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L23[00:43:14] <Cazzar> And running windows 10 now
L24[00:45:03] <shadekiller666> nice
L25[00:45:08] <shadekiller666> its not bad actually
L26[00:45:09] <Manusoftar> im feeling a little moron asking this but i can figure it out, i found this explanation regarding mineshafts generation -> http://pastebin.com/NiNE3xbA and also i found a post where a guy called Badel told that before version 1.7 of minecraft the frequency of mineshafts was 1/100 but from 1.7 and abobe to 1/250. I still can see how to use that information to actually calculate the
L27[00:45:10] <Manusoftar> locations of the mineshafts from the world's seed
L28[00:45:20] <Manusoftar> mean can't
L29[00:46:36] <Manusoftar> im hoping someone can enlighten me at least a little
L30[00:46:44] ⇨ Joins: McJty (~McJty@bluecoat2.uzleuven.be)
L31[00:49:55] <Cazzar> I think, now my alt tabbing is changing to win tab
L32[00:50:06] <Cazzar> Namely because the windows show on the monitor I am using
L33[00:50:13] <shadekiller666> mhmm
L34[00:50:15] <Cazzar> It on, and virt desktops
L35[00:50:39] <shadekiller666> its the same thing, but larger images of what windows you have active
L36[00:51:17] <Cazzar> Not really, since, when you have 2-3 monitors, it will show the window on the monitor it is currently on.
L37[00:51:27] <Cazzar> It's nice because: http://upload.cazzar.net/images/qFY9MKw
L38[00:51:54] <shadekiller666> why is 2 lower than 1?
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L40[00:52:07] <Cazzar> Because, physically it is?
L41[00:52:11] <Cazzar> Also, smaller display
L42[00:52:14] <shadekiller666> so?
L43[00:52:40] <McJty> What's the best way to make a model for Minecraft that is *not* made out of cubes. Seems like Techne/Tabula only work with boxes.
L44[00:52:45] <Cazzar> Without something under the display, 2 is physically below 1
L45[00:52:50] <Cazzar> So I set it up like that
L46[00:53:00] <shadekiller666> i have 2 different sized displays, the right one is smaller and elevated with the bottom 1/2 up the larger one, but i keep them level in the monitor set up
L47[00:53:02] <McJty> Also still has to support 1.7.10
L48[00:53:22] <shadekiller666> mcjty, OBJs
L49[00:53:38] <McJty> shadekiller666, and how do you make those? And then how to put that in a mod?
L50[00:53:43] <McJty> Any tutorials on that?
L51[00:53:49] <shadekiller666> well, theres blender
L52[00:54:01] <McJty> I know blender but it has been a while since I used it.
L53[00:54:07] <Cazzar> shadekiller666: it's also positioned so I can have a near level mouse path.
L54[00:54:09] <McJty> But not sure what the path to MC would be
L55[00:54:13] <Cazzar> I got used to it is all :P
L56[00:54:34] <shadekiller666> mcjty, you'd put it in models/block or models/item
L57[00:54:47] <shadekiller666> you don't have to save directly out of blender into that, you can always move them
L58[00:55:11] <McJty> shadekiller666, ok and then how do I use that for an ISBRH for a block?
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L60[00:56:11] <shadekiller666> erm
L61[00:56:58] <shadekiller666> not exactly sure
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L63[01:03:26] <Ferdz> McJty, https://emxtutorials.wordpress.com/using-wavefront-obj-models-for-blocks/ my co-author wrote this tutorial on Wavefront (.obj) files for 1.7.10
L64[01:03:42] <McJty> Ferdz, thanks!
L65[01:04:03] <McJty> Seems to use a TESR but I suppose that can be easily adapted to an ISBRH
L66[01:04:36] <Ferdz> iirc ISBRH doesn't support IModelCustom
L67[01:04:48] <Ferdz> Not quite sure right now
L68[01:05:35] <Ferdz> Isn't ISBRH used for Tesselator rendering?
L69[01:05:46] <McJty> yes
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L71[01:08:00] <Ferdz> I doubt you can draw fine models with Tesselator, why not using TESR?
L72[01:08:21] <McJty> Because that means I would have to use a tile entity
L73[01:08:27] <McJty> And it is not needed to render this again every frame.
L74[01:08:31] <McJty> It doesn't change or animate
L75[01:08:45] <shadekiller666> you can draw whatever the hell you want with tesselator, it might not like > 4 vertices per face but its possible
L76[01:09:02] <McJty> yes, it has addVertex calls and such
L77[01:09:08] <McJty> But I prefer not to do it in code of course
L78[01:09:35] <shadekiller666> you should be able to tell the model to just render itself shouldn't you?
L79[01:10:02] <McJty> If it can render itself using the tesselator. Otherwise no
L80[01:10:06] <Ferdz> You could try it inside a ISBRH McJty, we honnestly never tried it
L81[01:10:37] <Ferdz> But if you're talking about high-poly models, you really don't want to code all of it by hand
L82[01:10:43] <McJty> Exactly
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L84[01:11:09] <McJty> That's why I was hoping there was something to convert an obj or similar to java code that uses the tesselator. Or else some loading code that uses the tesselator
L85[01:11:38] <Ferdz> Not that I know of, but maybe someone does ^^
L86[01:11:47] <Genuine> You can write one yourself.
L87[01:12:19] <Genuine> Pretty easy since wavefront is the simplest thing in the world.
L88[01:12:37] <Genuine> I wrote one a couple years back for funsies.
L89[01:12:49] <Genuine> I doubt I still have it though.
L90[01:13:00] <McJty> Oh, .obj is text. That's good!
L91[01:13:04] <McJty> Seems easy to parse
L92[01:13:11] <shadekiller666> lol
L93[01:13:14] <shadekiller666> you have no idea
L94[01:13:59] * shadekiller666 has spent several months writing a parser for wavefront objs :P
L95[01:14:18] <tmtu> months..? >.>
L96[01:14:20] <Genuine> https://github.com/seanrowens/oObjLoader
L97[01:14:30] <McJty> shadekiller666, why? Seems pretty easy
L98[01:14:35] <shadekiller666> well, at least a month all together
L99[01:15:06] <shadekiller666> theres actually quite a lot if you want to support a lot of the commands
L100[01:15:24] <Genuine> You could read the summary of that project and get enough information about wavefront objects to write your own.
L101[01:15:25] <McJty> Well I just need to support exactly what is in the model file that I exported from blender :-)
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L103[01:16:06] <Ferdz> It's funny because everytime I log here, shadekiller666 still hasn't finished the .obj for 1.8 :P (I'm stuntmania)
L104[01:16:13] <Ferdz> Changed username cuz yeah
L105[01:16:21] <Genuine> https://www.youtube.com/watch?v=QQzujR_6Oh0
L106[01:16:22] <tmtu> confuze
L107[01:16:23] <shadekiller666> for the record, its ready to be pulled
L108[01:16:27] <Genuine> So it was three years ago I made it.
L109[01:16:30] <Ferdz> Yay! :D
L110[01:16:35] <shadekiller666> waiting on fry to get back to pull it
L111[01:16:50] <Genuine> That's a video of Skyrim mudcrabs in Minecraft.
L112[01:16:54] <shadekiller666> and to discuss posible uses for "custom" data in the forge blockstate jsons
L113[01:16:56] <Genuine> running around and stuff.
L114[01:20:53] <Genuine> That video still tickles me to this day.
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L119[01:28:25] <McJty> Hmm
L120[01:28:31] ⇨ Joins: necrogami (~necrogami@199.193.248.29)
L121[01:28:38] <McJty> Seems the AdvancedModelLoader has problems with this obj
L122[01:28:44] <McJty> I just loaded a blend file I got from the internet
L123[01:28:47] <McJty> Exported to WaveFront
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L125[01:28:49] <McJty> And then I get:
L126[01:28:53] <McJty> net.minecraftforge.client.model.ModelFormatException: Error parsing entry ('f 16/5 11/6 37/7', line 391) in file 'deepresonance:obj/crystal.obj' - Invalid number of points for face (expected 4, found 3)
L127[01:29:05] <McJty> Should I do something differently when exporting?
L128[01:29:35] <shadekiller666> thats one thing that bugged the hell out of me with the 1.7 obj loader...
L129[01:29:47] <shadekiller666> erm
L130[01:30:02] <shadekiller666> you would need to convert that triangular face into a quad
L131[01:30:17] <McJty> That's annoying...
L132[01:30:26] <McJty> The model is made out of triangles completely
L133[01:30:28] <shadekiller666> or, you could manually go in and duplicate the last "#/#" pair on every "f" line
L134[01:30:55] <McJty> Hmm I' do that to start with
L135[01:31:02] <McJty> But when I make my own model I'll remember to use quads.
L136[01:31:07] <McJty> Pity it can't work with triangles though
L137[01:31:20] <shadekiller666> thats a problem that could easilly be fixed on the loader's side just by duplicating the last vertex... but who ever wrote that wanted to be strict instead of you know, nice and useful...
L138[01:31:43] <McJty> Why can't it just render a triangle mesh though?
L139[01:31:48] <McJty> OpenGL supports triangle meshes just fine
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L141[01:32:18] <shadekiller666> minecraft isn't set up to shove triangles into OpenGL
L142[01:32:26] <shadekiller666> its set up to shove quads into OpenGL
L143[01:32:35] <tmtu> wot
L144[01:32:52] <shadekiller666> ?
L145[01:32:59] <tmtu> how is it not set up to shove triangles
L146[01:33:06] <tmtu> tessellator?
L147[01:34:19] <shadekiller666> well, the normal calls are to start drawing quads
L148[01:34:44] <tmtu> just draw triangles instead then
L149[01:34:45] <McJty> Oh, the obj also contains faces with more then 4 vertices. That will be harder to correct in the file itself...
L150[01:34:50] <shadekiller666> and afaik, whatever gets loaded through the 1.7.10 loader has to be quads
L151[01:35:14] <McJty> tmtu, the obj loader unfortunatelly only accepts quads
L152[01:35:22] <tmtu> :(
L153[01:35:24] <tmtu> rude
L154[01:35:39] <McJty> I guess I'll have to make my own model then.
L155[01:35:57] <McJty> Trying to remember how blender works :-)
L156[01:36:18] * shadekiller666 's loader supports triangles
L157[01:36:35] <shadekiller666> though it doesn't draw >4 vertices very well
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L161[01:44:12] <Ferdz> You can check a 'triangulate' option when you êxport using Blender, which makes pretty much everything loadable (circles and stuff)
L162[01:44:34] <shadekiller666> not if the loader doesn't support triangles...
L163[01:44:49] <shadekiller666> but yes, that is an option if the loader works properlly
L164[01:45:23] <McJty> Pity Blender doesn't have a 'quadulate' option
L165[01:45:47] <tmtu> shadekiller666: if it doesn't support triangles it sucks ;_;
L166[01:46:01] <shadekiller666> like the 1.7.19 one...
L167[01:46:14] <shadekiller666> 1.7.10*
L168[01:48:04] <McJty> Ok, at least the obj works as a TESR. Perhaps I'll go with that to start with. It is a bit easier
L169[01:49:17] <shadekiller666> and can't you tell TESRs not to update every tick?
L170[01:49:28] <McJty> yes that's no problem
L171[01:49:35] <McJty> But it will still rerender every tick though.
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L173[01:49:44] <McJty> but there will not be too many of these so probably not a big deal
L174[01:49:51] <shadekiller666> ya
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L177[01:50:41] <sham1> Also, you could technically render with TESR every x ticks
L178[01:51:02] <ThePsionic> gais gais
L179[01:51:05] <ThePsionic> it my birdai
L180[01:51:14] <sham1> Good cakeday
L181[01:51:21] <ThePsionic> :D
L182[01:52:33] <Ferdz> Happy birthday :D
L183[01:53:23] <ThePsionic> thank
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L186[01:56:38] <shadekiller666> how old are you now?
L187[01:56:44] <ThePsionic> 19
L188[01:56:56] <shadekiller666> nice
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L192[02:04:12] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150730 mappings to Forge Maven.
L193[02:04:15] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150730-1.8.zip (mappings = "snapshot_20150730" in build.gradle).
L194[02:04:26] <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/
L195[02:06:34] <Cazzar> That time windows tells you that you have images created 220 years in the future
L196[02:07:04] <shadekiller666> you didn't hear? microsoft invented time travel with windows 10
L197[02:07:23] <ThePsionic> I use it
L198[02:07:28] <ThePsionic> It is very nice
L199[02:07:44] <shadekiller666> windows 10 is nice
L200[02:07:50] <Cazzar> It is
L201[02:09:24] ⇦ Parts: Optimoos (~Optimoos@d75-159-27-121.abhsia.telus.net) (Leaving))
L202[02:09:42] <Cazzar> I am still not going to change from my BRS lockscreen image :3
L203[02:09:44] <Cazzar> http://upload.cazzar.net/images/OhHSVDW
L204[02:10:10] <shadekiller666> lol
L205[02:10:26] <Cazzar> I can't find that image online anymore.
L206[02:13:19] <Cazzar> OHGOD W10 by default has network usage monotoring
L207[02:13:21] <Cazzar> Niice.
L208[02:13:36] <shadekiller666> it has quite a lot of things
L209[02:13:47] <Cazzar> I have used the TP
L210[02:13:50] <shadekiller666> ctrl+v works in command prompt now
L211[02:13:55] <Cazzar> Though, the network usage will be a nice thing to do
L212[02:14:16] <Cazzar> Shade one thing I like is, Powershell Syntax Highlighting
L213[02:14:26] <shadekiller666> O.o
L214[02:15:50] <Cazzar> shadekiller666: http://upload.cazzar.net/images/MR4sMlC
L215[02:16:06] <shadekiller666> :O
L216[02:16:16] <shadekiller666> so something Vim has had for a long time?
L217[02:16:42] <Cazzar> Also, if your line is syntactically incorrect: http://upload.cazzar.net/images/Qaa11iY
L218[02:17:19] <shadekiller666> is that C++?
L219[02:17:34] <Cazzar> Hmm?
L220[02:17:43] <shadekiller666> what "syntax" is that
L221[02:17:53] <Cazzar> The last line?
L222[02:18:00] <shadekiller666> in genera
L223[02:18:02] <shadekiller666> general
L224[02:18:06] <Cazzar> PowerShell
L225[02:18:12] <shadekiller666> if ($variable blah)
L226[02:18:26] <shadekiller666> ok
L227[02:18:27] <Cazzar> It's just powershell
L228[02:18:57] <Cazzar> I like it a lot more, since I can also do things like [System.String]::Join(', ', $strArray)
L229[02:19:05] <Cazzar> Which String.Join is a .NET function
L230[02:19:07] <shadekiller666> i wasn't aware that it had its own syntax
L231[02:20:52] <Cazzar> It's quite powerful for Windows Scripting
L232[02:21:02] <Cazzar> Then again, also VBScript
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L234[02:23:01] <Cazzar> That reminds me...
L235[02:23:11] <Cazzar> I need to find a replacement recorder...
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L254[03:31:49] <halvors> Hi. I have a question regarding getDescriptionPacket() function in the tileEntity, is this only called on the server for sending to the client?
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L270[04:40:43] <masa> afaik yes. how about check the call hierarchy and see where it is called from...
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L276[04:58:43] <Wuppy> https://www.facebook.com/YourEdm/videos/827370194037338/
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L280[05:18:20] <Szernex> well, seems like 1.9 will make things very different in some parts...
L281[05:18:27] <Szernex> mainly with the dual wielding stuff
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L284[05:22:14] <xaero> did you see the minecon panel? grum is compactifying json models a bit more too
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L304[06:19:27] <laci200270> where can I search for old mappings names?
L305[06:19:32] <laci200270> like func_150296_c
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L308[06:20:03] <gigaherz> laci200270: !gm func_150296_c <versionhere>
L309[06:20:21] <laci200270> i should type this?
L310[06:20:27] <laci200270> or what should i do
L311[06:20:31] <gigaherz> in here, or in MCPBot_Reborn's PM
L312[06:20:37] <laci200270> oh
L313[06:20:39] <gigaherz> it's a command from the bot
L314[06:20:47] <gigaherz> if you plan on doing more than one, prefer PM
L315[06:20:47] <gigaherz> ;P
L316[06:20:53] <laci200270> yes
L317[06:21:13] <laci200270> i'm trying to port AE2
L318[06:21:19] <laci200270> so much
L319[06:21:31] <gigaherz> o_O
L320[06:21:41] <gigaherz> glhf ;P
L321[06:23:29] <laci200270> mcpbot is good :D
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L324[06:35:37] <laci200270> AE2 port first stage in my way: delete all integrations for mods that not have been ported yet
L325[06:35:52] <laci200270> 50% of errors solved :D
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L328[06:47:03] <halvors> Um. I have some questions about redstone flux, is there any good examples of how to output energy from a block with an EnergyStorage in it?
L329[06:47:48] <laci200270> halvors, you should look at mods that use RF API
L330[06:48:31] <halvors> Any good examples? A mod that implements some sort of battery?
L331[06:48:41] <laci200270> battery?
L332[06:48:45] <laci200270> item or block?
L333[06:48:52] <halvors> Block :)
L334[06:49:04] <laci200270> enderio capacitor bank maybe?
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L336[06:49:48] <laci200270> halvors, https://github.com/SleepyTrousers/EnderIO/blob/master/src/main/java/crazypants/enderio/machine/capbank/TileCapBank.java
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L340[06:57:38] <ollieread> halvors: output as in, distribute?
L341[06:59:45] <ollieread> laci200270: porting AE2?
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L344[07:00:16] <Keridos> yay, colored floodlights: http://media-elerium.cursecdn.com/attachments/25/96/2015-07-30_13.png
L345[07:00:35] <gigaherz> lol
L346[07:01:29] <halvors> ollieread: Yeah, sending energy to other TileEntity that implements IEnergyReciver's.
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L349[07:03:38] <ollieread> ahh
L350[07:05:21] <halvors> laci200270: Thanks, but that doesn't implement IEnergyProvider does it?
L351[07:06:55] <ollieread> halvors: https://github.com/ollieread/TechnoMagi/blob/dev/src/main/java/com/ollieread/technomagi/common/block/energy/tile/TileEnergy.java#L116
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L353[07:18:13] <halvors> ollieread: Thanks, that makes a lot of more sense :D
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L356[07:28:58] <Wuppy> holy crap the withcer 2 is pretty hard
L357[07:28:59] <Wuppy> although awesome
L358[07:29:15] <Wuppy> just spend 2 hours on doing half of 2 different contract side missions
L359[07:29:34] <McJty> Hmm. I have a TESR (for 1.7.10) which directly renders a WaveFromt OBJ that I exported from a Blender model that I just made. The TESR is here: https://bpaste.net/show/e250e2d38720
L360[07:29:41] <McJty> But the model flickers. Looks like z-fighting.
L361[07:29:46] <McJty> http://i.imgur.com/ITLXgZ4.png
L362[07:29:59] <McJty> Am I forgetting something?
L363[07:31:30] <heldplayer> Does it have a texture?
L364[07:31:40] <McJty> yes it has
L365[07:31:50] <heldplayer> Are the texture coordinates properly specified?
L366[07:31:53] <McJty> Although I didn't set uv coordinates in blender...
L367[07:31:55] <McJty> hmm
L368[07:32:06] <McJty> Let me try to do that first. Maybe that will help
L369[07:32:21] <McJty> Has been so long since I last used Blender. I have forgotten almost everything :-)
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L371[07:33:11] <gigaherz> z-fighting owuldn't happen just from bad UVs
L372[07:33:18] <gigaherz> you'd just see it having wrong texture
L373[07:33:21] <McJty> I would think that too
L374[07:33:27] <gigaherz> z-fighting usually implies you duplicated triangles
L375[07:33:33] <McJty> It seems to be flickering between textured/untextured
L376[07:33:43] <McJty> Well I checked and the number of quads in the obj file matches the model.
L377[07:33:45] <gigaherz> either they are overlapping, or you mistakingly exported the same mesh more than once
L378[07:33:46] <gigaherz> XD
L379[07:33:56] <gigaherz> OR you draw wrongly
L380[07:33:59] <gigaherz> ;P
L381[07:34:08] <McJty> Well I've shown the code
L382[07:34:11] <McJty> Do you see a mistake in it?
L383[07:34:41] <gigaherz> never done TESR so I wouldn't really know
L384[07:34:54] <McJty> it was copied straight from a tutorial
L385[07:35:02] <gigaherz> but it looks too simple to be wrong
L386[07:35:02] <gigaherz> XD
L387[07:35:04] <McJty> Besides changing names I didn't change anything
L388[07:35:24] <McJty> Oh
L389[07:35:28] <McJty> Fixing the UV did fix the flickering
L390[07:35:29] <McJty> Weird
L391[07:35:40] <gigaherz> thne your UVs were very wrong XD
L392[07:35:48] <McJty> Well I didn't specify any
L393[07:35:51] <gigaherz> Oh
L394[07:35:52] <gigaherz> hmm
L395[07:36:05] <McJty> It was just a model from scratch. No uv mapping or anything
L396[07:36:06] <gigaherz> that may mean it was using random UVs that previous models used
L397[07:36:06] <gigaherz> XD
L398[07:36:18] <McJty> ah that might explain things
L399[07:36:22] <McJty> Anyway, it is fixed now
L400[07:36:53] <heldplayer> Yay :D
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L404[07:50:53] <McJty> Ok, here is how the crystal now looks: http://jorrit.imgur.com/all/
L405[07:51:09] <McJty> BTW. How can I get the same model used for the item (in toolbar/inventory)?
L406[07:54:49] <McJty> I mean this url: http://i.imgur.com/cINlw2E.png
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L426[09:02:37] <Pennyw95> What's wrong with this item renderer for a tesr? It's not rendering at all
L427[09:02:38] <Pennyw95> http://pastebin.com/x47ypvPs
L428[09:03:09] <diesieben07> what are all those 0s? :o
L429[09:03:49] <Pennyw95> Well I want to see it before I try to adjust it
L430[09:03:58] <tmtu> probably the scale
L431[09:04:02] <Pennyw95> oh wait I put 0s on glscale too
L432[09:04:03] <Pennyw95> crap
L433[09:04:11] <tmtu> `-`
L434[09:04:16] <Pennyw95> it works now lol
L435[09:04:18] <Pennyw95> thanks
L436[09:04:44] <Pennyw95> this is the right way to do it anyway, isn't it?
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L438[09:05:06] <tmtu> do what?
L439[09:06:13] <Pennyw95> to render an item of a TESR
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L444[09:19:53] <Pennyw95> adjusting the rotation in the equipped view is so hard O_o
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L451[09:31:25] <Pennyw95> One last question... I set my TESR and all the item renderings (equipped, inventory, equipped 1st person view and entity). The thing is, when I break it it still gives out purple/black particles. What's missing?
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L453[09:32:09] <Flashfire> After many attempts with different methods and debugging, I am unable to get my texture to show on a custom skull item in the inventory
L454[09:32:47] <Flashfire> It just appears as missing texture if I try to use a json model and if I use builtin/entity like vanilla then it gets mapped to the vanilla chest texture
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L457[09:35:40] <Pennyw95> My guess is that those particles are based on the standard block textures, but since I have a TESR I put a blank String in the block's method...how is it supposed to be done?
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L459[09:36:40] <Flashfire> Was that to me?
L460[09:37:00] <Pennyw95> No, sorry..
L461[09:37:11] <Flashfire> No need to be sorry
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L481[10:15:05] <Horfius> Is there a good tutorial for block states in 1.8 without using json files? Like ones created within the actual block class.
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L483[10:18:45] <gigaherz> Horfius: you'd need a custom state tracker
L484[10:19:25] <shadekiller666> state mapper*
L485[10:19:29] <Horfius> Is there a tutorial on that or would it just be easier to write out 64 variants for 6 different blocks?
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L487[10:19:37] <Horfius> each*
L488[10:19:45] <shadekiller666> ...
L489[10:19:48] <gigaherz> what do the variants imply?
L490[10:19:51] <gigaherz> 64 seems a lot?
L491[10:20:00] <gigaherz> you may be able to make use of the forge blockstates system
L492[10:20:12] <gigaherz> http://mcforge.readthedocs.org/en/latest/blockstates/forgeBlockstates/
L493[10:20:46] <Pennyw95> Is it expected that a TESR block, when broken, still gives off the the black/purplish particles? I mean I guess that those particles are made with the basic block textures, but since I'm using a TESR, what should I do?
L494[10:21:06] <gigaherz> hmm you'd need to provide particle textures
L495[10:21:26] <gigaherz> no idea how those work when using a TESR
L496[10:21:45] <Pennyw95> oh ok...I tried giving the block it's own textures but then they fight with the tesr
L497[10:21:53] <Pennyw95> obviously
L498[10:21:53] <Flashfire> Before I start work in 10 minutes, does anyone know why I can't seem to get my texture to work on my custom skull item? I make a custom json model for the block and made the item's parent the block
L499[10:21:58] <diesieben07> set the render type to -1
L500[10:22:17] <diesieben07> (@penny)
L501[10:22:27] <Pennyw95> getrendertype? done already
L502[10:22:32] <Flashfire> Right now it's just rendering purple
L503[10:22:38] <diesieben07> then it wil not fight anything :D
L504[10:22:56] <Pennyw95> weird I swear it was flickering
L505[10:23:03] <Pennyw95> anyway so this is the way it's done?
L506[10:23:10] <Pennyw95> I mean, conventionally
L507[10:23:55] <Horfius> Are there any good 1.8 mods I can just look at?
L508[10:23:55] <Mraof> Is there a way to run Minecraft with a different version of LWJGL
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L510[10:24:17] <Mraof> The provided version has a bug on linux where it changes the refresh rate to 60 when Minecraft closes
L511[10:24:22] <Flashfire> You can look at my incompleter mod since it has a lot of variety https://github.com/Flashfyre/Chaos_Block
L512[10:24:29] <Mraof> And I don't really like having to xkill Minecraft every time
L513[10:24:42] <diesieben07> Mraof, in your IDE or from the launcher?
L514[10:24:45] <Flashfire> Also this https://github.com/TheGreyGhost/MinecraftByExample/tree/master/src/main/java/minecraftbyexample
L515[10:25:01] <gigaherz> Mraof: I assume you'd need to compile minecraft with a different lwjgl
L516[10:25:10] <gigaherz> since the natives won't work with different java-side lib
L517[10:25:24] <Mraof> From both, really
L518[10:25:35] <diesieben07> well, for in the IDE you just change the attached library
L519[10:25:57] <gigaherz> you'd basically end up working with a fully custom forge jar?
L520[10:25:58] <gigaherz> XD
L521[10:26:18] <diesieben07> lwjgl has nothing to do wiht the forg ejar
L522[10:26:59] <gigaherz> to get a different version of the lwjgl inside minecraft?
L523[10:27:22] <diesieben07> has nothing to do wiht the forge jar
L524[10:27:33] * gigaherz shrugs
L525[10:27:45] <diesieben07> and for in the launcher i recommend multimc
L526[10:28:10] ⇦ Parts: Flashfire (Flashfire@d24-36-192-173.home1.cgocable.net) ())
L527[10:29:15] <gigaherz> oh you are right, I was thinking org.lwjgl was inside the mc jar
L528[10:29:17] <gigaherz> XD
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L539[10:30:28] <Horfius> Okay, I guess I'll just do a large blockstate file :/
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L541[10:31:22] <Horfius> It's gonna be so big because each direction (N/S/W/E/U/D) has a part
L542[10:31:43] <Horfius> But I am going to use a TESR because .obj model
L543[10:31:52] <Horfius> With particle effects
L544[10:31:55] <shadekiller666> unfortunately thats what you have to do
L545[10:32:11] <shadekiller666> and my obj loader is ready to be pulled
L546[10:32:55] <Horfius> Isn't there already an obj loader in Forge?
L547[10:33:12] <shadekiller666> there is in 1.7.10, not 1.8
L548[10:33:23] <shadekiller666> and thats where mine comes in
L549[10:33:38] <Horfius> Why not?
L550[10:33:53] <Horfius> Seems silly to remove it
L551[10:34:16] <shadekiller666> well, theres a new model loader registry system
L552[10:34:27] <shadekiller666> and the 1.7.10 was a horrible obj loader
L553[10:35:14] <tterrag> The old one wouldn't have ported without rewriting 90% of it
L554[10:35:19] <Horfius> Ahh
L555[10:35:40] <shadekiller666> and at that point might as well write a new one
L556[10:35:47] <Horfius> Well, how am I going to load this .obj until your stuff is pulled?
L557[10:35:52] <shadekiller666> that is built from the ground up to work in the new system
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L560[10:41:53] <Horfius> What the the Cutout and Cutout_Mipped world layers for?
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L592[11:33:13] <Horfius> So, uh, I may have done my math wrong earlier, because I'd need 6! variants to cover all possible variations O_O
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L594[11:33:47] <Horfius> I either need to write a little program to do this for me or I'm going to go crazy
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L597[11:36:37] <shadekiller666> are you using forge blockstate jsons?
L598[11:36:42] <shadekiller666> they're generally smaller
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L601[11:37:51] <Horfius> Nooo
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L609[11:47:32] <Horfius> Okay, how would I implement Forge Blockstates with a block that has a boolean property for each Direction?
L610[11:48:06] <Horfius> The model itself is a .obj so I wouldn't change the model or texture based upon the states within the blockstate files
L611[11:48:13] <Horfius> It would only change in the tesr
L612[11:50:38] <williewillus> so those properties will never be saved?
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L614[11:55:52] <Horfius> They need to persist
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L616[11:56:54] <Horfius> I also need to add crafting recipes for changing each bit
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L620[11:58:38] <Horfius> I feel like this would be far easier to do in 1.7 >.>
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L623[11:59:05] <Horfius> I could just use nbt to save it, actually
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L625[11:59:37] <Horfius> But how would I transfer that to the TileEntity...
L626[12:00:42] <shadekiller666> it would be far easier to do with the 1.8 obj loader but ya
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L628[12:02:40] <Horfius> Well I'm trying to figure out the best way to transfer which directions are enabled/disabled right now
L629[12:02:41] <williewillus> i don't think you have enough meta values if you want a bool for all 6 directions
L630[12:02:44] <williewillus> to save
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L632[12:03:12] <Horfius> I'm not trying to store it in meta because that's only 4 bits and I'd need 6 at least
L633[12:03:49] <williewillus> but you want them to save
L634[12:03:59] <Horfius> Yes, but I can't do that with the meta
L635[12:04:03] <williewillus> i think its just better off using a TE and putting it all in nbt in this case
L636[12:04:08] <williewillus> forget about the properties
L637[12:04:19] <Horfius> That's what I was thinking
L638[12:04:22] <Horfius> Hmmm
L639[12:05:46] <Horfius> Hmm, now the question is should I make enabling the different directions through recipes or through right clicking the sides with the required item...
L640[12:05:57] <Horfius> The latter would be far easier...
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L643[12:09:37] <Horfius> onBlockActivated is for right clicking it, yes?
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L645[12:09:47] <pig> Yes
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L648[12:15:00] <Horfius> "returns the ItemStack containing the itemInUse" Great javadocs, as usual
L649[12:15:34] <shadekiller666> thats pretty self-explanitory
L650[12:20:54] <williewillus> where is the maven of codechickenlib
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L652[12:21:01] <Horfius> The method is called getItemInUse
L653[12:21:08] <Horfius> I don't know what ItemInUse is
L654[12:21:27] <williewillus> the item the player is right clicking :p
L655[12:21:36] <shadekiller666> the one that the player is holding and right clicking with
L656[12:21:40] <Horfius> But why not just use getHeldItem?
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L658[12:21:57] <shadekiller666> i made my self a sandwhich, it smells like its been dead
L659[12:22:05] <Horfius> Good job?
L660[12:22:10] <shadekiller666> ...
L661[12:22:32] <shadekiller666> thou hast missed le reference
L662[12:22:44] <shadekiller666> and getHeldItem just refers to the one being held
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L665[12:23:27] <Horfius> But wouldn't the held item be the one that's being used?
L666[12:24:30] <shadekiller666> yes
L667[12:24:41] <shadekiller666> but the held item isn't always the one being used
L668[12:24:55] <Horfius> How?
L669[12:25:05] <Horfius> If something was using items for the player?
L670[12:26:00] <shadekiller666> idk
L671[12:26:01] <shadekiller666> lol
L672[12:26:18] <shadekiller666> did anyone else get my sandwhich reference?
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L689[13:02:43] <Shuetox> Hey, is there a way to stretch blocks in json?
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L691[13:07:37] <Shuetox> or rather how do i use the old glscale option in techne for json?
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L696[13:21:38] <Gliby> here's something strange, i'm including a (apache)library in my mod that works fine on the server, but gets a NoClassDefFoundError :/
L697[13:21:46] <Gliby> on the client*
L698[13:25:42] <Shuetox> What is "requiresUpdate" in block updating?
L699[13:25:58] <Horfius> If it should randomly tick, like a farmland or plants
L700[13:26:14] <Shuetox> Ah ic, thanks
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L714[14:08:34] <williewillus> what's the maven repo for CodeChickenLib? chickenbones' maven doesn't have it
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L716[14:09:42] <Manusoftar> is there any way to programatically place protected blocks?? (i mean like with an enchantment so the player cannot break em)
L717[14:09:44] <Horfius> It might be on the forge maven
L718[14:09:58] <Horfius> Many, Manu
L719[14:10:03] <williewillus> whats the forge maven url?
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L721[14:11:29] <diesieben07> williewillus, http://uploaded.net/file/yv1t7c5d/SeE.part52.rar
L722[14:11:35] <diesieben07> woopsies
L723[14:11:48] <diesieben07> http://files.minecraftforge.net/maven
L724[14:12:04] <Cricket> (entity.getDataWatcher().getWatchedObject(RenderEvolvedSkeleton.isBG2Loaded) == null) what is getWatchedObject now?, isBG2Loaded is an int
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L726[14:21:02] <Shuetox> is it wrong to use a non tickable tileEntity for access to more complex rendering method than what i can achive with json?
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L728[14:23:37] <williewillus> not really, what kinds of rendering do you need?
L729[14:24:49] <Cricket> so nobody knows my question I guess :(
L730[14:25:23] <PaleoCrafter> AHA, diesieben07
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L732[14:27:50] <Shuetox> williewillus i need access to Tessellator
L733[14:28:01] <Shuetox> basicly i wanna render shapes that isn't block based
L734[14:28:18] <williewillus> i think it's fine to use a tesr
L735[14:28:26] <PaleoCrafter> no, it isn't :P
L736[14:28:31] <PaleoCrafter> TESRs are for rendering
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L738[14:28:34] <PaleoCrafter> eh... animating
L739[14:28:45] <PaleoCrafter> everything else: use baked models in *some* form
L740[14:28:48] <Shuetox> What would i use for rendering just a shape?
L741[14:29:34] <PaleoCrafter> B3D, obj (soon™), code
L742[14:29:52] <Manusoftar> which is the world.setBlock equivalent on 1.8
L743[14:29:54] <Manusoftar> ???
L744[14:30:00] <PaleoCrafter> setBlockState
L745[14:30:32] <Manusoftar> but that method lacks the Blocks.anyblock argument O_o
L746[14:30:41] <Shuetox> blockstate == block
L747[14:30:46] <Manusoftar> ups!
L748[14:30:48] <PaleoCrafter> no...
L749[14:30:54] <PaleoCrafter> Block.getDefaultState()
L750[14:31:03] <PaleoCrafter> blockstate is block + metadata
L751[14:31:12] <Shuetox> which is still a block in my world
L752[14:31:36] <PaleoCrafter> your world should be code :P
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L754[14:32:14] <Shuetox> You see matrix code all around you dont you? :P
L755[14:32:51] <Cricket> He is the matrix code
L756[14:34:52] <PaleoCrafter> meh, have to set up my macros again after the update to windows 10
L757[14:35:13] <tmtu> macaronis
L758[14:35:33] <Manusoftar> if i want to place a block that the player cannot destroy, should i set that up through the IProperties???
L759[14:36:21] <williewillus> probably not
L760[14:36:47] <Manusoftar> then how can i do it??
L761[14:37:20] <Cricket> PaleoCrafter: do you know my issue?
L762[14:37:33] <PaleoCrafter> uhm... lemme see
L763[14:37:47] <williewillus> Manusoftar: set the block hardness to -1
L764[14:37:56] <williewillus> that's what bedrock does
L765[14:38:03] <PaleoCrafter> getWatchedObject still is a thing
L766[14:38:21] <Cricket> its private
L767[14:38:27] <Manusoftar> williewillus: thats a good idea!! thanks
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L769[14:39:21] <Shuetox> Anyone got an example of rendering without tesr and json?
L770[14:40:37] <Manusoftar> i found something interesting -> BlockState myBlock = new BlockState(Blocks.iron_block); => myBlock.getBlock().setBlockUnbreakable();
L771[14:40:46] <PaleoCrafter> yeah, no
L772[14:40:49] <Manusoftar> i gues it should do what i need
L773[14:41:10] <PaleoCrafter> a) you don't create new blockstates (if you were to, definitely not like that)
L774[14:41:21] <Manusoftar> ?
L775[14:42:02] <PaleoCrafter> b) you shouldn't just set the hardness of a block sometime during runtime
L776[14:42:17] <PaleoCrafter> Blocks.iron_block.getDefaultState() gets you a blockstate
L777[14:42:18] <Flashfire> I still have the same problem from yesterday if anyone might be able to help: the texture for my custom skull block isn't showing up. I made a json copy of the model with the entity texture and it appears as the missing block texture yet it doesn't give me an error
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L779[14:42:48] <Manusoftar> but then i can do the setBlockUnbreakable on that state?
L780[14:42:57] <Manusoftar> can't i?
L781[14:43:03] <PaleoCrafter> no...
L782[14:43:16] <PaleoCrafter> don't tamper like with blocks you don't own
L783[14:43:23] <PaleoCrafter> oh, Cricket, what type does the watchable object have? :P
L784[14:43:34] <Manusoftar> then how the heck can i make sure the player wont be able to break it??
L785[14:43:39] <Cricket> um?
L786[14:43:42] <williewillus> set it unbreakable lol
L787[14:43:42] <Cricket> what?
L788[14:43:57] <Manusoftar> but +PaleoCrafter said i cant???
L789[14:44:09] <williewillus> no he said not to do "new BlockState"
L790[14:44:12] <williewillus> that breaks shit
L791[14:44:23] <PaleoCrafter> and I said not to do setblockUnbreakable, that breaks shit as well :P
L792[14:44:28] <williewillus> oh?
L793[14:44:34] <williewillus> why?
L794[14:44:51] <PaleoCrafter> you can't just run around and change other blocks' properties :P
L795[14:45:01] <PaleoCrafter> at least in MC
L796[14:45:02] <williewillus> oh is it not your own block?
L797[14:45:15] <PaleoCrafter> Blocks.iron_block, doesn't look like it :P
L798[14:45:27] <williewillus> anyways, how do I get the first registered fluid container for a given fluid?
L799[14:45:42] <Manusoftar> so if i set it to unbreakable will it set all blocks of that type to unbreakable?
L800[14:46:02] <PaleoCrafter> that for a start, yes
L801[14:46:12] <williewillus> need to render an itemstack in 1.8 for transmutations but fluids no longer have an inv icon, so need to get a container for it
L802[14:46:19] <Manusoftar> i need to make an instance of a block unbreakable not all of em
L803[14:47:16] <PaleoCrafter> BlockEvent.BreakEvent
L804[14:47:18] <Shuetox> hook into block break event and prevent it from breaking it?
L805[14:47:19] <Shuetox> damnit
L806[14:47:21] <Shuetox> he was faster
L807[14:47:32] <Manusoftar> i've seen on mp servers that there are blocks and chests protected from breaking and even from interaction
L808[14:47:47] <williewillus> yeah those use events
L809[14:48:11] <Flashfire> A lot of my mod's stuff is unbreakable
L810[14:48:23] <Manusoftar> would it prevent the player to break ANY of those kind of blocks?? like the set unbreakable thing...
L811[14:48:25] <Flashfire> The blocks reset if they're broken
L812[14:49:09] <PaleoCrafter> Manusoftar, depends on your conditions for canceling the event :P
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L814[14:49:49] <Manusoftar> i see, i should keep record of which ones should be unbreakable and compare the one that fired the event...
L815[14:49:52] <Manusoftar> i guess
L816[14:49:54] <Shuetox> if(block.pos == unbreakablepos)
L817[14:50:17] <Manusoftar> and create a list or stack of unbreakableposs
L818[14:50:24] <Ivorius> Yo
L819[14:50:28] <Manusoftar> nice
L820[14:50:31] <Ivorius> Any of you guys remember the GH issue with broken fonts
L821[14:50:39] <Ivorius> I seem to have lost the link
L822[14:50:54] <Manusoftar> One more thing, the eventhandler should be placed on the main mod class, shouldn't it??
L823[14:52:02] <PaleoCrafter> it can be anywhere, Manusoftar
L824[14:52:27] <PaleoCrafter> there are mod lifecycle events (method annotated with @EventHandler) whose handlers go in the main class
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L827[14:52:57] <PaleoCrafter> and there are game events (method annotated with @SubscribeEvent) whose handlers go anywhere, but you have to register the handler to the proper bus
L828[14:53:07] <Flashfire> I'll simplify my question from earlier: how can I get my item to use an entity texture? Everything seems correct and it seems to find the texture but the item shows up as a missing block texture
L829[14:53:18] <Manusoftar> and this one is a game event ok
L830[14:53:28] <Ivorius> Nvm, think I found it
L831[14:53:47] <williewillus> what's the nbt tag for an itemstack's name called
L832[14:53:51] <williewillus> was it DisplayName
L833[14:54:37] <PaleoCrafter> just "Name"
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L835[14:54:49] <PaleoCrafter> according to ItemStack.getDisplayName :P
L836[14:55:00] <PaleoCrafter> should use that and setStackDisplayName for handling it anyway :P
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L838[14:57:11] <Flashfire> I also have another question that might be related to my problem: what causes this "[15:56:32] [Client thread/ERROR] [TEXTURE ERRORS]: The following texture errors were found." where there are no following errors?
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L840[15:01:58] <shadekiller666> !gm func_143031_a
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L842[15:02:13] <williewillus> is this good enough special casing for rendering arbitrary blockstates that might have fluids? >.>
L843[15:02:13] <williewillus> http://pastebin.com/uiS84KYu
L844[15:02:22] <williewillus> for ProjectE world transmutation nei handler
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L851[15:08:19] <williewillus> is there not a single lang key in vanilla that gives me the word "Block" -.-
L852[15:08:41] <shadekiller666> uhhh, no
L853[15:08:48] <shadekiller666> well maybe
L854[15:09:05] <shadekiller666> are the creative tab tooltips saved in a lang?
L855[15:09:09] <shadekiller666> i would imagine they would b
L856[15:09:11] <shadekiller666> be
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L858[15:09:40] <williewillus> that one is plural "Blocks"
L859[15:09:41] <williewillus> oh well
L860[15:09:55] <PaleoCrafter> what do you need the translation for? :P
L861[15:10:03] <shadekiller666> could you rip the s off?
L862[15:10:18] <PaleoCrafter> pluralisation isn't consistent across languages :P
L863[15:10:35] <PaleoCrafter> hell, it's different between different words of one language :P
L864[15:10:39] <williewillus> nei plugin for PE's world transmutations, need to render a fluid block as an itemstack, which you can't do in 1.8, so I'm grabbing the first registered container item for it and changing the display name lol
L865[15:10:55] <williewillus> unless there's a clearer alternative I can't think of to show the recipe :p
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L867[15:11:01] <PaleoCrafter> don't see what you need the translation for :P
L868[15:11:10] <williewillus> "<FluidName> Block"
L869[15:11:20] <williewillus> i can just leave it off though
L870[15:11:29] <PaleoCrafter> never concatenate translations in code :P
L871[15:11:47] <williewillus> why not :p
L872[15:11:53] <williewillus> im not gonna do it anyhow
L873[15:11:53] <PaleoCrafter> French for instance would basically be "Block of <FluidName>" :P
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L875[15:12:38] <tterrag> Well hopefully the lang entry would be %s Block
L876[15:12:47] <tterrag> Then order could be modified
L877[15:12:49] <PaleoCrafter> ^
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L880[15:16:53] <Flashfire> Well now I know why my item wasn't rendering
L881[15:17:20] <Flashfire> The entity texture isn't the same width and height and it didn't give me any errors saying that so I didn't think of it until now
L882[15:18:21] <Shuetox> how many sub blocks can i have in a json rendering thingie without hitting performance noticably?
L883[15:18:26] <Flashfire> In fact, the error is supposed to be there but it isn't
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L885[15:20:35] <Manusoftar> guys the method world.setBlockSate is asking for an IBlockState which is not what i get with Blocks.iron_block.getBlockState(), i tried casting it but it says it cant be casted... what should i do now???
L886[15:21:10] <PaleoCrafter> ffs
L887[15:21:17] <PaleoCrafter> getDefaultState
L888[15:21:18] <Simulac> Blocks.iron_block.GetDefaultBlockState()
L889[15:21:19] <PaleoCrafter> for the third time
L890[15:21:30] <Simulac> getDefaultBlockState()*
L891[15:21:31] <Flashfire> getDefaultState*
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L893[15:21:36] <Simulac> FUCK
L894[15:21:36] <Manusoftar> upps i missed the Default...
L895[15:21:40] <Manusoftar> sorry
L896[15:21:44] <Simulac> can't type today
L897[15:22:21] <Flashfire> Manusoftar: Don't you have intellisense?
L898[15:22:42] <Simulac> wait notepad has intellisense?
L899[15:22:54] <Flashfire> Who uses notepad to code in java
L900[15:23:12] <Shuetox> who uses notepad for anything?
L901[15:23:17] <Shuetox> atleast be decent and go for notepad ++
L902[15:23:33] <Manusoftar> yep but it claims that the Blocks.iron_block.getDefaultBlockSate is undefined...
L903[15:23:34] <Flashfire> I use that but sometimes I just use notepad because it's quicker
L904[15:23:36] <Manusoftar> im using 1.8
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L906[15:23:41] <Manusoftar> just in case
L907[15:23:45] <Flashfire> I have so many notepad++ tabs it can be annoying to go through them
L908[15:23:50] <diesieben07> Manusoftar, because it is called getDefaultState
L909[15:23:52] <diesieben07> ... seriously.
L910[15:24:35] <Flashfire> You should know a method doesn't exist if you're using an IDE. If you're not using an IDE, why are you not using an IDE?
L911[15:24:53] <Manusoftar> simulac said getDefaultBlockState i just didnt realize that the other wrote only getDefaultState...
L912[15:24:55] <Simulac> guys I think you are underestimating notepad
L913[15:25:04] <PaleoCrafter> if you're using an IDE, why aren't you USING the IDE? :P
L914[15:25:21] <Simulac> You see notepad has cutting edge features
L915[15:25:24] <Manusoftar> Im using Eclipse, isn't it enough IDE for you???
L916[15:25:40] <Flashfire> Yes it is, and Eclipse has intellisense to tell you if methods exist
L917[15:25:45] <tterrag> his point is thay you aren't using its features
L918[15:25:53] <Simulac> Pffttt... eclipse. Notepad is better.
L919[15:26:06] <Flashfire> Pft photoshop... paint is better (same thing)
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L921[15:26:17] <Manusoftar> and it told me getDefaultBlockState didn't exist, what i didnt realize is that other guys wrote getDefaultSate (without Block)
L922[15:26:40] <Simulac> PFFFT, punch cards are better
L923[15:26:46] <gigaherz_d> Flashfire: paint is to photoshop, what notepad is to word
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L925[15:26:57] <Simulac> Ctrl + Space, Manusoftar
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L927[15:27:28] <Simulac> As soon as you typed getDefault, the correct method should have come up
L928[15:27:31] <Flashfire> I remember everything I saved in paint was all grainy and distorted
L929[15:27:43] <Simulac> You're using it wrong obviously
L930[15:27:46] <MattDahEpic> every time you guys say intellisense i think its some new IDEA feature that i should know about
L931[15:27:49] <PaleoCrafter> eh, gigaherz, notepad is more versatile than word, in a sense :P
L932[15:28:01] <gigaherz> so is mspaint
L933[15:28:01] <gigaherz> ;P
L934[15:28:25] <gigaherz> but then when you want layers, effects, etc ... well they don't work
L935[15:28:26] <PaleoCrafter> wut, no
L936[15:29:12] <Simulac> Haha plebs, I draw every pixel by hand
L937[15:29:15] <gigaherz> open/save, type letters / draw pixels, select, cut, copy, paste, -- they have the same feature set! ;P
L938[15:29:23] <Simulac> That's VERSATILITY
L939[15:29:25] <williewillus> notepad? how can anyone use that without wanting to murder themselves
L940[15:29:33] <williewillus> at least notepad++, or sublime or atom
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L942[15:29:54] <Simulac> Sublime is much too ugly, the white background and lack of command palette annoy me
L943[15:30:02] <Simulac> whereas with notepad, it has its own package manager
L944[15:30:09] <Simulac> OSGI compliant
L945[15:30:18] <PaleoCrafter> isn't Sublime darkish normally? :P
L946[15:30:26] <MattDahEpic> ^
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L948[15:30:35] <williewillus> sublime is dark theme :p
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L950[15:30:49] <MattDahEpic> and sublime has a package ,manager
L951[15:30:52] <PaleoCrafter> yeah
L952[15:30:53] <PaleoCrafter> :D
L953[15:31:02] <Simulac> Not like notepad's superior command palette and package manager
L954[15:31:28] <williewillus> does IDEA still not have a "jump to matching parentheses/brace" key :/
L955[15:31:34] <Simulac> I've themed my notepad with darcula monokai
L956[15:31:57] <Simulac> downloaded the intellisense python module
L957[15:32:11] <PaleoCrafter> you do actually use notepad?
L958[15:32:12] <Simulac> + VIM shortcuts
L959[15:32:17] <diesieben07> williewillus, you can customize your keybindings completeely
L960[15:32:24] <Simulac> Haha no
L961[15:32:43] <Simulac> It was a joke which was poorly conveyed D':
L962[15:33:06] <Simulac> WHEN DOES NOTEPAD HAVE THEMES AND A PACKAGE MANAGER?!?!
L963[15:33:09] <PaleoCrafter> you used notepad synonymous to IDEA? :P
L964[15:33:33] <MattDahEpic> i keep jumping between brackets and sublime for my web dev, and i just saw the IDEA people's web ide so im wondering if that would work better
L965[15:33:34] <Simulac> and sublime text :P
L966[15:33:38] <PaleoCrafter> people might have done crazy shit :P
L967[15:33:58] <PaleoCrafter> MattDahEpic, PHP/WebStorm is pretty cool
L968[15:34:25] <Simulac> I wish there was a way to make IDEA feel as 'smooth' as ST3
L969[15:34:37] <Simulac> ST3 Glacier feels sooo nice
L970[15:34:53] <Simulac> Glacier theme that is*
L971[15:35:14] <MattDahEpic> its too hot, put it in the freezer and itll be glacier in no time
L972[15:35:29] <MattDahEpic> ;P
L973[15:35:48] <Simulac> instructions not clear, notepad has crashed
L974[15:35:59] <Flashfire> How can I make items with sub-items NOT look for a model with the name of the base item?
L975[15:36:01] <MattDahEpic> into an iceberg
L976[15:36:08] <Simulac> dayummm
L977[15:36:29] <Flashfire> It says #inventory model not found for my items with sub-items
L978[15:36:42] <MattDahEpic> ModelBakery Flashfire
L979[15:36:48] <Flashfire> I used that already
L980[15:37:07] <MattDahEpic> did you register like normal, but for the new names?
L981[15:37:12] <Flashfire> Yes
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L983[15:37:31] <Flashfire> I just didn't register the base item since it's not an actual item
L984[15:37:48] <MattDahEpic> Flashfire, https://github.com/MattDahEpic/TelePacks1.8/blob/master/src/main/java/com/mattdahepic/telepacks/client/ClientProxy.java#L14
L985[15:38:05] <calclavia> Is there a way to load sound fxs without needing any JSON files?
L986[15:38:17] <MattDahEpic> version?
L987[15:38:38] <Flashfire> Mine only has 2 arguments
L988[15:38:53] <Flashfire> It doesn't have an argument for the base item
L989[15:38:57] <Onyx> !ping
L990[15:39:00] <Flashfire> I guess that's the problem?
L991[15:39:04] <MattDahEpic> yup
L992[15:39:24] <Flashfire> Thanks
L993[15:39:26] <MattDahEpic> you have to tell it what item to expand on
L994[15:39:49] <williewillus> you could look at the resourceloader and see how it creates sound entries from the resource pack json
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L997[15:40:39] <Flashfire> What's wrong with json though?
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L999[15:41:16] <MattDahEpic> Flashfire, when you have 300 billion textures and need a json file for each
L1000[15:41:31] <Flashfire> Textures? I thought this was about sounds
L1001[15:41:51] <MattDahEpic> anything
L1002[15:41:55] <Flashfire> They're all in one file
L1003[15:41:56] <MattDahEpic> sounds too
L1004[15:42:06] <MattDahEpic> they didnt used to be
L1005[15:42:25] <Flashfire> Well since they are now, what's the downside?
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L1007[15:42:32] <MattDahEpic> sounds arent
L1008[15:43:24] <Flashfire> Uhh the extra argument didn't solve my problem
L1009[15:43:40] <MattDahEpic> did you specify meta in the registers?
L1010[15:43:46] <Flashfire> Yep
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L1012[15:43:52] <Flashfire> The items all work just fine
L1013[15:44:09] <Flashfire> It's just that I get an error saying the inventory model for the non-existent base item doesn't exist
L1014[15:44:13] <MattDahEpic> second argument for the resource location "inventory"?
L1015[15:44:45] <Flashfire> ModelLoader.setCustomModelResourceLocation(item, meta, new ModelResourceLocation(modid + ":" + item.getUnlocalizedName(new ItemStack(item, 1, meta)).substring(5), "inventory"));
L1016[15:44:47] <MattDahEpic> the 0 meta should be the base item
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L1018[15:45:26] <Flashfire> My metadata 0 item has a suffix though
L1019[15:45:46] <Flashfire> Should I exclude the suffix on metadata 0?
L1020[15:46:09] <Flashfire> It seems to work fine for blocks but not items
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L1022[15:50:40] <williewillus> tooltipevent seems to be firing twice wat
L1023[15:50:55] <MattDahEpic> it does that
L1024[15:51:03] <MattDahEpic> noone knows why
L1025[15:51:06] <MattDahEpic> but it does
L1026[15:52:03] <williewillus> in only 1.8 though it seems
L1027[15:52:08] <MattDahEpic> yup
L1028[15:52:21] <williewillus> is there a bug report for that?
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L1030[15:52:36] <MattDahEpic> no, afaik
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L1032[15:54:38] <Flashfire> Yeah it looks like I had to remove the suffix off the first metadata
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L1035[16:06:01] <Flashfire> Has anyone made an item with an animated hue rotation?
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L1038[16:13:51] <MattDahEpic> PaleoCrafter, php/webstorm costs money
L1039[16:14:01] <PaleoCrafter> they are awesome though :P
L1040[16:15:02] <MattDahEpic> does phpstorm have all the webstorm stuff + php?
L1041[16:15:06] <PaleoCrafter> yep
L1042[16:15:30] <PaleoCrafter> and then you could go IDEA Ultimate and have PhpStorm + all the other things xD
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L1044[16:16:29] <Flashfire> Anyone have a reference for a custom item renderer?
L1045[16:16:39] <williewillus> 1.7?
L1046[16:16:43] <Flashfire> Trying to figure out how to make an item rotate hue
L1047[16:16:44] <Flashfire> 1.8
L1048[16:16:51] <williewillus> what's rotate hue mean
L1049[16:16:55] <PaleoCrafter> you can change hue without a renderer :P
L1050[16:16:57] <williewillus> like fade between different colors?
L1051[16:17:00] <Flashfire> yes
L1052[16:17:01] <williewillus> just have an animated texture
L1053[16:17:08] <williewillus> ?
L1054[16:17:08] <Flashfire> But I don't want 256 images
L1055[16:17:12] <PaleoCrafter> getColorFromItemStack
L1056[16:17:21] <PaleoCrafter> then do
L1057[16:17:23] <PaleoCrafter> whoops
L1058[16:17:24] <Flashfire> Wow, there's a method for this?
L1059[16:17:29] <PaleoCrafter> of course :P
L1060[16:17:32] <williewillus> ah i guess that could work too
L1061[16:17:37] <williewillus> but then you'd need to store the color on the stack?
L1062[16:17:41] <PaleoCrafter> nah
L1063[16:17:47] <Flashfire> I wouldn't care if it reset
L1064[16:17:47] <PaleoCrafter> system time + modulo :P
L1065[16:17:52] <tterrag> use HSB color
L1066[16:17:52] <williewillus> lol of course
L1067[16:17:54] <Flashfire> It would change so frequently it wouldn't matter
L1068[16:17:55] <tterrag> then you can just increment the hue
L1069[16:17:58] <PaleoCrafter> and HSV, yeah
L1070[16:18:06] <williewillus> what's those?
L1071[16:18:11] <Flashfire> Is there a set method for item stack color?
L1072[16:18:17] <PaleoCrafter> Hue Saturation Value/Brighntess/Luminance
L1073[16:18:42] <PaleoCrafter> wut, Flashfire
L1074[16:18:44] <tterrag> oh, I thought HSB because brightness
L1075[16:18:45] <williewillus> you just override that method
L1076[16:18:46] <tterrag> bu tyeah it's HSV
L1077[16:18:48] <williewillus> in your item
L1078[16:19:02] <PaleoCrafter> you can use HSV, HSB and HSL :P
L1079[16:19:07] <PaleoCrafter> all mean the same thing :P
L1080[16:19:14] <Flashfire> Also items classes don't have an update method so how can I constantly increment it?
L1081[16:19:21] <PaleoCrafter> system time + modulo :P
L1082[16:19:33] <PaleoCrafter> (besides, they do have an update method)
L1083[16:19:52] <Flashfire> Oh, well then
L1084[16:20:11] <Flashfire> This is much easier than I expected, thanks
L1085[16:20:12] <tterrag> but that is only called when in player inv
L1086[16:20:17] <PaleoCrafter> yeah
L1087[16:21:14] <Flashfire> I'm not seeing this itemstack color method in here
L1088[16:21:39] <williewillus> Item.getColorFromItemStack?
L1089[16:21:41] <PaleoCrafter> Item.getColorFromItemStack, I'm having it open right here in IDEA :P
L1090[16:21:45] <williewillus> takes an stack and int
L1091[16:21:47] <Flashfire> Oh Item
L1092[16:21:53] <williewillus> you override it
L1093[16:22:01] <Flashfire> Not in there either
L1094[16:22:25] <Flashfire> Sorry it's just private >.>
L1095[16:22:37] <PaleoCrafter> it's public :P
L1096[16:23:03] <tterrag> !gm getColorFromItemStack
L1097[16:23:05] <williewillus> http://i.gyazo.com/3d191bfbbedb34508a383ece2aeb69e7.png
L1098[16:23:23] <tterrag> its there
L1099[16:23:26] <Flashfire> Yeah it is public, I was looking from another class
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L1102[16:23:38] <Flashfire> Is this getColorFromItemStack like a set method as well as a get?
L1103[16:23:42] <williewillus> no
L1104[16:23:47] <PaleoCrafter> you flipping override it :P
L1105[16:23:55] <MattDahEpic> who is hyped for fallout4?
L1106[16:23:57] <williewillus> Item objs are stateless :p
L1107[16:23:59] <Flashfire> Alright, got it
L1108[16:24:09] <PaleoCrafter> that design should be familiar to you by now :P
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L1110[16:25:39] <Flashfire> How do I interpret this integer? "16777215"
L1111[16:25:55] <Flashfire> Is it concatenated hsv or what?
L1112[16:26:15] <PaleoCrafter> it's the desugared 0xFFFFFF (RGB encoded as hex)
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L1114[16:26:24] <PaleoCrafter> it's white :P
L1115[16:26:31] <PaleoCrafter> you need to convert from HSV to RGB
L1116[16:26:32] <Flashfire> Ah, ok I get it
L1117[16:26:40] <Flashfire> Don't I want hsv?
L1118[16:26:48] <MattDahEpic> you return hsv
L1119[16:26:57] <PaleoCrafter> you return RGB :P
L1120[16:27:05] <MattDahEpic> humph
L1121[16:27:20] <PaleoCrafter> and you get the RGB value from a HSV one
L1122[16:27:34] <PaleoCrafter> let me see, I think I have some color cycling code somewhere
L1123[16:27:42] <Flashfire> I'd like to see it
L1124[16:29:17] <PaleoCrafter> hm, it's rather specific to my libraries :D
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L1127[16:29:42] <Flashfire> Ok, do I use Color.RGBtoHSB or is there something built into forge?
L1128[16:29:57] <PaleoCrafter> don't use that AWT thing :P
L1129[16:30:05] <halvors> Hi. Anyone else got strange crashes when trying to build with ForgeGradle on Windows 10?
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L1131[16:30:23] <gigaherz> I haven't been ableto upgrade yet *cries*
L1132[16:30:36] <PaleoCrafter> u nub
L1133[16:30:37] <MattDahEpic> i upgraded and can build fine
L1134[16:30:45] <Flashfire> I haven't even cared about upgrading
L1135[16:30:51] <williewillus> my dev env is completely fine
L1136[16:31:02] <williewillus> what error you get?
L1137[16:31:09] <Flashfire> So if I don't use the awt method, what else is there?
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L1139[16:31:48] <halvors> gigaherz: How could you not? Did you try running this? http://www.microsoft.com/en-us/software-download/windows10
L1140[16:32:03] <halvors> williewillus: 2 sec
L1141[16:32:05] <diesieben07> Flashfire, 0xRRGGBB replace RR with the value for red, GG with the value for green, etc.
L1142[16:32:11] <diesieben07> you literally type it into the code like that.
L1143[16:32:18] <gigaherz> halvors: yes
L1144[16:32:21] <diesieben07> it represents an integer, specified in hexadecimal
L1145[16:32:23] <PaleoCrafter> https://gist.github.com/PaleoCrafter/e4e9b1b34431056ff041 be aware, Scala ahead
L1146[16:32:25] <gigaherz> after around 75-80%
L1147[16:32:26] <shadekiller666> 0xAARRGGBB if you want alpha
L1148[16:32:32] <gigaherz> it BSODed after a reboot
L1149[16:32:43] <gigaherz> recovery failed, so the setup itself decided to rollback to win7
L1150[16:32:44] <williewillus> the method in question doesn't take alpha though
L1151[16:32:46] <gigaherz> I haven'tried again yet
L1152[16:32:47] <Flashfire> But I want HSV
L1153[16:33:02] <diesieben07> Flashfire, http://www.rapidtables.com/convert/color/hsv-to-rgb.htm
L1154[16:33:10] <diesieben07> google first result... seriously.
L1155[16:33:21] <PaleoCrafter> oh, lol, I actually do use the awt class as well
L1156[16:33:28] <Flashfire> Thank you, just what I needed
L1157[16:33:29] <PaleoCrafter> that needs to be changed immediately
L1158[16:33:50] <halvors> williewillus: I get this runtime error. The missing class is clearly present in the JAR. http://pastebin.com/vhjHVPWD
L1159[16:33:52] <Flashfire> I didn't know what to google because I find a lot of general java stuff isn't the best option for forge
L1160[16:33:57] <PaleoCrafter> oh, right, mine didn't work correctly for some weird ass reason
L1161[16:34:01] <halvors> gigaherz: Did it not work?
L1162[16:34:11] <gigaherz> read up
L1163[16:34:23] <gigaherz> BSOD during SECOND_BOOT, recovery failed, automatic rollback happened
L1164[16:34:31] <halvors> Oh.
L1165[16:34:43] <MattDahEpic> SECOND UNDERSCORE BOOT
L1166[16:34:53] <williewillus> MattDahEpic: that's how it reports the error
L1167[16:34:58] <halvors> williewillus: It builds just fine on Travis-CI, exactly the same code: https://travis-ci.org/halvors/Electrometrics/builds/73370909
L1168[16:34:58] <gigaherz> MattDahEpic: well that's what the error message said
L1169[16:35:22] <williewillus> mine failed on INSTALL_RECOVERY_ENVIRONMENT because apparently my comp shipped with a bad recovery partition :p
L1170[16:35:24] <williewillus> ended up clean installing
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L1172[16:37:18] <halvors> williewillus: It runs fine when manually adding a run configuration in IntelliJ. The problem only occurs when using "gradlew runClient" from ForgeGradle.
L1173[16:37:31] <williewillus> weird
L1174[16:37:52] <halvors> Think i'm gonna post this as a potential bug :)
L1175[16:37:52] <PaleoCrafter> why would you
L1176[16:39:57] <williewillus> its not reproducible though
L1177[16:40:09] <williewillus> couple of us have w10 and our envs are fine :p
L1178[16:40:16] <williewillus> have you tried cleaning and resetupping?
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L1180[16:42:12] <PaleoCrafter> I mean, why would you run the runClient task, lol
L1181[16:42:14] <PaleoCrafter> ^ halvors
L1182[16:43:07] <halvors> PaleoCrafter: Why not?
L1183[16:43:21] <halvors> williewillus: Yeah.
L1184[16:43:22] <PaleoCrafter> because you usually just run from your IDE? :P
L1185[16:43:41] <williewillus> genIntellijruns -> use the run configs :p
L1186[16:43:43] <halvors> PaleoCrafter: I'm doing that.
L1187[16:44:10] <halvors> But stumbled over it. Sometimes i use runClient when in gradle CLI :)
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L1195[17:11:50] <Manusoftar> sorry to bother again guys, but im a little confused here, still don't understand completely how this Forge thing works, all this usage of reflection is a little tougth (perhaps typo, english isn't my first language :P)
L1196[17:12:25] <diesieben07> what are you confused with? :D
L1197[17:12:29] <Manusoftar> Im trying to suscribe an event so whenever the player tries to destroy a particular block (which pos i saved on a list) the event is cancelled as i was suggested
L1198[17:13:24] <Manusoftar> My main class has -> MinecraftForge.EVENT_BUS.register( the_class_that_listens_for_break_event );
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L1200[17:13:48] <diesieben07> that sounds fine
L1201[17:14:31] <Manusoftar> this is the code that should listen for the event (which is inside the the_class_that_listens... ) -> http://pastebin.com/c3DHcTmk
L1202[17:15:13] <diesieben07> the parameters to the annotatino are not needed and the check for isCancelable is not needed either
L1203[17:15:31] <Manusoftar> i should also add that the prior function is on a class that extends CommandBase because im using chat commands to do other things
L1204[17:15:50] <diesieben07> what "prior function"?
L1205[17:16:06] <Manusoftar> http://pastebin.com/c3DHcTmk
L1206[17:16:12] <Manusoftar> this one ^
L1207[17:16:29] <diesieben07> why? make a separate class for your event handlers
L1208[17:16:37] <Manusoftar> ok
L1209[17:17:15] <Manusoftar> PaleoCrafter said that an @SuscribeEvent could be placed anywhere so instead of creating another class i just placed it on my current one, but i'll try that
L1210[17:17:37] <Manusoftar> Should i extend or implement any class/interface in particular??
L1211[17:17:37] <diesieben07> well, he is technically right.
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L1213[17:17:42] <diesieben07> No, just make a class
L1214[17:17:55] <Manusoftar> so it should work as it is anyway?
L1215[17:18:00] <PaleoCrafter> liar, I said the *handler* can be anywhere
L1216[17:18:02] <Manusoftar> technically work...
L1217[17:18:07] <PaleoCrafter> @SubscribeEvent still only goes on methods :P
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L1219[17:18:50] <Manusoftar> but isn't SuscribeEvent the annotation that goes right before the method that handles the event?
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L1223[17:24:08] <Manusoftar> is there any good guide on Minecraft 1.8 modding cause all the guides i've found so far are a little outdated and things changed a lot from 1.7 to 1.8 as i've seen??
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L1228[17:28:53] <Cricket> the only stuff that has changed were rendering
L1229[17:28:55] <Cricket> reall
L1230[17:28:57] <Cricket> really*
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L1234[17:40:29] <Lex_> fry|S_I_S_, you about?
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L1236[17:43:51] <loosebolton> Where does forge put the decompiled files? Gradle can't seem to find them in the build script
L1237[17:46:05] <loosebolton> e.g. it tells me net.minecraftforge.fml does not exist
L1238[17:46:13] <Cricket> wow you messed something up
L1239[17:46:15] <diesieben07> gradle tells you that?
L1240[17:46:25] <Cricket> #ForgeGradle
L1241[17:46:36] <loosebolton> The java compiler tells me that, because it can't find the files
L1242[17:46:51] <diesieben07> when running gradle build?
L1243[17:47:18] <loosebolton> Yes. When it reaches the :compileJava target
L1244[17:48:24] <diesieben07> did you mess with the build.gradle? does running gradle setupDecompWorkspace work?
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L1246[17:50:03] <loosebolton> setupDecompWorkspace does work. I did not change build.gradle. Is there a command to rerun the setup and force another decompile? Currently it is skipping it since it's already done it
L1247[17:50:42] <diesieben07> if its skipping it that means the files are there... not sure whats up with that.
L1248[17:50:48] <diesieben07> you could force it by deleting your gradle cache
L1249[17:50:52] <diesieben07> but thats like the brute-force method
L1250[17:50:56] <PaleoCrafter> AbrarSyed ^
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L1252[17:51:30] <loosebolton> hm
L1253[17:51:55] <loosebolton> I guess I'll download an IDE and see if it works in there before looking farther
L1254[17:51:57] <AbrarSyed> delete the project/.gradle
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L1260[18:01:01] <killjoy> What in gson would cause an AssertionError?
L1261[18:01:20] <AbrarSyed> ?stacktrace
L1262[18:01:56] <killjoy> Here's the head. http://pastebin.com/1ngucyuP
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L1264[18:03:53] <AbrarSyed> what gson version?
L1265[18:04:03] <killjoy> It's on mc 1.8
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L1267[18:04:12] <killjoy> probs 2.2.4
L1268[18:04:27] <diesieben07> what enums are you trying to serialize?
L1269[18:04:36] <diesieben07> you cant serialize enums when someone has used EnumHelper on them
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L1271[18:04:42] <killjoy> None?
L1272[18:04:57] * AbrarSyed shrusg
L1273[18:04:58] <diesieben07> thats impossible, the error is from EnumTypeAdapter
L1274[18:05:17] <diesieben07> or are you not the tabbychat author?
L1275[18:05:25] <killjoy> I'm trying to serialize a list of this. https://github.com/killjoy1221/TabbyChat-2/blob/master/TabbyChat-Common/src/main/java/mnm/mods/tabbychat/ChatMessage.java
L1276[18:06:03] <diesieben07> and you registered the IChatComponent.Serializer?
L1277[18:06:07] <killjoy> yes
L1278[18:08:12] <diesieben07> why the heck is that thing trying to serialize an enum...
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L1280[18:09:52] <diesieben07> aha
L1281[18:10:00] <diesieben07> did you also register the CHatStyle serializer?
L1282[18:10:05] <diesieben07> if not, that is your problem
L1283[18:10:09] <killjoy> Ah.
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L1285[18:11:28] <killjoy> Someone should put a description on IChatComponent.Serializer as a reminder to also register ChatStyle
L1286[18:12:48] <killjoy> I'm also seeing a EnumTypeAdapterFactory. What's that for?
L1287[18:12:52] <diesieben07> feel free :)
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L1291[18:14:19] <diesieben07> hmm not quite sure what thats for, probably to make sure the enums are properly serialized
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L1294[18:15:24] <killjoy> Looks like it's for the enum serialization. calls name().toLowerCase(Locale.US)
L1295[18:15:38] <diesieben07> well yeah
L1296[18:16:16] <diesieben07> but gson does that already
L1297[18:16:17] <killjoy> And I made a serializer for chat formatting and everything
L1298[18:16:26] <killjoy> it screws up with obfuscation
L1299[18:17:09] <diesieben07> yes, but if mojangs thing calls name... it also would break with obfuscation
L1300[18:18:11] <killjoy> But does it?
L1301[18:18:40] <diesieben07> well obviously it doesnt
L1302[18:19:30] <diesieben07> it is quite a weird class, func_151232_a checks for instanceof enum
L1303[18:19:36] <diesieben07> but nothing non-enum can ever get there
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L1308[18:30:07] <gigaherz> well that helped, from 16gb appdata, to 6gb appdata
L1309[18:30:07] <gigaherz> XD
L1310[18:30:15] <gigaherz> turned .minecraft into a symlink
L1311[18:30:39] <gigaherz> did the same with the Temp folder that some apps insist on putting there even though my TEMP environment var is changed
L1312[18:31:03] <gigaherz> time to unplug everything non-essential
L1313[18:31:09] <gigaherz> and retry the win10 upgrade
L1314[18:31:21] <gigaherz> bbl, one way or another
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L1317[18:33:03] <loosebolton> Fixed my issue. Downgraded to jdk 7. Is forge incompatible with jdk 8? If so I'm an idiot
L1318[18:33:21] <Lex_> no, its not
L1319[18:33:28] <Lex_> works just fine on 8 and 9
L1320[18:33:46] <loosebolton> hm. I'll look into it later to see what the real problem was.
L1321[18:35:39] <Manusoftar> i have using it with j8_045 and it works just fine
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L1363[20:12:18] <loosebolton> Noob question: how do I refer to an Item e.g. for an ItemStack? Item.diamond gives a cannot find symbol error
L1364[20:12:36] <MattDahEpic> new ItemStack(Items.diamond)
L1365[20:12:55] <MattDahEpic> note the s in items
L1366[20:13:09] <MattDahEpic> item is not where vanilla items are refrenced from
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L1368[20:14:46] <shadekiller666> welll
L1369[20:14:51] <MattDahEpic> ?
L1370[20:15:10] <shadekiller666> depending on if you're in 1.7.10 or 1.8...
L1371[20:15:14] <shadekiller666> one version they're in Item, the other they're in Items
L1372[20:15:21] <loosebolton> There we go, successful build.
L1373[20:15:27] <shadekiller666> same thing for blocks
L1374[20:15:28] <loosebolton> Thanks
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L1377[20:18:17] <gigaherz> win10!
L1378[20:18:26] <gigaherz> I forgot I had USBlyzer installed
L1379[20:18:29] <gigaherz> it BSODs in win10
L1380[20:18:45] <shadekiller666> lol
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L1392[21:13:44] <VikeStep> so, was digging through the assests in Win10 MC. and it seems that GUIs are made with JSONs there
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L1394[21:17:57] <Lex_> they are all json driven
L1395[21:19:21] <shadekiller666> what language is Win10 MC written in?
L1396[21:19:27] <VikeStep> for anyone interested, here is the inventory one: http://pastebin.com/xkn3Qg3Z
L1397[21:19:28] <VikeStep> C++
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L1399[21:22:30] <shadekiller666> good lord
L1400[21:22:58] <VikeStep> also, the whole game is 83MB
L1401[21:24:27] <shadekiller666> interesting
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L1404[21:27:31] <Teamy> How can I tell if an itemstack is a placeable block?>
L1405[21:31:06] <shadekiller666> check if its a stack of ItemBlock and call canPlaceBlockAt or something?
L1406[21:32:06] <Teamy> ok, thanks ill check it out
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L1412[21:47:22] <gigaherz> [04:19] (shadekiller666): what language is Win10 MC written in?
L1413[21:47:28] <Manusoftar> im trying to hook the breakEvent unsuccessfully, i registered the class with the event listener on the MinecraftForge.EVENT_BUS and also on the FMLCommonHandler.instance().bus() and none of them seems to be able to fire my handler. I put the #SuscribeEvent before my handler method and also tried with the @EventHandler. Im on 1.8, any idea??
L1414[21:47:28] <gigaherz> Win10MC is a port of the MCPE
L1415[21:47:32] <gigaherz> with some extras
L1416[21:48:11] <Lex_> MC.C will POTENTIALLY be moddable. Once it's fully released and I have free time again {re-writing tons of tools for mcp fun u.u} i'll take a look at it. However until then anything you do is just for fun.
L1417[21:48:25] <Lex_> Also MC.C {I need to decided a good name for it} IS MCPE
L1418[21:48:30] <Lex_> Same exact code base
L1419[21:48:36] <VikeStep> Would you use DLL Injection?
L1420[21:48:48] <Lex_> yup
L1421[21:48:57] <Lex_> In some form or another
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L1424[21:50:10] <VikeStep> I've spent the last couple days learning DLL Injection. Want to see if I can do anything to it at this stage
L1425[21:50:33] <Lex_> Good luck ;) Its a interesting skill that takes quite a while to master.
L1426[21:50:59] <Lex_> But derping around with native internals is my form of a good saturday night so :)
L1427[21:51:02] <VikeStep> I'd previously learnt the basics of assembly so I already knew a bit, it was just the disassembling part of it that was difficult
L1428[21:51:21] <Lex_> No obfusication anywhere?
L1429[21:51:30] <VikeStep> oh, I haven't started yet :P
L1430[21:51:39] <VikeStep> i only just got Win10 started up
L1431[21:51:42] <Lex_> oh, well here's hoping there isn't.
L1432[21:52:02] <Manusoftar> which is the right event bus for the block events?
L1433[21:52:06] <Manusoftar> on 1.8
L1434[21:52:11] <Lex_> forges
L1435[21:52:13] <VikeStep> I've heard people claim that they stripped the symbol table
L1436[21:52:24] <VikeStep> that MCPE used to leave for modders
L1437[21:52:38] <Lex_> symbol tables dont exist in native apps, unless they specifically leave it
L1438[21:52:47] <Manusoftar> Lex_: you mean this -> FMLCommonHandler.instance().bus() ?
L1439[21:53:01] <Lex_> nop that is fml
L1440[21:53:19] <Manusoftar> isn't fml (forge mod loader) ?
L1441[21:53:35] *** Manusoftar was kicked by Lex_ (Yes it is, but FML != Forge. Also Rules))
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L1443[21:54:32] <VikeStep> what was interesting, is that the folder to access Windows Store apps is by default locked out for even administrators. Had to edit administrator permissions to get into the folder
L1444[21:54:37] <Manusoftar> what the heck happend??
L1445[21:54:44] <VikeStep> you were kicked for pinging lex
L1446[21:54:50] <Manusoftar> ?
L1447[21:54:55] <pig> Lol
L1448[21:54:55] <VikeStep> it's in the topic
L1449[21:55:08] <pig> How's the update Lex_
L1450[21:55:10] <Mitchellbrine> yeah, rule #3
L1451[21:55:11] <gigaherz> Manusoftar: you shall not mention lex's full nickname in vain ;P
L1452[21:55:19] <Mitchellbrine> xD
L1453[21:55:26] <Manusoftar> but i dont even know his ip, how the heck could i even ping his pc??
L1454[21:55:33] * gigaherz facepalms
L1455[21:55:39] ⇨ Joins: mbl (~chatzilla@CPE-58-172-37-177.mnqi2.cht.bigpond.net.au)
L1456[21:55:44] *** pig was kicked by Lex_ (Going well teaching MappyingTopy about inheratance to deal with the synthetics issues but meh))
L1457[21:55:55] <gigaherz> Manusoftar: in IRC terms, "pinging" means mentioning a nickname
L1458[21:55:56] <VikeStep> pinging is when you say someone's username in full
L1459[21:56:02] <Manusoftar> ok
L1460[21:56:17] <Manusoftar> is lex a bot??
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L1462[21:56:21] <gigaherz> no
L1463[21:56:26] <Mitchellbrine> no
L1464[21:56:31] <Manusoftar> cause it was like an automatic kick
L1465[21:56:47] <Mitchellbrine> he's gotten a lot of experience with the amount of people breaking rules
L1466[21:56:49] <VikeStep> ^
L1467[21:56:52] <gigaherz> he just really dislikes having his nickname mentioned when not necessary
L1468[21:56:52] <Manusoftar> also p*g was kick almost instantly
L1469[21:57:08] <VikeStep> why did you say p*g xD
L1470[21:57:08] <Vorquel> you can say pig
L1471[21:57:25] <gigaherz> maybe his irc client has an auto-censor feature ;P
L1472[21:57:31] <Manusoftar> well it was not my intention to break any rules, i just didn't know that "slang" on irc
L1473[21:57:32] <Vorquel> Only L*x needs that kind of treatment
L1474[21:57:52] <gigaherz> just say "lex", really he always has a nickname with at least one extra character
L1475[21:57:58] <Manusoftar> at least he didnt banned me...
L1476[21:58:11] <VikeStep> ban is for repeat offenders, and its usually for one day
L1477[21:58:14] *** Vigaro is now known as Vigaro|AFK
L1478[21:58:15] *** Vorquel was kicked by Lex_ (Just cuz its funny and i think you're dumb, "Lex" does not ping me. So talk normally))
L1479[21:58:35] <gigaherz> that's on purpose, as far as I know, so that you can direct your sentences to him, without causing a ping on his computer ;P
L1480[21:59:03] <Manusoftar> so it has something to do with network pinging after all...
L1481[21:59:12] ⇨ Joins: pig (~iChun@104.200.137.171)
L1482[21:59:12] <Manusoftar> ???
L1483[21:59:15] <gigaherz> no
L1484[21:59:17] ⇨ Joins: Vorquel (~Vorquel@65.129.164.47)
L1485[21:59:19] <Manusoftar> or you mean a beep
L1486[21:59:23] <gigaherz> it means the "ding" sound the client makes
L1487[21:59:24] <gigaherz> Xd
L1488[21:59:26] <Vorquel> :|
L1489[21:59:29] <pig> K Lex_. Gl with that
L1490[21:59:34] <Manusoftar> oh i see
L1491[21:59:43] <gigaherz> and now you are about to see what happens when you do it often
L1492[22:00:00] <Manusoftar> not because i wont do it ever again. :P
L1493[22:00:00] *** pig was kicked by Lex_ (<3 Go for a swim))
L1494[22:00:08] <gigaherz> no bug pig just did XD
L1495[22:00:19] <gigaherz> some people don't learn XD
L1496[22:00:51] <Teamy> "pig [~iChun@104.200.137.171] has been kicked" was that actually ichun .-.?
L1497[22:00:54] <VikeStep> yes
L1498[22:01:06] <Teamy> neat
L1499[22:01:13] <gigaherz> oh hey that's a name I recognize
L1500[22:01:14] <Vorquel> But he prefers to be called pig here
L1501[22:01:21] <VikeStep> or hipsterpig
L1502[22:01:53] <gigaherz> GAH too much white in windows 10
L1503[22:02:12] <gigaherz> I try to make an effort to have all apps set as dark as possible
L1504[22:02:27] ⇨ Joins: pig (~iChun@104.200.137.171)
L1505[22:02:31] <gigaherz> and now BAM taskbars, toolbars, menubars, and some apps even the whole screen pure eye-killing white
L1506[22:02:31] <pig> Lex_: push me.
L1507[22:02:41] <pig> Or... Kick
L1508[22:02:44] <pig> Whichever works
L1509[22:02:48] <Manusoftar> i learned my lesson ;)
L1510[22:02:54] <shadekiller666> giga, you can change colors of the task bar and windows and things
L1511[22:02:59] <gigaherz> yes
L1512[22:03:01] <gigaherz> the taskbar is dark
L1513[22:03:04] <gigaherz> my IDE is dark
L1514[22:03:07] <gigaherz> my mirc is dark
L1515[22:03:15] <gigaherz> but the moment I bring up the browser
L1516[22:03:19] <gigaherz> it's a blinding flash
L1517[22:03:40] <VikeStep> I'm gonna use Microsoft Edge for a week, because who knows, change might be good
L1518[22:03:45] <gigaherz> i'm not
L1519[22:03:53] *** pig was kicked by MineBot (Banned: Shush now, get back to work! (10)))
L1520[22:03:56] <gigaherz> not because it's bad, it isn't.
L1521[22:04:06] <gigaherz> I just don't like that kind of minimalistic UI
L1522[22:04:28] <gigaherz> I rejected Chrome, rejected firefox's Australis, and now I reject Edge
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L1524[22:05:17] <shadekiller666> ?
L1525[22:05:21] <Broad-mobile> When I used edge a couple weeks ago, it still didn't support all of the websites I frequent...
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L1527[22:05:44] <Teamy> what do you use gigaher?
L1528[22:05:51] <gigaherz> right now, Palemoon
L1529[22:05:55] <Teamy> cool
L1530[22:05:56] <gigaherz> which is based on Firefox 24
L1531[22:05:57] <shadekiller666> is Edge just like a wrapper for IE or something? it seems like it is...
L1532[22:06:06] <gigaherz> but I'm considering a switch to Waterfox
L1533[22:06:15] <shadekiller666> IE still exists on windows 10 for some god forsaken reason
L1534[22:06:17] <gigaherz> but since Waterfox uses Australis, I'll have to install classic theme restorer
L1535[22:06:32] <VikeStep> yeah, I tried to open an XML file in Win10 and the default program was IE for some reason
L1536[22:06:41] <gigaherz> shadekiller666: it exists because some websites DO require the old tech that Edge doesn't have
L1537[22:06:45] <Manusoftar> so, going to what we where talking, when you said forges event_bus, did you mean MinecraftForge.EVENT_BUS ??
L1538[22:06:52] <VikeStep> yes Manusoftar
L1539[22:06:55] <gigaherz> yes.
L1540[22:06:56] <Manusoftar> thanks
L1541[22:07:00] <Broad-mobile> They say it's new....and sleeker that ie...on multiple levels...though I haven't seen the performance improvements...
L1542[22:07:08] <Manusoftar> ill keep trying
L1543[22:07:21] <VikeStep> Broad-mobile, apparently it predicts the sites you will visit next and preload them
L1544[22:07:23] <VikeStep> from what I read
L1545[22:07:23] <shadekiller666> becuase screw 2015 lets stay in 2000 where IE was the only good web browser
L1546[22:07:34] <gigaherz> Broad-mobile: the performance improvements show on javascript benchmarks
L1547[22:07:39] <gigaherz> WebGL and such
L1548[22:08:06] <gigaherz> shadekiller666: it's not Microsoft's fault that many websites still exists that simply do not work with modern browsers
L1549[22:08:12] <Broad-mobile> Ahhh...I heard stuff like less memory usage and the likes of that
L1550[22:08:18] <shadekiller666> i know
L1551[22:08:22] <shadekiller666> thats what i was saying
L1552[22:08:23] <gigaherz> as much as MS would like to move on, the people who pay demand it
L1553[22:08:24] <gigaherz> XD
L1554[22:09:03] <shadekiller666> at what point do you say fuck you to the people who pay the bills because they don't want to use that money to update shit rather than have you still support it
L1555[22:09:30] <Manusoftar> i want to apologyze if im bothering somehow, but i want to make clear that i've searched on google which im asking you guys but as you may have already seen, the vast majority of forge modding guides that can be found on google are for minecraft 1.7.2 or 1.7.10 and even more to older versions 1.6.x so i have no other option but to ask the wizards on this channel... ;)
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L1557[22:10:23] <gigaherz> hmmm
L1558[22:10:40] <gigaherz> https://github.com/riverar/uxstyle + http://cu88.deviantart.com/art/Numix-Theme-For-Windows-10-RTM-549932204
L1559[22:10:41] <VikeStep> not bothering anyone (at least not me) so ask away
L1560[22:10:42] <gigaherz> let's try
L1561[22:10:59] <gigaherz> Manusoftar: really if you were bothering, you wouldn't be here anymore ;P
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L1563[22:11:06] <VikeStep> Manusoftar, i do recommend however to look at open source mods and the vanilla code for inspiration. Generally if I don't know how to do something I look there
L1564[22:11:12] <gigaherz> you made one mistake, dont' be why because of it
L1565[22:11:12] <gigaherz> XD
L1566[22:11:43] <gigaherz> learn from it, and stand stronger afterward
L1567[22:11:59] <VikeStep> like the other day I wanted to know how to use the VillagerRegistry, found an example in TiC that did pretty much the same thing I wanted
L1568[22:12:51] <gigaherz> there's two conflicting suggestions
L1569[22:13:02] <gigaherz> 1. Look for examples of what you want to achieve, but
L1570[22:13:16] <gigaherz> 2. If you doubt, ask, don't try to do something without knowing what you are doing
L1571[22:13:47] <gigaherz> there's too much code in mods that was written without proper knowledge of the situation
L1572[22:13:54] *** MineBot sets mode: -b *!*@104.200.137.171
L1573[22:14:55] <Manusoftar> well thank you for your support!
L1574[22:15:00] ⇨ Joins: McJty (~jorrit@d8D8774C5.access.telenet.be)
L1575[22:16:13] <shadekiller666> and never copy and paste code from examples without trying to figure out how it works
L1576[22:16:54] <shadekiller666> sometimes you will find that, understanding how someone else did something will allow you to do it in a way that is better
L1577[22:18:03] <Manusoftar> yay! it worked at last!!!
L1578[22:18:54] <Manusoftar> wize words shade..
L1579[22:19:28] <Flashfire> Does anyone have an example of an item with a constant looping animation?
L1580[22:19:40] <shadekiller666> fire?
L1581[22:19:50] <shadekiller666> lava
L1582[22:19:52] <shadekiller666> water
L1583[22:20:10] <Flashfire> I mean one that has a vertical sheet for sprites like compass
L1584[22:20:16] <shadekiller666> fire
L1585[22:20:22] <shadekiller666> lava
L1586[22:20:25] <shadekiller666> water
L1587[22:20:26] <Manusoftar> im using SEUS and Optifine and leaves also have a looping animation...
L1588[22:20:30] <Flashfire> Are any of those items?
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L1590[22:20:54] <shadekiller666> the enchantment overlay loops
L1591[22:21:14] <Flashfire> That's a different kind of thing though, it's not related to the actual sprite
L1592[22:21:36] <VikeStep> the clock?
L1593[22:21:47] <VikeStep> just do something similar so it runs faster
L1594[22:21:52] <shadekiller666> compasses and clocks are both hardcoded
L1595[22:21:56] <Flashfire> ^
L1596[22:22:33] <Flashfire> When I asked for an example I was thinking a mod
L1597[22:22:43] <shadekiller666> could you count the bow as a looping texture?
L1598[22:22:56] <shadekiller666> are those hardcoded?
L1599[22:23:04] <Flashfire> Idk I will check\
L1600[22:23:59] <Flashfire> Looks like it but I could be wrong
L1601[22:24:21] <shadekiller666> prismarine changes colors
L1602[22:24:46] <shadekiller666> though i think thats handled by an overlay similar to how redstone and grass are overlays
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L1605[22:25:25] <Flashfire> I'm looking for something that uses one image
L1606[22:25:33] <Flashfire> I want at least 72 sprites
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L1610[22:32:53] <shadekiller666> giga, about the white title bars in windows 10, you can make them all match the color of your task bar and such with themes
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L1612[22:33:30] <shadekiller666> my task bar is kinda a tranparent black, but most of my windows are white title bars :p
L1613[22:34:16] <shadekiller666> wish windows could change the color of programs themselves instead of just the title bar but whatever :P
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L1617[22:42:28] <Manusoftar> is there any way to set custom properties on "regular" blocks?
L1618[22:43:04] <shadekiller666> what?
L1619[22:47:37] <Lex_> humm need to think of a simple way to sort classes in a hiarachy.
L1620[22:48:12] <Manusoftar> the thing is i need to protect some blocks, i was suggested to make my own breakevent handler and check if the block that fired the event should be broken or not. The thing is that, by now im storing the position of the blocks that shouldnt be broken on a list which is in a separated class (separate from the class that handles the breakevent), so either i make some nasty public attribute
L1621[22:48:12] <Manusoftar> for that list or i set some kind of flag on the block itself to then be able to recongnize if it should be breakable or not
L1622[22:49:03] <shadekiller666> or you could put the event handler in the same class
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L1624[22:49:31] <Manusoftar> i was recommended not to do it by PaleoCrafter
L1625[22:50:04] <Manusoftar> also that class extends CommandBase not sure if that could intefere somehow with this other handler
L1626[22:50:35] <shadekiller666> doesn't matter what else the class extends
L1627[22:50:36] <Manusoftar> Paleo suggested me to have a separated class for my event handlres
L1628[22:50:53] <Manusoftar> and it seemed to be cleanner but hierachy is killing me ;P
L1629[22:50:56] <Manusoftar> :P
L1630[22:51:42] <shadekiller666> at some point you go against that kind of design ideology for some things because its a better way of doing what you need to do
L1631[22:52:11] <Manusoftar> im sorry this was the original message -> <diesieben07> why? make a separate class for your event handlers
L1632[22:52:21] <shadekiller666> i know
L1633[22:52:48] <shadekiller666> but there are times when its better to put things in the same class because its easier to access the data you need
L1634[22:53:03] <shadekiller666> and java doesn't have to switch scopes and things and what not
L1635[22:53:19] <Manusoftar> yeah is a pain in the ass!
L1636[22:54:31] <shadekiller666> all but 1 of the 8 or so classes that make up the OBJ loader are all in the same file, because its easier to reference things
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L1646[23:09:16] <Laceh> anyone here have a decent computer that can run shaders?
L1647[23:10:37] <shadekiller666> i would hope so, why
L1648[23:10:54] <Laceh> need a favour
L1649[23:11:00] <shadekiller666> k
L1650[23:11:19] <Laceh> pm
L1651[23:11:19] <Laceh> ?
L1652[23:11:25] <shadekiller666> ok
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L1663[23:33:43] <Manusoftar> Laceh: it depends on how much fps do you expect, im using SEUS with Optifine and im running a little over 30fps but sometimes it drops down to 10-20fps
L1664[23:34:50] <Laceh> I was just needing someone to take some screenshots lmfao
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L1667[23:52:40] <Lex_> humm tree isnt resolving correctly, fuck i hate recusion
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