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L12[00:56:02] <shadekiller666> giga you
still around?
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L14[00:58:32] <shadekiller666> is there a
way to see what methods/fields are not being used in a class if
any?
L15[00:58:52] <McJty> Find Usages in
IntelliJ
L16[00:59:01] <McJty> Eclipse will most
likely have something similar
L17[00:59:20] <shadekiller666> i mean for
the whole class
L18[00:59:33] <McJty> shadekiller666, hmm?
Clarify?
L19[01:00:08] <shadekiller666> a way to see
what is used and what is not used in the class
L20[01:00:09] <McJty> BTW, IntelliJ also
marks all fields/methods that aren't being used visually.
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L22[01:00:15] <shadekiller666> without
having to go through to each one
L23[01:00:18] <McJty> So you can also just
look at the source
L24[01:00:23] <shadekiller666> i'm in
eclipse for the forge dev env
L25[01:00:38] <McJty> No idea about
eclipse
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L28[01:10:06] <xaero> see "unnecessary
code" table
L29[01:13:21] <shadekiller666> thanks
L30[01:18:58] <tterrag> ok uh
L31[01:19:02] <tterrag> in my
IMessageHandler
L32[01:19:09] <tterrag> ctx.side ==
SIde.SERVER is true
L33[01:19:12] <tterrag> but the world is
clientside
L34[01:19:17] <tterrag> how in the
world?
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L37[01:29:06] <shadekiller666> idk why
don't you ask the client
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L48[01:55:04] <halvors> If my mod alters
the configuration file after the mod is loaded, where is the right
place to save the changes?
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L52[02:04:09] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150727 mappings to Forge Maven.
L53[02:04:13] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150727-1.8.zip (mappings
= "snapshot_20150727" in build.gradle).
L54[02:04:23] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L59[02:15:11] <Wuppy> good morning
L60[02:15:46] ⇨
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L62[02:16:29] <Wuppy> although to be fair,
if I got every shirt on there I like, I'd need a special room for
my shirts :P
L63[02:22:23] <olee> I'd say the middle one
:D
L64[02:23:36] <PrinceCat> I'm all about the
middle one.
L65[02:24:27] <PrinceCat> I'm also buying
the middle one.
L66[02:24:35] <PrinceCat> Thank you for
bringing this to my attention.
L67[02:25:07] <PrinceCat> Remember that
time I had like $35 to live for the rest of the week? Make that
$20
L68[02:25:22] <Wuppy> haha nice :P
L69[02:25:36] <Wuppy> I already have 4 of
their shirts and I think 2 more are coming
L70[02:26:05] <Wuppy> not sure though,
something may have gone wrong with the delivery of the last 2 I
ordered so I may get extra :D
L71[02:26:53] <PrinceCat> Bonus!
L72[02:28:34] <Wuppy> the ones I got were
also really cool
L73[02:29:17] <Wuppy> one with Chtulhu and
one with the Tardis
L74[02:29:19] <PrinceCat> I'm also buying
the Meowntain one..
L75[02:32:08] <PrinceCat> Wuppy, got a
discount code for being a continued customer?
L76[02:32:15] <Wuppy> nop
L77[02:32:18] <Wuppy> don't think so
L78[02:32:21] <PrinceCat> You should get a
discount code for recommending me..
L79[02:32:26] <PrinceCat> :P
L80[02:32:55] <Wuppy> I wish :P
L81[02:33:03] <Wuppy> although then I'll
just spend more money...
L82[02:33:41] <Wuppy> and I just got a new
1000 euro machine, not a great idea to spend money
L83[02:34:22] <PrinceCat> There aren't
colour choices, are there?
L84[02:35:21] <Wuppy> nope
L85[02:38:37] <PrinceCat> Well, there it
goes.
L86[02:38:39] <PrinceCat> It's done.
L87[02:39:47] <PrinceCat> I am a huge fan
of $5.95 shipping to Australia.
L88[02:39:55] <PrinceCat> I usually have to
pay like, excess of $15-20...
L89[02:46:17] <Wuppy> dang
L90[02:46:28] <Wuppy> I'm also quite
impressed with the shipping to NL
L91[02:46:31] <Wuppy> it's only 3
euros
L92[02:46:35] <dangranos> hm?
L93[02:46:47] <Wuppy> qwertee.com
L94[02:47:04] <Wuppy> saw the mid and left
shirt and am trying to keep my wallet in my pocket :P
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L96[02:49:20] <PrinceCat> I could not
resist the urge..
L97[02:49:24] <PrinceCat> I am now $32
poorer.
L98[02:49:44] <PrinceCat> I may have dipped
into my savings account, but that's okay because cats.
L99[02:50:03] <Wuppy> 32?
L100[02:51:25] <PrinceCat> I bought two..
it came to $27 plus the $5.95 shipping.
L101[02:53:10] <Wuppy> you like the shirt
so much you got 2?
L102[02:54:33] <PrinceCat> No no, I bought
a different one as well!
L103[02:54:41] <PrinceCat> I bought the
Dictator Cat one, and the Meowntain one.
L105[02:55:21] <PrinceCat> I'm not even
mad it looks like a shirt a girl would wear... I am a crazy cat
lady and I am proud.
L106[02:55:47] <Wuppy> that meowtain one
is awewsome :O
L107[02:56:14] <Wuppy> I get an email
every day with the three at the top, never about all the other
ones
L108[02:56:36] <PrinceCat> I also signed
up for their newsletter, haha.
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L110[02:56:44] <Wuppy> that Seal of
Approval one is very cool as well...
L111[02:56:51] <PrinceCat> I do
agree...
L112[02:57:00] <PrinceCat> Don't make me
order more.. my bank account is crying.
L114[02:57:22] <shadekiller666> !gf
field_178289_i
L115[02:57:43] <PrinceCat> Omg, the last
panel... haha
L117[02:59:07] <Acters> "You all not
define!" would be awesome too
L118[02:59:55] <Acters> *shall
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L129[03:53:40] <ThePsionic> I just got my
new computer in and I need a name for my D drive pls halp
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L131[04:05:27] <Wuppy> D(ick) drive
L132[04:05:33] <Wuppy> also ThePsionic
specs!
L134[04:05:57] <xaero> function? if for
pr0n, wuppy's suggestion is pretty good
L135[04:06:02] <xaero> ;)
L136[04:06:02] <ThePsionic> Storage
L137[04:06:07] <Wuppy> ThePsionic,
prebuild?
L138[04:06:11] <ThePsionic> Yes
L139[04:06:21] <xaero> then why not
'storage' ? lol
L140[04:06:22] <Wuppy> basterd
L141[04:06:31] <ThePsionic> Also I was
thinking of naming it "unhappy man", so it shows up as
"unhappy man (D:)"
L142[04:06:41] <Wuppy> and Windows
8.1
L143[04:06:51] <ThePsionic> Windows 10 in
like 2 days
L144[04:06:52] <Wuppy> damn, you coul've
gotten that thing for like 700
L145[04:07:00] <ThePsionic> Wuppy:
¯\_(ツ)_/¯
L146[04:07:24] <Wuppy> I paid 950 and I've
got a 4460 + GTX 970 + 250GB SSD
L147[04:08:22] <ThePsionic>
¯\_(ツ)_/¯
L148[04:08:47] <Wuppy> nice job on the cpu
by the way, that's really good for the pc price
L149[04:09:43] <Wuppy> my graphics card is
about twice as good though xD
L150[04:10:00] <ThePsionic> Ah well
L151[04:10:02] <ThePsionic> Anyway
L152[04:10:10] <ThePsionic> What was the
thing that let you manage disk partitions
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L154[04:11:21] <Wuppy> Disk manager
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L191[06:50:36] <halvors> In
onBlockPlacedBy is it important that i call the super derivate
function too?
L192[06:50:52] <McJty> halvors, best way
to answer that is to look at what that does
L193[06:51:49] <McJty> halvors, and you do
you will see that the implementation in Minecraft is {}
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L200[07:03:20] <gigaherz> WAT
L201[07:03:22] <gigaherz> Minecraft 1.8.8
pre-release is available for testing in the launcher! Not much to
say.
L203[07:03:48] <diesieben07> poor
lex
L204[07:04:01] <Ivorius> Quick
L205[07:04:04] <diesieben07> ah but not
much changed
L206[07:04:07] <Ivorius> Someone post to
Reddit for Karma
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L208[07:04:52] <jamierocks> The
translations of Keybindings aren't workign for me :|
L209[07:05:12] <jamierocks> I guess I have
done the translation file wrong
L210[07:06:16] <gigaherz> Minecraft
usually complains when a translation text is missing
L211[07:06:22] <gigaherz> do you see
anything in the logs?
L212[07:06:41] <jamierocks> i'll take a
look
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L214[07:07:49] <sham1|ZZzZ> Oh that reddit
karma
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L218[07:08:13] <jamierocks> it does load
translations in a dev environment right?
L219[07:08:24] <diesieben07> sure
L220[07:08:31] <diesieben07> are you using
intelliJ?
L221[07:08:34] <jamierocks> yes
L222[07:08:46] <diesieben07>
idea.module.inheritOutputDirs = true
L223[07:08:50] <diesieben07> put that in
your build.gradle
L224[07:08:59] <diesieben07> and
refresh
L225[07:08:59] <jamierocks> ok
L226[07:09:20] <sham1> or idea { module {
inheritOutputDirs = true } }
L227[07:09:34] <diesieben07> which is the
same thing but more clunky
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L229[07:09:47] <Ivorius> Or idea {
module.inheritOutDirs = true; }
L230[07:09:53] <jamierocks> yeah i know -
I use Gradle all the time :P
L231[07:09:56] <Ivorius> Look, mine looks
almost like Java :P
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L233[07:10:08] <Ivorius> +put
L234[07:10:13] <sham1> or idea.modlule {
inheritOutputDirs = true }
L235[07:11:17] <gigaherz> or idea {
moduile.inheritOutputDirs = true }
L236[07:11:20] <gigaherz> which is the one
I like the most
L237[07:11:21] <gigaherz> ;P
L238[07:11:55] <jamierocks> *module
L239[07:12:02] <gigaherz> it gives exctra
emphasis on the fast that the line is for idea
L240[07:12:09] <gigaherz> yes I typed
instead of copypasting
L241[07:12:10] <gigaherz> ;P
L242[07:13:30] <jamierocks> :P
L244[07:15:06] <jamierocks> Okay, that
works. I guess the Controls panel doesn't get the name of the mod,
rather a translation?
L245[07:17:30] <gigaherz> (no idea, I have
never done key bindings)
L246[07:17:45] <jamierocks> okay
L247[07:23:08] *
ThePsionic waits patiently for my wireless receiver to
arrive
L248[07:23:16] <ThePsionic> Sucks when you
have a new computer and you can't even use it
L249[07:23:56]
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L250[07:24:24] <gigaherz> heh
L251[07:24:54] <gigaherz> at least you
aren't waiting for a wireless extender XD
L252[07:27:01] <ThePsionic> ah well
L253[07:27:09] <ThePsionic> it will be in
today, just how late is a mystery
L254[07:27:53] <ThePsionic> They give you
a track and trace code that says "between 8:30AM and
9:30PM"
L255[07:27:55] <ThePsionic> thanks
L256[07:28:04] <ThePsionic> now i know
when I can do the interwebs
L257[07:28:36] <gigaherz> heh
L258[07:28:49] <gigaherz> I often don't
even get estimations
L259[07:29:34] <gigaherz> just something
like: your package state has changed to "being
distributed"
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L261[07:30:25] <gigaherz> (rough
translation, there's probably better words for it)
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L264[07:31:00] <gigaherz> supposedly that
means the package will be delivered the same day
L265[07:31:14] <gigaherz> and so far it
has been true
L266[07:31:15] <gigaherz> but...
L267[07:31:16] <gigaherz> xD
L268[07:31:22] <ThePsionic> I have
confirmation that "the delivery person is on their
way"
L269[07:31:31] <ThePsionic> But then again
they have been all day so
L270[07:31:36] <halvors> I need to do some
checks before a block is placed, if it's has a certain metadata i
want to do some additional checks. Is there any way to check that
and know the metadata of the block, or itemstack?
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L272[07:31:59] <diesieben07> your
block?
L273[07:32:05] <McJty> halvors, you can
always ask the metadata if the block is in the world.
L274[07:32:06] <ThePsionic> Pretty sure
you can just do stack.getMetadata
L275[07:32:11] <McJty> halvors, and if it
is an itemstack you can get it from that
L276[07:37:53] <gigaherz> halvors: is it
YOUR block that you want to check, or someone else's?
L277[07:38:17] <ThePsionic> or, perhaps, a
banana
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L283[07:50:54] <Pennyw95> Is it mandatory
to be curse premium in order to upload a mod?
L284[07:50:59] <FR^2> We're looking for a
mod based on forge that provides portals, i.e. like a netherportal
(but maybe instantaneous transport) but with configurable
connections. Any hints?
L285[07:52:31] <gigaherz> Mystcraft is one
such option
L286[07:52:51] <gigaherz> it has the
crystal portals with book receptacles
L287[07:52:55] <gigaherz> that you can put
linking books into
L288[07:52:59] <Ivorius> Pennyw95: Other
way round
L289[07:53:03] <Ivorius> You get Premium
for free :p
L290[07:53:05] <gigaherz> there used to be
a "colorful portals" mod
L291[07:53:09] <gigaherz> it may still be
around
L292[07:53:11] <Pennyw95> oh luckily
xD
L293[07:53:35] <gigaherz> yeah I got like
2 years of premium for having made a bukkit mod back in the 1.2.5
days ;P
L294[07:53:47] <gigaherz> plugin*
L295[07:54:05] <Pennyw95> I'm quite
excited about releasing mine even it's quite small
L296[07:54:37] ⇦
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L297[07:54:38] <gigaherz> link here after
you release, so we can take alook at it? ;P
L298[07:54:54] <McJty> FR^2, rftools also
has teleportatoin
L299[07:55:06] <McJty> FR^2, with a dialer
that also has OC/CC support.
L300[07:55:12] <Pennyw95> of
course...right now I'm trying to figure how to upload it
L303[07:56:32] <gigaherz> proper link
;p
L304[07:57:01] <gigaherz> FR^2: it also
depends on if you want "free" portals
L305[07:57:10] <gigaherz> or if you want
the teleporting to cost something
L306[07:57:37] <gigaherz> the colorful
portals have one specific advantage over other alternatives:
L307[07:57:44] <gigaherz> all portals of
one color link in a chain
L308[07:57:58] <gigaherz> A teleports to
B, B teleports to C, ... until the end of the chain which teleports
back to A
L309[07:58:39] <gigaherz> meanwhile,
Mystcraft portals have one single destination
L310[07:58:45] <Ivorius> gigaherz: lol @
the texture
L311[07:58:50] <gigaherz> but the book in
the receptacle can be exchanged at will
L312[07:59:21] <gigaherz> Ivorius: the
wool? well they use wool for theframe ;P
L313[07:59:33] <Ivorius> No, the portal
texture
L314[07:59:38] <Ivorius> It looks pretty
awful imo :P
L315[07:59:41] <gigaherz> Oh
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L318[08:04:08] <FR^2> Thanks, gigaherz,
McJty, :) Will look through those :))
L319[08:05:24] <FR^2> ups, okay, I
remember RFTools from FTB Infinity. I forgot to mention that it's
FTB Departed, so a more "middle aged" look/crafting etc.
is good. Will look at the colourful portals ;)
L320[08:05:43] <gigaherz> check Mystcraft,
then
L321[08:05:45] <gigaherz> ;P
L322[08:05:54] <gigaherz> it' has a more
magick-y feel
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L324[08:06:28] <McJty> FR^2, yes rftools
portals are more tech based (they need RF). So for a more magic
pack they wouldn't fit
L325[08:07:29] <FR^2> Ah, sure, RF energy,
we don't have it ;)
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L340[08:33:31] <dvntsix> I'm having some
block models created, some of which I want to animate some
elements. what format would be best for this? obj/mtl or a JSON
model made in Techne for example?
L341[08:35:27] <dvntsix> wait, Techne
doesn't create JSON models IIRC
L343[08:38:38] <PaleoCrafter> your best
bet is having the static parts as JSON and animating the moving
parts with a TESR
L344[08:39:27] <PaleoCrafter> and then you
can either render the animation manually or load a JSON and render
that
L345[08:40:35] <HassanS6000> ^
L346[08:40:49] <HassanS6000> dvntsix, I
used OBJ and MTL and then animated the parts I wanted to.. worked
out for me
L347[08:47:29] <dvntsix> HassanS6000: how
did you animate the parts? I've created a few mob models in Techne
and have animated them, does it have anything to do with
net.minecraft.client.model.ModelBase?
L348[08:48:01] <dvntsix> "it"
being the way you animate
L349[08:48:13] <HassanS6000> dvntsix, you
simply get the part that you want to animate
L350[08:48:16] <HassanS6000> and then use
GL11
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L361[08:54:26] <Pennyw95> what's Curse's
author reward program?
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L363[08:55:19] <PaleoCrafter> it's Curses
reward program for authors
L364[08:58:38] <Pennyw95> I thought
so
L365[08:59:05] <Pennyw95> Does joining it
when uploading a mod cause some disturbances or similar?
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L367[09:00:13] <gigaherz>
"disturbances"?
L368[09:00:32] <PaleoCrafter> I feel a
disturbance in the force
L369[09:00:45] <Pennyw95> annoyance
L370[09:00:47] <gigaherz> all that happens
is the project manager receives a number of points for remaining
active
L371[09:00:47] <PaleoCrafter> a great
distrubance, even
L372[09:00:51] <Pennyw95> probably
annoyance is a better word
L373[09:00:52] <gigaherz> and you can
spend them at will
L374[09:00:52] <gigaherz> XD
L376[09:01:35] <gigaherz> The amount of
total points in this pool is based on a percentage of revenue
generated through both Curse Premium sales and advertising
revenue.
L378[09:02:39] <gigaherz> it means two
things:
L379[09:03:03] <gigaherz> 1. if there were
a small number of authors who generate most of the popularity
L380[09:03:19] <gigaherz> those
authorswould get a much larger amount of points
L381[09:03:40] <gigaherz> while a lot of
mod authors sharing popularity means a relatively even
distribution
L382[09:03:59] ***
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L383[09:04:29] <gigaherz> 2. if the mods
cause Curse to get advertising revenue or Premium sales, the total
amount of points grows
L384[09:05:18] <gigaherz> so in order to
"abuse" that system, you'd have to get huge amounts of
Popularity/Downloads compared to the rest of the mods
L385[09:05:32] <gigaherz> while at the
same time asking people to visit the curse page without adblock AND
buy Premium
L386[09:05:42] <gigaherz> so for Curse,
it's a win-win
L387[09:05:44] <gigaherz> ;P
L388[09:06:01] <gigaherz> for the author,
it's most probably not worth the effort
L389[09:06:30] <HassanS6000> giga, though
if the author makes something highly popular they can
benefit..
L390[09:06:39] <gigaherz> yes
L391[09:06:51] <gigaherz> but you can only
take it as a reward
L392[09:07:02] <Pennyw95> cool..thanks for
the explanation
L393[09:07:04] <gigaherz> thre's no way to
make it a viable business to gather points
L394[09:07:09] <gigaherz> it's designed
that way
L395[09:07:10] <HassanS6000> tru
L396[09:07:25] <HassanS6000> You get ur
A/C yet?
L397[09:07:28] <gigaherz> the sad part
is
L398[09:07:33] <gigaherz> Amazon book
sales work THE SAME WAY
L399[09:07:44] <HassanS6000> lol
L400[09:07:50] <gigaherz> the book authors
get a tiny share of a pool calculated as a % of revenue of total
book sales
L401[09:08:01] <HassanS6000> I think
Amazon Associates works the same way as well
L402[09:08:04] <gigaherz> in order for a
book author to make al iving off amazon sales
L403[09:08:22] <gigaherz> they have to
keep pushing their books so that they remain near the top of the
sales list
L404[09:08:31] <gigaherz> because the % of
the share depends on how high your book is in the ranking
L405[09:08:45] <gigaherz> well
L406[09:08:47] <gigaherz> indirectly
L407[09:09:02] <gigaherz> it's measured
through purchase counts IIRC
L408[09:09:07] <HassanS6000> This thing
won't rotate right... I can't tell where it is
L409[09:09:10] <gigaherz> but purchase
counts are also what is used for the rankings
L410[09:09:13] <HassanS6000> it being the
rotation point
L411[09:09:16] <gigaherz> and yes I got an
AC
L412[09:09:18] <gigaherz> two, in
fact
L413[09:09:24] <gigaherz> one's in a
flatmate's room, the other in the livingroom
L414[09:10:23] <HassanS6000> noice
L415[09:11:57] <HassanS6000> yahhh I did
it. Close enough.. lol I wish my models weren't so friggin offset
all the time.. would save me a lot of time
L416[09:12:22] <gigaherz> heh
L417[09:12:50] <gigaherz> then make the
models so that they fit in a 1x1x1 box in between (0,0,0) and
(1,1,1)
L418[09:13:22] <gigaherz> or hm wait
L419[09:13:37] <gigaherz> was it
(-0.5,0,-0.5)-(0.6,1,0.5)
L420[09:13:51] <gigaherz> 0.5*
L421[09:14:18] <gigaherz> if you do so,
then the rotation point is simply at 0 ;P
L422[09:14:34] <gigaherz> yeah the tip of
my staff is at 0
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L425[09:19:35] <HassanS6000> gigaherz, I
think it is (-0.5, 0, -0.5) to make it at 0
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L437[10:04:45] <Pennyw95> it seems I have
to wait to put the curse download link in the thread
L438[10:06:30] <gigaherz> put the front
page of the project in the thread and let people click download
from there? ;P
L439[10:06:49] <Pennyw95> lol it says it
needs an approval
L440[10:07:09] <gigaherz> ah
L441[10:07:12] <gigaherz> maybe cos you
are new
L442[10:07:29] <Pennyw95> yeah I made a
new account
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L446[10:13:32] <sham1> looks good
L447[10:15:37] <Pennyw95> thanks :) means
alot to me
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L451[10:20:29] <Mraoffle> Yay, I figured
out how to convert from an ingame ModelBase to Obj via tabula
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L455[10:26:04] <gigaherz> Mraoffle
\o/
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L458[10:27:51] <Pennyw95> guys...how the
heck do those widgets work...I mean...
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L461[10:32:13] <gigaherz> no idea
L462[10:33:10] <Pennyw95> there's not a
download option now...but it was there before..lol
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L464[10:38:29] <Pennyw95> the download is
available of minecraft.curseforge.com but it's NOT on
curse.com
L465[10:38:40] <Pennyw95> what's up with
that?
L466[10:39:12] <Quetzi> have you marked it
alpha?
L467[10:39:26] <Pennyw95> oh...i think
so
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L470[10:41:45] <Pennyw95> so?
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L475[10:58:40] <SirWill> is it possible to
add information to all crash reports via an mod?
L476[11:04:28] <Mraof> What do you
mean?
L477[11:06:15] <Skuli> I've never seen a
mod add custom info to a crash report
L478[11:06:32] <Skuli> Maybe I just never
looked closely enough
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L481[11:12:21] <smbarbour> A fair number
of mods do.
L482[11:12:41] <gigaherz> Skuli: well not
seeing crash reports often is a good thing
L483[11:12:42] <gigaherz> ;p
L484[11:12:49] <Skuli> yeah I was
thinkingi that same thought
L485[11:12:51] <Skuli> :D
L486[11:14:26] <smbarbour> There's a crash
that occurred with one of my mods. No one ever reported it, but it
pops up on #OpenEye occasionally.
L487[11:15:18] <SirWill> Mraof I want to
add some more information to the crash reports, so if I get an
crash report from someone else I can look for the information
L488[11:17:18] <Mraof> Okay
L489[11:18:40] ***
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L501[11:29:37] <gigaherz> so I just
"fixed" the annoyance from the smeltery casting: I
created a self-feeding Retrieval Node loop, conneding both the
smeltery drain and each of the casting basins themselves with
transfer pipes
L502[11:29:59] <gigaherz> so that the
retrieval nodes can "steal" from other casting basins,
but the time between scans is large enough that it doesn't happen
often ;P
L503[11:30:37] <gigaherz> so now I ahve a
very efficient block smelting setup, isntead of something that
stalls every few minutes because every single one has a different
liquid than the one it's trying to insret
L504[11:30:39] <gigaherz> insert*
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L506[11:31:46] <shadekiller666> giga, what
was that idea you had for visibility configurations in json?
L507[11:32:37] <shadekiller666> now that
i've figured out my rotation issue i can take a look into
that
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L511[11:36:16] ***
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L512[11:37:12] <gigaherz>
shadekiller666:
L513[11:37:56] <gigaherz>
"custom": { "show": [ "part1",
"part2", ... ], "hide": [ "part3",
"part4" ]}
L514[11:38:27] <shadekiller666> erm
ok
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L516[11:38:46] <RobotSquid> o/
L517[11:39:15] <gigaherz> shadekiller666:
everything would default to "show", unless specified
inthe defaults
L518[11:39:34] <shadekiller666> ok, so
thats the default configuration
L519[11:39:36] <gigaherz> I never resolved
the issue of what happens if two properties apply different
versions of the custom data
L520[11:39:53] <gigaherz> does the custom
data get fully replaced?
L521[11:39:58] <gigaherz> does it
aggregate?
L522[11:40:10] <shadekiller666> i think
that part is up to me
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L524[11:40:19] <gigaherz> yeah but
support
L525[11:40:30] <gigaherz> property A sets
"show:" [ "part1" ]
L526[11:40:42] <gigaherz> property B sets
"hide": ["part1"]
L527[11:40:47] <gigaherz> and both A and B
are active at the same time
L528[11:40:51] <shadekiller666> the json
loader doesn't care what is in the "custom" it will just
pass a map of strings
L529[11:40:53] <gigaherz> which one gets
the final value?
L530[11:40:57] <RobotSquid> im using an
old white mechanical keyboard
L531[11:41:01] <RobotSquid> :P
L532[11:41:25] <RobotSquid> actually types
a lot better than membrane shit
L533[11:42:02] <gigaherz> ofc ;P
L534[11:42:09] <gigaherz> I use a
relatively new Cherry G80-3000
L535[11:42:13] <gigaherz> Cherry MX Black
switches
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L537[11:43:10] <RobotSquid> hmmm does it
take long to get used to typing with it? i would get brown if i
ever got a decent keaboard
L538[11:43:34] <RobotSquid> heard that it
is hard to type with linear switches
L539[11:43:38] <ThePsionic> I bought a new
computer with a Sharkoon Skiller today
L540[11:43:38] <ThePsionic> Well not
bought, got
L541[11:43:38] <ThePsionic> as in I
ordered it on Friday
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L543[11:44:59] <ThePsionic> I definitely
have to get used to a mechanical keyboard after two years of
laptopping lol
L544[11:45:06] <gigaherz> I got used on
day 1 ;p
L545[11:45:30] <gigaherz> it was so
amazing my brain dumped the old feelign and just embraced the
mechanical XD
L546[11:45:36] <gigaherz> but I'm a
"deep typer"
L547[11:45:51] <RobotSquid> yeah me too,
even if it is a ten year old one :P
L548[11:46:05] <gigaherz> done people
dont' like the Black switchs because you don't know when you
typed
L549[11:46:12] <gigaherz> but that doesn't
bother me because I always push thekeys to the bottom Xd
L550[11:46:13] <RobotSquid> we were
cleaning out our IT teacher's office and found it... instantly
loved it
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L552[11:46:26] <gigaherz> 10 year old
isn't OLD
L553[11:46:36] <gigaherz> 30 year old
keyboards are old
L554[11:46:44] <gigaherz> and some of them
are awesome nonetheless ;p
L555[11:47:01] <RobotSquid> wait did there
exist keyboard back then??
L556[11:47:06] <RobotSquid> xD
L557[11:47:44] <gigaherz> the IBM PC is
older than me
L558[11:47:45] <gigaherz> ;P
L559[11:47:59] <RobotSquid> wikipedia says
my keyboard is Buckling-spring switches
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L561[11:48:36] <gigaherz> ah
L562[11:48:38] <gigaherz> those are
different
L563[11:48:50] <gigaherz> the people who
loved the original IBM PC keyboard love it because of buckling
sprints
L564[11:48:52] <gigaherz> springs*
L565[11:48:56] <RobotSquid> yeah but still
way better than membranes
L566[11:48:57] <gigaherz> it's different
than the MX Switches
L567[11:49:02] <gigaherz> sure
L568[11:49:08] <RobotSquid> :P
L569[11:49:09] <gigaherz> some people
consider buckling sprint to be THE keyboards
L570[11:49:26] <gigaherz> with the rest
being inferior, even spring switches like the cherry MX
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L583[12:02:53] <shadekiller666> hmmm can't
seem to figure out where to put the "custom": {} tag and
have it loaded...
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L585[12:03:11] <shadekiller666> i put an
FMLLog statement in the process command but nothing is actually
happening
L586[12:04:14] <shadekiller666> oh derp,
probably because that json doesn't actually load through the
obj...
L587[12:08:26] <shadekiller666> giga,
about that custom data layout
L588[12:08:44] <shadekiller666> that
really only specifies one set of visibilities
L589[12:09:50] <shadekiller666> though i
suppose i could add tags for "config-1":
{"show": [], "hide"[]}, "config-2":
...
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L591[12:10:30] <shadekiller666> i don't
know how the hell fry plans on using the jsons for keyframes...
those are something thats baked into the model file itself
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L593[12:13:38] <RobotSquid> damn i hate my
internet...
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L597[12:14:47] <RobotSquid> its already
bad enough we have to pay $30 per month for 10gb 2mbps in south
africa and that usa gets gigabit fiber
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L601[12:16:26] <Skuli> there's not many
places in the united states that gets gigabit fiber for $30 a
month
L602[12:16:43] <Skuli> 2mbps is pretty bad
though
L603[12:16:57] <RobotSquid> well, not $30
pm but maybe $80
L604[12:17:18] <Skuli> is that 10gb per
month cap?
L605[12:17:21] <RobotSquid> yes
L606[12:17:24] <Skuli> yeah
L607[12:17:27] <Skuli> YEAH that would
kill me
L608[12:17:28] <RobotSquid> ikr
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L610[12:17:43] <Skuli> A lot of rural
united states pay more for less though
L611[12:17:52] <Skuli> If that makes you
feel any better, which it probably doesn't
L612[12:17:53] <Skuli> :D
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L614[12:18:10] <RobotSquid> softcap
though, which is technically uncapped but after 10gb it is like
0.5mbps
L615[12:18:45] <RobotSquid> i use up our
cap every month like the 15th
L616[12:18:59] <Skuli> I use that much in
about a day
L617[12:19:01] <Skuli> :(
L618[12:19:31] <Skuli> In the us, anybody
with satellite internet is basically in your category
L619[12:19:48] <Skuli> usually 10gb/month
cap, pretty low speeds (4 - 6mbps at best)
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L622[12:21:24] <RobotSquid> yep... just
did a speedtest. 45ms ping, 0.49 mbps down 0.28 up
L623[12:21:55] <Skuli> hah
L624[12:22:05] <Skuli> well satellite
internet in the US has like 700ms ping to everywhere
L625[12:22:05] <RobotSquid> :(
L626[12:22:20] <RobotSquid> ouch... that
is bad
L628[12:22:39] <Skuli> Latency Average 638
ms[1]
L629[12:22:45] <ThePsionic> dead
L630[12:22:46] <RobotSquid> yep i know...
speed of light to geostationaruy
L631[12:22:54] <Skuli> We have a few
remote sites on satellite
L632[12:23:10] <Skuli> and just ssh'ing
into a firewall is so painful
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L636[12:27:05] <shadekiller666> does
returning false from isAmbientOcclusion not disable the shading on
the block when adjacent to a solid block?
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L648[12:36:24] <shadekiller666> giga, so
what would the main purpose of having visibility configurations in
json serve?
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L651[12:37:29] <shadekiller666> i'm
thinking of them as a way of defining what the group names that the
mod has hardcoded mean, weather it be a straight mapping to the
model file, or a combination of differently named groups that you
override in json
L652[12:38:47] <shadekiller666> so like if
the mod wants to show group "fifteen", normally the model
would contain a group named "fifteen", but if a
resourcepack maker wants to make a model that doesn't have a
"fifteen" but instead wants that to mean "show
groups 'ten' and 'five'" they can do that
L653[12:38:53] <shadekiller666> does that
sound reasonable?
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L658[12:40:36] <gigaherz>
shadekiller666:
L659[12:40:51] <gigaherz> the idea of json
is that it lets you configure the looks of the block based on the
state
L660[12:40:57] <gigaherz> so it seems
logicla to me
L661[12:41:03] <gigaherz> that different
states may show different parts
L662[12:41:04] <gigaherz> like
L663[12:41:15] <gigaherz> the Armor Stand,
imagine it was a block instead of an entity
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L665[12:41:23] <gigaherz> showArms is a
boolean
L666[12:41:32] <gigaherz> (show_arms or
whatever)
L667[12:41:34] <shadekiller666>
right
L668[12:41:36] <gigaherz> so in the case
of a block
L669[12:41:38] <gigaherz> you could
have
L670[12:41:46] <shadekiller666> but thats
not how the obj loader works
L671[12:41:51] <gigaherz>
"show_arms": { "true": { ... } }
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L673[12:42:14] <gigaherz> and then uise
the custom data to tell the model loader "make the armL and
armR bits visible"
L674[12:42:15] <shadekiller666> as it
stands now the "groups" are defined by the obj model, and
are then changed based on their name
L675[12:42:22] <gigaherz> yes
L676[12:42:24] <gigaherz> so
L677[12:42:30] <gigaherz>
"show_arms": {
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L679[12:42:51] <shadekiller666> ok, but
where the hell in the mod code would you specify
"show_arms"
L680[12:42:53] <gigaherz>
"true": { "custom": { "show": [
"arm_L", "arm_R" ] } },
L681[12:43:00] <gigaherz>
"false": { "custom": { "hide": [
"arm_L", "arm_R" ] } },
L682[12:43:01] <gigaherz> }
L683[12:43:11] <gigaherz> show_arms is a
boolean property
L684[12:43:18] <gigaherz> a standard
one
L685[12:43:20] <gigaherz> like
"facing"
L686[12:43:23] <gigaherz> or
"powered"
L687[12:43:26] <shadekiller666> ok
L688[12:43:52] <shadekiller666> so if you
had a block with more than just "show_arms", you'd need
multiple PropertyBools
L689[12:43:58] <gigaherz> yes
L690[12:44:05] <gigaherz> using non-forge
blockstates
L691[12:44:06] <gigaherz> you'd see
L692[12:44:12] <gigaherz>
"prop1=false,prop2=false"
L693[12:44:15] <shadekiller666> which
takes up space in metadata
L694[12:44:16] <gigaherz>
"prop1=false,prop2=true"
L695[12:44:17] <gigaherz> ...
L696[12:44:26] <gigaherz> of course
L697[12:44:37] <gigaherz> well
L698[12:44:39] <gigaherz> not
necessarily
L699[12:44:39] <shadekiller666> unless of
course you convert them to unlisted properties...
L700[12:44:42] <gigaherz> you could use
NBT in a TE
L701[12:44:55] <gigaherz> it's not
mandatory to use metadata for listed properties
L702[12:45:02] <shadekiller666> but then
every block that wanted to utilize this custom data would need a
TE
L703[12:45:05] <gigaherz> that's what
getActualState is for: you can add listed properties that don't
come from NBT
L704[12:45:13] <gigaherz> what?
L705[12:45:19] <gigaherz> of course?
L706[12:45:23] <gigaherz> that's how
blockstates work
L707[12:45:24] <gigaherz> XD
L708[12:45:27] <shadekiller666> no it
isn't
L709[12:45:35] <shadekiller666> you don't
need a TE to use BlockStates
L710[12:45:39] <gigaherz> no you
don't
L711[12:45:47] <gigaherz> but you do need
a TE if you want to store data in NBT
L712[12:45:48] <shadekiller666> they're
metadata clones
L713[12:46:03] <gigaherz> and there's
nothing preventing you from chooseing the block state based on
stored NBT
L714[12:46:10] <gigaherz> -e
L715[12:46:15] <gigaherz> it's just an
example
L716[12:46:19] <gigaherz> look at the
fence:
L717[12:46:23] <gigaherz> you have the
post
L718[12:46:27] <gigaherz> the N
connector
L719[12:46:33] <gigaherz> the S connector,
E connector, and W connector
L720[12:46:41] <gigaherz> imagine you do
it with a .obj
L721[12:46:49] <gigaherz> you have parts
"post", "N", "S", ...
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L723[12:47:09] <gigaherz> and you have a
property "connectsN", a property "connectsS"
...
L724[12:47:16] <gigaherz> which are
defined on the fly, based on neighbouring information
L725[12:47:29] <gigaherz> then the
blockstate json simply would have
L726[12:47:53] <gigaherz>
"connectsN": { "true": { "custom": {
"show": [ "N" ] } }}
L727[12:48:41] <gigaherz> ntoethat these
are all LISTED properties
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L729[12:48:46] <gigaherz> unlisted ones
are not looked up in the nbt
L730[12:48:49] <gigaherz> eh
L731[12:48:52] <gigaherz> in the
blockstates json
L732[12:48:56] <shadekiller666>
json*
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L734[12:49:09] <gigaherz> yeah words
failing ;P
L735[12:49:26] <gigaherz> the same concept
could be applied to a pipe
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L737[12:50:07] <gigaherz> have you seen
the Cryo-stabilized fluxducts from Thermal Dynamics?
L739[12:50:37] <gigaherz> they look like
this
L740[12:50:48] <gigaherz> ignore the
glitch which is showing in this screenshot I just found
L741[12:51:12] <gigaherz> that seems like
a good target for toggling bits in a .obj model
L742[12:51:38] <gigaherz> it'ssomething
that would be impossible to achieve using json models
L743[12:51:42] <gigaherz> because of the
sloped faces
L744[12:51:56] <gigaherz> and would be
annoying without state-based visibility info
L745[12:52:19] <shadekiller666> annoying
for resourcepack makers*
L746[12:52:25] <gigaherz> (you'd need
2^6+1 = 65 different models)
L747[12:52:27] <shadekiller666> its really
easy for mod makers
L748[12:52:43] <gigaherz> sure you use a
TESR and hardcode it
L749[12:52:51] <gigaherz> but then it's
not just annoying for RPs
L750[12:52:53] <gigaherz> it's
impossible.
L751[12:52:56] <shadekiller666> wtf are
you talking about
L752[12:53:05] <shadekiller666> 65
models?
L753[12:53:22] <gigaherz> if you couldn't
toggle them per-state
L754[12:53:31] <gigaherz> as is the case
for my own obj loader ;P
L755[12:53:39] <gigaherz> (I don't support
"parts")
L756[12:53:43] <shadekiller666> well mine
doesn't have that problem :p
L757[12:53:49] <gigaherz> yeah
L758[12:54:06] <gigaherz> so
L759[12:54:12] <shadekiller666> mine you
just append a string to a list and tell it what you want it to do
with that list and it will do it
L760[12:54:35] <shadekiller666> now, the
PropertyBool thing is a bit more complicated than just custom
data
L761[12:54:36] <gigaherz> the point is
allowing this to be put in the json adds flexibility
L762[12:54:48] <gigaherz> the PropertyBool
doesn't concern you
L763[12:55:04] <gigaherz> in
practice
L764[12:55:21] <gigaherz> each state has
its own BakedModel assigned to it
L765[12:55:36] <gigaherz> the key thing is
HOW you pass the visibility information to the BakedModel
L766[12:55:49] <gigaherz> my (our)
suggestion would be to use custom data
L767[12:56:11] <gigaherz> this custom data
is passed over to the model loader
L768[12:56:20] <gigaherz> and can be
decoded to build a final visibility set
L769[12:57:32] <gigaherz> this final
visibility set would consist of the data in the original model,
which hopefully can be obtained from the "default"
block
L770[12:57:44] <gigaherz> and then augment
it with the variant-specific custom data
L771[12:57:53]
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L772[13:00:01] <gigaherz> at this point
I'm extremely tempted to try porting my obj loader to the model
loader system, just to try the custom data myself XD
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L774[13:02:01] <gigaherz> it must be so
annoying to be Dinnerbone on twitter
L775[13:02:02] <gigaherz> XD
L776[13:02:10] <gigaherz> "My
neigbhours are making noises"
L777[13:02:11] <gigaherz> reply:
L778[13:02:18] <gigaherz> "can you
add torches that light up aroudn you when held in the
hand?"
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L780[13:02:37] <gigaherz> people don't
havea concept of appropriate context
L781[13:02:37] <gigaherz> XD
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L786[13:12:52] <shadekiller666> giga, it
would take you a while :P
L787[13:13:11] <shadekiller666> its a very
different system from yours
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L791[13:17:23] <gigaherz> shadekiller666:
I refactored my loader quite a lot since the original one back in
january
L792[13:17:44] <gigaherz> still not the
same, but it's a much closer match now than it was back then
;P
L793[13:17:46] <shadekiller666> oh
L794[13:18:01] <shadekiller666> lol
L795[13:18:16] <shadekiller666> don't
worry, i've got this
L796[13:18:46] <shadekiller666> now that
the blockstate bug is fixed and the loader actually respects
PropertyDirection correctly
L797[13:18:50] <gigaherz> heh
L798[13:19:18] <shadekiller666> oooo...
this thing with PropertyBools is tricky
L799[13:19:38] <shadekiller666> or
atleast, making a state where all of the PropertyBools are
false
L800[13:19:44] <gigaherz> hm?
L801[13:19:56] <shadekiller666> in a
fence, you can have all directions be false
L802[13:20:00] <shadekiller666> which is
just a post
L803[13:20:03] <gigaherz> yeah
L804[13:20:13] <shadekiller666> that is a
bit tricky with the new system
L805[13:20:17] <gigaherz> but the fence
decides the connections dynamically
L806[13:20:23] <shadekiller666> i
know
L807[13:20:31] <shadekiller666> the
deciding of the states isn't the problem
L808[13:20:40] <shadekiller666> its how
they're defined in the forge blockstate format
L809[13:20:51] <gigaherz> ah
L810[13:21:05] <shadekiller666> instead of
being
"north=false,south=false,west=false,east=false"
L811[13:21:09] <gigaherz> yeah
L812[13:21:15] <gigaherz> although that
sort is supported also
L813[13:21:19] <shadekiller666> they're
now divided into they're own pairs
L814[13:21:36] <gigaherz> what I didn't
figure out
L815[13:21:38] <gigaherz> is if you can
mix
L816[13:22:11] <gigaherz> have like:
"north": { values }, "south=false,east=true: { model
}
L817[13:22:14] <gigaherz> in the same json
file
L818[13:22:19] <shadekiller666> we'll find
out, i'm making a json for my tesseract model that would act
similar to a fence
L819[13:22:24] <gigaherz> or it's an
all-or-nothing thing
L820[13:22:56] <gigaherz> want a
fence-like .obj file? ;P
L821[13:23:10] <gigaherz> I can make you
one in a minute ;P
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L824[13:24:25] <shadekiller666> no, i got
it lol
L825[13:24:30] <shadekiller666> actually
sure
L826[13:24:42] <shadekiller666> the groups
in the obj are numbered 1-32
L827[13:24:52] <gigaherz> ewh numbered?
;P
L828[13:24:54] <shadekiller666> each being
one "bar" of the tesseract
L829[13:25:19] <shadekiller666> i named
them with numbers so i could just iterate over a value and add
groups to the name list easilly
L830[13:25:29] <shadekiller666>
Integer.toString(i);
L831[13:26:11] <shadekiller666> they can
be named whatever the hell you want, but thats what i did for a
block taht adds parts every time its right clicked
L832[13:26:32] <gigaherz> ah
L833[13:26:39] <Lex_> Mornin guys,
anything interesting going on>?
L834[13:28:01] <gigaherz>
mc1.8.8-pre
L835[13:28:18] <gigaherz> with 1.8.8 to be
released tomorrow or wednesday at most
L836[13:28:35] <shadekiller666> whats in
this one?
L837[13:28:40] <gigaherz> a few
bugfixes
L838[13:28:45] <shadekiller666> ahh
L839[13:28:47] <shadekiller666> meh
L840[13:28:50] <Lex_> yup yup
L841[13:29:03] <shadekiller666> feeling
better lex?
L842[13:29:06] *
Lex_ mumbles one of the resons he hasnt bothered doing his
1.8.7
L843[13:29:14] <Lex_> a bit yes
L844[13:29:42] <Lex_> down to only
slightly above average trips to the bathroom now.
L845[13:30:14] <shadekiller666> thats
good
L846[13:30:41] <shadekiller666> giga, erm,
i think for PropertyBools you're required to use the vanilla format
:p
L847[13:31:00] <shadekiller666> which is
annoying
L849[13:32:37] <shadekiller666> maybe
not?
L850[13:32:55] <Lex_> vanilla format of
blockstates?
L851[13:32:59] <shadekiller666> lex, i'm
working on adding custom data support to the obj loader from the
forge blockstate jsons
L852[13:33:00] <Lex_> no, nothing causes
you to need to use that
L853[13:33:38] <gigaherz> shadekiller666:
what? XD it's just "propname": { "false":
{...}, "true": {...} }
L854[13:33:53] <shadekiller666> no i meant
the vanilla way of defining PropertyBool true/false combinations,
"east=true,west=false,north=true,south=false" etc
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L856[13:34:02] <gigaherz> Oh
L857[13:34:04] <Lex_> nope
L858[13:34:07] <shadekiller666> giga, you
can mix them
L859[13:34:16] <gigaherz> IIRC the only
thing you cna't do
L860[13:34:21] <gigaherz> is
partial-strings
L861[13:34:37] <gigaherz> like do only
"north=true,west=false", but not include east and
south
L862[13:34:38] <PaleoCrafter> you know
that the blockstates shit doesn't care about the property type?
lol
L863[13:34:45] <Lex_> nope that breaks
shit
L864[13:35:10] <Lex_> All the 'Forge
version' is, is a permutation generator
L865[13:35:26] <PaleoCrafter> being able
to combine things would be quite handy though, like north and west
=> diagonal
L866[13:35:34] <Lex_> takes a list of
string property names, and a list of string property values, and
makes every possible combination.
L867[13:35:44] <shadekiller666> oh
L868[13:35:48] <shadekiller666> hmm
L869[13:36:01] <shadekiller666> that could
get interesting and confusing very fast...
L870[13:36:12] <gigaherz> ah that explains
why including all possible values for a property is mandatory
L871[13:36:18] <gigaherz> even if they are
empty
L872[13:36:25] <Lex_> yup
L873[13:36:35] <gigaherz> I assumed it was
the other way around
L874[13:36:54] <gigaherz> given a property
string, it would look for a matching property key, and then look
for a matching property value inside
L875[13:37:01] <Lex_> nope
L876[13:37:14] <Lex_> that requires doing
it at render time
L877[13:37:19] <Lex_> this is done at file
load time
L878[13:37:22] <gigaherz> true
L880[13:38:48] <gigaherz> the parts are
named "post", "west", "east",
..
L881[13:38:59] <gigaherz> I didn't include
materials, though
L882[13:39:13] <gigaherz> let me
regenerate XD
L883[13:39:17] <shadekiller666> lol
L884[13:40:29] <gigaherz> I have no idea
how your loader handles materials
L885[13:40:43] <shadekiller666> i'll write
the mtl
L886[13:40:53] <gigaherz> yeah exported a
new one which does call "usemtl" ;P
L887[13:41:00] <gigaherz> it's in the
samegist
L888[13:41:02] <gigaherz> refresh
L889[13:41:19] <shadekiller666> that mtl
is fine
L890[13:41:35] <gigaherz> i made my obj
loader load the json file with the same name
L891[13:41:48] <gigaherz> and take the
"textures" map from it
L892[13:41:49] <shadekiller666> thats
handled by minecraft for mine
L893[13:42:01] <shadekiller666> you can
define textures in the mtl
L894[13:42:16] <shadekiller666> and also
use the json to override the ones in the mtl
L895[13:42:20] <gigaherz> yeah but this
way I have one .obj model
L896[13:42:25] <gigaherz> that's inherited
by many items
L897[13:42:27] <shadekiller666> you just
use the "usemtl" name as the texture name
L898[13:42:29] <gigaherz> and the items
override the textures
L899[13:42:32] <HassanS6000> For a
player's inventory what's the index of it's first slot?
L900[13:42:34] <HassanS6000> 1 or 0
L901[13:42:38] <shadekiller666> 0
L902[13:42:39] <gigaherz> 0
L903[13:42:42] <gigaherz> it's an
array
L904[13:42:43] <gigaherz> ;p
L905[13:42:45] <HassanS6000> ty
L906[13:42:49] <shadekiller666> well
L907[13:42:56] <gigaherz> the player
inventory basically looks like slots[4*9]
L908[13:42:56] <gigaherz> ;P
L909[13:42:58] <shadekiller666> 0 if
you're not in an open container
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L911[13:43:16] <gigaherz> well yeah
L912[13:43:23] <gigaherz> but if you do
player.inventory.getStackInSlot(0)
L913[13:43:29] <gigaherz> you get the
first one in the hotbar
L914[13:43:43] <shadekiller666> no that
would be top left wouldn't it
L915[13:43:49] <gigaherz> IIRc the topleft
is 9
L916[13:43:49] <gigaherz> ;P
L917[13:44:29] <gigaherz> I could be
mistaken
L918[13:44:37] <gigaherz> but IIR it's
hotbar,top,middle,bottom
L919[13:44:40] <gigaherz> IIRC*
L920[13:44:56] <HassanS6000> oh lol I'm
dumb.. I made a while loop and forgot to increment the variable I
was using
L921[13:45:33] <gigaherz> it happens to
the best of us
L922[13:45:34] <gigaherz> ;P
L923[13:45:56] <gigaherz> it's a reminder
that no matter how good you are, you are still just human
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L926[13:47:51] <PaleoCrafter> question is,
why do you have a while loop, HassanS6000
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L929[13:48:40] <HassanS6000> PaleoCrafter,
I am trying to damage an item if it's in the inventory..
L930[13:48:51] <HassanS6000> So I have to
iterate through the inventory
L931[13:49:04] <PaleoCrafter> and?
L932[13:49:11] <HassanS6000> Hence I need
the while loop..
L933[13:49:15] <gigaherz> HassanS6000:
most people would use a for() loop
L934[13:49:16] <gigaherz> ;P
L935[13:49:16] <PaleoCrafter> for(each)
loops are a thing :P
L936[13:49:25] <HassanS6000> lol yeh I
know
L937[13:49:43] <shadekiller666> thats ok,
the primary loop for the OBJLoader Parser is "for (;;)
L938[13:49:44] <shadekiller666>
"
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L941[13:49:53] <PaleoCrafter> that, on the
other hand, is bad :P
L942[13:50:05] <gigaherz> shorter than
while(true) though
L943[13:50:09] <shadekiller666> its the
only possible means of doing the loop :P
L944[13:50:17] <shadekiller666> well other
than while(true)...
L945[13:50:38] <PaleoCrafter> while(true)
isn't just a bunch of non-alphanumeric symbols though :P
L946[13:50:41] <shadekiller666> it exits
the loop based on string contents
L947[13:51:05] <shadekiller666> so if a
string comes in as null from the Reader, that means its the end of
file and you can stop looping :p
L948[13:51:14] ***
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L949[13:51:19] <gigaherz> thank Java for
not having a if(reader.isEof())
L950[13:51:23] <PaleoCrafter> while(string
!= null) ? Oo
L951[13:51:33] <PaleoCrafter> gigaherz,
the Java library, not Java, ffs :P
L952[13:51:40] <gigaherz> java libraries
ARE java
L953[13:51:45] <PaleoCrafter> no they
aren't
L954[13:52:01] <gigaherz> find me one java
program that uses the language without any of the java libs, not
even java.lang ;P
L955[13:52:15] <shadekiller666> paleo,
theres other things that i need to check the string for
L956[13:52:20] <gigaherz> sure you can get
technical, but the java platform includes java language AND the
libraries
L957[13:52:30] <shadekiller666> and i also
can't obtain the next line without starting the loop anyway
:P
L958[13:52:39] <PaleoCrafter> 'Java'
generally only refers to the language though :P
L959[13:52:45] <PaleoCrafter> uhm...
sure
L960[13:52:57] <PaleoCrafter> normally you
do while((input = reader.readLine()) != null)
L961[13:53:00] <shadekiller666> B3D loader
does the same thing
L962[13:53:12] <gigaherz> PaleoCrafter: I
was taught to never ever ofr any reason put an assignation in a
conditional
L963[13:53:13] <gigaherz> ;P
L964[13:53:23] <PaleoCrafter> yeah, it's
ugly
L965[13:53:32] <PaleoCrafter> the
mutability D:
L966[13:53:42] <shadekiller666> vanilla
does that all the time with for loops though
L967[13:53:50] <shadekiller666> with
iterators especially
L968[13:53:54] <PaleoCrafter> but it
serves its purpose nicely :P
L969[13:54:00] <HassanS6000> Okay, happy I
switched to a for each loop and it works beautifully and it looks
less sloppy..
L970[13:54:02] <PaleoCrafter> you're
looking at darn decompiled code
L971[13:55:06] <PaleoCrafter> we see the
bare iterator calls because they are the result of compiling a
foreach loop
L972[13:55:30] <gigaherz> yeah
L973[13:55:48] <gigaherz> there was one
legit reason to use iterators though
L974[13:55:56] <gigaherz> the ability to
do iterator.remove
L975[13:55:59] <PaleoCrafter> so never
ever argue with 'because vanilla does it this way'
L976[13:56:03] <gigaherz> while doing list
cleanups ;P
L977[13:56:12] <PaleoCrafter> well,
yeah
L978[13:56:18] <gigaherz> but apart from
that
L979[13:56:27] <gigaherz> most code using
iterators is decompiled foreach
L980[13:56:33] <PaleoCrafter> although if
the language already special-cases Iterable they could just as well
add a remove keyword :P
L981[13:56:33] <shadekiller666> works
better if i put the obj and mtl in the right folder...
L982[13:57:04] ⇦
Quits: RobotSquid (~RobotSqui@105.224.203.234) (Quit: off to
bed)
L983[13:57:27] <gigaherz> XD
L984[14:02:26] <HassanS6000> How do I make
it so that instead of damaging every item in an ItemStack in
damages one of them?
L985[14:02:30] <tmtu> PaleoCrafter: i love
being pedantic :)
L986[14:02:42] <tmtu> someone should make
another java standard lib
L987[14:03:09] <PaleoCrafter> I'm sure
there is *somewhere* out there xD
L988[14:03:17] <tterrag> there's lots of
attempts at a "standard" lib
L989[14:03:24] <tterrag> guava,
apache
L990[14:03:29] <shadekiller666> i do think
that having the ability to define "groups of groups" in
json would be cool
L991[14:04:02] <PaleoCrafter> tterrag,
they build on top of the standard standard library though :P
L992[14:04:05] <PaleoCrafter> instead of
replacing it
L993[14:04:23] <tterrag> well yeah
L994[14:04:33] <tterrag> java standard lib
is required, things like Object and Enum *must* exist
L995[14:04:37] <tterrag> you can't just
replace it O.o
L996[14:04:51] <Laceh> well you could
replace it...
L997[14:04:53] <PaleoCrafter> sure, with a
custom compiler and such :P
L998[14:05:02] <Laceh> PaleoCrafter: not
that simple lmfao
L999[14:05:09] <PaleoCrafter> but it's
doable :P
L1000[14:05:25] <tmtu> sounds like fun
actually
L1001[14:05:39] <Laceh> it sounds like
alot of unecessary work
L1002[14:05:46] <tmtu> aka fun
L1003[14:05:51] <Laceh> XD
L1004[14:06:38] <PaleoCrafter> I bet one
of those companies with custom JVMs also wrote their own compiler
:P
L1005[14:07:03] <shadekiller666> giga,
you seem to have forgotten to center that model on x 0.5 and z
0.5
L1006[14:07:04] <Laceh> you wouldnt be
writing a compiler
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L1008[14:07:27] <shadekiller666> could
you redo it please, it would help if the model was centered on the
block in-game :P
L1009[14:08:10] <tmtu> time to write
minimal java library!
L1010[14:08:40]
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L1012[14:10:14] <gigaherz>
shadekiller666: oh right XD
L1013[14:10:15] <gigaherz> sec
L1014[14:11:25] <gigaherz> there
L1015[14:11:35] <gigaherz> sorry ;P
L1016[14:11:53]
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L1018[14:13:24] <gigaherz> oooh
L1019[14:13:24] <gigaherz> The comments
you make on YouTube will now appear only on YouTube, not also on
Google+. And vice-versa. This starts rolling out today.
L1020[14:13:43] <gigaherz> finally
;P
L1021[14:13:58] <shadekiller666> giga,
thats still not centered
L1022[14:14:05] <gigaherz> what?
L1023[14:14:48] <shadekiller666> the
center of the post is at the nearest-to-negative corner of the
block
L1024[14:15:04] <gigaherz> uhh
L1025[14:15:07] <gigaherz> let me
re-export
L1026[14:15:09] <gigaherz> but it should
be
L1028[14:15:52] <shadekiller666> maybe
the gist didn't update right
L1029[14:16:25] <shadekiller666> and that
is a strange way of making a cylindar...
L1031[14:16:37] <gigaherz> (should be the
same link as before)
L1032[14:16:41] <gigaherz> it's not a
cylinder
L1033[14:16:44] <gigaherz> it's an
octagonal prism
L1034[14:16:45] <gigaherz> ;p
L1035[14:17:14] <gigaherz> I used 8 faces
purposefully
L1036[14:17:36] <shadekiller666>
nope
L1037[14:17:41] <gigaherz> wth
L1038[14:17:45] <gigaherz> is it at least
block-sized?
L1039[14:17:52] <shadekiller666>
yep
L1040[14:17:56] <shadekiller666> just not
centered
L1041[14:17:57] <gigaherz> hmmm
L1042[14:18:02]
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L1043[14:18:09] <gigaherz> maybe the
export option recenters
L1044[14:18:11] <gigaherz> let me use
"save as"
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L1047[14:20:07] <gigaherz>
shadekiller666: hopefully now ¬¬
L1048[14:20:13] <PaleoCrafter> gigaherz,
the octagonal doesn't feel quite regular D:
L1049[14:20:50] <gigaherz> PaleoCrafter:
because the top/bottom caps are funny
L1050[14:21:17] <shadekiller666> still
nope, i'll import it into maya and center it in there
L1051[14:21:23] <gigaherz> WTF?
L1052[14:21:29] <gigaherz> stupid
rhino
L1053[14:22:43] <gigaherz> uhhh
L1054[14:22:47] <gigaherz> I just
importer into maya
L1055[14:22:48] <gigaherz> eh
L1056[14:22:49] <gigaherz> into
blender
L1057[14:22:53] <gigaherz> and it looks
right there
L1059[14:23:42] <gigaherz> refresh this,
I overwrote by mistake
L1060[14:23:43] <gigaherz> XD
L1061[14:24:18] <gigaherz> it's in the
(0,0,0)-(1,1,1) area, centered around 0.5
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L1064[14:28:09] <shadekiller666> son of
a
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L1067[14:29:19] <shadekiller666> the gist
still has negative vertex locations
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L1070[14:31:34] <shadekiller666> eclipse
forgot what GradleStart is again...
L1071[14:32:01] <Lex_> ATTENTION: I'm
doing the 1.8 -> 1.8.1 update right now. NOW is the time to get
any class names 'fixed' if you have one besides the
IPlayerListUpdateable -> ITickable then state it now or forever
hold your bitching!
L1072[14:32:02]
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L1073[14:33:04] <Parker8283> there was on
on MCPBotReborn issue tracker
L1074[14:33:08] <Parker8283> let me see
if i can find it
L1077[14:33:38] <gigaherz> ;P
L1078[14:33:44] <Parker8283> there you
are lex
L1079[14:35:12] <killjoy> !gm
177177
L1080[14:35:18] <williewillus> and of
course mojang pushes another minor version today lol
L1081[14:35:25] <killjoy> !sm 177177
initArmor
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L1083[14:35:46] <gigaherz> [21:29]
(shadekiller666): the gist still has negative vertex
locations
L1084[14:36:05] <Parker8283> 1.8.8?
L1085[14:36:08] <gigaherz> yeah i have no
idea how the fuck the .obj file still seems to be centered around
0, and yet blender can load it fine
L1086[14:36:20] <williewillus> yeah 1.8.8
pre today
L1087[14:36:36] <williewillus> 3
private/high-security fixes :p
L1088[14:36:59] <Parker8283> ah well,
maybe that's why Lex is working on this update, so that when 1.8.8
drops tomorrow, we can possible have Forge with it?
L1089[14:37:43] <shadekiller666>
wtf
L1090[14:37:54] <Lex_> Working on doing
ALL THE UPDATES today
L1091[14:38:02] <gigaherz> oh you'll do
it incrementally?
L1092[14:38:03] <Lex_> u.u updating MCP 8
times is gunna be a pain
L1093[14:38:06] <shadekiller666> i just
re-ran gradle setupForge and eclipse still doesn't fucking know
what GradleStart is...
L1094[14:38:30] <Parker8283> Yea, just
jump to 1.8.8
L1095[14:38:37] <Parker8283> kinda like
1.7.2 -> 1.7.10 was i guess
L1096[14:38:53] <gigaherz> Parker8283: i
assume if he's doing it incrementally, he must have a good reason
for it ;P
L1097[14:39:19] <Parker8283> hey, 8
revision versions apart for each! \o/
L1098[14:39:20] <Lex_> Forge will just do
1.8 -> 1.8.8
L1099[14:39:29] <Lex_> but i did a
preliminary 1.8 -> 1.8.7 update of MCP
L1100[14:39:33] <Lex_> and OMFG lots of
changes
L1101[14:39:38] <williewillus> oh
yay
L1102[14:39:42] <Parker8283> more than
1.7.2 to 1.7.10 was?
L1103[14:40:19] <Parker8283> also, wasn't
the update in Forge waiting on FG 2.0?
L1104[14:40:35]
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L1106[14:40:39] <Lex_> it is
L1107[14:40:44] <Lex_> and fg2 is pretty
much done
L1108[14:40:48] <Parker8283> sweet!
L1109[14:40:54] <Lex_> still waiting on
AbrarSyed to get that PR and give me the nod
L1110[14:40:56] <Lex_> but meh
L1111[14:41:22] <Parker8283> What are
some of the biggest changes between 1.8 -> 1.8.8? besides class
renaming
L1112[14:41:34] <sham1> What kind of
changes were there between 1.8 and 1.8.7
L1113[14:41:39] <gigaherz> mc itself
probably hasn't changed so much
L1114[14:41:41] <williewillus> minor
stuff
L1115[14:41:45] <gigaherz> but MCP
...
L1116[14:41:49] <williewillus> some
mapmaker stuff
L1117[14:41:52] <Lex_> 1.8 -> 1.8.1
292 changes that i'm going through right now
L1118[14:41:54] <sham1> I hope I can have
ITickable
L1119[14:41:59] <gigaherz> you will
L1120[14:42:02] <gigaherz> he already
mentioned that one
L1121[14:42:02] <sham1> Yay
L1122[14:42:13] <sham1> No more stupid
naming
L1123[14:42:15] <Lex_> Sofar this one
looks like a s/javax.vector/lwjgl.vector/
L1124[14:42:24] <williewillus> 2x2 trees
breaking bedrock got patched out in 1.8.2 :((((
L1125[14:42:26] <Lex_> and adding
stats/materials to every block
L1126[14:42:31] <Parker8283> Yea, i
noticed that they dropped that library
L1127[14:42:32] <Lex_> Also
BlockCompressed is gone
L1128[14:42:50] <Lex_> But this is just
.1
L1129[14:42:54] <Parker8283> wow
L1130[14:42:56] <gigaherz> williewillus:
did it? I thought people were still doing the
break-out-of-nether-ceiling using dark oak
L1131[14:43:04] <williewillus> no, it's
gone in 1.8.2+
L1132[14:43:08] <gigaherz> owww
L1133[14:43:17] <williewillus> you can
still get above the ceiling but you need to either die or use a
portal
L1134[14:43:19] <williewillus> to get
back down
L1135[14:43:25] <williewillus> unless you
had a hole from before it got patched
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L1137[14:43:43] <Parker8283> ah, so are
gold blocks and such just using the default Block class?
L1138[14:43:54] <gigaherz> meh
L1139[14:44:29] <Lex_> BlockDoublePlant
got a facing property
L1140[14:44:34] <Lex_> rotateable
sunflowers!
L1141[14:44:37] <Parker8283> \o/
L1142[14:44:47] <gigaherz> :O
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L1145[14:46:42] <williewillus> why did
dispensers placing cmdblocks get removed in 1.8.^?
L1146[14:46:44] <williewillus> *6
L1147[14:46:51] <williewillus> it said
security issue but not sure how :p
L1148[14:46:53] <Lex_> Because of
security exploits
L1149[14:47:04] <Lex_> command blocks
could be placed with ANY command in them
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L1151[14:47:27] <PaleoCrafter> so Forge
will add getMapColor(World, BlockPos)? :P
L1152[14:47:28] <Parker8283>
hmm...interesting...so MapColor is no longer only tied to Material?
that's neat
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L1158[14:50:46] <Lex_> major forge patch
thats existed for ages can be fucking removed!
L1159[14:51:20] <gigaherz> I have no idea
what the code means but yay ;P
L1160[14:51:28] <williewillus> is that
the "can place on face" patch from way back when?
L1161[14:51:29] <Parker8283> oh god
yes
L1162[14:51:34] <Parker8283>
\o/\o/\o/\o/\o/
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L1164[14:56:28] <shadekiller666> that big
ass enum that takes up like 8 lines?
L1165[14:56:45] <shadekiller666> per
entry
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L1169[15:03:25] <shadekiller666> ooooo
giga, the custom data is going to be interesting to get
working...
L1170[15:03:49] <shadekiller666> as the
data is input into a not-so-desirable location at a
not-so-desirable time
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L1175[15:09:51] <shadekiller666> ya...
custom data is input in a really not-helpful place
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L1177[15:10:10] <shadekiller666> it would
be nicer if it could be input into the IBakedModel instead of the
IModel
L1178[15:10:18] <PaleoCrafter> fix it
then :P
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L1180[15:10:23] <PaleoCrafter> it's not
used yet, is it?
L1181[15:10:32] <shadekiller666>
well
L1182[15:10:36] <shadekiller666> it
works
L1183[15:10:42] <shadekiller666> but
noone is using it yet no
L1184[15:11:54] <shadekiller666>
actually, the new fluid stuff uses it
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L1235[16:56:48] <sham1> I'm sorry,
WHAT
L1236[16:57:23] <sham1> Javascript
L1237[16:57:27] <sham1> *cries*
L1238[16:58:24] <gigaherz> calclavia: out
of curiosity, does that end up compiling into bytecode, or it's
some sort of hosted scriptiong engine?
L1239[16:58:37] <calclavia> gigaherz: JS
engine
L1240[16:58:50] <diesieben07> so
nashorn?
L1241[16:58:59] <calclavia> diesieben07:
partially Nashorn yes
L1242[16:59:03] <diesieben07> aha
L1243[16:59:13] <gigaherz> -o
L1244[16:59:21] <gigaherz> (in my
word)
L1245[16:59:45] <calclavia> Well, just a
good demo to show that NOVA can work well with different
programming langs
L1246[17:00:34] <gigaherz> sounds
interesting
L1247[17:01:03] <williewillus> are there
other bindings planned? :D
L1248[17:01:17] *
diesieben07 requests ridiculous PHP mods
L1249[17:01:19] <williewillus> (python
:p)
L1250[17:01:27] <diesieben07> ew python
:D
L1251[17:01:29] <gigaherz> lua would be
the ovbious one ;P
L1252[17:01:38] <williewillus> i like
python :<
L1253[17:01:39] <gigaherz> NASAL script
is funny
L1254[17:01:44] <diesieben07> ew
scripting languages in general
L1255[17:01:46] <gigaherz> but the code
is WAY too obscure to port to any other language
L1256[17:02:25] <calclavia> diesieben07:
NO PHP lol
L1257[17:02:34] <sham1> PHP < Python
IHMO
L1258[17:02:41] <diesieben07> that was
the point.
L1259[17:02:59] <diesieben07> although
they are fixing it, sortof
L1260[17:03:19] <calclavia> I mean, if
Minecraft for Windows 10 C++ edition comes out, JS mods can work on
both platforms *cough*
L1261[17:03:23] <gigaherz> perl?
tcl?
L1262[17:03:25] <gigaherz> XD
L1263[17:03:26] <calclavia> given that an
API is provided
L1264[17:03:32] <sham1> Perl..
L1265[17:03:45] <gigaherz> trying to
think of scripting languages
L1266[17:03:46] <gigaherz> XD
L1267[17:04:09] <diesieben07> calclavia,
provided that YOUR api will work there :P
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L1269[17:04:21] <diesieben07> provided
that the platform gives you JS support.
L1270[17:04:24] <diesieben07> etc
etc
L1271[17:04:28] <calclavia> diesieben07:
Provided that Mojang provides an API to wrap our API on it
L1272[17:04:35] <diesieben07> lol
L1273[17:04:40] <Lex_> NOVA is a POS, but
anyways yes if a stable ABSTRACTION LAYER is provided it can run on
any engine thats the fucking point of an abstraction layer.
L1274[17:04:52] <Lex_> whats the point of
bitching?
L1275[17:04:53] <diesieben07> so you're
gonna wrap javascript in java in c
L1276[17:04:57] <diesieben07> sounds
wonderful
L1277[17:05:10] <gigaherz> I just
imagined
L1278[17:05:24] <gigaherz> doing an
anti-abstraction layer
L1279[17:05:29] <williewillus> wot
L1280[17:05:30] <gigaherz> a java layer
using MCP names and such
L1281[17:05:37] <gigaherz> so that forge
mods work in the C++ game
L1282[17:05:50] <diesieben07> lol
glhf
L1283[17:05:52] <williewillus> that
wouldnt be an "anti-abstraction layer"...
L1284[17:05:56] <williewillus> thats just
a compat :p
L1285[17:06:13] <gigaherz> yeah i was
just imagining someone programming the func_12341234_e interfaces
;P
L1286[17:06:56] <gigaherz> anyhow
L1287[17:07:00] <gigaherz> [/ridiculous
thought]
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L1315[17:44:40] <Lepidus> I'm making a
Gui class and I want to render my image in the bottom left of the
screen. How can I get the proper coordinates for that?
getMinecraft().displayHeight-theHeightOfMyImage...does not produce
intended results.
L1317[17:45:06] <Flashfire> I'm almost
positive it's because I did something wrong in storing the
data
L1318[17:45:24] <diesieben07> Lepidus,
depends.
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L1321[17:46:34] <Lepidus> Also, when I do
drawTexturedModalRect(0,0,0,0,teturewidth,textureheight) it seems
to render only half of my texture across
0,0->texturewidth,textureheight so something's up with the
UVs.
L1322[17:46:45] <diesieben07> Flashfire,
for the special blocks, you are storing specialBlcoks.get(0)
through specialBlocks.get(5) in the same NBT-key
L1323[17:47:09] <Lepidus> diesieben07,
what does it depend on?
L1324[17:47:09] <Flashfire> Oh, I didn't
realize
L1325[17:47:18] <diesieben07> Lepidus,
drawTexturedModalRect only works if the entire texture is 256x256.
and also, are you extending GuiScreen or GuiContainer?
L1326[17:47:24] <Flashfire> Neither of
them are loading though so it's even bigger than that
L1327[17:48:02] <Lepidus> diesieben07, I
was just extending Gui, is that wrong? I definnitely want GuiScreen
over GuiContainer.
L1328[17:48:09] <Lepidus> And yeah, I
think that's the issue with the UVs.
L1329[17:48:16] <diesieben07> just Gui?
how the hell did you display that? :D
L1330[17:48:22] <diesieben07> wait
L1331[17:48:26] <diesieben07> yuo are not
making a screen?
L1332[17:48:56] <Lepidus> diesieben07,
I'm just making an overlay on the game. I was able to draw some
text in the top left corner just by extending Gui.
L1333[17:49:19] <diesieben07> if you are
just drawing something on the HUD don't extend anything
L1335[17:49:24] <Lepidus> Ah okay
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L1337[17:49:43] <diesieben07> i mean you
can#
L1338[17:49:48] <diesieben07> doesnt do
you any good though :D
L1339[17:51:00] <shadekiller666> if you
draw from within a render event you don't have to worry about
reapplying the proper texture sheet and such
L1340[17:52:45] <Lepidus> diesieben07,
how can I call drawTexturedModalRect if I don't extend
anything?
L1341[17:53:09] <Flashfire> So there are
no add methods in NBTTagList.get(int) so how do I store an array
inside it?
L1342[17:53:27] <diesieben07> Flashfire,
you make an NBTTagList inside an NBTTagList
L1343[17:53:53] <Lepidus> Also, I still
don't know how to get the real height of the display :p
L1344[17:53:58] <Flashfire> That's what I
thought, someone told me yesterday I didn't need that
L1345[17:54:00] <diesieben07> Lepidus,
its probably better you extend it after all since the methods are
(stupidly) not all static
L1346[17:54:12] <diesieben07> and for the
real height, ScaledResolution
L1347[17:56:17] <Lepidus> diesieben07,
where can I find ScaledResolution?
L1348[17:56:54] <diesieben07> you used
your IDE. Ctrl-n in IntelliJ, Ctrl-Shift-T in eclipse
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L1350[17:57:26] <Flashfire> What goes in
the type argument of a tag list? Does it matter as long as it's not
9?
L1351[17:57:36] <Lepidus> Ah, it's a
class, okay
L1352[17:57:46] <Flashfire> Type argument
of getTagList*
L1353[17:57:51] <diesieben07> Flashfire,
Constants.NBT.*type of NBT you want*
L1354[17:58:10] <Flashfire> Ok,
thanks
L1355[17:58:21] <Lepidus> So something
like new
ScaledResolution(mc,mc.displayWidth,mc.displayHeight)?
L1356[17:58:59] <diesieben07> yup
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L1363[18:09:08] <killjoy> Does the server
always send the correct player uuid to the client?
L1364[18:09:41] <diesieben07> well, it
doesnt even need to send it
L1365[18:09:50] <diesieben07> the client
uses it to identify and validate the login
L1366[18:10:01] <killjoy> I mean for
other players
L1367[18:10:05] <diesieben07> and for
other players: the client needs it for the skin
L1368[18:10:10] <diesieben07> so
yes
L1369[18:10:29] <killjoy> hm..
L1370[18:10:42] <killjoy> That was my one
lead
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L1372[18:12:06] <killjoy> Do you know if
anything skin-wise changed drastically in 1.8?
L1373[18:12:29] <diesieben07> not that i
know of
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L1375[18:12:47] <diesieben07> except that
i think they no longer download the skins for skulls in the main
thread ...
L1376[18:12:49] <Gliby> what about
alex?
L1377[18:13:01] <killjoy> That's model
related
L1378[18:13:06] <diesieben07> wasnt that
there before?
L1379[18:13:10] <diesieben07> and no, its
not only models
L1380[18:13:10] <Gliby> aren't the arms
3x3?
L1381[18:13:33] <Gliby> arms are 3x8x3,
instead of the usual steve 4x8x4
L1382[18:14:01] <killjoy> Yes. That's
still not skin related
L1383[18:14:12] <Gliby> but the skin size
changes
L1384[18:14:18] <killjoy> Let me just
explain my problem.
L1385[18:14:23] <Gliby> yes please.
L1386[18:14:50] <killjoy> Currently, I'm
intercepting the skin download thread so I can change it.
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L1388[18:15:33] <killjoy> So I'm getting
the uuid of the owner by checking their game profile.
L1389[18:15:46] <killjoy> Unfortunately,
the uuid that the matching gameprofile gives me is wrong.
L1390[18:16:05] <killjoy> oh, I'm
checking the texture hash
L1391[18:16:20] <Gliby> [/problem]
L1392[18:16:29] <killjoy> For some
reason, the only player it's right for is the player.
L1393[18:17:05] <killjoy> Is there a
better way to get a uuid from a skin?
L1394[18:17:20] <Gliby> probably.
L1395[18:17:25] <diesieben07> define
"a skin"
L1396[18:17:28] <diesieben07> the
url?
L1397[18:17:35] <killjoy> just a
sec.
L1398[18:17:38] <Lepidus> Do I need to do
anything with GL before I call drawRect()?
L1399[18:17:50] <Lepidus> It's just not
drawing anything at all.
L1400[18:18:05] <killjoy> the last
argument is an argb hex color
L1401[18:18:06] <Gliby> hex code is
wrong
L1402[18:18:16] <Lepidus> Oh, there's
alpha?
L1403[18:18:19] <Gliby> yes,.
L1404[18:18:21] <Gliby> it's in the
front
L1405[18:18:39] <Gliby> so instead of
0x232123 it would be 0xff232123
L1406[18:18:45] <Gliby> the first two
represent alpha
L1407[18:19:12] <Lepidus> Yep, that did
it. Thanks
L1408[18:19:23] <Gliby> any time bb
L1409[18:19:43] <Gliby> playing tf2 and
helping people out is my thing
L1411[18:19:56] <killjoy> I'm trying to
find the uuid from that.
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L1413[18:20:24] <gigaherz> hmm does mc
1.8 provide a means to know if a resource exists?
L1414[18:20:32] <killjoy> Yes.
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L1416[18:20:53] <gigaherz> ...how?
;P
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L1418[18:21:01] <killjoy> check the
resource manager
L1419[18:21:46] <diesieben07> killjoy, i
dont think you can.
L1420[18:22:00] <gigaherz> closest I can
see is getResource, which throws IOException
L1421[18:23:23] <killjoy> The way it was
doing it in 1.7 was by using the session service to get the
textures.
L1422[18:24:01] <diesieben07> where
exactly are you intercepting?
L1423[18:24:10] <killjoy> right before
the thread starts
L1424[18:24:29] <diesieben07> i mean how?
asm?
L1425[18:24:38] <killjoy> pretty
much.
L1426[18:24:43] <killjoy> Not directly,
though
L1427[18:24:54] <diesieben07> then
what?
L1428[18:25:04] <killjoy> It's via
liteloader's events.json
L1429[18:25:32] <Lex_> need to write
script to generate patches u.u
L1430[18:25:33] <diesieben07> I have no
idea what that does
L1431[18:25:44] <killjoy> Don't worry
about the asm.
L1432[18:25:52] <killjoy> It's not where
the problem is.
L1433[18:26:20] <diesieben07> hmmm
L1434[18:26:31] <diesieben07> the method
you are intercepting doesnt even have the uuid in it
L1435[18:26:43] <killjoy> Its put at the
end of ThreadDownloadImageData.loadTextureFromServer()
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L1437[18:26:50] <Teamy> Where could I
look to find good docs on helping create an internal fluid buffer
for a block?
L1438[18:27:08] <diesieben07> Teamy, look
at TileFluidHandler
L1439[18:27:13] <Teamy> kk thanks
L1440[18:27:35] <diesieben07> yeah
killjoy i dont think you can easily intercept this
L1441[18:27:59] <killjoy> Maybe I'm just
throttled by mojang
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L1445[18:32:36] <Teamy> ?ideafix
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L1448[18:34:06] <tterrag> Teamy: no
shocky here
L1449[18:34:11] <tterrag> you want
#ForgeGradle
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L1453[18:45:32] <calclavia> diesieben07:
iirc, were you the person who wrote Forge Essentials?
L1454[18:45:52] <diesieben07> ehmmm
no.
L1455[18:45:59] <calclavia> Ok nvm
L1456[18:46:15] <diesieben07> luacs1998
+
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L1460[18:53:56] <Keridos> is there a
method to color textures dynamically from within minecraft?
L1461[18:55:55] <williewillus>
getColorFromItemStack
L1462[18:59:43] <williewillus>
Item.getColorFromItemStack to be precise, see potions, spawn eggs,
and leaves for examples
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L1476[19:04:42] <killjoy> I think I found
my issue.
L1477[19:04:53] <killjoy> The tab list
was messing it up
L1478[19:05:20] <Keridos> williewillus:
does that work on blocks too?
L1479[19:05:48] <williewillus> erm not
sure, that's for the item form. I'd still check out how the biome
colors are applied to foliage though
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L1486[19:14:31] <Lex_> LAST CALL FOR
CLASS RENAMES
L1487[19:15:26] <diesieben07> please
rename ClassINheritanceMultiMap
L1488[19:15:35] <diesieben07> i dont know
a better name, but that one is awful
L1489[19:15:44] *
diesieben07 is unhelpful
L1490[19:16:01] <Lex_> That is not a
valid suggestion
L1491[19:16:06] <Lex_> BUt it's also a
apt name for it
L1492[19:16:08] <Lex_> so meh
L1493[19:16:50] <Keridos> williewillus:
thanks for the help i think i got it
L1494[19:17:03] <Keridos> is there a list
which RGB values the minecraft dyes have?
L1495[19:17:46] <williewillus>
EnumDyeColor has a mapcolor field and those seemm to have color
code :p
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L1497[19:18:37] <Keridos> i cannot find
that class on my minecraft here, i am on 1.7.10 btw
L1498[19:19:14] <williewillus> oh
lol
L1499[19:19:20] <williewillus> then just
look in mapcolor class
L1500[19:19:39] <williewillus> the ones
that match the dye color names have the hex color code
L1501[19:19:39] <Keridos> ah thanks
L1502[19:19:44] <xaero> which classes
have you already renamed lex?
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L1504[19:20:15] <diesieben07> definitely
IUpdatePlayerListBox :D
L1505[19:20:25] <williewillus> eg
MapColor.grayColor has color value field 5000268 which is 4C4C4C
which is gray
L1506[19:21:04] <Keridos> there are only
13 colors there?
L1507[19:21:22] <Lex_>
IUpdatePlayerListBox is not net.minecraft.util.ITickable
L1508[19:21:24] <williewillus> in
MapColor? there's more than 35
L1509[19:21:29] <Lex_> now*
L1511[19:21:57] <williewillus> the
barrier particle is just called "Barrier" in my 1.8
workspace instead of the conventional
"EntityBarrierFX"
L1512[19:22:32] <Lex_> !gc
IEntitySelector
L1513[19:23:05] <williewillus> same for
"MobAppearance", which is the silly Elder Guardian
jumpscare effect thing
L1514[19:23:07] <diesieben07> yeah, that
is also a candidate
L1515[19:23:07] <Lex_> We're slowly
moving away from smurph names
L1516[19:23:22] <Keridos> williewillus: i
mean dye colors
L1517[19:23:26] <diesieben07> (the
IEntitySelector, its no longer an interface)
L1518[19:23:37] <Lex_> its nolonger
existing from what i can see
L1519[19:23:49] <Keridos> i can only
guess white is ffffff?
L1520[19:23:56] <diesieben07> hm
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L1523[19:24:47] <williewillus> white
-> snowColor and orange -> adobeColor but otherwise they
should all be there
L1524[19:25:07] <Keridos> ah with those
23 i got it
L1525[19:25:09] <Keridos> 2
L1526[19:25:26] <williewillus> what is
the purpose of IInteractionObject in 1.8? 0.o
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L1528[19:25:53] <williewillus> it looks
like kind-of guihandler container thing
L1529[19:26:36] <diesieben07> another
part of the started half-assed gui overhaul they did
L1530[19:26:41] <diesieben07> same with
IInventory.getField
L1531[19:27:09] <williewillus> hm also in
my 1.8 workspace CommandReplaceItem is alone in the
net.minecraft.command.common package
L1532[19:27:17] <williewillus> instead of
just in the command pakcage with everything else
L1533[19:27:43] <gigaherz> hmmmm
L1534[19:27:56] <gigaherz> I just
thought
L1535[19:28:14] <Lex_> IEntitySelector
-> util.EntitySelectors
L1536[19:28:24] <Lex_> Anything
else?
L1537[19:28:43] <gigaherz> (what I
thought isn't related to renaming)
L1538[19:29:38] <gigaherz> it should be
relatively easy to build a sync manager of sorts, something that's
able to build a list of Field references, paired wit ha
last-known-value for them, and dynamically build a packet that the
other end can receive and integrate into the localcopy
L1539[19:29:44] <Lex_> Fixed willi
L1540[19:30:19] <Lex_> gigaherz, you just
described json, congrats
L1541[19:30:23] <williewillus> lol
L1542[19:30:34] <gigaherz> json does
realtime value tracking to build a differential image?
L1543[19:30:35] <diesieben07> gigaherz,
exactly... which is the entire purpose of something like getField.
but they didnt do it and its still hardcoded in all the Container
classes -.-
L1544[19:30:36] <Lex_> ANYTHING
ELSE?
L1545[19:30:46] <williewillus> don't see
anything else
L1546[19:30:46] <Lex_> just those 2
renames and the move?
L1547[19:32:40] <williewillus> iirc they
tried pulling up the inventory code in 1.8 and then went fuckit and
then we're left with getField crap :p
L1548[19:32:59] <diesieben07> getfield is
nothing bad, they just didnt go the full way
L1549[19:33:13] <Lex_> Mojang not finish
something in a mc update?
L1550[19:33:16] <Lex_> Say it isn't
so!
L1551[19:33:32] <Lex_> Anyways doing a
test cycle, I think the 1.8.1 update is done
L1552[19:33:33] <Owexz> Astounding!
:o
L1553[19:33:36] <Lex_> next is
1.8.2
L1554[19:33:47] <williewillus>
COUGHofficialapi ;p
L1555[19:33:58] *
Corosus taps the topic
L1556[19:34:01] *
williewillus hides
L1557[19:34:29] <diesieben07> wait you
are going update by update? oh dear
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L1559[19:35:22] <williewillus> all the
updates past 1.8.3 are pretty minor (mostly security fix), just the
first few had actual changes
L1560[19:35:24] <gigaherz> well at least
he has a sense of progress that way, instead of "1234415 of
1451451 differences left to resolve"
L1561[19:36:48] <Lex_> 1.8.4 iirc is
gunna be the busey
L1562[19:36:53] <Lex_> reintegrating
generics
L1563[19:37:13] <Lex_> and yes smaller
updates are easier to do
L1564[19:37:16] <Corosus> oooooooo theyre
not stripped out anymore eh
L1565[19:37:26] <Lex_> I'm also working
on refining my update process
L1566[19:37:30] <Lex_> to make things
faster
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L1569[19:38:51] <Lex_> could of old F#
programs I need to re-write to java/python to make them simpler..
but I don't want to u.u
L1570[19:38:55] <Lex_> *couple of
L1571[19:39:14] <diesieben07> haha, mr
searge and his fancy f#
L1572[19:39:18] <williewillus> i just
want mods on 1.8 so I can have playable fps without fastcraft's
async culling thing >.<
L1573[19:39:38] <killjoy1> williewillus,
be careful who you say that around
L1574[19:39:46] <Lex_> fastcrafts
bullshit that breaks more then it fixes
L1575[19:46:32] <Keridos> does anybody
here have a small tool that converts ints to 3 shorts by mod div
thingies
L1576[19:46:39] <Keridos> ah nvm
L1577[19:46:54] <Lex_> why would you need
3 shorts?
L1578[19:47:01] <Lex_> ints are 32 bit,
shorts are 16
L1579[19:47:08] <Keridos> nvm lex
L1580[19:47:14] <Keridos> the colors in
minecraft are ints apparently
L1581[19:47:21] <Keridos> and I need 3
8bit values
L1582[19:47:35] <Lex_> they are probably
ARGB's
L1583[19:47:44] <Lex_> 1 byte per
value
L1584[19:48:20] <Keridos> nah 3 bytes
each
L1585[19:48:28] <Keridos> white
corresponds to FFFFFF in hexadecimal
L1586[19:48:29] <Lex_> ...
L1587[19:48:36] <Keridos> i mean it is an
int
L1588[19:48:48] <Lex_> no, 1 byte
each
L1589[19:48:53] <Lex_> in ARGB
L1590[19:49:00] <Lex_> Alpha, Red, Green,
Blue
L1591[19:49:10] <Keridos> alpha would be
0 for all of them then
L1592[19:49:12] <Keridos> correct?
L1593[19:49:19] <Lex_> A: 00, R: FF, G:
FF, B: FF == white
L1594[19:49:40] <Keridos> alpha ff means
completely non opaque?
L1595[19:49:43] <diesieben07> isnt alpha
0 transparent
L1596[19:49:44] <diesieben07> ?
L1597[19:50:08] <Lex_> not sure
L1598[19:50:49] <diesieben07> same deal
anyways
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L1605[20:00:58] <psusi> so I"m
trying to update the forge for the first time in probably a year
and the main download links on the wiki go to some scammy site that
tries to give you a windows executable... I did manage to find the
jar file on the forums, but when I try to run it I get "we
appear to be missing one or more essential library files"...
what's changed?
L1607[20:02:14] <diesieben07> psusi,
"scammy site", you probably mean adfoc.us
L1608[20:02:20] <diesieben07> ONLY click
the link in the top right
L1609[20:02:22] <diesieben07> nothing
elsde
L1610[20:02:26] <Mimiru> ^
L1611[20:02:37] <diesieben07> and use the
forge installer, that is either a .exe file or a jar file, both do
the same thing
L1612[20:02:52] <tterrag> reiterating
that adfocus straight up doesn't load for me :P
L1613[20:02:58] <tterrag> I'd use it if
it worked :(
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L1615[20:03:46] <diesieben07> anyways,
sleepytime now.
L1616[20:03:58] <psusi> diesieben07, you
mean "skip"? goes to 404
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L1619[20:04:11] <tterrag> psusi: just use
the direct links if it's not working
L1620[20:04:18] <tterrag> they are
provided for a reason
L1621[20:04:34] <Mimiru> "Show all
downloads" then hover over the (i)
L1622[20:05:00] <tterrag> ^
L1623[20:05:07] <psusi> there are no
direct links on the main download page
L1624[20:05:08] <tterrag> a bit
obscure...but whatever
L1625[20:05:16] <Mimiru> psusi, yes...
there are
L1626[20:05:29] <Mimiru> I just
downloaded the 1499 via the direct link.
L1627[20:05:31] <psusi> but I did manage
to find a forum thread with a direct link and got
forge-1.7.10-10.13.4.1448-1.7.10-universal.jar
L1628[20:05:36] <psusi> but it gives that
error message
L1629[20:05:53] <psusi> from where?
files.minecraftforge.net?
L1631[20:06:08] <Mimiru> and click
"DIRECT LINK"
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L1633[20:06:21] <psusi> ahh, have to
hover over the little "i"
L1634[20:06:27] <Mimiru> 1448 isn't on
the list, for good reason I'm sure
L1635[20:06:29] <tterrag> you can just
click the i
L1636[20:06:32] <Mimiru> it's been pulled
from maven
L1637[20:06:38] <tterrag> no need to
hover
L1638[20:06:42] <tterrag> hover just
shows SHA/MD5
L1639[20:07:04] <Mimiru> Just clicking
has given me issues of doing nothing at times.
L1640[20:07:11] <Mimiru> so I just hover
and click these days
L1641[20:07:19] <psusi> I have to hover
and it shows the sha/md5, and under that, direct download
L1642[20:07:42] <psusi> and... when I try
to run it I still get the error about missing essential libs
L1643[20:07:55] <Mimiru> download the
installer, and run it.
L1644[20:08:14] <psusi> that's what
i"m doing
L1645[20:08:14] <tterrag> I click
it
L1646[20:08:19] <tterrag> and it opens up
a download
L1647[20:08:23] <tterrag> no hovering
needed
L1648[20:08:24] <psusi> java -jar
forge-1.8-11.14.3.1450-universal.jar
L1649[20:08:28] <Mimiru> No.
L1650[20:08:31] <Mimiru> The.
Installer.
L1651[20:08:34] <tterrag> no psusi, the
.exe
L1652[20:08:34] <psusi> We appear to be
missing one or more essential library files.
L1653[20:08:34] <psusi> You will need to
add them to your server before FML and Forge will run
successfully.java.lang.ClassNotFoundException:
net.minecraft.launchwrapper.Launch
L1654[20:08:39] <williewillus>
1450-installer
L1655[20:08:40] <psusi> I'm not on
winblows.
L1656[20:08:44] <Mimiru> ¬_¬
L1657[20:08:48] <tterrag> there's a jar
installer too
L1658[20:08:52] <Mimiru> the JAR
installer.
L1659[20:08:57] <tterrag> no need to get
defensive
L1660[20:09:02] <Mimiru>
forge-1.8-11.14.3.1450-installer.jar
L1661[20:09:04] <psusi> yep... I got
it... just like I did last year... but when I run it I get that
error.
L1662[20:09:05] <tterrag> it's pretty
clear on the page that there are two installers
L1663[20:09:14] <tterrag> because you're
not running the installer
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L1665[20:09:18] <tterrag> the installer
jar ends in -installer
L1666[20:09:20] <tterrag> not
-universal
L1667[20:09:29] <psusi> ahh... that
one... thought -universal was the non windows installer
L1669[20:09:46] <Mimiru> No, funny enough
the installer is -installer.jar
L1670[20:10:07] <psusi> ahh, there we
go.. whew...
L1671[20:10:38] <psusi> so what is
-universal then?
L1672[20:12:13] <tterrag> that's the
forge jar..the one mods need
L1673[20:12:23] <tterrag> it is likely
included inside the installer (don't know exactly how that
works)
L1674[20:12:28] <psusi> oops... looks
like that was the one for 1.8
L1675[20:12:57] <Lex_> oh deary
L1676[20:13:12] <Lex_> 1.8.2 is the one
with inner class names persisted...
L1677[20:13:32] <gigaherz> ah, fun
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L1679[20:14:27] <williewillus> what's
that mean?
L1680[20:14:40] <killjoy> I thoguht that
was 1.8.3
L1681[20:14:42] <gigaherz> it means every
single name we got wrong
L1682[20:14:44] <gigaherz> now has the
real name
L1683[20:14:45] <gigaherz> ;P
L1684[20:14:48] <Lex_> ya generics are in
1.8.2
L1685[20:14:52] <gigaherz> so -> many
changes ;P
L1686[20:15:00] <Lex_> this is gunna be a
fun update!
L1687[20:15:17] <Keridos> mh how can I
check if an itemstack is a valid dye?
L1688[20:15:22] <killjoy> Well 2 and 3
had a short time between them. It was hard to miss.
L1689[20:15:26] <Lex_> Not sure how im
gunna do it but it'll be fun! mcinjector needs to be pulled in with
the new generics stuff
L1690[20:15:30] <killjoy> *easy
L1691[20:15:33] <gigaherz> Keridos:
getItem() == Items.dye?
L1692[20:15:51] <williewillus> (or check
the oredict)
L1693[20:15:53] <Keridos> gigaherz: does
that work for all dyes and custom dyes?
L1694[20:16:02] <gigaherz> no only for
the vanilla ones
L1695[20:16:03] <williewillus> check the
od for those
L1696[20:16:22] <gigaherz> check if the
ore dictionary name starts with "dye" ;P
L1697[20:16:29] <psusi> hrm.. neat new
loading screen...
L1698[20:16:52] <gigaherz> yeah
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L1701[20:17:41] <Keridos> gigaherz is
itemMatches in the oredict the correct function?
L1702[20:17:54] <gigaherz> to be honest,
I have never used ore dictionary
L1703[20:17:57] <gigaherz> so ask
willieaway ;P
L1704[20:18:10] <gigaherz> eh... he's
away
L1705[20:19:41] <Keridos> gonna leave it
to the vanilla dyes for now
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L1707[20:20:07] <Keridos> now just a
small question, i need a way to convert from the ints 0-15 to 3
floats fast during rendering for coloring
L1709[20:20:57] <gigaherz> Keridos:
float[] r; float[] g; float[] b; and prefill with the appropriate
values?
L1710[20:21:08] <Keridos> an enum?
L1711[20:21:18]
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L1712[20:21:37] <Keridos> ah ok i could
do that
L1713[20:22:19]
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L1714[20:23:25] <TheFjong> Keridos, Im
using the EntitySheep FleeceColorTable :p
L1715[20:24:21] <Lex_> Now very important
question
L1716[20:24:30] <TheFjong> ?
L1717[20:24:34] <Lex_> Chinese, Mexican,
or Pizza for dinner?
L1718[20:24:43] <TheFjong> That would be
Pizza :p heh
L1719[20:24:45] <Mimiru> Always Chinese.
:P
L1720[20:24:46] ***
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L1721[20:24:57] <Lex_> Im leaning twards
chinese myself...
L1722[20:25:18] <Mimiru> If Chinese is an
option, it's Chinese.
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L1726[20:26:57] <FusionLord> Are Entity
ids in sync across server and client?
L1727[20:27:03] <gigaherz> of
course
L1728[20:27:07] <gigaherz> the id IS how
they sync
L1729[20:27:28] <FusionLord> ok then...
why would the entity be null then?
L1730[20:27:30] <TheFjong> Is it
important what will be exported first? ... "Order And
Export" tab
L1731[20:27:39] <FusionLord> id is the
same as what i sent
L1732[20:27:48] <gigaherz> when do you
ask for it?
L1733[20:28:07] <gigaherz> if you send
the packet before MC has a chance to notify the client about the
entity, it won't be created yet
L1734[20:28:33] <FusionLord> well after
all entities are loaded, after the player interacts with the
entity
L1735[20:28:34]
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L1736[20:29:13] <gigaherz> no idea
then
L1737[20:29:15] <gigaherz> we'd need
code
L1738[20:29:21] <gigaherz> but I don't
have time to stay and look through it
L1739[20:29:30] <gigaherz> getting late
and I gotta sleep
L1740[20:29:35] <gigaherz> night
L1741[20:29:38] ***
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L1745[20:37:33] <Sollux-Captor>
heyo
L1746[20:37:41] <Sollux-Captor> o/
L1747[20:39:06] <Sollux-Captor> so um...
curiosity killed the cat and... I was wondering, how exactly does
one construct a GUI?
L1748[20:39:39] <Sollux-Captor> as in
looks opposed to functionality? I can possibly figure out the
functionality my self
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L1750[20:40:45] <Ivorius> ?
L1751[20:40:54] <Ivorius> You want to
know how to construct a GUI logically
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L1753[20:41:13] <Ivorius> Or how to
generally build a GUI in MC
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L1755[20:41:26] <Ivorius> I mean, the
'looks' are just like OGL, as always
L1756[20:41:28] <Ivorius> Draw some
quads
L1757[20:41:31] <Sollux-Captor> like i
want to know how to visually make it
L1758[20:41:46] <Sollux-Captor>
interaction is a different issue i assume
L1759[20:41:49] <Ivorius> Except for the
buttons, sliders and slots, which are automatically renderer
L1760[20:42:03] <Sollux-Captor> input
boxes?
L1761[20:42:12] <Ivorius> *rendered
L1762[20:42:25] <Ivorius> Interaction is
overwriting the mouse and key input methods
L1763[20:42:37] <Ivorius> Visual design
is overwriting the render method
L1764[20:42:38] <Sollux-Captor> ye?
L1765[20:42:45] <Sollux-Captor>
alrighty
L1766[20:42:48] <Ivorius> Adding buttons
is overwriting the initGUI method
L1767[20:42:55] <Ivorius> There isn't
much of an API :P
L1768[20:43:01] <Sollux-Captor> buttons
are toggles right?
L1769[20:43:08] <Ivorius> Buttons are
buttons
L1770[20:43:19] <Ivorius> They have a
title, frame, and action
L1771[20:43:22] <Sollux-Captor> uh as far
as use i mean
L1772[20:43:37] <Ivorius> You should
probably look into a tutorial
L1773[20:43:38] <Ivorius> Haha
L1774[20:43:46] <Ivorius> Or look at
sample code
L1775[20:44:02] <Sollux-Captor> ye.. i've
looked up a few before blindly coming and asking quesions
L1776[20:45:01] <Sollux-Captor> how do
you make GUIs trigger on block interaction?
L1777[20:45:31] <tterrag>
onBlockActivated calling player.openGUi
L1778[20:45:35] <tterrag> pretty
simple
L1779[20:45:40] <Sollux-Captor> aight
thx
L1781[20:46:46] <tterrag> some might be
way over your head, some might be useful :P
L1782[20:47:20] <Sollux-Captor> kk
thx
L1783[20:48:46] <Sollux-Captor> basically
im making a block called "particle accelerator" and it
will work like a smoke stack but will have a GUI where u can edit
say the color/texture/offset/speed/side of the particles coming out
off the block
L1784[20:49:04] <Sollux-Captor> thought
it was a pretty fun name
L1785[20:49:44] <tterrag> neat
L1786[20:49:50] <tterrag> yeah some
sliders would do nicely there
L1787[20:49:55] <tterrag> thankfully MC
already has sliders ;P
L1788[20:50:40] <Sollux-Captor> so uh...
would i construct the GUI in its own class or the class containing
the block or how ever i would prefer it? what would be the most
optimized way i guess
L1789[20:51:09] <williewillus> in your
guihandler
L1790[20:51:32] <tterrag> williewillus:
if this is a screen, not a container, that's definitely not
necessary
L1791[20:51:40] <tterrag> Sollux-Captor:
will your GUI be a container GUI? like, will it have items?
L1792[20:51:45] <williewillus> ah
L1793[20:51:49] <williewillus> yeah
L1794[20:51:50] <Sollux-Captor> no no
items
L1795[20:51:56] <tterrag> then it's just
a GuiScreen
L1796[20:52:52] <Sollux-Captor> like.. i
want it to appear like a furnace screen would (same texture/style
and all) just only inputes(sliders and numeric inputs) for the
different options
L1797[20:52:58] <tterrag> which means you
can just call Minecraft.getMinecraft().displayGuiScreen
L1798[20:53:09] <tterrag> no container
(serverside part) needed
L1799[20:53:11] <Sollux-Captor>
alrighty
L1800[20:53:35]
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L1801[20:54:29] <Sollux-Captor> welp i
guess first step is to actually make the block into existance xD
planning ahead here to make sure i dont screw up
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L1803[20:56:26] <_X_C_V_B_> what's a good
plugin/mod for like the basic stuff like /warp /spawn /home
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L1805[20:57:11] <williewillus>
forgeessentials?
L1806[20:57:52] <tterrag>
servertools?
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L1810[21:07:09] <_X_C_V_B_> I think
forgeessentials will work
L1811[21:09:18] <Teamy> Running intellij
idea 14, I have appended the "{ module { inheritOutputDirs =
true } }" to my build.gradle but my assets still do not load
when I launch. Any ideas?
L1812[21:09:39] <Teamy> I also hit
refresh in the gradle tab afterwards
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L1814[21:13:20] <Keridos> (join
#cauldron
L1815[21:13:56] <Mysticdrew> Is FML java8
ready? I know it used to use a version of ASM that was a pain to
get to work with java 8.
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L1817[21:25:00] <Keridos> in the
commonproxy do these function get called on both sides?
L1818[21:27:10] <killjoy> Only if you
super in the client proxy
L1819[21:29:56] <williewillus> Teamy: you
have to resetup your workspace after you add that, and did you have
"idea" before that first brace? "idea { module
{..." you can also just ocndense it to
"idea.module.inheritOutputDirs=true"
L1820[21:30:29] <Teamy> I did have the
idea before the brace, I just resetup the workspace but the
resources folder still didn't load
L1821[21:31:09] <Keridos> killjoy: ok
thanks
L1822[21:31:58]
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L1823[21:32:59] <Keridos> hm now next
issue, for getting a ISBRH colored rendering I use the
renderer.renderStandardBlockWithColorMultiplier function and have a
set of float for each color, but since the textures are a bit
colored by default I need some compensation
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L1825[21:33:41] <Keridos> i took the
average color of the texture that i would like to become white (it
are 2 gray values depending on the block) and just inversed that by
making a multiplier of 255/basecolorvalue for the blocks
L1826[21:34:02] <Keridos> but apparently
the darker one gets lighter when colored now
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L1829[21:35:19] <Keridos> gonna try a
multiplier of 1.0F + basecolor/255 now
L1830[21:35:41] <Lex_> 1.8.1 -> 1.8.2
471 changes {before I restore generics}
L1831[21:38:10] <Keridos> meh this still
is not really what i want
L1832[21:38:17] <killjoy> good job,
lex
L1833[21:38:49] <killjoy> I just want to
wish you good luck. We're all counting on you.
L1834[21:39:30] <Mimiru> And stop calling
me Shirley!
L1835[21:39:41] <killjoy> eyy
L1836[21:39:59] <killjoy> I picked a bad
day to quit smoking
L1837[21:40:20] <Mimiru> I picked the
wrong week to quit sniffing glue.
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L1841[21:45:48] <Keridos> Lex_: is that
the complete forge for 1.8.2 update?
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L1843[21:47:53] <killjoy> He's doing
mcp.
L1844[21:48:13] <olee> Whis is probably
the major part
L1845[21:48:14] <killjoy> From what I can
tell, he's doing stairstep updates
L1846[21:48:30] <killjoy> slowly making
his way up to 1.8.7
L1847[21:49:14] <Flashfire> I have some
textures that aren't showing up on 6/9 damage values of an item and
I get this error: "[Client thread/ERROR] [TEXTURE ERRORS]: The
following texture errors were found." without any actual
texture errors listed
L1848[21:49:19] <iPixeli> sometimes thats
the least complicated way
L1849[21:50:00] <killjoy> It's mostly bug
fixes, right?
L1850[21:50:17] <williewillus> yeah after
1.8.4-5 it's all minor releases with 1-4 bug fixes
L1851[21:50:29] <killjoy> and security
patches
L1852[21:50:32] <williewillus> Flashfire:
do you register their models properly?
L1853[21:50:36] <killjoy> Which most are
already in forge
L1854[21:50:53] <Flashfire> I'm pretty
sure, it's just like everything else and I've checked countless
times
L1855[21:51:17] <Flashfire> Metadata 6 -
8 textures show but not 0 - 5
L1856[21:51:54] <Flashfire> Is there a
texture name length limit?
L1857[21:52:08] <Flashfire> Textures for
0 - 5 have 1 more character than 6 - 9
L1858[21:52:08]
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L1861[21:52:19] <iPixeli> I seriously
need to get familiar with how things work these days.
L1862[21:52:37] <iPixeli> If only I had
time to catchup
L1863[21:53:16] <Keridos> mmh I cannot
get the color rendering properly done for my average color values
on the textures
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L1865[21:53:46] <iPixeli> Im so confused,
so I assume this is via json?
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L1867[21:56:27] <williewillus> i dont
think theres a length limit
L1868[21:56:34] <Flashfire> Nope just
tested
L1869[21:56:34] <williewillus> but trying
renaming it shouldnt hurt
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L1871[21:56:53] <williewillus> also
recheck capitalizations and typos in the texture/model names
L1872[21:57:16] <Flashfire> I've
rechecked over and over
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L1874[21:57:30] <iPixeli> Does it work if
you try to get it to load a different texture?
L1875[21:57:46] <Flashfire> The lang file
works with them
L1876[21:57:58] <Flashfire> I didn't try
different ones... THANK YOU
L1877[21:58:03] <Flashfire> I know
exactly what the problem is
L1878[21:58:15] <iPixeli> Yay I
helped.
L1879[21:59:24] <Flashfire> You made me
realize, the gimp project file I used to make those 6/9 had 15
pixels wide instead of 16 and I fixed for the other 3 and forgot
when I went back to make the other 6
L1880[21:59:44] <iPixeli> :)
L1881[22:00:27] <iPixeli> Sometimes its
the simplest of things! And other times, you cannot replicate an
error.
L1882[22:00:58] *
iPixeli backs away before someone asks a question I can't
answer
L1883[22:01:27] <Flashfire> Yeah that's
right
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L1888[22:09:14] <_X_C_V_B_> is a
mod/plugin that would be good for a lot of scripting. regular mc
commands aren't powerful enough for what I need
L1889[22:10:27] <iPixeli> _X_C_V_B_ what
exactly are you trying to do?
L1890[22:11:24] <williewillus>
computercraft command computers x)
L1891[22:11:41] <williewillus> also,
anyone know how to disable the invtweaks (or is it nei)
"scroll wheel to shift click" feature?
L1892[22:11:53] <williewillus> its
somehow activating only clientside for my mod which is causing
desyncs
L1893[22:12:51] ***
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L1894[22:14:19] <_X_C_V_B_> iPixeli: I
hoping there would be something like scriptcraft but for
forge.
L1895[22:14:42] <Keridos> how can I check
if my tile entity has been clicked on with wool?
L1896[22:14:50] <Lex_> HERP DERP IM A
MORON
L1897[22:14:55] <williewillus> lol
L1898[22:14:58] <williewillus> what
happened
L1899[22:14:58] <iPixeli> Computer craft
allows you to enter scripts in game. In lua
L1900[22:14:59] <Lex_> spent the last 30
mins wondering why my scripts were erroring
L1901[22:15:12] <Lex_> Was using the
vanilla client jar instead of the merged jar herp derp
L1902[22:15:19] <williewillus> Keridos:
theres a method in block called blockcliecked or something
L1903[22:15:22] <williewillus> redstone
ore uses it
L1904[22:15:55] <Keridos> williewillus: i
have the function, jsut how can i use
player,getHeldItem().getItem() to check against wool, because that
is a block
L1905[22:16:06] <williewillus>
Item.getItemFromBlock(block)
L1906[22:16:12] <williewillus>
Blocks.wool, rather
L1907[22:16:31] <williewillus> or was it
still called Blocks.cloth, whatever
L1908[22:16:32] <Keridos> ok thanks
L1909[22:16:49] <iPixeli> willie is
faster at typsings than I
L1910[22:17:20] <williewillus> NEI y u
broken...the scroll wheel thing is making my container desync by
somehow running only clientside but not server
L1911[22:17:27] <Keridos> ok got my
colorable floodlights finished
L1912[22:17:27] <_X_C_V_B_> iPixeli: I
was hoping to support vanilla minecraft.
L1913[22:17:42] <iPixeli> Only other way
I know of is command blocks
L1914[22:17:59] <williewillus> which suck
for any kinda scripting
L1915[22:18:08] <williewillus> unless you
want your world to run at 2 tps lol
L1916[22:18:19] <iPixeli> or somehow
rigging mcmyadmin
L1917[22:18:34] <Keridos> Mmh for custom
stuff I would write my own mod at this point
L1918[22:18:49] <iPixeli> or using linux
tricks to do stuff if youre super good with chron jobs and that
stuff.
L1919[22:19:14] <Lex_> wtf is he
wanting?
L1920[22:19:16] <iPixeli> Your options
for vanilla are really slim.
L1921[22:19:17] <williewillus> no idea
lol
L1922[22:19:20] <iPixeli> ^
L1923[22:19:22] <williewillus> some sort
of scripting
L1924[22:19:27] <Lex_> just use
Forge
L1925[22:19:30] <williewillus> I
suggested command computers from computercraft :p
L1926[22:19:32] <Lex_> it supports
vanilla clients
L1927[22:19:44] <williewillus> or that
yeah, make a serverside mod
L1928[22:20:18] <iPixeli> _X_C_V_B_
sounds like you're trying to put things together to do server
management?
L1929[22:20:19] <_X_C_V_B_> I was
planning on using scriptcraft (used javascript like /js 2+2) but
bukkit and canarymod aren't really supported any more
L1930[22:20:45] <Lex_> its simple enough
to write a mod that ads extra commands
L1931[22:20:48] <Lex_> but, why?
L1932[22:21:04] <_X_C_V_B_> iPixeli: I
wanted to make like an adventure server thing
L1933[22:21:06] <Lex_> allowing arbitrary
JS through client commands is just asking for issues
L1935[22:21:24] <iPixeli> Oh, hm... like
a quest chain or something?
L1936[22:21:30] <williewillus> nice
L1937[22:21:32] <_X_C_V_B_> It was
running js on the server
L1938[22:21:43] <williewillus> that
sounds like a security accident waiting to happen lol
L1939[22:21:44] <Lex_> yes js on the
server from the client is bad
L1940[22:22:44] ***
iPixeli is now known as Pix
L1941[22:23:05] <_X_C_V_B_> only the
admin could run the js and edit command blocks
L1942[22:23:47] <Pix> Hes right, theres
still bad stuff with doing it that way.
L1943[22:24:22] <_X_C_V_B_> why is it bad
to run js on the server?
L1944[22:24:45] <Pix> <@L.ex_> yes
js on the server from the client is bad
L1945[22:25:07] <Pix> Never trust the
client
L1946[22:25:28] <Pix> Also equally
important never trust the server.
L1947[22:25:34] <_X_C_V_B_> why can't you
trust the client when it's the admin?
L1948[22:25:39] <Lex_> A bit better using
merged jar like i should of down to 333 changes
L1949[22:25:49] <Lex_> because its not
the admin
L1950[22:25:55] <Pix> Because
tin-foiled-hat reasons
L1951[22:25:58] <Lex_> I can push any
command to any MC server that I want to.
L1952[22:26:02] <Lex_> under anyones
name
L1953[22:26:26] <Lex_> Its a fundimental
flaw of MC's code that would require re-writing everything.
L1954[22:27:08] <_X_C_V_B_> how?
L1955[22:27:27] <Mimiru> Don't hold your
breath for him to explain how to exploit that... :P
L1956[22:27:32] <Lex_> Magic.
L1957[22:27:40] <Pix> What are you trying
to do? If you were doing it just fine in js, shouldn't be difficult
to create a proper server side mod for it.
L1958[22:28:10] <Pix> Users can connect
with vanilla clients and wouldn't even know the difference
L1959[22:28:37] <_X_C_V_B_> where would I
download that exploit?
L1960[22:28:45] <Mimiru> hahahaahaa
L1962[22:29:27] <Teamy> I've been having
a problem where the launcher hangs at "Rendering Setup -
Render Global instance" is there a way I can avoid this
problem?
L1963[22:29:56] ***
_X_C_V_B_ was kicked by MineBot (Banned: Okay you're to stupid to
be in here. We've answered your question stop annoying us.
(1h)))
L1964[22:30:10] <Pix> What version,
Teamy
L1965[22:30:12] <Lex_> logs
L1966[22:30:31] <Teamy> one sec
L1967[22:30:54] <Teamy> using
forge-1.7.10-10.13.4.1448-1.7.10
L1968[22:31:09] <Pix> !pb
L1970[22:33:33] <Teamy> weird
L1971[22:34:04] <Teamy> when I open the
uncompressed log.gz file its only 3 lines
L1972[22:34:45] <tterrag> 1448 was bugged
wasn't it?
L1973[22:34:53] <Lex_> wrong log
file
L1974[22:35:34] <Teamy> I launched
successfully after I asked so the latest.log would have been
overwritten
L1975[22:35:43] <Teamy> ill try and
reproduce to get another
L1976[22:35:52] <Lex_>
fml-client-latest
L1977[22:35:56] <Pix> So it doesn't
happen every time?
L1978[22:35:57] <Lex_> or one of the past
ones
L1979[22:36:07] <Lex_> thats why it
stores old log files -.-
L1980[22:36:10] <Mimiru> tterrag, 1448 is
still the recommended 1.7 build
L1981[22:36:44] <tterrag> egh,
really?
L1982[22:36:46] <tterrag> So old
L1983[22:37:41] <Lex_> dua there hasnt
really been anything major on 1.7 in ages
L1984[22:37:48] <Lex_> cuz 1.7 you know,
is kinda EOL
L1985[22:38:13]
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L1986[22:38:41] <williewillus> where is
the mcp conf dir located in a forge setup again?
L1987[22:38:45] <williewillus> gradle
caches?
L1988[22:38:48]
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is no spoon. Don't try to bend the spoon. Only you
bend.)
L1989[22:39:15] <killjoy> depending on
your version, it's either with forge or in an mcp thing
L1990[22:39:33] <killjoy>
.gradle/caches/minecraft
L1991[22:41:30] <williewillus> hm my conf
file doesnt have the csv's
L1992[22:41:38] <williewillus> just gonna
redownload them from the bot exports
L1993[22:41:51]
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L1995[22:44:54] <Flashfire> Does anyone
know how to add effects to items in 1.8 like potions and nether
star?
L1996[22:45:33] <Pix> It should be in the
code for those items
L1997[22:46:13] <williewillus> same as
1.7
L1998[22:46:17] <williewillus> override
hasEffect(stack)
L1999[22:47:07] <Flashfire> Oh I see,
thank you
L2000[22:48:12] <Flashfire> Can I modify
the effect too?
L2001[22:49:25] <Horfius> How do you use
images created at run time as IIcons?
L2002[22:50:06]
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L2004[22:50:58] <Lex_> humm yup fun
times, broken tool must fix!
L2005[22:51:00] <williewillus> Horfius:
what do you mean?
L2006[22:51:13] <williewillus> you can
get iicons/textureatlassprites from the texturemap
L2007[22:51:48]
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L2008[22:51:59] <Horfius> If I wanted to
generate textures at runtime for blocks based upon other blocks and
template textures, how would I register them?
L2009[22:53:06]
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L2010[22:53:16] <Lex_> you dotn want to
create images at runtime
L2011[22:53:23] <Lex_> that defeates the
purpose of resource packs
L2012[22:54:08] <Horfius> The amount of
textures is not set, though
L2013[22:54:16] <Flashfire> Is there a
way to change the color of the enchanted item effect for a custom
item?
L2014[22:54:25] <Horfius> It's not really
possible for it to work without it being at runtime
L2015[22:54:49] <Lex_> except it probably
is
L2016[22:54:54] <Pix> You could with gl
code on a render, but isn't everything json now
L2017[22:54:55] <Horfius> No, it really
isn't
L2018[22:55:04] <Lex_> Explain what
you're doing
L2019[22:55:07]
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Connection closed for inactivity)
L2020[22:55:09] <Lex_> instead of being
vague
L2021[22:55:10]
⇦ Quits: Isi (~Isi@88.81.146.70) (Quit: Leaving)
L2022[22:55:23] <Lex_> all block states
must be known at init time.
L2023[22:55:33]
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(~Ri5ux@ip174-74-47-26.om.om.cox.net)
L2024[22:55:38]
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(~Hassan@pool-71-191-144-97.washdc.fios.verizon.net)
L2025[22:55:42] <Lex_> and unless you're
letting your end users configure new blocks then you know all
textures
L2026[22:55:57] <HassanS6000> Ri5ux,
what's up
L2027[22:56:14] <Ri5ux> Hey
L2028[22:56:15] <Horfius> You know how XU
has compressed cobble/dirt/sand/gravel? I'm trying to make a mod
that can create compressed blocks for any normal block that does
not create a tile entity
L2029[22:56:50] <Ri5ux> What's the most
efficient way to access the world's NBT tag?
L2030[22:56:56] <Teamy> thats enat
horfius
L2031[22:56:58] <Teamy> neat*
L2032[22:56:58] <Ri5ux> From like
WorldEvent.Save or Load
L2033[22:57:12] <Lex_> 1) pretty
difficult to figure out if a block can be compressed or not
L2034[22:57:25] <Lex_> 2) in the resource
pack that is a known value tho
L2035[22:58:03] <Horfius> The logic is
that if it is a normal cube block, does not create a tile entity
(not an instance of ITileEntityProvider) and is not blacklisted, it
creates a block
L2036[22:58:13] <Horfius> Up to 8x
compression, which is configurable
L2037[22:58:29] <Horfius> And I'm
currently on 1.7 because I haven't messed around with BlockStates
enough
L2038[22:58:52] <williewillus> wouldnt
this be a good opportunity to learn them? :p
L2039[22:58:58] <Horfius> True
L2040[22:59:11] <Horfius> Was just gonna
make it in 1.7 then port it to 1.8 right after
L2041[22:59:15] <Horfius> Hit both
audiences
L2042[22:59:26] <pig> <Horfius> Was
just gonna make it in 1.7 then port it to 1.8 right after
L2043[22:59:26] <pig> <Horfius> Hit
both audiences
L2044[22:59:28] <pig> ahahahahahahaah
right.
L2045[22:59:35] <pig> good luck with the
1.8 port
L2046[22:59:36] <Horfius> Well, sooner or
later :P
L2047[22:59:39] <williewillus> anyways,
how are you even going to make the compressed textures?
L2048[23:00:03] <pig> for every
compression, render the same texture but with the power of
compression +1
L2050[23:00:10] <Horfius> I'm going to
have grayscale images to multiply over the texture for each block
face
L2051[23:00:17] <Lex_> ya this is
sounding dumb im going back to figureing out why retroguard isnt
naming my classes correctly
L2052[23:00:27]
⇨ Joins: kazel
(webchat@0587366825.wireless.umich.net)
L2053[23:00:28] <Horfius> Okay, Lex
L2054[23:00:34] <williewillus> for 1.8
you could just bake all your textures at load time
L2055[23:00:38] <pig> have fun you big
bear
L2056[23:00:39] <williewillus> like how
denseores does it
L2057[23:00:46] <williewillus> no clue
how 1.7 woudl do it
L2058[23:00:49] <Horfius> Hmmm
L2059[23:00:52] <williewillus> so good
luck trying to do both lol
L2060[23:00:55] <Horfius> Is denseores
open source?
L2061[23:00:58] <williewillus> yes
L2062[23:01:03] <Lex_> also
L2063[23:01:07] <Lex_> i think this
qualified
L2064[23:01:09] <Horfius> Okay, maybe
I'll just skip 1.7
L2065[23:01:25] ***
Horfius was kicked by MineBot (Banned: We do support support
development for old versions. (1d)))
L2066[23:01:38] <williewillus> he just
said he'd skip 1.7 lol
L2067[23:01:43] <Lex_> damn
L2068[23:01:48] <Lex_> he JUST got that
in under the wire
L2069[23:01:49]
⇨ Joins: mezz_
(~quassel@2601:641:4000:82f9:ace8:be0e:42ec:f718)
L2070[23:01:50] <pig> lol
L2071[23:01:55] <pig> looool
L2072[23:01:57] <Lex_> u.u
L2073[23:02:02] <pig> you probably should
unban him
L2074[23:02:15] <pig> "We do support
support development for old versions"
L2075[23:02:16] <pig> lex
L2076[23:02:19] <williewillus> lol
L2077[23:02:19] <pig> lrn2english
pls
L2078[23:02:44] <pig> that reminds me I
need to sit down with you and point out the issues with your
site
L2079[23:02:46]
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L2080[23:02:52] <Ri5ux> Go pig!
L2081[23:03:03]
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(Client Quit)
L2082[23:03:17]
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L2083[23:03:20] *** MineBot sets mode: -b
*!*@cpe-66-67-8-129.rochester.res.rr.com
L2084[23:03:20]
⇨ Joins: Horfius
(~quassel@cpe-66-67-8-129.rochester.res.rr.com)
L2085[23:03:29] <pig> ew autorekoin
L2086[23:03:30] <pig> join*
L2087[23:03:31] ***
pig was kicked by Lex_ (pig))
L2088[23:03:34]
⇨ Joins: pig (~iChun@104.200.137.171)
L2089[23:03:36] <Horfius> ?
L2091[23:03:40] <williewillus> lol
L2092[23:03:45] <Kolatra> wtf
L2093[23:03:46] <Horfius> Did I rejoin
right as it ended?
L2094[23:03:54] <HassanS6000> what
daaaa
L2095[23:03:56] <williewillus> Horfius:
he didnt see your message saying you would skip 1.7 ;p
L2096[23:04:02] <Mimiru> No, it was a 1
day ban :P
L2097[23:04:10] <pig> it has been 1
day
L2098[23:04:12] <Mimiru> Day's just don't
last as long as they used too....
L2099[23:04:16] <Mimiru> I blame the
Economy
L2100[23:04:18] <pig> indeed
L2101[23:04:23] <Horfius> Lol
L2102[23:04:24]
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L2103[23:04:27] <HassanS6000> Yep.
L2104[23:04:37]
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(Client Quit)
L2105[23:04:46] ***
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L2110[23:11:51] <williewillus> is
transferStackInSlot only called clientside? having this weird
condition where the NEI scroll wheel desyncs my container, only the
clientside container is changed when I reopn it changes are
gone
L2111[23:12:12]
⇨ Joins: kazel
(kazel@0587366825.wireless.umich.net)
L2112[23:12:39] <tterrag> Horfius: small
note, instanceof ITileEntityProvider isn't reliable
L2113[23:12:48] <tterrag> use
block.hasTileEntity
L2114[23:12:54] <kazel> Can anyone help
me install optifine in my eclipse minecraft instance?
L2115[23:13:23] <tterrag> You can't that
I know of
L2116[23:13:24] <Ri5ux> Where is World
instantiated?
L2117[23:13:29] <tterrag> It relies on
obf
L2118[23:13:30] <Ri5ux> Cant find
it.
L2119[23:13:43] <HassanS6000>
8==>
L2120[23:13:44] <kazel> Shoot, that's
what I was afraid of.
L2121[23:13:55] <Horfius> Blocks can
provide tile entities without implementing that?
L2122[23:14:02] <williewillus> Ri5ux:
your ide has a "show usages" tool :p
L2123[23:14:14] <kazel> Any other
suggestions for squeezing performance out of a netbook when I test
in eclipse?
L2124[23:14:17] <Ri5ux> And that shows
everything that uses it.
L2125[23:14:22] <Ri5ux> There's too many
results.
L2126[23:15:07] <williewillus> in any
case, WorldServers are created in MinecraftServer.loadAllWorlds()
and WorldClients are created in NetHandlerPlayClient.handleJoinGame
and handleRespawn
L2127[23:15:11] <williewillus> took 30s
;p
L2128[23:15:37] <tterrag> Horfius:
yes
L2129[23:16:12] <tterrag> Ri5ux: what
ide? show usages on constructor shows only where it is
created
L2130[23:16:24]
⇦ Quits: kazel (kazel@0587366825.wireless.umich.net)
()
L2131[23:16:52] <iPixeli> kazel minimize
your services (like adaptive brightness, print spooling, etc)
L2132[23:17:12] <FusionLord> does anyone
know how to disable shadows when rendering an entity's
renderer
L2133[23:17:48] <iPixeli> Switch to
'Windows Classic' theme because aero/basic takes a bit more
effort.
L2134[23:18:01] <HassanS6000> FusionLord,
did you try shadowSize = 0f in the constructor?
L2135[23:18:03] <iPixeli> But really,
this is just like squeezing the last drop of ketchup out of a
bottle.
L2136[23:18:13] <tterrag> He left pix
:p
L2137[23:18:18] <iPixeli> :(
L2138[23:19:04] <FusionLord> HassanS6000,
I'm calling renderManager.renderEntityWithPosYaw(entInstance, 0F,
0F, 0F, 0F, 0F);
L2139[23:19:18] <iPixeli> hmmm
L2140[23:19:29] <tterrag> Might have to
reflect and change the shadow size prior to rendering
L2141[23:19:32] <iPixeli> I think the
shadow that shows on ground is a super class...
L2142[23:19:36] <tterrag> It's probably
hardcoded
L2143[23:19:55] <FusionLord> YAY!
xD
L2144[23:19:56] <iPixeli> ^ and in a
private method :<
L2145[23:21:33]
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L2147[23:24:50] ***
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L2148[23:26:45] <tterrag> FusionLord:
err, how are you rotating it?
L2149[23:27:41]
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L2150[23:27:49] <FusionLord> Like
normal... GlStateManager.rotate(90F, 0F, 0F, 1F);
L2151[23:29:03]
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L2153[23:29:27] <FusionLord> this
works... renderManager.setRenderShadow(false);
L2154[23:29:29] <FusionLord> thanks
L2155[23:29:50] ***
willieaway is now known as williewillus
L2156[23:32:08] <tterrag> FusionLord: I
was gonna say you should just rotate the entity's model
L2157[23:32:11] <tterrag> but idk if
that's possible
L2158[23:32:35]
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L2159[23:32:58] <FusionLord> it works
this way just fine, and I don't have the model object
L2161[23:39:43]
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L2164[23:41:01] <Lex_> Yay sweeping
renames! cuz I was a moron in the past and didnt understand the
compiler!
L2165[23:45:45] <Lex_> humm FFFixes is
the longest part of the mcp decompile...
L2166[23:45:48] <Lex_> wonder why..
L2167[23:45:57]
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L2171[23:51:53] <FusionLord> anyone know
off hand what the UUID upper and lower tags are in nbt?
L2173[23:53:49] <FusionLord> I know the
show...
L2174[23:54:01] <FusionLord> season 2
IIRC
L2175[23:54:04] <shadekiller666> Penny's
Boat?
L2176[23:54:16] <FusionLord> no before
that
L2177[23:54:52]
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L2178[23:55:02] <RobotSquid> o/
L2179[23:55:09]
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L2181[23:56:21] <shadekiller666> does it
have something to do with the code at the bottom?
L2182[23:57:43] <Lex_> Nope, I just hit
the wrong hotkey and took a full screen shot and not just one of
the diff
L2183[23:57:49] <Lex_> anyways the diff
was to show generics <3
L2184[23:57:56] <Lex_> MMMUUUUCCCCHHHH
sexier
L2185[23:58:26] <killjoy> Didn't they say
exceptions are also in there?
L2186[23:59:23] <killjoy> whatever that
means