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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.
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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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..?
>.>
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
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]
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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
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
L158[01:39:19]
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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
L175[01:50:30]
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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
L189[01:58:58]
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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] ⇦
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L202[02:09:42] <Cazzar> I am still not
going to change from my BRS lockscreen image :3
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
L215[02:16:06] <shadekiller666> :O
L216[02:16:16] <shadekiller666> so
something Vim has had for a long time?
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
L233[02:21:07]
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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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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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L340[06:57:38] <ollieread> halvors: output
as in, distribute?
L341[06:59:45] <ollieread> laci200270:
porting AE2?
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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?
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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.
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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L405[07:51:09] <McJty> BTW. How can I get
the same model used for the item (in toolbar/inventory)?
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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
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?
L437[09:04:46] ***
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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
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
L509[10:24:03] ***
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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
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?
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
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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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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?
L720[14:11:09]
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L722[14:11:35] <diesieben07>
woopsies
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
L768[14:39:15]
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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
L778[14:42:21]
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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? >.>
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
L874[15:12:34] ***
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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)
L920[15:26:06]
⇨ Joins: Ferdz
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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
L924[15:26:56] ⇦
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L925[15:26:57] <Simulac> Ctrl + Space,
Manusoftar
L926[15:27:05] ***
gigaherz_d is now known as gigaherz
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
L941[15:29:42] ⇦
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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> ^
L947[15:30:28] ⇦
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L948[15:30:35] <williewillus> sublime is
dark theme :p
L949[15:30:40]
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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
L982[15:37:28] ⇦
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L983[15:37:31] <Flashfire> I just didn't
register the base item since it's not an actual item
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
L995[15:39:59] ⇦
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L996[15:40:24]
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L997[15:40:39] <Flashfire> What's wrong
with json though?
L998[15:40:52] ⇦
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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?
L1006[15:42:28]
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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
L1011[15:43:50]
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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
L1017[15:45:03]
⇨ Joins: Drullkus
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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
L1021[15:50:22]
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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?
L1029[15:52:34]
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L1030[15:52:36] <MattDahEpic> no,
afaik
L1031[15:54:01]
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L1032[15:54:38] <Flashfire> Yeah it looks
like I had to remove the suffix off the first metadata
L1033[15:55:43]
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L1035[16:06:01] <Flashfire> Has anyone
made an item with an animated hue rotation?
L1037[16:09:56]
⇨ Joins: orthoplex64
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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
L1043[16:15:56] ***
Forkk_ is now known as Forkk
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
L1098[16:23:23] <tterrag> its there
L1099[16:23:26] <Flashfire> Yeah it is
public, I was looking from another class
L1100[16:23:35]
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L1101[16:23:36]
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LETTER)
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
L1109[16:24:10]
⇨ Joins: Hubok
(~hubok@aww.hell.no.girl.hubok.net)
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)
L1113[16:26:23]
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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
L1125[16:29:26]
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L1126[16:29:35]
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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?
L1130[16:30:17]
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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?
L1138[16:31:11]
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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
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
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
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
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
L1171[16:36:59]
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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?
L1179[16:40:21]
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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 :)
L1188[16:45:19]
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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
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"?
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
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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?
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?
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
L1402[21:25:58]
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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
L1407[21:33:37]
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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
L1422[21:48:58]
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L1423[21:49:28]
⇨ Joins: Broad-mobile
(~BroadSigh@ip72-216-53-36.pn.at.cox.net)
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))
L1442[21:54:15]
⇨ Joins: Manusoftar
(Manusoftar@host28.186-109-31.telecom.net.ar)
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??
L1461[21:56:17]
⇨ Joins: Zyferus
(~Zyferus@c-174-58-160-193.hsd1.mo.comcast.net)
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
L1523[22:05:04]
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(Quit: If we wish to explore, if we wish to see what's over the
next hill, wonders unfold before us; all we have to do is want it
enough.)
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...
L1526[22:05:32]
⇦ Quits: Carlos (~chatzilla@122.151.174.29) (Quit: So long,
and thanks for all the fish.)
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... ;)
L1556[22:09:33]
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()
L1557[22:10:23] <gigaherz> hmmm
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
L1562[22:11:02]
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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?
L1589[22:20:49]
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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
L1603[22:25:03]
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(Quit: Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr
klingen und das T�ten angemessen wirkt. (George
Orwell))
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
L1607[22:25:41]
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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
L1611[22:33:13] ***
Keridos is now known as Keridos|away
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
L1614[22:36:13]
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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
L1623[22:49:19]
⇨ Joins: minecreatr
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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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