> check out
the example mods on the forge repo, theres at least one that uses
ItemMeshDefinition
L923[11:21:35] ⇦
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L924[11:21:42] <shadekiller666> ...
L925[11:21:48] <Flashfire> Do I just put
the same item twice?
L926[11:21:53] <shadekiller666> no
L927[11:22:10] <shadekiller666> you have
to make a class that extends/implements ItemMeshDefinition
L928[11:22:32] <Flashfire> My item class
does
L929[11:22:48] <shadekiller666> uhh
ok
L930[11:22:55] <MattDahEpic> i was just
commissioned to make a mod for 1.6.4... who even uses 1.6.4
anymore
L931[11:22:58] <shadekiller666> so i guess
pass that in then
L932[11:23:05] <shadekiller666> matt, say
no
L933[11:23:10] <PaleoCrafter> don't do
that, Flashfire
L934[11:23:13] <sham1> matt nooo
L935[11:23:14] <PaleoCrafter> the
interface is client-only
L936[11:23:29] <Flashfire> I thought
that's what you told me to do
L937[11:23:30] <sham1> why would someone
want a 1.6.4 mod anymore
L938[11:23:56] <MattDahEpic>
shadekiller666, sham1, its a 1-liner, i already finished it
L939[11:24:11] <gigaherz> XD
L940[11:24:13] <shadekiller666> uhh
k?
L941[11:24:40] <sham1> blast from the
past, eh?
L942[11:25:07] <Flashfire> I can't find
this example mod thing you mentioned shadekiller
L943[11:25:08] <MattDahEpic> yep, i had to
remember what its like without gradle
L944[11:25:42]
⇨ Joins: waterpicker
(~waterpick@waterpicker-pc-144-167-110-174.ddns.ualr.edu)
L945[11:25:54] <PaleoCrafter> gradle was
introduced in late 1.6.4...
L946[11:26:06] <PaleoCrafter> don't use
build 965 for development :P
L947[11:26:34] <MattDahEpic>
9.11.1.1345
L948[11:26:39] <MattDahEpic> doesnt have
gradle
L949[11:26:42] <Flashfire> I need an
example for this ItemMeshDefinition class
L950[11:26:44] <MattDahEpic> thats the
lastest one
L951[11:27:11] <PaleoCrafter> don't use
that either
L952[11:27:15] <PaleoCrafter> use 964
:P
L953[11:28:14] <PaleoCrafter> jesus,
Flashfire, even new ItemMeshDefinition() { ... } suffices
L954[11:28:38] <Flashfire> But what goes
in the "..."?
L955[11:28:51] <MattDahEpic> the ide
should fill it in
L956[11:28:53] <PaleoCrafter> ^
L957[11:28:55] <Flashfire> Oh ok
L958[11:29:04] <Flashfire> Didn't know it
was that easy
L959[11:29:19] <PaleoCrafter> it's basic
Java
L960[11:29:50] <MattDahEpic> ^
L961[11:31:05] <MattDahEpic> woooow, i
just found the source for my very first java project
L962[11:31:09] <MattDahEpic> this is
ugly
L963[11:31:38] *
Mraof looks at lizard videos for modding purposes
L964[11:32:04] <MattDahEpic> you need to
only look at the cute lizards
L965[11:32:40] <sham1> Cute lizards are
boring lizards
L966[11:32:48] <MattDahEpic> but theyre
cute
L967[11:33:19] <Mraof> What lizards aren't
cute?
L968[11:33:46] <MattDahEpic> the not cute
ones
L969[11:33:50] <MattDahEpic> its
subjective
L970[11:34:42] <MattDahEpic> i was making
a bird model once and instead of 0.1F i put 1.0F and suddenly GIANT
BIRD
L971[11:34:55] <sham1> Giant birds
:3
L972[11:35:46] <MattDahEpic> so then i
purposely made the bald eagle model a 0.7F size and named it
freedom
L973[11:36:12] <MattDahEpic> and it sat on
my sholder and engulfed my body
L974[11:36:29] <gigaherz> make it
aggressive and have a boss bar
L975[11:36:40] <gigaherz> that's sortof
how the US works ;P
L976[11:36:47] <MattDahEpic> name it
'murica and have it summon tanks
L977[11:36:53] <Mraof> I'm going to add a
big mob to one of my mods
L980[11:37:19] ⇦
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L981[11:37:29] <MattDahEpic>
homestuck?
L982[11:37:34] <Mraof> Yeah
L983[11:37:40] <Mraof> I'm adding it to
Minestuck
L984[11:37:48] <gigaherz> lol
L985[11:37:51] <MattDahEpic> youre the one
doing that?
L986[11:37:56] <Mraof> Yeah
L987[11:38:00] <gigaherz> I was just about
to press enter on "did you call it Minestuck" when you
said it
L988[11:38:01] <gigaherz> XD
L989[11:38:10] <dangranos> uh
L990[11:38:26] <MattDahEpic> i started on
sburbcraft a while ago and made a grist crafting system then gave
up
L991[11:38:26] <Mraof> Well me and kirderf
are, kirderf has been the main one working on it since I started
working on Scapecraft
L992[11:38:30] <MattDahEpic> it was the
shit doe
L993[11:38:32]
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L994[11:38:33] <dangranos> are you making
another minestuck? i'm sure i stumbled upon one long ago
L995[11:38:41] <Mraof> Hmm?
L997[11:39:16] <Flashfire> Can I change an
item's material after initialization?
L998[11:39:45] <diesieben07> items have
material? wat?
L999[11:39:53] <gigaherz> Flashfire: that
woouldn't make sense
L1000[11:40:00] <diesieben07> also
that
L1001[11:40:03] <Flashfire> My bad, tool
material
L1002[11:40:23] <diesieben07> you can but
it makes no sense
L1003[11:40:32] <gigaherz> so after
initialization
L1004[11:40:34] <MattDahEpic> just
initalize it with the ones you want
L1005[11:40:35] <gigaherz> suddenly your
pick
L1006[11:40:39] <gigaherz> swould become
swords?
L1007[11:40:42] <gigaherz> that makes no
sense XD
L1008[11:40:46] <Flashfire> I want my
tool to "evolve"
L1009[11:40:58] <gigaherz> that's an
ItemStack thing
L1010[11:41:01] <diesieben07> it would
evolve for ALL players at the same time
L1011[11:41:05] <shadekiller666> so a
pickaxe evloves into a sword?
L1012[11:41:05]
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L1013[11:41:06] <diesieben07> you need to
store it in the ItemStack
L1014[11:41:07] <Flashfire> Would
it?
L1015[11:41:09] <gigaherz> you'd have to
change the item based on damage value and/or NBT
L1016[11:41:10] <MattDahEpic> your
[Wooden Pickaxe] evolved into [Woodedn Sword]
L1017[11:41:12] <diesieben07> Item is a
singleton
L1018[11:41:16] <diesieben07> it exists
ONCE
L1019[11:41:24] <diesieben07> if you
change it, the Item itself changes
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L1021[11:41:27] <gigaherz> Item and Block
are "handlers"
L1022[11:41:36] <diesieben07> Item =
ItemType, Block = BlockType
L1023[11:41:47] <PaleoCrafter> What?
Wooden Pickaxe is evolving!
L1024[11:41:48] <gigaherz> only one
exists and is responsible for ALL the items/blocks using that
handler
L1025[11:42:18] <MattDahEpic>
PaleoCrafter, bbbbbbbbbbbb
L1026[11:42:18] <gigaherz> you can create
multiple instances of Item/Block, but only for the purpose of
having multiple "item types" share the same
implementation class
L1027[11:42:26] <gigaherz> such as Iron
pick and Diamond pick
L1028[11:42:36] <Flashfire> So I can't
seem to do it from the itemstack either
L1029[11:42:54] <Mraof> What are you
trying to do
L1030[11:42:59] <diesieben07> you have to
read the information from the ItemStack in your item class
L1031[11:43:03] <Flashfire> Make it
change material
L1032[11:43:08] <Mraof> Why
L1033[11:43:12] <diesieben07> if you want
to e.g. change the harvest level, override getHarvestLevel
L1034[11:43:13] <Mraof> What does that
mean
L1035[11:43:14] <Flashfire> So it does
different damage
L1036[11:43:23] <Mraof> Okay, so damage
is what you want to change
L1037[11:43:42] <diesieben07> is it a
sword?
L1038[11:43:46] <Flashfire> I'm extending
ItemSword but maybe I should just override the damage method
instead, yeah
L1039[11:43:54] <diesieben07> yes,
override that
L1040[11:43:59] <diesieben07> and then
read some value from the ItemStack
L1041[11:44:28] <Mraof> Having an item
that can do more than a specific amount of base damage is harder
than it used to be
L1042[11:44:38] <MattDahEpic> no...
L1043[11:45:34]
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L1044[11:45:51] <Flashfire> But
damageVsEntity doesn't have a stack argument
L1045[11:46:06] <Flashfire> So I can't
check the damage
L1046[11:46:20] <Mraof> There used to be
a method for it, now it uses the SharedMonsterAttributes
thing
L1047[11:46:23] <diesieben07>
getItemAttributeModifiers
L1048[11:46:28] <Flashfire> Ok,
thanks
L1049[11:46:44] <diesieben07> look at
what that does in ItemSword
L1050[11:46:50] <Mraof> Does that have a
stack argument?
L1051[11:47:04] <diesieben07> it
does
L1052[11:47:08] <diesieben07> forge
patches it to have one
L1053[11:47:13] <Mraof> Oh, okay
L1054[11:47:25] <Mraof> Yeah that'll
work, then
L1055[11:47:27] <Flashfire> No stack
argument on that for me
L1056[11:47:42] <Flashfire> Ok there's 2,
my bad
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L1061[11:59:06] <Wuppy> oh god, I've been
infected by the moot virus
L1062[11:59:12] <Wuppy> I may or may not
be a newfag now :C
L1063[11:59:49] <Mraof> It'll be fun
making such a huge mob, maybe
L1064[11:59:55] <Mraof> Either fun or
frustrating
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L1068[12:18:20] <gigaherz> Mraof: how
*huge* is it meant to be?
L1069[12:18:53] <gigaherz> compared to
like, twilight forest Hydra
L1070[12:20:26] <Mraof> Well those two
pictures are the only two pictures of it
L1071[12:20:27] <gigaherz> ah
L1072[12:20:31] <gigaherz> wait wrong
channel
L1073[12:20:45] <Mraof> Hmm?
L1075[12:23:07] <Mraof> I'm thinking
maybe those pillars on that building it's behind are one block
wide?
L1076[12:23:13] <Mraof> Just so it isn't
unreasonably huge
L1077[12:23:30] <Mraof> Since then it'd
have trouble with hitboxes
L1078[12:26:35] <Mraof> So maybe its body
will be 2 or 3 blocks tall
L1079[12:27:09] <Mraof> And length wise
it'll be long
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L1081[12:31:56] <gigaherz> that would
make the image 27:10, which makes the visible part of the mob in
the bg 120 blocks long
L1082[12:32:13] <gigaherz> (27 pixels to
10 mc blocks)
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L1085[12:34:24] <gigaherz> Flashfire: the
ItemStack doesn't do anything, you override methods in YOUR Item
class
L1086[12:34:30] <gigaherz> oops I somehow
scrolled up
L1087[12:34:35] <gigaherz> wtf how did
that happen?
L1088[12:34:51] <gigaherz> nevermind that
;P
L1089[12:35:16] ***
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L1090[12:35:18] <MattDahEpic> im gunna
want to get in on this minestuck thing
L1091[12:35:34]
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L1093[12:41:03] <MattDahEpic> oh my god,
i just watched the quakecon fallout 4 demo
L1094[12:41:08] <MattDahEpic> the hype is
real
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L1096[12:41:15] <Ashlee> lol
L1097[12:41:15] <dangranos> HYPE HYPE
HYPE
L1098[12:41:24] <dangranos> speaking of
hype
L1099[12:41:31] <MattDahEpic> ?
L1100[12:41:39] <dangranos> can i get a
link so i can post it on hype's irc?
L1101[12:41:45] <MattDahEpic> sure
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L1106[12:46:27] <LexManos> Did that guy
having the driver issues ever post his damn logs?
L1108[12:46:32] <MattDahEpic> no
L1109[12:46:44] <LexManos> See that is
why we cant have nice things!
L1110[12:46:55] <LexManos> if shit broke.
I need details
L1111[12:47:22] <MattDahEpic> for the
record the phone number at the bottom of
https://fallout4.com/ is callable and has a
message
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L1116[12:55:46] <williewillus> lol
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L1130[13:54:04] <williewillus> in 1.7 we
could use yOffset to offset where an entity rendered relative to
its origin, is there an easy way to do that in 1.8? (without making
another renderer, that is)
L1131[13:55:09] <Neon> Say I wanted to
make a simple block GUI with one field where the player can choose
any block available in the game (without putting one in, just
choose the type). Big deal or not? Can you provide me with an
example or code snippet?
L1132[13:56:08] <Giraffestock> what do
you mean choose the type neon?
L1133[13:56:37] <williewillus> probably
something like SFM where you can choose from a list of all
items/blocks in the game
L1134[13:56:38] <williewillus> to
filter
L1135[13:57:07] <Neon> Giraffestock, just
choose a block. I've seen that in a video of a mod somewhere I
think. I think it was a filter, maybe for Buildcraft pipes.
L1136[13:57:20] <Giraffestock> ah well
the hard part will be that GUI d:
L1137[13:57:48] <Giraffestock> you can
look at buildcrafts source to get a feel for it; you'll need a
TextField for input and a custom slot
L1138[13:58:14] <Giraffestock> I
recommend just using a TextField, no fancy selecting
L1139[14:00:10] <Neon> Yeah, a text field
would be better probably. I've thought of that before, but I wasn't
sure if I can find a block by a localized name, nor would I want
the player to have to enter the internal name (minecraft:obsidian
e.g.).
L1140[14:00:23] <Giraffestock> well
you'll just need to see how it displays the names on hover
L1141[14:00:32] <Giraffestock> or when
you select it in your hotbar
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L1143[14:00:46] <Giraffestock> (I'm not
sure off the top of my head, sorry)
L1144[14:00:52] <Simulac> hey guys
L1145[14:01:00] <Giraffestock> hey
guy
L1146[14:01:08] <williewillus> you
probably want to search via unlocal names
L1147[14:01:18] <williewillus> for
non-english players to use
L1148[14:01:30] <Giraffestock> doesnt
getLocalizedName() return the translated name?
L1149[14:01:40] <Giraffestock> wait
derp
L1150[14:01:43] <Giraffestock> nvm got
them confused :D
L1151[14:02:23] <Neon> Or maybe when a
player enters a string I can check their localization and then
search for the block within their localized names, then buffer the
internal name in the tile entity object.
L1152[14:02:36] <Giraffestock> there are
plenty of ways to do it :)
L1153[14:02:48] <Giraffestock> but that
does remind me, i need to add Regex support to my gui creator...
damn
L1154[14:03:24] <Neon> So hopefully it
doesn't take me much time to get into such GUIs. Never did one
yet.
L1155[14:03:33] <Giraffestock> they're
pretty fun imo
L1156[14:04:28] <Neon> And another thing:
Is it possible (easily) to render a text onto a block?
L1157[14:04:34] <Giraffestock> sort
of
L1158[14:04:36] <Giraffestock> let me
find the code
L1159[14:04:42] <Neon> If not I'd use
signs.
L1160[14:05:29] <Giraffestock> oh i think
just fontRenderer.drawString will work
L1161[14:05:51] <Simulac> Anyone good
with pathfinding?
L1162[14:06:00]
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L1163[14:06:06] <Simulac> I've run into a
problem
L1164[14:06:21] <Giraffestock> uh not in
mc sorry simula
L1165[14:06:24] <Giraffestock>
simulac*
L1166[14:06:24] <diesieben07> Neon, for
the block selection, since its a gui you can do it clientside,
"un-translate" the Block (make like a search function
like the creative menu)
L1167[14:06:32] <diesieben07> then send
the BlockID to the server in a packet
L1168[14:07:28] <Neon> Sounds good.
L1169[14:08:31] <diesieben07> and for
storing in NBT use the text-ID (minecraft:stone for example)
L1170[14:09:09] <Neon> Of course. Numeric
IDs are subject to change. :D
L1171[14:09:48] <diesieben07> well, in
theory it is fine, since they are consistent per-world
L1172[14:09:57] <diesieben07> (and for
packets they most certainly are fine)
L1173[14:10:20] <Neon> What if I remove a
mod btw. Won't I be able to continue using the world then?
L1174[14:10:38] <diesieben07> sure
L1175[14:10:45] <diesieben07> but the IDs
that mod used will not be freed up
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L1178[14:16:48] <Mraof> Hmm
L1179[14:16:59] <Mraof> How would I set a
block and not have it update
L1180[14:17:18] <Mraof> So like torches
could be floating midair until something forces to update and
stuff
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L1182[14:18:21] <diesieben07> setBlock(x,
y, z, Block, meta, 0)
L1183[14:18:23] <diesieben07> i
think
L1184[14:18:27] <tterrag> yep ^
L1185[14:21:45] <Mraof> Okay
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L1191[14:35:15] <osum4est> hello, how
come i have 169 jars in my mod folder, but when minecraft starts up
it says that 224 mods have been loaded??
L1192[14:35:31] <diesieben07> mod jars
can contain more than one mod
L1193[14:35:38] <diesieben07> (e.g.
Buildcraft)
L1194[14:35:43] <osum4est> oohhh
L1195[14:35:48] <osum4est> ok
L1196[14:35:50] <osum4est> thanks
L1197[14:35:53] <shadekiller666> a lot of
the time mods will have their dependencies in the same jar as
well
L1198[14:36:00] <shadekiller666> if
permissions allow of course
L1199[14:36:07] <shadekiller666> like
libs and things
L1200[14:36:58] <PaleoCrafter> those
aren't mods though :P
L1201[14:37:11] <osum4est> also, i've
been thinking about a mod that tracks which blocks you place/break
and then has the ability to regen the world with keeping placed
blocks the same. is there already a mod that does this?
L1202[14:37:29] <shadekiller666> theres
BlockSnapshots in forge
L1203[14:37:42] <shadekiller666> that are
made whenever a block is placed
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L1205[14:39:34] <Flashfire> I have an
issue with my metadata sword where "+# Attack Damage"
isn't updating
L1206[14:39:41] <osum4est> interesting.
and this snapshot includes nbt, metadata, and the tileentity?
L1207[14:39:42] <Flashfire> What code
actually updates this?
L1208[14:39:47] <ntzrmtthihu777>
osum4est: 13^2
L1209[14:40:02] <Simulac> Hmm I've kind
of run into an algorithmic problem guys
L1210[14:40:19] <Simulac> It's for my
pathfinding algorithm
L1211[14:40:26] <shadekiller666> osum, it
includes the block, and possibly the tile entity, i know it has a
blockpos tied to it, which would allow you to get the tile
entity
L1212[14:40:29] <Simulac> I just can't
kind find a good way to implement gap jumps
L1213[14:41:03] <osum4est> ok sounds
good. i may attempt to make such a thing
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L1215[14:41:26] <osum4est> because using
mcedit to regen my world is annoying
L1216[14:43:12] <shadekiller666> what are
you doing that requires regening the world?
L1217[14:43:53]
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L1218[14:44:32] <osum4est> adding in new
mods with new ores, world gen stuff
L1219[14:45:01] <williewillus> Flashfire:
the +x attack damage is read from vanilla atrributes
L1220[14:45:21] <Flashfire> Ok, how can I
change it?
L1221[14:45:29] <williewillus> override
getItemAttributeModifiers
L1222[14:45:32] <williewillus> look at
ItemSword
L1223[14:45:34] <Flashfire> I did that
though
L1224[14:45:37] <Flashfire> It didn't
work
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L1226[14:45:54] <williewillus> what did
you do in it?
L1227[14:46:02] <Flashfire>
multimap.put(SharedMonsterAttributes.attackDamage.getAttributeUnlocalizedName(),
new AttributeModifier(itemModifierUUID, "Weapon
modifier", (double)this.attackDamage, 0));
L1228[14:46:24] <Flashfire> And
this.attackDamage is in my class yet the value in the tooltip
doesn't reflect the changes
L1229[14:46:44] <williewillus> what does
it show?
L1230[14:46:51] <Flashfire> Just the
initial value
L1231[14:46:59] <Flashfire> Since my
material is set to gold it says +4
L1232[14:47:10] <Flashfire> But then I
increase it and the change doesn't show
L1233[14:48:00] <williewillus> hm
L1234[14:48:11] <Flashfire> On one side
debug shows that attackDamage doesn't change so it could be a
client/server problem for all I know
L1235[14:48:34] <Flashfire> Actually,
that's probably not a side but the attackDamage from
itemSword
L1237[14:49:52] <sinkillerj> Willie loves
to ping me with ProjectE urls in here X3
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L1239[14:50:43] <Flashfire> Should I use
the AttributeModifier class?
L1240[14:50:47] <Flashfire> I haven't so
far
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L1242[14:51:20] <Flashfire> Wait sorry, I
read it wrong x_x
L1243[14:53:17] <Flashfire> Yeah I
don'
L1244[14:53:27] <Flashfire> t know, it
looks the same in essence
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(~FusionLor@ip70-190-176-197.ph.ph.cox.net)
L1250[15:07:34] <FusionLord> Hello all!
o/
L1251[15:11:33] <MattDahEpic> hoi
L1252[15:14:02] <Flashfire> Attack damage
fixed when I stopped extending ItemSword
L1253[15:14:28] <diesieben07> right,
there was something
L1254[15:14:40] <diesieben07> vanilla
hardcodes stuff in EntityLivingBase for instances of
ItemSword
L1255[15:14:42]
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L1256[15:15:34] <Flashfire> Wait no it
changed it for all instances
L1257[15:17:28] <diesieben07> Flashfire,
show your code.
L1259[15:18:47] <Flashfire> For testing I
am simply making it change damage with destroying any block
L1260[15:19:22] <diesieben07> remove the
attackDamage field
L1261[15:19:55]
⇨ Joins: Kaiyouko
(~IdiotNono@2601:281:c702:40c4:f89b:116a:c346:109c)
L1262[15:19:57] <Flashfire> Ok, that's in
itemSword so I thought it was important
L1263[15:20:15]
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L1264[15:20:16] <diesieben07> ok, as a
rule of thumb:
L1265[15:20:30] <diesieben07> *ANYTHING*
that is stored in your Item class, can ONLY be changed before the
game starts (preInit)
L1266[15:20:39] <Flashfire> Good to
know
L1267[15:20:48] <diesieben07> if you do
it, weird things like this happen.
L1268[15:20:58] <Flashfire> How do I set
the attack damage for instances then?
L1269[15:21:03] <diesieben07>
metadata
L1270[15:21:05] <diesieben07> or
ItemStack NBT
L1271[15:21:13] <Flashfire> Metadata
would be nice
L1272[15:21:23] <diesieben07> go ahead
and use it then
L1273[15:21:40] <diesieben07> although
this i sa sword
L1274[15:21:45] <diesieben07> so metadata
is used for durability
L1275[15:21:48] <diesieben07> you need to
use NBT
L1276[15:21:51] <Flashfire> But since I
have to register it with one instance of the item... how do I
change stuff in the constructor based on metadata
L1277[15:21:58] <diesieben07> you
can't.
L1278[15:22:06] <Flashfire> This item
doesn't deteriorate so I can
L1279[15:22:14] <Ivorius> static
Map<ItemStack, Integer> attackDamages;
L1280[15:22:21] *
diesieben07 kills Ivorius
L1281[15:22:37]
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(Leaving))
L1282[15:22:40] <williewillus> lel
L1283[15:22:41]
⇨ Joins: diesieben07 (~diesieben@abrarsyed.com)
L1284[15:23:02] <williewillus> if you
want the damage to change based on meta couldn't you just check
that in getAttributeModifiers(stack)?
L1285[15:23:12] <diesieben07> ^^
L1286[15:23:19] <Flashfire> Ok, thanks,
I'll try it
L1287[15:23:20] <tterrag> Ivorius: don't
you mean TObjectIntMap? :>
L1288[15:23:30] <tterrag> because THAT's
what's wrong with that :D
L1289[15:23:36] <diesieben07>
totally.
L1290[15:26:09] <Flashfire> What about
damageVsEntity? There's no stack parameter
L1291[15:26:33] <williewillus> thats not
attributes
L1292[15:26:33] <Flashfire> Don't I need
an attack field?
L1293[15:26:48] <diesieben07> no you
dont
L1294[15:27:29] <williewillus> you put a
different value in the attribute modifier multimap based on
whatever you want to check
L1295[15:27:34] <FusionLord> In
IInventory what are the Field methods for?
L1296[15:27:58] <diesieben07> FusionLord,
pretty useless since mojang still hardcodes it, but the idea is
that you put stuff like furnace progress there and it gets synced
to the client
L1297[15:28:01] <Flashfire> But how does
that help me with getting the attack based on damage in
damageVsEntity?
L1298[15:28:16] <williewillus>
damageVsEntity doesnt have to do with anything
L1299[15:28:18] <FusionLord> thanks
diesieben07
L1300[15:28:19] <diesieben07> you don't
need damageVsEntity
L1301[15:28:23] <diesieben07> thats
ItemSword specific
L1302[15:28:28] <Flashfire> Oh ok, I get
it
L1303[15:28:30]
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L1304[15:28:32] <diesieben07> it just
translates that to the attribue modifier
L1305[15:28:39] <diesieben07> if oyu use
the attributes directly, you dont need it
L1306[15:32:05]
⇨ Joins: pixlepix (~localmaca@12.206.241.3)
L1307[15:32:32] <Flashfire> The actual
text still isn't changing
L1308[15:39:25] <diesieben07> Flashfire,
please post your latest code.
L1309[15:40:12] <tterrag> so TE calls
matches on recipes when the world is null....
L1310[15:40:18] <tterrag> that totally
breaks everything, yay
L1311[15:40:56] <Flashfire> Ok I
will
L1313[15:41:45] <Flashfire> The value in
attributemodifiers changes but text doesn't
L1314[15:42:00]
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L1316[15:42:25]
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L1317[15:42:31] <MattDahEpic> wat
L1320[15:43:15] <Ivorius> ahahaha
L1322[15:43:25] <MattDahEpic> its a
copypasta
L1323[15:43:46] <diesieben07> i could go
on.
L1324[15:44:02] <Flashfire> > 0
because name won't differ if it's metadata 0
L1325[15:44:02] <MattDahEpic> diesieben07
just grew an extra arm to facepalm x3
L1326[15:44:20] <diesieben07> wat
L1327[15:44:26] <MattDahEpic> ^
L1328[15:44:29] <diesieben07> do not set
ANYTHING in addInformation
L1329[15:44:34] <diesieben07> you add to
the list in there
L1330[15:44:35] <diesieben07> NOTHING
else.
L1331[15:44:45] <Flashfire> But when I
did that it added instead of replacing
L1332[15:44:49] <MattDahEpic> the other
stuff is for detemining what to add
L1333[15:44:58] <Flashfire> I wanted to
color the name, not color the name and add a duplicate of the
name
L1334[15:45:11] <diesieben07> if you want
to change the name of the Item based on ItemStack override
getItemStackDisplayName
L1335[15:45:20] <Flashfire> Ok
L1337[15:48:27]
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L1338[15:48:43]
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L1339[15:49:15] <osum4est> im going
through the server command tut on mcforge and it uses
"icommandsender.sendChatToPlayer" i get an error if i use
that
L1340[15:49:31] <osum4est> for me,
icommandsender has no method "sendChatToPlayer"\
L1341[15:49:49] <diesieben07>
addChatMessage
L1342[15:49:58] <tterrag> that tut is
probably from 1.4 or something
L1343[15:50:00] <diesieben07> use your
brain... please.
L1344[15:50:03] <tterrag> they are all
extremely outdated
L1345[15:50:07] <tterrag> also ^^ it's
not hard to figure out
L1346[15:50:39] <osum4est> ok sorry. i
didn't realize that the tut is that old. if i did, i would've tried
out that method
L1347[15:51:11] <diesieben07> i mean what
else can it be....
L1348[15:51:27] <diesieben07> tutorials
are never "just copy this code and be happy"
L1349[15:51:33] <diesieben07> they are
"this is roughly how this works"
L1350[15:51:37] <osum4est> i just wanted
to make sure i didn't get screwed up somewhere
L1351[15:51:54] <osum4est> i know, i was
just making sure...
L1352[15:52:03] <osum4est> sorry
L1353[15:52:13] <diesieben07> its fine,
just teachign you :P
L1354[15:52:18] <diesieben07> there is
also nothing wrong with trying
L1355[15:52:24] <diesieben07> its not
like your pc will explode if you use the wrong method
L1356[15:52:43] <PaleoCrafter> well...
unless
L1357[15:52:49] <osum4est> is there an
updated source for tutorials? or should i just use these outdated
ones the best i can?
L1358[15:53:04] <diesieben07> there is
not a central hub for tuts, no
L1359[15:53:15] <williewillus> well there
is, but not much is there ;p
L1360[15:53:18] <diesieben07> there is a
sectino on the forums but those are not necessarily up to date
either
L1361[15:53:23] <diesieben07> and the
wiki is just a joke
L1362[15:53:26]
⇨ Joins: SirWill
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L1363[15:53:30] <osum4est> alright, good
to know
L1364[15:53:49] <diesieben07> oh and then
there is the new documentation
L1365[15:54:05] <osum4est> ^ where might
that be?
L1367[15:54:42] <diesieben07> but its not
complete yet either
L1368[15:54:45] <diesieben07> but some
stuff is tehre
L1369[15:55:03] <osum4est> looks nice!
thanks
L1370[15:59:28]
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L1371[16:01:40]
⇨ Joins: Gliby (Gliby@104.238.169.36)
L1372[16:07:25] <Giraffestock> so I think
im just going to make this editor in java and not ingame
L1373[16:07:33] <Giraffestock> cause the
game is being a bitch
L1374[16:07:46] <Gliby> what's up
Giraffestock
L1375[16:07:52] <jamierocks> what is
required to be present in the mod.info? (not in the
documentation)
L1376[16:08:27] <Giraffestock> hey
gliby
L1377[16:08:29] <Giraffestock> ingame gui
creator
L1378[16:08:30] <Giraffestock> -_-
L1379[16:08:47] <Gliby> oooh thats sounds
cool
L1380[16:08:59] <Giraffestock> if it ever
works
L1381[16:09:00] <Gliby> you should make
it in game
L1382[16:09:00] <Giraffestock> :)
L1383[16:09:23] <Giraffestock> I got the
properties editor to work for buttons but thats it so far
L1384[16:09:24] <Gliby> gui editor's are
really useful
L1385[16:09:30] <Giraffestock> so drag
and drop buttons then modify their values
L1386[16:09:40] <Gliby> my voice chat mod
has a gui editor
L1387[16:09:47] <Giraffestock> does it?
:o
L1388[16:09:56] <diesieben07> jamierocks,
modId and name
L1390[16:10:07] <jamierocks> thanks
:)
L1391[16:10:16] <Giraffestock> wanna
opensource it? :D
L1392[16:10:17] <Gliby> u can drag and
drop and scale and stuff
L1393[16:10:23] <diesieben07> (thats from
reading the code, i might be wrong)
L1394[16:10:30] <Gliby> i can put it on
gist
L1395[16:10:39] <Giraffestock> whenever i
try to make something draggable its always choppy
L1396[16:10:40] <Gliby> i'm not very
proud of the code
L1397[16:10:45] <Giraffestock> idc
L1398[16:11:01] <Gliby> but sure, it was
kind of hacked in. I'm sure you can make it better!
L1399[16:11:23] <Giraffestock> im sure
you could too if you put more time into it
L1400[16:11:27] <Giraffestock> thats
always the hard part for me
L1401[16:12:08] <Gliby> it's not very
dynamic either
L1402[16:12:14] <Gliby> but that's easy
to fix
L1403[16:12:16] <Giraffestock> well mines
messy and slow
L1404[16:12:25] <Giraffestock> cant hurt
for me to compare them
L1405[16:13:18] <Gliby> i also made it so
the gui takes care of all the screen scaling and stuff
L1406[16:13:51]
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L1408[16:15:01] <Gliby> eww
formatting
L1409[16:15:03] <Gliby> one sec fixing
it
L1411[16:15:26] <Gliby> oh its the same
link.
L1412[16:15:27] <Gliby> nice
L1413[16:15:58] <Gliby> in retrospect i
should of made it completely dynamic, but i was rushing to finish
it.
L1414[16:16:30] <Giraffestock>
danke
L1415[16:17:28]
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L1416[16:18:24] ***
cpw|out is now known as cpw
L1417[16:21:04]
⇨ Joins: speak (~speak@grumpyhedgehog.me)
L1418[16:21:54] <speak> Hi! I'm trying to
get into making mods, and I'm wondering which tutorials would be
best to start with? A lot of what I've found seems outdated.
L1419[16:23:00] <tterrag> speak: what
version
L1420[16:23:02]
⇨ Joins: turmfalke_
(~turmfalke@p54A691BF.dip0.t-ipconnect.de)
L1421[16:23:06] <speak> 1.8.7
L1422[16:23:19] <diesieben07> you cant
mod 1.8.7
L1423[16:23:23] <diesieben07> (for
now)
L1424[16:23:59]
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L1425[16:24:14] <speak> Oh! :O How is
something like Optifine made, which does support 1.8.7 ?
L1426[16:24:24] <Mitchellbrine> (editing
base classes)
L1427[16:24:27] <diesieben07> Optifine
does not requrie forge
L1428[16:24:57] <speak> Oops bbl, but
thanks for your answers so far!
L1429[16:25:11] <williewillus> 1.8.7
update is in progress atm
L1430[16:25:16] <tterrag> I don't really
know of any good 1.8 tutorials
L1431[16:25:31] <sham1> Wuppy's
L1432[16:25:35] <diesieben07> tterrag,
you are in charge of the mcforge docs, right?
L1433[16:25:41] <tterrag> diesieben07:
partially
L1434[16:25:46] <tterrag> I have push
access and such
L1435[16:26:02] <diesieben07> is there a
reason why the getting started thing mentiones the idea task
instead of importing the build file?
L1437[16:26:13] <Gliby>
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
L1438[16:26:18] <tterrag> iirc that was
written by cpw
L1439[16:26:23] <tterrag> and I don't
know enough about IDEA to refute it
L1440[16:26:26] <diesieben07> aha
L1441[16:26:29] <tterrag> feel free to
make a PR fixing it
L1442[16:26:33] <diesieben07> I'll make a
pr then :D
L1443[16:26:43] <tterrag> I'll trust you
know what you're talking about :P
L1444[16:27:20] <sham1> I think that all
people who use IDEA would know that
L1445[16:27:31] <diesieben07> will do it
tomorrow, too tired today
L1446[16:27:58] <tterrag> sham1: a subset
of people which does not include myself
L1447[16:28:16] <sham1> Why dont you use
it
L1448[16:28:51] <williewillus> iirc idea
task only works properly for idea 13 and under or something
L1449[16:29:26] <jamierocks> how do i
handle key press events?
L1450[16:29:41] <diesieben07>
KeyInputEvent
L1451[16:29:52] <diesieben07> in there
check Keybaord.getEventKey() and Keyboard.getEventKeyState()
L1452[16:30:13] <jamierocks> thanks
:D
L1453[16:30:21] <jamierocks> why i don't
find these things idk
L1454[16:30:45]
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L1455[16:32:27] ***
manmaed is now known as manmaed|AFK
L1456[16:40:10] <Gliby> minecraft packets
get compressed right?
L1457[16:40:53] <williewillus> theres a
threshold iirc
L1458[16:41:21] <Gliby> ah okay
L1459[16:41:36] <diesieben07> only chunk
packets iirc
L1460[16:42:04] <Gliby> what about
datawatcher?
L1461[16:42:13] <diesieben07> what about
it?
L1462[16:42:23] <Gliby> so it doesn't do
datawatcher ey?
L1463[16:42:47] <diesieben07> i dont
think thats gzipped, no
L1464[16:43:13] <Gliby> looks like I'll
have to do it myself
L1465[16:43:38] <diesieben07> why?
:D
L1466[16:43:52] <Gliby> because i'm doing
lots of data transfer
L1468[16:45:45] <sham1> Yay for
stackoverflows from recursion
L1469[16:45:54] <Gliby> actually no
L1470[16:46:12] <Gliby> i won't do
compression, if bandwidth ever becomes a problem, i'll do it.
L1471[16:46:33] <sham1> So now I can
actually ask people if my search algo is any good
L1472[16:47:32] <Gliby> in other news, I
made physics slime blocks bounce around
L1473[16:47:38] <LexManos> ?
L1474[16:47:50] <LexManos> packets are
compressed at the network level not the packet level
L1475[16:48:14] <LexManos> if they go
over a certian size, you no longer have to do it yourself in your
large packets
L1476[16:48:22] <williewillus> i think
1.8 added a server.properties option to specify the threshold for
compression
L1477[16:49:35] <LexManos> dont think so
considering they check it on both sides, but meh
L1478[16:50:32] <williewillus> idk
:p
L1479[16:51:30] <Gliby> will minecraft
ever stop using jason?
L1480[16:52:00] <Gliby> jason is pretty
good and stuff
L1481[16:52:02] <LexManos> Only if he
stands up for himself.
L1483[16:52:40] <Gliby> obligatory Heavy
Rain reference
L1484[16:54:41]
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L1491[17:02:44] <sham1> So yeah, can
anyone give any suggestions on how to make this algo better
L1493[17:03:16]
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L1494[17:03:51] <tmtu> sham1: it will
perform better if you wrap it to 80/100 lines
L1495[17:03:53] <tmtu> i promise!
L1496[17:04:08] <tterrag> sham1: I tried
reading it, but the scala is too opaque :P
L1497[17:04:37] <sham1> And it is not
even that good scala :P
L1498[17:04:55]
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L1499[17:05:10] <Flashfire> I still can't
get the weapon damage to change
L1500[17:05:46] <Flashfire> I try setting
it in the map but it still shows up without being changed after the
line
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L1502[17:06:33] <Giraffestock> gliby:
rewrote it to be more dynamic, this code exporting is
terrible
L1503[17:06:38] <Giraffestock> its all
over the place, i did it wrong lol
L1504[17:06:47] <ollieread> tterrag: You
around?
L1505[17:06:55] <tterrag> yes
L1506[17:06:59] <Giraffestock> you know
youve been using C++ too much when you try using a
<vector>
L1507[17:07:32] <tmtu> import
std.vector;
L1510[17:07:43] <ollieread> When working
with EnderTeleportEvent, did you ever encounter strange things,
such as cancelled event resulting in the player/enderman
teleporting but then instantly teleporting back?
L1511[17:07:55] <tterrag> ollieread:
no
L1512[17:08:21] <ollieread> Hmm
weird
L1513[17:08:59] <sham1> So yeah, I think
I dont have my "find-nearest-exit" algorithm that figured
out
L1514[17:09:05] <Flashfire> Wow, I can't
believe it. The thing I commented out before makes it work
L1515[17:09:09] <PaleoCrafter> jesus
fucking christ, sham1
L1516[17:09:45] <sham1> I know that my
code is bad
L1517[17:09:48] <sham1> No need to rub it
in
L1518[17:10:17] *
tmtu rubs code smell onto sham1
L1519[17:10:23] <Giraffestock> ist
beautiful if you think it is sham
L1520[17:10:32] <Giraffestock> every
piece of code is beautiful in its own way
L1521[17:10:40] <sham1> Not really
L1522[17:10:42]
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L1523[17:10:43] <Giraffestock> d:
L1524[17:10:56] <Chompzki> no...
L1525[17:12:01] <PaleoCrafter> and I
thought you liked Scala's collections, sham1 :P
L1526[17:12:06] <Giraffestock> thats what
ive learned working with middle/highschool students lol
L1527[17:12:07]
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L1528[17:13:31] <sham1> I dont know what
I was doing when I was making that
L1529[17:13:40] <sham1> I think I was
slightly drunk or something
L1530[17:13:50] <sham1> What would the
problem be with my collection usage
L1531[17:14:36] <osum4est> what is the
difference between chunkProvider's loadChunk and
provideChunk?
L1532[17:16:33] ***
sham1 is now known as sham1|ZZzZ
L1533[17:16:41] <sham1|ZZzZ> Anyway, good
night
L1534[17:16:46] <sham1|ZZzZ> Getting real
tired here
L1535[17:16:47] <PaleoCrafter>
mutability, sham1
L1536[17:16:49] <PaleoCrafter>
mutability
L1537[17:16:54] <sham1|ZZzZ> Ah
L1538[17:16:55] <sham1|ZZzZ> I see
L1539[17:17:17] <sham1|ZZzZ> I guess I
could have done this thing with immutable data structures, but
meh
L1540[17:18:28] <tmtu> mutate
everything
L1541[17:18:34] <sham1|ZZzZ> Anyway, good
night. I think I will ask again tomorrow for advice to fix my algo
alongside with making my collections immutable
L1542[17:18:34] <williewillus> lol
L1543[17:18:35] <tmtu> global state is
your friend
L1544[17:18:45] <williewillus> static
util methods
L1545[17:21:23]
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L1546[17:25:49] <FusionLord> in IDEA does
the resources dir get marked as resource root or the assest
folder?
L1547[17:26:01] <PaleoCrafter>
resources
L1548[17:26:31]
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L1549[17:26:32] <FusionLord> hrrm...
tried both ways and still no resources in game, checked for typos
as well
L1550[17:26:44] <PaleoCrafter> do you
have the fix in your build.gradle?
L1551[17:26:52] <PaleoCrafter>
idea.module.inheritOutputDirs = true
L1552[17:27:21] <FusionLord> well works
fine when i build, the issue is when debugging
L1553[17:27:30]
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L1555[17:28:11] <PaleoCrafter> this has
nothing to do with building, IDEA links with your gradle project
:P
L1556[17:29:30] <FusionLord> ok is there
a speciffic location for that line?
L1557[17:29:34] <minecreatr> Im confused
as to uv's, Im used to having a min and max u and v for each face,
as in 1.8 block models. But I dont really understand how a vertex
can have a uv
L1558[17:30:03] <PaleoCrafter>
minecreatr, take a quad
L1559[17:30:06] <PaleoCrafter> that has 4
vertices
L1560[17:30:18] <minecreatr> ok
L1561[17:30:51] <minecreatr> so would the
top left vertice be the lowest u/v, bottom right be highest, and
the other ones be one high one low?
L1562[17:31:00] <PaleoCrafter>
exactly
L1563[17:31:11] <PaleoCrafter> (assuming
you want to lay out your texture like that xD)
L1564[17:31:37] <shadekiller666> and you
want the uvs and the vertices to be ordered counter-clockwise
L1565[17:31:46] <minecreatr> and in the
entity model what is the texture offset then, the offset of which
all of the uv's are based off of
L1566[17:31:55] <minecreatr> trying to
make something to convert an entity model into block models
L1567[17:32:17] <shadekiller666> texture
offset is the position of the texture in the atlas sprite i
think
L1568[17:32:31] <FusionLord> paleo is
there a specific location i should be putting that line?
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L1570[17:32:39] <minecreatr> or is it the
position of the sprite in the whole spritesheet?
L1571[17:32:48] <PaleoCrafter> outside of
any block, FusionLord
L1572[17:32:53] <PaleoCrafter> so not
within braces
L1573[17:33:45] <FusionLord> Thanks don't
know much about gradle so changing as little is best, keeps it from
breaking.
L1574[17:34:37]
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L1576[17:34:59] <tterrag> lol
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L1578[17:39:25] <minecreatr> how can I
convert the rotation information from ModelRenderer into a
BlockPartRotation?
L1579[17:39:53] <shadekiller666> or
instead of running gradlew idea, just import the damn
build.gradle...
L1580[17:40:14] <killjoy> Same can be
done on eclipse now with buildship
L1581[17:40:17] <shadekiller666> mine,
what format is it in ModelRenderer?
L1582[17:40:38] <shadekiller666>
minecreatr^
L1583[17:41:13]
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L1584[17:41:55] <minecreatr> its in the
format of origin x, y, and z, and x y and z rotation in
degrees
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L1587[17:43:59] <minecreatr>
shadekiller666, ^
L1588[17:44:13] <shadekiller666> ok
L1589[17:45:08] <shadekiller666>
erm
L1590[17:45:16] <shadekiller666> theres
AxisAngle4f maybe
L1591[17:45:34] <shadekiller666> which
takes an angle and x,y,z vector
L1592[17:45:56] <shadekiller666> you
might need to convert them to radians first
L1593[17:46:46] <shadekiller666>
BlockPartRotation takes a vector3f origin, an axis from
EnumFacing.Axis, an angle, and a rescale
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L1595[17:47:12] <shadekiller666> you
could get the axis from the methods in EnumFacing
L1596[17:50:23] <minecreatr> but how do I
get the angle shadekiller666 ?
L1597[17:50:37] <shadekiller666>
hmm
L1598[17:50:51] <minecreatr> I only have
the origin, and the rotation of x,y, and z in degrees
L1599[17:50:54] <minecreatr> thats all I
have
L1600[17:50:57] <shadekiller666> ok
L1601[17:51:00] <shadekiller666> one
sec
L1602[17:55:02] <minecreatr> also is
there any way to get the direction a TexturedQuad is facing?
L1603[17:55:40] <shadekiller666> using
its normal
L1604[17:56:05] <shadekiller666> you
could call into EnumFacing.getFacingFromVector
L1605[17:56:35] <shadekiller666> are you
trying to get the data out of BlockModelRenderer and convert it to
a BlockPartRotation?
L1606[17:56:35] <minecreatr> TexturedQuad
dosn't have a vector thoug
L1607[17:56:45] <minecreatr> yes
L1608[17:57:21] <shadekiller666> what
data to be specific? BlockModelRenderer doesn't store
anything
L1609[17:57:35] <minecreatr> well I want
to export a tabula model to json
L1610[17:57:49] <minecreatr> wait
actually no
L1611[17:57:54] <minecreatr> not block
model renderer
L1612[17:58:14] <minecreatr> I want to
turn a ModelRenderer into a json for a Block Model
L1613[17:58:24] <shadekiller666>
ModelRenderer?
L1614[17:58:49] <minecreatr> yes
L1615[17:58:53] <minecreatr>
net.minecraft.client.model.ModelRenderer
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L1617[18:01:24] <shadekiller666> oo
L1618[18:02:00] <minecreatr> I understand
the block models more then I understand the entity models :P
L1619[18:02:46] <shadekiller666> so you
have rotateX/Y/Z, you could make an axisangle4f starting with one
of those 3
L1620[18:03:23] <shadekiller666> so
AxisAngle4f(Vector3f(1, 0, 0), rotateX<in radians>)
L1621[18:03:54] <shadekiller666> then you
could add or multiply that axisangle by axisangles for the other
2
L1622[18:04:03] <shadekiller666> and that
should give you one for all 3 of them i think
L1623[18:04:25] <shadekiller666> you
could look at ForgeBlockstateV1's TRSRTransformation deserializer
for an example i think
L1624[18:05:58]
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L1625[18:06:48] <jamierocks> my
keybindings don't seem to be translating properly :(
L1626[18:07:09]
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L1627[18:09:41] <minecreatr>
shadekiller666, wait, so do I add them or do I multiply?
L1628[18:09:51] <shadekiller666>
uhh
L1629[18:09:56] <shadekiller666> multiply
i think
L1630[18:10:34] <shadekiller666> try one
and see if it looks right :p
L1631[18:13:15]
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L1632[18:14:23] <minecreatr>
shadekiller666, how do I multiply the AxisAngle4f, I dont see a
multiply function?
L1633[18:14:30] <minecreatr> do I just
multiply all of its variables?
L1634[18:15:52]
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L1635[18:16:43] <Gliby> how do i activate
a redstone wire, without breaking minecraft?
L1636[18:18:11] <shadekiller666>
minecreatr, sorry, make a Quat4f, and call mul(<axisangle>)
on it
L1637[18:19:01] <shadekiller666> to
convert it back to an axisangle after multiplying, pass the quat
into either the axisangle constructor or the set() method
L1638[18:20:12] <minecreatr>
shadekiller666, quats can only be multiplied by other quats
though
L1639[18:20:41] <williewillus> Gliby:
what do you mean, like send redstone power?
L1640[18:20:50] <Gliby> yes exactly
that
L1641[18:20:51] <williewillus> look at
lever or pressure plate? :p
L1642[18:20:56] <Gliby> I have
L1643[18:20:58] <shadekiller666> ok
L1644[18:20:59] <Gliby> i don't get
it.
L1645[18:21:14] <Gliby> is it a
blockstate property
L1646[18:21:17] <Gliby> or
something?
L1647[18:22:03] <shadekiller666> so do
Quat4f ret = new Quat4f(); ret.mul(new Quat4f(<axisangle>));
or ret.mul(new Quat4f().set(<axisangle>));
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L1650[18:24:17] <williewillus>
isProvidingWeakPower and isProvidingStrongPower
L1651[18:24:23] <williewillus> the lever
is a more concise example than pressure plate
L1652[18:24:59] <williewillus> when you
flick the lever it just sets a blockstate property and triggers a
block update, and those two above methods check said blockstate
property
L1653[18:25:45] ***
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L1655[18:27:53] <minecreatr> so now how
do I get the axis shadekiller666 ?
L1656[18:28:35] <shadekiller666> well,
convert the quat4f back to an axisangle, then just use the x, y, z,
angle values out of that
L1657[18:29:00] <shadekiller666> might
have to convert them back to degrees, not sure though
L1658[18:29:36] <shadekiller666> or, if
you use the forge blockstate json format, you could get away with
just writing the quat to the left_rotation
L1659[18:29:40] <Gliby> okay this one is
tricky
L1660[18:30:28] <Gliby> i want my physics
entity to activate redstone below
L1661[18:31:06] <tterrag> redstone
activation /requires/ a block to be present
L1662[18:31:11] <tterrag> so good luck
with that :P
L1663[18:31:46] <Gliby> c'mon guys!
L1664[18:31:51] <Gliby> someone has
figured this out before!
L1665[18:32:05] <tterrag> no, they
haven't, because it's not possible
L1666[18:32:12] <tterrag> unless you do
some serious hacks to the redstone system
L1667[18:32:17] <shadekiller666> you
could make a dummy block with no collision that follows the entity
around
L1668[18:32:32] <Gliby> i thought of
that
L1669[18:32:41] <shadekiller666> though
the updates could get crazy if not careful
L1670[18:32:52] <Gliby> but i don't want
to destroy any blocks
L1671[18:33:07] <Gliby> because the
entity might be smaller then a block
L1672[18:33:13] <Gliby> if you know what
i'm saying.
L1673[18:33:16] <shadekiller666>
well
L1674[18:33:20] <minecreatr> well for
redstone wire maybe just set it to lit redstone wire with a high
power value
L1675[18:33:29] <minecreatr> I dont see
why it wouldn't transmit
L1676[18:33:35] <shadekiller666> that
would only work for 1 tick
L1677[18:33:45] <minecreatr> well if its
an entity you can keep setting it
L1678[18:33:52] <shadekiller666> until
the redstone updates and realizes it doesn't actually have a power
source
L1679[18:34:04] <shadekiller666> that is
true
L1680[18:34:08] <minecreatr> just set it
on every entity tick
L1681[18:34:31]
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L1682[18:36:16] <Hancin> So, how do I
modify Display context during mod init with the new SplashProgress
? pause() / resume() say "will break, don't use this",
and there doesn't seem to be any events after splash
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L1684[18:39:40] <Gliby> okay, but that
mean's that it could break stuff
L1685[18:39:57] <shadekiller666> how
so?
L1686[18:40:04] <Gliby> other redstone
mods
L1687[18:40:12] <Gliby> it wouldn't work
for these.
L1688[18:40:17] <shadekiller666> ?
L1689[18:40:35] <minecreatr> well, it
would just need to be per case
L1690[18:40:48] <minecreatr> so you can
add support relatively easily
L1691[18:40:54] <minecreatr> by having
some sort of redstone list
L1692[18:41:11] <minecreatr> that
specifies what to do for each block
L1693[18:44:56] <minecreatr> how would I
get the EnumFacing a TexturedQuad is facing?
L1694[18:45:14] <tterrag> what does that
mean? a quad is not necessarily axis aligned
L1695[18:45:48] <Mraof> How do you export
as an obj from tabula?
L1696[18:46:02] <tterrag> I don't think
you can
L1697[18:46:07] <tterrag> there is a
converter out there somewhere though
L1698[18:46:15] <Mraof> Huh, I thought
someone said I could
L1699[18:47:50] <Mraof> Someone said I
wouldn't ahve to export as tcn first since I could just export as
obj
L1700[18:48:12] <shadekiller666>
minecreatr, EnumFacing.getFacingFromVector
L1701[18:48:44] <minecreatr> would I
combine all the vertex vectors in the textures quad shadekiller666
?
L1702[18:48:55] <shadekiller666>
urm
L1703[18:49:22] <shadekiller666> you'd
need to calculate the face normal, ya
L1704[18:49:43] <minecreatr> do you do
that by adding all the vectors? shadekiller666 ?
L1705[18:49:54] <shadekiller666> its a
bit more involved, one sec
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L1707[18:49:59] <minecreatr> ok
L1708[18:49:59] <Mraof> Actually I don't
even see a way to export as tcn
L1709[18:50:27] <tterrag> nope
L1710[18:50:32] <tterrag> I was about to
say
L1711[18:51:24] <tterrag> shadekiller666:
how could you possibly determine the facing of a non-axis-aligned
quad?
L1712[18:51:34] <tterrag> what would that
even mean?
L1713[18:51:48] <shadekiller666> ask
EnumFacing that question
L1714[18:51:50] <Mraof> PaleoCrafter said
it could, it looks like
L1715[18:51:52] <Gliby> how does one
overwrite a block state property value?
L1716[18:51:56] <tterrag> no thanks
:D
L1717[18:51:57] <shadekiller666> thats
how minecraft expects its normals
L1718[18:52:13] <tterrag> shadekiller666:
vanilla jsons force axis-algined quads
L1719[18:52:14] <shadekiller666> even
though on the other end it converts the data back to
non-axis-aligned...
L1720[18:52:17] <tterrag> forge, not so
much
L1721[18:52:41] <shadekiller666> tterrag,
for the custom modelloaders, you have to pass the normal data as an
enumfacing
L1722[18:52:45] <tterrag> so it would
make sense that they have a method to do so, given that they do not
expect models to ever have unaligned quads
L1723[18:52:50] <shadekiller666> for some
god forsaken reason...
L1724[18:53:04] <tterrag> yes, for jsons,
but code models do not have that restriction
L1725[18:53:08] <tterrag> do they?
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L1727[18:53:37] <shadekiller666> not if
you bypass vanilla's baked quads and render on your own
L1728[18:53:49] <tterrag> uhh
L1729[18:53:50] <tterrag> no
L1730[18:53:57] <shadekiller666> or
vanilla's vertex array thing
L1731[18:53:59] <tterrag> IBlockModel
requires baked quads
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L1733[18:54:34] <minecreatr> I am
serializing into json actually
L1734[18:54:47] <minecreatr> so I do have
all the restrictions that json has
L1735[18:54:50] <shadekiller666> hold
on
L1736[18:55:07] <tterrag> minecreatr: I'm
not talking about json as a format
L1737[18:55:13] <tterrag> but
specifically the MC block models
L1738[18:55:22] <shadekiller666> so the
B3D and OBJ loaders both use ColoredBakedQuads, which take an
int[], int, and EnumFacing side
L1739[18:55:31] <tterrag> oh,
really?
L1740[18:55:35] <shadekiller666>
mhmm
L1741[18:55:36] <tterrag> wow that's
incredibly awful
L1742[18:55:47] <minecreatr> I know, I am
serializing it into mc block models tterrag
L1743[18:55:48] <tterrag> so even with
the obj loader
L1744[18:55:54] <tterrag> I couldn't make
models that have unaligned faces?
L1745[18:55:54] <minecreatr> I am making
a block model exporter for tabula
L1746[18:56:06] <shadekiller666> inside
of ColoredBakedQuad it actually converts back to non-axis-aligned i
think
L1747[18:56:12] <shadekiller666> tterrag,
you can
L1748[18:56:30] <tterrag> and how would
that work?
L1749[18:56:34] <tterrag> what facing do
you pass?
L1750[18:56:45] <shadekiller666> the
ambient occlusion vanilla uses for standard blocks just makes the
shading on the model look funny
L1751[18:57:05] <shadekiller666> it will
render whatever vertex data you pass in using the int[]
L1752[18:57:15] <shadekiller666> which
also contains the normal data
L1753[18:57:42] <tterrag> but you have to
pass a facing
L1754[18:57:44] <tterrag> what do you
pass?
L1755[18:58:02] <shadekiller666>
EnumFacing.getFacingFromVector(normal.x, normal.y, normal.z)
L1756[18:58:18] <tterrag> and that's
valid? interesting
L1757[18:58:23] <tterrag> I wonder how it
defines that :P
L1758[18:58:24] <shadekiller666>
mhmm
L1759[18:58:40] <shadekiller666> it uses
that for shading i think
L1760[18:58:44] <minecreatr>
shadekiller666, is the normal just the vector of the vertexes of
the face added together?
L1761[18:58:59] <shadekiller666> no
minecreatr, one sec
L1762[18:59:11] <tterrag> yeah I know,
the essence of the problem is that mojang was too lazy to write
smooth lighting for non-axis-aligned models
L1763[18:59:13] <minecreatr> ok
L1764[18:59:26] <tterrag> instead they
kept their stupid existing hacky system and just forced it to
work
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L1767[19:01:43] <Unh0ly_Tigg> with
"A instanceof B", is
"B.class.isAssignableFrom(A.getClass())" true?
L1768[19:01:47] <shadekiller666> tterrag,
whilst digging through the class that actually tessellates from
that data, i realized it wouldn't be to hard to pypass the
EnumFacing completely, at least from my initial look, haven't
actually tried
L1769[19:03:05] <minecreatr> wait
shadekiller666 , how would I use that code on vertexes from a
TexturedQuad?
L1770[19:03:26] <shadekiller666>
well
L1771[19:03:51] <shadekiller666> those
vertices should have at least a Vector3f describing their
positions
L1772[19:03:58] <shadekiller666> and
there should be 4 vertices
L1773[19:04:15] <tterrag> Unh0ly_Tigg:
yeah
L1774[19:04:20] <shadekiller666> which
means that you'd want to use the else block in that if/else
L1775[19:05:07] <shadekiller666> v1/2/3/4
are just copies of the vertices in the verts[] array, so you'd just
use the verts in the quad to copy from instead
L1776[19:05:17] ***
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L1777[19:05:21] <shadekiller666> then
just follow the code in the else block
L1778[19:05:48] <shadekiller666> Normal()
is just a class containing a Vector3f with getters/setters
L1779[19:06:20] <shadekiller666> so avg
would be your face normal
L1780[19:10:13] <minecreatr> ok
L1781[19:10:15] <minecreatr> well I gtg
now
L1782[19:10:18] <minecreatr> ttyl
L1783[19:10:22]
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L1786[19:12:57] <Flashfire> What's the
best way to store a map of blockpos arraylists in
worldsaveddata?
L1787[19:13:36] <shadekiller666>
what?
L1788[19:13:49] <shadekiller666> a map of
arraylists
L1789[19:13:55] <shadekiller666> what
would the key be?
L1790[19:13:58] <Flashfire> A map of
arraylists containing blockpos objects
L1791[19:14:05] <Flashfire> The kind of
block being stored
L1792[19:14:13] <shadekiller666> oh
L1793[19:14:29] <shadekiller666> anyway,
i have no idea, never worried about world saves
L1794[19:14:39] <williewillus> why would
you ever need to do that lol
L1795[19:14:44] <Flashfire> I mean
there's intarray nbt but not long array
L1796[19:15:11] <williewillus> you can
just have an nbt list of TAG_LONGs
L1797[19:15:12] <Flashfire> I'll tell you
exactly why, I have a huge structure that randomly replaces the
most common block with various other types of blocks
L1798[19:15:48] <williewillus> TAG_List
containing a bunch of TAG_Long
L1799[19:16:02] <Flashfire> How do I use
those?
L1800[19:16:21] <Flashfire> Given the
readFromNBT and writeToNBT methods
L1801[19:16:25] <tterrag> also, don't use
a map of arraylists
L1802[19:16:28] <tterrag> that's super
ugly
L1803[19:16:31] <tterrag> Multimap
pls
L1804[19:16:56] <Flashfire> Ok
L1805[19:17:45] <williewillus> anyways,
make a new taglist, append long tags onto it, then set the list
onto the compound you're given in read/writetonbt
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L1807[19:18:22] <Flashfire> I've never
used a taglist, what's the exact name?
L1808[19:18:39] <williewillus>
NBTTagList
L1809[19:18:43] <Flashfire> Alright
L1810[19:18:51] <Flashfire> So is that a
field in my data class?
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L1812[19:19:04] <williewillus> it's like
a tag compound only the things inside aren't named and must be the
same type
L1813[19:19:06] <tterrag> no, that's just
how you write it to NBT
L1814[19:19:09] <Flashfire> Ok
L1815[19:19:31] <tterrag> same concept as
the mulitmap
L1816[19:20:42] <Flashfire> So do I have
tag lists within tag lists?
L1817[19:20:48] <williewillus> no
L1818[19:21:10] <tterrag> just
tag.setTag("key", list)
L1819[19:21:26] <Flashfire> But I have
multiple lists I want to write, should they be separate tags?
L1820[19:21:36] <williewillus> thats what
the key is for
L1821[19:21:41] <williewillus>
tag.setTag("list1", list1)
L1822[19:21:45] <williewillus>
tag.setTag("list2", list2)
L1823[19:21:54] <williewillus> ?
L1824[19:21:58] <Flashfire> Then yeah
separate tags
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L1827[19:25:07] <Mogul> Hey guys
L1828[19:25:14] <williewillus> hi
L1829[19:25:56] <Flashfire> Do all
multimaps need those methods in your code? :/
L1830[19:26:06] <tterrag> what?
L1831[19:26:13] <Flashfire> I mean to
instantiate it it has to add so many methods
L1832[19:26:14] <tterrag> if you are
saving them to NBT...then yeah, you have to save it somehow
L1833[19:26:32] <Flashfire> I would
rather just use an arraylist of maps
L1834[19:26:38] <tterrag> what?
L1835[19:26:43] <tterrag> Multimap is an
interface
L1836[19:26:47] <tterrag> you don't
instantiate it...it's like map...
L1837[19:26:59] <tterrag> use a subclass
like ArrayListMultimap
L1838[19:27:23] <Flashfire> How do I make
the list into the multimap then?
L1839[19:28:09] <tterrag> you just call
.put like normal
L1840[19:28:53] <tterrag> if they keys
match another entry, it adds it to the list
L1841[19:28:57] <williewillus> an
arraylist of maps oh god
L1842[19:28:59] <tterrag> read the
jsons
L1843[19:29:06] <tterrag> williewillus:
no, a map of arraylists
L1844[19:29:12] <tterrag> who would do a
list of maps? that's pointless
L1845[19:29:23] <williewillus>
<Flashfire> I would rather just use an arraylist of
maps
L1846[19:29:25] <williewillus> :p
L1847[19:30:22] <tterrag> wait
L1848[19:30:28] <tterrag> is that what
you're using currently?!?
L1849[19:31:16] <Flashfire> It won't let
me instantiate arraylistmultimap either
L1850[19:31:41] <Mogul> I'm looking for
advice on a rather diffuse topic, that is - (how) is it possible to
return a block texture that is computed instead of just loading a
file as usual? What I wanna do is implement blocks with lots of
variations that are the same across all blocks and use the base
texture of the block plus an "overlay" of another
texture. Now I imagine that it would be cool to be able to use
those overlay textures
L1851[19:31:41] <Mogul> and just mix them
with the base textures on loading of the block instead of having to
create and load dozens of textures from file.
L1852[19:31:51] <Mogul> That was long...
oO
L1853[19:31:59] <tterrag> Flashfire: call
static .create()
L1854[19:31:59] <shadekiller666>
mogul
L1855[19:32:10] <Mogul> ye?
L1856[19:32:19] <shadekiller666> yes,
dynamic textures are possible, thats how the pink and black missing
block texture is made
L1857[19:32:34] <Flashfire>
static.create? That doesn't seem to exist for me
L1858[19:32:42] <shadekiller666> it is a
pain in the ass, but its possible
L1859[19:32:50] <Mogul> Well, I dabbled
around a little with TextureAtlasSprites but I didnt get it to
work
L1860[19:32:56] <tterrag> -.-
L1861[19:33:06] <tterrag> please use your
brain, I meant a static create method
L1862[19:33:06] <shadekiller666> hahaha
tterrag
L1863[19:33:30] <Flashfire> Oh ok
L1864[19:34:43] <Flashfire> Ok I'm just
not getting this
L1865[19:35:06] <shadekiller666> Mogul
look at ModelLoader.White on the forge github repo
L1866[19:35:13] <Flashfire> Am I supposed
to call that method in the constructor?
L1867[19:35:19] <shadekiller666> thats a
dynamicly-generated solid white texture
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L1869[19:35:32] <Mogul> Uh, ok, that
sounds promising, thanks.
L1870[19:36:29] <Flashfire> Either way
it's still not letting me instantiate it
L1871[19:36:32] <tterrag> Flashfire: this
really isn't rocket science
L1872[19:36:33] <shadekiller666> the B3D
and OBJ models use it for vertex coloring
L1873[19:36:47] <shadekiller666> its
rocket surgery!
L1874[19:36:57] <shadekiller666> :D
L1875[19:37:17] <williewillus> Flashfire:
its a factory method
L1876[19:37:19] <williewillus> dont use
the ctor
L1877[19:37:27] <tterrag>
Multimap<Foo> bar = ArrayListMultimap.create();
L1878[19:37:35] <Flashfire> That's what I
needed
L1879[19:37:52] <tterrag> *sigh*
L1880[19:37:58] <Mogul> Well,
shadekiller, it sure seems pretty extensive... oO
L1881[19:39:22] <Mogul> That is, if I
should need such a complex structure as in the ModelLoader class
and not the TextureAtlasSprite itself; which looks pretty
sleek.
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L1885[19:45:45] <williewillus> grah auth
servers are down again
L1887[19:47:20] <Skuli> ah there she
goes
L1888[19:47:23] <Skuli> DOOOWN
L1889[19:49:16]
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L1893[20:03:42] <FusionLord> I've never
used DataWatcher before, how do i read back from it?
L1894[20:03:51] <FusionLord> or where
rather
L1895[20:10:01] <williewillus> wherever
you need your data, call
<entitylivingbase>.dataWatcher.getWatchableObject{Byte|Short|Int|Float|String}
(id)
L1896[20:10:26] <williewillus> er, not
entitylivingbase, every entity has a datawatcher
L1897[20:10:41]
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L1898[20:10:46] <williewillus> but yeah,
wherever you need it,
entity.datawatcher.getWatchableObjectWhatever(id)
L1900[20:14:03] <minecreatr> that was an
armor stand
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L1902[20:14:09] <minecreatr> texture is
not specified
L1903[20:14:15] <williewillus> lol
L1904[20:14:16] <shadekiller666>
lol
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L1906[20:14:20] <shadekiller666> its
perfect!
L1907[20:14:20] <williewillus> hey it
kinda works
L1908[20:14:26] <minecreatr> xD
L1909[20:14:34] <shadekiller666> does the
noise actually move?
L1910[20:14:44] <minecreatr> yes
L1911[20:14:48] <shadekiller666>
nice
L1912[20:15:08] <minecreatr> and it can
only be seen from one side
L1913[20:15:14] <shadekiller666>
haha
L1914[20:15:56] <minecreatr> better then
nothing I guess xD
L1915[20:16:47] <minecreatr> hmm, it
seems that it is always resolving to north
L1916[20:16:52] <shadekiller666> i have
this weird persistance bug with model rotations in the OBJ
loader
L1917[20:17:06] <shadekiller666> north is
the default "facing" direction
L1918[20:17:06] <minecreatr> so it is
only making north faces
L1920[20:17:42] <minecreatr> I just put
in a vannila rp to test it
L1921[20:17:57] <williewillus> rip
formatting
L1922[20:18:07] <shadekiller666>
O.o
L1923[20:18:07] <tterrag> jesus
L1924[20:18:12] <tterrag>
setPrettyPrinting() pls
L1925[20:18:24] <minecreatr> well Im
using toString on a JsonObject
L1926[20:18:29] <tterrag> ;_;
L1927[20:18:29] <shadekiller666>
why
L1928[20:18:35] <tterrag> why why
why
L1929[20:18:38] <minecreatr> because Im
creating it as a json object?
L1930[20:18:48] <shadekiller666> no
Gson?
L1931[20:18:58] <minecreatr> its the Gson
Library
L1932[20:19:03] <minecreatr> but Im doing
it directly
L1933[20:19:45] <tterrag> use a Gson
object
L1934[20:19:47] <tterrag> is what he's
saying
L1935[20:19:49] <tterrag> and
toJson
L1936[20:19:54] <tterrag> which will
format it properly
L1938[20:20:04] <minecreatr> its possible
to format it this way
L1939[20:20:14] <minecreatr> and I find
it convienient to do it directly
L1940[20:20:28] <tterrag> no one is
saying you can't
L1941[20:20:31] <minecreatr> wait
L1942[20:20:34] <tterrag> just new
Gson().toJson(object)
L1943[20:20:36] <minecreatr> I am using a
JsonObject
L1944[20:20:51] <minecreatr> but Im using
its toString() method to get the text
L1945[20:20:54] <tterrag> new
GsonBuilder().setPrettyPrinting().create().toJson(object) to be
more exact :P
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L1947[20:21:47] <tterrag> minecreatr: all
I'm saying is that instead of printing out the toString, to use
Gson's toJson which will actually format it like a sane person
would
L1948[20:21:55] <minecreatr> yeah
xD
L1949[20:21:59] <Teamy> I'm getting
"Error:gradle-resources-test:Fl00dz:
java.lang.NoClassDefFoundError:
org/apache/tools/ant/util/ReaderInputStream" When I try to
build, I'm using IntelliJ Idea 14, is there something in my project
I need to configure before I can build?
L1950[20:21:59] <minecreatr> didn't
realize you could do that
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L1953[20:24:03] <minecreatr> it looks
like that getting the facing from the normalized vector always
resolves to north
L1954[20:25:18] <minecreatr> arggg
L1955[20:25:40] <minecreatr> ;(
L1956[20:26:49] <williewillus> its a good
start
L1957[20:26:57] <minecreatr> I have an
idea....
L1958[20:27:00] <williewillus> and its
definitely possible so hope you get it done soon
L1959[20:27:05] <williewillus> bc I'm
gonna use it a lot :p
L1960[20:27:24] <tterrag> minecreatr:
north is the default
L1961[20:27:35] <tterrag> break point
inside that method and see why it is using north
L1962[20:28:04] <minecreatr> well
actually I got an idea
L1963[20:28:21] <minecreatr> is there any
way to from a list of vertex's, get groups of 4 that share a
plane
L1964[20:28:31] <minecreatr> so basicly
get a list of faces from a list of vertex's
L1965[20:28:50] <minecreatr> or no, thats
pointless....
L1966[20:28:54] <williewillus> how would
yo know which vertices belong to what faces?
L1967[20:29:09] <shadekiller666> to do
that you'd need to do what vanilla does with VertexFormat...
L1968[20:31:42] <minecreatr> it has which
of the vertex's are the lower corner and which one is the upper
corner...
L1969[20:31:54] <minecreatr> it dosn't
say which corner though
L1970[20:34:39] <shadekiller666> lower =
closer to negative
L1971[20:34:57] <shadekiller666> so 0 0 0
is west, down, north
L1972[20:35:08] <shadekiller666> 1 1 1 is
east, up, south
L1973[20:35:13] <minecreatr> I have an
idea then...
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L1981[20:50:21] <minecreatr>
shadekiller666, ^
L1982[20:50:28] <minecreatr> just upside
down for some reason xD
L1983[20:50:49] <shadekiller666>
erm
L1984[20:50:55] <tterrag> and no
UVs
L1985[20:50:57] <shadekiller666> x
rotation of 180?
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L1987[20:51:14] <minecreatr> no, just
didn't add a texture
L1988[20:51:18] <pig> scale -1, -1,
1
L1989[20:51:36] <minecreatr> x
rotation?
L1990[20:51:49] <pig> see: boats
L1992[20:52:09] <DemoXin> Somebody pinged
me in here...
L1993[20:52:37] <tterrag> pig:
>scale
L1994[20:52:40] <tterrag> this is a json
model :P
L1995[20:52:51] <pig> yeah well
L1996[20:52:54] <tterrag> I guess he
needs to do it prior to exporting
L1997[20:52:58] <tterrag> how I don't
know
L1998[20:53:01] <pig> yeah that
L1999[20:53:04] <minecreatr> the scale
seems right
L2000[20:53:14] <tterrag> minecreatr:
negative scale inverts the model
L2001[20:53:14] <pig> oh right. >_>
that's gonna a problem
L2002[20:53:22] <tterrag> which is your
problem
L2003[20:53:28] <tterrag> it's
"inside out"
L2005[20:53:44] <minecreatr> oh, yeah,
gotta scale it first then
L2006[20:53:49] <shadekiller666> its also
way too big
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L2008[20:54:00] <minecreatr> its about
the same size
L2009[20:54:28] <shadekiller666> are
those right next to each other? or in separate blocks?
L2010[20:54:50] <minecreatr> well they
are next to each other
L2011[20:54:57] <minecreatr> one block
apart
L2012[20:55:04] <shadekiller666> ya, its
too big
L2013[20:55:52] <tterrag> I'm confused as
to how you want to do this minecreatr, considering tabula supports
unaligned faces and block models do not
L2014[20:56:03] <minecreatr> well it
might not be perfect
L2015[20:56:05] <Flashfire> Does anyone
else have a problem where creating a world just stops when it
starts and never continues?
L2016[20:56:12] <Flashfire> I'm debugging
when it happens
L2017[20:56:19] <minecreatr> but it will
at least work for some
L2018[20:56:29] <minecreatr> so that way
you can do it without a te
L2019[20:56:47] <tterrag> Flashfire:
probably a breakpoint...
L2020[20:56:56] <tterrag> do you have any
set?
L2021[20:57:30] <Flashfire> I'm checking
that of course
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L2023[20:57:46] <Flashfire> I have
breakpoints set but it's not pausing on the ide or giving me the
resume button
L2024[20:58:10] <shadekiller666>
yep
L2025[20:58:14] <shadekiller666> sounds
about right
L2026[20:58:17] <shadekiller666> disable
them
L2027[20:58:30] <tterrag> Flashfire: one
of your break points might be slowing down the game to a crawl,
that can happen sometimes on certain kinds of breakpoints
L2028[20:58:31] <minecreatr> how exactly
do I apply scale to the model before putting it into json
L2029[20:58:34] <Flashfire> I tried
disabling all breakpoints after the freeze and it doesn't
unfreeze
L2030[20:58:36] <shadekiller666>
breakpoints on world creation don't work too well
unfortunately
L2031[20:58:46] <tterrag> minecreatr:
you'd have to apply the scaling to every vertex
L2032[20:58:47] <shadekiller666> are any
of them conditional breakpoints?
L2033[20:58:50] <Flashfire> Nope
L2034[20:59:18] <shadekiller666>
minecreatr, multiply vertex positions by a value
L2035[20:59:26] <tterrag> shadekiller666:
I mean, breakpoints aren't THAT much of a performance hit
L2036[20:59:32] <Flashfire> I disabled
breakpoints before it would freeze and it worked
L2037[20:59:43] <tterrag> but I've found
that certain kinds, like field access, and breakpoints on anon
class methods, are REALLY REALLY BAD for some reason
L2038[21:01:18] <shadekiller666> i
believe its due to multithreading
L2039[21:01:37] <tterrag> eh, idk
L2040[21:01:41] <tterrag> just making
observations :P
L2041[21:02:54] <Flashfire> How do I
store things in an NBTList?
L2042[21:03:04] <tterrag> ...?
L2043[21:03:10] <tterrag> by putting
things in it?
L2044[21:03:19] <Flashfire> I tried doing
it and it said classCastException
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L2046[21:03:35] <tterrag> wat
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L2048[21:05:18] <Flashfire> It's probably
because I'm not creating a proper NBTBase object
L2049[21:05:39] <tterrag> NBTTagList
contains only NBT tags
L2050[21:05:44] <tterrag> so like
NBTTagString, etc
L2051[21:05:54] <Flashfire> I want to
store longs
L2052[21:06:00] <tterrag>
NBTTagLong
L2053[21:06:03] <Flashfire> But not just
longs, arrays of longs
L2054[21:06:04] <tterrag> c'mon now
L2055[21:06:07] <tterrag> ...
L2056[21:06:09] <tterrag> the list IS the
array
L2057[21:06:17] <Flashfire> Ok, got
it
L2058[21:06:51] <MattDahEpic> int[][][][]
4d int array
L2059[21:07:30] <williewillus>
int********[][][][][]
L2060[21:07:59] <MattDahEpic> 3 many ds 5
me
L2061[21:08:53] <FusionLord> is there a
standard for syncing Entities with the client?
L2062[21:09:01] <williewillus> what do
you need to do?
L2063[21:09:02] <MattDahEpic> mc does
it
L2064[21:09:10] <FusionLord> send a
String
L2065[21:09:15] <williewillus> to do
what?
L2066[21:09:17] <MattDahEpic> nbt
L2067[21:09:30] <williewillus> not nbt
:p
L2068[21:09:33] <FusionLord> to set the
string on the client side.
L2069[21:09:37] <williewillus> set it for
what lol
L2070[21:09:47] <williewillus> be more
detailed
L2071[21:09:49] <tterrag> FusionLord: the
DataWatcher is what vanilla uses
L2072[21:09:51] <FusionLord> does it
matter?
L2073[21:09:55] <williewillus> yes
L2074[21:09:56] <tterrag> yes it does
matter
L2075[21:09:59] <MattDahEpic> yes
L2076[21:10:00] <tterrag> don't be
vague
L2077[21:10:16] <williewillus> just
saying "i want to send this to the client" tells us
nothing, the solution is different depending on what youre trying
to achieve
L2078[21:10:47] <FusionLord> the string
and set it in the client side entity when the entity spawns
L2079[21:10:52] <FusionLord> it will
never change
L2080[21:11:00] ***
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L2081[21:11:20] <FusionLord> lets try
that again...
L2082[21:11:58] <FusionLord> I want to
send the string to the client and store it in the matching entity,
and the string will never change
L2083[21:12:14]
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L2084[21:12:29] <FusionLord> and it needs
to be set when the entity spawns
L2085[21:12:54] <FusionLord> i've tried
data watcher and it seems to always be null on the client
L2086[21:15:52] <williewillus> hmm
datawatcher should auto sync for you...do you call addObject on
both sides?
L2087[21:16:19] <FusionLord> i have it in
read nbt
L2088[21:16:41] <williewillus> yeah
readfromnbt only gets called serverside
L2089[21:16:52] <williewillus> do it in
an entityconstruct event
L2090[21:16:56] <williewillus> on both
sides
L2091[21:22:47]
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L2092[21:23:34] <tterrag> wot
L2093[21:23:40] <tterrag> just adding it
to the datawatcher will sync it
L2094[21:23:49] <tterrag> no events
needed for this...that's way overkill
L2095[21:24:56] <FusionLord> ok... didn't
see the updateData, before was getting dupe id and wrote it
off
L2096[21:25:02] <FusionLord> thans
williewillus and tterrag
L2097[21:25:09] <FusionLord>
thanks*
L2098[21:25:12] <tterrag>
updateData...wat
L2099[21:25:40] <williewillus>
updateWatchableObject probably
L2100[21:25:48] <FusionLord> yeah
L2101[21:25:49] <tterrag> not
needed...
L2102[21:26:08] <williewillus> as for the
event i was remembering adding stuff to other entities, for your
own entity just do it in the ctor, sorry :p
L2103[21:26:16] <tterrag> in entityInit()
you call addObjectByDataTYpe
L2104[21:26:27] <williewillus> or
entityInit >.>
L2105[21:26:36] <tterrag> and then
whenever the data is changed you call updateObject
L2106[21:26:40] <Flashfire> Ok I had it
freeze with breakpoints disabled so it's not thaty
L2107[21:26:42] <FusionLord> entityInit
post Readnbt?
L2108[21:26:59] <tterrag> I should hope
so
L2109[21:27:10] <FusionLord> that is why
i used an update
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L2111[21:27:48] <tterrag> it works for
me
L2112[21:27:51] <tterrag> and I do the
same as you
L2114[21:28:13] <Flashfire>
"[22:27:44] [Server thread/INFO]: Preparing start region for
level 0
L2115[21:28:13] <Flashfire> [22:27:45]
[Server thread/INFO]: Preparing spawn area: 4%" then it just
stops; sometimes it stops before I get a percentage or even at
conversion
L2116[21:28:33] <tterrag> maybe your
world is screwed up
L2117[21:28:36] <tterrag> tried a new
one?
L2118[21:28:43] <Flashfire> This is
creating new worlds
L2119[21:29:25] <tterrag> hmmm
dunno
L2120[21:29:26] <Flashfire> And it
happens almost every time now
L2121[21:29:28] <tterrag> pause the
thread :P
L2122[21:29:58]
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L2124[21:31:26] <Flashfire> I tried
pausing and resuming all non-daemon threads
L2125[21:31:34] <tterrag> not what I
meant
L2126[21:31:41] <tterrag> pause the
client thread and inspect where it is stuck...
L2127[21:32:20]
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L2129[21:34:16] <Flashfire> There's no
pause for client
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L2131[21:34:42] <Flashfire> Oh I see what
one you meant, yeah that was included in non-daemon
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L2133[21:36:05] <Flashfire> Seems to be
stuck on a loop of Thread.sleep(200L); in a while loop
!this.theIntegratedServer.serverIsInRunLoop(
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L2135[21:41:36] <shadekiller666> son of
a...
L2136[21:42:07] <Unh0ly_Tigg> ugh, for
some reason, my class finder sorter is no longer sorting
properly...
L2137[21:42:15] <Unh0ly_Tigg> and I
didn't even touch it...
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L2139[21:43:01] <tterrag> Flashfire:
that's the client waiting for the server do finish iirc
L2140[21:43:07] <tterrag> maybe there is
a server thread? idk
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L2142[21:46:21] <Flashfire> There
is
L2143[21:47:27] <Flashfire> It's getting
stuck on the biome list
L2144[21:47:55] <Flashfire> Ah, my mod is
the problem
L2145[21:48:18] <Flashfire> Thanks for
bringing it to my attention to check the server thread
L2146[21:49:21] <shadekiller666> welp,
figured out my rotation issue with the OBJ loader...
L2147[21:49:53] <shadekiller666> works
better if i don't change data in the IModel...
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L2165[22:24:17] <FusionLord> ok I'm back
is there a way to Force sync the NBT of an EntityLiving?
L2166[22:24:32] <FusionLord> in
vanilla
L2167[22:25:13] <FusionLord> otherwise I
can just make a packet my self, I know there was a way with
tileEntities
L2168[22:27:09] <tterrag> NBT doesn't
sync
L2169[22:27:16] <tterrag> again, use the
datawatcher
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L2172[22:34:26] <olee> tterrag: why? If
the chunkloader was properly coded, it shouldn't really matter if
there's 1 or 10 inside a chunk and it would always create only one
load ticket :P
L2173[22:34:46] <tterrag> no, the
lighting
L2174[22:34:46] <tterrag> >.<
L2175[22:34:52] <olee> oh that one
L2176[22:34:58] <tterrag> isOpaqueCube()
{ return false; {
L2177[22:35:15] <tterrag> well, he uses
meta, but there are other ways to fix that
L2178[22:35:44] <tterrag> honestly the
normal chunk loader shouldn't be opaque either
L2179[22:35:58] <olee> yeah
L2180[22:36:16] <olee> because it would
fail then if you place water next to it, too - iirc
L2181[22:41:42] <tterrag> I was going to
base a mechanic on fluid temperature, thought "oh what's a
good melting temp, maybe iron melting point"?
L2182[22:41:49] <tterrag> iron melting
point is ~1800
L2183[22:41:55] <tterrag> lava's ingame
temp is 1300
L2184[22:42:00] <tterrag> *disapproval
face*
L2185[22:42:26] ***
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L2186[22:42:50] <tterrag> however that is
a decent approximation, based on some quick googling, it's just
that lava shouldn't be able to melt iron :P
L2187[22:43:08] <Giraffestock> dont
forget this is minecraft
L2188[22:43:14] <Giraffestock> there are
fucking skeletons riding spiders
L2189[22:43:17] <Giraffestock> lava can
melt iron.
L2190[22:43:30] <killjoy1> I demand
giants riding ghasts
L2191[22:43:34]
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L2192[22:43:35] <killjoy1> or the other
way around
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L2194[22:45:22] <killjoy> a ghast riding
a giant makes them look brain slugs
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L2197[22:49:00] <Unh0ly_Tigg> My
roundabout solution to my sorting issue: node based dependency
graph....
L2198[22:49:25] <killjoy> How I fix
things: Ctrl + ?
L2199[22:52:21]
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L2200[22:56:03] <tterrag> Giraffestock:
more that I was just trying to find a good standard for
"melting" temp and the results surprised me :p
L2201[22:56:13] <tterrag> honestly IRL I
would have expected lava be able to melt iron
L2202[22:56:31] <tterrag> not faulting
the game, heck temperature is a forge construct, not vanilla, for
all we know vanilla lava is 10000 degrees
L2203[22:57:19] <Unh0ly_Tigg> irl lava is
700-1200C, melting point of iron is ~2800C
L2204[22:57:40] <tterrag> yes
L2205[22:57:45] <tterrag> melting point
of iron is lower than that though
L2206[22:57:51] <tterrag> 1800K so
~1500C
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L2211[23:17:31] <FusionLord> in 1.8 how
does one get the world from the dim id?
L2212[23:17:49] <Unh0ly_Tigg> dimension
manager? server configuration manager?
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